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1.1 root 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: qboolean sb_showteamscores;
49:
50: int sb_lines; // scan lines to draw
51:
52: void Sbar_DeathmatchOverlay (int start);
53: void Sbar_TeamOverlay (void);
54: void Sbar_MiniDeathmatchOverlay (void);
55:
56: static qboolean largegame = false;
57:
58: /*
59: ===============
60: Sbar_ShowTeamScores
61:
62: Tab key down
63: ===============
64: */
65: void Sbar_ShowTeamScores (void)
66: {
67: if (sb_showteamscores)
68: return;
69:
70: sb_showteamscores = true;
71: sb_updates = 0;
72: }
73:
74: /*
75: ===============
76: Sbar_DontShowTeamScores
77:
78: Tab key up
79: ===============
80: */
81: void Sbar_DontShowTeamScores (void)
82: {
83: sb_showteamscores = false;
84: sb_updates = 0;
85: }
86:
87: /*
88: ===============
89: Sbar_ShowScores
90:
91: Tab key down
92: ===============
93: */
94: void Sbar_ShowScores (void)
95: {
96: if (sb_showscores)
97: return;
98:
99: sb_showscores = true;
100: sb_updates = 0;
101: }
102:
103: /*
104: ===============
105: Sbar_DontShowScores
106:
107: Tab key up
108: ===============
109: */
110: void Sbar_DontShowScores (void)
111: {
112: sb_showscores = false;
113: sb_updates = 0;
114: }
115:
116: /*
117: ===============
118: Sbar_Changed
119: ===============
120: */
121: void Sbar_Changed (void)
122: {
123: sb_updates = 0; // update next frame
124: }
125:
126: /*
127: ===============
128: Sbar_Init
129: ===============
130: */
131: void Sbar_Init (void)
132: {
133: int i;
134:
135: for (i=0 ; i<10 ; i++)
136: {
137: sb_nums[0][i] = Draw_PicFromWad (va("num_%i",i));
138: sb_nums[1][i] = Draw_PicFromWad (va("anum_%i",i));
139: }
140:
141: sb_nums[0][10] = Draw_PicFromWad ("num_minus");
142: sb_nums[1][10] = Draw_PicFromWad ("anum_minus");
143:
144: sb_colon = Draw_PicFromWad ("num_colon");
145: sb_slash = Draw_PicFromWad ("num_slash");
146:
147: sb_weapons[0][0] = Draw_PicFromWad ("inv_shotgun");
148: sb_weapons[0][1] = Draw_PicFromWad ("inv_sshotgun");
149: sb_weapons[0][2] = Draw_PicFromWad ("inv_nailgun");
150: sb_weapons[0][3] = Draw_PicFromWad ("inv_snailgun");
151: sb_weapons[0][4] = Draw_PicFromWad ("inv_rlaunch");
152: sb_weapons[0][5] = Draw_PicFromWad ("inv_srlaunch");
153: sb_weapons[0][6] = Draw_PicFromWad ("inv_lightng");
154:
155: sb_weapons[1][0] = Draw_PicFromWad ("inv2_shotgun");
156: sb_weapons[1][1] = Draw_PicFromWad ("inv2_sshotgun");
157: sb_weapons[1][2] = Draw_PicFromWad ("inv2_nailgun");
158: sb_weapons[1][3] = Draw_PicFromWad ("inv2_snailgun");
159: sb_weapons[1][4] = Draw_PicFromWad ("inv2_rlaunch");
160: sb_weapons[1][5] = Draw_PicFromWad ("inv2_srlaunch");
161: sb_weapons[1][6] = Draw_PicFromWad ("inv2_lightng");
162:
163: for (i=0 ; i<5 ; i++)
164: {
165: sb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_shotgun",i+1));
166: sb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_sshotgun",i+1));
167: sb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_nailgun",i+1));
168: sb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_snailgun",i+1));
169: sb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_rlaunch",i+1));
170: sb_weapons[2+i][5] = Draw_PicFromWad (va("inva%i_srlaunch",i+1));
171: sb_weapons[2+i][6] = Draw_PicFromWad (va("inva%i_lightng",i+1));
172: }
173:
174: sb_ammo[0] = Draw_PicFromWad ("sb_shells");
175: sb_ammo[1] = Draw_PicFromWad ("sb_nails");
176: sb_ammo[2] = Draw_PicFromWad ("sb_rocket");
177: sb_ammo[3] = Draw_PicFromWad ("sb_cells");
178:
179: sb_armor[0] = Draw_PicFromWad ("sb_armor1");
180: sb_armor[1] = Draw_PicFromWad ("sb_armor2");
181: sb_armor[2] = Draw_PicFromWad ("sb_armor3");
182:
183: sb_items[0] = Draw_PicFromWad ("sb_key1");
184: sb_items[1] = Draw_PicFromWad ("sb_key2");
185: sb_items[2] = Draw_PicFromWad ("sb_invis");
186: sb_items[3] = Draw_PicFromWad ("sb_invuln");
187: sb_items[4] = Draw_PicFromWad ("sb_suit");
188: sb_items[5] = Draw_PicFromWad ("sb_quad");
189:
190: sb_sigil[0] = Draw_PicFromWad ("sb_sigil1");
