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-rw-r--r--apps/plugins/sdl/progs/quake/sbar.c1323
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diff --git a/apps/plugins/sdl/progs/quake/sbar.c b/apps/plugins/sdl/progs/quake/sbar.c
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1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19*/
20// sbar.c -- status bar code
21
22#include "quakedef.h"
23
24
25int sb_updates; // if >= vid.numpages, no update needed
26
27#define STAT_MINUS 10 // num frame for '-' stats digit
28qpic_t *sb_nums[2][11];
29qpic_t *sb_colon, *sb_slash;
30qpic_t *sb_ibar;
31qpic_t *sb_sbar;
32qpic_t *sb_scorebar;
33
34qpic_t *sb_weapons[7][8]; // 0 is active, 1 is owned, 2-5 are flashes
35qpic_t *sb_ammo[4];
36qpic_t *sb_sigil[4];
37qpic_t *sb_armor[3];
38qpic_t *sb_items[32];
39
40qpic_t *sb_faces[7][2]; // 0 is gibbed, 1 is dead, 2-6 are alive
41 // 0 is static, 1 is temporary animation
42qpic_t *sb_face_invis;
43qpic_t *sb_face_quad;
44qpic_t *sb_face_invuln;
45qpic_t *sb_face_invis_invuln;
46
47qboolean sb_showscores;
48
49int sb_lines; // scan lines to draw
50
51qpic_t *rsb_invbar[2];
52qpic_t *rsb_weapons[5];
53qpic_t *rsb_items[2];
54qpic_t *rsb_ammo[3];
55qpic_t *rsb_teambord; // PGM 01/19/97 - team color border
56
57//MED 01/04/97 added two more weapons + 3 alternates for grenade launcher
58qpic_t *hsb_weapons[7][5]; // 0 is active, 1 is owned, 2-5 are flashes
59//MED 01/04/97 added array to simplify weapon parsing
60int hipweapons[4] = {HIT_LASER_CANNON_BIT,HIT_MJOLNIR_BIT,4,HIT_PROXIMITY_GUN_BIT};
61//MED 01/04/97 added hipnotic items array
62qpic_t *hsb_items[2];
63
64void Sbar_MiniDeathmatchOverlay (void);
65void Sbar_DeathmatchOverlay (void);
66void M_DrawPic (int x, int y, qpic_t *pic);
67
68/*
69===============
70Sbar_ShowScores
71
72Tab key down
73===============
74*/
75void Sbar_ShowScores (void)
76{
77 if (sb_showscores)
78 return;
79 sb_showscores = true;
80 sb_updates = 0;
81}
82
83/*
84===============
85Sbar_DontShowScores
86
87Tab key up
88===============
89*/
90void Sbar_DontShowScores (void)
91{
92 sb_showscores = false;
93 sb_updates = 0;
94}
95
96/*
97===============
98Sbar_Changed
99===============
100*/
101void Sbar_Changed (void)
102{
103 sb_updates = 0; // update next frame
104}
105
106/*
107===============
108Sbar_Init
109===============
110*/
111void Sbar_Init (void)
112{
113 int i;
114
115 for (i=0 ; i<10 ; i++)
116 {
117 sb_nums[0][i] = Draw_PicFromWad (va("num_%i",i));
118 sb_nums[1][i] = Draw_PicFromWad (va("anum_%i",i));
119 }
120
121 sb_nums[0][10] = Draw_PicFromWad ("num_minus");
122 sb_nums[1][10] = Draw_PicFromWad ("anum_minus");
123
124 sb_colon = Draw_PicFromWad ("num_colon");
125 sb_slash = Draw_PicFromWad ("num_slash");
126
127 sb_weapons[0][0] = Draw_PicFromWad ("inv_shotgun");
128 sb_weapons[0][1] = Draw_PicFromWad ("inv_sshotgun");
129 sb_weapons[0][2] = Draw_PicFromWad ("inv_nailgun");
130 sb_weapons[0][3] = Draw_PicFromWad ("inv_snailgun");
131 sb_weapons[0][4] = Draw_PicFromWad ("inv_rlaunch");
132 sb_weapons[0][5] = Draw_PicFromWad ("inv_srlaunch");
133 sb_weapons[0][6] = Draw_PicFromWad ("inv_lightng");
134
135 sb_weapons[1][0] = Draw_PicFromWad ("inv2_shotgun");
136 sb_weapons[1][1] = Draw_PicFromWad ("inv2_sshotgun");
137 sb_weapons[1][2] = Draw_PicFromWad ("inv2_nailgun");
138 sb_weapons[1][3] = Draw_PicFromWad ("inv2_snailgun");
139 sb_weapons[1][4] = Draw_PicFromWad ("inv2_rlaunch");
140 sb_weapons[1][5] = Draw_PicFromWad ("inv2_srlaunch");
141 sb_weapons[1][6] = Draw_PicFromWad ("inv2_lightng");
142
143 for (i=0 ; i<5 ; i++)
144 {
145 sb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_shotgun",i+1));
146 sb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_sshotgun",i+1));
147 sb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_nailgun",i+1));
148 sb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_snailgun",i+1));
149 sb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_rlaunch",i+1));
150 sb_weapons[2+i][5] = Draw_PicFromWad (va("inva%i_srlaunch",i+1));
