/*** * * 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.cpp // // implementation of CHudAmmo class // #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include "pm_shared.h" #include #include #include "ammohistory.h" WEAPON *gpActiveSel; // NULL means off, 1 means just the menu bar, otherwise // this points to the active weapon menu item WEAPON *gpLastSel; // Last weapon menu selection client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount); WeaponsResource gWR; int g_weaponselect = 0; void WeaponsResource::LoadAllWeaponSprites( void ) { for( int i = 0; i < MAX_WEAPONS; i++ ) { if( rgWeapons[i].iId ) LoadWeaponSprites( &rgWeapons[i] ); } } int WeaponsResource::CountAmmo( int iId ) { if( iId < 0 ) return 0; return riAmmo[iId]; } int WeaponsResource::HasAmmo( WEAPON *p ) { if( !p ) return FALSE; // weapons with no max ammo can always be selected if( p->iMax1 == -1 ) return TRUE; return ( p->iAmmoType == -1 ) || p->iClip > 0 || CountAmmo( p->iAmmoType ) || CountAmmo( p->iAmmo2Type ) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY ); } void WeaponsResource::LoadWeaponSprites( WEAPON *pWeapon ) { int i, iRes; if( ScreenWidth < 640 ) iRes = 320; else iRes = 640; char sz[256]; if( !pWeapon ) return; memset( &pWeapon->rcActive, 0, sizeof(wrect_t) ); memset( &pWeapon->rcInactive, 0, sizeof(wrect_t) ); memset( &pWeapon->rcAmmo, 0, sizeof(wrect_t) ); memset( &pWeapon->rcAmmo2, 0, sizeof(wrect_t) ); pWeapon->hInactive = 0; pWeapon->hActive = 0; pWeapon->hAmmo = 0; pWeapon->hAmmo2 = 0; sprintf( sz, "sprites/%s.txt", pWeapon->szName ); client_sprite_t *pList = SPR_GetList( sz, &i ); if( !pList ) return; client_sprite_t *p; p = GetSpriteList( pList, "crosshair", iRes, i ); if( p ) { sprintf( sz, "sprites/%s.spr", p->szSprite ); pWeapon->hCrosshair = SPR_Load( sz ); pWeapon->rcCrosshair = p->rc; } else pWeapon->hCrosshair = 0; p = GetSpriteList( pList, "autoaim", iRes, i ); if( p ) { sprintf( sz, "sprites/%s.spr", p->szSprite ); pWeapon->hAutoaim = SPR_Load( sz ); pWeapon->rcAutoaim = p->rc; } else pWeapon->hAutoaim = 0; p = GetSpriteList( pList, "zoom", iRes, i ); if( p ) { sprintf( sz, "sprites/%s.spr", p->szSprite ); pWeapon->hZoomedCrosshair = SPR_Load( sz ); pWeapon->rcZoomedCrosshair = p->rc; } else { pWeapon->hZoomedCrosshair = pWeapon->hCrosshair; //default to non-zoomed crosshair pWeapon->rcZoomedCrosshair = pWeapon->rcCrosshair; } p = GetSpriteList( pList, "zoom_autoaim", iRes, i ); if( p ) { sprintf( sz, "sprites/%s.spr", p->szSprite ); pWeapon->hZoomedAutoaim = SPR_Load( sz ); pWeapon->rcZoomedAutoaim = p->rc; } else { pWeapon->hZoomedAutoaim = pWeapon->hZoomedCrosshair; //default to zoomed crosshair pWeapon->rcZoomedAutoaim = pWeapon->rcZoomedCrosshair; } p = GetSpriteList( pList, "weapon", iRes, i ); if( p ) { sprintf( sz, "sprites/%s.spr", p->szSprite ); pWeapon->hInactive = SPR_Load( sz ); pWeapon->rcInactive = p->rc; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hInactive = 0; p = GetSpriteList( pList, "weapon_s", iRes, i ); if( p ) { sprintf( sz, "sprites/%s.spr", p->szSprite ); pWeapon->hActive = SPR_Load( sz ); pWeapon->rcActive = p->rc; } else pWeapon->hActive = 0; p = GetSpriteList( pList, "ammo", iRes, i ); if( p ) { sprintf( sz, "sprites/%s.spr", p->szSprite ); pWeapon->hAmmo = SPR_Load( sz ); pWeapon->rcAmmo = p->rc; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmo = 0; p = GetSpriteList( pList, "ammo2", iRes, i ); if( p ) { sprintf( sz, "sprites/%s.spr", p->szSprite ); pWeapon->hAmmo2 = SPR_Load( sz ); pWeapon->rcAmmo2 = p->rc; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmo2 = 0; } // Returns the first weapon for a given slot. WEAPON *WeaponsResource::GetFirstPos( int iSlot ) { WEAPON *pret = NULL; for( int i = 0; i < MAX_WEAPON_POSITIONS; i++ ) { if ( rgSlots[iSlot][i] && HasAmmo( rgSlots[iSlot][i] ) ) { pret = rgSlots[iSlot][i]; break; } } return pret; } WEAPON* WeaponsResource::GetNextActivePos( int iSlot, int iSlotPos ) { if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS ) return NULL; WEAPON *p = gWR.rgSlots[iSlot][iSlotPos + 1]; if ( !p || !gWR.HasAmmo( p ) ) return GetNextActivePos( iSlot, iSlotPos + 1 ); return p; } int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and height HSPRITE ghsprBuckets; // Sprite for top row of weapons menu DECLARE_MESSAGE( m_Ammo, CurWeapon ) // Current weapon and clip DECLARE_MESSAGE( m_Ammo, WeaponList ) // new weapon type DECLARE_MESSAGE( m_Ammo, AmmoX ) // update known ammo type's count DECLARE_MESSAGE( m_Ammo, AmmoPickup ) // flashes an ammo pickup record DECLARE_MESSAGE( m_Ammo, WeapPickup ) // flashes a weapon pickup record DECLARE_MESSAGE( m_Ammo, HideWeapon ) // hides the weapon, ammo, and crosshair displays temporarily DECLARE_MESSAGE( m_Ammo, ItemPickup ) DECLARE_COMMAND( m_Ammo, Slot1 ) DECLARE_COMMAND( m_Ammo, Slot2 ) DECLARE_COMMAND( m_Ammo, Slot3 ) DECLARE_COMMAND( m_Ammo, Slot4 ) DECLARE_COMMAND( m_Ammo, Slot5 ) DECLARE_COMMAND( m_Ammo, Slot6 ) DECLARE_COMMAND( m_Ammo, Slot7 ) DECLARE_COMMAND( m_Ammo, Slot8 ) DECLARE_COMMAND( m_Ammo, Slot9 ) DECLARE_COMMAND( m_Ammo, Slot10 ) DECLARE_COMMAND( m_Ammo, Close ) DECLARE_COMMAND( m_Ammo, NextWeapon ) DECLARE_COMMAND( m_Ammo, PrevWeapon ) // width of ammo fonts #define AMMO_SMALL_WIDTH 10 #define AMMO_LARGE_WIDTH 20 #define HISTORY_DRAW_TIME "5" int CHudAmmo::Init( void ) { gHUD.AddHudElem( this ); HOOK_MESSAGE( CurWeapon ); HOOK_MESSAGE( WeaponList ); HOOK_MESSAGE( AmmoPickup ); HOOK_MESSAGE( WeapPickup ); HOOK_MESSAGE( ItemPickup ); HOOK_MESSAGE( HideWeapon ); HOOK_MESSAGE( AmmoX ); HOOK_COMMAND( "slot1", Slot1 ); HOOK_COMMAND( "slot2", Slot1 ); HOOK_COMMAND( "slot3", Slot1 ); HOOK_COMMAND( "slot4", Slot1 ); HOOK_COMMAND( "slot5", Slot1 ); HOOK_COMMAND( "slot6", Slot1 ); HOOK_COMMAND( "slot7", Slot1 ); HOOK_COMMAND( "slot8", Slot1 ); HOOK_COMMAND( "slot9", Slot1 ); HOOK_COMMAND( "slot10", Slot1 ); HOOK_COMMAND( "cancelselect", Close ); HOOK_COMMAND( "invnext", NextWeapon ); HOOK_COMMAND( "invprev", PrevWeapon ); Reset(); CVAR_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 ); CVAR_CREATE( "hud_fastswitch", "0", FCVAR_ARCHIVE ); // controls whether or not weapons can be selected in one keypress m_iFlags |= HUD_ACTIVE; //!!! gWR.Init(); gHR.Init(); return 1; } void CHudAmmo::Reset( void ) { m_fFade = 0; m_iFlags |= HUD_ACTIVE; //!!! gpActiveSel = NULL; gHUD.m_iHideHUDDisplay = 0; gWR.Reset(); gHR.Reset(); //VidInit(); wrect_t nullrc = {0,}; SetCrosshair( 0, nullrc, 0, 0, 0 ); // reset crosshair m_pWeapon = NULL; // reset last weapon } int CHudAmmo::VidInit( void ) { // Load sprites for buckets (top row of weapon menu) m_HUD_bucket0 = gHUD.GetSpriteIndex( "bucket1" ); m_HUD_selection = gHUD.GetSpriteIndex( "selection" ); ghsprBuckets = gHUD.GetSprite( m_HUD_bucket0 ); giBucketWidth = gHUD.GetSpriteRect( m_HUD_bucket0 ).right - gHUD.GetSpriteRect( m_HUD_bucket0 ).left; giBucketHeight = gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top ); // If we've already loaded weapons, let's get new sprites gWR.LoadAllWeaponSprites(); if( ScreenWidth >= 640 ) { giABWidth = 20; giABHeight = 4; } else { giABWidth = 10; giABHeight = 2; } return 1; } // // Think: // Used for selection of weapon menu item. // void CHudAmmo::Think( void ) { if( gHUD.m_fPlayerDead ) return; if( gHUD.m_iWeaponBits != gWR.iOldWeaponBits ) { gWR.iOldWeaponBits = gHUD.m_iWeaponBits; for( int i = MAX_WEAPONS-1; i > 0; i-- ) { WEAPON *p = gWR.GetWeapon( i ); if( p ) { if( gHUD.m_iWeaponBits & ( 1 << p->iId ) ) gWR.PickupWeapon( p ); else gWR.DropWeapon( p ); } } } if( !gpActiveSel ) return; // has the player selected one? if( gHUD.m_iKeyBits & IN_ATTACK ) { if( gpActiveSel != (WEAPON *) 1 ) { ServerCmd( gpActiveSel->szName ); g_weaponselect = gpActiveSel->iId; } gpLastSel = gpActiveSel; gpActiveSel = NULL; gHUD.m_iKeyBits &= ~IN_ATTACK; PlaySound( "common/wpn_select.wav", 1 ); } } // // Helper function to return a Ammo pointer from id // HSPRITE* WeaponsResource::GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ) { for( int i = 0; i < MAX_WEAPONS; i++ ) { if( rgWeapons[i].iAmmoType == iAmmoId ) { rect = rgWeapons[i].rcAmmo; return &rgWeapons[i].hAmmo; } else if( rgWeapons[i].iAmmo2Type == iAmmoId ) { rect = rgWeapons[i].rcAmmo2; return &rgWeapons[i].hAmmo2; } } return NULL; } // Menu Selection Code void WeaponsResource::SelectSlot( int iSlot, int fAdvance, int iDirection ) { if( gHUD.m_Menu.m_fMenuDisplayed && ( fAdvance == FALSE ) && ( iDirection == 1 ) ) { // menu is overriding slot use commands gHUD.m_Menu.SelectMenuItem( iSlot + 1 ); // slots are one off the key numbers return; } if( iSlot > MAX_WEAPON_SLOTS ) return; if( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) return; if ( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return; if( ! ( gHUD.m_iWeaponBits & ~( 1 << ( WEAPON_SUIT ) ) ) ) return; WEAPON *p = NULL; bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0; if ( ( gpActiveSel == NULL ) || ( gpActiveSel == (WEAPON *) 1 ) || ( iSlot != gpActiveSel->iSlot ) ) { PlaySound( "common/wpn_hudon.wav", 1 ); p = GetFirstPos( iSlot ); if ( p && fastSwitch ) // check for fast weapon switch mode { // if fast weapon switch is on, then weapons can be selected in a single keypress // but only if there is only one item in the bucket WEAPON *p2 = GetNextActivePos( p->iSlot, p->iSlotPos ); if ( !p2 ) { // only one active item in bucket, so change directly to weapon ServerCmd( p->szName ); g_weaponselect = p->iId; return; } } } else { PlaySound( "common/wpn_moveselect.wav", 1 ); if ( gpActiveSel ) p = GetNextActivePos( gpActiveSel->iSlot, gpActiveSel->iSlotPos ); if ( !p ) p = GetFirstPos( iSlot ); } if ( !p ) // no selection found { // just display the weapon list, unless fastswitch is on just ignore it if ( !fastSwitch ) gpActiveSel = (WEAPON *)1; else gpActiveSel = NULL; } else gpActiveSel = p; } //------------------------------------------------------------------------ // Message Handlers //------------------------------------------------------------------------ // // AmmoX -- Update the count of a known type of ammo // int CHudAmmo::MsgFunc_AmmoX( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int iIndex = READ_BYTE(); int iCount = READ_BYTE(); gWR.SetAmmo( iIndex, abs( iCount ) ); return 1; } int CHudAmmo::MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int iIndex = READ_BYTE(); int iCount = READ_BYTE(); // Add ammo to the history gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs( iCount ) ); return 1; } int CHudAmmo::MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int iIndex = READ_BYTE(); // Add the weapon to the history gHR.AddToHistory( HISTSLOT_WEAP, iIndex ); return 1; } int CHudAmmo::MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); const char *szName = READ_STRING(); // Add the weapon to the history gHR.AddToHistory( HISTSLOT_ITEM, szName ); return 1; } int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); gHUD.m_iHideHUDDisplay = READ_BYTE(); if( gEngfuncs.IsSpectateOnly() ) return 1; if( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) { wrect_t nullrc = {0,}; gpActiveSel = NULL; SetCrosshair( 0, nullrc, 0, 0, 0 ); } else { if( m_pWeapon ) SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 ); } return 1; } // // CurWeapon: Update hud state with the current weapon and clip count. Ammo // counts are updated with AmmoX. Server assures that the Weapon ammo type // numbers match a real ammo type. // int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf ) { wrect_t nullrc = {0,}; int fOnTarget = FALSE; BEGIN_READ( pbuf, iSize ); int iState = READ_BYTE(); int iId = READ_CHAR(); int iClip = READ_CHAR(); // detect if we're also on target if( iState > 1 ) { fOnTarget = TRUE; } if( iId < 1 ) { SetCrosshair( 0, nullrc, 0, 0, 0 ); // Clear out the weapon so we don't keep drawing the last active weapon's ammo. - Solokiller m_pWeapon = 0; return 0; } if( g_iUser1 != OBS_IN_EYE ) { // Is player dead??? if( ( iId == -1 ) && ( iClip == -1 ) ) { gHUD.m_fPlayerDead = TRUE; gpActiveSel = NULL; return 1; } gHUD.m_fPlayerDead = FALSE; } WEAPON *pWeapon = gWR.GetWeapon( iId ); if( !pWeapon ) return 0; if( iClip < -1 ) pWeapon->iClip = abs( iClip ); else pWeapon->iClip = iClip; if( iState == 0 ) // we're not the current weapon, so update no more return 1; m_pWeapon = pWeapon; if( !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) { if( gHUD.m_iFOV >= 90 ) { // normal crosshairs if( fOnTarget && m_pWeapon->hAutoaim ) SetCrosshair( m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 ); else SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 ); } else { // zoomed crosshairs if( fOnTarget && m_pWeapon->hZoomedAutoaim ) SetCrosshair( m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 ); else SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 ); } } m_fFade = 200.0f; //!!! m_iFlags |= HUD_ACTIVE; return 1; } // // WeaponList -- Tells the hud about a new weapon type. // int CHudAmmo::MsgFunc_WeaponList( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); WEAPON