]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/vehicles/cl_vehicles.qc
Merge branch 'terencehill/menu_optimization' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / cl_vehicles.qc
1 const string vCROSS_BURST = "gfx/vehicles/crosshair_burst.tga";
2 const string vCROSS_DROP  = "gfx/vehicles/crosshair_drop.tga";
3 const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide.tga";
4 const string vCROSS_HEAL  = "gfx/vehicles/crosshair_heal.tga";
5 const string vCROSS_HINT  = "gfx/vehicles/crosshair_hint.tga";
6 const string vCROSS_LOCK  = "gfx/vehicles/crosshair_lock.tga";
7 const string vCROSS_RAIN  = "gfx/vehicles/crosshair_rain.tga";
8
9 entity dropmark;
10
11 const int MAX_AXH = 4;
12 entity AuxiliaryXhair[MAX_AXH];
13
14 .string axh_image;
15 .float  axh_fadetime;
16 .int    axh_drawflag;
17
18 float alarm1time;
19 float alarm2time;
20
21 void vehicle_alarm(entity e, int ch, string s0und)
22 {
23         if(!autocvar_cl_vehicles_alarm)
24                 return;
25
26         _sound(e, ch, s0und, VOL_BASEVOICE, ATTEN_NONE);
27 }
28
29 void AuxiliaryXhair_Draw2D(entity this)
30 {
31         if (scoreboard_active)
32                 return;
33
34         vector size = draw_getimagesize(this.axh_image) * autocvar_cl_vehicles_crosshair_size;
35         vector pos = project_3d_to_2d(this.move_origin) - 0.5 * size;
36
37         if (!(pos.z < 0 || pos.x < 0 || pos.y < 0 || pos.x > vid_conwidth || pos.y > vid_conheight))
38         {
39                 pos.z = 0;
40                 size.z = 0;
41                 drawpic(pos, this.axh_image, size, this.colormod, autocvar_crosshair_alpha * this.alpha, this.axh_drawflag);
42         }
43
44         if(time - this.cnt > this.axh_fadetime)
45                 this.draw2d = func_null;
46 }
47
48 NET_HANDLE(ENT_CLIENT_AUXILIARYXHAIR, bool isnew)
49 {
50         int axh_id      = bound(0, ReadByte(), MAX_AXH);
51         entity axh              = AuxiliaryXhair[axh_id];
52
53         if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
54         {
55                 axh                                     = spawn();
56                 axh.draw2d                      = func_null;
57                 axh.drawmask            = MASK_NORMAL;
58                 axh.axh_drawflag        = DRAWFLAG_ADDITIVE;
59                 axh.axh_fadetime        = 0.1;
60                 axh.axh_image           = vCROSS_HINT;
61                 axh.alpha                       = 1;
62                 AuxiliaryXhair[axh_id] = axh;
63         }
64
65         axh.move_origin_x       = ReadCoord();
66         axh.move_origin_y       = ReadCoord();
67         axh.move_origin_z       = ReadCoord();
68         axh.colormod_x          = ReadByte() / 255;
69         axh.colormod_y          = ReadByte() / 255;
70         axh.colormod_z          = ReadByte() / 255;
71         axh.cnt                         = time;
72         axh.draw2d                      = AuxiliaryXhair_Draw2D;
73         return true;
74 }
75
76 NET_HANDLE(TE_CSQC_VEHICLESETUP, bool isnew)
77 {
78         int hud_id = ReadByte();
79         return = true;
80
81         // hud_id == 0 means we exited a vehicle, so stop alarm sound/s
82         if(hud_id == 0)
83         {
84                 sound(self, CH_TRIGGER_SINGLE, SND_Null, VOL_BASEVOICE, ATTEN_NONE);
85                 sound(self, CH_PAIN_SINGLE, SND_Null, VOL_BASEVOICE, ATTEN_NONE);
86                 return;
87         }
88
89         // Init auxiliary crosshairs
90         for(int i = 0; i < MAX_AXH; ++i)
91         {
92                 entity axh = AuxiliaryXhair[i];
93
94                 if(axh != world && !wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
95                         remove(axh);
96
97                 axh              = spawn();
98                 axh.draw2d       = func_null;
99                 axh.drawmask     = MASK_NORMAL;
100                 axh.axh_drawflag = DRAWFLAG_NORMAL;
101                 axh.axh_fadetime = 0.1;
102                 axh.axh_image    = vCROSS_HINT;
103                 axh.alpha        = 1;
104                 AuxiliaryXhair[i] = axh;
105         }
106
107         if(hud_id == HUD_BUMBLEBEE_GUN)
108         {
109                 AuxiliaryXhair[0].axh_image = vCROSS_BURST; // Plasma cannons
110                 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Raygun
111         } else {
