Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Item pickup history displayed onscreen when items are picked up.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "history_resource.h"
#include "hud_macros.h"
#include <vgui_controls/Controls.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "iclientmode.h"
#include "vgui_controls/AnimationController.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
extern ConVar hud_drawhistory_time;
DECLARE_HUDELEMENT( CHudHistoryResource );
DECLARE_HUD_MESSAGE( CHudHistoryResource, ItemPickup );
DECLARE_HUD_MESSAGE( CHudHistoryResource, AmmoDenied );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudHistoryResource::CHudHistoryResource( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudHistoryResource" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_bDoNotDraw = true;
m_wcsAmmoFullMsg[0] = 0;
m_bNeedsDraw = false;
SetHiddenBits( HIDEHUD_MISCSTATUS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHistoryResource::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetPaintBackgroundEnabled( false );
// lookup text to display for ammo full message
wchar_t *wcs = g_pVGuiLocalize->Find("#hl2_AmmoFull");
if (wcs)
{
wcsncpy(m_wcsAmmoFullMsg, wcs, sizeof(m_wcsAmmoFullMsg) / sizeof(wchar_t));
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHistoryResource::Init( void )
{
HOOK_HUD_MESSAGE( CHudHistoryResource, ItemPickup );
HOOK_HUD_MESSAGE( CHudHistoryResource, AmmoDenied );
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHistoryResource::Reset( void )
{
m_PickupHistory.RemoveAll();
m_iCurrentHistorySlot = 0;
m_bDoNotDraw = true;
}
//-----------------------------------------------------------------------------
// Purpose: these kept only for hl1-port compatibility
//-----------------------------------------------------------------------------
void CHudHistoryResource::SetHistoryGap( int iNewHistoryGap )
{
}
//-----------------------------------------------------------------------------
// Purpose: adds an element to the history
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddToHistory( C_BaseCombatWeapon *weapon )
{
// don't draw exhaustable weapons (grenades) since they'll have an ammo pickup icon as well
if ( weapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE )
return;
int iId = weapon->entindex();
// don't show the same weapon twice
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].iId == iId )
{
// it's already in list
return;
}
}
AddIconToHistory( HISTSLOT_WEAP, iId, weapon, 0, NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Add a new entry to the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddToHistory( int iType, int iId, int iCount )
{
// Ignore adds with no count
if ( iType == HISTSLOT_AMMO )
{
if ( !iCount )
return;
#if defined( CSTRIKE_DLL )
// don't leave blank gaps for ammo we're not going to display
const FileWeaponInfo_t *pWpnInfo = gWR.GetWeaponFromAmmo( iId );
if ( pWpnInfo && ( pWpnInfo->iMaxClip1 >= 0 || pWpnInfo->iMaxClip2 >= 0 ) )
{
if ( !pWpnInfo->iconSmall )
return;
}
#endif
// clear out any ammo pickup denied icons, since we can obviously pickup again
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].type == HISTSLOT_AMMODENIED && m_PickupHistory[i].iId == iId )
{
// kill the old entry
m_PickupHistory[i].DisplayTime = 0.0f;
// change the pickup to be in this entry
m_iCurrentHistorySlot = i;
break;
}
}
}
AddIconToHistory( iType, iId, NULL, iCount, NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Add a new entry to the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddToHistory( int iType, const char *szName, int iCount )
{
if ( iType != HISTSLOT_ITEM )
