3 #include "panel/scoreboard.qh"
4 #include "hud_config.qh"
5 #include "../mapvoting.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;
123 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
124 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag)
126 TC(bool, vertical); TC(int, drawflag);
127 if(!length_ratio || !theAlpha)
133 if(length_ratio < -1)
136 else if(length_ratio < 0)
139 theOrigin = HUD_Shift(theOrigin);
140 theSize = HUD_Scale(theSize);
143 vector width, height;
145 pic = strcat(hud_skin_path, "/", pic, "_vertical");
146 if(precache_pic(pic) == "") {
147 pic = "gfx/hud/default/progressbar_vertical";
150 if (baralign == 1) // bottom align
151 theOrigin.y += (1 - length_ratio) * theSize.y;
152 else if (baralign == 2) // center align
153 theOrigin.y += 0.5 * (1 - length_ratio) * theSize.y;
154 else if (baralign == 3) // center align, positive values down, negative up
157 if (length_ratio > 0)
158 theOrigin.y += theSize.y;
161 theOrigin.y += (1 + length_ratio) * theSize.y;
162 length_ratio = -length_ratio;
165 theSize.y *= length_ratio;
168 width = eX * theSize.x;
169 height = eY * theSize.y;
170 if(theSize.y <= theSize.x * 2)
172 // button not high enough
173 // draw just upper and lower part then
174 square = eY * theSize.y * 0.5;
175 bH = eY * (0.25 * theSize.y / (theSize.x * 2));
176 drawsubpic(theOrigin, square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
177 drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
181 square = eY * theSize.x;
182 drawsubpic(theOrigin, width + square, pic, '0 0 0', '1 0.25 0', theColor, theAlpha, drawflag);
183 drawsubpic(theOrigin + square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5 0', theColor, theAlpha, drawflag);
184 drawsubpic(theOrigin + height - square, width + square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
187 pic = strcat(hud_skin_path, "/", pic);
188 if(precache_pic(pic) == "") {
189 pic = "gfx/hud/default/progressbar";
192 if (baralign == 1) // right align
193 theOrigin.x += (1 - length_ratio) * theSize.x;
194 else if (baralign == 2) // center align
195 theOrigin.x += 0.5 * (1 - length_ratio) * theSize.x;
196 else if (baralign == 3) // center align, positive values on the right, negative on the left
199 if (length_ratio > 0)
200 theOrigin.x += theSize.x;
203 theOrigin.x += (1 + length_ratio) * theSize.x;
204 length_ratio = -length_ratio;
207 theSize.x *= length_ratio;
210 width = eX * theSize.x;
211 height = eY * theSize.y;
212 if(theSize.x <= theSize.y * 2)
214 // button not wide enough
215 // draw just left and right part then
216 square = eX * theSize.x * 0.5;
217 bW = eX * (0.25 * theSize.x / (theSize.y * 2));
218 drawsubpic(theOrigin, square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
219 drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
223 square = eX * theSize.y;
224 drawsubpic(theOrigin, height + square, pic, '0 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
225 drawsubpic(theOrigin + square, theSize - 2 * square, pic, '0.25 0 0', '0.5 1 0', theColor, theAlpha, drawflag);
226 drawsubpic(theOrigin + width - square, height + square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
231 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag)
