engine/engine/client/sbar.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sbar.c -- status bar code
#include "quakedef.h"
#include "shader.h"
#define CON_ALTMASK (CON_2NDCHARSETTEXT|CON_WHITEMASK)
#ifdef QUAKEHUD
extern cvar_t *hud_tracking_show;
extern cvar_t *hud_miniscores_show;
cvar_t scr_scoreboard_drawtitle = CVARD("scr_scoreboard_drawtitle", "1", "Wastes screen space when looking at the scoreboard.");
cvar_t scr_scoreboard_forcecolors = CVARD("scr_scoreboard_forcecolors", "0", "Makes the scoreboard colours obey enemycolor/teamcolor rules."); //damn americans
cvar_t scr_scoreboard_newstyle = CVARD("scr_scoreboard_newstyle", "1", "Display team colours and stuff in a style popularised by Electro. Looks more modern, but might not quite fit classic huds."); // New scoreboard style ported from Electro, by Molgrum
cvar_t scr_scoreboard_showfrags = CVARD("scr_scoreboard_showfrags", "0", "Display kills+deaths+teamkills, as determined by fragfile.dat-based conprint parsing. These may be inaccurate if you join mid-game.");
cvar_t scr_scoreboard_showflags = CVARD("scr_scoreboard_showflags", "2", "Display flag caps+touches on the scoreboard, where our fragfile.dat supports them.\n0: off\n1: on\n2: on only if someone appears to have interacted with a flag.");
cvar_t scr_scoreboard_fillalpha = CVARD("scr_scoreboard_fillalpha", "0.7", "Transparency amount for newstyle scoreboard.");
cvar_t scr_scoreboard_teamscores = CVARD("scr_scoreboard_teamscores", "1", "Makes +showscores act as +showteamscores. Because reasons.");
cvar_t scr_scoreboard_teamsort = CVARD("scr_scoreboard_teamsort", "0", "On the scoreboard, sort players by their team BEFORE their personal score.");
cvar_t scr_scoreboard_titleseperator = CVAR("scr_scoreboard_titleseperator", "1");
cvar_t sbar_teamstatus = CVARD("sbar_teamstatus", "1", "Display the last team say from each of your team members just above the sbar area.");
cvar_t cl_sbaralpha = CVARAD("cl_sbaralpha", "0.75", "scr_sbaralpha", "Specifies the transparency of the status bar. Only Takes effect when cl_sbar is set to 2."); //with premultiplied alpha, this needs to affect the RGB values too.
//===========================================
//rogue changed and added defines
#define RIT_SHELLS (1u<<7)
#define RIT_NAILS (1u<<8)
#define RIT_ROCKETS (1u<<9)
#define RIT_CELLS (1u<<10)
#define RIT_AXE (1u<<11)
#define RIT_LAVA_NAILGUN (1u<<12)
#define RIT_LAVA_SUPER_NAILGUN (1u<<13)
#define RIT_MULTI_GRENADE (1u<<14)
#define RIT_MULTI_ROCKET (1u<<15)
#define RIT_PLASMA_GUN (1u<<16)
#define RIT_ARMOR1 (1u<<23)
#define RIT_ARMOR2 (1u<<24)
#define RIT_ARMOR3 (1u<<25)
#define RIT_LAVA_NAILS (1u<<26)
#define RIT_PLASMA_AMMO (1u<<27)
#define RIT_MULTI_ROCKETS (1u<<28)
#define RIT_SHIELD (1u<<29)
#define RIT_ANTIGRAV (1u<<30)
#define RIT_SUPERHEALTH (1u<<31)
//===========================================
//hipnotic added defines
#define HIT_PROXIMITY_GUN_BIT 16
#define HIT_MJOLNIR_BIT 7
#define HIT_LASER_CANNON_BIT 23
#define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
#define HIT_WETSUIT (1<<(23+2))
#define HIT_EMPATHY_SHIELDS (1<<(23+3))
int sb_updates; // if >= vid.numpages, no update needed
qboolean sbar_parsingteamstatuses; //so we don't eat it if its not displayed
#define STAT_MINUS 10 // num frame for '-' stats digit
static apic_t *sb_nums[2][11];
static apic_t *sb_colon, *sb_slash;
static apic_t *sb_ibar;
static apic_t *sb_sbar;
static apic_t *sb_scorebar;
static apic_t *sb_weapons[7][8]; // 0 is active, 1 is owned, 2-5 are flashes
static apic_t *sb_ammo[4];
static apic_t *sb_sigil[4];
static apic_t *sb_armor[3];
static apic_t *sb_items[32];
static apic_t *sb_faces[7][2]; // 0 is gibbed, 1 is dead, 2-6 are alive
// 0 is static, 1 is temporary animation
static apic_t *sb_face_invis;
static apic_t *sb_face_quad;
static apic_t *sb_face_invuln;
static apic_t *sb_face_invis_invuln;
//rogue pictures.
static qboolean sbar_rogue;
static apic_t *rsb_invbar[2];
static apic_t *rsb_weapons[5];
static apic_t *rsb_items[2];
static apic_t *rsb_ammo[3];
static apic_t *rsb_teambord;
//all must be found for any to be used.
//hipnotic pictures and stuff
static qboolean sbar_hipnotic;
static apic_t *hsb_weapons[7][5]; // 0 is active, 1 is owned, 2-5 are flashes
static int hipweapons[4] = {HIT_LASER_CANNON_BIT,HIT_MJOLNIR_BIT,4,HIT_PROXIMITY_GUN_BIT};
static apic_t *hsb_items[2];
//end hipnotic
static qboolean sbarfailed;
#ifdef HEXEN2
static qboolean sbar_hexen2;
#endif
vrect_t sbar_rect; //screen area that the sbar must fit.
float sbar_rect_left;
int sb_lines; // scan lines to draw
void Sbar_DeathmatchOverlay (playerview_t *pv, int start);
void Sbar_TeamOverlay (playerview_t *pv);
static void Sbar_MiniDeathmatchOverlay (playerview_t *pv);
void Sbar_ChatModeOverlay(playerview_t *pv);
static int Sbar_PlayerNum(playerview_t *pv)
{
int num;
num = pv->spectator?Cam_TrackNum(pv):-1;
if (num < 0)
num = pv->playernum;
return num;
}
static int Sbar_TopColour(player_info_t *p)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 16:12:17 -07:00
if (cl.teamfortress)
{
if (!Q_strcasecmp(p->team, "red"))
return 4;
if (!Q_strcasecmp(p->team, "blue"))
return 13;
}
if (scr_scoreboard_forcecolors.ival)
return p->ttopcolor;
else
return p->rtopcolor;
}
static int Sbar_BottomColour(player_info_t *p)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 16:12:17 -07:00
if (cl.teamfortress)
{
if (!Q_strcasecmp(p->team, "red"))
return 4;
if (!Q_strcasecmp(p->team, "blue"))
return 13;
}
if (scr_scoreboard_forcecolors.ival)
return p->tbottomcolor;
else
return p->rbottomcolor;
}
#endif
//Draws a pre-marked-up string with no width limit. doesn't support new lines
void Draw_ExpandedString(float x, float y, conchar_t *str)
{
int px, py;
unsigned int codeflags, codepoint;
Font_BeginString(font_default, x, y, &px, &py);
while(*str)
{
str = Font_Decode(str, &codeflags, &codepoint);
px = Font_DrawChar(px, py, codeflags, codepoint);
}
Font_EndString(font_default);
}
//Draws a marked-up string using the regular char set with no width limit. doesn't support new lines
void Draw_FunString(float x, float y, const void *str)
{
conchar_t buffer[2048];
COM_ParseFunString(CON_WHITEMASK, str, buffer, sizeof(buffer), false);
Draw_ExpandedString(x, y, buffer);
}
//Draws a marked up string using the alt char set (legacy mode would be |128)
void Draw_AltFunString(float x, float y, const void *str)
{
conchar_t buffer[2048];
COM_ParseFunString(CON_ALTMASK, str, buffer, sizeof(buffer), false);
Draw_ExpandedString(x, y, buffer);
}
//Draws a marked up string no wider than $width virtual pixels.
void Draw_FunStringWidth(float x, float y, const void *str, int width, int rightalign, qboolean highlight)
{
conchar_t buffer[2048];
conchar_t *w;
int px, py;
int fw = 0;
unsigned int codeflags, codepoint;
//be generous and round up, to avoid too many issues with truncations
width = ceil((width*(float)vid.rotpixelwidth)/vid.width);
codeflags = (highlight&1)?CON_ALTMASK:CON_WHITEMASK;
if (highlight&2)
codeflags |= CON_BLINKTEXT;
COM_ParseFunString(codeflags, str, buffer, sizeof(buffer), false);
Font_BeginString(font_default, x, y, &px, &py);
if (rightalign)
{
for (w = buffer; *w; )
{
w = Font_Decode(w, &codeflags, &codepoint);
fw += Font_CharWidth(codeflags, codepoint);
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 10:18:37 -08:00
if (rightalign == 2)
{
if (fw < width)
{
px += (width-fw)/2;
width = fw;
}
}
else
{
px += width;
if (fw > width)
fw = width;
px -= fw;
}
}
for (w = buffer; *w; )
{
w = Font_Decode(w, &codeflags, &codepoint);
width -= Font_CharWidth(codeflags, codepoint);
if (width < 0)
return;
px = Font_DrawChar(px, py, codeflags, codepoint);
}
Font_EndString(font_default);
}
#ifdef QUAKEHUD
static qboolean largegame = false;
#ifdef Q2CLIENT
static void DrawHUDString (char *string, float x, float y, int centerwidth, qboolean alt)
{
vec2_t fontscale = {8,8};
R_DrawTextField(x, y, centerwidth, 1024, string, alt?CON_ALTMASK:CON_WHITEMASK, CPRINT_TALIGN, font_default, fontscale);
}
#define STAT_MINUS 10 // num frame for '-' stats digit
static char *q2sb_nums[2][11] =
{
{"num_0", "num_1", "num_2", "num_3", "num_4", "num_5",
"num_6", "num_7", "num_8", "num_9", "num_minus"},
{"anum_0", "anum_1", "anum_2", "anum_3", "anum_4", "anum_5",
"anum_6", "anum_7", "anum_8", "anum_9", "anum_minus"}
};
static mpic_t *Sbar_Q2CachePic(char *name)
{
return R2D_SafeCachePic(va("pics/%s.pcx", name));
}
#define ICON_WIDTH 24
#define ICON_HEIGHT 24
#define CHAR_WIDTH 16
#define ICON_SPACE 8
static void SCR_DrawField (float x, float y, int color, float width, int value)
{
char num[16], *ptr;
int l;
int frame;
mpic_t *p;
int pw,ph;
if (width < 1)
return;
// draw number string
if (width > 5)
width = 5;
snprintf (num, sizeof(num), "%i", value);
l = strlen(num);
if (l > width)
l = width;
x += 2 + CHAR_WIDTH*(width - l);
ptr = num;
while (*ptr && l)
{
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr -'0';
p = Sbar_Q2CachePic(q2sb_nums[color][frame]);
if (p && R_GetShaderSizes(p, &pw, &ph, false)>0)
R2D_ScalePic (x,y,pw, ph, p);
x += CHAR_WIDTH;
ptr++;
l--;
}
}
char *Get_Q2ConfigString(int i)
{
if (i >= Q2CS_IMAGES && i < Q2CS_IMAGES + Q2MAX_IMAGES)
return cl.image_name[i-Q2CS_IMAGES]?cl.image_name[i-Q2CS_IMAGES]:"";
if (i >= Q2CS_ITEMS && i < Q2CS_ITEMS + Q2MAX_ITEMS)
return cl.item_name[i-Q2CS_ITEMS]?cl.item_name[i-Q2CS_ITEMS]:"";
if (i == Q2CS_STATUSBAR)
return cl.q2statusbar;
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
if (i == Q2CS_NAME)
return cl.levelname;
if (i >= Q2CS_MODELS && i < Q2CS_MODELS + Q2MAX_MODELS)
return cl.model_name [i-Q2CS_MODELS];
if (i >= Q2CS_SOUNDS && i < Q2CS_SOUNDS + Q2MAX_SOUNDS)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
return cl.sound_name [i-Q2CS_SOUNDS];
if (i == Q2CS_AIRACCEL)
return cl.q2airaccel;
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
if (i >= Q2CS_PLAYERSKINS && i < Q2CS_GENERAL+Q2MAX_GENERAL)
return cl.configstring_general[i-Q2CS_PLAYERSKINS]?cl.configstring_general[i-Q2CS_PLAYERSKINS]:"";
//#define Q2CS_LIGHTS (Q2CS_IMAGES +Q2MAX_IMAGES)
//#define Q2CS_ITEMS (Q2CS_LIGHTS +Q2MAX_LIGHTSTYLES)
//#define Q2CS_PLAYERSKINS (Q2CS_ITEMS +Q2MAX_ITEMS)
//#define Q2CS_GENERAL (Q2CS_PLAYERSKINS +Q2MAX_CLIENTS)
return "";
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
void Sbar_ExecuteLayoutString (char *s, int seat)
{
int x, y;
int value;
int width;
int index;
int pw, ph;
// q2clientinfo_t *ci;
mpic_t *p;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
q2player_state_t *ps = &cl.q2frame.playerstate[seat];
if (cls.state != ca_active)
return;
if (!s[0])
return;
x = sbar_rect.x;
y = sbar_rect.y;
width = 3;
while (s)
{
s = COM_Parse (s);
if (!strcmp(com_token, "xl"))
{
s = COM_Parse (s);
x = sbar_rect.x + atoi(com_token);
continue;
}
if (!strcmp(com_token, "xr"))
{
s = COM_Parse (s);
x = sbar_rect.x + sbar_rect.width + atoi(com_token);
continue;
}
if (!strcmp(com_token, "xv"))
{
s = COM_Parse (s);
x = sbar_rect.x + (sbar_rect.width-320)/2 + atoi(com_token);
continue;
}
if (!strcmp(com_token, "yt"))
{
s = COM_Parse (s);
y = sbar_rect.y + atoi(com_token);
continue;
}
if (!strcmp(com_token, "yb"))
{
s = COM_Parse (s);
y = sbar_rect.y + sbar_rect.height + atoi(com_token);
continue;
}
if (!strcmp(com_token, "yv"))
{
s = COM_Parse (s);
y = sbar_rect.y + (sbar_rect.height-240)/2 + atoi(com_token);
continue;
}
if (!strcmp(com_token, "pic"))
{ // draw a pic from a stat number
s = COM_Parse (s);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
value = ps->stats[atoi(com_token)];
if (value >= Q2MAX_IMAGES || value < 0)
Host_EndGame ("Pic >= Q2MAX_IMAGES");
if (*Get_Q2ConfigString(Q2CS_IMAGES+value))
{
// SCR_AddDirtyPoint (x, y);
// SCR_AddDirtyPoint (x+23, y+23);
p = Sbar_Q2CachePic(Get_Q2ConfigString(Q2CS_IMAGES+value));
if (p && R_GetShaderSizes(p, &pw, &ph, false)>0)
R2D_ScalePic (x, y, pw, ph, p);
}
continue;
}
if (!strcmp(com_token, "client"))
{ // draw a deathmatch client block
int score, ping, time;
s = COM_Parse (s);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
x = sbar_rect.x + sbar_rect.width/2 - 160 + atoi(com_token);
s = COM_Parse (s);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
y = sbar_rect.y + sbar_rect.height/2 - 120 + atoi(com_token);
// SCR_AddDirtyPoint (x, y);
// SCR_AddDirtyPoint (x+159, y+31);
s = COM_Parse (s);
value = atoi(com_token);
if (value >= MAX_CLIENTS || value < 0)
Host_EndGame ("client >= MAX_CLIENTS");
s = COM_Parse (s);
score = atoi(com_token);
s = COM_Parse (s);
ping = atoi(com_token);
s = COM_Parse (s);
time = atoi(com_token);
Draw_AltFunString (x+32, y, cl.players[value].name);
Draw_FunString (x+32, y+8, "Score: ");
Draw_AltFunString (x+32+7*8, y+8, va("%i", score));
Draw_FunString (x+32, y+16, va("Ping: %i", ping));
Draw_FunString (x+32, y+24, va("Time: %i", time));
p = R2D_SafeCachePic(va("players/%s_i.pcx", InfoBuf_ValueForKey(&cl.players[value].userinfo, "skin")));
if (!p || !R_GetShaderSizes(p, NULL, NULL, false)) //display a default if the icon couldn't be found.
