1 /**
2 * @file
3 * @brief HUD related routines.
4 */
5
6 /*
7 Copyright (C) 2002-2013 UFO: Alien Invasion.
8
9 This program is free software; you can redistribute it and/or
10 modify it under the terms of the GNU General Public License
11 as published by the Free Software Foundation; either version 2
12 of the License, or (at your option) any later version.
13
14 This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
17
18 See the GNU General Public License for more details.
19
20 You should have received a copy of the GNU General Public License
21 along with this program; if not, write to the Free Software
22 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23
24 */
25
26 #include "../client.h"
27 #include "cl_localentity.h"
28 #include "cl_actor.h"
29 #include "cl_hud.h"
30 #include "cl_hud_callbacks.h"
31 #include "cl_view.h"
32 #include "../cgame/cl_game.h"
33 #include "../ui/ui_main.h"
34 #include "../ui/ui_popup.h"
35 #include "../ui/ui_nodes.h"
36 #include "../ui/ui_draw.h"
37 #include "../ui/ui_render.h"
38 #include "../ui/ui_tooltip.h"
39 #include "../renderer/r_mesh_anim.h"
40 #include "../renderer/r_draw.h"
41 #include "../../common/grid.h"
42
43 static cvar_t* cl_hud_message_timeout;
44 static cvar_t* cl_show_cursor_tooltips;
45 static cvar_t* cl_hud;
46 cvar_t* cl_worldlevel;
47
48 enum {
49 REMAINING_TU_RELOAD_RIGHT,
50 REMAINING_TU_RELOAD_LEFT,
51 REMAINING_TU_CROUCH,
52
53 REMAINING_TU_MAX
54 };
55 static bool displayRemainingTus[REMAINING_TU_MAX];
56
57 typedef enum {
58 BT_RIGHT_FIRE,
59 BT_REACTION,
60 BT_LEFT_FIRE,
61 BT_RIGHT_RELOAD,
62 BT_LEFT_RELOAD,
63 BT_STAND,
64 BT_CROUCH,
65 BT_HEADGEAR,
66
67 BT_NUM_TYPES
68 } buttonTypes_t;
69
70 typedef enum {
71 FIRE_RIGHT,
72 FIRE_LEFT,
73 RELOAD_RIGHT,
74 RELOAD_LEFT
75 } actionType_t;
76
77 /** @brief a cbuf string for each button_types_t */
78 static char const* const shootTypeStrings[] = {
79 "primaryright",
80 "reaction",
81 "primaryleft",
82 "reloadright",
83 "reloadleft",
84 "stand",
85 "crouch",
86 "headgear"
87 };
88 CASSERT(lengthof(shootTypeStrings) == BT_NUM_TYPES);
89
90 /**
91 * @brief Defines the various states of a button.
92 * @note Not all buttons do have all of these states (e.g. "unusable" is not very common).
93 */
94 typedef enum {
95 BT_STATE_UNINITIALZED,
96 BT_STATE_DISABLE, /**< 'Disabled' display (grey) */
97 BT_STATE_DESELECT, /**< Normal display (blue) */
98 BT_STATE_SELECT /**< Selected display (blue) */
99 } weaponButtonState_t;
100
101 /** @note Order of elements here must correspond to order of elements in walkType_t. */
102 static char const* const moveModeDescriptions[] = {
103 N_("Crouch walk"),
104 N_("Autostand"),
105 N_("Walk"),
106 N_("Crouch walk")
107 };
108 CASSERT(lengthof(moveModeDescriptions) == WALKTYPE_MAX);
109
110 typedef struct reserveShot_s {
111 actorHands_t hand;
112 int fireModeIndex;
113 int weaponIndex;
114 int TUs;
115 } reserveShot_t;
116
117 typedef enum {
118 BUTTON_TURESERVE_UNINITIALIZED,
119
120 BUTTON_TURESERVE_SHOT_RESERVED,
121 BUTTON_TURESERVE_SHOT_DISABLED,
122 BUTTON_TURESERVE_SHOT_CLEAR,
123
124 BUTTON_TURESERVE_CROUCH_RESERVED,
125 BUTTON_TURESERVE_CROUCH_DISABLED,
126 BUTTON_TURESERVE_CROUCH_CLEAR
127 } reserveButtonState_t;
128
129 static weaponButtonState_t buttonStates[BT_NUM_TYPES];
130 static reserveButtonState_t shotReserveButtonState;
131 static reserveButtonState_t crouchReserveButtonState;
132
133 /**
134 * @brief Displays a message on the hud.
135 * @sa UI_DisplayNotice
136 * @param[in] text text is already translated here
137 */
HUD_DisplayMessage(const char * text)138 void HUD_DisplayMessage (const char* text)
139 {
140 assert(text);
141 UI_DisplayNotice(text, cl_hud_message_timeout->integer, cl_hud->string);
142 }
143
HUD_UpdateActorStats(const le_t * le)144 void HUD_UpdateActorStats (const le_t* le)
145 {
146 if (LE_IsDead(le))
147 return;
148
149 const Item* item = le->getRightHandItem();
150 if ((!item || !item->def() || !item->isHeldTwoHanded()) && le->getLeftHandItem())
151 item = le->getLeftHandItem();
152
153 const character_t* chr = CL_ActorGetChr(le);
154 assert(chr);
155 const char* tooltip = va(_("%s\nHP: %i/%i TU: %i\n%s"),
156 chr->name, le->HP, le->maxHP, le->TU, (item && item->def()) ? _(item->def()->name) : "");
157
158 const int idx = CL_ActorGetNumber(le);
159 UI_ExecuteConfunc("updateactorvalues %i \"%s\" \"%i\" \"%i\" \"%i\" \"%i\" \"%i\" \"%i\" \"%i\" \"%s\"",
160 idx, le->model2->name, le->HP, le->maxHP, le->TU, le->maxTU, le->morale, le->maxMorale, le->STUN, tooltip);
161 }
162
163 /**
164 * @brief Sets the display for a single weapon/reload HUD button.
165 * @todo This should be a confunc which also sets the tooltips
166 */
HUD_SetWeaponButton(buttonTypes_t button,weaponButtonState_t state)167 static void HUD_SetWeaponButton (buttonTypes_t button, weaponButtonState_t state)
168 {
169 if (buttonStates[button] == state)
170 return;
171
172 const char* prefix;
173
174 switch (state) {
175 case BT_STATE_DESELECT:
176 prefix = "deselect_";
177 break;
178 case BT_STATE_DISABLE:
179 prefix = "disable_";
180 break;
181 default:
182 prefix = "";
183 break;
184 }
185
186 /* Connect confunc strings to the ones as defined in "menu hud_nohud". */
187 UI_ExecuteConfunc("%s%s", prefix, shootTypeStrings[button]);
188 buttonStates[button] = state;
189 }
190
191 /**
192 * @brief Returns the amount of usable "reaction fire" TUs for this actor (depends on active/inactive RF)
193 * @param[in] le The actor to check.
194 * @return The remaining/usable TUs for this actor
195 * @return -1 on error (this includes bad [very large] numbers stored in the struct).
196 * @todo Maybe only return "reaction" value if reaction-state is active? The value _should_ be 0, but one never knows :)
197 */
HUD_UsableReactionTUs(const le_t * le)198 static int HUD_UsableReactionTUs (const le_t* le)
199 {
200 /* Get the amount of usable TUs depending on the state (i.e. is RF on or off?) */
201 if (le->state & STATE_REACTION)
202 /* CL_ActorUsableTUs DOES NOT return the stored value for "reaction" here. */
203 return CL_ActorUsableTUs(le) + CL_ActorReservedTUs(le, RES_REACTION);
204
205 /* CL_ActorUsableTUs DOES return the stored value for "reaction" here. */
206 return CL_ActorUsableTUs(le);
207 }
208
209 /**
210 * @brief Check if at least one firemode is available for reservation.
211 * @return true if there is at least one firemode - false otherwise.
212 * @sa HUD_UpdateButtons
213 * @sa HUD_PopupFiremodeReservation_f
214 */
HUD_CheckFiremodeReservation(void)215 static bool HUD_CheckFiremodeReservation (void)
216 {
217 if (!selActor)
218 return false;
219
220 actorHands_t hand;
221 foreachhand(hand) {
222 /* Get weapon (and its ammo) from the hand. */
223 const fireDef_t* fireDef = HUD_GetFireDefinitionForHand(selActor, hand);
224 if (!fireDef)
225 continue;
226
227 const objDef_t* ammo = fireDef->obj;
228 for (int i = 0; i < ammo->numFiredefs[fireDef->weapFdsIdx]; i++) {
229 /* Check if at least one firemode is available for reservation. */
230 if (CL_ActorUsableTUs(selActor) + CL_ActorReservedTUs(selActor, RES_SHOT) >= CL_ActorTimeForFireDef(selActor, &ammo->fd[fireDef->weapFdsIdx][i]))
231 return true;
232 }
233 }
234
235 /* No reservation possible */
236 return false;
237 }
238
239
240 /**
241 * @brief Sets TU-reservation and firemode
242 * @param[in] le The local entity of the actor to change the tu reservation for.
243 * @param[in] tus How many TUs to set.
244 * @param[in] hand Store the given hand.
245 * @param[in] fireModeIndex Store the given firemode for this hand.
246 * @param[in] weapon Pointer to weapon in the hand.
