1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19 */
20 // sbar.c -- status bar code
21
22 #include "quakedef.h"
23
24
25 int sb_updates; // if >= vid.numpages, no update needed
26
27 #define STAT_MINUS 10 // num frame for '-' stats digit
28 qpic_t *sb_nums[2][11];
29 qpic_t *sb_colon, *sb_slash;
30 qpic_t *sb_ibar;
31 qpic_t *sb_sbar;
32 qpic_t *sb_scorebar;
33
34 qpic_t *sb_weapons[7][8]; // 0 is active, 1 is owned, 2-5 are flashes
35 qpic_t *sb_ammo[4];
36 qpic_t *sb_sigil[4];
37 qpic_t *sb_armor[3];
38 qpic_t *sb_items[32];
39
40 qpic_t *sb_faces[7][2]; // 0 is gibbed, 1 is dead, 2-6 are alive
41 // 0 is static, 1 is temporary animation
42 qpic_t *sb_face_invis;
43 qpic_t *sb_face_quad;
44 qpic_t *sb_face_invuln;
45 qpic_t *sb_face_invis_invuln;
46
47 qboolean sb_showscores;
48
49 int sb_lines; // scan lines to draw
50
51 qpic_t *rsb_invbar[2];
52 qpic_t *rsb_weapons[5];
53 qpic_t *rsb_items[2];
54 qpic_t *rsb_ammo[3];
55 qpic_t *rsb_teambord; // PGM 01/19/97 - team color border
56
57 //MED 01/04/97 added two more weapons + 3 alternates for grenade launcher
58 qpic_t *hsb_weapons[7][5]; // 0 is active, 1 is owned, 2-5 are flashes
59 //MED 01/04/97 added array to simplify weapon parsing
60 int hipweapons[4] = {HIT_LASER_CANNON_BIT,HIT_MJOLNIR_BIT,4,HIT_PROXIMITY_GUN_BIT};
61 //MED 01/04/97 added hipnotic items array
62 qpic_t *hsb_items[2];
63
64 void Sbar_MiniDeathmatchOverlay (void);
65 void Sbar_DeathmatchOverlay (void);
66 void M_DrawPic (int x, int y, qpic_t *pic);
67
68 /*
69 ===============
70 Sbar_ShowScores
71
72 Tab key down
73 ===============
74 */
Sbar_ShowScores(void)75 void Sbar_ShowScores (void)
76 {
77 if (sb_showscores)
78 return;
79 sb_showscores = true;
80 sb_updates = 0;
81 }
82
83 /*
84 ===============
85 Sbar_DontShowScores
86
87 Tab key up
88 ===============
89 */
Sbar_DontShowScores(void)90 void Sbar_DontShowScores (void)
91 {
92 sb_showscores = false;
93 sb_updates = 0;
94 }
95
96 /*
97 ===============
98 Sbar_Changed
99 ===============
100 */
Sbar_Changed(void)101 void Sbar_Changed (void)
102 {
103 sb_updates = 0; // update next frame
104 }
105
106 /*
107 ===============
108 Sbar_Init
109 ===============
110 */
Sbar_Init(void)111 void Sbar_Init (void)
112 {
113 int i;
114
115 for (i=0 ; i<10 ; i++)
116 {
117 sb_nums[0][i] = Draw_PicFromWad (va("num_%i",i));
118 sb_nums[1][i] = Draw_PicFromWad (va("anum_%i",i));
119 }
120
121 sb_nums[0][10] = Draw_PicFromWad ("num_minus");
122 sb_nums[1][10] = Draw_PicFromWad ("anum_minus");
123
124 sb_colon = Draw_PicFromWad ("num_colon");
125 sb_slash = Draw_PicFromWad ("num_slash");
126
127 sb_weapons[0][0] = Draw_PicFromWad ("inv_shotgun");
128 sb_weapons[0][1] = Draw_PicFromWad ("inv_sshotgun");
129 sb_weapons[0][2] = Draw_PicFromWad ("inv_nailgun");
130 sb_weapons[0][3] = Draw_PicFromWad ("inv_snailgun");
131 sb_weapons[0][4] = Draw_PicFromWad ("inv_rlaunch");
132 sb_weapons[0][5] = Draw_PicFromWad ("inv_srlaunch");
133 sb_weapons[0][6] = Draw_PicFromWad ("inv_lightng");
134
135 sb_weapons[1][0] = Draw_PicFromWad ("inv2_shotgun");
136 sb_weapons[1][1] = Draw_PicFromWad ("inv2_sshotgun");
137 sb_weapons[1][2] = Draw_PicFromWad ("inv2_nailgun");
138 sb_weapons[1][3] = Draw_PicFromWad ("inv2_snailgun");
139 sb_weapons[1][4] = Draw_PicFromWad ("inv2_rlaunch");
140 sb_weapons[1][5] = Draw_PicFromWad ("inv2_srlaunch");
141 sb_weapons[1][6] = Draw_PicFromWad ("inv2_lightng");
142
143 for (i=0 ; i<5 ; i++)
144 {
145 sb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_shotgun",i+1));
146 sb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_sshotgun",i+1));
147 sb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_nailgun",i+1));
148 sb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_snailgun",i+1));
149 sb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_rlaunch",i+1));
150 sb_weapons[2+i][5] = Draw_PicFromWad (va("inva%i_srlaunch",i+1));
151 sb_weapons[2+i][6] = Draw_PicFromWad (va("inva%i_lightng",i+1));
152 }
153
154 sb_ammo[0] = Draw_PicFromWad ("sb_shells");
155 sb_ammo[1] = Draw_PicFromWad ("sb_nails");
156 sb_ammo[2] = Draw_PicFromWad ("sb_rocket");
157 sb_ammo[3] = Draw_PicFromWad ("sb_cells");
158
159 sb_armor[0] = Draw_PicFromWad ("sb_armor1");
160 sb_armor[1] = Draw_PicFromWad ("sb_armor2");