p = R2D_SafeCachePic("players/male/grunt_i.pcx");
R2D_ScalePic (x, y, 32, 32, p);
continue;
}
if (!strcmp(com_token, "ctf"))
{ // draw a ctf client block
int score, ping;
char block[80];
s = COM_Parse (s);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
x = sbar_rect.x + sbar_rect.width/2 - 160 + atoi(com_token);
s = COM_Parse (s);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
y = sbar_rect.y + sbar_rect.height/2 - 120 + atoi(com_token);
// SCR_AddDirtyPoint (x, y);
// SCR_AddDirtyPoint (x+159, y+31);
s = COM_Parse (s);
value = atoi(com_token);
if (value >= MAX_CLIENTS || value < 0)
Host_EndGame ("client >= MAX_CLIENTS");
s = COM_Parse (s);
score = atoi(com_token);
s = COM_Parse (s);
ping = atoi(com_token);
if (ping > 999)
ping = 999;
sprintf(block, "%3d %3d %-12.12s", score, ping, cl.players[value].name);
// if (value == cl.playernum)
// Draw_Alt_String (x, y, block);
// else
Draw_FunString (x, y, block);
continue;
}
if (!strcmp(com_token, "picn"))
{ // draw a pic from a name
s = COM_Parse (s);
// SCR_AddDirtyPoint (x, y);
// SCR_AddDirtyPoint (x+23, y+23);
p = Sbar_Q2CachePic(com_token);
if (p && R_GetShaderSizes(p, &pw, &ph, false)>0)
R2D_ScalePic (x, y, pw, ph, p);
continue;
}
if (!strcmp(com_token, "num"))
{ // draw a number
s = COM_Parse (s);
width = atoi(com_token);
s = COM_Parse (s);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
value = ps->stats[atoi(com_token)];
SCR_DrawField (x, y, 0, width, value);
continue;
}
if (!strcmp(com_token, "hnum"))
{ // health number
int color;
width = 3;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
value = ps->stats[Q2STAT_HEALTH];
if (value > 25)
color = 0; // green
else if (value > 0)
color = (cl.q2frame.serverframe>>2) & 1; // flash
else
color = 1;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
if (ps->stats[Q2STAT_FLASHES] & 1)
{
p = Sbar_Q2CachePic("field_3");
if (p && R_GetShaderSizes(p, &pw, &ph, false)>0)
R2D_ScalePic (x, y, pw, ph, p);
}
SCR_DrawField (x, y, color, width, value);
continue;
}
if (!strcmp(com_token, "anum"))
{ // ammo number
int color;
width = 3;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
value = ps->stats[Q2STAT_AMMO];
if (value > 5)
color = 0; // green
else if (value >= 0)
color = (cl.q2frame.serverframe>>2) & 1; // flash
else
continue; // negative number = don't show
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
if (ps->stats[Q2STAT_FLASHES] & 4)
{
p = Sbar_Q2CachePic("field_3");
if (p && R_GetShaderSizes(p, &pw, &ph, false)>0)
R2D_ScalePic (x, y, pw, ph, p);
}
SCR_DrawField (x, y, color, width, value);
continue;
}
if (!strcmp(com_token, "rnum"))
{ // armor number
int color;
width = 3;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
value = ps->stats[Q2STAT_ARMOR];
if (value < 1)
continue;
color = 0; // green
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
if (ps->stats[Q2STAT_FLASHES] & 2)
R2D_ScalePic (x, y, 64, 64, R2D_SafeCachePic("field_3"));
SCR_DrawField (x, y, color, width, value);
continue;
}
if (!strcmp(com_token, "stat_string"))
{
s = COM_Parse (s);
index = atoi(com_token);
if (index < 0 || index >= Q2MAX_CONFIGSTRINGS)
Host_EndGame ("Bad stat_string index");
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
index = ps->stats[index];
if (index < 0 || index >= Q2MAX_CONFIGSTRINGS)
Host_EndGame ("Bad stat_string index");
Draw_FunString (x, y, Get_Q2ConfigString(index));
continue;
}
if (!strcmp(com_token, "cstring"))
{
s = COM_Parse (s);
DrawHUDString (com_token, x, y, 320, false);
continue;
}
if (!strcmp(com_token, "string"))
{
s = COM_Parse (s);
Draw_FunString (x, y, com_token);
continue;
}
if (!strcmp(com_token, "cstring2"))
{
s = COM_Parse (s);
DrawHUDString (com_token, x, y, 320, true);
continue;
}
if (!strcmp(com_token, "string2"))
{
s = COM_Parse (s);
Draw_AltFunString (x, y, com_token);
continue;
}
if (!strcmp(com_token, "if"))
{ // draw a number
s = COM_Parse (s);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
value = ps->stats[atoi(com_token)];
if (!value)
{ // skip to endif
while (s && strcmp(com_token, "endif") )
{
s = COM_Parse (s);
}
}
continue;
}
}
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
static void Sbar_Q2DrawInventory(int seat)
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 03:56:18 -07:00
int keys[1], keymods[1];
char cmd[1024];
const char *boundkey;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
q2player_state_t *ps = &cl.q2frame.playerstate[seat];
unsigned int validlist[Q2MAX_ITEMS], rows, i, item, selected = ps->stats[Q2STAT_SELECTED_ITEM];
int first;
unsigned int maxrows = ((240-24*2-8*2)/8);
//draw background
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
float x = sbar_rect.x + (sbar_rect.width - 256)/2;
float y = sbar_rect.y + (sbar_rect.height - 240)/2;
if (y < sbar_rect.y)
y = sbar_rect.y; //try to fix small-res 3-way splitscreen slightly
R2D_ScalePic(x, y, 256, 240, Sbar_Q2CachePic("inventory"));
//move into the frame
x += 24;
y += 24;
//figure out which items we have
for (i = 0, rows = 0, first = -1; i < Q2MAX_ITEMS; i++)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
if (!cl.inventory[seat][i])
continue;
if (i <= selected)
first = rows;
validlist[rows++] = i;
}
first -= maxrows/2;
first = min(first, (signed)(rows-maxrows));
first = max(0, first);
rows = min(rows, first+maxrows);
//match q2, because why not.
Draw_FunString(x, y, "hotkey ### item");y+=8;
Draw_FunString(x, y, "------ --- ----");y+=8;
for (i = first; i < rows; i++)
{
item = validlist[i];
Q_snprintfz(cmd, sizeof(cmd), "use %s", Get_Q2ConfigString(Q2CS_ITEMS+item));
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 03:56:18 -07:00
if (!M_FindKeysForCommand(0, 0, cmd, keys, keymods, countof(keys)))
boundkey = ""; //we don't actually know which ones can be selected at all.
else
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 03:56:18 -07:00
boundkey = Key_KeynumToString(keys[0], keymods[0]);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
Q_snprintfz(cmd, sizeof(cmd), "%6s %3i %s", boundkey, cl.inventory[seat][item], Get_Q2ConfigString(Q2CS_ITEMS+item));
Draw_FunStringWidth(x, y, cmd, 256-24*2+8, false, item != selected); y+=8;
}
}
#endif
/*
===============
Sbar_ShowTeamScores
Tab key down
===============
*/
void Sbar_ShowTeamScores (void)
{
int seat = CL_TargettedSplit(false);
if (cl.playerview[seat].sb_showteamscores)
return;
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
;//return;
#endif
cl.playerview[seat].sb_showteamscores = true;
sb_updates = 0;
}
/*
===============
Sbar_DontShowTeamScores
Tab key up
===============
*/
void Sbar_DontShowTeamScores (void)
{
int seat = CL_TargettedSplit(false);
cl.playerview[seat].sb_showteamscores = false;
sb_updates = 0;
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
return;
#endif
}
/*
===============
Sbar_ShowScores
Tab key down
===============
*/
void Sbar_ShowScores (void)
{
int seat = CL_TargettedSplit(false);
if (scr_scoreboard_teamscores.ival)
{
Sbar_ShowTeamScores();
return;
}
if (cl.playerview[seat].sb_showscores)
return;
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
;//return;
#endif
cl.playerview[seat].sb_showscores = true;
sb_updates = 0;
}
#ifdef HEXEN2
static void Sbar_Hexen2InvLeft_f(void)
{
int seat = CL_TargettedSplit(false);
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
return;
#endif
if (cls.protocol == CP_QUAKE2)
{
CL_SendClientCommand(true, "invprev");
}
else
{
int tries = 15;
playerview_t *pv = &cl.playerview[seat];
pv->sb_hexen2_item_time = realtime;
while (tries-- > 0)
{
pv->sb_hexen2_cur_item--;
if (pv->sb_hexen2_cur_item < 0)
pv->sb_hexen2_cur_item = 14;
if (pv->stats[STAT_H2_CNT_TORCH+pv->sb_hexen2_cur_item] > 0)
break;
}
}
}
static void Sbar_Hexen2InvRight_f(void)
{
int seat = CL_TargettedSplit(false);
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
return;
#endif
if (cls.protocol == CP_QUAKE2)
{
CL_SendClientCommand(true, "invnext");
}
else
{
int tries = 15;
playerview_t *pv = &cl.playerview[seat];
pv->sb_hexen2_item_time = realtime;
while (tries-- > 0)
{
pv->sb_hexen2_cur_item++;
if (pv->sb_hexen2_cur_item > 14)
pv->sb_hexen2_cur_item = 0;
if (pv->stats[STAT_H2_CNT_TORCH+pv->sb_hexen2_cur_item] > 0)
break;
}
}
}
static void Sbar_Hexen2InvUse_f(void)
{
int seat = CL_TargettedSplit(false);
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
return;
#endif
if (cls.protocol == CP_QUAKE2)
{
CL_SendClientCommand(true, "invuse");
}
else
{
playerview_t *pv = &cl.playerview[seat];
Cmd_ExecuteString(va("impulse %d\n", 100+pv->sb_hexen2_cur_item), Cmd_ExecLevel);
}
}
static void Sbar_Hexen2ShowInfo_f(void)
{
int seat = CL_TargettedSplit(false);
playerview_t *pv = &cl.playerview[seat];
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
return;
#endif
pv->sb_hexen2_extra_info = true;
}
static void Sbar_Hexen2DontShowInfo_f(void)
{
int seat = CL_TargettedSplit(false);
playerview_t *pv = &cl.playerview[seat];
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
return;
#endif
pv->sb_hexen2_extra_info = false;
}
static void Sbar_Hexen2PInfoPlaque_f(void)
{
int seat = CL_TargettedSplit(false);
playerview_t *pv = &cl.playerview[seat];
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
return;
#endif
pv->sb_hexen2_infoplaque = true;
}
static void Sbar_Hexen2MInfoPlaque_f(void)
{
int seat = CL_TargettedSplit(false);
playerview_t *pv = &cl.playerview[seat];
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
return;
#endif
pv->sb_hexen2_infoplaque = false;
}
#endif
/*
===============
Sbar_DontShowScores
Tab key up
===============
*/
void Sbar_DontShowScores (void)
{
int seat = CL_TargettedSplit(false);
if (scr_scoreboard_teamscores.ival)
{
Sbar_DontShowTeamScores();
return;
}
cl.playerview[seat].sb_showscores = false;
sb_updates = 0;
#ifdef CSQC_DAT
if (CSQC_ConsoleCommand(seat, Cmd_Argv(0)))
return;
#endif
}
/*
===============
Sbar_Changed
===============
*/
void Sbar_Changed (void)
{
sb_updates = 0; // update next frame
}
/*
===============
Sbar_Init
===============
*/
static qboolean sbar_loaded;
static apic_t *Sbar_PicFromWad(char *name)
{
apic_t *ret;
char savedname[MAX_QPATH];
Q_strncpyz(savedname, name, sizeof(savedname));
ret = R2D_LoadAtlasedPic(savedname);
if (ret)
return ret;
return NULL;
}
void Sbar_Flush (void)
{
sbar_loaded = false;
}
void Sbar_Start (void) //if one of these fails, skip the entire status bar.
{
int i;
size_t lumpsize;
qbyte lumptype;
if (sbar_loaded)
return;
sbar_loaded = true;
COM_FlushFSCache(false, true); //make sure the fs cache is built if needed. there's lots of loading here.
if (!wad_base) //the wad isn't loaded. This is an indication that it doesn't exist.
