#include "timer.qh"
+#include "scoreboard.qh"
#include <client/draw.qh>
#include <client/view.qh>
vector HUD_Timer_Color(float timeleft)
{
- if(timeleft >= 300)
- return '1 1 1'; //white
- else if(timeleft >= 60)
- return '1 1 0'; //yellow
+ if(timeleft <= 60)
+ return '1 0 0'; // red
+ else if(timeleft <= 300)
+ return '1 1 0'; // yellow
else
- return '1 0 0'; //red
+ return '1 1 1'; // white
+}
+
+float HUD_Timer_TimeElapsed(float curtime, float starttime)
+{
+ float time_elapsed = curtime - starttime;
+ if (!autocvar_hud_panel_timer_unbound)
+ time_elapsed = max(0, time_elapsed);
+ return floor(time_elapsed);
+}
+
+float HUD_Timer_TimeLeft(float curtime, float starttime, float timelimit)
+{
+ float timeleft = timelimit + starttime - curtime;
+ if (!autocvar_hud_panel_timer_unbound)
+ timeleft = bound(0, timeleft, timelimit);
+ return ceil(timeleft);
}
void HUD_Timer()
mySize -= '2 2 0' * panel_bg_padding;
}
- string timer;
- string subtimer = string_null;
+ string timer_str = string_null;
+ string subtimer_str = string_null;
string subtext = string_null;
- float timelimit, timeleft, round_timelimit, round_timeleft;
- int overtimes;
+ float curtime, timelimit, timeleft;
vector timer_size, subtext_size, subtimer_size;
vector timer_color = '1 1 1';
vector subtimer_color = '1 1 1';
bool swap = (autocvar_hud_panel_timer_secondary == 2 && STAT(ROUNDSTARTTIME));
- // Calculate timelimit
- if(warmup_stage)
- {
- timelimit = STAT(WARMUP_TIMELIMIT);
- if(timelimit == 0)
- timelimit = STAT(TIMELIMIT) * 60;
- }
- else
- {
- timelimit = STAT(TIMELIMIT) * 60;
- }
+ // Use real or frozen time and get the time limit
+ curtime = (intermission_time ? intermission_time : time);
+ timelimit = (warmup_stage ? STAT(WARMUP_TIMELIMIT) : STAT(TIMELIMIT) * 60);
// Calculate time left
- timeleft = timelimit + STAT(GAMESTARTTIME) - time;
- if (!autocvar_hud_panel_timer_unbound)
- timeleft = bound(0, timeleft, timelimit);
- timeleft = ceil(timeleft);
+ timeleft = HUD_Timer_TimeLeft(curtime, STAT(GAMESTARTTIME), timelimit);
// Timer color
if(!intermission_time && !warmup_stage && timelimit > 0)
timer_color = HUD_Timer_Color(timeleft);
// Timer text
- if (intermission_time) {
- timer = seconds_tostring(max(0, floor(intermission_time - STAT(GAMESTARTTIME))));
- } else if (autocvar_hud_panel_timer_increment || timelimit <= 0) {
- float time_elapsed = floor(time - STAT(GAMESTARTTIME));
- if (!autocvar_hud_panel_timer_unbound)
- time_elapsed = max(0, time_elapsed);
-
- timer = seconds_tostring(time_elapsed);
- } else {
- timer = seconds_tostring(timeleft);
- }
-
- // Round-based game modes
+ if (autocvar_hud_panel_timer_increment || timelimit <= 0)
+ timer = HUD_Timer_TimeElapsed(curtime, STAT(GAMESTARTTIME));
+ else
+ timer = timeleft;
+
+ // Secondary timer for round-based game modes
if(STAT(ROUNDSTARTTIME) && autocvar_hud_panel_timer_secondary)
{
- round_timelimit = STAT(ROUND_TIMELIMIT);
-
- // Calculate round time left
- round_timeleft = round_timelimit + STAT(ROUNDSTARTTIME) - (game_stopped_time ? game_stopped_time : time);
- if (!autocvar_hud_panel_timer_unbound)
- round_timeleft = bound(0, round_timeleft, round_timelimit);
- round_timeleft = ceil(round_timeleft);
-
- // Subtimer color
- if(!intermission_time && round_timelimit > 0)
- subtimer_color = HUD_Timer_Color(round_timeleft);
-
- // Subtimer text