return;
// Get the item's icon
CHudTexture *i = gHUD.GetIcon( szName );
if ( i == NULL )
return;
AddIconToHistory( iType, 1, NULL, iCount, i );
}
//-----------------------------------------------------------------------------
// Purpose: adds a history icon
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddIconToHistory( int iType, int iId, C_BaseCombatWeapon *weapon, int iCount, CHudTexture *icon )
{
m_bNeedsDraw = true;
// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
if ( (m_flHistoryGap * (m_iCurrentHistorySlot+1)) > GetTall() )
{
m_iCurrentHistorySlot = 0;
}
// If the history resource is appearing, slide the hint message element down
if ( m_iCurrentHistorySlot == 0 )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HintMessageLower" );
}
// ensure the size
m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
// default to just writing to the first slot
HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot];
if ( iType == HISTSLOT_AMMODENIED && freeslot->DisplayTime )
{
// don't override existing pickup icons with denied icons
return;
}
freeslot->iId = iId;
freeslot->icon = icon;
freeslot->type = iType;
freeslot->m_hWeapon = weapon;
freeslot->iCount = iCount;
if (iType == HISTSLOT_AMMODENIED)
{
freeslot->DisplayTime = gpGlobals->curtime + (hud_drawhistory_time.GetFloat() / 2.0f);
}
else
{
freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat();
}
++m_iCurrentHistorySlot;
}
//-----------------------------------------------------------------------------
// Purpose: Handle an item pickup event from the server
//-----------------------------------------------------------------------------
void CHudHistoryResource::MsgFunc_ItemPickup( bf_read &msg )
{
char szName[1024];
msg.ReadString( szName, sizeof(szName) );
// Add the item to the history
AddToHistory( HISTSLOT_ITEM, szName );
}
//-----------------------------------------------------------------------------
// Purpose: ammo denied message
//-----------------------------------------------------------------------------
void CHudHistoryResource::MsgFunc_AmmoDenied( bf_read &msg )
{
int iAmmo = msg.ReadShort();
// see if there are any existing ammo items of that type
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].type == HISTSLOT_AMMO && m_PickupHistory[i].iId == iAmmo )
{
// it's already in the list as a pickup, ignore
return;
}
}
// see if there are any denied ammo icons, if so refresh their timer
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].type == HISTSLOT_AMMODENIED && m_PickupHistory[i].iId == iAmmo )
{
// it's already in the list, refresh
m_PickupHistory[i].DisplayTime = gpGlobals->curtime + (hud_drawhistory_time.GetFloat() / 2.0f);
m_bNeedsDraw = true;
return;
}
}
// add into the list
AddToHistory( HISTSLOT_AMMODENIED, iAmmo, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: If there aren't any items in the history, clear it out.
//-----------------------------------------------------------------------------
void CHudHistoryResource::CheckClearHistory( void )
{
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].type )
return;
}
m_iCurrentHistorySlot = 0;
// Slide the hint message element back up
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HintMessageRaise" );
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudHistoryResource::ShouldDraw( void )
{
#ifdef TF_CLIENT_DLL
return false;
#else
return ( ( m_iCurrentHistorySlot > 0 || m_bNeedsDraw ) && CHudElement::ShouldDraw() );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Draw the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::Paint( void )
{
if ( m_bDoNotDraw )
{
// this is to not draw things until the first rendered
