]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/vehicles/cl_vehicles.qc
Ensure headers are always #included
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / cl_vehicles.qc
1 #include "cl_vehicles.qh"
2 const string vCROSS_BURST = "gfx/vehicles/crosshair_burst.tga";
3 const string vCROSS_DROP  = "gfx/vehicles/crosshair_drop.tga";
4 const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide.tga";
5 const string vCROSS_HEAL  = "gfx/vehicles/crosshair_heal.tga";
6 const string vCROSS_HINT  = "gfx/vehicles/crosshair_hint.tga";
7 const string vCROSS_LOCK  = "gfx/vehicles/crosshair_lock.tga";
8 const string vCROSS_RAIN  = "gfx/vehicles/crosshair_rain.tga";
9
10 entity dropmark;
11
12 const int MAX_AXH = 4;
13 entity AuxiliaryXhair[MAX_AXH];
14
15 .string axh_image;
16 .float  axh_fadetime;
17 .int    axh_drawflag;
18
19 float alarm1time;
20 float alarm2time;
21
22 void vehicle_alarm(entity e, int ch, Sound s0und)
23 {
24     TC(Sound, s0und);
25         if(!autocvar_cl_vehicles_alarm)
26                 return;
27
28         sound(e, ch, s0und, VOL_BASEVOICE, ATTEN_NONE);
29 }
30
31 void AuxiliaryXhair_Draw2D(entity this)
32 {
33         if (scoreboard_active)
34                 return;
35
36         vector size = draw_getimagesize(this.axh_image) * autocvar_cl_vehicles_crosshair_size;
37         vector pos = project_3d_to_2d(this.origin) - 0.5 * size;
38
39         if (!(pos.z < 0 || pos.x < 0 || pos.y < 0 || pos.x > vid_conwidth || pos.y > vid_conheight))
40         {
41                 pos.z = 0;
42                 size.z = 0;
43                 drawpic(pos, this.axh_image, size, this.colormod, autocvar_crosshair_alpha * this.alpha, this.axh_drawflag);
44         }
45
46         if(time - this.cnt > this.axh_fadetime)
47                 this.draw2d = func_null;
48 }
49
50 NET_HANDLE(ENT_CLIENT_AUXILIARYXHAIR, bool isnew)
51 {
52         int sf = ReadByte();
53
54         int axh_id      = bound(0, ReadByte(), MAX_AXH);
55         entity axh = AuxiliaryXhair[axh_id];
56
57         if(axh == NULL || wasfreed(axh))
58         {
59                 axh                                     = new(auxiliary_crosshair);
60                 axh.draw2d                      = func_null;
61                 axh.drawmask            = MASK_NORMAL;
62                 axh.axh_drawflag        = DRAWFLAG_ADDITIVE;
63                 axh.axh_fadetime        = 0.1;
64                 axh.axh_image           = vCROSS_HINT;
65                 axh.alpha                       = 1;
66                 AuxiliaryXhair[axh_id] = axh;
67                 IL_PUSH(g_drawables_2d, axh);
68         }
69
70         if(sf & 2)
71         {
72                 axh.origin_x = ReadCoord();
73                 axh.origin_y = ReadCoord();
74                 axh.origin_z = ReadCoord();
75         }
76
77         if(sf & 4)
78         {
79                 axh.colormod_x = ReadByte() / 255;
80                 axh.colormod_y = ReadByte() / 255;
81                 axh.colormod_z = ReadByte() / 255;
82         }
83
84         axh.cnt                         = time;
85         axh.draw2d                      = AuxiliaryXhair_Draw2D;
86         return true;
87 }
88
89 NET_HANDLE(TE_CSQC_VEHICLESETUP, bool isnew)
90 {
91         int hud_id = ReadByte();
92         return = true;
93
94         // hud_id == 0 means we exited a vehicle, so stop alarm sound/s
95         // note: HUD_NORMAL is set to 0 currently too, but we'll check both just in case
96         if(hud_id == 0 || hud_id == HUD_NORMAL)
