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5131 clevermous 1
/*
2
Copyright (C) 1996-1997 Id Software, Inc.
3
 
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.
8
 
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.
12
 
13
See the GNU General Public License for more details.
14
 
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.
18
 
19
*/
20
// sbar.c -- status bar code
21
 
22
#include "quakedef.h"
23
 
24
 
25
int			sb_updates;		// if >= vid.numpages, no update needed
26
 
27
#define STAT_MINUS		10	// num frame for '-' stats digit
28
qpic_t		*sb_nums[2][11];
29
qpic_t		*sb_colon, *sb_slash;
30
qpic_t		*sb_ibar;
31
qpic_t		*sb_sbar;
32
qpic_t		*sb_scorebar;
33
 
34
qpic_t      *sb_weapons[7][8];   // 0 is active, 1 is owned, 2-5 are flashes
35
qpic_t      *sb_ammo[4];
36
qpic_t		*sb_sigil[4];
37
qpic_t		*sb_armor[3];
38
qpic_t		*sb_items[32];
39
 
40
qpic_t	*sb_faces[7][2];		// 0 is gibbed, 1 is dead, 2-6 are alive
41
							// 0 is static, 1 is temporary animation
42
qpic_t	*sb_face_invis;
43
qpic_t	*sb_face_quad;
44
qpic_t	*sb_face_invuln;
45
qpic_t	*sb_face_invis_invuln;
46
 
47
qboolean	sb_showscores;
48
 
49
int			sb_lines;			// scan lines to draw
50
 
51
qpic_t      *rsb_invbar[2];
52
qpic_t      *rsb_weapons[5];
53
qpic_t      *rsb_items[2];
54
qpic_t      *rsb_ammo[3];
55
qpic_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
58
qpic_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
60
int         hipweapons[4] = {HIT_LASER_CANNON_BIT,HIT_MJOLNIR_BIT,4,HIT_PROXIMITY_GUN_BIT};
61
//MED 01/04/97 added hipnotic items array
62
qpic_t      *hsb_items[2];
63
 
64
void Sbar_MiniDeathmatchOverlay (void);
65
void Sbar_DeathmatchOverlay (void);
66
void M_DrawPic (int x, int y, qpic_t *pic);
67
 
68
/*
69
===============
70
Sbar_ShowScores
71
 
72
Tab key down
73
===============
74
*/
75
void Sbar_ShowScores (void)
76
{
77
	if (sb_showscores)
78
		return;
79
	sb_showscores = true;
80
	sb_updates = 0;
81
}
82
 
83
/*
84
===============
85
Sbar_DontShowScores
86
 
87
Tab key up
88
===============
89
*/
90
void Sbar_DontShowScores (void)
91
{
92
	sb_showscores = false;
93
	sb_updates = 0;
94
}
95
 
96
/*
97
===============
98
Sbar_Changed
99
===============
100
*/
101
void Sbar_Changed (void)
102
{
103
	sb_updates = 0;	// update next frame
104
}
105
 
106
/*
107
===============
108
Sbar_Init
109
===============
110
*/
111
void 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
=============
257
Sbar_DrawPic
258
=============
259
*/
260
void 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
=============
270
Sbar_DrawTransPic
271
=============
272
*/
273
void 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
================
283
Sbar_DrawCharacter
284
 
285
Draws one solid graphics character
286
================
287
*/
288
void 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
================
298
Sbar_DrawString
299
================
300
*/
301
void 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
=============
311
Sbar_itoa
312
=============
313
*/
314
int 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
=============
347
Sbar_DrawNum
348
=============
349
*/
350
void 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
 
378
int		fragsort[MAX_SCOREBOARD];
379
 
380
char	scoreboardtext[MAX_SCOREBOARD][20];
381
int		scoreboardtop[MAX_SCOREBOARD];
382
int		scoreboardbottom[MAX_SCOREBOARD];
383
int		scoreboardcount[MAX_SCOREBOARD];
384
int		scoreboardlines;
385
 
386
/*
387
===============
388
Sbar_SortFrags
389
===============
390
*/
391
void Sbar_SortFrags (void)
392
{
393
	int		i, j, k;
394
 
395
// sort by frags
396
	scoreboardlines = 0;
397
	for (i=0 ; i
398
	{
399
		if (cl.scores[i].name[0])
400
		{
401
			fragsort[scoreboardlines] = i;
402
			scoreboardlines++;
403
		}
404
	}
405
 
406
	for (i=0 ; i
407
		for (j=0 ; 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
 
416
int	Sbar_ColorForMap (int m)
417
{
418
	return m < 128 ? m + 8 : m + 8;
419
}
420
 
421
/*
422
===============
423
Sbar_UpdateScoreboard
424
===============
425
*/
426
void 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
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
===============
454
Sbar_SoloScoreboard
455
===============
456
*/
457
void 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
===============
484
Sbar_DrawScoreboard
485
===============
486
*/
487
void 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
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
===============
543
Sbar_DrawInventory
544
===============
545
*/
546
void 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<
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<
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<
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<
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
===============
763
Sbar_DrawFrags
764
===============
765
*/
766
void 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
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
===============
825
Sbar_DrawFace
826
===============
827
*/
828
void 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
===============
923
Sbar_Draw
924
===============
925
*/
926
void 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
==================
1050
Sbar_IntermissionNumber
1051
 
1052
==================
1053
*/
1054
void 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
==================
1082
Sbar_DeathmatchOverlay
1083
 
1084
==================
1085
*/
1086
void 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
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
==================
1163
Sbar_DeathmatchOverlay
1164
 
1165
==================
1166
*/
1167
void 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
==================
1265
Sbar_IntermissionOverlay
1266
 
1267
==================
1268
*/
1269
void 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
==================
1311
Sbar_FinaleOverlay
1312
 
1313
==================
1314
*/
1315
void 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
}