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Xash3DArchive/client/hud/hud_ammo.cpp

1189 lines
28 KiB
C++

/***
*
* Copyright (c) 1996-2002, 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 "extdll.h"
#include "hud_iface.h"
#include "hud.h"
#include "hud_ammohistory.h"
WEAPON *gpActiveSel; // NULL means off, 1 means just the menu bar, otherwise
WEAPON *gpLastSel; // Last weapon menu selection
WeaponsResource gWR;
int g_weaponselect = 0;
void WeaponsResource :: LoadWeaponSprite( WEAPON *pWeapon, const char *type )
{
if( !pWeapon ) return;
// fmt <weapon_shotgun::crosshair>
HSPRITE hSprite = LOAD_SHADER( va( "%s::%s\n", pWeapon->szName, type ));
if( !strcmp( type, "crosshair" ))
{
pWeapon->hCrosshair = hSprite;
pWeapon->rcCrosshair = gHUD.GetSpriteRect( hSprite );
}
else if( !strcmp( type, "autoaim" ))
{
pWeapon->hAutoaim = hSprite;
pWeapon->rcAutoaim = gHUD.GetSpriteRect( hSprite );
}
else if( !strcmp( type, "zoom" ))
{
pWeapon->hZoomedCrosshair = hSprite;
pWeapon->rcZoomedCrosshair = gHUD.GetSpriteRect( hSprite );
}
else if( !strcmp( type, "zoom_autoaim" ))
{
pWeapon->hZoomedAutoaim = hSprite;
pWeapon->rcZoomedAutoaim = gHUD.GetSpriteRect( hSprite );
}
else if( !strcmp( type, "weapon" ))
{
pWeapon->hInactive = hSprite;
pWeapon->rcInactive = gHUD.GetSpriteRect( hSprite );
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
}
else if( !strcmp( type, "weapon_s" ))
{
pWeapon->hActive = hSprite;
pWeapon->rcActive = gHUD.GetSpriteRect( hSprite );
}
else if( !strcmp( type, "ammo" ))
{
pWeapon->hAmmo = hSprite;
pWeapon->rcAmmo = gHUD.GetSpriteRect( hSprite );
}
else if( !strcmp( type, "ammo2" ))
{
pWeapon->hAmmo2 = hSprite;
pWeapon->rcAmmo2 = gHUD.GetSpriteRect( hSprite );
}
}
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)
|| CountAmmo(p->iAmmo2Type) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY );
}
void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
{
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->rcAmmo2, 0, sizeof( wrect_t ));
pWeapon->hInactive = 0;
pWeapon->hActive = 0;
pWeapon->hAmmo = 0;
pWeapon->hAmmo2 = 0;
// find specified shaders
LoadWeaponSprite( pWeapon, "crosshair" );
LoadWeaponSprite( pWeapon, "autoaim" );
LoadWeaponSprite( pWeapon, "zoom" );
LoadWeaponSprite( pWeapon, "zoom_autoaim" );
LoadWeaponSprite( pWeapon, "weapon" );
LoadWeaponSprite( pWeapon, "weapon_s" );
LoadWeaponSprite( pWeapon, "ammo" );
LoadWeaponSprite( pWeapon, "ammo2" );
}
// 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_MESSAGE( m_AmmoSecondary, SecAmmoVal );
DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon );
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_REGISTER( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0, "weapons pickup history show time" );
CVAR_REGISTER( "hud_fastswitch", "0", CVAR_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();
static wrect_t nullrc;
SetCrosshair( 0, nullrc, 0, 0, 0 ); // reset crosshair
m_pWeapon = NULL;// reset last weapon
}
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 = 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();
giABWidth = 20;
giABHeight = 4;
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( gpActiveSel != (WEAPON *)1 )
{
SERVER_COMMAND( gpActiveSel->szName );
g_weaponselect = gpActiveSel->iId;
}
gpLastSel = gpActiveSel;
gpActiveSel = NULL;
gHUD.m_iKeyBits &= ~IN_ATTACK;
CL_PlaySound( "common/wpn_select.wav", 1.0f );
}
}
//
// 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_iHideHUDDisplay & ITEM_SUIT ))
return;
WEAPON *p = NULL;
bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0;
if((gpActiveSel == NULL) || (gpActiveSel == (WEAPON *)1) || (iSlot != gpActiveSel->iSlot))
