quakeforge/nq/source/sbar.c
Bill Currie ea3ff47cc5 [nq] Make sbar setup more data-driven
I doubt the scheme is final (eg, char buffer setup), but it feels better
than a pile of function calls.
2022-11-03 15:53:52 +09:00

2171 lines
54 KiB
C

/*
sbar.c
Status bar
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <time.h>
#include "QF/cmd.h"
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/gib.h"
#include "QF/screen.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vid.h"
#include "QF/wad.h"
#include "QF/plugin/console.h"
#include "QF/plugin/vid_render.h"
#include "QF/ui/view.h"
#include "compat.h"
#include "sbar.h"
#include "client/hud.h"
#include "client/screen.h"
#include "nq/include/client.h"
#include "nq/include/game.h"
#include "nq/include/server.h"
int sb_updates; // if >= vid.numpages, no update needed
static int sb_update_flags;
static int sb_view_size;
static view_t sbar_main;
static view_t sbar_inventory;
static view_t sbar_frags;
static view_t sbar_sigils;
static view_t sbar_items;
static view_t sbar_armament;
static view_t sbar_weapons;
static view_t sbar_miniammo;
static view_t sbar_statusbar;
static view_t sbar_armor;
static view_t sbar_face;
static view_t sbar_health;
static view_t sbar_ammo;
static view_t sbar_solo;
static view_t sbar_solo_monsters;
static view_t sbar_solo_secrets;
static view_t sbar_solo_time;
static view_t sbar_solo_anchor;
static view_t sbar_solo_name;
static view_t sbar_tile[2];
typedef struct {
view_t *view;
struct {
int x;
int y;
int w;
int h;
} rect;
grav_t gravity;
view_t *parent;
int count;
int xstep;
int ystep;
} view_def_t;
static view_def_t view_defs[] = {
{&sbar_main, { 0, 0,320, 48}, grav_south, &cl_screen_view},
{&sbar_inventory, { 0, 0,320, 24}, grav_northwest, &sbar_main},
{&sbar_frags, { 0, 0,130, 8}, grav_northeast, &sbar_inventory},
{&sbar_sigils, { 0, 0, 32, 16}, grav_southeast, &sbar_inventory},
{&sbar_items, { 32, 0, 96, 16}, grav_southeast, &sbar_inventory},
{&sbar_armament, { 0, 0,202, 24}, grav_northwest, &sbar_inventory},
{&sbar_weapons, { 0, 0,192, 16}, grav_southwest, &sbar_armament},
{&sbar_miniammo, { 0, 0, 32, 8}, grav_northwest, &sbar_armament},
{&sbar_statusbar, { 0, 0,320, 24}, grav_southwest, &sbar_main},
{&sbar_armor, { 0, 0, 96, 24}, grav_northwest, &sbar_statusbar},
{&sbar_face, {112, 0, 24, 24}, grav_northwest, &sbar_statusbar},
{&sbar_health, {136, 0, 72, 24}, grav_northwest, &sbar_statusbar},
{&sbar_ammo, {224, 0, 96, 24}, grav_northwest, &sbar_statusbar},
{&sbar_tile[0], { 0, 0, 0, 48}, grav_southwest, &sbar_main},
{&sbar_tile[1], { 0, 0, 0, 48}, grav_southeast, &sbar_main},
{&sbar_solo, { 0, 0,320, 24}, grav_southwest, &sbar_main},
{&sbar_solo_monsters, { 8, 4,136, 8}, grav_northwest, &sbar_solo},
{&sbar_solo_secrets, { 8,12,136, 8}, grav_northwest, &sbar_solo},
{&sbar_solo_time, {184, 4, 96, 8}, grav_northwest, &sbar_solo},
{&sbar_solo_anchor, {232,12, 0, 8}, grav_northwest, &sbar_solo},
{&sbar_solo_name, { 0, 0, 0, 8}, grav_center, &sbar_solo_anchor},
{0, { 0, 0, 8, 16}, grav_northwest, &sbar_sigils, 4, 8, 0},
{0, { 0, 0, 24, 24}, grav_northwest, &sbar_armor, 4, 24, 0},
{0, { 0, 0, 24, 24}, grav_northwest, &sbar_ammo, 4, 24, 0},
{0, { 0, 0, 16, 16}, grav_northwest, &sbar_items, 6, 16, 0},
{0, { 0, 0, 24, 16}, grav_northwest, &sbar_weapons, 7, 24, 0},
{0, { 0, 0, 24, 24}, grav_northwest, &sbar_health, 4, 24, 0},
{0, {10, 0, 24, 24}, grav_northwest, &sbar_miniammo, 4, 48, 0},
{}
};
static draw_charbuffer_t *time_buff;
static draw_charbuffer_t *fps_buff;
static draw_charbuffer_t *solo_monsters;
static draw_charbuffer_t *solo_secrets;
static draw_charbuffer_t *solo_time;
static draw_charbuffer_t *solo_name;
static view_t
sbar_view (int x, int y, int w, int h, grav_t gravity, view_t parent)
{
view_t view = View_New (hud_registry, parent);
View_SetPos (view, x, y);
View_SetLen (view, w, h);
View_SetGravity (view, gravity);
View_SetVisible (view, 1);
return view;
}
static inline void
sbar_setcomponent (view_t view, uint32_t comp, void *data)
{
Ent_SetComponent (view.id, comp, view.reg, data);
}
static inline int
sbar_hascomponent (view_t view, uint32_t comp)
{
return Ent_HasComponent (view.id, comp, view.reg);
}
static inline void *
sbar_getcomponent (view_t view, uint32_t comp)
{
return Ent_GetComponent (view.id, comp, view.reg);
}
static inline void
sbar_remcomponent (view_t view, uint32_t comp)
{
Ent_RemoveComponent (view.id, comp, view.reg);
}
#define STAT_MINUS 10 // num frame for '-' stats digit
static qpic_t *sb_nums[2][11];
static qpic_t *sb_colon, *sb_slash;
static qpic_t *sb_ibar;
static qpic_t *sb_sbar;
static qpic_t *sb_scorebar;
static qpic_t *sb_weapons[7][8]; // 0 is active, 1 is owned, 2-5 are flashes
static qpic_t *sb_ammo[4];
static qpic_t *sb_sigil[4];
static qpic_t *sb_armor[3];
static qpic_t *sb_items[32];
static qpic_t *sb_faces[7][2]; // 0 is gibbed, 1 is dead, 2-6 are alive
// 0 is static, 1 is temporary animation
static qpic_t *sb_face_invis;
static qpic_t *sb_face_quad;
static qpic_t *sb_face_invuln;
static qpic_t *sb_face_invis_invuln;
static qboolean sb_showscores;
static int sb_lines; // scan lines to draw
static qpic_t *rsb_invbar[2];
static qpic_t *rsb_weapons[5];
static qpic_t *rsb_items[2];
static qpic_t *rsb_ammo[3];
static qpic_t *rsb_teambord; // PGM 01/19/97 - team color border
// MED 01/04/97 added two more weapons + 3
// alternates for grenade launcher
static qpic_t *hsb_weapons[7][5]; // 0 is active, 1 is owned, 2-5 are flashes
// MED 01/04/97 added array to simplify
// weapon parsing
//static int hipweapons[4] =
// { HIT_LASER_CANNON_BIT, HIT_MJOLNIR_BIT, 4, HIT_PROXIMITY_GUN_BIT };
qpic_t *hsb_items[2]; // MED 01/04/97 added hipnotic items array
float scr_centertime;
static cvar_t scr_centertime_cvar = {
.name = "scr_centertime",
.description =
"How long in seconds screen hints are displayed",
.default_value = "2",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &scr_centertime },
};
float scr_printspeed;
static cvar_t scr_printspeed_cvar = {
.name = "scr_printspeed",
.description =
"How fast the text is displayed at the end of the single player "
"episodes",
.default_value = "8",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &scr_printspeed },
};
static void
viewsize_f (int view_size)
{
sb_view_size = view_size;
