3 #include "strafehud.qh"
5 #include <client/autocvars.qh>
6 #include <client/miscfunctions.qh>
7 #include <common/animdecide.qh>
8 #include <common/ent_cs.qh>
9 #include <common/mapinfo.qh>
10 #include <common/physics/movetypes/movetypes.qh>
11 #include <common/physics/player.qh>
12 #include <lib/csqcmodel/cl_player.qh>
16 void HUD_StrafeHUD_Export(int fh)
18 // allow saving cvars that aesthetically change the panel into hud skin files
22 bool state_fwd = true;
23 bool state_fwd_prev = true;
25 float demo_angle = -37;
26 float demo_direction = 1;
28 float state_onground_time = 0;
29 float state_strafekeys_time = 0;
30 float state_fwd_time = 0;
31 bool state_onground = false;
32 bool state_strafekeys = false;
36 // provide basic panel cvars to old clients
37 // TODO remove them after a future release (0.8.2+)
38 noref string autocvar_hud_panel_strafehud_pos = "0.320000 0.570000";
39 noref string autocvar_hud_panel_strafehud_size = "0.360000 0.020000";
40 noref string autocvar_hud_panel_strafehud_bg = "0";
41 noref string autocvar_hud_panel_strafehud_bg_color = "";
42 noref string autocvar_hud_panel_strafehud_bg_color_team = "";
43 noref string autocvar_hud_panel_strafehud_bg_alpha = "0.7";
44 noref string autocvar_hud_panel_strafehud_bg_border = "";
45 noref string autocvar_hud_panel_strafehud_bg_padding = "";
52 // generic hud routines
53 if(!autocvar__hud_configure)
55 if(!autocvar_hud_panel_strafehud ||
56 (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
57 (autocvar_hud_panel_strafehud == 3 && !(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))) return;
60 HUD_Panel_LoadCvars();
62 if(autocvar_hud_panel_strafehud_dynamichud)
75 panel_pos += '1 1 0' * panel_bg_padding;
76 panel_size -= '2 2 0' * panel_bg_padding;
79 // find out whether the local csqcmodel entity is valid
80 if(spectatee_status > 0 || isdemo())
83 strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
88 strafeplayer = csqcplayer;
92 if(csqcplayer && strafeplayer)
95 bool onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
97 bool swimming = strafeplayer.waterlevel >= WATERLEVEL_SWIMMING;
98 float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
99 float maxspeed_crouch_mod = IS_DUCKED(strafeplayer) && !swimming ? .5 : 1;
100 float maxspeed_water_mod = swimming ? .7 : 1; // very simplified water physics, the hud will not work well (and is not supposed to) while swimming
101 float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
102 float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_crouch_mod * maxspeed_water_mod : 320;
103 float vel_angle = vectoangles(strafeplayer.velocity).y;
104 float view_angle = view_angles.y + 180;
107 vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer);
108 int keys = STAT(PRESSED_KEYS);
113 int mode = autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1 ? autocvar_hud_panel_strafehud_mode : 0;
114 float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
115 float antiflicker_speed = max(0, autocvar_hud_panel_strafehud_antiflicker_speed);
117 bool straight_overturn = false;
121 vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color;
122 float currentangle_offset;
123 vector currentangle_size = '0 0 0';
125 bool bestangle_anywhere = false;
126 float bestangle_offset;
127 float bestangle_width;
128 bool odd_angles = false;
129 float switch_bestangle_offset;
130 float odd_bestangle_offset = 0;
131 float switch_odd_bestangle_offset = 0;
132 float accelzone_offset;
133 float accelzone_width;
134 float odd_accelzone_offset;
135 float odd_accelzone_width;
136 float overturn_offset;
137 float overturn_width;
138 float overturn_width_visible;
139 vector direction_size_vertical = '0 0 0';
140 vector direction_size_horizontal = '0 0 0';
142 float range_minangle;
144 // determine whether the player is pressing forwards or backwards keys
145 if(islocal) // if entity is local player
151 else if(movement.x < 0)
160 else // alternatively determine direction by querying pressed keys
162 if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
166 else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
176 // determine player wishdir
177 if(islocal) // if entity is local player
185 else if(movement.y > 0)
202 wishangle = RAD2DEG * atan2(movement.y, movement.x);
203 // wrap the wish angle if it exceeds ±90°
204 if(fabs(wishangle) > 90)
206 if(wishangle < 0) wishangle += 180;
207 else wishangle -= 180;
208 wishangle = -wishangle;
