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)
25 WepSet weapons_stat = WepSet_GetFromStat();
29 vector center = '0 0 0';
30 int weapon_count, weapon_id;
31 int row, column, rows = 0, columns = 0;
32 bool vertical_order = true;
33 float aspect = autocvar_hud_panel_weapons_aspect;
35 float timeout = autocvar_hud_panel_weapons_timeout;
36 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
37 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
39 vector barsize = '0 0 0', baroffset = '0 0 0';
40 vector ammo_color = '1 0 1';
43 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
44 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
46 vector weapon_pos, weapon_size = '0 0 0';
49 // check to see if we want to continue
50 if(hud != HUD_NORMAL) return;
52 if(!autocvar__hud_configure)
54 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
56 if(timeout && time >= weapontime + timeout + timeout_effect_length)
57 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)))
59 weaponprevtime = time;
64 // update generic hud functions
65 HUD_Panel_UpdateCvars();
67 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
68 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
71 if(weaponorder_bypriority)
72 strunzone(weaponorder_bypriority);
73 if(weaponorder_byimpulse)
74 strunzone(weaponorder_byimpulse);
76 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
77 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
78 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
81 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
82 for(i = weapon_cnt; i < Weapons_MAX; ++i)
83 weaponorder[i] = NULL;
84 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
86 weaponorder_cmp_str = string_null;
89 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
92 if(autocvar__hud_configure)
95 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
96 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
102 weapons_stat = '0 0 0';
103 float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
104 for(i = WEP_FIRST; i <= countw; ++i)
105 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
110 // determine which weapons are going to be shown
111 if (autocvar_hud_panel_weapons_onlyowned)
113 if(autocvar__hud_configure)
115 if(menu_enabled != 2)
116 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
119 // do we own this weapon?
121 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
122 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
126 // might as well commit suicide now, no reason to live ;)
127 if (weapon_count == 0)
130 vector old_panel_size = panel_size;
131 vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
133 // get the all-weapons layout
135 WepSet weapons_stat = WepSet_GetFromStat();
136 FOREACH(Weapons, it != WEP_Null, {
137 if (weapons_stat & it.m_wepset) continue;
138 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
140 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
141 columns = table_size.x;
143 weapon_size.x = padded_panel_size.x / columns;
144 weapon_size.y = padded_panel_size.y / rows;
146 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
147 // we enlarge them a bit when possible to better match the desired aspect ratio
148 if(padded_panel_size.x / padded_panel_size.y < aspect)
150 // maximum number of rows that allows to display items with the desired aspect ratio
151 int max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
152 columns = min(columns, ceil(weapon_count / max_rows));
153 rows = ceil(weapon_count / columns);
154 weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
155 weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
156 vertical_order = false;
160 int max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
161 rows = min(rows, ceil(weapon_count / max_columns));
162 columns = ceil(weapon_count / rows);
163 weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
164 weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
165 vertical_order = true;
168 // reduce size of the panel
169 panel_size.x = columns * weapon_size.x;
170 panel_size.y = rows * weapon_size.y;
171 panel_size += '2 2 0' * panel_bg_padding;
173 // center the resized panel, or snap it to the screen edge when close enough
174 if(panel_pos.x > vid_conwidth * 0.001)
176 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
177 panel_pos.x += old_panel_size.x - panel_size.x;
179 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
181 else if(old_panel_size.x > vid_conwidth * 0.999)
182 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
184 if(panel_pos.y > vid_conheight * 0.001)
186 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
187 panel_pos.y += old_panel_size.y - panel_size.y;
189 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
191 else if(old_panel_size.y > vid_conheight * 0.999)
192 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
195 weapon_count = (Weapons_COUNT - 1);
197 // animation for fading in/out the panel respectively when not in use
198 if(!autocvar__hud_configure)
200 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
202 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
204 // fade the panel alpha
205 if(autocvar_hud_panel_weapons_timeout_effect == 1)
207 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
208 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
210 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
212 panel_bg_alpha *= (1 - f);
213 panel_fg_alpha *= (1 - f);
216 // move the panel off the screen
