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