213 else // alternatively calculate wishdir by querying pressed keys
215 if(keys & KEY_FORWARD || keys & KEY_BACKWARD)
227 else if(!(keys & KEY_RIGHT))
229 wishangle = 0; // wraps at 180°
233 strafekeys = fabs(wishangle) == 90;
235 // determine minimum required angle to display full strafe range
236 range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
237 if(range_minangle > 45) // minimum angle range is 45
239 range_minangle = 45 - fabs(wishangle) % 45;
241 range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
242 range_minangle *= 2; // multiply to accommodate for both sides of the hud
244 if(autocvar_hud_panel_strafehud_range == 0)
246 if(autocvar__hud_configure)
252 hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
257 hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
260 // detect air strafe turning
261 if(onground != state_onground)
263 state_onground_time = time;
265 state_onground = onground;
267 if(strafekeys != state_strafekeys)
269 state_strafekeys_time = time;
271 state_strafekeys = strafekeys;
273 if((keys & KEY_FORWARD) || (keys & KEY_BACKWARD) || swimming || autocvar__hud_configure)
279 if((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_ground) // timeout for strafe jumping in general
284 else // air strafe only
288 if(((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_air) || (keys & KEY_JUMP)) // timeout for slick ramps
290 turn = true; // CPMA turning
291 turnangle = wishangle;
294 else if((time - state_strafekeys_time) >= autocvar_hud_panel_strafehud_timeout_turn) // timeout for jumping with strafe keys only
301 maxspeed = PHYS_MAXAIRSTRAFESPEED(strafeplayer); // no modifiers here because they don't affect air strafing
302 wishangle = turnangle;
305 minspeed = autocvar_hud_panel_strafehud_switch_minspeed < 0 ? maxspeed + antiflicker_speed : autocvar_hud_panel_strafehud_switch_minspeed;
307 // get current strafing angle ranging from -180° to +180°
308 if(!autocvar__hud_configure)
312 // calculate view angle relative to the players current velocity direction
313 angle = vel_angle - view_angle;
315 // if the angle goes above 180° or below -180° wrap it to the opposite side
316 if (angle > 180) angle -= 360;
317 else if(angle < -180) angle += 360;
319 // shift the strafe angle by 180° for hud calculations
320 if(angle < 0) angle += 180;
323 // determine whether the player is strafing forwards or backwards
324 // if the player isn't strafe turning use forwards/backwards keys to determine direction
331 else if(keys_fwd < 0)
337 state_fwd = fabs(angle) <= 90;
340 // otherwise determine by examining the strafe angle
343 if(wishangle < 0) // detect direction since the direction is not yet set
345 state_fwd = angle <= -wishangle;
349 state_fwd = angle >= -wishangle;
353 if(state_fwd_prev != state_fwd)
355 state_fwd_time = time;
357 state_fwd_prev = state_fwd;
359 if((time - state_fwd_time) >= autocvar_hud_panel_strafehud_timeout_direction || speed < maxspeed || (strafekeys && mode == 0)) // timeout when changing between forwards and backwards movement
364 // shift the strafe angle by 180° when strafing backwards
367 if(angle < 0) angle += 180;
371 // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on
372 if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle))
374 straight_overturn = true;
382 else // simulate turning for HUD setup
384 if(autocvar__hud_panel_strafehud_demo && ((time - demo_time) >= .025))
387 demo_angle += demo_direction;
388 if(fabs(demo_angle) >= 55)
390 demo_direction = -demo_direction;
394 wishangle = 45 * (demo_angle > 0 ? 1 : -1);
397 // invert the wish angle when strafing backwards
400 wishangle = -wishangle;
403 // flip angles if v_flipped is enabled
404 if(autocvar_v_flipped)
407 wishangle = -wishangle;
410 // determine whether the player is strafing left or right
413 direction = wishangle > 0 ? 1 : -1;
417 direction = (angle > antiflicker_angle && angle < (180 - antiflicker_angle)) ? 1 : (angle < -antiflicker_angle && angle > (-180 + antiflicker_angle)) ? -1 : 0;
420 // decelerating at this angle
421 maxangle = 90 - fabs(wishangle);
422 // best angle to strafe at
423 bestangle = (speed > maxspeed ? acos(maxspeed / speed) : 0) * RAD2DEG * (direction < 0 ? -1 : 1) - wishangle;
425 // various offsets and size calculations of hud indicator elements
426 // how much is hidden by the current hud angle
427 hidden_width = (360 - hudangle) / hudangle * panel_size.x;
