4086 lines
90 KiB
C
4086 lines
90 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 "../ui/ui_shared.h"
|
|
|
|
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y);
|
|
qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle );
|
|
|
|
// 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];
|
|
|
|
char *showPowersName[] =
|
|
{
|
|
"Heal",//FP_HEAL
|
|
"Jump",//FP_LEVITATION
|
|
"Speed",//FP_SPEED
|
|
"Push",//FP_PUSH
|
|
"Pull",//FP_PULL
|
|
"Mind Trick",//FP_TELEPTAHY
|
|
"Grip",//FP_GRIP
|
|
"Lightning",//FP_LIGHTNING
|
|
"Dark Rage",//FP_RAGE
|
|
"Protect",//FP_PROTECT
|
|
"Absorb",//FP_ABSORB
|
|
"Team Heal",//FP_TEAM_HEAL
|
|
"Team Replenish",//FP_TEAM_FORCE
|
|
"Drain",//FP_DRAIN
|
|
"Sight",//FP_SEE
|
|
"Saber Attack",//FP_SABERATTACK
|
|
"Saber Defend",//FP_SABERDEFEND
|
|
"Saber Throw",//FP_SABERTHROW
|
|
NULL
|
|
};
|
|
|
|
|
|
int MenuFontToHandle(int iMenuFont)
|
|
{
|
|
switch (iMenuFont)
|
|
{
|
|
case FONT_SMALL: return cgDC.Assets.qhSmallFont;
|
|
case FONT_MEDIUM: return cgDC.Assets.qhMediumFont;
|
|
case FONT_LARGE: return cgDC.Assets.qhBigFont;
|
|
}
|
|
|
|
return cgDC.Assets.qhMediumFont;
|
|
}
|
|
|
|
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.refdefViewAngles[YAW] + 180) / 10)) * 10;
|
|
off = (cg.refdefViewAngles[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 );
|
|
|
|
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, 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.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 ) {
|
|
clipHandle_t cm;
|
|
clientInfo_t *ci;
|
|
float len;
|
|
vec3_t origin;
|
|
vec3_t mins, maxs;
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
if ( cg_draw3dIcons.integer ) {
|
|
cm = ci->headModel;
|
|
if ( !cm ) {
|
|
return;
|
|
}
|
|
|
|
// offset the origin y and z to center the head
|
|
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 head nearly fills the box
|
|
// assume heads are taller than wide
|
|
len = 0.7 * ( maxs[2] - mins[2] );
|
|
origin[0] = len / 0.268; // len / tan( fov/2 )
|
|
|
|
// allow per-model tweaking
|
|
VectorAdd( origin, ci->headOffset, origin );
|
|
|
|
CG_Draw3DModel( x, y, w, h, ci->headModel, ci->headSkin, origin, headAngles );
|
|
} else if ( cg_drawIcons.integer ) {
|
|
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 = cgs.media.neutralFlagModel;
|
|
} else {
|
|
return;
|
|
}
|
|
CG_Draw3DModel( x, y, w, h, handle, 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_DrawHUDLeftFrame1
|
|
================
|
|
*/
|
|
void CG_DrawHUDLeftFrame1(int x,int y)
|
|
{
|
|
// Inner gray wire frame
|
|
trap_R_SetColor( hudTintColor );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDInnerLeft );
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawHUDLeftFrame2
|
|
================
|
|
*/
|
|
void CG_DrawHUDLeftFrame2(int x,int y)
|
|
{
|
|
// Inner gray wire frame
|
|
trap_R_SetColor( hudTintColor );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDLeftFrame ); // Metal frame
|
|
}
|
|
|
|
/*
|
|
================
|
|
DrawHealthArmor
|
|
================
|
|
*/
|
|
void DrawHealthArmor(int x,int y)
|
|
{
|
|
vec4_t calcColor;
|
|
float armorPercent,hold,healthPercent;
|
|
playerState_t *ps;
|
|
|
|
int healthAmt;
|
|
int armorAmt;
|
|
|
|
ps = &cg.snap->ps;
|
|
|
|
healthAmt = ps->stats[STAT_HEALTH];
|
|
armorAmt = ps->stats[STAT_ARMOR];
|
|
|
|
if (healthAmt > ps->stats[STAT_MAX_HEALTH])
|
|
{
|
|
healthAmt = ps->stats[STAT_MAX_HEALTH];
|
|
}
|
|
|
|
if (armorAmt > 100)
|
|
{
|
|
armorAmt = 100;
|
|
}
|
|
|
|
trap_R_SetColor( colorTable[CT_WHITE] );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDLeftFrame ); // Circular black background
|
|
|
|
// Outer Armor circular
|
|
memcpy(calcColor, colorTable[CT_GREEN], sizeof(vec4_t));
|
|
|
|
hold = armorAmt-(ps->stats[STAT_MAX_HEALTH]/2);
|
|
armorPercent = (float) hold/(ps->stats[STAT_MAX_HEALTH]/2);
|
|
if (armorPercent <0)
|
|
{
|
|
armorPercent = 0;
|
|
}
|
|
calcColor[0] *= armorPercent;
|
|
calcColor[1] *= armorPercent;
|
|
calcColor[2] *= armorPercent;
|
|
trap_R_SetColor( calcColor);
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmor1 );
|
|
|
|
// Inner Armor circular
|
|
if (armorPercent>0)
|
|
{
|
|
armorPercent = 1;
|
|
}
|
|
else
|
|
{
|
|
armorPercent = (float) armorAmt/(ps->stats[STAT_MAX_HEALTH]/2);
|
|
}
|
|
memcpy(calcColor, colorTable[CT_GREEN], sizeof(vec4_t));
|
|
calcColor[0] *= armorPercent;
|
|
calcColor[1] *= armorPercent;
|
|
calcColor[2] *= armorPercent;
|
|
trap_R_SetColor( calcColor);
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmor2 ); // Inner Armor circular
|
|
|
|
if (ps->stats[STAT_ARMOR]) // Is there armor? Draw the HUD Armor TIC
|
|
{
|
|
// Make tic flash if inner armor is at 50% (25% of full armor)
|
|
if (armorPercent<.5) // Do whatever the flash timer says
|
|
{
|
|
if (cg.HUDTickFlashTime < cg.time) // Flip at the same time
|
|
{
|
|
cg.HUDTickFlashTime = cg.time + 100;
|
|
if (cg.HUDArmorFlag)
|
|
{
|
|
cg.HUDArmorFlag = qfalse;
|
|
}
|
|
else
|
|
{
|
|
cg.HUDArmorFlag = qtrue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cg.HUDArmorFlag=qtrue;
|
|
}
|
|
}
|
|
else // No armor? Don't show it.
