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796 lines
22 KiB
796 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 <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 <string.h> |
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#include "weapon_dodbase.h" |
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float GetScale( int nIconWidth, int nIconHeight, int nWidth, int nHeight ); |
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//----------------------------------------------------------------------------- |
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// Purpose: cstrike 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 void VidInit(); |
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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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virtual void SelectWeapon( void ); |
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virtual void CancelWeaponSelection( void ); |
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virtual bool IsHudMenuPreventingWeaponSelection() { return false; } |
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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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{ |
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return true; |
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} |
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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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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, int type, int number, int valid ); |
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private: |
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int m_iBackgroundTexture; |
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CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "108", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "72", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flSmallBoxCutSize, "SmallBoxCutSize", "5", "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_flLargeBoxCutSize, "LargeBoxCutSize", "5", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "8", "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_flIconXPos, "IconXPos", "16", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "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_ActiveTextColor, "ActiveTextColor", "255 255 255 255" ); |
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CPanelAnimationVar( Color, m_InactiveTextColor, "InactiveTextColor", "80 80 80 255" ); |
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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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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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CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" ); |
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CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" ); |
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CPanelAnimationVar( Color, m_ActiveBoxColor, "ActiveBoxColor", "255 255 255 255" ); |
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CPanelAnimationVar( Color, m_ActiveBoxBorder, "ActiveBoxBorder", "255 255 255 255" ); |
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CPanelAnimationVar( Color, m_InactiveBoxColor, "InactiveBoxColor", "0 0 0 0" ); |
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CPanelAnimationVar( Color, m_InactiveBoxBorder, "InactiveBoxBorder", "255 255 255 255" ); |
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CPanelAnimationVar( Color, m_NotUseableColor, "NotUseableColor", "0 0 0 0" ); |
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}; |
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DECLARE_HUDELEMENT( CHudWeaponSelection ); |
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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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SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD ); |
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m_iBackgroundTexture = vgui::surface()->DrawGetTextureId( "vgui/white" ); |
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if ( m_iBackgroundTexture == -1 ) |
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{ |
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m_iBackgroundTexture = vgui::surface()->CreateNewTextureID(); |
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} |
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vgui::surface()->DrawSetTextureFile( m_iBackgroundTexture, "vgui/white" , true, true ); |
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} |
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void CHudWeaponSelection::VidInit(void) |
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{ |
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// If we've already loaded weapons, let's get new sprites |
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gWR.LoadAllWeaponSprites(); |
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Reset(); |
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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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// show tnt pickup panel |
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C_WeaponDODBase *pDODWpn = dynamic_cast<C_WeaponDODBase *>( pWeapon ); |
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if ( pDODWpn && pDODWpn->GetDODWpnData().m_WeaponType == WPN_TYPE_BOMB ) |
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{ |
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IGameEvent *event = gameeventmanager->CreateEvent( "dod_tnt_pickup" ); |
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if ( event ) |
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{ |
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gameeventmanager->FireEventClientSide( event ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: updates animation status |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::OnThink() |
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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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{ |
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return false; |
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} |
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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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m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS ); |
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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(void) |
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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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return; |
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} |
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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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{ |
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return; |
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} |
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int x, y, w, h; |
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GetBounds( x, y, w, h ); |
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int xpos = 0; |
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int ypos = h; |
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int nType = 0; |
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Color bright( 255,255,255,255 ); |
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// iterate over all the weapon slots |
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for ( int iSlot = m_iMaxSlots - 1; iSlot >=0; iSlot-- ) |
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{ |
