// renderhud.cpp: HUD rendering #include "cube.h" void drawicon(Texture *tex, float x, float y, float s, int col, int row, float ts) { if(tex && tex->xs == tex->ys) quad(tex->id, x, y, s, ts*col, ts*row, ts); } inline void turn_on_transparency() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub(255, 255, 255, 255); } void drawequipicon(float x, float y, int col, int row, float blend) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/items.png", 4); if(tex) { turn_on_transparency(); drawicon(tex, x, y, 120, col, row, 1/4.0f); glDisable(GL_BLEND); } } void drawradaricon(float x, float y, float s, int col, int row) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/radaricons.png", 3); if(tex) { glEnable(GL_BLEND); drawicon(tex, x, y, s, col, row, 1/4.0f); glDisable(GL_BLEND); } } void drawctficon(float x, float y, float s, int col, int row, float ts) { static Texture *ctftex = NULL, *htftex = NULL, *ktftex = NULL; if(!ctftex) ctftex = textureload("packages/misc/ctficons.png", 3); if(!htftex) htftex = textureload("packages/misc/htficons.png", 3); if(!ktftex) ktftex = textureload("packages/misc/ktficons.png", 3); if(m_htf) { if(htftex) drawicon(htftex, x, y, s, col, row, ts); } else if(m_ktf) { if(ktftex) drawicon(ktftex, x, y, s, col, row, ts); } else { if(ctftex) drawicon(ctftex, x, y, s, col, row, ts); } } void drawvoteicon(float x, float y, int col, int row, bool noblend) { static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/voteicons.png", 3); if(tex) { if(noblend) glDisable(GL_BLEND); else turn_on_transparency(); // if(transparency && !noblend) drawicon(tex, x, y, 240, col, row, 1/2.0f); if(noblend) glEnable(GL_BLEND); } } VARP(crosshairsize, 0, 15, 50); VARP(showstats, 0, 1, 2); VARP(crosshairfx, 0, 1, 1); VARP(crosshairteamsign, 0, 1, 1); VARP(hideradar, 0, 0, 1); VARP(hidecompass, 0, 0, 1); VARP(hideteam, 0, 0, 1); VARP(radarentsize, 4, 16, 64); VARP(hidectfhud, 0, 0, 1); VARP(hidevote, 0, 0, 2); VARP(hidehudmsgs, 0, 0, 1); VARP(hidehudequipment, 0, 0, 1); VARP(hideconsole, 0, 0, 1); VARP(hidespecthud, 0, 0, 1); VAR(showmap, 0, 0, 1); void drawscope() { static Texture *scopetex = NULL; if(!scopetex) scopetex = textureload("packages/misc/scope.png", 3); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, scopetex->id); glColor3ub(255, 255, 255); // figure out the bounds of the scope given the desired aspect ratio float sz = min(VIRTW, VIRTH), x1 = VIRTW/2 - sz/2, x2 = VIRTW/2 + sz/2, y1 = VIRTH/2 - sz/2, y2 = VIRTH/2 + sz/2, border = (512 - 64*2)/512.0f; // draw center viewport glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0.5f, 0.5f); glVertex2f(x1 + 0.5f*sz, y1 + 0.5f*sz); loopi(8+1) { float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f)); glTexCoord2f(c, s); glVertex2f(x1 + c*sz, y1 + s*sz); } glEnd(); glDisable(GL_BLEND); // draw outer scope glBegin(GL_TRIANGLE_STRIP); loopi(8+1) { float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f)); glTexCoord2f(c, s); glVertex2f(x1 + c*sz, y1 + s*sz); c = c < 0.4f ? 0 : (c > 0.6f ? 1 : 0.5f); s = s < 0.4f ? 0 : (s > 0.6f ? 1 : 0.5f); glTexCoord2f(c, s); glVertex2f(x1 + c*sz, y1 + s*sz); } glEnd(); // fill unused space with border texels if(x1 > 0 || x2 < VIRTW || y1 > 0 || y2 < VIRTH) { glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(0, 0); glVertex2f(x1, y1); glTexCoord2f(0, 1); glVertex2f(0, VIRTH); glTexCoord2f(0, 1); glVertex2f(x1, y2); glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH); glTexCoord2f(1, 1); glVertex2f(x2, y2); glTexCoord2f(1, 0); glVertex2f(VIRTW, 0); glTexCoord2f(1, 0); glVertex2f(x2, y1); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(0, 0); glVertex2f(x1, y1); glEnd(); } glEnable(GL_BLEND); } const char *crosshairnames[CROSSHAIR_NUM] = { "default", "teammate", "scope" }; Texture *crosshairs[CROSSHAIR_NUM] = { NULL }; // weapon specific