From 952c5c128f9efaea89d41d882c4ea3ade7df4591 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 04:48:05 +0000 Subject: Itsa me, quake3io! git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea --- code/cgame/cg_newdraw.c | 1852 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1852 insertions(+) create mode 100755 code/cgame/cg_newdraw.c (limited to 'code/cgame/cg_newdraw.c') diff --git a/code/cgame/cg_newdraw.c b/code/cgame/cg_newdraw.c new file mode 100755 index 0000000..28335fe --- /dev/null +++ b/code/cgame/cg_newdraw.c @@ -0,0 +1,1852 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#ifndef MISSIONPACK // bk001204 +#error This file not be used for classic Q3A. +#endif + +#include "cg_local.h" +#include "../ui/ui_shared.h" + +extern displayContextDef_t cgDC; + + +// set in CG_ParseTeamInfo + +//static int sortedTeamPlayers[TEAM_MAXOVERLAY]; +//static int numSortedTeamPlayers; +int drawTeamOverlayModificationCount = -1; + +//static char systemChat[256]; +//static char teamChat1[256]; +//static char teamChat2[256]; + +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); + } +} + +void CG_CheckOrderPending() { + if (cgs.gametype < GT_CTF) { + return; + } + if (cgs.orderPending) { + //clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[cg_currentSelectedPlayer.integer]; + const char *p1, *p2, *b; + p1 = p2 = b = NULL; + switch (cgs.currentOrder) { + case TEAMTASK_OFFENSE: + p1 = VOICECHAT_ONOFFENSE; + p2 = VOICECHAT_OFFENSE; + b = "+button7; wait; -button7"; + break; + case TEAMTASK_DEFENSE: + p1 = VOICECHAT_ONDEFENSE; + p2 = VOICECHAT_DEFEND; + b = "+button8; wait; -button8"; + break; + case TEAMTASK_PATROL: + p1 = VOICECHAT_ONPATROL; + p2 = VOICECHAT_PATROL; + b = "+button9; wait; -button9"; + break; + case TEAMTASK_FOLLOW: + p1 = VOICECHAT_ONFOLLOW; + p2 = VOICECHAT_FOLLOWME; + b = "+button10; wait; -button10"; + break; + case TEAMTASK_CAMP: + p1 = VOICECHAT_ONCAMPING; + p2 = VOICECHAT_CAMP; + break; + case TEAMTASK_RETRIEVE: + p1 = VOICECHAT_ONGETFLAG; + p2 = VOICECHAT_RETURNFLAG; + break; + case TEAMTASK_ESCORT: + p1 = VOICECHAT_ONFOLLOWCARRIER; + p2 = VOICECHAT_FOLLOWFLAGCARRIER; + break; + } + + if (cg_currentSelectedPlayer.integer == numSortedTeamPlayers) { + // to everyone + trap_SendConsoleCommand(va("cmd vsay_team %s\n", p2)); + } else { + // for the player self + if (sortedTeamPlayers[cg_currentSelectedPlayer.integer] == cg.snap->ps.clientNum && p1) { + trap_SendConsoleCommand(va("teamtask %i\n", cgs.currentOrder)); + //trap_SendConsoleCommand(va("cmd say_team %s\n", p2)); + trap_SendConsoleCommand(va("cmd vsay_team %s\n", p1)); + } else if (p2) { + //trap_SendConsoleCommand(va("cmd say_team %s, %s\n", ci->name,p)); + trap_SendConsoleCommand(va("cmd vtell %d %s\n", sortedTeamPlayers[cg_currentSelectedPlayer.integer], p2)); + } + } + if (b) { + trap_SendConsoleCommand(b); + } + cgs.orderPending = qfalse; + } +} + +static void CG_SetSelectedPlayerName() { + if (cg_currentSelectedPlayer.integer >= 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) { + clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[cg_currentSelectedPlayer.integer]; + if (ci) { + trap_Cvar_Set("cg_selectedPlayerName", ci->name); + trap_Cvar_Set("cg_selectedPlayer", va("%d", sortedTeamPlayers[cg_currentSelectedPlayer.integer])); + cgs.currentOrder = ci->teamTask; + } + } else { + trap_Cvar_Set("cg_selectedPlayerName", "Everyone"); + } +} +int CG_GetSelectedPlayer() { + if (cg_currentSelectedPlayer.integer < 0 || cg_currentSelectedPlayer.integer >= numSortedTeamPlayers) { + cg_currentSelectedPlayer.integer = 0; + } + return cg_currentSelectedPlayer.integer; +} + +void CG_SelectNextPlayer() { + CG_CheckOrderPending(); + if (cg_currentSelectedPlayer.integer >= 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) { + cg_currentSelectedPlayer.integer++; + } else { + cg_currentSelectedPlayer.integer = 0; + } + CG_SetSelectedPlayerName(); +} + +void CG_SelectPrevPlayer() { + CG_CheckOrderPending(); + if (cg_currentSelectedPlayer.integer > 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) { + cg_currentSelectedPlayer.integer--; + } else { + cg_currentSelectedPlayer.integer = numSortedTeamPlayers; + } + CG_SetSelectedPlayerName(); +} + + +static void CG_DrawPlayerArmorIcon( rectDef_t *rect, qboolean draw2D ) { + centity_t *cent; + playerState_t *ps; + vec3_t angles; + vec3_t origin; + + if ( cg_drawStatus.integer == 0 ) { + return; + } + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + if ( draw2D || ( !cg_draw3dIcons.integer && cg_drawIcons.integer) ) { // bk001206 - parentheses + CG_DrawPic( rect->x, rect->y + rect->h/2 + 1, rect->w, rect->h, cgs.media.armorIcon ); + } else if (cg_draw3dIcons.integer) { + VectorClear( angles ); + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + + CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cgs.media.armorModel, 0, origin, angles ); + } + +} + +static void