6 entity weaponorder[Weapons_MAX];
7 void weaponorder_swap(int i, int j, entity pass)
9 TC(int, i); TC(int, j);
10 entity h = weaponorder[i];
11 weaponorder[i] = weaponorder[j];
15 string weaponorder_cmp_str;
16 int weaponorder_cmp(int i, int j, entity pass)
18 TC(int, i); TC(int, j);
19 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
20 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
21 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)
24 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
26 FOREACH(Weapons, it != WEP_Null, { \
27 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
28 if (it.spawnflags & WEP_FLAG_HIDDEN || it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
30 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
31 columns = table_size.x; \
32 rows = table_size.y; \
33 weapon_size.x = panel_size.x / columns; \
34 weapon_size.y = panel_size.y / rows; \
40 WepSet weapons_stat = WepSet_GetFromStat();
44 vector center = '0 0 0';
45 int weapon_count, weapon_id;
46 int row, column, rows = 0, columns = 0;
47 bool vertical_order = true;
48 float aspect = autocvar_hud_panel_weapons_aspect;
50 float timeout = autocvar_hud_panel_weapons_timeout;
51 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
52 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
54 vector barsize = '0 0 0', baroffset = '0 0 0';
55 vector ammo_color = '1 0 1';
58 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
59 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
61 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
63 vector weapon_pos, weapon_size = '0 0 0';
66 entity panel_switchweapon = NULL;
68 // check to see if we want to continue
69 if(hud != HUD_NORMAL) return;
71 if(!autocvar__hud_configure)
73 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
75 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
77 if(timeout && time >= weapontime + timeout + timeout_effect_length)
78 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)))
80 weaponprevtime = time;
85 // update generic hud functions
86 HUD_Panel_LoadCvars();
88 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
89 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
92 if(weaponorder_bypriority)
93 strunzone(weaponorder_bypriority);
94 if(weaponorder_byimpulse)
95 strunzone(weaponorder_byimpulse);
97 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
98 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
99 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
102 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
103 for(i = weapon_cnt; i < Weapons_MAX; ++i)
104 weaponorder[i] = NULL;
105 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
107 weaponorder_cmp_str = string_null;
110 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
113 if(autocvar__hud_configure)
118 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
119 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
121 if(!panel_switchweapon || j < 4)
122 panel_switchweapon = it;
123 weapons_stat |= it.m_wepset;
135 FOREACH(Weapons, it != WEP_Null, {
136 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
138 weapons_stat = '0 0 0';
139 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
140 for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
142 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
144 weapons_stat |= weaponorder[i].m_wepset;
151 // determine which weapons are going to be shown
152 if (autocvar_hud_panel_weapons_onlyowned)
154 if(autocvar__hud_configure)
156 if(hud_configure_menu_open != 2)
157 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
160 // do we own this weapon?
162 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
163 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
167 // might as well commit suicide now, no reason to live ;)
168 if (weapon_count == 0)
171 vector old_panel_size = panel_size;
172 panel_size -= '2 2 0' * panel_bg_padding;
174 HUD_WEAPONS_GET_FULL_LAYOUT();
176 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
177 // we enlarge them a bit when possible to better match the desired aspect ratio
178 if(panel_size.x / panel_size.y < aspect)
180 // maximum number of rows that allows to display items with the desired aspect ratio
181 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
182 columns = min(columns, ceil(weapon_count / max_rows));
183 rows = ceil(weapon_count / columns);
184 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
185 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
186 vertical_order = false;
190 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
191 rows = min(rows, ceil(weapon_count / max_columns));
192 columns = ceil(weapon_count / rows);
193 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
194 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
195 vertical_order = true;
198 // reduce size of the panel
199 panel_size.x = columns * weapon_size.x;
200 panel_size.y = rows * weapon_size.y;
201 panel_size += '2 2 0' * panel_bg_padding;
203 // center the resized panel, or snap it to the screen edge when close enough
204 if(panel_pos.x > vid_conwidth * 0.001)
206 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
207 panel_pos.x += old_panel_size.x - panel_size.x;
209 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
211 else if(old_panel_size.x > vid_conwidth * 0.999)
212 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
214 if(panel_pos.y > vid_conheight * 0.001)
216 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
217 panel_pos.y += old_panel_size.y - panel_size.y;
219 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
221 else if(old_panel_size.y > vid_conheight * 0.999)
222 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
225 weapon_count = (Weapons_COUNT - 1);
227 // animation for fading in/out the panel respectively when not in use
228 if(!autocvar__hud_configure)
230 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
232 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
234 // fade the panel alpha
235 if(autocvar_hud_panel_weapons_timeout_effect == 1)
237 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
238 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
240 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
242 panel_bg_alpha *= (1 - f);
243 panel_fg_alpha *= (1 - f);
246 // move the panel off the screen
247 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
249 f *= f; // for a cooler movement
250 center.x = panel_pos.x + panel_size.x/2;
251 center.y = panel_pos.y + panel_size.y/2;
252 screen_ar = vid_conwidth/vid_conheight;
253 if (center.x/center.y < screen_ar) //bottom left
255 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
256 panel_pos.y += f * (vid_conheight - panel_pos.y);
258 panel_pos.x -= f * (panel_pos.x + panel_size.x);
262 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
263 panel_pos.x += f * (vid_conwidth - panel_pos.x);
265 panel_pos.y -= f * (panel_pos.y + panel_size.y);
268 center.x = -1; // mark the panel as off screen
270 weaponprevtime = time - (1 - f) * timein_effect_length;
