Пример #1
0
/*
=================
CG_MissionCompletion
=================
*/
void CG_MissionCompletion(void)
{
	char text[1024]={0};
	int w,x,y;
	const int pad = 18;

	cgi_SP_GetStringTextString( "INGAME_MISSIONCOMPLETION", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontMedium, 1.2f);	
	cgi_R_Font_DrawString(320 - w/2, 53, text, colorTable[CT_LTGOLD1], cgs.media.qhFontMedium, -1, 1.2f);

	x = 75;
	y =86;
	cgi_SP_GetStringTextString( "INGAME_SECRETAREAS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,    y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_SP_GetStringTextString( "INGAME_SECRETAREAS_OF", text, sizeof(text) );
	cgi_R_Font_DrawString(x+w,  y, va("%d %s %d", 
										cg_entities[0].gent->client->sess.missionStats.secretsFound, 
										text,
										cg_entities[0].gent->client->sess.missionStats.totalSecrets
										),
							colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_ENEMIESKILLED", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w,y, va("%d",cg_entities[0].gent->client->sess.missionStats.enemiesKilled), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
	/*
	cgi_SP_GetStringTextString( "INGAME_SECRETAREAS_OF", text, sizeof(text) );
	cgi_R_Font_DrawString(x+w,y, va("%d %s %d",
										cg_entities[0].gent->client->sess.missionStats.enemiesKilled,
										text,
										cg_entities[0].gent->client->sess.missionStats.enemiesSpawned
										), 
							colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
	*/

	y +=pad;
	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_FAVORITEWEAPON", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	
	int wpn=0,i;
	int max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[0];
	for (i = 1; i<WP_NUM_WEAPONS; i++)
	{
		if (cg_entities[0].gent->client->sess.missionStats.weaponUsed[i] > max_wpn)
		{
			max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[i];
			wpn = i;
		}
	}

	if ( wpn )
	{
		gitem_t	*wItem= FindItemForWeapon( (weapon_t)wpn);
		cgi_SP_GetStringTextString( va("INGAME_%s",wItem->classname ), text, sizeof( text ));
	//	cgi_R_Font_DrawString(x+w, y, va("%d",wpn), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
		cgi_R_Font_DrawString(x+w, y, text, colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
	}

	x = 334+70;
	y = 86;
	cgi_SP_GetStringTextString( "INGAME_SHOTSFIRED", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.shotsFired), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);


	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_HITS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.hits), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);


	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_ACCURACY", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	const float percent = cg_entities[0].gent->client->sess.missionStats.shotsFired? 100.0f * (float)cg_entities[0].gent->client->sess.missionStats.hits / cg_entities[0].gent->client->sess.missionStats.shotsFired : 0;
	cgi_R_Font_DrawString(x+w, y, va("%.2f%%",percent), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	if ( cg_entities[0].gent->client->sess.missionStats.weaponUsed[WP_SABER] <= 0 )
	{
		return; //don't have saber yet, so don't print any stats
	}
//first column, FORCE POWERS
	y =180;
	cgi_SP_GetStringTextString( "INGAME_FORCEUSE", text, sizeof(text) );
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_HEAL", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_HEAL]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_SPEED", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_SPEED]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_PULL", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_PULL]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_PUSH", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_PUSH]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString("INGAME_MINDTRICK", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_TELEPATHY]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_GRIP", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_GRIP]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_LIGHTNING", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_LIGHTNING]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

//second column, LIGHT SABER
	y = 180;
	x = 140;
	cgi_SP_GetStringTextString( "INGAME_LIGHTSABERUSE", text, sizeof(text) );
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_THROWN", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.saberThrownCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_BLOCKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.saberBlocksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_LEGATTACKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.legAttacksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_ARMATTACKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.armAttacksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_BODYATTACKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.torsoAttacksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_OTHERATTACKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.otherAttacksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
}
Пример #2
0
/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation( void ) {
	int		y;

