float sbar_scoreboard_alpha_name;\r
float sbar_scoreboard_alpha_name_self;\r
\r
+string portrait_image, portrait_name;\r
+float portrait_time;\r
+\r
float ps_primary, ps_secondary;\r
float ts_primary, ts_secondary;\r
\r
vector color;\r
\r
+vector Sbar_Edge(string str)\r
+{\r
+ vector pos;\r
+ switch(str)\r
+ {\r
+ case "bottom":\r
+ pos_x = vid_conwidth / 2;\r
+ pos_y = vid_conheight;\r
+ default:\r
+ break;\r
+ }\r
+ return pos;\r
+}\r
+\r
void CSQC_kh_hudreset();\r
void CSQC_kh_hud();\r
void CSQC_ctf_hudreset();\r
}\r
}\r
\r
+void Sbar_Portrait()\r
+{\r
+ // draws the portrait, using the values set in Ent_ReadPortrait\r
+\r
+ // make the portrait slide in and out of the left edge\r
+ float fade_time;\r
+ float fade1_start, fade1_end, fade2_start, fade2_end;\r
+ float fade_in, fade_out;\r
+\r
+ fade_time = cvar("sbar_portrait_time") * bound(0, cvar("sbar_portrait_fade"), 0.5);\r
+\r
+ fade1_start = portrait_time + cvar("sbar_portrait_time") - fade_time;\r
+ fade1_end = portrait_time + cvar("sbar_portrait_time");\r
+ fade2_start = portrait_time;\r
+ fade2_end = portrait_time + fade_time;\r
+\r
+ fade_in = bound(0, (time / fade1_end - 1) / (fade1_start / fade1_end - 1), 1);\r
+ fade_out = 1 - bound(0, (time / fade2_end - 1) / (fade2_start / fade2_end - 1), 1);\r
+\r
+ vector left, fade_pos;\r
+ left_x = 0;\r
+ left_y = vid_conheight / 2;\r
+ fade_pos_x = -130 * fade_in * fade_out;\r
+\r
+ if(!cvar("sbar_portrait"))\r
+ return;\r
+\r
+ if(portrait_time + cvar("sbar_portrait_time") >= time)\r
+ {\r
+ if(portrait_image && portrait_name) // prevent using bad strings\r
+ {\r
+ drawpic(left - '120 80 0' - fade_pos, portrait_image, '120 160 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawcolorcodedstring(left - '120 -80 0' - fade_pos, textShortenToWidth(portrait_name, 120, '12 12 0', stringwidth_colors), '12 12 0', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // free unused strings from memory\r
+ if(portrait_image)\r
+ {\r
+ strunzone(portrait_image);\r
+ portrait_image = string_null;\r
+ }\r
+ if(portrait_name)\r
+ {\r
+ strunzone(portrait_name);\r
+ portrait_name = string_null;\r
+ }\r
+ }\r
+}\r
+\r
void Sbar_Score()\r
{\r
float score, distribution, leader;\r
\r
void Sbar_Status()\r
{\r
- vector bottom;\r
- bottom_x = vid_conwidth/2;\r
- bottom_y = vid_conheight;\r
- bottom_z = 0;\r
-\r
float armor, health, x, a;\r
armor = getstati(STAT_ARMOR);\r
health = getstati(STAT_HEALTH);\r
float stat_items;\r
stat_items = getstati(STAT_ITEMS);\r
\r
- vector health_pos, armor_pos, pos;\r
- health_pos = bottom - '43 58 0';\r
- armor_pos = bottom - '43 68 0';\r
+ vector edge, pos, pos2;\r
+ edge = Sbar_Edge(cvar_string("hud_panel_status_edge"));\r
\r
- if (cvar("viewsize") <= 100) {\r
+ pos = edge - stov(cvar_string("hud_panel_status_background_position"));\r
+ if (cvar("viewsize") <= 100 && sbar_hudselector) {\r
if (teamplay)\r
- drawpic(bottom - '96 96 0', "gfx/hud/bg_status", '192 96 0', GetTeamRGB(myteam) * sbar_color_bg_team, sbar_alpha_bg, DRAWFLAG_NORMAL); // hud color = myteam color\r
+ drawpic(pos, "gfx/hud/bg_status", stov(cvar_string("hud_panel_status_background_scale")), GetTeamRGB(myteam) * sbar_color_bg_team, sbar_alpha_bg, DRAWFLAG_NORMAL); // hud color = myteam color\r
else {\r
// allow for custom HUD colors in non-teamgames\r
color = stov(cvar_string("sbar_color_bg"));\r
\r
