mirror of
https://github.com/unknownworlds/NS.git
synced 2024-12-25 03:40:59 +00:00
7b18f64309
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@16 67975925-1194-0748-b3d5-c16f83f1a3a1
190 lines
5.5 KiB
C++
190 lines
5.5 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 "parsemsg.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;
|
|
|
|
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;
|
|
}
|
|
|
|
|