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/*
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* Copyright ( C ) 1999 - 2000 Id Software , Inc .
*
* cg_draw . c - - draw all of the graphical elements during
* active ( after loading ) gameplay
*/
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# include "cg_local.h"
# include "cg_text.h"
# include "cg_screenfx.h"
/* set in CG_ParseTeamInfo */
int sortedTeamPlayers [ TEAM_MAXOVERLAY ] ;
int numSortedTeamPlayers ;
int drawTeamOverlayModificationCount = - 1 ;
/*
* TiM : dCross
* qboolean CG_WorldCoordToScreenCoord ( vec3_t worldCoord , float * x , float * y , qboolean clamp ) ;
* end dCross
*/
/* TiM: Tricorder Parameters */
vec3_t vfwd ;
vec3_t vright ;
vec3_t vup ;
vec3_t vfwd_n ;
vec3_t vright_n ;
vec3_t vup_n ;
int infoStringCount ;
static qboolean drawCrosshairName = qfalse ;
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extern void InitPostGameMenuStruct ( void ) ;
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static void CG_InterfaceStartup ( void ) ;
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char * ingame_text [ IGT_MAX ] ; /* Holds pointers to ingame text */
int zoomFlashTime = 0 ;
interfacegraphics_s interface_graphics [ IG_MAX ] =
{
/* type timer x y width height file/text graphic, min max color style ptr */
{ SG_VAR , 0.0 , 0 , 0 , 0 , 0 , NULL , 0 , 0 , 0 , CT_NONE , 0 } , /* IG_GROW */
{ SG_VAR , 0.0 , 0 , 0 , 0 , 0 , NULL , 0 , 0 , 0 , CT_NONE , 0 } , /* IG_HEALTH_START */
{ SG_GRAPHIC , 0.0 , 5 , 429 , 32 , 64 , " gfx/interface/rpgx_healthbar_leftcorner " , 0 , 0 , 0 , CT_DKBROWN1 , 0 } , /* IG_HEALTH_BEGINCAP */
{ SG_GRAPHIC , 0.0 , 64 , 429 , 6 , 25 , " gfx/interface/ammobar " , 0 , 0 , 0 , CT_DKBROWN1 , 0 } , /* IG_HEALTH_BOX1 */
{ SG_GRAPHIC , 0.0 , 72 , 429 , 0 , 25 , " gfx/interface/ammobar " , 0 , 0 , 0 , CT_LTBROWN1 , 0 } , /* IG_HEALTH_SLIDERFULL */
{ SG_GRAPHIC , 0.0 , 0 , 429 , 0 , 25 , " gfx/interface/ammobar " , 0 , 0 , 0 , CT_DKBROWN1 , 0 } , /* IG_HEALTH_SLIDEREMPTY */
{ SG_GRAPHIC , 0.0 , 72 , 429 , 16 , 32 , " gfx/interface/rpgx_healthbar_endcap " , 0 , 0 , 147 , CT_DKBROWN1 , 0 } , /* IG_HEALTH_ENDCAP */
{ SG_NUMBER , 0.0 , 23 , 425 , 16 , 32 , NULL , 0 , 0 , 0 , CT_LTBROWN1 , NUM_FONT_BIG } , /* IG_HEALTH_COUNT */
{ SG_VAR , 0.0 , 0 , 0 , 0 , 0 , NULL , 0 , 0 , 0 , CT_NONE , 0 } , /* IG_HEALTH_END */
{ SG_VAR , 0.0 , 0 , 0 , 0 , 0 , NULL , 0 , 0 , 0 , CT_NONE , 0 } , /* IG_ARMOR_START */
{ SG_GRAPHIC , 0.0 , 20 , 458 , 32 , 16 , " gfx/interface/armorcap1 " , 0 , 0 , 0 , CT_DKPURPLE1 , 0 } , /* IG_ARMOR_BEGINCAP */
{ SG_GRAPHIC , 0.0 , 64 , 458 , 6 , 12 , " gfx/interface/ammobar " , 0 , 0 , 0 , CT_DKPURPLE1 , 0 } , /* IG_ARMOR_BOX1 */
{ SG_GRAPHIC , 0.0 , 72 , 458 , 0 , 12 , " gfx/interface/ammobar " , 0 , 0 , 0 , CT_LTPURPLE1 , 0 } , /* IG_ARMOR_SLIDERFULL */
{ SG_GRAPHIC , 0.0 , 0 , 458 , 0 , 12 , " gfx/interface/ammobar " , 0 , 0 , 0 , CT_DKPURPLE1 , 0 } , /* IG_ARMOR_SLIDEREMPTY */
{ SG_GRAPHIC , 0.0 , 72 , 458 , 16 , 16 , " gfx/interface/armorcap2 " , 0 , 0 , 147 , CT_DKPURPLE1 , 0 } , /* IG_ARMOR_ENDCAP */
{ SG_NUMBER , 0.0 , 44 , 458 , 16 , 16 , NULL , 0 , 0 , 0 , CT_LTPURPLE1 , NUM_FONT_SMALL } , /* IG_ARMOR_COUNT */
{ SG_VAR , 0.0 , 0 , 0 , 0 , 0 , NULL , 0 , 0 , 0 , CT_NONE , 0 } , /* IG_ARMOR_END */
{ SG_VAR , 0.0 , 0 , 0 , 0 , 0 , NULL , 0 , 0 , 0 , CT_NONE , 0 } , /* IG_AMMO_START */
{ SG_GRAPHIC , 0.0 , 613 , 429 , 32 , 64 , " gfx/interface/ammouppercap1 " , 0 , 0 , 0 , CT_LTPURPLE2 , 0 } , /* IG_AMMO_UPPER_BEGINCAP */
{ SG_GRAPHIC , 0.0 , 607 , 429 , 16 , 32 , " gfx/interface/ammouppercap2 " , 0 , 0 , 572 , CT_LTPURPLE2 , 0 } , /* IG_AMMO_UPPER_ENDCAP */
{ SG_GRAPHIC , 0.0 , 613 , 458 , 16 , 16 , " gfx/interface/ammolowercap1 " , 0 , 0 , 0 , CT_LTPURPLE2 , 0 } , /* IG_AMMO_LOWER_BEGINCAP */
{ SG_GRAPHIC , 0.0 , 578 , 458 , 0 , 12 , " gfx/interface/ammobar " , 0 , 0 , 0 , CT_LTPURPLE1 , 0 } , /* IG_AMMO_SLIDERFULL */
{ SG_GRAPHIC , 0.0 , 0 , 458 , 0 , 12 , " gfx/interface/ammobar " , 0 , 0 , 0 , CT_DKPURPLE1 , 0 } , /* IG_AMMO_SLIDEREMPTY */
{ SG_GRAPHIC , 0.0 , 607 , 458 , 16 , 16 , " gfx/interface/ammolowercap2 " , 0 , 0 , 572 , CT_LTPURPLE2 , 0 } , /* IG_AMMO_LOWER_ENDCAP */
{ SG_NUMBER , 0.0 , 573 , 425 , 16 , 32 , NULL , 0 , 0 , 0 , CT_LTPURPLE1 , NUM_FONT_BIG } , /* IG_AMMO_COUNT */
{ SG_VAR , 0.0 , 0 , 0 , 0 , 0 , NULL , 0 , 0 , 0 , CT_NONE , 0 } , /* IG_AMMO_END */
} ;
# define LOWEROVERLAY_Y (SCREEN_HEIGHT - ICON_SIZE - 15)
/*------------------------------------------------------*/
lensFlare_t lensFlare [ MAX_LENS_FLARES ] ;
lensReflec_s lensReflec [ 10 ] =
{
/* width, height, offset, positive, color, shadername, shaders placeholder */
{ 23 , 23 , 0.192 , qtrue , { 0.73 , 0.50 , 0.23 } , " gfx/effects/flares/flare_straight " , 0 } , /* Brown1 5.2 */
{ 9 , 9 , 0.37 , qtrue , { 0.37 , 0.58 , 0.55 } , " gfx/effects/flares/flare_straight " , 0 } , /* Aqua1 2.7 */
{ 14 , 14 , 0.25 , qfalse , { 0.37 , 0.79 , 0.76 } , " gfx/effects/flares/flare_radial " , 0 } , /* Turquoise1 4.0 */
{ 86 , 86 , 0.556 , qfalse , { 0.73 , 0.50 , 0.23 } , " gfx/effects/flares/flare_inverseradial " , 0 } , /* BigBrownInverseRad 1.8 */
{ 49 , 49 , 0.476 , qfalse , { 0.73 , 0.50 , 0.23 } , " gfx/effects/flares/flare_straight " , 0 } , /* StraightBrown2 2.1 */
{ 35 , 35 , 0.667 , qfalse , { 0.34 , 0.40 , 0.44 } , " gfx/effects/flares/flare_straight " , 0 } , /* Grey1 1.5 */
{ 32 , 32 , 0.769 , qfalse , { 0.20 , 0.38 , 0.62 } , " gfx/effects/flares/flare_radial " , 0 } , /* BlueRad 1.3 */
{ 122 , 122 , 1.1 , qfalse , { 0.31 , 0.65 , 0.36 } , " gfx/effects/flares/flare_inverseradial " , 0 } , /* BigInverseGreen 0.9 */
{ 254 , 254 , 1.429 , qfalse , { 1.00 , 1.00 , 1.00 } , " gfx/effects/flares/flare_chromadisc " , 0 } , /* ChromaHoop 0.7 */
{ 52 , 52 , 1.429 , qtrue , { 0.40 , 0.56 , 0.42 } , " gfx/effects/flares/flare_inverseradial " , 0 } , /* Green offset 0.7 */
} ;
# define HALF_SCREEN_WIDTH (SCREEN_WIDTH*0.5)
# define HALF_SCREEN_HEIGHT (SCREEN_HEIGHT*0.5)
void CG_InitLensFlare ( vec3_t worldCoord ,
int w1 , int h1 ,
vec3_t glowColor , float glowOffset , float hazeOffset , int minDist , int maxDist ,
vec3_t streakColor , int streakDistMin , int streakDistMax , int streakW , int streakH , qboolean whiteStreaks ,
int reflecDistMin , int reflecDistMax , qboolean reflecAnamorphic , qboolean defReflecs ,
qboolean clamp , float maxAlpha , int startTime , int upTime , int holdTime , int downTime )
{
int i ;
/* First thing's first.... I understand if you hate flares :'( */
if ( ! cg_dynamiclensflares . value )
return ;
for ( i = 0 ; i < MAX_LENS_FLARES ; i + + ) { /* find the next free slot */
if ( ! lensFlare [ i ] . qfull ) {
lensFlare [ i ] . worldCoord [ 0 ] = worldCoord [ 0 ] ;
lensFlare [ i ] . worldCoord [ 1 ] = worldCoord [ 1 ] ;
lensFlare [ i ] . worldCoord [ 2 ] = worldCoord [ 2 ] ;
lensFlare [ i ] . w1 = w1 ;
lensFlare [ i ] . h1 = h1 ;
lensFlare [ i ] . glowColor [ 0 ] = glowColor [ 0 ] ;
lensFlare [ i ] . glowColor [ 1 ] = glowColor [ 1 ] ;
lensFlare [ i ] . glowColor [ 2 ] = glowColor [ 2 ] ;
lensFlare [ i ] . glowOffset = glowOffset ;
lensFlare [ i ] . hazeOffset = hazeOffset ;
lensFlare [ i ] . minDist = minDist ;
lensFlare [ i ] . maxDist = maxDist ;
lensFlare [ i ] . streakColor [ 0 ] = streakColor [ 0 ] ;
lensFlare [ i ] . streakColor [ 1 ] = streakColor [ 1 ] ;
lensFlare [ i ] . streakColor [ 2 ] = streakColor [ 2 ] ;
lensFlare [ i ] . streakDistMin = streakDistMin ;
lensFlare [ i ] . streakDistMax = streakDistMax ;
lensFlare [ i ] . streakW = streakW ;
lensFlare [ i ] . streakH = streakH ;
lensFlare [ i ] . whiteStreaks = whiteStreaks ;
lensFlare [ i ] . reflecDistMin = reflecDistMin ;
lensFlare [ i ] . reflecDistMax = reflecDistMax ;
lensFlare [ i ] . reflecAnamorphic = reflecAnamorphic ;
lensFlare [ i ] . defReflecs = defReflecs ;
lensFlare [ i ] . clamp = clamp ;
lensFlare [ i ] . maxAlpha = maxAlpha ;
lensFlare [ i ] . startTime = startTime ;
lensFlare [ i ] . upTime = upTime ;
lensFlare [ i ] . holdTime = holdTime ;
lensFlare [ i ] . downTime = downTime ;
lensFlare [ i ] . qfull = qtrue ;
break ;
}
}
}
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/*
= = = = = = = = = = = = = = = = =
CG_WorldCoordToScreenCoord
* * Blatently plagiarised from EF SP * *
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OMFG this is some damn whacky maths !
It basically takes a vector variable and somehow
correlates that to an XY value on your screen ! ! O_o
= = = = = = = = = = = = = = = = =
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*/
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static qboolean CG_WorldCoordToScreenCoord ( vec3_t worldCoord , float * x , float * y , qboolean clamp )
{
int xcenter , ycenter ;
vec3_t local , transformed ;
vec3_t fwd ;
vec3_t right ;
vec3_t up ;
float xzi ;
float yzi ;
/*
* NOTE : did it this way because most draw functions expect virtual 640 x480 coords
* and adjust them for current resolution
*/
xcenter = 640 > > 1 ;
ycenter = 480 > > 1 ;
AngleVectors ( cg . refdefViewAngles , fwd , right , up ) ;
VectorSubtract ( worldCoord , cg . refdef . vieworg , local ) ;
transformed [ 0 ] = DotProduct ( local , right ) ;
transformed [ 1 ] = DotProduct ( local , up ) ;
transformed [ 2 ] = DotProduct ( local , fwd ) ;
/* Make sure Z is not negative. */
if ( transformed [ 2 ] < 0.01 )
{
if ( clamp )
{
transformed [ 2 ] = 0.01f ;
}
else
{
return qfalse ;
}
}
/* Simple convert to screen coords. */
xzi = xcenter / transformed [ 2 ] * ( 96.0 / cg . refdef . fov_x ) ; /*90*/ /*95*/
yzi = ycenter / transformed [ 2 ] * ( 102.0 / cg . refdef . fov_y ) ; /*90*/ /*105*/
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* x = ( float ) ( xcenter + xzi * transformed [ 0 ] ) ;
* y = ( float ) ( ycenter - yzi * transformed [ 1 ] ) ;
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return qtrue ;
}
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/*************************************
CG_FlareScreenTrans - TiM
Used to return an alpha value
based on how far the xy value is
from two boundaries ( Used mainly
for when the flare exits the screen
and fades out )
The function works by drawing an imaginary
line from the minimum point to the maximum
point . If a point is above that line ,
the Y value is used to calculate the alpha ,
else , the X value does .
There is a slight bit
of jerkiness if the point crosses this line ,
but much less worse than what was before . : )
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
static float CG_FlareScreenTrans ( int x , int y , int xmin , int ymin , int xmax , int ymax )
{
/*
* Think about it , when the XY points are in separate quadrants of the screen ,
* they ' re all the same values anyway , but just either negative or positive .
