]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/hud/panel/healtharmor.qc
Implement fading of panels when showing the scoreboard making use of a new show flag
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / healtharmor.qc
1 #include "healtharmor.qh"
2
3 #include <common/deathtypes/all.qh>
4
5 // Health/armor (#3)
6
7 void HUD_HealthArmor()
8 {
9         int armor, health, fuel;
10         if(!autocvar__hud_configure)
11         {
12                 if((!autocvar_hud_panel_healtharmor) || (spectatee_status == -1))
13                         return;
14                 if(hud != HUD_NORMAL) return;
15
16                 health = STAT(HEALTH);
17                 if(health <= 0)
18                 {
19                         health = 0;
20                         prev_health = -1;
21                         if(autocvar_hud_panel_healtharmor_hide_ondeath)
22                                 return;
23                 }
24                 armor = STAT(ARMOR);
25
26                 // code to check for spectatee_status changes is in ENT_CLIENT_CLIENTDATA
27                 // prev_p_health and prev_health can be set to -1 there
28
29                 if (prev_p_health == -1)
30                 {
31                         // no effect
32                         health_beforedamage = 0;
33                         armor_beforedamage = 0;
34                         health_damagetime = 0;
35                         armor_damagetime = 0;
36                         prev_health = health;
37                         prev_armor = armor;
38                         old_p_health = health;
39                         old_p_armor = armor;
40                         prev_p_health = health;
41                         prev_p_armor = armor;
42                 }
43                 else if (prev_health == -1)
44                 {
45                         //start the load effect
46                         health_damagetime = 0;
47                         armor_damagetime = 0;
48                         prev_health = 0;
49                         prev_armor = 0;
50                 }
51                 fuel = STAT(FUEL);
52         }
53         else
54         {
55                 health = 150;
56                 armor = 75;
57                 fuel = 20;
58         }
59
60         HUD_Panel_LoadCvars();
61
62         draw_beginBoldFont();
63
64         vector pos, mySize;
65         pos = panel_pos;
66         mySize = panel_size;
67
68         if (autocvar_hud_panel_healtharmor_dynamichud)
69                 HUD_Scale_Enable();
70         else
71                 HUD_Scale_Disable();
72         HUD_Panel_DrawBg();
73         if(panel_bg_padding)
74         {
75                 pos += '1 1 0' * panel_bg_padding;
76                 mySize -= '2 2 0' * panel_bg_padding;
77         }
78
79         int baralign = autocvar_hud_panel_healtharmor_baralign;
80         int iconalign = autocvar_hud_panel_healtharmor_iconalign;
81
82     int maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
83     int maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
84         if(autocvar_hud_panel_healtharmor_combined) // combined health and armor display
85         {
86                 vector v;
87                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON.m_id);
88
89                 float x;
90                 x = floor(v.x + 1);
91
92         float maxtotal = maxhealth + maxarmor;
93                 string biggercount;
94                 if(v.z) // NOT fully armored
95                 {
96                         biggercount = "health";
97                         if(autocvar_hud_panel_healtharmor_progressbar)
98                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
99                         if(armor)
100             if(autocvar_hud_panel_healtharmor_text)
101                                 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);
102                 }
103                 else
104                 {
105                         biggercount = "armor";
106                         if(autocvar_hud_panel_healtharmor_progressbar)
107                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
108                         if(health)
109             if(autocvar_hud_panel_healtharmor_text)
110                                 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);
111                 }
112         if(autocvar_hud_panel_healtharmor_text)
113                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
114
115                 if(fuel)
116                         HUD_Panel_DrawProgressBar(pos, eX * mySize.x + eY * 0.2 * mySize.y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
117         }
118         else
119         {
120                 float panel_ar = mySize.x/mySize.y;
121                 bool is_vertical = (panel_ar < 1);
122                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
123                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
124                 {
125                         mySize.x *= 0.5;
126                         if (autocvar_hud_panel_healtharmor_flip)
127                                 health_offset.x = mySize.x;
128                         else
129                                 armor_offset.x = mySize.x;
130                 }
131                 else
132                 {
133                         mySize.y *= 0.5;
134                         if (autocvar_hud_panel_healtharmor_flip)
135                                 health_offset.y = mySize.y;
136                         else
137                                 armor_offset.y = mySize.y;
138                 }
139
140                 bool health_baralign, armor_baralign, fuel_baralign;
141                 bool health_iconalign, armor_iconalign;
142                 if (autocvar_hud_panel_healtharmor_flip)
143                 {
144                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
145                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
146                         fuel_baralign = health_baralign;
147                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
148                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
149                 }
150                 else
151                 {
152                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
153                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
154                         fuel_baralign = armor_baralign;
155                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
156                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
157                 }
158
159                 //if(health)
160                 {
161                         if(autocvar_hud_panel_healtharmor_progressbar)
162                         {
