2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // sbar.c -- status bar code
30 static sbarpic_t sbarpics[256];
31 static int numsbarpics;
33 static sbarpic_t *Sbar_NewPic(const char *name)
35 strcpy(sbarpics[numsbarpics].name, name);
37 // FIXME: precache on every renderer restart (or move this to client)
38 Draw_CachePic(sbarpics[numsbarpics].name);
39 return sbarpics + (numsbarpics++);
44 #define STAT_MINUS 10 // num frame for '-' stats digit
45 sbarpic_t *sb_nums[2][11];
46 sbarpic_t *sb_colon, *sb_slash;
49 sbarpic_t *sb_scorebar;
50 // AK only used by NEX
51 sbarpic_t *sb_sbar_minimal;
52 sbarpic_t *sb_sbar_overlay;
54 // AK changed the bound to 9
55 sbarpic_t *sb_weapons[7][9]; // 0 is active, 1 is owned, 2-5 are flashes
56 sbarpic_t *sb_ammo[4];
57 sbarpic_t *sb_sigil[4];
58 sbarpic_t *sb_armor[3];
59 sbarpic_t *sb_items[32];
61 // 0-4 are based on health (in 20 increments)
62 // 0 is static, 1 is temporary animation
63 sbarpic_t *sb_faces[5][2];
65 sbarpic_t *sb_face_invis;
66 sbarpic_t *sb_face_quad;
67 sbarpic_t *sb_face_invuln;
68 sbarpic_t *sb_face_invis_invuln;
70 qboolean sb_showscores;
72 int sb_lines; // scan lines to draw
74 sbarpic_t *rsb_invbar[2];
75 sbarpic_t *rsb_weapons[5];
76 sbarpic_t *rsb_items[2];
77 sbarpic_t *rsb_ammo[3];
78 sbarpic_t *rsb_teambord; // PGM 01/19/97 - team color border
80 //MED 01/04/97 added two more weapons + 3 alternates for grenade launcher
81 sbarpic_t *hsb_weapons[7][5]; // 0 is active, 1 is owned, 2-5 are flashes
82 //MED 01/04/97 added array to simplify weapon parsing
83 int hipweapons[4] = {HIT_LASER_CANNON_BIT,HIT_MJOLNIR_BIT,4,HIT_PROXIMITY_GUN_BIT};
84 //MED 01/04/97 added hipnotic items array
85 sbarpic_t *hsb_items[2];
88 sbarpic_t *somsb_health;
89 sbarpic_t *somsb_ammo[4];
90 sbarpic_t *somsb_armor[3];
92 cvar_t showfps = {CVAR_SAVE, "showfps", "0"};
93 cvar_t showtime = {CVAR_SAVE, "showtime", "0"};
94 cvar_t showtime_format = {CVAR_SAVE, "showtime_format", "%H:%M:%S"};
95 cvar_t showdate = {CVAR_SAVE, "showdate", "0"};
96 cvar_t showdate_format = {CVAR_SAVE, "showdate_format", "%Y-%m-%d"};
97 cvar_t sbar_alpha_bg = {CVAR_SAVE, "sbar_alpha_bg", "0.4"};
98 cvar_t sbar_alpha_fg = {CVAR_SAVE, "sbar_alpha_fg", "1"};
100 void Sbar_MiniDeathmatchOverlay (int x, int y);
101 void Sbar_DeathmatchOverlay (void);
102 void Sbar_IntermissionOverlay (void);
103 void Sbar_FinaleOverlay (void);
113 void Sbar_ShowScores (void)
117 sb_showscores = true;
127 void Sbar_DontShowScores (void)
129 sb_showscores = false;
132 void sbar_start(void)
138 sb_disc = Sbar_NewPic("gfx/disc");
140 for (i = 0;i < 10;i++)
142 sb_nums[0][i] = Sbar_NewPic (va("gfx/num_%i",i));
143 sb_nums[1][i] = Sbar_NewPic (va("gfx/anum_%i",i));
146 sb_nums[0][10] = Sbar_NewPic ("gfx/num_minus");
147 sb_nums[1][10] = Sbar_NewPic ("gfx/anum_minus");
149 sb_colon = Sbar_NewPic ("gfx/num_colon");
150 sb_slash = Sbar_NewPic ("gfx/num_slash");
152 if (gamemode == GAME_SOM)
154 somsb_health = Sbar_NewPic("gfx/hud_health");
155 somsb_ammo[0] = Sbar_NewPic("gfx/sb_shells");
156 somsb_ammo[1] = Sbar_NewPic("gfx/sb_nails");
157 somsb_ammo[2] = Sbar_NewPic("gfx/sb_rocket");
158 somsb_ammo[3] = Sbar_NewPic("gfx/sb_cells");
159 somsb_armor[0] = Sbar_NewPic("gfx/sb_armor1");
160 somsb_armor[1] = Sbar_NewPic("gfx/sb_armor2");
161 somsb_armor[2] = Sbar_NewPic("gfx/sb_armor3");
163 else if (gamemode == GAME_NEXUIZ)
165 sb_ammo[0] = Sbar_NewPic ("gfx/sb_shells");
166 sb_ammo[1] = Sbar_NewPic ("gfx/sb_bullets");
167 sb_ammo[2] = Sbar_NewPic ("gfx/sb_rocket");
168 sb_ammo[3] = Sbar_NewPic ("gfx/sb_cells");
