]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Update ammo checking on HUD_AMMO and HUD_WEAPONS to new system
authorSamual Lenks <samual@xonotic.org>
Tue, 31 Dec 2013 19:08:58 +0000 (14:08 -0500)
committerSamual Lenks <samual@xonotic.org>
Tue, 31 Dec 2013 19:08:58 +0000 (14:08 -0500)
qcsrc/client/hud.qc
qcsrc/common/weapons/weapons.qc
qcsrc/common/weapons/weapons.qh

index 9c26e61a8ec006be07b2e1b8e890120b2d75cf5f..d3f24bd831347f0b52f1dac16947dfa3ef97d3ce 100644 (file)
@@ -408,43 +408,6 @@ float weaponorder_cmp(float i, float j, entity pass)
        return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
 }
 
-float GetAmmoStat(float i)
-{
-       switch(i)
-       {
-               case 0: return STAT_SHELLS;
-               case 1: return STAT_NAILS;
-               case 2: return STAT_ROCKETS;
-               case 3: return STAT_CELLS;
-               case 4: return STAT_FUEL;
-               default: return -1;
-       }
-}
-
-float GetAmmoTypeForWep(float i) // WEAPONTODO
-{
-       switch(i)
-       {
-               case WEP_SHOCKWAVE: return 0;
-               case WEP_SHOTGUN: return 0;
-               case WEP_MACHINEGUN: return 1;
-               case WEP_MORTAR: return 2;
-               case WEP_MINE_LAYER: return 2;
-               case WEP_ELECTRO: return 3;
-               case WEP_CRYLINK: return 3;
-               case WEP_HLAC: return 3;
-               case WEP_VAPORIZER: return 3;
-               case WEP_VORTEX: return 3;
-               case WEP_RIFLE: return 1;
-               case WEP_HAGAR: return 2;
-               case WEP_DEVASTATOR: return 2;
-               case WEP_SEEKER: return 2;
-               case WEP_FIREBALL: return 4;
-               case WEP_HOOK: return 3;
-               default: return -1;
-       }
-}
-
 void HUD_Weapons(void)
 {
        // declarations
@@ -461,7 +424,7 @@ void HUD_Weapons(void)
        float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
        float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
 
-       float ammo_type, ammo_full;
+       float ammo_full;
        float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
        vector ammo_color = '1 0 1';
        float ammo_alpha = 1;
@@ -784,21 +747,19 @@ void HUD_Weapons(void)
                        }
 
                        // draw ammo status bar
-                       if(autocvar_hud_panel_weapons_ammo && self.ammo_field != ammo_none)
+                       if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
                        {
-                               a = 0;
-                               ammo_type = GetAmmoTypeForWep(self.weapon);
-                               if(ammo_type != -1)
-                                       a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
+                               a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
 
                                if(a > 0)
                                {
-                                       switch(ammo_type) {
-                                               case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
-                                               case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
-                                               case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
-                                               case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
-                                               case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
+                                       switch(self.ammo_field)
+                                       {
+                                               case ammo_shells:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
+                                               case ammo_nails:   ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
+                                               case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
+                                               case ammo_cells:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
+                                               case ammo_fuel:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
                                                default: ammo_full = 60;
                                        }
 
@@ -806,8 +767,18 @@ void HUD_Weapons(void)
                                                weapon_pos_x + baroffset_x,
                                                weapon_pos_y + baroffset_y,
                                                barsize_x * bound(0, a/ammo_full, 1),
-                                               barsize_y);
-                                       drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
+                                               barsize_y
+                                       );
+
+                                       drawpic_aspect_skin(
+                                               weapon_pos,
+                                               "weapon_ammo",
+                                               weapon_size,
+                                               ammo_color,
+                                               ammo_alpha,
+                                               DRAWFLAG_NORMAL
+                                       );
+
                                        drawresetcliparea();
                                }
                        }
@@ -856,44 +827,16 @@ void HUD_Weapons(void)
 }
 
 // Ammo (#1)
-//
-// TODO: macro
-float GetAmmoItemCode(float i)
-{
-       switch(i)
-       {
-               case 0: return IT_SHELLS;
-               case 1: return IT_NAILS;
-               case 2: return IT_ROCKETS;
-               case 3: return IT_CELLS;
-               case 4: return IT_FUEL;
-               default: return -1;
-       }
-}
-
-string GetAmmoPicture(float i)
-{
-       switch(i)
-       {
-               case 0: return "ammo_shells";
-               case 1: return "ammo_bullets";
-               case 2: return "ammo_rockets";
-               case 3: return "ammo_cells";
-               case 4: return "ammo_fuel";
-               default: return "";
-       }
-}
-
-void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
+void DrawAmmoItem(vector myPos, vector mySize, .float ammotype, float currently_selected, float infinite_ammo)
 {
        float a;
        if(autocvar__hud_configure)
        {
-               currently_selected = (itemcode == 2); //rockets always selected
-               a = 31 + mod(itemcode*93, 128);
+               currently_selected = (ammotype == ammo_rockets); //rockets always selected
+               a = 60;
        }
        else
-               a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
+               a = getstati(GetAmmoStat(ammotype)); // how much ammo do we have of type itemcode?
 