* Making them all positive , and working on just that set kills about 8 birds with a fricken ' huge stone . > : )
*/
int lx = abs ( x ) ;
int ly = abs ( y ) ;
int lxmin = abs ( xmin ) ;
int lymin = abs ( ymin ) ;
int lxmax = abs ( xmax ) ;
int lymax = abs ( ymax ) ;
int xDif = lxmax - lxmin ;
int yDif = lymax - lymin ;
float grad = ( ( float ) lymax / ( float ) lxmax ) ; /* calc the grad as if (xmin, ymin) were the origin */
float alpha = 1.0 ;
/* if xy is under minimums, just make it 1 :P */
if ( lx < lxmin & & ly < lymin ) {
return alpha ;
}
if ( ly < ( lx * grad ) ) { /* point is running along the side bar */
alpha = ( float ) ( 1.0 - ( ( float ) lx - ( float ) lxmin ) / ( float ) xDif ) ;
}
if ( ly > ( lx * grad ) ) { /* point is running along the top bar */
alpha = ( float ) ( 1.0 - ( ( float ) ly - ( float ) lymin ) / ( float ) yDif ) ;
}
/* if xy has exceeded maxes, just make it 0 :P */
if ( lx > = lxmax | | ly > = lymax )
alpha = 0.0 ;
/* Lock it just in case something weird happened. :S */
if ( alpha > 1.0 )
alpha = 1.0 ;
if ( alpha < 0.0 )
alpha = 0.0 ;
return alpha ;
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}
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/*
= = = = = = = = = = = = = = = =
CG_CorrelateMaxMinDist
Calcuates an alpha value
between a min and a max point
so elements can fade in or out
depending on relative distance : )
= = = = = = = = = = = = = = = =
*/
static float CG_CorrelateMaxMinDist ( float len , int min , int max ) {
float alpha = 1.0 ;
if ( min = = max & & max = = 0 ) /* This means it will always be off */
return 0.0 ;
if ( min < = 0 ) /* this means that the parameter wants it to always be on */
return alpha ;
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alpha = ( len - ( float ) min ) / ( ( float ) max - ( float ) min ) ; /* calculate the alpha */
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if ( alpha > 1.0 ) /* Clamp it.... again */
alpha = 1.0 ;
if ( alpha < 0.0 )
alpha = 0.0 ;
return alpha ;
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}
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/*
= = = = = = = = = = = = = = = =
CG_FadeAlpha
Modified version of
CG_FadeColor . Only
covers alpha values now ,
and also has an option
to fade in as well as out
= = = = = = = = = = = = = = = =
*/
float CG_FadeAlpha ( int startMsec , int totalMsec , qboolean fade_in ) {
static float alpha ;
int t ;
if ( startMsec = = 0 ) {
return ( fade_in ? 0.0 : 1.0 ) ;
}
t = cg . time - startMsec ;
if ( t > = totalMsec ) {
return ( fade_in ? 1.0 : 0.0 ) ;
}
// fade out
if ( totalMsec - t < FADE_TIME ) {
if ( ! fade_in )
alpha = ( totalMsec - t ) * 1.0 / FADE_TIME ;
else
alpha = 1.0 - ( ( totalMsec - t ) * 1.0 / FADE_TIME ) ;
} else {
alpha = fade_in ? 0.0 : 1.0 ;
}
return alpha ;
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}
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/*
= = = = = = = = = = = = = = = =
CG_FlareTraceTrans
Performs a trace between player
and origin , and if anything gets in
the way , an alpha value is generated
to make the flare fade out
= = = = = = = = = = = = = = = =
*/
static float prevFrac = 0.0 ;
static int fadeTime , fadeInTime ;
static qboolean CG_FlareTraceTrans ( vec3_t origin , float * alpha )
{
trace_t trace ;
CG_Trace ( & trace , origin , NULL , NULL , cg . refdef . vieworg , - 1 , CONTENTS_SOLID | CONTENTS_BODY ) ; //Do a trace // switched start and end
if ( fadeTime > 0 & & fadeInTime = = 0 ) {
* alpha = CG_FadeAlpha ( fadeTime , 199 , qfalse ) ;
if ( * alpha = = 0.0 )
fadeTime = 0.0f ;
}
if ( fadeInTime > 0 & & fadeTime = = 0 ) {
* alpha = CG_FadeAlpha ( fadeInTime , 199 , qtrue ) ;
if ( * alpha = = 1.0 )
fadeInTime = 0.0f ;
}
//fade out the flare
if ( trace . fraction < 1.0 & & prevFrac = = 1.0 ) {
fadeTime = cg . time ;
prevFrac = trace . fraction ;
}
//fade in the flare
if ( trace . fraction = = 1.0 & & prevFrac < 1.0 ) {
fadeInTime = cg . time ;
prevFrac = trace . fraction ;
}
if ( fadeTime > 0 & & fadeInTime > 0 ) { //Whoa, how did this happen???
fadeTime = 0 ; //reset them both and all is good :)
fadeInTime = 0 ;
}
if ( ( fadeTime = = 0.0 & & fadeInTime = = 0.0 ) & & ( * alpha > 0.0 & & * alpha < 1.0 ) ) //Now THIS effect was weird O_o
* alpha = 1.0 ;
if ( trace . fraction < 1.0 & & prevFrac < 1.0 & & fadeTime = = 0 & & fadeInTime = = 0 ) {
prevFrac = trace . fraction ;
return qfalse ;
}
return qtrue ;
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}
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/*************************************************************
CG_DrawLensFlare - RPG - X : TiM
OMFG LENSFLARES R COOL ! ! ! ! ! ^ _ ^ ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !
Yes , I know I ' m over - doing it now , coding this uber - huge
processor - intensive , totally un - necessary lensflare engine ; P
Parameters Key :
vec3_t worldCoord : Position in world to draw the flare
int w1 , h1 : Initial ( Maximum ) w + h of the flare core
vec3_t glowColor : Color of the flare ' s glow
float glowOffset : Multiplier how much bigger the glow is than the core
float hazeOffset : Multiplier how much bigger the surrounding haze is to the core
int minDist : Minimum distance before the flare loses all brightness ( Set to 0 if always normal size )
int maxDist : Maximum distance for flare ' s brightness
vec3_t streakColor : Color of the flare ' s lens reflections ( if 0 , 0 , 0 , then a default blue is used )
int streakDistMin : Distance at where the flare is totally transparent ( Set to 0 if always on )
int streakDistMax : Distance at where the flare is totally opaque ( Set to same as above to turn it always off )
int streakW : Length of the anamorphic lens streak
int streakH : Height of the anamorphic lens streak
qboolean whiteStreaks : Adds white streaks to the center of normal streaks ; P
int reflecDistMin : Distance at where the reflections are totally transparent ( Set to NULL if always on )
int reflecDistMax : Distance at where the reflections are totally opaque ( Set to same value as above if wanted off )
qboolean reflecAnamorphic : Enables anamorphic lens reflections
qboolean defReflecs : Makes the Lens Reflections default colors
qboolean clamp : If qtrue , the lensflare will not resize as the distance changes
float maxAlpha : All alpha values of the elements in the flare will not exceed this number
int upTime : How long it takes for the flare to go from 0 intense to maximum intense
int holdTime : How long the flare stays at max intensity for
int downTime : How long it takes for the flare to go from max intensity to 0.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void CG_DrawLensFlare ( lensFlare_t * flare )
{
int w = flare - > w1 ;
int h = flare - > h1 ;
float x , y , streakX , streakY ;
int xCart , yCart ;
int i ;
vec4_t color , reflecColor , strkColor ;
int xMax , yMax ;
vec3_t distDif , black = { 0.0 , 0.0 , 0.0 } ;
int maxTime = flare - > upTime + flare - > holdTime + flare - > downTime ;
int tMaxTime = maxTime + flare - > startTime ;
int tUpTime = flare - > upTime + flare - > startTime ;
int tHoldTime = flare - > upTime + flare - > holdTime + flare - > startTime ;
int tDownTime = flare - > upTime + flare - > holdTime + flare - > downTime + flare - > startTime ;
float length ;
float reflecAlpha = 1.0 ; //alpha channel of reflections
float streakAlpha = 1.0 ; //alpha channel of streaks
float boundAlpha = 1.0 ; //alpha if flare leaves screen
float commonAlpha = 1.0 ; //alpha variables common too all elements
float hazeAlpha = 1.0 ;
static float fadeAlpha ; //This can't have a default value otherwise it screws up the flare fade transition
static float timeAlpha ; //Alpha/w/h over the specified time
//First thing's first.... I understand if you hate flares :'(
if ( ! cg_dynamiclensflares . value )
return ;
//if we can't get an XY value, screw it :P
if ( ! CG_WorldCoordToScreenCoord ( flare - > worldCoord , & x , & y , qfalse ) )
return ;
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//if we can't actually see the flare in line of sight, screw it again. :P
if ( ! CG_FlareTraceTrans ( flare - > worldCoord , & fadeAlpha ) )
return ;
if ( maxTime > 0 & & cg . time < = tMaxTime ) {
if ( cg . time < = tUpTime )
timeAlpha = ( float ) ( cg . time - flare - > startTime ) * ( float ) ( 1.0 / ( float ) flare - > upTime ) ;
if ( cg . time < = tHoldTime & & cg . time > tUpTime )
timeAlpha = 1.0 ;
if ( cg . time < = tDownTime & & cg . time > tHoldTime )
timeAlpha = 1.0 - ( ( float ) ( cg . time - flare - > startTime ) * ( float ) ( 1.0 / ( float ) flare - > downTime ) ) ;
}
if ( maxTime = = 0 )
timeAlpha = 1.0 ;
w = w * timeAlpha ;
h = h * timeAlpha ;
//calc the distance between the player and the flare
VectorSubtract ( flare - > worldCoord , cg . refdef . vieworg , distDif ) ;
length = VectorNormalize ( distDif ) ;
//if the clamp boolean is false, resize the flare over player distance from it
if ( ! flare - > clamp ) {
w = w * CG_CorrelateMaxMinDist ( length , flare - > minDist , flare - > maxDist ) ; //Change size/height in relation to distance
h = h * CG_CorrelateMaxMinDist ( length , flare - > minDist , flare - > maxDist ) ;
}
xCart = ( int ) ( x - HALF_SCREEN_WIDTH ) ; //Re-orient the EF drawing engine so co-ord (0,0) is in the middle of the screen)
yCart = ( int ) ( y - HALF_SCREEN_HEIGHT ) ;
streakX = ( xCart - ( flare - > streakW * 0.5 ) ) + HALF_SCREEN_WIDTH ; //Calculate X value of lens streak based on flare position
streakY = ( yCart - ( flare - > streakH * 0.5 ) ) + HALF_SCREEN_HEIGHT ; //Calculate Y value of lens streak based on flare position
xMax = ( w * 0.5 ) + HALF_SCREEN_WIDTH ; //define the point the flare should fully fade out
yMax = ( h * 0.5 ) + HALF_SCREEN_HEIGHT ;
if ( boundAlpha > 0.0 ) { //Calculate the reflections' opacity in contrast to the edge of the screen
boundAlpha = CG_FlareScreenTrans ( xCart , yCart , HALF_SCREEN_WIDTH , HALF_SCREEN_HEIGHT , xMax , yMax ) ;
}
//set up all of the elements with their various alphas :P
commonAlpha = commonAlpha * fadeAlpha * boundAlpha * flare - > maxAlpha ;
if ( commonAlpha * timeAlpha < 0.01 ) //no point in drawing if it's really really faint
return ;
reflecAlpha = reflecAlpha * commonAlpha * timeAlpha * CG_CorrelateMaxMinDist ( length , flare - > reflecDistMin , flare - > reflecDistMax ) ;
streakAlpha = streakAlpha * commonAlpha * timeAlpha * CG_CorrelateMaxMinDist ( length , flare - > streakDistMin , flare - > streakDistMax ) ;
hazeAlpha = hazeAlpha * commonAlpha ;
//Copy in the color the user wants, but we need control of the alpha.
VectorCopy ( flare - > glowColor , color ) ;
color [ 3 ] = hazeAlpha ;
if ( VectorCompare ( flare - > streakColor , black ) ) { //If they specified no streakcolor, use this awesome default blue one :)
strkColor [ 0 ] = 0.31 ;
strkColor [ 1 ] = 0.45 ;
strkColor [ 2 ] = 1.0 ;
strkColor [ 3 ] = streakAlpha ;
}
else { //else, use the color they wanted
VectorCopy ( flare - > streakColor , strkColor ) ;
strkColor [ 3 ] = streakAlpha ;
}
//Lens Reflections - those cool circly bits that go in the opposite direction of the flare
if ( reflecAlpha ! = 0.0 ) { //Sheez, only do this if we really WANT it O_o
for ( i = 0 ; i < 10 ; i + + ) {
//if they wanted the cool photoshoppy style reflections
if ( flare - > defReflecs ) {
VectorCopy ( lensReflec [ i ] . color , reflecColor ) ;
reflecColor [ 3 ] = reflecAlpha ;
}
else { //otherwise, just use the color they picked
VectorCopy ( color , reflecColor ) ;
reflecColor [ 3 ] = reflecAlpha ;
}
trap_R_SetColor ( reflecColor ) ;
CG_DrawPic (
( ( ( lensReflec [ i ] . positive ? xCart : - xCart ) * lensReflec [ i ] . offset ) + HALF_SCREEN_WIDTH ) - ( flare - > reflecAnamorphic ? lensReflec [ i ] . width : lensReflec [ i ] . width * 0.5 ) , //X
( ( ( lensReflec [ i ] . positive ? yCart : - yCart ) * lensReflec [ i ] . offset ) + HALF_SCREEN_HEIGHT ) - ( lensReflec [ i ] . height * 0.5 ) , //Y
flare - > reflecAnamorphic ? lensReflec [ i ] . width * 2 : lensReflec [ i ] . width , //W
lensReflec [ i ] . height , //H
lensReflec [ i ] . graphic //pic
) ;
}
}
//Colored Middle + Streaks
trap_R_SetColor ( color ) ;
if ( color [ 3 ] > 0.0 ) {
x = ( xCart - ( ( w * flare - > hazeOffset ) * 0.5 ) + HALF_SCREEN_WIDTH ) ;
y = ( yCart - ( ( h * flare - > hazeOffset ) * 0.5 ) + HALF_SCREEN_HEIGHT ) ;
CG_DrawPic ( x , y , w * flare - > hazeOffset , h * flare - > hazeOffset , cgs . media . flareHaze ) ; //Surrounding ambient haze
}
trap_R_SetColor ( strkColor ) ;
if ( strkColor [ 3 ] > 0.0f )
CG_DrawPic ( streakX , streakY , flare - > streakW , flare - > streakH , cgs . media . flareStreak ) ; //Colored portion of the anamorphic streaks
trap_R_SetColor ( color ) ;
if ( color [ 3 ] > 0.0f ) {
x = ( xCart - ( ( w * flare - > glowOffset ) * 0.5 ) + HALF_SCREEN_WIDTH ) ;
y = ( yCart - ( ( h * flare - > glowOffset ) * 0.5 ) + HALF_SCREEN_HEIGHT ) ;
CG_DrawPic ( x , y , w * flare - > glowOffset , h * flare - > glowOffset , cgs . media . flareCore ) ; //Main colored glow bit of the main flare
}
if ( flare - > whiteStreaks ) { //if player wanted white streaks in their streaks
strkColor [ 0 ] = strkColor [ 1 ] = strkColor [ 2 ] = 1.0 ;
trap_R_SetColor ( strkColor ) ; //White
if ( strkColor [ 3 ] > 0.0 )
CG_DrawPic ( streakX + ( flare - > streakW * 0.2 ) , streakY + ( flare - > streakH * 0.2 ) , flare - > streakW * 0.6 , flare - > streakH * 0.6 , cgs . media . flareStreak ) ; //White Core of streak is ALWAYS 20% smaller.
