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Merge branch 'terencehill/quickmenu_file_example' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / weapons.qc
1 // Weapon icons (#0)
2
3 entity weaponorder[Weapons_MAX];
4 void weaponorder_swap(int i, int j, entity pass)
5 {
6         entity h = weaponorder[i];
7         weaponorder[i] = weaponorder[j];
8         weaponorder[j] = h;
9 }
10
11 string weaponorder_cmp_str;
12 int weaponorder_cmp(int i, int j, entity pass)
13 {
14         int ai, aj;
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)
18 }
19
20 void HUD_Weapons()
21 {
22         SELFPARAM();
23         // declarations
24         WepSet weapons_stat = WepSet_GetFromStat();
25         int i;
26         float f, a;
27         float screen_ar;
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;
33
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);
37
38         vector barsize = '0 0 0', baroffset = '0 0 0';
39         vector ammo_color = '1 0 1';
40         float ammo_alpha = 1;
41
42         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
43         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
44
45         vector weapon_pos, weapon_size = '0 0 0';
46         vector color;
47
48         // check to see if we want to continue
49         if(hud != HUD_NORMAL) return;
50
51         if(!autocvar__hud_configure)
52         {
53                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
54                         return;
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)))
57                 {
58                         weaponprevtime = time;
59                         return;
60                 }
61         }
62
63         // update generic hud functions
64         HUD_Panel_UpdateCvars();
65
66         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
67         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
68         {
69                 int weapon_cnt;
70                 if(weaponorder_bypriority)
71                         strunzone(weaponorder_bypriority);
72                 if(weaponorder_byimpulse)
73                         strunzone(weaponorder_byimpulse);
74
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, " ");
78
79                 weapon_cnt = 0;
80                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
81                 {
82                         setself(get_weaponinfo(i));
83                         if(self.impulse >= 0)
84                         {
85                                 weaponorder[weapon_cnt] = self;
86                                 ++weapon_cnt;
87                         }
88                 }
89                 for(i = weapon_cnt; i < Weapons_MAX; ++i)
90                         weaponorder[i] = world;
91                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
92
93                 weaponorder_cmp_str = string_null;
94         }
95
96         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
97                 complain_weapon = 0;
98
99         if(autocvar__hud_configure)
100         {
101                 if(!weapons_stat)
102                         for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
103                                 weapons_stat |= WepSet_FromWeapon(i);
104
105                 #if 0
106                 /// debug code
107                 if(cvar("wep_add"))
108                 {
109                         weapons_stat = '0 0 0';
110                         float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
111                         for(i = WEP_FIRST; i <= countw; ++i)
112                                 weapons_stat |= WepSet_FromWeapon(i);
113                 }
114                 #endif
115         }
116
117         // determine which weapons are going to be shown
118         if (autocvar_hud_panel_weapons_onlyowned)
119         {
120                 if(autocvar__hud_configure)
121                 {
122                         if(menu_enabled != 2)
123                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
124                 }
125
126                 // do we own this weapon?
127                 weapon_count = 0;
128                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
129                         if((weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon)) || (weaponorder[i].weapon == complain_weapon))
130                                 ++weapon_count;
131
132
133                 // might as well commit suicide now, no reason to live ;)
134                 if (weapon_count == 0)
135                         return;
136
137                 vector old_panel_size = panel_size;
138                 vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
139
140                 // get the all-weapons layout
141                 int nHidden = 0;
142                 WepSet weapons_stat = WepSet_GetFromStat();
143                 for (int i = WEP_FIRST; i <= WEP_LAST; ++i) {
144                         WepSet weapons_wep = WepSet_FromWeapon(i);
145                         if (weapons_stat & weapons_wep) continue;
146                         Weapon w = get_weaponinfo(i);
147                         if (w.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
148                 }
149                 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
150                 columns = table_size.x;
151                 rows = table_size.y;
152                 weapon_size.x = padded_panel_size.x / columns;
153                 weapon_size.y = padded_panel_size.y / rows;
154
155                 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
156                 // we enlarge them a bit when possible to better match the desired aspect ratio
157                 if(padded_panel_size.x / padded_panel_size.y < aspect)
158                 {
159                         // maximum number of rows that allows to display items with the desired aspect ratio
160                         int max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
161                         columns = min(columns, ceil(weapon_count / max_rows));
162                         rows = ceil(weapon_count / columns);
163                         weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
164                         weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
165                         vertical_order = false;
166                 }
167                 else
168                 {
169                         int max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
170                         rows = min(rows, ceil(weapon_count / max_columns));
171                         columns = ceil(weapon_count / rows);
172                         weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
173                         weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
174                         vertical_order = true;
175                 }
176
177                 // reduce size of the panel
178                 panel_size.x = columns * weapon_size.x;
179                 panel_size.y = rows * weapon_size.y;
180                 panel_size += '2 2 0' * panel_bg_padding;
181
182                 // center the resized panel, or snap it to the screen edge when close enough
183                 if(panel_pos.x > vid_conwidth * 0.001)
184                 {
185                         if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
186                                 panel_pos.x += old_panel_size.x - panel_size.x;
187                         else
188                                 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
189                 }
190                 else if(old_panel_size.x > vid_conwidth * 0.999)
191                         panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
192