170 sb_items[2] = Sbar_NewPic ("gfx/sb_slowmo");
171 sb_items[3] = Sbar_NewPic ("gfx/sb_invinc");
172 sb_items[4] = Sbar_NewPic ("gfx/sb_energy");
173 sb_items[5] = Sbar_NewPic ("gfx/sb_str");
175 sb_sbar = Sbar_NewPic("gfx/sbar");
176 sb_sbar_minimal = Sbar_NewPic("gfx/sbar_minimal");
177 sb_sbar_overlay = Sbar_NewPic("gfx/sbar_overlay");
179 for(i = 0; i < 9;i++)
180 sb_weapons[0][i] = Sbar_NewPic(va("gfx/inv_weapon%i",i));
184 sb_weapons[0][0] = Sbar_NewPic ("gfx/inv_shotgun");
185 sb_weapons[0][1] = Sbar_NewPic ("gfx/inv_sshotgun");
186 sb_weapons[0][2] = Sbar_NewPic ("gfx/inv_nailgun");
187 sb_weapons[0][3] = Sbar_NewPic ("gfx/inv_snailgun");
188 sb_weapons[0][4] = Sbar_NewPic ("gfx/inv_rlaunch");
189 sb_weapons[0][5] = Sbar_NewPic ("gfx/inv_srlaunch");
190 sb_weapons[0][6] = Sbar_NewPic ("gfx/inv_lightng");
192 sb_weapons[1][0] = Sbar_NewPic ("gfx/inv2_shotgun");
193 sb_weapons[1][1] = Sbar_NewPic ("gfx/inv2_sshotgun");
194 sb_weapons[1][2] = Sbar_NewPic ("gfx/inv2_nailgun");
195 sb_weapons[1][3] = Sbar_NewPic ("gfx/inv2_snailgun");
196 sb_weapons[1][4] = Sbar_NewPic ("gfx/inv2_rlaunch");
197 sb_weapons[1][5] = Sbar_NewPic ("gfx/inv2_srlaunch");
198 sb_weapons[1][6] = Sbar_NewPic ("gfx/inv2_lightng");
200 for (i = 0;i < 5;i++)
202 sb_weapons[2+i][0] = Sbar_NewPic (va("gfx/inva%i_shotgun",i+1));
203 sb_weapons[2+i][1] = Sbar_NewPic (va("gfx/inva%i_sshotgun",i+1));
204 sb_weapons[2+i][2] = Sbar_NewPic (va("gfx/inva%i_nailgun",i+1));
205 sb_weapons[2+i][3] = Sbar_NewPic (va("gfx/inva%i_snailgun",i+1));
206 sb_weapons[2+i][4] = Sbar_NewPic (va("gfx/inva%i_rlaunch",i+1));
207 sb_weapons[2+i][5] = Sbar_NewPic (va("gfx/inva%i_srlaunch",i+1));
208 sb_weapons[2+i][6] = Sbar_NewPic (va("gfx/inva%i_lightng",i+1));
211 sb_ammo[0] = Sbar_NewPic ("gfx/sb_shells");
212 sb_ammo[1] = Sbar_NewPic ("gfx/sb_nails");
213 sb_ammo[2] = Sbar_NewPic ("gfx/sb_rocket");
214 sb_ammo[3] = Sbar_NewPic ("gfx/sb_cells");
216 sb_armor[0] = Sbar_NewPic ("gfx/sb_armor1");
217 sb_armor[1] = Sbar_NewPic ("gfx/sb_armor2");
218 sb_armor[2] = Sbar_NewPic ("gfx/sb_armor3");
220 sb_items[0] = Sbar_NewPic ("gfx/sb_key1");
221 sb_items[1] = Sbar_NewPic ("gfx/sb_key2");
222 sb_items[2] = Sbar_NewPic ("gfx/sb_invis");
223 sb_items[3] = Sbar_NewPic ("gfx/sb_invuln");
224 sb_items[4] = Sbar_NewPic ("gfx/sb_suit");
225 sb_items[5] = Sbar_NewPic ("gfx/sb_quad");
227 sb_sigil[0] = Sbar_NewPic ("gfx/sb_sigil1");
228 sb_sigil[1] = Sbar_NewPic ("gfx/sb_sigil2");
229 sb_sigil[2] = Sbar_NewPic ("gfx/sb_sigil3");
230 sb_sigil[3] = Sbar_NewPic ("gfx/sb_sigil4");
232 sb_faces[4][0] = Sbar_NewPic ("gfx/face1");
233 sb_faces[4][1] = Sbar_NewPic ("gfx/face_p1");
234 sb_faces[3][0] = Sbar_NewPic ("gfx/face2");
235 sb_faces[3][1] = Sbar_NewPic ("gfx/face_p2");
236 sb_faces[2][0] = Sbar_NewPic ("gfx/face3");
237 sb_faces[2][1] = Sbar_NewPic ("gfx/face_p3");
238 sb_faces[1][0] = Sbar_NewPic ("gfx/face4");
239 sb_faces[1][1] = Sbar_NewPic ("gfx/face_p4");
240 sb_faces[0][0] = Sbar_NewPic ("gfx/face5");
241 sb_faces[0][1] = Sbar_NewPic ("gfx/face_p5");
243 sb_face_invis = Sbar_NewPic ("gfx/face_invis");
244 sb_face_invuln = Sbar_NewPic ("gfx/face_invul2");
245 sb_face_invis_invuln = Sbar_NewPic ("gfx/face_inv2");
246 sb_face_quad = Sbar_NewPic ("gfx/face_quad");
248 sb_sbar = Sbar_NewPic ("gfx/sbar");
249 sb_ibar = Sbar_NewPic ("gfx/ibar");
250 sb_scorebar = Sbar_NewPic ("gfx/scorebar");
252 //MED 01/04/97 added new hipnotic weapons
253 if (gamemode == GAME_HIPNOTIC)
255 hsb_weapons[0][0] = Sbar_NewPic ("gfx/inv_laser");