191: sb_sigil[1] = Draw_PicFromWad ("sb_sigil2");
192: sb_sigil[2] = Draw_PicFromWad ("sb_sigil3");
193: sb_sigil[3] = Draw_PicFromWad ("sb_sigil4");
194:
195: sb_faces[4][0] = Draw_PicFromWad ("face1");
196: sb_faces[4][1] = Draw_PicFromWad ("face_p1");
197: sb_faces[3][0] = Draw_PicFromWad ("face2");
198: sb_faces[3][1] = Draw_PicFromWad ("face_p2");
199: sb_faces[2][0] = Draw_PicFromWad ("face3");
200: sb_faces[2][1] = Draw_PicFromWad ("face_p3");
201: sb_faces[1][0] = Draw_PicFromWad ("face4");
202: sb_faces[1][1] = Draw_PicFromWad ("face_p4");
203: sb_faces[0][0] = Draw_PicFromWad ("face5");
204: sb_faces[0][1] = Draw_PicFromWad ("face_p5");
205:
206: sb_face_invis = Draw_PicFromWad ("face_invis");
207: sb_face_invuln = Draw_PicFromWad ("face_invul2");
208: sb_face_invis_invuln = Draw_PicFromWad ("face_inv2");
209: sb_face_quad = Draw_PicFromWad ("face_quad");
210:
211: Cmd_AddCommand ("+showscores", Sbar_ShowScores);
212: Cmd_AddCommand ("-showscores", Sbar_DontShowScores);
213:
214: Cmd_AddCommand ("+showteamscores", Sbar_ShowTeamScores);
215: Cmd_AddCommand ("-showteamscores", Sbar_DontShowTeamScores);
216:
217: sb_sbar = Draw_PicFromWad ("sbar");
218: sb_ibar = Draw_PicFromWad ("ibar");
219: sb_scorebar = Draw_PicFromWad ("scorebar");
220: }
221:
222:
223: //=============================================================================
224:
225: // drawing routines are reletive to the status bar location
226:
227: /*
228: =============
229: Sbar_DrawPic
230: =============
231: */
232: void Sbar_DrawPic (int x, int y, qpic_t *pic)
233: {
234: Draw_Pic (x /* + ((vid.width - 320)>>1) */, y + (vid.height-SBAR_HEIGHT), pic);
235: }
236:
237: /*
238: =============
239: Sbar_DrawSubPic
240: =============
241: JACK: Draws a portion of the picture in the status bar.
242: */
243:
244: void Sbar_DrawSubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height)
245: {
246: Draw_SubPic (x, y+(vid.height-SBAR_HEIGHT), pic, srcx, srcy, width, height);
247: }
248:
249:
250: /*
251: =============
252: Sbar_DrawTransPic
253: =============
254: */
255: void Sbar_DrawTransPic (int x, int y, qpic_t *pic)
256: {
257: Draw_TransPic (x /*+ ((vid.width - 320)>>1) */, y + (vid.height-SBAR_HEIGHT), pic);
258: }
259:
260: /*
261: ================
262: Sbar_DrawCharacter
263:
264: Draws one solid graphics character
265: ================
266: */
267: void Sbar_DrawCharacter (int x, int y, int num)
268: {
269: Draw_Character ( x /*+ ((vid.width - 320)>>1) */ + 4, y + vid.height-SBAR_HEIGHT, num);
270: }
271:
272: /*
273: ================
274: Sbar_DrawString
275: ================
276: */
277: void Sbar_DrawString (int x, int y, char *str)
278: {
279: Draw_String (x /*+ ((vid.width - 320)>>1) */, y+ vid.height-SBAR_HEIGHT, str);
280: }
281:
282: /*
283: =============
284: Sbar_itoa
285: =============
286: */
287: int Sbar_itoa (int num, char *buf)
288: {
289: char *str;
290: int pow10;
291: int dig;
292:
293: str = buf;
294:
295: if (num < 0)
296: {
297: *str++ = '-';
298: num = -num;
299: }
300:
301: for (pow10 = 10 ; num >= pow10 ; pow10 *= 10)
302: ;
303:
304: do
305: {
306: pow10 /= 10;
307: dig = num/pow10;
308: *str++ = '0'+dig;
309: num -= dig*pow10;
310: } while (pow10 != 1);
311:
312: *str = 0;
313:
314: return str-buf;
315: }
316:
317:
318: /*
319: =============
320: Sbar_DrawNum
321: =============
322: */
323: void Sbar_DrawNum (int x, int y, int num, int digits, int color)
324: {
325: char str[12];
326: char *ptr;
327: int l, frame;
328:
329: l = Sbar_itoa (num, str);
330: ptr = str;
331: if (l > digits)
332: ptr += (l-digits);
333: if (l < digits)
334: x += (digits-l)*24;
335:
336: while (*ptr)
337: {
338: if (*ptr == '-')
339: frame = STAT_MINUS;
340: else
341: frame = *ptr -'0';
342:
343: Sbar_DrawTransPic (x,y,sb_nums[color][frame]);
344: x += 24;
345: ptr++;
346: }
347: }
348:
349: //=============================================================================
350:
351: //ZOID: this should be MAX_CLIENTS, not MAX_SCOREBOARD!!
