ddnet/src/game/client/components/hud.cpp

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#include <memory.h> // memcmp
#include <engine/e_client_interface.h>
#include <game/generated/g_protocol.hpp>
#include <game/generated/gc_data.hpp>
#include <game/layers.hpp>
#include <game/client/gameclient.hpp>
#include <game/client/animstate.hpp>
#include <game/client/gc_render.hpp>
#include "controls.hpp"
#include "camera.hpp"
#include "hud.hpp"
HUD::HUD()
{
}
void HUD::on_reset()
{
}
void HUD::render_goals()
{
// TODO: split this up into these:
// render_gametimer
// render_suddendeath
// render_scorehud
// render_warmuptimer
int gametype = gameclient.snap.gameobj->gametype;
int gameflags = gameclient.snap.gameobj->flags;
float whole = 300*gfx_screenaspect();
float half = whole/2.0f;
gfx_mapscreen(0,0,300*gfx_screenaspect(),300);
if(!gameclient.snap.gameobj->sudden_death)
{
char buf[32];
int time = 0;
if(gameclient.snap.gameobj->time_limit)
{
time = gameclient.snap.gameobj->time_limit*60 - ((client_tick()-gameclient.snap.gameobj->round_start_tick)/client_tickspeed());
if(gameclient.snap.gameobj->game_over)
time = 0;
}
else
time = (client_tick()-gameclient.snap.gameobj->round_start_tick)/client_tickspeed();
str_format(buf, sizeof(buf), "%d:%02d", time /60, time %60);
float w = gfx_text_width(0, 16, buf, -1);
gfx_text(0, half-w/2, 2, 16, buf, -1);
}
if(gameclient.snap.gameobj->sudden_death)
{
const char *text = "Sudden Death";
float w = gfx_text_width(0, 16, text, -1);
gfx_text(0, half-w/2, 2, 16, text, -1);
}
// render small score hud
if(!(gameclient.snap.gameobj && gameclient.snap.gameobj->game_over) && (gameflags&GAMEFLAG_TEAMS))
{
for(int t = 0; t < 2; t++)
{
gfx_blend_normal();
gfx_texture_set(-1);
gfx_quads_begin();
if(t == 0)
gfx_setcolor(1,0,0,0.25f);
else
gfx_setcolor(0,0,1,0.25f);
draw_round_rect(whole-40, 300-40-15+t*20, 50, 18, 5.0f);
gfx_quads_end();
char buf[32];
str_format(buf, sizeof(buf), "%d", t?gameclient.snap.gameobj->teamscore_blue:gameclient.snap.gameobj->teamscore_red);
float w = gfx_text_width(0, 14, buf, -1);
if(gametype == GAMETYPE_CTF)
{
gfx_text(0, whole-20-w/2+5, 300-40-15+t*20, 14, buf, -1);
if(gameclient.snap.flags[t])
{
if(gameclient.snap.flags[t]->carried_by == -2 || (gameclient.snap.flags[t]->carried_by == -1 && ((client_tick()/10)&1)))
{
gfx_blend_normal();
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
if(t == 0) select_sprite(SPRITE_FLAG_RED);
else select_sprite(SPRITE_FLAG_BLUE);
float size = 16;
gfx_quads_drawTL(whole-40+5, 300-40-15+t*20+1, size/2, size);
gfx_quads_end();
}
else if(gameclient.snap.flags[t]->carried_by >= 0)
{
int id = gameclient.snap.flags[t]->carried_by%MAX_CLIENTS;
const char *name = gameclient.clients[id].name;
float w = gfx_text_width(0, 10, name, -1);
gfx_text(0, whole-40-5-w, 300-40-15+t*20+2, 10, name, -1);
TEE_RENDER_INFO info = gameclient.clients[id].render_info;
info.size = 18.0f;
render_tee(ANIMSTATE::get_idle(), &info, EMOTE_NORMAL, vec2(1,0),
vec2(whole-40+10, 300-40-15+9+t*20+1));
}
}
}
else
gfx_text(0, whole-20-w/2, 300-40-15+t*20, 14, buf, -1);
}
}
// render warmup timer
if(gameclient.snap.gameobj->warmup)
{
char buf[256];
float w = gfx_text_width(0, 24, "Warmup", -1);
gfx_text(0, 150*gfx_screenaspect()+-w/2, 50, 24, "Warmup", -1);
int seconds = gameclient.snap.gameobj->warmup/SERVER_TICK_SPEED;
if(seconds < 5)
str_format(buf, sizeof(buf), "%d.%d", seconds, (gameclient.snap.gameobj->warmup*10/SERVER_TICK_SPEED)%10);
else
str_format(buf, sizeof(buf), "%d", seconds);
w = gfx_text_width(0, 24, buf, -1);
