1 #include "itemstime.qh"
3 REGISTER_MUTATOR(itemstime, true);
5 REGISTER_NET_TEMP(itemstime)
8 void IT_Write(entity e, int i, float f) {
9 if (!IS_REAL_CLIENT(e)) return;
11 WriteHeader(MSG_ONE, itemstime);
12 WriteByte(MSG_ONE, i);
13 WriteFloat(MSG_ONE, f);
18 // reserve one more spot for superweapons time
19 float ItemsTime_time[Items_MAX + 1];
20 float ItemsTime_availableTime[Items_MAX + 1];
21 NET_HANDLE(itemstime, bool isNew)
24 float f = ReadFloat();
26 ItemsTime_time[i] = f;
32 STATIC_INIT(ItemsTime_Init) {
33 FOREACH(Items, true, {
34 ItemsTime_time[it.m_id] = -1;
36 ItemsTime_time[Items_MAX] = -1;
39 int autocvar_hud_panel_itemstime = 2;
40 float autocvar_hud_panel_itemstime_dynamicsize = 1;
41 float autocvar_hud_panel_itemstime_ratio = 2;
42 int autocvar_hud_panel_itemstime_iconalign;
43 bool autocvar_hud_panel_itemstime_progressbar = 0;
44 float autocvar_hud_panel_itemstime_progressbar_maxtime = 30;
45 string autocvar_hud_panel_itemstime_progressbar_name = "progressbar";
46 float autocvar_hud_panel_itemstime_progressbar_reduced;
47 bool autocvar_hud_panel_itemstime_hidespawned = 1;
48 bool autocvar_hud_panel_itemstime_hidebig = false;
49 int autocvar_hud_panel_itemstime_text = 1;
50 #define hud_panel_itemstime_hidebig autocvar_hud_panel_itemstime_hidebig
52 #define hud_panel_itemstime_hidebig false
55 bool Item_ItemsTime_SpectatorOnly(GameItem it)
58 || it == ITEM_ArmorMega || (it == ITEM_ArmorBig && !hud_panel_itemstime_hidebig)
59 || it == ITEM_HealthMega || (it == ITEM_HealthBig && !hud_panel_itemstime_hidebig)
63 bool Item_ItemsTime_Allow(GameItem it)
66 || it.instanceOfPowerup
67 || Item_ItemsTime_SpectatorOnly(it)
73 // reserve one more spot for superweapons time
74 float it_times[Items_MAX + 1];
76 STATIC_INIT(ItemsTime_Init) {
77 FOREACH(Items, Item_ItemsTime_Allow(it), {
78 it_times[it.m_id] = -1;
80 it_times[Items_MAX] = -1;
83 void Item_ItemsTime_ResetTimes()
85 FOREACH(Items, Item_ItemsTime_Allow(it), {
86 it_times[it.m_id] = (it_times[it.m_id] == -1) ? -1 : 0;
88 it_times[Items_MAX] = (it_times[Items_MAX] == -1) ? -1 : 0;
91 void Item_ItemsTime_ResetTimesForPlayer(entity e)
93 FOREACH(Items, Item_ItemsTime_Allow(it), {
94 IT_Write(e, it.m_id, (it_times[it.m_id] == -1) ? -1 : 0);
96 IT_Write(e, Items_MAX, (it_times[Items_MAX] == -1) ? -1 : 0);
99 void Item_ItemsTime_SetTimesForPlayer(entity e)
101 FOREACH(Items, Item_ItemsTime_Allow(it), {
102 IT_Write(e, it.m_id, it_times[it.m_id]);
104 IT_Write(e, Items_MAX, it_times[Items_MAX]);
107 void Item_ItemsTime_SetTime(entity e, float t)
109 if (!autocvar_sv_itemstime)
112 GameItem item = e.itemdef;
113 if (item.instanceOfGameItem)
115 if (!item.instanceOfWeaponPickup)
116 it_times[item.m_id] = t;
117 else if (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)
118 it_times[Items_MAX] = t;
122 void Item_ItemsTime_SetTimesForAllPlayers()
124 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (warmup_stage || !IS_PLAYER(it) || autocvar_sv_itemstime == 2), { Item_ItemsTime_SetTimesForPlayer(it); });
127 float Item_ItemsTime_UpdateTime(entity e, float t)
129 bool isavailable = (t == 0);
130 IL_EACH(g_items, it != e,
132 if(!(it.itemdef == e.itemdef || ((STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) && (STAT(WEAPONS, it) & WEPSET_SUPERWEAPONS))))
134 if (it.scheduledrespawntime <= time)
