Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
healtharmor.qc
Go to the documentation of this file.
1#include "healtharmor.qh"
2
3#include <client/draw.qh>
5
6// Health/armor (#3)
7
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
24{
25 int armor, health, fuel, air_time;
27 {
29 return;
30 if (hud != HUD_NORMAL)
31 return;
32
33 health = STAT(HEALTH);
34 if (health <= 0)
35 {
36 health = 0;
37 prev_health = -1;
39 return;
40 }
41 armor = STAT(ARMOR);
42
43 // code to check for spectatee_status changes is in ENT_CLIENT_CLIENTDATA
44 // prev_p_health and prev_health can be set to -1 there
45
46 if (prev_p_health == -1)
47 {
48 // no effect
54 prev_armor = armor;
56 old_p_armor = armor;
58 prev_p_armor = armor;
59 }
60 else if (prev_health == -1)
61 {
62 //start the load effect
65 prev_health = 0;
66 prev_armor = 0;
67 }
68 fuel = STAT(FUEL);
69 air_time = bound(0, STAT(AIR_FINISHED) - time, 10);
70 }
71 else
72 {
73 health = 150;
74 armor = 75;
75 fuel = 20;
76 air_time = 6;
77 }
78
80
82
83 vector pos = panel_pos;
84 vector mySize = panel_size;
85
88 else
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;
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 float fuel_alpha;
114 if (!fuel)
115 fuel_alpha = 0;
116 else
117 {
119 float f = (100 - fuel) / 50;
120 fuel_alpha = bound(0, start_alpha + (1 - start_alpha) * f, 1);
121 }
122
125
128 if (autocvar_hud_panel_healtharmor_combined) // combined health and armor display
129 {
130 vector v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON.m_id);
131 float hp = floor(v.x + 1);
132
133 float maxtotal = maxhealth + maxarmor;
134 string biggercount;
135 if (v.z) // NOT fully armored
136 {
137 biggercount = "health";
141 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);
142 }
143 else
144 {
145 biggercount = "armor";
149 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);
150 }
152 DrawNumIcon(pos, mySize, hp, biggercount, false, false, iconalign, HUD_Get_Num_Color(hp, maxtotal, true), 1);
153
154 if (fuel)
155 HUD_Panel_DrawProgressBar(pos, vec2(mySize.x, 0.2 * mySize.y), "progressbar", fuel / 100, 0, (baralign == 1 || baralign == 3), autocvar_hud_progressbar_fuel_color, fuel_alpha * panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
156 if (air_time)
157 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);
158 }
159 else
160 {
161 float panel_ar = mySize.x / mySize.y;
162 bool is_vertical = panel_ar < 1;
163 vector health_offset = '0 0 0', armor_offset = '0 0 0';
164 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
165 {
166 mySize.x *= 0.5;
168 health_offset.x = mySize.x;
169 else
170 armor_offset.x = mySize.x;
171 }
172 else
173 {
174 mySize.y *= 0.5;
176 health_offset.y = mySize.y;
177 else
178 armor_offset.y = mySize.y;
179 }
180
181 bool health_baralign, armor_baralign, fuel_baralign, air_align;
182 bool health_iconalign, armor_iconalign;
184 {
187 air_align = fuel_baralign = health_baralign;
190 }
191 else
192 {
195 air_align = fuel_baralign = armor_baralign;
198 }
199
200 //if (health)
201 {
203 {
204 float p_health, pain_health_alpha;
205 p_health = health;
206 pain_health_alpha = 1;
208 {
210 {
212 {
213 if (time - old_p_healthtime < 1)
215 else
218 }
219 if (time - old_p_healthtime < 1)
220 {
221 p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
222 prev_p_health = p_health;
223 }
224 }
226 {
228 {
229 if (time - health_damagetime >= 1)
232 }
233 if (time - health_damagetime < 1)
234 {
235 float health_damagealpha = 1 - (time - health_damagetime) * (time - health_damagetime);
237 }
238 }
240
242 pain_health_alpha = blink(0.85, 0.15, 9);
243 }
244 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);
245 }
247 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, false, health_iconalign, HUD_Get_Num_Color(health, maxhealth, true), 1);
248 }
249
250 //if (armor)
251 {
252 float p_armor = armor;
254 {
256 {
258 {
260 {
261 if (time - old_p_armortime < 1)
263 else
266 }
267 if (time - old_p_armortime < 1)
268 {
269 p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
270 prev_p_armor = p_armor;
271 }
272 }
274 {
276 {
277 if (time - armor_damagetime >= 1)
280 }
281 if (time - armor_damagetime < 1)
282 {
283 float armor_damagealpha = 1 - (time - armor_damagetime) * (time - armor_damagetime);
285 }
286 }
287 prev_armor = armor;
288 }
289 if (p_armor)
291 }
293 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, false, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor, true), 1);
294 }
295
296 vector cell_size = mySize;
297 if (fuel || air_time)
298 {
299 if (is_vertical)
300 mySize.x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