	// draw the dialog background
	const char	*info	= CG_ConfigString( CS_SERVERINFO );
	const char	*s		= Info_ValueForKey( info, "mapname" );

	qhandle_t	levelshot;

	extern SavedGameJustLoaded_e g_eSavedGameJustLoaded;	// hack! (hey, it's the last week of coding, ok?
//	if ( g_eSavedGameJustLoaded == eFULL ) 
//	{
//		levelshot = 0;	//use the loaded thumbnail instead of the levelshot
//	} 
//	else
	{
		levelshot = cgi_R_RegisterShaderNoMip( va( "levelshots/%s", s ) );	
	#ifndef FINAL_BUILD
		if (!levelshot && !strncmp(s, "work/",5) )
		{
			levelshot = cgi_R_RegisterShaderNoMip( va( "levelshots/%s", s+5 ) );	
		}
	#endif
		if (!levelshot) {
			levelshot = cgi_R_RegisterShaderNoMip( "menu/art/unknownmap" );	
		}
	}

	if ( g_eSavedGameJustLoaded != eFULL && !strcmp(s,"yavin1") )//special case for first map!
	{
		char	text[1024]={0};

		//
		cgi_R_SetColor( colorTable[CT_BLACK] );
		CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, cgs.media.whiteShader );

		cgi_SP_GetStringTextString( "SP_INGAME_ALONGTIME", text, sizeof(text) );

		int w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontMedium, 1.0f);
		cgi_R_Font_DrawString((320)-(w/2), 140, text,  colorTable[CT_ICON_BLUE], cgs.media.qhFontMedium, -1, 1.0f);
	}
	else
	{
		CG_DrawLoadingScreen(levelshot, s);
		cgi_UI_Menu_Paint( cgi_UI_GetMenuByName( "loadscreen" ), qtrue );
		//cgi_UI_MenuPaintAll();
	}

	CG_LoadBar();


	// the first 150 rows are reserved for the client connection
	// screen to write into
//	if ( cg.processedSnapshotNum == 0 ) 
	{
		// still loading
		// print the current item being loaded

#ifdef _DEBUG
		cgi_R_Font_DrawString( 40, 416, va("LOADING ... %s",cg.infoScreenText),colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 1.0f );
#endif
	}

	// draw info string information

	y = 20;
	// map-specific message (long map name)
	s = CG_ConfigString( CS_MESSAGE );

	if ( s[0] ) 
	{
		if (s[0] == '@')
		{	
			char text[1024]={0};
			cgi_SP_GetStringTextString( s+1, text, sizeof(text) );
			cgi_R_Font_DrawString( 15, y, va("\"%s\"",text),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f );
		}
		else 
		{
			cgi_R_Font_DrawString( 15, y, va("\"%s\"",s),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f );
		}
		y += 20;
	}
}
Пример #3
0
// display text in a supplied box, start at top left and going down by however many pixels I feel like internally, 
//	return value is NULL if all fitted, else char * of next char to continue from that didn't fit.
//
// (coords are in the usual 640x480 virtual space)...
//
// ( if you get the same char * returned as what you passed in, then none of it fitted at all (box too small) )
//
const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight, 
								const char *psText, int iFontHandle, float fScale,
								const vec4_t v4Color)
{
	cgi_R_SetColor( v4Color );

	// Setup a reasonable vertical spacing (taiwanese & japanese need 1.5 fontheight, so use that for all)...
	//
	const int iFontHeight		 = cgi_R_Font_HeightPixels(iFontHandle, fScale);
	const int iFontHeightAdvance = (int) (1.5f * (float) iFontHeight);
	int iYpos = iBoxY;	// start print pos

	// findmeste	// test stuff, remove later
//	psText = "賽卓哥爾博士已經安全了,我也把所有發現報告給「商店」。很不幸地,瑞士警局有些白癡發現了一些狀況,準備在機場逮捕亞歷西•納克瑞得。他偽裝成外交使節,穿過了層層防備。現在他握有人質,並且威脅要散播病毒。根據最搆sCurrentTextReadPos的報告,納克瑞得以及他的黨羽已經完全佔據了機場。我受命來追捕納克瑞得以及救出所有人質。這並不容易。";