247 */
HUD_SetShootReservation(const le_t * le,const int tus,const actorHands_t hand,const int fireModeIndex,const objDef_t * weapon)248 static void HUD_SetShootReservation (const le_t* le, const int tus, const actorHands_t hand, const int fireModeIndex, const objDef_t* weapon)
249 {
250 character_t* chr = CL_ActorGetChr(le);
251 assert(chr);
252
253 CL_ActorReserveTUs(le, RES_SHOT, tus);
254 chr->reservedTus.shotSettings.set(hand, fireModeIndex, weapon);
255 }
256
257 static linkedList_t* popupListData;
258 static uiNode_t* popupListNode;
259
260 /**
261 * @brief Creates a (text) list of all firemodes of the currently selected actor.
262 * @param[in] le The actor local entity
263 * @param[in] popupReload Prevent firemode reservation popup from being closed if
264 * no firemode is available because of insufficient TUs.
265 * @sa HUD_PopupFiremodeReservation_f
266 * @sa HUD_CheckFiremodeReservation
267 * @todo use components and confuncs here
268 */
HUD_PopupFiremodeReservation(const le_t * le,bool popupReload)269 static void HUD_PopupFiremodeReservation (const le_t* le, bool popupReload)
270 {
271 int i;
272 static char text[MAX_VAR];
273 int selectedEntry;
274 linkedList_t* popupListText = nullptr;
275 reserveShot_t reserveShotData;
276
277 /* reset the list */
278 UI_ResetData(TEXT_LIST);
279
280 LIST_Delete(&popupListData);
281
282 /* Add list-entry for deactivation of the reservation. */
283 LIST_AddPointer(&popupListText, (void*)(_("[0 TU] No reservation")));
284 reserveShotData.hand = ACTOR_HAND_NOT_SET;
285 reserveShotData.fireModeIndex = -1;
286 reserveShotData.weaponIndex = NONE;
287 reserveShotData.TUs = -1;
288 LIST_Add(&popupListData, reserveShotData);
289 selectedEntry = 0;
290
291 actorHands_t hand;
292 foreachhand(hand) {
293 const fireDef_t* fd = HUD_GetFireDefinitionForHand(le, hand);
294 if (!fd)
295 continue;
296 character_t* chr = CL_ActorGetChr(le);
297 assert(chr);
298
299 const objDef_t* ammo = fd->obj;
300 for (i = 0; i < ammo->numFiredefs[fd->weapFdsIdx]; i++) {
301 const fireDef_t* ammoFD = &ammo->fd[fd->weapFdsIdx][i];
302 const int time = CL_ActorTimeForFireDef(le, ammoFD);
303 if (CL_ActorUsableTUs(le) + CL_ActorReservedTUs(le, RES_SHOT) >= time) {
304 /* Get firemode name and TUs. */
305 Com_sprintf(text, lengthof(text), _("[%i TU] %s"), time, _(ammoFD->name));
306
307 /* Store text for popup */
308 LIST_AddString(&popupListText, text);
309
310 /* Store Data for popup-callback. */
311 reserveShotData.hand = hand;
312 reserveShotData.fireModeIndex = i;
313 reserveShotData.weaponIndex = ammo->weapons[fd->weapFdsIdx]->idx;
314 reserveShotData.TUs = time;
315 LIST_Add(&popupListData, reserveShotData);
316
317 /* Remember the line that is currently selected (if any). */
318 if (chr->reservedTus.shotSettings.getHand() == hand
319 && chr->reservedTus.shotSettings.getFmIdx() == i
320 && chr->reservedTus.shotSettings.getWeapon() == ammo->weapons[fd->weapFdsIdx])
321 selectedEntry = LIST_Count(popupListData) - 1;
322 }
323 }
324 }
325
326 if (LIST_Count(popupListData) > 1 || popupReload) {
327 /* We have more entries than the "0 TUs" one
328 * or we want to simply refresh/display the popup content (no matter how many TUs are left). */
329 popupListNode = UI_PopupList(_("Shot Reservation"), _("Reserve TUs for firing/using."), popupListText, "hud_shotreserve <lineselected>");
330 /* Set color for selected entry. */
331 VectorSet(popupListNode->selectedColor, 0.0, 0.78, 0.0);
332 popupListNode->selectedColor[3] = 1.0;
333 UI_TextNodeSelectLine(popupListNode, selectedEntry);
334 }
335 }
336
337 /**
338 * @brief Creates a (text) list of all firemodes of the currently selected actor.
339 * @sa HUD_PopupFiremodeReservation
340 */
HUD_PopupFiremodeReservation_f(void)341 static void HUD_PopupFiremodeReservation_f (void)
342 {
343 if (!selActor)
344 return;
345
346 /* A second parameter (the value itself will be ignored) was given.
347 * This is used to reset the shot-reservation.*/
348 if (Cmd_Argc() == 2) {
349 HUD_SetShootReservation(selActor, 0, ACTOR_HAND_NOT_SET, -1, nullptr);
350 } else {
351 HUD_PopupFiremodeReservation(selActor, false);
352 }
353 }
354
355 /**
356 * @brief Get selected firemode in the list of the currently selected actor.
357 * @sa HUD_PopupFiremodeReservation_f
358 */
HUD_ShotReserve_f(void)359 static void HUD_ShotReserve_f (void)
360 {
361 if (Cmd_Argc() < 2) {
362 Com_Printf("Usage: %s <popupindex>\n", Cmd_Argv(0));
363 return;
364 }
365
366 if (!selActor)
367 return;
368
369 /* read and range check */
370 const int selectedPopupIndex = atoi(Cmd_Argv(1));
371 if (selectedPopupIndex < 0 || selectedPopupIndex >= LIST_Count(popupListData))
372 return;
373
374 const reserveShot_t* reserveShotData = (const reserveShot_t*)LIST_GetByIdx(popupListData, selectedPopupIndex);
375 if (!reserveShotData)
376 return;
377
378 if (reserveShotData->weaponIndex == NONE) {
379 HUD_SetShootReservation(selActor, 0, ACTOR_HAND_NOT_SET, -1, nullptr);
380 return;
381 }
382
383 /** @todo do this on the server */
384 /* Check if we have enough TUs (again) */
385 if (CL_ActorUsableTUs(selActor) + CL_ActorReservedTUs(selActor, RES_SHOT) >= reserveShotData->TUs) {
386 const objDef_t* od = INVSH_GetItemByIDX(reserveShotData->weaponIndex);
387 if (GAME_ItemIsUseable(od)) {
388 HUD_SetShootReservation(selActor, std::max(0, reserveShotData->TUs), reserveShotData->hand, reserveShotData->fireModeIndex, od);
389 if (popupListNode)
390 UI_TextNodeSelectLine(popupListNode, selectedPopupIndex);
391 }
392 }
393 }
394
395 /**
396 * @brief Sets the display for a single weapon/reload HUD button.
397 * @param callback confunc callback
398 * @param actor The actor local entity
399 * @param ammo The ammo used by this firemode
400 * @param weapFdsIdx the weapon index in the fire definition array
401 * @param hand What list to display
402 * @param index Index of the actual firemode
403 */
HUD_DisplayFiremodeEntry(const char * callback,const le_t * actor,const objDef_t * ammo,const weaponFireDefIndex_t weapFdsIdx,const actorHands_t hand,const int index)404 static void HUD_DisplayFiremodeEntry (const char* callback, const le_t* actor, const objDef_t* ammo, const weaponFireDefIndex_t weapFdsIdx, const actorHands_t hand, const int index)
405 {
406 if (index >= ammo->numFiredefs[weapFdsIdx])
407 return;
408
409 /* We have a defined fd ... */
410 const fireDef_t* fd = &ammo->fd[weapFdsIdx][index];
411 const int time = CL_ActorTimeForFireDef(actor, fd);
412
413 assert(actor);
414 assert(hand == ACTOR_HAND_RIGHT || hand == ACTOR_HAND_LEFT);
415
416 const bool status = time <= CL_ActorUsableTUs(actor);
417 const int usableTusForRF = HUD_UsableReactionTUs(actor);
418
419 char tuString[MAX_VAR];
420 const char* tooltip;
421 if (usableTusForRF > time) {
422 Com_sprintf(tuString, sizeof(tuString), _("Remaining TUs: %i"), usableTusForRF - time);
423 tooltip = tuString;
424 } else
425 tooltip = _("No remaining TUs left after shot.");
426
427 /* unique identifier of the action */
428 /* @todo use this id as action callback instead of hand and index (we can extend it with any other soldier action we need (open door, reload...)) */
429 char id[32];
430 Com_sprintf(id, sizeof(id), "fire_hand%c_i%i", ACTOR_GET_HAND_CHAR(hand), index);
431
432 UI_ExecuteConfunc("%s firemode %s %c %i %i %i \"%s\" \"%i\" \"%i\" \"%s\"", callback, id, ACTOR_GET_HAND_CHAR(hand),
433 fd->fdIdx, fd->reaction, status, _(fd->name), time, fd->ammo, tooltip);
434
435 /* Display checkbox for reaction firemode */
436 if (fd->reaction) {
437 character_t* chr = CL_ActorGetChr(actor);
438 const bool active = THIS_FIREMODE(&chr->RFmode, hand, fd->fdIdx);
439 /* Change the state of the checkbox. */
440 UI_ExecuteConfunc("%s reaction %s %c %i", callback, id, ACTOR_GET_HAND_CHAR(hand), active);
441 }
442 }
443
444 /**
445 * @brief List actions from a soldier to a callback confunc
446 * @param callback confunc callback
447 * @param actor actor who can do the actions
