90dac2e096aa333f8029410e5149bb046d1428bb
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 /*
2 ==================
3 Misc HUD functions
4 ==================
5 */
6
7 // a border picture is a texture containing nine parts:
8 //   1/4 width: left part
9 //   1/2 width: middle part (stretched)
10 //   1/4 width: right part
11 // divided into
12 //   1/4 height: top part
13 //   1/2 height: middle part (stretched)
14 //   1/4 height: bottom part
15 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
16 {
17     if (theBorderSize_x < 0 && theBorderSize_y < 0) // draw whole image as it is
18     {
19                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
20                 return;
21     }
22         if (theBorderSize_x == 0 && theBorderSize_y == 0) // no border
23         {
24                 // draw only the central part
25                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
26                 return;
27         }
28
29         vector dX, dY;
30         vector width, height;
31         vector bW, bH;
32         //pic = draw_UseSkinFor(pic);
33         width = eX * theSize_x;
34         height = eY * theSize_y;
35         if(theSize_x <= theBorderSize_x * 2)
36         {
37                 // not wide enough... draw just left and right then
38                 bW = eX * (0.25 * theSize_x / (theBorderSize_x * 2));
39                 if(theSize_y <= theBorderSize_y * 2)
40                 {
41                         // not high enough... draw just corners
42                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
43                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
44                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
45                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
46                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
47                 }
48                 else
49                 {
50                         dY = theBorderSize_x * eY;
51                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
54                         drawsubpic(theOrigin + width * 0.5          + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5  0' + bW, theColor, theAlpha, 0);
55                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
56                         drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5          +     dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
57                 }
58         }
59         else
60         {
61                 if(theSize_y <= theBorderSize_y * 2)
62                 {
63                         // not high enough... draw just top and bottom then
64                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
65                         dX = theBorderSize_x * eX;
66                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
67                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
68                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
69                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
70                         drawsubpic(theOrigin + dX         + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5  0 0' + bH, theColor, theAlpha, 0);
71                         drawsubpic(theOrigin + width - dX + height * 0.5,             dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
72                 }
73                 else
74                 {
75                         dX = theBorderSize_x * eX;
76                         dY = theBorderSize_x * eY;
77                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
78                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
79                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
80                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
81                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
82                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
83                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
84                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
85                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
86                 }
87         }
88 }
89
90 vector HUD_Get_Num_Color (float x, float maxvalue)
91 {
92         float blinkingamt;
93         vector color;
94         if(x >= maxvalue) {
95                 color_x = sin(2*M_PI*time);
96                 color_y = 1;
97                 color_z = sin(2*M_PI*time);
98         }
99         else if(x > maxvalue * 0.75) {
100                 color_x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
101                 color_y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
102                 color_z = 0;
103         }
104         else if(x > maxvalue * 0.5) {
105                 color_x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
106                 color_y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
107                 color_z = 1 - (x-100)*0.02; // blue value between 1 -> 0
108         }
109         else if(x > maxvalue * 0.25) {
110                 color_x = 1;
111                 color_y = 1;
112                 color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
113         }
114         else if(x > maxvalue * 0.1) {
115                 color_x = 1;
116                 color_y = (x-20)*90/27/100; // green value between 0 -> 1
117                 color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
118         }
119         else {
120                 color_x = 1;
121                 color_y = 0;
122                 color_z = 0;
123         }
124
125         blinkingamt = (1 - x/maxvalue/0.25);
126         if(blinkingamt > 0)
127         {
128                 color_x = color_x - color_x * blinkingamt * sin(2*M_PI*time);
129                 color_y = color_y - color_y * blinkingamt * sin(2*M_PI*time);
130                 color_z = color_z - color_z * blinkingamt * sin(2*M_PI*time);
131         }
132         return color;
133 }
134
135 float stringwidth_colors(string s, vector theSize)
136 {
137         return stringwidth(s, TRUE, theSize);
138 }
139
140 float stringwidth_nocolors(string s, vector theSize)
141 {
142         return stringwidth(s, FALSE, theSize);
143 }
144
145 void drawstringright(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * scale_x;
148         drawstring(position, text, scale, rgb, theAlpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
154         drawstring(position, text, scale, rgb, theAlpha, flag);
155 }
156
157 // return the string of the onscreen race timer
158 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
159 {
160         string col;
161         string timestr;
162         string cpname;
163         string lapstr;
164         lapstr = "";
165
166         if(histime == 0) // goal hit
167         {
168                 if(mytime > 0)
169                 {
170                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
171                         col = "^1";
172                 }
173                 else if(mytime == 0)
174                 {
175                         timestr = "+0.0";
176                         col = "^3";
177                 }
178                 else
179                 {
180                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
181                         col = "^2";
182                 }
183
184                 if(lapdelta > 0)
185                 {
186                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
187                         col = "^2";
188                 }
189                 else if(lapdelta < 0)
190                 {
191                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
192                         col = "^1";
193                 }
194         }
195         else if(histime > 0) // anticipation
196         {
197                 if(mytime >= histime)
198                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
199                 else
200                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
201                 col = "^3";
202         }
203         else
204         {
205                 col = "^7";
206                 timestr = "";
207         }
208
209         if(cp == 254)
210                 cpname = _("Start line");
211         else if(cp == 255)
212                 cpname = _("Finish line");
213         else if(cp)
214                 cpname = sprintf(_("Intermediate %d"), cp);
215         else
216                 cpname = _("Finish line");
217
218         if(histime < 0)
219                 return strcat(col, cpname);
220         else if(hisname == "")
221                 return strcat(col, sprintf(_("%s (%s)"), cpname, timestr));
222         else
223                 return strcat(col, sprintf(_("%s (%s %s)"), cpname, timestr, strcat(hisname, col, lapstr)));
224 }
225
226 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
227 float race_CheckName(string net_name) {
228         float i;
229         for (i=RANKINGS_CNT-1;i>=0;--i)
230                 if(grecordholder[i] == net_name)
231                         return i+1;
232         return 0;
233 }
234
235 float GetPlayerColorForce(float i)
236 {
237         if(!teamplay)
238                 return 0;
239         else
240                 return stof(getplayerkeyvalue(i, "colors")) & 15;
241 }
242
243 float GetPlayerColor(float i)
244 {
245         if not(playerslots[i].gotscores) // unconnected
246                 return NUM_SPECTATOR;
247         else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
248                 return NUM_SPECTATOR;
249         else
250                 return GetPlayerColorForce(i);
251 }
252
253 string GetPlayerName(float i)
254 {
255         return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
256 }
257
258
259 /*
260 ==================
261 HUD panels
262 ==================
263 */
264
265 // draw the background/borders
266 #define HUD_Panel_DrawBg(theAlpha)\
267 if(panel_bg != "0")\
268         draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * theAlpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER))
269
270 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
271 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
272 {
273         if(!length_ratio || !theAlpha)
274                 return;
275         if(length_ratio > 1)
276                 length_ratio = 1;
277         if (baralign == 3)
278         {
279                 if(length_ratio < -1)
280                         length_ratio = -1;
281         }
282         else if(length_ratio < 0)
283                 return;
284
285         vector square;
286         vector width, height;
287         if(vertical) {
288                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
289                 if(precache_pic(pic) == "") {
290                         pic = "gfx/hud/default/progressbar_vertical";
291                 }
292
293         if (baralign == 1) // bottom align
294                         theOrigin_y += (1 - length_ratio) * theSize_y;
295         else if (baralign == 2) // center align
296             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
297         else if (baralign == 3) // center align, positive values down, negative up
298                 {
299                         theSize_y *= 0.5;
300                         if (length_ratio > 0)
301                                 theOrigin_y += theSize_y;
302                         else
303                         {
304                                 theOrigin_y += (1 + length_ratio) * theSize_y;
305                                 length_ratio = -length_ratio;
306                         }
307                 }
308                 theSize_y *= length_ratio;
309
310                 vector bH;
311                 width = eX * theSize_x;
312                 height = eY * theSize_y;
313                 if(theSize_y <= theSize_x * 2)
314                 {
315                         // button not high enough
316                         // draw just upper and lower part then
317                         square = eY * theSize_y * 0.5;
318                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
319                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
320                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
321                 }
322                 else
323                 {
324                         square = eY * theSize_x;
325                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
326                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
327                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
328                 }
329         } else {
330                 pic = strcat(hud_skin_path, "/", pic);
331                 if(precache_pic(pic) == "") {
332                         pic = "gfx/hud/default/progressbar";
333                 }
334
335                 if (baralign == 1) // right align
336                         theOrigin_x += (1 - length_ratio) * theSize_x;
337         else if (baralign == 2) // center align
338             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
339         else if (baralign == 3) // center align, positive values on the right, negative on the left
340                 {
341                         theSize_x *= 0.5;
342                         if (length_ratio > 0)
343                                 theOrigin_x += theSize_x;
344                         else
345                         {
346                                 theOrigin_x += (1 + length_ratio) * theSize_x;
347                                 length_ratio = -length_ratio;
348                         }
349                 }
350                 theSize_x *= length_ratio;
351
352                 vector bW;
353                 width = eX * theSize_x;
354                 height = eY * theSize_y;
355                 if(theSize_x <= theSize_y * 2)
356                 {
357                         // button not wide enough
358                         // draw just left and right part then
359                         square = eX * theSize_x * 0.5;
360                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
361                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
362                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
363                 }
364                 else
365                 {
366                         square = eX * theSize_y;
367                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
368                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
369                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
370                 }
371         }
372 }
373
374 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
375 {
376         if(!theAlpha)
377                 return;
378
379         string pic;
380         pic = strcat(hud_skin_path, "/num_leading");
381         if(precache_pic(pic) == "") {
382                 pic = "gfx/hud/default/num_leading";
383         }
384
385         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
386         if(mySize_x/mySize_y > 2)
387                 drawsubpic(pos + eX * mySize_y, eX * (mySize_x - 2 * mySize_y) + eY * mySize_y, pic, '0.25 0 0', '0.5 1 0', color, theAlpha, drawflag);
