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Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r-- | src/cgame/cg_draw.c | 3524 |
1 files changed, 3524 insertions, 0 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c new file mode 100644 index 0000000..82df413 --- /dev/null +++ b/src/cgame/cg_draw.c @@ -0,0 +1,3524 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_draw.c -- draw all of the graphical elements during +// active (after loading) gameplay + + +#include "cg_local.h" +#include "../ui/ui_shared.h" + +// used for scoreboard +extern displayContextDef_t cgDC; +menuDef_t *menuScoreboard = NULL; + +int drawTeamOverlayModificationCount = -1; + +int sortedTeamPlayers[ TEAM_MAXOVERLAY ]; +int numSortedTeamPlayers; + +//TA UI +int CG_Text_Width( const char *text, float scale, int limit ) +{ + int count,len; + float out; + glyphInfo_t *glyph; + float useScale; +// FIXME: see ui_main.c, same problem +// const unsigned char *s = text; + const char *s = text; + fontInfo_t *font = &cgDC.Assets.textFont; + + if( scale <= cg_smallFont.value ) + font = &cgDC.Assets.smallFont; + else if( scale > cg_bigFont.value ) + font = &cgDC.Assets.bigFont; + + useScale = scale * font->glyphScale; + out = 0; + + if( text ) + { + len = strlen( text ); + if( limit > 0 && len > limit ) + len = limit; + + count = 0; + while( s && *s && count < len ) + { + if( Q_IsColorString( s ) ) + { + s += 2; + continue; + } + else + { + glyph = &font->glyphs[ (int)*s ]; + //TTimo: FIXME: getting nasty warnings without the cast, + //hopefully this doesn't break the VM build + out += glyph->xSkip; + s++; + count++; + } + } + } + + return out * useScale; +} + +int CG_Text_Height( const char *text, float scale, int limit ) +{ + int len, count; + float max; + glyphInfo_t *glyph; + float useScale; +// TTimo: FIXME +// const unsigned char *s = text; + const char *s = text; + fontInfo_t *font = &cgDC.Assets.textFont; + + if( scale <= cg_smallFont.value ) + font = &cgDC.Assets.smallFont; + else if( scale > cg_bigFont.value ) + font = &cgDC.Assets.bigFont; + + useScale = scale * font->glyphScale; + max = 0; + + if( text ) + { + len = strlen( text ); + if( limit > 0 && len > limit ) + len = limit; + + count = 0; + while( s && *s && count < len ) + { + if( Q_IsColorString( s ) ) + { + s += 2; + continue; + } + else + { + glyph = &font->glyphs[ (int)*s ]; + //TTimo: FIXME: getting nasty warnings without the cast, + //hopefully this doesn't break the VM build + if( max < glyph->height ) + max = glyph->height; + + s++; + count++; + } + } + } + + return max * useScale; +} + +void CG_Text_PaintChar( float x, float y, float width, float height, float scale, + float s, float t, float s2, float t2, qhandle_t hShader ) +{ + float w, h; + w = width * scale; + h = height * scale; + CG_AdjustFrom640( &x, &y, &w, &h ); + trap_R_DrawStretchPic( x, y, w, h, s, t, s2, t2, hShader ); +} + +void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, + float adjust, int limit, int style ) +{ + int len, count; + vec4_t newColor; + glyphInfo_t *glyph; + float useScale; + fontInfo_t *font = &cgDC.Assets.textFont; + + if( scale <= cg_smallFont.value ) + font = &cgDC.Assets.smallFont; + else if( scale > cg_bigFont.value ) + font = &cgDC.Assets.bigFont; + + useScale = scale * font->glyphScale; + if( text ) + { +// TTimo: FIXME +// const unsigned char *s = text; + const char *s = text; + + trap_R_SetColor( color ); + memcpy( &newColor[ 0 ], &color[ 0 ], sizeof( vec4_t ) ); + len = strlen( text ); + + if( limit > 0 && len > limit ) + len = limit; + + count = 0; + while( s && *s && count < len ) + { + glyph = &font->glyphs[ (int)*s ]; + //TTimo: FIXME: getting nasty warnings without the cast, + //hopefully this doesn't break the VM build + + if( Q_IsColorString( s ) ) + { + memcpy( newColor, g_color_table[ ColorIndex( *( s + 1 ) ) ], sizeof( newColor ) ); + newColor[ 3 ] = color[ 3 ]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } + else + { + float yadj = useScale * glyph->top; + if( style == ITEM_TEXTSTYLE_SHADOWED || + style == ITEM_TEXTSTYLE_SHADOWEDMORE ) + { + int ofs = style == ITEM_TEXTSTYLE_SHADOWED ? 1 : 2; + colorBlack[ 3 ] = newColor[ 3 ]; + trap_R_SetColor( colorBlack ); + CG_Text_PaintChar( x + ofs, y - yadj + ofs, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + colorBlack[ 3 ] = 1.0; + trap_R_SetColor( newColor ); + } + else if( style == ITEM_TEXTSTYLE_NEON ) + { + vec4_t glow, outer, inner, white; + + glow[ 0 ] = newColor[ 0 ] * 0.5; + glow[ 1 ] = newColor[ 1 ] * 0.5; + glow[ 2 ] = newColor[ 2 ] * 0.5; + glow[ 3 ] = newColor[ 3 ] * 0.2; + + outer[ 0 ] = newColor[ 0 ]; + outer[ 1 ] = newColor[ 1 ]; + outer[ 2 ] = newColor[ 2 ]; + outer[ 3 ] = newColor[ 3 ]; + + inner[ 0 ] = newColor[ 0 ] * 1.5 > 1.0f ? 1.0f : newColor[ 0 ] * 1.5; + inner[ 1 ] = newColor[ 1 ] * 1.5 > 1.0f ? 1.0f : newColor[ 1 ] * 1.5; + inner[ 2 ] = newColor[ 2 ] * 1.5 > 1.0f ? 1.0f : newColor[ 2 ] * 1.5; + inner[ 3 ] = newColor[ 3 ]; + + white[ 0 ] = white[ 1 ] = white[ 2 ] = white[ 3 ] = 1.0f; + + trap_R_SetColor( glow ); + CG_Text_PaintChar( x - 3, y - yadj - 3, + glyph->imageWidth + 6, + glyph->imageHeight + 6, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( outer ); + CG_Text_PaintChar( x - 1, y - yadj - 1, + glyph->imageWidth + 2, + glyph->imageHeight + 2, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( inner ); + CG_Text_PaintChar( x - 0.5, y - yadj - 0.5, + glyph->imageWidth + 1, + glyph->imageHeight + 1, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( white ); + } + + + CG_Text_PaintChar( x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + x += ( glyph->xSkip * useScale ) + adjust; + s++; + count++; + } + } + + trap_R_SetColor( NULL ); + } +} + +/* +============== +CG_DrawFieldPadded + +Draws large numbers for status bar and powerups +============== +*/ +static void CG_DrawFieldPadded( int x, int y, int width, int cw, int ch, int value ) +{ + char num[ 16 ], *ptr; + int l, orgL; + int frame; + int charWidth, charHeight; + + if( !( charWidth = cw ) ) + charWidth = CHAR_WIDTH; + + if( !( charHeight = ch ) ) + charWidth = CHAR_HEIGHT; + + if( width < 1 ) + return; + + // draw number string + if( width > 4 ) + width = 4; + + switch( width ) + { + case 1: + value = value > 9 ? 9 : value; + value = value < 0 ? 0 : value; + break; + case 2: + value = value > 99 ? 99 : value; + value = value < -9 ? -9 : value; + break; + case 3: + value = value > 999 ? 999 : value; + value = value < -99 ? -99 : value; + break; + case 4: + value = value > 9999 ? 9999 : value; + value = value < -999 ? -999 : value; + break; + } + + Com_sprintf( num, sizeof( num ), "%d", value ); + l = strlen( num ); + + if( l > width ) + l = width; + + orgL = l; + + x += 2; + + ptr = num; + while( *ptr && l ) + { + if( width > orgL ) + { + CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ 0 ] ); + width--; + x += charWidth; + continue; + } + + if( *ptr == '-' ) + frame = STAT_MINUS; + else + frame = *ptr - '0'; + + CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] ); + x += charWidth; + ptr++; + l--; + } +} + +/* +============== +CG_DrawField + +Draws large numbers for status bar and powerups +============== +*/ +void CG_DrawField( float x, float y, int width, float cw, float ch, int value ) +{ + char num[ 16 ], *ptr; + int l; + int frame; + float charWidth, charHeight; + + if( !( charWidth = cw ) ) + charWidth = CHAR_WIDTH; + + if( !( charHeight = ch ) ) + charWidth = CHAR_HEIGHT; + + if( width < 1 ) + return; + + // draw number string + if( width > 4 ) + width = 4; + + switch( width ) + { + case 1: + value = value > 9 ? 9 : value; + value = value < 0 ? 0 : value; + break; + case 2: + value = value > 99 ? 99 : value; + value = value < -9 ? -9 : value; + break; + case 3: + value = value > 999 ? 999 : value; + value = value < -99 ? -99 : value; + break; + case 4: + value = value > 9999 ? 