quakespasm/source/gl_screen.c

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2022-02-08 19:06:54 +00:00
/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
Copyright (C) 2010-2014 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// screen.c -- master for refresh, status bar, console, chat, notify, etc
#include "quakedef.h"
/*
background clear
rendering
turtle/net/ram icons
sbar
centerprint / slow centerprint
notify lines
intermission / finale overlay
loading plaque
console
menu
required background clears
required update regions
syncronous draw mode or async
One off screen buffer, with updates either copied or xblited
Need to double buffer?
async draw will require the refresh area to be cleared, because it will be
xblited, but sync draw can just ignore it.
sync
draw
CenterPrint ()
SlowPrint ()
Screen_Update ();
Con_Printf ();
net
turn off messages option
the refresh is allways rendered, unless the console is full screen
console is:
notify lines
half
full
*/
int glx, gly, glwidth, glheight;
int scr_copytop;
int loadingScreen;
qboolean loadscreeninit;
char* loadname2;
char* loadnamespec;
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float scr_con_current;
float scr_conlines; // lines of console to display
//johnfitz -- new cvars
cvar_t scr_menuscale = {"scr_menuscale", "1", CVAR_ARCHIVE};
cvar_t scr_sbarscale = {"scr_sbarscale", "1", CVAR_ARCHIVE};
cvar_t scr_sbaralpha = {"scr_sbaralpha", "0.75", CVAR_ARCHIVE};
cvar_t scr_conwidth = {"scr_conwidth", "0", CVAR_ARCHIVE};
cvar_t scr_conscale = {"scr_conscale", "1", CVAR_ARCHIVE};
cvar_t scr_crosshairscale = {"scr_crosshairscale", "1", CVAR_ARCHIVE};
cvar_t scr_showfps = {"scr_showfps", "0", CVAR_NONE};
cvar_t scr_clock = {"scr_clock", "0", CVAR_NONE};
//johnfitz
cvar_t scr_viewsize = {"viewsize","100", CVAR_ARCHIVE};
cvar_t scr_fov = {"fov","70",CVAR_NONE}; // 10 - 170
cvar_t scr_fov_adapt = {"fov_adapt","1",CVAR_ARCHIVE};
cvar_t scr_dynamic_fov = {"scr_dynamic_fov","1",CVAR_ARCHIVE}; //sB add dynamic FOV toggle
cvar_t scr_fov_viewmodel = {"r_viewmodel_fov","70"};
cvar_t scr_loadscreen = {"scr_loadscreen","1", true}; //sB loading screens
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cvar_t scr_conspeed = {"scr_conspeed","500",CVAR_ARCHIVE};
cvar_t scr_centertime = {"scr_centertime","2",CVAR_NONE};
cvar_t scr_showram = {"showram","1",CVAR_NONE};
cvar_t scr_showturtle = {"showturtle","0",CVAR_NONE};
cvar_t scr_showpause = {"showpause","1",CVAR_NONE};
cvar_t scr_printspeed = {"scr_printspeed","8",CVAR_NONE};
cvar_t gl_triplebuffer = {"gl_triplebuffer", "1", CVAR_ARCHIVE};
extern cvar_t crosshair;
qboolean scr_initialized; // ready to draw
qpic_t *scr_ram;
qpic_t *scr_net;
qpic_t *scr_turtle;
qpic_t *hitmark;
qpic_t *lscreen;
qpic_t *lscreendefault;
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qpic_t *ls_wahnsinn;
qpic_t *ls_anstieg;
extern qpic_t *sniper_scope;
int clearconsole;
int clearnotify;
vrect_t scr_vrect;
qboolean scr_disabled_for_loading;
qboolean scr_drawloading;
float scr_disabled_time;
float oldscreensize, oldfov;
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int scr_tileclear_updates = 0; //johnfitz
char scr_usestring[1024];
float scr_usetime_off = 0.0f;
int button_pic_x;
void SCR_ScreenShot_f (void);
/*
==============
SCR_UsePrint
Similiar to above, but will also print the current button for the action.
==============
*/
extern qpic_t *b_up;
extern qpic_t *b_down;
extern qpic_t *b_left;
extern qpic_t *b_right;
extern qpic_t *b_lthumb;
extern qpic_t *b_rthumb;
extern qpic_t *b_lshoulder;
extern qpic_t *b_rshoulder;
extern qpic_t *b_abutton;
extern qpic_t *b_bbutton;
extern qpic_t *b_ybutton;
extern qpic_t *b_xbutton;
extern qpic_t *b_lt;
extern qpic_t *b_rt;
qpic_t *GetButtonIcon (char *buttonname)
{
int j;
int l;
char *b;
l = strlen(buttonname);
for (j=0 ; j<256 ; j++)
{
b = keybindings[j];
if (!b)
continue;
if (!strncmp (b, buttonname, l) )
{
if (!strcmp(Key_KeynumToString(j), "UPARROW"))
return b_up;
else if (!strcmp(Key_KeynumToString(j), "DOWNARROW"))
return b_down;
else if (!strcmp(Key_KeynumToString(j), "LEFTARROW"))
return b_left;
else if (!strcmp(Key_KeynumToString(j), "RIGHTARROW"))
return b_right;
else if (!strcmp(Key_KeynumToString(j), "LTHUMB"))
return b_lthumb;
else if (!strcmp(Key_KeynumToString(j), "RTHUMB"))
return b_rthumb;
else if (!strcmp(Key_KeynumToString(j), "LSHOULDER"))
return b_lshoulder;
else if (!strcmp(Key_KeynumToString(j), "RSHOULDER"))
return b_rshoulder;
else if (!strcmp(Key_KeynumToString(j), "ABUTTON"))
return b_abutton;
else if (!strcmp(Key_KeynumToString(j), "BBUTTON"))
return b_bbutton;
else if (!strcmp(Key_KeynumToString(j), "YBUTTON"))
return b_ybutton;
else if (!strcmp(Key_KeynumToString(j), "XBUTTON"))
return b_xbutton;
else if (!strcmp(Key_KeynumToString(j), "LTRIGGER"))
return b_lt;
else if (!strcmp(Key_KeynumToString(j), "RTRIGGER"))
return b_rt;
}
}
return b_abutton;
}
char *GetUseButtonL ()
{
int j;
int l;
char *b;
l = strlen("+use");
for (j=0 ; j<256 ; j++)
{
b = keybindings[j];
if (!b)
continue;
if (!strncmp (b, "+use", l) )
{
if (!strcmp(Key_KeynumToString(j), "LSHOULDER") ||
!strcmp(Key_KeynumToString(j), "RSHOULDER"))
return " ";
else
return " ";
}
}
return " ";
}
char *GetPerkName (int perk)
{
switch (perk)
{
case 1:
return "Quick Revive";
case 2:
return "Juggernog";
case 3:
return "Speed Cola";
case 4:
return "Double Tap";
case 5:
return "Stamin-Up";
case 6:
return "PhD Flopper";
case 7:
return "Deadshot Daiquiri";
case 8:
return "Mule Kick";
default:
return "NULL";
}
}
void SCR_UsePrint (int type, int cost, int weapon)
{
char w[128];
char s[128];
switch (type)
{
case 0://clear
strcpy(s, "");
break;
case 1://door
strcpy(s, va("Hold %s to open door [Cost:%i]\n", GetUseButtonL(), cost));
button_pic_x = 5;
break;
case 2://debris
strcpy(s, va("Hold %s to remove debris [Cost:%i]\n", GetUseButtonL(), cost));
button_pic_x = 5;
break;
case 3://ammo
strcpy(w, PR_GetString(sv_player->v.Weapon_Name_Touch));
strcpy(s, va("Hold %s to buy ammo for %s [Cost:%i]\n", GetUseButtonL(), w, cost));
button_pic_x = 5;
break;
case 4://weapon
strcpy(w, PR_GetString(sv_player->v.Weapon_Name_Touch));
strcpy(s, va("Hold %s to buy %s [Cost:%i]\n", GetUseButtonL(), w, cost));
button_pic_x = 5;
break;
case 5://window
strcpy(s, va("Hold %s to Rebuild Barrier\n", GetUseButtonL()));
button_pic_x = 5;
break;
case 6://box
strcpy(s, va("Hold %s to buy a random weapon [cost:%i]\n", GetUseButtonL(), cost));
button_pic_x = 5;
break;
case 7://box take
strcpy(s, va("Press %s to take weapon\n", GetUseButtonL()));
button_pic_x = 6;
break;
case 8://power
strcpy(s, "The power must be activated first\n");
button_pic_x = 100;
break;
case 9://perk
strcpy(s, va("Hold %s to buy %s [Cost:%i]\n", GetUseButtonL(), GetPerkName(weapon), cost));
button_pic_x = 5;
break;
case 10://turn on power
strcpy(s, va("Hold %s to turn on the power\n", GetUseButtonL()));
button_pic_x = 5;
break;
case 11://turn on trap
strcpy(s, va("Hold %s to activate the electric barrier [Cost:%i]\n", GetUseButtonL(), cost));
button_pic_x = 5;
break;
case 12://PAP
strcpy(s, va("Hold %s to Pack a Punch [Cost:%i]\n", GetUseButtonL(), cost));
button_pic_x = 5;
break;
case 13://revive
strcpy(s, va("Hold %s to Fix your Code.. :)\n", GetUseButtonL()));
button_pic_x = 5;
break;
case 14://use teleporter (free)
strcpy(s, va("Hold %s to use Teleporter\n", GetUseButtonL()));
button_pic_x = 5;
break;
case 15://use teleporter (cost)
strcpy(s, va("Hold %s to use Teleporter [Cost:%i]\n", GetUseButtonL(), cost));
button_pic_x = 5;
break;
case 16://tp cooldown
strcpy(s, "Teleporter is cooling down\n");
button_pic_x = 100;
break;
case 17://link
strcpy(s, va("Hold %s to initiate link to pad\n", GetUseButtonL()));
button_pic_x = 5;
break;
case 18://no link
strcpy(s, "Link not active\n");
button_pic_x = 100;
break;
case 19://finish link
strcpy(s, va("Hold %s to link pad with core\n", GetUseButtonL()));
button_pic_x = 5;
break;
case 20://buyable ending
strcpy(s, va("Hold %s to End the Game [Cost:%i]\n", GetUseButtonL(), cost));
button_pic_x = 5;
break;
default:
Con_Printf ("No type defined in engine for useprint\n");
break;
}
strncpy (scr_usestring, va(s), sizeof(scr_usestring)-1);
scr_usetime_off = 0.1;
}
void SCR_DrawUseString (void)
{
int l;
int x, y;
if (cl.stats[STAT_HEALTH] < 0) {
return;
}
// The scale is double, so basically subtract the difference here...
y = vid.height*0.85;
l = strlen (scr_usestring);
x = ((vid.width/2 - l*8)/2);
#ifdef VITA
GL_SetCanvas(CANVAS_HUD);
#else
GL_SetCanvas(CANVAS_USEPRINT);
#endif
Draw_String (x, y, scr_usestring);
GL_SetCanvas(CANVAS_DEFAULT);
Draw_Pic (x*2 + button_pic_x*16, y*0.8125, GetButtonIcon("+use"));
}
void SCR_CheckDrawUseString (void)
{
scr_copytop = 1;
scr_usetime_off -= host_frametime;
if (scr_usetime_off <= 0 && !cl.intermission) {
return;
}
if (key_dest != key_game) {
return;
}
if (cl.stats[STAT_HEALTH] <= 0) {
return;
}
SCR_DrawUseString ();
}
/*
===============================================================================
CENTER PRINTING
===============================================================================
*/
char scr_centerstring[1024];
float scr_centertime_start; // for slow victory printing
float scr_centertime_off;
int scr_center_lines;
int scr_erase_lines;
int scr_erase_center;
/*
==============
SCR_CenterPrint
Called for important messages that should stay in the center of the screen
for a few moments
==============
*/
void SCR_CenterPrint (const char *str) //update centerprint data
{
strncpy (scr_centerstring, str, sizeof(scr_centerstring)-1);
scr_centertime_off = scr_centertime.value;
scr_centertime_start = cl.time;
// count the number of lines for centering
scr_center_lines = 1;
str = scr_centerstring;
while (*str)
{
if (*str == '\n')
scr_center_lines++;
str++;
}
}
void SCR_DrawCenterString (void) //actually do the drawing
{
char *start;
int l;
int j;
int x, y;
int remaining;
GL_SetCanvas (CANVAS_MENU); //johnfitz
// the finale prints the characters one at a time
if (cl.intermission)
remaining = scr_printspeed.value * (cl.time - scr_centertime_start);
else
remaining = 9999;
scr_erase_center = 0;
start = scr_centerstring;
if (scr_center_lines <= 4)
y = 200*0.35; //johnfitz -- 320x200 coordinate system
else
y = 48;
if (crosshair.value)
y -= 8;
do
{
// scan the width of the line
for (l=0 ; l<40 ; l++)
if (start[l] == '\n' || !start[l])
break;
x = (320 - l*8)/2; //johnfitz -- 320x200 coordinate system
for (j=0 ; j<l ; j++, x+=8)
{
Draw_Character (x, y, start[j]); //johnfitz -- stretch overlays
if (!remaining--)
return;
}
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
