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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Copyright ( C ) 1999 - 2005 , Id Software , Inc .
Copyright ( C ) 2000 - 2013 , Raven Software , Inc .
Copyright ( C ) 2001 - 2013 , Activision , Inc .
Copyright ( C ) 2013 - 2015 , OpenJK contributors
This file is part of the OpenJK source code .
OpenJK is free software ; you can redistribute it and / or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , see < http : //www.gnu.org/licenses/>.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
// cg_draw.c -- draw all of the graphical elements during
// active (after loading) gameplay
# include "../game/g_local.h"
# include "cg_local.h"
# include "cg_media.h"
# include "../game/objectives.h"
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# include "bg_local.h"
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# include <JKVR/VrClientInfo.h>
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# include "FxUtil.h"
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void CG_DrawIconBackground ( void ) ;
void CG_DrawMissionInformation ( void ) ;
void CG_DrawInventorySelect ( void ) ;
void CG_DrawForceSelect ( void ) ;
qboolean CG_WorldCoordToScreenCoord ( vec3_t worldCoord , int * x , int * y ) ;
qboolean CG_WorldCoordToScreenCoordFloat ( vec3_t worldCoord , float * x , float * y ) ;
extern float g_crosshairEntDist ;
extern int g_crosshairSameEntTime ;
extern int g_crosshairEntNum ;
extern int g_crosshairEntTime ;
qboolean cg_forceCrosshair = qfalse ;
// bad cheating
extern int g_rocketLockEntNum ;
extern int g_rocketLockTime ;
extern int g_rocketSlackTime ;
vec3_t vfwd ;
vec3_t vright ;
vec3_t vup ;
vec3_t vfwd_n ;
vec3_t vright_n ;
vec3_t vup_n ;
int infoStringCount ;
//===============================================================
/*
= = = = = = = = = = = = = = = =
CG_Draw3DModel
= = = = = = = = = = = = = = = =
*/
static 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 ;
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 ;
cgi_R_ClearScene ( ) ;
cgi_R_AddRefEntityToScene ( & ent ) ;
cgi_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 speaker_i , vec3_t headAngles )
{
qhandle_t hm = 0 ;
qhandle_t hs = 0 ;
float len ;
vec3_t origin ;
vec3_t mins , maxs ;
gentity_t * ent ;
qboolean extensions = qfalse ;
int talking = 0 ;
//If the talking ent is actually on the level, use his info
if ( cg . gameTextEntNum ! = - 1 & & cg . gameTextEntNum < ENTITYNUM_WORLD )
{
ent = & g_entities [ cg . gameTextEntNum ] ;
if ( ent & & ent - > client )
{
hm = ent - > client - > clientInfo . headModel ;
if ( hm )
{
hs = ent - > client - > clientInfo . headSkin ;
extensions = ent - > client - > clientInfo . extensions ;
talking = gi . VoiceVolume [ ent - > s . number ] ;
}
}
}
if ( ! hm )
{
return ;
}
if ( ! talking )
{ //no sound playing, don't display the head any more
cg . gameNextTextTime = cg . time ;
return ;
}
//add talking anim
if ( extensions & & talking > 0 )
{
hs = hs + talking ;
}
// offset the origin y and z to center the head
cgi_R_ModelBounds ( hm , 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 )
CG_Draw3DModel ( x , y , w , h , hm , hs , origin , headAngles ) ;
}
/*
= = = = = = = = = = = = = = = =
CG_DrawTalk
= = = = = = = = = = = = = = = =
*/
static void CG_DrawTalk ( centity_t * cent )
{
float size ;
vec3_t angles ;
// int totalLines,y,i;
vec4_t color ;
if ( cg . gameNextTextTime > cg . time )
{
color [ 0 ] = colorTable [ CT_BLACK ] [ 0 ] ;
color [ 1 ] = colorTable [ CT_BLACK ] [ 1 ] ;
color [ 2 ] = colorTable [ CT_BLACK ] [ 2 ] ;
color [ 3 ] = 0.350F ;
cgi_R_SetColor ( color ) ; // Background
CG_DrawPic ( 5 , 27 , 50 , 64 , cgs . media . ammoslider ) ;
cgi_R_SetColor ( colorTable [ CT_LTPURPLE1 ] ) ;
CG_DrawPic ( 5 , 6 , 128 , 64 , cgs . media . talkingtop ) ;
/*
totalLines = cg . scrollTextLines - cg . gameTextCurrentLine ;
y = 6 ;
CG_DrawPic ( 55 , y , 16 , 16 , cgs . media . bracketlu ) ;
CG_DrawPic ( 616 , y , 16 , 16 , cgs . media . bracketru ) ;
for ( i = 1 ; i < totalLines ; + + i )
{
y + = 16 ;
CG_DrawPic ( 55 , y , 16 , 16 , cgs . media . ammoslider ) ;
CG_DrawPic ( 616 , y , 16 , 16 , cgs . media . ammoslider ) ;
}
y + = 16 ;
CG_DrawPic ( 55 , y , 16 , 16 , cgs . media . bracketld ) ;
CG_DrawPic ( 616 , y , 16 , 16 , cgs . media . bracketrd ) ;
*/
size = ICON_SIZE * 1.5 ;
VectorClear ( angles ) ;
angles [ YAW ] = 180 ;
CG_DrawHead ( - 6 , 25 , size , size , cg . gameTextSpeaker , angles ) ;
cgi_R_SetColor ( colorTable [ CT_LTPURPLE1 ] ) ; // Bottom
CG_DrawPic ( 5 , 90 , 64 , 16 , cgs . media . talkingbot ) ;
cgi_R_SetColor ( NULL ) ;
}
}
int cgi_UI_GetMenuInfo ( char * menuFile , int * x , int * y ) ;
/*
= = = = = = = = = = = = = = = =
CG_DrawHUDRightFrame1
= = = = = = = = = = = = = = = =
*/
static void CG_DrawHUDRightFrame1 ( int x , int y )
{
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
// Inner gray wire frame
CG_DrawPic ( x , y , 80 , 80 , cgs . media . HUDInnerRight ) ; //
}
/*
= = = = = = = = = = = = = = = =
CG_DrawHUDRightFrame2
= = = = = = = = = = = = = = = =
*/
static void CG_DrawHUDRightFrame2 ( int x , int y )
{
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( x , y , 80 , 80 , cgs . media . HUDRightFrame ) ; // Metal frame
}
/*
= = = = = = = = = = = = = = = =
CG_DrawMessageLit
= = = = = = = = = = = = = = = =
*/
static void CG_DrawMessageLit ( centity_t * cent , int x , int y )
{
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
if ( cg . missionInfoFlashTime > cg . time )
{
if ( ! ( ( cg . time / 600 ) & 1 ) )
{
if ( ! cg . messageLitActive )
{
cgi_S_StartSound ( NULL , 0 , CHAN_AUTO , cgs . media . messageLitSound ) ;
cg . messageLitActive = qtrue ;
}
cgi_R_SetColor ( colorTable [ CT_HUD_RED ] ) ;
CG_DrawPic ( x + 33 , y + 41 , 16 , 16 , cgs . media . messageLitOn ) ;
}
else
{
cg . messageLitActive = qfalse ;
}
}
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( x + 33 , y + 41 , 16 , 16 , cgs . media . messageLitOff ) ;
}
/*
= = = = = = = = = = = = = = = =
CG_DrawForcePower
= = = = = = = = = = = = = = = =
*/
static void CG_DrawForcePower ( centity_t * cent , int x , int y )
{
int i ;
vec4_t calcColor ;
float value , extra = 0 , inc , percent ;
if ( ! cent - > gent - > client - > ps . forcePowersKnown )
{
return ;
}
inc = ( float ) cent - > gent - > client - > ps . forcePowerMax / MAX_TICS ;
value = cent - > gent - > client - > ps . forcePower ;
if ( value > cent - > gent - > client - > ps . forcePowerMax )
{ //supercharged with force
extra = value - cent - > gent - > client - > ps . forcePowerMax ;
value = cent - > gent - > client - > ps . forcePowerMax ;
}
for ( i = MAX_TICS - 1 ; i > = 0 ; i - - )
{
if ( extra )
{ //supercharged
memcpy ( calcColor , colorTable [ CT_WHITE ] , sizeof ( vec4_t ) ) ;
percent = 0.75f + ( sin ( cg . time * 0.005f ) * ( ( extra / cent - > gent - > client - > ps . forcePowerMax ) * 0.25f ) ) ;
calcColor [ 0 ] * = percent ;
calcColor [ 1 ] * = percent ;
calcColor [ 2 ] * = percent ;
}
else if ( value < = 0 ) // partial tic
{
memcpy ( calcColor , colorTable [ CT_BLACK ] , sizeof ( vec4_t ) ) ;
}
else if ( value < inc ) // partial tic
{
memcpy ( calcColor , colorTable [ CT_LTGREY ] , sizeof ( vec4_t ) ) ;
percent = value / inc ;
calcColor [ 0 ] * = percent ;
calcColor [ 1 ] * = percent ;
calcColor [ 2 ] * = percent ;
}
else
{
memcpy ( calcColor , colorTable [ CT_LTGREY ] , sizeof ( vec4_t ) ) ;
}
cgi_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_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_STUN_BATON )
{
return ;
}
if ( cent - > currentState . weapon = = WP_SABER & & cent - > gent )
{
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
if ( ! cg . saberAnimLevelPending & & cent - > gent - > client )
{ //uninitialized after a loadgame, cheat across and get it
cg . saberAnimLevelPending = cent - > gent - > client - > ps . saberAnimLevel ;
}
// don't need to draw ammo, but we will draw the current saber style in this window
switch ( cg . saberAnimLevelPending )
{
case 1 : //FORCE_LEVEL_1:
case 5 : //FORCE_LEVEL_5://Tavion
CG_DrawPic ( x , y , 80 , 40 , cgs . media . HUDSaberStyleFast ) ;
break ;
case 2 : //FORCE_LEVEL_2:
CG_DrawPic ( x , y , 80 , 40 , cgs . media . HUDSaberStyleMed ) ;
break ;
case 3 : //FORCE_LEVEL_3:
case 4 : //FORCE_LEVEL_4://Desann
CG_DrawPic ( x , y , 80 , 40 , cgs . media . HUDSaberStyleStrong ) ;
break ;
}
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 ( ( cg . predicted_player_state . weaponstate = = WEAPON_FIRING
& & cg . predicted_player_state . weaponTime > 100 ) )
{
numColor_i = CT_LTGREY ;
}
else
{
if ( value > 0 )
{
if ( cg . oldAmmoTime > cg . time )
{
numColor_i = CT_YELLOW ;
}
else
{
numColor_i = CT_HUD_ORANGE ;
}
}
else
{
numColor_i = CT_RED ;
}
}
cgi_R_SetColor ( colorTable [ numColor_i ] ) ;
