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1525 lines
43 KiB
1525 lines
43 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 "../hud_crosshair.h" |
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#include "VGuiMatSurface/IMatSystemSurface.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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ConVar hud_showemptyweaponslots( "hud_showemptyweaponslots", "1", FCVAR_ARCHIVE, "Shows slots for missing weapons when recieving weapons out of order" ); |
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#define SELECTION_TIMEOUT_THRESHOLD 0.5f // Seconds |
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#define SELECTION_FADEOUT_TIME 0.75f |
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#define PLUS_DISPLAY_TIMEOUT 0.5f // Seconds |
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#define PLUS_FADEOUT_TIME 0.75f |
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#define FASTSWITCH_DISPLAY_TIMEOUT 1.5f |
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#define FASTSWITCH_FADEOUT_TIME 1.5f |
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#define CAROUSEL_SMALL_DISPLAY_ALPHA 200.0f |
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#define FASTSWITCH_SMALL_DISPLAY_ALPHA 160.0f |
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#define MAX_CAROUSEL_SLOTS 5 |
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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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virtual void SetWeaponSelected() |
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{ |
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CBaseHudWeaponSelection::SetWeaponSelected(); |
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switch( hud_fastswitch.GetInt() ) |
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{ |
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case HUDTYPE_FASTSWITCH: |
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case HUDTYPE_CAROUSEL: |
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ActivateFastswitchWeaponDisplay( GetSelectedWeapon() ); |
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break; |
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case HUDTYPE_PLUS: |
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ActivateWeaponHighlight( GetSelectedWeapon() ); |
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break; |
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default: |
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// do nothing |
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break; |
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} |
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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 DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int x, int y, int wide, int tall, Color color, float alpha, int number ); |
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void ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pWeapon ); |
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void ActivateWeaponHighlight( C_BaseCombatWeapon *pWeapon ); |
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float GetWeaponBoxAlpha( bool bSelected ); |
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int GetLastPosInSlot( int iSlot ) const; |
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void FastWeaponSwitch( int iWeaponSlot ); |
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void PlusTypeFastWeaponSwitch( 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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virtual void SetSelectedSlot( int slot ) |
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{ |
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m_iSelectedSlot = slot; |
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} |
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void SetSelectedSlideDir( int dir ) |
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{ |
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m_iSelectedSlideDir = dir; |
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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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CPanelAnimationVar( float, m_flBlur, "Blur", "0" ); |
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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_flMediumBoxWide, "MediumBoxWide", "75", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flMediumBoxTall, "MediumBoxTall", "50", "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", "0" ); |
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CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "0" ); |
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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, "SelectedBoxColor", "SelectionSelectedBoxBg" ); |
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CPanelAnimationVar( Color, m_SelectedFgColor, "SelectedFgColor", "FgColor" ); |
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CPanelAnimationVar( Color, m_BrightBoxColor, "SelectedFgColor", "BgColor" ); |
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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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// fastswitch weapon display |
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struct WeaponBox_t |
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{ |
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int m_iSlot; |
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int m_iSlotPos; |
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}; |
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CUtlVector<WeaponBox_t> m_WeaponBoxes; |
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int m_iSelectedWeaponBox; |
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int m_iSelectedSlideDir; |
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int m_iSelectedBoxPosition; |
