const char *CG_GetPMItemText(centity_t *cent) { switch (cent->currentState.effect1Time) { case PM_DYNAMITE: switch (cent->currentState.effect2Time) { case 0: return va(CG_TranslateString("Planted at %s."), CG_ConfigString(CS_OID_TRIGGERS + cent->currentState.effect3Time)); case 1: return va(CG_TranslateString("Defused at %s."), CG_ConfigString(CS_OID_TRIGGERS + cent->currentState.effect3Time)); } break; case PM_CONSTRUCTION: switch (cent->currentState.effect2Time) { case -1: return CG_ConfigString(CS_STRINGS + cent->currentState.effect3Time); case 0: return va(CG_TranslateString("%s has been constructed."), CG_ConfigString(CS_OID_TRIGGERS + cent->currentState.effect3Time)); } break; case PM_DESTRUCTION: switch (cent->currentState.effect2Time) { case 0: return va(CG_TranslateString("%s has been damaged."), CG_ConfigString(CS_OID_TRIGGERS + cent->currentState.effect3Time)); case 1: return va(CG_TranslateString("%s has been destroyed."), CG_ConfigString(CS_OID_TRIGGERS + cent->currentState.effect3Time)); } break; case PM_MINES: // Prevent spectators from being informed when a mine is spotted if (cgs.clientinfo[cg.clientNum].team == TEAM_SPECTATOR) { return NULL; } if (cgs.clientinfo[cg.clientNum].team == cent->currentState.effect2Time) { return NULL; } if (cg_locations.integer & LOC_LANDMINES) { char *locStr = CG_BuildLocationString(-1, cent->currentState.origin, LOC_LANDMINES); if (!locStr || !*locStr) { return va("%sSpotted by ^7%s", TXTCOLOR_OBJ, cgs.clientinfo[cent->currentState.effect3Time].name); } return va(CG_TranslateString("%sSpotted by ^7%s%s at %s"), TXTCOLOR_OBJ, cgs.clientinfo[cent->currentState.effect3Time].name, TXTCOLOR_OBJ, locStr); } else { return va(CG_TranslateString("%sSpotted by ^7%s"), TXTCOLOR_OBJ, cgs.clientinfo[cent->currentState.effect3Time].name); } break; case PM_OBJECTIVE: switch (cent->currentState.density) { case 0: return va(CG_TranslateString("%s have stolen %s!"), cent->currentState.effect2Time == TEAM_ALLIES ? CG_TranslateString("Allies") : CG_TranslateString("Axis"), CG_ConfigString(CS_STRINGS + cent->currentState.effect3Time)); case 1: return va(CG_TranslateString("%s have returned %s!"), cent->currentState.effect2Time == TEAM_ALLIES ? CG_TranslateString("Allies") : CG_TranslateString("Axis"), CG_ConfigString(CS_STRINGS + cent->currentState.effect3Time)); } break; case PM_TEAM: switch (cent->currentState.density) { case 0: // joined { const char *teamstr = NULL; switch (cent->currentState.effect2Time) { case TEAM_AXIS: teamstr = "Axis team"; break; case TEAM_ALLIES: teamstr = "Allied team"; break; default: teamstr = "Spectators"; break; } return va(CG_TranslateString("%s^7 has joined the %s^7!"), cgs.clientinfo[cent->currentState.effect3Time].name, CG_TranslateString(teamstr)); } case 1: return va(CG_TranslateString("%s^7 disconnected"), cgs.clientinfo[cent->currentState.effect3Time].name); } } return NULL; }
/** * @brief Draw FireTeam overlay */ void CG_DrawFireTeamOverlay(rectDef_t *rect) { int x = rect->x; int y = rect->y + 1; // +1, jitter it into place int i, locwidth, namewidth, puwidth, lineX; int boxWidth = 90; int bestNameWidth = -1; int bestLocWidth = -1; char buffer[64]; float h = 16; // 12 + 2 + 2 clientInfo_t *ci = NULL; fireteamData_t *f = NULL; char *locStr[MAX_FIRETEAM_MEMBERS]; vec3_t origin; int curWeap; // assign fireteam data, and early out if not on one if (!