jediacademy/codemp/cgame/cg_draw.c
2013-04-04 17:35:38 -05:00

8468 lines
204 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_draw.c -- draw all of the graphical elements during
// active (after loading) gameplay
#include "cg_local.h"
#include "bg_saga.h"
#include "../ui/ui_shared.h"
#include "../ui/ui_public.h"
extern float CG_RadiusForCent( centity_t *cent );
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y);
qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle );
static void CG_DrawSiegeTimer(int timeRemaining, qboolean isMyTeam);
static void CG_DrawSiegeDeathTimer( int timeRemaining );
// nmckenzie: DUEL_HEALTH
void CG_DrawDuelistHealth ( float x, float y, float w, float h, int duelist );
// used for scoreboard
extern displayContextDef_t cgDC;
menuDef_t *menuScoreboard = NULL;
vec4_t bluehudtint = {0.5, 0.5, 1.0, 1.0};
vec4_t redhudtint = {1.0, 0.5, 0.5, 1.0};
float *hudTintColor;
int sortedTeamPlayers[TEAM_MAXOVERLAY];
int numSortedTeamPlayers;
int lastvalidlockdif;
extern float zoomFov; //this has to be global client-side
char systemChat[256];
char teamChat1[256];
char teamChat2[256];
// The time at which you died and the time it will take for you to rejoin game.
int cg_siegeDeathTime = 0;
#define MAX_HUD_TICS 4
const char *armorTicName[MAX_HUD_TICS] =
{
"armor_tic1",
"armor_tic2",
"armor_tic3",
"armor_tic4",
};
const char *healthTicName[MAX_HUD_TICS] =
{
"health_tic1",
"health_tic2",
"health_tic3",
"health_tic4",
};
const char *forceTicName[MAX_HUD_TICS] =
{
"force_tic1",
"force_tic2",
"force_tic3",
"force_tic4",
};
const char *ammoTicName[MAX_HUD_TICS] =
{
"ammo_tic1",
"ammo_tic2",
"ammo_tic3",
"ammo_tic4",
};
char *showPowersName[] =
{
"HEAL2",//FP_HEAL
"JUMP2",//FP_LEVITATION
"SPEED2",//FP_SPEED
"PUSH2",//FP_PUSH
"PULL2",//FP_PULL
"MINDTRICK2",//FP_TELEPTAHY
"GRIP2",//FP_GRIP
"LIGHTNING2",//FP_LIGHTNING
"DARK_RAGE2",//FP_RAGE
"PROTECT2",//FP_PROTECT
"ABSORB2",//FP_ABSORB
"TEAM_HEAL2",//FP_TEAM_HEAL
"TEAM_REPLENISH2",//FP_TEAM_FORCE
"DRAIN2",//FP_DRAIN
"SEEING2",//FP_SEE
"SABER_OFFENSE2",//FP_SABER_OFFENSE
"SABER_DEFENSE2",//FP_SABER_DEFENSE
"SABER_THROW2",//FP_SABERTHROW
NULL
};
//Called from UI shared code. For now we'll just redirect to the normal anim load function.
#include "../namespace_begin.h"
int UI_ParseAnimationFile(const char *filename, animation_t *animset, qboolean isHumanoid)
{
return BG_ParseAnimationFile(filename, animset, isHumanoid);
}
int MenuFontToHandle(int iMenuFont)
{
switch (iMenuFont)
{
case FONT_SMALL: return cgDC.Assets.qhSmallFont;
case FONT_SMALL2: return cgDC.Assets.qhSmall2Font;
case FONT_MEDIUM: return cgDC.Assets.qhMediumFont;
case FONT_LARGE: return cgDC.Assets.qhMediumFont;//cgDC.Assets.qhBigFont;
//fixme? Big fonr isn't registered...?
}
return cgDC.Assets.qhMediumFont;
}
#include "../namespace_end.h"
int CG_Text_Width(const char *text, float scale, int iMenuFont)
{
int iFontIndex = MenuFontToHandle(iMenuFont);
return trap_R_Font_StrLenPixels(text, iFontIndex, scale);
}
int CG_Text_Height(const char *text, float scale, int iMenuFont)
{
int iFontIndex = MenuFontToHandle(iMenuFont);
return trap_R_Font_HeightPixels(iFontIndex, scale);
}
#include "../qcommon/qfiles.h" // for STYLE_BLINK etc
void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style, int iMenuFont)
{
int iStyleOR = 0;
int iFontIndex = MenuFontToHandle(iMenuFont);
switch (style)
{
case ITEM_TEXTSTYLE_NORMAL: iStyleOR = 0;break; // JK2 normal text
case ITEM_TEXTSTYLE_BLINK: iStyleOR = STYLE_BLINK;break; // JK2 fast blinking
case ITEM_TEXTSTYLE_PULSE: iStyleOR = STYLE_BLINK;break; // JK2 slow pulsing
case ITEM_TEXTSTYLE_SHADOWED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
case ITEM_TEXTSTYLE_OUTLINED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
case ITEM_TEXTSTYLE_OUTLINESHADOWED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
case ITEM_TEXTSTYLE_SHADOWEDMORE: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
}
trap_R_Font_DrawString( x, // int ox
y, // int oy
text, // const char *text
color, // paletteRGBA_c c
iStyleOR | iFontIndex, // const int iFontHandle
!limit?-1:limit, // iCharLimit (-1 = none)
scale // const float scale = 1.0f
);
}
/*
qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y)
Take any world coord and convert it to a 2D virtual 640x480 screen coord
*/
/*
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y)
{
int xcenter, ycenter;
vec3_t local, transformed;
// xcenter = cg.refdef.width / 2;//gives screen coords adjusted for resolution
// ycenter = cg.refdef.height / 2;//gives screen coords adjusted for resolution
//NOTE: did it this way because most draw functions expect virtual 640x480 coords
// and adjust them for current resolution
xcenter = 640 / 2;//gives screen coords in virtual 640x480, to be adjusted when drawn
ycenter = 480 / 2;//gives screen coords in virtual 640x480, to be adjusted when drawn
VectorSubtract (worldCoord, cg.refdef.vieworg, local);
transformed[0] = DotProduct(local,vright);
transformed[1] = DotProduct(local,vup);
transformed[2] = DotProduct(local,vfwd);
// Make sure Z is not negative.
if(transformed[2] < 0.01)
{
return qfalse;
}
// Simple convert to screen coords.
float xzi = xcenter / transformed[2] * (90.0/cg.refdef.fov_x);
float yzi = ycenter / transformed[2] * (90.0/cg.refdef.fov_y);
*x = xcenter + xzi * transformed[0];
*y = ycenter - yzi * transformed[1];
return qtrue;
}
qboolean CG_WorldCoordToScreenCoord( vec3_t worldCoord, int *x, int *y )
{
float xF, yF;
qboolean retVal = CG_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF );
*x = (int)xF;
*y = (int)yF;
return retVal;
}
*/
/*
================
CG_DrawZoomMask
================
*/
static void CG_DrawZoomMask( void )
{
vec4_t color1;
float level;
static qboolean flip = qtrue;
// int ammo = cg_entities[0].gent->client->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex];
float cx, cy;
// int val[5];
float max, fi;
// Check for Binocular specific zooming since we'll want to render different bits in each case
if ( cg.predictedPlayerState.zoomMode == 2 )
{
int val, i;
float off;
// zoom level
level = (float)(80.0f - cg.predictedPlayerState.zoomFov) / 80.0f;
// ...so we'll clamp it
if ( level < 0.0f )
{
level = 0.0f;
}
else if ( level > 1.0f )
{
level = 1.0f;
}
// Using a magic number to convert the zoom level to scale amount
level *= 162.0f;
// draw blue tinted distortion mask, trying to make it as small as is necessary to fill in the viewable area
trap_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 34, 48, 570, 362, cgs.media.binocularStatic );
// Black out the area behind the numbers
trap_R_SetColor( colorTable[CT_BLACK]);
CG_DrawPic( 212, 367, 200, 40, cgs.media.whiteShader );
// Numbers should be kind of greenish
color1[0] = 0.2f;
color1[1] = 0.4f;
color1[2] = 0.2f;
color1[3] = 0.3f;
trap_R_SetColor( color1 );
// Draw scrolling numbers, use intervals 10 units apart--sorry, this section of code is just kind of hacked
// up with a bunch of magic numbers.....
val = ((int)((cg.refdef.viewangles[YAW] + 180) / 10)) * 10;
off = (cg.refdef.viewangles[YAW] + 180) - val;
for ( i = -10; i < 30; i += 10 )
{
val -= 10;
if ( val < 0 )
{
val += 360;
}
// we only want to draw the very far left one some of the time, if it's too far to the left it will
// poke outside the mask.
if (( off > 3.0f && i == -10 ) || i > -10 )
{
// draw the value, but add 200 just to bump the range up...arbitrary, so change it if you like
CG_DrawNumField( 155 + i * 10 + off * 10, 374, 3, val + 200, 24, 14, NUM_FONT_CHUNKY, qtrue );
CG_DrawPic( 245 + (i-1) * 10 + off * 10, 376, 6, 6, cgs.media.whiteShader );
}
}
CG_DrawPic( 212, 367, 200, 28, cgs.media.binocularOverlay );
color1[0] = sin( cg.time * 0.01f ) * 0.5f + 0.5f;
color1[0] = color1[0] * color1[0];
color1[1] = color1[0];
color1[2] = color1[0];
color1[3] = 1.0f;
trap_R_SetColor( color1 );
CG_DrawPic( 82, 94, 16, 16, cgs.media.binocularCircle );
// Flickery color
color1[0] = 0.7f + crandom() * 0.1f;
color1[1] = 0.8f + crandom() * 0.1f;
color1[2] = 0.7f + crandom() * 0.1f;
color1[3] = 1.0f;
trap_R_SetColor( color1 );
CG_DrawPic( 0, 0, 640, 480, cgs.media.binocularMask );
CG_DrawPic( 4, 282 - level, 16, 16, cgs.media.binocularArrow );
// The top triangle bit randomly flips
if ( flip )
{
CG_DrawPic( 330, 60, -26, -30, cgs.media.binocularTri );
}
else
{
CG_DrawPic( 307, 40, 26, 30, cgs.media.binocularTri );
}
if ( random() > 0.98f && ( cg.time & 1024 ))
{
flip = !flip;
}
}
else if ( cg.predictedPlayerState.zoomMode)
{
// disruptor zoom mode
level = (float)(50.0f - zoomFov) / 50.0f;//(float)(80.0f - zoomFov) / 80.0f;
// ...so we'll clamp it
if ( level < 0.0f )
{
level = 0.0f;
}
else if ( level > 1.0f )
{
level = 1.0f;
}
// Using a magic number to convert the zoom level to a rotation amount that correlates more or less with the zoom artwork.
level *= 103.0f;
// Draw target mask
trap_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 0, 0, 640, 480, cgs.media.disruptorMask );
// apparently 99.0f is the full zoom level
if ( level >= 99 )
{
// Fully zoomed, so make the rotating insert pulse
color1[0] = 1.0f;
color1[1] = 1.0f;
color1[2] = 1.0f;
color1[3] = 0.7f + sin( cg.time * 0.01f ) * 0.3f;
trap_R_SetColor( color1 );
}
// Draw rotating insert
CG_DrawRotatePic2( 320, 240, 640, 480, -level, cgs.media.disruptorInsert );
// Increase the light levels under the center of the target
// CG_DrawPic( 198, 118, 246, 246, cgs.media.disruptorLight );
// weirdness.....converting ammo to a base five number scale just to be geeky.
/* val[0] = ammo % 5;
val[1] = (ammo / 5) % 5;
val[2] = (ammo / 25) % 5;
val[3] = (ammo / 125) % 5;
val[4] = (ammo / 625) % 5;
color1[0] = 0.2f;
color1[1] = 0.55f + crandom() * 0.1f;
color1[2] = 0.5f + crandom() * 0.1f;
color1[3] = 1.0f;
trap_R_SetColor( color1 );
for ( int t = 0; t < 5; t++ )
{
cx = 320 + sin( (t*10+45)/57.296f ) * 192;
cy = 240 + cos( (t*10+45)/57.296f ) * 192;
CG_DrawRotatePic2( cx, cy, 24, 38, 45 - t * 10, trap_R_RegisterShader( va("gfx/2d/char%d",val[4-t] )));
}
*/
//max = ( cg_entities[0].gent->health / 100.0f );
if ( (cg.snap->ps.eFlags & EF_DOUBLE_AMMO) )
{
max = cg.snap->ps.ammo[weaponData[WP_DISRUPTOR].ammoIndex] / ((float)ammoData[weaponData[WP_DISRUPTOR].ammoIndex].max*2.0f);
}
else
{
max = cg.snap->ps.ammo[weaponData[WP_DISRUPTOR].ammoIndex] / (float)ammoData[weaponData[WP_DISRUPTOR].ammoIndex].max;
}
if ( max > 1.0f )
{
max = 1.0f;
}
color1[0] = (1.0f - max) * 2.0f;
color1[1] = max * 1.5f;
color1[2] = 0.0f;
color1[3] = 1.0f;
// If we are low on health, make us flash
if ( max < 0.15f && ( cg.time & 512 ))
{
VectorClear( color1 );
}
if ( color1[0] > 1.0f )
{
color1[0] = 1.0f;
}
if ( color1[1] > 1.0f )
{
color1[1] = 1.0f;
}
trap_R_SetColor( color1 );
max *= 58.0f;
for (fi = 18.5f; fi <= 18.5f + max; fi+= 3 ) // going from 15 to 45 degrees, with 5 degree increments
{
cx = 320 + sin( (fi+90.0f)/57.296f ) * 190;
cy = 240 + cos( (fi+90.0f)/57.296f ) * 190;
CG_DrawRotatePic2( cx, cy, 12, 24, 90 - fi, cgs.media.disruptorInsertTick );
}
if ( cg.predictedPlayerState.weaponstate == WEAPON_CHARGING_ALT )
{
trap_R_SetColor( colorTable[CT_WHITE] );
// draw the charge level
max = ( cg.time - cg.predictedPlayerState.weaponChargeTime ) / ( 50.0f * 30.0f ); // bad hardcodedness 50 is disruptor charge unit and 30 is max charge units allowed.
if ( max > 1.0f )
{
max = 1.0f;
}
trap_R_DrawStretchPic(257, 435, 134*max, 34, 0, 0, max, 1, cgs.media.disruptorChargeShader);
}
// trap_R_SetColor( colorTable[CT_WHITE] );
// CG_DrawPic( 0, 0, 640, 480, cgs.media.disruptorMask );
}
}
/*
================
CG_Draw3DModel
================
*/
void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, void *ghoul2, int g2radius, qhandle_t skin, vec3_t origin, vec3_t angles ) {
refdef_t refdef;
refEntity_t ent;
if ( !cg_draw3dIcons.integer || !cg_drawIcons.integer ) {
return;
}
memset( &refdef, 0, sizeof( refdef ) );
memset( &ent, 0, sizeof( ent ) );
AnglesToAxis( angles, ent.axis );
VectorCopy( origin, ent.origin );
ent.hModel = model;
ent.ghoul2 = ghoul2;
ent.radius = g2radius;
ent.customSkin = skin;
ent.renderfx = RF_NOSHADOW; // no stencil shadows
refdef.rdflags = RDF_NOWORLDMODEL;
AxisClear( refdef.viewaxis );
refdef.fov_x = 30;
refdef.fov_y = 30;
refdef.x = x;
refdef.y = y;
refdef.width = w;
refdef.height = h;
refdef.time = cg.time;
trap_R_ClearScene();
trap_R_AddRefEntityToScene( &ent );
trap_R_RenderScene( &refdef );
}
/*
================
CG_DrawHead
Used for both the status bar and the scoreboard
================
*/
void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles )
{
clientInfo_t *ci;
if (clientNum >= MAX_CLIENTS)
{ //npc?
return;
}
ci = &cgs.clientinfo[ clientNum ];
CG_DrawPic( x, y, w, h, ci->modelIcon );
// if they are deferred, draw a cross out
if ( ci->deferred )
{
CG_DrawPic( x, y, w, h, cgs.media.deferShader );
}
}
/*
================
CG_DrawFlagModel
Used for both the status bar and the scoreboard
================
*/
void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ) {
qhandle_t cm;
float len;
vec3_t origin, angles;
vec3_t mins, maxs;
qhandle_t handle;
if ( !force2D && cg_draw3dIcons.integer ) {
VectorClear( angles );
cm = cgs.media.redFlagModel;
// offset the origin y and z to center the flag
trap_R_ModelBounds( cm, mins, maxs );
origin[2] = -0.5 * ( mins[2] + maxs[2] );
origin[1] = 0.5 * ( mins[1] + maxs[1] );
// calculate distance so the flag nearly fills the box
// assume heads are taller than wide
len = 0.5 * ( maxs[2] - mins[2] );
origin[0] = len / 0.268; // len / tan( fov/2 )
angles[YAW] = 60 * sin( cg.time / 2000.0 );;
if( team == TEAM_RED ) {
handle = cgs.media.redFlagModel;
} else if( team == TEAM_BLUE ) {
handle = cgs.media.blueFlagModel;
} else if( team == TEAM_FREE ) {
handle = 0;//cgs.media.neutralFlagModel;
} else {
return;
}
CG_Draw3DModel( x, y, w, h, handle, NULL, 0, 0, origin, angles );
} else if ( cg_drawIcons.integer ) {
gitem_t *item;
if( team == TEAM_RED ) {
item = BG_FindItemForPowerup( PW_REDFLAG );
} else if( team == TEAM_BLUE ) {
item = BG_FindItemForPowerup( PW_BLUEFLAG );
} else if( team == TEAM_FREE ) {
item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
} else {
return;
}
if (item) {
CG_DrawPic( x, y, w, h, cg_items[ ITEM_INDEX(item) ].icon );
}
}
}
/*
================
DrawAmmo
================
*/
void DrawAmmo()
{
int x, y;
x = SCREEN_WIDTH-80;
y = SCREEN_HEIGHT-80;
}
/*
================
CG_DrawHealth
================
*/
void CG_DrawHealth( menuDef_t *menuHUD )
{
vec4_t calcColor;
playerState_t *ps;
int healthAmt;
int i,currValue,inc;
itemDef_t *focusItem;
float percent;
// Can we find the menu?
if (!menuHUD)
{
return;
}
ps = &cg.snap->ps;
// What's the health?
healthAmt = ps->stats[STAT_HEALTH];
if (healthAmt > ps->stats[STAT_MAX_HEALTH])
{
healthAmt = ps->stats[STAT_MAX_HEALTH];
}
inc = (float) ps->stats[STAT_MAX_HEALTH] / MAX_HUD_TICS;
currValue = healthAmt;
// Print the health tics, fading out the one which is partial health
for (i=(MAX_HUD_TICS-1);i>=0;i--)
{
focusItem = Menu_FindItemByName(menuHUD, healthTicName[i]);
if (!focusItem) // This is bad
{
continue;
}
memcpy(calcColor, hudTintColor, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
percent = (float) currValue / inc;
calcColor[3] *= percent; // Fade it out
}
trap_R_SetColor( calcColor);
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
currValue -= inc;
}
// Print the mueric amount
focusItem = Menu_FindItemByName(menuHUD, "healthamount");
if (focusItem)
{
// Print health amount
trap_R_SetColor( focusItem->window.foreColor );
CG_DrawNumField (
focusItem->window.rect.x,
focusItem->window.rect.y,
3,
ps->stats[STAT_HEALTH],
focusItem->window.rect.w,
focusItem->window.rect.h,
NUM_FONT_SMALL,
qfalse);
}
}
/*
================
CG_DrawArmor
================
*/
void CG_DrawArmor( menuDef_t *menuHUD )
{
vec4_t calcColor;
playerState_t *ps;
int armor, maxArmor;
itemDef_t *focusItem;
float percent,quarterArmor;
int i,currValue,inc;
//ps = &cg.snap->ps;
ps = &cg.predictedPlayerState;
// Can we find the menu?
if (!menuHUD)
{
return;
}
armor = ps->stats[STAT_ARMOR];
maxArmor = ps->stats[STAT_MAX_HEALTH];
if (armor> maxArmor)
{
armor = maxArmor;
}
currValue = armor;
inc = (float) maxArmor / MAX_HUD_TICS;
memcpy(calcColor, hudTintColor, sizeof(vec4_t));
for (i=(MAX_HUD_TICS-1);i>=0;i--)
{
focusItem = Menu_FindItemByName(menuHUD, armorTicName[i]);
if (!focusItem) // This is bad
{
continue;
}
memcpy(calcColor, hudTintColor, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
percent = (float) currValue / inc;
calcColor[3] *= percent;
}
trap_R_SetColor( calcColor);
if ((i==(MAX_HUD_TICS-1)) && (currValue < inc))
{
if (cg.HUDArmorFlag)
{
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
}
else
{
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
currValue -= inc;
}
focusItem = Menu_FindItemByName(menuHUD, "armoramount");
if (focusItem)
{
// Print armor amount
trap_R_SetColor( focusItem->window.foreColor );
CG_DrawNumField (
focusItem->window.rect.x,
focusItem->window.rect.y,
3,
armor,
focusItem->window.rect.w,
focusItem->window.rect.h,
NUM_FONT_SMALL,
qfalse);
}
// If armor is low, flash a graphic to warn the player
if (armor) // Is there armor? Draw the HUD Armor TIC
{
quarterArmor = (float) (ps->stats[STAT_MAX_HEALTH] / 4.0f);
// Make tic flash if armor is at 25% of full armor
if (ps->stats[STAT_ARMOR] < quarterArmor) // Do whatever the flash timer says
{
if (cg.HUDTickFlashTime < cg.time) // Flip at the same time
{
cg.HUDTickFlashTime = cg.time + 400;
if (cg.HUDArmorFlag)
{
cg.HUDArmorFlag = qfalse;
}
else
{
cg.HUDArmorFlag = qtrue;
}
}
}
else
{
cg.HUDArmorFlag=qtrue;
}
}
else // No armor? Don't show it.
{
cg.HUDArmorFlag=qfalse;
}
}
/*
================
CG_DrawSaberStyle
If the weapon is a light saber (which needs no ammo) then draw a graphic showing
the saber style (fast, medium, strong)
================
*/
static void CG_DrawSaberStyle( centity_t *cent, menuDef_t *menuHUD)
{
itemDef_t *focusItem;
if (!cent->currentState.weapon ) // We don't have a weapon right now
{
return;
}
if ( cent->currentState.weapon != WP_SABER )
{
return;
}
// Can we find the menu?
if (!menuHUD)
{
return;
}
// draw the current saber style in this window
switch ( cg.predictedPlayerState.fd.saberDrawAnimLevel )
{
case 1://FORCE_LEVEL_1:
case 5://FORCE_LEVEL_5://Tavion
focusItem = Menu_FindItemByName(menuHUD, "saberstyle_fast");
if (focusItem)
{
trap_R_SetColor( hudTintColor );
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
break;
case 2://FORCE_LEVEL_2:
case 6://SS_DUAL
case 7://SS_STAFF
focusItem = Menu_FindItemByName(menuHUD, "saberstyle_medium");
if (focusItem)
{
trap_R_SetColor( hudTintColor );
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
break;
case 3://FORCE_LEVEL_3:
case 4://FORCE_LEVEL_4://Desann
focusItem = Menu_FindItemByName(menuHUD, "saberstyle_strong");
if (focusItem)
{
trap_R_SetColor( hudTintColor );
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
break;
}
}
/*
================
CG_DrawAmmo
================
*/
static void CG_DrawAmmo( centity_t *cent,menuDef_t *menuHUD)
{
playerState_t *ps;
int i;
vec4_t calcColor;
float value,inc = 0.0f,percent;
itemDef_t *focusItem;
ps = &cg.snap->ps;
// Can we find the menu?
if (!menuHUD)
{
return;
}
if (!cent->currentState.weapon ) // We don't have a weapon right now
{
return;
}
value = ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
if (value < 0) // No ammo
{
return;
}
focusItem = Menu_FindItemByName(menuHUD, "ammoamount");
trap_R_SetColor( hudTintColor );
if (weaponData[cent->currentState.weapon].energyPerShot == 0 &&
weaponData[cent->currentState.weapon].altEnergyPerShot == 0)
{ //just draw "infinite"
inc = 8 / MAX_HUD_TICS;
value = 8;
focusItem = Menu_FindItemByName(menuHUD, "ammoinfinite");
trap_R_SetColor( hudTintColor );
if (focusItem)
{
UI_DrawProportionalString(focusItem->window.rect.x, focusItem->window.rect.y, "--", NUM_FONT_SMALL, focusItem->window.foreColor);
}
}
else
{
focusItem = Menu_FindItemByName(menuHUD, "ammoamount");
trap_R_SetColor( hudTintColor );
if (focusItem)
{
if ( (cent->currentState.eFlags & EF_DOUBLE_AMMO) )
{
inc = (float) (ammoData[weaponData[cent->currentState.weapon].ammoIndex].max*2.0f) / MAX_HUD_TICS;
}
else
{
inc = (float) ammoData[weaponData[cent->currentState.weapon].ammoIndex].max / MAX_HUD_TICS;
}
value =ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
CG_DrawNumField (
focusItem->window.rect.x,
focusItem->window.rect.y,
3,
value,
focusItem->window.rect.w,
focusItem->window.rect.h,
NUM_FONT_SMALL,
qfalse);
}
}
// Draw tics
for (i=MAX_HUD_TICS-1;i>=0;i--)
{
focusItem = Menu_FindItemByName(menuHUD, ammoTicName[i]);
if (!focusItem)
{
continue;
}
memcpy(calcColor, hudTintColor, sizeof(vec4_t));
if ( value <= 0 ) // done
{
break;
}
else if (value < inc) // partial tic
{
percent = value / inc;
calcColor[3] = percent;
}
trap_R_SetColor( calcColor);
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
value -= inc;
}
}
/*
================
CG_DrawForcePower
================
*/
void CG_DrawForcePower( menuDef_t *menuHUD )
{
int i;
vec4_t calcColor;
float value,inc,percent;
itemDef_t *focusItem;
const int maxForcePower = 100;
qboolean flash=qfalse;
// Can we find the menu?
if (!menuHUD)
{
return;
}
// Make the hud flash by setting forceHUDTotalFlashTime above cg.time
if (cg.forceHUDTotalFlashTime > cg.time )
{
flash = qtrue;
if (cg.forceHUDNextFlashTime < cg.time)
{
cg.forceHUDNextFlashTime = cg.time + 400;
trap_S_StartSound (NULL, 0, CHAN_LOCAL, cgs.media.noforceSound );
if (cg.forceHUDActive)
{
cg.forceHUDActive = qfalse;
}
else
{
cg.forceHUDActive = qtrue;
}
}
}
else // turn HUD back on if it had just finished flashing time.