256 hsb_weapons[0][1] = Sbar_NewPic ("gfx/inv_mjolnir");
257 hsb_weapons[0][2] = Sbar_NewPic ("gfx/inv_gren_prox");
258 hsb_weapons[0][3] = Sbar_NewPic ("gfx/inv_prox_gren");
259 hsb_weapons[0][4] = Sbar_NewPic ("gfx/inv_prox");
261 hsb_weapons[1][0] = Sbar_NewPic ("gfx/inv2_laser");
262 hsb_weapons[1][1] = Sbar_NewPic ("gfx/inv2_mjolnir");
263 hsb_weapons[1][2] = Sbar_NewPic ("gfx/inv2_gren_prox");
264 hsb_weapons[1][3] = Sbar_NewPic ("gfx/inv2_prox_gren");
265 hsb_weapons[1][4] = Sbar_NewPic ("gfx/inv2_prox");
267 for (i = 0;i < 5;i++)
269 hsb_weapons[2+i][0] = Sbar_NewPic (va("gfx/inva%i_laser",i+1));
270 hsb_weapons[2+i][1] = Sbar_NewPic (va("gfx/inva%i_mjolnir",i+1));
271 hsb_weapons[2+i][2] = Sbar_NewPic (va("gfx/inva%i_gren_prox",i+1));
272 hsb_weapons[2+i][3] = Sbar_NewPic (va("gfx/inva%i_prox_gren",i+1));
273 hsb_weapons[2+i][4] = Sbar_NewPic (va("gfx/inva%i_prox",i+1));
276 hsb_items[0] = Sbar_NewPic ("gfx/sb_wsuit");
277 hsb_items[1] = Sbar_NewPic ("gfx/sb_eshld");
279 else if (gamemode == GAME_ROGUE)
281 rsb_invbar[0] = Sbar_NewPic ("gfx/r_invbar1");
282 rsb_invbar[1] = Sbar_NewPic ("gfx/r_invbar2");
284 rsb_weapons[0] = Sbar_NewPic ("gfx/r_lava");
285 rsb_weapons[1] = Sbar_NewPic ("gfx/r_superlava");
286 rsb_weapons[2] = Sbar_NewPic ("gfx/r_gren");
287 rsb_weapons[3] = Sbar_NewPic ("gfx/r_multirock");
288 rsb_weapons[4] = Sbar_NewPic ("gfx/r_plasma");
290 rsb_items[0] = Sbar_NewPic ("gfx/r_shield1");
291 rsb_items[1] = Sbar_NewPic ("gfx/r_agrav1");
293 // PGM 01/19/97 - team color border
294 rsb_teambord = Sbar_NewPic ("gfx/r_teambord");
295 // PGM 01/19/97 - team color border
297 rsb_ammo[0] = Sbar_NewPic ("gfx/r_ammolava");
298 rsb_ammo[1] = Sbar_NewPic ("gfx/r_ammomulti");
299 rsb_ammo[2] = Sbar_NewPic ("gfx/r_ammoplasma");
304 void sbar_shutdown(void)
308 void sbar_newmap(void)
312 void Sbar_Init (void)
314 Cmd_AddCommand ("+showscores", Sbar_ShowScores);
315 Cmd_AddCommand ("-showscores", Sbar_DontShowScores);
316 Cvar_RegisterVariable (&showfps);
317 Cvar_RegisterVariable (&showtime);
318 Cvar_RegisterVariable (&showtime_format);
319 Cvar_RegisterVariable (&showdate);
320 Cvar_RegisterVariable (&showdate_format);
321 Cvar_RegisterVariable (&sbar_alpha_bg);
322 Cvar_RegisterVariable (&sbar_alpha_fg);
324 R_RegisterModule("sbar", sbar_start, sbar_shutdown, sbar_newmap);
328 //=============================================================================
330 // drawing routines are relative to the status bar location
339 void Sbar_DrawPic (int x, int y, sbarpic_t *sbarpic)
341 DrawQ_Pic (sbar_x + x, sbar_y + y, sbarpic->name, 0, 0, 1, 1, 1, sbar_alpha_fg.value, 0);
344 void Sbar_DrawAlphaPic (int x, int y, sbarpic_t *sbarpic, float alpha)
346 DrawQ_Pic (sbar_x + x, sbar_y + y, sbarpic->name, 0, 0, 1, 1, 1, alpha, 0);
353 Draws one solid graphics character
356 void Sbar_DrawCharacter (int x, int y, int num)
358 DrawQ_String (sbar_x + x + 4 , sbar_y + y, va("%c", num), 0, 8, 8, 1, 1, 1, sbar_alpha_fg.value, 0);
366 void Sbar_DrawString (int x, int y, char *str)
368 DrawQ_String (sbar_x + x, sbar_y + y, str, 0, 8, 8, 1, 1, 1, sbar_alpha_fg.value, 0);
376 void Sbar_DrawNum (int x, int y, int num, int digits, int color)
381 l = sprintf(str, "%i", num);
395 Sbar_DrawPic (x, y, sb_nums[color][frame]);
408 void Sbar_DrawXNum (int x, int y, int num, int digits, int lettersize, float r, float g, float b, float a, int flags)
413 l = sprintf(str, "%i", num);
418 x += (digits-l) * lettersize;
427 DrawQ_Pic (sbar_x + x, sbar_y + y, sb_nums[0][frame]->name,lettersize,lettersize,r,g,b,a * sbar_alpha_fg.value,flags);
