//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "cs_hud_weaponselection.h" #include "iclientmode.h" #include "HUD/sfweaponselection.h" #include "iinput.h" #include "cs_gamerules.h" #include #include #include #include #include #include "vgui/ILocalize.h" #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DECLARE_HUDELEMENT( CHudWeaponSelection ); using namespace vgui; //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection") { vgui::Panel *pParent = GetClientMode()->GetViewport(); SetParent( pParent ); SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD ); } //----------------------------------------------------------------------------- // Purpose: sets up display for showing weapon pickup //----------------------------------------------------------------------------- void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) { CWeaponCSBase* pCSWeapon = dynamic_cast( pWeapon ); C_CSPlayer *pPlayer = GetHudPlayer(); if ( pCSWeapon && !pCSWeapon->IsMarkedForDeletion() && pPlayer ) { //const CCSWeaponInfo *pCSWeaponInfo = GetWeaponInfo( pCSWeapon->GetCSWeaponID() ); if ( pPlayer->State_Get() == STATE_ACTIVE ) { SFWeaponSelection *pHudWS = GET_HUDELEMENT( SFWeaponSelection ); if ( pHudWS ) { pHudWS->ShowAndUpdateSelection( WEPSELECT_PICKUP, pWeapon ); } } } } //----------------------------------------------------------------------------- // Purpose: sets up display for showing weapon drop //----------------------------------------------------------------------------- void CHudWeaponSelection::OnWeaponDrop( C_BaseCombatWeapon *pWeapon ) { CWeaponCSBase* pCSWeapon = dynamic_cast( pWeapon ); C_CSPlayer *pPlayer = GetHudPlayer(); if ( pCSWeapon && pPlayer ) { if ( pPlayer->State_Get() == STATE_ACTIVE ) { SFWeaponSelection *pHudWS = GET_HUDELEMENT( SFWeaponSelection ); if ( pHudWS ) { pHudWS->ShowAndUpdateSelection( WEPSELECT_DROP, pWeapon ); } } } } //----------------------------------------------------------------------------- // Purpose: sets up display for showing weapon pickup //----------------------------------------------------------------------------- void CHudWeaponSelection::OnWeaponSwitch( C_BaseCombatWeapon *pWeapon ) { CWeaponCSBase* pCSWeapon = dynamic_cast( pWeapon ); C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( pCSWeapon && pPlayer ) { if ( pPlayer->State_Get() == STATE_ACTIVE ) { SFWeaponSelection *pHudWS = GET_HUDELEMENT( SFWeaponSelection ); if ( pHudWS ) { pHudWS->ShowAndUpdateSelection( WEPSELECT_SWITCH, pWeapon ); } } } } //----------------------------------------------------------------------------- // Purpose: updates animation status //----------------------------------------------------------------------------- void CHudWeaponSelection::OnThink() { } //----------------------------------------------------------------------------- // Purpose: returns true if the CHudMenu should take slot1, etc commands //----------------------------------------------------------------------------- bool CHudWeaponSelection::IsHudMenuTakingInput() { return CBaseHudWeaponSelection::IsHudMenuTakingInput(); } //----------------------------------------------------------------------------- // Purpose: returns true if the weapon selection hud should be hidden because // the CHudMenu is open //----------------------------------------------------------------------------- bool CHudWeaponSelection::IsHudMenuPreventingWeaponSelection() { return false; } //----------------------------------------------------------------------------- // Purpose: returns true if the panel should draw //----------------------------------------------------------------------------- bool CHudWeaponSelection::ShouldDraw() { // [jason] Moving into Scaleform: sfhudhealthammopanel #if defined( CSTRIKE15 ) if ( !IsPC() ) { return false; } #endif 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(); m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS ); } //------------------------------------------------------------------------- // Purpose: draws the selection area //------------------------------------------------------------------------- void CHudWeaponSelection::Paint() { #if !defined( CSTRIKE15 ) 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 = (m_iMaxSlots - 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 < m_iMaxSlots; 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 selected weapon DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1); // draw icon Color col = GetFgColor(); // icons use old system, drawing in screen space if ( pWeapon->GetSpriteActive() ) { 