You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
845 lines
25 KiB
845 lines
25 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
//=============================================================================// |
|
|
|
#include "cbase.h" |
|
#include "weapon_selection.h" |
|
#include "iclientmode.h" |
|
#include "history_resource.h" |
|
#include "iinput.h" |
|
#include "cs_gamerules.h" |
|
|
|
#include <KeyValues.h> |
|
#include <vgui/IScheme.h> |
|
#include <vgui/ISurface.h> |
|
#include <vgui/ISystem.h> |
|
#include <vgui_controls/AnimationController.h> |
|
#include <vgui_controls/Panel.h> |
|
|
|
#include "vgui/ILocalize.h" |
|
|
|
#include <string.h> |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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 bool ShouldDraw(); |
|
virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); |
|
|
|
virtual void CycleToNextWeapon( void ); |
|
virtual void CycleToPrevWeapon( void ); |
|
virtual void SwitchToLastWeapon( void ); |
|
|
|
virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); |
|
virtual void SelectWeaponSlot( int iSlot ); |
|
virtual void SelectWeapon( void ); |
|
|
|
virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) |
|
{ |
|
return m_hSelectedWeapon; |
|
} |
|
|
|
virtual void OpenSelection( void ); |
|
virtual void HideSelection( void ); |
|
|
|
virtual void CancelWeaponSelection( void ); |
|
|
|
virtual void LevelInit(); |
|
|
|
protected: |
|
virtual void OnThink(); |
|
virtual void Paint(); |
|
virtual void ApplySchemeSettings(vgui::IScheme *pScheme); |
|
|
|
virtual bool IsWeaponSelectable() |
|
{ |
|
if (IsInSelectionMode()) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
virtual bool IsHudMenuTakingInput(); |
|
virtual bool IsHudMenuPreventingWeaponSelection(); |
|
|
|
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, Color color, float normalizedAlpha, int number); |
|
|
|
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" ); |
|
CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); |
|
|
|
CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" ); |
|
CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); |
|
CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); |
|
|
|
CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "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_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" ); |
|
}; |
|
|
|
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 ); |
|
|
|
SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets up display for showing weapon pickup |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) |
|
{ |
|
// add to pickup history |
|
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); |
|
if ( pHudHR ) |
|
{ |
|
pHudHR->AddToHistory( pWeapon ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: updates animation status |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::OnThink() |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if the CHudMenu should take slot1, etc commands |
|
//----------------------------------------------------------------------------- |
|
bool CHudWeaponSelection::IsHudMenuTakingInput() |
|
{ |
|
return CBaseHudWeaponSelection::IsHudMenuTakingInput(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if the weapon selection hud should be hidden because |
|
// the CHudMenu is open |
|
//----------------------------------------------------------------------------- |
|
bool CHudWeaponSelection::IsHudMenuPreventingWeaponSelection() |
|
{ |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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() |
|
{ |
|
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); |
|
|
|
// interpolate the selected box size between the small box size and the large box size |
|
// interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size |
|
float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime); |
