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, PlayerSpawn)
162 if (warmup_stage) return;
163 Item_ItemsTime_ResetTimesForPlayer(self);
170 void DrawItemsTimeItem(vector myPos, vector mySize, float ar, entity item, float item_time, bool item_available, float item_availableTime)
173 vector color = '0 0 0';
176 if (autocvar_hud_panel_itemstime_hidespawned == 2)
178 else if (item_available)
180 float BLINK_FACTOR = 0.15;
181 float BLINK_BASE = 0.85;
182 float BLINK_FREQ = 5;
183 picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
187 t = floor(item_time - time + 0.999);
195 vector picpos, numpos;
196 if (autocvar_hud_panel_itemstime_iconalign)
199 picpos = myPos + eX * (ar - 1) * mySize_y;
203 numpos = myPos + eX * mySize_y;
207 if (t > 0 && autocvar_hud_panel_itemstime_progressbar)
209 vector p_pos, p_size;
210 if (autocvar_hud_panel_itemstime_progressbar_reduced)
213 p_size = eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y;
220 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);
223 if(autocvar_hud_panel_itemstime_text)
226 drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
227 else if(precache_pic("gfx/hud/default/checkmark")) // COMPAT: check if this image exists, as 0.8.1 clients lack it
228 drawpic_aspect_skin(numpos, "checkmark", eX * (ar - 1) * mySize_y + eY * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
229 else // legacy code, if the image is missing just center the icon
230 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
232 if (item_availableTime)
233 drawpic_aspect_skin_expanding(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
234 drawpic_aspect_skin(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
239 if (!autocvar__hud_configure)
242 (autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
243 || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage))
248 ItemsTime_time[ITEM_ArmorMega.m_id] = time + 0;
249 ItemsTime_time[ITEM_HealthMega.m_id] = time + 8;
250 ItemsTime_time[ITEM_Strength.m_id] = time + 0;
251 ItemsTime_time[ITEM_Shield.m_id] = time + 4;
255 if (autocvar_hud_panel_itemstime_hidespawned == 1)
256 FOREACH(Items, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
257 count += (ItemsTime_time[it.m_id] > time || -ItemsTime_time[it.m_id] > time);
259 else if (autocvar_hud_panel_itemstime_hidespawned == 2)
260 FOREACH(Items, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
261 count += (ItemsTime_time[it.m_id] > time);
264 FOREACH(Items, Item_ItemsTime_Allow(it, '0 0 0'), LAMBDA(
265 count += (ItemsTime_time[it.m_id] != -1);
270 HUD_Panel_UpdateCvars();
276 if (panel_bg_padding)
278 pos += '1 1 0' * panel_bg_padding;
279 mySize -= '2 2 0' * panel_bg_padding;
283 float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
284 rows = HUD_GetRowCount(count, mySize, ar);
285 columns = ceil(count/rows);
287 vector itemstime_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
289 vector offset = '0 0 0';
291 if (autocvar_hud_panel_itemstime_dynamicsize)
293 if (autocvar__hud_configure)
294 if (menu_enabled != 2)
295 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
297 // reduce panel to avoid spacing items
298 if (itemstime_size.x / itemstime_size.y < ar)
300 newSize = rows * itemstime_size.x / ar;
301 pos.y += (mySize.y - newSize) / 2;
303 itemstime_size.y = mySize.y / rows;
307 newSize = columns * itemstime_size.y * ar;
308 pos.x += (mySize.x - newSize) / 2;
310 itemstime_size.x = mySize.x / columns;
312 panel_pos = pos - '1 1 0' * panel_bg_padding;
313 panel_size = mySize + '2 2 0' * panel_bg_padding;
317 if (itemstime_size.x/itemstime_size.y > ar)
319 newSize = ar * itemstime_size.y;
320 offset.x = itemstime_size.x - newSize;
322 itemstime_size.x = newSize;
326 newSize = 1/ar * itemstime_size.x;
327 offset.y = itemstime_size.y - newSize;
329 itemstime_size.y = newSize;
335 float row = 0, column = 0;
337 FOREACH(Items, Item_ItemsTime_Allow(it, '0 0 0') && ItemsTime_time[it.m_id] != -1, LAMBDA(
338 float item_time = ItemsTime_time[it.m_id];
341 item_available = true;
342 item_time = -item_time;
345 item_available = (item_time <= time);
347 if (ItemsTime_time[it.m_id] >= 0)
349 if (time <= ItemsTime_time[it.m_id])
350 ItemsTime_availableTime[it.m_id] = 0;
351 else if (ItemsTime_availableTime[it.m_id] == 0)
352 ItemsTime_availableTime[it.m_id] = time;
354 else if (ItemsTime_availableTime[it.m_id] == 0)
355 ItemsTime_availableTime[it.m_id] = time;
357 float f = (time - ItemsTime_availableTime[it.m_id]) * 2;
358 f = (f > 1) ? 0 : bound(0, f, 1);
360 if (autocvar_hud_panel_itemstime_hidespawned == 1)
361 if (!(ItemsTime_time[it.m_id] > time || -ItemsTime_time[it.m_id] > time))
364 if (autocvar_hud_panel_itemstime_hidespawned == 2)
365 if (!(ItemsTime_time[it.m_id] > time))
368 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);