sof2-sdk/code/cgame/cg_newDraw.c
2002-07-15 00:00:00 +00:00

1133 lines
29 KiB
C

// Copyright (C) 2001-2002 Raven Software.
//
// cg_newdraw.c --
#include "cg_local.h"
#include "../game/bg_public.h"
#include "../ui/ui_shared.h"
extern displayContextDef_t cgDC;
static float healthColors[4][4] =
{
{ 1.0f, 0.69f, 0.0f, 1.0f } , // normal
{ 1.0f, 0.2f, 0.2f, 1.0f }, // low health
{ 0.5f, 0.5f, 0.5f, 1.0f}, // weapon firing
{ 1.0f, 1.0f, 1.0f, 1.0f } // health > 100
};
static void CG_DrawPlayerLocation( rectDef_t *rect, float scale, vec4_t color, int textStyle )
{
clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum];
const char *s;
if (!ci)
{
return;
}
s = CG_ConfigString(CS_LOCATIONS + ci->location);
if (!s || !*s)
{
s = "unknown";
}
CG_DrawText(rect->x, rect->y + rect->h, cgs.media.hudFont, scale, color, s, 0, 0 );
}
//==============================================================================
// CG_DrawPlayerSniperBullet
//==============================================================================
static void CG_DrawPlayerSniperBullet ( rectDef_t* rect, qhandle_t shader, int bullet )
{
// Dont draw the bullet if the player doesnt have enough ammo
if ( bullet > cg.predictedPlayerState.clip[ATTACK_NORMAL][WP_MSG90A1] )
{
return;
}
CG_DrawStretchPic ( rect->x, rect->y, rect->w, rect->h, 0, 0, 1, 1, NULL, shader );
}
//==============================================================================
// CG_DrawPlayerSniperMagnification
//==============================================================================
static void CG_DrawPlayerSniperMagnification ( rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
const char* mag;
switch ( cg.predictedPlayerState.zoomFov )
{
default:
case 20: mag = "5x"; break;
case 10: mag = "10x"; break;
case 5: mag = "20x"; break;
}
// Center the text
CG_DrawText (rect->x, rect->y, font, scale, color, mag, 0, 0 );
}
//==============================================================================
// CG_DrawPlayerWeaponName
//==============================================================================
static void CG_DrawPlayerWeaponName ( rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
float width;
const char* name;
if( cg.weaponSelect > WP_NONE )
{
// Equipped weapon
name = weaponData[cg.weaponSelect].classname;
}
else
{
// No weapon equipped.
name = "NONE";
}
// Get the width of the text so we can center it
width = trap_R_GetTextWidth ( name, font, scale, 0 );
// Center the text
CG_DrawText (rect->x + (rect->w - width) / 2, rect->y + rect->h, font, scale, color, name, 0, 0 );
}
//==============================================================================
// CG_DrawPlayerWeaponName
//==============================================================================
static void CG_DrawPlayerAltWeaponName ( rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
float width;
const char* name;
if( cg.weaponSelect > WP_NONE )
{
// Equipped weapon
name = weaponData[cg.weaponSelect].attack[ATTACK_ALTERNATE].name;
}
else
{
// No weapon equipped.
name = "NONE";
}
// Get the width of the text so we can center it
width = trap_R_GetTextWidth ( name, font, scale, 0 );
// Center the text
CG_DrawText (rect->x + (rect->w - width) / 2, rect->y + rect->h, font, scale, color, name, 0, 0 );
}
//==============================================================================
// CG_DrawPlayerWeaponAmmo
//==============================================================================
static void CG_DrawPlayerWeaponAmmo(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
const char *ammo;
int value;
float width;
// If the client doenst have a selected weapon then dont draw the ammo
if ( cg.weaponSelect <= WP_NONE )
return;
// Retrieve the ammo value
value = cg.predictedPlayerState.ammo[weaponData[cg.weaponSelect].attack[ATTACK_NORMAL].ammoIndex];
// If the ammo value is crazy then dont display it
if ( value <= -1 )
return;
// Build the ammo string padded with zeros
ammo = va ( "%03d", value );
// Retrive the width of the ammo string so it can be centered
width = trap_R_GetTextWidth (ammo, font, scale, 0 );
// Draw the ammo string centered
CG_DrawText (rect->x + (rect->w - width) / 2, rect->y + rect->h, font, scale, color, ammo, 0, 0 );
}
//==============================================================================
// CG_DrawPlayerAltWeaponAmmo
//==============================================================================
static void CG_DrawPlayerAltWeaponAmmo(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
const char *ammo;
int value;
float width;
// If the client doenst have a selected weapon then dont draw the ammo
if ( cg.weaponSelect <= WP_NONE )
return;
// If the selected weapon doesn't have an altclip, don't draw.
