/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ /* Use first frame for drawing (needs precache) */ #define HUD_NUMS "sprites/640hud7.spr_0.tga" #define NUMSIZE_X 24/256 #define NUMSIZE_Y 24/128 #define HUD_ALPHA 0.5 float spr_hudnum[10] = { 0 / 256, 24 / 256, (24*2) / 256, (24*3) / 256, (24*4) / 256, (24*5) / 256, (24*6) / 256, (24*7) / 256, (24*8) / 256, (24*9) / 256 }; float spr_health[4] = { 80 / 256, // pos x 24 / 128, // pos u 32 / 256, // size x 32 / 128 // size y }; float spr_suit1[4] = { 0 / 256, // pos x 24 / 128, // pos u 40 / 256, // size x 40 / 128 // size y }; float spr_suit2[4] = { 40 / 256, // pos x 24 / 128, // pos u 40 / 256, // size x 40 / 128 // size y }; float spr_flash1[4] = { 160 / 256, // pos x 24 / 128, // pos u 32 / 256, // size x 32 / 128 // size y }; float spr_flash2[4] = { 112 / 256, // pos x 24 / 128, // pos u 48 / 256, // size x 32 / 128 // size y }; void HUD_DrawWeaponSelect(void); void HUD_Init(void) { precache_model("sprites/640hud7.spr"); } /* ================= HUD_DrawNumber Draws a normal number ================= */ void HUD_DrawNumber(int iNumber, vector vPos, float fAlpha, vector vColor) { drawsubpic(vPos, [24,24], HUD_NUMS, [spr_hudnum[iNumber], 0], [NUMSIZE_X, NUMSIZE_Y], vColor, fAlpha, DRAWFLAG_ADDITIVE); } void HUD_DrawSeperator(vector pos) { drawsubpic(pos, [2,24], HUD_NUMS, [240/256, 0], [2/256, 24/128], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE); } /* ================= HUD_DrawNums Draws numerals quickly for health, armor etc. ================= */ void HUD_DrawNums(float fNumber, vector vPos, float fAlpha, vector vColor) { int iNumber = fNumber; if (iNumber > 0) { while (iNumber > 0) { HUD_DrawNumber((float)iNumber % 10, vPos, fAlpha, vColor); iNumber = iNumber / 10; vPos[0] -= 20; } } else { HUD_DrawNumber(0, vPos, fAlpha, vColor); } } /* ================= HUD_DrawHealth Draw the current amount of health ================= */ void HUD_DrawHealth(void) { player pl = (player)pSeat->ePlayer; static float fOldHealth; static float fHealthAlpha; if (pl.health != fOldHealth) { fHealthAlpha = 1.0; } if (fHealthAlpha >= HUD_ALPHA) { fHealthAlpha -= frametime * 0.5; } else { fHealthAlpha = HUD_ALPHA; } vector pos = video_mins + [16, video_res[1] - 42]; if (pl.health > 25) { drawsubpic(pos + [0,-4], [32,32], HUD_NUMS, [spr_health[0], spr_health[1]], [spr_health[2], spr_health[3]], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE); HUD_DrawNums(pl.health, pos + [72, 0], HUD_ALPHA, g_hud_color); } else { drawsubpic(pos + [0,-4], [32,32], HUD_NUMS, [spr_health[0], spr_health[1]], [spr_health[2], spr_health[3]], [1,0,0], HUD_ALPHA, DRAWFLAG_ADDITIVE); HUD_DrawNums(pl.health, pos + [72, 0], HUD_ALPHA, [1,0,0]); } fOldHealth = pl.health; } /* ================= HUD_DrawArmor Draw the current amount of armor ================= */ void HUD_DrawArmor(void) { vector pos; static float oldarmor; static float armoralpha; player