]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud/panel/weapons.qc
Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / weapons.qc
index ed896e52ac730c2853e56e5888e50cbca7f3a44c..b4997467ee6a5547980a5c918dd9eaafec585a17 100644 (file)
@@ -1,5 +1,7 @@
 #include "weapons.qh"
-// Weapon icons (#0)
+
+
+// Weapons (#0)
 
 entity weaponorder[Weapons_MAX];
 void weaponorder_swap(int i, int j, entity pass)
@@ -19,6 +21,19 @@ int weaponorder_cmp(int i, int j, entity pass)
        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)
 }
 
+#define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
+       int nHidden = 0; \
+       FOREACH(Weapons, it != WEP_Null, { \
+               if (weapons_stat & WepSet_FromWeapon(it)) continue; \
+               if (it.spawnflags & WEP_FLAG_HIDDEN || it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
+       }); \
+       vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
+       columns = table_size.x; \
+       rows = table_size.y; \
+       weapon_size.x = panel_size.x / columns; \
+       weapon_size.y = panel_size.y / rows; \
+} MACRO_END
+
 void HUD_Weapons()
 {
        // declarations
@@ -43,9 +58,13 @@ void HUD_Weapons()
        float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
        float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
 
+       bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
+
        vector weapon_pos, weapon_size = '0 0 0';
        vector color;
 
+       entity panel_switchweapon = NULL;
+
        // check to see if we want to continue
        if(hud != HUD_NORMAL) return;
 
@@ -53,6 +72,8 @@ void HUD_Weapons()
        {
                if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
                        return;
+               if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
+                       return;
                if(timeout && time >= weapontime + timeout + timeout_effect_length)
                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)))
                {
@@ -62,7 +83,7 @@ void HUD_Weapons()
        }
 
        // update generic hud functions
-       HUD_Panel_UpdateCvars();
+       HUD_Panel_LoadCvars();
 
        // figure out weapon order (how the weapons are sorted) // TODO make this configurable
        if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
@@ -92,17 +113,37 @@ void HUD_Weapons()
        if(autocvar__hud_configure)
        {
                if(!weapons_stat)
-                       for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
-                               weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
+               {
+                       int j = 0;
+                       FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
+                               if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+                               {
+                                       if(!panel_switchweapon || j < 4)
+                                               panel_switchweapon = it;
+                                       weapons_stat |= it.m_wepset;
+                                       ++j;
+                               }
+                       });
+               }
 
                #if 0
                /// debug code
                if(cvar("wep_add"))
                {
+                       int j;
+                       int nHidden = 0;
+                       FOREACH(Weapons, it != WEP_Null, {
+                               if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
+                       });
                        weapons_stat = '0 0 0';
-                       float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
-                       for(i = WEP_FIRST; i <= countw; ++i)
-                               weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
+                       float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
+                       for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
+                       {
+                               if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
+                                       continue;
+                               weapons_stat |= weaponorder[i].m_wepset;
+                               ++j;
+                       }
                }
                #endif
        }
@@ -112,8 +153,8 @@ void HUD_Weapons()
        {
                if(autocvar__hud_configure)
                {
-                       if(menu_enabled != 2)
-                               HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
+                       if(hud_configure_menu_open != 2)
+                               HUD_Panel_DrawBg(); // also draw the bg of the entire panel
                }
 
                // do we own this weapon?
@@ -128,40 +169,29 @@ void HUD_Weapons()
                        return;
 
                vector old_panel_size = panel_size;
-               vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
-
-               // get the all-weapons layout
-               int nHidden = 0;
-               WepSet weapons_stat = WepSet_GetFromStat();
-               FOREACH(Weapons, it != WEP_Null, {
-                       if (weapons_stat & it.m_wepset) continue;
-                       if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
-               });
-               vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
-               columns = table_size.x;
-               rows = table_size.y;
-               weapon_size.x = padded_panel_size.x / columns;
-               weapon_size.y = padded_panel_size.y / rows;
+               panel_size -= '2 2 0' * panel_bg_padding;
+
+               HUD_WEAPONS_GET_FULL_LAYOUT();
 
                // NOTE: although weapons should aways look the same even if onlyowned is enabled,
                // we enlarge them a bit when possible to better match the desired aspect ratio
-               if(padded_panel_size.x / padded_panel_size.y < aspect)
+               if(panel_size.x / panel_size.y < aspect)
                {
                        // maximum number of rows that allows to display items with the desired aspect ratio
-                       int max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
+                       int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
                        columns = min(columns, ceil(weapon_count / max_rows));
                        rows = ceil(weapon_count / columns);
-                       weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
-                       weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+                       weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
+                       weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
                        vertical_order = false;
                }
                else
                {
-                       int max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
+                       int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
                        rows = min(rows, ceil(weapon_count / max_columns));
                        columns = ceil(weapon_count / rows);
-                       weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
-                       weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+                       weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
+                       weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
                        vertical_order = true;
                }
 