{
cg.forceHUDNextFlashTime = 0;
cg.forceHUDActive = qtrue;
}
// if (!cg.forceHUDActive)
// {
// return;
// }
inc = (float) maxForcePower / MAX_HUD_TICS;
value = cg.snap->ps.fd.forcePower;
for (i=MAX_HUD_TICS-1;i>=0;i--)
{
focusItem = Menu_FindItemByName(menuHUD, forceTicName[i]);
if (!focusItem)
{
continue;
}
// memcpy(calcColor, hudTintColor, sizeof(vec4_t));
if ( value <= 0 ) // done
{
break;
}
else if (value < inc) // partial tic
{
if (flash)
{
memcpy(calcColor, colorTable[CT_RED], sizeof(vec4_t));
}
else
{
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
}
percent = value / inc;
calcColor[3] = percent;
}
else
{
if (flash)
{
memcpy(calcColor, colorTable[CT_RED], sizeof(vec4_t));
}
else
{
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
}
}
trap_R_SetColor( calcColor);
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
value -= inc;
}
focusItem = Menu_FindItemByName(menuHUD, "forceamount");
if (focusItem)
{
// Print force amount
trap_R_SetColor( focusItem->window.foreColor );
CG_DrawNumField (
focusItem->window.rect.x,
focusItem->window.rect.y,
3,
cg.snap->ps.fd.forcePower,
focusItem->window.rect.w,
focusItem->window.rect.h,
NUM_FONT_SMALL,
qfalse);
}
}
/*
================
CG_DrawHUD
================
*/
void CG_DrawHUD(centity_t *cent)
{
menuDef_t *menuHUD = NULL;
itemDef_t *focusItem = NULL;
const char *scoreStr = NULL;
int scoreBias;
char scoreBiasStr[16];
if (cg_hudFiles.integer)
{
int x = 0;
int y = SCREEN_HEIGHT-80;
char ammoString[64];
int weapX = x;
UI_DrawProportionalString( x+16, y+40, va( "%i", cg.snap->ps.stats[STAT_HEALTH] ),
UI_SMALLFONT|UI_DROPSHADOW, colorTable[CT_HUD_RED] );
UI_DrawProportionalString( x+18+14, y+40+14, va( "%i", cg.snap->ps.stats[STAT_ARMOR] ),
UI_SMALLFONT|UI_DROPSHADOW, colorTable[CT_HUD_GREEN] );
if (cg.snap->ps.weapon == WP_SABER)
{
if (cg.snap->ps.fd.saberDrawAnimLevel == SS_DUAL)
{
Com_sprintf(ammoString, sizeof(ammoString), "AKIMBO");
weapX += 16;
}
else if (cg.snap->ps.fd.saberDrawAnimLevel == SS_STAFF)
{
Com_sprintf(ammoString, sizeof(ammoString), "STAFF");
weapX += 16;
}
else if (cg.snap->ps.fd.saberDrawAnimLevel == FORCE_LEVEL_3)
{
Com_sprintf(ammoString, sizeof(ammoString), "STRONG");
weapX += 16;
}
else if (cg.snap->ps.fd.saberDrawAnimLevel == FORCE_LEVEL_2)
{
Com_sprintf(ammoString, sizeof(ammoString), "MEDIUM");
weapX += 16;
}
else
{
Com_sprintf(ammoString, sizeof(ammoString), "FAST");
}
}
else
{
Com_sprintf(ammoString, sizeof(ammoString), "%i", cg.snap->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex]);
}
UI_DrawProportionalString( SCREEN_WIDTH-(weapX+16+32), y+40, va( "%s", ammoString ),
UI_SMALLFONT|UI_DROPSHADOW, colorTable[CT_HUD_ORANGE] );
UI_DrawProportionalString( SCREEN_WIDTH-(x+18+14+32), y+40+14, va( "%i", cg.snap->ps.fd.forcePower),
UI_SMALLFONT|UI_DROPSHADOW, colorTable[CT_ICON_BLUE] );
return;
}
if (cgs.gametype >= GT_TEAM && cgs.gametype != GT_SIEGE)
{ // tint the hud items based on team
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED )
hudTintColor = redhudtint;
else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE )
hudTintColor = bluehudtint;
else // If we're not on a team for whatever reason, leave things as they are.
hudTintColor = colorTable[CT_WHITE];
}
else
{ // tint the hud items white (dont' tint)
hudTintColor = colorTable[CT_WHITE];
}
// Draw the left HUD
menuHUD = Menus_FindByName("lefthud");
if (menuHUD)
{
itemDef_t *focusItem;
// Print scanline
focusItem = Menu_FindItemByName(menuHUD, "scanline");
if (focusItem)
{
trap_R_SetColor( hudTintColor );
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
// Print frame
focusItem = Menu_FindItemByName(menuHUD, "frame");
if (focusItem)
{
trap_R_SetColor( hudTintColor );
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
if (cg.predictedPlayerState.pm_type != PM_SPECTATOR)
{
CG_DrawArmor(menuHUD);
CG_DrawHealth(menuHUD);
}
}
else
{
//CG_Error("CG_ChatBox_ArrayInsert: unable to locate HUD menu file ");
}
//scoreStr = va("Score: %i", cgs.clientinfo[cg.snap->ps.clientNum].score);
if ( cgs.gametype == GT_DUEL )
{//A duel that requires more than one kill to knock the current enemy back to the queue
//show current kills out of how many needed
scoreStr = va("%s: %i/%i", CG_GetStringEdString("MP_INGAME", "SCORE"), cg.snap->ps.persistant[PERS_SCORE], cgs.fraglimit);
}
else if (0 && cgs.gametype < GT_TEAM )
{ // This is a teamless mode, draw the score bias.
scoreBias = cg.snap->ps.persistant[PERS_SCORE] - cgs.scores1;
if (scoreBias == 0)
{ // We are the leader!
if (cgs.scores2 <= 0)
{ // Nobody to be ahead of yet.
Com_sprintf(scoreBiasStr, sizeof(scoreBiasStr), "");
}
else
{
scoreBias = cg.snap->ps.persistant[PERS_SCORE] - cgs.scores2;
if (scoreBias == 0)
{
Com_sprintf(scoreBiasStr, sizeof(scoreBiasStr), " (Tie)");
}
else
{
Com_sprintf(scoreBiasStr, sizeof(scoreBiasStr), " (+%d)", scoreBias);
}
}
}
else // if (scoreBias < 0)
{ // We are behind!
Com_sprintf(scoreBiasStr, sizeof(scoreBiasStr), " (%d)", scoreBias);
}
scoreStr = va("%s: %i%s", CG_GetStringEdString("MP_INGAME", "SCORE"), cg.snap->ps.persistant[PERS_SCORE], scoreBiasStr);
}
else
{ // Don't draw a bias.
scoreStr = va("%s: %i", CG_GetStringEdString("MP_INGAME", "SCORE"), cg.snap->ps.persistant[PERS_SCORE]);
}
menuHUD = Menus_FindByName("righthud");
if (menuHUD)
{
if (cgs.gametype != GT_POWERDUEL)
{
focusItem = Menu_FindItemByName(menuHUD, "score_line");
if (focusItem)
{
UI_DrawScaledProportionalString(
focusItem->window.rect.x,
focusItem->window.rect.y,
scoreStr,
UI_RIGHT|UI_DROPSHADOW,
focusItem->window.foreColor,
0.7);
}
}
// Print scanline
focusItem = Menu_FindItemByName(menuHUD, "scanline");
if (focusItem)
{
trap_R_SetColor( hudTintColor );
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
focusItem = Menu_FindItemByName(menuHUD, "frame");
if (focusItem)
{
trap_R_SetColor( hudTintColor );
CG_DrawPic(
focusItem->window.rect.x,
focusItem->window.rect.y,
focusItem->window.rect.w,
focusItem->window.rect.h,
focusItem->window.background
);
}
CG_DrawForcePower(menuHUD);
// Draw ammo tics or saber style
if ( cent->currentState.weapon == WP_SABER )
{
CG_DrawSaberStyle(cent,menuHUD);
}
else
{
CG_DrawAmmo(cent,menuHUD);
}
}
else
{
//CG_Error("CG_ChatBox_ArrayInsert: unable to locate HUD menu file ");
}
}
#define MAX_SHOWPOWERS NUM_FORCE_POWERS
qboolean ForcePower_Valid(int i)
{
if (i == FP_LEVITATION ||
i == FP_SABER_OFFENSE ||
i == FP_SABER_DEFENSE ||
i == FP_SABERTHROW)
{
return qfalse;
}
if (cg.snap->ps.fd.forcePowersKnown & (1 << i))
{
return qtrue;
}
return qfalse;
}
/*
===================
CG_DrawForceSelect
===================
*/
#ifdef _XBOX
extern bool CL_ExtendSelectTime(void);
#endif
void CG_DrawForceSelect( void )
{
int i;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,x2,y2,pad,length;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
int yOffset = 0;
x2 = 0;
y2 = 0;
// don't display if dead
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 )
{
return;
}
if ((cg.forceSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
cg.forceSelect = cg.snap->ps.fd.forcePowerSelected;
return;
}
if (!cg.snap->ps.fd.forcePowersKnown)
{
return;
}
#ifdef _XBOX
if(CL_ExtendSelectTime()) {
cg.forceSelectTime = cg.time;
}
yOffset = -50;
#endif
// count the number of powers owned
count = 0;
for (i=0;i < NUM_FORCE_POWERS;++i)
{
if (ForcePower_Valid(i))
{
count++;
}
}
if (count == 0) // If no force powers, don't display
{
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
smallIconSize = 30;
bigIconSize = 60;
pad = 12;
x = 320;
y = 425;
// Background
length = (sideLeftIconCnt * smallIconSize) + (sideLeftIconCnt*pad) +
bigIconSize + (sideRightIconCnt * smallIconSize) + (sideRightIconCnt*pad) + 12;
i = BG_ProperForceIndex(cg.forceSelect) - 1;
if (i < 0)
{
i = MAX_SHOWPOWERS;
}
trap_R_SetColor(NULL);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i < 0)
{
i = MAX_SHOWPOWERS;
}
if (!ForcePower_Valid(forcePowerSorted[i])) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (cgs.media.forcePowerIcons[forcePowerSorted[i]])
{
CG_DrawPic( holdX, y + yOffset, smallIconSize, smallIconSize, cgs.media.forcePowerIcons[forcePowerSorted[i]] );
holdX -= (smallIconSize+pad);
}
}
if (ForcePower_Valid(cg.forceSelect))
{
// Current Center Icon
if (cgs.media.forcePowerIcons[cg.forceSelect])
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)) + yOffset, bigIconSize, bigIconSize, cgs.media.forcePowerIcons[cg.forceSelect] ); //only cache the icon for display
}
}
i = BG_ProperForceIndex(cg.forceSelect) + 1;
if (i>MAX_SHOWPOWERS)
{
i = 0;
}
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>MAX_SHOWPOWERS)
{
i = 0;
}
if (!ForcePower_Valid(forcePowerSorted[i])) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (cgs.media.forcePowerIcons[forcePowerSorted[i]])
{
CG_DrawPic( holdX, y + yOffset, smallIconSize, smallIconSize, cgs.media.forcePowerIcons[forcePowerSorted[i]] ); //only cache the icon for display
holdX += (smallIconSize+pad);
}
}
if ( showPowersName[cg.forceSelect] )
{
UI_DrawProportionalString(320, y + 30 + yOffset, CG_GetStringEdString("SP_INGAME", showPowersName[cg.forceSelect]), UI_CENTER | UI_SMALLFONT, colorTable[CT_ICON_BLUE]);
}
}
/*
===================
CG_DrawInventorySelect
===================
*/
void CG_DrawInvenSelect( void )
{
int i;
int sideMax,holdCount,iconCnt;
int smallIconSize,bigIconSize;
int sideLeftIconCnt,sideRightIconCnt;
int count;
int holdX,x,y,y2,pad;
int height;
float addX;
// don't display if dead
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 )
{
return;
}
if ((cg.invenSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
if (!cg.snap->ps.stats[STAT_HOLDABLE_ITEM] || !cg.snap->ps.stats[STAT_HOLDABLE_ITEMS])
{
return;
}
#ifdef _XBOX
if(CL_ExtendSelectTime()) {
cg.invenSelectTime = cg.time;
}
#endif
if (cg.itemSelect == -1)
{
cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag;
}
//const int bits = cg.snap->ps.stats[ STAT_ITEMS ];
// count the number of items owned
count = 0;
for ( i = 0 ; i < HI_NUM_HOLDABLE ; i++ )
{
if (/*CG_InventorySelectable(i) && inv_icons[i]*/
(cg.snap->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << i)) )
{
count++;
}
}
if (!count)
{
y2 = 0; //err?
UI_DrawProportionalString(320, y2 + 22, "EMPTY INVENTORY", UI_CENTER | UI_SMALLFONT, colorTable[CT_ICON_BLUE]);
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.itemSelect - 1;
if (i<0)
{
i = HI_NUM_HOLDABLE-1;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 16;
x = 320;
y = 410;
// Left side ICONS
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideLeftIconCnt;i--)
{
if (i<0)
{
i = HI_NUM_HOLDABLE-1;
}
if ( !(cg.snap->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << i)) || i == cg.itemSelect )
{
continue;
}
++iconCnt; // Good icon
if (!BG_IsItemSelectable(&cg.predictedPlayerState, i))
{
continue;
}
if (cgs.media.invenIcons[i])
{
trap_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, cgs.media.invenIcons[i] );
trap_R_SetColor(colorTable[CT_ICON_BLUE]);
/*CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
*/
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
height = bigIconSize * cg.iconHUDPercent;
if (cgs.media.invenIcons[cg.itemSelect] && BG_IsItemSelectable(&cg.predictedPlayerState, cg.itemSelect))
{
int itemNdex;
trap_R_SetColor(NULL);
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, cgs.media.invenIcons[cg.itemSelect] );
addX = (float) bigIconSize * .75;
trap_R_SetColor(colorTable[CT_ICON_BLUE]);
/*CG_DrawNumField ((x-(bigIconSize/2)) + addX, y, 2, cg.snap->ps.inventory[cg.inventorySelect], 6, 12,
NUM_FONT_SMALL,qfalse);*/
itemNdex = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE);
if (bg_itemlist[itemNdex].classname)
{
vec4_t textColor = { .312f, .75f, .621f, 1.0f };
char text[1024];
char upperKey[1024];
strcpy(upperKey, bg_itemlist[itemNdex].classname);
if ( trap_SP_GetStringTextString( va("SP_INGAME_%s",Q_strupr(upperKey)), text, sizeof( text )))
{
UI_DrawProportionalString(320, y+45, text, UI_CENTER | UI_SMALLFONT, textColor);
}
else
{
UI_DrawProportionalString(320, y+45, bg_itemlist[itemNdex].classname, UI_CENTER | UI_SMALLFONT, textColor);
}
}
}
i = cg.itemSelect + 1;
if (i> HI_NUM_HOLDABLE-1)
{
i = 0;
}
// Right side ICONS
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideRightIconCnt;i++)
{
if (i> HI_NUM_HOLDABLE-1)
{
i = 0;
}
if ( !(cg.snap->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << i)) || i == cg.itemSelect )
{
continue;
}
++iconCnt; // Good icon
if (!BG_IsItemSelectable(&cg.predictedPlayerState, i))
{
continue;
}
if (cgs.media.invenIcons[i])
{
trap_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, cgs.media.invenIcons[i] );
trap_R_SetColor(colorTable[CT_ICON_BLUE]);
/*CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);*/
holdX += (smallIconSize+pad);
}
}
}
int cg_targVeh = ENTITYNUM_NONE;
int cg_targVehLastTime = 0;
qboolean CG_CheckTargetVehicle( centity_t **pTargetVeh, float *alpha )
{
int targetNum = ENTITYNUM_NONE;
centity_t *targetVeh = NULL;
if ( !pTargetVeh || !alpha )
{//hey, where are my pointers?
return qfalse;
}
*alpha = 1.0f;
if ( cg.predictedPlayerState.rocketLockIndex < ENTITYNUM_WORLD )
{
targetNum = cg.predictedPlayerState.rocketLockIndex;
}
else if ( cg.crosshairClientNum < ENTITYNUM_WORLD )
{
targetNum = cg.crosshairClientNum;
}
if ( targetNum < MAX_CLIENTS )
{//real client
if ( cg_entities[targetNum].currentState.m_iVehicleNum >= MAX_CLIENTS )
{//in a vehicle
targetNum = cg_entities[targetNum].currentState.m_iVehicleNum;
}
}
if ( targetNum < ENTITYNUM_WORLD
&& targetNum >= MAX_CLIENTS )
{
centity_t *targetVeh = &cg_entities[targetNum];
if ( targetVeh->currentState.NPC_class == CLASS_VEHICLE
&& targetVeh->m_pVehicle
&& targetVeh->m_pVehicle->m_pVehicleInfo
&& targetVeh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
{//it's a vehicle
cg_targVeh = targetNum;
cg_targVehLastTime = cg.time;
*alpha = 1.0f;
}
else
{
targetVeh = NULL;
}
}
if ( !targetVeh )
{
if ( cg_targVehLastTime && cg.time - cg_targVehLastTime < 3000 )
{
targetVeh = &cg_entities[cg_targVeh];;
if ( cg.time-cg_targVehLastTime < 1000 )
{//stay at full alpha for 1 sec after lose them from crosshair
*alpha = 1.0f;
}
else
{//fade out over 2 secs
*alpha = 1.0f-((cg.time-cg_targVehLastTime-1000)/2000.0f);
}
}
}
if ( targetVeh )
{
*pTargetVeh = targetVeh;
return qtrue;
}
return qfalse;
}
#define MAX_VHUD_SHIELD_TICS 12
#define MAX_VHUD_SPEED_TICS 5
#define MAX_VHUD_ARMOR_TICS 5
#define MAX_VHUD_AMMO_TICS 5
float CG_DrawVehicleShields( const menuDef_t *menuHUD, const centity_t *veh )
{
int i;
char itemName[64];
float inc, currValue,maxShields;
vec4_t calcColor;
itemDef_t *item;
float percShields;
item = Menu_FindItemByName((menuDef_t *) menuHUD, "armorbackground");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
maxShields = veh->m_pVehicle->m_pVehicleInfo->shields;
currValue = cg.predictedVehicleState.stats[STAT_ARMOR];
percShields = (float)currValue/(float)maxShields;
// Print all the tics of the shield graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
inc = (float) maxShields / MAX_VHUD_ARMOR_TICS;
for (i=1;i<=MAX_VHUD_ARMOR_TICS;i++)
{
sprintf( itemName, "armor_tic%d", i );
item = Menu_FindItemByName((menuDef_t *) menuHUD, itemName);
if (!item)
{
continue;
}
memcpy(calcColor, item->window.foreColor, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
trap_R_SetColor( calcColor);
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
currValue -= inc;
}
return percShields;
}
int cg_vehicleAmmoWarning = 0;
int cg_vehicleAmmoWarningTime = 0;
void CG_DrawVehicleAmmo( const menuDef_t *menuHUD, const centity_t *veh )
{
int i;
char itemName[64];
float inc, currValue,maxAmmo;
vec4_t calcColor;
itemDef_t *item;
item = Menu_FindItemByName((menuDef_t *) menuHUD, "ammobackground");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
maxAmmo = veh->m_pVehicle->m_pVehicleInfo->weapon[0].ammoMax;
currValue = cg.predictedVehicleState.ammo[0];
inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS;
for (i=1;i<=MAX_VHUD_AMMO_TICS;i++)
{
sprintf( itemName, "ammo_tic%d", i );
item = Menu_FindItemByName((menuDef_t *)menuHUD, itemName);
if (!item)
{
continue;
}
if ( cg_vehicleAmmoWarningTime > cg.time
&& cg_vehicleAmmoWarning == 0 )
{
memcpy(calcColor, g_color_table[ColorIndex(COLOR_RED)], sizeof(vec4_t));
calcColor[3] = sin(cg.time*0.005)*0.5f+0.5f;
}
else
{
memcpy(calcColor, item->window.foreColor, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
}
trap_R_SetColor( calcColor);
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
currValue -= inc;
}
}
void CG_DrawVehicleAmmoUpper( const menuDef_t *menuHUD, const centity_t *veh )
{
int i;
char itemName[64];
float inc, currValue,maxAmmo;
vec4_t calcColor;
itemDef_t *item;
item = Menu_FindItemByName((menuDef_t *)menuHUD, "ammoupperbackground");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
maxAmmo = veh->m_pVehicle->m_pVehicleInfo->weapon[0].ammoMax;
currValue = cg.predictedVehicleState.ammo[0];
inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS;
for (i=1;i<MAX_VHUD_AMMO_TICS;i++)
{
sprintf( itemName, "ammoupper_tic%d", i );
item = Menu_FindItemByName((menuDef_t *)menuHUD, itemName);
if (!item)
{
continue;
}
if ( cg_vehicleAmmoWarningTime > cg.time
&& cg_vehicleAmmoWarning == 0 )
{
memcpy(calcColor, g_color_table[ColorIndex(COLOR_RED)], sizeof(vec4_t));
calcColor[3] = sin(cg.time*0.005)*0.5f+0.5f;
}
else
{
memcpy(calcColor, item->window.foreColor, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
}
trap_R_SetColor( calcColor);
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
currValue -= inc;
}
}
void CG_DrawVehicleAmmoLower( const menuDef_t *menuHUD, const centity_t *veh )
{
int i;
char itemName[64];
float inc, currValue,maxAmmo;
vec4_t calcColor;
itemDef_t *item;
item = Menu_FindItemByName((menuDef_t *)menuHUD, "ammolowerbackground");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
maxAmmo = veh->m_pVehicle->m_pVehicleInfo->weapon[1].ammoMax;
currValue = cg.predictedVehicleState.ammo[1];
inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS;
for (i=1;i<MAX_VHUD_AMMO_TICS;i++)
{
sprintf( itemName, "ammolower_tic%d", i );
item = Menu_FindItemByName((menuDef_t *)menuHUD, itemName);
if (!item)
{
continue;
}
if ( cg_vehicleAmmoWarningTime > cg.time
&& cg_vehicleAmmoWarning == 1 )
{
memcpy(calcColor, g_color_table[ColorIndex(COLOR_RED)], sizeof(vec4_t));
calcColor[3] = sin(cg.time*0.005)*0.5f+0.5f;
}
else
{
memcpy(calcColor, item->window.foreColor, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
}
trap_R_SetColor( calcColor);
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
currValue -= inc;
}
}
// The HUD.menu file has the graphic print with a negative height, so it will print from the bottom up.
