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 /sp/src/game/client/sdk/sdk_hud_weaponselection.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 'sp/src/game/client/sdk/sdk_hud_weaponselection.cpp')
| -rw-r--r-- | sp/src/game/client/sdk/sdk_hud_weaponselection.cpp | 1522 |
1 files changed, 761 insertions, 761 deletions
diff --git a/sp/src/game/client/sdk/sdk_hud_weaponselection.cpp b/sp/src/game/client/sdk/sdk_hud_weaponselection.cpp index dc652cef..77577471 100644 --- a/sp/src/game/client/sdk/sdk_hud_weaponselection.cpp +++ b/sp/src/game/client/sdk/sdk_hud_weaponselection.cpp @@ -1,761 +1,761 @@ -//========= 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 <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"
-
-//-----------------------------------------------------------------------------
-// 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;
- }
-
-private:
- C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
- C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
-
- void FastWeaponSwitch( int iWeaponSlot );
-
- virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
- {
- m_hSelectedWeapon = pWeapon;
- }
-
- void DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number);
-
- CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" );
- CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
-
- CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" );
- CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" );
- CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
-
- CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" );
-
- CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" );
- CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" );
-
- CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" );
-
- CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" );
- CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" );
-
-
- CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" );
- CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" );
- CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" );
- CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" );
- CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" );
-
- CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
-
- CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
-
- bool m_bFadingOut;
-};
-
-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 );
- }
-}
-
-#define SELECTION_TIMEOUT_THRESHOLD 5.0f // Seconds
-#define SELECTION_FADEOUT_TIME 1.5f
-
-//-----------------------------------------------------------------------------
-// Purpose: updates animation status
-//-----------------------------------------------------------------------------
-void CHudWeaponSelection::OnThink( void )
-{
- // Time out after awhile of inactivity
- if ( ( gpGlobals->curtime - m_flSelectionTime ) > SELECTION_TIMEOUT_THRESHOLD )
- {
- if (!m_bFadingOut)
- {
- // start fading out
- g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" );
- m_bFadingOut = true;
- }
- else if (gpGlobals->curtime - m_flSelectionTime > SELECTION_TIMEOUT_THRESHOLD + SELECTION_FADEOUT_TIME)
- {
- // 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;
-
- return ( m_bSelectionVisible ) ? true : false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CHudWeaponSelection::LevelInit()
-{
- CHudElement::LevelInit();
-}
-
-//-------------------------------------------------------------------------
-// Purpose: draws the selection area
-//-------------------------------------------------------------------------
-void CHudWeaponSelection::Paint()
-{
- if (!ShouldDraw())
- return;
-
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( !pPlayer )
- return;
-
- // find and display our current selection
- C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
- if ( !pSelectedWeapon )
- return;
-
- int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
-
- // interpolate the selected box size between the small box size and the large box size
- // interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size
- float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime);
- int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone);
- int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone);
- Color selectedColor;
- {for (int i = 0; i < 4; i++)
- {
- selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone);
- }}
-
- // calculate where to start drawing
- int width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide;
- int xpos = (GetWide() - width) / 2;
- int ypos = 0;
-
- // iterate over all the weapon slots
- for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
- {
- if ( i == iActiveSlot )
- {
- bool bFirstItem = true;
- for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++)
- {
- C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
- if ( !pWeapon )
- continue;
-
- // draw box for selected weapon
- DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1);
-
- // draw icon
- Color col = GetFgColor();
- 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 = (largeBoxWide - iconWidth) / 2;
- int y_offs = (largeBoxTall - iconHeight) / 2;
-
- if (!pWeapon->CanBeSelected())
- {
- // unselectable weapon, display as such
- col = Color(255, 0, 0, col[3]);
- }
- else if (pWeapon == pSelectedWeapon)
- {
- // currently selected weapon, display brighter
- col[3] = m_flSelectionAlphaOverride;
-
- // 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 );
- }
-
- // draw text
- col = m_TextColor;
- const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData();
-
- if (pWeapon == pSelectedWeapon)
- {
- wchar_t text[128];
- wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName);
-
- // setup our localized string
- if ( tempString )
- {
-#ifdef WIN32
- _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString);
-#else
- _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString);
-#endif