388         drawsubpic(pos + eX * mySize_x - eX * min(mySize_x * 0.5, mySize_y), eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0.75 0 0', '0.25 1 0', color, theAlpha, drawflag);
389 }
390
391 // Weapon icons (#0)
392 //
393 entity weaponorder[WEP_MAXCOUNT];
394 void weaponorder_swap(float i, float j, entity pass)
395 {
396         entity h;
397         h = weaponorder[i];
398         weaponorder[i] = weaponorder[j];
399         weaponorder[j] = h;
400 }
401
402 string weaponorder_cmp_str;
403 float weaponorder_cmp(float i, float j, entity pass)
404 {
405         float ai, aj;
406         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
407         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
408         return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
409 }
410
411 float GetAmmoStat(float i)
412 {
413         switch(i)
414         {
415                 case 0: return STAT_SHELLS;
416                 case 1: return STAT_NAILS;
417                 case 2: return STAT_ROCKETS;
418                 case 3: return STAT_CELLS;
419                 case 4: return STAT_FUEL;
420                 default: return -1;
421         }
422 }
423
424 float GetAmmoTypeForWep(float i)
425 {
426         switch(i)
427         {
428                 case WEP_SHOTGUN: return 0;
429                 case WEP_UZI: return 1;
430                 case WEP_GRENADE_LAUNCHER: return 2;
431                 case WEP_MINE_LAYER: return 2;
432                 case WEP_ELECTRO: return 3;
433                 case WEP_CRYLINK: return 3;
434                 case WEP_HLAC: return 3;
435                 case WEP_MINSTANEX: return 3;
436                 case WEP_NEX: return 3;
437                 case WEP_RIFLE: return 1;
438                 case WEP_HAGAR: return 2;
439                 case WEP_ROCKET_LAUNCHER: return 2;
440                 case WEP_SEEKER: return 2;
441                 case WEP_FIREBALL: return 4;
442                 case WEP_HOOK: return 3;
443                 default: return -1;
444         }
445 }
446
447 void HUD_Weapons(void)
448 {
449         // declarations
450         WEPSET_DECLARE_A(weapons_stat);
451         WEPSET_COPY_AS(weapons_stat);
452         float i, f, a;
453         float screen_ar, center_x = 0, center_y;
454         float weapon_count, weapon_id;
455         float row, column, rows = 0, columns;
456         float aspect = autocvar_hud_panel_weapons_aspect;
457
458         float panel_weapon_accuracy;
459
460         float timeout = autocvar_hud_panel_weapons_timeout;
461         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
462         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
463
464         float ammo_type, ammo_full;
465         float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
466         vector ammo_color = '1 0 1';
467         float ammo_alpha = 1;
468
469         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
470         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
471
472         vector weapon_pos, weapon_size = '0 0 0';
473         local noref vector old_panel_size; // fteqcc sucks
474         vector color;
475
476         // check to see if we want to continue
477         if(hud != HUD_NORMAL) { return; }
478
479         if(!autocvar__hud_configure)
480         {
481                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
482                         return;
483                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
484                 if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
485                 {
486                         weaponprevtime = time;
487                         return;
488                 }
489         }
490         else
491                 hud_configure_active_panel = HUD_PANEL_WEAPONS;
492
493         // update generic hud functions
494         HUD_Panel_UpdateCvars(weapons);
495         HUD_Panel_ApplyFadeAlpha();
496
497         draw_beginBoldFont();
498
499         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
500         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
501         {
502                 float weapon_cnt;
503                 if(weaponorder_bypriority)
504                         strunzone(weaponorder_bypriority);
505                 if(weaponorder_byimpulse)
506                         strunzone(weaponorder_byimpulse);
507
508                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
509                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
510                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
511
512                 weapon_cnt = 0;
513                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
514                 {
515                         self = get_weaponinfo(i);
516                         if(self.impulse >= 0)
517                         {
518                                 weaponorder[weapon_cnt] = self;
519                                 ++weapon_cnt;
520                         }
521                 }
522                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
523                         weaponorder[i] = world;
524                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
525
526                 weaponorder_cmp_str = string_null;
527         }
528
529         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
530                 complain_weapon = 0;
531
532         // determine which weapons are going to be shown
533         if (autocvar_hud_panel_weapons_onlyowned)
534         {
535                 if(autocvar__hud_configure)
536                 {
537                         if (WEPSET_EMPTY_A(weapons_stat))
538                                 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
539                                         WEPSET_OR_AW(weapons_stat, i);
540
541                         if(menu_enabled != 2)
542                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
543                 }
544
545                 // do we own this weapon?
546                 weapon_count = 0;
547                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
548                         if(WEPSET_CONTAINS_AW(weapons_stat, weaponorder[i].weapon))
549                                 ++weapon_count;
550
551                 // add it anyway if weaponcomplain is shown
552                 if(complain_weapon)
553                         ++weapon_count;
554
555                 // might as well commit suicide now, no reason to live ;)
556                 if (weapon_count == 0)
557                 {
558                         draw_endBoldFont();
559                         return;
560                 }
561
562                 old_panel_size = panel_size;
563                 if(panel_bg_padding)
564                         old_panel_size -= '2 2 0' * panel_bg_padding;
565
566                 // first find values for the standard table (with all the weapons)
567                 rows = old_panel_size_y/old_panel_size_x;
568                 rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
569                 columns = ceil(WEP_COUNT/rows);
570                 weapon_size_x = old_panel_size_x / columns;
571                 weapon_size_y = old_panel_size_y / rows;
572
573                 // change table values to include only the owned weapons
574                 // weapon_size won't be changed
575                 if(weapon_count <= rows)
576                 {
577                         rows = weapon_count;
578                         columns = 1;
579                 }
580                 else
581                         columns = ceil(weapon_count / rows);
582
583                 // reduce size of the panel
584                 panel_size_x = columns * weapon_size_x;
585                 panel_size_y = rows * weapon_size_y;
586                 panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
587                 panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
588                 if(panel_bg_padding)
589                         panel_size += '2 2 0' * panel_bg_padding;
590         }
591         else
592                 weapon_count = WEP_COUNT;
593
594         // animation for fading in/out the panel respectively when not in use
595         if(!autocvar__hud_configure)
596         {
597                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
598                 {
599                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
600
601                         // fade the panel alpha
602                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
603                         {
604                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
605                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
606                         }
607                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
608                         {
609                                 panel_bg_alpha *= (1 - f);
610                                 panel_fg_alpha *= (1 - f);
611                         }
612
613                         // move the panel off the screen
614                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
615                         {
616                                 f *= f; // for a cooler movement
617                                 center_x = panel_pos_x + panel_size_x/2;
618                                 center_y = panel_pos_y + panel_size_y/2;
619                                 screen_ar = vid_conwidth/vid_conheight;
620                                 if (center_x/center_y < screen_ar) //bottom left
621                                 {
622                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
623                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
624                                         else //left
625                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
626                                 }
627                                 else //top right
628                                 {
629                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
630                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
631                                         else //top
632                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
633                                 }
634                                 if(f == 1)
635                                         center_x = -1; // mark the panel as off screen
636                         }
637                         weaponprevtime = time - (1 - f) * timein_effect_length;
638                 }
639                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
640                 {
641                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
642
643                         // fade the panel alpha
644                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
645                         {
646                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
647                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
648                         }
649                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
650                         {
651                                 panel_bg_alpha *= (f);
652                                 panel_fg_alpha *= (f);
653                         }
654
655                         // move the panel back on screen
656                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
657                         {
658                                 f *= f; // for a cooler movement
659                                 f = 1 - f;
660                                 center_x = panel_pos_x + panel_size_x/2;
661                                 center_y = panel_pos_y + panel_size_y/2;
662                                 screen_ar = vid_conwidth/vid_conheight;
663                                 if (center_x/center_y < screen_ar) //bottom left
664                                 {
665                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
666                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
667                                         else //left
668                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
669                                 }
670                                 else //top right
671                                 {
672                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
673                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
674                                         else //top
675                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
676                                 }
677                         }
678                 }
679         }
680
681         // draw the background, then change the virtual size of it to better fit other items inside
682         HUD_Panel_DrawBg(1);
683
684         if(center_x == -1)
685         {
686                 draw_endBoldFont();
687                 return;
688         }
689
690         if(panel_bg_padding)
691         {
692                 panel_pos += '1 1 0' * panel_bg_padding;
693                 panel_size -= '2 2 0' * panel_bg_padding;
694         }
695
696         // after the sizing and animations are done, update the other values
697
698         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
699         {
700                 rows = panel_size_y/panel_size_x;
701                 rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
702                 columns = ceil(weapon_count/rows);
703                 weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
704         }
705
706         // calculate position/size for visual bar displaying ammount of ammo status
707         if (autocvar_hud_panel_weapons_ammo)
708         {
709                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
710                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
711
712                 if(weapon_size_x/weapon_size_y > aspect)
713                 {
714                         barsize_x = aspect * weapon_size_y;
715                         barsize_y = weapon_size_y;
716                         baroffset_x = (weapon_size_x - barsize_x) / 2;
717                 }
718                 else
719                 {
720                         barsize_y = 1/aspect * weapon_size_x;
721                         barsize_x = weapon_size_x;
722                         baroffset_y = (weapon_size_y - barsize_y) / 2;
723                 }
724         }
725         if(autocvar_hud_panel_weapons_accuracy)
726                 Accuracy_LoadColors();
727
728         row = column = 0;
729         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
730         {
731                 // retrieve information about the current weapon to be drawn
732                 self = weaponorder[i];
733                 weapon_id = self.impulse;
734
735                 // skip if this weapon doesn't exist
736                 if(!self || weapon_id < 0) { continue; }
737
738                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
739                 if(autocvar_hud_panel_weapons_onlyowned)