if(weaponData[cg.weaponSelect].attack[ATTACK_ALTERNATE].clipSize<=0)
return;
// Retrieve the ammo value
value = cg.predictedPlayerState.ammo[weaponData[cg.weaponSelect].attack[ATTACK_ALTERNATE].ammoIndex];
value += cg.predictedPlayerState.clip[ATTACK_ALTERNATE][cg.weaponSelect];
// If the ammo value is crazy then dont display it
if ( value <= -1 )
return;
// Build the ammo string padded with zeros
ammo = va ( "%03d", value );
// Retrive the width of the ammo string so it can be centered
width = trap_R_GetTextWidth (ammo, font, scale, 0 );
// Draw the ammo string centered
CG_DrawText (rect->x + (rect->w - width) / 2, rect->y + rect->h, font, scale, color, ammo, 0, 0 );
}
//==============================================================================
// CG_DrawPlayerAltWeaponAmmoIcon
//==============================================================================
static void CG_DrawPlayerAltWeaponAmmoIcon(rectDef_t *rect, vec4_t color )
{
vec4_t fade;
// If the client doenst have a selected weapon then dont draw the ammo icon
if ( cg.weaponSelect <= WP_NONE )
return;
// If there is no loaded icon then dont draw it
if ( !cg_weapons[cg.weaponSelect].attack[ATTACK_ALTERNATE].ammoIcon )
{
return;
}
// Fade out the icon if there isnt anything in the alt clip
fade[0] = color[0];
fade[1] = color[1];
fade[2] = color[2];
fade[3] = color[3] * (cg.predictedPlayerState.clip[ATTACK_ALTERNATE][cg.weaponSelect]?1:0.20f);
trap_R_SetColor ( fade );
// Draw the icon
CG_DrawPic ( rect->x, rect->y, rect->w, rect->h, cg_weapons[cg.weaponSelect].attack[ATTACK_ALTERNATE].ammoIcon );
// Back to no color
trap_R_SetColor ( NULL );
}
//==============================================================================
// CG_DrawPlayerWeaponClip
//==============================================================================
static void CG_DrawPlayerWeaponClip (rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
const char *clip;
int value;
float width;
// If the client doenst have a selected weapon then dont draw the ammo
if ( cg.weaponSelect <= WP_NONE )
return;
// Retrieve the ammo value
value = cg.predictedPlayerState.clip[ATTACK_NORMAL][cg.weaponSelect];
// If the ammo value is crazy then dont display it
if ( value <= -1 )
return;
// Build the clip string padded with zeros
clip = va ( "%02d", value );
// Retrive the width of the clip string so it can be centered
width = trap_R_GetTextWidth (clip, font, scale, 0 );
// Draw the clip string centered
CG_DrawText (rect->x + (rect->w - width) / 2, rect->y + rect->h, font, scale, color, clip, 0, 0 );
}
//==============================================================================
// CG_DrawPlayerWeaponMode
//==============================================================================
static void CG_DrawPlayerWeaponMode ( rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
float width;
const char* mode;
int curMode;
// Use the current fire mode for this weapon, if its undefined then find what it will
// be once its set
curMode = cg.predictedPlayerState.firemode[cg.weaponSelect];
if ( curMode == WP_FIREMODE_NONE )
{
curMode = BG_FindFireMode ( cg.weaponSelect, ATTACK_NORMAL, WP_FIREMODE_AUTO );
}
// TODO: Retrieve the real mode
switch ( curMode )
{
case WP_FIREMODE_NONE:
mode = "";
break;
case WP_FIREMODE_AUTO:
mode = "AUTO";
break;
case WP_FIREMODE_BURST:
mode = "BURST";
break;
case WP_FIREMODE_SINGLE:
mode = "SINGLE";
break;
default:
// This shouldn't happen.
