/* OpenCS Project Copyright (C) 2015 Marco "eukara" Hladik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #define HUD_NUMFILE "sprites/640hud7.spr" // We'll precache this #define HUD_NUMFILE_LAYER "sprites/640hud7.spr_0.tga" // And only use the first frame for drawing (needs precache) // Sigh #define NUMSIZE_X 0.09375 #define NUMSIZE_Y 0.09765625 // Instead of calculating them on demand, just read the offsets here float vHUDNumPos[10] = { 0, 0.09375, 0.1875, 0.28125, 0.375, 0.46875, 0.5625, 0.65625, 0.75, 0.84375, }; // Ditto vector vHUDCalPos[10] = { '0 0 0', '0.09375 0.28125 0', // 50AE '0.28125 0.28125 0', // 762MM '0 0.375 0', // 556MM '0.09375 0.375 0', // 338MAG '0.1875 0.28125 0', // 9MM '0 0.28125 0', // BUCKSHOT '0.375 0.28125 0', // 45ACP '0.46875 0.28125 0', // 357SIG '0.46875 0.375 0', // 57MM }; /* ================= HUD_DrawRedNumber Draws a normal number ================= */ void HUD_DrawNumber( int iNumber, vector vPos, float fAlpha ) { drawsubpic( vPos, '24 25 0', HUD_NUMFILE_LAYER, [ vHUDNumPos[ iNumber ], 0], [ NUMSIZE_X, NUMSIZE_Y ], VGUI_WINDOW_FGCOLOR, fAlpha, DRAWFLAG_ADDITIVE ); } /* ================= HUD_DrawRedNumber Draws a red number ================= */ void HUD_DrawRedNumber( int iNumber, vector vPos, float fAlpha ) { drawsubpic( vPos, '24 25 0', HUD_NUMFILE_LAYER, [ vHUDNumPos[ iNumber ], 0], [ NUMSIZE_X, NUMSIZE_Y ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE ); } /* ================= HUD_DrawNums Draws numerals quickly for health, armor etc. ================= */ void HUD_DrawNums( float fNumber, vector vPos ) { int iNumber = fNumber; if ( iNumber > 0 ) { while ( iNumber > 0 ) { HUD_DrawNumber( (float)iNumber % 10, vPos, 1 ); iNumber = iNumber / 10; vPos_x -= 24; } } else { HUD_DrawNumber( 0, vPos, 1 ); } } /* ================= HUD_DrawHealth Draw the current amount of health ================= */ void HUD_DrawHealth( void ) { // Health vector vHealthPos = [ 16, vVideoResolution_y - 42 ]; drawsubpic( vHealthPos, '24 24 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 2, NUMSIZE_Y], [ NUMSIZE_X, NUMSIZE_X ], VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE ); HUD_DrawNums( getstatf( STAT_HEALTH ), vHealthPos + '72 0' ); } /* ================= HUD_DrawArmor Draw the current amount of Kevlar ================= */ void HUD_DrawArmor( void ) { vector vArmorPos = [ 112, vVideoResolution_y - 42 ]; drawsubpic( vArmorPos, '24 24 0', HUD_NUMFILE_LAYER, [ 0, NUMSIZE_Y], [ NUMSIZE_X, NUMSIZE_X ], VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE ); HUD_DrawNums( getstatf( STAT_ARMOR ), vArmorPos + '72 0' ); } /* ================= HUD_DrawIcons Draw icons such as hostage, bomb and buyzones ================= */ void HUD_DrawIcons( void ) { // BuyZone Icon if( getstatf( STAT_BUYZONE ) == TRUE ) { vector vBuyIconPos = [ 16, ( vVideoResolution_y / 2 ) - 12 ]; drawsubpic( vBuyIconPos, '32 32 0', HUD_NUMFILE_LAYER, [ 0.125 * 3, 0.125 * 5 - 0.046875], [ 0.125, 0.125 ], '0 1 0', 1, DRAWFLAG_ADDITIVE ); } // Hostage-Rescue Area Icon if( getstatf( STAT_HOSTAGEZONE ) == TRUE ) { vector vRIconPos = [ 16, ( vVideoResolution_y / 2 ) + 24 ]; drawsubpic( vRIconPos, '32 32 0', HUD_NUMFILE_LAYER, [ 0.125 * 2, 0.125 * 5 - 0.046875], [ 0.125, 0.125 ], '0 1 0', 1, DRAWFLAG_ADDITIVE ); } // Bomb-Area if( getstatf( STAT_BOMBZONE ) == TRUE ) { vector vBIconPos = [ 