]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/client/View.qc
First step toward repairing the volume adjusters with the cutsound feature. It was...
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
index b497665a19f964f8faf6cbb2240667e16e7825af..0e4167c83fff54e70f9dbb7bff3e2c9aa5b1a41b 100644 (file)
@@ -252,7 +252,16 @@ float view_set;
 float camera_mode;\r
 float chase_active_old;\r
 float artwork_fade;\r
+float pickup_crosshair_time, pickup_crosshair_size;\r
+float myhealth, myhealth_prev, myhealth_flash;\r
+float contentavgalpha, liquidalpha_prev;\r
+float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
+float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
+vector myhealth_gentlergb;\r
+vector liquidcolor_prev;\r
+vector damage_blurpostprocess, content_blurpostprocess;\r
 string artwork_image;\r
+string intermission_song;\r
 string NextFrameCommand;\r
 void CSQC_UpdateView(float w, float h)\r
 {\r
@@ -449,6 +458,293 @@ void CSQC_UpdateView(float w, float h)
        // next R_RenderScene call\r
        drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
 \r
+       if(cvar("hud_contents"))\r
+       {\r
+               float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
+               vector liquidcolor;\r
+\r
+               if (getstati(STAT_VORE_EATEN))\r
+               {\r
+                       liquidalpha = cvar("hud_contents_stomach_alpha");\r
+                       liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
+                       incontent = 1;\r
+               }\r
+               else\r
+               {\r
+                       switch(pointcontents(view_origin))\r
+                       {\r
+                               case CONTENT_WATER:\r
+                                       liquidalpha = cvar("hud_contents_water_alpha");\r
+                                       liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
+                                       incontent = 1;\r
+                                       break;\r
+                                       \r
+                               case CONTENT_LAVA:\r
+                                       liquidalpha = cvar("hud_contents_lava_alpha");\r
+                                       liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
+                                       incontent = 1;\r
+                                       break;  \r
+                                                               \r
+                               case CONTENT_SLIME:\r
+                                       liquidalpha = cvar("hud_contents_slime_alpha");\r
+                                       liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
+                                       incontent = 1;\r
+                                       break;\r
+                                       \r
+                               default:\r
+                                       liquidalpha = 0;\r
+                                       liquidcolor = '0 0 0';\r
+                                       incontent = 0;\r
+                                       break;\r
+                       }\r
+               }\r
+               \r
+               if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
+               { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
+                       contentfadetime = cvar("hud_contents_fadeintime");\r
+                       liquidalpha_prev = liquidalpha;\r
+                       liquidcolor_prev = liquidcolor;\r
+               }\r
+               else\r
+                       contentfadetime = cvar("hud_contents_fadeouttime");\r
+                       \r
+               contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
+               contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
+               \r
+               if(contentavgalpha)\r
+                       drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
+\r
+               if(cvar("hud_postprocessing"))\r
+               {\r
+                       if(cvar("hud_contents_liquid_blur"))\r
+                       {\r
+                               // when inside the stomach, we use different blur settings than when we're inside other fluids\r
+                               content_blurpostprocess_x = 1;\r
+                               if(getstati(STAT_VORE_EATEN))\r
+                               {\r
+                                       content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
+                                       content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
+                               }\r
+                               else\r
+                               {\r
+                                       content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
+                                       content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
+                               }\r
+                       }\r
+                       else\r
+                       {\r
+                               content_blurpostprocess_x = 0;\r
+                               content_blurpostprocess_y = 0;\r
+                               content_blurpostprocess_z = 0;\r
+                       }\r
+               }\r
+       }\r
+\r
+       if(cvar("hud_damage"))\r
+       {\r
+               float myhealth_flash_temp;\r
+               myhealth = getstati(STAT_HEALTH);\r
+\r
+               // fade out\r
+               myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
+               // add new damage\r
+               myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
+\r
+               float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
+               pain_threshold = cvar("hud_damage_pain_threshold");\r
+               pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
+               pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
+\r
+               if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
+               {\r
+                       pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
+               }\r
+\r
+               myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
+\r
+               if(myhealth_prev < 1)\r
+               {\r
+                       if(myhealth >= 1)\r
+                       {\r
+                               myhealth_flash = 0; // just spawned, clear the flash immediately\r
+                               myhealth_flash_temp = 0;\r
+                       }\r
+                       else\r
+                       {\r
+                               myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
+                       }\r
+               }\r
+\r
+               if(spectatee_status == -1 || intermission)\r
+               {\r
+                       myhealth_flash = 0; // observing, or match ended\r
+                       myhealth_flash_temp = 0;\r
+               }\r
+\r
+               myhealth_prev = myhealth;\r
+\r
+               if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
+               {\r
+                       if(cvar("cl_gentle_damage") == 2)\r
+                       {\r
+                               if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
+                               {\r
