diff options
author | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
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committer | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
commit | 01beb9919b95479d8be040bec74abc5cc67a5e43 (patch) | |
tree | 65f0b79e793848491832756a4c3a32b23668fab3 /src/cgame/cg_draw.c | |
parent | 191d731da136b7ee959a17e63111c9146219a768 (diff) |
Initial import.
Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r-- | src/cgame/cg_draw.c | 4011 |
1 files changed, 4011 insertions, 0 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c new file mode 100644 index 0000000..2ec205f --- /dev/null +++ b/src/cgame/cg_draw.c @@ -0,0 +1,4011 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +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" + +menuDef_t *menuScoreboard = NULL; + +static void CG_AlignText( rectDef_t *rect, const char *text, float scale, + float w, float h, + int align, int valign, + float *x, float *y ) +{ + float tx, ty; + + if( scale > 0.0f ) + { + w = UI_Text_Width( text, scale ); + h = UI_Text_Height( text, scale ); + } + + switch( align ) + { + default: + case ALIGN_LEFT: + tx = 0.0f; + break; + + case ALIGN_RIGHT: + tx = rect->w - w; + break; + + case ALIGN_CENTER: + tx = ( rect->w - w ) / 2.0f; + break; + + case ALIGN_NONE: + tx = 0; + break; + } + + switch( valign ) + { + default: + case VALIGN_BOTTOM: + ty = rect->h; + break; + + case VALIGN_TOP: + ty = h; + break; + + case VALIGN_CENTER: + ty = h + ( ( rect->h - h ) / 2.0f ); + break; + + case VALIGN_NONE: + ty = 0; + break; + } + + if( x ) + *x = rect->x + tx; + + if( y ) + *y = rect->y + ty; +} + +/* +============== +CG_DrawFieldPadded + +Draws large numbers for status bar +============== +*/ +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 ) ) + charHeight = 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 += ( 2.0f * cgDC.aspectScale ); + + 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 +============== +*/ +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 ) ) + charHeight = 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 += ( 2.0f * cgDC.aspectScale ) + 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 textalign, int textStyle, + float borderSize, float progress ) +{ + float rimWidth; + float doneWidth, leftWidth; + float tx, ty; + char textBuffer[ 8 ]; + + if( borderSize >= 0.0f ) + rimWidth = borderSize; + else + { + rimWidth = rect->h / 20.0f; + if( rimWidth < 0.6f ) + rimWidth = 0.6f; + } + + 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 == 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 ) ); + CG_AlignText( rect, textBuffer, scale, 0.0f, 0.0f, textalign, VALIGN_CENTER, &tx, &ty ); + + UI_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_TEAM ] == TEAM_ALIENS ) + { + if( !BG_AlienCanEvolve( cg.predictedPlayerState.stats[ STAT_CLASS ], + value, cgs.alienStage ) && + cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME && + ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) & 1 ) + { + color[ 3 ] = 0.0f; + } + + value /= ALIEN_CREDITS_PER_KILL; + } + + 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, 2, rect->w, rect->h, value ); + + trap_R_SetColor( NULL ); + } +} + +static void CG_DrawPlayerCreditsFraction( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + float fraction; + float height; + + if( cg.predictedPlayerState.stats[ STAT_TEAM ] != TEAM_ALIENS ) + return; + + fraction = ((float)(cg.predictedPlayerState.persistant[ PERS_CREDIT ] % + ALIEN_CREDITS_PER_KILL)) / ALIEN_CREDITS_PER_KILL; + + CG_AdjustFrom640( &rect->x, &rect->y, &rect->w, &rect->h ); + height = rect->h * fraction; + + trap_R_SetColor( color ); + trap_R_DrawStretchPic( rect->x, rect->y - height + rect->h, rect->w, + height, 0.0f, 1.0f - fraction, 1.0f, 1.0f, shader ); + trap_R_SetColor( NULL ); +} + + +/* +============== +CG_DrawPlayerStamina +============== +*/ +static void CG_DrawPlayerStamina( int ownerDraw, rectDef_t *rect, + vec4_t backColor, vec4_t foreColor, + qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float maxStaminaBy3 = (float)STAMINA_MAX / 3.0f; + float progress; + vec4_t color; + + switch( ownerDraw ) + { + case CG_PLAYER_STAMINA_1: + progress = ( stamina - 2 * (int)maxStaminaBy3 ) / maxStaminaBy3; + break; + case CG_PLAYER_STAMINA_2: + progress = ( stamina - (int)maxStaminaBy3 ) / maxStaminaBy3; + break; + case CG_PLAYER_STAMINA_3: + progress = stamina / maxStaminaBy3; + break; + case CG_PLAYER_STAMINA_4: + progress = ( stamina + STAMINA_MAX ) / STAMINA_MAX; + break; + default: + return; + } + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + Vector4Lerp( progress, backColor, foreColor, color ); + + 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 backColor, + vec4_t foreColor, qhandle_t shader ) +{ + float stamina = cg.snap->ps.stats[ STAT_STAMINA ]; + vec4_t color; + + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_SPEEDBOOST ) + { + if( stamina >= 0 ) + Vector4Lerp( ( sin( cg.time / 150.0f ) + 1 ) / 2, + backColor, foreColor, color ); + else + Vector4Lerp( ( sin( cg.time / 2000.0f ) + 1 ) / 2, + backColor, foreColor, color ); + } + else + { + if( stamina < 0 ) + Vector4Copy( backColor, color ); + else + Vector4Copy( foreColor, color ); + } + + 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 backColor, + vec4_t foreColor, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + centity_t *cent; + float buildTime = ps->stats[ STAT_MISC ]; + float progress; + float maxDelay; + weapon_t weapon; + vec4_t color; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + weapon = BG_GetPlayerWeapon( ps ); + + switch( weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + if( buildTime > MAXIMUM_BUILD_TIME ) + buildTime = MAXIMUM_BUILD_TIME; + progress = ( MAXIMUM_BUILD_TIME - buildTime ) / MAXIMUM_BUILD_TIME; + + Vector4Lerp( progress, backColor, foreColor, color ); + break; + + default: + if( ps->weaponstate == WEAPON_RELOADING ) + { + maxDelay = (float)BG_Weapon( cent->currentState.weapon )->reloadTime; + progress = ( maxDelay - (float)ps->weaponTime ) / maxDelay; + + Vector4Lerp( progress, backColor, foreColor, color ); + } + else + Com_Memcpy( color, foreColor, sizeof( color ) ); + 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 backColor, + vec4_t foreColor, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + centity_t *cent; + float buildTime = ps->stats[ STAT_MISC ]; + float progress; + vec4_t color; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + + if( buildTime > MAXIMUM_BUILD_TIME ) + buildTime = MAXIMUM_BUILD_TIME; + + progress = ( MAXIMUM_BUILD_TIME - buildTime ) / MAXIMUM_BUILD_TIME; + + Vector4Lerp( progress, backColor, foreColor, color ); + + 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 backColor, + vec4_t foreColor, qhandle_t shader ) +{ + if( cg.snap->ps.stats[ STAT_STATE ] & SS_BOOSTED ) + trap_R_SetColor( foreColor ); + else + trap_R_SetColor( backColor ); + + 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 backColor, + vec4_t foreColor, qhandle_t shader ) +{ + vec4_t color; + + // Flash bolts when the boost is almost out + if( ( cg.snap->ps.stats[ STAT_STATE ] & SS_BOOSTED ) && + ( cg.snap->ps.stats[ STAT_STATE ] & SS_BOOSTEDWARNING ) ) + Vector4Lerp( ( sin( cg.time / 100.0f ) + 1 ) / 2, + backColor, foreColor, color ); + else + Vector4Copy( foreColor, color ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + + + +/* +============== +CG_DrawInvisbleStatus +============== +*/ +static void CG_DrawInvisbleStatus( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + qhandle_t detail1; + if( cg.snap->ps.stats[ STAT_STATE ] & SS_INVI && cg.snap->ps.weapon == WP_ALEVEL1_UPG) + { + + detail1 = trap_R_RegisterShader( "icons/advbasiinvi.tga" ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, detail1 ); + } +} + +/* +============== +CG_DrawInvisbleOverlay +============== +*/ +static void CG_DrawInvisbleOverlay( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + qhandle_t detail2; + if( cg.snap->ps.stats[ STAT_STATE ] & SS_INVI && cg.snap->ps.weapon == WP_ALEVEL1_UPG) + { + detail2 = trap_R_RegisterShader( "gfx/edge/basi_invisble_overlay" ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, detail2 ); + } +} + + +/* +============== +CG_DrawPlayerPrickles (ammo) +============== +*/ +static void