- drawpic(bottom - '96 96 0', "gfx/hud/bg_status", '192 96 0', color, sbar_alpha_bg, DRAWFLAG_NORMAL);\r
+ drawpic(pos, "gfx/hud/bg_status", stov(cvar_string("hud_panel_status_background_scale")), color, sbar_alpha_bg, DRAWFLAG_NORMAL);\r
}\r
}\r
\r
// armor\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_armor_text_position"));\r
+ pos2 = edge - stov(cvar_string("hud_panel_status_item_armor_icon_position"));\r
x = armor;\r
if (x > 0)\r
{\r
- drawpic(armor_pos + '-8 -13.5 0', "gfx/hud/sb_armor", '16 16 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
- armor_pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '12 12 0') * 0.5;\r
- Sbar_DrawXNum(armor_pos, x, 3, 0, 12, Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawpic(pos2, "gfx/hud/sb_armor", stov(cvar_string("hud_panel_status_item_armor_icon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '1 1 0' * cvar("hud_panel_status_item_armor_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, x, 3, 0, cvar("hud_panel_status_item_armor_text_scale"), Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
\r
// health\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_health_text_position"));\r
+ pos2 = edge - stov(cvar_string("hud_panel_status_item_health_icon_position"));\r
x = health;\r
- drawpic(health_pos + '-11 16 0', "gfx/hud/sb_health", '32 32 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
- health_pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '22 22 0') * 0.5;\r
- Sbar_DrawXNum(health_pos, x, 3, 0, 22, Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawpic(pos2, "gfx/hud/sb_health", stov(cvar_string("hud_panel_status_item_health_icon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '1 1 0' * cvar("hud_panel_status_item_health_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, x, 3, 0, cvar("hud_panel_status_item_health_text_scale"), Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
\r
- // ammo\r
- pos_x = bottom_x + 140;\r
- pos_y = bottom_y - 20;\r
+ // if we are dead, we can skip the HUD from here\r
+ if(health <= 0)\r
+ return;\r
\r
+ // ammo\r
float weapon_clipload, weapon_clipsize;\r
- vector ammo_pos_offset;\r
\r
// if we are using the jetpack, show fuel ammo. Otherwise show the ammo of our weapon\r
if(stat_items & IT_JETPACK && button_jetpack)\r
{\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_noload_ammo_text_position"));\r
+ pos2 = edge - stov(cvar_string("hud_panel_status_item_ammo_icon_position"));\r
a = getstati(GetAmmoStat(0)); // how much fuel do we have?\r
- drawpic(pos - '98 18 0', GetAmmoPicture(0), '20 20 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
- ammo_pos_offset = '1 0 0' * stringwidth(ftos(a), FALSE, '16 16 0') * 0.5;\r
- Sbar_DrawXNum(pos - '118 16 0' - ammo_pos_offset, a, 3, 0, 16, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawpic(pos2, GetAmmoPicture(0), stov(cvar_string("hud_panel_status_item_noload_ammo_icon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth(ftos(a), FALSE, '1 1 0' * cvar("hud_panel_status_item_noload_ammo_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, a, 3, 0, cvar("hud_panel_status_item_noload_ammo_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
else\r
{\r
// if (stat_items & GetAmmoItemCode(i))\r
{\r
a = getstati(GetAmmoStat(i)); // how much ammo do we have of type i?\r
- drawpic(pos - '98 18 0', GetAmmoPicture(i), '20 20 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos2 = edge - stov(cvar_string("hud_panel_status_item_ammo_icon_position"));\r
