3 entity weaponorder[Weapons_MAX];
4 void weaponorder_swap(int i, int j, entity pass)
6 entity h = weaponorder[i];
7 weaponorder[i] = weaponorder[j];
11 string weaponorder_cmp_str;
12 int weaponorder_cmp(int i, int j, entity pass)
15 ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
16 aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
17 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)
24 WepSet weapons_stat = WepSet_GetFromStat();
28 vector center = '0 0 0';
29 int weapon_count, weapon_id;
30 int row, column, rows = 0, columns = 0;
31 bool vertical_order = true;
32 float aspect = autocvar_hud_panel_weapons_aspect;
34 float timeout = autocvar_hud_panel_weapons_timeout;
35 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
36 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
38 vector barsize = '0 0 0', baroffset = '0 0 0';
39 vector ammo_color = '1 0 1';
42 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
43 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
45 vector weapon_pos, weapon_size = '0 0 0';
48 // check to see if we want to continue
49 if(hud != HUD_NORMAL) return;
51 if(!autocvar__hud_configure)
53 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
55 if(timeout && time >= weapontime + timeout + timeout_effect_length)
56 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)))
58 weaponprevtime = time;
63 // update generic hud functions
64 HUD_Panel_UpdateCvars();
66 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
67 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
70 if(weaponorder_bypriority)
71 strunzone(weaponorder_bypriority);
72 if(weaponorder_byimpulse)
73 strunzone(weaponorder_byimpulse);
75 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
76 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
77 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
80 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, LAMBDA(weaponorder[weapon_cnt++] = it));
81 for(i = weapon_cnt; i < Weapons_MAX; ++i)
82 weaponorder[i] = NULL;
83 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
85 weaponorder_cmp_str = string_null;
88 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
91 if(autocvar__hud_configure)
94 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
95 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
101 weapons_stat = '0 0 0';
102 float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
103 for(i = WEP_FIRST; i <= countw; ++i)
104 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
109 // determine which weapons are going to be shown
110 if (autocvar_hud_panel_weapons_onlyowned)
112 if(autocvar__hud_configure)
114 if(menu_enabled != 2)
115 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
118 // do we own this weapon?
120 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
121 if((weapons_stat & WepSet_FromWeapon(Weapons_from(weaponorder[i].weapon))) || (weaponorder[i].weapon == complain_weapon))
125 // might as well commit suicide now, no reason to live ;)
126 if (weapon_count == 0)
129 vector old_panel_size = panel_size;
130 vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
132 // get the all-weapons layout
134 WepSet weapons_stat = WepSet_GetFromStat();
135 FOREACH(Weapons, it != WEP_Null, LAMBDA(
136 if (weapons_stat & it.m_wepset) continue;
137 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
139 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
140 columns = table_size.x;
142 weapon_size.x = padded_panel_size.x / columns;
143 weapon_size.y = padded_panel_size.y / rows;
145 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
146 // we enlarge them a bit when possible to better match the desired aspect ratio
147 if(padded_panel_size.x / padded_panel_size.y < aspect)
149 // maximum number of rows that allows to display items with the desired aspect ratio
150 int max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
151 columns = min(columns, ceil(weapon_count / max_rows));
152 rows = ceil(weapon_count / columns);
153 weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
154 weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
155 vertical_order = false;
159 int max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
160 rows = min(rows, ceil(weapon_count / max_columns));
161 columns = ceil(weapon_count / rows);
162 weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
163 weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
164 vertical_order = true;
167 // reduce size of the panel
168 panel_size.x = columns * weapon_size.x;
169 panel_size.y = rows * weapon_size.y;
170 panel_size += '2 2 0' * panel_bg_padding;
172 // center the resized panel, or snap it to the screen edge when close enough
173 if(panel_pos.x > vid_conwidth * 0.001)
175 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
176 panel_pos.x += old_panel_size.x - panel_size.x;
178 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
180 else if(old_panel_size.x > vid_conwidth * 0.999)
181 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
183 if(panel_pos.y > vid_conheight * 0.001)
185 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
186 panel_pos.y += old_panel_size.y - panel_size.y;
188 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
190 else if(old_panel_size.y > vid_conheight * 0.999)
191 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
194 weapon_count = (Weapons_COUNT - 1);
196 // animation for fading in/out the panel respectively when not in use
197 if(!autocvar__hud_configure)
199 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
201 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
203 // fade the panel alpha
204 if(autocvar_hud_panel_weapons_timeout_effect == 1)
206 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
207 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