crosshairs Texture *loadcrosshairtexture(const char *c) { defformatstring(p)("packages/crosshairs/%s", c); Texture *crosshair = textureload(p, 3); if(crosshair==notexture) crosshair = textureload("packages/crosshairs/default.png", 3); return crosshair; } void loadcrosshair(char *c, char *name) { int n = -1; loopi(CROSSHAIR_NUM) if(!strcmp(crosshairnames[i], name)) { n = i; break; } if(n<0) { n = atoi(name); if(n<0 || n>=CROSSHAIR_NUM) return; } crosshairs[n] = loadcrosshairtexture(c); } COMMAND(loadcrosshair, ARG_2STR); void drawcrosshair(playerent *p, int n, color *c, float size) { Texture *crosshair = crosshairs[n]; if(!crosshair) { crosshair = crosshairs[CROSSHAIR_DEFAULT]; if(!crosshair) crosshair = crosshairs[CROSSHAIR_DEFAULT] = loadcrosshairtexture("default.png"); } if(crosshair->bpp==32) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); else glBlendFunc(GL_ONE, GL_ONE); glBindTexture(GL_TEXTURE_2D, crosshair->id); glColor3ub(255,255,255); if(c) glColor3f(c->r, c->g, c->b); else if(crosshairfx || n==CROSSHAIR_TEAMMATE) { if(n==CROSSHAIR_TEAMMATE) glColor3ub(255, 0, 0); else if(!m_osok) { if(p->health<=25) glColor3ub(255,0,0); else if(p->health<=50) glColor3ub(255,128,0); } } float s = size>0 ? size : (float)crosshairsize; float chsize = s * (p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3 ? 1.4f : 1.0f) * (n==CROSSHAIR_TEAMMATE ? 2.0f : 1.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize); glTexCoord2f(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize); glTexCoord2f(0, 1); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize); glTexCoord2f(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize); glEnd(); } VARP(hidedamageindicator, 0, 0, 1); VARP(damageindicatorsize, 0, 200, 10000); VARP(damageindicatordist, 0, 500, 10000); VARP(damageindicatortime, 1, 1000, 10000); VARP(damageindicatoralpha, 1, 50, 100); int damagedirections[4] = {0}; void updatedmgindicator(vec &attack) { if(hidedamageindicator || !damageindicatorsize) return; float bestdist = 0.0f; int bestdir = -1; loopi(4) { vec d; d.x = (float)(cosf(RAD*(player1->yaw-90+(i*90)))); d.y = (float)(sinf(RAD*(player1->yaw-90+(i*90)))); d.z = 0.0f; d.add(player1->o); float dist = d.dist(attack); if(dist < bestdist || bestdir==-1) { bestdist = dist; bestdir = i; } } damagedirections[bestdir] = lastmillis+damageindicatortime; } void drawdmgindicator() { if(!damageindicatorsize) return; glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); float size = (float)damageindicatorsize; loopi(4) { if(!damagedirections[i] || damagedirections[i] < lastmillis) continue; float t = damageindicatorsize/(float)(damagedirections[i]-lastmillis); glPushMatrix(); glColor4f(0.5f, 0.0f, 0.0f, damageindicatoralpha/100.0f); glTranslatef(VIRTW/2, VIRTH/2, 0); glRotatef(i*90, 0, 0, 1); glTranslatef(0, (float)-damageindicatordist, 0); glScalef(max(0.0f, 1.0f-t), max(0.0f, 1.0f-t), 0); glBegin(GL_TRIANGLES); glVertex3f(size/2.0f, size/2.0f, 0.0f); glVertex3f(-size/2.0f, size/2.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f); glEnd(); glPopMatrix(); } glEnable(GL_TEXTURE_2D); } void drawequipicons(playerent *p) { glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/100.0f)+1.0f)/2.0f); // health & armor if(p->armour) drawequipicon(560, 1650, (p->armour-1)/25, 2, false); drawequipicon(20, 1650, 2, 3, (p->state!