3 #include "hud_config.qh"
4 #include "../mapvoting.qh"
5 #include "../scoreboard.qh"
6 #include "../teamradar.qh"
7 #include <common/t_items.qh>
8 #include <common/deathtypes/all.qh>
9 #include <common/items/all.qc>
10 #include <common/mapinfo.qh>
11 #include <common/vehicles/all.qh>
12 #include <common/mutators/mutator/waypoints/all.qh>
13 #include <common/stats.qh>
14 #include <lib/csqcmodel/cl_player.qh>
15 #include <server/mutators/mutator/gamemode_ctf.qh> // TODO: remove
24 vector HUD_Get_Num_Color (float x, float maxvalue)
29 color.x = sin(2*M_PI*time);
31 color.z = sin(2*M_PI*time);
33 else if(x > maxvalue * 0.75) {
34 color.x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
35 color.y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
38 else if(x > maxvalue * 0.5) {
39 color.x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
40 color.y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
41 color.z = 1 - (x-100)*0.02; // blue value between 1 -> 0
43 else if(x > maxvalue * 0.25) {
46 color.z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
48 else if(x > maxvalue * 0.1) {
50 color.y = (x-20)*90/27/100; // green value between 0 -> 1
51 color.z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
59 blinkingamt = (1 - x/maxvalue/0.25);
62 color.x = color.x - color.x * blinkingamt * sin(2*M_PI*time);
63 color.y = color.y - color.y * blinkingamt * sin(2*M_PI*time);
64 color.z = color.z - color.z * blinkingamt * sin(2*M_PI*time);
69 float HUD_GetRowCount(int item_count, vector size, float item_aspect)
72 float aspect = size_y / size_x;
73 return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
76 vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect)
80 float ratio, best_ratio = 0;
81 float best_columns = 1, best_rows = 1;
82 bool vertical = (psize.x / psize.y >= item_aspect);
85 psize = eX * psize.y + eY * psize.x;
86 item_aspect = 1 / item_aspect;
89 rows = ceil(sqrt(item_count));
90 columns = ceil(item_count/rows);
93 ratio = (psize.x/columns) / (psize.y/rows);
94 if(ratio > item_aspect)
95 ratio = item_aspect * item_aspect / ratio;
97 if(ratio <= best_ratio)
98 break; // ratio starts decreasing by now, skip next configurations
100 best_columns = columns;
108 rows = ceil(item_count/columns);
112 return eX * best_rows + eY * best_columns;
114 return eX * best_columns + eY * best_rows;
117 // return the string of the onscreen race timer
118 string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname)
127 if(theirtime == 0) // goal hit
131 timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
141 timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
147 lapstr = sprintf(_(" (-%dL)"), lapdelta);
150 else if(lapdelta < 0)
152 lapstr = sprintf(_(" (+%dL)"), -lapdelta);
156 else if(theirtime > 0) // anticipation
158 if(mytime >= theirtime)
159 timestr = strcat("+", ftos_decimals(mytime - theirtime, TIME_DECIMALS));
161 timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(theirtime));
171 cpname = _("Start line");
173 cpname = _("Finish line");
175 cpname = sprintf(_("Intermediate %d"), cp);
177 cpname = _("Finish line");
180 return strcat(col, cpname);
181 else if(theirname == "")
182 return strcat(col, sprintf("%s (%s)", cpname, timestr));
