/*** * * 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. * ****/ // // Ammo.cpp // // implementation of CHudAmmo class // #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include #include #include "ammohistory.h" #include "tw_vgui.h" #include "vgui_TheWastesViewport.h" int HUD_CanChangeWeapon(int iId); WEAPON *gpActiveSel; // NULL means off, 1 means just the menu bar, otherwise // this points to the active weapon menu item WEAPON *gpLastSel; // Last weapon menu selection client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount); WeaponsResource gWR; int g_weaponselect = 0; void WeaponsResource :: LoadAllWeaponSprites( void ) { for (int i = 0; i < MAX_WEAPONS; i++) { if ( rgWeapons[i].iId ) LoadWeaponSprites( &rgWeapons[i] ); } } int WeaponsResource :: CountAmmo( int iId ) { if ( iId < 0 ) return 0; return riAmmo[iId]; } int WeaponsResource :: HasAmmo( WEAPON *p ) { if ( !p ) return FALSE; // weapons with no max ammo can always be selected if ( p->iMax1 == -1 ) return TRUE; return (p->iAmmoType == -1) || p->iClip > 0 || CountAmmo(p->iAmmoType) || p->iClip2 > 0 || CountAmmo(p->iAmmo2Type) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY ); } void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) { int i, iRes; if (ScreenWidth < 640) iRes = 320; else iRes = 640; char sz[128]; if ( !pWeapon ) return; memset( &pWeapon->rcActive, 0, sizeof(wrect_t) ); memset( &pWeapon->rcInactive, 0, sizeof(wrect_t) ); memset( &pWeapon->rcAmmo, 0, sizeof(wrect_t) ); memset( &pWeapon->rcAmmobullet, 0, sizeof(wrect_t) ); memset( &pWeapon->rcAmmo2, 0, sizeof(wrect_t) ); pWeapon->hInactive = 0; pWeapon->hActive = 0; pWeapon->hAmmo = 0; pWeapon->hAmmo2 = 0; sprintf(sz, "sprites/%s.txt", pWeapon->szName); client_sprite_t *pList = SPR_GetList(sz, &i); if (!pList) return; client_sprite_t *p; p = GetSpriteList( pList, "crosshair", iRes, i ); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hCrosshair = SPR_Load(sz); pWeapon->rcCrosshair = p->rc; } else pWeapon->hCrosshair = NULL; p = GetSpriteList(pList, "autoaim", iRes, i); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hAutoaim = SPR_Load(sz); pWeapon->rcAutoaim = p->rc; } else pWeapon->hAutoaim = 0; p = GetSpriteList( pList, "zoom", iRes, i ); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hZoomedCrosshair = SPR_Load(sz); pWeapon->rcZoomedCrosshair = p->rc; } else { pWeapon->hZoomedCrosshair = pWeapon->hCrosshair; //default to non-zoomed crosshair pWeapon->rcZoomedCrosshair = pWeapon->rcCrosshair; } p = GetSpriteList(pList, "zoom_autoaim", iRes, i); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hZoomedAutoaim = SPR_Load(sz); pWeapon->rcZoomedAutoaim = p->rc; } else { pWeapon->hZoomedAutoaim = pWeapon->hZoomedCrosshair; //default to zoomed crosshair pWeapon->rcZoomedAutoaim = pWeapon->rcZoomedCrosshair; } p = GetSpriteList(pList, "weapon", iRes, i); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hInactive = SPR_Load(sz); pWeapon->rcInactive = p->rc; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hInactive = 0; p = GetSpriteList(pList, "weapon_s", iRes, i); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hActive = SPR_Load(sz); pWeapon->rcActive = p->rc; } else pWeapon->hActive = 0; p = GetSpriteList(pList, "ammo", iRes, i); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hAmmo = SPR_Load(sz); pWeapon->rcAmmo = p->rc; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmo = 0; p = GetSpriteList(pList, "ammobullet", iRes, i); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hAmmobullet = SPR_Load(sz); pWeapon->rcAmmobullet = p->rc; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmobullet2 = 0; p = GetSpriteList(pList, "ammobullet2", iRes, i); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hAmmobullet2 = SPR_Load(sz); pWeapon->rcAmmobullet2 = p->rc; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmobullet2 = 0; p = GetSpriteList(pList, "ammo2", iRes, i); if (p) { sprintf(sz, "sprites/%s.spr", p->szSprite); pWeapon->hAmmo2 = SPR_Load(sz); pWeapon->rcAmmo2 = p->rc; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmo2 = 0; } // Returns the first weapon for a given slot. WEAPON *WeaponsResource :: GetFirstPos( int iSlot ) { WEAPON *pret = NULL; for (int i = 0; i < MAX_WEAPON_POSITIONS; i++) { if ( rgSlots[iSlot][i] /*&& HasAmmo( rgSlots[iSlot][i] )*/ ) { pret = rgSlots[iSlot][i]; break; } } return pret; } WEAPON* WeaponsResource :: GetNextActivePos( int iSlot, int iSlotPos ) { if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS ) return NULL; WEAPON *p = gWR.rgSlots[ iSlot ][ iSlotPos+1 ]; if ( !p /*|| !gWR.HasAmmo(p)*/ ) return GetNextActivePos( iSlot, iSlotPos + 1 ); return p; } int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and height HSPRITE ghsprBuckets; // Sprite for top row of weapons menu DECLARE_MESSAGE(m_Ammo, CurWeapon ); // Current weapon and clip DECLARE_MESSAGE(m_Ammo, WeaponList); // new weapon type DECLARE_MESSAGE(m_Ammo, AmmoX); // update known ammo type's count DECLARE_MESSAGE(m_Ammo, AmmoPickup); // flashes an ammo pickup record DECLARE_MESSAGE(m_Ammo, WeapPickup); // flashes a weapon pickup record DECLARE_MESSAGE(m_Ammo, HideWeapon); // hides the weapon, ammo, and crosshair displays temporarily DECLARE_MESSAGE(m_Ammo, ItemPickup); DECLARE_COMMAND(m_Ammo, Slot1); DECLARE_COMMAND(m_Ammo, Slot2); DECLARE_COMMAND(m_Ammo, Slot3); DECLARE_COMMAND(m_Ammo, Slot4); DECLARE_COMMAND(m_Ammo, Slot5); DECLARE_COMMAND(m_Ammo, Slot6); DECLARE_COMMAND(m_Ammo, Slot7); DECLARE_COMMAND(m_Ammo, Slot8); DECLARE_COMMAND(m_Ammo, Slot9); DECLARE_COMMAND(m_Ammo, Slot10); DECLARE_COMMAND(m_Ammo, Close); DECLARE_COMMAND(m_Ammo, NextWeapon); DECLARE_COMMAND(m_Ammo, PrevWeapon); // width of ammo fonts #define AMMO_SMALL_WIDTH 10 #define AMMO_LARGE_WIDTH 20 #define HISTORY_DRAW_TIME "5" int CHudAmmo::Init(void) { gHUD.AddHudElem(this); HOOK_MESSAGE(CurWeapon); HOOK_MESSAGE(WeaponList); HOOK_MESSAGE(AmmoPickup); HOOK_MESSAGE(WeapPickup); HOOK_MESSAGE(ItemPickup); HOOK_MESSAGE(HideWeapon); HOOK_MESSAGE(AmmoX); HOOK_COMMAND("slot1", Slot1); HOOK_COMMAND("slot2", Slot2); HOOK_COMMAND("slot3", Slot3); HOOK_COMMAND("slot4", Slot4); HOOK_COMMAND("slot5", Slot5); HOOK_COMMAND("slot6", Slot6); HOOK_COMMAND("slot7", Slot7); HOOK_COMMAND("slot8", Slot8); HOOK_COMMAND("slot9", Slot9); HOOK_COMMAND("slot10", Slot10); HOOK_COMMAND("cancelselect", Close); HOOK_COMMAND("invnext", NextWeapon); HOOK_COMMAND("invprev", PrevWeapon); Reset(); CVAR_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 ); CVAR_CREATE( "hud_fastswitch", "0", FCVAR_ARCHIVE ); // controls whether or not weapons can be selected in one keypress m_iFlags |= HUD_ACTIVE; //!!! gWR.Init(); gHR.Init(); return 1; }; void CHudAmmo::Reset(void) { m_fFade = 0; m_iFlags |= HUD_ACTIVE; //!!! gpActiveSel = NULL; gHUD.m_iHideHUDDisplay = 0; gWR.Reset(); gHR.Reset(); // VidInit(); } int CHudAmmo::VidInit(void) { // Load sprites for buckets (top row of weapon menu) m_HUD_bucket0 = gHUD.GetSpriteIndex( "bucket1" ); m_HUD_selection = gHUD.GetSpriteIndex( "selection" ); ghsprBuckets = gHUD.GetSprite(m_HUD_bucket0); giBucketWidth = gHUD.GetSpriteRect(m_HUD_bucket0).right - gHUD.GetSpriteRect(m_HUD_bucket0).left; giBucketHeight = gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top; gHR.iHistoryGap = Q_max( gHR.iHistoryGap, gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top); // If we've already loaded weapons, let's get new sprites gWR.LoadAllWeaponSprites(); if (ScreenWidth >= 640) { giABWidth = 20; giABHeight = 4; } else { giABWidth = 10; giABHeight = 2; } return 1; } // // Think: // Used for selection of weapon menu item. // void CHudAmmo::Think(void) { if ( gHUD.m_fPlayerDead ) return; if ( gHUD.m_iWeaponBits != gWR.iOldWeaponBits ) { gWR.iOldWeaponBits = gHUD.m_iWeaponBits; for (int i = MAX_WEAPONS-1; i > 0; i-- ) { WEAPON *p = gWR.GetWeapon(i); if ( p ) { if ( gHUD.m_iWeaponBits & ( 1 << p->iId ) ) gWR.PickupWeapon( p ); else gWR.DropWeapon( p ); } } } if (!gpActiveSel) return; // has the player selected one? if (gHUD.m_iKeyBits & IN_ATTACK) { // if(HUD_CanChangeWeapon(gpActiveSel->iId)) { if (gpActiveSel != (WEAPON *)1) { ServerCmd(gpActiveSel->szName); g_weaponselect = gpActiveSel->iId; } gpLastSel = gpActiveSel; gpActiveSel = NULL; gHUD.m_iKeyBits &= ~IN_ATTACK; PlaySound("common/wpn_select.wav", 1); } } } // // Helper function to return a Ammo pointer from id // HSPRITE* WeaponsResource :: GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ) { for ( int i = 0; i < MAX_WEAPONS; i++ ) { if ( rgWeapons[i].iAmmoType == iAmmoId ) { rect = rgWeapons[i].rcAmmo; return &rgWeapons[i].hAmmo; } else if ( rgWeapons[i].iAmmo2Type == iAmmoId ) { rect = rgWeapons[i].rcAmmo2; return &rgWeapons[i].hAmmo2; } } return NULL; } // Menu Selection Code void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection ) { if ( gHUD.m_Menu.m_fMenuDisplayed && (fAdvance == FALSE) && (iDirection == 1) ) { // menu is overriding slot use commands gHUD.m_Menu.SelectMenuItem( iSlot + 1 ); // slots are one off the key numbers return; } if ( iSlot > MAX_WEAPON_SLOTS ) return; if ( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) return; /* if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return; if ( ! ( gHUD.m_iWeaponBits & ~(1<<(WEAPON_SUIT)) )) return; */ WEAPON *p = NULL; bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0; if ( (gpActiveSel == NULL) || (gpActiveSel == (WEAPON *)1) || (iSlot != gpActiveSel->iSlot) ) { PlaySound( "common/wpn_hudon.wav", 1 ); p = GetFirstPos( iSlot ); if ( p && fastSwitch ) // check for fast weapon switch mode { // if fast weapon switch is on, then weapons can be selected in a single keypress // but only if there is only one item in the bucket WEAPON *p2 = GetNextActivePos( p->iSlot, p->iSlotPos ); if ( !p2 ) { // only one active item in bucket, so change directly to weapon ServerCmd( p->szName ); g_weaponselect = p->iId; return; } } } else { PlaySound("common/wpn_moveselect.wav", 1); if ( gpActiveSel ) p = GetNextActivePos( gpActiveSel->iSlot, gpActiveSel->iSlotPos ); if ( !p ) p = GetFirstPos( iSlot ); } if ( !p ) // no selection found { // just display the weapon list, unless fastswitch is on just