Esempio n. 1
0
static void CG_DrawBeacon( cbeacon_t *b )
{
	float angle;

	// Don't draw clamped beacons for tags, except for enemy players.
	if( b->type == BCT_TAG && b->clamped && !( ( b->flags & EF_BC_ENEMY ) &&
	                                           ( b->flags & EF_BC_TAG_PLAYER ) ) )
		return;

	Color::Color color = b->color;

	if( !( BG_Beacon( b->type )->flags & BCF_IMPORTANT ) )
		color.SetAlpha( color.Alpha() * cgs.bc.hudAlpha );
	else
		color.SetAlpha( color.Alpha() * cgs.bc.hudAlphaImportant );

	trap_R_SetColor( color );

	trap_R_DrawStretchPic( b->pos[ 0 ] - b->size/2,
	                       b->pos[ 1 ] - b->size/2,
	                       b->size, b->size,
	                       0, 0, 1, 1,
	                       CG_BeaconIcon( b ) );

	if( b->flags & EF_BC_DYING )
		trap_R_DrawStretchPic( b->pos[ 0 ] - b->size/2 * 1.3,
		                       b->pos[ 1 ] - b->size/2 * 1.3,
		                       b->size * 1.3, b->size * 1.3,
		                       0, 0, 1, 1,
		                       cgs.media.beaconNoTarget );

	if ( b->clamped )
		trap_R_DrawRotatedPic( b->pos[ 0 ] - b->size/2 * 1.5,
		                       b->pos[ 1 ] - b->size/2 * 1.5,
		                       b->size * 1.5, b->size * 1.5,
		                       0, 0, 1, 1,
		                       cgs.media.beaconIconArrow,
		                       270.0 - ( angle = atan2( b->clamp_dir[ 1 ], b->clamp_dir[ 0 ] ) ) * 180 / M_PI );

	if( b->type == BCT_TIMER )
	{
		int num;

		num = ( BEACON_TIMER_TIME + b->ctime - cg.time ) / 100;

		if( num > 0 )
		{
			float h, tw;
			const char *p;
			vec2_t pos, dir, rect[ 2 ];
			int i, l, frame;

			h = b->size * 0.4;
			p = va( "%d", num );
			l = strlen( p );
			tw = h * l;

			if( !b->clamped )
			{
				pos[ 0 ] = b->pos[ 0 ];
				pos[ 1 ] = b->pos[ 1 ] + b->size/2 + h/2;
			}
			else
			{
				rect[ 0 ][ 0 ] = b->pos[ 0 ] - b->size/2 - tw/2;
				rect[ 1 ][ 0 ] = b->pos[ 0 ] + b->size/2 + tw/2;
				rect[ 0 ][ 1 ] = b->pos[ 1 ] - b->size/2 - h/2;
				rect[ 1 ][ 1 ] = b->pos[ 1 ] + b->size/2 + h/2;

				for( i = 0; i < 2; i++ )
					dir[ i ] = - b->clamp_dir[ i ];

				ProjectPointOntoRectangleOutwards( pos, b->pos, dir, (const vec2_t*)rect );
			}

			pos[ 0 ] -= tw/2;
			pos[ 1 ] -= h/2;

			for( i = 0; i < l; i++ )
			{
				if( p[ i ] >= '0' && p[ i ] <= '9' )
					frame = p[ i ] - '0';
				else if( p[ i ] == '-' )
					frame = STAT_MINUS;
				else
					frame = -1;

				if( frame != -1 )
					trap_R_DrawStretchPic( pos[ 0 ], pos[ 1 ], h, h, 0, 0, 1, 1, cgs.media.numberShaders[ frame ] );

				pos[ 0 ] += h;
			}
		}
	}

	trap_R_ClearColor();
}
Esempio n. 2
0
static void CG_DrawBeacon( cbeacon_t *b )
{
	float angle;
	vec4_t color;

	if( b->type == BCT_TAG && b->clamped )
		return;

	Vector4Copy( b->color, color );

	// display important beacons at 100% opacity
	if( !( BG_Beacon( b->type )->flags & BCF_IMPORTANT ) )
		color[ 3 ] *= cgs.bc.hudAlpha;

	trap_R_SetColor( color );

	trap_R_DrawStretchPic( b->pos[ 0 ] - b->size/2,
	                       b->pos[ 1 ] - b->size/2,
	                       b->size, b->size,
	                       0, 0, 1, 1,
	                       CG_BeaconIcon( b, qtrue ) );

	if( b->flags & EF_BC_DYING )
		trap_R_DrawStretchPic( b->pos[ 0 ] - b->size/2 * 1.3,
		                       b->pos[ 1 ] - b->size/2 * 1.3,
		                       b->size * 1.3, b->size * 1.3,
		                       0, 0, 1, 1,
		                       cgs.media.beaconNoTarget );

	if ( b->clamped )
		trap_R_DrawRotatedPic( b->pos[ 0 ] - b->size/2 * 1.5,
		                       b->pos[ 1 ] - b->size/2 * 1.5,
		                       b->size * 1.5, b->size * 1.5,
		                       0, 0, 1, 1,
		                       cgs.media.beaconIconArrow,
		                       270.0 - ( angle = atan2( b->clamp_dir[ 1 ], b->clamp_dir[ 0 ] ) ) * 180 / M_PI );

	if( b->type == BCT_TIMER )
	{
		int num;

		num = BEACON_TIMER_TIME + b->ctime - cg.time;

		if( num > 0 )
		{
			float h, tw;
			const char *p;
			vec2_t pos, dir, rect[ 2 ];
			int i, l, frame;

			h = b->size * 0.4;
			p = va( "%d", num/100 );
			l = strlen( p );
			tw = h * l;

			if( !b->clamped )
			{
				pos[ 0 ] = b->pos[ 0 ];
				pos[ 1 ] = b->pos[ 1 ] + b->size/2 + h/2;
			}
			else
			{
				rect[ 0 ][ 0 ] = b->pos[ 0 ] - b->size/2 - tw/2;
				rect[ 1 ][ 0 ] = b->pos[ 0 ] + b->size/2 + tw/2;
				rect[ 0 ][ 1 ] = b->pos[ 1 ] - b->size/2 - h/2;
				rect[ 1 ][ 1 ] = b->pos[ 1 ] + b->size/2 + h/2;

				for( i = 0; i < 2; i++ )
					dir[ i ] = - b->clamp_dir[ i ];

				ProjectPointOntoRectangleOutwards( pos, b->pos, dir, (const vec2_t*)rect );
			}

			pos[ 0 ] -= tw/2;
			pos[ 1 ] -= h/2;

			for( i = 0; i < l; i++ )
			{
				if( p[ i ] >= '0' && p[ i ] <= '9' )
					frame = p[ i ] - '0';
				else if( p[ i ] == '-' )
					frame = STAT_MINUS;
				else
					frame = -1;

				if( frame != -1 )
					trap_R_DrawStretchPic( pos[ 0 ], pos[ 1 ], h, h, 0, 0, 1, 1, cgs.media.numberShaders[ frame ] );

				pos[ 0 ] += h;
			}
		}
	}

	trap_R_SetColor( NULL );
}