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 void HUD_Weapons_Export(int fh)
13 HUD_Write_Cvar("hud_panel_weapons_accuracy");
14 HUD_Write_Cvar("hud_panel_weapons_label");
15 HUD_Write_Cvar("hud_panel_weapons_label_scale");
16 HUD_Write_Cvar("hud_panel_weapons_complainbubble");
17 HUD_Write_Cvar("hud_panel_weapons_complainbubble_padding");
18 HUD_Write_Cvar("hud_panel_weapons_complainbubble_time");
19 HUD_Write_Cvar("hud_panel_weapons_complainbubble_fadetime");
20 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_outofammo");
21 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_donthave");
22 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_unavailable");
23 HUD_Write_Cvar("hud_panel_weapons_ammo");
24 HUD_Write_Cvar("hud_panel_weapons_ammo_color");
25 HUD_Write_Cvar("hud_panel_weapons_ammo_alpha");
26 HUD_Write_Cvar("hud_panel_weapons_aspect");
27 HUD_Write_Cvar("hud_panel_weapons_timeout");
28 HUD_Write_Cvar("hud_panel_weapons_timeout_effect");
29 HUD_Write_Cvar("hud_panel_weapons_timeout_fadebgmin");
30 HUD_Write_Cvar("hud_panel_weapons_timeout_fadefgmin");
31 HUD_Write_Cvar("hud_panel_weapons_timeout_speed_in");
32 HUD_Write_Cvar("hud_panel_weapons_timeout_speed_out");
33 HUD_Write_Cvar("hud_panel_weapons_onlyowned");
34 HUD_Write_Cvar("hud_panel_weapons_noncurrent_alpha");
35 HUD_Write_Cvar("hud_panel_weapons_noncurrent_scale");
36 HUD_Write_Cvar("hud_panel_weapons_selection_radius");
37 HUD_Write_Cvar("hud_panel_weapons_selection_speed");
40 entity weaponorder[Weapons_MAX];
41 void weaponorder_swap(int i, int j, entity pass)
43 TC(int, i); TC(int, j);
44 entity h = weaponorder[i];
45 weaponorder[i] = weaponorder[j];
49 string weaponorder_cmp_str;
50 int weaponorder_cmp(int i, int j, entity pass)
52 TC(int, i); TC(int, j);
53 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
54 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
55 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)
58 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN \
60 FOREACH(Weapons, it != WEP_Null, { \
61 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
62 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)) nHidden += 1; \
64 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
65 columns = table_size.x; \
66 rows = table_size.y; \
67 weapon_size.x = panel_size.x / columns; \
68 weapon_size.y = panel_size.y / rows; \
71 string cl_weaponpriority_old;
72 bool weapons_orderbyimpulse_old;
76 WepSet weapons_stat = WepSet_GetFromStat();
80 vector center = '0 0 0';
81 int weapon_count, weapon_id;
82 int row, column, rows = 0, columns = 0;
83 bool vertical_order = true;
84 float aspect = autocvar_hud_panel_weapons_aspect;
86 float timeout = autocvar_hud_panel_weapons_timeout;
87 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
88 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
90 vector barsize = '0 0 0', baroffset = '0 0 0';
91 vector ammo_color = '1 0 1';
94 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
95 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
97 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
99 vector weapon_pos, weapon_size = '0 0 0';
102 entity panel_switchweapon = NULL;
104 // check to see if we want to continue
105 if(hud != HUD_NORMAL) return;
107 if(!autocvar__hud_configure)
109 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
111 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
113 if(timeout && time >= weapontime + timeout + timeout_effect_length)
114 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)))
116 weaponprevtime = time;
121 // update generic hud functions
122 HUD_Panel_LoadCvars();
124 if(cl_weaponpriority_old != autocvar_cl_weaponpriority || weapons_orderbyimpulse_old != autocvar_hud_panel_weapons_orderbyimpulse || weaponorder[0] == NULL)
126 weapons_orderbyimpulse_old = autocvar_hud_panel_weapons_orderbyimpulse;
127 strcpy(cl_weaponpriority_old, autocvar_cl_weaponpriority);
128 string weporder = W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(cl_weaponpriority_old));
129 if(autocvar_hud_panel_weapons_orderbyimpulse)
131 weporder = W_FixWeaponOrder_BuildImpulseList(weporder);
134 weaponorder_cmp_str = strcat(" ", weporder, " ");
137 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
138 for(i = weapon_cnt; i < Weapons_MAX; ++i)
139 weaponorder[i] = NULL;
140 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
142 weaponorder_cmp_str = string_null;
145 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
146 complain_weapon = NULL;
148 entity wepent = viewmodels[0]; // TODO: unhardcode
150 if (wepent.switchweapon == WEP_Null)
151 panel_switchweapon = NULL;
152 else if (!panel_switchweapon)
153 panel_switchweapon = wepent.switchweapon;
155 if(autocvar__hud_configure)
160 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
161 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_SPECIALATTACK))
163 if(!panel_switchweapon || j < 4)
164 panel_switchweapon = it;
165 weapons_stat |= it.m_wepset;
177 FOREACH(Weapons, it != WEP_Null, {
178 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
180 weapons_stat = '0 0 0';
181 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
182 for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
184 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
186 weapons_stat |= weaponorder[i].m_wepset;
193 // determine which weapons are going to be shown
194 if (autocvar_hud_panel_weapons_onlyowned)
196 if(autocvar__hud_configure)
198 if(hud_configure_menu_open != 2)
199 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
202 // do we own this weapon?
