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 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
61 vector weapon_pos, weapon_size = '0 0 0';
64 entity panel_switchweapon = NULL;
66 // check to see if we want to continue
67 if(hud != HUD_NORMAL) return;
69 if(!autocvar__hud_configure)
71 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
73 if(timeout && time >= weapontime + timeout + timeout_effect_length)
74 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)))
76 weaponprevtime = time;
81 // update generic hud functions
82 HUD_Panel_UpdateCvars();
84 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
85 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
88 if(weaponorder_bypriority)
89 strunzone(weaponorder_bypriority);
90 if(weaponorder_byimpulse)
91 strunzone(weaponorder_byimpulse);
93 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
94 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
95 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
98 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
99 for(i = weapon_cnt; i < Weapons_MAX; ++i)
100 weaponorder[i] = NULL;
101 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
103 weaponorder_cmp_str = string_null;
106 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
109 if(autocvar__hud_configure)
114 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
115 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
117 if(!panel_switchweapon || j < 4)
118 panel_switchweapon = it;
119 weapons_stat |= it.m_wepset;
131 FOREACH(Weapons, it != WEP_Null, {
132 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
134 weapons_stat = '0 0 0';
135 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
136 for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
138 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
140 weapons_stat |= weaponorder[i].m_wepset;
147 // determine which weapons are going to be shown
148 if (autocvar_hud_panel_weapons_onlyowned)
150 if(autocvar__hud_configure)
152 if(menu_enabled != 2)
153 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
156 // do we own this weapon?
158 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
159 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
163 // might as well commit suicide now, no reason to live ;)
164 if (weapon_count == 0)
167 vector old_panel_size = panel_size;
168 panel_size -= '2 2 0' * panel_bg_padding;
170 HUD_WEAPONS_GET_FULL_LAYOUT();
172 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
173 // we enlarge them a bit when possible to better match the desired aspect ratio
174 if(panel_size.x / panel_size.y < aspect)
176 // maximum number of rows that allows to display items with the desired aspect ratio
177 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
178 columns = min(columns, ceil(weapon_count / max_rows));
179 rows = ceil(weapon_count / columns);
180 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
181 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
182 vertical_order = false;
186 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
187 rows = min(rows, ceil(weapon_count / max_columns));
188 columns = ceil(weapon_count / rows);
189 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
190 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
191 vertical_order = true;
194 // reduce size of the panel
195 panel_size.x = columns * weapon_size.x;
196 panel_size.y = rows * weapon_size.y;
197 panel_size += '2 2 0' * panel_bg_padding;
199 // center the resized panel, or snap it to the screen edge when close enough
200 if(panel_pos.x > vid_conwidth * 0.001)
202 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
203 panel_pos.x += old_panel_size.x - panel_size.x;
205 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
207 else if(old_panel_size.x > vid_conwidth * 0.999)
208 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
210 if(panel_pos.y > vid_conheight * 0.001)
212 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
213 panel_pos.y += old_panel_size.y - panel_size.y;
215 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
217 else if(old_panel_size.y > vid_conheight * 0.999)
218 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
221 weapon_count = (Weapons_COUNT - 1);
223 // animation for fading in/out the panel respectively when not in use
224 if(!autocvar__hud_configure)
226 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
228 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
230 // fade the panel alpha
231 if(autocvar_hud_panel_weapons_timeout_effect == 1)
233 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
234 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
236 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
238 panel_bg_alpha *= (1 - f);
239 panel_fg_alpha *= (1 - f);
242 // move the panel off the screen
243 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
245 f *= f; // for a cooler movement
246 center.x = panel_pos.x + panel_size.x/2;
247 center.y = panel_pos.y + panel_size.y/2;
248 screen_ar = vid_conwidth/vid_conheight;
249 if (center.x/center.y < screen_ar) //bottom left
251 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
252 panel_pos.y += f * (vid_conheight - panel_pos.y);
254 panel_pos.x -= f * (panel_pos.x + panel_size.x);
258 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
259 panel_pos.x += f * (vid_conwidth - panel_pos.x);
261 panel_pos.y -= f * (panel_pos.y + panel_size.y);
264 center.x = -1; // mark the panel as off screen
266 weaponprevtime = time - (1 - f) * timein_effect_length;
268 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
270 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
272 // fade the panel alpha
273 if(autocvar_hud_panel_weapons_timeout_effect == 1)
275 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
276 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
278 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
280 panel_bg_alpha *= (f);
281 panel_fg_alpha *= (f);
284 // move the panel back on screen
285 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
287 f *= f; // for a cooler movement
289 center.x = panel_pos.x + panel_size.x/2;
290 center.y = panel_pos.y + panel_size.y/2;
291 screen_ar = vid_conwidth/vid_conheight;
292 if (center.x/center.y < screen_ar) //bottom left
