jediacademy/code/cgame/cg_info.cpp

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2013-04-04 22:35:38 +00:00
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
#include "cg_media.h"
#include "..\game\objectives.h"
// For printing objectives
static const short objectiveStartingYpos = 75; // Y starting position for objective text
static const short objectiveStartingXpos = 60; // X starting position for objective text
static const int objectiveTextBoxWidth = 500; // Width (in pixels) of text box
static const int objectiveTextBoxHeight = 300; // Height (in pixels) of text box
const char *showLoadPowersName[] =
{
"SP_INGAME_HEAL2",
"SP_INGAME_JUMP2",
"SP_INGAME_SPEED2",
"SP_INGAME_PUSH2",
"SP_INGAME_PULL2",
"SP_INGAME_MINDTRICK2",
"SP_INGAME_GRIP2",
"SP_INGAME_LIGHTNING2",
"SP_INGAME_SABER_THROW2",
"SP_INGAME_SABER_OFFENSE2",
"SP_INGAME_SABER_DEFENSE2",
NULL,
};
#define MAX_OBJ_GRAPHICS 4
#define OBJ_GRAPHIC_SIZE 240
int obj_graphics[MAX_OBJ_GRAPHICS];
qboolean CG_ForcePower_Valid(int forceKnownBits, int index);
/*
====================
ObjectivePrint_Line
Print a single mission objective
====================
*/
static void ObjectivePrint_Line(const int color, const int objectIndex, int &missionYcnt)
{
char *str,*strBegin;
int y,pixelLen,charLen,i;
const int maxHoldText = 1024;
char holdText[maxHoldText];
char finalText[2048];
qhandle_t graphic;
int iYPixelsPerLine = cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f);
cgi_SP_GetStringTextString( va("OBJECTIVES_%s",objectiveTable[objectIndex].name) , finalText, sizeof(finalText) );
// A hack to be able to count prisoners
if (objectIndex==T2_RANCOR_OBJ5)
{
char value[64];
int currTotal, minTotal;
gi.Cvar_VariableStringBuffer("ui_prisonerobj_currtotal",value,sizeof(value));
currTotal = atoi(value);
gi.Cvar_VariableStringBuffer("ui_prisonerobj_maxtotal",value,sizeof(value));
minTotal = atoi(value);
sprintf(finalText,va(finalText,currTotal,minTotal));
}
pixelLen = cgi_R_Font_StrLenPixels(finalText, cgs.media.qhFontMedium, 1.0f);
str = finalText;
if (cgi_Language_IsAsian())
{
// this is execrable, and should NOT have had to've been done now, but...
//
extern const char *CG_DisplayBoxedText( int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
const char *psText, int iFontHandle, float fScale,
const vec4_t v4Color);
extern int giLinesOutput;
extern float gfAdvanceHack;
gfAdvanceHack = 1.0f; // override internal vertical advance
y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
// Advance line if a graphic has printed
for (i=0;i<MAX_OBJ_GRAPHICS;i++)
{
if (obj_graphics[i])
{
y += OBJ_GRAPHIC_SIZE + 4;
}
}
CG_DisplayBoxedText(
objectiveStartingXpos,
y,
objectiveTextBoxWidth,
objectiveTextBoxHeight,
finalText, // int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight, const char *psText
cgs.media.qhFontMedium, // int iFontHandle,
1.0f, // float fScale,
colorTable[color] // const vec4_t v4Color
);
gfAdvanceHack = 0.0f; // restore
missionYcnt += giLinesOutput;
}
else
{
// western...