184 return strcat(col, sprintf("%s (%s %s)", cpname, timestr, strcat(theirname, col, lapstr)));
187 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
188 int race_CheckName(string net_name)
191 for (i=RANKINGS_CNT-1;i>=0;--i)
192 if(grecordholder[i] == net_name)
203 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
204 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag)
206 TC(bool, vertical); TC(int, drawflag);
207 if(!length_ratio || !theAlpha)
213 if(length_ratio < -1)
216 else if(length_ratio < 0)
219 theOrigin = HUD_Shift(theOrigin);
220 theSize = HUD_Scale(theSize);
223 vector width, height;
225 pic = strcat(hud_skin_path, "/", pic, "_vertical");
226 if(precache_pic(pic) == "") {
227 pic = "gfx/hud/default/progressbar_vertical";
230 if (baralign == 1) // bottom align
231 theOrigin.y += (1 - length_ratio) * theSize.y;
232 else if (baralign == 2) // center align
233 theOrigin.y += 0.5 * (1 - length_ratio) * theSize.y;
234 else if (baralign == 3) // center align, positive values down, negative up
237 if (length_ratio > 0)
238 theOrigin.y += theSize.y;
241 theOrigin.y += (1 + length_ratio) * theSize.y;
242 length_ratio = -length_ratio;
245 theSize.y *= length_ratio;
248 width = eX * theSize.x;
249 height = eY * theSize.y;
250 if(theSize.y <= theSize.x * 2)
252 // button not high enough
253 // draw just upper and lower part then
254 square = eY * theSize.y * 0.5;
255 bH = eY * (0.25 * theSize.y / (theSize.x * 2));
256 drawsubpic(theOrigin, square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
257 drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
261 square = eY * theSize.x;
262 drawsubpic(theOrigin, width + square, pic, '0 0 0', '1 0.25 0', theColor, theAlpha, drawflag);
263 drawsubpic(theOrigin + square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5 0', theColor, theAlpha, drawflag);
264 drawsubpic(theOrigin + height - square, width + square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
267 pic = strcat(hud_skin_path, "/", pic);
268 if(precache_pic(pic) == "") {
269 pic = "gfx/hud/default/progressbar";
272 if (baralign == 1) // right align
273 theOrigin.x += (1 - length_ratio) * theSize.x;
274 else if (baralign == 2) // center align
275 theOrigin.x += 0.5 * (1 - length_ratio) * theSize.x;
276 else if (baralign == 3) // center align, positive values on the right, negative on the left
279 if (length_ratio > 0)
280 theOrigin.x += theSize.x;
283 theOrigin.x += (1 + length_ratio) * theSize.x;
284 length_ratio = -length_ratio;
287 theSize.x *= length_ratio;
290 width = eX * theSize.x;
291 height = eY * theSize.y;
292 if(theSize.x <= theSize.y * 2)
294 // button not wide enough
295 // draw just left and right part then
296 square = eX * theSize.x * 0.5;
297 bW = eX * (0.25 * theSize.x / (theSize.y * 2));
298 drawsubpic(theOrigin, square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
299 drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
303 square = eX * theSize.y;
304 drawsubpic(theOrigin, height + square, pic, '0 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
305 drawsubpic(theOrigin + square, theSize - 2 * square, pic, '0.25 0 0', '0.5 1 0', theColor, theAlpha, drawflag);
306 drawsubpic(theOrigin + width - square, height + square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