163                                 float p_health, pain_health_alpha;
164                                 p_health = health;
165                                 pain_health_alpha = 1;
166                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
167                                 {
168                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
169                                         {
170                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
171                                                 {
172                                                         if (time - old_p_healthtime < 1)
173                                                                 old_p_health = prev_p_health;
174                                                         else
175                                                                 old_p_health = prev_health;
176                                                         old_p_healthtime = time;
177                                                 }
178                                                 if (time - old_p_healthtime < 1)
179                                                 {
180                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
181                                                         prev_p_health = p_health;
182                                                 }
183                                         }
184                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
185                                         {
186                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
187                                                 {
188                                                         if (time - health_damagetime >= 1)
189                                                                 health_beforedamage = prev_health;
190                                                         health_damagetime = time;
191                                                 }
192                                                 if (time - health_damagetime < 1)
193                                                 {
194                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
195                                                         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);
196                                                 }
197                                         }
198                                         prev_health = health;
199
200                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
201                                         {
202                                                 float BLINK_FACTOR = 0.15;
203                                                 float BLINK_BASE = 0.85;
204                                                 float BLINK_FREQ = 9;
205                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
206                                         }
207                                 }
208                                 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);
209                         }
210                         if(autocvar_hud_panel_healtharmor_text)
211                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
212                 }
213
214                 if(armor)
215                 {
216                         if(autocvar_hud_panel_healtharmor_progressbar)
217                         {
218                                 float p_armor;
219                                 p_armor = armor;
220                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
221                                 {
222                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
223                                         {
224                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
225                                                 {
226                                                         if (time - old_p_armortime < 1)
227                                                                 old_p_armor = prev_p_armor;
228                                                         else
229                                                                 old_p_armor = prev_armor;
230                                                         old_p_armortime = time;
231                                                 }
232                                                 if (time - old_p_armortime < 1)
233                                                 {
234                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
235                                                         prev_p_armor = p_armor;
236                                                 }
237                                         }
238                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
239                                         {
240                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
241                                                 {
242                                                         if (time - armor_damagetime >= 1)
243                                                                 armor_beforedamage = prev_armor;
244                                                         armor_damagetime = time;
245                                                 }
246                                                 if (time - armor_damagetime < 1)
247                                                 {
248                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
249                                                         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);
250                                                 }
251                                         }
252                                         prev_armor = armor;
253                                 }
254                                 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);
255                         }
256                         if(autocvar_hud_panel_healtharmor_text)
257                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
258                 }
259
260                 if(fuel)
261                 {
262                         if (is_vertical)
263                                 mySize.x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
264                         else
265                                 mySize.y *= 0.2;
266                         if (panel_ar >= 4)
267                                 mySize.x *= 2; //restore full panel size
268                         else if (panel_ar < 1/4)
269                                 mySize.y *= 2; //restore full panel size
270                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
271                 }
272         }
273
274         draw_endBoldFont();
275 }