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335 lines
10 KiB
335 lines
10 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "hud_macros.h"
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#include "hud_numericdisplay.h"
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#include <KeyValues.h>
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui_controls/AnimationController.h>
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#include "iclientmode.h"
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#include "tf_shareddefs.h"
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/ImagePanel.h>
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#include <vgui/ISurface.h>
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#include <vgui/IImage.h>
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#include <vgui_controls/Label.h>
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#include "tf_controls.h"
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#include "in_buttons.h"
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#include "tf_imagepanel.h"
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#include "c_team.h"
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#include "c_tf_player.h"
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#include "ihudlcd.h"
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#include "tf_hud_ammostatus.h"
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#include "tf_gamerules.h"
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#include "tf_logic_halloween_2014.h"
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using namespace vgui;
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DECLARE_HUDELEMENT( CTFHudWeaponAmmo );
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static ConVar hud_low_ammo_warning_threshold( "hud_lowammowarning_threshold", "0.40", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY, "Percentage threshold at which the low ammo warning will become visible." );
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static ConVar hud_low_ammo_warning_max_pos_adjust( "hud_lowammowarning_maxposadjust", "5", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY, "Maximum pixel amount to increase the low ammo warning image." );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CTFHudWeaponAmmo::CTFHudWeaponAmmo( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudWeaponAmmo" )
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{
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Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
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hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
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hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
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hudlcd->SetGlobalStat( "(weapon_name)", "" );
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m_pInClip = NULL;
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m_pInClipShadow = NULL;
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m_pInReserve = NULL;
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m_pInReserveShadow = NULL;
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m_pNoClip = NULL;
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m_pNoClipShadow = NULL;
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m_nAmmo = -1;
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m_nAmmo2 = -1;
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m_hCurrentActiveWeapon = NULL;
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m_flNextThink = 0.0f;
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RegisterForRenderGroup( "inspect_panel" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudWeaponAmmo::Reset()
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{
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m_flNextThink = gpGlobals->curtime + 0.05f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudWeaponAmmo::ApplySchemeSettings( IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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// load control settings...
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LoadControlSettings( "resource/UI/HudAmmoWeapons.res" );
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m_pInClip = dynamic_cast<CExLabel *>( FindChildByName( "AmmoInClip" ) );
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m_pInClipShadow = dynamic_cast<CExLabel *>( FindChildByName( "AmmoInClipShadow" ) );
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m_pInReserve = dynamic_cast<CExLabel *>( FindChildByName( "AmmoInReserve" ) );
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m_pInReserveShadow = dynamic_cast<CExLabel *>( FindChildByName( "AmmoInReserveShadow" ) );
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m_pNoClip = dynamic_cast<CExLabel *>( FindChildByName( "AmmoNoClip" ) );
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m_pNoClipShadow = dynamic_cast<CExLabel *>( FindChildByName( "AmmoNoClipShadow" ) );
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m_pLowAmmoImage = dynamic_cast<ImagePanel *>( FindChildByName( "HudWeaponLowAmmoImage" ) );
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if ( m_pLowAmmoImage )
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{
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m_pLowAmmoImage->GetBounds( m_nLowAmmoImageOrigX, m_nLowAmmoImageOrigY, m_nLowAmmoImageOrigW, m_nLowAmmoImageOrigH );
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}
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m_nAmmo = -1;
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m_nAmmo2 = -1;
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m_hCurrentActiveWeapon = NULL;
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m_flNextThink = 0.0f;
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UpdateAmmoLabels( false, false, false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFHudWeaponAmmo::ShouldDraw( void )
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{
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// Get the player and active weapon.
