Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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2000-01-08 04:50:26 +00:00
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Portions Copyright (C) 1999,2000 Nelson Rush.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sbar.c -- status bar code
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#include "quakedef.h"
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int sb_updates; // if >= vid.numpages, no update needed
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#define STAT_MINUS 10 // num frame for '-' stats digit
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qpic_t *sb_nums[2][11];
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qpic_t *sb_colon, *sb_slash;
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qpic_t *sb_ibar;
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qpic_t *sb_sbar;
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qpic_t *sb_scorebar;
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qpic_t *sb_weapons[7][8]; // 0 is active, 1 is owned, 2-5 are flashes
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qpic_t *sb_ammo[4];
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qpic_t *sb_sigil[4];
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qpic_t *sb_armor[3];
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qpic_t *sb_items[32];
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qpic_t *sb_faces[7][2]; // 0 is gibbed, 1 is dead, 2-6 are alive
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// 0 is static, 1 is temporary animation
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qpic_t *sb_face_invis;
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qpic_t *sb_face_quad;
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qpic_t *sb_face_invuln;
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qpic_t *sb_face_invis_invuln;
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qboolean sb_showscores;
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int sb_lines; // scan lines to draw
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qpic_t *rsb_invbar[2];
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qpic_t *rsb_weapons[5];
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qpic_t *rsb_items[2];
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qpic_t *rsb_ammo[3];
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qpic_t *rsb_teambord; // PGM 01/19/97 - team color border
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//MED 01/04/97 added two more weapons + 3 alternates for grenade launcher
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qpic_t *hsb_weapons[7][5]; // 0 is active, 1 is owned, 2-5 are flashes
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//MED 01/04/97 added array to simplify weapon parsing
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int hipweapons[4] = {HIT_LASER_CANNON_BIT,HIT_MJOLNIR_BIT,4,HIT_PROXIMITY_GUN_BIT};
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//MED 01/04/97 added hipnotic items array
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qpic_t *hsb_items[2];
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void Sbar_MiniDeathmatchOverlay (void);
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void Sbar_DeathmatchOverlay (void);
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void M_DrawPic (int x, int y, qpic_t *pic);
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/*
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===============
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Sbar_ShowScores
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Tab key down
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===============
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*/
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void Sbar_ShowScores (void)
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{
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if (sb_showscores)
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return;
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sb_showscores = true;
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sb_updates = 0;
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}
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/*
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===============
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Sbar_DontShowScores
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Tab key up
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===============
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*/
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void Sbar_DontShowScores (void)
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{
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sb_showscores = false;
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sb_updates = 0;
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}
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/*
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===============
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Sbar_Changed
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===============
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*/
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void Sbar_Changed (void)
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{
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sb_updates = 0; // update next frame
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}
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/*
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===============
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Sbar_Init
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===============
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*/
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void Sbar_Init (void)
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{
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int i;
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for (i=0 ; i<10 ; i++)
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{
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sb_nums[0][i] = Draw_PicFromWad (va("num_%i",i));
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sb_nums[1][i] = Draw_PicFromWad (va("anum_%i",i));
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}
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sb_nums[0][10] = Draw_PicFromWad ("num_minus");
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sb_nums[1][10] = Draw_PicFromWad ("anum_minus");
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sb_colon = Draw_PicFromWad ("num_colon");
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sb_slash = Draw_PicFromWad ("num_slash");
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sb_weapons[0][0] = Draw_PicFromWad ("inv_shotgun");
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sb_weapons[0][1] = Draw_PicFromWad ("inv_sshotgun");
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sb_weapons[0][2] = Draw_PicFromWad ("inv_nailgun");
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sb_weapons[0][3] = Draw_PicFromWad ("inv_snailgun");
