6 float sb_lines; // still don't know what to do with that NOTE: check dp's sbar.c to see what that should be
11 float sbar_hudselector;
21 entity team1, team2, team3, team4, teamspec;
26 void Sbar_FinaleOverlay()
29 pos_x = (vid_conwidth - 1)/2;
33 //drawpic(pos, "gfx/finale", '0 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);
35 //drawstring(pos, "END", sbar_fontsize, '1 1 1', 1, DRAWFLAG_NORMAL);
39 void Sbar_DrawWeapon(float nr, float fade, float active)
41 vector pos, vsize, color;
44 value = (active) ? 1 : 0.6;
45 color_x = color_y = color_z = value;
47 if(sbar_hudselector == 1)
49 // width = 300, height = 100
50 const float w_width = 32, w_height = 12, w_space = 2, font_size = 8;
52 pos_x = (vid_conwidth - w_width * 9) * 0.5 + w_width * nr;
53 pos_y = (vid_conheight - w_height);
58 drawpic(pos, strcat("gfx/inv_weapon", ftos(nr)), vsize, color, value * fade * sbar_alpha_fg, 0);
64 drawstring(pos, ftos(nr+1), vsize, '1 1 0', sbar_alpha_fg, 0);
69 // width = 300, height = 100
70 const float w2_width = 300, w2_height = 100, w2_space = 10;
71 const float w2_scale = 0.4;
73 pos_x = vid_conwidth - (w2_width + w2_space) * w2_scale;
74 pos_y = (w2_height + w2_space) * w2_scale * nr + w2_space;
76 vsize_x = w2_width * w2_scale;
77 vsize_y = w2_height * w2_scale;
80 drawpic(pos, strcat("gfx/inv_weapon", ftos(nr)), vsize, color, value * fade * sbar_alpha_fg, 0);
83 void Sbar_DrawXNum (vector pos, float num, float digits, float lettersize, vector rgb, float a, float dflags)
90 vsize_x = vsize_y = lettersize;
105 str = strcat(substring("0000000000", 0, digits - strlen(tmp)), tmp);
113 str = substring(str, l-digits, 999);
115 } else if(l < digits)
116 pos_x += (digits-l) * lettersize;
120 drawpic(sbar + pos, "gfx/num_minus", vsize, rgb, a * sbar_alpha_fg, dflags);
124 for(i = 0; i < l; ++i)
126 drawpic(sbar + pos, strcat("gfx/num_", substring(str, i, 1)), vsize, rgb, a * sbar_alpha_fg, dflags);
131 float Sbar_PlayerCmp(entity l, entity r)
135 if(l.sb_team > r.sb_team)
137 else if(l.sb_team > r.sb_team)
139 if(gametype == GAME_CTF)
141 if(l.sb_caps > r.sb_caps)
143 else if(l.sb_caps < r.sb_caps)
147 if(l.sb_frags > r.sb_frags)
149 else if(l.sb_frags < r.sb_frags)
151 return (l.sb_player > r.sb_player);
153 float Sbar_TeamCmp(entity l, entity r)
155 if(gametype == GAME_CTF)
157 if(l.sb_caps > r.sb_caps)
159 else if(l.sb_caps < r.sb_caps)
162 if(l.sb_frags > r.sb_frags)
164 else if(l.sb_frags < r.sb_frags)
166 return (l.sb_player > r.sb_player);
172 sortedPlayers = Sort_New(Sbar_PlayerCmp);
173 sortedTeams = Sort_New(Sbar_TeamCmp);
174 team1 = Sort_Next(sortedTeams);
175 team1.sb_team = COLOR_TEAM1;
176 team2 = Sort_Next(sortedTeams);
177 team2.sb_team = COLOR_TEAM2;
178 team3 = Sort_Next(sortedTeams);
179 team3.sb_team = COLOR_TEAM3;
180 team4 = Sort_Next(sortedTeams);
181 team4.sb_team = COLOR_TEAM4;
182 teamspec = Sort_Next(sortedTeams);
183 teamspec.sb_team = COLOR_SPECTATOR;
186 void Sbar_UpdatePosFrags(entity player)
188 other = player.sort_prev;
189 while(other != sortedPlayers && player.sb_frags > other.sb_frags)
191 SORT_SWAP(other, player);
192 other = player.sort_prev;
195 other = player.sort_next;
196 while(other && player.sb_frags < other.sb_frags)
198 SORT_SWAP(player, other);
199 other = player.sort_next;
202 void Sbar_UpdatePosFragsCTF(entity player)
204 other = player.sort_prev;
205 while(other != sortedPlayers && player.sb_frags > other.sb_frags && player.sb_caps == other.sb_caps)
207 SORT_SWAP(other, player);
208 other = player.sort_prev;
211 other = player.sort_next;
212 while(other && player.sb_frags < other.sb_frags && player.sb_caps == other.sb_caps)
214 SORT_SWAP(player, other);
215 other = player.sort_next;
218 void Sbar_UpdatePosCaps(entity player)
220 other = player.sort_prev;
221 while(other != sortedPlayers && player.sb_caps > other.sb_caps)
223 SORT_SWAP(other, player);
224 other = player.sort_prev;
226 other = player.sort_next;
227 while(other && player.sb_caps < other.sb_caps)
229 SORT_SWAP(player, other);
230 other = player.sort_next;
232 // let it update the frags now too, so if we have more frags then the next guy with the same caps
233 // we beat his ass :)
234 player.sb_frags -= 1;
237 void Sbar_UpdatePosTeam(entity player)
239 player.sb_caps -= 1; // team change needs a full update
240 other = player.sort_prev;
241 while(other != sortedPlayers && player.sb_team > other.sb_team)
