mirror of
https://github.com/nillerusr/source-engine.git
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1251 lines
37 KiB
C++
1251 lines
37 KiB
C++
//========= Copyright © 1996-2006, Valve LLC, 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 <vgui_controls/EditablePanel.h>
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#include "vgui/ILocalize.h"
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#include <string.h>
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#include "baseobject_shared.h"
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#include "tf_imagepanel.h"
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#include "c_tf_player.h"
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#include "c_tf_weapon_builder.h"
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#define SELECTION_TIMEOUT_THRESHOLD 2.5f // Seconds
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#define SELECTION_FADEOUT_TIME 3.0f
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#define FASTSWITCH_DISPLAY_TIMEOUT 0.5f
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#define FASTSWITCH_FADEOUT_TIME 0.5f
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ConVar tf_weapon_select_demo_start_delay( "tf_weapon_select_demo_start_delay", "1.0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Delay after spawning to start the weapon bucket demo." );
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ConVar tf_weapon_select_demo_time( "tf_weapon_select_demo_time", "0.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Time to pulse each weapon bucket upon spawning as a new class. 0 to turn off." );
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//-----------------------------------------------------------------------------
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// Purpose: tf weapon selection hud element
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//-----------------------------------------------------------------------------
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class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::EditablePanel
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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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virtual void OpenSelection( void );
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virtual void HideSelection( void );
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virtual void Init();
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virtual void LevelInit();
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virtual void FireGameEvent( IGameEvent *event );
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virtual void Reset(void)
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{
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CBaseHudWeaponSelection::Reset();
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// selection time is a little farther back so we don't show it when we spawn
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m_flSelectionTime = gpGlobals->curtime - ( FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME + 0.1 );
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}
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protected:
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virtual void OnThink();
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virtual void PostChildPaint();
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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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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 FastWeaponSwitch( int iWeaponSlot );
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void PlusTypeFastWeaponSwitch( int iWeaponSlot );
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int GetNumVisibleSlots();
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bool ShouldDrawInternal();
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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 DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number);
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void DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter = false );
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void DrawPlusStyleBox(int x, int y, int wide, int tall, bool bSelected, float normalizedAlpha, int number, bool bOutOfAmmo );
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CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionText" );
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CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
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CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "32", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "21", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flPlusStyleBoxWide, "PlusStyleBoxWide", "120", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flPlusStyleBoxTall, "PlusStyleBoxTall", "84", "proportional_float" );
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CPanelAnimationVar( float, m_flPlusStyleExpandPercent, "PlusStyleExpandSelected", "0.3" )
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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_flBoxGap, "BoxGap", "12", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flRightMargin, "RightMargin", "0", "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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CPanelAnimationVarAliasType( float, m_flErrorYPos, "ErrorYPos", "60", "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_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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CTFImagePanel *m_pActiveWeaponBG;
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float m_flDemoStartTime;
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float m_flDemoModeChangeTime;
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int m_iDemoModeSlot;
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// HUDTYPE_PLUS weapon display
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int m_iSelectedBoxPosition; // in HUDTYPE_PLUS, the position within a slot
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int m_iSelectedSlot; // in HUDTYPE_PLUS, the slot we're currently moving in
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CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" );
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int m_iBGImage_Inactive;
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int m_iBGImage_Blue;
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int m_iBGImage_Red;
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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 ), EditablePanel( 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_pActiveWeaponBG = new CTFImagePanel( this, "ActiveWeapon" );
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m_pActiveWeaponBG->SetVisible( false );
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SetPostChildPaintEnabled( true );
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m_flDemoStartTime = -1;
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m_flDemoModeChangeTime = 0;
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m_iDemoModeSlot = -1;
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ListenForGameEvent( "localplayer_changeclass" );
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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()
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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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// close
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if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime )
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{
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HideSelection();
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}
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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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bool bShouldDraw = ShouldDrawInternal();
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if ( !bShouldDraw && m_pActiveWeaponBG->IsVisible() )
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{
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m_pActiveWeaponBG->SetVisible( false );
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}