=CS_DEAD && p->health<=20 && !m_osok)); if(p->mag[GUN_GRENADE]) drawequipicon(1520, 1650, 3, 1, false); // weapons int c = p->weaponsel->type != GUN_GRENADE ? p->weaponsel->type : p->prevweaponsel->type, r = 0; if(c==GUN_AKIMBO || c==GUN_CPISTOL) c = GUN_PISTOL; // same icon for akimb & pistol if(c>3) { c -= 4; r = 1; } if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->typeweaponsel->mag && p->weaponsel->type != GUN_KNIFE && p->weaponsel->type != GUN_GRENADE)); glEnable(GL_BLEND); } void drawradarent(float x, float y, float yaw, int col, int row, float iconsize, bool pulse, const char *label = NULL, ...) { glPushMatrix(); if(pulse) glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/30.0f)+1.0f)/2.0f); else glColor4f(1, 1, 1, 1); glTranslatef(x, y, 0); glRotatef(yaw, 0, 0, 1); drawradaricon(-iconsize/2.0f, -iconsize/2.0f, iconsize, col, row); glPopMatrix(); if(label && showmap) { glPushMatrix(); glEnable(GL_BLEND); glTranslatef(iconsize/2, iconsize/2, 0); glScalef(1/2.0f, 1/2.0f, 1/2.0f); defvformatstring(lbl, label, label); draw_text(lbl, (int)(x*2), (int)(y*2)); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glPopMatrix(); } } struct hudline : cline { int type; hudline() : type(HUDMSG_INFO) {} }; struct hudmessages : consolebuffer { hudmessages() : consolebuffer(20) {} void addline(const char *sf) { if(conlines.length() && conlines[0].type&HUDMSG_OVERWRITE) { conlines[0].millis = totalmillis; conlines[0].type = HUDMSG_INFO; copystring(conlines[0].line, sf); } else consolebuffer::addline(sf, totalmillis); } void editline(int type, const char *sf) { if(conlines.length() && ((conlines[0].type&HUDMSG_TYPE)==(type&HUDMSG_TYPE) || conlines[0].type&HUDMSG_OVERWRITE)) { conlines[0].millis = totalmillis; conlines[0].type = type; copystring(conlines[0].line, sf); } else consolebuffer::addline(sf, totalmillis).type = type; } void render() { if(!conlines.length()) return; glLoadIdentity(); glOrtho(0, VIRTW*0.9f, VIRTH*0.9f, 0, -1, 1); int dispmillis = arenaintermission ? 6000 : 3000; loopi(min(conlines.length(), 3)) if(totalmillis-conlines[i].millis VIRTW*0.9f ? 0 : (VIRTW*0.9f-tw)/2), int(((VIRTH*0.9f)/4*3)+FONTH*i+pow((totalmillis-c.millis)/(float)dispmillis, 4)*VIRTH*0.9f/4.0f)); } } }; hudmessages hudmsgs; void hudoutf(const char *s, ...) { defvformatstring(sf, s, s); hudmsgs.addline(sf); conoutf("%s", sf); } void hudonlyf(const char *s, ...) { defvformatstring(sf, s, s); hudmsgs.addline(sf); } void hudeditf(int type, const char *s, ...) { defvformatstring(sf, s, s); hudmsgs.editline(type, sf); } bool insideradar(const vec ¢erpos, float radius, const vec &o) { if(showmap) return !o.reject(centerpos, radius); return o.distxy(centerpos)<=radius; } bool isattacking(playerent *p) { return lastmillis-p->lastaction < 500; } vec getradarpos() { float radarviewsize = VIRTH/6; float overlaysize = radarviewsize*4.0f/3.25f; return vec(VIRTW-10-VIRTH/28-overlaysize, 10+VIRTH/52, 0); } VARP(showmapbackdrop, 0, 0, 2); VARP(showmapbackdroptransparency, 0, 75, 100); VARP(radarheight, 0, 50, 1000);//-1000, 50, 1000); VAR(showradarvalues, 0, 0, 1); // DEBUG VAR(radarfactor, 0, 0, 2000); // DEBUG void drawradar(playerent *p, int w, int h) { int gdim = max(mapdims[4], mapdims[5]); float radarviewsize = showmap?3*min(VIRTW,VIRTH)/4:min(VIRTW,VIRTH)/5; float halfviewsize = radarviewsize/2.0f; float iconsize = (showmap?radarentsize/4:radarentsize)/(float)gdim*radarviewsize; int orthd = 2 + (gdim-2)/2; int displace = radarviewsize/orthd; float coordtrans = showmap?(radarviewsize-displace)/(gdim+3):1; int offd = (abs(mapdims[5]-mapdims[4])/2)*coordtrans; if(!gdim) { gdim = ssize/2; offd = 0; } int offx = gdim==mapdims[5]?offd:0; int offy = gdim==mapdims[4]?offd:0; glColor3f(1.0f, 1.0f, 1.0f); glPushMatrix(); extern GLuint minimaptex; if(showmap) { vec centerpos(VIRTW/2 , VIRTH/2, 0.0f); if(showmapbackdrop) { glDisable(GL_TEXTURE_2D); if(showmapbackdrop==2) glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_COLOR); loopi(2) { int cg = i?(showmapbackdrop==2?((int)(255*(100-showmapbackdroptransparency)/100.0f)):0):(showmapbackdrop==2?