Пример #1
0
void CG_DrawLivesLeft(hudComponent_t comp)
{
	if (cg_gameType.integer == GT_WOLF_LMS)
	{
		return;
	}

	if (cg.snap->ps.persistant[PERS_RESPAWNS_LEFT] < 0)
	{
		return;
	}

	CG_DrawPic(4, 360, 48, 24, cg.snap->ps.persistant[PERS_TEAM] == TEAM_ALLIES ? cgs.media.hudAlliedHelmet : cgs.media.hudAxisHelmet);

	CG_DrawField(44, 360, 3, cg.snap->ps.persistant[PERS_RESPAWNS_LEFT], 14, 20, qtrue, qtrue);
}
/*
==================
CG_BuildableStatusDisplay
==================
*/
static void CG_BuildableStatusDisplay( centity_t *cent )
{
  entityState_t   *es = &cent->currentState;
  vec3_t          origin;
  float           healthScale;
  int             health;
  float           x, y;
  vec4_t          color;
  qboolean        powered, marked;
  trace_t         tr;
  float           d;
  buildStat_t     *bs;
  int             i, j;
  int             entNum;
  vec3_t          trOrigin;
  vec3_t          right;
  qboolean        visible = qfalse;
  vec3_t          mins, maxs;
  entityState_t   *hit;

  if( BG_FindTeamForBuildable( es->modelindex ) == BIT_ALIENS )
    bs = &cgs.alienBuildStat;
  else
    bs = &cgs.humanBuildStat;

  if( !bs->loaded )
    return;
  
  d = Distance( cent->lerpOrigin, cg.refdef.vieworg );
  if( d > STATUS_MAX_VIEW_DIST )
    return;
 
  Vector4Copy( bs->foreColor, color );

  // trace for center point 
  BG_FindBBoxForBuildable( es->modelindex, mins, maxs );

  VectorCopy( cent->lerpOrigin, origin );

  // center point
  origin[ 2 ] += mins[ 2 ];
  origin[ 2 ] += ( abs( mins[ 2 ] ) + abs( maxs[ 2 ] ) ) / 2;

  entNum = cg.predictedPlayerState.clientNum;

  // if first try fails, step left, step right
  for( j = 0; j < 3; j++ )
  {
    VectorCopy( cg.refdef.vieworg, trOrigin );
    switch( j )
    {
      case 1:
        // step right
        AngleVectors( cg.refdefViewAngles, NULL, right, NULL );
        VectorMA( trOrigin, STATUS_PEEK_DIST, right, trOrigin );
        break;
      case 2:
        // step left
        AngleVectors( cg.refdefViewAngles, NULL, right, NULL );
        VectorMA( trOrigin, -STATUS_PEEK_DIST, right, trOrigin );
        break;
      default:
        break;
    }
    // look through up to 3 players and/or transparent buildables
    for( i = 0; i < 3; i++ )
    {
      CG_Trace( &tr, trOrigin, NULL, NULL, origin, entNum, MASK_SHOT );
      if( tr.entityNum == cent->currentState.number )
      {
        visible = qtrue;
        break;
      }

      if( tr.entityNum == ENTITYNUM_WORLD )
        break;

      hit  = &cg_entities[ tr.entityNum ].currentState;

      if( tr.entityNum < MAX_CLIENTS || ( hit->eType == ET_BUILDABLE &&
          ( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) ||
            BG_FindTransparentTestForBuildable( hit->modelindex ) ) ) )
      {
        entNum = tr.entityNum;
        VectorCopy( tr.endpos, trOrigin );
      }
      else
        break;
    }
  }
  // hack to make the kit obscure view
  if( cg_drawGun.integer && visible &&
      cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS &&
      CG_WorldToScreen( origin, &x, &y ) )
  {
    if( x > 450 && y > 290 )
      visible = qfalse;
  }

  if( !visible && cent->buildableStatus.visible )
  {
    cent->buildableStatus.visible   = qfalse;
    cent->buildableStatus.lastTime  = cg.time;
  }
  else if( visible && !cent->buildableStatus.visible )
  {
    cent->buildableStatus.visible   = qtrue;
    cent->buildableStatus.lastTime  = cg.time;
  }

  // Fade up
  if( cent->buildableStatus.visible )
  {
    if( cent->buildableStatus.lastTime + STATUS_FADE_TIME > cg.time )
      color[ 3 ] = (float)( cg.time - cent->buildableStatus.lastTime ) / STATUS_FADE_TIME;
  }

