diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/weapon_selection.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/weapon_selection.cpp')
| -rw-r--r-- | mp/src/game/client/weapon_selection.cpp | 1264 |
1 files changed, 632 insertions, 632 deletions
diff --git a/mp/src/game/client/weapon_selection.cpp b/mp/src/game/client/weapon_selection.cpp index 3162690a..66666b59 100644 --- a/mp/src/game/client/weapon_selection.cpp +++ b/mp/src/game/client/weapon_selection.cpp @@ -1,632 +1,632 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Weapon selection handling
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "weapon_selection.h"
-#include "hud_macros.h"
-#include "history_resource.h"
-#include "menu.h"
-#include "in_buttons.h"
-#include <KeyValues.h>
-#include "filesystem.h"
-#include "iinput.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define HISTORY_DRAW_TIME "5"
-
-ConVar hud_drawhistory_time( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
-ConVar hud_fastswitch( "hud_fastswitch", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
-
-//-----------------------------------------------------------------------------
-// Purpose: Weapon Selection commands
-//-----------------------------------------------------------------------------
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot1, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot2, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot3, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot4, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot5, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot6, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot7, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot8, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot9, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot0, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot10, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Close, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, NextWeapon, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, PrevWeapon, "CHudWeaponSelection");
-DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, LastWeapon, "CHudWeaponSelection");
-
-HOOK_COMMAND( slot1, Slot1 );
-HOOK_COMMAND( slot2, Slot2 );
-HOOK_COMMAND( slot3, Slot3 );
-HOOK_COMMAND( slot4, Slot4 );
-HOOK_COMMAND( slot5, Slot5 );
-HOOK_COMMAND( slot6, Slot6 );
-HOOK_COMMAND( slot7, Slot7 );
-HOOK_COMMAND( slot8, Slot8 );
-HOOK_COMMAND( slot9, Slot9 );
-HOOK_COMMAND( slot0, Slot0 );
-HOOK_COMMAND( slot10, Slot10 );
-HOOK_COMMAND( cancelselect, Close );
-HOOK_COMMAND( invnext, NextWeapon );
-HOOK_COMMAND( invprev, PrevWeapon );
-HOOK_COMMAND( lastinv, LastWeapon );
-
-// instance info
-CBaseHudWeaponSelection *CBaseHudWeaponSelection::s_pInstance = NULL;
-CBaseHudWeaponSelection *CBaseHudWeaponSelection::GetInstance()
-{
- return s_pInstance;
-}
-CBaseHudWeaponSelection *GetHudWeaponSelection()
-{
- return CBaseHudWeaponSelection::GetInstance();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-//-----------------------------------------------------------------------------
-CBaseHudWeaponSelection::CBaseHudWeaponSelection( const char *pElementName ) : CHudElement( pElementName )
-{
- s_pInstance = this;
-
- SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_NEEDSUIT | HIDEHUD_PLAYERDEAD | HIDEHUD_INVEHICLE );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::Init(void)
-{
- Reset();
-
- // Initialise the weapons resource
- gWR.Init();
-
- m_flSelectionTime = gpGlobals->curtime;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::Reset(void)
-{
- gWR.Reset();
-
- // Start hidden
- m_bSelectionVisible = false;
- m_flSelectionTime = gpGlobals->curtime;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::UpdateSelectionTime( void )
-{
- m_flSelectionTime = gpGlobals->curtime;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::VidInit(void)
-{
- // If we've already loaded weapons, let's get new sprites
- gWR.LoadAllWeaponSprites();
-
- // set spacing of pickup history
- CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
- if( pHudHR )
- {
- pHudHR->SetHistoryGap( 21 );
- }
-
- Reset();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::OnThink( void )
-{
- // Don't allow weapon selection if we're frozen in place
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() )
- {
- if ( IsInSelectionMode() )
- {
- CancelWeaponSelection();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Think used for selection of weapon menu item.