|
|
{
|
|
cg.HUDArmorFlag=qfalse;
|
|
}
|
|
|
|
memcpy(calcColor, colorTable[CT_RED], sizeof(vec4_t));
|
|
healthPercent = (float) healthAmt/ps->stats[STAT_MAX_HEALTH];
|
|
calcColor[0] *= healthPercent;
|
|
calcColor[1] *= healthPercent;
|
|
calcColor[2] *= healthPercent;
|
|
trap_R_SetColor( calcColor);
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDHealth );
|
|
|
|
// Make tic flash if health is at 20% of full
|
|
if (healthPercent>.20)
|
|
{
|
|
cg.HUDHealthFlag=qtrue;
|
|
}
|
|
else
|
|
{
|
|
if (cg.HUDTickFlashTime < cg.time) // Flip at the same time
|
|
{
|
|
cg.HUDTickFlashTime = cg.time + 100;
|
|
|
|
if ((armorPercent>0) && (armorPercent<.5)) // Keep the tics in sync if flashing
|
|
{
|
|
cg.HUDHealthFlag=cg.HUDArmorFlag;
|
|
}
|
|
else
|
|
{
|
|
if (cg.HUDHealthFlag)
|
|
{
|
|
cg.HUDHealthFlag = qfalse;
|
|
}
|
|
else
|
|
{
|
|
cg.HUDHealthFlag = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw the ticks
|
|
if (cg.HUDHealthFlag)
|
|
{
|
|
trap_R_SetColor( colorTable[CT_RED] );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDHealthTic );
|
|
}
|
|
|
|
if (cg.HUDArmorFlag)
|
|
{
|
|
trap_R_SetColor( colorTable[CT_GREEN] );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmorTic ); //
|
|
}
|
|
|
|
trap_R_SetColor(hudTintColor);
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDLeftStatic ); //
|
|
|
|
trap_R_SetColor( colorTable[CT_RED] );
|
|
CG_DrawNumField (x + 16, y + 40, 3, ps->stats[STAT_HEALTH], 14, 18,
|
|
NUM_FONT_SMALL,qfalse);
|
|
|
|
trap_R_SetColor( colorTable[CT_GREEN] );
|
|
CG_DrawNumField (x + 18 + 14, y + 40 + 14, 3, ps->stats[STAT_ARMOR], 14, 18,
|
|
NUM_FONT_SMALL,qfalse);
|
|
|
|
trap_R_SetColor(hudTintColor );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDLeft ); // Metal frame
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawHealth
|
|
================
|
|
*/
|
|
void CG_DrawHealth(int x,int y)
|
|
{
|
|
vec4_t calcColor;
|
|
float healthPercent;
|
|
playerState_t *ps;
|
|
int healthAmt;
|
|
|
|
ps = &cg.snap->ps;
|
|
|
|
healthAmt = ps->stats[STAT_HEALTH];
|
|
|
|
if (healthAmt > ps->stats[STAT_MAX_HEALTH])
|
|
{
|
|
healthAmt = ps->stats[STAT_MAX_HEALTH];
|
|
}
|
|
|
|
memcpy(calcColor, colorTable[CT_HUD_RED], sizeof(vec4_t));
|
|
healthPercent = (float) healthAmt/ps->stats[STAT_MAX_HEALTH];
|
|
calcColor[0] *= healthPercent;
|
|
calcColor[1] *= healthPercent;
|
|
calcColor[2] *= healthPercent;
|
|
trap_R_SetColor( calcColor);
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDHealth );
|
|
|
|
// Draw the ticks
|
|
if (cg.HUDHealthFlag)
|
|
{
|
|
trap_R_SetColor( colorTable[CT_HUD_RED] );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDHealthTic );
|
|
}
|
|
|
|
trap_R_SetColor( colorTable[CT_HUD_RED] );
|
|
CG_DrawNumField (x + 16, y + 40, 3, ps->stats[STAT_HEALTH], 6, 12,
|
|
NUM_FONT_SMALL,qfalse);
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawArmor
|
|
================
|
|
*/
|
|
void CG_DrawArmor(int x,int y)
|
|
{
|
|
vec4_t calcColor;
|
|
float armorPercent,hold;
|
|
playerState_t *ps;
|
|
int armor;
|
|
|
|
ps = &cg.snap->ps;
|
|
|
|
// Outer Armor circular
|
|
memcpy(calcColor, colorTable[CT_HUD_GREEN], sizeof(vec4_t));
|
|
|
|
armor =ps->stats[STAT_ARMOR];
|
|
|
|
if (armor> ps->stats[STAT_MAX_HEALTH])
|
|
{
|
|
armor = ps->stats[STAT_MAX_HEALTH];
|
|
}
|
|
|
|
