diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/cgame/cg_draw.c | 11 | ||||
-rw-r--r-- | src/cgame/cg_local.h | 4 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 190 | ||||
-rw-r--r-- | src/game/bg_misc.c | 10 |
4 files changed, 136 insertions, 79 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index bd497cc5..5b512a0e 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -18,8 +18,6 @@ #include "cg_local.h" -#include "../ui/ui_shared.h" - // used for scoreboard extern displayContextDef_t cgDC; menuDef_t *menuScoreboard = NULL; @@ -638,6 +636,12 @@ void CG_OwnerDraw( float x, float y, float w, float h, float text_x, case CG_KILLER: CG_DrawKiller( &rect, scale, color, shader, textStyle ); break; + case CG_PLAYER_SELECT: + CG_DrawWeaponSelect( &rect ); + break; + case CG_PLAYER_SELECTTEXT: + CG_DrawWeaponSelectText( &rect, scale, textStyle ); + break; default: break; } @@ -2075,8 +2079,6 @@ static void CG_Draw2D( void ) { if( cg_drawStatus.integer ) { - /*Menu_PaintAll();*/ - /*CG_DrawTimedMenus();*/ Menu_Paint( Menus_FindByName( BG_FindHudNameForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ) ), qtrue ); @@ -2084,7 +2086,6 @@ static void CG_Draw2D( void ) CG_DrawAmmoWarning(); CG_DrawCrosshair(); - CG_DrawWeaponSelect(); if( BG_gotItem( UP_HELMET, cg.snap->ps.stats ) ) CG_Scanner( ); diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index c5bfc6bd..bcde7efe 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -18,6 +18,7 @@ #include "tr_types.h" #include "../game/bg_public.h" #include "cg_public.h" +#include "../ui/ui_shared.h" // The entire cgame module is unloaded and reloaded on each level change, // so there is NO persistant data between levels on the client side. @@ -1449,7 +1450,8 @@ void CG_TeslaTrail( vec3_t start, vec3_t end ); void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ); void CG_AddViewWeapon (playerState_t *ps); void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); -void CG_DrawWeaponSelect( void ); +void CG_DrawWeaponSelect( rectDef_t *rect ); +void CG_DrawWeaponSelectText( rectDef_t *rect, float scale, int textStyle ); void CG_OutOfAmmoChange( void ); // should this be in pmove? diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 21527d52..b67267db 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -1389,107 +1389,162 @@ WEAPON SELECTION ============================================================================== */ +qboolean haveWeapon( int *weapons, int num, int weapon ) +{ + int i; + + for( i = 0; i < num; i++ ) + { + if( weapons[ i ] == weapon ) + return qtrue; + } + + return qfalse; +} + +qboolean haveUpgrade( int *upgrades, int num, int upgrade ) +{ + int i; + + for( i = 0; i < num; i++ ) + { + if( upgrades[ i ] == upgrade ) + return qtrue; + } + + return qfalse; +} + +#define ICON_BORDER 4 + /* =================== CG_DrawWeaponSelect - =================== */ -void CG_DrawWeaponSelect( void ) { - int i; - //int count; - int x, y, w; - char *name; - float *color; - int ammo, clips, maxclips; +void CG_DrawWeaponSelect( rectDef_t *rect ) +{ + int i; + int x = rect->x; + int y = rect->y; + int width = rect->w; + int height = rect->h; + int iconsize; + int items[ 64 ]; + int numItems = 0, selectedItem; + int length; + int selectWindow; + qboolean vertical; // don't display if dead - if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + if( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) return; - } - - color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME ); - if ( !color ) { - return; - } - trap_R_SetColor( color ); // showing weapon select clears pickup item display, but not the blend blob cg.itemPickupTime = 0; - /*// count the number of weapons owned - count = 0; - for ( i = WP_GAUNTLET; i < WP_NUM_WEAPONS; i++ ) { - if ( BG_gotWeapon( i, cg.snap->ps.stats ) ) { - count++; - } - }*/ + if( height > width ) + { + vertical = qtrue; + iconsize = width; + length = height / width; + } + else if( height <= width ) + { + vertical = qfalse; + iconsize = height; + length = width / height; + } - //x = 320 - count * 20; - //y = 380; - - x = 10; - y = 10; - - for ( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) { + selectWindow = length / 2; + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { if( !BG_gotWeapon( i, cg.snap->ps.stats ) ) continue; - CG_RegisterWeapon( i ); - - // draw weapon icon - CG_DrawPic( x, y, 16, 16, cg_weapons[i].weaponIcon ); - - // draw selection marker - if ( i == cg.weaponSelect ) { - CG_DrawPic( x-2, y-2, 