mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-22 20:11:48 +00:00
956 lines
22 KiB
C
956 lines
22 KiB
C
/*
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** Copyright (C) 2004 by the Q3Rally Development team
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** All rights reserved.
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**
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** cg_rally_hud.c
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**
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** Components for the common HUD elements.
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**
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** Author: STONELANCE
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*/
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#include "cg_local.h"
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float colors[4][4] = {
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// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} };
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{ 1.0f, 0.69f, 0.0f, 1.0f } , // normal
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{ 1.0f, 0.2f, 0.2f, 1.0f }, // low health
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{ 0.5f, 0.5f, 0.5f, 1.0f }, // weapon firing
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{ 1.0f, 1.0f, 1.0f, 1.0f } // health > 100
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};
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/*
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================
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CG_DrawRearviewMirror
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================
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*/
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void CG_DrawRearviewMirror( float x, float y, float w, float h) {
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//static int lastLowFPSTime;
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int i;
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//int fps;
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float mx, my, mw, mh;
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int tmp;
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if ( !cg_drawRearView.integer )
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return;
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if (cg.snap->ps.pm_type == PM_INTERMISSION)
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return;
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if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR)
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return;
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/*
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if (cg_fpsLimit.integer >= 100)
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return;
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if (cg_fpsLimit.integer > 0){
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fps = 0;
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if (cg.frametime){
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fps = 1000 / cg.frametime;
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}
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if (lastLowFPSTime + 3000 >= cg.time){
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return;
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}
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if (fps < cg_fpsLimit.integer){
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lastLowFPSTime = cg.time;
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return;
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}
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}
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*/
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mx = x - 8;
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my = y - 7;
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mw = w * 1.0534F;
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mh = h * 1.2F;
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CG_AdjustFrom640( &x, &y, &w, &h );
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cg.mirrorRefdef.x = x;
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cg.mirrorRefdef.y = y;
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cg.mirrorRefdef.width = w;
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cg.mirrorRefdef.height = h;
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cg.mirrorRefdef.fov_x = 70;
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tmp = cg.mirrorRefdef.width / tan( cg.mirrorRefdef.fov_x / 360 * M_PI );
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cg.mirrorRefdef.fov_y = atan2( cg.mirrorRefdef.height, tmp );
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cg.mirrorRefdef.fov_y = cg.mirrorRefdef.fov_y * 360 / M_PI;
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cg.mirrorRefdef.time = cg.time;
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cg.mirrorRefdef.rdflags = 0;
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// AnglesToAxis( cg.predictedPlayerState.viewangles, mirrorRefdef.viewaxis );
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// VectorInverse( mirrorRefdef.viewaxis[0] );
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// VectorInverse( mirrorRefdef.viewaxis[1] );
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// VectorCopy( cg.predictedPlayerState.origin, mirrorRefdef.vieworg );
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// VectorMA( mirrorRefdef.vieworg, 16, mirrorRefdef.viewaxis[2], mirrorRefdef.vieworg );
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// add entities and graphics to rearview scene
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if (cg_rearViewRenderLevel.integer & RL_MARKS){
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CG_AddMarks();
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}
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if (cg_rearViewRenderLevel.integer & RL_SMOKE){
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CG_AddLocalEntities();
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}
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if (cg_rearViewRenderLevel.integer & RL_PLAYERS || cg_rearViewRenderLevel.integer & RL_OBJECTS){
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for (i = 0; i < cg.snap->numEntities; i++){
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if (!(cg_rearViewRenderLevel.integer & RL_OBJECTS)){
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// skip non-players
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if ( cg.snap->entities[i].eType != ET_PLAYER ) continue;
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}
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if (!(cg_rearViewRenderLevel.integer & RL_PLAYERS)){
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// skip players
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if ( cg.snap->entities[i].eType == ET_PLAYER ) continue;
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}
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// FIXME: dont re-lerp entity
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CG_AddCEntity( &cg_entities[ cg.snap->entities[ i ].number ] );
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}
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}
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trap_R_RenderScene( &cg.mirrorRefdef );
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CG_DrawPic( mx, my, mw, mh, cgs.media.rearviewMirrorShader );
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}
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/*
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================
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CG_DrawMMap
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TBB - minimap EXPERIMENTAL -
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modified rearview but only render stuff from +8192(Z) from
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center of bsp, pitched downward, and render only players (flags for ctf).
