mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-26 06:45:37 +03:00
1205 lines
26 KiB
C++
1205 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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#include "vgui_TeamFortressViewport.h"
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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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if (ScreenWidth < 640)
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iRes = 320;
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else
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iRes = 640;
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char sz[128];
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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 = NULL;
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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 = 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 = 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 = 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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}
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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 = max( 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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if (ScreenWidth >= 640)
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{
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giABWidth = 20;
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giABHeight = 4;
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}
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else
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{
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giABWidth = 10;
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giABHeight = 2;
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}
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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 )
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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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{ // 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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{ // 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
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gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs(iCount) );
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return 1;
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}
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int CHudAmmo::MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf )
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{
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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;
|
|
}
|