(f = CG_IsOnFireteam(cg.clientNum))) { return; } memset(locStr, 0, sizeof(char *) * MAX_FIRETEAM_MEMBERS); // First get name and location width, also store location names for (i = 0; i < MAX_FIRETEAM_MEMBERS; i++) { ci = CG_SortedFireTeamPlayerForPosition(i); // Make sure it's valid if (!ci) { break; } if (cg_locations.integer & LOC_FTEAM) { origin[0] = ci->location[0]; origin[1] = ci->location[1]; origin[2] = ci->location[2]; locStr[i] = CG_BuildLocationString(ci->clientNum, origin, LOC_FTEAM); if (!locStr[i][1] || !*locStr[i]) { locStr[i] = ""; } locwidth = CG_Text_Width_Ext(locStr[i], 0.2f, 0, FONT_TEXT); } else { locwidth = 0; } namewidth = CG_Text_Width_Ext(ci->name, 0.2f, 0, FONT_TEXT); if (ci->powerups & ((1 << PW_REDFLAG) | (1 << PW_BLUEFLAG) | (1 << PW_OPS_DISGUISED))) { namewidth += 14; } if (namewidth > bestNameWidth) { bestNameWidth = namewidth; } if (locwidth > bestLocWidth) { bestLocWidth = locwidth; } h += 12.f; } boxWidth += bestLocWidth + bestNameWidth; if (cg_fireteamLatchedClass.integer) { boxWidth += 28; } if ((Ccg_WideX(640) - MIN_BORDER_DISTANCE) < (x + boxWidth)) { x = x - ((x + boxWidth) - Ccg_WideX(640)) - MIN_BORDER_DISTANCE; } else if (x < MIN_BORDER_DISTANCE) { x = MIN_BORDER_DISTANCE; } CG_FillRect(x, y, boxWidth, h, FT_bg2); CG_DrawRect(x, y, boxWidth, h, 1, FT_border); x += 1; y += 1; CG_FillRect(x, y, boxWidth - 2, 12, FT_bg); if (f->priv) { Com_sprintf(buffer, 64, CG_TranslateString("Private Fireteam: %s"), bg_fireteamNames[f->ident]); } else { Com_sprintf(buffer, 64, CG_TranslateString("Fireteam: %s"), bg_fireteamNames[f->ident]); } Q_strupr(buffer); CG_Text_Paint_Ext(x + 4, y + FT_BAR_HEIGHT, .19f, .19f, FT_text, buffer, 0, 0, 0, FONT_HEADER); lineX = x; for (i = 0; i < MAX_FIRETEAM_MEMBERS; i++) { x = lineX; y += FT_BAR_HEIGHT + FT_BAR_YSPACING; // grab a pointer to the current player ci = CG_SortedFireTeamPlayerForPosition(i); // make sure it's valid if (!ci) { break; } // hilight selected players if (ci->selected) { CG_FillRect(x, y + FT_BAR_YSPACING, boxWidth - 2, FT_BAR_HEIGHT, FT_select); } else { CG_FillRect(x, y + FT_BAR_YSPACING, boxWidth - 2, FT_BAR_HEIGHT, FT_noselect); } x += 4; // draw class icon in fireteam overlay CG_DrawPic(x, y + 2, 12, 12, cgs.media.skillPics[SkillNumForClass(ci->cls)]); x += 14; if (cg_fireteamLatchedClass.integer && ci->cls != ci->latchedcls) { // draw the yellow arrow CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, FT_text, "^3->", 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); x += 14; // draw latched class icon in fireteam overlay CG_DrawPic(x, y + 2, 12, 12, cgs.media.skillPics[SkillNumForClass(ci->latchedcls)]); x += 14; } else if (cg_fireteamLatchedClass.integer) { x += 28; } // draw the mute-icon in the fireteam overlay.. //if ( ci->muted ) { // CG_DrawPic( x, y, 12, 12, cgs.media.muteIcon ); // x += 14; //} else if // draw objective icon (if they are carrying one) in fireteam overlay if (ci->powerups & ((1 << PW_REDFLAG) | (1 << PW_BLUEFLAG))) { CG_DrawPic(x, y + 2, 12, 12, cgs.media.objectiveShader); x += 14; puwidth = 14; } // or else draw the disguised icon in fireteam overlay else if (ci->powerups & (1 << PW_OPS_DISGUISED)) { CG_DrawPic(x, y + 2, 12, 12, ci->team == TEAM_AXIS ? cgs.media.alliedUniformShader : cgs.media.axisUniformShader); x += 14; puwidth = 14; } // otherwise draw rank icon in fireteam overlay else { //if (ci->rank > 0) CG_DrawPic( x, y, 12, 12, rankicons[ ci->rank ][ ci->team == TEAM_AXIS ? 