/* =========================================================================== 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 . =========================================================================== */ // 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" #include "bg_local.h" #include #include "FxUtil.h" void CG_DrawIconBackground(void); void CG_DrawMoveSpeedIcon(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.override_fov = true; 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 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; } /* ============== CG_DrawWeapReticle ============== */ static void CG_DrawWeapReticle( void ) { vec4_t light_color = {0.7, 0.7, 0.7, 1}; vec4_t black = {0.0, 0.0, 0.0, 1}; float indent = 0.16; float X_WIDTH=640; float Y_HEIGHT=480; float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2; // sides CG_FillRect( 0, 0, (X_WIDTH * indent), Y_HEIGHT, black ); CG_FillRect( X_WIDTH * (1 - indent), 0, (X_WIDTH * indent), Y_HEIGHT, black ); // top/bottom CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent, black ); CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent), X_WIDTH * (1-indent), Y_HEIGHT * indent, black ); { // center if ( cgs.media.reticleShader ) { cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.reticleShader ); // tl cgi_R_DrawStretchPic( x + w, y, w, h, 1, 0, 0, 1, cgs.media.reticleShader ); // tr cgi_R_DrawStretchPic( x, y + h, w, h, 0, 1, 1, 0, cgs.media.reticleShader ); // bl cgi_R_DrawStretchPic( x + w, y + h, w, h, 1, 1, 0, 0, cgs.media.reticleShader ); // br } // hairs CG_FillRect( 84, 239, 177, 2, black ); // left CG_FillRect( 320, 242, 1, 58, black ); // center top CG_FillRect( 319, 300, 2, 178, black ); // center bot CG_FillRect( 380, 239, 177, 2, black ); // right } } //-------------------------------------- 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.viewEntitygent ) { 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 2D virtual 640x480 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; } } } 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; } /* ================= CG_DrawCrosshair3D ================= */ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons { float w; qhandle_t hShader; float f; int ca; trace_t trace; vec3_t endpos; refEntity_t ent; if (( type == 1 && !cg_drawCrosshair.integer) || (type == 0 && !cg_drawCrosshairForce.integer)) { return; } if (cg.snap->ps.pm_type == PM_INTERMISSION) { return; } if ( in_camera ) { return; } if ( cg.zoomMode ) { //not while scoped return; } if ( in_misccamera ) { //Not while viewing from another entity (such as a camera) return; } if ( type == 1 && (cg.snap->ps.weapon == WP_NONE || cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON || cg.snap->ps.weapon == WP_THERMAL )) { return; } if (type == 0) { if (showPowers[cg.forcepowerSelect] == FP_HEAL || showPowers[cg.forcepowerSelect] == FP_SPEED || vr->weapon_stabilised) { return; } CG_ScanForForceCrosshairEntity(); } 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 ); } ca = (type == 1) ? cg_drawCrosshair.integer : cg_drawCrosshairForce.integer; if (ca < 0) { ca = 0; } hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ]; float xmax = 64.0f * tan(cg.refdef.fov_x * M_PI / 360.0f); vec3_t forward, weaponangles, origin; if (type == 0) { BG_CalculateVROffHandPosition(origin, weaponangles); } else { BG_CalculateVRWeaponPosition(origin, weaponangles); } AngleVectors(weaponangles, forward, NULL, NULL); VectorMA(origin, 2048, forward, endpos); CG_Trace(&trace, origin, NULL, NULL, endpos, 0, MASK_SHOT); if (trace.fraction != 1.0f) { memset(&ent, 0, sizeof(ent)); ent.reType = RT_SPRITE; ent.renderfx = RF_FIRST_PERSON; VectorCopy(trace.endpos, ent.origin); ent.radius = w / 640 * xmax * trace.fraction * 2048 / 64.0f; ent.customShader = hShader; if(type == 0 && !cg_forceCrosshair) //Not Active Force Crosshair { ent.shaderRGBA[0] = 255; ent.shaderRGBA[1] = 180; ent.shaderRGBA[2] = 180; } else if(type == 0) //Active Force