97         {
98                 sound(this, CH_TRIGGER_SINGLE, SND_Null, VOL_BASEVOICE, ATTEN_NONE);
99                 sound(this, CH_PAIN_SINGLE, SND_Null, VOL_BASEVOICE, ATTEN_NONE);
100
101                 for(int i = 0; i < MAX_AXH; ++i)
102                 {
103                         entity axh = AuxiliaryXhair[i];
104
105                         if(axh != NULL && !wasfreed(axh))
106                         {
107                                 AuxiliaryXhair[i] = NULL;
108                                 delete(axh);
109                         }
110                 }
111                 return;
112         }
113
114         // Init auxiliary crosshairs
115         for(int i = 0; i < MAX_AXH; ++i)
116         {
117                 entity axh = AuxiliaryXhair[i];
118
119                 if(axh != NULL && !wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
120                         delete(axh);
121
122                 axh              = spawn();
123                 axh.draw2d       = func_null;
124                 axh.drawmask     = MASK_NORMAL;
125                 axh.axh_drawflag = DRAWFLAG_NORMAL;
126                 axh.axh_fadetime = 0.1;
127                 axh.axh_image    = vCROSS_HINT;
128                 axh.alpha        = 1;
129                 AuxiliaryXhair[i] = axh;
130                 IL_PUSH(g_drawables_2d, axh);
131         }
132
133         if(hud_id == HUD_BUMBLEBEE_GUN)
134         {
135                 AuxiliaryXhair[0].axh_image = vCROSS_BURST; // Plasma cannons
136                 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Raygun
137         } else {
138                 Vehicle info = Vehicles_from(hud_id);
139         info.vr_setup(info, NULL);
140         }
141 }
142
143 void Vehicles_drawHUD(
144         string vehicle,
145         string vehicleWeapon1,
146         string vehicleWeapon2,
147         string iconAmmo1,
148         vector colorAmmo1,
149         string iconAmmo2,
150         vector colorAmmo2)
151 {
152         // Initialize
153         vector tmpSize = '0 0 0';
154         vector tmpPos  = '0 0 0';
155
156         float hudAlpha = autocvar_hud_panel_fg_alpha * hud_fade_alpha;
157         float barAlpha = autocvar_hud_progressbar_alpha * hudAlpha;
158         float blinkValue = 0.55 + sin(time * 7) * 0.45;
159
160         float health  = STAT(VEHICLESTAT_HEALTH)  * 0.01;
161         float shield  = STAT(VEHICLESTAT_SHIELD)  * 0.01;
162         float energy  = STAT(VEHICLESTAT_ENERGY)  * 0.01;
163         float ammo1   = STAT(VEHICLESTAT_AMMO1)   * 0.01;
164         float reload1 = STAT(VEHICLESTAT_RELOAD1) * 0.01;
165         float ammo2   = STAT(VEHICLESTAT_AMMO2)   * 0.01;
166         float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
167
168         // HACK to deal with the inconsistent use of the vehicle stats
169         ammo1 = (ammo1) ? ammo1 : energy;
170
171         // Frame
172         string frame = strcat(hud_skin_path, "/vehicle_frame");
173         if (precache_pic(frame) == "")
174                 frame = "gfx/hud/default/vehicle_frame";
175
176         vehicleHud_Size  = draw_getimagesize(frame) * autocvar_cl_vehicles_hudscale;
177         vehicleHud_Pos.x = (vid_conwidth - vehicleHud_Size.x) / 2;
178         vehicleHud_Pos.y = vid_conheight - vehicleHud_Size.y;
179
180         if(teamplay && autocvar_hud_panel_bg_color_team)
181                 drawpic(vehicleHud_Pos, frame, vehicleHud_Size, myteamcolors * autocvar_hud_panel_bg_color_team, autocvar_hud_panel_bg_alpha * hud_fade_alpha, DRAWFLAG_NORMAL);