CG_DrawPlayerPrickles( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + qboolean vertical; + float x = rect->x, y = rect->y; + float width = rect->w, height = rect->h; + float diff; + int iconsize, numBarbs, maxBarbs; + + maxBarbs = BG_Weapon( cg.snap->ps.weapon )->maxAmmo; + numBarbs = cg.snap->ps.ammo; + +if( cg.snap->ps.weapon == WP_ALEVEL2_UPG || cg.snap->ps.weapon == WP_ALEVEL3 || cg.snap->ps.weapon == WP_ALEVEL3_UPG || cg.snap->ps.weapon == WP_ALEVEL1 || cg.snap->ps.weapon == WP_ALEVEL1_UPG || cg.snap->ps.weapon == WP_ALEVEL4 ) + return; + + if( maxBarbs <= 0 || numBarbs <= 0 ) + return; + + // adjust these first to ensure the aspect ratio of the barb image is + // preserved + CG_AdjustFrom640( &x, &y, &width, &height ); + + if( height > width ) + { + vertical = qtrue; + iconsize = width; + if( maxBarbs != 1 ) // avoid division by zero + diff = ( height - iconsize ) / (float)( maxBarbs - 1 ); + else + diff = 0; // doesn't matter, won't be used + } + else + { + vertical = qfalse; + iconsize = height; + if( maxBarbs != 1 ) + diff = ( width - iconsize ) / (float)( maxBarbs - 1 ); + else + diff = 0; + } + + + for( ; numBarbs > 0; numBarbs-- ) + { + trap_R_DrawStretchPic( x, y, iconsize, iconsize, 0, 0, 1, 1, shader ); + if( vertical ) + y += diff; + else + x += diff; + } + + + trap_R_SetColor( NULL ); +} + + +/* +============== +CG_DrawPlayerFbreath (ammo) +============== +*/ +static void CG_DrawPlayerFbreath( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + qboolean vertical; + float x = rect->x, y = rect->y; + float width = rect->w, height = rect->h; + float diff; + int iconsize, numBarbs, maxBarbs; + + maxBarbs = BG_Weapon( cg.snap->ps.weapon )->maxAmmo; + numBarbs = cg.snap->ps.ammo; + + if( cg.snap->ps.weapon == WP_ALEVEL2_UPG || cg.snap->ps.weapon == WP_ALEVEL3 || cg.snap->ps.weapon == WP_ALEVEL3_UPG || cg.snap->ps.weapon == WP_ALEVEL1 || cg.snap->ps.weapon == WP_ALEVEL1_UPG || cg.snap->ps.weapon == WP_ALEVEL5 ) + return; + + if( maxBarbs <= 0 || numBarbs <= 0 ) + return; + + // adjust these first to ensure the aspect ratio of the barb image is + // preserved + CG_AdjustFrom640( &x, &y, &width, &height ); + + if( height > width ) + { + vertical = qtrue; + iconsize = width; + if( maxBarbs != 1 ) // avoid division by zero + diff = ( height - iconsize ) / (float)( maxBarbs - 1 ); + else + diff = 0; // doesn't matter, won't be used + } + else + { + vertical = qfalse; + iconsize = height; + if( maxBarbs != 1 ) + diff = ( width - iconsize ) / (float)( maxBarbs - 1 ); + else + diff = 0; + } + + //trap_R_SetColor( color ); + + for( ; numBarbs > 0; numBarbs-- ) + { + trap_R_DrawStretchPic( x, y, iconsize, iconsize, 0, 0, 1, 1, shader ); + if( vertical ) + y += diff; + else + x += diff; + } + + + trap_R_SetColor( NULL ); +} + + +/* +============== +CG_DrawPlayerBombs +============== +*/ +static void CG_DrawPlayerBombs( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + qboolean vertical; + float x = rect->x, y = rect->y; + float width = rect->w, height = rect->h; + float diff; + int iconsize, numBarbs, maxBarbs; + + maxBarbs = BG_Weapon( cg.snap->ps.weapon )->maxAmmo; + numBarbs = cg.snap->ps.ammo; + + if( !(cg.snap->ps.weapon == WP_ALEVEL1 || cg.snap->ps.weapon == WP_ALEVEL1_UPG) ) + return; + + if( maxBarbs <= 0 || numBarbs <= 0 ) + return; + + // adjust these first to ensure the aspect ratio of the barb image is + // preserved + CG_AdjustFrom640( &x, &y, &width, &height ); + + if( height > width ) + { + vertical = qtrue; + iconsize = width; + if( maxBarbs != 1 ) // avoid division by zero + diff = ( height - iconsize ) / (float)( maxBarbs - 1 ); + else + diff = 0; // doesn't matter, won't be used + } + else + { + vertical = qfalse; + iconsize = height; + if( maxBarbs != 1 ) + diff = ( width - iconsize ) / (float)( maxBarbs - 1 ); + else + diff = 0; + } + + + + for( ; numBarbs > 0; numBarbs-- ) + { + trap_R_DrawStretchPic( x, y, iconsize, iconsize, 0, 0, 1, 1, shader ); + if( vertical ) + y += diff; + else + x += diff; + } + + + trap_R_SetColor( NULL ); +} + + + +/* +============== +CG_DrawPlayerPoisonBarbs +============== +*/ +static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + qboolean vertical; + float x = rect->x, y = rect->y; + float width = rect->w, height = rect->h; + float diff; + int iconsize, numBarbs, maxBarbs; + + maxBarbs = BG_Weapon( cg.snap->ps.weapon )->maxAmmo; + numBarbs = cg.snap->ps.ammo; + + if( !(cg.snap->ps.weapon == WP_ALEVEL2_UPG || cg.snap->ps.weapon == WP_ALEVEL3 || cg.snap->ps.weapon == WP_ALEVEL3_UPG)) + return; + + if( maxBarbs <= 0 || numBarbs <= 0 ) + return; + + // adjust these first to ensure the aspect ratio of the barb image is + // preserved + CG_AdjustFrom640( &x, &y, &width, &height ); + + if( height > width ) + { + vertical = qtrue; + iconsize = width; + if( maxBarbs != 1 ) // avoid division by zero + diff = ( height - iconsize ) / (float)( maxBarbs - 1 ); + else + diff = 0; // doesn't matter, won't be used + } + else + { + vertical = qfalse; + iconsize = height; + if( maxBarbs != 1 ) + diff = ( width - iconsize ) / (float)( maxBarbs - 1 ); + else + diff = 0; + } + + trap_R_SetColor( color ); + + for( ; numBarbs > 0; numBarbs-- ) + { + trap_R_DrawStretchPic( x, y, iconsize, iconsize, 0, 0, 1, 1, shader ); + if( vertical ) + y += diff; + else + x += diff; + } + + + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerWallclimbing +============== +*/ +static void CG_DrawPlayerWallclimbing( rectDef_t *rect, vec4_t backColor, vec4_t foreColor, qhandle_t shader ) +{ + if( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + trap_R_SetColor( foreColor ); + else + trap_R_SetColor( backColor ); + + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color ) +{ + int value; + int valueMarked = -1; + qboolean bp = qfalse; + + switch( BG_PrimaryWeapon( cg.snap->ps.stats ) ) + { + case WP_NONE: + case WP_BLASTER: + return; + + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + value = cg.snap->ps.persistant[ PERS_BP ]; + valueMarked = cg.snap->ps.persistant[ PERS_MARKEDBP ]; + bp = qtrue; + break; + + default: + value = cg.snap->ps.ammo; + break; + } + + if( value > 9999 ) + value = 9999; + if( valueMarked > 9999 ) + valueMarked = 9999; + + + if( value >= 0 ) + { + float tx, ty; + char *text; + int len; + + trap_R_SetColor( color ); + if( !bp ) + { + CG_DrawField( rect->x - 5, rect->y, 4, rect->w / 4, rect->h, value ); + trap_R_SetColor( NULL ); + return; + } +//New buildpoints + colony stuff + + text = va( "%d", value ); + CG_AlignText( rect, text, 0.4, 0.0f, 0.0f, ALIGN_RIGHT, VALIGN_CENTER, &tx, &ty ); + UI_Text_Paint( tx-46, ty, 0.4, color, text, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + trap_R_SetColor( NULL ); +// + text = va( "%d", valueMarked); + + CG_AlignText( rect, text, 0.35, 0.0f, 0.0f, ALIGN_RIGHT, VALIGN_CENTER, &tx, &ty ); + UI_Text_Paint( tx - 19, ty, 0.35, color, text, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + trap_R_SetColor( NULL ); +// + text = va( "%d", valueMarked / 75); + + + CG_AlignText( rect, text, 0.35, 0.0f, 0.0f, ALIGN_RIGHT, VALIGN_CENTER, &tx, &ty ); + UI_Text_Paint( tx-4, ty, 0.35, color, text, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + trap_R_SetColor( NULL ); + } + + if( value <0 ) + { + float tx, ty; + char *text; + int len; + + trap_R_SetColor( color ); + if( !bp ) + { + CG_DrawField( rect->x - 5, rect->y, 4, rect->w / 4, rect->h, value ); + trap_R_SetColor( NULL ); + return; + } +//New buildpoints + colony stuff + + text = va( "^3%d", value ); + CG_AlignText( rect, text, 0.35, 0.0f, 0.0f, ALIGN_RIGHT, VALIGN_CENTER, &tx, &ty ); + UI_Text_Paint( tx - 40, ty, 0.35, color, text, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + trap_R_SetColor( NULL ); +// + text = va( "%d", valueMarked); + + CG_AlignText( rect, text, 0.35, 0.0f, 0.0f, ALIGN_RIGHT, VALIGN_CENTER, &tx, &ty ); + UI_Text_Paint( tx - 20, ty, 0.35, color, text, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + trap_R_SetColor( NULL ); +// + text = va( "%d", valueMarked / 75); + + + CG_AlignText( rect, text, 0.35, 0.0f, 0.0f, ALIGN_RIGHT, VALIGN_CENTER, &tx, &ty ); + UI_Text_Paint( tx - 4, ty, 0.35, color, text, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + trap_R_SetColor( NULL ); + + } +} + + +/* +============== +CG_DrawAlienSense +============== +*/ +static void