#include "hud_config.qh"
#include "mapvoting.qh"
#include "scoreboard.qh"
-#include "sortlist.qh"
#include "teamradar.qh"
#include "t_items.qh"
#include "../dpdefs/keycodes.qh"
-#include "../common/buffs.qh"
+#include "../common/buffs/all.qh"
#include "../common/constants.qh"
-#include "../common/counting.qh"
#include "../common/deathtypes.qh"
#include "../common/items/all.qc"
#include "../common/mapinfo.qh"
-#include "../common/nades.qh"
+#include "../common/nades/all.qh"
#include "../server/mutators/gamemode_ctf.qh"
#include "../csqcmodellib/cl_player.qh"
-#include "../warpzonelib/mathlib.qh"
/*
==================
==================
*/
-// a border picture is a texture containing nine parts:
-// 1/4 width: left part
-// 1/2 width: middle part (stretched)
-// 1/4 width: right part
-// divided into
-// 1/4 height: top part
-// 1/2 height: middle part (stretched)
-// 1/4 height: bottom part
-void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
-{
- if (theBorderSize.x < 0 && theBorderSize.y < 0) // draw whole image as it is
- {
- drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
- return;
- }
- if (theBorderSize.x == 0 && theBorderSize.y == 0) // no border
- {
- // draw only the central part
- drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
- return;
- }
-
- vector dX, dY;
- vector width, height;
- vector bW, bH;
- //pic = draw_UseSkinFor(pic);
- width = eX * theSize.x;
- height = eY * theSize.y;
- if(theSize.x <= theBorderSize.x * 2)
- {
- // not wide enough... draw just left and right then
- bW = eX * (0.25 * theSize.x / (theBorderSize.x * 2));
- if(theSize.y <= theBorderSize.y * 2)
- {
- // not high enough... draw just corners
- bH = eY * (0.25 * theSize.y / (theBorderSize.y * 2));
- drawsubpic(theOrigin, width * 0.5 + height * 0.5, pic, '0 0 0', bW + bH, theColor, theAlpha, 0);
- drawsubpic(theOrigin + width * 0.5, width * 0.5 + height * 0.5, pic, eX - bW, bW + bH, theColor, theAlpha, 0);
- drawsubpic(theOrigin + height * 0.5, width * 0.5 + height * 0.5, pic, eY - bH, bW + bH, theColor, theAlpha, 0);
- drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
- }
- else
- {
- dY = theBorderSize.x * eY;
- drawsubpic(theOrigin, width * 0.5 + dY, pic, '0 0 0', '0 0.25 0' + bW, theColor, theAlpha, 0);
- drawsubpic(theOrigin + width * 0.5, width * 0.5 + dY, pic, '0 0 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
- drawsubpic(theOrigin + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0', '0 0.5 0' + bW, theColor, theAlpha, 0);
- drawsubpic(theOrigin + width * 0.5 + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5 0' + bW, theColor, theAlpha, 0);
- drawsubpic(theOrigin + height - dY, width * 0.5 + dY, pic, '0 0.75 0', '0 0.25 0' + bW, theColor, theAlpha, 0);
- drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5 + dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
- }
- }
- else
- {
- if(theSize.y <= theBorderSize.y * 2)
- {
- // not high enough... draw just top and bottom then
- bH = eY * (0.25 * theSize.y / (theBorderSize.y * 2));
- dX = theBorderSize.x * eX;
- drawsubpic(theOrigin, dX + height * 0.5, pic, '0 0 0', '0.25 0 0' + bH, theColor, theAlpha, 0);
- drawsubpic(theOrigin + dX, width - 2 * dX + height * 0.5, pic, '0.25 0 0', '0.5 0 0' + bH, theColor, theAlpha, 0);
- drawsubpic(theOrigin + width - dX, dX + height * 0.5, pic, '0.75 0 0', '0.25 0 0' + bH, theColor, theAlpha, 0);
- drawsubpic(theOrigin + height * 0.5, dX + height * 0.5, pic, '0 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
- drawsubpic(theOrigin + dX + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5 0 0' + bH, theColor, theAlpha, 0);
- drawsubpic(theOrigin + width - dX + height * 0.5, dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
- }
- else
- {
- dX = theBorderSize.x * eX;
- dY = theBorderSize.x * eY;
- drawsubpic(theOrigin, dX + dY, pic, '0 0 0', '0.25 0.25 0', theColor, theAlpha, 0);
- drawsubpic(theOrigin + dX, width - 2 * dX + dY, pic, '0.25 0 0', '0.5 0.25 0', theColor, theAlpha, 0);
- drawsubpic(theOrigin + width - dX, dX + dY, pic, '0.75 0 0', '0.25 0.25 0', theColor, theAlpha, 0);
- drawsubpic(theOrigin + dY, dX + height - 2 * dY, pic, '0 0.25 0', '0.25 0.5 0', theColor, theAlpha, 0);
- drawsubpic(theOrigin + dY + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
- drawsubpic(theOrigin + dY + width - dX, dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5 0', theColor, theAlpha, 0);
- drawsubpic(theOrigin + height - dY, dX + dY, pic, '0 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
- drawsubpic(theOrigin + height - dY + dX, width - 2 * dX + dY, pic, '0.25 0.75 0', '0.5 0.25 0', theColor, theAlpha, 0);
- drawsubpic(theOrigin + height - dY + width - dX, dX + dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
- }
- }
-}
-
vector HUD_Get_Num_Color (float x, float maxvalue)
{
float blinkingamt;
return eX * best_columns + eY * best_rows;
}
-float stringwidth_colors(string s, vector theSize)
-{
- return stringwidth(s, true, theSize);
-}
-
-float stringwidth_nocolors(string s, vector theSize)
-{
