mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-22 01:47:45 +01:00
1202 lines
26 KiB
C++
1202 lines
26 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// Ammo.cpp
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//
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// implementation of CHudAmmo class
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include "pm_shared.h"
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#include <string.h>
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#include <stdio.h>
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#include "ammohistory.h"
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#if USE_VGUI
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#include "vgui_TeamFortressViewport.h"
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#endif
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WEAPON *gpActiveSel; // NULL means off, 1 means just the menu bar, otherwise
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// this points to the active weapon menu item
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WEAPON *gpLastSel; // Last weapon menu selection
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client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount);
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WeaponsResource gWR;
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int g_weaponselect = 0;
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void WeaponsResource::LoadAllWeaponSprites( void )
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{
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for( int i = 0; i < MAX_WEAPONS; i++ )
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{
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if( rgWeapons[i].iId )
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LoadWeaponSprites( &rgWeapons[i] );
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}
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}
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int WeaponsResource::CountAmmo( int iId )
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{
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if( iId < 0 )
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return 0;
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return riAmmo[iId];
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}
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int WeaponsResource::HasAmmo( WEAPON *p )
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{
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if( !p )
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return FALSE;
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// weapons with no max ammo can always be selected
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if( p->iMax1 == -1 )
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return TRUE;
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return ( p->iAmmoType == -1 ) || p->iClip > 0 || CountAmmo( p->iAmmoType )
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|| CountAmmo( p->iAmmo2Type ) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY );
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}
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void WeaponsResource::LoadWeaponSprites( WEAPON *pWeapon )
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{
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int i, iRes;
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iRes = GetSpriteRes( ScreenWidth, ScreenHeight );
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char sz[256];
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if( !pWeapon )
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return;
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memset( &pWeapon->rcActive, 0, sizeof(wrect_t) );
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memset( &pWeapon->rcInactive, 0, sizeof(wrect_t) );
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memset( &pWeapon->rcAmmo, 0, sizeof(wrect_t) );
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memset( &pWeapon->rcAmmo2, 0, sizeof(wrect_t) );
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pWeapon->hInactive = 0;
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pWeapon->hActive = 0;
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pWeapon->hAmmo = 0;
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pWeapon->hAmmo2 = 0;
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sprintf( sz, "sprites/%s.txt", pWeapon->szName );
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client_sprite_t *pList = SPR_GetList( sz, &i );
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if( !pList )
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return;
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client_sprite_t *p;
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p = GetSpriteList( pList, "crosshair", iRes, i );
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if( p )
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{
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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pWeapon->hCrosshair = SPR_Load( sz );
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pWeapon->rcCrosshair = p->rc;
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}
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else
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pWeapon->hCrosshair = 0;
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p = GetSpriteList( pList, "autoaim", iRes, i );
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if( p )
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{
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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pWeapon->hAutoaim = SPR_Load( sz );
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pWeapon->rcAutoaim = p->rc;
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}
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else
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pWeapon->hAutoaim = 0;
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p = GetSpriteList( pList, "zoom", iRes, i );
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if( p )
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{
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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pWeapon->hZoomedCrosshair = SPR_Load( sz );
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pWeapon->rcZoomedCrosshair = p->rc;
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}
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else
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{
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pWeapon->hZoomedCrosshair = pWeapon->hCrosshair; //default to non-zoomed crosshair
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pWeapon->rcZoomedCrosshair = pWeapon->rcCrosshair;
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}
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p = GetSpriteList( pList, "zoom_autoaim", iRes, i );
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if( p )
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{
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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pWeapon->hZoomedAutoaim = SPR_Load( sz );
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pWeapon->rcZoomedAutoaim = p->rc;
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}
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else
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{
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pWeapon->hZoomedAutoaim = pWeapon->hZoomedCrosshair; //default to zoomed crosshair
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pWeapon->rcZoomedAutoaim = pWeapon->rcZoomedCrosshair;
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}
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p = GetSpriteList( pList, "weapon", iRes, i );
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if( p )
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{
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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pWeapon->hInactive = SPR_Load( sz );
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pWeapon->rcInactive = p->rc;
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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}
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else
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pWeapon->hInactive = 0;
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p = GetSpriteList( pList, "weapon_s", iRes, i );
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if( p )
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{
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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pWeapon->hActive = SPR_Load( sz );
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pWeapon->rcActive = p->rc;
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}
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else
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pWeapon->hActive = 0;
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p = GetSpriteList( pList, "ammo", iRes, i );
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if( p )
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{
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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pWeapon->hAmmo = SPR_Load( sz );
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pWeapon->rcAmmo = p->rc;
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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}
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else
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pWeapon->hAmmo = 0;
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p = GetSpriteList( pList, "ammo2", iRes, i );
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if( p )
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{
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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pWeapon->hAmmo2 = SPR_Load( sz );
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pWeapon->rcAmmo2 = p->rc;
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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}
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else
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pWeapon->hAmmo2 = 0;
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}
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// Returns the first weapon for a given slot.