740                 if not(WEPSET_CONTAINS_AW(weapons_stat, self.weapon) || (self.weapon == complain_weapon))
741                         continue;
742
743                 // figure out the drawing position of weapon
744                 weapon_pos = (panel_pos 
745                         + eX * column * weapon_size_x 
746                         + eY * row * weapon_size_y);
747
748                 // draw background behind currently selected weapon
749                 if(self.weapon == switchweapon)
750                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
751
752                 // draw the weapon accuracy
753                 if(autocvar_hud_panel_weapons_accuracy)
754                 {
755                         panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
756                         if(panel_weapon_accuracy >= 0)
757                         {
758                                 color = Accuracy_GetColor(panel_weapon_accuracy);
759                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
760                         }
761                 }
762
763                 // drawing all the weapon items
764                 if(WEPSET_CONTAINS_AW(weapons_stat, self.weapon))
765                 {
766                         // draw the weapon image
767                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
768
769                         // draw weapon label string
770                         switch(autocvar_hud_panel_weapons_label)
771                         {
772                                 case 1: // weapon number
773                                         drawstring(weapon_pos, ftos(weapon_id), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
774                                         break;
775
776                                 case 2: // bind
777                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
778                                         break;
779
780                                 case 3: // weapon name
781                                         drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
782                                         break;
783
784                                 default: // nothing
785                                         break;
786                         }
787
788                         // draw ammo status bar
789                         if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
790                         {
791                                 a = 0;
792                                 ammo_type = GetAmmoTypeForWep(self.weapon);
793                                 if(ammo_type != -1)
794                                         a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
795
796                                 if(a > 0)
797                                 {
798                                         switch(ammo_type) {
799                                                 case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
800                                                 case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
801                                                 case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
802                                                 case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
803                                                 case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
804                                                 default: ammo_full = 60;
805                                         }
806
807                                         drawsetcliparea(
808                                                 weapon_pos_x + baroffset_x,
809                                                 weapon_pos_y + baroffset_y,
810                                                 barsize_x * bound(0, a/ammo_full, 1),
811                                                 barsize_y);
812                                         drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
813                                         drawresetcliparea();
814                                 }
815                         }
816                 }
817                 else // draw a "ghost weapon icon" if you don't have the weapon
818                 {
819                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
820                 }
821
822                 // draw the complain message
823                 if(self.weapon == complain_weapon)
824                 {
825                         if(fadetime)
826                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
827                         else
828                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
829
830                         string s;
831                         if(complain_weapon_type == 0) {
832                                 s = _("Out of ammo");
833                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
834                         }
835                         else if(complain_weapon_type == 1) {
836                                 s = _("Don't have");
837                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
838                         }
839                         else {
840                                 s = _("Unavailable");
841                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
842                         }
843                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
844                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
845                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
846                 }
847
848                 // continue with new position for the next weapon
849                 ++row;
850                 if(row >= rows)
851                 {
852                         row = 0;
853                         ++column;
854                 }
855         }
856
857         draw_endBoldFont();
858 }
859
860 // Ammo (#1)
861 //
862 // TODO: macro
863 float GetAmmoItemCode(float i)
864 {
865         switch(i)
866         {
867                 case 0: return IT_SHELLS;
868                 case 1: return IT_NAILS;
869                 case 2: return IT_ROCKETS;
870                 case 3: return IT_CELLS;
871                 case 4: return IT_FUEL;
872                 default: return -1;
873         }
874 }
875
876 string GetAmmoPicture(float i)
877 {
878         switch(i)
879         {
880                 case 0: return "ammo_shells";
881                 case 1: return "ammo_bullets";
882                 case 2: return "ammo_rockets";
883                 case 3: return "ammo_cells";
884                 case 4: return "ammo_fuel";
885                 default: return "";
886         }
887 }
888
889 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
890 {
891         float a;
892         if(autocvar__hud_configure)
893         {
894                 currently_selected = (itemcode == 2); //rockets always selected
895                 a = 31 + mod(itemcode*93, 128);
896         }
897         else
898                 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
899
900         vector color;
901         if(infinite_ammo)
902                 color = '0 0.5 0.75';
903         else if(a < 10)
904                 color = '0.7 0 0';
905         else
906                 color = '1 1 1';
907
908         float theAlpha;
909         if(currently_selected)
910                 theAlpha = 1;
911         else
912                 theAlpha = 0.7;
913
914         vector picpos, numpos;
915         if(autocvar_hud_panel_ammo_iconalign)
916         {
917                 numpos = myPos;
918                 picpos = myPos + eX * 2 * mySize_y;
919         }
920         else
921         {
922                 numpos = myPos + eX * mySize_y;
923                 picpos = myPos;
924         }
925
926         if (currently_selected)
927                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
928
929     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
930         HUD_Panel_DrawProgressBar(myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, autocvar_hud_panel_ammo_progressbar_name, a/autocvar_hud_panel_ammo_maxammo, 0, 0, color, autocvar_hud_progressbar_alpha * panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
931
932     if(autocvar_hud_panel_ammo_text)
933     {
934         if(a > 0 || infinite_ammo)
935             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
936         else // "ghost" ammo count
937             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
938     }
939         if(a > 0 || infinite_ammo)
940                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
941         else // "ghost" ammo icon
942                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
943 }
944
945 void HUD_Ammo(void)
946 {
947     if(hud != HUD_NORMAL) return;
948         if(!autocvar__hud_configure)
949         {
950                 if(!autocvar_hud_panel_ammo) return;
951                 if(spectatee_status == -1) return;
952         }
953         else
954                 hud_configure_active_panel = HUD_PANEL_AMMO;
955
956         HUD_Panel_UpdateCvars(ammo);
957         HUD_Panel_ApplyFadeAlpha();
958
959         draw_beginBoldFont();
960
961         vector pos, mySize;
962         pos = panel_pos;
963         mySize = panel_size;
964
965         HUD_Panel_DrawBg(1);
966         if(panel_bg_padding)
967         {
968                 pos += '1 1 0' * panel_bg_padding;
969                 mySize -= '2 2 0' * panel_bg_padding;
970         }
971
972         float rows = 0, columns, row, column;
973         vector ammo_size;
974         if (autocvar_hud_panel_ammo_onlycurrent)
975                 ammo_size = mySize;
976         else
977         {
978                 rows = mySize_y/mySize_x;
979                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
980                 //                               ^^^ ammo item aspect goes here
981
982                 columns = ceil(AMMO_COUNT/rows);
983
984                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
985         }
986
987         local vector offset = '0 0 0'; // fteqcc sucks
988         float newSize;
989         if(ammo_size_x/ammo_size_y > 3)
990         {
991                 newSize = 3 * ammo_size_y;
992                 offset_x = ammo_size_x - newSize;
993                 pos_x += offset_x/2;
994                 ammo_size_x = newSize;
995         }
996         else
997         {
998                 newSize = 1/3 * ammo_size_x;
999                 offset_y = ammo_size_y - newSize;
1000                 pos_y += offset_y/2;
1001                 ammo_size_y = newSize;
1002         }
1003
1004         float i, stat_items, currently_selected, infinite_ammo;
1005         infinite_ammo = FALSE;
1006         if (autocvar_hud_panel_ammo_onlycurrent)
1007         {
1008                 if(autocvar__hud_configure)
1009                 {
1010                         DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
1011                 }
1012                 else
1013                 {
1014                         stat_items = getstati(STAT_ITEMS, 0, 24);
1015                         if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
1016                                 infinite_ammo = TRUE;
1017                         for (i = 0; i < AMMO_COUNT; ++i) {
1018                                 currently_selected = stat_items & GetAmmoItemCode(i);
1019                                 if (currently_selected)
1020                                 {
1021                                         DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
1022                                         break;
1023                                 }
1024                         }
1025                 }
1026         }
1027         else
1028         {
1029                 stat_items = getstati(STAT_ITEMS, 0, 24);
1030                 if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
1031                         infinite_ammo = TRUE;
1032                 row = column = 0;
1033                 for (i = 0; i < AMMO_COUNT; ++i) {
1034                         currently_selected = stat_items & GetAmmoItemCode(i);
1035                         DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
1036                         ++row;
1037                         if(row >= rows)
1038                         {
1039                                 row = 0;
1040                                 column = column + 1;
1041                         }
1042                 }
1043         }
1044
1045         draw_endBoldFont();
1046 }
1047
1048 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1049 {
1050         vector newPos = '0 0 0', newSize = '0 0 0';
1051         vector picpos, numpos;
1052
1053         if (vertical)
1054         {
1055                 if(mySize_y/mySize_x > 2)
1056                 {
1057                         newSize_y = 2 * mySize_x;
1058                         newSize_x = mySize_x;
1059
1060                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1061                         newPos_x = myPos_x;
1062                 }
1063                 else
1064                 {
1065                         newSize_x = 1/2 * mySize_y;
1066                         newSize_y = mySize_y;
1067
1068                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1069                         newPos_y = myPos_y;
1070                 }
1071
1072                 if(icon_right_align)
1073                 {
1074                         numpos = newPos;
1075                         picpos = newPos + eY * newSize_x;
1076                 }
1077                 else
1078                 {
1079                         picpos = newPos;
1080                         numpos = newPos + eY * newSize_x;
1081                 }
1082
1083                 newSize_y /= 2;
1084                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1085                 // make number smaller than icon, it looks better
1086                 // reduce only y to draw numbers with different number of digits with the same y size
1087                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1088                 newSize_y *= 0.7;
1089                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1090                 return;
1091         }
1092
1093         if(mySize_x/mySize_y > 3)
1094         {
1095                 newSize_x = 3 * mySize_y;
1096                 newSize_y = mySize_y;
1097
1098                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1099                 newPos_y = myPos_y;
1100         }
1101         else
1102         {
1103                 newSize_y = 1/3 * mySize_x;
1104                 newSize_x = mySize_x;
1105
1106                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1107                 newPos_x = myPos_x;
1108         }
1109
1110         if(icon_right_align) // right align
1111         {
1112                 numpos = newPos;
1113                 picpos = newPos + eX * 2 * newSize_y;
1114         }
1115         else // left align
1116         {
1117                 numpos = newPos + eX * newSize_y;