hold = armor-(ps->stats[STAT_MAX_HEALTH]/2);
|
|
armorPercent = (float) hold/(ps->stats[STAT_MAX_HEALTH]/2);
|
|
if (armorPercent <0)
|
|
{
|
|
armorPercent = 0;
|
|
}
|
|
calcColor[0] *= armorPercent;
|
|
calcColor[1] *= armorPercent;
|
|
calcColor[2] *= armorPercent;
|
|
trap_R_SetColor( calcColor);
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmor1 );
|
|
|
|
// Inner Armor circular
|
|
if (armorPercent>0)
|
|
{
|
|
armorPercent = 1;
|
|
}
|
|
else
|
|
{
|
|
armorPercent = (float) ps->stats[STAT_ARMOR]/(ps->stats[STAT_MAX_HEALTH]/2);
|
|
}
|
|
memcpy(calcColor, colorTable[CT_HUD_GREEN], sizeof(vec4_t));
|
|
calcColor[0] *= armorPercent;
|
|
calcColor[1] *= armorPercent;
|
|
calcColor[2] *= armorPercent;
|
|
trap_R_SetColor( calcColor);
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmor2 ); // Inner Armor circular
|
|
|
|
if (ps->stats[STAT_ARMOR]) // Is there armor? Draw the HUD Armor TIC
|
|
{
|
|
// Make tic flash if inner armor is at 50% (25% of full armor)
|
|
if (armorPercent<.5) // Do whatever the flash timer says
|
|
{
|
|
if (cg.HUDTickFlashTime < cg.time) // Flip at the same time
|
|
{
|
|
cg.HUDTickFlashTime = cg.time + 100;
|
|
if (cg.HUDArmorFlag)
|
|
{
|
|
cg.HUDArmorFlag = qfalse;
|
|
}
|
|
else
|
|
{
|
|
cg.HUDArmorFlag = qtrue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cg.HUDArmorFlag=qtrue;
|
|
}
|
|
}
|
|
else // No armor? Don't show it.
|
|
{
|
|
cg.HUDArmorFlag=qfalse;
|
|
}
|
|
|
|
if (cg.HUDArmorFlag)
|
|
{
|
|
trap_R_SetColor( colorTable[CT_HUD_GREEN] );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmorTic );
|
|
}
|
|
|
|
trap_R_SetColor( colorTable[CT_HUD_GREEN] );
|
|
CG_DrawNumField (x + 18 + 14, y + 40 + 14, 3, ps->stats[STAT_ARMOR], 6, 12,
|
|
NUM_FONT_SMALL,qfalse);
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawHUDRightFrame1
|
|
================
|
|
*/
|
|
void CG_DrawHUDRightFrame1(int x,int y)
|
|
{
|
|
trap_R_SetColor( hudTintColor );
|
|
// Inner gray wire frame
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDInnerRight ); //
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawHUDRightFrame2
|
|
================
|
|
*/
|
|
void CG_DrawHUDRightFrame2(int x,int y)
|
|
{
|
|
trap_R_SetColor( hudTintColor );
|
|
CG_DrawPic( x, y, 80, 80, cgs.media.HUDRightFrame ); // Metal frame
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawAmmo
|
|
================
|
|
*/
|
|
static void CG_DrawAmmo(centity_t *cent,int x,int y)
|
|
{
|
|
playerState_t *ps;
|
|
int numColor_i;
|
|
int i;
|
|
vec4_t calcColor;
|
|
float value,inc,percent;
|
|
|
|
ps = &cg.snap->ps;
|
|
|
|
if (!cent->currentState.weapon ) // We don't have a weapon right now
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.weapon == WP_SABER )
|
|
{
|
|
// value = cent->gent->client->ps.forcePower;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
value = ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
|
|
}
|
|
|
|
if (value < 0) // No ammo
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
//
|
|
// ammo
|
|
//
|
|
/* if (cg.oldammo < value)
|
|
{
|
|
cg.oldAmmoTime = cg.time + 200;
|
|
}
|
|
|
|
cg.oldammo = value;
|
|
*/
|
|
// Firing or reloading?
|
|
/* if (( pm->ps->weaponstate == WEAPON_FIRING
|
|
&& cg.predictedPlayerState.weaponTime > 100 ))
|
|
{
|
|
numColor_i = CT_LTGREY;
|
|
} */
|
|
// Overcharged?
