]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/hud/panel/weapons.qc
Merge branch 'master' into develop
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / weapons.qc
1 #include "weapons.qh"
2
3 #include <client/draw.qh>
4 #include <client/view.qh>
5 #include <common/wepent.qh>
6
7 // Weapons (#0)
8
9 void HUD_Weapons_Export(int fh)
10 {
11         HUD_Write_Cvar("hud_panel_weapons_accuracy");
12         HUD_Write_Cvar("hud_panel_weapons_label");
13         HUD_Write_Cvar("hud_panel_weapons_label_scale");
14         HUD_Write_Cvar("hud_panel_weapons_complainbubble");
15         HUD_Write_Cvar("hud_panel_weapons_complainbubble_padding");
16         HUD_Write_Cvar("hud_panel_weapons_complainbubble_time");
17         HUD_Write_Cvar("hud_panel_weapons_complainbubble_fadetime");
18         HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_outofammo");
19         HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_donthave");
20         HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_unavailable");
21         HUD_Write_Cvar("hud_panel_weapons_ammo");
22         HUD_Write_Cvar("hud_panel_weapons_ammo_color");
23         HUD_Write_Cvar("hud_panel_weapons_ammo_alpha");
24         HUD_Write_Cvar("hud_panel_weapons_aspect");
25         HUD_Write_Cvar("hud_panel_weapons_timeout");
26         HUD_Write_Cvar("hud_panel_weapons_timeout_effect");
27         HUD_Write_Cvar("hud_panel_weapons_timeout_fadebgmin");
28         HUD_Write_Cvar("hud_panel_weapons_timeout_fadefgmin");
29         HUD_Write_Cvar("hud_panel_weapons_timeout_speed_in");
30         HUD_Write_Cvar("hud_panel_weapons_timeout_speed_out");
31         HUD_Write_Cvar("hud_panel_weapons_onlyowned");
32         HUD_Write_Cvar("hud_panel_weapons_noncurrent_alpha");
33         HUD_Write_Cvar("hud_panel_weapons_noncurrent_scale");
34         HUD_Write_Cvar("hud_panel_weapons_selection_radius");
35         HUD_Write_Cvar("hud_panel_weapons_selection_speed");
36 }
37
38 void Accuracy_LoadLevels()
39 {
40         if(autocvar_accuracy_color_levels != acc_color_levels)
41         {
42                 strcpy(acc_color_levels, autocvar_accuracy_color_levels);
43                 acc_levels = tokenize_console(acc_color_levels);
44                 if(acc_levels > MAX_ACCURACY_LEVELS)
45                         acc_levels = MAX_ACCURACY_LEVELS;
46                 if(acc_levels < 2)
47                         LOG_INFO("Warning: accuracy_color_levels must contain at least 2 values");
48
49                 int i;
50                 for(i = 0; i < acc_levels; ++i)
51                         acc_lev[i] = stof(argv(i)) / 100.0;
52         }
53 }
54
55 void Accuracy_LoadColors()
56 {
57         if(time > acc_col_loadtime)
58         if(acc_levels >= 2)
59         {
60                 int i;
61                 for(i = 0; i < acc_levels; ++i)
62                         acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
63                 acc_col_loadtime = time + 2;
64         }
65 }
66
67 vector Accuracy_GetColor(float accuracy)
68 {
69         float factor;
70         vector color;
71         if(acc_levels < 2)
72                 return '0 0 0'; // return black, can't determine the right color
73
74         // find the max level lower than acc
75         int j = acc_levels-1;
76         while(j && accuracy < acc_lev[j])
77                 --j;
78
79         // inject color j+1 in color j, how much depending on how much accuracy is higher than level j
80         factor = (accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
81         color = acc_col[j];
82         color = color + factor * (acc_col[j+1] - color);
83         return color;
84 }
85
86 entity weaponorder[REGISTRY_MAX(Weapons)];
87 void weaponorder_swap(int i, int j, entity pass)
88 {
89         TC(int, i); TC(int, j);
90         entity h = weaponorder[i];
91         weaponorder[i] = weaponorder[j];
92         weaponorder[j] = h;
93 }
94
95 string weaponorder_cmp_str;
96 int weaponorder_cmp(int i, int j, entity pass)
97 {
98         TC(int, i); TC(int, j);
99         int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
100         int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
101         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)
102 }
103
104 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN \
105         int nHidden = 0; \
106         FOREACH(Weapons, it != WEP_Null, { \
107                 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
108                 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)) nHidden += 1; \
109         }); \
110         vector table_size = HUD_GetTableSize_BestItemAR((REGISTRY_COUNT(Weapons) - 1) - nHidden, panel_size, aspect); \
111         columns = table_size.x; \
112         rows = table_size.y; \
113         weapon_size.x = panel_size.x / columns; \
114         weapon_size.y = panel_size.y / rows; \
115 MACRO_END
116
117 string cl_weaponpriority_old;
118 bool weapons_orderbyimpulse_old;
119 void HUD_Weapons()
120 {
121         // declarations
122         WepSet weapons_stat = WepSet_GetFromStat();
123         int i;
124         float f, a;
125         float screen_ar;
126         vector center = '0 0 0';
127         int weapon_count, weapon_id;
128         int row, column, rows = 0, columns = 0;