((int)(255*(100-showmapbackdroptransparency)/100.0f)):64); int co = i?0:4; glColor3ub(cg, cg, cg); glBegin(GL_QUADS); glVertex2f( centerpos.x - halfviewsize - co, centerpos.y + halfviewsize + co); glVertex2f( centerpos.x + halfviewsize + co, centerpos.y + halfviewsize + co); glVertex2f( centerpos.x + halfviewsize + co, centerpos.y - halfviewsize - co); glVertex2f( centerpos.x - halfviewsize - co, centerpos.y - halfviewsize - co); glEnd(); } glColor3ub(255,255,255); glEnable(GL_TEXTURE_2D); } glTranslatef(centerpos.x - halfviewsize, centerpos.y - halfviewsize , 0); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); quad(minimaptex, 0, 0, radarviewsize, 0.0f, 0.0f, 1.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); vec mdd(mapdims[0], mapdims[1], 0); vec cod(offx, offy, 0); vec ppv = vec(p->o).sub(mdd).mul(coordtrans).add(cod); drawradarent(ppv.x+displace, ppv.y+displace, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player loopv(players) // other players { playerent *pl = players[i]; if(!pl || pl==p) continue; if(!isteam(p->team, pl->team)) continue; vec rtmp = vec(pl->o).sub(mdd).mul(coordtrans).add(cod); drawradarent(rtmp.x+displace, rtmp.y+displace, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_base(pl->team), iconsize, isattacking(pl), "%s", colorname(pl)); } if(m_flags) { glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis / 100.0f) + 1.0f) / 2.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); loopi(2) // flag items { flaginfo &f = flaginfos[i]; entity *e = f.flagent; if(!e) continue; if(e->x == -1 && e-> y == -1) continue; // flagdummies vec pos = vec(e->x, e->y, 0).sub(mdd).mul(coordtrans).add(cod); vec cpos(pos.x + 16.0f, pos.y - 16.0f, 0); drawradarent(pos.x+displace, pos.y+displace, camera1->yaw, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases if(f.state!=CTFF_STOLEN && !(m_ktf && f.state == CTFF_IDLE)) { drawradarent(cpos.x+displace, cpos.y+displace, 0, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entitiy pos } if(m_ktf && f.state == CTFF_IDLE) continue; if(f.state==CTFF_STOLEN) { vec apos(1.6f, -1.6f, 0); if(f.actor) { apos.add(f.actor->o); bool tm = i != team_base(p->team); if(m_htf) tm = !tm; else if(m_ktf) tm = true; if(tm) { apos.sub(mdd).mul(coordtrans).add(cod); drawradarent(apos.x+displace, apos.y+displace, 0, 3, m_ktf ? 2 : f.team, iconsize, true); // draw near flag thief } } } } } glEnable(GL_BLEND); glPopMatrix(); } else { extern int minimaplastsize; vec centerpos(VIRTW-halfviewsize-72, halfviewsize+64, 0); // x-72, y+64 is a good position (w/ teamhud on) glTranslatef(centerpos.x, centerpos.y, 0); glRotatef(-camera1->yaw, 0, 0, 1); glTranslatef(-halfviewsize, -halfviewsize, 0); vec rtr = vec(offx - mapdims[0], offy - mapdims[1], 0); //int mhh = gdim % 86; //int nhh = 86 * (1 + (gdim/86)); //if(nhh<86) nhh = 86; if(nhh>344) nhh = 344; float rhc = 50 * gdim/344; float rh0 = 30 * (344-gdim)/172.0f; // ac_arid: gdim:118 ==> rh0 = 39.390, rhc = 17.150 :: [..] // ac_iceroad: gdim:243 ==> rh0 = 35.319, rhc = 17.610 :: [..] //radarheight/10.0f; //float rrh = (1.0f*gdim)/7.0f + (1.0f*radarheight)/20.0f; float usp = rhc * ( 2 * ( radarheight - 50 ) ) / 100.0f; float rrh = rh0 + usp; // ATM rrh:100 on shine is rrh:-100 on iceroad - so .. .. float d2s = (5.0f * (gdim/(minimaplastsize/4.0f)) * (rrh/radarviewsize)*minimaplastsize)/6.0f; float f2m = radarfactor?radarfactor/100.0f:((((radarviewsize*minimaplastsize)/gdim)/rrh)/10.0f); vec usecenter = vec(p->o).add(rtr); if(showradarvalues) { conoutf("dCPL: c:%.2f : 0:%.2f : u:%.2f", rhc, rh0, usp); conoutf("gdim: %d : rh: %d:%.2f", gdim, radarheight, rrh); conoutf("rvs: %.2f : ics: %.2f : mmls: %d", radarviewsize, iconsize, minimaplastsize); conoutf("offd: %d [%d:%d]", offd, offx, offy); conoutf("RTR: %.2f %.2f", rtr.x, rtr.y); conoutf("D2S: %.2f : F2M: %.2f", d2s, f2m); showradarvalues = 0; } glDisable(GL_BLEND); circle(minimaptex, halfviewsize, halfviewsize, halfviewsize, usecenter.x/gdim, usecenter.y/gdim, rrh/100.0f); glTranslatef(halfviewsize, halfviewsize, 0); drawradarent(0, 0, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player loopv(players) // other players { playerent *pl = players[i]; if(!pl || pl==p) continue; if(!isteam(p->team, pl->team)) continue; vec rtmp = vec(pl->o).add(rtr).sub(usecenter); bool isok = rtmp.magnitude() < d2s; if(isok) { rtmp.mul(f2m); drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_base(pl->team), iconsize, isattacking(pl), "%s", colorname(pl)); } } if(m_flags) { glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis / 100.0f) + 1.0f) / 2.