198 lines
5.2 KiB
C++
198 lines
5.2 KiB
C++
#ifndef SPLITSCREEN_ENABLED
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#ifndef MAP_X
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#define MAP_X (- (MAP_WIDTH - RIGHTITEM_OFFSET + 20 ))
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#endif
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#ifndef MAP_Y
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#define MAP_Y 114
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#endif
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#ifndef MAP_WIDTH
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#define MAP_WIDTH 240
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#endif
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#ifndef MAP_HEIGHT
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#define MAP_HEIGHT 268
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#endif
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#define ORIGIN_MAP_FRAME MAP_X MAP_Y
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#define MAP_WIDTH2 (MAP_WIDTH+5)
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#else
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#ifndef MAP_X
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#define MAP_X (- (MAP_WIDTH - RIGHTITEM_OFFSET+4 ))
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#endif
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#ifndef MAP_Y
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#define MAP_Y 27
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#endif
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#ifndef MAP_WIDTH
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#define MAP_WIDTH 140
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#endif
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#ifndef MAP_HEIGHT
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#define MAP_HEIGHT 120
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#endif
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#define ORIGIN_MAP_FRAME MAP_X MAP_Y
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#define MAP_WIDTH2 (MAP_WIDTH+5)
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#endif
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#ifndef TEAM_IS_MARINES
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#error "TEAM_IS_MARINES undefined"
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#endif
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#ifndef TEAM_IS_OPFOR
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#error "TEAM_IS_OPFOR undefined"
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#endif
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#define ALLIES_HAVE_UAV (dvarint( ui_uav_allies ) && team( name ) == "TEAM_ALLIES" )
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#define AXIS_HAVE_UAV (dvarint( ui_uav_axis ) && team( name ) == "TEAM_AXIS" )
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#define CLIENT_HAS_UAV (dvarint( ui_uav_client ) && team( name ) == "TEAM_FREE" )
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//#define SHOULD_SHOW_MAP ( dvarbool( ui_hud_hardcore ) == 0 || ALLIES_HAVE_UAV || AXIS_HAVE_UAV || CLIENT_HAS_UAV )
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#ifndef SHOULD_SHOW_MAP
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#define SHOULD_SHOW_MAP 1
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#endif
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#ifndef SPLITSCREEN_ENABLED
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#define GAMETYPE_HEIGHT MAP_HEIGHT
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#else
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#define GAMETYPE_HEIGHT (MAP_WIDTH+5)
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#endif
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// map display ================================================
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#define UI_MAP_NAME "@"+tablelookup("mp/mapsTable.csv",0,dvarString(mapname),3)
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#define MAP_OFFSET 0 21 //2 20
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itemDef
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{
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name "mini_map2"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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background "compass_map_default"
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ownerdraw CG_PLAYER_FULLMAP_MAP
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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itemDef
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{
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style WINDOW_STYLE_SHADER
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name "mini_map2_overlay"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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exp material( tableLookup( "mp/mapsTable.csv", 0, dvarString( mapname ), 7 ) )
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Objective pointers
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itemDef
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{
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name "compasspointers2"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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background "objective_line"
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ownerdraw CG_PLAYER_FULLMAP_POINTERS
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Friendlies pointers
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itemDef
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{
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name "compassfriendlies2"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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background "compassping_friendly"
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ownerdraw CG_PLAYER_FULLMAP_FRIENDS
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Enemy pings
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itemDef
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{
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name "compassenemies2"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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background "compassping_enemy"
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ownerdraw CG_PLAYER_FULLMAP_ENEMIES
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Player direction indicator
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itemDef
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{
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name "compassplayer2"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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background "compassping_player"
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ownerdraw CG_PLAYER_FULLMAP_PLAYER
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Vehicles
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itemDef
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{
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name "mapvehicles"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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ownerdraw CG_PLAYER_FULLMAP_VEHICLES
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Squad Objective
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itemDef
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{
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name "mapsquadobjective"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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ownerdraw CG_PLAYER_FULLMAP_SQUAD_OBJECTIVE
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Artillery Icon
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itemDef
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{
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name "mapartilleryicon"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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ownerdraw CG_PLAYER_FULLMAP_ARTILLERY_ICON
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Dogs
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itemDef
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{
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name "mapdogs"
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rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin MAP_OFFSET
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forecolor 1 1 1 1
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ownerdraw CG_PLAYER_FULLMAP_DOGS
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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// Map name and gametype
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PREPROC_TEXT_DRAW_ALIGNED_VIS( ORIGIN_MAP_FRAME MAP_WIDTH 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 5 20, UI_MAP_NAME, TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_LEFT, 1 1 1 0.7, when( SHOULD_SHOW_MAP ) )
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itemDef {
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rect ORIGIN_MAP_FRAME MAP_WIDTH 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
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origin -4 (GAMETYPE_HEIGHT+16)
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textfont UI_FONT_NORMAL
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textstyle ITEM_TEXTSTYLE_SHADOWED
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textscale CHOICE_TEXTSIZE
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textalign ITEM_ALIGN_RIGHT
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forecolor 1 1 1 0.85
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exp text ( gametypename() );
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visible when ( SHOULD_SHOW_MAP );
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decoration
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}
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