|
|
// else if ( cent->gent->s.powerups & ( 1 << PW_WEAPON_OVERCHARGE ) )
|
|
// {
|
|
// numColor_i = CT_WHITE;
|
|
// }
|
|
// else
|
|
// {
|
|
// if ( value > 0 )
|
|
// {
|
|
// if (cg.oldAmmoTime > cg.time)
|
|
// {
|
|
// numColor_i = CT_YELLOW;
|
|
// }
|
|
// else
|
|
// {
|
|
// numColor_i = CT_HUD_ORANGE;
|
|
// }
|
|
// }
|
|
// else
|
|
// {
|
|
// numColor_i = CT_RED;
|
|
// }
|
|
// }
|
|
|
|
numColor_i = CT_HUD_ORANGE;
|
|
|
|
trap_R_SetColor( colorTable[numColor_i] );
|
|
CG_DrawNumField (x + 30, y + 26, 3, value, 6, 12, NUM_FONT_SMALL,qfalse);
|
|
|
|
|
|
//cg.snap->ps.ammo[weaponData[cg.snap->ps.weapon].ammoIndex]
|
|
|
|
inc = (float) ammoData[weaponData[cent->currentState.weapon].ammoIndex].max / MAX_TICS;
|
|
value =ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
|
|
|
|
for (i=MAX_TICS-1;i>=0;i--)
|
|
{
|
|
|
|
if (value <= 0) // partial tic
|
|
{
|
|
memcpy(calcColor, colorTable[CT_BLACK], sizeof(vec4_t));
|
|
}
|
|
else if (value < inc) // partial tic
|
|
{
|
|
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
|
|
percent = value / inc;
|
|
calcColor[0] *= percent;
|
|
calcColor[1] *= percent;
|
|
calcColor[2] *= percent;
|
|
}
|
|
else
|
|
{
|
|
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
|
|
}
|
|
|
|
trap_R_SetColor( calcColor);
|
|
CG_DrawPic( x + ammoTicPos[i].x,
|
|
y + ammoTicPos[i].y,
|
|
ammoTicPos[i].width,
|
|
ammoTicPos[i].height,
|
|
ammoTicPos[i].tic );
|
|
|
|
value -= inc;
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawForcePower
|
|
================
|
|
*/
|
|
void CG_DrawForcePower(int x,int y)
|
|
{
|
|
int i;
|
|
vec4_t calcColor;
|
|
float value,inc,percent;
|
|
|
|
inc = (float) 100 / MAX_TICS;
|
|
value = cg.snap->ps.fd.forcePower;
|
|
|
|
for (i=MAX_TICS-1;i>=0;i--)
|
|
{
|
|
|
|
if (value <= 0) // partial tic
|
|
{
|
|
memcpy(calcColor, colorTable[CT_BLACK], sizeof(vec4_t));
|
|
}
|
|
else if (value < inc) // partial tic
|
|
{
|
|
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
|
|
percent = value / inc;
|
|
calcColor[0] *= percent;
|
|
calcColor[1] *= percent;
|
|
calcColor[2] *= percent;
|
|
}
|
|
else
|
|
{
|
|
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
|
|
}
|
|
|
|
trap_R_SetColor( calcColor);
|
|
CG_DrawPic( x + forceTicPos[i].x,
|
|
y + forceTicPos[i].y,
|
|
forceTicPos[i].width,
|
|
forceTicPos[i].height,
|
|
forceTicPos[i].tic );
|
|
|
|
value -= inc;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawHUD
|
|
================
|
|
*/
|
|
void CG_DrawHUD(centity_t *cent)
|
|
{
|
|
menuDef_t *menuHUD = NULL;
|
|
|
|
if (cgs.gametype >= GT_TEAM)
|
|
{ // 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];
|
|
}
|
|
|
|
menuHUD = Menus_FindByName("lefthud");
|
|
if (menuHUD)
|
|
{
|
|
CG_DrawHUDLeftFrame1(menuHUD->window.rect.x,menuHUD->window.rect.y);
|
|
CG_DrawArmor(menuHUD->window.rect.x,menuHUD->window.rect.y);
|
|
CG_DrawHealth(menuHUD->window.rect.x,menuHUD->window.rect.y);
|
|
CG_DrawHUDLeftFrame2(menuHUD->window.rect.x,menuHUD->window.rect.y);
|
|
}
|
|
else
|
|
{ //Apparently we failed to get proper coordinates from the menu, so resort to manually inputting them.
|
|
CG_DrawHUDLeftFrame1(0,SCREEN_HEIGHT-80);
|
|
CG_DrawArmor(0,SCREEN_HEIGHT-80);
|
|
CG_DrawHealth(0,SCREEN_HEIGHT-80);
|
|
CG_DrawHUDLeftFrame2(0,SCREEN_HEIGHT-80);
|
|
}
|
|
|
|
menuHUD = Menus_FindByName("righthud");
|
|
if (menuHUD)
|
|
{
|
|
CG_DrawHUDRightFrame1(menuHUD->window.rect.x,menuHUD->window.rect.y);
|
|
CG_DrawForcePower(menuHUD->window.rect.x,menuHUD->window.rect.y);
|
|
CG_DrawAmmo(cent,menuHUD->window.rect.x,menuHUD->window.rect.y);
|
|
CG_DrawHUDRightFrame2(menuHUD->window.rect.x,menuHUD->window.rect.y);
|
|
|
|
}
|
|
else
|
|
{ //Apparently we failed to get proper coordinates from the menu, so resort to manually inputting them.
