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761 lines
22 KiB
761 lines
22 KiB
//========= 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 "weapon_selection.h" |
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#include "iclientmode.h" |
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#include "history_resource.h" |
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#include "input.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 <vgui_controls/Panel.h> |
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#include "vgui/ILocalize.h" |
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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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//----------------------------------------------------------------------------- |
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// Purpose: hl2 weapon selection hud element |
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//----------------------------------------------------------------------------- |
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class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel |
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{ |
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DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel ); |
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public: |
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CHudWeaponSelection(const char *pElementName ); |
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virtual bool ShouldDraw(); |
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virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); |
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virtual void CycleToNextWeapon( void ); |
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virtual void CycleToPrevWeapon( void ); |
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virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); |
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virtual void SelectWeaponSlot( int iSlot ); |
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virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) |
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{ |
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return m_hSelectedWeapon; |
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} |
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virtual void OpenSelection( void ); |
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virtual void HideSelection( void ); |
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virtual void LevelInit(); |
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protected: |
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virtual void OnThink(); |
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virtual void Paint(); |
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme); |
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virtual bool IsWeaponSelectable() |
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{ |
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if (IsInSelectionMode()) |
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return true; |
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return false; |
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} |
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private: |
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C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); |
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C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); |
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void FastWeaponSwitch( int iWeaponSlot ); |
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virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) |
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{ |
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m_hSelectedWeapon = pWeapon; |
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} |
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void DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number); |
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CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" ); |
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CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); |
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CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); |
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CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" ); |
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CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" ); |
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CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); |
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CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); |
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CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); |
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CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); |
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CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" ); |
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CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" ); |
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CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" ); |
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bool m_bFadingOut; |
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}; |
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DECLARE_HUDELEMENT( CHudWeaponSelection ); |
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using namespace vgui; |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection") |
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{ |
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vgui::Panel *pParent = g_pClientMode->GetViewport(); |
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SetParent( pParent ); |
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m_bFadingOut = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: sets up display for showing weapon pickup |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) |
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{ |
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// add to pickup history |
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CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); |
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if ( pHudHR ) |
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{ |
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pHudHR->AddToHistory( pWeapon ); |
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} |
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} |
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#define SELECTION_TIMEOUT_THRESHOLD 5.0f // Seconds |
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#define SELECTION_FADEOUT_TIME 1.5f |
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//----------------------------------------------------------------------------- |
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// Purpose: updates animation status |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::OnThink( void ) |
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{ |
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// Time out after awhile of inactivity |
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if ( ( gpGlobals->curtime - m_flSelectionTime ) > SELECTION_TIMEOUT_THRESHOLD ) |
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{ |
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if (!m_bFadingOut) |
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{ |
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// start fading out |
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" ); |
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m_bFadingOut = true; |
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} |
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else if (gpGlobals->curtime - m_flSelectionTime > SELECTION_TIMEOUT_THRESHOLD + SELECTION_FADEOUT_TIME) |
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{ |
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// finished fade, close |
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HideSelection(); |
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} |
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} |
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else if (m_bFadingOut) |
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{ |
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// stop us fading out, show the animation again |
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" ); |
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m_bFadingOut = false; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: returns true if the panel should draw |
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//----------------------------------------------------------------------------- |
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bool CHudWeaponSelection::ShouldDraw() |
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{ |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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{ |
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if ( IsInSelectionMode() ) |
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{ |
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HideSelection(); |
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} |
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return false; |
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} |
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bool bret = CBaseHudWeaponSelection::ShouldDraw(); |
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if ( !bret ) |
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return false; |
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return ( m_bSelectionVisible ) ? true : false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::LevelInit() |
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{ |
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CHudElement::LevelInit(); |
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} |
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//------------------------------------------------------------------------- |
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// Purpose: draws the selection area |
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//------------------------------------------------------------------------- |
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void CHudWeaponSelection::Paint() |
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{ |
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if (!ShouldDraw()) |
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return; |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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// find and display our current selection |
