NS/main/source/cl_dll/ammohistory.cpp
XP-Cagey b918c731aa Bugfixes for mantis #1008, #1009
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
2005-05-05 15:20:23 +00:00

173 lines
4.9 KiB
C++

/***
*
* 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 <string.h>
#include <stdio.h>
#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;
int i = gHUD.GetSpriteIndex( szName );
if ( i == -1 )
return; // unknown sprite name, don't add it to history
return this->AddToHistory( iType, i, iCount );
}
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;
}