{
sbarfailed = true;
return;
}
sbarfailed = false;
for (i=0 ; i<10 ; i++)
{
sb_nums[0][i] = Sbar_PicFromWad (va("num_%i",i));
sb_nums[1][i] = Sbar_PicFromWad (va("anum_%i",i));
}
#ifdef HEXEN2
sbar_hexen2 = false;
if (W_GetLumpName("tinyfont", &lumpsize, &lumptype))
sbar_hexen2 = true;
// if (sb_nums[0][0] && sb_nums[0][0]->width < 13)
// sbar_hexen2 = true;
#endif
sb_nums[0][10] = Sbar_PicFromWad ("num_minus");
sb_nums[1][10] = Sbar_PicFromWad ("anum_minus");
sb_colon = Sbar_PicFromWad ("num_colon");
sb_slash = Sbar_PicFromWad ("num_slash");
sb_weapons[0][0] = Sbar_PicFromWad ("inv_shotgun");
sb_weapons[0][1] = Sbar_PicFromWad ("inv_sshotgun");
sb_weapons[0][2] = Sbar_PicFromWad ("inv_nailgun");
sb_weapons[0][3] = Sbar_PicFromWad ("inv_snailgun");
sb_weapons[0][4] = Sbar_PicFromWad ("inv_rlaunch");
sb_weapons[0][5] = Sbar_PicFromWad ("inv_srlaunch");
sb_weapons[0][6] = Sbar_PicFromWad ("inv_lightng");
sb_weapons[1][0] = Sbar_PicFromWad ("inv2_shotgun");
sb_weapons[1][1] = Sbar_PicFromWad ("inv2_sshotgun");
sb_weapons[1][2] = Sbar_PicFromWad ("inv2_nailgun");
sb_weapons[1][3] = Sbar_PicFromWad ("inv2_snailgun");
sb_weapons[1][4] = Sbar_PicFromWad ("inv2_rlaunch");
sb_weapons[1][5] = Sbar_PicFromWad ("inv2_srlaunch");
sb_weapons[1][6] = Sbar_PicFromWad ("inv2_lightng");
for (i=0 ; i<5 ; i++)
{
sb_weapons[2+i][0] = Sbar_PicFromWad (va("inva%i_shotgun",i+1));
sb_weapons[2+i][1] = Sbar_PicFromWad (va("inva%i_sshotgun",i+1));
sb_weapons[2+i][2] = Sbar_PicFromWad (va("inva%i_nailgun",i+1));
sb_weapons[2+i][3] = Sbar_PicFromWad (va("inva%i_snailgun",i+1));
sb_weapons[2+i][4] = Sbar_PicFromWad (va("inva%i_rlaunch",i+1));
sb_weapons[2+i][5] = Sbar_PicFromWad (va("inva%i_srlaunch",i+1));
sb_weapons[2+i][6] = Sbar_PicFromWad (va("inva%i_lightng",i+1));
}
sb_ammo[0] = Sbar_PicFromWad ("sb_shells");
sb_ammo[1] = Sbar_PicFromWad ("sb_nails");
sb_ammo[2] = Sbar_PicFromWad ("sb_rocket");
sb_ammo[3] = Sbar_PicFromWad ("sb_cells");
sb_armor[0] = Sbar_PicFromWad ("sb_armor1");
sb_armor[1] = Sbar_PicFromWad ("sb_armor2");
sb_armor[2] = Sbar_PicFromWad ("sb_armor3");
sb_items[0] = Sbar_PicFromWad ("sb_key1");
sb_items[1] = Sbar_PicFromWad ("sb_key2");
sb_items[2] = Sbar_PicFromWad ("sb_invis");
sb_items[3] = Sbar_PicFromWad ("sb_invuln");
sb_items[4] = Sbar_PicFromWad ("sb_suit");
sb_items[5] = Sbar_PicFromWad ("sb_quad");
sb_sigil[0] = Sbar_PicFromWad ("sb_sigil1");
sb_sigil[1] = Sbar_PicFromWad ("sb_sigil2");
sb_sigil[2] = Sbar_PicFromWad ("sb_sigil3");
sb_sigil[3] = Sbar_PicFromWad ("sb_sigil4");
sb_faces[4][0] = Sbar_PicFromWad ("face1");
sb_faces[4][1] = Sbar_PicFromWad ("face_p1");
sb_faces[3][0] = Sbar_PicFromWad ("face2");
sb_faces[3][1] = Sbar_PicFromWad ("face_p2");
sb_faces[2][0] = Sbar_PicFromWad ("face3");
sb_faces[2][1] = Sbar_PicFromWad ("face_p3");
sb_faces[1][0] = Sbar_PicFromWad ("face4");
sb_faces[1][1] = Sbar_PicFromWad ("face_p4");
sb_faces[0][0] = Sbar_PicFromWad ("face5");
sb_faces[0][1] = Sbar_PicFromWad ("face_p5");
sb_face_invis = Sbar_PicFromWad ("face_invis");
sb_face_invuln = Sbar_PicFromWad ("face_invul2");
sb_face_invis_invuln = Sbar_PicFromWad ("face_inv2");
sb_face_quad = Sbar_PicFromWad ("face_quad");
sb_ibar = Sbar_PicFromWad ("ibar");
sb_sbar = Sbar_PicFromWad ("sbar");
sb_scorebar = Sbar_PicFromWad ("scorebar");
//try to detect rogue wads, and thus the stats we will be getting from the server.
sbar_rogue = COM_CheckParm("-rogue") || !!W_GetLumpName("r_lava", &lumpsize, &lumptype);
if (sbar_rogue)
{
rsb_invbar[0] = Sbar_PicFromWad ("r_invbar1");
rsb_invbar[1] = Sbar_PicFromWad ("r_invbar2");
rsb_weapons[0] = Sbar_PicFromWad ("r_lava");
rsb_weapons[1] = Sbar_PicFromWad ("r_superlava");
rsb_weapons[2] = Sbar_PicFromWad ("r_gren");
rsb_weapons[3] = Sbar_PicFromWad ("r_multirock");
rsb_weapons[4] = Sbar_PicFromWad ("r_plasma");
rsb_items[0] = Sbar_PicFromWad ("r_shield1");
rsb_items[1] = Sbar_PicFromWad ("r_agrav1");
rsb_teambord = Sbar_PicFromWad ("r_teambord");
rsb_ammo[0] = Sbar_PicFromWad ("r_ammolava");
rsb_ammo[1] = Sbar_PicFromWad ("r_ammomulti");
rsb_ammo[2] = Sbar_PicFromWad ("r_ammoplasma");
}
sbar_hipnotic = COM_CheckParm("-hipnotic") || !!W_GetLumpName("inv_mjolnir", &lumpsize, &lumptype);
if (sbar_hipnotic)
{
hsb_weapons[0][0] = Sbar_PicFromWad ("inv_laser");
hsb_weapons[0][1] = Sbar_PicFromWad ("inv_mjolnir");
hsb_weapons[0][2] = Sbar_PicFromWad ("inv_gren_prox");
hsb_weapons[0][3] = Sbar_PicFromWad ("inv_prox_gren");
hsb_weapons[0][4] = Sbar_PicFromWad ("inv_prox");
hsb_weapons[1][0] = Sbar_PicFromWad ("inv2_laser");
hsb_weapons[1][1] = Sbar_PicFromWad ("inv2_mjolnir");
hsb_weapons[1][2] = Sbar_PicFromWad ("inv2_gren_prox");
hsb_weapons[1][3] = Sbar_PicFromWad ("inv2_prox_gren");
hsb_weapons[1][4] = Sbar_PicFromWad ("inv2_prox");
for (i=0 ; i<5 ; i++)
{
hsb_weapons[2+i][0] = Sbar_PicFromWad (va("inva%i_laser",i+1));
hsb_weapons[2+i][1] = Sbar_PicFromWad (va("inva%i_mjolnir",i+1));
hsb_weapons[2+i][2] = Sbar_PicFromWad (va("inva%i_gren_prox",i+1));
hsb_weapons[2+i][3] = Sbar_PicFromWad (va("inva%i_prox_gren",i+1));
hsb_weapons[2+i][4] = Sbar_PicFromWad (va("inva%i_prox",i+1));
}
hsb_items[0] = Sbar_PicFromWad ("sb_wsuit");
hsb_items[1] = Sbar_PicFromWad ("sb_eshld");
}
}
void Sbar_Init (void)
{
Cvar_Register(&scr_scoreboard_drawtitle, "Scoreboard settings");
Cvar_Register(&scr_scoreboard_forcecolors, "Scoreboard settings");
Cvar_Register(&scr_scoreboard_newstyle, "Scoreboard settings");
Cvar_Register(&scr_scoreboard_showfrags, "Scoreboard settings");
Cvar_Register(&scr_scoreboard_showflags, "Scoreboard settings");
Cvar_Register(&scr_scoreboard_fillalpha, "Scoreboard settings");
Cvar_Register(&scr_scoreboard_teamscores, "Scoreboard settings");
Cvar_Register(&scr_scoreboard_teamsort, "Scoreboard settings");
Cvar_Register(&scr_scoreboard_titleseperator, "Scoreboard settings");
Cvar_Register(&sbar_teamstatus, "Status bar settings");
Cvar_Register(&cl_sbaralpha, "Status bar settings");
Cmd_AddCommand ("+showscores", Sbar_ShowScores);
Cmd_AddCommand ("-showscores", Sbar_DontShowScores);
Cmd_AddCommand ("+showteamscores", Sbar_ShowTeamScores);
Cmd_AddCommand ("-showteamscores", Sbar_DontShowTeamScores);
#ifdef HEXEN2
//stuff to get hexen2 working out-of-the-box
Cmd_AddCommand ("invleft", Sbar_Hexen2InvLeft_f);
Cmd_AddCommand ("invright", Sbar_Hexen2InvRight_f);
Cmd_AddCommand ("invprev", Sbar_Hexen2InvLeft_f);
Cmd_AddCommand ("invnext", Sbar_Hexen2InvRight_f);
Cmd_AddCommand ("invuse", Sbar_Hexen2InvUse_f);
Cmd_AddCommandD ("+showinfo", Sbar_Hexen2ShowInfo_f, "Hexen2 Compat");
Cmd_AddCommandD ("-showinfo", Sbar_Hexen2DontShowInfo_f, "Hexen2 Compat");
Cmd_AddCommandD ("+infoplaque", Sbar_Hexen2PInfoPlaque_f, "Hexen2 Compat");
Cmd_AddCommandD ("-infoplaque", Sbar_Hexen2MInfoPlaque_f, "Hexen2 Compat");
Cmd_AddCommandD ("+showdm", Sbar_ShowScores, "Hexen2 Compat");
Cmd_AddCommandD ("-showdm", Sbar_DontShowScores, "Hexen2 Compat");
Cbuf_AddText("alias +crouch \"impulse 22\"\n", RESTRICT_LOCAL);
Cbuf_AddText("alias -crouch \"impulse 22\"\n", RESTRICT_LOCAL);
#endif
}
//=============================================================================
// drawing routines are reletive to the status bar location
/*
=============
Sbar_DrawPic
=============
*/
static void Sbar_DrawPic (float x, float y, float w, float h, apic_t *pic)
{
R2D_ImageAtlas(sbar_rect.x + x /* + ((sbar_rect.width - 320)>>1) */, sbar_rect.y + y + (sbar_rect.height-SBAR_HEIGHT), w, h, 0, 0, 1, 1, pic);
}
static void Sbar_DrawMPic (float x, float y, float w, float h, mpic_t *pic)
{
R2D_ScalePic(sbar_rect.x + x /* + ((sbar_rect.width - 320)>>1) */, sbar_rect.y + y + (sbar_rect.height-SBAR_HEIGHT), w, h, pic);
}
/*
=============
Sbar_DrawSubPic
=============
JACK: Draws a portion of the picture in the status bar.
*/
static void Sbar_DrawSubPic(float x, float y, float width, float height, apic_t *pic, int srcx, int srcy, int srcwidth, int srcheight)
{
float newsl, newtl, newsh, newth;
newsl = (srcx)/(float)srcwidth;
newsh = newsl + (width)/(float)srcwidth;
newtl = (srcy)/(float)srcheight;
newth = newtl + (height)/(float)srcheight;
R2D_ImageAtlas (sbar_rect.x + x, sbar_rect.y + y+(sbar_rect.height-SBAR_HEIGHT), width, height, newsl, newtl, newsh, newth, pic);
}
/*
================
Sbar_DrawCharacter
Draws one solid graphics character
================
*/
void Sbar_DrawCharacter (float x, float y, int num)
{
int px, py;
Font_BeginString(font_default, sbar_rect.x + x + 4, sbar_rect.y + y + sbar_rect.height-SBAR_HEIGHT, &px, &py);
Font_DrawChar(px, py, CON_WHITEMASK, num | 0xe000);
Font_EndString(font_default);
}
/*
================
Sbar_DrawString
================
*/
void Sbar_DrawString (float x, float y, char *str)
{
Draw_FunString (sbar_rect.x + x /*+ ((sbar_rect.width - 320)>>1) */, sbar_rect.y + y+ sbar_rect.height-SBAR_HEIGHT, str);
}
void Sbar_DrawExpandedString (float x, float y, conchar_t *str)
{
Draw_ExpandedString (sbar_rect.x + x /*+ ((sbar_rect.width - 320)>>1) */, sbar_rect.y + y+ sbar_rect.height-SBAR_HEIGHT, str);
}
void Draw_TinyString (float x, float y, const qbyte *str)
{
float xstart;
int px, py;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 03:56:18 -07:00
unsigned int codepoint;
int error;
if (!font_tiny)
{
font_tiny = Font_LoadFont("gfx/tinyfont", 8);
if (!font_tiny)
return;
}
Font_BeginString(font_tiny, x, y, &px, &py);
xstart = px;
while (*str)
{
codepoint = unicode_decode(&error, str, (char const**)&str, true);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 03:56:18 -07:00
if (codepoint == '\n')
{
px = xstart;
py += Font_CharHeight();
str++;
continue;
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 03:56:18 -07:00
px = Font_DrawChar(px, py, CON_WHITEMASK, codepoint);
}
Font_EndString(font_tiny);
}
void Sbar_DrawTinyString (float x, float y, char *str)
{
Draw_TinyString (sbar_rect.x + x /*+ ((sbar_rect.width - 320)>>1) */, sbar_rect.y + y+ sbar_rect.height-SBAR_HEIGHT, str);
}
void Sbar_DrawTinyStringf (float x, float y, char *fmt, ...)
