Serious-Engine/Sources/EntitiesMP/Common/HUD.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "StdH.h"
#include "GameMP/SEColors.h"
#include <Engine/Graphics/DrawPort.h>
#include <EntitiesMP/Player.h>
#include <EntitiesMP/PlayerWeapons.h>
#include <EntitiesMP/MusicHolder.h>
#include <EntitiesMP/EnemyBase.h>
#include <EntitiesMP/EnemyCounter.h>
#define ENTITY_DEBUG
// armor & health constants
// NOTE: these _do not_ reflect easy/tourist maxvalue adjustments. that is by design!
#define TOP_ARMOR 100
#define TOP_HEALTH 100
// cheats
extern INDEX cht_bEnable;
extern INDEX cht_bGod;
extern INDEX cht_bFly;
extern INDEX cht_bGhost;
extern INDEX cht_bInvisible;
extern FLOAT cht_fTranslationMultiplier;
// interface control
extern INDEX hud_bShowInfo;
extern INDEX hud_bShowLatency;
extern INDEX hud_bShowMessages;
extern INDEX hud_iShowPlayers;
extern INDEX hud_iSortPlayers;
extern FLOAT hud_fOpacity;
extern FLOAT hud_fScaling;
extern FLOAT hud_tmWeaponsOnScreen;
extern INDEX hud_bShowMatchInfo;
// player statistics sorting keys
enum SortKeys {
PSK_NAME = 1,
PSK_HEALTH = 2,
PSK_SCORE = 3,
PSK_MANA = 4,
PSK_FRAGS = 5,
PSK_DEATHS = 6,
};
// where is the bar lowest value
enum BarOrientations {
BO_LEFT = 1,
BO_RIGHT = 2,
BO_UP = 3,
BO_DOWN = 4,
};
extern const INDEX aiWeaponsRemap[19];
// maximal mana for master status
#define MANA_MASTER 10000
// drawing variables
static const CPlayer *_penPlayer;
static CPlayerWeapons *_penWeapons;
static CDrawPort *_pDP;
static PIX _pixDPWidth, _pixDPHeight;
static FLOAT _fResolutionScaling;
static FLOAT _fCustomScaling;
static ULONG _ulAlphaHUD;
static COLOR _colHUD;
static COLOR _colHUDText;
static TIME _tmNow = -1.0f;
static TIME _tmLast = -1.0f;
static CFontData _fdNumbersFont;
// array for pointers of all players
extern CPlayer *_apenPlayers[NET_MAXGAMEPLAYERS] = {0};
// status bar textures
static CTextureObject _toHealth;
static CTextureObject _toOxygen;
static CTextureObject _toScore;
static CTextureObject _toHiScore;
static CTextureObject _toMessage;
static CTextureObject _toMana;
static CTextureObject _toFrags;
static CTextureObject _toDeaths;
static CTextureObject _toArmorSmall;
static CTextureObject _toArmorMedium;
static CTextureObject _toArmorLarge;
// ammo textures
static CTextureObject _toAShells;
static CTextureObject _toABullets;
static CTextureObject _toARockets;
static CTextureObject _toAGrenades;
static CTextureObject _toANapalm;
static CTextureObject _toAElectricity;
static CTextureObject _toAIronBall;
static CTextureObject _toASniperBullets;
static CTextureObject _toASeriousBomb;
// weapon textures
static CTextureObject _toWKnife;
static CTextureObject _toWColt;
static CTextureObject _toWSingleShotgun;
static CTextureObject _toWDoubleShotgun;
static CTextureObject _toWTommygun;
static CTextureObject _toWSniper;
static CTextureObject _toWChainsaw;
static CTextureObject _toWMinigun;
static CTextureObject _toWRocketLauncher;
static CTextureObject _toWGrenadeLauncher;
static CTextureObject _toWFlamer;
static CTextureObject _toWLaser;
static CTextureObject _toWIronCannon;
// powerup textures (ORDER IS THE SAME AS IN PLAYER.ES!)
#define MAX_POWERUPS 4
static CTextureObject _atoPowerups[MAX_POWERUPS];
// tile texture (one has corners, edges and center)
static CTextureObject _toTile;
// sniper mask texture
static CTextureObject _toSniperMask;
static CTextureObject _toSniperWheel;
static CTextureObject _toSniperArrow;
static CTextureObject _toSniperEye;
static CTextureObject _toSniperLed;
// all info about color transitions
struct ColorTransitionTable {
COLOR ctt_colFine; // color for values over 1.0
COLOR ctt_colHigh; // color for values from 1.0 to 'fMedium'
COLOR ctt_colMedium; // color for values from 'fMedium' to 'fLow'
COLOR ctt_colLow; // color for values under fLow
FLOAT ctt_fMediumHigh; // when to switch to high color (normalized float!)
FLOAT ctt_fLowMedium; // when to switch to medium color (normalized float!)
BOOL ctt_bSmooth; // should colors have smooth transition
};
static struct ColorTransitionTable _cttHUD;
// ammo's info structure
struct AmmoInfo {
CTextureObject *ai_ptoAmmo;
struct WeaponInfo *ai_pwiWeapon1;
struct WeaponInfo *ai_pwiWeapon2;
INDEX ai_iAmmoAmmount;
INDEX ai_iMaxAmmoAmmount;
INDEX ai_iLastAmmoAmmount;
TIME ai_tmAmmoChanged;
BOOL ai_bHasWeapon;
};
// weapons' info structure
struct WeaponInfo {
enum WeaponType wi_wtWeapon;
CTextureObject *wi_ptoWeapon;
struct AmmoInfo *wi_paiAmmo;
BOOL wi_bHasWeapon;
};
extern struct WeaponInfo _awiWeapons[18];
static struct AmmoInfo _aaiAmmo[8] = {
{ &_toAShells, &_awiWeapons[4], &_awiWeapons[5], 0, 0, 0, -9, FALSE }, // 0
{ &_toABullets, &_awiWeapons[6], &_awiWeapons[7], 0, 0, 0, -9, FALSE }, // 1
{ &_toARockets, &_awiWeapons[8], NULL, 0, 0, 0, -9, FALSE }, // 2
{ &_toAGrenades, &_awiWeapons[9], NULL, 0, 0, 0, -9, FALSE }, // 3
{ &_toANapalm, &_awiWeapons[11], NULL, 0, 0, 0, -9, FALSE }, // 4
{ &_toAElectricity, &_awiWeapons[12], NULL, 0, 0, 0, -9, FALSE }, // 5
{ &_toAIronBall, &_awiWeapons[14], NULL, 0, 0, 0, -9, FALSE }, // 6
{ &_toASniperBullets, &_awiWeapons[13], NULL, 0, 0, 0, -9, FALSE }, // 7
};
static const INDEX aiAmmoRemap[8] = { 0, 1, 2, 3, 4, 7, 5, 6 };
struct WeaponInfo _awiWeapons[18] = {
{ WEAPON_NONE, NULL, NULL, FALSE }, // 0
{ WEAPON_KNIFE, &_toWKnife, NULL, FALSE }, // 1
{ WEAPON_COLT, &_toWColt, NULL, FALSE }, // 2
{ WEAPON_DOUBLECOLT, &_toWColt, NULL, FALSE }, // 3
{ WEAPON_SINGLESHOTGUN, &_toWSingleShotgun, &_aaiAmmo[0], FALSE }, // 4
{ WEAPON_DOUBLESHOTGUN, &_toWDoubleShotgun, &_aaiAmmo[0], FALSE }, // 5
{ WEAPON_TOMMYGUN, &_toWTommygun, &_aaiAmmo[1], FALSE }, // 6
{ WEAPON_MINIGUN, &_toWMinigun, &_aaiAmmo[1], FALSE }, // 7
{ WEAPON_ROCKETLAUNCHER, &_toWRocketLauncher, &_aaiAmmo[2], FALSE }, // 8
{ WEAPON_GRENADELAUNCHER, &_toWGrenadeLauncher, &_aaiAmmo[3], FALSE }, // 9
{ WEAPON_CHAINSAW, &_toWChainsaw, NULL, FALSE }, // 10
{ WEAPON_FLAMER, &_toWFlamer, &_aaiAmmo[4], FALSE }, // 11
{ WEAPON_LASER, &_toWLaser, &_aaiAmmo[5], FALSE }, // 12
{ WEAPON_SNIPER, &_toWSniper, &_aaiAmmo[7], FALSE }, // 13
{ WEAPON_IRONCANNON, &_toWIronCannon, &_aaiAmmo[6], FALSE }, // 14
//{ WEAPON_PIPEBOMB, &_toWPipeBomb, &_aaiAmmo[3], FALSE }, // 15
//{ WEAPON_GHOSTBUSTER, &_toWGhostBuster, &_aaiAmmo[5], FALSE }, // 16
//{ WEAPON_NUKECANNON, &_toWNukeCannon, &_aaiAmmo[7], FALSE }, // 17
{ WEAPON_NONE, NULL, NULL, FALSE }, // 15
{ WEAPON_NONE, NULL, NULL, FALSE }, // 16
{ WEAPON_NONE, NULL, NULL, FALSE }, // 17
};
// compare functions for qsort()
static int qsort_CompareNames( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
CTString strName0 = en0.GetPlayerName();
CTString strName1 = en1.GetPlayerName();
return strnicmp( strName0, strName1, 8);
}
static int qsort_CompareScores( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
SLONG sl0 = en0.m_psGameStats.ps_iScore;
SLONG sl1 = en1.m_psGameStats.ps_iScore;
if( sl0<sl1) return +1;
else if( sl0>sl1) return -1;
else return 0;
}
static int qsort_CompareHealth( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
SLONG sl0 = (SLONG)ceil(en0.GetHealth());
SLONG sl1 = (SLONG)ceil(en1.GetHealth());
if( sl0<sl1) return +1;
else if( sl0>sl1) return -1;
else return 0;
}
static int qsort_CompareManas( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
SLONG sl0 = en0.m_iMana;
SLONG sl1 = en1.m_iMana;
if( sl0<sl1) return +1;
else if( sl0>sl1) return -1;
else return 0;
}
static int qsort_CompareDeaths( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
SLONG sl0 = en0.m_psGameStats.ps_iDeaths;
SLONG sl1 = en1.m_psGameStats.ps_iDeaths;
if( sl0<sl1) return +1;
else if( sl0>sl1) return -1;
else return 0;
}
static int qsort_CompareFrags( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
SLONG sl0 = en0.m_psGameStats.ps_iKills;
SLONG sl1 = en1.m_psGameStats.ps_iKills;
if( sl0<sl1) return +1;
else if( sl0>sl1) return -1;
else return -qsort_CompareDeaths(ppPEN0, ppPEN1);
}
static int qsort_CompareLatencies( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
SLONG sl0 = (SLONG)ceil(en0.m_tmLatency);
SLONG sl1 = (SLONG)ceil(en1.m_tmLatency);
if( sl0<sl1) return +1;
else if( sl0>sl1) return -1;
else return 0;
}
// prepare color transitions
static void PrepareColorTransitions( COLOR colFine, COLOR colHigh, COLOR colMedium, COLOR colLow,
FLOAT fMediumHigh, FLOAT fLowMedium, BOOL bSmooth)
{
_cttHUD.ctt_colFine = colFine;
_cttHUD.ctt_colHigh = colHigh;
_cttHUD.ctt_colMedium = colMedium;
_cttHUD.ctt_colLow = colLow;
_cttHUD.ctt_fMediumHigh = fMediumHigh;
_cttHUD.ctt_fLowMedium = fLowMedium;
_cttHUD.ctt_bSmooth = bSmooth;
}
// calculates shake ammount and color value depanding on value change
#define SHAKE_TIME (2.0f)
static COLOR AddShaker( PIX const pixAmmount, INDEX const iCurrentValue, INDEX &iLastValue,
TIME &tmChanged, FLOAT &fMoverX, FLOAT &fMoverY)
{
// update shaking if needed
fMoverX = fMoverY = 0.0f;
const TIME tmNow = _pTimer->GetLerpedCurrentTick();
if( iCurrentValue != iLastValue) {
iLastValue = iCurrentValue;
tmChanged = tmNow;
} else {
// in case of loading (timer got reseted)
tmChanged = ClampUp( tmChanged, tmNow);
}
// no shaker?