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sb_weapons[0][4] = Draw_PicFromWad ("inv_rlaunch");
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sb_weapons[0][5] = Draw_PicFromWad ("inv_srlaunch");
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sb_weapons[0][6] = Draw_PicFromWad ("inv_lightng");
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sb_weapons[1][0] = Draw_PicFromWad ("inv2_shotgun");
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sb_weapons[1][1] = Draw_PicFromWad ("inv2_sshotgun");
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sb_weapons[1][2] = Draw_PicFromWad ("inv2_nailgun");
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sb_weapons[1][3] = Draw_PicFromWad ("inv2_snailgun");
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sb_weapons[1][4] = Draw_PicFromWad ("inv2_rlaunch");
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sb_weapons[1][5] = Draw_PicFromWad ("inv2_srlaunch");
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sb_weapons[1][6] = Draw_PicFromWad ("inv2_lightng");
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for (i=0 ; i<5 ; i++)
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{
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sb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_shotgun",i+1));
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sb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_sshotgun",i+1));
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sb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_nailgun",i+1));
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sb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_snailgun",i+1));
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sb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_rlaunch",i+1));
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sb_weapons[2+i][5] = Draw_PicFromWad (va("inva%i_srlaunch",i+1));
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sb_weapons[2+i][6] = Draw_PicFromWad (va("inva%i_lightng",i+1));
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}
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sb_ammo[0] = Draw_PicFromWad ("sb_shells");
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sb_ammo[1] = Draw_PicFromWad ("sb_nails");
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sb_ammo[2] = Draw_PicFromWad ("sb_rocket");
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sb_ammo[3] = Draw_PicFromWad ("sb_cells");
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sb_armor[0] = Draw_PicFromWad ("sb_armor1");
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sb_armor[1] = Draw_PicFromWad ("sb_armor2");
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sb_armor[2] = Draw_PicFromWad ("sb_armor3");
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sb_items[0] = Draw_PicFromWad ("sb_key1");
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sb_items[1] = Draw_PicFromWad ("sb_key2");
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sb_items[2] = Draw_PicFromWad ("sb_invis");
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sb_items[3] = Draw_PicFromWad ("sb_invuln");
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sb_items[4] = Draw_PicFromWad ("sb_suit");
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sb_items[5] = Draw_PicFromWad ("sb_quad");
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sb_sigil[0] = Draw_PicFromWad ("sb_sigil1");
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sb_sigil[1] = Draw_PicFromWad ("sb_sigil2");
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sb_sigil[2] = Draw_PicFromWad ("sb_sigil3");
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sb_sigil[3] = Draw_PicFromWad ("sb_sigil4");
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sb_faces[4][0] = Draw_PicFromWad ("face1");
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sb_faces[4][1] = Draw_PicFromWad ("face_p1");
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sb_faces[3][0] = Draw_PicFromWad ("face2");
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sb_faces[3][1] = Draw_PicFromWad ("face_p2");
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sb_faces[2][0] = Draw_PicFromWad ("face3");
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sb_faces[2][1] = Draw_PicFromWad ("face_p3");
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sb_faces[1][0] = Draw_PicFromWad ("face4");
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sb_faces[1][1] = Draw_PicFromWad ("face_p4");
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sb_faces[0][0] = Draw_PicFromWad ("face5");
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sb_faces[0][1] = Draw_PicFromWad ("face_p5");
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sb_face_invis = Draw_PicFromWad ("face_invis");
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sb_face_invuln = Draw_PicFromWad ("face_invul2");
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sb_face_invis_invuln = Draw_PicFromWad ("face_inv2");
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sb_face_quad = Draw_PicFromWad ("face_quad");
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Cmd_AddCommand ("+showscores", Sbar_ShowScores);
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Cmd_AddCommand ("-showscores", Sbar_DontShowScores);
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sb_sbar = Draw_PicFromWad ("sbar");
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sb_ibar = Draw_PicFromWad ("ibar");
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sb_scorebar = Draw_PicFromWad ("scorebar");
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//MED 01/04/97 added new hipnotic weapons
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if (hipnotic)
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{
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hsb_weapons[0][0] = Draw_PicFromWad ("inv_laser");
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hsb_weapons[0][1] = Draw_PicFromWad ("inv_mjolnir");
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hsb_weapons[0][2] = Draw_PicFromWad ("inv_gren_prox");
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hsb_weapons[0][3] = Draw_PicFromWad ("inv_prox_gren");
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hsb_weapons[0][4] = Draw_PicFromWad ("inv_prox");
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hsb_weapons[1][0] = Draw_PicFromWad ("inv2_laser");
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hsb_weapons[1][1] = Draw_PicFromWad ("inv2_mjolnir");
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hsb_weapons[1][2] = Draw_PicFromWad ("inv2_gren_prox");
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hsb_weapons[1][3] = Draw_PicFromWad ("inv2_prox_gren");
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hsb_weapons[1][4] = Draw_PicFromWad ("inv2_prox");
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for (i=0 ; i<5 ; i++)
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{
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hsb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_laser",i+1));
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hsb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_mjolnir",i+1));
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hsb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_gren_prox",i+1));