434 //=============================================================================
442 static int fragsort[MAX_SCOREBOARD];
443 static int scoreboardlines;
444 void Sbar_SortFrags (void)
450 for (i=0 ; i<cl.maxclients ; i++)
452 if (cl.scores[i].name[0])
454 fragsort[scoreboardlines] = i;
459 for (i=0 ; i<scoreboardlines ; i++)
460 for (j=0 ; j<scoreboardlines-1-i ; j++)
461 if (cl.scores[fragsort[j]].frags < cl.scores[fragsort[j+1]].frags)
464 fragsort[j] = fragsort[j+1];
474 void Sbar_SoloScoreboard (void)
477 int minutes, seconds, tens, units;
480 sprintf (str,"Monsters:%3i /%3i", cl.stats[STAT_MONSTERS], cl.stats[STAT_TOTALMONSTERS]);
481 Sbar_DrawString (8, 4, str);
483 sprintf (str,"Secrets :%3i /%3i", cl.stats[STAT_SECRETS], cl.stats[STAT_TOTALSECRETS]);
484 Sbar_DrawString (8, 12, str);
487 minutes = cl.time / 60;
488 seconds = cl.time - 60*minutes;
490 units = seconds - 10*tens;
491 sprintf (str,"Time :%3i:%i%i", minutes, tens, units);
492 Sbar_DrawString (184, 4, str);
495 l = strlen (cl.levelname);
496 Sbar_DrawString (232 - l*4, 12, cl.levelname);
504 void Sbar_DrawScoreboard (void)
506 Sbar_SoloScoreboard ();
507 if (cl.gametype == GAME_DEATHMATCH)
508 Sbar_DeathmatchOverlay ();
511 //=============================================================================
513 // AK to make DrawInventory smaller
514 static void Sbar_DrawWeapon(int nr, float fade, int active)
516 // width = 300, height = 100
517 const int w_width = 300, w_height = 100, w_space = 10, font_size = 10;
518 const float w_scale = 0.4;
520 DrawQ_Pic(vid.conwidth - (w_width + w_space) * w_scale, (w_height + w_space) * w_scale * nr + w_space, sb_weapons[0][nr]->name, w_width * w_scale, w_height * w_scale, (active) ? 1 : 0.6, active ? 1 : 0.6, active ? 1 : 1, fade * sbar_alpha_fg.value, DRAWFLAG_ADDITIVE);
521 DrawQ_String(vid.conwidth - (w_space + font_size ), (w_height + w_space) * w_scale * nr + w_space, va("%i",nr+1), 0, font_size, font_size, 1, 0, 0, fade, 0);
524 DrawQ_Fill(vid.conwidth - (w_width + w_space) * w_scale, (w_height + w_space) * w_scale * nr + w_space, w_width * w_scale, w_height * w_scale, 0.3, 0.3, 0.3, fade * sbar_alpha_fg.value, DRAWFLAG_ADDITIVE);
532 void Sbar_DrawInventory (void)
539 if (gamemode == GAME_ROGUE)
541 if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
542 Sbar_DrawAlphaPic (0, -24, rsb_invbar[0], sbar_alpha_bg.value);
544 Sbar_DrawAlphaPic (0, -24, rsb_invbar[1], sbar_alpha_bg.value);
547 Sbar_DrawAlphaPic (0, -24, sb_ibar, sbar_alpha_bg.value);
550 for (i=0 ; i<7 ; i++)
552 if (cl.items & (IT_SHOTGUN<<i) )
554 time = cl.item_gettime[i];
555 flashon = (int)((cl.time - time)*10);
558 if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) )
564 flashon = (flashon%5) + 2;
566 Sbar_DrawAlphaPic (i*24, -16, sb_weapons[flashon][i], sbar_alpha_bg.value);
572 if (gamemode == GAME_HIPNOTIC)
574 int grenadeflashing=0;
575 for (i=0 ; i<4 ; i++)
577 if (cl.items & (1<<hipweapons[i]) )
579 time = cl.item_gettime[hipweapons[i]];
580 flashon = (int)((cl.time - time)*10);
583 if ( cl.stats[STAT_ACTIVEWEAPON] == (1<<hipweapons[i]) )
589 flashon = (flashon%5) + 2;
591 // check grenade launcher
594 if (cl.items & HIT_PROXIMITY_GUN)
599 Sbar_DrawPic (96, -16, hsb_weapons[flashon][2]);
605 if (cl.items & (IT_SHOTGUN<<4))
607 if (!grenadeflashing)
608 Sbar_DrawPic (96, -16, hsb_weapons[flashon][3]);
611 Sbar_DrawPic (96, -16, hsb_weapons[flashon][4]);
614 Sbar_DrawPic (176 + (i*24), -16, hsb_weapons[flashon][i]);
619 if (gamemode == GAME_ROGUE)
621 // check for powered up weapon.