{
va_list argptr;
char string[256];
va_start (argptr, fmt);
vsnprintf (string, sizeof(string)-1, fmt, argptr);
va_end (argptr);
Draw_TinyString (sbar_rect.x + x /*+ ((sbar_rect.width - 320)>>1) */, sbar_rect.y + y+ sbar_rect.height-SBAR_HEIGHT, string);
}
void Sbar_FillPC (float x, float y, float w, float h, unsigned int pcolour)
{
if (pcolour >= 16)
{
R2D_ImageColours (SRGBA(((pcolour&0xff0000)>>16)/255.0f, ((pcolour&0xff00)>>8)/255.0f, (pcolour&0xff)/255.0f, 1.0));
R2D_FillBlock (x, y, w, h);
}
else
{
R2D_ImagePaletteColour(Sbar_ColorForMap(pcolour), 1.0);
R2D_FillBlock (x, y, w, h);
}
}
static void Sbar_FillPCDark (float x, float y, float w, float h, unsigned int pcolour, float alpha)
{
if (pcolour >= 16)
{
R2D_ImageColours (SRGBA(((pcolour&0xff0000)>>16)/1024.0f, ((pcolour&0xff00)>>8)/1024.0f, (pcolour&0xff)/1024.0f, alpha));
R2D_FillBlock (x, y, w, h);
}
else
{
R2D_ImagePaletteColour(Sbar_ColorForMap(pcolour)-1, alpha);
R2D_FillBlock (x, y, w, h);
}
}
/*
=============
Sbar_itoa
=============
*/
int Sbar_itoa (int num, char *buf)
{
char *str;
int pow10;
int dig;
str = buf;
if (num < 0)
{
*str++ = '-';
num = -num;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 16:12:17 -07:00
for (pow10 = 10 ; num >= pow10 && pow10>=10; pow10 *= 10)
;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 16:12:17 -07:00
if (pow10 > 0)
do
{
pow10 /= 10;
dig = num/pow10;
*str++ = '0'+dig;
num -= dig*pow10;
} while (pow10 != 1);
*str = 0;
return str-buf;
}
/*
=============
Sbar_DrawNum
=============
*/
void Sbar_DrawNum (float x, float y, int num, int digits, int color)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 16:12:17 -07:00
char str[16];
char *ptr;
int l, frame;
#undef small
int small=false;
if (digits < 0)
{
small = true;
digits*=-1;
}
l = Sbar_itoa (num, str);
ptr = str;
if (l > digits)
ptr += (l-digits);
if (small)
{
if (l < digits)
x += (digits-l)*8;
while (*ptr)
{
Sbar_DrawCharacter(x, y, *ptr+18 - '0');
ptr++;
x+=8;
}
return;
}
if (l < digits)
x += (digits-l)*24;
while (*ptr)
{
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr -'0';
Sbar_DrawPic (x, y, 24, 24, sb_nums[color][frame]);
x += 24;
ptr++;
}
}
#ifdef HEXEN2
static void Sbar_Hexen2DrawNum (float x, float y, int num, int digits)
{
char str[12];
char *ptr;
int l, frame;
l = Sbar_itoa (num, str);
ptr = str;
if (l > digits)
ptr += (l-digits);
//hexen2 hud has it centered
if (l < digits)
x += ((digits-l)*13)/2;
while (*ptr)
{
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr -'0';
Sbar_DrawPic (x, y, 12, 16, sb_nums[0][frame]);
x += 13;
ptr++;
}
}
#endif
//=============================================================================
int playerteam[MAX_CLIENTS];
typedef struct {
char team[16+1];
int frags;
int players;
int plow, phigh, ptotal;
int topcolour, bottomcolour;
qboolean ownteam;
} team_t;
team_t teams[MAX_CLIENTS];
int teamsort[MAX_CLIENTS];
int scoreboardteams;
struct
{
unsigned char upper;
short frags;
} nqteam[14];
void Sbar_PQ_Team_New(unsigned int lower, unsigned int upper)
{
if (lower >= 14)
return;
nqteam[lower].upper = upper;
}
void Sbar_PQ_Team_Frags(unsigned int lower, int frags)
{
if (lower >= 14)
return;
nqteam[lower].frags = frags;
}
void Sbar_PQ_Team_Reset(void)
{
memset(nqteam, 0, sizeof(nqteam));
}
#endif
unsigned int Sbar_ColorForMap (unsigned int m)
{
if (m >= 16)
return m;
m = (m > 13) ? 13 : m;
m *= 16;
return m < 128 ? m + 8 : m + 8;
}
int scoreboardlines;
int fragsort[MAX_CLIENTS];
/*
===============
Sbar_SortFrags
===============
*/
void Sbar_SortFrags (qboolean includespec, qboolean doteamsort)
{
int i, j, k;
if (!cl.teamplay)
doteamsort = false;
// sort by frags
scoreboardlines = 0;
for (i=0 ; i<MAX_CLIENTS ; i++)
{
if (cl.players[i].name[0] &&
(!cl.players[i].spectator || includespec))
{
fragsort[scoreboardlines] = i;
scoreboardlines++;
}
}
for (i=0 ; i<scoreboardlines ; i++)
for (j = i + 1; j < scoreboardlines; j++)
{
int w1, w2;
#ifdef QUAKEHUD
int t1 = playerteam[fragsort[i]];
int t2 = playerteam[fragsort[j]];
//teams are already sorted by frags
w1 = t1<0?-999:-teamsort[t1];
w2 = t2<0?-999:-teamsort[t2];
//okay, they're on the same team then? go ahead and sort by personal frags
if (!doteamsort || w1 == w2)
#endif
{
w1 = cl.players[fragsort[i]].spectator==1?-999:cl.players[fragsort[i]].frags;
w2 = cl.players[fragsort[j]].spectator==1?-999:cl.players[fragsort[j]].frags;
}
if (w1 < w2)
{
k = fragsort[i];
fragsort[i] = fragsort[j];
fragsort[j] = k;
}
}
}
#ifdef QUAKEHUD
void Sbar_SortTeams (playerview_t *pv)
{
int i, j, k;
player_info_t *s;
char t[16+1];
int ownnum;
// request new ping times every two second
scoreboardteams = 0;
if (!cl.teamplay)
return;
memset(teams, 0, sizeof(teams));
// sort the teams
for (i = 0; i < cl.allocated_client_slots; i++)
teams[i].plow = 999;
ownnum = Sbar_PlayerNum(pv);
for (i = 0; i < cl.allocated_client_slots; i++)
{
playerteam[i] = -1;
s = &cl.players[i];
if (!s->name[0] || s->spectator)
continue;
// find his team in the list
Q_strncpyz(t, s->team, sizeof(t));
if (!t[0])
continue; // not on team
if (cls.protocol == CP_NETQUAKE)
{
k = Sbar_BottomColour(s);
if (!k) //team 0 = spectator
continue;
for (j = 0; j < scoreboardteams; j++)
if (teams[j].bottomcolour == k)
{
break;
}
}
else
{
for (j = 0; j < scoreboardteams; j++)
if (!strcmp(teams[j].team, t))
{
break;
}
}
/*if (cl.teamfortress)
{
teams[j].topcolour = teams[j].bottomcolour = TF_TeamToColour(t);
}
else*/ if (j == scoreboardteams || i == ownnum)
{
teams[j].topcolour = Sbar_TopColour(s);
teams[j].bottomcolour = Sbar_BottomColour(s);
}
if (j == scoreboardteams)
{ // create a team for this player
scoreboardteams++;
strcpy(teams[j].team, t);
}
playerteam[i] = j;
teams[j].frags += s->frags;
teams[j].players++;
if (teams[j].plow > s->ping)
teams[j].plow = s->ping;
if (teams[j].phigh < s->ping)
teams[j].phigh = s->ping;
teams[j].ptotal += s->ping;
}
// sort
for (i = 0; i < scoreboardteams; i++)
teamsort[i] = i;
// good 'ol bubble sort
for (i = 0; i < scoreboardteams - 1; i++)
for (j = i + 1; j < scoreboardteams; j++)
if (teams[teamsort[i]].frags < teams[teamsort[j]].frags)
{
k = teamsort[i];
teamsort[i] = teamsort[j];
teamsort[j] = k;
}
}
/*
===============
Sbar_SoloScoreboard
===============
*/
void Sbar_SoloScoreboard (void)
{
int l;
float time;
char str[80];
int minutes, seconds, tens, units;
Sbar_DrawPic (0, 0, 320, 24, sb_scorebar);
// time
time = cl.servertime;
minutes = time / 60;
seconds = time - 60*minutes;
tens = seconds / 10;
units = seconds - 10*tens;
sprintf (str,"Time :%3i:%i%i", minutes, tens, units);
Sbar_DrawString (184, 4, str);
// draw level name
l = strlen (cl.levelname);
Sbar_DrawString (232 - l*4, 12, cl.levelname);
}
void Sbar_CoopScoreboard (void)
{
float time;
char str[80];
int minutes, seconds, tens, units;
int l;
int pnum = 0; //doesn't matter, should all be the same
sprintf (str,"Monsters:%3i /%3i", cl.playerview[pnum].stats[STAT_MONSTERS], cl.playerview[pnum].stats[STAT_TOTALMONSTERS]);
Sbar_DrawString (8, 4, str);
sprintf (str,"Secrets :%3i /%3i", cl.playerview[pnum].stats[STAT_SECRETS], cl.playerview[pnum].stats[STAT_TOTALSECRETS]);
Sbar_DrawString (8, 12, str);
// time
time = cl.servertime;
minutes = time / 60;
seconds = time - 60*minutes;
tens = seconds / 10;
units = seconds - 10*tens;
sprintf (str,"Time :%3i:%i%i", minutes, tens, units);
Sbar_DrawString (184, 4, str);
// draw level name
l = strlen (cl.levelname);
Sbar_DrawString (232 - l*4, 12, cl.levelname);
}
//=============================================================================
/*
===============
Sbar_DrawInventory
===============
*/
void Sbar_DrawInventory (playerview_t *pv)
{
int i;
char num[6];
conchar_t numc[6];
float time;
int flashon;
qboolean headsup;
qboolean hudswap;
float wleft, wtop;
apic_t *ibar;
headsup = !(cl_sbar.value || (scr_viewsize.value<100));
hudswap = cl_hudswap.value; // Get that nasty float out :)
//coord for the left of the weapons, with hud
wleft = hudswap?sbar_rect_left:(sbar_rect.width-24);
wtop = -180;//68-(7-0)*16;
if (sbar_hipnotic)
wtop -= 16*2;
if (sbar_rogue)
{
if ( pv->stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
ibar = rsb_invbar[0];
else
ibar = rsb_invbar[1];
}
else
ibar = sb_ibar;
if (!headsup)
{
if (cl_sbar.ival != 1 && scr_viewsize.value >= 100)
R2D_ImageColours (cl_sbaralpha.value, cl_sbaralpha.value, cl_sbaralpha.value, cl_sbaralpha.value);
Sbar_DrawPic (0, -24, 320, 24, ibar);
R2D_ImageColours (1, 1, 1, 1);
}
// weapons
for (i=0 ; i<7 ; i++)
{
if (pv->stats[STAT_ITEMS] & (IT_SHOTGUN<<i) )
{
time = pv->item_gettime[i];
flashon = (int)((cl.time - time)*10);
if (flashon < 0)
flashon = 0;
if (flashon >= 10)
{
if ( pv->stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) )
flashon = 1;
else
flashon = 0;
}
else
flashon = (flashon%5) + 2;
if (headsup)
{
if (i || sbar_rect.height>200)
Sbar_DrawSubPic (wleft,wtop+i*16, 24,16, sb_weapons[flashon][i],0,0,(i==6)?(sbar_hipnotic?32:48):24, 16);
}
else
{
Sbar_DrawPic (i*24, -16, (i==6)?(sbar_hipnotic?32:48):24, 16, sb_weapons[flashon][i]);
}
if (flashon > 1)
sb_updates = 0; // force update to remove flash
}
}
if (sbar_hipnotic)
{
int grenadeflashing=0;
for (i=0 ; i<4 ; i++)
{
if (pv->stats[STAT_ITEMS] & (1<<hipweapons[i]))
{
time = pv->item_gettime[hipweapons[i]];
flashon = (int)((cl.time - time)*10);
if (flashon >= 10)
{
if (pv->stats[STAT_ACTIVEWEAPON] == (1<<hipweapons[i]))
flashon = 1;
else
flashon = 0;
}
else
flashon = (flashon%5) + 2;
// check grenade launcher
if (i==2)
{
if (pv->stats[STAT_ITEMS] & HIT_PROXIMITY_GUN)
{
if (flashon)
{
grenadeflashing = 1;
Sbar_DrawPic (headsup?wleft:96, headsup?wtop+4*16:-16, 24, 16, hsb_weapons[flashon][2]);
}
}
}
else if (i==3)
{
if (pv->stats[STAT_ITEMS] & (IT_SHOTGUN<<4))
{
if (flashon && !grenadeflashing)
Sbar_DrawPic (headsup?wleft:96, headsup?wtop+4*16:-16, 24, 16, hsb_weapons[flashon][3]);
else if (!grenadeflashing)
Sbar_DrawPic (headsup?wleft:96, headsup?wtop+4*16:-16, 24, 16, hsb_weapons[0][3]);
}
else
Sbar_DrawPic (headsup?wleft:96, headsup?wtop+4*16:-16, 24, 16, hsb_weapons[flashon][4]);
}
// else if (i == 1)
// Sbar_DrawPic (176 + (i*24), -16, 24, 16, hsb_weapons[flashon][i]);
else
{
if (headsup)
Sbar_DrawPic (headsup?wleft:(176 + (i*24)), headsup?wtop+(i+7)*16:-16, 24, 16, hsb_weapons[flashon][i]);
else
Sbar_DrawPic (headsup?wleft:(176 + (i*24)), headsup?wtop+(i+7)*16:-16, 24, 16, hsb_weapons[flashon][i]);
}
if (flashon > 1)
sb_updates = 0; // force update to remove flash
}
}
}
if (sbar_rogue)
{
// check for powered up weapon.
if ( pv->stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
{
for (i=0;i<5;i++)
{
if (pv->stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << i))
{
if (headsup)
{
if (sbar_rect.height>200)
Sbar_DrawSubPic ((hudswap) ? 0 : (sbar_rect.width-24),-68-(5-i)*16, 24, 16, rsb_weapons[i],0,0,((i==4)?48:24),16);
}
else
Sbar_DrawPic ((i+2)*24, -16, (i==4)?48:24, 16, rsb_weapons[i]);
}
}
}
}
flashon = 0;
// items
for (i=(sbar_hipnotic?2:0) ; i<6 ; i++)
{
if (pv->stats[STAT_ITEMS] & (1<<(17+i)))
{
time = pv->item_gettime[17+i];
if (time && time > cl.time - 2 && flashon )
{ // flash frame
sb_updates = 0;
}
else
Sbar_DrawPic (192 + i*16, -16, 16, 16, sb_items[i]);
if (time && time > cl.time - 2)
sb_updates = 0;
}
}
if (sbar_hipnotic)
{
for (i=0 ; i<2 ; i++)
{
if (pv->stats[STAT_ITEMS] & (1<<(24+i)))
{
time = pv->item_gettime[24+i];
if (time && time > cl.time - 2 && flashon ) // flash frame
sb_updates = 0;
else
Sbar_DrawPic (288 + i*16, -16, 16, 16, hsb_items[i]);
if (time && time > cl.time - 2)
sb_updates = 0;
}
}
}
if (sbar_rogue)
{
// new rogue items
for (i=0 ; i<2 ; i++)
{
if (pv->stats[STAT_ITEMS] & (1<<(29+i)))
{
time = pv->item_gettime[29+i];
if (time && time > cl.time - 2 && flashon ) // flash frame
sb_updates = 0;
else
Sbar_DrawPic (288 + i*16, -16, 16, 16, rsb_items[i]);
if (time && time > cl.time - 2)
sb_updates = 0;
}
}
}
else
{
// sigils
for (i=0 ; i<4 ; i++)
{
if (pv->stats[STAT_ITEMS] & (1<<(28+i)))
{
time = pv->item_gettime[28+i];
if (time && time > cl.time - 2 && flashon )
{ // flash frame
sb_updates = 0;
}
else
Sbar_DrawPic (320-32 + i*8, -16, 8, 16, sb_sigil[i]);
if (time && time > cl.time - 2)
sb_updates = 0;
}
}
}
// ammo counts
if (headsup)
{
for (i=0 ; i<4 ; i++)
Sbar_DrawSubPic((hudswap) ? sbar_rect_left : (sbar_rect.width-42), -24 - (4-i)*11, 42, 11, ibar, 3+(i*48), 0, 320, 24);
}
for (i=0 ; i<4 ; i++)
{
snprintf (num, sizeof(num), "%4i", pv->stats[STAT_SHELLS+i] );
numc[0] = CON_WHITEMASK|0xe000|((num[0]!=' ')?(num[0] + 18-'0'):' ');
numc[1] = CON_WHITEMASK|0xe000|((num[1]!=' ')?(num[1] + 18-'0'):' ');
numc[2] = CON_WHITEMASK|0xe000|((num[2]!=' ')?(num[2] + 18-'0'):' ');
numc[3] = CON_WHITEMASK|0xe000|((num[3]!=' ')?(num[3] + 18-'0'):' ');
numc[4] = 0;
if (headsup)
{
Sbar_DrawExpandedString(((hudswap) ? sbar_rect_left+3 : (sbar_rect.width-39)) - 4, -24 - (4-i)*11, numc);
}
else
{
Sbar_DrawExpandedString((6*i+1)*8 - 2 - 4, -24, numc);
}
}
}
static qboolean PointInBox(float px, float py, float x, float y, float w, float h)
{
if (px >= x && px < x+w)
if (py >= y && py < y+h)
return true;
return false;
}
int Sbar_TranslateHudClick(void)
{
int i;
float vx = mousecursor_x - sbar_rect.x;
float vy = mousecursor_y - (sbar_rect.y + (sbar_rect.height-SBAR_HEIGHT));
qboolean headsup = !(cl_sbar.value || (scr_viewsize.value<100));
qboolean hudswap = cl_hudswap.value; // Get that nasty float out :)
//inventory. clicks do specific-weapon impulses.
if (sb_lines > 24)
{
for (i=0 ; i<7 ; i++)
{
if (headsup)
{
if (i || sbar_rect.height>200)
if (PointInBox (vx, vy, (hudswap) ? 0 : (sbar_rect.width-24),-68-(7-i)*16, 24,16))
return '2' + i;
}
else
{
if (PointInBox (vx, vy, i*24, -16, (i==6)?48:24, 16))
return '2' + i;
}
}
}
//armour. trigger backtick, to toggle the console (which enables the on-screen keyboard on android).
if (PointInBox (vx, vy, 0, 0, 96, 24))
return '`';
//face. do showscores.
