300 lines
7.6 KiB
C
Executable file
300 lines
7.6 KiB
C
Executable file
/*
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FreeCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#define CHAT_LINES 5
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#define CHAT_TIME 20
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var int iLineScroll = 0;
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float fChatTime;
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float fChatAlpha;
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string sMSGBuffer[ CHAT_LINES ];
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/*
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=================
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CSQC_Parse_Print
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Receives a message and sorts it into the chat messagebuffer
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=================
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*/
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void CSQC_Parse_Print(string sMessage, float fLevel ) {
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// This gives messages other than chat an orange tint
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if ( fLevel != PRINT_CHAT ) {
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sMessage = sprintf( "^xF80%s", sMessage );
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}
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if ( iLineScroll < ( CHAT_LINES - 1 ) ) {
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sMSGBuffer[ iLineScroll + 1 ] = sMessage;
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iLineScroll++;
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} else {
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for ( int i = 0; i < ( CHAT_LINES - 1 ); i++ ) {
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sMSGBuffer[ i ] = sMSGBuffer[ i + 1 ];
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}
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sMSGBuffer[ CHAT_LINES - 1 ] = sMessage;
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}
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fChatTime = time + CHAT_TIME;
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fChatAlpha = 1.0f;
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// Log to console
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localcmd( sprintf( "echo \"%s\"\n", sMessage ) );
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}
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/*
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=================
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CSQC_DrawChat
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Just prints whatever is in the chat buffer and removes lines after some time.
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=================
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*/
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void CSQC_DrawChat( void ) {
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vector vChatPos = vVideoMins + [ 16, vVideoResolution_y - 128 ];
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// Remove messages after a fChatTime has passed
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if ( fChatTime < time ) {
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fChatAlpha -= frametime;
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} else {
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fChatAlpha = 1.0f;
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}
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if ( fChatAlpha > 0.0f ) {
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#if 1
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for ( int i = 0; i < CHAT_LINES; i++ ) {
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drawstring( vChatPos, sMSGBuffer[ i ], '12 12', '1 1 1', fChatAlpha, 0 );
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vChatPos_y += 14;
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}
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#else
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string sDraw = sMSGBuffer[ 0 ];
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for ( int i = 1; i < CHAT_LINES; i++ ) {
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sDraw = sprintf( "%s\n%s\n", sDraw, sMSGBuffer[ i ] );
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}
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drawtextfield( vChatPos, [vVideoResolution_x - 32, CHAT_LINES * 12 ], 1, sDraw );
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#endif
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}
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}
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/*
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=================
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CSQC_DrawCenterprint
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Read centerprints from a buffer and display them with alpha and whatnot
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=================
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*/
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float fCenterPrintAlpha;
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float fCenterPrintTime;
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float fCenterPrintLines;
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string sCenterPrintBuffer[ 18 ];
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void CSQC_DrawCenterprint( void ) {
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if ( fCenterPrintAlpha <= 0 ) {
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return;
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}
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vector vCenterPrintPos;
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if ( fCenterPrintTime > time ) {
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fCenterPrintAlpha = 1;
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} else {
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fCenterPrintAlpha -= frametime;
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if ( fCenterPrintAlpha < 0 ) {
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fCenterPrintAlpha = 0;
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}
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}
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vCenterPrintPos_y = vVideoMins_y + ( vVideoResolution_y / 2 ) - ( fCenterPrintLines - 4 );
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for ( int i = 0; i < ( fCenterPrintLines ); i++ ) {
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vCenterPrintPos_x = vVideoMins_x + ( vVideoResolution_x / 2 ) - ( stringwidth( sCenterPrintBuffer[ i ], FALSE, '12 12' ) / 2 );
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drawstring( vCenterPrintPos, sCenterPrintBuffer[ i ], '12 12', '1 1 1', fCenterPrintAlpha, 0 );
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vCenterPrintPos_y += 8;
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}
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}
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/*
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=================
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CSQC_Parse_CenterPrint
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Catches every centerprint call and allows us to tinker with it.
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That's how we are able to add color, alpha and whatnot.
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Keep in mind that newlines need to be tokenized
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=================
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*/
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float CSQC_Parse_CenterPrint( string sMessage ) {
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fCenterPrintLines = tokenizebyseparator( sMessage, "\n" );
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for( int i = 0; i < ( fCenterPrintLines ); i++ ) {
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sCenterPrintBuffer[ i ] = sprintf( "^xF80%s", argv( i ) );
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}
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fCenterPrintAlpha = 1;
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fCenterPrintTime = time + 3;
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return TRUE;
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}
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void CSQC_CalcViewport( int s, float fWinWidth, float fWinHeight ) {
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//FIXME: this is awkward. renderscene internally rounds to pixels.
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//on the other hand, drawpic uses linear filtering and multisample and stuff.
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//this means that there can be a pixel or so difference between scene and 2d.
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//as a general rule, you won't notice unless there's some big drawfills.