448 * @param type The action to display
449 */
HUD_DisplayActions(const char * callback,const le_t * actor,actionType_t type)450 static void HUD_DisplayActions (const char* callback, const le_t* actor, actionType_t type)
451 {
452 int i;
453
454 if (!actor)
455 return;
456
457 if (!cls.isOurRound()) { /**< Not our turn */
458 return;
459 }
460
461 const ScopedCommand c(callback, "begin", "end");
462
463 switch (type) {
464 case FIRE_RIGHT: {
465 const actorHands_t hand = ACTOR_HAND_RIGHT;
466 const fireDef_t* fd = HUD_GetFireDefinitionForHand(actor, hand);
467 if (fd == nullptr) {
468 UI_PopWindow();
469 return;
470 }
471
472 const objDef_t* ammo = fd->obj;
473 if (!ammo) {
474 Com_DPrintf(DEBUG_CLIENT, "HUD_DisplayFiremodes: no weapon or ammo found.\n");
475 return;
476 }
477
478 for (i = 0; i < MAX_FIREDEFS_PER_WEAPON; i++) {
479 /* Display the firemode information (image + text). */
480 HUD_DisplayFiremodeEntry(callback, actor, ammo, fd->weapFdsIdx, hand, i);
481 }
482 }
483 break;
484
485 case RELOAD_RIGHT: {
486 Item* weapon = actor->getRightHandItem();
487
488 /* Reloeadable item in hand. */
489 if (weapon && weapon->def() && weapon->isReloadable()) {
490 int tus;
491 containerIndex_t container = CID_RIGHT;
492 bool noAmmo;
493 bool noTU;
494 const char* actionId = "reload_handr";
495
496 tus = HUD_CalcReloadTime(actor, weapon->def(), container);
497 noAmmo = tus == -1;
498 noTU = actor->TU < tus;
499 UI_ExecuteConfunc("%s reload %s %c %i %i %i", callback, actionId, 'r', tus, !noAmmo, !noTU);
500 }
501 }
502 break;
503
504 case FIRE_LEFT: {
505 const actorHands_t hand = ACTOR_HAND_LEFT;
506 const fireDef_t* fd = HUD_GetFireDefinitionForHand(actor, hand);
507 if (fd == nullptr) {
508 UI_PopWindow();
509 return;
510 }
511
512 const objDef_t* ammo = fd->obj;
513 if (!ammo) {
514 Com_DPrintf(DEBUG_CLIENT, "HUD_DisplayFiremodes: no weapon or ammo found.\n");
515 return;
516 }
517
518 for (i = 0; i < MAX_FIREDEFS_PER_WEAPON; i++) {
519 /* Display the firemode information (image + text). */
520 HUD_DisplayFiremodeEntry(callback, actor, ammo, fd->weapFdsIdx, hand, i);
521 }
522 }
523 break;
524
525 case RELOAD_LEFT: {
526 Item* weapon = actor->getLeftHandItem();
527
528 /* Reloadable item in hand. */
529 if (weapon && weapon->def() && weapon->isReloadable()) {
530 containerIndex_t container = CID_LEFT;
531 const char* actionId = "reload_handl";
532 const int tus = HUD_CalcReloadTime(actor, weapon->def(), container);
533 const bool noAmmo = tus == -1;
534 const bool noTU = actor->TU < tus;
535 UI_ExecuteConfunc("%s reload %s %c %i %i %i", callback, actionId, 'l', tus, !noAmmo, !noTU);
536 }
537 }
538 break;
539 }
540 }
541
542 /**
543 * @brief Displays the firemodes for the given hand.
544 * @todo we can extend it with short cut equip action, more reload, action on the map (like open doors)...
545 */
HUD_DisplayActions_f(void)546 static void HUD_DisplayActions_f (void)
547 {
548 if (Cmd_Argc() < 3) {
549 Com_Printf("Usage: %s callback [l|r|L|R]\n", Cmd_Argv(0));
550 return;
551 }
552
553 if (!selActor)
554 return;
555
556 actionType_t type;
557 if (strchr(Cmd_Argv(2), 'r') != nullptr) {
558 type = FIRE_RIGHT;
559 } else if (strchr(Cmd_Argv(2), 'l') != nullptr) {
560 type = FIRE_LEFT;
561 } else if (strchr(Cmd_Argv(2), 'R') != nullptr) {
562 type = RELOAD_RIGHT;
563 } else if (strchr(Cmd_Argv(2), 'L') != nullptr) {
564 type = RELOAD_LEFT;
565 } else {
566 return;
567 }
568
569 char callback[32];
570 Q_strncpyz(callback, Cmd_Argv(1), sizeof(callback));
571 HUD_DisplayActions(callback, selActor, type);
572 }
573
574 /**
575 * @brief Displays the firemodes for the given hand.
576 */
HUD_DisplayFiremodes_f(void)577 static void HUD_DisplayFiremodes_f (void)
578 {
579 if (Cmd_Argc() < 3) {
580 Com_Printf("Usage: %s callback [l|r]\n", Cmd_Argv(0));
581 return;
582 }
583
584 if (!selActor)
585 return;
586
587 if (selActor->isMoving())
588 return;
589
590 const actorHands_t hand = ACTOR_GET_HAND_INDEX(Cmd_Argv(2)[0]);
591 const actionType_t type = hand == ACTOR_HAND_RIGHT ? FIRE_RIGHT : FIRE_LEFT;
592 char callback[32];
593 Q_strncpyz(callback, Cmd_Argv(1), sizeof(callback));
594 HUD_DisplayActions(callback, selActor, type);
595 }
596
597 /**
598 * @brief Updates the information in RFmode for the selected actor with the given data from the parameters.
599 * @param[in] actor The actor we want to update the reaction-fire firemode for.
600 * @param[in] hand Which weapon(-hand) to use.
601 * @param[in] firemodeActive Set this to the firemode index you want to activate or set it to -1 if the default one (currently the first one found) should be used.
602 */
HUD_UpdateReactionFiremodes(const le_t * actor,const actorHands_t hand,fireDefIndex_t firemodeActive)603 static void HUD_UpdateReactionFiremodes (const le_t* actor, const actorHands_t hand, fireDefIndex_t firemodeActive)
604 {
605 const fireDef_t* fd;
606 const objDef_t* ammo, *od;
607
608 assert(actor);
609
610 fd = HUD_GetFireDefinitionForHand(actor, hand);
611 if (fd == nullptr)
612 return;
613
614 ammo = fd->obj;
615 od = ammo->weapons[fd->weapFdsIdx];
616
617 if (!GAME_ItemIsUseable(od))
618 return;
619
620 MSG_Write_PA(PA_REACT_SELECT, actor->entnum, hand, firemodeActive, od ? od->idx : NONE);
621 }
622
623 /**
624 * @brief Checks if the selected firemode checkbox is ok as a reaction firemode and updates data+display.
625 */
HUD_SelectReactionFiremode_f(void)626 static void HUD_SelectReactionFiremode_f (void)
627 {
628 if (Cmd_Argc() < 3) { /* no argument given */
629 Com_Printf("Usage: %s [l|r] <num> num=firemode number\n", Cmd_Argv(0));
630 return;
631 }
632
633 if (!selActor)
634 return;
635
636 const fireDefIndex_t firemode = atoi(Cmd_Argv(2));
637 if (firemode >= MAX_FIREDEFS_PER_WEAPON || firemode < 0) {
638 Com_Printf("HUD_SelectReactionFiremode_f: Firemode out of bounds (%i).\n", firemode);
639 return;
640 }
641
642 const actorHands_t hand = ACTOR_GET_HAND_INDEX(Cmd_Argv(1)[0]);
643 HUD_UpdateReactionFiremodes(selActor, hand, firemode);
644 }
645
646 /**
647 * @brief Remember if we hover over a button that would cost some TUs when pressed.
648 * @note this is used in HUD_Update to update the "remaining TUs" bar correctly.
649 */
HUD_RemainingTUs_f(void)650 static void HUD_RemainingTUs_f (void)
651 {
652 if (Cmd_Argc() < 3) {
653 Com_Printf("Usage: %s <type> <popupindex>\n", Cmd_Argv(0));
654 return;
655 }
656
657 const char* type = Cmd_Argv(1);
658 const bool state = Com_ParseBoolean(Cmd_Argv(2));
659
660 OBJZERO(displayRemainingTus);
661
662 if (Q_streq(type, "reload_r")) {
663 displayRemainingTus[REMAINING_TU_RELOAD_RIGHT] = state;
664 } else if (Q_streq(type, "reload_l")) {
665 displayRemainingTus[REMAINING_TU_RELOAD_LEFT] = state;
666 } else if (Q_streq(type, "crouch")) {
667 displayRemainingTus[REMAINING_TU_CROUCH] = state;
668 }
669 }
670
671 /**
672 * @return The minimum time needed to fire the weapon
673 */
HUD_GetMinimumTUsForUsage(const Item * item)674 static int HUD_GetMinimumTUsForUsage (const Item* item)
675 {
676 /** @todo what is this 100? replace with constant please - MAX_TUS? */
677 int time = 100;
678
679 assert(item->def());
680
681 const fireDef_t* fdArray = item->getFiredefs();
682 if (fdArray == nullptr)
683 return time;
684
685 /* Search for the smallest TU needed to shoot. */
686 for (int i = 0; i < MAX_FIREDEFS_PER_WEAPON; i++) {
687 if (!fdArray[i].time)
688 continue;
689 if (fdArray[i].time < time)
690 time = fdArray[i].time;
691 }
692
693 return time;
694 }
695
696 /**
697 * @brief Checks every case for reload buttons on the HUD.
698 * @param[in] le Pointer of local entity being an actor.
699 * @param[in] containerID of the container to reload the weapon in. Used to get the movement TUs for moving something into the container.
700 * @param[out] reason The reason why the reload didn't work - only set if @c -1 is the return value
701 * @return TU units needed for reloading or -1 if weapon cannot be reloaded.
