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| 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/hl2/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/hl2/hud_weaponselection.cpp')
| -rw-r--r-- | game/client/hl2/hud_weaponselection.cpp | 1525 |
1 files changed, 1525 insertions, 0 deletions
diff --git a/game/client/hl2/hud_weaponselection.cpp b/game/client/hl2/hud_weaponselection.cpp new file mode 100644 index 0000000..f560070 --- /dev/null +++ b/game/client/hl2/hud_weaponselection.cpp @@ -0,0 +1,1525 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_selection.h" +#include "iclientmode.h" +#include "history_resource.h" +#include "input.h" +#include "../hud_crosshair.h" + +#include "VGuiMatSurface/IMatSystemSurface.h" +#include <KeyValues.h> +#include <vgui/IScheme.h> +#include <vgui/ISurface.h> +#include <vgui/ISystem.h> +#include <vgui_controls/AnimationController.h> +#include <vgui_controls/Panel.h> + +#include "vgui/ILocalize.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +ConVar hud_showemptyweaponslots( "hud_showemptyweaponslots", "1", FCVAR_ARCHIVE, "Shows slots for missing weapons when recieving weapons out of order" ); + +#define SELECTION_TIMEOUT_THRESHOLD 0.5f // Seconds +#define SELECTION_FADEOUT_TIME 0.75f + +#define PLUS_DISPLAY_TIMEOUT 0.5f // Seconds +#define PLUS_FADEOUT_TIME 0.75f + +#define FASTSWITCH_DISPLAY_TIMEOUT 1.5f +#define FASTSWITCH_FADEOUT_TIME 1.5f + +#define CAROUSEL_SMALL_DISPLAY_ALPHA 200.0f +#define FASTSWITCH_SMALL_DISPLAY_ALPHA 160.0f + +#define MAX_CAROUSEL_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 ); + + virtual bool ShouldDraw(); + virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); + + virtual void CycleToNextWeapon( void ); + virtual void CycleToPrevWeapon( void ); + + virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); + virtual void SelectWeaponSlot( int iSlot ); + + virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) + { + return m_hSelectedWeapon; + } + + virtual void OpenSelection( void ); + virtual void HideSelection( void ); + + virtual void LevelInit(); + +protected: + virtual void OnThink(); + virtual void Paint(); + virtual void ApplySchemeSettings(vgui::IScheme *pScheme); + + virtual bool IsWeaponSelectable() + { + if (IsInSelectionMode()) + return true; + + return false; + } + + virtual void SetWeaponSelected() + { + CBaseHudWeaponSelection::SetWeaponSelected(); + + switch( hud_fastswitch.GetInt() ) + { + case HUDTYPE_FASTSWITCH: + case HUDTYPE_CAROUSEL: + ActivateFastswitchWeaponDisplay( GetSelectedWeapon() ); + break; + case HUDTYPE_PLUS: + ActivateWeaponHighlight( GetSelectedWeapon() ); + break; + default: + // do nothing + break; + } + } + +private: + C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + + void DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int x, int y, int wide, int tall, Color color, float alpha, int number ); + void ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pWeapon ); + void ActivateWeaponHighlight( C_BaseCombatWeapon *pWeapon ); + float GetWeaponBoxAlpha( bool bSelected ); + int GetLastPosInSlot( int iSlot ) const; + + void FastWeaponSwitch( int iWeaponSlot ); + void PlusTypeFastWeaponSwitch( int iWeaponSlot ); + + virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) + { + m_hSelectedWeapon = pWeapon; + } + + virtual void SetSelectedSlot( int slot ) + { + m_iSelectedSlot = slot; + } + + void SetSelectedSlideDir( int dir ) + { + m_iSelectedSlideDir = dir; + } + + void DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number); + + CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" ); + CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); + CPanelAnimationVar( float, m_flBlur, "Blur", "0" ); + + CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flMediumBoxWide, "MediumBoxWide", "75", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flMediumBoxTall, "MediumBoxTall", "50", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); + + CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "0" ); + CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "0" ); + + CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); + CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); + CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); + CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); + CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxColor", "SelectionSelectedBoxBg" ); + CPanelAnimationVar( Color, m_SelectedFgColor, "SelectedFgColor", "FgColor" ); + CPanelAnimationVar( Color, m_BrightBoxColor, "SelectedFgColor", "BgColor" ); + + CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" ); + + CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" ); + + bool