301 else
302 mySize.y *= 0.2;
303 if (panel_ar >= 4)
304 mySize.x *= 2; //restore full panel size
305 else if (panel_ar < 1/4)
306 mySize.y *= 2; //restore full panel size
307 if (fuel)
308 HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel / 100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, fuel_alpha * panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
309 if (air_time)
310 {
311 if (panel_ar > 1 && panel_ar < 4)
312 pos.y += cell_size.y;
313 else if (panel_ar > 1/4 && panel_ar <= 1)
314 pos.x += cell_size.x;
315 if (is_vertical)
316 pos.x += cell_size.x - mySize.x;
317 else
318 pos.y += cell_size.y - mySize.y;
319 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);
320 }
321 }
322 }
323
325}
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
Definition draw.qh:78
#define draw_beginBoldFont()
Definition draw.qh:4
#define draw_endBoldFont()
Definition draw.qh:5
float armorblockpercent
Definition main.qh:160
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data
Definition main.qh:197
int hud
Definition main.qh:173
vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype)
Definition util.qc:1289
ERASEABLE float blink_synced(float base, float range, float freq, float start_time, int start_pos)
Definition util.qc:2166
ERASEABLE float blink(float base, float range, float freq)
Definition util.qc:2178
const int HUD_NORMAL
Definition constants.qh:47
const float DRAWFLAG_NORMAL
float time
void HUD_HealthArmor()
void HUD_HealthArmor_Export(int fh)
Definition healtharmor.qc:8
int autocvar_hud_panel_healtharmor_iconalign
float autocvar_hud_panel_healtharmor_progressbar_gfx_smooth
bool autocvar_hud_panel_healtharmor_hide_ondeath
Definition healtharmor.qh:9
bool autocvar_hud_panel_healtharmor
Definition healtharmor.qh:4
int autocvar_hud_panel_healtharmor_baralign
Definition healtharmor.qh:5
vector autocvar_hud_progressbar_oxygen_color
float autocvar_hud_panel_healtharmor_fuelbar_startalpha
bool autocvar_hud_panel_healtharmor_progressbar_gfx
vector autocvar_hud_progressbar_fuel_color
bool autocvar_hud_panel_healtharmor_dynamichud
Definition healtharmor.qh:7
float autocvar_hud_panel_healtharmor_progressbar_gfx_damage
bool autocvar_hud_panel_healtharmor_flip
Definition healtharmor.qh:8
bool autocvar_hud_panel_healtharmor_progressbar
string autocvar_hud_panel_healtharmor_progressbar_health
float autocvar_hud_panel_healtharmor_oxygenbar_startalpha
float autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth
int autocvar_hud_panel_healtharmor_text
vector autocvar_hud_progressbar_armor_color
int autocvar_hud_panel_healtharmor_maxhealth
vector autocvar_hud_progressbar_health_color
int autocvar_hud_panel_healtharmor_maxarmor
string autocvar_hud_panel_healtharmor_progressbar_armor
bool autocvar_hud_panel_healtharmor_combined
Definition healtharmor.qh:6
void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag)
Definition hud.qc:269
void HUD_Panel_LoadCvars()
Definition hud.qc:215
void DrawNumIcon(vector myPos, vector mySize, float theTime, string icon, bool vertical, bool isInfinite, int icon_right_align, vector color, float theAlpha)
Definition hud.qc:474
void HUD_Scale_Enable()
Definition hud.qc:91
vector HUD_Get_Num_Color(float hp, float maxvalue, bool blink)
Definition hud.qc:123
void HUD_Scale_Disable()
Definition hud.qc:84
float old_p_armortime
Definition hud.qh:248
float autocvar_hud_progressbar_alpha
Definition hud.qh:204
vector panel_size
Definition hud.qh:163
float panel_fg_alpha
Definition hud.qh:169
float health_damagetime
Definition hud.qh:244
int health_beforedamage
Definition hud.qh:245
float panel_bg_padding
Definition hud.qh:174
int prev_armor
Definition hud.qh:243
int prev_health
Definition hud.qh:243
int old_p_health
Definition hud.qh:247
float armor_damagetime
Definition hud.qh:244
int prev_p_armor
Definition hud.qh:251
#define HUD_Panel_DrawBg()
Definition hud.qh:55
vector panel_pos
Definition hud.qh:162
int prev_p_health
Definition hud.qh:251
int armor_beforedamage
Definition hud.qh:245
int old_p_armor
Definition hud.qh:247
float old_p_healthtime
Definition hud.qh:248
#define HUD_Write_Cvar(cvar)
Definition hud_config.qh:40
bool autocvar__hud_configure
Definition hud_config.qh:3
#define STAT(...)
Definition stats.qh:82
float bound(float min, float value, float max)
float fabs(float f)
float floor(float f)
float health
Legacy fields for the resources. To be removed.
Definition resources.qh:9
vector
Definition self.qh:92
float fade_time
Definition common.qh:23
const vector eY
Definition vector.qh:45
const vector eX
Definition vector.qh:44
#define vec2(...)
Definition vector.qh:90