237 pos = HUD_Shift(pos);
238 mySize = HUD_Scale(mySize);
241 pic = strcat(hud_skin_path, "/num_leading");
242 if(precache_pic(pic) == "") {
243 pic = "gfx/hud/default/num_leading";
246 drawsubpic(pos, eX * min(mySize.x * 0.5, mySize.y) + eY * mySize.y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
247 if(mySize.x/mySize.y > 2)
248 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);
249 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);
252 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, bool vertical, int icon_right_align, vector color, float theAlpha, float fadelerp)
254 TC(bool, vertical); TC(int, icon_right_align);
255 vector newPos = '0 0 0', newSize = '0 0 0';
256 vector picpos, numpos;
260 if(mySize.y/mySize.x > 2)
262 newSize.y = 2 * mySize.x;
263 newSize.x = mySize.x;
265 newPos.y = myPos.y + (mySize.y - newSize.y) / 2;
270 newSize.x = 1/2 * mySize.y;
271 newSize.y = mySize.y;
273 newPos.x = myPos.x + (mySize.x - newSize.x) / 2;
280 picpos = newPos + eY * newSize.x;
285 numpos = newPos + eY * newSize.x;
289 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
290 // make number smaller than icon, it looks better
291 // reduce only y to draw numbers with different number of digits with the same y size
292 numpos.y += newSize.y * ((1 - 0.7) / 2);
294 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
298 if(mySize.x/mySize.y > 3)
300 newSize.x = 3 * mySize.y;
301 newSize.y = mySize.y;
303 newPos.x = myPos.x + (mySize.x - newSize.x) / 2;
308 newSize.y = 1/3 * mySize.x;
309 newSize.x = mySize.x;
311 newPos.y = myPos.y + (mySize.y - newSize.y) / 2;
315 if(icon_right_align) // right align
318 picpos = newPos + eX * 2 * newSize.y;
322 numpos = newPos + eX * newSize.y;
326 // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
327 // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
328 drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize.y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
329 drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
332 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, int icon_right_align, vector color, float theAlpha)
334 TC(bool, vertical); TC(int, icon_right_align);
335 DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
346 void CSQC_BUMBLE_GUN_HUD();
350 if(autocvar__hud_configure) return;
351 if(intermission == 2) return;
353 if(hud == HUD_BUMBLEBEE_GUN)
354 CSQC_BUMBLE_GUN_HUD();
356 Vehicle info = Vehicles_from(hud);
361 void HUD_Panel_Draw(entity panent)
364 if (autocvar__hud_configure)
366 if (!(panel.panel_configflags & PANEL_CONFIG_MAIN))
368 panel_fade_alpha = 1;
369 Hud_Panel_GetPanelEnabled();
374 bool draw_allowed = false;
375 if ((panel.panel_showflags & PANEL_SHOW_MINIGAME) && HUD_Minigame_Showpanels())
377 else if((panel.panel_showflags & PANEL_SHOW_MAPVOTE) && intermission == 2)
379 else if (panel.panel_showflags & PANEL_SHOW_MAINGAME)
384 if (panel.panel_showflags & PANEL_SHOW_WITH_SB)
385 panel_fade_alpha = 1;
388 panel_fade_alpha = 1 - scoreboard_fade_alpha;
389 if(!panel_fade_alpha)
398 // reset gametype specific icons
399 if(gametype.m_modicons_reset)
400 gametype.m_modicons_reset();
403 float autocvar_hud_dynamic_shake = 1;
404 float autocvar_hud_dynamic_shake_damage_max = 130;