129         bool vertical_order = true;
130         float aspect = max(0.001, autocvar_hud_panel_weapons_aspect);
131
132         float timeout = autocvar_hud_panel_weapons_timeout;
133         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
134         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
135
136         vector barsize = '0 0 0', baroffset = '0 0 0';
137         vector ammo_color = '1 0 1';
138         float ammo_alpha = 1;
139
140         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
141         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
142
143         bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
144
145         vector weapon_pos, weapon_size = '0 0 0';
146         vector color;
147
148         entity panel_switchweapon = NULL;
149
150         // check to see if we want to continue
151         if(hud != HUD_NORMAL) return;
152
153         if(!autocvar__hud_configure)
154         {
155                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
156                         return;
157                 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
158                         return;
159                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
160                 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)))
161                 {
162                         weaponprevtime = time;
163                         return;
164                 }
165         }
166
167         // update generic hud functions
168         HUD_Panel_LoadCvars();
169
170         if(cl_weaponpriority_old != autocvar_cl_weaponpriority || weapons_orderbyimpulse_old != autocvar_hud_panel_weapons_orderbyimpulse || weaponorder[0] == NULL)
171         {
172                 weapons_orderbyimpulse_old = autocvar_hud_panel_weapons_orderbyimpulse;
173                 strcpy(cl_weaponpriority_old, autocvar_cl_weaponpriority);
174                 string weporder = W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(cl_weaponpriority_old));
175                 if(autocvar_hud_panel_weapons_orderbyimpulse)
176                 {
177                         weporder = W_FixWeaponOrder_BuildImpulseList(weporder);
178                 }
179
180                 weaponorder_cmp_str = strcat(" ", weporder, " ");
181
182                 int weapon_cnt = 0;
183                 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
184                 for(i = weapon_cnt; i < REGISTRY_MAX(Weapons); ++i)
185                         weaponorder[i] = NULL;
186                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
187
188                 weaponorder_cmp_str = string_null;
189         }
190
191         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
192                 complain_weapon = NULL;
193
194         entity wepent = viewmodels[0]; // TODO: unhardcode
195
196         if (wepent.switchweapon == WEP_Null)
197                 panel_switchweapon = NULL;
198         else if (!panel_switchweapon)
199                 panel_switchweapon = wepent.switchweapon;
200
201         if(autocvar__hud_configure)
202         {
203                 if(!weapons_stat)
204                 {
205                         int j = 0;
206                         FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
207                                 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_SPECIALATTACK))
208                                 {
209                                         if(!panel_switchweapon || j < 4)
210                                                 panel_switchweapon = it;
211                                         weapons_stat |= it.m_wepset;
212                                         ++j;
213                                 }
214                         });
215                 }
216
217                 #if 0
218                 /// debug code
219                 if(cvar("wep_add"))
220                 {
221                         int j;
222                         int nHidden = 0;
223                         FOREACH(Weapons, it != WEP_Null, {
224                                 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
225                         });
226                         weapons_stat = '0 0 0';
227                         float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((REGISTRY_COUNT(Weapons) - 1) - nHidden));
228                         for(i = 0, j = 0; i <= (REGISTRY_COUNT(Weapons) - 1) && j < countw; ++i)
229                         {
230                                 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
231                                         continue;
232                                 weapons_stat |= weaponorder[i].m_wepset;
233                                 ++j;
234                         }
235                 }
236                 #endif
237         }
238
239         // determine which weapons are going to be shown
240         if (autocvar_hud_panel_weapons_onlyowned)
241         {
242                 if(autocvar__hud_configure)
243                 {
244                         if(hud_configure_menu_open != 2)
245                                 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
246                 }
247
248                 // do we own this weapon?