311 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag)
317 pos = HUD_Shift(pos);
318 mySize = HUD_Scale(mySize);
321 pic = strcat(hud_skin_path, "/num_leading");
322 if(precache_pic(pic) == "") {
323 pic = "gfx/hud/default/num_leading";
326 drawsubpic(pos, eX * min(mySize.x * 0.5, mySize.y) + eY * mySize.y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
327 if(mySize.x/mySize.y > 2)
328 drawsubpic(pos + eX * mySize.y, eX * (mySize.x - 2 * mySize.y) + eY * mySize.y, pic, '0.25 0 0', '0.5 1 0', color, theAlpha, drawflag);
329 drawsubpic(pos + eX * mySize.x - eX * min(mySize.x * 0.5, mySize.y), eX * min(mySize.x * 0.5, mySize.y) + eY * mySize.y, pic, '0.75 0 0', '0.25 1 0', color, theAlpha, drawflag);
332 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha, float fadelerp)
334 TC(bool, vertical); TC(bool, icon_right_align);
335 vector newPos = '0 0 0', newSize = '0 0 0';
336 vector picpos, numpos;
340 if(mySize.y/mySize.x > 2)
342 newSize.y = 2 * mySize.x;
343 newSize.x = mySize.x;
345 newPos.y = myPos.y + (mySize.y - newSize.y) / 2;
350 newSize.x = 1/2 * mySize.y;
351 newSize.y = mySize.y;
353 newPos.x = myPos.x + (mySize.x - newSize.x) / 2;
360 picpos = newPos + eY * newSize.x;
365 numpos = newPos + eY * newSize.x;
369 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
370 // make number smaller than icon, it looks better
371 // reduce only y to draw numbers with different number of digits with the same y size
372 numpos.y += newSize.y * ((1 - 0.7) / 2);
374 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
378 if(mySize.x/mySize.y > 3)
380 newSize.x = 3 * mySize.y;
381 newSize.y = mySize.y;
383 newPos.x = myPos.x + (mySize.x - newSize.x) / 2;
388 newSize.y = 1/3 * mySize.x;
389 newSize.x = mySize.x;
391 newPos.y = myPos.y + (mySize.y - newSize.y) / 2;
395 if(icon_right_align) // right align
398 picpos = newPos + eX * 2 * newSize.y;
402 numpos = newPos + eX * newSize.y;
406 // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
407 // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
408 drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize.y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
409 drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
412 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, int icon_right_align, vector color, float theAlpha)
414 TC(bool, vertical); TC(int, icon_right_align);
415 DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
426 void CSQC_BUMBLE_GUN_HUD();
430 if(autocvar__hud_configure) return;
431 if(intermission == 2) return;
433 if(hud == HUD_BUMBLEBEE_GUN)
434 CSQC_BUMBLE_GUN_HUD();
436 Vehicle info = Vehicles_from(hud);
441 bool HUD_Panel_CheckFlags(int showflags)
444 if ( HUD_Minigame_Showpanels() )
445 return showflags & PANEL_SHOW_MINIGAME;
446 if(intermission == 2)
447 return showflags & PANEL_SHOW_MAPVOTE;
448 return showflags & PANEL_SHOW_MAINGAME;
451 void HUD_Panel_Draw(entity panent)
454 if(autocvar__hud_configure)
456 if(panel.panel_configflags & PANEL_CONFIG_MAIN)
459 else if(HUD_Panel_CheckFlags(panel.panel_showflags))
465 // reset gametype specific icons
466 if(gametype == MAPINFO_TYPE_CTF)
470 float autocvar_hud_dynamic_shake;
471 float autocvar_hud_dynamic_shake_damage_max;
472 float autocvar_hud_dynamic_shake_damage_min;