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WEAPON *WeaponsResource::GetFirstPos( int iSlot )
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{
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WEAPON *pret = NULL;
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for( int i = 0; i < MAX_WEAPON_POSITIONS; i++ )
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{
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if ( rgSlots[iSlot][i] && HasAmmo( rgSlots[iSlot][i] ) )
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{
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pret = rgSlots[iSlot][i];
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break;
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}
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}
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return pret;
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}
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WEAPON* WeaponsResource::GetNextActivePos( int iSlot, int iSlotPos )
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{
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if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS )
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return NULL;
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WEAPON *p = gWR.rgSlots[iSlot][iSlotPos + 1];
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if ( !p || !gWR.HasAmmo( p ) )
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return GetNextActivePos( iSlot, iSlotPos + 1 );
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return p;
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}
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int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and height
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HSPRITE ghsprBuckets; // Sprite for top row of weapons menu
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DECLARE_MESSAGE( m_Ammo, CurWeapon ) // Current weapon and clip
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DECLARE_MESSAGE( m_Ammo, WeaponList ) // new weapon type
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DECLARE_MESSAGE( m_Ammo, AmmoX ) // update known ammo type's count
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DECLARE_MESSAGE( m_Ammo, AmmoPickup ) // flashes an ammo pickup record
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DECLARE_MESSAGE( m_Ammo, WeapPickup ) // flashes a weapon pickup record
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DECLARE_MESSAGE( m_Ammo, HideWeapon ) // hides the weapon, ammo, and crosshair displays temporarily
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DECLARE_MESSAGE( m_Ammo, ItemPickup )
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DECLARE_COMMAND( m_Ammo, Slot1 )
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DECLARE_COMMAND( m_Ammo, Slot2 )
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DECLARE_COMMAND( m_Ammo, Slot3 )
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DECLARE_COMMAND( m_Ammo, Slot4 )
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DECLARE_COMMAND( m_Ammo, Slot5 )
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DECLARE_COMMAND( m_Ammo, Slot6 )
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DECLARE_COMMAND( m_Ammo, Slot7 )
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DECLARE_COMMAND( m_Ammo, Slot8 )
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DECLARE_COMMAND( m_Ammo, Slot9 )
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DECLARE_COMMAND( m_Ammo, Slot10 )
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DECLARE_COMMAND( m_Ammo, Close )
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DECLARE_COMMAND( m_Ammo, NextWeapon )
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DECLARE_COMMAND( m_Ammo, PrevWeapon )
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// width of ammo fonts
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#define AMMO_SMALL_WIDTH 10
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#define AMMO_LARGE_WIDTH 20
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#define HISTORY_DRAW_TIME "5"
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int CHudAmmo::Init( void )
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{
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gHUD.AddHudElem( this );
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HOOK_MESSAGE( CurWeapon );
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HOOK_MESSAGE( WeaponList );
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HOOK_MESSAGE( AmmoPickup );
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HOOK_MESSAGE( WeapPickup );
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HOOK_MESSAGE( ItemPickup );
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HOOK_MESSAGE( HideWeapon );
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HOOK_MESSAGE( AmmoX );
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HOOK_COMMAND( "slot1", Slot1 );
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HOOK_COMMAND( "slot2", Slot2 );
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HOOK_COMMAND( "slot3", Slot3 );
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HOOK_COMMAND( "slot4", Slot4 );
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HOOK_COMMAND( "slot5", Slot5 );
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HOOK_COMMAND( "slot6", Slot6 );
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HOOK_COMMAND( "slot7", Slot7 );
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HOOK_COMMAND( "slot8", Slot8 );
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HOOK_COMMAND( "slot9", Slot9 );
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HOOK_COMMAND( "slot10", Slot10 );
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HOOK_COMMAND( "cancelselect", Close );
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HOOK_COMMAND( "invnext", NextWeapon );
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HOOK_COMMAND( "invprev", PrevWeapon );
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Reset();
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CVAR_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
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CVAR_CREATE( "hud_fastswitch", "0", FCVAR_ARCHIVE ); // controls whether or not weapons can be selected in one keypress
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m_iFlags |= HUD_ACTIVE; //!!!
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gWR.Init();
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gHR.Init();
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return 1;
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}
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void CHudAmmo::Reset( void )
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{
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m_fFade = 0;
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m_iFlags |= HUD_ACTIVE; //!!!
