1 REGISTER_MUTATOR(itemstime, true);
4 void IT_Write(entity e, int i, float f) {
5 if (!IS_REAL_CLIENT(e)) return;
7 WriteByte(MSG_ONE, SVC_TEMPENTITY);
8 WriteMutator(MSG_ONE, itemstime);
10 WriteFloat(MSG_ONE, f);
15 float ItemsTime_time[MAX_ITEMS];
16 float ItemsTime_availableTime[MAX_ITEMS];
17 MUTATOR_HOOKFUNCTION(itemstime, CSQC_Parse_TempEntity) {
18 if (MUTATOR_RETURNVALUE) return false;
19 if (!ReadMutatorEquals(mutator_argv_int_0, itemstime)) return false;
21 float f = ReadFloat();
22 ItemsTime_time[i] = f;
28 int autocvar_hud_panel_itemstime = 2;
29 float autocvar_hud_panel_itemstime_dynamicsize = 1;
30 float autocvar_hud_panel_itemstime_ratio = 2;
31 int autocvar_hud_panel_itemstime_iconalign;
32 bool autocvar_hud_panel_itemstime_progressbar = 0;
33 float autocvar_hud_panel_itemstime_progressbar_maxtime = 30;
34 string autocvar_hud_panel_itemstime_progressbar_name = "progressbar";
35 float autocvar_hud_panel_itemstime_progressbar_reduced;
36 bool autocvar_hud_panel_itemstime_hidespawned = 1;
37 bool autocvar_hud_panel_itemstime_hidelarge = false;
38 int autocvar_hud_panel_itemstime_text = 1;
39 #define hud_panel_itemstime_hidelarge autocvar_hud_panel_itemstime_hidelarge
43 #define hud_panel_itemstime_hidelarge false
46 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons)
49 || it.instanceOfPowerup
50 || it == ITEM_ArmorMega || (it == ITEM_ArmorLarge && !hud_panel_itemstime_hidelarge)
51 || it == ITEM_HealthMega || (it == ITEM_HealthLarge && !hud_panel_itemstime_hidelarge)
52 || (_weapons & WEPSET_SUPERWEAPONS)
58 float it_times[MAX_ITEMS];
60 void Item_ItemsTime_Init()
62 FOREACH(ITEMS, true, LAMBDA(
63 it_times[it.m_id] = -1;
67 STATIC_INIT(ItemsTime_Init) {
69 Item_ItemsTime_Init();
72 void Item_ItemsTime_ResetTimes()
74 FOREACH(ITEMS, true, LAMBDA(
75 it_times[it.m_id] = (it_times[it.m_id] == -1) ? -1 : 0;
79 void Item_ItemsTime_ResetTimesForPlayer(entity e)
81 FOREACH(ITEMS, true, LAMBDA(
82 IT_Write(e, it.m_id, (it_times[it.m_id] == -1) ? -1 : 0);
86 void Item_ItemsTime_SetTimesForPlayer(entity e)
88 FOREACH(ITEMS, true, LAMBDA(
89 IT_Write(e, it.m_id, it_times[it.m_id]);
93 void Item_ItemsTime_SetTime(entity e, float t)
95 if (!autocvar_sv_itemstime)
98 GameItem item = e.itemdef;
99 it_times[item.m_id] = t;
102 void Item_ItemsTime_SetTimesForAllPlayers()
105 FOR_EACH_REALCLIENT(e) if (warmup_stage || !IS_PLAYER(e))
106 Item_ItemsTime_SetTimesForPlayer(e);
109 float Item_ItemsTime_UpdateTime(entity e, float t)
111 bool isavailable = (t == 0);
112 if (e.weapons & WEPSET_SUPERWEAPONS)
114 for (entity head = world; (head = nextent(head)); )
116 if (clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
121 if (head.scheduledrespawntime <= time)
123 else if (t == 0 || head.scheduledrespawntime < t)
124 t = head.scheduledrespawntime;
129 for (entity head = world; (head = nextent(head)); )
131 if (head.itemdef != e.itemdef)
136 if (head.scheduledrespawntime <= time)
138 else if (t == 0 || head.scheduledrespawntime < t)
139 t = head.scheduledrespawntime;
143 t = -t; // let know the client there's another available item
147 MUTATOR_HOOKFUNCTION(itemstime, reset_map_global) {
148 Item_ItemsTime_ResetTimes();
151 MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver) {
152 Item_ItemsTime_SetTimesForPlayer(self);
155 MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn) {
156 if (warmup_stage) return;
157 Item_ItemsTime_ResetTimesForPlayer(self);
164 void DrawItemsTimeItem(vector myPos, vector mySize, float ar, entity item, float item_time, bool item_available, float item_availableTime)
167 vector color = '0 0 0';
170 if (autocvar_hud_panel_itemstime_hidespawned == 2)
172 else if (item_available)
174 float BLINK_FACTOR = 0.15;
175 float BLINK_BASE = 0.85;
176 float BLINK_FREQ = 5;
177 picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
181 t = floor(item_time - time + 0.999);
189 vector picpos, numpos;