|
|
CG_DrawHUDRightFrame1(SCREEN_WIDTH-80,SCREEN_HEIGHT-80);
|
|
CG_DrawForcePower(SCREEN_WIDTH-80,SCREEN_HEIGHT-80);
|
|
CG_DrawAmmo(cent,SCREEN_WIDTH-80,SCREEN_HEIGHT-80);
|
|
CG_DrawHUDRightFrame2(SCREEN_WIDTH-80,SCREEN_HEIGHT-80);
|
|
}
|
|
}
|
|
|
|
#define MAX_SHOWPOWERS NUM_FORCE_POWERS
|
|
|
|
qboolean ForcePower_Valid(int i)
|
|
{
|
|
if (i == FP_LEVITATION ||
|
|
i == FP_SABERATTACK ||
|
|
i == FP_SABERDEFEND ||
|
|
i == FP_SABERTHROW)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (cg.snap->ps.fd.forcePowersKnown & (1 << i))
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_DrawForceSelect
|
|
===================
|
|
*/
|
|
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;
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
// 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, 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)), 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, smallIconSize, smallIconSize, cgs.media.forcePowerIcons[forcePowerSorted[i]] ); //only cache the icon for display
|
|
holdX += (smallIconSize+pad);
|
|
}
|
|
}
|
|
|
|
if ( showPowersName[cg.forceSelect] )
|
|
{
|
|
UI_DrawProportionalString(320, y + 33, 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;
|
|
}
|
|
|
|
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 (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])
|
|
{
|
|
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);*/
|
|
|
|
if (bg_itemlist[BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE)].pickup_name)
|
|
{
|
|
// FIXME :this has to use the bg_itemlist pickup name
|
|
// tag = FindInventoryItemTag(cg.inventorySelect);
|
|
|
|
// if (tag)
|
|
// {
|
|
UI_DrawProportionalString(320, y+48, bg_itemlist[BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE)].pickup_name, UI_CENTER | UI_SMALLFONT, colorTable[CT_ICON_BLUE]);
|
|
// CG_DrawProportionalString(320, y + 53, bg_itemlist[i].pickup_name, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
|
|
// }
|
|
}
|
|
}
|
|
|
|
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 (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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawStats
|
|
|
|
================
|
|
*/
|
|
static void CG_DrawStats( void )
|
|
{
|
|
centity_t *cent;
|
|
/* 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();*/
|
|
|
|
CG_DrawHUD(cent);
|
|
/*CG_DrawArmor(cent);
|
|
CG_DrawHealth(cent);
|
|
CG_DrawAmmo(cent);
|
|
|
|
CG_DrawTalk(cent);*/
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
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] = 0;
|
|
hcolor[2] = 0;
|
|
} else if ( team == TEAM_BLUE ) {
|
|
hcolor[0] = 0;
|
|
hcolor[1] = 0;
|
|
hcolor[2] = 1;
|
|
} else {
|
|
return;
|
|
}
|
|
trap_R_SetColor( hcolor );
|
|
CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar );
|
|
trap_R_SetColor( NULL );
|
|
}
|
|
|
|
|
|
/*
|
|
===========================================================================================
|
|
|
|
UPPER RIGHT CORNER
|
|
|
|
===========================================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
CG_DrawAttacker
|
|
|
|
================
|
|
*/
|
|
static float CG_DrawAttacker( float y ) {
|
|
int t;
|
|
float size;
|
|
vec3_t angles;
|
|
const char *info;
|
|
const char *name;
|
|
int clientNum;
|
|
|
|
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
|
|
return y;
|
|
}
|
|
|
|
if ( !cg.attackerTime ) {
|
|
return y;
|
|
}
|
|
|
|
clientNum = cg.predictedPlayerState.persistant[PERS_ATTACKER];
|
|
if ( clientNum < 0 || clientNum >= MAX_CLIENTS || clientNum == cg.snap->ps.clientNum ) {
|
|
return y;
|
|
}
|
|
|
|
t = cg.time - cg.attackerTime;
|
|
if ( t > ATTACKER_HEAD_TIME ) {
|
|
cg.attackerTime = 0;
|
|
return y;
|
|
}
|
|
|
|
size = ICON_SIZE * 1.25;
|
|
|
|
angles[PITCH] = 0;
|
|
angles[YAW] = 180;
|
|
angles[ROLL] = 0;
|
|
CG_DrawHead( 640 - size, y, size, size, clientNum, angles );
|
|
|
|
info = CG_ConfigString( CS_PLAYERS + clientNum );
|
|
name = Info_ValueForKey( info, "n" );
|
|
y += size;
|
|
CG_DrawBigString( 640 - ( Q_PrintStrlen( name ) * BIGCHAR_WIDTH), y, name, 0.5 );
|
|
|
|
return y + BIGCHAR_HEIGHT + 2;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_DrawSnapshot
|
|
==================
|
|
*/
|
|
static float CG_DrawSnapshot( float y ) {
|
|
char *s;
|
|
int w;
|
|
|
|
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, y + 2, s, 1.0F);
|
|
|
|
return y + BIGCHAR_HEIGHT + 4;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_DrawFPS
|
|
==================
|
|
*/
|
|
#define FPS_FRAMES 4
|
|
static float CG_DrawFPS( float y ) {
|
|
char *s;
|
|
int w;
|
|
static int previousTimes[FPS_FRAMES];
|
|
static int index;
|
|
int i, total;
|
|
int fps;
|
|
static int previous;
|
|
int t, frameTime;
|
|
|
|
// 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;
|
|
|
|
previousTimes[index % FPS_FRAMES] = frameTime;
|
|
index++;
|
|
if ( index > FPS_FRAMES ) {
|
|
// 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, y + 2, s, 1.0F);
|
|
}
|
|
|
|
return y + BIGCHAR_HEIGHT + 4;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_DrawTimer
|
|
=================
|
|
*/
|
|
static float CG_DrawTimer( float y ) {
|
|
char *s;
|
|
int w;
|
|
int mins, seconds, tens;
|
|
int msec;
|
|
|
|
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, y + 2, s, 1.0F);
|
|
|
|
return y + BIGCHAR_HEIGHT + 4;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_DrawTeamOverlay
|
|
=================
|
|
*/
|
|
|
|
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;
|
|
|
|
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_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, 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, y,
