1 // renderhud.cpp: HUD rendering
2
3 #include "cube.h"
4
drawicon(Texture * tex,float x,float y,float s,int col,int row,float ts)5 void drawicon(Texture *tex, float x, float y, float s, int col, int row, float ts)
6 {
7 if(tex && tex->xs == tex->ys) quad(tex->id, x, y, s, ts*col, ts*row, ts);
8 }
9
turn_on_transparency(int alpha=255)10 inline void turn_on_transparency(int alpha = 255)
11 {
12 glEnable(GL_BLEND);
13 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14 glColor4ub(255, 255, 255, alpha);
15 }
16
drawequipicon(float x,float y,int col,int row,float blend)17 void drawequipicon(float x, float y, int col, int row, float blend)
18 {
19 static Texture *tex = NULL;
20 if(!tex) tex = textureload("packages/misc/items.png", 4);
21 if(tex)
22 {
23 turn_on_transparency();
24 drawicon(tex, x, y, 120, col, row, 1/4.0f);
25 glDisable(GL_BLEND);
26 }
27 }
28
29 VARP(radarentsize, 4, 12, 64);
30
drawradaricon(float x,float y,float s,int col,int row)31 void drawradaricon(float x, float y, float s, int col, int row)
32 {
33 static Texture *tex = NULL;
34 if(!tex) tex = textureload("packages/misc/radaricons.png", 3);
35 if(tex)
36 {
37 glEnable(GL_BLEND);
38 drawicon(tex, x, y, s, col, row, 1/4.0f);
39 glDisable(GL_BLEND);
40 }
41 }
42
drawctficon(float x,float y,float s,int col,int row,float ts,int alpha)43 void drawctficon(float x, float y, float s, int col, int row, float ts, int alpha)
44 {
45 static Texture *ctftex = NULL, *htftex = NULL, *ktftex = NULL;
46 if(!ctftex) ctftex = textureload("packages/misc/ctficons.png", 3);
47 if(!htftex) htftex = textureload("packages/misc/htficons.png", 3);
48 if(!ktftex) ktftex = textureload("packages/misc/ktficons.png", 3);
49 glColor4ub(255, 255, 255, alpha);
50 if(m_htf)
51 {
52 if(htftex) drawicon(htftex, x, y, s, col, row, ts);
53 }
54 else if(m_ktf)
55 {
56 if(ktftex) drawicon(ktftex, x, y, s, col, row, ts);
57 }
58 else
59 {
60 if(ctftex) drawicon(ctftex, x, y, s, col, row, ts);
61 }
62 }
63
drawvoteicon(float x,float y,int col,int row,bool noblend)64 void drawvoteicon(float x, float y, int col, int row, bool noblend)
65 {
66 static Texture *tex = NULL;
67 if(!tex) tex = textureload("packages/misc/voteicons.png", 3);
68 if(tex)
69 {
70 if(noblend) glDisable(GL_BLEND);
71 else turn_on_transparency(); // if(transparency && !noblend)
72 drawicon(tex, x, y, 240, col, row, 1/2.0f);
73 if(noblend) glEnable(GL_BLEND);
74 }
75 }
76
77 VARP(crosshairsize, 0, 15, 50);
78 VARP(showstats, 0, 1, 2);
79 VARP(crosshairfx, 0, 1, 1);
80 VARP(crosshairteamsign, 0, 1, 1);
81 VARP(hideradar, 0, 0, 1);
82 VARP(hidecompass, 0, 0, 1);
83 VARP(hideteam, 0, 0, 1);
84 VARP(hidectfhud, 0, 0, 1);
85 VARP(hidevote, 0, 0, 2);
86 VARP(hidehudmsgs, 0, 0, 1);
87 VARP(hidehudequipment, 0, 0, 1);
88 VARP(hideconsole, 0, 0, 1);
89 VARP(hidespecthud, 0, 0, 1);
90 VAR(showmap, 0, 0, 1);
91
92
93 //shotty::
94 /*
95 VAR(showsgpat, 0, 0, 1);
96
97 void drawsgpat(int w, int h)
98 {
99 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
100 glDisable(GL_TEXTURE_2D);
101 glColor3ub(0, 0, 0);
102 float sz = min(VIRTW, VIRTH),
103 x1 = VIRTW/2 - sz/2,
104 x2 = VIRTW/2 + sz/2,
105 y1 = VIRTH/2 - sz/2,
106 y2 = VIRTH/2 + sz/2,
107 border = (512 - 64*2)/512.0f;
108 glBegin(GL_TRIANGLE_FAN);
109 glVertex2f(x1 + 0.5f*sz, y1 + 0.5f*sz);
110 int rgbcv = 0;
111 loopi(8+1)
112 {
113 // if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); rgbcv += 4; //rgbcv -= 255/(8+1); }
114 if(i%2) glColor3ub(64,64,64); else glColor3ub(32,32,32);
115 float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f));
116 glVertex2f(x1 + c*sz, y1 + s*sz);
117 }
118 glColor3ub(255,255,255);
119 glEnd();
120
121 glDisable(GL_BLEND);
122
123 rgbcv = 32;
124 glBegin(GL_TRIANGLE_STRIP);
125 loopi(8+1)
126 {
127 // if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); //,128); rgbcv += 8; //rgbcv -= 255/(8+1); }
128 if(i%2) glColor3ub(16,16,16); else glColor3ub(32,32,32);
129 float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f));
130 glVertex2f(x1 + c*sz, y1 + s*sz);
131 c = c < 0.4f ? 0 : (c > 0.6f ? 1 : 0.5f);
132 s = s < 0.4f ? 0 : (s > 0.6f ? 1 : 0.5f);
133 glVertex2f(x1 + c*sz, y1 + s*sz);
134 }
135 glColor3ub(255,255,255);
136 glEnd();
137
138 glEnable(GL_TEXTURE_2D);
139 static Texture *pattex = NULL;
140 if(!pattex) pattex = textureload("packages/misc/sgpat.png", 4);
141 loopk(3)
142 {
143 switch(k)
144 {
145 case 0: glColor3ub( 32, 250, 250); break; // center
146 case 1: glColor3ub( 250, 64, 64); break; // middle
147 case 2: glColor3ub( 250, 250, 64); break; // outer
148 default: glColor3ub( 255, 255, 255); break;
149 }
150 extern sgray pat[SGRAYS*3];
151 int j = k * SGRAYS;
152 loopi(SGRAYS)
153 {
154 if(pattex)
155 {
156 vec p = pat[j+i].rv;
157 int ppx = VIRTW/2 + p.x*(sz/2);
158 int ppy = VIRTH/2 + p.y*(sz/2);
159 drawicon(pattex, ppx, ppy, 16, 1, 1, 1);
160 }
161 }
162 }
163 glEnable(GL_BLEND);
164 /\*
165 // 2011may31: dmg/hits output comes upon each shot, let the pattern be shown "pure"
166 extern int lastsgs_hits;
167 extern int lastsgs_dmgt;
168 //draw_textf("H: %d DMG: %d", 8, 32, lastsgs_hits, lastsgs_dmgt);