190 if (autocvar_hud_panel_itemstime_iconalign)
193 picpos = myPos + eX * (ar - 1) * mySize_y;
197 numpos = myPos + eX * mySize_y;
201 if (t > 0 && autocvar_hud_panel_itemstime_progressbar)
203 vector p_pos, p_size;
204 if (autocvar_hud_panel_itemstime_progressbar_reduced)
207 p_size = eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y;
214 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);
217 if (t > 0 && autocvar_hud_panel_itemstime_text)
218 drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
220 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
221 if (item_availableTime)
222 drawpic_aspect_skin_expanding(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
223 drawpic_aspect_skin(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
228 if (!autocvar__hud_configure)
231 (autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
232 || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage))
237 ItemsTime_time[ITEM_ArmorMega.m_id] = time + 0;
238 ItemsTime_time[ITEM_HealthMega.m_id] = time + 8;
239 ItemsTime_time[ITEM_Strength.m_id] = time + 0;
240 ItemsTime_time[ITEM_Shield.m_id] = time + 4;
244 if (autocvar_hud_panel_itemstime_hidespawned == 1)
245 FOREACH(ITEMS, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
246 count += (ItemsTime_time[i] > time || -ItemsTime_time[i] > time);
248 else if (autocvar_hud_panel_itemstime_hidespawned == 2)
249 FOREACH(ITEMS, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
250 count += (ItemsTime_time[i] > time);
253 FOREACH(ITEMS, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
254 count += (ItemsTime_time[i] != -1);
259 HUD_Panel_UpdateCvars();
265 if (panel_bg_padding)
267 pos += '1 1 0' * panel_bg_padding;
268 mySize -= '2 2 0' * panel_bg_padding;
272 float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
273 rows = HUD_GetRowCount(count, mySize, ar);
274 columns = ceil(count/rows);
276 vector itemstime_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
278 vector offset = '0 0 0';
280 if (autocvar_hud_panel_itemstime_dynamicsize)
282 if (autocvar__hud_configure)
283 if (menu_enabled != 2)
284 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
286 // reduce panel to avoid spacing items
287 if (itemstime_size.x / itemstime_size.y < ar)
289 newSize = rows * itemstime_size.x / ar;
290 pos.y += (mySize.y - newSize) / 2;
292 itemstime_size.y = mySize.y / rows;
296 newSize = columns * itemstime_size.y * ar;
297 pos.x += (mySize.x - newSize) / 2;
299 itemstime_size.x = mySize.x / columns;
301 panel_pos = pos - '1 1 0' * panel_bg_padding;
302 panel_size = mySize + '2 2 0' * panel_bg_padding;
306 if (itemstime_size.x/itemstime_size.y > ar)
308 newSize = ar * itemstime_size.y;
309 offset.x = itemstime_size.x - newSize;
311 itemstime_size.x = newSize;
315 newSize = 1/ar * itemstime_size.x;
316 offset.y = itemstime_size.y - newSize;
318 itemstime_size.y = newSize;
324 float row = 0, column = 0;
326 FOREACH(ITEMS, Item_ItemsTime_Allow(it, '0 0 0') && ItemsTime_time[i] != -1, LAMBDA(
327 float item_time = ItemsTime_time[i];
330 item_available = true;
331 item_time = -item_time;
334 item_available = (item_time <= time);
336 if (ItemsTime_time[i] >= 0)
338 if (time <= ItemsTime_time[i])
339 ItemsTime_availableTime[i] = 0;
340 else if (ItemsTime_availableTime[i] == 0)
341 ItemsTime_availableTime[i] = time;
343 else if (ItemsTime_availableTime[i] == 0)
344 ItemsTime_availableTime[i] = time;
346 float f = (time - ItemsTime_availableTime[i]) * 2;
347 f = (f > 1) ? 0 : bound(0, f, 1);
349 if (autocvar_hud_panel_itemstime_hidespawned == 1)
350 if (!(ItemsTime_time[i] > time || -ItemsTime_time[i] > time))
353 if (autocvar_hud_panel_itemstime_hidespawned == 2)
354 if (!(ItemsTime_time[i] > time))
357 DrawItemsTimeItem(pos + eX * column * (itemstime_size.x + offset.x) + eY * row * (itemstime_size.y + offset.y), itemstime_size, ar, it, item_time, item_available, f);