702 */
HUD_WeaponCanBeReloaded(const le_t * le,containerIndex_t containerID,const char ** reason)703 static int HUD_WeaponCanBeReloaded (const le_t* le, containerIndex_t containerID, const char** reason)
704 {
705 const Item* invList = le->inv.getContainer2(containerID);
706
707 /* No weapon in hand. */
708 if (!invList) {
709 *reason = _("No weapon.");
710 return -1;
711 }
712
713 const objDef_t* weapon = invList->def();
714 assert(weapon);
715
716 /* This weapon cannot be reloaded. */
717 if (!weapon->isReloadable()) {
718 *reason = _("Weapon cannot be reloaded.");
719 return -1;
720 }
721
722 /* Weapon is fully loaded. */
723 if (invList->ammoDef() && weapon->ammo == invList->getAmmoLeft()) {
724 *reason = _("No reload possible, already fully loaded.");
725 return -1;
726 }
727
728 /* Weapon is empty or not fully loaded, find ammo of any type loadable to this weapon. */
729 if (!invList->ammoDef() || weapon->ammo > invList->getAmmoLeft()) {
730 const int tuCosts = HUD_CalcReloadTime(le, weapon, containerID);
731 if (tuCosts >= 0) {
732 const int tu = CL_ActorUsableTUs(le);
733 if (tu >= tuCosts)
734 return tuCosts;
735 *reason = _("Not enough TUs for reloading weapon.");
736 } else {
737 /* Found no ammo which could be used for this weapon. */
738 *reason = _("No reload possible, you don't have backup ammo.");
739 }
740 }
741
742 return -1;
743 }
744
745 /**
746 * @brief Display 'impossible' (red) reaction buttons.
747 * @param[in] actor the actor to check for his reaction state.
748 * @return true if nothing changed message was sent otherwise false.
749 * @note this is called when reaction is enabled with no suitable weapon.
750 * @todo at the moment of writing, this should be impossible: reaction
751 * should be disabled whenever the actor loses its reaction weapon.
752 */
HUD_DisplayImpossibleReaction(const le_t * actor)753 static bool HUD_DisplayImpossibleReaction (const le_t* actor)
754 {
755 if (!actor)
756 return false;
757
758 /* Given actor does not equal the currently selected actor. */
759 if (!LE_IsSelected(actor))
760 return false;
761
762 if (buttonStates[BT_REACTION] == BT_STATE_UNINITIALZED)
763 return false;
764
765 /* Display 'impossible" (red) reaction buttons */
766 if (actor->state & STATE_REACTION) {
767 Com_Printf("HUD_DisplayImpossibleReaction: Warning reaction fire enable and no suitable weapon found!\n");
768 UI_ExecuteConfunc("startreaction_impos");
769 buttonStates[BT_REACTION] = BT_STATE_UNINITIALZED;
770 return false;
771 }
772
773 return true;
774 }
775
776 /**
777 * @brief Display 'usable' (blue) reaction buttons.
778 * @param[in] actor the actor to check for his reaction state.
779 */
HUD_DisplayPossibleReaction(const le_t * actor)780 static void HUD_DisplayPossibleReaction (const le_t* actor)
781 {
782 if (!actor)
783 return;
784 /* Given actor does not equal the currently selected actor. This normally only happens on game-start. */
785 if (!LE_IsSelected(actor))
786 return;
787
788 if (buttonStates[BT_REACTION] == BT_STATE_SELECT)
789 return;
790
791 /* Display 'usable" (blue) reaction buttons */
792 if (actor->state & STATE_REACTION) {
793 UI_ExecuteConfunc("startreaction");
794 buttonStates[BT_REACTION] = BT_STATE_SELECT;
795 }
796 }
797
798 /**
799 * @brief Get the weapon firing TUs for reaction fire.
800 * @param[in] actor the actor to check for his reaction TUs.
801 * @return The TUs needed for the reaction fireDef for this actor or -1 if no valid reaction settings
802 */
HUD_ReactionFireGetTUs(const le_t * actor)803 int HUD_ReactionFireGetTUs (const le_t* actor)
804 {
805 if (!actor)
806 return -1;
807
808 const FiremodeSettings &fmSetting = CL_ActorGetChr(actor)->RFmode;
809 const Item* weapon = actor->getHandItem(fmSetting.getHand());
810
811 if (!weapon)
812 weapon = actor->getRightHandItem();
813 if (!weapon)
814 weapon = actor->getLeftHandItem();
815
816 if (weapon && weapon->ammoDef() && weapon->isWeapon()) {
817 const fireDef_t* fdArray = weapon->getFiredefs();
818 if (fdArray == nullptr)
819 return -1;
820
821 const fireDefIndex_t fmIdx = fmSetting.getFmIdx();
822 if (fmIdx >= 0 && fmIdx < MAX_FIREDEFS_PER_WEAPON) {
823 return CL_ActorTimeForFireDef(actor, &fdArray[fmIdx], true);
824 }
825 }
826
827 return -1;
828 }
829
830 /**
831 * @brief Refreshes the weapon/reload buttons on the HUD.
832 * @param[in] le Pointer to local entity for which we refresh HUD buttons.
833 */
HUD_UpdateButtons(const le_t * le)834 static void HUD_UpdateButtons (const le_t* le)
835 {
836 if (!le)
837 return;
838
839 Item* weaponR = le->getRightHandItem();
840 Item* headgear = le->inv.getHeadgear();
841
842 Item* weaponL;
843 /* check for two-handed weapon - if not, also define weaponL */
844 if (!weaponR || !weaponR->isHeldTwoHanded())
845 weaponL = le->getLeftHandItem();
846 else
847 weaponL = nullptr;
848
849 const int time = CL_ActorUsableTUs(le);
850 /* Crouch/stand button. */
851 if (LE_IsCrouched(le)) {
852 buttonStates[BT_STAND] = BT_STATE_UNINITIALZED;
853 if (time + CL_ActorReservedTUs(le, RES_CROUCH) < TU_CROUCH) {
854 Cvar_Set("mn_crouchstand_tt", _("Not enough TUs for standing up."));
855 HUD_SetWeaponButton(BT_CROUCH, BT_STATE_DISABLE);
856 } else {
857 Cvar_Set("mn_crouchstand_tt", _("Stand up (%i TU)"), TU_CROUCH);
858 HUD_SetWeaponButton(BT_CROUCH, BT_STATE_DESELECT);
859 }
860 } else {
861 buttonStates[BT_CROUCH] = BT_STATE_UNINITIALZED;
862 if (time + CL_ActorReservedTUs(le, RES_CROUCH) < TU_CROUCH) {
863 Cvar_Set("mn_crouchstand_tt", _("Not enough TUs for crouching."));
864 HUD_SetWeaponButton(BT_STAND, BT_STATE_DISABLE);
865 } else {
866 Cvar_Set("mn_crouchstand_tt", _("Crouch (%i TU)"), TU_CROUCH);
867 HUD_SetWeaponButton(BT_STAND, BT_STATE_DESELECT);
868 }
869 }
870
871 /* Crouch/stand reservation checkbox. */
872 if (CL_ActorReservedTUs(le, RES_CROUCH) >= TU_CROUCH) {
873 if (crouchReserveButtonState != BUTTON_TURESERVE_CROUCH_RESERVED) {
874 UI_ExecuteConfunc("crouch_checkbox_check");
875 Cvar_Set("mn_crouch_reservation_tt", _("%i TUs reserved for crouching/standing up.\nClick to clear."),
876 CL_ActorReservedTUs(le, RES_CROUCH));
877 crouchReserveButtonState = BUTTON_TURESERVE_CROUCH_RESERVED;
878 }
879 } else if (time >= TU_CROUCH) {
880 if (crouchReserveButtonState != BUTTON_TURESERVE_CROUCH_CLEAR) {
881 UI_ExecuteConfunc("crouch_checkbox_clear");
882 Cvar_Set("mn_crouch_reservation_tt", _("Reserve %i TUs for crouching/standing up."), TU_CROUCH);
883 crouchReserveButtonState = BUTTON_TURESERVE_CROUCH_CLEAR;
884 }
885 } else {
886 if (crouchReserveButtonState != BUTTON_TURESERVE_CROUCH_DISABLED) {
887 UI_ExecuteConfunc("crouch_checkbox_disable");
888 Cvar_Set("mn_crouch_reservation_tt", _("Not enough TUs left to reserve for crouching/standing up."));
889 crouchReserveButtonState = BUTTON_TURESERVE_CROUCH_DISABLED;
890 }
891 }
892
893 /* Shot reservation button. mn_shot_reservation_tt is the tooltip text */
894 if (CL_ActorReservedTUs(le, RES_SHOT)) {
895 if (shotReserveButtonState != BUTTON_TURESERVE_SHOT_RESERVED) {
896 UI_ExecuteConfunc("reserve_shot_check");
897 Cvar_Set("mn_shot_reservation_tt", _("%i TUs reserved for shooting.\nClick to change.\nRight-Click to clear."),
898 CL_ActorReservedTUs(le, RES_SHOT));
899 shotReserveButtonState = BUTTON_TURESERVE_SHOT_RESERVED;
900 }
901 } else if (HUD_CheckFiremodeReservation()) {
902 if (shotReserveButtonState != BUTTON_TURESERVE_SHOT_CLEAR) {
903 UI_ExecuteConfunc("reserve_shot_clear");
904 Cvar_Set("mn_shot_reservation_tt", _("Reserve TUs for shooting."));
905 shotReserveButtonState = BUTTON_TURESERVE_SHOT_CLEAR;
906 }
907 } else {
908 if (shotReserveButtonState != BUTTON_TURESERVE_SHOT_DISABLED) {
909 UI_ExecuteConfunc("reserve_shot_disable");
910 Cvar_Set("mn_shot_reservation_tt", _("Reserving TUs for shooting not possible."));
911 shotReserveButtonState = BUTTON_TURESERVE_SHOT_DISABLED;
912 }
913 }
914
915 /* reaction-fire button */
916 if (!(le->state & STATE_REACTION)) {