136 else if (t == 0 || it.scheduledrespawntime < t)
137 t = it.scheduledrespawntime;
140 t = -t; // let know the client there's another available item
144 MUTATOR_HOOKFUNCTION(itemstime, reset_map_global)
146 Item_ItemsTime_ResetTimes();
147 // ALL the times need to be reset before .reset()ing each item
148 // since Item_Reset schedules respawn of superweapons and powerups
149 IL_EACH(g_items, it.reset,
151 Item_ItemsTime_SetTime(it, 0);
153 Item_ItemsTime_SetTimesForAllPlayers();
156 MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver)
158 entity player = M_ARGV(0, entity);
160 Item_ItemsTime_SetTimesForPlayer(player);
163 MUTATOR_HOOKFUNCTION(itemstime, ClientConnect, CBC_ORDER_LAST)
165 entity player = M_ARGV(0, entity);
167 if(IS_PLAYER(player))
169 // client became player on connection skipping putObserverInServer step
170 if (IS_REAL_CLIENT(player))
171 if (warmup_stage || autocvar_sv_itemstime == 2)
172 Item_ItemsTime_SetTimesForPlayer(player);
176 MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn)
178 if (warmup_stage || autocvar_sv_itemstime == 2) return;
179 entity player = M_ARGV(0, entity);
181 Item_ItemsTime_ResetTimesForPlayer(player);
188 void DrawItemsTimeItem(vector myPos, vector mySize, float ar, string item_icon, float item_time, bool item_available, float item_availableTime)
191 vector color = '0 0 0';
194 if (autocvar_hud_panel_itemstime_hidespawned == 2)
196 else if (item_available)
198 float BLINK_FACTOR = 0.15;
199 float BLINK_BASE = 0.85;
200 float BLINK_FREQ = 5;
201 picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
205 t = floor(item_time - time + 0.999);
213 vector picpos, numpos;
214 if (autocvar_hud_panel_itemstime_iconalign)
217 picpos = myPos + eX * (ar - 1) * mySize_y;
221 numpos = myPos + eX * mySize_y;
225 if (t > 0 && autocvar_hud_panel_itemstime_progressbar)
227 vector p_pos, p_size;
228 if (autocvar_hud_panel_itemstime_progressbar_reduced)
231 p_size = vec2(((ar - 1)/ar) * mySize.x, mySize.y);
238 HUD_Panel_DrawProgressBar(p_pos, p_size, autocvar_hud_panel_itemstime_progressbar_name, t/autocvar_hud_panel_itemstime_progressbar_maxtime, 0, autocvar_hud_panel_itemstime_iconalign, color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
241 if(autocvar_hud_panel_itemstime_text)
244 drawstring_aspect(numpos, ftos(t), vec2(((ar - 1)/ar) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
245 else if(precache_pic("gfx/hud/default/checkmark")) // COMPAT: check if this image exists, as 0.8.1 clients lack it
246 drawpic_aspect_skin(numpos, "checkmark", vec2((ar - 1) * mySize.y, mySize.y), '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
247 else // legacy code, if the image is missing just center the icon
248 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
250 if (item_availableTime)
251 drawpic_aspect_skin_expanding(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
252 drawpic_aspect_skin(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
255 float Item_ItemsTime_GetTime(int item)
257 if(autocvar__hud_configure)
261 case ITEM_ArmorMega.m_id: return time + 0;
262 case ITEM_HealthMega.m_id: return time + 8;
263 case ITEM_Strength.m_id: return time + 0;
264 case ITEM_Shield.m_id: return time + 4;
267 return -1; // don't show others
270 return ItemsTime_time[item];
275 if (!autocvar__hud_configure)
278 (autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