CG_DrawNumField ( x + 29 , y + 26 , 3 , value , 6 , 12 , NUM_FONT_SMALL , qfalse ) ;
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 ) ) ;
}
cgi_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_DrawHUDLeftFrame1
= = = = = = = = = = = = = = = =
*/
static void CG_DrawHUDLeftFrame1 ( int x , int y )
{
// Inner gray wire frame
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( x , y , 80 , 80 , cgs . media . HUDInnerLeft ) ;
}
/*
= = = = = = = = = = = = = = = =
CG_DrawHUDLeftFrame2
= = = = = = = = = = = = = = = =
*/
static void CG_DrawHUDLeftFrame2 ( int x , int y )
{
// Inner gray wire frame
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( x , y , 80 , 80 , cgs . media . HUDLeftFrame ) ; // Metal frame
}
/*
= = = = = = = = = = = = = = = =
CG_DrawHealth
= = = = = = = = = = = = = = = =
*/
static void CG_DrawHealth ( int x , int y )
{
vec4_t calcColor ;
float healthPercent ;
playerState_t * ps ;
ps = & cg . snap - > ps ;
memcpy ( calcColor , colorTable [ CT_HUD_RED ] , sizeof ( vec4_t ) ) ;
healthPercent = ( float ) ps - > stats [ STAT_HEALTH ] / ps - > stats [ STAT_MAX_HEALTH ] ;
calcColor [ 0 ] * = healthPercent ;
calcColor [ 1 ] * = healthPercent ;
calcColor [ 2 ] * = healthPercent ;
cgi_R_SetColor ( calcColor ) ;
CG_DrawPic ( x , y , 80 , 80 , cgs . media . HUDHealth ) ;
// Draw the ticks
if ( cg . HUDHealthFlag )
{
cgi_R_SetColor ( colorTable [ CT_HUD_RED ] ) ;
CG_DrawPic ( x , y , 80 , 80 , cgs . media . HUDHealthTic ) ;
}
cgi_R_SetColor ( colorTable [ CT_HUD_RED ] ) ;
CG_DrawNumField ( x + 16 , y + 40 , 3 , ps - > stats [ STAT_HEALTH ] , 6 , 12 ,
NUM_FONT_SMALL , qtrue ) ;
}
/*
= = = = = = = = = = = = = = = =
CG_DrawArmor
= = = = = = = = = = = = = = = =
*/
static void CG_DrawArmor ( int x , int y )
{
vec4_t calcColor ;
float armorPercent , hold ;
playerState_t * ps ;
ps = & cg . snap - > ps ;
// Outer Armor circular
memcpy ( calcColor , colorTable [ CT_HUD_GREEN ] , sizeof ( vec4_t ) ) ;
hold = ps - > stats [ STAT_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 ;
cgi_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 ;
cgi_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 )
{
cgi_R_SetColor ( colorTable [ CT_HUD_GREEN ] ) ;
CG_DrawPic ( x , y , 80 , 80 , cgs . media . HUDArmorTic ) ;
}
*/
cgi_R_SetColor ( colorTable [ CT_HUD_GREEN ] ) ;
CG_DrawNumField ( x + 16 + 14 , y + 40 + 14 , 3 , ps - > stats [ STAT_ARMOR ] , 6 , 12 ,
NUM_FONT_SMALL , qfalse ) ;
}
//-----------------------------------------------------
static qboolean CG_DrawCustomHealthHud ( centity_t * cent )
{
float health = 0 ;
vec4_t color ;
if ( ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON ) )
{
// DRAW emplaced HUD
color [ 0 ] = color [ 1 ] = color [ 2 ] = 0.0f ;
color [ 3 ] = 0.3f ;
cgi_R_SetColor ( color ) ;
CG_DrawPic ( 14 , 480 - 50 , 94 , 32 , cgs . media . whiteShader ) ;
// NOTE: this looks ugly
if ( cent - > gent & & cent - > gent - > owner )
{
if ( ( cent - > gent - > owner - > flags & FL_GODMODE ) )
{
// chair is in godmode, so render the health of the player instead
health = cent - > gent - > health / ( float ) cent - > gent - > max_health ;
}
else
{
// render the chair health
health = cent - > gent - > owner - > health / ( float ) cent - > gent - > owner - > max_health ;
}
}
color [ 0 ] = 1.0f ;
color [ 3 ] = 0.5f ;
cgi_R_SetColor ( color ) ;
CG_DrawPic ( 18 , 480 - 41 , 87 * health , 19 , cgs . media . whiteShader ) ;
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( 2 , 480 - 64 , 128 , 64 , cgs . media . emplacedHealthBarShader ) ;
return qfalse ; // drew this hud, so don't draw the player one
}
else if ( ( cent - > currentState . eFlags & EF_IN_ATST ) )
{
// we are an ATST...
color [ 0 ] = color [ 1 ] = color [ 2 ] = 0.0f ;
color [ 3 ] = 0.3f ;
cgi_R_SetColor ( color ) ;
CG_DrawPic ( 14 , 480 - 50 , 94 , 32 , cgs . media . whiteShader ) ;
// we just calc the display value from the sum of health and armor
if ( g_entities [ cg . snap - > ps . viewEntity ] . activator ) // ensure we can look back to the atst_drivable to get the max health
{
health = ( g_entities [ cg . snap - > ps . viewEntity ] . health + g_entities [ cg . snap - > ps . viewEntity ] . client - > ps . stats [ STAT_ARMOR ] ) /
( float ) ( g_entities [ cg . snap - > ps . viewEntity ] . max_health + g_entities [ cg . snap - > ps . viewEntity ] . activator - > max_health ) ;
}
else
{
health = ( g_entities [ cg . snap - > ps . viewEntity ] . health + g_entities [ cg . snap - > ps . viewEntity ] . client - > ps . stats [ STAT_ARMOR ] ) /
( float ) ( g_entities [ cg . snap - > ps . viewEntity ] . max_health + 800 ) ; // hacked max armor since we don't have an activator...should never happen
}
color [ 1 ] = 0.25f ; // blue-green
color [ 2 ] = 1.0f ;
color [ 3 ] = 0.5f ;
cgi_R_SetColor ( color ) ;
CG_DrawPic ( 18 , 480 - 41 , 87 * health , 19 , cgs . media . whiteShader ) ;
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( 2 , 480 - 64 , 128 , 64 , cgs . media . emplacedHealthBarShader ) ;
return qfalse ; // drew this hud, so don't draw the player one
}
else if ( cg . snap - > ps . viewEntity & & ( g_entities [ cg . snap - > ps . viewEntity ] . dflags & DAMAGE_CUSTOM_HUD ) )
{
// if we've gotten this far, we are assuming that we are a misc_panel_turret
color [ 0 ] = color [ 1 ] = color [ 2 ] = 0.0f ;
color [ 3 ] = 0.3f ;
cgi_R_SetColor ( color ) ;
CG_DrawPic ( 14 , 480 - 50 , 94 , 32 , cgs . media . whiteShader ) ;
health = g_entities [ cg . snap - > ps . viewEntity ] . health / ( float ) g_entities [ cg . snap - > ps . viewEntity ] . max_health ;
color [ 1 ] = 1.0f ;
color [ 3 ] = 0.5f ;
cgi_R_SetColor ( color ) ;
CG_DrawPic ( 18 , 480 - 41 , 87 * health , 19 , cgs . media . whiteShader ) ;
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( 2 , 480 - 64 , 128 , 64 , cgs . media . ladyLuckHealthShader ) ;
return qfalse ; // drew this hud, so don't draw the player one
}
return qtrue ;
}
//--------------------------------------
static void CG_DrawBatteryCharge ( void )
{
if ( cg . batteryChargeTime > cg . time )
{
vec4_t color ;
// FIXME: drawing it here will overwrite zoom masks...find a better place
if ( cg . batteryChargeTime < cg . time + 1000 )
{
// fading out for the last second
color [ 0 ] = color [ 1 ] = color [ 2 ] = 1.0f ;
color [ 3 ] = ( cg . batteryChargeTime - cg . time ) / 1000.0f ;
}
else
{
// draw full
color [ 0 ] = color [ 1 ] = color [ 2 ] = color [ 3 ] = 1.0f ;
}
cgi_R_SetColor ( color ) ;
// batteries were just charged
CG_DrawPic ( 605 , 295 , 24 , 32 , cgs . media . batteryChargeShader ) ;
}
}
/*
= = = = = = = = = = = = = = = =
CG_DrawHUD
= = = = = = = = = = = = = = = =
*/
extern void * cgi_UI_GetMenuByName ( const char * menu ) ;
extern void cgi_UI_Menu_Paint ( void * menu , qboolean force ) ;
static void CG_DrawHUD ( centity_t * cent )
{
int x , y , value ;
if ( cgi_UI_GetMenuInfo ( " lefthud " , & x , & y ) )
{
// Draw all the HUD elements --eez
cgi_UI_Menu_Paint ( cgi_UI_GetMenuByName ( " lefthud " ) , qtrue ) ;
// Draw armor & health values
if ( cg_draw2D . integer = = 2 )
{
CG_DrawSmallStringColor ( x + 5 , y - 60 , va ( " Armor:%d " , cg . snap - > ps . stats [ STAT_ARMOR ] ) , colorTable [ CT_HUD_GREEN ] ) ;
CG_DrawSmallStringColor ( x + 5 , y - 40 , va ( " Health:%d " , cg . snap - > ps . stats [ STAT_HEALTH ] ) , colorTable [ CT_HUD_GREEN ] ) ;
}
CG_DrawHUDLeftFrame1 ( x , y ) ;
CG_DrawArmor ( x , y ) ;
CG_DrawHealth ( x , y ) ;
CG_DrawHUDLeftFrame2 ( x , y ) ;
}
if ( cgi_UI_GetMenuInfo ( " righthud " , & x , & y ) )
{
// Draw all the HUD elements --eez
cgi_UI_Menu_Paint ( cgi_UI_GetMenuByName ( " righthud " ) , qtrue ) ;
// Draw armor & health values
if ( cg_draw2D . integer = = 2 )
{
if ( cent - > currentState . weapon ! = WP_SABER & & cent - > currentState . weapon ! = WP_STUN_BATON & & cent - > gent )
{
// Bob, just didn't want the ammo text drawing when the saber or the stun baton is the current weapon...change it back if this is wrong.
value = cg . snap - > ps . ammo [ weaponData [ cent - > currentState . weapon ] . ammoIndex ] ;
// value = cent->gent->client->ps.forcePower;
CG_DrawSmallStringColor ( x , y - 60 , va ( " Ammo:%d " , value ) , colorTable [ CT_HUD_GREEN ] ) ;
}
else
{
// value = cg.snap->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex];
}
// CG_DrawSmallStringColor(x, y - 60,va("Ammo:%d",value), colorTable[CT_HUD_GREEN] );
CG_DrawSmallStringColor ( x , y - 40 , va ( " Force:%d " , cent - > gent - > client - > ps . forcePower ) , colorTable [ CT_HUD_GREEN ] ) ;
}
CG_DrawHUDRightFrame1 ( x , y ) ;
CG_DrawForcePower ( cent , x , y ) ;
CG_DrawAmmo ( cent , x , y ) ;
CG_DrawMessageLit ( cent , x , y ) ;
CG_DrawHUDRightFrame2 ( x , y ) ;
}
}
/*
= = = = = = = = = = = = = = = =
CG_ClearDataPadCvars
= = = = = = = = = = = = = = = =
*/
void CG_ClearDataPadCvars ( void )
{
cg_updatedDataPadForcePower1 . integer = 0 ; //don't wait for the cvar-refresh.
