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 "weapon_selection.h"
#include "iclientmode.h"
#include "ammodef.h"
#include "input.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/Panel.h>
#include <string.h>
#define HL1_MAX_WEAPON_SLOTS 5
//-----------------------------------------------------------------------------
// Purpose: hl2 weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public:
CHudWeaponSelection(const char *pElementName );
bool ShouldDraw();
void CycleToNextWeapon( void );
void CycleToPrevWeapon( void );
C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos );
void SelectWeaponSlot( int iSlot );
C_BaseCombatWeapon *GetSelectedWeapon( void )
{
return m_hSelectedWeapon;
}
void VidInit( void );
C_BaseCombatWeapon *GetNextActivePos( int iSlot, int iSlotPos );
protected:
void Paint();
void ApplySchemeSettings(vgui::IScheme *pScheme);
private:
C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
void FastWeaponSwitch( int iWeaponSlot );
void DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight );
int DrawBar( int x, int y, int width, int height, float f );
void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
{
m_hSelectedWeapon = pWeapon;
}
CHudTexture *icon_buckets[ HL1_MAX_WEAPON_SLOTS ];
CHudTexture *icon_selection;
Color m_clrReddish;
Color m_clrGreenish;
};
DECLARE_HUDELEMENT( CHudWeaponSelection );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
}
void CHudWeaponSelection::VidInit()
{
Reset();
for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ )
{
char szNumString[ 10 ];
sprintf( szNumString, "bucket%d", i );
icon_buckets[ i ] = gHUD.GetIcon( szNumString );
}
}
//-----------------------------------------------------------------------------
// 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: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::Paint()
{
if (!ShouldDraw())
return;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
if ( !pSelectedWeapon )
return;
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
int xpos = 10;
// iterate over all the weapon slots
for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ )
{
int nWidth;
int r1, g1, b1, a1;
(gHUD.m_clrYellowish).GetColor( r1, g1, b1, a1 );
int ypos = 10;
icon_buckets[ i ]->DrawSelf( xpos, ypos, Color( r1, g1, b1, 255 ) );
ypos = icon_buckets[ i ]->Height() + 10;
if ( i == iActiveSlot )
{
bool bFirstItem = true;
nWidth = icon_buckets[ i ]->Width();
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos );
if ( !pWeapon )
continue;
// icons use old system, drawing in screen space
if ( pWeapon->GetSpriteActive() )
{
int r, g, b, a;
(gHUD.m_clrYellowish).GetColor( r, g, b, a );
if (pWeapon == pSelectedWeapon)
{
pWeapon->GetSpriteActive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
if ( !icon_selection )
{
icon_selection = gHUD.GetIcon( "selection" );
}
if ( icon_selection )
{
icon_selection->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
}
}
else
{
if ( pWeapon->HasAmmo() )
{
a = 192;
}
else
{
m_clrReddish.GetColor( r, g, b, a );
a = 128;
}
if ( pWeapon->GetSpriteInactive() )
{
pWeapon->GetSpriteInactive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
}
}
}
// Draw Ammo Bar
DrawAmmoBar( pWeapon, xpos + 10, ypos, 20, 4 );
ypos += pWeapon->GetSpriteActive()->Height() + 5;
if ( bFirstItem )
{
nWidth = pWeapon->GetSpriteActive()->Width();
bFirstItem = false;
}
}
}
else
{
// Draw Row of weapons.
