halflife-photomode/cl_dll/ammohistory.cpp

188 lines
5.3 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.
*
****/
//
// ammohistory.cpp
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
#include "ammohistory.h"
HistoryResource gHR;
#define AMMO_PICKUP_GAP (gHR.iHistoryGap + 5)
#define AMMO_PICKUP_PICK_HEIGHT (32 + (gHR.iHistoryGap * 2))
#define AMMO_PICKUP_HEIGHT_MAX (ScreenHeight - 100)
#define MAX_ITEM_NAME 32
int HISTORY_DRAW_TIME = 5;
// keep a list of items
struct ITEM_INFO
{
char szName[MAX_ITEM_NAME];
HSPRITE spr;
Rect rect;
};
void HistoryResource::AddToHistory(int iType, int iId, int iCount)
{
if (iType == HISTSLOT_AMMO && 0 == iCount)
return; // no amount, so don't add
if ((((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY))
{ // the pic would have to be drawn too high
// so start from the bottom
iCurrentHistorySlot = 0;
}
HIST_ITEM* freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot
HISTORY_DRAW_TIME = CVAR_GET_FLOAT("hud_drawhistory_time");
freeslot->type = iType;
freeslot->iId = iId;
freeslot->iCount = iCount;
freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
}
void HistoryResource::AddToHistory(int iType, const char* szName, int iCount)
{
if (iType != HISTSLOT_ITEM)
return;
if ((((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY))
{ // the pic would have to be drawn too high
// so start from the bottom
iCurrentHistorySlot = 0;
}
HIST_ITEM* freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot
// I am really unhappy with all the code in this file
int i = gHUD.GetSpriteIndex(szName);
if (i == -1)
return; // unknown sprite name, don't add it to history
freeslot->iId = i;
freeslot->type = iType;
freeslot->iCount = iCount;
HISTORY_DRAW_TIME = CVAR_GET_FLOAT("hud_drawhistory_time");
freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
}
void HistoryResource::CheckClearHistory()
{
for (int i = 0; i < MAX_HISTORY; i++)
{
if (HISTSLOT_EMPTY != rgAmmoHistory[i].type)
return;
}
iCurrentHistorySlot = 0;
}
//
// Draw Ammo pickup history
//
bool HistoryResource::DrawAmmoHistory(float flTime)
{
for (int i = 0; i < MAX_HISTORY; i++)
{
if (HISTSLOT_EMPTY != rgAmmoHistory[i].type)
{
rgAmmoHistory[i].DisplayTime = V_min(rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME);
if (rgAmmoHistory[i].DisplayTime <= flTime)
{ // pic drawing time has expired
memset(&rgAmmoHistory[i], 0, sizeof(HIST_ITEM));
CheckClearHistory();
}
else if (rgAmmoHistory[i].type == HISTSLOT_AMMO)
{
Rect rcPic;
HSPRITE* spr = gWR.GetAmmoPicFromWeapon(rgAmmoHistory[i].iId, rcPic);
int r, g, b;
UnpackRGB(r, g, b, RGB_YELLOWISH);
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
ScaleColors(r, g, b, V_min(scale, 255));
// Draw the pic
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
int xpos = ScreenWidth - 24;
if (spr && 0 != *spr) // weapon isn't loaded yet so just don't draw the pic
{ // the dll has to make sure it has sent info the weapons you need
SPR_Set(*spr, r, g, b);
SPR_DrawAdditive(0, xpos, ypos, &rcPic);
}
// Draw the number
gHUD.DrawHudNumberString(xpos - 10, ypos, xpos - 100, rgAmmoHistory[i].iCount, r, g, b);
}
else if (rgAmmoHistory[i].type == HISTSLOT_WEAP)
{
WEAPON* weap = gWR.GetWeapon(rgAmmoHistory[i].iId);
if (!weap)
return true; // we don't know about the weapon yet, so don't draw anything
int r, g, b;
UnpackRGB(r, g, b, RGB_YELLOWISH);
if (!gWR.HasAmmo(weap))
UnpackRGB(r, g, b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
ScaleColors(r, g, b, V_min(scale, 255));
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left);
SPR_Set(weap->hInactive, r, g, b);
SPR_DrawAdditive(0, xpos, ypos, &weap->rcInactive);
}
else if (rgAmmoHistory[i].type == HISTSLOT_ITEM)
{
int r, g, b;
if (0 == rgAmmoHistory[i].iId)
continue; // sprite not loaded
Rect rect = gHUD.GetSpriteRect(rgAmmoHistory[i].iId);
UnpackRGB(r, g, b, RGB_YELLOWISH);
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
ScaleColors(r, g, b, V_min(scale, 255));
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
int xpos = ScreenWidth - (rect.right - rect.left) - 10;
SPR_Set(gHUD.GetSprite(rgAmmoHistory[i].iId), r, g, b);
SPR_DrawAdditive(0, xpos, ypos, &rect);
}
}
}
return true;
}