352: //int fragsort[MAX_SCOREBOARD];
353: int fragsort[MAX_CLIENTS];
354: int scoreboardlines;
355: typedef struct {
356: char team[16+1];
357: int frags;
358: int players;
359: int plow, phigh, ptotal;
360: } team_t;
361: team_t teams[MAX_CLIENTS];
362: int teamsort[MAX_CLIENTS];
363: int scoreboardteams;
364:
365: /*
366: ===============
367: Sbar_SortFrags
368: ===============
369: */
370: void Sbar_SortFrags (qboolean includespec)
371: {
372: int i, j, k;
373:
374: // sort by frags
375: scoreboardlines = 0;
376: for (i=0 ; i<MAX_CLIENTS ; i++)
377: {
378: if (cl.players[i].name[0] &&
379: (!cl.players[i].spectator || includespec))
380: {
381: fragsort[scoreboardlines] = i;
382: scoreboardlines++;
383: if (cl.players[i].spectator)
384: cl.players[i].frags = -999;
385: }
386: }
387:
388: for (i=0 ; i<scoreboardlines ; i++)
389: for (j=0 ; j<scoreboardlines-1-i ; j++)
390: if (cl.players[fragsort[j]].frags < cl.players[fragsort[j+1]].frags)
391: {
392: k = fragsort[j];
393: fragsort[j] = fragsort[j+1];
394: fragsort[j+1] = k;
395: }
396: }
397:
398: void Sbar_SortTeams (void)
399: {
400: int i, j, k;
401: player_info_t *s;
402: int teamplay;
403: char t[16+1];
404:
405: // request new ping times every two second
406: scoreboardteams = 0;
407:
408: teamplay = atoi(Info_ValueForKey(cl.serverinfo, "teamplay"));
409: if (!teamplay)
410: return;
411:
412: // sort the teams
413: memset(teams, 0, sizeof(teams));
414: for (i = 0; i < MAX_CLIENTS; i++)
415: teams[i].plow = 999;
416:
417: for (i = 0; i < MAX_CLIENTS; i++) {
418: s = &cl.players[i];
419: if (!s->name[0])
420: continue;
421: if (s->spectator)
422: continue;
423:
424: // find his team in the list
425: t[16] = 0;
426: strncpy(t, Info_ValueForKey(s->userinfo, "team"), 16);
427: if (!t || !t[0])
428: continue; // not on team
429: for (j = 0; j < scoreboardteams; j++)
430: if (!strcmp(teams[j].team, t)) {
431: teams[j].frags += s->frags;
432: teams[j].players++;
433: goto addpinginfo;
434: }
435: if (j == scoreboardteams) { // must add him
436: j = scoreboardteams++;
437: strcpy(teams[j].team, t);
438: teams[j].frags = s->frags;
439: teams[j].players = 1;
440: addpinginfo:
441: if (teams[j].plow > s->ping)
442: teams[j].plow = s->ping;
443: if (teams[j].phigh < s->ping)
444: teams[j].phigh = s->ping;
445: teams[j].ptotal += s->ping;
446: }
447: }
448:
449: // sort
450: for (i = 0; i < scoreboardteams; i++)
451: teamsort[i] = i;
452:
453: // good 'ol bubble sort
454: for (i = 0; i < scoreboardteams - 1; i++)
455: for (j = i + 1; j < scoreboardteams; j++)
456: if (teams[teamsort[i]].frags < teams[teamsort[j]].frags) {
457: k = teamsort[i];
458: teamsort[i] = teamsort[j];
459: teamsort[j] = k;
460: }
461: }
462:
463: int Sbar_ColorForMap (int m)
464: {
465: m = (m < 0) ? 0 : ((m > 13) ? 13 : m);
466:
467: m *= 16;
468: return m < 128 ? m + 8 : m + 8;
469: }
470:
471:
472: /*
473: ===============
474: Sbar_SoloScoreboard
475: ===============
476: */
477: void Sbar_SoloScoreboard (void)
478: {
479: char str[80];
480: int minutes, seconds, tens, units;
481:
482: Sbar_DrawPic (0, 0, sb_scorebar);
483:
484: // time
485: minutes = cl.time / 60;
486: seconds = cl.time - 60*minutes;
487: tens = seconds / 10;
488: units = seconds - 10*tens;
489: sprintf (str,"Time :%3i:%i%i", minutes, tens, units);
490: Sbar_DrawString (184, 4, str);
491: }
492:
493: //=============================================================================
494:
495: /*
496: ===============
497: Sbar_DrawInventory
498: ===============
499: */
500: void Sbar_DrawInventory (void)
501: {
502: int i;
503: char num[6];
504: float time;
505: int flashon;
506: qboolean headsup;
507: qboolean hudswap;
508:
509: headsup = !(cl_sbar.value || scr_viewsize.value<100);
510: hudswap = cl_hudswap.value; // Get that nasty float out :)
511:
512: if (!headsup)
513: Sbar_DrawPic (0, -24, sb_ibar);
514: // weapons
515: for (i=0 ; i<7 ; i++)
516: {
517: if (cl.stats[STAT_ITEMS] & (IT_SHOTGUN<<i) )
518: {
519: time = cl.item_gettime[i];
520: flashon = (int)((cl.time - time)*10);
521: if (flashon < 0)
522: flashon = 0;
523: if (flashon >= 10)
524: {