151 sb_weapons[2+i][6] = Draw_PicFromWad (va("inva%i_lightng",i+1));
152 }
153
154 sb_ammo[0] = Draw_PicFromWad ("sb_shells");
155 sb_ammo[1] = Draw_PicFromWad ("sb_nails");
156 sb_ammo[2] = Draw_PicFromWad ("sb_rocket");
157 sb_ammo[3] = Draw_PicFromWad ("sb_cells");
158
159 sb_armor[0] = Draw_PicFromWad ("sb_armor1");
160 sb_armor[1] = Draw_PicFromWad ("sb_armor2");
161 sb_armor[2] = Draw_PicFromWad ("sb_armor3");
162
163 sb_items[0] = Draw_PicFromWad ("sb_key1");
164 sb_items[1] = Draw_PicFromWad ("sb_key2");
165 sb_items[2] = Draw_PicFromWad ("sb_invis");
166 sb_items[3] = Draw_PicFromWad ("sb_invuln");
167 sb_items[4] = Draw_PicFromWad ("sb_suit");
168 sb_items[5] = Draw_PicFromWad ("sb_quad");
169
170 sb_sigil[0] = Draw_PicFromWad ("sb_sigil1");
171 sb_sigil[1] = Draw_PicFromWad ("sb_sigil2");
172 sb_sigil[2] = Draw_PicFromWad ("sb_sigil3");
173 sb_sigil[3] = Draw_PicFromWad ("sb_sigil4");
174
175 sb_faces[4][0] = Draw_PicFromWad ("face1");
176 sb_faces[4][1] = Draw_PicFromWad ("face_p1");
177 sb_faces[3][0] = Draw_PicFromWad ("face2");
178 sb_faces[3][1] = Draw_PicFromWad ("face_p2");
179 sb_faces[2][0] = Draw_PicFromWad ("face3");
180 sb_faces[2][1] = Draw_PicFromWad ("face_p3");
181 sb_faces[1][0] = Draw_PicFromWad ("face4");
182 sb_faces[1][1] = Draw_PicFromWad ("face_p4");
183 sb_faces[0][0] = Draw_PicFromWad ("face5");
184 sb_faces[0][1] = Draw_PicFromWad ("face_p5");
185
186 sb_face_invis = Draw_PicFromWad ("face_invis");
187 sb_face_invuln = Draw_PicFromWad ("face_invul2");
188 sb_face_invis_invuln = Draw_PicFromWad ("face_inv2");
189 sb_face_quad = Draw_PicFromWad ("face_quad");
190
191 Cmd_AddCommand ("+showscores", Sbar_ShowScores);
192 Cmd_AddCommand ("-showscores", Sbar_DontShowScores);
193
194 sb_sbar = Draw_PicFromWad ("sbar");
195 sb_ibar = Draw_PicFromWad ("ibar");
196 sb_scorebar = Draw_PicFromWad ("scorebar");
197
198//MED 01/04/97 added new hipnotic weapons
199 if (hipnotic)
200 {
201 hsb_weapons[0][0] = Draw_PicFromWad ("inv_laser");
202 hsb_weapons[0][1] = Draw_PicFromWad ("inv_mjolnir");
203 hsb_weapons[0][2] = Draw_PicFromWad ("inv_gren_prox");
204 hsb_weapons[0][3] = Draw_PicFromWad ("inv_prox_gren");
205 hsb_weapons[0][4] = Draw_PicFromWad ("inv_prox");
206
207 hsb_weapons[1][0] = Draw_PicFromWad ("inv2_laser");
208 hsb_weapons[1][1] = Draw_PicFromWad ("inv2_mjolnir");
209 hsb_weapons[1][2] = Draw_PicFromWad ("inv2_gren_prox");
210 hsb_weapons[1][3] = Draw_PicFromWad ("inv2_prox_gren");
211 hsb_weapons[1][4] = Draw_PicFromWad ("inv2_prox");
212
213 for (i=0 ; i<5 ; i++)
214 {
215 hsb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_laser",i+1));
216 hsb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_mjolnir",i+1));
217 hsb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_gren_prox",i+1));
218 hsb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_prox_gren",i+1));
219 hsb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_prox",i+1));
220 }
221
222 hsb_items[0] = Draw_PicFromWad ("sb_wsuit");
223 hsb_items[1] = Draw_PicFromWad ("sb_eshld");
224 }
225
226 if (rogue)
227 {
228 rsb_invbar[0] = Draw_PicFromWad ("r_invbar1");
229 rsb_invbar[1] = Draw_PicFromWad ("r_invbar2");
230
231 rsb_weapons[0] = Draw_PicFromWad ("r_lava");
232 rsb_weapons[1] = Draw_PicFromWad ("r_superlava");
233 rsb_weapons[2] = Draw_PicFromWad ("r_gren");
234 rsb_weapons[3] = Draw_PicFromWad ("r_multirock");
235 rsb_weapons[4] = Draw_PicFromWad ("r_plasma");
236
237 rsb_items[0] = Draw_PicFromWad ("r_shield1");
238 rsb_items[1] = Draw_PicFromWad ("r_agrav1");
239
240// PGM 01/19/97 - team color border
241 rsb_teambord = Draw_PicFromWad ("r_teambord");
242// PGM 01/19/97 - team color border
243
244 rsb_ammo[0] = Draw_PicFromWad ("r_ammolava");
245 rsb_ammo[1] = Draw_PicFromWad ("r_ammomulti");
246 rsb_ammo[2] = Draw_PicFromWad ("r_ammoplasma");
247 }
248}
249
250
251//=============================================================================
252
253// drawing routines are relative to the status bar location
254
255/*
256=============
257Sbar_DrawPic
258=============
259*/