|
|
ci->name, hcolor, qfalse, qfalse,
|
|
TINYCHAR_WIDTH, TINYCHAR_HEIGHT, TEAM_OVERLAY_MAXNAME_WIDTH);
|
|
|
|
if (lwidth) {
|
|
p = 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, 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, 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, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT,
|
|
cg_weapons[ci->curWeapon].weaponIcon );
|
|
} else {
|
|
CG_DrawPic( xx, 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, 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
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
CG_DrawUpperRight
|
|
|
|
=====================
|
|
*/
|
|
static void CG_DrawUpperRight( void ) {
|
|
float y;
|
|
|
|
y = 0;
|
|
|
|
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 ( cg_drawAttacker.integer ) {
|
|
y = CG_DrawAttacker( y );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_DrawReward
|
|
===================
|
|
*/
|
|
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 );
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
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];
|
|
|
|
// 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 = "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();
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
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
|
|
|
|
================================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_DrawCrosshair
|
|
=================
|
|
*/
|
|
static void CG_DrawCrosshair( vec3_t worldPoint, int chEntValid ) {
|
|
float w, h;
|
|
qhandle_t hShader;
|
|
float f;
|
|
float x, y;
|
|
|
|
if ( !cg_drawCrosshair.integer )
|
|
{
|
|
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 );
|
|
}
|
|
else if (chEntValid && (cg_entities[cg.crosshairClientNum].currentState.number < MAX_CLIENTS || cg_entities[cg.crosshairClientNum].currentState.shouldtarget))
|
|
{
|
|
vec4_t ecolor = {0,0,0,0};
|
|
centity_t *crossEnt = &cg_entities[cg.crosshairClientNum];
|
|
|
|
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
|
|
{
|
|
//Enemies are red
|
|
ecolor[0] = 1.0;//R
|
|
ecolor[1] = 0.0;//G
|
|
ecolor[2] = 0.0;//B
|
|
}
|
|
|
|
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)
|
|
{
|
|
//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.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
|
|
}
|
|
}
|
|
|
|
ecolor[3] = 1.0;
|
|
|
|
trap_R_SetColor( ecolor );
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
x -= 320;
|
|
y -= 240;
|
|
}
|
|
else
|
|
{
|
|
x = cg_crosshairX.integer;
|
|
y = cg_crosshairY.integer;
|
|
}
|
|
|
|
hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ];
|
|
|
|
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, hShader );
|
|
}
|
|
|
|
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y)
|
|
{
|
|
int 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 / 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
|
|
|
|
AngleVectors (cg.refdefViewAngles, 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] < 0.01)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
xzi = xcenter / transformed[2] * (90.0/cg.refdef.fov_x);
|
|
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_SaberClashFlare
|
|
====================
|
|
*/
|
|
int g_saberFlashTime = 0;
|
|
vec3_t g_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 - g_saberFlashTime;
|
|
|
|
if ( t <= 0 || t >= maxTime )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Don't do clashes for things that are behind us
|
|
VectorSubtract( g_saberFlashPos, cg.refdef.vieworg, dif );
|
|
|
|
if ( DotProduct( dif, cg.refdef.viewaxis[0] ) < 0.2 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, g_saberFlashPos, -1, CONTENTS_SOLID );
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
{
|
|
return;
|
|
}
|
|
|
|
len = VectorNormalize( dif );
|
|
|
|
// clamp to a known range
|
|
if ( len > 800 )
|
|
{
|
|
len = 800;
|
|
}
|
|
|
|
v = ( 1.0f - ((float)t / maxTime )) * ((1.0f - ( len / 800.0f )) * 2.0f + 0.35f);
|
|
|
|
CG_WorldCoordToScreenCoord( g_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" ));
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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++;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
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};
|
|
int dif = ( cg.time - cg.snap->ps.rocketLockTime ) / ( 1200.0f / /*8.0f*/16.0f );
|
|
int i;
|
|
|
|
if (!cg.snap->ps.rocketLockTime)
|
|
{
|
|
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 )
|
|
{
|
|
trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/rocket/lock.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" ));
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_ScanForCrosshairEntity
|
|
=================
|
|
*/
|
|
static void CG_ScanForCrosshairEntity( void ) {
|
|
trace_t trace;
|
|
vec3_t start, end;
|
|
int content;
|
|
|
|
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.refdefViewAngles, 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.snap && cg.snap->ps.weapon == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex)
|
|
{
|
|
vec3_t pitchConstraint;
|
|
|
|
VectorCopy(cg.refdefViewAngles, pitchConstraint);
|
|
|
|
if (cg.renderingThirdPerson)
|
|
{
|
|
VectorCopy(cg.predictedPlayerState.viewangles, pitchConstraint);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(cg.refdefViewAngles, 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.refdefViewAngles, pitchConstraint);
|
|
}
|
|
|
|
AngleVectors( pitchConstraint, d_f, d_rt, d_up );
|
|
}
|
|
CG_CalcMuzzlePoint(cg.snap->ps.clientNum, start);
|
|
}
|
|
|
|
//FIXME: increase this? Increase when zoom in?