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hsb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_prox_gren",i+1));
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hsb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_prox",i+1));
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}
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hsb_items[0] = Draw_PicFromWad ("sb_wsuit");
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hsb_items[1] = Draw_PicFromWad ("sb_eshld");
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}
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if (rogue)
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{
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rsb_invbar[0] = Draw_PicFromWad ("r_invbar1");
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rsb_invbar[1] = Draw_PicFromWad ("r_invbar2");
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rsb_weapons[0] = Draw_PicFromWad ("r_lava");
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rsb_weapons[1] = Draw_PicFromWad ("r_superlava");
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rsb_weapons[2] = Draw_PicFromWad ("r_gren");
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rsb_weapons[3] = Draw_PicFromWad ("r_multirock");
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rsb_weapons[4] = Draw_PicFromWad ("r_plasma");
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rsb_items[0] = Draw_PicFromWad ("r_shield1");
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rsb_items[1] = Draw_PicFromWad ("r_agrav1");
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// PGM 01/19/97 - team color border
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rsb_teambord = Draw_PicFromWad ("r_teambord");
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// PGM 01/19/97 - team color border
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rsb_ammo[0] = Draw_PicFromWad ("r_ammolava");
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rsb_ammo[1] = Draw_PicFromWad ("r_ammomulti");
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rsb_ammo[2] = Draw_PicFromWad ("r_ammoplasma");
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}
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}
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//=============================================================================
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// drawing routines are relative to the status bar location
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/*
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=============
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Sbar_DrawPic
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=============
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*/
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void Sbar_DrawPic (int x, int y, qpic_t *pic)
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{
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if (cl.gametype == GAME_DEATHMATCH)
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Draw_Pic (x /* + ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
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else
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Draw_Pic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
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}
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/*
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|
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=============
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Sbar_DrawTransPic
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|
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=============
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|
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*/
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void Sbar_DrawTransPic (int x, int y, qpic_t *pic)
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|
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{
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|
if (cl.gametype == GAME_DEATHMATCH)
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Draw_TransPic (x /*+ ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
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else
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Draw_TransPic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
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}
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|
|
/*
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|
|
|
================
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|
|
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Sbar_DrawCharacter
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|
Draws one solid graphics character
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|
|
|
================
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|
|
|
*/
|
|
|
|
void Sbar_DrawCharacter (int x, int y, int num)
|
|
|
|
{
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|
|
|
if (cl.gametype == GAME_DEATHMATCH)
|
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|
|
Draw_Character ( x /*+ ((vid.width - 320)>>1) */ + 4 , y + vid.height-SBAR_HEIGHT, num);
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|
else
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Draw_Character ( x + ((vid.width - 320)>>1) + 4 , y + vid.height-SBAR_HEIGHT, num);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
Sbar_DrawString
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void Sbar_DrawString (int x, int y, char *str)
|
|
|
|
{
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|
|
|
if (cl.gametype == GAME_DEATHMATCH)
|
|
|
|
Draw_String (x /*+ ((vid.width - 320)>>1)*/, y+ vid.height-SBAR_HEIGHT, str);
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|
|
|
else
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|
|
|
Draw_String (x + ((vid.width - 320)>>1), y+ vid.height-SBAR_HEIGHT, str);
|
|
|
|
}
|
|
|
|
|
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|
|
/*
|
|
|
|
=============
|
|
|
|
Sbar_itoa
|
|
|
|
=============
|
|
|
|
*/
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|
|
|
int Sbar_itoa (int num, char *buf)
|
|
|
|
{
|
|
|
|
char *str;
|
|
|
|
int pow10;
|
|
|
|
int dig;
|
|
|
|
|
|
|
|
str = buf;
|
|
|
|
|
|
|
|
if (num < 0)
|
|
|
|
{
|
|
|
|
*str++ = '-';
|
|
|
|
num = -num;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (pow10 = 10 ; num >= pow10 ; pow10 *= 10)
|
|
|
|
;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
pow10 /= 10;
|
|
|
|
dig = num/pow10;
|
|
|
|
*str++ = '0'+dig;
|
|
|
|
num -= dig*pow10;
|
|
|
|
} while (pow10 != 1);
|
|
|
|
|
|
|
|
*str = 0;
|
|
|
|
|
|
|
|
return str-buf;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
Sbar_DrawNum
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Sbar_DrawNum (int x, int y, int num, int digits, int color)
|
|
|
|
{
|
|
|
|
char str[12];
|
|
|
|
char *ptr;
|
|
|
|
int l, frame;
|
|
|
|
|
|
|
|
l = Sbar_itoa (num, str);
|
|
|
|
ptr = str;
|
|
|
|
if (l > digits)
|
|
|
|
ptr += (l-digits);
|
|
|
|
if (l < digits)
|
|
|
|
x += (digits-l)*24;
|
|
|
|
|
|
|
|
while (*ptr)
|
|
|
|
{
|
|
|
|
if (*ptr == '-')
