CGaz_StrafeHud.c
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#define M_PI 3.14159274101f
typedef struct
{
vec3_t prev_vel; // 0x0
float prev_width; // 0xc
int prev_commandTime; // 0x10
} accelBarState_t;
accelBarState_t accelBarState; // 0x2b0bb0
void cgaz(int draw, float opacity, int ypos)
{
if (!cg.snap || cg.hyperspace)
{
return;
}
// speedometer
if (draw & 2)
{
int const charWidthBig = 32;
int const charWidthSmall = (3 * charWidthBig) / 4;
float const integer = floor(cg.xyspeed);
// integer-part
char const* str = va("^%d%4.0f", 7, integer);
int const len = CG_DrawStrlen(str);
CG_DrawStringExt(
640 - len * charWidthBig - 5 * charWidthSmall /*x*/,
480 - (int)(1.5f * (2.5f * charWidthBig)) /*y*/,
str,
colorWhite,
qfalse /*forceColor*/,
qtrue /*shadow*/,
charWidthBig,
(int)(1.5f * charWidthBig) /*charHeight*/,
0 /*maxChars*/);
// fractional-part
str = va("%0.01f^3u/s", cg.xyspeed - integer);
assert(CG_DrawStrlen(str) == 5);
CG_DrawStringExt(
640 - 5 * charWidthSmall /*x*/,
480 - (int)(1.5f * (2.375f * charWidthBig)) /*y*/,
str + 1, // start at decimal point, skip 0
colorWhite,
qfalse /*forceColor*/,
qtrue /*shadow*/,
charWidthSmall,
(int)(1.5f * charWidthSmall) /*charHeight*/,
0 /*maxChars*/);
}
if (!(draw & 1))
{
return;
}
vec4_t white = { 1, 1, 1, 1 };
vec4_t blue = { .5, .5, 1, 1 };
vec4_t orange = { 1, .5, 0, 1 };
float opacity2 = 2.f * opacity;
if (opacity2 > 1.f)
{
opacity2 = 1.f;
}
white[3] = opacity2;
blue[3] = opacity2;
orange[3] = opacity2;
// accel bar
if (!(draw & 4))
{
vec4_t red = { 1, 0, 0, .8f };
red[3] *= opacity;
playerState_t const* ps;
if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || cg_nopredict.integer ||
cg_synchronousClients.integer)
{
ps = cg.nextSnap ? &cg.nextSnap->ps : &cg.snap->ps;
}
else
{
ps = &cg.predictedPlayerState;
}
float width;
if (ps->commandTime <= accelBarState.prev_commandTime)
{
width = accelBarState.prev_width;
}
else
{
vec3_t vel_xy;
memcpy(vel_xy, ps->velocity, sizeof(vec3_t));
vel_xy[2] = 0;
float const speed = VectorLength(vel_xy);
float const prev_speed = VectorLength(accelBarState.prev_vel);
width = (speed - prev_speed) / (ps->commandTime - accelBarState.prev_commandTime);
width *= 256.f;
if (ps->groundEntityNum != ENTITYNUM_NONE)
{
width *= .1f;
}
// update prev state
memcpy(accelBarState.prev_vel, vel_xy, sizeof(vec3_t));
accelBarState.prev_commandTime = ps->commandTime;
accelBarState.prev_width = width;
}
if (width > 0)
{
CG_FillRect(cg_crosshairSize.integer + 320.f, 232.f, width, 16.f, red);
}
else if (width < 0)
{
CG_FillRect(320.f - cg_crosshairSize.integer, 232.f, width, 16.f, red);
}
trap_R_SetColor(colorWhite);
CG_FillRect(cg_crosshairSize.integer + 320 + 81.92f, 236.f, 1.f, 8.f, white);
CG_FillRect(320 - cg_crosshairSize.integer - 81.92f, 236.f, -1.f, 8.f, white);
}
float const tan_fov_2 = tan(DEG2RAD(cg.refdef.fov_x / 2.f));
// compass (quadrants & ticks)
if (!(draw & 8))
{
vec4_t colors[4] = {
{ 1, 1, .5, .5 },
{ 0, 1, .5, .5 },
{ 0, 0, .5, .5 },
{ 1, 0, .5, .5 },
};
colors[0][3] *= opacity;
colors[1][3] *= opacity;
colors[2][3] *= opacity;
colors[3][3] *= opacity;
for (float angle = 0.f; angle < 360.f; angle += 45.f)
{
float angle_a = AngleSubtract( cg.predictedPlayerState.viewangles[YAW], angle );
float angle_b = AngleSubtract( cg.predictedPlayerState.viewangles[YAW], angle + 90.f );
// clip
if (fabs(angle_a) > cg.refdef.fov_x / 2.f)
{
angle_a = copysign(cg.refdef.fov_x / 2.f, angle_a);
}
if (fabs(angle_b) > cg.refdef.fov_x / 2.f)
{
angle_b = copysign(cg.refdef.fov_x / 2.f, angle_b);
}
// project
float const x_a = (320.f * tan(DEG2RAD(angle_a))) / tan_fov_2;
float const x_b = (320.f * tan(DEG2RAD(angle_b))) / tan_fov_2;
if (x_a >= x_b)
{
qboolean const mainAxis = fmodf(angle, 90.f) == 0;
if (mainAxis)
{
int const quadrant = (int)(angle / 90.f);
