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1182 lines
25 KiB
1182 lines
25 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.cpp |
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// |
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// implementation of CHudAmmo 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 "parsemsg.h" |
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#include "pm_shared.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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WEAPON *gpActiveSel; // NULL means off, 1 means just the menu bar, otherwise |
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// this points to the active weapon menu item |
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WEAPON *gpLastSel; // Last weapon menu selection |
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client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount); |
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WeaponsResource gWR; |
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int g_weaponselect = 0; |
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void WeaponsResource::LoadAllWeaponSprites( void ) |
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{ |
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for( int i = 0; i < MAX_WEAPONS; i++ ) |
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{ |
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if( rgWeapons[i].iId ) |
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LoadWeaponSprites( &rgWeapons[i] ); |
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} |
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} |
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int WeaponsResource::CountAmmo( int iId ) |
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{ |
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if( iId < 0 ) |
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return 0; |
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return riAmmo[iId]; |
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} |
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int WeaponsResource::HasAmmo( WEAPON *p ) |
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{ |
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if( !p ) |
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return FALSE; |
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// weapons with no max ammo can always be selected |
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if( p->iMax1 == -1 ) |
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return TRUE; |
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return ( p->iAmmoType == -1 ) || p->iClip > 0 || CountAmmo( p->iAmmoType ) |
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|| CountAmmo( p->iAmmo2Type ) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY ); |
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} |
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void WeaponsResource::LoadWeaponSprites( WEAPON *pWeapon ) |
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{ |
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int i, iRes; |
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if( ScreenWidth < 640 ) |
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iRes = 320; |
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else |
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iRes = 640; |
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char sz[128]; |
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if( !pWeapon ) |
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return; |
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memset( &pWeapon->rcActive, 0, sizeof(wrect_t) ); |
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memset( &pWeapon->rcInactive, 0, sizeof(wrect_t) ); |
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memset( &pWeapon->rcAmmo, 0, sizeof(wrect_t) ); |
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memset( &pWeapon->rcAmmo2, 0, sizeof(wrect_t) ); |
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pWeapon->hInactive = 0; |
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pWeapon->hActive = 0; |
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pWeapon->hAmmo = 0; |
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pWeapon->hAmmo2 = 0; |
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sprintf( sz, "sprites/%s.txt", pWeapon->szName ); |
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client_sprite_t *pList = SPR_GetList( sz, &i ); |
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if( !pList ) |
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return; |
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client_sprite_t *p; |
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p = GetSpriteList( pList, "crosshair", iRes, i ); |
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if( p ) |
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{ |
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sprintf( sz, "sprites/%s.spr", p->szSprite ); |
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pWeapon->hCrosshair = SPR_Load( sz ); |
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pWeapon->rcCrosshair = p->rc; |
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} |
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else |
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pWeapon->hCrosshair = 0; |
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p = GetSpriteList( pList, "autoaim", iRes, i ); |
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if( p ) |
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{ |
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sprintf( sz, "sprites/%s.spr", p->szSprite ); |
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pWeapon->hAutoaim = SPR_Load( sz ); |
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pWeapon->rcAutoaim = p->rc; |
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} |
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else |
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pWeapon->hAutoaim = 0; |
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p = GetSpriteList( pList, "zoom", iRes, i ); |
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if( p ) |
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{ |
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sprintf( sz, "sprites/%s.spr", p->szSprite ); |
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pWeapon->hZoomedCrosshair = SPR_Load( sz ); |
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pWeapon->rcZoomedCrosshair = p->rc; |
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} |
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else |
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{ |
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pWeapon->hZoomedCrosshair = pWeapon->hCrosshair; //default to non-zoomed crosshair |
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pWeapon->rcZoomedCrosshair = pWeapon->rcCrosshair; |
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} |
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p = GetSpriteList( pList, "zoom_autoaim", iRes, i ); |
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if( p ) |
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{ |
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sprintf( sz, "sprites/%s.spr", p->szSprite ); |
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pWeapon->hZoomedAutoaim = SPR_Load( sz ); |
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pWeapon->rcZoomedAutoaim = p->rc; |
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} |
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else |
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{ |
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pWeapon->hZoomedAutoaim = pWeapon->hZoomedCrosshair; //default to zoomed crosshair |
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pWeapon->rcZoomedAutoaim = pWeapon->rcZoomedCrosshair; |
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} |
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p = GetSpriteList( pList, "weapon", iRes, i ); |
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if( p ) |
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{ |
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sprintf( sz, "sprites/%s.spr", p->szSprite ); |
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pWeapon->hInactive = SPR_Load( sz ); |
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pWeapon->rcInactive = p->rc; |
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gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); |
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} |
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else |
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pWeapon->hInactive = 0; |
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p = GetSpriteList( pList, "weapon_s", iRes, i ); |
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if( p ) |
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{ |