void SCR_CheckDrawCenterString (void)
{
if (scr_center_lines > scr_erase_lines)
scr_erase_lines = scr_center_lines;
scr_centertime_off -= host_frametime;
if (scr_centertime_off <= 0 && !cl.intermission)
return;
if (key_dest != key_game)
return;
if (cl.paused) //johnfitz -- don't show centerprint during a pause
return;
SCR_DrawCenterString ();
}
//=============================================================================
/*
====================
AdaptFovx
Adapt a 4:3 horizontal FOV to the current screen size using the "Hor+" scaling:
2.0 * atan(width / height * 3.0 / 4.0 * tan(fov_x / 2.0))
====================
*/
float AdaptFovx (float fov_x, float width, float height)
{
float a, x;
if (fov_x < 1 || fov_x > 179)
Sys_Error ("Bad fov: %f", fov_x);
if (!scr_fov_adapt.value)
return fov_x;
if ((x = height / width) == 0.75)
return fov_x;
a = atan(0.75 / x * tan(fov_x / 360 * M_PI));
a = a * 360 / M_PI;
return a;
}
/*
====================
CalcFovy
====================
*/
float CalcFovy (float fov_x, float width, float height)
{
float a, x;
if (fov_x < 1 || fov_x > 179)
Sys_Error ("Bad fov: %f", fov_x);
x = width / tan(fov_x / 360 * M_PI);
a = atan(height / x);
a = a * 360 / M_PI;
return a;
}
/*
=================
SCR_CalcRefdef
Must be called whenever vid changes
Internal use only
=================
*/
static void SCR_CalcRefdef (void)
{
float size, scale; //johnfitz -- scale
// force the status bar to redraw
Sbar_Changed ();
scr_tileclear_updates = 0; //johnfitz
// bound viewsize
if (scr_viewsize.value < 30)
Cvar_SetQuick (&scr_viewsize, "30");
if (scr_viewsize.value > 120)
Cvar_SetQuick (&scr_viewsize, "120");
vid.recalc_refdef = 0;
//johnfitz -- rewrote this section
size = scr_viewsize.value;
scale = CLAMP (1.0, scr_sbarscale.value, (float)glwidth / 320.0);
if (size >= 120 || cl.intermission || scr_sbaralpha.value < 1) //johnfitz -- scr_sbaralpha.value
sb_lines = 0;
else if (size >= 110)
sb_lines = 24 * scale;
else
sb_lines = 48 * scale;
size = q_min(scr_viewsize.value, 100) / 100;
//johnfitz
//johnfitz -- rewrote this section
r_refdef.vrect.width = q_max(glwidth * size, 96); //no smaller than 96, for icons
r_refdef.vrect.height = q_min(glheight * size, glheight);
r_refdef.vrect.x = (glwidth - r_refdef.vrect.width)/2;
r_refdef.vrect.y = (glheight - r_refdef.vrect.height)/2;
//johnfitz
// motolegacy -- hack to enable more standard fov values in quakespasm
r_refdef.fov_x = AdaptFovx(scr_fov.value - 15, vid.width, vid.height);
r_refdef.fov_y = CalcFovy (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
scr_vrect = r_refdef.vrect;
}
/*
=================
SCR_SizeUp_f
Keybinding command
=================
*/
void SCR_SizeUp_f (void)
{
Cvar_SetValueQuick (&scr_viewsize, scr_viewsize.value+10);
}
/*
=================
SCR_SizeDown_f
Keybinding command
=================
*/
void SCR_SizeDown_f (void)
{
Cvar_SetValueQuick (&scr_viewsize, scr_viewsize.value-10);
}
static void SCR_Callback_refdef (cvar_t *var)
{
vid.recalc_refdef = 1;
}
/*
==================
SCR_Conwidth_f -- johnfitz -- called when scr_conwidth or scr_conscale changes
==================
*/
void SCR_Conwidth_f (cvar_t *var)
{
vid.recalc_refdef = 1;
vid.conwidth = (scr_conwidth.value > 0) ? (int)scr_conwidth.value : (scr_conscale.value > 0) ? (int)(vid.width/scr_conscale.value) : vid.width;
vid.conwidth = CLAMP (320, vid.conwidth, vid.width);
vid.conwidth &= 0xFFFFFFF8;
vid.conheight = vid.conwidth * vid.height / vid.width;
}
//============================================================================
/*
==================
SCR_LoadPics -- johnfitz
==================
*/
void SCR_LoadPics (void)
{
scr_ram = Draw_PicFromWad ("ram");
scr_net = Draw_PicFromWad ("net");
scr_turtle = Draw_PicFromWad ("turtle");
hitmark = Draw_CachePic("gfx/hud/hit_marker.tga");
//ls_wahnsinn = Draw_CachePic ("gfx/lscreen/psp_wahnsinn.lmp");
//ls_anstieg = Draw_CachePic ("gfx/lscreen/psp_anstieg.tga");
}
/*
==================
SCR_Init
==================
*/
void SCR_Init (void)
{
//johnfitz -- new cvars
Cvar_RegisterVariable (&scr_menuscale);
Cvar_RegisterVariable (&scr_sbarscale);
Cvar_SetCallback (&scr_sbaralpha, SCR_Callback_refdef);
Cvar_RegisterVariable (&scr_loadscreen); //sB loading screen
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Cvar_RegisterVariable (&scr_sbaralpha);
Cvar_SetCallback (&scr_conwidth, &SCR_Conwidth_f);
Cvar_SetCallback (&scr_conscale, &SCR_Conwidth_f);
Cvar_RegisterVariable (&scr_conwidth);
Cvar_RegisterVariable (&scr_conscale);
Cvar_RegisterVariable (&scr_crosshairscale);
Cvar_RegisterVariable (&scr_showfps);
Cvar_RegisterVariable (&scr_clock);
//johnfitz
Cvar_SetCallback (&scr_fov, SCR_Callback_refdef);
Cvar_SetCallback (&scr_fov_adapt, SCR_Callback_refdef);
Cvar_SetCallback (&scr_viewsize, SCR_Callback_refdef);
Cvar_RegisterVariable (&scr_fov);
Cvar_RegisterVariable (&scr_fov_adapt);
Cvar_RegisterVariable (&scr_dynamic_fov); //sB add dynamic FOV toggle
Cvar_RegisterVariable (&scr_fov_viewmodel); //sB porting seperate viewmodel FOV
2022-02-08 19:06:54 +00:00
Cvar_RegisterVariable (&scr_viewsize);
Cvar_RegisterVariable (&scr_conspeed);
Cvar_RegisterVariable (&scr_showram);
Cvar_RegisterVariable (&scr_showturtle);
Cvar_RegisterVariable (&scr_showpause);
Cvar_RegisterVariable (&scr_centertime);
Cvar_RegisterVariable (&scr_printspeed);