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); loopi(2) // flag items { flaginfo &f = flaginfos[i]; entity *e = f.flagent; if(!e) continue; if(e->x == -1 && e-> y == -1) continue; // flagdummies vec pos = vec(e->x, e->y, 0).add(rtr).sub(usecenter); vec cpos(rrh/10.0f, -rrh/10.0f, 0); cpos.rotate_around_z(camera1->yaw*RAD); cpos.add(pos); bool isok = pos.magnitude() < d2s; if(isok) { pos.mul(f2m); drawradarent(pos.x, pos.y, 0/*camera1->yaw*/, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases [circle doesn't need rotating] if(f.state!=CTFF_STOLEN && !(m_ktf && f.state == CTFF_IDLE)) { cpos.mul(f2m); // these can be drawn slightly outside the radar-eyecandy .. only at low radarheight. drawradarent(cpos.x, cpos.y, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entitiy pos } } if(m_ktf && f.state == CTFF_IDLE) continue; if(f.state==CTFF_STOLEN) { vec apos(0.4f, -0.4f, 0); if(f.actor) { apos.add(f.actor->o); bool tm = i != team_base(p->team); if(m_htf) tm = !tm; else if(m_ktf) tm = true; if(tm) { apos.add(rtr).sub(usecenter); bool isok = apos.magnitude() < d2s; if(isok) { apos.mul(f2m); drawradarent(apos.x, apos.y, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, true); // draw near flag thief } } } } } } glEnable(GL_BLEND); glPopMatrix(); // eye candy: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1, 1, 1); static Texture *bordertex = NULL; if(!bordertex) bordertex = textureload("packages/misc/compass-base.png", 3); quad(bordertex->id, centerpos.x-halfviewsize-16, centerpos.y-halfviewsize-16, radarviewsize+32, 0, 0, 1, 1); if(!hidecompass) { static Texture *compasstex = NULL; if(!compasstex) compasstex = textureload("packages/misc/compass-rose.png", 3); glPushMatrix(); glTranslatef(centerpos.x, centerpos.y, 0); glRotatef(-camera1->yaw, 0, 0, 1); quad(compasstex->id, -halfviewsize-8, -halfviewsize-8, radarviewsize+16, 0, 0, 1, 1); glPopMatrix(); } } } void drawteamicons(int w, int h, bool spect) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1, 1, 1); static Texture *icons = NULL; if(!icons) icons = textureload("packages/misc/teamicons.png", 3); quad(icons->id, VIRTW-VIRTH/12-10, 10, VIRTH/12, team_base(spect ? players[player1->followplayercn]->team : player1->team) ? 0.5f : 0, 0, 0.49f, 1.0f); } int damageblendmillis = 0; VARFP(damagescreen, 0, 1, 1, { if(!damagescreen) damageblendmillis = 0; }); VARP(damagescreenfactor, 1, 7, 100); VARP(damagescreenalpha, 1, 45, 100); VARP(damagescreenfade, 0, 125, 1000); void damageblend(int n) { if(!damagescreen) return; if(lastmillis > damageblendmillis) damageblendmillis = lastmillis; damageblendmillis += n*damagescreenfactor; } void drawmedals(float x, float y, int col, int row, Texture *tex) { if(tex) { glPushAttrib(GL_COLOR_BUFFER_BIT); glDisable(GL_BLEND); drawicon(tex, x, y, 120, col, row, 1/4.0f); glPopAttrib(); } } const char *medal_str[] = { "Best Fragger", "Dude that dies a lot" }; //just some medals string tests, nothing serious extern bool medals_arrived; extern medalsst a_medals[END_MDS]; void drawscores() { static float time=0; if(!medals_arrived) {time=0; return;} else if(time > 5){time=0; medals_arrived=0;} static Texture *tex = NULL; if(!tex) tex = textureload("packages/misc/nice_medals.png", 4); time+=((float)(curtime))/1000; float