}
color [ 0 ] = color [ 1 ] = color [ 2 ] = 1.0f ;
color [ 3 ] = hazeAlpha ;
trap_R_SetColor ( color ) ;
if ( color [ 3 ] > 0.0 ) {
x = ( xCart - ( w * 0.5 ) + HALF_SCREEN_WIDTH ) ;
y = ( yCart - ( h * 0.5 ) + HALF_SCREEN_HEIGHT ) ;
CG_DrawPic ( x , y , w , h , cgs . media . flareCore ) ; //Draw teh main fl4r3 :)
}
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}
/*
= = = = = = = = = = = = = = = =
CG_Draw3DModel
= = = = = = = = = = = = = = = =
*/
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static void CG_Draw3DModel ( float x , float y , float w , float h , qhandle_t model , qhandle_t skin , qhandle_t shader , vec3_t origin , vec3_t angles ) {
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refdef_t refdef ;
refEntity_t ent ;
if ( ! cg_draw3dIcons . integer | | ! cg_drawIcons . integer ) {
return ;
}
CG_AdjustFrom640 ( & x , & y , & w , & h ) ;
memset ( & refdef , 0 , sizeof ( refdef ) ) ;
memset ( & ent , 0 , sizeof ( ent ) ) ;
AnglesToAxis ( angles , ent . axis ) ;
VectorCopy ( origin , ent . origin ) ;
ent . hModel = model ;
ent . customSkin = skin ;
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ent . customShader = shader ;
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ent . renderfx = RF_NOSHADOW ; // no stencil shadows
refdef . rdflags = RDF_NOWORLDMODEL ;
AxisClear ( refdef . viewaxis ) ;
refdef . fov_x = 30 ;
refdef . fov_y = 30 ;
refdef . x = x ;
refdef . y = y ;
refdef . width = w ;
refdef . height = h ;
refdef . time = cg . time ;
trap_R_ClearScene ( ) ;
trap_R_AddRefEntityToScene ( & ent ) ;
trap_R_RenderScene ( & refdef ) ;
}
/*
= = = = = = = = = = = = = = = =
CG_DrawHead
Used for both the status bar and the scoreboard
= = = = = = = = = = = = = = = =
*/
void CG_DrawHead ( float x , float y , float w , float h , int clientNum , vec3_t headAngles ) {
clipHandle_t cm ;
clientInfo_t * ci ;
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playerState_t * ps ;
float value ;
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float len ;
vec3_t origin ;
vec3_t mins , maxs ;
ci = & cgs . clientinfo [ clientNum ] ;
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ps = & cg . snap - > ps ;
value = ps - > stats [ STAT_HEALTH ] ;
if ( cg_draw3dIcons . integer & & ( ci - > headOffset [ 0 ] ! = 404 ) ) {
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cm = ci - > headModel ;
if ( ! cm ) {
return ;
}
// offset the origin y and z to center the head
trap_R_ModelBounds ( cm , mins , maxs ) ;
origin [ 2 ] = - 0.5 * ( mins [ 2 ] + maxs [ 2 ] ) ;
origin [ 1 ] = 0.5 * ( mins [ 1 ] + maxs [ 1 ] ) ;
// calculate distance so the head nearly fills the box
// assume heads are taller than wide
len = 0.7 * ( maxs [ 2 ] - mins [ 2 ] ) ;
origin [ 0 ] = len / 0.268 ; // len / tan( fov/2 )
// allow per-model tweaking
VectorAdd ( origin , ci - > headOffset , origin ) ;
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CG_Draw3DModel ( x , y , w , h , ci - > headModel , ci - > headSkin , 0 , origin , headAngles ) ;
if ( ( value < 82.000000 ) & & ( value > = 65.000000 ) ) {
CG_Draw3DModel ( x , y , w , h , ci - > headModel , ci - > headSkin , 0 , origin , headAngles ) ;
} else if ( value > = 49.000000 ) {
CG_Draw3DModel ( x , y , w , h , ci - > headModel , ci - > headSkin , 0 , origin , headAngles ) ;
} else if ( value > = 32.000000 ) {
CG_Draw3DModel ( x , y , w , h , ci - > headModel , ci - > headSkin , 0 , origin , headAngles ) ;
} else if ( value > = 2.000000 ) {
CG_Draw3DModel ( x , y , w , h , ci - > headModel , ci - > headSkin , 0 , origin , headAngles ) ;
} else if ( value < = 1.000000 ) {
CG_Draw3DModel ( x , y , w , h , ci - > headModel , ci - > headSkin , 0 , origin , headAngles ) ;
}
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} else if ( cg_drawIcons . integer ) {
CG_DrawPic ( x , y , w , h , ci - > modelIcon ) ;
}
}
/*
= = = = = = = = = = = = = = = =
CG_DrawFlagModel
Used for both the status bar and the scoreboard
= = = = = = = = = = = = = = = =
*/
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void CG_DrawFlagModel ( float x , float y , float w , float h , int team ) {
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qhandle_t cm ;
float len ;
vec3_t origin , angles ;
vec3_t mins , maxs ;
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if ( cg_draw3dIcons . integer ) {
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VectorClear ( angles ) ;
cm = cgs . media . redFlagModel ;
// offset the origin y and z to center the flag
trap_R_ModelBounds ( cm , mins , maxs ) ;
origin [ 2 ] = - 0.5 * ( mins [ 2 ] + maxs [ 2 ] ) ;
origin [ 1 ] = 0.5 * ( mins [ 1 ] + maxs [ 1 ] ) ;
// calculate distance so the flag nearly fills the box
// assume heads are taller than wide
len = 0.5 * ( maxs [ 2 ] - mins [ 2 ] ) ;
origin [ 0 ] = len / 0.268 ; // len / tan( fov/2 )
angles [ YAW ] = 60 * sin ( cg . time / 2000.0 ) ; ;
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CG_Draw3DModel ( x , y , w , h ,
team = = TEAM_RED ? cgs . media . redFlagModel : cgs . media . blueFlagModel , 0 ,
team = = TEAM_RED ? cgs . media . redFlagShader [ 3 ] : cgs . media . blueFlagShader [ 3 ] , origin , angles ) ;
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}
}
/*
= = = = = = = = = = = = = = = =
CG_DrawStatusBarHead
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RPG - X | Phenix | 09 / 06 / 2005
I dont know who commented this out but it ' s going back in ; )
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= = = = = = = = = = = = = = = =
*/
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static int CG_DrawStatusBarHead ( float x ) {
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vec3_t angles ;
float size , stretch ;
float frac ;
VectorClear ( angles ) ;
if ( cg . damageTime & & cg . time - cg . damageTime < DAMAGE_TIME ) {
frac = ( float ) ( cg . time - cg . damageTime ) / DAMAGE_TIME ;
size = ICON_SIZE * 1.25 * ( 1.5 - frac * 0.5 ) ;
stretch = size - ICON_SIZE * 1.25 ;
// kick in the direction of damage
x - = stretch * 0.5 + cg . damageX * stretch * 0.5 ;
cg . headStartYaw = 180 + cg . damageX * 45 ;
cg . headEndYaw = 180 + 20 * cos ( crandom ( ) * M_PI ) ;
cg . headEndPitch = 5 * cos ( crandom ( ) * M_PI ) ;
cg . headStartTime = cg . time ;
cg . headEndTime = cg . time + 100 + random ( ) * 2000 ;
} else {
if ( cg . time > = cg . headEndTime ) {
// select a new head angle
cg . headStartYaw = cg . headEndYaw ;
cg . headStartPitch = cg . headEndPitch ;
cg . headStartTime = cg . headEndTime ;
cg . headEndTime = cg . time + 100 + random ( ) * 2000 ;
cg . headEndYaw = 180 + 20 * cos ( crandom ( ) * M_PI ) ;
cg . headEndPitch = 5 * cos ( crandom ( ) * M_PI ) ;
}
size = ICON_SIZE * 1.25 ;
}
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size = size * 3 ;
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// if the server was frozen for a while we may have a bad head start time
if ( cg . headStartTime > cg . time ) {
cg . headStartTime = cg . time ;
}
frac = ( cg . time - cg . headStartTime ) / ( float ) ( cg . headEndTime - cg . headStartTime ) ;
frac = frac * frac * ( 3 - 2 * frac ) ;
angles [ YAW ] = cg . headStartYaw + ( cg . headEndYaw - cg . headStartYaw ) * frac ;
angles [ PITCH ] = cg . headStartPitch + ( cg . headEndPitch - cg . headStartPitch ) * frac ;
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CG_DrawHead ( x , 480 - ( size + BIGCHAR_HEIGHT + 5 ) , size , size ,
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cg . snap - > ps . clientNum , angles ) ;
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return size ;
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}
/*
= = = = = = = = = = = = = = = =
CG_DrawTeamBackground
= = = = = = = = = = = = = = = =
*/
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void CG_DrawTeamBackground ( int x , int y , int w , int h , float alpha , int team , qboolean scoreboard )
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{
vec4_t hcolor ;
hcolor [ 3 ] = alpha ;
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if ( team = = TEAM_RED )
{
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hcolor [ 0 ] = 1 ;
hcolor [ 1 ] = 0 ;
hcolor [ 2 ] = 0 ;
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}
else if ( team = = TEAM_BLUE )
{
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hcolor [ 0 ] = 0 ;
hcolor [ 1 ] = 0 ;
hcolor [ 2 ] = 1 ;
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}
else
{
return ; // no team
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}
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trap_R_SetColor ( hcolor ) ;
CG_DrawPic ( x , y , w , h , cgs . media . teamStatusBar ) ;
trap_R_SetColor ( NULL ) ;
}
/*
= = = = = = = = = = = = = = = =
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CG_DrawAmmo
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= = = = = = = = = = = = = = = =
*/
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static void CG_DrawAmmo ( centity_t * cent )
{
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// unused function ... lol might be removed
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return ;
}
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static int CG_DrawHealth ( centity_t * cent )
{
float value ;
playerState_t * ps ;
char * health_str = NULL ;
int health_barwidth ;
vec_t * health_txtcolor = NULL ;
int health_txteffect = 0 ;
int x , y ;
ps = & cg . snap - > ps ;
value = ps - > stats [ STAT_HEALTH ] ;
//RPG-X: RedTechie - The GROSS math part icky icky!
if ( value > = 82.000000 ) {
health_str = ingame_text [ IGT_SB_HEALTHSTATUS1 ] ; //RPG-X and SFEF
health_txtcolor = colorTable [ CT_DKPURPLE2 ] ;
health_txteffect = UI_BIGFONT ;
} else if ( value > = 65.000000 ) {
health_str = ingame_text [ IGT_SB_HEALTHSTATUS2 ] ; //Scott Carter, after being locked in a room with rpg-x team for 20 minuts..
health_txtcolor = colorTable [ CT_DKPURPLE2 ] ;
health_txteffect = UI_BIGFONT ;
} else if ( value > = 49.000000 ) {
health_str = ingame_text [ IGT_SB_HEALTHSTATUS3 ] ; //Results after 10 minutes
health_txtcolor = colorTable [ CT_LTBLUE2 ] ;
health_txteffect = UI_BIGFONT ;
} else if ( value > = 32.000000 ) {
health_str = ingame_text [ IGT_SB_HEALTHSTATUS4 ] ; //Results after 15 minutes
health_txtcolor = colorTable [ CT_LTBLUE2 ] ;
health_txteffect = UI_BIGFONT ;
} else if ( value > = 2.000000 ) {
health_str = ingame_text [ IGT_SB_HEALTHSTATUS5 ] ; //Results after 20 minutes
health_txtcolor = colorTable [ CT_VDKBLUE2 ] ;
health_txteffect = UI_BIGFONT ;
} else if ( value < = 1.000000 ) {
health_str = ingame_text [ IGT_SB_HEALTHSTATUS6 ] ; //Final result - post your comments here coders ;) -
//What do you mean final result - this is like after 30 seconds in a room with the rpg-x team :P (Phenix)
health_txtcolor = colorTable [ CT_RED ] ; //More like 10 -TiM
health_txteffect = UI_BIGFONT ;
}
//Get a accurate width
health_barwidth = UI_ProportionalStringWidth ( health_str , UI_BIGFONT ) ;
//Doom Style Health!
if ( doomHead . integer = = 1 )
{
health_barwidth = CG_DrawStatusBarHead ( 2 ) ;
health_barwidth = ( ( health_barwidth / 2 ) + 2 ) - ( UI_ProportionalStringWidth ( health_str , UI_BIGFONT ) / 2 ) ;
UI_DrawProportionalString ( health_barwidth , 460 - BIGCHAR_HEIGHT , health_str , health_txteffect , health_txtcolor ) ;
return health_barwidth ;
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} else {
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x = 3 ;
y = 435 ;
//Draw the text
UI_DrawProportionalString ( x + 46 , y + 11 , health_str , health_txteffect , health_txtcolor ) ;
//RPG-X: - RedTechie The Graphics :)
trap_R_SetColor ( colorTable [ CT_DKBLUE1 ] ) ;
CG_DrawPic ( x , y , 85 , 22 , cgs . media . healthbigcurve ) ; //RPG-X: Big Curve //x,y,w,h=32
CG_DrawPic ( x + 49 + health_barwidth , y , 8 , 7 , cgs . media . healthendcap ) ; //RPG-X: Top End Cap - 133
CG_DrawPic ( x + 49 + health_barwidth , y + 37 , 8 , 7 , cgs . media . healthendcap ) ; //RPG-X: Bottum End Cap - 133 //CG_DrawPic( x + 49 + health_barwidth, y + 49, 16, 16, cgs.media.healthendcap );
CG_FillRect ( x , y + 15 , 40 , 20 , colorTable [ CT_DKBLUE1 ] ) ; //Extra bit to fill in the gap under the curve graphic
CG_FillRect ( x , y + 37 , 40 , 7 , colorTable [ CT_DKGOLD1 ] ) ; //RPG-X: Middle bar //15
CG_FillRect ( x + 42 , y + 37 , 5 + health_barwidth , 7 , colorTable [ CT_DKBLUE1 ] ) ; //RPG-X: Bottum Horizontal bar - CG_FillRect( 45, 469, 86+health_barwidth, 15, colorTable[CT_DKBLUE1]);
CG_FillRect ( x + 47 , y , health_barwidth , 7 , colorTable [ CT_DKBLUE1 ] ) ; //RPG-X: Top Horizontal bar - CG_FillRect( 61, 420, 70+health_barwidth, 15, colorTable[CT_DKBLUE1]);
//RPG-X: RedTechie - Some eye candy text
2012-10-17 14:26:50 +00:00
UI_DrawProportionalString ( x + 40 - 3 , y + 23 , ingame_text [ IGT_SB_HEALTHBARLCARS ] , UI_TINYFONT | UI_RIGHT , colorTable [ CT_BLACK ] ) ;
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return health_barwidth + 82 ;
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}
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}
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/*
= = = = = = = = = = = = = = = =
CG_DrawStatusBar
= = = = = = = = = = = = = = = =
*/
static void CG_DrawStatusBar ( void )
{
centity_t * cent ;
vec3_t angles ;
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int y = 0 ;
vec4_t whiteA ;
int x , z , i , h , yZ ;
vec3_t tmpVec , eAngle , forward , dAngle ;
int healthBarWidth ;
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whiteA [ 0 ] = whiteA [ 1 ] = whiteA [ 2 ] = 1.0f ; whiteA [ 3 ] = 0.3f ;
cent = & cg_entities [ cg . snap - > ps . clientNum ] ;
if ( cg_drawStatus . integer = = 0 ) {
return ;
}
// draw the team background
CG_DrawTeamBackground ( 0 , 420 , 640 , 60 , 0.33 , cg . snap - > ps . persistant [ PERS_TEAM ] , qfalse ) ;
VectorClear ( angles ) ;
// draw any 3D icons first, so the changes back to 2D are minimized
y = ( SCREEN_HEIGHT - ( 4 * ICON_SIZE ) - 20 ) ;
// Do start
if ( ! cg . interfaceStartupDone )
{
CG_InterfaceStartup ( ) ;
}
//
// ammo
//
if ( cent - > currentState . weapon )
{
CG_DrawAmmo ( cent ) ;
}
//
// health
//
//RPG-X | Phenix | 09/06/2005
// Added return of the width for the cloak etc messages
healthBarWidth = CG_DrawHealth ( cent ) ;
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// RPG-X
// Print RPG Flags
//By: RedTechie & Phenix
//
if ( cg . predictedPlayerState . powerups [ PW_EVOSUIT ] | | cg . predictedPlayerState . powerups [ PW_FLIGHT ] | | cg . predictedPlayerState . powerups [ PW_INVIS ] ) {
//RPG-X | Phenix | 08/06/2005
yZ = 478 - SMALLCHAR_HEIGHT ;
// UI_BIGFONT
//DEBUG
if ( cg . predictedPlayerState . powerups [ PW_EVOSUIT ] ) {
UI_DrawProportionalString ( healthBarWidth , yZ , ingame_text [ IGT_SB_EVOSUITSTATUS ] , UI_SMALLFONT , colorTable [ CT_CYAN ] ) ;
yZ - = SMALLCHAR_HEIGHT + 2 ;
}
if ( cg . predictedPlayerState . powerups [ PW_INVIS ] ) {
UI_DrawProportionalString ( healthBarWidth , yZ , ingame_text [ IGT_SB_CLOAKSTATUS ] , UI_SMALLFONT , colorTable [ CT_RED ] ) ;
yZ - = SMALLCHAR_HEIGHT + 2 ;
}
if ( cg . predictedPlayerState . powerups [ PW_FLIGHT ] ) {
UI_DrawProportionalString ( healthBarWidth , yZ , ingame_text [ IGT_SB_FLIGHTSTATUS ] , UI_SMALLFONT , colorTable [ CT_RED ] ) ;
yZ - = SMALLCHAR_HEIGHT + 2 ;
}
}
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//
// armor
//
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//RPG-X: - Redtechie IT A FRICKEN RP NOOOO ARMOR! OMG!