cg_updatedDataPadForcePower2 . integer = 0 ; //don't wait for the cvar-refresh.
cg_updatedDataPadForcePower3 . integer = 0 ; //don't wait for the cvar-refresh.
cgi_Cvar_Set ( " cg_updatedDataPadForcePower1 " , " 0 " ) ;
cgi_Cvar_Set ( " cg_updatedDataPadForcePower2 " , " 0 " ) ;
cgi_Cvar_Set ( " cg_updatedDataPadForcePower3 " , " 0 " ) ;
cg_updatedDataPadObjective . integer = 0 ; //don't wait for the cvar-refresh.
cgi_Cvar_Set ( " cg_updatedDataPadObjective " , " 0 " ) ;
}
/*
= = = = = = = = = = = = = = = =
CG_DrawDataPadHUD
= = = = = = = = = = = = = = = =
*/
void CG_DrawDataPadHUD ( centity_t * cent )
{
int x , y ;
x = 34 ;
y = 286 ;
CG_DrawHUDLeftFrame1 ( x , y ) ;
CG_DrawArmor ( x , y ) ;
CG_DrawHealth ( x , y ) ;
x = 526 ;
if ( ( missionInfo_Updated ) & & ( ( cg_updatedDataPadForcePower1 . integer ) | | ( cg_updatedDataPadObjective . integer ) ) )
{
// Stop flashing light
cg . missionInfoFlashTime = 0 ;
missionInfo_Updated = qfalse ;
// Set which force power to show.
// cg_updatedDataPadForcePower is set from Q3_Interface, because force powers would only be given
// from a script.
if ( cg_updatedDataPadForcePower1 . integer )
{
cg . DataPadforcepowerSelect = cg_updatedDataPadForcePower1 . integer - 1 ; // Not pretty, I know
if ( cg . DataPadforcepowerSelect > = MAX_DPSHOWPOWERS )
{ //duh
cg . DataPadforcepowerSelect = MAX_DPSHOWPOWERS - 1 ;
}
else if ( cg . DataPadforcepowerSelect < 0 )
{
cg . DataPadforcepowerSelect = 0 ;
}
}
// CG_ClearDataPadCvars();
}
CG_DrawHUDRightFrame1 ( x , y ) ;
CG_DrawForcePower ( cent , x , y ) ;
CG_DrawAmmo ( cent , x , y ) ;
CG_DrawMessageLit ( cent , x , y ) ;
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( 0 , 0 , 640 , 480 , cgs . media . dataPadFrame ) ;
}
//------------------------
// CG_DrawZoomMask
//------------------------
static void CG_DrawBinocularNumbers ( qboolean power )
{
vec4_t color1 ;
cgi_R_SetColor ( colorTable [ CT_BLACK ] ) ;
CG_DrawPic ( 212 , 367 , 200 , 40 , cgs . media . whiteShader ) ;
if ( power )
{
// Numbers should be kind of greenish
color1 [ 0 ] = 0.2f ;
color1 [ 1 ] = 0.4f ;
color1 [ 2 ] = 0.2f ;
color1 [ 3 ] = 0.3f ;
cgi_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.....
int val = ( ( int ) ( ( cg . refdefViewAngles [ YAW ] + 180 ) / 10 ) ) * 10 ;
float off = ( cg . refdefViewAngles [ YAW ] + 180 ) - val ;
for ( int 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 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
CG_DrawZoomMask
= = = = = = = = = = = = = = = =
*/
extern float cg_zoomFov ; //from cg_view.cpp
static void CG_DrawZoomMask ( void )
{
vec4_t color1 ;
centity_t * cent ;
float level ;
static qboolean flip = qtrue ;
float charge = cg . snap - > ps . batteryCharge / ( float ) MAX_BATTERIES ; // convert charge to a percentage
qboolean power = qfalse ;
cent = & cg_entities [ 0 ] ;
if ( charge > 0.0f )
{
power = qtrue ;
}
//-------------
// Binoculars
//--------------------------------
if ( cg . zoomMode = = 1 )
{
CG_RegisterItemVisuals ( ITM_BINOCULARS_PICKUP ) ;
// zoom level
level = ( float ) ( 80.0f - cg_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 ;
if ( power )
{
// draw blue tinted distortion mask, trying to make it as small as is necessary to fill in the viewable area
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( 34 , 48 , 570 , 362 , cgs . media . binocularStatic ) ;
}
CG_DrawBinocularNumbers ( power ) ;
// Black out the area behind the battery display
cgi_R_SetColor ( colorTable [ CT_DKGREY ] ) ;
CG_DrawPic ( 50 , 389 , 161 , 16 , cgs . media . whiteShader ) ;
if ( power )
{
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 ;
cgi_R_SetColor ( color1 ) ;
CG_DrawPic ( 82 , 94 , 16 , 16 , cgs . media . binocularCircle ) ;
}
CG_DrawPic ( 0 , 0 , 640 , 480 , cgs . media . binocularMask ) ;
if ( power )
{
// Flickery color
color1 [ 0 ] = 0.7f + Q_flrand ( - 1.0f , 1.0f ) * 0.1f ;
color1 [ 1 ] = 0.8f + Q_flrand ( - 1.0f , 1.0f ) * 0.1f ;
color1 [ 2 ] = 0.7f + Q_flrand ( - 1.0f , 1.0f ) * 0.1f ;
color1 [ 3 ] = 1.0f ;
cgi_R_SetColor ( color1 ) ;
CG_DrawPic ( 4 , 282 - level , 16 , 16 , cgs . media . binocularArrow ) ;
}
else
{
// No power color
color1 [ 0 ] = 0.15f ;
color1 [ 1 ] = 0.15f ;
color1 [ 2 ] = 0.15f ;
color1 [ 3 ] = 1.0f ;
cgi_R_SetColor ( color1 ) ;
}
// The top triangle bit randomly flips when the power is on
if ( flip & & power )
{
CG_DrawPic ( 330 , 60 , - 26 , - 30 , cgs . media . binocularTri ) ;
}
else
{
CG_DrawPic ( 307 , 40 , 26 , 30 , cgs . media . binocularTri ) ;
}
if ( Q_flrand ( 0.0f , 1.0f ) > 0.98f & & ( cg . time & 1024 ) )
{
flip = ( qboolean ) ! flip ;
}
if ( power )
{
color1 [ 0 ] = 1.0f * ( charge < 0.2f ? ! ! ( cg . time & 256 ) : 1 ) ;
color1 [ 1 ] = charge * color1 [ 0 ] ;
color1 [ 2 ] = 0.0f ;
color1 [ 3 ] = 0.2f ;
cgi_R_SetColor ( color1 ) ;
CG_DrawPic ( 60 , 394.5f , charge * 141 , 5 , cgs . media . whiteShader ) ;
}
}
//------------
// Disruptor
//--------------------------------
else if ( cg . zoomMode = = 2 )
{
level = ( float ) ( 80.0f - cg_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
cgi_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 ;
cgi_R_SetColor ( color1 ) ;
}
// Draw rotating insert
CG_DrawRotatePic2 ( 320 , 240 , 640 , 480 , - level , cgs . media . disruptorInsert ) ;
float cx , cy ;
float max ;
max = cg_entities [ 0 ] . gent - > client - > 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 ammo, 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 ;
}
cgi_R_SetColor ( color1 ) ;
max * = 58.0f ;
for ( float i = 18.5f ; i < = 18.5f + max ; i + = 3 ) // going from 15 to 45 degrees, with 5 degree increments
{
cx = 320 + sin ( ( i + 90.0f ) / 57.296f ) * 190 ;
cy = 240 + cos ( ( i + 90.0f ) / 57.296f ) * 190 ;
CG_DrawRotatePic2 ( cx , cy , 12 , 24 , 90 - i , cgs . media . disruptorInsertTick ) ;
}
// FIXME: doesn't know about ammo!! which is bad because it draws charge beyond what ammo you may have..
if ( cg_entities [ 0 ] . gent - > client - > ps . weaponstate = = WEAPON_CHARGING_ALT )
{
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
// draw the charge level
max = ( cg . time - cg_entities [ 0 ] . gent - > client - > ps . weaponChargeTime ) / ( 150.0f * 10.0f ) ; // bad hardcodedness 150 is disruptor charge unit and 10 is max charge units allowed.
if ( max > 1.0f )
{
max = 1.0f ;
}
CG_DrawPic2 ( 257 , 435 , 134 * max , 34 , 0 , 0 , max , 1 , cgi_R_RegisterShaderNoMip ( " gfx/2d/crop_charge " ) ) ;
}
}
//-----------
// Light Amp
//--------------------------------
else if ( cg . zoomMode = = 3 )
{
CG_RegisterItemVisuals ( ITM_LA_GOGGLES_PICKUP ) ;
if ( power )
{
cgi_R_SetColor ( colorTable [ CT_WHITE ] ) ;
CG_DrawPic ( 34 , 29 , 580 , 410 , cgs . media . laGogglesStatic ) ;
CG_DrawPic ( 570 , 140 , 12 , 160 , cgs . media . laGogglesSideBit ) ;
float light = ( 128 - cent - > gent - > lightLevel ) * 0.5f ;
if ( light < - 81 ) // saber can really jack up local light levels....?magic number??
{
light = - 81 ;
}
float pos1 = 220 + light ;
float pos2 = 220 + cos ( cg . time * 0.0004f + light * 0.05f ) * 40 + sin ( cg . time * 0.0013f + 1 ) * 20 + sin ( cg . time * 0.0021f ) * 5 ;
// Flickery color
color1 [ 0 ] = 0.7f + Q_flrand ( - 1.0f , 1.0f ) * 0.2f ;
color1 [ 1 ] = 0.8f + Q_flrand ( - 1.0f , 1.0f ) * 0.2f ;
color1 [ 2 ] = 0.7f + Q_flrand ( - 1.0f , 1.0f ) * 0.2f ;
color1 [ 3 ] = 1.0f ;
cgi_R_SetColor ( color1 ) ;
CG_DrawPic ( 565 , pos1 , 22 , 8 , cgs . media . laGogglesBracket ) ;
CG_DrawPic ( 558 , pos2 , 14 , 5 , cgs . media . laGogglesArrow ) ;
}
// Black out the area behind the battery display
cgi_R_SetColor ( colorTable [ CT_DKGREY ] ) ;
CG_DrawPic ( 236 , 357 , 164 , 16 , cgs . media . whiteShader ) ;
if ( power )
{
// Power bar
color1 [ 0 ] = 1.0f * ( charge < 0.2f ? ! ! ( cg . time & 256 ) : 1 ) ;
color1 [ 1 ] = charge * color1 [ 0 ] ;
color1 [ 2 ] = 0.0f ;
color1 [ 3 ] = 0.4f ;
cgi_R_SetColor ( color1 ) ;
CG_DrawPic ( 247.0f , 362.5f , charge * 143.0f , 6 , cgs . media . whiteShader ) ;
// pulsing dot bit
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 ;
cgi_R_SetColor ( color1 ) ;
CG_DrawPic ( 65 , 94 , 16 , 16 , cgs . media . binocularCircle ) ;
}
CG_DrawPic ( 0 , 0 , 640 , 480 , cgs . media . laGogglesMask ) ;
}
}
/*
= = = = = = = = = = = = = = = =
CG_DrawStats
= = = = = = = = = = = = = = = =
*/
static void CG_DrawStats ( void )
{
centity_t * cent ;
if ( cg_drawStatus . integer = = 0 ) {
return ;
}
cent = & cg_entities [ cg . snap - > ps . clientNum ] ;
if ( ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD ) )
{
// MIGHT try and draw a custom hud if it wants...