429 currentangle_size.x = max(panel_size.x * autocvar_hud_panel_strafehud_angle_width, 1);
432 currentangle_offset = angle/hudangle * panel_size.x;
436 currentangle_offset = bound(-hudangle/2, angle, hudangle/2)/hudangle * panel_size.x + panel_size.x/2;
438 currentangle_size.y = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_height, 2), 1);
439 // best strafe acceleration angle
440 bestangle_offset = bestangle/hudangle * panel_size.x + panel_size.x/2;
441 switch_bestangle_offset = -bestangle/hudangle * panel_size.x + panel_size.x/2;
442 bestangle_width = max(panel_size.x * autocvar_hud_panel_strafehud_switch_width, 1);
444 if(((angle > -wishangle && direction < 0) || (angle < -wishangle && direction > 0)) && (direction != 0))
447 float odd_bestangle = -(bestangle + wishangle) - wishangle;
448 odd_bestangle_offset = odd_bestangle/hudangle * panel_size.x + panel_size.x/2;
449 switch_odd_bestangle_offset = (odd_bestangle+bestangle*2)/hudangle * panel_size.x + panel_size.x/2;
451 // direction indicator
452 direction_size_vertical.x = max(panel_size.y * min(autocvar_hud_panel_strafehud_direction_width, .5), 1);
453 direction_size_vertical.y = panel_size.y;
454 direction_size_horizontal.x = max(panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5), direction_size_vertical.x);
455 direction_size_horizontal.y = direction_size_vertical.x;
457 overturn_width = 180/hudangle * panel_size.x;
458 overturn_width_visible = (hudangle/2 - maxangle) / hudangle * panel_size.x;
460 // the neutral zone fills the whole strafe bar
461 if(speed <= (swimming ? antiflicker_speed : 0))
464 if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0)
466 switch(autocvar_hud_panel_strafehud_style)
470 drawfill(panel_pos, panel_size, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
474 HUD_Panel_DrawProgressBar(panel_pos, panel_size, "progressbar", 1, 0, 0, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
480 // calculate various zones of the strafe-o-meter
481 if(direction < 0) // turning left
483 // calculate zone in which strafe acceleration happens
484 accelzone_width = bestangle_offset;
485 // calculate offset of overturn zone
486 overturn_offset = overturn_width_visible - overturn_width;
487 // move/adjust acceleration zone
488 accelzone_offset = overturn_width_visible;
489 accelzone_width -= overturn_width_visible;
490 // calculate zone in which strafe acceleration could also happen without changing wishdir
491 odd_accelzone_width = accelzone_width;
492 odd_accelzone_offset = overturn_offset - odd_accelzone_width;
493 // calculate the neutral zone of the strafe-o-meter
494 bar_offset = bestangle_offset;
496 else // turning right or moving forward
498 // calculate zone in which strafe acceleration happens
499 accelzone_offset = bestangle_offset;
500 accelzone_width = panel_size.x - accelzone_offset;
501 // calculate offset of overturn zone
502 overturn_offset = panel_size.x - overturn_width_visible;
503 // adjust acceleration zone
504 accelzone_width -= overturn_width_visible;
505 // calculate zone in which strafe acceleration could also happen without changing wishdir
506 odd_accelzone_width = accelzone_width;
507 odd_accelzone_offset = overturn_offset + overturn_width;
508 // calculate the neutral zone of the strafe-o-meter
509 bar_offset = odd_accelzone_offset + odd_accelzone_width;
511 bar_width = 360/hudangle * panel_size.x - accelzone_width - odd_accelzone_width - overturn_width;
513 // remove indicator width from offset
516 bestangle_offset -= bestangle_width;
517 switch_odd_bestangle_offset -= bestangle_width;
521 switch_bestangle_offset -= bestangle_width;
522 odd_bestangle_offset -= bestangle_width;
527 bar_offset -= currentangle_offset;
528 accelzone_offset -= currentangle_offset;
529 odd_accelzone_offset -= currentangle_offset;
530 overturn_offset -= currentangle_offset;
531 bestangle_offset -= currentangle_offset;
532 switch_bestangle_offset -= currentangle_offset;
533 odd_bestangle_offset -= currentangle_offset;
534 switch_odd_bestangle_offset -= currentangle_offset;
537 // draw acceleration zone
538 HUD_Panel_DrawStrafeHUD(accelzone_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style);
540 // draw odd acceleration zone
541 HUD_Panel_DrawStrafeHUD(odd_accelzone_offset, odd_accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style);
543 // draw overturn zone
544 HUD_Panel_DrawStrafeHUD(overturn_offset, overturn_width, autocvar_hud_panel_strafehud_bar_overturn_color, autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style);
