Files
assaultcube-/source/src/renderhud.cpp
T

1209 lines
45 KiB
C++

// 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(int alpha = 255)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(255, 255, 255, alpha);
}
void drawequipicon(float x, float y, int col, int row)
{
static Texture *tex = NULL;
if(!tex) tex = textureload("packages/misc/items.png", 3);
if(tex)
{
turn_on_transparency();
drawicon(tex, x, y, 120, col, row, 1/4.0f);
glDisable(GL_BLEND);
}
}
VARP(radarentsize, 4, 12, 64);
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, int alpha)
{
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);
glColor4ub(255, 255, 255, alpha);
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);
}
}
VARP(votealpha, 0, 255, 255);
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(votealpha); // 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, 3);
VARP(crosshairteamsign, 0, 1, 1);
VARP(hideradar, 0, 0, 1);
VARP(hidecompass, 0, 0, 1);
VARP(hideteam, 0, 0, 1);
VARP(hideteamscorehud, 0, 0, 1);
VARP(flagscorehudtransparency, 0, 2, 2);
VARP(hideeditinfopanel, 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);
VARP(editinfopanelmillis, 5, 80, 2000);
void drawscope(bool preload)
{
static Texture *scopetex = NULL;
if(!scopetex) scopetex = textureload("packages/misc/scope.png", 3);
if(preload) return;
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
int scopecenterfix = 2; // center the 512x512 scope image
float sz = min(VIRTW, VIRTH),
x1 = VIRTW/2 - sz/2 + scopecenterfix,
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*PI2/8.0f)), s = 0.5f*(1 + border*sinf(i*PI2/8.0f));
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*PI2/8.0f)), s = 0.5f*(1 + border*sinf(i*PI2/8.0f));
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 + 1]; // filled in main.cpp
Texture *crosshairs[CROSSHAIR_NUM] = { NULL }; // weapon specific crosshairs
Texture *loadcrosshairtexture(const char *c)
{
defformatstring(p)("packages/crosshairs/%s", behindpath(c));
Texture *crosshair = textureload(p, 3);
if(crosshair==notexture) crosshair = textureload("packages/crosshairs/default.png", 3);
return crosshair;
}
void loadcrosshair(const char *type, const char *filename)
{
int index = CROSSHAIR_DEFAULT;
if(!*filename)
{ // special form: loadcrosshair filename // short for "loadcrosshair default filename"
if(strcasecmp(type, "reset")) filename = type;
else
{ // "loadcrosshair reset" does exactly that
filename = "default.png";
crosshairs[CROSSHAIR_TEAMMATE] = loadcrosshairtexture("teammate.png");
crosshairs[CROSSHAIR_SCOPE] = loadcrosshairtexture("red_dot.png");
}
}
else if(strchr(type, '.'))
{ // old syntax "loadcrosshair filename type", remove this in 2020
const char *oldcrosshairnames[CROSSHAIR_NUM + 1] = { "default", "teammate", "scope", "knife", "pistol", "carbine", "shotgun", "smg", "sniper", "ar", "grenades", "akimbo", "" };
index = getlistindex(filename, oldcrosshairnames, false, 0);
if(index > 2) index -= 3;
else index += NUMGUNS;
filename = type;
}
else
{ // new syntax with proper gun names
index = getlistindex(type, crosshairnames, false, CROSSHAIR_DEFAULT);
}
if(index == CROSSHAIR_DEFAULT)
{
loopi(CROSSHAIR_NUM) if(i != CROSSHAIR_TEAMMATE && i != CROSSHAIR_SCOPE) crosshairs[i] = loadcrosshairtexture(filename);
}
else
{
crosshairs[index] = loadcrosshairtexture(filename);
}
}
COMMAND(loadcrosshair, "ss");
void drawcrosshair(playerent *p, int n, color *c, float size)
{
if (cleanedit && editmode) return;
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==1 || crosshairfx==2 || 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 == player1 && p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3) && (crosshairfx==1 || crosshairfx==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[8] = {0};
void *damageindicatorplayer = NULL;
void updatedmgindicator(playerent *p, vec &attack)
{
if(hidedamageindicator || !damageindicatorsize) return;
vec base_d = p->o;
base_d.sub(attack);
damagedirections[(int(742.5f - p->yaw - base_d.anglexy()) / 45) & 0x7] = lastmillis + damageindicatortime;
damageindicatorplayer = p;
}
void drawdmgindicator(playerent *p)