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gpActiveSel = NULL;
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gHUD.m_iHideHUDDisplay = 0;
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gWR.Reset();
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gHR.Reset();
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//VidInit();
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wrect_t nullrc = {0,};
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SetCrosshair( 0, nullrc, 0, 0, 0 ); // reset crosshair
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m_pWeapon = NULL; // reset last weapon
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}
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int CHudAmmo::VidInit( void )
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{
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// Load sprites for buckets (top row of weapon menu)
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m_HUD_bucket0 = gHUD.GetSpriteIndex( "bucket1" );
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m_HUD_selection = gHUD.GetSpriteIndex( "selection" );
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ghsprBuckets = gHUD.GetSprite( m_HUD_bucket0 );
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giBucketWidth = gHUD.GetSpriteRect( m_HUD_bucket0 ).right - gHUD.GetSpriteRect( m_HUD_bucket0 ).left;
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giBucketHeight = gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top;
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gHR.iHistoryGap = gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top;
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// If we've already loaded weapons, let's get new sprites
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gWR.LoadAllWeaponSprites();
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const int res = GetSpriteRes( ScreenWidth, ScreenHeight );
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int factor;
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if( res >= 2560 )
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factor = 4;
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else if( res >= 1280 )
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factor = 3;
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else if( res >= 640 )
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factor = 2;
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else
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factor = 1;
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giABWidth = 10 * factor;
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giABHeight = 2 * factor;
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return 1;
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}
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//
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// Think:
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// Used for selection of weapon menu item.
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//
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void CHudAmmo::Think( void )
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{
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if( gHUD.m_fPlayerDead )
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return;
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if( gHUD.m_iWeaponBits != gWR.iOldWeaponBits )
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{
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gWR.iOldWeaponBits = gHUD.m_iWeaponBits;
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for( int i = MAX_WEAPONS-1; i > 0; i-- )
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{
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WEAPON *p = gWR.GetWeapon( i );
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if( p && p->iId )
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{
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if( gHUD.m_iWeaponBits & ( 1 << p->iId ) )
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gWR.PickupWeapon( p );
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else
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gWR.DropWeapon( p );
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}
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}
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}
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if( !gpActiveSel )
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return;
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// has the player selected one?
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if( gHUD.m_iKeyBits & IN_ATTACK )
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{
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if( gpActiveSel != (WEAPON *) 1 )
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{
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ServerCmd( gpActiveSel->szName );
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g_weaponselect = gpActiveSel->iId;
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}
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gpLastSel = gpActiveSel;
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gpActiveSel = NULL;
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gHUD.m_iKeyBits &= ~IN_ATTACK;
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PlaySound( "common/wpn_select.wav", 1 );
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}
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}
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//
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// Helper function to return a Ammo pointer from id
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//
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HSPRITE* WeaponsResource::GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect )
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{
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for( int i = 0; i < MAX_WEAPONS; i++ )
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{
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if( rgWeapons[i].iAmmoType == iAmmoId )
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{
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rect = rgWeapons[i].rcAmmo;
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return &rgWeapons[i].hAmmo;
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}
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else if( rgWeapons[i].iAmmo2Type == iAmmoId )
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{
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rect = rgWeapons[i].rcAmmo2;
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return &rgWeapons[i].hAmmo2;
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}
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}
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return NULL;
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}
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// Menu Selection Code
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void WeaponsResource::SelectSlot( int iSlot, int fAdvance, int iDirection )
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{
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if( gHUD.m_Menu.m_fMenuDisplayed && ( fAdvance == FALSE ) && ( iDirection == 1 ) )
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{
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// menu is overriding slot use commands
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gHUD.m_Menu.SelectMenuItem( iSlot + 1 ); // slots are one off the key numbers
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return;
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}
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if( iSlot > MAX_WEAPON_SLOTS )
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return;