pl = (player)pSeat->ePlayer; pos = video_mins + [72+16+30, video_res[1] - 42]; if (pl.armor != oldarmor) { armoralpha = 1.0; } if (armoralpha >= HUD_ALPHA) { armoralpha -= frametime * 0.5; } else { armoralpha = HUD_ALPHA; } drawsubpic(pos + [0,-9], [40,40], HUD_NUMS, [spr_suit2[0], spr_suit2[1]], [spr_suit2[2], spr_suit2[3]], g_hud_color, armoralpha, DRAWFLAG_ADDITIVE); float fwhat = pl.armor / 100; if (fwhat > 0.0) { drawsubpic(pos + [0,-9], [40,40*fwhat], HUD_NUMS, [spr_suit1[0], spr_suit1[1]], [spr_suit1[2], spr_suit1[3]*fwhat], g_hud_color, armoralpha, DRAWFLAG_ADDITIVE); } HUD_DrawNums(pl.armor, pos + [80, 0], armoralpha, g_hud_color); oldarmor = pl.armor; } void HUD_DrawAmmo1(void) { player pl = (player)pSeat->ePlayer; vector pos; static int old_ammo1; static float ammo1_alpha; if (pl.a_ammo1 != old_ammo1) { ammo1_alpha = 1.0; old_ammo1 = pl.a_ammo1; } if (ammo1_alpha >= HUD_ALPHA) { ammo1_alpha -= frametime * 0.5; } else { ammo1_alpha = HUD_ALPHA; } pos = video_mins + [video_res[0] - 48, video_res[1] - 42]; /* Magazine/Clip */ if (pl.a_ammo1 != -1) { HUD_DrawNums(pl.a_ammo1, pos + [-80,0], ammo1_alpha, g_hud_color); } HUD_DrawSeperator(pos + [-50,0]); } void HUD_DrawAmmo2(void) { player pl = (player)pSeat->ePlayer; vector pos; static int old_ammo2; static float ammo2_alpha; if (pl.a_ammo2 != old_ammo2) { ammo2_alpha = 1.0; old_ammo2 = pl.a_ammo2; } if (ammo2_alpha >= HUD_ALPHA) { ammo2_alpha -= frametime * 0.5; } else { ammo2_alpha = HUD_ALPHA; } pos = video_mins + [video_res[0] - 48, video_res[1] - 42]; /* Leftover Ammo */ HUD_DrawNums(pl.a_ammo2, pos, ammo2_alpha, g_hud_color); } void HUD_DrawAmmo3(void) { player pl = (player)pSeat->ePlayer; vector pos; static int old_ammo3; static float ammo3_alpha; if (pl.a_ammo3 != old_ammo3) { ammo3_alpha = 1.0; old_ammo3 = pl.a_ammo3; } if (ammo3_alpha >= HUD_ALPHA) { ammo3_alpha -= frametime * 0.5; } else { ammo3_alpha = HUD_ALPHA; } pos = video_mins + [video_res[0] - 48, video_res[1] - 42]; /* Special */ if (pl.a_ammo3) { HUD_DrawNums(pl.a_ammo3, pos + [0, -32], ammo3_alpha, g_hud_color); } } void HUD_DrawFlashlight(void) { vector pos; player pl = (player)pSeat->ePlayer; pos = video_mins + [video_res[0] - 48, 16]; if (pl.flags & FL_FLASHLIGHT) { drawsubpic(pos, [32,32], HUD_NUMS, [spr_flash1[0], spr_flash1[1]], [spr_flash1[2], spr_flash1[3]], g_hud_color, 1.0, DRAWFLAG_ADDITIVE); drawsubpic(pos, [48,32], HUD_NUMS, [spr_flash2[0], spr_flash2[1]], [spr_flash2[2], spr_flash2[3]], g_hud_color, 1.0, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [32,32], HUD_NUMS, [spr_flash1[0], spr_flash1[1]], [spr_flash1[2], spr_flash1[3]], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE); } } void HUD_Draw(void) { g_hud_color = autocvar_con_color * (1 / 255); HUD_DrawHealth(); HUD_DrawArmor(); HUD_DrawFlashlight(); Damage_Draw(); Weapons_DrawCrosshair(); HUD_DrawWeaponSelect(); } void VGUI_DrawSpectatorHUD(void) { // FIXME }