vw=VIRTW*7/4,vh=VIRTH*7/4; glPushAttrib(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glOrtho(0, vw, vh, 0, -1, 1); int left = vw/4, top = vh/4; blendbox(left, top, left*3, top*3, true, -1); top+=10;left+=10;const float txtdx=160,txtdy=30,medalsdy=130; glColor4f(1,1,1,1); float desttime=0; loopi(END_MDS) { if(a_medals[i].assigned) { desttime+=0.3; if(time < desttime) continue; drawmedals(left, top, 0, 0, tex); playerent *mpl = a_medals[i].cn == getclientnum() ? player1 : getclient(a_medals[i].cn); draw_textf("%s %s: %d", left+txtdx, top+txtdy, medal_str[i], mpl->name, a_medals[i].item); top+=medalsdy; } } glPopAttrib(); } VARP(positiontype, 0, 0, 1); // integer (0) or float (1) return values? void getposition() { string poslist; if(positiontype) formatstring(poslist)("%.2f %.2f %.2f", player1->o.x, player1->o.y, player1->o.z ); else formatstring(poslist)("%d %d %d", player1->o.x*DNF, player1->o.y*DNF, player1->o.z*DNF ); result(poslist); } COMMAND(getposition, ARG_NONE); VARP(clockdisplay,0,0,2); VARP(dbgpos,0,0,1); void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater) { playerent *p = camera1->typeisspectating(); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glEnable(GL_BLEND); if(underwater) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102); glBegin(GL_TRIANGLE_STRIP); glVertex2f(0, 0); glVertex2f(VIRTW, 0); glVertex2f(0, VIRTH); glVertex2f(VIRTW, VIRTH); glEnd(); } if(lastmillis < damageblendmillis) { static Texture *damagetex = NULL; if(!damagetex) damagetex = textureload("packages/misc/damage.png", 3); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, damagetex->id); float fade = damagescreenalpha/100.0f; if(damageblendmillis - lastmillis < damagescreenfade) fade *= float(damageblendmillis - lastmillis)/damagescreenfade; glColor4f(fade, fade, fade, fade); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(1, 0); glVertex2f(VIRTW, 0); glTexCoord2f(0, 1); glVertex2f(0, VIRTH); glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH); glEnd(); } glEnable(GL_TEXTURE_2D); playerent *targetplayer = playerincrosshair(); bool menu = menuvisible(); bool command = getcurcommand() ? true : false; if((p->state==CS_ALIVE || p->state==CS_EDITING) && !p->weaponsel->reloading) { bool drawteamwarning = crosshairteamsign && targetplayer && isteam(targetplayer->team, p->team) && targetplayer->state==CS_ALIVE; p->weaponsel->renderaimhelp(drawteamwarning); } drawdmgindicator(); if(p->state==CS_ALIVE && !hidehudequipment) drawequipicons(p); bool is_spect = (( player1->spectatemode==SM_FOLLOW1ST || player1->spectatemode==SM_FOLLOW3RD || player1->spectatemode==SM_FOLLOW3RD_TRANSPARENT ) && players.inrange(player1->followplayercn) && players[player1->followplayercn]); if(/*!menu &&*/ (!hideradar || showmap)) drawradar(p, w, h); if(!editmode) { glMatrixMode(GL_MODELVIEW); if(!hideteam && m_teammode) drawteamicons(w, h, is_spect); glMatrixMode(GL_PROJECTION); } char *infostr = editinfo(); int commandh = 1570 + FONTH; if(command) commandh -= rendercommand(20, 1570, VIRTW); else if(infostr) draw_text(infostr, 20, 1570); else if(targetplayer) draw_text(colorname(targetplayer), 20, 1570); glLoadIdentity(); glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1); extern int tsens(int x); tsens(-2000); extern void r_accuracy(); if (!is_spect) r_accuracy(); if(!hideconsole) renderconsole(); if(showstats) { if(showstats==2) { const int left = (VIRTW-225-10)*2, top = (VIRTH*7/8)*2; const int ttll = VIRTW*2 - 3*FONTH/2; blendbox(left - 24, top - 24, VIRTW*2 - 72, VIRTH*2 - 48, true, -1); int c_num; int c_r = 255; int c_g = 255; int c_b = 255; string c_val; #define TXTCOLRGB \ switch(c_num) \ { \ case 0: c_r = 120; c_g = 240; c_b = 120; break; \ case 1: c_r = 120; c_g = 120; c_b = 240; break; \ case 2: c_r = 230; c_g = 230; c_b = 110; break; \ case 3: c_r = 250; c_g = 100; c_b = 100; break; \ default: \ c_r = 255; c_g = 255; c_b = 64; \ break; \ } draw_text("fps", left - (text_width("fps") + FONTH/2), top ); draw_text("lod", left - (text_width("lod") + FONTH/2), top+ 80); draw_text("wqd", left - (text_width("wqd") + FONTH/2), top+160); draw_text("wvt", left - (text_width("wvt") + FONTH/2), top+240); draw_text("evt", left - (text_width("evt") + FONTH/2), top+320); //ttll -= 3*FONTH/2; formatstring(c_val)("%d", curfps); c_num = curfps > 150 ? 