assert(0);
mode = "";
}
// Get the width of the text so we can center it
width = trap_R_GetTextWidth ( mode, font, scale, 0 );
// Center the text
CG_DrawText (rect->x + (rect->w - width) / 2, rect->y + rect->h, font, scale, color, mode, 0, 0 );
}
//==============================================================================
// CG_DrawUseIcon
//==============================================================================
void CG_DrawUseIcon ( rectDef_t* rect )
{
// If not in a use zone then dont bother
if ( !(cg.predictedPlayerState.pm_flags & PMF_CAN_USE ) )
{
return;
}
CG_DrawStretchPic ( rect->x, rect->y, rect->w, rect->h,0, 0, 1, 1, NULL,
cgs.gameIcons [ cg.predictedPlayerState.stats[STAT_USEICON] ] );
if ( cg.predictedPlayerState.stats[STAT_USETIME] )
{
float w = 98.0f * (float)cg.predictedPlayerState.stats[STAT_USETIME] / (float)cg.predictedPlayerState.stats[STAT_USETIME_MAX];
CG_DrawRect ( rect->x + rect->h + 10, rect->y + 9, 100, rect->h - 18, 1, colorWhite );
CG_FillRect ( rect->x + rect->h + 11, rect->y + 10, w, rect->h - 20, colorRed );
CG_DrawRect ( rect->x + rect->h + 11, rect->y + 10, w, rect->h - 20, 1, colorBlack );
}
}
//==============================================================================
// CG_DrawPlayerGametypeItems
//==============================================================================
void CG_DrawPlayerGametypeItems ( rectDef_t* rect )
{
float x;
int i;
// If not in a use zone then dont bother
if ( cg.predictedPlayerState.pm_flags & PMF_CAN_USE )
{
return;
}
x = rect->x;
for ( i = 0; i < MAX_GAMETYPE_ITEMS; i ++ )
{
// Doesnt have this mission item
if ( !(cg.predictedPlayerState.stats[STAT_GAMETYPE_ITEMS] & (1<<i)) )
{
continue;
}
if ( !cg_items[i+MODELINDEX_GAMETYPE_ITEM].icon )
{
continue;
}
CG_DrawPic ( x, rect->y, rect->w, rect->h, cg_items[i+MODELINDEX_GAMETYPE_ITEM].icon );
x += 2;
}
}
//==============================================================================
// CG_DrawPlayerArmor
//==============================================================================
void CG_DrawPlayerArmor ( rectDef_t* rect )
{
float x;
float w;
// Draw the icon
trap_R_SetColor ( NULL );
w = rect->w;
x = rect->x;
for ( ; w >= rect->h; w -= rect->h, x += rect->h )
{
CG_DrawPic ( x, rect->y - rect->h, rect->h, rect->h, cgs.media.armorShader );
}
if ( w )
{
CG_DrawStretchPic ( x, rect->y - rect->h, w, rect->h,
0, 0, w/rect->h, 1.0f, NULL, cgs.media.armorShader );
}
}
static void CG_DrawPlayerScore( rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
const char* s;
s = va("%03d",cg.snap->ps.persistant[PERS_SCORE]);
CG_DrawText(rect->x + (rect->w - trap_R_GetTextWidth(s,font,scale,0)) / 2, rect->y + rect->h, font, scale, color, s, 0, 0 );
}
static void CG_DrawRedScore(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
int value;
char num[16];
if ( cgs.scores1 == SCORE_NOT_PRESENT )
{
Com_sprintf (num, sizeof(num), "-");
}
else
{
Com_sprintf (num, sizeof(num), "%i", cgs.scores1);
}