525: if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) )
526: flashon = 1;
527: else
528: flashon = 0;
529: }
530: else
531: flashon = (flashon%5) + 2;
532:
533: if (headsup) {
534: if (i || vid.height>200)
535: Sbar_DrawSubPic ((hudswap) ? 0 : (vid.width-24),-68-(7-i)*16 , sb_weapons[flashon][i],0,0,24,16);
536:
537: } else
538: Sbar_DrawPic (i*24, -16, sb_weapons[flashon][i]);
539: // Sbar_DrawSubPic (0,0,20,20,i*24, -16, sb_weapons[flashon][i]);
540:
541: if (flashon > 1)
542: sb_updates = 0; // force update to remove flash
543: }
544: }
545:
546: // ammo counts
547: for (i=0 ; i<4 ; i++)
548: {
549: sprintf (num, "%3i",cl.stats[STAT_SHELLS+i] );
550: if (headsup) {
551: // Sbar_DrawSubPic(3, -24, sb_ibar, 3, 0, 42,11);
552: Sbar_DrawSubPic((hudswap) ? 0 : (vid.width-42), -24 - (4-i)*11, sb_ibar, 3+(i*48), 0, 42, 11);
553: if (num[0] != ' ')
554: Sbar_DrawCharacter ( (hudswap) ? 3 : (vid.width-39), -24 - (4-i)*11, 18 + num[0] - '0');
555: if (num[1] != ' ')
556: Sbar_DrawCharacter ( (hudswap) ? 11 : (vid.width-31), -24 - (4-i)*11, 18 + num[1] - '0');
557: if (num[2] != ' ')
558: Sbar_DrawCharacter ( (hudswap) ? 19 : (vid.width-23), -24 - (4-i)*11, 18 + num[2] - '0');
559: } else {
560: if (num[0] != ' ')
561: Sbar_DrawCharacter ( (6*i+1)*8 - 2, -24, 18 + num[0] - '0');
562: if (num[1] != ' ')
563: Sbar_DrawCharacter ( (6*i+2)*8 - 2, -24, 18 + num[1] - '0');
564: if (num[2] != ' ')
565: Sbar_DrawCharacter ( (6*i+3)*8 - 2, -24, 18 + num[2] - '0');
566: }
567: }
568:
569: flashon = 0;
570: // items
571: for (i=0 ; i<6 ; i++)
572: if (cl.stats[STAT_ITEMS] & (1<<(17+i)))
573: {
574: time = cl.item_gettime[17+i];
575: if (time && time > cl.time - 2 && flashon )
576: { // flash frame
577: sb_updates = 0;
578: }
579: else
580: Sbar_DrawPic (192 + i*16, -16, sb_items[i]);
581: if (time && time > cl.time - 2)
582: sb_updates = 0;
583: }
584:
585: // sigils
586: for (i=0 ; i<4 ; i++)
587: if (cl.stats[STAT_ITEMS] & (1<<(28+i)))
588: {
589: time = cl.item_gettime[28+i];
590: if (time && time > cl.time - 2 && flashon )
591: { // flash frame
592: sb_updates = 0;
593: }
594: else
595: Sbar_DrawPic (320-32 + i*8, -16, sb_sigil[i]);
596: if (time && time > cl.time - 2)
597: sb_updates = 0;
598: }
599: }
600:
601: //=============================================================================
602:
603: /*
604: ===============
605: Sbar_DrawFrags
606: ===============
607: */
608: void Sbar_DrawFrags (void)
609: {
610: int i, k, l;
611: int top, bottom;
612: int x, y, f;
613: char num[12];
614: player_info_t *s;
615:
616: Sbar_SortFrags (false);
617:
618: // draw the text
619: l = scoreboardlines <= 4 ? scoreboardlines : 4;
620:
621: x = 23;
622: // xofs = (vid.width - 320)>>1;
623: y = vid.height - SBAR_HEIGHT - 23;
624:
625: for (i=0 ; i<l ; i++)
626: {
627: k = fragsort[i];
628: s = &cl.players[k];
629: if (!s->name[0])
630: continue;
631: if (s->spectator)
632: continue;
633:
634: // draw background
635: top = s->topcolor;
636: bottom = s->bottomcolor;
637: top = (top < 0) ? 0 : ((top > 13) ? 13 : top);
638: bottom = (bottom < 0) ? 0 : ((bottom > 13) ? 13 : bottom);
639:
640: top = Sbar_ColorForMap (top);
641: bottom = Sbar_ColorForMap (bottom);
642:
643: // Draw_Fill (xofs + x*8 + 10, y, 28, 4, top);
644: // Draw_Fill (xofs + x*8 + 10, y+4, 28, 3, bottom);
645: Draw_Fill (x*8 + 10, y, 28, 4, top);
646: Draw_Fill (x*8 + 10, y+4, 28, 3, bottom);
647:
648: // draw number
649: f = s->frags;
650: sprintf (num, "%3i",f);
651:
652: Sbar_DrawCharacter ( (x+1)*8 , -24, num[0]);
653: Sbar_DrawCharacter ( (x+2)*8 , -24, num[1]);
654: Sbar_DrawCharacter ( (x+3)*8 , -24, num[2]);
655:
656: if (k == cl.playernum)
657: {
658: Sbar_DrawCharacter (x*8+2, -24, 16);
659: Sbar_DrawCharacter ( (x+4)*8-4, -24, 17);
660: }
661: x+=4;
662: }
663: }
664:
665: //=============================================================================
666:
667:
668: /*
669: ===============
670: Sbar_DrawFace
671: ===============
672: */
673: void Sbar_DrawFace (void)
674: {
675: int f, anim;
676:
677: if ( (cl.stats[STAT_ITEMS] & (IT_INVISIBILITY | IT_INVULNERABILITY) )
678: == (IT_INVISIBILITY | IT_INVULNERABILITY) )