m_bFadingOut; + + // fastswitch weapon display + struct WeaponBox_t + { + int m_iSlot; + int m_iSlotPos; + }; + CUtlVector<WeaponBox_t> m_WeaponBoxes; + int m_iSelectedWeaponBox; + int m_iSelectedSlideDir; + int m_iSelectedBoxPosition; + int m_iSelectedSlot; + C_BaseCombatWeapon *m_pLastWeapon; + CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" ); +}; + +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 ); + m_bFadingOut = false; +} + +//----------------------------------------------------------------------------- +// Purpose: sets up display for showing weapon pickup +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) +{ + // add to pickup history + CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); + if ( pHudHR ) + { + pHudHR->AddToHistory( pWeapon ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: updates animation status +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OnThink( void ) +{ + float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD; + float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME; + if ( hud_fastswitch.GetBool() ) + { + flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT; + flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME; + } + + // Time out after awhile of inactivity + if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout ) + { + if (!m_bFadingOut) + { + // start fading out + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" ); + m_bFadingOut = true; + } + else if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime ) + { + // finished fade, close + HideSelection(); + } + } + else if (m_bFadingOut) + { + // stop us fading out, show the animation again + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" ); + m_bFadingOut = false; + } +} + +//----------------------------------------------------------------------------- +// 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; + + // draw weapon selection a little longer if in fastswitch so we can see what we've selected + if ( hud_fastswitch.GetBool() && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) ) + return true; + + return ( m_bSelectionVisible ) ? true : false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::LevelInit() +{ + CHudElement::LevelInit(); + + m_iSelectedWeaponBox = -1; + m_iSelectedSlideDir = 0; + m_pLastWeapon = NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: starts animating the center of the draw point to the newly selected weapon +//----------------------------------------------------------------------------- +void CHudWeaponSelection::ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pSelectedWeapon ) +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // make sure all our configuration data is read + MakeReadyForUse(); + + m_WeaponBoxes.RemoveAll(); + m_iSelectedWeaponBox = 0; + + // find out where our selected weapon is in the full list + int cWeapons = 0; + int iLastSelectedWeaponBox = -1; + for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) + { + for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); + if ( !pWeapon ) + continue; + + WeaponBox_t box = { i, slotpos }; + m_WeaponBoxes.AddToTail( box ); + + if ( pWeapon == pSelectedWeapon ) + { + m_iSelectedWeaponBox = cWeapons; + } + if ( pWeapon == m_pLastWeapon ) + { + iLastSelectedWeaponBox = cWeapons; + } + cWeapons++; + } + } + + if ( iLastSelectedWeaponBox == -1 ) + { + // unexpected failure, no last weapon to scroll from, default to snap behavior + m_pLastWeapon = NULL; + } + + // calculate where we would have to start drawing for this weapon to slide into center + float flStart, flStop, flTime; + if ( !m_pLastWeapon || m_iSelectedSlideDir == 0 || m_flHorizWeaponSelectOffsetPoint != 0 ) + { + // no previous weapon or weapon selected directly or selection during slide, snap to exact position + m_pLastWeapon = pSelectedWeapon; + flStart = flStop = flTime = 0; + } + else + { + // offset display for a scroll + // causing selected weapon to slide into position + // scroll direction based on user's "previous" or "next" selection + int numIcons = 0; + int start = iLastSelectedWeaponBox; + for (int i=0; i<cWeapons; i++) + { + // count icons in direction of slide to destination + if ( start == m_iSelectedWeaponBox ) + break; + if ( m_iSelectedSlideDir < 0 ) + { + start--; + } + else + { + start++; + } + // handle wraparound in either direction + start = ( start + cWeapons ) % cWeapons; + numIcons++; + } + + flStart = numIcons * (m_flLargeBoxWide + m_flBoxGap); + if ( m_iSelectedSlideDir < 0 ) + flStart *= -1; + flStop = 0; + + // shorten duration for scrolling