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switch ( numclientseats ) {
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case 3:
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if (!s)
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{
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case 2:
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vVideoResolution = [ fWinWidth, fWinHeight * 0.5 ];
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vVideoMins = [ 0, ( s & 1 ) * vVideoResolution_y ];
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break;
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}
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s++;
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case 4:
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vVideoResolution = [ fWinWidth, fWinHeight ] * 0.5;
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vVideoMins = [ (s&1) * vVideoResolution_x, ( s / 2i ) * vVideoResolution_y ];
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break;
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default:
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vVideoResolution = [ fWinWidth, fWinHeight ];
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vVideoMins = [ 0, 0 ];
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break;
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}
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}
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/*
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=================
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CSQC_UpdateView
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Entry point for drawing on the client
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=================
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*/
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void CSQC_UpdateView( float fWinWidth, float fWinHeight, float fGameFocus ) {
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float needcursor;
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int s;
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vVideoResolution_x = fWinWidth;
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vVideoResolution_y = fWinHeight;
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clearscene();
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setproperty( VF_DRAWENGINESBAR, 0 );
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setproperty( VF_DRAWCROSSHAIR, 0 );
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//just in case...
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if ( numclientseats > seats.length ) {
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numclientseats = seats.length;
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}
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for ( s = seats.length; s-- > numclientseats; ) {
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pSeat = &seats[ s ];
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pSeat->fVGUI_Display = VGUI_MOTD;
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pSeat->ePlayer = world;
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}
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for ( s = numclientseats; s-- > 0; ) {
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pSeat = &seats[ s ];
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setproperty( VF_ACTIVESEAT, (float)s );
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pSeat->ePlayer = self = findfloat( world, entnum, player_localentnum );
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if ( self ) {
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Player_Predict();
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}
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}
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addentities( MASK_ENGINE );
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// Render 3D Game Loop
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for ( s = 0; s < numclientseats; s++ ) {
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pSeat = &seats[ s ];
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setproperty( VF_ACTIVESEAT, (float)s );
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Nightvision_PreDraw();
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if ( autocvar_cl_thirdperson == TRUE && getstatf( STAT_HEALTH ) ) {
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setproperty( VF_VIEWENTITY, (float)0 );
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} else {
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setproperty( VF_VIEWENTITY, (float)player_localentnum );
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}
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setproperty( VF_AFOV, cvar( "fov" ) * ( getstatf( STAT_VIEWZOOM ) / 255 ) );
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setsensitivityscaler( ( getstatf( STAT_VIEWZOOM ) / 255 ) );
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// When Cameratime is active, draw on the forced coords instead
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if ( pSeat->fCameraTime > time ) {
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setproperty( VF_ORIGIN, pSeat->vCameraPos ) ;
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} else {
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setproperty( VF_ORIGIN, pSeat->vPlayerOrigin + [ 0, 0, getstatf( STAT_VIEWHEIGHT ) ] );
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View_DrawViewModel();
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}
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CSQC_CalcViewport( s, fWinWidth, fWinHeight );
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setproperty( VF_MIN, vVideoMins );
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setproperty( VF_SIZE, vVideoResolution );
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setproperty( VF_ANGLES, view_angles + pSeat->vPunchAngle );
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setproperty( VF_DRAWWORLD, 1 );
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renderscene();
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}
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// Render Overlays, such as the HUD
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for ( s = 0; s < numclientseats; s++ ) {
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pSeat = &seats[ s ];
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setproperty( VF_ACTIVESEAT, (float)s );
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CSQC_CalcViewport( s, fWinWidth, fWinHeight );
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View_DropPunchAngle();
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Nightvision_PostDraw();
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if( fGameFocus == TRUE ) {
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// The spectator sees things... differently
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if ( getplayerkeyvalue( player_localnum, "*spec" ) != "0" ) {
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VGUI_DrawSpectatorHUD();
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} else {
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HUD_Draw();
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}
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HUD_DrawOrbituaries();
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HUD_DrawVoice();
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CSQC_DrawChat();
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// Don't even try to draw centerprints and VGUI menus when scores are shown
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if ( pSeat->iShowScores == TRUE ) {
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VGUI_Scores_Show();
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} else {
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CSQC_DrawCenterprint();
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needcursor |= CSQC_VGUI_Draw();
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}
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}
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}
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pSeat = (void*)0x70000000i;
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if ( needcursor ) {
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setcursormode( TRUE, "gfx/cursor", '0 0 0', 1.0f );
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} else {
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setcursormode( FALSE, "gfx/cursor", '0 0 0', 1.0f );
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}
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Sound_ProcessWordQue();
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}
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/*
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=================
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CSQC_UpdateViewLoading
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Doesn't really do anything useful yet
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=================
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*/
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void CSQC_UpdateViewLoading( float fWinWidth, float fWinHeight, float fGameFocus ) {
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drawfill( [ 0, 0 ], [ fWinWidth, fWinHeight ], [ 1, 1, 1 ], 1, 0 );
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}
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