Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// ammohistory.cpp
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
#include "ammohistory.h"
HistoryResource gHR;
#define AMMO_PICKUP_GAP (gHR.iHistoryGap+5)
#define AMMO_PICKUP_PICK_HEIGHT (32 + (gHR.iHistoryGap * 2))
#define AMMO_PICKUP_HEIGHT_MAX (ScreenHeight - 100)
#define MAX_ITEM_NAME 32
int HISTORY_DRAW_TIME = 5;
// keep a list of items
struct ITEM_INFO
{
char szName[MAX_ITEM_NAME];
HSPRITE spr;
wrect_t rect;
};
void HistoryResource :: AddToHistory( int iType, int iId, int iCount )
{
if ( iType == HISTSLOT_AMMO && !iCount )
return; // no amount, so don't add
if ( (((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY) )
{ // the pic would have to be drawn too high
// so start from the bottom
iCurrentHistorySlot = 0;
}
HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot
HISTORY_DRAW_TIME = CVAR_GET_FLOAT( "hud_drawhistory_time" );
freeslot->type = iType;
freeslot->iId = iId;
freeslot->iCount = iCount;
freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
}
void HistoryResource :: AddToHistory( int iType, const char *szName, int iCount )
{
if ( iType != HISTSLOT_ITEM )
return;
if ( (((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY) )
{ // the pic would have to be drawn too high
// so start from the bottom
iCurrentHistorySlot = 0;
}
HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot
// I am really unhappy with all the code in this file
int i = gHUD.GetSpriteIndex( szName );
if ( i == -1 )
return; // unknown sprite name, don't add it to history
freeslot->iId = i;
freeslot->type = iType;
freeslot->iCount = iCount;
HISTORY_DRAW_TIME = CVAR_GET_FLOAT( "hud_drawhistory_time" );
freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
}
void HistoryResource :: CheckClearHistory( void )
{
for ( int i = 0; i < MAX_HISTORY; i++ )
{
if ( rgAmmoHistory[i].type )
return;
}
iCurrentHistorySlot = 0;
}
//
// Draw Ammo pickup history
//
int HistoryResource :: DrawAmmoHistory( float flTime )
{
for ( int i = 0; i < MAX_HISTORY; i++ )
{
if ( rgAmmoHistory[i].type )
{
rgAmmoHistory[i].DisplayTime = min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME );
if ( rgAmmoHistory[i].DisplayTime <= flTime )
{ // pic drawing time has expired
memset( &rgAmmoHistory[i], 0, sizeof(HIST_ITEM) );
CheckClearHistory();
}
else if ( rgAmmoHistory[i].type == HISTSLOT_AMMO )
{
wrect_t rcPic;
HSPRITE *spr = gWR.GetAmmoPicFromWeapon( rgAmmoHistory[i].iId, rcPic );
int r, g, b;
UnpackRGB(r,g,b, RGB_YELLOWISH);
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
ScaleColors(r, g, b, min(scale, 255) );
// Draw the pic
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
int xpos = ScreenWidth - 24;
if ( spr && *spr ) // weapon isn't loaded yet so just don't draw the pic
{ // the dll has to make sure it has sent info the weapons you need
SPR_Set( *spr, r, g, b );
SPR_DrawAdditive( 0, xpos, ypos, &rcPic );
}
// Draw the number
gHUD.DrawHudNumberString( xpos - 10, ypos, xpos - 100, rgAmmoHistory[i].iCount, r, g, b );
}
else if ( rgAmmoHistory[i].type == HISTSLOT_WEAP )
{
WEAPON *weap = gWR.GetWeapon( rgAmmoHistory[i].iId );
if ( !weap )
return 1; // we don't know about the weapon yet, so don't draw anything
int r, g, b;
UnpackRGB(r,g,b, RGB_YELLOWISH);
if ( !gWR.HasAmmo( weap ) )
UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
ScaleColors(r, g, b, min(scale, 255) );
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left);
SPR_Set( weap->hInactive, r, g, b );
SPR_DrawAdditive( 0, xpos, ypos, &weap->rcInactive );
}
else if ( rgAmmoHistory[i].type == HISTSLOT_ITEM )
{
int r, g, b;
if ( !rgAmmoHistory[i].iId )
continue; // sprite not loaded
wrect_t rect = gHUD.GetSpriteRect( rgAmmoHistory[i].iId );
UnpackRGB(r,g,b, RGB_YELLOWISH);
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
ScaleColors(r, g, b, min(scale, 255) );
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
int xpos = ScreenWidth - (rect.right - rect.left) - 10;
SPR_Set( gHUD.GetSprite( rgAmmoHistory[i].iId ), r, g, b );
SPR_DrawAdditive( 0, xpos, ypos, &rect );
}
}
}
return 1;
}