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::ProcessInput()
-{
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( !pPlayer )
- return;
-
- // Check to see if the player is in VGUI mode...
- if ( pPlayer->IsInVGuiInputMode() && !pPlayer->IsInViewModelVGuiInputMode() )
- {
- // If so, close weapon selection when they press fire
- if ( gHUD.m_iKeyBits & IN_ATTACK )
- {
- if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() )
- {
- // Swallow the button
- gHUD.m_iKeyBits &= ~IN_ATTACK;
- input->ClearInputButton( IN_ATTACK );
- }
-
- engine->ClientCmd( "cancelselect\n" );
- }
- return;
- }
-
- // Has the player selected a weapon?
- if ( gHUD.m_iKeyBits & (IN_ATTACK | IN_ATTACK2) )
- {
- if ( IsWeaponSelectable() )
- {
-#ifndef TF_CLIENT_DLL
- if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() )
-#endif
- {
- // Swallow the button
- gHUD.m_iKeyBits &= ~(IN_ATTACK | IN_ATTACK2);
- input->ClearInputButton( IN_ATTACK );
- input->ClearInputButton( IN_ATTACK2 );
- }
-
- // select weapon
- SelectWeapon();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CBaseHudWeaponSelection::IsInSelectionMode()
-{
- return m_bSelectionVisible;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::OpenSelection( void )
-{
- m_bSelectionVisible = true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::HideSelection( void )
-{
- m_bSelectionVisible = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns whether a weapon can be selected in the HUD, based on hud type
-//-----------------------------------------------------------------------------
-bool CBaseHudWeaponSelection::CanBeSelectedInHUD( C_BaseCombatWeapon *pWeapon )
-{
- // Xbox: In plus type, weapons without ammo can still be selected in the HUD
- if( HUDTYPE_PLUS == hud_fastswitch.GetInt() )
- {
- return pWeapon->VisibleInWeaponSelection();
- }
-
- if ( !pWeapon->VisibleInWeaponSelection() )
- {
- return false;
- }
-
- // All other current hud types
- return pWeapon->CanBeSelected();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: handles keyboard input
-//-----------------------------------------------------------------------------
-int CBaseHudWeaponSelection::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
-{
- if (IsInSelectionMode() && pszCurrentBinding && !stricmp(pszCurrentBinding, "cancelselect"))
- {
- HideSelection();
- // returning 0 indicates, we've handled it, no more action needs to be taken
- return 0;
- }
-
- if ( down >= 1 && keynum >= KEY_1 && keynum <= KEY_9 )
- {
- if ( HandleHudMenuInput( keynum - KEY_0 ) )
- return 0;
- }
-
- // let someone else handle it
- return 1;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: called when a weapon has been picked up
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
-{
- // add to pickup history
- CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
-
- if ( pHudHR )
- {
- pHudHR->AddToHistory( pWeapon );
- }
-}
-
-//------------------------------------------------------------------------
-// Command Handlers
-//------------------------------------------------------------------------
-void CBaseHudWeaponSelection::UserCmd_Slot1(void)
-{
- if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
- {
- UserCmd_LastWeapon();
- }
- else
- {
- SelectSlot( 1 );
- }
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot2(void)
-{
- if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
- {
- UserCmd_NextWeapon();
- }
- else
- {
- SelectSlot( 2 );
- }
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot3(void)
-{
- if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
- {
- engine->ClientCmd( "phys_swap" );
- }
- else
- {
- SelectSlot( 3 );
- }
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot4(void)
-{
- if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
- {
- UserCmd_PrevWeapon();
- }
- else
- {
- SelectSlot( 4 );
- }
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot5(void)
-{
- SelectSlot( 5 );
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot6(void)
-{
- SelectSlot( 6 );
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot7(void)
-{
- SelectSlot( 7 );
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot8(void)
-{
- SelectSlot( 8 );
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot9(void)
-{
- SelectSlot( 9 );
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot0(void)
-{
- SelectSlot( 0 );
-}
-
-void CBaseHudWeaponSelection::UserCmd_Slot10(void)
-{
- SelectSlot( 10 );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: returns true if the CHudMenu should take slot1, etc commands
-//-----------------------------------------------------------------------------
-bool CBaseHudWeaponSelection::IsHudMenuTakingInput()
