From e66976517abd0a23e7d689b93191a2653ca7c69d Mon Sep 17 00:00:00 2001 From: havoc Date: Mon, 17 Oct 2005 22:51:42 +0000 Subject: [PATCH] added very preliminary zymotic hud git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5740 d7cf8633-e32d-0410-b094-e92efae38249 --- sbar.c | 61 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 61 insertions(+) diff --git a/sbar.c b/sbar.c index b1008c2b..5137d440 100644 --- a/sbar.c +++ b/sbar.c @@ -89,6 +89,13 @@ sbarpic_t *somsb_health; sbarpic_t *somsb_ammo[4]; sbarpic_t *somsb_armor[3]; +sbarpic_t *zymsb_crosshair_dot; +sbarpic_t *zymsb_crosshair_line; +sbarpic_t *zymsb_crosshair_health; +sbarpic_t *zymsb_crosshair_ammo; +sbarpic_t *zymsb_crosshair_clip; +sbarpic_t *zymsb_crosshair_background; + cvar_t showfps = {CVAR_SAVE, "showfps", "0"}; cvar_t showtime = {CVAR_SAVE, "showtime", "0"}; cvar_t showtime_format = {CVAR_SAVE, "showtime_format", "%H:%M:%S"}; @@ -176,6 +183,15 @@ void sbar_start(void) for(i = 0; i < 9;i++) sb_weapons[0][i] = Sbar_NewPic(va("gfx/inv_weapon%i",i)); } + else if (gamemode == GAME_ZYMOTIC) + { + zymsb_crosshair_dot = Sbar_NewPic ("gfx/hud/crosshair_dot"); + zymsb_crosshair_line = Sbar_NewPic ("gfx/hud/crosshair_line"); + zymsb_crosshair_health = Sbar_NewPic ("gfx/hud/crosshair_health"); + zymsb_crosshair_clip = Sbar_NewPic ("gfx/hud/crosshair_clip"); + zymsb_crosshair_ammo = Sbar_NewPic ("gfx/hud/crosshair_ammo"); + zymsb_crosshair_background = Sbar_NewPic ("gfx/hud/crosshair_background"); + } else { sb_disc = Sbar_NewPic("gfx/disc"); @@ -910,6 +926,8 @@ void Sbar_ShowFPS(void) Sbar_Draw =============== */ +extern float v_dmg_time, v_dmg_roll, v_dmg_pitch; +extern cvar_t v_kicktime; void Sbar_Draw (void) { if (cl.intermission == 1) @@ -1046,6 +1064,49 @@ void Sbar_Draw (void) //if (vid_conwidth.integer > 320 && cl.gametype == GAME_DEATHMATCH) // Sbar_MiniDeathmatchOverlay (0, 17); } + else if (gamemode == GAME_ZYMOTIC) + { + float scale = 128.0f / 256.0f; + float healthstart, healthheight, healthstarttc, healthendtc; + float shieldstart, shieldheight, shieldstarttc, shieldendtc; + float ammostart, ammoheight, ammostarttc, ammoendtc; + float clipstart, clipheight, clipstarttc, clipendtc; + float kickoffset[3], offset; + VectorClear(kickoffset); + if (v_dmg_time > 0) + { + kickoffset[0] = (v_dmg_time/v_kicktime.value*v_dmg_roll) * 10 * scale; + kickoffset[1] = (v_dmg_time/v_kicktime.value*v_dmg_pitch) * 10 * scale; + } + sbar_x = (vid_conwidth.integer - 256 * scale)/2 + kickoffset[0]; + sbar_y = (vid_conheight.integer - 256 * scale)/2 + kickoffset[1]; + offset = 0; // TODO: offset should be controlled by recoil (question: how to detect firing?) + DrawQ_SuperPic(sbar_x + 120 * scale, sbar_y + ( 88 - offset) * scale, zymsb_crosshair_line->name, 16 * scale, 36 * scale, 0,0, 1,1,1,1, 1,0, 1,1,1,1, 0,1, 1,1,1,1, 1,1, 1,1,1,1, 