Files
assaultcube-/source/src/renderhud.cpp
T
Lee Salzman 55602f8a84 reduced damagescreenfactor
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3462 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2008-11-08 23:02:14 +00:00

811 lines
26 KiB
C++

// renderhud.cpp: HUD rendering
#include "pch.h"
#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);
}
void drawequipicon(float x, float y, int col, int row, float blend)
{
static Texture *tex = NULL;
if(!tex) tex = textureload("packages/misc/items.png", 3);
if(tex)
{
if(blend) glEnable(GL_BLEND);
drawicon(tex, x, y, 120, col, row, 1/3.0f);
if(blend) 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);
drawicon(tex, x, y, 240, col, row, 1/2.0f);
if(noblend) glEnable(GL_BLEND);
}
}
VARP(crosshairsize, 0, 15, 50);
VARP(hidestats, 0, 1, 1);
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(radarres, 1, 64, 1024);
VARP(radarentsize, 1, 4, 64);
VARP(hidectfhud, 0, 0, 1);
VARP(hidevote, 0, 0, 1);
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()
{
// this may need to change depending on the aspect ratio at which the scope image is drawn at
const float scopeaspect = 4.0f/3.0f;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
static Texture *scopetex = NULL;
if(!scopetex) scopetex = textureload("packages/misc/scope.png", 3);
glBindTexture(GL_TEXTURE_2D, scopetex->id);
glBegin(GL_QUADS);
glColor3ub(255,255,255);
// figure out the bounds of the scope given the desired aspect ratio
float w = min(scopeaspect*VIRTH, float(VIRTW)),
x1 = VIRTW/2 - w/2,
x2 = VIRTW/2 + w/2;
glTexCoord2f(0, 0); glVertex2f(x1, 0);
glTexCoord2f(1, 0); glVertex2f(x2, 0);
glTexCoord2f(1, 1); glVertex2f(x2, VIRTH);
glTexCoord2f(0, 1); glVertex2f(x1, VIRTH);
// fill unused space with border texels
if(x1 > 0)
{
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(0, 0); glVertex2f(x1, 0);
glTexCoord2f(0, 1); glVertex2f(x1, VIRTH);
glTexCoord2f(0, 1); glVertex2f(0, VIRTH);
}
if(x2 < VIRTW)
{
glTexCoord2f(1, 0); glVertex2f(x2, 0);
glTexCoord2f(1, 0); glVertex2f(VIRTW, 0);
glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH);
glTexCoord2f(1, 1); glVertex2f(x2, VIRTH);
}
glEnd();
}
const char *crosshairnames[CROSSHAIR_NUM] = { "default", "teammate", "scope" };
Texture *crosshairs[CROSSHAIR_NUM] = { NULL }; // weapon specific crosshairs
Texture *loadcrosshairtexture(const char *c)
{
s_sprintfd(p)("packages/misc/crosshairs/%s", c);
Texture *crosshair = textureload(p, 3);
if(crosshair==notexture) crosshair = textureload("packages/misc/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)
{
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_QUADS);
glTexCoord2f(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
glTexCoord2f(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
glTexCoord2f(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
glTexCoord2f(0, 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(620, 1650, 2, 0, false);
drawequipicon(20, 1650, 1, 0, (p->state!=CS_DEAD && p->health<=20 && !m_osok));
// weapons
int c = p->weaponsel->type, r = 1;
if(c==GUN_AKIMBO) c = GUN_PISTOL; // same icon for akimb & pistol
if(c==GUN_GRENADE) c = r = 0;
else if(c>2) { c -= 3; r = 2; }
if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS) drawequipicon(1220, 1650, c, r, (!p->weaponsel->mag && p->weaponsel->type != GUN_KNIFE && p->weaponsel->type != GUN_GRENADE)); // flowtron [second segfault]
glEnable(GL_BLEND);
}
void drawradarent(float x, float y, float yaw, int col, int row, float iconsize, bool pulse, 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);
s_sprintfdv(lbl, 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<hudline>
{
hudmessages() : consolebuffer<hudline>(20) {}
void addline(const char *sf)
{
if(conlines.length() && conlines[0].type&HUDMSG_OVERWRITE)
{
conlines[0].millis = totalmillis;
conlines[0].type = HUDMSG_INFO;
s_strcpy(conlines[0].line, sf);
}
else consolebuffer<hudline>::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;
s_strcpy(conlines[0].line, sf);
}
else consolebuffer<hudline>::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<dispmillis)
{
cline &c = conlines[i];
int tw = text_width(c.line);
draw_text(c.line, int(tw > 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, ...)