547 HUD_Panel_DrawStrafeHUD(bar_offset, bar_width, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style);
549 if(direction != 0 && direction_size_vertical.x > 0 && autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
551 bool indicator_direction = direction < 0;
552 // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable
553 // if both conditions are true then it's inverted twice hence not inverted at all
554 if(!fwd != odd_angles)
556 indicator_direction = !indicator_direction;
558 // draw the direction indicator caps at the sides of the hud
560 if(direction_size_vertical.y > 0) drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x), direction_size_vertical, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
561 // top horizontal line
562 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) - eY * direction_size_horizontal.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
563 // bottom horizontal line
564 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) + eY * panel_size.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
567 if(speed >= minspeed) // only draw indicators if minspeed is reached
569 // draw best angles for acceleration
570 float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
571 float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
572 // both indicators are inactive if no direction can be determined
573 vector switch_color = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_color : autocvar_hud_panel_strafehud_switch_inactive_color;
574 float switch_alpha = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_alpha : autocvar_hud_panel_strafehud_switch_inactive_alpha;
575 // draw the switch indicators
576 HUD_Panel_DrawStrafeHUD(switch_offset, bestangle_width, autocvar_hud_panel_strafehud_switch_inactive_color, autocvar_hud_panel_strafehud_switch_inactive_alpha * panel_fg_alpha, 0);
577 HUD_Panel_DrawStrafeHUD(offset, bestangle_width, switch_color, switch_alpha * panel_fg_alpha, 0);
581 if(speed < (maxspeed + antiflicker_speed) && speed > 0)
583 bestangle_anywhere = true; // moving forward should suffice to gain speed
586 // draw the actual strafe angle
587 if(!bestangle_anywhere) // player gains speed with strafing
589 if((direction > 0 && (angle >= bestangle || angle <= -(bestangle + wishangle*2))) ||
590 (direction < 0 && (angle <= bestangle || angle >= -(bestangle + wishangle*2))))
591 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
594 if(fabs(angle + wishangle) > 90) // player is overturning
596 currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
598 else if(bestangle_anywhere) // player gains speed without strafing
600 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
603 if(mode == 0 || straight_overturn)
605 currentangle_offset = panel_size.x/2;
607 if(currentangle_size.x > 0 && currentangle_size.y > 0 && autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha > 0)
609 drawfill(panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x/2), currentangle_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
614 // functions to make hud elements align perfectly in the hud area
615 void HUD_Panel_DrawStrafeHUD(float offset, float width, vector color, float alpha, int type)
617 float mirror_offset, mirror_width;
618 vector size = panel_size;
619 vector mirror_size = panel_size;
621 if(alpha <= 0 || width <= 0) return;
625 mirror_width = min(fabs(offset), width);
626 mirror_offset = panel_size.x + hidden_width - fabs(offset);
632 mirror_width = min(offset + width - panel_size.x - hidden_width, width);
633 mirror_offset = max(offset - panel_size.x - hidden_width, 0);
635 if((offset + width) > panel_size.x)
637 width = panel_size.x - offset;
639 if(mirror_offset < 0)
641 mirror_width += mirror_offset;
644 if((mirror_offset + mirror_width) > panel_size.x)
646 mirror_width = panel_size.x - mirror_offset;
650 mirror_size.x = mirror_width;
656 if(mirror_width > 0) drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL);
657 if(width > 0) drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL);
661 if(mirror_size.x > 0 && mirror_size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * mirror_offset, mirror_size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
662 if(size.x > 0 && size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * offset, size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);