|
|
VectorMA( start, 4096, d_f, end );//was 8192
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( cg.refdef.vieworg, start );
|
|
VectorMA( start, 131072, cg.refdef.viewaxis[0], end );
|
|
}
|
|
|
|
CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
|
|
cg.snap->ps.clientNum, 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_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;
|
|
}
|
|
|
|
if ( trace.entityNum >= MAX_CLIENTS ) {
|
|
cg.crosshairClientNum = trace.entityNum;
|
|
cg.crosshairClientTime = cg.time;
|
|
return;
|
|
}
|
|
|
|
// update the fade timer
|
|
cg.crosshairClientNum = trace.entityNum;
|
|
cg.crosshairClientTime = cg.time;
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
CG_DrawCrosshairNames
|
|
=====================
|
|
*/
|
|
static void CG_DrawCrosshairNames( void ) {
|
|
float *color;
|
|
vec4_t tcolor;
|
|
char *name;
|
|
int baseColor;
|
|
|
|
if ( !cg_drawCrosshair.integer ) {
|
|
return;
|
|
}
|
|
if ( !cg_drawCrosshairNames.integer ) {
|
|
return;
|
|
}
|
|
|
|
// scan the known entities to see if the crosshair is sighted on one
|
|
CG_ScanForCrosshairEntity();
|
|
|
|
if (cg.crosshairClientNum >= MAX_CLIENTS)
|
|
{
|
|
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.clientinfo[cg.crosshairClientNum].team == TEAM_RED)
|
|
{
|
|
baseColor = CT_RED;
|
|
}
|
|
else
|
|
{
|
|
baseColor = CT_BLUE;
|
|
}
|
|
|
|
/*
|
|
//For now instead of team-based we'll make it oriented based on which team we're on
|
|
if (cgs.clientinfo[cg.crosshairClientNum].team == cgs.clientinfo[cg.snap->ps.clientNum].team)
|
|
{
|
|
baseColor = CT_GREEN;
|
|
}
|
|
else
|
|
{
|
|
baseColor = CT_RED;
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
//baseColor = CT_WHITE;
|
|
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;
|
|
|
|
UI_DrawProportionalString(320, 170, name, UI_CENTER, tcolor);
|
|
|
|
trap_R_SetColor( NULL );
|
|
}
|
|
|
|
|
|
//==============================================================================
|
|
|
|
/*
|
|
=================
|
|
CG_DrawSpectator
|
|
=================
|
|
*/
|
|
static void CG_DrawSpectator(void) {
|
|
CG_DrawBigString(320 - 9 * 8, 440, "SPECTATOR", 1.0F);
|
|
if ( cgs.gametype == GT_TOURNAMENT ) {
|
|
CG_DrawBigString(320 - 15 * 8, 460, "waiting to play", 1.0F);
|
|
}
|
|
else if ( cgs.gametype >= GT_TEAM ) {
|
|
CG_DrawBigString(320 - 39 * 8, 460, "press ESC and use the JOIN menu to play", 1.0F);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_DrawVote
|
|
=================
|
|
*/
|
|
static void CG_DrawVote(void) {
|
|
char *s;
|
|
int sec;
|
|
|
|
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;
|
|
}
|
|
s = va("VOTE(%i):%s yes:%i no:%i", sec, cgs.voteString, cgs.voteYes, cgs.voteNo);
|
|
CG_DrawSmallString( 0, 58, s, 1.0F );
|
|
s = "or press ESC then click Vote";
|
|
CG_DrawSmallString( 0, 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;
|
|
}
|
|
s = va("TEAMVOTE(%i):%s yes:%i no:%i", sec, cgs.teamVoteString[cs_offset],
|
|
cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] );
|
|
CG_DrawSmallString( 0, 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 ) {
|
|
float x;
|
|
vec4_t color;
|
|
const char *name;
|
|
|
|
if ( !(cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
|
|
return qfalse;
|
|
}
|
|
color[0] = 1;
|
|
color[1] = 1;
|
|
color[2] = 1;
|
|
color[3] = 1;
|
|
|
|
|
|
CG_DrawBigString( 320 - 9 * 8, 24, "following", 1.0F );
|
|
|
|
name = cgs.clientinfo[ cg.snap->ps.clientNum ].name;
|
|
|
|
x = 0.5 * ( 640 - GIANT_WIDTH * CG_DrawStrlen( name ) );
|
|
|
|
CG_DrawStringExt( x, 40, name, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
static void CG_DrawTemporaryStats()
|
|
{ //placeholder for testing (draws ammo and force power)
|
|
#if 0
|
|
char s[512];
|
|
|
|
if (!cg.snap)
|
|
{
|
|
return;
|
|
}
|
|
|
|
sprintf(s, "Force: %i", cg.snap->ps.fd.forcePower);
|
|
|
|
CG_DrawBigString(SCREEN_WIDTH-164, SCREEN_HEIGHT-128, 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-128, 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;
|
|
clientInfo_t *ci1, *ci2;
|
|
int cw;
|
|
const char *s;
|
|
|
|
sec = cg.warmup;
|
|
if ( !sec ) {
|
|
return;
|
|
}
|
|
|
|
if ( sec < 0 ) {
|
|
s = "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_TOURNAMENT) {
|
|
// find the two active players
|
|
ci1 = NULL;
|
|
ci2 = NULL;
|
|
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 ) {
|
|
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 = "Free For All";
|
|
} else if ( cgs.gametype == GT_HOLOCRON ) {
|
|
s = "Holocron FFA";
|
|
} else if ( cgs.gametype == GT_JEDIMASTER ) {
|
|
s = "Jedi Master";
|
|
} else if ( cgs.gametype == GT_TEAM ) {
|
|
s = "Team FFA";
|
|
} else if ( cgs.gametype == GT_SAGA ) {
|
|
s = "Saga";
|
|