const TIME tmDelta = tmNow - tmChanged;
if( tmDelta > SHAKE_TIME) return NONE;
ASSERT( tmDelta>=0);
// shake, baby shake!
const FLOAT fAmmount = _fResolutionScaling * _fCustomScaling * pixAmmount;
const FLOAT fMultiplier = (SHAKE_TIME-tmDelta)/SHAKE_TIME *fAmmount;
const INDEX iRandomizer = (INDEX)(tmNow*511.0f)*fAmmount*iCurrentValue;
const FLOAT fNormRnd1 = (FLOAT)((iRandomizer ^ (iRandomizer>>9)) & 1023) * 0.0009775f; // 1/1023 - normalized
const FLOAT fNormRnd2 = (FLOAT)((iRandomizer ^ (iRandomizer>>7)) & 1023) * 0.0009775f; // 1/1023 - normalized
fMoverX = (fNormRnd1 -0.5f) * fMultiplier;
fMoverY = (fNormRnd2 -0.5f) * fMultiplier;
// clamp to adjusted ammount (pixels relative to resolution and HUD scale
fMoverX = Clamp( fMoverX, -fAmmount, fAmmount);
fMoverY = Clamp( fMoverY, -fAmmount, fAmmount);
if( tmDelta < SHAKE_TIME/3) return C_WHITE;
else return NONE;
//return FloatToInt(tmDelta*4) & 1 ? C_WHITE : NONE;
}
// get current color from local color transitions table
static COLOR GetCurrentColor( FLOAT fNormalizedValue)
{
// if value is in 'low' zone just return plain 'low' alert color
if( fNormalizedValue < _cttHUD.ctt_fLowMedium) return( _cttHUD.ctt_colLow & 0xFFFFFF00);
// if value is in out of 'extreme' zone just return 'extreme' color
if( fNormalizedValue > 1.0f) return( _cttHUD.ctt_colFine & 0xFFFFFF00);
COLOR col;
// should blend colors?
if( _cttHUD.ctt_bSmooth)
{ // lets do some interpolations
FLOAT fd, f1, f2;
COLOR col1, col2;
UBYTE ubH,ubS,ubV, ubH2,ubS2,ubV2;
// determine two colors for interpolation
if( fNormalizedValue > _cttHUD.ctt_fMediumHigh) {
f1 = 1.0f;
f2 = _cttHUD.ctt_fMediumHigh;
col1 = _cttHUD.ctt_colHigh;
col2 = _cttHUD.ctt_colMedium;
} else { // fNormalizedValue > _cttHUD.ctt_fLowMedium == TRUE !
f1 = _cttHUD.ctt_fMediumHigh;
f2 = _cttHUD.ctt_fLowMedium;
col1 = _cttHUD.ctt_colMedium;
col2 = _cttHUD.ctt_colLow;
}
// determine interpolation strength
fd = (fNormalizedValue-f2) / (f1-f2);
// convert colors to HSV
ColorToHSV( col1, ubH, ubS, ubV);
ColorToHSV( col2, ubH2, ubS2, ubV2);
// interpolate H, S and V components
ubH = (UBYTE)(ubH*fd + ubH2*(1.0f-fd));
ubS = (UBYTE)(ubS*fd + ubS2*(1.0f-fd));
ubV = (UBYTE)(ubV*fd + ubV2*(1.0f-fd));
// convert HSV back to COLOR
col = HSVToColor( ubH, ubS, ubV);
}
else
{ // simple color picker
col = _cttHUD.ctt_colMedium;
if( fNormalizedValue > _cttHUD.ctt_fMediumHigh) col = _cttHUD.ctt_colHigh;
}
// all done
return( col & 0xFFFFFF00);
}
// fill array with players' statistics (returns current number of players in game)
extern INDEX SetAllPlayersStats( INDEX iSortKey)
{
// determine maximum number of players for this session
INDEX iPlayers = 0;
INDEX iMaxPlayers = _penPlayer->GetMaxPlayers();
CPlayer *penCurrent;
// loop thru potentional players
for( INDEX i=0; i<iMaxPlayers; i++)
{ // ignore non-existent players
penCurrent = (CPlayer*)&*_penPlayer->GetPlayerEntity(i);
if( penCurrent==NULL) continue;
// fill in player parameters
_apenPlayers[iPlayers] = penCurrent;
// advance to next real player
iPlayers++;
}
// sort statistics by some key if needed
switch( iSortKey) {
case PSK_NAME: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareNames); break;
case PSK_SCORE: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareScores); break;
case PSK_HEALTH: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareHealth); break;
case PSK_MANA: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareManas); break;
case PSK_FRAGS: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareFrags); break;
case PSK_DEATHS: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareDeaths); break;
default: break; // invalid or NONE key specified so do nothing
}
// all done
return iPlayers;
}
// ----------------------- drawing functions
// draw border with filter
static void HUD_DrawBorder( FLOAT fCenterX, FLOAT fCenterY, FLOAT fSizeX, FLOAT fSizeY, COLOR colTiles)
{
// determine location
const FLOAT fCenterI = fCenterX*_pixDPWidth / 640.0f;
const FLOAT fCenterJ = fCenterY*_pixDPHeight / (480.0f * _pDP->dp_fWideAdjustment);
const FLOAT fSizeI = _fResolutionScaling*fSizeX;
const FLOAT fSizeJ = _fResolutionScaling*fSizeY;
const FLOAT fTileSize = 8*_fResolutionScaling*_fCustomScaling;
// determine exact positions
const FLOAT fLeft = fCenterI - fSizeI/2 -1;
const FLOAT fRight = fCenterI + fSizeI/2 +1;
const FLOAT fUp = fCenterJ - fSizeJ/2 -1;
const FLOAT fDown = fCenterJ + fSizeJ/2 +1;
const FLOAT fLeftEnd = fLeft + fTileSize;
const FLOAT fRightBeg = fRight - fTileSize;
const FLOAT fUpEnd = fUp + fTileSize;
const FLOAT fDownBeg = fDown - fTileSize;
// prepare texture
colTiles |= _ulAlphaHUD;
// put corners
_pDP->InitTexture( &_toTile, TRUE); // clamping on!
