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1 #include "healtharmor.qh"
2
3 #include <client/draw.qh>
4 #include <common/deathtypes/all.qh>
5
6 // Health/armor (#3)
7
8 void HUD_HealthArmor_Export(int fh)
9 {
10         // allow saving cvars that aesthetically change the panel into hud skin files
11         HUD_Write_Cvar("hud_panel_healtharmor_combined");
12         HUD_Write_Cvar("hud_panel_healtharmor_flip");
13         HUD_Write_Cvar("hud_panel_healtharmor_iconalign");
14         HUD_Write_Cvar("hud_panel_healtharmor_baralign");
15         HUD_Write_Cvar("hud_panel_healtharmor_progressbar");
16         HUD_Write_Cvar("hud_panel_healtharmor_progressbar_health");
17         HUD_Write_Cvar("hud_panel_healtharmor_progressbar_armor");
18         HUD_Write_Cvar("hud_panel_healtharmor_progressbar_gfx");
19         HUD_Write_Cvar("hud_panel_healtharmor_progressbar_gfx_smooth");
20         HUD_Write_Cvar("hud_panel_healtharmor_text");
21 }
22
23 void HUD_HealthArmor()
24 {
25         int armor, health, fuel, air_time;
26         if(!autocvar__hud_configure)
27         {
28                 if((!autocvar_hud_panel_healtharmor) || (spectatee_status == -1))
29                         return;
30                 if(hud != HUD_NORMAL) return;
31
32                 health = STAT(HEALTH);
33                 if(health <= 0)
34                 {
35                         health = 0;
36                         prev_health = -1;
37                         if(autocvar_hud_panel_healtharmor_hide_ondeath)
38                                 return;
39                 }
40                 armor = STAT(ARMOR);
41
42                 // code to check for spectatee_status changes is in ENT_CLIENT_CLIENTDATA
43                 // prev_p_health and prev_health can be set to -1 there
44
45                 if (prev_p_health == -1)
46                 {
47                         // no effect
48                         health_beforedamage = 0;
49                         armor_beforedamage = 0;
50                         health_damagetime = 0;
51                         armor_damagetime = 0;
52                         prev_health = health;
53                         prev_armor = armor;
54                         old_p_health = health;
55                         old_p_armor = armor;
56                         prev_p_health = health;
57                         prev_p_armor = armor;
58                 }
59                 else if (prev_health == -1)
60                 {
61                         //start the load effect
62                         health_damagetime = 0;
63                         armor_damagetime = 0;
64                         prev_health = 0;
65                         prev_armor = 0;
66                 }
67                 fuel = STAT(FUEL);
68                 air_time = bound(0, STAT(AIR_FINISHED) - time, 10);
69         }
70         else
71         {
72                 health = 150;
73                 armor = 75;
74                 fuel = 20;
75                 air_time = 6;
76         }
77
78         HUD_Panel_LoadCvars();
79
80         draw_beginBoldFont();
81
82         vector pos, mySize;
83         pos = panel_pos;
84         mySize = panel_size;
85
86         if (autocvar_hud_panel_healtharmor_dynamichud)
87                 HUD_Scale_Enable();
88         else
89                 HUD_Scale_Disable();
90         HUD_Panel_DrawBg();
91         if(panel_bg_padding)
92         {
93                 pos += '1 1 0' * panel_bg_padding;
94                 mySize -= '2 2 0' * panel_bg_padding;
95         }
96
97         float air_alpha;
98         if (!STAT(AIR_FINISHED))
99                 air_alpha = 0;
100         else if (time > STAT(AIR_FINISHED))
101         {
102                 air_alpha = blink_synced(0.5, 0.5, 7, STAT(AIR_FINISHED), -1);
103                 air_time = 10;
104         }
105         else
106         {
107                 float fade_time = 10 / 2;
108                 float start_alpha = autocvar_hud_panel_healtharmor_oxygenbar_startalpha;
109                 float f = (STAT(AIR_FINISHED) - time - fade_time) / fade_time;
110                 air_alpha = bound(0, start_alpha + (1 - start_alpha) * (1 - f), 1);
111         }
112
113         int baralign = autocvar_hud_panel_healtharmor_baralign;
114         int iconalign = autocvar_hud_panel_healtharmor_iconalign;
115
116         int maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
117         int maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
118         if(autocvar_hud_panel_healtharmor_combined) // combined health and armor display
119         {
120                 vector v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON.m_id);
121                 float hp = floor(v.x + 1);
122
123                 float maxtotal = maxhealth + maxarmor;
124                 string biggercount;
125                 if(v.z) // NOT fully armored
126                 {
127                         biggercount = "health";
128                         if(autocvar_hud_panel_healtharmor_progressbar)
129                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, hp/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
130                         if(armor && autocvar_hud_panel_healtharmor_text)
131                                 drawpic_aspect_skin(pos + eX * mySize.x - eX * 0.5 * mySize.y, "armor", '0.5 0.5 0' * mySize.y, '1 1 1', panel_fg_alpha * armor / health, DRAWFLAG_NORMAL);
132                 }
133                 else
134                 {
135                         biggercount = "armor";
136                         if(autocvar_hud_panel_healtharmor_progressbar)
137                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, hp/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
138                         if(health && autocvar_hud_panel_healtharmor_text)
139                                 drawpic_aspect_skin(pos + eX * mySize.x - eX * 0.5 * mySize.y, "health", '0.5 0.5 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
140                 }
141                 if(autocvar_hud_panel_healtharmor_text)
142                         DrawNumIcon(pos, mySize, hp, biggercount, 0, iconalign, HUD_Get_Num_Color(hp, maxtotal, true), 1);
143
144                 if(fuel)
145                         HUD_Panel_DrawProgressBar(pos, vec2(mySize.x, 0.2 * mySize.y), "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
146                 if(air_time)
147                         HUD_Panel_DrawProgressBar(pos + eY * 0.8 * mySize.y, vec2(mySize.x, 0.2 * mySize.y), "progressbar", air_time / 10, 0, (baralign == 1 || baralign == 3), autocvar_hud_progressbar_oxygen_color, air_alpha * panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
148         }
149         else
150         {
151                 float panel_ar = mySize.x/mySize.y;
152                 bool is_vertical = (panel_ar < 1);
153                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
154                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
155                 {
156                         mySize.x *= 0.5;
157                         if (autocvar_hud_panel_healtharmor_flip)
158                                 health_offset.x = mySize.x;
159                         else
160                                 armor_offset.x = mySize.x;
161                 }
162                 else
163                 {
164                         mySize.y *= 0.5;
165                         if (autocvar_hud_panel_healtharmor_flip)
166                                 health_offset.y = mySize.y;
167                         else
168                                 armor_offset.y = mySize.y;
169                 }
170
171                 bool health_baralign, armor_baralign, fuel_baralign, air_align;
172                 bool health_iconalign, armor_iconalign;
173                 if (autocvar_hud_panel_healtharmor_flip)
174                 {
175                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
176                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
177                         air_align = fuel_baralign = health_baralign;
178                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
179                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
