// Copyright (C) 1999-2000 Id Software, Inc. // // cg_draw.c -- draw all of the graphical elements during // active (after loading) gameplay /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * This program 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. */ #include "cg_local.h" #include "../ui/ui_shared.h" // used for scoreboard extern displayContextDef_t cgDC; menuDef_t *menuScoreboard = NULL; int drawTeamOverlayModificationCount = -1; int sortedTeamPlayers[ TEAM_MAXOVERLAY ]; int numSortedTeamPlayers; char systemChat[ 256 ]; char teamChat1[ 256 ]; char teamChat2[ 256 ]; //TA UI int CG_Text_Width( const char *text, float scale, int limit ) { int count,len; float out; glyphInfo_t *glyph; float useScale; // FIXME: see ui_main.c, same problem // const unsigned char *s = text; const char *s = text; fontInfo_t *font = &cgDC.Assets.textFont; if( scale <= cg_smallFont.value ) font = &cgDC.Assets.smallFont; else if( scale > cg_bigFont.value ) font = &cgDC.Assets.bigFont; useScale = scale * font->glyphScale; out = 0; if( text ) { len = strlen( text ); if( limit > 0 && len > limit ) len = limit; count = 0; while( s && *s && count < len ) { if( Q_IsColorString( s ) ) { s += 2; continue; } else { glyph = &font->glyphs[ (int)*s ]; //TTimo: FIXME: getting nasty warnings without the cast, //hopefully this doesn't break the VM build out += glyph->xSkip; s++; count++; } } } return out * useScale; } int CG_Text_Height( const char *text, float scale, int limit ) { int len, count; float max; glyphInfo_t *glyph; float useScale; // TTimo: FIXME // const unsigned char *s = text; const char *s = text; fontInfo_t *font = &cgDC.Assets.textFont; if( scale <= cg_smallFont.value ) font = &cgDC.Assets.smallFont; else if( scale > cg_bigFont.value ) font = &cgDC.Assets.bigFont; useScale = scale * font->glyphScale; max = 0; if( text ) { len = strlen( text ); if( limit > 0 && len > limit ) len = limit; count = 0; while( s && *s && count < len ) { if( Q_IsColorString( s ) ) { s += 2; continue; } else { glyph = &font->glyphs[ (int)*s ]; //TTimo: FIXME: getting nasty warnings without the cast, //hopefully this doesn't break the VM build if( max < glyph->height ) max = glyph->height; s++; count++; } } } return max * useScale; } void CG_Text_PaintChar( float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader ) { float w, h; w = width * scale; h = height * scale; CG_AdjustFrom640( &x, &y, &w, &h ); trap_R_DrawStretchPic( x, y, w, h, s, t, s2, t2, hShader ); } void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style ) { int len, count; vec4_t newColor; glyphInfo_t *glyph; float useScale; fontInfo_t *font = &cgDC.Assets.textFont; if( scale <= cg_smallFont.value ) font = &cgDC.Assets.smallFont; else if( scale > cg_bigFont.value ) font = &cgDC.Assets.bigFont; useScale = scale * font->glyphScale; if( text ) { // TTimo: FIXME // const unsigned char *s = text; const char *s = text; trap_R_SetColor( color ); memcpy( &newColor[ 0 ], &color[ 0 ], sizeof( vec4_t ) ); len = strlen( text ); if( limit > 0 && len > limit ) len = limit; count = 0; while( s && *s && count < len ) { glyph = &font->glyphs[ (int)*s ]; //TTimo: FIXME: getting nasty warnings without the cast, //hopefully this doesn't break the VM build if( Q_IsColorString( s ) ) { memcpy( newColor, g_color_table[ ColorIndex( *( s + 1 ) ) ], sizeof( newColor ) ); newColor[ 3 ] = color[ 3 ]; trap_R_SetColor( newColor ); s += 2; continue; } else { float yadj = useScale * glyph->top; if( style == ITEM_TEXTSTYLE_SHADOWED || style == ITEM_TEXTSTYLE_SHADOWEDMORE ) { int ofs = style == ITEM_TEXTSTYLE_SHADOWED ? 1 : 2; colorBlack[ 3 ] = newColor[ 3 ]; trap_R_SetColor( colorBlack ); CG_Text_PaintChar( x + ofs, y - yadj + ofs, glyph->imageWidth, glyph->imageHeight, useScale, glyph->s, glyph->t, glyph->s2, glyph->t2, glyph->glyph ); colorBlack[ 3 ] = 1.0; trap_R_SetColor( newColor ); } else if( style == ITEM_TEXTSTYLE_NEON ) { vec4_t glow, outer, inner, white; glow[ 0 ] = newColor[ 0 ] * 0.5; glow[ 1 ] = newColor[ 1 ] * 0.5; glow[ 2 ] = newColor[ 2 ] * 0.5; glow[ 3 ] = newColor[ 3 ] * 0.2; outer[ 0 ] = newColor[ 0 ]; outer[ 1 ] = newColor[ 1 ]; outer[ 2 ] = newColor[ 2 ]; outer[ 3 ] = newColor[ 3 ]; inner[ 0 ] = newColor[ 0 ] * 1.5 > 1.0f ? 1.0f : newColor[ 0 ] * 1.5; inner[ 1 ] = newColor[ 1 ] * 1.5 > 1.0f ? 1.0f : newColor[ 1 ] * 1.5; inner[ 2 ] = newColor[ 2 ] * 1.5 > 1.0f ? 1.0f : newColor[ 2 ] * 1.5; inner[ 3 ] = newColor[ 3 ]; white[ 0 ] = white[ 1 ] = white[ 2 ] = white[ 3 ] = 1.0f; trap_R_SetColor( glow ); CG_Text_PaintChar( x - 3, y - yadj - 3, glyph->imageWidth + 6, glyph->imageHeight + 6, useScale, glyph->s, glyph->t, glyph->s2, glyph->t2, glyph->glyph ); trap_R_SetColor( outer ); CG_Text_PaintChar( x - 1, y - yadj - 1, glyph->imageWidth + 2, glyph->imageHeight + 2, useScale, glyph->s, glyph->t, glyph->s2, glyph->t2, glyph->glyph ); trap_R_SetColor( inner ); CG_Text_PaintChar( x - 0.5, y - yadj - 0.5, glyph->imageWidth + 1, glyph->imageHeight + 1, useScale, glyph->s, glyph->t, glyph->s2, glyph->t2, glyph->glyph ); trap_R_SetColor( white ); } CG_Text_PaintChar( x, y - yadj, glyph->imageWidth, glyph->imageHeight, useScale, glyph->s, glyph->t, glyph->s2, glyph->t2, glyph->glyph ); x += ( glyph->xSkip * useScale ) + adjust; s++; count++; } } trap_R_SetColor( NULL ); } } /* ============== CG_DrawFieldPadded Draws large numbers for status bar and powerups ============== */ static void CG_DrawFieldPadded( int x, int y, int width, int cw, int ch, int value ) { char num[ 16 ], *ptr; int l, orgL; int frame; int charWidth, charHeight; if( !( charWidth = cw ) ) charWidth = CHAR_WIDTH; if( !( charHeight = ch ) ) charWidth = CHAR_HEIGHT; if( width < 1 ) return; // draw number string if( width > 4 ) width = 4; switch( width ) { case 1: value = value > 9 ? 9 : value; value = value < 0 ? 0 : value; break; case 2: value = value > 99 ? 99 : value; value = value < -9 ? -9 : value; break; case 3: value = value > 999 ? 999 : value; value = value < -99 ? -99 : value; break; case 4: value = value > 9999 ? 9999 : value; value = value < -999 ? -999 : value; break; } Com_sprintf( num, sizeof( num ), "%d", value ); l = strlen( num ); if( l > width ) l = width; orgL = l; x += 2; ptr = num; while( *ptr && l ) { if( width > orgL ) { CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ 0 ] ); width--; x += charWidth; continue; } if( *ptr == '-' ) frame = STAT_MINUS; else frame = *ptr - '0'; CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] ); x += charWidth; ptr++; l--; } } /* ============== CG_DrawField Draws large numbers for status bar and powerups ============== */ static void CG_DrawField( int x, int y, int width, int cw, int ch, int value ) { char num[ 16 ], *ptr; int l; int frame; int charWidth, charHeight; if( !( charWidth = cw ) ) charWidth = CHAR_WIDTH; if( !( charHeight = ch ) ) charWidth = CHAR_HEIGHT; if( width < 1 ) return; // draw number string if( width > 4 ) width = 4; switch( width ) { case 1: value = value > 9 ? 9 : value; value = value < 0 ? 0 : value; break; case 2: value = value > 99 ? 99 : value; value = value < -9 ? -9 : value; break; case 3: value = value > 999 ? 999 : value; value = value < -99 ? -99 : value; break; case 4: value = value > 9999 ? 