3 #include "scoreboard.qh"
7 entity weaponorder[Weapons_MAX];
8 void weaponorder_swap(int i, int j, entity pass)
10 TC(int, i); TC(int, j);
11 entity h = weaponorder[i];
12 weaponorder[i] = weaponorder[j];
16 string weaponorder_cmp_str;
17 int weaponorder_cmp(int i, int j, entity pass)
19 TC(int, i); TC(int, j);
20 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
21 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
22 return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
25 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
27 FOREACH(Weapons, it != WEP_Null, { \
28 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
29 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
31 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
32 columns = table_size.x; \
33 rows = table_size.y; \
34 weapon_size.x = panel_size.x / columns; \
35 weapon_size.y = panel_size.y / rows; \
41 WepSet weapons_stat = WepSet_GetFromStat();
45 vector center = '0 0 0';
46 int weapon_count, weapon_id;
47 int row, column, rows = 0, columns = 0;
48 bool vertical_order = true;
49 float aspect = autocvar_hud_panel_weapons_aspect;
51 float timeout = autocvar_hud_panel_weapons_timeout;
52 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
53 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
55 vector barsize = '0 0 0', baroffset = '0 0 0';
56 vector ammo_color = '1 0 1';
59 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
60 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
62 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
64 vector weapon_pos, weapon_size = '0 0 0';
67 entity panel_switchweapon = NULL;
69 // check to see if we want to continue
70 if(hud != HUD_NORMAL) return;
72 if(!autocvar__hud_configure)
74 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
76 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
78 if(timeout && time >= weapontime + timeout + timeout_effect_length)
79 if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
81 weaponprevtime = time;
86 // update generic hud functions
87 if(1 - scoreboard_fade_alpha <= 0)
89 HUD_Panel_UpdateCvars(1 - scoreboard_fade_alpha);
91 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
92 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
95 if(weaponorder_bypriority)
96 strunzone(weaponorder_bypriority);
97 if(weaponorder_byimpulse)
98 strunzone(weaponorder_byimpulse);
100 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
101 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
102 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
105 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
106 for(i = weapon_cnt; i < Weapons_MAX; ++i)
107 weaponorder[i] = NULL;
108 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
110 weaponorder_cmp_str = string_null;
113 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
116 if(autocvar__hud_configure)
121 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
122 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
124 if(!panel_switchweapon || j < 4)
125 panel_switchweapon = it;
126 weapons_stat |= it.m_wepset;
138 FOREACH(Weapons, it != WEP_Null, {
139 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
141 weapons_stat = '0 0 0';
142 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
143 for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
145 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
147 weapons_stat |= weaponorder[i].m_wepset;
154 // determine which weapons are going to be shown
155 if (autocvar_hud_panel_weapons_onlyowned)
157 if(autocvar__hud_configure)
159 if(hud_configure_menu_open != 2)
160 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
163 // do we own this weapon?
165 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
166 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
170 // might as well commit suicide now, no reason to live ;)
171 if (weapon_count == 0)
174 vector old_panel_size = panel_size;
175 panel_size -= '2 2 0' * panel_bg_padding;
177 HUD_WEAPONS_GET_FULL_LAYOUT();
179 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
180 // we enlarge them a bit when possible to better match the desired aspect ratio
181 if(panel_size.x / panel_size.y < aspect)
183 // maximum number of rows that allows to display items with the desired aspect ratio
184 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
185 columns = min(columns, ceil(weapon_count / max_rows));
186 rows = ceil(weapon_count / columns);
187 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
188 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
189 vertical_order = false;
193 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
194 rows = min(rows, ceil(weapon_count / max_columns));
195 columns = ceil(weapon_count / rows);
196 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
197 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
198 vertical_order = true;
201 // reduce size of the panel
202 panel_size.x = columns * weapon_size.x;
203 panel_size.y = rows * weapon_size.y;
204 panel_size += '2 2 0' * panel_bg_padding;
206 // center the resized panel, or snap it to the screen edge when close enough
207 if(panel_pos.x > vid_conwidth * 0.001)
209 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
210 panel_pos.x += old_panel_size.x - panel_size.x;
212 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
214 else if(old_panel_size.x > vid_conwidth * 0.999)
215 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
217 if(panel_pos.y > vid_conheight * 0.001)
219 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
220 panel_pos.y += old_panel_size.y - panel_size.y;
222 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
224 else if(old_panel_size.y > vid_conheight * 0.999)
225 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
228 weapon_count = (Weapons_COUNT - 1);
230 // animation for fading in/out the panel respectively when not in use
231 if(!autocvar__hud_configure)
233 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
235 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
237 // fade the panel alpha
238 if(autocvar_hud_panel_weapons_timeout_effect == 1)
240 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
241 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
243 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
245 panel_bg_alpha *= (1 - f);
246 panel_fg_alpha *= (1 - f);
249 // move the panel off the screen
250 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
252 f *= f; // for a cooler movement
253 center.x = panel_pos.x + panel_size.x/2;
254 center.y = panel_pos.y + panel_size.y/2;
255 screen_ar = vid_conwidth/vid_conheight;
256 if (center.x/center.y < screen_ar) //bottom left
258 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
259 panel_pos.y += f * (vid_conheight - panel_pos.y);
261 panel_pos.x -= f * (panel_pos.x + panel_size.x);
265 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
266 panel_pos.x += f * (vid_conwidth - panel_pos.x);
268 panel_pos.y -= f * (panel_pos.y + panel_size.y);
271 center.x = -1; // mark the panel as off screen
273 weaponprevtime = time - (1 - f) * timein_effect_length;
