// AK only used by NEX(and only if everybody agrees)
sbarpic_t *sb_sbar_overlay;
-sbarpic_t *sb_weapons[7][8]; // 0 is active, 1 is owned, 2-5 are flashes
+// AK changed the bound to 9
+sbarpic_t *sb_weapons[7][9]; // 0 is active, 1 is owned, 2-5 are flashes
sbarpic_t *sb_ammo[4];
sbarpic_t *sb_sigil[4];
sbarpic_t *sb_armor[3];
sbarpic_t *hsb_items[2];
cvar_t showfps = {CVAR_SAVE, "showfps", "0"};
+cvar_t sbar_alpha = {CVAR_SAVE, "sbar_alpha", "1"};
void Sbar_MiniDeathmatchOverlay (void);
void Sbar_DeathmatchOverlay (void);
sb_colon = Sbar_NewPic ("gfx/num_colon");
sb_slash = Sbar_NewPic ("gfx/num_slash");
- //AK NEX uses its own hud
+ //AK NX uses its own hud
if(gamemode == GAME_NEXUIZ)
{
sb_ammo[0] = Sbar_NewPic ("gfx/sb_shells");
sb_sbar = Sbar_NewPic("gfx/sbar");
sb_sbar_overlay = Sbar_NewPic("gfx/sbar_overlay");
+ for(i = 0; i < 9;i++)
+ sb_weapons[0][i] = Sbar_NewPic(va("gfx/inv_weapon%i",i));
+
return;
}
Cmd_AddCommand ("+showscores", Sbar_ShowScores);
Cmd_AddCommand ("-showscores", Sbar_DontShowScores);
Cvar_RegisterVariable (&showfps);
+ Cvar_RegisterVariable (&sbar_alpha);
R_RegisterModule("sbar", sbar_start, sbar_shutdown, sbar_newmap);
}
*/
void Sbar_DrawPic (int x, int y, sbarpic_t *sbarpic)
{
- DrawQ_Pic (sbar_x + x, sbar_y + y, sbarpic->name, 0, 0, 1, 1, 1, 1, 0);
+ DrawQ_Pic (sbar_x + x, sbar_y + y, sbarpic->name, 0, 0, 1, 1, 1, sbar_alpha.value, 0);
}
void Sbar_DrawAlphaPic (int x, int y, sbarpic_t *sbarpic, float alpha)
{
- DrawQ_Pic (sbar_x + x, sbar_y + y, sbarpic->name, 0, 0, 1, 1, 1, alpha, 0);
+ DrawQ_Pic (sbar_x + x, sbar_y + y, sbarpic->name, 0, 0, 1, 1, 1, alpha * sbar_alpha.value, 0);
}
/*
*/
void Sbar_DrawCharacter (int x, int y, int num)
{
- DrawQ_String (sbar_x + x + 4 , sbar_y + y, va("%c", num), 0, 8, 8, 1, 1, 1, 1, 0);
+ DrawQ_String (sbar_x + x + 4 , sbar_y + y, va("%c", num), 0, 8, 8, 1, 1, 1, sbar_alpha.value, 0);
}
/*
*/
void Sbar_DrawString (int x, int y, char *str)
{
- DrawQ_String (sbar_x + x, sbar_y + y, str, 0, 8, 8, 1, 1, 1, 1, 0);
+ DrawQ_String (sbar_x + x, sbar_y + y, str, 0, 8, 8, 1, 1, 1, sbar_alpha.value, 0);
}
/*
Sbar_DrawPic (x, y, sb_nums[color][frame]);
x += 24;
+
+ ptr++;
+ }
+}
+
+/*
+=============
+Sbar_DrawXNum
+=============
+*/
+
+void Sbar_DrawXNum (int x, int y, int num, int digits, int lettersize, float r, float g, float b, float a, int flags)
+{
+ char str[32], *ptr;
+ int l, frame;
+
+ l = sprintf(str, "%i", num);
+ ptr = str;
+ if (l > digits)
+ ptr += (l-digits);
+ if (l < digits)
+ x += (digits-l) * lettersize;
+
+ while (*ptr)
+ {
+ if (*ptr == '-')
+ frame = STAT_MINUS;
+ else
+ frame = *ptr -'0';
+
+ DrawQ_Pic (sbar_x + x, sbar_y + y, sb_nums[0][frame]->name,lettersize,lettersize,r,g,b,a * sbar_alpha.value,flags);
+ x += lettersize;
+
ptr++;
}
}
//=============================================================================
+// AK to make DrawInventory smaller
+static void Sbar_DrawWeapon(int nr, float fade, int active)
+{
+ // width = 300, height = 100
+ const int w_width = 300, w_height = 100, w_space = 10, font_size = 10;
+ const float w_scale = 0.4;
+
+ 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.value, DRAWFLAG_ADDITIVE);
+ 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);
+
+ if (active)
+ 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.value, DRAWFLAG_ADDITIVE);