  // Fade down
  if( !cent->buildableStatus.visible )
  {
    if( cent->buildableStatus.lastTime + STATUS_FADE_TIME > cg.time )
      color[ 3 ] = 1.0f - (float)( cg.time - cent->buildableStatus.lastTime ) / STATUS_FADE_TIME;
    else
      return;
  }

  health = es->generic1 & B_HEALTH_MASK;
  healthScale = (float)health / B_HEALTH_MASK;

  if( health > 0 && healthScale < 0.01f )
    healthScale = 0.01f;
  else if( healthScale < 0.0f )
    healthScale = 0.0f;
  else if( healthScale > 1.0f )
    healthScale = 1.0f;

  if( CG_WorldToScreen( origin, &x, &y ) )
  {
    float  picH = bs->frameHeight;
    float  picW = bs->frameWidth;
    float  picX = x;
    float  picY = y;
    float  scale;
    float  subH, subY;
    vec4_t frameColor;

    // this is fudged to get the width/height in the cfg to be more realistic
    scale = ( picH / d ) * 3;

    powered = es->generic1 & B_POWERED_TOGGLEBIT;
    marked = es->generic1 & B_MARKED_TOGGLEBIT;

    picH *= scale;
    picW *= scale;
    picX -= ( picW * 0.5f );
    picY -= ( picH * 0.5f );

    // sub-elements such as icons and number
    subH = picH - ( picH * bs->verticalMargin );
    subY = picY + ( picH * 0.5f ) - ( subH * 0.5f );

    if( bs->frameShader )
    {
      Vector4Copy( bs->backColor, frameColor );
      frameColor[ 3 ] = color[ 3 ];
      trap_R_SetColor( frameColor );
      CG_DrawPic( picX, picY, picW, picH, bs->frameShader );
      trap_R_SetColor( NULL );
    }

    if( health > 0 )
    {
      float hX, hY, hW, hH;
      vec4_t healthColor;

      hX = picX + ( bs->healthPadding * scale );
      hY = picY + ( bs->healthPadding * scale );
      hH = picH - ( bs->healthPadding * 2.0f * scale );
      hW = picW * healthScale - ( bs->healthPadding * 2.0f * scale );

      if( healthScale == 1.0f )
        Vector4Copy( bs->healthLowColor, healthColor );
      else if( healthScale >= 0.75f )
        Vector4Copy( bs->healthGuardedColor, healthColor );
      else if( healthScale >= 0.50f )
        Vector4Copy( bs->healthElevatedColor, healthColor );
      else if( healthScale >= 0.25f )
        Vector4Copy( bs->healthHighColor, healthColor );
      else
        Vector4Copy( bs->healthSevereColor, healthColor );

      healthColor[ 3 ] = color[ 3 ];
      trap_R_SetColor( healthColor );
     
      CG_DrawPic( hX, hY, hW, hH, cgs.media.whiteShader );
      trap_R_SetColor( NULL );
    }

    if( bs->overlayShader )
    {
      float oW = bs->overlayWidth;
      float oH = bs->overlayHeight;
      float oX = x;
      float oY = y;

      oH *= scale;
      oW *= scale;
      oX -= ( oW * 0.5f );
      oY -= ( oH * 0.5f );
 
      trap_R_SetColor( frameColor );
      CG_DrawPic( oX, oY, oW, oH, bs->overlayShader );
      trap_R_SetColor( NULL );
    }

    trap_R_SetColor( color );
    if( !powered )
    {
      float pX;

      pX = picX + ( subH * bs->horizontalMargin );
      CG_DrawPic( pX, subY, subH, subH, bs->noPowerShader );
    }

    if( marked )
    {
      float mX;

      mX = picX + picW - ( subH * bs->horizontalMargin ) - subH;
      CG_DrawPic( mX, subY, subH, subH, bs->markedShader );
    }

    {
      float nX;
      int healthMax;
      int healthPoints;

      healthMax = BG_FindHealthForBuildable( es->modelindex );
      healthPoints = (int)( healthScale * healthMax );
      if( health > 0 && healthPoints < 1 )
        healthPoints = 1;
      nX = picX + ( picW * 0.5f ) - 2.0f - ( ( subH * 4 ) * 0.5f ); 
       
      if( healthPoints > 999 )
        nX -= 0.0f;
      else if( healthPoints > 99 )
        nX -= subH * 0.5f;
      else if( healthPoints > 9 )
        nX -= subH * 1.0f;
      else
        nX -= subH * 1.5f;
     
