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)
110 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
111 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
113 weapons_stat |= it.m_wepset;
125 FOREACH(Weapons, it != WEP_Null, {
126 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
128 weapons_stat = '0 0 0';
129 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
130 for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
132 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
134 weapons_stat |= weaponorder[i].m_wepset;
141 // determine which weapons are going to be shown
142 if (autocvar_hud_panel_weapons_onlyowned)
144 if(autocvar__hud_configure)
146 if(menu_enabled != 2)
147 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
150 // do we own this weapon?
152 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
153 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
157 // might as well commit suicide now, no reason to live ;)
158 if (weapon_count == 0)
161 vector old_panel_size = panel_size;
162 panel_size -= '2 2 0' * panel_bg_padding;
164 HUD_WEAPONS_GET_FULL_LAYOUT();
166 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
167 // we enlarge them a bit when possible to better match the desired aspect ratio
168 if(panel_size.x / panel_size.y < aspect)
170 // maximum number of rows that allows to display items with the desired aspect ratio
171 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
172 columns = min(columns, ceil(weapon_count / max_rows));
173 rows = ceil(weapon_count / columns);
174 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
175 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
176 vertical_order = false;
180 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
181 rows = min(rows, ceil(weapon_count / max_columns));
182 columns = ceil(weapon_count / rows);
183 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
184 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
185 vertical_order = true;
188 // reduce size of the panel
189 panel_size.x = columns * weapon_size.x;
190 panel_size.y = rows * weapon_size.y;
191 panel_size += '2 2 0' * panel_bg_padding;
193 // center the resized panel, or snap it to the screen edge when close enough
194 if(panel_pos.x > vid_conwidth * 0.001)
196 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
197 panel_pos.x += old_panel_size.x - panel_size.x;
199 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
201 else if(old_panel_size.x > vid_conwidth * 0.999)
202 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
204 if(panel_pos.y > vid_conheight * 0.001)
206 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
207 panel_pos.y += old_panel_size.y - panel_size.y;
209 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
211 else if(old_panel_size.y > vid_conheight * 0.999)
212 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
215 weapon_count = (Weapons_COUNT - 1);
217 // animation for fading in/out the panel respectively when not in use
218 if(!autocvar__hud_configure)
220 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
222 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
224 // fade the panel alpha
225 if(autocvar_hud_panel_weapons_timeout_effect == 1)
227 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
228 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
230 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
232 panel_bg_alpha *= (1 - f);
233 panel_fg_alpha *= (1 - f);
236 // move the panel off the screen
237 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
239 f *= f; // for a cooler movement
240 center.x = panel_pos.x + panel_size.x/2;
241 center.y = panel_pos.y + panel_size.y/2;
242 screen_ar = vid_conwidth/vid_conheight;
243 if (center.x/center.y < screen_ar) //bottom left
245 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
246 panel_pos.y += f * (vid_conheight - panel_pos.y);
248 panel_pos.x -= f * (panel_pos.x + panel_size.x);
252 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
253 panel_pos.x += f * (vid_conwidth - panel_pos.x);
255 panel_pos.y -= f * (panel_pos.y + panel_size.y);
258 center.x = -1; // mark the panel as off screen
260 weaponprevtime = time - (1 - f) * timein_effect_length;
262 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
264 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
266 // fade the panel alpha
267 if(autocvar_hud_panel_weapons_timeout_effect == 1)
269 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
270 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
272 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
274 panel_bg_alpha *= (f);
275 panel_fg_alpha *= (f);
278 // move the panel back on screen
279 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
281 f *= f; // for a cooler movement
283 center.x = panel_pos.x + panel_size.x/2;
284 center.y = panel_pos.y + panel_size.y/2;
285 screen_ar = vid_conwidth/vid_conheight;
286 if (center.x/center.y < screen_ar) //bottom left
288 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
289 panel_pos.y += f * (vid_conheight - panel_pos.y);
291 panel_pos.x -= f * (panel_pos.x + panel_size.x);
295 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
296 panel_pos.x += f * (vid_conwidth - panel_pos.x);
298 panel_pos.y -= f * (panel_pos.y + panel_size.y);
304 // draw the background, then change the virtual size of it to better fit other items inside
305 if (autocvar_hud_panel_weapons_dynamichud)
312 return; // panel has gone off screen
316 panel_pos += '1 1 0' * panel_bg_padding;
317 panel_size -= '2 2 0' * panel_bg_padding;
320 // after the sizing and animations are done, update the other values
322 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
324 HUD_WEAPONS_GET_FULL_LAYOUT();
325 vertical_order = (panel_size.x / panel_size.y >= aspect);
328 // calculate position/size for visual bar displaying ammount of ammo status
329 if (autocvar_hud_panel_weapons_ammo)
331 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
332 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
334 if(weapon_size.x/weapon_size.y > aspect)
336 barsize.x = aspect * weapon_size.y;
337 barsize.y = weapon_size.y;
338 baroffset.x = (weapon_size.x - barsize.x) / 2;
342 barsize.y = 1/aspect * weapon_size.x;
343 barsize.x = weapon_size.x;
344 baroffset.y = (weapon_size.y - barsize.y) / 2;
347 if(autocvar_hud_panel_weapons_accuracy)
348 Accuracy_LoadColors();
352 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
353 vector noncurrent_pos = '0 0 0';
354 vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
355 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
358 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
360 // retrieve information about the current weapon to be drawn
361 entity it = weaponorder[i];
362 weapon_id = it.impulse;
364 // skip if this weapon doesn't exist
365 if(!it || weapon_id < 0) { continue; }
367 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
368 if(autocvar_hud_panel_weapons_onlyowned)
370 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
375 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
379 // figure out the drawing position of weapon
380 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
381 noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
382 noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
384 // draw background behind currently selected weapon
385 isCurrent = (it == switchweapon);
387 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
389 // draw the weapon accuracy
390 if(autocvar_hud_panel_weapons_accuracy)
392 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
393 if(panel_weapon_accuracy >= 0)
395 color = Accuracy_GetColor(panel_weapon_accuracy);
396 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
400 // drawing all the weapon items
401 if(weapons_stat & WepSet_FromWeapon(it))
403 // draw the weapon image
405 drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
407 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
409 // draw weapon label string
410 switch(autocvar_hud_panel_weapons_label)
412 case 1: // weapon number
413 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
417 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
420 case 3: // weapon name
421 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
428 // draw ammo status bar
429 if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
432 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
436 switch(it.ammo_field)
438 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
439 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
440 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
441 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
442 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
443 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
444 default: ammo_full = 60;
448 weapon_pos.x + baroffset.x,
449 weapon_pos.y + baroffset.y,
450 barsize.x * bound(0, a/ammo_full, 1),
467 else // draw a "ghost weapon icon" if you don't have the weapon
469 drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
472 // draw the complain message
473 if(it.m_id == complain_weapon)
476 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
478 a = ((complain_weapon_time + when > time) ? 1 : 0);
481 if(complain_weapon_type == 0) {
482 s = _("Out of ammo");
483 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
485 else if(complain_weapon_type == 1) {
487 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
490 s = _("Unavailable");
491 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
493 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
494 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
495 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
500 if(!autocvar_hud_panel_weapons_onlyowned)
502 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
503 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
507 // continue with new position for the next weapon
511 if(column >= columns)