182         else
183                 drawpic(vehicleHud_Pos, frame, vehicleHud_Size, autocvar_hud_panel_bg_color, autocvar_hud_panel_bg_alpha * hud_fade_alpha, DRAWFLAG_NORMAL);
184
185         if(!autocvar__vehicles_shownchasemessage && time < vh_notice_time)
186         {
187                 float tmpblinkValue = 0.55 + sin(time * 3) * 0.45;
188                 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (96/256) - tmpSize.x;
189                 tmpPos.y = vehicleHud_Pos.y;
190                 tmpSize = '1 1 1' * hud_fontsize;
191                 drawstring(tmpPos, sprintf(_("Press %s"), getcommandkey(_("drop weapon"), "dropweapon")), tmpSize, '1 0 0' + '0 1 1' * tmpblinkValue, hudAlpha, DRAWFLAG_NORMAL);
192         }
193
194         // Model
195         tmpSize.x = vehicleHud_Size.x / 3;
196         tmpSize.y = vehicleHud_Size.y;
197         tmpPos.x  = vehicleHud_Pos.x + vehicleHud_Size.x / 3;
198         tmpPos.y  = vehicleHud_Pos.y;
199
200         if(health < 0.25)
201                 drawpic_skin(tmpPos, vehicle, tmpSize, '1 0 0' + '0 1 1' * blinkValue, hudAlpha, DRAWFLAG_NORMAL);
202         else
203                 drawpic_skin(tmpPos, vehicle, tmpSize, '1 1 1' * health  + '1 0 0' * (1 - health), hudAlpha, DRAWFLAG_NORMAL);
204
205         if(vehicleWeapon1)
206                 drawpic_skin(tmpPos, vehicleWeapon1, tmpSize, '1 1 1' * ammo1 + '1 0 0' * (1 - ammo1), hudAlpha, DRAWFLAG_NORMAL);
207         if(vehicleWeapon2)
208                 drawpic_skin(tmpPos, vehicleWeapon2, tmpSize, '1 1 1' * ammo2 + '1 0 0' * (1 - ammo2), hudAlpha, DRAWFLAG_NORMAL);
209
210         drawpic_skin(tmpPos, "vehicle_shield", tmpSize, '1 1 1' * shield + '1 0 0' * (1 - shield), hudAlpha * shield, DRAWFLAG_NORMAL);
211
212         // Health bar
213         tmpSize.y = vehicleHud_Size.y / 2;
214         tmpPos.x  = vehicleHud_Pos.x + vehicleHud_Size.x * (32/768);
215         tmpPos.y  = vehicleHud_Pos.y;
216
217         drawsetcliparea(tmpPos.x + (tmpSize.x * (1 - health)), tmpPos.y, tmpSize.x, tmpSize.y);
218         drawpic_skin(tmpPos, "vehicle_bar_northwest", tmpSize, autocvar_hud_progressbar_health_color, barAlpha, DRAWFLAG_NORMAL);
219
220         // Shield bar
221         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y / 2;
222
223         drawsetcliparea(tmpPos.x + (tmpSize.x * (1 - shield)), tmpPos.y, tmpSize.x, tmpSize.y);
224         drawpic_skin(tmpPos, "vehicle_bar_southwest", tmpSize, autocvar_hud_progressbar_armor_color, barAlpha, DRAWFLAG_NORMAL);
225
226         // Ammo1 bar
227         tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (480/768);
228         tmpPos.y = vehicleHud_Pos.y;
229
230         if(ammo1)
231                 drawsetcliparea(tmpPos.x, tmpPos.y, tmpSize.x * ammo1, tmpSize.y);
232         else
233                 drawsetcliparea(tmpPos.x, tmpPos.y, tmpSize.x * reload1, tmpSize.y);
234
235         drawpic_skin(tmpPos, "vehicle_bar_northeast", tmpSize, colorAmmo1, barAlpha, DRAWFLAG_NORMAL);
236
237         // Ammo2 bar
238         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y / 2;
239
240         if(ammo2)
241                 drawsetcliparea(tmpPos.x, tmpPos.y, tmpSize.x * ammo2, tmpSize.y);
242         else
243                 drawsetcliparea(tmpPos.x, tmpPos.y, tmpSize.x * reload2, tmpSize.y);
244
245         drawpic_skin(tmpPos, "vehicle_bar_southeast", tmpSize, colorAmmo2, barAlpha, DRAWFLAG_NORMAL);
246         drawresetcliparea();