m_bDoNotDraw = false;
return;
}
// set when drawing should occur
// will be set if valid drawing does occur
m_bNeedsDraw = false;
int wide, tall;
GetSize( wide, tall );
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].type )
{
m_PickupHistory[i].DisplayTime = MIN( m_PickupHistory[i].DisplayTime, gpGlobals->curtime + hud_drawhistory_time.GetFloat() );
if ( m_PickupHistory[i].DisplayTime <= gpGlobals->curtime )
{
// pic drawing time has expired
memset( &m_PickupHistory[i], 0, sizeof(HIST_ITEM) );
CheckClearHistory();
continue;
}
float elapsed = m_PickupHistory[i].DisplayTime - gpGlobals->curtime;
float scale = elapsed * 80;
Color clr = gHUD.m_clrNormal;
clr[3] = MIN( scale, 255 );
bool bUseAmmoFullMsg = false;
// get the icon and number to draw
const CHudTexture *itemIcon = NULL;
const CHudTexture *itemAmmoIcon = NULL;
int iAmount = 0;
bool bHalfHeight = true;
switch ( m_PickupHistory[i].type )
{
case HISTSLOT_AMMO:
{
// Get the weapon we belong to
#ifndef HL2MP
const FileWeaponInfo_t *pWpnInfo = gWR.GetWeaponFromAmmo( m_PickupHistory[i].iId );
if ( pWpnInfo && ( pWpnInfo->iMaxClip1 >= 0 || pWpnInfo->iMaxClip2 >= 0 ) )
{
// The weapon will be the main icon, and the ammo the smaller
itemIcon = pWpnInfo->iconSmall;
itemAmmoIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
}
else
#endif // HL2MP
{
itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
itemAmmoIcon = NULL;
}
#ifdef CSTRIKE_DLL
// show grenades as the weapon icon
if ( pWpnInfo && pWpnInfo->iFlags & ITEM_FLAG_EXHAUSTIBLE )
{
itemIcon = pWpnInfo->iconActive;
itemAmmoIcon = NULL;
bHalfHeight = false;
}
#endif
iAmount = m_PickupHistory[i].iCount;
}
break;
case HISTSLOT_AMMODENIED:
{
itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
iAmount = 0;
bUseAmmoFullMsg = true;
// display as red
clr = gHUD.m_clrCaution;
clr[3] = MIN( scale, 255 );
}
break;
case HISTSLOT_WEAP:
{
C_BaseCombatWeapon *pWeapon = m_PickupHistory[i].m_hWeapon;
if ( !pWeapon )
return;
if ( !pWeapon->HasAmmo() )
{
// if the weapon doesn't have ammo, display it as red
clr = gHUD.m_clrCaution;
clr[3] = MIN( scale, 255 );
}
itemIcon = pWeapon->GetSpriteInactive();
bHalfHeight = false;
}
break;
case HISTSLOT_ITEM:
{
if ( !m_PickupHistory[i].iId )
continue;
itemIcon = m_PickupHistory[i].icon;
bHalfHeight = false;
}
break;
default:
// unknown history type
Assert( 0 );
break;
}
if ( !itemIcon )
continue;
if ( clr[3] )
{
// valid drawing will occur
m_bNeedsDraw = true;
}
int ypos = tall - (m_flHistoryGap * (i + 1));
int xpos = wide - itemIcon->Width() - m_flIconInset;
#ifndef HL2MP
// Adjust for a half-height icon
if ( bHalfHeight )
{
ypos += itemIcon->Height() / 2;
}
#endif // HL2MP
itemIcon->DrawSelf( xpos, ypos, clr );
if ( itemAmmoIcon )
{
itemAmmoIcon->DrawSelf( xpos - ( itemAmmoIcon->Width() * 1.25f ), ypos, clr );
}
if ( iAmount )
{
wchar_t text[16];
_snwprintf( text, sizeof( text ) / sizeof(wchar_t), L"%i", m_PickupHistory[i].iCount );
// offset the number to sit properly next to the icon
ypos -= ( surface()->GetFontTall( m_hNumberFont ) - itemIcon->Height() ) / 2;
vgui::surface()->DrawSetTextFont( m_hNumberFont );
vgui::surface()->DrawSetTextColor( clr );
vgui::surface()->DrawSetTextPos( wide - m_flTextInset, ypos );
vgui::surface()->DrawUnicodeString( text );
}
else if ( bUseAmmoFullMsg )
{
// offset the number to sit properly next to the icon
ypos -= ( surface()->GetFontTall( m_hTextFont ) - itemIcon->Height() ) / 2;
vgui::surface()->DrawSetTextFont( m_hTextFont );
vgui::surface()->DrawSetTextColor( clr );
vgui::surface()->DrawSetTextPos( wide - m_flTextInset, ypos );
vgui::surface()->DrawUnicodeString( m_wcsAmmoFullMsg );
}
}
}
}