112                 Vehicle info = Vehicles_from(hud_id);
113         info.vr_setup(info, NULL);
114         }
115 }
116
117 void Vehicles_drawHUD(
118         string vehicle,
119         string vehicleWeapon1,
120         string vehicleWeapon2,
121         string iconAmmo1,
122         vector colorAmmo1,
123         string iconAmmo2,
124         vector colorAmmo2)
125 {
126         SELFPARAM();
127         // Initialize
128         vector tmpSize = '0 0 0';
129         vector tmpPos  = '0 0 0';
130
131         float hudAlpha = autocvar_hud_panel_fg_alpha * hud_fade_alpha;
132         float barAlpha = autocvar_hud_progressbar_alpha * hudAlpha;
133         float blinkValue = 0.55 + sin(time * 7) * 0.45;
134
135         float health  = STAT(VEHICLESTAT_HEALTH)  * 0.01;
136         float shield  = STAT(VEHICLESTAT_SHIELD)  * 0.01;
137         float energy  = STAT(VEHICLESTAT_ENERGY)  * 0.01;
138         float ammo1   = STAT(VEHICLESTAT_AMMO1)   * 0.01;
139         float reload1 = STAT(VEHICLESTAT_RELOAD1) * 0.01;
140         float ammo2   = STAT(VEHICLESTAT_AMMO2)   * 0.01;
141         float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
142
143         // HACK to deal with the inconsistent use of the vehicle stats
144         ammo1 = (ammo1) ? ammo1 : energy;
145
146         // Frame
147         string frame = strcat(hud_skin_path, "/vehicle_frame");
148         if (precache_pic(frame) == "")
149                 frame = "gfx/hud/default/vehicle_frame";
150
151         vehicleHud_Size  = draw_getimagesize(frame) * autocvar_cl_vehicles_hudscale;
152         vehicleHud_Pos.x = (vid_conwidth - vehicleHud_Size.x) / 2;
153         vehicleHud_Pos.y = vid_conheight - vehicleHud_Size.y;
154
155         if(teamplay && autocvar_hud_panel_bg_color_team)
156                 drawpic(vehicleHud_Pos, frame, vehicleHud_Size, myteamcolors * autocvar_hud_panel_bg_color_team, autocvar_hud_panel_bg_alpha * hud_fade_alpha, DRAWFLAG_NORMAL);
157         else
158                 drawpic(vehicleHud_Pos, frame, vehicleHud_Size, autocvar_hud_panel_bg_color, autocvar_hud_panel_bg_alpha * hud_fade_alpha, DRAWFLAG_NORMAL);
159
160         if(!autocvar__vehicles_shownchasemessage && time < vh_notice_time)
161         {
162                 float tmpblinkValue = 0.55 + sin(time * 3) * 0.45;
163                 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (96/256) - tmpSize.x;
164                 tmpPos.y = vehicleHud_Pos.y;
165                 tmpSize = '1 1 1' * hud_fontsize;
166                 drawstring(tmpPos, sprintf(_("Press %s"), getcommandkey("dropweapon", "dropweapon")), tmpSize, '1 0 0' + '0 1 1' * tmpblinkValue, hudAlpha, DRAWFLAG_NORMAL);
167         }
168
169         // Model
170         tmpSize.x = vehicleHud_Size.x / 3;
171         tmpSize.y = vehicleHud_Size.y;
172         tmpPos.x  = vehicleHud_Pos.x + vehicleHud_Size.x / 3;
173         tmpPos.y  = vehicleHud_Pos.y;
174
175         if(health < 0.25)
176                 drawpic_skin(tmpPos, vehicle, tmpSize, '1 0 0' + '0 1 1' * blinkValue, hudAlpha, DRAWFLAG_NORMAL);
177         else
178                 drawpic_skin(tmpPos, vehicle, tmpSize, '1 1 1' * health  + '1 0 0' * (1 - health), hudAlpha, DRAWFLAG_NORMAL);
179
180         if(vehicleWeapon1)
181                 drawpic_skin(tmpPos, vehicleWeapon1, tmpSize, '1 1 1' * ammo1 + '1 0 0' * (1 - ammo1), hudAlpha, DRAWFLAG_NORMAL);
182         if(vehicleWeapon2)
183                 drawpic_skin(tmpPos, vehicleWeapon2, tmpSize, '1 1 1' * ammo2 + '1 0 0' * (1 - ammo2), hudAlpha, DRAWFLAG_NORMAL);
184
185         drawpic_skin(tmpPos, "vehicle_shield", tmpSize, '1 1 1' * shield + '1 0 0' * (1 - shield), hudAlpha * shield, DRAWFLAG_NORMAL);
186
187         // Health bar
188         tmpSize.y = vehicleHud_Size.y / 2;
189         tmpPos.x  = vehicleHud_Pos.x + vehicleHud_Size.x * (32/768);
190         tmpPos.y  = vehicleHud_Pos.y;
191
192         drawsetcliparea(tmpPos.x + (tmpSize.x * (1 - health)), tmpPos.y, tmpSize.x, tmpSize.y);
193         drawpic_skin(tmpPos, "vehicle_bar_northwest", tmpSize, autocvar_hud_progressbar_health_color, barAlpha, DRAWFLAG_NORMAL);
194
195         // Shield bar
196         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y / 2;
197
198         drawsetcliparea(tmpPos.x + (tmpSize.x * (1 - shield)), tmpPos.y, tmpSize.x, tmpSize.y);