Cvar_RegisterVariable (&gl_triplebuffer);
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
SCR_LoadPics (); //johnfitz
scr_initialized = true;
}
//============================================================================
/*
==============
SCR_DrawFPS -- johnfitz
==============
*/
void SCR_DrawFPS (void)
{
static double oldtime = 0;
static double lastfps = 0;
static int oldframecount = 0;
double elapsed_time;
int frames;
elapsed_time = realtime - oldtime;
frames = r_framecount - oldframecount;
if (elapsed_time < 0 || frames < 0)
{
oldtime = realtime;
oldframecount = r_framecount;
return;
}
// update value every 3/4 second
if (elapsed_time > 0.75)
{
lastfps = frames / elapsed_time;
oldtime = realtime;
oldframecount = r_framecount;
}
if (scr_showfps.value)
{
char st[16];
int x, y;
sprintf (st, "%4.0f fps", lastfps);
x = 320 - (strlen(st)<<3);
y = 200 - 8;
if (scr_clock.value) y -= 8; //make room for clock
GL_SetCanvas (CANVAS_BOTTOMRIGHT);
Draw_String (x, y, st);
scr_tileclear_updates = 0;
}
}
/*
==============
SCR_DrawClock -- johnfitz
==============
*/
void SCR_DrawClock (void)
{
char str[12];
if (scr_clock.value == 1)
{
int minutes, seconds;
minutes = cl.time / 60;
seconds = ((int)cl.time)%60;
sprintf (str,"%i:%i%i", minutes, seconds/10, seconds%10);
}
else
return;
//draw it
GL_SetCanvas (CANVAS_BOTTOMRIGHT);
Draw_String (320 - (strlen(str)<<3), 200 - 8, str);
scr_tileclear_updates = 0;
}
/*
==============
SCR_DrawDevStats
==============
*/
void SCR_DrawDevStats (void)
{
char str[40];
int y = 25-9; //9=number of lines to print
int x = 0; //margin
if (!devstats.value)
return;
GL_SetCanvas (CANVAS_BOTTOMLEFT);
Draw_Fill (x, y*8, 19*8, 9*8, 0, 0.5); //dark rectangle
sprintf (str, "devstats |Curr Peak");
Draw_String (x, (y++)*8-x, str);
sprintf (str, "---------+---------");
Draw_String (x, (y++)*8-x, str);
sprintf (str, "Edicts |%4i %4i", dev_stats.edicts, dev_peakstats.edicts);
Draw_String (x, (y++)*8-x, str);
sprintf (str, "Packet |%4i %4i", dev_stats.packetsize, dev_peakstats.packetsize);
Draw_String (x, (y++)*8-x, str);
sprintf (str, "Visedicts|%4i %4i", dev_stats.visedicts, dev_peakstats.visedicts);
Draw_String (x, (y++)*8-x, str);
sprintf (str, "Efrags |%4i %4i", dev_stats.efrags, dev_peakstats.efrags);
Draw_String (x, (y++)*8-x, str);
sprintf (str, "Dlights |%4i %4i", dev_stats.dlights, dev_peakstats.dlights);
Draw_String (x, (y++)*8-x, str);
sprintf (str, "Beams |%4i %4i", dev_stats.beams, dev_peakstats.beams);
Draw_String (x, (y++)*8-x, str);
sprintf (str, "Tempents |%4i %4i", dev_stats.tempents, dev_peakstats.tempents);
Draw_String (x, (y++)*8-x, str);
}
/*
==============
SCR_DrawRam
==============
*/
void SCR_DrawRam (void)
{
if (!scr_showram.value)
return;
if (!r_cache_thrash)
return;
GL_SetCanvas (CANVAS_DEFAULT); //johnfitz
Draw_Pic (scr_vrect.x+32, scr_vrect.y, scr_ram);
}
/*
==============
SCR_DrawTurtle
==============
*/
void SCR_DrawTurtle (void)
{
static int count;
if (!scr_showturtle.value)
return;
if (host_frametime < 0.1)
{
count = 0;
return;
}
count++;
if (count < 3)
return;
GL_SetCanvas (CANVAS_DEFAULT); //johnfitz
Draw_Pic (scr_vrect.x, scr_vrect.y, scr_turtle);
}
/*
==============
SCR_DrawNet
==============
*/
void SCR_DrawNet (void)
{
if (realtime - cl.last_received_message < 0.3)
return;
if (cls.demoplayback)
return;
GL_SetCanvas (CANVAS_DEFAULT); //johnfitz
Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net);
}
/*
==============
DrawPause
==============
*/
void SCR_DrawPause (void)
{
qpic_t *pic;
if (!cl.paused)
return;
if (!scr_showpause.value) // turn off for screenshots
return;
GL_SetCanvas (CANVAS_MENU); //johnfitz
scr_tileclear_updates = 0; //johnfitz
}
/*
==============
SCR_DrawLoading
==============
*/
void SCR_DrawLoading (void)
{
qpic_t *pic;
if (!scr_drawloading)
return;
scr_tileclear_updates = 0; //johnfitz
}
int Random_Int (int max_int)
{
float f;
f = (rand ()&0x7fff) / ((float)0x7fff) * max_int;
if (f > 0)
return (int)(f + 0.5) + 1;
else
return (int)(f - 0.5) + 1;
}
/*
==============
SCR_DrawLoadScreen
==============
*/
/*
Creds to the following people from the 2020
Loading Screen Hint Submission/Contest:
* BCDeshiG
* Derped_Crusader
* Aidan
* yasen
* greg
* Asher
* Bernerd
* Omar Alejandro
* TheSmashers
*/
double loadingtimechange;
int loadingdot;
int loadingtextwidth;
char *lodinglinetext;
qpic_t *awoo;
char *ReturnLoadingtex (void)
{
int StringNum = Random_Int(55);
switch(StringNum)
{
case 1:
return "Released in 1996, Quake is now over 25 years old!";
break;
case 2:
return "Use the Kar98-k to be the hero we want you to be!";
break;
case 3:
return "There is a huge number of modern engines based on Quake!";
break;
case 4:
return "Development for NZ:P officially began on September 27, 2009";
break;
case 5:
return "NZ:P was first released on December 25, 2010!";
break;
case 6:
return "The 1.1 release of NZ:P has over 90,000 downloads!";
break;
case 7:
return "NZ:P has been downloaded over 400,000 times!";
break;
case 8:
return "The original NZP was made mainly by 3 guys around the world.";
break;
case 9:
return "Blubswillrule: known as \"blubs\", is from the USA.";
break;
case 10:
return "Jukki is from Finland.";
break;
case 11:
return "Ju[s]tice, or \"tom\" is from Lithuania.";
break;
case 12:
return "This game is the reason that we have bad sleeping habits!";