CG_DrawPlayerArmorValue(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + char num[16]; + int value; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + value = ps->stats[STAT_ARMOR]; + + + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } +} + +#ifndef MISSIONPACK // bk001206 +static float healthColors[4][4] = { +// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} }; + // bk0101016 - float const + { 1.0f, 0.69f, 0.0f, 1.0f } , // normal + { 1.0f, 0.2f, 0.2f, 1.0f }, // low health + { 0.5f, 0.5f, 0.5f, 1.0f}, // weapon firing + { 1.0f, 1.0f, 1.0f, 1.0f } }; // health > 100 +#endif + +static void CG_DrawPlayerAmmoIcon( rectDef_t *rect, qboolean draw2D ) { + centity_t *cent; + playerState_t *ps; + vec3_t angles; + vec3_t origin; + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + if ( draw2D || (!cg_draw3dIcons.integer && cg_drawIcons.integer) ) { // bk001206 - parentheses + qhandle_t icon; + icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; + if ( icon ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, icon ); + } + } else if (cg_draw3dIcons.integer) { + if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { + VectorClear( angles ); + origin[0] = 70; + origin[1] = 0; + origin[2] = 0; + angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 ); + CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles ); + } + } +} + +static void CG_DrawPlayerAmmoValue(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + char num[16]; + int value; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + if ( cent->currentState.weapon ) { + value = ps->ammo[cent->currentState.weapon]; + if ( value > -1 ) { + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } + } + } + +} + + + +static void CG_DrawPlayerHead(rectDef_t *rect, qboolean draw2D) { + vec3_t angles; + float size, stretch; + float frac; + float x = rect->x; + + VectorClear( angles ); + + if ( cg.damageTime && cg.time - cg.damageTime < DAMAGE_TIME ) { + frac = (float)(cg.time - cg.damageTime ) / DAMAGE_TIME; + size = rect->w * 1.25 * ( 1.5 - frac * 0.5 ); + + stretch = size - rect->w * 1.25; + // kick in the direction of damage + x -= stretch * 0.5 + cg.damageX * stretch * 0.5; + + cg.headStartYaw = 180 + cg.damageX * 45; + + cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI ); + cg.headEndPitch = 5 * cos( crandom()*M_PI ); + + cg.headStartTime = cg.time; + cg.headEndTime = cg.time + 100 + random() * 2000; + } else { + if ( cg.time >= cg.headEndTime ) { + // select a new head angle + cg.headStartYaw = cg.headEndYaw; + cg.headStartPitch = cg.headEndPitch; + cg.headStartTime = cg.headEndTime; + cg.headEndTime = cg.time + 100 + random() * 2000; + + cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI ); + cg.headEndPitch = 5 * cos( crandom()*M_PI ); + } + + size = rect->w * 1.25; + } + + // if the server was frozen for a while we may have a bad head start time + if ( cg.headStartTime > cg.time ) { + cg.headStartTime = cg.time; + } + + frac = ( cg.time - cg.headStartTime ) / (float)( cg.headEndTime - cg.headStartTime ); + frac = frac * frac * ( 3 - 2 * frac ); + angles[YAW] = cg.headStartYaw + ( cg.headEndYaw - cg.headStartYaw ) * frac; + angles[PITCH] = cg.headStartPitch + ( cg.headEndPitch - cg.headStartPitch ) * frac; + + CG_DrawHead( x, rect->y, rect->w, rect->h, cg.snap->ps.clientNum, angles ); +} + +static void CG_DrawSelectedPlayerHealth( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + clientInfo_t *ci; + int value; + char num[16]; + + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", ci->health); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } + } +} + +static void CG_DrawSelectedPlayerArmor( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + clientInfo_t *ci; + int value; + char num[16]; + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + if (ci->armor > 0) { + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", ci->armor); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } + } + } +} + +qhandle_t CG_StatusHandle(int task) { + qhandle_t h = cgs.media.assaultShader; + switch (task) { + case TEAMTASK_OFFENSE : + h = cgs.media.assaultShader; + break; + case TEAMTASK_DEFENSE : + h = cgs.media.defendShader; + break; + case TEAMTASK_PATROL : + h = cgs.media.patrolShader; + break; + case TEAMTASK_FOLLOW : + h = cgs.media.followShader; + break; + case TEAMTASK_CAMP : + h = cgs.media.campShader; + break; + case TEAMTASK_RETRIEVE : + h = cgs.media.retrieveShader; + break; + case TEAMTASK_ESCORT : + h = cgs.media.escortShader; + break; + default : + h = cgs.media.assaultShader; + break; + } + return h; +} + +static void CG_DrawSelectedPlayerStatus( rectDef_t *rect ) { + clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + qhandle_t h; + if (cgs.orderPending) { + // blink the icon + if ( cg.time > cgs.orderTime - 2500 && (cg.time >> 9 ) & 1 ) { + return; + } + h = CG_StatusHandle(cgs.currentOrder); + } else { + h = CG_StatusHandle(ci->teamTask); + } + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, h ); + } +} + + +static void CG_DrawPlayerStatus( rectDef_t *rect ) { + clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum]; + if (ci) { + qhandle_t h = CG_StatusHandle(ci->teamTask); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, h); + } +} + + +static void CG_DrawSelectedPlayerName( rectDef_t *rect, float scale, vec4_t color, qboolean voice, int textStyle) { + clientInfo_t *ci; + ci = cgs.clientinfo + ((voice) ? cgs.currentVoiceClient : sortedTeamPlayers[CG_GetSelectedPlayer()]); + if (ci) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, ci->name, 0, 0, textStyle); + } +} + +static void CG_DrawSelectedPlayerLocation( rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + clientInfo_t *ci; + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + const char *p = CG_ConfigString(CS_LOCATIONS + ci->location); + if (!p || !*p) { + p = "unknown"; + } + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, p, 0, 0, textStyle); + } +} + +static void CG_DrawPlayerLocation( rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum]; + if (ci) { + const char *p = CG_ConfigString(CS_LOCATIONS + ci->location); + if (!p || !*p) { + p = "unknown"; + } + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, p, 0, 0, textStyle); + } +} + + + +static void CG_DrawSelectedPlayerWeapon( rectDef_t *rect ) { + clientInfo_t *ci; + + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + if ( cg_weapons[ci->curWeapon].weaponIcon ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ci->curWeapon].weaponIcon ); + } else { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.deferShader); + } + } +} + +static void CG_DrawPlayerScore( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + char num[16]; + int value = cg.snap->ps.persistant[PERS_SCORE]; + + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } +} + +static void CG_DrawPlayerItem( rectDef_t *rect, float scale, qboolean draw2D) { + int value; + vec3_t origin, angles; + + value = cg.snap->ps.stats[STAT_HOLDABLE_ITEM]; + if ( value ) { + CG_RegisterItemVisuals( value ); + + if (qtrue) { + CG_RegisterItemVisuals( value ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_items[ value ].icon ); + } else { + VectorClear( angles ); + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + CG_Draw3DModel(rect->x, rect->y, rect->w, rect->h, cg_items[ value ].models[0], 0, origin, angles ); + } + } + +} + + +static void CG_DrawSelectedPlayerPowerup( rectDef_t *rect, qboolean draw2D ) { + clientInfo_t *ci; + int j; + float x, y; + + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + x = rect->x; + y = rect->y; + + for (j = 0; j < PW_NUM_POWERUPS; j++) { + if (ci->powerups & (1 << j)) { + gitem_t *item; + item = BG_FindItemForPowerup( j ); + if (item) { + CG_DrawPic( x, y, rect->w, rect->h, trap_R_RegisterShader( item->icon ) ); + x += 3; + y += 3; + return; + } + } + } + + } +} + + +static void CG_DrawSelectedPlayerHead( rectDef_t *rect, qboolean draw2D, qboolean voice ) { + clipHandle_t cm; + clientInfo_t *ci; + float len; + vec3_t origin; + vec3_t mins, maxs, angles; + + + ci = cgs.clientinfo + ((voice) ? cgs.currentVoiceClient : sortedTeamPlayers[CG_GetSelectedPlayer()]); + + if (ci) { + if ( cg_draw3dIcons.integer ) { + cm = ci->headModel; + if ( !cm ) { + return; + } + + // offset the origin y and z to center the head + trap_R_ModelBounds( cm, mins, maxs ); + + origin[2] = -0.5 * ( mins[2] + maxs[2] ); + origin[1] = 0.5 * ( mins[1] + maxs[1] ); + + // calculate distance so the head nearly fills the box + // assume heads are taller than wide + len = 0.7 * ( maxs[2] - mins[2] ); + origin[0] = len / 0.268; // len / tan( fov/2 ) + + // allow per-model tweaking + VectorAdd( origin, ci->headOffset, origin ); + + angles[PITCH] = 0; + angles[YAW] = 180; + angles[ROLL] = 0; + + CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, ci->headModel, ci->headSkin, origin, angles ); + } else if ( cg_drawIcons.integer ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, ci->modelIcon ); + } + + // if they are deferred, draw a cross out + if ( ci->deferred ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.deferShader ); + } + } + +} + + +static void CG_DrawPlayerHealth(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + playerState_t *ps; + int value; + char num[16]; + + ps = &cg.snap->ps; + + value = ps->stats[STAT_HEALTH]; + + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } +} + + +static void CG_DrawRedScore(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + int value; + char num[16]; + if ( cgs.scores1 == SCORE_NOT_PRESENT ) { + Com_sprintf (num, sizeof(num), "-"); + } + else { + Com_sprintf (num, sizeof(num), "%i", cgs.scores1); + } + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + rect->w - value, rect->y + rect->h, scale, color, num, 0, 0, textStyle); +} + +static void