mirror of
https://github.com/nillerusr/source-engine.git
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503 lines
13 KiB
C++
503 lines
13 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 "hud.h"
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#include "hudelement.h"
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#include "hud_macros.h"
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#include "hud_numericdisplay.h"
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#include "iclientmode.h"
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#include "iclientvehicle.h"
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#include <vgui_controls/AnimationController.h>
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include "ihudlcd.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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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Displays current ammunition level
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//-----------------------------------------------------------------------------
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class CHudAmmo : public CHudNumericDisplay, public CHudElement
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{
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DECLARE_CLASS_SIMPLE( CHudAmmo, CHudNumericDisplay );
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public:
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CHudAmmo( const char *pElementName );
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void Init( void );
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void VidInit( void );
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void Reset();
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void SetAmmo(int ammo, bool playAnimation);
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void SetAmmo2(int ammo2, bool playAnimation);
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virtual void Paint( void );
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protected:
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virtual void OnThink();
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void UpdateAmmoDisplays();
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void UpdatePlayerAmmo( C_BasePlayer *player );
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void UpdateVehicleAmmo( C_BasePlayer *player, IClientVehicle *pVehicle );
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private:
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CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
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CHandle< C_BaseEntity > m_hCurrentVehicle;
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int m_iAmmo;
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int m_iAmmo2;
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CHudTexture *m_iconPrimaryAmmo;
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};
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DECLARE_HUDELEMENT( CHudAmmo );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudAmmo::CHudAmmo( const char *pElementName ) : BaseClass(NULL, "HudAmmo"), CHudElement( pElementName )
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{
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT | HIDEHUD_WEAPONSELECTION );
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hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
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hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
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hudlcd->SetGlobalStat( "(weapon_name)", "" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudAmmo::Init( void )
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{
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m_iAmmo = -1;
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m_iAmmo2 = -1;
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m_iconPrimaryAmmo = NULL;
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wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AMMO");
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if (tempString)
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{
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SetLabelText(tempString);
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}
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else
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{
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SetLabelText(L"AMMO");
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudAmmo::VidInit( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Resets hud after save/restore
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//-----------------------------------------------------------------------------
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void CHudAmmo::Reset()
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{
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BaseClass::Reset();
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m_hCurrentActiveWeapon = NULL;
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m_hCurrentVehicle = NULL;
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m_iAmmo = 0;
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m_iAmmo2 = 0;
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UpdateAmmoDisplays();
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}
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//-----------------------------------------------------------------------------
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// Purpose: called every frame to get ammo info from the weapon
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//-----------------------------------------------------------------------------
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void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
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{
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// Clear out the vehicle entity
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m_hCurrentVehicle = NULL;
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C_BaseCombatWeapon *wpn = GetActiveWeapon();
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hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
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hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
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if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
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{
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hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
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SetPaintEnabled(false);
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SetPaintBackgroundEnabled(false);
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return;
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}
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SetPaintEnabled(true);
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SetPaintBackgroundEnabled(true);
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// Get our icons for the ammo types
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m_iconPrimaryAmmo = gWR.GetAmmoIconFromWeapon( wpn->GetPrimaryAmmoType() );
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// get the ammo in our clip
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int ammo1 = wpn->Clip1();
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int ammo2;
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if (ammo1 < 0)
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{
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// we don't use clip ammo, just use the total ammo count
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ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
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ammo2 = 0;
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}
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else
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{
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// we use clip ammo, so the second ammo is the total ammo
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ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
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}
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hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
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hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
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if (wpn == m_hCurrentActiveWeapon)
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{
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// same weapon, just update counts
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SetAmmo(ammo1, true);
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SetAmmo2(ammo2, true);
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}
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else
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{
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// diferent weapon, change without triggering
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SetAmmo(ammo1, false);
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SetAmmo2(ammo2, false);
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// update whether or not we show the total ammo display
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if (wpn->UsesClipsForAmmo1())
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{
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SetShouldDisplaySecondaryValue(true);
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
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}