161 sb_armor[2] = Draw_PicFromWad ("sb_armor3");
162
163 sb_items[0] = Draw_PicFromWad ("sb_key1");
164 sb_items[1] = Draw_PicFromWad ("sb_key2");
165 sb_items[2] = Draw_PicFromWad ("sb_invis");
166 sb_items[3] = Draw_PicFromWad ("sb_invuln");
167 sb_items[4] = Draw_PicFromWad ("sb_suit");
168 sb_items[5] = Draw_PicFromWad ("sb_quad");
169
170 sb_sigil[0] = Draw_PicFromWad ("sb_sigil1");
171 sb_sigil[1] = Draw_PicFromWad ("sb_sigil2");
172 sb_sigil[2] = Draw_PicFromWad ("sb_sigil3");
173 sb_sigil[3] = Draw_PicFromWad ("sb_sigil4");
174
175 sb_faces[4][0] = Draw_PicFromWad ("face1");
176 sb_faces[4][1] = Draw_PicFromWad ("face_p1");
177 sb_faces[3][0] = Draw_PicFromWad ("face2");
178 sb_faces[3][1] = Draw_PicFromWad ("face_p2");
179 sb_faces[2][0] = Draw_PicFromWad ("face3");
180 sb_faces[2][1] = Draw_PicFromWad ("face_p3");
181 sb_faces[1][0] = Draw_PicFromWad ("face4");
182 sb_faces[1][1] = Draw_PicFromWad ("face_p4");
183 sb_faces[0][0] = Draw_PicFromWad ("face5");
184 sb_faces[0][1] = Draw_PicFromWad ("face_p5");
185
186 sb_face_invis = Draw_PicFromWad ("face_invis");
187 sb_face_invuln = Draw_PicFromWad ("face_invul2");
188 sb_face_invis_invuln = Draw_PicFromWad ("face_inv2");
189 sb_face_quad = Draw_PicFromWad ("face_quad");
190
191 Cmd_AddCommand ("+showscores", Sbar_ShowScores);
192 Cmd_AddCommand ("-showscores", Sbar_DontShowScores);
193
194 sb_sbar = Draw_PicFromWad ("sbar");
195 sb_ibar = Draw_PicFromWad ("ibar");
196 sb_scorebar = Draw_PicFromWad ("scorebar");
197
198 //MED 01/04/97 added new hipnotic weapons
199 if (hipnotic)
200 {
201 hsb_weapons[0][0] = Draw_PicFromWad ("inv_laser");
202 hsb_weapons[0][1] = Draw_PicFromWad ("inv_mjolnir");
203 hsb_weapons[0][2] = Draw_PicFromWad ("inv_gren_prox");
204 hsb_weapons[0][3] = Draw_PicFromWad ("inv_prox_gren");
205 hsb_weapons[0][4] = Draw_PicFromWad ("inv_prox");
206
207 hsb_weapons[1][0] = Draw_PicFromWad ("inv2_laser");
208 hsb_weapons[1][1] = Draw_PicFromWad ("inv2_mjolnir");
209 hsb_weapons[1][2] = Draw_PicFromWad ("inv2_gren_prox");
210 hsb_weapons[1][3] = Draw_PicFromWad ("inv2_prox_gren");
211 hsb_weapons[1][4] = Draw_PicFromWad ("inv2_prox");
212
213 for (i=0 ; i<5 ; i++)
214 {
215 hsb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_laser",i+1));
216 hsb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_mjolnir",i+1));
217 hsb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_gren_prox",i+1));
218 hsb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_prox_gren",i+1));
219 hsb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_prox",i+1));
220 }
221
222 hsb_items[0] = Draw_PicFromWad ("sb_wsuit");
223 hsb_items[1] = Draw_PicFromWad ("sb_eshld");
224 }
225
226 if (rogue)
227 {
228 rsb_invbar[0] = Draw_PicFromWad ("r_invbar1");
229 rsb_invbar[1] = Draw_PicFromWad ("r_invbar2");
230
231 rsb_weapons[0] = Draw_PicFromWad ("r_lava");
232 rsb_weapons[1] = Draw_PicFromWad ("r_superlava");
233 rsb_weapons[2] = Draw_PicFromWad ("r_gren");
234 rsb_weapons[3] = Draw_PicFromWad ("r_multirock");
235 rsb_weapons[4] = Draw_PicFromWad ("r_plasma");
236
237 rsb_items[0] = Draw_PicFromWad ("r_shield1");
238 rsb_items[1] = Draw_PicFromWad ("r_agrav1");
239
240 // PGM 01/19/97 - team color border
241 rsb_teambord = Draw_PicFromWad ("r_teambord");
242 // PGM 01/19/97 - team color border
243
244 rsb_ammo[0] = Draw_PicFromWad ("r_ammolava");
245 rsb_ammo[1] = Draw_PicFromWad ("r_ammomulti");
246 rsb_ammo[2] = Draw_PicFromWad ("r_ammoplasma");
247 }
248 }
249
250
251 //=============================================================================
252
253 // drawing routines are relative to the status bar location
254
255 /*
256 =============
257 Sbar_DrawPic
258 =============
259 */
Sbar_DrawPic(int x,int y,qpic_t * pic)260 void Sbar_DrawPic (int x, int y, qpic_t *pic)
261 {
262 if (cl.gametype == GAME_DEATHMATCH)
263 Draw_Pic (x /* + ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
264 else
265 Draw_Pic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
266 }
267
268 /*
269 =============
270 Sbar_DrawTransPic
271 =============
272 */
Sbar_DrawTransPic(int x,int y,qpic_t * pic)273 void Sbar_DrawTransPic (int x, int y, qpic_t *pic)
274 {
275 if (cl.gametype == GAME_DEATHMATCH)
276 Draw_TransPic (x /*+ ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