if (PointInBox (vx, vy, 112, 0, 96, 24))
return K_TAB;
//currentammo+icon. trigger '/' binding, which defaults to weapon-switch (impulse 10)
if (PointInBox (vx, vy, 224, 0, 96, 24))
return '/';
return 0;
}
//=============================================================================
/*
===============
Sbar_DrawFrags
===============
*/
void Sbar_DrawFrags (playerview_t *pv)
{
int i, k, l;
int top, bottom;
float x, y;
int f;
int ownnum;
char num[12];
player_info_t *s;
Sbar_SortFrags (false, false);
ownnum = Sbar_PlayerNum(pv);
// draw the text
l = scoreboardlines <= 4 ? scoreboardlines : 4;
x = 23;
// xofs = (sbar_rect.width - 320)>>1;
y = sbar_rect.height - SBAR_HEIGHT - 23;
for (i=0 ; i<l ; i++)
{
k = fragsort[i];
s = &cl.players[k];
if (!s->name[0])
continue;
if (s->spectator)
continue;
// draw background
top = Sbar_TopColour(s);
bottom = Sbar_BottomColour(s);
// Draw_Fill (xofs + x*8 + 10, y, 28, 4, top);
// Draw_Fill (xofs + x*8 + 10, y+4, 28, 3, bottom);
Sbar_FillPC (sbar_rect.x+x*8 + 10, sbar_rect.y+y, 28, 4, top);
Sbar_FillPC (sbar_rect.x+x*8 + 10, sbar_rect.y+y+4, 28, 3, bottom);
R2D_ImageColours(1, 1, 1, 1);
// draw number
f = s->frags;
sprintf (num, "%3i",f);
Sbar_DrawCharacter ( (x+1)*8 , -24, num[0]);
Sbar_DrawCharacter ( (x+2)*8 , -24, num[1]);
Sbar_DrawCharacter ( (x+3)*8 , -24, num[2]);
if (k == ownnum)
{
Sbar_DrawCharacter (x*8+2, -24, 16);
Sbar_DrawCharacter ( (x+4)*8-4, -24, 17);
}
x+=4;
}
R2D_ImageColours(1.0, 1.0, 1.0, 1.0);
}
//=============================================================================
/*
===============
Sbar_DrawFace
===============
*/
void Sbar_DrawFace (playerview_t *pv)
{
int f, anim;
if ( (pv->stats[STAT_ITEMS] & (IT_INVISIBILITY | IT_INVULNERABILITY) )
== (IT_INVISIBILITY | IT_INVULNERABILITY) )
{
Sbar_DrawPic (112, 0, 24, 24, sb_face_invis_invuln);
return;
}
if (pv->stats[STAT_ITEMS] & IT_QUAD)
{
Sbar_DrawPic (112, 0, 24, 24, sb_face_quad );
return;
}
if (pv->stats[STAT_ITEMS] & IT_INVISIBILITY)
{
Sbar_DrawPic (112, 0, 24, 24, sb_face_invis );
return;
}
if (pv->stats[STAT_ITEMS] & IT_INVULNERABILITY)
{
Sbar_DrawPic (112, 0, 24, 24, sb_face_invuln);
return;
}
if (pv->stats[STAT_HEALTH] >= 100)
f = 4;
else
f = pv->stats[STAT_HEALTH] / 20;
if (f < 0)
f=0;
if (cl.time <= pv->faceanimtime)
{
anim = 1;
sb_updates = 0; // make sure the anim gets drawn over
}
else
anim = 0;
Sbar_DrawPic (112, 0, 24, 24, sb_faces[f][anim]);
}
/*
=============
Sbar_DrawNormal
=============
*/
void Sbar_DrawNormal (playerview_t *pv)
{
if (cl_sbar.value || (scr_viewsize.value<100))
{
if (cl_sbar.ival != 1 && scr_viewsize.value >= 100)
R2D_ImageColours (cl_sbaralpha.value, cl_sbaralpha.value, cl_sbaralpha.value, cl_sbaralpha.value);
Sbar_DrawPic (0, 0, 320, 24, sb_sbar);
R2D_ImageColours (1, 1, 1, 1);
}
//hipnotic's keys appear to the right of health.
if (sbar_hipnotic)
{
if (pv->stats[STAT_ITEMS] & IT_KEY1)
Sbar_DrawPic (209, 3, 16, 9, sb_items[0]);
if (pv->stats[STAT_ITEMS] & IT_KEY2)
Sbar_DrawPic (209, 12, 16, 9, sb_items[1]);
}
// armor
if (pv->stats[STAT_ITEMS] & IT_INVULNERABILITY)
{
Sbar_DrawNum (24, 0, 666, 3, 1);
Sbar_DrawMPic (0, 0, 24, 24, draw_disc);
}
else
{
if (sbar_rogue)
{
Sbar_DrawNum (24, 0, pv->stats[STAT_ARMOR], 3,
pv->stats[STAT_ARMOR] <= 25);
if (pv->stats[STAT_ITEMS] & RIT_ARMOR3)
Sbar_DrawPic (0, 0, 24, 24, sb_armor[2]);
else if (pv->stats[STAT_ITEMS] & RIT_ARMOR2)
Sbar_DrawPic (0, 0, 24, 24, sb_armor[1]);
else if (pv->stats[STAT_ITEMS] & RIT_ARMOR1)
Sbar_DrawPic (0, 0, 24, 24, sb_armor[0]);
}
else
{
Sbar_DrawNum (24, 0, pv->stats[STAT_ARMOR], 3,
pv->stats[STAT_ARMOR] <= 25);
if (pv->stats[STAT_ITEMS] & IT_ARMOR3)
Sbar_DrawPic (0, 0, 24, 24, sb_armor[2]);
else if (pv->stats[STAT_ITEMS] & IT_ARMOR2)
Sbar_DrawPic (0, 0, 24, 24, sb_armor[1]);
else if (pv->stats[STAT_ITEMS] & IT_ARMOR1)
Sbar_DrawPic (0, 0, 24, 24, sb_armor[0]);
}
}
// face
Sbar_DrawFace (pv);
// health
Sbar_DrawNum (136, 0, pv->stats[STAT_HEALTH], 3
, pv->stats[STAT_HEALTH] <= 25);
// ammo icon
if (sbar_rogue)
{
if (pv->stats[STAT_ITEMS] & RIT_SHELLS)
Sbar_DrawPic (224, 0, 24, 24, sb_ammo[0]);
else if (pv->stats[STAT_ITEMS] & RIT_NAILS)
Sbar_DrawPic (224, 0, 24, 24, sb_ammo[1]);
else if (pv->stats[STAT_ITEMS] & RIT_ROCKETS)
Sbar_DrawPic (224, 0, 24, 24, sb_ammo[2]);
else if (pv->stats[STAT_ITEMS] & RIT_CELLS)
Sbar_DrawPic (224, 0, 24, 24, sb_ammo[3]);
else if (pv->stats[STAT_ITEMS] & RIT_LAVA_NAILS)
Sbar_DrawPic (224, 0, 24, 24, rsb_ammo[0]);
else if (pv->stats[STAT_ITEMS] & RIT_PLASMA_AMMO)
Sbar_DrawPic (224, 0, 24, 24, rsb_ammo[1]);
else if (pv->stats[STAT_ITEMS] & RIT_MULTI_ROCKETS)
Sbar_DrawPic (224, 0, 24, 24, rsb_ammo[2]);
}
else
{
if (pv->stats[STAT_ITEMS] & IT_SHELLS)
Sbar_DrawPic (224, 0, 24, 24, sb_ammo[0]);
else if (pv->stats[STAT_ITEMS] & IT_NAILS)
Sbar_DrawPic (224, 0, 24, 24, sb_ammo[1]);
else if (pv->stats[STAT_ITEMS] & IT_ROCKETS)
Sbar_DrawPic (224, 0, 24, 24, sb_ammo[2]);
else if (pv->stats[STAT_ITEMS] & IT_CELLS)
Sbar_DrawPic (224, 0, 24, 24, sb_ammo[3]);
}
Sbar_DrawNum (248, 0, pv->stats[STAT_AMMO], 3
, pv->stats[STAT_AMMO] <= 10);
}
qboolean Sbar_ShouldDraw (playerview_t *pv)
{
#ifdef TEXTEDITOR
extern qboolean editoractive;
#endif
qboolean headsup;
if (scr_con_current == vid.height)
return false; // console is full screen
#ifdef TEXTEDITOR
if (editoractive)
return false;
#endif
#ifdef VM_UI
if (UI_DrawStatusBar((pv->sb_showscores?1:0) + (pv->sb_showteamscores?2:0))>0)
return false;
if (UI_MenuState())
return false;
#endif
headsup = !(cl_sbar.value || (scr_viewsize.value<100));
if ((sb_updates >= vid.numpages) && !headsup)
return false;
return true;
}
void Sbar_DrawScoreboard (playerview_t *pv)
{
qboolean isdead;
if (cls.protocol == CP_QUAKE2)
return;
if (Key_Dest_Has(~kdm_game))
return;
#ifdef CSQC_DAT
if (CSQC_DrawScores(pv))
return;
#endif
#ifndef CLIENTONLY
/*no scoreboard in single player (if you want bots, set deathmatch)*/
if (sv.state && sv.allocated_client_slots == 1)
{
return;
}
#endif
isdead = false;
if (pv->spectator && (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV))
{
int t = pv->cam_spec_track;
if (t >= 0 && CAM_ISLOCKED(pv) && cl.players[t].statsf[STAT_HEALTH] <= 0)
isdead = true;
}
else if (!pv->spectator && pv->statsf[STAT_HEALTH] <= 0)
isdead = true;
if (isdead)// && !cl.spectator)
{
if (cl.teamplay > 0 && !pv->sb_showscores)
Sbar_TeamOverlay(pv);
else
Sbar_DeathmatchOverlay (pv, 0);
}
else if (pv->sb_showscores)
Sbar_DeathmatchOverlay (pv, 0);
else if (pv->sb_showteamscores)
Sbar_TeamOverlay(pv);
else
return;
sb_updates = 0;
}
#ifdef HEXEN2
static void Sbar_Hexen2DrawActiveStuff(playerview_t *pv)
{
int x = r_refdef.grect.x + r_refdef.grect.width;
mpic_t *pic;
if (pv->stats[STAT_H2_ARTIFACT_ACTIVE] & 4)
{
pic = R2D_SafeCachePic(va("gfx/pwrbook%d.lmp", ((int)(cl.time*16)%15)+1));
x -= 32;
R2D_ScalePic(x, r_refdef.grect.y, 32, 32, pic);
x -= 18;
}
if (pv->stats[STAT_H2_ARTIFACT_ACTIVE] & 1)
{
pic = R2D_SafeCachePic(va("gfx/durhst%d.lmp", ((int)(cl.time*16)%15)+1));
x -= 32;
R2D_ScalePic(x, r_refdef.grect.y, 32, 32, pic);
x -= 18;
}
if (pv->stats[STAT_H2_ARTIFACT_ACTIVE] & 2)
{
pic = R2D_SafeCachePic(va("gfx/durshd%d.lmp", ((int)(cl.time*16)%15)+1));
x -= 32;
R2D_ScalePic(x, r_refdef.grect.y, 32, 32, pic);
x -= 18;
}
}
static void Sbar_Hexen2DrawItem(playerview_t *pv, float x, float y, int itemnum)
{
int num;
Sbar_DrawMPic(x, y, 29, 28, R2D_SafeCachePic(va("gfx/arti%02d.lmp", itemnum)));
num = pv->stats[STAT_H2_CNT_TORCH+itemnum];
if(num > 0)
{
if (num >= 10)
Sbar_DrawMPic(x+20, y+21, 4, 6, R2D_SafeCachePic(va("gfx/artinum%d.lmp", num/10)));
Sbar_DrawMPic(x+20+4, y+21, 4, 6, R2D_SafeCachePic(va("gfx/artinum%d.lmp", num%10)));
}
}
static void Sbar_Hexen2DrawInventory(playerview_t *pv)
{
int i;
int x, y=-37;
int activeleft = 0;
int activeright = 0;
/*always select an artifact that we actually have whether we are drawing the full bar or not.*/
for (i = 0; i < 15; i++)
{
if (pv->stats[STAT_H2_CNT_TORCH+(i+pv->sb_hexen2_cur_item)%15])
{
pv->sb_hexen2_cur_item = (pv->sb_hexen2_cur_item + i)%15;
break;
}
}
if (pv->sb_hexen2_item_time+3 < realtime)
return;
for (i = pv->sb_hexen2_cur_item; i < 15; i++)
if (pv->sb_hexen2_cur_item == i || pv->stats[STAT_H2_CNT_TORCH+i] > 0)
activeright++;
for (i = pv->sb_hexen2_cur_item-1; i >= 0; i--)
if (pv->sb_hexen2_cur_item == i || pv->stats[STAT_H2_CNT_TORCH+i] > 0)
activeleft++;
if (activeleft > 3 + (activeright<=3?(4-activeright):0))
activeleft = 3 + (activeright<=3?(4-activeright):0);
x=320/2-114 + (activeleft-1)*33;
for (i = pv->sb_hexen2_cur_item-1; x>=320/2-114; i--)
{
if (!pv->stats[STAT_H2_CNT_TORCH+i])
continue;
if (i == pv->sb_hexen2_cur_item)
Sbar_DrawMPic(x+9, y-12, 11, 11, R2D_SafeCachePic("gfx/artisel.lmp"));
Sbar_Hexen2DrawItem(pv, x, y, i);
x -= 33;
}
x=320/2-114 + activeleft*33;
for (i = pv->sb_hexen2_cur_item; i < 15 && x < 320/2-114+7*33; i++)
{
if (i != pv->sb_hexen2_cur_item && !pv->stats[STAT_H2_CNT_TORCH+i])
continue;
if (i == pv->sb_hexen2_cur_item)
Sbar_DrawMPic(x+9, y-12, 11, 11, R2D_SafeCachePic("gfx/artisel.lmp"));
Sbar_Hexen2DrawItem(pv, x, y, i);
x+=33;
}
}
static void Sbar_Hexen2DrawExtra (playerview_t *pv)
{
unsigned int i, slot;
unsigned int pclass;
int ringpos[] = {6, 44, 81, 119};
//char *ringimages[] = {"gfx/ring_f.lmp", "gfx/ring_w.lmp", "gfx/ring_t.lmp", "gfx/ring_r.lmp"}; //unused variable
float val;
char *pclassname[] = {
"Unknown",
"Paladin",
"Crusader",
"Necromancer",
"Assasin",
"Demoness"
};
if (pv->sb_hexen2_infoplaque)
{
int i;
Con_Printf("Objectives:\n");
for (i = 0; i < 64; i++)
{
if (pv->stats[STAT_H2_OBJECTIVE1 + i/32] & (1<<(i&31)))
Con_Printf("%s\n", T_GetInfoString(i));
}
pv->sb_hexen2_infoplaque = false;
}
if (!pv->sb_hexen2_extra_info)
{
sbar_rect.y -= 46-SBAR_HEIGHT;
return;
}
pclass = cl.players[pv->playernum].h2playerclass;
if (pclass >= sizeof(pclassname)/sizeof(pclassname[0]))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 09:41:39 -08:00
pclass = 0;
//adjust it so there's space
sbar_rect.y -= 46+98-SBAR_HEIGHT;
Sbar_DrawMPic(0, 46, 160, 98, R2D_SafeCachePic("gfx/btmbar1.lmp"));
Sbar_DrawMPic(160, 46, 160, 98, R2D_SafeCachePic("gfx/btmbar2.lmp"));
Sbar_DrawTinyString (11, 48, pclassname[pclass]);
Sbar_DrawTinyString (11, 58, "int");
Sbar_DrawTinyStringf (33, 58, "%02d", pv->stats[STAT_H2_INTELLIGENCE]);
Sbar_DrawTinyString (11, 64, "wis");
Sbar_DrawTinyStringf (33, 64, "%02d", pv->stats[STAT_H2_WISDOM]);
Sbar_DrawTinyString (11, 70, "dex");
Sbar_DrawTinyStringf (33, 70, "%02d", pv->stats[STAT_H2_DEXTERITY]);
Sbar_DrawTinyString (58, 58, "str");
Sbar_DrawTinyStringf (80, 58, "%02d", pv->stats[STAT_H2_STRENGTH]);
Sbar_DrawTinyString (58, 64, "lvl");
Sbar_DrawTinyStringf (80, 64, "%02d", pv->stats[STAT_H2_LEVEL]);
Sbar_DrawTinyString (58, 70, "exp");
Sbar_DrawTinyStringf (80, 70, "%06d", pv->stats[STAT_H2_EXPERIENCE]);
Sbar_DrawTinyString (11, 79, "abilities");
if (pv->stats[STAT_H2_FLAGS] & (1<<22))
Sbar_DrawTinyString (8, 89, T_GetString(400 + 2*(pclass-1) + 0));
if (pv->stats[STAT_H2_FLAGS] & (1<<23))
Sbar_DrawTinyString (8, 96, T_GetString(400 + 2*(pclass-1) + 1));
for (i = 0; i < 4; i++)
{
if (pv->stats[STAT_H2_ARMOUR1+i] > 0)
{
Sbar_DrawMPic (164+i*40, 115, 28, 19, R2D_SafeCachePic(va("gfx/armor%d.lmp", i+1)));
Sbar_DrawTinyStringf (168+i*40, 136, "+%d", pv->stats[STAT_H2_ARMOUR1+i]);
}
}
for (i = 0; i < 4; i++)
{
if (pv->stats[STAT_H2_FLIGHT_T+i] > 0)
{
Sbar_DrawMPic (ringpos[i], 119, 32, 22, R2D_SafeCachePic(va("gfx/ring_f.lmp")));
val = pv->stats[STAT_H2_FLIGHT_T+i];
if (val > 100)
val = 100;
if (val < 0)
val = 0;
Sbar_DrawMPic(ringpos[i]+29 - (int)(26 * (val/(float)100)),142, 26, 1, R2D_SafeCachePic("gfx/ringhlth.lmp"));
Sbar_DrawMPic(ringpos[i]+29, 142, 26, 1, R2D_SafeCachePic("gfx/rhlthcvr.lmp"));
}
}
slot = 0;
for (i = 0; i < 8; i++)
{
if (pv->statsstr[STAT_H2_PUZZLE1+i] && *pv->statsstr[STAT_H2_PUZZLE1+i])
{
Sbar_DrawMPic (194+(slot%4)*31, slot<4?51:82, 26, 26, R2D_SafeCachePic(va("gfx/puzzle/%s.lmp", pv->statsstr[STAT_H2_PUZZLE1+i])));
slot++;
}
}
Sbar_DrawMPic(134, 50, 49, 56, R2D_SafeCachePic(va("gfx/cport%d.lmp", pclass)));
}
static int Sbar_Hexen2ArmourValue(playerview_t *pv)
{
int i;
float ac = 0;
/*
WARNING: these values match the engine - NOT the gamecode!