243 SORT_SWAP(other, player);
244 other = player.sort_prev;
247 other = player.sort_next;
248 while(other && player.sb_team < other.sb_team)
250 SORT_SWAP(player, other);
251 other = player.sort_next;
255 void Sbar_UpdatePlayer(entity player)
259 if(player.sb_frags == -666)
262 i = GetPlayerColor(player.sb_player);
264 if(player.sb_team != i)
267 Sbar_UpdatePosTeam(player);
270 if(gametype == GAME_CTF)
272 i = stof(bufstr_get(databuf, DATABUF_CAPTURES + player.sb_player));
273 if(player.sb_caps != i)
276 Sbar_UpdatePosCaps(player);
278 i = stof(getplayerkey(player.sb_player, "frags"));
279 if(player.sb_frags != i)
282 Sbar_UpdatePosFragsCTF(player);
285 i = stof(getplayerkey(player.sb_player, "frags"));
286 if(player.sb_frags != i)
289 Sbar_UpdatePosFrags(player);
294 void Sbar_UpdateTeamPosCaps(entity tm)
296 other = tm.sort_prev;
297 while(other != sortedTeams && tm.sb_caps > other.sb_caps)
299 SORT_SWAP(other, tm);
300 other = tm.sort_prev;
303 other = tm.sort_next;
304 while(other && tm.sb_caps < tm.sb_caps)
306 SORT_SWAP(tm, other);
307 other = tm.sort_next;
310 void Sbar_UpdateTeamPosFrags(entity tm)
312 other = tm.sort_prev;
313 while(other != sortedTeams && tm.sb_caps == other.sb_caps && tm.sb_frags > other.sb_frags)
315 SORT_SWAP(other, tm);
316 other = tm.sort_prev;
319 other = tm.sort_next;
320 while(other && tm.sb_caps == tm.sb_caps && tm.sb_frags < other.sb_frags)
322 SORT_SWAP(tm, other);
323 other = tm.sort_next;
327 void Sbar_SortFrags()
331 float t1f, t2f, t3f, t4f;
333 Sort_Reset(sortedPlayers);
338 Sort_Reset(sortedTeams);
339 tmp = Sort_Next(sortedTeams);
345 teamspec.sb_player = 0;
347 t1f = team1.sb_frags;
348 t2f = team2.sb_frags;
349 t3f = team3.sb_frags;
350 t4f = team4.sb_frags;
357 for(i = 0; i < maxclients; ++i)
359 if(strlen(getplayerkey(i, "name")) <= 0)
362 Sort_Reset(sortedPlayers);
365 while(Sort_HasNext(sortedPlayers))
367 tmp = Sort_Next(sortedPlayers);
368 if(tmp.sb_player == i)
371 if(!tmp || tmp.sb_player != i)
372 tmp = Sort_Next(sortedPlayers);
376 Sbar_UpdatePlayer(tmp);
380 case COLOR_TEAM1: team1.sb_frags += tmp.sb_frags; team1.sb_player++; break;
381 case COLOR_TEAM2: team2.sb_frags += tmp.sb_frags; team2.sb_player++; break;
382 case COLOR_TEAM3: team3.sb_frags += tmp.sb_frags; team3.sb_player++; break;
383 case COLOR_TEAM4: team4.sb_frags += tmp.sb_frags; team4.sb_player++; break;
384 case COLOR_SPECTATOR: teamspec.sb_frags += tmp.sb_frags; teamspec.sb_player++; break;
387 if(i == player_localentnum-1)
388 myteam = tmp.sb_team;
390 if(team1.sb_player) ++numteams;
391 if(team2.sb_player) ++numteams;
392 if(team3.sb_player) ++numteams;
393 if(team4.sb_player) ++numteams;
395 if(team1.sb_caps != caps_team1)
397 team1.sb_caps = caps_team1;
398 Sbar_UpdateTeamPosCaps(team1);
400 if(team2.sb_caps != caps_team2)
402 team2.sb_caps = caps_team2;
403 Sbar_UpdateTeamPosCaps(team2);
405 if(team1.sb_frags != t1f) Sbar_UpdateTeamPosFrags(team1);
406 if(team2.sb_frags != t2f) Sbar_UpdateTeamPosFrags(team2);
407 if(team3.sb_frags != t3f) Sbar_UpdateTeamPosFrags(team3);
408 if(team4.sb_frags != t4f) Sbar_UpdateTeamPosFrags(team4);
410 for(i = 0; i < maxclients; ++i)
412 if(strlen(getplayerkey(i, "name")) <= 0)
415 Sort_Reset(sortedPlayers);
417 while(Sort_HasNext(sortedPlayers))
419 tmp = Sort_Next(sortedPlayers);
420 if(tmp.sb_player == i)
423 if(!tmp || tmp.sb_player != i)
424 tmp = Sort_Next(sortedPlayers);
428 Sbar_UpdatePlayer(tmp);
431 Sort_RemoveOld(sortedPlayers);
434 void Cmd_Sbar_Help(float argc)
436 print("You can modify the scoreboard using the\n");
437 print("^3|---------------------------------------------------------------|\n");
438 print("^2sbar_columns^7 cvar and the ^2sbar_columns_set command.\n");
439 print("^2sbar_columns^7 specifies the default layout and\n");
440 print("^2sbar_columns_set^7 actually changes the layout.\n");
441 print("You can call ^2sbar_columns_set^7 with the new layout\n");
442 print("as parameters, or eithout parameters it will read the cvar.\n\n");
444 print("^2sbar_columns_set ^7filed1 field2 ...\n");
445 print("Fields which are not relevant to the current gametype\n");
446 print("won't be displayed\n\n");
447 print("The following field names are recognized (case INsensitive):\n");
448 print("^3name^7 or ^3nick^7 Name of a player\n");
449 print("^3caps^7 or ^3captures^7 Number of flags captured\n");