277 else
278 Draw_TransPic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
279 }
280
281 /*
282 ================
283 Sbar_DrawCharacter
284
285 Draws one solid graphics character
286 ================
287 */
Sbar_DrawCharacter(int x,int y,int num)288 void Sbar_DrawCharacter (int x, int y, int num)
289 {
290 if (cl.gametype == GAME_DEATHMATCH)
291 Draw_Character ( x /*+ ((vid.width - 320)>>1) */ + 4 , y + vid.height-SBAR_HEIGHT, num);
292 else
293 Draw_Character ( x + ((vid.width - 320)>>1) + 4 , y + vid.height-SBAR_HEIGHT, num);
294 }
295
296 /*
297 ================
298 Sbar_DrawString
299 ================
300 */
Sbar_DrawString(int x,int y,char * str)301 void Sbar_DrawString (int x, int y, char *str)
302 {
303 if (cl.gametype == GAME_DEATHMATCH)
304 Draw_String (x /*+ ((vid.width - 320)>>1)*/, y+ vid.height-SBAR_HEIGHT, str);
305 else
306 Draw_String (x + ((vid.width - 320)>>1), y+ vid.height-SBAR_HEIGHT, str);
307 }
308
309 /*
310 =============
311 Sbar_itoa
312 =============
313 */
Sbar_itoa(int num,char * buf)314 int Sbar_itoa (int num, char *buf)
315 {
316 char *str;
317 int pow10;
318 int dig;
319
320 str = buf;
321
322 if (num < 0)
323 {
324 *str++ = '-';
325 num = -num;
326 }
327
328 for (pow10 = 10 ; num >= pow10 ; pow10 *= 10)
329 ;
330
331 do
332 {
333 pow10 /= 10;
334 dig = num/pow10;
335 *str++ = '0'+dig;
336 num -= dig*pow10;
337 } while (pow10 != 1);
338
339 *str = 0;
340
341 return str-buf;
342 }
343
344
345 /*
346 =============
347 Sbar_DrawNum
348 =============
349 */
Sbar_DrawNum(int x,int y,int num,int digits,int color)350 void Sbar_DrawNum (int x, int y, int num, int digits, int color)
351 {
352 char str[12];
353 char *ptr;
354 int l, frame;
355
356 l = Sbar_itoa (num, str);
357 ptr = str;
358 if (l > digits)
359 ptr += (l-digits);
360 if (l < digits)
361 x += (digits-l)*24;
362
363 while (*ptr)
364 {
365 if (*ptr == '-')
366 frame = STAT_MINUS;
367 else
368 frame = *ptr -'0';
369
370 Sbar_DrawTransPic (x,y,sb_nums[color][frame]);
371 x += 24;
372 ptr++;
373 }
374 }
375
376 //=============================================================================
377
378 int fragsort[MAX_SCOREBOARD];
379
380 char scoreboardtext[MAX_SCOREBOARD][20];
381 int scoreboardtop[MAX_SCOREBOARD];
382 int scoreboardbottom[MAX_SCOREBOARD];
383 int scoreboardcount[MAX_SCOREBOARD];
384 int scoreboardlines;
385
386 /*
387 ===============
388 Sbar_SortFrags
389 ===============
390 */
Sbar_SortFrags(void)391 void Sbar_SortFrags (void)
392 {
393 int i, j, k;
394
395 // sort by frags
396 scoreboardlines = 0;
397 for (i=0 ; i<cl.maxclients ; i++)
398 {
399 if (cl.scores[i].name[0])
400 {
401 fragsort[scoreboardlines] = i;
402 scoreboardlines++;
403 }
404 }
405
406 for (i=0 ; i<scoreboardlines ; i++)
407 for (j=0 ; j<scoreboardlines-1-i ; j++)
408 if (cl.scores[fragsort[j]].frags < cl.scores[fragsort[j+1]].frags)
409 {
410 k = fragsort[j];
411 fragsort[j] = fragsort[j+1];
412 fragsort[j+1] = k;
413 }
414 }
415
Sbar_ColorForMap(int m)416 int Sbar_ColorForMap (int m)
417 {
418 return m < 128 ? m + 8 : m + 8;
419 }
420
421 /*
422 ===============
423 Sbar_UpdateScoreboard
424 ===============
425 */
Sbar_UpdateScoreboard(void)426 void Sbar_UpdateScoreboard (void)
427 {
428 int i, k;
429 int top, bottom;
430 scoreboard_t *s;
431
432 Sbar_SortFrags ();
433
434 // draw the text
435 memset (scoreboardtext, 0, sizeof(scoreboardtext));
436
437 for (i=0 ; i<scoreboardlines; i++)
438 {
439 k = fragsort[i];
440 s = &cl.scores[k];
441 sprintf (&scoreboardtext[i][1], "%3i %s", s->frags, s->name);
442
443 top = s->colors & 0xf0;
444 bottom = (s->colors & 15) <<4;
445 scoreboardtop[i] = Sbar_ColorForMap (top);
446 scoreboardbottom[i] = Sbar_ColorForMap (bottom);
447 }
448 }
449
450
451
452 /*
453 ===============
454 Sbar_SoloScoreboard
455 ===============
456 */
Sbar_SoloScoreboard(void)457 void Sbar_SoloScoreboard (void)
458 {
459 char str[80];
460 int minutes, seconds, tens, units;
461 int l, SecretEnd, TStart;
462
463 sprintf (str,"Monsters:%3i /%3i", cl.stats[STAT_MONSTERS], cl.stats[STAT_TOTALMONSTERS]);
464 Sbar_DrawString (8, 4, str);
465
466 sprintf (str,"Secrets :%3i /%3i", cl.stats[STAT_SECRETS], cl.stats[STAT_TOTALSECRETS]);
467 Sbar_DrawString (8, 12, str);
468