{
if(!damageindicatorsize) return;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_2D);
float size = (float)damageindicatorsize;
loopi(8)
{
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*45, 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);
}
VARP(hidektfindicator, 0, 0, 1);
VARP(ktfindicatoralpha, 1, 70, 100);
void drawktfindicator(playerent *p)
{
if(hidektfindicator || !m_ktf) return;
vec flagpos(-1.0f, -1.0f, 0.0f);
loopi(2)
{
flaginfo &f = flaginfos[i];
if(f.state == CTFF_INBASE) flagpos = f.pos;
else if(f.state == CTFF_STOLEN && f.actor && f.actor != p) flagpos = f.actor->o;
}
if(flagpos.x > 0 && flagpos.y > 0)
{
flagpos.sub(p->o);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glColor4f(0.7f, 0.7f, 0.0f, ktfindicatoralpha / 100.0f);
glTranslatef(VIRTW/2, VIRTH/2, 0);
glRotatef(180.0f - p->yaw - flagpos.anglexy(), 0, 0, 1);
glTranslatef(0, -200.0f, 0); // dist
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(20.0f, 50.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 40.0f, 0.0f);
glVertex3f(-20.0f, 50.0f, 0.0f);
glEnd();
glPopMatrix();
glEnable(GL_TEXTURE_2D);
}
}
extern int oldfashionedgunstats;
int getprevweaponsel(playerent *p) // get previous weapon or, if we don't know it, get the primary
{
return p->prevweaponsel->type == GUN_ASSAULT && p->primweap->type != GUN_ASSAULT ? p->primweap->type : p->prevweaponsel->type;
}
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(HUDPOS_ARMOUR*2, 1650, (p->armour-1)/25, 2);
drawequipicon(HUDPOS_HEALTH*2, 1650, 2, 3);
if(p->mag[GUN_GRENADE]) drawequipicon(oldfashionedgunstats ? (HUDPOS_GRENADE + (((float)screenw / (float)screenh > 1.5f) ? 75 : 25)) * 2 : HUDPOS_GRENADE*2, 1650, 3, 1);
// weapons
int c = p->weaponsel->type != GUN_GRENADE ? p->weaponsel->type : getprevweaponsel(p), r = 0;
if(c==GUN_AKIMBO) c = GUN_PISTOL; // same icon for akimb & pistol
if(c>3) { c -= 4; r = 1; }
if(p->weaponsel && valid_weapon(p->weaponsel->type)) drawequipicon(HUDPOS_WEAPON*2, 1650, c, r);
glEnable(GL_BLEND);
}
void drawradarent(float x, float y, float yaw, int col, int row, float iconsize, bool pulse, const char *label = NULL, ...) PRINTFARGS(8, 9);
void drawradarent(float x, float y, float yaw, int col, int row, float iconsize, bool pulse, const char *label, ...)
{
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<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;
copystring(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;
copystring(conlines[0].line, sf);
}
else consolebuffer<hudline>::addline(sf, totalmillis).type = type;
}
void render()
{
if(!conlines.length()) return;
glPushMatrix();
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));
}
glPopMatrix();
}
};
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 &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; }
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, 5, 150, 500);
void drawradar_showmap(playerent *p, int w, int h)
{
float minimapviewsize = 3*min(VIRTW,VIRTH)/4; //minimap default size
float halfviewsize = minimapviewsize/2.0f;
float iconsize = radarentsize/0.2f;
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
bool spect3rd = p->spectatemode > SM_FOLLOW1ST && p->spectatemode <= SM_FOLLOW3RD_TRANSPARENT;
playerent *d = spect3rd ? players[p->followplayercn] : p;
int p_baseteam = p->team == TEAM_SPECT && spect3rd ? team_base(players[p->followplayercn]->team) : team_base(p->team);
extern GLuint minimaptex;
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, minimapviewsize, 0.0f, 0.0f, 1.0f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
float gdim = max(clmapdims.xspan, clmapdims.yspan); //no border
float offd = fabs((clmapdims.yspan - clmapdims.xspan) / 2.0f);
if(!gdim) { gdim = ssize/2.0f; offd = 0; }
float coordtrans = minimapviewsize / gdim;
float offx = gdim == clmapdims.yspan ? offd : 0;
float offy = gdim == clmapdims.xspan ? offd : 0;
vec mdd = vec(clmapdims.x1 - offx, clmapdims.y1 - offy, 0);
vec ppv = vec(p->o).sub(mdd).mul(coordtrans);
if(!(p->isspectating() && spect3rd)) drawradarent(ppv.x, ppv.y, p->yaw, (p->state==CS_ALIVE || p->state==CS_EDITING) ? (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 || !team_isactive(pl->team)) continue;