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return bShouldDraw;
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}
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bool CHudWeaponSelection::ShouldDrawInternal()
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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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// Make sure the player's allowed to switch weapons
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if ( pPlayer->IsAllowedToSwitchWeapons() == false )
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return false;
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if ( pPlayer->IsAlive() == false )
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return false;
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// we only show demo mode in hud_fastswitch 0
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if ( hud_fastswitch.GetInt() == 0 && ( m_iDemoModeSlot >= 0 || m_flDemoStartTime > 0 ) )
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{
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return true;
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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::Init()
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{
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CHudElement::Init();
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m_iBGImage_Inactive = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile(m_iBGImage_Inactive, "hud/weapon_selection_unselected", true, false);
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m_iBGImage_Blue = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile(m_iBGImage_Blue, "hud/weapon_selection_blue", true, false);
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m_iBGImage_Red = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile(m_iBGImage_Red, "hud/weapon_selection_red", 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: Calculates how many weapons slots need to be displayed
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//-------------------------------------------------------------------------
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int CHudWeaponSelection::GetNumVisibleSlots()
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{
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int nCount = 0;
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// iterate over all the weapon slots
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for ( int i = 0; i < m_iMaxSlots; i++ )
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{
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if ( GetFirstPos( i ) )
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{
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nCount++;
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}
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}
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return nCount;
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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::PostChildPaint()
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{
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( !pPlayer )
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return;
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if ( hud_fastswitch.GetInt() == 0 )
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{
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// See if we should start the bucket demo
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if ( m_flDemoStartTime > 0 && m_flDemoStartTime < gpGlobals->curtime )
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{
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float flDemoTime = tf_weapon_select_demo_time.GetFloat();
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if ( flDemoTime > 0 )
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{
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m_iDemoModeSlot = 0;
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m_flDemoModeChangeTime = gpGlobals->curtime + flDemoTime;
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}
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m_flDemoStartTime = -1;
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m_iSelectedSlot = m_iDemoModeSlot;
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}
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// scroll through the slots for demo mode
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if ( m_iDemoModeSlot >= 0 && m_flDemoModeChangeTime < gpGlobals->curtime )
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{
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// Keep iterating until we find a slot that has a weapon in it
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while ( !GetFirstPos( ++m_iDemoModeSlot ) && m_iDemoModeSlot < m_iMaxSlots )
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{
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// blank
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}
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m_flDemoModeChangeTime = gpGlobals->curtime + tf_weapon_select_demo_time.GetFloat();
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}
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if ( m_iDemoModeSlot >= m_iMaxSlots )
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{
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m_iDemoModeSlot = -1;
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}
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}
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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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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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if ( hud_fastswitch.GetInt() == 0 )
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{
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if ( m_iDemoModeSlot > -1 )
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{
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pSelectedWeapon = GetWeaponInSlot( m_iDemoModeSlot, 0 );
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m_iSelectedSlot = m_iDemoModeSlot;
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m_iSelectedBoxPosition = 0;
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}
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}
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m_pActiveWeaponBG->SetVisible( hud_fastswitch.GetInt() != HUDTYPE_PLUS && pSelectedWeapon != NULL );
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int nNumSlots = GetNumVisibleSlots();
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if ( nNumSlots <= 0 )
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return;
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switch ( hud_fastswitch.GetInt() )
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{
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case HUDTYPE_PLUS:
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{
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// bucket style
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int screenCenterX = GetWide() / 2;
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int screenCenterY = GetTall() / 2; // Height isn't quite screen height, so adjust for center alignement
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// Modifiers for the four directions. Used to change the x and y offsets
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// of each box based on which bucket we're drawing. Bucket directions are
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// 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT
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int xModifiers[] = { 0, 1, 0, -1 };
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int yModifiers[] = { -1, 0, 1, 0 };
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int boxWide = m_flPlusStyleBoxWide;
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int boxTall = m_flPlusStyleBoxTall;
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// Draw the four buckets
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for ( int i = 0; i < MAX_WEAPON_SLOTS; ++i )
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{
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// Set the top left corner so the first box would be centered in the screen.