0); + DrawQ_SuperPic(sbar_x + (132 + offset) * scale, sbar_y + 120 * scale, zymsb_crosshair_line->name, 36 * scale, 16 * scale, 0,1, 1,1,1,1, 0,0, 1,1,1,1, 1,1, 1,1,1,1, 1,0, 1,1,1,1, 0); + DrawQ_SuperPic(sbar_x + 120 * scale, sbar_y + (132 + offset) * scale, zymsb_crosshair_line->name, 16 * scale, 36 * scale, 1,1, 1,1,1,1, 0,1, 1,1,1,1, 1,0, 1,1,1,1, 0,0, 1,1,1,1, 0); + DrawQ_SuperPic(sbar_x + ( 88 - offset) * scale, sbar_y + 120 * scale, zymsb_crosshair_line->name, 36 * scale, 16 * scale, 1,0, 1,1,1,1, 1,1, 1,1,1,1, 0,0, 1,1,1,1, 0,1, 1,1,1,1, 0); + healthheight = cl.stats[STAT_HEALTH] * (152.0f / 300.0f); + shieldheight = cl.stats[STAT_ARMOR] * (152.0f / 300.0f); + healthstart = 204 - healthheight; + shieldstart = healthstart - shieldheight; + healthstarttc = healthstart * (1.0f / 256.0f); + healthendtc = (healthstart + healthheight) * (1.0f / 256.0f); + shieldstarttc = shieldstart * (1.0f / 256.0f); + shieldendtc = (shieldstart + shieldheight) * (1.0f / 256.0f); + ammoheight = cl.stats[STAT_SHELLS] * (62.0f / 200.0f); + ammostart = 114 - ammoheight; + ammostarttc = ammostart * (1.0f / 256.0f); + ammoendtc = (ammostart + ammoheight) * (1.0f / 256.0f); + clipheight = cl.stats[STAT_AMMO] * (122.0f / 200.0f); + clipstart = 190 - clipheight; + clipstarttc = clipstart * (1.0f / 256.0f); + clipendtc = (clipstart + clipheight) * (1.0f / 256.0f); + if (healthheight > 0) DrawQ_SuperPic(sbar_x + 0 * scale, sbar_y + healthstart * scale, zymsb_crosshair_health->name, 256 * scale, healthheight * scale, 0,healthstarttc, 1.0f,0.0f,0.0f,1.0f, 1,healthstarttc, 1.0f,0.0f,0.0f,1.0f, 0,healthendtc, 1.0f,0.0f,0.0f,1.0f, 1,healthendtc, 1.0f,0.0f,0.0f,1.0f, DRAWFLAG_NORMAL); + if (shieldheight > 0) DrawQ_SuperPic(sbar_x + 0 * scale, sbar_y + shieldstart * scale, zymsb_crosshair_health->name, 256 * scale, shieldheight * scale, 0,shieldstarttc, 0.0f,0.5f,1.0f,1.0f, 1,shieldstarttc, 0.0f,0.5f,1.0f,1.0f, 0,shieldendtc, 0.0f,0.5f,1.0f,1.0f, 1,shieldendtc, 0.0f,0.5f,1.0f,1.0f, DRAWFLAG_NORMAL); + if (ammoheight > 0) DrawQ_SuperPic(sbar_x + 0 * scale, sbar_y + ammostart * scale, zymsb_crosshair_ammo->name, 256 * scale, ammoheight * scale, 0,ammostarttc, 0.8f,0.8f,0.0f,1.0f, 1,ammostarttc, 0.8f,0.8f,0.0f,1.0f, 0,ammoendtc, 0.8f,0.8f,0.0f,1.0f, 1,ammoendtc, 0.8f,0.8f,0.0f,1.0f, DRAWFLAG_NORMAL); + if (clipheight > 0) DrawQ_SuperPic(sbar_x + 0 * scale, sbar_y + clipstart * scale, zymsb_crosshair_clip->name, 256 * scale, clipheight * scale, 0,clipstarttc, 1.0f,1.0f,0.0f,1.0f, 1,clipstarttc, 1.0f,1.0f,0.0f,1.0f, 0,clipendtc, 1.0f,1.0f,0.0f,1.0f, 1,clipendtc, 1.0f,1.0f,0.0f,1.0f, DRAWFLAG_NORMAL); + DrawQ_Pic(sbar_x + 0 * scale, sbar_y + 0 * scale, zymsb_crosshair_background->name, 256 * scale, 256 * scale, 1, 1, 1, 1, DRAWFLAG_NORMAL); + } else // Quake and others { sbar_y = vid_conheight.integer - SBAR_HEIGHT; -- 2.39.2