//CG_DrawArmor(cent);
// Radar
// By Sam "-=Jazz=-"Dickinson
// http://www.telefragged.com/jazz
if ( ( cg . snap - > ps . weapon = = WP_2 | | cg . snap - > ps . weapon = = WP_6 ) & & cg_drawradar . integer ! = 0 & & ! cg . zoomed )
{
vec4_t radColor ;
CG_DrawPic ( 40 , 100 , 100 , 100 , cgs . media . radarShader ) ;
for ( i = 0 ; i < cg . snap - > numEntities ; i + + ) // Go through all entities in VIS range
{
if ( cg . snap - > entities [ i ] . eType = = ET_PLAYER ) // If the Entity is a Player
{
// Calculate How Far Away They Are
x = ( cg . snap - > entities [ i ] . pos . trBase [ 0 ] - cg . predictedPlayerState . origin [ 0 ] ) ;
y = ( cg . snap - > entities [ i ] . pos . trBase [ 1 ] - cg . predictedPlayerState . origin [ 1 ] ) ;
z = ( cg . snap - > entities [ i ] . pos . trBase [ 2 ] - cg . predictedPlayerState . origin [ 2 ] ) ;
tmpVec [ 0 ] = x ;
tmpVec [ 1 ] = y ;
tmpVec [ 2 ] = 0.0 ;
// Convert Vector to Angle
vectoangles ( tmpVec , eAngle ) ;
h = sqrt ( ( x * x ) + ( y * y ) ) ; // Get Range
// We only Want "YAW" value
dAngle [ 0 ] = 0.0 ;
dAngle [ 1 ] = AngleSubtract ( eAngle [ 1 ] - 180 , cg . predictedPlayerState . viewangles [ 1 ] ) + 180 ;
dAngle [ 0 ] = 0.0 ;
// Convert Angle back to Vector
AngleVectors ( dAngle , forward , NULL , NULL ) ;
VectorScale ( forward , h / 32 , forward ) ;
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//RPG-X: RedTechie - If Dead show them as a medical symbol
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//.number
if ( h / 32 < 100 & & h / 32 > 0 ) { // Limit Radar Range
if ( cg_entities [ cg . snap - > entities [ i ] . number ] . currentState . eFlags & EF_DEAD )
{
if ( z > 64 )
{
CG_DrawStretchPic ( 86 - forward [ 1 ] , 146 - forward [ 0 ] , 16 , 8 , 0 , 0 , 1 , 0.5 , cgs . media . rd_injured_level ) ;
}
else if ( z < - 64 )
{
CG_DrawStretchPic ( 86 - forward [ 1 ] , 146 - forward [ 0 ] , 16 , 8 , 0 , 0.5 , 1 , 1 , cgs . media . rd_injured_level ) ;
}
else
{
CG_DrawPic ( 86 - forward [ 1 ] , 146 - forward [ 0 ] , 16 , 16 , cgs . media . rd_injured_level ) ;
}
}
else
{
if ( cgs . clientinfo [ cg . snap - > entities [ i ] . number ] . pClass > = 0 )
{
radColor [ 0 ] = ( float ) cgs . classData [ cgs . clientinfo [ cg . snap - > entities [ i ] . number ] . pClass ] . radarColor [ 0 ] / 255.0f ;
radColor [ 1 ] = ( float ) cgs . classData [ cgs . clientinfo [ cg . snap - > entities [ i ] . number ] . pClass ] . radarColor [ 1 ] / 255.0f ;
radColor [ 2 ] = ( float ) cgs . classData [ cgs . clientinfo [ cg . snap - > entities [ i ] . number ] . pClass ] . radarColor [ 2 ] / 255.0f ;
radColor [ 3 ] = 1.0f ;
}
else
{
VectorCopy ( colorTable [ CT_BLACK ] , radColor ) ;
radColor [ 3 ] = colorTable [ CT_BLACK ] [ 3 ] ;
}
if ( cgs . clientinfo [ cg . snap - > entities [ i ] . number ] . isAdmin & & ! cgs . clientinfo [ cg . snap - > ps . clientNum ] . isAdmin )
continue ;
if ( z > 64 )
{
trap_R_SetColor ( radColor ) ;
CG_DrawStretchPic ( 86 - forward [ 1 ] , 146 - forward [ 0 ] , 8 , 4 , 0 , 0 , 1 , 0.5 , cgs . media . radarMain ) ;
}
else if ( z < - 64 )
{
trap_R_SetColor ( radColor ) ;
CG_DrawStretchPic ( 86 - forward [ 1 ] , 146 - forward [ 0 ] , 8 , 4 , 0 , 0.5 , 1 , 1 , cgs . media . radarMain ) ;
}
else
{
trap_R_SetColor ( radColor ) ;
CG_DrawPic ( 86 - forward [ 1 ] , 146 - forward [ 0 ] , 8 , 8 , cgs . media . radarMain ) ;
}
trap_R_SetColor ( NULL ) ;
}
}
}
}
}
// End Radar
}
/*
= = = = = = = = = = = = = = = =
CG_InterfaceStartup
= = = = = = = = = = = = = = = =
*/
static void CG_InterfaceStartup ( )
{
// Turn on Health Graphics
if ( ( interface_graphics [ IG_HEALTH_START ] . timer < cg . time ) & & ( interface_graphics [ IG_HEALTH_BEGINCAP ] . type = = SG_OFF ) )
{
trap_S_StartLocalSound ( cgs . media . interfaceSnd1 , CHAN_LOCAL_SOUND ) ;
interface_graphics [ IG_HEALTH_BEGINCAP ] . type = SG_GRAPHIC ;
interface_graphics [ IG_HEALTH_BOX1 ] . type = SG_GRAPHIC ;
interface_graphics [ IG_HEALTH_ENDCAP ] . type = SG_GRAPHIC ;
}
// Turn on Ammo Graphics
if ( interface_graphics [ IG_AMMO_START ] . timer < cg . time )
{
if ( interface_graphics [ IG_AMMO_UPPER_BEGINCAP ] . type = = SG_OFF )
{
trap_S_StartLocalSound ( cgs . media . interfaceSnd1 , CHAN_LOCAL_SOUND ) ;
interface_graphics [ IG_GROW ] . type = SG_VAR ;
interface_graphics [ IG_GROW ] . timer = cg . time ;
}
interface_graphics [ IG_AMMO_UPPER_BEGINCAP ] . type = SG_GRAPHIC ;
interface_graphics [ IG_AMMO_UPPER_ENDCAP ] . type = SG_GRAPHIC ;
interface_graphics [ IG_AMMO_LOWER_BEGINCAP ] . type = SG_GRAPHIC ;
interface_graphics [ IG_AMMO_LOWER_ENDCAP ] . type = SG_GRAPHIC ;
}
if ( interface_graphics [ IG_GROW ] . type = = SG_VAR )
{
interface_graphics [ IG_HEALTH_ENDCAP ] . x + = 2 ;
interface_graphics [ IG_ARMOR_ENDCAP ] . x + = 2 ;
interface_graphics [ IG_AMMO_UPPER_ENDCAP ] . x - = 1 ;
interface_graphics [ IG_AMMO_LOWER_ENDCAP ] . x - = 1 ;
if ( interface_graphics [ IG_HEALTH_ENDCAP ] . x > = interface_graphics [ IG_HEALTH_ENDCAP ] . max )
{
interface_graphics [ IG_HEALTH_ENDCAP ] . x = interface_graphics [ IG_HEALTH_ENDCAP ] . max ;
interface_graphics [ IG_ARMOR_ENDCAP ] . x = interface_graphics [ IG_ARMOR_ENDCAP ] . max ;
interface_graphics [ IG_AMMO_UPPER_ENDCAP ] . x = interface_graphics [ IG_AMMO_UPPER_ENDCAP ] . max ;
interface_graphics [ IG_AMMO_LOWER_ENDCAP ] . x = interface_graphics [ IG_AMMO_LOWER_ENDCAP ] . max ;
interface_graphics [ IG_GROW ] . type = SG_OFF ;
interface_graphics [ IG_HEALTH_SLIDERFULL ] . type = SG_GRAPHIC ;
interface_graphics [ IG_HEALTH_SLIDEREMPTY ] . type = SG_GRAPHIC ;
interface_graphics [ IG_HEALTH_COUNT ] . type = SG_NUMBER ;
interface_graphics [ IG_ARMOR_SLIDERFULL ] . type = SG_GRAPHIC ;
interface_graphics [ IG_ARMOR_SLIDEREMPTY ] . type = SG_GRAPHIC ;
interface_graphics [ IG_ARMOR_COUNT ] . type = SG_NUMBER ;
interface_graphics [ IG_AMMO_SLIDERFULL ] . type = SG_GRAPHIC ;
interface_graphics [ IG_AMMO_SLIDEREMPTY ] . type = SG_GRAPHIC ;
interface_graphics [ IG_AMMO_COUNT ] . type = SG_NUMBER ;
trap_S_StartLocalSound ( cgs . media . interfaceSnd1 , CHAN_LOCAL_SOUND ) ;
cg . interfaceStartupDone = 1 ; // All done
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}
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interface_graphics [ IG_GROW ] . timer = cg . time + 10 ;
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}
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cg . interfaceStartupTime = cg . time ;
// kef -- init struct for post game awards
InitPostGameMenuStruct ( ) ;
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
UPPER RIGHT CORNER
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = = = =
CG_DrawSnapshot
= = = = = = = = = = = = = = = = = =
*/
static float CG_DrawSnapshot ( float y ) {
char * s ;
int w ;
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s = va ( " time:%i frametime:%i snap:%i cmd:%i " , cg . snap - > serverTime , cg . frametime ,
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cg . latestSnapshotNum , cgs . serverCommandSequence ) ;
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w = UI_ProportionalStringWidth ( s , UI_BIGFONT ) ;
if ( cg_lagometer . integer & & ( y < ( BIGCHAR_HEIGHT * 2 ) + 20 ) ) {
w = w + 52 ;
}
UI_DrawProportionalString ( 635 - ( w - 2 ) , y + 2 , s , UI_BIGFONT , colorTable [ CT_LTGOLD1 ] ) ;
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return y + BIGCHAR_HEIGHT + 10 ;
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}
/*
= = = = = = = = = = = = = = = = = =
CG_DrawFPS
= = = = = = = = = = = = = = = = = =
*/
# define FPS_FRAMES 4
static float CG_DrawFPS ( float y ) {
char * s ;
int w ;
static int previousTimes [ FPS_FRAMES ] ;
static int index ;
int i , total ;
int fps ;
static int previous ;
int t , frameTime ;
// don't use serverTime, because that will be drifting to
// correct for internet lag changes, timescales, timedemos, etc
t = trap_Milliseconds ( ) ;
frameTime = t - previous ;
previous = t ;
previousTimes [ index % FPS_FRAMES ] = frameTime ;
index + + ;
if ( index > FPS_FRAMES ) {
// average multiple frames together to smooth changes out a bit
total = 0 ;
for ( i = 0 ; i < FPS_FRAMES ; i + + ) {
total + = previousTimes [ i ] ;
}
if ( ! total ) {
total = 1 ;
}
fps = 1000 * FPS_FRAMES / total ;
s = va ( " %ifps " , fps ) ;
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w = UI_ProportionalStringWidth ( s , UI_BIGFONT ) ;
//RPG-X | Phenix | 08/06/2005
// Changed "- w" to "- (w + 50)" to account for lagometer
if ( ! cg_lagometer . integer ) {
w = w - 52 ;
}
UI_DrawProportionalString ( 635 - ( w + 52 ) , y + 2 , s , UI_BIGFONT , colorTable [ CT_LTGOLD1 ] ) ;
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}
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return y + BIGCHAR_HEIGHT + 10 ;
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}
/*
= = = = = = = = = = = = = = = = =
CG_DrawTimer
= = = = = = = = = = = = = = = = =
*/
static float CG_DrawTimer ( float y ) {
char * s ;
int w ;
int mins , seconds , tens ;
int msec ;
msec = cg . time - cgs . levelStartTime ;
seconds = msec / 1000 ;
mins = seconds / 60 ;
seconds - = mins * 60 ;
tens = seconds / 10 ;
seconds - = tens * 10 ;
s = va ( " %i:%i%i " , mins , tens , seconds ) ;
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w = UI_ProportionalStringWidth ( s , UI_BIGFONT ) ;
// RPG-X | Phenix | 08/06/2005
// Changed "- w" to "- (w + 50)" to account for lagometer
if ( ! cg_lagometer . integer ) {
w = w - 52 ;
}
UI_DrawProportionalString ( 635 - ( w + 52 ) , y + 2 , s , UI_BIGFONT , colorTable [ CT_LTGOLD1 ] ) ;
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return y + BIGCHAR_HEIGHT + 10 ;
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}
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# define TINYPAD 1.25
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/*
= = = = = = = = = = = = = = = = = = = = =
CG_DrawUpperRight
= = = = = = = = = = = = = = = = = = = = =
*/
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static void CG_DrawUpperRight ( void ) {
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float y ;
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cgs . widescreen . state = WIDESCREEN_RIGHT ;
y = 0 ;
if ( cg_drawFPS . integer ) {
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y = CG_DrawFPS ( y ) ;
}
if ( cg_drawTimer . integer ) {
y = CG_DrawTimer ( y ) ;
}
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if ( cg_drawSnapshot . integer ) {
y = CG_DrawSnapshot ( y ) ;
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}
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cgs . widescreen . state = WIDESCREEN_NONE ;
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
LOWER RIGHT CORNER
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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/*
= = = = = = = = = = = = = = = = =
CG_DrawScores
Draw the small two score display
= = = = = = = = = = = = = = = = =
*/
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static float CG_DrawScores ( float y )
{
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float y1 ;
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y - = BIGCHAR_HEIGHT + 8 ;
y1 = y ;
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return y1 - 8 ;
}
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/*
= = = = = = = = = = = = = = = =
CG_DrawPowerups
= = = = = = = = = = = = = = = =
*/
static float CG_DrawPowerups ( float y ) {
int sorted [ MAX_POWERUPS ] ;
int sortedTime [ MAX_POWERUPS ] ;
int i , j , k ;
int active ;
playerState_t * ps ;
int t ;
gitem_t * item ;
int x ;
int color ;
float size ;
float f ;
static float colors [ 2 ] [ 4 ] = {
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{ 0.2 , 1.0 , 0.2 , 1.0 } , { 1.0 , 0.2 , 0.2 , 1.0 } } ;
int hasHoldable ;
hasHoldable = cg . snap - > ps . stats [ STAT_HOLDABLE_ITEM ] ;
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ps = & cg . snap - > ps ;
if ( ps - > stats [ STAT_HEALTH ] < = 0 ) {
return y ;
}
// sort the list by time remaining
active = 0 ;
for ( i = 0 ; i < MAX_POWERUPS ; i + + ) {
if ( ! ps - > powerups [ i ] ) {
continue ;
}
t = ps - > powerups [ i ] - cg . time ;
// ZOID--don't draw if the power up has unlimited time (999 seconds)
// This is true of the CTF flags
if ( t < 0 | | t > 999000 ) {
continue ;
}
// insert into the list
for ( j = 0 ; j < active ; j + + ) {
if ( sortedTime [ j ] > = t ) {
for ( k = active - 1 ; k > = j ; k - - ) {
sorted [ k + 1 ] = sorted [ k ] ;
sortedTime [ k + 1 ] = sortedTime [ k ] ;
}
break ;
}
}
sorted [ j ] = i ;
sortedTime [ j ] = t ;
active + + ;
}
// draw the icons and timers
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x = 648 ;
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for ( i = 0 ; i < active ; i + + ) {
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// Don't draw almost timed out powerups if we have more than 3 and a holdable item
if ( ! ( hasHoldable & & i < active - 2 ) )
{
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item = BG_FindItemForPowerup ( ( powerup_t ) sorted [ i ] ) ;
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if ( NULL = = item )
{
continue ;
}
color = 1 ;
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y - = ICON_SIZE ;
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trap_R_SetColor ( colors [ color ] ) ;
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t = ps - > powerups [ sorted [ i ] ] ;
if ( t - cg . time > = POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
trap_R_SetColor ( NULL ) ;
} else {
vec4_t modulate ;
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f = ( float ) ( t - cg . time ) / POWERUP_BLINK_TIME ;
f - = ( int ) f ;
modulate [ 0 ] = modulate [ 1 ] = modulate [ 2 ] = modulate [ 3 ] = f ;
trap_R_SetColor ( modulate ) ;
}
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if ( cg . powerupActive = = sorted [ i ] & &
cg . time - cg . powerupTime < PULSE_TIME ) {
f = 1.0 - ( ( ( float ) cg . time - cg . powerupTime ) / PULSE_TIME ) ;
size = ICON_SIZE * ( 1.0 + ( PULSE_SCALE - 1.0 ) * f ) ;
} else {
size = ICON_SIZE ;
}
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x - = size + 10 ;
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CG_DrawPic ( x , 478 - size ,
size , size , trap_R_RegisterShader ( item - > icon ) ) ;
}
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}
trap_R_SetColor ( NULL ) ;
return y ;
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}
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/*
= = = = = = = = = = = = = = = = = = = = =
CG_DrawLowerRight
= = = = = = = = = = = = = = = = = = = = =
*/
static void CG_DrawLowerRight ( void ) {
float y ;
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y = LOWEROVERLAY_Y ;
cgs . widescreen . state = WIDESCREEN_RIGHT ;
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y = CG_DrawScores ( y ) ;
y = CG_DrawPowerups ( y ) ;
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cgs . widescreen . state = WIDESCREEN_NONE ;
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}
/*
= = = = = = = = = = = = = = = = = = =
CG_DrawPickupItem
= = = = = = = = = = = = = = = = = = =
*/
static int CG_DrawPickupItem ( int y ) {
int value ;
float * fadeColor ;
if ( cg . snap - > ps . stats [ STAT_HEALTH ] < = 0 ) {
return y ;
}
y - = ICON_SIZE ;
value = cg . itemPickup ;
if ( value ) {
fadeColor = CG_FadeColor ( cg . itemPickupTime , 3000 ) ;
if ( fadeColor ) {
CG_RegisterItemVisuals ( value ) ;
trap_R_SetColor ( fadeColor ) ;
CG_DrawPic ( 8 , y , ICON_SIZE , ICON_SIZE , cg_items [ value ] . icon ) ;
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UI_DrawProportionalString ( ICON_SIZE + 16 , y + ( ICON_SIZE / 2 - BIGCHAR_HEIGHT / 2 ) , bg_itemlist [ value ] . pickup_name , UI_SMALLFONT , fadeColor ) ;
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trap_R_SetColor ( NULL ) ;
}
}
return y ;
}
/*
= = = = = = = = = = = = = = = = = = = = =
CG_DrawLowerLeft
= = = = = = = = = = = = = = = = = = = = =
*/
static void CG_DrawLowerLeft ( void ) {
float y ;
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y = LOWEROVERLAY_Y ;
cgs . widescreen . state = WIDESCREEN_LEFT ;
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y = CG_DrawPickupItem ( y ) ;
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cgs . widescreen . state = WIDESCREEN_NONE ;
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}
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//===========================================================================================
/*
= = = = = = = = = = = = = = = = = = =
CG_DrawHoldableItem
= = = = = = = = = = = = = = = = = = =
*/
static void CG_DrawHoldableItem ( void ) {
int value ;
value = cg . snap - > ps . stats [ STAT_HOLDABLE_ITEM ] ;
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if ( value )
{
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CG_RegisterItemVisuals ( value ) ;
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if ( cg . snap - > ps . stats [ STAT_USEABLE_PLACED ] & & cg . snap - > ps . stats [ STAT_USEABLE_PLACED ] ! = 2 )
{ //draw detpack... Borg 2-part teleporter will just draw the same until done
CG_DrawPic ( 640 - ICON_SIZE , 480 - ICON_SIZE , ICON_SIZE , ICON_SIZE , cgs . media . detpackPlacedIcon ) ;
}
else
{
CG_DrawPic ( 640 - ICON_SIZE , 480 - ICON_SIZE , ICON_SIZE , ICON_SIZE , cg_items [ value ] . icon ) ;
}
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}
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else
{ //holding nothing...
