3 #include <client/autocvars.qh>
4 #include <client/defs.qh>
5 #include <client/miscfunctions.qh>
6 #include <client/view.qh>
7 #include <common/wepent.qh>
11 entity weaponorder[Weapons_MAX];
12 void weaponorder_swap(int i, int j, entity pass)
14 TC(int, i); TC(int, j);
15 entity h = weaponorder[i];
16 weaponorder[i] = weaponorder[j];
20 string weaponorder_cmp_str;
21 int weaponorder_cmp(int i, int j, entity pass)
23 TC(int, i); TC(int, j);
24 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
25 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
26 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)
29 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN \
31 FOREACH(Weapons, it != WEP_Null, { \
32 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
33 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)) nHidden += 1; \
35 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
36 columns = table_size.x; \
37 rows = table_size.y; \
38 weapon_size.x = panel_size.x / columns; \
39 weapon_size.y = panel_size.y / rows; \
45 WepSet weapons_stat = WepSet_GetFromStat();
49 vector center = '0 0 0';
50 int weapon_count, weapon_id;
51 int row, column, rows = 0, columns = 0;
52 bool vertical_order = true;
53 float aspect = autocvar_hud_panel_weapons_aspect;
55 float timeout = autocvar_hud_panel_weapons_timeout;
56 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
57 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
59 vector barsize = '0 0 0', baroffset = '0 0 0';
60 vector ammo_color = '1 0 1';
63 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
64 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
66 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
68 vector weapon_pos, weapon_size = '0 0 0';
71 entity panel_switchweapon = NULL;
73 // check to see if we want to continue
74 if(hud != HUD_NORMAL) return;
76 if(!autocvar__hud_configure)
78 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
80 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
82 if(timeout && time >= weapontime + timeout + timeout_effect_length)
83 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)))
85 weaponprevtime = time;
90 // update generic hud functions
91 HUD_Panel_LoadCvars();
93 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
94 if(weaponorder_bypriority != autocvar_cl_weaponpriority || autocvar_hud_panel_weapons_orderbyimpulse != weapons_orderbyimpulse || !weaponorder[0])
97 weapons_orderbyimpulse = autocvar_hud_panel_weapons_orderbyimpulse;
98 strcpy(weaponorder_bypriority, autocvar_cl_weaponpriority);
99 string weporder = W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority));
100 if(autocvar_hud_panel_weapons_orderbyimpulse)
101 weporder = W_FixWeaponOrder_BuildImpulseList(weporder);
102 strcpy(weaponorder_byimpulse, weporder);
103 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
106 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
107 for(i = weapon_cnt; i < Weapons_MAX; ++i)
108 weaponorder[i] = NULL;
109 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
111 weaponorder_cmp_str = string_null;
114 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
115 complain_weapon = NULL;
117 entity wepent = viewmodels[0]; // TODO: unhardcode
119 if (wepent.switchweapon == WEP_Null)
120 panel_switchweapon = NULL;
121 else if (!panel_switchweapon)
122 panel_switchweapon = wepent.switchweapon;
124 if(autocvar__hud_configure)
129 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
130 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_SPECIALATTACK))
132 if(!panel_switchweapon || j < 4)
133 panel_switchweapon = it;
134 weapons_stat |= it.m_wepset;
146 FOREACH(Weapons, it != WEP_Null, {
147 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
149 weapons_stat = '0 0 0';
150 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
151 for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
153 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
155 weapons_stat |= weaponorder[i].m_wepset;
162 // determine which weapons are going to be shown
163 if (autocvar_hud_panel_weapons_onlyowned)
165 if(autocvar__hud_configure)
167 if(hud_configure_menu_open != 2)
168 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
171 // do we own this weapon?
