示例#1
0
/**
 * @brief Add the specified ammount of ammo into the clip.
 * @param[in,out] ps which player
 * @param[in] weapon to add ammo for
 * @param[in] ammomove amount to add. 0 means fill the clip if possible
 * @param[in] outOfReserve amount to be added out of reserve
 * @return qboolean whether ammo was added to the clip.
 */
int AddToClip(playerState_t *ps, weapon_t weapon, int ammomove, int outOfReserve)
{
	int      inclip, maxclip;
	weapon_t ammoweap = GetWeaponTableData(weapon)->ammoIndex;

	if (!IS_VALID_WEAPON(weapon))
	{
		return qfalse;
	}

	inclip  = ps->ammoclip[GetWeaponTableData(weapon)->clipIndex];
	maxclip = GetWeaponTableData(weapon)->maxClip;

	if (!ammomove)     // amount to add to the clip not specified
	{
		ammomove = maxclip - inclip;    // max amount that can be moved into the clip
	}
	else if (ammomove > maxclip - inclip)
	{
		ammomove = maxclip - inclip;
	}

	if (outOfReserve)
	{
		// cap move amount if it's more than you've got in reserve
		if (ammomove > ps->ammo[ammoweap])
		{
			ammomove = ps->ammo[ammoweap];
		}
	}

	if (ammomove)
	{
		if (outOfReserve)
		{
			ps->ammo[ammoweap] -= ammomove;
		}
		ps->ammoclip[GetWeaponTableData(weapon)->clipIndex] += ammomove;
		return qtrue;
	}
	return qfalse;
}
示例#2
0
/**
 * @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);
		}
	}
}
示例#3
0
/**
* @brief Drop weapon.
*/
void G_DropWeapon(gentity_t *ent, weapon_t weapon)
{
	vec3_t    angles, velocity, org, offset, mins, maxs;
	gclient_t *client = ent->client;
	gentity_t *ent2;
	gitem_t   *item;
	trace_t   tr;

	if (!IS_VALID_WEAPON(weapon))
	{
		return;
	}

	item = BG_FindItemForWeapon(weapon);
	VectorCopy(client->ps.viewangles, angles);

	// clamp pitch
	if (angles[PITCH] < -30)
	{
		angles[PITCH] = -30;
	}
	else if (angles[PITCH] > 30)
	{
		angles[PITCH] = 30;
	}

	AngleVectors(angles, velocity, NULL, NULL);
	VectorScale(velocity, 64, offset);
	offset[2] += client->ps.viewheight / 2.f;
	VectorScale(velocity, 75, velocity);
	velocity[2] += 50 + random() * 35;

	VectorAdd(client->ps.origin, offset, org);

	VectorSet(mins, -ITEM_RADIUS, -ITEM_RADIUS, 0);
	VectorSet(maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS);

	trap_Trace(&tr, client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID);
	VectorCopy(tr.endpos, org);

	ent2 = LaunchItem(item, org, velocity, client->ps.clientNum);
	COM_BitClear(client->ps.weapons, weapon);

	switch (weapon)
	{
	case WP_KAR98:
		COM_BitClear(client->ps.weapons, WP_GPG40);
		break;
	case WP_CARBINE:
		COM_BitClear(client->ps.weapons, WP_M7);
		break;
	case WP_FG42:
		COM_BitClear(client->ps.weapons, WP_FG42SCOPE);
		break;
	case WP_K43:
		COM_BitClear(client->ps.weapons, WP_K43_SCOPE);
		break;
	case WP_GARAND:
		COM_BitClear(client->ps.weapons, WP_GARAND_SCOPE);
		break;
	case WP_MORTAR:
		COM_BitClear(client->ps.weapons, WP_MORTAR_SET);
		break;
	case WP_MORTAR2:
		COM_BitClear(client->ps.weapons, WP_MORTAR2_SET);
		break;
	case WP_MOBILE_MG42:
		COM_BitClear(client->ps.weapons, WP_MOBILE_MG42_SET);
		break;
	case WP_MOBILE_BROWNING:
		COM_BitClear(client->ps.weapons, WP_MOBILE_BROWNING_SET);
		break;
	default:
		break;
	}