CG_DrawCustomHealthHud ( cent ) ;
return ;
}
cgi_UI_MenuPaintAll ( ) ;
qboolean drawHud = qtrue ;
if ( cent & & cent - > gent )
{
drawHud = CG_DrawCustomHealthHud ( cent ) ;
}
if ( ( drawHud ) & & ( cg_drawHUD . integer ) )
{
CG_DrawHUD ( cent ) ;
}
CG_DrawTalk ( cent ) ;
}
/*
= = = = = = = = = = = = = = = = = = =
CG_DrawPickupItem
= = = = = = = = = = = = = = = = = = =
*/
static void CG_DrawPickupItem ( void ) {
int value ;
float * fadeColor ;
value = cg . itemPickup ;
if ( value & & cg_items [ value ] . icon ! = - 1 )
{
fadeColor = CG_FadeColor ( cg . itemPickupTime , 3000 ) ;
if ( fadeColor )
{
CG_RegisterItemVisuals ( value ) ;
cgi_R_SetColor ( fadeColor ) ;
CG_DrawPic ( 573 , 340 , ICON_SIZE , ICON_SIZE , cg_items [ value ] . icon ) ;
//CG_DrawBigString( ICON_SIZE + 16, 398, bg_itemlist[ value ].classname, fadeColor[0] );
//CG_DrawProportionalString( ICON_SIZE + 16, 398,
// bg_itemlist[ value ].classname, CG_SMALLFONT,fadeColor );
cgi_R_SetColor ( NULL ) ;
}
}
}
void CMD_CGCam_Disable ( void ) ;
/*
= = = = = = = = = = = = = = = = = = =
CG_DrawPickupItem
= = = = = = = = = = = = = = = = = = =
*/
void CG_DrawCredits ( void )
{
if ( ! cg . creditsStart )
{
//
cg . creditsStart = qtrue ;
cgi_SP_Register ( " CREDITS " , qfalse ) ; // do not keep around after level
CG_Credits_Init ( " CREDITS_RAVEN " , & colorTable [ CT_ICON_BLUE ] ) ;
if ( cg_skippingcin . integer )
{ //Were skipping a cinematic and it's over now
gi . cvar_set ( " timescale " , " 1 " ) ;
gi . cvar_set ( " skippingCinematic " , " 0 " ) ;
}
}
if ( cg . creditsStart )
{
if ( ! CG_Credits_Running ( ) )
{
cgi_Cvar_Set ( " cg_endcredits " , " 0 " ) ;
CMD_CGCam_Disable ( ) ;
cgi_SendConsoleCommand ( " set nextmap disconnect ; cinematic outcast \n " ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
CROSSHAIR
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = = =
CG_DrawCrosshair
= = = = = = = = = = = = = = = = =
*/
static void CG_DrawCrosshair ( vec3_t worldPoint )
{
float w , h ;
qhandle_t hShader ;
qboolean corona = qfalse ;
vec4_t ecolor ;
float f ;
float x , y ;
if ( ! cg_drawCrosshair . integer )
{
return ;
}
if ( cg . zoomMode > 0 & & cg . zoomMode < 3 )
{
//not while scoped
return ;
}
//set color based on what kind of ent is under crosshair
if ( g_crosshairEntNum > = ENTITYNUM_WORLD )
{
ecolor [ 0 ] = ecolor [ 1 ] = ecolor [ 2 ] = 1.0f ;
}
else if ( cg_forceCrosshair & & cg_crosshairForceHint . integer )
{
ecolor [ 0 ] = 0.2f ;
ecolor [ 1 ] = 0.5f ;
ecolor [ 2 ] = 1.0f ;
corona = qtrue ;
}
else if ( cg_crosshairIdentifyTarget . integer )
{
gentity_t * crossEnt = & g_entities [ g_crosshairEntNum ] ;
if ( crossEnt - > client )
{
if ( crossEnt - > client - > ps . powerups [ PW_CLOAKED ] )
{ //cloaked don't show up
ecolor [ 0 ] = 1.0f ; //R
ecolor [ 1 ] = 1.0f ; //G
ecolor [ 2 ] = 1.0f ; //B
}
else if ( crossEnt - > client - > playerTeam = = TEAM_PLAYER )
{
//Allies are green
ecolor [ 0 ] = 0.0f ; //R
ecolor [ 1 ] = 1.0f ; //G
ecolor [ 2 ] = 0.0f ; //B
}
else if ( crossEnt - > client - > playerTeam = = TEAM_NEUTRAL )
{
// NOTE: was yellow, but making it white unless they really decide they want to see colors
ecolor [ 0 ] = 1.0f ; //R
ecolor [ 1 ] = 1.0f ; //G
ecolor [ 2 ] = 1.0f ; //B
}
else
{
//Enemies are red
ecolor [ 0 ] = 1.0f ; //R
ecolor [ 1 ] = 0.1f ; //G
ecolor [ 2 ] = 0.1f ; //B
}
}
else if ( crossEnt - > s . weapon = = WP_TURRET & & ( crossEnt - > svFlags & SVF_NONNPC_ENEMY ) )
{
// a turret
if ( crossEnt - > noDamageTeam = = TEAM_PLAYER )
{
// mine are green
ecolor [ 0 ] = 0.0 ; //R
ecolor [ 1 ] = 1.0 ; //G
ecolor [ 2 ] = 0.0 ; //B
}
else
{
// hostile ones are red
ecolor [ 0 ] = 1.0 ; //R
ecolor [ 1 ] = 0.0 ; //G
ecolor [ 2 ] = 0.0 ; //B
}
}
else if ( crossEnt - > s . weapon = = WP_TRIP_MINE )
{
// tripmines are red
ecolor [ 0 ] = 1.0 ; //R
ecolor [ 1 ] = 0.0 ; //G
ecolor [ 2 ] = 0.0 ; //B
}
else
{
VectorCopy ( crossEnt - > startRGBA , ecolor ) ;
if ( ! ecolor [ 0 ] & & ! ecolor [ 1 ] & & ! ecolor [ 2 ] )
{
// We don't want a black crosshair, so use white since it will show up better
ecolor [ 0 ] = 1.0f ; //R
ecolor [ 1 ] = 1.0f ; //G
ecolor [ 2 ] = 1.0f ; //B
}
}
}
else // cg_crosshairIdentifyTarget is not on, so make it white
{
ecolor [ 0 ] = ecolor [ 1 ] = ecolor [ 2 ] = 1.0f ;
}
ecolor [ 3 ] = 1.0 ;
cgi_R_SetColor ( ecolor ) ;
if ( cg . forceCrosshairStartTime )
{
// both of these calcs will fade the corona in one direction
if ( cg . forceCrosshairEndTime )
{
ecolor [ 3 ] = ( cg . time - cg . forceCrosshairEndTime ) / 500.0f ;
}
else
{
ecolor [ 3 ] = ( cg . time - cg . forceCrosshairStartTime ) / 300.0f ;
}
// clamp
if ( ecolor [ 3 ] < 0 )
{
ecolor [ 3 ] = 0 ;
}
else if ( ecolor [ 3 ] > 1.0f )
{
ecolor [ 3 ] = 1.0f ;
}
if ( ! cg . forceCrosshairEndTime )
{
// but for the other direction, we'll need to reverse it
ecolor [ 3 ] = 1.0f - ecolor [ 3 ] ;
}
}
if ( corona ) // we are pointing at a crosshair item
{
if ( ! cg . forceCrosshairStartTime )
{
// must have just happened because we are not fading in yet...start it now
cg . forceCrosshairStartTime = cg . time ;
cg . forceCrosshairEndTime = 0 ;
}
if ( cg . forceCrosshairEndTime )
{
// must have just gone over a force thing again...and we were in the process of fading out. Set fade in level to the level where the fade left off
cg . forceCrosshairStartTime = cg . time - ( 1.0f - ecolor [ 3 ] ) * 300.0f ;
cg . forceCrosshairEndTime = 0 ;
}
}
else // not pointing at a crosshair item
{
if ( cg . forceCrosshairStartTime & & ! cg . forceCrosshairEndTime ) // were currently fading in
{
// must fade back out, but we will have to set the fadeout time to be equal to the current level of faded-in-edness
cg . forceCrosshairEndTime = cg . time - ecolor [ 3 ] * 500.0f ;
}
if ( cg . forceCrosshairEndTime & & cg . time - cg . forceCrosshairEndTime > 500.0f ) // not pointing at anything and fade out is totally done
{
// reset everything
cg . forceCrosshairStartTime = 0 ;
cg . forceCrosshairEndTime = 0 ;
}
}
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
cgi_R_SetColor ( NULL ) ;
return ;
}
x - = 320 ; //????
y - = 240 ; //????
