1 REGISTER_MUTATOR(itemstime, true);
4 void IT_Write(entity e, int i, float f) {
5 if (!IS_REAL_CLIENT(e)) return;
7 WriteByte(MSG_ONE, SVC_TEMPENTITY);
8 WriteMutator(MSG_ONE, itemstime);
10 WriteFloat(MSG_ONE, f);
15 float ItemsTime_time[MAX_ITEMS];
16 float ItemsTime_availableTime[MAX_ITEMS];
17 MUTATOR_HOOKFUNCTION(itemstime, CSQC_Parse_TempEntity) {
18 if (MUTATOR_RETURNVALUE) return false;
19 if (!ReadMutatorEquals(mutator_argv_int_0, itemstime)) return false;
21 float f = ReadFloat();
22 ItemsTime_time[i] = f;
27 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons)
30 || it.instanceOfPowerup
31 || it == ITEM_ArmorMega || it == ITEM_ArmorLarge
32 || it == ITEM_HealthMega || it == ITEM_HealthLarge
33 || (_weapons & WEPSET_SUPERWEAPONS)
39 float it_times[MAX_ITEMS];
41 void Item_ItemsTime_Init()
43 FOREACH(ITEMS, true, LAMBDA(
44 it_times[it.m_id] = -1;
48 STATIC_INIT(ItemsTime_Init) {
50 Item_ItemsTime_Init();
53 void Item_ItemsTime_ResetTimes()
55 FOREACH(ITEMS, true, LAMBDA(
56 it_times[it.m_id] = (it_times[it.m_id] == -1) ? -1 : 0;
60 void Item_ItemsTime_ResetTimesForPlayer(entity e)
62 FOREACH(ITEMS, true, LAMBDA(
63 IT_Write(e, it.m_id, (it_times[it.m_id] == -1) ? -1 : 0);
67 void Item_ItemsTime_SetTimesForPlayer(entity e)
69 FOREACH(ITEMS, true, LAMBDA(
70 IT_Write(e, it.m_id, it_times[it.m_id]);
74 void Item_ItemsTime_SetTime(entity e, float t)
76 if (!autocvar_sv_itemstime)
79 GameItem item = e.itemdef;
80 it_times[item.m_id] = t;
83 void Item_ItemsTime_SetTimesForAllPlayers()
86 FOR_EACH_REALCLIENT(e) if (warmup_stage || !IS_PLAYER(e))
87 Item_ItemsTime_SetTimesForPlayer(e);
90 float Item_ItemsTime_UpdateTime(entity e, float t)
92 bool isavailable = (t == 0);
93 if (e.weapons & WEPSET_SUPERWEAPONS)
95 for (entity head = world; (head = nextent(head)); )
97 if (clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
102 if (head.scheduledrespawntime <= time)
104 else if (t == 0 || head.scheduledrespawntime < t)
105 t = head.scheduledrespawntime;
110 for (entity head = world; (head = nextent(head)); )
112 if (head.itemdef != e.itemdef)
117 if (head.scheduledrespawntime <= time)
119 else if (t == 0 || head.scheduledrespawntime < t)
120 t = head.scheduledrespawntime;
124 t = -t; // let know the client there's another available item
128 MUTATOR_HOOKFUNCTION(itemstime, reset_map_global) {
129 Item_ItemsTime_ResetTimes();
132 MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver) {
133 Item_ItemsTime_SetTimesForPlayer(self);
136 MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn) {
137 if (warmup_stage) return;
138 Item_ItemsTime_ResetTimesForPlayer(self);
145 void DrawItemsTimeItem(vector myPos, vector mySize, float ar, entity item, float item_time, bool item_available, float item_availableTime)
148 vector color = '0 0 0';
151 if (autocvar_hud_panel_itemstime_hidespawned == 2)
153 else if (item_available)
155 float BLINK_FACTOR = 0.15;
156 float BLINK_BASE = 0.85;
157 float BLINK_FREQ = 5;
158 picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
162 t = floor(item_time - time + 0.999);
170 vector picpos, numpos;
171 if (autocvar_hud_panel_itemstime_iconalign)
174 picpos = myPos + eX * (ar - 1) * mySize_y;
178 numpos = myPos + eX * mySize_y;
182 if (t > 0 && autocvar_hud_panel_itemstime_progressbar)
184 vector p_pos, p_size;
185 if (autocvar_hud_panel_itemstime_progressbar_reduced)
188 p_size = eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y;
195 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);