917 if (le->inv.holdsReactionFireWeapon() && time >= HUD_ReactionFireGetTUs(le))
918 HUD_SetWeaponButton(BT_REACTION, BT_STATE_DESELECT);
919 else
920 HUD_SetWeaponButton(BT_REACTION, BT_STATE_DISABLE);
921 } else {
922 if (le->inv.holdsReactionFireWeapon()) {
923 HUD_DisplayPossibleReaction(le);
924 } else {
925 HUD_DisplayImpossibleReaction(le);
926 }
927 }
928
929 const char* reason;
930
931 /* Reload buttons */
932 const int rightCanBeReloaded = HUD_WeaponCanBeReloaded(le, CID_RIGHT, &reason);
933 if (rightCanBeReloaded != -1) {
934 HUD_SetWeaponButton(BT_RIGHT_RELOAD, BT_STATE_DESELECT);
935 Cvar_Set("mn_reloadright_tt", _("Reload weapon (%i TU)."), rightCanBeReloaded);
936 } else {
937 Cvar_Set("mn_reloadright_tt", "%s", reason);
938 HUD_SetWeaponButton(BT_RIGHT_RELOAD, BT_STATE_DISABLE);
939 }
940
941 const int leftCanBeReloaded = HUD_WeaponCanBeReloaded(le, CID_LEFT, &reason);
942 if (leftCanBeReloaded != -1) {
943 HUD_SetWeaponButton(BT_LEFT_RELOAD, BT_STATE_DESELECT);
944 Cvar_Set("mn_reloadleft_tt", _("Reload weapon (%i TU)."), leftCanBeReloaded);
945 } else {
946 Cvar_Set("mn_reloadleft_tt", "%s", reason);
947 HUD_SetWeaponButton(BT_LEFT_RELOAD, BT_STATE_DISABLE);
948 }
949
950 const float shootingPenalty = CL_ActorInjuryModifier(le, MODIFIER_SHOOTING);
951 /* Headgear button */
952 if (headgear) {
953 const int minheadgeartime = HUD_GetMinimumTUsForUsage(headgear) * shootingPenalty;
954 if (time < minheadgeartime)
955 HUD_SetWeaponButton(BT_HEADGEAR, BT_STATE_DISABLE);
956 else
957 HUD_SetWeaponButton(BT_HEADGEAR, BT_STATE_DESELECT);
958 } else {
959 HUD_SetWeaponButton(BT_HEADGEAR, BT_STATE_DISABLE);
960 }
961
962 /* Weapon firing buttons. */
963 if (weaponR) {
964 const int minweaponrtime = HUD_GetMinimumTUsForUsage(weaponR) * shootingPenalty;
965 if (time < minweaponrtime)
966 HUD_SetWeaponButton(BT_RIGHT_FIRE, BT_STATE_DISABLE);
967 else
968 HUD_SetWeaponButton(BT_RIGHT_FIRE, BT_STATE_DESELECT);
969 } else {
970 HUD_SetWeaponButton(BT_RIGHT_FIRE, BT_STATE_DISABLE);
971 }
972
973 if (weaponL) {
974 const int minweaponltime = HUD_GetMinimumTUsForUsage(weaponL) * shootingPenalty;
975 if (time < minweaponltime)
976 HUD_SetWeaponButton(BT_LEFT_FIRE, BT_STATE_DISABLE);
977 else
978 HUD_SetWeaponButton(BT_LEFT_FIRE, BT_STATE_DESELECT);
979 } else {
980 HUD_SetWeaponButton(BT_LEFT_FIRE, BT_STATE_DISABLE);
981 }
982
983 /* Check if the firemode reservation popup is shown and refresh its content. (i.e. close&open it) */
984 {
985 const char* menuName = UI_GetActiveWindowName();
986 if (menuName[0] != '\0' && strstr(UI_GetActiveWindowName(), POPUPLIST_NODE_NAME)) {
987 /* Update firemode reservation popup. */
988 /** @todo this is called every frames... is this really needed? */
989 HUD_PopupFiremodeReservation(le, true);
990 }
991 }
992 }
993
994 /**
995 * @brief Draw the mouse cursor tooltips in battlescape
996 * @param xOffset
997 * @param yOffset
998 * @param textId The text id to get the tooltip string from.
999 */
HUD_DrawMouseCursorText(int xOffset,int yOffset,int textId)1000 static void HUD_DrawMouseCursorText (int xOffset, int yOffset, int textId)
1001 {
1002 const char* string = UI_GetText(textId);
1003 if (string && cl_show_cursor_tooltips->integer)
1004 UI_DrawTooltip(string, mousePosX + xOffset, mousePosY - yOffset, viddef.virtualWidth - mousePosX);
1005 }
1006
1007 /**
1008 * @brief Updates the cursor texts when in battlescape
1009 */
HUD_UpdateCursor(void)1010 void HUD_UpdateCursor (void)
1011 {
1012 /* Offset of the first icon on the x-axis. */
1013 const int iconOffsetX = 16;
1014 le_t* le = selActor;
1015 if (le) {
1016 /* Offset of the first icon on the y-axis. */
1017 int iconOffsetY = 16;
1018 /* the space between different icons. */
1019 const int iconSpacing = 2;
1020 image_t* image;
1021 /* icon width */
1022 const int iconW = 16;
1023 /* icon height. */
1024 const int iconH = 16;
1025 int width = 0;
1026 int bgX = mousePosX + iconOffsetX / 2 - 2;
1027
1028 /* checks if icons should be drawn */
1029 if (!(LE_IsCrouched(le) || (le->state & STATE_REACTION)))
1030 /* make place holder for icons */
1031 bgX += iconW + 4;
1032
1033 /* if exists gets width of player name */
1034 if (UI_GetText(TEXT_MOUSECURSOR_PLAYERNAMES))
1035 R_FontTextSize("f_verysmall", UI_GetText(TEXT_MOUSECURSOR_PLAYERNAMES), viddef.virtualWidth - bgX, LONGLINES_WRAP, &width, nullptr, nullptr, nullptr);
1036
1037 /* gets width of background */
1038 if (width == 0 && UI_GetText(TEXT_MOUSECURSOR_RIGHT)) {
1039 R_FontTextSize("f_verysmall", UI_GetText(TEXT_MOUSECURSOR_RIGHT), viddef.virtualWidth - bgX, LONGLINES_WRAP, &width, nullptr, nullptr, nullptr);
1040 }
1041
1042 /* Display 'crouch' icon if actor is crouched. */
1043 if (LE_IsCrouched(le)) {
1044 image = R_FindImage("pics/cursors/ducked", it_pic);
1045 if (image)
1046 R_DrawImage(mousePosX - image->width / 2 + iconOffsetX, mousePosY - image->height / 2 + iconOffsetY, image);
1047 }
1048
1049 /* Height of 'crouched' icon. */
1050 iconOffsetY += 16;
1051 iconOffsetY += iconSpacing;
1052
1053 /* Display 'Reaction shot' icon if actor has it activated. */
1054 if (le->state & STATE_REACTION)
1055 image = R_FindImage("pics/cursors/reactionfire", it_pic);
1056 else
1057 image = nullptr;
1058
1059 if (image)
1060 R_DrawImage(mousePosX - image->width / 2 + iconOffsetX, mousePosY - image->height / 2 + iconOffsetY, image);
1061
1062 /* Height of 'reaction fire' icon. ... just in case we add further icons below.*/
1063 iconOffsetY += iconH;
1064 iconOffsetY += iconSpacing;
1065
1066 /* Display weaponmode (text) heR_ */
1067 HUD_DrawMouseCursorText(iconOffsetX + iconW, -10, TEXT_MOUSECURSOR_RIGHT);
1068 }
1069
1070 /* playernames */
1071 HUD_DrawMouseCursorText(iconOffsetX + 16, -26, TEXT_MOUSECURSOR_PLAYERNAMES);
1072 UI_ResetData(TEXT_MOUSECURSOR_PLAYERNAMES);
1073
1074 if (cl_map_debug->integer & MAPDEBUG_TEXT) {
1075 /* Display ceiling text */
1076 HUD_DrawMouseCursorText(0, -64, TEXT_MOUSECURSOR_TOP);
1077 /* Display floor text */
1078 HUD_DrawMouseCursorText(0, 64, TEXT_MOUSECURSOR_BOTTOM);
1079 /* Display left text */
1080 HUD_DrawMouseCursorText(-64, 0, TEXT_MOUSECURSOR_LEFT);
1081 }
1082 }
1083
1084 /**
1085 * @brief Shows map pathfinding debugging parameters (if activated)
1086 * @param[in] le The current selected actors entity
1087 */
HUD_MapDebugCursor(const le_t * le)1088 static void HUD_MapDebugCursor (const le_t* le)
1089 {
1090 if (!(cl_map_debug->integer & MAPDEBUG_TEXT))
1091 return;
1092
1093 /* Display the floor and ceiling values for the current cell. */
1094 static char topText[UI_MAX_SMALLTEXTLEN];
1095 Com_sprintf(topText, lengthof(topText), "%u-(%i,%i,%i)\n",
1096 Grid_Ceiling(cl.mapData->routing, ACTOR_GET_FIELDSIZE(le), truePos), truePos[0], truePos[1], truePos[2]);
1097 /* Save the text for later display next to the cursor. */
1098 UI_RegisterText(TEXT_MOUSECURSOR_TOP, topText);
1099
1100 /* Display the floor and ceiling values for the current cell. */
1101 static char bottomText[UI_MAX_SMALLTEXTLEN];
1102 Com_sprintf(bottomText, lengthof(bottomText), "%i-(%i,%i,%i)\n",
1103 Grid_Floor(cl.mapData->routing, ACTOR_GET_FIELDSIZE(le), truePos), mousePos[0], mousePos[1], mousePos[2]);
1104 /* Save the text for later display next to the cursor. */
1105 UI_RegisterText(TEXT_MOUSECURSOR_BOTTOM, bottomText);
1106
1107 /* Display the floor and ceiling values for the current cell. */
1108 const int dvec = Grid_MoveNext(&cl.pathMap, mousePos, 0);
1109 static char leftText[UI_MAX_SMALLTEXTLEN];
1110 Com_sprintf(leftText, lengthof(leftText), "%i-%i\n", getDVdir(dvec), getDVz(dvec));
1111 /* Save the text for later display next to the cursor. */
1112 UI_RegisterText(TEXT_MOUSECURSOR_LEFT, leftText);
1113 }
1114
1115 /**
1116 * @param actor The actor to update the hud for
1117 * @return The amount of TUs needed for the current pending action
1118 */
HUD_UpdateActorFireMode(le_t * actor)1119 static int HUD_UpdateActorFireMode (le_t* actor)