9999 : value; + value = value < -999 ? -999 : value; + break; + } + + Com_sprintf( num, sizeof( num ), "%d", value ); + l = strlen( num ); + + if( l > width ) + l = width; + + x += 2 + charWidth * ( width - l ); + + ptr = num; + while( *ptr && l ) + { + if( *ptr == '-' ) + frame = STAT_MINUS; + else + frame = *ptr -'0'; + + CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] ); + x += charWidth; + ptr++; + l--; + } +} + +static void CG_DrawProgressBar( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special, float progress ) +{ + float rimWidth = rect->h / 20.0f; + float doneWidth, leftWidth; + float tx, ty, tw, th; + char textBuffer[ 8 ]; + + if( rimWidth < 0.6f ) + rimWidth = 0.6f; + + if( special >= 0.0f ) + rimWidth = special; + + if( progress < 0.0f ) + progress = 0.0f; + else if( progress > 1.0f ) + progress = 1.0f; + + doneWidth = ( rect->w - 2 * rimWidth ) * progress; + leftWidth = ( rect->w - 2 * rimWidth ) - doneWidth; + + trap_R_SetColor( color ); + + //draw rim and bar + if( align == ITEM_ALIGN_RIGHT ) + { + CG_DrawPic( rect->x, rect->y, rimWidth, rect->h, cgs.media.whiteShader ); + CG_DrawPic( rect->x + rimWidth, rect->y, + leftWidth, rimWidth, cgs.media.whiteShader ); + CG_DrawPic( rect->x + rimWidth, rect->y + rect->h - rimWidth, + leftWidth, rimWidth, cgs.media.whiteShader ); + CG_DrawPic( rect->x + rimWidth + leftWidth, rect->y, + rimWidth + doneWidth, rect->h, cgs.media.whiteShader ); + } + else + { + CG_DrawPic( rect->x, rect->y, rimWidth + doneWidth, rect->h, cgs.media.whiteShader ); + CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y, + leftWidth, rimWidth, cgs.media.whiteShader ); + CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y + rect->h - rimWidth, + leftWidth, rimWidth, cgs.media.whiteShader ); + CG_DrawPic( rect->x + rect->w - rimWidth, rect->y, rimWidth, rect->h, cgs.media.whiteShader ); + } + + trap_R_SetColor( NULL ); + + //draw text + if( scale > 0.0 ) + { + Com_sprintf( textBuffer, sizeof( textBuffer ), "%d%%", (int)( progress * 100 ) ); + tw = CG_Text_Width( textBuffer, scale, 0 ); + th = scale * 40.0f; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x + ( rect->w / 10.0f ); + ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - ( rect->w / 10.0f ) - tw; + ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( tw / 2.0f ); + ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); + break; + + default: + tx = ty = 0.0f; + } + + CG_Text_Paint( tx, ty, scale, color, textBuffer, 0, 0, textStyle ); + } +} + +//=============== TA: was cg_newdraw.c + +#define NO_CREDITS_TIME 2000 + +static void CG_DrawPlayerCreditsValue( rectDef_t *rect, vec4_t color, qboolean padding ) +{ + int value; + playerState_t *ps; + centity_t *cent; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + //if the build timer pie is showing don't show this + if( ( cent->currentState.weapon == WP_ABUILD || + cent->currentState.weapon == WP_ABUILD2 ) && ps->stats[ STAT_MISC ] ) + return; + + value = ps->persistant[ PERS_CREDIT ]; + if( value > -1 ) + { + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS && + !CG_AtHighestClass( ) ) + { + if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME ) + { + if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 ) + color[ 3 ] = 0.0f; + } + } + + trap_R_SetColor( color ); + + if( padding ) + CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + else + CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value ); + + trap_R_SetColor( NULL ); + } +} + +static void CG_DrawPlayerBankValue( rectDef_t *rect, vec4_t color, qboolean padding ) +{ + int value; + playerState_t *ps; + + ps = &cg.snap->ps; + + value = ps->persistant[ PERS_BANK ]; + if( value > -1 ) + { + trap_R_SetColor( color ); + + if( padding ) + CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + else + CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value ); + + trap_R_SetColor( NULL ); + } +} + +#define HH_MIN_ALPHA 0.2f +#define HH_MAX_ALPHA 0.8f +#define HH_ALPHA_DIFF (HH_MAX_ALPHA-HH_MIN_ALPHA) + +#define AH_MIN_ALPHA 0.2f +#define AH_MAX_ALPHA 0.8f +#define AH_ALPHA_DIFF (AH_MAX_ALPHA-AH_MIN_ALPHA) + +/* +============== +CG_DrawPlayerStamina1 +============== +*/ +static void CG_DrawPlayerStamina1( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; + float progress; + + stamina -= ( 2 * (int)maxStaminaBy3 ); + progress = stamina / maxStaminaBy3; + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStamina2 +============== +*/ +static void CG_DrawPlayerStamina2( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; + float progress; + + stamina -= (int)maxStaminaBy3; + progress = stamina / maxStaminaBy3; + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStamina3 +============== +*/ +static void CG_DrawPlayerStamina3( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; + float progress; + + progress = stamina / maxStaminaBy3; + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStamina4 +============== +*/ +static void CG_DrawPlayerStamina4( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float progress; + + stamina += (float)MAX_STAMINA; + progress = stamina / (float)MAX_STAMINA; + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStaminaBolt +============== +*/ +static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + + if( stamina < 0 ) + color[ 3 ] = HH_MIN_ALPHA; + else + color[ 3 ] = HH_MAX_ALPHA; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerClipsRing +============== +*/ +static void CG_DrawPlayerClipsRing( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + centity_t *cent; + float buildTime = ps->stats[ STAT_MISC ]; + float progress; + float maxDelay; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + + switch( cent->currentState.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + case WP_HBUILD2: + maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon ); + + if( buildTime > maxDelay ) + buildTime = maxDelay; + + progress = ( maxDelay - buildTime ) / maxDelay; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + break; + + default: + if( ps->weaponstate == WEAPON_RELOADING ) + { + maxDelay = (float)BG_FindReloadTimeForWeapon( cent->currentState.weapon ); + progress = ( maxDelay - (float)ps->weaponTime ) / maxDelay; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + } + break; + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBuildTimerRing +============== +*/ +static void CG_DrawPlayerBuildTimerRing( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + centity_t *cent; + float buildTime = ps->stats[ STAT_MISC ]; + float progress; + float maxDelay; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + + maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon ); + + if( buildTime > maxDelay ) + buildTime = maxDelay; + + progress = ( maxDelay - buildTime ) / maxDelay; + + color[ 3 ] = AH_MIN_ALPHA + ( progress * AH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBoosted +============== +*/ +static void CG_DrawPlayerBoosted( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + qboolean boosted = ps->stats[ STAT_STATE ] & SS_BOOSTED; + + if( boosted ) + color[ 3 ] = AH_MAX_ALPHA; + else + color[ 3 ] = AH_MIN_ALPHA; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBoosterBolt +============== +*/ +static void CG_DrawPlayerBoosterBolt( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + qboolean boosted = ps->stats[ STAT_STATE ] & SS_BOOSTED; + vec4_t localColor; + + Vector4Copy( color, localColor ); + + if( boosted ) + { + if( ps->stats[ STAT_BOOSTTIME ] > BOOST_TIME - 3000 ) + { + qboolean flash = ( ps->stats[ STAT_BOOSTTIME ] / 500 ) % 2; + + if( flash ) + localColor[ 3 ] = 1.0f; + } + } + + trap_R_SetColor( localColor ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerPoisonBarbs +============== +*/ +static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + int x = rect->x; + int y = rect->y; + int width = rect->w; + int height = rect->h; + qboolean vertical; + int iconsize, numBarbs, i; + + BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &numBarbs, NULL ); + + if( height > width ) + { + vertical = qtrue; + iconsize = width; + } + else if( height <= width ) + { + vertical = qfalse; + iconsize = height; + } + + if( color[ 3 ] != 0.0 ) + trap_R_SetColor( color ); + + for( i = 0; i < numBarbs; i ++ ) + { + if( vertical ) + y += iconsize; + else + x += iconsize; + + CG_DrawPic( x, y, iconsize, iconsize, shader ); + } + + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerWallclimbing +============== +*/ +static void CG_DrawPlayerWallclimbing( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + qboolean ww = ps->stats[ STAT_STATE ] & SS_WALLCLIMBING; + + if( ww ) + color[ 3 ] = AH_MAX_ALPHA; + else + color[ 3 ] = AH_MIN_ALPHA; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +static void CG_DrawPlayerStamina( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + playerState_t *ps = &cg.snap->ps; + int stamina = ps->stats[ STAT_STAMINA ]; + float progress = ( (float)stamina + (float)MAX_STAMINA ) / ( (float)MAX_STAMINA * 2.0f ); + + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, progress ); +} + +static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color ) +{ + int value; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + if( cent->currentState.weapon ) + { + switch( cent->currentState.