mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 15:14:51 +01:00
1495 lines
62 KiB
C++
1495 lines
62 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "StdH.h"
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#include "GameMP/SEColors.h"
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#include <Engine/Graphics/DrawPort.h>
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#include <EntitiesMP/Player.h>
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#include <EntitiesMP/PlayerWeapons.h>
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#include <EntitiesMP/MusicHolder.h>
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#include <EntitiesMP/EnemyBase.h>
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#include <EntitiesMP/EnemyCounter.h>
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#define ENTITY_DEBUG
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// armor & health constants
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// NOTE: these _do not_ reflect easy/tourist maxvalue adjustments. that is by design!
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#define TOP_ARMOR 100
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#define TOP_HEALTH 100
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// cheats
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extern INDEX cht_bEnable;
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extern INDEX cht_bGod;
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extern INDEX cht_bFly;
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extern INDEX cht_bGhost;
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extern INDEX cht_bInvisible;
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extern FLOAT cht_fTranslationMultiplier;
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// interface control
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extern INDEX hud_bShowInfo;
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extern INDEX hud_bShowLatency;
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extern INDEX hud_bShowMessages;
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extern INDEX hud_iShowPlayers;
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extern INDEX hud_iSortPlayers;
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extern FLOAT hud_fOpacity;
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extern FLOAT hud_fScaling;
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extern FLOAT hud_tmWeaponsOnScreen;
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extern INDEX hud_bShowMatchInfo;
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// player statistics sorting keys
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enum SortKeys {
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PSK_NAME = 1,
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PSK_HEALTH = 2,
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PSK_SCORE = 3,
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PSK_MANA = 4,
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PSK_FRAGS = 5,
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PSK_DEATHS = 6,
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};
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// where is the bar lowest value
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enum BarOrientations {
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BO_LEFT = 1,
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BO_RIGHT = 2,
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BO_UP = 3,
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BO_DOWN = 4,
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};
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extern const INDEX aiWeaponsRemap[19];
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// maximal mana for master status
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#define MANA_MASTER 10000
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// drawing variables
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static const CPlayer *_penPlayer;
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static CPlayerWeapons *_penWeapons;
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static CDrawPort *_pDP;
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static PIX _pixDPWidth, _pixDPHeight;
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static FLOAT _fResolutionScaling;
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static FLOAT _fCustomScaling;
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static ULONG _ulAlphaHUD;
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static COLOR _colHUD;
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static COLOR _colHUDText;
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static TIME _tmNow = -1.0f;
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static TIME _tmLast = -1.0f;
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static CFontData _fdNumbersFont;
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// array for pointers of all players
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extern CPlayer *_apenPlayers[NET_MAXGAMEPLAYERS] = {0};
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// status bar textures
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static CTextureObject _toHealth;
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static CTextureObject _toOxygen;
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static CTextureObject _toScore;
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static CTextureObject _toHiScore;
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static CTextureObject _toMessage;
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static CTextureObject _toMana;
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static CTextureObject _toFrags;
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static CTextureObject _toDeaths;
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static CTextureObject _toArmorSmall;
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static CTextureObject _toArmorMedium;
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static CTextureObject _toArmorLarge;
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// ammo textures
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static CTextureObject _toAShells;
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static CTextureObject _toABullets;
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static CTextureObject _toARockets;
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static CTextureObject _toAGrenades;
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static CTextureObject _toANapalm;
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static CTextureObject _toAElectricity;
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static CTextureObject _toAIronBall;
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static CTextureObject _toASniperBullets;
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static CTextureObject _toASeriousBomb;
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// weapon textures
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static CTextureObject _toWKnife;
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static CTextureObject _toWColt;
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static CTextureObject _toWSingleShotgun;
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static CTextureObject _toWDoubleShotgun;
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static CTextureObject _toWTommygun;
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static CTextureObject _toWSniper;
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static CTextureObject _toWChainsaw;
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static CTextureObject _toWMinigun;
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static CTextureObject _toWRocketLauncher;
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static CTextureObject _toWGrenadeLauncher;
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static CTextureObject _toWFlamer;
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static CTextureObject _toWLaser;
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static CTextureObject _toWIronCannon;
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// powerup textures (ORDER IS THE SAME AS IN PLAYER.ES!)