HUD_Calc_sb_lines (view_size);
if (hud_sbar) {
SCR_SetBottomMargin (hud_sbar ? sb_lines : 0);
}
}
static int __attribute__((used))
Sbar_ColorForMap (int m)
{
return (bound (0, m, 13) * 16) + 8;
}
void
Sbar_Changed (sbar_changed change)
{
sb_update_flags |= 1 << change;
sb_updates = 0; // update next frame
}
static void
draw_num (view_t *view, int num, int digits, int color)
{
char str[12];
char *ptr;
int l, frame, x = 0;
if (num > 999999999)
num = 999999999;
l = snprintf (str, sizeof (str), "%d", num);
ptr = str;
if (l > digits)
ptr += (l - digits);
while (digits > l) {
sbar_remcomponent (view[x++], hud_pic);
digits--;
}
while (*ptr) {
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr - '0';
sbar_setcomponent (view[x++], hud_pic, &sb_nums[color][frame]);
ptr++;
}
}
static inline void
draw_smallnum (view_t view, int x, int y, int n, int packed, int colored)
{
void *comp = sbar_getcomponent (view, hud_charbuff);
__auto_type charbuff = *(draw_charbuffer_t **) comp;
char num[4];
packed = packed != 0; // ensure 0 or 1
n = bound (-99, n, 999);
snprintf (num, sizeof (num), "%3d", n);
for (int i = 0; i < 3; i++) {
charbuff->chars[i] = num[i] - (colored && num[i] != ' ' ? '0' - 18 : 0);
}
}
static void
draw_miniammo (view_t view)
{
int i, count;
// ammo counts
for (i = 0; i < 4; i++) {
view_t v = View_GetChild (view, i);
count = cl.stats[STAT_SHELLS + i];
draw_smallnum (v, (6 * i + 1) * 8 + 2, 0, count, 0, 1);
}
}
static void
draw_ammo (view_t view)
{
qpic_t *pic = 0;
if (cl.stats[STAT_ITEMS] & IT_SHELLS)
pic = sb_ammo[0];
else if (cl.stats[STAT_ITEMS] & IT_NAILS)
pic = sb_ammo[1];
else if (cl.stats[STAT_ITEMS] & IT_ROCKETS)
pic = sb_ammo[2];
else if (cl.stats[STAT_ITEMS] & IT_CELLS)
pic = sb_ammo[3];
view_t ammo = View_GetChild (view, 0);
if (pic) {
sbar_setcomponent (ammo, hud_pic, &pic);
} else {
sbar_remcomponent (ammo, hud_pic);
}
view_t num[3] = {
View_GetChild (view, 1),
View_GetChild (view, 2),
View_GetChild (view, 3),
};
draw_num (num, cl.stats[STAT_AMMO], 3, cl.stats[STAT_AMMO] <= 10);
}
static int
calc_flashon (float time, int mask)
{
int flashon;
flashon = (int) ((cl.time - time) * 10);
if (flashon < 0)
flashon = 0;
if (flashon >= 10) {
if (cl.stats[STAT_ACTIVEWEAPON] == mask)
flashon = 1;
else
flashon = 0;
} else
flashon = (flashon % 5) + 2;
return flashon;
}
static void
draw_weapons_sbar (view_t view)
{
int flashon, i;
for (i = 0; i < 7; i++) {
view_t weap = View_GetChild (view, i);
if (cl.stats[STAT_ITEMS] & (IT_SHOTGUN << i)) {
flashon = calc_flashon (cl.item_gettime[i], IT_SHOTGUN << i);
if (flashon > 1)
sb_updates = 0; // force update to remove flash
sbar_setcomponent (weap, hud_pic, &sb_weapons[flashon][i]);
} else {
sbar_remcomponent (weap, hud_pic);
}
}
}
static void
draw_items (view_t view)
{
//float time;
//int flashon = 0, i;
for (int i = 0; i < 6; i++) {
view_t item = View_GetChild (view, i);
if (cl.stats[STAT_ITEMS] & (1 << (17 + i))) {
#if 0
time = cl.item_gettime[17 + i];
if (time && time > cl.time - 2 && flashon) { // Flash frame
sb_updates = 0;
} else {
draw_pic (view, i * 16, 0, sb_items[i]);
}
if (time && time > cl.time - 2)
sb_updates = 0;
#endif
sbar_setcomponent (item, hud_pic, &sb_items[i]);
} else {
sbar_remcomponent (item, hud_pic);
}
}
}
static void
draw_sigils (view_t view)
{
//float time;
//int flashon = 0, i;
for (int i = 0; i < 4; i++) {
view_t sigil = View_GetChild (view, i);
if (cl.stats[STAT_ITEMS] & (1 << (28 + i))) {
#if 0
time = cl.item_gettime[28 + i];
if (time && time > cl.time - 2 && flashon) { // flash frame
sb_updates = 0;
} else {
draw_pic (view, i * 8, 0, sb_sigil[i]);
}
if (time && time > cl.time - 2)
sb_updates = 0;
#endif
sbar_setcomponent (sigil, hud_pic, &sb_sigil[i]);
} else {
sbar_remcomponent (sigil, hud_pic);
}
}
}
typedef struct {
char team[16 + 1];
int frags;
int players;
int plow, phigh, ptotal;
} team_t;
team_t teams[MAX_CLIENTS];
int teamsort[MAX_CLIENTS];
int fragsort[MAX_SCOREBOARD];
char scoreboardtext[MAX_SCOREBOARD][20];
int scoreboardtop[MAX_SCOREBOARD];
int scoreboardbottom[MAX_SCOREBOARD];
int scoreboardcount[MAX_SCOREBOARD];
int scoreboardlines, scoreboardteams;
static void __attribute__((used))
Sbar_SortFrags (void)
{
int i, j, k;
// sort by frags
scoreboardlines = 0;
for (i = 0; i < cl.maxclients; i++) {
if (cl.players[i].name->value[0]) {
fragsort[scoreboardlines] = i;
scoreboardlines++;
}
}
for (i = 0; i < scoreboardlines; i++) {
for (j = 0; j < scoreboardlines - 1 - i; j++) {
if (cl.players[fragsort[j]].frags
< cl.players[fragsort[j + 1]].frags) {
k = fragsort[j];
fragsort[j] = fragsort[j + 1];
fragsort[j + 1] = k;
}
}
}
}
static void __attribute__((used))
Sbar_SortTeams (void)
{
char t[16 + 1];
int i, j, k;
player_info_t *s;
// request new ping times every two second
scoreboardteams = 0;
if (!cl.teamplay)
return;
// sort the teams
memset (teams, 0, sizeof (teams));
for (i = 0; i < MAX_CLIENTS; i++)
teams[i].plow = 999;
for (i = 0; i < MAX_CLIENTS; i++) {
s = &cl.players[i];
if (!s->name || !s->name->value[0])
continue;
if (s->spectator)
continue;
// find his team in the list
t[16] = 0;
strncpy (t, s->team->value, 16);
if (!t[0])
continue; // not on team
for (j = 0; j < scoreboardteams; j++)
if (!strcmp (teams[j].team, t)) {
teams[j].frags += s->frags;
teams[j].players++;
goto addpinginfo;
}
if (j == scoreboardteams) { // must add him
j = scoreboardteams++;
strcpy (teams[j].team, t);
teams[j].frags = s->frags;
teams[j].players = 1;
addpinginfo:
if (teams[j].plow > s->ping)
teams[j].plow = s->ping;
if (teams[j].phigh < s->ping)
teams[j].phigh = s->ping;
teams[j].ptotal += s->ping;
}
}
// sort
for (i = 0; i < scoreboardteams; i++)
teamsort[i] = i;
// good 'ol bubble sort
for (i = 0; i < scoreboardteams - 1; i++) {
for (j = i + 1; j < scoreboardteams; j++) {
if (teams[teamsort[i]].frags < teams[teamsort[j]].frags) {
k = teamsort[i];
teamsort[i] = teamsort[j];
teamsort[j] = k;
}
}
}
}
static int
write_charbuff (draw_charbuffer_t *buffer, int x, int y, const char *str)
{
char *dst = buffer->chars;
int count = buffer->width - x;
int chars = 0;
dst += y * buffer->width + x;
while (*str && count-- > 0) {
*dst++ = *str++;
chars++;
}
while (count-- > 0) {
*dst++ = ' ';
}
return chars;
}
static void
draw_solo_time (void)
{
int minutes = cl.time / 60;
int seconds = cl.time - 60 * minutes;