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sprintf( sz, "sprites/%s.spr", p->szSprite ); |
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pWeapon->hActive = SPR_Load( sz ); |
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pWeapon->rcActive = p->rc; |
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} |
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else |
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pWeapon->hActive = 0; |
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p = GetSpriteList( pList, "ammo", iRes, i ); |
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if( p ) |
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{ |
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sprintf( sz, "sprites/%s.spr", p->szSprite ); |
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pWeapon->hAmmo = SPR_Load( sz ); |
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pWeapon->rcAmmo = p->rc; |
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gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); |
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} |
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else |
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pWeapon->hAmmo = 0; |
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p = GetSpriteList( pList, "ammo2", iRes, i ); |
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if( p ) |
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{ |
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sprintf( sz, "sprites/%s.spr", p->szSprite ); |
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pWeapon->hAmmo2 = SPR_Load( sz ); |
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pWeapon->rcAmmo2 = p->rc; |
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gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); |
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} |
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else |
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pWeapon->hAmmo2 = 0; |
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} |
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// Returns the first weapon for a given slot. |
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WEAPON *WeaponsResource::GetFirstPos( int iSlot ) |
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{ |
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WEAPON *pret = NULL; |
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for( int i = 0; i < MAX_WEAPON_POSITIONS; i++ ) |
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{ |
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if ( rgSlots[iSlot][i] && HasAmmo( rgSlots[iSlot][i] ) ) |
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{ |
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pret = rgSlots[iSlot][i]; |
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break; |
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} |
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} |
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return pret; |
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} |
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WEAPON* WeaponsResource::GetNextActivePos( int iSlot, int iSlotPos ) |
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{ |
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if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS ) |
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return NULL; |
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WEAPON *p = gWR.rgSlots[iSlot][iSlotPos + 1]; |
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if ( !p || !gWR.HasAmmo( p ) ) |
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return GetNextActivePos( iSlot, iSlotPos + 1 ); |
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return p; |
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} |
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int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and height |
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HSPRITE ghsprBuckets; // Sprite for top row of weapons menu |
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DECLARE_MESSAGE( m_Ammo, CurWeapon ) // Current weapon and clip |
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DECLARE_MESSAGE( m_Ammo, WeaponList ) // new weapon type |
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DECLARE_MESSAGE( m_Ammo, AmmoX ) // update known ammo type's count |
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DECLARE_MESSAGE( m_Ammo, AmmoPickup ) // flashes an ammo pickup record |
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DECLARE_MESSAGE( m_Ammo, WeapPickup ) // flashes a weapon pickup record |
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DECLARE_MESSAGE( m_Ammo, HideWeapon ) // hides the weapon, ammo, and crosshair displays temporarily |
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DECLARE_MESSAGE( m_Ammo, ItemPickup ) |
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DECLARE_COMMAND( m_Ammo, Slot1 ) |
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DECLARE_COMMAND( m_Ammo, Slot2 ) |
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DECLARE_COMMAND( m_Ammo, Slot3 ) |
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DECLARE_COMMAND( m_Ammo, Slot4 ) |
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DECLARE_COMMAND( m_Ammo, Slot5 ) |
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DECLARE_COMMAND( m_Ammo, Slot6 ) |
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DECLARE_COMMAND( m_Ammo, Slot7 ) |
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DECLARE_COMMAND( m_Ammo, Slot8 ) |
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DECLARE_COMMAND( m_Ammo, Slot9 ) |
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DECLARE_COMMAND( m_Ammo, Slot10 ) |
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DECLARE_COMMAND( m_Ammo, Close ) |
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DECLARE_COMMAND( m_Ammo, NextWeapon ) |
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DECLARE_COMMAND( m_Ammo, PrevWeapon ) |
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// width of ammo fonts |
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#define AMMO_SMALL_WIDTH 10 |
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#define AMMO_LARGE_WIDTH 20 |
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#define HISTORY_DRAW_TIME "5" |
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int CHudAmmo::Init( void ) |
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{ |
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gHUD.AddHudElem( this ); |
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HOOK_MESSAGE( CurWeapon ); |
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HOOK_MESSAGE( WeaponList ); |
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HOOK_MESSAGE( AmmoPickup ); |
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HOOK_MESSAGE( WeapPickup ); |
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HOOK_MESSAGE( ItemPickup ); |
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HOOK_MESSAGE( HideWeapon ); |
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HOOK_MESSAGE( AmmoX ); |
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HOOK_COMMAND( "slot1", Slot1 ); |
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HOOK_COMMAND( "slot2", Slot1 ); |
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HOOK_COMMAND( "slot3", Slot1 ); |
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HOOK_COMMAND( "slot4", Slot1 ); |
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HOOK_COMMAND( "slot5", Slot1 ); |
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HOOK_COMMAND( "slot6", Slot1 ); |
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HOOK_COMMAND( "slot7", Slot1 ); |
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HOOK_COMMAND( "slot8", Slot1 ); |
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HOOK_COMMAND( "slot9", Slot1 ); |
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HOOK_COMMAND( "slot10", Slot1 ); |
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HOOK_COMMAND( "cancelselect", Close ); |
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HOOK_COMMAND( "invnext", NextWeapon ); |
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HOOK_COMMAND( "invprev", PrevWeapon ); |
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Reset(); |
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CVAR_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 ); |
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CVAR_CREATE( "hud_fastswitch", "0", FCVAR_ARCHIVE ); // controls whether or not weapons can be selected in one keypress |
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m_iFlags |= HUD_ACTIVE; //!!! |
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gWR.Init(); |
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gHR.Init(); |
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return 1; |
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} |
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void CHudAmmo::Reset( void ) |