_pDP->AddTexture( fLeft, fUp, fLeftEnd, fUpEnd, colTiles);
_pDP->AddTexture( fRight,fUp, fRightBeg,fUpEnd, colTiles);
_pDP->AddTexture( fRight,fDown, fRightBeg,fDownBeg, colTiles);
_pDP->AddTexture( fLeft, fDown, fLeftEnd, fDownBeg, colTiles);
// put edges
_pDP->AddTexture( fLeftEnd,fUp, fRightBeg,fUpEnd, 0.4f,0.0f, 0.6f,1.0f, colTiles);
_pDP->AddTexture( fLeftEnd,fDown, fRightBeg,fDownBeg, 0.4f,0.0f, 0.6f,1.0f, colTiles);
_pDP->AddTexture( fLeft, fUpEnd, fLeftEnd, fDownBeg, 0.0f,0.4f, 1.0f,0.6f, colTiles);
_pDP->AddTexture( fRight, fUpEnd, fRightBeg,fDownBeg, 0.0f,0.4f, 1.0f,0.6f, colTiles);
// put center
_pDP->AddTexture( fLeftEnd, fUpEnd, fRightBeg, fDownBeg, 0.4f,0.4f, 0.6f,0.6f, colTiles);
_pDP->FlushRenderingQueue();
}
// draw icon texture (if color = NONE, use colortransitions structure)
static void HUD_DrawIcon( FLOAT fCenterX, FLOAT fCenterY, CTextureObject &toIcon,
COLOR colDefault, FLOAT fNormValue, BOOL bBlink)
{
// determine color
COLOR col = colDefault;
if( col==NONE) col = GetCurrentColor( fNormValue);
// determine blinking state
if( bBlink && fNormValue<=(_cttHUD.ctt_fLowMedium/2)) {
// activate blinking only if value is <= half the low edge
INDEX iCurrentTime = (INDEX)(_tmNow*4);
if( iCurrentTime&1) col = C_vdGRAY;
}
// determine location
const FLOAT fCenterI = fCenterX*_pixDPWidth / 640.0f;
const FLOAT fCenterJ = fCenterY*_pixDPHeight / (480.0f * _pDP->dp_fWideAdjustment);
// determine dimensions
CTextureData *ptd = (CTextureData*)toIcon.GetData();
const FLOAT fHalfSizeI = _fResolutionScaling*_fCustomScaling * ptd->GetPixWidth() *0.5f;
const FLOAT fHalfSizeJ = _fResolutionScaling*_fCustomScaling * ptd->GetPixHeight() *0.5f;
// done
_pDP->InitTexture( &toIcon);
_pDP->AddTexture( fCenterI-fHalfSizeI, fCenterJ-fHalfSizeJ,
fCenterI+fHalfSizeI, fCenterJ+fHalfSizeJ, col|_ulAlphaHUD);
_pDP->FlushRenderingQueue();
}
// draw text (or numbers, whatever)
static void HUD_DrawText( FLOAT fCenterX, FLOAT fCenterY, const CTString &strText,
COLOR colDefault, FLOAT fNormValue)
{
// determine color
COLOR col = colDefault;
if( col==NONE) col = GetCurrentColor( fNormValue);
// determine location
PIX pixCenterI = (PIX)(fCenterX*_pixDPWidth / 640.0f);
PIX pixCenterJ = (PIX)(fCenterY*_pixDPHeight / (480.0f * _pDP->dp_fWideAdjustment));
// done
_pDP->SetTextScaling( _fResolutionScaling*_fCustomScaling);
_pDP->PutTextCXY( strText, pixCenterI, pixCenterJ, col|_ulAlphaHUD);
}
// draw bar
static void HUD_DrawBar( FLOAT fCenterX, FLOAT fCenterY, PIX pixSizeX, PIX pixSizeY,
enum BarOrientations eBarOrientation, COLOR colDefault, FLOAT fNormValue)
{
// determine color
COLOR col = colDefault;
if( col==NONE) col = GetCurrentColor( fNormValue);
// determine location and size
PIX pixCenterI = (PIX)(fCenterX*_pixDPWidth / 640.0f);
PIX pixCenterJ = (PIX)(fCenterY*_pixDPHeight / (480.0f * _pDP->dp_fWideAdjustment));
PIX pixSizeI = (PIX)(_fResolutionScaling*pixSizeX);
PIX pixSizeJ = (PIX)(_fResolutionScaling*pixSizeY);
// fill bar background area
PIX pixLeft = pixCenterI-pixSizeI/2;
PIX pixUpper = pixCenterJ-pixSizeJ/2;
// determine bar position and inner size
switch( eBarOrientation) {
case BO_UP:
pixSizeJ *= fNormValue;
break;
case BO_DOWN:
pixUpper = pixUpper + (PIX)ceil(pixSizeJ * (1.0f-fNormValue));
pixSizeJ *= fNormValue;
break;
case BO_LEFT:
pixSizeI *= fNormValue;
break;
case BO_RIGHT:
pixLeft = pixLeft + (PIX)ceil(pixSizeI * (1.0f-fNormValue));
pixSizeI *= fNormValue;
break;
}
// done
_pDP->Fill( pixLeft, pixUpper, pixSizeI, pixSizeJ, col|_ulAlphaHUD);
}
static void DrawRotatedQuad( class CTextureObject *_pTO, FLOAT fX, FLOAT fY, FLOAT fSize, ANGLE aAngle, COLOR col)
{
FLOAT fSinA = Sin(aAngle);
FLOAT fCosA = Cos(aAngle);
FLOAT fSinPCos = fCosA*fSize+fSinA*fSize;
FLOAT fSinMCos = fSinA*fSize-fCosA*fSize;
FLOAT fI0, fJ0, fI1, fJ1, fI2, fJ2, fI3, fJ3;
fI0 = fX-fSinPCos; fJ0 = fY-fSinMCos;
fI1 = fX+fSinMCos; fJ1 = fY-fSinPCos;
fI2 = fX+fSinPCos; fJ2 = fY+fSinMCos;
fI3 = fX-fSinMCos; fJ3 = fY+fSinPCos;
_pDP->InitTexture( _pTO);
_pDP->AddTexture( fI0, fJ0, 0, 0, col, fI1, fJ1, 0, 1, col,
fI2, fJ2, 1, 1, col, fI3, fJ3, 1, 0, col);
_pDP->FlushRenderingQueue();
}
static void DrawAspectCorrectTextureCentered( class CTextureObject *_pTO, FLOAT fX, FLOAT fY, FLOAT fWidth, COLOR col)
{
CTextureData *ptd = (CTextureData*)_pTO->GetData();
FLOAT fTexSizeI = ptd->GetPixWidth();
FLOAT fTexSizeJ = ptd->GetPixHeight();
FLOAT fHeight = fWidth*fTexSizeJ/fTexSizeJ;
_pDP->InitTexture( _pTO);
_pDP->AddTexture( fX-fWidth*0.5f, fY-fHeight*0.5f, fX+fWidth*0.5f, fY+fHeight*0.5f, 0, 0, 1, 1, col);
_pDP->FlushRenderingQueue();
}
// draw sniper mask
static void HUD_DrawSniperMask( void )
{
// determine location
const FLOAT fSizeI = _pixDPWidth;
const FLOAT fSizeJ = _pixDPHeight;
const FLOAT fCenterI = fSizeI/2;
const FLOAT fCenterJ = fSizeJ/2;
const FLOAT fBlackStrip = (fSizeI-fSizeJ)/2;
COLOR colMask = C_WHITE|CT_OPAQUE;
CTextureData *ptd = (CTextureData*)_toSniperMask.GetData();
const FLOAT fTexSizeI = ptd->GetPixWidth();
const FLOAT fTexSizeJ = ptd->GetPixHeight();
// main sniper mask
_pDP->InitTexture( &_toSniperMask);
_pDP->AddTexture( fBlackStrip, 0, fCenterI, fCenterJ, 0.98f, 0.02f, 0, 1.0f, colMask);
_pDP->AddTexture( fCenterI, 0, fSizeI-fBlackStrip, fCenterJ, 0, 0.02f, 0.98f, 1.0f, colMask);
_pDP->AddTexture( fBlackStrip, fCenterJ, fCenterI, fSizeJ, 0.98f, 1.0f, 0, 0.02f, colMask);
_pDP->AddTexture( fCenterI, fCenterJ, fSizeI-fBlackStrip, fSizeJ, 0, 1, 0.98f, 0.02f, colMask);
_pDP->FlushRenderingQueue();
_pDP->Fill( 0, 0, fBlackStrip+1, fSizeJ, C_BLACK|CT_OPAQUE);
_pDP->Fill( fSizeI-fBlackStrip-1, 0, fBlackStrip+1, fSizeJ, C_BLACK|CT_OPAQUE);
colMask = LerpColor(SE_COL_BLUE_LIGHT, C_WHITE, 0.25f);
FLOAT _fYResolutionScaling = (FLOAT)_pixDPHeight/480.0f;
FLOAT fDistance = _penWeapons->m_fRayHitDistance;
FLOAT aFOV = Lerp(_penWeapons->m_fSniperFOVlast, _penWeapons->m_fSniperFOV,
_pTimer->GetLerpFactor());
CTString strTmp;
// wheel
FLOAT fZoom = 1.0f/tan(RadAngle(aFOV)*0.5f); // 2.0 - 8.0
FLOAT fAFact = (Clamp(aFOV, 14.2f, 53.1f)-14.2f)/(53.1f-14.2f); // only for zooms 2x-4x !!!!!!
