From 5678a7bb3498f20123523f008df947a39eb44ccc Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 3 Apr 2015 00:33:39 +0200 Subject: Implement damage blobs. --- src/cgame/cg_draw.c | 139 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 139 insertions(+) (limited to 'src/cgame/cg_draw.c') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index e3af715..30e6001 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -3834,6 +3834,143 @@ static void CG_DrawWarmup( void ) UI_Text_Paint( 320 - w / 2, 200 + 1.5f * h, size, colorWhite, text, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); } +/* +================= +CG_DrawWarmup +================= +*/ + +typedef struct +{ + qboolean inuse; + int spawnTime; + int value; + int flags; + vec3_t origin; + vec3_t velocity; +} cg_damageBlob_t; + +#define MAX_DAMAGE_BLOBS 50 +cg_damageBlob_t cg_damageBlobs[ MAX_DAMAGE_BLOBS ]; + +void CG_SpawnDamageBlob( vec3_t origin, int value, int flags ) +{ + centity_t *cent; + cg_damageBlob_t *blob, *oldest = NULL; + + for( blob = cg_damageBlobs; blob < cg_damageBlobs + MAX_DAMAGE_BLOBS; blob++ ) + { + if( !oldest || blob->spawnTime < oldest->spawnTime ) + oldest = blob; + + if( blob->inuse ) + continue; + + goto found_blob; + } + + oldest = blob; + +found_blob: + + blob->inuse = qtrue; + blob->spawnTime = cg.time; + blob->value = value; + blob->flags = flags; + VectorCopy( origin, blob->origin ); + VectorSet( blob->velocity, crandom( ) * 50, crandom( ) * 50, 300 ); +} + +static void CG_DrawNumber( float x, float y, float h, char *str ) +{ + int index, len; + float w; + char *p; + + len = strlen( str ); + w = h * cgDC.aspectScale * 0.5f; + + y -= h / 2; + x -= len * w / 2; + + for( p = str; *p; p++ ) + { + if( *p >= '0' && *p <= '9' ) + index = *p - '0'; + else + index = 10; + + CG_DrawPic( x, y, w, h, cgs.media.numberShadersAlt[ index ] ); + x += w; + } +} + +#define DAMAGE_BLOB_TIME 700 + +static void CG_DrawDamageBlobs( void ) +{ + cg_damageBlob_t *blob; + float dt, x, y, fade, scale; + vec4_t color; + char str[ 32 ]; + + dt = 0.001 * cg.frametime; + + for( blob = cg_damageBlobs; blob < cg_damageBlobs + MAX_DAMAGE_BLOBS; blob++ ) + { + if( !blob->inuse ) + continue; + + if( blob->spawnTime + DAMAGE_BLOB_TIME < cg.time ) + { + blob->inuse = qfalse; + continue; + } + + if( !CG_WorldToScreen( blob->origin, &x, &y ) ) + continue; + + fade = 1.0f - (float)( cg.time - blob->spawnTime ) / DAMAGE_BLOB_TIME; + + scale = cg_damageBlobSize.value / + pow( Distance( blob->origin, cg.refdef.vieworg ), 0.5f ); + + Com_sprintf( str, sizeof( str ), "%d", blob->value ); + + +#define Vector3Set( v, x, y, z ) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z)) + + if( blob->flags & DAMAGE_BLOB_FRIENDLY ) + Vector3Set( color, 1, 0, 0 ); + else + { + if( blob->flags & DAMAGE_BLOB_BUILDABLE ) + { + if( blob->flags & DAMAGE_BLOB_SPLASH ) + Vector3Set( color, 1, 0.5, 0 ); + else + Vector3Set( color, 0.7, 0.7, 0.7 ); + } + else + { + if( blob->flags & DAMAGE_BLOB_SPLASH ) + Vector3Set( color, 1, 1, 0 ); + else + Vector3Set( color, 1, 1, 1 ); + } + } + + color[ 3 ] = cg_damageBlobAlpha.value * fade; + trap_R_SetColor( color ); + CG_DrawNumber( x, y, scale, str ); + + VectorMA( blob->origin, dt, blob->velocity, blob->origin ); + blob->velocity[ 2 ] -= 800 * dt; + } + + trap_R_SetColor( NULL ); +} + //================================================================================== /* @@ -3884,6 +4021,8 @@ static void CG_Draw2D( void ) CG_DrawBuildableStatus( ); } + CG_DrawDamageBlobs( ); + if( !menu ) { menu = Menus_FindByName( "default_hud" ); -- cgit From fe532a0393166815f0cee89e46c917ad22ccb542 Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 3 Apr 2015 00:57:30 +0200 Subject: Fix damage blobs appearing in wrong places or not appearing at all. --- src/cgame/cg_draw.c | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) (limited