value = trap_R_GetTextWidth (num, font, scale, 0);
CG_DrawText (rect->x + rect->w - value, rect->y + rect->h, font, scale, color, num, 0, 0 );
}
static void CG_DrawBlueScore(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
int value;
char num[16];
if ( cgs.scores2 == SCORE_NOT_PRESENT )
{
Com_sprintf (num, sizeof(num), "-");
}
else
{
Com_sprintf (num, sizeof(num), "%i", cgs.scores2);
}
value = trap_R_GetTextWidth(num, font, scale, 0 );
CG_DrawText(rect->x + rect->w - value, rect->y + rect->h, font, scale, color, num, 0, 0 );
}
#define MSECS_PER_FRAME (1000.0 / 60.0)
#define HUD_FADE_SPEED 0.05
float TimeAdjustHUDVal(float mainVal, float dstVal, float factor)
{
mainVal = mainVal * (1.0 - factor) + dstVal * factor;
//once we get close enough, just finish up
if(fabs(mainVal - dstVal) < .01)
{ // if we don't have this, the last few pixels take FOREVER
mainVal = dstVal;
}
return mainVal;
}
void HandleHUDSegment(float *floorVal, float *ceilVal, float dstVal, float factor)
{
if(dstVal < *floorVal)
{
*floorVal = dstVal;
}
else if(dstVal > *floorVal)
{
*floorVal = TimeAdjustHUDVal(*floorVal, dstVal, factor);
}
if(dstVal > *ceilVal)
{
*ceilVal = dstVal;
}
else if(dstVal < *ceilVal)
{
*ceilVal = TimeAdjustHUDVal(*ceilVal, dstVal, factor);
}
}
float CG_GetValue(int ownerDraw)
{
centity_t *cent;
playerState_t *ps;
cent = CG_GetEntity ( cg.snap->ps.clientNum );
ps = &cg.snap->ps;
switch (ownerDraw)
{
case CG_PLAYER_WEAPON_AMMO:
if ( cent->currentState.weapon )
{
return ps->ammo[weaponData[cent->currentState.weapon].attack[ATTACK_NORMAL].ammoIndex];
}
break;
case CG_PLAYER_SCORE:
return cg.snap->ps.persistant[PERS_SCORE];
case CG_PLAYER_HEALTH:
return ((float) ps->stats[STAT_HEALTH] * 0.01f) + 0.01f;
case CG_PLAYER_HEALTH_FADE:
{
static float healthEdge = 0.0;
static float healthFull = 0.0;
float curHealth = ps->stats[STAT_HEALTH] * 0.01;
float adjustFactor = (cg.frametime / MSECS_PER_FRAME) * HUD_FADE_SPEED;
HandleHUDSegment(&healthEdge, &healthFull, curHealth, adjustFactor);
if ( healthFull < 0 )
healthFull = 0;
return healthFull;
}
case CG_PLAYER_ARMOR_FADE:
{
static float armorEdge = 0.0;
static float armorFull = 0.0;
float curArmor = ps->stats[STAT_ARMOR] * 0.01;
float adjustFactor = (cg.frametime / MSECS_PER_FRAME) * HUD_FADE_SPEED;
HandleHUDSegment(&armorEdge, &armorFull, curArmor, adjustFactor);
if ( armorFull < 0 )
armorFull = 0;
return armorFull;
}
case CG_PLAYER_ARMOR:
return ((float) ps->stats[STAT_ARMOR] * 0.01f);;
case CG_RED_SCORE:
return cgs.scores1;
break;
case CG_BLUE_SCORE:
return cgs.scores2;
break;
default:
break;
}
return -1;
}
qboolean CG_OwnerDrawDisabled(int flags, const char* param )
{
return qfalse;
}
qboolean CG_OwnerDrawVisible(int flags, const char* param )
{
qboolean visible = qtrue;
while ( visible )
{
// Player on the red team?
if ( flags & CG_SHOW_ONREDTEAM )
{
visible = cg.predictedPlayerState.persistant[PERS_TEAM]==TEAM_RED?qtrue:qfalse;
flags &= ~(CG_SHOW_ONREDTEAM);
continue;
}
// Player on the blue team?