for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ )
{
int r2, g2, b2, a2;
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, iPos );
if ( !pWeapon )
continue;
if ( pWeapon->HasAmmo() )
{
(gHUD.m_clrYellowish).GetColor( r2, g2, b2, a2 );
a2 = 128;
}
else
{
m_clrReddish.GetColor( r2, g2, b2, a2 );
a2 = 96;
}
Color clrBox( r2, g2, b2, a2 );
vgui::surface()->DrawSetColor( clrBox );
vgui::surface()->DrawFilledRect( xpos, ypos, xpos + icon_buckets[ i ]->Width(), ypos + icon_buckets[ i ]->Height() );
ypos += icon_buckets[ i ]->Height() + 5;
}
nWidth = icon_buckets[ i ]->Width();
}
// advance position
xpos += nWidth + 5;
}
}
void CHudWeaponSelection::DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight )
{
if ( pWeapon->GetPrimaryAmmoType() != -1 )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
int nAmmoCount = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
if ( !nAmmoCount )
return;
float flPct = (float)nAmmoCount / (float)GetAmmoDef()->MaxCarry( pWeapon->GetPrimaryAmmoType() );
x = DrawBar( x, y, nWidth, nHeight, flPct );
// Do we have secondary ammo too?
if ( pWeapon->GetSecondaryAmmoType() != -1 )
{
flPct = (float)pPlayer->GetAmmoCount( pWeapon->GetSecondaryAmmoType() ) / (float)GetAmmoDef()->MaxCarry( pWeapon->GetSecondaryAmmoType() );
x += 5; //!!!
DrawBar( x, y, nWidth, nHeight, flPct );
}
}
}
int CHudWeaponSelection::DrawBar( int x, int y, int nWidth, int nHeight, float flPct )
{
Color clrBar;
int r, g, b, a;
if ( flPct < 0 )
{
flPct = 0;
}
else if ( flPct > 1 )
{
flPct = 1;
}
if ( flPct )
{
int nBarWidth = flPct * nWidth;
// Always show at least one pixel if we have ammo.
if (nBarWidth <= 0)
nBarWidth = 1;
m_clrGreenish.GetColor( r, g, b, a );
clrBar.SetColor( r, g, b, 255 );
vgui::surface()->DrawSetColor( clrBar );
vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nHeight );
x += nBarWidth;
nWidth -= nBarWidth;
}
(gHUD.m_clrYellowish).GetColor( r, g, b, a );
clrBar.SetColor( r, g, b, 128 );
vgui::surface()->DrawSetColor( clrBar );
vgui::surface()->DrawFilledRect( x, y, x + nWidth, y + nHeight );
return ( x + nWidth );
}
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetPaintBackgroundEnabled(false);
// set our size
int screenWide, screenTall;
int x, y;
GetPos(x, y);
GetHudSize(screenWide, screenTall);
SetBounds(0, y, screenWide, screenTall - y);
m_clrReddish = pScheme->GetColor( "Reddish", Color( 255, 16, 16, 255 ) );
m_clrGreenish = pScheme->GetColor( "Greenish", Color( 255, 16, 16, 255 ) );
}
//-----------------------------------------------------------------------------
// 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 = HL1_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
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( HL1_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
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 > HL1_MAX_WEAPON_SLOTS )
return;
// Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false )
return;
// do a fast switch if set
if ( hud_fastswitch.GetBool() )
{
FastWeaponSwitch( iSlot );
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 )
{
SetSelectedWeapon( pActiveWeapon );
if( hud_fastswitch.GetInt() > 0 )
{
// only one active item in bucket, so change directly to weapon
SelectWeapon();
}
else if ( !IsInSelectionMode() )
{
// open the weapon selection
OpenSelection();
}
}
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot )
{
// get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// see where we should start selection
int iPosition = -1;
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot )
{
// start after this weapon
iPosition = pActiveWeapon->GetPosition();
}
C_BaseCombatWeapon *pNextWeapon = NULL;
// search for the weapon after the current one
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition);
// make sure it's in the same bucket
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot )
{
// just look for any weapon in this slot
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1);
}
// see if we found a weapon that's different from the current and in the selected slot
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot )
{
// select the new weapon
::input->MakeWeaponSelection( pNextWeapon );
}
else if ( pNextWeapon != pActiveWeapon )
{
// error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
}
C_BaseCombatWeapon *CHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos )
{
if ( iSlot >= HL1_MAX_WEAPON_SLOTS )
return NULL;
return CBaseHudWeaponSelection::GetNextActivePos( iSlot, iSlotPos );
}