write_charbuff (solo_time, 0, 0,
va (0, "Time :%3i:%02i", minutes, seconds));
}
static void
draw_solo (void)
{
write_charbuff (solo_monsters, 0, 0,
va (0, "Monsters:%3i /%3i",
cl.stats[STAT_MONSTERS], cl.stats[STAT_TOTALMONSTERS]));
write_charbuff (solo_secrets, 0, 0,
va (0, "Secrets :%3i /%3i",
cl.stats[STAT_SECRETS], cl.stats[STAT_TOTALSECRETS]));
draw_solo_time ();
view_pos_t len = View_GetLen (sbar_solo_name);
len.x = 8 * write_charbuff (solo_name, 0, 0, cl.levelname);
View_SetLen (sbar_solo_name, len.x, len.y);
}
static void
draw_frags (view_t view)
{
#if 0
int i, k, l, p = -1;
int top, bottom;
int x;
player_info_t *s;
if (cl.maxclients == 1)
return;
Sbar_SortFrags ();
// draw the text
l = scoreboardlines <= 4 ? scoreboardlines : 4;
x = 0;
for (i = 0; i < l; i++) {
k = fragsort[i];
s = &cl.players[k];
if (!s->name || !s->name->value[0])
continue;
// draw background
top = Sbar_ColorForMap (s->topcolor);
bottom = Sbar_ColorForMap (s->bottomcolor);
draw_fill (view, x + 4, 1, 28, 4, top);
draw_fill (view, x + 4, 5, 28, 3, bottom);
draw_smallnum (view, x + 6, 0, s->frags, 0, 0);
if (k == cl.viewentity - 1)
p = i;
x += 32;
}
if (p != -1) {
draw_character (view, p * 32, 0, 16);
draw_character (view, p * 32 + 26, 0, 17);
}
#endif
}
static void
draw_face (view_t view)
{
#if 0
int f, anim;
if ((cl.stats[STAT_ITEMS] & (IT_INVISIBILITY | IT_INVULNERABILITY))
== (IT_INVISIBILITY | IT_INVULNERABILITY)) {
draw_pic (view, 112, 0, sb_face_invis_invuln);
return;
}
if (cl.stats[STAT_ITEMS] & IT_QUAD) {
draw_pic (view, 112, 0, sb_face_quad);
return;
}
if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
draw_pic (view, 112, 0, sb_face_invis);
return;
}
if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
draw_pic (view, 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;
draw_pic (view, 112, 0, sb_faces[f][anim]);
#endif
}
static inline void
draw_armor (view_t view)
{
view_t armor = View_GetChild (view, 0);
view_t num[3] = {
View_GetChild (view, 1),
View_GetChild (view, 2),
View_GetChild (view, 3),
};
if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
draw_num (num, 666, 3, 1);
} else {
draw_num (num, cl.stats[STAT_ARMOR], 3, cl.stats[STAT_ARMOR] <= 25);
if (cl.stats[STAT_ITEMS] & IT_ARMOR3)
sbar_setcomponent (armor, hud_pic, &sb_armor[2]);
else if (cl.stats[STAT_ITEMS] & IT_ARMOR2)
sbar_setcomponent (armor, hud_pic, &sb_armor[1]);
else if (cl.stats[STAT_ITEMS] & IT_ARMOR1)
sbar_setcomponent (armor, hud_pic, &sb_armor[0]);
else
sbar_remcomponent (armor, hud_pic);
}
}
static inline void
draw_health (view_t view)
{
view_t num[3] = {
View_GetChild (view, 0),
View_GetChild (view, 1),
View_GetChild (view, 2),
};
draw_num (num, cl.stats[STAT_HEALTH], 3, cl.stats[STAT_HEALTH] <= 25);
}
#if 0
static void
draw_status (view_t *view)
{
if (sb_showscores || cl.stats[STAT_HEALTH] <= 0) {
draw_solo (view);
return;
}
draw_armor (sbar_status_armor);
draw_face (sbar_status_face);
draw_health (sbar_status_health);
draw_ammo (sbar_status_ammo);
}
#endif
static void __attribute__((used))
draw_rogue_weapons_sbar (view_t *view)
{
#if 0
int i;
draw_weapons_sbar (view);
// 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)) {
draw_pic (view, (i + 2) * 24, 0, rsb_weapons[i]);
}
}
}
#endif
}
static void __attribute__((used))
draw_rogue_weapons_hud (view_t *view)
{
#if 0
int flashon, i, j;
qpic_t *pic;
for (i = cl_screen_view->ylen < 204; i < 7; i++) {
if (cl.stats[STAT_ITEMS] & (IT_SHOTGUN << i)) {
flashon = calc_flashon (cl.item_gettime[i], IT_SHOTGUN << i);
if (i >= 2) {
j = i - 2;
if (cl.stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << j))
pic = rsb_weapons[j];
else
pic = sb_weapons[flashon][i];
} else {
pic = sb_weapons[flashon][i];
}
draw_subpic (view, 0, i * 16, pic, 0, 0, 24, 16);
if (flashon > 1)
sb_updates = 0; // force update to remove flash
}
}
#endif
}
static void __attribute__((used))
draw_rogue_ammo_hud (view_t *view)
{
#if 0
int i, count;
qpic_t *pic;
if (cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN)
pic = rsb_invbar[0];
else
pic = rsb_invbar[1];
for (i = 0; i < 4; i++) {
count = cl.stats[STAT_SHELLS + i];
draw_subpic (view, 0, i * 11, pic, 3 + (i * 48), 0, 42, 11);
draw_smallnum (view, 7, i * 11, count, 0, 1);
}
#endif
}
static void __attribute__((used))
draw_rogue_items (view_t *view)
{
#if 0
int i;
float time;
draw_items (view);
for (i = 0; i < 2; i++) {
if (cl.stats[STAT_ITEMS] & (1 << (29 + i))) {
time = cl.item_gettime[29 + i];
draw_pic (view, 96 + i * 16, 0, rsb_items[i]);
if (time && time > (cl.time - 2))
sb_updates = 0;
}
}
#endif
}
static void __attribute__((used))
draw_rogue_inventory_sbar (view_t *view)
{
#if 0
if (cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN)
draw_pic (view, 0, 0, rsb_invbar[0]);
else
draw_pic (view, 0, 0, rsb_invbar[1]);
view_draw (view);
#endif
}
static void __attribute__((used))
draw_rogue_face (view_t *view)
{
#if 0
int top, bottom;
player_info_t *s;
// PGM 01/19/97 - team color drawing
s = &cl.players[cl.viewentity - 1];
top = Sbar_ColorForMap (s->topcolor);
bottom = Sbar_ColorForMap (s->bottomcolor);
draw_pic (view, 112, 0, rsb_teambord);
draw_fill (view, 113, 3, 22, 9, top);
draw_fill (view, 113, 12, 22, 9, bottom);
draw_smallnum (view, 108, 3, s->frags, 1, top == 8);
#endif
}
static void __attribute__((used))
draw_rogue_status (view_t *view)
{
#if 0
if (sb_showscores || cl.stats[STAT_HEALTH] <= 0) {
draw_solo (view);
return;
}
draw_num (view, 24, 0, cl.stats[STAT_ARMOR], 3,
cl.stats[STAT_ARMOR] <= 25);
if (cl.stats[STAT_ITEMS] & RIT_ARMOR3)
draw_pic (view, 0, 0, sb_armor[2]);
else if (cl.stats[STAT_ITEMS] & RIT_ARMOR2)
draw_pic (view, 0, 0, sb_armor[1]);
else if (cl.stats[STAT_ITEMS] & RIT_ARMOR1)
draw_pic (view, 0, 0, sb_armor[0]);
// PGM 03/02/97 - fixed so color swatch appears in only CTF modes
if (cl.maxclients != 1 && teamplay > 3 && teamplay < 7)
draw_rogue_face (view);
else
draw_face (view);
draw_health (view);
if (cl.stats[STAT_ITEMS] & RIT_SHELLS)
draw_pic (view, 224, 0, sb_ammo[0]);
else if (cl.stats[STAT_ITEMS] & RIT_NAILS)
draw_pic (view, 224, 0, sb_ammo[1]);
else if (cl.stats[STAT_ITEMS] & RIT_ROCKETS)
draw_pic (view, 224, 0, sb_ammo[2]);
else if (cl.stats[STAT_ITEMS] & RIT_CELLS)
draw_pic (view, 224, 0, sb_ammo[3]);
else if (cl.stats[STAT_ITEMS] & RIT_LAVA_NAILS)
draw_pic (view, 224, 0, rsb_ammo[0]);