+ drawpic(pos2, GetAmmoPicture(i), stov(cvar_string("hud_panel_status_item_ammo_icon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
\r
// if the weapon we're holding is reloadable, show both its ammo and load\r
if(weapon_clipsize)\r
{\r
weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_load_clip_text_position"));\r
if(weapon_clipload < 0) // we're reloading\r
{\r
- ammo_pos_offset = '1 0 0' * stringwidth("- -", FALSE, '16 16 0') * 0.5;\r
- drawstring(pos - '118 23 0' - ammo_pos_offset, "- -", '16 16 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth("- -", FALSE, '1 1 0' * cvar("hud_panel_status_item_load_clip_text_scale")) * 0.5;\r
+ drawstring(pos, "- -", '1 1 0' * cvar("hud_panel_status_item_load_clip_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
else\r
{\r
- ammo_pos_offset = '1 0 0' * stringwidth(ftos(weapon_clipload), FALSE, '16 16 0') * 0.5;\r
- Sbar_DrawXNum(pos - '118 23 0' - ammo_pos_offset, weapon_clipload, 2, 0, 16, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth(ftos(weapon_clipload), FALSE, '1 1 0' * cvar("hud_panel_status_item_load_clip_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, weapon_clipload, 2, 0, cvar("hud_panel_status_item_load_clip_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
- ammo_pos_offset = '1 0 0' * stringwidth(ftos(a), FALSE, '12 12 0') * 0.5;\r
- Sbar_DrawXNum(pos - '118 7 0' - ammo_pos_offset, a, 3, 0, 12, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_load_ammo_text_position"));\r
+ pos -= '1 0 0' * stringwidth(ftos(a), FALSE, '1 1 0' * cvar("hud_panel_status_item_load_ammo_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, a, 3, 0, cvar("hud_panel_status_item_load_ammo_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
else\r
{\r
- ammo_pos_offset = '1 0 0' * stringwidth(ftos(a), FALSE, '16 16 0') * 0.5;\r
- Sbar_DrawXNum(pos - '118 16 0' - ammo_pos_offset, a, 3, 0, 16, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_noload_ammo_text_position"));\r
+ pos -= '1 0 0' * stringwidth(ftos(a), FALSE, '1 1 0' * cvar("hud_panel_status_item_noload_ammo_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, a, 3, 0, cvar("hud_panel_status_item_noload_ammo_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
}\r
}\r
}\r
\r
// weapon icon\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_weapon_position"));\r
entity e;\r
e = get_weaponinfo(activeweapon);\r
if (e && e.netname != "" && e.netname != "N/A")\r
- drawpic(bottom - '96 96 0', strcat("gfx/hud/bg_status_activeweapon_", e.netname), '192 96 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawpic(pos, strcat("gfx/hud/bg_status_activeweapon_", e.netname), stov(cvar_string("hud_panel_status_item_weapon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
\r
void Sbar_Timer()\r
bgpos_z = 0;\r
}\r
\r
- if (cvar("viewsize") <= 100) { // draw timer background when viewsize <= 100\r
+ if (cvar("viewsize") <= 100 && sbar_hudselector) { // draw timer background when viewsize <= 100\r
if (teamplay)\r
drawpic(bgpos, "gfx/hud/bg_timer", '120 30 0' * scale, GetTeamRGB(myteam) * sbar_color_bg_team, sbar_alpha_bg, DRAWFLAG_NORMAL); // timer bg color = myteam color\r
else {\r
Sbar_DrawScoreboard();\r
Sbar_Score();\r
Sbar_Timer();\r
+ Sbar_Portrait();\r
if(getstati(STAT_VORE_EATEN))\r
Sbar_Status();\r
\r
