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 FOREACH(Weapons, it != WEP_Null, { \
25 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
26 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
28 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
29 columns = table_size.x; \
30 rows = table_size.y; \
31 weapon_size.x = panel_size.x / columns; \
32 weapon_size.y = panel_size.y / rows; \
38 WepSet weapons_stat = WepSet_GetFromStat();
42 vector center = '0 0 0';
43 int weapon_count, weapon_id;
44 int row, column, rows = 0, columns = 0;
45 bool vertical_order = true;
46 float aspect = autocvar_hud_panel_weapons_aspect;
48 float timeout = autocvar_hud_panel_weapons_timeout;
49 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
50 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
52 vector barsize = '0 0 0', baroffset = '0 0 0';
53 vector ammo_color = '1 0 1';
56 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
57 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
59 vector weapon_pos, weapon_size = '0 0 0';
62 // check to see if we want to continue
63 if(hud != HUD_NORMAL) return;
65 if(!autocvar__hud_configure)
67 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
69 if(timeout && time >= weapontime + timeout + timeout_effect_length)
70 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)))
72 weaponprevtime = time;
77 // update generic hud functions
78 HUD_Panel_UpdateCvars();
80 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
81 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
84 if(weaponorder_bypriority)
85 strunzone(weaponorder_bypriority);
86 if(weaponorder_byimpulse)
87 strunzone(weaponorder_byimpulse);
89 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
90 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
91 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
94 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
95 for(i = weapon_cnt; i < Weapons_MAX; ++i)
96 weaponorder[i] = NULL;
97 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
99 weaponorder_cmp_str = string_null;
102 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
105 if(autocvar__hud_configure)
110 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
111 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
113 weapons_stat |= it.m_wepset;
123 weapons_stat = '0 0 0';
124 float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
125 for(i = WEP_FIRST; i <= countw; ++i)
126 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
131 // determine which weapons are going to be shown
132 if (autocvar_hud_panel_weapons_onlyowned)
134 if(autocvar__hud_configure)
136 if(menu_enabled != 2)
137 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
140 // do we own this weapon?
142 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
143 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
147 // might as well commit suicide now, no reason to live ;)
148 if (weapon_count == 0)
151 vector old_panel_size = panel_size;
152 panel_size -= '2 2 0' * panel_bg_padding;
154 HUD_WEAPONS_GET_FULL_LAYOUT();
156 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
157 // we enlarge them a bit when possible to better match the desired aspect ratio
158 if(panel_size.x / panel_size.y < aspect)
160 // maximum number of rows that allows to display items with the desired aspect ratio
161 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
162 columns = min(columns, ceil(weapon_count / max_rows));
163 rows = ceil(weapon_count / columns);
164 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
165 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
166 vertical_order = false;
170 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
171 rows = min(rows, ceil(weapon_count / max_columns));
172 columns = ceil(weapon_count / rows);
173 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
174 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
175 vertical_order = true;
178 // reduce size of the panel
179 panel_size.x = columns * weapon_size.x;
180 panel_size.y = rows * weapon_size.y;
181 panel_size += '2 2 0' * panel_bg_padding;
183 // center the resized panel, or snap it to the screen edge when close enough
184 if(panel_pos.x > vid_conwidth * 0.001)
186 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
187 panel_pos.x += old_panel_size.x - panel_size.x;
189 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
191 else if(old_panel_size.x > vid_conwidth * 0.999)
192 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
194 if(panel_pos.y > vid_conheight * 0.001)
196 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
197 panel_pos.y += old_panel_size.y - panel_size.y;
199 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
201 else if(old_panel_size.y > vid_conheight * 0.999)
202 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
205 weapon_count = (Weapons_COUNT - 1);
207 // animation for fading in/out the panel respectively when not in use
208 if(!autocvar__hud_configure)
210 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
212 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
214 // fade the panel alpha
215 if(autocvar_hud_panel_weapons_timeout_effect == 1)
217 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
218 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
220 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
222 panel_bg_alpha *= (1 - f);
223 panel_fg_alpha *= (1 - f);
226 // move the panel off the screen
227 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
229 f *= f; // for a cooler movement
230 center.x = panel_pos.x + panel_size.x/2;
231 center.y = panel_pos.y + panel_size.y/2;
232 screen_ar = vid_conwidth/vid_conheight;
233 if (center.x/center.y < screen_ar) //bottom left
235 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
236 panel_pos.y += f * (vid_conheight - panel_pos.y);
238 panel_pos.x -= f * (panel_pos.x + panel_size.x);
242 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