else if (cl.stats[STAT_ITEMS] & RIT_PLASMA_AMMO)
draw_pic (view, 224, 0, rsb_ammo[1]);
else if (cl.stats[STAT_ITEMS] & RIT_MULTI_ROCKETS)
draw_pic (view, 224, 0, rsb_ammo[2]);
draw_num (view, 248, 0, cl.stats[STAT_AMMO], 3, cl.stats[STAT_AMMO] <= 10);
#endif
}
static void __attribute__((used))
draw_hipnotic_weapons_sbar (view_t *view)
{
#if 0
static int x[] = {0, 24, 48, 72, 96, 120, 144, 176, 200, 96};
static int h[] = {0, 1, 3};
int flashon, i;
qpic_t *pic;
int mask;
float time;
for (i = 0; i < 10; i++) {
if (i < 7) {
mask = IT_SHOTGUN << i;
time = cl.item_gettime[i];
} else {
mask = 1 << hipweapons[h[i - 7]];
time = cl.item_gettime[hipweapons[h[i - 7]]];
}
if (cl.stats[STAT_ITEMS] & mask) {
flashon = calc_flashon (time, mask);
if (i == 4 && cl.stats[STAT_ACTIVEWEAPON] == (1 << hipweapons[3]))
continue;
if (i == 9 && cl.stats[STAT_ACTIVEWEAPON] != (1 << hipweapons[3]))
continue;
if (i < 7) {
pic = sb_weapons[flashon][i];
} else {
pic = hsb_weapons[flashon][h[i - 7]];
}
draw_subpic (view, x[i], 0, pic, 0, 0, 24, 16);
if (flashon > 1)
sb_updates = 0; // force update to remove flash
}
}
#endif
}
static void __attribute__((used))
draw_hipnotic_weapons_hud (view_t *view)
{
#if 0
int flashon, i;
static int y[] = {0, 16, 32, 48, 64, 96, 112, 128, 144, 80};
static int h[] = {0, 1, 3};
qpic_t *pic;
int mask;
float time;
for (i = 0; i < 10; i++) {
if (i < 7) {
mask = IT_SHOTGUN << i;
time = cl.item_gettime[i];
} else {
mask = 1 << hipweapons[h[i - 7]];
time = cl.item_gettime[hipweapons[h[i - 7]]];
}
if (cl.stats[STAT_ITEMS] & mask) {
flashon = calc_flashon (time, mask);
if (i < 7) {
pic = sb_weapons[flashon][i];
} else {
pic = hsb_weapons[flashon][h[i - 7]];
}
draw_subpic (view, 0, y[i], pic, 0, 0, 24, 16);
if (flashon > 1)
sb_updates = 0; // force update to remove flash
}
}
#endif
}
static void __attribute__((used))
draw_hipnotic_items (view_t *view)
{
#if 0
int i;
float time;
// items
for (i = 2; i < 6; i++) {
if (cl.stats[STAT_ITEMS] & (1 << (17 + i))) {
time = cl.item_gettime[17 + i];
draw_pic (view, 192 + i * 16, 0, sb_items[i]);
if (time && time > cl.time - 2)
sb_updates = 0;
}
}
// hipnotic items
for (i = 0; i < 2; i++) {
if (cl.stats[STAT_ITEMS] & (1 << (24 + i))) {
time = cl.item_gettime[24 + i];
draw_pic (view, 288 + i * 16, 0, hsb_items[i]);
if (time && time > (cl.time - 2))
sb_updates = 0;
}
}
#endif
}
static void __attribute__((used))
draw_hipnotic_inventory_sbar (view_t *view)
{
#if 0
draw_pic (view, 0, 0, sb_ibar);
view_draw (view);
#endif
}
static void __attribute__((used))
draw_hipnotic_status (view_t *view)
{
#if 0
if (sb_showscores || cl.stats[STAT_HEALTH] <= 0) {
draw_solo (view);
return;
}
draw_armor (view);
draw_face (view);
draw_health (view);
draw_ammo (view);
if (cl.stats[STAT_ITEMS] & IT_KEY1)
draw_pic (view, 209, 3, sb_items[0]);
if (cl.stats[STAT_ITEMS] & IT_KEY2)
draw_pic (view, 209, 12, sb_items[1]);
#endif
}
static void
sbar_update_vis (void)
{
#if 0
qboolean headsup;
if (r_data->scr_copyeverything)
Sbar_Changed ();
sbar_view->visible = 0;
headsup = !(hud_sbar || sb_view_size < 100);
if ((sb_updates >= r_data->vid->numpages) && !headsup)
return;
if (con_module &&
con_module->data->console->lines == cl_screen_view->ylen)
return; // console is full screen
if (cls.state == ca_active
&& ((cl.stats[STAT_HEALTH] <= 0) || sb_showscores))
hud_overlay_view->visible = 1;
else
hud_overlay_view->visible = 0;
if (!sb_lines)
return;
sbar_view->visible = 1;
r_data->scr_copyeverything = 1;
sb_updates++;
#endif
}
static void
Sbar_DeathmatchOverlay (view_t *view)
{
#if 0
int i, k, l;
int top, bottom;
int x, y;
player_info_t *s;
r_data->scr_copyeverything = 1;
r_data->scr_fullupdate = 0;
draw_cachepic (view, 0, 0, "gfx/ranking.lmp", 1);
// scores
Sbar_SortFrags ();
// draw the text
l = scoreboardlines;
x = 80;
y = 40;
for (i = 0; i < l; i++) {
k = fragsort[i];
s = &cl.players[k];
if (!s->name->value[0])
continue;
// draw background
top = Sbar_ColorForMap (s->topcolor);
bottom = Sbar_ColorForMap (s->bottomcolor);
draw_fill (view, x, y, 40, 4, top);
draw_fill (view, x, y + 4, 40, 4, bottom);
draw_smallnum (view, x + 12, y, s->frags, 0, 0);
if (k == cl.viewentity - 1)
draw_character (view, x - 4, y, 12);
// draw name
draw_string (view, x + 64, y, s->name->value);
y += 10;
}
#endif
}
static void
Sbar_DrawScoreboard (void)
{
#if 0
//Sbar_SoloScoreboard ();
if (cl.gametype == GAME_DEATHMATCH)
Sbar_DeathmatchOverlay (hud_overlay_view);
#endif
}
static void
draw_overlay (view_t *view)
{
if (sb_showscores || cl.stats[STAT_HEALTH] <= 0) {
Sbar_DrawScoreboard ();
}
}
static void
draw_time (view_t *view)
{
struct tm *local = 0;
time_t utc = 0;
char st[80]; //FIXME: overflow
// Get local time
utc = time (0);
local = localtime (&utc);
#if defined(_WIN32) || defined(_WIN64)
# define HOUR12 "%I"
# define HOUR24 "%H"
# define PM "%p"
#else
# define HOUR12 "%l"
# define HOUR24 "%k"
# define PM "%P"
#endif
if (hud_time == 1) { // Use international format
strftime (st, sizeof (st), HOUR24":%M", local);
} else if (hud_time >= 2) { // US AM/PM display
strftime (st, sizeof (st), HOUR12":%M "PM, local);
}
write_charbuff (time_buff, 0, 0, st);
}
static void
draw_fps (view_t view)
{
static char st[80];
double t;
static double lastframetime;
static double lastfps;
t = Sys_DoubleTime ();
if ((t - lastframetime) >= 0.2) {
lastfps = fps_count / (t - lastframetime);
fps_count = 0;
lastframetime = t;
int prec = lastfps < 1000 ? 1 : 0;
snprintf (st, sizeof (st), "%5.*f FPS", prec, lastfps);
}
write_charbuff (fps_buff, 0, 0, st);
}
static void
draw_intermission (view_t *view)
{
#if 0
int dig;
int num;
r_data->scr_copyeverything = 1;
r_data->scr_fullupdate = 0;
draw_cachepic (view, 64, 24, "gfx/complete.lmp", 0);
draw_cachepic (view, 0, 56, "gfx/inter.lmp", 0);
// time
dig = cl.completed_time / 60;
draw_num (view, 160, 64, dig, 3, 0);
num = cl.completed_time - dig * 60;
draw_pic (view, 234, 64, sb_colon);
draw_pic (view, 246, 64, sb_nums[0][num / 10]);
draw_pic (view, 266, 64, sb_nums[0][num % 10]);
draw_num (view, 160, 104, cl.stats[STAT_SECRETS], 3, 0);
draw_pic (view, 232, 104, sb_slash);
draw_num (view, 240, 104, cl.stats[STAT_TOTALSECRETS], 3, 0);
draw_num (view, 160, 144, cl.stats[STAT_MONSTERS], 3, 0);
draw_pic (view, 232, 144, sb_slash);
draw_num (view, 240, 144, cl.stats[STAT_TOTALMONSTERS], 3, 0);