469 SecretEnd = 1 + strlen (str);
470
471 // time
472 minutes = cl.time / 60;
473 seconds = cl.time - 60*minutes;
474 tens = seconds / 10;
475 units = seconds - 10*tens;
476 sprintf (str,"Time :%3i:%i%i", minutes, tens, units);
477 Sbar_DrawString (184, 4, str);
478
479 // draw level name
480 strncpy (str, cl.levelname, sizeof(str) - 1);
481 str[sizeof(str) - 1] = '\0';
482 l = strlen (str);
483
484 // X position is 8 pixels wide
485 TStart = 232 / 8 - l / 2;
486
487 if (TStart < SecretEnd + 1)
488 {
489 // Don't cover # secrets info
490 TStart = SecretEnd + 1;
491
492 /* l = (232 / 8 - TStart) * 2;
493
494 // Paranoid
495 if (l < 0)
496 l = 0;
497 else if (l >= sizeof(str))
498 l = sizeof(str) - 1;
499
500 str[l] = '\0';*/
501 }
502
503 Sbar_DrawString (TStart * 8, 12, str);
504 }
505
506 /*
507 ===============
508 Sbar_DrawScoreboard
509 ===============
510 */
Sbar_DrawScoreboard(void)511 void Sbar_DrawScoreboard (void)
512 {
513 Sbar_SoloScoreboard ();
514 if (cl.gametype == GAME_DEATHMATCH)
515 Sbar_DeathmatchOverlay ();
516 #if 0
517 int i, j, c;
518 int x, y;
519 int l;
520 int top, bottom;
521 scoreboard_t *s;
522
523 if (cl.gametype != GAME_DEATHMATCH)
524 {
525 Sbar_SoloScoreboard ();
526 return;
527 }
528
529 Sbar_UpdateScoreboard ();
530
531 l = scoreboardlines <= 6 ? scoreboardlines : 6;
532
533 for (i=0 ; i<l ; i++)
534 {
535 x = 20*(i&1);
536 y = i/2 * 8;
537
538 s = &cl.scores[fragsort[i]];
539 if (!s->name[0])
540 continue;
541
542 // draw background
543 top = s->colors & 0xf0;
544 bottom = (s->colors & 15)<<4;
545 top = Sbar_ColorForMap (top);
546 bottom = Sbar_ColorForMap (bottom);
547
548 Draw_Fill ( x*8+10 + ((vid.width - 320)>>1), y + vid.height - SBAR_HEIGHT, 28, 4, top);
549 Draw_Fill ( x*8+10 + ((vid.width - 320)>>1), y+4 + vid.height - SBAR_HEIGHT, 28, 4, bottom);
550
551 // draw text
552 for (j=0 ; j<20 ; j++)
553 {
554 c = scoreboardtext[i][j];
555 if (c == 0 || c == ' ')
556 continue;
557 Sbar_DrawCharacter ( (x+j)*8, y, c);
558 }
559 }
560 #endif
561 }
562
563 //=============================================================================
564
565 /*
566 ===============
567 Sbar_DrawInventory
568 ===============
569 */
Sbar_DrawInventory(void)570 void Sbar_DrawInventory (void)
571 {
572 int i;
573 char num[6];
574 float time;
575 int flashon;
576
577 if (rogue)
578 {
579 if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
580 Sbar_DrawPic (0, -24, rsb_invbar[0]);
581 else
582 Sbar_DrawPic (0, -24, rsb_invbar[1]);
583 }
584 else
585 {
586 Sbar_DrawPic (0, -24, sb_ibar);
587 }
588
589 // weapons
590 for (i=0 ; i<7 ; i++)
591 {
592 if (cl.items & (IT_SHOTGUN<<i) )
593 {
594 time = cl.item_gettime[i];
595 flashon = (int)((cl.time - time)*10);
596 if (flashon >= 10)
597 {
598 if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) )
599 flashon = 1;
600 else
601 flashon = 0;
602 }
603 else
604 flashon = (flashon%5) + 2;
605
606 Sbar_DrawPic (i*24, -16, sb_weapons[flashon][i]);
607
608 if (flashon > 1)
609 sb_updates = 0; // force update to remove flash
610 }
611 }
612
613 // MED 01/04/97
614 // hipnotic weapons
615 if (hipnotic)
616 {
617 int grenadeflashing=0;
618 for (i=0 ; i<4 ; i++)
619 {
620 if (cl.items & (1<<hipweapons[i]) )
621 {
622 time = cl.item_gettime[hipweapons[i]];
623 flashon = (int)((cl.time - time)*10);
624 if (flashon >= 10)
625 {
626 if ( cl.stats[STAT_ACTIVEWEAPON] == (1<<hipweapons[i]) )
627 flashon = 1;
628 else
629 flashon = 0;
630 }
631 else
632 flashon = (flashon%5) + 2;
633
634 // check grenade launcher
635 if (i==2)
636 {
637 if (cl.items & HIT_PROXIMITY_GUN)
638 {
639 if (flashon)
640 {
641 grenadeflashing = 1;
642 Sbar_DrawPic (96, -16, hsb_weapons[flashon][2]);
643 }
644 }
645 }
646 else if (i==3)
647 {
648 if (cl.items & (IT_SHOTGUN<<4))
649 {
650 if (flashon && !grenadeflashing)
651 {
652 Sbar_DrawPic (96, -16, hsb_weapons[flashon][3]);
653 }
654 else if (!grenadeflashing)
655 {
656 Sbar_DrawPic (96, -16, hsb_weapons[0][3]);
657 }
658 }
659 else
660 Sbar_DrawPic (96, -16, hsb_weapons[flashon][4]);
661 }
662 else
663 Sbar_DrawPic (176 + (i*24), -16, hsb_weapons[flashon][i]);
664 if (flashon > 1)
665 sb_updates = 0; // force update to remove flash
666 }
667 }
668 }
669
670 if (rogue)
671 {
672 // check for powered up weapon.
