Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include "iclientvehicle.h"
#include <vgui_controls/AnimationController.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "ihudlcd.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Displays current ammunition level
//-----------------------------------------------------------------------------
class CHudAmmo : public CHudNumericDisplay, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudAmmo, CHudNumericDisplay );
public:
CHudAmmo( const char *pElementName );
void Init( void );
void VidInit( void );
void Reset();
void SetAmmo(int ammo, bool playAnimation);
void SetAmmo2(int ammo2, bool playAnimation);
virtual void Paint( void );
protected:
virtual void OnThink();
void UpdateAmmoDisplays();
void UpdatePlayerAmmo( C_BasePlayer *player );
void UpdateVehicleAmmo( C_BasePlayer *player, IClientVehicle *pVehicle );
private:
CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
CHandle< C_BaseEntity > m_hCurrentVehicle;
int m_iAmmo;
int m_iAmmo2;
CHudTexture *m_iconPrimaryAmmo;
};
DECLARE_HUDELEMENT( CHudAmmo );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudAmmo::CHudAmmo( const char *pElementName ) : BaseClass(NULL, "HudAmmo"), CHudElement( pElementName )
{
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT | HIDEHUD_WEAPONSELECTION );
hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
hudlcd->SetGlobalStat( "(weapon_name)", "" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudAmmo::Init( void )
{
m_iAmmo = -1;
m_iAmmo2 = -1;
m_iconPrimaryAmmo = NULL;
wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AMMO");
if (tempString)
{
SetLabelText(tempString);
}
else
{
SetLabelText(L"AMMO");
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudAmmo::VidInit( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Resets hud after save/restore
//-----------------------------------------------------------------------------
void CHudAmmo::Reset()
{
BaseClass::Reset();
m_hCurrentActiveWeapon = NULL;
m_hCurrentVehicle = NULL;
m_iAmmo = 0;
m_iAmmo2 = 0;
UpdateAmmoDisplays();
}
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
// Clear out the vehicle entity
m_hCurrentVehicle = NULL;
C_BaseCombatWeapon *wpn = GetActiveWeapon();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
// Get our icons for the ammo types
m_iconPrimaryAmmo = gWR.GetAmmoIconFromWeapon( wpn->GetPrimaryAmmoType() );
// get the ammo in our clip
int ammo1 = wpn->Clip1();
int ammo2;
if (ammo1 < 0)
{
// we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if (wpn == m_hCurrentActiveWeapon)
{
// same weapon, just update counts
SetAmmo(ammo1, true);
SetAmmo2(ammo2, true);
}
else
{
// diferent weapon, change without triggering
SetAmmo(ammo1, false);
SetAmmo2(ammo2, false);
// update whether or not we show the total ammo display
if (wpn->UsesClipsForAmmo1())
{
SetShouldDisplaySecondaryValue(true);
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
SetShouldDisplaySecondaryValue(false);
}
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
m_hCurrentActiveWeapon = wpn;
}
}
void CHudAmmo::UpdateVehicleAmmo( C_BasePlayer *player, IClientVehicle *pVehicle )
{
m_hCurrentActiveWeapon = NULL;
CBaseEntity *pVehicleEnt = pVehicle->GetVehicleEnt();
if ( !pVehicleEnt || pVehicle->GetPrimaryAmmoType() < 0 )
{
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
// get the ammo in our clip
int ammo1 = pVehicle->GetPrimaryAmmoClip();
int ammo2;
if (ammo1 < 0)
{
// we don't use clip ammo, just use the total ammo count
ammo1 = pVehicle->GetPrimaryAmmoCount();
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = pVehicle->GetPrimaryAmmoCount();
}
if (pVehicleEnt == m_hCurrentVehicle)
{
// same weapon, just update counts
SetAmmo(ammo1, true);
SetAmmo2(ammo2, true);
}
else
{
// diferent weapon, change without triggering
SetAmmo(ammo1, false);
SetAmmo2(ammo2, false);
// update whether or not we show the total ammo display
if (pVehicle->PrimaryAmmoUsesClips())
{
SetShouldDisplaySecondaryValue(true);
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
SetShouldDisplaySecondaryValue(false);
}
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
m_hCurrentVehicle = pVehicleEnt;
}
}
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::OnThink()
{
UpdateAmmoDisplays();
}
//-----------------------------------------------------------------------------
// Purpose: updates the ammo display counts
//-----------------------------------------------------------------------------
void CHudAmmo::UpdateAmmoDisplays()
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;
if ( !pVehicle )
{
UpdatePlayerAmmo( player );
}
else
{
UpdateVehicleAmmo( player, pVehicle );
}
}
//-----------------------------------------------------------------------------
// Purpose: Updates ammo display
//-----------------------------------------------------------------------------
