3 entity weaponorder[Weapons_MAX];
4 void weaponorder_swap(int i, int j, entity pass)
6 entity h = weaponorder[i];
7 weaponorder[i] = weaponorder[j];
11 string weaponorder_cmp_str;
12 int weaponorder_cmp(int i, int j, entity pass)
14 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
15 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
16 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)
23 WepSet weapons_stat = WepSet_GetFromStat();
27 vector center = '0 0 0';
28 int weapon_count, weapon_id;
29 int row, column, rows = 0, columns = 0;
30 bool vertical_order = true;
31 float aspect = autocvar_hud_panel_weapons_aspect;
33 float timeout = autocvar_hud_panel_weapons_timeout;
34 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
35 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
37 vector barsize = '0 0 0', baroffset = '0 0 0';
38 vector ammo_color = '1 0 1';
41 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
42 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
44 vector weapon_pos, weapon_size = '0 0 0';
47 // check to see if we want to continue
48 if(hud != HUD_NORMAL) return;
50 if(!autocvar__hud_configure)
52 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
54 if(timeout && time >= weapontime + timeout + timeout_effect_length)
55 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)))
57 weaponprevtime = time;
62 // update generic hud functions
63 HUD_Panel_UpdateCvars();
65 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
66 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
69 if(weaponorder_bypriority)
70 strunzone(weaponorder_bypriority);
71 if(weaponorder_byimpulse)
72 strunzone(weaponorder_byimpulse);
74 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
75 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
76 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
79 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, LAMBDA(weaponorder[weapon_cnt++] = it));
80 for(i = weapon_cnt; i < Weapons_MAX; ++i)
81 weaponorder[i] = NULL;
82 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
84 weaponorder_cmp_str = string_null;
87 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
90 if(autocvar__hud_configure)
93 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
94 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
100 weapons_stat = '0 0 0';
101 float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
102 for(i = WEP_FIRST; i <= countw; ++i)
103 weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
108 // determine which weapons are going to be shown
109 if (autocvar_hud_panel_weapons_onlyowned)
111 if(autocvar__hud_configure)
113 if(menu_enabled != 2)
114 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
117 // do we own this weapon?
119 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
120 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
124 // might as well commit suicide now, no reason to live ;)
125 if (weapon_count == 0)
128 vector old_panel_size = panel_size;
129 vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
131 // get the all-weapons layout
133 WepSet weapons_stat = WepSet_GetFromStat();
134 FOREACH(Weapons, it != WEP_Null, LAMBDA(
135 if (weapons_stat & it.m_wepset) continue;
136 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
138 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
139 columns = table_size.x;
141 weapon_size.x = padded_panel_size.x / columns;
142 weapon_size.y = padded_panel_size.y / rows;
144 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
145 // we enlarge them a bit when possible to better match the desired aspect ratio
146 if(padded_panel_size.x / padded_panel_size.y < aspect)
148 // maximum number of rows that allows to display items with the desired aspect ratio
149 int max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
150 columns = min(columns, ceil(weapon_count / max_rows));
151 rows = ceil(weapon_count / columns);
152 weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
153 weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
154 vertical_order = false;
158 int max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
159 rows = min(rows, ceil(weapon_count / max_columns));
160 columns = ceil(weapon_count / rows);
161 weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
162 weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
163 vertical_order = true;
166 // reduce size of the panel
167 panel_size.x = columns * weapon_size.x;
168 panel_size.y = rows * weapon_size.y;
169 panel_size += '2 2 0' * panel_bg_padding;
171 // center the resized panel, or snap it to the screen edge when close enough
172 if(panel_pos.x > vid_conwidth * 0.001)
174 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
175 panel_pos.x += old_panel_size.x - panel_size.x;
177 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
179 else if(old_panel_size.x > vid_conwidth * 0.999)
180 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
182 if(panel_pos.y > vid_conheight * 0.001)
184 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
185 panel_pos.y += old_panel_size.y - panel_size.y;
187 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
189 else if(old_panel_size.y > vid_conheight * 0.999)
190 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
193 weapon_count = (Weapons_COUNT - 1);
195 // animation for fading in/out the panel respectively when not in use
196 if(!autocvar__hud_configure)
198 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
200 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
202 // fade the panel alpha
203 if(autocvar_hud_panel_weapons_timeout_effect == 1)
205 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
206 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
208 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
210 panel_bg_alpha *= (1 - f);
211 panel_fg_alpha *= (1 - f);
214 // move the panel off the screen
215 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
217 f *= f; // for a cooler movement
218 center.x = panel_pos.x + panel_size.x/2;
219 center.y = panel_pos.y + panel_size.y/2;
220 screen_ar = vid_conwidth/vid_conheight;
221 if (center.x/center.y < screen_ar) //bottom left