249                 weapon_count = 0;
250                 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
251                 {
252                         for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
253                                 if (weaponorder[i] == panel_switchweapon || weaponorder[i] == complain_weapon)
254                                         ++weapon_count;
255                 }
256                 else
257                 {
258                         for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
259                                 if ((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || weaponorder[i] == complain_weapon)
260                                         ++weapon_count;
261                 }
262
263                 // might as well commit suicide now, no reason to live ;)
264                 if (weapon_count == 0)
265                         return;
266
267                 vector old_panel_size = panel_size;
268                 panel_size -= '2 2 0' * panel_bg_padding;
269
270                 HUD_WEAPONS_GET_FULL_LAYOUT();
271
272                 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
273                 // we enlarge them a bit when possible to better match the desired aspect ratio
274                 if(panel_size.x / panel_size.y < aspect)
275                 {
276                         // maximum number of rows that allows to display items with the desired aspect ratio
277                         int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
278                         columns = min(columns, ceil(weapon_count / max_rows));
279                         rows = ceil(weapon_count / columns);
280                         weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
281                         weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
282                         vertical_order = false;
283                 }
284                 else
285                 {
286                         int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
287                         rows = min(rows, ceil(weapon_count / max_columns));
288                         columns = ceil(weapon_count / rows);
289                         weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
290                         weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
291                         vertical_order = true;
292                 }
293
294                 // reduce size of the panel
295                 panel_size.x = columns * weapon_size.x;
296                 panel_size.y = rows * weapon_size.y;
297                 panel_size += '2 2 0' * panel_bg_padding;
298
299                 // center the resized panel, or snap it to the screen edge when close enough
300                 if(panel_pos.x > vid_conwidth * 0.001)
301                 {
302                         if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
303                                 panel_pos.x += old_panel_size.x - panel_size.x;
304                         else
305                                 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
306                 }
307                 else if(old_panel_size.x > vid_conwidth * 0.999)
308                         panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
309
310                 if(panel_pos.y > vid_conheight * 0.001)
311                 {
312                         if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
313                                 panel_pos.y += old_panel_size.y - panel_size.y;
314                         else
315                                 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
316                 }
317                 else if(old_panel_size.y > vid_conheight * 0.999)
318                         panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
319         }
320         else
321                 weapon_count = (REGISTRY_COUNT(Weapons) - 1);
322
323         // animation for fading in/out the panel respectively when not in use
324         if(!autocvar__hud_configure)
325         {
326                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
327                 {
328                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
329
330                         // fade the panel alpha
331                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
332                         {
333                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
334                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
335                         }
336                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
337                         {
338                                 panel_bg_alpha *= (1 - f);
339                                 panel_fg_alpha *= (1 - f);
340                         }
341
342                         // move the panel off the screen
343                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
344                         {
345                                 f *= f; // for a cooler movement
346                                 center.x = panel_pos.x + panel_size.x/2;
347                                 center.y = panel_pos.y + panel_size.y/2;
348                                 screen_ar = vid_conwidth/vid_conheight;
349                                 if (center.x/center.y < screen_ar) //bottom left
350                                 {
351                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
352                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
353                                         else //left
354                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
355                                 }
356                                 else //top right
357                                 {
358                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
359                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
360                                         else //top
361                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
362                                 }
363                                 if(f == 1)
364                                         center.x = -1; // mark the panel as off screen
365                         }
366                         weaponprevtime = time - (1 - f) * timein_effect_length;
367                 }
368                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
369                 {
370                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
371
372                         // fade the panel alpha
373                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
374                         {
375                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
376                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
377                         }
378                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
379                         {
380                                 panel_bg_alpha *= (f);
381                                 panel_fg_alpha *= (f);