when desired weapon is farther away + // otherwise a large skip in the same duration causes the scroll to fly too fast + flTime = numIcons * 0.20f; + if ( numIcons > 1 ) + flTime *= 0.5f; + } + m_flHorizWeaponSelectOffsetPoint = flStart; + g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "WeaponBoxOffset", flStop, 0, flTime, AnimationController::INTERPOLATOR_LINEAR ); + + // start the highlight after the scroll completes + m_flBlur = 7.f; + g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Blur", 0, flTime, 0.75f, AnimationController::INTERPOLATOR_DEACCEL ); +} + +//----------------------------------------------------------------------------- +// Purpose: starts animating the highlight for the selected weapon +//----------------------------------------------------------------------------- +void CHudWeaponSelection::ActivateWeaponHighlight( C_BaseCombatWeapon *pSelectedWeapon ) +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // make sure all our configuration data is read + MakeReadyForUse(); + + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); + if ( !pWeapon ) + return; + + // start the highlight after the scroll completes + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "WeaponHighlight" ); +} + +//----------------------------------------------------------------------------- +// Purpose: returns an (per frame animating) alpha value for different weapon boxes +//----------------------------------------------------------------------------- +float CHudWeaponSelection::GetWeaponBoxAlpha( bool bSelected ) +{ + float alpha; + if ( bSelected ) + { + alpha = m_flSelectionAlphaOverride; + } + else + { + alpha = m_flSelectionAlphaOverride * (m_flAlphaOverride / 255.0f); + } + return alpha; +} + + +//------------------------------------------------------------------------- +// Purpose: draws the selection area +//------------------------------------------------------------------------- +void CHudWeaponSelection::Paint() +{ + int width; + int xpos; + int ypos; + + if (!ShouldDraw()) + return; + + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // find and display our current selection + C_BaseCombatWeapon *pSelectedWeapon = NULL; + switch ( hud_fastswitch.GetInt() ) + { + case HUDTYPE_FASTSWITCH: + case HUDTYPE_CAROUSEL: + pSelectedWeapon = pPlayer->GetActiveWeapon(); + break; + default: + pSelectedWeapon = GetSelectedWeapon(); + break; + } + if ( !pSelectedWeapon ) + return; + + bool bPushedViewport = false; + if( hud_fastswitch.GetInt() == HUDTYPE_FASTSWITCH || hud_fastswitch.GetInt() == HUDTYPE_PLUS ) + { + CMatRenderContextPtr pRenderContext( materials ); + if( pRenderContext->GetRenderTarget() ) + { + surface()->PushFullscreenViewport(); + bPushedViewport = true; + } + } + + // interpolate the selected box size between the small box size and the large box size + // interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size + float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime); + int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone); + int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone); + Color selectedColor; + for (int i = 0; i < 4; i++) + { + selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone); + } + + switch ( hud_fastswitch.GetInt() ) + { + case HUDTYPE_CAROUSEL: + { + // carousel style - flat line of items + ypos = 0; + if ( m_iSelectedWeaponBox == -1 || m_WeaponBoxes.Count() <= 1 ) + { + // nothing to do + return; + } + else if ( m_WeaponBoxes.Count() < MAX_CAROUSEL_SLOTS ) + { + // draw the selected weapon as a 1 of n style + width = (m_WeaponBoxes.Count()-1) * (m_flLargeBoxWide+m_flBoxGap) + m_flLargeBoxWide; + xpos = (GetWide() - width)/2; + for ( int i=0; i<m_WeaponBoxes.Count(); i++ ) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); + if ( !pWeapon ) + break; + + float alpha = GetWeaponBoxAlpha( i == m_iSelectedWeaponBox ); + if ( i == m_iSelectedWeaponBox ) + { + // draw selected in highlighted style + DrawLargeWeaponBox( pWeapon, true, xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall, selectedColor, alpha, -1 ); + } + else + { + DrawLargeWeaponBox( pWeapon, false, xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); + } + + xpos += (m_flLargeBoxWide + m_flBoxGap); + } + } + else + { + // draw the selected weapon in the center, as a continuous scrolling carosuel + // draw at center the current selected and all items to its right + xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - largeBoxWide/2; + int i = m_iSelectedWeaponBox; + while ( 1 ) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); + if ( !pWeapon ) + break; + + float alpha; + if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint ) + { + // draw selected in highlighted style + alpha = GetWeaponBoxAlpha( true ); + DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 ); + } + else + { + alpha = GetWeaponBoxAlpha( false ); + DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); + } + + // advance until past edge + xpos += (largeBoxWide + m_flBoxGap); + if ( xpos >= GetWide() ) + break; + + ++i; + if ( i >= m_WeaponBoxes.Count() ) + { + // wraparound + i = 0; + } + } + + // draw all items left of center + xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - (3*largeBoxWide/2 + m_flBoxGap); + i = m_iSelectedWeaponBox - 1; + while ( 1 ) + { + if ( i < 0 ) + { + // wraparound + i = m_WeaponBoxes.Count() - 1; + } + + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); + if ( !pWeapon ) + break; + + float alpha; + if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint ) + { + // draw selected in highlighted style + alpha = GetWeaponBoxAlpha( true ); + DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 ); + } + else + { + alpha = GetWeaponBoxAlpha( false ); + DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); + } + + // retreat until past edge + xpos -= (largeBoxWide + m_flBoxGap); + if ( xpos + largeBoxWide <= 0 ) + break; + + --i; + } + } + } + break; + + case HUDTYPE_PLUS: + { + float fCenterX, fCenterY; + bool bBehindCamera = false; + CHudCrosshair::GetDrawPosition( &fCenterX, &fCenterY, &bBehindCamera ); + + // if the crosshair is behind the camera, don't draw it + if( bBehindCamera ) + return; + + // bucket style + int screenCenterX = (int) fCenterX; + int screenCenterY = (int) fCenterY - 15; // Height isn't quite screen height, so adjust for center alignment + + // Modifiers for the four directions. Used to change the x and y offsets + // of each box based on which bucket we're drawing. Bucket directions are + // 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT + int xModifiers[] = { 0, 1, 0, -1, -1, 1 }; + int yModifiers[] = { -1, 0, 1, 0, 1, 1 }; + + // Draw the four buckets + for ( int i = 0; i < MAX_WEAPON_SLOTS; ++i ) + { + // Set the top left corner so the first box would be centered in the screen. + int xPos = screenCenterX -( m_flMediumBoxWide / 2 ); + int yPos = screenCenterY -( m_flMediumBoxTall / 2 ); + + // Find out how many positions to draw - an empty position should still + // be drawn if there is an active weapon in any slots past it. + int lastSlotPos = -1; + for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos ); + if ( pWeapon ) + { + lastSlotPos = slotPos; + } + } + + // Draw the weapons in this bucket + for ( int slotPos = 0; slotPos <= lastSlotPos; ++slotPos ) + { + // Offset the box position + xPos += ( m_flMediumBoxWide + 5 ) * xModifiers[ i ]; + yPos += ( m_flMediumBoxTall + 5 ) * yModifiers[ i ]; + + int boxWide = m_flMediumBoxWide; + int boxTall = m_flMediumBoxTall; + int x = xPos; + int y = yPos; + + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos ); + bool selectedWeapon = false; + if ( i == m_iSelectedSlot && slotPos == m_iSelectedBoxPosition ) + { + // This is a bit of a misnomer... we really are asking "Is this the selected slot"? + selectedWeapon = true; + } + + // Draw the box with the appropriate icon + DrawLargeWeaponBox( pWeapon, + selectedWeapon, + x, + y, + boxWide, + boxTall, + selectedWeapon ? selectedColor : m_BoxColor, + GetWeaponBoxAlpha( selectedWeapon ), + -1 ); + } + } + } + break; + + case HUDTYPE_BUCKETS: + { + // bucket style + width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; + xpos = (GetWide() - width) / 2; + ypos = 0; + + int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); + + // draw the bucket set + // iterate over all the weapon slots + for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) + { + if ( i == iActiveSlot ) + { + bool bDrawBucketNumber = true; + int iLastPos = GetLastPosInSlot( i ); + + for (int slotpos = 0; slotpos <= iLastPos; slotpos++) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); + if ( !pWeapon ) + { + if ( !hud_showemptyweaponslots.GetBool() ) + continue; + DrawBox( xpos, ypos, largeBoxWide, largeBoxTall, m_EmptyBoxColor, m_flAlphaOverride, bDrawBucketNumber ? i + 1 : -1 ); + } + else + { + bool bSelected = (pWeapon == pSelectedWeapon); + DrawLargeWeaponBox( pWeapon, + bSelected, + xpos, + ypos, + largeBoxWide, + largeBoxTall, + bSelected ? selectedColor : m_BoxColor, + GetWeaponBoxAlpha( bSelected ), + bDrawBucketNumber ? i + 1 : -1 ); + } + + // move down to the next bucket + ypos += (largeBoxTall + m_flBoxGap); + bDrawBucketNumber = false; + } + + xpos += largeBoxWide; + } + else + { + // check to see if there is a weapons in this