]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/client/View.qc
Only colorize the swallow indicator if one of its color cvars is enabled
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
index e4d4aa3d195eb952d6a9059fad6758edc580088d..674fb9c0bed449ca69c0f03f41018a68fcebfa92 100644 (file)
@@ -250,6 +250,7 @@ void CSQC_Demo_Camera();
 float Sbar_WouldDrawScoreboard ();\r
 float view_set;\r
 float camera_mode;\r
+float reticle_type;\r
 float chase_active_old;\r
 float artwork_fade;\r
 float pickup_crosshair_time, pickup_crosshair_size;\r
@@ -257,6 +258,7 @@ float myhealth, myhealth_prev, myhealth_flash;
 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
+float volume_modify_changed_1, volume_modify_changed_2;\r
 vector myhealth_gentlergb;\r
 vector liquidcolor_prev;\r
 vector damage_blurpostprocess, content_blurpostprocess;\r
@@ -269,7 +271,9 @@ void CSQC_UpdateView(float w, float h)
        float fov;\r
        float f, i, j;\r
        vector v, vo;\r
+       float a;\r
 \r
+       vector reticle_pos, reticle_size;\r
        vector artwork_pos, artwork_size;\r
 \r
        WaypointSprite_Load();\r
@@ -458,6 +462,49 @@ 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
+       // Draw the aiming reticle for weapons that use it\r
+       // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
+       // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
+       // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
+       if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
+               reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
+       else if(activeweapon && (button_zoom || zoomscript_caught))\r
+               reticle_type = 2; // weapon zoom\r
+       else if(button_zoom || zoomscript_caught)\r
+               reticle_type = 1; // normal zoom\r
+\r
+       if(cvar("cl_reticle_stretch"))\r
+       {\r
+               reticle_size_x = vid_conwidth;\r
+               reticle_size_y = vid_conheight;\r
+               reticle_pos_x = 0;\r
+               reticle_pos_y = 0;\r
+       }\r
+       else\r
+       {\r
+               reticle_size_x = max(vid_conwidth, vid_conheight);\r
+               reticle_size_y = max(vid_conwidth, vid_conheight);\r
+               reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
+               reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
+       }\r
+\r
+       f = current_zoomfraction;\r
+       if(zoomscript_caught)\r
+               f = 1;\r
+       if(cvar("cl_reticle_item_normal"))\r
+       {\r
+               precache_pic("gfx/reticle_normal");\r
+               if(reticle_type == 1 && f)\r
+                       drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
+       }\r
+       if(cvar("cl_reticle_item_weapon"))\r
+       {\r
+               precache_pic("gfx/reticle_weapon");\r
+               if(reticle_type == 2 && f)\r
+                       drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+       }\r
+\r
+       // screen effects\r
        if(cvar("hud_contents"))\r
        {\r
                float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
@@ -696,62 +743,64 @@ void CSQC_UpdateView(float w, float h)
                cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
        }\r
 \r
+       // volume cutting\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(spectatee_status == -1 || intermission)\r
-               {\r
-                       volume_modify_1_target = 1;\r
-                       volume_modify_2_target = 1;\r
-               }\r
-               else if(getstati(STAT_VORE_EATEN))\r
+\r
+               if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\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
+                       // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
+                       // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
+                       // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
+\r
+                       volume_modify_default_1 = cvar("menu_volume");\r
+                       volume_modify_default_2 = cvar("menu_bgmvolume");\r
+\r
+                       volume_modify_changed_1 = cvar("menu_volume");\r
+                       volume_modify_changed_2 = cvar("menu_bgmvolume");\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(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
+                       if(spectatee_status == -1 || intermission)\r
+                       {\r
+                               volume_modify_1_target = volume_modify_default_1;\r
+                               volume_modify_2_target = volume_modify_default_2;\r
+                       }\r
+                       else 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
-                               volume_modify_2 = volume_modify_1_target;\r
+                       {\r
+                               volume_modify_1_target = volume_modify_default_1;\r
+                               volume_modify_2_target = volume_modify_default_2;\r
+                       }\r
+                       volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\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
+                       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(!cvar("menu_block_sound_sliders"))\r
-                               cvar_set("menu_block_sound_sliders", "1"); // ugly hack to block the sound sliders\r
-               }\r
-               else if not(getstati(STAT_VORE_EATEN))\r
-               {\r
-                       // no volume fading is currently taking place, and we are not inside the stomach.\r
-                       // 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
+                               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_2_target;\r
 \r
-                       if(cvar("menu_block_sound_sliders"))\r
-                               cvar_set("menu_block_sound_sliders", "0"); // ugly hack to block the sound sliders\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
                }\r
        }\r
-       else if(cvar("menu_block_sound_sliders"))\r
-               cvar_set("menu_block_sound_sliders", "0"); // ugly hack to block the sound sliders\r
 \r
        // Draw the mouse cursor\r
        // NOTE: drawpic must happen after R_RenderScene for some reason\r
@@ -887,6 +936,12 @@ void CSQC_UpdateView(float w, float h)
                Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
        }\r
 \r
+       float weapon_clipload, weapon_clipsize, ring_scale;\r
+\r
+       float swallow_indicator;\r
+       if(cvar("crosshair_swallowindicator"))\r
+               swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
+\r
        float hud;\r
        hud = getstati(STAT_HUD);\r
 \r
@@ -904,6 +959,7 @@ void CSQC_UpdateView(float w, float h)