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this will probably drop fps, hopefully not too much and ,
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might have to make a cvar for displaying it plus opacity
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trying to get this to work like the minimap from UrT
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from scratch. must try to make it 2d bitmap
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================
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*/
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void CG_DrawMMap( float x, float y, float w, float h ) {
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int i;
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float mx, my, mw, mh;
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int tmp;
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if ( !cg_drawMMap.integer )
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return;
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if (cg.snap->ps.pm_type == PM_INTERMISSION)
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return;
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if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR)
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return;
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/* TBB - minimap to show for only racing and team racing no weapons (for now)
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if ( cgs.gametype != GT_RACING )
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return;
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if ( (cgs.gametype != GT_RACING) || (cgs.gametype != GT_TEAM_RACING) )
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return; */
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mx = x ;
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my = y ;
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mw = w;
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mh = h;
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CG_AdjustFrom640( &x, &y, &w, &h );
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cg.mmapRefdef.x = x;
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cg.mmapRefdef.y = y;
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cg.mmapRefdef.width = w;
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cg.mmapRefdef.height = h;
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cg.mmapRefdef.fov_x = 70;
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tmp = cg.mmapRefdef.width / tan( cg.mmapRefdef.fov_x / 360 * M_PI );
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cg.mmapRefdef.fov_y = atan2( cg.mmapRefdef.height, tmp );
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cg.mmapRefdef.fov_y = cg.mmapRefdef.fov_y * 360 / M_PI;
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cg.mmapRefdef.time = cg.time;
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cg.mmapRefdef.rdflags = 0;
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// AnglesToAxis( cg.predictedPlayerState.viewangles, mirrorRefdef.viewaxis );
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// VectorInverse( mirrorRefdef.viewaxis[0] );
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// VectorInverse( mirrorRefdef.viewaxis[1] );
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// VectorCopy( cg.predictedPlayerState.origin, mirrorRefdef.vieworg );
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// VectorMA( mirrorRefdef.vieworg, 16, mirrorRefdef.viewaxis[2], mirrorRefdef.vieworg );
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//TBB
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/*only add players to minimap scene
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add ctf flag entities later*/
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if (cg_rearViewRenderLevel.integer & RL_MARKS){
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CG_AddMarks();
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}
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if (cg_rearViewRenderLevel.integer & RL_SMOKE){
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CG_AddLocalEntities();
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}
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if (cg_rearViewRenderLevel.integer & RL_PLAYERS || cg_rearViewRenderLevel.integer & RL_OBJECTS){
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for (i = 0; i < cg.snap->numEntities; i++){
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if (!(cg_rearViewRenderLevel.integer & RL_OBJECTS)){
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// skip non-players
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if ( cg.snap->entities[i].eType != ET_PLAYER ) continue;
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}
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if (!(cg_rearViewRenderLevel.integer & RL_PLAYERS)){
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// skip players
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if ( cg.snap->entities[i].eType == ET_PLAYER ) continue;
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}
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// FIXME: dont re-lerp entity
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CG_AddCEntity( &cg_entities[ cg.snap->entities[ i ].number ] );
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}
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}
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//trap_R_RenderScene( &cg.mirrorRefdef );
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trap_R_RenderScene( &cg.mmapRefdef );
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CG_DrawPic( mx, my, mw, mh, cgs.media.MMapShader );
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}
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//TBB FIN
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/*
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================
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CG_DrawArrowToCheckpoint
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================
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*/
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static float CG_DrawArrowToCheckpoint( float y ) {
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centity_t *cent;
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//vec3_t dir;
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vec3_t forward, origin, angles;
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int i;
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float angle1, angle2, angleDiff;
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int x, w;
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float fx, fy, fw, fh;
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float *color;
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refdef_t refdef;
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refEntity_t ent;
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vec3_t mins, maxs, v;
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if (cg_entities[cg.snap->ps.clientNum].finishRaceTime)
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return y;
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for (i = 0; i < MAX_GENTITIES; i++){
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cent = &cg_entities[i];
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if (cent->currentState.eType != ET_CHECKPOINT) continue;
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if (cent->currentState.weapon != cg.snap->ps.stats[STAT_NEXT_CHECKPOINT]) continue;
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break;
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}
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if (i == MAX_GENTITIES)
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return y; // no checkpoints found
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// VectorSubtract(cent->currentState.origin, cg.predictedPlayerState.origin, dir);
