2 REGISTER_MUTATOR(itemstime, true);
4 REGISTER_NET_TEMP(itemstime)
7 void IT_Write(entity e, int i, float f) {
8 if (!IS_REAL_CLIENT(e)) return;
10 WriteHeader(MSG_ONE, itemstime);
11 WriteByte(MSG_ONE, i);
12 WriteFloat(MSG_ONE, f);
17 // reserve one more spot for superweapons time
18 float ItemsTime_time[Items_MAX + 1];
19 float ItemsTime_availableTime[Items_MAX + 1];
20 NET_HANDLE(itemstime, bool isNew)
23 float f = ReadFloat();
25 ItemsTime_time[i] = f;
30 void Item_ItemsTime_Init()
32 FOREACH(Items, true, LAMBDA(
33 ItemsTime_time[it.m_id] = -1;
35 ItemsTime_time[Items_MAX] = -1;
38 STATIC_INIT(ItemsTime_Init) {
39 Item_ItemsTime_Init();
42 int autocvar_hud_panel_itemstime = 2;
43 float autocvar_hud_panel_itemstime_dynamicsize = 1;
44 float autocvar_hud_panel_itemstime_ratio = 2;
45 int autocvar_hud_panel_itemstime_iconalign;
46 bool autocvar_hud_panel_itemstime_progressbar = 0;
47 float autocvar_hud_panel_itemstime_progressbar_maxtime = 30;
48 string autocvar_hud_panel_itemstime_progressbar_name = "progressbar";
49 float autocvar_hud_panel_itemstime_progressbar_reduced;
50 bool autocvar_hud_panel_itemstime_hidespawned = 1;
51 bool autocvar_hud_panel_itemstime_hidelarge = false;
52 int autocvar_hud_panel_itemstime_text = 1;
53 #define hud_panel_itemstime_hidelarge autocvar_hud_panel_itemstime_hidelarge
55 #define hud_panel_itemstime_hidelarge false
58 bool Item_ItemsTime_SpectatorOnly(GameItem it)
61 || it == ITEM_ArmorMega || (it == ITEM_ArmorLarge && !hud_panel_itemstime_hidelarge)
62 || it == ITEM_HealthMega || (it == ITEM_HealthLarge && !hud_panel_itemstime_hidelarge)
66 bool Item_ItemsTime_Allow(GameItem it)
69 || it.instanceOfPowerup
70 || Item_ItemsTime_SpectatorOnly(it)
76 // reserve one more spot for superweapons time
77 float it_times[Items_MAX + 1];
79 void Item_ItemsTime_Init()
81 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
82 it_times[it.m_id] = -1;
84 it_times[Items_MAX] = -1;
87 STATIC_INIT(ItemsTime_Init) {
89 Item_ItemsTime_Init();
92 void Item_ItemsTime_ResetTimes()
94 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
95 it_times[it.m_id] = (it_times[it.m_id] == -1) ? -1 : 0;
97 it_times[Items_MAX] = (it_times[Items_MAX] == -1) ? -1 : 0;
100 void Item_ItemsTime_ResetTimesForPlayer(entity e)
102 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
103 IT_Write(e, it.m_id, (it_times[it.m_id] == -1) ? -1 : 0);
105 IT_Write(e, Items_MAX, (it_times[Items_MAX] == -1) ? -1 : 0);
108 void Item_ItemsTime_SetTimesForPlayer(entity e)
110 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
111 IT_Write(e, it.m_id, it_times[it.m_id]);
113 IT_Write(e, Items_MAX, it_times[Items_MAX]);
116 void Item_ItemsTime_SetTime(entity e, float t)
118 if (!autocvar_sv_itemstime)
121 GameItem item = e.itemdef;
122 if (item.instanceOfGameItem)
124 if (!item.instanceOfWeaponPickup)
125 it_times[item.m_id] = t;
126 else if (e.weapons & WEPSET_SUPERWEAPONS)
127 it_times[Items_MAX] = t;
131 void Item_ItemsTime_SetTimesForAllPlayers()
133 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (warmup_stage || !IS_PLAYER(it)), LAMBDA(Item_ItemsTime_SetTimesForPlayer(it)));
136 float Item_ItemsTime_UpdateTime(entity e, float t)
138 bool isavailable = (t == 0);
139 FOREACH_ENTITY(it.itemdef == e.itemdef || ((e.weapons & WEPSET_SUPERWEAPONS) && (it.weapons & WEPSET_SUPERWEAPONS) && clienttype(it) == CLIENTTYPE_NOTACLIENT), LAMBDA(
140 if (e == it) continue;
141 if (it.scheduledrespawntime <= time)
143 else if (t == 0 || it.scheduledrespawntime < t)
144 t = it.scheduledrespawntime;
147 t = -t; // let know the client there's another available item
151 MUTATOR_HOOKFUNCTION(itemstime, reset_map_global)
153 Item_ItemsTime_ResetTimes();
154 // ALL the times need to be reset before .reset()ing each item
155 // since Item_Reset schedules respawn of superweapons and powerups
156 FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
157 if (it.reset) Item_ItemsTime_SetTime(it, 0);
159 Item_ItemsTime_SetTimesForAllPlayers();
162 MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver)
164 entity player = M_ARGV(0, entity);
166 Item_ItemsTime_SetTimesForPlayer(player);
169 MUTATOR_HOOKFUNCTION(itemstime, ClientConnect, CBC_ORDER_LAST)
173 // client became player on connection skipping putObserverInServer step
174 if (IS_REAL_CLIENT(self))
176 Item_ItemsTime_SetTimesForPlayer(self);
180 MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn)
182 if (warmup_stage) return;
183 entity player = M_ARGV(0, entity);
185 Item_ItemsTime_ResetTimesForPlayer(player);
192 void DrawItemsTimeItem(vector myPos, vector mySize, float ar, string item_icon, float item_time, bool item_available, float item_availableTime)
195 vector color = '0 0 0';
198 if (autocvar_hud_panel_itemstime_hidespawned == 2)
200 else if (item_available)
202 float BLINK_FACTOR = 0.15;
203 float BLINK_BASE = 0.85;
204 float BLINK_FREQ = 5;