}
else
{
x = cg_crosshairX . integer ;
y = cg_crosshairY . integer ;
}
if ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD )
{
if ( ! Q_stricmp ( " misc_panel_turret " , g_entities [ cg . snap - > ps . viewEntity ] . classname ) )
{
// draws a custom crosshair that is twice as large as normal
cgi_R_DrawStretchPic ( x + cg . refdef . x + 320 - w ,
y + cg . refdef . y + 240 - h ,
w * 2 , h * 2 , 0 , 0 , 1 , 1 , cgs . media . turretCrossHairShader ) ;
}
}
else
{
hShader = cgs . media . crosshairShader [ cg_drawCrosshair . integer % NUM_CROSSHAIRS ] ;
cgi_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 ) ;
}
if ( cg . forceCrosshairStartTime & & cg_crosshairForceHint . integer ) // drawing extra bits
{
ecolor [ 0 ] = ecolor [ 1 ] = ecolor [ 2 ] = ( 1 - ecolor [ 3 ] ) * ( sin ( cg . time * 0.001f ) * 0.08f + 0.35f ) ; // don't draw full color
ecolor [ 3 ] = 1.0f ;
cgi_R_SetColor ( ecolor ) ;
w * = 2.0f ;
h * = 2.0f ;
cgi_R_DrawStretchPic ( x + cg . refdef . x + 0.5f * ( 640 - w ) , y + cg . refdef . y + 0.5f * ( 480 - h ) ,
w , h ,
0 , 0 , 1 , 1 ,
cgs . media . forceCoronaShader ) ;
}
cgi_R_SetColor ( NULL ) ;
}
/*
qboolean CG_WorldCoordToScreenCoord ( vec3_t worldCoord , int * x , int * y )
Take any world coord and convert it to a 2 D virtual 640 x480 screen coord
*/
qboolean CG_WorldCoordToScreenCoordFloat ( vec3_t worldCoord , float * x , float * y )
{
vec3_t trans ;
float xc , yc ;
float px , py ;
float z ;
px = tan ( cg . refdef . fov_x * ( M_PI / 360 ) ) ;
py = tan ( cg . refdef . fov_y * ( M_PI / 360 ) ) ;
VectorSubtract ( worldCoord , cg . refdef . vieworg , trans ) ;
xc = 640 / 2.0 ;
yc = 480 / 2.0 ;
// z = how far is the object in our forward direction
z = DotProduct ( trans , cg . refdef . viewaxis [ 0 ] ) ;
if ( z < = 0.001 )
return qfalse ;
* x = xc - DotProduct ( trans , cg . refdef . viewaxis [ 1 ] ) * xc / ( z * px ) ;
* y = yc - DotProduct ( trans , cg . refdef . viewaxis [ 2 ] ) * yc / ( z * py ) ;
return qtrue ;
}
qboolean CG_WorldCoordToScreenCoord ( vec3_t worldCoord , int * x , int * y ) {
float xF , yF ;
if ( CG_WorldCoordToScreenCoordFloat ( worldCoord , & xF , & yF ) ) {
* x = ( int ) xF ;
* y = ( int ) yF ;
return qtrue ;
}
return qfalse ;
}
// I'm keeping the rocket tracking code separate for now since I may want to do different logic...but it still uses trace info from scanCrosshairEnt
//-----------------------------------------
static void CG_ScanForRocketLock ( void )
//-----------------------------------------
{
gentity_t * traceEnt ;
static qboolean tempLock = qfalse ; // this will break if anything else uses this locking code ( other than the player )
traceEnt = & g_entities [ g_crosshairEntNum ] ;
if ( ! traceEnt | | g_crosshairEntNum < = 0 | | g_crosshairEntNum > = ENTITYNUM_WORLD | | ( ! traceEnt - > client & & traceEnt - > s . weapon ! = WP_TURRET ) | | ! traceEnt - > health
| | ( traceEnt & & traceEnt - > client & & traceEnt - > client - > ps . powerups [ PW_CLOAKED ] ) )
{
// see how much locking we have
int dif = ( cg . time - g_rocketLockTime ) / ( 1200.0f / 8.0f ) ;
// 8 is full locking....also if we just traced onto the world,
// give them 1/2 second of slop before dropping the lock
if ( dif < 8 & & g_rocketSlackTime + 500 < cg . time )
{
// didn't have a full lock and not in grace period, so drop the lock
g_rocketLockTime = 0 ;
g_rocketSlackTime = 0 ;
tempLock = qfalse ;
}
if ( g_rocketSlackTime + 500 > = cg . time & & g_rocketLockEntNum < ENTITYNUM_WORLD )
{
// were locked onto an ent, aren't right now.....but still within the slop grace period
// keep the current lock amount
g_rocketLockTime + = cg . frametime ;
}
if ( ! tempLock & & g_rocketLockEntNum < ENTITYNUM_WORLD & & dif > = 8 )
{
tempLock = qtrue ;
if ( g_rocketLockTime + 1200 < cg . time )
{
g_rocketLockTime = cg . time - 1200 ; // doh, hacking the time so the targetting still gets drawn full
}
}
// keep locking to this thing for one second after it gets out of view
if ( g_rocketLockTime + 2000.0f < cg . time ) // since time was hacked above, I'm compensating so that 2000ms is really only 1000ms
{
// too bad, you had your chance
g_rocketLockEntNum = ENTITYNUM_NONE ;
g_rocketSlackTime = 0 ;
g_rocketLockTime = 0 ;
}
}
else
{
tempLock = qfalse ;
if ( g_rocketLockEntNum > = ENTITYNUM_WORLD )
{
if ( g_rocketSlackTime + 500 < cg . time )
{
// we just locked onto something, start the lock at the current time
g_rocketLockEntNum = g_crosshairEntNum ;
g_rocketLockTime = cg . time ;
g_rocketSlackTime = cg . time ;
}
}
else
{
if ( g_rocketLockEntNum ! = g_crosshairEntNum )
{
g_rocketLockTime = cg . time ;
}
// may as well always set this when we can potentially lock to something
g_rocketSlackTime = cg . time ;
g_rocketLockEntNum = g_crosshairEntNum ;
}
}
}
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extern float forcePushPullRadius [ ] ;
void CG_ScanForForceCrosshairEntity ( )
{
trace_t trace ;
gentity_t * traceEnt = NULL ;
vec3_t start , end ;
int content ;
int ignoreEnt = cg . snap - > ps . clientNum ;
//FIXME: debounce this to about 10fps?
cg_forceCrosshair = qfalse ;
if ( cg_entities [ 0 ] . gent & & cg_entities [ 0 ] . gent - > client ) // <-Mike said it should always do this //if (cg_crosshairForceHint.integer &&
{ //try to check for force-affectable stuff first
vec3_t angles , d_f , d_rt , d_up ;
//VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
//AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
BG_CalculateVROffHandPosition ( start , angles ) ;
AngleVectors ( angles , d_f , d_rt , d_up ) ;
VectorMA ( start , 2048 , d_f , end ) ; //4028 is max for mind trick
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi . trace ( & trace , start , vec3_origin , vec3_origin , end ,
ignoreEnt , MASK_OPAQUE | CONTENTS_SHOTCLIP | CONTENTS_BODY | CONTENTS_ITEM , G2_NOCOLLIDE , 10 ) ; // ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
if ( trace . entityNum < ENTITYNUM_WORLD )
{ //hit something
traceEnt = & g_entities [ trace . entityNum ] ;
if ( traceEnt )
{
if ( traceEnt - > client )
{ //is a client
cg_forceCrosshair = qtrue ;
}
// No? Check for force-push/pullable doors and func_statics
else if ( traceEnt - > s . eType = = ET_MOVER )
{ //hit a mover
if ( ! Q_stricmp ( " func_door " , traceEnt - > classname ) )
{ //it's a func_door
if ( traceEnt - > spawnflags & 2 /*MOVER_FORCE_ACTIVATE*/ )
{ //it's force-usable
if ( cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] | | cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] )
{ //player has push or pull
float maxRange ;
if ( cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] > cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] )
{ //use the better range
maxRange = forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] ] ;
}
else
{ //use the better range
maxRange = forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] ] ;
}
if ( maxRange > = trace . fraction * 2048 )
{ //actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue ;
}
}
}
}
else if ( ! Q_stricmp ( " func_static " , traceEnt - > classname ) )
{ //it's a func_static
if ( ( traceEnt - > spawnflags & 1 /*F_PUSH*/ ) & & ( traceEnt - > spawnflags & 2 /*F_PULL*/ ) )
{ //push or pullable
float maxRange ;
if ( cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] > cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] )
{ //use the better range
maxRange = forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] ] ;
}
else
{ //use the better range
maxRange = forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] ] ;
}
if ( maxRange > = trace . fraction * 2048 )
{ //actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue ;
}
}
else if ( ( traceEnt - > spawnflags & 1 /*F_PUSH*/ ) )
{ //pushable only
if ( forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] ] > = trace . fraction * 2048 )
{ //actually close enough to use force push on it
cg_forceCrosshair = qtrue ;
}
}
else if ( ( traceEnt - > spawnflags & 2 /*F_PULL*/ ) )
{ //pullable only
if ( forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] ] > = trace . fraction * 2048 )
{ //actually close enough to use force pull on it
cg_forceCrosshair = qtrue ;
}
}
}
}
}
}
}
if ( ! traceEnt | | ( traceEnt - > s . eFlags & EF_NO_TED ) )
{
return ;
}
// if the player is in fog, don't show it
content = cgi_CM_PointContents ( trace . endpos , 0 ) ;
if ( content & CONTENTS_FOG )
{
return ;
}
// if the player is cloaked, don't show it
if ( cg_entities [ trace . entityNum ] . currentState . powerups & ( 1 < < PW_CLOAKED ) )
{
return ;
}
// update the fade timer
if ( cg . crosshairClientNum ! = trace . entityNum )
{
infoStringCount = 0 ;
}
cg . crosshairClientNum = trace . entityNum ;
cg . crosshairClientTime = cg . time ;
}
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/*
= = = = = = = = = = = = = = = = =
CG_DrawCrosshair3D
= = = = = = = = = = = = = = = = =
*/
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static void CG_DrawCrosshair3D ( int type ) // 0 - force, 1 - weapons
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{
float w ;
qhandle_t hShader ;
float f ;
int ca ;
trace_t trace ;
vec3_t endpos ;
refEntity_t ent ;
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if ( ( type = = 1 & & ! cg_drawCrosshair . integer ) | |
( type = = 0 & & ! cg_drawCrosshairForce . integer ) ) {
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return ;
}
if ( cg . snap - > ps . pm_type = = PM_INTERMISSION )
{
return ;
}
if ( cg . renderingThirdPerson | | in_camera ) {
return ;
}
if ( cg . zoomMode > 0 & & cg . zoomMode < 3 )
{
//not while scoped
return ;
}
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if ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD )
{
//Not while viewing from another entity (such as a camera)
return ;
}
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if ( type = = 1 & & ( cg . snap - > ps . weapon = = WP_NONE | |
cg . snap - > ps . weapon = = WP_SABER | |
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cg . snap - > ps . weapon = = WP_STUN_BATON | |
cg . snap - > ps . weapon = = WP_THERMAL ) )
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{
return ;
}
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if ( type = = 0 )
{
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if ( showPowers [ cg . forcepowerSelect ] = = FP_HEAL | |
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showPowers [ cg . forcepowerSelect ] = = FP_SPEED | |
vr - > weapon_stabilised )
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{
return ;
}
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CG_ScanForForceCrosshairEntity ( ) ;
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}
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w = 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 ) ;
}
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ca = ( type = = 1 ) ? cg_drawCrosshair . integer : cg_drawCrosshairForce . integer ;
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if ( ca < 0 ) {
ca = 0 ;
}
hShader = cgs . media . crosshairShader [ ca % NUM_CROSSHAIRS ] ;
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float xmax = 64.0f * tan ( cg . refdef . fov_x * M_PI / 360.0f ) ;
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vec3_t forward , weaponangles , origin ;
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if ( type = = 0 )
{
BG_CalculateVROffHandPosition ( origin , weaponangles ) ;
}
else
{
BG_CalculateVRWeaponPosition ( origin , weaponangles ) ;
}
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AngleVectors ( weaponangles , forward , NULL , NULL ) ;
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VectorMA ( origin , 2048 , forward , endpos ) ;
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CG_Trace ( & trace , origin , NULL , NULL , endpos , 0 , MASK_SHOT ) ;
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if ( trace . fraction ! = 1.0f ) {
memset ( & ent , 0 , sizeof ( ent ) ) ;
ent . reType = RT_SPRITE ;
ent . renderfx = RF_FIRST_PERSON ;
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VectorCopy ( trace . endpos , ent . origin ) ;
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ent . radius = w / 640 * xmax * trace . fraction * 2048 / 64.0f ;
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ent . customShader = hShader ;
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ent . shaderRGBA [ 0 ] = ( type = = 0 & & ! cg_forceCrosshair ) ? 0 : 255 ;
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ent . shaderRGBA [ 1 ] = ( type = = 0 ) ? 0 : 255 ;
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ent . shaderRGBA [ 2 ] = 255 ;
ent . shaderRGBA [ 3 ] = 255 ;
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cgi_R_AddRefEntityToScene ( & ent ) ;
}
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}
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/*
= = = = = = = = = = = = = = = = =
CG_ScanForCrosshairEntity
= = = = = = = = = = = = = = = = =
*/
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static void CG_ScanForCrosshairEntity ( qboolean scanAll )
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{
trace_t trace ;
gentity_t * traceEnt = NULL ;
vec3_t start , end ;
int content ;
int ignoreEnt = cg . snap - > ps . clientNum ;
//FIXME: debounce this to about 10fps?