break;
case 13:
return "We had a lot of fun making this game.";
break;
case 14:
return "Did you know you can make your own Custom Map?";
break;
case 15:
return "Try Retro Mode, it's in the Graphics Settings!";
break;
case 16:
return "Tired of the base maps? Make your own or try some online!";
break;
case 17:
return "Slay zombies & be grateful.";
break;
case 18:
return "Custom maps, CUSTOM MAPS!";
break;
case 19:
return "Go outside & build a snowman!";
break;
case 20:
return "Please surround yourself with zombies!";
break;
case 21:
return "Don't play for too long, or zombies will eat you.";
break;
case 22:
return "That was epic... EPIC FOR THE WIIIN!"; //why
break;
case 23:
return "PPSSPP is an awesome PSP emulator!";
break;
case 24:
return "You dead yet?";
break;
case 25:
return "Now 21% cooler!";
break;
case 26:
return "your lg is nothink on the lan"; //what
break;
case 27:
return "I'm not your chaotic on dm6!";
break;
case 28:
return "Shoot zombies to kill them. Or knife them. You choose.";
break;
case 29:
return "How many people forgot to Compile today?";
break;
case 30:
return "ggnore";
break;
case 31:
return "Have you tried NZ:P on PC or NX?";
break;
case 32:
return "Submerge your device in water for godmode!";
break;
case 33:
return "10/10/10 was a good day.";
break;
case 34:
return "Also check out \"No Bugs Allowed\" for the PSP!";
break;
case 35:
return "MotoLegacy, or \"Ian\", is from the USA.";
break;
case 36:
return "Zombies don't like bullets.";
break;
case 37:
return "Thanks for being an awesome fan!";
break;
case 38:
return "Removed Herobrine";
break;
case 39:
return "Pack-a-Punch the Kar98k to get to round infinity.";
break;
case 40:
return "I feel like I'm being gaslit.";
break;
case 41:
return "Heads up! You will die if you are killed!";
break;
case 42:
return "Zombies legally can't kill you if you say no!";
break;
case 43:
return "Please help me find the meaning of . Thanks.";
break;
case 44:
return "NZ:P Discord is ONLY for Thomas the Tank Engine Roleplay!";
break;
case 45:
return "Get rid of the 21% cooler tip, it's an MLP reference.";
break;
case 46:
return "You're playing on a PS Vita!";
break;
case 47:
return "Don't leak the beta!";
break;
case 48:
return "Jugger-Nog increases your health!";
break;
case 49:
return "greg was here";
break;
case 50:
return "Where the hell is the Mystery Box?!";
break;
case 51:
return "Zombies like getting shot.. I think.";
break;
case 52:
return "pro tip: aiming helps";
break;
case 53:
return "If a Nazi Zombie bites you, are you a Nazi, or a Zombie?";
break;
case 54:
return "Play some Custom Maps!";
break;
}
return "wut wut";
}
qboolean load_screen_exists;
void SCR_DrawLoadScreen (void)
{
int max_step = 350;
int x = (vid.width / 2) - (max_step / 2);
if (developer.value)
return;
if (!con_forcedup)
return;
if (loadingScreen) {
if (!loadscreeninit) {
load_screen_exists = false;
char* lpath;
lpath = (char*)Z_Malloc(sizeof(char)*32);
strcpy(lpath, "gfx/lscreen/");
strcat(lpath, loadname2);
strcat(lpath, ".tga");
lscreen = Draw_CachePic(lpath);
//
//awoo = Draw_CachePic("gfx/menu/awoo");
if (lscreen == NULL)
{
lscreen = Draw_CachePic("gfx/lscreen/lscreen.tga");
}
load_screen_exists = true;
loadscreeninit = true;
}
if (load_screen_exists == true)
{
Draw_StretchPic(0, 0, lscreen, vid.width, vid.height);
//Sys_Error("Fixme pls");
}
Draw_FillByColor(0, 0, 480, 24, 0, 0, 0, 150);
Draw_FillByColor(x - 62, 478, 480, 24, 0, 0, 0, 150);
Draw_ColoredString(2, 4, loadnamespec, 255, 255, 0, 255);
}
if (loadingtimechange < Sys_DoubleTime ())
{
lodinglinetext = ReturnLoadingtex();
loadingtextwidth = strlen(lodinglinetext); //strlen(lodinglinetext)*8
loadingtimechange = Sys_DoubleTime () + 5;
}
if (key_dest == key_game) {
Draw_ColoredString((vid.width - loadingtextwidth*8)/2/* - loadingtextwidth/2*/, 486, lodinglinetext, 255, 255, 255, 255);
//if (strcmp(lodinglinetext, "Please help me find the meaning of . Thanks.") == 0) {
//Draw_Pic(335, 255, awoo);
}
}
//=============================================================================
2022-02-08 19:06:54 +00:00
//cvar_t crosshair;
extern cvar_t crosshair;
extern qboolean croshhairmoving;
//extern cvar_t cl_zoom;
extern qpic_t *hitmark;
double Hitmark_Time, crosshair_spread_time;
float cur_spread;
float crosshair_offset_step;
int CrossHairWeapon (void)
{
int i;
switch(cl.stats[STAT_ACTIVEWEAPON])
{
case W_COLT:
case W_BIATCH:
i = 15;
break;
case W_KAR:
case W_ARMAGEDDON:
i = 50;
break;
case W_THOMPSON:
case W_GIBS:
i = 10;
break;
case W_357:
case W_KILLU:
i = 10;
break;
case W_BAR:
case W_WIDOW:
i = 10;
break;
case W_BROWNING:
case W_ACCELERATOR:
i = 20;
break;
case W_DB:
case W_BORE:
i = 25;
break;
case W_FG:
case W_IMPELLER:
i = 10;
break;
case W_GEWEHR:
case W_COMPRESSOR:
i = 10;
break;
case W_KAR_SCOPE:
case W_HEADCRACKER:
i = 50;
break;
case W_M1:
case W_M1000:
i = 10;
break;
case W_M1A1:
case W_WIDDER:
i = 10;
break;
case W_MP40:
case W_AFTERBURNER:
i = 10;
break;
case W_MG:
case W_BARRACUDA:
i = 20;
break;
case W_PANZER:
case W_LONGINUS:
i = 0;
break;
case W_PPSH:
case W_REAPER:
i = 10;
break;
case W_PTRS:
case W_PENETRATOR:
i = 50;
break;
case W_RAY:
case W_PORTER:
i = 10;
break;
case W_SAWNOFF:
case W_SNUFF:
i = 30;
break;
case W_STG:
case W_SPATZ:
i = 10;
break;
case W_TRENCH:
case W_GUT:
i = 25;
break;
case W_TYPE:
case W_SAMURAI:
i = 10;
break;
case W_MP5:
i = 10;
break;
case W_TESLA:
i = 0;
break;
default:
i = 0;
break;
}
if (cl.perks & 64)
i *= 0.65;
return i;
}
int CrossHairMaxSpread (void)
{
int i;
switch(cl.stats[STAT_ACTIVEWEAPON])
{
case W_COLT:
case W_BIATCH:
i = 30;
break;
case W_KAR:
case W_ARMAGEDDON:
i = 75;
break;
case W_THOMPSON:
case W_GIBS:
i = 25;
break;
case W_357:
case W_KILLU:
i = 20;
break;
case W_BAR:
case W_WIDOW:
i = 35;
break;
case W_BROWNING:
case W_ACCELERATOR:
i = 50;
break;
case W_DB:
case W_BORE:
i = 25;
break;
case W_FG:
case W_IMPELLER:
i = 40;
break;
case W_GEWEHR:
case W_COMPRESSOR:
i = 35;
break;
case W_KAR_SCOPE:
case W_HEADCRACKER:
i = 75;
break;
case W_M1:
case W_M1000:
i = 35;
break;
case W_M1A1:
case W_WIDDER:
i = 35;
break;
case W_MP40:
case W_AFTERBURNER:
i = 25;
break;
case W_MG:
case W_BARRACUDA:
i = 50;
break;
case W_PANZER:
case W_LONGINUS:
i = 0;
break;
case W_PPSH:
case W_REAPER:
i = 25;
break;
case W_PTRS:
case W_PENETRATOR:
i = 75;
break;
case W_RAY:
case W_PORTER:
i = 20;
break;
case W_SAWNOFF:
case W_SNUFF:
i = 30;
break;
case W_STG:
case W_SPATZ:
i = 35;
break;
case W_TRENCH:
case W_GUT:
i = 25;
break;
case W_TYPE:
case W_SAMURAI:
i = 25;
break;
case W_MP5:
i = 25;
break;
case W_TESLA:
i = 0;
break;
default:
i = 0;
break;
}
if (cl.perks & 64)
i *= 0.65;
return i;
}
/*
================
Draw_Crosshair
================
*/
extern qboolean paused_hack;
void SCR_DrawCrosshair (void)
{
if (cl.stats[STAT_HEALTH] < 20 || paused_hack == true || m_state == m_exit) {
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return;
}
float col;
if (sv_player->v.facingenemy == 1) {
col = 0;
} else {
col = 255;
}
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#ifdef VITA
GL_SetCanvas(CANVAS_HUD);
#else
GL_SetCanvas(CANVAS_USEPRINT);
#endif
if (crosshair_spread_time > sv.time && crosshair_spread_time)
{
cur_spread = cur_spread + 10;
if (cur_spread >= CrossHairMaxSpread())
cur_spread = CrossHairMaxSpread();
}
else if (crosshair_spread_time < sv.time && crosshair_spread_time)
{
cur_spread = cur_spread - 4;
if (cur_spread <= 0)
{
cur_spread = 0;
crosshair_spread_time = 0;
}
}
if (cl.stats[STAT_ACTIVEWEAPON] == W_M2)
{
Draw_CharacterRGBA ((vid.width)/4-4, (vid.height)*3/4, 'O', 255, col, col, 0.7);
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}
else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER)
{
int x_value, y_value;
int crosshair_offset = CrossHairWeapon() + cur_spread;
if (CrossHairMaxSpread() < crosshair_offset || croshhairmoving)
crosshair_offset = CrossHairMaxSpread();
crosshair_offset_step += (crosshair_offset - crosshair_offset_step) * 0.5;
x_value = ((vid.width - 8)/4) - crosshair_offset_step;
y_value = (vid.height - 8)*3/4;
Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
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x_value = ((vid.width - 8)/4) + crosshair_offset_step;
y_value = (vid.height - 8)*3/4;
Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
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x_value = ((vid.width - 8)/4);
y_value = (vid.height - 8)*3/4 - crosshair_offset_step;
Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
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x_value = ((vid.width - 8)/4);
y_value = (vid.height - 8)*3/4 + crosshair_offset_step;
Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
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}
else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
Draw_CharacterRGBA ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.', 255, col, col, 0.7);
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if (cl.stats[STAT_ZOOM] == 2) {
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#ifdef VITA
GL_SetCanvas(CANVAS_DEFAULT);
//Draw_StretchPic (0, 0, sniper_scope, vid.width, vid.height);
Draw_AlphaStretchPic (0, 0, vid.width, vid.height, 255, sniper_scope);
#else
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Draw_AlphaStretchPic (0, 0, vid.width, vid.height, 1, sniper_scope);
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#endif
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}
if (Hitmark_Time > sv.time) {
Draw_Pic ((vid.width/2 - hitmark->width)/2,vid.height/2 + (vid.height/2 - hitmark->height)/2, hitmark);
}
GL_SetCanvas(CANVAS_DEFAULT);
}
//=============================================================================
/*
==================
SCR_SetUpToDrawConsole
==================
*/
void SCR_SetUpToDrawConsole (void)
{
//johnfitz -- let's hack away the problem of slow console when host_timescale is <0
extern cvar_t host_timescale;
float timescale;
//johnfitz
Con_CheckResize ();
if (scr_drawloading)
return; // never a console with loading plaque
// decide on the height of the console
con_forcedup = !cl.worldmodel || cls.signon != SIGNONS;
if (con_forcedup)
{
scr_conlines = glheight; //full screen //johnfitz -- glheight instead of vid.height
scr_con_current = scr_conlines;
}
else if (key_dest == key_console)
scr_conlines = glheight/2; //half screen //johnfitz -- glheight instead of vid.height
else
scr_conlines = 0; //none visible
timescale = (host_timescale.value > 0) ? host_timescale.value : 1; //johnfitz -- timescale
if (scr_conlines < scr_con_current)
{