9999 : value; value = value < -999 ? -999 : value; break; } Com_sprintf( num, sizeof( num ), "%d", value ); l = strlen( num ); if( l > width ) l = width; x += 2 + charWidth * ( width - l ); ptr = num; while( *ptr && l ) { if( *ptr == '-' ) frame = STAT_MINUS; else frame = *ptr -'0'; CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] ); x += charWidth; ptr++; l--; } } static void CG_DrawProgressBar( rectDef_t *rect, vec4_t color, float scale, int align, int textStyle, int special, float progress ) { float rimWidth = rect->h / 20.0f; float doneWidth, leftWidth; float tx, ty, tw, th; char textBuffer[ 8 ]; if( rimWidth < 0.6f ) rimWidth = 0.6f; if( special >= 0.0f ) rimWidth = special; if( progress < 0.0f ) progress = 0.0f; else if( progress > 1.0f ) progress = 1.0f; doneWidth = ( rect->w - 2 * rimWidth ) * progress; leftWidth = ( rect->w - 2 * rimWidth ) - doneWidth; trap_R_SetColor( color ); //draw rim and bar if( align == ITEM_ALIGN_RIGHT ) { CG_DrawPic( rect->x, rect->y, rimWidth, rect->h, cgs.media.whiteShader ); CG_DrawPic( rect->x + rimWidth, rect->y, leftWidth, rimWidth, cgs.media.whiteShader ); CG_DrawPic( rect->x + rimWidth, rect->y + rect->h - rimWidth, leftWidth, rimWidth, cgs.media.whiteShader ); CG_DrawPic( rect->x + rimWidth + leftWidth, rect->y, rimWidth + doneWidth, rect->h, cgs.media.whiteShader ); } else { CG_DrawPic( rect->x, rect->y, rimWidth + doneWidth, rect->h, cgs.media.whiteShader ); CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y, leftWidth, rimWidth, cgs.media.whiteShader ); CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y + rect->h - rimWidth, leftWidth, rimWidth, cgs.media.whiteShader ); CG_DrawPic( rect->x + rect->w - rimWidth, rect->y, rimWidth, rect->h, cgs.media.whiteShader ); } trap_R_SetColor( NULL ); //draw text if( scale > 0.0 ) { Com_sprintf( textBuffer, sizeof( textBuffer ), "%d%%", (int)( progress * 100 ) ); tw = CG_Text_Width( textBuffer, scale, 0 ); th = scale * 40.0f; switch( align ) { case ITEM_ALIGN_LEFT: tx = rect->x + ( rect->w / 10.0f ); ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); break; case ITEM_ALIGN_RIGHT: tx = rect->x + rect->w - ( rect->w / 10.0f ) - tw; ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); break; case ITEM_ALIGN_CENTER: tx = rect->x + ( rect->w / 2.0f ) - ( tw / 2.0f ); ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); break; default: tx = ty = 0.0f; } CG_Text_Paint( tx, ty, scale, color, textBuffer, 0, 0, textStyle ); } } //=============== TA: was cg_newdraw.c void CG_InitTeamChat( ) { memset( teamChat1, 0, sizeof( teamChat1 ) ); memset( teamChat2, 0, sizeof( teamChat2 ) ); memset( systemChat, 0, sizeof( systemChat ) ); } void CG_SetPrintString( int type, const char *p ) { if( type == SYSTEM_PRINT ) { strcpy( systemChat, p ); } else { strcpy( teamChat2, teamChat1 ); strcpy( teamChat1, p ); } } /* =============== CG_AtHighestClass Is the local client at the highest class possible? =============== */ static qboolean CG_AtHighestClass( void ) { int i; qboolean superiorClasses = qfalse; for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) { if( BG_ClassCanEvolveFromTo( cg.predictedPlayerState.stats[ STAT_PCLASS ], i, ALIEN_MAX_KILLS, 0 ) >= 0 && BG_FindStagesForClass( i, cgs.alienStage ) ) { superiorClasses = qtrue; break; } } return !superiorClasses; } #define NO_CREDITS_TIME 2000 static void CG_DrawPlayerCreditsValue( rectDef_t *rect, vec4_t color, qboolean padding ) { int value; playerState_t *ps; centity_t *cent; cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; //if the build timer pie is showing don't show this if( ( cent->currentState.weapon == WP_ABUILD || cent->currentState.weapon == WP_ABUILD2 ) && ps->stats[ STAT_MISC ] ) return; value = ps->persistant[ PERS_CREDIT ]; if( value > -1 ) { if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS && !CG_AtHighestClass( ) ) { if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME ) { if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 ) color[ 3 ] = 0.0f; } } trap_R_SetColor( color ); if( padding ) CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); else CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value ); trap_R_SetColor( NULL ); } } static void CG_DrawPlayerBankValue( rectDef_t *rect, vec4_t color, qboolean padding ) { int value; playerState_t *ps; ps = &cg.snap->ps; value = ps->persistant[ PERS_BANK ]; if( value > -1 ) { trap_R_SetColor( color ); if( padding ) CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); else CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value ); trap_R_SetColor( NULL ); } } #define HH_MIN_ALPHA 0.2f #define HH_MAX_ALPHA 0.8f #define HH_ALPHA_DIFF (HH_MAX_ALPHA-HH_MIN_ALPHA) #define AH_MIN_ALPHA 0.2f #define AH_MAX_ALPHA 0.8f #define AH_ALPHA_DIFF (AH_MAX_ALPHA-AH_MIN_ALPHA) /* ============== CG_DrawPlayerStamina1 ============== */ static void CG_DrawPlayerStamina1( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; float stamina = ps->stats[ STAT_STAMINA ]; float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; float progress; stamina -= ( 2 * (int)maxStaminaBy3 ); progress = stamina / maxStaminaBy3; if( progress > 1.0f ) progress = 1.0f; else if( progress < 0.0f ) progress = 0.0f; color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerStamina2 ============== */ static void CG_DrawPlayerStamina2( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; float stamina = ps->stats[ STAT_STAMINA ]; float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; float progress; stamina -= (int)maxStaminaBy3; progress = stamina / maxStaminaBy3; if( progress > 1.0f ) progress = 1.0f; else if( progress < 0.0f ) progress = 0.0f; color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerStamina3 ============== */ static void CG_DrawPlayerStamina3( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; float stamina = ps->stats[ STAT_STAMINA ]; float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; float progress; progress = stamina / maxStaminaBy3; if( progress > 1.0f ) progress = 1.0f; else if( progress < 0.0f ) progress = 0.0f; color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerStamina4 ============== */ static void CG_DrawPlayerStamina4( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; float stamina = ps->stats[ STAT_STAMINA ]; float progress; stamina += (float)MAX_STAMINA; progress = stamina / (float)MAX_STAMINA; if( progress > 1.0f ) progress = 1.0f; else if( progress < 0.0f ) progress = 0.0f; color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerStaminaBolt ============== */ static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; float stamina = ps->stats[ STAT_STAMINA ]; if( stamina < 0 ) color[ 3 ] = HH_MIN_ALPHA; else color[ 3 ] = HH_MAX_ALPHA; trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerClipsRing ============== */ static void CG_DrawPlayerClipsRing( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; centity_t *cent; float buildTime = ps->stats[ STAT_MISC ]; float progress; float maxDelay; cent = &cg_entities[ cg.snap->ps.clientNum ]; switch( cent->currentState.weapon ) { case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon ); if( buildTime > maxDelay ) buildTime = maxDelay; progress = ( maxDelay - buildTime ) / maxDelay; color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); break; default: if( ps->weaponstate == WEAPON_RELOADING ) { maxDelay = (float)BG_FindReloadTimeForWeapon( cent->currentState.weapon ); progress = ( maxDelay - (float)ps->weaponTime ) / maxDelay; color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); } break; } trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerBuildTimerRing ============== */ static void CG_DrawPlayerBuildTimerRing( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; centity_t *cent; float buildTime = ps->stats[ STAT_MISC ]; float progress; float