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int m_iSelectedSlot; |
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C_BaseCombatWeapon *m_pLastWeapon; |
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CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" ); |
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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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//----------------------------------------------------------------------------- |
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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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float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD; |
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float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME; |
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if ( hud_fastswitch.GetBool() ) |
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{ |
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flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT; |
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flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME; |
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} |
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// Time out after awhile of inactivity |
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if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout ) |
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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 > flSelectionTimeout + flSelectionFadeoutTime ) |
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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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// draw weapon selection a little longer if in fastswitch so we can see what we've selected |
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if ( hud_fastswitch.GetBool() && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) ) |
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return true; |
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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_iSelectedWeaponBox = -1; |
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m_iSelectedSlideDir = 0; |
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m_pLastWeapon = NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: starts animating the center of the draw point to the newly selected weapon |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pSelectedWeapon ) |
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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; |
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// make sure all our configuration data is read |
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MakeReadyForUse(); |
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m_WeaponBoxes.RemoveAll(); |
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m_iSelectedWeaponBox = 0; |
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// find out where our selected weapon is in the full list |
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int cWeapons = 0; |
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int iLastSelectedWeaponBox = -1; |
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for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) |
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{ |
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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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WeaponBox_t box = { i, slotpos }; |
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m_WeaponBoxes.AddToTail( box ); |
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if ( pWeapon == pSelectedWeapon ) |
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{ |
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m_iSelectedWeaponBox = cWeapons; |
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} |
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if ( pWeapon == m_pLastWeapon ) |
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{ |
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iLastSelectedWeaponBox = cWeapons; |
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} |
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cWeapons++; |
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} |
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} |
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if ( iLastSelectedWeaponBox == -1 ) |
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{ |
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// unexpected failure, no last weapon to scroll from, default to snap behavior |
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m_pLastWeapon = NULL; |
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} |
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// calculate where we would have to start drawing for this weapon to slide into center |
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float flStart, flStop, flTime; |
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if ( !m_pLastWeapon || m_iSelectedSlideDir == 0 || m_flHorizWeaponSelectOffsetPoint != 0 ) |
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{ |
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// no previous weapon or weapon selected directly or selection during slide, snap to exact position |
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m_pLastWeapon = pSelectedWeapon; |
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flStart = flStop = flTime = 0; |
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} |
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else |
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{ |
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// offset display for a scroll |
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// causing selected weapon to slide into position |