// ericw -- (glheight/600.0) factor makes conspeed resolution independent, using 800x600 as a baseline
scr_con_current -= scr_conspeed.value*(glheight/600.0)*host_frametime/timescale; //johnfitz -- timescale
if (scr_conlines > scr_con_current)
scr_con_current = scr_conlines;
}
else if (scr_conlines > scr_con_current)
{
// ericw -- (glheight/600.0)
scr_con_current += scr_conspeed.value*(glheight/600.0)*host_frametime/timescale; //johnfitz -- timescale
if (scr_conlines < scr_con_current)
scr_con_current = scr_conlines;
}
if (clearconsole++ < vid.numpages)
Sbar_Changed ();
if (!con_forcedup && scr_con_current)
scr_tileclear_updates = 0; //johnfitz
}
2022-02-08 19:06:54 +00:00
/*
==================
SCR_DrawConsole
==================
*/
void SCR_DrawConsole (void)
{
if (scr_con_current)
{
Con_DrawConsole (scr_con_current, true);
clearconsole = 0;
}
else
{
if (key_dest == key_game || key_dest == key_message)
Con_DrawNotify (); // only draw notify in game
}
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
static void SCR_ScreenShot_Usage (void)
{
Con_Printf ("usage: screenshot <format> <quality>\n");
Con_Printf (" format must be \"png\" or \"tga\" or \"jpg\"\n");
Con_Printf (" quality must be 1-100\n");
return;
}
/*
==================
SCR_ScreenShot_f -- johnfitz -- rewritten to use Image_WriteTGA
==================
*/
void SCR_ScreenShot_f (void)
{
byte *buffer;
char ext[4];
char imagename[16]; //johnfitz -- was [80]
char checkname[MAX_OSPATH];
int i, quality;
qboolean ok;
Q_strncpy (ext, "png", sizeof(ext));
if (Cmd_Argc () >= 2)
{
const char *requested_ext = Cmd_Argv (1);
if (!q_strcasecmp ("png", requested_ext)
|| !q_strcasecmp ("tga", requested_ext)
|| !q_strcasecmp ("jpg", requested_ext))
Q_strncpy (ext, requested_ext, sizeof(ext));
else
{
SCR_ScreenShot_Usage ();
return;
}
}
// read quality as the 3rd param (only used for JPG)
quality = 90;
if (Cmd_Argc () >= 3)
quality = Q_atoi (Cmd_Argv(2));
if (quality < 1 || quality > 100)
{
SCR_ScreenShot_Usage ();
return;
}
// find a file name to save it to
for (i=0; i<10000; i++)
{
q_snprintf (imagename, sizeof(imagename), "spasm%04i.%s", i, ext); // "fitz%04i.tga"
q_snprintf (checkname, sizeof(checkname), "%s/%s", com_gamedir, imagename);
if (Sys_FileTime(checkname) == -1)
break; // file doesn't exist
}
if (i == 10000)
{
Con_Printf ("SCR_ScreenShot_f: Couldn't find an unused filename\n");
return;
}
//get data
if (!(buffer = (byte *) malloc(glwidth*glheight*3)))
{
Con_Printf ("SCR_ScreenShot_f: Couldn't allocate memory\n");
return;
}
#ifndef VITA
glPixelStorei (GL_PACK_ALIGNMENT, 1);/* for widths that aren't a multiple of 4 */
#endif
glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer);
// now write the file
if (!q_strncasecmp (ext, "png", sizeof(ext)))
ok = Image_WritePNG (imagename, buffer, glwidth, glheight, 24, false);
else if (!q_strncasecmp (ext, "tga", sizeof(ext)))
ok = Image_WriteTGA (imagename, buffer, glwidth, glheight, 24, false);
else if (!q_strncasecmp (ext, "jpg", sizeof(ext)))
ok = Image_WriteJPG (imagename, buffer, glwidth, glheight, 24, quality, false);
else
ok = false;
if (ok)
Con_Printf ("Wrote %s\n", imagename);
else
Con_Printf ("SCR_ScreenShot_f: Couldn't create %s\n", imagename);
free (buffer);
}
//=============================================================================
/*
===============
SCR_BeginLoadingPlaque
================
*/
void SCR_BeginLoadingPlaque (void)
{
S_StopAllSounds (true);
if (cls.state != ca_connected)
return;
if (cls.signon != SIGNONS)
return;
// redraw with no console and the loading plaque
Con_ClearNotify ();
scr_centertime_off = 0;
scr_con_current = 0;
scr_drawloading = true;
Sbar_Changed ();
SCR_UpdateScreen ();
scr_drawloading = false;
scr_disabled_for_loading = true;
scr_disabled_time = realtime;
}
/*
===============
SCR_EndLoadingPlaque
================
*/
void SCR_EndLoadingPlaque (void)
{
scr_disabled_for_loading = false;
Con_ClearNotify ();
}
//=============================================================================
const char *scr_notifystring;
qboolean scr_drawdialog;
void SCR_DrawNotifyString (void)
{
const char *start;
int l;
int j;
int x, y;
GL_SetCanvas (CANVAS_MENU); //johnfitz
start = scr_notifystring;
y = 200 * 0.35; //johnfitz -- stretched overlays
do
{
// scan the width of the line
for (l=0 ; l<40 ; l++)
if (start[l] == '\n' || !start[l])
break;
x = (320 - l*8)/2; //johnfitz -- stretched overlays
for (j=0 ; j<l ; j++, x+=8)
Draw_Character (x, y, start[j]);
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
/*
==================
SCR_ModalMessage
Displays a text string in the center of the screen and waits for a Y or N
keypress.
==================
*/
int SCR_ModalMessage (const char *text, float timeout) //johnfitz -- timeout
{
double time1, time2; //johnfitz -- timeout
int lastkey, lastchar;
if (cls.state == ca_dedicated)
return true;
scr_notifystring = text;
// draw a fresh screen
scr_drawdialog = true;
SCR_UpdateScreen ();
scr_drawdialog = false;
S_ClearBuffer (); // so dma doesn't loop current sound
time1 = Sys_DoubleTime () + timeout; //johnfitz -- timeout
time2 = 0.0f; //johnfitz -- timeout
Key_BeginInputGrab ();
do
{
Sys_SendKeyEvents ();
Key_GetGrabbedInput (&lastkey, &lastchar);
Sys_Sleep (16);
if (timeout) time2 = Sys_DoubleTime (); //johnfitz -- zero timeout means wait forever.