673 if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
674 {
675 for (i=0;i<5;i++)
676 {
677 if (cl.stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << i))
678 {
679 Sbar_DrawPic ((i+2)*24, -16, rsb_weapons[i]);
680 }
681 }
682 }
683 }
684
685 // ammo counts
686 for (i=0 ; i<4 ; i++)
687 {
688 sprintf (num, "%3i",cl.stats[STAT_SHELLS+i] );
689 if (num[0] != ' ')
690 Sbar_DrawCharacter ( (6*i+1)*8 - 2, -24, 18 + num[0] - '0');
691 if (num[1] != ' ')
692 Sbar_DrawCharacter ( (6*i+2)*8 - 2, -24, 18 + num[1] - '0');
693 if (num[2] != ' ')
694 Sbar_DrawCharacter ( (6*i+3)*8 - 2, -24, 18 + num[2] - '0');
695 }
696
697 flashon = 0;
698 // items
699 for (i=0 ; i<6 ; i++)
700 if (cl.items & (1<<(17+i)))
701 {
702 time = cl.item_gettime[17+i];
703 if (time && time > cl.time - 2 && flashon )
704 { // flash frame
705 sb_updates = 0;
706 }
707 else
708 {
709 //MED 01/04/97 changed keys
710 if (!hipnotic || (i>1))
711 {
712 Sbar_DrawPic (192 + i*16, -16, sb_items[i]);
713 }
714 }
715 if (time && time > cl.time - 2)
716 sb_updates = 0;
717 }
718 //MED 01/04/97 added hipnotic items
719 // hipnotic items
720 if (hipnotic)
721 {
722 for (i=0 ; i<2 ; i++)
723 if (cl.items & (1<<(24+i)))
724 {
725 time = cl.item_gettime[24+i];
726 if (time && time > cl.time - 2 && flashon )
727 { // flash frame
728 sb_updates = 0;
729 }
730 else
731 {
732 Sbar_DrawPic (288 + i*16, -16, hsb_items[i]);
733 }
734 if (time && time > cl.time - 2)
735 sb_updates = 0;
736 }
737 }
738
739 if (rogue)
740 {
741 // new rogue items
742 for (i=0 ; i<2 ; i++)
743 {
744 if (cl.items & (1<<(29+i)))
745 {
746 time = cl.item_gettime[29+i];
747
748 if (time && time > cl.time - 2 && flashon )
749 { // flash frame
750 sb_updates = 0;
751 }
752 else
753 {
754 Sbar_DrawPic (288 + i*16, -16, rsb_items[i]);
755 }
756
757 if (time && time > cl.time - 2)
758 sb_updates = 0;
759 }
760 }
761 }
762 else
763 {
764 // sigils
765 for (i=0 ; i<4 ; i++)
766 {
767 if (cl.items & (1<<(28+i)))
768 {
769 time = cl.item_gettime[28+i];
770 if (time && time > cl.time - 2 && flashon )
771 { // flash frame
772 sb_updates = 0;
773 }
774 else
775 Sbar_DrawPic (320-32 + i*8, -16, sb_sigil[i]);
776 if (time && time > cl.time - 2)
777 sb_updates = 0;
778 }
779 }
780 }
781 }
782
783 //=============================================================================
784
785 /*
786 ===============
787 Sbar_DrawFrags
788 ===============
789 */
Sbar_DrawFrags(void)790 void Sbar_DrawFrags (void)
791 {
792 int i, k, l;
793 int top, bottom;
794 int x, y, f;
795 int xofs;
796 char num[12];
797 scoreboard_t *s;
798
799 Sbar_SortFrags ();
800
801 // draw the text
802 l = scoreboardlines <= 4 ? scoreboardlines : 4;
803
804 x = 23;
805 if (cl.gametype == GAME_DEATHMATCH)
806 xofs = 0;
807 else
808 xofs = (vid.width - 320)>>1;
809 y = vid.height - SBAR_HEIGHT - 23;
810
811 for (i=0 ; i<l ; i++)
812 {
813 k = fragsort[i];
814 s = &cl.scores[k];
815 if (!s->name[0])
816 continue;
817
818 // draw background
819 top = s->colors & 0xf0;
820 bottom = (s->colors & 15)<<4;
821 top = Sbar_ColorForMap (top);
822 bottom = Sbar_ColorForMap (bottom);
823
824 Draw_Fill (xofs + x*8 + 10, y, 28, 4, top);
825 Draw_Fill (xofs + x*8 + 10, y+4, 28, 3, bottom);
826
827 // draw number
828 f = s->frags;
829 sprintf (num, "%3i",f);
830
831 Sbar_DrawCharacter ( (x+1)*8 , -24, num[0]);
832 Sbar_DrawCharacter ( (x+2)*8 , -24, num[1]);
833 Sbar_DrawCharacter ( (x+3)*8 , -24, num[2]);
834
835 if (k == cl.viewentity - 1)
836 {
837 Sbar_DrawCharacter (x*8+2, -24, 16);
838 Sbar_DrawCharacter ( (x+4)*8-4, -24, 17);
839 }
840 x+=4;
841 }
842 }
843
844 //=============================================================================
845
846
847 /*
848 ===============
849 Sbar_DrawFace
850 ===============
851 */
Sbar_DrawFace(void)852 void Sbar_DrawFace (void)
853 {
854 int f, anim;
855
856 // PGM 01/19/97 - team color drawing
