/* 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; 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 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}; cvar_t cl_crosshair_debug = {"cl_crosshair_debug", "0", CVAR_NONE}; 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; 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; int scr_tileclear_updates = 0; //johnfitz char scr_usestring[1024]; char scr_usestring2[32]; 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 *GetGrenadeButtonL () { int j; int l; char *b; l = strlen("+grenade"); for (j=0 ; j<256 ; j++) { b = keybindings[j]; if (!b) continue; if (!strncmp (b, "+grenade", l) ) { if (!strcmp(Key_KeynumToString(j), "LSHOULDER") || !strcmp(Key_KeynumToString(j), "RSHOULDER")) return " "; else return " "; } } return " "; } char *GetBettyButtonL () { int j; int l; char *b; l = strlen("impulse 33"); for (j=0 ; j<256 ; j++) { b = keybindings[j]; if (!b) continue; if (!strncmp (b, "impulse 33", 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]; char c[128]; #ifdef VITA float scale = 2.0f; #else float scale = 1.25f; #endif // VITA switch (type) { case 0://clear strcpy(s, ""); strcpy(c, ""); break; case 1://door strcpy(s, va("Hold %s to open Door\n", GetUseButtonL())); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 2://debris strcpy(s, va("Hold %s to remove Debris\n", GetUseButtonL())); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 3://ammo strcpy(w, cl.touchname); strcpy(s, va("Hold %s to buy Ammo for %s\n", GetUseButtonL(), w)); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 4://weapon strcpy(w, cl.touchname); strcpy(s, va("Hold %s to buy %s\n", GetUseButtonL(), w)); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 5://window strcpy(s, va("Hold %s to Rebuild Barrier\n", GetUseButtonL())); strcpy(c, ""); button_pic_x = getTextWidth("Hold ", scale); break; case 6://box strcpy(s, va("Hold %s for Mystery Box\n", GetUseButtonL())); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 7://box take strcpy(w, cl.touchname); strcpy(s, va("Hold %s for %s\n", GetUseButtonL(), w)); strcpy(c, ""); button_pic_x = getTextWidth("Hold ", scale); break; case 8://power strcpy(s, "The Power must be Activated first\n"); strcpy(c, ""); button_pic_x = 100; break; case 9://perk strcpy(s, va("Hold %s to buy %s\n", GetUseButtonL(), GetPerkName(weapon))); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 10://turn on power strcpy(s, va("Hold %s to Turn On the Power\n", GetUseButtonL())); strcpy(c, ""); button_pic_x = getTextWidth("Hold ", scale); break; case 11://turn on trap strcpy(s, va("Hold %s to Activate the Trap\n", GetUseButtonL())); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 12://PAP strcpy(s, va("Hold %s to Pack-a-Punch\n", GetUseButtonL())); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 13://revive strcpy(s, va("Hold %s to Fix your Code.. :)\n", GetUseButtonL())); strcpy(c, ""); button_pic_x = getTextWidth("Hold ", scale); break; case 14://use teleporter (free) strcpy(s, va("Hold %s to use Teleporter\n", GetUseButtonL())); strcpy(c, ""); button_pic_x = getTextWidth("Hold ", scale); break; case 15://use teleporter (cost) strcpy(s, va("Hold %s to use Teleporter\n", GetUseButtonL())); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; case 16://tp cooldown strcpy(s, "Teleporter is cooling down\n"); strcpy(c, ""); button_pic_x = 100; break; case 17://link strcpy(s, va("Hold %s to initiate link to pad\n", GetUseButtonL())); strcpy(c, ""); button_pic_x = getTextWidth("Hold ", scale); break; case 18://no link strcpy(s, "Link not active\n"); strcpy(c, ""); button_pic_x = 100; break; case 19://finish link strcpy(s, va("Hold %s to link pad with core\n", GetUseButtonL())); strcpy(c, ""); button_pic_x = getTextWidth("Hold ", scale); break; case 20://buyable ending strcpy(s, va("Hold %s to End the Game\n", GetUseButtonL())); strcpy(c, va("[Cost: %i]\n", cost)); button_pic_x = getTextWidth("Hold ", scale); break; default: Con_Printf ("No type defined in engine for useprint\n"); break; } strncpy (scr_usestring, va(s), sizeof(scr_usestring)-1); strncpy (scr_usestring2, va(c), sizeof(scr_usestring2)-1); scr_usetime_off = 0.1; } void SCR_DrawUseString (void) { int x, y; if (cl.stats[STAT_HEALTH] < 0) { return; } #ifdef VITA float scale = 2.0f; y = vid.height * 0.65; #else float scale = 1.25f; y = vid.height * 0.85; #endif // VITA #ifdef VITA x = (vid.width - getTextWidth(scr_usestring, scale))/2; #else x = (640 - getTextWidth(scr_usestring, scale))/2; GL_SetCanvas(CANVAS_USEPRINT); #endif // VITA Draw_ColoredStringCentered(y, scr_usestring, 1, 1, 1, 1, scale); Draw_ColoredStringCentered(y + 12 * scale, scr_usestring2, 1, 1, 1, 1, scale); GL_SetCanvas(CANVAS_DEFAULT); #ifdef VITA Draw_Pic ((x + button_pic_x), y - 8, GetButtonIcon("+use")); #else Draw_Pic (x*2 + button_pic_x*scale + 26, y*0.8125, GetButtonIcon("+use")); #endif // VITA } 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; #ifndef VITA int scale = 1; #else int scale = 2; #endif // VITA x = (320 - getTextWidth(start, scale))/2; //johnfitz -- 320x200 coordinate system for (j=0 ; j 126) x += 8 * scale; else x += (font_kerningamount[(int)(start[j] - 33)] + 1) * scale; if (!remaining--) return; } y += scale * 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 // cypress -- 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_RegisterVariable (&cl_crosshair_debug); Cvar_SetCallback (&scr_sbaralpha, SCR_Callback_refdef); Cvar_RegisterVariable (&scr_loadscreen); //sB loading screen 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 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 */ // 50 character limit double loadingtimechange; int loadingdot; char *lodinglinetext; qpic_t *awoo; char *ReturnLoadingtex (void) { int StringNum = Random_Int(74); switch(StringNum) { case 1: return "Released in 1996, Quake is 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 "Lots of modern engines are based on Quake!"; break; case 4: return "NZ:P began development on September 27 2009!"; break; case 5: return "NZ:P was first released on December 25, 2010!"; break; case 6: return "NZ:P Beta 1.1 has over 300,000 downloads!"; break; case 7: return "NZ:P has been downloaded over 500,000 times!"; break; case 8: return "NZ:P 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 has given us bad sleeping habits!"; break; case 13: return "We had a lot of fun making this game!"; break; case 14: return "Pro Tip: 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 our maps? Make your own or download some!"; 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: #ifndef VITA return "Ryujinx and Yuzu are awesome NX emulators!"; #else return "Vita3k is an awesome PS Vita emulator!"; #endif // VITA 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 or knife zombies to kill them, up to you!"; break; case 29: return "How many people forgot to Compile today?"; break; case 30: return "ggnore"; break; case 31: #ifndef VITA return "NZ:P is also on PC, 3DS, Vita, and PSP!"; #else return "NZ:P is also on PC, 3DS, Switch, and PSP!"; #endif // VITA 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: #ifndef VITA return "Also check out \"DiabloNX\" for Switch!"; #else return "Also check out \"RPPHS\" for PS Vita!"; #endif // VITA break; case 35: return "CypressImplex, or \"Ivy\", 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 "Discord is ONLY for Thomas the Tank Engine RP!"; break; case 45: return "\"Get rid of the 21% tip, it's an MLP reference.\""; break; case 46: #ifndef VITA return "You're playing on Nintendo Switch!"; #else return "You're playing on PlayStation Vita!"; #endif // 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 "\"my mom gave me plunger money\""; break; case 54: return "dolphin dive on top of your friend for god mode"; break; case 55: return "no free rides. ass, grass, or cash!"; break; case 56: return "nzp-team.github.io/latest/game.html"; break; case 57: return "im an mlg gamer girl so its pretty guaranteed"; break; case 58: return "this is a w because you cant have enough fnaf"; break; case 59: return "i hope santa drops bombs on the uk"; break; case 60: return "Hoyl shit, bro! You fucking ported fortnite!"; break; case 61: return "icarly feet futtishist."; break; case 62: return "Well, it's impossible to play, I'm disgusted."; break; case 63: return "I like my women to not be cartoons"; break; case 64: return "Plot twist: NZP was always broken"; break; case 65: return "testing some think."; break; case 66: return "fnaf is older than gay marriage in the us"; break; case 67: return "i want that twink