#endif
}
void
Sbar_IntermissionOverlay (void)
{
#if 0
r_data->scr_copyeverything = 1;
r_data->scr_fullupdate = 0;
if (cl.gametype == GAME_DEATHMATCH) {
Sbar_DeathmatchOverlay (hud_overlay_view);
return;
}
draw_intermission (hud_overlay_view);
#endif
}
/* CENTER PRINTING */
static dstring_t center_string = {&dstring_default_mem};
static float centertime_start; // for slow victory printing
static float centertime_off;
static int center_lines;
/*
Called for important messages that should stay in the center of the screen
for a few moments
*/
void
Sbar_CenterPrint (const char *str)
{
if (!str) {
centertime_off = 0;
dstring_clearstr (&center_string);
return;
}
dstring_copystr (&center_string, str);
centertime_off = scr_centertime;
centertime_start = realtime;
// count the number of lines for centering
center_lines = 1;
while (*str) {
if (*str == '\n')
center_lines++;
str++;
}
}
static void
Sbar_DrawCenterString (view_t view, int remaining)
{
#if 0
const char *start;
int j, l, x, y;
start = center_string.str;
if (center_lines <= 4)
y = view->yabs + view->ylen * 0.35;
else
y = view->yabs + 48;
do {
// scan the width of the line
for (l = 0; l < 40; l++)
if (start[l] == '\n' || !start[l])
break;
x = view->xabs + (view->xlen - l * 8) / 2;
for (j = 0; j < l; j++, x += 8) {
r_funcs->Draw_Character (x, y, start[j]);
if (!remaining--)
return;
}
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
#endif
}
void
Sbar_FinaleOverlay (void)
{
#if 0
int remaining;
r_data->scr_copyeverything = 1;
draw_cachepic (hud_overlay_view, 0, 16, "gfx/finale.lmp", 1);
// the finale prints the characters one at a time
remaining = scr_printspeed * (realtime - centertime_start);
Sbar_DrawCenterString (hud_overlay_view, remaining);
#endif
}
void
Sbar_DrawCenterPrint (void)
{
r_data->scr_copytop = 1;
centertime_off -= r_data->frametime;
if (centertime_off <= 0)
return;
Sbar_DrawCenterString (hud_overlay_view, -1);
}
/*
draw_minifrags
frags name
frags team name
displayed to right of status bar if there's room
*/
static void
draw_minifrags (view_t *view)
{
#if 0
int numlines, top, bottom, f, i, k, x, y;
char num[20];
player_info_t *s;
r_data->scr_copyeverything = 1;
r_data->scr_fullupdate = 0;
// scores
Sbar_SortFrags ();
if (!scoreboardlines)
return; // no one there?
numlines = view->ylen / 8;
if (numlines < 3)
return; // not enough room
// find us
for (i = 0; i < scoreboardlines; i++)
if (fragsort[i] == cl.playernum)
break;
if (i == scoreboardlines) // we're not there, we are probably a
// spectator, just display top
i = 0;
else // figure out start
i = i - numlines / 2;
if (i > scoreboardlines - numlines)
i = scoreboardlines - numlines;
if (i < 0)
i = 0;
x = 4;
y = 0;
for (; i < scoreboardlines && y < view->ylen - 8 + 1; i++) {
k = fragsort[i];
s = &cl.players[k];
if (!s->name || !s->name->value[0])
continue;
// draw ping
top = s->topcolor;
bottom = s->bottomcolor;
top = Sbar_ColorForMap (top);
bottom = Sbar_ColorForMap (bottom);
draw_fill (view, x + 2, y + 1, 37, 3, top);
draw_fill (view, x + 2, y + 4, 37, 4, bottom);
// draw number
f = s->frags;
if (k != cl.playernum) {
snprintf (num, sizeof (num), " %3i ", f);
} else {
snprintf (num, sizeof (num), "\x10%3i\x11", f);
}
draw_nstring (view, x, y, num, 5);
// team
if (cl.teamplay) {
draw_nstring (view, x + 48, y, s->team->value, 4);
draw_nstring (view, x + 48 + 40, y, s->name->value, 16);
} else
draw_nstring (view, x + 48, y, s->name->value, 16);
y += 8;
}
#endif
}
static void
draw_miniteam (view_t *view)
{
#if 0
int i, k, x, y;
char num[12];
info_key_t *player_team = cl.players[cl.playernum].team;
team_t *tm;
if (!cl.teamplay)
return;
Sbar_SortTeams ();
x = 0;
y = 0;
for (i = 0; i < scoreboardteams && y <= view->ylen; i++) {
k = teamsort[i];
tm = teams + k;
// draw pings
draw_nstring (view, x, y, tm->team, 4);
// draw total
snprintf (num, sizeof (num), "%5i", tm->frags);
draw_string (view, x + 40, y, num);
if (player_team && strnequal (player_team->value, tm->team, 16)) {
draw_character (view, x - 8, y, 16);
draw_character (view, x + 32, y, 17);
}
y += 8;
}
#endif
}
void
Sbar_Draw (void)
{
if (cls.state != ca_active) {
return;
}
sb_update_flags = ~0;
if (sb_update_flags & (1 << sbc_ammo)) {
draw_miniammo (sbar_miniammo);
draw_ammo (sbar_ammo);
}
if (sb_update_flags & (1 << sbc_armor)) draw_armor (sbar_armor);
if (sb_update_flags & (1 << sbc_frags)) draw_frags (sbar_frags);
if (sb_update_flags & (1 << sbc_health)) draw_health (sbar_health);
if (sb_update_flags & (1 << sbc_info)) {
draw_miniteam (0);
draw_minifrags (0);
draw_overlay (0);
draw_intermission (0);
Sbar_DeathmatchOverlay (0);
sbar_update_vis ();
}
if (sb_update_flags & (1 << sbc_items)) {
draw_items (sbar_items);
draw_sigils (sbar_items);
}
if (sb_update_flags & (1 << sbc_weapon)) draw_weapons_sbar (sbar_weapons);
if (sb_update_flags & ((1 << sbc_health) | (1 << sbc_items))) {
draw_face (sbar_face);
}
if (sb_showscores) {
draw_solo_time ();
}
#if 0
sbar_update_vis ();
hud_main_view->draw (hud_main_view);
#endif
sb_update_flags = 0;
}
static void
sbar_hud_swap_f (void *data, const cvar_t *cvar)
{
if (hud_sbar) {
return;
}
}
static void
sbar_hud_sbar_f (void *data, const cvar_t *cvar)
{
view_t v;
if (hud_swap) {
View_SetParent (sbar_armament, hud_view);
View_SetPos (sbar_armament, 0, 48);
View_SetLen (sbar_armament, 42, 156);
View_SetGravity (sbar_armament,
hud_swap ? grav_southwest : grav_southeast);
View_SetLen (sbar_weapons, 24, 112);
View_SetGravity (sbar_weapons,
hud_swap ? grav_northwest : grav_northeast);
View_SetLen (sbar_miniammo, 42, 44);
View_SetGravity (sbar_weapons, grav_southeast);
for (int i = 0; i < 7; i++) {
v = View_GetChild (sbar_weapons, i);
View_SetPos (v, 0, i * 16);
View_SetLen (v, 24, 16);
if (sbar_hascomponent (v, hud_subpic)) {
hud_subpic_t subpic = {
sbar_getcomponent (v, hud_pic), 0, 0, 24, 16
};
sbar_setcomponent (v, hud_subpic, &subpic);
sbar_remcomponent (v, hud_pic);
}
}
for (int i = 0; i < 4; i++) {
v = View_GetChild (sbar_miniammo, i);
View_SetPos (v, 0, i * 11);
View_SetLen (v, 42, 11);
hud_subpic_t subpic = { sb_ibar, 3 + (i * 48), 0, 42, 11 };
sbar_setcomponent (v, hud_subpic, &subpic);
}
} else {
View_SetParent (sbar_armament, sbar_inventory);
View_SetPos (sbar_armament, 0, 0);
View_SetLen (sbar_armament, 202, 24);