0 : (curfps > 100 ? 1 : (curfps > 30 ? 2 : 3)); TXTCOLRGB draw_text(c_val, ttll - text_width(c_val), top , c_r, c_g, c_b); int lf = lod_factor(); formatstring(c_val)("%d", lf); c_num = lf>199?(lf>299?(lf>399?3:2):1):0; TXTCOLRGB draw_text(c_val, ttll - text_width(c_val), top+ 80, c_r, c_g, c_b); formatstring(c_val)("%d", nquads); c_num = nquads>3999?(nquads>5999?(nquads>7999?3:2):1):0; TXTCOLRGB draw_text(c_val, ttll - text_width(c_val), top+160, c_r, c_g, c_b); formatstring(c_val)("%d", curvert); c_num = curvert>3999?(curvert>5999?(curvert>7999?3:2):1):0; TXTCOLRGB draw_text(c_val, ttll - text_width(c_val), top+240, c_r, c_g, c_b); formatstring(c_val)("%d", xtraverts); c_num = xtraverts>3999?(xtraverts>5999?(xtraverts>7999?3:2):1):0; TXTCOLRGB draw_text(c_val, ttll - text_width(c_val), top+320, c_r, c_g, c_b); } else { if(dbgpos) { defformatstring(o_x)("pos x %03.1f", player1->o.x); draw_text(o_x, VIRTW*2 - ( text_width(o_x) + FONTH ), VIRTH*2 - 9*FONTH/2); defformatstring(o_y)("pos y %03.1f", player1->o.y); draw_text(o_y, VIRTW*2 - ( text_width(o_y) + FONTH ), VIRTH*2 - 7*FONTH/2); defformatstring(o_z)("pos z %03.1f", player1->o.z); draw_text(o_z, VIRTW*2 - ( text_width(o_z) + FONTH ), VIRTH*2 - 5*FONTH/2); } defformatstring(c_val)("fps %d", curfps); draw_text(c_val, VIRTW*2 - ( text_width(c_val) + FONTH ), VIRTH*2 - 3*FONTH/2); } } if(!intermission && clockdisplay!=0 && lastgametimeupdate!=0) { string gtime; int cssec = (gametimecurrent+(lastmillis-lastgametimeupdate))/1000; int gtsec = cssec%60; int gtmin = cssec/60; if(clockdisplay==1) { int gtmax = gametimemaximum/60000; gtmin = gtmax - gtmin; if(gtsec!=0) { gtmin -= 1; gtsec = 60 - gtsec; } } formatstring(gtime)("%02d:%02d", gtmin, gtsec); draw_text(gtime, (2*VIRTW - text_width(gtime))/2, 2); } if(hidevote < 2 && multiplayer(false)) { extern votedisplayinfo *curvote; if(curvote && curvote->millis >= totalmillis && !(hidevote == 1 && curvote->localplayervoted && curvote->result == VOTE_NEUTRAL)) { const int left = 20*2, top = VIRTH; draw_textf("%s called a vote:", left, top+240, curvote->owner ? colorname(curvote->owner) : ""); draw_textf("%s", left, top+320, curvote->desc); draw_textf("----", left, top+400); draw_textf("%d yes vs. %d no", left, top+480, curvote->stats[VOTE_YES], curvote->stats[VOTE_NO]); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis/100.0f)+1.0f) / 2.0f); switch(curvote->result) { case VOTE_NEUTRAL: drawvoteicon(left, top, 0, 0, true); if(!curvote->localplayervoted) draw_textf("\f3press F1/F2 to vote yes or no", left, top+560); break; default: drawvoteicon(left, top, (curvote->result-1)&1, 1, false); draw_textf("\f3vote %s", left, top+560, curvote->result == VOTE_YES ? "PASSED" : "FAILED"); break; } } } //else draw_textf("%c%d here F1/F2 will be praised during a vote", 20*2, VIRTH+560, '\f', 0); // see position (left/top) setting in block above if(menu) rendermenu(); else if(command) renderdoc(40, VIRTH, max(commandh*2 - VIRTH, 0)); if(!hidehudmsgs) hudmsgs.render(); if(!hidespecthud && !menu && p->state==CS_DEAD && p->spectatemode<=SM_DEATHCAM) { glLoadIdentity(); glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1); const int left = (VIRTW*3/2)*6/8, top = (VIRTH*3/2)*3/4; draw_textf("SPACE to change view", left, top); draw_textf("SCROLL to change player", left, top+80); } /* * / glLoadIdentity(); glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1); const int tbMSGleft = (VIRTW*3/2)*5/6; const int tbMSGtop = (VIRTH*3/2)*7/8; draw_textf("!TEST BUILD!", tbMSGleft, tbMSGtop); / * */ drawscores(); if(!hidespecthud && spectating && player1->spectatemode!