if(OUTBORD(pl->o.x, pl->o.y)) continue;
int pl_baseteam = team_base(pl->team);
if(p->team < TEAM_SPECT && ((m_teammode && !isteam(p_baseteam, pl_baseteam)) || (!m_teammode && !(spect3rd && d == pl)))) continue;
if(p->team == TEAM_SPECT && !(spect3rd && (isteam(p_baseteam, pl_baseteam) || d == pl))) continue;
vec rtmp = vec(pl->o).sub(mdd).mul(coordtrans);
drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, spect3rd && d == pl ? 2 : pl_baseteam, 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;
bool hasflagent = e && e->x != -1 && e->y != -1; // no base for flagentitydummies (HTF on maps without bases)
if(hasflagent)
{
vec pos = vec(e->x, e->y, 0).sub(mdd).mul(coordtrans);
drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases
}
if((f.state == CTFF_INBASE && hasflagent) || f.state == CTFF_DROPPED)
{
vec fltxoff = vec(8, -8, 0);
vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(mdd).mul(coordtrans).add(fltxoff);
float flgoff=fabs((radarentsize*2.1f)-8);
drawradarent(cpos.x+flgoff, cpos.y-flgoff, 0, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entity pos or whereever dropped
}
if(f.state == CTFF_STOLEN)
{
if(m_teammode && !m_ktf && player1->team == TEAM_SPECT && (p->spectatemode == SM_DEATHCAM || p->spectatemode > SM_FOLLOW3RD_TRANSPARENT)) continue;
float d2c = 1.6f * radarentsize/16.0f;
vec apos(d2c, -d2c, 0);
if(f.actor)
{
apos.add(f.actor->o);
bool tm = i != p_baseteam;
if(m_htf) tm = !tm;
else if(m_ktf) tm = true;
if(tm)
{
apos.sub(mdd).mul(coordtrans);
drawradarent(apos.x, apos.y, 0, 3, m_ktf ? 2 : f.team, iconsize, true); // draw near flag thief
}
}
}
}
}
glEnable(GL_BLEND);
glPopMatrix();
}
void drawradar_vicinity(playerent *p, int w, int h)
{
bool spect3rd = p->spectatemode > SM_FOLLOW1ST && p->spectatemode <= SM_FOLLOW3RD_TRANSPARENT;
playerent *d = spect3rd ? players[p->followplayercn] : p;
int p_baseteam = p->team == TEAM_SPECT && spect3rd ? team_base(players[p->followplayercn]->team) : team_base(p->team);
extern GLuint minimaptex;
int gdim = max(clmapdims.xspan, clmapdims.yspan);
float radarviewsize = min(VIRTW,VIRTH)/5;
float halfviewsize = radarviewsize/2.0f;
float iconsize = radarentsize/0.4f;
float scaleh = radarheight/(2.0f*gdim);
float scaled = radarviewsize/float(radarheight);
float offd = fabs((clmapdims.yspan - clmapdims.xspan) / 2.0f);
if(gdim < 1) { gdim = ssize/2; offd = 0; }
float offx = gdim == clmapdims.yspan ? offd : 0;
float offy = gdim == clmapdims.xspan ? offd : 0;
vec rtr = vec(clmapdims.x1 - offx, clmapdims.y1 - offy, 0);
vec rsd = vec(clmapdims.xm, clmapdims.ym, 0);
float d2s = radarheight * radarheight / 4.0f;
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
vec centerpos(VIRTW-halfviewsize-72, halfviewsize+64, 0);
glTranslatef(centerpos.x, centerpos.y, 0);
glRotatef(-camera1->yaw, 0, 0, 1);
glTranslatef(-halfviewsize, -halfviewsize, 0);
vec d4rc = vec(d->o).sub(rsd).normalize().mul(0);
vec usecenter = vec(d->o).sub(rtr).sub(d4rc);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
circle(minimaptex, halfviewsize, halfviewsize, halfviewsize, usecenter.x/(float)gdim, usecenter.y/(float)gdim, scaleh, 31); //Draw mimimaptext as radar background
glTranslatef(halfviewsize, halfviewsize, 0);
if(!(p->isspectating() && spect3rd)) drawradarent(0, 0, p->yaw, (p->state==CS_ALIVE || p->state==CS_EDITING) ? (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 || !team_isactive(pl->team)) continue;
if(OUTBORD(pl->o.x, pl->o.y)) continue;
int pl_baseteam = team_base(pl->team);
if(p->team < TEAM_SPECT && ((m_teammode && !isteam(p_baseteam, pl_baseteam)) || (!m_teammode && !(spect3rd && d == pl)))) continue;
if(p->team == TEAM_SPECT && !(spect3rd && (isteam(p_baseteam, pl_baseteam) || d == pl))) continue;
vec rtmp = vec(pl->o).sub(d->o);
bool isok = rtmp.sqrxy() < d2s;
if(isok)
{
rtmp.mul(scaled);
drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, spect3rd && d == pl ? 2 : pl_baseteam, 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);
float d2c = 1.6f * radarentsize/16.0f;
