mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
225 lines
5.8 KiB
C++
225 lines
5.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "hud.h"
|
|
#include "hudelement.h"
|
|
#include "hud_macros.h"
|
|
#include "iclientmode.h"
|
|
#include "hl1_hud_numbers.h"
|
|
|
|
#include <vgui/ISurface.h>
|
|
#include <vgui_controls/Panel.h>
|
|
#include "ihudlcd.h"
|
|
|
|
#define MIN_ALPHA 100
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Displays current ammunition level
|
|
//-----------------------------------------------------------------------------
|
|
class CHudAmmo : public CHudElement, public CHL1HudNumbers
|
|
{
|
|
DECLARE_CLASS_SIMPLE( CHudAmmo, CHL1HudNumbers );
|
|
|
|
public:
|
|
CHudAmmo( const char *pElementName );
|
|
void Init( void );
|
|
void VidInit( void );
|
|
void OnThink( void );
|
|
|
|
private:
|
|
void Paint( void );
|
|
void ApplySchemeSettings(vgui::IScheme *pScheme);
|
|
|
|
private:
|
|
CHandle<C_BaseCombatWeapon> m_hLastPickedUpWeapon;
|
|
float m_flFade;
|
|
};
|
|
|
|
DECLARE_HUDELEMENT( CHudAmmo );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CHudAmmo::CHudAmmo( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudAmmo")
|
|
{
|
|
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT | HIDEHUD_WEAPONSELECTION );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHudAmmo::Init( void )
|
|
{
|
|
m_hLastPickedUpWeapon = NULL;
|
|
m_flFade = 0.0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHudAmmo::VidInit( void )
|
|
{
|
|
Reset();
|
|
|
|
BaseClass::VidInit();
|
|
}
|
|
|
|
void CHudAmmo::OnThink( void )
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
// find and display our current selection
|
|
C_BaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
|
|
if ( !pActiveWeapon )
|
|
{
|
|
m_hLastPickedUpWeapon = NULL;
|
|
return;
|
|
}
|
|
|
|
if ( m_hLastPickedUpWeapon != pActiveWeapon )
|
|
{
|
|
m_flFade = 200.0f;
|
|
m_hLastPickedUpWeapon = pActiveWeapon;
|
|
}
|
|
}
|
|
|
|
void CHudAmmo::Paint( void )
|
|
{
|
|
int r, g, b, a, nUnused;
|
|
int x, y;
|
|
Color clrAmmo;
|
|
|
|
if (!ShouldDraw())
|
|
return;
|
|
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
C_BaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
|
|
// find and display our current selection
|
|
|
|
if ( !pPlayer || !pActiveWeapon )
|
|
{
|
|
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
|
|
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
|
|
return;
|
|
}
|
|
|
|
hudlcd->SetGlobalStat( "(weapon_print_name)", pActiveWeapon ? pActiveWeapon->GetPrintName() : " " );
|
|
hudlcd->SetGlobalStat( "(weapon_name)", pActiveWeapon ? pActiveWeapon->GetName() : " " );
|
|
|
|
if ( ( pActiveWeapon->GetPrimaryAmmoType() == -1 ) && ( pActiveWeapon->GetSecondaryAmmoType() == -1 ) )
|
|
return;
|
|
|
|
int nFontWidth = GetNumberFontWidth();
|
|
int nFontHeight = GetNumberFontHeight();
|
|
|
|
a = (int)MAX( MIN_ALPHA, m_flFade );
|
|
|
|
if ( m_flFade > 0 )
|
|
m_flFade -= ( gpGlobals->frametime * 20 );
|
|
|
|
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
|
|
clrAmmo.SetColor( r, g, b, a );
|
|
|
|
int nHudElemWidth, nHudElemHeight;
|
|
GetSize( nHudElemWidth, nHudElemHeight );
|
|
|
|
// Does this weapon have a clip?
|
|
y = nHudElemHeight - ( nFontHeight * 1.5 );
|
|
|
|
// Does weapon have any ammo at all?
|
|
if ( pActiveWeapon->GetPrimaryAmmoType() != -1 )
|
|
{
|
|
CHudTexture *icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetPrimaryAmmoType() );
|
|
|
|
if ( !icon_ammo )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int nIconWidth = icon_ammo->Width();
|
|
|
|
if ( pActiveWeapon->UsesClipsForAmmo1() )
|
|
{
|
|
// room for the number and the '|' and the current ammo
|
|
|
|
x = nHudElemWidth - (8 * nFontWidth) - nIconWidth;
|
|
x = DrawHudNumber( x, y, pActiveWeapon->Clip1(), clrAmmo );
|
|
|
|
int nBarWidth = nFontWidth / 10;
|
|
|
|
x += nFontWidth / 2;
|
|
|
|
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
|
|
clrAmmo.SetColor( r, g, b, a );
|
|
|
|
// draw the | bar
|
|
clrAmmo.SetColor( r, g, b, a );
|
|
vgui::surface()->DrawSetColor( clrAmmo );
|
|
vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nFontHeight );
|
|
|
|
x += nBarWidth + nFontWidth / 2;
|
|
|
|
x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
|
|
}
|
|
else
|
|
{
|
|
// SPR_Draw a bullets only line
|
|
x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
|
|
x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
|
|
}
|
|
|
|
// Draw the ammo Icon
|
|
icon_ammo->DrawSelf( x, y, clrAmmo );
|
|
|
|
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ) ) );
|
|
}
|
|
else
|
|
{
|
|
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
|
|
}
|
|
|
|
// Does weapon have seconday ammo?
|
|
if ( pActiveWeapon->GetSecondaryAmmoType() != -1 )
|
|
{
|
|
CHudTexture *icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetSecondaryAmmoType() );
|
|
|
|
if ( !icon_ammo )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int nIconWidth = icon_ammo->Width();
|
|
|
|
// Do we have secondary ammo?
|
|
if ( pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ) > 0 )
|
|
{
|
|
y -= ( nFontHeight * 1.25 );
|
|
x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
|
|
x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ), clrAmmo );
|
|
|
|
// Draw the ammo Icon
|
|
icon_ammo->DrawSelf( x, y, clrAmmo );
|
|
}
|
|
|
|
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ) ) );
|
|
}
|
|
else
|
|
{
|
|
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
|
|
}
|
|
|
|
}
|
|
|
|
void CHudAmmo::ApplySchemeSettings(vgui::IScheme *pScheme)
|
|
{
|
|
BaseClass::ApplySchemeSettings(pScheme);
|
|
SetPaintBackgroundEnabled(false);
|
|
}
|