Example #1
0
//-----------------------------------------------------------------------------
// 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;
			int iAmount = 0;

			switch ( m_PickupHistory[i].type )
			{
			case HISTSLOT_AMMO:
				{
					itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
					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();
				}
				break;
			case HISTSLOT_ITEM:
				{
					if ( !m_PickupHistory[i].iId )
						continue;

					itemIcon = m_PickupHistory[i].icon;
				}
				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;

			itemIcon->DrawSelf( xpos, 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 );
			}
		}
	}
}
//-----------------------------------------------------------------------------
// 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 MSS
					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 MSS
			// 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 );
			}
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Get ammo info from the weapon and update the displays.
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::OnThink()
{
	// Get the player and active weapon.
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer )
		return;

	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();

	if ( tf2c_ammobucket.GetBool() && m_pWeaponBucket && pWeapon )
	{
		const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
		if ( pPlayer )
		{
			if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
			{
				pTexture = pWeapon->GetSpriteActive();
			}
		}

		if ( pTexture )
		{
			char szImage[64];
			Q_snprintf( szImage, sizeof(szImage), "../%s", pTexture->szTextureFile );
			m_pWeaponBucket->SetImage( szImage );
			m_pWeaponBucket->SetVisible( true );
		}
		else
		{
			m_pWeaponBucket->SetVisible( false );
		}
	}
	else
	{
		m_pWeaponBucket->SetVisible( false );
	}

	if ( m_flNextThink < gpGlobals->curtime )
	{
		hudlcd->SetGlobalStat( "(weapon_print_name)", pWeapon ? pWeapon->GetPrintName() : " " );
		hudlcd->SetGlobalStat( "(weapon_name)", pWeapon ? pWeapon->GetName() : " " );

		if ( !pPlayer || !pWeapon || !pWeapon->UsesPrimaryAmmo() )
		{
			hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
			hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

			// turn off our ammo counts
			UpdateAmmoLabels( false, false, false );

			m_nAmmo = -1;
			m_nAmmo2 = -1;
		}
		else
		{
			// Get the ammo in our clip.
			int nAmmo1 = pWeapon->Clip1();
			int nAmmo2 = 0;
			// Clip ammo not used, get total ammo count.
			if ( nAmmo1 < 0 )
			{
				nAmmo1 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
			}
			// Clip ammo, so the second ammo is the total ammo.
			else
			{
				nAmmo2 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
			}
			
			hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", nAmmo1 ) );
			hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", nAmmo2 ) );

			if ( m_nAmmo != nAmmo1 || m_nAmmo2 != nAmmo2 || m_hCurrentActiveWeapon.Get() != pWeapon )
			{
				m_nAmmo = nAmmo1;
				m_nAmmo2 = nAmmo2;
				m_hCurrentActiveWeapon = pWeapon;

				if ( m_hCurrentActiveWeapon.Get()->UsesClipsForAmmo1() )
				{
					UpdateAmmoLabels( true, true, false );

					SetDialogVariable( "Ammo", m_nAmmo );
					SetDialogVariable( "AmmoInReserve", m_nAmmo2 );
				}
				else
				{
					UpdateAmmoLabels( false, false, true );
					SetDialogVariable( "Ammo", m_nAmmo );
				}
			}
		}

		m_flNextThink = gpGlobals->curtime + 0.1f;
	}
}