//
if (pixelLen < objectiveTextBoxWidth) // One shot - small enough to print entirely on one line
{
y =objectiveStartingYpos + (iYPixelsPerLine * (missionYcnt));
cgi_R_Font_DrawString (
objectiveStartingXpos,
y,
str,
colorTable[color],
cgs.media.qhFontMedium,
-1,
1.0f);
++missionYcnt;
}
// Text is too long, break into lines.
else
{
char holdText2[2];
pixelLen = 0;
charLen = 0;
holdText2[1] = NULL;
strBegin = str;
while( *str )
{
holdText2[0] = *str;
pixelLen += cgi_R_Font_StrLenPixels(holdText2, cgs.media.qhFontMedium, 1.0f);
pixelLen += 2; // For kerning
++charLen;
if (pixelLen > objectiveTextBoxWidth )
{ //Reached max length of this line
//step back until we find a space
while ((charLen>10) && (*str != ' ' ))
{
--str;
--charLen;
}
if (*str==' ')
{
++str; // To get past space
}
assert( charLen<maxHoldText ); // Too big?
Q_strncpyz( holdText, strBegin, charLen);
holdText[charLen] = NULL;
strBegin = str;
pixelLen = 0;
charLen = 1;
y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
CG_DrawProportionalString(
objectiveStartingXpos,
y,
holdText,
CG_SMALLFONT,
colorTable[color] );
++missionYcnt;
}
else if (*(str+1) == NULL)
{
++charLen;
assert( charLen<maxHoldText ); // Too big?
y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
Q_strncpyz( holdText, strBegin, charLen);
CG_DrawProportionalString(
objectiveStartingXpos,
y, holdText,
CG_SMALLFONT,
colorTable[color] );
++missionYcnt;
break;
}
++str;
}
}
}
if (objectIndex == T3_BOUNTY_OBJ1)
{
y =objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
if (obj_graphics[1])
{
y += OBJ_GRAPHIC_SIZE + 4;
}
if (obj_graphics[2])
{
y += OBJ_GRAPHIC_SIZE + 4;
}
graphic = cgi_R_RegisterShaderNoMip("textures/system/viewscreen1");
CG_DrawPic( 355, 50, OBJ_GRAPHIC_SIZE, OBJ_GRAPHIC_SIZE, graphic );
obj_graphics[3] = qtrue;
}
}
/*
====================
CG_DrawDataPadObjectives
Draw routine for the objective info screen of the data pad.
====================
*/
void CG_DrawDataPadObjectives(const centity_t *cent )
{
int i,totalY;
int iYPixelsPerLine = cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f);
const short titleXPos = objectiveStartingXpos - 22; // X starting position for title text
const short titleYPos = objectiveStartingYpos - 23; // Y starting position for title text
const short graphic_size = 16; // Size (width and height) of graphic used to show status of objective
const short graphicXpos = objectiveStartingXpos - graphic_size - 8; // Amount of X to backup from text starting position
const short graphicYOffset = (iYPixelsPerLine - graphic_size)/2; // Amount of Y to raise graphic so it's in the center of the text line
missionInfo_Updated = qfalse; // This will stop the text from flashing
cg.missionInfoFlashTime = 0;
// zero out objective graphics
for (i=0;i<MAX_OBJ_GRAPHICS;i++)
{
obj_graphics[i] = qfalse;
}
// Title Text at the top
char text[1024]={0};
cgi_SP_GetStringTextString( "SP_INGAME_OBJECTIVES", text, sizeof(text) );
cgi_R_Font_DrawString (titleXPos, titleYPos, text, colorTable[CT_TITLE], cgs.media.qhFontMedium, -1, 1.0f);
int missionYcnt = 0;
// Print all active objectives
for (i=0;i<MAX_OBJECTIVES;i++)
{
// Is there an objective to see?
if (cent->gent->client->sess.mission_objectives[i].display)
{
// Calculate the Y position
totalY = objectiveStartingYpos + (iYPixelsPerLine * (missionYcnt))+(iYPixelsPerLine/2);
// Draw graphics that show if mission has been accomplished or not
cgi_R_SetColor(colorTable[CT_BLUE3]);
CG_DrawPic( (graphicXpos), (totalY-graphicYOffset), graphic_size, graphic_size, cgs.media.messageObjCircle); // Circle in front
if (cent->gent->client->sess.mission_objectives[i].status == OBJECTIVE_STAT_SUCCEEDED)
{
CG_DrawPic( (graphicXpos), (totalY-graphicYOffset), graphic_size, graphic_size, cgs.media.messageLitOn); // Center Dot
}
// Print current objective text
ObjectivePrint_Line(CT_WHITE, i, missionYcnt );
}
}
// No mission text?