199         drawpic_skin(tmpPos, "vehicle_bar_southwest", tmpSize, autocvar_hud_progressbar_armor_color, barAlpha, DRAWFLAG_NORMAL);
200
201         // Ammo1 bar
202         tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (480/768);
203         tmpPos.y = vehicleHud_Pos.y;
204
205         if(ammo1)
206                 drawsetcliparea(tmpPos.x, tmpPos.y, tmpSize.x * ammo1, tmpSize.y);
207         else
208                 drawsetcliparea(tmpPos.x, tmpPos.y, tmpSize.x * reload1, tmpSize.y);
209
210         drawpic_skin(tmpPos, "vehicle_bar_northeast", tmpSize, colorAmmo1, barAlpha, DRAWFLAG_NORMAL);
211
212         // Ammo2 bar
213         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y / 2;
214
215         if(ammo2)
216                 drawsetcliparea(tmpPos.x, tmpPos.y, tmpSize.x * ammo2, tmpSize.y);
217         else
218                 drawsetcliparea(tmpPos.x, tmpPos.y, tmpSize.x * reload2, tmpSize.y);
219
220         drawpic_skin(tmpPos, "vehicle_bar_southeast", tmpSize, colorAmmo2, barAlpha, DRAWFLAG_NORMAL);
221         drawresetcliparea();
222
223         // Health icon
224         tmpSize.x = vehicleHud_Size.x * (80/768);
225         tmpSize.y = vehicleHud_Size.y * (80/256);
226         tmpPos.x  = vehicleHud_Pos.x + vehicleHud_Size.x * (64/768);
227         tmpPos.y  = vehicleHud_Pos.y + vehicleHud_Size.y * (48/256);
228
229         if(health < 0.25)
230         {
231                 if(alarm1time < time)
232                 {
233                         alarm1time = time + 2;
234                         vehicle_alarm(self, CH_PAIN_SINGLE, SND(VEH_ALARM));
235                 }
236                 drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
237         }
238         else
239         {
240                 if(alarm1time)
241                 {
242                         vehicle_alarm(self, CH_PAIN_SINGLE, SND(Null));
243                         alarm1time = 0;
244                 }
245                 drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
246         }
247
248         // Shield icon
249         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y / 2;
250
251         if(shield < 0.25)
252         {
253                 if(alarm2time < time)
254                 {
255                         alarm2time = time + 1;
256                         vehicle_alarm(self, CH_TRIGGER_SINGLE, SND(VEH_ALARM_SHIELD));
257                 }
258                 drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
259         }
260         else
261         {
262                 if(alarm2time)
263                 {
264                         vehicle_alarm(self, CH_TRIGGER_SINGLE, SND(Null));
265                         alarm2time = 0;
266                 }
267                 drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
268         }
269
270         // Ammo1 icon
271         tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (624/768);
272         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (48/256);
273
274         if(iconAmmo1)
275         {
276                 if(ammo1)
277                         drawpic_skin(tmpPos, iconAmmo1, tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
278                 else
279                         drawpic_skin(tmpPos, iconAmmo1, tmpSize, '1 1 1', hudAlpha * 0.2, DRAWFLAG_NORMAL);
280         }
281
282         // Ammo2 icon
283         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y / 2;
284
285         if(iconAmmo2)
286         {
287                 if(ammo2)
288                         drawpic_skin(tmpPos, iconAmmo2, tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
289                 else
290                         drawpic_skin(tmpPos, iconAmmo2, tmpSize, '1 1 1', hudAlpha * 0.2, DRAWFLAG_NORMAL);
291         }
292 }
293
294 void Vehicles_drawCrosshair(string crosshair)
295 {
296         SELFPARAM();
297         vector tmpSize = '0 0 0';
298         vector tmpPos  = '0 0 0';
299
300         // Crosshair
301         if(crosshair)
302         {
303                 tmpSize  = draw_getimagesize(crosshair) * autocvar_cl_vehicles_crosshair_size;
304                 tmpPos.x = (vid_conwidth - tmpSize.x) / 2;
305                 tmpPos.y = (vid_conheight - tmpSize.y) / 2;
306
307                 drawpic(tmpPos, crosshair, tmpSize, '1 1 1', autocvar_crosshair_alpha, DRAWFLAG_NORMAL);
308         }
309 }