{
s_sprintfdv(sf, s);
hudmsgs.addline(sf);
conoutf("%s", sf);
}
void hudonlyf(const char *s, ...)
{
s_sprintfdv(sf, s);
hudmsgs.addline(sf);
}
void hudeditf(int type, const char *s, ...)
{
s_sprintfdv(sf, s);
hudmsgs.editline(type, sf);
}
bool insideradar(const vec &centerpos, 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; }
void drawradar(playerent *p, int w, int h)
{
vec center = showmap ? vec(ssize/2, ssize/2, 0) : p->o;
int res = showmap ? ssize : radarres;
float worldsize = (float)ssize;
float radarviewsize = showmap ? VIRTH : VIRTH/6;
float radarsize = worldsize/res*radarviewsize;
float iconsize = radarentsize/(float)res*radarviewsize;
float coordtrans = radarsize/worldsize;
float overlaysize = radarviewsize*4.0f/3.25f;
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
if(showmap) glTranslatef(VIRTW/2-radarviewsize/2, 0, 0);
else
{
glTranslatef(VIRTW-VIRTH/28-radarviewsize-(overlaysize-radarviewsize)/2-10+radarviewsize/2, 10+VIRTH/52+(overlaysize-radarviewsize)/2+radarviewsize/2, 0);
glRotatef(-camera1->yaw, 0, 0, 1);
glTranslatef(-radarviewsize/2, -radarviewsize/2, 0);
}
extern GLuint minimaptex;
vec centerpos(min(max(center.x, res/2.0f), worldsize-res/2.0f), min(max(center.y, res/2.0f), worldsize-res/2), 0.0f);
if(showmap)
{
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
quad(minimaptex, 0, 0, radarviewsize, (centerpos.x-res/2)/worldsize, (centerpos.y-res/2)/worldsize, res/worldsize);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
}
else
{
glDisable(GL_BLEND);
circle(minimaptex, radarviewsize/2, radarviewsize/2, radarviewsize/2, centerpos.x/worldsize, centerpos.y/worldsize, res/2/worldsize);
}
glTranslatef(-(centerpos.x-res/2)/worldsize*radarsize, -(centerpos.y-res/2)/worldsize*radarsize, 0);
drawradarent(p->o.x*coordtrans, p->o.y*coordtrans, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), colorname(p)); // local player
loopv(players) // other players
{
playerent *pl = players[i];
if(!pl || pl==p || !isteam(p->team, pl->team) || !insideradar(centerpos, res/2, pl->o)) continue;
drawradarent(pl->o.x*coordtrans, pl->o.y*coordtrans, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_int(pl->team), iconsize, isattacking(pl), 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;
float yaw = showmap ? 0 : camera1->yaw;
if(insideradar(centerpos, res/2, vec(e->x, e->y, centerpos.z)))
drawradarent(e->x*coordtrans, e->y*coordtrans, yaw, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases
if(m_ktf && f.state == CTFF_IDLE) continue;
vec pos(0.5f-0.1f, 0.5f-0.9f, 0);
pos.mul(iconsize/coordtrans).rotate_around_z(yaw*RAD);
if(f.state==CTFF_STOLEN)
{
if(f.actor)
{
pos.add(f.actor->o);
bool tm = i != team_int(p->team);
if(m_htf) tm = !tm;
else if(m_ktf) tm = true;
if(tm && insideradar(centerpos, res/2, pos))
drawradarent(pos.x*coordtrans, pos.y*coordtrans, yaw, 3, m_ktf ? 2 : f.team, iconsize, true); // draw near flag thief
}
}
else
{
pos.x += e->x;
pos.y += e->y;
pos.z += centerpos.z;
if(insideradar(centerpos, res/2, pos)) drawradarent(pos.x*coordtrans, pos.y*coordtrans, yaw, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entitiy pos
}
}
}
glEnable(GL_BLEND);
glPopMatrix();
if(!showmap)
{
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, VIRTW-10-VIRTH/28-overlaysize, 10+VIRTH/52, overlaysize, 0, 0, 1, 1);
if(!hidecompass)
{
static Texture *compasstex = NULL;
if(!compasstex) compasstex = textureload("packages/misc/compass-rose.png", 3);
glPushMatrix();
glTranslatef(VIRTW-10-VIRTH/28-overlaysize/2, 10+VIRTH/52+overlaysize/2, 0);
glRotatef(-camera1->yaw, 0, 0, 1);
quad(compasstex->id, -overlaysize/2, -overlaysize/2, overlaysize, 0, 0, 1, 1);