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + //percentage of BP remaining + value = cgs.alienBuildPoints; + break; + + case WP_HBUILD: + case WP_HBUILD2: + //percentage of BP remaining + value = cgs.humanBuildPoints; + break; + + default: + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL ); + break; + } + + if( value > 999 ) + value = 999; + + if( value > -1 ) + { + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + trap_R_SetColor( NULL ); + } + } +} + + +/* +============== +CG_DrawAlienSense +============== +*/ +static void CG_DrawAlienSense( rectDef_t *rect ) +{ + if( BG_ClassHasAbility( cg.snap->ps.stats[ STAT_PCLASS ], SCA_ALIENSENSE ) ) + CG_AlienSense( rect ); +} + + +/* +============== +CG_DrawHumanScanner +============== +*/ +static void CG_DrawHumanScanner( rectDef_t *rect, qhandle_t shader, vec4_t color ) +{ + if( BG_InventoryContainsUpgrade( UP_HELMET, cg.snap->ps.stats ) ) + CG_Scanner( rect, shader, color ); +} + + +/* +============== +CG_DrawUsableBuildable +============== +*/ +static void CG_DrawUsableBuildable( rectDef_t *rect, qhandle_t shader, vec4_t color ) +{ + vec3_t view, point; + trace_t trace; + entityState_t *es; + + AngleVectors( cg.refdefViewAngles, view, NULL, NULL ); + VectorMA( cg.refdef.vieworg, 64, view, point ); + CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL, + point, cg.predictedPlayerState.clientNum, MASK_SHOT ); + + es = &cg_entities[ trace.entityNum ].currentState; + + if( es->eType == ET_BUILDABLE && BG_FindUsableForBuildable( es->modelindex ) && + cg.predictedPlayerState.stats[ STAT_PTEAM ] == BG_FindTeamForBuildable( es->modelindex ) ) + { + //hack to prevent showing the usable buildable when you aren't carrying an energy weapon + if( ( es->modelindex == BA_H_REACTOR || es->modelindex == BA_H_REPEATER ) && + ( !BG_FindUsesEnergyForWeapon( cg.snap->ps.weapon ) || + BG_FindInfinteAmmoForWeapon( cg.snap->ps.weapon ) ) ) + return; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); + } +} + + +#define BUILD_DELAY_TIME 2000 + +static void CG_DrawPlayerBuildTimer( rectDef_t *rect, vec4_t color ) +{ + float progress; + int index; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + if( cent->currentState.weapon ) + { + switch( cent->currentState.weapon ) + { + case WP_ABUILD: + progress = (float)ps->stats[ STAT_MISC ] / (float)ABUILDER_BASE_DELAY; + break; + + case WP_ABUILD2: + progress = (float)ps->stats[ STAT_MISC ] / (float)ABUILDER_ADV_DELAY; + break; + + case WP_HBUILD: + progress = (float)ps->stats[ STAT_MISC ] / (float)HBUILD_DELAY; + break; + + case WP_HBUILD2: + progress = (float)ps->stats[ STAT_MISC ] / (float)HBUILD2_DELAY; + break; + + default: + return; + break; + } + + if( !ps->stats[ STAT_MISC ] ) + return; + + index = (int)( progress * 8.0f ); + + if( index > 7 ) + index = 7; + else if( index < 0 ) + index = 0; + + if( cg.time - cg.lastBuildAttempt <= BUILD_DELAY_TIME ) + { + if( ( ( cg.time - cg.lastBuildAttempt ) / 300 ) % 2 ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = color[ 2 ] = 0.0f; + color[ 3 ] = 1.0f; + } + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, + cgs.media.buildWeaponTimerPie[ index ] ); + trap_R_SetColor( NULL ); + } +} + +static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color ) +{ + int value; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + if( cent->currentState.weapon ) + { + switch( cent->currentState.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + case WP_HBUILD2: + break; + + default: + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value ); + + if( value > -1 ) + { + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + trap_R_SetColor( NULL ); + } + break; + } + } +} + +static void CG_DrawPlayerHealthValue( rectDef_t *rect, vec4_t color ) +{ + playerState_t *ps; + int value; + + ps = &cg.snap->ps; + + value = ps->stats[ STAT_HEALTH ]; + + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + trap_R_SetColor( NULL ); +} + +static void CG_DrawPlayerHealthBar( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + playerState_t *ps; + float total; + + ps = &cg.snap->ps; + + total = ( (float)ps->stats[ STAT_HEALTH ] / (float)ps->stats[ STAT_MAX_HEALTH ] ); + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, total ); +} + +/* +============== +CG_DrawPlayerHealthCross +============== +*/ +static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + int health = ps->stats[ STAT_HEALTH ]; + + if( health < 10 ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = color[ 2 ] = 0.0f; + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +static void CG_DrawProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, const char *s, float fraction ) +{ + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + float tx, tw = CG_Text_Width( s, scale, 0 ); + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = 0.0f; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->w - tw; + break; + + case ITEM_ALIGN_CENTER: + tx = ( rect->w / 2.0f ) - ( tw / 2.0f ); + break; + + default: + tx = 0.0f; + } + + if( fraction < 1.0f ) + CG_Text_Paint( rect->x + text_x + tx, rect->y + text_y, scale, white, + s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + else + CG_Text_Paint( rect->x + text_x + tx, rect->y + text_y, scale, color, + s, 0, 0, ITEM_TEXTSTYLE_NEON ); +} + +static void CG_DrawMediaProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.mediaFraction ); +} + +static void CG_DrawMediaProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Map and Textures", cg.mediaFraction ); +} + +static void CG_DrawBuildablesProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.buildablesFraction ); +} + +static void CG_DrawBuildablesProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Buildable Models", cg.buildablesFraction ); +} + +static void CG_DrawCharModelProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.charModelFraction ); +} + +static void CG_DrawCharModelProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Character Models", cg.charModelFraction ); +} + +static void CG_DrawOverallProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + float total; + + total = ( cg.charModelFraction + cg.buildablesFraction + cg.mediaFraction ) / 3.0f; + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, total ); +} + +static void CG_DrawLevelShot( rectDef_t *rect ) +{ + const char *s; + const char *info; + qhandle_t levelshot; + qhandle_t detail; + + info = CG_ConfigString( CS_SERVERINFO ); + s = Info_ValueForKey( info, "mapname" ); + levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) ); + + if( !levelshot ) + levelshot = trap_R_RegisterShaderNoMip( "gfx/2d/load_screen" ); + + trap_R_SetColor( NULL ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, levelshot ); + + // blend a detail texture over it + detail = trap_R_RegisterShader( "gfx/misc/detail" ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, detail ); +} + +static void CG_DrawLoadingString( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, int textStyle, const char *s ) +{ + float tw, th, tx; + int pos, i; + char buffer[ 1024 ]; + char *end; + + if( !s[ 0 ] ) + return; + + strcpy( buffer, s ); + tw = CG_Text_Width( s, scale, 0 ); + th = scale * 40.0f; + + pos = i = 0; + + while( pos < strlen( s ) ) + { + strcpy( buffer, &s[ pos ] ); + tw = CG_Text_Width( buffer, scale, 0 ); + + while( tw > rect->w ) + { + end = strrchr( buffer, ' ' ); + + if( end == NULL ) + break; + + *end = '\0'; + tw = CG_Text_Width( buffer, scale, 0 ); + } + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - tw; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( tw / 2.0f ); + break; + + default: + tx = 0.0f; + } + + CG_Text_Paint( tx + text_x, rect->y + text_y + i * ( th + 3 ), scale, color, + buffer, 0, 0, textStyle ); + + pos += strlen( buffer ) + 1; + i++; + } +} + +static void CG_DrawLevelName( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align, int textStyle ) +{ + const char *s; + + s = CG_ConfigString( CS_MESSAGE ); + + CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, s ); +} + +static void CG_DrawMOTD( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align, int textStyle ) +{ + const char *s; + + s = CG_ConfigString( CS_MOTD ); + + CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, s ); +} + +static void CG_DrawHostname( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align, int textStyle ) +{ + char buffer[ 1024 ]; + const char *info; + + info = CG_ConfigString( CS_SERVERINFO ); + + Q_strncpyz( buffer, Info_ValueForKey( info, "sv_hostname" ), 1024 ); + Q_CleanStr( buffer ); + + CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, buffer ); +} + +/* +============== +CG_DrawDemoPlayback +============== +*/ +static void CG_DrawDemoPlayback( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + if( !cg_drawDemoState.integer ) + return; + + if( trap_GetDemoState( ) != DS_PLAYBACK ) + return; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawDemoRecording +============== +*/ +static void CG_DrawDemoRecording( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + if( !cg_drawDemoState.integer ) + return; + + if( trap_GetDemoState( ) != DS_RECORDING ) + return; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +====================== +CG_UpdateMediaFraction + +====================== +*/ +void CG_UpdateMediaFraction( float newFract ) +{ + cg.mediaFraction = newFract; + + trap_UpdateScreen( ); +} + +/* +==================== +CG_DrawLoadingScreen + +Draw all the status / pacifier stuff during level loading +==================== +*/ +void CG_DrawLoadingScreen( void ) +{ + Menu_Paint( Menus_FindByName( "Loading" ), qtrue ); +} + +float CG_GetValue( int ownerDraw ) +{ + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + switch( ownerDraw ) + { + case CG_PLAYER_AMMO_VALUE: + if( cent->currentState.weapon ) + { + int value; + + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, + &value, NULL ); + + return value; + } + break; + case CG_PLAYER_CLIPS_VALUE: + if( cent->currentState.weapon ) + { + int value; + + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, + NULL, &value ); + + return value; + } + break; + case CG_PLAYER_HEALTH: + return ps->stats[ STAT_HEALTH ]; + break; + default: + break; + } + + return -1; +} + +const char *CG_GetKillerText( ) +{ + const char *s = ""; + if( cg.killerName[ 0 ] ) + s = va( "Fragged by %s", cg.killerName ); + + return s; +} + + +static void CG_DrawKiller( rectDef_t *rect, float scale, vec4_t color, + qhandle_t shader, int textStyle ) +{ + // fragged by ... line + if( cg.killerName[ 0 ] ) + { + int x = rect->x + rect->w / 2; + CG_Text_Paint( x - CG_Text_Width( CG_GetKillerText( ), scale, 0 ) / 2, + rect->y + rect->h, scale, color, CG_GetKillerText( ), 0, 0, textStyle ); + } +} + + +static void CG_Text_Paint_Limit( float *maxX, float x, float y, float scale, + vec4_t color, const char* text, float adjust, int limit ) +{ + int len, count; + vec4_t newColor; + glyphInfo_t *glyph; + + if( text ) + { +// TTimo: FIXME +// const unsigned char *s = text; // bk001206 - unsigned + const char *s = text; + float max = *maxX; + float useScale; + fontInfo_t *font = &cgDC.Assets.textFont; + + if( scale <= cg_smallFont.value ) + font = &cgDC.Assets.smallFont; + else if( scale > cg_bigFont.value ) + font = &cgDC.Assets.bigFont; + + useScale = scale * font->glyphScale; + trap_R_SetColor( color ); + len = strlen( text ); + + if( limit > 0 && len > limit ) + len = limit; + + count = 0; + + while( s && *s && count < len ) + { + glyph = &font->glyphs[ (int)*s ]; + //TTimo: FIXME: getting nasty warnings without the cast, + //hopefully this doesn't break the VM build + + if( Q_IsColorString( s ) ) + { + memcpy( newColor, g_color_table[ ColorIndex( *(s+1) ) ], sizeof( newColor ) ); + newColor[ 3 ] = color[ 3 ]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } + else + { + float yadj = useScale * glyph->top; + + if( CG_Text_Width( s, useScale, 1 ) + x > max ) + { + *maxX = 0; + break; + } + + CG_Text_PaintChar( x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + x += ( glyph->xSkip * useScale ) + adjust; + *maxX = x; + count++; + s++; + } + } + + trap_R_SetColor( NULL ); + } +} + +static void CG_DrawTeamSpectators( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader ) +{ + if( cg.spectatorLen ) + { + float maxX; + + if( cg.spectatorWidth == -1 ) + { + cg.spectatorWidth = 0; + cg.spectatorPaintX = rect->x + 1; + cg.spectatorPaintX2 = -1; + } + + if( cg.spectatorOffset > cg.spectatorLen ) + { + cg.spectatorOffset = 0; + cg.spectatorPaintX = rect->x + 1; + cg.spectatorPaintX2 = -1; + } + + if( cg.time > cg.spectatorTime ) + { + cg.spectatorTime = cg.time + 10; + + if( cg.spectatorPaintX <= rect->x + 2 ) + { + if( cg.spectatorOffset < cg.spectatorLen ) + { + //TA: skip colour directives + if( Q_IsColorString( &cg.spectatorList[ cg.spectatorOffset ] ) ) + cg.spectatorOffset += 2; + else + { + cg.spectatorPaintX += CG_Text_Width( &cg.spectatorList[ cg.spectatorOffset ], scale, 1 ) - 1; + cg.spectatorOffset++; + } + } + else + { + cg.spectatorOffset = 0; + + if( cg.spectatorPaintX2 >= 0 ) + cg.spectatorPaintX = cg.spectatorPaintX2; + else + cg.spectatorPaintX = rect->x + rect->w - 2; + + cg.spectatorPaintX2 = -1; + } + } + else + { + cg.spectatorPaintX--; + + if( cg.spectatorPaintX2 >= 0 ) + cg.spectatorPaintX2--; + } + } + + maxX = rect->x + rect->w - 2; + + CG_Text_Paint_Limit( &maxX, cg.spectatorPaintX, rect->y + rect->h - 3, scale, color, + &cg.spectatorList[ cg.spectatorOffset ], 0, 0 ); + + if( cg.spectatorPaintX2 >= 0 ) + { + float maxX2 = rect->x + rect->w - 2; + CG_Text_Paint_Limit( &maxX2, cg.spectatorPaintX2, rect->y + rect->h - 3, scale, + color, cg.spectatorList, 0, cg.spectatorOffset ); + } + + if( cg.spectatorOffset && maxX > 0 ) + { + // if we have an offset ( we are skipping the first part of the string ) and we fit the string + if( cg.spectatorPaintX2 == -1 ) + cg.spectatorPaintX2 = rect->x + rect->w - 2; + } + else + cg.spectatorPaintX2 = -1; + } +} + +/* +================== +CG_DrawStageReport +================== +*/ +static void CG_DrawStageReport( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align, int textStyle ) +{ + char s[ MAX_TOKEN_CHARS ]; + int tx, w, kills; + + if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_NONE && !cg.intermissionStarted ) + return; + + if( cg.intermissionStarted ) + { + Com_sprintf( s, MAX_TOKEN_CHARS, + "Stage %d" //PH34R MY MAD-LEET CODING SKILLZ + " " + "Stage %d", + cgs.alienStage + 1, cgs.humanStage + 1 ); + } + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + kills = cgs.alienNextStageThreshold - cgs.alienKills; + + if( cgs.alienNextStageThreshold < 0 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d", cgs.alienStage + 1 ); + else if( kills == 1 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kill for next stage", + cgs.alienStage + 1, kills ); + else + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kills for next stage", + cgs.alienStage + 1, kills ); + } + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + kills = cgs.humanNextStageThreshold - cgs.humanKills; + + if( cgs.humanNextStageThreshold < 0 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d", cgs.humanStage + 1 ); + else if( kills == 1 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kill for next stage", + cgs.humanStage + 1, kills ); + else + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kills for next stage", + cgs.humanStage + 1, kills ); + } + + w = CG_Text_Width( s, scale, 0 ); + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - w; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( w / 2.0f ); + break; + + default: + tx = 0.0f; + } + + CG_Text_Paint( text_x + tx, rect->y + text_y, scale, color, s, 0, 0, textStyle ); +} + +/* +================== +CG_DrawFPS +================== +*/ +//TA: personally i think this should be longer - it should really be a cvar +#define FPS_FRAMES 20 +#define FPS_STRING "fps" +static void