drawpic(warn_pos - '128 0 0', "gfx/hud/sb_power_fail", '256 256 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawpic(warn_pos - '16 0 0' + '0 150 0', "gfx/hud/sb_power_fail_icon", '32 32 0', '1 1 1', sbar_alpha_fg * (0.5 + sin(time * 5) / 2), DRAWFLAG_NORMAL);\r
power_boot = time + g_power_reboot;\r
+ Sbar_Portrait(); // draw the portrait still\r
return; // skip drawing the HUD\r
}\r
else if(time <= power_boot)\r
// subsystems are rebooting\r
drawpic(warn_pos - '128 0 0', "gfx/hud/sb_power_reboot", '256 256 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawpic(warn_pos - '16 0 0' + '0 150 0', "gfx/hud/sb_power_reboot_icon", '32 32 0', '1 1 1', sbar_alpha_fg * (0.5 + sin(time * 5) / 2), DRAWFLAG_NORMAL);\r
+ Sbar_Portrait(); // draw the portrait still\r
return; // skip drawing the HUD\r
}\r
}\r
if(g_vore) // only when the vore system is active\r
{\r
// draw the stomach board\r
- if (cvar("viewsize") <= 100) {\r
+ if (cvar("viewsize") <= 100 && sbar_hudselector) {\r
if (teamplay)\r
drawpic(bottomleft- '0 256 0', "gfx/hud/bg_stomach", '256 256 0', GetTeamRGB(myteam) * sbar_color_bg_team, sbar_alpha_bg, DRAWFLAG_NORMAL); // hud color = myteam color\r
else {\r
status_pos = bottomleft - '-43 168 0';\r
status_size = 16;\r
}\r
- else if(g_healthsize_center >= 0) // no point in showing it otherwise\r
+ else\r
{\r
status_text = strcat(status_color, ftos(stomach_maxload));\r
status_pos = bottomleft - '-43 170 0';\r
float f, l;\r
\r
pos = bottomleft;\r
+ hud_total_prey = 0;\r
for(pl = players.sort_next; pl; pl = pl.sort_next)\r
{\r
if(pl.team == COLOR_SPECTATOR)\r
f = pl.plpredator == player_localentnum;\r
}\r
\r
- if(f && l <= 8) // limit the stomach board to 9 entries due to the HUD design\r
+ if(f)\r
{\r
- Sbar_PrintStomachboardItem(pos - '-16 124 0', pl);\r
- pos_y += 1.1 * sbar_fontsize_y;\r
- l += 1;\r
+ if(l <= 8) // limit the stomach board to 9 entries due to the HUD design\r
+ {\r
+ Sbar_PrintStomachboardItem(pos - '-16 124 0', pl);\r
+ pos_y += 1.1 * sbar_fontsize_y;\r
+ l += 1;\r
+ }\r
+ ++hud_total_prey;\r
}\r
\r
// set the predator's name\r
Sbar_PrintStomachboardItemPred(bottomleft - '-76 150 0', pred);\r
}\r
\r
- // draw status, scores, timer, and ring\r
+ // draw status, scores, timer, ring and portrait\r
Sbar_Status();\r
Sbar_Score();\r
Sbar_Timer();\r
Sbar_Ring();\r
+ Sbar_Portrait();\r
\r
// draw strength/invincibility icon and timer\r
CSQC_Strength_Timer();\r
}\r
drawfont = sbar_font;\r
}\r
+\r
+void Ent_ReadPortrait()\r
+{\r
+ // receives portrait values, which are used in Sbar_Portrait\r
+\r
+ string pl_model, pl_name, img;\r
+ float pl_skin;\r
+\r
+ pl_model = ReadString();\r
+ pl_skin = ReadByte();\r
+ pl_name = ReadString();\r
+\r
+ // update existing portraits\r
+ if(portrait_name)\r
+ strunzone(portrait_name);\r
+ if(portrait_image)\r
+ strunzone(portrait_image);\r
+\r
+ portrait_time = time;\r
+ portrait_name = strzone(pl_name);\r
+\r
+ // obtain the image name from the text file\r
+ float glob, i, fh;\r
+ string fn;\r
+\r
+ glob = search_begin("models/player/*.txt", TRUE, TRUE);\r
+ if(glob < 0)\r
+ return;\r
+ for(i = 0; i < search_getsize(glob); ++i)\r
+ {\r
+ fn = search_getfilename(glob, i);\r
+ fh = fopen(fn, FILE_READ);\r
+ if(fh < 0)\r
+ continue;\r
+\r
+ fgets(fh); // skip name\r
+ img = fgets(fh);\r
+ if(pl_skin == stof(fgets(fh)))\r
+ if(pl_model == fgets(fh))\r
+ portrait_image = strzone(img);\r
+\r
+ fclose(fh);\r
+ }\r
+ search_end(glob);\r
+}\r