1 #include "itemstime.qh"
3 REGISTER_MUTATOR(itemstime, true);
6 REGISTER_NET_TEMP(itemstime)
10 void IT_Write(entity e, int i, float f) {
11 if (!IS_REAL_CLIENT(e)) return;
13 WriteHeader(MSG_ONE, itemstime);
14 WriteByte(MSG_ONE, i);
15 WriteFloat(MSG_ONE, f);
20 // reserve one more spot for superweapons time
21 float ItemsTime_time[REGISTRY_MAX(Items) + 1];
22 float ItemsTime_availableTime[REGISTRY_MAX(Items) + 1];
23 NET_HANDLE(itemstime, bool isNew)
26 float f = ReadFloat();
28 ItemsTime_time[i] = f;
31 NET_HANDLE(TE_CSQC_TOTALSHARDS, bool isNew)
34 total_shards = ReadInt24_t();
43 STATIC_INIT(ItemsTime_Init) {
44 FOREACH(Items, true, {
45 ItemsTime_time[it.m_id] = -1;
47 ItemsTime_time[REGISTRY_MAX(Items)] = -1;
50 int autocvar_hud_panel_itemstime = 2;
51 float autocvar_hud_panel_itemstime_dynamicsize = 1;
52 float autocvar_hud_panel_itemstime_ratio = 2;
53 //bool autocvar_hud_panel_itemstime_dynamichud = true;
54 int autocvar_hud_panel_itemstime_iconalign;
55 bool autocvar_hud_panel_itemstime_progressbar = 0;
56 float autocvar_hud_panel_itemstime_progressbar_maxtime = 30;
57 string autocvar_hud_panel_itemstime_progressbar_name = "progressbar";
58 float autocvar_hud_panel_itemstime_progressbar_reduced;
59 bool autocvar_hud_panel_itemstime_hidespawned = 1;
60 bool autocvar_hud_panel_itemstime_hidebig = false;
61 int autocvar_hud_panel_itemstime_text = 1;
62 #define hud_panel_itemstime_hidebig autocvar_hud_panel_itemstime_hidebig
64 #define hud_panel_itemstime_hidebig false
67 bool Item_ItemsTime_SpectatorOnly(GameItem it)
70 || it == ITEM_ArmorMega || (it == ITEM_ArmorBig && !hud_panel_itemstime_hidebig)
71 || it == ITEM_HealthMega || (it == ITEM_HealthBig && !hud_panel_itemstime_hidebig)
75 bool Item_ItemsTime_Allow(GameItem it)
78 || it.instanceOfPowerup
79 || Item_ItemsTime_SpectatorOnly(it)
85 // reserve one more spot for superweapons time
86 float it_times[REGISTRY_MAX(Items) + 1];
88 STATIC_INIT(ItemsTime_Init) {
89 FOREACH(Items, Item_ItemsTime_Allow(it), {
90 it_times[it.m_id] = -1;
92 it_times[REGISTRY_MAX(Items)] = -1;
95 void Item_ItemsTime_ResetTimes()
97 FOREACH(Items, Item_ItemsTime_Allow(it), {
98 it_times[it.m_id] = (it_times[it.m_id] == -1) ? -1 : 0;
100 it_times[REGISTRY_MAX(Items)] = (it_times[REGISTRY_MAX(Items)] == -1) ? -1 : 0;
103 void Item_ItemsTime_ResetTimesForPlayer(entity e)
105 FOREACH(Items, Item_ItemsTime_Allow(it), {
106 IT_Write(e, it.m_id, (it_times[it.m_id] == -1) ? -1 : 0);
108 IT_Write(e, REGISTRY_MAX(Items), (it_times[REGISTRY_MAX(Items)] == -1) ? -1 : 0);
111 void Item_ItemsTime_SetTimesForPlayer(entity e)
113 FOREACH(Items, Item_ItemsTime_Allow(it), {
114 IT_Write(e, it.m_id, it_times[it.m_id]);
116 IT_Write(e, REGISTRY_MAX(Items), it_times[REGISTRY_MAX(Items)]);
119 void Item_ItemsTime_SetTime(entity e, float t)
121 if (!autocvar_sv_itemstime)
124 GameItem item = e.itemdef;
125 if (item.instanceOfGameItem)
127 if (!item.instanceOfWeaponPickup)
128 it_times[item.m_id] = t;
129 else if (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)
130 it_times[REGISTRY_MAX(Items)] = t;
134 void Item_ItemsTime_SetTimesForAllPlayers()
136 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (warmup_stage || !IS_PLAYER(it) || autocvar_sv_itemstime == 2), { Item_ItemsTime_SetTimesForPlayer(it); });
139 float Item_ItemsTime_UpdateTime(entity e, float t)
141 bool isavailable = (t == 0);
142 IL_EACH(g_items, it != e,
144 if(!(it.itemdef == e.itemdef || ((STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) && (STAT(WEAPONS, it) & WEPSET_SUPERWEAPONS))))
146 if (it.scheduledrespawntime <= time)
148 else if (t == 0 || it.scheduledrespawntime < t)
149 t = it.scheduledrespawntime;
152 t = -t; // let know the client there's another available item
156 MUTATOR_HOOKFUNCTION(itemstime, reset_map_global)
158 Item_ItemsTime_ResetTimes();
159 // ALL the times need to be reset before .reset()ing each item