if ( cg . snap - > ps . stats [ STAT_USEABLE_PLACED ] > 0 )
{ //it's a timed countdown to getting a holdable, display the number in seconds
int sec ;
char * s ;
int w ;
sec = cg . snap - > ps . stats [ STAT_USEABLE_PLACED ] ;
if ( sec < 0 )
{
sec = 0 ;
}
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s = va ( " %i " , sec ) ;
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w = UI_ProportionalStringWidth ( s , UI_BIGFONT ) ;
UI_DrawProportionalString ( 640 - ( ICON_SIZE / 2 ) - ( w / 2 ) , ( SCREEN_HEIGHT - ICON_SIZE ) / 2 + ( BIGCHAR_HEIGHT / 2 ) , s , UI_BIGFONT , colorTable [ CT_WHITE ] ) ;
}
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}
}
/*
= = = = = = = = = = = = = = = = = = =
CG_DrawReward
= = = = = = = = = = = = = = = = = = =
*/
static void CG_DrawReward ( void ) {
float * color ;
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int i ;
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float x , y ;
if ( ! cg_drawRewards . integer ) {
return ;
}
color = CG_FadeColor ( cg . rewardTime , REWARD_TIME ) ;
if ( ! color ) {
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return ;
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}
trap_R_SetColor ( color ) ;
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y = 56 ;
x = 320 - cg . rewardCount * ICON_SIZE / 2 ;
for ( i = 0 ; i < cg . rewardCount ; i + + ) {
CG_DrawPic ( x , y , ICON_SIZE - 4 , ICON_SIZE - 4 , cg . rewardShader ) ;
x + = ICON_SIZE ;
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}
trap_R_SetColor ( NULL ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
LAGOMETER
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
# define LAG_SAMPLES 128
typedef struct {
int frameSamples [ LAG_SAMPLES ] ;
int frameCount ;
int snapshotFlags [ LAG_SAMPLES ] ;
int snapshotSamples [ LAG_SAMPLES ] ;
int snapshotCount ;
} lagometer_t ;
lagometer_t lagometer ;
/*
= = = = = = = = = = = = = =
CG_AddLagometerFrameInfo
Adds the current interpolate / extrapolate bar for this frame
= = = = = = = = = = = = = =
*/
void CG_AddLagometerFrameInfo ( void ) {
int offset ;
offset = cg . time - cg . latestSnapshotTime ;
lagometer . frameSamples [ lagometer . frameCount & ( LAG_SAMPLES - 1 ) ] = offset ;
lagometer . frameCount + + ;
}
/*
= = = = = = = = = = = = = =
CG_AddLagometerSnapshotInfo
Each time a snapshot is received , log its ping time and
the number of snapshots that were dropped before it .
Pass NULL for a dropped packet .
= = = = = = = = = = = = = =
*/
void CG_AddLagometerSnapshotInfo ( snapshot_t * snap ) {
// dropped packet
if ( ! snap ) {
lagometer . snapshotSamples [ lagometer . snapshotCount & ( LAG_SAMPLES - 1 ) ] = - 1 ;
lagometer . snapshotCount + + ;
return ;
}
// add this snapshot's info
lagometer . snapshotSamples [ lagometer . snapshotCount & ( LAG_SAMPLES - 1 ) ] = snap - > ping ;
lagometer . snapshotFlags [ lagometer . snapshotCount & ( LAG_SAMPLES - 1 ) ] = snap - > snapFlags ;
lagometer . snapshotCount + + ;
}
/*
= = = = = = = = = = = = = =
CG_DrawDisconnect
Should we draw something differnet for long lag vs no packets ?
= = = = = = = = = = = = = =
*/
static void CG_DrawDisconnect ( void ) {
float x , y ;
int cmdNum ;
usercmd_t cmd ;
const char * s ;
int w ;
// draw the phone jack if we are completely past our buffers
cmdNum = trap_GetCurrentCmdNumber ( ) - CMD_BACKUP + 1 ;
trap_GetUserCmd ( cmdNum , & cmd ) ;
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if ( cmd . serverTime < = cg . snap - > ps . commandTime | |
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cmd . serverTime > cg . time
) {
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return ;
}
// also add text in center of screen
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s = ingame_text [ IGT_CONNECTIONINTERRUPTED ] ;
w = UI_ProportionalStringWidth ( s , UI_BIGFONT ) ;
// Used to be (Height) 100
UI_DrawProportionalString ( 320 - w / 2 , 240 , s , UI_BIGFONT , colorTable [ CT_LTGOLD1 ] ) ;
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// blink the icon
if ( ( cg . time > > 9 ) & 1 ) {
return ;
}
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// RPG-X | Phenix | 08/06/2005
x = 296 ; //640 - 50;
y = 182 ;
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CG_DrawPic ( x , y , 48 , 48 , trap_R_RegisterShader ( " gfx/2d/net.tga " ) ) ;
}
# define MAX_LAGOMETER_PING 900
# define MAX_LAGOMETER_RANGE 300
/*
= = = = = = = = = = = = = =
CG_DrawLagometer
= = = = = = = = = = = = = =
*/
static void CG_DrawLagometer ( void ) {
int a , x , y , i ;
float v ;
float ax , ay , aw , ah , mid , range ;
int color ;
float vscale ;
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if ( ! cg_lagometer . integer ) {
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CG_DrawDisconnect ( ) ;
return ;
}
//
// draw the graph
//
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// 640, 480 (-48)
x = 640 - 50 ; //move it left of the ammo numbers
y = 2 ;
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trap_R_SetColor ( NULL ) ;
CG_DrawPic ( x , y , 48 , 48 , cgs . media . lagometerShader ) ;
ax = x ;
ay = y ;
aw = 48 ;
ah = 48 ;
CG_AdjustFrom640 ( & ax , & ay , & aw , & ah ) ;
color = - 1 ;
range = ah / 3 ;
mid = ay + range ;
vscale = range / MAX_LAGOMETER_RANGE ;
// draw the frame interpoalte / extrapolate graph
for ( a = 0 ; a < aw ; a + + ) {
i = ( lagometer . frameCount - 1 - a ) & ( LAG_SAMPLES - 1 ) ;
v = lagometer . frameSamples [ i ] ;
v * = vscale ;
if ( v > 0 ) {
if ( color ! = 1 ) {
color = 1 ;
trap_R_SetColor ( g_color_table [ ColorIndex ( COLOR_YELLOW ) ] ) ;
}
if ( v > range ) {
v = range ;
}
trap_R_DrawStretchPic ( ax + aw - a , mid - v , 1 , v , 0 , 0 , 0 , 0 , cgs . media . whiteShader ) ;
} else if ( v < 0 ) {
if ( color ! = 2 ) {
color = 2 ;
trap_R_SetColor ( g_color_table [ ColorIndex ( COLOR_BLUE ) ] ) ;
}
v = - v ;
if ( v > range ) {
v = range ;
}
trap_R_DrawStretchPic ( ax + aw - a , mid , 1 , v , 0 , 0 , 0 , 0 , cgs . media . whiteShader ) ;
}
}
// draw the snapshot latency / drop graph
range = ah / 2 ;
vscale = range / MAX_LAGOMETER_PING ;
for ( a = 0 ; a < aw ; a + + ) {
i = ( lagometer . snapshotCount - 1 - a ) & ( LAG_SAMPLES - 1 ) ;
v = lagometer . snapshotSamples [ i ] ;
if ( v > 0 ) {
if ( lagometer . snapshotFlags [ i ] & SNAPFLAG_RATE_DELAYED ) {
if ( color ! = 5 ) {
color = 5 ; // YELLOW for rate delay
trap_R_SetColor ( g_color_table [ ColorIndex ( COLOR_YELLOW ) ] ) ;
}
} else {
if ( color ! = 3 ) {
color = 3 ;
trap_R_SetColor ( g_color_table [ ColorIndex ( COLOR_GREEN ) ] ) ;
}
}
v = v * vscale ;
if ( v > range ) {
v = range ;
}
trap_R_DrawStretchPic ( ax + aw - a , ay + ah - v , 1 , v , 0 , 0 , 0 , 0 , cgs . media . whiteShader ) ;
} else if ( v < 0 ) {
if ( color ! = 4 ) {
color = 4 ; // RED for dropped snapshots
trap_R_SetColor ( g_color_table [ ColorIndex ( COLOR_RED ) ] ) ;
}
trap_R_DrawStretchPic ( ax + aw - a , ay + ah - range , 1 , range , 0 , 0 , 0 , 0 , cgs . media . whiteShader ) ;
}
}
trap_R_SetColor ( NULL ) ;
if ( cg_nopredict . integer | | cg_synchronousClients . integer ) {
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// CG_DrawBigString( ax, ay, "snc", 1.0 );
UI_DrawProportionalString ( ax , ay , " snc " , UI_BIGFONT , colorTable [ CT_LTGOLD1 ] ) ;
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}
CG_DrawDisconnect ( ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
CENTER PRINTING
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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/*
= = = = = = = = = = = = = = = = =
CG_DrawSelfdestructTimer
= = = = = = = = = = = = = = = = =
*/
static float CG_DrawSelfdestructTimer ( void ) {
char * s ;
int w ;
int mins , tens , seconds , remainder ;
int msec ;
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//cgs.selfdestructTime = 60000; test value just to see if it works as intended
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msec = cgs . selfdestructTime - cg . time ;
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if ( msec < 0 )
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return 0 ;
mins = msec / 60000 ;
tens = ( msec - ( mins * 60000 ) ) / 10000 ;
seconds = ( msec - ( mins * 60000 ) - ( tens * 10000 ) ) / 1000 ;
remainder = msec - ( mins * 60000 ) - ( tens * 10000 ) - ( seconds * 1000 ) ;
s = va ( " %i:%i%i.%i " , mins , tens , seconds , remainder ) ;
w = UI_ProportionalStringWidth ( " SELF-DESTRTUCT IN " , UI_SMALLFONT ) ;
UI_DrawProportionalString ( 320 - ( w / 2 ) , 10 , " SELF-DESTRTUCT IN " , UI_SMALLFONT , colorTable [ CT_RED ] ) ;
w = UI_ProportionalStringWidth ( s , UI_SMALLFONT ) ;
UI_DrawProportionalString ( 320 - ( w / 2 ) , 30 , s , UI_SMALLFONT , colorTable [ CT_RED ] ) ;
return 0 ;
}
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/*
= = = = = = = = = = = = = =
CG_CenterPrint
Called for important messages that should stay in the center of the screen
for a few moments
= = = = = = = = = = = = = =
*/
void CG_CenterPrint ( const char * str , int y , int charWidth ) {
char * s ;
Q_strncpyz ( cg . centerPrint , str , sizeof ( cg . centerPrint ) ) ;
cg . centerPrintTime = cg . time ;
cg . centerPrintY = y ;
cg . centerPrintCharWidth = charWidth ;
// count the number of lines for centering
cg . centerPrintLines = 1 ;
s = cg . centerPrint ;
while ( * s ) {
if ( * s = = ' \n ' )
cg . centerPrintLines + + ;
s + + ;
}
}
/*
= = = = = = = = = = = = = = = = = = =
CG_DrawCenterString
= = = = = = = = = = = = = = = = = = =
*/
static void CG_DrawCenterString ( void ) {
char * start ;
int l ;
int x , y , w ;
float * color ;
if ( ! cg . centerPrintTime ) {
return ;
}
color = CG_FadeColor ( cg . centerPrintTime , 1000 * cg_centertime . value ) ;
if ( ! color ) {
return ;
}
trap_R_SetColor ( color ) ;
start = cg . centerPrint ;
y = cg . centerPrintY - cg . centerPrintLines * BIGCHAR_HEIGHT / 2 ;
while ( 1 ) {
char linebuffer [ 1024 ] ;
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for ( l = 0 ; l < 60 ; l + + ) {
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if ( ! start [ l ] | | start [ l ] = = ' \n ' ) {
break ;
}
linebuffer [ l ] = start [ l ] ;
}
linebuffer [ l ] = 0 ;
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w = UI_ProportionalStringWidth ( linebuffer , UI_BIGFONT ) ;
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x = ( SCREEN_WIDTH - w ) / 2 ;
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UI_DrawProportionalString ( x , y , linebuffer , UI_BIGFONT | UI_DROPSHADOW , color ) ;
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y + = cg . centerPrintCharWidth * 1.5 ;
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while ( * start & & ( * start ! = ' \n ' ) ) {
start + + ;
}
if ( ! * start ) {
break ;
}
start + + ;
}
trap_R_SetColor ( NULL ) ;
}
/*
= = = = = = = = = = = = = = = = =
CG_DrawCrosshair
= = = = = = = = = = = = = = = = =
*/
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static void CG_DrawCrosshair ( void ) {
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float w , h ;
float f ;
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float x = 0 ;
float y = 0 ; //float
int weaponCrosshairNum ;
trace_t trace ;
vec3_t start , end ;
int ignore ;
vec3_t d_f ;
vec3_t pitchConstraint ;
vec3_t worldPoint ;
crosshairsData_t * cd ;
if ( cg . zoomed ) { //RPG-X - TiM: We dun need crosshairs when zoomed anymore :P
return ;
}
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if ( ! cg_drawCrosshair . integer ) {
return ;
}
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if ( cg . snap - > ps . persistant [ PERS_TEAM ] = = TEAM_SPECTATOR ) {
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return ;
}
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//clamp crosshair num
if ( ( weaponCrosshairNum = cg . predictedPlayerState . weapon - 1 ) < 0 ) {
weaponCrosshairNum = 0 ;
}
else if ( weaponCrosshairNum > = MAX_CROSSHAIRS ) {
weaponCrosshairNum = 14 ;
}
cd = & cgs . crosshairsData [ weaponCrosshairNum ] ;
ignore = cg . predictedPlayerState . clientNum ;
//if noDraw was specified in the crosshair script
if ( cd - > noDraw ) {
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return ;
}
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 ) ;
}
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//dCross
if ( cg_dynamicCrosshair . value = = 1 & & cg . renderingThirdPerson ) {
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VectorCopy ( cg . predictedPlayerState . viewangles , pitchConstraint ) ; //cg.predictedPlayerState.viewangles //cg.refdefViewAngles //vieworg
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AngleVectors ( pitchConstraint , d_f , NULL , NULL ) ;
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VectorCopy ( cg . predictedPlayerState . origin , start ) ;
if ( ! ( cg . predictedPlayerState . eFlags & EF_FULL_ROTATE ) & & Q_fabs ( cg . predictedPlayerState . viewangles [ PITCH ] ) > 89.9f )
start [ 2 ] - = 20 ;
else
start [ 2 ] + = ( float ) cg . predictedPlayerState . viewheight * cgs . clientinfo [ cg . predictedPlayerState . clientNum ] . height ;
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VectorMA ( start , 6000.0f , d_f , end ) ; //cg.distanceCull
CG_Trace ( & trace , start , vec3_origin , vec3_origin , end , ignore , CONTENTS_SOLID | CONTENTS_BODY ) ;
//TiM - if we hit a cloaked admin, bypass them so the crosshair doesn't jump randomly
//NOTE: Possibly could cause errors
while ( cg_entities [ trace . entityNum ] . currentState . powerups & ( 1 < < PW_INVIS ) ) {
VectorMA ( trace . endpos , 6000.0f , d_f , end ) ; //cg.distanceCull
CG_Trace ( & trace , trace . endpos , vec3_origin , vec3_origin , end , trace . entityNum , CONTENTS_SOLID | CONTENTS_BODY ) ;
}
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VectorCopy ( trace . endpos , worldPoint ) ;
if ( VectorLength ( worldPoint ) ) {
if ( ! CG_WorldCoordToScreenCoord ( worldPoint , & x , & y , qfalse ) )
{ //off screen, don't draw it
return ;
}
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x - = 320 ;
y - = 240 ;
}
} else {
x = cg_crosshairX . integer ;
y = cg_crosshairY . integer ;
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}
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//end dCross
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//If admins scan non-players
if ( cg . predictedPlayerState . weapon = = WP_2 & & cg . predictedPlayerState . eFlags & EF_FIRING ) {
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if ( cg_showEntityNums . integer & & cgs . clientinfo [ cg . snap - > ps . clientNum ] . isAdmin & & cg . crosshairClientNum < ENTITYNUM_WORLD ) {
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vec4_t ccolor ;
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ccolor [ 0 ] = 0.694f ; //0.9F;//R
ccolor [ 1 ] = 0.816f ; //0.7F;//G
ccolor [ 2 ] = 1.0f ; //0.0F;//B
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ccolor [ 3 ] = 0.8f ;
//TiM
cgs . widescreen . state = WIDESCREEN_CENTER ;
UI_DrawProportionalString ( x + 320 ,
y + 270 ,
va ( " Entity: %i " , cg . crosshairClientNum ) ,
UI_CENTER | UI_SMALLFONT ,
ccolor ) ; //170
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}
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}
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cgs . widescreen . state = WIDESCREEN_LEFT ;
CG_AdjustFrom640 ( & x , & y , & w , & h ) ;
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trap_R_SetColor ( cd - > color ) ;
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2012-08-04 10:54:37 +00:00
//TiM: Huh... we have a problem cap'n.