        vector color;
        if(infinite_ammo)
@@ -921,7 +864,7 @@ void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_s
                picpos = myPos;
        }
 
-       if (currently_selected)
+       if(currently_selected)
                drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
 
     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
@@ -935,9 +878,9 @@ void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_s
             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
     }
        if(a > 0 || infinite_ammo)
-               drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
+               drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
        else // "ghost" ammo icon
-               drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
+               drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
 }
 
 void HUD_Ammo(void)
@@ -967,7 +910,7 @@ void HUD_Ammo(void)
 
        float rows = 0, columns, row, column;
        vector ammo_size;
-       if (autocvar_hud_panel_ammo_onlycurrent)
+       if(autocvar_hud_panel_ammo_onlycurrent)
                ammo_size = mySize;
        else
        {
@@ -997,38 +940,40 @@ void HUD_Ammo(void)
                ammo_size_y = newSize;
        }
 
-       float i, stat_items, currently_selected, infinite_ammo;
-       infinite_ammo = FALSE;
-       if (autocvar_hud_panel_ammo_onlycurrent)
+       float i;
+       float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
+       if(autocvar_hud_panel_ammo_onlycurrent)
        {
                if(autocvar__hud_configure)
                {
-                       DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
+                       DrawAmmoItem(pos, ammo_size, ammo_rockets, true, FALSE);
                }
                else
                {
-                       stat_items = getstati(STAT_ITEMS, 0, 24);
-                       if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
-                               infinite_ammo = TRUE;
-                       for (i = 0; i < AMMO_COUNT; ++i) {
-                               currently_selected = stat_items & GetAmmoItemCode(i);
-                               if (currently_selected)
-                               {
-                                       DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
-                                       break;
-                               }
-                       }
+                       DrawAmmoItem(
+                               pos,
+                               ammo_size,
+                               (get_weaponinfo(switchweapon)).ammo_field,
+                               TRUE,
+                               infinite_ammo
+                       );
                }
        }
        else
        {
-               stat_items = getstati(STAT_ITEMS, 0, 24);
-               if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
-                       infinite_ammo = TRUE;
+               .float ammotype;
                row = column = 0;
-               for (i = 0; i < AMMO_COUNT; ++i) {
-                       currently_selected = stat_items & GetAmmoItemCode(i);
-                       DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
+               for(i = 0; i < AMMO_COUNT; ++i)
+               {
+                       ammotype = GetAmmoFieldFromNum(i);
+                       DrawAmmoItem(
+                               pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y),
+                               ammo_size,
+                               ammotype,
+                               ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
+                               infinite_ammo
+                       );
+
                        ++row;
                        if(row >= rows)
                        {
index 7d33f1e82ed29786990d9080c47bb6daa3e14ab5..e70f199daa20d8c7d6df1a5a4573104ee878b7ad 100644 (file)
@@ -244,3 +244,44 @@ string W_Name(float weaponid) // WEAPONTODO: make into a macro
 {
        return (get_weaponinfo(weaponid)).message;
 }
+
+#ifdef CSQC
+.float GetAmmoFieldFromNum(float i)
+{
+       switch(i)
+       {
+               case 0: return ammo_shells;
+               case 1: return ammo_nails;
+               case 2: return ammo_rockets;
+               case 3: return ammo_cells;
+               case 4: return ammo_fuel;
+               default: return ammo_none;
+       }
+}
+
+string GetAmmoPicture(.float ammotype)
+{
+       switch(ammotype)
+       {
+               case ammo_shells:  return "ammo_shells";
+               case ammo_nails:   return "ammo_nails";
+               case ammo_rockets: return "ammo_rockets";
+               case ammo_cells:   return "ammo_cells";
+               case ammo_fuel:    return "ammo_fuel";
+               default: return ""; // wtf, no ammo type?
+       }
+}
+
+float GetAmmoStat(.float ammotype)
+{
+       switch(ammotype)
+       {
+               case ammo_shells: return STAT_SHELLS;
+               case ammo_nails: return STAT_NAILS;
+               case ammo_rockets: return STAT_ROCKETS;
+               case ammo_cells: return STAT_CELLS;
+               case ammo_fuel: return STAT_FUEL;
+               default: return -1;
+       }
+}
+#endif
index a506f4149a9fd6eef05e965c401ec183970564a7..d33971238fcc64e350f4fd1cae95731f783b78f5 100644 (file)
@@ -114,6 +114,11 @@ void W_RandomWeapons(entity e, float n);
 
 string W_Name(float weaponid);
 
+#ifdef CSQC
+.float GetAmmoFieldFromNum(float i);
+string GetAmmoPicture(.float ammotype);
+float GetAmmoStat(.float ammotype);
+#endif
 
 // ammo types
 .float ammo_shells;