1120 {
1121 const Item* selWeapon;
1122
1123 /* get weapon */
1124 if (IS_MODE_FIRE_HEADGEAR(actor->actorMode)) {
1125 selWeapon = actor->inv.getHeadgear();
1126 } else if (IS_MODE_FIRE_LEFT(actor->actorMode)) {
1127 selWeapon = HUD_GetLeftHandWeapon(actor, nullptr);
1128 } else {
1129 selWeapon = actor->getRightHandItem();
1130 }
1131
1132 UI_ResetData(TEXT_MOUSECURSOR_RIGHT);
1133
1134 if (!selWeapon) {
1135 CL_ActorSetMode(actor, M_MOVE);
1136 return 0;
1137 }
1138
1139 static char infoText[UI_MAX_SMALLTEXTLEN];
1140 int time = 0;
1141 const objDef_t* def = selWeapon->def();
1142 if (!def) {
1143 /* No valid weapon in the hand. */
1144 CL_ActorSetFireDef(actor, nullptr);
1145 } else {
1146 /* Check whether this item uses/has ammo. */
1147 if (!selWeapon->ammoDef()) {
1148 const fireDef_t* old = nullptr;
1149 /* This item does not use ammo, check for existing firedefs in this item. */
1150 /* This is supposed to be a weapon or other usable item. */
1151 if (def->numWeapons > 0) {
1152 if (selWeapon->isWeapon() || def->weapons[0] == def) {
1153 const fireDef_t* fdArray = selWeapon->getFiredefs();
1154 if (fdArray != nullptr) {
1155 /* Get firedef from the weapon (or other usable item) entry instead. */
1156 old = FIRESH_GetFiredef(def, fdArray->weapFdsIdx, actor->currentSelectedFiremode);
1157 }
1158 }
1159 }
1160 CL_ActorSetFireDef(actor, old);
1161 } else {
1162 const fireDef_t* fdArray = selWeapon->getFiredefs();
1163 if (fdArray != nullptr) {
1164 const fireDef_t* old = FIRESH_GetFiredef(selWeapon->ammoDef(), fdArray->weapFdsIdx, actor->currentSelectedFiremode);
1165 /* reset the align if we switched the firemode */
1166 CL_ActorSetFireDef(actor, old);
1167 }
1168 }
1169 }
1170
1171 if (!GAME_ItemIsUseable(def)) {
1172 HUD_DisplayMessage(_("You cannot use this unknown item.\nYou need to research it first."));
1173 CL_ActorSetMode(actor, M_MOVE);
1174 } else if (actor->fd) {
1175 const int hitProbability = CL_GetHitProbability(actor);
1176 static char mouseText[UI_MAX_SMALLTEXTLEN];
1177
1178 Com_sprintf(infoText, lengthof(infoText),
1179 "%s\n%s (%i) [%i%%] %i\n", _(def->name), _(actor->fd->name),
1180 actor->fd->ammo, hitProbability, CL_ActorTimeForFireDef(actor, actor->fd));
1181
1182 /* Save the text for later display next to the cursor. */
1183 Q_strncpyz(mouseText, infoText, lengthof(mouseText));
1184 UI_RegisterText(TEXT_MOUSECURSOR_RIGHT, mouseText);
1185
1186 time = CL_ActorTimeForFireDef(actor, actor->fd);
1187 /* if no TUs left for this firing action
1188 * or if the weapon is reloadable and out of ammo,
1189 * then change to move mode */
1190 if (selWeapon->mustReload() || CL_ActorUsableTUs(actor) < time)
1191 CL_ActorSetMode(actor, M_MOVE);
1192 } else if (selWeapon) {
1193 Com_sprintf(infoText, lengthof(infoText), _("%s\n(empty)\n"), _(def->name));
1194 }
1195
1196 UI_RegisterText(TEXT_STANDARD, infoText);
1197 return time;
1198 }
1199
1200 /**
1201 * @param[in] actor The actor to update the hud for
1202 * @return The amount of TUs needed for the current pending action
1203 */
HUD_UpdateActorMove(const le_t * actor)1204 static int HUD_UpdateActorMove (const le_t* actor)
1205 {
1206 const int reservedTUs = CL_ActorReservedTUs(actor, RES_ALL_ACTIVE);
1207 static char infoText[UI_MAX_SMALLTEXTLEN];
1208 if (actor->actorMoveLength == ROUTING_NOT_REACHABLE) {
1209 UI_ResetData(TEXT_MOUSECURSOR_RIGHT);
1210 if (reservedTUs > 0)
1211 Com_sprintf(infoText, lengthof(infoText), _("Morale %i | Reserved TUs: %i\n"), actor->morale, reservedTUs);
1212 else
1213 Com_sprintf(infoText, lengthof(infoText), _("Morale %i"), actor->morale);
1214 } else {
1215 static char mouseText[UI_MAX_SMALLTEXTLEN];
1216 const int moveMode = CL_ActorMoveMode(actor);
1217 if (reservedTUs > 0)
1218 Com_sprintf(infoText, lengthof(infoText), _("Morale %i | Reserved TUs: %i\n%s %i (%i|%i TUs left)\n"),
1219 actor->morale, reservedTUs, _(moveModeDescriptions[moveMode]), actor->actorMoveLength,
1220 actor->TU - actor->actorMoveLength, actor->TU - reservedTUs - actor->actorMoveLength);
1221 else
1222 Com_sprintf(infoText, lengthof(infoText), _("Morale %i\n%s %i (%i TUs left)\n"), actor->morale,
1223 _(moveModeDescriptions[moveMode]), actor->actorMoveLength, actor->TU - actor->actorMoveLength);
1224
1225 if (actor->actorMoveLength <= CL_ActorUsableTUs(actor))
1226 Com_sprintf(mouseText, lengthof(mouseText), "%i (%i)\n", actor->actorMoveLength, CL_ActorUsableTUs(actor));
1227 else
1228 Com_sprintf(mouseText, lengthof(mouseText), "- (-)\n");
1229
1230 UI_RegisterText(TEXT_MOUSECURSOR_RIGHT, mouseText);
1231 }
1232
1233 UI_RegisterText(TEXT_STANDARD, infoText);
1234
1235 return actor->actorMoveLength;
1236 }
1237
HUD_UpdateActorCvar(const le_t * actor)1238 static void HUD_UpdateActorCvar (const le_t* actor)
1239 {
1240 Cvar_SetValue("mn_hp", actor->HP);
1241 Cvar_SetValue("mn_hpmax", actor->maxHP);
1242 Cvar_SetValue("mn_tu", actor->TU);
1243 Cvar_SetValue("mn_tumax", actor->maxTU);
1244 Cvar_SetValue("mn_tureserved", CL_ActorReservedTUs(actor, RES_ALL_ACTIVE));
1245 Cvar_SetValue("mn_morale", actor->morale);
1246 Cvar_SetValue("mn_moralemax", actor->maxMorale);
1247 Cvar_SetValue("mn_stun", actor->STUN);
1248
1249 Cvar_Set("mn_tu_tooltips", _("Time Units\n- Available: %i (of %i)\n- Reserved: %i\n- Remaining: %i\n"),
1250 actor->TU, actor->maxTU, CL_ActorReservedTUs(actor, RES_ALL_ACTIVE), CL_ActorUsableTUs(actor));
1251
1252 /* animation and weapons */
1253 const char* animName = R_AnimGetName(&actor->as, actor->model1);
1254 if (animName)
1255 Cvar_Set("mn_anim", "%s", animName);
1256 if (actor->getRightHandItem()) {
1257 const Item* item = actor->getRightHandItem();
1258 Cvar_Set("mn_rweapon", "%s", item->def()->model);
1259 Cvar_Set("mn_rweapon_item", "%s", item->def()->id);
1260 } else {
1261 Cvar_Set("mn_rweapon", "");
1262 Cvar_Set("mn_rweapon_item", "");
1263 }
1264 if (actor->getLeftHandItem()) {
1265 const Item* item = actor->getLeftHandItem();
1266 Cvar_Set("mn_lweapon", "%s", item->def()->model);
1267 Cvar_Set("mn_lweapon_item", "%s", item->def()->id);
1268 } else {
1269 Cvar_Set("mn_lweapon", "");
1270 Cvar_Set("mn_lweapon_item", "");
1271 }
1272
1273 /* print ammo */
1274 const Item* itemRight = actor->getRightHandItem();
1275 if (itemRight)
1276 Cvar_SetValue("mn_ammoright", itemRight->getAmmoLeft());
1277 else
1278 Cvar_Set("mn_ammoright", "");
1279
1280 const Item* itemLeft = HUD_GetLeftHandWeapon(actor, nullptr);
1281 if (itemLeft)
1282 Cvar_SetValue("mn_ammoleft", itemLeft->getAmmoLeft());
1283 else
1284 Cvar_Set("mn_ammoleft", "");
1285 }
1286
HUD_GetPenaltyString(const int type)1287 static const char* HUD_GetPenaltyString (const int type)
1288 {
1289 switch (type) {
1290 case MODIFIER_ACCURACY:
1291 return _("accuracy");
1292 case MODIFIER_SHOOTING:
1293 return _("shooting speed");
1294 case MODIFIER_MOVEMENT:
1295 return _("movement speed");
1296 case MODIFIER_SIGHT:
1297 return _("sight range");
1298 case MODIFIER_REACTION:
1299 return _("reaction speed");
1300 case MODIFIER_TU:
1301 return _("TU");
1302 default:
1303 return "";
1304 }
1305 }
1306
HUD_ActorWoundData_f(void)1307 static void HUD_ActorWoundData_f (void)
1308 {
1309 if (!CL_BattlescapeRunning())
1310 return;
1311
1312 /* check if actor exists */
1313 if (!selActor)
1314 return;
1315
1316 int bodyPart;
1317 woundInfo_t* wounds = &selActor->wounds;
1318 const character_t* chr = CL_ActorGetChr(selActor);
1319 const BodyData* bodyData = chr->teamDef->bodyTemplate;
1320
1321 for (bodyPart = 0; bodyPart < bodyData->numBodyParts(); ++bodyPart) {
1322 const int woundThreshold = selActor->maxHP * bodyData->woundThreshold(bodyPart);
1323
1324 if (wounds->woundLevel[bodyPart] + wounds->treatmentLevel[bodyPart] * 0.5 > woundThreshold) {
1325 const int bleeding = wounds->woundLevel[bodyPart] * (wounds->woundLevel[bodyPart] > woundThreshold
1326 ? bodyData->bleedingFactor(bodyPart) : 0);
1327 char text[256];
1328 int penalty;