void CG_DrawVehicleTurboRecharge( const menuDef_t *menuHUD, const centity_t *veh )
{
itemDef_t *item;
int height;
item = Menu_FindItemByName( (menuDef_t *) menuHUD, "turborecharge");
if (item)
{
float percent=0.0f;
int diff = ( cg.time - veh->m_pVehicle->m_iTurboTime );
height = item->window.rect.h;
if (diff > veh->m_pVehicle->m_pVehicleInfo->turboRecharge)
{
percent = 1.0f;
trap_R_SetColor( colorTable[CT_GREEN] );
}
else
{
percent = (float) diff / veh->m_pVehicle->m_pVehicleInfo->turboRecharge;
if (percent < 0.0f)
{
percent = 0.0f;
}
trap_R_SetColor( colorTable[CT_RED] );
}
height *= percent;
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
height,
cgs.media.whiteShader);
}
}
qboolean cg_drawLink = qfalse;
void CG_DrawVehicleWeaponsLinked( const menuDef_t *menuHUD, const centity_t *veh )
{
qboolean drawLink = qfalse;
if ( veh->m_pVehicle
&& veh->m_pVehicle->m_pVehicleInfo
&& (veh->m_pVehicle->m_pVehicleInfo->weapon[0].linkable == 2|| veh->m_pVehicle->m_pVehicleInfo->weapon[1].linkable == 2) )
{//weapon is always linked
drawLink = qtrue;
}
else
{
//MP way:
//must get sent over network
if ( cg.predictedVehicleState.vehWeaponsLinked )
{
drawLink = qtrue;
}
//NOTE: below is SP way
/*
//just cheat it
if ( veh->gent->m_pVehicle->weaponStatus[0].linked
|| veh->gent->m_pVehicle->weaponStatus[1].linked )
{
drawLink = qtrue;
}
*/
}
if ( cg_drawLink != drawLink )
{//state changed, play sound
cg_drawLink = drawLink;
trap_S_StartSound (NULL, cg.predictedPlayerState.clientNum, CHAN_LOCAL, trap_S_RegisterSound( "sound/vehicles/common/linkweaps.wav" ) );
}
if ( drawLink )
{
itemDef_t *item;
item = Menu_FindItemByName( (menuDef_t *) menuHUD, "weaponslinked");
if (item)
{
trap_R_SetColor( colorTable[CT_CYAN] );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
cgs.media.whiteShader);
}
}
}
void CG_DrawVehicleSpeed( const menuDef_t *menuHUD, const centity_t *veh )
{
int i;
char itemName[64];
float inc, currValue,maxSpeed;
vec4_t calcColor;
itemDef_t *item;
item = Menu_FindItemByName((menuDef_t *) menuHUD, "speedbackground");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
maxSpeed = veh->m_pVehicle->m_pVehicleInfo->speedMax;
currValue = cg.predictedVehicleState.speed;
// Print all the tics of the shield graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
inc = (float) maxSpeed / MAX_VHUD_SPEED_TICS;
for (i=1;i<=MAX_VHUD_SPEED_TICS;i++)
{
sprintf( itemName, "speed_tic%d", i );
item = Menu_FindItemByName((menuDef_t *)menuHUD, itemName);
if (!item)
{
continue;
}
if ( cg.time > veh->m_pVehicle->m_iTurboTime )
{
memcpy(calcColor, item->window.foreColor, sizeof(vec4_t));
}
else // In turbo mode
{
if (cg.VHUDFlashTime < cg.time)
{
cg.VHUDFlashTime = cg.time + 200;
if (cg.VHUDTurboFlag)
{
cg.VHUDTurboFlag = qfalse;
}
else
{
cg.VHUDTurboFlag = qtrue;
}
}
if (cg.VHUDTurboFlag)
{
memcpy(calcColor, colorTable[CT_LTRED1], sizeof(vec4_t));
}
else
{
memcpy(calcColor, item->window.foreColor, sizeof(vec4_t));
}
}
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
trap_R_SetColor( calcColor);
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
currValue -= inc;
}
}
void CG_DrawVehicleArmor( const menuDef_t *menuHUD, const centity_t *veh )
{
int i;
vec4_t calcColor;
char itemName[64];
float inc, currValue,maxArmor;
itemDef_t *item;
maxArmor = veh->m_pVehicle->m_pVehicleInfo->armor;
currValue = cg.predictedVehicleState.stats[STAT_HEALTH];
item = Menu_FindItemByName( (menuDef_t *) menuHUD, "shieldbackground");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
// Print all the tics of the shield graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
inc = (float) maxArmor / MAX_VHUD_SHIELD_TICS;
for (i=1;i <= MAX_VHUD_SHIELD_TICS;i++)
{
sprintf( itemName, "shield_tic%d", i );
item = Menu_FindItemByName((menuDef_t *) menuHUD, itemName);
if (!item)
{
continue;
}
memcpy(calcColor, item->window.foreColor, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
trap_R_SetColor( calcColor);
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
currValue -= inc;
}
}
enum
{
VEH_DAMAGE_FRONT=0,
VEH_DAMAGE_BACK,
VEH_DAMAGE_LEFT,
VEH_DAMAGE_RIGHT,
};
typedef struct
{
char *itemName;
short heavyDamage;
short lightDamage;
} veh_damage_t;
veh_damage_t vehDamageData[4] =
{
"vehicle_front",SHIPSURF_DAMAGE_FRONT_HEAVY,SHIPSURF_DAMAGE_FRONT_LIGHT,
"vehicle_back",SHIPSURF_DAMAGE_BACK_HEAVY,SHIPSURF_DAMAGE_BACK_LIGHT,
"vehicle_left",SHIPSURF_DAMAGE_LEFT_HEAVY,SHIPSURF_DAMAGE_LEFT_LIGHT,
"vehicle_right",SHIPSURF_DAMAGE_RIGHT_HEAVY,SHIPSURF_DAMAGE_RIGHT_LIGHT,
};
// Draw health graphic for given part of vehicle
void CG_DrawVehicleDamage(const centity_t *veh,int brokenLimbs,const menuDef_t *menuHUD,float alpha,int index)
{
itemDef_t *item;
int colorI;
vec4_t color;
int graphicHandle=0;
item = Menu_FindItemByName((menuDef_t *)menuHUD, vehDamageData[index].itemName);
if (item)
{
if (brokenLimbs & (1<<vehDamageData[index].heavyDamage))
{
colorI = CT_RED;
if (brokenLimbs & (1<<vehDamageData[index].lightDamage))
{
colorI = CT_DKGREY;
}
}
else if (brokenLimbs & (1<<vehDamageData[index].lightDamage))
{
colorI = CT_YELLOW;
}
else
{
colorI = CT_GREEN;
}
VectorCopy4 ( colorTable[colorI], color );
color[3] = alpha;
trap_R_SetColor( color );
switch ( index )
{
case VEH_DAMAGE_FRONT :
graphicHandle = veh->m_pVehicle->m_pVehicleInfo->iconFrontHandle;
break;
case VEH_DAMAGE_BACK :
graphicHandle = veh->m_pVehicle->m_pVehicleInfo->iconBackHandle;
break;
case VEH_DAMAGE_LEFT :
graphicHandle = veh->m_pVehicle->m_pVehicleInfo->iconLeftHandle;
break;
case VEH_DAMAGE_RIGHT :
graphicHandle = veh->m_pVehicle->m_pVehicleInfo->iconRightHandle;
break;
}
if (graphicHandle)
{
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
graphicHandle );
}
}
}
// Used on both damage indicators : player vehicle and the vehicle the player is locked on
void CG_DrawVehicleDamageHUD(const centity_t *veh,int brokenLimbs,float percShields,char *menuName, float alpha)
{
menuDef_t *menuHUD;
itemDef_t *item;
vec4_t color;
menuHUD = Menus_FindByName(menuName);
if ( !menuHUD )
{
return;
}
item = Menu_FindItemByName(menuHUD, "background");
if (item)
{
if (veh->m_pVehicle->m_pVehicleInfo->dmgIndicBackgroundHandle)
{
if ( veh->damageTime > cg.time )
{//ship shields currently taking damage
//NOTE: cent->damageAngle can be accessed to get the direction from the ship origin to the impact point (in 3-D space)
float perc = 1.0f - ((veh->damageTime - cg.time) / 2000.0f/*MIN_SHIELD_TIME*/);
if ( perc < 0.0f )
{
perc = 0.0f;
}
else if ( perc > 1.0f )
{
perc = 1.0f;
}
color[0] = item->window.foreColor[0];//flash red
color[1] = item->window.foreColor[1]*perc;//fade other colors back in over time
color[2] = item->window.foreColor[2]*perc;//fade other colors back in over time
color[3] = item->window.foreColor[3];//always normal alpha
trap_R_SetColor( color );
}
else
{
trap_R_SetColor( item->window.foreColor );
}
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
veh->m_pVehicle->m_pVehicleInfo->dmgIndicBackgroundHandle );
}
}
item = Menu_FindItemByName(menuHUD, "outer_frame");
if (item)
{
if (veh->m_pVehicle->m_pVehicleInfo->dmgIndicFrameHandle)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
veh->m_pVehicle->m_pVehicleInfo->dmgIndicFrameHandle );
}
}
item = Menu_FindItemByName(menuHUD, "shields");
if (item)
{
if (veh->m_pVehicle->m_pVehicleInfo->dmgIndicShieldHandle)
{
VectorCopy4 ( colorTable[CT_HUD_GREEN], color );
color[3] = percShields;
trap_R_SetColor( color );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
veh->m_pVehicle->m_pVehicleInfo->dmgIndicShieldHandle );
}
}
//TODO: if we check nextState.brokenLimbs & prevState.brokenLimbs, we can tell when a damage flag has been added and flash that part of the ship
//FIXME: when ship explodes, either stop drawing ship or draw all parts black
CG_DrawVehicleDamage(veh,brokenLimbs,menuHUD,alpha,VEH_DAMAGE_FRONT);
CG_DrawVehicleDamage(veh,brokenLimbs,menuHUD,alpha,VEH_DAMAGE_BACK);
CG_DrawVehicleDamage(veh,brokenLimbs,menuHUD,alpha,VEH_DAMAGE_LEFT);
CG_DrawVehicleDamage(veh,brokenLimbs,menuHUD,alpha,VEH_DAMAGE_RIGHT);
}
qboolean CG_DrawVehicleHud( const centity_t *cent )
{
itemDef_t *item;
menuDef_t *menuHUD;
playerState_t *ps;
centity_t *veh;
float shieldPerc,alpha;
menuHUD = Menus_FindByName("swoopvehiclehud");
if (!menuHUD)
{
return qtrue; // Draw player HUD
}
ps = &cg.predictedPlayerState;
if (!ps || !(ps->m_iVehicleNum))
{
return qtrue; // Draw player HUD
}
veh = &cg_entities[ps->m_iVehicleNum];
if ( !veh )
{
return qtrue; // Draw player HUD
}
CG_DrawVehicleTurboRecharge( menuHUD, veh );
CG_DrawVehicleWeaponsLinked( menuHUD, veh );
item = Menu_FindItemByName(menuHUD, "leftframe");
// Draw frame
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
item = Menu_FindItemByName(menuHUD, "rightframe");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
CG_DrawVehicleArmor( menuHUD, veh );
// Get animal hud for speed
// if (veh->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL)
// {
// menuHUD = Menus_FindByName("tauntaunhud");
// }
CG_DrawVehicleSpeed( menuHUD, veh );
// Revert to swoophud
// if (veh->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL)
// {
// menuHUD = Menus_FindByName("swoopvehiclehud");
// }
// if (veh->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL)
// {
shieldPerc = CG_DrawVehicleShields( menuHUD, veh );
// }
if (veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID && !veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID)
{
CG_DrawVehicleAmmo( menuHUD, veh );
}
else if (veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID && veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID)
{
CG_DrawVehicleAmmoUpper( menuHUD, veh );
CG_DrawVehicleAmmoLower( menuHUD, veh );
}
// If he's hidden, he must be in a vehicle
if (veh->m_pVehicle->m_pVehicleInfo->hideRider)
{
CG_DrawVehicleDamageHUD(veh,cg.predictedVehicleState.brokenLimbs,shieldPerc,"vehicledamagehud",1.0f);
// Has he targeted an enemy?
if (CG_CheckTargetVehicle( &veh, &alpha ))
{
CG_DrawVehicleDamageHUD(veh,veh->currentState.brokenLimbs,((float)veh->currentState.activeForcePass/10.0f),"enemyvehicledamagehud",alpha);
}
return qfalse; // Don't draw player HUD
}
return qtrue; // Draw player HUD
}
/*
================
CG_DrawStats
================
*/
static void CG_DrawStats( void )
{
centity_t *cent;
playerState_t *ps;
qboolean drawHUD = qtrue;
/* playerState_t *ps;
vec3_t angles;
// vec3_t origin;
if ( cg_drawStatus.integer == 0 ) {
return;
}
*/
cent = &cg_entities[cg.snap->ps.clientNum];
/* ps = &cg.snap->ps;
VectorClear( angles );
// Do start
if (!cg.interfaceStartupDone)
{
CG_InterfaceStartup();
}
cgi_UI_MenuPaintAll();*/
if ( cent )
{
ps = &cg.predictedPlayerState;
if ( (ps->m_iVehicleNum ) ) // In a vehicle???
{
drawHUD = CG_DrawVehicleHud( cent );
}
}
if (drawHUD)
{
CG_DrawHUD(cent);
}
/*CG_DrawArmor(cent);
CG_DrawHealth(cent);
CG_DrawAmmo(cent);
CG_DrawTalk(cent);*/
}
/*
===================
CG_DrawPickupItem
===================
*/
static void CG_DrawPickupItem( void ) {
int value;
float *fadeColor;
value = cg.itemPickup;
if ( value && cg_items[ value ].icon != -1 )
{
fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 );
if ( fadeColor )
{
CG_RegisterItemVisuals( value );
trap_R_SetColor( fadeColor );
CG_DrawPic( 573, 320, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon );
trap_R_SetColor( NULL );
}
}
}
/*
================
CG_DrawTeamBackground
================
*/
void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team )
{
vec4_t hcolor;
hcolor[3] = alpha;
if ( team == TEAM_RED ) {
hcolor[0] = 1;
hcolor[1] = .2f;
hcolor[2] = .2f;
} else if ( team == TEAM_BLUE ) {
hcolor[0] = .2f;
hcolor[1] = .2f;
hcolor[2] = 1;
} else {
return;
}
// trap_R_SetColor( hcolor );
CG_FillRect ( x, y, w, h, hcolor );
// CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar );
trap_R_SetColor( NULL );
}
/*
===========================================================================================
UPPER RIGHT CORNER
===========================================================================================
*/
/*
================
CG_DrawMiniScoreboard
================
*/
static float CG_DrawMiniScoreboard ( float y )
{
char temp[MAX_QPATH];
int xOffset = 0;
#ifdef _XBOX
xOffset = -40;
#endif
if ( !cg_drawScores.integer )
{
return y;
}
if (cgs.gametype == GT_SIEGE)
{ //don't bother with this in siege
return y;
}
if ( cgs.gametype >= GT_TEAM )
{
strcpy ( temp, va("%s: ", CG_GetStringEdString("MP_INGAME", "RED")));
Q_strcat ( temp, MAX_QPATH, cgs.scores1==SCORE_NOT_PRESENT?"-":(va("%i",cgs.scores1)) );
Q_strcat ( temp, MAX_QPATH, va(" %s: ", CG_GetStringEdString("MP_INGAME", "BLUE")) );
Q_strcat ( temp, MAX_QPATH, cgs.scores2==SCORE_NOT_PRESENT?"-":(va("%i",cgs.scores2)) );
CG_Text_Paint( 630 - CG_Text_Width ( temp, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, temp, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM );
y += 15;
}
else
{
/*
strcpy ( temp, "1st: " );
Q_strcat ( temp, MAX_QPATH, cgs.scores1==SCORE_NOT_PRESENT?"-":(va("%i",cgs.scores1)) );
Q_strcat ( temp, MAX_QPATH, " 2nd: " );
Q_strcat ( temp, MAX_QPATH, cgs.scores2==SCORE_NOT_PRESENT?"-":(va("%i",cgs.scores2)) );
CG_Text_Paint( 630 - CG_Text_Width ( temp, 0.7f, FONT_SMALL ), y, 0.7f, colorWhite, temp, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM );
y += 15;
*/
//rww - no longer doing this. Since the attacker now shows who is first, we print the score there.
}
return y;
}
/*
================
CG_DrawEnemyInfo
================
*/
static float CG_DrawEnemyInfo ( float y )
{
float size;
int clientNum;
const char *title;
clientInfo_t *ci;
int xOffset = 0;
if (!cg.snap)
{
return y;
}
#ifdef _XBOX
xOffset = -40;
#endif
if ( !cg_drawEnemyInfo.integer )
{
return y;
}
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 )
{
return y;
}
if (cgs.gametype == GT_POWERDUEL)
{ //just get out of here then
return y;
}
if ( cgs.gametype == GT_JEDIMASTER )
{
//title = "Jedi Master";
title = CG_GetStringEdString("MP_INGAME", "MASTERY7");
clientNum = cgs.jediMaster;
if ( clientNum < 0 )
{
//return y;
// title = "Get Saber!";
title = CG_GetStringEdString("MP_INGAME", "GET_SABER");
size = ICON_SIZE * 1.25;
y += 5;
CG_DrawPic( 640 - size - 12 + xOffset, y, size, size, cgs.media.weaponIcons[WP_SABER] );
y += size;
/*
CG_Text_Paint( 630 - CG_Text_Width ( ci->name, 0.7f, FONT_MEDIUM ), y, 0.7f, colorWhite, ci->name, 0, 0, 0, FONT_MEDIUM );
y += 15;
*/
CG_Text_Paint( 630 - CG_Text_Width ( title, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, title, 0, 0, 0, FONT_MEDIUM );
return y + BIGCHAR_HEIGHT + 2;
}
}
else if ( cg.snap->ps.duelInProgress )
{
// title = "Dueling";
title = CG_GetStringEdString("MP_INGAME", "DUELING");
clientNum = cg.snap->ps.duelIndex;
}
else if ( cgs.gametype == GT_DUEL && cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR)
{
title = CG_GetStringEdString("MP_INGAME", "DUELING");
if (cg.snap->ps.clientNum == cgs.duelist1)
{
clientNum = cgs.duelist2; //if power duel, should actually draw both duelists 2 and 3 I guess
}
else if (cg.snap->ps.clientNum == cgs.duelist2)
{
clientNum = cgs.duelist1;
}
else if (cg.snap->ps.clientNum == cgs.duelist3)
{
clientNum = cgs.duelist1;
}
else
{
return y;
}
}
else
{
/*
title = "Attacker";
clientNum = cg.predictedPlayerState.persistant[PERS_ATTACKER];
if ( clientNum < 0 || clientNum >= MAX_CLIENTS || clientNum == cg.snap->ps.clientNum )
{
return y;
}
if ( cg.time - cg.attackerTime > ATTACKER_HEAD_TIME )
{
cg.attackerTime = 0;
return y;
}
*/
//As of current, we don't want to draw the attacker. Instead, draw whoever is in first place.
if (cgs.duelWinner < 0 || cgs.duelWinner >= MAX_CLIENTS)
{
return y;
}
title = va("%s: %i",CG_GetStringEdString("MP_INGAME", "LEADER"), cgs.scores1);
/*
if (cgs.scores1 == 1)
{
title = va("%i kill", cgs.scores1);
}
else
{
title = va("%i kills", cgs.scores1);
}
*/
clientNum = cgs.duelWinner;
}
ci = &cgs.clientinfo[ clientNum ];
if ( !ci )
{
return y;
}
size = ICON_SIZE * 1.25;
y += 5;
if ( ci->modelIcon )
{
CG_DrawPic( 640 - size - 5 + xOffset, y, size, size, ci->modelIcon );
}
y += size;
// CG_Text_Paint( 630 - CG_Text_Width ( ci->name, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, ci->name, 0, 0, 0, FONT_MEDIUM );
CG_Text_Paint( 630 - CG_Text_Width ( ci->name, 1.0f, FONT_SMALL2 ) + xOffset, y, 1.0f, colorWhite, ci->name, 0, 0, 0, FONT_SMALL2 );
y += 15;
// CG_Text_Paint( 630 - CG_Text_Width ( title, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, title, 0, 0, 0, FONT_MEDIUM );
CG_Text_Paint( 630 - CG_Text_Width ( title, 1.0f, FONT_SMALL2 ) + xOffset, y, 1.0f, colorWhite, title, 0, 0, 0, FONT_SMALL2 );
if ( (cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL) && cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR)
{//also print their score
char text[1024];
y += 15;
Com_sprintf(text, sizeof(text), "%i/%i", cgs.clientinfo[clientNum].score, cgs.fraglimit );
CG_Text_Paint( 630 - CG_Text_Width ( text, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, text, 0, 0, 0, FONT_MEDIUM );
}
// nmckenzie: DUEL_HEALTH - fixme - need checks and such here. And this is coded to duelist 1 right now, which is wrongly.
if ( cgs.showDuelHealths >= 2)
{
y += 15;
if ( cgs.duelist1 == clientNum )
{
CG_DrawDuelistHealth ( 640 - size - 5 + xOffset, y, 64, 8, 1 );
}
else if ( cgs.duelist2 == clientNum )
{
CG_DrawDuelistHealth ( 640 - size - 5 + xOffset, y, 64, 8, 2 );
}
}
return y + BIGCHAR_HEIGHT + 2;
}
/*
==================
CG_DrawSnapshot
==================
*/
static float CG_DrawSnapshot( float y ) {
char *s;
int w;
int xOffset = 0;
#ifdef _XBOX
xOffset = -40;
#endif
s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime,
cg.latestSnapshotNum, cgs.serverCommandSequence );
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 635 - w + xOffset, y + 2, s, 1.0F);
return y + BIGCHAR_HEIGHT + 4;
}
/*
==================
CG_DrawFPS
==================
*/
#define FPS_FRAMES 16
static float CG_DrawFPS( float y ) {
char *s;
int w;
static unsigned short previousTimes[FPS_FRAMES];
static unsigned short index;
static int previous, lastupdate;
int t, i, fps, total;
unsigned short frameTime;
#ifdef _XBOX
const int xOffset = -40;
#else
const int xOffset = 0;
#endif
// don't use serverTime, because that will be drifting to
// correct for internet lag changes, timescales, timedemos, etc
t = trap_Milliseconds();
frameTime = t - previous;
previous = t;
if (t - lastupdate > 50) //don't sample faster than this
{
lastupdate = t;
previousTimes[index % FPS_FRAMES] = frameTime;
index++;
}
// average multiple frames together to smooth changes out a bit
total = 0;
for ( i = 0 ; i < FPS_FRAMES ; i++ ) {
total += previousTimes[i];
}
if ( !total ) {
total = 1;
}
fps = 1000 * FPS_FRAMES / total;
s = va( "%ifps", fps );
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 635 - w + xOffset, y + 2, s, 1.0F);
return y + BIGCHAR_HEIGHT + 4;
}
// nmckenzie: DUEL_HEALTH
#define MAX_HEALTH_FOR_IFACE 100
void CG_DrawHealthBarRough (float x, float y, int width, int height, float ratio, const float *color1, const float *color2)
{
float midpoint, remainder;
float color3[4] = {1, 0, 0, .7f};
midpoint = width * ratio - 1;
remainder = width - midpoint;
color3[0] = color1[0] * 0.5f;
assert(!(height%4));//this won't line up otherwise.
CG_DrawRect(x + 1, y + height/2-1, midpoint, 1, height/4+1, color1); // creme-y filling.
CG_DrawRect(x + midpoint, y + height/2-1, remainder, 1, height/4+1, color3); // used-up-ness.
CG_DrawRect(x, y, width, height, 1, color2); // hard crispy shell
}
void CG_DrawDuelistHealth ( float x, float y, float w, float h, int duelist )
{
float duelHealthColor[4] = {1, 0, 0, 0.7f};
float healthSrc = 0.0f;
float ratio;
if ( duelist == 1 )
{
healthSrc = cgs.duelist1health;
}
else if (duelist == 2 )
{
healthSrc = cgs.duelist2health;
}
ratio = healthSrc / MAX_HEALTH_FOR_IFACE;
if ( ratio > 1.0f )
{
ratio = 1.0f;
}
if ( ratio < 0.0f )
{
ratio = 0.0f;
}
duelHealthColor[0] = (ratio * 0.2f) + 0.5f;
CG_DrawHealthBarRough (x, y, w, h, ratio, duelHealthColor, colorTable[CT_WHITE]); // new art for this? I'm not crazy about how this looks.
}
/*
=====================
CG_DrawRadar
=====================
*/
//#define RADAR_RANGE 2500
float cg_radarRange = 2500.0f;
#define RADAR_RADIUS 60
#define RADAR_X (580 - RADAR_RADIUS)
//#define RADAR_Y 10 //dynamic based on passed Y val
#define RADAR_CHAT_DURATION 6000
static int radarLockSoundDebounceTime = 0;
static int impactSoundDebounceTime = 0;
#define RADAR_MISSILE_RANGE 3000.0f
#define RADAR_ASTEROID_RANGE 10000.0f
#define RADAR_MIN_ASTEROID_SURF_WARN_DIST 1200.0f
float CG_DrawRadar ( float y )
{
vec4_t color;
vec4_t teamColor;
float arrow_w;
float arrow_h;
clientInfo_t *cl;
clientInfo_t *local;
int i;
float arrowBaseScale;
float zScale;
int xOffset = 0;
if (!cg.snap)
{
return y;
}
#ifdef _XBOX
xOffset = -40;
#endif
// Make sure the radar should be showing
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 )
{
return y;
}
if ( (cg.predictedPlayerState.pm_flags & PMF_FOLLOW) || cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_SPECTATOR )
{
return y;
}
local = &cgs.clientinfo[ cg.snap->ps.clientNum ];
if ( !local->infoValid )
{
return y;
}
// Draw the radar background image
color[0] = color[1] = color[2] = 1.0f;
color[3] = 0.6f;
trap_R_SetColor ( color );
CG_DrawPic( RADAR_X + xOffset, y, RADAR_RADIUS*2, RADAR_RADIUS*2, cgs.media.radarShader );
//Always green for your own team.
VectorCopy ( g_color_table[ColorIndex(COLOR_GREEN)], teamColor );
teamColor[3] = 1.0f;
// Draw all of the radar entities. Draw them backwards so players are drawn last
for ( i = cg.radarEntityCount -1 ; i >= 0 ; i-- )
{
vec3_t dirLook;
vec3_t dirPlayer;
float angleLook;
float anglePlayer;
float angle;
float distance, actualDist;
centity_t* cent;
cent = &cg_entities[cg.radarEntities[i]];
// Get the distances first
VectorSubtract ( cg.predictedPlayerState.origin, cent->lerpOrigin, dirPlayer );
dirPlayer[2] = 0;
actualDist = distance = VectorNormalize ( dirPlayer );
if ( distance > cg_radarRange * 0.8f)
{
if ( (cent->currentState.eFlags & EF_RADAROBJECT)//still want to draw the direction
|| ( cent->currentState.eType==ET_NPC//FIXME: draw last, with players...
&& cent->currentState.NPC_class == CLASS_VEHICLE
&& cent->currentState.speed > 0 ) )//always draw vehicles
{
distance = cg_radarRange*0.8f;
}
else
{
continue;
}
}
distance = distance / cg_radarRange;
distance *= RADAR_RADIUS;
AngleVectors ( cg.predictedPlayerState.viewangles, dirLook, NULL, NULL );
dirLook[2] = 0;
anglePlayer = atan2(dirPlayer[0],dirPlayer[1]);
VectorNormalize ( dirLook );
angleLook = atan2(dirLook[0],dirLook[1]);
angle = angleLook - anglePlayer;
switch ( cent->currentState.eType )
{
default:
{
float x;
float ly;
qhandle_t shader;
vec4_t color;
x = (float)RADAR_X + (float)RADAR_RADIUS + (float)sin (angle) * distance;
ly = y + (float)RADAR_RADIUS + (float)cos (angle) * distance;
arrowBaseScale = 9.0f;
shader = 0;
zScale = 1.0f;
//we want to scale the thing up/down based on the relative Z (up/down) positioning
if (cent->lerpOrigin[2] > cg.predictedPlayerState.origin[2])
{ //higher, scale up (between 16 and 24)
float dif = (cent->lerpOrigin[2] - cg.predictedPlayerState.origin[2]);
//max out to 1.5x scale at 512 units above local player's height
dif /= 1024.0f;
if (dif > 0.5f)
{
dif = 0.5f;
}
zScale += dif;
}
else if (cent->lerpOrigin[2] < cg.predictedPlayerState.origin[2])
{ //lower, scale down (between 16 and 8)
float dif = (cg.predictedPlayerState.origin[2] - cent->lerpOrigin[2]);
//half scale at 512 units below local player's height
dif /= 1024.0f;
if (dif > 0.5f)
{
dif = 0.5f;
}
zScale -= dif;
}
arrowBaseScale *= zScale;
if (cent->currentState.brokenLimbs)
{ //slightly misleading to use this value, but don't want to add more to entstate.
//any ent with brokenLimbs non-0 and on radar is an objective ent.
//brokenLimbs is literal team value.
char objState[1024];
int complete;
//we only want to draw it if the objective for it is not complete.
//frame represents objective num.
trap_Cvar_VariableStringBuffer(va("team%i_objective%i", cent->currentState.brokenLimbs, cent->currentState.frame), objState, 1024);
complete = atoi(objState);
if (!complete)
{
// generic enemy index specifies a shader to use for the radar entity.
if ( cent->currentState.genericenemyindex )
{
color[0] = color[1] = color[2] = color[3] = 1.0f;
shader = cgs.gameIcons[cent->currentState.genericenemyindex];
}
else
{
if (cg.snap &&
cent->currentState.brokenLimbs == cg.snap->ps.persistant[PERS_TEAM])
{
VectorCopy ( g_color_table[ColorIndex(COLOR_RED)], color );
}
else
{
VectorCopy ( g_color_table[ColorIndex(COLOR_GREEN)], color );
}
shader = cgs.media.siegeItemShader;
}
}
}
else
{
color[0] = color[1] = color[2] = color[3] = 1.0f;
// generic enemy index specifies a shader to use for the radar entity.
if ( cent->currentState.genericenemyindex )
{
shader = cgs.gameIcons[cent->currentState.genericenemyindex];
}
else
{
shader = cgs.media.siegeItemShader;
}
}
if ( shader )
{
// Pulse the alpha if time2 is set. time2 gets set when the entity takes pain
if ( (cent->currentState.time2 && cg.time - cent->currentState.time2 < 5000) ||
(cent->currentState.time2 == 0xFFFFFFFF) )
{
if ( (cg.time / 200) & 1 )
{
color[3] = 0.1f + 0.9f * (float) (cg.time % 200) / 200.0f;
}
else
{
color[3] = 1.0f - 0.9f * (float) (cg.time % 200) / 200.0f;
}
}
trap_R_SetColor ( color );
CG_DrawPic ( x - 4 + xOffset, ly - 4, arrowBaseScale, arrowBaseScale, shader );
}
}
break;
case ET_NPC://FIXME: draw last, with players...
if ( cent->currentState.NPC_class == CLASS_VEHICLE
&& cent->currentState.speed > 0 )
{
if ( cent->m_pVehicle && cent->m_pVehicle->m_pVehicleInfo->radarIconHandle )
{
float x;
float ly;
x = (float)RADAR_X + (float)RADAR_RADIUS + (float)sin (angle) * distance;
ly = y + (float)RADAR_RADIUS + (float)cos (angle) * distance;
arrowBaseScale = 9.0f;
zScale = 1.0f;
//we want to scale the thing up/down based on the relative Z (up/down) positioning
if (cent->lerpOrigin[2] > cg.predictedPlayerState.origin[2])
{ //higher, scale up (between 16 and 24)
float dif = (cent->lerpOrigin[2] - cg.predictedPlayerState.origin[2]);
//max out to 1.5x scale at 512 units above local player's height
dif /= 4096.0f;
if (dif > 0.5f)
{
dif = 0.5f;
}
zScale += dif;
}
else if (cent->lerpOrigin[2] < cg.predictedPlayerState.origin[2])
{ //lower, scale down (between 16 and 8)
float dif = (cg.predictedPlayerState.origin[2] - cent->lerpOrigin[2]);
//half scale at 512 units below local player's height
dif /= 4096.0f;
if (dif > 0.5f)
{
dif = 0.5f;
}
zScale -= dif;
}
arrowBaseScale *= zScale;
if ( cent->currentState.m_iVehicleNum //vehicle has a driver
&& cgs.clientinfo[ cent->currentState.m_iVehicleNum-1 ].infoValid )
{
if ( cgs.clientinfo[ cent->currentState.m_iVehicleNum-1 ].team == local->team )
{
trap_R_SetColor ( teamColor );
}
else
{
trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] );
}
}
else
{
trap_R_SetColor ( NULL );
}
CG_DrawPic ( x - 4 + xOffset, ly - 4, arrowBaseScale, arrowBaseScale, cent->m_pVehicle->m_pVehicleInfo->radarIconHandle );
}
}
break; //maybe do something?
case ET_MOVER:
if ( cent->currentState.speed//the mover's size, actually
&& actualDist < (cent->currentState.speed+RADAR_ASTEROID_RANGE)
&& cg.predictedPlayerState.m_iVehicleNum )
{//a mover that's close to me and I'm in a vehicle
qboolean mayImpact = qfalse;
float surfaceDist = (actualDist-cent->currentState.speed);
if ( surfaceDist < 0.0f )
{
surfaceDist = 0.0f;
}
if ( surfaceDist < RADAR_MIN_ASTEROID_SURF_WARN_DIST )
{//always warn!
mayImpact = qtrue;
}
else
{//not close enough to always warn, yet, so check its direction
vec3_t asteroidPos, myPos, moveDir;
int predictTime, timeStep = 500;
float newDist;
for ( predictTime = timeStep; predictTime < 5000; predictTime+=timeStep )
{
//asteroid dir, speed, size, + my dir & speed...