679: {
680: Sbar_DrawPic (112, 0, sb_face_invis_invuln);
681: return;
682: }
683: if (cl.stats[STAT_ITEMS] & IT_QUAD)
684: {
685: Sbar_DrawPic (112, 0, sb_face_quad );
686: return;
687: }
688: if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
689: {
690: Sbar_DrawPic (112, 0, sb_face_invis );
691: return;
692: }
693: if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
694: {
695: Sbar_DrawPic (112, 0, sb_face_invuln);
696: return;
697: }
698:
699: if (cl.stats[STAT_HEALTH] >= 100)
700: f = 4;
701: else
702: f = cl.stats[STAT_HEALTH] / 20;
703:
704: if (cl.time <= cl.faceanimtime)
705: {
706: anim = 1;
707: sb_updates = 0; // make sure the anim gets drawn over
708: }
709: else
710: anim = 0;
711: Sbar_DrawPic (112, 0, sb_faces[f][anim]);
712: }
713:
714: /*
715: =============
716: Sbar_DrawNormal
717: =============
718: */
719: void Sbar_DrawNormal (void)
720: {
721: if (cl_sbar.value || scr_viewsize.value<100)
722: Sbar_DrawPic (0, 0, sb_sbar);
723:
724: // armor
725: if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
726: {
727: Sbar_DrawNum (24, 0, 666, 3, 1);
728: Sbar_DrawPic (0, 0, draw_disc);
729: }
730: else
731: {
732: Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3
733: , cl.stats[STAT_ARMOR] <= 25);
734: if (cl.stats[STAT_ITEMS] & IT_ARMOR3)
735: Sbar_DrawPic (0, 0, sb_armor[2]);
736: else if (cl.stats[STAT_ITEMS] & IT_ARMOR2)
737: Sbar_DrawPic (0, 0, sb_armor[1]);
738: else if (cl.stats[STAT_ITEMS] & IT_ARMOR1)
739: Sbar_DrawPic (0, 0, sb_armor[0]);
740: }
741:
742: // face
743: Sbar_DrawFace ();
744:
745: // health
746: Sbar_DrawNum (136, 0, cl.stats[STAT_HEALTH], 3
747: , cl.stats[STAT_HEALTH] <= 25);
748:
749: // ammo icon
750: if (cl.stats[STAT_ITEMS] & IT_SHELLS)
751: Sbar_DrawPic (224, 0, sb_ammo[0]);
752: else if (cl.stats[STAT_ITEMS] & IT_NAILS)
753: Sbar_DrawPic (224, 0, sb_ammo[1]);
754: else if (cl.stats[STAT_ITEMS] & IT_ROCKETS)
755: Sbar_DrawPic (224, 0, sb_ammo[2]);
756: else if (cl.stats[STAT_ITEMS] & IT_CELLS)
757: Sbar_DrawPic (224, 0, sb_ammo[3]);
758:
759: Sbar_DrawNum (248, 0, cl.stats[STAT_AMMO], 3
760: , cl.stats[STAT_AMMO] <= 10);
761: }
762:
763: /*
764: ===============
765: Sbar_Draw
766: ===============
767: */
768: void Sbar_Draw (void)
769: {
770: qboolean headsup;
771: char st[512];
772:
773: headsup = !(cl_sbar.value || scr_viewsize.value<100);
774: if ((sb_updates >= vid.numpages) && !headsup)
775: return;
776:
777: if (scr_con_current == vid.height)
778: return; // console is full screen
779:
780: scr_copyeverything = 1;
781: // scr_fullupdate = 0;
782:
783: sb_updates++;
784:
785: // top line
786: if (sb_lines > 24)
787: {
788: if (!cl.spectator || autocam == CAM_TRACK)
789: Sbar_DrawInventory ();
790: if (!headsup || vid.width<512)
791: Sbar_DrawFrags ();
792: }
793:
794: // main area
795: if (sb_lines > 0)
796: {
797: if (cl.spectator) {
798: if (autocam != CAM_TRACK) {
799: Sbar_DrawPic (0, 0, sb_scorebar);
800: Sbar_DrawString (160-7*8,4, "SPECTATOR MODE");
801: Sbar_DrawString(160-14*8+4, 12, "Press [ATTACK] for AutoCamera");
802: } else {
803: if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
804: Sbar_SoloScoreboard ();
805: else
806: Sbar_DrawNormal ();
807:
808: // Sbar_DrawString (160-14*8+4,4, "SPECTATOR MODE - TRACK CAMERA");
809: sprintf(st, "Tracking %-.13s, [JUMP] for next",
810: cl.players[spec_track].name);
811: Sbar_DrawString(0, -8, st);
812: }
813: } else if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
814: Sbar_SoloScoreboard ();
815: else
816: Sbar_DrawNormal ();
817: }
818:
819: // main screen deathmatch rankings
820: // if we're dead show team scores in team games
821: if (cl.stats[STAT_HEALTH] <= 0 && !cl.spectator)
822: if (atoi(Info_ValueForKey(cl.serverinfo, "teamplay")) > 0 &&
823: !sb_showscores)
824: Sbar_TeamOverlay();
825: else
826: Sbar_DeathmatchOverlay (0);
827: else if (sb_showscores)
828: Sbar_DeathmatchOverlay (0);
829: else if (sb_showteamscores)
830: Sbar_TeamOverlay();
831:
832: #ifdef GLQUAKE
833: if (sb_showscores || sb_showteamscores ||
834: cl.stats[STAT_HEALTH] <= 0)
835: sb_updates = 0;
836: // clear unused areas in gl
837: #if 0