1118                 picpos = newPos;
1119         }
1120
1121         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1122         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1123         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1124         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1125 }
1126
1127 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1128 {
1129         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1130 }
1131
1132 // Powerups (#2)
1133 //
1134 void HUD_Powerups(void)
1135 {
1136         float strength_time, shield_time, superweapons_time;
1137         if(!autocvar__hud_configure)
1138         {
1139                 if(!autocvar_hud_panel_powerups) return;
1140                 if(spectatee_status == -1) return;
1141                 if not(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON)) return;
1142                 if (getstati(STAT_HEALTH) <= 0) return;
1143
1144                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1145                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1146                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1147
1148                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1149                         superweapons_time = 99; // force max
1150
1151                 // prevent stuff to show up on mismatch that will be fixed next frame
1152                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1153                         superweapons_time = 0;
1154         }
1155         else
1156         {
1157                 hud_configure_active_panel = HUD_PANEL_POWERUPS;
1158
1159                 strength_time = 15;
1160                 shield_time = 27;
1161                 superweapons_time = 13;
1162         }
1163
1164         HUD_Panel_UpdateCvars(powerups);
1165         HUD_Panel_ApplyFadeAlpha();
1166
1167         draw_beginBoldFont();
1168
1169         vector pos, mySize;
1170         pos = panel_pos;
1171         mySize = panel_size;
1172
1173         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1174         if(panel_bg_padding)
1175         {
1176                 pos += '1 1 0' * panel_bg_padding;
1177                 mySize -= '2 2 0' * panel_bg_padding;
1178         }
1179
1180         float panel_ar = mySize_x/mySize_y;
1181         float is_vertical = (panel_ar < 1);
1182         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1183
1184         float superweapons_is = -1;
1185
1186         if(superweapons_time)
1187         {
1188                 if(strength_time)
1189                 {
1190                         if(shield_time)
1191                                 superweapons_is = 0;
1192                         else
1193                                 superweapons_is = 2;
1194                 }
1195                 else
1196                 {
1197                         if(shield_time)
1198                                 superweapons_is = 1;
1199                         else
1200                                 superweapons_is = 2;
1201                 }
1202         }
1203
1204         // FIXME handle superweapons here
1205         if(superweapons_is == 0)
1206         {
1207                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1208                 {
1209                         mySize_x *= (1.0 / 3.0);
1210                         superweapons_offset_x = mySize_x;
1211                         if (autocvar_hud_panel_powerups_flip)
1212                                 shield_offset_x = 2*mySize_x;
1213                         else
1214                                 strength_offset_x = 2*mySize_x;
1215                 }
1216                 else
1217                 {
1218                         mySize_y *= (1.0 / 3.0);
1219                         superweapons_offset_y = mySize_y;
1220                         if (autocvar_hud_panel_powerups_flip)
1221                                 shield_offset_y = 2*mySize_y;
1222                         else
1223                                 strength_offset_y = 2*mySize_y;
1224                 }
1225         }
1226         else
1227         {
1228                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1229                 {
1230                         mySize_x *= 0.5;
1231                         if (autocvar_hud_panel_powerups_flip)
1232                                 shield_offset_x = mySize_x;
1233                         else
1234                                 strength_offset_x = mySize_x;
1235                 }
1236                 else
1237                 {
1238                         mySize_y *= 0.5;
1239                         if (autocvar_hud_panel_powerups_flip)
1240                                 shield_offset_y = mySize_y;
1241                         else
1242                                 strength_offset_y = mySize_y;
1243                 }
1244         }
1245
1246         float shield_baralign, strength_baralign, superweapons_baralign;
1247         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1248
1249         if (autocvar_hud_panel_powerups_flip)
1250         {
1251                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1252                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1253                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1254                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1255         }
1256         else
1257         {
1258                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1259                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1260                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1261                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1262         }
1263
1264         if(superweapons_is == 0)
1265         {
1266                 superweapons_iconalign = strength_iconalign;
1267                 superweapons_baralign = 2;
1268         }
1269         else if(superweapons_is == 1)
1270         {
1271                 superweapons_offset = strength_offset;
1272                 superweapons_iconalign = strength_iconalign;
1273                 superweapons_baralign = strength_baralign;
1274         }
1275         else // if(superweapons_is == 2)
1276         {
1277                 superweapons_offset = shield_offset;
1278                 superweapons_iconalign = shield_iconalign;
1279                 superweapons_baralign = shield_baralign;
1280         }
1281
1282         if(shield_time)
1283         {
1284                 const float maxshield = 30;
1285                 float shield = ceil(shield_time);
1286                 if(autocvar_hud_panel_powerups_progressbar)
1287                 {
1288                         HUD_Panel_GetProgressBarColor(shield);
1289                         HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1290                 }
1291                 if(autocvar_hud_panel_powerups_text)
1292                 {
1293                         if(shield > 1)
1294                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1295                         if(shield <= 5)
1296                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1297                 }
1298         }
1299
1300         if(strength_time)
1301         {
1302                 const float maxstrength = 30;
1303                 float strength = ceil(strength_time);
1304                 if(autocvar_hud_panel_powerups_progressbar)
1305                 {
1306                         HUD_Panel_GetProgressBarColor(strength);
1307                         HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1308                 }
1309                 if(autocvar_hud_panel_powerups_text)
1310                 {
1311                         if(strength > 1)
1312                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1313                         if(strength <= 5)
1314                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1315                 }
1316         }
1317
1318         if(superweapons_time)
1319         {
1320                 const float maxsuperweapons = 30;
1321                 float superweapons = ceil(superweapons_time);
1322                 if(autocvar_hud_panel_powerups_progressbar)
1323                 {
1324                         HUD_Panel_GetProgressBarColor(superweapons);
1325                         HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1326                 }
1327                 if(autocvar_hud_panel_powerups_text)
1328                 {
1329                         if(superweapons > 1)
1330                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1331                         if(superweapons <= 5)
1332                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1333                 }
1334         }
1335
1336         draw_endBoldFont();
1337 }
1338
1339 // Health/armor (#3)
1340 //
1341
1342 // prev_* vars contain the health/armor at the previous FRAME
1343 // set to -1 when player is dead or was not playing
1344 float prev_health, prev_armor;
1345 float health_damagetime, armor_damagetime;
1346 float health_beforedamage, armor_beforedamage;
1347 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1348 float old_p_health, old_p_armor;
1349 float old_p_healthtime, old_p_armortime;
1350 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1351 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1352 float prev_p_health, prev_p_armor;
1353
1354 void HUD_HealthArmor(void)
1355 {
1356         float armor, health, fuel;
1357         if(!autocvar__hud_configure)
1358         {
1359                 if(!autocvar_hud_panel_healtharmor) return;
1360                 if(hud != HUD_NORMAL) return;
1361                 if(spectatee_status == -1) return;
1362
1363                 health = getstati(STAT_HEALTH);
1364                 if(health <= 0)
1365                 {
1366                         prev_health = -1;
1367                         return;
1368                 }
1369                 armor = getstati(STAT_ARMOR);
1370
1371                 // code to check for spectatee_status changes is in Ent_ClientData()
1372                 // prev_p_health and prev_health can be set to -1 there
1373
1374                 if (prev_p_health == -1)
1375                 {
1376                         // no effect
1377                         health_beforedamage = 0;
1378                         armor_beforedamage = 0;
1379                         health_damagetime = 0;
1380                         armor_damagetime = 0;
1381                         prev_health = health;
1382                         prev_armor = armor;
1383                         old_p_health = health;
1384                         old_p_armor = armor;
1385                         prev_p_health = health;
1386                         prev_p_armor = armor;
1387                 }
1388                 else if (prev_health == -1)
1389                 {
1390                         //start the load effect
1391                         health_damagetime = 0;
1392                         armor_damagetime = 0;
1393                         prev_health = 0;
1394                         prev_armor = 0;
1395                 }
1396                 fuel = getstati(STAT_FUEL);
1397         }
1398         else
1399         {
1400                 hud_configure_active_panel = HUD_PANEL_HEALTHARMOR;
1401
1402                 health = 150;
1403                 armor = 75;
1404                 fuel = 20;
1405         }
1406
1407         HUD_Panel_UpdateCvars(healtharmor);
1408         HUD_Panel_ApplyFadeAlpha();
1409         vector pos, mySize;
1410         pos = panel_pos;
1411         mySize = panel_size;
1412
1413         HUD_Panel_DrawBg(1);
1414         if(panel_bg_padding)
1415         {
1416                 pos += '1 1 0' * panel_bg_padding;
1417                 mySize -= '2 2 0' * panel_bg_padding;
1418         }
1419
1420         float baralign = autocvar_hud_panel_healtharmor_baralign;
1421         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1422
1423     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1424     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1425         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1426         {
1427                 vector v;
1428                 v = healtharmor_maxdamage(health, armor, armorblockpercent);
1429
1430                 float x;
1431                 x = floor(v_x + 1);
1432
1433         float maxtotal = maxhealth + maxarmor;
1434                 string biggercount;
1435                 if(v_z) // NOT fully armored
1436                 {
1437                         biggercount = "health";
1438                         if(autocvar_hud_panel_healtharmor_progressbar)
1439                         {
1440                                 HUD_Panel_GetProgressBarColor(health);
1441                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1442                         }
1443                         if(armor)
1444             if(autocvar_hud_panel_healtharmor_text)
1445                                 drawpic_aspect_skin(pos + eX * mySize_x - eX * 0.5 * mySize_y, "armor", '0.5 0.5 0' * mySize_y, '1 1 1', panel_fg_alpha * armor / health, DRAWFLAG_NORMAL);
1446                 }
1447                 else
1448                 {
1449                         biggercount = "armor";
1450                         if(autocvar_hud_panel_healtharmor_progressbar)
1451                         {
1452                                 HUD_Panel_GetProgressBarColor(armor);
1453                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1454                         }
1455                         if(health)
1456             if(autocvar_hud_panel_healtharmor_text)
1457                                 drawpic_aspect_skin(pos + eX * mySize_x - eX * 0.5 * mySize_y, "health", '0.5 0.5 0' * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
1458                 }
1459         if(autocvar_hud_panel_healtharmor_text)
1460                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1461
1462                 if(fuel)
1463                 {
1464                         HUD_Panel_GetProgressBarColor(fuel);
1465                         HUD_Panel_DrawProgressBar(pos, eX * mySize_x + eY * 0.2 * mySize_y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1466                 }
1467         }
1468         else
1469         {
1470                 float panel_ar = mySize_x/mySize_y;
1471                 float is_vertical = (panel_ar < 1);
1472                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1473                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1474                 {
1475                         mySize_x *= 0.5;
1476                         if (autocvar_hud_panel_healtharmor_flip)
1477                                 health_offset_x = mySize_x;
1478                         else
1479                                 armor_offset_x = mySize_x;
1480                 }
1481                 else
1482                 {
1483                         mySize_y *= 0.5;
1484                         if (autocvar_hud_panel_healtharmor_flip)
1485                                 health_offset_y = mySize_y;
1486                         else