1329
1330 Com_sprintf(text, lengthof(text), CHRSH_IsTeamDefRobot(chr->teamDef) ?
1331 _("Damaged %s (deterioration: %i)\n") : _("Wounded %s (bleeding: %i)\n"), _(bodyData->name(bodyPart)), bleeding);
1332 for (penalty = MODIFIER_ACCURACY; penalty < MODIFIER_MAX; penalty++)
1333 if (bodyData->penalty(bodyPart, static_cast<modifier_types_t>(penalty)) != 0)
1334 Q_strcat(text, lengthof(text), _("- Reduced %s\n"), HUD_GetPenaltyString(penalty));
1335 UI_ExecuteConfunc("actor_wounds %s %i \"%s\"", bodyData->id(bodyPart), bleeding, text);
1336 }
1337 }
1338 }
1339
1340 /**
1341 * @brief Update the equipment weight for the selected actor.
1342 */
HUD_UpdateActorLoad_f(void)1343 static void HUD_UpdateActorLoad_f (void)
1344 {
1345 if (!CL_BattlescapeRunning())
1346 return;
1347
1348 /* check if actor exists */
1349 if (!selActor)
1350 return;
1351
1352 const character_t* chr = CL_ActorGetChr(selActor);
1353 const float invWeight = selActor->inv.getWeight();
1354 const int maxWeight = GAME_GetChrMaxLoad(chr);
1355 const float penalty = GET_ENCUMBRANCE_PENALTY(invWeight, chr->score.skills[ABILITY_POWER]);
1356 const int normalTU = GET_TU(chr->score.skills[ABILITY_SPEED], 1.0f - WEIGHT_NORMAL_PENALTY);
1357 const int tus = GET_TU(chr->score.skills[ABILITY_SPEED], penalty);
1358 const int tuPenalty = tus - normalTU;
1359 int count = 0;
1360
1361 const Container* cont = nullptr;
1362 while ((cont = chr->inv.getNextCont(cont))) {
1363 Item* item = nullptr;
1364 while ((item = cont->getNextItem(item))) {
1365 const fireDef_t* fireDef = item->getFiredefs();
1366 if (fireDef == nullptr)
1367 continue;
1368 for (int i = 0; i < MAX_FIREDEFS_PER_WEAPON; i++) {
1369 const fireDef_t &fd = fireDef[i];
1370 if (fd.time > 0 && fd.time > tus) {
1371 if (count <= 0)
1372 Com_sprintf(popupText, sizeof(popupText), _("This soldier no longer has enough TUs to use the following items:\n\n"));
1373 Q_strcat(popupText, sizeof(popupText), "%s: %s (%i)\n", _(item->def()->name), _(fd.name), fd.time);
1374 ++count;
1375 }
1376 }
1377 }
1378 }
1379
1380 if (count > 0)
1381 UI_Popup(_("Warning"), popupText);
1382
1383 char label[MAX_VAR];
1384 char tooltip[MAX_VAR];
1385 Com_sprintf(label, sizeof(label), "%g/%i %s", invWeight, maxWeight, _("Kg"));
1386 Com_sprintf(tooltip, sizeof(tooltip), "%s %i (%+i)", _("TU:"), tus, tuPenalty);
1387 UI_ExecuteConfunc("inv_actorload \"%s\" \"%s\" %f %i", label, tooltip, WEIGHT_NORMAL_PENALTY - (1.0f - penalty), count);
1388 }
1389
1390 /**
1391 * @brief Updates the hud for one actor
1392 * @param actor The actor to update the hud values for
1393 */
HUD_UpdateActor(le_t * actor)1394 static void HUD_UpdateActor (le_t* actor)
1395 {
1396 int time;
1397
1398 HUD_UpdateActorCvar(actor);
1399 /* write info */
1400 time = 0;
1401
1402 /* handle actor in a panic */
1403 if (LE_IsPanicked(actor)) {
1404 UI_RegisterText(TEXT_STANDARD, _("Currently panics!\n"));
1405 } else if (displayRemainingTus[REMAINING_TU_CROUCH]) {
1406 if (CL_ActorUsableTUs(actor) >= TU_CROUCH)
1407 time = TU_CROUCH;
1408 } else if (displayRemainingTus[REMAINING_TU_RELOAD_RIGHT]
1409 || displayRemainingTus[REMAINING_TU_RELOAD_LEFT]) {
1410 const Item* item;
1411 containerIndex_t container;
1412
1413 if (displayRemainingTus[REMAINING_TU_RELOAD_RIGHT] && actor->getRightHandItem()) {
1414 container = CID_RIGHT;
1415 item = actor->getRightHandItem();
1416 } else if (displayRemainingTus[REMAINING_TU_RELOAD_LEFT] && actor->getLeftHandItem()) {
1417 container = NONE;
1418 item = HUD_GetLeftHandWeapon(actor, &container);
1419 } else {
1420 container = NONE;
1421 item = nullptr;
1422 }
1423
1424 if (item && item->def() && item->ammoDef() && item->isReloadable()) {
1425 const int reloadtime = HUD_CalcReloadTime(actor, item->def(), container);
1426 if (reloadtime != -1 && reloadtime <= CL_ActorUsableTUs(actor))
1427 time = reloadtime;
1428 }
1429 } else if (CL_ActorFireModeActivated(actor->actorMode)) {
1430 time = HUD_UpdateActorFireMode(actor);
1431 } else {
1432 /* If the mouse is outside the world, and we haven't placed the cursor in pend
1433 * mode already */
1434 if (IN_GetMouseSpace() != MS_WORLD && actor->actorMode < M_PEND_MOVE)
1435 actor->actorMoveLength = ROUTING_NOT_REACHABLE;
1436 time = HUD_UpdateActorMove(actor);
1437 }
1438
1439 /* Calculate remaining TUs. */
1440 /* We use the full count of TUs since the "reserved" bar is overlaid over this one. */
1441 time = std::max(0, actor->TU - time);
1442 Cvar_Set("mn_turemain", "%i", time);
1443
1444 HUD_MapDebugCursor(actor);
1445 }
1446
1447 /**
1448 * @brief Updates console vars for an actor.
