// cl_inv.c -- client inventory screen #include <u.h>#include <libc.h>#include <stdio.h>#include "dat.h"#include "fns.h" /*================CL_ParseInventory================*/void CL_ParseInventory (void){ int i; for (i=0 ; i<MAX_ITEMS ; i++) cl.inventory[i] = MSG_ReadShort (&net_message);} /*================Inv_DrawString================*/void Inv_DrawString (int x, int y, char *string){ while (*string) { re.DrawChar (x, y, *string); x+=8; string++; }} void SetStringHighBit (char *s){ while (*s) *s++ |= 128;} /*================CL_DrawInventory================*/#define DISPLAY_ITEMS 17 void CL_DrawInventory (void){ int i, j; int num, selected_num, item; int index[MAX_ITEMS]; char string[1024]; int x, y; char binding[1024]; char *bind; int selected; int top; selected = cl.frame.playerstate.stats[STAT_SELECTED_ITEM]; num = 0; selected_num = 0; for (i=0 ; i<MAX_ITEMS ; i++) { if (i==selected) selected_num = num; if (cl.inventory[i]) { index[num] = i; num++; } } // determine scroll point top = selected_num - DISPLAY_ITEMS/2; if (num - top < DISPLAY_ITEMS) top = num - DISPLAY_ITEMS; if (top < 0) top = 0; x = (vid.width-256)/2; y = (vid.height-240)/2; // repaint everything next frame SCR_DirtyScreen (); re.DrawPic (x, y+8, "inventory"); y += 24; x += 24; Inv_DrawString (x, y, "hotkey ### item"); Inv_DrawString (x, y+8, "------ --- ----"); y += 16; for (i=top ; i<num && i < top+DISPLAY_ITEMS ; i++) { item = index[i]; // search for a binding Com_sprintf (binding, sizeof(binding), "use %s", cl.configstrings[CS_ITEMS+item]); bind = ""; for (j=0 ; j<256 ; j++) if (keybindings[j] && !cistrcmp (keybindings[j], binding)) { bind = Key_KeynumToString(j); break; } Com_sprintf (string, sizeof(string), "%6s %3i %s", bind, cl.inventory[item], cl.configstrings[CS_ITEMS+item] ); if (item != selected) SetStringHighBit (string); else // draw a blinky cursor by the selected item { if ( (int)(cls.realtime*10) & 1) re.DrawChar (x-8, y, 15); } Inv_DrawString (x, y, string); y += 8; } }
// cl_inv.c -- client inventory screen
#include <u.h>
#include <libc.h>
#include <stdio.h>
#include "dat.h"
#include "fns.h"
/*
================
CL_ParseInventory
================
*/
void CL_ParseInventory (void)
{
int i;
for (i=0 ; i<MAX_ITEMS ; i++)
cl.inventory[i] = MSG_ReadShort (&net_message);
}
/*
================
Inv_DrawString
================
*/
void Inv_DrawString (int x, int y, char *string)
{
while (*string)
{
re.DrawChar (x, y, *string);
x+=8;
string++;
}
}
void SetStringHighBit (char *s)
{
while (*s)
*s++ |= 128;
}
/*
================
CL_DrawInventory
================
*/
#define DISPLAY_ITEMS 17
void CL_DrawInventory (void)
{
int i, j;
int num, selected_num, item;
int index[MAX_ITEMS];
char string[1024];
int x, y;
char binding[1024];
char *bind;
int selected;
int top;
selected = cl.frame.playerstate.stats[STAT_SELECTED_ITEM];
num = 0;
selected_num = 0;
for (i=0 ; i<MAX_ITEMS ; i++)
{
if (i==selected)
selected_num = num;
if (cl.inventory[i])
{
index[num] = i;
num++;
}
}
// determine scroll point
top = selected_num - DISPLAY_ITEMS/2;
if (num - top < DISPLAY_ITEMS)
top = num - DISPLAY_ITEMS;
if (top < 0)
top = 0;
x = (vid.width-256)/2;
y = (vid.height-240)/2;
// repaint everything next frame
SCR_DirtyScreen ();
re.DrawPic (x, y+8, "inventory");
y += 24;
x += 24;
Inv_DrawString (x, y, "hotkey ### item");
Inv_DrawString (x, y+8, "------ --- ----");
y += 16;
for (i=top ; i<num && i < top+DISPLAY_ITEMS ; i++)
{
item = index[i];
// search for a binding
Com_sprintf (binding, sizeof(binding), "use %s", cl.configstrings[CS_ITEMS+item]);
bind = "";
for (j=0 ; j<256 ; j++)
if (keybindings[j] && !cistrcmp (keybindings[j], binding))
{
bind = Key_KeynumToString(j);
break;
}
Com_sprintf (string, sizeof(string), "%6s %3i %s", bind, cl.inventory[item],
cl.configstrings[CS_ITEMS+item] );
if (item != selected)
SetStringHighBit (string);
else // draw a blinky cursor by the selected item
{
if ( (int)(cls.realtime*10) & 1)
re.DrawChar (x-8, y, 15);
}
Inv_DrawString (x, y, string);
y += 8;
}
}