	// Clear out empty weapon, change to next best weapon
	G_AddEvent(ent, EV_WEAPONSWITCHED, 0);

	if (weapon == client->ps.weapon)
	{
		client->ps.weapon = 0;
	}

	if (IS_MORTAR_WEAPON_SET(weapon))
	{
		ent2->count = client->ps.ammo[BG_FindAmmoForWeapon(weapon)] + client->ps.ammoclip[BG_FindClipForWeapon(weapon)];
	}
	else
	{
		ent2->count = client->ps.ammoclip[BG_FindClipForWeapon(weapon)];
	}

	if (weapon == WP_KAR98 || weapon == WP_CARBINE)
	{
		ent2->delay = client->ps.ammo[BG_FindAmmoForWeapon(weaponTable[weapon].weapAlts)];
	}
	else
	{
		ent2->delay = 0;
	}

	//  ent2->item->quantity = client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; // um, modifying an item is not a good idea
	client->ps.ammoclip[BG_FindClipForWeapon(weapon)] = 0;

#ifdef FEATURE_OMNIBOT
	Bot_Event_RemoveWeapon(client->ps.clientNum, Bot_WeaponGameToBot(weapon));
#endif
}
示例#4
0
/**
 * @brief CG_DrawPlayerWeaponIcon
 * @param[in] rect
 * @param drawHighlighted - unused
 * @param[in] align
 * @param[in] refcolor
 */
void CG_DrawPlayerWeaponIcon(rectDef_t *rect, qboolean drawHighlighted, int align, vec4_t *refcolor)
{
	int       realweap;
	qhandle_t icon;
	float     scale, halfScale;
	vec4_t    hcolor;

	VectorCopy(*refcolor, hcolor);
	hcolor[3] = 1.f;

	if (cg.predictedPlayerEntity.currentState.eFlags & EF_MOUNTEDTANK)
	{
		if (IS_MOUNTED_TANK_BROWNING(cg.snap->ps.clientNum))
		{
			realweap = WP_MOBILE_BROWNING;
		}
		else
		{
			realweap = WP_MOBILE_MG42;
		}
	}
	else if ((cg.predictedPlayerEntity.currentState.eFlags & EF_MG42_ACTIVE) || (cg.predictedPlayerEntity.currentState.eFlags & EF_AAGUN_ACTIVE))
	{
		realweap = WP_MOBILE_MG42;
	}
	else
	{
		realweap = cg.predictedPlayerState.weapon;
	}

	// we don't have icon[0];
	//if (drawHighlighted)
	//{
	//icon = cg_weapons[realweap].weaponIcon[0];
	//}
	//else
	//{
	//	icon = cg_weapons[realweap].weaponIcon[1];
	//}
	icon = cg_weapons[realweap].weaponIcon[1];

	// pulsing grenade icon to help the player 'count' in their head
	if (cg.predictedPlayerState.grenadeTimeLeft)
	{
		if (((cg.grenLastTime) % 1000) < ((cg.predictedPlayerState.grenadeTimeLeft) % 1000))
		{
			switch (cg.predictedPlayerState.grenadeTimeLeft / 1000)
			{
			case 3:
				trap_S_StartLocalSound(cgs.media.grenadePulseSound[3], CHAN_LOCAL_SOUND);
				break;
			case 2:
				trap_S_StartLocalSound(cgs.media.grenadePulseSound[2], CHAN_LOCAL_SOUND);
				break;
			case 1:
				trap_S_StartLocalSound(cgs.media.grenadePulseSound[1], CHAN_LOCAL_SOUND);
				break;
			case 0:
				trap_S_StartLocalSound(cgs.media.grenadePulseSound[0], CHAN_LOCAL_SOUND);
				break;
			}
		}

		scale     = (float)((cg.predictedPlayerState.grenadeTimeLeft) % 1000) / 100.0f;
		halfScale = scale * 0.5f;

		cg.grenLastTime = cg.predictedPlayerState.grenadeTimeLeft;
	}
	else if (realweap == WP_DYNAMITE && cg.predictedPlayerState.weaponDelay > 0)    // keep the dynamite tick sound ... in memory of good old time
	{
		if (cg.grenLastTime < cg.time)
		{
			trap_S_StartLocalSound(cgs.media.grenadePulseSound[3], CHAN_LOCAL_SOUND);
			cg.grenLastTime = cg.time + 1000;
		}

