//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_selection.h" #include "iclientmode.h" #include "history_resource.h" #include #include #include #include #include #include #include #include "weapon_dodbase.h" float GetScale( int nIconWidth, int nIconHeight, int nWidth, int nHeight ); //----------------------------------------------------------------------------- // Purpose: cstrike weapon selection hud element //----------------------------------------------------------------------------- class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel ); public: CHudWeaponSelection( const char *pElementName ); virtual void VidInit(); virtual bool ShouldDraw(); virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); virtual void CycleToNextWeapon( void ); virtual void CycleToPrevWeapon( void ); virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); virtual void SelectWeaponSlot( int iSlot ); virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) { return m_hSelectedWeapon; } virtual void OpenSelection( void ); virtual void HideSelection( void ); virtual void LevelInit(); virtual void SelectWeapon( void ); virtual void CancelWeaponSelection( void ); virtual bool IsHudMenuPreventingWeaponSelection() { return false; } protected: virtual void OnThink(); virtual void Paint(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme); virtual bool IsWeaponSelectable() { if ( IsInSelectionMode() ) { return true; } return false; } private: C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) { m_hSelectedWeapon = pWeapon; } void DrawBox( int x, int y, int wide, int tall, int type, int number, int valid ); private: int m_iBackgroundTexture; CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "108", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "72", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSmallBoxCutSize, "SmallBoxCutSize", "5", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxCutSize, "LargeBoxCutSize", "5", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "8", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" ); CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" ); CPanelAnimationVar( Color, m_ActiveTextColor, "ActiveTextColor", "255 255 255 255" ); CPanelAnimationVar( Color, m_InactiveTextColor, "InactiveTextColor", "80 80 80 255" ); CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" ); CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" ); CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" ); CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" ); CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" ); CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" ); CPanelAnimationVar( Color, m_ActiveBoxColor, "ActiveBoxColor", "255 255 255 255" ); CPanelAnimationVar( Color, m_ActiveBoxBorder, "ActiveBoxBorder", "255 255 255 255" ); CPanelAnimationVar( Color, m_InactiveBoxColor, "InactiveBoxColor", "0 0 0 0" ); CPanelAnimationVar( Color, m_InactiveBoxBorder, "InactiveBoxBorder", "255 255 255 255" ); CPanelAnimationVar( Color, m_NotUseableColor, "NotUseableColor", "0 0 0 0" ); }; DECLARE_HUDELEMENT( CHudWeaponSelection ); //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection") { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD ); m_iBackgroundTexture = vgui::surface()->DrawGetTextureId( "vgui/white" ); if ( m_iBackgroundTexture == -1 ) { m_iBackgroundTexture = vgui::surface()->CreateNewTextureID(); } vgui::surface()->DrawSetTextureFile( m_iBackgroundTexture, "vgui/white" , true, true ); } void CHudWeaponSelection::VidInit(void) { // If we've already loaded weapons, let's get new sprites gWR.LoadAllWeaponSprites(); Reset(); } //----------------------------------------------------------------------------- // Purpose: sets up display for showing weapon pickup //----------------------------------------------------------------------------- void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) { // show tnt pickup panel C_WeaponDODBase *pDODWpn = dynamic_cast( pWeapon ); if ( pDODWpn && pDODWpn->GetDODWpnData().m_WeaponType == WPN_TYPE_BOMB ) { IGameEvent *event = gameeventmanager->CreateEvent( "dod_tnt_pickup" ); if ( event ) { gameeventmanager->FireEventClientSide( event ); } } } //----------------------------------------------------------------------------- // Purpose: updates animation status //----------------------------------------------------------------------------- void CHudWeaponSelection::OnThink() { } //----------------------------------------------------------------------------- // Purpose: returns true if the panel should draw //----------------------------------------------------------------------------- bool CHudWeaponSelection::ShouldDraw() { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { if ( IsInSelectionMode() ) { HideSelection(); } return false; } bool bret = CBaseHudWeaponSelection::ShouldDraw(); if ( !bret ) { return false; } return ( m_bSelectionVisible ) ? true : false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudWeaponSelection::LevelInit() { CHudElement::LevelInit(); m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS ); } //------------------------------------------------------------------------- // Purpose: draws the selection area //------------------------------------------------------------------------- void CHudWeaponSelection::Paint(void) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { return; } // find and display our current selection C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon(); if ( !pSelectedWeapon ) { return; } int x, y, w, h; GetBounds( x, y, w, h ); int xpos = 0; int ypos = h; int nType = 0; Color bright( 255,255,255,255 ); // iterate over all the weapon slots for ( int iSlot = m_iMaxSlots - 1; iSlot >=0; iSlot-- ) { for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(iSlot, iPos); if ( !pWeapon ) { continue; } if ( !pWeapon->CanBeSelected() ) { continue; } if ( pWeapon->GetSpriteActive() ) { const CHudTexture *pWpnSprite = pWeapon->GetSpriteActive(); Color finalColor; Assert( pWpnSprite ); float finalBoxWide, finalBoxTall; if ( pWeapon == pSelectedWeapon ) { finalBoxWide = m_flLargeBoxWide; finalBoxTall = m_flLargeBoxTall; finalColor = m_ActiveBoxColor; nType = 1; } else { finalBoxWide = m_flSmallBoxWide; finalBoxTall = m_flSmallBoxTall; finalColor = m_InactiveBoxColor; nType = 0; } xpos = ( w / 2.0 ) - ( finalBoxWide / 2.0f ); ypos -= finalBoxTall; int sprBoxWidth = finalBoxWide - XRES(4); // minus 4 (2 left, 2 right) int sprBoxHeight = finalBoxTall - YRES(4); // minus 4 (2 top, 2 bottom) int sprWidth = pWpnSprite->Width(); int sprHeight = pWpnSprite->Height(); float scale = GetScale( sprWidth, sprHeight, sprBoxWidth, sprBoxHeight ); sprWidth = sprWidth * scale; sprHeight = sprHeight * scale; int wpnX = xpos + ( finalBoxWide - sprWidth ) / 2; int wpnY = ypos + ( finalBoxTall - sprHeight ) / 2; bool bHasAmmo = true; if ( pWeapon->UsesClipsForAmmo1() ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { int ammo = pWeapon->Clip1() + pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() ); if ( ammo <= 0 ) { bHasAmmo = false; } } } DrawBox( xpos, ypos, finalBoxWide, finalBoxTall, nType, iSlot + 1, ( pWeapon->CanDeploy() && bHasAmmo ) ) ; pWpnSprite->DrawSelf( wpnX, wpnY, sprWidth, sprHeight, bright ); ypos -= m_flBoxGap; } } } } //----------------------------------------------------------------------------- // Purpose: draws a selection box //----------------------------------------------------------------------------- void CHudWeaponSelection::DrawBox( int x, int y, int wide, int tall, int type, int number, int valid ) { vgui::Vertex_t verts[5]; int nwide = wide - 1; int ntall = tall - 1; int nCutSize; vgui::surface()->DrawSetTexture( m_iBackgroundTexture ); if ( type == 1 ) { nCutSize = m_flLargeBoxCutSize; vgui::surface()->DrawSetColor( Color( m_ActiveBoxColor ) ); } else { nCutSize = m_flSmallBoxCutSize; vgui::surface()->DrawSetColor( Color( m_InactiveBoxColor ) ); } if ( !valid ) { vgui::surface()->DrawSetColor( Color( m_NotUseableColor ) ); } verts[0].Init( Vector2D( x, y ) ); verts[1].Init( Vector2D( x + nwide - nCutSize, y ) ); verts[2].Init( Vector2D( x + nwide, y + nCutSize ) ); verts[3].Init( Vector2D( x + nwide, y + ntall ) ); verts[4].Init( Vector2D( x, y + ntall ) ); vgui::surface()->DrawTexturedPolygon( 5, verts ); if ( type == 1 ) { vgui::surface()->DrawSetColor( Color( m_ActiveBoxBorder ) ); } else { vgui::surface()->DrawSetColor( Color( m_InactiveBoxBorder ) ); } vgui::surface()->DrawTexturedPolyLine( verts, 5 ); // draw the number if ( number >= 0 ) { vgui::surface()->DrawSetTextFont( m_hNumberFont ); if ( type == 1 ) { vgui::surface()->DrawSetTextColor( Color( m_ActiveTextColor ) ); } else { vgui::surface()->DrawSetTextColor( Color( m_InactiveTextColor ) ); } wchar_t wch = '0' + number; vgui::surface()->DrawSetTextPos( x + m_flSelectionNumberXPos, y + ntall - m_flSelectionNumberYPos ); vgui::surface()->DrawUnicodeChar( wch ); } } //----------------------------------------------------------------------------- // Purpose: hud scheme settings //----------------------------------------------------------------------------- void CHudWeaponSelection::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); SetPaintBackgroundEnabled( false ); } //----------------------------------------------------------------------------- // Purpose: Opens weapon selection control //----------------------------------------------------------------------------- void CHudWeaponSelection::OpenSelection( void ) { Assert( !IsInSelectionMode() ); CBaseHudWeaponSelection::OpenSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" ); } //----------------------------------------------------------------------------- // Purpose: Closes weapon selection control //----------------------------------------------------------------------------- void CHudWeaponSelection::HideSelection( void ) { CBaseHudWeaponSelection::HideSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "CloseWeaponSelectionMenu" ); } //----------------------------------------------------------------------------- // Purpose: Returns the next available weapon item in the weapon selection //----------------------------------------------------------------------------- C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection( int iCurrentSlot, int iCurrentPosition ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { return NULL; } C_BaseCombatWeapon *pNextWeapon = NULL; // search all the weapons looking for the closest next int iLowestNextSlot = MAX_WEAPON_SLOTS; int iLowestNextPosition = MAX_WEAPON_POSITIONS; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon( i ); if ( !pWeapon ) { continue; } if ( pWeapon->CanBeSelected() ) { int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); // see if this weapon is further ahead in the selection list if ( weaponSlot > iCurrentSlot || ( weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition ) ) { // see if this weapon is closer than the current lowest if ( weaponSlot < iLowestNextSlot || ( weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition ) ) { iLowestNextSlot = weaponSlot; iLowestNextPosition = weaponPosition; pNextWeapon = pWeapon; } } } } return pNextWeapon; } //----------------------------------------------------------------------------- // Purpose: Returns the prior available weapon item in the weapon selection //----------------------------------------------------------------------------- C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection( int iCurrentSlot, int iCurrentPosition ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { return NULL; } C_BaseCombatWeapon *pPrevWeapon = NULL; // search all the weapons looking for the closest next int iLowestPrevSlot = -1; int iLowestPrevPosition = -1; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon( i ); if ( !pWeapon ) { continue; } if ( pWeapon->CanBeSelected() ) { int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); // see if this weapon is further ahead in the selection list if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) ) { // see if this weapon is closer than the current lowest if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) ) { iLowestPrevSlot = weaponSlot; iLowestPrevPosition = weaponPosition; pPrevWeapon = pWeapon; } } } } return pPrevWeapon; } //----------------------------------------------------------------------------- // Purpose: Moves the selection to the next item in the menu //----------------------------------------------------------------------------- void CHudWeaponSelection::CycleToNextWeapon( void ) { // Get the local player. C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { return; } C_BaseCombatWeapon *pNextWeapon = NULL; if ( IsInSelectionMode() ) { // find the next selection spot C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); if ( !pWeapon ) { return; } pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); } else { // open selection at the current place pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } } if ( !pNextWeapon ) { // wrap around back to start pNextWeapon = FindNextWeaponInWeaponSelection( -1, -1 ); } if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon ); if ( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } else if ( !IsInSelectionMode() ) { OpenSelection(); } // Play the "cycle to next weapon" sound if ( m_bPlaySelectionSounds ) { pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } } } //----------------------------------------------------------------------------- // Purpose: Moves the selection to the previous item in the menu //----------------------------------------------------------------------------- void CHudWeaponSelection::CycleToPrevWeapon( void ) { // Get the local player. C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { return; } C_BaseCombatWeapon *pNextWeapon = NULL; if ( IsInSelectionMode() ) { // find the next selection spot C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); if ( !pWeapon ) { return; } pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); } else { // open selection at the current place pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } } if ( !pNextWeapon ) { // wrap around back to end of weapon list pNextWeapon = FindPrevWeaponInWeaponSelection( MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS ); } if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon ); if( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } else if ( !IsInSelectionMode() ) { OpenSelection(); } // Play the "cycle to next weapon" sound if( m_bPlaySelectionSounds ) { pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } } } //----------------------------------------------------------------------------- // Purpose: returns the weapon in the specified slot //----------------------------------------------------------------------------- C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) { return NULL; } for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon( i ); if ( pWeapon == NULL ) { continue; } if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) { return pWeapon; } } return NULL; } //----------------------------------------------------------------------------- // Purpose: Moves selection to the specified slot //----------------------------------------------------------------------------- void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) { // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons --iSlot; // Get the local player. C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { return; } // Don't try and read past our possible number of slots if ( iSlot > MAX_WEAPON_SLOTS ) { return; } // Make sure the player's allowed to switch weapons if ( pPlayer->IsAllowedToSwitchWeapons() == false ) { return; } int slotPos = 0; C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); // start later in the list if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) { slotPos = pActiveWeapon->GetPosition() + 1; } // find the weapon in this slot pActiveWeapon = GetNextActivePos( iSlot, slotPos ); if ( !pActiveWeapon ) { pActiveWeapon = GetNextActivePos( iSlot, 0 ); } if ( pActiveWeapon != NULL ) { // Mark the change SetSelectedWeapon( pActiveWeapon ); if( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } else if ( !IsInSelectionMode() ) { // open the weapon selection OpenSelection(); } } if ( m_bPlaySelectionSounds ) { pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } } //----------------------------------------------------------------------------- // Purpose: Player has chosen to draw the currently selected weapon //----------------------------------------------------------------------------- void CHudWeaponSelection::SelectWeapon( void ) { if ( !GetSelectedWeapon() ) { engine->ClientCmd( "cancelselect\n" ); return; } C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) { return; } // Don't allow selections of weapons that can't be selected (out of ammo, etc) if ( GetSelectedWeapon()->CanBeSelected() ) { SetWeaponSelected(); m_hSelectedWeapon = NULL; engine->ClientCmd( "cancelselect\n" ); } } //----------------------------------------------------------------------------- // Purpose: Abort selecting a weapon //----------------------------------------------------------------------------- void CHudWeaponSelection::CancelWeaponSelection( void ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) { return; } // Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible // yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw, // instead of checking it's IsActive flag. if ( ShouldDraw() ) { HideSelection(); m_hSelectedWeapon = NULL; } else { engine->ClientCmd("escape"); } }