maxDelay; cent = &cg_entities[ cg.snap->ps.clientNum ]; maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon ); if( buildTime > maxDelay ) buildTime = maxDelay; progress = ( maxDelay - buildTime ) / maxDelay; color[ 3 ] = AH_MIN_ALPHA + ( progress * AH_ALPHA_DIFF ); trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerBoosted ============== */ static void CG_DrawPlayerBoosted( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; qboolean boosted = ps->stats[ STAT_STATE ] & SS_BOOSTED; if( boosted ) color[ 3 ] = AH_MAX_ALPHA; else color[ 3 ] = AH_MIN_ALPHA; trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerBoosterBolt ============== */ static void CG_DrawPlayerBoosterBolt( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; qboolean boosted = ps->stats[ STAT_STATE ] & SS_BOOSTED; vec4_t localColor; Vector4Copy( color, localColor ); if( boosted ) { if( ps->stats[ STAT_BOOSTTIME ] > BOOST_TIME - 3000 ) { qboolean flash = ( ps->stats[ STAT_BOOSTTIME ] / 500 ) % 2; if( flash ) localColor[ 3 ] = 1.0f; } } trap_R_SetColor( localColor ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerPoisonBarbs ============== */ static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; int x = rect->x; int y = rect->y; int width = rect->w; int height = rect->h; qboolean vertical; int iconsize, numBarbs, i; BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &numBarbs, NULL, NULL ); if( height > width ) { vertical = qtrue; iconsize = width; } else if( height <= width ) { vertical = qfalse; iconsize = height; } if( color[ 3 ] != 0.0 ) trap_R_SetColor( color ); for( i = 0; i < numBarbs; i ++ ) { if( vertical ) y += iconsize; else x += iconsize; CG_DrawPic( x, y, iconsize, iconsize, shader ); } trap_R_SetColor( NULL ); } /* ============== CG_DrawPlayerWallclimbing ============== */ static void CG_DrawPlayerWallclimbing( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; qboolean ww = ps->stats[ STAT_STATE ] & SS_WALLCLIMBING; if( ww ) color[ 3 ] = AH_MAX_ALPHA; else color[ 3 ] = AH_MIN_ALPHA; trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } static void CG_DrawPlayerStamina( rectDef_t *rect, vec4_t color, float scale, int align, int textStyle, int special ) { playerState_t *ps = &cg.snap->ps; int stamina = ps->stats[ STAT_STAMINA ]; float progress = ( (float)stamina + (float)MAX_STAMINA ) / ( (float)MAX_STAMINA * 2.0f ); CG_DrawProgressBar( rect, color, scale, align, textStyle, special, progress ); } static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color ) { int value; centity_t *cent; playerState_t *ps; cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; if( cent->currentState.weapon ) { switch( cent->currentState.weapon ) { case WP_ABUILD: case WP_ABUILD2: //percentage of BP remaining value = cgs.alienBuildPoints; break; case WP_HBUILD: case WP_HBUILD2: //percentage of BP remaining value = cgs.humanBuildPoints; break; default: BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL, NULL ); break; } if( value > 999 ) value = 999; if( value > -1 ) { trap_R_SetColor( color ); CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); trap_R_SetColor( NULL ); } } } /* ============== CG_DrawAlienSense ============== */ static void CG_DrawAlienSense( rectDef_t *rect ) { if( BG_ClassHasAbility( cg.snap->ps.stats[ STAT_PCLASS ], SCA_ALIENSENSE ) ) CG_AlienSense( rect ); } /* ============== CG_DrawHumanScanner ============== */ static void CG_DrawHumanScanner( rectDef_t *rect, qhandle_t shader, vec4_t color ) { if( BG_InventoryContainsUpgrade( UP_HELMET, cg.snap->ps.stats ) ) CG_Scanner( rect, shader, color ); } /* ============== CG_DrawUsableBuildable ============== */ static void CG_DrawUsableBuildable( rectDef_t *rect, qhandle_t shader, vec4_t color ) { vec3_t view, point; trace_t trace; entityState_t *es; AngleVectors( cg.refdefViewAngles, view, NULL, NULL ); VectorMA( cg.refdef.vieworg, 64, view, point ); CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL, point, cg.predictedPlayerState.clientNum, MASK_SHOT ); es = &cg_entities[ trace.entityNum ].currentState; if( es->eType == ET_BUILDABLE && BG_FindUsableForBuildable( es->modelindex ) && cg.predictedPlayerState.stats[ STAT_PTEAM ] == BG_FindTeamForBuildable( es->modelindex ) ) { //hack to prevent showing the usable buildable when you aren't carrying an energy weapon if( ( es->modelindex == BA_H_REACTOR || es->modelindex == BA_H_REPEATER ) && ( !BG_FindUsesEnergyForWeapon( cg.snap->ps.weapon ) || BG_FindInfinteAmmoForWeapon( cg.snap->ps.weapon ) ) ) return; trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } } #define BUILD_DELAY_TIME 2000 static void CG_DrawPlayerBuildTimer( rectDef_t *rect, vec4_t color ) { float progress; int index; centity_t *cent; playerState_t *ps; cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; if( cent->currentState.weapon ) { switch( cent->currentState.weapon ) { case WP_ABUILD: progress = (float)ps->stats[ STAT_MISC ] / (float)ABUILDER_BASE_DELAY; break; case WP_ABUILD2: progress = (float)ps->stats[ STAT_MISC ] / (float)ABUILDER_ADV_DELAY; break; case WP_HBUILD: progress = (float)ps->stats[ STAT_MISC ] / (float)HBUILD_DELAY; break; case WP_HBUILD2: progress = (float)ps->stats[ STAT_MISC ] / (float)HBUILD2_DELAY; break; default: return; break; } if( !ps->stats[ STAT_MISC ] ) return; index = (int)( progress * 8.0f ); if( index > 7 ) index = 7; else if( index < 0 ) index = 0; if( cg.time - cg.lastBuildAttempt <= BUILD_DELAY_TIME ) { if( ( ( cg.time - cg.lastBuildAttempt ) / 300 ) % 2 ) { color[ 0 ] = 1.0f; color[ 1 ] = color[ 2 ] = 0.0f; color[ 3 ] = 1.0f; } } trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.buildWeaponTimerPie[ index ] ); trap_R_SetColor( NULL ); } } static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color ) { int value; centity_t *cent; playerState_t *ps; cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; if( cent->currentState.weapon ) { switch( cent->currentState.weapon ) { case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: break; default: BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value, NULL ); if( value > -1 ) { trap_R_SetColor( color ); CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); trap_R_SetColor( NULL ); } break; } } } static void CG_DrawPlayerHealthValue( rectDef_t *rect, vec4_t color ) { playerState_t *ps; int value; ps = &cg.snap->ps; value = ps->stats[ STAT_HEALTH ]; trap_R_SetColor( color ); CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); trap_R_SetColor( NULL ); } static void CG_DrawPlayerHealthBar( rectDef_t *rect, vec4_t color, float scale, int align, int textStyle, int special ) { playerState_t *ps; float total; ps = &cg.snap->ps; total = ( (float)ps->stats[ STAT_HEALTH ] / (float)ps->stats[ STAT_MAX_HEALTH ] ); CG_DrawProgressBar( rect, color, scale, align, textStyle, special, total ); } /* ============== CG_DrawPlayerHealthCross ============== */ static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t color, qhandle_t shader ) { playerState_t *ps = &cg.snap->ps; int health = ps->stats[ STAT_HEALTH ]; if( health < 10 ) { color[ 0 ] = 1.0f; color[ 1 ] = color[ 2 ] = 0.0f; } trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); trap_R_SetColor( NULL ); } static void CG_DrawProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align, const char *s, float fraction ) { vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; float tx, tw = CG_Text_Width( s, scale, 0 ); switch( align ) { case ITEM_ALIGN_LEFT: tx = 0.0f; break; case ITEM_ALIGN_RIGHT: tx = rect->w - tw; break; case