|
int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone); |
|
int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone); |
|
Color selectedColor; |
|
{for (int i = 0; i < 4; i++) |
|
{ |
|
selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone); |
|
}} |
|
|
|
// calculate where to start drawing |
|
int width = (m_iMaxSlots - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; |
|
int xpos = (GetWide() - width) / 2; |
|
int ypos = 0; |
|
|
|
// iterate over all the weapon slots |
|
for ( int i = 0; i < m_iMaxSlots; i++ ) |
|
{ |
|
if ( i == iActiveSlot ) |
|
{ |
|
bool bFirstItem = true; |
|
for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); |
|
if ( !pWeapon ) |
|
continue; |
|
|
|
// draw selected weapon |
|
DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1); |
|
|
|
// draw icon |
|
Color col = GetFgColor(); |
|
// icons use old system, drawing in screen space |
|
if ( pWeapon->GetSpriteActive() ) |
|
{ |
|
if (!pWeapon->CanBeSelected()) |
|
{ |
|
// unselectable weapon, display as such |
|
col = Color(255, 0, 0, col[3]); |
|
} |
|
else if (pWeapon == pSelectedWeapon) |
|
{ |
|
// currently selected weapon, display brighter |
|
col[3] = m_flSelectionAlphaOverride; |
|
} |
|
pWeapon->GetSpriteActive()->DrawSelf( xpos + m_flIconXPos, ypos + m_flIconYPos, col ); |
|
} |
|
|
|
// draw text |
|
col = m_TextColor; |
|
const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData(); |
|
|
|
if (pWeapon == pSelectedWeapon) |
|
{ |
|
wchar_t text[128]; |
|
wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName); |
|
|
|
// setup our localized string |
|
if ( tempString ) |
|
{ |
|
#ifdef WIN32 |
|
_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString); |
|
#else |
|
_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString); |
|
#endif |
|
text[sizeof(text)/sizeof(wchar_t) - 1] = 0; |
|
} |
|
else |
|
{ |
|
// string wasn't found by g_pVGuiLocalize->Find() |
|
g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text)); |
|
} |
|
|
|
surface()->DrawSetTextColor( col ); |
|
surface()->DrawSetTextFont( m_hTextFont ); |
|
|
|
// count the position |
|
int slen = 0, charCount = 0, maxslen = 0; |
|
{ |
|
for (wchar_t *pch = text; *pch != 0; pch++) |
|
{ |
|
if (*pch == '\n') |
|
{ |
|
// newline character, drop to the next line |
|
if (slen > maxslen) |
|
{ |
|
maxslen = slen; |
|
} |
|
slen = 0; |
|
} |
|
else if (*pch == '\r') |
|
{ |
|
// do nothing |
|
} |
|
else |
|
{ |
|
slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); |
|
charCount++; |
|
} |
|
} |
|
} |
|
if (slen > maxslen) |
|
{ |
|
maxslen = slen; |
|
} |
|
|
|
int tx = xpos + ((largeBoxWide - maxslen) / 2); |
|
int ty = ypos + (int)m_flTextYPos; |
|
surface()->DrawSetTextPos( tx, ty ); |
|
// adjust the charCount by the scan amount |
|
charCount *= m_flTextScan; |
|
for (wchar_t *pch = text; charCount > 0; pch++) |
|
{ |
|
if (*pch == '\n') |
|
{ |
|
// newline character, move to the next line |
|
surface()->DrawSetTextPos( xpos + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); |
|
} |
|
else if (*pch == '\r') |
|
{ |
|
// do nothing |
|
} |
|
else |
|
{ |
|
surface()->DrawUnicodeChar(*pch); |
|
charCount--; |
|
} |
|
} |
|
} |
|
|
|
ypos += (largeBoxTall + m_flBoxGap); |
|
bFirstItem = false; |
|
} |
|
|
|
xpos += largeBoxWide; |
|
} |
|
else |
|
{ |
|
// check to see if there is a weapons in this bucket |
|
if ( GetFirstPos( i ) ) |
|
{ |
|
// draw has weapon in slot |
|
DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1); |
|
} |
|
else |
|
{ |
|
// draw empty slot |
|
DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1); |
|
} |
|
|
|
xpos += m_flSmallBoxSize; |
|
} |
|
|
|
// reset position |
|
ypos = 0; |
|
xpos += m_flBoxGap; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: draws a selection box |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number) |
|