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int xPos = screenCenterX -( boxWide / 2 );
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int yPos = screenCenterY -( boxTall / 2 );
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// Find out how many positions to draw - an empty position should still
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// be drawn if there is an active weapon in any slots past it.
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int lastSlotPos = -1;
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int iMaxSlotPositions = 3; //MAX_WEAPON_POSITIONS - no need to do this 20 times, we only have 1 weapon usually
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for ( int slotPos = 0; slotPos < iMaxSlotPositions; ++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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{
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lastSlotPos = slotPos;
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}
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}
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// Draw the weapons in this bucket
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for ( int slotPos = 0; slotPos <= lastSlotPos; ++slotPos )
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{
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// Offset the box position
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xPos += ( boxWide + 5 ) * xModifiers[ i ];
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yPos += ( boxTall + 5 ) * yModifiers[ i ];
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int x = xPos;
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int y = yPos;
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos );
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bool bSelectedWeapon = ( i == m_iSelectedSlot && slotPos == m_iSelectedBoxPosition );
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if ( pWeapon && pWeapon->VisibleInWeaponSelection() )
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{
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DrawPlusStyleBox( x, y, boxWide, boxTall, bSelectedWeapon, m_flAlphaOverride, i+1, !pWeapon->CanBeSelected() );
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const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
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if ( pPlayer )
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{
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if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
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{
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pTexture = pWeapon->GetSpriteActive();
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}
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}
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if ( pTexture )
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{
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Color col(255,255,255,255);
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if ( bSelectedWeapon )
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{
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float flExpandWide = m_flPlusStyleBoxWide * m_flPlusStyleExpandPercent * 0.5;
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float flExpandTall = m_flPlusStyleBoxTall * m_flPlusStyleExpandPercent * 0.5;
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pTexture->DrawSelf( x-flExpandWide, y-flExpandTall, boxWide+flExpandWide, boxTall+flExpandTall, col );