260void Sbar_DrawPic (int x, int y, qpic_t *pic)
261{
262 if (cl.gametype == GAME_DEATHMATCH)
263 Draw_Pic (x /* + ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
264 else
265 Draw_Pic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
266}
267
268/*
269=============
270Sbar_DrawTransPic
271=============
272*/
273void Sbar_DrawTransPic (int x, int y, qpic_t *pic)
274{
275 if (cl.gametype == GAME_DEATHMATCH)
276 Draw_TransPic (x /*+ ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
277 else
278 Draw_TransPic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
279}
280
281/*
282================
283Sbar_DrawCharacter
284
285Draws one solid graphics character
286================
287*/
288void Sbar_DrawCharacter (int x, int y, int num)
289{
290 if (cl.gametype == GAME_DEATHMATCH)
291 Draw_Character ( x /*+ ((vid.width - 320)>>1) */ + 4 , y + vid.height-SBAR_HEIGHT, num);
292 else
293 Draw_Character ( x + ((vid.width - 320)>>1) + 4 , y + vid.height-SBAR_HEIGHT, num);
294}
295
296/*
297================
298Sbar_DrawString
299================
300*/
301void Sbar_DrawString (int x, int y, char *str)
302{
303 if (cl.gametype == GAME_DEATHMATCH)
304 Draw_String (x /*+ ((vid.width - 320)>>1)*/, y+ vid.height-SBAR_HEIGHT, str);
305 else
306 Draw_String (x + ((vid.width - 320)>>1), y+ vid.height-SBAR_HEIGHT, str);
307}
308
309/*
310=============
311Sbar_itoa
312=============
313*/
314int Sbar_itoa (int num, char *buf)
315{
316 char *str;
317 int pow10;
318 int dig;
319
320 str = buf;
321
322 if (num < 0)
323 {
324 *str++ = '-';
325 num = -num;
326 }
327
328 for (pow10 = 10 ; num >= pow10 ; pow10 *= 10)
329 ;
330
331 do
332 {
333 pow10 /= 10;
334 dig = num/pow10;
335 *str++ = '0'+dig;
336 num -= dig*pow10;
337 } while (pow10 != 1);
338
339 *str = 0;
340
341 return str-buf;
342}
343
344
345/*
346=============
347Sbar_DrawNum
348=============
349*/
350void Sbar_DrawNum (int x, int y, int num, int digits, int color)
351{
352 char str[12];
353 char *ptr;
354 int l, frame;
355
356 l = Sbar_itoa (num, str);
357 ptr = str;
358 if (l > digits)
359 ptr += (l-digits);
360 if (l < digits)
361 x += (digits-l)*24;
362
363 while (*ptr)
364 {
365 if (*ptr == '-')
366 frame = STAT_MINUS;
367 else
368 frame = *ptr -'0';
369
370 Sbar_DrawTransPic (x,y,sb_nums[color][frame]);
371 x += 24;
372 ptr++;
373 }
374}
375
376//=============================================================================
377
378int fragsort[MAX_SCOREBOARD];
379
380char scoreboardtext[MAX_SCOREBOARD][20];
381int scoreboardtop[MAX_SCOREBOARD];
382int scoreboardbottom[MAX_SCOREBOARD];
383int scoreboardcount[MAX_SCOREBOARD];
384int scoreboardlines;
385
386/*
387===============
388Sbar_SortFrags
389===============
390*/
391void Sbar_SortFrags (void)
392{
393 int i, j, k;
394
395// sort by frags
396 scoreboardlines = 0;
397 for (i=0 ; i<cl.maxclients ; i++)
398 {
399 if (cl.scores[i].name[0])
400 {
401 fragsort[scoreboardlines] = i;
402 scoreboardlines++;
403 }
404 }
405
406 for (i=0 ; i<scoreboardlines ; i++)
407 for (j=0 ; j<scoreboardlines-1-i ; j++)
408 if (cl.scores[fragsort[j]].frags < cl.scores[fragsort[j+1]].frags)
409 {
410 k = fragsort[j];
411 fragsort[j] = fragsort[j+1];
412 fragsort[j+1] = k;
413 }
414}
415
416int Sbar_ColorForMap (int m)
417{
418 return m < 128 ? m + 8 : m + 8;
419}
420
421/*
422===============
423Sbar_UpdateScoreboard
424===============
425*/
426void Sbar_UpdateScoreboard (void)
427{
428 int i, k;
429 int top, bottom;
430 scoreboard_t *s;
431
432 Sbar_SortFrags ();
433
434// draw the text
435 memset (scoreboardtext, 0, sizeof(scoreboardtext));
436
437 for (i=0 ; i<scoreboardlines; i++)
438 {
439 k = fragsort[i];
440 s = &cl.scores[k];
441 sprintf (&scoreboardtext[i][1], "%3i %s", s->frags, s->name);
442
443 top = s->colors & 0xf0;
444 bottom = (s->colors & 15) <<4;
445 scoreboardtop[i] = Sbar_ColorForMap (top);
446 scoreboardbottom[i] = Sbar_ColorForMap (bottom);
447 }
448}
449
450
451
452/*
453===============
454Sbar_SoloScoreboard
455===============
456*/
457void Sbar_SoloScoreboard (void)
458{
459 char str[80];
