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;
31 void Item_ItemsTime_Init()
33 FOREACH(Items, true, LAMBDA(
34 ItemsTime_time[it.m_id] = -1;
36 ItemsTime_time[Items_MAX] = -1;
39 STATIC_INIT(ItemsTime_Init) {
40 Item_ItemsTime_Init();
43 int autocvar_hud_panel_itemstime = 2;
44 float autocvar_hud_panel_itemstime_dynamicsize = 1;
45 float autocvar_hud_panel_itemstime_ratio = 2;
46 int autocvar_hud_panel_itemstime_iconalign;
47 bool autocvar_hud_panel_itemstime_progressbar = 0;
48 float autocvar_hud_panel_itemstime_progressbar_maxtime = 30;
49 string autocvar_hud_panel_itemstime_progressbar_name = "progressbar";
50 float autocvar_hud_panel_itemstime_progressbar_reduced;
51 bool autocvar_hud_panel_itemstime_hidespawned = 1;
52 bool autocvar_hud_panel_itemstime_hidelarge = false;
53 int autocvar_hud_panel_itemstime_text = 1;
54 #define hud_panel_itemstime_hidelarge autocvar_hud_panel_itemstime_hidelarge
56 #define hud_panel_itemstime_hidelarge false
59 bool Item_ItemsTime_SpectatorOnly(GameItem it)
62 || it == ITEM_ArmorMega || (it == ITEM_ArmorLarge && !hud_panel_itemstime_hidelarge)
63 || it == ITEM_HealthMega || (it == ITEM_HealthLarge && !hud_panel_itemstime_hidelarge)
67 bool Item_ItemsTime_Allow(GameItem it)
70 || it.instanceOfPowerup
71 || Item_ItemsTime_SpectatorOnly(it)
77 // reserve one more spot for superweapons time
78 float it_times[Items_MAX + 1];
80 void Item_ItemsTime_Init()
82 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
83 it_times[it.m_id] = -1;
85 it_times[Items_MAX] = -1;
88 STATIC_INIT(ItemsTime_Init) {
90 Item_ItemsTime_Init();
93 void Item_ItemsTime_ResetTimes()
95 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
96 it_times[it.m_id] = (it_times[it.m_id] == -1) ? -1 : 0;
98 it_times[Items_MAX] = (it_times[Items_MAX] == -1) ? -1 : 0;
101 void Item_ItemsTime_ResetTimesForPlayer(entity e)
103 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
104 IT_Write(e, it.m_id, (it_times[it.m_id] == -1) ? -1 : 0);
106 IT_Write(e, Items_MAX, (it_times[Items_MAX] == -1) ? -1 : 0);
109 void Item_ItemsTime_SetTimesForPlayer(entity e)
111 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
112 IT_Write(e, it.m_id, it_times[it.m_id]);
114 IT_Write(e, Items_MAX, it_times[Items_MAX]);
117 void Item_ItemsTime_SetTime(entity e, float t)
119 if (!autocvar_sv_itemstime)
122 GameItem item = e.itemdef;
123 if (item.instanceOfGameItem)
125 if (!item.instanceOfWeaponPickup)
126 it_times[item.m_id] = t;
127 else if (e.weapons & WEPSET_SUPERWEAPONS)
128 it_times[Items_MAX] = t;
132 void Item_ItemsTime_SetTimesForAllPlayers()
134 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (warmup_stage || !IS_PLAYER(it) || autocvar_sv_itemstime == 2), LAMBDA(Item_ItemsTime_SetTimesForPlayer(it)));
137 float Item_ItemsTime_UpdateTime(entity e, float t)
139 bool isavailable = (t == 0);
140 IL_EACH(g_items, it != e,
142 if(!(it.itemdef == e.itemdef || ((e.weapons & WEPSET_SUPERWEAPONS) && (it.weapons & WEPSET_SUPERWEAPONS))))
144 if (it.scheduledrespawntime <= time)
146 else if (t == 0 || it.scheduledrespawntime < t)
147 t = it.scheduledrespawntime;
150 t = -t; // let know the client there's another available item
154 MUTATOR_HOOKFUNCTION(itemstime, reset_map_global)
156 Item_ItemsTime_ResetTimes();
157 // ALL the times need to be reset before .reset()ing each item
158 // since Item_Reset schedules respawn of superweapons and powerups
159 IL_EACH(g_items, it.reset,
161 Item_ItemsTime_SetTime(it, 0);
163 Item_ItemsTime_SetTimesForAllPlayers();
166 MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver)
168 entity player = M_ARGV(0, entity);
170 Item_ItemsTime_SetTimesForPlayer(player);
173 MUTATOR_HOOKFUNCTION(itemstime, ClientConnect, CBC_ORDER_LAST)
175 entity player = M_ARGV(0, entity);
177 if(IS_PLAYER(player))
179 // client became player on connection skipping putObserverInServer step
180 if (IS_REAL_CLIENT(player))
181 if (warmup_stage || autocvar_sv_itemstime == 2)
182 Item_ItemsTime_SetTimesForPlayer(player);
186 MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn)
188 if (warmup_stage || autocvar_sv_itemstime == 2) return;
189 entity player = M_ARGV(0, entity);
191 Item_ItemsTime_ResetTimesForPlayer(player);
198 void DrawItemsTimeItem(vector myPos, vector mySize, float ar, string item_icon, float item_time, bool item_available, float item_availableTime)
201 vector color = '0 0 0';
204 if (autocvar_hud_panel_itemstime_hidespawned == 2)
206 else if (item_available)
208 float BLINK_FACTOR = 0.15;
209 float BLINK_BASE = 0.85;
210 float BLINK_FREQ = 5;
211 picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
215 t = floor(item_time - time + 0.999);