838: {
839: int x = (vid.width - 320)>>1;
840:
841: // left
842: if (x > 0) {
843: Draw_TileClear (0, vid.height - sb_lines, x, sb_lines);
844: Draw_TileClear (x+320, vid.height - sb_lines, vid.width - x+320, sb_lines);
845: }
846: }
847: #endif
848: if (vid.width > 320 && !headsup)
849: Draw_TileClear (320, vid.height - sb_lines, vid.width - 320, sb_lines);
850: #endif
851:
852: if (sb_lines > 0)
853: Sbar_MiniDeathmatchOverlay ();
854: }
855:
856: //=============================================================================
857:
858: /*
859: ==================
860: Sbar_IntermissionNumber
861:
862: ==================
863: */
864: void Sbar_IntermissionNumber (int x, int y, int num, int digits, int color)
865: {
866: char str[12];
867: char *ptr;
868: int l, frame;
869:
870: l = Sbar_itoa (num, str);
871: ptr = str;
872: if (l > digits)
873: ptr += (l-digits);
874: if (l < digits)
875: x += (digits-l)*24;
876:
877: while (*ptr)
878: {
879: if (*ptr == '-')
880: frame = STAT_MINUS;
881: else
882: frame = *ptr -'0';
883:
884: Draw_TransPic (x,y,sb_nums[color][frame]);
885: x += 24;
886: ptr++;
887: }
888: }
889:
890: /*
891: ==================
892: Sbar_TeamOverlay
893:
894: team frags
895: added by Zoid
896: ==================
897: */
898: void Sbar_TeamOverlay (void)
899: {
900: qpic_t *pic;
901: int i, k, l;
902: int x, y;
903: char num[12];
904: int teamplay;
905: char team[5];
906: team_t *tm;
907: int plow, phigh, pavg;
908:
909: // request new ping times every two second
910: teamplay = atoi(Info_ValueForKey(cl.serverinfo, "teamplay"));
911:
912: if (!teamplay) {
913: Sbar_DeathmatchOverlay(0);
914: return;
915: }
916:
917: scr_copyeverything = 1;
918: scr_fullupdate = 0;
919:
920: pic = Draw_CachePic ("gfx/ranking.lmp");
921: Draw_Pic (160-pic->width/2, 0, pic);
922:
923: y = 24;
924: x = 36;
925: Draw_String(x, y, "low/avg/high team total players");
926: y += 8;
927: // Draw_String(x, y, "------------ ---- ----- -------");
928: Draw_String(x, y, "\x1d\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1f \x1d\x1e\x1e\x1f \x1d\x1e\x1e\x1e\x1f \x1d\x1e\x1e\x1e\x1e\x1e\x1f");
929: y += 8;
930:
931: // sort the teams
932: Sbar_SortTeams();
933:
934: // draw the text
935: l = scoreboardlines;
936:
937: for (i=0 ; i < scoreboardteams && y <= vid.height-10 ; i++)
938: {
939: k = teamsort[i];
940: tm = teams + k;
941:
942: // draw pings
943: plow = tm->plow;
944: if (plow < 0 || plow > 999)
945: plow = 999;
946: phigh = tm->phigh;
947: if (phigh < 0 || phigh > 999)
948: phigh = 999;
949: if (!tm->players)
950: pavg = 999;
951: else
952: pavg = tm->ptotal / tm->players;
953: if (pavg < 0 || pavg > 999)
954: pavg = 999;
955:
956: sprintf (num, "%3i/%3i/%3i", plow, pavg, phigh);
957: Draw_String ( x, y, num);
958:
959: // draw team
960: team[4] = 0;
961: strncpy (team, tm->team, 4);
962: Draw_String (x + 104, y, team);
963:
964: // draw total
965: sprintf (num, "%5i", tm->frags);
966: Draw_String (x + 104 + 40, y, num);
967:
968: // draw players
969: sprintf (num, "%5i", tm->players);
970: Draw_String (x + 104 + 88, y, num);
971:
972: if (!strncmp(Info_ValueForKey(cl.players[cl.playernum].userinfo,
973: "team"), tm->team, 16)) {
974: Draw_Character ( x + 104 - 8, y, 16);
975: Draw_Character ( x + 104 + 32, y, 17);
976: }
977:
978: y += 8;
979: }
980: y += 8;
981: Sbar_DeathmatchOverlay(y);
982: }
983:
984: /*
985: ==================
986: Sbar_DeathmatchOverlay
987:
988: ping time frags name
989: ==================
990: */
991: void Sbar_DeathmatchOverlay (int start)
992: {
993: qpic_t *pic;
994: int i, k, l;
995: int top, bottom;
996: int x, y, f;
997: char num[12];
998: player_info_t *s;
999: int total;
1000: int minutes;
1001: int p;
1002: int teamplay;
1003: char team[5];
1004: int skip = 10;
1005:
1006: if (largegame)
1007: skip = 8;
1008:
1009: // request new ping times every two second
1010: if (realtime - cl.last_ping_request > 2)
1011: {
1012: cl.last_ping_request = realtime;
1013: MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
1014: SZ_Print (&cls.netchan.message, "pings");
1015: }
1016:
1017: teamplay = atoi(Info_ValueForKey(cl.serverinfo, "teamplay"));