857 // PGM 03/02/97 - fixed so color swatch only appears in CTF modes
858 if (rogue &&
859 (cl.maxclients != 1) &&
860 (teamplay.value>3) &&
861 (teamplay.value<7))
862 {
863 int top, bottom;
864 int xofs;
865 char num[12];
866 scoreboard_t *s;
867
868 s = &cl.scores[cl.viewentity - 1];
869 // draw background
870 top = s->colors & 0xf0;
871 bottom = (s->colors & 15)<<4;
872 top = Sbar_ColorForMap (top);
873 bottom = Sbar_ColorForMap (bottom);
874
875 if (cl.gametype == GAME_DEATHMATCH)
876 xofs = 113;
877 else
878 xofs = ((vid.width - 320)>>1) + 113;
879
880 Sbar_DrawPic (112, 0, rsb_teambord);
881 Draw_Fill (xofs, vid.height-SBAR_HEIGHT+3, 22, 9, top);
882 Draw_Fill (xofs, vid.height-SBAR_HEIGHT+12, 22, 9, bottom);
883
884 // draw number
885 f = s->frags;
886 sprintf (num, "%3i",f);
887
888 if (top==8)
889 {
890 if (num[0] != ' ')
891 Sbar_DrawCharacter(109, 3, 18 + num[0] - '0');
892 if (num[1] != ' ')
893 Sbar_DrawCharacter(116, 3, 18 + num[1] - '0');
894 if (num[2] != ' ')
895 Sbar_DrawCharacter(123, 3, 18 + num[2] - '0');
896 }
897 else
898 {
899 Sbar_DrawCharacter ( 109, 3, num[0]);
900 Sbar_DrawCharacter ( 116, 3, num[1]);
901 Sbar_DrawCharacter ( 123, 3, num[2]);
902 }
903
904 return;
905 }
906 // PGM 01/19/97 - team color drawing
907
908 if ( (cl.items & (IT_INVISIBILITY | IT_INVULNERABILITY) )
909 == (IT_INVISIBILITY | IT_INVULNERABILITY) )
910 {
911 Sbar_DrawPic (112, 0, sb_face_invis_invuln);
912 return;
913 }
914 if (cl.items & IT_QUAD)
915 {
916 Sbar_DrawPic (112, 0, sb_face_quad );
917 return;
918 }
919 if (cl.items & IT_INVISIBILITY)
920 {
921 Sbar_DrawPic (112, 0, sb_face_invis );
922 return;
923 }
924 if (cl.items & IT_INVULNERABILITY)
925 {
926 Sbar_DrawPic (112, 0, sb_face_invuln);
927 return;
928 }
929
930 if (cl.stats[STAT_HEALTH] >= 100)
931 f = 4;
932 else
933 f = cl.stats[STAT_HEALTH] / 20;
934
935 if (cl.time <= cl.faceanimtime)
936 {
937 anim = 1;
938 sb_updates = 0; // make sure the anim gets drawn over
939 }
940 else
941 anim = 0;
942 Sbar_DrawPic (112, 0, sb_faces[f][anim]);
943 }
944
945 /*
946 ===============
947 Sbar_Draw
948 ===============
949 */
Sbar_Draw(void)950 void Sbar_Draw (void)
951 {
952 if (scr_con_current == vid.height)
953 return; // console is full screen
954
955 if (sb_updates >= vid.numpages && !gl_clear.value && !scr_showedicts.value)
956 return;
957
958 scr_copyeverything = 1;
959
960 sb_updates++;
961
962 if (sb_lines && vid.width > 320)
963 Draw_TileClear (0, vid.height - sb_lines, vid.width, sb_lines);
964
965 if (sb_lines > 24)
966 {
967 Sbar_DrawInventory ();
968 if (cl.maxclients != 1)
969 Sbar_DrawFrags ();
970 }
971
972 if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
973 {
974 Sbar_DrawPic (0, 0, sb_scorebar);
975 Sbar_DrawScoreboard ();
976 sb_updates = 0;
977 }
978 else if (sb_lines)
979 {
980 Sbar_DrawPic (0, 0, sb_sbar);
981
982 // keys (hipnotic only)
983 //MED 01/04/97 moved keys here so they would not be overwritten
984 if (hipnotic)
985 {
986 if (cl.items & IT_KEY1)
987 Sbar_DrawPic (209, 3, sb_items[0]);
988 if (cl.items & IT_KEY2)
989 Sbar_DrawPic (209, 12, sb_items[1]);
990 }
991 // armor
992 if (cl.items & IT_INVULNERABILITY)
993 {
994 Sbar_DrawNum (24, 0, 666, 3, 1);
995 Sbar_DrawPic (0, 0, draw_disc);
996 }
997 else
998 {
999 if (rogue)
1000 {
1001 Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3,
1002 cl.stats[STAT_ARMOR] <= 25);
1003 if (cl.items & RIT_ARMOR3)
1004 Sbar_DrawPic (0, 0, sb_armor[2]);
1005 else if (cl.items & RIT_ARMOR2)
1006 Sbar_DrawPic (0, 0, sb_armor[1]);
1007 else if (cl.items & RIT_ARMOR1)
1008 Sbar_DrawPic (0, 0, sb_armor[0]);
1009 }
1010 else
1011 {
1012 Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3
1013 , cl.stats[STAT_ARMOR] <= 25);
1014 if (cl.items & IT_ARMOR3)
1015 Sbar_DrawPic (0, 0, sb_armor[2]);
1016 else if (cl.items & IT_ARMOR2)
1017 Sbar_DrawPic (0, 0, sb_armor[1]);