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// angle2 = vectoyaw(dir);
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// find the distance from the edge of the bounding box
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trap_R_ModelBounds( cgs.inlineDrawModel[cent->currentState.modelindex], mins, maxs );
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// if the checkpoint was one with no target then mins and maxs are relative to the origin
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if( cent->currentState.frame == 0 )
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{
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VectorAdd( mins, cent->currentState.origin, mins );
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VectorAdd( maxs, cent->currentState.origin, maxs );
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}
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for ( i = 0 ; i < 3 ; i++ ) {
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if ( cg.predictedPlayerState.origin[i] < mins[i] ) {
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v[i] = mins[i] - cg.predictedPlayerState.origin[i];
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} else if ( cg.predictedPlayerState.origin[i] > maxs[i] ) {
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v[i] = maxs[i] - cg.predictedPlayerState.origin[i];
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} else {
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v[i] = 0;
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}
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}
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if( v[0] == 0 && v[1] == 0 && v[2] == 0 )
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angle2 = cg.predictedPlayerState.viewangles[YAW];
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else
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angle2 = vectoyaw(v);
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if (cg_checkpointArrowMode.integer == 1){
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AngleVectors(cg.refdefViewAngles, forward, NULL, NULL);
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angle1 = vectoyaw(forward);
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angleDiff = AngleDifference(angle1, angle2);
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// draw arrow:
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VectorSet(origin, 80, 0, 20);
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VectorClear(angles);
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angles[YAW] = -angleDiff;
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fx = 320 - 64;
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fy = 16;
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fw = 128;
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fh = 96;
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CG_AdjustFrom640( &fx, &fy, &fw, &fh );
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memset( &refdef, 0, sizeof( refdef ) );
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memset( &ent, 0, sizeof( ent ) );
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AnglesToAxis( angles, ent.axis );
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VectorCopy( origin, ent.origin );
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VectorCopy( origin, ent.lightingOrigin );
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ent.hModel = cgs.media.checkpointArrow;
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// ent.customSkin = trap_R_RegisterShader("gfx/hud/arrow");
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ent.renderfx = RF_NOSHADOW; // no stencil shadows
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refdef.rdflags = RDF_NOWORLDMODEL;
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vectoangles( origin, angles );
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AnglesToAxis( angles, refdef.viewaxis );
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refdef.fov_x = 40;
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refdef.fov_y = 30;
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refdef.x = fx;
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refdef.y = fy;
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refdef.width = fw;
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refdef.height = fh;
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refdef.time = cg.time;
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trap_R_ClearScene();
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trap_R_AddRefEntityToScene( &ent );
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trap_R_RenderScene( &refdef );
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}
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//end draw arrow
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AngleVectors(cg.predictedPlayerEntity.lerpAngles, forward, NULL, NULL);
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angle1 = vectoyaw(forward);
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angleDiff = AngleDifference(angle1, angle2);
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// if (VectorLength(dir) < 20.0f)
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// return y;
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if (fabs(angleDiff) > 100){
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cg.wrongWayTime = cg.time;
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if( !cg.wrongWayStartTime )
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cg.wrongWayStartTime = cg.time;
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}
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else
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cg.wrongWayStartTime = 0;
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if( !cg.wrongWayStartTime || cg.wrongWayStartTime > cg.time - 2000 )
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return y;
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w = BIGCHAR_WIDTH * CG_DrawStrlen( "WRONG WAY!" );
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x = ( SCREEN_WIDTH - w ) / 2;
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color = CG_FadeColor( cg.wrongWayTime, 300 );
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if ( !color ) {
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return y;
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}
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trap_R_SetColor( color );
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// if (cg_developer.integer)
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// CG_Draw3DLine( cent->currentState.origin, cg.snap->ps.origin );
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CG_DrawStringExt( x, SCREEN_HEIGHT * .30, "WRONG WAY!", color, qfalse, qtrue,
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BIGCHAR_WIDTH, (int)(BIGCHAR_WIDTH * 1.5), 0 );
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return y;
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}
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// takes a 3d coord and change it to screen coords
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/*
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// Thanks to Golliwog who implemented this bit of code in q3f
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static float CG_SFK_AngleToCoord( float angle, int coordRange, float fov, qboolean reverseCoord ){
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// Take an angle and return the coord it maps to (may be out of visible range)
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// The conversion is: correct fov to degrees: (90.0 / fov), convert to radians: M_PI / 180,
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// obtain tangent (results in -1 - 1, at least in visible coords). The first two steps can
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// be combined, hence the M_PI * 0.5f / fov.
