1219 lines
25 KiB
C++
1219 lines
25 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()
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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 (0 != 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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bool 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 || 0 != CountAmmo(p->iAmmoType) || 0 != CountAmmo(p->iAmmo2Type) || (p->iFlags & WEAPON_FLAGS_SELECTONEMPTY) != 0;
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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 > 2560 && ScreenHeight > 1600)
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iRes = 2560;
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else if (ScreenWidth >= 1280 && ScreenHeight > 720)
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iRes = 1280;
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else if (ScreenWidth >= 640)
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iRes = 640;
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else
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iRes = 320;
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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(Rect));
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memset(&pWeapon->rcInactive, 0, sizeof(Rect));
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memset(&pWeapon->rcAmmo, 0, sizeof(Rect));
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memset(&pWeapon->rcAmmo2, 0, sizeof(Rect));
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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 = V_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 = V_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 = V_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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bool CHudAmmo::Init()
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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 true;
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}
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void CHudAmmo::Reset()
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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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}
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bool CHudAmmo::VidInit()
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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 = V_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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int nScale = 1;
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if (ScreenWidth > 2560 && ScreenHeight > 1600)
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nScale = 4;
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else if (ScreenWidth >= 1280 && ScreenHeight > 720)
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nScale = 3;
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else if (ScreenWidth >= 640)
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nScale = 2;
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giABWidth = 10 * nScale;
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giABHeight = 2 * nScale;
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return true;
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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()
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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 && WEAPON_NONE != p->iId)
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{
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if (gHUD.HasWeapon(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) != 0)
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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, Rect& 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, bool fAdvance, int iDirection)
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{
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if (gHUD.m_Menu.m_fMenuDisplayed && (!fAdvance) && (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)) != 0)
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return;
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if (!gHUD.HasSuit())
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return;
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if (!gHUD.HasAnyWeapons())
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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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bool 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 true;
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}
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bool 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 true;
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}
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bool CHudAmmo::MsgFunc_WeapPickup(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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// Add the weapon to the history
|
|
gHR.AddToHistory(HISTSLOT_WEAP, iIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool 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 true;
|
|
}
|
|
|
|
|
|
bool CHudAmmo::MsgFunc_HideWeapon(const char* pszName, int iSize, void* pbuf)
|
|
{
|
|
BEGIN_READ(pbuf, iSize);
|
|
|
|
gHUD.m_iHideHUDDisplay = READ_BYTE();
|
|
|
|
if (0 != gEngfuncs.IsSpectateOnly())
|
|
return true;
|
|
|
|
if ((gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) != 0)
|
|
{
|
|
static Rect nullrc;
|
|
gpActiveSel = NULL;
|
|
SetCrosshair(0, nullrc, 0, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
if (m_pWeapon)
|
|
SetCrosshair(m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
bool CHudAmmo::MsgFunc_CurWeapon(const char* pszName, int iSize, void* pbuf)
|
|
{
|
|
static Rect nullrc;
|
|
bool 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);
|
|
m_pWeapon = nullptr;
|
|
return false;
|
|
}
|
|
|
|
if (g_iUser1 != OBS_IN_EYE)
|
|
{
|
|
// Is player dead???
|
|
if ((iId == -1) && (iClip == -1))
|
|
{
|
|
gHUD.m_fPlayerDead = true;
|
|
gpActiveSel = NULL;
|
|
return true;
|
|
}
|
|
gHUD.m_fPlayerDead = false;
|
|
}
|
|
|
|
WEAPON* pWeapon = gWR.GetWeapon(iId);
|
|
|
|
if (!pWeapon)
|
|
return false;
|
|
|
|
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 true;
|
|
|
|
m_pWeapon = pWeapon;
|
|
|
|
if (gHUD.m_iFOV >= 90)
|
|
{ // normal crosshairs
|
|
if (fOnTarget && 0 != 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 && 0 != 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 true;
|
|
}
|
|
|
|
//
|
|
// WeaponList -- Tells the hud about a new weapon type.