169 defformatstring(t2show4hitdmg)("H: %d DMG: %d", lastsgs_hits, lastsgs_dmgt);
170 draw_text(t2show4hitdmg, VIRTW/2-text_width(t2show4hitdmg), VIRTH/2-3*FONTH/4);
171 *\/
172 }
173 */
174 //::shotty
175
drawscope(bool preload)176 void drawscope(bool preload)
177 {
178 static Texture *scopetex = NULL;
179 if(!scopetex) scopetex = textureload("packages/misc/scope.png", 3);
180 if(preload) return;
181 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
182 glBindTexture(GL_TEXTURE_2D, scopetex->id);
183 glColor3ub(255, 255, 255);
184
185 // figure out the bounds of the scope given the desired aspect ratio
186 float sz = min(VIRTW, VIRTH),
187 x1 = VIRTW/2 - sz/2,
188 x2 = VIRTW/2 + sz/2,
189 y1 = VIRTH/2 - sz/2,
190 y2 = VIRTH/2 + sz/2,
191 border = (512 - 64*2)/512.0f;
192
193 // draw center viewport
194 glBegin(GL_TRIANGLE_FAN);
195 glTexCoord2f(0.5f, 0.5f);
196 glVertex2f(x1 + 0.5f*sz, y1 + 0.5f*sz);
197 loopi(8+1)
198 {
199 float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f));
200 glTexCoord2f(c, s);
201 glVertex2f(x1 + c*sz, y1 + s*sz);
202 }
203 glEnd();
204
205 glDisable(GL_BLEND);
206
207 // draw outer scope
208 glBegin(GL_TRIANGLE_STRIP);
209 loopi(8+1)
210 {
211 float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f));
212 glTexCoord2f(c, s);
213 glVertex2f(x1 + c*sz, y1 + s*sz);
214 c = c < 0.4f ? 0 : (c > 0.6f ? 1 : 0.5f);
215 s = s < 0.4f ? 0 : (s > 0.6f ? 1 : 0.5f);
216 glTexCoord2f(c, s);
217 glVertex2f(x1 + c*sz, y1 + s*sz);
218 }
219 glEnd();
220
221 // fill unused space with border texels
222 if(x1 > 0 || x2 < VIRTW || y1 > 0 || y2 < VIRTH)
223 {
224 glBegin(GL_TRIANGLE_STRIP);
225 glTexCoord2f(0, 0); glVertex2f(0, 0);
226 glTexCoord2f(0, 0); glVertex2f(x1, y1);
227 glTexCoord2f(0, 1); glVertex2f(0, VIRTH);
228 glTexCoord2f(0, 1); glVertex2f(x1, y2);
229
230 glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH);
231 glTexCoord2f(1, 1); glVertex2f(x2, y2);
232 glTexCoord2f(1, 0); glVertex2f(VIRTW, 0);
233 glTexCoord2f(1, 0); glVertex2f(x2, y1);
234
235 glTexCoord2f(0, 0); glVertex2f(0, 0);
236 glTexCoord2f(0, 0); glVertex2f(x1, y1);
237 glEnd();
238 }
239
240 glEnable(GL_BLEND);
241 }
242
243 const char *crosshairnames[CROSSHAIR_NUM] = { "default", "teammate", "scope", "knife", "pistol", "carbine", "shotgun", "smg", "sniper", "ar", "cpistol", "grenades", "akimbo" };
244 Texture *crosshairs[CROSSHAIR_NUM] = { NULL }; // weapon specific crosshairs
245
loadcrosshairtexture(const char * c)246 Texture *loadcrosshairtexture(const char *c)
247 {
248 defformatstring(p)("packages/crosshairs/%s", c);
249 Texture *crosshair = textureload(p, 3);
250 if(crosshair==notexture) crosshair = textureload("packages/crosshairs/default.png", 3);
251 return crosshair;
252 }
253
loadcrosshair(char * c,char * name)254 void loadcrosshair(char *c, char *name)
255 {
256 if (strcmp(name, "") == 0 || strcmp(name, "all") == 0)
257 {
258 for (int i = 0; i < CROSSHAIR_NUM; i++)
259 {
260 if (i == CROSSHAIR_TEAMMATE || i == CROSSHAIR_SCOPE) continue;
261 crosshairs[i] = loadcrosshairtexture(c);
262 }
263 return;
264 }
265
266 int n = -1;
267
268 for (int i = 0; i < CROSSHAIR_NUM; i++)
269 {
270 if(strcmp(crosshairnames[i], name) == 0) { n = i; break; }
271 }
272
273 if (n < 0 || n >= CROSSHAIR_NUM) return;
274
275 crosshairs[n] = loadcrosshairtexture(c);
276 }
277
278 COMMAND(loadcrosshair, "ss");
279
drawcrosshair(playerent * p,int n,color * c,float size)280 void drawcrosshair(playerent *p, int n, color *c, float size)
281 {
282 Texture *crosshair = crosshairs[n];
283 if(!crosshair)
284 {
285 crosshair = crosshairs[CROSSHAIR_DEFAULT];
286 if(!crosshair) crosshair = crosshairs[CROSSHAIR_DEFAULT] = loadcrosshairtexture("default.png");
287 }
288
289 if(crosshair->bpp==32) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
290 else glBlendFunc(GL_ONE, GL_ONE);
291 glBindTexture(GL_TEXTURE_2D, crosshair->id);
292 glColor3ub(255,255,255);
293 if(c) glColor3f(c->r, c->g, c->b);
294 else if(crosshairfx || n==CROSSHAIR_TEAMMATE)
295 {
296 if(n==CROSSHAIR_TEAMMATE) glColor3ub(255, 0, 0);
297 else if(!m_osok)
298 {
299 if(p->health<=25) glColor3ub(255,0,0);
300 else if(p->health<=50) glColor3ub(255,128,0);
301 }
302 }
303 float s = size>0 ? size : (float)crosshairsize;
304 float chsize = s * (p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3 ? 1.4f : 1.0f) * (n==CROSSHAIR_TEAMMATE ? 2.0f : 1.0f);
305 glBegin(GL_TRIANGLE_STRIP);
306 glTexCoord2f(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
307 glTexCoord2f(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
308 glTexCoord2f(0, 1); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize);
309 glTexCoord2f(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
310 glEnd();
311 }
312
313 VARP(hidedamageindicator, 0, 0, 1);
314 VARP(damageindicatorsize, 0, 200, 10000);
315 VARP(damageindicatordist, 0, 500, 10000);
316 VARP(damageindicatortime, 1, 1000, 10000);
317 VARP(damageindicatoralpha, 1, 50, 100);
318 int damagedirections[4] = {0};
319
updatedmgindicator(vec & attack)320 void updatedmgindicator(vec &attack)
321 {
322 if(hidedamageindicator || !damageindicatorsize) return;