193                 if(panel_pos.y > vid_conheight * 0.001)
194                 {
195                         if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
196                                 panel_pos.y += old_panel_size.y - panel_size.y;
197                         else
198                                 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
199                 }
200                 else if(old_panel_size.y > vid_conheight * 0.999)
201                         panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
202         }
203         else
204                 weapon_count = (Weapons_COUNT - 1);
205
206         // animation for fading in/out the panel respectively when not in use
207         if(!autocvar__hud_configure)
208         {
209                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
210                 {
211                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
212
213                         // fade the panel alpha
214                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
215                         {
216                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
217                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
218                         }
219                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
220                         {
221                                 panel_bg_alpha *= (1 - f);
222                                 panel_fg_alpha *= (1 - f);
223                         }
224
225                         // move the panel off the screen
226                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
227                         {
228                                 f *= f; // for a cooler movement
229                                 center.x = panel_pos.x + panel_size.x/2;
230                                 center.y = panel_pos.y + panel_size.y/2;
231                                 screen_ar = vid_conwidth/vid_conheight;
232                                 if (center.x/center.y < screen_ar) //bottom left
233                                 {
234                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
235                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
236                                         else //left
237                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
238                                 }
239                                 else //top right
240                                 {
241                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
242                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
243                                         else //top
244                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
245                                 }
246                                 if(f == 1)
247                                         center.x = -1; // mark the panel as off screen
248                         }
249                         weaponprevtime = time - (1 - f) * timein_effect_length;
250                 }
251                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
252                 {
253                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
254
255                         // fade the panel alpha
256                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
257                         {
258                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
259                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
260                         }
261                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
262                         {
263                                 panel_bg_alpha *= (f);
264                                 panel_fg_alpha *= (f);
265                         }
266
267                         // move the panel back on screen
268                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
269                         {
270                                 f *= f; // for a cooler movement
271                                 f = 1 - f;
272                                 center.x = panel_pos.x + panel_size.x/2;
273                                 center.y = panel_pos.y + panel_size.y/2;
274                                 screen_ar = vid_conwidth/vid_conheight;
275                                 if (center.x/center.y < screen_ar) //bottom left
276                                 {
277                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
278                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
279                                         else //left
280                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
281                                 }
282                                 else //top right
283                                 {
284                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
285                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
286                                         else //top
287                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
288                                 }
289                         }
290                 }
291         }
292
293         // draw the background, then change the virtual size of it to better fit other items inside
294         HUD_Panel_DrawBg(1);
295
296         if(center.x == -1)
297                 return;
298
299         if(panel_bg_padding)
300         {
301                 panel_pos += '1 1 0' * panel_bg_padding;
302                 panel_size -= '2 2 0' * panel_bg_padding;
303         }
304
305         // after the sizing and animations are done, update the other values
306
307         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
308         {
309                 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), panel_size, aspect);
310                 columns = table_size.x;
311                 rows = table_size.y;
312                 weapon_size.x = panel_size.x / columns;
313                 weapon_size.y = panel_size.y / rows;
314                 vertical_order = (panel_size.x / panel_size.y >= aspect);
315         }
316
317         // calculate position/size for visual bar displaying ammount of ammo status
318         if (autocvar_hud_panel_weapons_ammo)
319         {
320                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
321                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
322
323                 if(weapon_size.x/weapon_size.y > aspect)
324                 {
325                         barsize.x = aspect * weapon_size.y;
326                         barsize.y = weapon_size.y;
327                         baroffset.x = (weapon_size.x - barsize.x) / 2;
328                 }
329                 else
330                 {
331                         barsize.y = 1/aspect * weapon_size.x;
332                         barsize.x = weapon_size.x;
333                         baroffset.y = (weapon_size.y - barsize.y) / 2;
334                 }
335         }
336         if(autocvar_hud_panel_weapons_accuracy)
337                 Accuracy_LoadColors();
338
339         // draw items
340         row = column = 0;
341         vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
342         vector noncurrent_pos = '0 0 0';
343         vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
344         float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
345         bool isCurrent;
346
347         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
348         {
349                 // retrieve information about the current weapon to be drawn
350                 setself(weaponorder[i]);
351                 weapon_id = self.impulse;
352                 isCurrent = (self.weapon == switchweapon);