|
|
|
|
frame = STAT_MINUS;
|
|
|
|
else
|
|
|
|
frame = *ptr -'0';
|
|
|
|
|
|
|
|
Sbar_DrawTransPic (x,y,sb_nums[color][frame]);
|
|
|
|
x += 24;
|
|
|
|
ptr++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
int fragsort[MAX_SCOREBOARD];
|
|
|
|
|
|
|
|
char scoreboardtext[MAX_SCOREBOARD][20];
|
|
|
|
int scoreboardtop[MAX_SCOREBOARD];
|
|
|
|
int scoreboardbottom[MAX_SCOREBOARD];
|
|
|
|
int scoreboardcount[MAX_SCOREBOARD];
|
|
|
|
int scoreboardlines;
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Sbar_SortFrags
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Sbar_SortFrags (void)
|
|
|
|
{
|
|
|
|
int i, j, k;
|
|
|
|
|
|
|
|
// sort by frags
|
|
|
|
scoreboardlines = 0;
|
|
|
|
for (i=0 ; i<cl.maxclients ; i++)
|
|
|
|
{
|
|
|
|
if (cl.scores[i].name[0])
|
|
|
|
{
|
|
|
|
fragsort[scoreboardlines] = i;
|
|
|
|
scoreboardlines++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i=0 ; i<scoreboardlines ; i++)
|
|
|
|
for (j=0 ; j<scoreboardlines-1-i ; j++)
|
|
|
|
if (cl.scores[fragsort[j]].frags < cl.scores[fragsort[j+1]].frags)
|
|
|
|
{
|
|
|
|
k = fragsort[j];
|
|
|
|
fragsort[j] = fragsort[j+1];
|
|
|
|
fragsort[j+1] = k;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int Sbar_ColorForMap (int m)
|
|
|
|
{
|
|
|
|
return m < 128 ? m + 8 : m + 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Sbar_UpdateScoreboard
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Sbar_UpdateScoreboard (void)
|
|
|
|
{
|
|
|
|
int i, k;
|
|
|
|
int top, bottom;
|
|
|
|
scoreboard_t *s;
|
|
|
|
|
|
|
|
Sbar_SortFrags ();
|
|
|
|
|
|
|
|
// draw the text
|
|
|
|
memset (scoreboardtext, 0, sizeof(scoreboardtext));
|
|
|
|
|
|
|
|
for (i=0 ; i<scoreboardlines; i++)
|
|
|
|
{
|
|
|
|
k = fragsort[i];
|
|
|
|
s = &cl.scores[k];
|
2000-01-05 00:11:02 +00:00
|
|
|
sprintf(&scoreboardtext[i][1], "%3i %s", s->frags, s->name);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
top = s->colors & 0xf0;
|
|
|
|
bottom = (s->colors & 15) <<4;
|
|
|
|
scoreboardtop[i] = Sbar_ColorForMap (top);
|
|
|
|
scoreboardbottom[i] = Sbar_ColorForMap (bottom);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Sbar_SoloScoreboard
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Sbar_SoloScoreboard (void)
|
|
|
|
{
|
|
|
|
char str[80];
|
|
|
|
int minutes, seconds, tens, units;
|
|
|
|
int l;
|
|
|
|
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(str, sizeof(str),"Monsters:%3i /%3i", cl.stats[STAT_MONSTERS], cl.stats[STAT_TOTALMONSTERS]);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Sbar_DrawString (8, 4, str);
|
|
|
|
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(str, sizeof(str),"Secrets :%3i /%3i", cl.stats[STAT_SECRETS], cl.stats[STAT_TOTALSECRETS]);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Sbar_DrawString (8, 12, str);
|
|
|
|
|
|
|
|
// time
|
|
|
|
minutes = cl.time / 60;
|
|
|
|
seconds = cl.time - 60*minutes;
|
|
|
|
tens = seconds / 10;
|
|
|
|
units = seconds - 10*tens;
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(str, sizeof(str),"Time :%3i:%i%i", minutes, tens, units);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Sbar_DrawString (184, 4, str);
|
|
|
|
|
|
|
|
// draw level name
|
|
|
|
l = strlen (cl.levelname);
|
|
|
|
Sbar_DrawString (232 - l*4, 12, cl.levelname);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Sbar_DrawScoreboard
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Sbar_DrawScoreboard (void)
|
|
|
|
{
|
|
|
|
Sbar_SoloScoreboard ();
|
|
|
|
if (cl.gametype == GAME_DEATHMATCH)
|
|
|
|
Sbar_DeathmatchOverlay ();
|
|
|
|
#if 0
|
|
|
|
int i, j, c;
|
|
|
|
int x, y;
|
|
|
|
int l;
|
|
|
|
int top, bottom;
|
|
|
|
scoreboard_t *s;
|
|
|
|
|
|
|
|
if (cl.gametype != GAME_DEATHMATCH)
|
|
|
|
{
|
|
|
|
Sbar_SoloScoreboard ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Sbar_UpdateScoreboard ();
|
|
|
|
|
|
|
|
l = scoreboardlines <= 6 ? scoreboardlines : 6;
|
|
|
|
|
|
|
|
for (i=0 ; i<l ; i++)
|
|
|
|
{
|
|
|
|
x = 20*(i&1);
|
|
|
|
y = i/2 * 8;
|
|
|
|
|
|
|
|
s = &cl.scores[fragsort[i]];
|
|
|
|
if (!s->name[0])
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// draw background
|
|
|
|
top = s->colors & 0xf0;
|
|
|
|
bottom = (s->colors & 15)<<4;
|
|
|
|
top = Sbar_ColorForMap (top);
|
|
|
|
bottom = Sbar_ColorForMap (bottom);
|
|
|
|
|
|
|
|
Draw_Fill ( x*8+10 + ((vid.width - 320)>>1), y + vid.height - SBAR_HEIGHT, 28, 4, top);
|
|
|
|
Draw_Fill ( x*8+10 + ((vid.width - 320)>>1), y+4 + vid.height - SBAR_HEIGHT, 28, 4, bottom);
|
|
|
|
|
|
|
|
// draw text
|
|
|
|
for (j=0 ; j<20 ; j++)
|
|
|
|
{
|
|
|
|
c = scoreboardtext[i][j];
|
|
|
|
if (c == 0 || c == ' ')
|
|
|
|
continue;
|
|
|
|
Sbar_DrawCharacter ( (x+j)*8, y, c);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Sbar_DrawInventory
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Sbar_DrawInventory (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
char num[6];
|
|
|
|
float time;
|
|
|
|
int flashon;
|
|
|
|
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
|
|
|
|
Sbar_DrawPic (0, -24, rsb_invbar[0]);
|
|
|
|
else
|
|
|
|
Sbar_DrawPic (0, -24, rsb_invbar[1]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (0, -24, sb_ibar);
|
|
|
|
}
|
|
|
|
|
|
|
|
// weapons
|
|
|
|
for (i=0 ; i<7 ; i++)
|
|
|
|
{
|
|
|
|
if (cl.items & (IT_SHOTGUN<<i) )
|
|
|
|
{
|
|
|
|
time = cl.item_gettime[i];
|
|
|
|
flashon = (int)((cl.time - time)*10);
|
|
|
|
if (flashon >= 10)
|
|
|
|
{
|
|
|
|
if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) )
|
|
|
|
flashon = 1;
|
|
|
|
else
|
|
|
|
flashon = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
flashon = (flashon%5) + 2;
|
|
|
|
|
|
|
|
Sbar_DrawPic (i*24, -16, sb_weapons[flashon][i]);
|
|
|
|
|
|
|
|
if (flashon > 1)
|
|
|
|
sb_updates = 0; // force update to remove flash
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// MED 01/04/97
|
|
|
|
// hipnotic weapons
|
|
|
|
if (hipnotic)
|
|
|
|
{
|
|
|
|
int grenadeflashing=0;
|
|
|
|
for (i=0 ; i<4 ; i++)
|
|
|
|
{
|
|
|
|
if (cl.items & (1<<hipweapons[i]) )
|
|
|
|
{
|
|
|
|
time = cl.item_gettime[hipweapons[i]];
|
|
|
|
flashon = (int)((cl.time - time)*10);
|
|
|
|
if (flashon >= 10)
|
|
|
|
{
|
|
|
|
if ( cl.stats[STAT_ACTIVEWEAPON] == (1<<hipweapons[i]) )
|
|
|
|
flashon = 1;
|
|
|
|
else
|
|
|
|
flashon = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
flashon = (flashon%5) + 2;
|
|
|
|
|
|
|
|
// check grenade launcher
|
|
|
|
if (i==2)
|
|
|
|
{
|
|
|
|
if (cl.items & HIT_PROXIMITY_GUN)
|
|
|
|
{
|
|
|
|
if (flashon)
|
|
|
|
{
|
|
|
|
grenadeflashing = 1;
|
|
|
|
Sbar_DrawPic (96, -16, hsb_weapons[flashon][2]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (i==3)
|
|
|
|
{
|
|
|
|
if (cl.items & (IT_SHOTGUN<<4))
|
|
|
|
{
|
|
|
|
if (flashon && !grenadeflashing)
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (96, -16, hsb_weapons[flashon][3]);
|
|
|
|
}
|
|
|
|
else if (!grenadeflashing)
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (96, -16, hsb_weapons[0][3]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
Sbar_DrawPic (96, -16, hsb_weapons[flashon][4]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
Sbar_DrawPic (176 + (i*24), -16, hsb_weapons[flashon][i]);
|
|
|
|
if (flashon > 1)
|
|
|
|
sb_updates = 0; // force update to remove flash
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
// check for powered up weapon.