20, 20, cgs.media.selectShader ); - } - - BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips ); + if( i == cg.weaponSelect ) + selectedItem = numItems; - // no ammo cross on top - if ( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) { - CG_DrawPic( x, y, 16, 16, cgs.media.noammoShader ); - } - - y += 20; + CG_RegisterWeapon( i ); + items[ numItems ] = i; + numItems++; } - - for ( i = UP_TORCH; i < UP_NUM_UPGRADES; i++ ) { + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { if( !BG_gotItem( i, cg.snap->ps.stats ) ) continue; + + if( i == cg.weaponSelect - 32 ) + selectedItem = numItems; CG_RegisterUpgrade( i ); + items[ numItems ] = i + 32; + numItems++; + } - // draw weapon icon - CG_DrawPic( x, y, 16, 16, cg_upgrades[i].upgradeIcon ); - - // draw selection marker - if ( i == ( cg.weaponSelect - 32 ) ) { - CG_DrawPic( x-2, y-2, 20, 20, cgs.media.selectShader ); + for( i = 0; i < length; i++ ) + { + int displacement = i - selectWindow; + int item = displacement + selectedItem; + + if( ( item >= 0 ) && ( item < numItems ) ) + { + if( items[ item ] <= 32 ) + CG_DrawPic( x + ICON_BORDER, y + ICON_BORDER, iconsize - 2 * ICON_BORDER, iconsize - 2 * ICON_BORDER, + cg_weapons[ items[ item ] ].weaponIcon ); + else if( items[ item ] > 32 ) + CG_DrawPic( x + ICON_BORDER, y + ICON_BORDER, iconsize - 2 * ICON_BORDER, iconsize - 2 * ICON_BORDER, + cg_upgrades[ items[ item ] - 32 ].upgradeIcon ); + + if( displacement == 0 ) + CG_DrawPic( x, y, iconsize, iconsize, cgs.media.selectShader ); } - y += 20; + if( vertical ) + y += iconsize; + else + x += iconsize; } - //TA: yuck! :) + /*//TA: yuck! :) if( y == 10 ) { trap_R_SetColor( NULL ); return; - } + }*/ + +} + +/* +=================== +CG_DrawWeaponSelectText +=================== +*/ +void CG_DrawWeaponSelectText( rectDef_t *rect, float scale, int textStyle ) +{ + int x, w; + char *name; + float *color; + + color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME ); + if( !color ) + return; + + trap_R_SetColor( color ); + // draw the selected name if( cg.weaponSelect <= 32 ) { if( cg_weapons[ cg.weaponSelect ].registered ) { - name = cg_weapons[ cg.weaponSelect ].humanName; - if ( name ) + if( name = cg_weapons[ cg.weaponSelect ].humanName ) { - w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH; - x = ( SCREEN_WIDTH - w ) / 2; - CG_DrawBigStringColor(x, y - 22, name, color); + w = CG_Text_Width( name, scale, 0 ); + x = rect->x + rect->w / 2; + CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); } } } @@ -1497,12 +1552,11 @@ void CG_DrawWeaponSelect( void ) { { if( cg_upgrades[ cg.weaponSelect - 32 ].registered ) { - name = cg_upgrades[ cg.weaponSelect - 32 ].humanName; - if ( name ) + if( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName ) { - w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH; - x = ( SCREEN_WIDTH - w ) / 2; - CG_DrawBigStringColor(x, y - 22, name, color); + w = CG_Text_Width( name, scale, 0 ); + x = rect->x + rect->w / 2; + CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); } } } diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index c9249823..c6241fbd 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -2736,7 +2736,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_NONE, //int slots; "torch", //char *upgradeName; "Torch", //char *upgradeHumanName; - "icons/iconw_gauntlet", + "icons/iconw_machinegun", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; @@ -2749,7 +2749,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_HEAD, //int slots; "nvg", //char *upgradeName; "NVG", //char *upgradeHumanName; - "icons/iconw_gauntlet", + "icons/iconw_plasma", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; @@ -2762,7 +2762,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_TORSO, //int slots; "carmour", //char *upgradeName; "Chest Armour", //char *upgradeHumanName; - "icons/iconw_gauntlet", + "icons/iconw_bfg", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; @@ -2775,7 +2775,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_ARMS|SLOT_LEGS, //int slots; "larmour", //char *upgradeName; "Limb Armour", //char *upgradeHumanName; - "icons/iconw_gauntlet", + "icons/iconw_plasma", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; @@ -2801,7 +2801,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_NONE, //int slots; "atoxin", //char *upgradeName; "Anti-toxin", //char *upgradeHumanName; - "icons/iconw_gauntlet", + "icons/iconw_machinegun", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; |