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if( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
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return;
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if ( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
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return;
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if( ! ( gHUD.m_iWeaponBits & ~( 1 << ( WEAPON_SUIT ) ) ) )
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return;
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WEAPON *p = NULL;
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bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0;
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if ( ( gpActiveSel == NULL ) || ( gpActiveSel == (WEAPON *) 1 ) || ( iSlot != gpActiveSel->iSlot ) )
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{
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PlaySound( "common/wpn_hudon.wav", 1 );
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p = GetFirstPos( iSlot );
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if ( p && fastSwitch ) // check for fast weapon switch mode
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{
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// if fast weapon switch is on, then weapons can be selected in a single keypress
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// but only if there is only one item in the bucket
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WEAPON *p2 = GetNextActivePos( p->iSlot, p->iSlotPos );
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if ( !p2 )
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{
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// only one active item in bucket, so change directly to weapon
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ServerCmd( p->szName );
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g_weaponselect = p->iId;
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return;
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}
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}
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}
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else
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{
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PlaySound( "common/wpn_moveselect.wav", 1 );
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if ( gpActiveSel )
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p = GetNextActivePos( gpActiveSel->iSlot, gpActiveSel->iSlotPos );
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if ( !p )
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p = GetFirstPos( iSlot );
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}
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if ( !p ) // no selection found
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{
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// just display the weapon list, unless fastswitch is on just ignore it
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if ( !fastSwitch )
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gpActiveSel = (WEAPON *)1;
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else
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gpActiveSel = NULL;
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}
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else
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gpActiveSel = p;
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}
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//------------------------------------------------------------------------
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// Message Handlers
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//------------------------------------------------------------------------
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//
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// AmmoX -- Update the count of a known type of ammo
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//
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int CHudAmmo::MsgFunc_AmmoX( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int iIndex = READ_BYTE();
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int iCount = READ_BYTE();
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gWR.SetAmmo( iIndex, abs( iCount ) );
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return 1;
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}
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int CHudAmmo::MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int iIndex = READ_BYTE();
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int iCount = READ_BYTE();
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// 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( gEngfuncs.IsSpectateOnly() )
|
|
return 1;
|
|
|
|
if( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
|
|
{
|
|
wrect_t nullrc = {0,};
|
|
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 )
|
|
{
|
|
wrect_t nullrc = {0,};
|
|
int fOnTarget = FALSE;
|
|
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
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 );
|
|
// Clear out the weapon so we don't keep drawing the last active weapon's ammo. - Solokiller
|
|
m_pWeapon = 0;
|
|
return 0;
|
|
}
|
|
|
|
if( g_iUser1 != OBS_IN_EYE )
|
|
{
|
|
// 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_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;
|
|
|
|
strncpy( Weapon.szName, READ_STRING(), sizeof(Weapon.szName) );
|
|
Weapon.szName[sizeof(Weapon.szName) - 1] = '\0';
|
|
|
|
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;
|
|
|
|
if( Weapon.iId < 0 || Weapon.iId >= MAX_WEAPONS )
|
|
return 0;
|
|
if( Weapon.iSlot < 0 || Weapon.iSlot >= MAX_WEAPON_SLOTS + 1 )
|
|
return 0;
|
|
if( Weapon.iSlotPos < 0 || Weapon.iSlotPos >= MAX_WEAPON_POSITIONS + 1 )
|
|
return 0;
|
|
if( Weapon.iAmmoType < -1 || Weapon.iAmmoType >= MAX_AMMO_TYPES )
|
|
return 0;
|
|
if( Weapon.iAmmo2Type < -1 || Weapon.iAmmo2Type >= MAX_AMMO_TYPES )
|
|
return 0;
|
|
if( Weapon.iAmmoType >= 0 && Weapon.iMax1 == 0 )
|
|
return 0;
|
|
if( Weapon.iAmmo2Type >= 0 && Weapon.iMax2 == 0 )
|
|
return 0;
|
|
|
|
gWR.AddWeapon( &Weapon );
|
|
|
|
return 1;
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
// Command Handlers
|
|
//------------------------------------------------------------------------
|
|
// Slot button pressed
|
|
void CHudAmmo::SlotInput( int iSlot )
|
|
{
|
|
#if USE_VGUI
|
|
// Let the Viewport use it first, for menus
|
|
if( gViewPort && gViewPort->SlotInput( iSlot ) )
|
|
return;
|
|
#endif
|
|
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_iWeaponBits & ( 1 << ( WEAPON_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)Q_max( MIN_ALPHA, m_fFade );
|
|
|
|
if( m_fFade > 0 )
|
|
m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f );
|
|
|
|
UnpackRGB( r, g, b, RGB_YELLOWISH );
|
|
|
|
ScaleColors( r, g, b, a );
|
|
|
|
// Does this weapon have a clip?
|
|
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
|
|
y += gHUD.m_iHudNumbersYOffset; // a1ba: fix HL25 HUD vertical inconsistensy
|
|
|
|
// 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_YELLOWISH );
|
|
|
|
// 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 = 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 - iOffset, &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 );
|
|
}
|
|
}
|
|
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_YELLOWISH );
|
|
|
|
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_YELLOWISH );
|
|
|
|
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_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, RGB_YELLOWISH );
|
|
|
|
// 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, RGB_YELLOWISH );
|
|
|
|
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_YELLOWISH );
|
|
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;
|
|
}
|