gfx_text(0, 150*gfx_screenaspect()+-w/2, 75, 24, buf, -1);
}
}
static void mapscreen_to_group(float center_x, float center_y, MAPITEM_GROUP *group)
{
float points[4];
mapscreen_to_world(center_x, center_y, group->parallax_x/100.0f, group->parallax_y/100.0f,
group->offset_x, group->offset_y, gfx_screenaspect(), 1.0f, points);
gfx_mapscreen(points[0], points[1], points[2], points[3]);
}
void HUD::render_fps()
{
if(config.cl_showfps)
{
char buf[512];
str_format(buf, sizeof(buf), "%d", (int)(1.0f/client_frametime()));
gfx_text(0, width-10-gfx_text_width(0,12,buf,-1), 10, 12, buf, -1);
}
}
void HUD::render_connectionwarning()
{
if(client_connection_problems())
{
const char *text = "Connection Problems...";
float w = gfx_text_width(0, 24, text, -1);
gfx_text(0, 150*gfx_screenaspect()-w/2, 50, 24, text, -1);
}
}
void HUD::render_tunewarning()
{
TUNING_PARAMS standard_tuning;
// render warning about non standard tuning
bool flash = time_get()/(time_freq()/2)%2 == 0;
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if(config.cl_warning_tuning && memcmp(&standard_tuning, &gameclient.tuning, sizeof(TUNING_PARAMS)) != 0)
{
const char *text = "Warning! Server is running non-standard tuning.";
if(flash)
gfx_text_color(1,0.4f,0.4f,1.0f);
else
gfx_text_color(0.75f,0.2f,0.2f,1.0f);
gfx_text(0x0, 5, 40, 6, text, -1);
gfx_text_color(1,1,1,1);
}
}
void HUD::render_cursor()
{
if(!gameclient.snap.local_character)
return;
mapscreen_to_group(gameclient.camera->center.x, gameclient.camera->center.y, layers_game_group());
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
// render cursor
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select_sprite(data->weapons.id[gameclient.snap.local_character->weapon%NUM_WEAPONS].sprite_cursor);
float cursorsize = 64;
draw_sprite(gameclient.controls->target_pos.x, gameclient.controls->target_pos.y, cursorsize);
gfx_quads_end();
}
void HUD::render_healthandammo()
{
//mapscreen_to_group(gacenter_x, center_y, layers_game_group());
float x = 5;
float y = 5;
// render ammo count
// render gui stuff
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gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_mapscreen(0,0,width,300);
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gfx_quads_begin();
// if weaponstage is active, put a "glow" around the stage ammo
select_sprite(data->weapons.id[gameclient.snap.local_character->weapon%NUM_WEAPONS].sprite_proj);
for (int i = 0; i < min(gameclient.snap.local_character->ammocount, 10); i++)
gfx_quads_drawTL(x+i*12,y+24,10,10);
gfx_quads_end();
gfx_quads_begin();
int h = 0;
// render health
select_sprite(SPRITE_HEALTH_FULL);
for(; h < gameclient.snap.local_character->health; h++)
gfx_quads_drawTL(x+h*12,y,10,10);
select_sprite(SPRITE_HEALTH_EMPTY);
for(; h < 10; h++)
gfx_quads_drawTL(x+h*12,y,10,10);
// render armor meter
h = 0;
select_sprite(SPRITE_ARMOR_FULL);
for(; h < gameclient.snap.local_character->armor; h++)
gfx_quads_drawTL(x+h*12,y+12,10,10);
select_sprite(SPRITE_ARMOR_EMPTY);
for(; h < 10; h++)
gfx_quads_drawTL(x+h*12,y+12,10,10);
gfx_quads_end();
}
void HUD::on_render()
{
if(!gameclient.snap.gameobj)
return;
width = 300*gfx_screenaspect();
bool spectate = false;
if(gameclient.snap.local_info && gameclient.snap.local_info->team == -1)
spectate = true;
if(gameclient.snap.local_character && !spectate && !(gameclient.snap.gameobj && gameclient.snap.gameobj->game_over))
render_healthandammo();
render_goals();
render_fps();
render_connectionwarning();
render_tunewarning();
render_cursor();
}