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// scroll direction based on user's "previous" or "next" selection |
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int numIcons = 0; |
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int start = iLastSelectedWeaponBox; |
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for (int i=0; i<cWeapons; i++) |
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{ |
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// count icons in direction of slide to destination |
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if ( start == m_iSelectedWeaponBox ) |
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break; |
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if ( m_iSelectedSlideDir < 0 ) |
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{ |
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start--; |
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} |
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else |
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{ |
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start++; |
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} |
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// handle wraparound in either direction |
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start = ( start + cWeapons ) % cWeapons; |
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numIcons++; |
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} |
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flStart = numIcons * (m_flLargeBoxWide + m_flBoxGap); |
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if ( m_iSelectedSlideDir < 0 ) |
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flStart *= -1; |
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flStop = 0; |
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// shorten duration for scrolling when desired weapon is farther away |
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// otherwise a large skip in the same duration causes the scroll to fly too fast |
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flTime = numIcons * 0.20f; |
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if ( numIcons > 1 ) |
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flTime *= 0.5f; |
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} |
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m_flHorizWeaponSelectOffsetPoint = flStart; |
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g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "WeaponBoxOffset", flStop, 0, flTime, AnimationController::INTERPOLATOR_LINEAR ); |
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// start the highlight after the scroll completes |
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m_flBlur = 7.f; |
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g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Blur", 0, flTime, 0.75f, AnimationController::INTERPOLATOR_DEACCEL ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: starts animating the highlight for the selected weapon |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::ActivateWeaponHighlight( C_BaseCombatWeapon *pSelectedWeapon ) |
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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; |
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// make sure all our configuration data is read |
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MakeReadyForUse(); |
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); |
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if ( !pWeapon ) |
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return; |
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// start the highlight after the scroll completes |
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "WeaponHighlight" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: returns an (per frame animating) alpha value for different weapon boxes |
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//----------------------------------------------------------------------------- |
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float CHudWeaponSelection::GetWeaponBoxAlpha( bool bSelected ) |
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{ |
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float alpha; |
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if ( bSelected ) |
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{ |
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alpha = m_flSelectionAlphaOverride; |
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} |
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else |
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{ |
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alpha = m_flSelectionAlphaOverride * (m_flAlphaOverride / 255.0f); |
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} |
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return alpha; |
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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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int width; |
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int xpos; |
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int ypos; |
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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 = NULL; |
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switch ( hud_fastswitch.GetInt() ) |
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{ |
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case HUDTYPE_FASTSWITCH: |
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case HUDTYPE_CAROUSEL: |
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pSelectedWeapon = pPlayer->GetActiveWeapon(); |
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break; |
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default: |