		scale     = (float)((cg.grenLastTime - cg.time) % 1000) / 100.0f;
		halfScale = scale * 0.5f;
	}
	else
	{
		scale = halfScale = 0;
	}

	if (icon)
	{
		float x, y, w, h;

		if (IS_VALID_WEAPON(realweap) && cg_weapons[realweap].weaponIconScale == 1)     // draw half width to match the icon asset
		{   // start at left
			x = rect->x - halfScale;
			y = rect->y - halfScale;
			w = rect->w / 2 + scale;
			h = rect->h + scale;

			switch (align)
			{
			case ITEM_ALIGN_CENTER:
				x += rect->w / 4;
				break;
			case ITEM_ALIGN_RIGHT:
				x += rect->w / 2;
				break;
			case ITEM_ALIGN_LEFT:
			default:
				break;
			}
		}
		else
		{
			x = rect->x - halfScale;
			y = rect->y - halfScale;
			w = rect->w + scale;
			h = rect->h + scale;
		}

		trap_R_SetColor(hcolor);
		CG_DrawPic(x, y, w, h, icon);
	}
}
示例#5
0
/**
 * @brief Drop Weapon
 * @param[in] ent
 * @param[in] weapon
 */
void G_DropWeapon(gentity_t *ent, weapon_t weapon)
{
	vec3_t    angles, velocity, org, offset, mins, maxs;
	gclient_t *client = ent->client;
	gentity_t *ent2;
	gitem_t   *item;
	trace_t   tr;

	if (!IS_VALID_WEAPON(weapon))
	{
		return;
	}

	item = BG_FindItemForWeapon(weapon);
	VectorCopy(client->ps.viewangles, angles);

	// clamp pitch
	if (angles[PITCH] < -30)
	{
		angles[PITCH] = -30;
	}
	else if (angles[PITCH] > 30)
	{
		angles[PITCH] = 30;
	}

	AngleVectors(angles, velocity, NULL, NULL);
	VectorScale(velocity, 64, offset);
	offset[2] += client->ps.viewheight / 2.f;
	VectorScale(velocity, 75, velocity);
	velocity[2] += 50 + random() * 35;

	VectorAdd(client->ps.origin, offset, org);

	VectorSet(mins, -ITEM_RADIUS, -ITEM_RADIUS, 0);
	VectorSet(maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS);

	trap_Trace(&tr, client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID);
	VectorCopy(tr.endpos, org);

	ent2 = LaunchItem(item, org, velocity, client->ps.clientNum);
	COM_BitClear(client->ps.weapons, weapon);

	if (GetWeaponTableData(weapon)->weapAlts != WP_NONE)
	{
		weapon_t weapAlts = GetWeaponTableData(weapon)->weapAlts;

		if (GetWeaponTableData(weapAlts)->isRiflenade || GetWeaponTableData(weapAlts)->isScoped || GetWeaponTableData(weapAlts)->isSetWeapon)
		{
			COM_BitClear(client->ps.weapons, weapAlts);
		}
	}

	// Clear out empty weapon, change to next best weapon
	G_AddEvent(ent, EV_WEAPONSWITCHED, 0);

	if (weapon == client->ps.weapon)
	{
		client->ps.weapon = 0;
	}

	if (GetWeaponTableData(weapon)->isMortarSet)
	{
		ent2->count = client->ps.ammo[GetWeaponTableData(weapon)->ammoIndex] + client->ps.ammoclip[GetWeaponTableData(weapon)->clipIndex];
	}
	else
	{
		ent2->count = client->ps.ammoclip[GetWeaponTableData(weapon)->clipIndex];
	}

	if (weapon == WP_KAR98 || weapon == WP_CARBINE)
	{
		ent2->delay = client->ps.ammo[GetWeaponTableData(GetWeaponTableData(weapon)->weapAlts)->ammoIndex];
	}
	else
	{
		ent2->delay = 0;
	}

	//  ent2->item->quantity = client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; // um, modifying an item is not a good idea
	client->ps.ammoclip[GetWeaponTableData(weapon)->clipIndex] = 0;

#ifdef FEATURE_OMNIBOT
	Bot_Event_RemoveWeapon(client->ps.clientNum, Bot_WeaponGameToBot(weapon));
#endif
}