- return stringwidth(s, false, theSize);
-}
-
-void drawstringright(vector position, string text, vector theScale, vector rgb, float theAlpha, int flag)
-{
- position.x -= 2 / 3 * strlen(text) * theScale.x;
- drawstring(position, text, theScale, rgb, theAlpha, flag);
-}
-
-void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, int flag)
-{
- position.x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale.x);
- drawstring(position, text, theScale, rgb, theAlpha, flag);
-}
-
// return the string of the onscreen race timer
string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname)
{
return 0;
}
-int GetPlayerColorForce(int i)
-{
- if(!teamplay)
- return 0;
- else
- return stof(getplayerkeyvalue(i, "colors")) & 15;
-}
-
-int GetPlayerColor(int i)
-{
- if(!playerslots[i].gotscores) // unconnected
- return NUM_SPECTATOR;
- else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
- return NUM_SPECTATOR;
- else
- return GetPlayerColorForce(i);
-}
-
-string GetPlayerName(int i)
-{
- return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
-}
-
-
/*
==================
HUD panels
// Weapon icons (#0)
//
-entity weaponorder[WEP_MAXCOUNT];
+entity weaponorder[Weapons_MAX];
void weaponorder_swap(int i, int j, entity pass)
{
entity h = weaponorder[i];
}
void HUD_Weapons(void)
-{
+{SELFPARAM();
// declarations
WepSet weapons_stat = WepSet_GetFromStat();
int i;
weapon_cnt = 0;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
- self = get_weaponinfo(i);
+ setself(get_weaponinfo(i));
if(self.impulse >= 0)
{
weaponorder[weapon_cnt] = self;
++weapon_cnt;
}
}
- for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
+ for(i = weapon_cnt; i < Weapons_MAX; ++i)
weaponorder[i] = world;
heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
if(cvar("wep_add"))
{
weapons_stat = '0 0 0';
- float countw = 1 + floor((floor(time * cvar("wep_add"))) % WEP_COUNT);
+ float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
for(i = WEP_FIRST; i <= countw; ++i)
weapons_stat |= WepSet_FromWeapon(i);
}
vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
// get the all-weapons layout
- vector table_size = HUD_GetTableSize_BestItemAR(WEP_COUNT, padded_panel_size, aspect);
+ int nHidden = 0;
+ WepSet weapons_stat = WepSet_GetFromStat();
+ for (int i = WEP_FIRST; i <= WEP_LAST; ++i) {
+ WepSet weapons_wep = WepSet_FromWeapon(i);
+ if (weapons_stat & weapons_wep) continue;
+ Weapon w = get_weaponinfo(i);
+ if (w.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;
panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
}
else
- weapon_count = WEP_COUNT;
+ weapon_count = (Weapons_COUNT - 1);
// animation for fading in/out the panel respectively when not in use
if(!autocvar__hud_configure)
if(!rows) // if rows is > 0 onlyowned code has already updated these vars
{
- vector table_size = HUD_GetTableSize_BestItemAR(WEP_COUNT, panel_size, aspect);
+ vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), panel_size, aspect);
columns = table_size.x;
rows = table_size.y;
weapon_size.x = panel_size.x / columns;
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
{
// retrieve information about the current weapon to be drawn
- self = weaponorder[i];
+ setself(weaponorder[i]);
weapon_id = self.impulse;
isCurrent = (self.weapon == switchweapon);
float bonusNades = getstatf(STAT_NADE_BONUS);
float bonusProgress = getstatf(STAT_NADE_BONUS_SCORE);
float bonusType = getstati(STAT_NADE_BONUS_TYPE);
- vector nadeColor = NADES[bonusType].m_color;
- string nadeIcon = NADES[bonusType].m_icon;
+ vector nadeColor = Nades[bonusType].m_color;
+ string nadeIcon = Nades[bonusType].m_icon;
vector iconPos, textPos;
if(superTime)
addPowerupItem("Superweapons", "superweapons", autocvar_hud_progressbar_superweapons_color, superTime, 30);
- FOREACH(BUFFS, it.m_itemid & allBuffs, LAMBDA(
+ FOREACH(Buffs, it.m_itemid & allBuffs, LAMBDA(
addPowerupItem(it.m_prettyName, strcat("buff_", it.m_name), it.m_color, bound(0, getstatf(STAT_BUFF_TIME) - time, 99), 60);
));
notify_count = count;
}
-// Timer (#5)
-//
-// TODO: macro
-string seconds_tostring(float sec)
-{
- float minutes;
- minutes = floor(sec / 60);
-
- sec -= minutes * 60;
- return sprintf("%d:%02d", minutes, sec);
-}
-
void HUD_Timer(void)
{
if(intermission == 2) return;
{
vote_yescount = 0;
vote_nocount = 0;
- print(_("^1You must answer before entering hud configure mode\n"));
+ LOG_INFO(_("^1You must answer before entering hud configure mode\n"));
cvar_set("_hud_configure", "0");
}
if(vote_called_vote)
//
#include "../common/minigames/cl_minigames_hud.qc"
+
+// QuickMenu (#23)
+//
+#include "quickmenu.qc"
+
+
/*
==================
Main HUD system
}
}
if (warning)
- dprint("Automatically fixed wrong/missing panel numbers in _hud_panelorder\n");
+ LOG_TRACE("Automatically fixed wrong/missing panel numbers in _hud_panelorder\n");
cvar_set("_hud_panelorder", s);
if(hud_panelorder_prev)
HUD_Panel_Draw(HUD_PANEL(RADAR));
if(autocvar__con_chat_maximized)
HUD_Panel_Draw(HUD_PANEL(CHAT));
+ if(hud_panel_quickmenu)
+ HUD_Panel_Draw(HUD_PANEL(QUICKMENU));
HUD_Configure_PostDraw();