{ |
|
BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f ); |
|
|
|
// draw the number |
|
if (number >= 0) |
|
{ |
|
Color numberColor = m_NumberColor; |
|
numberColor[3] *= normalizedAlpha / 255.0f; |
|
surface()->DrawSetTextColor(numberColor); |
|
surface()->DrawSetTextFont(m_hNumberFont); |
|
wchar_t wch = '0' + number; |
|
surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); |
|
surface()->DrawUnicodeChar(wch); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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; |
|
|
|
if ( pPlayer->IsPlayerDead() ) |
|
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: Switches the last weapon the player was using |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::SwitchToLastWeapon( void ) |
|
{ |
|
// Get the player's last weapon |
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
|
if ( !player ) |
|
return; |
|
|
|
if ( player->IsPlayerDead() ) |
|
return; |
|
|
|
C_BaseCombatWeapon *lastWeapon = player->GetLastWeapon(); |
|
C_BaseCombatWeapon *activeWeapon = player->GetActiveWeapon(); |
|
|
|
if ( lastWeapon == activeWeapon ) |
|
lastWeapon = NULL; |
|
|
|
// make sure our last weapon is still with us and valid (has ammo etc) |
|
if ( lastWeapon ) |
|
{ |
|
int i; |
|
for ( i = 0; i < MAX_WEAPONS; i++ ) |
|
{ |
|
C_BaseCombatWeapon *weapon = player->GetWeapon(i); |
|
|
|
if ( !weapon || !weapon->CanBeSelected() ) |
|
continue; |
|
|
|
if (weapon == lastWeapon ) |
|
break; |
|
} |
|
|
|
if ( i == MAX_WEAPONS ) |
|
lastWeapon = NULL; // weapon not found/valid |
|
} |
|
|
|
// if we don't have a 'last weapon' choose best weapon |
|
if ( !lastWeapon ) |
|
{ |
|
lastWeapon = GameRules()->GetNextBestWeapon( player, activeWeapon ); |
|
} |
|
|
|
::input->MakeWeaponSelection( lastWeapon ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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; |
|
|
|
if ( player->IsPlayerDead() ) |
|
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: 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; |
|
|
|
C_BaseCombatWeapon *activeWeapon = player->GetActiveWeapon(); |
|
|
|
// Don't allow selections of weapons that can't be selected (out of ammo, etc) |
|
if ( !GetSelectedWeapon()->CanBeSelected() ) |
|
{ |
|
player->EmitSound( "Player.DenyWeaponSelection" ); |
|
} |
|
else |
|
{ |
|
// Only play the "weapon selected" sound if they are selecting |
|
// a weapon different than the one that is already active. |
|
if (GetSelectedWeapon() != activeWeapon) |
|
{ |
|
// Play the "weapon selected" sound |
|
player->EmitSound( "Player.WeaponSelected" ); |
|
} |
|
|
|
SetWeaponSelected(); |
|
|
|
m_hSelectedWeapon = NULL; |
|
|
|
engine->ClientCmd( "cancelselect\n" ); |
|
|
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Abort selecting a weapon |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::CancelWeaponSelection() |
|
{ |
|
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"); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// 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 ); |
|
|
|
bool bMultipleWeaponsInSlot = false; |
|
|
|
for( int i=0;i<MAX_WEAPON_POSITIONS;i++ ) |
|
{ |
|
C_BaseCombatWeapon *pSlotWpn = GetWeaponInSlot( pActiveWeapon->GetSlot(), i ); |
|
|
|
if( pSlotWpn != NULL && pSlotWpn != pActiveWeapon ) |
|
{ |
|
bMultipleWeaponsInSlot = true; |
|
break; |
|
} |
|
} |
|
|
|
// if fast weapon switch is on, then weapons can be selected in a single keypress |
|
// but only if there is only one item in the bucket |
|
if( hud_fastswitch.GetInt() > 0 && bMultipleWeaponsInSlot == false ) |
|
{ |
|
// only one active item in bucket, so change directly to weapon |
|
SelectWeapon(); |
|
} |
|
else if ( !IsInSelectionMode() ) |
|
{ |
|
// open the weapon selection |
|
OpenSelection(); |
|
} |
|
} |
|
|
|
if( m_bPlaySelectionSounds ) |
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
}
|
|
|