View_SetGravity (sbar_armament, grav_northwest);
View_SetLen (sbar_weapons, 32, 192);
View_SetGravity (sbar_weapons, grav_southwest);
View_SetLen (sbar_miniammo, 42, 44);
View_SetGravity (sbar_weapons, grav_southeast);
for (int i = 0; i < 7; i++) {
v = View_GetChild (sbar_weapons, i);
View_SetPos (v, i * 24, 0);
View_SetLen (v, 24 + 24 * (i == 6), 16);
if (sbar_hascomponent (v, hud_subpic)) {
hud_subpic_t *subpic = sbar_getcomponent(v, hud_subpic);
sbar_setcomponent (v, hud_pic, &subpic->pic);
sbar_remcomponent (v, hud_subpic);
}
}
}
}
static void
sbar_hud_fps_f (void *data, const cvar_t *cvar)
{
if (hud_fps) {
void *f = draw_fps;
sbar_setcomponent (hud_fps_view, hud_update, &f);
sbar_setcomponent (hud_fps_view, hud_charbuff, &fps_buff);
} else {
sbar_remcomponent (hud_fps_view, hud_update);
sbar_remcomponent (hud_fps_view, hud_charbuff);
}
}
static void
sbar_hud_time_f (void *data, const cvar_t *cvar)
{
if (hud_time) {
void *f = draw_time;
sbar_setcomponent (hud_time_view, hud_update, &f);
sbar_setcomponent (hud_time_view, hud_charbuff, &time_buff);
} else {
sbar_remcomponent (hud_time_view, hud_update);
sbar_remcomponent (hud_time_view, hud_charbuff);
}
}
static void
init_sbar_views (void)
{
for (int i = 0; view_defs[i].view || view_defs[i].parent; i++) {
view_def_t *def = &view_defs[i];
view_t parent = def->parent ? *def->parent : nullview;
int x = def->rect.x;
int y = def->rect.y;
int w = def->rect.w;
int h = def->rect.h;
if (def->view) {
*def->view = sbar_view (x, y, w, h, def->gravity, parent);
} else {
for (int j = 0; j < def->count; j++) {
sbar_view (x, y, w, h, def->gravity, parent);
x += def->xstep;
y += def->ystep;
}
}
}
for (int i = 0; i < 4; i++) {
view_t v = View_GetChild (sbar_miniammo, i);
draw_charbuffer_t *buffer = Draw_CreateBuffer (3, 1);
sbar_setcomponent (v, hud_charbuff, &buffer);
}
sbar_setcomponent (sbar_inventory, hud_pic, &sb_ibar);
sbar_setcomponent (sbar_statusbar, hud_pic, &sb_sbar);
if (r_data->vid->width > 320) {
int l = (r_data->vid->width - 320) / 2;
View_SetPos (sbar_tile[0], -l, 0);
View_SetLen (sbar_tile[0], l, 48);
View_SetPos (sbar_tile[1], -l, 0);
View_SetLen (sbar_tile[1], l, 48);
sbar_setcomponent (sbar_tile[0], hud_tile, 0);
sbar_setcomponent (sbar_tile[1], hud_tile, 0);
}
solo_monsters = Draw_CreateBuffer (17, 1);
solo_secrets = Draw_CreateBuffer (17, 1);
solo_time = Draw_CreateBuffer (12, 1);
solo_name = Draw_CreateBuffer (20, 1);
}
static void
init_hud_views (void)
{
#if 0
view_t *view;
view_t *minifrags_view = 0;
view_t *miniteam_view = 0;
if (cl_screen_view->xlen < 512) {
hud_view = view_new (0, 0, 320, 48, grav_south);
hud_frags_view = view_new (0, 0, 130, 8, grav_northeast);
hud_frags_view->draw = draw_frags;
} else if (cl_screen_view->xlen < 640) {
hud_view = view_new (0, 0, 512, 48, grav_south);
minifrags_view = view_new (320, 0, 192, 48, grav_southwest);
minifrags_view->draw = draw_minifrags;
minifrags_view->resize_y = 1;
} else {
hud_view = view_new (0, 0, 640, 48, grav_south);
minifrags_view = view_new (320, 0, 192, 48, grav_southwest);
minifrags_view->draw = draw_minifrags;
minifrags_view->resize_y = 1;
miniteam_view = view_new (0, 0, 96, 48, grav_southeast);
miniteam_view->draw = draw_miniteam;
miniteam_view->resize_y = 1;
}
hud_view->resize_y = 1;
hud_armament_view = view_new (0, 48, 42, 156, grav_southeast);
view = view_new (0, 0, 42, 112, grav_northeast);
view->draw = draw_weapons_hud;
view_add (hud_armament_view, view);
view = view_new (0, 0, 42, 44, grav_southeast);
view->draw = draw_ammo_hud;
view_add (hud_armament_view, view);
hud_inventory_view = view_new (0, 0, 320, 24, grav_northwest);
view_add (hud_view, hud_inventory_view);
view = view_new (0, 0, 320, 24, grav_southwest);
view->draw = draw_status;
view_add (hud_view, view);
view = view_new (32, 0, 96, 16, grav_southeast);
view->draw = draw_items;
view_add (hud_inventory_view, view);
view = view_new (0, 0, 32, 16, grav_southeast);
view->draw = draw_sigils;
view_add (hud_inventory_view, view);
if (hud_frags_view)
view_add (hud_inventory_view, hud_frags_view);
if (minifrags_view)
view_add (hud_view, minifrags_view);
if (miniteam_view)
view_add (hud_view, miniteam_view);
view = view_new (0, 0, cl_screen_view->xlen, 48, grav_south);
view->resize_x = 1;
view_add (view, hud_view);
hud_view = view;
view_add (hud_view, hud_armament_view);
view_insert (hud_main_view, hud_view, 0);
#endif
}
static void
init_hipnotic_sbar_views (void)
{
#if 0
view_t *view;
sbar_view = view_new (0, 0, 320, 48, grav_south);
sbar_frags_view = view_new (0, 0, 130, 8, grav_northeast);
sbar_frags_view->draw = draw_frags;
sbar_inventory_view = view_new (0, 0, 320, 24, grav_northwest);
sbar_inventory_view->draw = draw_hipnotic_inventory_sbar;
view = view_new (0, 0, 224, 16, grav_southwest);
view->draw = draw_hipnotic_weapons_sbar;
view_add (sbar_inventory_view, view);
view = view_new (0, 0, 32, 8, grav_northwest);
view->draw = draw_ammo_sbar;
view_add (sbar_inventory_view, view);
view = view_new (0, 0, 96, 16, grav_southeast);
view->draw = draw_hipnotic_items;
view_add (sbar_inventory_view, view);
view = view_new (0, 0, 32, 16, grav_southeast);
view->draw = draw_sigils;
view_add (sbar_inventory_view, view);
if (sbar_frags_view)
view_add (sbar_inventory_view, sbar_frags_view);
view_add (sbar_view, sbar_inventory_view);
view = view_new (0, 0, 320, 24, grav_southwest);
view->draw = draw_status_bar;
view_add (sbar_view, view);
view = view_new (0, 0, 320, 24, grav_southwest);
view->draw = draw_hipnotic_status;
view_add (sbar_view, view);
if (cl_screen_view->xlen > 320) {
int l = (cl_screen_view->xlen - 320) / 2;
view = view_new (-l, 0, l, 48, grav_southwest);
view->draw = draw_tile;
view->resize_y = 1;
view_add (sbar_view, view);
view = view_new (-l, 0, l, 48, grav_southeast);
view->draw = draw_tile;
view->resize_y = 1;
view_add (sbar_view, view);
}
#endif
}
static void
init_hipnotic_hud_views (void)
{
#if 0
view_t *view;
hud_view = view_new (0, 0, 320, 48, grav_south);
hud_frags_view = view_new (0, 0, 130, 8, grav_northeast);
hud_frags_view->draw = draw_frags;
hud_view->resize_y = 1;
if (cl_screen_view->ylen < 252) {
hud_armament_view = view_new (0, min (cl_screen_view->ylen - 160, 48),
66, 160, grav_southeast);
} else {
hud_armament_view = view_new (0, 48, 42, 204, grav_southeast);
}
