diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/hl1/hl1_hud_weaponselection.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/hl1/hl1_hud_weaponselection.cpp')
| -rw-r--r-- | game/client/hl1/hl1_hud_weaponselection.cpp | 670 |
1 files changed, 670 insertions, 0 deletions
diff --git a/game/client/hl1/hl1_hud_weaponselection.cpp b/game/client/hl1/hl1_hud_weaponselection.cpp new file mode 100644 index 0000000..1916066 --- /dev/null +++ b/game/client/hl1/hl1_hud_weaponselection.cpp @@ -0,0 +1,670 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_selection.h" +#include "iclientmode.h" +#include "ammodef.h" +#include "input.h" + +#include <KeyValues.h> +#include <vgui/IScheme.h> +#include <vgui/ISurface.h> +#include <vgui/ISystem.h> +#include <vgui_controls/Panel.h> + +#include <string.h> + + +#define HL1_MAX_WEAPON_SLOTS 5 + + +//----------------------------------------------------------------------------- +// Purpose: hl2 weapon selection hud element +//----------------------------------------------------------------------------- +class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel +{ + DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel ); + +public: + CHudWeaponSelection(const char *pElementName ); + + bool ShouldDraw(); + + void CycleToNextWeapon( void ); + void CycleToPrevWeapon( void ); + + C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); + void SelectWeaponSlot( int iSlot ); + + C_BaseCombatWeapon *GetSelectedWeapon( void ) + { + return m_hSelectedWeapon; + } + + void VidInit( void ); + C_BaseCombatWeapon *GetNextActivePos( int iSlot, int iSlotPos ); + +protected: + void Paint(); + void ApplySchemeSettings(vgui::IScheme *pScheme); + +private: + C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + + void FastWeaponSwitch( int iWeaponSlot ); + + void DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight ); + int DrawBar( int x, int y, int width, int height, float f ); + + void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) + { + m_hSelectedWeapon = pWeapon; + } + + CHudTexture *icon_buckets[ HL1_MAX_WEAPON_SLOTS ]; + CHudTexture *icon_selection; + Color m_clrReddish; + Color m_clrGreenish; +}; + +DECLARE_HUDELEMENT( CHudWeaponSelection ); + +using namespace vgui; + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection") +{ + vgui::Panel *pParent = g_pClientMode->GetViewport(); + SetParent( pParent ); +} + +void CHudWeaponSelection::VidInit() +{ + Reset(); + + for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ ) + { + char szNumString[ 10 ]; + + sprintf( szNumString, "bucket%d", i ); + icon_buckets[ i ] = gHUD.GetIcon( szNumString ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: returns true if the panel should draw +//----------------------------------------------------------------------------- +bool CHudWeaponSelection::ShouldDraw() +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + { + if ( IsInSelectionMode() ) + { + HideSelection(); + } + return false; + } + + bool bret = CBaseHudWeaponSelection::ShouldDraw(); + if ( !bret ) + return false; + + return ( m_bSelectionVisible ) ? true : false; +} + +//------------------------------------------------------------------------- +// Purpose: draws the selection area +//------------------------------------------------------------------------- +void CHudWeaponSelection::Paint() +{ + if (!ShouldDraw()) + return; + + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // find and display our current selection + C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon(); + if ( !pSelectedWeapon ) + return; + + int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); + + int xpos = 10; + + // iterate over all the weapon slots + for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ ) + { + int nWidth; + int r1, g1, b1, a1; + + (gHUD.m_clrYellowish).GetColor( r1, g1, b1, a1 ); + + int ypos = 10; + + icon_buckets[ i ]->DrawSelf( xpos, ypos, Color( r1, g1, b1, 255 ) ); + + ypos = icon_buckets[ i ]->Height() + 10; + + if ( i == iActiveSlot ) + { + bool bFirstItem = true; + nWidth = icon_buckets[ i ]->Width(); + + for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ ) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); + if ( !pWeapon ) + continue; + + // icons use old system, drawing in screen space + if ( pWeapon->GetSpriteActive() ) + { + int r, g, b, a; + + (gHUD.m_clrYellowish).GetColor( r, g, b, a ); + + if (pWeapon == pSelectedWeapon) + { + pWeapon->GetSpriteActive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) ); + + if ( !icon_selection ) + { + icon_selection = gHUD.GetIcon( "selection" ); + } + + if ( icon_selection ) + { + icon_selection->DrawSelf( xpos, ypos, Color( r, g, b, a ) ); + } + } + else + { + if ( pWeapon->HasAmmo() ) + { + a = 192; + } + else + { + m_clrReddish.GetColor( r, g, b, a ); + a = 128; + } + + if ( pWeapon->GetSpriteInactive() ) + { + pWeapon->GetSpriteInactive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) ); + } + } + } + + // Draw Ammo Bar + DrawAmmoBar( pWeapon, xpos + 10, ypos, 20, 4 ); + + ypos += pWeapon->GetSpriteActive()->Height() + 5; + + if ( bFirstItem ) + { + nWidth = pWeapon->GetSpriteActive()->Width(); + bFirstItem = false; + } + } + } + else + { + // Draw Row of weapons. + for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) + { + int r2, g2, b2, a2; + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, iPos ); + + if ( !pWeapon ) + continue; + + if ( pWeapon->HasAmmo() ) + { + (gHUD.m_clrYellowish).GetColor( r2, g2, b2, a2 ); + a2 = 128; + } + else + { + m_clrReddish.GetColor( r2, g2, b2, a2 ); + a2 = 96; + } + + Color clrBox( r2, g2, b2, a2 ); + vgui::surface()->DrawSetColor( clrBox ); + vgui::surface()->DrawFilledRect( xpos, ypos, xpos + icon_buckets[ i ]->Width(), ypos + icon_buckets[ i ]->Height() ); + + ypos += icon_buckets[ i ]->Height() + 5; + } + + nWidth = icon_buckets[ i ]->Width(); + } + + // advance position + xpos += nWidth + 5; + } +} + +void CHudWeaponSelection::DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight ) +{ + if ( pWeapon->GetPrimaryAmmoType() != -1 ) + { + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + + int nAmmoCount = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() ); + if ( !nAmmoCount ) + return; + + float flPct = (float)nAmmoCount / (float)GetAmmoDef()->MaxCarry( pWeapon->GetPrimaryAmmoType() ); + + x = DrawBar( x, y, nWidth, nHeight, flPct ); + + // Do we have secondary ammo too? + if ( pWeapon->GetSecondaryAmmoType() != -1 ) + { + flPct = (float)pPlayer->GetAmmoCount( pWeapon->GetSecondaryAmmoType() ) / (float)GetAmmoDef()->MaxCarry( pWeapon->GetSecondaryAmmoType() ); + + x += 5; //!!! + + DrawBar( x, y, nWidth, nHeight, flPct ); + } + } +} + +int CHudWeaponSelection::DrawBar( int x, int y, int nWidth, int nHeight, float flPct ) +{ + Color clrBar; + int r, g, b, a; + + if ( flPct < 0 ) + { + flPct = 0; + } + else if ( flPct > 1 ) + { + flPct = 1; + } + + if ( flPct ) + { + int nBarWidth = flPct * nWidth; + + // Always show at least one pixel if we have ammo. + if (nBarWidth <= 0) + nBarWidth = 1; + + m_clrGreenish.GetColor( r, g, b, a ); + + clrBar.SetColor( r, g, b, 255 ); + vgui::surface()->DrawSetColor( clrBar ); + vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nHeight ); + + x += nBarWidth; + nWidth -= nBarWidth; + } + + (gHUD.m_clrYellowish).GetColor( r, g, b, a ); + + clrBar.SetColor( r, g, b, 128 ); + vgui::surface()->DrawSetColor( clrBar ); + vgui::surface()->DrawFilledRect( x, y, x + nWidth, y + nHeight ); + + return ( x + nWidth ); +} + +//----------------------------------------------------------------------------- +// 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, y, screenWide, screenTall - y); + + m_clrReddish = pScheme->GetColor( "Reddish", Color( 255, 16, 16, 255 ) ); + m_clrGreenish = pScheme->GetColor( "Greenish", Color( 255, 16, 16, 255 ) ); +} + +//----------------------------------------------------------------------------- +// 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 = HL1_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->CanBeSelected() ) + { + 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->CanBeSelected() ) + { + 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; + + C_BaseCombatWeapon *pNextWeapon = NULL; + if ( IsInSelectionMode() ) + { + // find the next selection spot + C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); + if ( !pWeapon ) + return; + + pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); + } + else + { + // open selection at the current place + pNextWeapon = pPlayer->GetActiveWeapon(); + if ( pNextWeapon ) + { + pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); + } + } + + if ( !pNextWeapon ) + { + // wrap around back to start + pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1); + } + + if ( pNextWeapon ) + { + SetSelectedWeapon( pNextWeapon ); + + if( hud_fastswitch.GetInt() > 0 ) + { + SelectWeapon(); + } + else if ( !IsInSelectionMode() ) + { + OpenSelection(); + } + + // Play the "cycle to next weapon" sound + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Moves the selection to the previous item in the menu +//----------------------------------------------------------------------------- +void CHudWeaponSelection::CycleToPrevWeapon( void ) +{ + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + C_BaseCombatWeapon *pNextWeapon = NULL; + if ( IsInSelectionMode() ) + { + // find the next selection spot + C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); + if ( !pWeapon ) + return; + + pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); + } + else + { + // open selection at the current place + pNextWeapon = pPlayer->GetActiveWeapon(); + if ( pNextWeapon ) + { + pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); + } + } + + if ( !pNextWeapon ) + { + // wrap around back to end of weapon list + pNextWeapon = FindPrevWeaponInWeaponSelection( HL1_MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS ); + } + + if ( pNextWeapon ) + { + SetSelectedWeapon( pNextWeapon ); + + if( hud_fastswitch.GetInt() > 0 ) + { + SelectWeapon(); + } + else if ( !IsInSelectionMode() ) + { + OpenSelection(); + } + + // Play the "cycle to next weapon" sound + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: returns the weapon in the specified slot +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return NULL; + + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); + + if ( pWeapon == NULL ) + continue; + + if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) + return pWeapon; + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Moves selection to the specified slot +//----------------------------------------------------------------------------- +void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) +{ + // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons + --iSlot; + + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // Don't try and read past our possible number of slots + if ( iSlot > HL1_MAX_WEAPON_SLOTS ) + return; + + // Make sure the player's allowed to switch weapons + if ( pPlayer->IsAllowedToSwitchWeapons() == false ) + return; + + // do a fast switch if set + if ( hud_fastswitch.GetBool() ) + { + FastWeaponSwitch( iSlot ); + return; + } + + int slotPos = 0; + C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); + + // start later in the list + if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) + { + slotPos = pActiveWeapon->GetPosition() + 1; + } + + // find the weapon in this slot + pActiveWeapon = GetNextActivePos( iSlot, slotPos ); + if ( !pActiveWeapon ) + { + pActiveWeapon = GetNextActivePos( iSlot, 0 ); + } + + if ( pActiveWeapon != NULL ) + { + SetSelectedWeapon( pActiveWeapon ); + + if( hud_fastswitch.GetInt() > 0 ) + { + // only one active item in bucket, so change directly to weapon + SelectWeapon(); + } + else if ( !IsInSelectionMode() ) + { + // open the weapon selection + OpenSelection(); + } + } + + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); +} + +//----------------------------------------------------------------------------- +// 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" ); + } +} + +C_BaseCombatWeapon *CHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos ) +{ + if ( iSlot >= HL1_MAX_WEAPON_SLOTS ) + return NULL; + + return CBaseHudWeaponSelection::GetNextActivePos( iSlot, iSlotPos ); +} |