509 lines
13 KiB
C++
509 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "hud_macros.h"
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#include "hud_bitmapnumericdisplay.h"
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#include "iclientmode.h"
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#include "c_dod_player.h"
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#include "ihudlcd.h"
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#include <vgui/ISurface.h>
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#include <vgui_controls/AnimationController.h>
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//-----------------------------------------------------------------------------
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// Purpose: Displays current ammunition level
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//-----------------------------------------------------------------------------
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class CHudAmmo : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudAmmo, vgui::Panel );
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public:
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CHudAmmo( const char *pElementName );
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void Init( void );
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void VidInit( void );
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void SetAmmo(int ammo, bool playAnimation);
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void SetAmmo2(int ammo2, bool playAnimation);
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protected:
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virtual void OnThink();
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virtual void Paint( void );
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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private:
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void DrawText( char *text, int x, int y, Color clrText );
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void DrawNumbers( int num, int x, int y );
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void PaintGrenadeAmmo( CWeaponDODBase *pWpn );
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void PaintBazookaAmmo( CWeaponDODBase *pWpn );
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void PaintMGAmmo( CWeaponDODBase *pWpn );
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void PaintGunAmmo( CWeaponDODBase *pWpn );
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void PaintRifleGrenadeAmmo( CWeaponDODBase *pWpn );
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CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
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int m_iAmmo;
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int m_iAmmo2;
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bool m_bUsesClips;
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int m_iAdditiveWhiteID;
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CPanelAnimationVarAliasType( float, digit2_xpos, "digit2_xpos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, digit2_ypos, "digit2_ypos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, bar_xpos, "bar_xpos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, bar_ypos, "bar_ypos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, bar_width, "bar_width", "2", "proportional_float" );
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CPanelAnimationVarAliasType( float, bar_height, "bar_height", "2", "proportional_float" );
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CPanelAnimationVarAliasType( float, icon_xpos, "icon_xpos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, icon_ypos, "icon_ypos", "0", "proportional_float" );
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CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" );
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Color m_clrIcon;
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CHudTexture *m_pMGNumbers[10];
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};
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//DECLARE_HUDELEMENT( CHudAmmo );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudAmmo::CHudAmmo( const char *pElementName ) : vgui::Panel( NULL, "HudAmmo" ), CHudElement( pElementName )
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{
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SetParent( g_pClientMode->GetViewport() );
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m_iAdditiveWhiteID = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_iAdditiveWhiteID, "vgui/white_additive" , true, false);
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SetActive( true );
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m_clrIcon = Color(255,255,255,255);
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_WEAPONSELECTION );
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hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
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hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
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hudlcd->SetGlobalStat( "(weapon_name)", "" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudAmmo::Init( void )
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{
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m_iAmmo = -1;
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m_iAmmo2 = -1;
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}
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void CHudAmmo::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudAmmo::VidInit( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: called every frame to get ammo info from the weapon
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//-----------------------------------------------------------------------------
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void CHudAmmo::OnThink()
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{
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C_BaseCombatWeapon *wpn = GetActiveWeapon();
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hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
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hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if (!wpn || !player || !wpn->UsesPrimaryAmmo())
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{
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hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
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SetPaintEnabled(false);
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SetPaintBackgroundEnabled(false);
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return;
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}
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else
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{
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SetPaintEnabled(true);
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SetPaintBackgroundEnabled(true);
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}
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// get the ammo in our clip
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int ammo1 = wpn->Clip1();
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int ammo2;
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if (ammo1 < 0)
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{
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// we don't use clip ammo, just use the total ammo count
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ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
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ammo2 = 0;
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}
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else
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{
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// we use clip ammo, so the second ammo is the total ammo
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ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
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}
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hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
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hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
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if (wpn == m_hCurrentActiveWeapon)
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{
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// same weapon, just update counts
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SetAmmo(ammo1, true);
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SetAmmo2(ammo2, true);
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}
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else
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{
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// diferent weapon, change without triggering
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SetAmmo(ammo1, false);
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SetAmmo2(ammo2, false);
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// update whether or not we show the total ammo display
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if (wpn->UsesClipsForAmmo1())
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{