275 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
277 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
279 // fade the panel alpha
280 if(autocvar_hud_panel_weapons_timeout_effect == 1)
282 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
283 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
285 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
287 panel_bg_alpha *= (f);
288 panel_fg_alpha *= (f);
291 // move the panel back on screen
292 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
294 f *= f; // for a cooler movement
296 center.x = panel_pos.x + panel_size.x/2;
297 center.y = panel_pos.y + panel_size.y/2;
298 screen_ar = vid_conwidth/vid_conheight;
299 if (center.x/center.y < screen_ar) //bottom left
301 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
302 panel_pos.y += f * (vid_conheight - panel_pos.y);
304 panel_pos.x -= f * (panel_pos.x + panel_size.x);
308 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
309 panel_pos.x += f * (vid_conwidth - panel_pos.x);
311 panel_pos.y -= f * (panel_pos.y + panel_size.y);
317 // draw the background, then change the virtual size of it to better fit other items inside
318 if (autocvar_hud_panel_weapons_dynamichud)
325 return; // panel has gone off screen
329 panel_pos += '1 1 0' * panel_bg_padding;
330 panel_size -= '2 2 0' * panel_bg_padding;
333 // after the sizing and animations are done, update the other values
335 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
337 HUD_WEAPONS_GET_FULL_LAYOUT();
338 vertical_order = (panel_size.x / panel_size.y >= aspect);
341 // calculate position/size for visual bar displaying ammount of ammo status
342 if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
344 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
345 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
347 if(weapon_size.x/weapon_size.y > aspect)
349 barsize.x = aspect * weapon_size.y;
350 barsize.y = weapon_size.y;
351 baroffset.x = (weapon_size.x - barsize.x) / 2;
355 barsize.y = 1/aspect * weapon_size.x;
356 barsize.x = weapon_size.x;
357 baroffset.y = (weapon_size.y - barsize.y) / 2;
360 if(autocvar_hud_panel_weapons_accuracy)
361 Accuracy_LoadColors();
365 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
366 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
367 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
368 static vector weapon_pos_current = '-1 0 0';
369 if(weapon_pos_current.x == -1)
370 weapon_pos_current = panel_pos;
373 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
376 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
377 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
379 if(switchweapon == WEP_Null)
380 panel_switchweapon = NULL;
381 else if(!panel_switchweapon)
382 panel_switchweapon = switchweapon;
384 // draw background behind currently selected weapon
385 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
386 if(panel_switchweapon)
387 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
389 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
391 // retrieve information about the current weapon to be drawn
392 entity it = weaponorder[i];
393 weapon_id = it.impulse;
395 // skip if this weapon doesn't exist
396 if(!it || weapon_id < 0) { continue; }
398 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
399 if(autocvar_hud_panel_weapons_onlyowned)
401 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
406 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
410 // figure out the drawing position of weapon
411 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
413 // update position of the currently selected weapon
414 if(it == panel_switchweapon)
416 if(weapon_pos_current.y > weapon_pos.y)
417 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
418 else if(weapon_pos_current.y < weapon_pos.y)
419 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
420 if(weapon_pos_current.x > weapon_pos.x)
421 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
422 else if(weapon_pos_current.x < weapon_pos.x)
423 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
426 // draw the weapon accuracy
427 if(autocvar_hud_panel_weapons_accuracy)
429 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
430 if(panel_weapon_accuracy >= 0)
432 color = Accuracy_GetColor(panel_weapon_accuracy);
433 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
437 vector weapon_size_real = noncurrent_size;
438 float weapon_alpha_real = noncurrent_alpha;
439 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
440 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
441 if(radius_factor_x || radius_factor_y)
443 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
444 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
445 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
448 vector weapon_pos_real = weapon_pos;
449 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
450 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
452 // drawing all the weapon items
453 if(weapons_stat & WepSet_FromWeapon(it))
455 // draw the weapon image
456 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
458 // draw weapon label string
459 switch(autocvar_hud_panel_weapons_label)
461 case 1: // weapon number
462 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
466 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
469 case 3: // weapon name
470 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
477 // draw ammo status bar
478 if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
481 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
485 switch(it.ammo_field)
487 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
488 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
489 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
490 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
491 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
492 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
493 default: ammo_full = 60;
497 weapon_pos.x + baroffset.x,
498 weapon_pos.y + baroffset.y,
499 barsize.x * bound(0, a/ammo_full, 1),
516 else // draw a "ghost weapon icon" if you don't have the weapon
518 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
521 // draw the complain message
522 if(it.m_id == complain_weapon)
525 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
527 a = ((complain_weapon_time + when > time) ? 1 : 0);
530 if(complain_weapon_type == 0) {
531 s = _("Out of ammo");
532 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
534 else if(complain_weapon_type == 1) {
536 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
539 s = _("Unavailable");
540 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
542 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
543 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
544 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
549 if(!autocvar_hud_panel_weapons_onlyowned)
551 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
552 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
556 // continue with new position for the next weapon
560 if(column >= columns)