bucket + if ( GetFirstPos( i ) ) + { + // draw has weapon in slot + DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1); + } + else + { + // draw empty slot + DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1); + } + + xpos += m_flSmallBoxSize; + } + + // reset position + ypos = 0; + xpos += m_flBoxGap; + } + } + break; + + default: + { + // do nothing + } + break; + } + + if( bPushedViewport ) + { + surface()->PopFullscreenViewport(); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: draws a single weapon selection box +//----------------------------------------------------------------------------- +void CHudWeaponSelection::DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int xpos, int ypos, int boxWide, int boxTall, Color selectedColor, float alpha, int number ) +{ + Color col = bSelected ? m_SelectedFgColor : GetFgColor(); + + switch ( hud_fastswitch.GetInt() ) + { + case HUDTYPE_BUCKETS: + { + // draw box for selected weapon + DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); + + // draw icon + col[3] *= (alpha / 255.0f); + if ( pWeapon->GetSpriteActive() ) + { + // find the center of the box to draw in + int iconWidth = pWeapon->GetSpriteActive()->Width(); + int iconHeight = pWeapon->GetSpriteActive()->Height(); + + int x_offs = (boxWide - iconWidth) / 2; + + int y_offs; + if ( bSelected && hud_fastswitch.GetInt() != 0 ) + { + // place the icon aligned with the non-selected version + y_offs = (boxTall / 1.5f - iconHeight) / 2; + } + else + { + y_offs = (boxTall - iconHeight) / 2; + } + + if (!pWeapon->CanBeSelected()) + { + // unselectable weapon, display as such + col = Color(255, 0, 0, col[3]); + } + else if (bSelected) + { + // currently selected weapon, display brighter + col[3] = alpha; + + // draw an active version over the top + pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); + } + + // draw the inactive version + pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); + } + } + break; + + case HUDTYPE_PLUS: + case HUDTYPE_CAROUSEL: + { + if ( !pWeapon ) + { + // draw red box for an empty bubble + if( bSelected ) + { + selectedColor.SetColor( 255, 0, 0, 40 ); + } + + DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); + return; + } + else + { + // draw box for selected weapon + DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); + } + + int iconWidth; + int iconHeight; + int x_offs; + int y_offs; + + // draw icon + col[3] *= (alpha / 255.0f); + + if ( pWeapon->GetSpriteInactive() ) + { + iconWidth = pWeapon->GetSpriteInactive()->Width(); + iconHeight = pWeapon->GetSpriteInactive()->Height(); + + x_offs = (boxWide - iconWidth) / 2; + if ( bSelected && HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) + { + // place the icon aligned with the non-selected version + y_offs = (boxTall/1.5f - iconHeight) / 2; + } + else + { + y_offs = (boxTall - iconHeight) / 2; + } + + if ( !pWeapon->CanBeSelected() ) + { + // unselectable weapon, display as such + col = Color(255, 0, 0, col[3]); + } + + // draw the inactive version + pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, iconWidth, iconHeight, col ); + } + + if ( bSelected && pWeapon->GetSpriteActive() ) + { + // find the center of the box to draw in + iconWidth = pWeapon->GetSpriteActive()->Width(); + iconHeight = pWeapon->GetSpriteActive()->Height(); + + x_offs = (boxWide - iconWidth) / 2; + if ( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) + { + // place the icon aligned with the non-selected version + y_offs = (boxTall/1.5f - iconHeight) / 2; + } + else + { + y_offs = (boxTall - iconHeight) / 2; + } + + col[3] = 255; + for (float fl = m_flBlur; fl > 0.0f; fl -= 1.0f) + { + if (fl >= 1.0f) + { + pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); + } + else + { + // draw a percentage of the last one + col[3] *= fl; + pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); + } + } + } + } + break; + + default: + { + // do nothing + } + break; + } + + if ( HUDTYPE_PLUS == hud_fastswitch.GetInt() ) + { + // No text in plus bucket method + return; + } + + // draw text + col = m_TextColor; + const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData(); + + if ( bSelected ) + { + wchar_t text[128]; + wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName); + + // setup our localized string + if ( tempString ) + { +#ifdef WIN32 + _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString); +#else + _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString); +#endif + text[sizeof(text)/sizeof(wchar_t) - 1] = 0; + } + else + { + // string wasn't found by g_pVGuiLocalize->Find() + g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text)); + } + + surface()->DrawSetTextColor( col ); + surface()->DrawSetTextFont( m_hTextFont ); + + // count the position + int slen = 0, charCount = 0, maxslen = 0; + int firstslen = 0; + { + for (wchar_t *pch = text; *pch != 0; pch++) + { + if (*pch == '\n') + { + // newline character, drop to the next line + if (slen > maxslen) + { + maxslen = slen; + } + if (!firstslen) + { + firstslen = slen; + } + + slen = 0; + } + else if (*pch == '\r') + { + // do nothing + } + else + { + slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); + charCount++; + } + } + } + if (slen > maxslen) + { + maxslen = slen; + } + if (!firstslen) + { + firstslen = maxslen; + } + + int tx = xpos + ((m_flLargeBoxWide - firstslen) / 2); + int ty = ypos + (int)m_flTextYPos; + surface()->DrawSetTextPos( tx, ty ); + // adjust the charCount by the scan amount + charCount *= m_flTextScan; + for (wchar_t *pch = text; charCount > 0; pch++) + { + if (*pch == '\n') + { + // newline character, move to the next line + surface()->DrawSetTextPos( xpos + ((boxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); + } + else if (*pch == '\r') + { + // do nothing + } + else + { + surface()->DrawUnicodeChar(*pch); + charCount--; + } + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: draws a selection box +//----------------------------------------------------------------------------- +void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number) +{ + BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f ); + + // draw the number + if (number >= 0) + { + Color numberColor = m_NumberColor; + numberColor[3] *= normalizedAlpha / 255.0f; + surface()->DrawSetTextColor(numberColor); + surface()->DrawSetTextFont(m_hNumberFont); + wchar_t wch = '0' + number; + surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); + surface()->DrawUnicodeChar(wch); + } +} + +//----------------------------------------------------------------------------- +// Purpose: hud scheme settings +//----------------------------------------------------------------------------- +void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme) +{ + BaseClass::ApplySchemeSettings(pScheme); + SetPaintBackgroundEnabled(false); + + // set our size + int screenWide, screenTall; + int x, y; + GetPos(x, y); + GetHudSize(screenWide, screenTall); + + if ( hud_fastswitch.GetInt() == HUDTYPE_CAROUSEL ) + { + // need bounds to be exact width for proper clipping during scroll + int width = MAX_CAROUSEL_SLOTS*m_flLargeBoxWide + (MAX_CAROUSEL_SLOTS-1)*m_flBoxGap; + SetBounds( (screenWide-width)/2, y, width, screenTall - y); + } + else + { + SetBounds( x, y, screenWide - x, screenTall - y ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Opens weapon selection control +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OpenSelection( void ) +{ + Assert(!IsInSelectionMode()); + + CBaseHudWeaponSelection::OpenSelection(); + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); + m_iSelectedBoxPosition = 0; + m_iSelectedSlot = -1; +} + +//----------------------------------------------------------------------------- +// Purpose: Closes weapon selection control immediately +//----------------------------------------------------------------------------- +void CHudWeaponSelection::HideSelection( void ) +{ + CBaseHudWeaponSelection::HideSelection(); + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); + m_bFadingOut = false; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns the next available weapon item in the weapon selection +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return NULL; + + C_BaseCombatWeapon *pNextWeapon = NULL; + + // search all the weapons looking for the closest next + int iLowestNextSlot = MAX_WEAPON_SLOTS; + int iLowestNextPosition = MAX_WEAPON_POSITIONS; + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); + if ( !pWeapon ) + continue; + + if ( CanBeSelectedInHUD( pWeapon ) ) + { + int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); + + // see if this weapon is further ahead in the selection list + if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) ) + { + // see if this weapon is closer than the current lowest + if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) ) + { + iLowestNextSlot = weaponSlot; + iLowestNextPosition = weaponPosition; + pNextWeapon = pWeapon; + } + } + } + } + + return pNextWeapon; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns the prior available weapon item in the weapon selection +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return NULL; + + C_BaseCombatWeapon *pPrevWeapon = NULL; + + // search all the weapons looking for the closest next + int iLowestPrevSlot = -1; + int