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else
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
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SetShouldDisplaySecondaryValue(false);
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}
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
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m_hCurrentActiveWeapon = wpn;
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}
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}
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void CHudAmmo::UpdateVehicleAmmo( C_BasePlayer *player, IClientVehicle *pVehicle )
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{
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m_hCurrentActiveWeapon = NULL;
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CBaseEntity *pVehicleEnt = pVehicle->GetVehicleEnt();
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if ( !pVehicleEnt || pVehicle->GetPrimaryAmmoType() < 0 )
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{
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SetPaintEnabled(false);
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SetPaintBackgroundEnabled(false);
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return;
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}
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SetPaintEnabled(true);
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SetPaintBackgroundEnabled(true);
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// get the ammo in our clip
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int ammo1 = pVehicle->GetPrimaryAmmoClip();
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int ammo2;
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if (ammo1 < 0)
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{
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// we don't use clip ammo, just use the total ammo count
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ammo1 = pVehicle->GetPrimaryAmmoCount();
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ammo2 = 0;
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}
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else
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{
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// we use clip ammo, so the second ammo is the total ammo
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ammo2 = pVehicle->GetPrimaryAmmoCount();
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}
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if (pVehicleEnt == m_hCurrentVehicle)
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{
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// same weapon, just update counts
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SetAmmo(ammo1, true);
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SetAmmo2(ammo2, true);
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}
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else
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{
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// diferent weapon, change without triggering
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SetAmmo(ammo1, false);
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SetAmmo2(ammo2, false);
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// update whether or not we show the total ammo display
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if (pVehicle->PrimaryAmmoUsesClips())
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{
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SetShouldDisplaySecondaryValue(true);
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
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}
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else
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
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SetShouldDisplaySecondaryValue(false);
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}
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
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m_hCurrentVehicle = pVehicleEnt;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: called every frame to get ammo info from the weapon
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//-----------------------------------------------------------------------------
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void CHudAmmo::OnThink()
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{
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UpdateAmmoDisplays();
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}
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//-----------------------------------------------------------------------------
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// Purpose: updates the ammo display counts
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//-----------------------------------------------------------------------------
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void CHudAmmo::UpdateAmmoDisplays()
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{
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;
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if ( !pVehicle )
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{
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UpdatePlayerAmmo( player );
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}
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else
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{
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UpdateVehicleAmmo( player, pVehicle );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates ammo display
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//-----------------------------------------------------------------------------
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void CHudAmmo::SetAmmo(int ammo, bool playAnimation)
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{
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if (ammo != m_iAmmo)
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{
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if (ammo == 0)
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoEmpty");
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}
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else if (ammo < m_iAmmo)
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{
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// ammo has decreased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoDecreased");
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}
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else
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{
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// ammunition has increased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoIncreased");
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}
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m_iAmmo = ammo;
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}
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SetDisplayValue(ammo);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates 2nd ammo display
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//-----------------------------------------------------------------------------
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void CHudAmmo::SetAmmo2(int ammo2, bool playAnimation)
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{
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if (ammo2 != m_iAmmo2)
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{
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if (ammo2 == 0)
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Empty");
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}
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else if (ammo2 < m_iAmmo2)
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{
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// ammo has decreased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Decreased");
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}
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else
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{
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// ammunition has increased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Increased");
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}
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m_iAmmo2 = ammo2;
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}
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SetSecondaryValue(ammo2);
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}
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//-----------------------------------------------------------------------------
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// Purpose: We add an icon into the
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//-----------------------------------------------------------------------------
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void CHudAmmo::Paint( void )
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{
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BaseClass::Paint();
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#ifndef HL2MP
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if ( m_hCurrentVehicle == NULL && m_iconPrimaryAmmo )
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{
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int nLabelHeight;
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int nLabelWidth;
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surface()->GetTextSize( m_hTextFont, m_LabelText, nLabelWidth, nLabelHeight );