460 int minutes, seconds, tens, units;
461 int l;
462
463 sprintf (str,"Monsters:%3i /%3i", cl.stats[STAT_MONSTERS], cl.stats[STAT_TOTALMONSTERS]);
464 Sbar_DrawString (8, 4, str);
465
466 sprintf (str,"Secrets :%3i /%3i", cl.stats[STAT_SECRETS], cl.stats[STAT_TOTALSECRETS]);
467 Sbar_DrawString (8, 12, str);
468
469// time
470 minutes = cl.time / 60;
471 seconds = cl.time - 60*minutes;
472 tens = seconds / 10;
473 units = seconds - 10*tens;
474 sprintf (str,"Time :%3i:%i%i", minutes, tens, units);
475 Sbar_DrawString (184, 4, str);
476
477// draw level name
478 l = strlen (cl.levelname);
479 Sbar_DrawString (232 - l*4, 12, cl.levelname);
480}
481
482/*
483===============
484Sbar_DrawScoreboard
485===============
486*/
487void Sbar_DrawScoreboard (void)
488{
489 Sbar_SoloScoreboard ();
490 if (cl.gametype == GAME_DEATHMATCH)
491 Sbar_DeathmatchOverlay ();
492#if 0
493 int i, j, c;
494 int x, y;
495 int l;
496 int top, bottom;
497 scoreboard_t *s;
498
499 if (cl.gametype != GAME_DEATHMATCH)
500 {
501 Sbar_SoloScoreboard ();
502 return;
503 }
504
505 Sbar_UpdateScoreboard ();
506
507 l = scoreboardlines <= 6 ? scoreboardlines : 6;
508
509 for (i=0 ; i<l ; i++)
510 {
511 x = 20*(i&1);
512 y = i/2 * 8;
513
514 s = &cl.scores[fragsort[i]];
515 if (!s->name[0])
516 continue;
517
518 // draw background
519 top = s->colors & 0xf0;
520 bottom = (s->colors & 15)<<4;
521 top = Sbar_ColorForMap (top);
522 bottom = Sbar_ColorForMap (bottom);
523
524 Draw_Fill ( x*8+10 + ((vid.width - 320)>>1), y + vid.height - SBAR_HEIGHT, 28, 4, top);
525 Draw_Fill ( x*8+10 + ((vid.width - 320)>>1), y+4 + vid.height - SBAR_HEIGHT, 28, 4, bottom);
526
527 // draw text
528 for (j=0 ; j<20 ; j++)
529 {
530 c = scoreboardtext[i][j];
531 if (c == 0 || c == ' ')
532 continue;
533 Sbar_DrawCharacter ( (x+j)*8, y, c);
534 }
535 }
536#endif
537}
538
539//=============================================================================
540
541/*
542===============
543Sbar_DrawInventory
544===============
545*/
546void Sbar_DrawInventory (void)
547{
548 int i;
549 char num[6];
550 float time;
551 int flashon;
552
553 if (rogue)
554 {
555 if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
556 Sbar_DrawPic (0, -24, rsb_invbar[0]);
557 else
558 Sbar_DrawPic (0, -24, rsb_invbar[1]);
559 }
560 else
561 {
562 Sbar_DrawPic (0, -24, sb_ibar);
563 }
564
565// weapons
566 for (i=0 ; i<7 ; i++)
567 {
568 if (cl.items & (IT_SHOTGUN<<i) )
569 {
570 time = cl.item_gettime[i];
571 flashon = (int)((cl.time - time)*10);
572 if (flashon >= 10)
573 {
574 if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) )
575 flashon = 1;
576 else
577 flashon = 0;
578 }
579 else
580 flashon = (flashon%5) + 2;
581
582 Sbar_DrawPic (i*24, -16, sb_weapons[flashon][i]);
583
584 if (flashon > 1)
585 sb_updates = 0; // force update to remove flash
586 }
587 }
588
589// MED 01/04/97
590// hipnotic weapons
591 if (hipnotic)
592 {
593 int grenadeflashing=0;
594 for (i=0 ; i<4 ; i++)
595 {
596 if (cl.items & (1<<hipweapons[i]) )
597 {
598 time = cl.item_gettime[hipweapons[i]];
599 flashon = (int)((cl.time - time)*10);
600 if (flashon >= 10)
601 {
602 if ( cl.stats[STAT_ACTIVEWEAPON] == (1<<hipweapons[i]) )
603 flashon = 1;
604 else
605 flashon = 0;
606 }
607 else
608 flashon = (flashon%5) + 2;
609
610 // check grenade launcher
611 if (i==2)
612 {
613 if (cl.items & HIT_PROXIMITY_GUN)
614 {
615 if (flashon)
616 {
617 grenadeflashing = 1;
618 Sbar_DrawPic (96, -16, hsb_weapons[flashon][2]);
619 }
620 }
621 }
622 else if (i==3)
623 {
624 if (cl.items & (IT_SHOTGUN<<4))
625 {
626 if (flashon && !grenadeflashing)
627 {
628 Sbar_DrawPic (96, -16, hsb_weapons[flashon][3]);
629 }
630 else if (!grenadeflashing)
631 {
632 Sbar_DrawPic (96, -16, hsb_weapons[0][3]);
633 }
634 }
635 else
636 Sbar_DrawPic (96, -16, hsb_weapons[flashon][4]);
637 }
638 else
639 Sbar_DrawPic (176 + (i*24), -16, hsb_weapons[flashon][i]);
640 if (flashon > 1)
641 sb_updates = 0; // force update to remove flash
642 }
643 }
644 }
645
646 if (rogue)
647 {
648 // check for powered up weapon.