-{
- CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu );
- return ( pHudMenu && pHudMenu->IsMenuOpen() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: returns true if the CHudMenu handles the slot command
-//-----------------------------------------------------------------------------
-bool CBaseHudWeaponSelection::HandleHudMenuInput( int iSlot )
-{
- CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu );
- if ( !pHudMenu || !pHudMenu->IsMenuOpen() )
- return false;
-
- pHudMenu->SelectMenuItem( iSlot );
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: returns true if the weapon selection hud should be hidden because
-// the CHudMenu is open
-//-----------------------------------------------------------------------------
-bool CBaseHudWeaponSelection::IsHudMenuPreventingWeaponSelection()
-{
- // Don't allow weapon selection if we're frozen in place
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() )
- return true;
-
- return IsHudMenuTakingInput();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Menu Selection Code
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::SelectSlot( int iSlot )
-{
- // A menu may be overriding weapon selection commands
- if ( HandleHudMenuInput( iSlot ) )
- {
- return;
- }
-
- // If we're not allowed to draw, ignore weapon selections
- if ( !BaseClass::ShouldDraw() )
- {
- return;
- }
-
- UpdateSelectionTime();
- SelectWeaponSlot( iSlot );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Close the weapon selection
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::UserCmd_Close(void)
-{
- CancelWeaponSelection();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Selects the next item in the weapon menu
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::UserCmd_NextWeapon(void)
-{
- // If we're not allowed to draw, ignore weapon selections
- if ( !BaseClass::ShouldDraw() )
- return;
-
- CycleToNextWeapon();
- if( hud_fastswitch.GetInt() > 0 )
- {
- SelectWeapon();
- }
- UpdateSelectionTime();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Selects the previous item in the menu
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::UserCmd_PrevWeapon(void)
-{
- // If we're not allowed to draw, ignore weapon selections
- if ( !BaseClass::ShouldDraw() )
- return;
-
- CycleToPrevWeapon();
-
- if( hud_fastswitch.GetInt() > 0 )
- {
- SelectWeapon();
- }
-
- UpdateSelectionTime();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Switches the last weapon the player was using
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::UserCmd_LastWeapon(void)
-{
- // If we're not allowed to draw, ignore weapon selections
- if ( !BaseClass::ShouldDraw() )
- return;
-
- /*
- if ( IsHudMenuPreventingWeaponSelection() )
- {
- return;
- }
- */
-
- SwitchToLastWeapon();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Switches the last weapon the player was using
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::SwitchToLastWeapon( void )
-{
- // Get the player's last weapon
- C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
- if ( !player )
- return;
-
- input->MakeWeaponSelection( player->GetLastWeapon() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::SetWeaponSelected( void )
-{
- Assert( GetSelectedWeapon() );
- // Mark selection so that it's placed into next CUserCmd created
- input->MakeWeaponSelection( GetSelectedWeapon() );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Player has chosen to draw the currently selected weapon
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::SelectWeapon( void )
-{
- if ( !GetSelectedWeapon() )
- {
- engine->ClientCmd( "cancelselect\n" );
- return;
- }
-
- C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
- if ( !player )
- return;
-
- // Don't allow selections of weapons that can't be selected (out of ammo, etc)
- if ( !GetSelectedWeapon()->CanBeSelected() )
- {
- player->EmitSound( "Player.DenyWeaponSelection" );
- }
- else
- {
- SetWeaponSelected();
-
- m_hSelectedWeapon = NULL;
-
- engine->ClientCmd( "cancelselect\n" );
-
- // Play the "weapon selected" sound
- player->EmitSound( "Player.WeaponSelected" );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Abort selecting a weapon
-//-----------------------------------------------------------------------------
-void CBaseHudWeaponSelection::CancelWeaponSelection( void )
-{
- 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;
-
- // Play the "close weapon selection" sound
- player->EmitSound( "Player.WeaponSelectionClose" );
- }
- else
- {
- engine->ClientCmd("escape");
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns the first weapon for a given slot.