217 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
219 f *= f; // for a cooler movement
220 center.x = panel_pos.x + panel_size.x/2;
221 center.y = panel_pos.y + panel_size.y/2;
222 screen_ar = vid_conwidth/vid_conheight;
223 if (center.x/center.y < screen_ar) //bottom left
225 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
226 panel_pos.y += f * (vid_conheight - panel_pos.y);
228 panel_pos.x -= f * (panel_pos.x + panel_size.x);
232 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
233 panel_pos.x += f * (vid_conwidth - panel_pos.x);
235 panel_pos.y -= f * (panel_pos.y + panel_size.y);
238 center.x = -1; // mark the panel as off screen
240 weaponprevtime = time - (1 - f) * timein_effect_length;
242 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
244 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
246 // fade the panel alpha
247 if(autocvar_hud_panel_weapons_timeout_effect == 1)
249 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
250 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
252 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
254 panel_bg_alpha *= (f);
255 panel_fg_alpha *= (f);
258 // move the panel back on screen
259 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
261 f *= f; // for a cooler movement
263 center.x = panel_pos.x + panel_size.x/2;
264 center.y = panel_pos.y + panel_size.y/2;
265 screen_ar = vid_conwidth/vid_conheight;
266 if (center.x/center.y < screen_ar) //bottom left
268 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
269 panel_pos.y += f * (vid_conheight - panel_pos.y);
271 panel_pos.x -= f * (panel_pos.x + panel_size.x);
275 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
276 panel_pos.x += f * (vid_conwidth - panel_pos.x);
278 panel_pos.y -= f * (panel_pos.y + panel_size.y);
284 // draw the background, then change the virtual size of it to better fit other items inside
285 if (autocvar_hud_panel_weapons_dynamichud)
296 panel_pos += '1 1 0' * panel_bg_padding;
297 panel_size -= '2 2 0' * panel_bg_padding;
300 // after the sizing and animations are done, update the other values
302 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
304 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), panel_size, aspect);
305 columns = table_size.x;
307 weapon_size.x = panel_size.x / columns;
308 weapon_size.y = panel_size.y / rows;
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;
347 isCurrent = (it == switchweapon);
349 // skip if this weapon doesn't exist
350 if(!it || weapon_id < 0) { continue; }
352 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
353 if(autocvar_hud_panel_weapons_onlyowned)
354 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
357 // figure out the drawing position of weapon
358 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
359 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
360 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
362 // draw background behind currently selected weapon
364 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
366 // draw the weapon accuracy
367 if(autocvar_hud_panel_weapons_accuracy)
369 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
370 if(panel_weapon_accuracy >= 0)
372 color = Accuracy_GetColor(panel_weapon_accuracy);
373 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
377 // drawing all the weapon items
378 if(weapons_stat & WepSet_FromWeapon(it))
380 // draw the weapon image
382 drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
384 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
386 // draw weapon label string
387 switch(autocvar_hud_panel_weapons_label)
389 case 1: // weapon number
390 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
394 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
397 case 3: // weapon name
398 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
405 // draw ammo status bar
406 if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
409 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
413 switch(it.ammo_field)
415 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
416 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
417 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
418 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
419 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
420 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
421 default: ammo_full = 60;
425 weapon_pos.x + baroffset.x,
426 weapon_pos.y + baroffset.y,
427 barsize.x * bound(0, a/ammo_full, 1),
444 else // draw a "ghost weapon icon" if you don't have the weapon
446 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
449 // draw the complain message
450 if(it.m_id == complain_weapon)
453 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
455 a = ((complain_weapon_time + when > time) ? 1 : 0);
458 if(complain_weapon_type == 0) {
459 s = _("Out of ammo");
460 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
462 else if(complain_weapon_type == 1) {
464 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
467 s = _("Unavailable");
468 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
470 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
471 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
472 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
477 if(!autocvar_hud_panel_weapons_onlyowned)
479 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
480 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
484 // continue with new position for the next weapon
488 if(column >= columns)