450 print("^3rets^7 or ^3returns^7 Number of flags returned\n");
451 print("^3frags^7 or ^3kills^7 Frags\n");
452 print("^3deaths^7 or ^3dths^7 Number of deaths\n");
453 print("^3kd^7 or ^3kdr^7 or ^3kdratio^7 or ^3k/d\n");
454 print(" The kill-death ratio\n");
455 print("^3ping^7 Ping time\n\n");
456 print("You can use a ^3|^7 to start the right-aligned fields.\n");
457 print("Example: ping name | caps rets frags k/d\n");
458 print("This will put the ping and the name on the left side.\n");
459 print("The captures, returns, frags and kill-death ratio will be\n");
460 print("rendered beginning on the right side.\n");
464 #define MIN_NAMELEN 24
465 #define MAX_NAMELEN 24
467 void Cmd_Sbar_SetFields(float argc)
474 argc = tokenize(strcat("x ", cvar_string("sbar_columns")));
476 argc = min(MAX_SBAR_FIELDS, argc);
478 drawfont = sbar_font;
479 digit = stringwidth("0123456789", FALSE) / 10;
480 for(i = 0; i < argc-1; ++i)
483 strunzone(sbar_title[i]);
484 sbar_title[i] = strzone(str);
485 sbar_size[i] = stringwidth(str, FALSE);
486 str = strtolower(str);
488 sbar_field[i] = SBF_PING;
489 } else if(str == "name" || str == "nick") {
490 sbar_field[i] = SBF_NAME;
491 sbar_size[i] = MIN_NAMELEN; // minimum size? any use?
492 } else if(str == "caps" || str == "captures") {
493 if(sbar_size[i] < 3*digit)
494 sbar_size[i] = 3*digit;
495 sbar_field[i] = SBF_CAPS;
496 } else if(str == "rets" || str == "returns") {
497 if(sbar_size[i] < 3*digit)
498 sbar_size[i] = 3*digit;
499 sbar_field[i] = SBF_RETS;
500 } else if(str == "frags" || str == "kills") {
501 if(sbar_size[i] < 5*digit)
502 sbar_size[i] = 5*digit;
503 sbar_field[i] = SBF_FRAGS;
504 } else if(str == "deaths" || str == "dths") {
505 if(sbar_size[i] < 5*digit)
506 sbar_size[i] = 5*digit;
507 sbar_field[i] = SBF_DEATHS;
508 } else if(str == "kdratio") {
509 sbar_field[i] = SBF_KDRATIO;
510 } else if(str == "kdr" || str == "k/d") {
511 sbar_field[i] = SBF_KDRATIO;
512 } else if(str == "kd") {
513 sbar_field[i] = SBF_KDRATIO;
514 } else if(str == "|") {
515 sbar_field[i] = SBF_SEPARATOR;
517 print(strcat("^1Error:^7 Unknown score field: '", str, "'\n"));
522 sbar_field[i] = SBF_END;
525 vector sbar_field_rgb;
526 string Sbar_GetField(entity pl, float field)
530 sbar_field_rgb = '1 1 1';
534 str = bufstr_get(databuf, DATABUF_PING + pl.sb_player);
535 tmp = max(0, min(220, stof(str)-80)) / 220;
536 sbar_field_rgb = '1 1 1' - '0 1 1'*tmp;
538 case SBF_NAME: return getplayerkey(pl.sb_player, "name");
539 case SBF_CAPS: return ftos(pl.sb_caps);
540 case SBF_RETS: return bufstr_get(databuf, DATABUF_RETURNS + pl.sb_player);
541 case SBF_FRAGS: return ftos(pl.sb_frags);
542 case SBF_DEATHS: return bufstr_get(databuf, DATABUF_DEATHS + pl.sb_player);
544 tmp = stof(bufstr_get(databuf, DATABUF_DEATHS + pl.sb_player));
546 sbar_field_rgb = '0 1 0';
547 str = ftos(pl.sb_frags);
548 } else if(pl.sb_frags <= 0) {
549 sbar_field_rgb = '1 0 0';
550 str = ftos(pl.sb_frags / tmp);
552 str = ftos(pl.sb_frags / tmp);
554 tmp = strstrofs(str, ".", 0);
556 str = substring(str, 0, tmp+2);
560 #define SBAR_DEFAULT_MASK 0
561 #define SBAR_MASK_SPECTATORS 1
562 float Sbar_IsFieldMasked(float field, float mask)
564 if(mask&1) // spectator
565 return (field != SBF_NAME && field != SBF_PING);
566 if(gametype != GAME_CTF)
568 if(field == SBF_CAPS || field == SBF_RETS)
574 // shamelessly stolen from menu QC :P <- as if I would steal YOUR code pfft ;)
575 float textLengthUpToWidth(string theText, float maxWidth, float handleColors)
578 // The following function is SLOW.
579 // For your safety and for the protection of those around you...
580 // DO NOT CALL THIS AT HOME.
582 if(stringwidth(theText, handleColors) <= maxWidth)
583 return strlen(theText); // yeah!
585 // binary search for right place to cut string
586 float left, right, middle; // this always works
588 right = strlen(theText); // this always fails
591 middle = floor((left + right) / 2);
592 if(stringwidth(substring(theText, 0, middle), handleColors) <= maxWidth)
597 while(left < right - 1);
599 // NOTE: when color codes are involved, this binary search is,
600 // mathematically, BROKEN. However, it is obviously guaranteed to
601 // terminate, as the range still halves each time - but nevertheless, it is
602 // guaranteed that it finds ONE valid cutoff place (where "left" is in
603 // range, and "right" is outside).