-//-----------------------------------------------------------------------------
-C_BaseCombatWeapon *CBaseHudWeaponSelection::GetFirstPos( int iSlot )
-{
- int iLowestPosition = MAX_WEAPON_POSITIONS;
- C_BaseCombatWeapon *pFirstWeapon = NULL;
-
- 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 )
- continue;
-
- if ( ( pWeapon->GetSlot() == iSlot ) && (pWeapon->VisibleInWeaponSelection()) )
- {
- // If this weapon is lower in the slot than the current lowest, it's our new winner
- if ( pWeapon->GetPosition() <= iLowestPosition )
- {
- iLowestPosition = pWeapon->GetPosition();
- pFirstWeapon = pWeapon;
- }
- }
- }
-
- return pFirstWeapon;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-C_BaseCombatWeapon *CBaseHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos )
-{
- if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS )
- return NULL;
-
- int iLowestPosition = MAX_WEAPON_POSITIONS;
- C_BaseCombatWeapon *pNextWeapon = NULL;
-
- 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 )
- continue;
-
- if ( CanBeSelectedInHUD( pWeapon ) && pWeapon->GetSlot() == iSlot )
- {
- // If this weapon is lower in the slot than the current lowest, and above our desired position, it's our new winner
- if ( pWeapon->GetPosition() <= iLowestPosition && pWeapon->GetPosition() >= iSlotPos )
- {
- iLowestPosition = pWeapon->GetPosition();
- pNextWeapon = pWeapon;
- }
- }
- }
-
- return pNextWeapon;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Weapon selection handling +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "weapon_selection.h" +#include "hud_macros.h" +#include "history_resource.h" +#include "menu.h" +#include "in_buttons.h" +#include <KeyValues.h> +#include "filesystem.h" +#include "iinput.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define HISTORY_DRAW_TIME "5" + +ConVar hud_drawhistory_time( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 ); +ConVar hud_fastswitch( "hud_fastswitch", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX ); + +//----------------------------------------------------------------------------- +// Purpose: Weapon Selection commands +//----------------------------------------------------------------------------- +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot1, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot2, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot3, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot4, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot5, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot6, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot7, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot8, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot9, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot0, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot10, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Close, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, NextWeapon, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, PrevWeapon, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, LastWeapon, "CHudWeaponSelection"); + +HOOK_COMMAND( slot1, Slot1 ); +HOOK_COMMAND( slot2, Slot2 ); +HOOK_COMMAND( slot3, Slot3 ); +HOOK_COMMAND( slot4, Slot4 ); +HOOK_COMMAND( slot5, Slot5 ); +HOOK_COMMAND( slot6, Slot6 ); +HOOK_COMMAND( slot7, Slot7 ); +HOOK_COMMAND( slot8, Slot8 ); +HOOK_COMMAND( slot9, Slot9 ); +HOOK_COMMAND( slot0, Slot0 ); +HOOK_COMMAND( slot10, Slot10 ); +HOOK_COMMAND( cancelselect, Close ); +HOOK_COMMAND( invnext, NextWeapon ); +HOOK_COMMAND( invprev, PrevWeapon ); +HOOK_COMMAND( lastinv, LastWeapon ); + +// instance info +CBaseHudWeaponSelection *CBaseHudWeaponSelection::s_pInstance = NULL; +CBaseHudWeaponSelection *CBaseHudWeaponSelection::GetInstance() +{ + return s_pInstance; +} +CBaseHudWeaponSelection *GetHudWeaponSelection() +{ + return CBaseHudWeaponSelection::GetInstance(); +} + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CBaseHudWeaponSelection::CBaseHudWeaponSelection( const char *pElementName ) : CHudElement( pElementName ) +{ + s_pInstance = this; + + SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_NEEDSUIT | HIDEHUD_PLAYERDEAD | HIDEHUD_INVEHICLE ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::Init(void) +{ + Reset(); + + // Initialise the weapons resource + gWR.Init(); + + m_flSelectionTime = gpGlobals->curtime; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::Reset(void) +{ + gWR.Reset(); + + // Start hidden + m_bSelectionVisible = false; + m_flSelectionTime = gpGlobals->curtime; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::UpdateSelectionTime( void ) +{ + m_flSelectionTime = gpGlobals->curtime; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::VidInit(void) +{ + // If we've already loaded weapons, let's get new sprites + gWR.LoadAllWeaponSprites(); + + // set spacing of pickup history + CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); + if( pHudHR ) + { + pHudHR->SetHistoryGap( 21 ); + } + + Reset(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::OnThink( void ) +{ + // Don't allow weapon selection if we're frozen in place + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() ) + { + if ( IsInSelectionMode() ) + { + CancelWeaponSelection(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Think used for selection of weapon menu item. +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::ProcessInput() +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // Check to see if the player is in VGUI mode... + if ( pPlayer->IsInVGuiInputMode() && !pPlayer->IsInViewModelVGuiInputMode() ) + { + // If so, close weapon selection when they press fire + if ( gHUD.m_iKeyBits & IN_ATTACK ) + { + if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() ) + { + // Swallow the button + gHUD.m_iKeyBits &= ~IN_ATTACK; + input->ClearInputButton( IN_ATTACK ); + } + + engine->ClientCmd( "cancelselect\n" ); + } + return; + } + + // Has the player selected a weapon? + if ( gHUD.m_iKeyBits & (IN_ATTACK | IN_ATTACK2) ) + { + if ( IsWeaponSelectable() ) + { +#ifndef TF_CLIENT_DLL + if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() ) +#endif + { + // Swallow the button + gHUD.m_iKeyBits &= ~(IN_ATTACK | IN_ATTACK2); + input->ClearInputButton( IN_ATTACK ); + input->ClearInputButton( IN_ATTACK2 ); + } + + // select weapon + SelectWeapon(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseHudWeaponSelection::IsInSelectionMode() +{ + return m_bSelectionVisible; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::OpenSelection( void ) +{ + m_bSelectionVisible = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::HideSelection( void ) +{ + m_bSelectionVisible = false; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns whether a weapon can be selected in the HUD, based on hud type +//----------------------------------------------------------------------------- +bool CBaseHudWeaponSelection::CanBeSelectedInHUD( C_BaseCombatWeapon *pWeapon ) +{ + // Xbox: In plus type, weapons without ammo can still be selected in the HUD + if( HUDTYPE_PLUS == hud_fastswitch.GetInt() ) + { + return pWeapon->VisibleInWeaponSelection(); + } + + if ( !pWeapon->VisibleInWeaponSelection() ) + { + return false; + } + + // All other current hud types + return pWeapon->CanBeSelected(); +} + +//----------------------------------------------------------------------------- +// Purpose: handles keyboard input +//----------------------------------------------------------------------------- +int CBaseHudWeaponSelection::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) +{ + if (IsInSelectionMode() && pszCurrentBinding && !stricmp(pszCurrentBinding, "cancelselect")) + { + HideSelection(); + // returning 0 indicates, we've handled it, no more action needs to be taken + return 0; + } + + if ( down >= 1 && keynum >= KEY_1 && keynum <= KEY_9 ) + { + if ( HandleHudMenuInput( keynum - KEY_0 ) ) + return 0; + } + + // let someone else handle it + return 1; +} + + +//----------------------------------------------------------------------------- +// Purpose: called when a weapon has been picked up +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) +{ + // add