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pSelectedWeapon = GetSelectedWeapon(); |
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break; |
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} |
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if ( !pSelectedWeapon ) |
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return; |
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bool bPushedViewport = false; |
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if( hud_fastswitch.GetInt() == HUDTYPE_FASTSWITCH || hud_fastswitch.GetInt() == HUDTYPE_PLUS ) |
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{ |
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CMatRenderContextPtr pRenderContext( materials ); |
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if( pRenderContext->GetRenderTarget() ) |
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{ |
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surface()->PushFullscreenViewport(); |
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bPushedViewport = true; |
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} |
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} |
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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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switch ( hud_fastswitch.GetInt() ) |
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{ |
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case HUDTYPE_CAROUSEL: |
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{ |
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// carousel style - flat line of items |
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ypos = 0; |
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if ( m_iSelectedWeaponBox == -1 || m_WeaponBoxes.Count() <= 1 ) |
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{ |
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// nothing to do |
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return; |
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} |
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else if ( m_WeaponBoxes.Count() < MAX_CAROUSEL_SLOTS ) |
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{ |
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// draw the selected weapon as a 1 of n style |
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width = (m_WeaponBoxes.Count()-1) * (m_flLargeBoxWide+m_flBoxGap) + m_flLargeBoxWide; |
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xpos = (GetWide() - width)/2; |
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for ( int i=0; i<m_WeaponBoxes.Count(); i++ ) |
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{ |
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); |
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if ( !pWeapon ) |
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break; |
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float alpha = GetWeaponBoxAlpha( i == m_iSelectedWeaponBox ); |
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if ( i == m_iSelectedWeaponBox ) |
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{ |
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// draw selected in highlighted style |
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DrawLargeWeaponBox( pWeapon, true, xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall, selectedColor, alpha, -1 ); |
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} |
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else |
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{ |
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DrawLargeWeaponBox( pWeapon, false, xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); |
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} |
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xpos += (m_flLargeBoxWide + m_flBoxGap); |
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} |
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} |
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else |
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{ |
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// draw the selected weapon in the center, as a continuous scrolling carosuel |
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// draw at center the current selected and all items to its right |
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xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - largeBoxWide/2; |
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int i = m_iSelectedWeaponBox; |
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while ( 1 ) |
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{ |
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); |
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if ( !pWeapon ) |
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break; |
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float alpha; |
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if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint ) |
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{ |
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// draw selected in highlighted style |
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alpha = GetWeaponBoxAlpha( true ); |
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DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 ); |
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} |
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else |
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{ |
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alpha = GetWeaponBoxAlpha( false ); |
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DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); |
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} |
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// advance until past edge |
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xpos += (largeBoxWide + m_flBoxGap); |