=SM_DEATHCAM) { glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); const char *specttext = "GHOST"; if(player1->team == TEAM_SPECT) specttext = "GHOST"; else if(player1->team == TEAM_CLA_SPECT) specttext = "[CLA]"; else if(player1->team == TEAM_RVSF_SPECT) specttext = "[RVSF]"; draw_text(specttext, VIRTW/40, VIRTH/10*7); if(is_spect) { defformatstring(name)("Player %s", players[player1->followplayercn]->name); draw_text(name, VIRTW/40, VIRTH/10*8); } } if(p->state==CS_ALIVE) { glLoadIdentity(); glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1); if(!hidehudequipment) { pushfont("huddigits"); draw_textf("%d", 90, 823, p->health); if(p->armour) draw_textf("%d", 360, 823, p->armour); if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->typeweaponsel->type!=GUN_GRENADE) p->weaponsel->renderstats(); else p->prevweaponsel->renderstats(); if(p->mag[GUN_GRENADE]) p->weapons[GUN_GRENADE]->renderstats(); glMatrixMode(GL_PROJECTION); } popfont(); } if(m_flags && !hidectfhud) { glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glColor4f(1.0f, 1.0f, 1.0f, 0.2f); glBlendFunc(GL_SRC_ALPHA, GL_ONE); loopi(2) // flag state { if(flaginfos[i].state == CTFF_INBASE) glDisable(GL_BLEND); else glEnable(GL_BLEND); drawctficon(i*120+VIRTW/4.0f*3.0f, 1650, 120, i, 0, 1/4.0f); } // big flag-stolen icon int ft = 0; if((flaginfos[0].state==CTFF_STOLEN && flaginfos[0].actor == p && flaginfos[0].ack) || (flaginfos[1].state==CTFF_STOLEN && flaginfos[1].actor == p && flaginfos[1].ack && ++ft)) { glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis/100.0f)+1.0f) / 2.0f); glEnable(GL_BLEND); drawctficon(VIRTW-225-10, VIRTH*5/8, 225, ft, 1, 1/2.0f); glDisable(GL_BLEND); } } } glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); } void loadingscreen(const char *fmt, ...) { static Texture *logo = NULL; if(!logo) logo = textureload("packages/misc/startscreen.png", 3); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 1); glColor3f(1, 1, 1); loopi(fmt ? 1 : 2) { glClear(GL_COLOR_BUFFER_BIT); quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1); if(fmt) { glEnable(GL_BLEND); defvformatstring(str, fmt, fmt); int w = text_width(str); draw_text(str, w>=VIRTW ? 0 : (VIRTW-w)/2, VIRTH*3/4); glDisable(GL_BLEND); } SDL_GL_SwapBuffers(); } glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); } static void bar(float bar, int o, float r, float g, float b) { int side = 2*FONTH; float x1 = side, x2 = bar*(VIRTW*1.2f-2*side)+side; float y1 = o*FONTH; glColor3f(0.3f, 0.3f, 0.3f); glBegin(GL_TRIANGLE_STRIP); loopk(10) { float c = 1.2f*cosf(M_PI/2 + k/9.0f*M_PI), s = 1 + 1.2f*sinf(M_PI/2 + k/9.0f*M_PI); glVertex2f(x2 - c*FONTH, y1 + s*FONTH); glVertex2f(x1 + c*FONTH, y1 + s*FONTH); } glEnd(); glColor3f(r, g, b); glBegin(GL_TRIANGLE_STRIP); loopk(10) { float c = cosf(M_PI/2 + k/9.0f*M_PI), s = 1 + sinf(M_PI/2 + k/9.0f*M_PI); glVertex2f(x2 - c*FONTH, y1 + s*FONTH); glVertex2f(x1 + c*FONTH, y1 + s*FONTH); } glEnd(); } void show_out_of_renderloop_progress(float bar1, const char *text1, float bar2, const char *text2) // also used during loading { c2skeepalive(); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, VIRTW*1.2f, VIRTH*1.2f, 0, -1, 1); glLineWidth(3); if(text1) { bar(1, 1, 0.1f, 0.1f, 0.1f); if(bar1>0) bar(bar1, 1, 0.2f, 0.2f, 0.2f); } if(bar2>0) { bar(1, 3, 0.1f, 0.1f, 0.1f); bar(bar2, 3, 0.2f, 0.2f, 0.2f); } glLineWidth(1); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); if(text1) draw_text(text1, 2*FONTH, 1*FONTH + FONTH/2); if(bar2>0) draw_text(text2, 2*FONTH, 3*FONTH + FONTH/2); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); SDL_GL_SwapBuffers(); }