Obliterated"; break; case 68: return "i think he's started the femboy transition process"; break; case 69: return "nice"; break; case 70: return "He's FUCKING annoying"; break; case 71: return "yeah pog female bikers"; break; case 72: return "This is either a stroke of genius or just a stroke"; break; case 73: return "Play some Custom Maps!"; break; } return "wut wut"; } char lpath[MAX_QPATH]; extern int textstate; 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) { textstate = 0; // Reset HUD Round intro if (!loadscreeninit) { lscreen = Draw_CachePic(va("gfx/lscreen/%s.png", loadname2)); if (lscreen == NULL) { lscreen = Draw_CachePic(va("gfx/lscreen/%s.tga", loadname2)); } if (lscreen == NULL) { lscreen = Draw_CachePic("gfx/lscreen/lscreen.png"); } //awoo = Draw_CachePic("gfx/menu/awoo.png"); loadscreeninit = true; } if (lscreen != NULL) { #ifdef VITA Draw_StretchPic(0, 0, lscreen, vid.width, vid.height); #else Draw_StretchPic(0, 0, lscreen, vid.width/2, vid.height/2); #endif // VITA } #ifdef VITA Draw_FillByColor(0, 0, 960, 48, 0, 0, 0, 150); Draw_FillByColor(0, 496, 960, 48, 0, 0, 0, 150); Draw_ColoredStringScale(4, 8, loadnamespec, 255, 255, 0, 255, 4.0f); #else Draw_FillByColor(0, 0, 1280, 29, 0, 0, 0, 150); Draw_FillByColor(0, 331, 1280, 29, 0, 0, 0, 150); Draw_ColoredStringScale(5, 7, loadnamespec, 255, 255, 0, 255, 2.0f); #endif // VITA } if (loadingtimechange < Sys_DoubleTime ()) { lodinglinetext = ReturnLoadingtex(); loadingtimechange = Sys_DoubleTime () + 5; } if (key_dest == key_game) { #ifdef VITA Draw_ColoredStringCentered(544 - 16 - 8, lodinglinetext, 1, 1, 1, 1, 2.0f); #else Draw_ColoredStringCentered(342, lodinglinetext, 1, 1, 1, 1, 1.25f); #endif // VITA } } //============================================================================= //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: case W_357: case W_KILLU: i = 22; break; case W_PTRS: case W_PENETRATOR: case W_KAR_SCOPE: case W_HEADCRACKER: case W_KAR: case W_ARMAGEDDON: case W_SPRING: case W_PULVERIZER: i = 65; break; case W_MP40: case W_AFTERBURNER: case W_STG: case W_SPATZ: case W_THOMPSON: case W_GIBS: case W_BAR: case W_WIDOW: case W_PPSH: case W_REAPER: case W_RAY: case W_PORTER: case W_TYPE: case W_SAMURAI: case W_FG: case W_IMPELLER: case W_MP5: case W_KOLLIDER: i = 10; break; case W_BROWNING: case W_ACCELERATOR: case W_MG: case W_BARRACUDA: i = 30; break; case W_SAWNOFF: case W_SNUFF: i = 50; break; case W_TRENCH: case W_GUT: case W_DB: case W_BORE: i = 35; break; case W_GEWEHR: case W_COMPRESSOR: case W_M1: case W_M1000: case W_M1A1: case W_WIDDER: i = 5; break; case W_PANZER: case W_LONGINUS: case W_TESLA: i = 0; break; default: i = 0; break; } i += 10; if (cl.perks & 64) i *= 0.75; return i; } int CrossHairMaxSpread (void) { int i; switch(cl.stats[STAT_ACTIVEWEAPON]) { case W_COLT: case W_BIATCH: case W_STG: case W_SPATZ: case W_MP40: case W_AFTERBURNER: case W_THOMPSON: case W_GIBS: case W_BAR: case W_WIDOW: case W_357: case W_KILLU: case W_BROWNING: case W_ACCELERATOR: case W_FG: case W_IMPELLER: case W_MP5: case W_KOLLIDER: case W_MG: case W_BARRACUDA: case W_PPSH: case W_REAPER: case W_RAY: case W_PORTER: case W_TYPE: case W_SAMURAI: i = 48; break; case W_PTRS: case W_PENETRATOR: case W_KAR_SCOPE: case W_HEADCRACKER: case W_KAR: case W_ARMAGEDDON: case W_SPRING: case W_PULVERIZER: i = 75; break; case W_SAWNOFF: case W_SNUFF: i = 50; break; case W_DB: case W_BORE: case W_TRENCH: case W_GUT: case W_GEWEHR: case W_COMPRESSOR: case W_M1: case W_M1000: case W_M1A1: case W_WIDDER: i = 35; break; case W_PANZER: case W_LONGINUS: case W_TESLA: i = 0; break; default: i = 0; break; } i += 10; if (cl.perks & 64) i *= 0.75; return i; } /* ================ Draw_Crosshair ================ */ extern qboolean paused_hack; extern qboolean crosshair_pulse_grenade; void SCR_DrawCrosshair (void) { if (paused_hack == true || m_state == m_exit) { return; } if (cl_crosshair_debug.value) { Draw_FillByColor(vid.width/2, 0, 1, vid.height, 255, 0, 0, 255); Draw_FillByColor(0, vid.height/2, vid.width, 1, 0, 255, 0, 255); } if (cl.stats[STAT_HEALTH] <= 20) return; float col; if (cl.facingenemy == 1) { col = 0; } else { col = 255; } #ifdef VITA GL_SetCanvas(CANVAS_HUD); #else GL_SetCanvas(CANVAS_USEPRINT); #endif if (cl.stats[STAT_ZOOM] == 2) { GL_SetCanvas(CANVAS_DEFAULT); Draw_AlphaStretchPic (0, 0, vid.width, vid.height, 255, sniper_scope); } if (Hitmark_Time > sv.time) { Draw_Pic ((vid.width/2 - hitmark->width)/2,vid.height/2 + (vid.height/2 - hitmark->height)/2, hitmark); } // Make sure to do this after hitmark drawing. if (cl.stats[STAT_ZOOM] == 2 || cl.stats[STAT_ZOOM] == 1) { GL_SetCanvas(CANVAS_DEFAULT); return; } 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; } } int x_value, y_value; int crosshair_offset; // Standard crosshair (+) if (crosshair.value == 1) { x_value, y_value; 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); 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); 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); 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); } // Area of Effect (o) else if (crosshair.value == 2) { Draw_CharacterRGBA ((vid.width)/4-4, (vid.height)*3/4, 'O', 255, col, col, 0.7); } // Dot crosshair (.) else if (crosshair.value == 3) { Draw_CharacterRGBA ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.', 255, col, col, 0.7); } // Grenade crosshair else if (crosshair.value == 4) { if (crosshair_pulse_grenade) { crosshair_offset_step = 0; cur_spread = 2; } crosshair_pulse_grenade = false; crosshair_offset = 12 + cur_spread; 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, 255, 255, 0.7); x_value = ((vid.width - 8)/4) + crosshair_offset_step; y_value = (vid.height - 8)*3/4; Draw_CharacterRGBA (x_value, y_value, 158, 255, 255, 255, 0.7); x_value = ((vid.width - 8)/4); y_value = (vid.height - 8)*3/4 - crosshair_offset_step; Draw_CharacterRGBA (x_value, y_value, 157, 255, 255, 255, 0.7); x_value = ((vid.width - 8)/4); y_value = (vid.height - 8)*3/4 + crosshair_offset_step; Draw_CharacterRGBA (x_value, y_value, 157, 255, 255, 255, 0.7); } 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 } /* ================== 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 \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 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_COLT: return 10; break; case W_SPRING: case W_PULVERIZER: case W_KAR: case W_ARMAGEDDON: return 25; break; case W_KAR_SCOPE: case W_HEADCRACKER: return 47; break; case W_THOMPSON: case W_GIBS: return 10; break; case W_TRENCH: case W_GUT: return 10; break; case W_357: case W_KILLU: return 5; break; case W_MG: case W_BARRACUDA: return 15; break; case W_DB: case W_BORE: case W_SAWNOFF: return 10; break; case W_M1A1: case W_WIDDER: return 20; break; case W_BAR: case W_WIDOW: return 30; break; case W_FG: case W_IMPELLER: return 30; break; case W_GEWEHR: case W_COMPRESSOR: return 25; break; case W_PPSH: case W_REAPER: return 10; break; case W_MP40: case W_AFTERBURNER: return 10; break; case W_MP5: case W_KOLLIDER: return 10; break; case W_STG: case W_SPATZ: return 20; break; case W_M1: case W_M1000: return 25; break; case W_BROWNING: case W_ACCELERATOR: return 15; break; case W_PTRS: case W_PENETRATOR: return 50; break; case W_TYPE: case W_SAMURAI: return 10; break; case W_RAY: case W_PORTER: return 5; break; default: return 5; break; } } float zoomin_time; int original_fov; int original_view_fov; 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) { 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; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); if (cl.stats[STAT_ZOOM] == 1) //sB was here porting seperate viewmodel fov { if(!original_fov) { original_fov = scr_fov.value; original_view_fov = scr_fov_viewmodel.value; } 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; Cvar_SetValue("fov",scr_fov.value); Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value); } } else if (cl.stats[STAT_ZOOM] == 2) { if (!original_fov) { original_fov = scr_fov.value; original_view_fov = scr_fov_viewmodel.value; } Cvar_SetValue ("fov", 30); Cvar_SetValue ("r_viewmodel_fov", 30); zoomin_time = 0; } 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; Cvar_SetValue("fov",scr_fov.value); Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value); } else { original_fov = 0; original_view_fov = 0; } } 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; } // // 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(); } } Draw_LoadingFill(); V_UpdateBlend (); //johnfitz -- V_UpdatePalette cleaned up and renamed GLSLGamma_GammaCorrect (); GL_EndRendering (); }