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m_bUsesClips = true;
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}
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else
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{
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m_bUsesClips = false;
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}
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m_hCurrentActiveWeapon = wpn;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates ammo display
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//-----------------------------------------------------------------------------
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void CHudAmmo::SetAmmo(int ammo, bool playAnimation)
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{
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if (ammo != m_iAmmo)
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{
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m_iAmmo = ammo;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates 2nd ammo display
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//-----------------------------------------------------------------------------
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void CHudAmmo::SetAmmo2(int ammo2, bool playAnimation)
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{
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if (ammo2 != m_iAmmo2)
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{
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m_iAmmo2 = ammo2;
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}
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}
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void CHudAmmo::PaintGrenadeAmmo( CWeaponDODBase *pWpn )
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{
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const CHudTexture *pAmmoIcon = pWpn->GetSpriteAmmo();
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Assert( pAmmoIcon );
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int x,y,w,h;
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GetBounds( x, y, w, h );
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if (m_iAmmo > 0 && pAmmoIcon )
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{
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int xpos = w - 2 * pAmmoIcon->Width();
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int ypos = h - pAmmoIcon->Height();
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pAmmoIcon->DrawSelf( xpos, ypos, pAmmoIcon->Width(), pAmmoIcon->Height(), m_clrIcon );
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char buf[16];
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Q_snprintf( buf, sizeof(buf), "x %d", m_iAmmo );
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DrawText( buf, xpos + pAmmoIcon->Width(), ypos + pAmmoIcon->Height() / 2, m_clrIcon );
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}
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}
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void CHudAmmo::PaintRifleGrenadeAmmo( CWeaponDODBase *pWpn )
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{
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const CHudTexture *pAmmoIcon = pWpn->GetSpriteAmmo();
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Assert( pAmmoIcon );
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int x,y,w,h;
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GetBounds( x, y, w, h );
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int ammo = m_iAmmo + m_iAmmo2;
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if (ammo > 0 && pAmmoIcon )
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{
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int xpos = w - 2 * pAmmoIcon->Width();
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int ypos = h - pAmmoIcon->Height();
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pAmmoIcon->DrawSelf( xpos, ypos, pAmmoIcon->Width(), pAmmoIcon->Height(), m_clrIcon );
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char buf[16];
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Q_snprintf( buf, sizeof(buf), "x %d", ammo );
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DrawText( buf, xpos + pAmmoIcon->Width(), ypos + pAmmoIcon->Height() / 2, m_clrIcon );
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}
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}
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void CHudAmmo::PaintBazookaAmmo( CWeaponDODBase *pWpn )
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{
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const CHudTexture *pTubeIcon = pWpn->GetSpriteAmmo2();
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const CHudTexture *pRocketIcon = pWpn->GetSpriteAmmo();
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const CHudTexture *pExtraIcon = pWpn->GetSpriteAutoaim();
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Assert( pTubeIcon );
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Assert( pRocketIcon );
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Assert( pExtraIcon );
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int xpos = 0;
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int ypos = 0;
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int x, y, w, h;
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GetBounds(x,y,w,h);
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//Draw the rocket tube
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if( pTubeIcon )
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{
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xpos = w - 2 * pTubeIcon->Width();
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ypos = h - pTubeIcon->Height();
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pTubeIcon->DrawSelf( xpos, ypos, m_clrIcon );
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}
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//If our clip is full, draw the rocket
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if( pRocketIcon )
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{
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if( m_iAmmo > 0 )
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pRocketIcon->DrawSelf( xpos, ypos, m_clrIcon );
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xpos += pRocketIcon->Width() + 10;
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ypos += pRocketIcon->Height();
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}
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char buf[16];
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Q_snprintf( buf, sizeof(buf), "%d %d", m_iAmmo, m_iAmmo2 );
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DrawText( buf, xpos, ypos, m_clrIcon );
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//Draw the extra rockets
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if( m_iAmmo2 > 0 && pExtraIcon )
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{
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ypos -= pExtraIcon->Height();
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pExtraIcon->DrawSelf( xpos, ypos, m_clrIcon );
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xpos += pExtraIcon->Width();
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char buf[16];
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Q_snprintf( buf, sizeof(buf), "x %d", m_iAmmo2 );
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DrawText( buf, xpos, ypos + ( pExtraIcon->Height() * 0.75 ), m_clrIcon );
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}
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}
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void CHudAmmo::PaintMGAmmo( CWeaponDODBase *pWpn )
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{
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const CHudTexture *pFullClip = pWpn->GetSpriteAmmo();
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const CHudTexture *pExtraClip = pWpn->GetSpriteAmmo2();
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int xpos = 0;
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int ypos = 0;
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int x, y, w, h;
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GetBounds(x,y,w,h);
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if( pFullClip )
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{
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xpos = w - pFullClip->Width() * 3;
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ypos = h - pFullClip->Height();
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pFullClip->DrawSelf( xpos, ypos, m_clrIcon );
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//Haxoration! The box that contains the numbers must be in the same position
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// in both the webley and mg34/mg42/30cal sprites.
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DrawNumbers( m_iAmmo, xpos + 36, ypos + pFullClip->Height() - 16 );
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xpos += pFullClip->Width();
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ypos += pFullClip->Height();
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}
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//how many full or partially full clips do we have?