649 if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
650 {
651 for (i=0;i<5;i++)
652 {
653 if (cl.stats[STAT_ACTIVEWEAPON] == (RIT_LAVA_NAILGUN << i))
654 {
655 Sbar_DrawPic ((i+2)*24, -16, rsb_weapons[i]);
656 }
657 }
658 }
659 }
660
661// ammo counts
662 for (i=0 ; i<4 ; i++)
663 {
664 sprintf (num, "%3i",cl.stats[STAT_SHELLS+i] );
665 if (num[0] != ' ')
666 Sbar_DrawCharacter ( (6*i+1)*8 - 2, -24, 18 + num[0] - '0');
667 if (num[1] != ' ')
668 Sbar_DrawCharacter ( (6*i+2)*8 - 2, -24, 18 + num[1] - '0');
669 if (num[2] != ' ')
670 Sbar_DrawCharacter ( (6*i+3)*8 - 2, -24, 18 + num[2] - '0');
671 }
672
673 flashon = 0;
674 // items
675 for (i=0 ; i<6 ; i++)
676 if (cl.items & (1<<(17+i)))
677 {
678 time = cl.item_gettime[17+i];
679 if (time && time > cl.time - 2 && flashon )
680 { // flash frame
681 sb_updates = 0;
682 }
683 else
684 {
685 //MED 01/04/97 changed keys
686 if (!hipnotic || (i>1))
687 {
688 Sbar_DrawPic (192 + i*16, -16, sb_items[i]);
689 }
690 }
691 if (time && time > cl.time - 2)
692 sb_updates = 0;
693 }
694 //MED 01/04/97 added hipnotic items
695 // hipnotic items
696 if (hipnotic)
697 {
698 for (i=0 ; i<2 ; i++)
699 if (cl.items & (1<<(24+i)))
700 {
701 time = cl.item_gettime[24+i];
702 if (time && time > cl.time - 2 && flashon )
703 { // flash frame
704 sb_updates = 0;
705 }
706 else
707 {
708 Sbar_DrawPic (288 + i*16, -16, hsb_items[i]);
709 }
710 if (time && time > cl.time - 2)
711 sb_updates = 0;
712 }
713 }
714
715 if (rogue)
716 {
717 // new rogue items
718 for (i=0 ; i<2 ; i++)
719 {
720 if (cl.items & (1<<(29+i)))
721 {
722 time = cl.item_gettime[29+i];
723
724 if (time && time > cl.time - 2 && flashon )
725 { // flash frame
726 sb_updates = 0;
727 }
728 else
729 {
730 Sbar_DrawPic (288 + i*16, -16, rsb_items[i]);
731 }
732
733 if (time && time > cl.time - 2)
734 sb_updates = 0;
735 }
736 }
737 }
738 else
739 {
740 // sigils
741 for (i=0 ; i<4 ; i++)
742 {
743 if (cl.items & (1<<(28+i)))
744 {
745 time = cl.item_gettime[28+i];
746 if (time && time > cl.time - 2 && flashon )
747 { // flash frame
748 sb_updates = 0;
749 }
750 else
751 Sbar_DrawPic (320-32 + i*8, -16, sb_sigil[i]);
752 if (time && time > cl.time - 2)
753 sb_updates = 0;
754 }
755 }
756 }
757}
758
759//=============================================================================
760
761/*
762===============
763Sbar_DrawFrags
764===============
765*/
766void Sbar_DrawFrags (void)
767{
768 int i, k, l;
769 int top, bottom;
770 int x, y, f;
771 int xofs;
772 char num[12];
773 scoreboard_t *s;
774
775 Sbar_SortFrags ();
776
777// draw the text
778 l = scoreboardlines <= 4 ? scoreboardlines : 4;
779
780 x = 23;
781 if (cl.gametype == GAME_DEATHMATCH)
782 xofs = 0;
783 else
784 xofs = (vid.width - 320)>>1;
785 y = vid.height - SBAR_HEIGHT - 23;
786
787 for (i=0 ; i<l ; i++)
788 {
789 k = fragsort[i];
790 s = &cl.scores[k];
791 if (!s->name[0])
792 continue;
793
794 // draw background
795 top = s->colors & 0xf0;
796 bottom = (s->colors & 15)<<4;
797 top = Sbar_ColorForMap (top);
798 bottom = Sbar_ColorForMap (bottom);
799
800 Draw_Fill (xofs + x*8 + 10, y, 28, 4, top);
801 Draw_Fill (xofs + x*8 + 10, y+4, 28, 3, bottom);
802
803 // draw number
804 f = s->frags;
805 sprintf (num, "%3i",f);
806
807 Sbar_DrawCharacter ( (x+1)*8 , -24, num[0]);
808 Sbar_DrawCharacter ( (x+2)*8 , -24, num[1]);
809 Sbar_DrawCharacter ( (x+3)*8 , -24, num[2]);
810
811 if (k == cl.viewentity - 1)
812 {
813 Sbar_DrawCharacter (x*8+2, -24, 16);
814 Sbar_DrawCharacter ( (x+4)*8-4, -24, 17);
815 }
816 x+=4;
817 }
818}
819
820//=============================================================================
821
822
823/*
824===============
825Sbar_DrawFace
826===============
827*/
828void Sbar_DrawFace (void)