|
|
//
|
|
bool CHudAmmo::MsgFunc_WeaponList(const char* pszName, int iSize, void* pbuf)
|
|
{
|
|
BEGIN_READ(pbuf, iSize);
|
|
|
|
WEAPON Weapon;
|
|
|
|
strncpy(Weapon.szName, READ_STRING(), MAX_WEAPON_NAME);
|
|
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 true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
// Command Handlers
|
|
//------------------------------------------------------------------------
|
|
// Slot button pressed
|
|
void CHudAmmo::SlotInput(int iSlot)
|
|
{
|
|
if (gViewPort && gViewPort->SlotInput(iSlot))
|
|
return;
|
|
|
|
gWR.SelectSlot(iSlot, false, 1);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot1()
|
|
{
|
|
SlotInput(0);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot2()
|
|
{
|
|
SlotInput(1);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot3()
|
|
{
|
|
SlotInput(2);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot4()
|
|
{
|
|
SlotInput(3);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot5()
|
|
{
|
|
SlotInput(4);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot6()
|
|
{
|
|
SlotInput(5);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot7()
|
|
{
|
|
SlotInput(6);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot8()
|
|
{
|
|
SlotInput(7);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot9()
|
|
{
|
|
SlotInput(8);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Slot10()
|
|
{
|
|
SlotInput(9);
|
|
}
|
|
|
|
void CHudAmmo::UserCmd_Close()
|
|
{
|
|
if (gpActiveSel)
|
|
{
|
|
gpLastSel = gpActiveSel;
|
|
gpActiveSel = NULL;
|
|
PlaySound("common/wpn_hudoff.wav", 1);
|
|
}
|
|
else
|
|
EngineClientCmd("escape");
|
|
}
|
|
|
|
|
|
// Selects the next item in the weapon menu
|
|
void CHudAmmo::UserCmd_NextWeapon()
|
|
{
|
|
if (gHUD.m_fPlayerDead || (gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) != 0)
|
|
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()
|
|
{
|
|
if (gHUD.m_fPlayerDead || (gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) != 0)
|
|
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
|
|
//-------------------------------------------------------------------------
|
|
|
|
bool CHudAmmo::Draw(float flTime)
|
|
{
|
|
int a, x, y, r, g, b;
|
|
int AmmoWidth;
|
|
|
|
if (!gHUD.HasSuit())
|
|
return true;
|
|
|
|
if ((gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) != 0)
|
|
return true;
|
|
|
|
// Draw Weapon Menu
|
|
DrawWList(flTime);
|
|
|
|
// Draw ammo pickup history
|
|
gHR.DrawAmmoHistory(flTime);
|
|
|
|
if ((m_iFlags & HUD_ACTIVE) == 0)
|
|
return false;
|
|
|
|
if (!m_pWeapon)
|
|
return false;
|
|
|
|
WEAPON* pw = m_pWeapon; // shorthand
|
|
|
|
// SPR_Draw Ammo
|
|
if ((pw->iAmmoType < 0) && (pw->iAmmo2Type < 0))
|
|
return false;
|
|
|
|
|
|
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)V_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);
|
|
|
|
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
|
|
y += (int)(gHUD.m_iFontHeight * 0.2f);
|
|
|
|
// 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);
|
|
|
|
Rect 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 true;
|
|
}
|
|
|
|
|
|
//
|
|
// 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 (0 != 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 (0 == 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
|
|
//
|
|
bool CHudAmmo::DrawWList(float flTime)
|
|
{
|
|
int r, g, b, x, y, a, i;
|
|
|
|
if (!gpActiveSel)
|
|
return false;
|
|
|
|
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 || 0 == 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 || 0 == 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 true;
|
|
}
|
|
|
|
|
|
/* =================================
|
|
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 (0 != i--)
|
|
{
|
|
if ((p->iRes == iRes) && (0 == strcmp(psz, p->szName)))
|
|
return p;
|
|
p++;
|
|
}
|
|
|
|
return NULL;
|
|
}
|