|
|
|
/***
|
|
|
|
*
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
//
|
|
|
|
// ammo_secondary.cpp
|
|
|
|
//
|
|
|
|
// implementation of CHudAmmoSecondary class
|
|
|
|
//
|
|
|
|
|
|
|
|
#include "hud.h"
|
|
|
|
#include "cl_util.h"
|
|
|
|
#include <string.h>
|
|
|
|
#include <stdio.h>
|
|
|
|
#include "parsemsg.h"
|
|
|
|
|
|
|
|
DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoVal )
|
|
|
|
DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon )
|
|
|
|
|
|
|
|
int CHudAmmoSecondary::Init( void )
|
|
|
|
{
|
|
|
|
HOOK_MESSAGE( SecAmmoVal );
|
|
|
|
HOOK_MESSAGE( SecAmmoIcon );
|
|
|
|
|
|
|
|
gHUD.AddHudElem(this);
|
|
|
|
m_HUD_ammoicon = 0;
|
|
|
|
|
|
|
|
for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
|
|
|
|
m_iAmmoAmounts[i] = -1; // -1 means don't draw this value
|
|
|
|
|
|
|
|
Reset();
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHudAmmoSecondary::Reset( void )
|
|
|
|
{
|
|
|
|
m_fFade = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CHudAmmoSecondary::VidInit( void )
|
|
|
|
{
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CHudAmmoSecondary::Draw( float flTime )
|
|
|
|
{
|
|
|
|
if( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) )
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
// draw secondary ammo icons above normal ammo readout
|
|
|
|
int a, x, y, r, g, b, AmmoWidth;
|
|
|
|
|
|
|
|
UnpackRGB( r, g, b, gHUD.m_iHUDColor ); //LRC
|
|
|
|
a = (int)Q_max( MIN_ALPHA, m_fFade );
|
|
|
|
|
|
|
|
if( m_fFade > 0 )
|
|
|
|
m_fFade -= ( gHUD.m_flTimeDelta * 20 ); // slowly lower alpha to fade out icons
|
|
|
|
ScaleColors( r, g, b, a );
|
|
|
|
|
|
|
|
AmmoWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left;
|
|
|
|
|
|
|
|
y = ScreenHeight - ( gHUD.m_iFontHeight * 4 ); // this is one font height higher than the weapon ammo values
|
|
|
|
x = ScreenWidth - AmmoWidth;
|
|
|
|
|
|
|
|
if( m_HUD_ammoicon )
|
|
|
|
{
|
|
|
|
// Draw the ammo icon
|
|
|
|
x -= ( gHUD.GetSpriteRect( m_HUD_ammoicon ).right - gHUD.GetSpriteRect( m_HUD_ammoicon ).left );
|
|
|
|
y -= ( gHUD.GetSpriteRect( m_HUD_ammoicon ).top - gHUD.GetSpriteRect( m_HUD_ammoicon ).bottom );
|
|
|
|
|
|
|
|
SPR_Set( gHUD.GetSprite( m_HUD_ammoicon ), r, g, b );
|
|
|
|
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_ammoicon ) );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// move the cursor by the '0' char instead, since we don't have an icon to work with
|
|
|
|
x -= AmmoWidth;
|
|
|
|
y -= ( gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).top - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).bottom );
|
|
|
|
}
|
|
|
|
|
|
|
|
// draw the ammo counts, in reverse order, from right to left
|
|
|
|
for( int i = MAX_SEC_AMMO_VALUES-1; i >= 0; i-- )
|
|
|
|
{
|
|
|
|
if( m_iAmmoAmounts[i] < 0 )
|
|
|
|
continue; // negative ammo amounts imply that they shouldn't be drawn
|
|
|
|
|
|
|
|
// half a char gap between the ammo number and the previous pic
|
|
|
|
x -= ( AmmoWidth / 2 );
|
|
|
|
|
|
|
|
// draw the number, right-aligned
|
|
|
|
x -= ( gHUD.GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth );
|
|
|
|
gHUD.DrawHudNumber( x, y, DHN_DRAWZERO, m_iAmmoAmounts[i], r, g, b );
|
|
|
|
|
|
|
|
if( i != 0 )
|
|
|
|
{
|
|
|
|
// draw the divider bar
|
|
|
|
x -= ( AmmoWidth / 2 );
|
|
|
|
FillRGBA( x, y, ( AmmoWidth/10 ), gHUD.m_iFontHeight, r, g, b, a );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Message handler for Secondary Ammo Value
|
|
|
|
// accepts one value:
|
|
|
|
// string: sprite name
|
|
|
|
int CHudAmmoSecondary::MsgFunc_SecAmmoIcon( const char *pszName, int iSize, void *pbuf )
|
|
|
|
{
|
|
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
m_HUD_ammoicon = gHUD.GetSpriteIndex( READ_STRING() );
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Message handler for Secondary Ammo Icon
|
|
|
|
// Sets an ammo value
|
|
|
|
// takes two values:
|
|
|
|
// byte: ammo index
|
|
|
|
// byte: ammo value
|
|
|
|
int CHudAmmoSecondary::MsgFunc_SecAmmoVal( const char *pszName, int iSize, void *pbuf )
|
|
|
|
{
|
|
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
|
|
|
|
int index = READ_BYTE();
|
|
|
|
if( index < 0 || index >= MAX_SEC_AMMO_VALUES )
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
m_iAmmoAmounts[index] = READ_BYTE();
|
|
|
|
m_iFlags |= HUD_ACTIVE;
|
|
|
|
|
|
|
|
// check to see if there is anything left to draw
|
|
|
|
int count = 0;
|
|
|
|
for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
|
|
|
|
{
|
|
|
|
count += Q_max( 0, m_iAmmoAmounts[i] );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( count == 0 )
|
|
|
|
{
|
|
|
|
// the ammo fields are all empty, so turn off this hud area
|
|
|
|
m_iFlags &= ~HUD_ACTIVE;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// make the icons light up
|
|
|
|
m_fFade = 200.0f;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|