272 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
274 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
276 // fade the panel alpha
277 if(autocvar_hud_panel_weapons_timeout_effect == 1)
279 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
280 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
282 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
284 panel_bg_alpha *= (f);
285 panel_fg_alpha *= (f);
288 // move the panel back on screen
289 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
291 f *= f; // for a cooler movement
293 center.x = panel_pos.x + panel_size.x/2;
294 center.y = panel_pos.y + panel_size.y/2;
295 screen_ar = vid_conwidth/vid_conheight;
296 if (center.x/center.y < screen_ar) //bottom left
298 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
299 panel_pos.y += f * (vid_conheight - panel_pos.y);
301 panel_pos.x -= f * (panel_pos.x + panel_size.x);
305 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
306 panel_pos.x += f * (vid_conwidth - panel_pos.x);
308 panel_pos.y -= f * (panel_pos.y + panel_size.y);
314 // draw the background, then change the virtual size of it to better fit other items inside
315 if (autocvar_hud_panel_weapons_dynamichud)
322 return; // panel has gone off screen
326 panel_pos += '1 1 0' * panel_bg_padding;
327 panel_size -= '2 2 0' * panel_bg_padding;
330 // after the sizing and animations are done, update the other values
332 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
334 HUD_WEAPONS_GET_FULL_LAYOUT();
335 vertical_order = (panel_size.x / panel_size.y >= aspect);
338 // calculate position/size for visual bar displaying ammount of ammo status
339 if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
341 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
342 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
344 if(weapon_size.x/weapon_size.y > aspect)
346 barsize.x = aspect * weapon_size.y;
347 barsize.y = weapon_size.y;
348 baroffset.x = (weapon_size.x - barsize.x) / 2;
352 barsize.y = 1/aspect * weapon_size.x;
353 barsize.x = weapon_size.x;
354 baroffset.y = (weapon_size.y - barsize.y) / 2;
357 if(autocvar_hud_panel_weapons_accuracy)
358 Accuracy_LoadColors();
362 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
363 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
364 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
365 static vector weapon_pos_current = '-1 0 0';
366 if(weapon_pos_current.x == -1)
367 weapon_pos_current = panel_pos;
370 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
373 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
374 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
376 if(switchweapon == WEP_Null)
377 panel_switchweapon = NULL;
378 else if(!panel_switchweapon)
379 panel_switchweapon = switchweapon;
381 // draw background behind currently selected weapon
382 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
383 if(panel_switchweapon)
384 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
386 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
388 // retrieve information about the current weapon to be drawn
389 entity it = weaponorder[i];
390 weapon_id = it.impulse;
392 // skip if this weapon doesn't exist
393 if(!it || weapon_id < 0) { continue; }
395 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
396 if(autocvar_hud_panel_weapons_onlyowned)
398 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
403 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
407 // figure out the drawing position of weapon
408 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
410 // update position of the currently selected weapon
411 if(it == panel_switchweapon)
413 if(weapon_pos_current.y > weapon_pos.y)
414 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
415 else if(weapon_pos_current.y < weapon_pos.y)
416 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
417 if(weapon_pos_current.x > weapon_pos.x)
418 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
419 else if(weapon_pos_current.x < weapon_pos.x)
420 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
423 // draw the weapon accuracy
424 if(autocvar_hud_panel_weapons_accuracy)
426 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
427 if(panel_weapon_accuracy >= 0)
429 color = Accuracy_GetColor(panel_weapon_accuracy);
430 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
434 vector weapon_size_real = noncurrent_size;
435 float weapon_alpha_real = noncurrent_alpha;
436 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
437 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
438 if(radius_factor_x || radius_factor_y)
440 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
441 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
442 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
445 vector weapon_pos_real = weapon_pos;
446 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
447 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
449 // drawing all the weapon items
450 if(weapons_stat & WepSet_FromWeapon(it))
452 // draw the weapon image
453 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
455 // draw weapon label string
456 switch(autocvar_hud_panel_weapons_label)
458 case 1: // weapon number
459 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
463 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
466 case 3: // weapon name
467 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
474 // draw ammo status bar
475 if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
478 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
482 switch(it.ammo_field)
484 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
485 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
486 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
487 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
488 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
489 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
490 default: ammo_full = 60;
494 weapon_pos.x + baroffset.x,
495 weapon_pos.y + baroffset.y,
496 barsize.x * bound(0, a/ammo_full, 1),
513 else // draw a "ghost weapon icon" if you don't have the weapon
515 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
518 // draw the complain message
519 if(it.m_id == complain_weapon)
522 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
524 a = ((complain_weapon_time + when > time) ? 1 : 0);
527 if(complain_weapon_type == 0) {
528 s = _("Out of ammo");
529 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
531 else if(complain_weapon_type == 1) {
533 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
536 s = _("Unavailable");
537 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
539 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
540 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
541 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
546 if(!autocvar_hud_panel_weapons_onlyowned)
548 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
549 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
553 // continue with new position for the next weapon
557 if(column >= columns)