Crosshair { ent.shaderRGBA[0] = 255; ent.shaderRGBA[1] = 90; ent.shaderRGBA[2] = 90; } else //Regular Crosshair { ent.shaderRGBA[0] = 255; ent.shaderRGBA[1] = 255; ent.shaderRGBA[2] = 255; } ent.shaderRGBA[3] = 255; cgi_R_AddRefEntityToScene(&ent); } } /* ================= CG_ScanForCrosshairEntity ================= */ static void CG_ScanForCrosshairEntity( qboolean scanAll ) { 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; //VectorCopy( g_entities[0].client->renderInfo.eyePoint, start ); //AngleVectors( cg_entities[0].lerpAngles, 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 ) { // 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; if ( cg.snap->ps.weapon == WP_NONE || 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. 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... /* CG_Trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, MASK_PLAYERSOLID|CONTENTS_CORPSE|CONTENTS_ITEM ); */ //FIXME: pick up corpses if ( trace.startsolid || trace.allsolid ) { // trace should not be allowed to pick up anything if it started solid. I tried actually moving the trace start back, which also worked, // 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]; } // if the object is "dead", don't show it /* if ( cg.crosshairClientNum && g_entities[cg.crosshairClientNum].health <= 0 ) { cg.crosshairClientNum = 0; return; } */ 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 ))) { //draw crosshair at endpoint CG_DrawCrosshair(trace.endpos); } 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; s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime, cg.latestSnapshotNum, cgs.serverCommandSequence ); 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); 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 ); 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); 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 ); 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); 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"; } w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE); int offset = w / 2; int tempX = SCREEN_WIDTH / 2; int tempY = 64; CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL ); cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE); } //--------------------------------------- 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; } if (vr->remote_droid) { //Render as if we are looking through a camera CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/workingCamera" )); } 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; } qboolean cg_usingInFrontOf = qfalse; qboolean CanUseInfrontOf(gentity_t*); static void CG_UseIcon() { if (cg_usableObjectsHint.integer) { cg_usingInFrontOf = CanUseInfrontOf(cg_entities[cg.snap->ps.clientNum].gent); if (cg_usingInFrontOf) { cgi_R_SetColor( NULL ); CG_DrawPic( 50, 285, 64, 64, cgs.media.useableHint ); } } } /* ------------------------- CG_DrawZoomBorders ------------------------- */ static void CG_DrawZoomBorders( void ) { vec4_t modulate; modulate[0] = modulate[1] = modulate[2] = 0.0f; modulate[3] = 1.0f; int bar_height = 80; CG_FillRect( 0, 0, 640, bar_height, modulate ); CG_FillRect( 0, 480 - 80, 640, bar_height, modulate ); } /* ============== CG_DrawVignette ============== */ float currentComfortVignetteValue = 0.0f; float filteredViewYawDelta = 0.0f; static void CG_DrawVignette( void ) { playerState_t *ps; ps = &cg.snap->ps; cvar_t *vr_comfort_vignette = gi.cvar("vr_comfort_vignette", "0.0", CVAR_ARCHIVE); // defined in VrCvars.h if (vr_comfort_vignette->value <= 0.0f || vr_comfort_vignette->value > 1.0f || !cg.zoomMode == 0) { return; } bool isMoving = VectorLength(cg.predicted_player_state.velocity) > 30.0; // When player is in the air, apply vignette (to prevent throbbing on top of jump) bool isInAir = ps->groundEntityNum == ENTITYNUM_NONE; cvar_t *vr_turn_mode = gi.cvar("vr_turn_mode", "0", CVAR_ARCHIVE); // defined in VrCvars.h // Apply only for smooth turn bool isTurning = (vr_turn_mode->integer == 2 || (vr_turn_mode->integer == 