ignore it if ( !fastSwitch ) gpActiveSel = (WEAPON *)1; else gpActiveSel = NULL; } else gpActiveSel = p; } //------------------------------------------------------------------------ // Message Handlers //------------------------------------------------------------------------ // // AmmoX -- Update the count of a known type of ammo // int CHudAmmo::MsgFunc_AmmoX(const char *pszName, int iSize, void *pbuf) { BEGIN_READ( pbuf, iSize ); int iIndex = READ_BYTE(); int iCount = READ_BYTE(); gWR.SetAmmo( iIndex, abs(iCount) ); return 1; } int CHudAmmo::MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int iIndex = READ_BYTE(); int iCount = READ_BYTE(); // Add ammo to the history gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs(iCount) ); return 1; } int CHudAmmo::MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int iIndex = READ_BYTE(); // Add the weapon to the history gHR.AddToHistory( HISTSLOT_WEAP, iIndex ); return 1; } int CHudAmmo::MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); const char *szName = READ_STRING(); // Add the weapon to the history gHR.AddToHistory( HISTSLOT_ITEM, szName ); return 1; } int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); gHUD.m_iHideHUDDisplay = READ_BYTE(); if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) { static wrect_t nullrc; gpActiveSel = NULL; SetCrosshair( 0, nullrc, 0, 0, 0 ); } else { if ( m_pWeapon ) SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 ); } return 1; } // // CurWeapon: Update hud state with the current weapon and clip count. Ammo // counts are updated with AmmoX. Server assures that the Weapon ammo type // numbers match a real ammo type. // int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf ) { static wrect_t nullrc; int fOnTarget = FALSE; BEGIN_READ( pbuf, iSize ); int iState = READ_BYTE(); int iId = READ_CHAR(); int iClip = READ_CHAR(); int iClip2 = READ_CHAR(); // detect if we're also on target if ( iState > 1 ) { fOnTarget = TRUE; } if ( iId < 1 ) { SetCrosshair(0, nullrc, 0, 0, 0); return 0; } // 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 ( iClip2 < -1 ) pWeapon->iClip2 = abs(iClip2); else pWeapon->iClip2 = iClip2; 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; Weapon.iClip2 = 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_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) ) return 1; // If you want to reenable autoaim crosshair, feel free to try. :P if (m_pWeapon && gHUD.m_Health.m_iHealth) { if ( gHUD.m_iFOV >= 90 ) // normal crosshairs SetCrosshair(m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255); else // zoomed crosshairs SetCrosshair(m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255); } // 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) Q_max( MIN_ALPHA, m_fFade ); if (m_fFade > 0) m_fFade -= (gHUD.m_flTimeDelta * 20); UnpackRGB(r,g,b, RGB_WHITE); 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_WHITE); // draw the | bar //FillRGBA(x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a); m_iAmmocount = 0; // 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); SPR_Set(m_pWeapon->hAmmobullet, r, g, b); x = ScreenWidth - (gHUD.GetSpriteRect(m_pWeapon->hAmmobullet).right - gHUD.GetSpriteRect(m_pWeapon->hAmmobullet).left); if( m_iAmmocount <= pw->iClip ) { while(m_iAmmocount < pw->iClip ) { int iOffset = (m_pWeapon->rcAmmobullet.bottom - m_pWeapon->rcAmmobullet.top); SPR_DrawHoles(0, x - 21, y, &m_pWeapon->rcAmmobullet); y-= iOffset; m_iAmmocount++; } } /* else if(m_iAmmocount > gWR.CountAmmo(pw->iAmmoType) ) { while(m_iAmmocount > gWR.CountAmmo(pw->iAmmoType) ) { iOffset = (m_pWeapon->rcAmmobullet.bottom - m_pWeapon->rcAmmobullet.top); SPR_DrawHoles(1, x, y, &m_pWeapon->rcAmmobullet); y+= iOffset; m_iAmmocount--; } } */ } 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); } // Draw the ammo Icon //int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top)/8; // SPR_Set(m_pWeapon->hAmmo, r, g, b); // SPR_DrawAdditive(0, x, y -= 12, &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); // Draw the ammo Icon SPR_Set(m_pWeapon->hAmmo2, r, g, b); int iOffset = (m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top)/8; SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo2); } } */ // ADS - 2nd clip // Does weapon have any secondary ammo at all? if (m_pWeapon->iAmmo2Type > 0 && (gWR.CountAmmo(pw->iAmmo2Type) || pw->iClip2 >= 0)) { int iIconWidth = m_pWeapon->rcAmmo2.right - m_pWeapon->rcAmmo2.left; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight/2; y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight/4; if (pw->iClip2 >= 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->iClip2, 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_WHITE); // 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->iAmmo2Type), r, g, b); m_iAmmocount = 0; SPR_Set(m_pWeapon->hAmmobullet2, r, g, b); x = ScreenWidth - ((gHUD.GetSpriteRect(m_pWeapon->hAmmobullet2).right - gHUD.GetSpriteRect(m_pWeapon->hAmmobullet2).left)+(gHUD.GetSpriteRect(m_pWeapon->hAmmobullet2).right - gHUD.GetSpriteRect(m_pWeapon->hAmmobullet2).left)); if( m_iAmmocount < pw->iClip2 ) { while(m_iAmmocount < pw->iClip2 ) { int iOffset = (m_pWeapon->rcAmmobullet2.bottom - m_pWeapon->rcAmmobullet2.top); SPR_DrawHoles(0, x-21, y, &m_pWeapon->rcAmmobullet2); y-= iOffset; m_iAmmocount++; } } } else { // SPR_Draw a bullets only line x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmo2Type), r, g, b); } // Draw the ammo Icon // int iOffset = (m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top)/8; // SPR_Set(m_pWeapon->hAmmo2, r, g, b); // SPR_DrawAdditive(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_WHITE); 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_WHITE); 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_DrawHoles(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_WHITE ); // if active, then we must have ammo. // LIES -> Gage :) if ( gpActiveSel == p ) { if ( !gWR.HasAmmo(p) ) { UnpackRGB(r,g,b, RGB_REDISH); ScaleColors(r, g, b, 128); } SPR_Set(p->hActive, r, g, b ); SPR_DrawHoles(0, x, y, &p->rcActive); SPR_Set(gHUD.GetSprite(m_HUD_selection), r, g, b ); SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_selection)); } else { // Draw Weapon if Red if no ammo if ( gWR.HasAmmo(p) ) ScaleColors(r, g, b, 192); else { UnpackRGB(r,g,b, RGB_REDISH); ScaleColors(r, g, b, 128); } SPR_Set( p->hInactive, r, g, b ); SPR_DrawAdditive( 0, x, y, &p->rcInactive ); } // Draw Ammo Bar DrawAmmoBar(p, x + giABWidth/2, y, giABWidth, giABHeight); y += p->rcActive.bottom - p->rcActive.top + 5; } x += iWidth + 5; } else { // Draw Row of weapons. UnpackRGB(r,g,b, RGB_WHITE); 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_WHITE); 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; }