607 string textShortenToWidth(string theText, float maxWidth, float handleColors)
609 if(stringwidth(theText, handleColors) <= maxWidth)
612 return strcat(substring(theText, 0, textLengthUpToWidth(theText, maxWidth - stringwidth("...", handleColors), handleColors)), "...");
615 float xmin, xmax, ymin, ymax, sbwidth, sbheight;
616 void Sbar_PrintScoreboardItem(vector pos, entity pl, float is_self, float mask)
627 tmp_y = sbar_fontsize_y;
628 drawfill(pos - '1 1', tmp + '2 2', '1 1 1', 0.3, DRAWFLAG_NORMAL);
632 for(i = 0; i < sbar_num_fields; ++i)
634 field = sbar_field[i];
635 if(field == SBF_SEPARATOR)
637 if(Sbar_IsFieldMasked(field, mask))
640 str = Sbar_GetField(pl, field);
642 if(field == SBF_NAME)
646 realsize = sbar_size[i];
647 if(i+1 < sbar_num_fields)
648 if(sbar_field[i+1] == SBF_SEPARATOR)
650 realsize = (xmax - xmin) / sbar_fontsize_x;
651 for(j = 0; j < sbar_num_fields; ++j) if(j != i) if(sbar_field[j] != SBF_SEPARATOR)
652 realsize -= sbar_size[j] + 1;
655 str = textShortenToWidth(str, realsize, TRUE);
657 len = stringwidth(str, TRUE);
659 if(sbar_size[i] < len)
662 pos_x += sbar_fontsize_x*sbar_size[i] + sbar_fontsize_x;
663 if(field == SBF_NAME) {
664 tmp_x = sbar_fontsize_x*sbar_size[i] + sbar_fontsize_x;
665 drawcolorcodedstring(pos - tmp, str, sbar_fontsize, 1, DRAWFLAG_NORMAL);
667 tmp_x = len*sbar_fontsize_x + sbar_fontsize_x;
668 drawstring(pos - tmp, str, sbar_fontsize, sbar_field_rgb, 1, DRAWFLAG_NORMAL);
672 if(sbar_field[i] == SBF_SEPARATOR)
675 for(i = sbar_num_fields-1; i > 0; --i)
677 field = sbar_field[i];
678 if(field == SBF_SEPARATOR)
680 if(Sbar_IsFieldMasked(field, mask))
683 str = Sbar_GetField(pl, field);
685 if(field == SBF_NAME)
686 str = textShortenToWidth(str, sbar_size[i], TRUE);
687 len = stringwidth(str, TRUE);
689 if(sbar_size[i] < len)
692 if(field == SBF_NAME) {
693 tmp_x = sbar_fontsize_x*len; // left or right aligned? let's put it right...
694 drawcolorcodedstring(pos - tmp, str, sbar_fontsize, 1, DRAWFLAG_NORMAL);
696 tmp_x = sbar_fontsize_x*len; //strlen(str);
697 drawstring(pos - tmp, str, sbar_fontsize, sbar_field_rgb, 1, DRAWFLAG_NORMAL);
699 pos_x -= sbar_fontsize_x*sbar_size[i] + sbar_fontsize_x;
704 void Sbar_DrawScoreboard()
706 //float xmin, ymin, xmax, ymax;
707 vector rgb, pos, tmp, sbar_save;
712 sbar_fontsize = Sbar_GetFontsize();
713 if(sbar_fontsize_x == 0)
714 sbar_fontsize = '8 8 0';
715 if(sbar_fontsize_y == 0)
716 sbar_fontsize_y = sbar_fontsize_x;
718 xmin = vid_conwidth / 5;
721 xmax = vid_conwidth - xmin;
722 ymax = vid_conheight - 0.2*vid_conheight;
724 sbwidth = xmax - xmin;
725 sbheight = ymax - ymin;
727 center_x = xmin + 0.5*sbwidth;
729 //Sbar_UpdateFields();
731 // Initializes position
737 drawfont = sbar_font;
738 pos_x = center_x - stringwidth("Scoreboard", TRUE)*0.5*24;
739 drawstring(pos, "Scoreboard", '24 24', '1 1 1', 1, DRAWFLAG_NORMAL);
743 // Titlebar background:
745 tmp_y = sbar_fontsize_y;
746 drawfill(pos - '1 1', tmp + '2 2', '0.5 0.5 0.5', 0.5, DRAWFLAG_NORMAL);
748 for(i = 0; i < sbar_num_fields; ++i)
750 if(Sbar_IsFieldMasked(sbar_field[i], SBAR_DEFAULT_MASK))
752 if(sbar_field[i] == SBF_SEPARATOR)
754 drawstring(pos, sbar_title[i], sbar_fontsize, '1 1 1', 1, DRAWFLAG_NORMAL);
755 pos_x += sbar_fontsize_x*sbar_size[i] + sbar_fontsize_x;
758 if(sbar_field[i] == SBF_SEPARATOR)
760 pos_x = xmax + sbar_fontsize_x;
762 for(i = sbar_num_fields-1; i > 0; --i)
764 if(Sbar_IsFieldMasked(sbar_field[i], SBAR_DEFAULT_MASK))
766 if(sbar_field[i] == SBF_SEPARATOR)
769 pos_x -= sbar_fontsize_x*sbar_size[i] + sbar_fontsize_x;
772 * Using the following line will fuck it all up:
774 * tmp_x = sbar_size[i] - strlen(sbar_title[i])*8;
776 tmp_x = sbar_fontsize_x*sbar_size[i];
777 tmp_x -= stringwidth(sbar_title[i], FALSE)*sbar_fontsize_x;
778 drawstring(pos + tmp, sbar_title[i], sbar_fontsize, '1 1 1', 1, DRAWFLAG_NORMAL);
783 pos_y += 1.5 * sbar_fontsize_y;
790 for(tm = sortedTeams.sort_next; tm; tm = tm.sort_next)
792 if(!tm.sb_player || tm.sb_team == COLOR_SPECTATOR) // no players in it?