CG_FillRect(x_b + 320.f, ypos + 16.f, x_a - x_b, 16.f, colors[quadrant]);
}
// tick
trap_R_SetColor(white);
float const h = mainAxis ? 8 : 4;;
CG_FillRect(x_a + 320.f - 1.f, ypos + 16.f + 16.f - h, 2.f, h, white);
}
}
}
if (fabs(cg.predictedPlayerState.velocity[0]) + fabs(cg.predictedPlayerState.velocity[1]) == 0)
{
return;
}
float const vel_dir = RAD2DEG(atan2(cg.predictedPlayerState.velocity[1], cg.predictedPlayerState.velocity[0]));
// compass (arrow)
if (!(draw & 8))
{
vec4_t const arrows[2] = {
{ .439453125f, .5, .498046875f, .55859375f }, // char 135 - arrow pointing up
{ .373046875f, .5, .431640625f, .55859375f }, // char 134 - arrow pointing down
};
enum { up = 0, down = 1 } dir = up;
float angle = AngleSubtract(cg.predictedPlayerState.viewangles[YAW], vel_dir);
if (angle > 90.f)
{
// flip arrow
dir = down;
angle -= 180.f;
}
// clip
if (fabs(angle) > cg.refdef.fov_x / 2.f)
{
angle = copysign(cg.refdef.fov_x / 2.f, angle);
}
// project
float x = (320.f * tan(DEG2RAD(angle))) / tan_fov_2 + 320.f - 8.f;
float y = ypos + 32.f;
float w = 16.f;
float h = 16.f;
CG_AdjustFrom640(&x, &y, &w, &h);
trap_R_SetColor(cg.predictedPlayerState.velocity[0] * cg.predictedPlayerState.velocity[1] != 0
? white
: orange);
trap_R_DrawStretchPic(
x, y, w, h, arrows[dir][0], arrows[dir][1], arrows[dir][2], arrows[dir][3], cgs.media.charsetShader);
}
// cgaz
if (!(draw & 16))
{
vec3_t vel_xy;
vel_xy[0] = cg.predictedPlayerState.velocity[0];
vel_xy[1] = cg.predictedPlayerState.velocity[1];
vel_xy[2] = 0;
float speed = VectorLength(vel_xy);
float accel = (float)cg.snap->ps.speed * (pmove_msec.value / 1000.f);
if (cg.predictedPlayerState.groundEntityNum != ENTITYNUM_NONE)
{
accel *= 10.f; // hard coded for vq3
speed *= 1.f - 6.f * (pmove_msec.value / 1000.f); // friction
}
if (speed <= cg.snap->ps.speed - accel)
{
return;
}
vec4_t colors[8] = {
{ 1, 1, 0, 1 }, // yellow
{ 0, .25, .25, 1 }, // cyan
{ 0, 1, 0, 1 }, // green
{ .25, .25, .25, 1 }, // grey
{ .25, .25, .25, 1 }, // grey
{ 0, 1, 0, 1 }, // green
{ 0, .25, .25, 1 }, // cyan
{ 1, 1, 0, 1 }, // yellow
};
colors[0][3] *= opacity;
colors[1][3] *= opacity;
colors[2][3] *= opacity;
colors[3][3] *= opacity;
colors[4][3] *= opacity;
colors[5][3] *= opacity;
colors[6][3] *= opacity;
colors[7][3] *= opacity;
float yaw = cg.predictedPlayerState.viewangles[YAW];
// 0x1b = 0x1 | 0x2 | 0x8 | 0x10 = KEY_FORWARD | KEY_BACK | KEY_LEFT | KEY_RIGHT
// defrag_server = 1 when CS_SERVERINFO contains defrag_vers or defrag_version
if (cg.predictedPlayerState.stats[13] & 0x1b || !defrag_server)
{
yaw += 45.f * cg.predictedPlayerState.movementDir;
}
float const max_angle = RAD2DEG(acos((-.5f * accel) / speed));
float const opt_angle = RAD2DEG(acos((cg.snap->ps.speed - accel) / speed));
float const min_angle = speed > cg.snap->ps.speed ? RAD2DEG(acos(cg.snap->ps.speed / speed)) : 0;
float angles[9] = {
vel_dir - max_angle,
vel_dir - 90.f,
vel_dir - opt_angle,
vel_dir - min_angle,
vel_dir,
vel_dir + min_angle,
vel_dir + opt_angle,
vel_dir + 90.f,
vel_dir + max_angle,
};
for (int i = 0; i < 8; ++i)
{
float angle_a = AngleSubtract( yaw, angles[i] );
float angle_b = AngleSubtract( yaw, angles[i + 1] );
// clip
if (fabs(angle_a) > cg.refdef.fov_x / 2.f)
{
angle_a = copysign(cg.refdef.fov_x / 2.f, angle_a);
}
if (fabs(angle_b) > cg.refdef.fov_x / 2.f)
{
angle_b = copysign(cg.refdef.fov_x / 2.f, angle_b);
}
// project
float const x_a = (320.f * tan(DEG2RAD(angle_a))) / tan_fov_2;
float const x_b = (320.f * tan(DEG2RAD(angle_b))) / tan_fov_2;
if (x_a >= x_b)
{
CG_FillRect(x_b + 320.f, (float)ypos, x_a - x_b, 16.f, colors[i]);
if (i == 4)
{
CG_FillRect(x_a + 320.f - 1.f, ypos + 2.f, 2.f, 12.f, blue); // little blue bar in the middle
}
}
}
}
}
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