halflife-photomode/cl_dll/ammo_secondary.cpp

157 lines
4 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// ammo_secondary.cpp
//
// implementation of CHudAmmoSecondary class
//
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <stdio.h>
#include "parsemsg.h"
DECLARE_MESSAGE(m_AmmoSecondary, SecAmmoVal);
DECLARE_MESSAGE(m_AmmoSecondary, SecAmmoIcon);
bool CHudAmmoSecondary::Init()
{
HOOK_MESSAGE(SecAmmoVal);
HOOK_MESSAGE(SecAmmoIcon);
gHUD.AddHudElem(this);
m_HUD_ammoicon = 0;
for (int i = 0; i < MAX_SEC_AMMO_VALUES; i++)
m_iAmmoAmounts[i] = -1; // -1 means don't draw this value
Reset();
return true;
}
void CHudAmmoSecondary::Reset()
{
m_fFade = 0;
}
bool CHudAmmoSecondary::VidInit()
{
return true;
}
bool CHudAmmoSecondary::Draw(float flTime)
{
if ((gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) != 0)
return true;
// draw secondary ammo icons above normal ammo readout
int a, x, y, r, g, b, AmmoWidth;
UnpackRGB(r, g, b, RGB_YELLOWISH);
a = (int)V_max(MIN_ALPHA, m_fFade);
if (m_fFade > 0)
m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons
ScaleColors(r, g, b, a);
AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
y = ScreenHeight - (gHUD.m_iFontHeight * 4); // this is one font height higher than the weapon ammo values
x = ScreenWidth - AmmoWidth;
if (0 != m_HUD_ammoicon)
{
// Draw the ammo icon
x -= (gHUD.GetSpriteRect(m_HUD_ammoicon).right - gHUD.GetSpriteRect(m_HUD_ammoicon).left);
y -= (gHUD.GetSpriteRect(m_HUD_ammoicon).top - gHUD.GetSpriteRect(m_HUD_ammoicon).bottom);
SPR_Set(gHUD.GetSprite(m_HUD_ammoicon), r, g, b);
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_ammoicon));
}
else
{ // move the cursor by the '0' char instead, since we don't have an icon to work with
x -= AmmoWidth;
y -= (gHUD.GetSpriteRect(gHUD.m_HUD_number_0).top - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).bottom);
}
// draw the ammo counts, in reverse order, from right to left
for (int i = MAX_SEC_AMMO_VALUES - 1; i >= 0; i--)
{
if (m_iAmmoAmounts[i] < 0)
continue; // negative ammo amounts imply that they shouldn't be drawn
// half a char gap between the ammo number and the previous pic
x -= (AmmoWidth / 2);
// draw the number, right-aligned
x -= (gHUD.GetNumWidth(m_iAmmoAmounts[i], DHN_DRAWZERO) * AmmoWidth);
gHUD.DrawHudNumber(x, y, DHN_DRAWZERO, m_iAmmoAmounts[i], r, g, b);
if (i != 0)
{
// draw the divider bar
x -= (AmmoWidth / 2);
FillRGBA(x, y, (AmmoWidth / 10), gHUD.m_iFontHeight, r, g, b, a);
}
}
return true;
}
// Message handler for Secondary Ammo Value
// accepts one value:
// string: sprite name
bool CHudAmmoSecondary::MsgFunc_SecAmmoIcon(const char* pszName, int iSize, void* pbuf)
{
BEGIN_READ(pbuf, iSize);
m_HUD_ammoicon = gHUD.GetSpriteIndex(READ_STRING());
return true;
}
// Message handler for Secondary Ammo Icon
// Sets an ammo value
// takes two values:
// byte: ammo index
// byte: ammo value
bool CHudAmmoSecondary::MsgFunc_SecAmmoVal(const char* pszName, int iSize, void* pbuf)
{
BEGIN_READ(pbuf, iSize);
int index = READ_BYTE();
if (index < 0 || index >= MAX_SEC_AMMO_VALUES)
return true;
m_iAmmoAmounts[index] = READ_BYTE();
m_iFlags |= HUD_ACTIVE;
// check to see if there is anything left to draw
int count = 0;
for (int i = 0; i < MAX_SEC_AMMO_VALUES; i++)
{
count += V_max(0, m_iAmmoAmounts[i]);
}
if (count == 0)
{ // the ammo fields are all empty, so turn off this hud area
m_iFlags &= ~HUD_ACTIVE;
return true;
}
// make the icons light up
m_fFade = 200.0f;
return true;
}