	// this could probably be simplified now, but it was converted from something else I didn't originally write, 
	//	and it works anyway so wtf...
	//
	const char *psCurrentTextReadPos = psText;	
	const char *psReadPosAtLineStart = psCurrentTextReadPos;	
	const char *psBestLineBreakSrcPos = psCurrentTextReadPos;
	const char *psLastGood_s;	// needed if we get a full screen of chars with no punctuation or space (see usage notes)
	while( *psCurrentTextReadPos && (iYpos + iFontHeight < (iBoxY + iBoxHeight)) )
	{
		char sLineForDisplay[2048];	// ott

		// construct a line...
		//
		psCurrentTextReadPos = psReadPosAtLineStart;
		sLineForDisplay[0] = '\0';
		while ( *psCurrentTextReadPos )
		{
			psLastGood_s = psCurrentTextReadPos;

			// read letter...
			//
			qboolean bIsTrailingPunctuation;
			unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&psCurrentTextReadPos, &bIsTrailingPunctuation);

			// concat onto string so far...
			//
			if (uiLetter == 32 && sLineForDisplay[0] == '\0')
			{
				psReadPosAtLineStart++;
				continue;	// unless it's a space at the start of a line, in which case ignore it.
			}

			if (uiLetter > 255)
			{
				Q_strcat(sLineForDisplay, sizeof(sLineForDisplay),va("%c%c",uiLetter >> 8, uiLetter & 0xFF));
			}
			else
			{
				Q_strcat(sLineForDisplay, sizeof(sLineForDisplay),va("%c",uiLetter & 0xFF));
			}

			if (uiLetter == '\n')
			{
				// explicit new line...
				//
				sLineForDisplay[ strlen(sLineForDisplay)-1 ] = '\0';	// kill the CR
				psReadPosAtLineStart = psCurrentTextReadPos;
				psBestLineBreakSrcPos = psCurrentTextReadPos;
				break;	// print this line
			}
			else 
			if ( cgi_R_Font_StrLenPixels(sLineForDisplay, iFontHandle, fScale) >= iBoxWidth )
			{					
				// reached screen edge, so cap off string at bytepos after last good position...
				//
				if (uiLetter > 255 && bIsTrailingPunctuation && !cgi_Language_UsesSpaces())
				{
					// Special case, don't consider line breaking if you're on an asian punctuation char of
					//	a language that doesn't use spaces...
					//
				}
				else
				{
					if (psBestLineBreakSrcPos == psReadPosAtLineStart)
					{
						//  aarrrggh!!!!!   we'll only get here is someone has fed in a (probably) garbage string,
						//		since it doesn't have a single space or punctuation mark right the way across one line
						//		of the screen.  So far, this has only happened in testing when I hardwired a taiwanese 
						//		string into this function while the game was running in english (which should NEVER happen 
						//		normally).  On the other hand I suppose it'psCurrentTextReadPos entirely possible that some taiwanese string 
						//		might have no punctuation at all, so...
						//
						psBestLineBreakSrcPos = psLastGood_s;	// force a break after last good letter
					}

					sLineForDisplay[ psBestLineBreakSrcPos - psReadPosAtLineStart ] = '\0';
					psReadPosAtLineStart = psCurrentTextReadPos = psBestLineBreakSrcPos;
					break;	// print this line
				}
			}

			// record last-good linebreak pos...  (ie if we've just concat'd a punctuation point (western or asian) or space)
			//
			if (bIsTrailingPunctuation || uiLetter == ' ' || (uiLetter > 255 && !cgi_Language_UsesSpaces()))
			{
				psBestLineBreakSrcPos = psCurrentTextReadPos;
			}
		}
Пример #4
0
/*
====================
ObjectivePrint_Line