else if ( flags & CG_SHOW_ONBLUETEAM )
{
visible = cg.predictedPlayerState.persistant[PERS_TEAM]==TEAM_BLUE?qtrue:qfalse;
flags &= ~(CG_SHOW_ONBLUETEAM);
}
else if ( flags & CG_SHOW_HUD_NIGHTVISION )
{
visible = ((cg.predictedPlayerState.pm_flags & PMF_GOGGLES_ON) && cg.predictedPlayerState.stats[STAT_GOGGLES] == GOGGLES_NIGHTVISION && !(cg.predictedPlayerState.pm_flags&PMF_ZOOMED))? qtrue : qfalse;
flags &= ~(CG_SHOW_HUD_NIGHTVISION);
}
else if ( flags & CG_SHOW_HUD_THERMAL )
{
visible = ((cg.predictedPlayerState.pm_flags & PMF_GOGGLES_ON) && cg.predictedPlayerState.stats[STAT_GOGGLES] == GOGGLES_INFRARED )? qtrue : qfalse;
flags &= ~(CG_SHOW_HUD_THERMAL);
}
// Only draw the sniper scope when zoomed
else if ( flags & CG_SHOW_HUD_SNIPERSCOPE )
{
visible = (cg.predictedPlayerState.pm_flags&PMF_ZOOMED)?qtrue:qfalse;
flags &= ~(CG_SHOW_HUD_SNIPERSCOPE);
}
// Draw the health as long as we arent zoomed
else if ( flags & CG_SHOW_HUD_HEALTH )
{
visible = cg.showScores ? qfalse : qtrue;
flags &= ~(CG_SHOW_HUD_HEALTH);
}
// Timer
else if ( flags & CG_SHOW_HUD_TIMER )
{
if ( cg.showScores )
{
visible = qfalse;
}
else if ( !cg_drawTimer.integer )
{
visible = qfalse;
}
flags &= ~(CG_SHOW_HUD_TIMER);
}
// Should the alternate weapon information be shown?
else if (flags & (CG_SHOW_PLAYER_ALT_WEAPONINFO|CG_HIDE_PLAYER_ALT_WEAPONINFO) )
{
if ( cg.predictedPlayerState.pm_flags & PMF_ZOOMED )
{
visible = qfalse;
}
if ( cg.showScores )
{
visible = qfalse;
}
else
{
if ( !BG_WeaponHasAlternateAmmo ( cg.weaponSelect ) )
{
visible = qfalse;
}
// Dont show it if we dont have ammo
if ( !cg.predictedPlayerState.ammo[ weaponData[cg.weaponSelect].attack[ATTACK_ALTERNATE].ammoIndex ] &&
!cg.predictedPlayerState.clip[ATTACK_ALTERNATE][ cg.weaponSelect ] )
{
visible = qfalse;
}
// INvert the visible flag for hidden
if ( flags & CG_HIDE_PLAYER_ALT_WEAPONINFO )
{
if ( cg.predictedPlayerState.pm_flags & PMF_ZOOMED )
{
visible = qfalse;
}
else
{
visible = !visible;
}
}
}
flags &= ~(CG_SHOW_PLAYER_ALT_WEAPONINFO|CG_HIDE_PLAYER_ALT_WEAPONINFO);
}
// Draw the weapon info when we arent zoomed
else if ( flags & CG_SHOW_HUD_WEAPONINFO )
{
visible = (cg.showScores||(cg.predictedPlayerState.pm_flags&PMF_ZOOMED))?qfalse:qtrue;
flags &= ~(CG_SHOW_HUD_WEAPONINFO);
}
else if (flags & CG_SHOW_ANYTEAMGAME)
{
if( !cgs.gametypeData->teams )
{
visible = qfalse;
}
flags &= ~(CG_SHOW_ANYTEAMGAME);
}
else if (flags & CG_SHOW_ANYNONTEAMGAME)
{
if( cgs.gametypeData->teams )
{
visible = qfalse;
}
flags &= ~(CG_SHOW_ANYNONTEAMGAME);
}
else
{
break;
}
}
return visible;
}
static void CG_Draw1stPlace(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
if (cgs.scores1 != SCORE_NOT_PRESENT)
{
CG_DrawText(rect->x, rect->y, font, scale, color, va("%2i", cgs.scores1),0, 0 );
}
}
static void CG_Draw2ndPlace(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
if (cgs.scores2 != SCORE_NOT_PRESENT)
{
CG_DrawText(rect->x, rect->y, font, scale, color, va("%2i", cgs.scores2),0, 0 );
}
}
// Draw an entire row of weapons for the visual weapon selection menu
static void CG_DrawWeaponList(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
static vec4_t colorNormal = { 0.5f, 0.5f, 0.5f, 0.8f };
static vec4_t colorShadow = { 0.0f, 0.0f, 0.0f, 0.25f };
static vec4_t colorSelected = { 204.0f / 255.0f, 222.0f / 255.0f, 159.0f / 255.0f, 0.925f };
static vec4_t colorDisabled = { 0.4f, 0.4f, 0.4f, 0.8f };
centity_t *cent;
playerState_t *ps;
qhandle_t icon;
int weaponToDraw;
int x,y;
int w,h;
int i,wid;
int category, activeCategory;
char numStr[3];
int category_x[CAT_MAX];
gitem_t *item;
const char *s;
vec4_t colorDraw;
rect->x = 20;
rect->y = 65;
rect->h = 320;
// are we showing weapon menu?
