4 entity weaponorder[Weapons_MAX];
5 void weaponorder_swap(int i, int j, entity pass)
7 TC(int, i); TC(int, j);
8 entity h = weaponorder[i];
9 weaponorder[i] = weaponorder[j];
13 string weaponorder_cmp_str;
14 int weaponorder_cmp(int i, int j, entity pass)
16 TC(int, i); TC(int, j);
17 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
18 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
19 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)
22 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
24 WepSet weapons_stat = WepSet_GetFromStat(); \
25 FOREACH(Weapons, it != WEP_Null, { \
26 if (weapons_stat & it.m_wepset) continue; \
27 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
29 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
30 columns = table_size.x; \
31 rows = table_size.y; \
32 weapon_size.x = panel_size.x / columns; \
33 weapon_size.y = panel_size.y / rows; \
39 WepSet weapons_stat = WepSet_GetFromStat();
43 vector center = '0 0 0';
44 int weapon_count, weapon_id;
45 int row, column, rows = 0, columns = 0;
46 bool vertical_order = true;
47 float aspect = autocvar_hud_panel_weapons_aspect;
49 float timeout = autocvar_hud_panel_weapons_timeout;
50 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
51 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
53 vector barsize = '0 0 0', baroffset = '0 0 0';
54 vector ammo_color = '1 0 1';
57 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
58 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
60 vector weapon_pos, weapon_size = '0 0 0';
63 // check to see if we want to continue
64 if(hud != HUD_NORMAL) return;
66 if(!autocvar__hud_configure)
68 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
70 if(timeout && time >= weapontime + timeout + timeout_effect_length)
71 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)))
73 weaponprevtime = time;
78 // update generic hud functions
79 HUD_Panel_UpdateCvars();
81 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
82 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
85 if(weaponorder_bypriority)
86 strunzone(weaponorder_bypriority);
87 if(weaponorder_byimpulse)
88 strunzone(weaponorder_byimpulse);
90 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
91 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
92 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
95 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
96 for(i = weapon_cnt; i < Weapons_MAX; ++i)
97 weaponorder[i] = NULL;
98 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
100 weaponorder_cmp_str = string_null;
103 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
106 if(autocvar__hud_configure)
109 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
110 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
116 weapons_stat = '0 0 0';
117 float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
118 for(i = WEP_FIRST; i <= countw; ++i)
119 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
124 // determine which weapons are going to be shown
125 if (autocvar_hud_panel_weapons_onlyowned)
127 if(autocvar__hud_configure)
129 if(menu_enabled != 2)
130 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
133 // do we own this weapon?
135 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
136 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
140 // might as well commit suicide now, no reason to live ;)
141 if (weapon_count == 0)
144 vector old_panel_size = panel_size;
145 panel_size -= '2 2 0' * panel_bg_padding;
147 HUD_WEAPONS_GET_FULL_LAYOUT();
149 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
150 // we enlarge them a bit when possible to better match the desired aspect ratio
151 if(panel_size.x / panel_size.y < aspect)
153 // maximum number of rows that allows to display items with the desired aspect ratio
154 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
155 columns = min(columns, ceil(weapon_count / max_rows));
156 rows = ceil(weapon_count / columns);
157 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
158 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
159 vertical_order = false;
163 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
164 rows = min(rows, ceil(weapon_count / max_columns));
165 columns = ceil(weapon_count / rows);
166 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
167 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
168 vertical_order = true;
171 // reduce size of the panel
172 panel_size.x = columns * weapon_size.x;
173 panel_size.y = rows * weapon_size.y;
174 panel_size += '2 2 0' * panel_bg_padding;
176 // center the resized panel, or snap it to the screen edge when close enough
177 if(panel_pos.x > vid_conwidth * 0.001)
179 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
180 panel_pos.x += old_panel_size.x - panel_size.x;
182 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
184 else if(old_panel_size.x > vid_conwidth * 0.999)
185 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
187 if(panel_pos.y > vid_conheight * 0.001)
189 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
190 panel_pos.y += old_panel_size.y - panel_size.y;
192 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
194 else if(old_panel_size.y > vid_conheight * 0.999)
195 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
198 weapon_count = (Weapons_COUNT - 1);
200 // animation for fading in/out the panel respectively when not in use
201 if(!autocvar__hud_configure)
203 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
205 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
207 // fade the panel alpha
208 if(autocvar_hud_panel_weapons_timeout_effect == 1)
210 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
211 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
213 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
215 panel_bg_alpha *= (1 - f);
216 panel_fg_alpha *= (1 - f);
219 // move the panel off the screen
220 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
222 f *= f; // for a cooler movement
223 center.x = panel_pos.x + panel_size.x/2;
224 center.y = panel_pos.y + panel_size.y/2;
225 screen_ar = vid_conwidth/vid_conheight;