to 'src/cgame/cg_draw.c') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 30e6001..7ca427f 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -3937,26 +3937,23 @@ static void CG_DrawDamageBlobs( void ) Com_sprintf( str, sizeof( str ), "%d", blob->value ); - -#define Vector3Set( v, x, y, z ) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z)) - if( blob->flags & DAMAGE_BLOB_FRIENDLY ) - Vector3Set( color, 1, 0, 0 ); + VectorSet( color, 1, 0, 0 ); else { if( blob->flags & DAMAGE_BLOB_BUILDABLE ) { if( blob->flags & DAMAGE_BLOB_SPLASH ) - Vector3Set( color, 1, 0.5, 0 ); + VectorSet( color, 1, 0.5, 0 ); else - Vector3Set( color, 0.7, 0.7, 0.7 ); + VectorSet( color, 0.7, 0.7, 0.7 ); } else { if( blob->flags & DAMAGE_BLOB_SPLASH ) - Vector3Set( color, 1, 1, 0 ); + VectorSet( color, 1, 1, 0 ); else - Vector3Set( color, 1, 1, 1 ); + VectorSet( color, 1, 1, 1 ); } } -- cgit From 53a42080d6a4e34359b86b6604c48049bcbabfad Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 3 Apr 2015 01:28:19 +0200 Subject: Make damage blobs easier to read for Aliens. Fix a bug in zapping code. --- src/cgame/cg_draw.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/cgame/cg_draw.c') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 7ca427f..d8b411c 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -3878,7 +3878,7 @@ found_blob: blob->value = value; blob->flags = flags; VectorCopy( origin, blob->origin ); - VectorSet( blob->velocity, crandom( ) * 50, crandom( ) * 50, 300 ); + VectorSet( blob->velocity, crandom( ) * 20, crandom( ) * 20, 100 ); } static void CG_DrawNumber( float x, float y, float h, char *str ) @@ -3962,7 +3962,7 @@ static void CG_DrawDamageBlobs( void ) CG_DrawNumber( x, y, scale, str ); VectorMA( blob->origin, dt, blob->velocity, blob->origin ); - blob->velocity[ 2 ] -= 800 * dt; + blob->velocity[ 2 ] -= 300 * dt; } trap_R_SetColor( NULL ); -- cgit From 0d5460522ba3651da1ed5630f7f8a784c5eb6514 Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 3 Apr 2015 03:50:41 +0200 Subject: Initial implementation of health bars. --- src/cgame/cg_draw.c | 120 +++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 119 insertions(+), 1 deletion(-) (limited to 'src/cgame/cg_draw.c') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index d8b411c..340a207 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -3836,7 +3836,7 @@ static void CG_DrawWarmup( void ) /* ================= -CG_DrawWarmup +Damage blobs ================= */ @@ -3968,6 +3968,123 @@ static void CG_DrawDamageBlobs( void ) trap_R_SetColor( NULL ); } +/* +================= +Health bars +================= +*/ +typedef struct +{ + vec3_t origin; + float dist; + + int value; + int max; +} healthBar_t; + +static int CompareHealthBars( const healthBar_t *a, const healthBar_t *b ) +{ + return a->dist < b->dist; +} + +static void CG_DrawHealthBars( void ) +{ + int i; + healthBar_t *bar, *bare, bars[ MAX_ENTITIES_IN_SNAPSHOT ]; + + for( bar = bars, i = 0; i < cg.snap->numEntities; i++ ) + { + int j; + centity_t *cent; + entityState_t *es; + trace_t tr; + vec3_t mins, maxs; + + cent = cg_entities + cg.snap->entities[ i ].number; + es = ¢->currentState; + + if( es->eFlags & EF_DEAD ) + continue; + + switch( es->eType ) + { + case ET_BUILDABLE: + bar->value = es->generic1; + bar->max = BG_Buildable( es->modelindex )->health; + BG_BuildableBoundingBox( es->modelindex, mins, maxs ); + break; + + case ET_PLAYER: + bar->value = es->otherEntityNum2; + bar->max = BG_Class( ( es->misc >> 8 ) & 0xFF )->health; + BG_ClassBoundingBox( ( es->misc >> 8 ) & 0xFF, mins, maxs, NULL, NULL, NULL ); + break; + + default: + continue; + } + + for( j = 0; j < 3; j++ ) + bar->origin[ j ] = cent->lerpOrigin[ j ] + ( maxs[ j ] + mins[ j ] ) / 2.0f; + + CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, bar->origin, ENTITYNUM_NONE, MASK_SOLID ); + + if( tr.fraction < 1.0f ) + continue; + + bar->dist = Distance( bar->origin, cg.refdef.vieworg ); + + bar++; + } + + bare = bar; + qsort( bars, bare - bars, sizeof( healthBar_t ), + (int(*)(const void*,const void*))CompareHealthBars ); + +/* + TODO: figure out why qsort fails for more than 5 bars + + for( i = 0; i < bare - bars - 1; i++ ) + if( CompareHealthBars( bars + i, bars + i + 1 ) ) + { + Com_Printf( "qsort is retarded\n" ); + break; + } +*/ + + for( bar = bars; bar < bare; bar++ ) + { + float x, y, w, h, hf; + char buffer[ 64 ]; + vec4_t color; + + if( !CG_WorldToScreen( bar->origin, &x, &y ) ) + continue; + + hf = (float)bar->value / bar->max; + + h = 20 * 100 / bar->dist; + w = 4 * h * cgDC.aspectScale; + + Com_sprintf( buffer, sizeof( buffer ), "%d", bar->value ); + + color[ 3 ] = 1.0f; + + VectorSet( color, 0.1, 0.7, 0.1 ); + trap_R_SetColor( color ); + CG_DrawPic( x - w/2, y - h/2, w * hf, h, cgs.media.whiteShader ); + + VectorSet( color, 0.7, 0.1, 0.1 ); + trap_R_SetColor( color ); + CG_DrawPic( x - w/2 + w * hf, y - h/2, w * ( 1 - hf ), h, cgs.media.whiteShader ); + + VectorSet( color, 0, 0, 0 ); + trap_R_SetColor( color ); + CG_DrawNumber( x, y, h, buffer ); + } +} + + //================================================================================== /* @@ -4019,6 +4136,7 @@ static void CG_Draw2D( void ) } CG_DrawDamageBlobs( ); + CG_DrawHealthBars( ); if( !menu ) { -- cgit From f639515054b2122c7166793f7c0a0a751087209f Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 3 Apr 2015 13:51:24 +0200 Subject: Make health bars customizable with cvars. --- src/cgame/cg_draw.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/cgame/cg_draw.c') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 340a207..64e5ed7 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -4063,12 +4063,12 @@ static void CG_DrawHealthBars( void ) hf = (float)bar->value / bar->max; - h = 20 * 100 / bar->dist; + h = cg_healthBarSize.value / bar->dist; w = 4 * h * cgDC.aspectScale; Com_sprintf( buffer, sizeof( buffer ), "%d", bar->value ); - color[ 3 ] = 1.0f; + color[ 3 ] = cg_healthBarAlpha.value; VectorSet( color, 0.1, 0.7, 0.1 ); trap_R_SetColor( color ); -- cgit From 9ab47e4be8337219585f59b1c28ec72bc25a5ae1 Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 3 Apr 2015 14:10:06 +0200 Subject: Make health bars invisible if build stats are visible. --- src/cgame/cg_draw.c | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/cgame/cg_draw.c') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 64e5ed7..e351b70 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -4009,6 +4009,9 @@ static void CG_DrawHealthBars( void ) switch( es->eType ) { case ET_BUILDABLE: + if( CG_PlayerIsBuilder( es->modelindex ) ) + continue; + bar->value = es->generic1; bar->max = BG_Buildable( es->modelindex )->health; BG_BuildableBoundingBox( es->modelindex, mins, maxs ); -- cgit From 7f984114f2e19b0579e1d55e3c1a8925a88c35d0 Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 3 Apr 2015 18:07:22 +0200 Subject: Do not display health bars on cloaked players. --- src/cgame/cg_draw.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'src/cgame/cg_draw.c') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index e351b70..2c6645f 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -4003,7 +4003,7 @@ static void CG_DrawHealthBars( void ) cent = cg_entities + cg.snap->entities[ i ].number; es = ¢->currentState; - if( es->eFlags & EF_DEAD ) + if( es->eFlags & ( EF_DEAD | EF_NODRAW ) ) continue; switch( es->eType ) @@ -4018,6 +4018,9 @@ static void CG_DrawHealthBars( void ) break; case ET_PLAYER: + if( es->eFlags & EF_MOVER_STOP ) // cloak + continue; + bar->value = es->otherEntityNum2; bar->max = BG_Class( ( es->misc >> 8 ) & 0xFF )->health; BG_ClassBoundingBox( ( es->misc >> 8 ) & 0xFF, mins, maxs, NULL, NULL, NULL ); -- cgit