/*** * * 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_secondary.cpp // // implementation of CHudAmmoSecondary class // #include "hud.h" #include "cl_util.h" #include #include #include "parsemsg.h" DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoVal ) DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon ) 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, RGB_YELLOWISH ); a = (int)Q_max( MIN_ALPHA, m_fFade ); if( m_fFade > 0 ) m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f ); // 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 = ScreenHeight - ( gHUD.m_iFontHeight * 4 ); // this is one font height higher than the weapon ammo values x = ScreenWidth - 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( pbuf, iSize ); m_HUD_ammoicon = gHUD.GetSpriteIndex( READ_STRING() ); 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( pbuf, iSize ); 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 += Q_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; return 1; }