1#include "cl_vehicles.qh"
2const string vCROSS_BURST = "gfx/vehicles/crosshair_burst.tga";
3const string vCROSS_DROP  = "gfx/vehicles/crosshair_drop.tga";
4const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide.tga";
5const string vCROSS_HEAL  = "gfx/vehicles/crosshair_heal.tga";
6const string vCROSS_HINT  = "gfx/vehicles/crosshair_hint.tga";
7const string vCROSS_LOCK  = "gfx/vehicles/crosshair_lock.tga";
8const string vCROSS_RAIN  = "gfx/vehicles/crosshair_rain.tga";
9
10entity dropmark;
11
12const int MAX_AXH = 4;
13entity AuxiliaryXhair[MAX_AXH];
14
15.string axh_image;
16.float  axh_fadetime;
17.int    axh_drawflag;
18
19float alarm1time;
20float alarm2time;
21
22void 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
31void 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
50NET_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
89NET_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
143void 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
319void 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}
338