CG_DrawAlienSense( rectDef_t *rect ) +{ + if( BG_ClassHasAbility( cg.snap->ps.stats[ STAT_CLASS ], 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_Buildable( es->modelindex )->usable && + cg.predictedPlayerState.stats[ STAT_TEAM ] == BG_Buildable( es->modelindex )->team ) + { + //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_Weapon( cg.snap->ps.weapon )->usesEnergy || + BG_Weapon( cg.snap->ps.weapon )->infiniteAmmo ) ) + { + cg.nearUsableBuildable = BA_NONE; + return; + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); + cg.nearUsableBuildable = es->modelindex; + } + else + cg.nearUsableBuildable = BA_NONE; +} + + +#define BUILD_DELAY_TIME 2000 + +static void CG_DrawPlayerBuildTimer( rectDef_t *rect, vec4_t color ) +{ + int index; + playerState_t *ps; + + ps = &cg.snap->ps; + + if( ps->stats[ STAT_MISC ] <= 0 ) + return; + + switch( BG_PrimaryWeapon( ps->stats ) ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + break; + + default: + return; + } + + index = 8 * ( ps->stats[ STAT_MISC ] - 1 ) / MAXIMUM_BUILD_TIME; + if( index > 7 ) + index = 7; + else if( index < 0 ) + index = 0; + + if( cg.time - cg.lastBuildAttempt <= BUILD_DELAY_TIME && + ( ( 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; + playerState_t *ps = &cg.snap->ps; + + switch( BG_PrimaryWeapon( ps->stats ) ) + { + case WP_NONE: + case WP_BLASTER: + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + return; + + default: + value = ps->clips; + + 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 ) +{ + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, + cg.snap->ps.stats[ STAT_HEALTH ] ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerHealthCross +============== +*/ +static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t ref_color ) +{ + qhandle_t shader; + vec4_t color; + float ref_alpha; + + // Pick the current icon + shader = cgs.media.healthCross; + if( cg.snap->ps.stats[ STAT_STATE ] & SS_HEALING_3X ) + shader = cgs.media.healthCross3X; + else if( cg.snap->ps.stats[ STAT_STATE ] & SS_HEALING_2X ) + { + if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) + shader = cgs.media.healthCross2X; + else + shader = cgs.media.healthCrossMedkit; + } + else if( cg.snap->ps.stats[ STAT_STATE ] & SS_POISONED ) + shader = cgs.media.healthCrossPoisoned; + else if( cg.snap->ps.stats[ STAT_STATE ] & SS_INFECTED ) + shader = cgs.media.healthCrossPoisoned; + + // Pick the alpha value + Vector4Copy( ref_color, color ); + if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS && + cg.snap->ps.stats[ STAT_HEALTH ] < 10 ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = color[ 2 ] = 0.0f; + } + ref_alpha = ref_color[ 3 ]; + if( cg.snap->ps.stats[ STAT_STATE ] & SS_HEALING_ACTIVE ) + ref_alpha = 1.0f; + + // Don't fade from nothing + if( !cg.lastHealthCross ) + cg.lastHealthCross = shader; + + // Fade the icon during transition + if( cg.lastHealthCross != shader ) + { + cg.healthCrossFade += cg.frametime / 500.0f; + if( cg.healthCrossFade > 1.0f ) + { + cg.healthCrossFade = 0.0f; + cg.lastHealthCross = shader; + } + else + { + // Fading between two icons + color[ 3 ] = ref_alpha * cg.healthCrossFade; + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + color[ 3 ] = ref_alpha * ( 1.0f - cg.healthCrossFade ); + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg.lastHealthCross ); + trap_R_SetColor( NULL ); + return; + } + } + + // Not fading, draw a single icon + color[ 3 ] = ref_alpha; + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +static float CG_ChargeProgress( void ) +{ + float progress; + int min = 0, max = 0; + + if( cg.snap->ps.weapon == WP_ALEVEL5 ) + { + min = LEVEL5_POUNCE_TIME_MIN; + max = LEVEL5_POUNCE_TIME; + } + if( cg.snap->ps.weapon == WP_ALEVEL0_UPG ) + { + min = LEVEL0_DRILL_TIME_MIN; + max = LEVEL0_DRILL_TIME; + } + else if( cg.snap->ps.weapon == WP_ALEVEL3 ) + { + min = LEVEL3_POUNCE_TIME_MIN; + max = LEVEL3_POUNCE_TIME; + } + else if( cg.snap->ps.weapon == WP_ALEVEL3_UPG ) + { + min = LEVEL3_POUNCE_TIME_MIN; + max = LEVEL3_POUNCE_TIME_UPG; + } + else if( cg.snap->ps.weapon == WP_ALEVEL4 ) + { + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_CHARGING ) + { + min = 0; + max = LEVEL4_TRAMPLE_DURATION; + } + else + { + min = LEVEL4_TRAMPLE_CHARGE_MIN; + max = LEVEL4_TRAMPLE_CHARGE_MAX; + } + } + else if( cg.snap->ps.weapon == WP_LUCIFER_CANNON || cg.snap->ps.weapon == WP_FLAMER ) + + { + min = LCANNON_CHARGE_TIME_MIN; + max = LCANNON_CHARGE_TIME_MAX; + } + + if( max - min <= 0.0f ) + return 0.0f; + + progress = ( (float)cg.predictedPlayerState.stats[ STAT_MISC ] - min ) / + ( max - min ); + + if( progress > 1.0f ) + return 1.0f; + + if( progress < 0.0f ) + return 0.0f; + + return progress; +} + +#define CHARGE_BAR_FADE_RATE 0.002f + +static void CG_DrawPlayerChargeBarBG( rectDef_t *rect, vec4_t ref_color, + qhandle_t shader ) +{ + vec4_t color; + + if( !cg_drawChargeBar.integer || cg.chargeMeterAlpha <= 0.0f ) + return; + + color[ 0 ] = ref_color[ 0 ]; + color[ 1 ] = ref_color[ 1 ]; + color[ 2 ] = ref_color[ 2 ]; + color[ 3 ] = ref_color[ 3 ] * cg.chargeMeterAlpha; + + // Draw meter background + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +// FIXME: This should come from the element info +#define CHARGE_BAR_CAP_SIZE 3 + +static void CG_DrawPlayerChargeBar( rectDef_t *rect, vec4_t ref_color, + qhandle_t shader ) +{ + vec4_t color; + float x, y, width, height, cap_size, progress; + + if( !cg_drawChargeBar.integer ) + return; + + // Get progress proportion and pump fade + progress = CG_ChargeProgress(); + if( progress <= 0.0f ) + { + cg.chargeMeterAlpha -= CHARGE_BAR_FADE_RATE * cg.frametime; + if( cg.chargeMeterAlpha <= 0.0f ) + { + cg.chargeMeterAlpha = 0.0f; + return; + } + } + else + { + cg.chargeMeterValue = progress; + cg.chargeMeterAlpha += CHARGE_BAR_FADE_RATE * cg.frametime; + if( cg.chargeMeterAlpha > 1.0f ) + cg.chargeMeterAlpha = 1.0f; + } + + color[ 0 ] = ref_color[ 0 ]; + color[ 1 ] = ref_color[ 1 ]; + color[ 2 ] = ref_color[ 2 ]; + color[ 3 ] = ref_color[ 3 ] * cg.chargeMeterAlpha; + + // Flash red for Lucifer Cannon warning + if( (cg.snap->ps.weapon == WP_LUCIFER_CANNON || cg.snap->ps.weapon == WP_FLAMER ) && + + cg.snap->ps.stats[ STAT_MISC ] >= LCANNON_CHARGE_TIME_WARN && + ( cg.time & 128 ) ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = 0.0f; + color[ 2 ] = 0.0f; + } + + x = rect->x; + y = rect->y; + + // Horizontal charge bar + if( rect->w >= rect->h ) + { + width = ( rect->w - CHARGE_BAR_CAP_SIZE * 2 ) * cg.chargeMeterValue; + height = rect->h; + CG_AdjustFrom640( &x, &y, &width, &height ); + cap_size = CHARGE_BAR_CAP_SIZE * cgs.screenXScale; + + // Draw the meter + trap_R_SetColor( color ); + trap_R_DrawStretchPic( x, y, cap_size, height, 0, 0, 1, 1, shader ); + trap_R_DrawStretchPic( x + width + cap_size, y, cap_size, height, + 1, 0, 0, 1, shader ); + trap_R_DrawStretchPic( x + cap_size, y, width, height, 1, 0, 1, 1, shader ); + trap_R_SetColor( NULL ); + } + + // Vertical charge bar + else + { + y += rect->h; + width = rect->w; + height = ( rect->h - CHARGE_BAR_CAP_SIZE * 2 ) * cg.chargeMeterValue; + CG_AdjustFrom640( &x, &y, &width, &height ); + cap_size = CHARGE_BAR_CAP_SIZE * cgs.screenYScale; + + // Draw the meter + trap_R_SetColor( color ); + trap_R_DrawStretchPic( x, y - cap_size, width, cap_size, + 0, 1, 1, 0, shader ); + trap_R_DrawStretchPic( x, y - height - cap_size * 2, width, + cap_size, 0, 0, 1, 1, shader ); + trap_R_DrawStretchPic( x, y - height - cap_size, width, height, + 0, 1, 1, 1, shader ); + trap_R_SetColor( NULL ); + } +} + +static void CG_DrawProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int textalign, int textvalign, + const char *s, float fraction ) +{ + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + float tx, ty; + + CG_AlignText( rect, s, scale, 0.0f, 0.0f, textalign, textvalign, &tx, &ty ); + + if( fraction < 1.0f ) + UI_Text_Paint( text_x + tx, text_y + ty, scale, white, + s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + else + UI_Text_Paint( text_x + tx, text_y + ty, scale, color, + s, 0, 0, ITEM_TEXTSTYLE_NEON ); +} + +static void CG_DrawMediaProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textalign, int textStyle, + float borderSize ) +{ + CG_DrawProgressBar( rect, color, scale, align, textalign, textStyle, + borderSize, cg.mediaFraction ); +} + +static void CG_DrawMediaProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int textalign, int textvalign ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, textalign, textvalign, + "Map and Textures", cg.mediaFraction ); +} + +static void CG_DrawBuildablesProgress( rectDef_t *rect, vec4_t color, + float scale, int align, int textalign, + int textStyle, float borderSize ) +{ + CG_DrawProgressBar( rect, color, scale, align, textalign, textStyle, + borderSize, cg.buildablesFraction ); +} + +static void CG_DrawBuildablesProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int textalign, int textvalign ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, textalign, textvalign, + "Buildable Models", cg.buildablesFraction ); +} + +static void CG_DrawCharModelProgress( rectDef_t *rect, vec4_t color, + float scale, int align, int textalign, + int textStyle, float borderSize ) +{ + CG_DrawProgressBar( rect, color, scale, align, textalign, textStyle, + borderSize, cg.charModelFraction ); +} + +static void CG_DrawCharModelProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int textalign, int textvalign ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, textalign, textvalign, + "Character Models", cg.charModelFraction ); +} + +static void CG_DrawOverallProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textalign, int textStyle, + float borderSize ) +{ + float total; + + total = cg.charModelFraction + cg.buildablesFraction + cg.mediaFraction; + total /= 3.0f; + + CG_DrawProgressBar( rect, color, scale, align, textalign, textStyle, + borderSize, total ); +} + +static void CG_DrawLevelShot( rectDef_t *rect ) +{ + const char *s; + const char *info; + qhandle_t levelshot; + + + 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 ); + + +} + + +static void CG_DrawEdgeShot( rectDef_t *rect ) +{ + const char *info; + qhandle_t pic; + + + info = CG_ConfigString( CS_SERVERINFO ); + pic = trap_R_RegisterShaderNoMip( "ui/assets/warp_splash" ); + + trap_R_SetColor( NULL ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, pic ); + +} + +static void CG_DrawLevelName( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, + int textalign, int textvalign, int textStyle ) +{ + const char *s; + + s = CG_ConfigString( CS_MESSAGE ); + + UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, s ); +} + +static void CG_DrawMOTD( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, + int textalign, int textvalign, int textStyle ) +{ + const char *s; + char parsed[ MAX_STRING_CHARS ]; + + s = CG_ConfigString( CS_MOTD ); + + Q_ParseNewlines( parsed, s, sizeof( parsed ) ); + + UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, parsed ); +} + +static void CG_DrawHostname( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, + int textalign, int textvalign, int textStyle ) +{ + char buffer[ 1024 ]; + const char *info; + + info = CG_ConfigString( CS_SERVERINFO ); + + UI_EscapeEmoticons( buffer, Info_ValueForKey( info, "sv_hostname" ), sizeof( buffer ) ); + Q_CleanStr( buffer ); + + UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, 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 ) +{ + menuDef_t *menu = Menus_FindByName( "Loading" ); + + Menu_Update( menu ); + Menu_Paint( menu, qtrue ); +} + +float CG_GetValue( int ownerDraw ) +{ + centity_t *cent; + playerState_t *ps; + weapon_t weapon; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + weapon = BG_GetPlayerWeapon( ps ); + + switch( ownerDraw ) + { + case CG_PLAYER_AMMO_VALUE: + if( weapon ) + return ps->ammo; + break; + case CG_PLAYER_CLIPS_VALUE: + if( weapon ) + return ps->clips; + 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; + UI_Text_Paint( x - UI_Text_Width( CG_GetKillerText( ), scale ) / 2, + rect->y + rect->h, scale, color, CG_GetKillerText( ), 0, 0, textStyle ); + } +} + + +#define SPECTATORS_PIXELS_PER_SECOND 30.0f + +/* +================== +CG_DrawTeamSpectators +================== +*/ +static void CG_DrawTeamSpectators( rectDef_t *rect, float scale, int textvalign, vec4_t color, qhandle_t shader ) +{ + float y; + char *text = cg.spectatorList; + float textWidth = UI_Text_Width( text, scale ); + + CG_AlignText( rect, text, scale, 0.0f, 0.0f, ALIGN_LEFT, textvalign, NULL, &y ); + + if( textWidth > rect->w ) + { + // The text is too wide to fit, so scroll it + int now = trap_Milliseconds( ); + int delta = now - cg.spectatorTime; + + CG_SetClipRegion( rect->x, rect->y, rect->w, rect->h ); + + UI_Text_Paint( rect->x - cg.spectatorOffset, y, scale, color, text, 0, 0, 0 ); + UI_Text_Paint( rect->x + textWidth - cg.spectatorOffset, y, scale, color, text, 0, 0, 0 ); + + CG_ClearClipRegion( ); + + cg.spectatorOffset += ( delta / 1000.0f ) * SPECTATORS_PIXELS_PER_SECOND; + + while( cg.spectatorOffset > textWidth ) + cg.spectatorOffset -= textWidth; + + cg.spectatorTime = now; + } + else + { + UI_Text_Paint( rect->x, y, scale, color, text, 0, 0, 0 ); + } +} + +#define FOLLOWING_STRING "following " +#define CHASING_STRING "chasing " + +/* +================== +CG_DrawFollow +================== +*/ +static void CG_DrawFollow( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int textalign, int textvalign, int textStyle ) +{ + float tx, ty; + + if( cg.snap && cg.snap->ps.pm_flags & PMF_FOLLOW ) + { + char buffer[ MAX_STRING_CHARS ]; + + if( !cg.chaseFollow ) + strcpy( buffer, FOLLOWING_STRING ); + else + strcpy( buffer, CHASING_STRING ); + + strcat( buffer, cgs.clientinfo[ cg.snap->ps.clientNum ].name ); + + CG_AlignText( rect, buffer, scale, 0, 0, textalign, textvalign, &tx, &ty ); + UI_Text_Paint( text_x + tx, text_y + ty, scale, color, buffer, 0, 0, + textStyle ); + } +} + +/* +================== +CG_DrawTeamLabel +================== +*/ +static void CG_DrawTeamLabel( rectDef_t *rect, team_t team, float text_x, float text_y, + vec4_t color, float scale, int textalign, int textvalign, int textStyle ) +{ + char *t; + char stage[ MAX_TOKEN_CHARS ]; + char *s; + float tx, ty; + + stage[ 0 ] = '\0'; + + switch( team ) + { + case TEAM_ALIENS: + t = "Aliens"; + if( cg.intermissionStarted ) + Com_sprintf( stage, MAX_TOKEN_CHARS, "(Stage %d)", cgs.alienStage + 1 ); + break; + + case TEAM_HUMANS: + t = "Humans"; + if( cg.intermissionStarted ) + Com_sprintf( stage, MAX_TOKEN_CHARS, "(Stage %d)", cgs.humanStage + 1 ); + break; + + default: + t = ""; + break; + } + + switch( textalign ) + { + default: + case ALIGN_LEFT: + s = va( "%s %s", t, stage ); + break; + + case ALIGN_RIGHT: + s = va( "%s %s", stage, t ); + break; + } + + CG_AlignText( rect, s, scale, 0.0f, 0.0f, textalign, textvalign, &tx, &ty ); + UI_Text_Paint( text_x + tx, text_y + ty, scale, color, s, 0, 0, textStyle ); +} + +/* +================== +CG_DrawStageReport +================== +*/ +static void CG_DrawStageReport( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int textalign, int textvalign, int textStyle ) +{ + char s[ MAX_TOKEN_CHARS ]; + float tx, ty; + + if( cg.intermissionStarted ) + return; + + if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_NONE ) +// return; + { + Com_sprintf( s, MAX_TOKEN_CHARS, " %d [ye2]HUMANS |STAGE| ALIENS[Ye] %d ", cgs.humanStage + 1 , cgs.alienStage + 1); + + } + + if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) + { + int kills = ceil( (float)(cgs.alienNextStageThreshold - cgs.alienCredits) / ALIEN_CREDITS_PER_KILL ); + if( kills < 0 ) + kills = 0; + + 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, 1 frag for next stage", + cgs.alienStage + 1 ); + else + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d frags for next stage", + cgs.alienStage + 1, kills ); + } + else if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) + { + int credits = cgs.humanNextStageThreshold - cgs.humanCredits; + + if( credits < 0 ) + credits = 0; + + if( cgs.humanNextStageThreshold < 0 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d", cgs.humanStage + 1 ); + else if( credits == 1 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, 1 credit for next stage", + cgs.humanStage + 1 ); + else + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d credits for next stage", + cgs.humanStage + 1, credits ); + } + + CG_AlignText( rect, s, scale, 0.0f, 0.0f, textalign, textvalign, &tx, &ty ); + + UI_Text_Paint( text_x + tx, text_y + ty, scale, color, s, 