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C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon(); |
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if ( !pSelectedWeapon ) |
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return; |
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int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); |
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// interpolate the selected box size between the small box size and the large box size |
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// interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size |
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float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime); |
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int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone); |
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int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone); |
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Color selectedColor; |
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{for (int i = 0; i < 4; i++) |
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{ |
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selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone); |
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}} |
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// calculate where to start drawing |
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int width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; |
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int xpos = (GetWide() - width) / 2; |
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int ypos = 0; |
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// iterate over all the weapon slots |
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for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) |
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{ |
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if ( i == iActiveSlot ) |
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{ |
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bool bFirstItem = true; |
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for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++) |
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{ |
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); |
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if ( !pWeapon ) |
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continue; |
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// draw box for selected weapon |
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DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1); |
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// draw icon |
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Color col = GetFgColor(); |
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if ( pWeapon->GetSpriteActive() ) |
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{ |
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// find the center of the box to draw in |
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int iconWidth = pWeapon->GetSpriteActive()->Width(); |
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int iconHeight = pWeapon->GetSpriteActive()->Height(); |
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int x_offs = (largeBoxWide - iconWidth) / 2; |
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int y_offs = (largeBoxTall - iconHeight) / 2; |
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if (!pWeapon->CanBeSelected()) |
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{ |
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// unselectable weapon, display as such |
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col = Color(255, 0, 0, col[3]); |
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} |
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else if (pWeapon == pSelectedWeapon) |
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{ |
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// currently selected weapon, display brighter |
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col[3] = m_flSelectionAlphaOverride; |
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// draw an active version over the top |
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pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); |
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} |
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// draw the inactive version |
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pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); |
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} |
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// draw text |
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col = m_TextColor; |
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const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData(); |
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if (pWeapon == pSelectedWeapon) |
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{ |
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wchar_t text[128]; |
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wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName); |
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// setup our localized string |
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if ( tempString ) |
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{ |
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#ifdef WIN32 |
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_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString); |
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#else |
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_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString); |
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#endif |
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text[sizeof(text)/sizeof(wchar_t) - 1] = 0; |
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} |
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else |
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{ |
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// string wasn't found by g_pVGuiLocalize->Find() |
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g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text)); |
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} |
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surface()->DrawSetTextColor( col ); |
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surface()->DrawSetTextFont( m_hTextFont ); |
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// count the position |
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int slen = 0, charCount = 0, maxslen = 0; |
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int firstslen = 0; |
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{ |
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for (wchar_t *pch = text; *pch != 0; pch++) |
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{ |
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if (*pch == '\n') |
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{ |
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// newline character, drop to the next line |
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if (slen > maxslen) |
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{ |
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maxslen = slen; |
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} |
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if (!firstslen) |
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{ |
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firstslen = slen; |
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} |
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slen = 0; |
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} |
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else if (*pch == '\r') |
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{ |
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// do nothing |
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} |
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else |
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{ |
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slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); |
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charCount++; |
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} |
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} |
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} |
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if (slen > maxslen) |
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{ |
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maxslen = slen; |
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} |
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if (!firstslen) |
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{ |
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firstslen = maxslen; |
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} |
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int tx = xpos + ((largeBoxWide - firstslen) / 2); |
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int ty = ypos + (int)m_flTextYPos; |
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surface()->DrawSetTextPos( tx, ty ); |
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// adjust the charCount by the scan amount |
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charCount *= m_flTextScan; |
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for (wchar_t *pch = text; charCount > 0; pch++) |
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{ |
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if (*pch == '\n') |
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{ |
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// newline character, move to the next line |
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surface()->DrawSetTextPos( xpos + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); |
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} |
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else if (*pch == '\r') |
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{ |
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// do nothing |
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} |
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else |
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{ |
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surface()->DrawUnicodeChar(*pch); |
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charCount--; |
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} |
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} |
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} |
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ypos += (largeBoxTall + m_flBoxGap); |
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bFirstItem = false; |
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} |