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int clips = m_iAmmo2 / pWpn->GetMaxClip1();
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//account for the partial clip, if it exists
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if( clips * pWpn->GetMaxClip1() < m_iAmmo2 )
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clips++;
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if( pExtraClip && clips > 0 )
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{
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ypos -= pExtraClip->Height();
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pExtraClip->DrawSelf( xpos, ypos, m_clrIcon );
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char buf[16];
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Q_snprintf( buf, sizeof(buf), "x %d", clips );
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DrawText( buf, xpos + pExtraClip->Width(), ypos + pExtraClip->Height() / 2, m_clrIcon );
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}
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}
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void CHudAmmo::PaintGunAmmo( CWeaponDODBase *pWpn )
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{
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//regular gun
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const CHudTexture *pEmptyClip = pWpn->GetSpriteAmmo();
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const CHudTexture *pFullClip = pWpn->GetSpriteAmmo2();
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const CHudTexture *pExtraClip = pWpn->GetSpriteAutoaim();
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Assert( pEmptyClip );
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Assert( pFullClip );
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Assert( pExtraClip );
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int x, y, w, h;
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GetBounds( x, y, w, h );
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int xpos = 0;
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int ypos = 0;
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if( pFullClip )
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{
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xpos = w - 3 * pFullClip->Width();
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ypos = h - pFullClip->Height() * 1.2;
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//Always draw the empty clip
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pFullClip->DrawSelf( xpos, ypos, Color(255,255,255,255) );
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}
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if( pEmptyClip )
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{
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// base percent is how much of the bullet clip to always draw.
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// total cropped height of the bullet sprite will be
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// base percent + bullet height * bullets
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float flBasePercent = (float)pWpn->GetDODWpnData().m_iHudClipBaseHeight / (float)pWpn->GetDODWpnData().m_iHudClipHeight;
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float flBulletHeightPercent = (float)pWpn->GetDODWpnData().m_iHudClipBulletHeight / (float)pWpn->GetDODWpnData().m_iHudClipHeight;
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float flHeight = (float)pEmptyClip->Height();
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//Now we draw the bullets inside based on how full our clip is
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float flDrawHeight = flHeight * ( 1.0 - ( flBasePercent + flBulletHeightPercent * m_iAmmo ) );
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int nOffset = (int)flDrawHeight;
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pEmptyClip->DrawSelfCropped( xpos, ypos + nOffset, 0, nOffset, pEmptyClip->Width(), pEmptyClip->Height() - nOffset, Color(255,255,255,255) );
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ypos += pEmptyClip->Height();
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xpos += pEmptyClip->Width() + 10;
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}
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//how many full or partially full clips do we have?
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int clips = m_iAmmo2 / pWpn->GetMaxClip1();
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//account for the partial clip, if it exists
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if( clips * pWpn->GetMaxClip1() < m_iAmmo2 )
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clips++;
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if( pExtraClip && clips > 0 )
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{
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//align the extra clip on the same baseline as the large clip
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ypos -= pExtraClip->Height();
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pExtraClip->DrawSelf( xpos, ypos, Color(255,255,255,255) );
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char buf[16];
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Q_snprintf( buf, sizeof(buf), "x %d", clips );
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DrawText( buf, xpos + pExtraClip->Width(), ypos + pExtraClip->Height() / 2, m_clrIcon );
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}
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}
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void CHudAmmo::Paint( void )
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{
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C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
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if( !pPlayer )
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return;
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CWeaponDODBase *pWpn = pPlayer->GetActiveDODWeapon();
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if( !pWpn )
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return;
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switch( pWpn->GetDODWpnData().m_WeaponType )
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{
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case WPN_TYPE_GRENADE:
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PaintGrenadeAmmo(pWpn);
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break;
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case WPN_TYPE_RIFLEGRENADE:
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PaintRifleGrenadeAmmo(pWpn);
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break;
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case WPN_TYPE_BAZOOKA:
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PaintBazookaAmmo(pWpn);
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break;
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case WPN_TYPE_MG:
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PaintMGAmmo(pWpn);
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break;
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default:
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PaintGunAmmo(pWpn);
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break;
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}
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}
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void CHudAmmo::DrawText( char *text, int x, int y, Color clrText )
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{
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vgui::surface()->DrawSetTextColor( clrText );
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vgui::surface()->DrawSetTextFont( m_hNumberFont );
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vgui::surface()->DrawSetTextPos( x, y );
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for (char *pch = text; *pch != 0; pch++)
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{
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vgui::surface()->DrawUnicodeChar(*pch);
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}
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}
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void CHudAmmo::DrawNumbers( int num, int x, int y )
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{
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if( !m_pMGNumbers[0] )
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{
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int i;
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for( i=0;i<10;i++ )
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{
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char buf[8];
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Q_snprintf( buf, sizeof(buf), "mg_%d", i );
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m_pMGNumbers[i] = gHUD.GetIcon( buf );
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}
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}
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Assert( num < 1000 );
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int xpos = x;
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int ypos = y;
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int num_working = num;
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int iconWidth = m_pMGNumbers[0]->Width();
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int hundreds = num_working / 100;
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num_working -= hundreds * 100;
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m_pMGNumbers[hundreds]->DrawSelf( xpos, ypos, m_clrIcon );
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xpos += iconWidth;
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int tens = num_working / 10;
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num_working -= tens * 10;
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m_pMGNumbers[tens]->DrawSelf( xpos, ypos, m_clrIcon );
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xpos += iconWidth;
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m_pMGNumbers[num_working]->DrawSelf( xpos, ypos, m_clrIcon );
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xpos += iconWidth;
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}
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