223 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
224 panel_pos.y += f * (vid_conheight - panel_pos.y);
226 panel_pos.x -= f * (panel_pos.x + panel_size.x);
230 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
231 panel_pos.x += f * (vid_conwidth - panel_pos.x);
233 panel_pos.y -= f * (panel_pos.y + panel_size.y);
236 center.x = -1; // mark the panel as off screen
238 weaponprevtime = time - (1 - f) * timein_effect_length;
240 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
242 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
244 // fade the panel alpha
245 if(autocvar_hud_panel_weapons_timeout_effect == 1)
247 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
248 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
250 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
252 panel_bg_alpha *= (f);
253 panel_fg_alpha *= (f);
256 // move the panel back on screen
257 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
259 f *= f; // for a cooler movement
261 center.x = panel_pos.x + panel_size.x/2;
262 center.y = panel_pos.y + panel_size.y/2;
263 screen_ar = vid_conwidth/vid_conheight;
264 if (center.x/center.y < screen_ar) //bottom left
266 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
267 panel_pos.y += f * (vid_conheight - panel_pos.y);
269 panel_pos.x -= f * (panel_pos.x + panel_size.x);
273 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
274 panel_pos.x += f * (vid_conwidth - panel_pos.x);
276 panel_pos.y -= f * (panel_pos.y + panel_size.y);
282 // draw the background, then change the virtual size of it to better fit other items inside
290 panel_pos += '1 1 0' * panel_bg_padding;
291 panel_size -= '2 2 0' * panel_bg_padding;
294 // after the sizing and animations are done, update the other values
296 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
298 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), panel_size, aspect);
299 columns = table_size.x;
301 weapon_size.x = panel_size.x / columns;
302 weapon_size.y = panel_size.y / rows;
303 vertical_order = (panel_size.x / panel_size.y >= aspect);
306 // calculate position/size for visual bar displaying ammount of ammo status
307 if (autocvar_hud_panel_weapons_ammo)
309 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
310 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
312 if(weapon_size.x/weapon_size.y > aspect)
314 barsize.x = aspect * weapon_size.y;
315 barsize.y = weapon_size.y;
316 baroffset.x = (weapon_size.x - barsize.x) / 2;
320 barsize.y = 1/aspect * weapon_size.x;
321 barsize.x = weapon_size.x;
322 baroffset.y = (weapon_size.y - barsize.y) / 2;
325 if(autocvar_hud_panel_weapons_accuracy)
326 Accuracy_LoadColors();
330 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
331 vector noncurrent_pos = '0 0 0';
332 vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
333 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
336 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
338 // retrieve information about the current weapon to be drawn
339 entity it = weaponorder[i];
340 weapon_id = it.impulse;
341 isCurrent = (it == switchweapon);
343 // skip if this weapon doesn't exist
344 if(!it || weapon_id < 0) { continue; }
346 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
347 if(autocvar_hud_panel_weapons_onlyowned)
348 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
351 // figure out the drawing position of weapon
352 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
353 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
354 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
356 // draw background behind currently selected weapon
358 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
360 // draw the weapon accuracy
361 if(autocvar_hud_panel_weapons_accuracy)
363 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
364 if(panel_weapon_accuracy >= 0)
366 color = Accuracy_GetColor(panel_weapon_accuracy);
367 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
371 // drawing all the weapon items
372 if(weapons_stat & WepSet_FromWeapon(it))
374 // draw the weapon image
376 drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
378 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
380 // draw weapon label string
381 switch(autocvar_hud_panel_weapons_label)
383 case 1: // weapon number
384 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
388 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
391 case 3: // weapon name
392 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
399 // draw ammo status bar
400 if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
403 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
407 switch(it.ammo_field)
409 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
410 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
411 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
412 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
413 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
414 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
415 default: ammo_full = 60;
419 weapon_pos.x + baroffset.x,
420 weapon_pos.y + baroffset.y,
421 barsize.x * bound(0, a/ammo_full, 1),
438 else // draw a "ghost weapon icon" if you don't have the weapon
440 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
443 // draw the complain message
444 if(it.m_id == complain_weapon)
447 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
449 a = ((complain_weapon_time + when > time) ? 1 : 0);
452 if(complain_weapon_type == 0) {
453 s = _("Out of ammo");
454 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
456 else if(complain_weapon_type == 1) {
458 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
461 s = _("Unavailable");
462 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
464 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
465 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
466 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
471 if(!autocvar_hud_panel_weapons_onlyowned)
473 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
474 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
478 // continue with new position for the next weapon
482 if(column >= columns)