Print a single mission objective
====================
*/
static void ObjectivePrint_Line(const int color, const int objectIndex, int &missionYcnt)
{
	char *str,*strBegin;
	int y,pixelLen,charLen,i;
	const int maxHoldText = 1024;
	char holdText[maxHoldText];
	char finalText[2048];
	qhandle_t	graphic;

	int iYPixelsPerLine = cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f);

	cgi_SP_GetStringTextString( va("OBJECTIVES_%s",objectiveTable[objectIndex].name) , finalText, sizeof(finalText) );

	// A hack to be able to count prisoners 
	if (objectIndex==T2_RANCOR_OBJ5)
	{
		char value[64];
		int	currTotal, minTotal;

		gi.Cvar_VariableStringBuffer("ui_prisonerobj_currtotal",value,sizeof(value));
		currTotal = atoi(value);
		gi.Cvar_VariableStringBuffer("ui_prisonerobj_maxtotal",value,sizeof(value));
		minTotal = atoi(value);

		Q_strncpyz(finalText, va(finalText,currTotal,minTotal), sizeof(finalText));
	}

	pixelLen = cgi_R_Font_StrLenPixels(finalText, cgs.media.qhFontMedium, 1.0f);

	str = finalText;

	if (cgi_Language_IsAsian())
	{
		// this is execrable, and should NOT have had to've been done now, but...
		//
		extern const char *CG_DisplayBoxedText(	int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight, 
												const char *psText, int iFontHandle, float fScale,
												const vec4_t v4Color);
		extern int giLinesOutput;
		extern float gfAdvanceHack;

		gfAdvanceHack = 1.0f;	// override internal vertical advance
		y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);

		// Advance line if a graphic has printed
		for (i=0;i<MAX_OBJ_GRAPHICS;i++)
		{
			if (obj_graphics[i])
			{
				y += OBJ_GRAPHIC_SIZE + 4;
			}
		}

		CG_DisplayBoxedText(
			objectiveStartingXpos,
			y,
			objectiveTextBoxWidth,
			objectiveTextBoxHeight,
			finalText,	// int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight, const char *psText
			cgs.media.qhFontMedium,		// int iFontHandle, 
			1.0f,						// float fScale,
			colorTable[color]			// const vec4_t v4Color
			);

		gfAdvanceHack = 0.0f;	// restore
		missionYcnt += giLinesOutput;
	}
	else
	{
		// western...
		//
		if (pixelLen < objectiveTextBoxWidth)	// One shot - small enough to print entirely on one line
		{
			y =objectiveStartingYpos + (iYPixelsPerLine * (missionYcnt));

			cgi_R_Font_DrawString (
				objectiveStartingXpos, 
				y, 
				str, 
				colorTable[color], 
				cgs.media.qhFontMedium, 
				-1, 
				1.0f);

			++missionYcnt;
		}
		// Text is too long, break into lines.
		else
		{
			char holdText2[2];
			pixelLen = 0;
			charLen = 0;
			holdText2[1] = '\0';
			strBegin = str;

			while( *str ) 
			{
				holdText2[0] = *str;
				pixelLen += cgi_R_Font_StrLenPixels(holdText2, cgs.media.qhFontMedium, 1.0f);

				pixelLen += 2; // For kerning
				++charLen;

				if (pixelLen > objectiveTextBoxWidth ) 
				{	//Reached max length of this line
					//step back until we find a space
					while ((charLen>10) && (*str != ' ' ))
					{
						--str;
						--charLen;
					}

					if (*str==' ')
					{
						++str;	// To get past space
					}

					assert( charLen<maxHoldText );	// Too big?