if (!cg.weaponMenuUp)
{
return;
}
cent = CG_GetEntity ( cg.snap->ps.clientNum );
ps = &cg.snap->ps;
// If the menu was up during follow then turn it off
if ( (ps->pm_flags & PMF_FOLLOW) || ps->pm_type == PM_SPECTATOR )
{
cg.weaponMenuUp = qfalse;
return;
}
h = rect->h / CAT_MAX;
w = h*2; // we know that the weapon icons are a 2:1 aspect ratio
activeCategory = -1;
// start at left edge for all weapon categories
for (i=CAT_NONE; i<CAT_MAX; i++)
{
category_x[i] = rect->x + w;
}
for (weaponToDraw = WP_NONE + 1; weaponToDraw < WP_NUM_WEAPONS; weaponToDraw++ )
{
category = weaponData[weaponToDraw].category;
x = category_x[category];
y = rect->y + (category-1) * h;
// found a weapon in this catagory
if (weaponToDraw == cg.weaponMenuSelect)
{
// this is the currently selected weapon, so draw in green
Vector4Copy(colorSelected, colorDraw);
activeCategory = category;
}
else if ( (ps->stats[STAT_WEAPONS] & ( 1 << weaponToDraw )) )
{
int ammoCount = 0;
ammoCount += ps->ammo[weaponData[weaponToDraw].attack[ATTACK_NORMAL].ammoIndex];
ammoCount += ps->clip[ATTACK_NORMAL][weaponToDraw];
ammoCount += ps->ammo[weaponData[weaponToDraw].attack[ATTACK_ALTERNATE].ammoIndex];
ammoCount += ps->clip[ATTACK_ALTERNATE][weaponToDraw];
if ( !ammoCount )
{
if (CAT_GRENADE <= category)
{
// no grenades means no grenades
continue;
}
else
{
// weapon has no ammo so show it disabled
Vector4Copy(colorDisabled, colorDraw );
}
}
else
{
// draw in normal color
Vector4Copy(colorNormal, colorDraw);
}
}
else
{ // don't have it, so don't draw
continue;
}
icon = cg_weapons[ weaponToDraw ].weaponIcon;
if (icon)
{
// draw weapon icon
if (CAT_GRENADE <= category)
{
// draw square icons
trap_R_SetColor( colorShadow );
CG_DrawPic( x+2, y+2, h * 0.90f, h * 0.90f, icon );
trap_R_SetColor( colorDraw );
CG_DrawPic( x, y, h * 0.90f, h * 0.90f, icon );
category_x[category] += h;
}
else
{
// draw rectangular icons
trap_R_SetColor( colorShadow );
CG_DrawPic( x+2, y+2, w * 0.90f, h * 0.90f, icon );
trap_R_SetColor( colorDraw );
CG_DrawPic( x, y, w * 0.90f, h * 0.90f, icon );
category_x[category] += w;
}
}
trap_R_SetColor( NULL );
}
// show weapon catagory numbers
for (i = CAT_NONE + 1; i < CAT_MAX; i++)
{
y = rect->y + (i - 1) * h;
Com_sprintf(numStr, sizeof(numStr),"%d", i );
wid = trap_R_GetTextWidth (numStr, font, 1.25f, 0 );
if (i == activeCategory)
{
Vector4Copy(colorSelected, colorDraw);
}
else
{
Vector4Copy(colorNormal, colorDraw);
}
colorDraw[3] = 1.0f;
CG_DrawText (rect->x + (w - wid) / 2 + 2, y, font, 0.6f, colorDraw, numStr, 0, DT_DROPSHADOW );
}
item = BG_FindWeaponItem ( cg.weaponMenuSelect );
if ( item )
{
// Draw the selected weapons name
s = va("Weapon: %s", item->pickup_name);
w = trap_R_GetTextWidth ( s, cgs.media.hudFont, 0.43f, 0 );
CG_DrawText ( 640 - rect->x - w, rect->y, cgs.media.hudFont, 0.43f, colorSelected, s, 0, 0 );
// Draw the selected weapons ammo count
