You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
191 lines
5.4 KiB
191 lines
5.4 KiB
/*** |
|
* |
|
* 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 = Q_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_WHITEISH ); |
|
float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; |
|
ScaleColors( r, g, b, Q_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_DrawHoles( 0, xpos, ypos, &rcPic ); |
|
} |
|
|
|
// do not draw black console string |
|
if( !( ( hud_textmode->value == 2 ) && ( scale < 200 ) ) ) |
|
// 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_WHITEISH ); |
|
|
|
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, Q_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_DrawHoles( 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_WHITEISH ); |
|
float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; |
|
ScaleColors( r, g, b, Q_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_DrawHoles( 0, xpos, ypos, &rect ); |
|
} |
|
} |
|
} |
|
|
|
return 1; |
|
}
|
|
|