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)
26 WepSet weapons_stat = WepSet_GetFromStat();
30 vector center = '0 0 0';
31 int weapon_count, weapon_id;
32 int row, column, rows = 0, columns = 0;
33 bool vertical_order = true;
34 float aspect = autocvar_hud_panel_weapons_aspect;
36 float timeout = autocvar_hud_panel_weapons_timeout;
37 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
38 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
40 vector barsize = '0 0 0', baroffset = '0 0 0';
41 vector ammo_color = '1 0 1';
44 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
45 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
47 vector weapon_pos, weapon_size = '0 0 0';
50 // check to see if we want to continue
51 if(hud != HUD_NORMAL) return;
53 if(!autocvar__hud_configure)
55 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
57 if(timeout && time >= weapontime + timeout + timeout_effect_length)
58 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)))
60 weaponprevtime = time;
65 // update generic hud functions
66 HUD_Panel_UpdateCvars();
68 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
69 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
72 if(weaponorder_bypriority)
73 strunzone(weaponorder_bypriority);
74 if(weaponorder_byimpulse)
75 strunzone(weaponorder_byimpulse);
77 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
78 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
79 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
82 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
83 for(i = weapon_cnt; i < Weapons_MAX; ++i)
84 weaponorder[i] = NULL;
85 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
87 weaponorder_cmp_str = string_null;
90 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
93 if(autocvar__hud_configure)
96 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
97 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
103 weapons_stat = '0 0 0';
104 float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
105 for(i = WEP_FIRST; i <= countw; ++i)
106 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
111 // determine which weapons are going to be shown
112 if (autocvar_hud_panel_weapons_onlyowned)
114 if(autocvar__hud_configure)
116 if(menu_enabled != 2)
117 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
120 // do we own this weapon?
122 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
123 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
127 // might as well commit suicide now, no reason to live ;)
128 if (weapon_count == 0)
131 vector old_panel_size = panel_size;
132 vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
134 // get the all-weapons layout
136 WepSet weapons_stat = WepSet_GetFromStat();
137 FOREACH(Weapons, it != WEP_Null, {
138 if (weapons_stat & it.m_wepset) continue;
139 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
141 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
142 columns = table_size.x;
144 weapon_size.x = padded_panel_size.x / columns;
145 weapon_size.y = padded_panel_size.y / rows;
147 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
148 // we enlarge them a bit when possible to better match the desired aspect ratio
149 if(padded_panel_size.x / padded_panel_size.y < aspect)
151 // maximum number of rows that allows to display items with the desired aspect ratio
152 int max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
153 columns = min(columns, ceil(weapon_count / max_rows));
154 rows = ceil(weapon_count / columns);
155 weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
156 weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
157 vertical_order = false;
161 int max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
162 rows = min(rows, ceil(weapon_count / max_columns));
163 columns = ceil(weapon_count / rows);
164 weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
165 weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
166 vertical_order = true;
169 // reduce size of the panel
170 panel_size.x = columns * weapon_size.x;
171 panel_size.y = rows * weapon_size.y;
172 panel_size += '2 2 0' * panel_bg_padding;
174 // center the resized panel, or snap it to the screen edge when close enough
175 if(panel_pos.x > vid_conwidth * 0.001)
177 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
178 panel_pos.x += old_panel_size.x - panel_size.x;
180 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
182 else if(old_panel_size.x > vid_conwidth * 0.999)
183 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
185 if(panel_pos.y > vid_conheight * 0.001)
187 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
188 panel_pos.y += old_panel_size.y - panel_size.y;
190 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
192 else if(old_panel_size.y > vid_conheight * 0.999)
193 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
196 weapon_count = (Weapons_COUNT - 1);
198 // animation for fading in/out the panel respectively when not in use
199 if(!autocvar__hud_configure)
201 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
203 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
205 // fade the panel alpha
206 if(autocvar_hud_panel_weapons_timeout_effect == 1)
208 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
209 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
211 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
213 panel_bg_alpha *= (1 - f);
214 panel_fg_alpha *= (1 - f);
217 // move the panel off the screen
218 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
220 f *= f; // for a cooler movement
221 center.x = panel_pos.x + panel_size.x/2;
222 center.y = panel_pos.y + panel_size.y/2;
223 screen_ar = vid_conwidth/vid_conheight;
224 if (center.x/center.y < screen_ar) //bottom left
226 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
227 panel_pos.y += f * (vid_conheight - panel_pos.y);
229 panel_pos.x -= f * (panel_pos.x + panel_size.x);
233 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
