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path: root/Northstar.Client/mod/scripts/vscripts/client/cl_screenfade.gnut
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global function ClScreenfade_Init

global function RegisterDoomProtectionHintDamage

global function UpdateScreenFade


struct
{
	var screenFade = null
	int lastAlpha = -1
	void functionref() screenFadeFunc
} file

void function ClScreenfade_Init()
{
	RegisterSignal( "NewScreenFade" )
	if ( IsSingleplayer() )
		file.screenFadeFunc = UpdateScreenFade_SpFirstFrame
	else
		file.screenFadeFunc = UpdateScreenFadeInternal


	thread PlayerPainSoundThread()

	AddCallback_OnClientScriptInit( ScreenFade_AddClient )

	file.screenFade = RuiCreate( $"ui/screen_fade.rpak", clGlobal.topoFullScreen, RUI_DRAW_HUD, RUI_SORT_SCREENFADE )

	if ( IsLobby() )
		return

	RuiSetFloat3( file.screenFade, "fadeColor", <0, 0, 0> )
	RuiSetFloat( file.screenFade, "fadeAlpha", 1.0 )
}

void function ScreenFade_AddClient( entity player )
{
}


void function UpdateScreenFade()
{
	file.screenFadeFunc()
}

void function UpdateScreenFadeInternal()
{
	table fadeParams = expect table( GetFadeParams() )

	//For debugging screen fade
	/*int alpha = expect int (fadeParams.a )

	if ( file.lastAlpha != alpha  )
		printt( "Alpha changed in UpdateScreenFade to: " + alpha )

	file.lastAlpha = alpha*/

	RuiSetFloat3( file.screenFade, "fadeColor", < expect int( fadeParams.r ) / 255.0, expect int( fadeParams.g ) / 255.0, expect int( fadeParams.b ) / 255.0 > )
	RuiSetFloat( file.screenFade, "fadeAlpha", expect int( fadeParams.a ) / 255.0 )
}

void function UpdateScreenFade_SpFirstFrame()
{
	RuiSetFloat3( file.screenFade, "fadeColor", < 0, 0, 0 > )
	RuiSetFloat( file.screenFade, "fadeAlpha", 255 )
	file.screenFadeFunc = UpdateScreenFadeInternal
}

float g_doomProtectionHintDamage = 0.0
float g_doomProtectionHintLastShowedTime = 0.0

void function RegisterDoomProtectionHintDamage( float newAmount )
{
	const float LOCKOUT_TIME = 20.0
	if ( newAmount < 0.0 )
		return
	if ( (Time() - g_doomProtectionHintLastShowedTime) < LOCKOUT_TIME )
		return

	g_doomProtectionHintDamage += newAmount;
	printt( "g_doomProtectionHintDamage is now:", g_doomProtectionHintDamage )
}

void function DoomProtectionHintThread()
{
	const float HINT_DURATION = 4.0
	const float THRESHOLD_PILOT = 1000
	const float THRESHOLD_TITAN = 2000
	const float FIRSTTIME_SCALE = 0.6

	while ( true )
	{
		WaitFrame()

		entity player = GetLocalViewPlayer()
		if ( !IsValid( player ) )
			continue;

		float threshold = player.IsTitan() ? THRESHOLD_TITAN : THRESHOLD_PILOT
		if ( g_doomProtectionHintLastShowedTime == 0.0 )
			threshold *= FIRSTTIME_SCALE

		if ( g_doomProtectionHintDamage > threshold )
		{
			wait 0.4
			entity player = GetLocalViewPlayer()
			if ( IsValid( player ) )
			{
				SetTimedEventNotification( HINT_DURATION, player.IsTitan() ? "#NOTIFY_HINT_TITAN_USE_FINISHERS" : "#NOTIFY_HINT_PILOTS_USE_FINISHERS" )
				g_doomProtectionHintLastShowedTime = Time()
				g_doomProtectionHintDamage = 0.0
			}
		}
	}
}

string function GetPainSound( entity player, string varName )
{
	var resultRaw = player.GetPlayerSettingsField( varName )
	if ( resultRaw == null )
	{
		Assert( 0, ("Invalid player setting field: " + varName) )
		return ""
	}

	return expect string( resultRaw )
}

void function PlayerPainSoundThread()
{
	// Each layer has:
	//: begin threshold (health falls below XX)
	//: end threshold (health has risen back up above YY)
	//: looping sound
	//: endcap sound

	float HEALTH_PERCENT_LAYER1 = 0.85;
	float HEALTH_PERCENT_LAYER1_END = 0.85;
	float HEALTH_PERCENT_LAYER2 = 0.55;
	float HEALTH_PERCENT_LAYER2_END = 0.55;
	float HEALTH_PERCENT_LAYER3 = 0.55;
	float HEALTH_PERCENT_LAYER3_END = 0.59;

	if ( shGlobal.proto_pilotHealthRegenDisabled )
	{
		HEALTH_PERCENT_LAYER1 *= 0.33
		HEALTH_PERCENT_LAYER1_END *= 0.33
		HEALTH_PERCENT_LAYER2 *= 0.33
		HEALTH_PERCENT_LAYER2_END *= 0.33
		HEALTH_PERCENT_LAYER3 *= 0.33
		HEALTH_PERCENT_LAYER3_END *= 0.33
	}

	entity ourPlayer = null;
	bool arePlayingLayer1 = false;
	bool arePlayingLayer2 = false;
	bool arePlayingLayer3 = false;

	string soundLayer1Loop = ""
	string soundLayer1End = ""
	string soundLayer2Start = ""
	string soundLayer2Loop = ""
	string soundLayer3Loop = ""
	string soundLayer3End = ""

