nuclide/Source/client/valve/hud.c
Marco Hladik 7c15bed7bb Flashlight: Add the HUD indicator in the 'valve' base
Rewolf: Preparing initial work
Effects: Added Gib-Human effect
CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden
func_door_rotating: Minor tweak saving us a few bytes
item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover)
Damage_Radius: Fix how damage radius checks for brush based entities.

Scientist Hunt specific stuff:
- impulse 103 test cvar added to destroy everything around the map
- scientists can be gibbed
- scientists scream when falling
- new cvar sh_scialert that spawn scientists alerted
- new cvar sh_scispeed that is mirrored from the original mod
- new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system
- new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
2019-03-09 15:50:11 +01:00

295 lines
6.1 KiB
C

/***
*
* 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
}