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for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) |
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{ |
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(iSlot, iPos); |
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if ( !pWeapon ) |
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{ |
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continue; |
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} |
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if ( !pWeapon->CanBeSelected() ) |
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{ |
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continue; |
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} |
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if ( pWeapon->GetSpriteActive() ) |
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{ |
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const CHudTexture *pWpnSprite = pWeapon->GetSpriteActive(); |
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Color finalColor; |
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Assert( pWpnSprite ); |
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float finalBoxWide, finalBoxTall; |
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if ( pWeapon == pSelectedWeapon ) |
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{ |
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finalBoxWide = m_flLargeBoxWide; |
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finalBoxTall = m_flLargeBoxTall; |
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finalColor = m_ActiveBoxColor; |
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nType = 1; |
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} |
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else |
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{ |
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finalBoxWide = m_flSmallBoxWide; |
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finalBoxTall = m_flSmallBoxTall; |
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finalColor = m_InactiveBoxColor; |
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nType = 0; |
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} |
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xpos = ( w / 2.0 ) - ( finalBoxWide / 2.0f ); |
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ypos -= finalBoxTall; |
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int sprBoxWidth = finalBoxWide - XRES(4); // minus 4 (2 left, 2 right) |
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int sprBoxHeight = finalBoxTall - YRES(4); // minus 4 (2 top, 2 bottom) |
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int sprWidth = pWpnSprite->Width(); |
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int sprHeight = pWpnSprite->Height(); |
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float scale = GetScale( sprWidth, sprHeight, sprBoxWidth, sprBoxHeight ); |
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sprWidth = sprWidth * scale; |
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sprHeight = sprHeight * scale; |
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int wpnX = xpos + ( finalBoxWide - sprWidth ) / 2; |
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int wpnY = ypos + ( finalBoxTall - sprHeight ) / 2; |
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bool bHasAmmo = true; |
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if ( pWeapon->UsesClipsForAmmo1() ) |
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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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int ammo = pWeapon->Clip1() + pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() ); |
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if ( ammo <= 0 ) |
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{ |
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bHasAmmo = false; |
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} |
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} |
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} |
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DrawBox( xpos, ypos, finalBoxWide, finalBoxTall, nType, iSlot + 1, ( pWeapon->CanDeploy() && bHasAmmo ) ) ; |
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pWpnSprite->DrawSelf( wpnX, wpnY, sprWidth, sprHeight, bright ); |
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ypos -= m_flBoxGap; |
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} |
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} |
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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, int type, int number, int valid ) |
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{ |
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vgui::Vertex_t verts[5]; |
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int nwide = wide - 1; |
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int ntall = tall - 1; |
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int nCutSize; |
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vgui::surface()->DrawSetTexture( m_iBackgroundTexture ); |
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if ( type == 1 ) |
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{ |
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nCutSize = m_flLargeBoxCutSize; |
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vgui::surface()->DrawSetColor( Color( m_ActiveBoxColor ) ); |
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} |
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else |
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{ |
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nCutSize = m_flSmallBoxCutSize; |
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vgui::surface()->DrawSetColor( Color( m_InactiveBoxColor ) ); |
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} |
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if ( !valid ) |
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{ |
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vgui::surface()->DrawSetColor( Color( m_NotUseableColor ) ); |
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} |
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verts[0].Init( Vector2D( x, y ) ); |
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verts[1].Init( Vector2D( x + nwide - nCutSize, y ) ); |
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verts[2].Init( Vector2D( x + nwide, y + nCutSize ) ); |
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verts[3].Init( Vector2D( x + nwide, y + ntall ) ); |
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verts[4].Init( Vector2D( x, y + ntall ) ); |
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vgui::surface()->DrawTexturedPolygon( 5, verts ); |
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if ( type == 1 ) |
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{ |
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vgui::surface()->DrawSetColor( Color( m_ActiveBoxBorder ) ); |
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} |
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else |
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{ |
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vgui::surface()->DrawSetColor( Color( m_InactiveBoxBorder ) ); |
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} |
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vgui::surface()->DrawTexturedPolyLine( verts, 5 ); |
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// draw the number |
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if ( number >= 0 ) |
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{ |
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vgui::surface()->DrawSetTextFont( m_hNumberFont ); |
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if ( type == 1 ) |