ITEM_ALIGN_CENTER: tx = ( rect->w / 2.0f ) - ( tw / 2.0f ); break; default: tx = 0.0f; } if( fraction < 1.0f ) CG_Text_Paint( rect->x + text_x + tx, rect->y + text_y, scale, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); else CG_Text_Paint( rect->x + text_x + tx, rect->y + text_y, scale, color, s, 0, 0, ITEM_TEXTSTYLE_NEON ); } static void CG_DrawMediaProgress( rectDef_t *rect, vec4_t color, float scale, int align, int textStyle, int special ) { CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.mediaFraction ); } static void CG_DrawMediaProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align ) { CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Map and Textures", cg.mediaFraction ); } static void CG_DrawBuildablesProgress( rectDef_t *rect, vec4_t color, float scale, int align, int textStyle, int special ) { CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.buildablesFraction ); } static void CG_DrawBuildablesProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align ) { CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Buildable Models", cg.buildablesFraction ); } static void CG_DrawCharModelProgress( rectDef_t *rect, vec4_t color, float scale, int align, int textStyle, int special ) { CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.charModelFraction ); } static void CG_DrawCharModelProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align ) { CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Character Models", cg.charModelFraction ); } static void CG_DrawOverallProgress( rectDef_t *rect, vec4_t color, float scale, int align, int textStyle, int special ) { float total; total = ( cg.charModelFraction + cg.buildablesFraction + cg.mediaFraction ) / 3.0f; CG_DrawProgressBar( rect, color, scale, align, textStyle, special, total ); } static void CG_DrawLevelShot( rectDef_t *rect ) { const char *s; const char *info; qhandle_t levelshot; qhandle_t detail; info = CG_ConfigString( CS_SERVERINFO ); s = Info_ValueForKey( info, "mapname" ); levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) ); if( !levelshot ) levelshot = trap_R_RegisterShaderNoMip( "gfx/2d/load_screen" ); trap_R_SetColor( NULL ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, levelshot ); // blend a detail texture over it detail = trap_R_RegisterShader( "levelShotDetail" ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, detail ); } static void CG_DrawLoadingString( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align, int textStyle, const char *s ) { float tw, th, tx; int pos, i; char buffer[ 1024 ]; char *end; if( !s[ 0 ] ) return; strcpy( buffer, s ); tw = CG_Text_Width( s, scale, 0 ); th = scale * 40.0f; pos = i = 0; while( pos < strlen( s ) ) { strcpy( buffer, &s[ pos ] ); tw = CG_Text_Width( buffer, scale, 0 ); while( tw > rect->w ) { end = strrchr( buffer, ' ' ); if( end == NULL ) break; *end = '\0'; tw = CG_Text_Width( buffer, scale, 0 ); } switch( align ) { case ITEM_ALIGN_LEFT: tx = rect->x; break; case ITEM_ALIGN_RIGHT: tx = rect->x + rect->w - tw; break; case ITEM_ALIGN_CENTER: tx = rect->x + ( rect->w / 2.0f ) - ( tw / 2.0f ); break; default: tx = 0.0f; } CG_Text_Paint( tx + text_x, rect->y + text_y + i * ( th + 3 ), scale, color, buffer, 0, 0, textStyle ); pos += strlen( buffer ) + 1; i++; } } static void CG_DrawLevelName( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align, int textStyle ) { const char *s; s = CG_ConfigString( CS_MESSAGE ); CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, s ); } static void CG_DrawMOTD( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align, int textStyle ) { const char *s; s = CG_ConfigString( CS_MOTD ); CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, s ); } static void CG_DrawHostname( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align, int textStyle ) { char buffer[ 1024 ]; const char *info; info = CG_ConfigString( CS_SERVERINFO ); Q_strncpyz( buffer, Info_ValueForKey( info, "sv_hostname" ), 1024 ); Q_CleanStr( buffer ); CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, buffer ); } /* ====================== CG_UpdateMediaFraction ====================== */ void CG_UpdateMediaFraction( float newFract ) { cg.mediaFraction = newFract; trap_UpdateScreen( ); } /* ==================== CG_DrawLoadingScreen Draw all the status / pacifier stuff during level loading ==================== */ void CG_DrawLoadingScreen( void ) { Menu_Paint( Menus_FindByName( "Loading" ), qtrue ); } float CG_GetValue( int ownerDraw ) { centity_t *cent; playerState_t *ps; cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; switch( ownerDraw ) { case CG_PLAYER_AMMO_VALUE: if( cent->currentState.weapon ) { int value; BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL, NULL ); return value; } break; case CG_PLAYER_CLIPS_VALUE: if( cent->currentState.weapon ) { int value; BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value, NULL ); return value; } break; case CG_PLAYER_HEALTH: return ps->stats[ STAT_HEALTH ]; break; default: break; } return -1; } static void CG_DrawAreaSystemChat( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader ) { CG_Text_Paint( rect->x, rect->y + rect->h, scale, color, systemChat, 0, 0, 0 ); } static void CG_DrawAreaTeamChat( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader ) { CG_Text_Paint( rect->x, rect->y + rect->h, scale, color,teamChat1, 0, 0, 0 ); } static void CG_DrawAreaChat(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, teamChat2, 0, 0, 0); } const char *CG_GetKillerText( ) { const char *s = ""; if( cg.killerName[ 0 ] ) s = va( "Fragged by %s", cg.killerName ); return s; } static void CG_DrawKiller( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { // fragged by ... line if( cg.killerName[ 0 ] ) { int x = rect->x + rect->w / 2; CG_Text_Paint( x - CG_Text_Width( CG_GetKillerText( ), scale, 0 ) / 2, rect->y + rect->h, scale, color, CG_GetKillerText( ), 0, 0, textStyle ); } } static void CG_Text_Paint_Limit( float *maxX, float x, float y, float scale, vec4_t color, const char* text, float adjust, int limit ) { int len, count; vec4_t newColor; glyphInfo_t *glyph; if( text ) { // TTimo: FIXME // const unsigned char *s = text; // bk001206 - unsigned const char *s = text; float max = *maxX; float useScale; fontInfo_t *font = &cgDC.Assets.textFont; if( scale <= cg_smallFont.value ) font = &cgDC.Assets.smallFont; else if( scale > cg_bigFont.value ) font = &cgDC.Assets.bigFont; useScale = scale * font->glyphScale; trap_R_SetColor( color ); len = strlen( text ); if( limit > 0 && len > limit ) len = limit; count = 0; while( s && *s && count < len ) { glyph = &font->glyphs[ (int)*s ]; //TTimo: FIXME: getting nasty warnings without the cast, //hopefully this doesn't break the VM build if( Q_IsColorString( s ) ) { memcpy( newColor, g_color_table[ ColorIndex( *(s+1) ) ], sizeof( newColor ) ); newColor[ 3 ] = color[ 3 ]; trap_R_SetColor( newColor ); s += 2; continue; } else { float yadj = useScale * glyph->top; if( CG_Text_Width( s, useScale, 1 ) + x > max ) { *maxX = 0; break; } CG_Text_PaintChar( x, y - yadj, glyph->imageWidth, glyph->imageHeight, useScale, glyph->s, glyph->t, glyph->s2, glyph->t2, glyph->glyph ); x += ( glyph->xSkip * useScale ) + adjust; *maxX = x; count++; s++; } } trap_R_SetColor( NULL ); } } static void CG_DrawTeamSpectators( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader ) { if( cg.spectatorLen ) { float maxX; if( cg.spectatorWidth == -1 ) { cg.spectatorWidth = 0; cg.spectatorPaintX = rect->x + 1; cg.spectatorPaintX2 = -1; } if( cg.spectatorOffset > cg.spectatorLen ) { cg.spectatorOffset = 0; cg.spectatorPaintX = rect->x + 1; cg.spectatorPaintX2 = -1; } if( cg.time > cg.spectatorTime ) { cg.spectatorTime = cg.time + 10; if( cg.spectatorPaintX <= rect->x + 2 ) { if( cg.spectatorOffset < cg.spectatorLen ) { //TA: skip colour directives if( Q_IsColorString( &cg.spectatorList[ cg.spectatorOffset ] ) ) cg.spectatorOffset += 2; else { cg.spectatorPaintX += CG_Text_Width( &cg.spectatorList[ cg.spectatorOffset ], scale, 1 ) - 1; cg.spectatorOffset++; } } else { cg.spectatorOffset = 0; if( cg.spectatorPaintX2 >= 0 ) cg.spectatorPaintX = cg.spectatorPaintX2; else cg.spectatorPaintX = rect->x + rect->w - 2; cg.spectatorPaintX2 = -1; } } else { cg.spectatorPaintX--; if( cg.spectatorPaintX2 >= 0 ) cg.spectatorPaintX2--; } } maxX = rect->x + rect->w - 2; CG_Text_Paint_Limit( &maxX, cg.spectatorPaintX, rect->y + rect->h - 3, scale, color, &cg.spectatorList[ cg.spectatorOffset ], 0, 0 ); if( cg.spectatorPaintX2 >= 0 ) { float maxX2 = rect->x + rect->w - 2; CG_Text_Paint_Limit( &maxX2, cg.spectatorPaintX2, rect->y + rect->h - 3, scale, color, cg.spectatorList, 0, cg.spectatorOffset ); } if( cg.spectatorOffset && maxX > 0 ) { // if we have an offset ( we are skipping the first part of the string ) and we fit the string if( cg.spectatorPaintX2 == -1 ) cg.spectatorPaintX2 = rect->x + rect->w - 2; } else cg.spectatorPaintX2 = -1; } } /* ================== CG_DrawFPS ================== */ //TA: personally i think this should be longer - it should really be a cvar #define FPS_FRAMES 20 #define FPS_STRING "fps" static void CG_DrawFPS( rectDef_t *rect, float text_x, float text_y, float scale, vec4_t color, int align, int textStyle, qboolean scalableText ) { char *s; int tx, w, totalWidth, strLength; static int previousTimes[ FPS_FRAMES ]; static int index; int i, total; int fps; static int previous; int t, frameTime; if( !cg_drawFPS.integer ) return; // don't use serverTime, because that will be drifting to // correct for internet lag changes, timescales, timedemos, etc t = trap_Milliseconds( ); frameTime = t - previous; previous = t; previousTimes[ index % FPS_FRAMES ] = frameTime; index++; if( index > FPS_FRAMES ) { // average multiple frames together to smooth changes out a bit total = 0; for( i = 0 ; i < FPS_FRAMES ; i++ ) total += previousTimes[ i ]; if( !total ) total = 1; fps = 1000 * FPS_FRAMES / total; s = va( "%d", fps ); w = CG_Text_Width( "0", scale, 0 ); strLength = CG_DrawStrlen( s ); totalWidth = CG_Text_Width( FPS_STRING, scale, 0 ) + w * strLength; switch( align ) { case ITEM_ALIGN_LEFT: tx = rect->x; break; case ITEM_ALIGN_RIGHT: tx = rect->x + rect->w - totalWidth; break; case ITEM_ALIGN_CENTER: tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f ); break; default: tx = 0.0f; } if( scalableText ) { for( i = 0; i < strLength; i++ ) { char c[ 2 ]; c[ 0 ] = s[ i ]; c[ 1 ] = '\0'; CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle ); } } else { trap_R_SetColor( color ); CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, fps ); trap_R_SetColor( NULL ); } if( scalableText ) CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, FPS_STRING, 0, 0, textStyle ); } } /* ================= CG_DrawTimerMins ================= */ static void CG_DrawTimerMins( rectDef_t *rect, vec4_t color ) { int mins, seconds; int msec; if( !cg_drawTimer.integer ) return; msec = cg.time - cgs.levelStartTime; seconds = msec / 1000; mins = seconds / 60; seconds -= mins * 60; trap_R_SetColor( color ); CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, mins ); trap_R_SetColor( NULL ); } /* ================= CG_DrawTimerSecs ================= */ static void CG_DrawTimerSecs( rectDef_t *rect, vec4_t color ) { int mins, seconds; int msec; if( !cg_drawTimer.integer ) return; msec = cg.time - cgs.levelStartTime; seconds = msec / 1000; mins = seconds / 60; seconds -= mins * 60; trap_R_SetColor( color ); CG_DrawFieldPadded( rect->x, rect->y, 2, rect->w / 2, rect->h, seconds ); trap_R_SetColor( NULL ); } /* ================= CG_DrawTimer ================= */ static void CG_DrawTimer( rectDef_t *rect, float text_x, float text_y, float scale, vec4_t color, int align, int textStyle ) { char *s; int i, tx, w, totalWidth, strLength; int mins, seconds, tens; int msec; if( !cg_drawTimer.integer ) return; msec = cg.time - cgs.levelStartTime; seconds = msec / 1000; mins = seconds / 60; seconds -= mins * 60; tens = seconds / 10; seconds -= tens * 10; s = va( "%d:%d%d", mins, tens, seconds ); w = CG_Text_Width( "0", scale, 0 ); strLength = CG_DrawStrlen( s ); totalWidth = w * strLength; switch( align ) { case ITEM_ALIGN_LEFT: tx = rect->x; break; case ITEM_ALIGN_RIGHT: tx = rect->x + rect->w - totalWidth; break; case ITEM_ALIGN_CENTER: tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f ); break; default: tx = 0.0f; } for( i = 0; i < strLength; i++ ) { char c[ 2 ]; c[ 0 ] = s[ i ]; c[ 1 ] = '\0'; CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle ); } } /* ================== CG_DrawSnapshot ================== */ static void CG_DrawSnapshot( rectDef_t *rect, float text_x, float text_y, float scale, vec4_t color, int align, int textStyle ) { char *s; int w, tx; if( !cg_drawSnapshot.integer ) return; s = va( "time:%d snap:%d cmd:%d", cg.snap->serverTime, cg.latestSnapshotNum, cgs.serverCommandSequence ); w = CG_Text_Width( s, scale, 0 ); switch( align ) { case ITEM_ALIGN_LEFT: tx = rect->x; break; case ITEM_ALIGN_RIGHT: tx = rect->x + rect->w - w; break; case ITEM_ALIGN_CENTER: tx = rect->x + ( rect->w / 2.0f ) - ( w / 2.0f ); break; default: tx = 0.0f; } CG_Text_Paint( text_x + tx, rect->y + text_y, scale, color, s, 0, 0, textStyle ); } /* =============================================================================== LAGOMETER =============================================================================== */ #define LAG_SAMPLES 128 typedef struct { int frameSamples[ LAG_SAMPLES ]; int frameCount; int snapshotFlags[ LAG_SAMPLES ]; int snapshotSamples[ LAG_SAMPLES ]; int snapshotCount; } lagometer_t; lagometer_t lagometer; /* ============== CG_AddLagometerFrameInfo Adds the current interpolate / extrapolate bar for this frame ============== */ void CG_AddLagometerFrameInfo( void ) { int offset; offset = cg.time - cg.latestSnapshotTime; lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1 ) ] = offset; lagometer.frameCount++; } /* ============== CG_AddLagometerSnapshotInfo Each time a snapshot is received, log its ping time and the number of snapshots that were dropped before it. Pass NULL for a dropped packet. ============== */ void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) { // 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_DrawDisconnect Should we draw something differnet for long lag vs no packets? ============== */ static void CG_DrawDisconnect( void ) { float x, y; int cmdNum; usercmd_t cmd; const char *s; int w; vec4_t color = { 1.0f, 1.0f, 1.0f, 1.0f }; // draw the phone jack if we are completely past our buffers cmdNum = trap_GetCurrentCmdNumber( ) - CMD_BACKUP + 1; trap_GetUserCmd( cmdNum, &cmd ); // special check for map_restart if( cmd.serverTime <= cg.snap->ps.commandTime || cmd.serverTime > cg.time ) return; // also add text in center of screen s = "Connection Interrupted"; w = CG_Text_Width( s, 0.7f, 0 ); CG_Text_Paint( 320 - w / 2, 100, 0.7f, color, s, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); // blink the icon if( ( cg.time >> 9 ) & 1 ) return; x = 640 - 48; y = 480 - 48; CG_DrawPic( x, y, 