1 : 0 ][0].shader ); //x += 14; puwidth = 0; } // draw the player's name CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, colorWhite, ci->name, 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); // add space x += 14 + bestNameWidth - puwidth; // draw the player's weapon icon if (cg.predictedPlayerEntity.currentState.eFlags & EF_MOUNTEDTANK) { if (cg_entities[cg_entities[cg_entities[cg.snap->ps.clientNum].tagParent].tankparent].currentState.density & 8) { curWeap = WP_MOBILE_BROWNING; } else { curWeap = WP_MOBILE_MG42; } } else if ((cg.predictedPlayerEntity.currentState.eFlags & EF_MG42_ACTIVE) || (cg.predictedPlayerEntity.currentState.eFlags & EF_AAGUN_ACTIVE)) { curWeap = WP_MOBILE_MG42; } else { curWeap = cg_entities[ci->clientNum].currentState.weapon; } // note: WP_NONE is excluded if (IS_VALID_WEAPON(curWeap) && cg_weapons[curWeap].weaponIcon[0]) // do not try to draw nothing { CG_DrawPic(x, y + 2, cg_weapons[curWeap].weaponIconScale * 10, 10, cg_weapons[curWeap].weaponIcon[0]); } else if (IS_VALID_WEAPON(curWeap) && cg_weapons[curWeap].weaponIcon[1]) { CG_DrawPic(x, y + 2, cg_weapons[curWeap].weaponIconScale * 10, 10, cg_weapons[curWeap].weaponIcon[1]); } x += 24; if (ci->health >= 100) { CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, colorGreen, va("%i", ci->health < 0 ? 0 : ci->health), 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); x += 12; } else if (ci->health >= 10) { x += 6; CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, ci->health > 80 ? colorGreen : colorYellow, va("%i", ci->health < 0 ? 0 : ci->health), 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); x += 6; } else if (ci->health > 0) { x += 12; CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, colorRed, va("%i", ci->health < 0 ? 0 : ci->health), 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); } else if (ci->health == 0) { x += 6; CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, ((cg.time % 500) > 250) ? colorWhite : colorRed, "*", 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); x += 6; CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, ((cg.time % 500) > 250) ? colorRed : colorWhite, "0", 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); } else { x += 12; CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, colorRed, "0", 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); } // set hard limit on width x += 12; if (cg_locations.integer & LOC_FTEAM) { CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, FT_text, locStr[i], 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_TEXT); } } }
// FIXME: add more options to shorten this box void CG_DrawFireTeamOverlay(rectDef_t *rect) { int x = rect->x; int y = rect->y + 1; // +1, jitter it into place in 1024 :) int i; int boxWidth = 106; int bestWidth = -1; char buffer[64]; float h = 16; // 12 + 2 + 2 clientInfo_t *ci = NULL; fireteamData_t *f = NULL; char *locStr[MAX_FIRETEAM_MEMBERS]; int locwidth; int namewidth; vec3_t origin; int curWeap; // assign fireteam data, and early out if not on one if (!(f = CG_IsOnFireteam(cg.clientNum))) { return; } memset(locStr, 0, sizeof(locStr)); // First get name and location width, also store location names for (i = 0; i < MAX_FIRETEAM_MEMBERS; i++) { ci = CG_SortedFireTeamPlayerForPosition(i); // Make sure it's valid if (!ci) { break; } origin[0] = ci->location[0]; origin[1] = ci->location[1]; locStr[i] = CG_BuildLocationString(ci->clientNum, origin, LOC_FTEAM); if (!locStr[i][1] || !