234 panel_pos.x += f * (vid_conwidth - panel_pos.x);
236 panel_pos.y -= f * (panel_pos.y + panel_size.y);
239 center.x = -1; // mark the panel as off screen
241 weaponprevtime = time - (1 - f) * timein_effect_length;
243 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
245 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
247 // fade the panel alpha
248 if(autocvar_hud_panel_weapons_timeout_effect == 1)
250 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
251 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
253 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
255 panel_bg_alpha *= (f);
256 panel_fg_alpha *= (f);
259 // move the panel back on screen
260 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
262 f *= f; // for a cooler movement
264 center.x = panel_pos.x + panel_size.x/2;
265 center.y = panel_pos.y + panel_size.y/2;
266 screen_ar = vid_conwidth/vid_conheight;
267 if (center.x/center.y < screen_ar) //bottom left
269 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
270 panel_pos.y += f * (vid_conheight - panel_pos.y);
272 panel_pos.x -= f * (panel_pos.x + panel_size.x);
276 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
277 panel_pos.x += f * (vid_conwidth - panel_pos.x);
279 panel_pos.y -= f * (panel_pos.y + panel_size.y);
285 // draw the background, then change the virtual size of it to better fit other items inside
293 panel_pos += '1 1 0' * panel_bg_padding;
294 panel_size -= '2 2 0' * panel_bg_padding;
297 // after the sizing and animations are done, update the other values
299 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
301 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), panel_size, aspect);
302 columns = table_size.x;
304 weapon_size.x = panel_size.x / columns;
305 weapon_size.y = panel_size.y / rows;
306 vertical_order = (panel_size.x / panel_size.y >= aspect);
309 // calculate position/size for visual bar displaying ammount of ammo status
310 if (autocvar_hud_panel_weapons_ammo)
312 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
313 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
315 if(weapon_size.x/weapon_size.y > aspect)
317 barsize.x = aspect * weapon_size.y;
318 barsize.y = weapon_size.y;
319 baroffset.x = (weapon_size.x - barsize.x) / 2;
323 barsize.y = 1/aspect * weapon_size.x;
324 barsize.x = weapon_size.x;
325 baroffset.y = (weapon_size.y - barsize.y) / 2;
328 if(autocvar_hud_panel_weapons_accuracy)
329 Accuracy_LoadColors();
333 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
334 vector noncurrent_pos = '0 0 0';
335 vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
336 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
339 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
341 // retrieve information about the current weapon to be drawn
342 entity it = weaponorder[i];
343 weapon_id = it.impulse;
344 isCurrent = (it == switchweapon);
346 // skip if this weapon doesn't exist
347 if(!it || weapon_id < 0) { continue; }
349 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
350 if(autocvar_hud_panel_weapons_onlyowned)
351 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
354 // figure out the drawing position of weapon
355 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
356 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
357 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
359 // draw background behind currently selected weapon
361 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
363 // draw the weapon accuracy
364 if(autocvar_hud_panel_weapons_accuracy)
366 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
367 if(panel_weapon_accuracy >= 0)
369 color = Accuracy_GetColor(panel_weapon_accuracy);
370 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
374 // drawing all the weapon items
375 if(weapons_stat & WepSet_FromWeapon(it))
377 // draw the weapon image
379 drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
381 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
383 // draw weapon label string
384 switch(autocvar_hud_panel_weapons_label)
386 case 1: // weapon number
387 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
391 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
394 case 3: // weapon name
395 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
402 // draw ammo status bar
403 if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
406 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
410 switch(it.ammo_field)
412 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
413 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
414 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
415 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
416 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
417 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
418 default: ammo_full = 60;
422 weapon_pos.x + baroffset.x,
423 weapon_pos.y + baroffset.y,
424 barsize.x * bound(0, a/ammo_full, 1),
441 else // draw a "ghost weapon icon" if you don't have the weapon
443 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
446 // draw the complain message
447 if(it.m_id == complain_weapon)
450 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
452 a = ((complain_weapon_time + when > time) ? 1 : 0);
455 if(complain_weapon_type == 0) {
456 s = _("Out of ammo");
457 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
459 else if(complain_weapon_type == 1) {
461 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
464 s = _("Unavailable");
465 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
467 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
468 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
469 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
474 if(!autocvar_hud_panel_weapons_onlyowned)
476 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
477 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
481 // continue with new position for the next weapon
485 if(column >= columns)