160 // since Item_Reset schedules respawn of superweapons and powerups
161 IL_EACH(g_items, it.reset,
163 Item_ItemsTime_SetTime(it, 0);
165 Item_ItemsTime_SetTimesForAllPlayers();
168 MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver)
170 entity player = M_ARGV(0, entity);
172 Item_ItemsTime_SetTimesForPlayer(player);
175 MUTATOR_HOOKFUNCTION(itemstime, ClientConnect, CBC_ORDER_LAST)
177 entity player = M_ARGV(0, entity);
179 if(IS_PLAYER(player))
181 // client became player on connection skipping putObserverInServer step
182 if (IS_REAL_CLIENT(player))
183 if (warmup_stage || autocvar_sv_itemstime == 2)
184 Item_ItemsTime_SetTimesForPlayer(player);
188 MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn)
190 if (warmup_stage || autocvar_sv_itemstime == 2) return;
191 entity player = M_ARGV(0, entity);
193 Item_ItemsTime_ResetTimesForPlayer(player);
202 void HUD_ItemsTime_Export(int fh)
204 // allow saving cvars that aesthetically change the panel into hud skin files
205 HUD_Write_Cvar("hud_panel_itemstime_iconalign");
206 HUD_Write_Cvar("hud_panel_itemstime_progressbar");
207 HUD_Write_Cvar("hud_panel_itemstime_progressbar_name");
208 HUD_Write_Cvar("hud_panel_itemstime_progressbar_reduced");
209 HUD_Write_Cvar("hud_panel_itemstime_text");
210 HUD_Write_Cvar("hud_panel_itemstime_ratio");
211 HUD_Write_Cvar("hud_panel_itemstime_dynamicsize");
215 void DrawItemsTimeItemFixed(vector myPos, vector mySize, float ar, string item_icon, float t, vector color)
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 drawstring_aspect(numpos, (t < 0 ? "-" : ftos(t)), vec2(((ar - 1)/ar) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
230 drawpic_aspect(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
233 void DrawItemsTimeItem(vector myPos, vector mySize, float ar, string item_icon, float item_time, bool item_available, float item_availableTime)
236 vector color = '0 0 0';
239 if (autocvar_hud_panel_itemstime_hidespawned == 2)
241 else if (item_available)
242 picalpha = blink(0.85, 0.15, 5);
245 t = floor(item_time - time + 0.999);
253 vector picpos, numpos;
254 if (autocvar_hud_panel_itemstime_iconalign)
257 picpos = myPos + eX * (ar - 1) * mySize_y;
261 numpos = myPos + eX * mySize_y;
265 if (t > 0 && autocvar_hud_panel_itemstime_progressbar)
267 vector p_pos, p_size;
268 if (autocvar_hud_panel_itemstime_progressbar_reduced)
271 p_size = vec2(((ar - 1)/ar) * mySize.x, mySize.y);
278 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);
281 if(autocvar_hud_panel_itemstime_text)
284 drawstring_aspect(numpos, ftos(t), vec2(((ar - 1)/ar) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
285 else if(precache_pic("gfx/hud/default/checkmark")) // COMPAT: check if this image exists, as 0.8.1 clients lack it
286 drawpic_aspect_skin(numpos, "checkmark", vec2((ar - 1) * mySize.y, mySize.y), '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
287 else // legacy code, if the image is missing just center the icon
288 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
290 if (item_availableTime)
291 drawpic_aspect_skin_expanding(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
292 drawpic_aspect_skin(picpos, item_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
295 float Item_ItemsTime_GetTime(int item)
297 if(autocvar__hud_configure)
301 case ITEM_ArmorMega.m_id: return time + 0;
302 case ITEM_HealthMega.m_id: return time + 8;
303 case ITEM_Strength.m_id: return time + 0;
304 case ITEM_Shield.m_id: return time + 4;
307 return -1; // don't show others
311 float game_starttime = STAT(GAMESTARTTIME);
312 float timeout_last = STAT(TIMEOUT_LAST);
314 if(ItemsTime_time[item] > 0 && game_starttime < time)
316 return ItemsTime_time[item] + game_starttime - timeout_last + time;
318 return ItemsTime_time[item] + game_starttime;
320 return ItemsTime_time[item];