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angle = tan( angle * M_PI * 0.5f / fov );
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angle = coordRange * (reverseCoord ? (1.0f - angle) : (1.0f + angle));
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return( angle );
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}
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code:
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--------------------------------------------------------------------------------
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angles[PITCH] = AngleNormalize180( angles[PITCH] - cg.refdefViewAngles[PITCH] );
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adjustedY = CG_SFK_AngleToCoord( angles[PITCH], 240, cg.refdef.fov_y, qfalse );
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angles[YAW] = AngleNormalize180( angles[YAW] - cg.refdefViewAngles[YAW] );
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adjustedX = CG_SFK_AngleToCoord( angles[YAW], 320, cg.refdef.fov_x, qtrue );
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*/
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/*
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================
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CG_DrawTimes
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================
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*/
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static float CG_DrawTimes( float y ) {
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centity_t *cent;
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int lapTime;
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int totalTime;
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int x;
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char s[128];
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char *time;
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//ps = &cg.snap->ps;
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cent = &cg_entities[cg.snap->ps.clientNum];
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if ( cent->finishRaceTime ){
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lapTime = cent->finishRaceTime - cent->startLapTime;
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totalTime = cent->finishRaceTime - cent->startRaceTime;
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}
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else if ( cent->startRaceTime ){
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lapTime = cg.time - cent->startLapTime;
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totalTime = cg.time - cent->startRaceTime;
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}
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else {
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lapTime = 0;
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totalTime = 0;
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}
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//
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// Best Time
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//
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if ( cgs.gametype != GT_DERBY ){
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time = getStringForTime( cent->bestLapTime );
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Com_sprintf(s, sizeof(s), "B; %s", time);
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x = 600 - CG_DrawStrlen(s) * TINYCHAR_WIDTH;
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CG_FillRect ( x, y, 96, 18, bgColor );
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x+= 8;
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y+= 4;
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CG_DrawTinyDigitalStringColor( x, y, s, colorWhite);
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y += TINYCHAR_HEIGHT + 4;