+}
+
/*
===============
Sbar_DrawInventory
*/
void Sbar_DrawInventory (void)
{
- int i;
- char num[6];
- float time;
- int flashon;
+ int i;
+ char num[6];
+ float time;
+ int flashon;
+ // AK 2003
+ float fade;
+
+ if(gamemode == GAME_NEXUIZ)
+ {
+ num[0] = cl.stats[STAT_ACTIVEWEAPON];
+ // we have a max time 2s (min time = 0)
+ if ((time = cl.time - cl.weapontime) > 2)
+ return;
+
+ fade = (1.0 - 0.5 * time);
+ fade *= fade;
+ for (i = 0; i < 8;i++)
+ {
+ if (!(cl.items & (1 << i)))
+ continue;
+ Sbar_DrawWeapon(i + 1, fade, (i == num[0]));
+ }
+
+ if(!(cl.items & (1<<12)))
+ return;
+ Sbar_DrawWeapon(0, fade, (num[0] == 12));
+ return;
+ }
if (gamemode == GAME_ROGUE)
{
// draw background
c = (qbyte *)&palette_complete[(s->colors & 0xf0) + 8];
- 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), 0);
+ 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.value, 0);
c = (qbyte *)&palette_complete[((s->colors & 15)<<4) + 8];
- 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), 0);
+ 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.value, 0);
// draw number
f = s->frags;
// draw background
Sbar_DrawPic (112, 0, rsb_teambord);
c = (qbyte *)&palette_complete[(s->colors & 0xf0) + 8];
- 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), 0);
+ 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.value, 0);
c = (qbyte *)&palette_complete[((s->colors & 15)<<4) + 8];
- 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), 0);
+ 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.value, 0);
// draw number
f = s->frags;
fps_y = vid.conheight - sb_lines/* - 8*/; // yes this might draw over the sbar
if (fps_y > vid.conheight - fps_scaley)
fps_y = vid.conheight - fps_scaley;
- DrawQ_Fill(fps_x, fps_y, fps_scalex * strlen(temp), fps_scaley, 0, 0, 0, 0.5, 0);
- DrawQ_String(fps_x, fps_y, temp, 0, fps_scalex, fps_scaley, 1, 1, 1, 1, 0);
+ DrawQ_Fill(fps_x, fps_y, fps_scalex * strlen(temp), fps_scaley, 0, 0, 0, 0.5 * sbar_alpha.value, 0);
+ DrawQ_String(fps_x, fps_y, temp, 0, fps_scalex, fps_scaley, 1, 1, 1, 1 * sbar_alpha.value, 0);
}
}
return;
}
- if(gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ)
{
sbar_y = vid.conheight - 47;
sbar_x = (vid.conwidth - 640)/2;
- if (sb_lines > 24)
+ if (sb_lines)
{
+ Sbar_DrawInventory();
if (!cl.islocalgame)
Sbar_DrawFrags ();
}
if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
{
- if (gamemode != GAME_GOODVSBAD2)
- Sbar_DrawAlphaPic (0, 0, sb_scorebar, 0.4);
+ Sbar_DrawAlphaPic (0, 0, sb_scorebar, 0.4);
Sbar_DrawScoreboard ();
}
else if (sb_lines)
// special items
if (cl.items & IT_INVULNERABILITY)
{
- Sbar_DrawNum (24, 0, 666, 3, 1);
+ Sbar_DrawNum (36, 0, 666, 3, 1);
Sbar_DrawPic (0, 0, sb_disc);
}
// armor
- Sbar_DrawNum ((340-3*24), 12, cl.stats[STAT_ARMOR], 3, cl.stats[STAT_ARMOR] <= 25);
+ Sbar_DrawXNum ((340-3*24), 12, cl.stats[STAT_ARMOR], 3, 24, 0.6,0.7,0.8,1,0);
// health
- Sbar_DrawNum ((154-3*24), 12, cl.stats[STAT_HEALTH], 3, cl.stats[STAT_HEALTH] <= 25);
+ if(cl.stats[STAT_HEALTH] > 100)
+ Sbar_DrawXNum((154-3*24),12,cl.stats[STAT_HEALTH],3,24,1,1,1,1,0);
+ else if(cl.stats[STAT_HEALTH] <= 25 && cl.time - (int)cl.time > 0.5)
+ Sbar_DrawXNum((154-3*24),12,cl.stats[STAT_HEALTH],3,24,0.7,0,0,1,0);
+ else