					Q_strncpyz( holdText, strBegin, charLen);
					holdText[charLen] = '\0';
					strBegin = str;
					pixelLen = 0;
					charLen = 1;

					y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);

					CG_DrawProportionalString(
						objectiveStartingXpos, 
						y, 
						holdText, 
						CG_SMALLFONT, 
						colorTable[color] );

					++missionYcnt;
				} 
				else if (*(str+1) == '\0')
				{
					++charLen;

					assert( charLen<maxHoldText );	// Too big?

					y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);

					Q_strncpyz( holdText, strBegin, charLen);
					CG_DrawProportionalString(
						objectiveStartingXpos, 
						y, holdText, 
						CG_SMALLFONT, 
						colorTable[color] );

					++missionYcnt;
					break;
				}
				++str; 


			} 
		}
	}

	if (objectIndex == T3_BOUNTY_OBJ1)
	{
		y =objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
		if (obj_graphics[1])
		{
			y += OBJ_GRAPHIC_SIZE + 4;
		}
		if (obj_graphics[2])
		{
			y += OBJ_GRAPHIC_SIZE + 4;
		}
		graphic = cgi_R_RegisterShaderNoMip("textures/system/viewscreen1");
		CG_DrawPic( 355, 50, OBJ_GRAPHIC_SIZE, OBJ_GRAPHIC_SIZE, graphic );
		obj_graphics[3] = qtrue;
	}

}
Пример #5
0
/*
====================
CG_DrawDataPadObjectives

Draw routine for the objective info screen of the data pad.
====================
*/
void CG_DrawDataPadObjectives(const centity_t *cent )
{
	int		i,totalY;
	int		iYPixelsPerLine = cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f);

	const short titleXPos = objectiveStartingXpos - 22;		// X starting position for title text
	const short titleYPos = objectiveStartingYpos - 23;		// Y starting position for title text
	const short graphic_size = 16;							// Size (width and height) of graphic used to show status of objective
	const short graphicXpos = objectiveStartingXpos - graphic_size - 8;	// Amount of X to backup from text starting position
	const short graphicYOffset = (iYPixelsPerLine - graphic_size)/2;	// Amount of Y to raise graphic so it's in the center of the text line

	missionInfo_Updated = qfalse;		// This will stop the text from flashing
	cg.missionInfoFlashTime = 0;

	// zero out objective graphics 
	for (i=0;i<MAX_OBJ_GRAPHICS;i++)
	{
		obj_graphics[i] = qfalse;
	}

	// Title Text at the top 
	char text[1024]={0};
	cgi_SP_GetStringTextString( "SP_INGAME_OBJECTIVES", text, sizeof(text) );
	cgi_R_Font_DrawString (titleXPos, titleYPos, text, colorTable[CT_TITLE], cgs.media.qhFontMedium, -1, 1.0f);

	int missionYcnt = 0;

	// Print all active objectives
	for (i=0;i<MAX_OBJECTIVES;i++)
	{
		// Is there an objective to see?
		if (cent->gent->client->sess.mission_objectives[i].display)
		{
			// Calculate the Y position
			totalY = objectiveStartingYpos + (iYPixelsPerLine * (missionYcnt))+(iYPixelsPerLine/2);

			//	Draw graphics that show if mission has been accomplished or not
			cgi_R_SetColor(colorTable[CT_BLUE3]);
			CG_DrawPic( (graphicXpos),   (totalY-graphicYOffset),   graphic_size,  graphic_size, cgs.media.messageObjCircle);	// Circle in front
			if (cent->gent->client->sess.mission_objectives[i].status == OBJECTIVE_STAT_SUCCEEDED)
			{
				CG_DrawPic( (graphicXpos),   (totalY-graphicYOffset),   graphic_size,  graphic_size, cgs.media.messageLitOn);	// Center Dot
			}

			// Print current objective text
			ObjectivePrint_Line(CT_WHITE, i, missionYcnt );
		}
	}

	// No mission text?
	if (!missionYcnt)
	{
		// Set the message a quarter of the way down and in the center of the text box
		int messageYPosition = objectiveStartingYpos + (objectiveTextBoxHeight / 4);

		cgi_SP_GetStringTextString( "SP_INGAME_OBJNONE", text, sizeof(text) );
		int messageXPosition = objectiveStartingXpos + (objectiveTextBoxWidth/2) -  (cgi_R_Font_StrLenPixels(text, cgs.media.qhFontMedium, 1.0f) /2);

		cgi_R_Font_DrawString (
			messageXPosition, 
			messageYPosition, 
			text, 
			colorTable[CT_WHITE], 
			cgs.media.qhFontMedium, 
			-1, 
			1.0f);
	}
}
Пример #6
0
/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
overylays UI_DrawConnectText from ui_connect.cpp
====================
*/
void CG_DrawInformation( void ) {
	int			y;