1018:
1019: scr_copyeverything = 1;
1020: scr_fullupdate = 0;
1021:
1022: if (!start) {
1023: pic = Draw_CachePic ("gfx/ranking.lmp");
1024: Draw_Pic (160-pic->width/2, 0, pic);
1025: }
1026:
1027: // scores
1028: Sbar_SortFrags (true);
1029:
1030: // draw the text
1031: l = scoreboardlines;
1032:
1033: if (start)
1034: y = start;
1035: else
1036: y = 24;
1037: if (teamplay)
1038: {
1039: x = 4;
1040: // 0 40 64 104 152 192
1041: Draw_String ( x , y, "ping pl time frags team name");
1042: y += 8;
1043: // Draw_String ( x , y, "---- -- ---- ----- ---- ----------------");
1044: Draw_String ( x , y, "\x1d\x1e\x1e\x1f \x1d\x1f \x1d\x1e\x1e\x1f \x1d\x1e\x1e\x1e\x1f \x1d\x1e\x1e\x1f \x1d\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1f");
1045: y += 8;
1046: }
1047: else
1048: {
1049: x = 16;
1050: // 0 40 64 104 152
1051: Draw_String ( x , y, "ping pl time frags name");
1052: y += 8;
1053: // Draw_String ( x , y, "---- -- ---- ----- ----------------");
1054: Draw_String ( x , y, "\x1d\x1e\x1e\x1f \x1d\x1f \x1d\x1e\x1e\x1f \x1d\x1e\x1e\x1e\x1f \x1d\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1e\x1f");
1055: y += 8;
1056: }
1057:
1058: for (i=0 ; i<l && y <= vid.height-10 ; i++)
1059: {
1060: k = fragsort[i];
1061: s = &cl.players[k];
1062: if (!s->name[0])
1063: continue;
1064:
1065: // draw ping
1066: p = s->ping;
1067: if (p < 0 || p > 999)
1068: p = 999;
1069: sprintf (num, "%4i", p);
1070: Draw_String ( x, y, num);
1071:
1072: // draw pl
1073: p = s->pl;
1074: sprintf (num, "%3i", p);
1075: if (p > 25)
1076: Draw_Alt_String ( x+32, y, num);
1077: else
1078: Draw_String ( x+32, y, num);
1079:
1080: if (s->spectator)
1081: {
1082: Draw_String (x+40, y, "(spectator)");
1083: // draw name
1084: if (teamplay)
1085: Draw_String (x+152+40, y, s->name);
1086: else
1087: Draw_String (x+152, y, s->name);
1088: y += skip;
1089: continue;
1090: }
1091:
1092:
1093: // draw time
1094: if (cl.intermission)
1095: total = cl.completed_time - s->entertime;
1096: else
1097: total = realtime - s->entertime;
1098: minutes = (int)total/60;
1099: sprintf (num, "%4i", minutes);
1100: Draw_String ( x+64 , y, num);
1101:
1102: // draw background
1103: top = s->topcolor;
1104: bottom = s->bottomcolor;
1105: top = Sbar_ColorForMap (top);
1106: bottom = Sbar_ColorForMap (bottom);
1107:
1108: if (largegame)
1109: Draw_Fill ( x+104, y+1, 40, 3, top);
1110: else
1111: Draw_Fill ( x+104, y, 40, 4, top);
1112: Draw_Fill ( x+104, y+4, 40, 4, bottom);
1113:
1114: // draw number
1115: f = s->frags;
1116: sprintf (num, "%3i",f);
1117:
1118: Draw_Character ( x+112 , y, num[0]);
1119: Draw_Character ( x+120 , y, num[1]);
1120: Draw_Character ( x+128 , y, num[2]);
1121:
1122: if (k == cl.playernum)
1123: {
1124: Draw_Character ( x + 104, y, 16);
1125: Draw_Character ( x + 136, y, 17);
1126: }
1127:
1128: // team
1129: if (teamplay)
1130: {
1131: team[4] = 0;
1132: strncpy (team, Info_ValueForKey(s->userinfo, "team"), 4);
1133: Draw_String (x+152, y, team);
1134: }
1135:
1136: // draw name
1137: if (teamplay)
1138: Draw_String (x+152+40, y, s->name);
1139: else
1140: Draw_String (x+152, y, s->name);
1141:
1142: y += skip;
1143: }
1144:
1145: if (y >= vid.height-10) // we ran over the screen size, squish
1146: largegame = true;
1147: }
1148:
1149: /*
1150: ==================
1151: Sbar_MiniDeathmatchOverlay
1152:
1153: frags name
1154: frags team name
1155: displayed to right of status bar if there's room
1156: ==================
1157: */
1158: void Sbar_MiniDeathmatchOverlay (void)
1159: {
1160: int i, k;
1161: int top, bottom;
1162: int x, y, f;
1163: char num[12];
1164: player_info_t *s;
1165: int teamplay;
1166: char team[5];
1167: int numlines;
1168: char name[16+1];
1169: team_t *tm;
1170:
1171: if (vid.width < 512 || !sb_lines)
1172: return; // not enuff room
1173:
1174: teamplay = atoi(Info_ValueForKey(cl.serverinfo, "teamplay"));
1175:
1176: scr_copyeverything = 1;
1177: scr_fullupdate = 0;
1178:
1179: // scores
1180: Sbar_SortFrags (false);
1181: if (vid.width >= 640)
1182: Sbar_SortTeams();
1183:
1184: if (!scoreboardlines)
1185: return; // no one there?