Even the gamecode's values are misleading due to an indexing bug.
*/
static int acv[5][4] =
{
{8, 6, 2, 4},
{4, 8, 6, 2},
{2, 4, 8, 6},
{6, 2, 4, 8},
{6, 2, 4, 8}
};
int classno;
classno = cl.players[pv->playernum].h2playerclass;
if (classno >= 1 && classno <= 5)
{
classno--;
for (i = 0; i < 4; i++)
{
if (pv->stats[STAT_H2_ARMOUR1+i])
{
ac += acv[classno][i];
ac += pv->stats[STAT_H2_ARMOUR1+i]/5.0;
}
}
}
return ac;
}
static void Sbar_Hexen2DrawBasic(playerview_t *pv)
{
int chainpos;
int val, maxval;
Sbar_DrawMPic(0, 0, 160, 46, R2D_SafeCachePic("gfx/topbar1.lmp"));
Sbar_DrawMPic(160, 0, 160, 46, R2D_SafeCachePic("gfx/topbar2.lmp"));
Sbar_DrawMPic(0, -23, 51, 23, R2D_SafeCachePic("gfx/topbumpl.lmp"));
Sbar_DrawMPic(138, -8, 39, 8, R2D_SafeCachePic("gfx/topbumpm.lmp"));
Sbar_DrawMPic(269, -23, 51, 23, R2D_SafeCachePic("gfx/topbumpr.lmp"));
//mana1
maxval = pv->stats[STAT_H2_MAXMANA];
val = pv->stats[STAT_H2_BLUEMANA];
val = bound(0, val, maxval);
Sbar_DrawTinyStringf(201, 22, "%03d", val);
if(val)
{
Sbar_DrawMPic(190, 26-(int)((val*18.0)/(float)maxval+0.5), 3, 19, R2D_SafeCachePic("gfx/bmana.lmp"));
Sbar_DrawMPic(190, 27, 3, 19, R2D_SafeCachePic("gfx/bmanacov.lmp"));
}
//mana2
maxval = pv->stats[STAT_H2_MAXMANA];
val = pv->stats[STAT_H2_GREENMANA];
val = bound(0, val, maxval);
Sbar_DrawTinyStringf(243, 22, "%03d", val);
if(val)
{
Sbar_DrawMPic(232, 26-(int)((val*18.0)/(float)maxval+0.5), 3, 19, R2D_SafeCachePic("gfx/gmana.lmp"));
Sbar_DrawMPic(232, 27, 3, 19, R2D_SafeCachePic("gfx/gmanacov.lmp"));
}
//health
val = pv->stats[STAT_HEALTH];
if (val < -99)
val = -99;
Sbar_Hexen2DrawNum(58, 14, val, 3);
//armour
val = Sbar_Hexen2ArmourValue(pv);
Sbar_Hexen2DrawNum(105, 14, val, 2);
// SetChainPosition(cl.v.health, cl.v.max_health);
chainpos = (195.0f*pv->stats[STAT_HEALTH]) / pv->stats[STAT_H2_MAXHEALTH];
if (chainpos < 0)
chainpos = 0;
Sbar_DrawMPic(45+((int)chainpos&7), 38, 222, 5, R2D_SafeCachePic("gfx/hpchain.lmp"));
Sbar_DrawMPic(45+(int)chainpos, 36, 35, 9, R2D_SafeCachePic("gfx/hpgem.lmp"));
Sbar_DrawMPic(43, 36, 10, 10, R2D_SafeCachePic("gfx/chnlcov.lmp"));
Sbar_DrawMPic(267, 36, 10, 10, R2D_SafeCachePic("gfx/chnrcov.lmp"));
Sbar_Hexen2DrawItem(pv, 144, 3, pv->sb_hexen2_cur_item);
}
static void Sbar_Hexen2DrawMinimal(playerview_t *pv)
{
int y;
y = -16;
Sbar_DrawMPic(3, y, 31, 17, R2D_SafeCachePic("gfx/bmmana.lmp"));
Sbar_DrawMPic(3, y+18, 31, 17, R2D_SafeCachePic("gfx/gmmana.lmp"));
Sbar_DrawTinyStringf(10, y+6, "%03d", pv->stats[STAT_H2_BLUEMANA]);
Sbar_DrawTinyStringf(10, y+18+6, "%03d", pv->stats[STAT_H2_GREENMANA]);
Sbar_Hexen2DrawNum(38, y+18, pv->stats[STAT_HEALTH], 3);
}
#endif
static void Sbar_DrawTeamStatus(playerview_t *pv)
{
int p;
int y;
int track;
if (!sbar_teamstatus.ival)
return;
y = -32;
track = Cam_TrackNum(pv);
if (track == -1 || !pv->spectator)
track = pv->playernum;
for (p = 0; p < cl.allocated_client_slots; p++)
{
if (pv->playernum == p) //self is not shown
continue;
if (track == p) //nor is the person you are tracking
continue;
if (cl.players[p].teamstatustime < realtime)
continue;
if (!*cl.players[p].teamstatus) //only show them if they have something. no blank lines thanks
continue;
if (strcmp(cl.players[p].team, cl.players[track].team))
continue;
if (*cl.players[p].name)
{
Sbar_DrawString (0, y, cl.players[p].teamstatus);
y-=8;
}
}
sbar_parsingteamstatuses = true;
}
qboolean Sbar_UpdateTeamStatus(player_info_t *player, char *status)
{
qboolean aswhite = false;
char *outb;
int outlen;
char *msgstart;
char *ledstatus;
if (*status != '\r')// && !(strchr(status, 0x86) || strchr(status, 0x87) || strchr(status, 0x88) || strchr(status, 0x89)))
{
if (*status != 'x' || status[1] != '\r')
return false;
status++;
}
if (*status == '\r')
{
while (*status == ' ' || *status == '\r')
status++;
ledstatus = status;
if (*(unsigned char*)ledstatus >= 0x86 && *(unsigned char*)ledstatus <= 0x89)
{
msgstart = strchr(status, ':');
if (!status)
return false;
if (msgstart)
status = msgstart+1;
else
ledstatus = NULL;
}
else
ledstatus = NULL;
}
else
ledstatus = NULL;
while (*status == ' ' || *status == '\r')
status++;
//fixme: handle { and } stuff (assume red?)
outb = player->teamstatus;
outlen = sizeof(player->teamstatus)-1;
if (ledstatus)
{
*outb++ = *ledstatus;
outlen--;
}
while(outlen>0 && *status)
{
if (*status == '{')
{
aswhite=true;
status++;
continue;
}
if (aswhite)
{
if (*status == '}')
{
aswhite = false;
status++;
continue;
}
*outb++ = *status++;
}
else
*outb++ = *status++|128;
outlen--;
}
player->teamstatustime = realtime + 10;
*outb = '\0';
if (sbar_teamstatus.value == 2)
return sbar_parsingteamstatuses;
return false;
}
static void Sbar_Voice(int y)
{
#ifdef VOICECHAT
int loudness;
if (!snd_voip_showmeter.ival)
return;
loudness = S_Voip_Loudness(snd_voip_showmeter.ival==2);
if (loudness >= 0)
{
int w;
int x=0;
int s, i;
float range = loudness/100.0f;
w = 0;
Font_BeginString(font_default, sbar_rect.x + min(320,sbar_rect.width)/2, sbar_rect.y + y + sbar_rect.height-SBAR_HEIGHT, &x, &y);
w += Font_CharWidth(CON_WHITEMASK, 0xe080);
w += Font_CharWidth(CON_WHITEMASK, 0xe081)*16;
w += Font_CharWidth(CON_WHITEMASK, 0xe082);
w += Font_CharWidth(CON_WHITEMASK, 'M');
w += Font_CharWidth(CON_WHITEMASK, 'i');
w += Font_CharWidth(CON_WHITEMASK, 'c');
w += Font_CharWidth(CON_WHITEMASK, ' ');
x -= w/2;
x = Font_DrawChar(x, y, CON_WHITEMASK, 'M');
x = Font_DrawChar(x, y, CON_WHITEMASK, 'i');
x = Font_DrawChar(x, y, CON_WHITEMASK, 'c');
x = Font_DrawChar(x, y, CON_WHITEMASK, ' ');
x = Font_DrawChar(x, y, CON_WHITEMASK, 0xe080);
s = x;
for (i=0 ; i<16 ; i++)
x = Font_DrawChar(x, y, CON_WHITEMASK, 0xe081);
Font_DrawChar(x, y, CON_WHITEMASK, 0xe082);
Font_DrawChar(s + (x-s) * range - Font_CharWidth(CON_WHITEMASK, 0xe083)/2, y, CON_WHITEMASK, 0xe083);
Font_EndString(font_default);
}
#endif
}
void SCR_StringXY(const char *str, float x, float y);
void SCR_DrawClock(void);
void SCR_DrawGameClock(void);
static void Sbar_DrawUPS(playerview_t *pv)
{
extern cvar_t show_speed;
static double lastupstime;
double t;
static float lastups;
char str[80];
float *vel;
int track;
extern cvar_t show_speed_x;
extern cvar_t show_speed_y;
if (!show_speed.ival)
return;
t = Sys_DoubleTime();
if ((t - lastupstime) >= 1.0/20)
{
if (pv->spectator)
track = Cam_TrackNum(pv);
else
track = -1;
if (track != -1)
vel = cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[track].velocity;
else
vel = pv->simvel;
lastups = sqrt((vel[0]*vel[0]) + (vel[1]*vel[1]));
lastupstime = t;
}
sprintf(str, "%3.1f UPS", lastups);
SCR_StringXY(str, show_speed_x.value, show_speed_y.value);
}
/*
===============
Sbar_Draw
===============
*/
void Sbar_Draw (playerview_t *pv)
{
qboolean headsup;
char st[512];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
int sbarwidth;
qboolean minidmoverlay;
extern cvar_t scr_centersbar;
#ifdef CSQC_DAT
if (CSQC_DrawHud(pv))
return;
#endif
headsup = !(cl_sbar.value || (scr_viewsize.value<100));
if ((sb_updates >= vid.numpages) && !headsup)
return;
sbar_parsingteamstatuses = false;
#ifdef HLCLIENT
if (CLHL_DrawHud())
return;
#endif
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
int seat = pv - cl.playerview;
if (seat >= cl.splitclients)
seat = cl.splitclients-1;
if (seat < 0)
seat = 0;
sbar_rect = r_refdef.grect;
R2D_ImageColours(1, 1, 1, 1);
if (*cl.q2statusbar)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-17 21:22:07 -08:00
Sbar_ExecuteLayoutString(cl.q2statusbar, seat);
if (*cl.q2layout && (cl.q2frame.playerstate[seat].stats[Q2STAT_LAYOUTS] & 1))
Sbar_ExecuteLayoutString(cl.q2layout[seat], seat);
if (cl.q2frame.playerstate[seat].stats[Q2STAT_LAYOUTS] & 2)
Sbar_Q2DrawInventory(seat);
return;
}
#endif
Sbar_Start();
R2D_ImageColours(1, 1, 1, 1);
minidmoverlay = cl.deathmatch && hud_miniscores_show->ival;
sbar_rect = r_refdef.grect;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
sbarwidth = 320;
if (minidmoverlay && r_refdef.grect.width >= 640 && cl.teamplay)
sbarwidth += 320;
else if (minidmoverlay && r_refdef.grect.width >= 512)
sbarwidth += 192;
else
minidmoverlay = 0;
if (scr_centersbar.ival)
{
float ofs = (sbar_rect.width - sbarwidth)/2;
sbar_rect.x += ofs;
sbar_rect.width -= ofs;
sbar_rect_left = -ofs;
}
sb_updates++;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
if (cl_sbar.value == 1 || scr_viewsize.value<100)
{
if (sbar_rect.x>r_refdef.grect.x)
{ // left
R2D_TileClear (r_refdef.grect.x, r_refdef.grect.y+sbar_rect.height - sb_lines, sbar_rect.x - r_refdef.grect.x, sb_lines);
}
if (sbar_rect.x + 320 <= r_refdef.grect.x + sbar_rect.width && !headsup)
R2D_TileClear (sbar_rect.x + 320, r_refdef.grect.y+sbar_rect.height - sb_lines, sbar_rect.width - (320), sb_lines);
}
#ifdef HEXEN2
if (sbar_hexen2)
{
//hexen2 hud
if (sb_lines > 24 || pv->sb_hexen2_extra_info)
{
Sbar_Hexen2DrawExtra(pv);
Sbar_Hexen2DrawBasic(pv);
}
else if (sb_lines > 0)
Sbar_Hexen2DrawMinimal(pv);
Sbar_Hexen2DrawInventory(pv);
if (minidmoverlay)
Sbar_MiniDeathmatchOverlay (pv);
Sbar_Hexen2DrawActiveStuff(pv);
}
else
#endif
if (sbarfailed) //files failed to load.