- text[sizeof(text)/sizeof(wchar_t) - 1] = 0;
- }
- else
- {
- // string wasn't found by g_pVGuiLocalize->Find()
- g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text));
- }
-
- surface()->DrawSetTextColor( col );
- surface()->DrawSetTextFont( m_hTextFont );
-
- // count the position
- int slen = 0, charCount = 0, maxslen = 0;
- 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 + ((largeBoxWide - 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 + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f));
- }
- else if (*pch == '\r')
- {
- // do nothing
- }
- else
- {
- surface()->DrawUnicodeChar(*pch);
- charCount--;
- }
- }
- }
-
- ypos += (largeBoxTall + m_flBoxGap);
- bFirstItem = false;
- }
-
- xpos += largeBoxWide;
- }
- else
- {
- // check to see if there is a weapons in this bucket
- if ( GetFirstPos( i ) )
- {
- // draw has weapon in slot
- DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1);
- }
- else
- {
- // draw empty slot
- DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1);
- }
-
- xpos += m_flSmallBoxSize;
- }
-
- // reset position
- ypos = 0;
- xpos += m_flBoxGap;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: draws a selection box
-//-----------------------------------------------------------------------------
-void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number)
-{
- BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f );
-
- // draw the number
- if (number >= 0)
- {
- Color numberColor = m_NumberColor;
- numberColor[3] *= normalizedAlpha / 255.0f;
- surface()->DrawSetTextColor(numberColor);
- surface()->DrawSetTextFont(m_hNumberFont);
- wchar_t wch = '0' + number;
- surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos);
- surface()->DrawUnicodeChar(wch);
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: hud scheme settings
-//-----------------------------------------------------------------------------
-void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
-{
- BaseClass::ApplySchemeSettings(pScheme);
- SetPaintBackgroundEnabled(false);
-
- // set our size
- int screenWide, screenTall;
- int x, y;
- GetPos(x, y);
- GetHudSize(screenWide, screenTall);
- SetBounds(0, y, screenWide, screenTall - y);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Opens weapon selection control
-//-----------------------------------------------------------------------------
-void CHudWeaponSelection::OpenSelection( void )
-{
- Assert(!IsInSelectionMode());
-
- CBaseHudWeaponSelection::OpenSelection();
- g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu");
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Closes weapon selection control 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 ( 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 ( !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(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS);
- }
-
- if ( pNextWeapon )
- {
- SetSelectedWeapon( pNextWeapon );
-
- 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: 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" );
- }
-}
-
-//-----------------------------------------------------------------------------
-// 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;
-
- // 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 )
- {
- if ( !IsInSelectionMode() )
- {
- // open the weapon selection
- OpenSelection();
- }
-
- // Mark the change
- SetSelectedWeapon( pActiveWeapon );
- }
-
- pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
-}
+//========= 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 <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" + +//----------------------------------------------------------------------------- +// 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; + } + +private: + C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + + void FastWeaponSwitch( int iWeaponSlot ); + + virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) + { + m_hSelectedWeapon = pWeapon; + } + + void DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number); + + CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" ); + CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); + + CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); + + CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" ); + CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" ); + + + CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); + CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); + CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); + CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); + CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" ); + + CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" ); + + CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" ); + + bool m_bFadingOut; +}; + +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 ); + } +} + +#define SELECTION_TIMEOUT_THRESHOLD 5.0f // Seconds +#define SELECTION_FADEOUT_TIME 1.5f + +//----------------------------------------------------------------------------- +// Purpose: updates animation status +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OnThink( void ) +{ + // Time out after awhile of inactivity + if ( ( gpGlobals->curtime - m_flSelectionTime ) > SELECTION_TIMEOUT_THRESHOLD ) + { + if (!m_bFadingOut) + { + // start fading out + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" ); + m_bFadingOut = true; + } + else if (gpGlobals->curtime - m_flSelectionTime > SELECTION_TIMEOUT_THRESHOLD + SELECTION_FADEOUT_TIME) + { + // 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; + + return ( m_bSelectionVisible ) ? true : false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::LevelInit() +{ + CHudElement::LevelInit(); +} + +//------------------------------------------------------------------------- +// Purpose: draws the selection area +//------------------------------------------------------------------------- +void