0, 0, textStyle ); +} + +/* +================== +CG_DrawFPS +================== +*/ +#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 textalign, int textvalign, int textStyle, + qboolean scalableText ) +{ + char *s; + float tx, ty; + float w, h, totalWidth; + int 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 = UI_Text_Width( "0", scale ); + h = UI_Text_Height( "0", scale ); + strLength = CG_DrawStrlen( s ); + totalWidth = UI_Text_Width( FPS_STRING, scale ) + w * strLength; + + CG_AlignText( rect, s, 0.0f, totalWidth, h, textalign, textvalign, &tx, &ty ); + + if( scalableText ) + { + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + UI_Text_Paint( text_x + tx + i * w, text_y + ty, scale, color, c, 0, 0, textStyle ); + } + + UI_Text_Paint( text_x + tx + i * w, text_y + ty, scale, color, FPS_STRING, 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 ); + } + } +} + + +/* +================= +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 textalign, int textvalign, int textStyle ) +{ + char *s; + float tx, ty; + int i, strLength; + float w, h, totalWidth; + 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 = UI_Text_Width( "0", scale ); + h = UI_Text_Height( "0", scale ); + strLength = CG_DrawStrlen( s ); + totalWidth = w * strLength; + + CG_AlignText( rect, s, 0.0f, totalWidth, h, textalign, textvalign, &tx, &ty ); + + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + UI_Text_Paint( text_x + tx + i * w, text_y + ty, scale, color, c, 0, 0, textStyle ); + } +} + +/* +================= +CG_DrawTeamOverlay +================= +*/ + +typedef enum +{ + TEAMOVERLAY_OFF, + TEAMOVERLAY_ALL, + TEAMOVERLAY_SUPPORT, + TEAMOVERLAY_NEARBY, +} teamOverlayMode_t; + +typedef enum +{ + TEAMOVERLAY_SORT_NONE, + TEAMOVERLAY_SORT_SCORE, + TEAMOVERLAY_SORT_WEAPONCLASS, +} teamOverlaySort_t; + +static int QDECL SortScore( const void *a, const void *b ) +{ + int na = *(int *)a; + int nb = *(int *)b; + + return( cgs.clientinfo[ nb ].score - cgs.clientinfo[ na ].score ); +} + +static int QDECL SortWeaponClass( const void *a, const void *b ) +{ + int out; + clientInfo_t *ca = cgs.clientinfo + *(int *)a; + clientInfo_t *cb = cgs.clientinfo + *(int *)b; + + out = cb->curWeaponClass - ca->curWeaponClass; + + // We want grangers on top. ckits are already on top without the special case. + if( ca->team == TEAM_ALIENS ) + { + if( ca->curWeaponClass == PCL_ALIEN_BUILDER0_UPG || + cb->curWeaponClass == PCL_ALIEN_BUILDER0_UPG || + ca->curWeaponClass == PCL_ALIEN_BUILDER0 || + cb->curWeaponClass == PCL_ALIEN_BUILDER0 ) + { + out = -out; + } + } + + return( out ); +} + +static void CG_DrawTeamOverlay( rectDef_t *rect, float scale, vec4_t color ) +{ + char *s; + int i; + float x = rect->x; + float y; + clientInfo_t *ci, *pci; + vec4_t tcolor; + float iconSize = rect->h / 8.0f; + float leftMargin = 4.0f; + float iconTopMargin = 2.0f; + float midSep = 2.0f; + float backgroundWidth = rect->w; + float fontScale = 0.30f; + float vPad = 0.0f; + float nameWidth = 0.5f * rect->w; + char name[ MAX_NAME_LENGTH + 2 ]; + int maxDisplayCount = 0; + int displayCount = 0; + float nameMaxX, nameMaxXCp; + float maxX = rect->x + rect->w; + float maxXCp = maxX; + weapon_t curWeapon = WP_NONE; + teamOverlayMode_t mode = cg_drawTeamOverlay.integer; + teamOverlaySort_t sort = cg_teamOverlaySortMode.integer; + int displayClients[ MAX_CLIENTS ]; + + if( cg.predictedPlayerState.pm_type == PM_SPECTATOR ) + return; + + if( mode == TEAMOVERLAY_OFF || !cg_teamOverlayMaxPlayers.integer ) + return; + + if( !cgs.teaminfoReceievedTime ) + return; + + if( cg.showScores || + cg.predictedPlayerState.pm_type == PM_INTERMISSION ) + return; + + pci = cgs.clientinfo + cg.snap->ps.clientNum; + + if( mode == TEAMOVERLAY_ALL || mode == TEAMOVERLAY_SUPPORT ) + { + for( i = 0; i < MAX_CLIENTS; i++ ) + { + ci = cgs.clientinfo + i; + if( ci->infoValid && pci != ci && ci->team == pci->team ) + { + if( mode == TEAMOVERLAY_ALL ) + displayClients[ maxDisplayCount++ ] = i; + else + { + if( ci->curWeaponClass == PCL_ALIEN_BUILDER0 || + ci->curWeaponClass == PCL_ALIEN_BUILDER0_UPG || + ci->curWeaponClass == PCL_ALIEN_LEVEL1 || + ci->curWeaponClass == PCL_ALIEN_LEVEL1_UPG || + ci->curWeaponClass == WP_HBUILD ) + { + displayClients[ maxDisplayCount++ ] = i; + } + } + } + } + } + else // find nearby + { + for( i = 0; i < cg.snap->numEntities; i++ ) + { + centity_t *cent = &cg_entities[ cg.snap->entities[ i ].number ]; + vec3_t relOrigin = { 0.0f, 0.0f, 0.0f }; + int team = cent->currentState.misc & 0x00FF; + + if( cent->currentState.eType != ET_PLAYER || + team != pci->team || + cent->currentState.eFlags & EF_DEAD ) + { + continue; + } + + VectorSubtract( cent->lerpOrigin, cg.predictedPlayerState.origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE ) + displayClients[ maxDisplayCount++ ] = cg.snap->entities[ i ].number; + } + } + + // Sort + if( sort == TEAMOVERLAY_SORT_SCORE ) + { + qsort( displayClients, maxDisplayCount, + sizeof( displayClients[ 0 ] ), SortScore ); + } + else if( sort == TEAMOVERLAY_SORT_WEAPONCLASS ) + { + qsort( displayClients, maxDisplayCount, + sizeof( displayClients[ 0 ] ), SortWeaponClass ); + } + + if( maxDisplayCount > cg_teamOverlayMaxPlayers.integer ) + maxDisplayCount = cg_teamOverlayMaxPlayers.integer; + + iconSize *= scale; + leftMargin *= scale; + iconTopMargin *= scale; + midSep *= scale; + backgroundWidth *= scale; + fontScale *= scale; + nameWidth *= scale; + + vPad = ( rect->h - ( (float) maxDisplayCount * iconSize ) ) / 2.0f; + y = rect->y + vPad; + + tcolor[ 0 ] = 1.0f; + tcolor[ 1 ] = 1.0f; + tcolor[ 2 ] = 1.0f; + tcolor[ 3 ] = color[ 3 ]; + + for( i = 0; i < MAX_CLIENTS && displayCount < maxDisplayCount; i++ ) + { + ci = cgs.clientinfo + displayClients[ i ]; + + if( !ci->infoValid || pci == ci || ci->team != pci->team ) + continue; + + Com_sprintf( name, sizeof( name ), "%s^7", ci->name ); + + trap_R_SetColor( color ); + CG_DrawPic( x, y, backgroundWidth, + iconSize, cgs.media.teamOverlayShader ); + trap_R_SetColor( tcolor ); + if( ci->health <= 0 || !ci->curWeaponClass ) + s = ""; + else + { + if( ci->team == TEAM_HUMANS ) + curWeapon = ci->curWeaponClass; + else if( ci->team == TEAM_ALIENS ) + curWeapon = BG_Class( ci->curWeaponClass )->startWeapon; + + CG_DrawPic( x + leftMargin, y, iconSize, iconSize, + cg_weapons[ curWeapon ].weaponIcon ); + if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS ) + { + if( ci->upgrade != UP_NONE ) + { + CG_DrawPic( x + iconSize + leftMargin, y, iconSize, + iconSize, cg_upgrades[ ci->upgrade ].upgradeIcon ); + } + } + else + { + if( curWeapon == WP_ABUILD2 || curWeapon == WP_ALEVEL1_UPG || + curWeapon == WP_ALEVEL2_UPG || curWeapon == WP_ALEVEL3_UPG ) + { + CG_DrawPic( x + iconSize + leftMargin, y, iconSize, + iconSize, cgs.media.upgradeClassIconShader ); + + } + + } + + + + + s = va( " [^%c%3d^7] ^7%s", + CG_GetColorCharForHealth( displayClients[ i ] ), + ci->health, + CG_ConfigString( CS_LOCATIONS + ci->location ) ); + } + + trap_R_SetColor( NULL ); + nameMaxX = nameMaxXCp = x + 2.0f * iconSize + + leftMargin + midSep + nameWidth; + UI_Text_Paint_Limit( &nameMaxXCp, x + 2.0f * iconSize + leftMargin + midSep, + y + iconSize - iconTopMargin, fontScale, tcolor, name, + 0, 0 ); + + maxXCp = maxX; + + UI_Text_Paint_Limit( &maxXCp, nameMaxX, y + iconSize - iconTopMargin, + fontScale, tcolor, s, 0, 0 ); + y += iconSize; + displayCount++; + } +} + +/* +================= +CG_DrawClock +================= +*/ +static void CG_DrawClock( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, + int textalign, int textvalign, int textStyle ) +{ + char *s; + float tx, ty; + int i, strLength; + float w, h, totalWidth; + 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 = UI_Text_Width( "0", scale ); + h = UI_Text_Height( "0", scale ); + strLength = CG_DrawStrlen( s ); + totalWidth = w * strLength; + + CG_AlignText( rect, s, 0.0f, totalWidth, h, textalign, textvalign, &tx, &ty ); + + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + UI_Text_Paint( text_x + tx + i * w, text_y + ty, 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 textalign, int textvalign, int textStyle ) +{ + char *s; + float tx, ty; + + if( !cg_drawSnapshot.integer ) + return; + + s = va( "time:%d snap:%d cmd:%d", cg.snap->serverTime, + cg.latestSnapshotNum, cgs.serverCommandSequence ); + + CG_AlignText( rect, s, scale, 0.0f, 0.0f, textalign, textvalign, &tx, &ty ); + + UI_Text_Paint( text_x + tx, text_y + ty, 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 = UI_Text_Width( s, 0.7f ); + UI_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; + char *ping; + + 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 ) + ping = "snc"; + else + ping = va( "%d", cg.ping ); + ax = rect->x + ( rect->w / 2.0f ) - + ( UI_Text_Width( ping, scale ) / 2.0f ) + text_x; + ay = rect->y + ( rect->h / 2.0f ) + + ( UI_Text_Height( ping, scale ) / 2.0f ) + text_y; + + Vector4Copy( textColor, adjustedColor ); + adjustedColor[ 3 ] = 0.5f; + UI_Text_Paint( ax, ay, scale, adjustedColor, ping, 0, 0, + ITEM_TEXTSTYLE_NORMAL ); + + CG_DrawDisconnect( ); +} + +#define SPEEDOMETER_NUM_SAMPLES 160 +#define SPEEDOMETER_DRAW_TEXT 0x1 +#define SPEEDOMETER_DRAW_GRAPH 0x2 +#define SPEEDOMETER_IGNORE_Z 0x4 +float speedSamples[ SPEEDOMETER_NUM_SAMPLES ]; +// array indices +int oldestSpeedSample = 0; +int maxSpeedSample = 0; + +/* +=================== +CG_AddSpeed + +append a speed to the sample history +=================== +*/ +void CG_AddSpeed( void ) +{ + float speed; + vec3_t vel; + + VectorCopy( cg.snap->ps.velocity, vel ); + + if( cg_drawSpeed.integer & SPEEDOMETER_IGNORE_Z ) + vel[ 2 ] = 0; + + speed = VectorLength( vel ); + + if( speed > speedSamples[ maxSpeedSample ] ) + { + maxSpeedSample = oldestSpeedSample; + speedSamples[ oldestSpeedSample++ ] = speed; + oldestSpeedSample %= SPEEDOMETER_NUM_SAMPLES; + return; + } + + speedSamples[ oldestSpeedSample ] = speed; + if( maxSpeedSample == oldestSpeedSample++ ) + { + // if old max was overwritten find a new one + int i; + for( maxSpeedSample = 0, i = 1; i < SPEEDOMETER_NUM_SAMPLES; i++ ) + { + if( speedSamples[ i ] > speedSamples[ maxSpeedSample ] ) + maxSpeedSample = i; + } + } + + oldestSpeedSample %= SPEEDOMETER_NUM_SAMPLES; +} + +#define SPEEDOMETER_MIN_RANGE 900 +#define SPEED_MED 1000.f +#define SPEED_FAST 1600.f + +/* +=================== +CG_DrawSpeedGraph +=================== +*/ +static void CG_DrawSpeedGraph( rectDef_t *rect, vec4_t foreColor, + vec4_t backColor ) +{ + int i; + float val, max, top; + // colour of graph is interpolated between these values + const vec3_t slow = { 0.0, 0.0, 1.0 }; + const vec3_t medium = { 0.0, 1.0, 0.0 }; + const vec3_t fast = { 1.0, 0.0, 0.0 }; + vec4_t color; + + max = speedSamples[ maxSpeedSample ]; + if( max < SPEEDOMETER_MIN_RANGE ) + max = SPEEDOMETER_MIN_RANGE; + + trap_R_SetColor( backColor ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.whiteShader ); + + Vector4Copy( foreColor, color ); + + for( i = 1; i < SPEEDOMETER_NUM_SAMPLES; i++ ) + { + val = speedSamples[ ( oldestSpeedSample + i ) % SPEEDOMETER_NUM_SAMPLES ]; + if( val < SPEED_MED ) + VectorLerp( val / SPEED_MED, slow, medium, color ); + else if( val < SPEED_FAST ) + VectorLerp( ( val - SPEED_MED ) / ( SPEED_FAST - SPEED_MED ), + medium, fast, color ); + else + VectorCopy( fast, color ); + trap_R_SetColor( color ); + top = rect->y + ( 1 - val / max ) * rect->h; + CG_DrawPic( rect->x + ( i / (float)SPEEDOMETER_NUM_SAMPLES ) * rect->w, top, + rect->w / (float)SPEEDOMETER_NUM_SAMPLES, val * rect->h / max, + cgs.media.whiteShader ); + } + trap_R_SetColor( NULL ); +} + +/* +=================== +CG_DrawSpeedText +=================== +*/ +static void CG_DrawSpeedText( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t foreColor ) +{ + char speedstr[ 16 ]; + float val; + vec4_t color; + + VectorCopy( foreColor, color ); + color[ 3 ] = 1; + if( cg.predictedPlayerState.clientNum == cg.clientNum ) + { + vec3_t vel; + VectorCopy( cg.predictedPlayerState.velocity, vel ); + if( cg_drawSpeed.integer & SPEEDOMETER_IGNORE_Z ) + vel[ 2 ] = 0; + val = VectorLength( vel ); + } + else if( oldestSpeedSample == 0 ) + val = speedSamples[ SPEEDOMETER_NUM_SAMPLES - 1 ]; + else + val = speedSamples[ oldestSpeedSample - 1 ]; + + Com_sprintf( speedstr, sizeof( speedstr ), "%d", (int)val ); + + UI_Text_Paint( + rect->x + ( rect->w - UI_Text_Width( speedstr, scale ) ) / 2.0f, + rect->y + ( rect->h + UI_Text_Height( speedstr, scale ) ) / 2.0f, + scale, color, speedstr, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +} + +/* +=================== +CG_DrawSpeed +=================== +*/ +static void CG_DrawSpeed( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t foreColor, vec4_t backColor ) +{ + if( cg_drawSpeed.integer & SPEEDOMETER_DRAW_GRAPH ) + CG_DrawSpeedGraph( rect, foreColor, backColor ); + if( cg_drawSpeed.integer & SPEEDOMETER_DRAW_TEXT ) + CG_DrawSpeedText( rect, text_x, text_y, scale, foreColor ); +} + +/* +=================== +CG_DrawConsole +=================== +*/ +static void CG_DrawConsole( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int textalign, int textvalign, int textStyle ) +{ + UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, cg.consoleText ); +} + +/* +=================== +CG_DrawTutorial +=================== +*/ +static void CG_DrawTutorial( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int textalign, int textvalign, int textStyle ) +{ + if( !cg_tutorial.integer ) + return; + + UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, CG_TutorialText( ) ); +} + +/* +=================== +CG_DrawWeaponIcon +=================== +*/ +void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) +{ + int maxAmmo; + centity_t *cent; + playerState_t *ps; + weapon_t weapon; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + weapon = BG_GetPlayerWeapon( ps ); + + maxAmmo = BG_Weapon( weapon )->maxAmmo; + + // don't display if dead + if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) + return; + + if( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) + { + CG_Error( "CG_DrawWeaponIcon: weapon out of range: %d\n", weapon ); + return; + } + + if( !cg_weapons[ weapon ].registered ) + { + Com_Printf( S_COLOR_YELLOW "WARNING: CG_DrawWeaponIcon: weapon %d (%s) " + "is not registered\n", weapon, BG_Weapon( weapon )->name ); + return; + } + + if( ps->clips == 0 && !BG_Weapon( weapon )->infiniteAmmo ) + { + float ammoPercent = (float)ps->ammo / (float)maxAmmo; + + if( ammoPercent < 0.33f ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = color[ 2 ] = 0.0f; + } + } + + if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS && + !BG_AlienCanEvolve( cg.predictedPlayerState.stats[ STAT_CLASS ], + ps->persistant[ PERS_CREDIT ], cgs.alienStage ) ) + { + 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[ weapon ].weaponIcon ); + trap_R_SetColor( NULL ); +} + + + +/* +================================================================================ + +CROSSHAIR + +================================================================================ +*/ + + + +/* +================= +CG_DrawCrosshair +================= +*/ +static void CG_DrawCrosshair( rectDef_t *rect, vec4_t color ) +{ + float w, h; + qhandle_t hShader; + float x, y; + weaponInfo_t *wi; + weapon_t weapon; + weapon_t curWeapon = WP_NONE; + weapon = BG_GetPlayerWeapon( &cg.snap->ps ); + + + + if( cg_drawCrosshair.integer == CROSSHAIR_ALWAYSOFF ) + return; + + if( cg_drawCrosshair.integer == CROSSHAIR_RANGEDONLY && + !BG_Weapon( weapon )->longRanged ) + return; + + if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) + return; + + if( cg.renderingThirdPerson ) + return; + + if( cg.snap->ps.pm_type == PM_INTERMISSION ) + return; + + wi = &cg_weapons[ weapon ]; + + w = h = wi->crossHairSize * cg_crosshairSize.value; + w *= cgDC.aspectScale; + + //FIXME: this still ignores the width/height of the rect, but at least it's + //neater than cg_crosshairX/cg_crosshairY + x = rect->x + ( rect->w / 2 ) - ( w / 2 ); + y = rect->y + ( rect->h / 2 ) - ( h / 2 ); + + hShader = wi->crossHair; + + //aiming at a friendly player/buildable, dim the crosshair + if( cg.time == cg.crosshairClientTime || cg.crosshairBuildable >= 0 ) + { + int i; + for( i = 0; i < 3; i++ ) + color[i] *= .5f; + + } + + + if( hShader != 0 ) + { + + trap_R_SetColor( color ); + CG_DrawPic( x, y, w, h, hShader ); + trap_R_SetColor( NULL ); + } + +} + + + +/* +================= +CG_ScanForCrosshairEntity +================= +*/ +static void CG_ScanForCrosshairEntity( void ) +{ + trace_t trace; + vec3_t start, end; + int