Weapon; strcpy( Weapon.szName, READ_STRING() ); Weapon.iAmmoType = (int)READ_CHAR(); Weapon.iMax1 = READ_BYTE(); if( Weapon.iMax1 == 255 ) Weapon.iMax1 = -1; Weapon.iAmmo2Type = READ_CHAR(); Weapon.iMax2 = READ_BYTE(); if( Weapon.iMax2 == 255 ) Weapon.iMax2 = -1; Weapon.iSlot = READ_CHAR(); Weapon.iSlotPos = READ_CHAR(); Weapon.iId = READ_CHAR(); Weapon.iFlags = READ_BYTE(); Weapon.iClip = 0; gWR.AddWeapon( &Weapon ); return 1; } //------------------------------------------------------------------------ // Command Handlers //------------------------------------------------------------------------ // Slot button pressed void CHudAmmo::SlotInput( int iSlot ) { // Let the Viewport use it first, for menus // if( gViewPort && gViewPort->SlotInput( iSlot ) ) // return; gWR.SelectSlot(iSlot, FALSE, 1); } void CHudAmmo::UserCmd_Slot1( void ) { SlotInput( 0 ); } void CHudAmmo::UserCmd_Slot2( void ) { SlotInput( 1 ); } void CHudAmmo::UserCmd_Slot3( void ) { SlotInput( 2 ); } void CHudAmmo::UserCmd_Slot4( void ) { SlotInput( 3 ); } void CHudAmmo::UserCmd_Slot5( void ) { SlotInput( 4 ); } void CHudAmmo::UserCmd_Slot6( void ) { SlotInput( 5 ); } void CHudAmmo::UserCmd_Slot7( void ) { SlotInput( 6 ); } void CHudAmmo::UserCmd_Slot8( void ) { SlotInput( 7 ); } void CHudAmmo::UserCmd_Slot9( void ) { SlotInput( 8 ); } void CHudAmmo::UserCmd_Slot10( void ) { SlotInput( 9 ); } void CHudAmmo::UserCmd_Close( void ) { if( gpActiveSel ) { gpLastSel = gpActiveSel; gpActiveSel = NULL; PlaySound( "common/wpn_hudoff.wav", 1 ); } else ClientCmd( "escape" ); } // Selects the next item in the weapon menu void CHudAmmo::UserCmd_NextWeapon( void ) { if( gHUD.m_fPlayerDead || ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return; if( !gpActiveSel || gpActiveSel == (WEAPON*)1 ) gpActiveSel = m_pWeapon; int pos = 0; int slot = 0; if ( gpActiveSel ) { pos = gpActiveSel->iSlotPos + 1; slot = gpActiveSel->iSlot; } for( int loop = 0; loop <= 1; loop++ ) { for( ; slot < MAX_WEAPON_SLOTS; slot++ ) { for( ; pos < MAX_WEAPON_POSITIONS; pos++ ) { WEAPON *wsp = gWR.GetWeaponSlot( slot, pos ); if( wsp && gWR.HasAmmo( wsp ) ) { gpActiveSel = wsp; return; } } pos = 0; } slot = 0; // start looking from the first slot again } gpActiveSel = NULL; } // Selects the previous item in the menu void CHudAmmo::UserCmd_PrevWeapon( void ) { if( gHUD.m_fPlayerDead || ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return; if( !gpActiveSel || gpActiveSel == (WEAPON*) 1 ) gpActiveSel = m_pWeapon; int pos = MAX_WEAPON_POSITIONS - 1; int slot = MAX_WEAPON_SLOTS - 1; if( gpActiveSel ) { pos = gpActiveSel->iSlotPos - 1; slot = gpActiveSel->iSlot; } for( int loop = 0; loop <= 1; loop++ ) { for( ; slot >= 0; slot-- ) { for( ; pos >= 0; pos-- ) { WEAPON *wsp = gWR.GetWeaponSlot( slot, pos ); if( wsp && gWR.HasAmmo( wsp ) ) { gpActiveSel = wsp; return; } } pos = MAX_WEAPON_POSITIONS - 1; } slot = MAX_WEAPON_SLOTS - 1; } gpActiveSel = NULL; } //------------------------------------------------------------------------- // Drawing code //------------------------------------------------------------------------- int CHudAmmo::Draw( float flTime ) { int a, x, y, r, g, b; int AmmoWidth; if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return 1; if( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return 1; // Draw Weapon Menu DrawWList( flTime ); // Draw ammo pickup history gHR.DrawAmmoHistory( flTime ); if( !