File: cg_info.c

package info (click to toggle)
iortcw 1.51.c%2Bdfsg1-7
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 25,304 kB
  • sloc: ansic: 457,326; cpp: 6,507; makefile: 4,737; sh: 1,292; asm: 1,176; xml: 31
file content (292 lines) | stat: -rw-r--r-- 8,950 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).  

RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

// cg_info.c -- display information while data is being loading

#include "cg_local.h"


/*
======================
CG_LoadingString

======================
*/
void CG_LoadingString( const char *s ) {
	Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) );

	if ( s && s[0] != 0 ) {
		CG_Printf( "%s", va( "LOADING... %s\n",s ) );   //----(SA)	added so you can see from the console what's going on

	}
	trap_UpdateScreen();
}

/*
===================
CG_LoadingItem
===================
*/
void CG_LoadingItem( int itemNum ) {
#if 0 //----(SA)	Max Kaufman request that we don't show any pacifier stuff for items
	gitem_t     *item;

	item = &bg_itemlist[itemNum];

	if ( item->giType == IT_KEY ) { // do not show keys at level startup //----(SA)
		return;
	}

	if ( item->icon && loadingItemIconCount < MAX_LOADING_ITEM_ICONS ) {
		loadingItemIcons[loadingItemIconCount++] = trap_R_RegisterShaderNoMip( item->icon );
	}

	CG_LoadingString( item->pickup_name );
#endif //----(SA)	end
}

/*
===================
CG_LoadingClient
===================
*/
void CG_LoadingClient( int clientNum ) {
	const char      *info;
	char            *skin;
	char personality[MAX_QPATH];
	char model[MAX_QPATH];
	char iconName[MAX_QPATH];

	if ( cgs.gametype == GT_SINGLE_PLAYER  && clientNum > 0 ) { // for now only show the player's icon in SP games
		return;
	}

	info = CG_ConfigString( CS_PLAYERS + clientNum );

	Q_strncpyz( model, Info_ValueForKey( info, "model" ), sizeof( model ) );
	skin = strrchr( model, '/' );
	if ( skin ) {
		*skin++ = '\0';
	} else {
		skin = "default";
	}

	Com_sprintf( iconName, MAX_QPATH, "models/players/%s/icon_%s.tga", model, skin );

// (SA) ignore player icons for the moment
	if ( !( cg_entities[clientNum].currentState.aiChar ) ) {
//		if ( loadingPlayerIconCount < MAX_LOADING_PLAYER_ICONS ) {
//			loadingPlayerIcons[loadingPlayerIconCount++] = trap_R_RegisterShaderNoMip( iconName );
//		}
	}

	Q_strncpyz( personality, Info_ValueForKey( info, "n" ), sizeof( personality ) );
	Q_CleanStr( personality );

	if ( cgs.gametype == GT_SINGLE_PLAYER ) {
		trap_S_RegisterSound( va( "sound/player/announce/%s.wav", personality ) );
	}

	CG_LoadingString( personality );
}

/*
====================
CG_DrawStats
====================
*/

typedef struct {
	char    *label;
	int YOfs;
	int labelX;
	int labelFlags;
	vec4_t  *labelColor;

	char    *format;
	int formatX;
	int formatFlags;
	vec4_t  *formatColor;

	int numVars;
} statsItem_t;

// this defines the layout of the mission stats
// NOTE: these must match the stats sent in AICast_ScriptAction_ChangeLevel()
static statsItem_t statsItems[] = {
	{ "Kills",       170, 40,        UI_SMALLFONT | UI_DROPSHADOW,     &colorWhite,        "%3i/%3i",       600,    UI_SMALLFONT | UI_DROPSHADOW | UI_RIGHT,        &colorWhite,    2 },
	{ " Nazis",      40, 40,     UI_EXSMALLFONT | UI_DROPSHADOW,   &colorWhite,        "%3i/%3i",       600,    UI_EXSMALLFONT | UI_DROPSHADOW | UI_RIGHT,      &colorWhite,    2 },
	{ " Monsters",   15, 40,     UI_EXSMALLFONT | UI_DROPSHADOW,   &colorWhite,        "%3i/%3i",       600,    UI_EXSMALLFONT | UI_DROPSHADOW | UI_RIGHT,      &colorWhite,    2 },
	{ "Time",        30, 40,     UI_SMALLFONT | UI_DROPSHADOW,     &colorWhite,        "%2ih %2im %2is",    600,    UI_SMALLFONT | UI_DROPSHADOW | UI_RIGHT,        &colorWhite,    3 },
	{ "Secrets", 30, 40,     UI_SMALLFONT | UI_DROPSHADOW,     &colorWhite,        "%i/%i",         600,    UI_SMALLFONT | UI_DROPSHADOW | UI_RIGHT,        &colorWhite,    2 },
	{ "Attempts",    30, 40,     UI_SMALLFONT | UI_DROPSHADOW,     &colorWhite,        "%i",            600,    UI_SMALLFONT | UI_DROPSHADOW | UI_RIGHT,        &colorWhite,    1 },