loopi(2) // flag items
{
flaginfo &f = flaginfos[i];
entity *e = f.flagent;
bool hasflagent = e && e->x != -1 && e->y != -1; // no base for flagentitydummies (HTF on maps without bases)
if(hasflagent)
{
vec pos = vec(e->x, e->y, 0).sub(d->o);
if(pos.sqrxy() < d2s)
{
pos.mul(scaled);
drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases [circle doesn't need rotating]
}
}
if((f.state == CTFF_INBASE && hasflagent) || f.state == CTFF_DROPPED)
{
vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(d->o);
if(cpos.sqrxy() < d2s)
{
cpos.mul(scaled);
float flgoff=radarentsize/0.68f;
float ryaw=(camera1->yaw-45)*RAD;
float offx=flgoff*cosf(-ryaw);
float offy=flgoff*sinf(-ryaw);
drawradarent(cpos.x+offx, cpos.y-offy, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, false); // draw flag on entity pos or whereever dropped
}
}
if(f.state == CTFF_STOLEN)
{
if(m_teammode && !m_ktf && player1->team == TEAM_SPECT && (p->spectatemode == SM_DEATHCAM || p->spectatemode > SM_FOLLOW3RD_TRANSPARENT)) continue;
vec apos(d2c, -d2c, 0);
if(f.actor)
{
apos.add(f.actor->o);
bool tm = i != p_baseteam;
if(m_htf) tm = !tm;
else if(m_ktf) tm = true;
if(tm)
{
apos.sub(d->o);
if(apos.sqrxy() < d2s)
{
apos.mul(scaled);
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 drawradar(playerent *p, int w, int h)
{
if(showmap) drawradar_showmap(p,w,h);
else drawradar_vicinity(p,w,h);
}
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);
if(player1->team < TEAM_SPECT || spect) 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;
void *damageblendplayer = NULL;
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, void *p)
{
if(!damagescreen) return;
if(lastmillis > damageblendmillis || damageblendplayer != p) damageblendmillis = lastmillis;
damageblendmillis = min(damageblendmillis + n * damagescreenfactor, lastmillis + 3999);
damageblendplayer = p;
}
inline char rangecolor(int val, const char *colors, int thres1, int thres2, int thres3)
{
if(val < thres1) return colors[0];
else if(val < thres2) return colors[1];
else if(val < thres3) return colors[2];
return colors[3];
}
string enginestateinfo = "";
COMMANDF(getEngineState, "", () { result(enginestateinfo); });
VARP(gametimedisplay,0,1,2);
VARP(dbgpos,0,0,1);
VARP(showtargetname,0,1,1);
VARP(showspeed, 0, 0, 1);
VAR(blankouthud, 0, 0, 10000); //for "clean" screenshot
string gtime;
int dimeditinfopanel = 255;
void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater, int elapsed)
{
if(blankouthud > 0) { blankouthud -= elapsed; return; }
else blankouthud = 0;
playerent *p = camera1->type<ENT_CAMERA ? (playerent *)camera1 : player1;
bool spectating = player1->isspectating();
bool is_spect = (player1->spectatemode >= SM_FOLLOW1ST && player1->spectatemode <= SM_FOLLOW3RD_TRANSPARENT &&
players.inrange(player1->followplayercn) && players[player1->followplayercn]);
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 && damageblendplayer == p)
{
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(NULL) ? true : false;
bool reloading = lastmillis < p->weaponsel->reloading + p->weaponsel->info.reloadtime;
if(p->state==CS_ALIVE || p->state==CS_EDITING)
{
bool drawteamwarning = crosshairteamsign && targetplayer && isteam(targetplayer->team, p->team) && targetplayer->state==CS_ALIVE;
if(!reloading) p->weaponsel->renderaimhelp(drawteamwarning);
if(!editmode && !showmap) drawktfindicator(p);
}
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // without below condition it was always set in drawdmgindicator()
if(damageindicatorplayer == p || (is_spect && getclient(player1->followplayercn) == damageindicatorplayer)) drawdmgindicator(p);
if(p->state==CS_ALIVE && !hidehudequipment) drawequipicons(p);
if(!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 = HUDPOS_Y_BOTTOMLEFT + FONTH;
if(command) commandh -= rendercommand(-1, HUDPOS_Y_BOTTOMLEFT, VIRTW - FONTH); // dryrun to get height
else if(infostr)
{
// I wanted to make the very large pinned/closest/point-at entity text smaller .. now I see this .. isn't "cleanedit" supposed to *hide* everything usually seen in edit mode, not make stuff smaller?
