3 #include "scoreboard.qh"
4 #include <common/items/all.qc>
8 // Powerup item fields (reusing existing fields)
9 .string message; // Human readable name
10 .string netname; // Icon name
11 .vector colormod; // Color
12 .float count; // Time left
13 .float lifetime; // Maximum time
16 int powerupItemsCount;
18 void resetPowerupItems()
21 for(item = powerupItems; item; item = item.chain)
24 powerupItemsCount = 0;
27 void addPowerupItem(string name, string icon, vector color, float currentTime, float lifeTime)
30 powerupItems = spawn();
33 for(item = powerupItems; item.count; item = item.chain)
39 item.colormod = color;
40 item.count = currentTime;
41 item.lifetime = lifeTime;
46 int getPowerupItemAlign(int align, int column, int row, int columns, int rows, bool isVertical)
48 TC(int, align); TC(int, column); TC(int, row); TC(int, columns); TC(int, rows); TC(bool, isVertical);
52 bool isTop = isVertical && rows > 1 && row == 0;
53 bool isBottom = isVertical && rows > 1 && row == rows-1;
54 bool isLeft = !isVertical && columns > 1 && column == 0;
55 bool isRight = !isVertical && columns > 1 && column == columns-1;
57 if(isTop || isLeft) return (align == 2) ? 1 : 0;
58 if(isBottom || isRight) return (align == 2) ? 0 : 1;
65 int allItems = STAT(ITEMS);
66 int allBuffs = STAT(BUFFS);
67 int strengthTime, shieldTime, superTime;
70 if(!autocvar__hud_configure)
72 if((!autocvar_hud_panel_powerups) || (spectatee_status == -1))
74 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_powerups_hide_ondeath)
76 if(!(allItems & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON)) && !allBuffs) return;
78 strengthTime = bound(0, STAT(STRENGTH_FINISHED) - time, 99);
79 shieldTime = bound(0, STAT(INVINCIBLE_FINISHED) - time, 99);
80 superTime = bound(0, STAT(SUPERWEAPONS_FINISHED) - time, 99);
82 if(allItems & IT_UNLIMITED_SUPERWEAPONS)
85 // Prevent stuff to show up on mismatch that will be fixed next frame
86 if(!(allItems & IT_SUPERWEAPON))
97 // Add items to linked list
101 addPowerupItem("Strength", "strength", autocvar_hud_progressbar_strength_color, strengthTime, 30);
103 addPowerupItem("Shield", "shield", autocvar_hud_progressbar_shield_color, shieldTime, 30);
105 addPowerupItem("Superweapons", "superweapons", autocvar_hud_progressbar_superweapons_color, superTime, 30);
107 MUTATOR_CALLHOOK(HUD_Powerups_add);
109 if(!powerupItemsCount)
112 // Draw panel background
113 if(1 - scoreboard_fade_alpha <= 0)
115 HUD_Panel_UpdateCvars(1 - scoreboard_fade_alpha);
116 if (autocvar_hud_panel_powerups_dynamichud)
123 vector pos = panel_pos;
124 vector size = panel_size;
125 bool isVertical = size.y > size.x;
129 pos += '1 1 0' * panel_bg_padding;
130 size -= '2 2 0' * panel_bg_padding;
133 // Find best partitioning of the drawing area
134 const float DESIRED_ASPECT = 6;
142 c = floor(powerupItemsCount / i);
143 r = ceil(powerupItemsCount / c);
144 a = isVertical ? (size.y/r) / (size.x/c) : (size.x/c) / (size.y/r);
146 if(i == 1 || fabs(DESIRED_ASPECT - a) < fabs(DESIRED_ASPECT - aspect))
153 while(++i <= powerupItemsCount);
155 // Prevent single items from getting too wide
156 if(powerupItemsCount == 1 && aspect > DESIRED_ASPECT)
161 pos.y += size.y * 0.5;
166 pos.x += size.x * 0.5;
170 // Draw items from linked list
171 vector itemPos = pos;
172 vector itemSize = eX * (size.x / columns) + eY * (size.y / rows);
173 vector textColor = '1 1 1';
180 draw_beginBoldFont();
181 for(entity item = powerupItems; item.count; item = item.chain)
183 itemPos = eX * (pos.x + column * itemSize.x) + eY * (pos.y + row * itemSize.y);
186 if(autocvar_hud_panel_powerups_progressbar)
188 align = getPowerupItemAlign(autocvar_hud_panel_powerups_baralign, column, row, columns, rows, isVertical);
189 HUD_Panel_DrawProgressBar(itemPos, itemSize, "progressbar", item.count / item.lifetime, isVertical, align, item.colormod, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
192 // Draw icon and text
193 if(autocvar_hud_panel_powerups_text)
195 align = getPowerupItemAlign(autocvar_hud_panel_powerups_iconalign, column, row, columns, rows, isVertical);
196 fullSeconds = ceil(item.count);
197 textColor = '0.6 0.6 0.6' + (item.colormod * 0.4);
200 DrawNumIcon(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha);
202 DrawNumIcon_expanding(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha, bound(0, (fullSeconds - item.count) / 0.5, 1));
205 // Determine next section
208 if(++column >= columns)