243 panel_pos.x += f * (vid_conwidth - panel_pos.x);
245 panel_pos.y -= f * (panel_pos.y + panel_size.y);
248 center.x = -1; // mark the panel as off screen
250 weaponprevtime = time - (1 - f) * timein_effect_length;
252 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
254 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
256 // fade the panel alpha
257 if(autocvar_hud_panel_weapons_timeout_effect == 1)
259 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
260 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
262 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
264 panel_bg_alpha *= (f);
265 panel_fg_alpha *= (f);
268 // move the panel back on screen
269 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
271 f *= f; // for a cooler movement
273 center.x = panel_pos.x + panel_size.x/2;
274 center.y = panel_pos.y + panel_size.y/2;
275 screen_ar = vid_conwidth/vid_conheight;
276 if (center.x/center.y < screen_ar) //bottom left
278 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
279 panel_pos.y += f * (vid_conheight - panel_pos.y);
281 panel_pos.x -= f * (panel_pos.x + panel_size.x);
285 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
286 panel_pos.x += f * (vid_conwidth - panel_pos.x);
288 panel_pos.y -= f * (panel_pos.y + panel_size.y);
294 // draw the background, then change the virtual size of it to better fit other items inside
298 return; // panel has gone off screen
302 panel_pos += '1 1 0' * panel_bg_padding;
303 panel_size -= '2 2 0' * panel_bg_padding;
306 // after the sizing and animations are done, update the other values
308 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
310 HUD_WEAPONS_GET_FULL_LAYOUT();
311 vertical_order = (panel_size.x / panel_size.y >= aspect);
314 // calculate position/size for visual bar displaying ammount of ammo status
315 if (autocvar_hud_panel_weapons_ammo)
317 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
318 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
320 if(weapon_size.x/weapon_size.y > aspect)
322 barsize.x = aspect * weapon_size.y;
323 barsize.y = weapon_size.y;
324 baroffset.x = (weapon_size.x - barsize.x) / 2;
328 barsize.y = 1/aspect * weapon_size.x;
329 barsize.x = weapon_size.x;
330 baroffset.y = (weapon_size.y - barsize.y) / 2;
333 if(autocvar_hud_panel_weapons_accuracy)
334 Accuracy_LoadColors();
338 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
339 vector noncurrent_pos = '0 0 0';
340 vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
341 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
344 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
346 // retrieve information about the current weapon to be drawn
347 entity it = weaponorder[i];
348 weapon_id = it.impulse;
350 // skip if this weapon doesn't exist
351 if(!it || weapon_id < 0) { continue; }
353 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
354 if(autocvar_hud_panel_weapons_onlyowned)
356 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
361 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
365 // figure out the drawing position of weapon
366 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
367 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
368 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
370 // draw background behind currently selected weapon
371 isCurrent = (it == switchweapon);
373 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
375 // draw the weapon accuracy
376 if(autocvar_hud_panel_weapons_accuracy)
378 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
379 if(panel_weapon_accuracy >= 0)
381 color = Accuracy_GetColor(panel_weapon_accuracy);
382 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
386 // drawing all the weapon items
387 if(weapons_stat & WepSet_FromWeapon(it))
389 // draw the weapon image
391 drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
393 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
395 // draw weapon label string
396 switch(autocvar_hud_panel_weapons_label)
398 case 1: // weapon number
399 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
403 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
406 case 3: // weapon name
407 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
414 // draw ammo status bar
415 if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
418 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
422 switch(it.ammo_field)
424 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
425 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
426 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
427 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
428 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
429 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
430 default: ammo_full = 60;
434 weapon_pos.x + baroffset.x,
435 weapon_pos.y + baroffset.y,
436 barsize.x * bound(0, a/ammo_full, 1),
453 else // draw a "ghost weapon icon" if you don't have the weapon
455 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
458 // draw the complain message
459 if(it.m_id == complain_weapon)
462 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
464 a = ((complain_weapon_time + when > time) ? 1 : 0);
467 if(complain_weapon_type == 0) {
468 s = _("Out of ammo");
469 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
471 else if(complain_weapon_type == 1) {
473 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
476 s = _("Unavailable");
477 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
479 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
480 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
481 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
486 if(!autocvar_hud_panel_weapons_onlyowned)
488 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
489 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
493 // continue with new position for the next weapon
497 if(column >= columns)