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if ( xpos >= GetWide() ) |
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break; |
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++i; |
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if ( i >= m_WeaponBoxes.Count() ) |
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{ |
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// wraparound |
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i = 0; |
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} |
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} |
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// draw all items left of center |
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xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - (3*largeBoxWide/2 + m_flBoxGap); |
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i = m_iSelectedWeaponBox - 1; |
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while ( 1 ) |
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{ |
|
if ( i < 0 ) |
|
{ |
|
// wraparound |
|
i = m_WeaponBoxes.Count() - 1; |
|
} |
|
|
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); |
|
if ( !pWeapon ) |
|
break; |
|
|
|
float alpha; |
|
if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint ) |
|
{ |
|
// draw selected in highlighted style |
|
alpha = GetWeaponBoxAlpha( true ); |
|
DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 ); |
|
} |
|
else |
|
{ |
|
alpha = GetWeaponBoxAlpha( false ); |
|
DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); |
|
} |
|
|
|
// retreat until past edge |
|
xpos -= (largeBoxWide + m_flBoxGap); |
|
if ( xpos + largeBoxWide <= 0 ) |
|
break; |
|
|
|
--i; |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case HUDTYPE_PLUS: |
|
{ |
|
float fCenterX, fCenterY; |
|
bool bBehindCamera = false; |
|
CHudCrosshair::GetDrawPosition( &fCenterX, &fCenterY, &bBehindCamera ); |
|
|
|
// if the crosshair is behind the camera, don't draw it |
|
if( bBehindCamera ) |
|
return; |
|
|
|
// bucket style |
|
int screenCenterX = (int) fCenterX; |
|
int screenCenterY = (int) fCenterY - 15; // Height isn't quite screen height, so adjust for center alignment |
|
|
|
// Modifiers for the four directions. Used to change the x and y offsets |
|
// of each box based on which bucket we're drawing. Bucket directions are |
|
// 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT |
|
int xModifiers[] = { 0, 1, 0, -1, -1, 1 }; |
|
int yModifiers[] = { -1, 0, 1, 0, 1, 1 }; |
|
|
|
// Draw the four buckets |
|
for ( int i = 0; i < MAX_WEAPON_SLOTS; ++i ) |
|
{ |
|
// Set the top left corner so the first box would be centered in the screen. |
|
int xPos = screenCenterX -( m_flMediumBoxWide / 2 ); |
|
int yPos = screenCenterY -( m_flMediumBoxTall / 2 ); |
|
|
|
// Find out how many positions to draw - an empty position should still |
|
// be drawn if there is an active weapon in any slots past it. |
|
int lastSlotPos = -1; |
|
for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos ); |
|
if ( pWeapon ) |
|
{ |
|
lastSlotPos = slotPos; |
|
} |
|
} |
|
|
|
// Draw the weapons in this bucket |
|
for ( int slotPos = 0; slotPos <= lastSlotPos; ++slotPos ) |
|
{ |
|
// Offset the box position |
|
xPos += ( m_flMediumBoxWide + 5 ) * xModifiers[ i ]; |
|
yPos += ( m_flMediumBoxTall + 5 ) * yModifiers[ i ]; |
|
|
|
int boxWide = m_flMediumBoxWide; |
|
int boxTall = m_flMediumBoxTall; |
|
int x = xPos; |
|
int y = yPos; |
|
|
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos ); |
|
bool selectedWeapon = false; |
|
if ( i == m_iSelectedSlot && slotPos == m_iSelectedBoxPosition ) |
|
{ |
|
// This is a bit of a misnomer... we really are asking "Is this the selected slot"? |
|
selectedWeapon = true; |
|
} |
|
|
|
// Draw the box with the appropriate icon |
|
DrawLargeWeaponBox( pWeapon, |
|
selectedWeapon, |
|
x, |
|
y, |
|
boxWide, |
|
boxTall, |
|
selectedWeapon ? selectedColor : m_BoxColor, |
|
GetWeaponBoxAlpha( selectedWeapon ), |
|
-1 ); |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case HUDTYPE_BUCKETS: |
|
{ |
|
// bucket style |
|
width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; |
|
xpos = (GetWide() - width) / 2; |
|
ypos = 0; |
|
|
|
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); |
|
|
|
// draw the bucket set |
|
// iterate over all the weapon slots |
|
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) |
|
{ |
|
if ( i == iActiveSlot ) |
|
{ |
|
bool bDrawBucketNumber = true; |
|
int iLastPos = GetLastPosInSlot( i ); |
|
|
|
for (int slotpos = 0; slotpos <= iLastPos; slotpos++) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); |
|
if ( !pWeapon ) |
|
{ |
|
if ( !hud_showemptyweaponslots.GetBool() ) |
|
continue; |
|
DrawBox( xpos, ypos, largeBoxWide, largeBoxTall, m_EmptyBoxColor, m_flAlphaOverride, bDrawBucketNumber ? i + 1 : -1 ); |
|
} |
|
else |
|
{ |
|
bool bSelected = (pWeapon == pSelectedWeapon); |
|
DrawLargeWeaponBox( pWeapon, |
|
bSelected, |
|
xpos, |
|
ypos, |
|
largeBoxWide, |
|
largeBoxTall, |
|
bSelected ? selectedColor : m_BoxColor, |
|
GetWeaponBoxAlpha( bSelected ), |
|
bDrawBucketNumber ? i + 1 : -1 ); |
|
} |
|
|
|
// move down to the next bucket |
|
ypos += (largeBoxTall + m_flBoxGap); |
|
bDrawBucketNumber = 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; |
|
} |
|
} |
|
break; |
|
|
|
default: |
|
{ |
|
// do nothing |
|
} |
|
break; |
|
} |
|
|
|
if( bPushedViewport ) |
|
{ |
|
surface()->PopFullscreenViewport(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: draws a single weapon selection box |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int xpos, int ypos, int boxWide, int boxTall, Color selectedColor, float alpha, int number ) |
|
{ |
|
Color col = bSelected ? m_SelectedFgColor : GetFgColor(); |
|
|
|
switch ( hud_fastswitch.GetInt() ) |
|
{ |
|
case HUDTYPE_BUCKETS: |
|
{ |
|
// draw box for selected weapon |
|
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); |
|
|
|
// draw icon |
|
col[3] *= (alpha / 255.0f); |
|