795 rgb = GetTeamRGB(tm.sb_team);
798 if(gametype == GAME_CTF)
800 if(tm.sb_team == COLOR_TEAM1)
801 Sbar_DrawXNum(pos, caps_team1, 4, 24, rgb, 1, DRAWFLAG_NORMAL);
802 else if(tm.sb_team == COLOR_TEAM2)
803 Sbar_DrawXNum(pos, caps_team2, 4, 24, rgb, 1, DRAWFLAG_NORMAL);
805 Sbar_DrawXNum(pos + '0 24', tm.sb_frags, 4, 10, rgb, 1, DRAWFLAG_NORMAL);
808 Sbar_DrawXNum(pos, tm.sb_frags, 4, 24, rgb, 1, DRAWFLAG_NORMAL);
811 // abuse specs as playerounter
813 for(pl = sortedPlayers.sort_next; pl; pl = pl.sort_next)
815 if(pl.sb_team == tm.sb_team)
821 if(gametype == GAME_CTF && specs < 4)
825 tmp_y = 1.25 * sbar_fontsize_y * specs;
826 drawfill(pos - '1 1', tmp + '2 0', rgb, 0.2, DRAWFLAG_NORMAL);
828 for(pl = sortedPlayers.sort_next; pl; pl = pl.sort_next)
830 if(pl.sb_team != tm.sb_team)
832 Sbar_PrintScoreboardItem(pos, pl, (pl.sb_player == player_localentnum - 1), SBAR_DEFAULT_MASK);
833 pos_y += 1.25 * sbar_fontsize_y;
834 tmp_y -= 1.25 * sbar_fontsize_y;
836 pos_y += tmp_y + 1.5 * sbar_fontsize_y;
838 // rgb := tempvector :)
839 rgb = pos + '0 1.5 0' * sbar_fontsize_y;
840 pos_y += 3 * sbar_fontsize_y;
842 for(pl = sortedPlayers.sort_next; pl; pl = pl.sort_next)
844 if(pl.sb_team != COLOR_SPECTATOR)
846 //drawcolorcodedstring(pos, getplayerkey(pl.sb_player, "name"), '8 8 0', 1, 0);
847 Sbar_PrintScoreboardItem(pos, pl, (pl.sb_player == player_localentnum - 1), SBAR_MASK_SPECTATORS);
848 pos += '0 1.25 0' * sbar_fontsize_y;
853 drawstring(rgb, "Spectators", sbar_fontsize, '1 1 1', 1, 0);
856 for(pl = sortedPlayers.sort_next; pl; pl = pl.sort_next)
858 if(pl.sb_team == COLOR_SPECTATOR)
860 Sbar_PrintScoreboardItem(pos, pl, (pl.sb_player == player_localentnum - 1), SBAR_DEFAULT_MASK);
861 pos_y += 1.25 * sbar_fontsize_y;
862 tmp_y -= 1.25 * sbar_fontsize_y;
865 // rgb := tempvector :)
866 rgb = pos + '0 1.5 0' * sbar_fontsize_y;
867 pos_y += 3 * sbar_fontsize_y;
869 for(pl = sortedPlayers.sort_next; pl; pl = pl.sort_next)
871 if(pl.sb_team != COLOR_SPECTATOR)
873 //drawcolorcodedstring(pos, getplayerkey(pl.sb_player, "name"), '8 8 0', 1, 0);
874 Sbar_PrintScoreboardItem(pos, pl, (pl.sb_player == player_localentnum - 1), SBAR_MASK_SPECTATORS);
875 pos += '0 1.25 0' * sbar_fontsize_y;
880 drawstring(rgb, "Spectators", sbar_fontsize, '1 1 1', 1, 0);
885 void Sbar_Score(float margin)
887 float timelimit, timeleft, minutes, seconds, distribution, myplace;
888 vector sbar_save, place;
892 sbar_y = vid_conheight - (32+12);
903 //for(i = 0; i < 4; ++i)
904 for(tm = sortedTeams.sort_next; tm; tm = tm.sort_next)
906 if(tm.sb_team == COLOR_SPECTATOR || !tm.sb_player) // no players? don't display
909 if(tm.sb_team == myteam)
910 Sbar_DrawXNum('-128 0', tm.sb_frags, 4, 32, GetTeamRGB(tm.sb_team), 1, DRAWFLAG_NORMAL);
913 Sbar_DrawXNum(place, tm.sb_frags, 4, 12, GetTeamRGB(tm.sb_team), 1, DRAWFLAG_NORMAL);
918 // me vector := [team/connected frags id]
920 for(me = sortedPlayers.sort_next; me; me = me.sort_next)
922 if(me.sb_team != COLOR_SPECTATOR)
924 if(me.sb_player == player_localentnum - 1)
927 pl = sortedPlayers.sort_next;
931 if(pl && myplace != 1)
933 distribution = me.sb_frags - pl.sb_frags;
935 distribution = me.sb_frags - pl.sb_frags;
940 Sbar_DrawXNum('-36 -12', myplace, 3, 12, '1 1 1', 1, DRAWFLAG_NORMAL);
941 else if(myplace == 2)
942 Sbar_DrawXNum('-36 -12', myplace, 3, 12, '1 1 0', 1, DRAWFLAG_NORMAL);
944 Sbar_DrawXNum('-36 -12', myplace, 3, 12, '1 0 0', 1, DRAWFLAG_NORMAL);
946 if(distribution >= 0)
948 Sbar_DrawXNum('-84 -12', distribution, 4, 12, ' 1 1 1', 1, DRAWFLAG_NORMAL);
949 Sbar_DrawXNum('-128 0', me.sb_frags, 4, 32, '1 1 1', 1, DRAWFLAG_NORMAL);
950 } else if(distribution >= -5)
952 Sbar_DrawXNum('-84 -12', distribution, 4, 12, ' 1 1 0', 1, DRAWFLAG_NORMAL);