if ( BG_WeaponHasAlternateAmmo ( cg.weaponMenuSelect ) )
{
s = va("Ammo: %i / %i", cg.predictedPlayerState.clip[ATTACK_NORMAL][cg.weaponMenuSelect] + cg.predictedPlayerState.ammo[weaponData[cg.weaponMenuSelect].attack[ATTACK_NORMAL].ammoIndex],
cg.predictedPlayerState.clip[ATTACK_ALTERNATE][cg.weaponMenuSelect] + cg.predictedPlayerState.ammo[weaponData[cg.weaponMenuSelect].attack[ATTACK_ALTERNATE].ammoIndex]);
}
else
{
s = va("Ammo: %i", cg.predictedPlayerState.clip[ATTACK_NORMAL][cg.weaponMenuSelect] + cg.predictedPlayerState.ammo[weaponData[cg.weaponMenuSelect].attack[ATTACK_NORMAL].ammoIndex]);
}
w = trap_R_GetTextWidth ( s, cgs.media.hudFont, 0.43f, 0 );
CG_DrawText ( 640 - rect->x - w, rect->y + 15, cgs.media.hudFont, 0.43f, colorSelected, s, 0, 0 );
}
}
const char *CG_GetGameStatusText()
{
const char *s = "";
if ( !cgs.gametypeData->teams )
{
if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR )
{
s = va("%s place with %i",CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),cg.snap->ps.persistant[PERS_SCORE] );
}
}
else
{
if ( cg.teamScores[0] == cg.teamScores[1] )
{
s = va("Teams are tied at %i", cg.teamScores[0] );
}
else if ( cg.teamScores[0] >= cg.teamScores[1] )
{
s = va("Red leads Blue, %i to %i", cg.teamScores[0], cg.teamScores[1] );
}
else
{
s = va("Blue leads Red, %i to %i", cg.teamScores[1], cg.teamScores[0] );
}
}
return s;
}
static void CG_DrawGameStatus(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
CG_DrawText (rect->x, rect->y + rect->h, font, scale, color, CG_GetGameStatusText(), 0 , 0 );
}
const char *CG_GameTypeString()
{
return cgs.gametypeData->displayName;
}
static void CG_DrawGameType(rectDef_t *rect, qhandle_t font, float scale, vec4_t color )
{
CG_DrawText (rect->x, rect->y + rect->h, font, scale, color, CG_GameTypeString(), 0, 0 );
}
void CG_OwnerDraw ( float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, qhandle_t font, float scale, vec4_t color, qhandle_t shader, int textStyle, const char* param )
{
rectDef_t rect;
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
switch (ownerDraw)
{
case CG_USE_ICON:
CG_DrawUseIcon ( &rect );
break;
case CG_PLAYER_GAMETYPE_ITEMS:
CG_DrawPlayerGametypeItems ( &rect );
break;
case CG_PLAYER_ARMOR:
CG_DrawPlayerArmor ( &rect );
break;
case CG_PLAYER_WEAPON_AMMO:
CG_DrawPlayerWeaponAmmo(&rect, font, scale, color );
break;
case CG_PLAYER_WEAPON_CLIP:
CG_DrawPlayerWeaponClip(&rect, font, scale, color );
break;
case CG_PLAYER_WEAPON_NAME:
CG_DrawPlayerWeaponName(&rect, font, scale, color );
break;
case CG_PLAYER_ALT_WEAPON_NAME:
CG_DrawPlayerAltWeaponName(&rect, font, scale, color );
break;
case CG_PLAYER_ALT_WEAPON_AMMO:
CG_DrawPlayerAltWeaponAmmo(&rect, font, scale, color );
break;
case CG_PLAYER_ALT_WEAPON_AMMOICON:
CG_DrawPlayerAltWeaponAmmoIcon ( &rect, color );
break;
case CG_PLAYER_WEAPON_MODE:
CG_DrawPlayerWeaponMode(&rect, font, scale, color );
break;