473 float autocvar_hud_dynamic_shake_scale;
474 float hud_dynamic_shake_x[10] = {0, 1, -0.7, 0.5, -0.3, 0.2, -0.1, 0.1, 0.0, 0};
475 float hud_dynamic_shake_y[10] = {0, 0.4, 0.8, -0.2, -0.6, 0.0, 0.3, 0.1, -0.1, 0};
476 bool Hud_Shake_Update()
478 if(time - hud_dynamic_shake_time < 0)
481 float anim_speed = 17 + 9 * hud_dynamic_shake_factor;
482 float elapsed_time = (time - hud_dynamic_shake_time) * anim_speed;
483 int i = floor(elapsed_time);
487 float f = elapsed_time - i;
488 hud_dynamic_shake_realofs.x = (1 - f) * hud_dynamic_shake_x[i] + f * hud_dynamic_shake_x[i+1];
489 hud_dynamic_shake_realofs.y = (1 - f) * hud_dynamic_shake_y[i] + f * hud_dynamic_shake_y[i+1];
490 hud_dynamic_shake_realofs.z = 0;
491 hud_dynamic_shake_realofs *= hud_dynamic_shake_factor * autocvar_hud_dynamic_shake_scale;
492 hud_dynamic_shake_realofs.x = bound(-0.1, hud_dynamic_shake_realofs.x, 0.1) * vid_conwidth;
493 hud_dynamic_shake_realofs.y = bound(-0.1, hud_dynamic_shake_realofs.y, 0.1) * vid_conheight;
497 void calc_followmodel_ofs(entity view);
498 void Hud_Dynamic_Frame()
500 vector ofs = '0 0 0';
503 if (autocvar_hud_dynamic_follow)
505 entity view = CSQCModel_server2csqc(player_localentnum - 1);
506 calc_followmodel_ofs(view);
507 ofs = -cl_followmodel_ofs * autocvar_hud_dynamic_follow_scale;
510 if (fabs(ofs.x) < 0.001) ofs.x = 0;
511 if (fabs(ofs.y) < 0.001) ofs.y = 0;
512 if (fabs(ofs.z) < 0.001) ofs.z = 0;
513 ofs.x = bound(-0.1, ofs.x, 0.1);
514 ofs.y = bound(-0.1, ofs.y, 0.1);
515 ofs.z = bound(-0.1, ofs.z, 0.1);
517 hud_shift.x = ofs.y * vid_conwidth;
518 hud_shift.y = ofs.z * vid_conheight;
521 hud_scale.x = (1 + hud_shift.z);
522 hud_scale.y = hud_scale.x;
524 float health = STAT(HEALTH);
525 if(autocvar_hud_dynamic_shake > 0 && !autocvar__hud_configure && health > 0)
527 if(hud_dynamic_shake_factor == -1) // don't allow the effect for this frame
528 hud_dynamic_shake_factor = 0;
531 float new_hud_dynamic_shake_factor = 0;
532 if(prev_health - health >= autocvar_hud_dynamic_shake_damage_min && autocvar_hud_dynamic_shake_damage_max > autocvar_hud_dynamic_shake_damage_min)
534 float m = max(autocvar_hud_dynamic_shake_damage_min, 1);
535 new_hud_dynamic_shake_factor = (prev_health - health - m) / (autocvar_hud_dynamic_shake_damage_max - m);
536 if(new_hud_dynamic_shake_factor >= 1)
537 new_hud_dynamic_shake_factor = 1;
538 if(new_hud_dynamic_shake_factor >= hud_dynamic_shake_factor)
540 hud_dynamic_shake_factor = new_hud_dynamic_shake_factor;
541 hud_dynamic_shake_time = time;
544 if(hud_dynamic_shake_factor)
545 if(!Hud_Shake_Update())
546 hud_dynamic_shake_factor = 0;
550 if(hud_dynamic_shake_factor > 0)
552 hud_shift.x += hud_dynamic_shake_realofs.x;
553 hud_shift.y += hud_dynamic_shake_realofs.y;
556 hud_scale_center.x = 0.5 * vid_conwidth;
557 hud_scale_center.y = 0.5 * vid_conheight;
559 hud_scale_current = hud_scale;
560 hud_shift_current = hud_shift;
566 // global hud theAlpha fade
567 if(menu_enabled == 1)
570 hud_fade_alpha = (1 - autocvar__menu_alpha);
572 if(scoreboard_fade_alpha)
573 hud_fade_alpha = (1 - scoreboard_fade_alpha);
575 HUD_Configure_Frame();
579 // panels that we want to be active together with the scoreboard
580 // they must fade only when the menu does
581 if(scoreboard_fade_alpha == 1)
583 HUD_Panel_Draw(HUD_PANEL(CENTERPRINT));