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( !pPlayer )
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{
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return false;
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}
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CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
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if ( !pWeapon )
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{
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return false;
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}
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if ( pWeapon->GetWeaponID() == TF_WEAPON_MEDIGUN )
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{
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return false;
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}
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// Don't show for weapons that don't use any ammo
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if ( !pWeapon->UsesPrimaryAmmo() )
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return false;
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// Don't show for weapons that use metal for their primary ammo
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if ( pWeapon->GetPrimaryAmmoType() == TF_AMMO_METAL )
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return false;
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if ( pWeapon->UberChargeAmmoPerShot() > 0.0f )
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return false;
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if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
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return false;
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if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
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return false;
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if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
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return false;
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return CHudElement::ShouldDraw();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudWeaponAmmo::UpdateAmmoLabels( bool bPrimary, bool bReserve, bool bNoClip )
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{
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if ( m_pInClip && m_pInClipShadow )
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{
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if ( m_pInClip->IsVisible() != bPrimary )
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{
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m_pInClip->SetVisible( bPrimary );
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m_pInClipShadow->SetVisible( bPrimary );
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}
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}
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if ( m_pInReserve && m_pInReserveShadow )
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{
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if ( m_pInReserve->IsVisible() != bReserve )
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{
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m_pInReserve->SetVisible( bReserve );
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m_pInReserveShadow->SetVisible( bReserve );
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}
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}
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if ( m_pNoClip && m_pNoClipShadow )
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{
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if ( m_pNoClip->IsVisible() != bNoClip )
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{
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m_pNoClip->SetVisible( bNoClip );
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m_pNoClipShadow->SetVisible( bNoClip );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudWeaponAmmo::ShowLowAmmoIndicator( void )
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{
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if ( m_pLowAmmoImage && m_pLowAmmoImage->IsVisible() == false )
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{
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m_pLowAmmoImage->SetBounds( m_nLowAmmoImageOrigX, m_nLowAmmoImageOrigY, m_nLowAmmoImageOrigW, m_nLowAmmoImageOrigH );
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m_pLowAmmoImage->SetVisible( true );
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m_pLowAmmoImage->SetFgColor( Color( 255, 0, 0, 255 ) );
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudLowAmmoPulse" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudWeaponAmmo::SizeLowAmmoIndicator( float flCurrentAmount, float flMaxAmount )
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{
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if ( m_pLowAmmoImage && m_pLowAmmoImage->IsVisible() == true )
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{
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float flPercent = ( flMaxAmount - flCurrentAmount ) / flMaxAmount;
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float nLowAmmoPosAdj = hud_low_ammo_warning_max_pos_adjust.GetFloat();
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int nPosAdj = RoundFloatToInt( flPercent * nLowAmmoPosAdj );
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int nSizeAdj = 2 * nPosAdj;
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m_pLowAmmoImage->SetBounds( m_nLowAmmoImageOrigX - nPosAdj,
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m_nLowAmmoImageOrigY - nPosAdj,
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m_nLowAmmoImageOrigW + nSizeAdj,
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m_nLowAmmoImageOrigH + nSizeAdj );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudWeaponAmmo::HideLowAmmoIndicator( void )
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{
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if ( m_pLowAmmoImage && m_pLowAmmoImage->IsVisible() == true )
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{
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m_pLowAmmoImage->SetBounds( m_nLowAmmoImageOrigX, m_nLowAmmoImageOrigY, m_nLowAmmoImageOrigW, m_nLowAmmoImageOrigH );
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m_pLowAmmoImage->SetVisible( false );
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudLowAmmoPulseStop" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get ammo info from the weapon and update the displays.
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//-----------------------------------------------------------------------------
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void CTFHudWeaponAmmo::OnThink()
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{
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// Get the player and active weapon.
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
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if ( m_flNextThink < gpGlobals->curtime )
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{
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hudlcd->SetGlobalStat( "(weapon_print_name)", pWeapon ? pWeapon->GetPrintName() : " " );
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hudlcd->SetGlobalStat( "(weapon_name)", pWeapon ? pWeapon->GetName() : " " );
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if ( !pPlayer || !pWeapon || !pWeapon->UsesPrimaryAmmo() )
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{
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hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
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// turn off our ammo counts
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UpdateAmmoLabels( false, false, false );
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// hide low ammo indicator since it is not applicable
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HideLowAmmoIndicator();
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m_nAmmo = -1;
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m_nAmmo2 = -1;
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}
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else
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{
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// Get the ammo in our clip.
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int nAmmo1 = pWeapon->Clip1();
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int nAmmo2 = 0;
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// Clip ammo not used, get total ammo count.
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if ( nAmmo1 < 0 )
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{
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nAmmo1 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
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}
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// Clip ammo, so the second ammo is the total ammo.
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else
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{
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nAmmo2 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
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}
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hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", nAmmo1 ) );
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hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", nAmmo2 ) );
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if ( m_nAmmo != nAmmo1 || m_nAmmo2 != nAmmo2 || m_hCurrentActiveWeapon.Get() != pWeapon )
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{
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m_nAmmo = nAmmo1;
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m_nAmmo2 = nAmmo2;
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m_hCurrentActiveWeapon = pWeapon;
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if ( m_hCurrentActiveWeapon.Get()->UsesClipsForAmmo1() )
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{
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UpdateAmmoLabels( true, true, false );
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SetDialogVariable( "Ammo", m_nAmmo );
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SetDialogVariable( "AmmoInReserve", m_nAmmo2 );
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}
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else
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{
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UpdateAmmoLabels( false, false, true );
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SetDialogVariable( "Ammo", m_nAmmo );
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}
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}
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// low ammo warning
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int nTotalAmmo = nAmmo1 + nAmmo2;
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int nMaxTotalAmmo = ((CTFPlayer*)pPlayer)->GetMaxAmmo( pWeapon->GetPrimaryAmmoType() );
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// include ammount in the current clip as well
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if ( pWeapon->GetMaxClip1() > 0 )
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{
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nMaxTotalAmmo += pWeapon->GetMaxClip1();
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}
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float flWarningAmmoThreshold = (float)nMaxTotalAmmo * hud_low_ammo_warning_threshold.GetFloat();
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if ( nTotalAmmo < RoundFloatToInt( flWarningAmmoThreshold ) )
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{
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ShowLowAmmoIndicator();
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SizeLowAmmoIndicator( (float)nTotalAmmo, flWarningAmmoThreshold );
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}
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else
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{
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HideLowAmmoIndicator();
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}
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}
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m_flNextThink = gpGlobals->curtime + 0.1f;
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}
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}
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