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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/history_resource.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/history_resource.cpp')
-rw-r--r--mp/src/game/client/history_resource.cpp465
1 files changed, 465 insertions, 0 deletions
diff --git a/mp/src/game/client/history_resource.cpp b/mp/src/game/client/history_resource.cpp
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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 );
+ }
+ }
+ }
+}
+
+