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}
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//
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// Lap Time
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//
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if (cgs.gametype != GT_DERBY){
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time = getStringForTime(lapTime);
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Com_sprintf(s, sizeof(s), "L: %s", time);
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x = 600 - CG_DrawStrlen(s) * TINYCHAR_WIDTH;
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CG_FillRect( x, y, 96, 18, bgColor );
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x+= 8;
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y+= 4;
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CG_DrawTinyDigitalStringColor( x, y, s, colorWhite);
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y += TINYCHAR_HEIGHT + 4;
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}
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//
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// Total Time
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//
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time = getStringForTime(totalTime);
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/*
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Com_sprintf(s, sizeof(s), "TOTAL TIME: %s", time);
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x = 630 - CG_DrawStrlen(s) * SMALLCHAR_WIDTH;
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CG_DrawSmallStringColor( x, y, s, colors[0]);
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y += SMALLCHAR_HEIGHT;
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*/
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Com_sprintf(s, sizeof(s), "T: %s", time);
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x = 636 - 96;
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CG_FillRect( x, y, 96, 18, bgColor );
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x += 8;
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y += 4;
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CG_DrawTinyDigitalStringColor( x, y, s, colorWhite);
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y += TINYCHAR_HEIGHT + 4;
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return y;
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}
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/*
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================
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CG_DrawLaps
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================
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*/
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static float CG_DrawLaps( float y ) {
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centity_t *cent;
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//playerState_t *ps;
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int curLap;
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int numLaps;
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char s[64];
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int x;
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//ps = &cg.snap->ps;
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cent = &cg_entities[cg.snap->ps.clientNum];
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curLap = cent->currentLap;
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numLaps = cgs.laplimit;
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Com_sprintf(s, sizeof(s), "LAP: %i/%i", curLap, numLaps);
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x = 636 - 96;
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CG_FillRect( x, y, 96, 18, bgColor );
