/*** * * Copyright (c) 1999, 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 #include #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 = 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; gHUD.GetPrimaryHudColor(r, g, b); float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80; ScaleColors(r, g, b, 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_DrawAdditive( 0, xpos, ypos, &rcPic ); } // 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; gHUD.GetPrimaryHudColor(r, g, b); 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, 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_DrawAdditive( 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 ); gHUD.GetPrimaryHudColor(r, g, b); float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80; ScaleColors(r, g, b, 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_DrawAdditive( 0, xpos, ypos, &rect ); } } } return 1; }