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// Figure out where we're going to put this
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int x = text_xpos + ( nLabelWidth - m_iconPrimaryAmmo->Width() ) / 2;
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int y = text_ypos - ( nLabelHeight + ( m_iconPrimaryAmmo->Height() / 2 ) );
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m_iconPrimaryAmmo->DrawSelf( x, y, GetFgColor() );
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}
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#endif // HL2MP
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}
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//-----------------------------------------------------------------------------
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// Purpose: Displays the secondary ammunition level
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//-----------------------------------------------------------------------------
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class CHudSecondaryAmmo : public CHudNumericDisplay, public CHudElement
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{
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DECLARE_CLASS_SIMPLE( CHudSecondaryAmmo, CHudNumericDisplay );
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public:
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CHudSecondaryAmmo( const char *pElementName ) : BaseClass( NULL, "HudAmmoSecondary" ), CHudElement( pElementName )
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{
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m_iAmmo = -1;
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
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}
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void Init( void )
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{
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#ifndef HL2MP
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wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AMMO_ALT");
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if (tempString)
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{
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SetLabelText(tempString);
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}
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else
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{
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SetLabelText(L"ALT");
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}
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#endif // HL2MP
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}
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void VidInit( void )
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{
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}
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void SetAmmo( int ammo )
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{
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if (ammo != m_iAmmo)
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{
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if (ammo == 0)
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryEmpty");
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}
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else if (ammo < m_iAmmo)
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{
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// ammo has decreased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryDecreased");
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}
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else
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{
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// ammunition has increased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryIncreased");
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}
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m_iAmmo = ammo;
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}
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SetDisplayValue( ammo );
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}
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void Reset()
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{
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// hud reset, update ammo state
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BaseClass::Reset();
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m_iAmmo = 0;
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m_hCurrentActiveWeapon = NULL;
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SetAlpha( 0 );
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UpdateAmmoState();
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}
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virtual void Paint( void )
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{
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BaseClass::Paint();
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#ifndef HL2MP
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if ( m_iconSecondaryAmmo )
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{
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int nLabelHeight;
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int nLabelWidth;
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surface()->GetTextSize( m_hTextFont, m_LabelText, nLabelWidth, nLabelHeight );
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// Figure out where we're going to put this
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int x = text_xpos + ( nLabelWidth - m_iconSecondaryAmmo->Width() ) / 2;
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int y = text_ypos - ( nLabelHeight + ( m_iconSecondaryAmmo->Height() / 2 ) );
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m_iconSecondaryAmmo->DrawSelf( x, y, GetFgColor() );
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}
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#endif // HL2MP
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}
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protected:
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virtual void OnThink()
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{
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// set whether or not the panel draws based on if we have a weapon that supports secondary ammo
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C_BaseCombatWeapon *wpn = GetActiveWeapon();
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;
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if (!wpn || !player || pVehicle)
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{
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m_hCurrentActiveWeapon = NULL;
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SetPaintEnabled(false);
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SetPaintBackgroundEnabled(false);
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return;
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}
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else
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{
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SetPaintEnabled(true);
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SetPaintBackgroundEnabled(true);
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}
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UpdateAmmoState();
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}
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void UpdateAmmoState()
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{
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C_BaseCombatWeapon *wpn = GetActiveWeapon();
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if (player && wpn && wpn->UsesSecondaryAmmo())
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{
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SetAmmo(player->GetAmmoCount(wpn->GetSecondaryAmmoType()));
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}
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if ( m_hCurrentActiveWeapon != wpn )
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{
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if ( wpn->UsesSecondaryAmmo() )
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{
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// we've changed to a weapon that uses secondary ammo
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesSecondaryAmmo");
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}
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else
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{
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// we've changed away from a weapon that uses secondary ammo
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseSecondaryAmmo");
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}
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m_hCurrentActiveWeapon = wpn;
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// Get the icon we should be displaying
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m_iconSecondaryAmmo = gWR.GetAmmoIconFromWeapon( m_hCurrentActiveWeapon->GetSecondaryAmmoType() );
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}
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}
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private:
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CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
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CHudTexture *m_iconSecondaryAmmo;
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int m_iAmmo;
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};
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DECLARE_HUDELEMENT( CHudSecondaryAmmo );
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