1 && vr->third_person)); if (isTurning) { float yawDelta = fabsf(vr->clientview_yaw_delta); if (yawDelta > 180) { yawDelta = fabs(yawDelta - 360); } filteredViewYawDelta = filteredViewYawDelta * 0.75f + yawDelta * 0.25f; isTurning = filteredViewYawDelta > 1; } if (isMoving || isInAir || isTurning) { if (currentComfortVignetteValue < vr_comfort_vignette->value) { currentComfortVignetteValue += vr_comfort_vignette->value * 0.05; if (currentComfortVignetteValue > 1.0f) currentComfortVignetteValue = 1.0f; } } else{ if (currentComfortVignetteValue > 0.0f) currentComfortVignetteValue -= vr_comfort_vignette->value * 0.05; } if (currentComfortVignetteValue > 0.0f && currentComfortVignetteValue <= 1.0f) { int screenWidth = 640; //cg.refdef.width; int screenHeight = 480; //cg.refdef.height; int x = (int)(0 + currentComfortVignetteValue * screenWidth / 3.5f); int w = (int)(screenWidth - 2 * x); int y = (int)(0 + currentComfortVignetteValue * screenHeight / 3.5f); int h = (int)(screenHeight - 2 * y); vec4_t black = {0.0, 0.0, 0.0, 1}; cgi_R_SetColor( black ); // sides cgi_R_DrawStretchPic( 0, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader ); cgi_R_DrawStretchPic( screenWidth - x, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader ); // top/bottom cgi_R_DrawStretchPic( x, 0, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader ); cgi_R_DrawStretchPic( x, screenHeight - y, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader ); // vignette cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.vignetteShader ); cgi_R_SetColor( NULL ); } } /* ================= 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 ) { cg.drawingHUD = CG_HUD_SCALED; CG_DrawIntermission(); cg.drawingHUD = CG_HUD_NORMAL; return; } if (cg_endcredits.integer) { if (!CG_Credits_Draw()) { CG_DrawCredits(); // will probably get rid of this soon } } if (!vr->immersive_cinematics) { CGCam_DrawWideScreen(); } if (cg.zoomMode == 4) { CG_DrawWeapReticle(); } else if (cg.zoomMode != 0) { CG_DrawZoomBorders(); } cg.drawingHUD = CG_HUD_SCALED; CG_DrawBatteryCharge(); // Draw this before the text so that any text won't get clipped off if ( !in_camera ) { cg.drawingHUD = CG_HUD_ZOOM; CG_DrawZoomMask(); cg.drawingHUD = CG_HUD_SCALED; } CG_DrawScrollText(); CG_DrawCaptionText( in_camera && vr->immersive_cinematics ); if ( in_camera ) {//still draw the saber clash flare, but nothing else cg.drawingHUD = CG_HUD_NORMAL; CG_SaberClashFlare(); return; } cg.drawingHUD = CG_HUD_NORMAL; 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; } cg.drawingHUD = CG_HUD_SCALED; // don't draw any status if dead if ( cg.snap->ps.stats[STAT_HEALTH] > 0 ) { CG_DrawVignette(); if ( !(cent->gent && cent->gent->s.eFlags & (EF_LOCKED_TO_WEAPON |EF_IN_ATST))) { CG_DrawIconBackground(); } CG_DrawMoveSpeedIcon(); 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_UseIcon(); } 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; int offset = 0; y_pos = (SCREEN_HEIGHT/2)+80; if ( cg_missionInfoCentered.integer ) { w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE); offset = w / 2; x_pos = SCREEN_WIDTH / 2; } int tempX = x_pos; int tempY = y_pos; CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL ); cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE); if (cg_updatedDataPadForcePower1.integer) { y_pos += 25; cgi_SP_GetStringTextString("INGAME_NEW_FORCE_POWER_INFO", text, sizeof(text) ); if ( cg_missionInfoCentered.integer ) { w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE); offset = w / 2; x_pos = SCREEN_WIDTH / 2; } tempX = x_pos; tempY = y_pos; CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL ); cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE); } if (cg_updatedDataPadObjective.integer) { y_pos += 25; cgi_SP_GetStringTextString( "INGAME_NEW_OBJECTIVE_INFO", text, sizeof(text) ); if ( cg_missionInfoCentered.integer ) { w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE); offset = w / 2; x_pos = SCREEN_WIDTH / 2; } tempX = x_pos; tempY = y_pos; CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL ); cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE); } // 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] ); // } } } cg.drawingHUD = CG_HUD_NORMAL; } /* ===================== 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; } if (!vr->item_selector) { CG_DrawCrosshair3D(0); CG_DrawCrosshair3D(1); } //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 ); vr->cgzoommode = cg.zoomMode; switch ( stereoView ) { case STEREO_CENTER: separation = 0; break; case STEREO_LEFT: separation = cg_worldScale.value * (-cg_stereoSeparation.value / 2); break; case STEREO_RIGHT: separation = cg_worldScale.value * (cg_stereoSeparation.value / 2); break; default: separation = 0; CG_Error( "CG_DrawActive: Undefined stereoView" ); } //Only vehicle in JK2 is the AT-ST vr->in_vehicle = (g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST); vr->remote_npc = !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname ); vr->remote_droid = false; vr->remote_turret = false; vr->emplaced_gun = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON ); in_misccamera = false; if (cg.snap->ps.viewEntity) { if (g_entities[cg.snap->ps.viewEntity].NPC_type) { char modelName[256]; Q_strncpyz(modelName, g_entities[cg.snap->ps.viewEntity].NPC_type, sizeof modelName); vr->remote_droid = vr->remote_npc && (!Q_stricmp("gonk", modelName) || !Q_stricmp("seeker", modelName) || !Q_stricmp("remote", modelName) || !Q_strncmp("r2d2", modelName, 4) || !Q_strncmp("r5d2", modelName, 4) || !Q_stricmp("mouse", modelName)); } vr->remote_turret = (!Q_stricmp("misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname)); in_misccamera = (!Q_stricmp("misc_camera", g_entities[cg.snap->ps.viewEntity].classname)) || vr->remote_droid || vr->remote_turret; } cg.refdef.worldscale = cg_worldScale.value; bool usingScope = (cg.zoomMode == 2 || cg.zoomMode == 4); //Normal 1st person view angles if (!in_camera && !in_misccamera && !vr->remote_droid && !vr->remote_npc && !usingScope && !cg.renderingThirdPerson) { VectorCopy(vr->hmdorientation, cg.refdef.viewangles); cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] + SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]); AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis); } //Controlling an NPC that isn't a droid if (vr->remote_npc && !vr->remote_droid) { if (vr->remote_cooldown > cg.time) { VectorCopy(cg.refdefViewAngles, vr->remote_angles); vr->take_snap = true; } VectorCopy(vr->hmdorientation, cg.refdef.viewangles); cg.refdef.viewangles[YAW] = vr->remote_angles[YAW] + (vr->hmdorientation[YAW] - vr->hmdorientation_snap[YAW]) + (vr->snapTurn - vr->remote_snapTurn); AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis); } //Sniper/E11 scope if (usingScope) { cg.refdef.viewangles[ROLL] = vr->clientviewangles[ROLL]; cg.refdef.viewangles[PITCH] = vr->weaponangles[ANGLES_ADJUSTED][PITCH]; cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] + vr->weaponangles[ANGLES_ADJUSTED][YAW] + SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]); AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis); } //Normal 3rd person view angles 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); } //Immersive cinematic sequence 6DoF if ((in_camera && vr->immersive_cinematics) || vr->emplaced_gun || cg.renderingThirdPerson) { BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg); } // clear around the rendered view if sized down CG_TileClear(); // offset vieworg appropriately if we're doing stereo separation VectorCopy( cg.refdef.vieworg, baseOrg ); if ( separation != 0 && (!in_camera || vr->immersive_cinematics) && !in_misccamera && !usingScope ) { 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(); } if (!vr->emplaced_gun && !in_misccamera && !in_camera) { //Vertical Positional Movement cg.refdef.vieworg[2] -= DEFAULT_PLAYER_HEIGHT; cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value; } // 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(); }