204 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
206 for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
207 if (weaponorder[i] == panel_switchweapon || weaponorder[i] == complain_weapon)
212 for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
213 if ((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || weaponorder[i] == complain_weapon)
217 // might as well commit suicide now, no reason to live ;)
218 if (weapon_count == 0)
221 vector old_panel_size = panel_size;
222 panel_size -= '2 2 0' * panel_bg_padding;
224 HUD_WEAPONS_GET_FULL_LAYOUT();
226 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
227 // we enlarge them a bit when possible to better match the desired aspect ratio
228 if(panel_size.x / panel_size.y < aspect)
230 // maximum number of rows that allows to display items with the desired aspect ratio
231 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
232 columns = min(columns, ceil(weapon_count / max_rows));
233 rows = ceil(weapon_count / columns);
234 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
235 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
236 vertical_order = false;
240 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
241 rows = min(rows, ceil(weapon_count / max_columns));
242 columns = ceil(weapon_count / rows);
243 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
244 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
245 vertical_order = true;
248 // reduce size of the panel
249 panel_size.x = columns * weapon_size.x;
250 panel_size.y = rows * weapon_size.y;
251 panel_size += '2 2 0' * panel_bg_padding;
253 // center the resized panel, or snap it to the screen edge when close enough
254 if(panel_pos.x > vid_conwidth * 0.001)
256 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
257 panel_pos.x += old_panel_size.x - panel_size.x;
259 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
261 else if(old_panel_size.x > vid_conwidth * 0.999)
262 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
264 if(panel_pos.y > vid_conheight * 0.001)
266 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
267 panel_pos.y += old_panel_size.y - panel_size.y;
269 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
271 else if(old_panel_size.y > vid_conheight * 0.999)
272 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
275 weapon_count = (Weapons_COUNT - 1);
277 // animation for fading in/out the panel respectively when not in use
278 if(!autocvar__hud_configure)
280 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
282 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
284 // fade the panel alpha
285 if(autocvar_hud_panel_weapons_timeout_effect == 1)
287 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
288 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
290 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
292 panel_bg_alpha *= (1 - f);
293 panel_fg_alpha *= (1 - f);
296 // move the panel off the screen
297 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
299 f *= f; // for a cooler movement
300 center.x = panel_pos.x + panel_size.x/2;
301 center.y = panel_pos.y + panel_size.y/2;
302 screen_ar = vid_conwidth/vid_conheight;
303 if (center.x/center.y < screen_ar) //bottom left
305 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
306 panel_pos.y += f * (vid_conheight - panel_pos.y);
308 panel_pos.x -= f * (panel_pos.x + panel_size.x);
312 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
313 panel_pos.x += f * (vid_conwidth - panel_pos.x);
315 panel_pos.y -= f * (panel_pos.y + panel_size.y);
318 center.x = -1; // mark the panel as off screen
320 weaponprevtime = time - (1 - f) * timein_effect_length;
322 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
324 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
326 // fade the panel alpha
327 if(autocvar_hud_panel_weapons_timeout_effect == 1)
329 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
330 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
332 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
334 panel_bg_alpha *= (f);
335 panel_fg_alpha *= (f);
338 // move the panel back on screen
339 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
341 f *= f; // for a cooler movement
343 center.x = panel_pos.x + panel_size.x/2;
344 center.y = panel_pos.y + panel_size.y/2;
345 screen_ar = vid_conwidth/vid_conheight;
346 if (center.x/center.y < screen_ar) //bottom left
348 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
349 panel_pos.y += f * (vid_conheight - panel_pos.y);
351 panel_pos.x -= f * (panel_pos.x + panel_size.x);
355 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
356 panel_pos.x += f * (vid_conwidth - panel_pos.x);
358 panel_pos.y -= f * (panel_pos.y + panel_size.y);
364 // draw the background, then change the virtual size of it to better fit other items inside
365 if (autocvar_hud_panel_weapons_dynamichud)
372 return; // panel has gone off screen
376 panel_pos += '1 1 0' * panel_bg_padding;
377 panel_size -= '2 2 0' * panel_bg_padding;
380 // after the sizing and animations are done, update the other values
382 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
384 HUD_WEAPONS_GET_FULL_LAYOUT();
385 vertical_order = (panel_size.x / panel_size.y >= aspect);
388 // calculate position/size for visual bar displaying ammount of ammo status
389 if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
391 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
