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Merge branch 'master' into Mario/use1
[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 void HUD_HealthArmor()
7 {
8         int armor, health, fuel;
9         if(!autocvar__hud_configure)
10         {
11                 if(!autocvar_hud_panel_healtharmor) return;
12                 if(hud != HUD_NORMAL) return;
13                 if(spectatee_status == -1) return;
14
15                 health = STAT(HEALTH);
16                 if(health <= 0)
17                 {
18                         prev_health = -1;
19                         return;
20                 }
21                 armor = STAT(ARMOR);
22
23                 // code to check for spectatee_status changes is in Ent_ClientData()
24                 // prev_p_health and prev_health can be set to -1 there
25
26                 if (prev_p_health == -1)
27                 {
28                         // no effect
29                         health_beforedamage = 0;
30                         armor_beforedamage = 0;
31                         health_damagetime = 0;
32                         armor_damagetime = 0;
33                         prev_health = health;
34                         prev_armor = armor;
35                         old_p_health = health;
36                         old_p_armor = armor;
37                         prev_p_health = health;
38                         prev_p_armor = armor;
39                 }
40                 else if (prev_health == -1)
41                 {
42                         //start the load effect
43                         health_damagetime = 0;
44                         armor_damagetime = 0;
45                         prev_health = 0;
46                         prev_armor = 0;
47                 }
48                 fuel = STAT(FUEL);
49         }
50         else
51         {
52                 health = 150;
53                 armor = 75;
54                 fuel = 20;
55         }
56
57         HUD_Panel_UpdateCvars();
58
59         draw_beginBoldFont();
60
61         vector pos, mySize;
62         pos = panel_pos;
63         mySize = panel_size;
64
65         HUD_Panel_DrawBg(1);
66         if(panel_bg_padding)
67         {
68                 pos += '1 1 0' * panel_bg_padding;
69                 mySize -= '2 2 0' * panel_bg_padding;
70         }
71
72         int baralign = autocvar_hud_panel_healtharmor_baralign;
73         int iconalign = autocvar_hud_panel_healtharmor_iconalign;
74
75     int maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
76     int maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
77         if(autocvar_hud_panel_healtharmor_combined) // combined health and armor display
78         {
79                 vector v;
80                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON.m_id);
81
82                 float x;
83                 x = floor(v.x + 1);
84
85         float maxtotal = maxhealth + maxarmor;
86                 string biggercount;
87                 if(v.z) // NOT fully armored
88                 {
89                         biggercount = "health";
90                         if(autocvar_hud_panel_healtharmor_progressbar)
91                                 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);
92                         if(armor)
93             if(autocvar_hud_panel_healtharmor_text)
94                                 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);
95                 }
96                 else
97                 {
98                         biggercount = "armor";
99                         if(autocvar_hud_panel_healtharmor_progressbar)
100                                 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);
101                         if(health)
102             if(autocvar_hud_panel_healtharmor_text)
103                                 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);
104                 }
105         if(autocvar_hud_panel_healtharmor_text)
106                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
107
108                 if(fuel)
109                         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);
110         }
111         else
112         {
113                 float panel_ar = mySize.x/mySize.y;
114                 bool is_vertical = (panel_ar < 1);
115                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
116                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
117                 {
118                         mySize.x *= 0.5;
119                         if (autocvar_hud_panel_healtharmor_flip)
120                                 health_offset.x = mySize.x;
121                         else
122                                 armor_offset.x = mySize.x;
123                 }
124                 else
125                 {
126                         mySize.y *= 0.5;
127                         if (autocvar_hud_panel_healtharmor_flip)
128                                 health_offset.y = mySize.y;
129                         else
130                                 armor_offset.y = mySize.y;
131                 }
132
133                 bool health_baralign, armor_baralign, fuel_baralign;
134                 bool health_iconalign, armor_iconalign;
135                 if (autocvar_hud_panel_healtharmor_flip)
136                 {
137                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
138                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
139                         fuel_baralign = health_baralign;
140                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
141                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
142                 }
143                 else
144                 {
145                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
146                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
147                         fuel_baralign = armor_baralign;
148                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
149                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
150                 }
151
152                 //if(health)
153                 {
154                         if(autocvar_hud_panel_healtharmor_progressbar)
155                         {
156                                 float p_health, pain_health_alpha;
157                                 p_health = health;
158                                 pain_health_alpha = 1;
159                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
160                                 {
161                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
162                                         {
163                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
164                                                 {
165                                                         if (time - old_p_healthtime < 1)
166                                                                 old_p_health = prev_p_health;
167                                                         else
168                                                                 old_p_health = prev_health;
169                                                         old_p_healthtime = time;
170                                                 }
171                                                 if (time - old_p_healthtime < 1)
172                                                 {
173                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
174                                                         prev_p_health = p_health;
175                                                 }
176                                         }
177                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
178                                         {
179                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
180                                                 {
181                                                         if (time - health_damagetime >= 1)
182                                                                 health_beforedamage = prev_health;
183                                                         health_damagetime = time;
184                                                 }
185                                                 if (time - health_damagetime < 1)
186                                                 {
187                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
188                                                         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);
189                                                 }
190                                         }
191                                         prev_health = health;
192
193                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
194                                         {
195                                                 float BLINK_FACTOR = 0.15;
196                                                 float BLINK_BASE = 0.85;
197                                                 float BLINK_FREQ = 9;
198                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
199                                         }
200                                 }
201                                 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);
202                         }
203                         if(autocvar_hud_panel_healtharmor_text)
204                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
205                 }
206
207                 if(armor)
208                 {
209                         if(autocvar_hud_panel_healtharmor_progressbar)
210                         {
211                                 float p_armor;
212                                 p_armor = armor;
213                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
214                                 {
215                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
216                                         {
217                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
218                                                 {
219                                                         if (time - old_p_armortime < 1)
220                                                                 old_p_armor = prev_p_armor;
221                                                         else
222                                                                 old_p_armor = prev_armor;
223                                                         old_p_armortime = time;
224                                                 }
225                                                 if (time - old_p_armortime < 1)
226                                                 {
227                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
228                                                         prev_p_armor = p_armor;
229                                                 }
230                                         }
231                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
232                                         {
233                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
234                                                 {
235                                                         if (time - armor_damagetime >= 1)
236                                                                 armor_beforedamage = prev_armor;
237                                                         armor_damagetime = time;
238                                                 }
239                                                 if (time - armor_damagetime < 1)
240                                                 {
241                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
242                                                         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);
243                                                 }
244                                         }
245                                         prev_armor = armor;
246                                 }
247                                 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);
248                         }
249                         if(autocvar_hud_panel_healtharmor_text)
250                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
251                 }
252
253                 if(fuel)
254                 {
255                         if (is_vertical)
256                                 mySize.x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
257                         else
258                                 mySize.y *= 0.2;
259                         if (panel_ar >= 4)
260                                 mySize.x *= 2; //restore full panel size
261                         else if (panel_ar < 1/4)
262                                 mySize.y *= 2; //restore full panel size
263                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
264                 }
265         }
266
267         draw_endBoldFont();
268 }