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#define MAX_POWERUPS 4
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static CTextureObject _atoPowerups[MAX_POWERUPS];
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// tile texture (one has corners, edges and center)
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static CTextureObject _toTile;
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// sniper mask texture
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static CTextureObject _toSniperMask;
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static CTextureObject _toSniperWheel;
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static CTextureObject _toSniperArrow;
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static CTextureObject _toSniperEye;
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static CTextureObject _toSniperLed;
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// all info about color transitions
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struct ColorTransitionTable {
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COLOR ctt_colFine; // color for values over 1.0
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COLOR ctt_colHigh; // color for values from 1.0 to 'fMedium'
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COLOR ctt_colMedium; // color for values from 'fMedium' to 'fLow'
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COLOR ctt_colLow; // color for values under fLow
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FLOAT ctt_fMediumHigh; // when to switch to high color (normalized float!)
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FLOAT ctt_fLowMedium; // when to switch to medium color (normalized float!)
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BOOL ctt_bSmooth; // should colors have smooth transition
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};
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static struct ColorTransitionTable _cttHUD;
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// ammo's info structure
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struct AmmoInfo {
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CTextureObject *ai_ptoAmmo;
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struct WeaponInfo *ai_pwiWeapon1;
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struct WeaponInfo *ai_pwiWeapon2;
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INDEX ai_iAmmoAmmount;
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INDEX ai_iMaxAmmoAmmount;
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INDEX ai_iLastAmmoAmmount;
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TIME ai_tmAmmoChanged;
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BOOL ai_bHasWeapon;
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};
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// weapons' info structure
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struct WeaponInfo {
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enum WeaponType wi_wtWeapon;
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CTextureObject *wi_ptoWeapon;
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struct AmmoInfo *wi_paiAmmo;
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BOOL wi_bHasWeapon;
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};
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extern struct WeaponInfo _awiWeapons[18];
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static struct AmmoInfo _aaiAmmo[8] = {
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{ &_toAShells, &_awiWeapons[4], &_awiWeapons[5], 0, 0, 0, -9, FALSE }, // 0
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{ &_toABullets, &_awiWeapons[6], &_awiWeapons[7], 0, 0, 0, -9, FALSE }, // 1
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{ &_toARockets, &_awiWeapons[8], NULL, 0, 0, 0, -9, FALSE }, // 2
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{ &_toAGrenades, &_awiWeapons[9], NULL, 0, 0, 0, -9, FALSE }, // 3
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{ &_toANapalm, &_awiWeapons[11], NULL, 0, 0, 0, -9, FALSE }, // 4
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{ &_toAElectricity, &_awiWeapons[12], NULL, 0, 0, 0, -9, FALSE }, // 5
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{ &_toAIronBall, &_awiWeapons[14], NULL, 0, 0, 0, -9, FALSE }, // 6
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{ &_toASniperBullets, &_awiWeapons[13], NULL, 0, 0, 0, -9, FALSE }, // 7
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};
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static const INDEX aiAmmoRemap[8] = { 0, 1, 2, 3, 4, 7, 5, 6 };
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struct WeaponInfo _awiWeapons[18] = {
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{ WEAPON_NONE, NULL, NULL, FALSE }, // 0
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{ WEAPON_KNIFE, &_toWKnife, NULL, FALSE }, // 1
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{ WEAPON_COLT, &_toWColt, NULL, FALSE }, // 2
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{ WEAPON_DOUBLECOLT, &_toWColt, NULL, FALSE }, // 3
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{ WEAPON_SINGLESHOTGUN, &_toWSingleShotgun, &_aaiAmmo[0], FALSE }, // 4
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{ WEAPON_DOUBLESHOTGUN, &_toWDoubleShotgun, &_aaiAmmo[0], FALSE }, // 5
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{ WEAPON_TOMMYGUN, &_toWTommygun, &_aaiAmmo[1], FALSE }, // 6
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{ WEAPON_MINIGUN, &_toWMinigun, &_aaiAmmo[1], FALSE }, // 7
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{ WEAPON_ROCKETLAUNCHER, &_toWRocketLauncher, &_aaiAmmo[2], FALSE }, // 8
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{ WEAPON_GRENADELAUNCHER, &_toWGrenadeLauncher, &_aaiAmmo[3], FALSE }, // 9
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{ WEAPON_CHAINSAW, &_toWChainsaw, NULL, FALSE }, // 10
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{ WEAPON_FLAMER, &_toWFlamer, &_aaiAmmo[4], FALSE }, // 11
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{ WEAPON_LASER, &_toWLaser, &_aaiAmmo[5], FALSE }, // 12