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xpos += largeBoxWide; |
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} |
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else |
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{ |
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// check to see if there is a weapons in this bucket |
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if ( GetFirstPos( i ) ) |
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{ |
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// draw has weapon in slot |
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DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1); |
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} |
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else |
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{ |
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// draw empty slot |
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DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1); |
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} |
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xpos += m_flSmallBoxSize; |
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} |
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// reset position |
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ypos = 0; |
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xpos += m_flBoxGap; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: draws a selection box |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number) |
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{ |
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BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f ); |
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// draw the number |
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if (number >= 0) |
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{ |
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Color numberColor = m_NumberColor; |
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numberColor[3] *= normalizedAlpha / 255.0f; |
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surface()->DrawSetTextColor(numberColor); |
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surface()->DrawSetTextFont(m_hNumberFont); |
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wchar_t wch = '0' + number; |
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surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); |
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surface()->DrawUnicodeChar(wch); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: hud scheme settings |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme) |
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{ |
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BaseClass::ApplySchemeSettings(pScheme); |
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SetPaintBackgroundEnabled(false); |
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// set our size |
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int screenWide, screenTall; |
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int x, y; |
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GetPos(x, y); |
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GetHudSize(screenWide, screenTall); |
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SetBounds(0, y, screenWide, screenTall - y); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Opens weapon selection control |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::OpenSelection( void ) |
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{ |
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Assert(!IsInSelectionMode()); |
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CBaseHudWeaponSelection::OpenSelection(); |
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Closes weapon selection control immediately |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::HideSelection( void ) |
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{ |
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CBaseHudWeaponSelection::HideSelection(); |
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); |
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m_bFadingOut = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the next available weapon item in the weapon selection |
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//----------------------------------------------------------------------------- |
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C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) |
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{ |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return NULL; |
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C_BaseCombatWeapon *pNextWeapon = NULL; |
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// search all the weapons looking for the closest next |
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int iLowestNextSlot = MAX_WEAPON_SLOTS; |
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int iLowestNextPosition = MAX_WEAPON_POSITIONS; |
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for ( int i = 0; i < MAX_WEAPONS; i++ ) |
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{ |
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C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); |
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if ( !pWeapon ) |
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continue; |
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if ( pWeapon->CanBeSelected() ) |
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{ |
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int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); |
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// see if this weapon is further ahead in the selection list |
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if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) ) |
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{ |
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// see if this weapon is closer than the current lowest |
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if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) ) |
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{ |
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iLowestNextSlot = weaponSlot; |
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iLowestNextPosition = weaponPosition; |
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pNextWeapon = pWeapon; |
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} |
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} |
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} |
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} |
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return pNextWeapon; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the prior available weapon item in the weapon selection |
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//----------------------------------------------------------------------------- |
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C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) |
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{ |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return NULL; |
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C_BaseCombatWeapon *pPrevWeapon = NULL; |
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// search all the weapons looking for the closest next |
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int iLowestPrevSlot = -1; |
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int iLowestPrevPosition = -1; |
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for ( int i = 0; i < MAX_WEAPONS; i++ ) |
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{ |
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C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); |
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if ( !pWeapon ) |
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continue; |
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if ( pWeapon->CanBeSelected() ) |
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{ |
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int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); |
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// see if this weapon is further ahead in the selection list |
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if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) ) |
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{ |
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// see if this weapon is closer than the current lowest |
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if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) ) |
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{ |
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iLowestPrevSlot = weaponSlot; |
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iLowestPrevPosition = weaponPosition; |
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pPrevWeapon = pWeapon; |
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} |
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} |
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} |
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} |
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return pPrevWeapon; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Moves the selection to the next item in the menu |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::CycleToNextWeapon( void ) |
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{ |
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// Get the local player. |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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C_BaseCombatWeapon *pNextWeapon = NULL; |
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if ( IsInSelectionMode() ) |
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{ |
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// find the next selection spot |
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C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); |
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if ( !pWeapon ) |
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return; |
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pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); |
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} |
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else |
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{ |
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// open selection at the current place |
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pNextWeapon = pPlayer->GetActiveWeapon(); |
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if ( pNextWeapon ) |
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{ |
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pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); |
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} |