+                                       myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
+                               }\r
+                       }\r
+                       else\r
+                               myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
+\r
+                       drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+               }\r
+               else\r
+                       drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+\r
+               if(cvar("hud_postprocessing"))\r
+               {\r
+                       if(cvar("hud_damage_blur"))\r
+                       {\r
+                               damage_blurpostprocess_x = 1;\r
+                               damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
+                               damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
+                       }\r
+                       else\r
+                       {\r
+                               damage_blurpostprocess_x = 0;\r
+                               damage_blurpostprocess_y = 0;\r
+                               damage_blurpostprocess_z = 0;\r
+                       }\r
+               }\r
+       }\r
+\r
+       if(cvar("hud_stomach"))\r
+       {\r
+               if(getstati(STAT_VORE_EATEN))\r
+               {\r
+                       if(stomachsplash_alpha < cvar("hud_stomach"))\r
+                               stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
+                       else\r
+                               stomachsplash_alpha = cvar("hud_stomach");\r
+               }\r
+               else if(getstati(STAT_HEALTH) > 0)\r
+               {\r
+                       if(stomachsplash_alpha > 0)\r
+                               stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
+                       else\r
+                               stomachsplash_alpha = 0;\r
+               }\r
+               if(getstati(STAT_HEALTH) <= 0)\r
+                       stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
+\r
+               if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
+                       stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
+               if(spectatee_status == -1)\r
+                       stomachsplash_alpha = 0;\r
+\r
+               stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
+               drawpic('0 0 0', "gfx/food", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
+       }\r
+\r
+       if(cvar("hud_postprocessing"))\r
+       {\r
+               // lets apply the postprocess effects from the previous two functions if needed\r
+               if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
+               {\r
+                       float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
+                       float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
+                       cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
+                       cvar_set("r_glsl_postprocess_uservec1_enable", "1");\r
+               }\r
+               else\r
+               {\r
+                       cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
+                       cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
+               }\r
+\r
+               if(cvar("hud_powerup"))\r
+               {\r
+                       float sharpen_intensity;\r
+                       if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
+                               sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
+                       if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
+                               sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
+                       sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
+\r
+                       if(sharpen_intensity > 0)\r
+                       {\r
+                               cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
+                               cvar_set("r_glsl_postprocess_uservec2_enable", "1");\r
+                       }\r
+                       else\r
+                       {\r
+                               cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
+                               cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
+                       }\r
+               }\r
+       }\r
+\r
+       if not(cvar("hud_damage") && cvar("hud_postprocessing"))\r
+       {\r
+               // don't allow blur to get stuck on if we disable the cvar while damaged\r
+               cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
+               cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
+       }\r
+       if not(cvar("hud_powerup") && cvar("hud_postprocessing"))\r
+       {\r
+               // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
+               cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
+               cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
+       }\r
+\r
+       if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
+       {\r
+               float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
+               if(getstati(STAT_VORE_EATEN))\r
+               {\r
+                       volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
+                       volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
+               }\r
+               else\r
+               {\r
+                       volume_modify_1_target = 1;\r
+                       volume_modify_2_target = 1;\r
+               }\r
+               volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
+\r
+               if(spectatee_status == -1 || intermission)\r
+               {\r
+                       // no volume fading is currently taking place, so if we change the volume settings, update the initial volume\r
+                       volume_modify_default_1 = cvar("volume");\r
+                       volume_modify_default_2 = cvar("bgmvolume");\r
+               }\r
+               else if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
+               {\r
+                       if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
+                               volume_modify_1 -= volume_modify_fade;\r
+                       else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
+                               volume_modify_1 += volume_modify_fade;\r
+                       else\r
+                               volume_modify_1 = volume_modify_1_target;\r
+\r
+                       if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
+                               volume_modify_2 -= volume_modify_fade;\r
+                       else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
+                               volume_modify_2 += volume_modify_fade;\r
+                       else\r
+                               volume_modify_2 = volume_modify_1_target;\r
+\r
+                       cvar_set("volume", ftos(volume_modify_1));\r
+                       cvar_set("bgmvolume", ftos(volume_modify_2));\r
+                       // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
+               }\r