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; } pWeapon->GetSpriteActive()->DrawSelf( xpos + m_flIconXPos, ypos + m_flIconYPos, 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; { for (wchar_t *pch = text; *pch != 0; pch++) { if (*pch == '\n') { // newline character, drop to the next line if (slen > maxslen) { maxslen = slen; } slen = 0; } else if (*pch == '\r') { // do nothing } else { slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); charCount++; } } } if (slen > maxslen) { maxslen = slen; } int tx = xpos + ((largeBoxWide - maxslen) / 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; } #endif // #if !defined( CSTRIKE15 ) } //----------------------------------------------------------------------------- // 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(); GetClientMode()->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); } //----------------------------------------------------------------------------- // Purpose: Closes weapon selection control //----------------------------------------------------------------------------- void CHudWeaponSelection::HideSelection( void ) { CBaseHudWeaponSelection::HideSelection(); GetClientMode()->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); } //----------------------------------------------------------------------------- // Purpose: Returns the next available weapon item in the weapon selection //----------------------------------------------------------------------------- C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition, WEAPON_SELECTION_MODE selectionMode /*WEAPON_SELECTION_NORMAL*/) { 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 (selectionMode != WEAPON_SELECTION_NORMAL) { // skip over weapon types we arent including in this list CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >( pWeapon ); if (!pCSWeapon) continue; bool isGrenade = pCSWeapon->IsKindOf( WEAPONTYPE_GRENADE ); bool isBomb = pCSWeapon->IsKindOf( WEAPONTYPE_C4 ); bool isStackable = pCSWeapon->IsKindOf( WEAPONTYPE_STACKABLEITEM ); bool isMelee = pCSWeapon->IsKindOf( WEAPONTYPE_KNIFE ); if ( ( selectionMode == WEAPON_SELECTION_GRENADE_AND_BOMB && !isGrenade && !isBomb ) || ( selectionMode == WEAPON_SELECTION_GRENADE_AND_BOMB_AND_MELEE && !isGrenade && !isBomb && !isMelee ) || ( selectionMode == WEAPON_SELECTION_NO_GRENADE_AND_BOMB && ( isGrenade || isBomb || isMelee ) ) || ( selectionMode == WEAPON_SELECTION_GRENADE && !isGrenade ) || ( selectionMode == WEAPON_SELECTION_MELEE && !isMelee ) || ( selectionMode == WEAPON_SELECTION_ITEMSLOT && !isBomb && !isStackable ) ) 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 ) { CycleToNextWeapon(WEAPON_SELECTION_NORMAL); } //----------------------------------------------------------------------------- // Purpose: Select the next grenade or bomb //----------------------------------------------------------------------------- void CHudWeaponSelection::CycleToNextGrenadeOrBomb( void ) { CycleToNextWeapon(WEAPON_SELECTION_GRENADE_AND_BOMB); } //----------------------------------------------------------------------------- // Purpose: Select the next grenade or bomb //----------------------------------------------------------------------------- void CHudWeaponSelection::CycleToNextGrenadeBombOrMelee( void ) { CycleToNextWeapon(WEAPON_SELECTION_GRENADE_AND_BOMB_AND_MELEE); } //----------------------------------------------------------------------------- // Purpose: Select the next pistol/gun/knife //----------------------------------------------------------------------------- void CHudWeaponSelection::CycleToNextNonGrenadeOrBomb( void ) { CycleToNextWeapon(WEAPON_SELECTION_NO_GRENADE_AND_BOMB); } //----------------------------------------------------------------------------- // Purpose: Select a weapon from nBucketID at the nSlotPos //----------------------------------------------------------------------------- void CHudWeaponSelection::SelectSpecificWeapon( CSWeaponID weaponID ) { C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( !pPlayer ) { return; } // Note[pfreese] This could probably just be replaced by a call to CBasePlayer::SelectItem(). // It's interesting, and perhaps a bit worrying, that SelectItem() does additional // tests that the code in this file does not, such as verifying that the current // weapon can be holstered. // // Players who bind keys to the use command, e.g. "bind 6 use weapon_hegrenade" will // get weapons selected via the CBasePlayer::SelectItem() code path, which means they will // see slightly different behavior than players who switch weapons using the redirected // slotN commands above (the