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{ WEAPON_SNIPER, &_toWSniper, &_aaiAmmo[7], FALSE }, // 13
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{ WEAPON_IRONCANNON, &_toWIronCannon, &_aaiAmmo[6], FALSE }, // 14
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//{ WEAPON_PIPEBOMB, &_toWPipeBomb, &_aaiAmmo[3], FALSE }, // 15
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//{ WEAPON_GHOSTBUSTER, &_toWGhostBuster, &_aaiAmmo[5], FALSE }, // 16
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//{ WEAPON_NUKECANNON, &_toWNukeCannon, &_aaiAmmo[7], FALSE }, // 17
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{ WEAPON_NONE, NULL, NULL, FALSE }, // 15
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{ WEAPON_NONE, NULL, NULL, FALSE }, // 16
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{ WEAPON_NONE, NULL, NULL, FALSE }, // 17
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};
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// compare functions for qsort()
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static int qsort_CompareNames( const void *ppPEN0, const void *ppPEN1) {
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CPlayer &en0 = **(CPlayer**)ppPEN0;
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CPlayer &en1 = **(CPlayer**)ppPEN1;
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CTString strName0 = en0.GetPlayerName();
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CTString strName1 = en1.GetPlayerName();
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return strnicmp( strName0, strName1, 8);
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}
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static int qsort_CompareScores( const void *ppPEN0, const void *ppPEN1) {
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CPlayer &en0 = **(CPlayer**)ppPEN0;
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CPlayer &en1 = **(CPlayer**)ppPEN1;
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SLONG sl0 = en0.m_psGameStats.ps_iScore;
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SLONG sl1 = en1.m_psGameStats.ps_iScore;
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if( sl0<sl1) return +1;
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else if( sl0>sl1) return -1;
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else return 0;
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}
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static int qsort_CompareHealth( const void *ppPEN0, const void *ppPEN1) {
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CPlayer &en0 = **(CPlayer**)ppPEN0;
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CPlayer &en1 = **(CPlayer**)ppPEN1;
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SLONG sl0 = (SLONG)ceil(en0.GetHealth());
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SLONG sl1 = (SLONG)ceil(en1.GetHealth());
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if( sl0<sl1) return +1;
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else if( sl0>sl1) return -1;
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else return 0;
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}
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static int qsort_CompareManas( const void *ppPEN0, const void *ppPEN1) {
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CPlayer &en0 = **(CPlayer**)ppPEN0;
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CPlayer &en1 = **(CPlayer**)ppPEN1;
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SLONG sl0 = en0.m_iMana;
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SLONG sl1 = en1.m_iMana;
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if( sl0<sl1) return +1;
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else if( sl0>sl1) return -1;
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else return 0;
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}
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static int qsort_CompareDeaths( const void *ppPEN0, const void *ppPEN1) {
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CPlayer &en0 = **(CPlayer**)ppPEN0;
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CPlayer &en1 = **(CPlayer**)ppPEN1;
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SLONG sl0 = en0.m_psGameStats.ps_iDeaths;
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SLONG sl1 = en1.m_psGameStats.ps_iDeaths;
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if( sl0<sl1) return +1;
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else if( sl0>sl1) return -1;
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else return 0;
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}
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static int qsort_CompareFrags( const void *ppPEN0, const void *ppPEN1) {
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CPlayer &en0 = **(CPlayer**)ppPEN0;
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CPlayer &en1 = **(CPlayer**)ppPEN1;
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SLONG sl0 = en0.m_psGameStats.ps_iKills;
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SLONG sl1 = en1.m_psGameStats.ps_iKills;
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if( sl0<sl1) return +1;
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else if( sl0>sl1) return -1;
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else return -qsort_CompareDeaths(ppPEN0, ppPEN1);
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}
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static int qsort_CompareLatencies( const void *ppPEN0, const void *ppPEN1) {
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CPlayer &en0 = **(CPlayer**)ppPEN0;
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CPlayer &en1 = **(CPlayer**)ppPEN1;
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SLONG sl0 = (SLONG)ceil(en0.m_tmLatency);
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SLONG sl1 = (SLONG)ceil(en1.m_tmLatency);
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if( sl0<sl1) return +1;
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else if( sl0>sl1) return -1;
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else return 0;