953 Sbar_DrawXNum('-128 0', me.sb_frags, 4, 32, '1 1 0', 1, DRAWFLAG_NORMAL);
955 Sbar_DrawXNum('-84 -12', distribution, 4, 12, ' 1 0 0', 1, DRAWFLAG_NORMAL);
956 Sbar_DrawXNum('-128 0', me.sb_frags, 4, 32, '1 0 0', 1, DRAWFLAG_NORMAL);
959 timelimit = getstatf(STAT_TIMELIMIT);
962 timeleft = max(0, timelimit * 60 - time);
963 minutes = floor(timeleft / 60);
964 seconds = floor(timeleft - minutes*60);
967 Sbar_DrawXNum('-72 32', minutes, 3, 12, '1 1 1', 1, DRAWFLAG_NORMAL);
968 drawpic(sbar + '-36 32', "gfx/num_colon", '12 12', '1 1 1', sbar_alpha_fg, 0);
969 Sbar_DrawXNum('-24 32', seconds, -2, 12, '1 1 1', 1, DRAWFLAG_NORMAL);
970 } else if(minutes >= 1)
972 Sbar_DrawXNum('-72 32', minutes, 3, 12, '1 1 0', 1, DRAWFLAG_NORMAL);
973 drawpic(sbar + '-36 32', "gfx/num_colon", '12 12', '1 1 0', sbar_alpha_fg, 0);
974 Sbar_DrawXNum('-24 32', seconds, -2, 12, '1 1 0', 1, DRAWFLAG_NORMAL);
976 Sbar_DrawXNum('-24 32', seconds, -2, 12, '1 0 0', 1, DRAWFLAG_NORMAL);
979 minutes = floor(time / 60);
980 seconds = floor(time - minutes*60);
981 Sbar_DrawXNum('-72 32', minutes, 3, 12, '1 1 1', 1, DRAWFLAG_NORMAL);
982 drawpic(sbar + '-36 32', "gfx/num_colon", '12 12', '1 1 1', sbar_alpha_fg, 0);
983 Sbar_DrawXNum('-24 32', seconds, -2, 12, '1 1 1', 1, DRAWFLAG_NORMAL);
988 void Sbar_MiniscoreItem(vector pos, entity pl, float is_self)
994 drawfill(pos + '0 1 0', '40 6 0', GetTeamRGB(pl.sb_team)*0.5, 1, DRAWFLAG_NORMAL);
996 drawfill(pos + '0 1 0', '40 6 0', '0.5 0.5 0.5', 0.5, DRAWFLAG_NORMAL);
999 pos_x -= stringwidth(ftos(pl.sb_frags), FALSE)*8;
1000 drawstring(pos, ftos(pl.sb_frags), '8 8 0', '1 1 1', 1, DRAWFLAG_NORMAL);
1005 drawstring(pos, "\x0D", '8 8 0', '1 1 1', 1, DRAWFLAG_NORMAL);
1009 drawcolorcodedstring(pos, getplayerkey(pl.sb_player, "name"), '8 8 0', 1, 0);
1012 void Sbar_MiniscoreTeamItem(vector pos, float color, float frags, float is_self)
1018 drawfill(pos + '0 1 0', '40 6 0', GetTeamRGB(color)*0.5, 1, DRAWFLAG_NORMAL);
1020 drawfill(pos + '0 1 0', '40 6 0', '0.5 0.5 0.5', 0.5, DRAWFLAG_NORMAL);
1023 pos_x -= stringwidth(ftos(frags), FALSE)*8;
1024 drawstring(pos, ftos(frags), '8 8 0', '1 1 1', 1, DRAWFLAG_NORMAL);
1029 drawstring(pos, "\x0D", '8 8 0', '1 1 1', 1, DRAWFLAG_NORMAL);
1033 drawstring(pos, GetTeamName(color), '8 8 0', '1 1 1', 1, DRAWFLAG_NORMAL);
1036 void Sbar_MiniDeathmatchOverlay(vector pos)
1038 float numlines, up, down;
1040 float miniscoreboard_size;
1041 miniscoreboard_size = cvar("sbar_miniscoreboard_size");
1043 if(miniscoreboard_size == 0)
1045 pos_y = vid_conheight - 8;
1047 if(miniscoreboard_size < 0)
1048 numlines = (vid_conheight - sbar_y + 7) / 8;
1050 numlines = miniscoreboard_size;
1052 // give up if there isn't enough room
1053 if(pos_x >= vid_conwidth || pos_y >= vid_conheight || numlines < 1)
1056 // me vector := [team/connected frags id]
1057 for(me = sortedPlayers.sort_next; me; me = me.sort_next)
1059 if(me.sb_player == player_localentnum - 1)
1064 numlines -= numteams;
1066 // figure out how many players above and below we can show
1067 up = floor(numlines/2);
1069 if((up + down) > numlines)
1070 down = numlines - up;
1073 for(pl = me.sort_next; pl && down > 0; pl = pl.sort_next)
1075 if(pl.sb_team == COLOR_SPECTATOR)
1077 Sbar_MiniscoreItem(pos, pl, false);
1081 Sbar_MiniscoreItem(pos, me, true);
1083 up += down; // if there weren't enough lines below... add them
1084 for(pl = me.sort_prev; pl != sortedPlayers && up > 0; pl = pl.sort_prev)
1086 if(pl.sb_team == COLOR_SPECTATOR)
1088 Sbar_MiniscoreItem(pos, pl, false);
1095 for(tm = sortedTeams.sort_next; tm.sort_next; tm = tm.sort_next);
1096 for(; tm != sortedTeams; tm = tm.sort_prev)
1098 if(!tm.sb_player || tm.sb_team == COLOR_SPECTATOR) // no players?