323 float bestdist = 0.0f;
324 int bestdir = -1;
325 loopi(4)
326 {
327 vec d;
328 d.x = (float)(cosf(RAD*(player1->yaw-90+(i*90))));
329 d.y = (float)(sinf(RAD*(player1->yaw-90+(i*90))));
330 d.z = 0.0f;
331 d.add(player1->o);
332 float dist = d.dist(attack);
333 if(dist < bestdist || bestdir==-1)
334 {
335 bestdist = dist;
336 bestdir = i;
337 }
338 }
339 damagedirections[bestdir] = lastmillis+damageindicatortime;
340 }
341
drawdmgindicator()342 void drawdmgindicator()
343 {
344 if(!damageindicatorsize) return;
345 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
346 glDisable(GL_TEXTURE_2D);
347 float size = (float)damageindicatorsize;
348 loopi(4)
349 {
350 if(!damagedirections[i] || damagedirections[i] < lastmillis) continue;
351 float t = damageindicatorsize/(float)(damagedirections[i]-lastmillis);
352 glPushMatrix();
353 glColor4f(0.5f, 0.0f, 0.0f, damageindicatoralpha/100.0f);
354 glTranslatef(VIRTW/2, VIRTH/2, 0);
355 glRotatef(i*90, 0, 0, 1);
356 glTranslatef(0, (float)-damageindicatordist, 0);
357 glScalef(max(0.0f, 1.0f-t), max(0.0f, 1.0f-t), 0);
358
359 glBegin(GL_TRIANGLES);
360 glVertex3f(size/2.0f, size/2.0f, 0.0f);
361 glVertex3f(-size/2.0f, size/2.0f, 0.0f);
362 glVertex3f(0.0f, 0.0f, 0.0f);
363 glEnd();
364 glPopMatrix();
365 }
366 glEnable(GL_TEXTURE_2D);
367 }
368
drawequipicons(playerent * p)369 void drawequipicons(playerent *p)
370 {
371 glDisable(GL_BLEND);
372 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
373 glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/100.0f)+1.0f)/2.0f);
374
375 // health & armor
376 if(p->armour) drawequipicon(560, 1650, (p->armour-1)/25, 2, false);
377 drawequipicon(20, 1650, 2, 3, (p->state!=CS_DEAD && p->health<=20 && !m_osok));
378 if(p->mag[GUN_GRENADE]) drawequipicon(1520, 1650, 3, 1, false);
379
380 // weapons
381 int c = p->weaponsel->type != GUN_GRENADE ? p->weaponsel->type : p->prevweaponsel->type, r = 0;
382 if(c==GUN_AKIMBO || c==GUN_CPISTOL) c = GUN_PISTOL; // same icon for akimb & pistol
383 if(c>3) { c -= 4; r = 1; }
384
385 if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS)
386 drawequipicon(1020, 1650, c, r, (!p->weaponsel->mag && p->weaponsel->type != GUN_KNIFE && p->weaponsel->type != GUN_GRENADE));
387 glEnable(GL_BLEND);
388 }
389
drawradarent(float x,float y,float yaw,int col,int row,float iconsize,bool pulse,const char * label=NULL,...)390 void drawradarent(float x, float y, float yaw, int col, int row, float iconsize, bool pulse, const char *label = NULL, ...)
391 {
392 glPushMatrix();
393 if(pulse) glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/30.0f)+1.0f)/2.0f);
394 else glColor4f(1, 1, 1, 1);
395 glTranslatef(x, y, 0);
396 glRotatef(yaw, 0, 0, 1);
397 drawradaricon(-iconsize/2.0f, -iconsize/2.0f, iconsize, col, row);
398 glPopMatrix();
399 if(label && showmap)
400 {
401 glPushMatrix();
402 glEnable(GL_BLEND);
403 glTranslatef(iconsize/2, iconsize/2, 0);
404 glScalef(1/2.0f, 1/2.0f, 1/2.0f);
405 defvformatstring(lbl, label, label);
406 draw_text(lbl, (int)(x*2), (int)(y*2));
407 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
408 glDisable(GL_BLEND);
409 glPopMatrix();
410 }
411 }
412
413 struct hudline : cline
414 {
415 int type;
416
hudlinehudline417 hudline() : type(HUDMSG_INFO) {}
418 };
419
420 struct hudmessages : consolebuffer<hudline>
421 {
hudmessageshudmessages422 hudmessages() : consolebuffer<hudline>(20) {}
423
addlinehudmessages424 void addline(const char *sf)
425 {
426 if(conlines.length() && conlines[0].type&HUDMSG_OVERWRITE)
427 {
428 conlines[0].millis = totalmillis;
429 conlines[0].type = HUDMSG_INFO;
430 copystring(conlines[0].line, sf);
431 }
432 else consolebuffer<hudline>::addline(sf, totalmillis);
433 }
editlinehudmessages434 void editline(int type, const char *sf)
435 {
436 if(conlines.length() && ((conlines[0].type&HUDMSG_TYPE)==(type&HUDMSG_TYPE) || conlines[0].type&HUDMSG_OVERWRITE))
437 {
438 conlines[0].millis = totalmillis;
439 conlines[0].type = type;
440 copystring(conlines[0].line, sf);
441 }
442 else consolebuffer<hudline>::addline(sf, totalmillis).type = type;
443 }
renderhudmessages444 void render()
445 {
446 if(!conlines.length()) return;
447 glPushMatrix();
448 glLoadIdentity();
449 glOrtho(0, VIRTW*0.9f, VIRTH*0.9f, 0, -1, 1);
450 int dispmillis = arenaintermission ? 6000 : 3000;
451 loopi(min(conlines.length(), 3)) if(totalmillis-conlines[i].millis<dispmillis)
452 {
453 cline &c = conlines[i];
454 int tw = text_width(c.line);
455 draw_text(c.line, int(tw > VIRTW*0.9f ? 0 : (VIRTW*0.9f-tw)/2), int(((VIRTH*0.9f)/4*3)+FONTH*i+pow((totalmillis-c.millis)/(float)dispmillis, 4)*VIRTH*0.9f/4.0f));
456 }
457 glPopMatrix();
458 }
459 };
460
461 hudmessages hudmsgs;
462
hudoutf(const char * s,...)463 void hudoutf(const char *s, ...)
464 {
465 defvformatstring(sf, s, s);
466 hudmsgs.addline(sf);
467 conoutf("%s", sf);
468 }
469
hudonlyf(const char * s,...)470 void hudonlyf(const char *s, ...)
471 {
472 defvformatstring(sf, s, s);
473 hudmsgs.addline(sf);
474 }
475
hudeditf(int type,const char * s,...)476 void hudeditf(int type, const char *s, ...)