if ( pWeapon->GetSpriteActive() ) |
|
{ |
|
// find the center of the box to draw in |
|
int iconWidth = pWeapon->GetSpriteActive()->Width(); |
|
int iconHeight = pWeapon->GetSpriteActive()->Height(); |
|
|
|
int x_offs = (boxWide - iconWidth) / 2; |
|
|
|
int y_offs; |
|
if ( bSelected && hud_fastswitch.GetInt() != 0 ) |
|
{ |
|
// place the icon aligned with the non-selected version |
|
y_offs = (boxTall / 1.5f - iconHeight) / 2; |
|
} |
|
else |
|
{ |
|
y_offs = (boxTall - iconHeight) / 2; |
|
} |
|
|
|
if (!pWeapon->CanBeSelected()) |
|
{ |
|
// unselectable weapon, display as such |
|
col = Color(255, 0, 0, col[3]); |
|
} |
|
else if (bSelected) |
|
{ |
|
// currently selected weapon, display brighter |
|
col[3] = alpha; |
|
|
|
// draw an active version over the top |
|
pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); |
|
} |
|
|
|
// draw the inactive version |
|
pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); |
|
} |
|
} |
|
break; |
|
|
|
case HUDTYPE_PLUS: |
|
case HUDTYPE_CAROUSEL: |
|
{ |
|
if ( !pWeapon ) |
|
{ |
|
// draw red box for an empty bubble |
|
if( bSelected ) |
|
{ |
|
selectedColor.SetColor( 255, 0, 0, 40 ); |
|
} |
|
|
|
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); |
|
return; |
|
} |
|
else |
|
{ |
|
// draw box for selected weapon |
|
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); |
|
} |
|
|
|
int iconWidth; |
|
int iconHeight; |
|
int x_offs; |
|
int y_offs; |
|
|
|
// draw icon |
|
col[3] *= (alpha / 255.0f); |
|
|
|
if ( pWeapon->GetSpriteInactive() ) |
|
{ |
|
iconWidth = pWeapon->GetSpriteInactive()->Width(); |
|
iconHeight = pWeapon->GetSpriteInactive()->Height(); |
|
|
|
x_offs = (boxWide - iconWidth) / 2; |
|
if ( bSelected && HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) |
|
{ |
|
// place the icon aligned with the non-selected version |
|
y_offs = (boxTall/1.5f - iconHeight) / 2; |
|
} |
|
else |
|
{ |
|
y_offs = (boxTall - iconHeight) / 2; |
|
} |
|
|
|
if ( !pWeapon->CanBeSelected() ) |
|
{ |
|
// unselectable weapon, display as such |
|
col = Color(255, 0, 0, col[3]); |
|
} |
|
|
|
// draw the inactive version |
|
pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, iconWidth, iconHeight, col ); |
|
} |
|
|
|
if ( bSelected && pWeapon->GetSpriteActive() ) |
|
{ |
|
// find the center of the box to draw in |
|
iconWidth = pWeapon->GetSpriteActive()->Width(); |
|
iconHeight = pWeapon->GetSpriteActive()->Height(); |
|
|
|
x_offs = (boxWide - iconWidth) / 2; |
|
if ( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) |
|
{ |
|
// place the icon aligned with the non-selected version |
|
y_offs = (boxTall/1.5f - iconHeight) / 2; |
|
} |
|
else |
|
{ |
|
y_offs = (boxTall - iconHeight) / 2; |
|
} |
|
|
|
col[3] = 255; |
|
for (float fl = m_flBlur; fl > 0.0f; fl -= 1.0f) |
|
{ |
|
if (fl >= 1.0f) |
|
{ |
|
pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); |
|
} |
|
else |
|
{ |
|
// draw a percentage of the last one |
|
col[3] *= fl; |
|
pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); |
|
} |
|
} |
|
} |
|
} |
|
break; |
|
|
|
default: |
|
{ |
|
// do nothing |
|
} |
|
break; |
|
} |
|
|
|
if ( HUDTYPE_PLUS == hud_fastswitch.GetInt() ) |
|
{ |
|
// No text in plus bucket method |
|
return; |
|
} |
|
|
|
// draw text |
|
col = m_TextColor; |
|
const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData(); |
|
|
|
if ( bSelected ) |
|
{ |
|
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; |
|
int firstslen = 0; |
|
{ |
|
for (wchar_t *pch = text; *pch != 0; pch++) |
|
{ |
|
if (*pch == '\n') |
|
{ |
|
// newline character, drop to the next line |
|
if (slen > maxslen) |
|
{ |
|
maxslen = slen; |
|
} |
|
if (!firstslen) |
|
{ |
|
firstslen = slen; |
|
} |
|
|
|
slen = 0; |
|
} |
|
else if (*pch == '\r') |
|
{ |
|
// do nothing |
|
} |
|
else |
|
{ |
|
slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); |
|
charCount++; |
|
} |
|
} |
|
} |
|
if (slen > maxslen) |
|
{ |
|
maxslen = slen; |
|
} |
|
if (!firstslen) |
|
{ |
|
firstslen = maxslen; |
|
} |
|
|
|
int tx = xpos + ((m_flLargeBoxWide - firstslen) / 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 + ((boxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); |
|
} |
|
else if (*pch == '\r') |
|
{ |
|
// do nothing |
|
} |
|
else |
|
{ |
|
surface()->DrawUnicodeChar(*pch); |
|
charCount--; |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// 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); |
|
|
|
if ( hud_fastswitch.GetInt() == HUDTYPE_CAROUSEL ) |
|
{ |
|
// need bounds to be exact width for proper clipping during scroll |
|
int width = MAX_CAROUSEL_SLOTS*m_flLargeBoxWide + (MAX_CAROUSEL_SLOTS-1)*m_flBoxGap; |
|
SetBounds( (screenWide-width)/2, y, width, screenTall - y); |
|
} |
|
else |
|
{ |
|
SetBounds( x, y, screenWide - x, screenTall - y ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Opens weapon selection control |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::OpenSelection( void ) |
|
{ |
|
Assert(!IsInSelectionMode()); |
|
|
|
CBaseHudWeaponSelection::OpenSelection(); |
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); |
|
m_iSelectedBoxPosition = 0; |
|
m_iSelectedSlot = -1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Closes weapon selection control immediately |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::HideSelection( void ) |
|
{ |
|
CBaseHudWeaponSelection::HideSelection(); |
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); |
|
m_bFadingOut = false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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 ( CanBeSelectedInHUD( pWeapon ) ) |
|
{ |
|
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 ( CanBeSelectedInHUD( pWeapon ) ) |
|
{ |
|
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; |
|
|
|
m_pLastWeapon = pPlayer->GetActiveWeapon(); |
|
|
|
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 ); |
|
SetSelectedSlideDir( 1 ); |
|
|
|
if ( !IsInSelectionMode() ) |
|
{ |
|
OpenSelection(); |
|
} |
|
|
|
// Play the "cycle to next weapon" sound |