622 if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
624 if (cl.stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << i))
625 Sbar_DrawPic ((i+2)*24, -16, rsb_weapons[i]);
629 for (i=0 ; i<4 ; i++)
631 sprintf (num, "%3i",cl.stats[STAT_SHELLS+i] );
633 Sbar_DrawCharacter ( (6*i+1)*8 - 2, -24, 18 + num[0] - '0');
635 Sbar_DrawCharacter ( (6*i+2)*8 - 2, -24, 18 + num[1] - '0');
637 Sbar_DrawCharacter ( (6*i+3)*8 - 2, -24, 18 + num[2] - '0');
641 for (i=0 ; i<6 ; i++)
642 if (cl.items & (1<<(17+i)))
644 //MED 01/04/97 changed keys
645 if (gamemode != GAME_HIPNOTIC || (i>1))
646 Sbar_DrawPic (192 + i*16, -16, sb_items[i]);
649 //MED 01/04/97 added hipnotic items
651 if (gamemode == GAME_HIPNOTIC)
653 for (i=0 ; i<2 ; i++)
654 if (cl.items & (1<<(24+i)))
655 Sbar_DrawPic (288 + i*16, -16, hsb_items[i]);
658 if (gamemode == GAME_ROGUE)
661 for (i=0 ; i<2 ; i++)
662 if (cl.items & (1<<(29+i)))
663 Sbar_DrawPic (288 + i*16, -16, rsb_items[i]);
668 for (i=0 ; i<4 ; i++)
669 if (cl.items & (1<<(28+i)))
670 Sbar_DrawPic (320-32 + i*8, -16, sb_sigil[i]);
674 //=============================================================================
681 void Sbar_DrawFrags (void)
691 l = min(scoreboardlines, 4);
695 for (i = 0;i < l;i++)
701 c = (qbyte *)&palette_complete[(s->colors & 0xf0) + 8];
702 DrawQ_Fill (sbar_x + x + 10, sbar_y - 23, 28, 4, c[0] * (1.0f / 255.0f), c[1] * (1.0f / 255.0f), c[2] * (1.0f / 255.0f), c[3] * (1.0f / 255.0f) * sbar_alpha_fg.value, 0);
703 c = (qbyte *)&palette_complete[((s->colors & 15)<<4) + 8];
704 DrawQ_Fill (sbar_x + x + 10, sbar_y + 4 - 23, 28, 3, c[0] * (1.0f / 255.0f), c[1] * (1.0f / 255.0f), c[2] * (1.0f / 255.0f), c[3] * (1.0f / 255.0f) * sbar_alpha_fg.value, 0);
708 sprintf (num, "%3i",f);
710 Sbar_DrawCharacter (x + 8, -24, num[0]);
711 Sbar_DrawCharacter (x + 16, -24, num[1]);
712 Sbar_DrawCharacter (x + 24, -24, num[2]);
714 if (k == cl.viewentity - 1)
716 Sbar_DrawCharacter ( x + 2, -24, 16);
717 Sbar_DrawCharacter ( x + 32 - 4, -24, 17);
723 //=============================================================================
731 void Sbar_DrawFace (void)
735 // PGM 01/19/97 - team color drawing
736 // PGM 03/02/97 - fixed so color swatch only appears in CTF modes
737 if (gamemode == GAME_ROGUE && !cl.islocalgame && (teamplay.integer > 3) && (teamplay.integer < 7))
743 s = &cl.scores[cl.viewentity - 1];
745 Sbar_DrawPic (112, 0, rsb_teambord);
746 c = (qbyte *)&palette_complete[(s->colors & 0xf0) + 8];
747 DrawQ_Fill (sbar_x + 113, vid.conheight-SBAR_HEIGHT+3, 22, 9, c[0] * (1.0f / 255.0f), c[1] * (1.0f / 255.0f), c[2] * (1.0f / 255.0f), c[3] * (1.0f / 255.0f) * sbar_alpha_fg.value, 0);
748 c = (qbyte *)&palette_complete[((s->colors & 15)<<4) + 8];
749 DrawQ_Fill (sbar_x + 113, vid.conheight-SBAR_HEIGHT+12, 22, 9, c[0] * (1.0f / 255.0f), c[1] * (1.0f / 255.0f), c[2] * (1.0f / 255.0f), c[3] * (1.0f / 255.0f) * sbar_alpha_fg.value, 0);
753 sprintf (num, "%3i",f);
755 if ((s->colors & 0xf0)==0)
758 Sbar_DrawCharacter(109, 3, 18 + num[0] - '0');
760 Sbar_DrawCharacter(116, 3, 18 + num[1] - '0');
762 Sbar_DrawCharacter(123, 3, 18 + num[2] - '0');
766 Sbar_DrawCharacter ( 109, 3, num[0]);
767 Sbar_DrawCharacter ( 116, 3, num[1]);
768 Sbar_DrawCharacter ( 123, 3, num[2]);
773 // PGM 01/19/97 - team color drawing
775 if ( (cl.items & (IT_INVISIBILITY | IT_INVULNERABILITY) ) == (IT_INVISIBILITY | IT_INVULNERABILITY) )
776 Sbar_DrawPic (112, 0, sb_face_invis_invuln);
777 else if (cl.items & IT_QUAD)
778 Sbar_DrawPic (112, 0, sb_face_quad );
779 else if (cl.items & IT_INVISIBILITY)
780 Sbar_DrawPic (112, 0, sb_face_invis );
781 else if (cl.items & IT_INVULNERABILITY)
782 Sbar_DrawPic (112, 0, sb_face_invuln);
785 f = cl.stats[STAT_HEALTH] / 20;
787 Sbar_DrawPic (112, 0, sb_faces[f][cl.time <= cl.faceanimtime]);
791 void Sbar_ShowFPS(void)
793 float fps_x, fps_y, fps_scalex, fps_scaley, fps_height;