view = view_new (0, 0, 24, 160, grav_northeast);
view->draw = draw_hipnotic_weapons_hud;
view_add (hud_armament_view, view);
view = view_new (0, 0, 42, 44, grav_southeast);
view->draw = draw_ammo_hud;
view_add (hud_armament_view, view);
hud_inventory_view = view_new (0, 0, 320, 24, grav_northwest);
view_add (hud_view, hud_inventory_view);
view = view_new (0, 0, 320, 24, grav_southwest);
view->draw = draw_hipnotic_status;
view_add (hud_view, view);
view = view_new (0, 0, 96, 16, grav_southeast);
view->draw = draw_hipnotic_items;
view_add (hud_inventory_view, view);
view = view_new (0, 0, 32, 16, grav_southeast);
view->draw = draw_sigils;
view_add (hud_inventory_view, view);
if (hud_frags_view)
view_add (hud_inventory_view, hud_frags_view);
view = view_new (0, 0, cl_screen_view->xlen, 48, grav_south);
view->resize_x = 1;
view_add (view, hud_view);
hud_view = view;
view_add (hud_view, hud_armament_view);
view_insert (hud_main_view, hud_view, 0);
#endif
}
static void
init_rogue_sbar_views (void)
{
#if 0
view_t *view;
sbar_view = view_new (0, 0, 320, 48, grav_south);
sbar_frags_view = view_new (0, 0, 130, 8, grav_northeast);
sbar_frags_view->draw = draw_frags;
sbar_inventory_view = view_new (0, 0, 320, 24, grav_northwest);
sbar_inventory_view->draw = draw_rogue_inventory_sbar;
view = view_new (0, 0, 224, 16, grav_southwest);
view->draw = draw_rogue_weapons_sbar;
view_add (sbar_inventory_view, view);
view = view_new (0, 0, 32, 8, grav_northwest);
view->draw = draw_ammo_sbar;
view_add (sbar_inventory_view, view);
view = view_new (0, 0, 128, 16, grav_southeast);
view->draw = draw_rogue_items;
view_add (sbar_inventory_view, view);
if (sbar_frags_view)
view_add (sbar_inventory_view, sbar_frags_view);
view_add (sbar_view, sbar_inventory_view);
view = view_new (0, 0, 320, 24, grav_southwest);
view->draw = draw_status_bar;
view_add (sbar_view, view);
view = view_new (0, 0, 320, 24, grav_southwest);
view->draw = draw_rogue_status;
view_add (sbar_view, view);
if (cl_screen_view->xlen > 320) {
int l = (cl_screen_view->xlen - 320) / 2;
view = view_new (-l, 0, l, 48, grav_southwest);
view->draw = draw_tile;
view->resize_y = 1;
view_add (sbar_view, view);
view = view_new (-l, 0, l, 48, grav_southeast);
view->draw = draw_tile;
view->resize_y = 1;
view_add (sbar_view, view);
}
#endif
}
static void
init_rogue_hud_views (void)
{
#if 0
view_t *view;
hud_view = view_new (0, 0, 320, 48, grav_south);
hud_frags_view = view_new (0, 0, 130, 8, grav_northeast);
hud_frags_view->draw = draw_frags;
hud_view->resize_y = 1;
hud_armament_view = view_new (0, 48, 42, 156, grav_southeast);
view = view_new (0, 0, 24, 112, grav_northeast);
view->draw = draw_rogue_weapons_hud;
view_add (hud_armament_view, view);
view = view_new (0, 0, 42, 44, grav_southeast);
view->draw = draw_rogue_ammo_hud;
view_add (hud_armament_view, view);
hud_inventory_view = view_new (0, 0, 320, 24, grav_northwest);
view_add (hud_view, hud_inventory_view);
view = view_new (0, 0, 320, 24, grav_southwest);
view->draw = draw_rogue_status;
view_add (hud_view, view);
view = view_new (0, 0, 128, 16, grav_southeast);
view->draw = draw_rogue_items;
view_add (hud_inventory_view, view);
if (hud_frags_view)
view_add (hud_inventory_view, hud_frags_view);
view = view_new (0, 0, cl_screen_view->xlen, 48, grav_south);
view->resize_x = 1;
view_add (view, hud_view);
hud_view = view;
view_add (hud_view, hud_armament_view);
view_insert (hud_main_view, hud_view, 0);
#endif
}
static void
init_views (void)
{
#if 0
hud_main_view = view_new (0, 0, cl_screen_view->xlen, cl_screen_view->ylen,
grav_northwest);
view_insert (cl_screen_view, hud_main_view, 0);
hud_main_view->resize_x = 1; // get resized if the 2d view resizes
hud_main_view->resize_y = 1;
hud_main_view->visible = 0; // but don't let the console draw our stuff
if (cl_screen_view->ylen > 300)
hud_overlay_view = view_new (0, 0, 320, 300, grav_center);
else
hud_overlay_view = view_new (0, 0, 320, cl_screen_view->ylen,
grav_center);
hud_overlay_view->draw = draw_overlay;
hud_overlay_view->visible = 0;
hud_stuff_view = view_new (0, 48, 152, 16, grav_southwest);
hud_stuff_view->draw = draw_stuff;
view_insert (hud_main_view, hud_overlay_view, 0);
view_insert (hud_main_view, hud_stuff_view, 0);
#endif
hud_stuff_view = sbar_view (0, 48, 152, 16, grav_southwest, cl_screen_view);
hud_time_view = sbar_view (8, 0, 64, 8, grav_northwest, hud_stuff_view);
hud_fps_view = sbar_view (80, 0, 72, 8, grav_northwest, hud_stuff_view);
time_buff = Draw_CreateBuffer (8, 1);
fps_buff = Draw_CreateBuffer (11, 1);
if (!strcmp (qfs_gamedir->hudtype, "hipnotic")) {
init_hipnotic_sbar_views ();
init_hipnotic_hud_views ();
} else if (!strcmp (qfs_gamedir->hudtype, "rogue")) {
init_rogue_sbar_views ();
init_rogue_hud_views ();
} else {
init_sbar_views ();
init_hud_views ();
}
}
static void
Sbar_GIB_Print_Center_f (void)
{
if (GIB_Argc () != 2) {
GIB_USAGE ("text");
} else
Sbar_CenterPrint (GIB_Argv(1));
}
static void
load_pics (void)
{
for (int i = 0; i < 10; i++) {
sb_nums[0][i] = r_funcs->Draw_PicFromWad (va (0, "num_%i", i));
sb_nums[1][i] = r_funcs->Draw_PicFromWad (va (0, "anum_%i", i));
}
sb_nums[0][10] = r_funcs->Draw_PicFromWad ("num_minus");
sb_nums[1][10] = r_funcs->Draw_PicFromWad ("anum_minus");
sb_colon = r_funcs->Draw_PicFromWad ("num_colon");
sb_slash = r_funcs->Draw_PicFromWad ("num_slash");
sb_weapons[0][0] = r_funcs->Draw_PicFromWad ("inv_shotgun");
sb_weapons[0][1] = r_funcs->Draw_PicFromWad ("inv_sshotgun");
sb_weapons[0][2] = r_funcs->Draw_PicFromWad ("inv_nailgun");
sb_weapons[0][3] = r_funcs->Draw_PicFromWad ("inv_snailgun");
sb_weapons[0][4] = r_funcs->Draw_PicFromWad ("inv_rlaunch");
sb_weapons[0][5] = r_funcs->Draw_PicFromWad ("inv_srlaunch");
sb_weapons[0][6] = r_funcs->Draw_PicFromWad ("inv_lightng");
sb_weapons[1][0] = r_funcs->Draw_PicFromWad ("inv2_shotgun");
sb_weapons[1][1] = r_funcs->Draw_PicFromWad ("inv2_sshotgun");
sb_weapons[1][2] = r_funcs->Draw_PicFromWad ("inv2_nailgun");
sb_weapons[1][3] = r_funcs->Draw_PicFromWad ("inv2_snailgun");
sb_weapons[1][4] = r_funcs->Draw_PicFromWad ("inv2_rlaunch");
sb_weapons[1][5] = r_funcs->Draw_PicFromWad ("inv2_srlaunch");
sb_weapons[1][6] = r_funcs->Draw_PicFromWad ("inv2_lightng");
for (int i = 0; i < 5; i++) {