default configured through the Options UI. // get the weapon by ID if the player owns it CWeaponCSBase* pWeapon = pPlayer->GetCSWeapon(weaponID); if ( pWeapon != NULL ) { // Make sure the player's allowed to switch weapons if ( pPlayer->IsAllowedToSwitchWeapons() == false ) return; // Mark the change SetSelectedWeapon( pWeapon ); SelectWeapon(); if( m_bPlaySelectionSounds ) pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } } void CHudWeaponSelection::SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) { m_hSelectedWeapon = pWeapon; } // Switch to knife void CHudWeaponSelection::UserCmd_Slot3( void ) { //SelectSpecificWeapon( WEAPON_KNIFE ); CycleToNextWeapon( WEAPON_SELECTION_MELEE ); } // Switch to breach charges void CHudWeaponSelection::UserCmd_Slot5( void ) { CycleToNextWeapon( WEAPON_SELECTION_ITEMSLOT ); } // Switch to hegrenade void CHudWeaponSelection::UserCmd_Slot6( void ) { SelectSpecificWeapon( WEAPON_HEGRENADE ); } // Switch to flashbang void CHudWeaponSelection::UserCmd_Slot7( void ) { SelectSpecificWeapon( WEAPON_FLASHBANG ); } // Switch to smoke grenade void CHudWeaponSelection::UserCmd_Slot8( void ) { SelectSpecificWeapon( WEAPON_SMOKEGRENADE ); } // Switch to decoy void CHudWeaponSelection::UserCmd_Slot9( void ) { SelectSpecificWeapon( WEAPON_DECOY ); } // Switch to molotov void CHudWeaponSelection::UserCmd_Slot10( void ) { C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( !pPlayer ) return; if ( pPlayer->HasWeaponOfType( WEAPON_MOLOTOV ) ) SelectSpecificWeapon( WEAPON_MOLOTOV ); else SelectSpecificWeapon( WEAPON_INCGRENADE ); } // Switch to taser void CHudWeaponSelection::UserCmd_Slot11( void ) { SelectSpecificWeapon( WEAPON_TASER ); } // Cycle grenades void CHudWeaponSelection::UserCmd_Slot4( void ) { CycleToNextWeapon( WEAPON_SELECTION_GRENADE ); } void CHudWeaponSelection::UserCmd_GamePadSlot1( void ) { SelectSpecificWeapon( WEAPON_TASER ); } void CHudWeaponSelection::UserCmd_GamePadSlot2( void ) { SelectSpecificWeapon( WEAPON_HEGRENADE ); } void CHudWeaponSelection::UserCmd_GamePadSlot3( void ) { SelectSpecificWeapon( WEAPON_FLASHBANG ); } void CHudWeaponSelection::UserCmd_GamePadSlot4( void ) { SelectSpecificWeapon( WEAPON_SMOKEGRENADE ); } void CHudWeaponSelection::UserCmd_GamePadSlot5( void ) { SelectSpecificWeapon( WEAPON_DECOY ); } void CHudWeaponSelection::UserCmd_GamePadSlot6( void ) { C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( !pPlayer ) return; if ( pPlayer->HasWeaponOfType( WEAPON_MOLOTOV ) ) SelectSpecificWeapon( WEAPON_MOLOTOV ); else SelectSpecificWeapon( WEAPON_INCGRENADE ); } //----------------------------------------------------------------------------- // Purpose: Moves the selection to the next item in the menu //----------------------------------------------------------------------------- void CHudWeaponSelection::CycleToNextWeapon(WEAPON_SELECTION_MODE selectionMode) { // 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(), selectionMode ); } else { // open selection at the current place pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition(), selectionMode ); } } if ( !pNextWeapon ) { // wrap around back to start pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1, selectionMode); } if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon ); #if defined ( CSTRIKE15 ) SelectWeapon(); #else if( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } else if ( !IsInSelectionMode() ) { OpenSelection(); } #endif // Play the "cycle to next weapon" sound if( m_bPlaySelectionSounds ) 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; if ( pPlayer->IsPlayerDead() ) 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 defined ( CSTRIKE15 ) SelectWeapon(); #else if( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } else if ( !IsInSelectionMode() ) { OpenSelection(); } #endif // Play the "cycle to next weapon" sound if( m_bPlaySelectionSounds ) pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } } //----------------------------------------------------------------------------- // Purpose: Switches the last weapon the player was using //----------------------------------------------------------------------------- void CHudWeaponSelection::SwitchToLastWeapon( void ) { // Get the player's last weapon C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return; if ( player->IsPlayerDead() ) return; C_BaseCombatWeapon *lastWeapon = player->GetLastWeapon(); C_BaseCombatWeapon *activeWeapon = player->GetActiveWeapon(); if ( lastWeapon == activeWeapon ) lastWeapon = NULL; // make sure our last weapon is still with us and valid (has ammo