803 if (showfps.integer > 1)
805 static double currtime, frametimes[32];
806 double newtime, total;
808 static int framecycle = 0;
810 newtime = Sys_DoubleTime();
811 frametimes[framecycle] = newtime - currtime;
814 while(total < 0.2 && count < 32 && frametimes[i = (framecycle - count) & 31])
816 total += frametimes[i];
821 if (showfps.integer == 2)
822 calc = (int) (((double) count / total) + 0.5);
823 else // showfps 3, rapid update
824 calc = (int) ((1.0 / (newtime - currtime)) + 0.5);
829 static double nexttime = 0, lasttime = 0;
830 static int framerate = 0, framecount = 0;
832 newtime = Sys_DoubleTime();
833 if (newtime < nexttime)
837 framerate = (int) (framecount / (newtime - lasttime) + 0.5);
839 nexttime = lasttime + 0.2;
844 snprintf(fpsstring, sizeof(fpsstring), "%4i fps", calc);
846 if (showtime.integer)
847 strlcpy(timestring, Sys_TimeString(showtime_format.string), sizeof(timestring));
848 if (showdate.integer)
849 strlcpy(datestring, Sys_TimeString(showdate_format.string), sizeof(datestring));
850 if (fpsstring[0] || timestring[0])
854 fps_height = fps_scaley * ((fpsstring[0] != 0) + (timestring[0] != 0) + (datestring[0] != 0));
855 //fps_y = vid.conheight - sb_lines; // yes this may draw over the sbar
856 //fps_y = bound(0, fps_y, vid.conheight - fps_height);
857 fps_y = vid.conheight - fps_height;
860 fps_x = vid.conwidth - fps_scalex * strlen(fpsstring);
861 DrawQ_Fill(fps_x, fps_y, fps_scalex * strlen(fpsstring), fps_scaley, 0, 0, 0, 0.5, 0);
862 DrawQ_String(fps_x, fps_y, fpsstring, 0, fps_scalex, fps_scaley, 1, 1, 1, 1, 0);
867 fps_x = vid.conwidth - fps_scalex * strlen(timestring);
868 DrawQ_Fill(fps_x, fps_y, fps_scalex * strlen(timestring), fps_scaley, 0, 0, 0, 0.5, 0);
869 DrawQ_String(fps_x, fps_y, timestring, 0, fps_scalex, fps_scaley, 1, 1, 1, 1, 0);
874 fps_x = vid.conwidth - fps_scalex * strlen(datestring);
875 DrawQ_Fill(fps_x, fps_y, fps_scalex * strlen(datestring), fps_scaley, 0, 0, 0, 0.5, 0);
876 DrawQ_String(fps_x, fps_y, datestring, 0, fps_scalex, fps_scaley, 1, 1, 1, 1, 0);
887 void Sbar_Draw (void)
889 if (scr_con_current == vid.conheight)
890 return; // console is full screen
892 if (cl.intermission == 1)
894 Sbar_IntermissionOverlay();
897 else if (cl.intermission == 2)
899 Sbar_FinaleOverlay();
903 if (gamemode == GAME_SOM)
905 if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
906 Sbar_DrawScoreboard ();
909 // this is the top left of the sbar area
911 sbar_y = vid.conheight - 24*3;
914 if (cl.stats[STAT_ARMOR])
916 if (cl.items & IT_ARMOR3)
917 Sbar_DrawPic(0, 0, somsb_armor[2]);
918 else if (cl.items & IT_ARMOR2)
919 Sbar_DrawPic(0, 0, somsb_armor[1]);
920 else if (cl.items & IT_ARMOR1)
921 Sbar_DrawPic(0, 0, somsb_armor[0]);
922 Sbar_DrawNum(24, 0, cl.stats[STAT_ARMOR], 3, cl.stats[STAT_ARMOR] <= 25);
926 Sbar_DrawPic(0, 24, somsb_health);
927 Sbar_DrawNum(24, 24, cl.stats[STAT_HEALTH], 3, cl.stats[STAT_HEALTH] <= 25);
930 if (cl.items & IT_SHELLS)
931 Sbar_DrawPic(0, 48, somsb_ammo[0]);
932 else if (cl.items & IT_NAILS)
933 Sbar_DrawPic(0, 48, somsb_ammo[1]);
934 else if (cl.items & IT_ROCKETS)
935 Sbar_DrawPic(0, 48, somsb_ammo[2]);
936 else if (cl.items & IT_CELLS)
937 Sbar_DrawPic(0, 48, somsb_ammo[3]);
938 Sbar_DrawNum(24, 48, cl.stats[STAT_AMMO], 3, false);
939 if (cl.stats[STAT_SHELLS])
940 Sbar_DrawNum(24 + 3*24, 48, cl.stats[STAT_SHELLS], 1, true);
943 else if (gamemode == GAME_NEXUIZ)
945 sbar_y = vid.conheight - 47;
946 sbar_x = (vid.conwidth - 640)/2;
948 if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
950 Sbar_DrawAlphaPic (0, 0, sb_scorebar, sbar_alpha_bg.value);
951 Sbar_DrawScoreboard ();
959 // we have a max time 2s (min time = 0)
960 if ((time = cl.time - cl.weapontime) < 2)
962 fade = (1.0 - 0.5 * time);
964 for (i = 0; i < 8;i++)
966 if (!(cl.items & (1 << i)))