( m_iFlags & HUD_ACTIVE ) ) return 0; if( !m_pWeapon ) return 0; WEAPON *pw = m_pWeapon; // shorthand // SPR_Draw Ammo if( ( pw->iAmmoType < 0 ) && ( pw->iAmmo2Type < 0 ) ) return 0; int iFlags = DHN_DRAWZERO; // draw 0 values AmmoWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left; a = (int)Q_max( MIN_ALPHA, m_fFade ); if( m_fFade > 0 ) m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f ); UnpackRGB( r, g, b, RGB_WHITEISH ); ScaleColors( r, g, b, a ); // Does this weapon have a clip? y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; // Does weapon have any ammo at all? if( m_pWeapon->iAmmoType > 0 ) { int iIconWidth = m_pWeapon->rcAmmo.right - m_pWeapon->rcAmmo.left; if( pw->iClip >= 0 ) { // room for the number and the '|' and the current ammo x = ScreenWidth - ( 8 * AmmoWidth ) - iIconWidth; x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, pw->iClip, r, g, b ); /*wrect_t rc; rc.top = 0; rc.left = 0; rc.right = AmmoWidth; rc.bottom = 100;*/ int iBarWidth = AmmoWidth / 10; x += AmmoWidth / 2; UnpackRGB( r,g,b, RGB_WHITEISH ); // draw the | bar FillRGBA( x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a ); x += iBarWidth + AmmoWidth / 2; // GL Seems to need this ScaleColors( r, g, b, a ); x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmoType ), r, g, b ); } else { // SPR_Draw a bullets only line x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmoType ), r, g, b ); } UnpackRGB( r, g, b, RGB_WHITEISH ); ScaleColors( r, g, b, 128 ); // Draw the ammo Icon int iOffset = ( m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top ) / 8; SPR_Set( m_pWeapon->hAmmo, r, g, b ); SPR_DrawHoles( 0, x, y - iOffset, &m_pWeapon->rcAmmo ); } // Does weapon have seconday ammo? if( pw->iAmmo2Type > 0 ) { int iIconWidth = m_pWeapon->rcAmmo2.right - m_pWeapon->rcAmmo2.left; // Do we have secondary ammo? if( ( pw->iAmmo2Type != 0 ) && ( gWR.CountAmmo( pw->iAmmo2Type ) > 0 ) ) { y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight / 4; x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmo2Type ), r, g, b ); UnpackRGB( r, g, b, RGB_WHITEISH ); ScaleColors( r, g, b, 128 ); // Draw the ammo Icon SPR_Set( m_pWeapon->hAmmo2, r, g, b ); int iOffset = ( m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top ) / 8; SPR_DrawHoles( 0, x, y - iOffset, &m_pWeapon->rcAmmo2 ); } } return 1; } // // Draws the ammo bar on the hud // int DrawBar( int x, int y, int width, int height, float f ) { int r, g, b; if( f < 0 ) f = 0; if( f > 1 ) f = 1; if( f ) { int w = f * width; // Always show at least one pixel if we have ammo. if( w <= 0 ) w = 1; UnpackRGB( r, g, b, RGB_GREENISH ); FillRGBA( x, y, w, height, r, g, b, 255 ); x += w; width -= w; } UnpackRGB( r, g, b, RGB_YELLOWISH ); FillRGBA( x, y, width, height, r, g, b, 128 ); return ( x + width ); } void DrawAmmoBar( WEAPON *p, int x, int y, int width, int height ) { if( !p ) return; if( p->iAmmoType != -1 ) { if( !gWR.CountAmmo( p->iAmmoType ) ) return; float f = (float)gWR.CountAmmo( p->iAmmoType ) / (float)p->iMax1; x = DrawBar( x, y, width, height, f ); // Do we have secondary ammo too? if( p->iAmmo2Type != -1 ) { f = (float)gWR.CountAmmo( p->iAmmo2Type ) / (float)p->iMax2; x += 5; //!!! DrawBar( x, y, width, height, f ); } } } // // Draw Weapon Menu // int CHudAmmo::DrawWList( float flTime ) { int r, g, b, x, y, a, i; if( !gpActiveSel ) return 0; int iActiveSlot; if( gpActiveSel == (WEAPON *) 1 ) iActiveSlot = -1; // current slot has no weapons else iActiveSlot = gpActiveSel->iSlot; x = 10; //!!! y = 10; //!!! // Ensure that there are available choices in the active slot if( iActiveSlot > 0 ) { if( !gWR.GetFirstPos( iActiveSlot ) ) { gpActiveSel = (WEAPON *) 1; iActiveSlot = -1; } } // Draw top line for( i = 0; i < MAX_WEAPON_SLOTS; i++ ) { int iWidth; UnpackRGB( r, g, b, RGB_WHITEISH ); if( iActiveSlot == i ) a = 255; else a = 192; ScaleColors( r, g, b, 255 ); SPR_Set( gHUD.GetSprite( m_HUD_bucket0 + i ), r, g, b ); // make active slot wide enough to accomodate gun pictures if( i == iActiveSlot ) { WEAPON *p = gWR.GetFirstPos( iActiveSlot ); if( p ) iWidth = p->rcActive.right - p->rcActive.left; else iWidth = giBucketWidth; } else iWidth = giBucketWidth; SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_bucket0 + i ) ); x += iWidth + 5; } a = 128; //!!! x = 10; // Draw all of the buckets for( i = 0; i < MAX_WEAPON_SLOTS; i++ ) { y = giBucketHeight + 10; // If this is the active slot, draw the bigger pictures, // otherwise just draw boxes if( i == iActiveSlot ) { WEAPON *p = gWR.GetFirstPos( i ); int iWidth = giBucketWidth; if( p ) iWidth = p->rcActive.right - p->rcActive.left; for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) { p = gWR.GetWeaponSlot( i, iPos ); if( !p || !p->iId ) continue; UnpackRGB( r, g, b, RGB_WHITEISH ); // if active, then we must have ammo. if( gpActiveSel == p ) { SPR_Set( p->hActive, r, g, b ); SPR_Draw( 0, x, y, &p->rcActive ); SPR_Set( gHUD.GetSprite( m_HUD_selection ), r, g, b ); SPR_Draw( 0, x, y, &gHUD.GetSpriteRect( m_HUD_selection ) ); } else { // Draw Weapon if Red if no ammo if( gWR.HasAmmo( p ) ) ScaleColors( r, g, b, 255 ); else { UnpackRGB( r, g, b, RGB_REDISH ); ScaleColors( r, g, b, 255 ); } SPR_Set( p->hInactive, r, g, b ); SPR_Draw( 0, x, y, &p->rcInactive ); } y += p->rcActive.bottom - p->rcActive.top + 5; } x += iWidth + 5; } else { // Draw Row of weapons. UnpackRGB( r, g, b, RGB_WHITEISH ); for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) { WEAPON *p = gWR.GetWeaponSlot( i, iPos ); if( !p || !p->iId ) continue; if( gWR.HasAmmo( p ) ) { UnpackRGB( r, g, b, RGB_YELLOWISH ); a = 128; } else { UnpackRGB( r, g, b, RGB_REDISH ); a = 96; } FillRGBA( x, y, giBucketWidth, giBucketHeight, r, g, b, a ); y += giBucketHeight + 5; } x += giBucketWidth + 5; } } return 1; } /* ================================= GetSpriteList Finds and returns the matching sprite name 'psz' and resolution 'iRes' in the given sprite list 'pList' iCount is the number of items in the pList ================================= */ client_sprite_t *GetSpriteList( client_sprite_t *pList, const char *psz, int iRes, int iCount ) { if( !pList ) return NULL; int i = iCount; client_sprite_t *p = pList; while( i-- ) { if( ( !strcmp( psz, p->szName ) ) && ( p->iRes == iRes ) ) return p; p++; } return NULL; }