294 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
295 panel_pos.y += f * (vid_conheight - panel_pos.y);
297 panel_pos.x -= f * (panel_pos.x + panel_size.x);
301 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
302 panel_pos.x += f * (vid_conwidth - panel_pos.x);
304 panel_pos.y -= f * (panel_pos.y + panel_size.y);
310 // draw the background, then change the virtual size of it to better fit other items inside
311 if (autocvar_hud_panel_weapons_dynamichud)
318 return; // panel has gone off screen
322 panel_pos += '1 1 0' * panel_bg_padding;
323 panel_size -= '2 2 0' * panel_bg_padding;
326 // after the sizing and animations are done, update the other values
328 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
330 HUD_WEAPONS_GET_FULL_LAYOUT();
331 vertical_order = (panel_size.x / panel_size.y >= aspect);
334 // calculate position/size for visual bar displaying ammount of ammo status
335 if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
337 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
338 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
340 if(weapon_size.x/weapon_size.y > aspect)
342 barsize.x = aspect * weapon_size.y;
343 barsize.y = weapon_size.y;
344 baroffset.x = (weapon_size.x - barsize.x) / 2;
348 barsize.y = 1/aspect * weapon_size.x;
349 barsize.x = weapon_size.x;
350 baroffset.y = (weapon_size.y - barsize.y) / 2;
353 if(autocvar_hud_panel_weapons_accuracy)
354 Accuracy_LoadColors();
358 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
359 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
360 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
362 static vector weapon_pos_current = '-1 0 0';
363 if(weapon_pos_current.x == -1)
364 weapon_pos_current = panel_pos;
367 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
370 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
371 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
373 if(!panel_switchweapon)
374 panel_switchweapon = switchweapon;
376 // draw background behind currently selected weapon
377 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
378 if(panel_switchweapon)
379 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
381 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
383 // retrieve information about the current weapon to be drawn
384 entity it = weaponorder[i];
385 weapon_id = it.impulse;
387 // skip if this weapon doesn't exist
388 if(!it || weapon_id < 0) { continue; }
390 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
391 if(autocvar_hud_panel_weapons_onlyowned)
393 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
398 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
402 // figure out the drawing position of weapon
403 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
405 // update position of the currently selected weapon
406 isCurrent = (it == panel_switchweapon);
409 if(weapon_pos_current.y > weapon_pos.y)
410 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
411 else if(weapon_pos_current.y < weapon_pos.y)
412 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
413 if(weapon_pos_current.x > weapon_pos.x)
414 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
415 else if(weapon_pos_current.x < weapon_pos.x)
416 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
419 // draw the weapon accuracy
420 if(autocvar_hud_panel_weapons_accuracy)
422 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
423 if(panel_weapon_accuracy >= 0)
425 color = Accuracy_GetColor(panel_weapon_accuracy);
426 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
430 vector weapon_size_real = noncurrent_size;
431 float weapon_alpha_real = noncurrent_alpha;
432 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
433 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
434 if(radius_factor_x || radius_factor_y)
436 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
437 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
438 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
441 vector weapon_pos_real = weapon_pos;
442 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
443 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
445 // drawing all the weapon items
446 if(weapons_stat & WepSet_FromWeapon(it))
448 // draw the weapon image
449 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
451 // draw weapon label string
452 switch(autocvar_hud_panel_weapons_label)
454 case 1: // weapon number
455 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
459 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
462 case 3: // weapon name
463 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
470 // draw ammo status bar
471 if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
474 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
478 switch(it.ammo_field)
480 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
481 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
482 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
483 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
484 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
485 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
486 default: ammo_full = 60;
490 weapon_pos.x + baroffset.x,
491 weapon_pos.y + baroffset.y,
492 barsize.x * bound(0, a/ammo_full, 1),
509 else // draw a "ghost weapon icon" if you don't have the weapon
511 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
514 // draw the complain message
515 if(it.m_id == complain_weapon)
518 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
520 a = ((complain_weapon_time + when > time) ? 1 : 0);
523 if(complain_weapon_type == 0) {
524 s = _("Out of ammo");
525 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
527 else if(complain_weapon_type == 1) {
529 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
532 s = _("Unavailable");
533 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
535 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
536 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
537 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
542 if(!autocvar_hud_panel_weapons_onlyowned)
544 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
545 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
549 // continue with new position for the next weapon
553 if(column >= columns)