mirror of
https://github.com/nillerusr/source-engine.git
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797 lines
22 KiB
C++
797 lines
22 KiB
C++
//========= 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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|
}
|
|
}
|
|
}
|
|
|
|
return pPrevWeapon;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the selection to the next item in the menu
|
|
//-----------------------------------------------------------------------------
|
|
void CHudWeaponSelection::CycleToNextWeapon( void )
|
|
{
|
|
// Get the local player.
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
{
|
|
return;
|
|
}
|
|
|
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
|
if ( IsInSelectionMode() )
|
|
{
|
|
// find the next selection spot
|
|
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
|
|
if ( !pWeapon )
|
|
{
|
|
return;
|
|
}
|
|
|
|
pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
|
|
}
|
|
else
|
|
{
|
|
// open selection at the current place
|
|
pNextWeapon = pPlayer->GetActiveWeapon();
|
|
if ( pNextWeapon )
|
|
{
|
|
pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
|
|
}
|
|
}
|
|
|
|
if ( !pNextWeapon )
|
|
{
|
|
// wrap around back to start
|
|
pNextWeapon = FindNextWeaponInWeaponSelection( -1, -1 );
|
|
}
|
|
|
|
if ( pNextWeapon )
|
|
{
|
|
SetSelectedWeapon( pNextWeapon );
|
|
|
|
if ( hud_fastswitch.GetInt() > 0 )
|
|
{
|
|
SelectWeapon();
|
|
}
|
|
else if ( !IsInSelectionMode() )
|
|
{
|
|
OpenSelection();
|
|
}
|
|
|
|
// Play the "cycle to next weapon" sound
|
|
if ( m_bPlaySelectionSounds )
|
|
{
|
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the selection to the previous item in the menu
|
|
//-----------------------------------------------------------------------------
|
|
void CHudWeaponSelection::CycleToPrevWeapon( void )
|
|
{
|
|
// Get the local player.
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
{
|
|
return;
|
|
}
|
|
|
|
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");
|
|
}
|
|
}
|
|
|
|
|