CG_DrawFPS( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int align, int textStyle, + qboolean scalableText ) +{ + char *s; + int tx, w, totalWidth, strLength; + static int previousTimes[ FPS_FRAMES ]; + static int index; + int i, total; + int fps; + static int previous; + int t, frameTime; + + if( !cg_drawFPS.integer ) + return; + + // 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( "%d", fps ); + w = CG_Text_Width( "0", scale, 0 ); + strLength = CG_DrawStrlen( s ); + totalWidth = CG_Text_Width( FPS_STRING, scale, 0 ) + w * strLength; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - totalWidth; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f ); + break; + + default: + tx = 0.0f; + } + + if( scalableText ) + { + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle ); + } + } + else + { + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, fps ); + trap_R_SetColor( NULL ); + } + + if( scalableText ) + CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, FPS_STRING, 0, 0, textStyle ); + } +} + + +/* +================= +CG_DrawTimerMins +================= +*/ +static void CG_DrawTimerMins( rectDef_t *rect, vec4_t color ) +{ + int mins, seconds; + int msec; + + if( !cg_drawTimer.integer ) + return; + + msec = cg.time - cgs.levelStartTime; + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, mins ); + trap_R_SetColor( NULL ); +} + + +/* +================= +CG_DrawTimerSecs +================= +*/ +static void CG_DrawTimerSecs( rectDef_t *rect, vec4_t color ) +{ + int mins, seconds; + int msec; + + if( !cg_drawTimer.integer ) + return; + + msec = cg.time - cgs.levelStartTime; + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + + trap_R_SetColor( color ); + CG_DrawFieldPadded( rect->x, rect->y, 2, rect->w / 2, rect->h, seconds ); + trap_R_SetColor( NULL ); +} + + +/* +================= +CG_DrawTimer +================= +*/ +static void CG_DrawTimer( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int align, int textStyle ) +{ + char *s; + int i, tx, w, totalWidth, strLength; + int mins, seconds, tens; + int msec; + + if( !cg_drawTimer.integer ) + return; + + msec = cg.time - cgs.levelStartTime; + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + tens = seconds / 10; + seconds -= tens * 10; + + s = va( "%d:%d%d", mins, tens, seconds ); + w = CG_Text_Width( "0", scale, 0 ); + strLength = CG_DrawStrlen( s ); + totalWidth = w * strLength; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - totalWidth; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f ); + break; + + default: + tx = 0.0f; + } + + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle ); + } +} + +/* +================= +CG_DrawClock +================= +*/ +static void CG_DrawClock( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int align, int textStyle ) +{ + char *s; + int i, tx, w, totalWidth, strLength; + qtime_t qt; + int t; + + if( !cg_drawClock.integer ) + return; + + t = trap_RealTime( &qt ); + + if( cg_drawClock.integer == 2 ) + { + s = va( "%02d%s%02d", qt.tm_hour, ( qt.tm_sec % 2 ) ? ":" : " ", + qt.tm_min ); + } + else + { + char *pm = "am"; + int h = qt.tm_hour; + + if( h == 0 ) + h = 12; + else if( h == 12 ) + pm = "pm"; + else if( h > 12 ) + { + h -= 12; + pm = "pm"; + } + + s = va( "%d%s%02d%s", h, ( qt.tm_sec % 2 ) ? ":" : " ", qt.tm_min, pm ); + } + w = CG_Text_Width( "0", scale, 0 ); + strLength = CG_DrawStrlen( s ); + totalWidth = w * strLength; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - totalWidth; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f ); + break; + + default: + tx = 0.0f; + } + + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle ); + } +} + +/* +================== +CG_DrawSnapshot +================== +*/ +static void CG_DrawSnapshot( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int align, int textStyle ) +{ + char *s; + int w, tx; + + if( !cg_drawSnapshot.integer ) + return; + + s = va( "time:%d snap:%d cmd:%d", cg.snap->serverTime, + cg.latestSnapshotNum, cgs.serverCommandSequence ); + w = CG_Text_Width( s, scale, 0 ); + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - w; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( w / 2.0f ); + break; + + default: + tx = 0.0f; + } + + CG_Text_Paint( text_x + tx, rect->y + text_y, scale, color, s, 0, 0, textStyle ); +} + +/* +=============================================================================== + +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. +============== +*/ +#define PING_FRAMES 40 +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) +{ + static int previousPings[ PING_FRAMES ]; + static int index; + int i; + + // 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.ping = 0; + if( cg.snap ) + { + previousPings[ index++ ] = cg.snap->ping; + index = index % PING_FRAMES; + + for( i = 0; i < PING_FRAMES; i++ ) + { + cg.ping += previousPings[ i ]; + } + + cg.ping /= PING_FRAMES; + } +} + +/* +============== +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; + vec4_t color = { 1.0f, 1.0f, 1.0f, 1.0f }; + + // draw the phone jack if we are completely past our buffers + cmdNum = trap_GetCurrentCmdNumber( ) - CMD_BACKUP + 1; + trap_GetUserCmd( cmdNum, &cmd ); + + // special check for map_restart + if( cmd.serverTime <= cg.snap->ps.commandTime || cmd.serverTime > cg.time ) + return; + + // also add text in center of screen + s = "Connection Interrupted"; + w = CG_Text_Width( s, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 100, 0.7f, color, s, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + // blink the icon + if( ( cg.time >> 9 ) & 1 ) + return; + + x = 640 - 48; + y = 480 - 48; + + 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( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t textColor ) +{ + int a, x, y, i; + float v; + float ax, ay, aw, ah, mid, range; + int color; + vec4_t adjustedColor; + float vscale; + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + + if( cg.snap->ps.pm_type == PM_INTERMISSION ) + return; + + if( !cg_lagometer.integer ) + return; + + if( cg.demoPlayback ) + return; + + Vector4Copy( textColor, adjustedColor ); + adjustedColor[ 3 ] = 0.25f; + + trap_R_SetColor( adjustedColor ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.whiteShader ); + trap_R_SetColor( NULL ); + + // + // draw the graph + // + ax = x = rect->x; + ay = y = rect->y; + aw = rect->w; + ah = rect->h; + + trap_R_SetColor( NULL ); + + 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 ) + CG_Text_Paint( ax, ay, 0.5, white, "snc", 0, 0, ITEM_TEXTSTYLE_NORMAL ); + else + { + char *s; + + s = va( "%d", cg.ping ); + ax = rect->x + ( rect->w / 2.0f ) - ( CG_Text_Width( s, scale, 0 ) / 2.0f ) + text_x; + ay = rect->y + ( rect->h / 2.0f ) + ( CG_Text_Height( s, scale, 0 ) / 2.0f ) + text_y; + + Vector4Copy( textColor, adjustedColor ); + adjustedColor[ 3 ] = 0.5f; + CG_Text_Paint( ax, ay, scale, adjustedColor, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + } + + CG_DrawDisconnect( ); +} + +/* +============== +CG_DrawTextBlock +============== +*/ +static void CG_DrawTextBlock( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, int textStyle, const char *text, + menuDef_t *parent, itemDef_t *textItem ) +{ + float x, y, w, h; + + //offset the text + x = rect->x; + y = rect->y; + w = rect->w - ( 16 + ( 2 * text_x ) ); //16 to ensure text within frame + h = rect->h; + + textItem->text = text; + + textItem->parent = parent; + memcpy( textItem->window.foreColor, color, sizeof( vec4_t ) ); + textItem->window.flags = 0; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + textItem->window.rect.x = x; + break; + + case ITEM_ALIGN_RIGHT: + textItem->window.rect.x = x + w; + break; + + case ITEM_ALIGN_CENTER: + textItem->window.rect.x = x + ( w / 2 ); + break; + + default: + textItem->window.rect.x = x; + break; + } + + textItem->window.rect.y = y; + textItem->window.rect.w = w; + textItem->window.rect.h = h; + textItem->window.borderSize = 0; + textItem->textRect.x = 0; + textItem->textRect.y = 0; + textItem->textRect.w = 0; + textItem->textRect.h = 0; + textItem->textalignment = align; + textItem->textalignx = text_x; + textItem->textaligny = text_y; + textItem->textscale = scale; + textItem->textStyle = textStyle; + + //hack to utilise existing autowrap code + Item_Text_AutoWrapped_Paint( textItem ); +} + +/* +=================== +CG_DrawConsole +=================== +*/ +static void CG_DrawConsole( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, int textStyle ) +{ + static menuDef_t dummyParent; + static itemDef_t textItem; + + CG_DrawTextBlock( rect, text_x, text_y, color, scale, align, textStyle, + cg.consoleText, &dummyParent, &textItem ); +} + +/* +=================== +CG_DrawTutorial +=================== +*/ +static void CG_DrawTutorial( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, int textStyle ) +{ + static menuDef_t dummyParent; + static itemDef_t textItem; + + if( !cg_tutorial.integer ) + return; + + CG_DrawTextBlock( rect, text_x, text_y, color, scale, align, textStyle, + CG_TutorialText( ), &dummyParent, &textItem ); +} + +/* +=================== +CG_DrawWeaponIcon +=================== +*/ +void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) +{ + int ammo, clips, maxAmmo; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips ); + BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, NULL ); + + // don't display if dead + if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) + return; + + if( cent->currentState.weapon == 0 ) + return; + + CG_RegisterWeapon( cent->currentState.weapon ); + + if( clips == 0 && !BG_FindInfinteAmmoForWeapon( cent->currentState.weapon ) ) + { + float ammoPercent = (float)ammo / (float)maxAmmo; + + if( ammoPercent < 0.33f ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = color[ 2 ] = 0.0f; + } + } + + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS && CG_AtHighestClass( ) ) + { + if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME ) + { + if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 ) + color[ 3 ] = 0.0f; + } + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].weaponIcon ); + trap_R_SetColor( NULL ); +} + + + +/* +================================================================================ + +CROSSHAIR + +================================================================================ +*/ + + +/* +================= +CG_DrawCrosshair +================= +*/ +static void CG_DrawCrosshair( void ) +{ + float w, h; + qhandle_t hShader; + float x, y; + weaponInfo_t *wi; + + if( cg_drawCrosshair.integer == CROSSHAIR_ALWAYSOFF ) + return; + + if( cg_drawCrosshair.integer == CROSSHAIR_RANGEDONLY && + !BG_FindLongRangedForWeapon( cg.snap->ps.weapon ) ) + { + return; + } + + if( ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) || + ( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) || + ( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) ) + return; + + if( cg.renderingThirdPerson ) + return; + + wi = &cg_weapons[ cg.snap->ps.weapon ]; + + w = h = wi->crossHairSize; + + x = cg_crosshairX.integer; + y = cg_crosshairY.integer; + CG_AdjustFrom640( &x, &y, &w, &h ); + + hShader = wi->crossHair; + + if( hShader != 0 ) + { + trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * ( cg.refdef.width - w ), + y + cg.refdef.y + 0.5 * ( cg.refdef.height - h ), + w, h, 0, 0, 1, 1, hShader ); + } +} + + + +/* +================= +CG_ScanForCrosshairEntity +================= +*/ +static void CG_ScanForCrosshairEntity( void ) +{ + trace_t trace; + vec3_t start, end; + int content; + pTeam_t team; + + VectorCopy( cg.refdef.vieworg, start ); + VectorMA( start, 131072, cg.refdef.viewaxis[ 0 ], end ); + + CG_Trace( &trace, start, vec3_origin, vec3_origin, end, + cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY ); + + if( trace.entityNum >= MAX_CLIENTS ) + return; + + // if the player is in fog, don't show it + content = trap_CM_PointContents( trace.endpos, 0 ); + if( content & CONTENTS_FOG ) + return; + + team = cgs.clientinfo[ trace.entityNum ].team; + + if( cg.snap->ps.persistant[ PERS_TEAM ] != TEAM_SPECTATOR ) + { + //only display team names of those on the same team as this player + if( team != cg.snap->ps.stats[ STAT_PTEAM ] ) + return; + } + + // update the fade timer + cg.crosshairClientNum = trace.entityNum; + cg.crosshairClientTime = cg.time; +} + + +/* +===================== +CG_DrawCrosshairNames +===================== +*/ +static void CG_DrawCrosshairNames( rectDef_t *rect, float scale, int textStyle ) +{ + float *color; + char *name; + float w, x; + + if( !cg_drawCrosshairNames.integer ) + return; + + if( cg.renderingThirdPerson ) + return; + + // 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 ); + return; + } + + name = cgs.clientinfo[ cg.crosshairClientNum ].name; + w = CG_Text_Width( name, scale, 0 ); + x = rect->x + rect->w / 2; + CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); + trap_R_SetColor( NULL ); +} + + +/* +=============== +CG_OwnerDraw + +Draw an owner drawn item +=============== +*/ +void CG_OwnerDraw( float x, float y, float w, float h, float text_x, + float text_y, int ownerDraw, int ownerDrawFlags, + int align, float special, float scale, vec4_t color, + qhandle_t shader, int textStyle ) +{ + rectDef_t rect; + + if( cg_drawStatus.integer == 0 ) + return; + + rect.x = x; + rect.y = y; + rect.w = w; + rect.h = h; + + switch( ownerDraw ) + { + case CG_PLAYER_CREDITS_VALUE: + CG_DrawPlayerCreditsValue( &rect, color, qtrue ); + break; + case CG_PLAYER_BANK_VALUE: + CG_DrawPlayerBankValue( &rect, color, qtrue ); + break; + case CG_PLAYER_CREDITS_VALUE_NOPAD: + CG_DrawPlayerCreditsValue( &rect, color, qfalse ); + break; + case CG_PLAYER_BANK_VALUE_NOPAD: + CG_DrawPlayerBankValue( &rect, color, qfalse ); + break; + case CG_PLAYER_STAMINA: + CG_DrawPlayerStamina( &rect, color, scale, align, textStyle, special ); + break; + case CG_PLAYER_STAMINA_1: + CG_DrawPlayerStamina1( &rect, color, shader ); + break; + case CG_PLAYER_STAMINA_2: + CG_DrawPlayerStamina2( &rect, color, shader ); + break; + case CG_PLAYER_STAMINA_3: + CG_DrawPlayerStamina3( &rect, color, shader ); + break; + case CG_PLAYER_STAMINA_4: + CG_DrawPlayerStamina4( &rect, color, shader ); + break; + case CG_PLAYER_STAMINA_BOLT: + CG_DrawPlayerStaminaBolt( &rect, color, shader ); + break; + case CG_PLAYER_AMMO_VALUE: + CG_DrawPlayerAmmoValue( &rect, color ); + break; + case CG_PLAYER_CLIPS_VALUE: + CG_DrawPlayerClipsValue( &rect, color ); + break; + case CG_PLAYER_BUILD_TIMER: + CG_DrawPlayerBuildTimer( &rect, color ); + break; + case CG_PLAYER_HEALTH: + CG_DrawPlayerHealthValue( &rect, color ); + break; + case CG_PLAYER_HEALTH_BAR: + CG_DrawPlayerHealthBar( &rect, color, scale, align, textStyle, special ); + break; + case CG_PLAYER_HEALTH_CROSS: + CG_DrawPlayerHealthCross( &rect, color, shader ); + break; + case CG_PLAYER_CLIPS_RING: + CG_DrawPlayerClipsRing( &rect, color, shader ); + break; + case CG_PLAYER_BUILD_TIMER_RING: + CG_DrawPlayerBuildTimerRing( &rect, color, shader ); + break; + case CG_PLAYER_WALLCLIMBING: + CG_DrawPlayerWallclimbing( &rect, color, shader ); + break; + case CG_PLAYER_BOOSTED: + CG_DrawPlayerBoosted( &rect, color, shader ); + break; + case CG_PLAYER_BOOST_BOLT: + CG_DrawPlayerBoosterBolt( &rect, color, shader ); + break; + case CG_PLAYER_POISON_BARBS: + CG_DrawPlayerPoisonBarbs( &rect, color, shader ); + break; + case CG_PLAYER_ALIEN_SENSE: + CG_DrawAlienSense( &rect ); + break; + case CG_PLAYER_HUMAN_SCANNER: + CG_DrawHumanScanner( &rect, shader, color ); + break; + case CG_PLAYER_USABLE_BUILDABLE: + CG_DrawUsableBuildable( &rect, shader, color ); + break; + case CG_KILLER: + CG_DrawKiller( &rect, scale, color, shader, textStyle ); + break; + case CG_PLAYER_SELECT: + CG_DrawItemSelect( &rect, color ); + break; + case CG_PLAYER_WEAPONICON: + CG_DrawWeaponIcon( &rect, color ); + break; + case CG_PLAYER_SELECTTEXT: + CG_DrawItemSelectText( &rect, scale, textStyle ); + break; + case CG_SPECTATORS: + CG_DrawTeamSpectators( &rect, scale, color, shader ); + break; + case CG_PLAYER_CROSSHAIRNAMES: + CG_DrawCrosshairNames( &rect, scale, textStyle ); + break; + case CG_STAGE_REPORT_TEXT: + CG_DrawStageReport( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + + //loading screen + case CG_LOAD_LEVELSHOT: + CG_DrawLevelShot( &rect ); + break; + case CG_LOAD_MEDIA: + CG_DrawMediaProgress( &rect, color, scale, align, textStyle, special ); + break; + case CG_LOAD_MEDIA_LABEL: + CG_DrawMediaProgressLabel( &rect, text_x, text_y, color, scale, align ); + break; + case CG_LOAD_BUILDABLES: + CG_DrawBuildablesProgress( &rect, color, scale, align, textStyle, special ); + break; + case CG_LOAD_BUILDABLES_LABEL: + CG_DrawBuildablesProgressLabel( &rect, text_x, text_y, color, scale, align ); + break; + case CG_LOAD_CHARMODEL: + CG_DrawCharModelProgress( &rect, color, scale, align, textStyle, special ); + break; + case CG_LOAD_CHARMODEL_LABEL: + CG_DrawCharModelProgressLabel( &rect, text_x, text_y, color, scale, align ); + break; + case CG_LOAD_OVERALL: + CG_DrawOverallProgress( &rect, color, scale, align, textStyle, special ); + break; + case CG_LOAD_LEVELNAME: + CG_DrawLevelName( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + case CG_LOAD_MOTD: + CG_DrawMOTD( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + case CG_LOAD_HOSTNAME: + CG_DrawHostname( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + + case CG_FPS: + CG_DrawFPS( &rect, text_x, text_y, scale, color, align, textStyle, qtrue ); + break; + case CG_FPS_FIXED: + CG_DrawFPS( &rect, text_x, text_y, scale, color, align, textStyle, qfalse ); + break; + case CG_TIMER: + CG_DrawTimer( &rect, text_x, text_y, scale, color, align, textStyle ); + break; + case CG_CLOCK: + CG_DrawClock( &rect, text_x, text_y, scale, color, align, textStyle ); + break; + case CG_TIMER_MINS: + CG_DrawTimerMins( &rect, color ); + break; + case CG_TIMER_SECS: + CG_DrawTimerSecs( &rect, color ); + break; + case CG_SNAPSHOT: + CG_DrawSnapshot( &rect, text_x, text_y, scale, color, align, textStyle ); + break; + case CG_LAGOMETER: + CG_DrawLagometer( &rect, text_x, text_y, scale, color ); + break; + + case CG_DEMO_PLAYBACK: + CG_DrawDemoPlayback( &rect, color, shader ); + break; + case CG_DEMO_RECORDING: + CG_DrawDemoRecording( &rect, color, shader ); + break; + + case CG_CONSOLE: + CG_DrawConsole( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + + case CG_TUTORIAL: + CG_DrawTutorial( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + + default: + break; + } +} + +void CG_MouseEvent( int x, int y ) +{ + int n; + + if( ( cg.predictedPlayerState.pm_type == PM_NORMAL || + cg.predictedPlayerState.pm_type == PM_SPECTATOR ) && + cg.showScores == qfalse ) + { + trap_Key_SetCatcher( 0 ); + return; + } + + cgs.cursorX += x; + if( cgs.cursorX < 0 ) + cgs.cursorX = 0; + else if( cgs.cursorX > 640 ) + cgs.cursorX = 640; + + cgs.cursorY += y; + if( cgs.cursorY < 0 ) + cgs.cursorY = 0; + else if( cgs.cursorY > 480 ) + cgs.cursorY = 480; + + n = Display_CursorType( cgs.cursorX, cgs.cursorY ); + cgs.activeCursor = 0; + if( n == CURSOR_ARROW ) + cgs.activeCursor = cgs.media.selectCursor; + else if( n == CURSOR_SIZER ) + cgs.activeCursor = cgs.media.sizeCursor; + + if( cgs.capturedItem ) + Display_MouseMove( cgs.capturedItem, x, y ); + else + Display_MouseMove( NULL, cgs.cursorX, cgs.cursorY ); +} + +/* +================== +CG_HideTeamMenus +================== + +*/ +void CG_HideTeamMenu( void ) +{ + Menus_CloseByName( "teamMenu" ); + Menus_CloseByName( "getMenu" ); +} + +/* +================== +CG_ShowTeamMenus +================== + +*/ +void CG_ShowTeamMenu( void ) +{ + Menus_OpenByName( "teamMenu" ); +} + +/* +================== +CG_EventHandling +================== + type 0 - no event handling + 1 - team menu + 2 - hud editor + +*/ +void CG_EventHandling( int type ) +{ + cgs.eventHandling = type; + + if( type == CGAME_EVENT_NONE ) + CG_HideTeamMenu( ); +} + + + +void CG_KeyEvent( int key, qboolean down ) +{ + if( !down ) + return; + + if( cg.predictedPlayerState.pm_type == PM_NORMAL || + ( cg.predictedPlayerState.pm_type == PM_SPECTATOR && + cg.showScores == qfalse ) ) + { + CG_EventHandling( CGAME_EVENT_NONE ); + trap_Key_SetCatcher( 0 ); + return; + } + + Display_HandleKey( key, down, cgs.cursorX, cgs.cursorY ); + + if( cgs.capturedItem ) + cgs.capturedItem = NULL; + else + { + if( key == K_MOUSE2 && down ) + cgs.capturedItem = Display_CaptureItem( cgs.cursorX, cgs.cursorY ); + } +} + +int CG_ClientNumFromName( const char *p ) +{ + int i; + + for( i = 0; i < cgs.maxclients; i++ ) + { + if( cgs.clientinfo[ i ].infoValid && + Q_stricmp( cgs.clientinfo[ i ].name, p ) == 0 ) + return i; + } + + return -1; +} + +void CG_RunMenuScript( char **args ) +{ +} + + +void CG_GetTeamColor( vec4_t *color ) +{ + (*color)[ 0 ] = (*color)[ 2 ] = 0.0f; + (*color)[ 1 ] = 0.17f; + (*color)[ 3 ] = 0.25f; +} +//END TA UI + + +/* +================ +CG_DrawLighting + +================ +*/ +static void CG_DrawLighting( void ) +{ + centity_t *cent; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + + //fade to black if stamina is low + if( ( cg.snap->ps.stats[ STAT_STAMINA ] < -800 ) && + ( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ) + { + vec4_t black = { 0, 0, 0, 0 }; + black[ 3 ] = 1.0 - ( (float)( cg.snap->ps.stats[ STAT_STAMINA ] + 1000 ) / 200.0f ); + trap_R_SetColor( black ); + CG_DrawPic( 0, 0, 640, 480, cgs.media.whiteShader ); + trap_R_SetColor( NULL ); + } +} + +/* +=============================================================================== + +CENTER PRINTING + +=============================================================================== +*/ + + +/* +============== +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; + int h; + 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 ]; + + for( l = 0; l < 50; l++ ) + { + if( !start[ l ] || start[ l ] == '\n' ) + break; + + linebuffer[ l ] = start[ l ]; + } + + linebuffer[ l ] = 0; + + w = CG_Text_Width( linebuffer, 0.5, 0 ); + h = CG_Text_Height( linebuffer, 0.5, 0 ); + x = ( SCREEN_WIDTH - w ) / 2; + CG_Text_Paint( x, y + h, 0.5, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE ); + y += h + 6; + + while( *start && ( *start != '\n' ) ) + start++; + + if( !*start ) + break; + + start++; + } + + trap_R_SetColor( NULL ); +} + + + + + +//============================================================================== + +//FIXME: both vote notes are hardcoded, change to ownerdrawn? + +/* +================= +CG_DrawVote +================= +*/ +static void CG_DrawVote( void ) +{ + char *s; + int sec; + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + char yeskey[ 32 ], nokey[ 32 ]; + + 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; + Q_strncpyz( yeskey, CG_KeyBinding( "vote yes" ), sizeof( yeskey ) ); + Q_strncpyz( nokey, CG_KeyBinding( "vote no" ), sizeof( nokey ) ); + s = va( "VOTE(%i): \"%s\" [%s]Yes:%i [%s]No:%i", sec, cgs.voteString, + yeskey, cgs.voteYes, nokey, cgs.voteNo ); + CG_Text_Paint( 8, 340, 0.3f, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +} + +/* +================= +CG_DrawTeamVote +================= +*/ +static void CG_DrawTeamVote( void ) +{ + char *s; + int sec, cs_offset; + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + char yeskey[ 32 ], nokey[ 32 ]; + + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS ) + cs_offset = 0; + else if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) + cs_offset = 1; + else + return; + + if( !cgs.teamVoteTime[ cs_offset ] ) + return; + + // play a talk beep whenever it is modified + if ( cgs.teamVoteModified[ cs_offset ] ) + { + cgs.teamVoteModified[ cs_offset ] = qfalse; + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } + + sec = ( VOTE_TIME - ( cg.time - cgs.teamVoteTime[ cs_offset ] ) ) / 1000; + + if( sec < 0 ) + sec = 0; + + Q_strncpyz( yeskey, CG_KeyBinding( "teamvote yes" ), sizeof( yeskey ) ); + Q_strncpyz( nokey, CG_KeyBinding( "teamvote no" ), sizeof( nokey ) ); + s = va( "TEAMVOTE(%i): \"%s\" [%s]Yes:%i [%s]No:%i", sec, + cgs.teamVoteString[ cs_offset ], + yeskey, cgs.teamVoteYes[cs_offset], + nokey, cgs.teamVoteNo[ cs_offset ] ); + + CG_Text_Paint( 8, 360, 0.3f, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +} + + +static qboolean CG_DrawScoreboard( void ) +{ + static qboolean firstTime = qtrue; + float fade, *fadeColor; + + if( menuScoreboard ) + menuScoreboard->window.flags &= ~WINDOW_FORCED; + + if( cg_paused.integer ) + { + cg.deferredPlayerLoading = 0; + firstTime = qtrue; + return qfalse; + } + + if( cg.showScores || + cg.predictedPlayerState.pm_type == PM_INTERMISSION ) + { + fade = 1.0; + fadeColor = colorWhite; + } + else + { + cg.deferredPlayerLoading = 0; + cg.killerName[ 0 ] = 0; + firstTime = qtrue; + return qfalse; + } + + + if( menuScoreboard == NULL ) + menuScoreboard = Menus_FindByName( "teamscore_menu" ); + + if( menuScoreboard ) + { + if( firstTime ) + { + CG_SetScoreSelection( menuScoreboard ); + firstTime = qfalse; + } + + Menu_Paint( menuScoreboard, qtrue ); + } + + return qtrue; +} + +/* +================= +CG_DrawIntermission +================= +*/ +static void CG_DrawIntermission( void ) +{ + if( cg_drawStatus.integer ) + Menu_Paint( Menus_FindByName( "default_hud" ), qtrue ); + + cg.scoreFadeTime = cg.time; + cg.scoreBoardShowing = CG_DrawScoreboard( ); +} + +#define FOLLOWING_STRING "following " + +/* +================= +CG_DrawFollow +================= +*/ +static qboolean CG_DrawFollow( void ) +{ + float w; + vec4_t color; + char buffer[ MAX_STRING_CHARS ]; + + if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) + return qfalse; + + color[ 0 ] = 1; + color[ 1 ] = 1; + color[ 2 ] = 1; + color[ 3 ] = 1; + + strcpy( buffer, FOLLOWING_STRING ); + strcat( buffer, cgs.clientinfo[ cg.snap->ps.clientNum ].name ); + + w = CG_Text_Width( buffer, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + return qtrue; +} + +/* +================= +CG_DrawQueue +================= +*/ +static qboolean CG_DrawQueue( void ) +{ + float w; + vec4_t color; + char buffer[ MAX_STRING_CHARS ]; + + if( !