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} |
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if ( !pNextWeapon ) |
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{ |
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// wrap around back to start |
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pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1); |
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} |
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if ( pNextWeapon ) |
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{ |
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SetSelectedWeapon( pNextWeapon ); |
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if ( !IsInSelectionMode() ) |
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{ |
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OpenSelection(); |
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} |
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// Play the "cycle to next weapon" sound |
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pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Moves the selection to the previous item in the menu |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::CycleToPrevWeapon( void ) |
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{ |
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// Get the local player. |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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C_BaseCombatWeapon *pNextWeapon = NULL; |
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if ( IsInSelectionMode() ) |
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{ |
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// find the next selection spot |
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C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); |
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if ( !pWeapon ) |
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return; |
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pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); |
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} |
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else |
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{ |
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// open selection at the current place |
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pNextWeapon = pPlayer->GetActiveWeapon(); |
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if ( pNextWeapon ) |
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{ |
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pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); |
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} |
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} |
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if ( !pNextWeapon ) |
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{ |
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// wrap around back to end of weapon list |
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pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); |
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} |
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if ( pNextWeapon ) |
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{ |
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SetSelectedWeapon( pNextWeapon ); |
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if ( !IsInSelectionMode() ) |
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{ |
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OpenSelection(); |
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} |
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// Play the "cycle to next weapon" sound |
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pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: returns the weapon in the specified slot |
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//----------------------------------------------------------------------------- |
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C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) |
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{ |
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
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if ( !player ) |
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return NULL; |
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for ( int i = 0; i < MAX_WEAPONS; i++ ) |
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{ |
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C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); |
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if ( pWeapon == NULL ) |
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continue; |
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if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) |
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return pWeapon; |
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} |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Opens the next weapon in the slot |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) |
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{ |
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// get the slot the player's weapon is in |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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// see where we should start selection |
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int iPosition = -1; |
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C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); |
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if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) |
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{ |
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// start after this weapon |
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iPosition = pActiveWeapon->GetPosition(); |
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} |
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C_BaseCombatWeapon *pNextWeapon = NULL; |
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// search for the weapon after the current one |
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pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); |
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// make sure it's in the same bucket |
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if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) |
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{ |
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// just look for any weapon in this slot |
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pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); |
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} |
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// see if we found a weapon that's different from the current and in the selected slot |
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if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) |
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{ |
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// select the new weapon |
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::input->MakeWeaponSelection( pNextWeapon ); |
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} |
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else if ( pNextWeapon != pActiveWeapon ) |
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{ |
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// error sound |
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pPlayer->EmitSound( "Player.DenyWeaponSelection" ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Moves selection to the specified slot |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) |
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{ |
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// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons |
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--iSlot; |
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// Get the local player. |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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// Don't try and read past our possible number of slots |
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if ( iSlot > MAX_WEAPON_SLOTS ) |
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return; |
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// Make sure the player's allowed to switch weapons |
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if ( pPlayer->IsAllowedToSwitchWeapons() == false ) |
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return; |
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// do a fast switch if set |
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if ( hud_fastswitch.GetBool() ) |
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{ |
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FastWeaponSwitch( iSlot ); |
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return; |
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} |
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int slotPos = 0; |
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C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); |
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// start later in the list |
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if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) |
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{ |
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slotPos = pActiveWeapon->GetPosition() + 1; |
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} |
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// find the weapon in this slot |
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pActiveWeapon = GetNextActivePos( iSlot, slotPos ); |
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if ( !pActiveWeapon ) |
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{ |
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pActiveWeapon = GetNextActivePos( iSlot, 0 ); |
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} |
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if ( pActiveWeapon != NULL ) |
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{ |
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if ( !IsInSelectionMode() ) |
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{ |
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// open the weapon selection |
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OpenSelection(); |
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} |
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// Mark the change |
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SetSelectedWeapon( pActiveWeapon ); |
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} |
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pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
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}
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