if (!missionYcnt)
{
// Set the message a quarter of the way down and in the center of the text box
int messageYPosition = objectiveStartingYpos + (objectiveTextBoxHeight / 4);
cgi_SP_GetStringTextString( "SP_INGAME_OBJNONE", text, sizeof(text) );
int messageXPosition = objectiveStartingXpos + (objectiveTextBoxWidth/2) - (cgi_R_Font_StrLenPixels(text, cgs.media.qhFontMedium, 1.0f) /2);
cgi_R_Font_DrawString (
messageXPosition,
messageYPosition,
text,
colorTable[CT_WHITE],
cgs.media.qhFontMedium,
-1,
1.0f);
}
}
/*
//-------------------------------------------------------
static void CG_DrawForceCount( const int force, int x, float *y, const int pad,qboolean *hasForcePowers )
{
char s[MAX_STRING_CHARS];
int val, textColor;
char text[1024]={0};
gi.Cvar_VariableStringBuffer( va("playerfplvl%d", force ),s, sizeof(s) );
sscanf( s, "%d",&val );
if ((val<1) || (val> NUM_FORCE_POWERS))
{
return;
}
textColor = CT_ICON_BLUE;
// Draw title
cgi_SP_GetStringTextString( showLoadPowersName[force], text, sizeof(text) );
CG_DrawProportionalString( x, *y, text, CG_BIGFONT, colorTable[textColor] );
// Draw icons
cgi_R_SetColor( colorTable[CT_WHITE]);
const int iconSize = 30;
if ( val >= 0 )
{
x -= 10; // Back up from title a little
for ( int i = 0; i < val; i++ )
{
CG_DrawPic( x - iconSize - i * (iconSize + 10) , *y, iconSize, iconSize, force_icons[force] );
}
}
*y += pad;
*hasForcePowers = qtrue;
}
/*
====================
CG_LoadScreen_PersonalInfo
====================
*/
/*
static void CG_LoadScreen_PersonalInfo(void)
{
float x, y;
int pad = 25;
char text[1024]={0};
qboolean hasForcePowers;
y = 65 + 30;
pad = 28;
x = 300;
hasForcePowers=qfalse;
CG_DrawForceCount( FP_HEAL, x, &y, pad,&hasForcePowers);
CG_DrawForceCount( FP_LEVITATION, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_SPEED, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_PUSH, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_PULL, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_TELEPATHY, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_GRIP, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_LIGHTNING, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_SABERTHROW, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_SABER_OFFENSE, x, &y, pad,&hasForcePowers );
CG_DrawForceCount( FP_SABER_DEFENSE, x, &y, pad,&hasForcePowers );
if (hasForcePowers)
{
cgi_SP_GetStringTextString( "SP_INGAME_CURRENTFORCEPOWERS", text, sizeof(text) );
CG_DrawProportionalString( 200, 65, text, CG_CENTER | CG_BIGFONT, colorTable[CT_WHITE] );
}
else
{ //you are only totally empty on the very first map?
