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https://github.com/ENSL/NS.git
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b918c731aa
Rewrote WeaponsResource code so that uninitialized slots are no longer returned as valid weapons Removed upp_* from command constants and console commands Removed commented out entry from hl_baseentity.cpp Shift in map data position is now performed by the network layer instead of at the time of creation Deleted obsolete Util.vcproj Replaced calls to fmax with calls to max in AvHEntities.cpp (Win32 compiler wasn't finding fmax command without explicit include) Began implementation of client-to-server tunnel for Nexus git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@94 67975925-1194-0748-b3d5-c16f83f1a3a1
173 lines
4.9 KiB
C++
173 lines
4.9 KiB
C++
/***
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*
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* Copyright (c) 1999, 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 <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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{ // 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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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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return this->AddToHistory( iType, i, iCount );
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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 = min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME );
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if ( rgAmmoHistory[i].DisplayTime <= flTime )
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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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gHUD.GetPrimaryHudColor(r, g, b);
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float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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ScaleColors(r, g, b, 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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{ // 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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// 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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gHUD.GetPrimaryHudColor(r, g, b);
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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, 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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gHUD.GetPrimaryHudColor(r, g, b);
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float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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ScaleColors(r, g, b, 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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