CG_DrawBlueScore(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + int value; + char num[16]; + + if ( cgs.scores2 == SCORE_NOT_PRESENT ) { + Com_sprintf (num, sizeof(num), "-"); + } + else { + Com_sprintf (num, sizeof(num), "%i", cgs.scores2); + } + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + rect->w - value, rect->y + rect->h, scale, color, num, 0, 0, textStyle); +} + +// FIXME: team name support +static void CG_DrawRedName(rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, cg_redTeamName.string , 0, 0, textStyle); +} + +static void CG_DrawBlueName(rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, cg_blueTeamName.string, 0, 0, textStyle); +} + +static void CG_DrawBlueFlagName(rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + int i; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_RED && cgs.clientinfo[i].powerups & ( 1<< PW_BLUEFLAG )) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, cgs.clientinfo[i].name, 0, 0, textStyle); + return; + } + } +} + +static void CG_DrawBlueFlagStatus(rectDef_t *rect, qhandle_t shader) { + if (cgs.gametype != GT_CTF && cgs.gametype != GT_1FCTF) { + if (cgs.gametype == GT_HARVESTER) { + vec4_t color = {0, 0, 1, 1}; + trap_R_SetColor(color); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.blueCubeIcon ); + trap_R_SetColor(NULL); + } + return; + } + if (shader) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + } else { + gitem_t *item = BG_FindItemForPowerup( PW_BLUEFLAG ); + if (item) { + vec4_t color = {0, 0, 1, 1}; + trap_R_SetColor(color); + if( cgs.blueflag >= 0 && cgs.blueflag <= 2 ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[cgs.blueflag] ); + } else { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[0] ); + } + trap_R_SetColor(NULL); + } + } +} + +static void CG_DrawBlueFlagHead(rectDef_t *rect) { + int i; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_RED && cgs.clientinfo[i].powerups & ( 1<< PW_BLUEFLAG )) { + vec3_t angles; + VectorClear( angles ); + angles[YAW] = 180 + 20 * sin( cg.time / 650.0 );; + CG_DrawHead( rect->x, rect->y, rect->w, rect->h, 0,angles ); + return; + } + } +} + +static void CG_DrawRedFlagName(rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + int i; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_BLUE && cgs.clientinfo[i].powerups & ( 1<< PW_REDFLAG )) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, cgs.clientinfo[i].name, 0, 0, textStyle); + return; + } + } +} + +static void CG_DrawRedFlagStatus(rectDef_t *rect, qhandle_t shader) { + if (cgs.gametype != GT_CTF && cgs.gametype != GT_1FCTF) { + if (cgs.gametype == GT_HARVESTER) { + vec4_t color = {1, 0, 0, 1}; + trap_R_SetColor(color); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.redCubeIcon ); + trap_R_SetColor(NULL); + } + return; + } + if (shader) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + } else { + gitem_t *item = BG_FindItemForPowerup( PW_REDFLAG ); + if (item) { + vec4_t color = {1, 0, 0, 1}; + trap_R_SetColor(color); + if( cgs.redflag >= 0 && cgs.redflag <= 2) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[cgs.redflag] ); + } else { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[0] ); + } + trap_R_SetColor(NULL); + } + } +} + +static void CG_DrawRedFlagHead(rectDef_t *rect) { + int i; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_BLUE && cgs.clientinfo[i].powerups & ( 1<< PW_REDFLAG )) { + vec3_t angles; + VectorClear( angles ); + angles[YAW] = 180 + 20 * sin( cg.time / 650.0 );; + CG_DrawHead( rect->x, rect->y, rect->w, rect->h, 0,angles ); + return; + } + } +} + +static void CG_HarvesterSkulls(rectDef_t *rect, float scale, vec4_t color, qboolean force2D, int textStyle ) { + char num[16]; + vec3_t origin, angles; + qhandle_t handle; + int value = cg.snap->ps.generic1; + + if (cgs.gametype != GT_HARVESTER) { + return; + } + + if( value > 99 ) { + value = 99; + } + + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value), rect->y + rect->h, scale, color, num, 0, 0, textStyle); + + if (cg_drawIcons.integer) { + if (!force2D && cg_draw3dIcons.integer) { + VectorClear(angles); + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + if( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) { + handle = cgs.media.redCubeModel; + } else { + handle = cgs.media.blueCubeModel; + } + CG_Draw3DModel( rect->x, rect->y, 35, 35, handle, 0, origin, angles ); + } else { + if( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) { + handle = cgs.media.redCubeIcon; + } else { + handle = cgs.media.blueCubeIcon; + } + CG_DrawPic( rect->x + 3, rect->y + 16, 20, 20, handle ); + } + } +} + +static void CG_OneFlagStatus(rectDef_t *rect) { + if (cgs.gametype != GT_1FCTF) { + return; + } else { + gitem_t *item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); + if (item) { + if( cgs.flagStatus >= 0 && cgs.flagStatus <= 4 ) { + vec4_t color = {1, 1, 1, 1}; + int index = 0; + if (cgs.flagStatus == FLAG_TAKEN_RED) { + color[1] = color[2] = 0; + index = 1; + } else if (cgs.flagStatus == FLAG_TAKEN_BLUE) { + color[0] = color[1] = 0; + index = 1; + } else if (cgs.flagStatus == FLAG_DROPPED) { + index = 2; + } + trap_R_SetColor(color); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[index] ); + } + } + } +} + + +static void CG_DrawCTFPowerUp(rectDef_t *rect) { + int value; + + if (cgs.gametype < GT_CTF) { + return; + } + value = cg.snap->ps.stats[STAT_PERSISTANT_POWERUP]; + if ( value ) { + CG_RegisterItemVisuals( value ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_items[ value ].icon ); + } +} + + + +static void CG_DrawTeamColor(rectDef_t *rect, vec4_t color) { + CG_DrawTeamBackground(rect->x, rect->y, rect->w, rect->h, color[3], cg.snap->ps.persistant[PERS_TEAM]); +} + +static void CG_DrawAreaPowerUp(rectDef_t *rect, int align, float special, float scale, vec4_t color) { + char num[16]; + int sorted[MAX_POWERUPS]; + int sortedTime[MAX_POWERUPS]; + int i, j, k; + int active; + playerState_t *ps; + int t; + gitem_t *item; + float f; + rectDef_t r2; + float *inc; + r2.x = rect->x; + r2.y = rect->y; + r2.w = rect->w; + r2.h = rect->h; + + inc = (align == HUD_VERTICAL) ? &r2.y : &r2.x; + + ps = &cg.snap->ps; + + if ( ps->stats[STAT_HEALTH] <= 0 ) { + return; + } + + // sort the list by time remaining + active = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( !ps->powerups[ i ] ) { + continue; + } + t = ps->powerups[ i ] - cg.time; + // ZOID--don't draw if the power up has unlimited time (999 seconds) + // This is true of the CTF flags + if ( t <= 0 || t >= 999000) { + continue; + } + + // insert into the list + for ( j = 0 ; j < active ; j++ ) { + if ( sortedTime[j] >= t ) { + for ( k = active - 1 ; k >= j ; k-- ) { + sorted[k+1] = sorted[k]; + sortedTime[k+1] = sortedTime[k]; + } + break; + } + } + sorted[j] = i; + sortedTime[j] = t; + active++; + } + + // draw the icons and timers + for ( i = 0 ; i < active ; i++ ) { + item = BG_FindItemForPowerup( sorted[i] ); + + if (item) { + t = ps->powerups[ sorted[i] ]; + if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) { + trap_R_SetColor( NULL ); + } else { + vec4_t modulate; + + f = (float)( t - cg.time ) / POWERUP_BLINK_TIME; + f -= (int)f; + modulate[0] = modulate[1] = modulate[2] = modulate[3] = f; + trap_R_SetColor( modulate ); + } + + CG_DrawPic( r2.x, r2.y, r2.w * .75, r2.h, trap_R_RegisterShader( item->icon ) ); + + Com_sprintf (num, sizeof(num), "%i", sortedTime[i] / 1000); + CG_Text_Paint(r2.x + (r2.w * .75) + 3 , r2.y + r2.h, scale, color, num, 0, 0, 0); + *inc += r2.w + special; + } + + } + trap_R_SetColor( NULL ); + +} + +float CG_GetValue(int ownerDraw) { + centity_t *cent; + clientInfo_t *ci; + playerState_t *ps; + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + switch (ownerDraw) { + case CG_SELECTEDPLAYER_ARMOR: + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + return ci->armor; + break; + case CG_SELECTEDPLAYER_HEALTH: + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + return ci->health; + break; + case CG_PLAYER_ARMOR_VALUE: + return ps->stats[STAT_ARMOR]; + break; + case CG_PLAYER_AMMO_VALUE: + if ( cent->currentState.weapon ) { + return ps->ammo[cent->currentState.weapon]; + } + break; + case CG_PLAYER_SCORE: + return cg.snap->ps.persistant[PERS_SCORE]; + break; + case CG_PLAYER_HEALTH: + return ps->stats[STAT_HEALTH]; + break; + case CG_RED_SCORE: + return cgs.scores1; + break; + case CG_BLUE_SCORE: + return cgs.scores2; + break; + default: + break; + } + return -1; +} + +qboolean CG_OtherTeamHasFlag() { + if (cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF) { + int team = cg.snap->ps.persistant[PERS_TEAM]; + if (cgs.gametype == GT_1FCTF) { + if (team == TEAM_RED && cgs.flagStatus == FLAG_TAKEN_BLUE) { + return qtrue; + } else if (team == TEAM_BLUE && cgs.flagStatus == FLAG_TAKEN_RED) { + return qtrue; + } else { + return qfalse; + } + } else { + if (team == TEAM_RED && cgs.redflag == FLAG_TAKEN) { + return qtrue; + } else if (team == TEAM_BLUE && cgs.blueflag == FLAG_TAKEN) { + return qtrue; + } else { + return qfalse; + } + } + } + return qfalse; +} + +qboolean CG_YourTeamHasFlag() { + if (cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF) { + int team = cg.snap->ps.persistant[PERS_TEAM]; + if (cgs.gametype == GT_1FCTF) { + if (team == TEAM_RED && cgs.flagStatus == FLAG_TAKEN_RED) { + return qtrue; + } else if (team == TEAM_BLUE && cgs.flagStatus == FLAG_TAKEN_BLUE) { + return qtrue; + } else { + return qfalse; + } + } else { + if (team == TEAM_RED && cgs.blueflag == FLAG_TAKEN) { + return qtrue; + } else if (team == TEAM_BLUE && cgs.redflag == FLAG_TAKEN) { + return qtrue; + } else { + return qfalse; + } + } + } + return qfalse; +} + +// THINKABOUTME: should these be exclusive or inclusive.. +// +qboolean CG_OwnerDrawVisible(int flags) { + + if (flags & CG_SHOW_TEAMINFO) { + return (cg_currentSelectedPlayer.integer == numSortedTeamPlayers); + } + + if (flags & CG_SHOW_NOTEAMINFO) { + return !