3 #include <common/items/all.qc>
7 // Powerup item fields (reusing existing fields)
8 .string message; // Human readable name
9 .string netname; // Icon name
10 .vector colormod; // Color
11 .float count; // Time left
12 .float lifetime; // Maximum time
15 int powerupItemsCount;
17 void resetPowerupItems()
20 for(item = powerupItems; item; item = item.chain)
23 powerupItemsCount = 0;
26 void addPowerupItem(string name, string icon, vector color, float currentTime, float lifeTime)
29 powerupItems = spawn();
32 for(item = powerupItems; item.count; item = item.chain)
38 item.colormod = color;
39 item.count = currentTime;
40 item.lifetime = lifeTime;
45 int getPowerupItemAlign(int align, int column, int row, int columns, int rows, bool isVertical)
47 TC(int, align); TC(int, column); TC(int, row); TC(int, columns); TC(int, rows); TC(bool, isVertical);
51 bool isTop = isVertical && rows > 1 && row == 0;
52 bool isBottom = isVertical && rows > 1 && row == rows-1;
53 bool isLeft = !isVertical && columns > 1 && column == 0;
54 bool isRight = !isVertical && columns > 1 && column == columns-1;
56 if(isTop || isLeft) return (align == 2) ? 1 : 0;
57 if(isBottom || isRight) return (align == 2) ? 0 : 1;
64 int allItems = STAT(ITEMS);
65 int allBuffs = STAT(BUFFS);
66 int strengthTime, shieldTime, superTime;
69 if(!autocvar__hud_configure)
71 if(!autocvar_hud_panel_powerups) return;
72 if(spectatee_status == -1) return;
73 if(STAT(HEALTH) <= 0) return;
74 if(!(allItems & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON)) && !allBuffs) return;
76 strengthTime = bound(0, STAT(STRENGTH_FINISHED) - time, 99);
77 shieldTime = bound(0, STAT(INVINCIBLE_FINISHED) - time, 99);
78 superTime = bound(0, STAT(SUPERWEAPONS_FINISHED) - time, 99);
80 if(allItems & IT_UNLIMITED_SUPERWEAPONS)
83 // Prevent stuff to show up on mismatch that will be fixed next frame
84 if(!(allItems & IT_SUPERWEAPON))
95 // Add items to linked list
99 addPowerupItem("Strength", "strength", autocvar_hud_progressbar_strength_color, strengthTime, 30);
101 addPowerupItem("Shield", "shield", autocvar_hud_progressbar_shield_color, shieldTime, 30);
103 addPowerupItem("Superweapons", "superweapons", autocvar_hud_progressbar_superweapons_color, superTime, 30);
105 MUTATOR_CALLHOOK(HUD_Powerups_add);
107 if(!powerupItemsCount)
110 // Draw panel background
111 HUD_Panel_UpdateCvars();
115 vector pos = panel_pos;
116 vector size = panel_size;
117 bool isVertical = size.y > size.x;
121 pos += '1 1 0' * panel_bg_padding;
122 size -= '2 2 0' * panel_bg_padding;
125 // Find best partitioning of the drawing area
126 const float DESIRED_ASPECT = 6;
134 c = floor(powerupItemsCount / i);
135 r = ceil(powerupItemsCount / c);
136 a = isVertical ? (size.y/r) / (size.x/c) : (size.x/c) / (size.y/r);
138 if(i == 1 || fabs(DESIRED_ASPECT - a) < fabs(DESIRED_ASPECT - aspect))
145 while(++i <= powerupItemsCount);
147 // Prevent single items from getting too wide
148 if(powerupItemsCount == 1 && aspect > DESIRED_ASPECT)
153 pos.y += size.y * 0.5;
158 pos.x += size.x * 0.5;
162 // Draw items from linked list
163 vector itemPos = pos;
164 vector itemSize = eX * (size.x / columns) + eY * (size.y / rows);
165 vector textColor = '1 1 1';
172 draw_beginBoldFont();
173 for(entity item = powerupItems; item.count; item = item.chain)
175 itemPos = eX * (pos.x + column * itemSize.x) + eY * (pos.y + row * itemSize.y);
178 if(autocvar_hud_panel_powerups_progressbar)
180 align = getPowerupItemAlign(autocvar_hud_panel_powerups_baralign, column, row, columns, rows, isVertical);
181 HUD_Panel_DrawProgressBar(itemPos, itemSize, "progressbar", item.count / item.lifetime, isVertical, align, item.colormod, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
184 // Draw icon and text
185 if(autocvar_hud_panel_powerups_text)
187 align = getPowerupItemAlign(autocvar_hud_panel_powerups_iconalign, column, row, columns, rows, isVertical);
188 fullSeconds = ceil(item.count);
189 textColor = '0.6 0.6 0.6' + (item.colormod * 0.4);
192 DrawNumIcon(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha);
194 DrawNumIcon_expanding(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha, bound(0, (fullSeconds - item.count) / 0.5, 1));
197 // Determine next section
200 if(++column >= columns)