223 vector picpos, numpos;
224 if (autocvar_hud_panel_itemstime_iconalign)
227 picpos = myPos + eX * (ar - 1) * mySize_y;
231 numpos = myPos + eX * mySize_y;
235 if (t > 0 && autocvar_hud_panel_itemstime_progressbar)
237 vector p_pos, p_size;
238 if (autocvar_hud_panel_itemstime_progressbar_reduced)
241 p_size = eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y;
248 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);
251 if(autocvar_hud_panel_itemstime_text)
254 drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
255 else if(precache_pic("gfx/hud/default/checkmark")) // COMPAT: check if this image exists, as 0.8.1 clients lack it
256 drawpic_aspect_skin(numpos, "checkmark", eX * (ar - 1) * mySize_y + eY * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
257 else // legacy code, if the image is missing just center the icon
258 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
260 if (item_availableTime)
261 drawpic_aspect_skin_expanding(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
262 drawpic_aspect_skin(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
267 if (!autocvar__hud_configure)
270 (autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
271 || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage || STAT(ITEMSTIME) == 2))
276 ItemsTime_time[ITEM_ArmorMega.m_id] = time + 0;
277 ItemsTime_time[ITEM_HealthMega.m_id] = time + 8;
278 ItemsTime_time[ITEM_Strength.m_id] = time + 0;
279 ItemsTime_time[ITEM_Shield.m_id] = time + 4;
283 if (autocvar_hud_panel_itemstime_hidespawned == 1)
285 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
286 count += (ItemsTime_time[it.m_id] > time || -ItemsTime_time[it.m_id] > time);
288 count += (ItemsTime_time[Items_MAX] > time || -ItemsTime_time[Items_MAX] > time);
290 else if (autocvar_hud_panel_itemstime_hidespawned == 2)
292 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
293 count += (ItemsTime_time[it.m_id] > time);
295 count += (ItemsTime_time[Items_MAX] > time);
299 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
300 count += (ItemsTime_time[it.m_id] != -1);
302 count += (ItemsTime_time[Items_MAX] != -1);
307 HUD_Panel_LoadCvars();
313 if (panel_bg_padding)
315 pos += '1 1 0' * panel_bg_padding;
316 mySize -= '2 2 0' * panel_bg_padding;
320 float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
321 rows = HUD_GetRowCount(count, mySize, ar);
322 columns = ceil(count/rows);
324 vector itemstime_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
326 vector offset = '0 0 0';
328 if (autocvar_hud_panel_itemstime_dynamicsize)
330 if (autocvar__hud_configure)
331 if (hud_configure_menu_open != 2)
332 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
334 // reduce panel to avoid spacing items
335 if (itemstime_size.x / itemstime_size.y < ar)
337 newSize = rows * itemstime_size.x / ar;
338 pos.y += (mySize.y - newSize) / 2;
340 itemstime_size.y = mySize.y / rows;
344 newSize = columns * itemstime_size.y * ar;
345 pos.x += (mySize.x - newSize) / 2;
347 itemstime_size.x = mySize.x / columns;
349 panel_pos = pos - '1 1 0' * panel_bg_padding;
350 panel_size = mySize + '2 2 0' * panel_bg_padding;
354 if (itemstime_size.x/itemstime_size.y > ar)
356 newSize = ar * itemstime_size.y;
357 offset.x = itemstime_size.x - newSize;
359 itemstime_size.x = newSize;
363 newSize = 1/ar * itemstime_size.x;
364 offset.y = itemstime_size.y - newSize;
366 itemstime_size.y = newSize;
373 float row = 0, column = 0;
377 FOREACH(Items, Item_ItemsTime_Allow(it) && ItemsTime_time[it.m_id] != -1, LAMBDA(
382 float item_time = ItemsTime_time[id];
385 item_available = true;
386 item_time = -item_time;
389 item_available = (item_time <= time);
391 if (ItemsTime_time[id] >= 0)
393 if (time <= ItemsTime_time[id])
394 ItemsTime_availableTime[id] = 0;
395 else if (ItemsTime_availableTime[id] == 0)
396 ItemsTime_availableTime[id] = time;
398 else if (ItemsTime_availableTime[id] == 0)
399 ItemsTime_availableTime[id] = time;
401 float f = (time - ItemsTime_availableTime[id]) * 2;
402 f = (f > 1) ? 0 : bound(0, f, 1);
404 if (autocvar_hud_panel_itemstime_hidespawned == 1)
405 if (!(ItemsTime_time[id] > time || -ItemsTime_time[id] > time))
408 if (autocvar_hud_panel_itemstime_hidespawned == 2)
409 if (!(ItemsTime_time[id] > time))
412 DrawItemsTimeItem(pos + eX * column * (itemstime_size.x + offset.x) + eY * row * (itemstime_size.y + offset.y), itemstime_size, ar, icon, item_time, item_available, f);
419 if(id == Items_MAX) // can happen only in the last fake iteration
422 // add another fake iteration for superweapons time
423 if(id < Items_MAX && ItemsTime_time[Items_MAX] != -1)
426 icon = "superweapons";