{
CL_PlaySound( "common/wpn_hudon.wav", 1.0f );
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
SERVER_COMMAND( p->szName );
g_weaponselect = p->iId;
return;
}
}
}
else
{
CL_PlaySound( "common/wpn_moveselect.wav", 1.0f );
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( pszName, iSize, pbuf );
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( pszName, iSize, pbuf );
int iIndex = READ_BYTE();
int iCount = READ_BYTE();
// Add ammo to the history
gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs(iCount) );
END_READ();
return 1;
}
int CHudAmmo::MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
int iIndex = READ_BYTE();
// Add the weapon to the history
gHR.AddToHistory( HISTSLOT_WEAP, iIndex );
END_READ();
return 1;
}
int CHudAmmo::MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
const char *szName = READ_STRING();
// Add the weapon to the history
gHR.AddToHistory( HISTSLOT_ITEM, szName );
END_READ();
return 1;
}
int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
gHUD.m_iHideHUDDisplay = READ_BYTE();
if((m_pWeapon == NULL) || (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )))
{
static wrect_t nullrc;
gpActiveSel = NULL;
SetCrosshair( 0, nullrc, 0, 0, 0 );
}
else
{
SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
}
END_READ();
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( pszName, iSize, pbuf );
int iState = READ_BYTE();
int iId = READ_CHAR();
int iClip = READ_CHAR();
// detect if we're also on target
if( iState > 1 )
{
fOnTarget = TRUE;
}
if( iId < 1 )
{
SetCrosshair(0, nullrc, 0, 0, 0);
m_pWeapon = NULL;
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( iState == 0 ) // we're not the current weapon, so update no more
return 1;
m_pWeapon = pWeapon;
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;
END_READ();
return 1;
}
//
// WeaponList -- Tells the hud about a new weapon type.
//
int CHudAmmo::MsgFunc_WeaponList( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
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;
gWR.AddWeapon( &Weapon );
END_READ();
return 1;
}
//------------------------------------------------------------------------
// Command Handlers
//------------------------------------------------------------------------
// Slot button pressed
void CHudAmmo::SlotInput( int iSlot )
{
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;
CL_PlaySound( "common/wpn_hudoff.wav", 1.0f );
}
else CLIENT_COMMAND( "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 & ITEM_SUIT ))
return 1;
if( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )))
return 1;
// 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) max( MIN_ALPHA, m_fFade );
if( m_fFade > 0 )
m_fFade -= (gHUD.m_flTimeDelta * 20);
UnpackRGB( r,g,b, gHUD.m_iHUDColor );
ScaleColors(r, g, b, a );
// Does this weapon have a clip?
y = SCREEN_HEIGHT - 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 = SCREEN_WIDTH - (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, gHUD.m_iHUDColor);
// 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->iAmmoType), r, g, b);
}
else
{
// SPR_Draw a bullets only line
x = SCREEN_WIDTH - 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 - iOffset, &m_pWeapon->rcAmmo );
}
// Does weapon have secondary 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 = SCREEN_WIDTH - 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);
}
}
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, gHUD.m_iHUDColor );
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, gHUD.m_iHUDColor );
if( iActiveSlot == i )
a = 255;
else a = 192; // not used ???