|
|
|
|
if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
|
|
|
|
{
|
|
|
|
for (i=0;i<5;i++)
|
|
|
|
{
|
|
|
|
if (cl.stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << i))
|
|
|
|
{
|
|
|
|
Sbar_DrawPic ((i+2)*24, -16, rsb_weapons[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ammo counts
|
|
|
|
for (i=0 ; i<4 ; i++)
|
|
|
|
{
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(num, sizeof(num), "%3i",cl.stats[STAT_SHELLS+i] );
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (num[0] != ' ')
|
|
|
|
Sbar_DrawCharacter ( (6*i+1)*8 - 2, -24, 18 + num[0] - '0');
|
|
|
|
if (num[1] != ' ')
|
|
|
|
Sbar_DrawCharacter ( (6*i+2)*8 - 2, -24, 18 + num[1] - '0');
|
|
|
|
if (num[2] != ' ')
|
|
|
|
Sbar_DrawCharacter ( (6*i+3)*8 - 2, -24, 18 + num[2] - '0');
|
|
|
|
}
|
|
|
|
|
|
|
|
flashon = 0;
|
|
|
|
// items
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
|
|
if (cl.items & (1<<(17+i)))
|
|
|
|
{
|
|
|
|
time = cl.item_gettime[17+i];
|
|
|
|
if (time && time > cl.time - 2 && flashon )
|
|
|
|
{ // flash frame
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//MED 01/04/97 changed keys
|
|
|
|
if (!hipnotic || (i>1))
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (192 + i*16, -16, sb_items[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (time && time > cl.time - 2)
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
//MED 01/04/97 added hipnotic items
|
|
|
|
// hipnotic items
|
|
|
|
if (hipnotic)
|
|
|
|
{
|
|
|
|
for (i=0 ; i<2 ; i++)
|
|
|
|
if (cl.items & (1<<(24+i)))
|
|
|
|
{
|
|
|
|
time = cl.item_gettime[24+i];
|
|
|
|
if (time && time > cl.time - 2 && flashon )
|
|
|
|
{ // flash frame
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (288 + i*16, -16, hsb_items[i]);
|
|
|
|
}
|
|
|
|
if (time && time > cl.time - 2)
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
// new rogue items
|
|
|
|
for (i=0 ; i<2 ; i++)
|
|
|
|
{
|
|
|
|
if (cl.items & (1<<(29+i)))
|
|
|
|
{
|
|
|
|
time = cl.item_gettime[29+i];
|
|
|
|
|
|
|
|
if (time && time > cl.time - 2 && flashon )
|
|
|
|
{ // flash frame
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (288 + i*16, -16, rsb_items[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (time && time > cl.time - 2)
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// sigils
|
|
|
|
for (i=0 ; i<4 ; i++)
|
|
|
|
{
|
|
|
|
if (cl.items & (1<<(28+i)))
|
|
|
|
{
|
|
|
|
time = cl.item_gettime[28+i];
|
|
|
|
if (time && time > cl.time - 2 && flashon )
|
|
|
|
{ // flash frame
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
Sbar_DrawPic (320-32 + i*8, -16, sb_sigil[i]);
|
|
|
|
if (time && time > cl.time - 2)
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Sbar_DrawFrags
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Sbar_DrawFrags (void)
|
|
|
|
{
|
|
|
|
int i, k, l;
|
|
|
|
int top, bottom;
|
|
|
|
int x, y, f;
|
|
|
|
int xofs;
|
|
|
|
char num[12];
|
|
|
|
scoreboard_t *s;
|
|
|
|
|
|
|
|
Sbar_SortFrags ();
|
|
|
|
|
|
|
|
// draw the text
|
|
|
|
l = scoreboardlines <= 4 ? scoreboardlines : 4;
|
|
|
|
|
|
|
|
x = 23;
|
|
|
|
if (cl.gametype == GAME_DEATHMATCH)
|
|
|
|
xofs = 0;
|
|
|
|
else
|
|
|
|
xofs = (vid.width - 320)>>1;
|
|
|
|
y = vid.height - SBAR_HEIGHT - 23;
|
|
|
|
|
|
|
|
for (i=0 ; i<l ; i++)
|
|
|
|
{
|
|
|
|
k = fragsort[i];
|
|
|
|
s = &cl.scores[k];
|
|
|
|
if (!s->name[0])
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// draw background
|
|
|
|
top = s->colors & 0xf0;
|
|
|
|
bottom = (s->colors & 15)<<4;
|
|
|
|
top = Sbar_ColorForMap (top);
|
|
|
|
bottom = Sbar_ColorForMap (bottom);
|
|
|
|
|
|
|
|
Draw_Fill (xofs + x*8 + 10, y, 28, 4, top);
|
|
|
|
Draw_Fill (xofs + x*8 + 10, y+4, 28, 3, bottom);
|
|
|
|
|
|
|
|
// draw number
|
|
|
|
f = s->frags;
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(num, sizeof(num), "%3i",f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
Sbar_DrawCharacter ( (x+1)*8 , -24, num[0]);
|
|
|
|
Sbar_DrawCharacter ( (x+2)*8 , -24, num[1]);
|
|
|
|
Sbar_DrawCharacter ( (x+3)*8 , -24, num[2]);
|
|
|
|
|
|
|
|
if (k == cl.viewentity - 1)
|
|
|
|
{
|
|
|
|
Sbar_DrawCharacter (x*8+2, -24, 16);
|
|
|
|
Sbar_DrawCharacter ( (x+4)*8-4, -24, 17);
|
|
|
|
}
|
|
|
|
x+=4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Sbar_DrawFace
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Sbar_DrawFace (void)
|
|
|
|
{
|
|
|
|
int f, anim;
|
|
|
|
|
|
|
|
// PGM 01/19/97 - team color drawing
|
|
|
|
// PGM 03/02/97 - fixed so color swatch only appears in CTF modes
|
|
|
|
if (rogue &&
|
|
|
|
(cl.maxclients != 1) &&
|
|
|
|
(teamplay.value>3) &&
|
|
|
|
(teamplay.value<7))
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
int xofs;
|
|
|
|
char num[12];
|
|
|
|
scoreboard_t *s;
|
|
|
|
|
|
|
|
s = &cl.scores[cl.viewentity - 1];
|
|
|
|
// draw background
|
|
|
|
top = s->colors & 0xf0;
|
|
|
|
bottom = (s->colors & 15)<<4;
|
|
|
|
top = Sbar_ColorForMap (top);
|
|
|
|
bottom = Sbar_ColorForMap (bottom);
|
|
|
|
|
|
|
|
if (cl.gametype == GAME_DEATHMATCH)
|
|
|
|
xofs = 113;
|
|
|
|
else
|
|
|
|
xofs = ((vid.width - 320)>>1) + 113;
|
|
|
|
|
|
|
|
Sbar_DrawPic (112, 0, rsb_teambord);
|
|
|
|
Draw_Fill (xofs, vid.height-SBAR_HEIGHT+3, 22, 9, top);
|
|
|
|
Draw_Fill (xofs, vid.height-SBAR_HEIGHT+12, 22, 9, bottom);
|
|
|
|
|
|
|
|
// draw number
|
|
|
|
f = s->frags;
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(num, sizeof(num), "%3i",f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (top==8)
|
|
|
|
{
|
|
|
|
if (num[0] != ' ')
|
|
|
|
Sbar_DrawCharacter(109, 3, 18 + num[0] - '0');
|
|
|
|
if (num[1] != ' ')
|
|
|
|
Sbar_DrawCharacter(116, 3, 18 + num[1] - '0');
|
|
|
|
if (num[2] != ' ')
|
|
|
|
Sbar_DrawCharacter(123, 3, 18 + num[2] - '0');
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Sbar_DrawCharacter ( 109, 3, num[0]);
|
|
|
|
Sbar_DrawCharacter ( 116, 3, num[1]);
|
|
|
|
Sbar_DrawCharacter ( 123, 3, num[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// PGM 01/19/97 - team color drawing
|
|
|
|
|
|
|
|
if ( (cl.items & (IT_INVISIBILITY | IT_INVULNERABILITY) )
|
|
|
|
== (IT_INVISIBILITY | IT_INVULNERABILITY) )
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (112, 0, sb_face_invis_invuln);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (cl.items & IT_QUAD)
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (112, 0, sb_face_quad );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (cl.items & IT_INVISIBILITY)
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (112, 0, sb_face_invis );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (cl.items & IT_INVULNERABILITY)
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (112, 0, sb_face_invuln);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cl.stats[STAT_HEALTH] >= 100)
|
|
|
|
f = 4;
|
|
|
|
else
|
|
|
|
f = cl.stats[STAT_HEALTH] / 20;
|
|
|
|
|
|
|
|
if (cl.time <= cl.faceanimtime)
|
|
|
|
{
|
|
|
|
