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442 lines
13 KiB
442 lines
13 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Item pickup history displayed onscreen when items are picked up.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "history_resource.h"
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#include "hud_macros.h"
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#include <vgui_controls/Controls.h>
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include "iclientmode.h"
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#include "vgui_controls/AnimationController.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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extern ConVar hud_drawhistory_time;
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#if !defined ( INCLUDE_SCALEFORM )
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DECLARE_HUDELEMENT( CHudHistoryResource );
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#endif //INCLUDE_SCALEFORM
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DECLARE_HUD_MESSAGE( CHudHistoryResource, ItemPickup );
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DECLARE_HUD_MESSAGE( CHudHistoryResource, AmmoDenied );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudHistoryResource::CHudHistoryResource( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudHistoryResource" )
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{
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vgui::Panel *pParent = GetClientMode()->GetViewport();
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SetParent( pParent );
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m_bDoNotDraw = true;
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m_wcsAmmoFullMsg[0] = 0;
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m_bNeedsDraw = false;
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SetHiddenBits( HIDEHUD_MISCSTATUS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::ApplySchemeSettings( IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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SetPaintBackgroundEnabled( false );
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// lookup text to display for ammo full message
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wchar_t *wcs = g_pVGuiLocalize->Find("#hl2_AmmoFull");
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if (wcs)
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{
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wcsncpy(m_wcsAmmoFullMsg, wcs, sizeof(m_wcsAmmoFullMsg) / sizeof(wchar_t));
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::Init( void )
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{
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HOOK_HUD_MESSAGE( CHudHistoryResource, ItemPickup );
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HOOK_HUD_MESSAGE( CHudHistoryResource, AmmoDenied );
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::Reset( void )
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{
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m_PickupHistory.RemoveAll();
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m_iCurrentHistorySlot = 0;
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m_bDoNotDraw = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: these kept only for hl1-port compatibility
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::SetHistoryGap( int iNewHistoryGap )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: adds an element to the history
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::AddToHistory( C_BaseCombatWeapon *weapon )
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{
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// don't draw exhaustable weapons (grenades) since they'll have an ammo pickup icon as well
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if ( weapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE )
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return;
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int iId = weapon->entindex();
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// don't show the same weapon twice
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for ( int i = 0; i < m_PickupHistory.Count(); i++ )
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{
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if ( m_PickupHistory[i].iId == iId )
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{
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// it's already in list
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return;
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}
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}
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AddIconToHistory( HISTSLOT_WEAP, iId, weapon, 0, NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new entry to the pickup history
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::AddToHistory( int iType, int iId, int iCount )
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{
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// Ignore adds with no count
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if ( iType == HISTSLOT_AMMO )
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{
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if ( !iCount )
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return;
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// clear out any ammo pickup denied icons, since we can obviously pickup again
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for ( int i = 0; i < m_PickupHistory.Count(); i++ )
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{
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if ( m_PickupHistory[i].type == HISTSLOT_AMMODENIED && m_PickupHistory[i].iId == iId )
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{
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// kill the old entry
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m_PickupHistory[i].DisplayTime = 0.0f;
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// change the pickup to be in this entry
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m_iCurrentHistorySlot = i;
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break;
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}
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}
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}
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AddIconToHistory( iType, iId, NULL, iCount, NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new entry to the pickup history
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::AddToHistory( int iType, const char *szName, int iCount )
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{
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if ( iType != HISTSLOT_ITEM )
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return;
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// Get the item's icon
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CHudTexture *i = HudIcons().GetIcon( szName );
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if ( i == NULL )
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return;