209 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
211 panel_bg_alpha *= (1 - f);
212 panel_fg_alpha *= (1 - f);
215 // move the panel off the screen
216 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
218 f *= f; // for a cooler movement
219 center.x = panel_pos.x + panel_size.x/2;
220 center.y = panel_pos.y + panel_size.y/2;
221 screen_ar = vid_conwidth/vid_conheight;
222 if (center.x/center.y < screen_ar) //bottom left
224 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
225 panel_pos.y += f * (vid_conheight - panel_pos.y);
227 panel_pos.x -= f * (panel_pos.x + panel_size.x);
231 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
232 panel_pos.x += f * (vid_conwidth - panel_pos.x);
234 panel_pos.y -= f * (panel_pos.y + panel_size.y);
237 center.x = -1; // mark the panel as off screen
239 weaponprevtime = time - (1 - f) * timein_effect_length;
241 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
243 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
245 // fade the panel alpha
246 if(autocvar_hud_panel_weapons_timeout_effect == 1)
248 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
249 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
251 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
253 panel_bg_alpha *= (f);
254 panel_fg_alpha *= (f);
257 // move the panel back on screen
258 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
260 f *= f; // for a cooler movement
262 center.x = panel_pos.x + panel_size.x/2;
263 center.y = panel_pos.y + panel_size.y/2;
264 screen_ar = vid_conwidth/vid_conheight;
265 if (center.x/center.y < screen_ar) //bottom left
267 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
268 panel_pos.y += f * (vid_conheight - panel_pos.y);
270 panel_pos.x -= f * (panel_pos.x + panel_size.x);
274 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
275 panel_pos.x += f * (vid_conwidth - panel_pos.x);
277 panel_pos.y -= f * (panel_pos.y + panel_size.y);
283 // draw the background, then change the virtual size of it to better fit other items inside
291 panel_pos += '1 1 0' * panel_bg_padding;
292 panel_size -= '2 2 0' * panel_bg_padding;
295 // after the sizing and animations are done, update the other values
297 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
299 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), panel_size, aspect);
300 columns = table_size.x;
302 weapon_size.x = panel_size.x / columns;
303 weapon_size.y = panel_size.y / rows;
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 setself(weaponorder[i]);
341 weapon_id = self.impulse;
342 isCurrent = (self.weapon == switchweapon.m_id);
344 // skip if this weapon doesn't exist
345 if(!self || 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)
349 if (!((weapons_stat & WepSet_FromWeapon(Weapons_from(self.weapon))) || (self.weapon == complain_weapon)))
352 // figure out the drawing position of weapon
353 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
354 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
355 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
357 // draw background behind currently selected weapon
359 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
361 // draw the weapon accuracy
362 if(autocvar_hud_panel_weapons_accuracy)
364 float panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
365 if(panel_weapon_accuracy >= 0)
367 color = Accuracy_GetColor(panel_weapon_accuracy);
368 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
372 // drawing all the weapon items
373 if(weapons_stat & WepSet_FromWeapon(Weapons_from(self.weapon)))
375 // draw the weapon image
377 drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
379 drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
381 // draw weapon label string
382 switch(autocvar_hud_panel_weapons_label)
384 case 1: // weapon number
385 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
389 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
392 case 3: // weapon name
393 drawstring(weapon_pos, strtolower(self.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
400 // draw ammo status bar
401 if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
404 a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
408 switch(self.ammo_field)
410 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
411 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
412 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
413 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
414 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
415 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
416 default: ammo_full = 60;
420 weapon_pos.x + baroffset.x,
421 weapon_pos.y + baroffset.y,
422 barsize.x * bound(0, a/ammo_full, 1),
439 else // draw a "ghost weapon icon" if you don't have the weapon
441 drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
444 // draw the complain message
445 if(self.weapon == complain_weapon)
448 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
450 a = ((complain_weapon_time + when > time) ? 1 : 0);
453 if(complain_weapon_type == 0) {
454 s = _("Out of ammo");
455 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
457 else if(complain_weapon_type == 1) {
459 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
462 s = _("Unavailable");
463 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
465 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
466 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
467 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
472 if(!autocvar_hud_panel_weapons_onlyowned)
474 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
475 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
479 // continue with new position for the next weapon
483 if(column >= columns)