{
//fallback hud
if (pv->stats[STAT_HEALTH] > 0) //when dead, show nothing
{
// if (scr_viewsize.value != 120)
// Cvar_Set(&scr_viewsize, "120");
Sbar_DrawString (0, -8, va("Health: %i", pv->stats[STAT_HEALTH]));
Sbar_DrawString (0, -16, va(" Armor: %i", pv->stats[STAT_ARMOR]));
Sbar_Voice(-24);
}
}
else
{
//standard quake(world) hud.
// main area
if (sb_lines > 0)
{
if (pv->spectator)
{
if (pv->cam_state == CAM_FREECAM || pv->cam_state == CAM_PENDING)
{
if (hud_tracking_show->ival || cl_sbar.ival)
{ //this is annoying.
Sbar_DrawPic (0, 0, 320, 24, sb_scorebar);
Sbar_DrawString (160-7*8,4, "SPECTATOR MODE");
if (pv->cam_state == CAM_FREECAM)
Sbar_DrawString(160-14*8+4, 12, "Press [ATTACK] for AutoCamera");
}
}
else
{
if (pv->sb_showscores || pv->sb_showteamscores || pv->stats[STAT_HEALTH] <= 0)
Sbar_SoloScoreboard ();
// else if (cls.gamemode != GAME_DEATHMATCH)
// Sbar_CoopScoreboard ();
else
Sbar_DrawNormal (pv);
if (hud_tracking_show->ival)
{
Q_snprintfz(st, sizeof(st), "Tracking %-.64s",
cl.players[pv->cam_spec_track].name);
Sbar_DrawString(0, -8, st);
}
}
}
else if (pv->sb_showscores || pv->sb_showteamscores || (pv->stats[STAT_HEALTH] <= 0 && cl.splitclients == 1))
{
if (pv == cl.playerview)
{
if (!cls.deathmatch)
{
if (cl_sbar.value)
Sbar_DrawPic (0, 0, 320, 24, sb_scorebar);
Sbar_CoopScoreboard ();
}
else
Sbar_SoloScoreboard ();
}
}
else
Sbar_DrawNormal (pv);
}
// top line
if (sb_lines > 24)
{
if (!pv->spectator || pv->cam_state == CAM_WALLCAM || pv->cam_state == CAM_EYECAM)
Sbar_DrawInventory (pv);
else if (cl_sbar.ival)
Sbar_DrawPic (0, -24, 320, 24, sb_scorebar); //make sure we don't get HoM
if ((!headsup || sbar_rect.width<512) && cl.deathmatch && hud_miniscores_show->ival)
Sbar_DrawFrags (pv);
}
if (minidmoverlay)
Sbar_MiniDeathmatchOverlay (pv);
if (sb_lines > 0)
Sbar_DrawTeamStatus(pv);
R2D_ImageColours (1, 1, 1, 1);
}
if (sb_lines > 24)
Sbar_Voice(-32);
else if (sb_lines > 0)
Sbar_Voice(-8);
else
Sbar_Voice(16);
Sbar_DrawUPS (pv);
SCR_DrawClock();
SCR_DrawGameClock();
}
//=============================================================================
/*
==================
Sbar_IntermissionNumber
==================
*/
void Sbar_IntermissionNumber (float x, float y, int num, int digits, int color, qboolean left)
{
char str[12];
char *ptr;
int l, frame;
l = Sbar_itoa (num, str);
ptr = str;
if (l > digits)
ptr += (l-digits);
if (!left)
if (l < digits)
x += (digits-l)*24;
while (*ptr)
{
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr -'0';
R2D_ScalePicAtlas (x,y, 16, 24, sb_nums[color][frame]);
x += 24;
ptr++;
}
}
#define COL_TEAM_LOWAVGHIGH COLUMN("low/avg/high", 12*8, {sprintf (num, "%3i/%3i/%3i", plow, pavg, phigh); Draw_FunString ( x, y, num); })
#define COL_TEAM_TEAM COLUMN("team", 4*8, {Draw_FunStringWidth ( x, y, tm->team, 4*8, false, false); \
if (!strncmp(cl.players[trackplayer].team, tm->team, 16))\
{\
Draw_FunString ( x - 1*8, y, "^Ue010");\
Draw_FunString ( x + 4*8, y, "^Ue011");\
}\
})
#define COL_TEAM_TOTAL COLUMN("total", 5*8, {Draw_FunString ( x, y, va("%5i", tm->frags)); })
#define COL_TEAM_PLAYERS COLUMN("players", 7*8, {Draw_FunString ( x, y, va("%5i", tm->players)); })
#define ALL_TEAM_COLUMNS COL_TEAM_LOWAVGHIGH COL_TEAM_TEAM COL_TEAM_TOTAL COL_TEAM_PLAYERS
/*
==================
Sbar_TeamOverlay
team frags
added by Zoid
==================
*/
void Sbar_TeamOverlay (playerview_t *pv)
{
mpic_t *pic;
int i, k;
int x, y, l;
char num[12];
team_t *tm;
int plow, phigh, pavg;
int pw,ph;
vrect_t gr = r_refdef.grect;
int rank_width = 320-32*2;
int startx;
int trackplayer;
if (!pv)
pv = &cl.playerview[0];
// request new ping times every two second
if (!cl.teamplay)
{
Sbar_DeathmatchOverlay(pv, 0);
return;
}
y = gr.y;
if (scr_scoreboard_drawtitle.ival)
{
pic = R2D_SafeCachePic ("gfx/ranking.lmp");
if (pic && R_GetShaderSizes(pic, &pw, &ph, false)>0)
{
k = (pw * 24) / ph;
R2D_ScalePic (gr.x+(gr.width-k)/2, y, k, 24, pic);
}
y += 24;
}
x = l = gr.x + (gr.width - 320)/2 + 36;
startx = x;
if (scr_scoreboard_newstyle.ival)
{
y += 8;
// Electro's scoreboard eyecandy: Draw top border
R2D_ImagePaletteColour (0, scr_scoreboard_fillalpha.value);
R2D_FillBlock(startx - 3, y - 1, rank_width - 1, 1);
// Electro's scoreboard eyecandy: Draw the title row background
R2D_ImagePaletteColour (1, scr_scoreboard_fillalpha.value);
R2D_FillBlock(startx - 2, y, rank_width - 3, 9);
R2D_ImageColours (1,1,1,1);
}
#define COLUMN(title, cwidth, code) Draw_FunString(x, y, title), x+=cwidth + 8;
ALL_TEAM_COLUMNS
// if (rank_width+(cwidth)+8 <= vid.width) {showcolumns |= (1<<COLUMN##title); rank_width += cwidth+8;}
// Draw_FunString(x, y, "low/avg/high");
// Draw_FunString(x+13*8, y, "team");
// Draw_FunString(x+18*8, y, "total");
// Draw_FunString(x+24*8, y, "players");
y += 8;
// Draw_String(x, y, "------------ ---- ----- -------");
x = l;
#undef COLUMN
if (scr_scoreboard_newstyle.ival)
{
// Electro's scoreboard eyecandy: Draw top border (under header)
R2D_ImagePaletteColour (0, scr_scoreboard_fillalpha.value);
R2D_FillBlock (startx - 3, y + 1, rank_width - 1, 1);
// Electro's scoreboard eyecandy: Don't go over the black border, move the rest down
y += 2;
// Electro's scoreboard eyecandy: Draw left border
R2D_FillBlock (startx - 3, y - 10, 1, 9);
// Electro's scoreboard eyecandy: Draw right border
R2D_FillBlock (startx - 3 + rank_width - 2, y - 10, 1, 9);
}
else if (scr_scoreboard_titleseperator.ival)
{
#define COLUMN(title, cwidth, code) {char buf[64*6]; int t = (cwidth)/8; int c=0; while (t-->0) {buf[c++] = '^'; buf[c++] = 'U'; buf[c++] = 'e'; buf[c++] = '0'; buf[c++] = '1'; buf[c] = (c==5?'d':(!t?'f':'e')); c++;} buf[c] = 0; Draw_FunString(x, y, buf); x += cwidth + 8;}
ALL_TEAM_COLUMNS
// Draw_FunString(x, y, "^Ue01d^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01f ^Ue01d^Ue01e^Ue01e^Ue01f ^Ue01d^Ue01e^Ue01e^Ue01e^Ue01f ^Ue01d^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01f");
y += 8;
#undef COLUMN
}
// sort the teams
Sbar_SortTeams(pv);
if (pv->spectator)
trackplayer = Cam_TrackNum(pv);
else
trackplayer = pv->playernum;
// draw the text
for (i=0 ; i < scoreboardteams && y <= vid.height-10 ; i++)
{
k = teamsort[i];
tm = teams + k;
if (scr_scoreboard_newstyle.ival)
{
// Electro's scoreboard eyecandy: Render the main background transparencies behind players row
// TODO: Alpha values on the background
int background_color;
if (!(strcmp("red", tm->team)))
background_color = 4; // forced red
else if (!(strcmp("blue", tm->team)))
background_color = 13; // forced blue
else
background_color = tm->bottomcolour;
Sbar_FillPCDark (startx - 2, y, rank_width - 3, 8, background_color, scr_scoreboard_fillalpha.value);
R2D_ImagePaletteColour (0, scr_scoreboard_fillalpha.value);
R2D_FillBlock (startx - 3, y, 1, 8); // Electro - Border - Left
R2D_FillBlock (startx - 3 + rank_width - 2, y, 1, 8); // Electro - Border - Right
R2D_ImageColours(1, 1, 1, 1);
}
// draw pings
plow = tm->plow;
if (plow < 0 || plow > 999)
plow = 999;
phigh = tm->phigh;
if (phigh < 0 || phigh > 999)
phigh = 999;
if (!tm->players)
pavg = 999;
else
pavg = tm->ptotal / tm->players;
if (pavg < 0 || pavg > 999)
pavg = 999;
x = l;
#if 1
#define COLUMN(title, cwidth, code) code; x+=cwidth + 8;
ALL_TEAM_COLUMNS
#undef COLUMN
#else
sprintf (num, "%3i/%3i/%3i", plow, pavg, phigh);
Draw_FunString ( x, y, num);
// draw team
Q_strncpyz (team, tm->team, sizeof(team));
Draw_FunString (x + 104, y, team);
// draw total
sprintf (num, "%5i", tm->frags);
Draw_FunString (x + 104 + 40, y, num);
// draw players
sprintf (num, "%5i", tm->players);
Draw_FunString (x + 104 + 88, y, num);
if (!strncmp(cl.players[trackplayer].team, tm->team, 16))
{
Draw_FunString ( x + 104 - 8, y, "^Ue010");
Draw_FunString ( x + 104 + 32, y, "^Ue011");
}
#endif
y += 8;
}
if (scr_scoreboard_newstyle.ival)
{
R2D_ImagePaletteColour (0, scr_scoreboard_fillalpha.value);
R2D_FillBlock (startx - 3, y, rank_width - 1, 1); // Electro - Border - Bottom
}
else
y += 8;
Sbar_DeathmatchOverlay(pv, y-gr.y);
}
/*
==================
Sbar_DeathmatchOverlay
ping time frags name
==================
*/
#define NOFILL
//for reference:
//define COLUMN(title, width, code)
#define COLUMN_PING COLUMN(ping, 4*8, \
{ \
int p = s->ping; \
if (p < 0 || p > 999) p = 999; \
sprintf(num, "%4i", p); \
Draw_FunStringWidth(x, y, num, 4*8, false, false); \
},NOFILL)
#define COLUMN_PL COLUMN(pl, 2*8, \
{ \
int p = s->pl; \
sprintf(num, "%2i", p); \
Draw_FunStringWidth(x, y, num, 2*8, false, false); \
},NOFILL)
#define COLUMN_TIME COLUMN(time, 4*8, \
{ \
total = realtime - s->realentertime; \
minutes = (int)total/60; \
sprintf (num, "%4i", minutes); \
Draw_FunStringWidth(x, y, num, 4*8, false, false); \
},NOFILL)
#define COLUMN_FRAGS COLUMN(frags, 5*8, \
{ \
int cx; int cy; \
if (s->spectator && s->spectator != 2) \
{ \
Draw_FunStringWidth(x, y, "spectator", 5*8, false, false); \
} \
else \
{ \
f = s->frags; \
sprintf(num, "%3i",f); \
\
Font_BeginString(font_default, x+8, y, &cx, &cy); \
Font_DrawChar(cx, cy, CON_WHITEMASK, num[0] | 0xe000); \
Font_BeginString(font_default, x+16, y, &cx, &cy); \
Font_DrawChar(cx, cy, CON_WHITEMASK, num[1] | 0xe000); \
Font_BeginString(font_default, x+24, y, &cx, &cy); \
Font_DrawChar(cx, cy, CON_WHITEMASK, num[2] | 0xe000); \
\
if ((pv->cam_state == CAM_FREECAM && k == pv->playernum) || \
(pv->cam_state != CAM_FREECAM && k == pv->cam_spec_track)) \
{ \
Font_BeginString(font_default, x, y, &cx, &cy); \
Font_DrawChar(cx, cy, CON_WHITEMASK, 16 | 0xe000); \
Font_BeginString(font_default, x+32, y, &cx, &cy); \
Font_DrawChar(cx, cy, CON_WHITEMASK, 17 | 0xe000); \
} \
Font_EndString(font_default); \
} \
},{ \
if (!s->spectator) \
{ \
if (largegame) \
Sbar_FillPC(x, y+1, 40, 3, top); \
else \
Sbar_FillPC(x, y, 40, 4, top); \
Sbar_FillPC(x, y+4, 40, 4, bottom); \
} \
})
#define COLUMN_TEAMNAME COLUMN(team, 4*8, \
{ \
if (!s->spectator) \
{ \
Draw_FunStringWidth(x, y, s->team, 4*8, false, false); \
} \
},NOFILL)
#define COLUMN_NAME COLUMN(name, namesize, {Draw_FunStringWidth(x, y, s->name, namesize, false, false);},NOFILL)
#define COLUMN_KILLS COLUMN(kils, 4*8, {Draw_FunStringWidth(x, y, va("%4i", Stats_GetKills(k)), 4*8, false, false);},NOFILL)
#define COLUMN_TKILLS COLUMN(tkil, 4*8, {Draw_FunStringWidth(x, y, va("%4i", Stats_GetTKills(k)), 4*8, false, false);},NOFILL)
#define COLUMN_DEATHS COLUMN(dths, 4*8, {Draw_FunStringWidth(x, y, va("%4i", Stats_GetDeaths(k)), 4*8, false, false);},NOFILL)
#define COLUMN_TOUCHES COLUMN(tchs, 4*8, {Draw_FunStringWidth(x, y, va("%4i", Stats_GetTouches(k)), 4*8, false, false);},NOFILL)
#define COLUMN_CAPS COLUMN(caps, 4*8, {Draw_FunStringWidth(x, y, va("%4i", Stats_GetCaptures(k)), 4*8, false, false);},NOFILL)
#define COLUMN_AFK COLUMN(afk, 0, {int cs = atoi(InfoBuf_ValueForKey(&s->userinfo, "chat")); if (cs)Draw_FunStringWidth(x+4, y, (cs&2)?"afk":"msg", 4*8, false, false);},NOFILL)
//columns are listed here in display order
#define ALLCOLUMNS COLUMN_PING COLUMN_PL COLUMN_TIME COLUMN_FRAGS COLUMN_TEAMNAME COLUMN_NAME COLUMN_KILLS COLUMN_TKILLS COLUMN_DEATHS COLUMN_TOUCHES COLUMN_CAPS COLUMN_AFK
enum
{
#define COLUMN(title, width, code, fill) COLUMN##title,
ALLCOLUMNS
#undef COLUMN
COLUMN_MAX
};
#define ADDCOLUMN(id) showcolumns |= (1<<id)
void Sbar_DeathmatchOverlay (playerview_t *pv, int start)
{
mpic_t *pic;
int i, k;
int x, y, f;
char num[12];
player_info_t *s;
int total;
int minutes;
int skip = 10;
int showcolumns;
int startx, rank_width;
vrect_t gr = r_refdef.grect;
int namesize = (cl.teamplay ? 12*8 : 16*8);
if (!pv)
return;
if (largegame)
skip = 8;
// request new ping times every two second