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Moves the selection to the previous item in the menu |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::CycleToPrevWeapon( void ) |
|
{ |
|
// Get the local player. |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
m_pLastWeapon = pPlayer->GetActiveWeapon(); |
|
|
|
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 ); |
|
SetSelectedSlideDir( -1 ); |
|
|
|
if ( !IsInSelectionMode() ) |
|
{ |
|
OpenSelection(); |
|
} |
|
|
|
// Play the "cycle to next weapon" sound |
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns the # of the last weapon in the specified slot |
|
//----------------------------------------------------------------------------- |
|
int CHudWeaponSelection::GetLastPosInSlot( int iSlot ) const |
|
{ |
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
|
int iMaxSlotPos; |
|
|
|
if ( !player ) |
|
return -1; |
|
|
|
iMaxSlotPos = -1; |
|
for ( int i = 0; i < MAX_WEAPONS; i++ ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); |
|
|
|
if ( pWeapon == NULL ) |
|
continue; |
|
|
|
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() > iMaxSlotPos ) |
|
iMaxSlotPos = pWeapon->GetPosition(); |
|
} |
|
|
|
return iMaxSlotPos; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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: Opens the next weapon in the slot |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) |
|
{ |
|
// get the slot the player's weapon is in |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
m_pLastWeapon = NULL; |
|
|
|
// see where we should start selection |
|
int iPosition = -1; |
|
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); |
|
if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) |
|
{ |
|
// start after this weapon |
|
iPosition = pActiveWeapon->GetPosition(); |
|
} |
|
|
|
C_BaseCombatWeapon *pNextWeapon = NULL; |
|
|
|
// search for the weapon after the current one |
|
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); |
|
// make sure it's in the same bucket |
|
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) |
|
{ |
|
// just look for any weapon in this slot |
|
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); |
|
} |
|
|
|
// see if we found a weapon that's different from the current and in the selected slot |
|
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) |
|
{ |
|
// select the new weapon |
|
::input->MakeWeaponSelection( pNextWeapon ); |
|
} |
|
else if ( pNextWeapon != pActiveWeapon ) |
|
{ |
|
// error sound |
|
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); |
|
} |
|
|
|
if ( HUDTYPE_CAROUSEL != hud_fastswitch.GetInt() ) |
|
{ |
|
// kill any fastswitch display |
|
m_flSelectionTime = 0.0f; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Opens the next weapon in the slot |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot ) |
|
{ |
|
// get the slot the player's weapon is in |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
m_pLastWeapon = NULL; |
|
int newSlot = m_iSelectedSlot; |
|
|
|
// Changing slot number does not necessarily mean we need to change the slot - the player could be |
|
// scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so |
|
// compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position. |
|
if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) ) |
|
{ |
|
// Changing vertical/horizontal direction. Reset the selected box position to zero. |
|
m_iSelectedBoxPosition = 0; |
|
m_iSelectedSlot = iWeaponSlot; |
|
} |
|
else |
|
{ |
|
// Still in the same horizontal/vertical direction. Determine which way we're moving in the slot. |
|
int increment = 1; |
|
if ( m_iSelectedSlot != iWeaponSlot ) |
|
{ |
|
// Decrementing within the slot. If we're at the zero position in this slot, |
|
// jump to the zero position of the opposite slot. This also counts as our increment. |
|
increment = -1; |
|
if ( 0 == m_iSelectedBoxPosition ) |
|
{ |
|
newSlot = ( m_iSelectedSlot + 2 ) % 4; |
|
increment = 0; |
|
} |
|
} |
|
|
|
// Find out of the box position is at the end of the slot |
|
int lastSlotPos = -1; |
|
for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos ); |
|
if ( pWeapon ) |
|
{ |
|
lastSlotPos = slotPos; |
|
} |
|
} |
|
|
|
// Increment/Decrement the selected box position |
|
if ( m_iSelectedBoxPosition + increment <= lastSlotPos ) |
|
{ |
|
m_iSelectedBoxPosition += increment; |
|
m_iSelectedSlot = newSlot; |
|
} |
|
else |
|
{ |
|
// error sound |
|
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); |
|
return; |
|
} |
|
} |
|
|
|
// Select the weapon in this position |
|
bool bWeaponSelected = false; |
|
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); |
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); |
|
if ( pWeapon ) |
|
{ |
|
if ( pWeapon != pActiveWeapon ) |
|
{ |
|
// Select the new weapon |
|
::input->MakeWeaponSelection( pWeapon ); |
|
SetSelectedWeapon( pWeapon ); |
|
bWeaponSelected = true; |
|
} |
|
} |
|
|
|
if ( !bWeaponSelected ) |
|
{ |
|
// Still need to set this to make hud display appear |
|
SetSelectedWeapon( pPlayer->GetActiveWeapon() ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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; |
|
|
|
switch( hud_fastswitch.GetInt() ) |
|
{ |
|
case HUDTYPE_FASTSWITCH: |
|
case HUDTYPE_CAROUSEL: |
|
{ |
|
FastWeaponSwitch( iSlot ); |
|
return; |
|
} |
|
|
|
case HUDTYPE_PLUS: |
|
{ |
|
if ( !IsInSelectionMode() ) |
|
{ |
|
// open the weapon selection |
|
OpenSelection(); |
|
} |
|
|
|
PlusTypeFastWeaponSwitch( iSlot ); |
|
ActivateWeaponHighlight( GetSelectedWeapon() ); |
|
} |
|
break; |
|
|
|
case HUDTYPE_BUCKETS: |
|
{ |
|
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 ) |
|
{ |
|
if ( !IsInSelectionMode() ) |
|
{ |
|
// open the weapon selection |
|
OpenSelection(); |
|
} |
|
|
|
// Mark the change |
|
SetSelectedWeapon( pActiveWeapon ); |
|
SetSelectedSlideDir( 0 ); |
|
} |
|
} |
|
|
|
default: |
|
{ |
|
// do nothing |
|
} |
|
break; |
|
} |
|
|
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
}
|
|
|