ANGLE aAngle = 314.0f+fAFact*292.0f;
DrawRotatedQuad(&_toSniperWheel, fCenterI, fCenterJ, 40.0f*_fYResolutionScaling,
aAngle, colMask|0x44);
FLOAT fTM = _pTimer->GetLerpedCurrentTick();
COLOR colLED;
if (_penWeapons->m_tmLastSniperFire+1.25f<fTM) { // blinking
colLED = 0x44FF22BB;
} else {
colLED = 0xFF4422DD;
}
// reload indicator
DrawAspectCorrectTextureCentered(&_toSniperLed, fCenterI-37.0f*_fYResolutionScaling,
fCenterJ+36.0f*_fYResolutionScaling, 15.0f*_fYResolutionScaling, colLED);
if (_fResolutionScaling>=1.0f)
{
FLOAT _fIconSize;
FLOAT _fLeftX, _fLeftYU, _fLeftYD;
FLOAT _fRightX, _fRightYU, _fRightYD;
if (_fResolutionScaling<=1.3f) {
_pDP->SetFont( _pfdConsoleFont);
_pDP->SetTextAspect( 1.0f);
_pDP->SetTextScaling(1.0f);
_fIconSize = 22.8f;
_fLeftX = 159.0f;
_fLeftYU = 8.0f;
_fLeftYD = 6.0f;
_fRightX = 159.0f;
_fRightYU = 11.0f;
_fRightYD = 6.0f;
} else {
_pDP->SetFont( _pfdDisplayFont);
_pDP->SetTextAspect( 1.0f);
_pDP->SetTextScaling(0.7f*_fYResolutionScaling);
_fIconSize = 19.0f;
_fLeftX = 162.0f;
_fLeftYU = 8.0f;
_fLeftYD = 6.0f;
_fRightX = 162.0f;
_fRightYU = 11.0f;
_fRightYD = 6.0f;
}
// arrow + distance
DrawAspectCorrectTextureCentered(&_toSniperArrow, fCenterI-_fLeftX*_fYResolutionScaling,
fCenterJ-_fLeftYU*_fYResolutionScaling, _fIconSize*_fYResolutionScaling, 0xFFCC3399 );
if (fDistance>9999.9f) { strTmp.PrintF("---.-"); }
else if (TRUE) { strTmp.PrintF("%.1f", fDistance); }
_pDP->PutTextC( strTmp, fCenterI-_fLeftX*_fYResolutionScaling,
fCenterJ+_fLeftYD*_fYResolutionScaling, colMask|0xaa);
// eye + zoom level
DrawAspectCorrectTextureCentered(&_toSniperEye, fCenterI+_fRightX*_fYResolutionScaling,
fCenterJ-_fRightYU*_fYResolutionScaling, _fIconSize*_fYResolutionScaling, 0xFFCC3399 ); //SE_COL_ORANGE_L
strTmp.PrintF("%.1fx", fZoom);
_pDP->PutTextC( strTmp, fCenterI+_fRightX*_fYResolutionScaling,
fCenterJ+_fRightYD*_fYResolutionScaling, colMask|0xaa);
}
}
// helper functions
// fill weapon and ammo table with current state
static void FillWeaponAmmoTables(void)
{
// ammo quantities
_aaiAmmo[0].ai_iAmmoAmmount = _penWeapons->m_iShells;
_aaiAmmo[0].ai_iMaxAmmoAmmount = _penWeapons->m_iMaxShells;
_aaiAmmo[1].ai_iAmmoAmmount = _penWeapons->m_iBullets;
_aaiAmmo[1].ai_iMaxAmmoAmmount = _penWeapons->m_iMaxBullets;
_aaiAmmo[2].ai_iAmmoAmmount = _penWeapons->m_iRockets;
_aaiAmmo[2].ai_iMaxAmmoAmmount = _penWeapons->m_iMaxRockets;
_aaiAmmo[3].ai_iAmmoAmmount = _penWeapons->m_iGrenades;
_aaiAmmo[3].ai_iMaxAmmoAmmount = _penWeapons->m_iMaxGrenades;
_aaiAmmo[4].ai_iAmmoAmmount = _penWeapons->m_iNapalm;
_aaiAmmo[4].ai_iMaxAmmoAmmount = _penWeapons->m_iMaxNapalm;
_aaiAmmo[5].ai_iAmmoAmmount = _penWeapons->m_iElectricity;
_aaiAmmo[5].ai_iMaxAmmoAmmount = _penWeapons->m_iMaxElectricity;
_aaiAmmo[6].ai_iAmmoAmmount = _penWeapons->m_iIronBalls;
_aaiAmmo[6].ai_iMaxAmmoAmmount = _penWeapons->m_iMaxIronBalls;
_aaiAmmo[7].ai_iAmmoAmmount = _penWeapons->m_iSniperBullets;
_aaiAmmo[7].ai_iMaxAmmoAmmount = _penWeapons->m_iMaxSniperBullets;
// prepare ammo table for weapon possesion
INDEX i, iAvailableWeapons = _penWeapons->m_iAvailableWeapons;
for( i=0; i<8; i++) _aaiAmmo[i].ai_bHasWeapon = FALSE;
// weapon possesion
for( i=WEAPON_NONE+1; i<WEAPON_LAST; i++)
{
if( _awiWeapons[i].wi_wtWeapon!=WEAPON_NONE)
{
// regular weapons
_awiWeapons[i].wi_bHasWeapon = (iAvailableWeapons&(1<<(_awiWeapons[i].wi_wtWeapon-1)));
if( _awiWeapons[i].wi_paiAmmo!=NULL) _awiWeapons[i].wi_paiAmmo->ai_bHasWeapon |= _awiWeapons[i].wi_bHasWeapon;
}
}
}
//<<<<<<< DEBUG FUNCTIONS >>>>>>>
#ifdef ENTITY_DEBUG
CRationalEntity *DBG_prenStackOutputEntity = NULL;
#endif
void HUD_SetEntityForStackDisplay(CRationalEntity *pren)
{
#ifdef ENTITY_DEBUG
DBG_prenStackOutputEntity = pren;
#endif
return;
}
#ifdef ENTITY_DEBUG
static void HUD_DrawEntityStack()
{
CTString strTemp;
PIX pixFontHeight;
ULONG pixTextBottom;
if (tmp_ai[9]==12345)
{
if (DBG_prenStackOutputEntity!=NULL)
{
pixFontHeight = _pfdConsoleFont->fd_pixCharHeight;
pixTextBottom = _pixDPHeight*0.83;
_pDP->SetFont( _pfdConsoleFont);
_pDP->SetTextScaling( 1.0f);
INDEX ctStates = DBG_prenStackOutputEntity->en_stslStateStack.Count();
strTemp.PrintF("-- stack of '%s'(%s)@%gs\n", DBG_prenStackOutputEntity->GetName(),
DBG_prenStackOutputEntity->en_pecClass->ec_pdecDLLClass->dec_strName,
_pTimer->CurrentTick());
_pDP->PutText( strTemp, 1, pixTextBottom-pixFontHeight*(ctStates+1), _colHUD|_ulAlphaHUD);
for(INDEX iState=ctStates-1; iState>=0; iState--) {
SLONG slState = DBG_prenStackOutputEntity->en_stslStateStack[iState];
strTemp.PrintF("0x%08x %s\n", slState,
DBG_prenStackOutputEntity->en_pecClass->ec_pdecDLLClass->HandlerNameForState(slState));
_pDP->PutText( strTemp, 1, pixTextBottom-pixFontHeight*(iState+1), _colHUD|_ulAlphaHUD);
}
}
}
}
#endif
//<<<<<<< DEBUG FUNCTIONS >>>>>>>
// main
// render interface (frontend) to drawport
// (units are in pixels for 640x480 resolution - for other res HUD will be scalled automatically)
extern void DrawHUD( const CPlayer *penPlayerCurrent, CDrawPort *pdpCurrent, BOOL bSnooping, const CPlayer *penPlayerOwner)
{
// no player - no info, sorry
if( penPlayerCurrent==NULL || (penPlayerCurrent->GetFlags()&ENF_DELETED)) return;
// if snooping and owner player ins NULL, return
if ( bSnooping && penPlayerOwner==NULL) return;
// find last values in case of predictor
CPlayer *penLast = (CPlayer*)penPlayerCurrent;
if( penPlayerCurrent->IsPredictor()) penLast = (CPlayer*)(((CPlayer*)penPlayerCurrent)->GetPredicted());
ASSERT( penLast!=NULL);
if( penLast==NULL) return; // !!!! just in case
// cache local variables
hud_fOpacity = Clamp( hud_fOpacity, 0.1f, 1.0f);
hud_fScaling = Clamp( hud_fScaling, 0.5f, 1.2f);
_penPlayer = penPlayerCurrent;
_penWeapons = (CPlayerWeapons*)&*_penPlayer->m_penWeapons;
_pDP = pdpCurrent;
_pixDPWidth = _pDP->GetWidth();
_pixDPHeight = _pDP->GetHeight();
_fCustomScaling = hud_fScaling;
_fResolutionScaling = (FLOAT)_pixDPWidth /640.0f;
_colHUD = 0x4C80BB00;
_colHUDText = SE_COL_ORANGE_LIGHT;
_ulAlphaHUD = NormFloatToByte(hud_fOpacity);
_tmNow = _pTimer->CurrentTick();
// determine hud colorization;
COLOR colMax = SE_COL_BLUEGREEN_LT;
COLOR colTop = SE_COL_ORANGE_LIGHT;
COLOR colMid = LerpColor(colTop, C_RED, 0.5f);
// adjust borders color in case of spying mode
COLOR colBorder = _colHUD;
if( bSnooping) {
colBorder = SE_COL_ORANGE_NEUTRAL;
if( ((ULONG)(_tmNow*5))&1) {
//colBorder = (colBorder>>1) & 0x7F7F7F00; // darken flash and scale
colBorder = SE_COL_ORANGE_DARK;
_fCustomScaling *= 0.933f;
}
}
// draw sniper mask (original mask even if snooping)
if (((CPlayerWeapons*)&*penPlayerOwner->m_penWeapons)->m_iCurrentWeapon==WEAPON_SNIPER
&&((CPlayerWeapons*)&*penPlayerOwner->m_penWeapons)->m_bSniping) {
HUD_DrawSniperMask();
}
// prepare font and text dimensions
CTString strValue;
PIX pixCharWidth;
FLOAT fValue, fNormValue, fCol, fRow;
_pDP->SetFont( &_fdNumbersFont);
pixCharWidth = _fdNumbersFont.GetWidth() + _fdNumbersFont.GetCharSpacing() +1;
FLOAT fChrUnit = pixCharWidth * _fCustomScaling;
const PIX pixTopBound = 6;
const PIX pixLeftBound = 6;
const PIX pixBottomBound = (480 * _pDP->dp_fWideAdjustment) -pixTopBound;
const PIX pixRightBound = 640-pixLeftBound;
FLOAT fOneUnit = (32+0) * _fCustomScaling; // unit size
FLOAT fAdvUnit = (32+4) * _fCustomScaling; // unit advancer
FLOAT fNextUnit = (32+8) * _fCustomScaling; // unit advancer
FLOAT fHalfUnit = fOneUnit * 0.5f;
FLOAT fMoverX, fMoverY;
COLOR colDefault;
// prepare and draw health info
fValue = ClampDn( _penPlayer->GetHealth(), 0.0f); // never show negative health
fNormValue = fValue/TOP_HEALTH;
strValue.PrintF( "%d", (SLONG)ceil(fValue));
PrepareColorTransitions( colMax, colTop, colMid, C_RED, 0.5f, 0.25f, FALSE);