iLowestPrevPosition = -1; + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); + if ( !pWeapon ) + continue; + + if ( CanBeSelectedInHUD( pWeapon ) ) + { + int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); + + // see if this weapon is further ahead in the selection list + if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) ) + { + // see if this weapon is closer than the current lowest + if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) ) + { + iLowestPrevSlot = weaponSlot; + iLowestPrevPosition = weaponPosition; + pPrevWeapon = pWeapon; + } + } + } + } + + return pPrevWeapon; +} + +//----------------------------------------------------------------------------- +// Purpose: Moves the selection to the next item in the menu +//----------------------------------------------------------------------------- +void CHudWeaponSelection::CycleToNextWeapon( void ) +{ + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + m_pLastWeapon = pPlayer->GetActiveWeapon(); + + C_BaseCombatWeapon *pNextWeapon = NULL; + if ( IsInSelectionMode() ) + { + // find the next selection spot + C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); + if ( !pWeapon ) + return; + + pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); + } + else + { + // open selection at the current place + pNextWeapon = pPlayer->GetActiveWeapon(); + if ( pNextWeapon ) + { + pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); + } + } + + if ( !pNextWeapon ) + { + // wrap around back to start + pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1); + } + + if ( pNextWeapon ) + { + SetSelectedWeapon( pNextWeapon ); + SetSelectedSlideDir( 1 ); + + if ( !IsInSelectionMode() ) + { + OpenSelection(); + } + + // Play the "cycle to next weapon" sound + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Moves the selection to the previous item in the menu +//----------------------------------------------------------------------------- +void CHudWeaponSelection::CycleToPrevWeapon( void ) +{ + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + m_pLastWeapon = pPlayer->GetActiveWeapon(); + + C_BaseCombatWeapon *pNextWeapon = NULL; + if ( IsInSelectionMode() ) + { + // find the next selection spot + C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); + if ( !pWeapon ) + return; + + pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); + } + else + { + // open selection at the current place + pNextWeapon = pPlayer->GetActiveWeapon(); + if ( pNextWeapon ) + { + pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); + } + } + + if ( !pNextWeapon ) + { + // wrap around back to end of weapon list + pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); + } + + if ( pNextWeapon ) + { + SetSelectedWeapon( pNextWeapon ); + SetSelectedSlideDir( -1 ); + + if ( !IsInSelectionMode() ) + { + OpenSelection(); + } + + // Play the "cycle to next weapon" sound + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: returns the # of the last weapon in the specified slot +//----------------------------------------------------------------------------- +int CHudWeaponSelection::GetLastPosInSlot( int iSlot ) const +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + int iMaxSlotPos; + + if ( !player ) + return -1; + + iMaxSlotPos = -1; + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); + + if ( pWeapon == NULL ) + continue; + + if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() > iMaxSlotPos ) + iMaxSlotPos = pWeapon->GetPosition(); + } + + return iMaxSlotPos; +} + +//----------------------------------------------------------------------------- +// Purpose: returns the weapon in the specified slot +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return NULL; + + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); + + if ( pWeapon == NULL ) + continue; + + if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) + return pWeapon; + } + + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: Opens the next weapon in the slot +//----------------------------------------------------------------------------- +void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) +{ + // get the slot the player's weapon is in + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + m_pLastWeapon = NULL; + + // see where we should start selection + int iPosition = -1; + C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); + if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) + { + // start after this weapon + iPosition = pActiveWeapon->GetPosition(); + } + + C_BaseCombatWeapon *pNextWeapon = NULL; + + // search for the weapon after the current one + pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); + // make