// .. so .. this must be some "hide by obscurity during development" thing .. *grin*: go-go-gadgeto improvement
//if(cleanedit){}else draw_text(infostr, HUDPOS_X_BOTTOMLEFT, HUDPOS_Y_BOTTOMLEFT);// smaller text
glPushMatrix();
glLoadIdentity();
glOrtho(0, VIRTW * 2, VIRTH * 2, 0, -1, 1);
glScalef(1.0, 1.0, 1.0); //set scale
draw_text(infostr, 48, VIRTH * 2 - 3 * FONTH);
glPopMatrix();
}
else if(targetplayer && showtargetname) draw_text(colorname(targetplayer), HUDPOS_X_BOTTOMLEFT, HUDPOS_Y_BOTTOMLEFT);
glLoadIdentity();
glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1);
extern void r_accuracy(int h);
extern void *scoremenu;
extern gmenu *curmenu;
if(!is_spect && !editmode && !watchingdemo && !command && curmenu == scoremenu) r_accuracy(commandh);
if(!hideconsole) renderconsole();
formatstring(enginestateinfo)("%d %d %d %d %d", curfps, lod_factor(), nquads, curvert, xtraverts);
string ltime, text;
const char *ltimeformat = getalias("wallclockformat");
bool wallclock = ltimeformat && *ltimeformat;
//wallclockformat beginning with "U" shows UTC/GMT time
if(wallclock) filtertext(ltime, timestring(*ltimeformat != 'U', ltimeformat + int(*ltimeformat == 'U')), FTXT_TOLOWER);
if(showstats)
{
if(showstats==2 && !dbgpos)
{
int left = (VIRTW-225-10)*2, top = (VIRTH*7/8)*2, ttll = VIRTW*2 - 3*FONTH/2, lf = lod_factor();
blendbox(left - 24, top - 24, VIRTW*2 - 72, VIRTH*2 - 48, true, -1);
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);
formatstring(text)("\f%c%d", rangecolor(curfps, "xwvu", 30, 100, 150), curfps); draw_text(text, ttll - text_width(text), top);
formatstring(text)("\f%c%d", rangecolor(lf, "uvwx", 199, 299, 399), lf); draw_text(text, ttll - text_width(text), top + 80);
formatstring(text)("\f%c%d", rangecolor(nquads, "uvwx", 3999, 5999, 7999), nquads); draw_text(text, ttll - text_width(text), top + 160);
formatstring(text)("\f%c%d", rangecolor(curvert, "uvwx", 3999, 5999, 7999), curvert); draw_text(text, ttll - text_width(text), top + 240);
formatstring(text)("\f%c%d", rangecolor(xtraverts, "uvwx", 3999, 5999, 7999), xtraverts); draw_text(text, ttll - text_width(text), top + 320);
if(wallclock) draw_text(ltime, ttll - text_width(ltime), top - 90);
if(unsavededits) draw_text("U", ttll - text_width("U"), top - 90 - (wallclock ? 2*FONTH/2 : 0));
}
else
{
if(dbgpos)
{
pushfont("mono");
formatstring(text)("%05.2f YAW", p->yaw); draw_text(text, VIRTW*2 - ( text_width(text) + FONTH ), VIRTH*2 - 17*FONTH/2);
formatstring(text)("%05.2f PIT", p->pitch); draw_text(text, VIRTW*2 - ( text_width(text) + FONTH ), VIRTH*2 - 15*FONTH/2);
formatstring(text)("%05.2f X ", p->o.x); draw_text(text, VIRTW*2 - ( text_width(text) + FONTH ), VIRTH*2 - 13*FONTH/2);
formatstring(text)("%05.2f Y ", p->o.y); draw_text(text, VIRTW*2 - ( text_width(text) + FONTH ), VIRTH*2 - 11*FONTH/2);
formatstring(text)("%05.2f Z ", p->o.z); draw_text(text, VIRTW*2 - ( text_width(text) + FONTH ), VIRTH*2 - 9*FONTH/2);
popfont();
}
defformatstring(c_val)("fps %d", curfps); draw_text(c_val, VIRTW*2 - ( text_width(c_val) + FONTH ), VIRTH*2 - 3*FONTH/2);