392 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
394 if(weapon_size.x/weapon_size.y > aspect)
396 barsize.x = aspect * weapon_size.y;
397 barsize.y = weapon_size.y;
398 baroffset.x = (weapon_size.x - barsize.x) / 2;
402 barsize.y = 1/aspect * weapon_size.x;
403 barsize.x = weapon_size.x;
404 baroffset.y = (weapon_size.y - barsize.y) / 2;
407 if(autocvar_hud_panel_weapons_accuracy)
408 Accuracy_LoadColors();
412 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
413 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
414 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
415 static vector weapon_pos_current = '-1 0 0';
416 if(weapon_pos_current.x == -1)
417 weapon_pos_current = panel_pos;
420 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
423 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
424 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
426 // draw background behind currently selected weapon
427 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
428 if(panel_switchweapon)
429 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
431 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
433 // retrieve information about the current weapon to be drawn
434 entity it = weaponorder[i];
435 weapon_id = it.impulse;
437 // skip if this weapon doesn't exist
438 if(!it || weapon_id < 0) { continue; }
440 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
441 if (autocvar_hud_panel_weapons_onlyowned)
443 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
445 if (!(it == panel_switchweapon || it == complain_weapon))
450 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it == complain_weapon)))
456 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)
457 && !(weapons_stat & WepSet_FromWeapon(it)))
463 // figure out the drawing position of weapon
464 weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
466 // update position of the currently selected weapon
467 if(it == panel_switchweapon)
469 if(weapon_pos_current.y > weapon_pos.y)
470 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
471 else if(weapon_pos_current.y < weapon_pos.y)
472 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
473 if(weapon_pos_current.x > weapon_pos.x)
474 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
475 else if(weapon_pos_current.x < weapon_pos.x)
476 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
479 // draw the weapon accuracy
480 if(autocvar_hud_panel_weapons_accuracy)
482 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
483 if(panel_weapon_accuracy >= 0)
485 color = Accuracy_GetColor(panel_weapon_accuracy);
486 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
490 vector weapon_size_real = noncurrent_size;
491 float weapon_alpha_real = noncurrent_alpha;
492 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
493 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
494 if(radius_factor_x || radius_factor_y)
496 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
497 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
498 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
501 vector weapon_pos_real = weapon_pos;
502 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
503 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
505 // drawing all the weapon items
506 if(weapons_stat & WepSet_FromWeapon(it))
508 // draw the weapon image
509 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
511 // draw weapon label string
512 switch(autocvar_hud_panel_weapons_label)
514 case 1: // weapon number
515 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
519 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
522 case 3: // weapon name
523 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
530 // draw ammo status bar
531 if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RES_NONE))
534 a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
538 switch (it.ammo_type)
540 case RES_SHELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
541 case RES_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
542 case RES_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
543 case RES_CELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
544 case RES_PLASMA: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
545 case RES_FUEL: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
546 default: ammo_full = 60;
550 weapon_pos.x + baroffset.x,
551 weapon_pos.y + baroffset.y,
552 barsize.x * bound(0, a/ammo_full, 1),
569 else // draw a "ghost weapon icon" if you don't have the weapon
571 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
574 // draw the complain message
575 if(it == complain_weapon)
578 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
580 a = ((complain_weapon_time + when > time) ? 1 : 0);
583 if(complain_weapon_type == 0) {
584 s = _("Out of ammo");
585 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
587 else if(complain_weapon_type == 1) {
589 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
592 s = _("Unavailable");
593 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
595 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
596 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
597 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
602 if(!autocvar_hud_panel_weapons_onlyowned)
604 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
605 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
609 // continue with new position for the next weapon
613 if(column >= columns)