968 Sbar_DrawWeapon(i + 1, fade, ((1<<i) == cl.stats[STAT_ACTIVEWEAPON]));
971 if((cl.items & (1<<12)))
972 Sbar_DrawWeapon(0, fade, (cl.stats[STAT_ACTIVEWEAPON] == (1<<12)));
975 //if (!cl.islocalgame)
976 // Sbar_DrawFrags ();
979 Sbar_DrawAlphaPic (0, 0, sb_sbar, sbar_alpha_fg.value);
981 Sbar_DrawAlphaPic (0, 0, sb_sbar_minimal, sbar_alpha_fg.value);
984 if (cl.items & IT_INVULNERABILITY)
986 Sbar_DrawNum (36, 0, 666, 3, 1);
987 Sbar_DrawPic (0, 0, sb_disc);
991 Sbar_DrawXNum ((340-3*24), 12, cl.stats[STAT_ARMOR], 3, 24, 0.6,0.7,0.8,1,0);
994 if(cl.stats[STAT_HEALTH] > 100)
995 Sbar_DrawXNum((154-3*24),12,cl.stats[STAT_HEALTH],3,24,1,1,1,1,0);
996 else if(cl.stats[STAT_HEALTH] <= 25 && cl.time - (int)cl.time > 0.5)
997 Sbar_DrawXNum((154-3*24),12,cl.stats[STAT_HEALTH],3,24,0.7,0,0,1,0);
999 Sbar_DrawXNum((154-3*24),12,cl.stats[STAT_HEALTH],3,24,0.6,0.7,0.8,1,0);
1001 // AK dont draw ammo for the laser
1002 if(cl.stats[STAT_ACTIVEWEAPON] != 12)
1004 if (cl.items & NEX_IT_SHELLS)
1005 Sbar_DrawPic (519, 0, sb_ammo[0]);
1006 else if (cl.items & NEX_IT_BULLETS)
1007 Sbar_DrawPic (519, 0, sb_ammo[1]);
1008 else if (cl.items & NEX_IT_ROCKETS)
1009 Sbar_DrawPic (519, 0, sb_ammo[2]);
1010 else if (cl.items & NEX_IT_CELLS)
1011 Sbar_DrawPic (519, 0, sb_ammo[3]);
1013 if(cl.stats[STAT_AMMO] <= 10)
1014 Sbar_DrawXNum ((519-3*24), 12, cl.stats[STAT_AMMO], 3, 24, 0.7, 0,0,1,0);
1016 Sbar_DrawXNum ((519-3*24), 12, cl.stats[STAT_AMMO], 3, 24, 0.6, 0.7,0.8,1,0);
1021 DrawQ_Pic(sbar_x,sbar_y,sb_sbar_overlay->name,0,0,1,1,1,1,DRAWFLAG_MODULATE);
1024 //if (vid.conwidth > 320 && cl.gametype == GAME_DEATHMATCH)
1025 // Sbar_MiniDeathmatchOverlay (0, 17);
1027 else // Quake and others
1029 sbar_y = vid.conheight - SBAR_HEIGHT;
1030 if (cl.gametype == GAME_DEATHMATCH && gamemode != GAME_TRANSFUSION)
1033 sbar_x = (vid.conwidth - 320)/2;
1037 if (gamemode != GAME_GOODVSBAD2)
1038 Sbar_DrawInventory ();
1039 if (!cl.islocalgame && gamemode != GAME_TRANSFUSION)
1043 if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
1045 if (gamemode != GAME_GOODVSBAD2)
1046 Sbar_DrawAlphaPic (0, 0, sb_scorebar, sbar_alpha_bg.value);
1047 Sbar_DrawScoreboard ();
1051 Sbar_DrawAlphaPic (0, 0, sb_sbar, sbar_alpha_bg.value);
1053 // keys (hipnotic only)
1054 //MED 01/04/97 moved keys here so they would not be overwritten
1055 if (gamemode == GAME_HIPNOTIC)
1057 if (cl.items & IT_KEY1)
1058 Sbar_DrawPic (209, 3, sb_items[0]);
1059 if (cl.items & IT_KEY2)
1060 Sbar_DrawPic (209, 12, sb_items[1]);
1063 if (gamemode != GAME_GOODVSBAD2)
1065 if (cl.items & IT_INVULNERABILITY)
1067 Sbar_DrawNum (24, 0, 666, 3, 1);
1068 Sbar_DrawPic (0, 0, sb_disc);
1072 if (gamemode == GAME_ROGUE)
1074 Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3, cl.stats[STAT_ARMOR] <= 25);
1075 if (cl.items & RIT_ARMOR3)
1076 Sbar_DrawPic (0, 0, sb_armor[2]);
1077 else if (cl.items & RIT_ARMOR2)
1078 Sbar_DrawPic (0, 0, sb_armor[1]);
1079 else if (cl.items & RIT_ARMOR1)
1080 Sbar_DrawPic (0, 0, sb_armor[0]);
1084 Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3, cl.stats[STAT_ARMOR] <= 25);
1085 if (cl.items & IT_ARMOR3)
1086 Sbar_DrawPic (0, 0, sb_armor[2]);
1087 else if (cl.items & IT_ARMOR2)
1088 Sbar_DrawPic (0, 0, sb_armor[1]);
1089 else if (cl.items & IT_ARMOR1)
1090 Sbar_DrawPic (0, 0, sb_armor[0]);
1099 Sbar_DrawNum (154, 0, cl.stats[STAT_HEALTH], 3, cl.stats[STAT_HEALTH] <= 25);
1102 if (gamemode == GAME_ROGUE)
1104 if (cl.items & RIT_SHELLS)
1105 Sbar_DrawPic (224, 0, sb_ammo[0]);
1106 else if (cl.items & RIT_NAILS)
1107 Sbar_DrawPic (224, 0, sb_ammo[1]);
1108 else if (cl.items & RIT_ROCKETS)
1109 Sbar_DrawPic (224, 0, sb_ammo[2]);
1110 else if (cl.items & RIT_CELLS)
1111 Sbar_DrawPic (224, 0, sb_ammo[3]);
1112 else if (cl.items & RIT_LAVA_NAILS)
1113 Sbar_DrawPic (224, 0, rsb_ammo[0]);
1114 else if (cl.items & RIT_PLASMA_AMMO)
1115 Sbar_DrawPic (224, 0, rsb_ammo[1]);