//Even though we have absolutely perfect alignment, the ingame drawing (regardless of mipmapping)
//appears to be blurring the icons to the point where they overlap, leaving little smudges at the corners
//of certain crosshairs ingame :'(
//So I'm attempting to fix this by creating a very very subtle offset to scale the scan region inwards a bit.
//Addendum: FRAK! Okay... offsetting will not work. It clips any of the hairs that are in their full boundary. Which looks crap :P
//Magic number! 0.0078125 = 1 pixel in a 128x128 bitmap - Edited out. 1 pixel = WAY TOO MUCH!
trap_R_DrawStretchPic ( x + cg . refdef . x + 0.5 * ( cg . refdef . width - w ) , //X
y + cg . refdef . y + 0.5 * ( cg . refdef . height - h ) , //Y
w , h , //W+H
( ( float ) cd - > s1 / 128.0f ) , ( ( float ) cd - > t1 / 128.0f ) , //s1 + t1
( ( float ) cd - > s2 / 128.0f ) , ( ( float ) cd - > t2 / 128.0f ) , //s2 + t2
cgs . media . crosshairSheet ) ;
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trap_R_SetColor ( NULL ) ;
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}
/*
= = = = = = = = = = = = = = = = =
2012-08-04 10:54:37 +00:00
CG_LabelCrosshairEntity
2012-01-22 21:34:33 +00:00
= = = = = = = = = = = = = = = = =
*/
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static void CG_LabelViewEntity ( int clientNum , vec3_t origin , vec3_t entMins , vec3_t entMaxs , char * name , qboolean scanAll , vec4_t color , qboolean drawHealth , int health , char * pClass , char * rank , char * race , char * age , char * height , char * weight , char * weapon )
{ //ID teammates, ID enemies, ID objectives, etc.
vec3_t center , maxs , mins , top , bottom , topLeft , topRight , bottomLeft , bottomRight ;
vec3_t worldEast = { 1.0f , 0 , 0 } , worldNorth = { 0 , 1.0f , 0 } , worldUp = { 0 , 0 , 1.0f } ;
float x = 0 , y = 0 ;
float topLeftx , topLefty , topRightx , topRighty , bottomLeftx , bottomLefty , bottomRightx , bottomRighty ;
int corner , topSize , bottomSize , leftSize , rightSize ;
int charIndex , classCharIndex , rankCharIndex , ageCharIndex , raceCharIndex , htCharIndex , wtCharIndex , weapCharIndex , healthCharIndex ;
float lineHorzLength = 8.0f , lineVertLength = 8.0f , lineWidth = 2.0f ;
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float fUpDot , fEastDot , fNorthDot , uNorthDot , uEastDot ;
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qboolean doTopLeft = qfalse ;
qboolean doTopRight = qfalse ;
qboolean doBottomLeft = qfalse ;
qboolean doBottomRight = qfalse ;
qboolean doSizes = qtrue ;
float w ;
char showName [ 1024 ] ;
char showRank [ 1024 ] ;
char showRace [ 1024 ] ;
char showHt [ 1024 ] ;
char showWt [ 1024 ] ;
char showWeap [ 1024 ] ;
char showHealth [ 1024 ] ;
char showAge [ 1024 ] ;
char showClass [ 1024 ] ;
2012-01-22 21:34:33 +00:00
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infoStringCount + = cg . frametime ;
rankCharIndex = raceCharIndex = classCharIndex = ageCharIndex = htCharIndex = wtCharIndex = weapCharIndex = charIndex = healthCharIndex = floor ( infoStringCount / 33 ) ;
//TODO: have box scale in from corners of screen? Or out from center?
2012-10-17 14:26:50 +00:00
2012-08-04 10:54:37 +00:00
//IDEA: We COULD actually rotate a wire-mesh version of the crossEnt until it
// matches the crossEnt's angles then flash it and pop up this info...
// but that would be way too much work for something like this.
// Alternately, could rotate a scaled-down fully-skinned version
// next to it, but that, too, might be overkill... (plus, model would
// need back faces)
//FIXME: can be optimized...
//Draw frame around ent's bbox
//FIXME: make global, do once
2012-10-17 14:26:50 +00:00
fUpDot = 1.0f - fabs ( DotProduct ( vfwd_n , worldUp ) ) ; //1.0 if looking up or down, so use mins and maxs more
fEastDot = fabs ( DotProduct ( vfwd_n , worldEast ) ) ; //1.0 if looking east or west, so use mins[1] and maxs[1] more
fNorthDot = fabs ( DotProduct ( vfwd_n , worldNorth ) ) ; //1.0 if looking north or south, so use mins[0] and maxs[0] more
uEastDot = fabs ( DotProduct ( vup_n , worldEast ) ) ; //1.0 if looking up or down, head towards east or west, so use mins[0] and maxs[0] more
uNorthDot = fabs ( DotProduct ( vup_n , worldNorth ) ) ; //1.0 if looking up or down, head towards north or south, so use mins[1] and maxs[1] more
VectorCopy ( origin , center ) ; //crossEnt->currentOrigin//cent->lerpOrigin
VectorCopy ( entMaxs , maxs ) ; //crossEnt->maxs //playerMaxs
VectorCopy ( entMins , mins ) ; //crossEnt->mins //playerMins
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//NOTE: this presumes that mins[0] and maxs[0] are symmetrical and mins[1] and maxs[1] as well
topSize = ( maxs [ 2 ] * fUpDot + maxs [ 1 ] * uNorthDot + maxs [ 0 ] * uEastDot ) ; //* timedScale
bottomSize = ( mins [ 2 ] * fUpDot + mins [ 1 ] * uNorthDot + mins [ 0 ] * uEastDot ) ; //* timedScale
leftSize = ( fUpDot * ( mins [ 0 ] * fNorthDot + mins [ 1 ] * fEastDot ) + mins [ 0 ] * uNorthDot + mins [ 1 ] * uEastDot ) ; //* timedScale
rightSize = ( fUpDot * ( maxs [ 0 ] * fNorthDot + maxs [ 1 ] * fEastDot ) + maxs [ 0 ] * uNorthDot + maxs [ 1 ] * uEastDot ) ; //* timedScale
//Find corners
//top
VectorMA ( center , topSize , vup_n , top ) ;
//bottom
VectorMA ( center , bottomSize , vup_n , bottom ) ;
//Top-left frame
VectorMA ( top , leftSize , vright_n , topLeft ) ;
//Top-right frame
VectorMA ( top , rightSize , vright_n , topRight ) ;
//bottom-left frame
VectorMA ( bottom , leftSize , vright_n , bottomLeft ) ;
//bottom-right frame
VectorMA ( bottom , rightSize , vright_n , bottomRight ) ;
if ( CG_WorldCoordToScreenCoord ( topLeft , & topLeftx , & topLefty , qfalse ) )
{
doTopLeft = qtrue ;
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}
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else
{
doSizes = qfalse ;
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}
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if ( CG_WorldCoordToScreenCoord ( topRight , & topRightx , & topRighty , qfalse ) )
{
doTopRight = qtrue ;
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}
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else
{
doSizes = qfalse ;
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}
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if ( CG_WorldCoordToScreenCoord ( bottomLeft , & bottomLeftx , & bottomLefty , qfalse ) )
{
doBottomLeft = qtrue ;
}
else
{
doSizes = qfalse ;
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}
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if ( CG_WorldCoordToScreenCoord ( bottomRight , & bottomRightx , & bottomRighty , qfalse ) )
{
doBottomRight = qtrue ;
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}
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else
{
doSizes = qfalse ;
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}
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//NOTE: maybe print color-coded "Primary/Secondary Objective" on top if an objective?
for ( corner = 0 ; corner < 13 ; corner + + ) //11
{ //FIXME: make sure line length of 8 isn't greater than width of object
switch ( corner )
{
case 0 : //top-left
if ( doTopLeft )
{
if ( doSizes )
{
//Line lengths
lineVertLength = ( bottomLefty - topLefty ) * 0.25f ;
lineHorzLength = ( topRightx - topLeftx ) * 0.25f ;
}
CG_FillRect ( topLeftx + 2 , topLefty , lineHorzLength , lineWidth , color ) ;
CG_FillRect ( topLeftx , topLefty , lineWidth , lineVertLength , color ) ;
}
break ;
case 1 : //top-right
if ( doTopRight )
{
if ( doSizes )
{
//Line lengths
lineVertLength = ( bottomRighty - topRighty ) * 0.25f ;
lineHorzLength = ( topRightx - topLeftx ) * 0.25f ;
}
CG_FillRect ( topRightx - lineHorzLength , topRighty , lineHorzLength , lineWidth , color ) ;
CG_FillRect ( topRightx , topRighty , lineWidth , lineVertLength , color ) ;
}
break ;
case 2 : //bottom-left
if ( doBottomLeft )
{
if ( doSizes )
{
//Line lengths
lineVertLength = ( bottomLefty - topLefty ) * 0.25f ;
lineHorzLength = ( bottomRightx - bottomLeftx ) * 0.25f ;
}
CG_FillRect ( bottomLeftx , bottomLefty , lineHorzLength , lineWidth , color ) ;
CG_FillRect ( bottomLeftx , bottomLefty - lineVertLength , lineWidth , lineVertLength , color ) ;
}
break ;
case 3 : //bottom-right
if ( doBottomRight )
{
if ( doSizes )
{
//Line lengths
lineVertLength = ( bottomRighty - topRighty ) * 0.25f ;
lineHorzLength = ( bottomRightx - bottomLeftx ) * 0.25f ;
}
CG_FillRect ( bottomRightx - lineHorzLength , bottomRighty , lineHorzLength , lineWidth , color ) ;
CG_FillRect ( bottomRightx , bottomRighty - lineVertLength , lineWidth , lineVertLength + 2 , color ) ;
}
break ;
case 4 : //healthBar
if ( charIndex > 0 )
{
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//try to draw at top as to not obscure the tricorder
CG_WorldCoordToScreenCoord ( top , & x , & y , qtrue ) ;
if ( y > 0.01 )
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{
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y - = SMALLCHAR_HEIGHT ;
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if ( y > 0.01 )
{
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if ( charIndex > 0 & & name )
{
if ( y > = SMALLCHAR_HEIGHT )
{
y - = SMALLCHAR_HEIGHT ;
}
else
{
y = 0.01 ;
}
}
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if ( y > 0.01 )
{
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if ( rankCharIndex > 0 & & rank )
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{
if ( y > = SMALLCHAR_HEIGHT )
{
y - = SMALLCHAR_HEIGHT ;
}
}
if ( y > 0.01 )
{
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if ( ageCharIndex > 0 & & age )
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{
if ( y > = SMALLCHAR_HEIGHT )
{
y - = SMALLCHAR_HEIGHT ;
}
}
if ( y > 0.01 )
{
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if ( classCharIndex > 0 & & pClass )
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{
if ( y > = SMALLCHAR_HEIGHT )
{
y - = SMALLCHAR_HEIGHT ;
}
}
if ( y > 0.01 )
{
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if ( raceCharIndex > 0 & & race )
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{
if ( y > = SMALLCHAR_HEIGHT )
{
y - = SMALLCHAR_HEIGHT ;
}
}
if ( y > 0.01 )
{
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if ( htCharIndex > 0 & & height )
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{
if ( y > = SMALLCHAR_HEIGHT )
{
y - = SMALLCHAR_HEIGHT ;
}
}
if ( y > 0.01 )
{
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if ( wtCharIndex > 0 & & weight )
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{
if ( y > = SMALLCHAR_HEIGHT )
{
y - = SMALLCHAR_HEIGHT ;
}
}
if ( y > 0.01 )
{
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if ( weapCharIndex > 0 & & weapon )
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{
if ( y > = SMALLCHAR_HEIGHT )
{
y - = SMALLCHAR_HEIGHT ;
}
}
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}
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}
}
}
}
}
}
}
}
if ( ! color [ 0 ] & & ! color [ 1 ] & & ! color [ 2 ] )
{
// We really don't want black, so set it to yellow
color [ 0 ] = 0.9F ; //R
color [ 1 ] = 0.7F ; //G
color [ 2 ] = 0.0F ; //B
}
color [ 3 ] = 0.75 ;
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if ( ! drawHealth | | ! health )
{
continue ;
}
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Com_sprintf ( showHealth , sizeof ( showHealth ) , " %s: %i " , " Health " , health ) ;
if ( healthCharIndex > 0 & & showHealth [ 0 ] ) {
int len = strlen ( showHealth ) ;
if ( healthCharIndex > len + 1 )
{
healthCharIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
w = CG_DrawStrlen ( showHealth ) * SMALLCHAR_WIDTH ;
Q_strncpyz ( showHealth , showHealth , healthCharIndex ) ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showHealth , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
}
break ;
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case 5 :
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if ( charIndex > 0 & & name )
{
int len = strlen ( name ) ;
if ( charIndex > len + 1 )
{
charIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
Q_strncpyz ( showName , name , charIndex ) ;
w = CG_DrawStrlen ( name ) * SMALLCHAR_WIDTH ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showName , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
break ;
case 6 : //class
if ( classCharIndex > 0 & & pClass )
{
int len = strlen ( pClass ) ;
if ( classCharIndex > len + 1 )
{
classCharIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
Q_strncpyz ( showClass , pClass , classCharIndex ) ;
w = CG_DrawStrlen ( pClass ) * SMALLCHAR_WIDTH ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showClass , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
break ;
case 7 : //rank
if ( rankCharIndex > 0 & & rank )
{
int len = strlen ( rank ) ;
if ( rankCharIndex > len + 1 )
{
rankCharIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
Q_strncpyz ( showRank , rank , rankCharIndex ) ;
w = CG_DrawStrlen ( rank ) * SMALLCHAR_WIDTH ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showRank , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
break ;
case 8 : //age
if ( ageCharIndex > 0 & & age )
{
int len = strlen ( age ) ;
if ( ageCharIndex > len + 1 )
{
ageCharIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
Q_strncpyz ( showAge , age , ageCharIndex ) ;
w = CG_DrawStrlen ( age ) * SMALLCHAR_WIDTH ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showAge , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
break ;
case 9 : //race
if ( raceCharIndex > 0 & & race )
{
int len = strlen ( race ) ;
if ( raceCharIndex > len + 1 )
{
raceCharIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
Q_strncpyz ( showRace , race , raceCharIndex ) ;
w = CG_DrawStrlen ( race ) * SMALLCHAR_WIDTH ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showRace , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
break ;
case 10 : //height
if ( htCharIndex > 0 & & height )
{
int len = strlen ( height ) ;
if ( htCharIndex > len + 1 )
{
htCharIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
Q_strncpyz ( showHt , height , htCharIndex ) ;
w = CG_DrawStrlen ( height ) * SMALLCHAR_WIDTH ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showHt , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
break ;
case 11 : //weight
if ( wtCharIndex > 0 & & weight )
{
int len = strlen ( weight ) ;
if ( wtCharIndex > len + 1 )
{
wtCharIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
Q_strncpyz ( showWt , weight , wtCharIndex ) ;
w = CG_DrawStrlen ( weight ) * SMALLCHAR_WIDTH ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showWt , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
break ;
case 12 : //weapon
if ( weapCharIndex > 0 & & weapon )
{
int len = strlen ( weapon ) ;
if ( weapCharIndex > len + 1 )
{
weapCharIndex = len + 1 ;
}
else
{
trap_S_StartSound ( NULL , 0 , CHAN_ITEM , cgs . media . tedTextSound ) ;
}
Q_strncpyz ( showWeap , weapon , weapCharIndex ) ;
w = CG_DrawStrlen ( weapon ) * SMALLCHAR_WIDTH ;
CG_DrawSmallStringColor ( x - w / 2 , y + lineWidth , showWeap , color ) ;
y + = SMALLCHAR_HEIGHT ;
}
break ;
}
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}
}
/*
= = = = = = = = = = = = = = = = =
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CG_ScanForCrosshairEntity
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= = = = = = = = = = = = = = = = =
*/
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static void CG_ScanForCrosshairEntity ( void ) {
