aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/client/hl2/hud_weaponselection.cpp
diff options
context:
space:
mode:
authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/hl2/hud_weaponselection.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/hl2/hud_weaponselection.cpp')
-rw-r--r--mp/src/game/client/hl2/hud_weaponselection.cpp1511
1 files changed, 1511 insertions, 0 deletions
diff --git a/mp/src/game/client/hl2/hud_weaponselection.cpp b/mp/src/game/client/hl2/hud_weaponselection.cpp
new file mode 100644
index 00000000..c98bb1ca
--- /dev/null
+++ b/mp/src/game/client/hl2/hud_weaponselection.cpp
@@ -0,0 +1,1511 @@
+//========= 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;
+
+ // 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 alignement
+
+ // 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 };
+ int yModifiers[] = { -1, 0, 1, 0 };
+
+ // 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;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// 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 );
+ }
+
+ SetForceStereoRenderToFrameBuffer( true );
+}
+
+//-----------------------------------------------------------------------------
+// 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" );
+}