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)
22 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
24 FOREACH(Weapons, it != WEP_Null, { \
25 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
26 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
28 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
29 columns = table_size.x; \
30 rows = table_size.y; \
31 weapon_size.x = panel_size.x / columns; \
32 weapon_size.y = panel_size.y / rows; \
38 WepSet weapons_stat = WepSet_GetFromStat();
42 vector center = '0 0 0';
43 int weapon_count, weapon_id;
44 int row, column, rows = 0, columns = 0;
45 bool vertical_order = true;
46 float aspect = autocvar_hud_panel_weapons_aspect;
48 float timeout = autocvar_hud_panel_weapons_timeout;
49 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
50 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
52 vector barsize = '0 0 0', baroffset = '0 0 0';
53 vector ammo_color = '1 0 1';
56 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
57 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
59 vector weapon_pos, weapon_size = '0 0 0';
62 // check to see if we want to continue
63 if(hud != HUD_NORMAL) return;
65 if(!autocvar__hud_configure)
67 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
69 if(timeout && time >= weapontime + timeout + timeout_effect_length)
70 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)))
72 weaponprevtime = time;
77 // update generic hud functions
78 HUD_Panel_UpdateCvars();
80 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
81 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
84 if(weaponorder_bypriority)
85 strunzone(weaponorder_bypriority);
86 if(weaponorder_byimpulse)
87 strunzone(weaponorder_byimpulse);
89 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
90 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
91 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
94 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
95 for(i = weapon_cnt; i < Weapons_MAX; ++i)
96 weaponorder[i] = NULL;
97 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
99 weaponorder_cmp_str = string_null;
102 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
105 if(autocvar__hud_configure)
109 weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_BLASTER.m_id));
110 weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_SHOTGUN.m_id));
111 weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_MORTAR.m_id));
112 weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_CRYLINK.m_id));
113 weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_VORTEX.m_id));
114 weapons_stat |= WepSet_FromWeapon(Weapons_from(WEP_DEVASTATOR.m_id));
121 weapons_stat = '0 0 0';
122 float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
123 for(i = WEP_FIRST; i <= countw; ++i)
124 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
129 // determine which weapons are going to be shown
130 if (autocvar_hud_panel_weapons_onlyowned)
132 if(autocvar__hud_configure)
134 if(menu_enabled != 2)
135 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
138 // do we own this weapon?
140 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
141 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
145 // might as well commit suicide now, no reason to live ;)
146 if (weapon_count == 0)
149 vector old_panel_size = panel_size;
150 panel_size -= '2 2 0' * panel_bg_padding;
152 HUD_WEAPONS_GET_FULL_LAYOUT();
154 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
155 // we enlarge them a bit when possible to better match the desired aspect ratio
156 if(panel_size.x / panel_size.y < aspect)
158 // maximum number of rows that allows to display items with the desired aspect ratio
159 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
160 columns = min(columns, ceil(weapon_count / max_rows));
161 rows = ceil(weapon_count / columns);
162 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
163 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
164 vertical_order = false;
168 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
169 rows = min(rows, ceil(weapon_count / max_columns));
170 columns = ceil(weapon_count / rows);
171 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
172 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
173 vertical_order = true;
176 // reduce size of the panel
177 panel_size.x = columns * weapon_size.x;
178 panel_size.y = rows * weapon_size.y;
179 panel_size += '2 2 0' * panel_bg_padding;
181 // center the resized panel, or snap it to the screen edge when close enough
182 if(panel_pos.x > vid_conwidth * 0.001)
184 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
185 panel_pos.x += old_panel_size.x - panel_size.x;
187 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
189 else if(old_panel_size.x > vid_conwidth * 0.999)
190 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
192 if(panel_pos.y > vid_conheight * 0.001)
194 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
195 panel_pos.y += old_panel_size.y - panel_size.y;
197 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
199 else if(old_panel_size.y > vid_conheight * 0.999)
200 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
203 weapon_count = (Weapons_COUNT - 1);
205 // animation for fading in/out the panel respectively when not in use
206 if(!autocvar__hud_configure)
208 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
210 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
212 // fade the panel alpha
213 if(autocvar_hud_panel_weapons_timeout_effect == 1)
215 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
216 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
218 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
220 panel_bg_alpha *= (1 - f);
221 panel_fg_alpha *= (1 - f);
224 // move the panel off the screen
225 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
227 f *= f; // for a cooler movement
228 center.x = panel_pos.x + panel_size.x/2;
229 center.y = panel_pos.y + panel_size.y/2;
230 screen_ar = vid_conwidth/vid_conheight;
231 if (center.x/center.y < screen_ar) //bottom left