CHudWeaponSelection::Paint() +{ + if (!ShouldDraw()) + return; + + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // find and display our current selection + C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon(); + if ( !pSelectedWeapon ) + return; + + int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); + + // interpolate the selected box size between the small box size and the large box size + // interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size + float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime); + int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone); + int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone); + Color selectedColor; + {for (int i = 0; i < 4; i++) + { + selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone); + }} + + // calculate where to start drawing + int width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; + int xpos = (GetWide() - width) / 2; + int ypos = 0; + + // iterate over all the weapon slots + for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) + { + if ( i == iActiveSlot ) + { + bool bFirstItem = true; + for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); + if ( !pWeapon ) + continue; + + // draw box for selected weapon + DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1); + + // draw icon + Color col = GetFgColor(); + 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 = (largeBoxWide - iconWidth) / 2; + int y_offs = (largeBoxTall - iconHeight) / 2; + + if (!pWeapon->CanBeSelected()) + { + // unselectable weapon, display as such + col = Color(255, 0, 0, col[3]); + } + else if (pWeapon == pSelectedWeapon) + { + // currently selected weapon, display brighter + col[3] = m_flSelectionAlphaOverride; + + // 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 ); + } + + // draw text + col = m_TextColor; + const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData(); + + if (pWeapon == pSelectedWeapon) + { + wchar_t text[128]; + wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName); + + // setup our localized string + if ( tempString ) + { +#ifdef WIN32 + _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString); +#else + _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString); +#endif + text[sizeof(text)/sizeof(wchar_t) - 1] = 0; + } + else + { + // string wasn't found by g_pVGuiLocalize->Find() + g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text)); + } + + surface()->DrawSetTextColor( col ); + surface()->DrawSetTextFont( m_hTextFont ); + + // count the position + int slen = 0, charCount = 0, maxslen = 0; + 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 + ((largeBoxWide - 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 + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); + } + else if (*pch == '\r') + { + // do nothing + } + else + { + surface()->DrawUnicodeChar(*pch); + charCount--; + } + } + } + + ypos += (largeBoxTall + m_flBoxGap); + bFirstItem = false; + } + + xpos += largeBoxWide; + } + else + { + // check to see if there is a weapons in this bucket + if ( GetFirstPos( i ) ) + { + // draw has weapon in slot + DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1); + } + else + { + // draw empty slot + DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1); + } + + xpos += m_flSmallBoxSize; + } + + // reset position + ypos = 0; + xpos += m_flBoxGap; + } +} + +//----------------------------------------------------------------------------- +// Purpose: draws a selection box +//----------------------------------------------------------------------------- +void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number) +{ + BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f ); + + // draw the number + if (number >= 0) + { + Color numberColor = m_NumberColor; + numberColor[3] *= normalizedAlpha / 255.0f; + surface()->DrawSetTextColor(numberColor); + surface()->DrawSetTextFont(m_hNumberFont); + wchar_t wch = '0' + number; + surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); + surface()->DrawUnicodeChar(wch); + } +} + +//----------------------------------------------------------------------------- +// Purpose: hud scheme settings +//----------------------------------------------------------------------------- +void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme) +{ + BaseClass::ApplySchemeSettings(pScheme); + SetPaintBackgroundEnabled(false); + + // set our size + int screenWide, screenTall; + int x, y; + GetPos(x, y); + GetHudSize(screenWide, screenTall); + SetBounds(0, y, screenWide, screenTall - y); +} + +//----------------------------------------------------------------------------- +// Purpose: Opens weapon selection control +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OpenSelection( void ) +{ + Assert(!IsInSelectionMode()); + + CBaseHudWeaponSelection::OpenSelection(); + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); +} + +//----------------------------------------------------------------------------- +// Purpose: Closes weapon selection control 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 ( 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 ( !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(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); + } + + if ( pNextWeapon ) + { + SetSelectedWeapon( pNextWeapon ); + + 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: 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" ); + } +} + +//----------------------------------------------------------------------------- +// 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; + + // 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 ) + { + if ( !IsInSelectionMode() ) + { + // open the weapon selection + OpenSelection(); + } + + // Mark the change + SetSelectedWeapon( pActiveWeapon ); + } + + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); +} |