382                         }
383
384                         // move the panel back on screen
385                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
386                         {
387                                 f *= f; // for a cooler movement
388                                 f = 1 - f;
389                                 center.x = panel_pos.x + panel_size.x/2;
390                                 center.y = panel_pos.y + panel_size.y/2;
391                                 screen_ar = vid_conwidth/vid_conheight;
392                                 if (center.x/center.y < screen_ar) //bottom left
393                                 {
394                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
395                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
396                                         else //left
397                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
398                                 }
399                                 else //top right
400                                 {
401                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
402                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
403                                         else //top
404                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
405                                 }
406                         }
407                 }
408         }
409
410         // draw the background, then change the virtual size of it to better fit other items inside
411         if (autocvar_hud_panel_weapons_dynamichud)
412                 HUD_Scale_Enable();
413         else
414                 HUD_Scale_Disable();
415         HUD_Panel_DrawBg();
416
417         if(center.x == -1)
418                 return; // panel has gone off screen
419
420         if(panel_bg_padding)
421         {
422                 panel_pos += '1 1 0' * panel_bg_padding;
423                 panel_size -= '2 2 0' * panel_bg_padding;
424         }
425
426         // after the sizing and animations are done, update the other values
427
428         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
429         {
430                 HUD_WEAPONS_GET_FULL_LAYOUT();
431                 vertical_order = (panel_size.x / panel_size.y >= aspect);
432         }
433
434         // calculate position/size for visual bar displaying ammount of ammo status
435         if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
436         {
437                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
438                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
439
440                 if(weapon_size.x/weapon_size.y > aspect)
441                 {
442                         barsize.x = aspect * weapon_size.y;
443                         barsize.y = weapon_size.y;
444                         baroffset.x = (weapon_size.x - barsize.x) / 2;
445                 }
446                 else
447                 {
448                         barsize.y = 1/aspect * weapon_size.x;
449                         barsize.x = weapon_size.x;
450                         baroffset.y = (weapon_size.y - barsize.y) / 2;
451                 }
452         }
453         if(autocvar_hud_panel_weapons_accuracy)
454                 Accuracy_LoadColors();
455
456         // draw items
457         row = column = 0;
458         vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
459         vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
460         float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
461         static vector weapon_pos_current = '-1 0 0';
462         if(weapon_pos_current.x == -1)
463                 weapon_pos_current = panel_pos;
464
465         float switch_speed;
466         if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
467                 switch_speed = 999;
468         else
469                 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
470         vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
471
472         // draw background behind currently selected weapon
473         // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
474         if(panel_switchweapon)
475                 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
476
477         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
478         {
479                 // retrieve information about the current weapon to be drawn
480                 entity it = weaponorder[i];
481                 weapon_id = it.impulse;
482
483                 // skip if this weapon doesn't exist
484                 if(!it || weapon_id < 0) { continue; }
485
486                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
487                 if (autocvar_hud_panel_weapons_onlyowned)
488                 {
489                         if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
490                         {
491                                 if (!(it == panel_switchweapon || it == complain_weapon))
492                                         continue;
493                         }
494                         else
495                         {
496                                 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it == complain_weapon)))
497                                         continue;
498                         }
499                 }
500                 else
501                 {
502                         if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)
503                                 && !(weapons_stat & WepSet_FromWeapon(it)))
504                         {
505                                 continue;
506                         }
507                 }
508
509                 // figure out the drawing position of weapon
510                 weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
511
512                 // update position of the currently selected weapon
513                 if(it == panel_switchweapon)
514                 {
515                         if(weapon_pos_current.y > weapon_pos.y)
516                                 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
517                         else if(weapon_pos_current.y < weapon_pos.y)
518                                 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
519                         if(weapon_pos_current.x > weapon_pos.x)
520                                 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
521                         else if(weapon_pos_current.x < weapon_pos.x)
522                                 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
523                 }
524
525                 // draw the weapon accuracy
526                 if(autocvar_hud_panel_weapons_accuracy)
527                 {
528                         float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
529                         if(panel_weapon_accuracy >= 0)
530                         {
531                                 color = Accuracy_GetColor(panel_weapon_accuracy);
532                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