1116 else if (cl.items & RIT_MULTI_ROCKETS)
1117 Sbar_DrawPic (224, 0, rsb_ammo[2]);
1121 if (cl.items & IT_SHELLS)
1122 Sbar_DrawPic (224, 0, sb_ammo[0]);
1123 else if (cl.items & IT_NAILS)
1124 Sbar_DrawPic (224, 0, sb_ammo[1]);
1125 else if (cl.items & IT_ROCKETS)
1126 Sbar_DrawPic (224, 0, sb_ammo[2]);
1127 else if (cl.items & IT_CELLS)
1128 Sbar_DrawPic (224, 0, sb_ammo[3]);
1131 Sbar_DrawNum (248, 0, cl.stats[STAT_AMMO], 3, cl.stats[STAT_AMMO] <= 10);
1135 if (vid.conwidth > 320 && cl.gametype == GAME_DEATHMATCH)
1137 if (gamemode == GAME_TRANSFUSION)
1138 Sbar_MiniDeathmatchOverlay (0, 0);
1140 Sbar_MiniDeathmatchOverlay (324, vid.conheight - sb_lines);
1146 R_Draw2DCrosshair();
1149 //=============================================================================
1153 Sbar_DeathmatchOverlay
1157 float Sbar_PrintScoreboardItem(scoreboard_t *s, float x, float y)
1160 // draw colors behind score
1161 c = (qbyte *)&palette_complete[(s->colors & 0xf0) + 8];
1162 DrawQ_Fill(x + 8, y+1, 32, 3, c[0] * (1.0f / 255.0f), c[1] * (1.0f / 255.0f), c[2] * (1.0f / 255.0f), c[3] * (1.0f / 255.0f) * sbar_alpha_fg.value, 0);
1163 c = (qbyte *)&palette_complete[((s->colors & 15)<<4) + 8];
1164 DrawQ_Fill(x + 8, y+4, 32, 3, c[0] * (1.0f / 255.0f), c[1] * (1.0f / 255.0f), c[2] * (1.0f / 255.0f), c[3] * (1.0f / 255.0f) * sbar_alpha_fg.value, 0);
1166 DrawQ_String(x, y, va("%c%4i %s", (s - cl.scores) == cl.playerentity - 1 ? 13 : ' ', (int) s->frags, s->name), 0, 8, 8, 1, 1, 1, 1 * sbar_alpha_fg.value, 0);
1170 void Sbar_DeathmatchOverlay (void)
1175 pic = Draw_CachePic ("gfx/ranking.lmp");
1176 DrawQ_Pic ((vid.conwidth - pic->width)/2, 8, "gfx/ranking.lmp", 0, 0, 1, 1, 1, 1 * sbar_alpha_fg.value, 0);
1181 x = (vid.conwidth - (6 + 15) * 8) / 2;
1183 for (i = 0;i < scoreboardlines && y < vid.conheight;i++)
1184 y += Sbar_PrintScoreboardItem(cl.scores + fragsort[i], x, y);
1189 Sbar_DeathmatchOverlay
1193 void Sbar_MiniDeathmatchOverlay (int x, int y)
1197 // decide where to print
1198 if (gamemode == GAME_TRANSFUSION)
1199 numlines = (vid.conwidth - x + 127) / 128;
1201 numlines = (vid.conheight - y + 7) / 8;
1203 // give up if there isn't room
1204 if (x >= vid.conwidth || y >= vid.conheight || numlines < 1)
1211 for (i = 0; i < scoreboardlines; i++)
1212 if (fragsort[i] == cl.playerentity - 1)
1217 i = min(i, scoreboardlines - numlines);
1220 if (gamemode == GAME_TRANSFUSION)
1222 for (;i < scoreboardlines && x < vid.conwidth;i++)
1223 x += 128 + Sbar_PrintScoreboardItem(cl.scores + fragsort[i], x, y);
1227 for (;i < scoreboardlines && y < vid.conheight;i++)
1228 y += Sbar_PrintScoreboardItem(cl.scores + fragsort[i], x, y);
1234 Sbar_IntermissionOverlay
1238 void Sbar_IntermissionOverlay (void)
1243 if (cl.gametype == GAME_DEATHMATCH)
1245 Sbar_DeathmatchOverlay ();
1249 sbar_x = (vid.conwidth - 320) >> 1;
1250 sbar_y = (vid.conheight - 200) >> 1;
1252 DrawQ_Pic (sbar_x + 64, sbar_y + 24, "gfx/complete.lmp", 0, 0, 1, 1, 1, 1 * sbar_alpha_fg.value, 0);
1253 DrawQ_Pic (sbar_x + 0, sbar_y + 56, "gfx/inter.lmp", 0, 0, 1, 1, 1, 1 * sbar_alpha_fg.value, 0);
1256 dig = cl.completed_time/60;
1257 Sbar_DrawNum (160, 64, dig, 3, 0);
1258 num = cl.completed_time - dig*60;
1259 Sbar_DrawPic (234,64,sb_colon);
1260 Sbar_DrawPic (246,64,sb_nums[0][num/10]);
1261 Sbar_DrawPic (266,64,sb_nums[0][num%10]);
1263 Sbar_DrawNum (160, 104, cl.stats[STAT_SECRETS], 3, 0);
1264 Sbar_DrawPic (232, 104, sb_slash);
1265 Sbar_DrawNum (240, 104, cl.stats[STAT_TOTALSECRETS], 3, 0);
1267 Sbar_DrawNum (160, 144, cl.stats[STAT_MONSTERS], 3, 0);
1268 Sbar_DrawPic (232, 144, sb_slash);
1269 Sbar_DrawNum (240, 144, cl.stats[STAT_TOTALMONSTERS], 3, 0);
1280 void Sbar_FinaleOverlay (void)
1284 pic = Draw_CachePic ("gfx/finale.lmp");
1285 DrawQ_Pic((vid.conwidth - pic->width)/2, 16, "gfx/finale.lmp", 0, 0, 1, 1, 1, 1 * sbar_alpha_fg.value, 0);