1487                                 armor_offset_y = mySize_y;
1488                 }
1489
1490                 float health_baralign, armor_baralign, fuel_baralign;
1491                 float health_iconalign, armor_iconalign;
1492                 if (autocvar_hud_panel_healtharmor_flip)
1493                 {
1494                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1495                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1496                         fuel_baralign = health_baralign;
1497                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1498                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1499                 }
1500                 else
1501                 {
1502                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1503                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1504                         fuel_baralign = armor_baralign;
1505                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1506                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1507                 }
1508
1509                 //if(health)
1510                 {
1511                         if(autocvar_hud_panel_healtharmor_progressbar)
1512                         {
1513                                 HUD_Panel_GetProgressBarColor(health);
1514                                 float p_health, pain_health_alpha;
1515                                 p_health = health;
1516                                 pain_health_alpha = 1;
1517                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1518                                 {
1519                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1520                                         {
1521                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1522                                                 {
1523                                                         if (time - old_p_healthtime < 1)
1524                                                                 old_p_health = prev_p_health;
1525                                                         else
1526                                                                 old_p_health = prev_health;
1527                                                         old_p_healthtime = time;
1528                                                 }
1529                                                 if (time - old_p_healthtime < 1)
1530                                                 {
1531                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1532                                                         prev_p_health = p_health;
1533                                                 }
1534                                         }
1535                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1536                                         {
1537                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1538                                                 {
1539                                                         if (time - health_damagetime >= 1)
1540                                                                 health_beforedamage = prev_health;
1541                                                         health_damagetime = time;
1542                                                 }
1543                                                 if (time - health_damagetime < 1)
1544                                                 {
1545                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1546                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1547                                                 }
1548                                         }
1549                                         prev_health = health;
1550
1551                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1552                                         {
1553                                                 float BLINK_FACTOR = 0.15;
1554                                                 float BLINK_BASE = 0.85;
1555                                                 float BLINK_FREQ = 9; 
1556                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1557                                         }
1558                                 }
1559                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1560                         }
1561                         if(autocvar_hud_panel_healtharmor_text)
1562                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1563                 }
1564
1565                 if(armor)
1566                 {
1567                         if(autocvar_hud_panel_healtharmor_progressbar)
1568                         {
1569                                 HUD_Panel_GetProgressBarColor(armor);
1570                                 float p_armor;
1571                                 p_armor = armor;
1572                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1573                                 {
1574                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1575                                         {
1576                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1577                                                 {
1578                                                         if (time - old_p_armortime < 1)
1579                                                                 old_p_armor = prev_p_armor;
1580                                                         else
1581                                                                 old_p_armor = prev_armor;
1582                                                         old_p_armortime = time;
1583                                                 }
1584                                                 if (time - old_p_armortime < 1)
1585                                                 {
1586                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1587                                                         prev_p_armor = p_armor;
1588                                                 }
1589                                         }
1590                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1591                                         {
1592                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1593                                                 {
1594                                                         if (time - armor_damagetime >= 1)
1595                                                                 armor_beforedamage = prev_armor;
1596                                                         armor_damagetime = time;
1597                                                 }
1598                                                 if (time - armor_damagetime < 1)
1599                                                 {
1600                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1601                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1602                                                 }
1603                                         }
1604                                         prev_armor = armor;
1605                                 }
1606                                 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1607                         }
1608                         if(autocvar_hud_panel_healtharmor_text)
1609                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1610                 }
1611
1612                 if(fuel)
1613                 {
1614                         if (is_vertical)
1615                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1616                         else
1617                                 mySize_y *= 0.2;
1618                         if (panel_ar >= 4)
1619                                 mySize_x *= 2; //restore full panel size
1620                         else if (panel_ar < 1/4)
1621                                 mySize_y *= 2; //restore full panel size
1622                         HUD_Panel_GetProgressBarColor(fuel);
1623                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1624                 }
1625         }
1626 }
1627
1628 // Notification area (#4)
1629 //
1630
1631 void HUD_Notify_Push(string icon, string attacker, string victim)
1632 {
1633         if(icon != "")
1634         {
1635                 --kn_index;
1636                 if (kn_index == -1) { kn_index = KN_MAX_ENTRIES-1; }
1637                 notify_times[kn_index] = time;
1638
1639                 // icon
1640                 if(notify_icon[kn_index]) { strunzone(notify_icon[kn_index]); }
1641                 notify_icon[kn_index] = strzone(icon);
1642
1643                 // attacker
1644                 if(notify_attackers[kn_index]) { strunzone(notify_attackers[kn_index]); }
1645                 notify_attackers[kn_index] = strzone(attacker);
1646
1647                 // victim
1648                 if(notify_victims[kn_index]) { strunzone(notify_victims[kn_index]); }
1649                 notify_victims[kn_index] = strzone(victim);
1650         }
1651 }
1652
1653 void HUD_Notify(void)
1654 {
1655         if(!autocvar__hud_configure)
1656         {
1657                 if(!autocvar_hud_panel_notify) return;
1658         }
1659         else
1660                 hud_configure_active_panel = HUD_PANEL_NOTIFY;
1661
1662         HUD_Panel_UpdateCvars(notify);
1663         HUD_Panel_ApplyFadeAlpha();
1664         vector pos, mySize;
1665         pos = panel_pos;
1666         mySize = panel_size;
1667
1668         HUD_Panel_DrawBg(1);
1669         if(panel_bg_padding)
1670         {
1671                 pos += '1 1 0' * panel_bg_padding;
1672                 mySize -= '2 2 0' * panel_bg_padding;
1673         }
1674
1675         float entries, height;
1676         entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
1677         height = mySize_y/entries;
1678         
1679         vector fontsize;
1680         float fontheight = height * autocvar_hud_panel_notify_fontsize;
1681         fontsize = '0.5 0.5 0' * fontheight;
1682
1683         float a;
1684         float when;
1685         when = autocvar_hud_panel_notify_time;
1686         float fadetime;
1687         fadetime = autocvar_hud_panel_notify_fadetime;
1688
1689         vector pos_attacker, pos_victim, pos_icon;
1690         float width_attacker;
1691         string attacker, victim, icon;
1692
1693         float i, j, step, limit;
1694         if(autocvar_hud_panel_notify_flip) //order items from the top down
1695         {
1696                 i = 0;
1697                 step = +1;
1698                 limit = entries;
1699         }
1700         else //order items from the bottom up
1701         {
1702                 i = entries - 1;
1703                 step = -1;
1704                 limit = -1;
1705         }
1706
1707         for(j = kn_index;  i != limit;  i += step, ++j)
1708         {
1709                 if(autocvar__hud_configure)
1710                 {
1711                         if (step == +1)
1712                                 a = i;
1713                         else // inverse order
1714                                 a = entries - 1 - i;
1715                         attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1716                         victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1717                         icon = strcat("weapon", get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).netname);
1718                         a = bound(0, (when - a) / 4, 1);
1719                         goto hud_config_notifyprint;
1720                 }
1721                 else
1722                 {
1723                         if (j == KN_MAX_ENTRIES)
1724                                 j = 0;
1725
1726                         if(notify_times[j] + when > time)
1727                                 a = 1;
1728                         else if(fadetime)
1729                         {
1730                                 a = bound(0, (notify_times[j] + when + fadetime - time) / fadetime, 1);
1731                                 if(!a)
1732                                 {
1733                                         break;
1734                                 }
1735                         }
1736                         else
1737                         {
1738                                 break;
1739                         }
1740                         
1741                         attacker = notify_attackers[j];
1742                         victim = notify_victims[j];
1743                         icon = notify_icon[j];
1744                 }
1745
1746                 //type = notify_deathtype[j];
1747                 //w = DEATH_WEAPONOF(type);
1748
1749                 if(icon != "")
1750                 {
1751                         if((attacker != "") && (victim == ""))
1752                         {
1753                                 // Y [used by] X
1754                                 attacker = textShortenToWidth(attacker, 0.73 * mySize_x - height, fontsize, stringwidth_colors);
1755                                 pos_attacker = pos + eX * (0.27 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1756                                 pos_icon = pos + eX * 0.25 * mySize_x - eX * height + eY * i * height;
1757
1758                                 drawpic_aspect_skin(pos_icon, icon, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
1759                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1760                         }
1761                         else if((attacker != "") && (victim != ""))
1762                         {
1763                                 // X [did action to] Y
1764                                 attacker = textShortenToWidth(attacker, 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1765                                 victim = textShortenToWidth(victim, 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1766 :hud_config_notifyprint
1767                                 width_attacker = stringwidth(attacker, TRUE, fontsize);
1768                                 pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1769                                 pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1770                                 pos_icon = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
1771
1772                                 drawpic_aspect_skin(pos_icon, icon, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
1773                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1774                                 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1775                         }
1776                 }
1777         }
1778 }
1779
1780 // Timer (#5)
1781 //
1782 // TODO: macro
1783 string seconds_tostring(float sec)
1784 {
1785         float minutes;
1786         minutes = floor(sec / 60);
1787
1788         sec -= minutes * 60;
1789         return sprintf("%d:%02d", minutes, sec);
1790 }
1791
1792 void HUD_Timer(void)
1793 {
1794         if(!autocvar__hud_configure)
1795         {
1796                 if(!autocvar_hud_panel_timer) return;