	while ( true )
	{
		bool shouldPlayLayer1 = false
		bool shouldPlayLayer2 = false
		bool shouldPlayLayer3 = false
		bool endcapsAllowed = false
		entity localViewPlayer = GetLocalViewPlayer();

		if ( !IsValid( localViewPlayer ) )
		{
		}
		else if ( !IsAlive( localViewPlayer ) )
		{
		}
		else if ( (ourPlayer != null) && (ourPlayer != localViewPlayer) )
		{
		}
		else if ( localViewPlayer.IsTitan() )
		{
			endcapsAllowed = true
		}
		else
		{
			endcapsAllowed = true

			int health = localViewPlayer.GetHealth()
			int maxHealth = localViewPlayer.GetMaxHealth()
			float healthPercent = ((maxHealth > 0) ? (health.tofloat() / maxHealth.tofloat()) : 1.0)

			if ( !arePlayingLayer1 && (healthPercent <= HEALTH_PERCENT_LAYER1) )
				shouldPlayLayer1 = true
			else if ( arePlayingLayer1 && (healthPercent <= HEALTH_PERCENT_LAYER1_END) )
				shouldPlayLayer1 = true

			if ( !arePlayingLayer2 && (healthPercent <= HEALTH_PERCENT_LAYER2) )
				shouldPlayLayer2 = true
			else if ( arePlayingLayer2 && (healthPercent <= HEALTH_PERCENT_LAYER2_END) )
				shouldPlayLayer2 = true

			if ( !arePlayingLayer3 && (healthPercent <= HEALTH_PERCENT_LAYER3) )
				shouldPlayLayer3 = true
			else if ( arePlayingLayer3 && (healthPercent <= HEALTH_PERCENT_LAYER3_END) )
				shouldPlayLayer3 = true
		}

		if ( shouldPlayLayer1 != arePlayingLayer1 )
		{
			if ( shouldPlayLayer1 )
			{
				//printt( "LAYER 1 STARTS" )
				arePlayingLayer1 = true
				Assert( (ourPlayer == null) || (ourPlayer == localViewPlayer) )
				ourPlayer = localViewPlayer

				soundLayer1Loop = GetPainSound( ourPlayer, "sound_pain_layer1_loop" )
				soundLayer1End = GetPainSound( ourPlayer, "sound_pain_layer1_end" )
				if ( soundLayer1Loop != "" )
					EmitSoundOnEntity( ourPlayer, soundLayer1Loop )
			}
			else
			{
				//printt( "LAYER 1 _stop_" )
				if ( IsValid( ourPlayer ) )
				{
					if ( soundLayer1Loop != "" )
						StopSoundOnEntity( ourPlayer, soundLayer1Loop )
					if ( endcapsAllowed && (soundLayer1End != "") )
						EmitSoundOnEntity( ourPlayer, soundLayer1End )
				}
				arePlayingLayer1 = false;
			}
		}

		if ( shouldPlayLayer2 != arePlayingLayer2 )
		{
			if ( shouldPlayLayer2 )
			{
				//printt( "LAYER 2 STARTS" );
				arePlayingLayer2 = true;
				Assert( (ourPlayer == null) || (ourPlayer == localViewPlayer) )
				ourPlayer = localViewPlayer;
				soundLayer2Start = GetPainSound( ourPlayer, "sound_pain_layer2_start" )
				soundLayer2Loop = GetPainSound( ourPlayer, "sound_pain_layer2_loop" )
				if ( soundLayer2Start != "" )
					EmitSoundOnEntity( ourPlayer, soundLayer2Start )
				if ( soundLayer2Loop != "" )
					EmitSoundOnEntity( ourPlayer, soundLayer2Loop )
			}
			else
			{
				//printt( "LAYER 2 _stop_" );
				if ( IsValid( ourPlayer ) )
				{
					if ( soundLayer2Start != "" )
						StopSoundOnEntity( ourPlayer, soundLayer2Start )
					if ( soundLayer2Loop != "" )
						StopSoundOnEntity( ourPlayer, soundLayer2Loop )
				}
				arePlayingLayer2 = false;
			}
		}

		if ( shouldPlayLayer3 != arePlayingLayer3 )
		{
			if ( shouldPlayLayer3 )
			{
				//printt( "LAYER 3 STARTS" )
				arePlayingLayer3 = true
				Assert( (ourPlayer == null) || (ourPlayer == localViewPlayer) )
				ourPlayer = localViewPlayer
				soundLayer3Loop = GetPainSound( ourPlayer, "sound_pain_layer3_loop" )
				soundLayer3End = GetPainSound( ourPlayer, "sound_pain_layer3_end" )
				if ( soundLayer3Loop != "" )
					EmitSoundOnEntity( ourPlayer, soundLayer3Loop )
			}
			else
			{
				//printt( "LAYER 3 _stop_" )
				if ( IsValid( ourPlayer ) )
				{
					if ( soundLayer3Loop != "" )
						StopSoundOnEntity( ourPlayer, soundLayer3Loop )
					if ( endcapsAllowed && (soundLayer3End != "") )
						EmitSoundOnEntity( ourPlayer, soundLayer3End )
				}
				arePlayingLayer3 = false;
			}
		}

		if ( !arePlayingLayer1 && !arePlayingLayer2 && !arePlayingLayer3 )
			ourPlayer = null

		WaitFrame()
	}
}


/*
void function ClientSetPilotPainFlashColor( entity player, int a )
{
	player.hudElems.damageOverlayPainFlash.SetColor( 255, 255, 255, a )

	if ( a > 0 )
		player.hudElems.damageOverlayPainFlash.Show()
	else
		player.hudElems.damageOverlayPainFlash.Hide()
}
*/