anim = 1;
|
|
|
|
sb_updates = 0; // make sure the anim gets drawn over
|
|
|
|
}
|
|
|
|
else
|
|
|
|
anim = 0;
|
|
|
|
Sbar_DrawPic (112, 0, sb_faces[f][anim]);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Sbar_Draw
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Sbar_Draw (void)
|
|
|
|
{
|
|
|
|
if (scr_con_current == vid.height)
|
|
|
|
return; // console is full screen
|
|
|
|
|
|
|
|
if (sb_updates >= vid.numpages)
|
|
|
|
return;
|
|
|
|
|
|
|
|
scr_copyeverything = 1;
|
|
|
|
|
|
|
|
sb_updates++;
|
|
|
|
|
|
|
|
if (sb_lines && vid.width > 320)
|
|
|
|
Draw_TileClear (0, vid.height - sb_lines, vid.width, sb_lines);
|
|
|
|
|
|
|
|
if (sb_lines > 24)
|
|
|
|
{
|
|
|
|
Sbar_DrawInventory ();
|
|
|
|
if (cl.maxclients != 1)
|
|
|
|
Sbar_DrawFrags ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (0, 0, sb_scorebar);
|
|
|
|
Sbar_DrawScoreboard ();
|
|
|
|
sb_updates = 0;
|
|
|
|
}
|
|
|
|
else if (sb_lines)
|
|
|
|
{
|
|
|
|
Sbar_DrawPic (0, 0, sb_sbar);
|
|
|
|
|
|
|
|
// keys (hipnotic only)
|
|
|
|
//MED 01/04/97 moved keys here so they would not be overwritten
|
|
|
|
if (hipnotic)
|
|
|
|
{
|
|
|
|
if (cl.items & IT_KEY1)
|
|
|
|
Sbar_DrawPic (209, 3, sb_items[0]);
|
|
|
|
if (cl.items & IT_KEY2)
|
|
|
|
Sbar_DrawPic (209, 12, sb_items[1]);
|
|
|
|
}
|
|
|
|
// armor
|
|
|
|
if (cl.items & IT_INVULNERABILITY)
|
|
|
|
{
|
|
|
|
Sbar_DrawNum (24, 0, 666, 3, 1);
|
|
|
|
Sbar_DrawPic (0, 0, draw_disc);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3,
|
|
|
|
cl.stats[STAT_ARMOR] <= 25);
|
|
|
|
if (cl.items & RIT_ARMOR3)
|
|
|
|
Sbar_DrawPic (0, 0, sb_armor[2]);
|
|
|
|
else if (cl.items & RIT_ARMOR2)
|
|
|
|
Sbar_DrawPic (0, 0, sb_armor[1]);
|
|
|
|
else if (cl.items & RIT_ARMOR1)
|
|
|
|
Sbar_DrawPic (0, 0, sb_armor[0]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3
|
|
|
|
, cl.stats[STAT_ARMOR] <= 25);
|
|
|
|
if (cl.items & IT_ARMOR3)
|
|
|
|
Sbar_DrawPic (0, 0, sb_armor[2]);
|
|
|
|
else if (cl.items & IT_ARMOR2)
|
|
|
|
Sbar_DrawPic (0, 0, sb_armor[1]);
|
|
|
|
else if (cl.items & IT_ARMOR1)
|
|
|
|
Sbar_DrawPic (0, 0, sb_armor[0]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// face
|
|
|
|
Sbar_DrawFace ();
|
|
|
|
|
|
|
|
// health
|
|
|
|
Sbar_DrawNum (136, 0, cl.stats[STAT_HEALTH], 3
|
|
|
|
, cl.stats[STAT_HEALTH] <= 25);
|
|
|
|
|
|
|
|
// ammo icon
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
if (cl.items & RIT_SHELLS)
|
|
|
|
Sbar_DrawPic (224, 0, sb_ammo[0]);
|
|
|
|
else if (cl.items & RIT_NAILS)
|
|
|
|
Sbar_DrawPic (224, 0, sb_ammo[1]);
|
|
|
|
else if (cl.items & RIT_ROCKETS)
|
|
|
|
Sbar_DrawPic (224, 0, sb_ammo[2]);
|
|
|
|
else if (cl.items & RIT_CELLS)
|
|
|
|
Sbar_DrawPic (224, 0, sb_ammo[3]);
|
|
|
|
else if (cl.items & RIT_LAVA_NAILS)
|
|
|
|
Sbar_DrawPic (224, 0, rsb_ammo[0]);
|
|
|
|
else if (cl.items & RIT_PLASMA_AMMO)
|
|
|
|
Sbar_DrawPic (224, 0, rsb_ammo[1]);
|
|
|
|
else if (cl.items & RIT_MULTI_ROCKETS)
|
|
|
|
Sbar_DrawPic (224, 0, rsb_ammo[2]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (cl.items & IT_SHELLS)
|
|
|
|
Sbar_DrawPic (224, 0, sb_ammo[0]);
|
|
|
|
else if (cl.items & IT_NAILS)
|
|
|
|
Sbar_DrawPic (224, 0, sb_ammo[1]);
|
|
|
|
else if (cl.items & IT_ROCKETS)
|
|
|
|
Sbar_DrawPic (224, 0, sb_ammo[2]);
|
|
|
|
else if (cl.items & IT_CELLS)
|
|
|
|
Sbar_DrawPic (224, 0, sb_ammo[3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Sbar_DrawNum (248, 0, cl.stats[STAT_AMMO], 3,
|
|
|
|
cl.stats[STAT_AMMO] <= 10);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (vid.width > 320) {
|
|
|
|
if (cl.gametype == GAME_DEATHMATCH)
|
|
|
|
Sbar_MiniDeathmatchOverlay ();
|
|
|
|
}
|
|
|
|
}
|
|
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//=============================================================================
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/*
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==================
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Sbar_IntermissionNumber
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==================
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*/
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void Sbar_IntermissionNumber (int x, int y, int num, int digits, int color)
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{
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char str[12];
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char *ptr;
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int l, frame;
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l = Sbar_itoa (num, str);
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ptr = str;
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if (l > digits)
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ptr += (l-digits);
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if (l < digits)
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x += (digits-l)*24;
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while (*ptr)
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{
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if (*ptr == '-')
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frame = STAT_MINUS;
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else
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frame = *ptr -'0';
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Draw_TransPic (x,y,sb_nums[color][frame]);
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x += 24;
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ptr++;
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}
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}
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/*
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==================
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Sbar_DeathmatchOverlay
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==================
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*/
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void Sbar_DeathmatchOverlay (void)
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{
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qpic_t *pic;
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int i, k, l;
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int top, bottom;
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int x, y, f;
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char num[12];
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scoreboard_t *s;
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scr_copyeverything = 1;
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scr_fullupdate = 0;
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pic = Draw_CachePic ("gfx/ranking.lmp");
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M_DrawPic ((320-pic->width)/2, 8, pic);