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AddIconToHistory( iType, 1, NULL, iCount, i );
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}
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//-----------------------------------------------------------------------------
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// Purpose: adds a history icon
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::AddIconToHistory( int iType, int iId, C_BaseCombatWeapon *weapon, int iCount, CHudTexture *icon )
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{
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m_bNeedsDraw = true;
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// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
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if ( (m_flHistoryGap * (m_iCurrentHistorySlot+1)) > GetTall() )
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{
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m_iCurrentHistorySlot = 0;
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}
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// If the history resource is appearing, slide the hint message element down
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if ( m_iCurrentHistorySlot == 0 )
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{
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GetClientMode()->GetViewportAnimationController()->StartAnimationSequence( "HintMessageLower" );
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}
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// ensure the size
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m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
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// default to just writing to the first slot
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HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot++];
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if ( iType == HISTSLOT_AMMODENIED && freeslot->DisplayTime )
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{
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// don't override existing pickup icons with denied icons
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return;
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}
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freeslot->iId = iId;
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freeslot->icon = icon;
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freeslot->type = iType;
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freeslot->m_hWeapon = weapon;
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freeslot->iCount = iCount;
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if (iType == HISTSLOT_AMMODENIED)
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{
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freeslot->DisplayTime = gpGlobals->curtime + (hud_drawhistory_time.GetFloat() / 2.0f);
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}
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else
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{
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freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle an item pickup event from the server
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//-----------------------------------------------------------------------------
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bool CHudHistoryResource::MsgFunc_ItemPickup( const CCSUsrMsg_ItemPickup &msg )
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{
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// Add the item to the history
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AddToHistory( HISTSLOT_ITEM, msg.item().c_str() );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: ammo denied message
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//-----------------------------------------------------------------------------
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bool CHudHistoryResource::MsgFunc_AmmoDenied( const CCSUsrMsg_AmmoDenied &msg )
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{
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int iAmmo = msg.ammoidx();
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// see if there are any existing ammo items of that type
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for ( int i = 0; i < m_PickupHistory.Count(); i++ )
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{
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if ( m_PickupHistory[i].type == HISTSLOT_AMMO && m_PickupHistory[i].iId == iAmmo )
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{
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// it's already in the list as a pickup, ignore
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return true;
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}
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}
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// see if there are any denied ammo icons, if so refresh their timer
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for ( int i = 0; i < m_PickupHistory.Count(); i++ )
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{
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if ( m_PickupHistory[i].type == HISTSLOT_AMMODENIED && m_PickupHistory[i].iId == iAmmo )
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{
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// it's already in the list, refresh
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m_PickupHistory[i].DisplayTime = gpGlobals->curtime + (hud_drawhistory_time.GetFloat() / 2.0f);
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m_bNeedsDraw = true;
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return true;
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}
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}
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// add into the list
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AddToHistory( HISTSLOT_AMMODENIED, iAmmo, 0 );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: If there aren't any items in the history, clear it out.
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::CheckClearHistory( void )
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{
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for ( int i = 0; i < m_PickupHistory.Count(); i++ )
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{
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if ( m_PickupHistory[i].type )
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return;
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}
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m_iCurrentHistorySlot = 0;
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// Slide the hint message element back up
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GetClientMode()->GetViewportAnimationController()->StartAnimationSequence( "HintMessageRaise" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Save CPU cycles by letting the HUD system early cull
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// costly traversal. Called per frame, return true if thinking and
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// painting need to occur.