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{ |
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m_fFade = 0; |
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m_iFlags |= HUD_ACTIVE; //!!! |
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gpActiveSel = NULL; |
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gHUD.m_iHideHUDDisplay = 0; |
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gWR.Reset(); |
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gHR.Reset(); |
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//VidInit(); |
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wrect_t nullrc = {0,}; |
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SetCrosshair( 0, nullrc, 0, 0, 0 ); // reset crosshair |
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m_pWeapon = NULL; // reset last weapon |
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} |
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int CHudAmmo::VidInit( void ) |
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{ |
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// Load sprites for buckets (top row of weapon menu) |
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m_HUD_bucket0 = gHUD.GetSpriteIndex( "bucket1" ); |
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m_HUD_selection = gHUD.GetSpriteIndex( "selection" ); |
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ghsprBuckets = gHUD.GetSprite( m_HUD_bucket0 ); |
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giBucketWidth = gHUD.GetSpriteRect( m_HUD_bucket0 ).right - gHUD.GetSpriteRect( m_HUD_bucket0 ).left; |
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giBucketHeight = gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top; |
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gHR.iHistoryGap = max( gHR.iHistoryGap, gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top ); |
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// If we've already loaded weapons, let's get new sprites |
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gWR.LoadAllWeaponSprites(); |
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if( ScreenWidth >= 640 ) |
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{ |
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giABWidth = 20; |
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giABHeight = 4; |
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} |
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else |
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{ |
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giABWidth = 10; |
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giABHeight = 2; |
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} |
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return 1; |
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} |
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// |
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// Think: |
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// Used for selection of weapon menu item. |
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// |
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void CHudAmmo::Think( void ) |
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{ |
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if( gHUD.m_fPlayerDead ) |
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return; |
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if( gHUD.m_iWeaponBits != gWR.iOldWeaponBits ) |
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{ |
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gWR.iOldWeaponBits = gHUD.m_iWeaponBits; |
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for( int i = MAX_WEAPONS-1; i > 0; i-- ) |
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{ |
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WEAPON *p = gWR.GetWeapon( i ); |
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if( p ) |
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{ |
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if( gHUD.m_iWeaponBits & ( 1 << p->iId ) ) |
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gWR.PickupWeapon( p ); |
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else |
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gWR.DropWeapon( p ); |
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} |
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} |
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} |
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if( !gpActiveSel ) |
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return; |
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// has the player selected one? |
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if( gHUD.m_iKeyBits & IN_ATTACK ) |
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{ |
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if( gpActiveSel != (WEAPON *) 1 ) |
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{ |
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ServerCmd( gpActiveSel->szName ); |
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g_weaponselect = gpActiveSel->iId; |
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} |
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gpLastSel = gpActiveSel; |
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gpActiveSel = NULL; |
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gHUD.m_iKeyBits &= ~IN_ATTACK; |
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PlaySound( "common/wpn_select.wav", 1 ); |
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} |
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} |
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// |
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// Helper function to return a Ammo pointer from id |
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// |
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HSPRITE* WeaponsResource::GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ) |
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{ |
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for( int i = 0; i < MAX_WEAPONS; i++ ) |
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{ |
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if( rgWeapons[i].iAmmoType == iAmmoId ) |
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{ |
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rect = rgWeapons[i].rcAmmo; |
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return &rgWeapons[i].hAmmo; |
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} |
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else if( rgWeapons[i].iAmmo2Type == iAmmoId ) |
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{ |
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rect = rgWeapons[i].rcAmmo2; |
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return &rgWeapons[i].hAmmo2; |
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} |
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} |
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return NULL; |
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} |
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// Menu Selection Code |
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void WeaponsResource::SelectSlot( int iSlot, int fAdvance, int iDirection ) |
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{ |
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if( gHUD.m_Menu.m_fMenuDisplayed && ( fAdvance == FALSE ) && ( iDirection == 1 ) ) |
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{ |
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// menu is overriding slot use commands |
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gHUD.m_Menu.SelectMenuItem( iSlot + 1 ); // slots are one off the key numbers |
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return; |
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} |
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if( iSlot > MAX_WEAPON_SLOTS ) |
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return; |
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if( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) |
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return; |
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if ( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) |
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return; |
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if( ! ( gHUD.m_iWeaponBits & ~( 1 << ( WEAPON_SUIT ) ) ) ) |
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return; |
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WEAPON *p = NULL; |
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bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0; |
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if ( ( gpActiveSel == NULL ) || ( gpActiveSel == (WEAPON *) 1 ) || ( iSlot != gpActiveSel->iSlot ) ) |
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{ |
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PlaySound( "common/wpn_hudon.wav", 1 ); |