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// scores
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Sbar_SortFrags ();
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// draw the text
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l = scoreboardlines;
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x = 80 + ((vid.width - 320)>>1);
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y = 40;
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for (i=0 ; i<l ; i++)
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{
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k = fragsort[i];
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s = &cl.scores[k];
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if (!s->name[0])
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continue;
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// draw background
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top = s->colors & 0xf0;
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bottom = (s->colors & 15)<<4;
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top = Sbar_ColorForMap (top);
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bottom = Sbar_ColorForMap (bottom);
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Draw_Fill ( x, y, 40, 4, top);
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Draw_Fill ( x, y+4, 40, 4, bottom);
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// draw number
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f = s->frags;
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2000-01-05 00:05:48 +00:00
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snprintf(num, sizeof(num), "%3i",f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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Draw_Character ( x+8 , y, num[0]);
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Draw_Character ( x+16 , y, num[1]);
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Draw_Character ( x+24 , y, num[2]);
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if (k == cl.viewentity - 1)
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Draw_Character ( x - 8, y, 12);
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#if 0
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{
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int total;
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int n, minutes, tens, units;
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// draw time
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total = cl.completed_time - s->entertime;
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minutes = (int)total/60;
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n = total - minutes*60;
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tens = n/10;
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units = n%10;
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2000-01-05 00:05:48 +00:00
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snprintf(num, sizeof(num), "%3i:%i%i", minutes, tens, units);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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Draw_String ( x+48 , y, num);
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}
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#endif
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// draw name
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Draw_String (x+64, y, s->name);
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y += 10;
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}
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}
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/*
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==================
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Sbar_DeathmatchOverlay
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==================
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*/
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void Sbar_MiniDeathmatchOverlay (void)
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{
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1999-12-27 17:18:40 +00:00
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int i, k, l;
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int top, bottom;
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int x, y, f;
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char num[12];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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scoreboard_t *s;
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1999-12-27 17:18:40 +00:00
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int numlines;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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if (vid.width < 512 || !sb_lines)
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return;
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scr_copyeverything = 1;
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scr_fullupdate = 0;
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// scores
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Sbar_SortFrags ();
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// draw the text
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l = scoreboardlines;
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y = vid.height - sb_lines;
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numlines = sb_lines/8;
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if (numlines < 3)
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return;
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//find us
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for (i = 0; i < scoreboardlines; i++)
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if (fragsort[i] == cl.viewentity - 1)
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break;
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if (i == scoreboardlines) // we're not there
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i = 0;
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else // figure out start
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i = i - numlines/2;
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if (i > scoreboardlines - numlines)
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i = scoreboardlines - numlines;
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if (i < 0)
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i = 0;
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x = 324;
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for (/* */; i < scoreboardlines && y < vid.height - 8 ; i++)
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{
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k = fragsort[i];