if(wallclock) draw_text(ltime, VIRTW*2 - text_width(ltime) - FONTH, VIRTH*2 - 5*FONTH/2);
if(unsavededits) draw_text("U", VIRTW*2 - text_width("U") - FONTH, VIRTH*2 - (wallclock ? 7 : 5)*FONTH/2);
}
}
else if(wallclock) draw_text(ltime, VIRTW*2 - text_width(ltime) - FONTH, VIRTH*2 - 3*FONTH/2);
if(editmode && !hideeditinfopanel)
{
static int lasteditip = 0;
static char *editip = NULL;
if(!lasteditip || totalmillis - lasteditip > editinfopanelmillis)
{ // update edit info panel
lasteditip = totalmillis;
const char *editipfunc = getalias("updateeditinfopanel");
DELSTRING(editip);
editip = executeret(editipfunc);
}
if(editip && dimeditinfopanel)
{
int w, h;
text_bounds(editip, w, h, -1);
draw_text(editip, VIRTW*2 - w - FONTH, VIRTH*13/8 - h, 255, 255, 255, dimeditinfopanel);
}
dimeditinfopanel += elapsed;
if(dimeditinfopanel > 255) dimeditinfopanel = 255;
}
if(!intermission && lastgametimeupdate!=0)
{
int cssec = (gametimecurrent+(lastmillis-lastgametimeupdate))/1000;
int gtsec = cssec%60;
int gtmin = cssec/60;
if(gametimedisplay == 1)
{
int gtmax = gametimemaximum/60000;
gtmin = gtmax - gtmin;
if(gtsec!=0)
{
gtmin -= 1;
gtsec = 60 - gtsec;
}
}
formatstring(gtime)("%02d:%02d", gtmin, gtsec);
if(gametimedisplay) draw_text(gtime, (VIRTW-225-10)*2 - (text_width(gtime)/2 + FONTH/2), 20);
}
if(hidevote < 2 && multiplayer(NULL))
{
extern votedisplayinfo *curvote;
if(curvote && curvote->millis >= totalmillis && !(hidevote == 1 && curvote->localplayervoted && curvote->result == VOTE_NEUTRAL))
{
const int left = 2 * HUDPOS_X_BOTTOMLEFT, top = VIRTH;
defformatstring(str)("%s called a vote:", curvote->owner ? colorname(curvote->owner) : "");
draw_text(str, left, top + 240, 255, 255, 255, votealpha);
draw_text(curvote->desc, left, top + 320, 255, 255, 255, votealpha);
draw_text("----", left, top + 400, 255, 255, 255, votealpha);
formatstring(str)("%d yes vs. %d no", curvote->stats[VOTE_YES], curvote->stats[VOTE_NO]);
draw_text(str, left, top + 480, 255, 255, 255, votealpha);
switch(curvote->result)
{
case VOTE_NEUTRAL:
drawvoteicon(left, top, 0, 0, false);
if(!curvote->localplayervoted)
draw_text("\f3press F1/F2 to vote yes or no", left, top+560, 255, 255, 255, votealpha);
break;
default:
drawvoteicon(left, top, (curvote->result-1)&1, 1, false);
formatstring(str)("\f3vote %s", curvote->result == VOTE_YES ? "PASSED" : "FAILED");
draw_text(str, left, top + 560, 255, 255, 255, votealpha);
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(!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, top = (VIRTH*3/2)*3/4;
draw_textf("SPACE to change view", left - (text_width("SCROLL to change player") + FONTH/2), top);
if(multiplayer(NULL) || watchingdemo) draw_textf("SCROLL to change player", left - (text_width("SCROLL to change player") + FONTH/2), top+80);
}
if(editmode)
{
extern void renderhudtexturepreviews();
extern void rendereditingsettings();
renderhudtexturepreviews();
rendereditingsettings();
}
if(ispaused)
{
glLoadIdentity();
const char* matchpaused = "MATCH PAUSED";
const double matchpausedfontfactor = 3 / 2.0f;
glOrtho(0, VIRTW * matchpausedfontfactor, VIRTH * matchpausedfontfactor, 0, -1, 1);