1797         }
1798         else
1799                 hud_configure_active_panel = HUD_PANEL_TIMER;
1800
1801         HUD_Panel_UpdateCvars(timer);
1802         HUD_Panel_ApplyFadeAlpha();
1803
1804         draw_beginBoldFont();
1805
1806         vector pos, mySize;
1807         pos = panel_pos;
1808         mySize = panel_size;
1809
1810         HUD_Panel_DrawBg(1);
1811         if(panel_bg_padding)
1812         {
1813                 pos += '1 1 0' * panel_bg_padding;
1814                 mySize -= '2 2 0' * panel_bg_padding;
1815         }
1816
1817         string timer;
1818         float timelimit, elapsedTime, timeleft, minutesLeft;
1819
1820         timelimit = getstatf(STAT_TIMELIMIT);
1821
1822         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1823         timeleft = ceil(timeleft);
1824
1825         minutesLeft = floor(timeleft / 60);
1826
1827         vector timer_color;
1828         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1829                 timer_color = '1 1 1'; //white
1830         else if(minutesLeft >= 1)
1831                 timer_color = '1 1 0'; //yellow
1832         else
1833                 timer_color = '1 0 0'; //red
1834
1835         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1836                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1837                         //while restart is still active, show 00:00
1838                         timer = seconds_tostring(0);
1839                 } else {
1840                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1841                         timer = seconds_tostring(elapsedTime);
1842                 }
1843         } else {
1844                 timer = seconds_tostring(timeleft);
1845         }
1846
1847         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1848
1849         draw_endBoldFont();
1850 }
1851
1852 // Radar (#6)
1853 //
1854 void HUD_Radar(void)
1855 {
1856         if (!autocvar__hud_configure)
1857         {
1858                 if (hud_panel_radar_maximized)
1859                 {
1860                         if (!hud_draw_maximized) return;
1861                 }
1862                 else
1863                 {
1864                         if (autocvar_hud_panel_radar == 0) return;
1865                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1866                 }
1867         }
1868         else
1869                 hud_configure_active_panel = HUD_PANEL_RADAR;
1870
1871         HUD_Panel_UpdateCvars(radar);
1872         HUD_Panel_ApplyFadeAlpha();
1873         
1874         float f = 0;
1875
1876         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1877         {
1878                 panel_size = autocvar_hud_panel_radar_maximized_size;
1879                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1880                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1881                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1882                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1883                 
1884                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1885                 if(precache_pic(panel_bg) == "") { panel_bg = "gfx/hud/default/border_default"; } // fallback
1886                 
1887                 switch(hud_panel_radar_maximized_zoommode)
1888                 {
1889                         default:
1890                         case 0:
1891                                 f = current_zoomfraction;
1892                                 break;
1893                         case 1:
1894                                 f = 1 - current_zoomfraction;
1895                                 break;
1896                         case 2:
1897                                 f = 0;
1898                                 break;
1899                         case 3:
1900                                 f = 1;
1901                                 break;
1902                 }
1903                 
1904                 switch(hud_panel_radar_maximized_rotation)
1905                 {
1906                         case 0:
1907                                 teamradar_angle = view_angles_y - 90;
1908                                 break;
1909                         default:
1910                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1911                                 break;
1912                 }
1913         }
1914         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1915         {
1916                 switch(hud_panel_radar_zoommode)
1917                 {
1918                         default:
1919                         case 0:
1920                                 f = current_zoomfraction;
1921                                 break;
1922                         case 1:
1923                                 f = 1 - current_zoomfraction;
1924                                 break;
1925                         case 2:
1926                                 f = 0;
1927                                 break;
1928                         case 3:
1929                                 f = 1;
1930                                 break;
1931                 }
1932                 
1933                 switch(hud_panel_radar_rotation)
1934                 {
1935                         case 0:
1936                                 teamradar_angle = view_angles_y - 90;
1937                                 break;
1938                         default:
1939                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1940                                 break;
1941                 }
1942         }
1943
1944         vector pos, mySize;
1945         pos = panel_pos;
1946         mySize = panel_size;
1947
1948         HUD_Panel_DrawBg(1);
1949         if(panel_bg_padding)
1950         {
1951                 pos += '1 1 0' * panel_bg_padding;
1952                 mySize -= '2 2 0' * panel_bg_padding;
1953         }
1954
1955         float color2;
1956         entity tm;
1957         float scale2d, normalsize, bigsize;
1958
1959         teamradar_origin2d = pos + 0.5 * mySize;
1960         teamradar_size2d = mySize;
1961
1962         if(minimapname == "")
1963                 return;
1964
1965         teamradar_loadcvars();
1966
1967         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1968         teamradar_size2d = mySize;
1969
1970         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1971
1972         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
1973         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
1974         {
1975                 // max-min distance must fit the radar in any rotation
1976                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
1977         }
1978         else
1979         {
1980                 vector c0, c1, c2, c3, span;
1981                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
1982                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
1983                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
1984                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
1985                 span = '0 0 0';
1986                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
1987                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
1988
1989                 // max-min distance must fit the radar in x=x, y=y
1990                 bigsize = min(
1991                         teamradar_size2d_x * scale2d / (1.05 * span_x),
1992                         teamradar_size2d_y * scale2d / (1.05 * span_y)
1993                 );
1994         }
1995
1996         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
1997         if(bigsize > normalsize)
1998                 normalsize = bigsize;
1999
2000         teamradar_size =
2001                   f * bigsize
2002                 + (1 - f) * normalsize;
2003         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2004                   f * mi_center
2005                 + (1 - f) * view_origin);
2006
2007         drawsetcliparea(
2008                 pos_x,
2009                 pos_y,
2010                 mySize_x,
2011                 mySize_y
2012         );
2013
2014         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2015
2016         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2017                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2018         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2019                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2020         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2021         {
2022                 color2 = GetPlayerColor(tm.sv_entnum);
2023                 //if(color == NUM_SPECTATOR || color == color2)
2024                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2025         }
2026         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2027
2028         drawresetcliparea();
2029 }
2030
2031 // Score (#7)
2032 //
2033 void HUD_UpdatePlayerTeams();
2034 void HUD_Score_Rankings(vector pos, vector mySize, entity me, float team_count)
2035 {
2036         float score;
2037         entity tm = world, pl;
2038 #define SCOREPANEL_MAX_ENTRIES 6
2039 #define SCOREPANEL_ASPECTRATIO 2
2040         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2041         vector fontsize = '1 1 0' * (mySize_y/entries);
2042
2043         vector rgb, score_color;
2044         rgb = '1 1 1';
2045         score_color = '1 1 1';
2046
2047         float name_size = mySize_x*0.75;
2048         float spacing_size = mySize_x*0.04;
2049         const float highlight_alpha = 0.2;
2050         float i = 0, me_printed = 0, first_pl = 0;
2051         string s;
2052         if (autocvar__hud_configure)
2053         {
2054                 float players_per_team = 0;
2055                 if (team_count)
2056                 {
2057                         // show team scores in the first line
2058                         float score_size = mySize_x / team_count;
2059                         players_per_team = max(2, ceil((entries - 1) / team_count));
2060                         for(i=0; i<team_count; ++i) {
2061                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2062                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2063                                 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize_y, Team_ColorRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2064                         }
2065                         first_pl = 1;
2066                         pos_y += fontsize_y;
2067                 }
2068                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2069                 for (i=first_pl; i<entries; ++i)
2070                 {
2071                         //simulate my score is lower than all displayed players,
2072                         //so that I don't appear at all showing pure rankings.
2073                         //This is to better show the difference between the 2 ranking views
2074                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2075                         {
2076                                 rgb = '1 1 0';
2077                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2078                                 s = GetPlayerName(player_localnum);
2079                                 score = 7;
2080                         }
2081                         else
2082                         {
2083                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2084                                 score -= 3;
2085                         }
2086
2087                         if (team_count)
2088                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2089                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2090                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2091                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2092                         pos_y += fontsize_y;
2093                 }
2094                 return;
2095         }
2096
2097         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2098                 HUD_UpdatePlayerTeams();
2099         if (team_count)
2100         {
2101                 // show team scores in the first line
2102                 float score_size = mySize_x / team_count;
2103                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2104                         if(tm.team == NUM_SPECTATOR)
2105                                 continue;
2106                         if (tm.team == myteam)
2107                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2108                         drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2109                         ++i;
2110                 }
2111                 first_pl = 1;
2112                 pos_y += fontsize_y;
2113                 tm = teams.sort_next;
2114         }
2115         i = first_pl;
2116
2117         do
2118         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2119         {
2120                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2121                         continue;
2122
2123                 if (i == entries-1 && !me_printed && pl != me)
2124                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2125                 {
2126                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2127                                 if (pl.team != NUM_SPECTATOR)
2128                                         break;
2129
2130                         if (pl)
2131                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2132                         else
2133                                 rgb = '1 0 0'; //last: red
2134                         pl = me;
2135                 }
2136
2137                 if (pl == me)
2138                 {
2139                         if (i == first_pl)
2140                                 rgb = '0 1 0'; //first: green
2141                         me_printed = 1;
2142                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2143                 }
2144                 if (team_count)
2145                         score_color = Team_ColorRGB(pl.team) * 0.8;
2146                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2147                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2148                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2149                 pos_y += fontsize_y;
2150                 ++i;
2151         }
2152         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2153 }
2154
2155 void HUD_Score(void)
2156 {
2157         if(!autocvar__hud_configure)
2158         {
2159                 if(!autocvar_hud_panel_score) return;
2160                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2161         }
2162         else
2163                 hud_configure_active_panel = HUD_PANEL_SCORE;
2164
2165         HUD_Panel_UpdateCvars(score);
2166         HUD_Panel_ApplyFadeAlpha();
2167         vector pos, mySize;
2168         pos = panel_pos;
2169         mySize = panel_size;
2170
2171         HUD_Panel_DrawBg(1);
2172         if(panel_bg_padding)
2173         {
2174                 pos += '1 1 0' * panel_bg_padding;