                        wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
                        wcross_origin_z = 0;\r
                        if(cvar("crosshair_hittest"))\r
+                       if(!swallow_indicator)\r
                        {\r
                                vector wcross_oldorigin;\r
                                wcross_oldorigin = wcross_origin;\r
@@ -923,16 +979,75 @@ void CSQC_UpdateView(float w, float h)
                                shottype = SHOTTYPE_HITWORLD;\r
 \r
                        string wcross_style;\r
-                       wcross_style = cvar_string("crosshair");\r
+\r
+                       if(swallow_indicator  > 1)\r
+                               wcross_style = "_canswallow_team.tga";\r
+                       else if(swallow_indicator > 0)\r
+                               wcross_style = "_canswallow.tga";\r
+                       else\r
+                               wcross_style = cvar_string("crosshair");\r
 \r
                        if (wcross_style != "0") {\r
                                vector wcross_color, wcross_size;\r
                                string wcross_name;\r
                                float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
 \r
-                               wcross_color_x = cvar("crosshair_color_red");\r
-                               wcross_color_y = cvar("crosshair_color_green");\r
-                               wcross_color_z = cvar("crosshair_color_blue");\r
+                               if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
+                               {\r
+                                       wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
+                                       wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
+                                       wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
+                               }\r
+                               else if(cvar("crosshair_color_by_health"))\r
+                               {\r
+                                       local float x = getstati(STAT_HEALTH);\r
+                                       \r
+                                       //x = red\r
+                                       //y = green\r
+                                       //z = blue\r
+                                       \r
+                                       wcross_color_z = 0;\r
+                                       \r
+                                       if(x > 200)\r
+                                       {\r
+                                               wcross_color_x = 0;\r
+                                               wcross_color_y = 1;\r
+                                       }\r
+                                       else if(x > 150)\r
+                                       {\r
+                                               wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
+                                               wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
+                                       }\r
+                                       else if(x > 100)\r
+                                       {\r
+                                               wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
+                                               wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
+                                               wcross_color_z = 1 - (x-100)*0.02;\r
+                                       }\r
+                                       else if(x > 50)\r
+                                       {\r
+                                               wcross_color_x = 1;\r
+                                               wcross_color_y = 1;\r
+                                               wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
+                                       }\r
+                                       else if(x > 20)\r
+                                       {\r
+                                               wcross_color_x = 1;\r
+                                               wcross_color_y = (x-20)*90/27/100;\r
+                                               wcross_color_z = (x-20)*90/27/100 * 0.2;\r
+                                       }\r
+                                       else\r
+                                       {\r
+                                               wcross_color_x = 1;\r
+                                               wcross_color_y = 0;\r
+                                       }\r
+                               }\r
+                               else\r
+                               {\r
+                                       wcross_color_x = cvar("crosshair_color_red");\r
+                                       wcross_color_y = cvar("crosshair_color_green");\r
+                                       wcross_color_z = cvar("crosshair_color_blue");\r
+                               }\r
                                wcross_alpha = cvar("crosshair_color_alpha");\r
                                wcross_resolution = cvar("crosshair_size");\r
 \r
@@ -947,6 +1062,8 @@ void CSQC_UpdateView(float w, float h)
                                {\r
                                        wcross_scale = 1;\r
                                }\r
+                               if(swallow_indicator)\r
+                                       wcross_scale *= cvar("crosshair_swallowindicator_size");\r
 \r
                                if(cvar("crosshair_pickup"))\r
                                {\r
@@ -1053,6 +1170,18 @@ void CSQC_UpdateView(float w, float h)
                                wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
                                CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
                                wcross_name_alpha_goal_prev = f;\r
+\r
+                               // ring around crosshair representing bullets left in weapon clip\r
+                               weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
+                               a = cvar("crosshair_ring_alpha");\r
+                               if (weapon_clipload && a)\r
+                               if (!swallow_indicator)\r
+                               {\r
+                                       weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
+                                       ring_scale = cvar("crosshair_ring_size");\r
+                                       f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
+                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
+                               }\r
                        }\r
                }\r
                else\r