X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fhud%2Fpanel%2Fweapons.qc;h=b4997467ee6a5547980a5c918dd9eaafec585a17;hb=acddeee8ad8acd0099fdd25d5049e302d6246f24;hp=ed896e52ac730c2853e56e5888e50cbca7f3a44c;hpb=08f50e18c887a30ff24e6ef74baae5b331e6c6eb;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/hud/panel/weapons.qc b/qcsrc/client/hud/panel/weapons.qc index ed896e52a..b4997467e 100644 --- a/qcsrc/client/hud/panel/weapons.qc +++ b/qcsrc/client/hud/panel/weapons.qc @@ -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