+               else if(cvar("volume") != volume_modify_default_1 || cvar("bgmvolume") != volume_modify_default_2)\r
+               {\r
+                       // no volume fading is currently taking place, so if we change the volume settings, update the initial volume\r
+                       volume_modify_default_1 = cvar("volume");\r
+                       volume_modify_default_2 = cvar("bgmvolume");\r
+               }\r
+       }\r
+\r
        // Draw the mouse cursor\r
        // NOTE: drawpic must happen after R_RenderScene for some reason\r
        //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
@@ -490,56 +786,82 @@ void CSQC_UpdateView(float w, float h)
          )\r
                teamradar_view();\r
 \r
-       // Draw Artwork\r
-       if(intermission && !isdemo()) // the match has ended\r
-       if(!spectatee_status)\r
+       // Draw artwork and play intermission music\r
+       if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
        {\r
-               if(artwork_image == "")\r
+               if(cvar("cl_artwork"))\r
                {\r
-                       if(getstati(STAT_WINNING)) // we are the winner\r
+                       if(artwork_image == "")\r
+                       {\r
+                               if(getstati(STAT_WINNING)) // we are the winner\r
+                               {\r
+                                       if(cvar("cl_artwork_win"))\r
+                                       {\r
+                                               artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
+                                               artwork_image = strzone(artwork_image);\r
+                                       }\r
+                               }\r
+                               else // we have lost\r
+                               {\r
+                                       if(cvar("cl_artwork_lose"))\r
+                                       {\r
+                                               artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
+                                               artwork_image = strzone(artwork_image);\r
+                                       }\r
+                               }\r
+                       }\r
+\r
+                       if(cvar("cl_artwork_stretch"))\r
                        {\r
-                               if(cvar("cl_artwork_win"))\r
-                                       artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
+                               artwork_size_x = vid_conwidth;\r
+                               artwork_size_y = vid_conheight;\r
+                               artwork_pos_x = 0;\r
+                               artwork_pos_y = 0;\r
                        }\r
-                       else // we have lost\r
+                       else\r
                        {\r
-                               if(cvar("cl_artwork_lose"))\r
-                                       artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
+                               artwork_size_x = max(vid_conwidth, vid_conheight);\r
+                               artwork_size_y = max(vid_conwidth, vid_conheight);\r
+                               artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
+                               artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
                        }\r
-                       artwork_image = strzone(artwork_image);\r
-               }\r
 \r
-               if(cvar("cl_artwork_stretch"))\r
-               {\r
-                       artwork_size_x = vid_conwidth;\r
-                       artwork_size_y = vid_conheight;\r
-                       artwork_pos_x = 0;\r
-                       artwork_pos_y = 0;\r
+                       if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
+                               artwork_fade += frametime * cvar("cl_artwork_fade");\r
+                       else\r
+                               artwork_fade = cvar("cl_artwork_alpha");\r
+\r
+                       if(artwork_image != "")\r
+                               drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
                }\r
-               else\r
+\r
+               if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
                {\r
-                       artwork_size_x = max(vid_conwidth, vid_conheight);\r
-                       artwork_size_y = max(vid_conwidth, vid_conheight);\r
-                       artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
-                       artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
+                       if(getstati(STAT_WINNING))\r
+                               intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
+                       else\r
+                               intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
+                       if(intermission_song != "")\r
+                       {\r
+                               localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
+                               intermission_song = strzone(intermission_song);\r
+                       }\r
                }\r
-\r
-               if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
-                       artwork_fade += frametime * cvar("cl_artwork_fade");\r
-               else\r
-                       artwork_fade = cvar("cl_artwork_alpha");\r
-\r
-               if(artwork_image != "")\r
-                       drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
        }\r
        else\r
        {\r
+               artwork_fade = 0;\r
                if(artwork_image != "")\r
                {\r
                        strunzone(artwork_image);\r
                        artwork_image = "";\r
                }\r
-               artwork_fade = 0;\r
+\r
+               if(intermission_song != "")\r
+               {\r
+                       strunzone(intermission_song);\r
+                       intermission_song = "";\r
+               }\r
        }\r
 \r
        // draw sbar\r
@@ -618,6 +940,22 @@ void CSQC_UpdateView(float w, float h)
                                        wcross_scale = 1;\r
                                }\r
 \r
+                               if(cvar("crosshair_pickup"))\r
+                               {\r
+                                       if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
+                                       {\r
+                                               pickup_crosshair_size = 1;\r
+                                               pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
+                                       }\r
+\r
+                                       if(pickup_crosshair_size > 0)\r
+                                               pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
+                                       else\r
+                                               pickup_crosshair_size = 0;\r
+\r
+                                       wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
+                               }\r
+\r
                                if(shottype == SHOTTYPE_HITENEMY)\r
                                        wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
                                if(shottype == SHOTTYPE_HITTEAM)\r