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}
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else
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{
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pTexture->DrawSelf( x, y, boxWide, boxTall, col );
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}
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}
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if ( !pWeapon->CanBeSelected() )
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{
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int msgX = x + boxWide * 0.5;
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int msgY = y + boxTall * 0.5 -YRES(3);
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Color ammoColor = Color(240,40,40,255);
|
|
wchar_t *pText = g_pVGuiLocalize->Find( "#TF_OUT_OF_AMMO" );
|
|
DrawString( pText, msgX, msgY, ammoColor, true );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case HUDTYPE_BUCKETS:
|
|
default:
|
|
{
|
|
// calculate where to start drawing
|
|
int nTotalHeight = ( nNumSlots - 1 ) * ( m_flSmallBoxTall + m_flBoxGap ) + m_flLargeBoxTall;
|
|
int xStartPos = GetWide() - m_flBoxGap - m_flRightMargin;
|
|
int xpos = xStartPos;
|
|
int ypos = ( GetTall() - nTotalHeight ) / 2;
|
|
|
|
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
|
|
|
|
// draw the bucket set
|
|
// iterate over all the weapon slots
|
|
for ( int i = 0; i < m_iMaxSlots; i++ )
|
|
{
|
|
Color col( 255, 255, 255, 255 );
|
|
|
|
if ( i == iActiveSlot )
|
|
{
|
|
xpos = xStartPos - m_flLargeBoxWide;
|
|
|
|
bool bFirstItem = true;
|
|
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ )
|
|
{
|
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
|
|
if ( !pWeapon )
|
|
continue;
|
|
|
|
if ( !pWeapon->VisibleInWeaponSelection() )
|
|
continue;
|
|
|
|
if ( pWeapon == pSelectedWeapon || ( m_iDemoModeSlot == i ) )
|
|
{
|
|
// draw selected weapon
|
|
if ( m_pActiveWeaponBG )
|
|
{
|
|
m_pActiveWeaponBG->SetPos( xpos - XRES(10), ypos - YRES(10));
|
|
|
|
int shortcut = bFirstItem ? i + 1 : -1;
|
|
|
|
if ( IsPC() && shortcut >= 0 )
|
|
{
|
|
Color numberColor = m_NumberColor;
|
|
numberColor[3] *= m_flSelectionAlphaOverride / 255.0f;
|
|
surface()->DrawSetTextColor(numberColor);
|
|
surface()->DrawSetTextFont(m_hNumberFont);
|
|
wchar_t wch = '0' + shortcut;
|
|
surface()->DrawSetTextPos( xStartPos - XRES(5) - m_flSelectionNumberXPos, ypos + YRES(5) + m_flSelectionNumberYPos );
|
|
surface()->DrawUnicodeChar(wch);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// draw selected weapon
|
|
DrawBox( xpos + XRES(5), ypos + YRES(5), m_flLargeBoxWide - XRES(10), m_flLargeBoxTall - YRES(10), col, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1 );
|
|
}
|
|
|
|
// draw icon
|
|
const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
|
|
if ( pPlayer )
|
|
{
|
|
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
|
|
{
|
|
pTexture = pWeapon->GetSpriteActive();
|
|
}
|
|
}
|
|
|
|
if ( pTexture )
|
|
{
|
|
pTexture->DrawSelf( xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall, col );
|
|
}
|
|
|
|
if ( !pWeapon->CanBeSelected() )
|
|
{
|
|
int msgX = xpos + ( m_flLargeBoxWide * 0.5 );
|
|
int msgY = ypos + (int)m_flErrorYPos;
|
|
Color ammoColor = Color( 255, 0, 0, 255 );
|
|
wchar_t *pText = g_pVGuiLocalize->Find( "#TF_OUT_OF_AMMO" );
|
|
DrawString( pText, msgX, msgY, ammoColor, true );
|
|
}
|
|
|
|
xpos -= ( m_flLargeBoxWide + m_flBoxGap );
|
|
bFirstItem = false;
|
|
}
|
|
|
|
ypos += ( m_flLargeBoxTall + m_flBoxGap );
|
|
}
|
|
else
|
|
{
|
|
xpos = xStartPos - m_flSmallBoxWide;