- if (intermission_time) {
- subtimer = seconds_tostring(max(0, floor(intermission_time - STAT(ROUNDSTARTTIME))));
- } else if (autocvar_hud_panel_timer_increment || round_timelimit <= 0) {
- float round_time_elapsed = floor((game_stopped_time ? game_stopped_time : time) - STAT(ROUNDSTARTTIME));
- if (!autocvar_hud_panel_timer_unbound)
- round_time_elapsed = max(0, round_time_elapsed);
-
- subtimer = seconds_tostring(round_time_elapsed);
+ if(STAT(ROUNDSTARTTIME) == -1) {
+ // Round can't start
+ subtimer_str = "--:--";
+ subtimer_color = '1 0 0';
} else {
- subtimer = seconds_tostring(round_timeleft);
+ float round_curtime, round_timelimit, round_timeleft;
+
+ // Use real or frozen time and get the time limit
+ round_curtime = (game_stopped_time ? game_stopped_time : time);
+ round_timelimit = STAT(ROUND_TIMELIMIT);
+
+ // Calculate time left
+ round_timeleft = HUD_Timer_TimeLeft(round_curtime, STAT(ROUNDSTARTTIME), round_timelimit);
+
+ // Subtimer color
+ if(!intermission_time && round_timelimit > 0)
+ subtimer_color = HUD_Timer_Color(round_timeleft);
+
+ // Subtimer text
+ if (autocvar_hud_panel_timer_increment || round_timelimit <= 0)
+ subtimer_str = seconds_tostring(HUD_Timer_TimeElapsed(round_curtime, STAT(ROUNDSTARTTIME)));
+ else
+ subtimer_str = seconds_tostring(round_timeleft);
}
}
// Subtext
- overtimes = STAT(OVERTIMESADDED);
+ int overtimes = STAT(OVERTIMES);
if(warmup_stage || autocvar__hud_configure)
- subtext = _("Warmup");
- else if(intermission_time)
- subtext = _("Intermission");
- else if(STAT(TIMEOUT_STATUS))
+ {
+ if (STAT(WARMUP_TIMELIMIT) > 0)
+ subtext = _("Warmup");
+ else
+ {
+ Scoreboard_UpdatePlayerTeams(); // ensure numplayers is current
+ if (srv_minplayers - numplayers > 0)
+ subtext = _("Warmup: too few players");
+ else
+ subtext = _("Warmup: no time limit");
+ }
+ }
+ else if(STAT(TIMEOUT_STATUS) == 2)
subtext = _("Timeout");
+ else if (overtimes == -1)
+ subtext = _("Sudden Death");
+ else if(overtimes == 1)
+ subtext = _("Overtime");
else if (overtimes >= 2)
subtext = sprintf(_("Overtime #%d"), overtimes);
- else if(overtimes)
- subtext = _("Overtime");
subtext_size = vec2(mySize.x, mySize.y / 3);
timer_size = vec2(mySize.x, mySize.y - subtext_size.y);
subtimer_size = vec2(mySize.x / 3, mySize.y - subtext_size.y);
-
+ timer_str = seconds_tostring(timer);
+
panel_size.y -= subtext_size.y;
HUD_Panel_DrawBg();
-
- if(subtimer) {
+
+ if(subtimer_str) {
+ float subtimer_padding = subtimer_size.y / 5;
timer_size.x -= subtimer_size.x;
- drawstring_aspect(pos + eX * timer_size.x, (swap ? timer : subtimer), subtimer_size, (swap ? timer_color : subtimer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(pos + eX * timer_size.x + eY * subtimer_padding, (swap ? timer_str : subtimer_str), subtimer_size - eY * subtimer_padding * 2, (swap ? timer_color : subtimer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
}
-
- drawstring_aspect(pos, (swap ? subtimer : timer), timer_size, (swap ? subtimer_color : timer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
-
+
+ drawstring_aspect(pos, (swap ? subtimer_str : timer_str), timer_size, (swap ? subtimer_color : timer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
+
if(subtext)
drawstring_aspect(pos + eY * timer_size.y, subtext, subtext_size, '0 1 0', panel_fg_alpha, DRAWFLAG_NORMAL);