BG_EvaluateTrajectory( &cent->currentState.pos, cg.time+predictTime, asteroidPos );
//FIXME: I don't think it's calcing "myPos" correctly
AngleVectors( cg.predictedVehicleState.viewangles, moveDir, NULL, NULL );
VectorMA( cg.predictedVehicleState.origin, cg.predictedVehicleState.speed*predictTime/1000.0f, moveDir, myPos );
newDist = Distance( myPos, asteroidPos );
if ( (newDist-cent->currentState.speed) <= RADAR_MIN_ASTEROID_SURF_WARN_DIST )//200.0f )
{//heading for an impact within the next 5 seconds
mayImpact = qtrue;
break;
}
}
}
if ( mayImpact )
{//possible collision
vec4_t asteroidColor = {0.5f,0.5f,0.5f,1.0f};
float x;
float ly;
float asteroidScale = (cent->currentState.speed/2000.0f);//average asteroid radius?
if ( actualDist > RADAR_ASTEROID_RANGE )
{
actualDist = RADAR_ASTEROID_RANGE;
}
distance = (actualDist/RADAR_ASTEROID_RANGE)*RADAR_RADIUS;
x = (float)RADAR_X + (float)RADAR_RADIUS + (float)sin (angle) * distance;
ly = y + (float)RADAR_RADIUS + (float)cos (angle) * distance;
if ( asteroidScale > 3.0f )
{
asteroidScale = 3.0f;
}
else if ( asteroidScale < 0.2f )
{
asteroidScale = 0.2f;
}
arrowBaseScale = (9.0f*asteroidScale);
if ( impactSoundDebounceTime < cg.time )
{
vec3_t soundOrg;
if ( surfaceDist > RADAR_ASTEROID_RANGE*0.66f )
{
impactSoundDebounceTime = cg.time + 1000;
}
else if ( surfaceDist > RADAR_ASTEROID_RANGE/3.0f )
{
impactSoundDebounceTime = cg.time + 400;
}
else
{
impactSoundDebounceTime = cg.time + 100;
}
VectorMA( cg.refdef.vieworg, -500.0f*(surfaceDist/RADAR_ASTEROID_RANGE), dirPlayer, soundOrg );
trap_S_StartSound( soundOrg, ENTITYNUM_WORLD, CHAN_AUTO, trap_S_RegisterSound( "sound/vehicles/common/impactalarm.wav" ) );
}
//brighten it the closer it is
if ( surfaceDist > RADAR_ASTEROID_RANGE*0.66f )
{
asteroidColor[0] = asteroidColor[1] = asteroidColor[2] = 0.7f;
}
else if ( surfaceDist > RADAR_ASTEROID_RANGE/3.0f )
{
asteroidColor[0] = asteroidColor[1] = asteroidColor[2] = 0.85f;
}
else
{
asteroidColor[0] = asteroidColor[1] = asteroidColor[2] = 1.0f;
}
//alpha out the longer it's been since it was considered dangerous
if ( (cg.time-impactSoundDebounceTime) > 100 )
{
asteroidColor[3] = (float)((cg.time-impactSoundDebounceTime)-100)/900.0f;
}
trap_R_SetColor ( asteroidColor );
CG_DrawPic ( x - 4 + xOffset, ly - 4, arrowBaseScale, arrowBaseScale, trap_R_RegisterShaderNoMip( "gfx/menus/radar/asteroid" ) );
}
}
break;
case ET_MISSILE:
if ( //cent->currentState.weapon == WP_ROCKET_LAUNCHER &&//a rocket
cent->currentState.owner > MAX_CLIENTS //belongs to an NPC
&& cg_entities[cent->currentState.owner].currentState.NPC_class == CLASS_VEHICLE )
{//a rocket belonging to an NPC, FIXME: only tracking rockets!
float x;
float ly;
x = (float)RADAR_X + (float)RADAR_RADIUS + (float)sin (angle) * distance;
ly = y + (float)RADAR_RADIUS + (float)cos (angle) * distance;
arrowBaseScale = 3.0f;
if ( cg.predictedPlayerState.m_iVehicleNum )
{//I'm in a vehicle
//if it's targetting me, then play an alarm sound if I'm in a vehicle
if ( cent->currentState.otherEntityNum == cg.predictedPlayerState.clientNum || cent->currentState.otherEntityNum == cg.predictedPlayerState.m_iVehicleNum )
{
if ( radarLockSoundDebounceTime < cg.time )
{
vec3_t soundOrg;
int alarmSound;
if ( actualDist > RADAR_MISSILE_RANGE * 0.66f )
{
radarLockSoundDebounceTime = cg.time + 1000;
arrowBaseScale = 3.0f;
alarmSound = trap_S_RegisterSound( "sound/vehicles/common/lockalarm1.wav" );
}
else if ( actualDist > RADAR_MISSILE_RANGE/3.0f )
{
radarLockSoundDebounceTime = cg.time + 500;
arrowBaseScale = 6.0f;
alarmSound = trap_S_RegisterSound( "sound/vehicles/common/lockalarm2.wav" );
}
else
{
radarLockSoundDebounceTime = cg.time + 250;
arrowBaseScale = 9.0f;
alarmSound = trap_S_RegisterSound( "sound/vehicles/common/lockalarm3.wav" );
}
if ( actualDist > RADAR_MISSILE_RANGE )
{
actualDist = RADAR_MISSILE_RANGE;
}
VectorMA( cg.refdef.vieworg, -500.0f*(actualDist/RADAR_MISSILE_RANGE), dirPlayer, soundOrg );
trap_S_StartSound( soundOrg, ENTITYNUM_WORLD, CHAN_AUTO, alarmSound );
}
}
}
zScale = 1.0f;
//we want to scale the thing up/down based on the relative Z (up/down) positioning
if (cent->lerpOrigin[2] > cg.predictedPlayerState.origin[2])
{ //higher, scale up (between 16 and 24)
float dif = (cent->lerpOrigin[2] - cg.predictedPlayerState.origin[2]);
//max out to 1.5x scale at 512 units above local player's height
dif /= 1024.0f;
if (dif > 0.5f)
{
dif = 0.5f;
}
zScale += dif;
}
else if (cent->lerpOrigin[2] < cg.predictedPlayerState.origin[2])
{ //lower, scale down (between 16 and 8)
float dif = (cg.predictedPlayerState.origin[2] - cent->lerpOrigin[2]);
//half scale at 512 units below local player's height
dif /= 1024.0f;
if (dif > 0.5f)
{
dif = 0.5f;
}
zScale -= dif;
}
arrowBaseScale *= zScale;
if ( cent->currentState.owner >= MAX_CLIENTS//missile owned by an NPC
&& cg_entities[cent->currentState.owner].currentState.NPC_class == CLASS_VEHICLE//NPC is a vehicle
&& cg_entities[cent->currentState.owner].currentState.m_iVehicleNum <= MAX_CLIENTS//Vehicle has a player driver
&& cgs.clientinfo[cg_entities[cent->currentState.owner].currentState.m_iVehicleNum-1].infoValid ) //player driver is valid
{
cl = &cgs.clientinfo[cg_entities[cent->currentState.owner].currentState.m_iVehicleNum-1];
if ( cl->team == local->team )
{
trap_R_SetColor ( teamColor );
}
else
{
trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] );
}
}
else
{
trap_R_SetColor ( NULL );
}
CG_DrawPic ( x - 4 + xOffset, ly - 4, arrowBaseScale, arrowBaseScale, cgs.media.mAutomapRocketIcon );
}
break;
case ET_PLAYER:
{
vec4_t color;
cl = &cgs.clientinfo[ cent->currentState.number ];
// not valid then dont draw it
if ( !cl->infoValid )
{
continue;
}
VectorCopy4 ( teamColor, color );
arrowBaseScale = 16.0f;
zScale = 1.0f;
// Pulse the radar icon after a voice message
if ( cent->vChatTime + 2000 > cg.time )
{
float f = (cent->vChatTime + 2000 - cg.time) / 3000.0f;
arrowBaseScale = 16.0f + 4.0f * f;
color[0] = teamColor[0] + (1.0f - teamColor[0]) * f;
color[1] = teamColor[1] + (1.0f - teamColor[1]) * f;
color[2] = teamColor[2] + (1.0f - teamColor[2]) * f;
}
trap_R_SetColor ( color );
//we want to scale the thing up/down based on the relative Z (up/down) positioning
if (cent->lerpOrigin[2] > cg.predictedPlayerState.origin[2])
{ //higher, scale up (between 16 and 32)
float dif = (cent->lerpOrigin[2] - cg.predictedPlayerState.origin[2]);
//max out to 2x scale at 1024 units above local player's height
dif /= 1024.0f;
if (dif > 1.0f)
{
dif = 1.0f;
}
zScale += dif;
}
else if (cent->lerpOrigin[2] < cg.predictedPlayerState.origin[2])
{ //lower, scale down (between 16 and 8)
float dif = (cg.predictedPlayerState.origin[2] - cent->lerpOrigin[2]);
//half scale at 512 units below local player's height
dif /= 1024.0f;
if (dif > 0.5f)
{
dif = 0.5f;
}
zScale -= dif;
}
arrowBaseScale *= zScale;
arrow_w = arrowBaseScale * RADAR_RADIUS / 128;
arrow_h = arrowBaseScale * RADAR_RADIUS / 128;
CG_DrawRotatePic2( RADAR_X + RADAR_RADIUS + sin (angle) * distance + xOffset,
y + RADAR_RADIUS + cos (angle) * distance,
arrow_w, arrow_h,
(360 - cent->lerpAngles[YAW]) + cg.predictedPlayerState.viewangles[YAW], cgs.media.mAutomapPlayerIcon );
break;
}
}
}
arrowBaseScale = 16.0f;
arrow_w = arrowBaseScale * RADAR_RADIUS / 128;
arrow_h = arrowBaseScale * RADAR_RADIUS / 128;
trap_R_SetColor ( colorWhite );
CG_DrawRotatePic2( RADAR_X + RADAR_RADIUS + xOffset, y + RADAR_RADIUS, arrow_w, arrow_h,
0, cgs.media.mAutomapPlayerIcon );
return y+(RADAR_RADIUS*2);
}
/*
=================
CG_DrawTimer
=================
*/
static float CG_DrawTimer( float y ) {
char *s;
int w;
int mins, seconds, tens;
int msec;
int xOffset = 0;
#ifdef _XBOX
xOffset = -40;
#endif
msec = cg.time - cgs.levelStartTime;
seconds = msec / 1000;
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
s = va( "%i:%i%i", mins, tens, seconds );
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 635 - w + xOffset, y + 2, s, 1.0F);
return y + BIGCHAR_HEIGHT + 4;
}
/*
=================
CG_DrawTeamOverlay
=================
*/
extern const char *CG_GetLocationString(const char *loc); //cg_main.c
static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) {
int x, w, h, xx;
int i, j, len;
const char *p;
vec4_t hcolor;
int pwidth, lwidth;
int plyrs;
char st[16];
clientInfo_t *ci;
gitem_t *item;
int ret_y, count;
int xOffset = 0;
#ifdef _XBOX
xOffset = -40;
#endif
if ( !cg_drawTeamOverlay.integer ) {
return y;
}
if ( cg.snap->ps.persistant[PERS_TEAM] != TEAM_RED && cg.snap->ps.persistant[PERS_TEAM] != TEAM_BLUE ) {
return y; // Not on any team
}
plyrs = 0;
// max player name width
pwidth = 0;
count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers;
for (i = 0; i < count; i++) {
ci = cgs.clientinfo + sortedTeamPlayers[i];
if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) {
plyrs++;
len = CG_DrawStrlen(ci->name);
if (len > pwidth)
pwidth = len;
}
}
if (!plyrs)
return y;
if (pwidth > TEAM_OVERLAY_MAXNAME_WIDTH)
pwidth = TEAM_OVERLAY_MAXNAME_WIDTH;
// max location name width
lwidth = 0;
for (i = 1; i < MAX_LOCATIONS; i++) {
p = CG_GetLocationString(CG_ConfigString(CS_LOCATIONS+i));
if (p && *p) {
len = CG_DrawStrlen(p);
if (len > lwidth)
lwidth = len;
}
}
if (lwidth > TEAM_OVERLAY_MAXLOCATION_WIDTH)
lwidth = TEAM_OVERLAY_MAXLOCATION_WIDTH;
w = (pwidth + lwidth + 4 + 7) * TINYCHAR_WIDTH;
if ( right )
x = 640 - w;
else
x = 0;
h = plyrs * TINYCHAR_HEIGHT;
if ( upper ) {
ret_y = y + h;
} else {
y -= h;
ret_y = y;
}
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED ) {
hcolor[0] = 1.0f;
hcolor[1] = 0.0f;
hcolor[2] = 0.0f;
hcolor[3] = 0.33f;
} else { // if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE )
hcolor[0] = 0.0f;
hcolor[1] = 0.0f;
hcolor[2] = 1.0f;
hcolor[3] = 0.33f;
}
trap_R_SetColor( hcolor );
CG_DrawPic( x + xOffset, y, w, h, cgs.media.teamStatusBar );
trap_R_SetColor( NULL );
for (i = 0; i < count; i++) {
ci = cgs.clientinfo + sortedTeamPlayers[i];
if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) {
hcolor[0] = hcolor[1] = hcolor[2] = hcolor[3] = 1.0;
xx = x + TINYCHAR_WIDTH;
CG_DrawStringExt( xx + xOffset, y,
ci->name, hcolor, qfalse, qfalse,
TINYCHAR_WIDTH, TINYCHAR_HEIGHT, TEAM_OVERLAY_MAXNAME_WIDTH);
if (lwidth) {
p = CG_GetLocationString(CG_ConfigString(CS_LOCATIONS+ci->location));
if (!p || !*p)
p = "unknown";
len = CG_DrawStrlen(p);
if (len > lwidth)
len = lwidth;
// xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth +
// ((lwidth/2 - len/2) * TINYCHAR_WIDTH);
xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth;
CG_DrawStringExt( xx + xOffset, y,
p, hcolor, qfalse, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
TEAM_OVERLAY_MAXLOCATION_WIDTH);
}
CG_GetColorForHealth( ci->health, ci->armor, hcolor );
Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor);
xx = x + TINYCHAR_WIDTH * 3 +
TINYCHAR_WIDTH * pwidth + TINYCHAR_WIDTH * lwidth;
CG_DrawStringExt( xx + xOffset, y,
st, hcolor, qfalse, qfalse,
TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 );
// draw weapon icon
xx += TINYCHAR_WIDTH * 3;
if ( cg_weapons[ci->curWeapon].weaponIcon ) {
CG_DrawPic( xx + xOffset, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
cg_weapons[ci->curWeapon].weaponIcon );
} else {
CG_DrawPic( xx + xOffset, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
cgs.media.deferShader );
}
// Draw powerup icons
if (right) {
xx = x;
} else {
xx = x + w - TINYCHAR_WIDTH;
}
for (j = 0; j <= PW_NUM_POWERUPS; j++) {
if (ci->powerups & (1 << j)) {
item = BG_FindItemForPowerup( j );
if (item) {
CG_DrawPic( xx + xOffset, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
trap_R_RegisterShader( item->icon ) );
if (right) {
xx -= TINYCHAR_WIDTH;
} else {
xx += TINYCHAR_WIDTH;
}
}
}
}
y += TINYCHAR_HEIGHT;
}
}
return ret_y;
//#endif
}
static void CG_DrawPowerupIcons(int y)
{
int j;
int ico_size = 64;
//int y = ico_size/2;
int xOffset = 0;
gitem_t *item;
#ifdef _XBOX
xOffset = -40;
#endif
if (!cg.snap)
{
return;
}
y += 16;
for (j = 0; j <= PW_NUM_POWERUPS; j++)
{
if (cg.snap->ps.powerups[j] > cg.time)
{
int secondsleft = (cg.snap->ps.powerups[j] - cg.time)/1000;
item = BG_FindItemForPowerup( j );
if (item)
{
int icoShader = 0;
if (cgs.gametype == GT_CTY && (j == PW_REDFLAG || j == PW_BLUEFLAG))
{
if (j == PW_REDFLAG)
{
icoShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_ys" );
}
else
{
icoShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_ys" );
}
}
else
{
icoShader = trap_R_RegisterShader( item->icon );
}
CG_DrawPic( (640-(ico_size*1.1)) + xOffset, y, ico_size, ico_size, icoShader );
y += ico_size;
if (j != PW_REDFLAG && j != PW_BLUEFLAG && secondsleft < 999)
{
UI_DrawProportionalString((640-(ico_size*1.1))+(ico_size/2) + xOffset, y-8, va("%i", secondsleft), UI_CENTER | UI_BIGFONT | UI_DROPSHADOW, colorTable[CT_WHITE]);
}
y += (ico_size/3);
}
}
}
}
/*
=====================
CG_DrawUpperRight
=====================
*/
static void CG_DrawUpperRight( void ) {
float y;
#ifdef _XBOX
y = 50;
#else
y = 0;
#endif
trap_R_SetColor( colorTable[CT_WHITE] );
if ( cgs.gametype >= GT_TEAM && cg_drawTeamOverlay.integer == 1 ) {
y = CG_DrawTeamOverlay( y, qtrue, qtrue );
}
if ( cg_drawSnapshot.integer ) {
y = CG_DrawSnapshot( y );
}
if ( cg_drawFPS.integer ) {
y = CG_DrawFPS( y );
}
if ( cg_drawTimer.integer ) {
y = CG_DrawTimer( y );
}
if ( ( cgs.gametype >= GT_TEAM || cg.predictedPlayerState.m_iVehicleNum )
&& cg_drawRadar.integer )
{//draw Radar in Siege mode or when in a vehicle of any kind
y = CG_DrawRadar ( y );
}
y = CG_DrawEnemyInfo ( y );
y = CG_DrawMiniScoreboard ( y );
CG_DrawPowerupIcons(y);
}
/*
===================
CG_DrawReward
===================
*/
#ifdef JK2AWARDS
static void CG_DrawReward( void ) {
float *color;
int i, count;
float x, y;
char buf[32];
if ( !cg_drawRewards.integer ) {
return;
}
color = CG_FadeColor( cg.rewardTime, REWARD_TIME );
if ( !color ) {
if (cg.rewardStack > 0) {
for(i = 0; i < cg.rewardStack; i++) {
cg.rewardSound[i] = cg.rewardSound[i+1];
cg.rewardShader[i] = cg.rewardShader[i+1];
cg.rewardCount[i] = cg.rewardCount[i+1];
}
cg.rewardTime = cg.time;
cg.rewardStack--;
color = CG_FadeColor( cg.rewardTime, REWARD_TIME );
trap_S_StartLocalSound(cg.rewardSound[0], CHAN_ANNOUNCER);
} else {
return;
}
}
trap_R_SetColor( color );
/*
count = cg.rewardCount[0]/10; // number of big rewards to draw
if (count) {
y = 4;
x = 320 - count * ICON_SIZE;
for ( i = 0 ; i < count ; i++ ) {
CG_DrawPic( x, y, (ICON_SIZE*2)-4, (ICON_SIZE*2)-4, cg.rewardShader[0] );
x += (ICON_SIZE*2);
}
}
count = cg.rewardCount[0] - count*10; // number of small rewards to draw
*/
if ( cg.rewardCount[0] >= 10 ) {
y = 56;
x = 320 - ICON_SIZE/2;
CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] );
Com_sprintf(buf, sizeof(buf), "%d", cg.rewardCount[0]);
x = ( SCREEN_WIDTH - SMALLCHAR_WIDTH * CG_DrawStrlen( buf ) ) / 2;
CG_DrawStringExt( x, y+ICON_SIZE, buf, color, qfalse, qtrue,
SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
}
else {
count = cg.rewardCount[0];
y = 56;
x = 320 - count * ICON_SIZE/2;
for ( i = 0 ; i < count ; i++ ) {
CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] );
x += ICON_SIZE;
}
}
trap_R_SetColor( NULL );
}
#endif
/*
===============================================================================
LAGOMETER
===============================================================================
*/
#define LAG_SAMPLES 128
typedef struct {
int frameSamples[LAG_SAMPLES];
int frameCount;
int snapshotFlags[LAG_SAMPLES];
int snapshotSamples[LAG_SAMPLES];
int snapshotCount;
} lagometer_t;
lagometer_t lagometer;
/*
==============
CG_AddLagometerFrameInfo
Adds the current interpolate / extrapolate bar for this frame
==============
*/
void CG_AddLagometerFrameInfo( void ) {
int offset;
offset = cg.time - cg.latestSnapshotTime;
lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1) ] = offset;
lagometer.frameCount++;
}
/*
==============
CG_AddLagometerSnapshotInfo
Each time a snapshot is received, log its ping time and
the number of snapshots that were dropped before it.
Pass NULL for a dropped packet.
==============
*/
void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) {
// dropped packet
if ( !snap ) {
lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = -1;
lagometer.snapshotCount++;
return;
}
// add this snapshot's info
lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->ping;
lagometer.snapshotFlags[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->snapFlags;
lagometer.snapshotCount++;
}
/*
==============
CG_DrawDisconnect
Should we draw something differnet for long lag vs no packets?
==============
*/
static void CG_DrawDisconnect( void ) {
float x, y;
int cmdNum;
usercmd_t cmd;
const char *s;
int w; // bk010215 - FIXME char message[1024];
if (cg.mMapChange)
{
s = CG_GetStringEdString("MP_INGAME", "SERVER_CHANGING_MAPS"); // s = "Server Changing Maps";
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 320 - w/2, 100, s, 1.0F);
s = CG_GetStringEdString("MP_INGAME", "PLEASE_WAIT"); // s = "Please wait...";
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 320 - w/2, 200, s, 1.0F);
return;
}
// draw the phone jack if we are completely past our buffers
cmdNum = trap_GetCurrentCmdNumber() - CMD_BACKUP + 1;
trap_GetUserCmd( cmdNum, &cmd );
if ( cmd.serverTime <= cg.snap->ps.commandTime
|| cmd.serverTime > cg.time ) { // special check for map_restart // bk 0102165 - FIXME
return;
}
// also add text in center of screen
s = CG_GetStringEdString("MP_INGAME", "CONNECTION_INTERRUPTED"); // s = "Connection Interrupted"; // bk 010215 - FIXME
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 320 - w/2, 100, s, 1.0F);
// blink the icon
if ( ( cg.time >> 9 ) & 1 ) {
return;
}
x = 640 - 48;
y = 480 - 48;
CG_DrawPic( x, y, 48, 48, trap_R_RegisterShader("gfx/2d/net.tga" ) );
}
#define MAX_LAGOMETER_PING 900
#define MAX_LAGOMETER_RANGE 300
/*
==============
CG_DrawLagometer
==============
*/
static void CG_DrawLagometer( void ) {
int a, x, y, i;
float v;
float ax, ay, aw, ah, mid, range;
int color;
float vscale;
if ( !cg_lagometer.integer || cgs.localServer ) {
CG_DrawDisconnect();
return;
}
//
// draw the graph
//
x = 640 - 48;
y = 480 - 144;
trap_R_SetColor( NULL );
CG_DrawPic( x, y, 48, 48, cgs.media.lagometerShader );
ax = x;
ay = y;
aw = 48;
ah = 48;
color = -1;
range = ah / 3;
mid = ay + range;
vscale = range / MAX_LAGOMETER_RANGE;
// draw the frame interpoalte / extrapolate graph
for ( a = 0 ; a < aw ; a++ ) {
i = ( lagometer.frameCount - 1 - a ) & (LAG_SAMPLES - 1);
v = lagometer.frameSamples[i];
v *= vscale;
if ( v > 0 ) {
if ( color != 1 ) {
color = 1;
trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] );
}
if ( v > range ) {
v = range;
}
trap_R_DrawStretchPic ( ax + aw - a, mid - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader );
} else if ( v < 0 ) {
if ( color != 2 ) {
color = 2;
trap_R_SetColor( g_color_table[ColorIndex(COLOR_BLUE)] );
}
v = -v;
if ( v > range ) {
v = range;
}
trap_R_DrawStretchPic( ax + aw - a, mid, 1, v, 0, 0, 0, 0, cgs.media.whiteShader );
}
}
// draw the snapshot latency / drop graph
range = ah / 2;
vscale = range / MAX_LAGOMETER_PING;
for ( a = 0 ; a < aw ; a++ ) {
i = ( lagometer.snapshotCount - 1 - a ) & (LAG_SAMPLES - 1);
v = lagometer.snapshotSamples[i];
if ( v > 0 ) {
if ( lagometer.snapshotFlags[i] & SNAPFLAG_RATE_DELAYED ) {
if ( color != 5 ) {
color = 5; // YELLOW for rate delay
trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] );
}
} else {
if ( color != 3 ) {
color = 3;
trap_R_SetColor( g_color_table[ColorIndex(COLOR_GREEN)] );
}
}
v = v * vscale;
if ( v > range ) {
v = range;
}
trap_R_DrawStretchPic( ax + aw - a, ay + ah - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader );
} else if ( v < 0 ) {
if ( color != 4 ) {
color = 4; // RED for dropped snapshots
trap_R_SetColor( g_color_table[ColorIndex(COLOR_RED)] );
}
trap_R_DrawStretchPic( ax + aw - a, ay + ah - range, 1, range, 0, 0, 0, 0, cgs.media.whiteShader );
}
}
trap_R_SetColor( NULL );
if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
CG_DrawBigString( ax, ay, "snc", 1.0 );
}
CG_DrawDisconnect();
}
void CG_DrawSiegeMessage( const char *str, int objectiveScreen )
{
// if (!( trap_Key_GetCatcher() & KEYCATCH_UI ))
{
trap_OpenUIMenu(UIMENU_CLOSEALL);
trap_Cvar_Set("cg_siegeMessage", str);
if (objectiveScreen)
{
trap_OpenUIMenu(UIMENU_SIEGEOBJECTIVES);
}
else
{
trap_OpenUIMenu(UIMENU_SIEGEMESSAGE);
}
}
}
void CG_DrawSiegeMessageNonMenu( const char *str )
{
char text[1024];
if (str[0]=='@')
{
trap_SP_GetStringTextString(str+1, text, sizeof(text));
str = text;
}
CG_CenterPrint(str, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH);
}
/*
===============================================================================
CENTER PRINTING
===============================================================================
*/
/*
==============
CG_CenterPrint
Called for important messages that should stay in the center of the screen
for a few moments
==============
*/
void CG_CenterPrint( const char *str, int y, int charWidth ) {
char *s;
Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) );
cg.centerPrintTime = cg.time;
cg.centerPrintY = y;
cg.centerPrintCharWidth = charWidth;
// count the number of lines for centering
cg.centerPrintLines = 1;
s = cg.centerPrint;
while( *s ) {
if (*s == '\n')
cg.centerPrintLines++;
s++;
}
}
/*
===================
CG_DrawCenterString
===================
*/
static void CG_DrawCenterString( void ) {
char *start;
int l;
int x, y, w;
int h;
float *color;
const float scale = 1.0; //0.5
if ( !cg.centerPrintTime ) {
return;
}
color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value );
if ( !color ) {
return;
}
trap_R_SetColor( color );
start = cg.centerPrint;
y = cg.centerPrintY - cg.centerPrintLines * BIGCHAR_HEIGHT / 2;
while ( 1 ) {
char linebuffer[1024];
for ( l = 0; l < 50; l++ ) {
if ( !start[l] || start[l] == '\n' ) {
break;
}
linebuffer[l] = start[l];
}
linebuffer[l] = 0;
w = CG_Text_Width(linebuffer, scale, FONT_MEDIUM);
h = CG_Text_Height(linebuffer, scale, FONT_MEDIUM);
x = (SCREEN_WIDTH - w) / 2;
CG_Text_Paint(x, y + h, scale, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM);
y += h + 6;
while ( *start && ( *start != '\n' ) ) {
start++;
}
if ( !*start ) {
break;
}
start++;
}
trap_R_SetColor( NULL );
}
/*
================================================================================
CROSSHAIR
================================================================================
*/
#define HEALTH_WIDTH 50.0f
#define HEALTH_HEIGHT 5.0f
//see if we can draw some extra info on this guy based on our class
void CG_DrawSiegeInfo(centity_t *cent, float chX, float chY, float chW, float chH)
{
siegeExtended_t *se = &cg_siegeExtendedData[cent->currentState.number];
clientInfo_t *ci;
const char *configstring, *v;
siegeClass_t *siegeClass;
vec4_t aColor;
vec4_t bColor;
vec4_t cColor;
float x;
float y;
float percent;
int ammoMax;
assert(cent->currentState.number < MAX_CLIENTS);
if (se->lastUpdated > cg.time)
{ //strange, shouldn't happen
return;
}
if ((cg.time - se->lastUpdated) > 10000)
{ //if you haven't received a status update on this guy in 10 seconds, forget about it
return;
}
if (cent->currentState.eFlags & EF_DEAD)
{ //he's dead, don't display info on him
return;
}
if (cent->currentState.weapon != se->weapon)
{ //data is invalidated until it syncs back again
return;
}
ci = &cgs.clientinfo[cent->currentState.number];
if (ci->team != cg.predictedPlayerState.persistant[PERS_TEAM])
{ //not on the same team
return;
}
configstring = CG_ConfigString( cg.predictedPlayerState.clientNum + CS_PLAYERS );
v = Info_ValueForKey( configstring, "siegeclass" );
if (!v || !v[0])
{ //don't have siege class in info?