( cg.snap->ps.pm_flags & PMF_QUEUED ) ) + return qfalse; + + color[ 0 ] = 1; + color[ 1 ] = 1; + color[ 2 ] = 1; + color[ 3 ] = 1; + + Com_sprintf( buffer, MAX_STRING_CHARS, "You are in position %d of the spawn queue.", + cg.snap->ps.persistant[ PERS_QUEUEPOS ] + 1 ); + + w = CG_Text_Width( buffer, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 360, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( cgs.numAlienSpawns == 1 ) + Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining." ); + else + Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining.", + cgs.numAlienSpawns ); + } + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( cgs.numHumanSpawns == 1 ) + Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining." ); + else + Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining.", + cgs.numHumanSpawns ); + } + + w = CG_Text_Width( buffer, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + return qtrue; +} + +//================================================================================== + +#define SPECTATOR_STRING "SPECTATOR" +/* +================= +CG_Draw2D +================= +*/ +static void CG_Draw2D( void ) +{ + vec4_t color; + float w; + menuDef_t *menu = NULL, *defaultMenu; + + color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 1.0f; + + // if we are taking a levelshot for the menu, don't draw anything + if( cg.levelShot ) + return; + + if( cg_draw2D.integer == 0 ) + return; + + if( cg.snap->ps.pm_type == PM_INTERMISSION ) + { + CG_DrawIntermission( ); + return; + } + + //TA: draw the lighting effects e.g. nvg + CG_DrawLighting( ); + + + defaultMenu = Menus_FindByName( "default_hud" ); + + if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + { + w = CG_Text_Width( SPECTATOR_STRING, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 440, 0.7f, color, SPECTATOR_STRING, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + } + else + menu = Menus_FindByName( BG_FindHudNameForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ) ); + + if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) && + !( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) && menu && + ( cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) ) + { + CG_DrawBuildableStatus( ); + if( cg_drawStatus.integer ) + Menu_Paint( menu, qtrue ); + + CG_DrawCrosshair( ); + } + else if( cg_drawStatus.integer ) + Menu_Paint( defaultMenu, qtrue ); + + CG_DrawVote( ); + CG_DrawTeamVote( ); + CG_DrawFollow( ); + CG_DrawQueue( ); + + // don't draw center string if scoreboard is up + cg.scoreBoardShowing = CG_DrawScoreboard( ); + + if( !cg.scoreBoardShowing ) + CG_DrawCenterString( ); +} + +/* +=============== +CG_ScalePainBlendTCs +=============== +*/ +static void CG_ScalePainBlendTCs( float* s1, float *t1, float *s2, float *t2 ) +{ + *s1 -= 0.5f; + *t1 -= 0.5f; + *s2 -= 0.5f; + *t2 -= 0.5f; + + *s1 *= cg_painBlendZoom.value; + *t1 *= cg_painBlendZoom.value; + *s2 *= cg_painBlendZoom.value; + *t2 *= cg_painBlendZoom.value; + + *s1 += 0.5f; + *t1 += 0.5f; + *s2 += 0.5f; + *t2 += 0.5f; +} + +#define PAINBLEND_BORDER 0.15f + +/* +=============== +CG_PainBlend +=============== +*/ +static void CG_PainBlend( void ) +{ + vec4_t color; + int damage; + float damageAsFracOfMax; + qhandle_t shader = cgs.media.viewBloodShader; + float x, y, w, h; + float s1, t1, s2, t2; + + if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR || cg.intermissionStarted ) + return; + + damage = cg.lastHealth - cg.snap->ps.stats[ STAT_HEALTH ]; + + if( damage < 0 ) + damage = 0; + + damageAsFracOfMax = (float)damage / cg.snap->ps.stats[ STAT_MAX_HEALTH ]; + cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ]; + + cg.painBlendValue += damageAsFracOfMax * cg_painBlendScale.value; + + if( cg.painBlendValue > 0.0f ) + { + cg.painBlendValue -= ( cg.frametime / 1000.0f ) * + cg_painBlendDownRate.value; + } + + if( cg.painBlendValue > 1.0f ) + cg.painBlendValue = 1.0f; + else if( cg.painBlendValue <= 0.0f ) + { + cg.painBlendValue = 0.0f; + return; + } + + if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + VectorSet( color, 0.43f, 0.8f, 0.37f ); + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + VectorSet( color, 0.8f, 0.0f, 0.0f ); + + if( cg.painBlendValue > cg.painBlendTarget ) + { + cg.painBlendTarget += ( cg.frametime / 1000.0f ) * + cg_painBlendUpRate.value; + } + else if( cg.painBlendValue < cg.painBlendTarget ) + cg.painBlendTarget = cg.painBlendValue; + + if( cg.painBlendTarget > cg_painBlendMax.value ) + cg.painBlendTarget = cg_painBlendMax.value; + + color[ 3 ] = cg.painBlendTarget; + + trap_R_SetColor( color ); + + //left + x = 0.0f; y = 0.0f; + w = PAINBLEND_BORDER * 640.0f; h = 480.0f; + CG_AdjustFrom640( &x, &y, &w, &h ); + s1 = 0.0f; t1 = 0.0f; + s2 = PAINBLEND_BORDER; t2 = 1.0f; + CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + + //right + x = 640.0f - ( PAINBLEND_BORDER * 640.0f ); y = 0.0f; + w = PAINBLEND_BORDER * 640.0f; h = 480.0f; + CG_AdjustFrom640( &x, &y, &w, &h ); + s1 = 1.0f - PAINBLEND_BORDER; t1 = 0.0f; + s2 = 1.0f; t2 =1.0f; + CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + + //top + x = PAINBLEND_BORDER * 640.0f; y = 0.0f; + w = 640.0f - ( 2 * PAINBLEND_BORDER * 640.0f ); h = PAINBLEND_BORDER * 480.0f; + CG_AdjustFrom640( &x, &y, &w, &h ); + s1 = PAINBLEND_BORDER; t1 = 0.0f; + s2 = 1.0f - PAINBLEND_BORDER; t2 = PAINBLEND_BORDER; + CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + + //bottom + x = PAINBLEND_BORDER * 640.0f; y = 480.0f - ( PAINBLEND_BORDER * 480.0f ); + w = 640.0f - ( 2 * PAINBLEND_BORDER * 640.0f ); h = PAINBLEND_BORDER * 480.0f; + CG_AdjustFrom640( &x, &y, &w, &h ); + s1 = PAINBLEND_BORDER; t1 = 1.0f - PAINBLEND_BORDER; + s2 = 1.0f - PAINBLEND_BORDER; t2 = 1.0f; + CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + + trap_R_SetColor( NULL ); +} + +/* +===================== +CG_ResetPainBlend +===================== +*/ +void CG_ResetPainBlend( void ) +{ + cg.painBlendValue = 0.0f; + cg.painBlendTarget = 0.0f; + cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ]; +} + +/* +===================== +CG_DrawActive + +Perform all drawing needed to completely fill the screen +===================== +*/ +void CG_DrawActive( stereoFrame_t stereoView ) +{ + float separation; + vec3_t baseOrg; + + // optionally draw the info screen instead + if( !cg.snap ) + return; + + 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" ); + } + + // clear around the rendered view if sized down + CG_TileClear( ); + + // offset vieworg appropriately if we're doing stereo separation + VectorCopy( cg.refdef.vieworg, baseOrg ); + + if( separation != 0 ) + VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[ 1 ], + cg.refdef.vieworg ); + + // draw 3D view + trap_R_RenderScene( &cg.refdef ); + + // restore original viewpoint if running stereo + if( separation != 0 ) + VectorCopy( baseOrg, cg.refdef.vieworg ); + + // first person blend blobs, done after AnglesToAxis + if( !cg.renderingThirdPerson ) + CG_PainBlend( ); + + // draw status bar and other floating elements + CG_Draw2D( ); +} + + + |