// cgi_SP_GetStringTextString( "SP_INGAME_NONE", text, sizeof(text) );
// CG_DrawProportionalString( 320, y+30, text, CG_CENTER | CG_BIGFONT, colorTable[CT_ICON_BLUE] );
cgi_SP_GetStringTextString( "SP_INGAME_ALONGTIME", text, sizeof(text) );
int w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontMedium, 1.5f);
cgi_R_Font_DrawString((320)-(w/2), y+40, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontMedium, -1, 1.5f);
}
}
*/
static void CG_LoadBar(void)
{
const int numticks = 9, tickwidth = 40, tickheight = 8;
const int tickpadx = 20, tickpady = 12;
const int capwidth = 8;
const int barwidth = numticks*tickwidth+tickpadx*2+capwidth*2, barleft = ((640-barwidth)/2);
const int barheight = tickheight + tickpady*2, bartop = 475-barheight;
const int capleft = barleft+tickpadx, tickleft = capleft+capwidth, ticktop = bartop+tickpady;
cgi_R_SetColor( colorTable[CT_WHITE]);
// Draw background
CG_DrawPic(barleft, bartop, barwidth, barheight, cgs.media.levelLoad);
// Draw left cap (backwards)
CG_DrawPic(tickleft, ticktop, -capwidth, tickheight, cgs.media.loadTickCap);
// Draw bar
CG_DrawPic(tickleft, ticktop, tickwidth*cg.loadLCARSStage, tickheight, cgs.media.loadTick);
// Draw right cap
CG_DrawPic(tickleft+tickwidth*cg.loadLCARSStage, ticktop, capwidth, tickheight, cgs.media.loadTickCap);
}
int CG_WeaponCheck( int weaponIndex );
// For printing load screen icons
const int MAXLOADICONSPERROW = 8; // Max icons displayed per row
const int MAXLOADWEAPONS = 16;
const int MAXLOADFORCEPOWERS = 12;
const int MAXLOAD_FORCEICONSIZE = 40; // Size of force power icons
const int MAXLOAD_FORCEICONPAD = 12; // Padding space between icons
static int CG_DrawLoadWeaponsPrintRow( const char *itemName, int weaponsBits,int rowIconCnt, int startIndex)
{
int i,endIndex=0, printedIconCnt=0;
int iconSize;
int holdX,x,y,pad;
int yOffset = 0;
int width,height;
vec4_t color;
qhandle_t background;
if (!cgi_UI_GetMenuItemInfo(
"loadScreen",
itemName,
&x,
&y,
&width,
&height,
color,
&background))
{
return(0);
}
cgi_R_SetColor( color );
iconSize = 60;
pad = 12;
// calculate placement of weapon icons
holdX = x + (width - ((iconSize*rowIconCnt) + (pad * (rowIconCnt-1))))/2;
for (i=startIndex;i<MAXLOADWEAPONS;i++)
{
if ( !(weaponsBits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
endIndex = i;
// NOTE : during loading screen always show the have ammo icon
// if (!CG_WeaponCheck(i))
// {
// CG_DrawPic( holdX, y+yOffset, iconSize, iconSize, weaponInfo->weaponIconNoAmmo );
// }
// else
{
CG_DrawPic( holdX, y+yOffset, iconSize, iconSize, weaponInfo->weaponIcon );
}
printedIconCnt++;
if (printedIconCnt==MAXLOADICONSPERROW)
{
break;
}
holdX += (iconSize+pad);
}
}
return (endIndex);
}
// Print weapons the player is carrying
// Two rows print if there are too many
static void CG_DrawLoadWeapons( int weaponBits )
{
int i,endIndex=0;
int iconCnt,rowIconCnt;
// count the number of weapons owned
iconCnt = 0;
for ( i = 1 ; i < MAXLOADWEAPONS ; i++ )
{
if ( weaponBits & ( 1 << i ) )
{
iconCnt++;
}
}
if (!iconCnt) // If no weapons, don't display
{
return;
}
// Single line of icons
if (iconCnt<=MAXLOADICONSPERROW)
{
CG_DrawLoadWeaponsPrintRow("weaponicons_singlerow", weaponBits, iconCnt,0);
}
// Two lines of icons
else
{
// Print top row
endIndex = CG_DrawLoadWeaponsPrintRow("weaponicons_row1", weaponBits, MAXLOADICONSPERROW,0);
// Print second row
rowIconCnt = iconCnt - MAXLOADICONSPERROW;
CG_DrawLoadWeaponsPrintRow("weaponicons_row2", weaponBits, rowIconCnt,endIndex+1);
}
cgi_R_SetColor( NULL );
}
static int CG_DrawLoadForcePrintRow( const char *itemName, int forceBits,int rowIconCnt, int startIndex)
{
int i,endIndex=0, printedIconCnt=0;
int holdX,x,y;
int yOffset = 0;
int width,height;
vec4_t color;
qhandle_t background;
if (!cgi_UI_GetMenuItemInfo(
"loadScreen",
itemName,
&x,
&y,
&width,
&height,
color,
&background))
{
return(0);
}
cgi_R_SetColor( color );
// calculate placement of weapon icons
holdX = x + (width - ((MAXLOAD_FORCEICONSIZE*rowIconCnt) + (MAXLOAD_FORCEICONPAD * (rowIconCnt-1))))/2;
for (i=startIndex;i<MAX_SHOWPOWERS;i++)
{
if (!CG_ForcePower_Valid(forceBits,i)) // Does he have this power?