226 if (center.x/center.y < screen_ar) //bottom left
228 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
229 panel_pos.y += f * (vid_conheight - panel_pos.y);
231 panel_pos.x -= f * (panel_pos.x + panel_size.x);
235 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
236 panel_pos.x += f * (vid_conwidth - panel_pos.x);
238 panel_pos.y -= f * (panel_pos.y + panel_size.y);
241 center.x = -1; // mark the panel as off screen
243 weaponprevtime = time - (1 - f) * timein_effect_length;
245 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
247 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
249 // fade the panel alpha
250 if(autocvar_hud_panel_weapons_timeout_effect == 1)
252 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
253 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
255 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
257 panel_bg_alpha *= (f);
258 panel_fg_alpha *= (f);
261 // move the panel back on screen
262 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
264 f *= f; // for a cooler movement
266 center.x = panel_pos.x + panel_size.x/2;
267 center.y = panel_pos.y + panel_size.y/2;
268 screen_ar = vid_conwidth/vid_conheight;
269 if (center.x/center.y < screen_ar) //bottom left
271 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
272 panel_pos.y += f * (vid_conheight - panel_pos.y);
274 panel_pos.x -= f * (panel_pos.x + panel_size.x);
278 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
279 panel_pos.x += f * (vid_conwidth - panel_pos.x);
281 panel_pos.y -= f * (panel_pos.y + panel_size.y);
287 // draw the background, then change the virtual size of it to better fit other items inside
291 return; // panel has gone off screen
295 panel_pos += '1 1 0' * panel_bg_padding;
296 panel_size -= '2 2 0' * panel_bg_padding;
299 // after the sizing and animations are done, update the other values
301 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
303 HUD_WEAPONS_GET_FULL_LAYOUT();
304 vertical_order = (panel_size.x / panel_size.y >= aspect);
307 // calculate position/size for visual bar displaying ammount of ammo status
308 if (autocvar_hud_panel_weapons_ammo)
310 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
311 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
313 if(weapon_size.x/weapon_size.y > aspect)
315 barsize.x = aspect * weapon_size.y;
316 barsize.y = weapon_size.y;
317 baroffset.x = (weapon_size.x - barsize.x) / 2;
321 barsize.y = 1/aspect * weapon_size.x;
322 barsize.x = weapon_size.x;
323 baroffset.y = (weapon_size.y - barsize.y) / 2;
326 if(autocvar_hud_panel_weapons_accuracy)
327 Accuracy_LoadColors();
331 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
332 vector noncurrent_pos = '0 0 0';
333 vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
334 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
337 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
339 // retrieve information about the current weapon to be drawn
340 entity it = weaponorder[i];
341 weapon_id = it.impulse;
342 isCurrent = (it == switchweapon);
344 // skip if this weapon doesn't exist
345 if(!it || weapon_id < 0) { continue; }
347 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
348 if(autocvar_hud_panel_weapons_onlyowned)
350 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
355 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
359 // figure out the drawing position of weapon
360 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
361 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
362 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
364 // draw background behind currently selected weapon
366 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
368 // draw the weapon accuracy
369 if(autocvar_hud_panel_weapons_accuracy)
371 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
372 if(panel_weapon_accuracy >= 0)
374 color = Accuracy_GetColor(panel_weapon_accuracy);
375 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
379 // drawing all the weapon items
380 if(weapons_stat & WepSet_FromWeapon(it))
382 // draw the weapon image
384 drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
386 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
388 // draw weapon label string
389 switch(autocvar_hud_panel_weapons_label)
391 case 1: // weapon number
392 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
396 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
399 case 3: // weapon name
400 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
407 // draw ammo status bar
408 if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
411 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
415 switch(it.ammo_field)
417 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
418 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
419 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
420 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
421 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
422 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
423 default: ammo_full = 60;
427 weapon_pos.x + baroffset.x,
428 weapon_pos.y + baroffset.y,
429 barsize.x * bound(0, a/ammo_full, 1),
446 else // draw a "ghost weapon icon" if you don't have the weapon
448 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
451 // draw the complain message
452 if(it.m_id == complain_weapon)
455 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
457 a = ((complain_weapon_time + when > time) ? 1 : 0);
460 if(complain_weapon_type == 0) {
461 s = _("Out of ammo");
462 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
464 else if(complain_weapon_type == 1) {
466 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
469 s = _("Unavailable");
470 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
472 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
473 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
474 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
479 if(!autocvar_hud_panel_weapons_onlyowned)
481 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
482 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
486 // continue with new position for the next weapon
490 if(column >= columns)