173 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
175 for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
176 if (weaponorder[i] == panel_switchweapon || weaponorder[i] == complain_weapon)
181 for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
182 if ((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || weaponorder[i] == complain_weapon)
186 // might as well commit suicide now, no reason to live ;)
187 if (weapon_count == 0)
190 vector old_panel_size = panel_size;
191 panel_size -= '2 2 0' * panel_bg_padding;
193 HUD_WEAPONS_GET_FULL_LAYOUT();
195 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
196 // we enlarge them a bit when possible to better match the desired aspect ratio
197 if(panel_size.x / panel_size.y < aspect)
199 // maximum number of rows that allows to display items with the desired aspect ratio
200 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
201 columns = min(columns, ceil(weapon_count / max_rows));
202 rows = ceil(weapon_count / columns);
203 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
204 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
205 vertical_order = false;
209 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
210 rows = min(rows, ceil(weapon_count / max_columns));
211 columns = ceil(weapon_count / rows);
212 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
213 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
214 vertical_order = true;
217 // reduce size of the panel
218 panel_size.x = columns * weapon_size.x;
219 panel_size.y = rows * weapon_size.y;
220 panel_size += '2 2 0' * panel_bg_padding;
222 // center the resized panel, or snap it to the screen edge when close enough
223 if(panel_pos.x > vid_conwidth * 0.001)
225 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
226 panel_pos.x += old_panel_size.x - panel_size.x;
228 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
230 else if(old_panel_size.x > vid_conwidth * 0.999)
231 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
233 if(panel_pos.y > vid_conheight * 0.001)
235 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
236 panel_pos.y += old_panel_size.y - panel_size.y;
238 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
240 else if(old_panel_size.y > vid_conheight * 0.999)
241 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
244 weapon_count = (Weapons_COUNT - 1);
246 // animation for fading in/out the panel respectively when not in use
247 if(!autocvar__hud_configure)
249 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
251 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
253 // fade the panel alpha
254 if(autocvar_hud_panel_weapons_timeout_effect == 1)
256 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
257 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
259 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
261 panel_bg_alpha *= (1 - f);
262 panel_fg_alpha *= (1 - f);
265 // move the panel off the screen
266 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
268 f *= f; // for a cooler movement
269 center.x = panel_pos.x + panel_size.x/2;
270 center.y = panel_pos.y + panel_size.y/2;
271 screen_ar = vid_conwidth/vid_conheight;
272 if (center.x/center.y < screen_ar) //bottom left
274 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
275 panel_pos.y += f * (vid_conheight - panel_pos.y);
277 panel_pos.x -= f * (panel_pos.x + panel_size.x);
281 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
282 panel_pos.x += f * (vid_conwidth - panel_pos.x);
284 panel_pos.y -= f * (panel_pos.y + panel_size.y);
287 center.x = -1; // mark the panel as off screen
289 weaponprevtime = time - (1 - f) * timein_effect_length;
291 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
293 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
295 // fade the panel alpha
296 if(autocvar_hud_panel_weapons_timeout_effect == 1)
298 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
299 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
301 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
303 panel_bg_alpha *= (f);
304 panel_fg_alpha *= (f);
307 // move the panel back on screen
308 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
310 f *= f; // for a cooler movement
312 center.x = panel_pos.x + panel_size.x/2;
313 center.y = panel_pos.y + panel_size.y/2;
314 screen_ar = vid_conwidth/vid_conheight;
315 if (center.x/center.y < screen_ar) //bottom left
317 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
318 panel_pos.y += f * (vid_conheight - panel_pos.y);
320 panel_pos.x -= f * (panel_pos.x + panel_size.x);
324 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
325 panel_pos.x += f * (vid_conwidth - panel_pos.x);
327 panel_pos.y -= f * (panel_pos.y + panel_size.y);
333 // draw the background, then change the virtual size of it to better fit other items inside
334 if (autocvar_hud_panel_weapons_dynamichud)
341 return; // panel has gone off screen
345 panel_pos += '1 1 0' * panel_bg_padding;
346 panel_size -= '2 2 0' * panel_bg_padding;
349 // after the sizing and animations are done, update the other values
351 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
353 HUD_WEAPONS_GET_FULL_LAYOUT();
354 vertical_order = (panel_size.x / panel_size.y >= aspect);
357 // calculate position/size for visual bar displaying ammount of ammo status
358 if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
360 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