etc) if ( lastWeapon ) { int i; for ( i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *weapon = player->GetWeapon(i); if ( !weapon || !weapon->CanBeSelected() ) continue; if (weapon == lastWeapon ) break; } if ( i == MAX_WEAPONS ) lastWeapon = NULL; // weapon not found/valid } // if we don't have a 'last weapon' choose best weapon if ( !lastWeapon ) { lastWeapon = GameRules()->GetNextBestWeapon( player, activeWeapon ); } ::input->MakeWeaponSelection( lastWeapon ); } //----------------------------------------------------------------------------- // 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; if ( player->IsPlayerDead() ) return NULL; for ( int i = 0; i < player->WeaponCount(); i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); if ( pWeapon == NULL ) continue; if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) return pWeapon; } return NULL; } //----------------------------------------------------------------------------- // Purpose: returns the weapon in the specified slot //----------------------------------------------------------------------------- C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlotForTarget( C_BasePlayer *player, int iSlot, int iSlotPos ) { C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer && pLocalPlayer == player ) return GetWeaponInSlot( iSlot, iSlotPos ); if ( !player ) return NULL; if ( player->IsPlayerDead() ) return NULL; for ( int i = 0; i < player->WeaponCount(); i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); if ( pWeapon == NULL ) continue; if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) return pWeapon; } return NULL; } //----------------------------------------------------------------------------- // Purpose: Player has chosen to draw the currently selected weapon //----------------------------------------------------------------------------- void CHudWeaponSelection::SelectWeapon( void ) { if ( !GetSelectedWeapon() ) { engine->ClientCmd( "cancelselect\n" ); return; } C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return; C_BaseCombatWeapon *activeWeapon = player->GetActiveWeapon(); // Don't allow selections of weapons that can't be selected (out of ammo, etc) if ( !GetSelectedWeapon()->CanBeSelected() ) { player->EmitSound( "Player.DenyWeaponSelection" ); } else { // Only play the "weapon selected" sound if they are selecting // a weapon different than the one that is already active. if (GetSelectedWeapon() != activeWeapon) { if (player->GetTeamNumber() == TEAM_CT) { // Play the "weapon selected" sound player->EmitSound("Player.WeaponSelected_CT"); } else { // Play the "weapon selected" sound player->EmitSound("Player.WeaponSelected_T"); } } SetWeaponSelected(); m_hSelectedWeapon = NULL; engine->ClientCmd( "cancelselect\n" ); } } //----------------------------------------------------------------------------- // Purpose: Abort selecting a weapon //----------------------------------------------------------------------------- void CHudWeaponSelection::CancelWeaponSelection() { 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; } else { // [pmf] The escape command causes the UI to be closed, which in turn causes an "unpause" command, which is blocked on multi-player games, // causing a warning. It seems like this escape command is only necessary when fast-switching is disabled. According to one of our designers, // we don't need non-fast-switching, so I'm removing this command injection to prevent the subsequent warning. // engine->ClientCmd("escape"); } } //----------------------------------------------------------------------------- // 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; 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 ) { // Mark the change SetSelectedWeapon( pActiveWeapon ); bool bMultipleWeaponsInSlot = false; for( int i=0;iGetSlot(), i ); if( pSlotWpn != NULL && pSlotWpn != pActiveWeapon ) { bMultipleWeaponsInSlot = true; break; } } #if defined ( CSTRIKE15 ) // only select if only one item in the bucket if( bMultipleWeaponsInSlot == false ) { // only one active item in bucket, so change directly to weapon SelectWeapon(); } #else // if fast weapon switch is on, then weapons can be selected in a single keypress // but only if there is only one item in the bucket if( hud_fastswitch.GetInt() > 0 && bMultipleWeaponsInSlot == false ) { // only one active item in bucket, so change directly to weapon SelectWeapon(); } else if ( !IsInSelectionMode() ) { // open the weapon selection OpenSelection(); } #endif } if( m_bPlaySelectionSounds ) pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); }