@@ -282,10 +312,14 @@ void HUD_Weapons()
        }
 
        // draw the background, then change the virtual size of it to better fit other items inside
-       HUD_Panel_DrawBg(1);
+       if (autocvar_hud_panel_weapons_dynamichud)
+               HUD_Scale_Enable();
+       else
+               HUD_Scale_Disable();
+       HUD_Panel_DrawBg();
 
        if(center.x == -1)
-               return;
+               return; // panel has gone off screen
 
        if(panel_bg_padding)
        {
@@ -297,22 +331,12 @@ void HUD_Weapons()
 
        if(!rows) // if rows is > 0 onlyowned code has already updated these vars
        {
-               int nHidden = 0;
-               WepSet weapons_stat = WepSet_GetFromStat();
-               FOREACH(Weapons, it != WEP_Null, {
-                       if (weapons_stat & it.m_wepset) continue;
-                       if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
-               });
-               vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect);
-               columns = table_size.x;
-               rows = table_size.y;
-               weapon_size.x = panel_size.x / columns;
-               weapon_size.y = panel_size.y / rows;
+               HUD_WEAPONS_GET_FULL_LAYOUT();
                vertical_order = (panel_size.x / panel_size.y >= aspect);
        }
 
        // calculate position/size for visual bar displaying ammount of ammo status
-       if (autocvar_hud_panel_weapons_ammo)
+       if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
        {
                ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
                ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
@@ -336,17 +360,36 @@ void HUD_Weapons()
        // draw items
        row = column = 0;
        vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
-       vector noncurrent_pos = '0 0 0';
-       vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
+       vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
        float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
-       bool isCurrent;
+       static vector weapon_pos_current = '-1 0 0';
+       if(weapon_pos_current.x == -1)
+               weapon_pos_current = panel_pos;
+
+       float switch_speed;
+       if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
+               switch_speed = 999;
+       else
+               switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
+       vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
+
+       entity wepent = viewmodels[0]; // TODO: unhardcode
+
+       if(wepent.switchweapon == WEP_Null)
+               panel_switchweapon = NULL;
+       else if(!panel_switchweapon)
+               panel_switchweapon = wepent.switchweapon;
+
+       // draw background behind currently selected weapon
+       // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
+       if(panel_switchweapon)
+               drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
 
        for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
        {
                // retrieve information about the current weapon to be drawn
                entity it = weaponorder[i];
                weapon_id = it.impulse;
-               isCurrent = (it == switchweapon);
 
                // skip if this weapon doesn't exist
                if(!it || weapon_id < 0) { continue; }
@@ -364,13 +407,20 @@ void HUD_Weapons()
                }
 
                // figure out the drawing position of weapon
-               weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
-               noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
-               noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
+               weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
 
-               // draw background behind currently selected weapon
-               if(isCurrent)
-                       drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+               // update position of the currently selected weapon
+               if(it == panel_switchweapon)
+               {
+                       if(weapon_pos_current.y > weapon_pos.y)
+                               weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
+                       else if(weapon_pos_current.y < weapon_pos.y)
+                               weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
+                       if(weapon_pos_current.x > weapon_pos.x)
+                               weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
+                       else if(weapon_pos_current.x < weapon_pos.x)
+                               weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
+               }
 
                // draw the weapon accuracy
                if(autocvar_hud_panel_weapons_accuracy)
@@ -383,14 +433,26 @@ void HUD_Weapons()
                        }
                }
 
+               vector weapon_size_real = noncurrent_size;
+               float weapon_alpha_real = noncurrent_alpha;
+               float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
+               float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
+               if(radius_factor_x || radius_factor_y)
+               {
+                       weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
+                       weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
+                       weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
+               }
+
+               vector weapon_pos_real = weapon_pos;
+               weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
+               weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
+
                // drawing all the weapon items
                if(weapons_stat & WepSet_FromWeapon(it))
                {
                        // draw the weapon image
-                       if(isCurrent)
-                               drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-                       else
-                               drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
+                       drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
 
                        // draw weapon label string
                        switch(autocvar_hud_panel_weapons_label)
@@ -412,7 +474,7 @@ void HUD_Weapons()
                        }
 
                        // draw ammo status bar
-                       if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
+                       if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
                        {
                                float ammo_full;
                                a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
@@ -452,7 +514,7 @@ void HUD_Weapons()
                }
                else // draw a "ghost weapon icon" if you don't have the weapon
                {
-                       drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+                       drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
                }
 
                // draw the complain message