if (realtime - cl.last_ping_request > 2 && cls.demoplayback != DPB_EZTV)
{
if (cls.protocol == CP_QUAKEWORLD)
{
cl.last_ping_request = realtime;
CL_SendClientCommand(true, "pings");
}
else if (cls.protocol == CP_NETQUAKE)
{
cl.last_ping_request = realtime;
CL_SendClientCommand(true, "ping");
}
}
if (cls.protocol == CP_NETQUAKE)
{
if (cl.nqplayernamechanged && cl.nqplayernamechanged < realtime)
{
cl.nqplayernamechanged = 0;
cls.nqexpectingstatusresponse = true;
CL_SendClientCommand(true, "status");
}
}
if (start)
y = start;
else
{
y = 0;
if (scr_scoreboard_drawtitle.ival)
{
pic = R2D_SafeCachePic ("gfx/ranking.lmp");
if (pic)
{
int w, h;
if (R_GetShaderSizes(pic, &w, &h, false)>0)
{
k = (w * 24) / h;
R2D_ScalePic (gr.x + (gr.width-k)/2, gr.y, k, 24, pic);
}
}
y += 24;
}
}
// scores
Sbar_SortFrags(true, scr_scoreboard_teamsort.ival);
// draw the text
if (start)
y = start;
else
y = 24;
if (scr_scoreboard_newstyle.ival)
{
// Electro's scoreboard eyecandy: Increase to fit the new scoreboard
y += 8;
}
y += gr.y;
showcolumns = 0;
rank_width = 0;
#define COLUMN(title, cwidth, code, fill) if (rank_width+(cwidth)+8 <= gr.width) {showcolumns |= (1<<COLUMN##title); rank_width += cwidth+8;}
//columns are listed here in priority order (if the screen is too narrow, later ones will be hidden)
COLUMN_NAME
COLUMN_PING
if (cls.protocol == CP_QUAKEWORLD)
{
COLUMN_PL
COLUMN_TIME
}
COLUMN_FRAGS
if (cl.teamplay)
{
COLUMN_TEAMNAME
}
if (scr_scoreboard_showflags.ival && cl.teamplay && Stats_HaveFlags(scr_scoreboard_showflags.ival&1))
{
COLUMN_CAPS
}
if (scr_scoreboard_showfrags.ival && Stats_HaveKills())
{
COLUMN_KILLS
COLUMN_DEATHS
if (cl.teamplay)
{
COLUMN_TKILLS
}
}
if (scr_scoreboard_showflags.ival && cl.teamplay && Stats_HaveFlags(scr_scoreboard_showflags.ival&1))
{
COLUMN_TOUCHES
}
COLUMN_AFK
#undef COLUMN
rank_width -= namesize;
if (rank_width < 320)
{
namesize += 320-rank_width;
if (namesize > 32*8)
namesize = 32*8;
}
rank_width += namesize;
startx = (gr.width-rank_width)/2;
startx += gr.x;
if (scr_scoreboard_newstyle.ival)
{
// Electro's scoreboard eyecandy: Draw top border
R2D_ImagePaletteColour (0, scr_scoreboard_fillalpha.value);
R2D_FillBlock(startx - 3, y - 1, rank_width - 1, 1);
// Electro's scoreboard eyecandy: Draw the title row background
R2D_ImagePaletteColour (1, scr_scoreboard_fillalpha.value);
R2D_FillBlock(startx - 2, y, rank_width - 3, 9);
R2D_ImageColours(1, 1, 1, 1);
}
x = startx;
#define COLUMN(title, width, code, fill) if (width && (showcolumns & (1<<COLUMN##title))) {Draw_FunString(x, y, #title); x += width+8;}
ALLCOLUMNS
#undef COLUMN
y += 8;
if (scr_scoreboard_titleseperator.ival && !scr_scoreboard_newstyle.ival)
{
x = startx;
#define COLUMN(title, width, code, fill) \
if (showcolumns & (1<<COLUMN##title)) \
{ \
Draw_FunString(x, y, "^Ue01d"); \
for (i = 8; i < width-8; i+= 8) \
Draw_FunString(x+i, y, "^Ue01e"); \
Draw_FunString(x+i, y, "^Ue01f"); \
x += width+8; \
}
ALLCOLUMNS
#undef COLUMN
y += 8;
}
if (scr_scoreboard_newstyle.ival)
{
// Electro's scoreboard eyecandy: Draw top border (under header)
R2D_ImagePaletteColour (0, scr_scoreboard_fillalpha.value);
R2D_FillBlock (startx - 3, y + 1, rank_width - 1, 1);
// Electro's scoreboard eyecandy: Don't go over the black border, move the rest down
y += 2;
// Electro's scoreboard eyecandy: Draw left border
R2D_FillBlock (startx - 3, y - 10, 1, 9);
// Electro's scoreboard eyecandy: Draw right border
R2D_FillBlock (startx - 3 + rank_width - 2, y - 10, 1, 9);
}
y -= skip;
//drawfills (these are split out to aid batching)
for (i = 0; i < scoreboardlines; i++)
{
char team[5];
unsigned int top, bottom;
// TODO: Sort players so that the leading teams are drawn first
k = fragsort[i];
s = &cl.players[k];
if (!s->name[0])
continue;
y += skip;
if (y > vid.height-10)
break;
// Electro's scoreboard eyecandy: Moved this up here for usage with the row background color
top = Sbar_TopColour(s);
bottom = Sbar_BottomColour(s);
if (scr_scoreboard_newstyle.ival)
{
// Electro's scoreboard eyecandy: Render the main background transparencies behind players row
// TODO: Alpha values on the background
if ((cl.teamplay) && (!s->spectator))
{
int background_color;
// Electro's scoreboard eyecandy: red vs blue are common teams, force the colours
Q_strncpyz (team, InfoBuf_ValueForKey(&s->userinfo, "team"), sizeof(team));
if (S_Voip_Speaking(k))
background_color = 0x00ff00;
else if (!(strcmp("red", team)))
background_color = 4; // forced red
else if (!(strcmp("blue", team)))
background_color = 13; // forced blue
else
background_color = bottom;
Sbar_FillPCDark (startx - 2, y, rank_width - 3, skip, background_color, scr_scoreboard_fillalpha.value);
}
else if (S_Voip_Speaking(k))
Sbar_FillPCDark (startx - 2, y, rank_width - 3, skip, 0x00ff00, scr_scoreboard_fillalpha.value);
else
{
R2D_ImagePaletteColour (2, scr_scoreboard_fillalpha.value);
R2D_FillBlock (startx - 2, y, rank_width - 3, skip);
}
R2D_ImagePaletteColour (0, scr_scoreboard_fillalpha.value);
R2D_FillBlock (startx - 3, y, 1, skip); // Electro - Border - Left
R2D_FillBlock (startx - 3 + rank_width - 2, y, 1, skip); // Electro - Border - Right
}
x = startx;
#define COLUMN(title, width, code, fills) \
if (showcolumns & (1<<COLUMN##title)) \
{ \
fills \
x += width+8; \
}
ALLCOLUMNS
#undef COLUMN
}
if (scr_scoreboard_newstyle.ival)
{
R2D_ImagePaletteColour (0, scr_scoreboard_fillalpha.value);
R2D_FillBlock (startx - 3, y + skip, rank_width - 1, 1); // Electro - Border - Bottom
}
R2D_ImageColours(1.0, 1.0, 1.0, 1.0);
y -= i * skip;
//text parts
for (i = 0; i < scoreboardlines; i++)
{
// TODO: Sort players so that the leading teams are drawn first
k = fragsort[i];
s = &cl.players[k];
if (!s->name[0])
continue;
y += skip;
if (y > vid.height-10)
break;
x = startx;
#define COLUMN(title, width, code, fills) \
if (showcolumns & (1<<COLUMN##title)) \
{ \
code \
x += width+8; \
}
ALLCOLUMNS
#undef COLUMN
}
if (y >= vid.height-10) // we ran over the screen size, squish
largegame = true;
}
/*
==================
Sbar_MiniDeathmatchOverlay
frags name
frags team name
displayed to right of status bar if there's room
==================
*/
static void Sbar_MiniDeathmatchOverlay (playerview_t *pv)
{
int i, k;
int top, bottom;
int x, y, f, px, py;
char num[12];
player_info_t *s;
int numlines;
char name[64+1];
team_t *tm;
// scores
Sbar_SortFrags (false, false);
if (sbar_rect.width >= 640)
Sbar_SortTeams(pv);
if (!scoreboardlines)
return; // no one there?
// draw the text
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
y = sbar_rect.y + sbar_rect.height - sb_lines - 1;
numlines = sb_lines/8;
if (numlines < 3)
return; // not enough room
// find us
for (i=0 ; i < scoreboardlines; i++)
if (fragsort[i] == pv->playernum)
break;
if (i == scoreboardlines) // we're not there, we are probably a spectator, just display top
i = 0;
else // figure out start
i = i - numlines/2;
if (i > scoreboardlines - numlines)
i = scoreboardlines - numlines;
if (i < 0)
i = 0;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
x = sbar_rect.x + 320 + 4;
for (f = i, py = y; f < scoreboardlines && py < sbar_rect.y + sbar_rect.height - 8 + 1; f++)
{
k = fragsort[f];
s = &cl.players[k];
if (!s->name[0])
continue;
// draw ping
top = Sbar_TopColour(s);
bottom = Sbar_BottomColour(s);
Sbar_FillPC ( x, py+1, 40, 3, top);
Sbar_FillPC ( x, py+4, 40, 4, bottom);
py += 8;
}
R2D_ImageColours(1, 1, 1, 1);
for (/* */ ; i < scoreboardlines && y < sbar_rect.y + sbar_rect.height - 8 + 1; i++)
{
k = fragsort[i];
s = &cl.players[k];
if (!s->name[0])
continue;
// draw number
f = s->frags;
sprintf (num, "%3i",f);
Font_BeginString(font_default, x+8, y, &px, &py);
Font_DrawChar ( px, py, CON_WHITEMASK, num[0] | 0xe000);
Font_BeginString(font_default, x+16, y, &px, &py);
Font_DrawChar ( px, py, CON_WHITEMASK, num[1] | 0xe000);
Font_BeginString(font_default, x+24, y, &px, &py);
Font_DrawChar ( px, py, CON_WHITEMASK, num[2] | 0xe000);
if ((pv->spectator && k == pv->cam_spec_track && pv->cam_state != CAM_FREECAM) ||
(!pv->spectator && k == pv->playernum))
{
Font_BeginString(font_default, x, y, &px, &py);
Font_DrawChar ( px, py, CON_WHITEMASK, 16 | 0xe000);
Font_BeginString(font_default, x+32, y, &px, &py);
Font_DrawChar ( px, py, CON_WHITEMASK, 17 | 0xe000);
}
Q_strncpyz(name, s->name, sizeof(name));
// team and name
if (cl.teamplay)
{
Draw_FunStringWidth (x+48, y, s->team, 32, false, false);
Draw_FunStringWidth (x+48+40, y, name, MAX_DISPLAYEDNAME*8, false, false);
}
else
Draw_FunStringWidth (x+48, y, name, MAX_DISPLAYEDNAME*8, false, false);
y += 8;
}
// draw teams if room
if (sbar_rect.width < 640 || !cl.teamplay)
return;
// draw seperator
x += 208;
// for (y = sbar_rect.height - sb_lines; y < sbar_rect.height - 6; y += 2)
// Draw_ColouredCharacter(x, y, CON_WHITEMASK|14);
x += 16;
y = sbar_rect.height - sb_lines;
for (i=0 ; i < scoreboardteams && y <= sbar_rect.height; i++)
{
k = teamsort[i];
tm = teams + k;
// draw pings
Draw_FunStringWidth (x, y, tm->team, 32, false, false);
// draw total
sprintf (num, "%5i", tm->frags);
Draw_FunString(x + 40, y, num);
if (!strncmp(cl.players[pv->playernum].team, tm->team, 16))
{
Font_BeginString(font_default, x-8, y, &px, &py);
Font_DrawChar(px, py, CON_WHITEMASK, 16|0xe000);
Font_BeginString(font_default, x+32, y, &px, &py);
Font_DrawChar(px, py, CON_WHITEMASK, 17|0xe000);
Font_EndString(font_default);
}
y += 8;
}
}
void Sbar_CoopIntermission (playerview_t *pv)
{
mpic_t *pic;
int dig;
int num;
sbar_rect.width = vid.width;
sbar_rect.height = vid.height;
sbar_rect.x = 0;
sbar_rect.y = 0;
pic = R2D_SafeCachePic ("gfx/complete.lmp");
if (!pic)
return;
R2D_ScalePic ((sbar_rect.width - 320)/2 + 64, (sbar_rect.height - 200)/2 + 24, 192, 24, pic);
pic = R2D_SafeCachePic ("gfx/inter.lmp");
if (pic)
R2D_ScalePic ((sbar_rect.width - 320)/2 + 0, (sbar_rect.height - 200)/2 + 56, 160, 144, pic);
// time
dig = cl.completed_time/60;
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 230 - 24*4, (sbar_rect.height - 200)/2 + 64, dig, 4, 0, false);
num = cl.completed_time - dig*60;
R2D_ScalePicAtlas ((sbar_rect.width - 320)/2 + 230,(sbar_rect.height - 200)/2 + 64, 16, 24, sb_colon);
R2D_ScalePicAtlas ((sbar_rect.width - 320)/2 + 254,(sbar_rect.height - 200)/2 + 64, 16, 26, sb_nums[0][num/10]);
R2D_ScalePicAtlas ((sbar_rect.width - 320)/2 + 278,(sbar_rect.height - 200)/2 + 64, 16, 24, sb_nums[0][num%10]);
//it is assumed that secrits/monsters are going to be constant for any player...
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 230 - 24*4, (sbar_rect.height - 200)/2 + 104, pv->stats[STAT_SECRETS], 4, 0, false);
R2D_ScalePicAtlas ((sbar_rect.width - 320)/2 + 230, (sbar_rect.height - 200)/2 + 104, 16, 24, sb_slash);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 254, (sbar_rect.height - 200)/2 + 104, pv->stats[STAT_TOTALSECRETS], 4, 0, true);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 230 - 24*4, (sbar_rect.height - 200)/2 + 144, pv->stats[STAT_MONSTERS], 4, 0, false);
R2D_ScalePicAtlas ((sbar_rect.width - 320)/2 + 230,(sbar_rect.height - 200)/2 + 144, 16, 24, sb_slash);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 254, (sbar_rect.height - 200)/2 + 144, pv->stats[STAT_TOTALMONSTERS], 4, 0, true);
}
/*
==================
Sbar_IntermissionOverlay
==================
*/
void Sbar_IntermissionOverlay (playerview_t *pv)
{
#ifdef VM_UI
if (UI_DrawIntermission()>0)
return;
#endif
Sbar_Start();
if (!cls.deathmatch)
Sbar_CoopIntermission(pv);
else if (cl.teamplay > 0 && !pv->sb_showscores)
Sbar_TeamOverlay (pv);
else
Sbar_DeathmatchOverlay (pv, 0);
}
#endif