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x += 8;
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y += 4;
|
|
CG_DrawTinyDigitalStringColor( x, y, s, colorWhite);
|
|
y += TINYCHAR_HEIGHT + 4;
|
|
|
|
return y;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CG_DrawCurrentPosition
|
|
|
|
================
|
|
*/
|
|
static float CG_DrawCurrentPosition( float y ) {
|
|
centity_t *cent;
|
|
//playerState_t *ps;
|
|
int pos;
|
|
char s[64];
|
|
float x, width, height;
|
|
//float foreground[4] = { 0, 0, 0.75, 1.0 };
|
|
|
|
//ps = &cg.snap->ps;
|
|
cent = &cg_entities[cg.snap->ps.clientNum];
|
|
|
|
pos = cent->currentPosition;
|
|
|
|
Com_sprintf(s, sizeof(s), "POS: ");
|
|
|
|
x = 636 - 96;
|
|
width = 96;
|
|
height = 18;
|
|
|
|
CG_FillRect( x, y, width, height, bgColor );
|
|
|
|
x += 8;
|
|
y += 4;
|
|
|
|
CG_DrawTinyDigitalStringColor( x, y, s, colorWhite);
|
|
|
|
x += TINYCHAR_WIDTH * 5;
|
|
|
|
CG_DrawTinyDigitalStringColor( x, y, va("%i/%i", pos, cgs.numRacers), colorWhite);
|
|
|
|
y += 10 + 4;
|
|
|
|
return y;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CG_DrawCarAheadAndBehind
|
|
|
|
================
|
|
*/
|
|
static float CG_DrawCarAheadAndBehind( float y ) {
|
|
centity_t *cent, *other;
|
|
char player[64];
|
|
int i, j, num;
|
|
float x, width, height;
|
|
int startPos, endPos;
|
|
char s[64];
|
|
float background[4] = { 0, 0, 0, 0.5 };
|
|
float selected[4] = { 0.75, 0.0, 0.0, 0.5 };
|
|
|
|
//ps = &cg.snap->ps;
|
|
cent = &cg_entities[cg.snap->ps.clientNum];
|
|
|
|
startPos = cent->currentPosition - 4 < 1 ? 1 : cent->currentPosition - 4;
|
|
endPos = startPos + 8 > cgs.numRacers ? cgs.numRacers : startPos + 8;
|
|
startPos = endPos - 8 < 1 ? 1 : endPos - 8;
|
|
|
|
x = 636 - 96;
|
|
width = 96;
|
|
height = TINYCHAR_HEIGHT;
|
|
|
|
for (i = startPos; i <= endPos; i++){
|
|
num = -1;
|
|
for (j = 0; j < cgs.maxclients; j++){
|
|
other = &cg_entities[j];
|
|
if (!other) continue;
|
|
|
|
if (other->currentPosition == i){
|
|
num = other->currentState.clientNum;
|
|
}
|
|
}
|
|
|
|
if (num < 0 || num > cgs.maxclients) continue;
|
|
|
|
if (num == cent->currentState.clientNum){
|
|
CG_FillRect( x, y, width, height, selected );
|
|
}
|
|
else {
|
|
CG_FillRect( x, y, width, height, background );
|
|
}
|
|
|
|
Q_strncpyz(player, cgs.clientinfo[num].name, 16 );
|
|
Com_sprintf(s, sizeof(s), "%i-%s", cg_entities[num].currentPosition, player);
|
|
CG_DrawTinyDigitalStringColor( x, y, s, colorWhite);
|
|
|
|
y += TINYCHAR_HEIGHT;
|
|
}
|
|
|
|
return y;
|
|
}
|
|
|
|
#if 0
|
|
/*
|
|
=================
|
|
CG_DrawHUD_DerbyList
|
|
|
|
=================
|
|
*/
|
|
void CG_DrawHUD_DerbyList(float x, float y){
|
|
int i;
|
|
vec4_t color;
|
|
centity_t *cent;
|
|
char *time;
|
|
float playTime;
|
|
|
|
// draw heading
|
|
CG_FillRect(x, y, 536, 18, bgColor);
|
|
|
|
// name
|
|
CG_DrawTinyDigitalStringColor( x + 42, y, "PLAYER:", colorWhite);
|
|
|
|
// time
|
|
CG_DrawTinyDigitalStringColor( x + 206, y, "TIME:", colorWhite);
|
|
|
|
// dmg dealt
|
|
CG_DrawTinyDigitalStringColor( x + 294, y, "DMG DEALT:", colorWhite);
|
|
|
|
// dmg taken
|
|
CG_DrawTinyDigitalStringColor( x + 442, y, "DMG TAKEN:", colorWhite);
|
|
|
|
y += 20;
|
|
|
|
// draw top 8 players
|
|
for (i = 0; i < 8; i++){
|
|
if (cg.scores[i].scoreFlags < 0) continue; // score is not valid so skip it
|
|
|
|
cent = &cg_entities[cg.scores[i].client];
|
|
if (!cent) continue;
|
|
|
|
CG_FillRect(x, y, 536, 18, bgColor);
|
|
|
|
Vector4Copy(colorWhite, color);
|
|
if (cg.scores[i].client == cg.snap->ps.clientNum){
|
|
if (cg.snap->ps.stats[STAT_HEALTH] <= 0 || cgs.clientinfo[cg.scores[i].client].team == TEAM_SPECTATOR)
|
|
Vector4Copy(colorMdGrey, color);
|
|
}
|
|
else if (cent->currentState.eFlags & EF_DEAD || cgs.clientinfo[cg.scores[i].client].team == TEAM_SPECTATOR){
|
|
Vector4Copy(colorMdGrey, color);
|
|
}
|
|
|
|
playTime = 0;
|
|
if (cent->finishRaceTime){
|
|