(cg_currentSelectedPlayer.integer == numSortedTeamPlayers); + } + + if (flags & CG_SHOW_OTHERTEAMHASFLAG) { + return CG_OtherTeamHasFlag(); + } + + if (flags & CG_SHOW_YOURTEAMHASENEMYFLAG) { + return CG_YourTeamHasFlag(); + } + + if (flags & (CG_SHOW_BLUE_TEAM_HAS_REDFLAG | CG_SHOW_RED_TEAM_HAS_BLUEFLAG)) { + if (flags & CG_SHOW_BLUE_TEAM_HAS_REDFLAG && (cgs.redflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_RED)) { + return qtrue; + } else if (flags & CG_SHOW_RED_TEAM_HAS_BLUEFLAG && (cgs.blueflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_BLUE)) { + return qtrue; + } + return qfalse; + } + + if (flags & CG_SHOW_ANYTEAMGAME) { + if( cgs.gametype >= GT_TEAM) { + return qtrue; + } + } + + if (flags & CG_SHOW_ANYNONTEAMGAME) { + if( cgs.gametype < GT_TEAM) { + return qtrue; + } + } + + if (flags & CG_SHOW_HARVESTER) { + if( cgs.gametype == GT_HARVESTER ) { + return qtrue; + } else { + return qfalse; + } + } + + if (flags & CG_SHOW_ONEFLAG) { + if( cgs.gametype == GT_1FCTF ) { + return qtrue; + } else { + return qfalse; + } + } + + if (flags & CG_SHOW_CTF) { + if( cgs.gametype == GT_CTF ) { + return qtrue; + } + } + + if (flags & CG_SHOW_OBELISK) { + if( cgs.gametype == GT_OBELISK ) { + return qtrue; + } else { + return qfalse; + } + } + + if (flags & CG_SHOW_HEALTHCRITICAL) { + if (cg.snap->ps.stats[STAT_HEALTH] < 25) { + return qtrue; + } + } + + if (flags & CG_SHOW_HEALTHOK) { + if (cg.snap->ps.stats[STAT_HEALTH] >= 25) { + return qtrue; + } + } + + if (flags & CG_SHOW_SINGLEPLAYER) { + if( cgs.gametype == GT_SINGLE_PLAYER ) { + return qtrue; + } + } + + if (flags & CG_SHOW_TOURNAMENT) { + if( cgs.gametype == GT_TOURNAMENT ) { + return qtrue; + } + } + + if (flags & CG_SHOW_DURINGINCOMINGVOICE) { + } + + if (flags & CG_SHOW_IF_PLAYER_HAS_FLAG) { + if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { + return qtrue; + } + } + return qfalse; +} + + + +static void CG_DrawPlayerHasFlag(rectDef_t *rect, qboolean force2D) { + int adj = (force2D) ? 0 : 2; + if( cg.predictedPlayerState.powerups[PW_REDFLAG] ) { + CG_DrawFlagModel( rect->x + adj, rect->y + adj, rect->w - adj, rect->h - adj, TEAM_RED, force2D); + } else if( cg.predictedPlayerState.powerups[PW_BLUEFLAG] ) { + CG_DrawFlagModel( rect->x + adj, rect->y + adj, rect->w - adj, rect->h - adj, TEAM_BLUE, force2D); + } else if( cg.predictedPlayerState.powerups[PW_NEUTRALFLAG] ) { + CG_DrawFlagModel( rect->x + adj, rect->y + adj, rect->w - adj, rect->h - adj, TEAM_FREE, force2D); + } +} + +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_DrawCapFragLimit(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + int limit = (cgs.gametype >= GT_CTF) ? cgs.capturelimit : cgs.fraglimit; + CG_Text_Paint(rect->x, rect->y, scale, color, va("%2i", limit),0, 0, textStyle); +} + +static void CG_Draw1stPlace(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + if (cgs.scores1 != SCORE_NOT_PRESENT) { + CG_Text_Paint(rect->x, rect->y, scale, color, va("%2i", cgs.scores1),0, 0, textStyle); + } +} + +static void CG_Draw2ndPlace(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + if (cgs.scores2 != SCORE_NOT_PRESENT) { + CG_Text_Paint(rect->x, rect->y, scale, color, va("%2i", cgs.scores2),0, 0, textStyle); + } +} + +const char *CG_GetGameStatusText() { + const char *s = ""; + if ( cgs.gametype < GT_TEAM) { + if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR ) { + s = va("%s place with %i",CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),cg.snap->ps.persistant[PERS_SCORE] ); + } + } else { + if ( cg.teamScores[0] == cg.teamScores[1] ) { + s = va("Teams are tied at %i", cg.teamScores[0] ); + } else if ( cg.teamScores[0] >= cg.teamScores[1] ) { + s = va("Red leads Blue, %i to %i", cg.teamScores[0], cg.teamScores[1] ); + } else { + s = va("Blue leads Red, %i to %i", cg.teamScores[1], cg.teamScores[0] ); + } + } + return s; +} + +static void CG_DrawGameStatus(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, CG_GetGameStatusText(), 0, 0, textStyle); +} + +const char *CG_GameTypeString() { + if ( cgs.gametype == GT_FFA ) { + return "Free For All"; + } else if ( cgs.gametype == GT_TEAM ) { + return "Team Deathmatch"; + } else if ( cgs.gametype == GT_CTF ) { + return "Capture the Flag"; + } else if ( cgs.gametype == GT_1FCTF ) { + return "One Flag CTF"; + } else if ( cgs.gametype == GT_OBELISK ) { + return "Overload"; + } else if ( cgs.gametype == GT_HARVESTER ) { + return "Harvester"; + } + return ""; +} +static void CG_DrawGameType(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, CG_GameTypeString(), 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 ); + } + +} + + + +#define PIC_WIDTH 12 + +void CG_DrawNewTeamInfo(rectDef_t *rect, float text_x, float text_y, float scale, vec4_t color, qhandle_t shader) { + int xx; + float y; + int i, j, len, count; + const char *p; + vec4_t hcolor; + float pwidth, lwidth, maxx, leftOver; + clientInfo_t *ci; + gitem_t *item; + qhandle_t h; + + // max player name width + pwidth = 0; + count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers; + for (i = 0; i < count; i++) { + ci = cgs.clientinfo + sortedTeamPlayers[i]; + if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { + len = CG_Text_Width( ci->name, scale, 0); + if (len > pwidth) + pwidth = len; + } + } + + // max location name width + lwidth = 0; + for (i = 1; i < MAX_LOCATIONS; i++) { + p = CG_ConfigString(CS_LOCATIONS + i); + if (p && *p) { + len = CG_Text_Width(p, scale, 0); + if (len > lwidth) + lwidth = len; + } + } + + y = rect->y; + + for (i = 0; i < count; i++) { + ci = cgs.clientinfo + sortedTeamPlayers[i]; + if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { + + xx = rect->x + 1; + for (j = 0; j <= PW_NUM_POWERUPS; j++) { + if (ci->powerups & (1 << j)) { + + item = BG_FindItemForPowerup( j ); + + if (item) { + CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, trap_R_RegisterShader( item->icon ) ); + xx += PIC_WIDTH; + } + } + } + + // FIXME: max of 3 powerups shown properly + xx = rect->x + (PIC_WIDTH * 3) + 2; + + CG_GetColorForHealth( ci->health, ci->armor, hcolor ); + trap_R_SetColor(hcolor); + CG_DrawPic( xx, y + 1, PIC_WIDTH - 2, PIC_WIDTH - 2, cgs.media.heartShader ); + + //Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor); + //CG_Text_Paint(xx, y + text_y, scale, hcolor, st, 0, 0); + + // draw weapon icon + xx += PIC_WIDTH + 1; + +// weapon used is not that useful, use the space for task +#if 0 + if ( cg_weapons[ci->curWeapon].weaponIcon ) { + CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); + } else { + CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cgs.media.deferShader ); + } +#endif + + trap_R_SetColor(NULL); + if (cgs.orderPending) { + // blink the icon + if ( cg.time > cgs.orderTime - 2500 && (cg.time >> 9 ) & 1 ) { + h = 0; + } else { + h = CG_StatusHandle(cgs.currentOrder); + } + } else { + h = CG_StatusHandle(ci->teamTask); + } + + if (h) { + CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, h); + } + + xx += PIC_WIDTH + 1; + + leftOver = rect->w - xx; + maxx = xx + leftOver / 3; + + + + CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, ci->name, 0, 0); + + p = CG_ConfigString(CS_LOCATIONS + ci->location); + if (!p || !*p) { + p = "unknown"; + } + + xx += leftOver / 3 + 2; + maxx = rect->w - 4; + + CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, p, 0, 0); + y += text_y + 2; + if ( y + text_y + 2 > rect->y + rect->h ) { + break; + } + + } + } +} + + +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) { + 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; + } + + } +} + + + +void CG_DrawMedal(int ownerDraw, rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { + score_t *score = &cg.scores[cg.selectedScore]; + float value = 0; + char *text = NULL; + color[3] = 0.25; + + switch (ownerDraw) { + case CG_ACCURACY: + value = score->accuracy; + break; + case CG_ASSISTS: + value = score->assistCount; + break; + case CG_DEFEND: + value = score->defendCount; + break; + case CG_EXCELLENT: + value = score->excellentCount; + break; + case CG_IMPRESSIVE: + value = score->impressiveCount; + break; + case CG_PERFECT: + value = score->perfect; + break; + case CG_GAUNTLET: + value = score->guantletCount; + break; + case CG_CAPTURES: + value = score->captures; + break; + } + + if (value > 0) { + if (ownerDraw != CG_PERFECT) { + if (ownerDraw == CG_ACCURACY) { + text = va("%i%%", (int)value); + if (value > 50) { + color[3] = 1.0; + } + } else { + text = va("%i", (int)value); + color[3] = 1.0; + } + } else { + if (value) { + color[3] = 1.0; + } + text = "Wow"; + } + } + + trap_R_SetColor(color); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + + if (text) { + color[3] = 1.0; + value = CG_Text_Width(text, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h + 10 , scale, color, text, 0, 0, 0); + } + trap_R_SetColor(NULL); + +} + + +// +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; + } + + //if (ownerDrawFlags != 0 && !CG_OwnerDrawVisible(ownerDrawFlags)) { + // return; + //} + + rect.x = x; + rect.y = y; + rect.w = w; + rect.h = h; + + switch (ownerDraw) { + case CG_PLAYER_ARMOR_ICON: + CG_DrawPlayerArmorIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_ARMOR_ICON2D: + CG_DrawPlayerArmorIcon(&rect, qtrue); + break; + case CG_PLAYER_ARMOR_VALUE: + CG_DrawPlayerArmorValue(&rect, scale, color, shader, textStyle); + break; + case CG_PLAYER_AMMO_ICON: + CG_DrawPlayerAmmoIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_AMMO_ICON2D: + CG_DrawPlayerAmmoIcon(&rect, qtrue); + break; + case CG_PLAYER_AMMO_VALUE: + CG_DrawPlayerAmmoValue(&rect, scale, color, shader, textStyle); + break; + case CG_SELECTEDPLAYER_HEAD: + CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qfalse); + break; + case CG_VOICE_HEAD: + CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qtrue); + break; + case