477 {
478 defvformatstring(sf, s, s);
479 hudmsgs.editline(type, sf);
480 }
481
insideradar(const vec & centerpos,float radius,const vec & o)482 bool insideradar(const vec ¢erpos, float radius, const vec &o)
483 {
484 if(showmap) return !o.reject(centerpos, radius);
485 return o.distxy(centerpos)<=radius;
486 }
487
isattacking(playerent * p)488 bool isattacking(playerent *p) { return lastmillis-p->lastaction < 500; }
489
getradarpos()490 vec getradarpos()
491 {
492 float radarviewsize = VIRTH/6;
493 float overlaysize = radarviewsize*4.0f/3.25f;
494 return vec(VIRTW-10-VIRTH/28-overlaysize, 10+VIRTH/52, 0);
495 }
496
497 VARP(showmapbackdrop, 0, 0, 2);
498 VARP(showmapbackdroptransparency, 0, 75, 100);
499 VARP(radarheight, 5, 150, 500);
500 VAR(showradarvalues, 0, 0, 1); // DEBUG
501
drawradar_showmap(playerent * p,int w,int h)502 void drawradar_showmap(playerent *p, int w, int h)
503 {
504 float minimapviewsize = 3*min(VIRTW,VIRTH)/4; //minimap default size
505 float halfviewsize = minimapviewsize/2.0f;
506 float iconsize = radarentsize/0.2f;
507 glColor3f(1.0f, 1.0f, 1.0f);
508 glPushMatrix();
509 extern GLuint minimaptex;
510 vec centerpos(VIRTW/2 , VIRTH/2, 0.0f);
511 if(showmapbackdrop)
512 {
513 glDisable(GL_TEXTURE_2D);
514 if(showmapbackdrop==2) glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_COLOR);
515 loopi(2)
516 {
517 int cg = i?(showmapbackdrop==2?((int)(255*(100-showmapbackdroptransparency)/100.0f)):0):(showmapbackdrop==2?((int)(255*(100-showmapbackdroptransparency)/100.0f)):64);
518 int co = i?0:4;
519 glColor3ub(cg, cg, cg);
520 glBegin(GL_QUADS);
521 glVertex2f( centerpos.x - halfviewsize - co, centerpos.y + halfviewsize + co);
522 glVertex2f( centerpos.x + halfviewsize + co, centerpos.y + halfviewsize + co);
523 glVertex2f( centerpos.x + halfviewsize + co, centerpos.y - halfviewsize - co);
524 glVertex2f( centerpos.x - halfviewsize - co, centerpos.y - halfviewsize - co);
525 glEnd();
526 }
527 glColor3ub(255,255,255);
528 glEnable(GL_TEXTURE_2D);
529 }
530 glTranslatef(centerpos.x - halfviewsize, centerpos.y - halfviewsize , 0);
531 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
532 quad(minimaptex, 0, 0, minimapviewsize, 0.0f, 0.0f, 1.0f);
533 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
534 glDisable(GL_BLEND);
535
536 float gdim = max(mapdims[4], mapdims[5]); //no border
537 float coordtrans = (minimapviewsize)/(gdim);
538
539 float offd = fabs(float(mapdims[5])-float(mapdims[4])) /2.0f;
540 if(!gdim) { gdim = ssize/2.0f; offd = 0; }
541 float offx = gdim==mapdims[5] ? offd : 0;
542 float offy = gdim==mapdims[4] ? offd : 0;
543
544 vec mdd = vec(mapdims[0]-offx, mapdims[1]-offy, 0);
545 vec cod(offx, offy, 0);
546 vec ppv = vec(p->o).sub(mdd).mul(coordtrans);
547
548 if(team_isactive(p->team)) drawradarent(ppv.x, ppv.y, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
549 loopv(players) // other players
550 {
551 playerent *pl = players[i];
552 if(!pl || pl==p || !isteam(p->team, pl->team) || !team_isactive(pl->team)) continue;
553 vec rtmp = vec(pl->o).sub(mdd).mul(coordtrans);
554 drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_base(pl->team), iconsize, isattacking(pl), "%s", colorname(pl));
555 }
556 if(m_flags)
557 {
558 glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis / 100.0f) + 1.0f) / 2.0f);
559 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
560 loopi(2) // flag items
561 {
562 flaginfo &f = flaginfos[i];
563 entity *e = f.flagent;
564 if(!e) continue;
565 if(e->x == -1 && e-> y == -1) continue; // flagdummies
566 vec pos = vec(e->x, e->y, 0).sub(mdd).mul(coordtrans);
567 drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases
568 vec fltxoff = vec(8, -8, 0);
569 vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(mdd).mul(coordtrans).add(fltxoff);
570 if(f.state!=CTFF_STOLEN && !(m_ktf && f.state == CTFF_IDLE))
571 {
572 float flgoff=fabs((radarentsize*2.1f)-8);
573 drawradarent(cpos.x+flgoff, cpos.y-flgoff, 0, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entity pos
574 }
575 if(m_ktf && f.state == CTFF_IDLE) continue;
576 if(f.state==CTFF_STOLEN)
577 {
578 float d2c = 1.6f * radarentsize/16.0f;
579 vec apos(d2c, -d2c, 0);
580 if(f.actor)
581 {
582 apos.add(f.actor->o);
583 bool tm = i != team_base(p->team);
584 if(m_htf) tm = !tm;
585 else if(m_ktf) tm = true;
586 if(tm)
587 {
588 apos.sub(mdd).mul(coordtrans);
589 drawradarent(apos.x, apos.y, 0, 3, m_ktf ? 2 : f.team, iconsize, true); // draw near flag thief
590 }
591 }
592 }
593 }
594 }
595 glEnable(GL_BLEND);
596 glPopMatrix();
597 }
598
drawradar_vicinity(playerent * p,int w,int h)599 void drawradar_vicinity(playerent *p, int w, int h)
600 {
601 extern GLuint minimaptex;
602 int gdim = max(mapdims[4], mapdims[5]);
603 float radarviewsize = min(VIRTW,VIRTH)/5;
604 float halfviewsize = radarviewsize/2.0f;
605 float iconsize = radarentsize/0.4f;
606 float scaleh = radarheight/(2.0f*gdim);
607 float scaled = radarviewsize/float(radarheight);
608 float offd = fabs((mapdims[5]-mapdims[4]) /2.0f);
609 if(!gdim) { gdim = ssize/2; offd = 0; }
610 float offx = gdim==mapdims[5]?offd:0;
611 float offy = gdim==mapdims[4]?offd:0;
612 vec rtr = vec(mapdims[0]-offx, mapdims[1]-offy, 0);
613 vec rsd = vec(mapdims[0]+mapdims[4]/2, mapdims[1]+mapdims[5]/2, 0);
614 float d2s = radarheight/2.0f;
615 glColor3f(1.0f, 1.0f, 1.0f);
