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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-22 20:41:20 +00:00
[client] Implement sbar flashes for items
Sigils can't be flashed as they don't have any animations provided, and they're not normally as critical. I don't know why items weren't flashed, but since the pics are there, might as well use them (and the flashing keys do look pretty good).
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parent
39074ba3c1
commit
74e64d7228
1 changed files with 37 additions and 42 deletions
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@ -280,7 +280,8 @@ static hud_subpic_t sb_weapons[7][8];
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static qpic_t *sb_ammo[4];
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static qpic_t *sb_sigil[4];
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static qpic_t *sb_armor[3];
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static qpic_t *sb_items[32];
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// 0 is owned, 1-5 are flashes
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static qpic_t *sb_items[6][32];
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static 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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@ -463,7 +464,7 @@ draw_ammo (view_t view)
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}
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static int
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calc_flashon (float time, int mask)
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calc_flashon (float time, int mask, int base)
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{
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int flashon;
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@ -475,8 +476,9 @@ calc_flashon (float time, int mask)
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flashon = 1;
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else
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flashon = 0;
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} else
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flashon = (flashon % 5) + 2;
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} else {
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flashon = (flashon % 5) + base;
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}
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return flashon;
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}
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@ -488,7 +490,7 @@ draw_weapons (view_t view)
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for (i = 0; i < 7; i++) {
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view_t weap = View_GetChild (view, i);
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if (sbar_stats[STAT_ITEMS] & (IT_SHOTGUN << i)) {
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flashon = calc_flashon (sbar_item_gettime[i], IT_SHOTGUN << i);
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flashon = calc_flashon (sbar_item_gettime[i], IT_SHOTGUN << i, 2);
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if (flashon > 1)
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sb_updates = 0; // force update to remove flash
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sbar_setcomponent (weap, hud_subpic, &sb_weapons[flashon][i]);
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@ -501,23 +503,15 @@ draw_weapons (view_t view)
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static void
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draw_items (view_t view)
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{
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//float time;
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//int flashon = 0, i;
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for (int i = 0; i < 6; i++) {
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view_t item = View_GetChild (view, i);
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if (sbar_stats[STAT_ITEMS] & (1 << (17 + i))) {
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#if 0
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time = sbar_item_gettime[17 + i];
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if (time && time > sbar_time - 2 && flashon) { // Flash frame
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sb_updates = 0;
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} else {
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draw_pic (view, i * 16, 0, sb_items[i]);
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}
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if (time && time > sbar_time - 2)
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sb_updates = 0;
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#endif
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sbar_setcomponent (item, hud_pic, &sb_items[i]);
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int item_ind = 17 + i;
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if (sbar_stats[STAT_ITEMS] & (1 << item_ind)) {
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int flashon = calc_flashon (sbar_item_gettime[item_ind],
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-1, 1);
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if (flashon > 1)
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sb_updates = 0; // force update to remove flash
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sbar_setcomponent (item, hud_pic, &sb_items[flashon][i]);
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} else {
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sbar_remcomponent (item, hud_pic);
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}
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@ -527,22 +521,9 @@ draw_items (view_t view)
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static void
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draw_sigils (view_t view)
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{
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//float time;
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//int flashon = 0, i;
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for (int i = 0; i < 4; i++) {
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view_t sigil = View_GetChild (view, i);
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if (sbar_stats[STAT_ITEMS] & (1 << (28 + i))) {
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#if 0
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time = sbar_item_gettime[28 + i];