content; + team_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 the player is in fog, don't show it + content = trap_CM_PointContents( trace.endpos, 0 ); + if( content & CONTENTS_FOG ) + return; + + if( trace.entityNum >= MAX_CLIENTS ) + { + entityState_t *s = &cg_entities[ trace.entityNum ].currentState; + if( s->eType == ET_BUILDABLE && BG_Buildable( s->modelindex )->team == + cg.snap->ps.stats[ STAT_TEAM ] ) + cg.crosshairBuildable = trace.entityNum; + else + cg.crosshairBuildable = -1; + + return; + } + + team = cgs.clientinfo[ trace.entityNum ].team; + + if( cg.snap->ps.stats[ STAT_TEAM ] != TEAM_NONE ) + { + //only display team names of those on the same team as this player + if( team != cg.snap->ps.stats[ STAT_TEAM ] ) + return; + } + + // update the fade timer + cg.crosshairClientNum = trace.entityNum; + cg.crosshairClientTime = cg.time; +} + + +/* +===================== +CG_DrawLocation +===================== +*/ +static void CG_DrawLocation( rectDef_t *rect, float scale, int textalign, vec4_t color ) +{ + const char *location; + centity_t *locent; + float maxX; + float tx = rect->x, ty = rect->y; + + if( cg.intermissionStarted ) + return; + + maxX = rect->x + rect->w; + + locent = CG_GetPlayerLocation( ); + if( locent ) + location = CG_ConfigString( CS_LOCATIONS + locent->currentState.generic1 ); + else + location = CG_ConfigString( CS_LOCATIONS ); + + // need to skip horiz. align if it's too long, but valign must be run either way + if( UI_Text_Width( location, scale ) < rect->w ) + { + CG_AlignText( rect, location, scale, 0.0f, 0.0f, textalign, VALIGN_CENTER, &tx, &ty ); + UI_Text_Paint( tx, ty, scale, color, location, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + } + else + { + CG_AlignText( rect, location, scale, 0.0f, 0.0f, ALIGN_NONE, VALIGN_CENTER, &tx, &ty ); + UI_Text_Paint_Limit( &maxX, tx, ty, scale, color, location, 0, 0 ); + } + + trap_R_SetColor( NULL ); +} + +/* +===================== +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, CROSSHAIR_CLIENT_TIMEOUT ); + if( !color ) + { + trap_R_SetColor( NULL ); + return; + } + + // add health from overlay info to the crosshair client name + name = cgs.clientinfo[ cg.crosshairClientNum ].name; + if( cg_teamOverlayUserinfo.integer && + cg.snap->ps.stats[ STAT_TEAM ] != TEAM_NONE && + cgs.teaminfoReceievedTime && + cgs.clientinfo[ cg.crosshairClientNum ].health > 0 ) + { + name = va( "%s ^7[^%c%d^7]", name, + CG_GetColorCharForHealth( cg.crosshairClientNum ), + cgs.clientinfo[ cg.crosshairClientNum ].health ); + } + + w = UI_Text_Width( name, scale ); + x = rect->x + rect->w / 2.0f; + UI_Text_Paint( x - w / 2.0f, 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, int textalign, int textvalign, float borderSize, + float scale, vec4_t foreColor, vec4_t backColor, + qhandle_t shader, int textStyle ) +{ + rectDef_t rect; + + rect.x = x; + rect.y = y; + rect.w = w; + rect.h = h; + + switch( ownerDraw ) + { + case CG_PLAYER_CREDITS_VALUE: + CG_DrawPlayerCreditsValue( &rect, foreColor, qtrue ); + break; + case CG_PLAYER_CREDITS_FRACTION: + CG_DrawPlayerCreditsFraction( &rect, foreColor, shader ); + break; + case CG_PLAYER_CREDITS_VALUE_NOPAD: + CG_DrawPlayerCreditsValue( &rect, foreColor, qfalse ); + break; + case CG_PLAYER_STAMINA_1: + case CG_PLAYER_STAMINA_2: + case CG_PLAYER_STAMINA_3: + case CG_PLAYER_STAMINA_4: + CG_DrawPlayerStamina( ownerDraw, &rect, backColor, foreColor, shader ); + break; + case CG_PLAYER_STAMINA_BOLT: + CG_DrawPlayerStaminaBolt( &rect, backColor, foreColor, shader ); + break; + case CG_PLAYER_AMMO_VALUE: + CG_DrawPlayerAmmoValue( &rect, foreColor ); + break; + case CG_PLAYER_CLIPS_VALUE: + CG_DrawPlayerClipsValue( &rect, foreColor ); + break; + case CG_PLAYER_BUILD_TIMER: + CG_DrawPlayerBuildTimer( &rect, foreColor ); + break; + case CG_PLAYER_HEALTH: + CG_DrawPlayerHealthValue( &rect, foreColor ); + break; + case CG_PLAYER_HEALTH_CROSS: + CG_DrawPlayerHealthCross( &rect, foreColor ); + break; + case CG_PLAYER_CHARGE_BAR_BG: + CG_DrawPlayerChargeBarBG( &rect, foreColor, shader ); + break; + case CG_PLAYER_CHARGE_BAR: + CG_DrawPlayerChargeBar( &rect, foreColor, shader ); + break; + case CG_PLAYER_CLIPS_RING: + CG_DrawPlayerClipsRing( &rect, backColor, foreColor, shader ); + break; + case CG_PLAYER_BUILD_TIMER_RING: + CG_DrawPlayerBuildTimerRing( &rect, backColor, foreColor, shader ); + break; + case CG_PLAYER_WALLCLIMBING: + CG_DrawPlayerWallclimbing( &rect, backColor, foreColor, shader ); + break; + case CG_PLAYER_BOOSTED: + CG_DrawPlayerBoosted( &rect, backColor, foreColor, shader ); + break; + case CG_PLAYER_BOOST_BOLT: + CG_DrawPlayerBoosterBolt( &rect, backColor, foreColor, shader ); + break; + case CG_PLAYER_FBREATH: + CG_DrawPlayerFbreath( &rect, foreColor, shader ); + break; + case CG_PLAYER_PRICKLES: + CG_DrawPlayerPrickles( &rect, foreColor, shader ); + break; + case CG_PLAYER_BOMBS: + CG_DrawPlayerBombs( &rect, foreColor, shader ); + break; + case CG_PLAYER_POISON_BARBS: + CG_DrawPlayerPoisonBarbs( &rect, foreColor, shader ); + break; + case CG_DRAW_INVI_STAT: + CG_DrawInvisbleStatus( &rect, foreColor, shader ); + break; + case CG_DRAW_INVI_OVERLAY: + CG_DrawInvisbleOverlay( &rect, foreColor, shader ); + break; + case CG_PLAYER_ALIEN_SENSE: + CG_DrawAlienSense( &rect ); + break; + case CG_PLAYER_HUMAN_SCANNER: + CG_DrawHumanScanner( &rect, shader, foreColor ); + break; + case CG_PLAYER_USABLE_BUILDABLE: + CG_DrawUsableBuildable( &rect, shader, foreColor ); + break; + case CG_KILLER: + CG_DrawKiller( &rect, scale, foreColor, shader, textStyle ); + break; + case CG_PLAYER_SELECT: + CG_DrawItemSelect( &rect, foreColor ); + break; + case CG_PLAYER_WEAPONICON: + CG_DrawWeaponIcon( &rect, foreColor ); + break; + case CG_PLAYER_SELECTTEXT: + CG_DrawItemSelectText( &rect, scale, textStyle ); + break; + case CG_SPECTATORS: + CG_DrawTeamSpectators( &rect, scale, textvalign, foreColor, shader ); + break; + case CG_PLAYER_LOCATION: + CG_DrawLocation( &rect, scale, textalign, foreColor ); + break; + case CG_FOLLOW: + CG_DrawFollow( &rect, text_x, text_y, foreColor, scale, + textalign, textvalign, textStyle ); + break; + case CG_PLAYER_CROSSHAIRNAMES: + CG_DrawCrosshairNames( &rect, scale, textStyle ); + break; + case CG_PLAYER_CROSSHAIR: + CG_DrawCrosshair( &rect, foreColor ); + break; + case CG_STAGE_REPORT_TEXT: + CG_DrawStageReport( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); + break; + case CG_ALIENS_SCORE_LABEL: + CG_DrawTeamLabel( &rect, TEAM_ALIENS, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); + break; + case CG_HUMANS_SCORE_LABEL: + CG_DrawTeamLabel( &rect, TEAM_HUMANS, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); + break; + + //loading screen + case CG_LOAD_LEVELSHOT: + CG_DrawLevelShot( &rect ); + break; + case CG_LOAD_EDGESHOT: + CG_DrawEdgeShot( &rect ); + break; + case CG_LOAD_MEDIA: + CG_DrawMediaProgress( &rect, foreColor, scale, align, textalign, textStyle, + borderSize ); + break; + case CG_LOAD_MEDIA_LABEL: + CG_DrawMediaProgressLabel( &rect, text_x, text_y, foreColor, scale, textalign, textvalign ); + break; + case CG_LOAD_BUILDABLES: + CG_DrawBuildablesProgress( &rect, foreColor, scale, align, textalign, + textStyle, borderSize ); + break; + case CG_LOAD_BUILDABLES_LABEL: + CG_DrawBuildablesProgressLabel( &rect, text_x, text_y, foreColor, scale, textalign, textvalign ); + break; + case CG_LOAD_CHARMODEL: + CG_DrawCharModelProgress( &rect, foreColor, scale, align, textalign, + textStyle, borderSize ); + break; + case CG_LOAD_CHARMODEL_LABEL: + CG_DrawCharModelProgressLabel( &rect, text_x, text_y, foreColor, scale, textalign, textvalign ); + break; + case CG_LOAD_OVERALL: + CG_DrawOverallProgress( &rect, foreColor, scale, align, textalign, textStyle, + borderSize ); + break; + case CG_LOAD_LEVELNAME: + CG_DrawLevelName( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); + break; + case CG_LOAD_MOTD: + CG_DrawMOTD( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); + break; + case CG_LOAD_HOSTNAME: + CG_DrawHostname( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); + break; + + case CG_FPS: + CG_DrawFPS( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle, qtrue ); + break; + case CG_FPS_FIXED: + CG_DrawFPS( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle, qfalse ); + break; + case