616 glPushMatrix();
617 vec centerpos(VIRTW-halfviewsize-72, halfviewsize+64, 0);
618 glTranslatef(centerpos.x, centerpos.y, 0);
619 glRotatef(-camera1->yaw, 0, 0, 1);
620 glTranslatef(-halfviewsize, -halfviewsize, 0);
621 vec d4rc = vec(p->o).sub(rsd).normalize().mul(0);
622 vec usecenter = vec(p->o).sub(rtr).sub(d4rc);
623 if(showradarvalues)
624 {
625 conoutf("vicinity @ gdim = %d | scaleh = %.2f", gdim, scaleh);
626 conoutf("offd: %.2f [%.2f:%.2f]", offd, offx, offy);
627 conoutf("RTR: %.2f %.2f", rtr.x, rtr.y);
628 conoutf("RSD: %.2f %.2f", rsd.x, rsd.y);
629 conoutf("P.O: %.2f %.2f", p->o.x, p->o.y);
630 conoutf("U4C: %.2f %.2f | %.2f %.2f", usecenter.x, usecenter.y, usecenter.x/gdim, usecenter.y/gdim);
631 //showradarvalues = 0;
632 }
633 glDisable(GL_BLEND);
634 circle(minimaptex, halfviewsize, halfviewsize, halfviewsize, usecenter.x/(float)gdim, usecenter.y/(float)gdim, scaleh, 31); //Draw mimimaptext as radar background
635 glTranslatef(halfviewsize, halfviewsize, 0);
636 if(team_isactive(p->team)) drawradarent(0, 0, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
637 loopv(players) // other players
638 {
639 playerent *pl = players[i];
640 if(!pl || pl==p || !isteam(p->team, pl->team) || !team_isactive(pl->team)) continue;
641 vec rtmp = vec(pl->o).sub(p->o);
642 bool isok = rtmp.magnitude() < d2s;
643 if(isok)
644 {
645 rtmp.mul(scaled);
646 drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_base(pl->team), iconsize, isattacking(pl), "%s", colorname(pl));
647 }
648 }
649 if(m_flags)
650 {
651 glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis / 100.0f) + 1.0f) / 2.0f);
652 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
653 float d2c = 1.6f * radarentsize/16.0f;
654 loopi(2) // flag items
655 {
656 flaginfo &f = flaginfos[i];
657 entity *e = f.flagent;
658 if(!e) continue;
659 if(e->x == -1 && e-> y == -1) continue; // flagdummies
660 vec pos = vec(e->x, e->y, 0).sub(p->o);
661 vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(p->o);
662 //if(showradarvalues) { conoutf("dist2F[%d]: %.2f|%.2f || %.2f|%.2f", i, pos.x, pos.y, cpos.x, cpos.y); }
663 if(pos.magnitude() < d2s)
664 {
665 pos.mul(scaled);
666 drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases [circle doesn't need rotating]
667 }
668 if(f.state!=CTFF_STOLEN && !(m_ktf && f.state == CTFF_IDLE))
669 {
670 if(cpos.magnitude() < d2s)
671 {
672 cpos.mul(scaled);
673 float flgoff=radarentsize/0.68f;
674 float ryaw=(camera1->yaw-45)*(2*PI/360);
675 float offx=flgoff*cosf(-ryaw);
676 float offy=flgoff*sinf(-ryaw);
677 drawradarent(cpos.x+offx, cpos.y-offy, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, false); // draw flag on entity pos
678 }
679 }
680 if(m_ktf && f.state == CTFF_IDLE) continue;
681 if(f.state==CTFF_STOLEN)
682 {
683 vec apos(d2c, -d2c, 0);
684 if(f.actor)
685 {
686 apos.add(f.actor->o);
687 bool tm = i != team_base(p->team);
688 if(m_htf) tm = !tm;
689 else if(m_ktf) tm = true;
690 if(tm)
691 {
692 apos.sub(p->o);
693 if(apos.magnitude() < d2s)
694 {
695 apos.mul(scaled);
696 drawradarent(apos.x, apos.y, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, true); // draw near flag thief
697 }
698 }
699 }
700 }
701 }
702 }
703 showradarvalues = 0; // DEBUG - also see two bits commented-out above
704 glEnable(GL_BLEND);
705 glPopMatrix();
706 // eye candy:
707 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
708 glColor3f(1, 1, 1);
709 static Texture *bordertex = NULL;
710 if(!bordertex) bordertex = textureload("packages/misc/compass-base.png", 3);
711 quad(bordertex->id, centerpos.x-halfviewsize-16, centerpos.y-halfviewsize-16, radarviewsize+32, 0, 0, 1, 1);
712 if(!hidecompass)
713 {
714 static Texture *compasstex = NULL;
715 if(!compasstex) compasstex = textureload("packages/misc/compass-rose.png", 3);
716 glPushMatrix();
717 glTranslatef(centerpos.x, centerpos.y, 0);
718 glRotatef(-camera1->yaw, 0, 0, 1);
719 quad(compasstex->id, -halfviewsize-8, -halfviewsize-8, radarviewsize+16, 0, 0, 1, 1);
720 glPopMatrix();
721 }
722
723 }
724
drawradar(playerent * p,int w,int h)725 void drawradar(playerent *p, int w, int h)
726 {
727 if(showmap) drawradar_showmap(p,w,h);
728 else drawradar_vicinity(p,w,h);
729 }
730
drawteamicons(int w,int h,bool spect)731 void drawteamicons(int w, int h, bool spect)
732 {
733 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
734 glColor3f(1, 1, 1);
735 static Texture *icons = NULL;
736 if(!icons) icons = textureload("packages/misc/teamicons.png", 3);
737 quad(icons->id, VIRTW-VIRTH/12-10, 10, VIRTH/12, team_base(spect ? players[player1->followplayercn]->team : player1->team) ? 0.5f : 0, 0, 0.49f, 1.0f);
738 }
739
740 int damageblendmillis = 0;
741
742 VARFP(damagescreen, 0, 1, 1, { if(!damagescreen) damageblendmillis = 0; });
743 VARP(damagescreenfactor, 1, 7, 100);
744 VARP(damagescreenalpha, 1, 45, 100);
745 VARP(damagescreenfade, 0, 125, 1000);
746
damageblend(int n)747 void damageblend(int n)
748 {
749 if(!damagescreen) return;
750 if(lastmillis > damageblendmillis) damageblendmillis = lastmillis;
751 damageblendmillis += n*damagescreenfactor;
752 }
753
drawmedals(float x,float y,int col,int row,Texture * tex)754 void drawmedals(float x, float y, int col, int row, Texture *tex)
755 {
756 if(tex)
757 {
758 glPushAttrib(GL_COLOR_BUFFER_BIT);
759 glDisable(GL_BLEND);
760 drawicon(tex, x, y, 120, col, row, 1/4.0f);