cg_forceCrosshair = qfalse ;
if ( cg_entities [ 0 ] . gent & & cg_entities [ 0 ] . gent - > client ) // <-Mike said it should always do this //if (cg_crosshairForceHint.integer &&
{ //try to check for force-affectable stuff first
vec3_t d_f , d_rt , d_up ;
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//VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
//AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
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VectorMA ( start , 2048 , d_f , end ) ; //4028 is max for mind trick
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi . trace ( & trace , start , vec3_origin , vec3_origin , end ,
ignoreEnt , MASK_OPAQUE | CONTENTS_SHOTCLIP | CONTENTS_BODY | CONTENTS_ITEM , G2_NOCOLLIDE , 10 ) ; // ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
if ( trace . entityNum < ENTITYNUM_WORLD )
{ //hit something
traceEnt = & g_entities [ trace . entityNum ] ;
if ( traceEnt )
{
// Check for mind trickable-guys
if ( traceEnt - > client )
{ //is a client
if ( cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_TELEPATHY ] & & traceEnt - > health > 0 & & VALIDSTRING ( traceEnt - > behaviorSet [ BSET_MINDTRICK ] ) )
{ //I have the ability to mind-trick and he is alive and he has a mind trick script
//NOTE: no need to check range since it's always 2048
cg_forceCrosshair = qtrue ;
}
}
// No? Check for force-push/pullable doors and func_statics
else if ( traceEnt - > s . eType = = ET_MOVER )
{ //hit a mover
if ( ! Q_stricmp ( " func_door " , traceEnt - > classname ) )
{ //it's a func_door
if ( traceEnt - > spawnflags & 2 /*MOVER_FORCE_ACTIVATE*/ )
{ //it's force-usable
if ( cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] | | cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] )
{ //player has push or pull
float maxRange ;
if ( cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] > cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] )
{ //use the better range
maxRange = forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] ] ;
}
else
{ //use the better range
maxRange = forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] ] ;
}
if ( maxRange > = trace . fraction * 2048 )
{ //actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue ;
}
}
}
}
else if ( ! Q_stricmp ( " func_static " , traceEnt - > classname ) )
{ //it's a func_static
if ( ( traceEnt - > spawnflags & 1 /*F_PUSH*/ ) & & ( traceEnt - > spawnflags & 2 /*F_PULL*/ ) )
{ //push or pullable
float maxRange ;
if ( cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] > cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] )
{ //use the better range
maxRange = forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] ] ;
}
else
{ //use the better range
maxRange = forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] ] ;
}
if ( maxRange > = trace . fraction * 2048 )
{ //actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue ;
}
}
else if ( ( traceEnt - > spawnflags & 1 /*F_PUSH*/ ) )
{ //pushable only
if ( forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PUSH ] ] > = trace . fraction * 2048 )
{ //actually close enough to use force push on it
cg_forceCrosshair = qtrue ;
}
}
else if ( ( traceEnt - > spawnflags & 2 /*F_PULL*/ ) )
{ //pullable only
if ( forcePushPullRadius [ cg_entities [ 0 ] . gent - > client - > ps . forcePowerLevel [ FP_PULL ] ] > = trace . fraction * 2048 )
{ //actually close enough to use force pull on it
cg_forceCrosshair = qtrue ;
}
}
}
}
}
}
}
if ( ! cg_forceCrosshair )
{
if ( cg_dynamicCrosshair . integer )
{ //100% accurate
vec3_t d_f , d_rt , d_up ;
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if ( cg . snap - > ps . weapon = = WP_NONE | |
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cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_STUN_BATON )
{
if ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD )
{ //in camera ent view
ignoreEnt = cg . snap - > ps . viewEntity ;
if ( g_entities [ cg . snap - > ps . viewEntity ] . client )
{
VectorCopy ( g_entities [ cg . snap - > ps . viewEntity ] . client - > renderInfo . eyePoint , start ) ;
}
else
{
VectorCopy ( cg_entities [ cg . snap - > ps . viewEntity ] . lerpOrigin , start ) ;
}
AngleVectors ( cg_entities [ cg . snap - > ps . viewEntity ] . lerpAngles , d_f , d_rt , d_up ) ;
}
else
{
VectorCopy ( g_entities [ 0 ] . client - > renderInfo . eyePoint , start ) ;
AngleVectors ( cg_entities [ 0 ] . lerpAngles , d_f , d_rt , d_up ) ;
}
}
else
{
extern void CalcMuzzlePoint ( gentity_t * const ent , vec3_t forward , vec3_t right , vec3_t up , vec3_t muzzlePoint , float lead_in ) ;
AngleVectors ( cg_entities [ 0 ] . lerpAngles , d_f , d_rt , d_up ) ;
CalcMuzzlePoint ( & g_entities [ 0 ] , d_f , d_rt , d_up , start , 0 ) ;
}
//VectorCopy( g_entities[0].client->renderInfo.muzzlePoint, start );
//FIXME: increase this? Increase when zoom in?
VectorMA ( start , 4096 , d_f , end ) ; //was 8192
}
else
{ //old way
VectorCopy ( cg . refdef . vieworg , start ) ;
//FIXME: increase this? Increase when zoom in?
VectorMA ( start , 4096 , cg . refdef . viewaxis [ 0 ] , end ) ; //was 8192
}
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
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gi . trace ( & trace , start , vec3_origin , vec3_origin , end ,
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ignoreEnt , MASK_OPAQUE | CONTENTS_SHOTCLIP | CONTENTS_BODY | CONTENTS_ITEM , G2_NOCOLLIDE , 10 ) ; // ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
/*
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CG_Trace ( & trace , start , vec3_origin , vec3_origin , end ,
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cg . snap - > ps . clientNum , MASK_PLAYERSOLID | CONTENTS_CORPSE | CONTENTS_ITEM ) ;
*/
//FIXME: pick up corpses
if ( trace . startsolid | | trace . allsolid )
{
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// trace should not be allowed to pick up anything if it started solid. I tried actually moving the trace start back, which also worked,
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// but the dynamic cursor drawing caused it to render around the clip of the gun when I pushed the blaster all the way into a wall.
// It looked quite horrible...but, if this is bad for some reason that I don't know
trace . entityNum = ENTITYNUM_NONE ;
}
traceEnt = & g_entities [ trace . entityNum ] ;
}
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// if the object is "dead", don't show it
/* if ( cg.crosshairClientNum && g_entities[cg.crosshairClientNum].health <= 0 )
{
cg . crosshairClientNum = 0 ;
return ;
}
*/
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if ( cg_entities [ cg . snap - > ps . clientNum ] . currentState . eFlags & EF_LOCKED_TO_WEAPON | |
( ! Q_stricmp ( " misc_panel_turret " , g_entities [ cg . snap - > ps . viewEntity ] . classname ) ) ) {
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//draw crosshair at endpoint
CG_DrawCrosshair ( trace . endpos ) ;
}
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g_crosshairEntNum = trace . entityNum ;
g_crosshairEntDist = 4096 * trace . fraction ;
if ( ! traceEnt )
{
//not looking at anything
g_crosshairSameEntTime = 0 ;
g_crosshairEntTime = 0 ;
}
else
{ //looking at a valid ent
//store the distance
if ( trace . entityNum ! = g_crosshairEntNum )
{ //new crosshair ent
g_crosshairSameEntTime = 0 ;
}
else if ( g_crosshairEntDist < 256 )
{ //close enough to start counting how long you've been looking
g_crosshairSameEntTime + = cg . frametime ;
}
//remember the last time you looked at the person
g_crosshairEntTime = cg . time ;
}
if ( ! traceEnt | | ( traceEnt - > s . eFlags & EF_NO_TED ) )
{
if ( traceEnt & & scanAll )
{
}
else
{
return ;
}
}
// if the player is in fog, don't show it
content = cgi_CM_PointContents ( trace . endpos , 0 ) ;
if ( content & CONTENTS_FOG )
{
return ;
}
// if the player is cloaked, don't show it
if ( cg_entities [ trace . entityNum ] . currentState . powerups & ( 1 < < PW_CLOAKED ) )
{
return ;
}
// update the fade timer
if ( cg . crosshairClientNum ! = trace . entityNum )
{
infoStringCount = 0 ;
}
cg . crosshairClientNum = trace . entityNum ;
cg . crosshairClientTime = cg . time ;
}
/*
= = = = = = = = = = = = = = = = = = = = =
CG_DrawCrosshairNames
= = = = = = = = = = = = = = = = = = = = =
*/
static void CG_DrawCrosshairNames ( void )
{
qboolean scanAll = qfalse ;
centity_t * player = & cg_entities [ 0 ] ;
if ( cg_dynamicCrosshair . integer )
{
// still need to scan for dynamic crosshair
CG_ScanForCrosshairEntity ( scanAll ) ;
return ;
}
if ( ! player - > gent )
{
return ;
}
if ( ! player - > gent - > client )
{
return ;
}
// scan the known entities to see if the crosshair is sighted on one
// This is currently being called by the rocket tracking code, so we don't necessarily want to do duplicate traces :)
CG_ScanForCrosshairEntity ( scanAll ) ;
}
//--------------------------------------------------------------
static void CG_DrawRocketLocking ( int lockEntNum , int lockTime )
//--------------------------------------------------------------
{
gentity_t * gent = & g_entities [ lockEntNum ] ;
if ( ! gent )
{
return ;
}
int cx , cy ;
vec3_t org ;
static int oldDif = 0 ;
VectorCopy ( gent - > currentOrigin , org ) ;
org [ 2 ] + = ( gent - > mins [ 2 ] + gent - > maxs [ 2 ] ) * 0.5f ;
if ( CG_WorldCoordToScreenCoord ( org , & cx , & cy ) )
{
// we care about distance from enemy to eye, so this is good enough
float sz = Distance ( gent - > currentOrigin , cg . refdef . vieworg ) / 1024.0f ;
if ( cg . zoomMode > 0 )
{
if ( cg . overrides . active & CG_OVERRIDE_FOV )
{
sz - = ( cg . overrides . fov - cg_zoomFov ) / 80.0f ;
}
else
{
sz - = ( cg_fov . value - cg_zoomFov ) / 80.0f ;
}
}
if ( sz > 1.0f )
{
sz = 1.0f ;
}
else if ( sz < 0.0f )
{
sz = 0.0f ;
}
sz = ( 1.0f - sz ) * ( 1.0f - sz ) * 32 + 6 ;
vec4_t color = { 0.0f , 0.0f , 0.0f , 0.0f } ;
cy + = sz * 0.5f ;
// well now, take our current lock time and divide that by 8 wedge slices to get the current lock amount
int dif = ( cg . time - g_rocketLockTime ) / ( 1200.0f / 8.0f ) ;
if ( dif < 0 )
{
oldDif = 0 ;
return ;
}
else if ( dif > 8 )
{
dif = 8 ;
}
// do sounds
if ( oldDif ! = dif )
{
if ( dif = = 8 )
{
cgi_S_StartSound ( org , 0 , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/rocket/lock.wav " ) ) ;
}
else
{
cgi_S_StartSound ( org , 0 , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/rocket/tick.wav " ) ) ;
}
}
oldDif = dif ;
for ( int i = 0 ; i < dif ; i + + )
{
color [ 0 ] = 1.0f ;
color [ 1 ] = 0.0f ;
color [ 2 ] = 0.0f ;
color [ 3 ] = 0.1f * i + 0.2f ;
cgi_R_SetColor ( color ) ;
// our slices are offset by about 45 degrees.