	// draw the dialog background
	const char	*info	= CG_ConfigString( CS_SERVERINFO );
	const char	*s		= Info_ValueForKey( info, "mapname" );
	const qhandle_t	levelshot = cgi_R_RegisterShaderNoMip( va( "levelshots/%s", s ) );	

	extern SavedGameJustLoaded_e g_eSavedGameJustLoaded;	// hack! (hey, it's the last week of coding, ok?
	if ( !levelshot || g_eSavedGameJustLoaded == eFULL ) 
	{
		// keep whatever's in the screen buffer so far (either the last ingame rendered-image (eg for maptransition)
		//	or the screenshot built-in to a loaded save game...
		//
		cgi_R_DrawScreenShot( 0, 480, 640, -480 );
	} else {
		// put up the pre-defined levelshot for this map...
		//
		cgi_R_SetColor( NULL );
		CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot );
	}

	if ( g_eSavedGameJustLoaded != eFULL && !strcmp(s,"kejim_post") )//special case for first map!
	{
		char	text[1024]={0};
		cgi_SP_GetStringTextString( "INGAME_ALONGTIME", text, sizeof(text) );

		int w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontMedium, 1.0f);
		cgi_R_Font_DrawString((320)-(w/2), 140, text,  colorTable[CT_ICON_BLUE], cgs.media.qhFontMedium, -1, 1.0f);
	}
	else
	if (cg_missionstatusscreen.integer )
	{
		CG_MissionCompletion();
	}
	CG_LoadBar();


	// the first 150 rows are reserved for the client connection
	// screen to write into
	if ( cg.processedSnapshotNum == 0 ) {
		// still loading
		// print the current item being loaded

#ifndef NDEBUG
		cgi_R_Font_DrawString( 48, 398, va("LOADING ... %s",cg.infoScreenText),colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 1.0f );
#endif
	}

	// draw info string information

	y = 20;
	// map-specific message (long map name)
	s = CG_ConfigString( CS_MESSAGE );

	if ( s[0] ) 
	{
		if (s[0] == '@')
		{	
			char text[1024]={0};
			cgi_SP_GetStringTextString( s+1, text, sizeof(text) );
			cgi_R_Font_DrawString( 15, y, va("\"%s\"",text),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f );
		}
		else 
		{
			cgi_R_Font_DrawString( 15, y, va("\"%s\"",s),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f );
		}
		y += 20;
	}
}
Пример #7
0
/*
====================
MissionPrint_Line
====================
*/
static void MissionPrint_Line(const int color, const int objectIndex, int &missionYcnt)
{
	char *str,*strBegin;
	int y,pixelLen,charLen;
	char holdText[1024] ;
	char finalText[2048];
	qhandle_t	graphic;

	cgi_SP_GetStringText( PACKAGE_OBJECTIVES<<8|objectIndex , finalText, sizeof(finalText) );

	pixelLen = cgi_R_Font_StrLenPixels(finalText, cgs.media.qhFontMedium, 1.0f);

	str = finalText;

/*	CG_DisplayBoxedText(70,50,500,300,finalText,
						cgs.media.qhFontSmall,
						1.0f,
						colorTable[color]	
						);
*/
	if (pixelLen < 500)	// One shot - small enough to print entirely on one line
	{
		y =missionYpos + (18 * (missionYcnt));
		if (obj_graphics[0])
		{
			y += 32 + 4;
		}
		if (obj_graphics[1])
		{
			y += 32 + 4;
		}
		if (obj_graphics[2])
		{
			y += 32 + 4;
		}
		CG_DrawProportionalString(108, y,str, CG_SMALLFONT, colorTable[color] );
		++missionYcnt;
	}
	// Text is too long, break into lines.
	else
	{
		char holdText2[2];
		pixelLen = 0;
		charLen = 0;
		holdText2[1] = NULL;
		strBegin = str;

