amxmodx/hlsdk/cl_dll/ammo.cpp

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2006-08-27 06:22:59 +04:00
/***
*
* 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 "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include "pm_shared.h"
#include <string.h>
#include <stdio.h>
#include "ammohistory.h"
#include "vgui_TeamFortressViewport.h"
WEAPON *gpActiveSel; // NULL means off, 1 means just the menu bar, otherwise
// this points to the active weapon menu item
WEAPON *gpLastSel; // Last weapon menu selection
client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount);
WeaponsResource gWR;
int g_weaponselect = 0;
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 )
{
int i, iRes;
if (ScreenWidth < 640)
iRes = 320;
else
iRes = 640;
char sz[128];
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;
sprintf(sz, "sprites/%s.txt", pWeapon->szName);
client_sprite_t *pList = SPR_GetList(sz, &i);
if (!pList)
return;
client_sprite_t *p;
p = GetSpriteList( pList, "crosshair", iRes, i );
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hCrosshair = SPR_Load(sz);
pWeapon->rcCrosshair = p->rc;
}
else
pWeapon->hCrosshair = NULL;
p = GetSpriteList(pList, "autoaim", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hAutoaim = SPR_Load(sz);
pWeapon->rcAutoaim = p->rc;
}
else
pWeapon->hAutoaim = 0;
p = GetSpriteList( pList, "zoom", iRes, i );
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hZoomedCrosshair = SPR_Load(sz);
pWeapon->rcZoomedCrosshair = p->rc;
}
else
{
pWeapon->hZoomedCrosshair = pWeapon->hCrosshair; //default to non-zoomed crosshair
pWeapon->rcZoomedCrosshair = pWeapon->rcCrosshair;
}
p = GetSpriteList(pList, "zoom_autoaim", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hZoomedAutoaim = SPR_Load(sz);
pWeapon->rcZoomedAutoaim = p->rc;
}
else
{
pWeapon->hZoomedAutoaim = pWeapon->hZoomedCrosshair; //default to zoomed crosshair
pWeapon->rcZoomedAutoaim = pWeapon->rcZoomedCrosshair;
}
p = GetSpriteList(pList, "weapon", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hInactive = SPR_Load(sz);
pWeapon->rcInactive = p->rc;
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
}
else
pWeapon->hInactive = 0;
p = GetSpriteList(pList, "weapon_s", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hActive = SPR_Load(sz);
pWeapon->rcActive = p->rc;
}
else
pWeapon->hActive = 0;
p = GetSpriteList(pList, "ammo", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hAmmo = SPR_Load(sz);
pWeapon->rcAmmo = p->rc;
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
}
else
pWeapon->hAmmo = 0;
p = GetSpriteList(pList, "ammo2", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hAmmo2 = SPR_Load(sz);
pWeapon->rcAmmo2 = p->rc;
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
}
else
pWeapon->hAmmo2 = 0;
}
// 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_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_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
CVAR_CREATE( "hud_fastswitch", "0", FCVAR_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();
// VidInit();
}
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();
if (ScreenWidth >= 640)
{
giABWidth = 20;
giABHeight = 4;
}
else
{
giABWidth = 10;
giABHeight = 2;
}
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)
{
ServerCmd(gpActiveSel->szName);
g_weaponselect = gpActiveSel->iId;
}
gpLastSel = gpActiveSel;
gpActiveSel = NULL;
gHUD.m_iKeyBits &= ~IN_ATTACK;
PlaySound("common/wpn_select.wav", 1);
}
}
//
// 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_iWeaponBits & (1<<(WEAPON_SUIT)) ))
return;
if ( ! ( gHUD.m_iWeaponBits & ~(1<<(WEAPON_SUIT)) ))
return;
WEAPON *p = NULL;
bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0;
if ( (gpActiveSel == NULL) || (gpActiveSel == (WEAPON *)1) || (iSlot != gpActiveSel->iSlot) )
{
PlaySound( "common/wpn_hudon.wav", 1 );
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
ServerCmd( p->szName );
g_weaponselect = p->iId;
return;
}
}
}
else
{
PlaySound("common/wpn_moveselect.wav", 1);
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( pbuf, iSize );
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( pbuf, iSize );
int iIndex = READ_BYTE();
int iCount = READ_BYTE();
// 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 ) )
{
static wrect_t nullrc;
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 )
{
static wrect_t nullrc;
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);
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_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;
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 );
return 1;
}
//------------------------------------------------------------------------
// Command Handlers
//------------------------------------------------------------------------
// Slot button pressed
void CHudAmmo::SlotInput( int iSlot )
{
// Let the Viewport use it first, for menus
if ( gViewPort && gViewPort->SlotInput( iSlot ) )
return;
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) max( MIN_ALPHA, m_fFade );
if (m_fFade > 0)
m_fFade -= (gHUD.m_flTimeDelta * 20);
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;
// 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;
}