mirror of
https://github.com/FWGS/hlsdk-xash3d
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160 lines
4.1 KiB
C++
160 lines
4.1 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_secondary.cpp
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//
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// implementation of CHudAmmoSecondary 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 <string.h>
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#include <stdio.h>
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#include "parsemsg.h"
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DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoVal )
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DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon )
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int CHudAmmoSecondary::Init( void )
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{
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HOOK_MESSAGE( SecAmmoVal );
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HOOK_MESSAGE( SecAmmoIcon );
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gHUD.AddHudElem(this);
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m_HUD_ammoicon = 0;
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for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
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m_iAmmoAmounts[i] = -1; // -1 means don't draw this value
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Reset();
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return 1;
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}
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void CHudAmmoSecondary::Reset( void )
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{
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m_fFade = 0;
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}
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int CHudAmmoSecondary::VidInit( void )
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{
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return 1;
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}
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int CHudAmmoSecondary::Draw( float flTime )
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{
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if( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) )
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return 1;
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// draw secondary ammo icons above normal ammo readout
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int a, x, y, r, g, b, AmmoWidth;
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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a = (int)Q_max( MIN_ALPHA, m_fFade );
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if( m_fFade > 0 )
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m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f ); // slowly lower alpha to fade out icons
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ScaleColors( r, g, b, a );
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AmmoWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left;
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y = ScreenHeight - ( gHUD.m_iFontHeight * 4 ); // this is one font height higher than the weapon ammo values
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x = ScreenWidth - AmmoWidth;
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if( m_HUD_ammoicon )
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{
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// Draw the ammo icon
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x -= ( gHUD.GetSpriteRect( m_HUD_ammoicon ).right - gHUD.GetSpriteRect( m_HUD_ammoicon ).left );
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y -= ( gHUD.GetSpriteRect( m_HUD_ammoicon ).top - gHUD.GetSpriteRect( m_HUD_ammoicon ).bottom );
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SPR_Set( gHUD.GetSprite( m_HUD_ammoicon ), r, g, b );
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SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_ammoicon ) );
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}
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else
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{
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// move the cursor by the '0' char instead, since we don't have an icon to work with
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x -= AmmoWidth;
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y -= ( gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).top - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).bottom );
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}
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// draw the ammo counts, in reverse order, from right to left
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for( int i = MAX_SEC_AMMO_VALUES-1; i >= 0; i-- )
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{
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if( m_iAmmoAmounts[i] < 0 )
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continue; // negative ammo amounts imply that they shouldn't be drawn
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// half a char gap between the ammo number and the previous pic
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x -= ( AmmoWidth / 2 );
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// draw the number, right-aligned
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x -= ( gHUD.GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth );
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gHUD.DrawHudNumber( x, y, DHN_DRAWZERO, m_iAmmoAmounts[i], r, g, b );
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if( i != 0 )
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{
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// draw the divider bar
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x -= ( AmmoWidth / 2 );
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FillRGBA( x, y, ( AmmoWidth/10 ), gHUD.m_iFontHeight, r, g, b, a );
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}
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}
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return 1;
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}
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// Message handler for Secondary Ammo Value
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// accepts one value:
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// string: sprite name
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int CHudAmmoSecondary::MsgFunc_SecAmmoIcon( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_HUD_ammoicon = gHUD.GetSpriteIndex( READ_STRING() );
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return 1;
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}
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// Message handler for Secondary Ammo Icon
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// Sets an ammo value
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// takes two values:
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// byte: ammo index
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// byte: ammo value
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int CHudAmmoSecondary::MsgFunc_SecAmmoVal( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int index = READ_BYTE();
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if( index < 0 || index >= MAX_SEC_AMMO_VALUES )
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return 1;
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m_iAmmoAmounts[index] = READ_BYTE();
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m_iFlags |= HUD_ACTIVE;
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// check to see if there is anything left to draw
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int count = 0;
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for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
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{
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count += Q_max( 0, m_iAmmoAmounts[i] );
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}
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if( count == 0 )
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{
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// the ammo fields are all empty, so turn off this hud area
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m_iFlags &= ~HUD_ACTIVE;
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return 1;
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}
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// make the icons light up
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m_fFade = 200.0f;
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return 1;
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}
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