trace_t trace ;
vec3_t start , end ;
int content ;
vec3_t pitchConstraint , df_f ;
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VectorCopy ( cg . predictedPlayerState . origin , start ) ; //cg.refdef.vieworg
start [ 2 ] + = ( float ) cg . predictedPlayerState . viewheight * cgs . clientinfo [ cg . predictedPlayerState . clientNum ] . height ;
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VectorCopy ( cg . predictedPlayerState . viewangles , pitchConstraint ) ;
AngleVectors ( pitchConstraint , df_f , NULL , NULL ) ;
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VectorMA ( start , 8912 , df_f , end ) ;
if ( cg . snap - > ps . weapon = = WP_7 & & cg . zoomed ) {
CG_Trace ( & trace , start , vec3_origin , vec3_origin , end ,
cg . snap - > ps . clientNum , CONTENTS_BODY ) ;
// if the player is invisible, don't show it
if ( cg_entities [ trace . entityNum ] . currentState . powerups & ( 1 < < PW_INVIS ) & & ! cgs . clientinfo [ cg . snap - > ps . clientNum ] . isAdmin /*cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN*/ ) {
return ;
}
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}
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else {
CG_Trace ( & trace , start , vec3_origin , vec3_origin , end ,
cg . snap - > ps . clientNum , MASK_SHOT ) ; //CONTENTS_SOLID|CONTENTS_BODY
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if ( trace . entityNum > = MAX_CLIENTS & & ! cgs . clientinfo [ cg . snap - > ps . clientNum ] . isAdmin /*cg.predictedPlayerState.persistant[PERS_CLASS] != PC_ADMIN*/ ) {
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return ;
}
// if the player is in fog, don't show it
content = trap_CM_PointContents ( trace . endpos , 0 ) ;
if ( content & CONTENTS_FOG ) {
return ;
}
// if the player is invisible, don't show it
if ( cg_entities [ trace . entityNum ] . currentState . powerups & ( 1 < < PW_INVIS ) & & ! cgs . clientinfo [ cg . snap - > ps . clientNum ] . isAdmin /*cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN*/ ) {
return ;
}
if ( cg . crosshairClientNum ! = trace . entityNum ) {
infoStringCount = 0 ;
}
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}
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// update the fade timer
cg . crosshairClientNum = trace . entityNum ;
cg . crosshairClientTime = cg . time ;
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}
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/*
= = = = = = = = = = = = = = = = = = = = =
CG_DrawCrosshairNames
= = = = = = = = = = = = = = = = = = = = =
*/
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extern qboolean PM_PlayerCrouching ( int legsAnim ) ;
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static vec3_t playerMins = { - 12 , - 12 , - 24 } ; //RPG-X : TiM - {-15, -15, -24}
static vec3_t playerMaxs = { 12 , 12 , 32 } ; // {15, 15, 32}
static void CG_DrawCrosshairNames ( void ) {
float * color ;
char name [ MAX_QPATH ] ;
centity_t * cent ;
int x , y ;
qboolean tinyFont ;
int drawFlags ;
if ( ! cg_drawCrosshair . integer )
{
return ;
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}
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// scan the known entities to see if the crosshair is sighted on one
CG_ScanForCrosshairEntity ( ) ;
// draw the name of the player being looked at
color = CG_FadeColor ( cg . crosshairClientTime , 1000 ) ;
if ( ! color )
{
trap_R_SetColor ( NULL ) ;
infoStringCount = 0 ;
return ;
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}
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color [ 3 ] * = 0.9 ;
//If they're actively firing the tricorder
if ( ( ( cg . snap - > ps . eFlags & EF_FIRING ) & & ! ( cg . snap - > ps . eFlags & EF_ALT_FIRING ) )
& & cg . snap - > ps . weapon = = WP_2 ) {
if ( cg . crosshairClientNum ! = cg . predictedPlayerState . clientNum & & cg . crosshairClientNum < MAX_CLIENTS ) { //ENTITYNUM_WORLD
drawCrosshairName = qfalse ;
cent = & cg_entities [ cg . crosshairClientNum ] ;
if ( cent ) {
char * name = NULL ;
char * rank = NULL ;
char * race = NULL ;
char * age = NULL ;
char * pClass = NULL ;
float ht = 0 ;
float wt = 0 ;
char * weap = NULL ;
char namestr [ 128 ] ;
char rankstr [ 128 ] ;
char racestr [ 128 ] ;
char htstr [ 128 ] ;
char wtstr [ 128 ] ;
char weapstr [ 128 ] ;
char agestr [ 128 ] ;
char classstr [ 128 ] ;
int i , irank ;
int score = 0 ;
clientInfo_t * ci ;
for ( i = 0 ; i < cgs . maxclients ; i + + ) {
if ( cg . scores [ i ] . client = = cg . crosshairClientNum ) {
score = cg . scores [ i ] . score ;
break ;
}
}
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irank = score ; //Q_log2( score );
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ci = & cgs . clientinfo [ cg . crosshairClientNum ] ;
//over-ride the color, since we can't get teams in this case
//use that good old LCARS yellow
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color [ 0 ] = 0.694f ; //0.9F;//R
color [ 1 ] = 0.816f ; //0.7F;//G
color [ 2 ] = 1.0f ; //0.0F;//B
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color [ 3 ] * = 0.5 ;
ht = ci - > height * ( float ) BASE_HEIGHT ;
wt = ci - > weight * ci - > height * ( float ) BASE_WEIGHT ;
if ( ci - > gender = = GENDER_FEMALE ) {
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wt * = ( float ) FEMALE_OFFSET ; //magic number, women are lighter than men
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}
if ( ci - > race & & ci - > race [ 0 ] ) {
race = ci - > race ;
Com_sprintf ( racestr , sizeof ( racestr ) , " %s: %s " , " Race " , race ) ;
}
if ( ci - > age & & ci - > age [ 0 ] ) {
age = ci - > age ;
Com_sprintf ( agestr , sizeof ( agestr ) , " %s: %s " , " Age " , age ) ;
}
pClass = cgs . classData [ ci - > pClass ] . formalName ;
if ( pClass ) {
Com_sprintf ( classstr , sizeof ( classstr ) , " %s: %s " , " Class " , pClass ) ;
}
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if ( cgs . classData [ ci - > pClass ] . showRanks ) {
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if ( cgs . ranksData [ irank ] . formalName [ 0 ] ) {
rank = cgs . ranksData [ irank ] . formalName ;
Com_sprintf ( rankstr , sizeof ( rankstr ) , " %s: %s " , " Rank " , rank ) ;
}
}
if ( ci - > name & & ci - > name [ 0 ] ) {
name = ci - > name ;
}
else {
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name = " Data Not Available " ; //crossEnt->targetname;
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}
Com_sprintf ( namestr , sizeof ( namestr ) , " %s: %s " , " Name " , name ) ;
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if ( cent - > currentState . weapon ! = WP_1 )
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{
if ( cg_weapons [ cent - > currentState . weapon ] . item - > pickup_name ) {
weap = cg_weapons [ cent - > currentState . weapon ] . item - > pickup_name ;
Com_sprintf ( weapstr , sizeof ( weapstr ) , " %s: %s " , " Weapon " , weap ) ;
}
}
Com_sprintf ( htstr , sizeof ( htstr ) , " %s: %4.2f %s " , " Height " , ht , HEIGHT_UNIT ) ;
Com_sprintf ( wtstr , sizeof ( wtstr ) , " %s: %4.2f %s " , " Weight " , wt , WEIGHT_UNIT ) ;
CG_LabelViewEntity ( cg . crosshairClientNum , cent - > lerpOrigin , playerMins , playerMaxs ,
name ? namestr : NULL , qfalse , color ,
( cgs . clientinfo [ cg . snap - > ps . clientNum ] . isAdmin | | cgs . classData [ cg . snap - > ps . persistant [ PERS_CLASS ] ] . isMedic ) ? qtrue : qfalse , ci - > health ,
pClass ? classstr : NULL ,
rank ? rankstr : NULL ,
race ? racestr : NULL ,
age ? agestr : NULL ,
ht ? htstr : NULL ,
wt ? wtstr : NULL ,
weap ? weapstr : NULL ) ;
}
else {
infoStringCount = 0 ;
}
}
else {
if ( ( cg_entities [ cg . crosshairClientNum ] . currentState . eType = = ET_TRIC_STRING | | cg_entities [ cg . crosshairClientNum ] . currentState . eType = = ET_MOVER_STR ) & & cgs . scannablePanels )
{
entityState_t * eState ;
vec3_t origin ;
vec3_t mins , maxs ;
char * renderString ;
eState = & cg_entities [ cg . crosshairClientNum ] . currentState ;
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color [ 0 ] = 0.694f ; //0.9F;//R
color [ 1 ] = 0.816f ; //0.7F;//G
color [ 2 ] = 1.0f ; //0.0F;//B
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color [ 3 ] * = 0.5 ;
//TiM: Since dynamic brush ents seem to have no freaking origin in them, let's
// calc our own using the bounding box dimensions (At least we have those lol )
VectorAverage ( eState - > origin2 , eState - > angles2 , origin ) ;
//The algorithm needs the max and min dimensions to be symmetrical on either side
//of the origin. This set of random code does that. :)
VectorSubtract ( origin , eState - > origin2 , mins ) ;
VectorSet ( maxs , Q_fabs ( mins [ 0 ] ) , Q_fabs ( mins [ 1 ] ) , Q_fabs ( mins [ 2 ] ) ) ;
VectorScale ( maxs , - 1 , mins ) ;
if ( eState - > time2 > 0 )
renderString = ( char * ) CG_ConfigString ( CS_TRIC_STRINGS + eState - > time2 ) ;
else if ( eState - > weapon > 0 & & cgs . scannableStrings [ eState - > weapon - 1 ] [ 0 ] )
renderString = cgs . scannableStrings [ eState - > weapon - 1 ] ; //subtracted since '0' is a valid cell value
else
renderString = " <undefined> " ;
CG_LabelViewEntity ( cg . crosshairClientNum , origin ,
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mins , maxs , renderString ,
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qfalse , color ,
qfalse , 0 ,
NULL ,
NULL ,
NULL ,
NULL ,
NULL ,
NULL ,
NULL ) ;
}
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}
}
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else
drawCrosshairName = qtrue ;
if ( ! cg_drawCrosshairNames . integer | | cg . crosshairClientNum > MAX_CLIENTS | | ! drawCrosshairName )
{
return ;
}
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2012-08-04 10:54:37 +00:00
//Now only draw team names + health if specifically wanted
Q_strncpyz ( name , cgs . clientinfo [ cg . crosshairClientNum ] . name , sizeof ( name ) ) ;
2012-11-12 23:47:12 +00:00
color [ 0 ] = colorTable [ CT_YELLOW ] [ 0 ] ;
color [ 1 ] = colorTable [ CT_YELLOW ] [ 1 ] ;
color [ 2 ] = colorTable [ CT_YELLOW ] [ 2 ] ;
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2012-08-04 10:54:37 +00:00
if ( ! cg_dynamicCrosshairNames . integer )
{
x = 320 ;
y = 170 ;
tinyFont = qfalse ;
drawFlags = UI_CENTER | UI_SMALLFONT ;
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}
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else
{
vec3_t org ;
centity_t * cent ;
float x2 , y2 ;
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2012-08-04 10:54:37 +00:00
cent = & cg_entities [ cg . crosshairClientNum ] ;
VectorCopy ( cent - > lerpOrigin , org ) ;
if ( PM_PlayerCrouching ( cent - > currentState . legsAnim ) )
org [ 2 ] + = CROUCH_VIEWHEIGHT + 7 ;
else
org [ 2 ] + = DEFAULT_VIEWHEIGHT + 7 ;
CG_WorldCoordToScreenCoord ( org , & x2 , & y2 , qfalse ) ;
x = ( int ) x2 ;
y = ( int ) y2 ;
tinyFont = qtrue ;
drawFlags = UI_CENTER | UI_BOTTOM | UI_TINYFONT ;
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}
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//FIXME: need health (&armor?) of teammates (if not TEAM_FREE) or everyone (if SPECTATOR) (or just crosshairEnt?) sent to me
if ( cgs . clientinfo [ cg . snap - > ps . clientNum ] . team = = TEAM_SPECTATOR
| | cgs . classData [ cgs . clientinfo [ cg . snap - > ps . clientNum ] . pClass ] . isMedic
| | cgs . clientinfo [ cg . snap - > ps . clientNum ] . isAdmin ) /*|| cgs.clientinfo[ cg.snap->ps.clientNum ].pClass == PC_MEDIC*/
{ //if I'm a spectator, draw colored health of target under crosshair
CG_GetColorForHealth ( cgs . clientinfo [ cg . crosshairClientNum ] . health , cgs . clientinfo [ cg . crosshairClientNum ] . armor , color ) ;
y - = ( tinyFont ? TINYCHAR_HEIGHT : SMALLCHAR_HEIGHT ) ;
UI_DrawProportionalString ( x , y + ( tinyFont ? TINYCHAR_HEIGHT + 5 : SMALLCHAR_HEIGHT ) , va ( " ^7%i " , cgs . clientinfo [ cg . crosshairClientNum ] . health ) , drawFlags , color ) ;
}
UI_DrawProportionalString ( x , y , va ( " ^7%s ^7(%i) " , name , cg . crosshairClientNum ) , drawFlags , color ) ;
}
//==============================================================================
/*
= = = = = = = = = = = = = = = = =
CG_DrawSpectator
= = = = = = = = = = = = = = = = =
*/
static void CG_DrawSpectator ( void ) {
if ( cg . snap - > ps . persistant [ PERS_TEAM ] = = TEAM_SPECTATOR )
{
UI_DrawProportionalString ( SCREEN_WIDTH / 2 , SCREEN_HEIGHT - ( ( BIGCHAR_HEIGHT * 1.50 ) * 2 ) , ingame_text [ IGT_SPECTATOR ] , UI_BIGFONT | UI_CENTER , colorTable [ CT_LTGOLD1 ] ) ;
}
}
/*
= = = = = = = = = = = = = = = = =
CG_DrawVote
= = = = = = = = = = = = = = = = =
*/
static void CG_DrawVote ( void ) {
char * s ;
int sec ;
if ( ! cgs . voteTime ) {
return ;
}
// play a talk beep whenever it is modified
if ( cgs . voteModified ) {
cgs . voteModified = qfalse ;
trap_S_StartLocalSound ( cgs . media . talkSound , CHAN_LOCAL_SOUND ) ;
}
sec = ( VOTE_TIME - ( cg . time - cgs . voteTime ) ) / 1000 ;
if ( sec < 0 ) {
sec = 0 ;
}
s = va ( " %s(%i):%s %s(F1):%i %s(F2):%i " , ingame_text [ IGT_VOTE ] , sec , cgs . voteString , ingame_text [ IGT_YES ] , cgs . voteYes , ingame_text [ IGT_NO ] , cgs . voteNo ) ;
UI_DrawProportionalString ( 0 , 58 , s , UI_SMALLFONT , colorTable [ CT_YELLOW ] ) ;
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}
/*
= = = = = = = = = = = = = = = = =
CG_DrawIntermission
= = = = = = = = = = = = = = = = =
*/
static void CG_DrawIntermission ( void ) {
cg . scoreFadeTime = cg . time ;
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CG_DrawScoreboard ( ) ;
}
/*
= = = = = = = = = = = = = = = = =
CG_DrawAbridgedObjective
= = = = = = = = = = = = = = = = =
*/
static void CG_DrawAbridgedObjective ( void )
{
int i , pixelLen , x , y ;
for ( i = 0 ; i < MAX_OBJECTIVES ; i + + )
{
if ( cgs . objectives [ i ] . abridgedText [ 0 ] )
{
if ( ! cgs . objectives [ i ] . complete )
{
pixelLen = UI_ProportionalStringWidth ( cgs . objectives [ i ] . abridgedText , UI_TINYFONT ) ;
x = 364 - ( pixelLen / 2 ) ;
y = SCREEN_HEIGHT - PROP_TINY_HEIGHT ;
UI_DrawProportionalString ( x , y , cgs . objectives [ i ] . abridgedText , UI_TINYFONT , colorTable [ CT_GREEN ] ) ;
break ;
}
}
}
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}
/*
= = = = = = = = = = = = = = = = =
CG_DrawFollow
= = = = = = = = = = = = = = = = =
*/
static qboolean CG_DrawFollow ( void ) {
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float y ;
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vec4_t color ;
const char * name ;
if ( ! ( cg . snap - > ps . pm_flags & PMF_FOLLOW ) ) {
return qfalse ;
}
color [ 0 ] = 1 ;
color [ 1 ] = 1 ;
color [ 2 ] = 1 ;
color [ 3 ] = 1 ;
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y = 16 ;
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UI_DrawProportionalString ( ( SCREEN_WIDTH / 2 ) , y , ingame_text [ IGT_FOLLOWING ] , UI_BIGFONT | UI_CENTER , colorTable [ CT_LTGOLD1 ] ) ;
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name = cgs . clientinfo [ cg . snap - > ps . clientNum ] . name ;
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y + = ( BIGCHAR_HEIGHT * 1.25 ) ;
UI_DrawProportionalString ( ( SCREEN_WIDTH / 2 ) , 40 , name , UI_BIGFONT | UI_CENTER , color ) ;
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return qtrue ;
}
/*
= = = = = = = = = = = = = = = = =
CG_DrawAmmoWarning
= = = = = = = = = = = = = = = = =
2012-08-04 10:54:37 +00:00
RPG - X | Marcin | 30 / 12 / 2008
Don ' t ! ! !