279 || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage || STAT(ITEMSTIME) == 2))
284 if (autocvar_hud_panel_itemstime_hidespawned == 1)
286 FOREACH(Items, Item_ItemsTime_Allow(it), {
287 count += (Item_ItemsTime_GetTime(it.m_id) > time || -Item_ItemsTime_GetTime(it.m_id) > time);
289 count += (Item_ItemsTime_GetTime(Items_MAX) > time || -Item_ItemsTime_GetTime(Items_MAX) > time);
291 else if (autocvar_hud_panel_itemstime_hidespawned == 2)
293 FOREACH(Items, Item_ItemsTime_Allow(it), {
294 count += (Item_ItemsTime_GetTime(it.m_id) > time);
296 count += (Item_ItemsTime_GetTime(Items_MAX) > time);
300 FOREACH(Items, Item_ItemsTime_Allow(it), {
301 count += (Item_ItemsTime_GetTime(it.m_id) != -1);
303 count += (Item_ItemsTime_GetTime(Items_MAX) != -1);
308 HUD_Panel_LoadCvars();
314 if (panel_bg_padding)
316 pos += '1 1 0' * panel_bg_padding;
317 mySize -= '2 2 0' * panel_bg_padding;
321 float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
322 rows = HUD_GetRowCount(count, mySize, ar);
323 columns = ceil(count/rows);
325 vector itemstime_size = vec2(mySize.x / columns, mySize.y / rows);
327 vector offset = '0 0 0';
329 if (autocvar_hud_panel_itemstime_dynamicsize)
331 if (autocvar__hud_configure)
332 if (hud_configure_menu_open != 2)
333 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
335 // reduce panel to avoid spacing items
336 if (itemstime_size.x / itemstime_size.y < ar)
338 newSize = rows * itemstime_size.x / ar;
339 pos.y += (mySize.y - newSize) / 2;
341 itemstime_size.y = mySize.y / rows;
345 newSize = columns * itemstime_size.y * ar;
346 pos.x += (mySize.x - newSize) / 2;
348 itemstime_size.x = mySize.x / columns;
350 panel_pos = pos - '1 1 0' * panel_bg_padding;
351 panel_size = mySize + '2 2 0' * panel_bg_padding;
355 if (itemstime_size.x/itemstime_size.y > ar)
357 newSize = ar * itemstime_size.y;
358 offset.x = itemstime_size.x - newSize;
360 itemstime_size.x = newSize;
364 newSize = 1/ar * itemstime_size.x;
365 offset.y = itemstime_size.y - newSize;
367 itemstime_size.y = newSize;
374 float row = 0, column = 0;
378 FOREACH(Items, Item_ItemsTime_Allow(it) && Item_ItemsTime_GetTime(it.m_id) != -1, {
383 float item_time = Item_ItemsTime_GetTime(id);
386 item_available = true;
387 item_time = -item_time;
390 item_available = (item_time <= time);
392 if (Item_ItemsTime_GetTime(id) >= 0)
394 if (time <= Item_ItemsTime_GetTime(id))
395 ItemsTime_availableTime[id] = 0;
396 else if (ItemsTime_availableTime[id] == 0)
397 ItemsTime_availableTime[id] = time;
399 else if (ItemsTime_availableTime[id] == 0)
400 ItemsTime_availableTime[id] = time;
402 float f = (time - ItemsTime_availableTime[id]) * 2;
403 f = (f > 1) ? 0 : bound(0, f, 1);
405 if (autocvar_hud_panel_itemstime_hidespawned == 1)
406 if (!(Item_ItemsTime_GetTime(id) > time || -Item_ItemsTime_GetTime(id) > time))
409 if (autocvar_hud_panel_itemstime_hidespawned == 2)
410 if (!(Item_ItemsTime_GetTime(id) > time))
413 DrawItemsTimeItem(pos + vec2(column * (itemstime_size.x + offset.x), row * (itemstime_size.y + offset.y)), itemstime_size, ar, icon, item_time, item_available, f);
420 if(id == Items_MAX) // can happen only in the last fake iteration
423 // add another fake iteration for superweapons time
424 if(id < Items_MAX && Item_ItemsTime_GetTime(Items_MAX) != -1)
427 icon = "superweapons";