CG_DrawRotatePic ( cx - sz , cy - sz , sz , sz , i * 45.0f , cgi_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
cgi_R_SetColor ( color ) ;
CG_DrawPic ( cx - sz , cy - sz * 2 , sz * 2 , sz * 2 , cgi_R_RegisterShaderNoMip ( " gfx/2d/lock " ) ) ;
}
}
}
//------------------------------------
static void CG_RunRocketLocking ( void )
//------------------------------------
{
centity_t * player = & cg_entities [ 0 ] ;
// Only bother with this when the player is holding down the alt-fire button of the rocket launcher
if ( player - > currentState . weapon = = WP_ROCKET_LAUNCHER )
{
if ( player - > currentState . eFlags & EF_ALT_FIRING )
{
CG_ScanForRocketLock ( ) ;
if ( g_rocketLockEntNum > 0 & & g_rocketLockEntNum < ENTITYNUM_WORLD & & g_rocketLockTime > 0 )
{
CG_DrawRocketLocking ( g_rocketLockEntNum , g_rocketLockTime ) ;
}
}
else
{
// disengage any residual locking
g_rocketLockEntNum = ENTITYNUM_WORLD ;
g_rocketLockTime = 0 ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
CG_DrawIntermission
= = = = = = = = = = = = = = = = =
*/
static void CG_DrawIntermission ( void ) {
CG_DrawScoreboard ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
CG_DrawSnapshot
= = = = = = = = = = = = = = = = = =
*/
static float CG_DrawSnapshot ( float y ) {
char * s ;
int w ;
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s = va ( " time:%i snap:%i cmd:%i " , cg . snap - > serverTime ,
cg . latestSnapshotNum , cgs . serverCommandSequence ) ;
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w = cgi_R_Font_StrLenPixels ( s , cgs . media . qhFontSmall , FONT_SCALE ) ;
int tempX = 635 - w ;
int tempY = y + 2 ;
CG_AdjustFrom640Int ( & tempX , & tempY , NULL , NULL ) ;
cgi_R_Font_DrawString ( tempX , tempY , s , colorTable [ CT_LTGOLD1 ] , cgs . media . qhFontSmall , - 1 , FONT_SCALE ) ;
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return y + BIGCHAR_HEIGHT + 10 ;
}
/*
= = = = = = = = = = = = = = = = = =
CG_DrawFPS
= = = = = = = = = = = = = = = = = =
*/
# define FPS_FRAMES 16
static float CG_DrawFPS ( float y ) {
char * s ;
static unsigned short previousTimes [ FPS_FRAMES ] ;
static unsigned short index ;
static int previous , lastupdate ;
int t , i , fps , total ;
unsigned short frameTime ;
// don't use serverTime, because that will be drifting to
// correct for internet lag changes, timescales, timedemos, etc
t = cgi_Milliseconds ( ) ;
frameTime = t - previous ;
previous = t ;
if ( t - lastupdate > 50 ) //don't sample faster than this
{
lastupdate = t ;
previousTimes [ index % FPS_FRAMES ] = frameTime ;
index + + ;
}
// average multiple frames together to smooth changes out a bit
total = 0 ;
for ( i = 0 ; i < FPS_FRAMES ; i + + ) {
total + = previousTimes [ i ] ;
}
if ( ! total ) {
total = 1 ;
}
fps = 1000 * FPS_FRAMES / total ;
s = va ( " %ifps " , fps ) ;
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const int w = cgi_R_Font_StrLenPixels ( s , cgs . media . qhFontSmall , FONT_SCALE ) ;
int tempX = 635 - w ;
int tempY = y + 2 ;
CG_AdjustFrom640Int ( & tempX , & tempY , NULL , NULL ) ;
cgi_R_Font_DrawString ( tempX , tempY , s , colorTable [ CT_LTGOLD1 ] , cgs . media . qhFontSmall , - 1 , FONT_SCALE ) ;
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return y + BIGCHAR_HEIGHT + 10 ;
}
/*
= = = = = = = = = = = = = = = = =
CG_DrawTimer
= = = = = = = = = = = = = = = = =
*/
static float CG_DrawTimer ( float y ) {
char * s ;
int w ;
int mins , seconds , tens ;
seconds = cg . time / 1000 ;
mins = seconds / 60 ;
seconds - = mins * 60 ;
tens = seconds / 10 ;
seconds - = tens * 10 ;
s = va ( " %i:%i%i " , mins , tens , seconds ) ;
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w = cgi_R_Font_StrLenPixels ( s , cgs . media . qhFontSmall , FONT_SCALE ) ;
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int tempX = 635 - w ;
int tempY = y + 2 ;
CG_AdjustFrom640Int ( & tempX , & tempY , NULL , NULL ) ;
cgi_R_Font_DrawString ( tempX , tempY , s , colorTable [ CT_LTGOLD1 ] , cgs . media . qhFontSmall , - 1 , FONT_SCALE ) ;
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return y + BIGCHAR_HEIGHT + 10 ;
}
/*
= = = = = = = = = = = = = = = = =
CG_DrawAmmoWarning
= = = = = = = = = = = = = = = = =
*/
static void CG_DrawAmmoWarning ( void ) {
char text [ 1024 ] = { 0 } ;
int w ;
if ( cg_drawAmmoWarning . integer = = 0 ) {
return ;
}
if ( ! cg . lowAmmoWarning ) {
return ;
}
if ( weaponData [ cg . snap - > ps . weapon ] . ammoIndex = = AMMO_NONE )
{ //doesn't use ammo, so no warning
return ;
}
if ( cg . lowAmmoWarning = = 2 ) {
cgi_SP_GetStringTextString ( " INGAME_INSUFFICIENTENERGY " , text , sizeof ( text ) ) ;
} else {
return ;
//s = "LOW AMMO WARNING";
}
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int tempX = 320 - w / 2 ;
int tempY = 64 ;
CG_AdjustFrom640Int ( & tempX , & tempY , NULL , NULL ) ;
cgi_R_Font_DrawString ( tempX , tempY , text , colorTable [ CT_LTGOLD1 ] , cgs . media . qhFontSmall , - 1 , FONT_SCALE ) ;
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}
//---------------------------------------
static qboolean CG_RenderingFromMiscCamera ( )
{
//centity_t *cent;
//cent = &cg_entities[cg.snap->ps.clientNum];
if ( cg . snap - > ps . viewEntity > 0 & &
cg . snap - > ps . viewEntity < ENTITYNUM_WORLD ) // cent && cent->gent && cent->gent->client && cent->gent->client->ps.viewEntity)
{
// Only check viewEntities
if ( ! Q_stricmp ( " misc_camera " , g_entities [ cg . snap - > ps . viewEntity ] . classname ) )
{
// Only doing a misc_camera, so check health.
if ( g_entities [ cg . snap - > ps . viewEntity ] . health > 0 )
{
CG_DrawPic ( 0 , 0 , 640 , 480 , cgi_R_RegisterShader ( " gfx/2d/workingCamera " ) ) ;
}
else
{
CG_DrawPic ( 0 , 0 , 640 , 480 , cgi_R_RegisterShader ( " gfx/2d/brokenCamera " ) ) ;
}
// don't render other 2d stuff
return qtrue ;
}
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if ( ! Q_stricmp ( " NPC " , g_entities [ cg . snap - > ps . viewEntity ] . classname ) )
{
//Render as if we are looking through a camera
CG_DrawPic ( 0 , 0 , 640 , 480 , cgi_R_RegisterShader ( " gfx/2d/workingCamera " ) ) ;
}
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else if ( ! Q_stricmp ( " misc_panel_turret " , g_entities [ cg . snap - > ps . viewEntity ] . classname ) )
{
// could do a panel turret screen overlay...this is a cheesy placeholder
CG_DrawPic ( 30 , 90 , 128 , 300 , cgs . media . turretComputerOverlayShader ) ;
CG_DrawPic ( 610 , 90 , - 128 , 300 , cgs . media . turretComputerOverlayShader ) ;
}
else
{
// FIXME: make sure that this assumption is correct...because I'm assuming that I must be a droid.
CG_DrawPic ( 0 , 0 , 640 , 480 , cgi_R_RegisterShader ( " gfx/2d/droid_view " ) ) ;
}
}
// not in misc_camera, render other stuff.
return qfalse ;
}
/*
= = = = = = = = = = = = = = = = =
CG_Draw2D
= = = = = = = = = = = = = = = = =
*/
extern void CG_SaberClashFlare ( void ) ;
static void CG_Draw2D ( void )
{
char text [ 1024 ] = { 0 } ;
int w , y_pos ;
centity_t * cent = & cg_entities [ cg . snap - > ps . clientNum ] ;
// 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 )
{
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cg . drawingHUD = CG_HUD_SCALED ;
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CG_DrawIntermission ( ) ;
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cg . drawingHUD = CG_HUD_NORMAL ;
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return ;
}
if ( cg_endcredits . integer )
{
if ( ! CG_Credits_Draw ( ) )
{
CG_DrawCredits ( ) ; // will probably get rid of this soon
}
}
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if ( ! vr - > immersive_cinematics ) {
CGCam_DrawWideScreen ( ) ;
}
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cg . drawingHUD = CG_HUD_SCALED ;
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CG_DrawBatteryCharge ( ) ;
// Draw this before the text so that any text won't get clipped off
if ( ! in_camera )
{
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cg . drawingHUD = CG_HUD_ZOOM ;
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CG_DrawZoomMask ( ) ;
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cg . drawingHUD = CG_HUD_SCALED ;
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}
CG_DrawScrollText ( ) ;
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if ( ! vr - > immersive_cinematics ) {
CG_DrawCaptionText ( ) ;
}
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if ( in_camera )
{ //still draw the saber clash flare, but nothing else
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cg . drawingHUD = CG_HUD_NORMAL ;
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CG_SaberClashFlare ( ) ;
return ;
}
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cg . drawingHUD = CG_HUD_NORMAL ;
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if ( CG_RenderingFromMiscCamera ( ) )
{
// purposely doing an early out when in a misc_camera, change it if needed.