{
continue;
}
if (force_icons[showPowers[i]])
{
endIndex = i;
CG_DrawPic( holdX, y+yOffset, MAXLOAD_FORCEICONSIZE, MAXLOAD_FORCEICONSIZE, force_icons[showPowers[i]] );
printedIconCnt++;
if (printedIconCnt==MAXLOADICONSPERROW)
{
break;
}
holdX += (MAXLOAD_FORCEICONSIZE+MAXLOAD_FORCEICONPAD);
}
}
return (endIndex);
}
int loadForcePowerLevel[NUM_FORCE_POWERS];
/*
===============
ForcePowerDataPad_Valid
===============
*/
qboolean CG_ForcePower_Valid(int forceKnownBits, int index)
{
if ((forceKnownBits & (1 << showPowers[index])) &&
loadForcePowerLevel[showPowers[index]]) // Does he have the force power?
{
return qtrue;
}
return qfalse;
}
// Print force powers the player is using
// Two rows print if there are too many
static void CG_DrawLoadForcePowers( int forceBits )
{
int i,endIndex=0;
int iconCnt=0,rowIconCnt;
// Count the number of force powers known
for (i=0; i<MAX_SHOWPOWERS; ++i)
{
if (CG_ForcePower_Valid(forceBits, i))
{
iconCnt++;
}
}
if (!iconCnt) // If no force powers, don't display
{
return;
}
// Single line of icons
if (iconCnt<=MAXLOADICONSPERROW)
{
CG_DrawLoadForcePrintRow("forceicons_singlerow", forceBits, iconCnt,0);
}
// Two lines of icons
else
{
// Print top row
endIndex = CG_DrawLoadForcePrintRow("forceicons_row1", forceBits, MAXLOADICONSPERROW,0);
// Print second row
rowIconCnt = iconCnt - MAXLOADICONSPERROW;
CG_DrawLoadForcePrintRow("forceicons_row2", forceBits, rowIconCnt,endIndex+1);
}
cgi_R_SetColor( NULL );
}
// Get the player weapons and force power info
static void CG_GetLoadScreenInfo(int *weaponBits,int *forceBits)
{
char s[MAX_STRING_CHARS];
int iDummy,i;
float fDummy;
const char *var;
gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
// Get player weapons and force powers known
if (s[0])
{
// |general info |-force powers
sscanf( s, "%i %i %i %i %i %i %i %f %f %f %i %i",
&iDummy, // &client->ps.stats[STAT_HEALTH],
&iDummy, // &client->ps.stats[STAT_ARMOR],
&*weaponBits,// &client->ps.stats[STAT_WEAPONS],
&iDummy, // &client->ps.stats[STAT_ITEMS],
&iDummy, // &client->ps.weapon,
&iDummy, // &client->ps.weaponstate,
&iDummy, // &client->ps.batteryCharge,
&fDummy, // &client->ps.viewangles[0],
&fDummy, // &client->ps.viewangles[1],
&fDummy, // &client->ps.viewangles[2],
//force power data
&*forceBits, // &client->ps.forcePowersKnown,
&iDummy // &client->ps.forcePower,
);
}
// the new JK2 stuff - force powers, etc...