} else if ( cgs.gametype == GT_CTF ) {
|
|
s = "Capture the Flag";
|
|
} else if ( cgs.gametype == GT_CTY ) {
|
|
s = "Capture the Ysalimari";
|
|
} else {
|
|
s = "";
|
|
}
|
|
w = CG_Text_Width(s, 0.6f, FONT_MEDIUM);
|
|
CG_Text_Paint(320 - w / 2, 90, 0.6f, 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 );
|
|
if ( sec != cg.warmupCount ) {
|
|
cg.warmupCount = sec;
|
|
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 = 0.54f;
|
|
break;
|
|
case 1:
|
|
cw = 24;
|
|
scale = 0.51f;
|
|
break;
|
|
case 2:
|
|
cw = 20;
|
|
scale = 0.48f;
|
|
break;
|
|
default:
|
|
cw = 16;
|
|
scale = 0.45f;
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void CG_DrawPowerupIcons()
|
|
{
|
|
int j;
|
|
int ico_size = 64;
|
|
int y = ico_size/2;
|
|
gitem_t *item;
|
|
|
|
if (!cg.snap)
|
|
{
|
|
return;
|
|
}
|
|
|
|
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_RegisterShader( "gfx/hud/mpi_rflag_ys" );
|
|
}
|
|
else
|
|
{
|
|
icoShader = trap_R_RegisterShader( "gfx/hud/mpi_bflag_ys" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
icoShader = trap_R_RegisterShader( item->icon );
|
|
}
|
|
|
|
CG_DrawPic( (640-(ico_size*1.5)), y, ico_size, ico_size, icoShader );
|
|
|
|
y += ico_size;
|
|
|
|
if (j != PW_REDFLAG && j != PW_BLUEFLAG && secondsleft < 999)
|
|
{
|
|
UI_DrawProportionalString((640-(ico_size*1.5))+(ico_size/2), y-8, va("%i", secondsleft), UI_CENTER | UI_SMALLFONT | UI_DROPSHADOW, colorTable[CT_WHITE]);
|
|
}
|
|
|
|
y += (ico_size/3);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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_RegisterShader( "gfx/hud/mpi_rflag_x" );
|
|
theirFlagShader = trap_R_RegisterShader( "gfx/hud/mpi_bflag_ys" );
|
|
}
|
|
else
|
|
{
|
|
myFlagTakenShader = trap_R_RegisterShader( "gfx/hud/mpi_bflag_x" );
|
|
theirFlagShader = trap_R_RegisterShader( "gfx/hud/mpi_rflag_ys" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (team == TEAM_RED)
|
|
{
|
|
myFlagTakenShader = trap_R_RegisterShader( "gfx/hud/mpi_rflag_x" );
|
|
theirFlagShader = trap_R_RegisterShader( "gfx/hud/mpi_bflag" );
|
|
}
|
|
else
|
|
{
|
|
myFlagTakenShader = trap_R_RegisterShader( "gfx/hud/mpi_bflag_x" );
|
|
theirFlagShader = trap_R_RegisterShader( "gfx/hud/mpi_rflag" );
|
|
}
|
|
}
|
|
|
|
if (CG_YourTeamHasFlag())
|
|
{
|
|
CG_DrawPic( startDrawPos, 365, ico_size, ico_size, theirFlagShader );
|
|
startDrawPos += ico_size+2;
|
|
}
|
|
|
|
if (CG_OtherTeamHasFlag())
|
|
{
|
|
CG_DrawPic( startDrawPos, 365, ico_size, ico_size, myFlagTakenShader );
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
/*
|
|
=================
|
|
CG_Draw2D
|
|
=================
|
|
*/
|
|
static void CG_Draw2D( void ) {
|
|
float inTime = cg.invenSelectTime+WEAPON_SELECT_TIME;
|
|
float wpTime = cg.weaponSelectTime+WEAPON_SELECT_TIME;
|
|
float bestTime;
|
|
int drawSelect = 0;
|
|
float fallTime, rageTime, rageRecTime, absorbTime, protectTime, ysalTime;
|
|
vec4_t hcolor;
|
|
|
|
if (cgs.orderPending && cg.time > cgs.orderTime) {
|
|
CG_CheckOrderPending();
|
|
}
|
|
// if we are taking a levelshot for the menu, don't draw anything
|
|
if ( cg.levelShot ) {
|
|
return;
|
|
}
|
|
|
|
if ( cg_draw2D.integer == 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
|
|
CG_DrawIntermission();
|
|
return;
|
|
}
|
|
|
|
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 != MAX_CLIENTS && (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_DrawActivePowers();
|
|
}
|
|
|
|
if (BG_HasYsalimari(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.snap->ps.rocketLockIndex != MAX_CLIENTS && (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_DrawActivePowers();
|
|
}
|
|
|
|
// 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();
|
|
} 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)
|
|
{
|
|
CG_DrawPowerupIcons();
|
|
CG_DrawFlagStatus();
|
|
}
|
|
|
|
CG_SaberClashFlare();
|
|
|
|
if (cg_drawStatus.integer)
|
|
{
|
|
CG_DrawStats();
|
|
}
|
|
|
|
//Do we want to use this system again at some point?
|
|
//CG_DrawReward();
|
|
}
|
|
|
|
}
|
|
|
|
if (cg.snap->ps.fallingToDeath)
|
|
{
|
|
fallTime = (float)(cg.time - cg.snap->ps.fallingToDeath);
|
|
|
|
fallTime /= FALL_FADE_TIME;
|
|
|
|
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);
|
|
}
|
|
|
|
CG_DrawVote();
|
|
CG_DrawTeamVote();
|
|
|
|
CG_DrawLagometer();
|
|
|
|
if (!cg_paused.integer) {
|
|
CG_DrawUpperRight();
|
|
}
|
|
|
|
if ( !CG_DrawFollow() ) {
|
|
CG_DrawWarmup();
|
|
}
|
|
|
|
// don't draw center string if scoreboard is up
|
|
cg.scoreBoardShowing = CG_DrawScoreboard();
|
|
if ( !cg.scoreBoardShowing) {
|
|
CG_DrawCenterString();
|
|
}
|
|
}
|
|
|
|
|
|
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 );
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
|
|
|
|
|