sb_weapons[2 + i][0] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_shotgun", i + 1));
sb_weapons[2 + i][1] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_sshotgun", i + 1));
sb_weapons[2 + i][2] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_nailgun", i + 1));
sb_weapons[2 + i][3] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_snailgun", i + 1));
sb_weapons[2 + i][4] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_rlaunch", i + 1));
sb_weapons[2 + i][5] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_srlaunch", i + 1));
sb_weapons[2 + i][6] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_lightng", i + 1));
}
sb_ammo[0] = r_funcs->Draw_PicFromWad ("sb_shells");
sb_ammo[1] = r_funcs->Draw_PicFromWad ("sb_nails");
sb_ammo[2] = r_funcs->Draw_PicFromWad ("sb_rocket");
sb_ammo[3] = r_funcs->Draw_PicFromWad ("sb_cells");
sb_armor[0] = r_funcs->Draw_PicFromWad ("sb_armor1");
sb_armor[1] = r_funcs->Draw_PicFromWad ("sb_armor2");
sb_armor[2] = r_funcs->Draw_PicFromWad ("sb_armor3");
sb_items[0] = r_funcs->Draw_PicFromWad ("sb_key1");
sb_items[1] = r_funcs->Draw_PicFromWad ("sb_key2");
sb_items[2] = r_funcs->Draw_PicFromWad ("sb_invis");
sb_items[3] = r_funcs->Draw_PicFromWad ("sb_invuln");
sb_items[4] = r_funcs->Draw_PicFromWad ("sb_suit");
sb_items[5] = r_funcs->Draw_PicFromWad ("sb_quad");
sb_sigil[0] = r_funcs->Draw_PicFromWad ("sb_sigil1");
sb_sigil[1] = r_funcs->Draw_PicFromWad ("sb_sigil2");
sb_sigil[2] = r_funcs->Draw_PicFromWad ("sb_sigil3");
sb_sigil[3] = r_funcs->Draw_PicFromWad ("sb_sigil4");
sb_faces[4][0] = r_funcs->Draw_PicFromWad ("face1");
sb_faces[4][1] = r_funcs->Draw_PicFromWad ("face_p1");
sb_faces[3][0] = r_funcs->Draw_PicFromWad ("face2");
sb_faces[3][1] = r_funcs->Draw_PicFromWad ("face_p2");
sb_faces[2][0] = r_funcs->Draw_PicFromWad ("face3");
sb_faces[2][1] = r_funcs->Draw_PicFromWad ("face_p3");
sb_faces[1][0] = r_funcs->Draw_PicFromWad ("face4");
sb_faces[1][1] = r_funcs->Draw_PicFromWad ("face_p4");
sb_faces[0][0] = r_funcs->Draw_PicFromWad ("face5");
sb_faces[0][1] = r_funcs->Draw_PicFromWad ("face_p5");
sb_face_invis = r_funcs->Draw_PicFromWad ("face_invis");
sb_face_invuln = r_funcs->Draw_PicFromWad ("face_invul2");
sb_face_invis_invuln = r_funcs->Draw_PicFromWad ("face_inv2");
sb_face_quad = r_funcs->Draw_PicFromWad ("face_quad");
sb_sbar = r_funcs->Draw_PicFromWad ("sbar");
sb_ibar = r_funcs->Draw_PicFromWad ("ibar");
sb_scorebar = r_funcs->Draw_PicFromWad ("scorebar");
// MED 01/04/97 added new hipnotic weapons
if (!strcmp (qfs_gamedir->hudtype, "hipnotic")) {
hsb_weapons[0][0] = r_funcs->Draw_PicFromWad ("inv_laser");
hsb_weapons[0][1] = r_funcs->Draw_PicFromWad ("inv_mjolnir");
hsb_weapons[0][2] = r_funcs->Draw_PicFromWad ("inv_gren_prox");
hsb_weapons[0][3] = r_funcs->Draw_PicFromWad ("inv_prox_gren");
hsb_weapons[0][4] = r_funcs->Draw_PicFromWad ("inv_prox");
hsb_weapons[1][0] = r_funcs->Draw_PicFromWad ("inv2_laser");
hsb_weapons[1][1] = r_funcs->Draw_PicFromWad ("inv2_mjolnir");
hsb_weapons[1][2] = r_funcs->Draw_PicFromWad ("inv2_gren_prox");
hsb_weapons[1][3] = r_funcs->Draw_PicFromWad ("inv2_prox_gren");
hsb_weapons[1][4] = r_funcs->Draw_PicFromWad ("inv2_prox");
for (int i = 0; i < 5; i++) {
hsb_weapons[2 + i][0] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_laser", i + 1));
hsb_weapons[2 + i][1] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_mjolnir", i + 1));
hsb_weapons[2 + i][2] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_gren_prox", i + 1));
hsb_weapons[2 + i][3] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_prox_gren", i + 1));
hsb_weapons[2 + i][4] =
r_funcs->Draw_PicFromWad (va (0, "inva%i_prox", i + 1));
}
hsb_items[0] = r_funcs->Draw_PicFromWad ("sb_wsuit");
hsb_items[1] = r_funcs->Draw_PicFromWad ("sb_eshld");
}
// FIXME: MISSIONHUD
if (!strcmp (qfs_gamedir->hudtype, "rogue")) {
rsb_invbar[0] = r_funcs->Draw_PicFromWad ("r_invbar1");
rsb_invbar[1] = r_funcs->Draw_PicFromWad ("r_invbar2");
rsb_weapons[0] = r_funcs->Draw_PicFromWad ("r_lava");
rsb_weapons[1] = r_funcs->Draw_PicFromWad ("r_superlava");
rsb_weapons[2] = r_funcs->Draw_PicFromWad ("r_gren");
rsb_weapons[3] = r_funcs->Draw_PicFromWad ("r_multirock");
rsb_weapons[4] = r_funcs->Draw_PicFromWad ("r_plasma");
rsb_items[0] = r_funcs->Draw_PicFromWad ("r_shield1");
rsb_items[1] = r_funcs->Draw_PicFromWad ("r_agrav1");
// PGM 01/19/97 - team color border
rsb_teambord = r_funcs->Draw_PicFromWad ("r_teambord");
// PGM 01/19/97 - team color border
rsb_ammo[0] = r_funcs->Draw_PicFromWad ("r_ammolava");
rsb_ammo[1] = r_funcs->Draw_PicFromWad ("r_ammomulti");
rsb_ammo[2] = r_funcs->Draw_PicFromWad ("r_ammoplasma");
}
}
static void
Sbar_ShowScores (void)
{
if (sb_showscores)
return;
sb_showscores = true;
sb_updates = 0;
sbar_setcomponent (sbar_solo, hud_pic, &sb_scorebar);
sbar_setcomponent (sbar_solo_monsters, hud_charbuff, &solo_monsters);
sbar_setcomponent (sbar_solo_secrets, hud_charbuff, &solo_secrets);
sbar_setcomponent (sbar_solo_time, hud_charbuff, &solo_time);
sbar_setcomponent (sbar_solo_name, hud_charbuff, &solo_name);
draw_solo ();
View_UpdateHierarchy (sbar_solo);
}
static void
Sbar_DontShowScores (void)
{
if (!sb_showscores)
return;
sb_showscores = false;
sb_updates = 0;
sbar_remcomponent (sbar_solo, hud_pic);
sbar_remcomponent (sbar_solo_monsters, hud_charbuff);
sbar_remcomponent (sbar_solo_secrets, hud_charbuff);
sbar_remcomponent (sbar_solo_time, hud_charbuff);
sbar_remcomponent (sbar_solo_name, hud_charbuff);
}
void
Sbar_Init (void)
{
HUD_Init_Cvars ();
Cvar_AddListener (Cvar_FindVar ("hud_sbar"), sbar_hud_sbar_f, 0);
Cvar_AddListener (Cvar_FindVar ("hud_swap"), sbar_hud_swap_f, 0);
Cvar_AddListener (Cvar_FindVar ("hud_fps"), sbar_hud_fps_f, 0);
Cvar_AddListener (Cvar_FindVar ("hud_time"), sbar_hud_time_f, 0);
load_pics ();
init_views ();
View_UpdateHierarchy (sbar_main);
sbar_hud_fps_f (0, 0);
sbar_hud_time_f (0, 0);
Cmd_AddCommand ("+showscores", Sbar_ShowScores,
"Display information on everyone playing");
Cmd_AddCommand ("-showscores", Sbar_DontShowScores,
"Stop displaying information on everyone playing");
r_data->viewsize_callback = viewsize_f;
Cvar_Register (&scr_centertime_cvar, 0, 0);
Cvar_Register (&scr_printspeed_cvar, 0, 0);
// register GIB builtins
GIB_Builtin_Add ("print::center", Sbar_GIB_Print_Center_f);
}