16, ( vVideoResolution_y / 2 ) + 24 ]; drawsubpic( vBIconPos, '32 32 0', HUD_NUMFILE_LAYER, [ 0, 0.125 * 5 - 0.046875], [ 0.125, 0.125 ], '0 1 0', 1, DRAWFLAG_ADDITIVE ); } } /* ================= HUD_DrawTimer Draws the roundtime at the bottom of the screen (always visible) ================= */ void HUD_DrawTimer( void ) { int iMinutes, iSeconds, iTens, iUnits; vector vTimePos = [ ( vVideoResolution_x / 2 ) - 60, vVideoResolution_y - 42 ]; if( serverkey( "timelimit" ) ) { float fTimeLeft = ( stof(serverkey( "timelimit" )) * 60 ) - getstatf( STAT_GAMETIME ); if( fTimeLeft < 0 ) { iMinutes = iSeconds = iTens = iUnits = 0; } else { iMinutes = fTimeLeft / 60; iSeconds = fTimeLeft - 60 * iMinutes; iTens = iSeconds / 10; iUnits = iSeconds - 10*iTens; } } else { iMinutes = getstatf( STAT_GAMETIME ) / 60; iSeconds = getstatf( STAT_GAMETIME ) - 60*iMinutes; iTens = iSeconds / 10; iUnits = iSeconds - 10*iTens; } // Flashing red numbers if ( ( iMinutes == 0 ) && ( iTens <= 1 ) ) { float fAlpha; // 0:00 is fully red if ( ( iTens == 0 ) && ( iUnits == 0 ) ) { fAlpha = 1; } else { fAlpha = fabs( sin( time * 20 ) ); } HUD_DrawRedNumber( iMinutes, vTimePos + '48 0 0', fAlpha); HUD_DrawRedNumber( iTens, vTimePos + '70 0 0', fAlpha); HUD_DrawRedNumber( iUnits, vTimePos + '94 0 0',fAlpha ); HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', 1 - fAlpha); HUD_DrawNumber( iTens, vTimePos + '70 0 0', 1 - fAlpha); HUD_DrawNumber( iUnits, vTimePos + '94 0 0',1 - fAlpha ); drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE ); drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], VGUI_WINDOW_FGCOLOR, 1 - fAlpha, DRAWFLAG_ADDITIVE ); } else { HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', 1); HUD_DrawNumber( iTens, vTimePos + '70 0 0', 1); HUD_DrawNumber( iUnits, vTimePos + '94 0 0', 1); drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE ); } } /* ================= HUD_DrawMoney Draws the amount of money (0-16000) with an icon to the screen ================= */ void HUD_DrawMoney( void ) { vector vMoneyPos = [ vVideoResolution_x - 160, vVideoResolution_y - 72 ]; drawsubpic( vMoneyPos, '18 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE ); vMoneyPos_x += ( 24 * 5 ); HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos ); } /* ================= HUD_DrawAmmo Draws the current clip, the amount of ammo for the caliber and a matching caliber icon ================= */ void HUD_DrawAmmo( void ) { if ( getstatf( STAT_ACTIVEWEAPON ) == WEAPON_KNIFE || getstatf( STAT_ACTIVEWEAPON ) == WEAPON_C4BOMB ) { return; } vector vAmmoClipPos = [ vVideoResolution_x - 136, vVideoResolution_y - 42 ]; HUD_DrawNums( getstatf( STAT_CURRENT_CLIP ), vAmmoClipPos ); vector vAmmoCalPos = [ vVideoResolution_x - 64, vVideoResolution_y - 42 ]; HUD_DrawNums( getstatf( STAT_CURRENT_CALIBER ), vAmmoCalPos ); // Caliber icon drawsubpic( vVideoResolution - '42 42 0', '24 24 0', HUD_NUMFILE_LAYER, vHUDCalPos[ wptTable[ getstatf( STAT_ACTIVEWEAPON ) ].iCaliber ], [ NUMSIZE_X, NUMSIZE_X ], VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE ); } /* ================= HUD_Draw Called every frame in Draw.c ================= */ void HUD_Draw( void ) { HUD_DrawTimer(); if( getplayerkeyvalue( player_localnum, "*spectator" ) == "1" ) { return; } HUD_DrawHealth(); HUD_DrawArmor(); HUD_DrawIcons(); HUD_DrawMoney(); HUD_DrawAmmo(); }