1100 Sbar_MiniscoreTeamItem(pos, tm.sb_team, tm.sb_frags, (tm.sb_team == me.sb_team));
1106 void Sbar_Draw (void)
1117 Sbar_DrawScoreboard();
1118 else if (intermission == 1)
1120 Sbar_DrawScoreboard();
1123 else if (intermission == 2)
1124 Sbar_FinaleOverlay();
1127 if (sb_showscores || (getstati(STAT_HEALTH) <= 0 && cvar("cl_deathscoreboard")))
1129 sbar_x = (vid_conwidth - 640.0)*0.5;
1130 sbar_y = vid_conheight - 47;
1131 //Sbar_DrawAlphaPic (sbar_x, sbar_y, sb_scorebar, sbar_alpha_bg.value);
1132 //drawpic('0 0', "gfx/scorebar", '0 0 0', '1 1 1', cvar("sbar_alpha_bg"), 0);
1133 Sbar_DrawScoreboard ();
1137 if (sb_lines && sbar_hudselector == 1)
1139 stat_items = getstati(STAT_ITEMS);
1141 sbar_x = (vid_conwidth - 320.0)*0.5;
1142 sbar_y = vid_conheight - 24.0 - 16.0;
1145 fade = 3.2 - 2 * (time - weapontime);
1146 fade = bound(0.7, fade, 1);
1149 for(i = 0; i < 8; ++i)
1153 Sbar_DrawWeapon(i+1, fade, (i + 2 == activeweapon));
1160 Sbar_DrawWeapon(0, fade, (activeweapon == 1));
1164 x = getstati(STAT_ARMOR);
1168 //Sbar_DrawStretchPic (72, 0, sb_armor[0], sbar_alpha_fg.value, 24, 24);
1169 drawpic(sbar + '72 0', "gfx/sb_armor", '24 24 0', '1 1 1', sbar_alpha_fg, 0);
1171 Sbar_DrawXNum('0 0', x, 3, 24, '0 1 0', 1, 0);
1173 Sbar_DrawXNum('0 0', x, 3, 24, '0.2 1 0', 1, 0);
1175 Sbar_DrawXNum('0 0', x, 3, 24, '0.6 0.7 0.8', 1, 0);
1177 Sbar_DrawXNum('0 0', x, 3, 24, '1 1 0.2', 1, 0);
1179 Sbar_DrawXNum('0 0', x, 3, 24, '0.7 0 0', 1, 0);
1183 x = getstati(STAT_HEALTH);
1187 //Sbar_DrawStretchPic (184, 0, sb_health, sbar_alpha_fg.value, 24, 24);
1188 drawpic(sbar + '184 0', "gfx/sb_health", '24 24 0', '1 1 1', sbar_alpha_fg, 0);
1190 Sbar_DrawXNum('112 0', x, 3, 24, '0 1 0', 1, 0);
1192 Sbar_DrawXNum('112 0', x, 3, 24, '0.2 1 0', 1, 0);
1194 Sbar_DrawXNum('112 0', x, 3, 24, '0.6 0.7 0.8', 1, 0);
1196 Sbar_DrawXNum('112 0', x, 3, 24, '1 1 0.2', 1, 0);
1198 Sbar_DrawXNum('112 0', x, 3, 24, '0.7 0 0', 1, 0);
1202 x = getstati(STAT_AMMO);
1203 if ((stat_items & (NEX_IT_SHELLS | NEX_IT_BULLETS | NEX_IT_ROCKETS | NEX_IT_CELLS)) || x != 0)
1205 if (stat_items & NEX_IT_SHELLS)
1206 drawpic(sbar + '296 0', "gfx/sb_shells", '24 24 0', '1 1 1', sbar_alpha_fg, 0);
1207 else if (stat_items & NEX_IT_BULLETS)
1208 drawpic(sbar + '296 0', "gfx/sb_bullets", '24 24 0', '1 1 1', sbar_alpha_fg, 0);
1209 else if (stat_items & NEX_IT_ROCKETS)
1210 drawpic(sbar + '296 0', "gfx/sb_rocket", '24 24 0', '1 1 1', sbar_alpha_fg, 0);
1211 else if (stat_items & NEX_IT_CELLS)
1212 drawpic(sbar + '296 0', "gfx/sb_cells", '24 24 0', '1 1 1', sbar_alpha_fg, 0);
1214 Sbar_DrawXNum('224 0', x, 3, 24, '0.6 0.7 0.8', 1, 0);
1216 Sbar_DrawXNum('224 0', x, 3, 24, '0.7 0 0', 1, 0);
1219 if (sbar_x + 320 + 160 <= vid_conwidth)
1220 Sbar_MiniDeathmatchOverlay(sbar + '320 0');
1223 // The margin can be at most 8 to support 640x480 console size:
1224 // 320 + 2 * (144 + 16) = 640
1229 stat_items = getstati(STAT_ITEMS);
1231 sbar_x = (vid_conwidth - 640.0)*0.5;
1232 sbar_y = vid_conheight - 47;
1235 fade = 3 - 2 * (time - weapontime);
1238 for(i = 0; i < 8; ++i)
1242 Sbar_DrawWeapon(i+1, fade, (i + 2 == activeweapon));
1249 Sbar_DrawWeapon(0, fade, (activeweapon == 1));
1253 drawpic(sbar, "gfx/sbar", '0 0 0', '1 1 1', sbar_alpha_fg, 0);
1255 drawpic(sbar, "gfx/sbar_minimal", '0 0 0', '1 1 1', sbar_alpha_fg, 0);