      CG_DrawField( nX, subY, 4, subH, subH, healthPoints );
    }
    trap_R_SetColor( NULL );
  }
}
Пример #3
0
/*
================
CG_DrawStatusBar

================
*/
static void CG_DrawStatusBar( void ) {
	int			color;
	centity_t	*cent;
	playerState_t	*ps;
	int			value;
	vec4_t		hcolor;
	vec3_t		angles;
	vec3_t		origin;

	static float colors[4][4] = { 
//		{ 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} };
		{ 1.0f, 0.69f, 0.0f, 1.0f },    // normal
		{ 1.0f, 0.2f, 0.2f, 1.0f },     // low health
		{ 0.5f, 0.5f, 0.5f, 1.0f },     // weapon firing
		{ 1.0f, 1.0f, 1.0f, 1.0f } };   // health > 100

	if ( cg_drawStatus.integer == 0 ) {
		return;
	}

	// draw the team background
	CG_DrawTeamBackground( 0, 420, 640, 60, 0.33f, cg.snap->ps.persistant[PERS_TEAM] );

	cent = &cg_entities[cg.snap->ps.clientNum];
	ps = &cg.snap->ps;

	VectorClear( angles );

	// draw any 3D icons first, so the changes back to 2D are minimized
	if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) {
		origin[0] = 70;
		origin[1] = 0;
		origin[2] = 0;
		angles[YAW] = 90 + 20 * sin( (cg.time / 1000.0) + cg.timeFraction / 1000.0 );
		CG_Draw3DModel( (CHAR_WIDTH*3 + TEXT_ICON_SPACE)*cgs.widthRatioCoef, 432, ICON_SIZE*cgs.widthRatioCoef, ICON_SIZE,
					   cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
	}

	CG_DrawStatusBarHead( 185 + (CHAR_WIDTH*3 + TEXT_ICON_SPACE)*cgs.widthRatioCoef );

	if( cg.predictedPlayerState.powerups[PW_REDFLAG] ) {
		CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_RED );
	} else if( cg.predictedPlayerState.powerups[PW_BLUEFLAG] ) {
		CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_BLUE );
	} else if( cg.predictedPlayerState.powerups[PW_NEUTRALFLAG] ) {
		CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_FREE );
	}

	if ( ps->stats[ STAT_ARMOR ] ) {
		origin[0] = 90;
		origin[1] = 0;
		origin[2] = -10;
		angles[YAW] = ( (cg.time & 2047) + cg.timeFraction ) * 360 / 2048.0;
		CG_Draw3DModel( 370 + (CHAR_WIDTH*3 + TEXT_ICON_SPACE)*cgs.widthRatioCoef, 432, ICON_SIZE*cgs.widthRatioCoef, ICON_SIZE,
					   cgs.media.armorModel, 0, origin, angles );
	}

	//
	// ammo
	//
	if ( cent->currentState.weapon ) {
		value = ps->ammo[cent->currentState.weapon];
		if ( value > -1 ) {
			if ( cg.predictedPlayerState.weaponstate == WEAPON_FIRING
				&& cg.predictedPlayerState.weaponTime > 100 ) {
				// draw as dark grey when reloading
				color = 2;	// dark grey
			} else {
				if ( value >= 0 ) {
					color = 0;	// green
				} else {
					color = 1;	// red
				}
			}
			trap_R_SetColor( colors[color] );
			
			CG_DrawField (0, 432, 3, value);
			trap_R_SetColor( NULL );

			// if we didn't draw a 3D icon, draw a 2D icon for ammo
			if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) {
				qhandle_t	icon;

				icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
				if ( icon ) {
					CG_DrawPic( (CHAR_WIDTH*3 + TEXT_ICON_SPACE)*cgs.widthRatioCoef, 432, ICON_SIZE*cgs.widthRatioCoef, ICON_SIZE, icon );
				}
			}
		}
	}

	//
	// health
	//
	value = ps->stats[STAT_HEALTH];
	if ( value > 100 ) {
		trap_R_SetColor( colors[3] );		// white
	} else if (value > 25) {
		trap_R_SetColor( colors[0] );	// green
	} else if (value > 0) {
		color = (cg.time >> 8) & 1;	// flash
		trap_R_SetColor( colors[color] );
	} else {