*locStr[i]) { locStr[i] = ""; } locwidth = CG_Text_Width_Ext(locStr[i], 0.2f, 0, &cgs.media.limboFont2); //if ( cg_fixedFTeamSize.integer ) { // namewidth = 102; //} //else { namewidth = CG_Text_Width_Ext(ci->name, 0.2f, 17, &cgs.media.limboFont2); if (ci->health == 0) { namewidth += 7; } //} if ((locwidth + namewidth) > bestWidth) { bestWidth = locwidth + namewidth; } h += 12.f; } boxWidth += bestWidth; CG_DrawRect(x, y, boxWidth, h, 1, borderColor); CG_FillRect(x + 1, y + 1, boxWidth - 2, h - 2, bgColor); x += 2; y += 2; CG_FillRect(x, y, boxWidth - 4, 12, clr1); Com_sprintf(buffer, 64, "Fireteam: %s", bg_fireteamNames[f->ident]); Q_strupr(buffer); CG_Text_Paint_Ext(x + 3, y + FT_BAR_HEIGHT, .19f, .19f, tclr, buffer, 0, 0, 0, &cgs.media.limboFont1); x += 2; for (i = 0; i < MAX_FIRETEAM_MEMBERS; i++) { y += FT_BAR_HEIGHT + FT_BAR_YSPACING; x = rect->x + 2; // Grab a pointer to the current player ci = CG_SortedFireTeamPlayerForPosition(i); // Make sure it's valid if (!ci) { break; } // hilight selected players if (ci->selected) { CG_FillRect(x, y + FT_BAR_YSPACING, boxWidth - 4, FT_BAR_HEIGHT, clr3); } else { CG_FillRect(x, y + FT_BAR_YSPACING, boxWidth - 4, FT_BAR_HEIGHT, clr2); } x += 4; // draw class icon in fireteam overlay CG_DrawPic(x, y, 12, 12, cgs.media.skillPics[SkillNumForClass(ci->cls)]); x += 14; // draw the mute-icon in the fireteam overlay.. //if ( ci->muted ) { // CG_DrawPic( x, y, 12, 12, cgs.media.muteIcon ); // x += 14; //} else if // ..or else draw objective icon (if they are carrying one) in fireteam overlay.. if (ci->powerups & ((1 << PW_REDFLAG) | (1 << PW_BLUEFLAG))) { CG_DrawPic(x, y, 12, 12, cgs.media.objectiveShader); x += 14; } // core: ... or else draw the disguised icon in fireteam overlay.. else if (ci->powerups & (1 << PW_OPS_DISGUISED)) { CG_DrawPic(x, y, 12, 12, ci->team == TEAM_AXIS ? cgs.media.alliedUniformShader : cgs.media.axisUniformShader); x += 14; } // ..otherwise draw rank icon in fireteam overlay //else { // if (ci->rank > 0) CG_DrawPic( x, y, 12, 12, rankicons[ ci->rank ][ ci->team == TEAM_AXIS ? 1 : 0 ][0].shader ); // x += 14; //} // draw the player's name CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, tclr, ci->name, 0, 17, ITEM_TEXTSTYLE_SHADOWED, &cgs.media.limboFont2); // add space //if ( cg_fixedFTeamSize.integer ) // x += 115; //else x += 14 + CG_Text_Width_Ext(ci->name, 0.2f, 17, &cgs.media.limboFont2); // draw the player's weapon icon curWeap = cg_entities[ci->clientNum].currentState.weapon; if (cg_weapons[curWeap].weaponIcon[0]) // jaquboss - do not try to draw nothing { CG_DrawPic(x, y, weaponIconScale(curWeap) * 10, 10, cg_weapons[curWeap].weaponIcon[0]); } else if (cg_weapons[curWeap].weaponIcon[1]) { CG_DrawPic(x, y, weaponIconScale(curWeap) * 10, 10, cg_weapons[curWeap].weaponIcon[1]); } x += 24; if (ci->health > 80) { CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, tclr, va("%i", ci->health < 0 ? 0 : ci->health), 0, 0, ITEM_TEXTSTYLE_SHADOWED, &cgs.media.limboFont2); } else if (ci->health > 0) { CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, colorYellow, va("%i", ci->health < 0 ? 0 : ci->health), 0, 0, ITEM_TEXTSTYLE_SHADOWED, &cgs.media.limboFont2); } else if (ci->health == 0) { CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, ((cg.time % 500) > 250) ? colorWhite : colorRed, "*", 0, 17, ITEM_TEXTSTYLE_SHADOWED, &cgs.media.limboFont2); x += 7; CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, ((cg.time % 500) > 250) ? colorRed : colorWhite, "0", 0, 0, ITEM_TEXTSTYLE_SHADOWED, &cgs.media.limboFont2); x -= 7; } else { CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, colorRed, "0", 0, 0, ITEM_TEXTSTYLE_SHADOWED, &cgs.media.limboFont2); } // Set hard limit on width x += 24; CG_Text_Paint_Ext(x, y + FT_BAR_HEIGHT, .2f, .2f, tclr, locStr[i], 0, 0, ITEM_TEXTSTYLE_SHADOWED, &cgs.media.limboFont2); } }