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_DrawAdditive( 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, gHUD.m_iHUDColor );
// if active, then we must have ammo.
if( gpActiveSel == p )
{
SPR_Set( p->hActive, r, g, b );
SPR_DrawAdditive( 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, gHUD.m_iHUDColor );
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, gHUD.m_iHUDColor );
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;
}
int CHudAmmoSecondary :: Init( void )
{
HOOK_MESSAGE( SecAmmoVal );
HOOK_MESSAGE( SecAmmoIcon );
gHUD.AddHudElem( this );
m_HUD_ammoicon = 0;
for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
m_iAmmoAmounts[i] = -1; // -1 means don't draw this value
Reset();
return 1;
}
void CHudAmmoSecondary :: Reset( void )
{
m_fFade = 0;
}
int CHudAmmoSecondary :: VidInit( void )
{
return 1;
}
int CHudAmmoSecondary :: Draw( float flTime )
{
if(( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )))
return 1;
// draw secondary ammo icons above normal ammo readout
int a, x, y, r, g, b, AmmoWidth;
UnpackRGB( r, g, b, gHUD.m_iHUDColor );
a = (int) max( MIN_ALPHA, m_fFade );
if( m_fFade > 0 )
m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons
ScaleColors( r, g, b, a );
AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
y = SCREEN_HEIGHT - (gHUD.m_iFontHeight*4); // this is one font height higher than the weapon ammo values
x = SCREEN_WIDTH - AmmoWidth;
if( m_HUD_ammoicon )
{
// Draw the ammo icon
x -= (gHUD.GetSpriteRect(m_HUD_ammoicon).right - gHUD.GetSpriteRect(m_HUD_ammoicon).left);
y -= (gHUD.GetSpriteRect(m_HUD_ammoicon).top - gHUD.GetSpriteRect(m_HUD_ammoicon).bottom);
SPR_Set( gHUD.GetSprite(m_HUD_ammoicon), r, g, b );
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_ammoicon) );
}
else
{
// move the cursor by the '0' char instead, since we don't have an icon to work with
x -= AmmoWidth;
y -= (gHUD.GetSpriteRect(gHUD.m_HUD_number_0).top - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).bottom);
}
// draw the ammo counts, in reverse order, from right to left
for( int i = MAX_SEC_AMMO_VALUES-1; i >= 0; i-- )
{
if( m_iAmmoAmounts[i] < 0 )
continue; // negative ammo amounts imply that they shouldn't be drawn
// half a char gap between the ammo number and the previous pic
x -= (AmmoWidth / 2);
// draw the number, right-aligned
x -= (gHUD.GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth);
gHUD.DrawHudNumber( x, y, DHN_DRAWZERO, m_iAmmoAmounts[i], r, g, b );
if ( i != 0 )
{
// draw the divider bar
x -= (AmmoWidth / 2);
FillRGBA(x, y, (AmmoWidth/10), gHUD.m_iFontHeight, r, g, b, a);
}
}
return 1;
}
// Message handler for Secondary Ammo Value
// accepts one value:
// string: sprite name
int CHudAmmoSecondary :: MsgFunc_SecAmmoIcon( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
m_HUD_ammoicon = gHUD.GetSpriteIndex( READ_STRING() );
END_READ();
return 1;
}
// Message handler for Secondary Ammo Icon
// Sets an ammo value
// takes two values:
// byte: ammo index
// byte: ammo value
int CHudAmmoSecondary :: MsgFunc_SecAmmoVal( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
int index = READ_BYTE();
if( index < 0 || index >= MAX_SEC_AMMO_VALUES )
return 1;
m_iAmmoAmounts[index] = READ_BYTE();
m_iFlags |= HUD_ACTIVE;
// check to see if there is anything left to draw
int count = 0;
for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
{
count += max( 0, m_iAmmoAmounts[i] );
}
if( count == 0 )
{
// the ammo fields are all empty, so turn off this hud area
m_iFlags &= ~HUD_ACTIVE;
return 1;
}
// make the icons light up
m_fFade = 200.0f;
END_READ();
return 1;
}