533                         }
534                 }
535
536                 vector weapon_size_real = noncurrent_size;
537                 float weapon_alpha_real = noncurrent_alpha;
538                 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
539                 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
540                 if(radius_factor_x || radius_factor_y)
541                 {
542                         weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
543                         weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
544                         weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
545                 }
546
547                 vector weapon_pos_real = weapon_pos;
548                 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
549                 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
550
551                 // drawing all the weapon items
552                 if(weapons_stat & WepSet_FromWeapon(it))
553                 {
554                         // draw the weapon image
555                         drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
556
557                         // draw weapon label string
558                         switch(autocvar_hud_panel_weapons_label)
559                         {
560                                 case 1: // weapon number
561                                         drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
562                                         break;
563
564                                 case 2: // bind
565                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
566                                         break;
567
568                                 case 3: // weapon name
569                                         drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
570                                         break;
571
572                                 default: // nothing
573                                         break;
574                         }
575
576                         // draw ammo status bar
577                         if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RES_NONE))
578                         {
579                                 float ammo_full;
580                                 a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
581
582                                 if(a > 0)
583                                 {
584                                         // TODO: registry handles
585                                         switch (it.ammo_type)
586                                         {
587                                                 case RES_SHELLS:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
588                                                 case RES_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
589                                                 case RES_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
590                                                 case RES_CELLS:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
591                                                 case RES_PLASMA:  ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma;  break;
592                                                 case RES_FUEL:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
593                                                 default: ammo_full = 60;
594                                         }
595
596                                         drawsetcliparea(
597                                                 weapon_pos.x + baroffset.x,
598                                                 weapon_pos.y + baroffset.y,
599                                                 barsize.x * bound(0, a/ammo_full, 1),
600                                                 barsize.y
601                                         );
602
603                                         drawpic_aspect_skin(
604                                                 weapon_pos,
605                                                 "weapon_ammo",
606                                                 weapon_size,
607                                                 ammo_color,
608                                                 ammo_alpha,
609                                                 DRAWFLAG_NORMAL
610                                         );
611
612                                         drawresetcliparea();
613                                 }
614                         }
615                 }
616                 else // draw a "ghost weapon icon" if you don't have the weapon
617                 {
618                         drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
619                 }
620
621                 // draw the complain message
622                 if(it == complain_weapon)
623                 {
624                         if(fadetime)
625                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
626                         else
627                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
628
629                         string s;
630                         if(complain_weapon_type == 0) {
631                                 s = _("Out of ammo");
632                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
633                         }
634                         else if(complain_weapon_type == 1) {
635                                 s = _("Don't have");
636                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
637                         }
638                         else {
639                                 s = _("Unavailable");
640                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
641                         }
642                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
643                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
644                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
645                 }
646
647                 #if 0
648                 /// debug code
649                 if(!autocvar_hud_panel_weapons_onlyowned)
650                 {
651                         drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
652                         drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
653                 }
654                 #endif
655
656                 // continue with new position for the next weapon
657                 if(vertical_order)
658                 {
659                         ++column;
660                         if(column >= columns)
661                         {
662                                 column = 0;
663                                 ++row;
664                         }
665                 }
666                 else
667                 {
668                         ++row;
669                         if(row >= rows)
670                         {
671                                 row = 0;
672                                 ++column;
673                         }
674                 }
675         }
676 }