829{
830 int f, anim;
831
832// PGM 01/19/97 - team color drawing
833// PGM 03/02/97 - fixed so color swatch only appears in CTF modes
834 if (rogue &&
835 (cl.maxclients != 1) &&
836 (teamplay.value>3) &&
837 (teamplay.value<7))
838 {
839 int top, bottom;
840 int xofs;
841 char num[12];
842 scoreboard_t *s;
843
844 s = &cl.scores[cl.viewentity - 1];
845 // draw background
846 top = s->colors & 0xf0;
847 bottom = (s->colors & 15)<<4;
848 top = Sbar_ColorForMap (top);
849 bottom = Sbar_ColorForMap (bottom);
850
851 if (cl.gametype == GAME_DEATHMATCH)
852 xofs = 113;
853 else
854 xofs = ((vid.width - 320)>>1) + 113;
855
856 Sbar_DrawPic (112, 0, rsb_teambord);
857 Draw_Fill (xofs, vid.height-SBAR_HEIGHT+3, 22, 9, top);
858 Draw_Fill (xofs, vid.height-SBAR_HEIGHT+12, 22, 9, bottom);
859
860 // draw number
861 f = s->frags;
862 sprintf (num, "%3i",f);
863
864 if (top==8)
865 {
866 if (num[0] != ' ')
867 Sbar_DrawCharacter(109, 3, 18 + num[0] - '0');
868 if (num[1] != ' ')
869 Sbar_DrawCharacter(116, 3, 18 + num[1] - '0');
870 if (num[2] != ' ')
871 Sbar_DrawCharacter(123, 3, 18 + num[2] - '0');
872 }
873 else
874 {
875 Sbar_DrawCharacter ( 109, 3, num[0]);
876 Sbar_DrawCharacter ( 116, 3, num[1]);
877 Sbar_DrawCharacter ( 123, 3, num[2]);
878 }
879
880 return;
881 }
882// PGM 01/19/97 - team color drawing
883
884 if ( (cl.items & (IT_INVISIBILITY | IT_INVULNERABILITY) )
885 == (IT_INVISIBILITY | IT_INVULNERABILITY) )
886 {
887 Sbar_DrawPic (112, 0, sb_face_invis_invuln);
888 return;
889 }
890 if (cl.items & IT_QUAD)
891 {
892 Sbar_DrawPic (112, 0, sb_face_quad );
893 return;
894 }
895 if (cl.items & IT_INVISIBILITY)
896 {
897 Sbar_DrawPic (112, 0, sb_face_invis );
898 return;
899 }
900 if (cl.items & IT_INVULNERABILITY)
901 {
902 Sbar_DrawPic (112, 0, sb_face_invuln);
903 return;
904 }
905
906 if (cl.stats[STAT_HEALTH] >= 100)
907 f = 4;
908 else
909 f = cl.stats[STAT_HEALTH] / 20;
910
911 if (cl.time <= cl.faceanimtime)
912 {
913 anim = 1;
914 sb_updates = 0; // make sure the anim gets drawn over
915 }
916 else
917 anim = 0;
918 Sbar_DrawPic (112, 0, sb_faces[f][anim]);
919}
920
921/*
922===============
923Sbar_Draw
924===============
925*/
926void Sbar_Draw (void)
927{
928 if (scr_con_current == vid.height)
929 return; // console is full screen
930
931 if (sb_updates >= vid.numpages)
932 return;
933
934 scr_copyeverything = 1;
935
936 sb_updates++;
937
938 if (sb_lines && vid.width > 320)
939 Draw_TileClear (0, vid.height - sb_lines, vid.width, sb_lines);
940
941 if (sb_lines > 24)
942 {
943 Sbar_DrawInventory ();
944 if (cl.maxclients != 1)
945 Sbar_DrawFrags ();
946 }
947
948 if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
949 {
950 Sbar_DrawPic (0, 0, sb_scorebar);
951 Sbar_DrawScoreboard ();
952 sb_updates = 0;
953 }
954 else if (sb_lines)
955 {
956 Sbar_DrawPic (0, 0, sb_sbar);
957
958 // keys (hipnotic only)
959 //MED 01/04/97 moved keys here so they would not be overwritten
960 if (hipnotic)
961 {
962 if (cl.items & IT_KEY1)
963 Sbar_DrawPic (209, 3, sb_items[0]);
964 if (cl.items & IT_KEY2)
965 Sbar_DrawPic (209, 12, sb_items[1]);
966 }
967 // armor
968 if (cl.items & IT_INVULNERABILITY)
969 {
970 Sbar_DrawNum (24, 0, 666, 3, 1);
971 Sbar_DrawPic (0, 0, draw_disc);
972 }
973 else
974 {
975 if (rogue)
976 {
977 Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3,
978 cl.stats[STAT_ARMOR] <= 25);
979 if (cl.items & RIT_ARMOR3)
980 Sbar_DrawPic (0, 0, sb_armor[2]);
981 else if (cl.items & RIT_ARMOR2)
982 Sbar_DrawPic (0, 0, sb_armor[1]);
983 else if (cl.items & RIT_ARMOR1)
984 Sbar_DrawPic (0, 0, sb_armor[0]);
985 }
986 else
987 {
988 Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3
989 , cl.stats[STAT_ARMOR] <= 25);
