Counter Strike : Global Offensive Source Code
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//========= 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 <keyvalues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include "vgui/ILocalize.h"
#include <string.h>
// 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<CWeaponCSBase*>( 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<CWeaponCSBase*>( 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<CWeaponCSBase*>( 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;i<MAX_WEAPON_POSITIONS;i++ )
{
C_BaseCombatWeapon *pSlotWpn = GetWeaponInSlot( pActiveWeapon->GetSlot(), 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" );
}