205 picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
209 t = floor(item_time - time + 0.999);
217 vector picpos, numpos;
218 if (autocvar_hud_panel_itemstime_iconalign)
221 picpos = myPos + eX * (ar - 1) * mySize_y;
225 numpos = myPos + eX * mySize_y;
229 if (t > 0 && autocvar_hud_panel_itemstime_progressbar)
231 vector p_pos, p_size;
232 if (autocvar_hud_panel_itemstime_progressbar_reduced)
235 p_size = eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y;
242 HUD_Panel_DrawProgressBar(p_pos, p_size, autocvar_hud_panel_itemstime_progressbar_name, t/autocvar_hud_panel_itemstime_progressbar_maxtime, 0, autocvar_hud_panel_itemstime_iconalign, color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
245 if(autocvar_hud_panel_itemstime_text)
248 drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
249 else if(precache_pic("gfx/hud/default/checkmark")) // COMPAT: check if this image exists, as 0.8.1 clients lack it
250 drawpic_aspect_skin(numpos, "checkmark", eX * (ar - 1) * mySize_y + eY * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
251 else // legacy code, if the image is missing just center the icon
252 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
254 if (item_availableTime)
255 drawpic_aspect_skin_expanding(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
256 drawpic_aspect_skin(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
261 if (!autocvar__hud_configure)
264 (autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
265 || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage))
270 ItemsTime_time[ITEM_ArmorMega.m_id] = time + 0;
271 ItemsTime_time[ITEM_HealthMega.m_id] = time + 8;
272 ItemsTime_time[ITEM_Strength.m_id] = time + 0;
273 ItemsTime_time[ITEM_Shield.m_id] = time + 4;
277 if (autocvar_hud_panel_itemstime_hidespawned == 1)
279 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
280 count += (ItemsTime_time[it.m_id] > time || -ItemsTime_time[it.m_id] > time);
282 count += (ItemsTime_time[Items_MAX] > time || -ItemsTime_time[Items_MAX] > time);
284 else if (autocvar_hud_panel_itemstime_hidespawned == 2)
286 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
287 count += (ItemsTime_time[it.m_id] > time);
289 count += (ItemsTime_time[Items_MAX] > time);
293 FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
294 count += (ItemsTime_time[it.m_id] != -1);
296 count += (ItemsTime_time[Items_MAX] != -1);
301 HUD_Panel_UpdateCvars();
307 if (panel_bg_padding)
309 pos += '1 1 0' * panel_bg_padding;
310 mySize -= '2 2 0' * panel_bg_padding;
314 float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
315 rows = HUD_GetRowCount(count, mySize, ar);
316 columns = ceil(count/rows);
318 vector itemstime_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
320 vector offset = '0 0 0';
322 if (autocvar_hud_panel_itemstime_dynamicsize)
324 if (autocvar__hud_configure)
325 if (menu_enabled != 2)
326 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
328 // reduce panel to avoid spacing items
329 if (itemstime_size.x / itemstime_size.y < ar)
331 newSize = rows * itemstime_size.x / ar;
332 pos.y += (mySize.y - newSize) / 2;
334 itemstime_size.y = mySize.y / rows;
338 newSize = columns * itemstime_size.y * ar;
339 pos.x += (mySize.x - newSize) / 2;
341 itemstime_size.x = mySize.x / columns;
343 panel_pos = pos - '1 1 0' * panel_bg_padding;
344 panel_size = mySize + '2 2 0' * panel_bg_padding;
348 if (itemstime_size.x/itemstime_size.y > ar)
350 newSize = ar * itemstime_size.y;
351 offset.x = itemstime_size.x - newSize;
353 itemstime_size.x = newSize;
357 newSize = 1/ar * itemstime_size.x;
358 offset.y = itemstime_size.y - newSize;
360 itemstime_size.y = newSize;
367 float row = 0, column = 0;
371 FOREACH(Items, Item_ItemsTime_Allow(it) && ItemsTime_time[it.m_id] != -1, LAMBDA(
376 float item_time = ItemsTime_time[id];
379 item_available = true;
380 item_time = -item_time;
383 item_available = (item_time <= time);
385 if (ItemsTime_time[id] >= 0)
387 if (time <= ItemsTime_time[id])
388 ItemsTime_availableTime[id] = 0;
389 else if (ItemsTime_availableTime[id] == 0)
390 ItemsTime_availableTime[id] = time;
392 else if (ItemsTime_availableTime[id] == 0)
393 ItemsTime_availableTime[id] = time;
395 float f = (time - ItemsTime_availableTime[id]) * 2;
396 f = (f > 1) ? 0 : bound(0, f, 1);
398 if (autocvar_hud_panel_itemstime_hidespawned == 1)
399 if (!(ItemsTime_time[id] > time || -ItemsTime_time[id] > time))
402 if (autocvar_hud_panel_itemstime_hidespawned == 2)
403 if (!(ItemsTime_time[id] > time))
406 DrawItemsTimeItem(pos + eX * column * (itemstime_size.x + offset.x) + eY * row * (itemstime_size.y + offset.y), itemstime_size, ar, icon, item_time, item_available, f);
413 if(id == Items_MAX) // can happen only in the last fake iteration
416 // add another fake iteration for superweapons time
417 if(id < Items_MAX && ItemsTime_time[Items_MAX] != -1)
420 icon = "superweapons";