761 glPopAttrib();
762 }
763 }
764 const char *medal_str[] =
765 {
766 "Best Fragger", "Dude that dies a lot"
767 }; //just some medals string tests, nothing serious
768 extern bool medals_arrived;
769 extern medalsst a_medals[END_MDS];
drawscores()770 void drawscores()
771 {
772 static float time=0;
773 if(!medals_arrived) {time=0; return;} else if(time > 5){time=0; medals_arrived=0;}
774 static Texture *tex = NULL;
775 if(!tex) tex = textureload("packages/misc/nice_medals.png", 4);
776 time+=((float)(curtime))/1000;
777 float vw=VIRTW*7/4,vh=VIRTH*7/4;
778 glPushAttrib(GL_COLOR_BUFFER_BIT);
779 glLoadIdentity();
780 glOrtho(0, vw, vh, 0, -1, 1);
781 int left = vw/4, top = vh/4;
782 blendbox(left, top, left*3, top*3, true, -1);
783 top+=10;left+=10;const float txtdx=160,txtdy=30,medalsdy=130;
784 glColor4f(1,1,1,1);
785 float desttime=0;
786 loopi(END_MDS) {
787 if(a_medals[i].assigned) {
788 desttime+=0.3;
789 if(time < desttime) continue;
790 drawmedals(left, top, 0, 0, tex);
791 playerent *mpl = getclient(a_medals[i].cn);
792 draw_textf("%s %s: %d", left+txtdx, top+txtdy, medal_str[i], mpl->name, a_medals[i].item); top+=medalsdy;
793 }
794 }
795
796 glPopAttrib();
797 }
798
799 string enginestateinfo = "";
CSgetEngineState()800 void CSgetEngineState() { result(enginestateinfo); }
801 COMMANDN(getEngineState, CSgetEngineState, "");
802
803 VARP(clockdisplay,0,0,2);
804 VARP(dbgpos,0,0,1);
805 VARP(showtargetname,0,1,1);
806 VARP(showspeed, 0, 0, 1);
807
808 static char lastseen [20];
lasttarget()809 void lasttarget() { result(lastseen); }
810 COMMAND(lasttarget, "");
811
gl_drawhud(int w,int h,int curfps,int nquads,int curvert,bool underwater)812 void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
813 {
814 playerent *p = camera1->type<ENT_CAMERA ? (playerent *)camera1 : player1;
815 bool spectating = player1->isspectating();
816
817 glDisable(GL_DEPTH_TEST);
818
819 glMatrixMode(GL_MODELVIEW);
820 glLoadIdentity();
821
822 glMatrixMode(GL_PROJECTION);
823 glLoadIdentity();
824 glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
825 glEnable(GL_BLEND);
826
827 if(underwater)
828 {
829 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
830 glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102);
831
832 glBegin(GL_TRIANGLE_STRIP);
833 glVertex2f(0, 0);
834 glVertex2f(VIRTW, 0);
835 glVertex2f(0, VIRTH);
836 glVertex2f(VIRTW, VIRTH);
837 glEnd();
838 }
839
840 if(lastmillis < damageblendmillis)
841 {
842 static Texture *damagetex = NULL;
843 if(!damagetex) damagetex = textureload("packages/misc/damage.png", 3);
844
845 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
846 glEnable(GL_TEXTURE_2D);
847 glBindTexture(GL_TEXTURE_2D, damagetex->id);
848 float fade = damagescreenalpha/100.0f;
849 if(damageblendmillis - lastmillis < damagescreenfade)
850 fade *= float(damageblendmillis - lastmillis)/damagescreenfade;
851 glColor4f(fade, fade, fade, fade);
852
853 glBegin(GL_TRIANGLE_STRIP);
854 glTexCoord2f(0, 0); glVertex2f(0, 0);
855 glTexCoord2f(1, 0); glVertex2f(VIRTW, 0);
856 glTexCoord2f(0, 1); glVertex2f(0, VIRTH);
857 glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH);
858 glEnd();
859 }
860
861 glEnable(GL_TEXTURE_2D);
862
863 playerent *targetplayer = playerincrosshair();
864 if (targetplayer) strcpy(lastseen, targetplayer->name);
865 bool menu = menuvisible();
866 bool command = getcurcommand() ? true : false;
867 bool reloading = lastmillis < p->weaponsel->reloading + p->weaponsel->info.reloadtime;
868 if((p->state==CS_ALIVE || p->state==CS_EDITING) && !reloading)
869 {
870 bool drawteamwarning = crosshairteamsign && targetplayer && isteam(targetplayer->team, p->team) && targetplayer->state==CS_ALIVE;
871 p->weaponsel->renderaimhelp(drawteamwarning);
872 }
873
874 drawdmgindicator();
875
876 if(p->state==CS_ALIVE && !hidehudequipment) drawequipicons(p);
877
878 bool is_spect = (( player1->spectatemode==SM_FOLLOW1ST || player1->spectatemode==SM_FOLLOW3RD || player1->spectatemode==SM_FOLLOW3RD_TRANSPARENT ) &&
879 players.inrange(player1->followplayercn) && players[player1->followplayercn]);
880
881 if(/*!menu &&*/ (!hideradar || showmap)) drawradar(p, w, h);
882 //if(showsgpat) drawsgpat(w,h); // shotty
883 if(!editmode)
884 {
885 glMatrixMode(GL_MODELVIEW);
886 if(!hideteam && m_teammode) drawteamicons(w, h, is_spect);
887 glMatrixMode(GL_PROJECTION);
888 }
889
890 char *infostr = editinfo();
891 int commandh = 1570 + FONTH;
892 if(command) commandh -= rendercommand(20, 1570, VIRTW);
893 else if(infostr) draw_text(infostr, 20, 1570);
894 else if(targetplayer && showtargetname) draw_text(colorname(targetplayer), 20, 1570);
895 glLoadIdentity();
896 glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1);
897 extern int tsens(int x);
898 tsens(-2000);
899 extern void r_accuracy(int h);
900 if (!is_spect) r_accuracy(commandh);
901 if(!hideconsole) renderconsole();
902 formatstring(enginestateinfo)("%d %d %d %d %d", curfps, lod_factor(), nquads, curvert, xtraverts);
903 if(showstats)
904 {
905 if(showstats==2)
906 {
907 const int left = (VIRTW-225-10)*2, top = (VIRTH*7/8)*2;
908 const int ttll = VIRTW*2 - 3*FONTH/2;
909 blendbox(left - 24, top - 24, VIRTW*2 - 72, VIRTH*2 - 48, true, -1);
910 int c_num;
911 int c_r = 255; int c_g = 255; int c_b = 255;
912 string c_val;
913 #define TXTCOLRGB \
914 switch(c_num) \
915 { \