48, 48, trap_R_RegisterShader( "gfx/2d/net.tga" ) ); } #define MAX_LAGOMETER_PING 900 #define MAX_LAGOMETER_RANGE 300 /* ============== CG_DrawLagometer ============== */ static void CG_DrawLagometer( rectDef_t *rect, qhandle_t shader ) { int a, x, y, i; float v; float ax, ay, aw, ah, mid, range; int color; float vscale; vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; if( cg.snap->ps.pm_type == PM_INTERMISSION ) return; if( !cg_lagometer.integer ) return; // // draw the graph // ax = x = rect->x; ay = y = rect->y; aw = rect->w; ah = rect->h; trap_R_SetColor( NULL ); CG_DrawPic( x, y, rect->w, rect->h, shader ); CG_AdjustFrom640( &ax, &ay, &aw, &ah ); color = -1; range = ah / 3; mid = ay + range; vscale = range / MAX_LAGOMETER_RANGE; // draw the frame interpoalte / extrapolate graph for( a = 0 ; a < aw ; a++ ) { i = ( lagometer.frameCount - 1 - a ) & ( LAG_SAMPLES - 1 ); v = lagometer.frameSamples[ i ]; v *= vscale; if( v > 0 ) { if( color != 1 ) { color = 1; trap_R_SetColor( g_color_table[ ColorIndex( COLOR_YELLOW ) ] ); } if( v > range ) v = range; trap_R_DrawStretchPic( ax + aw - a, mid - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); } else if( v < 0 ) { if( color != 2 ) { color = 2; trap_R_SetColor( g_color_table[ ColorIndex( COLOR_BLUE ) ] ); } v = -v; if( v > range ) v = range; trap_R_DrawStretchPic( ax + aw - a, mid, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); } } // draw the snapshot latency / drop graph range = ah / 2; vscale = range / MAX_LAGOMETER_PING; for( a = 0 ; a < aw ; a++ ) { i = ( lagometer.snapshotCount - 1 - a ) & ( LAG_SAMPLES - 1 ); v = lagometer.snapshotSamples[ i ]; if( v > 0 ) { if( lagometer.snapshotFlags[ i ] & SNAPFLAG_RATE_DELAYED ) { if( color != 5 ) { color = 5; // YELLOW for rate delay trap_R_SetColor( g_color_table[ ColorIndex( COLOR_YELLOW ) ] ); } } else { if( color != 3 ) { color = 3; trap_R_SetColor( g_color_table[ ColorIndex( COLOR_GREEN ) ] ); } } v = v * vscale; if( v > range ) v = range; trap_R_DrawStretchPic( ax + aw - a, ay + ah - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); } else if( v < 0 ) { if( color != 4 ) { color = 4; // RED for dropped snapshots trap_R_SetColor( g_color_table[ ColorIndex( COLOR_RED ) ] ); } trap_R_DrawStretchPic( ax + aw - a, ay + ah - range, 1, range, 0, 0, 0, 0, cgs.media.whiteShader ); } } trap_R_SetColor( NULL ); if( cg_nopredict.integer || cg_synchronousClients.integer ) CG_Text_Paint( ax, ay, 0.5, white, "snc", 0, 0, ITEM_TEXTSTYLE_NORMAL ); CG_DrawDisconnect( ); } /* ============== CG_DrawConsole ============== */ static void CG_DrawConsole( rectDef_t *rect, float text_x, float text_y, vec4_t color, float scale, int align, int textStyle ) { float x, y, w, h; //for some reason if these are stored locally occasionally rendering fails //even though they are both live until the end of the function, hence static //possible compiler bug?? static menuDef_t dummyParent; static itemDef_t textItem; //offset the text x = rect->x; y = rect->y; w = rect->w - ( 16 + ( 2 * text_x ) ); //16 to ensure text within frame h = rect->h; textItem.text = cg.consoleText; textItem.parent = &dummyParent; memcpy( textItem.window.foreColor, color, sizeof( vec4_t ) ); textItem.window.flags = 0; switch( align ) { case ITEM_ALIGN_LEFT: textItem.window.rect.x = x; break; case ITEM_ALIGN_RIGHT: textItem.window.rect.x = x + w; break; case ITEM_ALIGN_CENTER: textItem.window.rect.x = x + ( w / 2 ); break; default: textItem.window.rect.x = x; break; } textItem.window.rect.y = y; textItem.window.rect.w = w; textItem.window.rect.h = h; textItem.window.borderSize = 0; textItem.textRect.x = 0; textItem.textRect.y = 0; textItem.textRect.w = 0; textItem.textRect.h = 0; textItem.textalignment = align; textItem.textalignx = text_x; textItem.textaligny = text_y; textItem.textscale = scale; textItem.textStyle = textStyle; //hack to utilise existing autowrap code Item_Text_AutoWrapped_Paint( &textItem ); } /* =================== CG_DrawWeaponIcon =================== */ void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) { int ammo, clips, maxAmmo, maxClips; centity_t *cent; playerState_t *ps; cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL ); BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, &maxClips, NULL ); // don't display if dead if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) return; if( cent->currentState.weapon == 0 ) return; CG_RegisterWeapon( cent->currentState.weapon ); if( clips == 0 && !BG_FindInfinteAmmoForWeapon( cent->currentState.weapon ) ) { float ammoPercent = (float)ammo / (float)maxAmmo; if( ammoPercent < 0.33f ) { color[ 0 ] = 1.0f; color[ 1 ] = color[ 2 ] = 0.0f; } } if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS && CG_AtHighestClass( ) ) { if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME ) { if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 ) color[ 3 ] = 0.0f; } } trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].weaponIcon ); trap_R_SetColor( NULL ); } /* ================================================================================ CROSSHAIR ================================================================================ */ /* ================= CG_DrawCrosshair ================= */ static void CG_DrawCrosshair( void ) { float w, h; qhandle_t hShader; float x, y; weaponInfo_t *wi; if( !cg_drawCrosshair.integer ) return; if( ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) || ( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) || ( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) ) return; if( cg.renderingThirdPerson ) return; wi = &cg_weapons[ cg.snap->ps.weapon ]; w = h = wi->crossHairSize; x = cg_crosshairX.integer; y = cg_crosshairY.integer; CG_AdjustFrom640( &x, &y, &w, &h ); hShader = wi->crossHair; if( hShader != 0 ) { trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * ( cg.refdef.width - w ), y + cg.refdef.y + 0.5 * ( cg.refdef.height - h ), w, h, 0, 0, 1, 1, hShader ); } } /* ================= CG_ScanForCrosshairEntity ================= */ static void CG_ScanForCrosshairEntity( void ) { trace_t trace; vec3_t start, end; int content; pTeam_t team; VectorCopy( cg.refdef.vieworg, start ); VectorMA( start, 131072, cg.refdef.viewaxis[ 0 ], end ); CG_Trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY ); if( trace.entityNum >= MAX_CLIENTS ) return; // if the player is in fog, don't show it content = trap_CM_PointContents( trace.endpos, 0 ); if( content & CONTENTS_FOG ) return; team = cgs.clientinfo[ trace.entityNum ].team; if( cg.snap->ps.persistant[ PERS_TEAM ] != TEAM_SPECTATOR ) { //only display team names of those on the same team as this player if( team != cg.snap->ps.stats[ STAT_PTEAM ] ) return; } // update the fade timer cg.crosshairClientNum = trace.entityNum; cg.crosshairClientTime = cg.time; } /* ===================== CG_DrawCrosshairNames ===================== */ static void CG_DrawCrosshairNames( rectDef_t *rect, float scale, int textStyle ) { float *color; char *name; float w, x; if( !cg_drawCrosshair.integer ) return; if( !cg_drawCrosshairNames.integer ) return; if( cg.renderingThirdPerson ) return; // scan the known entities to see if the crosshair is sighted on one CG_ScanForCrosshairEntity( ); // draw the name of the player being looked at color = CG_FadeColor( cg.crosshairClientTime, 1000 ); if( !color ) { trap_R_SetColor( NULL ); return; } name = cgs.clientinfo[ cg.crosshairClientNum ].name; w = CG_Text_Width( name, scale, 0 ); x = rect->x + rect->w / 2; CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); trap_R_SetColor( NULL ); } /* =============== CG_OwnerDraw Draw an owner drawn item =============== */ void CG_OwnerDraw( float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle ) { rectDef_t rect; if( cg_drawStatus.integer == 0 ) return; rect.x = x; rect.y = y; rect.w = w; rect.h = h; switch( ownerDraw ) { case CG_PLAYER_CREDITS_VALUE: CG_DrawPlayerCreditsValue( &rect, color, qtrue ); break; case CG_PLAYER_BANK_VALUE: CG_DrawPlayerBankValue( &rect, color, qtrue ); break; case CG_PLAYER_CREDITS_VALUE_NOPAD: CG_DrawPlayerCreditsValue( &rect, color, qfalse ); break; case CG_PLAYER_BANK_VALUE_NOPAD: CG_DrawPlayerBankValue( &rect, color, qfalse ); break; case CG_PLAYER_STAMINA: CG_DrawPlayerStamina( &rect, color, scale, align, textStyle, special ); break; case CG_PLAYER_STAMINA_1: CG_DrawPlayerStamina1( &rect, color, shader ); break; case CG_PLAYER_STAMINA_2: CG_DrawPlayerStamina2( &rect, color, shader ); break; case CG_PLAYER_STAMINA_3: CG_DrawPlayerStamina3( &rect, color, shader ); break; case CG_PLAYER_STAMINA_4: CG_DrawPlayerStamina4( &rect, color, shader ); break; case CG_PLAYER_STAMINA_BOLT: CG_DrawPlayerStaminaBolt( &rect, color, shader ); break; case CG_PLAYER_AMMO_VALUE: CG_DrawPlayerAmmoValue( &rect, color ); break; case CG_PLAYER_CLIPS_VALUE: CG_DrawPlayerClipsValue( &rect, color ); break; case CG_PLAYER_BUILD_TIMER: CG_DrawPlayerBuildTimer( &rect, color ); break; case CG_PLAYER_HEALTH: CG_DrawPlayerHealthValue( &rect, color ); break; case CG_PLAYER_HEALTH_BAR: CG_DrawPlayerHealthBar( &rect, color, scale, align, textStyle, special ); break; case CG_PLAYER_HEALTH_CROSS: CG_DrawPlayerHealthCross( &rect, color, shader ); break; case CG_PLAYER_CLIPS_RING: CG_DrawPlayerClipsRing( &rect, color, shader ); break; case CG_PLAYER_BUILD_TIMER_RING: CG_DrawPlayerBuildTimerRing( &rect, color, shader ); break; case CG_PLAYER_WALLCLIMBING: CG_DrawPlayerWallclimbing( &rect, color, shader ); break; case CG_PLAYER_BOOSTED: CG_DrawPlayerBoosted( &rect, color, shader ); break; case CG_PLAYER_BOOST_BOLT: CG_DrawPlayerBoosterBolt( &rect, color, shader ); break; case CG_PLAYER_POISON_BARBS: CG_DrawPlayerPoisonBarbs( &rect, color, shader ); break; case CG_PLAYER_ALIEN_SENSE: CG_DrawAlienSense( &rect ); break; case CG_PLAYER_HUMAN_SCANNER: CG_DrawHumanScanner( &rect, shader, color ); break; case CG_PLAYER_USABLE_BUILDABLE: CG_DrawUsableBuildable( &rect, shader, color ); break; case CG_AREA_SYSTEMCHAT: CG_DrawAreaSystemChat( &rect, scale, color, shader ); break; case CG_AREA_TEAMCHAT: CG_DrawAreaTeamChat( &rect, scale, color, shader ); break; case CG_AREA_CHAT: CG_DrawAreaChat( &rect, scale, color, shader ); break; case CG_KILLER: CG_DrawKiller( &rect, scale, color, shader, textStyle ); break; case CG_PLAYER_SELECT: CG_DrawItemSelect( &rect, color ); break; case CG_PLAYER_WEAPONICON: CG_DrawWeaponIcon( &rect, color ); break; case CG_PLAYER_SELECTTEXT: CG_DrawItemSelectText( &rect, scale, textStyle ); break; case CG_SPECTATORS: CG_DrawTeamSpectators( &rect, scale, color, shader ); break; case CG_PLAYER_CROSSHAIRNAMES: CG_DrawCrosshairNames( &rect, scale, textStyle ); break; //loading screen case CG_LOAD_LEVELSHOT: CG_DrawLevelShot( &rect ); break; case CG_LOAD_MEDIA: CG_DrawMediaProgress( &rect, color, scale, align, textStyle, special ); break; case CG_LOAD_MEDIA_LABEL: CG_DrawMediaProgressLabel( &rect, text_x, text_y, color, scale, align ); break; case CG_LOAD_BUILDABLES: CG_DrawBuildablesProgress( &rect, color, scale, align, textStyle, special ); break; case CG_LOAD_BUILDABLES_LABEL: CG_DrawBuildablesProgressLabel( &rect, text_x, text_y, color, scale, align ); break; case CG_LOAD_CHARMODEL: CG_DrawCharModelProgress( &rect, color, scale, align, textStyle, special ); break; case CG_LOAD_CHARMODEL_LABEL: CG_DrawCharModelProgressLabel( &rect, text_x, text_y, color, scale, align ); break; case CG_LOAD_OVERALL: CG_DrawOverallProgress( &rect, color, scale, align, textStyle, special ); break; case CG_LOAD_LEVELNAME: CG_DrawLevelName( &rect, text_x, text_y, color, scale, align, textStyle ); break; case CG_LOAD_MOTD: CG_DrawMOTD( &rect, text_x, text_y, color, scale, align, textStyle ); break; case CG_LOAD_HOSTNAME: CG_DrawHostname( &rect, text_x, text_y, color, scale, align, textStyle ); break; case CG_FPS: CG_DrawFPS( &rect, text_x, text_y, scale, color, align, textStyle, qtrue ); break; case CG_FPS_FIXED: CG_DrawFPS( &rect, text_x, text_y, scale, color, align, textStyle, qfalse ); break; case CG_TIMER: CG_DrawTimer( &rect, text_x, text_y, scale, color, align, textStyle ); break; case CG_TIMER_MINS: CG_DrawTimerMins( &rect, color ); break; case CG_TIMER_SECS: CG_DrawTimerSecs( &rect, color ); break; case CG_SNAPSHOT: CG_DrawSnapshot( &rect, text_x, text_y, scale, color, align, textStyle ); break; case CG_LAGOMETER: CG_DrawLagometer( &rect, shader ); break; case CG_CONSOLE: CG_DrawConsole( &rect, text_x, text_y, color, scale, align, textStyle ); break; default: break; } } void CG_MouseEvent( int x, int y ) { int n; if( ( cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_SPECTATOR ) && cg.showScores == qfalse ) { trap_Key_SetCatcher( 0 ); return; } cgs.cursorX += x; if( cgs.cursorX < 0 ) cgs.cursorX = 0; else if( cgs.cursorX > 640 ) cgs.cursorX = 640; cgs.cursorY += y; if( cgs.cursorY < 0 ) cgs.cursorY = 0; else if( cgs.cursorY > 480 ) cgs.cursorY = 480; n = Display_CursorType( cgs.cursorX, cgs.cursorY ); cgs.activeCursor = 0; if( n == CURSOR_ARROW ) cgs.activeCursor = cgs.media.selectCursor; else if( n == CURSOR_SIZER ) cgs.activeCursor = cgs.media.sizeCursor; if( cgs.capturedItem ) Display_MouseMove( cgs.capturedItem, x, y ); else Display_MouseMove( NULL, cgs.cursorX, cgs.cursorY ); } /* ================== CG_HideTeamMenus ================== */ void CG_HideTeamMenu( ) { Menus_CloseByName( "teamMenu" ); Menus_CloseByName( "getMenu" ); } /* ================== CG_ShowTeamMenus ================== */ void CG_ShowTeamMenu( ) { Menus_OpenByName( "teamMenu" ); } /* ================== CG_EventHandling ================== type 0 - no event handling 1 - team menu 2 - hud editor */ void CG_EventHandling( int type ) { cgs.eventHandling = type; if( type == CGAME_EVENT_NONE ) CG_HideTeamMenu( ); } void CG_KeyEvent( int key, qboolean down ) { if( !down ) return; if( cg.predictedPlayerState.pm_type == PM_NORMAL || ( cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse ) ) { CG_EventHandling( CGAME_EVENT_NONE ); trap_Key_SetCatcher( 0 ); return; } Display_HandleKey( key, down, cgs.cursorX, cgs.cursorY ); if( cgs.capturedItem ) cgs.capturedItem = NULL; else { if( key == K_MOUSE2 && down ) cgs.capturedItem = Display_CaptureItem( cgs.cursorX, cgs.cursorY ); } } int CG_ClientNumFromName( const char *p ) { int i; for( i = 0; i < cgs.maxclients; i++ ) { if( cgs.clientinfo[ i ].infoValid && Q_stricmp( cgs.clientinfo[ i ].name, p ) == 0 ) return i; } return -1; } void CG_RunMenuScript( char **args ) { } void CG_GetTeamColor( vec4_t *color ) { (*color)[ 0 ] = (*color)[ 2 ] = 0.0f; (*color)[ 1 ] = 0.17f; (*color)[ 3 ] = 0.25f; } //END TA UI /* ================ CG_DrawLighting ================ */ static void CG_DrawLighting( void ) { centity_t *cent; cent = &cg_entities[ cg.snap->ps.clientNum ]; //fade to black if stamina is low if( ( cg.snap->ps.stats[ STAT_STAMINA ] < -800 ) && ( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ) { vec4_t black = { 0, 0, 0, 0 }; black[ 3 ] = 1.0 - ( (float)( cg.snap->ps.stats[ STAT_STAMINA ] + 1000 ) / 200.0f ); trap_R_SetColor( black ); CG_DrawPic( 0, 0, 640, 