CG_TIMER: + CG_DrawTimer( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle ); + break; + case CG_CLOCK: + CG_DrawClock( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle ); + break; + case CG_TIMER_MINS: + CG_DrawTimerMins( &rect, foreColor ); + break; + case CG_TIMER_SECS: + CG_DrawTimerSecs( &rect, foreColor ); + break; + case CG_SNAPSHOT: + CG_DrawSnapshot( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle ); + break; + case CG_LAGOMETER: + CG_DrawLagometer( &rect, text_x, text_y, scale, foreColor ); + break; + case CG_TEAMOVERLAY: + CG_DrawTeamOverlay( &rect, scale, foreColor ); + break; + case CG_SPEEDOMETER: + CG_DrawSpeed( &rect, text_x, text_y, scale, foreColor, backColor ); + break; + + case CG_DEMO_PLAYBACK: + CG_DrawDemoPlayback( &rect, foreColor, shader ); + break; + case CG_DEMO_RECORDING: + CG_DrawDemoRecording( &rect, foreColor, shader ); + break; + + case CG_CONSOLE: + CG_DrawConsole( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); + break; + + case CG_TUTORIAL: + CG_DrawTutorial( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, 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_ActivateByName( "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 ) +{ +} +//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 ] < STAMINA_BLACKOUT_LEVEL ) && + ( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_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; + char newlineParsed[ MAX_STRING_CHARS ]; + const char *wrapped; + static int maxWidth = (int)( ( 2.0f / 3.0f ) * (float)SCREEN_WIDTH ); + + Q_ParseNewlines( newlineParsed, str, sizeof( newlineParsed ) ); + + wrapped = Item_Text_Wrap( newlineParsed, 0.5f, maxWidth ); + + Q_strncpyz( cg.centerPrint, wrapped, 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[ MAX_STRING_CHARS ]; + + for( l = 0; l < sizeof(linebuffer) - 1; l++ ) + { + if( !start[ l ] || start[ l ] == '\n' ) + break; + + linebuffer[ l ] = start[ l ]; + } + + linebuffer[ l ] = 0; + + w = UI_Text_Width( linebuffer, 0.5 ); + h = UI_Text_Height( linebuffer, 0.5 ); + x = ( SCREEN_WIDTH - w ) / 2; + UI_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( team_t team ) +{ + char *s; + int sec; + int offset = 0; + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + char yeskey[ 32 ] = "", nokey[ 32 ] = ""; + + + if( !cgs.voteTime[ team ] ) + return; + + sec = ( VOTE_TIME - ( cg.time - cgs.voteTime[ team ] ) ) / 1000; + + //play dong sound + if(sec > 28 ) + { + trap_S_StartLocalSound( cgs.media.iniVote, CHAN_LOCAL_SOUND ); + } + + // if( cgs.voteModified[ team ] && (sec < 26 ) ) + // { + // cgs.voteModified[ team ] = qfalse; + // trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + //} + + + + if( sec < 0 ) + sec = 0; + + //if( cg_tutorial.integer ) + //{ + // Com_sprintf( yeskey, sizeof( yeskey ), "[%s]", + // CG_KeyBinding( va( "^5%svote yes", team == TEAM_NONE ? "" : "team" ) ) ); + // Com_sprintf( nokey, sizeof( nokey ), "[%s]", + // CG_KeyBinding( va( "^5%svote no", team == TEAM_NONE ? "" : "team" ) ) ); + //} + + if( team != TEAM_NONE ) + offset = -50; + + s = va( "^5[yemf]%sVOTE [ ^7%i^5 | %sYes:%i - %sNo:%i ]: %s", + team == TEAM_NONE ? "" : "TEAM", sec, yeskey, cgs.voteYes[ team ], nokey, cgs.voteNo[ team ], cgs.voteString[ team ] ); + + UI_Text_Paint( 8, 360 + offset, 0.4f, white, s, 0, 0, + ITEM_TEXTSTYLE_NORMAL ); + + s = va( "^5Called by: \"%s\"", cgs.voteCaller[ team ] ); + + UI_Text_Paint( 26, 376 + offset, 0.28f, white, s, 0, 0, + ITEM_TEXTSTYLE_NORMAL ); + + s = va( "^5(Vote: F1: Yes , F2: No | Teamvote: F3: Yes , F4: No) " ); + + UI_Text_Paint( 26, 390 + offset, 0.22f, white, s, 0, 0, + ITEM_TEXTSTYLE_NORMAL ); + // s = va( "^5%sYes:%i %sNo:%i", +// yeskey, cgs.voteYes[ team ], nokey, cgs.voteNo[ team ] ); + +// UI_Text_Paint( 8, 340 + offset, 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; + } + + // menuScoreboard == NULL + if( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) + { + menuScoreboard = Menus_FindByName( "teamscore_menu" ); + } + else + { + menuScoreboard = Menus_FindByName( "teamscore_menu" ); + } + + + if( menuScoreboard ) + { + if( firstTime ) + { + cg.spectatorTime = trap_Milliseconds(); + CG_SetScoreSelection( menuScoreboard ); + firstTime = qfalse; + } + + Menu_Update( menuScoreboard ); + Menu_Paint( menuScoreboard, qtrue ); + } + + return qtrue; +} + +/* +================= +CG_DrawIntermission +================= +*/ +static void CG_DrawIntermission( void ) +{ + menuDef_t *menu = Menus_FindByName( "default_hud" ); + + Menu_Update( menu ); + Menu_Paint( menu, qtrue ); + + cg.scoreFadeTime = cg.time; + cg.scoreBoardShowing = CG_DrawScoreboard( ); +} + +/* +================= +CG_DrawQueue +================= +*/ +static qboolean CG_DrawQueue( void ) +{ + float w; + vec4_t color; + int position; + char *ordinal, 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; + + position = cg.snap->ps.persistant[ PERS_QUEUEPOS ] + 1; + if( position < 1 ) + return qfalse; + + switch( position % 100 ) + { + case 11: + case 12: + case 13: + ordinal = "th"; + break; + default: + switch( position % 10 ) + { + case 1: ordinal = "st"; break; + case 2: ordinal = "nd"; break; + case 3: ordinal = "rd"; break; + default: ordinal = "th"; break; + } + break; + } + + Com_sprintf( buffer, MAX_STRING_CHARS, "You are %d%s in the spawn queue", + position, ordinal ); + + w = UI_Text_Width( buffer, 0.7f ); + UI_Text_Paint( 320 - w / 2, 360, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + if( cg.snap->ps.persistant[ PERS_SPAWNS ] == 0 ) + Com_sprintf( buffer, MAX_STRING_CHARS, "There are no spawns remaining" ); + else if( cg.snap->ps.persistant[ PERS_SPAWNS ] == 1 ) + Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining" ); + else + Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining", + cg.snap->ps.persistant[ PERS_SPAWNS ] ); + + w = UI_Text_Width( buffer, 0.7f ); + UI_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + return qtrue; +} + + +/* +================= +CG_DrawWarmup +================= +*/ +static void CG_DrawWarmup( void ) +{ + int sec = 0; + int w; + int h; + float size = 0.5f; + char text[ MAX_STRING_CHARS ] = "Warmup Time:"; + + if( !cg.warmupTime ) + return; + + sec = ( cg.warmupTime - cg.time ) / 1000; + + if( sec < 0 ) + return; + + w = UI_Text_Width( text, size ); + h = UI_Text_Height( text, size ); + UI_Text_Paint( 320 - w / 2, 200, size, colorWhite, text, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + Com_sprintf( text, sizeof( text ), "%s", sec ? va( "%d", sec ) : "^5EDGE 7 | 2014" ); + // Com_sprintf( ,,,,"^5EDGE 5 | by yalt 2013" ); + w = UI_Text_Width( text, size ); + UI_Text_Paint( 320 - w / 2, 200 + 1.5f * h, size, colorWhite, text, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); +} + +//================================================================================== + +/* +================= +CG_Draw2D +================= +*/ +static void CG_Draw2D( void ) +{ + menuDef_t *menu = NULL; + + + + + // if we are taking a levelshot for the menu, don't draw anything + if( cg.levelShot ) + return; + + // fading to black if stamina runs out + // (only 2D that can't be disabled) + CG_DrawLighting( ); + + if( cg_draw2D.integer == 0 ) + return; + + if( cg.snap->ps.pm_type == PM_INTERMISSION ) + { + CG_DrawIntermission( ); + return; + } + + if( cg.snap->ps.persistant[ PERS_SPECSTATE ] == SPECTATOR_NOT && + cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) + { + menu = Menus_FindByName( BG_ClassConfig( + cg.predictedPlayerState.stats[ STAT_CLASS ] )->hudName ); + + if (!(( cg.snap->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )) + CG_DrawBuildableStatus( ); + } + + if( !menu ) + { + menu = Menus_FindByName( "default_hud" ); + + if( !menu ) // still couldn't find it + CG_Error( "Default HUD could not be found" ); + } + + Menu_Update( menu ); + Menu_Paint( menu, qtrue ); + + + + + + + CG_DrawVote( TEAM_NONE ); + CG_DrawVote( cg.predictedPlayerState.stats[ STAT_TEAM ] ); + CG_DrawWarmup( ); + 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_SPECSTATE ] != SPECTATOR_NOT || 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_TEAM ] == TEAM_ALIENS ) + VectorSet( color, 0.43f, 0.8f, 0.37f ); + else if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_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( ); +} + |