CG_VOICE_NAME: + CG_DrawSelectedPlayerName(&rect, scale, color, qtrue, textStyle); + break; + case CG_SELECTEDPLAYER_STATUS: + CG_DrawSelectedPlayerStatus(&rect); + break; + case CG_SELECTEDPLAYER_ARMOR: + CG_DrawSelectedPlayerArmor(&rect, scale, color, shader, textStyle); + break; + case CG_SELECTEDPLAYER_HEALTH: + CG_DrawSelectedPlayerHealth(&rect, scale, color, shader, textStyle); + break; + case CG_SELECTEDPLAYER_NAME: + CG_DrawSelectedPlayerName(&rect, scale, color, qfalse, textStyle); + break; + case CG_SELECTEDPLAYER_LOCATION: + CG_DrawSelectedPlayerLocation(&rect, scale, color, textStyle); + break; + case CG_SELECTEDPLAYER_WEAPON: + CG_DrawSelectedPlayerWeapon(&rect); + break; + case CG_SELECTEDPLAYER_POWERUP: + CG_DrawSelectedPlayerPowerup(&rect, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_HEAD: + CG_DrawPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_ITEM: + CG_DrawPlayerItem(&rect, scale, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_SCORE: + CG_DrawPlayerScore(&rect, scale, color, shader, textStyle); + break; + case CG_PLAYER_HEALTH: + CG_DrawPlayerHealth(&rect, scale, color, shader, textStyle); + break; + case CG_RED_SCORE: + CG_DrawRedScore(&rect, scale, color, shader, textStyle); + break; + case CG_BLUE_SCORE: + CG_DrawBlueScore(&rect, scale, color, shader, textStyle); + break; + case CG_RED_NAME: + CG_DrawRedName(&rect, scale, color, textStyle); + break; + case CG_BLUE_NAME: + CG_DrawBlueName(&rect, scale, color, textStyle); + break; + case CG_BLUE_FLAGHEAD: + CG_DrawBlueFlagHead(&rect); + break; + case CG_BLUE_FLAGSTATUS: + CG_DrawBlueFlagStatus(&rect, shader); + break; + case CG_BLUE_FLAGNAME: + CG_DrawBlueFlagName(&rect, scale, color, textStyle); + break; + case CG_RED_FLAGHEAD: + CG_DrawRedFlagHead(&rect); + break; + case CG_RED_FLAGSTATUS: + CG_DrawRedFlagStatus(&rect, shader); + break; + case CG_RED_FLAGNAME: + CG_DrawRedFlagName(&rect, scale, color, textStyle); + break; + case CG_HARVESTER_SKULLS: + CG_HarvesterSkulls(&rect, scale, color, qfalse, textStyle); + break; + case CG_HARVESTER_SKULLS2D: + CG_HarvesterSkulls(&rect, scale, color, qtrue, textStyle); + break; + case CG_ONEFLAG_STATUS: + CG_OneFlagStatus(&rect); + break; + case CG_PLAYER_LOCATION: + CG_DrawPlayerLocation(&rect, scale, color, textStyle); + break; + case CG_TEAM_COLOR: + CG_DrawTeamColor(&rect, color); + break; + case CG_CTF_POWERUP: + CG_DrawCTFPowerUp(&rect); + break; + case CG_AREA_POWERUP: + CG_DrawAreaPowerUp(&rect, align, special, scale, color); + break; + case CG_PLAYER_STATUS: + CG_DrawPlayerStatus(&rect); + break; + case CG_PLAYER_HASFLAG: + CG_DrawPlayerHasFlag(&rect, qfalse); + break; + case CG_PLAYER_HASFLAG2D: + CG_DrawPlayerHasFlag(&rect, qtrue); + 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_GAME_TYPE: + CG_DrawGameType(&rect, scale, color, shader, textStyle); + break; + case CG_GAME_STATUS: + CG_DrawGameStatus(&rect, scale, color, shader, textStyle); + break; + case CG_KILLER: + CG_DrawKiller(&rect, scale, color, shader, textStyle); + break; + case CG_ACCURACY: + case CG_ASSISTS: + case CG_DEFEND: + case CG_EXCELLENT: + case CG_IMPRESSIVE: + case CG_PERFECT: + case CG_GAUNTLET: + case CG_CAPTURES: + CG_DrawMedal(ownerDraw, &rect, scale, color, shader); + break; + case CG_SPECTATORS: + CG_DrawTeamSpectators(&rect, scale, color, shader); + break; + case CG_TEAMINFO: + if (cg_currentSelectedPlayer.integer == numSortedTeamPlayers) { + CG_DrawNewTeamInfo(&rect, text_x, text_y, scale, color, shader); + } + break; + case CG_CAPFRAGLIMIT: + CG_DrawCapFragLimit(&rect, scale, color, shader, textStyle); + break; + case CG_1STPLACE: + CG_Draw1stPlace(&rect, scale, color, shader, textStyle); + break; + case CG_2NDPLACE: + CG_Draw2ndPlace(&rect, scale, color, shader, 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(); + } else if (type == CGAME_EVENT_TEAMMENU) { + //CG_ShowTeamMenu(); + } else if (type == CGAME_EVENT_SCOREBOARD) { + } + +} + + + +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; + } + + //if (key == trap_Key_GetKey("teamMenu") || !Display_CaptureItem(cgs.cursorX, cgs.cursorY)) { + // if we see this then we should always be visible + // CG_EventHandling(CGAME_EVENT_NONE); + // trap_Key_SetCatcher(0); + //} + + + + 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_ShowResponseHead() { + Menus_OpenByName("voiceMenu"); + trap_Cvar_Set("cl_conXOffset", "72"); + cg.voiceTime = cg.time; +} + +void CG_RunMenuScript(char **args) { +} + + +void CG_GetTeamColor(vec4_t *color) { + if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) { + (*color)[0] = 1.0f; + (*color)[3] = 0.25f; + (*color)[1] = (*color)[2] = 0.0f; + } else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) { + (*color)[0] = (*color)[1] = 0.0f; + (*color)[2] = 1.0f; + (*color)[3] = 0.25f; + } else { + (*color)[0] = (*color)[2] = 0.0f; + (*color)[1] = 0.17f; + (*color)[3] = 0.25f; + } +} + -- cgit v1.2.3