990 if (cl.items & IT_ARMOR3)
991 Sbar_DrawPic (0, 0, sb_armor[2]);
992 else if (cl.items & IT_ARMOR2)
993 Sbar_DrawPic (0, 0, sb_armor[1]);
994 else if (cl.items & IT_ARMOR1)
995 Sbar_DrawPic (0, 0, sb_armor[0]);
996 }
997 }
998
999 // face
1000 Sbar_DrawFace ();
1001
1002 // health
1003 Sbar_DrawNum (136, 0, cl.stats[STAT_HEALTH], 3
1004 , cl.stats[STAT_HEALTH] <= 25);
1005
1006 // ammo icon
1007 if (rogue)
1008 {
1009 if (cl.items & RIT_SHELLS)
1010 Sbar_DrawPic (224, 0, sb_ammo[0]);
1011 else if (cl.items & RIT_NAILS)
1012 Sbar_DrawPic (224, 0, sb_ammo[1]);
1013 else if (cl.items & RIT_ROCKETS)
1014 Sbar_DrawPic (224, 0, sb_ammo[2]);
1015 else if (cl.items & RIT_CELLS)
1016 Sbar_DrawPic (224, 0, sb_ammo[3]);
1017 else if (cl.items & RIT_LAVA_NAILS)
1018 Sbar_DrawPic (224, 0, rsb_ammo[0]);
1019 else if (cl.items & RIT_PLASMA_AMMO)
1020 Sbar_DrawPic (224, 0, rsb_ammo[1]);
1021 else if (cl.items & RIT_MULTI_ROCKETS)
1022 Sbar_DrawPic (224, 0, rsb_ammo[2]);
1023 }
1024 else
1025 {
1026 if (cl.items & IT_SHELLS)
1027 Sbar_DrawPic (224, 0, sb_ammo[0]);
1028 else if (cl.items & IT_NAILS)
1029 Sbar_DrawPic (224, 0, sb_ammo[1]);
1030 else if (cl.items & IT_ROCKETS)
1031 Sbar_DrawPic (224, 0, sb_ammo[2]);
1032 else if (cl.items & IT_CELLS)
1033 Sbar_DrawPic (224, 0, sb_ammo[3]);
1034 }
1035
1036 Sbar_DrawNum (248, 0, cl.stats[STAT_AMMO], 3,
1037 cl.stats[STAT_AMMO] <= 10);
1038 }
1039
1040 if (vid.width > 320) {
1041 if (cl.gametype == GAME_DEATHMATCH)
1042 Sbar_MiniDeathmatchOverlay ();
1043 }
1044}
1045
1046//=============================================================================
1047
1048/*
1049==================
1050Sbar_IntermissionNumber
1051
1052==================
1053*/
1054void Sbar_IntermissionNumber (int x, int y, int num, int digits, int color)
1055{
1056 char str[12];
1057 char *ptr;
1058 int l, frame;
1059
1060 l = Sbar_itoa (num, str);
1061 ptr = str;
1062 if (l > digits)
1063 ptr += (l-digits);
1064 if (l < digits)
1065 x += (digits-l)*24;
1066
1067 while (*ptr)
1068 {
1069 if (*ptr == '-')
1070 frame = STAT_MINUS;
1071 else
1072 frame = *ptr -'0';
1073
1074 Draw_TransPic (x,y,sb_nums[color][frame]);
1075 x += 24;
1076 ptr++;
1077 }
1078}
1079
1080/*
1081==================
1082Sbar_DeathmatchOverlay
1083
1084==================
1085*/
1086void Sbar_DeathmatchOverlay (void)
1087{
1088 qpic_t *pic;
1089 int i, k, l;
1090 int top, bottom;
1091 int x, y, f;
1092 char num[12];
1093 scoreboard_t *s;
1094
1095 scr_copyeverything = 1;
1096 scr_fullupdate = 0;
1097
1098 pic = Draw_CachePic ("gfx/ranking.lmp");
1099 M_DrawPic ((320-pic->width)/2, 8, pic);
1100
1101// scores
1102 Sbar_SortFrags ();
1103
1104// draw the text
1105 l = scoreboardlines;
1106
1107 x = 80 + ((vid.width - 320)>>1);
1108 y = 40;
1109 for (i=0 ; i<l ; i++)
1110 {
1111 k = fragsort[i];
1112 s = &cl.scores[k];
1113 if (!s->name[0])
1114 continue;
1115
1116 // draw background
1117 top = s->colors & 0xf0;
1118 bottom = (s->colors & 15)<<4;
1119 top = Sbar_ColorForMap (top);
1120 bottom = Sbar_ColorForMap (bottom);
1121
1122 Draw_Fill ( x, y, 40, 4, top);
1123 Draw_Fill ( x, y+4, 40, 4, bottom);
1124
1125 // draw number
1126 f = s->frags;
1127 sprintf (num, "%3i",f);
1128
1129 Draw_Character ( x+8 , y, num[0]);
1130 Draw_Character ( x+16 , y, num[1]);
1131 Draw_Character ( x+24 , y, num[2]);
1132
1133 if (k == cl.viewentity - 1)
1134 Draw_Character ( x - 8, y, 12);
1135
1136#if 0
1137{
1138 int total;
1139 int n, minutes, tens, units;
1140
1141 // draw time
1142 total = cl.completed_time - s->entertime;
1143 minutes = (int)total/60;
1144 n = total - minutes*60;
1145 tens = n/10;
1146 units = n%10;
1147
1148 sprintf (num, "%3i:%i%i", minutes, tens, units);
1149
1150 Draw_String ( x+48 , y, num);
1151}