fRow = pixBottomBound-fHalfUnit;
fCol = pixLeftBound+fHalfUnit;
colDefault = AddShaker( 5, fValue, penLast->m_iLastHealth, penLast->m_tmHealthChanged, fMoverX, fMoverY);
HUD_DrawBorder( fCol+fMoverX, fRow+fMoverY, fOneUnit, fOneUnit, colBorder);
fCol += fAdvUnit+fChrUnit*3/2 -fHalfUnit;
HUD_DrawBorder( fCol, fRow, fChrUnit*3, fOneUnit, colBorder);
HUD_DrawText( fCol, fRow, strValue, colDefault, fNormValue);
fCol -= fAdvUnit+fChrUnit*3/2 -fHalfUnit;
HUD_DrawIcon( fCol+fMoverX, fRow+fMoverY, _toHealth, C_WHITE /*_colHUD*/, fNormValue, TRUE);
// prepare and draw armor info (eventually)
fValue = _penPlayer->m_fArmor;
if( fValue > 0.0f) {
fNormValue = fValue/TOP_ARMOR;
strValue.PrintF( "%d", (SLONG)ceil(fValue));
PrepareColorTransitions( colMax, colTop, colMid, C_lGRAY, 0.5f, 0.25f, FALSE);
fRow = pixBottomBound- (fNextUnit+fHalfUnit);//*_pDP->dp_fWideAdjustment;
fCol = pixLeftBound+ fHalfUnit;
colDefault = AddShaker( 3, fValue, penLast->m_iLastArmor, penLast->m_tmArmorChanged, fMoverX, fMoverY);
HUD_DrawBorder( fCol+fMoverX, fRow+fMoverY, fOneUnit, fOneUnit, colBorder);
fCol += fAdvUnit+fChrUnit*3/2 -fHalfUnit;
HUD_DrawBorder( fCol, fRow, fChrUnit*3, fOneUnit, colBorder);
HUD_DrawText( fCol, fRow, strValue, NONE, fNormValue);
fCol -= fAdvUnit+fChrUnit*3/2 -fHalfUnit;
if (fValue<=50.5f) {
HUD_DrawIcon( fCol+fMoverX, fRow+fMoverY, _toArmorSmall, C_WHITE /*_colHUD*/, fNormValue, FALSE);
} else if (fValue<=100.5f) {
HUD_DrawIcon( fCol+fMoverX, fRow+fMoverY, _toArmorMedium, C_WHITE /*_colHUD*/, fNormValue, FALSE);
} else {
HUD_DrawIcon( fCol+fMoverX, fRow+fMoverY, _toArmorLarge, C_WHITE /*_colHUD*/, fNormValue, FALSE);
}
}
// prepare and draw ammo and weapon info
CTextureObject *ptoCurrentAmmo=NULL, *ptoCurrentWeapon=NULL, *ptoWantedWeapon=NULL;
INDEX iCurrentWeapon = _penWeapons->m_iCurrentWeapon;
INDEX iWantedWeapon = _penWeapons->m_iWantedWeapon;
// determine corresponding ammo and weapon texture component
ptoCurrentWeapon = _awiWeapons[iCurrentWeapon].wi_ptoWeapon;
ptoWantedWeapon = _awiWeapons[iWantedWeapon].wi_ptoWeapon;
AmmoInfo *paiCurrent = _awiWeapons[iCurrentWeapon].wi_paiAmmo;
if( paiCurrent!=NULL) ptoCurrentAmmo = paiCurrent->ai_ptoAmmo;
// draw complete weapon info if knife isn't current weapon
if( ptoCurrentAmmo!=NULL && !GetSP()->sp_bInfiniteAmmo) {
// determine ammo quantities
FLOAT fMaxValue = _penWeapons->GetMaxAmmo();
fValue = _penWeapons->GetAmmo();
fNormValue = fValue / fMaxValue;
strValue.PrintF( "%d", (SLONG)ceil(fValue));
PrepareColorTransitions( colMax, colTop, colMid, C_RED, 0.30f, 0.15f, FALSE);
BOOL bDrawAmmoIcon = _fCustomScaling<=1.0f;
// draw ammo, value and weapon
fRow = pixBottomBound-fHalfUnit;
fCol = 175 + fHalfUnit;
colDefault = AddShaker( 4, fValue, penLast->m_iLastAmmo, penLast->m_tmAmmoChanged, fMoverX, fMoverY);
HUD_DrawBorder( fCol+fMoverX, fRow+fMoverY, fOneUnit, fOneUnit, colBorder);
fCol += fAdvUnit+fChrUnit*3/2 -fHalfUnit;
HUD_DrawBorder( fCol, fRow, fChrUnit*3, fOneUnit, colBorder);
if( bDrawAmmoIcon) {
fCol += fAdvUnit+fChrUnit*3/2 -fHalfUnit;
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, colBorder);
HUD_DrawIcon( fCol, fRow, *ptoCurrentAmmo, C_WHITE /*_colHUD*/, fNormValue, TRUE);
fCol -= fAdvUnit+fChrUnit*3/2 -fHalfUnit;
}
HUD_DrawText( fCol, fRow, strValue, NONE, fNormValue);
fCol -= fAdvUnit+fChrUnit*3/2 -fHalfUnit;
HUD_DrawIcon( fCol+fMoverX, fRow+fMoverY, *ptoCurrentWeapon, C_WHITE /*_colHUD*/, fNormValue, !bDrawAmmoIcon);
} else if( ptoCurrentWeapon!=NULL) {
// draw only knife or colt icons (ammo is irrelevant)
fRow = pixBottomBound-fHalfUnit;
fCol = 205 + fHalfUnit;
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, colBorder);
HUD_DrawIcon( fCol, fRow, *ptoCurrentWeapon, C_WHITE /*_colHUD*/, fNormValue, FALSE);
}
// display all ammo infos
INDEX i;
FLOAT fAdv;
COLOR colIcon, colBar;
PrepareColorTransitions( colMax, colTop, colMid, C_RED, 0.5f, 0.25f, FALSE);
// reduce the size of icon slightly
_fCustomScaling = ClampDn( _fCustomScaling*0.8f, 0.5f);
const FLOAT fOneUnitS = fOneUnit *0.8f;
const FLOAT fAdvUnitS = fAdvUnit *0.8f;
const FLOAT fNextUnitS = fNextUnit *0.8f;
const FLOAT fHalfUnitS = fHalfUnit *0.8f;
// prepare postition and ammo quantities
fRow = pixBottomBound-fHalfUnitS;
fCol = pixRightBound -fHalfUnitS;
const FLOAT fBarPos = fHalfUnitS*0.7f;
FillWeaponAmmoTables();
FLOAT fBombCount = penPlayerCurrent->m_iSeriousBombCount;
BOOL bBombFiring = FALSE;
// draw serious bomb
#define BOMB_FIRE_TIME 1.5f
if (penPlayerCurrent->m_tmSeriousBombFired+BOMB_FIRE_TIME>_pTimer->GetLerpedCurrentTick()) {
fBombCount++;
if (fBombCount>3) { fBombCount = 3; }
bBombFiring = TRUE;
}
if (fBombCount>0) {
fNormValue = (FLOAT) fBombCount / 3.0f;
COLOR colBombBorder = _colHUD;
COLOR colBombIcon = C_WHITE;
COLOR colBombBar = _colHUDText; if (fBombCount==1) { colBombBar = C_RED; }
if (bBombFiring) {
FLOAT fFactor = (_pTimer->GetLerpedCurrentTick() - penPlayerCurrent->m_tmSeriousBombFired)/BOMB_FIRE_TIME;
colBombBorder = LerpColor(colBombBorder, C_RED, fFactor);
colBombIcon = LerpColor(colBombIcon, C_RED, fFactor);
colBombBar = LerpColor(colBombBar, C_RED, fFactor);
}
HUD_DrawBorder( fCol, fRow, fOneUnitS, fOneUnitS, colBombBorder);
HUD_DrawIcon( fCol, fRow, _toASeriousBomb, colBombIcon, fNormValue, FALSE);
HUD_DrawBar( fCol+fBarPos, fRow, fOneUnitS/5, fOneUnitS-2, BO_DOWN, colBombBar, fNormValue);
// make space for serious bomb
fCol -= fAdvUnitS;
}
// loop thru all ammo types
if (!GetSP()->sp_bInfiniteAmmo) {
for( INDEX ii=7; ii>=0; ii--) {
i = aiAmmoRemap[ii];
// if no ammo and hasn't got that weapon - just skip this ammo
AmmoInfo &ai = _aaiAmmo[i];
ASSERT( ai.ai_iAmmoAmmount>=0);
if( ai.ai_iAmmoAmmount==0 && !ai.ai_bHasWeapon) continue;
// display ammo info
colIcon = C_WHITE /*_colHUD*/;
if( ai.ai_iAmmoAmmount==0) colIcon = C_mdGRAY;
if( ptoCurrentAmmo == ai.ai_ptoAmmo) colIcon = C_WHITE;
fNormValue = (FLOAT)ai.ai_iAmmoAmmount / ai.ai_iMaxAmmoAmmount;
colBar = AddShaker( 4, ai.ai_iAmmoAmmount, ai.ai_iLastAmmoAmmount, ai.ai_tmAmmoChanged, fMoverX, fMoverY);
HUD_DrawBorder( fCol, fRow+fMoverY, fOneUnitS, fOneUnitS, colBorder);
HUD_DrawIcon( fCol, fRow+fMoverY, *_aaiAmmo[i].ai_ptoAmmo, colIcon, fNormValue, FALSE);
HUD_DrawBar( fCol+fBarPos, fRow+fMoverY, fOneUnitS/5, fOneUnitS-2, BO_DOWN, colBar, fNormValue);
// advance to next position
fCol -= fAdvUnitS;
}
}
// draw powerup(s) if needed
PrepareColorTransitions( colMax, colTop, colMid, C_RED, 0.66f, 0.33f, FALSE);
TIME *ptmPowerups = (TIME*)&_penPlayer->m_tmInvisibility;
TIME *ptmPowerupsMax = (TIME*)&_penPlayer->m_tmInvisibilityMax;
fRow = pixBottomBound-fOneUnitS-fAdvUnitS;
fCol = pixRightBound -fHalfUnitS;
for( i=0; i<MAX_POWERUPS; i++)
{
// skip if not active
const TIME tmDelta = ptmPowerups[i] - _tmNow;
if( tmDelta<=0) continue;
fNormValue = tmDelta / ptmPowerupsMax[i];
// draw icon and a little bar
HUD_DrawBorder( fCol, fRow, fOneUnitS, fOneUnitS, colBorder);
HUD_DrawIcon( fCol, fRow, _atoPowerups[i], C_WHITE /*_colHUD*/, fNormValue, TRUE);
HUD_DrawBar( fCol+fBarPos, fRow, fOneUnitS/5, fOneUnitS-2, BO_DOWN, NONE, fNormValue);
// play sound if icon is flashing
if(fNormValue<=(_cttHUD.ctt_fLowMedium/2)) {
// activate blinking only if value is <= half the low edge
INDEX iLastTime = (INDEX)(_tmLast*4);
INDEX iCurrentTime = (INDEX)(_tmNow*4);
if(iCurrentTime&1 & !(iLastTime&1)) {
((CPlayer *)penPlayerCurrent)->PlayPowerUpSound();
}
}
// advance to next position
fCol -= fAdvUnitS;
}
// if weapon change is in progress
_fCustomScaling = hud_fScaling;
hud_tmWeaponsOnScreen = Clamp( hud_tmWeaponsOnScreen, 0.0f, 10.0f);
if( (_tmNow - _penWeapons->m_tmWeaponChangeRequired) < hud_tmWeaponsOnScreen) {
// determine number of weapons that player has