1018 else if (cl.items & IT_ARMOR1)
1019 Sbar_DrawPic (0, 0, sb_armor[0]);
1020 }
1021 }
1022
1023 // face
1024 Sbar_DrawFace ();
1025
1026 // health
1027 Sbar_DrawNum (136, 0, cl.stats[STAT_HEALTH], 3
1028 , cl.stats[STAT_HEALTH] <= 25);
1029
1030 // ammo icon
1031 if (rogue)
1032 {
1033 if (cl.items & RIT_SHELLS)
1034 Sbar_DrawPic (224, 0, sb_ammo[0]);
1035 else if (cl.items & RIT_NAILS)
1036 Sbar_DrawPic (224, 0, sb_ammo[1]);
1037 else if (cl.items & RIT_ROCKETS)
1038 Sbar_DrawPic (224, 0, sb_ammo[2]);
1039 else if (cl.items & RIT_CELLS)
1040 Sbar_DrawPic (224, 0, sb_ammo[3]);
1041 else if (cl.items & RIT_LAVA_NAILS)
1042 Sbar_DrawPic (224, 0, rsb_ammo[0]);
1043 else if (cl.items & RIT_PLASMA_AMMO)
1044 Sbar_DrawPic (224, 0, rsb_ammo[1]);
1045 else if (cl.items & RIT_MULTI_ROCKETS)
1046 Sbar_DrawPic (224, 0, rsb_ammo[2]);
1047 }
1048 else
1049 {
1050 if (cl.items & IT_SHELLS)
1051 Sbar_DrawPic (224, 0, sb_ammo[0]);
1052 else if (cl.items & IT_NAILS)
1053 Sbar_DrawPic (224, 0, sb_ammo[1]);
1054 else if (cl.items & IT_ROCKETS)
1055 Sbar_DrawPic (224, 0, sb_ammo[2]);
1056 else if (cl.items & IT_CELLS)
1057 Sbar_DrawPic (224, 0, sb_ammo[3]);
1058 }
1059
1060 Sbar_DrawNum (248, 0, cl.stats[STAT_AMMO], 3,
1061 cl.stats[STAT_AMMO] <= 10);
1062 }
1063
1064 if (vid.width > 320) {
1065 if (cl.gametype == GAME_DEATHMATCH)
1066 Sbar_MiniDeathmatchOverlay ();
1067 }
1068 }
1069
1070 //=============================================================================
1071
1072 /*
1073 ==================
1074 Sbar_IntermissionNumber
1075
1076 ==================
1077 */
Sbar_IntermissionNumber(int x,int y,int num,int digits,int color)1078 void Sbar_IntermissionNumber (int x, int y, int num, int digits, int color)
1079 {
1080 char str[12];
1081 char *ptr;
1082 int l, frame;
1083
1084 l = Sbar_itoa (num, str);
1085 ptr = str;
1086 if (l > digits)
1087 ptr += (l-digits);
1088 if (l < digits)
1089 x += (digits-l)*24;
1090
1091 while (*ptr)
1092 {
1093 if (*ptr == '-')
1094 frame = STAT_MINUS;
1095 else
1096 frame = *ptr -'0';
1097
1098 Draw_TransPic (x,y,sb_nums[color][frame]);
1099 x += 24;
1100 ptr++;
1101 }
1102 }
1103
1104 /*
1105 ==================
1106 Sbar_DeathmatchOverlay
1107
1108 ==================
1109 */
Sbar_DeathmatchOverlay(void)1110 void Sbar_DeathmatchOverlay (void)
1111 {
1112 qpic_t *pic;
1113 int i, k, l;
1114 int top, bottom;
1115 int x, y, f;
1116 char num[12];
1117 scoreboard_t *s;
1118
1119 scr_copyeverything = 1;
1120 scr_fullupdate = 0;
1121
1122 pic = Draw_CachePic ("gfx/ranking.lmp");
1123 M_DrawPic ((320-pic->width)/2, 8, pic);
1124
1125 // scores
1126 Sbar_SortFrags ();
1127
1128 // draw the text
1129 l = scoreboardlines;
1130
1131 x = 80 + ((vid.width - 320)>>1);
1132 y = 40;
1133 for (i=0 ; i<l ; i++)
1134 {
1135 k = fragsort[i];
1136 s = &cl.scores[k];
1137 if (!s->name[0])
1138 continue;
1139
1140 // draw background
1141 top = s->colors & 0xf0;
1142 bottom = (s->colors & 15)<<4;
1143 top = Sbar_ColorForMap (top);
1144 bottom = Sbar_ColorForMap (bottom);
1145
1146 Draw_Fill ( x, y, 40, 4, top);
1147 Draw_Fill ( x, y+4, 40, 4, bottom);
1148
1149 // draw number
1150 f = s->frags;
1151 sprintf (num, "%3i",f);
1152
1153 Draw_Character ( x+8 , y, num[0]);
1154 Draw_Character ( x+16 , y, num[1]);
1155 Draw_Character ( x+24 , y, num[2]);
1156
1157 if (k == cl.viewentity - 1)
1158 Draw_Character ( x - 8, y, 12);
1159
1160 #if 0
1161 {
1162 int total;
1163 int n, minutes, tens, units;
1164
1165 // draw time
1166 total = cl.completed_time - s->entertime;
1167 minutes = (int)total/60;
1168 n = total - minutes*60;
1169 tens = n/10;
1170 units = n%10;
1171
1172 sprintf (num, "%3i:%i%i", minutes, tens, units);
1173
1174 Draw_String ( x+48 , y, num);
1175 }
1176 #endif
1177
1178 // draw name
1179 Draw_String (x+64, y, s->name);
1180
1181 y += 10;
1182 }
1183 }
1184
1185 /*
1186 ==================
1187 Sbar_DeathmatchOverlay