916 case 0: c_r = 120; c_g = 240; c_b = 120; break; \
917 case 1: c_r = 120; c_g = 120; c_b = 240; break; \
918 case 2: c_r = 230; c_g = 230; c_b = 110; break; \
919 case 3: c_r = 250; c_g = 100; c_b = 100; break; \
920 default: \
921 c_r = 255; c_g = 255; c_b = 64; \
922 break; \
923 }
924
925 draw_text("fps", left - (text_width("fps") + FONTH/2), top );
926 draw_text("lod", left - (text_width("lod") + FONTH/2), top+ 80);
927 draw_text("wqd", left - (text_width("wqd") + FONTH/2), top+160);
928 draw_text("wvt", left - (text_width("wvt") + FONTH/2), top+240);
929 draw_text("evt", left - (text_width("evt") + FONTH/2), top+320);
930
931 //ttll -= 3*FONTH/2;
932
933 formatstring(c_val)("%d", curfps);
934 c_num = curfps > 150 ? 0 : (curfps > 100 ? 1 : (curfps > 30 ? 2 : 3)); TXTCOLRGB
935 draw_text(c_val, ttll - text_width(c_val), top , c_r, c_g, c_b);
936
937 int lf = lod_factor();
938 formatstring(c_val)("%d", lf);
939 c_num = lf>199?(lf>299?(lf>399?3:2):1):0; TXTCOLRGB
940 draw_text(c_val, ttll - text_width(c_val), top+ 80, c_r, c_g, c_b);
941
942 formatstring(c_val)("%d", nquads);
943 c_num = nquads>3999?(nquads>5999?(nquads>7999?3:2):1):0; TXTCOLRGB
944 draw_text(c_val, ttll - text_width(c_val), top+160, c_r, c_g, c_b);
945
946 formatstring(c_val)("%d", curvert);
947 c_num = curvert>3999?(curvert>5999?(curvert>7999?3:2):1):0; TXTCOLRGB
948 draw_text(c_val, ttll - text_width(c_val), top+240, c_r, c_g, c_b);
949
950 formatstring(c_val)("%d", xtraverts);
951 c_num = xtraverts>3999?(xtraverts>5999?(xtraverts>7999?3:2):1):0; TXTCOLRGB
952 draw_text(c_val, ttll - text_width(c_val), top+320, c_r, c_g, c_b);
953 }
954 else
955 {
956 if(dbgpos)
957 {
958 pushfont("mono");
959 defformatstring(o_yw)("%05.2f YAW", player1->yaw);
960 draw_text(o_yw, VIRTW*2 - ( text_width(o_yw) + FONTH ), VIRTH*2 - 15*FONTH/2);
961 defformatstring(o_p)("%05.2f PIT", player1->pitch);
962 draw_text(o_p, VIRTW*2 - ( text_width(o_p) + FONTH ), VIRTH*2 - 13*FONTH/2);
963 defformatstring(o_x)("%05.2f X ", player1->o.x);
964 draw_text(o_x, VIRTW*2 - ( text_width(o_x) + FONTH ), VIRTH*2 - 11*FONTH/2);
965 defformatstring(o_y)("%05.2f Y ", player1->o.y);
966 draw_text(o_y, VIRTW*2 - ( text_width(o_y) + FONTH ), VIRTH*2 - 9*FONTH/2);
967 defformatstring(o_z)("%05.2f Z ", player1->o.z);
968 draw_text(o_z, VIRTW*2 - ( text_width(o_z) + FONTH ), VIRTH*2 - 7*FONTH/2);
969 popfont();
970 }
971 defformatstring(c_val)("fps %d", curfps);
972 draw_text(c_val, VIRTW*2 - ( text_width(c_val) + FONTH ), VIRTH*2 - 3*FONTH/2);
973 }
974 }
975 if(!intermission && clockdisplay!=0 && lastgametimeupdate!=0)
976 {
977 string gtime;
978 int cssec = (gametimecurrent+(lastmillis-lastgametimeupdate))/1000;
979 int gtsec = cssec%60;
980 int gtmin = cssec/60;
981 if(clockdisplay==1)
982 {
983 int gtmax = gametimemaximum/60000;
984 gtmin = gtmax - gtmin;
985 if(gtsec!=0)
986 {
987 gtmin -= 1;
988 gtsec = 60 - gtsec;
989 }
990 }
991 formatstring(gtime)("%02d:%02d", gtmin, gtsec);
992 draw_text(gtime, (2*VIRTW - text_width(gtime))/2, 2);
993 }
994
995 if(hidevote < 2 && multiplayer(false))
996 {
997 extern votedisplayinfo *curvote;
998
999 if(curvote && curvote->millis >= totalmillis && !(hidevote == 1 && curvote->localplayervoted && curvote->result == VOTE_NEUTRAL))
1000 {
1001 const int left = 20*2, top = VIRTH;
1002 draw_textf("%s called a vote:", left, top+240, curvote->owner ? colorname(curvote->owner) : "");
1003 draw_textf("%s", left, top+320, curvote->desc);
1004 draw_textf("----", left, top+400);
1005 draw_textf("%d yes vs. %d no", left, top+480, curvote->stats[VOTE_YES], curvote->stats[VOTE_NO]);
1006
1007 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1008 glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis/100.0f)+1.0f) / 2.0f);
1009 switch(curvote->result)
1010 {
1011 case VOTE_NEUTRAL:
1012 drawvoteicon(left, top, 0, 0, true);
1013 if(!curvote->localplayervoted)
1014 draw_textf("\f3press F1/F2 to vote yes or no", left, top+560);
1015 break;
1016 default:
1017 drawvoteicon(left, top, (curvote->result-1)&1, 1, false);
1018 draw_textf("\f3vote %s", left, top+560, curvote->result == VOTE_YES ? "PASSED" : "FAILED");
1019 break;
1020 }
1021 }
1022 }
1023 //else draw_textf("%c%d here F1/F2 will be praised during a vote", 20*2, VIRTH+560, '\f', 0); // see position (left/top) setting in block above
1024
1025 if(menu) rendermenu();
1026 else if(command) renderdoc(40, VIRTH, max(commandh*2 - VIRTH, 0));
1027
1028 if(!hidehudmsgs) hudmsgs.render();
1029
1030
1031 if(!hidespecthud && !menu && p->state==CS_DEAD && p->spectatemode<=SM_DEATHCAM)
1032 {
1033 glLoadIdentity();
1034 glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1);
1035 const int left = (VIRTW*3/2)*6/8, top = (VIRTH*3/2)*3/4;
1036 draw_textf("SPACE to change view", left, top);
1037 draw_textf("SCROLL to change player", left, top+80);
1038 }
1039
1040 /* * /
1041 glLoadIdentity();
1042 glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1);
1043 const int tbMSGleft = (VIRTW*3/2)*5/6;
1044 const int tbMSGtop = (VIRTH*3/2)*7/8;
1045 draw_textf("!TEST BUILD!", tbMSGleft, tbMSGtop);
1046 / * */
1047
1048 if(showspeed)
1049 {
1050 glLoadIdentity();
1051 glPushMatrix();
1052 glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
1053 glScalef(0.8, 0.8, 1);
1054 draw_textf("Speed: %.2f", VIRTW/2, VIRTH, p->vel.magnitudexy());
1055 glPopMatrix();
1056 }
1057