+ Sbar_DrawXNum((154-3*24),12,cl.stats[STAT_HEALTH],3,24,0.6,0.7,0.8,1,0);
- if (cl.items & NEX_IT_SHELLS)
- Sbar_DrawPic (519, 0, sb_ammo[0]);
- else if (cl.items & NEX_IT_BULLETS)
- Sbar_DrawPic (519, 0, sb_ammo[1]);
- else if (cl.items & NEX_IT_ROCKETS)
- Sbar_DrawPic (519, 0, sb_ammo[2]);
- else if (cl.items & NEX_IT_CELLS)
- Sbar_DrawPic (519, 0, sb_ammo[3]);
+ // AK dont draw ammo for the laser
+ if(cl.stats[STAT_ACTIVEWEAPON] != 12)
+ {
+ if (cl.items & NEX_IT_SHELLS)
+ Sbar_DrawPic (519, 0, sb_ammo[0]);
+ else if (cl.items & NEX_IT_BULLETS)
+ Sbar_DrawPic (519, 0, sb_ammo[1]);
+ else if (cl.items & NEX_IT_ROCKETS)
+ Sbar_DrawPic (519, 0, sb_ammo[2]);
+ else if (cl.items & NEX_IT_CELLS)
+ Sbar_DrawPic (519, 0, sb_ammo[3]);
+
+ if(cl.stats[STAT_AMMO] <= 10)
+ Sbar_DrawXNum ((519-3*24), 12, cl.stats[STAT_AMMO], 3, 24, 0.7, 0,0,1,0);
+ else
+ Sbar_DrawXNum ((519-3*24), 12, cl.stats[STAT_AMMO], 3, 24, 0.6, 0.7,0.8,1,0);
- Sbar_DrawNum ((519-3*24), 12, cl.stats[STAT_AMMO], 3, cl.stats[STAT_AMMO] <= 10);
+ }
- //Sbar_DrawAlphaPic(0,0,sb_sbar_overlay,0.5);
DrawQ_Pic(sbar_x,sbar_y,sb_sbar_overlay->name,0,0,1,1,1,1,DRAWFLAG_MODULATE);
-
}
-
- if (vid.conwidth > 320 && cl.gametype == GAME_DEATHMATCH)
- Sbar_MiniDeathmatchOverlay ();
-
}
else
{
}
}
-
if (vid.conwidth > 320 && cl.gametype == GAME_DEATHMATCH)
Sbar_MiniDeathmatchOverlay ();
{
// draw colors behind score
c = (qbyte *)&palette_complete[(s->colors & 0xf0) + 8];
- 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), 0);
+ 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.value, 0);
c = (qbyte *)&palette_complete[((s->colors & 15)<<4) + 8];
- 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), 0);
+ 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.value, 0);
// print the text
- 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, 0);
+ 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.value, 0);
return 8;
}
else
cachepic_t *pic;
pic = Draw_CachePic ("gfx/ranking.lmp");
- DrawQ_Pic ((vid.conwidth - pic->width)/2, 8, "gfx/ranking.lmp", 0, 0, 1, 1, 1, 1, 0);
+ DrawQ_Pic ((vid.conwidth - pic->width)/2, 8, "gfx/ranking.lmp", 0, 0, 1, 1, 1, 1 * sbar_alpha.value, 0);
// scores
Sbar_SortFrags ();
int i, x, y, numlines;
// decide where to print
- x = 324;
- y = vid.conheight - sb_lines;
+ // AK Nex wants its scores on the upper left
+ if(gamemode == GAME_NEXUIZ)
+ {
+ x = 0;
+ y = 0;
+ }
+ else
+ {
+ x = 324;
+ y = vid.conheight - sb_lines;
+ }
+
numlines = (vid.conheight - y) / 8;
// give up if there isn't room
if (x + (6 + 15) * 8 > vid.conwidth || numlines < 1)
sbar_x = (vid.conwidth - 320) >> 1;
sbar_y = (vid.conheight - 200) >> 1;
- DrawQ_Pic (sbar_x + 64, sbar_y + 24, "gfx/complete.lmp", 0, 0, 1, 1, 1, 1, 0);
- DrawQ_Pic (sbar_x + 0, sbar_y + 56, "gfx/inter.lmp", 0, 0, 1, 1, 1, 1, 0);
+ DrawQ_Pic (sbar_x + 64, sbar_y + 24, "gfx/complete.lmp", 0, 0, 1, 1, 1, 1 * sbar_alpha.value, 0);
+ DrawQ_Pic (sbar_x + 0, sbar_y + 56, "gfx/inter.lmp", 0, 0, 1, 1, 1, 1 * sbar_alpha.value, 0);
// time
dig = cl.completed_time/60;
cachepic_t *pic;
pic = Draw_CachePic ("gfx/finale.lmp");
- DrawQ_Pic((vid.conwidth - pic->width)/2, 16, "gfx/finale.lmp", 0, 0, 1, 1, 1, 1, 0);
+ DrawQ_Pic((vid.conwidth - pic->width)/2, 16, "gfx/finale.lmp", 0, 0, 1, 1, 1, 1 * sbar_alpha.value, 0);
}