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}
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// prepare color transitions
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static void PrepareColorTransitions( COLOR colFine, COLOR colHigh, COLOR colMedium, COLOR colLow,
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FLOAT fMediumHigh, FLOAT fLowMedium, BOOL bSmooth)
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{
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_cttHUD.ctt_colFine = colFine;
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_cttHUD.ctt_colHigh = colHigh;
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_cttHUD.ctt_colMedium = colMedium;
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_cttHUD.ctt_colLow = colLow;
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_cttHUD.ctt_fMediumHigh = fMediumHigh;
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_cttHUD.ctt_fLowMedium = fLowMedium;
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_cttHUD.ctt_bSmooth = bSmooth;
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}
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// calculates shake ammount and color value depanding on value change
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#define SHAKE_TIME (2.0f)
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static COLOR AddShaker( PIX const pixAmmount, INDEX const iCurrentValue, INDEX &iLastValue,
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TIME &tmChanged, FLOAT &fMoverX, FLOAT &fMoverY)
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{
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// update shaking if needed
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fMoverX = fMoverY = 0.0f;
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const TIME tmNow = _pTimer->GetLerpedCurrentTick();
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if( iCurrentValue != iLastValue) {
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iLastValue = iCurrentValue;
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tmChanged = tmNow;
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} else {
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// in case of loading (timer got reseted)
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tmChanged = ClampUp( tmChanged, tmNow);
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}
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// no shaker?
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const TIME tmDelta = tmNow - tmChanged;
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if( tmDelta > SHAKE_TIME) return NONE;
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ASSERT( tmDelta>=0);
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// shake, baby shake!
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const FLOAT fAmmount = _fResolutionScaling * _fCustomScaling * pixAmmount;
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const FLOAT fMultiplier = (SHAKE_TIME-tmDelta)/SHAKE_TIME *fAmmount;
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const INDEX iRandomizer = (INDEX)(tmNow*511.0f)*fAmmount*iCurrentValue;
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const FLOAT fNormRnd1 = (FLOAT)((iRandomizer ^ (iRandomizer>>9)) & 1023) * 0.0009775f; // 1/1023 - normalized
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const FLOAT fNormRnd2 = (FLOAT)((iRandomizer ^ (iRandomizer>>7)) & 1023) * 0.0009775f; // 1/1023 - normalized
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fMoverX = (fNormRnd1 -0.5f) * fMultiplier;
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fMoverY = (fNormRnd2 -0.5f) * fMultiplier;
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// clamp to adjusted ammount (pixels relative to resolution and HUD scale
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fMoverX = Clamp( fMoverX, -fAmmount, fAmmount);
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fMoverY = Clamp( fMoverY, -fAmmount, fAmmount);
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if( tmDelta < SHAKE_TIME/3) return C_WHITE;
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else return NONE;
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//return FloatToInt(tmDelta*4) & 1 ? C_WHITE : NONE;
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}
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// get current color from local color transitions table
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static COLOR GetCurrentColor( FLOAT fNormalizedValue)
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{
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// if value is in 'low' zone just return plain 'low' alert color
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if( fNormalizedValue < _cttHUD.ctt_fLowMedium) return( _cttHUD.ctt_colLow & 0xFFFFFF00);
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// if value is in out of 'extreme' zone just return 'extreme' color
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if( fNormalizedValue > 1.0f) return( _cttHUD.ctt_colFine & 0xFFFFFF00);
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COLOR col;
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// should blend colors?
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if( _cttHUD.ctt_bSmooth)
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{ // lets do some interpolations
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FLOAT fd, f1, f2;
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COLOR col1, col2;
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UBYTE ubH,ubS,ubV, ubH2,ubS2,ubV2;
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// determine two colors for interpolation
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if( fNormalizedValue > _cttHUD.ctt_fMediumHigh) {
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f1 = 1.0f;
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f2 = _cttHUD.ctt_fMediumHigh;
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col1 = _cttHUD.ctt_colHigh;
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col2 = _cttHUD.ctt_colMedium;
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} else { // fNormalizedValue > _cttHUD.ctt_fLowMedium == TRUE !