INDEX ctWeapons = 0;
for( i=WEAPON_NONE+1; i<WEAPON_LAST; i++) {
if( _awiWeapons[i].wi_wtWeapon!=WEAPON_NONE && _awiWeapons[i].wi_wtWeapon!=WEAPON_DOUBLECOLT &&
_awiWeapons[i].wi_bHasWeapon) ctWeapons++;
}
// display all available weapons
fRow = pixBottomBound - fHalfUnit - 3*fNextUnit;
fCol = 320.0f - (ctWeapons*fAdvUnit-fHalfUnit)/2.0f;
// display all available weapons
for( INDEX ii=WEAPON_NONE+1; ii<WEAPON_LAST; ii++) {
i = aiWeaponsRemap[ii];
// skip if hasn't got this weapon
if( _awiWeapons[i].wi_wtWeapon==WEAPON_NONE || _awiWeapons[i].wi_wtWeapon==WEAPON_DOUBLECOLT
|| !_awiWeapons[i].wi_bHasWeapon) continue;
// display weapon icon
COLOR colBorder = _colHUD;
colIcon = 0xccddff00;
// weapon that is currently selected has different colors
if( ptoWantedWeapon == _awiWeapons[i].wi_ptoWeapon) {
colIcon = 0xffcc0000;
colBorder = 0xffcc0000;
}
// no ammo
if( _awiWeapons[i].wi_paiAmmo!=NULL && _awiWeapons[i].wi_paiAmmo->ai_iAmmoAmmount==0) {
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, 0x22334400);
HUD_DrawIcon( fCol, fRow, *_awiWeapons[i].wi_ptoWeapon, 0x22334400, 1.0f, FALSE);
// yes ammo
} else {
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, colBorder);
HUD_DrawIcon( fCol, fRow, *_awiWeapons[i].wi_ptoWeapon, colIcon, 1.0f, FALSE);
}
// advance to next position
fCol += fAdvUnit;
}
}
// reduce icon sizes a bit
const FLOAT fUpperSize = ClampDn(_fCustomScaling*0.5f, 0.5f)/_fCustomScaling;
_fCustomScaling*=fUpperSize;
ASSERT( _fCustomScaling>=0.5f);
fChrUnit *= fUpperSize;
fOneUnit *= fUpperSize;
fHalfUnit *= fUpperSize;
fAdvUnit *= fUpperSize;
fNextUnit *= fUpperSize;
// draw oxygen info if needed
BOOL bOxygenOnScreen = FALSE;
fValue = _penPlayer->en_tmMaxHoldBreath - (_pTimer->CurrentTick() - _penPlayer->en_tmLastBreathed);
if( _penPlayer->IsConnected() && (_penPlayer->GetFlags()&ENF_ALIVE) && fValue<30.0f) {
// prepare and draw oxygen info
fRow = pixTopBound + fOneUnit + fNextUnit;
fCol = 280.0f;
fAdv = fAdvUnit + fOneUnit*4/2 - fHalfUnit;
PrepareColorTransitions( colMax, colTop, colMid, C_RED, 0.5f, 0.25f, FALSE);
fNormValue = fValue/30.0f;
fNormValue = ClampDn(fNormValue, 0.0f);
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, colBorder);
HUD_DrawBorder( fCol+fAdv, fRow, fOneUnit*4, fOneUnit, colBorder);
HUD_DrawBar( fCol+fAdv, fRow, fOneUnit*4*0.975, fOneUnit*0.9375, BO_LEFT, NONE, fNormValue);
HUD_DrawIcon( fCol, fRow, _toOxygen, C_WHITE /*_colHUD*/, fNormValue, TRUE);
bOxygenOnScreen = TRUE;
}
// draw boss energy if needed
if( _penPlayer->m_penMainMusicHolder!=NULL) {
CMusicHolder &mh = (CMusicHolder&)*_penPlayer->m_penMainMusicHolder;
fNormValue = 0;
if( mh.m_penBoss!=NULL && (mh.m_penBoss->en_ulFlags&ENF_ALIVE)) {
CEnemyBase &eb = (CEnemyBase&)*mh.m_penBoss;
ASSERT( eb.m_fMaxHealth>0);
fValue = eb.GetHealth();
fNormValue = fValue/eb.m_fMaxHealth;
}
if( mh.m_penCounter!=NULL) {
CEnemyCounter &ec = (CEnemyCounter&)*mh.m_penCounter;
if (ec.m_iCount>0) {
fValue = ec.m_iCount;
fNormValue = fValue/ec.m_iCountFrom;
}
}
if( fNormValue>0) {
// prepare and draw boss energy info
//PrepareColorTransitions( colMax, colTop, colMid, C_RED, 0.5f, 0.25f, FALSE);
PrepareColorTransitions( colMax, colMax, colTop, C_RED, 0.5f, 0.25f, FALSE);
fRow = pixTopBound + fOneUnit + fNextUnit;
fCol = 184.0f;
fAdv = fAdvUnit+ fOneUnit*16/2 -fHalfUnit;
if( bOxygenOnScreen) fRow += fNextUnit;
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, colBorder);
HUD_DrawBorder( fCol+fAdv, fRow, fOneUnit*16, fOneUnit, colBorder);
HUD_DrawBar( fCol+fAdv, fRow, fOneUnit*16*0.995, fOneUnit*0.9375, BO_LEFT, NONE, fNormValue);
HUD_DrawIcon( fCol, fRow, _toHealth, C_WHITE /*_colHUD*/, fNormValue, FALSE);
}
}
// determine scaling of normal text and play mode
const FLOAT fTextScale = (_fResolutionScaling+1) *0.5f;
const BOOL bSinglePlay = GetSP()->sp_bSinglePlayer;
const BOOL bCooperative = GetSP()->sp_bCooperative && !bSinglePlay;
const BOOL bScoreMatch = !GetSP()->sp_bCooperative && !GetSP()->sp_bUseFrags;
const BOOL bFragMatch = !GetSP()->sp_bCooperative && GetSP()->sp_bUseFrags;
COLOR colMana, colFrags, colDeaths, colHealth, colArmor;
COLOR colScore = _colHUD;
INDEX iScoreSum = 0;
// if not in single player mode, we'll have to calc (and maybe printout) other players' info
if( !bSinglePlay)
{
// set font and prepare font parameters
_pfdDisplayFont->SetVariableWidth();
_pDP->SetFont( _pfdDisplayFont);
_pDP->SetTextScaling( fTextScale);
FLOAT fCharHeight = (_pfdDisplayFont->GetHeight()-2)*fTextScale;
// generate and sort by mana list of active players
BOOL bMaxScore=TRUE, bMaxMana=TRUE, bMaxFrags=TRUE, bMaxDeaths=TRUE;
hud_iSortPlayers = Clamp( hud_iSortPlayers, -1L, 6L);
SortKeys eKey = (SortKeys)hud_iSortPlayers;
if (hud_iSortPlayers==-1) {
if (bCooperative) eKey = PSK_HEALTH;
else if (bScoreMatch) eKey = PSK_SCORE;
else if (bFragMatch) eKey = PSK_FRAGS;
else { ASSERT(FALSE); eKey = PSK_NAME; }
}
if( bCooperative) eKey = (SortKeys)Clamp( (INDEX)eKey, 0L, 3L);
if( eKey==PSK_HEALTH && (bScoreMatch || bFragMatch)) { eKey = PSK_NAME; }; // prevent health snooping in deathmatch
INDEX iPlayers = SetAllPlayersStats(eKey);
// loop thru players
for( INDEX i=0; i<iPlayers; i++)
{ // get player name and mana
CPlayer *penPlayer = _apenPlayers[i];
const CTString strName = penPlayer->GetPlayerName();
const INDEX iScore = penPlayer->m_psGameStats.ps_iScore;
const INDEX iMana = penPlayer->m_iMana;
const INDEX iFrags = penPlayer->m_psGameStats.ps_iKills;
const INDEX iDeaths = penPlayer->m_psGameStats.ps_iDeaths;
const INDEX iHealth = ClampDn( (INDEX)ceil( penPlayer->GetHealth()), 0L);
const INDEX iArmor = ClampDn( (INDEX)ceil( penPlayer->m_fArmor), 0L);
CTString strScore, strMana, strFrags, strDeaths, strHealth, strArmor;
strScore.PrintF( "%d", iScore);
strMana.PrintF( "%d", iMana);
strFrags.PrintF( "%d", iFrags);
strDeaths.PrintF( "%d", iDeaths);
strHealth.PrintF( "%d", iHealth);
strArmor.PrintF( "%d", iArmor);
// detemine corresponding colors
colHealth = C_mlRED;
colMana = colScore = colFrags = colDeaths = colArmor = C_lGRAY;
if( iMana > _penPlayer->m_iMana) { bMaxMana = FALSE; colMana = C_WHITE; }
if( iScore > _penPlayer->m_psGameStats.ps_iScore) { bMaxScore = FALSE; colScore = C_WHITE; }
if( iFrags > _penPlayer->m_psGameStats.ps_iKills) { bMaxFrags = FALSE; colFrags = C_WHITE; }
if( iDeaths > _penPlayer->m_psGameStats.ps_iDeaths) { bMaxDeaths = FALSE; colDeaths = C_WHITE; }
if( penPlayer==_penPlayer) colScore = colMana = colFrags = colDeaths = _colHUD; // current player
if( iHealth>25) colHealth = _colHUD;
if( iArmor >25) colArmor = _colHUD;
// eventually print it out
if( hud_iShowPlayers==1 || hud_iShowPlayers==-1 && !bSinglePlay) {
// printout location and info aren't the same for deathmatch and coop play
const FLOAT fCharWidth = (PIX)((_pfdDisplayFont->GetWidth()-2) *fTextScale);
if( bCooperative) {
_pDP->PutTextR( strName+":", _pixDPWidth-8*fCharWidth, fCharHeight*i+fOneUnit*2, colScore |_ulAlphaHUD);
_pDP->PutText( "/", _pixDPWidth-4*fCharWidth, fCharHeight*i+fOneUnit*2, _colHUD |_ulAlphaHUD);
_pDP->PutTextC( strHealth, _pixDPWidth-6*fCharWidth, fCharHeight*i+fOneUnit*2, colHealth|_ulAlphaHUD);
_pDP->PutTextC( strArmor, _pixDPWidth-2*fCharWidth, fCharHeight*i+fOneUnit*2, colArmor |_ulAlphaHUD);
} else if( bScoreMatch) {
_pDP->PutTextR( strName+":", _pixDPWidth-12*fCharWidth, fCharHeight*i+fOneUnit*2, _colHUD |_ulAlphaHUD);
_pDP->PutText( "/", _pixDPWidth- 5*fCharWidth, fCharHeight*i+fOneUnit*2, _colHUD |_ulAlphaHUD);
_pDP->PutTextC( strScore, _pixDPWidth- 8*fCharWidth, fCharHeight*i+fOneUnit*2, colScore|_ulAlphaHUD);
_pDP->PutTextC( strMana, _pixDPWidth- 2*fCharWidth, fCharHeight*i+fOneUnit*2, colMana |_ulAlphaHUD);
} else { // fragmatch!