// allowing center print when in camera mode, probably just an alpha thing - dmv
CG_DrawCenterString ( ) ;
return ;
}
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cg . drawingHUD = CG_HUD_SCALED ;
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// don't draw any status if dead
if ( cg . snap - > ps . stats [ STAT_HEALTH ] > 0 )
{
if ( ! ( cent - > gent & & cent - > gent - > s . eFlags & ( EF_LOCKED_TO_WEAPON | EF_IN_ATST ) ) )
{
CG_DrawIconBackground ( ) ;
}
CG_DrawWeaponSelect ( ) ;
if ( cg . zoomMode = = 0 )
{
CG_DrawStats ( ) ;
}
CG_DrawAmmoWarning ( ) ;
//CROSSHAIR is now done from the crosshair ent trace
//if ( !cg.renderingThirdPerson && !cg_dynamicCrosshair.integer ) // disruptor draws it's own crosshair artwork; binocs draw nothing; third person draws its own crosshair
//{
// CG_DrawCrosshair( NULL );
//}
CG_DrawCrosshairNames ( ) ;
CG_RunRocketLocking ( ) ;
CG_DrawInventorySelect ( ) ;
CG_DrawForceSelect ( ) ;
CG_DrawPickupItem ( ) ;
}
CG_SaberClashFlare ( ) ;
float y = 0 ;
if ( cg_drawSnapshot . integer ) {
y = CG_DrawSnapshot ( y ) ;
}
if ( cg_drawFPS . integer ) {
y = CG_DrawFPS ( y ) ;
}
if ( cg_drawTimer . integer ) {
y = CG_DrawTimer ( y ) ;
}
// don't draw center string if scoreboard is up
if ( ! CG_DrawScoreboard ( ) ) {
CG_DrawCenterString ( ) ;
}
if ( missionInfo_Updated )
{
if ( cg . predicted_player_state . pm_type ! = PM_DEAD )
{
// Was a objective given?
/* if ((cg_updatedDataPadForcePower.integer) || (cg_updatedDataPadObjective.integer))
{
// How long has the game been running? If within 15 seconds of starting, throw up the datapad.
if ( cg . dataPadLevelStartTime > cg . time )
{
// Make it pop up
if ( ! in_camera )
{
cgi_SendConsoleCommand ( " datapad " ) ;
cg . dataPadLevelStartTime = cg . time ; //and don't do it again this level!
}
}
}
*/
if ( ! cg . missionInfoFlashTime )
{
cg . missionInfoFlashTime = cg . time + cg_missionInfoFlashTime . integer ;
}
if ( cg . missionInfoFlashTime < cg . time ) // Time's up. They didn't read it.
{
cg . missionInfoFlashTime = 0 ;
missionInfo_Updated = qfalse ;
CG_ClearDataPadCvars ( ) ;
}
cgi_SP_GetStringTextString ( " INGAME_DATAPAD_UPDATED " , text , sizeof ( text ) ) ;
int x_pos = 0 ;
y_pos = ( SCREEN_HEIGHT / 2 ) + 80 ;
if ( cg_missionInfoCentered . integer )
{
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w = cgi_R_Font_StrLenPixels ( text , cgs . media . qhFontSmall , FONT_SCALE ) ;
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x_pos = ( SCREEN_WIDTH / 2 ) - ( w / 2 ) ;
}
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int tempX = x_pos ;
int tempY = y_pos ;
CG_AdjustFrom640Int ( & tempX , & tempY , NULL , NULL ) ;
cgi_R_Font_DrawString ( tempX , tempY , text , colorTable [ CT_LTRED1 ] , cgs . media . qhFontSmall , - 1 , FONT_SCALE ) ;
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if ( cg_updatedDataPadForcePower1 . integer )
{
y_pos + = 25 ;
cgi_SP_GetStringTextString ( " INGAME_NEW_FORCE_POWER_INFO " , text , sizeof ( text ) ) ;
if ( cg_missionInfoCentered . integer )
{
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w = cgi_R_Font_StrLenPixels ( text , cgs . media . qhFontSmall , FONT_SCALE ) ;
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x_pos = ( SCREEN_WIDTH / 2 ) - ( w / 2 ) ;
}
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tempX = x_pos ;
tempY = y_pos ;
CG_AdjustFrom640Int ( & tempX , & tempY , NULL , NULL ) ;
cgi_R_Font_DrawString ( tempX , tempY , text , colorTable [ CT_LTRED1 ] , cgs . media . qhFontSmall , - 1 , FONT_SCALE ) ;
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}
if ( cg_updatedDataPadObjective . integer )
{
y_pos + = 25 ;
cgi_SP_GetStringTextString ( " INGAME_NEW_OBJECTIVE_INFO " , text , sizeof ( text ) ) ;
if ( cg_missionInfoCentered . integer )
{
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w = cgi_R_Font_StrLenPixels ( text , cgs . media . qhFontSmall , FONT_SCALE ) ;
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x_pos = ( SCREEN_WIDTH / 2 ) - ( w / 2 ) ;
}
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tempX = x_pos ;
tempY = y_pos ;
CG_AdjustFrom640Int ( & tempX , & tempY , NULL , NULL ) ;
cgi_R_Font_DrawString ( tempX , tempY , text , colorTable [ CT_LTRED1 ] , cgs . media . qhFontSmall , - 1 , FONT_SCALE ) ;
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}
// if (cent->gent->client->sess.missionObjectivesShown<3)
// {
// CG_DrawProportionalString((SCREEN_WIDTH/2), (SCREEN_HEIGHT/2) + 20, ingame_text[IGT_MISSIONINFO_UPDATED2],
// CG_PULSE | CG_CENTER| CG_SMALLFONT, colorTable[CT_LTRED1] );
// }
}
}
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cg . drawingHUD = CG_HUD_NORMAL ;
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}
/*
= = = = = = = = = = = = = = = = = = = = =
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 ;
}
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if ( ! vr - > item_selector ) {
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CG_DrawCrosshair3D ( 0 ) ;
CG_DrawCrosshair3D ( 1 ) ;
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}
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//FIXME: these globals done once at start of frame for various funcs
AngleVectors ( cg . refdefViewAngles , vfwd , vright , vup ) ;
VectorCopy ( vfwd , vfwd_n ) ;
VectorCopy ( vright , vright_n ) ;
VectorCopy ( vup , vup_n ) ;
VectorNormalize ( vfwd_n ) ;
VectorNormalize ( vright_n ) ;
VectorNormalize ( vup_n ) ;
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vr - > cgzoommode = cg . zoomMode ;
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cg . refdef . stereoView = stereoView ;
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switch ( stereoView ) {
case STEREO_CENTER :
separation = 0 ;
break ;
case STEREO_LEFT :
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separation = cg_worldScale . value * ( - cg_stereoSeparation . value / 2 ) ;
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break ;
case STEREO_RIGHT :
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separation = cg_worldScale . value * ( cg_stereoSeparation . value / 2 ) ;
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break ;
default :
separation = 0 ;
CG_Error ( " CG_DrawActive: Undefined stereoView " ) ;
}
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vr - > remote_turret = ( ! Q_stricmp ( " misc_panel_turret " , g_entities [ cg . snap - > ps . viewEntity ] . classname ) ) ;
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in_misccamera = ( ! Q_stricmp ( " misc_camera " , g_entities [ cg . snap - > ps . viewEntity ] . classname ) )
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| | ( ! Q_stricmp ( " NPC " , g_entities [ cg . snap - > ps . viewEntity ] . classname )
| | vr - > remote_turret ) ;
bool emplaced_gun = ( cg_entities [ cg . snap - > ps . clientNum ] . currentState . eFlags & EF_LOCKED_TO_WEAPON ) ;
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cg . refdef . worldscale = cg_worldScale . value ;
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if ( ! in_camera & &
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! in_misccamera & &
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cg . zoomMode ! = 2 & &
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! cg . renderingThirdPerson )
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{
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VectorCopy ( vr - > hmdorientation , cg . refdef . viewangles ) ;
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cg . refdef . viewangles [ YAW ] = vr - > clientviewangles [ YAW ] +
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SHORT2ANGLE ( cg . snap - > ps . delta_angles [ YAW ] ) ;
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AnglesToAxis ( cg . refdef . viewangles , cg . refdef . viewaxis ) ;
}
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if ( cg . zoomMode = = 2 )
{
cg . refdef . viewangles [ ROLL ] = vr - > clientviewangles [ ROLL ] ;
cg . refdef . viewangles [ PITCH ] = vr - > weaponangles [ PITCH ] ;
cg . refdef . viewangles [ YAW ] = ( vr - > clientviewangles [ YAW ] - vr - > hmdorientation [ YAW ] )
+ vr - > weaponangles [ YAW ] + SHORT2ANGLE ( cg . snap - > ps . delta_angles [ YAW ] ) ;
AnglesToAxis ( cg . refdef . viewangles , cg . refdef . viewaxis ) ;
}
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if ( ! in_camera & &
! in_misccamera & &
cg . renderingThirdPerson )
{
VectorCopy ( vr - > hmdorientation , cg . refdef . viewangles ) ;
cg . refdef . viewangles [ YAW ] = vr - > clientviewangles [ YAW ] +
( vr - > hmdorientation [ YAW ] - vr - > hmdorientation_first [ YAW ] ) +
SHORT2ANGLE ( cg . snap - > ps . delta_angles [ YAW ] ) ;
AnglesToAxis ( cg . refdef . viewangles , cg . refdef . viewaxis ) ;
}
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if ( ( in_camera & & vr - > immersive_cinematics ) | | emplaced_gun | | cg . renderingThirdPerson )
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{
BG_ConvertFromVR ( vr - > hmdposition_offset , cg . refdef . vieworg , cg . refdef . vieworg ) ;
}
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// clear around the rendered view if sized down
CG_TileClear ( ) ;
// offset vieworg appropriately if we're doing stereo separation
VectorCopy ( cg . refdef . vieworg , baseOrg ) ;
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if ( separation ! = 0 & & ( ! in_camera | | vr - > immersive_cinematics ) & & ! in_misccamera ) {
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VectorMA ( cg . refdef . vieworg , - separation , cg . refdef . viewaxis [ 1 ] , cg . refdef . vieworg ) ;
}
if ( cg . zoomMode = = 3 & & cg . snap - > ps . batteryCharge ) // doing the Light amp goggles thing
{
cgi_R_LAGoggles ( ) ;
}
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if ( ! emplaced_gun & & ! in_misccamera & & ! in_camera ) {
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//Vertical Positional Movement
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cg . refdef . vieworg [ 2 ] - = DEFAULT_PLAYER_HEIGHT ;
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cg . refdef . vieworg [ 2 ] + = ( vr - > hmdposition [ 1 ] + cg_heightAdjust . value ) * cg_worldScale . value ;
}
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// draw 3D view
cgi_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 ( ) ;
}