198 if (t > 0 && autocvar_hud_panel_itemstime_text)
199 drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
201 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
202 if (item_availableTime)
203 drawpic_aspect_skin_expanding(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
204 drawpic_aspect_skin(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
209 if (!autocvar__hud_configure)
212 (autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
213 || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage))
218 ItemsTime_time[ITEM_ArmorMega.m_id] = time + 0;
219 ItemsTime_time[ITEM_HealthMega.m_id] = time + 8;
220 ItemsTime_time[ITEM_Strength.m_id] = time + 0;
221 ItemsTime_time[ITEM_Shield.m_id] = time + 4;
225 if (autocvar_hud_panel_itemstime_hidespawned == 1)
226 FOREACH(ITEMS, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
227 count += (ItemsTime_time[i] > time || -ItemsTime_time[i] > time);
229 else if (autocvar_hud_panel_itemstime_hidespawned == 2)
230 FOREACH(ITEMS, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
231 count += (ItemsTime_time[i] > time);
234 FOREACH(ITEMS, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
235 count += (ItemsTime_time[i] != -1);
240 HUD_Panel_UpdateCvars();
246 if (panel_bg_padding)
248 pos += '1 1 0' * panel_bg_padding;
249 mySize -= '2 2 0' * panel_bg_padding;
253 float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
254 rows = HUD_GetRowCount(count, mySize, ar);
255 columns = ceil(count/rows);
257 vector itemstime_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
259 vector offset = '0 0 0';
261 if (autocvar_hud_panel_itemstime_dynamicsize)
263 if (autocvar__hud_configure)
264 if (menu_enabled != 2)
265 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
267 // reduce panel to avoid spacing items
268 if (itemstime_size.x / itemstime_size.y < ar)
270 newSize = rows * itemstime_size.x / ar;
271 pos.y += (mySize.y - newSize) / 2;
273 itemstime_size.y = mySize.y / rows;
277 newSize = columns * itemstime_size.y * ar;
278 pos.x += (mySize.x - newSize) / 2;
280 itemstime_size.x = mySize.x / columns;
282 panel_pos = pos - '1 1 0' * panel_bg_padding;
283 panel_size = mySize + '2 2 0' * panel_bg_padding;
287 if (itemstime_size.x/itemstime_size.y > ar)
289 newSize = ar * itemstime_size.y;
290 offset.x = itemstime_size.x - newSize;
292 itemstime_size.x = newSize;
296 newSize = 1/ar * itemstime_size.x;
297 offset.y = itemstime_size.y - newSize;
299 itemstime_size.y = newSize;
305 float row = 0, column = 0;
307 FOREACH(ITEMS, Item_ItemsTime_Allow(it, '0 0 0') && ItemsTime_time[i] != -1, LAMBDA(
308 float item_time = ItemsTime_time[i];
311 item_available = true;
312 item_time = -item_time;
315 item_available = (item_time <= time);
317 if (ItemsTime_time[i] >= 0)
319 if (time <= ItemsTime_time[i])
320 ItemsTime_availableTime[i] = 0;
321 else if (ItemsTime_availableTime[i] == 0)
322 ItemsTime_availableTime[i] = time;
324 else if (ItemsTime_availableTime[i] == 0)
325 ItemsTime_availableTime[i] = time;
327 float f = (time - ItemsTime_availableTime[i]) * 2;
328 f = (f > 1) ? 0 : bound(0, f, 1);
330 if (autocvar_hud_panel_itemstime_hidespawned == 1)
331 if (!(ItemsTime_time[i] > time || -ItemsTime_time[i] > time))
334 if (autocvar_hud_panel_itemstime_hidespawned == 2)
335 if (!(ItemsTime_time[i] > time))
338 DrawItemsTimeItem(pos + eX * column * (itemstime_size.x + offset.x) + eY * row * (itemstime_size.y + offset.y), itemstime_size, ar, it, item_time, item_available, f);