1259 Sbar_DrawXNum('268 12', getstati(STAT_ARMOR), 3, 24, '0.6 0.7 0.8', 1, 0);
1263 x = getstati(STAT_HEALTH);
1265 Sbar_DrawXNum('82 12', x, 3, 24, '1 1 1', 1, 0);
1266 else if(x <= 25 && time - floor(time) > 0.5)
1267 Sbar_DrawXNum('82 12', x, 3, 24, '0.7 0 0', 1, 0);
1269 Sbar_DrawXNum('81 12', x, 3, 24, '0.6 0.7 0.8', 1, 0);
1271 // AK dont draw ammo for the laser
1272 x = getstati(STAT_AMMO);
1273 if(activeweapon != 12)
1276 if (stat_items & NEX_IT_SHELLS)
1277 drawpic(sbar + '519 0', "gfx/sb_shells", '0 0 0', '1 1 1', sbar_alpha_fg, 0);
1278 else if (stat_items & NEX_IT_BULLETS)
1279 drawpic(sbar + '519 0', "gfx/sb_bullets", '0 0 0', '1 1 1', sbar_alpha_fg, 0);
1280 else if (stat_items & NEX_IT_ROCKETS)
1281 drawpic(sbar + '519 0', "gfx/sb_rocket", '0 0 0', '1 1 1', sbar_alpha_fg, 0);
1282 else if (stat_items & NEX_IT_CELLS)
1283 drawpic(sbar + '519 0', "gfx/sb_cells", '0 0 0', '1 1 1', sbar_alpha_fg, 0);
1285 Sbar_DrawXNum('447 12', x, 3, 24, '0.6 0.7 0.8', 1, 0);
1287 Sbar_DrawXNum('447 12', x, 3, 24, '0.7 0 0', 1, 0);
1291 drawpic(sbar, "gfx/sbar_overlay", '0 0 0', '1 1 1', 1, DRAWFLAG_MODULATE);
1293 if (sbar_x + 600 + 160 <= vid_conwidth)
1294 Sbar_MiniDeathmatchOverlay (sbar + '600 0');
1299 // Mini scoreboard uses 12*4 per other team, that is, 144
1300 // pixels when there are four teams...
1301 // Nexuiz by default sets vid_conwidth to 800... makes
1303 // so we need to shift it by 64 pixels to the right to fit
1304 // BUT: then it overlaps with the image that gets drawn
1305 // for viewsize 100! Therefore, just account for 3 teams,
1306 // that is, 96 pixels mini scoreboard size, needing 16 pixels
1311 if(gametype == GAME_KEYHUNT)
1314 } else if(gametype == GAME_CTF)
1322 void CSQC_ctf_hud(void)
1324 // cvar("sbar_flagstatus_right") move the flag icons right
1325 // cvar("sbar_flagstatus_pos") pixel position of the nexuiz flagstatus icons
1326 float redflag, blueflag;
1330 stat_items = getstati(STAT_ITEMS);
1331 redflag = (stat_items/32768) & 3;
1332 blueflag = (stat_items/131072) & 3;
1336 * For some reason now not even THAT works there...
1337 * Maybe the minus' precedence screws it up? The last one there, maybe I should use brackets
1339 * pos_x = (cvar("sbar_flagstatus_right")) ? vid_conwidth - 10 - sbar_x - 64 : 10 - sbar_x;
1340 ** Should try those later:
1341 * pos_x = (cvar("sbar_flagstatus_right")) ? (vid_conwidth - 10 - sbar_x - 64) : (10 - sbar_x);
1342 * pos_x = ( (cvar("sbar_flagstatus_right")) ? vid_conwidth - 10 - 64 : 10 ) - sbar_x;
1345 if(cvar("sbar_flagstatus_right"))
1346 pos_x = vid_conwidth - 10 - sbar_x - 64;
1348 pos_x = 10 - sbar_x;
1352 if(sbar_hudselector == 1)
1353 pos_y = (vid_conheight - sbar_y) - cvar("sbar_flagstatus_pos") - 64;
1361 case 1: drawpic(pos, "gfx/sb_flag_red_taken", '0 0 0', '1 1 1', 1, DRAWFLAG_NORMAL); break;
1362 case 2: drawpic(pos, "gfx/sb_flag_red_lost", '0 0 0', '1 1 1', 1, DRAWFLAG_NORMAL); break;
1363 case 3: drawpic(pos, "gfx/sb_flag_red_carrying", '0 0 0', '1 1 1', 1, DRAWFLAG_NORMAL); break;
1370 case 1: drawpic(pos, "gfx/sb_flag_blue_taken", '0 0 0', '1 1 1', 1, 0); break;
1371 case 2: drawpic(pos, "gfx/sb_flag_blue_lost", '0 0 0', '1 1 1', 1, 0); break;
1372 case 3: drawpic(pos, "gfx/sb_flag_blue_carrying", '0 0 0', '1 1 1', 1, 0); break;