405 float autocvar_hud_dynamic_shake_damage_min = 10;
406 float autocvar_hud_dynamic_shake_scale = 0.2;
407 float hud_dynamic_shake_x[10] = {0, 1, -0.7, 0.5, -0.3, 0.2, -0.1, 0.1, 0.0, 0};
408 float hud_dynamic_shake_y[10] = {0, 0.4, 0.8, -0.2, -0.6, 0.0, 0.3, 0.1, -0.1, 0};
409 bool Hud_Shake_Update()
411 if(time - hud_dynamic_shake_time < 0)
414 float anim_speed = 17 + 9 * hud_dynamic_shake_factor;
415 float elapsed_time = (time - hud_dynamic_shake_time) * anim_speed;
416 int i = floor(elapsed_time);
420 float f = elapsed_time - i;
421 hud_dynamic_shake_realofs.x = (1 - f) * hud_dynamic_shake_x[i] + f * hud_dynamic_shake_x[i+1];
422 hud_dynamic_shake_realofs.y = (1 - f) * hud_dynamic_shake_y[i] + f * hud_dynamic_shake_y[i+1];
423 hud_dynamic_shake_realofs.z = 0;
424 hud_dynamic_shake_realofs *= hud_dynamic_shake_factor * autocvar_hud_dynamic_shake_scale;
425 hud_dynamic_shake_realofs.x = bound(-0.1, hud_dynamic_shake_realofs.x, 0.1) * vid_conwidth;
426 hud_dynamic_shake_realofs.y = bound(-0.1, hud_dynamic_shake_realofs.y, 0.1) * vid_conheight;
430 void calc_followmodel_ofs(entity view);
431 void Hud_Dynamic_Frame()
433 vector ofs = '0 0 0';
436 if (autocvar_hud_dynamic_follow)
438 entity view = CSQCModel_server2csqc(player_localentnum - 1);
439 calc_followmodel_ofs(view);
440 ofs = -cl_followmodel_ofs * autocvar_hud_dynamic_follow_scale;
441 ofs.x *= autocvar_hud_dynamic_follow_scale_xyz.z;
442 ofs.y *= autocvar_hud_dynamic_follow_scale_xyz.x;
443 ofs.z *= autocvar_hud_dynamic_follow_scale_xyz.y;
445 if (fabs(ofs.x) < 0.001) ofs.x = 0;
446 if (fabs(ofs.y) < 0.001) ofs.y = 0;
447 if (fabs(ofs.z) < 0.001) ofs.z = 0;
448 ofs.x = bound(-0.1, ofs.x, 0.1);
449 ofs.y = bound(-0.1, ofs.y, 0.1);
450 ofs.z = bound(-0.1, ofs.z, 0.1);
452 hud_shift.x = ofs.y * vid_conwidth;
453 hud_shift.y = ofs.z * vid_conheight;
456 hud_scale.x = (1 + hud_shift.z);
457 hud_scale.y = hud_scale.x;
460 if(autocvar_hud_dynamic_shake > 0)
462 static float old_health = 0;
463 float health = max(-1, STAT(HEALTH));
464 if(hud_dynamic_shake_factor == -1) // don't allow the effect for this frame
466 hud_dynamic_shake_factor = 0;
471 float new_hud_dynamic_shake_factor = 0;
472 if (old_health - health >= autocvar_hud_dynamic_shake_damage_min
473 && autocvar_hud_dynamic_shake_damage_max > autocvar_hud_dynamic_shake_damage_min
474 && old_health > 0 && !intermission)
476 float m = max(autocvar_hud_dynamic_shake_damage_min, 1);
477 new_hud_dynamic_shake_factor = (old_health - health - m) / (autocvar_hud_dynamic_shake_damage_max - m);
478 if(new_hud_dynamic_shake_factor >= 1)
479 new_hud_dynamic_shake_factor = 1;
480 if(new_hud_dynamic_shake_factor >= hud_dynamic_shake_factor)
482 hud_dynamic_shake_factor = new_hud_dynamic_shake_factor;
483 hud_dynamic_shake_time = time;
487 if(hud_dynamic_shake_factor)
488 if(!Hud_Shake_Update())
489 hud_dynamic_shake_factor = 0;
492 if(hud_dynamic_shake_factor > 0)
494 hud_shift.x += hud_dynamic_shake_realofs.x;
495 hud_shift.y += hud_dynamic_shake_realofs.y;
499 hud_scale_center.x = 0.5 * vid_conwidth;
500 hud_scale_center.y = 0.5 * vid_conheight;
502 hud_scale_current = hud_scale;
503 hud_shift_current = hud_shift;
509 if(hud_configure_menu_open == 1)
