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191 lines
5.5 KiB
191 lines
5.5 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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// |
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// ammohistory.cpp |
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// |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "parsemsg.h" |
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#include <string.h> |
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#include <stdio.h> |
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#include "ammohistory.h" |
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HistoryResource gHR; |
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#define AMMO_PICKUP_GAP ( gHR.iHistoryGap + 5 ) |
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#define AMMO_PICKUP_PICK_HEIGHT ( 32 + ( gHR.iHistoryGap * 2 ) ) |
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#define AMMO_PICKUP_HEIGHT_MAX ( ScreenHeight - 100 ) |
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#define MAX_ITEM_NAME 32 |
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int HISTORY_DRAW_TIME = 5; |
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// keep a list of items |
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struct ITEM_INFO |
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{ |
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char szName[MAX_ITEM_NAME]; |
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HSPRITE spr; |
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wrect_t rect; |
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}; |
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void HistoryResource::AddToHistory( int iType, int iId, int iCount ) |
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{ |
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if( iType == HISTSLOT_AMMO && !iCount ) |
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return; // no amount, so don't add |
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if( ( ( ( AMMO_PICKUP_GAP * iCurrentHistorySlot ) + AMMO_PICKUP_PICK_HEIGHT ) > AMMO_PICKUP_HEIGHT_MAX ) || ( iCurrentHistorySlot >= MAX_HISTORY ) ) |
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{ |
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// the pic would have to be drawn too high |
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// so start from the bottom |
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iCurrentHistorySlot = 0; |
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} |
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HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot |
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HISTORY_DRAW_TIME = CVAR_GET_FLOAT( "hud_drawhistory_time" ); |
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freeslot->type = iType; |
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freeslot->iId = iId; |
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freeslot->iCount = iCount; |
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freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME; |
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} |
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void HistoryResource::AddToHistory( int iType, const char *szName, int iCount ) |
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{ |
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if( iType != HISTSLOT_ITEM ) |
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return; |
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if( ( ( ( AMMO_PICKUP_GAP * iCurrentHistorySlot ) + AMMO_PICKUP_PICK_HEIGHT ) > AMMO_PICKUP_HEIGHT_MAX ) || ( iCurrentHistorySlot >= MAX_HISTORY ) ) |
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{ |
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// the pic would have to be drawn too high |
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// so start from the bottom |
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iCurrentHistorySlot = 0; |
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} |
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HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot |
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// I am really unhappy with all the code in this file |
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int i = gHUD.GetSpriteIndex( szName ); |
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if( i == -1 ) |
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return; // unknown sprite name, don't add it to history |
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freeslot->iId = i; |
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freeslot->type = iType; |
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freeslot->iCount = iCount; |
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HISTORY_DRAW_TIME = CVAR_GET_FLOAT( "hud_drawhistory_time" ); |
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freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME; |
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} |
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void HistoryResource::CheckClearHistory( void ) |
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{ |
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for( int i = 0; i < MAX_HISTORY; i++ ) |
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{ |
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if( rgAmmoHistory[i].type ) |
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return; |
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} |
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iCurrentHistorySlot = 0; |
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} |
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// |
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// Draw Ammo pickup history |
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// |
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int HistoryResource::DrawAmmoHistory( float flTime ) |
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{ |
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for( int i = 0; i < MAX_HISTORY; i++ ) |
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{ |
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if( rgAmmoHistory[i].type ) |
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{ |
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rgAmmoHistory[i].DisplayTime = Q_min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME ); |
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if( rgAmmoHistory[i].DisplayTime <= flTime ) |
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{ |
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// pic drawing time has expired |
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memset( &rgAmmoHistory[i], 0, sizeof(HIST_ITEM) ); |
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CheckClearHistory(); |
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} |
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else if( rgAmmoHistory[i].type == HISTSLOT_AMMO ) |
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{ |
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wrect_t rcPic; |
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HSPRITE *spr = gWR.GetAmmoPicFromWeapon( rgAmmoHistory[i].iId, rcPic ); |
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int r, g, b; |
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UnpackRGB( r, g, b, RGB_YELLOWISH ); |
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float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; |
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ScaleColors( r, g, b, Q_min( scale, 255 ) ); |
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// Draw the pic |
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int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i)); |
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int xpos = ScreenWidth - 24; |
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if( spr && *spr ) // weapon isn't loaded yet so just don't draw the pic |
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{ |
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// the dll has to make sure it has sent info the weapons you need |
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SPR_Set( *spr, r, g, b ); |
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SPR_DrawAdditive( 0, xpos, ypos, &rcPic ); |
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} |
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// do not draw black console string |
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if( !( ( hud_textmode->value == 2 ) && ( scale < 200 ) ) ) |
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// Draw the number |
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gHUD.DrawHudNumberString( xpos - 10, ypos, xpos - 100, rgAmmoHistory[i].iCount, r, g, b ); |
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} |
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else if( rgAmmoHistory[i].type == HISTSLOT_WEAP ) |
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{ |
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WEAPON *weap = gWR.GetWeapon( rgAmmoHistory[i].iId ); |
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if( !weap ) |
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return 1; // we don't know about the weapon yet, so don't draw anything |
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int r, g, b; |
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UnpackRGB( r,g,b, RGB_YELLOWISH ); |
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if( !gWR.HasAmmo( weap ) ) |
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UnpackRGB( r, g, b, RGB_REDISH ); // if the weapon doesn't have ammo, display it as red |
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float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; |
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ScaleColors( r, g, b, Q_min( scale, 255 ) ); |
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int ypos = ScreenHeight - ( AMMO_PICKUP_PICK_HEIGHT + ( AMMO_PICKUP_GAP * i ) ); |
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int xpos = ScreenWidth - ( weap->rcInactive.right - weap->rcInactive.left ); |
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SPR_Set( weap->hInactive, r, g, b ); |
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SPR_DrawAdditive( 0, xpos, ypos, &weap->rcInactive ); |
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} |
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else if( rgAmmoHistory[i].type == HISTSLOT_ITEM ) |
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{ |
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int r, g, b; |
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if( !rgAmmoHistory[i].iId ) |
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continue; // sprite not loaded |
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wrect_t rect = gHUD.GetSpriteRect( rgAmmoHistory[i].iId ); |
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UnpackRGB( r, g, b, RGB_YELLOWISH ); |
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float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; |
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ScaleColors( r, g, b, Q_min( scale, 255 ) ); |
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int ypos = ScreenHeight - ( AMMO_PICKUP_PICK_HEIGHT + ( AMMO_PICKUP_GAP * i ) ); |
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int xpos = ScreenWidth - ( rect.right - rect.left ) - 10; |
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SPR_Set( gHUD.GetSprite( rgAmmoHistory[i].iId ), r, g, b ); |
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SPR_DrawAdditive( 0, xpos, ypos, &rect ); |
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} |
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} |
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} |
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return 1; |
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}
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