//
gi.Cvar_VariableStringBuffer( "playerfplvl", s, sizeof(s) );
i=0;
var = strtok( s, " " );
while( var != NULL )
{
/* While there are tokens in "s" */
loadForcePowerLevel[i++] = atoi(var);
/* Get next token: */
var = strtok( NULL, " " );
}
}
/*
====================
CG_DrawLoadingScreen
Load screen displays the map pic, the mission briefing and weapons/force powers
====================
*/
static void CG_DrawLoadingScreen( qhandle_t levelshot ,const char *mapName)
{
int xPos,yPos,width,height;
vec4_t color;
qhandle_t background;
int weapons=0, forcepowers=0;
// Get mission briefing for load screen
if (cgi_SP_GetStringTextString( va("BRIEFINGS_%s",mapName), NULL, 0 ) == 0)
{
cgi_Cvar_Set( "ui_missionbriefing", "@BRIEFINGS_NONE" );
}
else
{
cgi_Cvar_Set( "ui_missionbriefing", va("@BRIEFINGS_%s",mapName) );
}
// Print background
if (cgi_UI_GetMenuItemInfo(
"loadScreen",
"background",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
// Print level pic
if (cgi_UI_GetMenuItemInfo(
"loadScreen",
"mappic",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
//if (!levelshot)
//{// No level shot so use screenshot.
// CG_DrawPic( xPos, yPos, 1, 1, 0); //force the tess to flush
// cgi_R_DrawScreenShot( xPos, yPos+height, width, -height );
//}
//else
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, levelshot );
}
}
// Get player weapons and force power info
CG_GetLoadScreenInfo(&weapons,&forcepowers);
// Print weapon icons
if (weapons)
{
CG_DrawLoadWeapons(weapons);
}
// Print force power icons
if (forcepowers)
{
CG_DrawLoadForcePowers(forcepowers);
}
}
/*
====================
CG_DrawInformation
Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation( void ) {
int y;
// draw the dialog background
const char *info = CG_ConfigString( CS_SERVERINFO );
const char *s = Info_ValueForKey( info, "mapname" );
qhandle_t levelshot;
extern SavedGameJustLoaded_e g_eSavedGameJustLoaded; // hack! (hey, it's the last week of coding, ok?
//#ifndef _XBOX
// if ( g_eSavedGameJustLoaded == eFULL )
// {
// levelshot = 0; //use the loaded thumbnail instead of the levelshot
// }
// else
//#endif
{
levelshot = cgi_R_RegisterShaderNoMip( va( "levelshots/%s", s ) );
#ifndef FINAL_BUILD
if (!levelshot && !strncmp(s, "work/",5) )
{
levelshot = cgi_R_RegisterShaderNoMip( va( "levelshots/%s", s+5 ) );
}
#endif
if (!levelshot) {
levelshot = cgi_R_RegisterShaderNoMip( "menu/art/unknownmap" );
}
}
if ( g_eSavedGameJustLoaded != eFULL && (!strcmp(s,"yavin1") || !strcmp(s,"demo")) )//special case for first map!
{
char text[1024]={0};
//
cgi_R_SetColor( colorTable[CT_BLACK] );
CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, cgs.media.whiteShader );
cgi_SP_GetStringTextString( "SP_INGAME_ALONGTIME", text, sizeof(text) );
int w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontMedium, 1.0f);
cgi_R_Font_DrawString((320)-(w/2), 140, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontMedium, -1, 1.0f);
}
else
{
CG_DrawLoadingScreen(levelshot, s);
cgi_UI_MenuPaintAll();
}
CG_LoadBar();
// the first 150 rows are reserved for the client connection
// screen to write into
// if ( cg.processedSnapshotNum == 0 )
{
// still loading
// print the current item being loaded
#ifdef _DEBUG
cgi_R_Font_DrawString( 40, 416, va("LOADING ... %s",cg.infoScreenText),colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 1.0f );
#endif
}
// draw info string information
y = 20;
// map-specific message (long map name)
s = CG_ConfigString( CS_MESSAGE );
if ( s[0] )
{
if (s[0] == '@')
{
char text[1024]={0};
cgi_SP_GetStringTextString( s+1, text, sizeof(text) );
cgi_R_Font_DrawString( 15, y, va("\"%s\"",text),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f );
}
else
{
cgi_R_Font_DrawString( 15, y, va("\"%s\"",s),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f );
}
y += 20;
}
}