	{ NULL }
};


/*
==============
CG_DrawStats
==============
*/
void CG_DrawStats( char *stats ) {
	int i, y, v, j;
	#define MAX_STATS_VARS  64
	int vars[MAX_STATS_VARS];
	char *str, *token;
	char *formatStr = NULL; // TTimo: init
	int varIndex;
	char string[MAX_QPATH];

	UI_DrawProportionalString( 320, 120, "MISSION STATS",
							   UI_CENTER | UI_SMALLFONT | UI_DROPSHADOW, colorWhite );

	Q_strncpyz( string, stats, sizeof( string ) );
	str = string;
	// convert commas to spaces
	for ( i = 0; str[i]; i++ ) {
		if ( str[i] == ',' ) {
			str[i] = ' ';
		}
	}

	for ( i = 0, y = 0, v = 0; statsItems[i].label; i++ ) {
		y += statsItems[i].YOfs;

		UI_DrawProportionalString( statsItems[i].labelX, y, statsItems[i].label,
								   statsItems[i].labelFlags, *statsItems[i].labelColor );

		if ( statsItems[i].numVars ) {
			varIndex = v;
			for ( j = 0; j < statsItems[i].numVars; j++ ) {
				token = COM_Parse( &str );
				if ( !token[0] ) {
					CG_Error( "error parsing mission stats\n" );
					return;
				}

				vars[v++] = atoi( token );
			}

			// build the formatStr
			switch ( statsItems[i].numVars ) {
			case 1:
				formatStr = va( statsItems[i].format, vars[varIndex] );
				break;
			case 2:
				formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1] );
				break;
			case 3:
				formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1], vars[varIndex + 2] );
				break;
			case 4:
				formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1], vars[varIndex + 2], vars[varIndex + 3] );
				break;
			}

			UI_DrawProportionalString( statsItems[i].formatX, y, formatStr,
									   statsItems[i].formatFlags, *statsItems[i].formatColor );
		}
	}
}

/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation( void ) {
	const char  *s;
	const char  *info;
	qhandle_t levelshot = 0; // TTimo: init
	static int callCount = 0;
	float percentDone;

	int expectedHunk;
	char hunkBuf[MAX_QPATH];

	if ( cg.snap ) {
		return;     // we are in the world, no need to draw information
	}

	if ( callCount ) {    // reject recursive calls
		return;
	}

	callCount++;

	info = CG_ConfigString( CS_SERVERINFO );

	trap_Cvar_VariableStringBuffer( "com_expectedhunkusage", hunkBuf, MAX_QPATH );
	expectedHunk = atoi( hunkBuf );


	s = Info_ValueForKey( info, "mapname" );
	levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) );
	if ( !levelshot ) {
		levelshot = trap_R_RegisterShaderNoMip( "levelshots/unknownmap.jpg" );
	}
	trap_R_SetColor( NULL );

	// Pillarboxes
	if ( cg_fixedAspect.integer ) {
		if ( cgs.glconfig.vidWidth * 480.0 > cgs.glconfig.vidHeight * 640.0 ) {
			vec4_t col = { 0, 0, 0, 1 };
			float pillar = 0.5 * ( ( cgs.glconfig.vidWidth - ( cgs.screenXScale * 640.0 ) ) / cgs.screenXScale );

			CG_SetScreenPlacement( PLACE_LEFT, PLACE_CENTER );
			CG_FillRect( 0, 0, pillar + 1, 480, col );
			CG_SetScreenPlacement( PLACE_RIGHT, PLACE_CENTER );
			CG_FillRect( 640 - pillar, 0, pillar + 1, 480, col );
			CG_SetScreenPlacement( PLACE_CENTER, PLACE_CENTER );
		}
	}

	CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot );

	// show the server motd
	CG_DrawMotd();

	// show the percent complete bar
	if ( expectedHunk >= 0 ) {
		vec2_t xy = { 200, 468 };
		vec2_t wh = { 240, 10 };

		percentDone = (float)( cg_hunkUsed.integer + cg_soundAdjust.integer ) / (float)( expectedHunk );
		if ( percentDone > 0.97 ) { // never actually show 100%, since we are not in the game yet
			percentDone = 0.97;
		}
		CG_HorizontalPercentBar( xy[0], xy[1], wh[0], wh[1], percentDone );

	}

	callCount--;
}