2175                 mySize -= '2 2 0' * panel_bg_padding;
2176         }
2177
2178         float score, distribution = 0;
2179         string sign;
2180         vector distribution_color;
2181         entity tm, pl, me;
2182
2183 #ifdef COMPAT_XON050_ENGINE
2184         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2185 #else
2186         me = playerslots[player_localentnum - 1];
2187 #endif
2188
2189         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2190                 string timer, distrtimer;
2191
2192                 pl = players.sort_next;
2193                 if(pl == me)
2194                         pl = pl.sort_next;
2195                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2196                         if(pl.scores[ps_primary] == 0)
2197                                 pl = world;
2198
2199                 score = me.(scores[ps_primary]);
2200                 timer = TIME_ENCODED_TOSTRING(score);
2201
2202                 draw_beginBoldFont();
2203                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2204                         // distribution display
2205                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2206
2207                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2208
2209                         if (distribution <= 0) {
2210                                 distribution_color = '0 1 0';
2211                                 sign = "-";
2212                         }
2213                         else {
2214                                 distribution_color = '1 0 0';
2215                                 sign = "+";
2216                         }
2217                         drawstring_aspect(pos + eX * 0.75 * mySize_x, strcat(sign, distrtimer), eX * 0.25 * mySize_x + eY * (1/3) * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2218                 }
2219                 // race record display
2220                 if (distribution <= 0)
2221                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2222                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2223                 draw_endBoldFont();
2224         } else if (!teamplay) { // non-teamgames
2225                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2226                 {
2227                         HUD_Score_Rankings(pos, mySize, me, 0);
2228                         return;
2229                 }
2230                 // me vector := [team/connected frags id]
2231                 pl = players.sort_next;
2232                 if(pl == me)
2233                         pl = pl.sort_next;
2234
2235                 if(autocvar__hud_configure)
2236                         distribution = 42;
2237                 else if(pl)
2238                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2239                 else
2240                         distribution = 0;
2241
2242                 score = me.(scores[ps_primary]);
2243                 if(autocvar__hud_configure)
2244                         score = 123;
2245
2246                 if(distribution >= 5)
2247                         distribution_color = eY;
2248                 else if(distribution >= 0)
2249                         distribution_color = '1 1 1';
2250                 else if(distribution >= -5)
2251                         distribution_color = '1 1 0';
2252                 else
2253                         distribution_color = eX;
2254
2255                 string distribution_str;
2256                 distribution_str = ftos(distribution);
2257                 draw_beginBoldFont();
2258                 if (distribution >= 0)
2259                 {
2260                         if (distribution > 0)
2261                                 distribution_str = strcat("+", distribution_str);
2262                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2263                 }
2264                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2265                 drawstring_aspect(pos + eX * 0.75 * mySize_x, distribution_str, eX * 0.25 * mySize_x + eY * (1/3) * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2266                 draw_endBoldFont();
2267         } else { // teamgames
2268                 float scores_count = 0, row, column, rows = 0, columns = 0;
2269                 local noref vector offset = '0 0 0';
2270                 vector score_pos, score_size; //for scores other than myteam
2271                 if (spectatee_status == -1 || autocvar_hud_panel_score_rankings)
2272                 {
2273                         for(tm = teams.sort_next; tm, tm.team != NUM_SPECTATOR; tm = tm.sort_next)
2274                                 ++scores_count;
2275                         if (autocvar_hud_panel_score_rankings)
2276                         {
2277                                 HUD_Score_Rankings(pos, mySize, me, scores_count);
2278                                 return;
2279                         }
2280                         rows = mySize_y/mySize_x;
2281                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * scores_count + rows * rows) + rows + 0.5) / 2), scores_count);
2282                         //                               ^^^ ammo item aspect goes here
2283
2284                         columns = ceil(scores_count/rows);
2285
2286                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2287
2288                         float newSize;
2289                         if(score_size_x/score_size_y > 3)
2290                         {
2291                                 newSize = 3 * score_size_y;
2292                                 offset_x = score_size_x - newSize;
2293                                 pos_x += offset_x/2;
2294                                 score_size_x = newSize;
2295                         }
2296                         else
2297                         {
2298                                 newSize = 1/3 * score_size_x;
2299                                 offset_y = score_size_y - newSize;
2300                                 pos_y += offset_y/2;
2301                                 score_size_y = newSize;
2302                         }
2303                 }
2304                 else
2305                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2306
2307                 float max_fragcount;
2308                 max_fragcount = -99;
2309                 draw_beginBoldFont();
2310                 row = column = 0;
2311                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2312                         if(tm.team == NUM_SPECTATOR)
2313                                 continue;
2314                         score = tm.(teamscores[ts_primary]);
2315                         if(autocvar__hud_configure)
2316                                 score = 123;
2317                         
2318                         if (score > max_fragcount)
2319                                 max_fragcount = score;
2320
2321                         if (spectatee_status == -1)
2322                         {
2323                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2324                                 if (max_fragcount == score)
2325                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2326                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2327                                 ++row;
2328                                 if(row >= rows)
2329                                 {
2330                                         row = 0;
2331                                         ++column;
2332                                 }
2333                         }
2334                         else if(tm.team == myteam) {
2335                                 if (max_fragcount == score)
2336                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2337                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2338                         } else {
2339                                 if (max_fragcount == score)
2340                                         HUD_Panel_DrawHighlight(pos + eX * 0.75 * mySize_x + eY * (1/3) * rows * mySize_y, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2341                                 drawstring_aspect(pos + eX * 0.75 * mySize_x + eY * (1/3) * rows * mySize_y, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2342                                 ++rows;
2343                         }
2344                 }
2345                 draw_endBoldFont();
2346         }
2347 }
2348
2349 // Race timer (#8)
2350 //
2351 void HUD_RaceTimer (void)
2352 {
2353         if(!autocvar__hud_configure)
2354         {
2355                 if(!autocvar_hud_panel_racetimer) return;
2356                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2357                 if(spectatee_status == -1) return;
2358         }
2359         else
2360                 hud_configure_active_panel = HUD_PANEL_RACETIMER;
2361
2362         HUD_Panel_UpdateCvars(racetimer);
2363         HUD_Panel_ApplyFadeAlpha();
2364
2365         draw_beginBoldFont();
2366
2367         vector pos, mySize;
2368         pos = panel_pos;
2369         mySize = panel_size;
2370
2371         HUD_Panel_DrawBg(1);
2372         if(panel_bg_padding)
2373         {
2374                 pos += '1 1 0' * panel_bg_padding;
2375                 mySize -= '2 2 0' * panel_bg_padding;
2376         }
2377
2378         // always force 4:1 aspect
2379         vector newSize = '0 0 0';
2380         if(mySize_x/mySize_y > 4)
2381         {
2382                 newSize_x = 4 * mySize_y;
2383                 newSize_y = mySize_y;
2384
2385                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2386         }
2387         else
2388         {
2389                 newSize_y = 1/4 * mySize_x;
2390                 newSize_x = mySize_x;
2391
2392                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2393         }
2394         mySize = newSize;
2395
2396         float a, t;
2397         string s, forcetime;
2398
2399         if(autocvar__hud_configure)
2400         {
2401                 s = "0:13:37";
2402                 drawstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, FALSE, '0.60 0.60 0' * mySize_y), s, '0.60 0.60 0' * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2403                 s = _("^1Intermediate 1 (+15.42)");
2404                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.20 * mySize_y) + eY * 0.60 * mySize_y, s, '1 1 0' * 0.20 * mySize_y, panel_fg_alpha, DRAWFLAG_NORMAL);
2405                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2406                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.20 * mySize_y) + eY * 0.80 * mySize_y, s, '1 1 0' * 0.20 * mySize_y, panel_fg_alpha, DRAWFLAG_NORMAL);
2407         }
2408         else if(race_checkpointtime)
2409         {
2410                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2411                 s = "";
2412                 forcetime = "";
2413                 if(a > 0) // just hit a checkpoint?
2414                 {
2415                         if(race_checkpoint != 254)
2416                         {
2417                                 if(race_time && race_previousbesttime)
2418                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2419                                 else
2420                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2421                                 if(race_time)
2422                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2423                         }
2424                 }
2425                 else
2426                 {
2427                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2428                         {
2429                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2430                                 if(a > 0) // next one?
2431                                 {
2432                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2433                                 }
2434                         }
2435                 }
2436
2437                 if(s != "" && a > 0)
2438                 {
2439                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2440                 }
2441
2442                 if(race_penaltytime)
2443                 {
2444                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2445                         if(a > 0)
2446                         {
2447                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2448                                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.8 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2449                         }
2450                 }
2451
2452                 if(forcetime != "")
2453                 {
2454                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2455                         drawstring_expanding(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(forcetime, FALSE, '1 1 0' * 0.6 * mySize_y), forcetime, '1 1 0' * 0.6 * mySize_y, '1 1 1', panel_fg_alpha, 0, a);
2456                 }
2457                 else
2458                         a = 1;
2459
2460                 if(race_laptime && race_checkpoint != 255)
2461                 {
2462                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2463                         drawstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, FALSE, '0.6 0.6 0' * mySize_y), s, '0.6 0.6 0' * mySize_y, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2464                 }
2465         }
2466         else
2467         {
2468                 if(race_mycheckpointtime)
2469                 {
2470                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2471                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2472                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2473                 }
2474                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2475                 {
2476                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2477                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2478                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2479                 }
2480
2481                 if(race_penaltytime && !race_penaltyaccumulator)
2482                 {
2483                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2484                         a = bound(0, (1 + t - time), 1);
2485                         if(a > 0)
2486                         {
2487                                 if(time < t)
2488                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2489                                 else
2490                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2491                                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2492                         }
2493                 }
2494         }
2495
2496         draw_endBoldFont();
2497 }
2498
2499 // Vote window (#9)
2500 //
2501 float vote_yescount;
2502 float vote_nocount;
2503 float vote_needed;
2504 float vote_highlighted; // currently selected vote
2505
2506 float vote_active; // is there an active vote?