return;
}
siegeClass = BG_SiegeFindClassByName(v);
if (!siegeClass)
{ //invalid
return;
}
if (!(siegeClass->classflags & (1<<CFL_STATVIEWER)))
{ //doesn't really have the ability to see others' stats
return;
}
x = chX+((chW/2)-(HEALTH_WIDTH/2));
y = (chY+chH) + 8.0f;
percent = ((float)se->health/(float)se->maxhealth)*HEALTH_WIDTH;
//color of the bar
aColor[0] = 0.0f;
aColor[1] = 1.0f;
aColor[2] = 0.0f;
aColor[3] = 0.4f;
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out "missing health"
cColor[0] = 0.5f;
cColor[1] = 0.5f;
cColor[2] = 0.5f;
cColor[3] = 0.4f;
//draw the background (black)
CG_DrawRect(x, y, HEALTH_WIDTH, HEALTH_HEIGHT, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much health there is in the color specified
CG_FillRect(x+1.0f, y+1.0f, percent-1.0f, HEALTH_HEIGHT-1.0f, aColor);
//then draw the other part greyed out
CG_FillRect(x+percent, y+1.0f, HEALTH_WIDTH-percent-1.0f, HEALTH_HEIGHT-1.0f, cColor);
//now draw his ammo
ammoMax = ammoData[weaponData[cent->currentState.weapon].ammoIndex].max;
if ( (cent->currentState.eFlags & EF_DOUBLE_AMMO) )
{
ammoMax *= 2;
}
x = chX+((chW/2)-(HEALTH_WIDTH/2));
y = (chY+chH) + HEALTH_HEIGHT + 10.0f;
if (!weaponData[cent->currentState.weapon].energyPerShot &&
!weaponData[cent->currentState.weapon].altEnergyPerShot)
{ //a weapon that takes no ammo, so show full
percent = HEALTH_WIDTH;
}
else
{
percent = ((float)se->ammo/(float)ammoMax)*HEALTH_WIDTH;
}
//color of the bar
aColor[0] = 1.0f;
aColor[1] = 1.0f;
aColor[2] = 0.0f;
aColor[3] = 0.4f;
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out "missing health"
cColor[0] = 0.5f;
cColor[1] = 0.5f;
cColor[2] = 0.5f;
cColor[3] = 0.4f;
//draw the background (black)
CG_DrawRect(x, y, HEALTH_WIDTH, HEALTH_HEIGHT, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much health there is in the color specified
CG_FillRect(x+1.0f, y+1.0f, percent-1.0f, HEALTH_HEIGHT-1.0f, aColor);
//then draw the other part greyed out
CG_FillRect(x+percent, y+1.0f, HEALTH_WIDTH-percent-1.0f, HEALTH_HEIGHT-1.0f, cColor);
}
//draw the health bar based on current "health" and maxhealth
void CG_DrawHealthBar(centity_t *cent, float chX, float chY, float chW, float chH)
{
vec4_t aColor;
vec4_t bColor;
vec4_t cColor;
float x = chX+((chW/2)-(HEALTH_WIDTH/2));
float y = (chY+chH) + 8.0f;
float percent = ((float)cent->currentState.health/(float)cent->currentState.maxhealth)*HEALTH_WIDTH;
if (percent <= 0)
{
return;
}
//color of the bar
if (!cent->currentState.teamowner || cgs.gametype < GT_TEAM)
{ //not owned by a team or teamplay
aColor[0] = 1.0f;
aColor[1] = 1.0f;
aColor[2] = 0.0f;
aColor[3] = 0.4f;
}
else if (cent->currentState.teamowner == cg.predictedPlayerState.persistant[PERS_TEAM])
{ //owned by my team
aColor[0] = 0.0f;
aColor[1] = 1.0f;
aColor[2] = 0.0f;
aColor[3] = 0.4f;
}
else
{ //hostile
aColor[0] = 1.0f;
aColor[1] = 0.0f;
aColor[2] = 0.0f;
aColor[3] = 0.4f;
}
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out "missing health"
cColor[0] = 0.5f;
cColor[1] = 0.5f;
cColor[2] = 0.5f;
cColor[3] = 0.4f;
//draw the background (black)
CG_DrawRect(x, y, HEALTH_WIDTH, HEALTH_HEIGHT, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much health there is in the color specified
CG_FillRect(x+1.0f, y+1.0f, percent-1.0f, HEALTH_HEIGHT-1.0f, aColor);
//then draw the other part greyed out
CG_FillRect(x+percent, y+1.0f, HEALTH_WIDTH-percent-1.0f, HEALTH_HEIGHT-1.0f, cColor);
}
//same routine (at least for now), draw progress of a "hack" or whatever
void CG_DrawHaqrBar(float chX, float chY, float chW, float chH)
{
vec4_t aColor;
vec4_t bColor;
vec4_t cColor;
float x = chX+((chW/2)-(HEALTH_WIDTH/2));
float y = (chY+chH) + 8.0f;
float percent = (((float)cg.predictedPlayerState.hackingTime-(float)cg.time)/(float)cg.predictedPlayerState.hackingBaseTime)*HEALTH_WIDTH;
if (percent > HEALTH_WIDTH ||
percent < 1.0f)
{
return;
}
//color of the bar
aColor[0] = 1.0f;
aColor[1] = 1.0f;
aColor[2] = 0.0f;
aColor[3] = 0.4f;
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out done area
cColor[0] = 0.5f;
cColor[1] = 0.5f;
cColor[2] = 0.5f;
cColor[3] = 0.1f;
//draw the background (black)
CG_DrawRect(x, y, HEALTH_WIDTH, HEALTH_HEIGHT, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much health there is in the color specified
CG_FillRect(x+1.0f, y+1.0f, percent-1.0f, HEALTH_HEIGHT-1.0f, aColor);
//then draw the other part greyed out
CG_FillRect(x+percent, y+1.0f, HEALTH_WIDTH-percent-1.0f, HEALTH_HEIGHT-1.0f, cColor);
//draw the hacker icon
CG_DrawPic(x, y-HEALTH_WIDTH, HEALTH_WIDTH, HEALTH_WIDTH, cgs.media.hackerIconShader);
}
//generic timing bar
int cg_genericTimerBar = 0;
int cg_genericTimerDur = 0;
vec4_t cg_genericTimerColor;
#define CGTIMERBAR_H 50.0f
#define CGTIMERBAR_W 10.0f
#define CGTIMERBAR_X (SCREEN_WIDTH-CGTIMERBAR_W-120.0f)
#define CGTIMERBAR_Y (SCREEN_HEIGHT-CGTIMERBAR_H-20.0f)
void CG_DrawGenericTimerBar(void)
{
vec4_t aColor;
vec4_t bColor;
vec4_t cColor;
float x = CGTIMERBAR_X;
float y = CGTIMERBAR_Y;
float percent = ((float)(cg_genericTimerBar-cg.time)/(float)cg_genericTimerDur)*CGTIMERBAR_H;
if (percent > CGTIMERBAR_H)
{
return;
}
if (percent < 0.1f)
{
percent = 0.1f;
}
//color of the bar
aColor[0] = cg_genericTimerColor[0];
aColor[1] = cg_genericTimerColor[1];
aColor[2] = cg_genericTimerColor[2];
aColor[3] = cg_genericTimerColor[3];
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out "missing fuel"
cColor[0] = 0.5f;
cColor[1] = 0.5f;
cColor[2] = 0.5f;
cColor[3] = 0.1f;
//draw the background (black)
CG_DrawRect(x, y, CGTIMERBAR_W, CGTIMERBAR_H, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much health there is in the color specified
CG_FillRect(x+1.0f, y+1.0f+(CGTIMERBAR_H-percent), CGTIMERBAR_W-2.0f, CGTIMERBAR_H-1.0f-(CGTIMERBAR_H-percent), aColor);
//then draw the other part greyed out
CG_FillRect(x+1.0f, y+1.0f, CGTIMERBAR_W-2.0f, CGTIMERBAR_H-percent, cColor);
}
/*
=================
CG_DrawCrosshair
=================
*/
#ifdef _XBOX
int cg_crossHairStatus = 0;
#endif
float cg_crosshairPrevPosX = 0;
float cg_crosshairPrevPosY = 0;
#define CRAZY_CROSSHAIR_MAX_ERROR_X (100.0f*640.0f/480.0f)
#define CRAZY_CROSSHAIR_MAX_ERROR_Y (100.0f)
void CG_LerpCrosshairPos( float *x, float *y )
{
if ( cg_crosshairPrevPosX )
{//blend from old pos
float maxMove = 30.0f * ((float)cg.frametime/500.0f) * 640.0f/480.0f;
float xDiff = (*x - cg_crosshairPrevPosX);
if ( fabs(xDiff) > CRAZY_CROSSHAIR_MAX_ERROR_X )
{
maxMove = CRAZY_CROSSHAIR_MAX_ERROR_X;
}
if ( xDiff > maxMove )
{
*x = cg_crosshairPrevPosX + maxMove;
}
else if ( xDiff < -maxMove )
{
*x = cg_crosshairPrevPosX - maxMove;
}
}
cg_crosshairPrevPosX = *x;
if ( cg_crosshairPrevPosY )
{//blend from old pos
float maxMove = 30.0f * ((float)cg.frametime/500.0f);
float yDiff = (*y - cg_crosshairPrevPosY);
if ( fabs(yDiff) > CRAZY_CROSSHAIR_MAX_ERROR_Y )
{
maxMove = CRAZY_CROSSHAIR_MAX_ERROR_X;
}
if ( yDiff > maxMove )
{
*y = cg_crosshairPrevPosY + maxMove;
}
else if ( yDiff < -maxMove )
{
*y = cg_crosshairPrevPosY - maxMove;
}
}
cg_crosshairPrevPosY = *y;
}
vec3_t cg_crosshairPos={0,0,0};
static void CG_DrawCrosshair( vec3_t worldPoint, int chEntValid ) {
float w, h;
qhandle_t hShader = 0;
float f;
float x, y;
qboolean corona = qfalse;
vec4_t ecolor = {0,0,0,0};
centity_t *crossEnt = NULL;
float chX, chY;
#ifdef _XBOX
cg_crossHairStatus = 0;
#endif
if ( worldPoint )
{
VectorCopy( worldPoint, cg_crosshairPos );
}
if ( !cg_drawCrosshair.integer )
{
return;
}
if (cg.snap->ps.fallingToDeath)
{
return;
}
if ( cg.predictedPlayerState.zoomMode != 0 )
{//not while scoped
return;
}
if ( cg_crosshairHealth.integer )
{
vec4_t hcolor;
CG_ColorForHealth( hcolor );
trap_R_SetColor( hcolor );
}
else
{
//set color based on what kind of ent is under crosshair
if ( cg.crosshairClientNum >= ENTITYNUM_WORLD )
{
trap_R_SetColor( NULL );
}
//rwwFIXMEFIXME: Write this a different way, it's getting a bit too sloppy looking
else if (chEntValid &&
(cg_entities[cg.crosshairClientNum].currentState.number < MAX_CLIENTS ||
cg_entities[cg.crosshairClientNum].currentState.eType == ET_NPC ||
cg_entities[cg.crosshairClientNum].currentState.shouldtarget ||
cg_entities[cg.crosshairClientNum].currentState.health || //always show ents with health data under crosshair
(cg_entities[cg.crosshairClientNum].currentState.eType == ET_MOVER && cg_entities[cg.crosshairClientNum].currentState.bolt1 && cg.predictedPlayerState.weapon == WP_SABER) ||
(cg_entities[cg.crosshairClientNum].currentState.eType == ET_MOVER && cg_entities[cg.crosshairClientNum].currentState.teamowner)))
{
crossEnt = &cg_entities[cg.crosshairClientNum];
if ( crossEnt->currentState.powerups & (1 <<PW_CLOAKED) )
{ //don't show up for cloaked guys
ecolor[0] = 1.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 1.0;//B
}
else if ( crossEnt->currentState.number < MAX_CLIENTS )
{
if (cgs.gametype >= GT_TEAM &&
cgs.clientinfo[crossEnt->currentState.number].team == cgs.clientinfo[cg.snap->ps.clientNum].team )
{
//Allies are green
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else
{
if (cgs.gametype == GT_POWERDUEL &&
cgs.clientinfo[crossEnt->currentState.number].duelTeam == cgs.clientinfo[cg.snap->ps.clientNum].duelTeam)
{ //on the same duel team in powerduel, so he's a friend
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else
{ //Enemies are red
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
}
}
if (cg.snap->ps.duelInProgress)
{
if (crossEnt->currentState.number != cg.snap->ps.duelIndex)
{ //grey out crosshair for everyone but your foe if you're in a duel
ecolor[0] = 0.4;
ecolor[1] = 0.4;
ecolor[2] = 0.4;
}
}
else if (crossEnt->currentState.bolt1)
{ //this fellow is in a duel. We just checked if we were in a duel above, so
//this means we aren't and he is. Which of course means our crosshair greys out over him.
ecolor[0] = 0.4;
ecolor[1] = 0.4;
ecolor[2] = 0.4;
}
}
else if (crossEnt->currentState.shouldtarget || crossEnt->currentState.eType == ET_NPC)
{
//VectorCopy( crossEnt->startRGBA, ecolor );
if ( !ecolor[0] && !ecolor[1] && !ecolor[2] )
{
// We really don't want black, so set it to yellow
ecolor[0] = 1.0F;//R
ecolor[1] = 0.8F;//G
ecolor[2] = 0.3F;//B
}
if (crossEnt->currentState.eType == ET_NPC)
{
int plTeam;
if (cgs.gametype == GT_SIEGE)
{
plTeam = cg.predictedPlayerState.persistant[PERS_TEAM];
}
else
{
plTeam = NPCTEAM_PLAYER;
}
if ( crossEnt->currentState.powerups & (1 <<PW_CLOAKED) )
{
ecolor[0] = 1.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 1.0;//B
}
else if ( !crossEnt->currentState.teamowner )
{ //not on a team
if (!crossEnt->currentState.teamowner ||
crossEnt->currentState.NPC_class == CLASS_VEHICLE)
{ //neutral
if (crossEnt->currentState.owner < MAX_CLIENTS)
{ //base color on who is pilotting this thing
clientInfo_t *ci = &cgs.clientinfo[crossEnt->currentState.owner];
if (cgs.gametype >= GT_TEAM && ci->team == cg.predictedPlayerState.persistant[PERS_TEAM])
{ //friendly
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else
{ //hostile
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
}
}
else
{ //unmanned
ecolor[0] = 1.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
}
else
{
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
}
}
else if ( crossEnt->currentState.teamowner != plTeam )
{// on enemy team
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
}
else
{ //a friend
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
}
else if ( crossEnt->currentState.teamowner == TEAM_RED
|| crossEnt->currentState.teamowner == TEAM_BLUE )
{
if (cgs.gametype < GT_TEAM)
{ //not teamplay, just neutral then
ecolor[0] = 1.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else if ( crossEnt->currentState.teamowner != cgs.clientinfo[cg.snap->ps.clientNum].team )
{ //on the enemy team
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
}
else
{ //on my team
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
}
else if (crossEnt->currentState.owner == cg.snap->ps.clientNum ||
(cgs.gametype >= GT_TEAM && crossEnt->currentState.teamowner == cgs.clientinfo[cg.snap->ps.clientNum].team))
{
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else if (crossEnt->currentState.teamowner == 16 ||
(cgs.gametype >= GT_TEAM && crossEnt->currentState.teamowner && crossEnt->currentState.teamowner != cgs.clientinfo[cg.snap->ps.clientNum].team))
{
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
}
}
else if (crossEnt->currentState.eType == ET_MOVER && crossEnt->currentState.bolt1 && cg.predictedPlayerState.weapon == WP_SABER)
{ //can push/pull this mover. Only show it if we're using the saber.
ecolor[0] = 0.2f;
ecolor[1] = 0.5f;
ecolor[2] = 1.0f;
corona = qtrue;
}
else if (crossEnt->currentState.eType == ET_MOVER && crossEnt->currentState.teamowner)
{ //a team owns this - if it's my team green, if not red, if not teamplay then yellow
if (cgs.gametype < GT_TEAM)
{
ecolor[0] = 1.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else if (cg.predictedPlayerState.persistant[PERS_TEAM] != crossEnt->currentState.teamowner)
{ //not my team
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
}
else
{ //my team
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
}
else if (crossEnt->currentState.health)
{
if (!crossEnt->currentState.teamowner || cgs.gametype < GT_TEAM)
{ //not owned by a team or teamplay
ecolor[0] = 1.0f;
ecolor[1] = 1.0f;
ecolor[2] = 0.0f;
}
else if (crossEnt->currentState.teamowner == cg.predictedPlayerState.persistant[PERS_TEAM])
{ //owned by my team
ecolor[0] = 0.0f;
ecolor[1] = 1.0f;
ecolor[2] = 0.0f;
}
else
{ //hostile
ecolor[0] = 1.0f;
ecolor[1] = 0.0f;
ecolor[2] = 0.0f;
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
}
}
ecolor[3] = 1.0;
trap_R_SetColor( ecolor );
}
}
if ( cg.predictedPlayerState.m_iVehicleNum )
{//I'm in a vehicle
centity_t *vehCent = &cg_entities[cg.predictedPlayerState.m_iVehicleNum];
if ( vehCent
&& vehCent->m_pVehicle
&& vehCent->m_pVehicle->m_pVehicleInfo
&& vehCent->m_pVehicle->m_pVehicleInfo->crosshairShaderHandle )
{
hShader = vehCent->m_pVehicle->m_pVehicleInfo->crosshairShaderHandle;
}
//bigger by default
w = cg_crosshairSize.value*2.0f;
h = w;
}
else
{
w = h = cg_crosshairSize.value;
}
// pulse the size of the crosshair when picking up items
f = cg.time - cg.itemPickupBlendTime;
if ( f > 0 && f < ITEM_BLOB_TIME ) {
f /= ITEM_BLOB_TIME;
w *= ( 1 + f );
h *= ( 1 + f );
}
if ( worldPoint && VectorLength( worldPoint ) )
{
if ( !CG_WorldCoordToScreenCoordFloat( worldPoint, &x, &y ) )
{//off screen, don't draw it
return;
}
//CG_LerpCrosshairPos( &x, &y );
x -= 320;
y -= 240;
}
else
{
x = cg_crosshairX.integer;
y = cg_crosshairY.integer;
}
if ( !hShader )
{
hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ];
}
chX = x + cg.refdef.x + 0.5 * (640 - w);
chY = y + cg.refdef.y + 0.5 * (480 - h);
trap_R_DrawStretchPic( chX, chY, w, h, 0, 0, 1, 1, hShader );
//draw a health bar directly under the crosshair if we're looking at something
//that takes damage
if (crossEnt &&
crossEnt->currentState.maxhealth)
{
CG_DrawHealthBar(crossEnt, chX, chY, w, h);
chY += HEALTH_HEIGHT*2;
}
else if (crossEnt && crossEnt->currentState.number < MAX_CLIENTS)
{
if (cgs.gametype == GT_SIEGE)
{
CG_DrawSiegeInfo(crossEnt, chX, chY, w, h);
chY += HEALTH_HEIGHT*4;
}
if (cg.crosshairVehNum && cg.time == cg.crosshairVehTime)
{ //it was in the crosshair this frame
centity_t *hisVeh = &cg_entities[cg.crosshairVehNum];
if (hisVeh->currentState.eType == ET_NPC &&
hisVeh->currentState.NPC_class == CLASS_VEHICLE &&
hisVeh->currentState.maxhealth &&
hisVeh->m_pVehicle)
{ //draw the health for this vehicle
CG_DrawHealthBar(hisVeh, chX, chY, w, h);
chY += HEALTH_HEIGHT*2;
}
}
}
if (cg.predictedPlayerState.hackingTime)
{ //hacking something
CG_DrawHaqrBar(chX, chY, w, h);
}
if (cg_genericTimerBar > cg.time)
{ //draw generic timing bar, can be used for whatever
CG_DrawGenericTimerBar();
}
if ( corona ) // drawing extra bits
{
ecolor[3] = 0.5f;
ecolor[0] = ecolor[1] = ecolor[2] = (1 - ecolor[3]) * ( sin( cg.time * 0.001f ) * 0.08f + 0.35f ); // don't draw full color
ecolor[3] = 1.0f;
trap_R_SetColor( ecolor );
w *= 2.0f;
h *= 2.0f;
trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (640 - w),
y + cg.refdef.y + 0.5 * (480 - h),
w, h, 0, 0, 1, 1, cgs.media.forceCoronaShader );
}
}
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y)
{
float xcenter, ycenter;
vec3_t local, transformed;
vec3_t vfwd;
vec3_t vright;
vec3_t vup;
float xzi;
float yzi;
// xcenter = cg.refdef.width / 2;//gives screen coords adjusted for resolution
// ycenter = cg.refdef.height / 2;//gives screen coords adjusted for resolution
//NOTE: did it this way because most draw functions expect virtual 640x480 coords
// and adjust them for current resolution
xcenter = 640.0f / 2.0f;//gives screen coords in virtual 640x480, to be adjusted when drawn
ycenter = 480.0f / 2.0f;//gives screen coords in virtual 640x480, to be adjusted when drawn
AngleVectors (cg.refdef.viewangles, vfwd, vright, vup);
VectorSubtract (worldCoord, cg.refdef.vieworg, local);
transformed[0] = DotProduct(local,vright);
transformed[1] = DotProduct(local,vup);
transformed[2] = DotProduct(local,vfwd);
// Make sure Z is not negative.
if(transformed[2] < 0.01f)
{
return qfalse;
}
xzi = xcenter / transformed[2] * (96.0f/cg.refdef.fov_x);
yzi = ycenter / transformed[2] * (102.0f/cg.refdef.fov_y);
*x = xcenter + xzi * transformed[0];
*y = ycenter - yzi * transformed[1];
return qtrue;
}
qboolean CG_WorldCoordToScreenCoord( vec3_t worldCoord, int *x, int *y )
{
float xF, yF;
qboolean retVal = CG_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF );
*x = (int)xF;
*y = (int)yF;
return retVal;
}
/*
====================
CG_SaberClashFlare
====================
*/
int cg_saberFlashTime = 0;
vec3_t cg_saberFlashPos = {0, 0, 0};
void CG_SaberClashFlare( void )
{
int t, maxTime = 150;
vec3_t dif;
vec3_t color;
int x,y;
float v, len;
trace_t tr;
t = cg.time - cg_saberFlashTime;
if ( t <= 0 || t >= maxTime )
{
return;
}
// Don't do clashes for things that are behind us
VectorSubtract( cg_saberFlashPos, cg.refdef.vieworg, dif );
if ( DotProduct( dif, cg.refdef.viewaxis[0] ) < 0.2 )
{
return;
}
CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, cg_saberFlashPos, -1, CONTENTS_SOLID );
if ( tr.fraction < 1.0f )
{
return;
}
len = VectorNormalize( dif );
// clamp to a known range
/*
if ( len > 800 )
{
len = 800;
}
*/
if ( len > 1200 )
{
return;
}
v = ( 1.0f - ((float)t / maxTime )) * ((1.0f - ( len / 800.0f )) * 2.0f + 0.35f);
if (v < 0.001f)
{
v = 0.001f;
}
CG_WorldCoordToScreenCoord( cg_saberFlashPos, &x, &y );
VectorSet( color, 0.8f, 0.8f, 0.8f );
trap_R_SetColor( color );
CG_DrawPic( x - ( v * 300 ), y - ( v * 300 ),
v * 600, v * 600,
trap_R_RegisterShader( "gfx/effects/saberFlare" ));
}
void CG_BracketEntity( centity_t *cent, float radius )
{
trace_t tr;
vec3_t dif;
float len, size, lineLength, lineWidth;
float x, y;
clientInfo_t *local;
VectorSubtract( cent->lerpOrigin, cg.refdef.vieworg, dif );
len = VectorNormalize( dif );
if ( cg.crosshairClientNum != cent->currentState.clientNum
&& (!cg.snap||cg.snap->ps.rocketLockIndex!= cent->currentState.clientNum) )
{//if they're the entity you're locking onto or under your crosshair, always draw bracket
//Hmm... for now, if they're closer than 2000, don't bracket?
