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 entity panel_switchweapon = NULL;
64 // check to see if we want to continue
65 if(hud != HUD_NORMAL) return;
67 if(!autocvar__hud_configure)
69 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
71 if(timeout && time >= weapontime + timeout + timeout_effect_length)
72 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)))
74 weaponprevtime = time;
79 // update generic hud functions
80 HUD_Panel_UpdateCvars();
82 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
83 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
86 if(weaponorder_bypriority)
87 strunzone(weaponorder_bypriority);
88 if(weaponorder_byimpulse)
89 strunzone(weaponorder_byimpulse);
91 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
92 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
93 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
96 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
97 for(i = weapon_cnt; i < Weapons_MAX; ++i)
98 weaponorder[i] = NULL;
99 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
101 weaponorder_cmp_str = string_null;
104 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
107 if(autocvar__hud_configure)
112 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
113 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
115 if(!panel_switchweapon || j < 4)
116 panel_switchweapon = it;
117 weapons_stat |= it.m_wepset;
129 FOREACH(Weapons, it != WEP_Null, {
130 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
132 weapons_stat = '0 0 0';
133 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
134 for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
136 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
138 weapons_stat |= weaponorder[i].m_wepset;
145 // determine which weapons are going to be shown
146 if (autocvar_hud_panel_weapons_onlyowned)
148 if(autocvar__hud_configure)
150 if(menu_enabled != 2)
151 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
154 // do we own this weapon?
156 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
157 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
161 // might as well commit suicide now, no reason to live ;)
162 if (weapon_count == 0)
165 vector old_panel_size = panel_size;
166 panel_size -= '2 2 0' * panel_bg_padding;
168 HUD_WEAPONS_GET_FULL_LAYOUT();
170 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
171 // we enlarge them a bit when possible to better match the desired aspect ratio
172 if(panel_size.x / panel_size.y < aspect)
174 // maximum number of rows that allows to display items with the desired aspect ratio
175 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
176 columns = min(columns, ceil(weapon_count / max_rows));
177 rows = ceil(weapon_count / columns);
178 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
179 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
180 vertical_order = false;
184 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
185 rows = min(rows, ceil(weapon_count / max_columns));
186 columns = ceil(weapon_count / rows);
187 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
188 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
189 vertical_order = true;
192 // reduce size of the panel
193 panel_size.x = columns * weapon_size.x;
194 panel_size.y = rows * weapon_size.y;
195 panel_size += '2 2 0' * panel_bg_padding;
197 // center the resized panel, or snap it to the screen edge when close enough
198 if(panel_pos.x > vid_conwidth * 0.001)
200 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
201 panel_pos.x += old_panel_size.x - panel_size.x;
203 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
205 else if(old_panel_size.x > vid_conwidth * 0.999)
206 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
208 if(panel_pos.y > vid_conheight * 0.001)
210 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
211 panel_pos.y += old_panel_size.y - panel_size.y;
213 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
215 else if(old_panel_size.y > vid_conheight * 0.999)
216 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
219 weapon_count = (Weapons_COUNT - 1);
221 // animation for fading in/out the panel respectively when not in use
222 if(!autocvar__hud_configure)
224 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
226 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
228 // fade the panel alpha
229 if(autocvar_hud_panel_weapons_timeout_effect == 1)
231 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
232 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
234 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
236 panel_bg_alpha *= (1 - f);
237 panel_fg_alpha *= (1 - f);
240 // move the panel off the screen
241 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
243 f *= f; // for a cooler movement
244 center.x = panel_pos.x + panel_size.x/2;
245 center.y = panel_pos.y + panel_size.y/2;
246 screen_ar = vid_conwidth/vid_conheight;
247 if (center.x/center.y < screen_ar) //bottom left
249 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
250 panel_pos.y += f * (vid_conheight - panel_pos.y);
252 panel_pos.x -= f * (panel_pos.x + panel_size.x);
256 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
257 panel_pos.x += f * (vid_conwidth - panel_pos.x);
259 panel_pos.y -= f * (panel_pos.y + panel_size.y);
262 center.x = -1; // mark the panel as off screen
264 weaponprevtime = time - (1 - f) * timein_effect_length;
266 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
268 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
270 // fade the panel alpha
271 if(autocvar_hud_panel_weapons_timeout_effect == 1)
273 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
274 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
276 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
278 panel_bg_alpha *= (f);
279 panel_fg_alpha *= (f);
282 // move the panel back on screen
283 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
285 f *= f; // for a cooler movement
287 center.x = panel_pos.x + panel_size.x/2;
288 center.y = panel_pos.y + panel_size.y/2;
289 screen_ar = vid_conwidth/vid_conheight;
290 if (center.x/center.y < screen_ar) //bottom left
292 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