1186:
1187: // draw the text
1188: y = vid.height - sb_lines - 1;
1189: numlines = sb_lines/8;
1190: if (numlines < 3)
1191: return; // not enough room
1192:
1193: // find us
1194: for (i=0 ; i < scoreboardlines; i++)
1195: if (fragsort[i] == cl.playernum)
1196: break;
1197:
1198: if (i == scoreboardlines) // we're not there, we are probably a spectator, just display top
1199: i = 0;
1200: else // figure out start
1201: i = i - numlines/2;
1202:
1203: if (i > scoreboardlines - numlines)
1204: i = scoreboardlines - numlines;
1205: if (i < 0)
1206: i = 0;
1207:
1208: x = 324;
1209:
1210: for (/* */ ; i < scoreboardlines && y < vid.height - 8 + 1; i++)
1211: {
1212: k = fragsort[i];
1213: s = &cl.players[k];
1214: if (!s->name[0])
1215: continue;
1216:
1217: // draw ping
1218: top = s->topcolor;
1219: bottom = s->bottomcolor;
1220: top = Sbar_ColorForMap (top);
1221: bottom = Sbar_ColorForMap (bottom);
1222:
1223: Draw_Fill ( x, y+1, 40, 3, top);
1224: Draw_Fill ( x, y+4, 40, 4, bottom);
1225:
1226: // draw number
1227: f = s->frags;
1228: sprintf (num, "%3i",f);
1229:
1230: Draw_Character ( x+8 , y, num[0]);
1231: Draw_Character ( x+16, y, num[1]);
1232: Draw_Character ( x+24, y, num[2]);
1233:
1234: if (k == cl.playernum)
1235: {
1236: Draw_Character ( x, y, 16);
1237: Draw_Character ( x + 32, y, 17);
1238: }
1239:
1240: // team
1241: if (teamplay)
1242: {
1243: team[4] = 0;
1244: strncpy (team, Info_ValueForKey(s->userinfo, "team"), 4);
1245: Draw_String (x+48, y, team);
1246: }
1247:
1248: // draw name
1249: name[16] = 0;
1250: strncpy(name, s->name, 16);
1251: if (teamplay)
1252: Draw_String (x+48+40, y, name);
1253: else
1254: Draw_String (x+48, y, name);
1255: y += 8;
1256: }
1257:
1258: // draw teams if room
1259: if (vid.width < 640 || !teamplay)
1260: return;
1261:
1262: // draw seperator
1263: x += 208;
1264: for (y = vid.height - sb_lines; y < vid.height - 6; y += 2)
1265: Draw_Character(x, y, 14);
1266:
1267: x += 16;
1268:
1269: y = vid.height - sb_lines;
1270: for (i=0 ; i < scoreboardteams && y <= vid.height; i++)
1271: {
1272: k = teamsort[i];
1273: tm = teams + k;
1274:
1275: // draw pings
1276: team[4] = 0;
1277: strncpy (team, tm->team, 4);
1278: Draw_String (x, y, team);
1279:
1280: // draw total
1281: sprintf (num, "%5i", tm->frags);
1282: Draw_String (x + 40, y, num);
1283:
1284: if (!strncmp(Info_ValueForKey(cl.players[cl.playernum].userinfo,
1285: "team"), tm->team, 16)) {
1286: Draw_Character ( x - 8, y, 16);
1287: Draw_Character ( x + 32, y, 17);
1288: }
1289:
1290: y += 8;
1291: }
1292:
1293: }
1294:
1295:
1296: /*
1297: ==================
1298: Sbar_IntermissionOverlay
1299:
1300: ==================
1301: */
1302: void Sbar_IntermissionOverlay (void)
1303: {
1304: scr_copyeverything = 1;
1305: scr_fullupdate = 0;
1306:
1307: if (atoi(Info_ValueForKey(cl.serverinfo, "teamplay")) > 0 && !sb_showscores)
1308: Sbar_TeamOverlay ();
1309: else
1310: Sbar_DeathmatchOverlay (0);
1311: }
1312:
1313:
1314: /*
1315: ==================
1316: Sbar_FinaleOverlay
1317:
1318: ==================
1319: */
1320: void Sbar_FinaleOverlay (void)
1321: {
1322: qpic_t *pic;
1323:
1324: scr_copyeverything = 1;
1325:
1326: pic = Draw_CachePic ("gfx/finale.lmp");
1327: Draw_TransPic ( (vid.width-pic->width)/2, 16, pic);
1328: }
1329:
1330:
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