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 float ItemsTime_time[Items_MAX];
18 float ItemsTime_availableTime[Items_MAX];
19 NET_HANDLE(itemstime, bool isNew)
22 float f = ReadFloat();
24 ItemsTime_time[i] = f;
29 void Item_ItemsTime_Init()
31 FOREACH(Items, true, LAMBDA(
32 ItemsTime_time[it.m_id] = -1;
36 STATIC_INIT(ItemsTime_Init) {
37 Item_ItemsTime_Init();
40 int autocvar_hud_panel_itemstime = 2;
41 float autocvar_hud_panel_itemstime_dynamicsize = 1;
42 float autocvar_hud_panel_itemstime_ratio = 2;
43 int autocvar_hud_panel_itemstime_iconalign;
44 bool autocvar_hud_panel_itemstime_progressbar = 0;
45 float autocvar_hud_panel_itemstime_progressbar_maxtime = 30;
46 string autocvar_hud_panel_itemstime_progressbar_name = "progressbar";
47 float autocvar_hud_panel_itemstime_progressbar_reduced;
48 bool autocvar_hud_panel_itemstime_hidespawned = 1;
49 bool autocvar_hud_panel_itemstime_hidelarge = false;
50 int autocvar_hud_panel_itemstime_text = 1;
51 #define hud_panel_itemstime_hidelarge autocvar_hud_panel_itemstime_hidelarge
53 #define hud_panel_itemstime_hidelarge false
56 bool Item_ItemsTime_SpectatorOnly(GameItem it)
59 || it == ITEM_ArmorMega || (it == ITEM_ArmorLarge && !hud_panel_itemstime_hidelarge)
60 || it == ITEM_HealthMega || (it == ITEM_HealthLarge && !hud_panel_itemstime_hidelarge)
64 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons)
67 || it.instanceOfPowerup
68 || Item_ItemsTime_SpectatorOnly(it)
69 || (_weapons & WEPSET_SUPERWEAPONS)
75 float it_times[Items_MAX];
77 void Item_ItemsTime_Init()
79 FOREACH(Items, true, LAMBDA(
80 it_times[it.m_id] = -1;
84 STATIC_INIT(ItemsTime_Init) {
86 Item_ItemsTime_Init();
89 void Item_ItemsTime_ResetTimes()
91 FOREACH(Items, true, LAMBDA(
92 it_times[it.m_id] = (it_times[it.m_id] == -1) ? -1 : 0;
96 void Item_ItemsTime_ResetTimesForPlayer(entity e)
98 FOREACH(Items, true, LAMBDA(
99 IT_Write(e, it.m_id, (it_times[it.m_id] == -1) ? -1 : 0);
103 void Item_ItemsTime_SetTimesForPlayer(entity e)
105 FOREACH(Items, true, LAMBDA(
106 IT_Write(e, it.m_id, it_times[it.m_id]);
110 void Item_ItemsTime_SetTime(entity e, float t)
112 if (!autocvar_sv_itemstime)
115 GameItem item = e.itemdef;
116 if (item.instanceOfGameItem && !item.instanceOfWeaponPickup)
118 it_times[item.m_id] = t;
122 void Item_ItemsTime_SetTimesForAllPlayers()
125 FOR_EACH_REALCLIENT(e) if (warmup_stage || !IS_PLAYER(e))
126 Item_ItemsTime_SetTimesForPlayer(e);
129 float Item_ItemsTime_UpdateTime(entity e, float t)
131 bool isavailable = (t == 0);
132 FOREACH_ENTITY(it.itemdef == e.itemdef || ((it.weapons & WEPSET_SUPERWEAPONS) && clienttype(it) == CLIENTTYPE_NOTACLIENT), LAMBDA(
133 if (e == it) continue;
134 if (it.scheduledrespawntime <= time)
136 else if (t == 0 || it.scheduledrespawntime < t)
137 t = it.scheduledrespawntime;
140 t = -t; // let know the client there's another available item
144 MUTATOR_HOOKFUNCTION(itemstime, reset_map_global)
146 Item_ItemsTime_ResetTimes();
147 // ALL the times need to be reset before .reset()ing each item
148 // since Item_Reset schedules respawn of superweapons and powerups
149 FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
150 if (it.reset) Item_ItemsTime_SetTime(it, 0);
152 Item_ItemsTime_SetTimesForAllPlayers();
155 MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver)
157 Item_ItemsTime_SetTimesForPlayer(self);
160 MUTATOR_HOOKFUNCTION(itemstime, ClientConnect, CBC_ORDER_LAST)
164 // client became player on connection skipping putObserverInServer step
165 if (IS_REAL_CLIENT(self))
167 Item_ItemsTime_SetTimesForPlayer(self);
171 MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn)
173 if (warmup_stage) return;
174 Item_ItemsTime_ResetTimesForPlayer(self);
181 void DrawItemsTimeItem(vector myPos, vector mySize, float ar, entity item, float item_time, bool item_available, float item_availableTime)
184 vector color = '0 0 0';
187 if (autocvar_hud_panel_itemstime_hidespawned == 2)
189 else if (item_available)
191 float BLINK_FACTOR = 0.15;
192 float BLINK_BASE = 0.85;
193 float BLINK_FREQ = 5;
194 picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
198 t = floor(item_time - time + 0.999);
206 vector picpos, numpos;
