summaryrefslogtreecommitdiff
path: root/game/client/hl1/hl1_hud_weaponselection.cpp
blob: 1916066cac36dc43fdecbc01960297653980d99e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
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 );
}