to pickup history + CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); + + if ( pHudHR ) + { + pHudHR->AddToHistory( pWeapon ); + } +} + +//------------------------------------------------------------------------ +// Command Handlers +//------------------------------------------------------------------------ +void CBaseHudWeaponSelection::UserCmd_Slot1(void) +{ + if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) + { + UserCmd_LastWeapon(); + } + else + { + SelectSlot( 1 ); + } +} + +void CBaseHudWeaponSelection::UserCmd_Slot2(void) +{ + if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) + { + UserCmd_NextWeapon(); + } + else + { + SelectSlot( 2 ); + } +} + +void CBaseHudWeaponSelection::UserCmd_Slot3(void) +{ + if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) + { + engine->ClientCmd( "phys_swap" ); + } + else + { + SelectSlot( 3 ); + } +} + +void CBaseHudWeaponSelection::UserCmd_Slot4(void) +{ + if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) + { + UserCmd_PrevWeapon(); + } + else + { + SelectSlot( 4 ); + } +} + +void CBaseHudWeaponSelection::UserCmd_Slot5(void) +{ + SelectSlot( 5 ); +} + +void CBaseHudWeaponSelection::UserCmd_Slot6(void) +{ + SelectSlot( 6 ); +} + +void CBaseHudWeaponSelection::UserCmd_Slot7(void) +{ + SelectSlot( 7 ); +} + +void CBaseHudWeaponSelection::UserCmd_Slot8(void) +{ + SelectSlot( 8 ); +} + +void CBaseHudWeaponSelection::UserCmd_Slot9(void) +{ + SelectSlot( 9 ); +} + +void CBaseHudWeaponSelection::UserCmd_Slot0(void) +{ + SelectSlot( 0 ); +} + +void CBaseHudWeaponSelection::UserCmd_Slot10(void) +{ + SelectSlot( 10 ); +} + +//----------------------------------------------------------------------------- +// Purpose: returns true if the CHudMenu should take slot1, etc commands +//----------------------------------------------------------------------------- +bool CBaseHudWeaponSelection::IsHudMenuTakingInput() +{ + CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu ); + return ( pHudMenu && pHudMenu->IsMenuOpen() ); +} + +//----------------------------------------------------------------------------- +// Purpose: returns true if the CHudMenu handles the slot command +//----------------------------------------------------------------------------- +bool CBaseHudWeaponSelection::HandleHudMenuInput( int iSlot ) +{ + CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu ); + if ( !pHudMenu || !pHudMenu->IsMenuOpen() ) + return false; + + pHudMenu->SelectMenuItem( iSlot ); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: returns true if the weapon selection hud should be hidden because +// the CHudMenu is open +//----------------------------------------------------------------------------- +bool CBaseHudWeaponSelection::IsHudMenuPreventingWeaponSelection() +{ + // Don't allow weapon selection if we're frozen in place + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() ) + return true; + + return IsHudMenuTakingInput(); +} + +//----------------------------------------------------------------------------- +// Purpose: Menu Selection Code +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::SelectSlot( int iSlot ) +{ + // A menu may be overriding weapon selection commands + if ( HandleHudMenuInput( iSlot ) ) + { + return; + } + + // If we're not allowed to draw, ignore weapon selections + if ( !BaseClass::ShouldDraw() ) + { + return; + } + + UpdateSelectionTime(); + SelectWeaponSlot( iSlot ); +} + +//----------------------------------------------------------------------------- +// Purpose: Close the weapon selection +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::UserCmd_Close(void) +{ + CancelWeaponSelection(); +} + +//----------------------------------------------------------------------------- +// Purpose: Selects the next item in the weapon menu +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::UserCmd_NextWeapon(void) +{ + // If we're not allowed to draw, ignore weapon selections + if ( !BaseClass::ShouldDraw() ) + return; + + CycleToNextWeapon(); + if( hud_fastswitch.GetInt() > 0 ) + { + SelectWeapon(); + } + UpdateSelectionTime(); +} + +//----------------------------------------------------------------------------- +// Purpose: Selects the previous item in the menu +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::UserCmd_PrevWeapon(void) +{ + // If we're not allowed to draw, ignore weapon selections + if ( !BaseClass::ShouldDraw() ) + return; + + CycleToPrevWeapon(); + + if( hud_fastswitch.GetInt() > 0 ) + { + SelectWeapon(); + } + + UpdateSelectionTime(); +} + +//----------------------------------------------------------------------------- +// Purpose: Switches the last weapon the player was using +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::UserCmd_LastWeapon(void) +{ + // If we're not allowed to draw, ignore weapon selections + if ( !BaseClass::ShouldDraw() ) + return; + + /* + if ( IsHudMenuPreventingWeaponSelection() ) + { + return; + } + */ + + SwitchToLastWeapon(); +} + +//----------------------------------------------------------------------------- +// Purpose: Switches the last weapon the player was using +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::SwitchToLastWeapon( void ) +{ + // Get the player's last weapon + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return; + + input->MakeWeaponSelection( player->GetLastWeapon() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::SetWeaponSelected( void ) +{ + Assert( GetSelectedWeapon() ); + // Mark selection so that it's placed into next CUserCmd created + input->MakeWeaponSelection( GetSelectedWeapon() ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Player has chosen to draw the currently selected weapon +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::SelectWeapon( void ) +{ + if ( !GetSelectedWeapon() ) + { + engine->ClientCmd( "cancelselect\n" ); + return; + } + + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return; + + // Don't allow selections of weapons that can't be selected (out of ammo, etc) + if ( !GetSelectedWeapon()->CanBeSelected() ) + { + player->EmitSound( "Player.DenyWeaponSelection" ); + } + else + { + SetWeaponSelected(); + + m_hSelectedWeapon = NULL; + + engine->ClientCmd( "cancelselect\n" ); + + // Play the "weapon selected" sound + player->EmitSound( "Player.WeaponSelected" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Abort selecting a weapon +//----------------------------------------------------------------------------- +void CBaseHudWeaponSelection::CancelWeaponSelection( void ) +{ + 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; + + // Play the "close weapon selection" sound + player->EmitSound( "Player.WeaponSelectionClose" ); + } + else + { + engine->ClientCmd("escape"); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Returns the first weapon for a given slot. +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CBaseHudWeaponSelection::GetFirstPos( int iSlot ) +{ + int iLowestPosition = MAX_WEAPON_POSITIONS; + C_BaseCombatWeapon *pFirstWeapon = NULL; + + 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 ) + continue; + + if ( ( pWeapon->GetSlot() == iSlot ) && (pWeapon->VisibleInWeaponSelection()) ) + { + // If this weapon is lower in the slot than the current lowest, it's our new winner + if ( pWeapon->GetPosition() <= iLowestPosition ) + { + iLowestPosition = pWeapon->GetPosition(); + pFirstWeapon = pWeapon; + } + } + } + + return pFirstWeapon; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CBaseHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos ) +{ + if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS ) + return NULL; + + int iLowestPosition = MAX_WEAPON_POSITIONS; + C_BaseCombatWeapon *pNextWeapon = NULL; + + 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 ) + continue; + + if ( CanBeSelectedInHUD( pWeapon ) && pWeapon->GetSlot() == iSlot ) + { + // If this weapon is lower in the slot than the current lowest, and above our desired position, it's our new winner + if ( pWeapon->GetPosition() <= iLowestPosition && pWeapon->GetPosition() >= iSlotPos ) + { + iLowestPosition = pWeapon->GetPosition(); + pNextWeapon = pWeapon; + } + } + } + + return pNextWeapon; +} |