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//-----------------------------------------------------------------------------
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bool CHudHistoryResource::ShouldDraw( void )
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{
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#ifdef TF_CLIENT_DLL
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return false;
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#else
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return ( ( m_iCurrentHistorySlot > 0 || m_bNeedsDraw ) && CHudElement::ShouldDraw() );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the pickup history
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::Paint( void )
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{
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if ( m_bDoNotDraw )
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{
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// this is to not draw things until the first rendered
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m_bDoNotDraw = false;
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return;
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}
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// set when drawing should occur
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// will be set if valid drawing does occur
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m_bNeedsDraw = false;
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int wide, tall;
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GetSize( wide, tall );
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for ( int i = 0; i < m_PickupHistory.Count(); i++ )
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{
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if ( m_PickupHistory[i].type )
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{
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m_PickupHistory[i].DisplayTime = MIN( m_PickupHistory[i].DisplayTime, gpGlobals->curtime + hud_drawhistory_time.GetFloat() );
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if ( m_PickupHistory[i].DisplayTime <= gpGlobals->curtime )
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{
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// pic drawing time has expired
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memset( &m_PickupHistory[i], 0, sizeof(HIST_ITEM) );
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CheckClearHistory();
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continue;
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}
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float elapsed = m_PickupHistory[i].DisplayTime - gpGlobals->curtime;
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float scale = elapsed * 80;
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Color clr = GetHud().m_clrNormal;
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clr[3] = MIN( scale, 255 );
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bool bUseAmmoFullMsg = false;
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// get the icon and number to draw
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const CHudTexture *itemIcon = NULL;
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const CHudTexture *itemAmmoIcon = NULL;
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int iAmount = 0;
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bool bHalfHeight = true;
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switch ( m_PickupHistory[i].type )
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{
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case HISTSLOT_AMMO:
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{
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// Get the weapon we belong to
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const FileWeaponInfo_t *pWpnInfo = gWR.GetWeaponFromAmmo( m_PickupHistory[i].iId );
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if ( pWpnInfo && ( pWpnInfo->iMaxClip1 >= 0 || pWpnInfo->iMaxClip2 >= 0 ) )
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{
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// The weapon will be the main icon, and the ammo the smaller
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itemIcon = pWpnInfo->iconSmall;
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itemAmmoIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
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}
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else
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{
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itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
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itemAmmoIcon = NULL;
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}
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iAmount = m_PickupHistory[i].iCount;
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}
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break;
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case HISTSLOT_AMMODENIED:
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{
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itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
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iAmount = 0;
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bUseAmmoFullMsg = true;
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// display as red
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clr = GetHud().m_clrCaution;
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clr[3] = MIN( scale, 255 );
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}
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break;
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case HISTSLOT_WEAP:
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{
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C_BaseCombatWeapon *pWeapon = m_PickupHistory[i].m_hWeapon;
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if ( !pWeapon )
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return;
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if ( !pWeapon->HasAmmo() )
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{
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// if the weapon doesn't have ammo, display it as red
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clr = GetHud().m_clrCaution;
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clr[3] = MIN( scale, 255 );
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}
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itemIcon = pWeapon->GetSpriteInactive();
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bHalfHeight = false;
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}
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break;
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case HISTSLOT_ITEM:
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{
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if ( !m_PickupHistory[i].iId )
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continue;
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itemIcon = m_PickupHistory[i].icon;
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bHalfHeight = false;
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}
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break;
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default:
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// unknown history type
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Assert( 0 );
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break;
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}
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if ( !itemIcon )
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continue;
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if ( clr[3] )
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{
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// valid drawing will occur
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m_bNeedsDraw = true;
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}
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int ypos = tall - (m_flHistoryGap * (i + 1));
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int xpos = wide - itemIcon->Width() - m_flIconInset;
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// Adjust for a half-height icon
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if ( bHalfHeight )
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{
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ypos += itemIcon->Height() / 2;
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}
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itemIcon->DrawSelf( xpos, ypos, clr );
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if ( itemAmmoIcon )
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{
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itemAmmoIcon->DrawSelf( xpos - ( itemAmmoIcon->Width() * 1.25f ), ypos, clr );
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}
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if ( iAmount )
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{
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wchar_t text[16];
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Q_snwprintf( text, sizeof( text ) / sizeof(wchar_t), L"%i", m_PickupHistory[i].iCount );
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// offset the number to sit properly next to the icon
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ypos -= ( surface()->GetFontTall( m_hNumberFont ) - itemIcon->Height() ) / 2;
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vgui::surface()->DrawSetTextFont( m_hNumberFont );
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vgui::surface()->DrawSetTextColor( clr );
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vgui::surface()->DrawSetTextPos( wide - m_flTextInset, ypos );
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vgui::surface()->DrawUnicodeString( text );
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}
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else if ( bUseAmmoFullMsg )
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{
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// offset the number to sit properly next to the icon
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ypos -= ( surface()->GetFontTall( m_hTextFont ) - itemIcon->Height() ) / 2;
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vgui::surface()->DrawSetTextFont( m_hTextFont );
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vgui::surface()->DrawSetTextColor( clr );
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vgui::surface()->DrawSetTextPos( wide - m_flTextInset, ypos );
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vgui::surface()->DrawUnicodeString( m_wcsAmmoFullMsg );
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}
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}
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}
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}
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