233 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
234 panel_pos.y += f * (vid_conheight - panel_pos.y);
236 panel_pos.x -= f * (panel_pos.x + panel_size.x);
240 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
241 panel_pos.x += f * (vid_conwidth - panel_pos.x);
243 panel_pos.y -= f * (panel_pos.y + panel_size.y);
246 center.x = -1; // mark the panel as off screen
248 weaponprevtime = time - (1 - f) * timein_effect_length;
250 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
252 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
254 // fade the panel alpha
255 if(autocvar_hud_panel_weapons_timeout_effect == 1)
257 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
258 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
260 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
262 panel_bg_alpha *= (f);
263 panel_fg_alpha *= (f);
266 // move the panel back on screen
267 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
269 f *= f; // for a cooler movement
271 center.x = panel_pos.x + panel_size.x/2;
272 center.y = panel_pos.y + panel_size.y/2;
273 screen_ar = vid_conwidth/vid_conheight;
274 if (center.x/center.y < screen_ar) //bottom left
276 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
277 panel_pos.y += f * (vid_conheight - panel_pos.y);
279 panel_pos.x -= f * (panel_pos.x + panel_size.x);
283 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
284 panel_pos.x += f * (vid_conwidth - panel_pos.x);
286 panel_pos.y -= f * (panel_pos.y + panel_size.y);
292 // draw the background, then change the virtual size of it to better fit other items inside
296 return; // panel has gone off screen
300 panel_pos += '1 1 0' * panel_bg_padding;
301 panel_size -= '2 2 0' * panel_bg_padding;
304 // after the sizing and animations are done, update the other values
306 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
308 HUD_WEAPONS_GET_FULL_LAYOUT();
309 vertical_order = (panel_size.x / panel_size.y >= aspect);
312 // calculate position/size for visual bar displaying ammount of ammo status
313 if (autocvar_hud_panel_weapons_ammo)
315 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
316 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
318 if(weapon_size.x/weapon_size.y > aspect)
320 barsize.x = aspect * weapon_size.y;
321 barsize.y = weapon_size.y;
322 baroffset.x = (weapon_size.x - barsize.x) / 2;
326 barsize.y = 1/aspect * weapon_size.x;
327 barsize.x = weapon_size.x;
328 baroffset.y = (weapon_size.y - barsize.y) / 2;
331 if(autocvar_hud_panel_weapons_accuracy)
332 Accuracy_LoadColors();
336 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
337 vector noncurrent_pos = '0 0 0';
338 vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
339 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
342 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
344 // retrieve information about the current weapon to be drawn
345 entity it = weaponorder[i];
346 weapon_id = it.impulse;
348 // skip if this weapon doesn't exist
349 if(!it || weapon_id < 0) { continue; }
351 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
352 if(autocvar_hud_panel_weapons_onlyowned)
354 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
359 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
363 // figure out the drawing position of weapon
364 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
365 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
366 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
368 // draw background behind currently selected weapon
369 isCurrent = (it == switchweapon);
371 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
373 // draw the weapon accuracy
374 if(autocvar_hud_panel_weapons_accuracy)
376 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
377 if(panel_weapon_accuracy >= 0)
379 color = Accuracy_GetColor(panel_weapon_accuracy);
380 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
384 // drawing all the weapon items
385 if(weapons_stat & WepSet_FromWeapon(it))
387 // draw the weapon image
389 drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
391 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
393 // draw weapon label string
394 switch(autocvar_hud_panel_weapons_label)
396 case 1: // weapon number
397 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
401 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
404 case 3: // weapon name
405 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
412 // draw ammo status bar
413 if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
416 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
420 switch(it.ammo_field)
422 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
423 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
424 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
425 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
426 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
427 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
428 default: ammo_full = 60;
432 weapon_pos.x + baroffset.x,
433 weapon_pos.y + baroffset.y,
434 barsize.x * bound(0, a/ammo_full, 1),
451 else // draw a "ghost weapon icon" if you don't have the weapon
453 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
456 // draw the complain message
457 if(it.m_id == complain_weapon)
460 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
462 a = ((complain_weapon_time + when > time) ? 1 : 0);
465 if(complain_weapon_type == 0) {
466 s = _("Out of ammo");
467 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
469 else if(complain_weapon_type == 1) {
471 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
474 s = _("Unavailable");
475 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
477 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
478 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
479 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
484 if(!autocvar_hud_panel_weapons_onlyowned)
486 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
487 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
491 // continue with new position for the next weapon
495 if(column >= columns)