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p = GetFirstPos( iSlot ); |
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if ( p && fastSwitch ) // check for fast weapon switch mode |
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{ |
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// if fast weapon switch is on, then weapons can be selected in a single keypress |
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// but only if there is only one item in the bucket |
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WEAPON *p2 = GetNextActivePos( p->iSlot, p->iSlotPos ); |
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if ( !p2 ) |
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{ |
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// only one active item in bucket, so change directly to weapon |
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ServerCmd( p->szName ); |
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g_weaponselect = p->iId; |
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return; |
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} |
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} |
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} |
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else |
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{ |
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PlaySound( "common/wpn_moveselect.wav", 1 ); |
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if ( gpActiveSel ) |
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p = GetNextActivePos( gpActiveSel->iSlot, gpActiveSel->iSlotPos ); |
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if ( !p ) |
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p = GetFirstPos( iSlot ); |
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} |
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if ( !p ) // no selection found |
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{ |
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// just display the weapon list, unless fastswitch is on just ignore it |
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if ( !fastSwitch ) |
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gpActiveSel = (WEAPON *)1; |
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else |
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gpActiveSel = NULL; |
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} |
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else |
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gpActiveSel = p; |
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} |
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//------------------------------------------------------------------------ |
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// Message Handlers |
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//------------------------------------------------------------------------ |
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// |
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// AmmoX -- Update the count of a known type of ammo |
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// |
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int CHudAmmo::MsgFunc_AmmoX( const char *pszName, int iSize, void *pbuf ) |
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{ |
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BEGIN_READ( pbuf, iSize ); |
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int iIndex = READ_BYTE(); |
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int iCount = READ_BYTE(); |
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gWR.SetAmmo( iIndex, abs( iCount ) ); |
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return 1; |
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} |
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int CHudAmmo::MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf ) |
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{ |
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BEGIN_READ( pbuf, iSize ); |
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int iIndex = READ_BYTE(); |
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int iCount = READ_BYTE(); |
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// Add ammo to the history |
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gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs( iCount ) ); |
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return 1; |
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} |
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int CHudAmmo::MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf ) |
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{ |
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BEGIN_READ( pbuf, iSize ); |
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int iIndex = READ_BYTE(); |
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// Add the weapon to the history |
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gHR.AddToHistory( HISTSLOT_WEAP, iIndex ); |
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return 1; |
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} |
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int CHudAmmo::MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf ) |
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{ |
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BEGIN_READ( pbuf, iSize ); |
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const char *szName = READ_STRING(); |
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// Add the weapon to the history |
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gHR.AddToHistory( HISTSLOT_ITEM, szName ); |
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return 1; |
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} |
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int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf ) |
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{ |
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BEGIN_READ( pbuf, iSize ); |
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gHUD.m_iHideHUDDisplay = READ_BYTE(); |
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|
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if( gEngfuncs.IsSpectateOnly() ) |
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return 1; |
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if( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) |
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{ |
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wrect_t nullrc = {0,}; |
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gpActiveSel = NULL; |
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SetCrosshair( 0, nullrc, 0, 0, 0 ); |
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} |
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else |
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{ |
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if( m_pWeapon ) |
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SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 ); |
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} |
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return 1; |
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} |
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|
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// |
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// CurWeapon: Update hud state with the current weapon and clip count. Ammo |
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// counts are updated with AmmoX. Server assures that the Weapon ammo type |
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// numbers match a real ammo type. |
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// |
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int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf ) |
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{ |
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wrect_t nullrc = {0,}; |
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int fOnTarget = FALSE; |
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|
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BEGIN_READ( pbuf, iSize ); |
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|
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int iState = READ_BYTE(); |
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int iId = READ_CHAR(); |
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int iClip = READ_CHAR(); |
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|
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// detect if we're also on target |
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if( iState > 1 ) |
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{ |
|
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)max( MIN_ALPHA, m_fFade ); |
|
|
|
if( m_fFade > 0 ) |
|
m_fFade -= ( gHUD.m_flTimeDelta * 20 ); |
|
|
|
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; |
|
}
|
|
|