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if (time && time > sbar_time - 2 && flashon) { // flash frame
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sb_updates = 0;
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} else {
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draw_pic (view, i * 8, 0, sb_sigil[i]);
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}
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if (time && time > sbar_time - 2)
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sb_updates = 0;
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#endif
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sbar_setcomponent (sigil, hud_pic, &sb_sigil[i]);
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} else {
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sbar_remcomponent (sigil, hud_pic);
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@ -1045,7 +1026,7 @@ draw_rogue_weapons_hud (view_t *view)
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for (i = cl_screen_view->ylen < 204; i < 7; i++) {
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if (sbar_stats[STAT_ITEMS] & (IT_SHOTGUN << i)) {
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flashon = calc_flashon (sbar_item_gettime[i], IT_SHOTGUN << i);
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flashon = calc_flashon (sbar_item_gettime[i], IT_SHOTGUN << i, 2);
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if (i >= 2) {
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j = i - 2;
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if (sbar_stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << j))
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@ -1202,7 +1183,7 @@ draw_hipnotic_weapons_sbar (view_t *view)
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time = sbar_item_gettime[hipweapons[h[i - 7]]];
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}
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if (sbar_stats[STAT_ITEMS] & mask) {
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flashon = calc_flashon (time, mask);
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flashon = calc_flashon (time, mask, 2);
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if (i == 4 && sbar_stats[STAT_ACTIVEWEAPON] == (1 << hipweapons[3]))
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continue;
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@ -1243,7 +1224,7 @@ draw_hipnotic_weapons_hud (view_t *view)
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time = sbar_item_gettime[hipweapons[h[i - 7]]];
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}
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if (sbar_stats[STAT_ITEMS] & mask) {
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flashon = calc_flashon (time, mask);
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flashon = calc_flashon (time, mask, 2);
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if (i < 7) {
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pic = sb_weapons[flashon][i];
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@ -1998,6 +1979,12 @@ Sbar_Update (double time)
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if (sbar_showscores) {
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draw_solo_time ();
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}
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if (sb_updates < r_data->vid->numpages) {
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//FIXME find a better way to support animations
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sb_updates++;
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draw_weapons (sbar_weapons);
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draw_items (sbar_items);
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}
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}
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void
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@ -2766,12 +2753,20 @@ load_pics (void)
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sb_armor[1] = r_funcs->Draw_PicFromWad ("sb_armor2");
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sb_armor[2] = r_funcs->Draw_PicFromWad ("sb_armor3");
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sb_items[0] = r_funcs->Draw_PicFromWad ("sb_key1");
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sb_items[1] = r_funcs->Draw_PicFromWad ("sb_key2");
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sb_items[2] = r_funcs->Draw_PicFromWad ("sb_invis");
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sb_items[3] = r_funcs->Draw_PicFromWad ("sb_invuln");
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sb_items[4] = r_funcs->Draw_PicFromWad ("sb_suit");
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sb_items[5] = r_funcs->Draw_PicFromWad ("sb_quad");
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sb_items[0][0] = r_funcs->Draw_PicFromWad ("sb_key1");
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sb_items[0][1] = r_funcs->Draw_PicFromWad ("sb_key2");
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sb_items[0][2] = r_funcs->Draw_PicFromWad ("sb_invis");
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sb_items[0][3] = r_funcs->Draw_PicFromWad ("sb_invuln");
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sb_items[0][4] = r_funcs->Draw_PicFromWad ("sb_suit");
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sb_items[0][5] = r_funcs->Draw_PicFromWad ("sb_quad");
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for (int i = 1; i <= 5; i++) {
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sb_items[i][0] = r_funcs->Draw_PicFromWad (va (0, "sba%d_key1", i));
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sb_items[i][1] = r_funcs->Draw_PicFromWad (va (0, "sba%d_key2", i));
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sb_items[i][2] = r_funcs->Draw_PicFromWad (va (0, "sba%d_invis", i));
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sb_items[i][3] = r_funcs->Draw_PicFromWad (va (0, "sba%d_invul", i));
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sb_items[i][4] = r_funcs->Draw_PicFromWad (va (0, "sba%d_suit", i));
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sb_items[i][5] = r_funcs->Draw_PicFromWad (va (0, "sba%d_quad", i));
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}
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sb_sigil[0] = r_funcs->Draw_PicFromWad ("sb_sigil1");
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sb_sigil[1] = r_funcs->Draw_PicFromWad ("sb_sigil2");
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