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f1 = _cttHUD.ctt_fMediumHigh;
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f2 = _cttHUD.ctt_fLowMedium;
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col1 = _cttHUD.ctt_colMedium;
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col2 = _cttHUD.ctt_colLow;
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}
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// determine interpolation strength
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fd = (fNormalizedValue-f2) / (f1-f2);
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// convert colors to HSV
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ColorToHSV( col1, ubH, ubS, ubV);
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ColorToHSV( col2, ubH2, ubS2, ubV2);
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// interpolate H, S and V components
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ubH = (UBYTE)(ubH*fd + ubH2*(1.0f-fd));
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ubS = (UBYTE)(ubS*fd + ubS2*(1.0f-fd));
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ubV = (UBYTE)(ubV*fd + ubV2*(1.0f-fd));
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// convert HSV back to COLOR
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col = HSVToColor( ubH, ubS, ubV);
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}
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else
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{ // simple color picker
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col = _cttHUD.ctt_colMedium;
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if( fNormalizedValue > _cttHUD.ctt_fMediumHigh) col = _cttHUD.ctt_colHigh;
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}
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// all done
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return( col & 0xFFFFFF00);
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}
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// fill array with players' statistics (returns current number of players in game)
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extern INDEX SetAllPlayersStats( INDEX iSortKey)
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{
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// determine maximum number of players for this session
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INDEX iPlayers = 0;
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INDEX iMaxPlayers = _penPlayer->GetMaxPlayers();
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CPlayer *penCurrent;
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// loop thru potentional players
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for( INDEX i=0; i<iMaxPlayers; i++)
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{ // ignore non-existent players
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penCurrent = (CPlayer*)&*_penPlayer->GetPlayerEntity(i);
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if( penCurrent==NULL) continue;
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// fill in player parameters
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_apenPlayers[iPlayers] = penCurrent;
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// advance to next real player
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iPlayers++;
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}
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// sort statistics by some key if needed
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switch( iSortKey) {
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case PSK_NAME: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareNames); break;
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case PSK_SCORE: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareScores); break;
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case PSK_HEALTH: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareHealth); break;
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case PSK_MANA: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareManas); break;
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case PSK_FRAGS: qsort( _apenPlayers, iPlayers, sizeof(CPlayer*), qsort_CompareFrags); break;
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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);
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((CTextureData*)_toASeriousBomb .GetData())->Force(TEX_CONSTANT);
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((CTextureData*)_toWKnife .GetData())->Force(TEX_CONSTANT);
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((CTextureData*)_toWColt .GetData())->Force(TEX_CONSTANT);
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((CTextureData*)_toWSingleShotgun .GetData())->Force(TEX_CONSTANT);
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((CTextureData*)_toWDoubleShotgun .GetData())->Force(TEX_CONSTANT);
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((CTextureData*)_toWTommygun .GetData())->Force(TEX_CONSTANT);
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((CTextureData*)_toWRocketLauncher .GetData())->Force(TEX_CONSTANT);
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((CTextureData*)_toWGrenadeLauncher.GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toWChainsaw .GetData())->Force(TEX_CONSTANT);
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((CTextureData*)_toWLaser .GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toWIronCannon .GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toWSniper .GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toWMinigun .GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toWFlamer .GetData())->Force(TEX_CONSTANT);
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|
|
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((CTextureData*)_atoPowerups[0].GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_atoPowerups[1].GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_atoPowerups[2].GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_atoPowerups[3].GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toTile .GetData())->Force(TEX_CONSTANT);
|
|
((CTextureData*)_toSniperMask.GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toSniperWheel.GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toSniperArrow.GetData())->Force(TEX_CONSTANT);
|
|
((CTextureData*)_toSniperEye.GetData())->Force(TEX_CONSTANT);
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|
((CTextureData*)_toSniperLed.GetData())->Force(TEX_CONSTANT);
|
|
|
|
}
|
|
catch( char *strError) {
|
|
FatalError( strError);
|
|
}
|
|
|
|
}
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|
|
|
|
|
// clean up
|
|
extern void EndHUD(void)
|
|
{
|
|
|
|
}
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|
|