326 if (!autocvar__hud_configure)
329 (autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
330 || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage || STAT(ITEMSTIME) == 2))
335 if (autocvar_hud_panel_itemstime_hidespawned == 1)
337 FOREACH(Items, Item_ItemsTime_Allow(it), {
338 count += (Item_ItemsTime_GetTime(it.m_id) > time || -Item_ItemsTime_GetTime(it.m_id) > time);
340 count += (Item_ItemsTime_GetTime(REGISTRY_MAX(Items)) > time || -Item_ItemsTime_GetTime(REGISTRY_MAX(Items)) > time);
342 else if (autocvar_hud_panel_itemstime_hidespawned == 2)
344 FOREACH(Items, Item_ItemsTime_Allow(it), {
345 count += (Item_ItemsTime_GetTime(it.m_id) > time);
347 count += (Item_ItemsTime_GetTime(REGISTRY_MAX(Items)) > time);
351 FOREACH(Items, Item_ItemsTime_Allow(it), {
352 count += (Item_ItemsTime_GetTime(it.m_id) != -1);
354 count += (Item_ItemsTime_GetTime(REGISTRY_MAX(Items)) != -1);
357 if (total_shards != -1)
363 HUD_Panel_LoadCvars();
369 if (panel_bg_padding)
371 pos += '1 1 0' * panel_bg_padding;
372 mySize -= '2 2 0' * panel_bg_padding;
376 float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
377 rows = HUD_GetRowCount(count, mySize, ar);
378 columns = ceil(count/rows);
380 vector itemstime_size = vec2(mySize.x / columns, mySize.y / rows);
382 vector offset = '0 0 0';
384 if (autocvar_hud_panel_itemstime_dynamicsize)
386 if (autocvar__hud_configure)
387 if (hud_configure_menu_open != 2)
388 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
390 // reduce panel to avoid spacing items
391 if (itemstime_size.x / itemstime_size.y < ar)
393 newSize = rows * itemstime_size.x / ar;
394 pos.y += (mySize.y - newSize) / 2;
396 itemstime_size.y = mySize.y / rows;
400 newSize = columns * itemstime_size.y * ar;
401 pos.x += (mySize.x - newSize) / 2;
403 itemstime_size.x = mySize.x / columns;
405 panel_pos = pos - '1 1 0' * panel_bg_padding;
406 panel_size = mySize + '2 2 0' * panel_bg_padding;
410 if (itemstime_size.x/itemstime_size.y > ar)
412 newSize = ar * itemstime_size.y;
413 offset.x = itemstime_size.x - newSize;
415 itemstime_size.x = newSize;
419 newSize = 1/ar * itemstime_size.x;
420 offset.y = itemstime_size.y - newSize;
422 itemstime_size.y = newSize;
426 if (total_shards != -1)
427 panel_size.y += itemstime_size.y * 0.5;
432 float row = 0, column = 0;
436 FOREACH(Items, Item_ItemsTime_Allow(it) && Item_ItemsTime_GetTime(it.m_id) != -1, {
442 float item_time = Item_ItemsTime_GetTime(id);
445 item_available = true;
446 item_time = -item_time;
449 item_available = (item_time <= time);
451 if (Item_ItemsTime_GetTime(id) >= 0)
453 if (time <= Item_ItemsTime_GetTime(id))
454 ItemsTime_availableTime[id] = 0;
455 else if (ItemsTime_availableTime[id] == 0)
456 ItemsTime_availableTime[id] = time;
458 else if (ItemsTime_availableTime[id] == 0)
459 ItemsTime_availableTime[id] = time;
461 float f = (time - ItemsTime_availableTime[id]) * 2;
462 f = (f > 1) ? 0 : bound(0, f, 1);
464 if (autocvar_hud_panel_itemstime_hidespawned == 1)
465 if (!(Item_ItemsTime_GetTime(id) > time || -Item_ItemsTime_GetTime(id) > time))
468 if (autocvar_hud_panel_itemstime_hidespawned == 2)
469 if (!(Item_ItemsTime_GetTime(id) > time))
472 DrawItemsTimeItem(pos + vec2(column * (itemstime_size.x + offset.x), row * (itemstime_size.y + offset.y)), itemstime_size, ar, icon, item_time, item_available, f);
479 if(id == REGISTRY_MAX(Items)) // can happen only in the last fake iteration
484 if(total_shards != -1) {
485 DrawItemsTimeItemFixed(pos + vec2(column * (itemstime_size.x + offset.x), row * (itemstime_size.y + offset.y) + itemstime_size.y * 0.5), itemstime_size, ar, "gfx/shards.tga", total_shards, '0.16 0.7 0.83');
494 // add another fake iteration for superweapons time
495 if(id < REGISTRY_MAX(Items) && Item_ItemsTime_GetTime(REGISTRY_MAX(Items)) != -1)
497 id = REGISTRY_MAX(Items);
498 icon = "superweapons";