/*** * * 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. * ****/ // // ammohistory.cpp // #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include #include #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 = Q_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; UnpackRGB( r, g, b, RGB_YELLOWISH ); float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; ScaleColors( r, g, b, Q_min( scale, 255 ) ); // Draw the pic int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i)); int xpos = ScreenWidth - (rcPic.right - rcPic.left); 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 ); } // do not draw black console string if( !( ( hud_textmode->value == 2 ) && ( scale < 200 ) ) ) // Draw the number gHUD.DrawHudNumberString( xpos - 14, ypos, xpos - 104, 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; UnpackRGB( r,g,b, RGB_YELLOWISH ); 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, Q_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 ); UnpackRGB( r, g, b, RGB_YELLOWISH ); float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; ScaleColors( r, g, b, Q_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; }