353
354                 // skip if this weapon doesn't exist
355                 if(!self || weapon_id < 0) { continue; }
356
357                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
358                 if(autocvar_hud_panel_weapons_onlyowned)
359                 if (!((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon)))
360                         continue;
361
362                 // figure out the drawing position of weapon
363                 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
364                 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
365                 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
366
367                 // draw background behind currently selected weapon
368                 if(isCurrent)
369                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
370
371                 // draw the weapon accuracy
372                 if(autocvar_hud_panel_weapons_accuracy)
373                 {
374                         float panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
375                         if(panel_weapon_accuracy >= 0)
376                         {
377                                 color = Accuracy_GetColor(panel_weapon_accuracy);
378                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
379                         }
380                 }
381
382                 // drawing all the weapon items
383                 if(weapons_stat & WepSet_FromWeapon(self.weapon))
384                 {
385                         // draw the weapon image
386                         if(isCurrent)
387                                 drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
388                         else
389                                 drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
390
391                         // draw weapon label string
392                         switch(autocvar_hud_panel_weapons_label)
393                         {
394                                 case 1: // weapon number
395                                         drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
396                                         break;
397
398                                 case 2: // bind
399                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
400                                         break;
401
402                                 case 3: // weapon name
403                                         drawstring(weapon_pos, strtolower(self.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
404                                         break;
405
406                                 default: // nothing
407                                         break;
408                         }
409
410                         // draw ammo status bar
411                         if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
412                         {
413                                 float ammo_full;
414                                 a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
415
416                                 if(a > 0)
417                                 {
418                                         switch(self.ammo_field)
419                                         {
420                                                 case ammo_shells:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
421                                                 case ammo_nails:   ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
422                                                 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
423                                                 case ammo_cells:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
424                                                 case ammo_plasma:  ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma;  break;
425                                                 case ammo_fuel:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
426                                                 default: ammo_full = 60;
427                                         }
428
429                                         drawsetcliparea(
430                                                 weapon_pos.x + baroffset.x,
431                                                 weapon_pos.y + baroffset.y,
432                                                 barsize.x * bound(0, a/ammo_full, 1),
433                                                 barsize.y
434                                         );
435
436                                         drawpic_aspect_skin(
437                                                 weapon_pos,
438                                                 "weapon_ammo",
439                                                 weapon_size,
440                                                 ammo_color,
441                                                 ammo_alpha,
442                                                 DRAWFLAG_NORMAL
443                                         );
444
445                                         drawresetcliparea();
446                                 }
447                         }
448                 }
449                 else // draw a "ghost weapon icon" if you don't have the weapon
450                 {
451                         drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
452                 }
453
454                 // draw the complain message
455                 if(self.weapon == complain_weapon)
456                 {
457                         if(fadetime)
458                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
459                         else
460                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
461
462                         string s;
463                         if(complain_weapon_type == 0) {
464                                 s = _("Out of ammo");
465                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
466                         }
467                         else if(complain_weapon_type == 1) {
468                                 s = _("Don't have");
469                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
470                         }
471                         else {
472                                 s = _("Unavailable");
473                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
474                         }
475                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
476                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
477                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
478                 }
479
480                 #if 0
481                 /// debug code
482                 if(!autocvar_hud_panel_weapons_onlyowned)
483                 {
484                         drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
485                         drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
486                 }
487                 #endif
488
489                 // continue with new position for the next weapon
490                 if(vertical_order)
491                 {
492                         ++column;
493                         if(column >= columns)
494                         {
495                                 column = 0;
496                                 ++row;
497                         }
498                 }
499                 else
500                 {
501                         ++row;
502                         if(row >= rows)
503                         {
504                                 row = 0;
505                                 ++column;
506                         }
507                 }
508         }
509 }