361 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
363 if(weapon_size.x/weapon_size.y > aspect)
365 barsize.x = aspect * weapon_size.y;
366 barsize.y = weapon_size.y;
367 baroffset.x = (weapon_size.x - barsize.x) / 2;
371 barsize.y = 1/aspect * weapon_size.x;
372 barsize.x = weapon_size.x;
373 baroffset.y = (weapon_size.y - barsize.y) / 2;
376 if(autocvar_hud_panel_weapons_accuracy)
377 Accuracy_LoadColors();
381 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
382 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
383 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
384 static vector weapon_pos_current = '-1 0 0';
385 if(weapon_pos_current.x == -1)
386 weapon_pos_current = panel_pos;
389 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
392 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
393 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
395 // draw background behind currently selected weapon
396 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
397 if(panel_switchweapon)
398 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
400 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
402 // retrieve information about the current weapon to be drawn
403 entity it = weaponorder[i];
404 weapon_id = it.impulse;
406 // skip if this weapon doesn't exist
407 if(!it || weapon_id < 0) { continue; }
409 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
410 if (autocvar_hud_panel_weapons_onlyowned)
412 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
414 if (!(it == panel_switchweapon || it == complain_weapon))
419 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it == complain_weapon)))
425 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)
426 && !(weapons_stat & WepSet_FromWeapon(it)))
432 // figure out the drawing position of weapon
433 weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
435 // update position of the currently selected weapon
436 if(it == panel_switchweapon)
438 if(weapon_pos_current.y > weapon_pos.y)
439 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
440 else if(weapon_pos_current.y < weapon_pos.y)
441 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
442 if(weapon_pos_current.x > weapon_pos.x)
443 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
444 else if(weapon_pos_current.x < weapon_pos.x)
445 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
448 // draw the weapon accuracy
449 if(autocvar_hud_panel_weapons_accuracy)
451 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
452 if(panel_weapon_accuracy >= 0)
454 color = Accuracy_GetColor(panel_weapon_accuracy);
455 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
459 vector weapon_size_real = noncurrent_size;
460 float weapon_alpha_real = noncurrent_alpha;
461 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
462 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
463 if(radius_factor_x || radius_factor_y)
465 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
466 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
467 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
470 vector weapon_pos_real = weapon_pos;
471 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
472 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
474 // drawing all the weapon items
475 if(weapons_stat & WepSet_FromWeapon(it))
477 // draw the weapon image
478 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
480 // draw weapon label string
481 switch(autocvar_hud_panel_weapons_label)
483 case 1: // weapon number
484 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
488 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
491 case 3: // weapon name
492 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
499 // draw ammo status bar
500 if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RES_NONE))
503 a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
507 switch (it.ammo_type)
509 case RES_SHELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
510 case RES_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
511 case RES_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
512 case RES_CELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
513 case RES_PLASMA: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
514 case RES_FUEL: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
515 default: ammo_full = 60;
519 weapon_pos.x + baroffset.x,
520 weapon_pos.y + baroffset.y,
521 barsize.x * bound(0, a/ammo_full, 1),
538 else // draw a "ghost weapon icon" if you don't have the weapon
540 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
543 // draw the complain message
544 if(it == complain_weapon)
547 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
549 a = ((complain_weapon_time + when > time) ? 1 : 0);
552 if(complain_weapon_type == 0) {
553 s = _("Out of ammo");
554 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
556 else if(complain_weapon_type == 1) {
558 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
561 s = _("Unavailable");
562 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
564 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
565 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
566 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
571 if(!autocvar_hud_panel_weapons_onlyowned)
573 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
574 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
578 // continue with new position for the next weapon
582 if(column >= columns)