|
|
|
|
// check to see if there is a weapons in this bucket
|
|
if ( GetFirstPos( i ) )
|
|
{
|
|
// draw has weapon in slot
|
|
DrawBox( xpos + XRES(5), ypos + YRES(5), m_flSmallBoxWide - XRES(10), m_flSmallBoxTall - YRES(10), m_BoxColor, m_flAlphaOverride, i + 1 );
|
|
|
|
C_BaseCombatWeapon *pWeapon = GetFirstPos( i );
|
|
if ( !pWeapon )
|
|
continue;
|
|
|
|
const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
|
|
if ( pPlayer )
|
|
{
|
|
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
|
|
{
|
|
pTexture = pWeapon->GetSpriteActive();
|
|
}
|
|
}
|
|
|
|
if ( pTexture )
|
|
{
|
|
pTexture->DrawSelf( xpos, ypos, m_flSmallBoxWide, m_flSmallBoxTall, col );
|
|
}
|
|
|
|
ypos += ( m_flSmallBoxTall + m_flBoxGap );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CHudWeaponSelection::DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter )
|
|
{
|
|
surface()->DrawSetTextColor( col );
|
|
surface()->DrawSetTextFont( m_hTextFont );
|
|
|
|
// count the position
|
|
int slen = 0, charCount = 0, maxslen = 0;
|
|
{
|
|
for (wchar_t *pch = text; *pch != 0; pch++)
|
|
{
|
|
if (*pch == '\n')
|
|
{
|
|
// newline character, drop to the next line
|
|
if (slen > maxslen)
|
|
{
|
|
maxslen = slen;
|
|
}
|
|
slen = 0;
|
|
}
|
|
else if (*pch == '\r')
|
|
{
|
|
// do nothing
|
|
}
|
|
else
|
|
{
|
|
slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
|
|
charCount++;
|
|
}
|
|
}
|
|
}
|
|
if (slen > maxslen)
|
|
{
|
|
maxslen = slen;
|
|
}
|
|
|
|
int x = xpos;
|
|
|
|
if ( bCenter )
|
|
{
|
|
x = xpos - slen * 0.5;
|
|
}
|
|
|
|
surface()->DrawSetTextPos( x, ypos );
|
|
// 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( x + ((m_flLargeBoxWide - slen) / 2), ypos + (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 ( IsPC() && 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 + wide - m_flSelectionNumberXPos, y + m_flSelectionNumberYPos);
|
|
surface()->DrawUnicodeChar(wch);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: draws a selection box
|
|
//-----------------------------------------------------------------------------
|
|
void CHudWeaponSelection::DrawPlusStyleBox(int x, int y, int wide, int tall, bool bSelected, float normalizedAlpha, int number, bool bOutOfAmmo )
|
|
{
|
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
|
|
|
if ( !pLocalPlayer )
|
|
return;
|
|
|
|
int iMaterial;
|
|
|
|
if ( bSelected && !bOutOfAmmo )
|
|
{
|
|
iMaterial = ( pLocalPlayer->GetTeamNumber() == TF_TEAM_RED ) ? m_iBGImage_Red : m_iBGImage_Blue;
|
|
}
|
|
else
|
|
{
|
|
iMaterial = m_iBGImage_Inactive;
|
|
}
|
|
|
|
vgui::surface()->DrawSetTexture( iMaterial );
|
|
vgui::surface()->DrawSetColor( 255, 255, 255, 255 );
|
|
|
|
if ( bSelected )
|
|
{
|
|
float flExpandWide = m_flPlusStyleBoxWide * m_flPlusStyleExpandPercent * 0.5;
|
|
float flExpandTall = m_flPlusStyleBoxTall * m_flPlusStyleExpandPercent * 0.5;
|
|
|
|
vgui::surface()->DrawTexturedRect( x-flExpandWide, y-flExpandTall, x+wide+flExpandWide, y+tall+flExpandTall );
|
|
}
|
|
else
|
|
{
|
|
vgui::surface()->DrawTexturedRect( x, y, x+wide, y+tall );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: hud scheme settings
|
|
//-----------------------------------------------------------------------------
|
|
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
|
|
{
|
|
BaseClass::ApplySchemeSettings(pScheme);
|
|
SetPaintBackgroundEnabled(false);
|
|
|
|
// set our size
|
|
int screenWide, screenTall;
|
|
int x, y;
|
|
GetPos(x, y);
|
|
GetHudSize(screenWide, screenTall);
|
|
SetBounds(0, 0, screenWide, screenTall);
|
|
|
|
// load control settings...