180                 }
181                 else
182                 {
183                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
184                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
185                         air_align = fuel_baralign = armor_baralign;
186                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
187                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
188                 }
189
190                 //if(health)
191                 {
192                         if(autocvar_hud_panel_healtharmor_progressbar)
193                         {
194                                 float p_health, pain_health_alpha;
195                                 p_health = health;
196                                 pain_health_alpha = 1;
197                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
198                                 {
199                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
200                                         {
201                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
202                                                 {
203                                                         if (time - old_p_healthtime < 1)
204                                                                 old_p_health = prev_p_health;
205                                                         else
206                                                                 old_p_health = prev_health;
207                                                         old_p_healthtime = time;
208                                                 }
209                                                 if (time - old_p_healthtime < 1)
210                                                 {
211                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
212                                                         prev_p_health = p_health;
213                                                 }
214                                         }
215                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
216                                         {
217                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
218                                                 {
219                                                         if (time - health_damagetime >= 1)
220                                                                 health_beforedamage = prev_health;
221                                                         health_damagetime = time;
222                                                 }
223                                                 if (time - health_damagetime < 1)
224                                                 {
225                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
226                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
227                                                 }
228                                         }
229                                         prev_health = health;
230
231                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
232                                         {
233                                                 pain_health_alpha = blink(0.85, 0.15, 9);
234                                         }
235                                 }
236                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
237                         }
238                         if(autocvar_hud_panel_healtharmor_text)
239                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth, true), 1);
240                 }
241
242                 //if(armor)
243                 {
244                         float p_armor = armor;
245                         if(autocvar_hud_panel_healtharmor_progressbar)
246                         {
247                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
248                                 {
249                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
250                                         {
251                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
252                                                 {
253                                                         if (time - old_p_armortime < 1)
254                                                                 old_p_armor = prev_p_armor;
255                                                         else
256                                                                 old_p_armor = prev_armor;
257                                                         old_p_armortime = time;
258                                                 }
259                                                 if (time - old_p_armortime < 1)
260                                                 {
261                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
262                                                         prev_p_armor = p_armor;
263                                                 }
264                                         }
265                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
266                                         {
267                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
268                                                 {
269                                                         if (time - armor_damagetime >= 1)
270                                                                 armor_beforedamage = prev_armor;
271                                                         armor_damagetime = time;
272                                                 }
273                                                 if (time - armor_damagetime < 1)
274                                                 {
275                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
276                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
277                                                 }
278                                         }
279                                         prev_armor = armor;
280                                 }
281                                 if(p_armor)
282                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
283                         }
284                         if(!autocvar_hud_panel_healtharmor_progressbar || p_armor)
285                         if(autocvar_hud_panel_healtharmor_text)
286                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor, true), 1);
287                 }
288
289                 vector cell_size = mySize;
290                 if (fuel || air_time)
291                 {
292                         if (is_vertical)
293                                 mySize.x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
294                         else
295                                 mySize.y *= 0.2;
296                         if (panel_ar >= 4)
297                                 mySize.x *= 2; //restore full panel size
298                         else if (panel_ar < 1/4)
299                                 mySize.y *= 2; //restore full panel size
300                         if (fuel)
301                                 HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
302                         if (air_time)
303                         {
304                                 if (panel_ar > 1 && panel_ar < 4)
305                                         pos.y += cell_size.y;
306                                 else if (panel_ar > 1/4 && panel_ar <= 1)
307                                         pos.x += cell_size.x;
308                                 if (is_vertical)
309                                         pos.x += cell_size.x - mySize.x;
310                                 else
311                                         pos.y += cell_size.y - mySize.y;
312                                 HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", air_time / 10, is_vertical, air_align, autocvar_hud_progressbar_oxygen_color, air_alpha * panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
313                         }
314                 }
315         }
316
317         draw_endBoldFont();
318 }