} while (lastchar != 'y' && lastchar != 'Y' &&
lastchar != 'n' && lastchar != 'N' &&
lastkey != K_ESCAPE &&
lastkey != K_ABUTTON &&
lastkey != K_BBUTTON &&
time2 <= time1);
Key_EndInputGrab ();
// SCR_UpdateScreen (); //johnfitz -- commented out
//johnfitz -- timeout
if (time2 > time1)
return false;
//johnfitz
return (lastchar == 'y' || lastchar == 'Y' || lastkey == K_ABUTTON);
}
//=============================================================================
//johnfitz -- deleted SCR_BringDownConsole
/*
==================
SCR_TileClear
johnfitz -- modified to use glwidth/glheight instead of vid.width/vid.height
also fixed the dimentions of right and top panels
also added scr_tileclear_updates
==================
*/
void SCR_TileClear (void)
{
//ericw -- added check for glsl gamma. TODO: remove this ugly optimization?
if (scr_tileclear_updates >= vid.numpages && !gl_clear.value && !(gl_glsl_gamma_able && vid_gamma.value != 1))
return;
scr_tileclear_updates++;
if (r_refdef.vrect.x > 0)
{
// left
Draw_TileClear (0,
0,
r_refdef.vrect.x,
glheight - sb_lines);
// right
Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width,
0,
glwidth - r_refdef.vrect.x - r_refdef.vrect.width,
glheight - sb_lines);
}
if (r_refdef.vrect.y > 0)
{
// top
Draw_TileClear (r_refdef.vrect.x,
0,
r_refdef.vrect.width,
r_refdef.vrect.y);
// bottom
Draw_TileClear (r_refdef.vrect.x,
r_refdef.vrect.y + r_refdef.vrect.height,
r_refdef.vrect.width,
glheight - r_refdef.vrect.y - r_refdef.vrect.height - sb_lines);
}
}
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
int GetWeaponZoomAmmount (void)
{
switch (cl.stats[STAT_ACTIVEWEAPON])
{
case W_357:
case W_SAWNOFF:
case W_TRENCH:
case W_PANZER:
case W_RAY:
case W_THOMPSON:
case W_COLT:
case W_PPSH:
case W_TYPE:
//case W_TESLA:
return 5;
break;
case W_STG:
case W_BROWNING:
case W_MP40:
return 10;
break;
case W_KAR:
case W_GEWEHR:
case W_M1:
case W_M1A1:
case W_FG:
case W_KAR_SCOPE:
case W_PTRS:
//case W_HEADCRACKER:
//case W_PENETRATOR:
return 20;
break;
default:
return 5;
break;
}
}
float zoomin_time;
int original_fov;
int original_view_fov;
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void SCR_UpdateScreen (void)
{
vid.numpages = (gl_triplebuffer.value) ? 3 : 2;
//screen is disabled for loading, and we don't have any loading steps...?
if (scr_disabled_for_loading && !loading_num_step)
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{
if (realtime - scr_disabled_time > 60)
{
scr_disabled_for_loading = false;
Con_Printf ("load failed.\n");
}
else
return;
}
if (!scr_initialized || !con_initialized)
return; // not initialized yet
scr_copytop = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
if (cl.stats[STAT_ZOOM] == 1) //sB was here porting seperate viewmodel fov
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{
if(!original_fov)
{
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original_fov = scr_fov.value;
original_view_fov = scr_fov_viewmodel.value;
}
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if(scr_fov.value > (GetWeaponZoomAmmount() + 1))//+1 for accounting for floating point inaccurraces
{
scr_fov.value += ((original_fov - GetWeaponZoomAmmount()) - scr_fov.value) * 0.25;
scr_fov_viewmodel.value += ((original_view_fov - GetWeaponZoomAmmount()) - scr_fov_viewmodel.value) * 0.25;
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Cvar_SetValue("fov",scr_fov.value);
Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value);
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}
}
else if (cl.stats[STAT_ZOOM] == 2)
{
Cvar_SetValue ("fov", 30);
Cvar_SetValue ("r_viewmodel_fov", 30);
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zoomin_time = 0;
}
else if (cl.stats[STAT_ZOOM] == 3)
{
if(!original_fov){
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original_fov = scr_fov.value;
original_view_fov = scr_fov_viewmodel.value;
}
if(scr_dynamic_fov.value == 0) //sB add dynamic FOV toggle
{
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Cvar_SetValue ("fov", scr_fov.value);
Cvar_SetValue ("r_viewmodel_fov", scr_fov_viewmodel.value);
}
else if(scr_dynamic_fov.value == 1)
{
scr_fov.value += (original_fov - 10 - scr_fov.value) * 0.3;
scr_fov_viewmodel.value += (original_view_fov - 10 - scr_fov_viewmodel.value) * 0.3;
Cvar_SetValue("fov",scr_fov.value);
Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value);
}
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}
else if (cl.stats[STAT_ZOOM] == 0 && original_fov != 0)
{
if(scr_fov.value < (original_fov + 1))//+1 for accounting for floating point inaccuracies
{
scr_fov.value += (original_fov - scr_fov.value) * 0.25;
scr_fov_viewmodel.value += (original_view_fov - scr_fov_viewmodel.value) * 0.25;
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Cvar_SetValue("fov",scr_fov.value);
Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value);
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}
else
{
original_fov = 0;
original_view_fov = 0;
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}
}
if (oldfov != scr_fov.value)
{
oldfov = scr_fov.value;
vid.recalc_refdef = true;
}
if (oldscreensize != scr_viewsize.value)
{
oldscreensize = scr_viewsize.value;
vid.recalc_refdef = true;
}
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//
// determine size of refresh window
//
if (vid.recalc_refdef)
SCR_CalcRefdef ();
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
V_RenderView ();
GL_Set2D ();
//FIXME: only call this when needed
SCR_TileClear ();
if (scr_drawdialog) //new game confirm
{
if (con_forcedup)
Draw_ConsoleBackground ();
// else
// Sbar_Draw ();
Draw_FadeScreen ();
SCR_DrawNotifyString ();
}
else if (scr_drawloading) //loading
{
SCR_DrawLoading ();
// Sbar_Draw ();
}
else if (cl.intermission == 1 && key_dest == key_game) //end of level
{
Sbar_IntermissionOverlay ();
}
else if (cl.intermission == 2 && key_dest == key_game) //end of episode
{
Sbar_FinaleOverlay ();
SCR_CheckDrawCenterString ();
}
else
{
SCR_DrawCrosshair (); //johnfitz
SCR_DrawRam ();
SCR_DrawNet ();
SCR_DrawTurtle ();
SCR_DrawPause ();
SCR_CheckDrawCenterString ();
SCR_CheckDrawUseString ();
SCR_DrawDevStats (); //johnfitz
HUD_Draw ();
SCR_DrawFPS (); //johnfitz
SCR_DrawClock (); //johnfitz
SCR_DrawConsole ();
M_Draw ();
if(scr_loadscreen.value)
{
SCR_DrawLoadScreen();
}
}
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Draw_LoadingFill();
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V_UpdateBlend (); //johnfitz -- V_UpdatePalette cleaned up and renamed
GLSLGamma_GammaCorrect ();
GL_EndRendering ();
}