2507 float vote_prev; // previous state of vote_active to check for a change
2508 float vote_alpha;
2509 float vote_change; // "time" when vote_active changed
2510
2511 void HUD_VoteWindow(void) 
2512 {
2513         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2514         {
2515                 vote_active = 1;
2516                 if (autocvar__hud_configure)
2517                 {
2518                         vote_yescount = 0;
2519                         vote_nocount = 0;
2520                         print(_("^1You must answer before entering hud configure mode\n"));
2521                         cvar_set("_hud_configure", "0");
2522                 }
2523                 if(vote_called_vote)
2524                         strunzone(vote_called_vote);
2525                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2526                 uid2name_dialog = 1;
2527         }
2528
2529         if(!autocvar__hud_configure)
2530         {
2531                 if(!autocvar_hud_panel_vote) return;
2532
2533                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2534                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2535
2536                 if(panel_bg_alpha_str == "") {
2537                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2538                 }
2539                 panel_bg_alpha = stof(panel_bg_alpha_str);
2540         }
2541         else
2542         {
2543                 hud_configure_active_panel = HUD_PANEL_VOTE;
2544
2545                 vote_yescount = 3;
2546                 vote_nocount = 2;
2547                 vote_needed = 4;
2548         }
2549
2550         string s;
2551         float a;
2552         if(vote_active != vote_prev) {
2553                 vote_change = time;
2554                 vote_prev = vote_active;
2555         }
2556
2557         if(vote_active || autocvar__hud_configure)
2558                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2559         else
2560                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2561
2562         if(!vote_alpha)
2563                 return;
2564
2565         HUD_Panel_UpdateCvars(vote);
2566         HUD_Panel_ApplyFadeAlpha();
2567
2568         if(uid2name_dialog)
2569         {
2570                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2571                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2572         }
2573
2574     // these must be below above block
2575         vector pos, mySize;
2576         pos = panel_pos;
2577         mySize = panel_size;
2578
2579         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2580         HUD_Panel_DrawBg(a);
2581         a = panel_fg_alpha * a;
2582
2583         if(panel_bg_padding)
2584         {
2585                 pos += '1 1 0' * panel_bg_padding;
2586                 mySize -= '2 2 0' * panel_bg_padding;
2587         }
2588
2589         // always force 3:1 aspect
2590         vector newSize = '0 0 0';
2591         if(mySize_x/mySize_y > 3)
2592         {
2593                 newSize_x = 3 * mySize_y;
2594                 newSize_y = mySize_y;
2595
2596                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2597         }
2598         else
2599         {
2600                 newSize_y = 1/3 * mySize_x;
2601                 newSize_x = mySize_x;
2602
2603                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2604         }
2605         mySize = newSize;
2606
2607         s = _("A vote has been called for:");
2608         if(uid2name_dialog)
2609                 s = _("Allow servers to store and display your name?");
2610         drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2611         s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2612         if(autocvar__hud_configure)
2613                 s = _("^1Configure the HUD");
2614         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2615
2616         // print the yes/no counts
2617     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2618         drawstring_aspect(pos + eY * (4/8) * mySize_y, s, eX * 0.5 * mySize_x + eY * (1.5/8) * mySize_y, '0 1 0', a, DRAWFLAG_NORMAL);
2619     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2620         drawstring_aspect(pos + eX * 0.5 * mySize_x + eY * (4/8) * mySize_y, s, eX * 0.5 * mySize_x + eY * (1.5/8) * mySize_y, '1 0 0', a, DRAWFLAG_NORMAL);
2621
2622         // draw the progress bar backgrounds
2623         drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2624
2625         // draw the highlights
2626         if(vote_highlighted == 1) {
2627                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2628                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2629         }
2630         else if(vote_highlighted == -1) {
2631                 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2632                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2633         }
2634
2635         // draw the progress bars
2636         if(vote_yescount && vote_needed)
2637         {
2638                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2639                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2640         }
2641
2642         if(vote_nocount && vote_needed)
2643         {
2644                 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2645                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2646         }
2647
2648         drawresetcliparea();
2649 }
2650
2651 // Mod icons panel (#10)
2652 //
2653
2654 float mod_active; // is there any active mod icon?
2655
2656 // Clan Arena HUD modicons
2657 void HUD_Mod_CA(vector pos, vector mySize)
2658 {
2659         mod_active = 1; // CA should never hide the mod icons panel
2660         float redalive, bluealive;
2661         redalive = getstati(STAT_REDALIVE);
2662         bluealive = getstati(STAT_BLUEALIVE);
2663
2664         vector redpos, bluepos;
2665         if(mySize_x > mySize_y)
2666         {
2667                 redpos = pos;
2668                 bluepos = pos + eY * 0.5 * mySize_y;
2669                 drawpic_aspect_skin(redpos, "player_red.tga", 0.5 * mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2670                 drawstring_aspect(redpos + eX * 0.5 * mySize_x, ftos(redalive), 0.5 * mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2671                 drawpic_aspect_skin(bluepos, "player_blue.tga", 0.5 * mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2672                 drawstring_aspect(bluepos + eX * 0.5 * mySize_x, ftos(bluealive), 0.5 * mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2673         }
2674         else
2675         {
2676                 redpos = pos;
2677                 bluepos = pos + eY * 0.5 * mySize_y;
2678                 drawpic_aspect_skin(redpos, "player_red.tga", eX * mySize_x + eY * 0.3 * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2679                 drawstring_aspect(redpos + eY * 0.3 * mySize_y, ftos(redalive), eX * mySize_x + eY * 0.2 * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2680                 drawpic_aspect_skin(bluepos, "player_blue.tga", eX * mySize_x + eY * 0.3 * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2681                 drawstring_aspect(bluepos + eY * 0.3 * mySize_y, ftos(bluealive), eX * mySize_x + eY * 0.2 * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2682         }
2683 }
2684
2685 // CTF HUD modicon section
2686 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2687 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2688 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2689
2690 void HUD_Mod_CTF_Reset(void)
2691 {
2692         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2693 }
2694
2695 void HUD_Mod_CTF(vector pos, vector mySize)
2696 {
2697         vector redflag_pos, blueflag_pos;
2698         vector flag_size;
2699         float f; // every function should have that
2700
2701         float redflag, blueflag; // current status
2702         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2703         float stat_items;
2704
2705         stat_items = getstati(STAT_ITEMS, 0, 24);
2706         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2707         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2708         
2709         if(redflag || blueflag)
2710                 mod_active = 1;
2711         else
2712                 mod_active = 0;
2713
2714         if(autocvar__hud_configure)
2715         {
2716                 redflag = 1;
2717                 blueflag = 2;
2718         }
2719
2720         // when status CHANGES, set old status into prevstatus and current status into status
2721         if (redflag != redflag_prevframe)
2722         {
2723                 redflag_statuschange_time = time;
2724                 redflag_prevstatus = redflag_prevframe;
2725                 redflag_prevframe = redflag;
2726         }
2727
2728         if (blueflag != blueflag_prevframe)
2729         {
2730                 blueflag_statuschange_time = time;
2731                 blueflag_prevstatus = blueflag_prevframe;
2732                 blueflag_prevframe = blueflag;
2733         }
2734
2735         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2736         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2737
2738         float BLINK_FACTOR = 0.15;
2739         float BLINK_BASE = 0.85;
2740         // note:
2741         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2742         // thus
2743         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2744         // ensure RMS == 1
2745         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2746
2747         string red_icon, red_icon_prevstatus;
2748         float red_alpha, red_alpha_prevstatus;
2749         red_alpha = red_alpha_prevstatus = 1;
2750         switch(redflag) {
2751                 case 1: red_icon = "flag_red_taken"; break;
2752                 case 2: red_icon = "flag_red_lost"; break;
2753                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2754                 default:
2755                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2756                                 red_icon = "flag_red_shielded";
2757                         else
2758                                 red_icon = string_null;
2759                         break;
2760         }
2761         switch(redflag_prevstatus) {
2762                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2763                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2764                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2765                 default:
2766                         if(redflag == 3)
2767                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2768                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2769                                 red_icon_prevstatus = "flag_red_shielded";
2770                         else
2771                                 red_icon_prevstatus = string_null;
2772                         break;
2773         }
2774
2775         string blue_icon, blue_icon_prevstatus;
2776         float blue_alpha, blue_alpha_prevstatus;
2777         blue_alpha = blue_alpha_prevstatus = 1;
2778         switch(blueflag) {
2779                 case 1: blue_icon = "flag_blue_taken"; break;
2780                 case 2: blue_icon = "flag_blue_lost"; break;
2781                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2782                 default:
2783                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2784                                 blue_icon = "flag_blue_shielded";
2785                         else
2786                                 blue_icon = string_null;
2787                         break;
2788         }
2789         switch(blueflag_prevstatus) {
2790                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2791                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2792                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2793                 default:
2794                         if(blueflag == 3)
2795                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2796                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2797                                 blue_icon_prevstatus = "flag_blue_shielded";
2798                         else
2799                                 blue_icon_prevstatus = string_null;
2800                         break;
2801         }
2802
2803         if(mySize_x > mySize_y) {
2804                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2805                         redflag_pos = pos;
2806                         blueflag_pos = pos + eX * 0.5 * mySize_x;
2807                 } else {
2808                         blueflag_pos = pos;
2809                         redflag_pos = pos + eX * 0.5 * mySize_x;
2810                 }
2811                 flag_size = eX * 0.5 * mySize_x + eY * mySize_y;
2812         } else {
2813                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2814                         redflag_pos = pos;
2815                         blueflag_pos = pos + eY * 0.5 * mySize_y;
2816                 } else {
2817                         blueflag_pos = pos;
2818                         redflag_pos = pos + eY * 0.5 * mySize_y;
2819                 }
2820                 flag_size = eY * 0.5 * mySize_y + eX * mySize_x;
2821         }
2822
2823         f = bound(0, redflag_statuschange_elapsedtime*2, 1);
2824         if(red_icon_prevstatus && f < 1)
2825                 drawpic_aspect_skin_expanding(redflag_pos, red_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * red_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2826         if(red_icon)
2827                 drawpic_aspect_skin(redflag_pos, red_icon, flag_size, '1 1 1', panel_fg_alpha * red_alpha * f, DRAWFLAG_NORMAL);
2828
2829         f = bound(0, blueflag_statuschange_elapsedtime*2, 1);
2830         if(blue_icon_prevstatus && f < 1)
2831                 drawpic_aspect_skin_expanding(blueflag_pos, blue_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * blue_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2832         if(blue_icon)
2833                 drawpic_aspect_skin(blueflag_pos, blue_icon, flag_size, '1 1 1', panel_fg_alpha * blue_alpha * f, DRAWFLAG_NORMAL);
2834 }
2835
2836 // Keyhunt HUD modicon section
2837 float kh_runheretime;
2838
2839 void HUD_Mod_KH_Reset(void)
2840 {
2841         kh_runheretime = 0;
2842 }
2843
2844 void HUD_Mod_KH(vector pos, vector mySize)
2845 {
2846         mod_active = 1; // keyhunt should never hide the mod icons panel
2847         float kh_keys;
2848         float keyteam;
2849         float a, aa;
2850         vector p = '0 0 0', pa, kh_size = '0 0 0', kh_asize = '0 0 0';
2851
2852         kh_keys = getstati(STAT_KH_KEYS);
2853
2854         p_x = pos_x;
2855         if(mySize_x > mySize_y)
2856         {
2857                 p_y = pos_y + 0.25 * mySize_y;
2858                 pa = p - eY * 0.25 * mySize_y;
2859
2860                 kh_size_x = mySize_x * 0.25;
2861                 kh_size_y = 0.75 * mySize_y;
2862                 kh_asize_x = mySize_x * 0.25;
2863                 kh_asize_y = mySize_y * 0.25;
2864         }
2865         else
2866         {
2867                 p_y = pos_y + 0.125 * mySize_y;
2868                 pa = p - eY * 0.125 * mySize_y;
2869
2870    &nb