207 if (autocvar_hud_panel_itemstime_iconalign)
210 picpos = myPos + eX * (ar - 1) * mySize_y;
214 numpos = myPos + eX * mySize_y;
218 if (t > 0 && autocvar_hud_panel_itemstime_progressbar)
220 vector p_pos, p_size;
221 if (autocvar_hud_panel_itemstime_progressbar_reduced)
224 p_size = eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y;
231 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);
234 if(autocvar_hud_panel_itemstime_text)
237 drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
238 else if(precache_pic("gfx/hud/default/checkmark")) // COMPAT: check if this image exists, as 0.8.1 clients lack it
239 drawpic_aspect_skin(numpos, "checkmark", eX * (ar - 1) * mySize_y + eY * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
240 else // legacy code, if the image is missing just center the icon
241 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
243 if (item_availableTime)
244 drawpic_aspect_skin_expanding(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
245 drawpic_aspect_skin(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
250 if (!autocvar__hud_configure)
253 (autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
254 || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage))
259 ItemsTime_time[ITEM_ArmorMega.m_id] = time + 0;
260 ItemsTime_time[ITEM_HealthMega.m_id] = time + 8;
261 ItemsTime_time[ITEM_Strength.m_id] = time + 0;
262 ItemsTime_time[ITEM_Shield.m_id] = time + 4;
266 if (autocvar_hud_panel_itemstime_hidespawned == 1)
267 FOREACH(Items, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
268 count += (ItemsTime_time[it.m_id] > time || -ItemsTime_time[it.m_id] > time);
270 else if (autocvar_hud_panel_itemstime_hidespawned == 2)
271 FOREACH(Items, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
272 count += (ItemsTime_time[it.m_id] > time);
275 FOREACH(Items, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
276 count += (ItemsTime_time[it.m_id] != -1);
281 HUD_Panel_UpdateCvars();
287 if (panel_bg_padding)
289 pos += '1 1 0' * panel_bg_padding;
290 mySize -= '2 2 0' * panel_bg_padding;
294 float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
295 rows = HUD_GetRowCount(count, mySize, ar);
296 columns = ceil(count/rows);
298 vector itemstime_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
300 vector offset = '0 0 0';
302 if (autocvar_hud_panel_itemstime_dynamicsize)
304 if (autocvar__hud_configure)
305 if (menu_enabled != 2)
306 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
308 // reduce panel to avoid spacing items
309 if (itemstime_size.x / itemstime_size.y < ar)
311 newSize = rows * itemstime_size.x / ar;
312 pos.y += (mySize.y - newSize) / 2;
314 itemstime_size.y = mySize.y / rows;
318 newSize = columns * itemstime_size.y * ar;
319 pos.x += (mySize.x - newSize) / 2;
321 itemstime_size.x = mySize.x / columns;
323 panel_pos = pos - '1 1 0' * panel_bg_padding;
324 panel_size = mySize + '2 2 0' * panel_bg_padding;
328 if (itemstime_size.x/itemstime_size.y > ar)
330 newSize = ar * itemstime_size.y;
331 offset.x = itemstime_size.x - newSize;
333 itemstime_size.x = newSize;
337 newSize = 1/ar * itemstime_size.x;
338 offset.y = itemstime_size.y - newSize;
340 itemstime_size.y = newSize;
346 float row = 0, column = 0;
348 FOREACH(Items, Item_ItemsTime_Allow(it, '0 0 0') && ItemsTime_time[it.m_id] != -1, LAMBDA(
349 float item_time = ItemsTime_time[it.m_id];
352 item_available = true;
353 item_time = -item_time;
356 item_available = (item_time <= time);
358 if (ItemsTime_time[it.m_id] >= 0)
360 if (time <= ItemsTime_time[it.m_id])
361 ItemsTime_availableTime[it.m_id] = 0;
362 else if (ItemsTime_availableTime[it.m_id] == 0)
363 ItemsTime_availableTime[it.m_id] = time;
365 else if (ItemsTime_availableTime[it.m_id] == 0)
366 ItemsTime_availableTime[it.m_id] = time;
368 float f = (time - ItemsTime_availableTime[it.m_id]) * 2;
369 f = (f > 1) ? 0 : bound(0, f, 1);
371 if (autocvar_hud_panel_itemstime_hidespawned == 1)
372 if (!(ItemsTime_time[it.m_id] > time || -ItemsTime_time[it.m_id] > time))
375 if (autocvar_hud_panel_itemstime_hidespawned == 2)
376 if (!(ItemsTime_time[it.m_id] > time))
379 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);