if ( len < 2000.0f )
{
return;
}
CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, cent->lerpOrigin, -1, CONTENTS_OPAQUE );
//don't bracket if can't see them
if ( tr.fraction < 1.0f )
{
return;
}
}
if ( !CG_WorldCoordToScreenCoordFloat(cent->lerpOrigin, &x, &y) )
{//off-screen, don't draw it
return;
}
//just to see if it's centered
//CG_DrawPic( x-2, y-2, 4, 4, cgs.media.whiteShader );
local = &cgs.clientinfo[cg.snap->ps.clientNum];
if ( cent->currentState.m_iVehicleNum //vehicle has a driver
&& cgs.clientinfo[ cent->currentState.m_iVehicleNum-1 ].infoValid )
{
if ( cgs.clientinfo[ cent->currentState.m_iVehicleNum-1 ].team == local->team )
{
trap_R_SetColor ( g_color_table[ColorIndex(COLOR_GREEN)] );
}
else
{
trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] );
}
}
else if ( cent->currentState.teamowner )
{
if ( cent->currentState.teamowner != cg.predictedPlayerState.persistant[PERS_TEAM] )
{// on enemy team
trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] );
}
else
{ //a friend
trap_R_SetColor ( g_color_table[ColorIndex(COLOR_GREEN)] );
}
}
else
{//FIXME: if we want to ever bracket anything besides vehicles (like siege objectives we want to blow up), we should handle the coloring here
trap_R_SetColor ( NULL );
}
if ( len <= 1.0f )
{//super-close, max out at 400 times radius (which is HUGE)
size = radius*400.0f;
}
else
{//scale by dist
size = radius*(400.0f/len);
}
if ( size < 1.0f )
{
size = 1.0f;
}
//length scales with dist
lineLength = (size*0.1f);
if ( lineLength < 0.5f )
{//always visible
lineLength = 0.5f;
}
//always visible width
lineWidth = 1.0f;
x -= (size*0.5f);
y -= (size*0.5f);
/*
if ( x >= 0 && x <= 640
&& y >= 0 && y <= 480 )
*/
{//brackets would be drawn on the screen, so draw them
//upper left corner
//horz
CG_DrawPic( x, y, lineLength, lineWidth, cgs.media.whiteShader );
//vert
CG_DrawPic( x, y, lineWidth, lineLength, cgs.media.whiteShader );
//upper right corner
//horz
CG_DrawPic( x+size-lineLength, y, lineLength, lineWidth, cgs.media.whiteShader );
//vert
CG_DrawPic( x+size-lineWidth, y, lineWidth, lineLength, cgs.media.whiteShader );
//lower left corner
//horz
CG_DrawPic( x, y+size-lineWidth, lineLength, lineWidth, cgs.media.whiteShader );
//vert
CG_DrawPic( x, y+size-lineLength, lineWidth, lineLength, cgs.media.whiteShader );
//lower right corner
//horz
CG_DrawPic( x+size-lineLength, y+size-lineWidth, lineLength, lineWidth, cgs.media.whiteShader );
//vert
CG_DrawPic( x+size-lineWidth, y+size-lineLength, lineWidth, lineLength, cgs.media.whiteShader );
}
}
qboolean CG_InFighter( void )
{
if ( cg.predictedPlayerState.m_iVehicleNum )
{//I'm in a vehicle
centity_t *vehCent = &cg_entities[cg.predictedPlayerState.m_iVehicleNum];
if ( vehCent
&& vehCent->m_pVehicle
&& vehCent->m_pVehicle->m_pVehicleInfo
&& vehCent->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
{//I'm in a fighter
return qtrue;
}
}
return qfalse;
}
qboolean CG_InATST( void )
{
if ( cg.predictedPlayerState.m_iVehicleNum )
{//I'm in a vehicle
centity_t *vehCent = &cg_entities[cg.predictedPlayerState.m_iVehicleNum];
if ( vehCent
&& vehCent->m_pVehicle
&& vehCent->m_pVehicle->m_pVehicleInfo
&& vehCent->m_pVehicle->m_pVehicleInfo->type == VH_WALKER )
{//I'm in an atst
return qtrue;
}
}
return qfalse;
}
void CG_DrawBracketedEntities( void )
{
int i;
for ( i = 0; i < cg.bracketedEntityCount; i++ )
{
centity_t *cent = &cg_entities[cg.bracketedEntities[i]];
CG_BracketEntity( cent, CG_RadiusForCent( cent ) );
}
}
//--------------------------------------------------------------
static void CG_DrawHolocronIcons(void)
//--------------------------------------------------------------
{
int icon_size = 40;
int i = 0;
int startx = 10;
int starty = 10;//SCREEN_HEIGHT - icon_size*3;
int endx = icon_size;
int endy = icon_size;
if (cg.snap->ps.zoomMode)
{ //don't display over zoom mask
return;
}
if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR)
{
return;
}
while (i < NUM_FORCE_POWERS)
{
if (cg.snap->ps.holocronBits & (1 << forcePowerSorted[i]))
{
CG_DrawPic( startx, starty, endx, endy, cgs.media.forcePowerIcons[forcePowerSorted[i]]);
starty += (icon_size+2); //+2 for spacing
if ((starty+icon_size) >= SCREEN_HEIGHT-80)
{
starty = 10;//SCREEN_HEIGHT - icon_size*3;
startx += (icon_size+2);
}
}
i++;
}
}
static qboolean CG_IsDurationPower(int power)
{
if (power == FP_HEAL ||
power == FP_SPEED ||
power == FP_TELEPATHY ||
power == FP_RAGE ||
power == FP_PROTECT ||
power == FP_ABSORB ||
power == FP_SEE)
{
return qtrue;
}
return qfalse;
}
//--------------------------------------------------------------
static void CG_DrawActivePowers(void)
//--------------------------------------------------------------
{
int icon_size = 40;
int i = 0;
int startx = icon_size*2+16;
int starty = SCREEN_HEIGHT - icon_size*2;
int endx = icon_size;
int endy = icon_size;
if (cg.snap->ps.zoomMode)
{ //don't display over zoom mask
return;
}
if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR)
{
return;
}
while (i < NUM_FORCE_POWERS)
{
if ((cg.snap->ps.fd.forcePowersActive & (1 << forcePowerSorted[i])) &&
CG_IsDurationPower(forcePowerSorted[i]))
{
CG_DrawPic( startx, starty, endx, endy, cgs.media.forcePowerIcons[forcePowerSorted[i]]);
startx += (icon_size+2); //+2 for spacing
if ((startx+icon_size) >= SCREEN_WIDTH-80)
{
startx = icon_size*2+16;
starty += (icon_size+2);
}
}
i++;
}
//additionally, draw an icon force force rage recovery
if (cg.snap->ps.fd.forceRageRecoveryTime > cg.time)
{
CG_DrawPic( startx, starty, endx, endy, cgs.media.rageRecShader);
}
}
//--------------------------------------------------------------
static void CG_DrawRocketLocking( int lockEntNum, int lockTime )
//--------------------------------------------------------------
{
int cx, cy;
vec3_t org;
static int oldDif = 0;
centity_t *cent = &cg_entities[lockEntNum];
vec4_t color={0.0f,0.0f,0.0f,0.0f};
float lockTimeInterval = ((cgs.gametype==GT_SIEGE)?2400.0f:1200.0f)/16.0f;
//FIXME: if in a vehicle, use the vehicle's lockOnTime...
int dif = (cg.time - cg.snap->ps.rocketLockTime)/lockTimeInterval;
int i;
if (!cg.snap->ps.rocketLockTime)
{
return;
}
if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR)
{
return;
}
if ( cg.snap->ps.m_iVehicleNum )
{//driving a vehicle
centity_t *veh = &cg_entities[cg.snap->ps.m_iVehicleNum];
if ( veh->m_pVehicle )
{
vehWeaponInfo_t *vehWeapon = NULL;
if ( cg.predictedVehicleState.weaponstate == WEAPON_CHARGING_ALT )
{
if ( veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID > VEH_WEAPON_BASE
&& veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID < MAX_VEH_WEAPONS )
{
vehWeapon = &g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID];
}
}
else
{
if ( veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID > VEH_WEAPON_BASE
&& veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID < MAX_VEH_WEAPONS )
{
vehWeapon = &g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID];
}
}
if ( vehWeapon != NULL )
{//we are trying to lock on with a valid vehicle weapon, so use *its* locktime, not the hard-coded one
if ( !vehWeapon->iLockOnTime )
{//instant lock-on
dif = 10.0f;
}
else
{//use the custom vehicle lockOnTime
lockTimeInterval = (vehWeapon->iLockOnTime/16.0f);
dif = (cg.time - cg.snap->ps.rocketLockTime)/lockTimeInterval;
}
}
}
}
//We can't check to see in pmove if players are on the same team, so we resort
//to just not drawing the lock if a teammate is the locked on ent
if (cg.snap->ps.rocketLockIndex >= 0 &&
cg.snap->ps.rocketLockIndex < ENTITYNUM_NONE)
{
clientInfo_t *ci = NULL;
if (cg.snap->ps.rocketLockIndex < MAX_CLIENTS)
{
ci = &cgs.clientinfo[cg.snap->ps.rocketLockIndex];
}
else
{
ci = cg_entities[cg.snap->ps.rocketLockIndex].npcClient;
}
if (ci)
{
if (ci->team == cgs.clientinfo[cg.snap->ps.clientNum].team)
{
if (cgs.gametype >= GT_TEAM)
{
return;
}
}
else if (cgs.gametype >= GT_TEAM)
{
centity_t *hitEnt = &cg_entities[cg.snap->ps.rocketLockIndex];
if (hitEnt->currentState.eType == ET_NPC &&
hitEnt->currentState.NPC_class == CLASS_VEHICLE &&
hitEnt->currentState.owner < ENTITYNUM_WORLD)
{ //this is a vehicle, if it has a pilot and that pilot is on my team, then...
if (hitEnt->currentState.owner < MAX_CLIENTS)
{
ci = &cgs.clientinfo[hitEnt->currentState.owner];
}
else
{
ci = cg_entities[hitEnt->currentState.owner].npcClient;
}
if (ci && ci->team == cgs.clientinfo[cg.snap->ps.clientNum].team)
{
return;
}
}
}
}
}
if (cg.snap->ps.rocketLockTime != -1)
{
lastvalidlockdif = dif;
}
else
{
dif = lastvalidlockdif;
}
if ( !cent )
{
return;
}
VectorCopy( cent->lerpOrigin, org );
if ( CG_WorldCoordToScreenCoord( org, &cx, &cy ))
{
// we care about distance from enemy to eye, so this is good enough
float sz = Distance( cent->lerpOrigin, cg.refdef.vieworg ) / 1024.0f;
if ( sz > 1.0f )
{
sz = 1.0f;
}
else if ( sz < 0.0f )
{
sz = 0.0f;
}
sz = (1.0f - sz) * (1.0f - sz) * 32 + 6;
cy += sz * 0.5f;
if ( dif < 0 )
{
oldDif = 0;
return;
}
else if ( dif > 8 )
{
dif = 8;
}
// do sounds
if ( oldDif != dif )
{
if ( dif == 8 )
{
if ( cg.snap->ps.m_iVehicleNum )
{
trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/vehicles/weapons/common/lock.wav" ));
}
else
{
trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/rocket/lock.wav" ));
}
}
else
{
if ( cg.snap->ps.m_iVehicleNum )
{
trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/vehicles/weapons/common/tick.wav" ));
}
else
{
trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/rocket/tick.wav" ));
}
}
}
oldDif = dif;
for ( i = 0; i < dif; i++ )
{
color[0] = 1.0f;
color[1] = 0.0f;
color[2] = 0.0f;
color[3] = 0.1f * i + 0.2f;
trap_R_SetColor( color );
// our slices are offset by about 45 degrees.
CG_DrawRotatePic( cx - sz, cy - sz, sz, sz, i * 45.0f, trap_R_RegisterShaderNoMip( "gfx/2d/wedge" ));
}
// we are locked and loaded baby
if ( dif == 8 )
{
color[0] = color[1] = color[2] = sin( cg.time * 0.05f ) * 0.5f + 0.5f;
color[3] = 1.0f; // this art is additive, so the alpha value does nothing
trap_R_SetColor( color );
CG_DrawPic( cx - sz, cy - sz * 2, sz * 2, sz * 2, trap_R_RegisterShaderNoMip( "gfx/2d/lock" ));
}
}
}
extern void CG_CalcVehMuzzle(Vehicle_t *pVeh, centity_t *ent, int muzzleNum);
qboolean CG_CalcVehicleMuzzlePoint( int entityNum, vec3_t start, vec3_t d_f, vec3_t d_rt, vec3_t d_up)
{
centity_t *vehCent = &cg_entities[entityNum];
if ( vehCent->m_pVehicle && vehCent->m_pVehicle->m_pVehicleInfo->type == VH_WALKER )
{//draw from barrels
VectorCopy( vehCent->lerpOrigin, start );
start[2] += vehCent->m_pVehicle->m_pVehicleInfo->height-DEFAULT_MINS_2-48;
AngleVectors( vehCent->lerpAngles, d_f, d_rt, d_up );
/*
mdxaBone_t boltMatrix;
int bolt;
vec3_t yawOnlyAngles;
VectorSet( yawOnlyAngles, 0, vehCent->lerpAngles[YAW], 0 );
bolt = trap_G2API_AddBolt( vehCent->ghoul2, 0, "*flash1");
trap_G2API_GetBoltMatrix( vehCent->ghoul2, 0, bolt, &boltMatrix,
yawOnlyAngles, vehCent->lerpOrigin, cg.time,
NULL, vehCent->modelScale );
// work the matrix axis stuff into the original axis and origins used.
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, start );
BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_X, d_f );
VectorClear( d_rt );//don't really need this, do we?
VectorClear( d_up );//don't really need this, do we?
*/
}
else
{
//check to see if we're a turret gunner on this vehicle
if ( cg.predictedPlayerState.generic1 )//as a passenger
{//passenger in a vehicle
if ( vehCent->m_pVehicle
&& vehCent->m_pVehicle->m_pVehicleInfo
&& vehCent->m_pVehicle->m_pVehicleInfo->maxPassengers )
{//a vehicle capable of carrying passengers
int turretNum;
for ( turretNum = 0; turretNum < MAX_VEHICLE_TURRETS; turretNum++ )
{
if ( vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].iAmmoMax )
{// valid turret
if ( vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].passengerNum == cg.predictedPlayerState.generic1 )
{//I control this turret
//Go through all muzzles, average their positions and directions and use the result for crosshair trace
int vehMuzzle, numMuzzles = 0;
vec3_t muzzlesAvgPos={0},muzzlesAvgDir={0};
int i;
for ( i = 0; i < MAX_VEHICLE_TURRET_MUZZLES; i++ )
{
vehMuzzle = vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].iMuzzle[i];
if ( vehMuzzle )
{
vehMuzzle -= 1;
CG_CalcVehMuzzle( vehCent->m_pVehicle, vehCent, vehMuzzle );
VectorAdd( muzzlesAvgPos, vehCent->m_pVehicle->m_vMuzzlePos[vehMuzzle], muzzlesAvgPos );
VectorAdd( muzzlesAvgDir, vehCent->m_pVehicle->m_vMuzzleDir[vehMuzzle], muzzlesAvgDir );
numMuzzles++;
}
if ( numMuzzles )
{
VectorScale( muzzlesAvgPos, 1.0f/(float)numMuzzles, start );
VectorScale( muzzlesAvgDir, 1.0f/(float)numMuzzles, d_f );
VectorClear( d_rt );
VectorClear( d_up );
return qtrue;
}
}
}
}
}
}
}
VectorCopy( vehCent->lerpOrigin, start );
AngleVectors( vehCent->lerpAngles, d_f, d_rt, d_up );
}
return qfalse;
}
//calc the muzzle point from the e-web itself
void CG_CalcEWebMuzzlePoint(centity_t *cent, vec3_t start, vec3_t d_f, vec3_t d_rt, vec3_t d_up)
{
int bolt = trap_G2API_AddBolt(cent->ghoul2, 0, "*cannonflash");
assert(bolt != -1);
if (bolt != -1)
{
mdxaBone_t boltMatrix;
trap_G2API_GetBoltMatrix_NoRecNoRot(cent->ghoul2, 0, bolt, &boltMatrix, cent->lerpAngles, cent->lerpOrigin, cg.time, NULL, cent->modelScale);
BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, start);
BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, d_f);
//these things start the shot a little inside the bbox to assure not starting in something solid
VectorMA(start, -16.0f, d_f, start);
//I guess
VectorClear( d_rt );//don't really need this, do we?
VectorClear( d_up );//don't really need this, do we?
}
}
/*
=================
CG_`Entity
=================
*/
#define MAX_XHAIR_DIST_ACCURACY 20000.0f
static void CG_ScanForCrosshairEntity( void ) {
trace_t trace;
vec3_t start, end;
int content;
int ignore;
qboolean bVehCheckTraceFromCamPos = qfalse;
ignore = cg.predictedPlayerState.clientNum;
if ( cg_dynamicCrosshair.integer )
{
vec3_t d_f, d_rt, d_up;
/*
if ( cg.snap->ps.weapon == WP_NONE ||
cg.snap->ps.weapon == WP_SABER ||
cg.snap->ps.weapon == WP_STUN_BATON)
{
VectorCopy( cg.refdef.vieworg, start );
AngleVectors( cg.refdef.viewangles, d_f, d_rt, d_up );
}
else
*/
//For now we still want to draw the crosshair in relation to the player's world coordinates
//even if we have a melee weapon/no weapon.
if ( cg.predictedPlayerState.m_iVehicleNum && (cg.predictedPlayerState.eFlags&EF_NODRAW) )
{//we're *inside* a vehicle
//do the vehicle's crosshair instead
centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum];
qboolean gunner = qfalse;
//if (veh->currentState.owner == cg.predictedPlayerState.clientNum)
{ //the pilot
ignore = cg.predictedPlayerState.m_iVehicleNum;
gunner = CG_CalcVehicleMuzzlePoint(cg.predictedPlayerState.m_iVehicleNum, start, d_f, d_rt, d_up);
}
/*
else
{ //a passenger
ignore = cg.predictedPlayerState.m_iVehicleNum;
VectorCopy( veh->lerpOrigin, start );
AngleVectors( veh->lerpAngles, d_f, d_rt, d_up );
VectorMA(start, 32.0f, d_f, start); //super hack
}
*/
if ( veh->m_pVehicle
&& veh->m_pVehicle->m_pVehicleInfo
&& veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER
&& cg.distanceCull > MAX_XHAIR_DIST_ACCURACY
&& !gunner )
{
//NOTE: on huge maps, the crosshair gets inaccurate at close range,
// so we'll do an extra G2 trace from the cg.refdef.vieworg
// to see if we hit anything closer and auto-aim at it if so
bVehCheckTraceFromCamPos = qtrue;
}
}
else if (cg.snap && cg.snap->ps.weapon == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex &&
cg_entities[cg.snap->ps.emplacedIndex].ghoul2 && cg_entities[cg.snap->ps.emplacedIndex].currentState.weapon == WP_NONE)
{ //locked into our e-web, calc the muzzle from it
CG_CalcEWebMuzzlePoint(&cg_entities[cg.snap->ps.emplacedIndex], start, d_f, d_rt, d_up);
}
else
{
if (cg.snap && cg.snap->ps.weapon == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex)
{
vec3_t pitchConstraint;
ignore = cg.snap->ps.emplacedIndex;
VectorCopy(cg.refdef.viewangles, pitchConstraint);
if (cg.renderingThirdPerson)
{
VectorCopy(cg.predictedPlayerState.viewangles, pitchConstraint);
}
else
{
VectorCopy(cg.refdef.viewangles, pitchConstraint);
}
if (pitchConstraint[PITCH] > 40)
{
pitchConstraint[PITCH] = 40;
}
AngleVectors( pitchConstraint, d_f, d_rt, d_up );
}
else
{
vec3_t pitchConstraint;
if (cg.renderingThirdPerson)
{
VectorCopy(cg.predictedPlayerState.viewangles, pitchConstraint);
}
else
{
VectorCopy(cg.refdef.viewangles, pitchConstraint);
}
AngleVectors( pitchConstraint, d_f, d_rt, d_up );
}
CG_CalcMuzzlePoint(cg.snap->ps.clientNum, start);
}
VectorMA( start, cg.distanceCull, d_f, end );
}
else
{
VectorCopy( cg.refdef.vieworg, start );
VectorMA( start, 131072, cg.refdef.viewaxis[0], end );
}
if ( cg_dynamicCrosshair.integer && cg_dynamicCrosshairPrecision.integer )
{ //then do a trace with ghoul2 models in mind
CG_G2Trace( &trace, start, vec3_origin, vec3_origin, end,
ignore, CONTENTS_SOLID|CONTENTS_BODY );
if ( bVehCheckTraceFromCamPos )
{
//NOTE: this MUST stay up to date with the method used in WP_VehCheckTraceFromCamPos
centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum];
trace_t extraTrace;
vec3_t viewDir2End, extraEnd;
float minAutoAimDist = Distance( veh->lerpOrigin, cg.refdef.vieworg ) + (veh->m_pVehicle->m_pVehicleInfo->length/2.0f) + 200.0f;
VectorSubtract( end, cg.refdef.vieworg, viewDir2End );
VectorNormalize( viewDir2End );
VectorMA( cg.refdef.vieworg, MAX_XHAIR_DIST_ACCURACY, viewDir2End, extraEnd );
CG_G2Trace( &extraTrace, cg.refdef.vieworg, vec3_origin, vec3_origin, extraEnd,
ignore, CONTENTS_SOLID|CONTENTS_BODY );
if ( !extraTrace.allsolid
&& !extraTrace.startsolid )
{
if ( extraTrace.fraction < 1.0f )
{
if ( (extraTrace.fraction*MAX_XHAIR_DIST_ACCURACY) > minAutoAimDist )
{
if ( ((extraTrace.fraction*MAX_XHAIR_DIST_ACCURACY)-Distance( veh->lerpOrigin, cg.refdef.vieworg )) < (trace.fraction*cg.distanceCull) )
{//this trace hit *something* that's closer than the thing the main trace hit, so use this result instead
memcpy( &trace, &extraTrace, sizeof( trace_t ) );
}
}
}
}
}
}
else
{
CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
ignore, CONTENTS_SOLID|CONTENTS_BODY );
}
if (trace.entityNum < MAX_CLIENTS)
{
if (CG_IsMindTricked(cg_entities[trace.entityNum].currentState.trickedentindex,
cg_entities[trace.entityNum].currentState.trickedentindex2,
cg_entities[trace.entityNum].currentState.trickedentindex3,
cg_entities[trace.entityNum].currentState.trickedentindex4,
cg.snap->ps.clientNum))
{
if (cg.crosshairClientNum == trace.entityNum)
{
cg.crosshairClientNum = ENTITYNUM_NONE;
cg.crosshairClientTime = 0;
}
CG_DrawCrosshair(trace.endpos, 0);
return; //this entity is mind-tricking the current client, so don't render it
}
}
if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR)
{
if (trace.entityNum < /*MAX_CLIENTS*/ENTITYNUM_WORLD)
{
cg.crosshairClientNum = trace.entityNum;
cg.crosshairClientTime = cg.time;
if (cg.crosshairClientNum < ENTITYNUM_WORLD)
{
centity_t *veh = &cg_entities[cg.crosshairClientNum];
if (veh->currentState.eType == ET_NPC &&
veh->currentState.NPC_class == CLASS_VEHICLE &&
veh->currentState.owner < MAX_CLIENTS)
{ //draw the name of the pilot then
cg.crosshairClientNum = veh->currentState.owner;
cg.crosshairVehNum = veh->currentState.number;
cg.crosshairVehTime = cg.time;
}
}
CG_DrawCrosshair(trace.endpos, 1);
}
else
{
CG_DrawCrosshair(trace.endpos, 0);
}
}
// if ( trace.entityNum >= MAX_CLIENTS ) {
// return;
// }
// if the player is in fog, don't show it
content = trap_CM_PointContents( trace.endpos, 0 );
if ( content & CONTENTS_FOG ) {
return;
}
// update the fade timer
cg.crosshairClientNum = trace.entityNum;
cg.crosshairClientTime = cg.time;
}
void CG_SanitizeString( char *in, char *out )
{
int i = 0;
int r = 0;
while (in[i])
{
if (i >= 128-1)
{ //the ui truncates the name here..
break;
}
if (in[i] == '^')
{
if (in[i+1] >= 48 && //'0'
in[i+1] <= 57) //'9'
{ //only skip it if there's a number after it for the color
i += 2;
continue;
}
else
{ //just skip the ^
i++;
continue;
}
}
if (in[i] < 32)
{
i++;
continue;
}
out[r] = in[i];
r++;
i++;
}
out[r] = 0;
}
/*
=====================
CG_DrawCrosshairNames
=====================
*/
static void CG_DrawCrosshairNames( void ) {
float *color;
vec4_t tcolor;
char *name;
char sanitized[1024];
int baseColor;
qboolean isVeh = qfalse;
if ( !cg_drawCrosshair.integer ) {
return;
}
// scan the known entities to see if the crosshair is sighted on one
CG_ScanForCrosshairEntity();
if ( !cg_drawCrosshairNames.integer ) {
return;
}
//rww - still do the trace, our dynamic crosshair depends on it
if (cg.crosshairClientNum < ENTITYNUM_WORLD)
{
centity_t *veh = &cg_entities[cg.crosshairClientNum];
if (veh->currentState.eType == ET_NPC &&
veh->currentState.NPC_class == CLASS_VEHICLE &&
veh->currentState.owner < MAX_CLIENTS)
{ //draw the name of the pilot then
cg.crosshairClientNum = veh->currentState.owner;
cg.crosshairVehNum = veh->currentState.number;
cg.crosshairVehTime = cg.time;
isVeh = qtrue; //so we know we're drawing the pilot's name
}
}
if (cg.crosshairClientNum >= MAX_CLIENTS)
{
return;
}
if (cg_entities[cg.crosshairClientNum].currentState.powerups & (1 << PW_CLOAKED))
{
return;
}
// draw the name of the player being looked at
color = CG_FadeColor( cg.crosshairClientTime, 1000 );
if ( !color ) {
trap_R_SetColor( NULL );
return;
}
name = cgs.clientinfo[ cg.crosshairClientNum ].name;
if (cgs.gametype >= GT_TEAM)
{
//if (cgs.gametype == GT_SIEGE)
if (1)
{ //instead of team-based we'll make it oriented based on which team we're on
if (cgs.clientinfo[cg.crosshairClientNum].team == cg.predictedPlayerState.persistant[PERS_TEAM])
{
baseColor = CT_GREEN;
}
else
{
baseColor = CT_RED;
}
}
else
{
if (cgs.clientinfo[cg.crosshairClientNum].team == TEAM_RED)
{
baseColor = CT_RED;
}
else
{
baseColor = CT_BLUE;
}
}
}
else
{
//baseColor = CT_WHITE;
if (cgs.gametype == GT_POWERDUEL &&
cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR &&
cgs.clientinfo[cg.crosshairClientNum].duelTeam == cgs.clientinfo[cg.predictedPlayerState.clientNum].duelTeam)
{ //on the same duel team in powerduel, so he's a friend
baseColor = CT_GREEN;
}
else
{
baseColor = CT_RED; //just make it red in nonteam modes since everyone is hostile and crosshair will be red on them too
}
}
if (cg.snap->ps.duelInProgress)
{
if (cg.crosshairClientNum != cg.snap->ps.duelIndex)
{ //grey out crosshair for everyone but your foe if you're in a duel
baseColor = CT_BLACK;
}
}
else if (cg_entities[cg.crosshairClientNum].currentState.bolt1)
{ //this fellow is in a duel. We just checked if we were in a duel above, so
//this means we aren't and he is. Which of course means our crosshair greys out over him.
baseColor = CT_BLACK;
}
tcolor[0] = colorTable[baseColor][0];
tcolor[1] = colorTable[baseColor][1];
tcolor[2] = colorTable[baseColor][2];
tcolor[3] = color[3]*0.5f;
CG_SanitizeString(name, sanitized);
if (isVeh)
{
char str[MAX_STRING_CHARS];
Com_sprintf(str, MAX_STRING_CHARS, "%s (pilot)", sanitized);
UI_DrawProportionalString(320, 170, str, UI_CENTER, tcolor);
}
else
{
UI_DrawProportionalString(320, 170, sanitized, UI_CENTER, tcolor);
}
trap_R_SetColor( NULL );
}
//==============================================================================
/*
=================
CG_DrawSpectator
=================
*/
static void CG_DrawSpectator(void)
{
const char* s;
s = CG_GetStringEdString("MP_INGAME", "SPECTATOR");
if ((cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL) &&
cgs.duelist1 != -1 &&
cgs.duelist2 != -1)
{
char text[1024];
int size = 64;
if (cgs.gametype == GT_POWERDUEL && cgs.duelist3 != -1)
{
Com_sprintf(text, sizeof(text), "%s^7 %s %s^7 %s %s", cgs.clientinfo[cgs.duelist1].name, CG_GetStringEdString("MP_INGAME", "SPECHUD_VERSUS"), cgs.clientinfo[cgs.duelist2].name, CG_GetStringEdString("MP_INGAME", "AND"), cgs.clientinfo[cgs.duelist3].name);
}
else
{
Com_sprintf(text, sizeof(text), "%s^7 %s %s", cgs.clientinfo[cgs.duelist1].name, CG_GetStringEdString("MP_INGAME", "SPECHUD_VERSUS"), cgs.clientinfo[cgs.duelist2].name);
}
CG_Text_Paint ( 320 - CG_Text_Width ( text, 1.0f, 3 ) / 2, 420, 1.0f, colorWhite, text, 0, 0, 0, 3 );
trap_R_SetColor( colorTable[CT_WHITE] );
if ( cgs.clientinfo[cgs.duelist1].modelIcon )
{
CG_DrawPic( 10, SCREEN_HEIGHT-(size*1.5), size, size, cgs.clientinfo[cgs.duelist1].modelIcon );
}
if ( cgs.clientinfo[cgs.duelist2].modelIcon )
{
CG_DrawPic( SCREEN_WIDTH-size-10, SCREEN_HEIGHT-(size*1.5), size, size, cgs.clientinfo[cgs.duelist2].modelIcon );
}
// nmckenzie: DUEL_HEALTH
if (cgs.gametype == GT_DUEL)
{
if ( cgs.showDuelHealths >= 1)
{ // draw the healths on the two guys - how does this interact with power duel, though?