512 hud_fade_alpha = 1 - autocvar__menu_alpha;
514 HUD_Configure_Frame();
518 if(scoreboard_fade_alpha == 1)
519 if(autocvar__menu_alpha == 1)
523 if (hud_skin_prev != autocvar_hud_skin)
526 strunzone(hud_skin_path);
527 hud_skin_path = strzone(strcat("gfx/hud/", autocvar_hud_skin));
529 strunzone(hud_skin_prev);
530 hud_skin_prev = strzone(autocvar_hud_skin);
534 if(autocvar_hud_dock != "" && autocvar_hud_dock != "0")
538 float hud_dock_color_team = autocvar_hud_dock_color_team;
539 if((teamplay) && hud_dock_color_team) {
540 if(autocvar__hud_configure && myteam == NUM_SPECTATOR)
541 color = '1 0 0' * hud_dock_color_team;
543 color = myteamcolors * hud_dock_color_team;
545 else if(autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && hud_dock_color_team) {
546 color = '1 0 0' * hud_dock_color_team;
550 string hud_dock_color = autocvar_hud_dock_color;
551 if(hud_dock_color == "shirt") {
552 f = stof(getplayerkeyvalue(current_player, "colors"));
553 color = colormapPaletteColor(floor(f / 16), 0);
555 else if(hud_dock_color == "pants") {
556 f = stof(getplayerkeyvalue(current_player, "colors"));
557 color = colormapPaletteColor(f % 16, 1);
560 color = stov(hud_dock_color);
564 pic = strcat(hud_skin_path, "/", autocvar_hud_dock);
565 if(precache_pic(pic) == "") {
566 pic = strcat(hud_skin_path, "/dock_medium");
567 if(precache_pic(pic) == "") {
568 pic = "gfx/hud/default/dock_medium";
571 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...
574 // cache the panel order into the panel_order array
575 if(autocvar__hud_panelorder != hud_panelorder_prev) {
576 for(i = 0; i < hud_panels_COUNT; ++i)
580 bool warning = false;
581 int argc = tokenize_console(autocvar__hud_panelorder);
582 if (argc > hud_panels_COUNT)
584 //first detect wrong/missing panel numbers
585 for(i = 0; i < hud_panels_COUNT; ++i) {
586 p_num = stoi(argv(i));
587 if (p_num >= 0 && p_num < hud_panels_COUNT) { //correct panel number?
588 if (panel_order[p_num] == -1) //found for the first time?
589 s = strcat(s, ftos(p_num), " ");
590 panel_order[p_num] = 1; //mark as found
595 for(i = 0; i < hud_panels_COUNT; ++i) {
596 if (panel_order[i] == -1) {
598 s = strcat(s, ftos(i), " "); //add missing panel number
602 LOG_TRACE("Automatically fixed wrong/missing panel numbers in _hud_panelorder");
604 cvar_set("_hud_panelorder", s);
605 if(hud_panelorder_prev)
606 strunzone(hud_panelorder_prev);
607 hud_panelorder_prev = strzone(s);
609 //now properly set panel_order
611 for(i = 0; i < hud_panels_COUNT; ++i) {
612 panel_order[i] = stof(argv(i));
616 hud_draw_maximized = 0;
617 // draw panels in the order specified by panel_order array
618 for(i = hud_panels_COUNT - 1; i >= 0; --i)
619 HUD_Panel_Draw(hud_panels_from(panel_order[i]));
623 hud_draw_maximized = 1; // panels that may be maximized must check this var
624 // draw maximized panels on top
625 if(hud_panel_radar_maximized)
626 HUD_Panel_Draw(HUD_PANEL(RADAR));
627 if(autocvar__con_chat_maximized)
628 HUD_Panel_Draw(HUD_PANEL(CHAT));
629 if(hud_panel_quickmenu)
630 HUD_Panel_Draw(HUD_PANEL(QUICKMENU));
631 HUD_Panel_Draw(HUD_PANEL(SCOREBOARD));
633 if (intermission == 2)
636 HUD_Configure_PostDraw();
638 hud_configure_prev = autocvar__hud_configure;