void CHudAmmo::SetAmmo(int ammo, bool playAnimation)
{
if (ammo != m_iAmmo)
{
if (ammo == 0)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoEmpty");
}
else if (ammo < m_iAmmo)
{
// ammo has decreased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoDecreased");
}
else
{
// ammunition has increased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoIncreased");
}
m_iAmmo = ammo;
}
SetDisplayValue(ammo);
}
//-----------------------------------------------------------------------------
// Purpose: Updates 2nd ammo display
//-----------------------------------------------------------------------------
void CHudAmmo::SetAmmo2(int ammo2, bool playAnimation)
{
if (ammo2 != m_iAmmo2)
{
if (ammo2 == 0)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Empty");
}
else if (ammo2 < m_iAmmo2)
{
// ammo has decreased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Decreased");
}
else
{
// ammunition has increased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Increased");
}
m_iAmmo2 = ammo2;
}
SetSecondaryValue(ammo2);
}
//-----------------------------------------------------------------------------
// Purpose: We add an icon into the
//-----------------------------------------------------------------------------
void CHudAmmo::Paint( void )
{
BaseClass::Paint();
#ifndef HL2MP
if ( m_hCurrentVehicle == NULL && m_iconPrimaryAmmo )
{
int nLabelHeight;
int nLabelWidth;
surface()->GetTextSize( m_hTextFont, m_LabelText, nLabelWidth, nLabelHeight );
// Figure out where we're going to put this
int x = text_xpos + ( nLabelWidth - m_iconPrimaryAmmo->Width() ) / 2;
int y = text_ypos - ( nLabelHeight + ( m_iconPrimaryAmmo->Height() / 2 ) );
m_iconPrimaryAmmo->DrawSelf( x, y, GetFgColor() );
}
#endif // HL2MP
}
//-----------------------------------------------------------------------------
// Purpose: Displays the secondary ammunition level
//-----------------------------------------------------------------------------
class CHudSecondaryAmmo : public CHudNumericDisplay, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudSecondaryAmmo, CHudNumericDisplay );
public:
CHudSecondaryAmmo( const char *pElementName ) : BaseClass( NULL, "HudAmmoSecondary" ), CHudElement( pElementName )
{
m_iAmmo = -1;
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
void Init( void )
{
#ifndef HL2MP
wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AMMO_ALT");
if (tempString)
{
SetLabelText(tempString);
}
else
{
SetLabelText(L"ALT");
}
#endif // HL2MP
}
void VidInit( void )
{
}
void SetAmmo( int ammo )
{
if (ammo != m_iAmmo)
{
if (ammo == 0)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryEmpty");
}
else if (ammo < m_iAmmo)
{
// ammo has decreased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryDecreased");
}
else
{
// ammunition has increased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryIncreased");
}
m_iAmmo = ammo;
}
SetDisplayValue( ammo );
}
void Reset()
{
// hud reset, update ammo state
BaseClass::Reset();
m_iAmmo = 0;
m_hCurrentActiveWeapon = NULL;
SetAlpha( 0 );
UpdateAmmoState();
}
virtual void Paint( void )
{
BaseClass::Paint();
#ifndef HL2MP
if ( m_iconSecondaryAmmo )
{
int nLabelHeight;
int nLabelWidth;
surface()->GetTextSize( m_hTextFont, m_LabelText, nLabelWidth, nLabelHeight );
// Figure out where we're going to put this
int x = text_xpos + ( nLabelWidth - m_iconSecondaryAmmo->Width() ) / 2;
int y = text_ypos - ( nLabelHeight + ( m_iconSecondaryAmmo->Height() / 2 ) );
m_iconSecondaryAmmo->DrawSelf( x, y, GetFgColor() );
}
#endif // HL2MP
}
protected:
virtual void OnThink()
{
// set whether or not the panel draws based on if we have a weapon that supports secondary ammo
C_BaseCombatWeapon *wpn = GetActiveWeapon();
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;
if (!wpn || !player || pVehicle)
{
m_hCurrentActiveWeapon = NULL;
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
else
{
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
}
UpdateAmmoState();
}
void UpdateAmmoState()
{
C_BaseCombatWeapon *wpn = GetActiveWeapon();
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if (player && wpn && wpn->UsesSecondaryAmmo())
{
SetAmmo(player->GetAmmoCount(wpn->GetSecondaryAmmoType()));
}
if ( m_hCurrentActiveWeapon != wpn )
{
if ( wpn->UsesSecondaryAmmo() )
{
// we've changed to a weapon that uses secondary ammo
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesSecondaryAmmo");
}
else
{
// we've changed away from a weapon that uses secondary ammo
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseSecondaryAmmo");
}
m_hCurrentActiveWeapon = wpn;
// Get the icon we should be displaying
m_iconSecondaryAmmo = gWR.GetAmmoIconFromWeapon( m_hCurrentActiveWeapon->GetSecondaryAmmoType() );
}
}
private:
CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
CHudTexture *m_iconSecondaryAmmo;
int m_iAmmo;
};
DECLARE_HUDELEMENT( CHudSecondaryAmmo );