CG_DrawDuelistHealth ( 10, SCREEN_HEIGHT-(size*1.5) - 12, 64, 8, 1 );
CG_DrawDuelistHealth ( SCREEN_WIDTH-size-10, SCREEN_HEIGHT-(size*1.5) - 12, 64, 8, 2 );
}
}
if (cgs.gametype != GT_POWERDUEL)
{
Com_sprintf(text, sizeof(text), "%i/%i", cgs.clientinfo[cgs.duelist1].score, cgs.fraglimit );
CG_Text_Paint( 42 - CG_Text_Width( text, 1.0f, 2 ) / 2, SCREEN_HEIGHT-(size*1.5) + 64, 1.0f, colorWhite, text, 0, 0, 0, 2 );
Com_sprintf(text, sizeof(text), "%i/%i", cgs.clientinfo[cgs.duelist2].score, cgs.fraglimit );
CG_Text_Paint( SCREEN_WIDTH-size+22 - CG_Text_Width( text, 1.0f, 2 ) / 2, SCREEN_HEIGHT-(size*1.5) + 64, 1.0f, colorWhite, text, 0, 0, 0, 2 );
}
if (cgs.gametype == GT_POWERDUEL && cgs.duelist3 != -1)
{
if ( cgs.clientinfo[cgs.duelist3].modelIcon )
{
CG_DrawPic( SCREEN_WIDTH-size-10, SCREEN_HEIGHT-(size*2.8), size, size, cgs.clientinfo[cgs.duelist3].modelIcon );
}
}
}
else
{
CG_Text_Paint ( 320 - CG_Text_Width ( s, 1.0f, 3 ) / 2, 420, 1.0f, colorWhite, s, 0, 0, 0, 3 );
}
if ( cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL )
{
s = CG_GetStringEdString("MP_INGAME", "WAITING_TO_PLAY"); // "waiting to play";
CG_Text_Paint ( 320 - CG_Text_Width ( s, 1.0f, 3 ) / 2, 440, 1.0f, colorWhite, s, 0, 0, 0, 3 );
}
else //if ( cgs.gametype >= GT_TEAM )
{
//s = "press ESC and use the JOIN menu to play";
s = CG_GetStringEdString("MP_INGAME", "SPEC_CHOOSEJOIN");
CG_Text_Paint ( 320 - CG_Text_Width ( s, 1.0f, 3 ) / 2, 440, 1.0f, colorWhite, s, 0, 0, 0, 3 );
}
}
/*
=================
CG_DrawVote
=================
*/
static void CG_DrawVote(void) {
const char *s;
int sec;
char sYes[20];
char sNo[20];
char sVote[20];
char sCmd[100];
const char* sParm = 0;
if ( !cgs.voteTime ) {
return;
}
// play a talk beep whenever it is modified
if ( cgs.voteModified ) {
cgs.voteModified = qfalse;
// trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
}
sec = ( VOTE_TIME - ( cg.time - cgs.voteTime ) ) / 1000;
if ( sec < 0 ) {
sec = 0;
}
if (strncmp(cgs.voteString, "map_restart", 11)==0)
{
trap_SP_GetStringTextString("MENUS_RESTART_MAP", sCmd, sizeof(sCmd) );
}
else if (strncmp(cgs.voteString, "vstr nextmap", 12)==0)
{
trap_SP_GetStringTextString("MENUS_NEXT_MAP", sCmd, sizeof(sCmd) );
}
else if (strncmp(cgs.voteString, "g_doWarmup", 10)==0)
{
trap_SP_GetStringTextString("MENUS_WARMUP", sCmd, sizeof(sCmd) );
}
else if (strncmp(cgs.voteString, "g_gametype", 10)==0)
{
trap_SP_GetStringTextString("MENUS_GAME_TYPE", sCmd, sizeof(sCmd) );
if ( stricmp("Free For All", cgs.voteString+11)==0 )
{
sParm = CG_GetStringEdString("MENUS", "FREE_FOR_ALL");
}
else if ( stricmp("Duel", cgs.voteString+11)==0 )
{
sParm = CG_GetStringEdString("MENUS", "DUEL");
}
else if ( stricmp("Holocron FFA", cgs.voteString+11)==0 )
{
sParm = CG_GetStringEdString("MENUS", "HOLOCRON_FFA");
}
else if ( stricmp("Power Duel", cgs.voteString+11)==0 )
{
sParm = CG_GetStringEdString("MENUS", "POWERDUEL");
}
else if ( stricmp("Team FFA", cgs.voteString+11)==0 )
{
sParm = CG_GetStringEdString("MENUS", "TEAM_FFA");
}
else if ( stricmp("Siege", cgs.voteString+11)==0 )
{
sParm = CG_GetStringEdString("MENUS", "SIEGE");
}
else if ( stricmp("Capture the Flag", cgs.voteString+11)==0 )
{
sParm = CG_GetStringEdString("MENUS", "CAPTURE_THE_FLAG");
}
else if ( stricmp("Capture the Ysalamiri", cgs.voteString+11)==0 )
{
sParm = CG_GetStringEdString("MENUS", "CAPTURE_THE_YSALIMARI");
}
}
else if (strncmp(cgs.voteString, "map", 3)==0)
{
trap_SP_GetStringTextString("MENUS_NEW_MAP", sCmd, sizeof(sCmd) );
sParm = cgs.voteString+4;
}
else if (strncmp(cgs.voteString, "kick", 4)==0)
{
trap_SP_GetStringTextString("MENUS_KICK_PLAYER", sCmd, sizeof(sCmd) );
sParm = cgs.voteString+5;
}
trap_SP_GetStringTextString("MENUS_VOTE", sVote, sizeof(sVote) );
trap_SP_GetStringTextString("MENUS_YES", sYes, sizeof(sYes) );
trap_SP_GetStringTextString("MENUS_NO", sNo, sizeof(sNo) );
if (sParm && sParm[0])
{
s = va("%s(%i):<%s %s> %s:%i %s:%i", sVote, sec, sCmd, sParm, sYes, cgs.voteYes, sNo, cgs.voteNo);
}
else
{
s = va("%s(%i):<%s> %s:%i %s:%i", sVote, sec, sCmd, sYes, cgs.voteYes, sNo, cgs.voteNo);
}
CG_DrawSmallString( 4, 58, s, 1.0F );
s = CG_GetStringEdString("MP_INGAME", "OR_PRESS_ESC_THEN_CLICK_VOTE"); // s = "or press ESC then click Vote";
CG_DrawSmallString( 4, 58 + SMALLCHAR_HEIGHT + 2, s, 1.0F );
}
/*
=================
CG_DrawTeamVote
=================
*/
static void CG_DrawTeamVote(void) {
char *s;
int sec, cs_offset;
if ( cgs.clientinfo->team == TEAM_RED )
cs_offset = 0;
else if ( cgs.clientinfo->team == TEAM_BLUE )
cs_offset = 1;
else
return;
if ( !cgs.teamVoteTime[cs_offset] ) {
return;
}
// play a talk beep whenever it is modified
if ( cgs.teamVoteModified[cs_offset] ) {
cgs.teamVoteModified[cs_offset] = qfalse;
// trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
}
sec = ( VOTE_TIME - ( cg.time - cgs.teamVoteTime[cs_offset] ) ) / 1000;
if ( sec < 0 ) {
sec = 0;
}
if (strstr(cgs.teamVoteString[cs_offset], "leader"))
{
int i = 0;
while (cgs.teamVoteString[cs_offset][i] && cgs.teamVoteString[cs_offset][i] != ' ')
{
i++;
}
if (cgs.teamVoteString[cs_offset][i] == ' ')
{
int voteIndex = 0;
char voteIndexStr[256];
i++;
while (cgs.teamVoteString[cs_offset][i])
{
voteIndexStr[voteIndex] = cgs.teamVoteString[cs_offset][i];
voteIndex++;
i++;
}
voteIndexStr[voteIndex] = 0;
voteIndex = atoi(voteIndexStr);
s = va("TEAMVOTE(%i):(Make %s the new team leader) yes:%i no:%i", sec, cgs.clientinfo[voteIndex].name,
cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] );
}
else
{
s = va("TEAMVOTE(%i):%s yes:%i no:%i", sec, cgs.teamVoteString[cs_offset],
cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] );
}
}
else
{
s = va("TEAMVOTE(%i):%s yes:%i no:%i", sec, cgs.teamVoteString[cs_offset],
cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] );
}
CG_DrawSmallString( 4, 90, s, 1.0F );
}
static qboolean CG_DrawScoreboard() {
return CG_DrawOldScoreboard();
#if 0
static qboolean firstTime = qtrue;
float fade, *fadeColor;
if (menuScoreboard) {
menuScoreboard->window.flags &= ~WINDOW_FORCED;
}
if (cg_paused.integer) {
cg.deferredPlayerLoading = 0;
firstTime = qtrue;
return qfalse;
}
// should never happen in Team Arena
if (cgs.gametype == GT_SINGLE_PLAYER && cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
cg.deferredPlayerLoading = 0;
firstTime = qtrue;
return qfalse;
}
// don't draw scoreboard during death while warmup up
if ( cg.warmup && !cg.showScores ) {
return qfalse;
}
if ( cg.showScores || cg.predictedPlayerState.pm_type == PM_DEAD || cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
fade = 1.0;
fadeColor = colorWhite;
} else {
fadeColor = CG_FadeColor( cg.scoreFadeTime, FADE_TIME );
if ( !fadeColor ) {
// next time scoreboard comes up, don't print killer
cg.deferredPlayerLoading = 0;
cg.killerName[0] = 0;
firstTime = qtrue;
return qfalse;
}
fade = *fadeColor;
}
if (menuScoreboard == NULL) {
if ( cgs.gametype >= GT_TEAM ) {
menuScoreboard = Menus_FindByName("teamscore_menu");
} else {
menuScoreboard = Menus_FindByName("score_menu");
}
}
if (menuScoreboard) {
if (firstTime) {
CG_SetScoreSelection(menuScoreboard);
firstTime = qfalse;
}
Menu_Paint(menuScoreboard, qtrue);
}
// load any models that have been deferred
if ( ++cg.deferredPlayerLoading > 10 ) {
CG_LoadDeferredPlayers();
}
return qtrue;
#endif
}
/*
=================
CG_DrawIntermission
=================
*/
static void CG_DrawIntermission( void ) {
// int key;
//if (cg_singlePlayer.integer) {
// CG_DrawCenterString();
// return;
//}
cg.scoreFadeTime = cg.time;
cg.scoreBoardShowing = CG_DrawScoreboard();
}
/*
=================
CG_DrawFollow
=================
*/
static qboolean CG_DrawFollow( void )
{
const char *s;
if ( !(cg.snap->ps.pm_flags & PMF_FOLLOW) )
{
return qfalse;
}
// s = "following";
if (cgs.gametype == GT_POWERDUEL)
{
clientInfo_t *ci = &cgs.clientinfo[ cg.snap->ps.clientNum ];
if (ci->duelTeam == DUELTEAM_LONE)
{
s = CG_GetStringEdString("MP_INGAME", "FOLLOWINGLONE");
}
else if (ci->duelTeam == DUELTEAM_DOUBLE)
{
s = CG_GetStringEdString("MP_INGAME", "FOLLOWINGDOUBLE");
}
else
{
s = CG_GetStringEdString("MP_INGAME", "FOLLOWING");
}
}
else
{
s = CG_GetStringEdString("MP_INGAME", "FOLLOWING");
}
CG_Text_Paint ( 320 - CG_Text_Width ( s, 1.0f, FONT_MEDIUM ) / 2, 60, 1.0f, colorWhite, s, 0, 0, 0, FONT_MEDIUM );
s = cgs.clientinfo[ cg.snap->ps.clientNum ].name;
CG_Text_Paint ( 320 - CG_Text_Width ( s, 2.0f, FONT_MEDIUM ) / 2, 80, 2.0f, colorWhite, s, 0, 0, 0, FONT_MEDIUM );
return qtrue;
}
#if 0
static void CG_DrawTemporaryStats()
{ //placeholder for testing (draws ammo and force power)
char s[512];
if (!cg.snap)
{
return;
}
sprintf(s, "Force: %i", cg.snap->ps.fd.forcePower);
CG_DrawBigString(SCREEN_WIDTH-164, SCREEN_HEIGHT-dmgIndicSize, s, 1.0f);
sprintf(s, "Ammo: %i", cg.snap->ps.ammo[weaponData[cg.snap->ps.weapon].ammoIndex]);
CG_DrawBigString(SCREEN_WIDTH-164, SCREEN_HEIGHT-112, s, 1.0f);
sprintf(s, "Health: %i", cg.snap->ps.stats[STAT_HEALTH]);
CG_DrawBigString(8, SCREEN_HEIGHT-dmgIndicSize, s, 1.0f);
sprintf(s, "Armor: %i", cg.snap->ps.stats[STAT_ARMOR]);
CG_DrawBigString(8, SCREEN_HEIGHT-112, s, 1.0f);
}
#endif
/*
=================
CG_DrawAmmoWarning
=================
*/
static void CG_DrawAmmoWarning( void ) {
#if 0
const char *s;
int w;
if (!cg_drawStatus.integer)
{
return;
}
if ( cg_drawAmmoWarning.integer == 0 ) {
return;
}
if ( !cg.lowAmmoWarning ) {
return;
}
if ( cg.lowAmmoWarning == 2 ) {
s = "OUT OF AMMO";
} else {
s = "LOW AMMO WARNING";
}
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString(320 - w / 2, 64, s, 1.0F);
#endif
}
/*
=================
CG_DrawWarmup
=================
*/
static void CG_DrawWarmup( void ) {
int w;
int sec;
int i;
float scale;
int cw;
const char *s;
sec = cg.warmup;
if ( !sec ) {
return;
}
if ( sec < 0 ) {
// s = "Waiting for players";
s = CG_GetStringEdString("MP_INGAME", "WAITING_FOR_PLAYERS");
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString(320 - w / 2, 24, s, 1.0F);
cg.warmupCount = 0;
return;
}
if (cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL)
{
// find the two active players
clientInfo_t *ci1, *ci2, *ci3;
ci1 = NULL;
ci2 = NULL;
ci3 = NULL;
if (cgs.gametype == GT_POWERDUEL)
{
if (cgs.duelist1 != -1)
{
ci1 = &cgs.clientinfo[cgs.duelist1];
}
if (cgs.duelist2 != -1)
{
ci2 = &cgs.clientinfo[cgs.duelist2];
}
if (cgs.duelist3 != -1)
{
ci3 = &cgs.clientinfo[cgs.duelist3];
}
}
else
{
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_FREE ) {
if ( !ci1 ) {
ci1 = &cgs.clientinfo[i];
} else {
ci2 = &cgs.clientinfo[i];
}
}
}
}
if ( ci1 && ci2 )
{
if (ci3)
{
s = va( "%s vs %s and %s", ci1->name, ci2->name, ci3->name );
}
else
{
s = va( "%s vs %s", ci1->name, ci2->name );
}
w = CG_Text_Width(s, 0.6f, FONT_MEDIUM);
CG_Text_Paint(320 - w / 2, 60, 0.6f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE,FONT_MEDIUM);
}
} else {
if ( cgs.gametype == GT_FFA ) {
s = CG_GetStringEdString("MENUS", "FREE_FOR_ALL");//"Free For All";
} else if ( cgs.gametype == GT_HOLOCRON ) {
s = CG_GetStringEdString("MENUS", "HOLOCRON_FFA");//"Holocron FFA";
} else if ( cgs.gametype == GT_JEDIMASTER ) {
s = CG_GetStringEdString("MENUS", "POWERDUEL");//"Jedi Master";??
} else if ( cgs.gametype == GT_TEAM ) {
s = CG_GetStringEdString("MENUS", "TEAM_FFA");//"Team FFA";
} else if ( cgs.gametype == GT_SIEGE ) {
s = CG_GetStringEdString("MENUS", "SIEGE");//"Siege";
} else if ( cgs.gametype == GT_CTF ) {
s = CG_GetStringEdString("MENUS", "CAPTURE_THE_FLAG");//"Capture the Flag";
} else if ( cgs.gametype == GT_CTY ) {
s = CG_GetStringEdString("MENUS", "CAPTURE_THE_YSALIMARI");//"Capture the Ysalamiri";
} else {
s = "";
}
w = CG_Text_Width(s, 1.5f, FONT_MEDIUM);
CG_Text_Paint(320 - w / 2, 90, 1.5f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE,FONT_MEDIUM);
}
sec = ( sec - cg.time ) / 1000;
if ( sec < 0 ) {
cg.warmup = 0;
sec = 0;
}
// s = va( "Starts in: %i", sec + 1 );
s = va( "%s: %i",CG_GetStringEdString("MP_INGAME", "STARTS_IN"), sec + 1 );
if ( sec != cg.warmupCount ) {
cg.warmupCount = sec;
if (cgs.gametype != GT_SIEGE)
{
switch ( sec ) {
case 0:
trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER );
break;
case 1:
trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER );
break;
case 2:
trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER );
break;
default:
break;
}
}
}
scale = 0.45f;
switch ( cg.warmupCount ) {
case 0:
cw = 28;
scale = 1.25f;
break;
case 1:
cw = 24;
scale = 1.15f;
break;
case 2:
cw = 20;
scale = 1.05f;
break;
default:
cw = 16;
scale = 0.9f;
break;
}
w = CG_Text_Width(s, scale, FONT_MEDIUM);
CG_Text_Paint(320 - w / 2, 125, scale, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM);
}
//==================================================================================
/*
=================
CG_DrawTimedMenus
=================
*/
void CG_DrawTimedMenus() {
if (cg.voiceTime) {
int t = cg.time - cg.voiceTime;
if ( t > 2500 ) {
Menus_CloseByName("voiceMenu");
trap_Cvar_Set("cl_conXOffset", "0");
cg.voiceTime = 0;
}
}
}
void CG_DrawFlagStatus()
{
int myFlagTakenShader = 0;
int theirFlagShader = 0;
int team = 0;
int startDrawPos = 2;
int ico_size = 32;
if (!cg.snap)
{
return;
}
if (cgs.gametype != GT_CTF && cgs.gametype != GT_CTY)
{
return;
}
team = cg.snap->ps.persistant[PERS_TEAM];
if (cgs.gametype == GT_CTY)
{
if (team == TEAM_RED)
{
myFlagTakenShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_x" );
theirFlagShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_ys" );
}
else
{
myFlagTakenShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_x" );
theirFlagShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_ys" );
}
}
else
{
if (team == TEAM_RED)
{
myFlagTakenShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_x" );
theirFlagShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag" );
}
else
{
myFlagTakenShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_x" );
theirFlagShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag" );
}
}
if (CG_YourTeamHasFlag())
{
//CG_DrawPic( startDrawPos, 330, ico_size, ico_size, theirFlagShader );
CG_DrawPic( 2, 330-startDrawPos, ico_size, ico_size, theirFlagShader );
startDrawPos += ico_size+2;
}
if (CG_OtherTeamHasFlag())
{
//CG_DrawPic( startDrawPos, 330, ico_size, ico_size, myFlagTakenShader );
CG_DrawPic( 2, 330-startDrawPos, ico_size, ico_size, myFlagTakenShader );
}
}
//draw meter showing jetpack fuel when it's not full
#define JPFUELBAR_H 100.0f
#define JPFUELBAR_W 20.0f
#define JPFUELBAR_X (SCREEN_WIDTH-JPFUELBAR_W-8.0f)
#define JPFUELBAR_Y 260.0f
void CG_DrawJetpackFuel(void)
{
vec4_t aColor;
vec4_t bColor;
vec4_t cColor;
float x = JPFUELBAR_X;
float y = JPFUELBAR_Y;
float percent = ((float)cg.snap->ps.jetpackFuel/100.0f)*JPFUELBAR_H;
if (percent > JPFUELBAR_H)
{
return;
}
if (percent < 0.1f)
{
percent = 0.1f;
}
//color of the bar
aColor[0] = 0.5f;
aColor[1] = 0.0f;
aColor[2] = 0.0f;
aColor[3] = 0.8f;
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out "missing fuel"
cColor[0] = 0.5f;
cColor[1] = 0.5f;
cColor[2] = 0.5f;
cColor[3] = 0.1f;
//draw the background (black)
CG_DrawRect(x, y, JPFUELBAR_W, JPFUELBAR_H, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much health there is in the color specified
CG_FillRect(x+1.0f, y+1.0f+(JPFUELBAR_H-percent), JPFUELBAR_W-1.0f, JPFUELBAR_H-1.0f-(JPFUELBAR_H-percent), aColor);
//then draw the other part greyed out
CG_FillRect(x+1.0f, y+1.0f, JPFUELBAR_W-1.0f, JPFUELBAR_H-percent, cColor);
}
//draw meter showing e-web health when it is in use
#define EWEBHEALTH_H 100.0f
#define EWEBHEALTH_W 20.0f
#define EWEBHEALTH_X (SCREEN_WIDTH-EWEBHEALTH_W-8.0f)
#define EWEBHEALTH_Y 290.0f
void CG_DrawEWebHealth(void)
{
vec4_t aColor;
vec4_t bColor;
vec4_t cColor;
float x = EWEBHEALTH_X;
float y = EWEBHEALTH_Y;
centity_t *eweb = &cg_entities[cg.predictedPlayerState.emplacedIndex];
float percent = ((float)eweb->currentState.health/eweb->currentState.maxhealth)*EWEBHEALTH_H;
if (percent > EWEBHEALTH_H)
{
return;
}
if (percent < 0.1f)
{
percent = 0.1f;
}
//kind of hacky, need to pass a coordinate in here
if (cg.snap->ps.jetpackFuel < 100)
{
x -= (JPFUELBAR_W+8.0f);
}
if (cg.snap->ps.cloakFuel < 100)
{
x -= (JPFUELBAR_W+8.0f);
}
//color of the bar
aColor[0] = 0.5f;
aColor[1] = 0.0f;
aColor[2] = 0.0f;
aColor[3] = 0.8f;
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out "missing fuel"
cColor[0] = 0.5f;
cColor[1] = 0.5f;
cColor[2] = 0.5f;
cColor[3] = 0.1f;
//draw the background (black)
CG_DrawRect(x, y, EWEBHEALTH_W, EWEBHEALTH_H, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much health there is in the color specified
CG_FillRect(x+1.0f, y+1.0f+(EWEBHEALTH_H-percent), EWEBHEALTH_W-1.0f, EWEBHEALTH_H-1.0f-(EWEBHEALTH_H-percent), aColor);
//then draw the other part greyed out
CG_FillRect(x+1.0f, y+1.0f, EWEBHEALTH_W-1.0f, EWEBHEALTH_H-percent, cColor);
}
//draw meter showing cloak fuel when it's not full
#define CLFUELBAR_H 100.0f
#define CLFUELBAR_W 20.0f
#define CLFUELBAR_X (SCREEN_WIDTH-CLFUELBAR_W-8.0f)
#define CLFUELBAR_Y 260.0f
void CG_DrawCloakFuel(void)
{
vec4_t aColor;
vec4_t bColor;
vec4_t cColor;
float x = CLFUELBAR_X;
float y = CLFUELBAR_Y;
float percent = ((float)cg.snap->ps.cloakFuel/100.0f)*CLFUELBAR_H;
if (percent > CLFUELBAR_H)
{
return;
}
if ( cg.snap->ps.jetpackFuel < 100 )
{//if drawing jetpack fuel bar too, then move this over...?
x -= (JPFUELBAR_W+8.0f);
}
if (percent < 0.1f)
{
percent = 0.1f;
}
//color of the bar
aColor[0] = 0.0f;
aColor[1] = 0.0f;
aColor[2] = 0.6f;
aColor[3] = 0.8f;
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out "missing fuel"
cColor[0] = 0.1f;
cColor[1] = 0.1f;
cColor[2] = 0.3f;
cColor[3] = 0.1f;
//draw the background (black)
CG_DrawRect(x, y, CLFUELBAR_W, CLFUELBAR_H, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much fuel there is in the color specified
CG_FillRect(x+1.0f, y+1.0f+(CLFUELBAR_H-percent), CLFUELBAR_W-1.0f, CLFUELBAR_H-1.0f-(CLFUELBAR_H-percent), aColor);
//then draw the other part greyed out
CG_FillRect(x+1.0f, y+1.0f, CLFUELBAR_W-1.0f, CLFUELBAR_H-percent, cColor);
}
int cgRageTime = 0;
int cgRageFadeTime = 0;
float cgRageFadeVal = 0;
int cgRageRecTime = 0;
int cgRageRecFadeTime = 0;
float cgRageRecFadeVal = 0;
int cgAbsorbTime = 0;
int cgAbsorbFadeTime = 0;
float cgAbsorbFadeVal = 0;
int cgProtectTime = 0;
int cgProtectFadeTime = 0;
float cgProtectFadeVal = 0;
int cgYsalTime = 0;
int cgYsalFadeTime = 0;
float cgYsalFadeVal = 0;
qboolean gCGHasFallVector = qfalse;
vec3_t gCGFallVector;
/*
=================
CG_Draw2D
=================
*/
extern int cgSiegeRoundState;
extern int cgSiegeRoundTime;
extern int team1Timed;
extern int team2Timed;
int cg_beatingSiegeTime = 0;
int cgSiegeRoundBeganTime = 0;
int cgSiegeRoundCountTime = 0;
static void CG_DrawSiegeTimer(int timeRemaining, qboolean isMyTeam)
{ //rwwFIXMEFIXME: Make someone make assets and use them.
