3 #include <client/draw.qh>
4 #include <common/items/_mod.qh>
5 #include <common/util.qh>
9 void HUD_Powerups_Export(int fh)
11 // allow saving cvars that aesthetically change the panel into hud skin files
12 HUD_Write_Cvar("hud_panel_powerups_iconalign");
13 HUD_Write_Cvar("hud_panel_powerups_baralign");
14 HUD_Write_Cvar("hud_panel_powerups_progressbar");
15 HUD_Write_Cvar("hud_panel_powerups_text");
18 // Powerup item fields (reusing existing fields)
19 .string message; // Human readable name
20 .string netname; // Icon name
21 .vector colormod; // Color
22 .float count; // Time left
23 .float lifetime; // Maximum time
26 int powerupItemsCount;
28 void resetPowerupItems()
31 for(item = powerupItems; item; item = item.chain)
34 powerupItemsCount = 0;
37 void addPowerupItem(string name, string icon, vector color, float currentTime, float lifeTime)
40 powerupItems = spawn();
43 for(item = powerupItems; item.count; item = item.chain)
49 item.colormod = color;
50 item.count = currentTime;
51 item.lifetime = lifeTime;
56 int getPowerupItemAlign(int align, int column, int row, int columns, int rows, bool isVertical)
58 TC(int, align); TC(int, column); TC(int, row); TC(int, columns); TC(int, rows); TC(bool, isVertical);
62 bool isTop = isVertical && rows > 1 && row == 0;
63 bool isBottom = isVertical && rows > 1 && row == rows-1;
64 bool isLeft = !isVertical && columns > 1 && column == 0;
65 bool isRight = !isVertical && columns > 1 && column == columns-1;
67 if(isTop || isLeft) return (align == 2) ? 1 : 0;
68 if(isBottom || isRight) return (align == 2) ? 0 : 1;
75 int allItems = STAT(ITEMS);
76 int allBuffs = STAT(BUFFS);
77 float strengthTime, shieldTime, superTime;
80 if(!autocvar__hud_configure)
82 if((!autocvar_hud_panel_powerups) || (spectatee_status == -1))
84 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_powerups_hide_ondeath)
86 //if(!(allItems & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON)) && !allBuffs) return;
88 strengthTime = bound(0, STAT(STRENGTH_FINISHED) - time, 99);
89 shieldTime = bound(0, STAT(INVINCIBLE_FINISHED) - time, 99);
90 superTime = bound(0, STAT(SUPERWEAPONS_FINISHED) - time, 99);
92 if(allItems & IT_UNLIMITED_SUPERWEAPONS)
95 // Prevent stuff to show up on mismatch that will be fixed next frame
96 if(!(allItems & IT_SUPERWEAPON))
107 // Add items to linked list
111 addPowerupItem("Strength", "strength", autocvar_hud_progressbar_strength_color, strengthTime, 30);
113 addPowerupItem("Shield", "shield", autocvar_hud_progressbar_shield_color, shieldTime, 30);
114 if(superTime && !(allItems & IT_UNLIMITED_SUPERWEAPONS))
115 addPowerupItem("Superweapons", "superweapons", autocvar_hud_progressbar_superweapons_color, superTime, 30);
117 MUTATOR_CALLHOOK(HUD_Powerups_add);
119 if(!powerupItemsCount)
122 // Draw panel background
123 HUD_Panel_LoadCvars();
125 if (autocvar_hud_panel_powerups_dynamichud)
132 vector pos = panel_pos;
133 vector size = panel_size;
134 bool isVertical = size.y > size.x;
138 pos += '1 1 0' * panel_bg_padding;
139 size -= '2 2 0' * panel_bg_padding;
142 // Find best partitioning of the drawing area
143 const float DESIRED_ASPECT = 6;
151 c = floor(powerupItemsCount / i);
152 r = ceil(powerupItemsCount / c);
153 a = isVertical ? (size.y/r) / (size.x/c) : (size.x/c) / (size.y/r);
155 if(i == 1 || fabs(DESIRED_ASPECT - a) < fabs(DESIRED_ASPECT - aspect))
162 while(++i <= powerupItemsCount);
164 // Prevent single items from getting too wide
165 if(powerupItemsCount == 1 && aspect > DESIRED_ASPECT)
170 pos.y += size.y * 0.5;
175 pos.x += size.x * 0.5;
179 // Draw items from linked list
180 vector itemPos = pos;
181 vector itemSize = vec2(size.x / columns, size.y / rows);
182 vector textColor = '1 1 1';
189 draw_beginBoldFont();
190 for(entity item = powerupItems; item.count; item = item.chain)
192 itemPos = vec2(pos.x + column * itemSize.x, pos.y + row * itemSize.y);
195 if(autocvar_hud_panel_powerups_progressbar)
197 align = getPowerupItemAlign(autocvar_hud_panel_powerups_baralign, column, row, columns, rows, isVertical);
198 HUD_Panel_DrawProgressBar(itemPos, itemSize, "progressbar", item.count / item.lifetime, isVertical, align, item.colormod, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
201 // Draw icon and text
202 if(autocvar_hud_panel_powerups_text)
204 align = getPowerupItemAlign(autocvar_hud_panel_powerups_iconalign, column, row, columns, rows, isVertical);
205 fullSeconds = ceil(item.count);
206 textColor = '0.6 0.6 0.6' + (item.colormod * 0.4);
209 DrawNumIcon(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha);
211 DrawNumIcon_expanding(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha, bound(0, (fullSeconds - item.count) / 0.5, 1));
214 // Determine next section
217 if(++column >= columns)