sure it's in the same bucket + if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) + { + // just look for any weapon in this slot + pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); + } + + // see if we found a weapon that's different from the current and in the selected slot + if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) + { + // select the new weapon + ::input->MakeWeaponSelection( pNextWeapon ); + } + else if ( pNextWeapon != pActiveWeapon ) + { + // error sound + pPlayer->EmitSound( "Player.DenyWeaponSelection" ); + } + + if ( HUDTYPE_CAROUSEL != hud_fastswitch.GetInt() ) + { + // kill any fastswitch display + m_flSelectionTime = 0.0f; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Opens the next weapon in the slot +//----------------------------------------------------------------------------- +void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot ) +{ + // get the slot the player's weapon is in + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + m_pLastWeapon = NULL; + int newSlot = m_iSelectedSlot; + + // Changing slot number does not necessarily mean we need to change the slot - the player could be + // scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so + // compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position. + if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) ) + { + // Changing vertical/horizontal direction. Reset the selected box position to zero. + m_iSelectedBoxPosition = 0; + m_iSelectedSlot = iWeaponSlot; + } + else + { + // Still in the same horizontal/vertical direction. Determine which way we're moving in the slot. + int increment = 1; + if ( m_iSelectedSlot != iWeaponSlot ) + { + // Decrementing within the slot. If we're at the zero position in this slot, + // jump to the zero position of the opposite slot. This also counts as our increment. + increment = -1; + if ( 0 == m_iSelectedBoxPosition ) + { + newSlot = ( m_iSelectedSlot + 2 ) % 4; + increment = 0; + } + } + + // Find out of the box position is at the end of the slot + int lastSlotPos = -1; + for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos ); + if ( pWeapon ) + { + lastSlotPos = slotPos; + } + } + + // Increment/Decrement the selected box position + if ( m_iSelectedBoxPosition + increment <= lastSlotPos ) + { + m_iSelectedBoxPosition += increment; + m_iSelectedSlot = newSlot; + } + else + { + // error sound + pPlayer->EmitSound( "Player.DenyWeaponSelection" ); + return; + } + } + + // Select the weapon in this position + bool bWeaponSelected = false; + C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); + if ( pWeapon ) + { + if ( pWeapon != pActiveWeapon ) + { + // Select the new weapon + ::input->MakeWeaponSelection( pWeapon ); + SetSelectedWeapon( pWeapon ); + bWeaponSelected = true; + } + } + + if ( !bWeaponSelected ) + { + // Still need to set this to make hud display appear + SetSelectedWeapon( pPlayer->GetActiveWeapon() ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Moves selection to the specified slot +//----------------------------------------------------------------------------- +void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) +{ + // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons + --iSlot; + + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // Don't try and read past our possible number of slots + if ( iSlot >= MAX_WEAPON_SLOTS ) + return; + + // Make sure the player's allowed to switch weapons + if ( pPlayer->IsAllowedToSwitchWeapons() == false ) + return; + + switch( hud_fastswitch.GetInt() ) + { + case HUDTYPE_FASTSWITCH: + case HUDTYPE_CAROUSEL: + { + FastWeaponSwitch( iSlot ); + return; + } + + case HUDTYPE_PLUS: + { + if ( !IsInSelectionMode() ) + { + // open the weapon selection + OpenSelection(); + } + + PlusTypeFastWeaponSwitch( iSlot ); + ActivateWeaponHighlight( GetSelectedWeapon() ); + } + break; + + case HUDTYPE_BUCKETS: + { + int slotPos = 0; + C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); + + // start later in the list + if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) + { + slotPos = pActiveWeapon->GetPosition() + 1; + } + + // find the weapon in this slot + pActiveWeapon = GetNextActivePos( iSlot, slotPos ); + if ( !pActiveWeapon ) + { + pActiveWeapon = GetNextActivePos( iSlot, 0 ); + } + + if ( pActiveWeapon != NULL ) + { + if ( !IsInSelectionMode() ) + { + // open the weapon selection + OpenSelection(); + } + + // Mark the change + SetSelectedWeapon( pActiveWeapon ); + SetSelectedSlideDir( 0 ); + } + } + + default: + { + // do nothing + } + break; + } + + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); +} |