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*/
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static void CG_DrawAmmoWarning ( void )
{
return ;
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}
/*
= = = = = = = = = = = = = = = = =
CG_DrawWarmup
= = = = = = = = = = = = = = = = =
*/
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extern void CG_AddGameModNameToGameName ( char * gamename ) ;
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static void CG_DrawWarmup ( void ) {
int w ;
int sec ;
const char * s ;
sec = cg . warmup ;
if ( ! sec ) {
return ;
}
if ( sec < 0 ) {
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s = ingame_text [ IGT_WAITINGFORPLAYERS ] ;
w = UI_ProportionalStringWidth ( s , UI_BIGFONT ) ;
UI_DrawProportionalString ( 320 - w / 2 , 40 , s , UI_BIGFONT , colorTable [ CT_LTGOLD1 ] ) ;
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cg . warmupCount = 0 ;
return ;
}
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char gamename [ 1024 ] ;
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s = ingame_text [ IGT_GAME_FREEFORALL ] ;
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Q_strncpyz ( gamename , s , sizeof ( gamename ) ) ;
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CG_AddGameModNameToGameName ( gamename ) ;
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w = UI_ProportionalStringWidth ( s , UI_BIGFONT ) ;
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UI_DrawProportionalString ( ( SCREEN_WIDTH / 2 ) , 20 , gamename , UI_BIGFONT | UI_CENTER , colorTable [ CT_LTGOLD1 ] ) ;
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sec = ( sec - cg . time ) / 1000 ;
if ( sec < 0 ) {
sec = 0 ;
}
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s = va ( " %s: %i " , ingame_text [ IGT_STARTSIN ] , sec + 1 ) ;
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if ( sec ! = cg . warmupCount ) {
cg . warmupCount = sec ;
switch ( sec ) {
case 0 :
trap_S_StartLocalSound ( cgs . media . count1Sound , CHAN_ANNOUNCER ) ;
break ;
case 1 :
trap_S_StartLocalSound ( cgs . media . count2Sound , CHAN_ANNOUNCER ) ;
break ;
case 2 :
trap_S_StartLocalSound ( cgs . media . count3Sound , CHAN_ANNOUNCER ) ;
break ;
default :
break ;
}
}
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w = UI_ProportionalStringWidth ( s , UI_BIGFONT ) ;
UI_DrawProportionalString ( ( SCREEN_WIDTH / 2 ) , 70 , s , UI_BIGFONT | UI_CENTER , colorTable [ CT_LTGOLD1 ] ) ;
}
/*
= = = = = = = = = = = = = = = =
CG_DrawZoomMask
= = = = = = = = = = = = = = = =
*/
static void CG_DrawZoomMask ( void )
{
float amt = 1 , size , /*val,*/ start_x , start_y ;
int width , height , i ;
vec4_t color1 ;
int x , y ;
//TiM: New system. :) Base zoom on current active weapon. :)
if ( ! ( cg . snap - > ps . weapon = = WP_6 | | cg . snap - > ps . weapon = = WP_7 ) )
{
cg . zoomed = qfalse ;
cg . zoomLocked = qfalse ;
return ;
}
// Calc where to place the zoom mask...all calcs are based off of a virtual 640x480 screen
size = cg_viewsize . integer ;
width = 640 * size * 0.01 ;
width & = ~ 1 ;
height = 480 * size * 0.01 ;
height & = ~ 1 ;
start_x = ( 640 - width ) * 0.5 ;
start_y = ( 480 - height ) * 0.5 ;
if ( cg . zoomed )
{
// Smoothly fade in..Turn this off for now since the zoom is set to snap to 30% or so...fade looks a bit weird when it does that
if ( cg . time - cg . zoomTime < = ZOOM_OUT_TIME ) {
amt = ( cg . time - cg . zoomTime ) / ZOOM_OUT_TIME ;
}
// Fade mask in
for ( i = 0 ; i < 4 ; i + + ) {
color1 [ i ] = amt ;
}
// Set fade color
trap_R_SetColor ( color1 ) ;
if ( cg . snap - > ps . weapon = = WP_7 ) {
static int TR116LoopTime = 0 ;
//Loop the whirring sight sound
if ( TR116LoopTime < cg . time )
{
trap_S_StartSound ( cg . refdef . vieworg , ENTITYNUM_WORLD , CHAN_LOCAL , cgs . media . tr116Whir ) ;
TR116LoopTime = cg . time + 900 ;
}
CG_DrawPic ( start_x , start_y , width , height , cgs . media . zoomMask116Shader ) ;
//if we're zoomed over a potential target, start flashing the red crosshair
if ( cg . crosshairClientNum ! = cg . snap - > ps . clientNum
& & cg . crosshairClientNum < MAX_CLIENTS )
{
vec4_t alphaColor ;
float amt ;
if ( cg . time > zoomFlashTime ) {
zoomFlashTime = cg . time + 800 ;
trap_S_StartLocalSound ( cgs . media . tr116Chirp , CHAN_LOCAL_SOUND ) ;
}
amt = ( ( zoomFlashTime % cg . time ) / 500.0f ) ;
amt = Com_Clamp ( 0.0 , 1.0 , amt ) ;
VectorSet ( alphaColor , 1 , 1 , 1 ) ;
alphaColor [ 3 ] = amt ;
trap_R_SetColor ( alphaColor ) ;
//========================================
CG_DrawPic ( 256 , 176 , 128 , 128 , cgs . media . zoomGlow116Shader ) ;
trap_R_SetColor ( color1 ) ;
}
else
{
zoomFlashTime = 0 ;
}
}
else {
CG_DrawPic ( start_x , start_y , width , height , cgs . media . zoomMaskShader ) ;
}
//yellow
if ( cg . snap - > ps . weapon = = WP_7 ) {
color1 [ 0 ] = 0.886f ;
color1 [ 1 ] = 0.749f ;
color1 [ 2 ] = 0.0f ;
color1 [ 3 ] = 0.60f ;
}
else { // red
color1 [ 0 ] = 1.0f ;
color1 [ 1 ] = 0.0f ;
color1 [ 2 ] = 0.0f ;
color1 [ 3 ] = 0.60f ;
}
// Convert zoom and view axis into some numbers to throw onto the screen
if ( cg . snap - > ps . weapon = = WP_7 ) {
x = 74 ;
y = 340 ;
}
else {
x = 468 ;
y = 300 ;
}
trap_R_SetColor ( color1 ) ;
CG_DrawNumField ( x , y , 5 , cg_zoomFov . value * 1000 + 9999 , 18 , 10 , NUM_FONT_BIG ) ; //100
CG_DrawNumField ( x , y + 20 , 5 , cg . refdef . viewaxis [ 0 ] [ 0 ] * 9999 + 20000 , 18 , 10 , NUM_FONT_BIG ) ;
CG_DrawNumField ( x , y + 40 , 5 , cg . refdef . viewaxis [ 0 ] [ 1 ] * 9999 + 20000 , 18 , 10 , NUM_FONT_BIG ) ;
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CG_DrawNumField ( x , y + 60 , 5 , cg . refdef . viewaxis [ 0 ] [ 2 ] * 9999 + 20000 , 18 , 10 , NUM_FONT_BIG ) ;
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}
else
{
if ( cg . time - cg . zoomTime < = ZOOM_OUT_TIME )
{
amt = 1.0f - ( cg . time - cg . zoomTime ) / ZOOM_OUT_TIME ;
// Fade mask away
for ( i = 0 ; i < 4 ; i + + ) {
color1 [ i ] = amt ;
}
trap_R_SetColor ( color1 ) ;
if ( cg . snap - > ps . weapon = = WP_7 ) {
CG_DrawPic ( start_x , start_y , width , height , cgs . media . zoomMask116Shader ) ;
}
else {
CG_DrawPic ( start_x , start_y , width , height , cgs . media . zoomMaskShader ) ;
}
}
}
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}
//==================================================================================
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/*
= = = = = = = = = = = = = = = = = = = = =
CG_Drawcg . adminMsg
RPG - X | Phenix | 08 / 06 / 2005
RPG - X | Marcin | 30 / 12 / 2008
Now I ' m going to kill you Phenix ! ! ! !
= = = = = = = = = = = = = = = = = = = = =
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*/
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static void CG_DrawAdminMsg ( void ) {
float y ;
int t ;
int i , msgRow , msgCol ;
int biggestW , w ;
char message [ 35 ] [ 45 ] ;
char * thisMessage ;
char * p , * currRow ;
static vec4_t color ;
static vec4_t Boxcolor ;
y = 460 ;
//Nothing to display
if ( cg . adminMsgTime < cg . time )
{
return ;
}
//No message!
if ( cg . adminMsgMsg [ 0 ] = = ' \0 ' )
{
return ;
}
//Colour Fade.
t = cg . adminMsgTime - cg . time ;
// fade out
if ( t < 500 ) {
color [ 3 ] = t * 1.0 / 500 ;
} else {
color [ 3 ] = 1.0 ;
}
color [ 0 ] = color [ 1 ] = color [ 2 ] = 1 ;
Boxcolor [ 0 ] = 0.016 ;
Boxcolor [ 1 ] = 0.055 ;
Boxcolor [ 2 ] = 0.170 ;
Boxcolor [ 3 ] = color [ 3 ] ;
trap_R_SetColor ( color ) ;
i = 0 ;
msgRow = 0 ;
msgCol = 0 ;
p = cg . adminMsgMsg ;
currRow = p ;
while ( qtrue ) {
if ( ! * p ) {
break ;
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}
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if ( NextWordEndsHere ( p ) - currRow > 43 ) { //we need to wrap...
message [ msgRow ] [ msgCol ] = ' \0 ' ;
currRow = p + + ;
+ + msgRow , msgCol = 0 ;
continue ;
}
message [ msgRow ] [ msgCol ] = * p ;
+ + p , + + msgCol ;
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}
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message [ msgRow ] [ msgCol ] = ' \0 ' ;
+ + msgRow ;
biggestW = 0 ;
for ( i = 0 ; i < msgRow ; i + + )
{
thisMessage = va ( " %s " , message [ i ] ) ;
w = UI_ProportionalStringWidth ( thisMessage , UI_SMALLFONT ) ;
if ( w > biggestW )
{
biggestW = w ;
}
}
CG_FillRect ( 640 - ( biggestW + 22 ) , y - ( ( ( SMALLCHAR_HEIGHT + 2 ) * msgRow ) + 2 ) , biggestW + 4 , ( ( SMALLCHAR_HEIGHT + 2 ) * msgRow ) + 4 , Boxcolor ) ;
for ( i = ( msgRow - 1 ) ; i > = 0 ; i - - )
{
y - = ( SMALLCHAR_HEIGHT + 2 ) ;
thisMessage = va ( " %s " , message [ i ] ) ;
UI_DrawProportionalString ( 640 - ( biggestW + 20 ) , y , thisMessage , UI_SMALLFONT , color ) ;
}
trap_R_SetColor ( NULL ) ;
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}
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/*
= = = = = = = = = = = = = = = = =
CG_Draw2D
= = = = = = = = = = = = = = = = =
*/
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static void CG_Draw2D ( void ) {
int i ;
//TiM : Testing this API function...
//trap_R_SetColor( colorTable[ CT_RED ] );
//trap_R_DrawStretchPic( 100, 100, 800, 600, 0, 0, 0.5, 0.5, cgs.media.charsetPropB );
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// if we are taking a levelshot for the menu, don't draw anything
if ( cg . levelShot ) {
return ;
}
if ( cg_draw2D . integer = = 0 ) {
return ;
}
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if ( cg . snap - > ps . pm_type = = PM_CCAM ) {
return ;
}
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if ( cg . snap - > ps . pm_type = = PM_INTERMISSION ) {
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# ifndef FINAL_BUILD
CG_DrawUpperRight ( ) ;
# endif
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CG_DrawIntermission ( ) ;
return ;
}
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if ( ! cg . renderingThirdPerson )
{
CG_DrawZoomMask ( ) ;
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}
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//RPG-X: RedTechie - Keep Lagometer on the botum always
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cgs . widescreen . state = WIDESCREEN_RIGHT ;
CG_DrawLagometer ( ) ;
cgs . widescreen . state = WIDESCREEN_NONE ;
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if ( cg . snap - > ps . persistant [ PERS_TEAM ] = = TEAM_SPECTATOR /*|| (cg.snap->ps.eFlags&EF_ELIMINATED)*/ ) {
CG_DrawCrosshair ( ) ;
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CG_DrawCrosshairNames ( ) ;
} else {
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cgs . widescreen . state = WIDESCREEN_LEFT ;
CG_DrawStatusBar ( ) ; //RPG-X: RedTechie - We want health displayed when dead
// don't draw any status if dead
if ( cg . snap - > ps . stats [ STAT_HEALTH ] > 1 ) { //RPG-X: RedTechie - No weapons at health 1 (you die at health 1 now)
CG_DrawAmmoWarning ( ) ;
cgs . widescreen . state = WIDESCREEN_NONE ;
CG_DrawCrosshair ( ) ;
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cgs . widescreen . state = WIDESCREEN_CENTER ;
CG_DrawCrosshairNames ( ) ;
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cgs . widescreen . state = WIDESCREEN_LEFT ;
CG_DrawWeaponSelect ( ) ;
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cgs . widescreen . state = WIDESCREEN_RIGHT ;
CG_DrawHoldableItem ( ) ;
CG_DrawReward ( ) ;
CG_DrawAbridgedObjective ( ) ;
cgs . widescreen . state = WIDESCREEN_NONE ;
}
cgs . widescreen . state = WIDESCREEN_NONE ;
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}
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if ( cg . showObjectives )
{
CG_DrawObjectiveInformation ( ) ;
}
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CG_DrawVote ( ) ;
//RPG-X: RedTechie - Moved above others to keep on the bottum
//CG_DrawLagometer();
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CG_DrawUpperRight ( ) ;
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CG_DrawLowerRight ( ) ;
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CG_DrawLowerLeft ( ) ;
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CG_DrawSelfdestructTimer ( ) ;
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//RPG-X | Phenix | 08/06/2005
cgs . widescreen . state = WIDESCREEN_CENTER ;
CG_DrawAdminMsg ( ) ;
cgs . widescreen . state = WIDESCREEN_NONE ;
cgs . widescreen . state = WIDESCREEN_CENTER ;
if ( ! CG_DrawFollow ( ) ) {
CG_DrawWarmup ( ) ;
}
cgs . widescreen . state = WIDESCREEN_NONE ;
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// don't draw center string if scoreboard is up
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cgs . widescreen . state = WIDESCREEN_CENTER ;
if ( ! CG_DrawScoreboard ( ) ) {
CG_DrawCenterString ( ) ;
}
cgs . widescreen . state = WIDESCREEN_NONE ;
// kef -- need the "use TEAM menu to play" message to draw on top of the bottom bar of scoreboard
if ( cg . snap - > ps . persistant [ PERS_TEAM ] = = TEAM_SPECTATOR /*|| (cg.snap->ps.eFlags&EF_ELIMINATED)*/ )
{
cgs . widescreen . state = WIDESCREEN_CENTER ;
CG_DrawSpectator ( ) ;
cgs . widescreen . state = WIDESCREEN_NONE ;
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}
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//TiM - Draw teh fl4r3s
for ( i = 0 ; i < MAX_LENS_FLARES ; i + + ) {
if ( lensFlare [ i ] . qfull )
CG_DrawLensFlare ( & lensFlare [ i ] ) ;
if ( lensFlare [ i ] . upTime + lensFlare [ i ] . holdTime + lensFlare [ i ] . downTime > 0 & &
cg . time > lensFlare [ i ] . startTime + lensFlare [ i ] . upTime + lensFlare [ i ] . holdTime + lensFlare [ i ] . downTime )
lensFlare [ i ] . qfull = qfalse ;
}
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}
/*
= = = = = = = = = = = = = = = = = = = = =
CG_DrawActive
Perform all drawing needed to completely fill the screen
= = = = = = = = = = = = = = = = = = = = =
*/
void CG_DrawActive ( stereoFrame_t stereoView ) {
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float separation ;
vec3_t baseOrg ;
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// optionally draw the info screen instead
if ( ! cg . snap ) {
CG_DrawInformation ( ) ;
return ;
}
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//vectors needed for tricorder
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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// optionally draw the tournement scoreboard instead
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if ( ( cg . snap - > ps . persistant [ PERS_TEAM ] = = TEAM_SPECTATOR ) & &
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( cg . snap - > ps . pm_flags & PMF_SCOREBOARD ) ) {
CG_DrawTourneyScoreboard ( ) ;
return ;
}
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switch ( stereoView ) {
case STEREO_CENTER :
separation = 0 ;
break ;
case STEREO_LEFT :
separation = - cg_stereoSeparation . value / 2 ;
break ;
case STEREO_RIGHT :
separation = cg_stereoSeparation . value / 2 ;
break ;
default :
separation = 0 ;
CG_Error ( " CG_DrawActive: Undefined stereoView " ) ;
}
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// clear around the rendered view if sized down
CG_TileClear ( ) ;
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// offset vieworg appropriately if we're doing stereo separation
VectorCopy ( cg . refdef . vieworg , baseOrg ) ;
if ( separation ! = 0 ) {
VectorMA ( cg . refdef . vieworg , - separation , cg . refdef . viewaxis [ 1 ] , cg . refdef . vieworg ) ;
}
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// draw 3D view
trap_R_RenderScene ( & cg . refdef ) ;
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// restore original viewpoint if running stereo
if ( separation ! = 0 ) {
VectorCopy ( baseOrg , cg . refdef . vieworg ) ;
}
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// draw status bar and other floating elements
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CG_Draw2D ( ) ;
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}