const int left = (VIRTW * matchpausedfontfactor) / 2 - text_width(matchpaused) / 2;
const int top = (VIRTH * matchpausedfontfactor) * 5 / 6;
draw_text(matchpaused, left, top);
}
/* * /
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);
/ * */
if(showspeed && !menu)
{
glLoadIdentity();
glPushMatrix();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glScalef(0.8, 0.8, 1);
draw_textf("Speed: %.2f", VIRTW/2, VIRTH, p->vel.magnitudexy());
glPopMatrix();
}
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", colorname(players[player1->followplayercn]));
draw_text(name, VIRTW/40, VIRTH/10*8);
}
}
if(p->state == CS_ALIVE || (p->state == CS_DEAD && p->spectatemode == SM_DEATHCAM))
{
glLoadIdentity();
glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1);
if(p->state == CS_ALIVE && !hidehudequipment)
{
pushfont("huddigits");
draw_textf("%d", HUDPOS_HEALTH + HUDPOS_NUMBERSPACING, 823, p->health);
if(p->armour) draw_textf("%d", HUDPOS_ARMOUR + HUDPOS_NUMBERSPACING, 823, p->armour);
if(p->weaponsel && valid_weapon(p->weaponsel->type))
{
glMatrixMode(GL_MODELVIEW);
if (p->weaponsel->type!=GUN_GRENADE) p->weaponsel->renderstats();
else if (p->prevweaponsel->type==GUN_AKIMBO || p->prevweaponsel->type==GUN_PISTOL) p->weapons[p->akimbo ? GUN_AKIMBO : GUN_PISTOL]->renderstats();
else p->weapons[getprevweaponsel(p)]->renderstats();
if(p->mag[GUN_GRENADE]) p->weapons[GUN_GRENADE]->renderstats();
glMatrixMode(GL_PROJECTION);
}
popfont();
}
if((m_flags_ || m_teammode) && !hideteamscorehud)
{
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
turn_on_transparency(255);
int scores[4], offs = m_flags_ ? 0 : 2;
calcteamscores(scores);
const char *cc = scores[offs] > 99 || scores[offs + 1] > 99 ? "31" : "55";
if(!offs || scores[2] || scores[3]) loopi(2) // flag state or frag-counter
{
bool inbase = flaginfos[i].state == CTFF_INBASE || offs;
drawctficon(i*120+VIRTW/4.0f*3.0f, 1650, 120, i + (inbase || flagscorehudtransparency == 2 ? 0 : 2), offs / 2, 1/4.0f, inbase || !flagscorehudtransparency ? 255 : 100);
if(m_teammode)
{
defformatstring(count)("\f%c%d", cc[i], scores[i + offs]);
draw_text(count, i * 120 + VIRTW / 4.0f * 3.0f + 60 - text_width(count) / 2, 1590);
}
}
if(!offs)
{
// 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))
{
drawctficon(VIRTW-225-10, VIRTH*5/8, 225, ft, 1, 1/2.0f, (sinf(lastmillis/100.0f)+1.0f) *128);
}
}
}
}
if(!hidehudmsgs) hudmsgs.render();
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
if(command) rendercommand(HUDPOS_X_BOTTOMLEFT, HUDPOS_Y_BOTTOMLEFT, VIRTW - FONTH);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
}
Texture *startscreen = NULL;
void loadingscreen(const char *fmt, ...)
{
if(!startscreen) startscreen = 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(startscreen->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_SwapWindow(screen);
}
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(PI/2 + k/9.0f*PI), s = 1 + 1.2f*sinf(PI/2 + k/9.0f*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(PI/2 + k/9.0f*PI), s = 1 + sinf(PI/2 + k/9.0f*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_SwapWindow(screen);
}