playTime = cent->finishRaceTime - cent->startLapTime;
|
|
}
|
|
else if (cent->startRaceTime){
|
|
playTime = cg.time - cent->startLapTime;
|
|
}
|
|
time = getStringForTime(playTime);
|
|
|
|
// num
|
|
CG_DrawTinyDigitalStringColor( x + 6, y, va("0%i", (i+1)), color);
|
|
|
|
// name
|
|
CG_DrawTinyDigitalStringColor( x + 42, y, cgs.clientinfo[cg.scores[i].client].name, color);
|
|
|
|
// time
|
|
CG_DrawTinyDigitalStringColor( x + 192, y, time, color);
|
|
|
|
// dmg dealt
|
|
CG_DrawTinyDigitalStringColor( x + 326, y, va("%i", cg.scores[i].damageDealt), color);
|
|
|
|
// dmg taken
|
|
CG_DrawTinyDigitalStringColor( x + 474, y, va("%i", cg.scores[i].damageTaken), color);
|
|
|
|
y += 20;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
================
|
|
CG_DrawSpeed
|
|
|
|
================
|
|
*/
|
|
static float CG_DrawSpeed( float y ) {
|
|
playerState_t *ps;
|
|
int vel_speed;
|
|
vec3_t forward, origin, angles, mins, maxs;
|
|
int x, yorg;
|
|
float x2, y2, w, h;
|
|
refdef_t refdef;
|
|
refEntity_t ent;
|
|
|
|
x = 630;
|
|
yorg = y;
|
|
|
|
ps = &cg.predictedPlayerState;
|
|
|
|
AngleVectors( ps->viewangles, forward, NULL, NULL );
|
|
|
|
// use actual speed
|
|
vel_speed = (int)fabs( Q3VelocityToRL( DotProduct(ps->velocity, forward) ) );
|
|
/*
|
|
#ifdef Q3_VM
|
|
if (ps->stats[STAT_GEAR] == -1)
|
|
vel_speed = (int)fabs(10.0f * Q3UnitsToRL(WHEEL_RADIUS * min(cg_entities[cg.snap->ps.clientNum].wheelSpeeds[0], cg_entities[cg.snap->ps.clientNum].wheelSpeeds[1])));
|
|
else
|
|
vel_speed = (int)fabs(10.0f * Q3UnitsToRL(WHEEL_RADIUS * max(cg_entities[cg.snap->ps.clientNum].wheelSpeeds[0], cg_entities[cg.snap->ps.clientNum].wheelSpeeds[1])));
|
|
#else
|
|
if (ps->stats[STAT_GEAR] == -1)
|
|
vel_speed = (int)fabs(Q3UnitsToRL(WHEEL_RADIUS * min(cg_entities[cg.snap->ps.clientNum].wheelSpeeds[0], cg_entities[cg.snap->ps.clientNum].wheelSpeeds[1])));
|
|
else
|
|
vel_speed = (int)fabs(Q3UnitsToRL(WHEEL_RADIUS * max(cg_entities[cg.snap->ps.clientNum].wheelSpeeds[0], cg_entities[cg.snap->ps.clientNum].wheelSpeeds[1])));
|
|
#endif
|
|
*/
|
|
|
|
// draw speedometer here
|
|
x2 = x - 96;
|
|
y2 = y - 96;
|
|
CG_DrawPic( x2, y2, 96, 96, trap_R_RegisterShaderNoMip("gfx/hud/gauge01"));
|
|
|
|
|
|
// draw digital speed
|
|
x -= 48 + (CG_DrawStrlen(va("%i", vel_speed)) * SMALLCHAR_WIDTH) / 2;
|
|
y -= 28;
|
|
CG_DrawSmallDigitalStringColor( x, y, va("%i", vel_speed), colorWhite);
|
|
|
|
// draw needle
|
|
|
|
w = h = 96;
|
|
CG_AdjustFrom640( &x2, &y2, &w, &h );
|
|
|
|
memset( &refdef, 0, sizeof( refdef ) );
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
|
|
ent.hModel = trap_R_RegisterModel("gfx/hud/needle.md3");
|
|
ent.customShader = trap_R_RegisterShader("gfx/hud/needle01");
|
|
ent.renderfx = RF_NOSHADOW; // no stencil shadows
|
|
|
|
trap_R_ModelBounds(ent.hModel, mins, maxs);
|
|
|
|
// origin[2] = -0.5 * ( mins[2] + maxs[2] );
|
|
origin[2] = 0;
|
|
origin[1] = 0.5 * ( mins[1] + maxs[1] );
|
|
origin[0] = ( maxs[2] - mins[2] ) / 0.268;
|
|
|
|
VectorClear(angles);
|
|
angles[YAW] -= 90;
|
|
angles[PITCH] = -150.0f + (300.0f * vel_speed / 200.0f);
|
|
AnglesToAxis( angles, ent.axis );
|
|
VectorCopy(origin, ent.origin);
|
|
|
|
refdef.rdflags = RDF_NOWORLDMODEL;
|
|
|
|
AxisClear( refdef.viewaxis );
|
|
|
|
refdef.fov_x = 30;
|
|
refdef.fov_y = 30;
|
|
|
|
refdef.x = x2;
|
|
refdef.y = y2;
|
|
refdef.width = w;
|
|
refdef.height = h;
|
|
|
|
refdef.time = cg.time;
|
|
|
|
trap_R_ClearScene();
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
trap_R_RenderScene( &refdef );
|
|
|
|
// draw center here
|
|
x = 630;
|
|
y = yorg;
|
|
|
|
x -= 60;
|
|
y -= 60;
|
|
CG_DrawPic( x, y, 24, 24, trap_R_RegisterShaderNoMip("gfx/hud/center01"));
|
|
|
|
// draw gear over center of gauge
|
|
if ( cg.predictedPlayerState.stats[STAT_GEAR] == -1 )
|
|
CG_DrawSmallDigitalStringColor( x+10, y+4, "R", colorWhite);
|
|
else if ( cg.predictedPlayerState.stats[STAT_GEAR] == 0 )
|
|