glPopMatrix();
}
}
}
void drawteamicons(int w, int h)
{
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_int(player1->team) ? 0.5f : 0, 0, 0.49f, 1.0f);
}
int damageblendmillis = 0;
VARFP(damagescreen, 0, 0, 1, { if(!damagescreen) damageblendmillis = 0; });
VARP(damagescreenfactor, 1, 10, 100);
VARP(damagescreenalpha, 1, 100, 100);
VARP(damagescreenfade, 0, 200, 1000);
void damageblend(int n)
{
if(!damagescreen || n<0) return;
if(lastmillis > damageblendmillis) damageblendmillis = lastmillis;
damageblendmillis += n*damagescreenfactor;
}
void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{
playerent *p = camera1->type==ENT_PLAYER ? (playerent *)camera1 : player1;
bool spectating = player1->isspectating();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glEnable(GL_BLEND);
if(underwater || lastmillis < damageblendmillis)
{
glDepthMask(GL_FALSE);
if(underwater)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(VIRTW, 0);
glVertex2f(VIRTW, VIRTH);
glVertex2f(0, 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_QUADS);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(1, 0); glVertex2f(VIRTW, 0);
glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH);
glTexCoord2f(0, 1); glVertex2f(0, VIRTH);
glEnd();
}
glDepthMask(GL_TRUE);
}
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);
if(!editmode)
{
glMatrixMode(GL_MODELVIEW);
if(/*!menu &&*/ (!hideradar || showmap)) drawradar(p, w, h);
if(!hideteam && m_teammode) drawteamicons(w, h);
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);
if(!hideconsole) renderconsole();
if(menu) rendermenu();
else if(command) renderdoc(40, VIRTH, max(commandh*2 - VIRTH, 0));
if(!hidestats)
{
const int left = (VIRTW-225-10)*2, top = (VIRTH*7/8)*2;
draw_textf("fps %d", left, top, curfps);
draw_textf("lod %d", left, top+80, lod_factor());
draw_textf("wqd %d", left, top+160, nquads);
draw_textf("wvt %d", left, top+240, curvert);
draw_textf("evt %d", left, top+320, xtraverts);
}
if(!hidevote && multiplayer(false))
{
extern votedisplayinfo *curvote;
if(curvote && curvote->millis >= totalmillis)
{
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);
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;
}
}
}
if(!hidehudmsgs) hudmsgs.render();
if(!hidespecthud && 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);
}
// FIXME
glLoadIdentity();
glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1);
const int left = (VIRTW*3/2)*4/8, top = (VIRTH*3/2)*3/4;
draw_textf("!TEST BUILD!", left, top);
// FIXME
if(!hidespecthud && spectating && player1->spectatemode!=SM_DEATHCAM)
{
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
draw_text("SPECTATING", VIRTW/40, VIRTH/10*7);
if(player1->spectatemode==SM_FOLLOW1ST || player1->spectatemode==SM_FOLLOW3RD || player1->spectatemode==SM_FOLLOW3RD_TRANSPARENT)
{
if(players.inrange(player1->followplayercn) && players[player1->followplayercn])
{
s_sprintfd(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)
{
draw_textf("%d", 90, 827, p->health);
if(p->armour) draw_textf("%d", 390, 827, p->armour);
if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS) p->weaponsel->renderstats(); // flowtron
}
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);
s_sprintfdlv(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(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();
glColor3f(0.3f, 0.3f, 0.3f);
glBegin(GL_LINE_LOOP);
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(x1 + c*FONTH, y1 + s*FONTH);
}
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);
}
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();
}