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Merge branch 'master' into Mario/survival
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / survival / cl_survival.qc
1 #include "cl_survival.qh"
2
3 #include <client/draw.qh>
4 #include <client/hud/panel/modicons.qh>
5
6 void HUD_Mod_Survival(vector pos, vector mySize)
7 {
8         mod_active = 1; // survival should always show the mod HUD
9
10         int mystatus = entcs_receiver(player_localnum).survival_status;
11         string player_text = "";
12         vector player_color = '1 1 1';
13         //string player_icon = "";
14         if(mystatus == SV_STATUS_HUNTER)
15         {
16                 player_text = _("Hunter");
17                 player_color = '1 0 0';
18                 //player_icon = "player_red";
19         }
20         else if(mystatus == SV_STATUS_PREY)
21         {
22                 player_text = _("Survivor");
23                 player_color = '0 1 0';
24                 //player_icon = "player_neutral";
25         }
26         else
27         {
28                 // if the player has no valid status, don't draw anything
29                 return;
30         }
31
32         string time_text = string_null;
33         vector timer_color = '1 1 1';
34         if(!STAT(GAME_STOPPED) && !warmup_stage && STAT(SURVIVAL_ROUNDTIMER) > 0)
35         {
36                 float timeleft = max(0, STAT(SURVIVAL_ROUNDTIMER) - time);
37                 timeleft = ceil(timeleft);
38                 float minutesLeft = floor(timeleft / 60);
39                 time_text = seconds_tostring(timeleft);
40                 if(intermission_time || minutesLeft >= 5 || warmup_stage || STAT(SURVIVAL_ROUNDTIMER) == 0)
41                         timer_color = '1 1 1'; //white
42                 else if(minutesLeft >= 1)
43                         timer_color = '1 1 0'; //yellow
44                 else
45                         timer_color = '1 0 0'; //red
46         }
47
48         //drawpic_aspect_skin(pos, player_icon, vec2(0.5 * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
49         if(!time_text)
50                 drawstring_aspect(pos, player_text, vec2(mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
51         else
52         {
53                 drawstring_aspect(pos, player_text, vec2(0.5 * mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
54                 drawstring_aspect(pos + eX * (0.5 * mySize.x), time_text, vec2(0.5 * mySize.x, mySize.y), timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
55         }
56 }
57
58 REGISTER_MUTATOR(cl_sv, true);
59
60 MUTATOR_HOOKFUNCTION(cl_sv, ForcePlayercolors_Skip, CBC_ORDER_LAST)
61 {
62         if(!ISGAMETYPE(SURVIVAL))
63                 return false;
64                 
65         entity player = M_ARGV(0, entity);
66         entity e = entcs_receiver(player.entnum - 1);
67         int surv_status = ((e) ? e.survival_status : 0);
68         int mystatus = entcs_receiver(player_localnum).survival_status;
69
70         int plcolor = SV_COLOR_PREY; // default to survivor
71         if((mystatus == SV_STATUS_HUNTER || intermission || STAT(GAME_STOPPED)) && surv_status == SV_STATUS_HUNTER)
72                 plcolor = SV_COLOR_HUNTER;
73
74         player.colormap = 1024 + plcolor;
75         return true;
76 }
77
78 MUTATOR_HOOKFUNCTION(cl_sv, DrawScoreboard_Force)
79 {
80         // show the scoreboard when the round ends, so players can see who the hunter was
81         return STAT(GAME_STOPPED);
82 }