1152#endif
1153
1154 // draw name
1155 Draw_String (x+64, y, s->name);
1156
1157 y += 10;
1158 }
1159}
1160
1161/*
1162==================
1163Sbar_DeathmatchOverlay
1164
1165==================
1166*/
1167void Sbar_MiniDeathmatchOverlay (void)
1168{
1169 qpic_t *pic;
1170 int i, k, l;
1171 int top, bottom;
1172 int x, y, f;
1173 char num[12];
1174 scoreboard_t *s;
1175 int numlines;
1176
1177 if (vid.width < 512 || !sb_lines)
1178 return;
1179
1180 scr_copyeverything = 1;
1181 scr_fullupdate = 0;
1182
1183// scores
1184 Sbar_SortFrags ();
1185
1186// draw the text
1187 l = scoreboardlines;
1188 y = vid.height - sb_lines;
1189 numlines = sb_lines/8;
1190 if (numlines < 3)
1191 return;
1192
1193 //find us
1194 for (i = 0; i < scoreboardlines; i++)
1195 if (fragsort[i] == cl.viewentity - 1)
1196 break;
1197
1198 if (i == scoreboardlines) // we're not there
1199 i = 0;
1200 else // figure out start
1201 i = i - numlines/2;
1202
1203 if (i > scoreboardlines - numlines)
1204 i = scoreboardlines - numlines;
1205 if (i < 0)
1206 i = 0;
1207
1208 x = 324;
1209 for (/* */; i < scoreboardlines && y < vid.height - 8 ; i++)
1210 {
1211 k = fragsort[i];
1212 s = &cl.scores[k];
1213 if (!s->name[0])
1214 continue;
1215
1216 // draw background
1217 top = s->colors & 0xf0;
1218 bottom = (s->colors & 15)<<4;
1219 top = Sbar_ColorForMap (top);
1220 bottom = Sbar_ColorForMap (bottom);
1221
1222 Draw_Fill ( x, y+1, 40, 3, top);
1223 Draw_Fill ( x, y+4, 40, 4, bottom);
1224
1225 // draw number
1226 f = s->frags;
1227 sprintf (num, "%3i",f);
1228
1229 Draw_Character ( x+8 , y, num[0]);
1230 Draw_Character ( x+16 , y, num[1]);
1231 Draw_Character ( x+24 , y, num[2]);
1232
1233 if (k == cl.viewentity - 1) {
1234 Draw_Character ( x, y, 16);
1235 Draw_Character ( x + 32, y, 17);
1236 }
1237
1238#if 0
1239{
1240 int total;
1241 int n, minutes, tens, units;
1242
1243 // draw time
1244 total = cl.completed_time - s->entertime;
1245 minutes = (int)total/60;
1246 n = total - minutes*60;
1247 tens = n/10;
1248 units = n%10;
1249
1250 sprintf (num, "%3i:%i%i", minutes, tens, units);
1251
1252 Draw_String ( x+48 , y, num);
1253}
1254#endif
1255
1256 // draw name
1257 Draw_String (x+48, y, s->name);
1258
1259 y += 8;
1260 }
1261}
1262
1263/*
1264==================
1265Sbar_IntermissionOverlay
1266
1267==================
1268*/
1269void Sbar_IntermissionOverlay (void)
1270{
1271 qpic_t *pic;
1272 int dig;
1273 int num;
1274
1275 scr_copyeverything = 1;
1276 scr_fullupdate = 0;
1277
1278 if (cl.gametype == GAME_DEATHMATCH)
1279 {
1280 Sbar_DeathmatchOverlay ();
1281 return;
1282 }
1283
1284 pic = Draw_CachePic ("gfx/complete.lmp");
1285 Draw_Pic (64, 24, pic);
1286
1287 pic = Draw_CachePic ("gfx/inter.lmp");
1288 Draw_TransPic (0, 56, pic);
1289
1290// time
1291 dig = cl.completed_time/60;
1292 Sbar_IntermissionNumber (160, 64, dig, 3, 0);
1293 num = cl.completed_time - dig*60;
1294 Draw_TransPic (234,64,sb_colon);
1295 Draw_TransPic (246,64,sb_nums[0][num/10]);
1296 Draw_TransPic (266,64,sb_nums[0][num%10]);
1297
1298 Sbar_IntermissionNumber (160, 104, cl.stats[STAT_SECRETS], 3, 0);
1299 Draw_TransPic (232,104,sb_slash);
1300 Sbar_IntermissionNumber (240, 104, cl.stats[STAT_TOTALSECRETS], 3, 0);
1301
1302 Sbar_IntermissionNumber (160, 144, cl.stats[STAT_MONSTERS], 3, 0);
1303 Draw_TransPic (232,144,sb_slash);
1304 Sbar_IntermissionNumber (240, 144, cl.stats[STAT_TOTALMONSTERS], 3, 0);
1305
1306}
1307
1308
1309/*
1310==================
1311Sbar_FinaleOverlay
1312
1313==================
1314*/
1315void Sbar_FinaleOverlay (void)
1316{
1317 qpic_t *pic;
1318
1319 scr_copyeverything = 1;
1320
1321 pic = Draw_CachePic ("gfx/finale.lmp");
1322 Draw_TransPic ( (vid.width-pic->width)/2, 16, pic);
1323}