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s = &cl.scores[k];
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if (!s->name[0])
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continue;
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// draw background
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top = s->colors & 0xf0;
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bottom = (s->colors & 15)<<4;
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top = Sbar_ColorForMap (top);
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bottom = Sbar_ColorForMap (bottom);
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Draw_Fill ( x, y+1, 40, 3, top);
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Draw_Fill ( x, y+4, 40, 4, bottom);
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// draw number
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f = s->frags;
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2000-01-05 00:05:48 +00:00
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snprintf(num, sizeof(num), "%3i",f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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Draw_Character ( x+8 , y, num[0]);
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Draw_Character ( x+16 , y, num[1]);
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Draw_Character ( x+24 , y, num[2]);
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if (k == cl.viewentity - 1) {
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Draw_Character ( x, y, 16);
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Draw_Character ( x + 32, y, 17);
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}
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#if 0
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{
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int total;
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int n, minutes, tens, units;
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// draw time
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total = cl.completed_time - s->entertime;
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minutes = (int)total/60;
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n = total - minutes*60;
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tens = n/10;
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units = n%10;
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2000-01-05 00:05:48 +00:00
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snprintf(num, sizeof(num), "%3i:%i%i", minutes, tens, units);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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Draw_String ( x+48 , y, num);
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}
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#endif
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// draw name
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Draw_String (x+48, y, s->name);
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y += 8;
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}
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}
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/*
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==================
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Sbar_IntermissionOverlay
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==================
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*/
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void Sbar_IntermissionOverlay (void)
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{
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qpic_t *pic;
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int dig;
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int num;
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scr_copyeverything = 1;
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scr_fullupdate = 0;
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if (cl.gametype == GAME_DEATHMATCH)
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{
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Sbar_DeathmatchOverlay ();
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return;
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}
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pic = Draw_CachePic ("gfx/complete.lmp");
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Draw_Pic (64, 24, pic);
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pic = Draw_CachePic ("gfx/inter.lmp");
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Draw_TransPic (0, 56, pic);
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// time
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dig = cl.completed_time/60;
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Sbar_IntermissionNumber (160, 64, dig, 3, 0);
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num = cl.completed_time - dig*60;
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Draw_TransPic (234,64,sb_colon);
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Draw_TransPic (246,64,sb_nums[0][num/10]);
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Draw_TransPic (266,64,sb_nums[0][num%10]);
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Sbar_IntermissionNumber (160, 104, cl.stats[STAT_SECRETS], 3, 0);
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Draw_TransPic (232,104,sb_slash);
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Sbar_IntermissionNumber (240, 104, cl.stats[STAT_TOTALSECRETS], 3, 0);
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Sbar_IntermissionNumber (160, 144, cl.stats[STAT_MONSTERS], 3, 0);
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Draw_TransPic (232,144,sb_slash);
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Sbar_IntermissionNumber (240, 144, cl.stats[STAT_TOTALMONSTERS], 3, 0);
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}
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/*
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==================
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Sbar_FinaleOverlay
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==================
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*/
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void Sbar_FinaleOverlay (void)
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{
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qpic_t *pic;
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scr_copyeverything = 1;
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pic = Draw_CachePic ("gfx/finale.lmp");
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Draw_TransPic ( (vid.width-pic->width)/2, 16, pic);
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}
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