1188
1189 ==================
1190 */
Sbar_MiniDeathmatchOverlay(void)1191 void Sbar_MiniDeathmatchOverlay (void)
1192 {
1193 qpic_t *pic;
1194 int i, k, l;
1195 int top, bottom;
1196 int x, y, f;
1197 char num[12];
1198 scoreboard_t *s;
1199 int numlines;
1200
1201 if (vid.width < 512 || !sb_lines)
1202 return;
1203
1204 scr_copyeverything = 1;
1205 scr_fullupdate = 0;
1206
1207 // scores
1208 Sbar_SortFrags ();
1209
1210 // draw the text
1211 l = scoreboardlines;
1212 y = vid.height - sb_lines;
1213 numlines = sb_lines/8;
1214 if (numlines < 3)
1215 return;
1216
1217 //find us
1218 for (i = 0; i < scoreboardlines; i++)
1219 if (fragsort[i] == cl.viewentity - 1)
1220 break;
1221
1222 if (i == scoreboardlines) // we're not there
1223 i = 0;
1224 else // figure out start
1225 i = i - numlines/2;
1226
1227 if (i > scoreboardlines - numlines)
1228 i = scoreboardlines - numlines;
1229 if (i < 0)
1230 i = 0;
1231
1232 x = 324;
1233 for (/* */; i < scoreboardlines && y < vid.height - 8 ; i++)
1234 {
1235 k = fragsort[i];
1236 s = &cl.scores[k];
1237 if (!s->name[0])
1238 continue;
1239
1240 // draw background
1241 top = s->colors & 0xf0;
1242 bottom = (s->colors & 15)<<4;
1243 top = Sbar_ColorForMap (top);
1244 bottom = Sbar_ColorForMap (bottom);
1245
1246 Draw_Fill ( x, y+1, 40, 3, top);
1247 Draw_Fill ( x, y+4, 40, 4, bottom);
1248
1249 // draw number
1250 f = s->frags;
1251 sprintf (num, "%3i",f);
1252
1253 Draw_Character ( x+8 , y, num[0]);
1254 Draw_Character ( x+16 , y, num[1]);
1255 Draw_Character ( x+24 , y, num[2]);
1256
1257 if (k == cl.viewentity - 1) {
1258 Draw_Character ( x, y, 16);
1259 Draw_Character ( x + 32, y, 17);
1260 }
1261
1262 #if 0
1263 {
1264 int total;
1265 int n, minutes, tens, units;
1266
1267 // draw time
1268 total = cl.completed_time - s->entertime;
1269 minutes = (int)total/60;
1270 n = total - minutes*60;
1271 tens = n/10;
1272 units = n%10;
1273
1274 sprintf (num, "%3i:%i%i", minutes, tens, units);
1275
1276 Draw_String ( x+48 , y, num);
1277 }
1278 #endif
1279
1280 // draw name
1281 Draw_String (x+48, y, s->name);
1282
1283 y += 8;
1284 }
1285 }
1286
1287 /*
1288 ==================
1289 Sbar_IntermissionOverlay
1290
1291 ==================
1292 */
Sbar_IntermissionOverlay(void)1293 void Sbar_IntermissionOverlay (void)
1294 {
1295 qpic_t *pic;
1296 int dig, Digits, Offset;
1297 int num;
1298
1299 scr_copyeverything = 1;
1300 scr_fullupdate = 0;
1301
1302 if (cl.gametype == GAME_DEATHMATCH)
1303 {
1304 Sbar_DeathmatchOverlay ();
1305 return;
1306 }
1307
1308 pic = Draw_CachePic ("gfx/complete.lmp");
1309 Draw_Pic (64, 24, pic);
1310
1311 pic = Draw_CachePic ("gfx/inter.lmp");
1312 Draw_TransPic (0, 56, pic);
1313
1314 // time
1315 dig = cl.completed_time/60;
1316 Sbar_IntermissionNumber (160, 64, dig, 3, 0);
1317 num = cl.completed_time - dig*60;
1318 Draw_TransPic (234,64,sb_colon);
1319 Draw_TransPic (246,64,sb_nums[0][num/10]);
1320 Draw_TransPic (266,64,sb_nums[0][num%10]);
1321
1322 Sbar_IntermissionNumber (160, 104, cl.stats[STAT_SECRETS], 3, 0);
1323 Draw_TransPic (232,104,sb_slash);
1324 Sbar_IntermissionNumber (240, 104, cl.stats[STAT_TOTALSECRETS], 3, 0);
1325
1326 Digits = cl.stats[STAT_TOTALMONSTERS] > 999 ? 4 : 3; // Handle 4-digit monsters ...
1327 Offset = (Digits - 3) * 24;
1328
1329 Sbar_IntermissionNumber (160 - Offset * 2, 144, cl.stats[STAT_MONSTERS], Digits, 0);
1330 Draw_TransPic (232 - Offset, 144, sb_slash);
1331 Sbar_IntermissionNumber (240 - Offset, 144, cl.stats[STAT_TOTALMONSTERS], Digits, 0);
1332
1333 }
1334
1335
1336 /*
1337 ==================
1338 Sbar_FinaleOverlay
1339
1340 ==================
1341 */
Sbar_FinaleOverlay(void)1342 void Sbar_FinaleOverlay (void)
1343 {
1344 qpic_t *pic;
1345
1346 scr_copyeverything = 1;
1347
1348 pic = Draw_CachePic ("gfx/finale.lmp");
1349 Draw_TransPic ( (vid.width-pic->width)/2, 16, pic);
1350 }
1351