293 panel_pos.y += f * (vid_conheight - panel_pos.y);
295 panel_pos.x -= f * (panel_pos.x + panel_size.x);
299 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
300 panel_pos.x += f * (vid_conwidth - panel_pos.x);
302 panel_pos.y -= f * (panel_pos.y + panel_size.y);
308 // draw the background, then change the virtual size of it to better fit other items inside
309 if (autocvar_hud_panel_weapons_dynamichud)
316 return; // panel has gone off screen
320 panel_pos += '1 1 0' * panel_bg_padding;
321 panel_size -= '2 2 0' * panel_bg_padding;
324 // after the sizing and animations are done, update the other values
326 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
328 HUD_WEAPONS_GET_FULL_LAYOUT();
329 vertical_order = (panel_size.x / panel_size.y >= aspect);
332 // calculate position/size for visual bar displaying ammount of ammo status
333 if (autocvar_hud_panel_weapons_ammo)
335 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
336 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
338 if(weapon_size.x/weapon_size.y > aspect)
340 barsize.x = aspect * weapon_size.y;
341 barsize.y = weapon_size.y;
342 baroffset.x = (weapon_size.x - barsize.x) / 2;
346 barsize.y = 1/aspect * weapon_size.x;
347 barsize.x = weapon_size.x;
348 baroffset.y = (weapon_size.y - barsize.y) / 2;
351 if(autocvar_hud_panel_weapons_accuracy)
352 Accuracy_LoadColors();
356 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
357 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
358 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
360 static vector weapon_pos_current = '-1 0 0';
361 if(weapon_pos_current.x == -1)
362 weapon_pos_current = panel_pos;
365 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
368 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
369 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
371 if(!panel_switchweapon)
372 panel_switchweapon = switchweapon;
374 // draw background behind currently selected weapon
375 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
376 if(panel_switchweapon)
377 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
379 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
381 // retrieve information about the current weapon to be drawn
382 entity it = weaponorder[i];
383 weapon_id = it.impulse;
385 // skip if this weapon doesn't exist
386 if(!it || weapon_id < 0) { continue; }
388 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
389 if(autocvar_hud_panel_weapons_onlyowned)
391 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
396 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
400 // figure out the drawing position of weapon
401 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
403 // update position of the currently selected weapon
404 isCurrent = (it == panel_switchweapon);
407 if(weapon_pos_current.y > weapon_pos.y)
408 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
409 else if(weapon_pos_current.y < weapon_pos.y)
410 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
411 if(weapon_pos_current.x > weapon_pos.x)
412 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
413 else if(weapon_pos_current.x < weapon_pos.x)
414 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
417 // draw the weapon accuracy
418 if(autocvar_hud_panel_weapons_accuracy)
420 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
421 if(panel_weapon_accuracy >= 0)
423 color = Accuracy_GetColor(panel_weapon_accuracy);
424 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
428 vector weapon_size_real = noncurrent_size;
429 float weapon_alpha_real = noncurrent_alpha;
430 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
431 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
432 if(radius_factor_x || radius_factor_y)
434 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
435 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
436 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
439 vector weapon_pos_real = weapon_pos;
440 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
441 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
443 // drawing all the weapon items
444 if(weapons_stat & WepSet_FromWeapon(it))
446 // draw the weapon image
447 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
449 // draw weapon label string
450 switch(autocvar_hud_panel_weapons_label)
452 case 1: // weapon number
453 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
457 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
460 case 3: // weapon name
461 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
468 // draw ammo status bar
469 if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
472 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
476 switch(it.ammo_field)
478 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
479 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
480 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
481 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
482 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
483 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
484 default: ammo_full = 60;
488 weapon_pos.x + baroffset.x,
489 weapon_pos.y + baroffset.y,
490 barsize.x * bound(0, a/ammo_full, 1),
507 else // draw a "ghost weapon icon" if you don't have the weapon
509 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
512 // draw the complain message
513 if(it.m_id == complain_weapon)
516 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
518 a = ((complain_weapon_time + when > time) ? 1 : 0);
521 if(complain_weapon_type == 0) {
522 s = _("Out of ammo");
523 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
525 else if(complain_weapon_type == 1) {
527 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
530 s = _("Unavailable");
531 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
533 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
534 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
535 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
540 if(!autocvar_hud_panel_weapons_onlyowned)
542 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
543 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
547 // continue with new position for the next weapon
551 if(column >= columns)