_pDP->PutTextR( strName+":", _pixDPWidth-8*fCharWidth, fCharHeight*i+fOneUnit*2, _colHUD |_ulAlphaHUD);
_pDP->PutText( "/", _pixDPWidth-4*fCharWidth, fCharHeight*i+fOneUnit*2, _colHUD |_ulAlphaHUD);
_pDP->PutTextC( strFrags, _pixDPWidth-6*fCharWidth, fCharHeight*i+fOneUnit*2, colFrags |_ulAlphaHUD);
_pDP->PutTextC( strDeaths, _pixDPWidth-2*fCharWidth, fCharHeight*i+fOneUnit*2, colDeaths|_ulAlphaHUD);
}
}
// calculate summ of scores (for coop mode)
iScoreSum += iScore;
}
// draw remaining time if time based death- or scorematch
if ((bScoreMatch || bFragMatch) && hud_bShowMatchInfo){
CTString strLimitsInfo="";
if (GetSP()->sp_iTimeLimit>0) {
FLOAT fTimeLeft = ClampDn(GetSP()->sp_iTimeLimit*60.0f - _pNetwork->GetGameTime(), 0.0f);
strLimitsInfo.PrintF("%s^cFFFFFF%s: %s\n", strLimitsInfo, TRANS("TIME LEFT"), TimeToString(fTimeLeft));
}
extern INDEX SetAllPlayersStats( INDEX iSortKey);
// fill players table
const INDEX ctPlayers = SetAllPlayersStats(bFragMatch?5:3); // sort by frags or by score
// find maximum frags/score that one player has
INDEX iMaxFrags = LowerLimit(INDEX(0));
INDEX iMaxScore = LowerLimit(INDEX(0));
{for(INDEX iPlayer=0; iPlayer<ctPlayers; iPlayer++) {
CPlayer *penPlayer = _apenPlayers[iPlayer];
iMaxFrags = Max(iMaxFrags, penPlayer->m_psLevelStats.ps_iKills);
iMaxScore = Max(iMaxScore, penPlayer->m_psLevelStats.ps_iScore);
}}
if (GetSP()->sp_iFragLimit>0) {
INDEX iFragsLeft = ClampDn(GetSP()->sp_iFragLimit-iMaxFrags, INDEX(0));
strLimitsInfo.PrintF("%s^cFFFFFF%s: %d\n", strLimitsInfo, TRANS("FRAGS LEFT"), iFragsLeft);
}
if (GetSP()->sp_iScoreLimit>0) {
INDEX iScoreLeft = ClampDn(GetSP()->sp_iScoreLimit-iMaxScore, INDEX(0));
strLimitsInfo.PrintF("%s^cFFFFFF%s: %d\n", strLimitsInfo, TRANS("SCORE LEFT"), iScoreLeft);
}
_pfdDisplayFont->SetFixedWidth();
_pDP->SetFont( _pfdDisplayFont);
_pDP->SetTextScaling( fTextScale*0.8f );
_pDP->SetTextCharSpacing( -2.0f*fTextScale);
_pDP->PutText( strLimitsInfo, 5.0f*_pixDPWidth/640.0f, 48.0f*_pixDPWidth/640.0f, C_WHITE|CT_OPAQUE);
}
// prepare color for local player printouts
bMaxScore ? colScore = C_WHITE : colScore = C_lGRAY;
bMaxMana ? colMana = C_WHITE : colMana = C_lGRAY;
bMaxFrags ? colFrags = C_WHITE : colFrags = C_lGRAY;
bMaxDeaths ? colDeaths = C_WHITE : colDeaths = C_lGRAY;
}
// printout player latency if needed
if( hud_bShowLatency) {
CTString strLatency;
strLatency.PrintF( "%4.0fms", _penPlayer->m_tmLatency*1000.0f);
PIX pixFontHeight = (PIX)(_pfdDisplayFont->GetHeight() *fTextScale +fTextScale+1);
_pfdDisplayFont->SetFixedWidth();
_pDP->SetFont( _pfdDisplayFont);
_pDP->SetTextScaling( fTextScale);
_pDP->SetTextCharSpacing( -2.0f*fTextScale);
_pDP->PutTextR( strLatency, _pixDPWidth, _pixDPHeight-pixFontHeight, C_WHITE|CT_OPAQUE);
}
// restore font defaults
_pfdDisplayFont->SetVariableWidth();
_pDP->SetFont( &_fdNumbersFont);
_pDP->SetTextCharSpacing(1);
// prepare output strings and formats depending on game type
FLOAT fWidthAdj = 8;
INDEX iScore = _penPlayer->m_psGameStats.ps_iScore;
INDEX iMana = _penPlayer->m_iMana;
if( bFragMatch) {
if (!hud_bShowMatchInfo) { fWidthAdj = 4; }
iScore = _penPlayer->m_psGameStats.ps_iKills;
iMana = _penPlayer->m_psGameStats.ps_iDeaths;
} else if( bCooperative) {
// in case of coop play, show squad (common) score
iScore = iScoreSum;
}
// prepare and draw score or frags info
strValue.PrintF( "%d", iScore);
fRow = pixTopBound +fHalfUnit;
fCol = pixLeftBound +fHalfUnit;
fAdv = fAdvUnit+ fChrUnit*fWidthAdj/2 -fHalfUnit;
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, colBorder);
HUD_DrawBorder( fCol+fAdv, fRow, fChrUnit*fWidthAdj, fOneUnit, colBorder);
HUD_DrawText( fCol+fAdv, fRow, strValue, colScore, 1.0f);
HUD_DrawIcon( fCol, fRow, _toFrags, C_WHITE /*colScore*/, 1.0f, FALSE);
// eventually draw mana info
if( bScoreMatch || bFragMatch) {
strValue.PrintF( "%d", iMana);
fRow = pixTopBound + fNextUnit+fHalfUnit;
fCol = pixLeftBound + fHalfUnit;
fAdv = fAdvUnit+ fChrUnit*fWidthAdj/2 -fHalfUnit;
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, colBorder);
HUD_DrawBorder( fCol+fAdv, fRow, fChrUnit*fWidthAdj, fOneUnit, colBorder);
HUD_DrawText( fCol+fAdv, fRow, strValue, colMana, 1.0f);
HUD_DrawIcon( fCol, fRow, _toDeaths, C_WHITE /*colMana*/, 1.0f, FALSE);
}
// if single player or cooperative mode
if( bSinglePlay || bCooperative)
{
// prepare and draw hiscore info
strValue.PrintF( "%d", Max(_penPlayer->m_iHighScore, _penPlayer->m_psGameStats.ps_iScore));
BOOL bBeating = _penPlayer->m_psGameStats.ps_iScore>_penPlayer->m_iHighScore;
fRow = pixTopBound+fHalfUnit;
fCol = 320.0f-fOneUnit-fChrUnit*8/2;
fAdv = fAdvUnit+ fChrUnit*8/2 -fHalfUnit;
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, colBorder);
HUD_DrawBorder( fCol+fAdv, fRow, fChrUnit*8, fOneUnit, colBorder);
HUD_DrawText( fCol+fAdv, fRow, strValue, NONE, bBeating ? 0.0f : 1.0f);
HUD_DrawIcon( fCol, fRow, _toHiScore, C_WHITE /*_colHUD*/, 1.0f, FALSE);
// prepare and draw unread messages
if( hud_bShowMessages && _penPlayer->m_ctUnreadMessages>0) {
strValue.PrintF( "%d", _penPlayer->m_ctUnreadMessages);
fRow = pixTopBound+fHalfUnit;
fCol = pixRightBound-fHalfUnit-fAdvUnit-fChrUnit*4;
const FLOAT tmIn = 0.5f;
const FLOAT tmOut = 0.5f;
const FLOAT tmStay = 2.0f;
FLOAT tmDelta = _pTimer->GetLerpedCurrentTick()-_penPlayer->m_tmAnimateInbox;
COLOR col = _colHUD;
if (tmDelta>0 && tmDelta<(tmIn+tmStay+tmOut) && bSinglePlay) {
FLOAT fRatio = 0.0f;
if (tmDelta<tmIn) {
fRatio = tmDelta/tmIn;
} else if (tmDelta>tmIn+tmStay) {
fRatio = (tmIn+tmStay+tmOut-tmDelta)/tmOut;
} else {
fRatio = 1.0f;
}
fRow+=fAdvUnit*5*fRatio;
fCol-=fAdvUnit*15*fRatio;
col = LerpColor(_colHUD, C_WHITE|0xFF, fRatio);
}
fAdv = fAdvUnit+ fChrUnit*4/2 -fHalfUnit;
HUD_DrawBorder( fCol, fRow, fOneUnit, fOneUnit, col);
HUD_DrawBorder( fCol+fAdv, fRow, fChrUnit*4, fOneUnit, col);
HUD_DrawText( fCol+fAdv, fRow, strValue, col, 1.0f);
HUD_DrawIcon( fCol, fRow, _toMessage, C_WHITE /*col*/, 0.0f, TRUE);
}
}
#ifdef ENTITY_DEBUG
// if entity debug is on, draw entity stack
HUD_DrawEntityStack();
#endif
// draw cheat modes
if( GetSP()->sp_ctMaxPlayers==1) {
INDEX iLine=1;
ULONG ulAlpha = sin(_tmNow*16)*96 +128;
PIX pixFontHeight = _pfdConsoleFont->fd_pixCharHeight;
const COLOR colCheat = _colHUDText;
_pDP->SetFont( _pfdConsoleFont);
_pDP->SetTextScaling( 1.0f);
const FLOAT fchtTM = cht_fTranslationMultiplier; // for text formatting sake :)
if( fchtTM > 1.0f) { _pDP->PutTextR( "turbo", _pixDPWidth-1, _pixDPHeight-pixFontHeight*iLine, colCheat|ulAlpha); iLine++; }
if( cht_bInvisible) { _pDP->PutTextR( "invisible", _pixDPWidth-1, _pixDPHeight-pixFontHeight*iLine, colCheat|ulAlpha); iLine++; }
if( cht_bGhost) { _pDP->PutTextR( "ghost", _pixDPWidth-1, _pixDPHeight-pixFontHeight*iLine, colCheat|ulAlpha); iLine++; }
if( cht_bFly) { _pDP->PutTextR( "fly", _pixDPWidth-1, _pixDPHeight-pixFontHeight*iLine, colCheat|ulAlpha); iLine++; }
if( cht_bGod) { _pDP->PutTextR( "god", _pixDPWidth-1, _pixDPHeight-pixFontHeight*iLine, colCheat|ulAlpha); iLine++; }