247
248         // Health icon
249         tmpSize.x = vehicleHud_Size.x * (80/768);
250         tmpSize.y = vehicleHud_Size.y * (80/256);
251         tmpPos.x  = vehicleHud_Pos.x + vehicleHud_Size.x * (64/768);
252         tmpPos.y  = vehicleHud_Pos.y + vehicleHud_Size.y * (48/256);
253
254         if(health < 0.25)
255         {
256                 if(alarm1time < time)
257                 {
258                         alarm1time = time + 2;
259                         vehicle_alarm(NULL, CH_PAIN_SINGLE, SND_VEH_ALARM);
260                 }
261                 drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
262         }
263         else
264         {
265                 if(alarm1time)
266                 {
267                         vehicle_alarm(NULL, CH_PAIN_SINGLE, SND_Null);
268                         alarm1time = 0;
269                 }
270                 drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
271         }
272
273         // Shield icon
274         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y / 2;
275
276         if(shield < 0.25)
277         {
278                 if(alarm2time < time)
279                 {
280                         alarm2time = time + 1;
281                         vehicle_alarm(NULL, CH_TRIGGER_SINGLE, SND_VEH_ALARM_SHIELD);
282                 }
283                 drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
284         }
285         else
286         {
287                 if(alarm2time)
288                 {
289                         vehicle_alarm(NULL, CH_TRIGGER_SINGLE, SND_Null);
290                         alarm2time = 0;
291                 }
292                 drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
293         }
294
295         // Ammo1 icon
296         tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (624/768);
297         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (48/256);
298
299         if(iconAmmo1)
300         {
301                 if(ammo1)
302                         drawpic_skin(tmpPos, iconAmmo1, tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
303                 else
304                         drawpic_skin(tmpPos, iconAmmo1, tmpSize, '1 1 1', hudAlpha * 0.2, DRAWFLAG_NORMAL);
305         }
306
307         // Ammo2 icon
308         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y / 2;
309
310         if(iconAmmo2)
311         {
312                 if(ammo2)
313                         drawpic_skin(tmpPos, iconAmmo2, tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
314                 else
315                         drawpic_skin(tmpPos, iconAmmo2, tmpSize, '1 1 1', hudAlpha * 0.2, DRAWFLAG_NORMAL);
316         }
317 }
318
319 void Vehicles_drawCrosshair(string crosshair)
320 {
321         vector tmpSize = '0 0 0';
322         vector tmpPos  = '0 0 0';
323
324         // Crosshair
325         if(crosshair)
326         {
327                 tmpSize  = draw_getimagesize(crosshair) * autocvar_cl_vehicles_crosshair_size;
328                 tmpPos.x = (vid_conwidth - tmpSize.x) / 2;
329                 tmpPos.y = (vid_conheight - tmpSize.y) / 2;
330
331                 vector wcross_color = '1 1 1';
332                 if(autocvar_cl_vehicles_crosshair_colorize)
333                         wcross_color = crosshair_getcolor(NULL, STAT(VEHICLESTAT_HEALTH));
334
335                 drawpic(tmpPos, crosshair, tmpSize, wcross_color, autocvar_crosshair_alpha, DRAWFLAG_NORMAL);
336         }
337 }