1449 *
1450 * This function updates the cvars for the hud (battlefield)
1451 * unlike CL_ActorCvars and CL_UGVCvars which updates them for
1452 * displaying the data in the menu system
1453 *
1454 * @sa CL_ActorCvars
1455 * @sa CL_UGVCvars
1456 */
HUD_Update(void)1457 void HUD_Update (void)
1458 {
1459 if (cls.state != ca_active)
1460 return;
1461
1462 /* worldlevel */
1463 if (cl_worldlevel->modified) {
1464 int i;
1465 for (i = 0; i < PATHFINDING_HEIGHT; i++) {
1466 int status = 0;
1467 if (i == cl_worldlevel->integer)
1468 status = 2;
1469 else if (i < cl.mapMaxLevel)
1470 status = 1;
1471 UI_ExecuteConfunc("updateLevelStatus %i %i", i, status);
1472 }
1473 cl_worldlevel->modified = false;
1474 }
1475
1476 /* force them empty first */
1477 Cvar_Set("mn_anim", "stand0");
1478 Cvar_Set("mn_rweapon", "");
1479 Cvar_Set("mn_lweapon", "");
1480
1481 if (selActor) {
1482 HUD_UpdateActor(selActor);
1483 } else if (!cl.numTeamList) {
1484 /* This will stop the drawing of the bars over the whole screen when we test maps. */
1485 Cvar_SetValue("mn_hp", 0);
1486 Cvar_SetValue("mn_hpmax", 100);
1487 Cvar_SetValue("mn_tu", 0);
1488 Cvar_SetValue("mn_tumax", 100);
1489 Cvar_SetValue("mn_tureserved", 0);
1490 Cvar_SetValue("mn_morale", 0);
1491 Cvar_SetValue("mn_moralemax", 100);
1492 Cvar_SetValue("mn_stun", 0);
1493 }
1494 }
1495
1496 /**
1497 * @brief Callback that is called when the cl_selected cvar was changed
1498 * @param cvarName The cvar name (cl_selected)
1499 * @param oldValue The old value of the cvar (a sane actor idx)
1500 * @param newValue The new value of the cvar (a sane actor idx)
1501 * @param data Unused here, but required by cvarChangeListenerFunc_t
1502 */
HUD_ActorSelectionChangeListener(const char * cvarName,const char * oldValue,const char * newValue,void * data)1503 static void HUD_ActorSelectionChangeListener (const char* cvarName, const char* oldValue, const char* newValue, void* data)
1504 {
1505 if (!CL_OnBattlescape())
1506 return;
1507
1508 if (newValue[0] != '\0') {
1509 const int actorIdx = atoi(newValue);
1510 const size_t size = lengthof(cl.teamList);
1511 if (actorIdx >= 0 && actorIdx < size)
1512 UI_ExecuteConfunc("hudselect %s", newValue);
1513 }
1514 }
1515
1516 /**
1517 * @brief Callback that is called when the right hand weapon of the current selected actor changed
1518 * @param cvarName The cvar name
1519 * @param oldValue The old value of the cvar
1520 * @param newValue The new value of the cvar
1521 * @param data Unused here, but required by cvarChangeListenerFunc_t
1522 */
HUD_RightHandChangeListener(const char * cvarName,const char * oldValue,const char * newValue,void * data)1523 static void HUD_RightHandChangeListener (const char* cvarName, const char* oldValue, const char* newValue, void* data)
1524 {
1525 if (!CL_OnBattlescape())
1526 return;
1527
1528 if (Q_streq(oldValue, newValue))
1529 return;
1530
1531 HUD_UpdateButtons(selActor);
1532 }
1533
1534 /**
1535 * @brief Callback that is called when the left hand weapon of the current selected actor changed
1536 * @param cvarName The cvar name
1537 * @param oldValue The old value of the cvar
1538 * @param newValue The new value of the cvar
1539 * @param data Unused here, but required by cvarChangeListenerFunc_t
1540 */
HUD_LeftHandChangeListener(const char * cvarName,const char * oldValue,const char * newValue,void * data)1541 static void HUD_LeftHandChangeListener (const char* cvarName, const char* oldValue, const char* newValue, void* data)
1542 {
1543 if (!CL_OnBattlescape())
1544 return;
1545
1546 if (Q_streq(oldValue, newValue))
1547 return;
1548
1549 HUD_UpdateButtons(selActor);
1550 }
1551
1552 /**
1553 * @brief Callback that is called when the remaining TUs for the current selected actor changed
1554 * @param cvarName The cvar name
1555 * @param oldValue The old value of the cvar
1556 * @param newValue The new value of the cvar
1557 * @param data Unused here, but required by cvarChangeListenerFunc_t
1558 */
HUD_TUChangeListener(const char * cvarName,const char * oldValue,const char * newValue,void * data)1559 static void HUD_TUChangeListener (const char* cvarName, const char* oldValue, const char* newValue, void* data)
1560 {
1561 if (!CL_OnBattlescape())
1562 return;
1563
1564 if (Q_streq(oldValue, newValue))
1565 return;
1566
1567 HUD_UpdateButtons(selActor);
1568 }
1569
CL_CvarWorldLevel(cvar_t * cvar)1570 static bool CL_CvarWorldLevel (cvar_t* cvar)
1571 {
1572 const int maxLevel = cl.mapMaxLevel ? cl.mapMaxLevel - 1 : PATHFINDING_HEIGHT - 1;
1573 return Cvar_AssertValue(cvar, 0, maxLevel, true);
1574 }
1575
1576 /**
1577 * @brief Checks that the given cvar is a valid hud cvar
1578 * @param cvar The cvar to check
1579 * @return @c true if cvar is valid, @c false otherwise
1580 */
HUD_CheckCLHud(cvar_t * cvar)1581 static bool HUD_CheckCLHud (cvar_t* cvar)
1582 {
1583 const uiNode_t* window = UI_GetWindow(cvar->string);
1584 if (window == nullptr) {
1585 return false;
1586 }
1587
1588 if (window->super == nullptr) {
1589 return false;
1590 }
1591
1592 /**
1593 * @todo check for multiple base classes
1594 */
1595 return Q_streq(window->super->name, "hud");
1596 }
1597
1598 /**
1599 * @brief Display the user interface
1600 * @param optionWindowName Name of the window used to display options, else nullptr if nothing
1601 */
HUD_InitUI(const char * optionWindowName)1602 void HUD_InitUI (const char* optionWindowName)
1603 {
1604 OBJZERO(buttonStates);
1605 if (!HUD_CheckCLHud(cl_hud)) {
1606 Cvar_Set("cl_hud", "hud_default");
1607 }
1608 UI_InitStack(cl_hud->string, optionWindowName);
1609
1610 UI_ExecuteConfunc("hudinit");
1611 }
1612
1613 /**
1614 * @brief Checks that the given cvar is a valid hud cvar
1615 * @param cvar The cvar to check and to modify if the value is invalid
1616 * @return @c true if the valid is invalid, @c false otherwise
1617 */
HUD_CvarCheckMNHud(cvar_t * cvar)1618 static bool HUD_CvarCheckMNHud (cvar_t* cvar)
1619 {
1620 if (!HUD_CheckCLHud(cl_hud)) {
1621 Cvar_Reset(cvar);
1622 return true;
1623 }
1624 return false;
1625 }
1626
HUD_InitStartup(void)1627 void HUD_InitStartup (void)
1628 {
1629 HUD_InitCallbacks();
1630
1631 Cmd_AddCommand("hud_remainingtus", HUD_RemainingTUs_f, "Define if remaining TUs should be displayed in the TU-bar for some hovered-over button.");
1632 Cmd_AddCommand("hud_shotreserve", HUD_ShotReserve_f, "Reserve TUs for the selected entry in the popup.");
1633 Cmd_AddCommand("hud_shotreservationpopup", HUD_PopupFiremodeReservation_f, "Pop up a list of possible firemodes for reservation in the current turn.");
1634 Cmd_AddCommand("hud_selectreactionfiremode", HUD_SelectReactionFiremode_f, "Change/Select firemode used for reaction fire.");
1635 Cmd_AddCommand("hud_listfiremodes", HUD_DisplayFiremodes_f, "Display a list of firemodes for a weapon+ammo.");
1636 Cmd_AddCommand("hud_listactions", HUD_DisplayActions_f, "Display a list of action from the selected soldier.");
1637 Cmd_AddCommand("hud_updateactorwounds", HUD_ActorWoundData_f, "Update info on actor wounds.");
1638 Cmd_AddCommand("hud_updateactorload", HUD_UpdateActorLoad_f, "Update the HUD with the selected actor inventory load.");
1639
1640 /** @note We can't check the value at startup cause scripts are not yet loaded */
1641 cl_hud = Cvar_Get("cl_hud", "hud_default", CVAR_ARCHIVE | CVAR_LATCH, "Current selected HUD.");
1642 Cvar_SetCheckFunction("cl_hud", HUD_CvarCheckMNHud);
1643
1644 cl_worldlevel = Cvar_Get("cl_worldlevel", "0", 0, "Current worldlevel in tactical mode.");
1645 Cvar_SetCheckFunction("cl_worldlevel", CL_CvarWorldLevel);
1646 cl_worldlevel->modified = false;
1647
1648 Cvar_Get("mn_ammoleft", "", 0, "The remaining amount of ammunition in the left hand weapon.");
1649 Cvar_Get("mn_lweapon", "", 0, "The left hand weapon model of the current selected actor - empty if no weapon.");
1650 Cvar_RegisterChangeListener("mn_ammoleft", HUD_LeftHandChangeListener);
1651 Cvar_RegisterChangeListener("mn_lweapon", HUD_LeftHandChangeListener);
1652
1653 Cvar_Get("mn_ammoright", "", 0, "The remaining amount of ammunition in the right hand weapon.");
1654 Cvar_Get("mn_rweapon", "", 0, "The right hand weapon model of the current selected actor - empty if no weapon.");
1655 Cvar_RegisterChangeListener("mn_ammoright", HUD_RightHandChangeListener);
1656 Cvar_RegisterChangeListener("mn_rweapon", HUD_RightHandChangeListener);
1657
1658 Cvar_Get("mn_turemain", "", 0, "Remaining TUs for the current selected actor.");
1659 Cvar_RegisterChangeListener("mn_turemain", HUD_TUChangeListener);
1660
1661 Cvar_RegisterChangeListener("cl_selected", HUD_ActorSelectionChangeListener);
1662
1663 cl_hud_message_timeout = Cvar_Get("cl_hud_message_timeout", "2000", CVAR_ARCHIVE, "Timeout for HUD messages (milliseconds).");
1664 cl_show_cursor_tooltips = Cvar_Get("cl_show_cursor_tooltips", "1", CVAR_ARCHIVE, "Show cursor tooltips in tactical game mode.");
1665 }
1666