587 if(!autocvar__hud_configure && !hud_fade_alpha)
590 HUD_Panel_Draw(HUD_PANEL(VOTE));
596 if (hud_skin_prev != autocvar_hud_skin)
599 strunzone(hud_skin_path);
600 hud_skin_path = strzone(strcat("gfx/hud/", autocvar_hud_skin));
602 strunzone(hud_skin_prev);
603 hud_skin_prev = strzone(autocvar_hud_skin);
607 if(autocvar_hud_dock != "" && autocvar_hud_dock != "0")
611 float hud_dock_color_team = autocvar_hud_dock_color_team;
612 if((teamplay) && hud_dock_color_team) {
613 if(autocvar__hud_configure && myteam == NUM_SPECTATOR)
614 color = '1 0 0' * hud_dock_color_team;
616 color = myteamcolors * hud_dock_color_team;
618 else if(autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && hud_dock_color_team) {
619 color = '1 0 0' * hud_dock_color_team;
623 string hud_dock_color = autocvar_hud_dock_color;
624 if(hud_dock_color == "shirt") {
625 f = stof(getplayerkeyvalue(current_player, "colors"));
626 color = colormapPaletteColor(floor(f / 16), 0);
628 else if(hud_dock_color == "pants") {
629 f = stof(getplayerkeyvalue(current_player, "colors"));
630 color = colormapPaletteColor(f % 16, 1);
633 color = stov(hud_dock_color);
637 pic = strcat(hud_skin_path, "/", autocvar_hud_dock);
638 if(precache_pic(pic) == "") {
639 pic = strcat(hud_skin_path, "/dock_medium");
640 if(precache_pic(pic) == "") {
641 pic = "gfx/hud/default/dock_medium";
644 drawpic('0 0 0', pic, eX * vid_conwidth + eY * vid_conheight, color, autocvar_hud_dock_alpha * hud_fade_alpha, DRAWFLAG_NORMAL); // no aspect ratio forcing on dock...
647 // cache the panel order into the panel_order array
648 if(autocvar__hud_panelorder != hud_panelorder_prev) {
649 for(i = 0; i < hud_panels_COUNT; ++i)
653 bool warning = false;
654 int argc = tokenize_console(autocvar__hud_panelorder);
655 if (argc > hud_panels_COUNT)
657 //first detect wrong/missing panel numbers
658 for(i = 0; i < hud_panels_COUNT; ++i) {
659 p_num = stoi(argv(i));
660 if (p_num >= 0 && p_num < hud_panels_COUNT) { //correct panel number?
661 if (panel_order[p_num] == -1) //found for the first time?
662 s = strcat(s, ftos(p_num), " ");
663 panel_order[p_num] = 1; //mark as found
668 for(i = 0; i < hud_panels_COUNT; ++i) {
669 if (panel_order[i] == -1) {
671 s = strcat(s, ftos(i), " "); //add missing panel number
675 LOG_TRACE("Automatically fixed wrong/missing panel numbers in _hud_panelorder\n");
677 cvar_set("_hud_panelorder", s);
678 if(hud_panelorder_prev)
679 strunzone(hud_panelorder_prev);
680 hud_panelorder_prev = strzone(s);
682 //now properly set panel_order
684 for(i = 0; i < hud_panels_COUNT; ++i) {
685 panel_order[i] = stof(argv(i));
689 hud_draw_maximized = 0;
690 // draw panels in the order specified by panel_order array
691 for(i = hud_panels_COUNT - 1; i >= 0; --i)
692 HUD_Panel_Draw(hud_panels_from(panel_order[i]));
696 hud_draw_maximized = 1; // panels that may be maximized must check this var
697 // draw maximized panels on top
698 if(hud_panel_radar_maximized)
699 HUD_Panel_Draw(HUD_PANEL(RADAR));
700 if(autocvar__con_chat_maximized)
701 HUD_Panel_Draw(HUD_PANEL(CHAT));
702 if(hud_panel_quickmenu)
703 HUD_Panel_Draw(HUD_PANEL(QUICKMENU));
705 if (scoreboard_active || intermission == 2)
708 HUD_Configure_PostDraw();
710 hud_configure_prev = autocvar__hud_configure;