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{ |
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vgui::surface()->DrawSetTextColor( Color( m_ActiveTextColor ) ); |
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} |
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else |
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{ |
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vgui::surface()->DrawSetTextColor( Color( m_InactiveTextColor ) ); |
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} |
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wchar_t wch = '0' + number; |
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vgui::surface()->DrawSetTextPos( x + m_flSelectionNumberXPos, y + ntall - m_flSelectionNumberYPos ); |
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vgui::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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} |
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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 |
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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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} |
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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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{ |
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return NULL; |
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} |
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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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{ |
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continue; |
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} |
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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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{ |
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return NULL; |
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} |
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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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{ |
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continue; |
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} |
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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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{ |
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return; |
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} |
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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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{ |
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return; |
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} |
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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 ( hud_fastswitch.GetInt() > 0 ) |
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{ |
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SelectWeapon(); |
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} |
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else 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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if ( m_bPlaySelectionSounds ) |
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{ |
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pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
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} |
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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. |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
{ |
|
return; |
|
} |
|
|
|
C_BaseCombatWeapon *pNextWeapon = NULL; |
|
if ( IsInSelectionMode() ) |
|
{ |
|
// find the next selection spot |
|
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); |
|
if ( !pWeapon ) |
|
{ |
|
return; |
|
} |
|
|
|
pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); |
|
} |
|
else |
|
{ |
|
// open selection at the current place |
|
pNextWeapon = pPlayer->GetActiveWeapon(); |
|
if ( pNextWeapon ) |
|
{ |
|
pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); |
|
} |
|
} |
|
|
|
if ( !pNextWeapon ) |
|
{ |
|
// wrap around back to end of weapon list |
|
pNextWeapon = FindPrevWeaponInWeaponSelection( MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS ); |
|
} |
|
|
|
if ( pNextWeapon ) |
|
{ |
|
SetSelectedWeapon( pNextWeapon ); |
|
|
|
if( hud_fastswitch.GetInt() > 0 ) |
|
{ |
|
SelectWeapon(); |
|
} |
|
else if ( !IsInSelectionMode() ) |
|
{ |
|
OpenSelection(); |
|
} |
|
|
|
// Play the "cycle to next weapon" sound |
|
if( m_bPlaySelectionSounds ) |
|
{ |
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns the weapon in the specified slot |
|
//----------------------------------------------------------------------------- |
|
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) |
|
{ |
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
|
if ( !player ) |
|
{ |
|
return NULL; |
|
} |
|
|
|
for ( int i = 0; i < MAX_WEAPONS; i++ ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = player->GetWeapon( i ); |
|
|
|
if ( pWeapon == NULL ) |
|
{ |
|
continue; |
|
} |
|
|
|
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) |
|
{ |
|
return pWeapon; |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Moves selection to the specified slot |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) |
|
{ |
|
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons |
|
--iSlot; |
|
|
|
// Get the local player. |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
{ |
|
return; |
|
} |
|
|
|
// Don't try and read past our possible number of slots |
|
if ( iSlot > MAX_WEAPON_SLOTS ) |
|
{ |
|
return; |
|
} |
|
|
|
// Make sure the player's allowed to switch weapons |
|
if ( pPlayer->IsAllowedToSwitchWeapons() == false ) |
|
{ |
|
return; |
|
} |
|
|
|
int slotPos = 0; |
|
C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); |
|
|
|
// start later in the list |
|
if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) |
|
{ |
|
slotPos = pActiveWeapon->GetPosition() + 1; |
|
} |
|
|
|
// find the weapon in this slot |
|
pActiveWeapon = GetNextActivePos( iSlot, slotPos ); |
|
if ( !pActiveWeapon ) |
|
{ |
|
pActiveWeapon = GetNextActivePos( iSlot, 0 ); |
|
} |
|
|
|
if ( pActiveWeapon != NULL ) |
|
{ |
|
// Mark the change |
|
SetSelectedWeapon( pActiveWeapon ); |
|
|
|
if( hud_fastswitch.GetInt() > 0 ) |
|
{ |
|
SelectWeapon(); |
|
} |
|
else if ( !IsInSelectionMode() ) |
|
{ |
|
// open the weapon selection |
|
OpenSelection(); |
|
} |
|
} |
|
|
|
if ( m_bPlaySelectionSounds ) |
|
{ |
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Player has chosen to draw the currently selected weapon |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::SelectWeapon( void ) |
|
{ |
|
if ( !GetSelectedWeapon() ) |
|
{ |
|
engine->ClientCmd( "cancelselect\n" ); |
|
return; |
|
} |
|
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
|
if ( !player ) |
|
{ |
|
return; |
|
} |
|
|
|
// Don't allow selections of weapons that can't be selected (out of ammo, etc) |
|
if ( GetSelectedWeapon()->CanBeSelected() ) |
|
{ |
|
SetWeaponSelected(); |
|
|
|
m_hSelectedWeapon = NULL; |
|
|
|
engine->ClientCmd( "cancelselect\n" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Abort selecting a weapon |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::CancelWeaponSelection( void ) |
|
{ |
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
|
if ( !player ) |
|
{ |
|
return; |
|
} |
|
|
|
// Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible |
|
// yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw, |
|
// instead of checking it's IsActive flag. |
|
if ( ShouldDraw() ) |
|
{ |
|
HideSelection(); |
|
|
|
m_hSelectedWeapon = NULL; |
|
} |
|
else |
|
{ |
|
engine->ClientCmd("escape"); |
|
} |
|
} |
|
|
|
|
|
|