forked from valve/halflife-sdk
190 lines
5.5 KiB
C++
190 lines
5.5 KiB
C++
/***
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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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// 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 "parsemsg.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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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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// I am really unhappy with all the code in this file
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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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freeslot->iId = i;
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freeslot->type = iType;
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freeslot->iCount = iCount;
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HISTORY_DRAW_TIME = CVAR_GET_FLOAT( "hud_drawhistory_time" );
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freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
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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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UnpackRGB(r,g,b, RGB_YELLOWISH);
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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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UnpackRGB(r,g,b, RGB_YELLOWISH);
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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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UnpackRGB(r,g,b, RGB_YELLOWISH);
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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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