//this function is pretty much totally placeholder.
// int x = 0;
// int y = SCREEN_HEIGHT-160;
int fColor = 0;
int minutes = 0;
int seconds = 0;
char timeStr[1024];
menuDef_t *menuHUD = NULL;
itemDef_t *item = NULL;
menuHUD = Menus_FindByName("mp_timer");
if (!menuHUD)
{
return;
}
item = Menu_FindItemByName(menuHUD, "frame");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
seconds = timeRemaining;
while (seconds >= 60)
{
minutes++;
seconds -= 60;
}
strcpy(timeStr, va( "%i:%02i", minutes, seconds ));
if (isMyTeam)
{
fColor = CT_HUD_RED;
}
else
{
fColor = CT_HUD_GREEN;
}
// trap_Cvar_Set("ui_siegeTimer", timeStr);
// UI_DrawProportionalString( x+16, y+40, timeStr,
// UI_SMALLFONT|UI_DROPSHADOW, colorTable[fColor] );
item = Menu_FindItemByName(menuHUD, "timer");
if (item)
{
UI_DrawProportionalString(
item->window.rect.x,
item->window.rect.y,
timeStr,
UI_SMALLFONT|UI_DROPSHADOW,
colorTable[fColor] );
}
}
static void CG_DrawSiegeDeathTimer( int timeRemaining )
{
int minutes = 0;
int seconds = 0;
char timeStr[1024];
menuDef_t *menuHUD = NULL;
itemDef_t *item = NULL;
menuHUD = Menus_FindByName("mp_timer");
if (!menuHUD)
{
return;
}
item = Menu_FindItemByName(menuHUD, "frame");
if (item)
{
trap_R_SetColor( item->window.foreColor );
CG_DrawPic(
item->window.rect.x,
item->window.rect.y,
item->window.rect.w,
item->window.rect.h,
item->window.background );
}
seconds = timeRemaining;
while (seconds >= 60)
{
minutes++;
seconds -= 60;
}
if (seconds < 10)
{
strcpy(timeStr, va( "%i:0%i", minutes, seconds ));
}
else
{
strcpy(timeStr, va( "%i:%i", minutes, seconds ));
}
item = Menu_FindItemByName(menuHUD, "deathtimer");
if (item)
{
UI_DrawProportionalString(
item->window.rect.x,
item->window.rect.y,
timeStr,
UI_SMALLFONT|UI_DROPSHADOW,
item->window.foreColor );
}
}
int cgSiegeEntityRender = 0;
static void CG_DrawSiegeHUDItem(void)
{
void *g2;
qhandle_t handle;
vec3_t origin, angles;
vec3_t mins, maxs;
float len;
centity_t *cent = &cg_entities[cgSiegeEntityRender];
if (cent->ghoul2)
{
g2 = cent->ghoul2;
handle = 0;
}
else
{
handle = cgs.gameModels[cent->currentState.modelindex];
g2 = NULL;
}
if (handle)
{
trap_R_ModelBounds( handle, mins, maxs );
}
else
{
VectorSet(mins, -16, -16, -20);
VectorSet(maxs, 16, 16, 32);
}
origin[2] = -0.5 * ( mins[2] + maxs[2] );
origin[1] = 0.5 * ( mins[1] + maxs[1] );
len = 0.5 * ( maxs[2] - mins[2] );
origin[0] = len / 0.268;
VectorClear(angles);
angles[YAW] = cg.autoAngles[YAW];
CG_Draw3DModel( 8, 8, 64, 64, handle, g2, cent->currentState.g2radius, 0, origin, angles );
cgSiegeEntityRender = 0; //reset for next frame
}
/*====================================
chatbox functionality -rww
====================================*/
#define CHATBOX_CUTOFF_LEN 550
#define CHATBOX_FONT_HEIGHT 20
//utility func, insert a string into a string at the specified
//place (assuming this will not overflow the buffer)
void CG_ChatBox_StrInsert(char *buffer, int place, char *str)
{
int insLen = strlen(str);
int i = strlen(buffer);
int k = 0;
buffer[i+insLen+1] = 0; //terminate the string at its new length
while (i >= place)
{
buffer[i+insLen] = buffer[i];
i--;
}
i++;
while (k < insLen)
{
buffer[i] = str[k];
i++;
k++;
}
}
//add chatbox string
void CG_ChatBox_AddString(char *chatStr)
{
chatBoxItem_t *chat = &cg.chatItems[cg.chatItemActive];
float chatLen;
if (cg_chatBox.integer<=0)
{ //don't bother then.
return;
}
memset(chat, 0, sizeof(chatBoxItem_t));
if (strlen(chatStr) > sizeof(chat->string))
{ //too long, terminate at proper len.
chatStr[sizeof(chat->string)-1] = 0;
}
strcpy(chat->string, chatStr);
chat->time = cg.time + cg_chatBox.integer;
chat->lines = 1;
chatLen = CG_Text_Width(chat->string, 1.0f, FONT_SMALL);
if (chatLen > CHATBOX_CUTOFF_LEN)
{ //we have to break it into segments...
int i = 0;
int lastLinePt = 0;
char s[2];
chatLen = 0;
while (chat->string[i])
{
s[0] = chat->string[i];
s[1] = 0;
chatLen += CG_Text_Width(s, 0.65f, FONT_SMALL);
if (chatLen >= CHATBOX_CUTOFF_LEN)
{
int j = i;
while (j > 0 && j > lastLinePt)
{
if (chat->string[j] == ' ')
{
break;
}
j--;
}
if (chat->string[j] == ' ')
{
i = j;
}
chat->lines++;
CG_ChatBox_StrInsert(chat->string, i, "\n");
i++;
chatLen = 0;
lastLinePt = i+1;
}
i++;
}
}
cg.chatItemActive++;
if (cg.chatItemActive >= MAX_CHATBOX_ITEMS)
{
cg.chatItemActive = 0;
}
}
//insert item into array (rearranging the array if necessary)
void CG_ChatBox_ArrayInsert(chatBoxItem_t **array, int insPoint, int maxNum, chatBoxItem_t *item)
{
if (array[insPoint])
{ //recursively call, to move everything up to the top
if (insPoint+1 >= maxNum)
{
CG_Error("CG_ChatBox_ArrayInsert: Exceeded array size");
}
CG_ChatBox_ArrayInsert(array, insPoint+1, maxNum, array[insPoint]);
}
//now that we have moved anything that would be in this slot up, insert what we want into the slot
array[insPoint] = item;
}
//go through all the chat strings and draw them if they are not yet expired
static CGAME_INLINE void CG_ChatBox_DrawStrings(void)
{
chatBoxItem_t *drawThese[MAX_CHATBOX_ITEMS];
int numToDraw = 0;
int linesToDraw = 0;
int i = 0;
int x = 30;
int y = cg.scoreBoardShowing ? 475 : cg_chatBoxHeight.integer;
float fontScale = 0.65f;
if (!cg_chatBox.integer)
{
return;
}
memset(drawThese, 0, sizeof(drawThese));
while (i < MAX_CHATBOX_ITEMS)
{
if (cg.chatItems[i].time >= cg.time)
{
int check = numToDraw;
int insertionPoint = numToDraw;
while (check >= 0)
{
if (drawThese[check] &&
cg.chatItems[i].time < drawThese[check]->time)
{ //insert here
insertionPoint = check;
}
check--;
}
CG_ChatBox_ArrayInsert(drawThese, insertionPoint, MAX_CHATBOX_ITEMS, &cg.chatItems[i]);
numToDraw++;
linesToDraw += cg.chatItems[i].lines;
}
i++;
}
if (!numToDraw)
{ //nothing, then, just get out of here now.
return;
}
//move initial point up so we draw bottom-up (visually)
y -= (CHATBOX_FONT_HEIGHT*fontScale)*linesToDraw;
//we have the items we want to draw, just quickly loop through them now
i = 0;
while (i < numToDraw)
{
CG_Text_Paint(x, y, fontScale, colorWhite, drawThese[i]->string, 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_SMALL );
y += ((CHATBOX_FONT_HEIGHT*fontScale)*drawThese[i]->lines);
i++;
}
}
static void CG_Draw2DScreenTints( void )
{
float rageTime, rageRecTime, absorbTime, protectTime, ysalTime;
vec4_t hcolor;
if (cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR)
{
if (cg.snap->ps.fd.forcePowersActive & (1 << FP_RAGE))
{
if (!cgRageTime)
{
cgRageTime = cg.time;
}
rageTime = (float)(cg.time - cgRageTime);
rageTime /= 9000;
if (rageTime < 0)
{
rageTime = 0;
}
if (rageTime > 0.15)
{
rageTime = 0.15;
}
hcolor[3] = rageTime;
hcolor[0] = 0.7;
hcolor[1] = 0;
hcolor[2] = 0;
if (!cg.renderingThirdPerson)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
cgRageFadeTime = 0;
cgRageFadeVal = 0;
}
else if (cgRageTime)
{
if (!cgRageFadeTime)
{
cgRageFadeTime = cg.time;
cgRageFadeVal = 0.15;
}
rageTime = cgRageFadeVal;
cgRageFadeVal -= (cg.time - cgRageFadeTime)*0.000005;
if (rageTime < 0)
{
rageTime = 0;
}
if (rageTime > 0.15)
{
rageTime = 0.15;
}
if (cg.snap->ps.fd.forceRageRecoveryTime > cg.time)
{
float checkRageRecTime = rageTime;
if (checkRageRecTime < 0.15)
{
checkRageRecTime = 0.15;
}
hcolor[3] = checkRageRecTime;
hcolor[0] = rageTime*4;
if (hcolor[0] < 0.2)
{
hcolor[0] = 0.2;
}
hcolor[1] = 0.2;
hcolor[2] = 0.2;
}
else
{
hcolor[3] = rageTime;
hcolor[0] = 0.7;
hcolor[1] = 0;
hcolor[2] = 0;
}
if (!cg.renderingThirdPerson && rageTime)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
else
{
if (cg.snap->ps.fd.forceRageRecoveryTime > cg.time)
{
hcolor[3] = 0.15;
hcolor[0] = 0.2;
hcolor[1] = 0.2;
hcolor[2] = 0.2;
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
cgRageTime = 0;
}
}
else if (cg.snap->ps.fd.forceRageRecoveryTime > cg.time)
{
if (!cgRageRecTime)
{
cgRageRecTime = cg.time;
}
rageRecTime = (float)(cg.time - cgRageRecTime);
rageRecTime /= 9000;
if (rageRecTime < 0.15)//0)
{
rageRecTime = 0.15;//0;
}
if (rageRecTime > 0.15)
{
rageRecTime = 0.15;
}
hcolor[3] = rageRecTime;
hcolor[0] = 0.2;
hcolor[1] = 0.2;
hcolor[2] = 0.2;
if (!cg.renderingThirdPerson)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
cgRageRecFadeTime = 0;
cgRageRecFadeVal = 0;
}
else if (cgRageRecTime)
{
if (!cgRageRecFadeTime)
{
cgRageRecFadeTime = cg.time;
cgRageRecFadeVal = 0.15;
}
rageRecTime = cgRageRecFadeVal;
cgRageRecFadeVal -= (cg.time - cgRageRecFadeTime)*0.000005;
if (rageRecTime < 0)
{
rageRecTime = 0;
}
if (rageRecTime > 0.15)
{
rageRecTime = 0.15;
}
hcolor[3] = rageRecTime;
hcolor[0] = 0.2;
hcolor[1] = 0.2;
hcolor[2] = 0.2;
if (!cg.renderingThirdPerson && rageRecTime)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
else
{
cgRageRecTime = 0;
}
}
if (cg.snap->ps.fd.forcePowersActive & (1 << FP_ABSORB))
{
if (!cgAbsorbTime)
{
cgAbsorbTime = cg.time;
}
absorbTime = (float)(cg.time - cgAbsorbTime);
absorbTime /= 9000;
if (absorbTime < 0)
{
absorbTime = 0;
}
if (absorbTime > 0.15)
{
absorbTime = 0.15;
}
hcolor[3] = absorbTime/2;
hcolor[0] = 0;
hcolor[1] = 0;
hcolor[2] = 0.7;
if (!cg.renderingThirdPerson)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
cgAbsorbFadeTime = 0;
cgAbsorbFadeVal = 0;
}
else if (cgAbsorbTime)
{
if (!cgAbsorbFadeTime)
{
cgAbsorbFadeTime = cg.time;
cgAbsorbFadeVal = 0.15;
}
absorbTime = cgAbsorbFadeVal;
cgAbsorbFadeVal -= (cg.time - cgAbsorbFadeTime)*0.000005;
if (absorbTime < 0)
{
absorbTime = 0;
}
if (absorbTime > 0.15)
{
absorbTime = 0.15;
}
hcolor[3] = absorbTime/2;
hcolor[0] = 0;
hcolor[1] = 0;
hcolor[2] = 0.7;
if (!cg.renderingThirdPerson && absorbTime)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
else
{
cgAbsorbTime = 0;
}
}
if (cg.snap->ps.fd.forcePowersActive & (1 << FP_PROTECT))
{
if (!cgProtectTime)
{
cgProtectTime = cg.time;
}
protectTime = (float)(cg.time - cgProtectTime);
protectTime /= 9000;
if (protectTime < 0)
{
protectTime = 0;
}
if (protectTime > 0.15)
{
protectTime = 0.15;
}
hcolor[3] = protectTime/2;
hcolor[0] = 0;
hcolor[1] = 0.7;
hcolor[2] = 0;
if (!cg.renderingThirdPerson)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
cgProtectFadeTime = 0;
cgProtectFadeVal = 0;
}
else if (cgProtectTime)
{
if (!cgProtectFadeTime)
{
cgProtectFadeTime = cg.time;
cgProtectFadeVal = 0.15;
}
protectTime = cgProtectFadeVal;
cgProtectFadeVal -= (cg.time - cgProtectFadeTime)*0.000005;
if (protectTime < 0)
{
protectTime = 0;
}
if (protectTime > 0.15)
{
protectTime = 0.15;
}
hcolor[3] = protectTime/2;
hcolor[0] = 0;
hcolor[1] = 0.7;
hcolor[2] = 0;
if (!cg.renderingThirdPerson && protectTime)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
else
{
cgProtectTime = 0;
}
}
if (cg.snap->ps.rocketLockIndex != ENTITYNUM_NONE && (cg.time - cg.snap->ps.rocketLockTime) > 0)
{
CG_DrawRocketLocking( cg.snap->ps.rocketLockIndex, cg.snap->ps.rocketLockTime );
}
if (BG_HasYsalamiri(cgs.gametype, &cg.snap->ps))
{
if (!cgYsalTime)
{
cgYsalTime = cg.time;
}
ysalTime = (float)(cg.time - cgYsalTime);
ysalTime /= 9000;
if (ysalTime < 0)
{
ysalTime = 0;
}
if (ysalTime > 0.15)
{
ysalTime = 0.15;
}
hcolor[3] = ysalTime/2;
hcolor[0] = 0.7;
hcolor[1] = 0.7;
hcolor[2] = 0;
if (!cg.renderingThirdPerson)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
cgYsalFadeTime = 0;
cgYsalFadeVal = 0;
}
else if (cgYsalTime)
{
if (!cgYsalFadeTime)
{
cgYsalFadeTime = cg.time;
cgYsalFadeVal = 0.15;
}
ysalTime = cgYsalFadeVal;
cgYsalFadeVal -= (cg.time - cgYsalFadeTime)*0.000005;
if (ysalTime < 0)
{
ysalTime = 0;
}
if (ysalTime > 0.15)
{
ysalTime = 0.15;
}
hcolor[3] = ysalTime/2;
hcolor[0] = 0.7;
hcolor[1] = 0.7;
hcolor[2] = 0;
if (!cg.renderingThirdPerson && ysalTime)
{
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
}
else
{
cgYsalTime = 0;
}
}
}
if ( (cg.refdef.viewContents&CONTENTS_LAVA) )
{//tint screen red
float phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
hcolor[3] = 0.5 + (0.15f*sin( phase ));
hcolor[0] = 0.7f;
hcolor[1] = 0;
hcolor[2] = 0;
CG_DrawRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor );
}
else if ( (cg.refdef.viewContents&CONTENTS_SLIME) )
{//tint screen green
float phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
hcolor[3] = 0.4 + (0.1f*sin( phase ));
hcolor[0] = 0;
hcolor[1] = 0.7f;
hcolor[2] = 0;
CG_DrawRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor );
}
else if ( (cg.refdef.viewContents&CONTENTS_WATER) )
{//tint screen light blue -- FIXME: don't do this if CONTENTS_FOG? (in case someone *does* make a water shader with fog in it?)
float phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
hcolor[3] = 0.3 + (0.05f*sin( phase ));
hcolor[0] = 0;
hcolor[1] = 0.2f;
hcolor[2] = 0.8;
CG_DrawRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor );
}
}
static void CG_Draw2D( void ) {
float inTime = cg.invenSelectTime+WEAPON_SELECT_TIME;
float wpTime = cg.weaponSelectTime+WEAPON_SELECT_TIME;
float fallTime;
float bestTime;
int drawSelect = 0;
// if we are taking a levelshot for the menu, don't draw anything
if ( cg.levelShot ) {
return;
}
if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR)
{
cgRageTime = 0;
cgRageFadeTime = 0;
cgRageFadeVal = 0;
cgRageRecTime = 0;
cgRageRecFadeTime = 0;
cgRageRecFadeVal = 0;
cgAbsorbTime = 0;
cgAbsorbFadeTime = 0;
cgAbsorbFadeVal = 0;
cgProtectTime = 0;
cgProtectFadeTime = 0;
cgProtectFadeVal = 0;
cgYsalTime = 0;
cgYsalFadeTime = 0;
cgYsalFadeVal = 0;
}
if ( cg_draw2D.integer == 0 ) {
return;
}
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
CG_DrawIntermission();
CG_ChatBox_DrawStrings();
return;
}
CG_Draw2DScreenTints();
if (cg.snap->ps.rocketLockIndex != ENTITYNUM_NONE && (cg.time - cg.snap->ps.rocketLockTime) > 0)
{
CG_DrawRocketLocking( cg.snap->ps.rocketLockIndex, cg.snap->ps.rocketLockTime );
}
if (cg.snap->ps.holocronBits)
{
CG_DrawHolocronIcons();
}
if (cg.snap->ps.fd.forcePowersActive || cg.snap->ps.fd.forceRageRecoveryTime > cg.time)
{
CG_DrawActivePowers();
}
if (cg.snap->ps.jetpackFuel < 100)
{ //draw it as long as it isn't full
CG_DrawJetpackFuel();
}
if (cg.snap->ps.cloakFuel < 100)
{ //draw it as long as it isn't full
CG_DrawCloakFuel();
}
if (cg.predictedPlayerState.emplacedIndex > 0)
{
centity_t *eweb = &cg_entities[cg.predictedPlayerState.emplacedIndex];
if (eweb->currentState.weapon == WP_NONE)
{ //using an e-web, draw its health
CG_DrawEWebHealth();
}
}
// Draw this before the text so that any text won't get clipped off
CG_DrawZoomMask();
/*
if (cg.cameraMode) {
return;
}
*/
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
CG_DrawSpectator();
CG_DrawCrosshair(NULL, 0);
CG_DrawCrosshairNames();
CG_SaberClashFlare();
} else {
// don't draw any status if dead or the scoreboard is being explicitly shown
if ( !cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) {
if ( /*cg_drawStatus.integer*/0 ) {
//Reenable if stats are drawn with menu system again
Menu_PaintAll();
CG_DrawTimedMenus();
}
//CG_DrawTemporaryStats();
CG_DrawAmmoWarning();
CG_DrawCrosshairNames();
if (cg_drawStatus.integer)
{
CG_DrawIconBackground();
}
if (inTime > wpTime)
{
drawSelect = 1;
bestTime = cg.invenSelectTime;
}
else //only draw the most recent since they're drawn in the same place
{
drawSelect = 2;
bestTime = cg.weaponSelectTime;
}
if (cg.forceSelectTime > bestTime)
{
drawSelect = 3;
}
switch(drawSelect)
{
case 1:
CG_DrawInvenSelect();
break;
case 2:
CG_DrawWeaponSelect();
break;
case 3:
CG_DrawForceSelect();
break;
default:
break;
}
if (cg_drawStatus.integer)
{
//Powerups now done with upperright stuff
//CG_DrawPowerupIcons();
CG_DrawFlagStatus();
}
CG_SaberClashFlare();
if (cg_drawStatus.integer)
{
CG_DrawStats();
}
CG_DrawPickupItem();
//Do we want to use this system again at some point?
//CG_DrawReward();
}
}
if (cg.snap->ps.fallingToDeath)
{
vec4_t hcolor;
fallTime = (float)(cg.time - cg.snap->ps.fallingToDeath);
fallTime /= (FALL_FADE_TIME/2);
if (fallTime < 0)
{
fallTime = 0;
}
if (fallTime > 1)
{
fallTime = 1;
}
hcolor[3] = fallTime;
hcolor[0] = 0;
hcolor[1] = 0;
hcolor[2] = 0;
CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor);
if (!gCGHasFallVector)
{
VectorCopy(cg.snap->ps.origin, gCGFallVector);
gCGHasFallVector = qtrue;
}
}
else
{
if (gCGHasFallVector)
{
gCGHasFallVector = qfalse;
VectorClear(gCGFallVector);
}
}
CG_DrawVote();
CG_DrawTeamVote();
CG_DrawLagometer();
if (!cg_paused.integer) {
CG_DrawBracketedEntities();
CG_DrawUpperRight();
}
if ( !CG_DrawFollow() ) {
CG_DrawWarmup();
}
if (cgSiegeRoundState)
{
char pStr[1024];
int rTime = 0;
//cgSiegeRoundBeganTime = 0;
switch (cgSiegeRoundState)
{
case 1:
CG_CenterPrint(CG_GetStringEdString("MP_INGAME", "WAITING_FOR_PLAYERS"), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH);
break;
case 2:
rTime = (SIEGE_ROUND_BEGIN_TIME - (cg.time - cgSiegeRoundTime));
if (rTime < 0)
{
rTime = 0;
}
if (rTime > SIEGE_ROUND_BEGIN_TIME)
{
rTime = SIEGE_ROUND_BEGIN_TIME;
}
rTime /= 1000;
rTime += 1;
if (rTime < 1)
{
rTime = 1;
}
if (rTime <= 3 && rTime != cgSiegeRoundCountTime)
{
cgSiegeRoundCountTime = rTime;
switch (rTime)
{
case 1:
trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER );
break;
case 2:
trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER );
break;
case 3:
trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER );
break;
default:
break;
}
}
strcpy(pStr, va("%s %i...", CG_GetStringEdString("MP_INGAME", "ROUNDBEGINSIN"), rTime));
CG_CenterPrint(pStr, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH);
//same
break;
default:
break;
}
cgSiegeEntityRender = 0;
}
else if (cgSiegeRoundTime)
{
CG_CenterPrint("", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH);
cgSiegeRoundTime = 0;
//cgSiegeRoundBeganTime = cg.time;
cgSiegeEntityRender = 0;
}
else if (cgSiegeRoundBeganTime)
{ //Draw how much time is left in the round based on local info.
int timedTeam = TEAM_FREE;
int timedValue = 0;
if (cgSiegeEntityRender)
{ //render the objective item model since this client has it
CG_DrawSiegeHUDItem();
}
if (team1Timed)
{
timedTeam = TEAM_RED; //team 1
if (cg_beatingSiegeTime)
{
timedValue = cg_beatingSiegeTime;
}
else
{
timedValue = team1Timed;
}
}
else if (team2Timed)
{
timedTeam = TEAM_BLUE; //team 2
if (cg_beatingSiegeTime)
{
timedValue = cg_beatingSiegeTime;
}
else
{
timedValue = team2Timed;
}
}
if (timedTeam != TEAM_FREE)
{ //one of the teams has a timer
int timeRemaining;
qboolean isMyTeam = qfalse;
if (cgs.siegeTeamSwitch && !cg_beatingSiegeTime)
{ //in switchy mode but not beating a time, so count up.
timeRemaining = (cg.time-cgSiegeRoundBeganTime);
if (timeRemaining < 0)
{
timeRemaining = 0;
}
}
else
{
timeRemaining = (((cgSiegeRoundBeganTime)+timedValue) - cg.time);
}
if (timeRemaining > timedValue)
{
timeRemaining = timedValue;
}
else if (timeRemaining < 0)
{
timeRemaining = 0;
}
if (timeRemaining)
{
timeRemaining /= 1000;
}
if (cg.predictedPlayerState.persistant[PERS_TEAM] == timedTeam)
{ //the team that's timed is the one this client is on
isMyTeam = qtrue;
}
CG_DrawSiegeTimer(timeRemaining, isMyTeam);
}
}
else
{
cgSiegeEntityRender = 0;
}
if ( cg_siegeDeathTime )
{
int timeRemaining = ( cg_siegeDeathTime - cg.time );
if ( timeRemaining < 0 )
{
timeRemaining = 0;
cg_siegeDeathTime = 0;
}
if ( timeRemaining )
{
timeRemaining /= 1000;
}
CG_DrawSiegeDeathTimer( timeRemaining );
}
// don't draw center string if scoreboard is up
cg.scoreBoardShowing = CG_DrawScoreboard();
if ( !cg.scoreBoardShowing) {
CG_DrawCenterString();
}
// always draw chat
CG_ChatBox_DrawStrings();
}
static void CG_DrawTourneyScoreboard() {
}
/*
=====================
CG_DrawActive
Perform all drawing needed to completely fill the screen
=====================
*/
void CG_DrawActive( stereoFrame_t stereoView ) {
float separation;
vec3_t baseOrg;
// optionally draw the info screen instead
if ( !cg.snap ) {
CG_DrawInformation();
return;
}
// optionally draw the tournement scoreboard instead
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR &&
( cg.snap->ps.pm_flags & PMF_SCOREBOARD ) ) {
CG_DrawTourneyScoreboard();
return;
}
switch ( stereoView ) {
case STEREO_CENTER:
separation = 0;
break;
case STEREO_LEFT:
separation = -cg_stereoSeparation.value / 2;
break;
case STEREO_RIGHT:
separation = cg_stereoSeparation.value / 2;
break;
default:
separation = 0;
CG_Error( "CG_DrawActive: Undefined stereoView" );
}
// clear around the rendered view if sized down
CG_TileClear();
// offset vieworg appropriately if we're doing stereo separation
VectorCopy( cg.refdef.vieworg, baseOrg );
if ( separation != 0 ) {
VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg );
}
cg.refdef.rdflags |= RDF_DRAWSKYBOX;
// draw 3D view
trap_R_RenderScene( &cg.refdef );
// restore original viewpoint if running stereo
if ( separation != 0 ) {
VectorCopy( baseOrg, cg.refdef.vieworg );
}
// draw status bar and other floating elements
CG_Draw2D();
}