case CG_PLAYER_SCORE:
CG_DrawPlayerScore(&rect, font, scale, color );
break;
case CG_GAME_TYPE:
CG_DrawGameType(&rect, font, scale, color );
break;
case CG_RED_SCORE:
CG_DrawRedScore(&rect, font, scale, color );
break;
case CG_BLUE_SCORE:
CG_DrawBlueScore(&rect, font, scale, color );
break;
case CG_GAME_STATUS:
CG_DrawGameStatus(&rect, font, scale, color );
break;
case CG_1STPLACE:
CG_Draw1stPlace(&rect, font, scale, color );
break;
case CG_2NDPLACE:
CG_Draw2ndPlace(&rect, font, scale, color );
break;
case CG_WEAPON_LIST:
CG_DrawWeaponList(&rect, font, scale, color );
break;
case CG_PLAYER_LOCATION:
CG_DrawPlayerLocation(&rect, scale, color, textStyle);
break;
case CG_PLAYER_SNIPER_BULLET_1:
case CG_PLAYER_SNIPER_BULLET_2:
case CG_PLAYER_SNIPER_BULLET_3:
case CG_PLAYER_SNIPER_BULLET_4:
case CG_PLAYER_SNIPER_BULLET_5:
case CG_PLAYER_SNIPER_BULLET_6:
CG_DrawPlayerSniperBullet ( &rect, shader, ownerDraw - CG_PLAYER_SNIPER_BULLET_1 + 1);
break;
case CG_PLAYER_SNIPER_MAGNIFICATION:
CG_DrawPlayerSniperMagnification ( &rect, font, scale, color );
break;
default:
break;
}
}
void CG_MouseEvent(int x, int y)
{
int n;
if ( (cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_SPECTATOR) && cg.showScores == qfalse)
{
trap_Key_SetCatcher(0);
return;
}
cgs.cursorX+= x;
if (cgs.cursorX < 0)
{
cgs.cursorX = 0;
}
else if (cgs.cursorX > 640)
{
cgs.cursorX = 640;
}
cgs.cursorY += y;
if (cgs.cursorY < 0)
{
cgs.cursorY = 0;
}
else if (cgs.cursorY > 480)
{
cgs.cursorY = 480;
}
n = Display_CursorType(cgs.cursorX, cgs.cursorY);
cgs.activeCursor = 0;
if (n == CURSOR_ARROW)
{
cgs.activeCursor = cgs.media.cursor;
}
else if (n == CURSOR_SIZER)
{
cgs.activeCursor = cgs.media.cursor;
}
if (cgs.capturedItem)
{
Display_MouseMove(cgs.capturedItem, x, y);
}
else
{
Display_MouseMove(NULL, cgs.cursorX, cgs.cursorY);
}
}
/*
==================
CG_EventHandling
==================
type 0 - no event handling
1 - team menu
2 - hud editor
*/
void CG_EventHandling(int type)
{
cgs.eventHandling = type;
}
void CG_KeyEvent(int key, qboolean down)
{
if (!down)
{
return;
}
if ( cg.predictedPlayerState.pm_type == PM_NORMAL || (cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse))
{
CG_EventHandling(CGAME_EVENT_NONE);
trap_Key_SetCatcher(0);
return;
}
Display_HandleKey(key, down, cgs.cursorX, cgs.cursorY);
if (cgs.capturedItem)
{
cgs.capturedItem = NULL;
}
else
{
if (key == K_MOUSE2 && down)
{
cgs.capturedItem = Display_CaptureItem(cgs.cursorX, cgs.cursorY);
}
}
}
void CG_RunMenuScript(const char **args)
{
}
void CG_GetTeamColor(vec4_t *color)
{
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
(*color)[0] = 1.0f;
(*color)[3] = 0.25f;
(*color)[1] = (*color)[2] = 0.0f;
} else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
(*color)[0] = (*color)[1] = 0.0f;
(*color)[2] = 1.0f;
(*color)[3] = 0.25f;
} else {
(*color)[0] = (*color)[2] = 0.0f;
(*color)[1] = 0.17f;
(*color)[3] = 0.25f;
}
}