480, cgs.media.whiteShader ); trap_R_SetColor( NULL ); } } /* =============================================================================== CENTER PRINTING =============================================================================== */ /* ============== CG_CenterPrint Called for important messages that should stay in the center of the screen for a few moments ============== */ void CG_CenterPrint( const char *str, int y, int charWidth ) { char *s; Q_strncpyz( cg.centerPrint, str, sizeof( cg.centerPrint ) ); cg.centerPrintTime = cg.time; cg.centerPrintY = y; cg.centerPrintCharWidth = charWidth; // count the number of lines for centering cg.centerPrintLines = 1; s = cg.centerPrint; while( *s ) { if( *s == '\n' ) cg.centerPrintLines++; s++; } } /* =================== CG_DrawCenterString =================== */ static void CG_DrawCenterString( void ) { char *start; int l; int x, y, w; int h; float *color; if( !cg.centerPrintTime ) return; color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value ); if( !color ) return; trap_R_SetColor( color ); start = cg.centerPrint; y = cg.centerPrintY - cg.centerPrintLines * BIGCHAR_HEIGHT / 2; while( 1 ) { char linebuffer[ 1024 ]; for( l = 0; l < 50; l++ ) { if( !start[ l ] || start[ l ] == '\n' ) break; linebuffer[ l ] = start[ l ]; } linebuffer[ l ] = 0; w = CG_Text_Width( linebuffer, 0.5, 0 ); h = CG_Text_Height( linebuffer, 0.5, 0 ); x = ( SCREEN_WIDTH - w ) / 2; CG_Text_Paint( x, y + h, 0.5, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE ); y += h + 6; while( *start && ( *start != '\n' ) ) start++; if( !*start ) break; start++; } trap_R_SetColor( NULL ); } //============================================================================== //FIXME: both vote notes are hardcoded, change to ownerdrawn? /* ================= CG_DrawVote ================= */ static void CG_DrawVote( void ) { char *s; int sec; vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; if( !cgs.voteTime ) return; // play a talk beep whenever it is modified if( cgs.voteModified ) { cgs.voteModified = qfalse; trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); } sec = ( VOTE_TIME - ( cg.time - cgs.voteTime ) ) / 1000; if( sec < 0 ) sec = 0; s = va( "VOTE(%i): \"%s\" Yes:%i No:%i", sec, cgs.voteString, cgs.voteYes, cgs.voteNo ); CG_Text_Paint( 8, 340, 0.3f, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); } /* ================= CG_DrawTeamVote ================= */ static void CG_DrawTeamVote( void ) { char *s; int sec, cs_offset; vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS ) cs_offset = 0; else if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) cs_offset = 1; else return; if( !cgs.teamVoteTime[ cs_offset ] ) return; // play a talk beep whenever it is modified if ( cgs.teamVoteModified[ cs_offset ] ) { cgs.teamVoteModified[ cs_offset ] = qfalse; trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); } sec = ( VOTE_TIME - ( cg.time - cgs.teamVoteTime[ cs_offset ] ) ) / 1000; if( sec < 0 ) sec = 0; s = va( "TEAMVOTE(%i): \"%s\" Yes:%i No:%i", sec, cgs.teamVoteString[ cs_offset ], cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[ cs_offset ] ); CG_Text_Paint( 8, 360, 0.3f, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); } static qboolean CG_DrawScoreboard( ) { static qboolean firstTime = qtrue; float fade, *fadeColor; if( menuScoreboard ) menuScoreboard->window.flags &= ~WINDOW_FORCED; if( cg_paused.integer ) { cg.deferredPlayerLoading = 0; firstTime = qtrue; return qfalse; } if( cg.showScores || cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { fade = 1.0; fadeColor = colorWhite; } else { cg.deferredPlayerLoading = 0; cg.killerName[ 0 ] = 0; firstTime = qtrue; return qfalse; } if( menuScoreboard == NULL ) menuScoreboard = Menus_FindByName( "teamscore_menu" ); if( menuScoreboard ) { if( firstTime ) { CG_SetScoreSelection( menuScoreboard ); firstTime = qfalse; } Menu_Paint( menuScoreboard, qtrue ); } return qtrue; } /* ================= CG_DrawIntermission ================= */ static void CG_DrawIntermission( void ) { if( cg_drawStatus.integer ) Menu_Paint( Menus_FindByName( "default_hud" ), qtrue ); cg.scoreFadeTime = cg.time; cg.scoreBoardShowing = CG_DrawScoreboard( ); } #define FOLLOWING_STRING "following " /* ================= CG_DrawFollow ================= */ static qboolean CG_DrawFollow( void ) { float w; vec4_t color; char buffer[ MAX_STRING_CHARS ]; if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) return qfalse; color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 1; color[ 3 ] = 1; strcpy( buffer, FOLLOWING_STRING ); strcat( buffer, cgs.clientinfo[ cg.snap->ps.clientNum ].name ); w = CG_Text_Width( buffer, 0.7f, 0 ); CG_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); return qtrue; } /* ================= CG_DrawQueue ================= */ static qboolean CG_DrawQueue( void ) { float w; vec4_t color; char buffer[ MAX_STRING_CHARS ]; if( !( cg.snap->ps.pm_flags & PMF_QUEUED ) ) return qfalse; color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 1; color[ 3 ] = 1; Com_sprintf( buffer, MAX_STRING_CHARS, "You are in position %d of the spawn queue.", cg.snap->ps.persistant[ PERS_QUEUEPOS ] + 1 ); w = CG_Text_Width( buffer, 0.7f, 0 ); CG_Text_Paint( 320 - w / 2, 360, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { if( cgs.numAlienSpawns == 1 ) Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining." ); else Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining.", cgs.numAlienSpawns ); } else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { if( cgs.numHumanSpawns == 1 ) Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining." ); else Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining.", cgs.numHumanSpawns ); } w = CG_Text_Width( buffer, 0.7f, 0 ); CG_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); return qtrue; } //================================================================================== #define SPECTATOR_STRING "SPECTATOR" /* ================= CG_Draw2D ================= */ static void CG_Draw2D( void ) { vec4_t color; float w; menuDef_t *menu = NULL, *defaultMenu; color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 1.0f; // if we are taking a levelshot for the menu, don't draw anything if( cg.levelShot ) return; if( cg_draw2D.integer == 0 ) return; if( cg.snap->ps.pm_type == PM_INTERMISSION ) { CG_DrawIntermission( ); return; } //TA: draw the lighting effects e.g. nvg CG_DrawLighting( ); defaultMenu = Menus_FindByName( "default_hud" ); if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) { w = CG_Text_Width( SPECTATOR_STRING, 0.7f, 0 ); CG_Text_Paint( 320 - w / 2, 440, 0.7f, color, SPECTATOR_STRING, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); } else menu = Menus_FindByName( BG_FindHudNameForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ) ); if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) && !( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) && menu && ( cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) ) { if( cg_drawStatus.integer ) Menu_Paint( menu, qtrue ); CG_DrawCrosshair( ); } else if( cg_drawStatus.integer ) Menu_Paint( defaultMenu, qtrue ); CG_DrawVote( ); CG_DrawTeamVote( ); CG_DrawFollow( ); CG_DrawQueue( ); // don't draw center string if scoreboard is up cg.scoreBoardShowing = CG_DrawScoreboard( ); if( !cg.scoreBoardShowing ) CG_DrawCenterString( ); } /* ===================== CG_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 ); // draw status bar and other floating elements CG_Draw2D( ); }