From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/client/weapons_resource.cpp | 540 ++++++++++++++++---------------- 1 file changed, 270 insertions(+), 270 deletions(-) (limited to 'mp/src/game/client/weapons_resource.cpp') diff --git a/mp/src/game/client/weapons_resource.cpp b/mp/src/game/client/weapons_resource.cpp index d73b2ddd..8f8d58e8 100644 --- a/mp/src/game/client/weapons_resource.cpp +++ b/mp/src/game/client/weapons_resource.cpp @@ -1,270 +1,270 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Weapons Resource implementation -// -// $Workfile: $ -// $Date: $ -// $NoKeywords: $ -//=============================================================================// -#include "cbase.h" -#include "history_resource.h" -#include -#include -#include "c_baseplayer.h" -#include "hud.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -WeaponsResource gWR; - -void FreeHudTextureList( CUtlDict< CHudTexture *, int >& list ); - -static CHudTexture *FindHudTextureInDict( CUtlDict< CHudTexture *, int >& list, const char *psz ) -{ - int idx = list.Find( psz ); - if ( idx == list.InvalidIndex() ) - return NULL; - - return list[ idx ]; -} - -//----------------------------------------------------------------------------- -// Purpose: -// Output : -//----------------------------------------------------------------------------- -WeaponsResource::WeaponsResource( void ) -{ -} - -//----------------------------------------------------------------------------- -// Purpose: -// Output : -//----------------------------------------------------------------------------- -WeaponsResource::~WeaponsResource( void ) -{ -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void WeaponsResource::Init( void ) -{ - Reset(); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void WeaponsResource::Reset( void ) -{ -} - -//----------------------------------------------------------------------------- -// Purpose: Load all the sprites needed for all registered weapons -//----------------------------------------------------------------------------- -void WeaponsResource::LoadAllWeaponSprites( void ) -{ - C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); - if ( !player ) - return; - - for (int i = 0; i < MAX_WEAPONS; i++) - { - if ( player->GetWeapon(i) ) - { - LoadWeaponSprites( player->GetWeapon(i)->GetWeaponFileInfoHandle() ); - } - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void WeaponsResource::LoadWeaponSprites( WEAPON_FILE_INFO_HANDLE hWeaponFileInfo ) -{ - // WeaponsResource is a friend of C_BaseCombatWeapon - FileWeaponInfo_t *pWeaponInfo = GetFileWeaponInfoFromHandle( hWeaponFileInfo ); - - if ( !pWeaponInfo ) - return; - - // Already parsed the hud elements? - if ( pWeaponInfo->bLoadedHudElements ) - return; - - pWeaponInfo->bLoadedHudElements = true; - - pWeaponInfo->iconActive = NULL; - pWeaponInfo->iconInactive = NULL; - pWeaponInfo->iconAmmo = NULL; - pWeaponInfo->iconAmmo2 = NULL; - pWeaponInfo->iconCrosshair = NULL; - pWeaponInfo->iconAutoaim = NULL; - pWeaponInfo->iconSmall = NULL; - - char sz[128]; - Q_snprintf(sz, sizeof( sz ), "scripts/%s", pWeaponInfo->szClassName); - - CUtlDict< CHudTexture *, int > tempList; - - LoadHudTextures( tempList, sz, g_pGameRules->GetEncryptionKey() ); - - if ( !tempList.Count() ) - { - // no sprite description file for weapon, use default small blocks - pWeaponInfo->iconActive = gHUD.GetIcon( "selection" ); - pWeaponInfo->iconInactive = gHUD.GetIcon( "selection" ); - pWeaponInfo->iconAmmo = gHUD.GetIcon( "bucket1" ); - return; - } - - CHudTexture *p; - p = FindHudTextureInDict( tempList, "crosshair" ); - if ( p ) - { - pWeaponInfo->iconCrosshair = gHUD.AddUnsearchableHudIconToList( *p ); - } - - p = FindHudTextureInDict( tempList, "autoaim" ); - if ( p ) - { - pWeaponInfo->iconAutoaim = gHUD.AddUnsearchableHudIconToList( *p ); - } - - p = FindHudTextureInDict( tempList, "zoom" ); - if ( p ) - { - pWeaponInfo->iconZoomedCrosshair = gHUD.AddUnsearchableHudIconToList( *p ); - } - else - { - pWeaponInfo->iconZoomedCrosshair = pWeaponInfo->iconCrosshair; //default to non-zoomed crosshair - } - - p = FindHudTextureInDict( tempList, "zoom_autoaim" ); - if ( p ) - { - pWeaponInfo->iconZoomedAutoaim = gHUD.AddUnsearchableHudIconToList( *p ); - } - else - { - pWeaponInfo->iconZoomedAutoaim = pWeaponInfo->iconZoomedCrosshair; //default to zoomed crosshair - } - - CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); - if( pHudHR ) - { - p = FindHudTextureInDict( tempList, "weapon" ); - if ( p ) - { - pWeaponInfo->iconInactive = gHUD.AddUnsearchableHudIconToList( *p ); - if ( pWeaponInfo->iconInactive ) - { - pWeaponInfo->iconInactive->Precache(); - pHudHR->SetHistoryGap( pWeaponInfo->iconInactive->Height() ); - } - } - - p = FindHudTextureInDict( tempList, "weapon_s" ); - if ( p ) - { - pWeaponInfo->iconActive = gHUD.AddUnsearchableHudIconToList( *p ); - if ( pWeaponInfo->iconActive ) - { - pWeaponInfo->iconActive->Precache(); - } - } - - p = FindHudTextureInDict( tempList, "weapon_small" ); - if ( p ) - { - pWeaponInfo->iconSmall = gHUD.AddUnsearchableHudIconToList( *p ); - if ( pWeaponInfo->iconSmall ) - { - pWeaponInfo->iconSmall->Precache(); - } - } - - p = FindHudTextureInDict( tempList, "ammo" ); - if ( p ) - { - pWeaponInfo->iconAmmo = gHUD.AddUnsearchableHudIconToList( *p ); - if ( pWeaponInfo->iconAmmo ) - { - pWeaponInfo->iconAmmo->Precache(); - pHudHR->SetHistoryGap( pWeaponInfo->iconAmmo->Height() ); - } - } - - p = FindHudTextureInDict( tempList, "ammo2" ); - if ( p ) - { - pWeaponInfo->iconAmmo2 = gHUD.AddUnsearchableHudIconToList( *p ); - if ( pWeaponInfo->iconAmmo2 ) - { - pWeaponInfo->iconAmmo2->Precache(); - pHudHR->SetHistoryGap( pWeaponInfo->iconAmmo2->Height() ); - } - } - } - - FreeHudTextureList( tempList ); -} - -//----------------------------------------------------------------------------- -// Purpose: Helper function to return a Ammo pointer from id -//----------------------------------------------------------------------------- -CHudTexture *WeaponsResource::GetAmmoIconFromWeapon( int iAmmoId ) -{ - C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); - if ( !player ) - return NULL; - - for ( int i = 0; i < MAX_WEAPONS; i++ ) - { - C_BaseCombatWeapon *weapon = player->GetWeapon( i ); - if ( !weapon ) - continue; - - if ( weapon->GetPrimaryAmmoType() == iAmmoId ) - { - return weapon->GetWpnData().iconAmmo; - } - else if ( weapon->GetSecondaryAmmoType() == iAmmoId ) - { - return weapon->GetWpnData().iconAmmo2; - } - } - - return NULL; -} - -//----------------------------------------------------------------------------- -// Purpose: Get a pointer to a weapon using this ammo -//----------------------------------------------------------------------------- -const FileWeaponInfo_t *WeaponsResource::GetWeaponFromAmmo( int iAmmoId ) -{ - C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); - if ( !player ) - return NULL; - - for ( int i = 0; i < MAX_WEAPONS; i++ ) - { - C_BaseCombatWeapon *weapon = player->GetWeapon( i ); - if ( !weapon ) - continue; - - if ( weapon->GetPrimaryAmmoType() == iAmmoId ) - { - return &weapon->GetWpnData(); - } - else if ( weapon->GetSecondaryAmmoType() == iAmmoId ) - { - return &weapon->GetWpnData(); - } - } - - return NULL; -} - +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Weapons Resource implementation +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "history_resource.h" +#include +#include +#include "c_baseplayer.h" +#include "hud.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +WeaponsResource gWR; + +void FreeHudTextureList( CUtlDict< CHudTexture *, int >& list ); + +static CHudTexture *FindHudTextureInDict( CUtlDict< CHudTexture *, int >& list, const char *psz ) +{ + int idx = list.Find( psz ); + if ( idx == list.InvalidIndex() ) + return NULL; + + return list[ idx ]; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : +//----------------------------------------------------------------------------- +WeaponsResource::WeaponsResource( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : +//----------------------------------------------------------------------------- +WeaponsResource::~WeaponsResource( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void WeaponsResource::Init( void ) +{ + Reset(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void WeaponsResource::Reset( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: Load all the sprites needed for all registered weapons +//----------------------------------------------------------------------------- +void WeaponsResource::LoadAllWeaponSprites( void ) +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return; + + for (int i = 0; i < MAX_WEAPONS; i++) + { + if ( player->GetWeapon(i) ) + { + LoadWeaponSprites( player->GetWeapon(i)->GetWeaponFileInfoHandle() ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void WeaponsResource::LoadWeaponSprites( WEAPON_FILE_INFO_HANDLE hWeaponFileInfo ) +{ + // WeaponsResource is a friend of C_BaseCombatWeapon + FileWeaponInfo_t *pWeaponInfo = GetFileWeaponInfoFromHandle( hWeaponFileInfo ); + + if ( !pWeaponInfo ) + return; + + // Already parsed the hud elements? + if ( pWeaponInfo->bLoadedHudElements ) + return; + + pWeaponInfo->bLoadedHudElements = true; + + pWeaponInfo->iconActive = NULL; + pWeaponInfo->iconInactive = NULL; + pWeaponInfo->iconAmmo = NULL; + pWeaponInfo->iconAmmo2 = NULL; + pWeaponInfo->iconCrosshair = NULL; + pWeaponInfo->iconAutoaim = NULL; + pWeaponInfo->iconSmall = NULL; + + char sz[128]; + Q_snprintf(sz, sizeof( sz ), "scripts/%s", pWeaponInfo->szClassName); + + CUtlDict< CHudTexture *, int > tempList; + + LoadHudTextures( tempList, sz, g_pGameRules->GetEncryptionKey() ); + + if ( !tempList.Count() ) + { + // no sprite description file for weapon, use default small blocks + pWeaponInfo->iconActive = gHUD.GetIcon( "selection" ); + pWeaponInfo->iconInactive = gHUD.GetIcon( "selection" ); + pWeaponInfo->iconAmmo = gHUD.GetIcon( "bucket1" ); + return; + } + + CHudTexture *p; + p = FindHudTextureInDict( tempList, "crosshair" ); + if ( p ) + { + pWeaponInfo->iconCrosshair = gHUD.AddUnsearchableHudIconToList( *p ); + } + + p = FindHudTextureInDict( tempList, "autoaim" ); + if ( p ) + { + pWeaponInfo->iconAutoaim = gHUD.AddUnsearchableHudIconToList( *p ); + } + + p = FindHudTextureInDict( tempList, "zoom" ); + if ( p ) + { + pWeaponInfo->iconZoomedCrosshair = gHUD.AddUnsearchableHudIconToList( *p ); + } + else + { + pWeaponInfo->iconZoomedCrosshair = pWeaponInfo->iconCrosshair; //default to non-zoomed crosshair + } + + p = FindHudTextureInDict( tempList, "zoom_autoaim" ); + if ( p ) + { + pWeaponInfo->iconZoomedAutoaim = gHUD.AddUnsearchableHudIconToList( *p ); + } + else + { + pWeaponInfo->iconZoomedAutoaim = pWeaponInfo->iconZoomedCrosshair; //default to zoomed crosshair + } + + CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); + if( pHudHR ) + { + p = FindHudTextureInDict( tempList, "weapon" ); + if ( p ) + { + pWeaponInfo->iconInactive = gHUD.AddUnsearchableHudIconToList( *p ); + if ( pWeaponInfo->iconInactive ) + { + pWeaponInfo->iconInactive->Precache(); + pHudHR->SetHistoryGap( pWeaponInfo->iconInactive->Height() ); + } + } + + p = FindHudTextureInDict( tempList, "weapon_s" ); + if ( p ) + { + pWeaponInfo->iconActive = gHUD.AddUnsearchableHudIconToList( *p ); + if ( pWeaponInfo->iconActive ) + { + pWeaponInfo->iconActive->Precache(); + } + } + + p = FindHudTextureInDict( tempList, "weapon_small" ); + if ( p ) + { + pWeaponInfo->iconSmall = gHUD.AddUnsearchableHudIconToList( *p ); + if ( pWeaponInfo->iconSmall ) + { + pWeaponInfo->iconSmall->Precache(); + } + } + + p = FindHudTextureInDict( tempList, "ammo" ); + if ( p ) + { + pWeaponInfo->iconAmmo = gHUD.AddUnsearchableHudIconToList( *p ); + if ( pWeaponInfo->iconAmmo ) + { + pWeaponInfo->iconAmmo->Precache(); + pHudHR->SetHistoryGap( pWeaponInfo->iconAmmo->Height() ); + } + } + + p = FindHudTextureInDict( tempList, "ammo2" ); + if ( p ) + { + pWeaponInfo->iconAmmo2 = gHUD.AddUnsearchableHudIconToList( *p ); + if ( pWeaponInfo->iconAmmo2 ) + { + pWeaponInfo->iconAmmo2->Precache(); + pHudHR->SetHistoryGap( pWeaponInfo->iconAmmo2->Height() ); + } + } + } + + FreeHudTextureList( tempList ); +} + +//----------------------------------------------------------------------------- +// Purpose: Helper function to return a Ammo pointer from id +//----------------------------------------------------------------------------- +CHudTexture *WeaponsResource::GetAmmoIconFromWeapon( int iAmmoId ) +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return NULL; + + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *weapon = player->GetWeapon( i ); + if ( !weapon ) + continue; + + if ( weapon->GetPrimaryAmmoType() == iAmmoId ) + { + return weapon->GetWpnData().iconAmmo; + } + else if ( weapon->GetSecondaryAmmoType() == iAmmoId ) + { + return weapon->GetWpnData().iconAmmo2; + } + } + + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: Get a pointer to a weapon using this ammo +//----------------------------------------------------------------------------- +const FileWeaponInfo_t *WeaponsResource::GetWeaponFromAmmo( int iAmmoId ) +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return NULL; + + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *weapon = player->GetWeapon( i ); + if ( !weapon ) + continue; + + if ( weapon->GetPrimaryAmmoType() == iAmmoId ) + { + return &weapon->GetWpnData(); + } + else if ( weapon->GetSecondaryAmmoType() == iAmmoId ) + { + return &weapon->GetWpnData(); + } + } + + return NULL; +} + -- cgit v1.2.3