diff options
Diffstat (limited to 'game/client/cstrike/cs_hud_weaponselection.cpp')
| -rw-r--r-- | game/client/cstrike/cs_hud_weaponselection.cpp | 845 |
1 files changed, 845 insertions, 0 deletions
diff --git a/game/client/cstrike/cs_hud_weaponselection.cpp b/game/client/cstrike/cs_hud_weaponselection.cpp new file mode 100644 index 0000000..bf8f006 --- /dev/null +++ b/game/client/cstrike/cs_hud_weaponselection.cpp @@ -0,0 +1,845 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_selection.h" +#include "iclientmode.h" +#include "history_resource.h" +#include "iinput.h" +#include "cs_gamerules.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" + +#include <string.h> + +//----------------------------------------------------------------------------- +// Purpose: cstrike 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 void SwitchToLastWeapon( void ); + + virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); + virtual void SelectWeaponSlot( int iSlot ); + virtual void SelectWeapon( void ); + + virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) + { + return m_hSelectedWeapon; + } + + virtual void OpenSelection( void ); + virtual void HideSelection( void ); + + virtual void CancelWeaponSelection( 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 bool IsHudMenuTakingInput(); + virtual bool IsHudMenuPreventingWeaponSelection(); + +private: + C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + + virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) + { + m_hSelectedWeapon = pWeapon; + } + + 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" ); + + 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_flBoxGap, "BoxGap", "12", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); + + CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" ); + CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" ); + + + 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, "SelectedBoxClor", "SelectionSelectedBoxBg" ); + + CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" ); + + CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" ); + + CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" ); + CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" ); +}; + +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 ); + + SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD ); +} + +//----------------------------------------------------------------------------- +// 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() +{ +} + +//----------------------------------------------------------------------------- +// Purpose: returns true if the CHudMenu should take slot1, etc commands +//----------------------------------------------------------------------------- +bool CHudWeaponSelection::IsHudMenuTakingInput() +{ + return CBaseHudWeaponSelection::IsHudMenuTakingInput(); +} + +//----------------------------------------------------------------------------- +// Purpose: returns true if the weapon selection hud should be hidden because +// the CHudMenu is open +//----------------------------------------------------------------------------- +bool CHudWeaponSelection::IsHudMenuPreventingWeaponSelection() +{ + return 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; + + return ( m_bSelectionVisible ) ? true : false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::LevelInit() +{ + CHudElement::LevelInit(); + + m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS ); +} + +//------------------------------------------------------------------------- +// 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); + + // 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); + }} + + // calculate where to start drawing + int width = (m_iMaxSlots - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; + int xpos = (GetWide() - width) / 2; + int ypos = 0; + + // iterate over all the weapon slots + for ( int i = 0; i < m_iMaxSlots; i++ ) + { + if ( i == iActiveSlot ) + { + bool bFirstItem = true; + for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); + if ( !pWeapon ) + continue; + + // draw selected weapon + DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1); + + // draw icon + Color col = GetFgColor(); + // icons use old system, drawing in screen space + if ( pWeapon->GetSpriteActive() ) + { + if (!pWeapon->CanBeSelected()) + { + // unselectable weapon, display as such + col = Color(255, 0, 0, col[3]); + } + else if (pWeapon == pSelectedWeapon) + { + // currently selected weapon, display brighter + col[3] = m_flSelectionAlphaOverride; + } + pWeapon->GetSpriteActive()->DrawSelf( xpos + m_flIconXPos, ypos + m_flIconYPos, col ); + } + + // draw text + col = m_TextColor; + const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData(); + + if (pWeapon == pSelectedWeapon) + { + 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; + { + 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 tx = xpos + ((largeBoxWide - maxslen) / 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 + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); + } + else if (*pch == '\r') + { + // do nothing + } + else + { + surface()->DrawUnicodeChar(*pch); + charCount--; + } + } + } + + ypos += (largeBoxTall + m_flBoxGap); + bFirstItem = 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; + } +} + +//----------------------------------------------------------------------------- +// 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); + SetBounds(0, y, screenWide, screenTall - y); +} + +//----------------------------------------------------------------------------- +// Purpose: Opens weapon selection control +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OpenSelection( void ) +{ + Assert(!IsInSelectionMode()); + + CBaseHudWeaponSelection::OpenSelection(); + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); +} + +//----------------------------------------------------------------------------- +// Purpose: Closes weapon selection control +//----------------------------------------------------------------------------- +void CHudWeaponSelection::HideSelection( void ) +{ + 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->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 + 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->IsPlayerDead() ) + return; + + C_BaseCombatWeapon *pNextWeapon = NULL; + if ( IsInSelectionMode() ) + { + // find the next selection spot + C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); + if ( !pWeapon ) + return; + + pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); + } + else + { + // open selection at the current place + pNextWeapon = pPlayer->GetActiveWeapon(); + if ( pNextWeapon ) + { + pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); + } + } + + if ( !pNextWeapon ) + { + // wrap around back to end of weapon list + pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); + } + + if ( pNextWeapon ) + { + SetSelectedWeapon( pNextWeapon ); + + if( hud_fastswitch.GetInt() > 0 ) + { + SelectWeapon(); + } + else if ( !IsInSelectionMode() ) + { + OpenSelection(); + } + + // Play the "cycle to next weapon" sound + if( m_bPlaySelectionSounds ) + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Switches the last weapon the player was using +//----------------------------------------------------------------------------- +void CHudWeaponSelection::SwitchToLastWeapon( void ) +{ + // Get the player's last weapon + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return; + + if ( player->IsPlayerDead() ) + return; + + C_BaseCombatWeapon *lastWeapon = player->GetLastWeapon(); + C_BaseCombatWeapon *activeWeapon = player->GetActiveWeapon(); + + if ( lastWeapon == activeWeapon ) + lastWeapon = NULL; + + // make sure our last weapon is still with us and valid (has ammo etc) + if ( lastWeapon ) + { + int i; + for ( i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *weapon = player->GetWeapon(i); + + if ( !weapon || !weapon->CanBeSelected() ) + continue; + + if (weapon == lastWeapon ) + break; + } + + if ( i == MAX_WEAPONS ) + lastWeapon = NULL; // weapon not found/valid + } + + // if we don't have a 'last weapon' choose best weapon + if ( !lastWeapon ) + { + lastWeapon = GameRules()->GetNextBestWeapon( player, activeWeapon ); + } + + ::input->MakeWeaponSelection( lastWeapon ); +} + +//----------------------------------------------------------------------------- +// 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; + + if ( player->IsPlayerDead() ) + 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: Player has chosen to draw the currently selected weapon +//----------------------------------------------------------------------------- +void CHudWeaponSelection::SelectWeapon( void ) +{ + if ( !GetSelectedWeapon() ) + { + engine->ClientCmd( "cancelselect\n" ); + return; + } + + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return; + + C_BaseCombatWeapon *activeWeapon = player->GetActiveWeapon(); + + // Don't allow selections of weapons that can't be selected (out of ammo, etc) + if ( !GetSelectedWeapon()->CanBeSelected() ) + { + player->EmitSound( "Player.DenyWeaponSelection" ); + } + else + { + // Only play the "weapon selected" sound if they are selecting + // a weapon different than the one that is already active. + if (GetSelectedWeapon() != activeWeapon) + { + // Play the "weapon selected" sound + player->EmitSound( "Player.WeaponSelected" ); + } + + SetWeaponSelected(); + + m_hSelectedWeapon = NULL; + + engine->ClientCmd( "cancelselect\n" ); + + } +} + +//----------------------------------------------------------------------------- +// Purpose: Abort selecting a weapon +//----------------------------------------------------------------------------- +void CHudWeaponSelection::CancelWeaponSelection() +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return; + + // Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible + // yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw, + // instead of checking it's IsActive flag. + if ( ShouldDraw() ) + { + HideSelection(); + + m_hSelectedWeapon = NULL; + } + else + { + engine->ClientCmd("escape"); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Moves selection to the specified slot +//----------------------------------------------------------------------------- +void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) +{ + // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons + --iSlot; + + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // Don't try and read past our possible number of slots + if ( iSlot > MAX_WEAPON_SLOTS ) + return; + + // Make sure the player's allowed to switch weapons + if ( pPlayer->IsAllowedToSwitchWeapons() == false ) + return; + + int slotPos = 0; + C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); + + // start later in the list + if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) + { + slotPos = pActiveWeapon->GetPosition() + 1; + } + + // find the weapon in this slot + pActiveWeapon = GetNextActivePos( iSlot, slotPos ); + if ( !pActiveWeapon ) + { + pActiveWeapon = GetNextActivePos( iSlot, 0 ); + } + + if ( pActiveWeapon != NULL ) + { + // Mark the change + SetSelectedWeapon( pActiveWeapon ); + + bool bMultipleWeaponsInSlot = false; + + for( int i=0;i<MAX_WEAPON_POSITIONS;i++ ) + { + C_BaseCombatWeapon *pSlotWpn = GetWeaponInSlot( pActiveWeapon->GetSlot(), i ); + + if( pSlotWpn != NULL && pSlotWpn != pActiveWeapon ) + { + bMultipleWeaponsInSlot = true; + break; + } + } + + // if fast weapon switch is on, then weapons can be selected in a single keypress + // but only if there is only one item in the bucket + if( hud_fastswitch.GetInt() > 0 && bMultipleWeaponsInSlot == false ) + { + // only one active item in bucket, so change directly to weapon + SelectWeapon(); + } + else if ( !IsInSelectionMode() ) + { + // open the weapon selection + OpenSelection(); + } + } + + if( m_bPlaySelectionSounds ) + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); +} |