1058 drawscores();
1059 if(!hidespecthud && spectating && player1->spectatemode!=SM_DEATHCAM)
1060 {
1061 glLoadIdentity();
1062 glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
1063 const char *specttext = "GHOST";
1064 if(player1->team == TEAM_SPECT) specttext = "GHOST";
1065 else if(player1->team == TEAM_CLA_SPECT) specttext = "[CLA]";
1066 else if(player1->team == TEAM_RVSF_SPECT) specttext = "[RVSF]";
1067 draw_text(specttext, VIRTW/40, VIRTH/10*7);
1068 if(is_spect)
1069 {
1070 defformatstring(name)("Player %s", players[player1->followplayercn]->name);
1071 draw_text(name, VIRTW/40, VIRTH/10*8);
1072 }
1073 }
1074
1075 if(p->state==CS_ALIVE)
1076 {
1077 glLoadIdentity();
1078 glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1);
1079
1080 if(!hidehudequipment)
1081 {
1082 pushfont("huddigits");
1083 draw_textf("%d", 90, 823, p->health);
1084 if(p->armour) draw_textf("%d", 360, 823, p->armour);
1085 if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS)
1086 {
1087 glMatrixMode(GL_MODELVIEW);
1088 if (p->weaponsel->type!=GUN_GRENADE) p->weaponsel->renderstats();
1089 else p->prevweaponsel->renderstats();
1090 if(p->mag[GUN_GRENADE]) p->weapons[GUN_GRENADE]->renderstats();
1091 glMatrixMode(GL_PROJECTION);
1092 }
1093 popfont();
1094 }
1095
1096 if(m_flags && !hidectfhud)
1097 {
1098 glLoadIdentity();
1099 glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
1100 glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
1101 turn_on_transparency(255);
1102 int flagscores[2];
1103 teamflagscores(flagscores[0], flagscores[1]);
1104
1105 loopi(2) // flag state
1106 {
1107 drawctficon(i*120+VIRTW/4.0f*3.0f, 1650, 120, i, 0, 1/4.0f, flaginfos[i].state == CTFF_INBASE ? 255 : 100);
1108 if(m_teammode)
1109 {
1110 defformatstring(count)("%d", flagscores[i]);
1111 int cw, ch;
1112 text_bounds(count, cw, ch);
1113 draw_textf(count, i*120+VIRTW/4.0f*3.0f+60-cw/2, 1590);
1114 }
1115 }
1116
1117 // big flag-stolen icon
1118 int ft = 0;
1119 if((flaginfos[0].state==CTFF_STOLEN && flaginfos[0].actor == p && flaginfos[0].ack) ||
1120 (flaginfos[1].state==CTFF_STOLEN && flaginfos[1].actor == p && flaginfos[1].ack && ++ft))
1121 {
1122 drawctficon(VIRTW-225-10, VIRTH*5/8, 225, ft, 1, 1/2.0f, (sinf(lastmillis/100.0f)+1.0f) *128);
1123 }
1124 }
1125 }
1126
1127 glDisable(GL_BLEND);
1128 glDisable(GL_TEXTURE_2D);
1129 glEnable(GL_DEPTH_TEST);
1130
1131 glMatrixMode(GL_MODELVIEW);
1132 }
1133
loadingscreen(const char * fmt,...)1134 void loadingscreen(const char *fmt, ...)
1135 {
1136 static Texture *logo = NULL;
1137 if(!logo) logo = textureload("packages/misc/startscreen.png", 3);
1138
1139 glEnable(GL_TEXTURE_2D);
1140 glDisable(GL_DEPTH_TEST);
1141
1142 glMatrixMode(GL_PROJECTION);
1143 glLoadIdentity();
1144 glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
1145
1146 glMatrixMode(GL_MODELVIEW);
1147 glLoadIdentity();
1148
1149 glClearColor(0, 0, 0, 1);
1150 glColor3f(1, 1, 1);
1151
1152 loopi(fmt ? 1 : 2)
1153 {
1154 glClear(GL_COLOR_BUFFER_BIT);
1155 quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1);
1156 if(fmt)
1157 {
1158 glEnable(GL_BLEND);
1159 defvformatstring(str, fmt, fmt);
1160 int w = text_width(str);
1161 draw_text(str, w>=VIRTW ? 0 : (VIRTW-w)/2, VIRTH*3/4);
1162 glDisable(GL_BLEND);
1163 }
1164 SDL_GL_SwapBuffers();
1165 }
1166
1167 glDisable(GL_TEXTURE_2D);
1168 glEnable(GL_DEPTH_TEST);
1169 }
1170
bar(float bar,int o,float r,float g,float b)1171 static void bar(float bar, int o, float r, float g, float b)
1172 {
1173 int side = 2*FONTH;
1174 float x1 = side, x2 = bar*(VIRTW*1.2f-2*side)+side;
1175 float y1 = o*FONTH;
1176 glColor3f(0.3f, 0.3f, 0.3f);
1177 glBegin(GL_TRIANGLE_STRIP);
1178 loopk(10)
1179 {
1180 float c = 1.2f*cosf(M_PI/2 + k/9.0f*M_PI), s = 1 + 1.2f*sinf(M_PI/2 + k/9.0f*M_PI);
1181 glVertex2f(x2 - c*FONTH, y1 + s*FONTH);
1182 glVertex2f(x1 + c*FONTH, y1 + s*FONTH);
1183 }
1184 glEnd();
1185
1186 glColor3f(r, g, b);
1187 glBegin(GL_TRIANGLE_STRIP);
1188 loopk(10)
1189 {
1190 float c = cosf(M_PI/2 + k/9.0f*M_PI), s = 1 + sinf(M_PI/2 + k/9.0f*M_PI);
1191 glVertex2f(x2 - c*FONTH, y1 + s*FONTH);
1192 glVertex2f(x1 + c*FONTH, y1 + s*FONTH);
1193 }
1194 glEnd();
1195 }
1196
show_out_of_renderloop_progress(float bar1,const char * text1,float bar2,const char * text2)1197 void show_out_of_renderloop_progress(float bar1, const char *text1, float bar2, const char *text2) // also used during loading
1198 {
1199 c2skeepalive();
1200
1201 glDisable(GL_DEPTH_TEST);
1202 glMatrixMode(GL_MODELVIEW);
1203 glPushMatrix();
1204 glLoadIdentity();
1205 glMatrixMode(GL_PROJECTION);
1206 glPushMatrix();
1207 glLoadIdentity();
1208 glOrtho(0, VIRTW*1.2f, VIRTH*1.2f, 0, -1, 1);
1209
1210 glLineWidth(3);
1211
1212 if(text1)
1213 {
1214 bar(1, 1, 0.1f, 0.1f, 0.1f);
1215 if(bar1>0) bar(bar1, 1, 0.2f, 0.2f, 0.2f);
1216 }
1217
1218 if(bar2>0)
1219 {
1220 bar(1, 3, 0.1f, 0.1f, 0.1f);
1221 bar(bar2, 3, 0.2f, 0.2f, 0.2f);
1222 }
1223
1224 glLineWidth(1);
1225
1226 glEnable(GL_BLEND);
1227 glEnable(GL_TEXTURE_2D);
1228
1229 if(text1) draw_text(text1, 2*FONTH, 1*FONTH + FONTH/2);
1230 if(bar2>0) draw_text(text2, 2*FONTH, 3*FONTH + FONTH/2);
1231
1232 glDisable(GL_TEXTURE_2D);
1233 glDisable(GL_BLEND);
1234
1235 glPopMatrix();
1236 glMatrixMode(GL_MODELVIEW);
1237 glPopMatrix();
1238
1239 glEnable(GL_DEPTH_TEST);
1240 SDL_GL_SwapBuffers();
1241 }
1242
1243