CG_DrawSmallDigitalStringColor( x+10, y+4, "N", colorWhite);
|
|
else
|
|
CG_DrawSmallDigitalStringColor( x+10, y+4, va("%i", cg.predictedPlayerState.stats[STAT_GEAR]), colorWhite);
|
|
|
|
y -= 39;
|
|
|
|
y -= SMALLCHAR_HEIGHT;
|
|
|
|
return y;
|
|
}
|
|
|
|
static float CG_DrawSDKMessage( float y ) {
|
|
int x, w;
|
|
vec4_t bg_color;
|
|
|
|
switch (cgs.clientinfo[cg.snap->ps.clientNum].team){
|
|
case TEAM_RED:
|
|
Vector4Copy(colorRed, bg_color);
|
|
bg_color[3] = 0.5;
|
|
break;
|
|
|
|
case TEAM_BLUE:
|
|
Vector4Copy(colorBlue, bg_color);
|
|
bg_color[3] = 0.5;
|
|
break;
|
|
|
|
case TEAM_GREEN:
|
|
Vector4Copy(colorGreen, bg_color);
|
|
bg_color[3] = 0.5;
|
|
break;
|
|
|
|
case TEAM_YELLOW:
|
|
Vector4Copy(colorYellow, bg_color);
|
|
bg_color[3] = 0.5;
|
|
break;
|
|
|
|
default:
|
|
Vector4Copy(bgColor, bg_color);
|
|
}
|
|
|
|
x = 4;
|
|
w = (CG_DrawStrlen("Not the finished game.") * TINYCHAR_WIDTH);
|
|
|
|
y -= 3*TINYCHAR_HEIGHT+2;
|
|
|
|
CG_FillRect( x, y, w, 3*TINYCHAR_HEIGHT+2, bg_color );
|
|
|
|
CG_DrawTinyStringColor( x, y, Q3_VERSION, colorWhite);
|
|
y += TINYCHAR_HEIGHT;
|
|
CG_DrawTinyStringColor( x, y, "Beta Version", colorWhite);
|
|
y += TINYCHAR_HEIGHT;
|
|
CG_DrawTinyStringColor( x, y, "Not the finished game.", colorWhite);
|
|
y += TINYCHAR_HEIGHT;
|
|
|
|
y -= 3*TINYCHAR_HEIGHT+2;
|
|
|
|
return y;
|
|
}
|
|
|
|
|
|
#if 0
|
|
/*
|
|
================
|
|
CG_DrawGear
|
|
|
|
================
|
|
*/
|
|
static float CG_DrawGear( float y ) {
|
|
CG_DrawSmallDigitalStringColor( 560, y, va("Gear: %d", cg.predictedPlayerState.stats[STAT_GEAR]), colors[0]);
|
|
y -= SMALLCHAR_HEIGHT;
|
|
CG_DrawTinyDigitalStringColor( 560, y, va("RPM: %d", cg.predictedPlayerState.stats[STAT_RPM]), colorWhite);
|
|
y -= SMALLCHAR_HEIGHT;
|
|
return y;
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
// for translating a 3d point to the screen ?
|
|
planeCameraDist = 50;
|
|
VectorSubtract(targetv, cg.refdef.viewaxis, dir);
|
|
viewdist = DotProduct(dir, cg.refdef.viewaxis[0]);
|
|
planedist = viewdist - planeCameraDist;
|
|
VectorMA(targetv, -planedist, cg.refdef.viewaxis[0], pointOnPlane);
|
|
VectorMA(pointOnPlane, -(planedist / viewdist) * DotProduct(dir, cg.refdef.viewaxis[1]), cg.refdef.viewaxis[1], pointOnPlane);
|
|
VectorMA(pointOnPlane, -(planedist / viewdist) * DotProduct(dir, cg.refdef.viewaxis[2]), cg.refdef.viewaxis[2], pointOnPlane);
|
|
*/
|
|
|
|
float CG_DrawUpperRightHUD( float y ) {
|
|
int i;
|
|
|
|
// FIXME: this should be moved somewhere else
|
|
cgs.numRacers = 0;
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
if (!cgs.clientinfo[i].infoValid) continue;
|
|
if (cgs.clientinfo[i].team == TEAM_SPECTATOR) continue;
|
|
if (cg.scores[i].ping == -1) continue;
|
|
|
|
cgs.numRacers++;
|
|
}
|
|
|
|
if (cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR){
|
|
if (isRallyRace()){
|
|
y = CG_DrawArrowToCheckpoint( y );
|
|
y = CG_DrawTimes( y );
|
|
y = CG_DrawLaps( y );
|
|
y = CG_DrawCurrentPosition( y );
|
|
y = CG_DrawCarAheadAndBehind( y );
|
|
}
|
|
else if (cgs.gametype == GT_DERBY)
|
|
y = CG_DrawTimes( y );
|
|
// CG_DrawHUD_DerbyList(44, 130);
|
|
|
|
}
|
|
|
|
if (!isRallyNonDMRace() && cgs.gametype != GT_DERBY){
|
|
y = CG_DrawScores( 636, y );
|
|
}
|
|
|
|
return y;
|
|
}
|
|
|
|
|
|
float CG_DrawLowerRightHUD( float y ) {
|
|
if (cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR){
|
|
y = CG_DrawSpeed( y );
|
|
// y = CG_DrawGear( y );
|
|
}
|
|
|
|
return y;
|
|
}
|
|
|
|
|
|
float CG_DrawLowerLeftHUD( float y ) {
|
|
// check if there is rear ammo being displayed
|
|
int i;
|
|
|
|
y += 36;
|
|
for (i = RWP_SMOKE; i < WP_NUM_WEAPONS; i++){
|
|
if (cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << i )){
|
|
if (cg.snap->ps.ammo[ i ]){
|
|
y -= 36;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Comment this out in the full release Version
|
|
|
|
y = CG_DrawSDKMessage( y );
|
|
|
|
return y;
|
|
}
|