}
// in the end, remember the current time so it can be used in the next frame
_tmLast = _tmNow;
}
// initialize all that's needed for drawing the HUD
extern void InitHUD(void)
{
// try to
try {
// initialize and load HUD numbers font
DECLARE_CTFILENAME( fnFont, "Fonts\\Numbers3.fnt");
_fdNumbersFont.Load_t( fnFont);
//_fdNumbersFont.SetCharSpacing(0);
// initialize status bar textures
_toHealth.SetData_t( CTFILENAME("TexturesMP\\Interface\\HSuper.tex"));
_toOxygen.SetData_t( CTFILENAME("TexturesMP\\Interface\\Oxygen-2.tex"));
_toFrags.SetData_t( CTFILENAME("TexturesMP\\Interface\\IBead.tex"));
_toDeaths.SetData_t( CTFILENAME("TexturesMP\\Interface\\ISkull.tex"));
_toScore.SetData_t( CTFILENAME("TexturesMP\\Interface\\IScore.tex"));
_toHiScore.SetData_t( CTFILENAME("TexturesMP\\Interface\\IHiScore.tex"));
_toMessage.SetData_t( CTFILENAME("TexturesMP\\Interface\\IMessage.tex"));
_toMana.SetData_t( CTFILENAME("TexturesMP\\Interface\\IValue.tex"));
_toArmorSmall.SetData_t( CTFILENAME("TexturesMP\\Interface\\ArSmall.tex"));
_toArmorMedium.SetData_t( CTFILENAME("TexturesMP\\Interface\\ArMedium.tex"));
_toArmorLarge.SetData_t( CTFILENAME("TexturesMP\\Interface\\ArStrong.tex"));
// initialize ammo textures
_toAShells.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmShells.tex"));
_toABullets.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmBullets.tex"));
_toARockets.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmRockets.tex"));
_toAGrenades.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmGrenades.tex"));
_toANapalm.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmFuelReservoir.tex"));
_toAElectricity.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmElectricity.tex"));
_toAIronBall.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmCannonBall.tex"));
_toASniperBullets.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmSniperBullets.tex"));
_toASeriousBomb.SetData_t( CTFILENAME("TexturesMP\\Interface\\AmSeriousBomb.tex"));
// initialize weapon textures
_toWKnife.SetData_t( CTFILENAME("TexturesMP\\Interface\\WKnife.tex"));
_toWColt.SetData_t( CTFILENAME("TexturesMP\\Interface\\WColt.tex"));
_toWSingleShotgun.SetData_t( CTFILENAME("TexturesMP\\Interface\\WSingleShotgun.tex"));
_toWDoubleShotgun.SetData_t( CTFILENAME("TexturesMP\\Interface\\WDoubleShotgun.tex"));
_toWTommygun.SetData_t( CTFILENAME("TexturesMP\\Interface\\WTommygun.tex"));
_toWMinigun.SetData_t( CTFILENAME("TexturesMP\\Interface\\WMinigun.tex"));
_toWRocketLauncher.SetData_t( CTFILENAME("TexturesMP\\Interface\\WRocketLauncher.tex"));
_toWGrenadeLauncher.SetData_t( CTFILENAME("TexturesMP\\Interface\\WGrenadeLauncher.tex"));
_toWLaser.SetData_t( CTFILENAME("TexturesMP\\Interface\\WLaser.tex"));
_toWIronCannon.SetData_t( CTFILENAME("TexturesMP\\Interface\\WCannon.tex"));
_toWChainsaw.SetData_t( CTFILENAME("TexturesMP\\Interface\\WChainsaw.tex"));
_toWSniper.SetData_t( CTFILENAME("TexturesMP\\Interface\\WSniper.tex"));
_toWFlamer.SetData_t( CTFILENAME("TexturesMP\\Interface\\WFlamer.tex"));
// initialize powerup textures (DO NOT CHANGE ORDER!)
_atoPowerups[0].SetData_t( CTFILENAME("TexturesMP\\Interface\\PInvisibility.tex"));
_atoPowerups[1].SetData_t( CTFILENAME("TexturesMP\\Interface\\PInvulnerability.tex"));
_atoPowerups[2].SetData_t( CTFILENAME("TexturesMP\\Interface\\PSeriousDamage.tex"));
_atoPowerups[3].SetData_t( CTFILENAME("TexturesMP\\Interface\\PSeriousSpeed.tex"));
// initialize sniper mask texture
_toSniperMask.SetData_t( CTFILENAME("TexturesMP\\Interface\\SniperMask.tex"));
_toSniperWheel.SetData_t( CTFILENAME("TexturesMP\\Interface\\SniperWheel.tex"));
_toSniperArrow.SetData_t( CTFILENAME("TexturesMP\\Interface\\SniperArrow.tex"));
_toSniperEye.SetData_t( CTFILENAME("TexturesMP\\Interface\\SniperEye.tex"));
_toSniperLed.SetData_t( CTFILENAME("TexturesMP\\Interface\\SniperLed.tex"));
// initialize tile texture
_toTile.SetData_t( CTFILENAME("Textures\\Interface\\Tile.tex"));
// set all textures as constant
((CTextureData*)_toHealth .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toOxygen .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toFrags .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toDeaths .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toScore .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toHiScore.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toMessage.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toMana .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toArmorSmall.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toArmorMedium.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toArmorLarge.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toAShells .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toABullets .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toARockets .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toAGrenades .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toANapalm .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toAElectricity .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toAIronBall .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toASniperBullets.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toASeriousBomb .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWKnife .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWColt .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWSingleShotgun .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWDoubleShotgun .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWTommygun .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWRocketLauncher .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWGrenadeLauncher.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWChainsaw .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWLaser .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWIronCannon .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWSniper .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWMinigun .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toWFlamer .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_atoPowerups[0].GetData())->Force(TEX_CONSTANT);
((CTextureData*)_atoPowerups[1].GetData())->Force(TEX_CONSTANT);
((CTextureData*)_atoPowerups[2].GetData())->Force(TEX_CONSTANT);
((CTextureData*)_atoPowerups[3].GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toTile .GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toSniperMask.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toSniperWheel.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toSniperArrow.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toSniperEye.GetData())->Force(TEX_CONSTANT);
((CTextureData*)_toSniperLed.GetData())->Force(TEX_CONSTANT);
}
catch( char *strError) {
FatalError( strError);
}
}
// clean up
extern void EndHUD(void)
{
}