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//========= 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;
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
}
//-----------------------------------------------------------------------------
// 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;
gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHudWeaponSelection::HideSelection( void )
{
m_bSelectionVisible = false;
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
}
//-----------------------------------------------------------------------------
// 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;
}
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