		while( *str ) 
		{
			holdText2[0] = *str;
			pixelLen += cgi_R_Font_StrLenPixels(holdText2, cgs.media.qhFontMedium, 1.0f);

			pixelLen += 2; // For kerning
			++charLen;

			if (pixelLen > 500 ) 
			{	//Reached max length of this line
				//step back until we find a space
				while ((charLen) && (*str != ' ' ))
				{
					--str;
					--charLen;
				}

				if (*str==' ')
				{
					++str;	// To get past space
				}

				Q_strncpyz( holdText, strBegin, charLen);
				holdText[charLen] = NULL;
				strBegin = str;
				pixelLen = 0;
				charLen = 1;

				y = missionYpos + (18 * missionYcnt);

				CG_DrawProportionalString(108, y, holdText, CG_SMALLFONT, colorTable[color] );
				++missionYcnt;
			} 
			else if (*(str+1) == NULL)
			{
				++charLen;

				y = missionYpos + (18 * missionYcnt);

				Q_strncpyz( holdText, strBegin, charLen);
				CG_DrawProportionalString(108, y, holdText, CG_SMALLFONT, colorTable[color] );
				++missionYcnt;
				break;
			}
			++str; 


		} 
	}

	// Special case hack
	if (objectIndex == DOOM_COMM_OBJ4)
	{
		y = missionYpos + (18 * missionYcnt);
		graphic = cgi_R_RegisterShaderNoMip("textures/system/securitycode");
		CG_DrawPic( 320 - (128/2), y+8, 128, 32, graphic );
		obj_graphics[0] = qtrue;
	}
	else if (objectIndex == KEJIM_POST_OBJ3)
	{
		y = missionYpos + (18 * missionYcnt);
		graphic = cgi_R_RegisterShaderNoMip("textures/system/securitycode_red");
		CG_DrawPic( 320 - (32/2), y+8, 32, 32, graphic );
		obj_graphics[1] = qtrue;
	}
	else if (objectIndex == KEJIM_POST_OBJ4)
	{
		y =missionYpos + (18 * missionYcnt);
		if (obj_graphics[1])
		{
			y += 32 + 4;
		}
		graphic = cgi_R_RegisterShaderNoMip("textures/system/securitycode_green");
		CG_DrawPic( 320 - (32/2), y+8, 32, 32, graphic );
		obj_graphics[2] = qtrue;
	}
	else if (objectIndex == KEJIM_POST_OBJ5)
	{
		y =missionYpos + (18 * missionYcnt);
		if (obj_graphics[1])
		{
			y += 32 + 4;
		}
		if (obj_graphics[2])
		{
			y += 32 + 4;
		}
		graphic = cgi_R_RegisterShaderNoMip("textures/system/securitycode_blue");
		CG_DrawPic( 320 - (32/2), y+8, 32, 32, graphic );
		obj_graphics[3] = qtrue;
	}
}
Пример #8
0
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w,y, va("%d",cg_entities[0].gent->client->sess.missionStats.enemiesKilled), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
	/*
	cgi_SP_GetStringTextString( "SP_INGAME_SECRETAREAS_OF", text, sizeof(text) );
	cgi_R_Font_DrawString(x+w,y, va("%d %s %d",
										cg_entities[0].gent->client->sess.missionStats.enemiesKilled,
										text,
										cg_entities[0].gent->client->sess.missionStats.enemiesSpawned
										), 
							colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
	*/

	y +=pad;
	y +=pad;
	cgi_SP_GetStringTextString( "SP_INGAME_FAVORITEWEAPON", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	
	int wpn=0,i;
	int max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[0];
	for (i = 1; i<WP_NUM_WEAPONS; i++)
	{
		if (cg_entities[0].gent->client->sess.missionStats.weaponUsed[i] > max_wpn)
		{
			max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[i];
			wpn = i;
		}
	}

	if ( wpn )
	{