|
|
LoadControlSettings( "resource/UI/HudWeaponSelection.res" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 )
|
|
{
|
|
m_flSelectionTime = 0;
|
|
CBaseHudWeaponSelection::HideSelection();
|
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the next available weapon item in the weapon selection
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
return NULL;
|
|
|
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
|
|
|
// search all the weapons looking for the closest next
|
|
int iLowestNextSlot = MAX_WEAPON_SLOTS;
|
|
int iLowestNextPosition = MAX_WEAPON_POSITIONS;
|
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
|
{
|
|
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
|
|
if ( !pWeapon )
|
|
continue;
|
|
|
|
if ( pWeapon->VisibleInWeaponSelection() )
|
|
{
|
|
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
|
|
|
|
// see if this weapon is further ahead in the selection list
|
|
if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) )
|
|
{
|
|
// see if this weapon is closer than the current lowest
|
|
if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) )
|
|
{
|
|
iLowestNextSlot = weaponSlot;
|
|
iLowestNextPosition = weaponPosition;
|
|
pNextWeapon = pWeapon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return pNextWeapon;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the prior available weapon item in the weapon selection
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
return NULL;
|
|
|
|
C_BaseCombatWeapon *pPrevWeapon = NULL;
|
|
|
|
// search all the weapons looking for the closest next
|
|
int iLowestPrevSlot = -1;
|
|
int iLowestPrevPosition = -1;
|
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
|
{
|
|
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
|
|
if ( !pWeapon )
|
|
continue;
|
|
|
|
if ( pWeapon->VisibleInWeaponSelection() )
|
|
{
|
|
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;
|
|
|
|
if ( pPlayer->IsAlive() == false )
|
|
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 ( !IsInSelectionMode() )
|
|
{
|
|
OpenSelection();
|
|
}
|
|
|
|
// cancel demo mode
|
|
m_iDemoModeSlot = -1;
|
|
m_flDemoStartTime = -1;
|
|
|
|
// Play the "cycle to next weapon" sound
|
|
if( m_bPlaySelectionSounds )
|
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the selection to the previous item in the menu
|
|
//-----------------------------------------------------------------------------
|
|
void CHudWeaponSelection::CycleToPrevWeapon( void )
|
|
{
|
|
// Get the local player.
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( pPlayer->IsAlive() == false )
|
|
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 ( !IsInSelectionMode() )
|
|
{
|
|
OpenSelection();
|
|
}
|
|
|
|
// cancel demo mode
|
|
m_iDemoModeSlot = -1;
|
|
m_flDemoStartTime = -1;
|
|
|
|
// 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;
|
|
}
|
|
|
|
C_BaseCombatWeapon *CHudWeaponSelection::GetSelectedWeapon( void )
|
|
{
|
|
if ( hud_fastswitch.GetInt() == 0 && m_iDemoModeSlot >= 0 )
|
|
{
|
|
C_BaseCombatWeapon *pWeapon = GetFirstPos( m_iDemoModeSlot );
|
|
return pWeapon;
|
|
}
|
|
else
|
|
{
|
|
return m_hSelectedWeapon;
|
|
}
|
|
}
|
|
|
|
void CHudWeaponSelection::FireGameEvent( IGameEvent *event )
|
|
{
|
|
const char * type = event->GetName();
|
|
|
|
if ( Q_strcmp(type, "localplayer_changeclass") == 0 )
|
|
{
|
|
int nUpdateType = event->GetInt( "updateType" );
|
|
bool bIsCreationUpdate = ( nUpdateType == DATA_UPDATE_CREATED );
|
|
// Don't demo selection in minmode
|
|
ConVarRef cl_hud_minmode( "cl_hud_minmode", true );
|
|
if ( !cl_hud_minmode.IsValid() || cl_hud_minmode.GetBool() == false )
|
|
{
|
|
if ( !bIsCreationUpdate )
|
|
{
|
|
m_flDemoStartTime = gpGlobals->curtime + tf_weapon_select_demo_start_delay.GetFloat();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CHudElement::FireGameEvent( event );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
|
|
// 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" );
|
|
}
|
|
|
|
// 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;
|
|
|
|
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 && CanBeSelectedInHUD( 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:
|
|
{
|
|
FastWeaponSwitch( iSlot );
|
|
return;
|
|
}
|
|
|
|
case HUDTYPE_PLUS:
|
|
{
|
|
if ( !IsInSelectionMode() )
|
|
{
|
|
// open the weapon selection
|
|
OpenSelection();
|
|
}
|
|
|
|
PlusTypeFastWeaponSwitch( iSlot );
|
|
}
|
|
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 );
|
|
m_iDemoModeSlot = -1;
|
|
m_flDemoStartTime = -1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if( m_bPlaySelectionSounds )
|
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
|
}
|