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1071 lines
31 KiB
1071 lines
31 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "cs_hud_weaponselection.h"
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#include "iclientmode.h"
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#include "HUD/sfweaponselection.h"
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#include "iinput.h"
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#include "cs_gamerules.h"
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#include <keyvalues.h>
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui_controls/AnimationController.h>
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#include "vgui/ILocalize.h"
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#include <string.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DECLARE_HUDELEMENT( CHudWeaponSelection );
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
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{
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vgui::Panel *pParent = GetClientMode()->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD );
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets up display for showing weapon pickup
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
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{
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CWeaponCSBase* pCSWeapon = dynamic_cast<CWeaponCSBase*>( pWeapon );
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C_CSPlayer *pPlayer = GetHudPlayer();
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if ( pCSWeapon && !pCSWeapon->IsMarkedForDeletion() && pPlayer )
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{
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//const CCSWeaponInfo *pCSWeaponInfo = GetWeaponInfo( pCSWeapon->GetCSWeaponID() );
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if ( pPlayer->State_Get() == STATE_ACTIVE )
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{
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SFWeaponSelection *pHudWS = GET_HUDELEMENT( SFWeaponSelection );
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if ( pHudWS )
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{
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pHudWS->ShowAndUpdateSelection( WEPSELECT_PICKUP, pWeapon );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets up display for showing weapon drop
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::OnWeaponDrop( C_BaseCombatWeapon *pWeapon )
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{
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CWeaponCSBase* pCSWeapon = dynamic_cast<CWeaponCSBase*>( pWeapon );
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C_CSPlayer *pPlayer = GetHudPlayer();
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if ( pCSWeapon && pPlayer )
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{
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if ( pPlayer->State_Get() == STATE_ACTIVE )
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{
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SFWeaponSelection *pHudWS = GET_HUDELEMENT( SFWeaponSelection );
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if ( pHudWS )
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{
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pHudWS->ShowAndUpdateSelection( WEPSELECT_DROP, pWeapon );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets up display for showing weapon pickup
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::OnWeaponSwitch( C_BaseCombatWeapon *pWeapon )
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{
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CWeaponCSBase* pCSWeapon = dynamic_cast<CWeaponCSBase*>( pWeapon );
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pCSWeapon && pPlayer )
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{
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if ( pPlayer->State_Get() == STATE_ACTIVE )
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{
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SFWeaponSelection *pHudWS = GET_HUDELEMENT( SFWeaponSelection );
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if ( pHudWS )
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{
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pHudWS->ShowAndUpdateSelection( WEPSELECT_SWITCH, pWeapon );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: updates animation status
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::OnThink()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the CHudMenu should take slot1, etc commands
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//-----------------------------------------------------------------------------
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bool CHudWeaponSelection::IsHudMenuTakingInput()
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{
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return CBaseHudWeaponSelection::IsHudMenuTakingInput();
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the weapon selection hud should be hidden because
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// the CHudMenu is open
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//-----------------------------------------------------------------------------
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bool CHudWeaponSelection::IsHudMenuPreventingWeaponSelection()
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the panel should draw
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//-----------------------------------------------------------------------------
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bool CHudWeaponSelection::ShouldDraw()
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{
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// [jason] Moving into Scaleform: sfhudhealthammopanel
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#if defined( CSTRIKE15 )
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if ( !IsPC() )
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{
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return false;
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}
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#endif
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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{
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if ( IsInSelectionMode() )
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{
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HideSelection();
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}
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return false;
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}
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bool bret = CBaseHudWeaponSelection::ShouldDraw();
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if ( !bret )
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return false;
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return ( m_bSelectionVisible ) ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::LevelInit()
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{
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CHudElement::LevelInit();
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m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS );
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}
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//-------------------------------------------------------------------------
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// Purpose: draws the selection area
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//-------------------------------------------------------------------------
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void CHudWeaponSelection::Paint()
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{
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#if !defined( CSTRIKE15 )
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if (!ShouldDraw())
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return;
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// find and display our current selection
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C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
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if ( !pSelectedWeapon )
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return;
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int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
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// interpolate the selected box size between the small box size and the large box size
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// interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size
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float percentageDone = 1.0f; //MIN(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime);
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int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone);
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int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone);
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Color selectedColor;
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{for (int i = 0; i < 4; i++)
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{
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selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone);
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}}
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// calculate where to start drawing
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int width = (m_iMaxSlots - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide;
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int xpos = (GetWide() - width) / 2;
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int ypos = 0;
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// iterate over all the weapon slots
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for ( int i = 0; i < m_iMaxSlots; i++ )
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{
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if ( i == iActiveSlot )
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{
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bool bFirstItem = true;
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for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++)
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{
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
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if ( !pWeapon )
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continue;
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// draw selected weapon
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DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1);
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// draw icon
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Color col = GetFgColor();
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// icons use old system, drawing in screen space
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if ( pWeapon->GetSpriteActive() )
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{
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if (!pWeapon->CanBeSelected())
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{
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// unselectable weapon, display as such
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col = Color(255, 0, 0, col[3]);
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}
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else if (pWeapon == pSelectedWeapon)
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{
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// currently selected weapon, display brighter
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col[3] = m_flSelectionAlphaOverride;
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}
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pWeapon->GetSpriteActive()->DrawSelf( xpos + m_flIconXPos, ypos + m_flIconYPos, col );
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}
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// draw text
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col = m_TextColor;
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const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData();
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if (pWeapon == pSelectedWeapon)
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{
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wchar_t text[128];
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wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName);
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// setup our localized string
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if ( tempString )
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{
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#ifdef WIN32
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_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString);
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#else
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_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString);
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#endif
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text[sizeof(text)/sizeof(wchar_t) - 1] = 0;
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}
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else
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{
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// string wasn't found by g_pVGuiLocalize->Find()
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g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text));
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}
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surface()->DrawSetTextColor( col );
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surface()->DrawSetTextFont( m_hTextFont );
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// count the position
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int slen = 0, charCount = 0, maxslen = 0;
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{
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for (wchar_t *pch = text; *pch != 0; pch++)
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{
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if (*pch == '\n')
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{
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// newline character, drop to the next line
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if (slen > maxslen)
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{
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maxslen = slen;
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}
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slen = 0;
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}
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else if (*pch == '\r')
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{
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// do nothing
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}
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else
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{
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slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
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charCount++;
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}
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}
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}
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if (slen > maxslen)
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{
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maxslen = slen;
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}
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int tx = xpos + ((largeBoxWide - maxslen) / 2);
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int ty = ypos + (int)m_flTextYPos;
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surface()->DrawSetTextPos( tx, ty );
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// adjust the charCount by the scan amount
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charCount *= m_flTextScan;
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for (wchar_t *pch = text; charCount > 0; pch++)
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{
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if (*pch == '\n')
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{
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// newline character, move to the next line
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surface()->DrawSetTextPos( xpos + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f));
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}
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else if (*pch == '\r')
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{
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// do nothing
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}
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else
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{
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surface()->DrawUnicodeChar(*pch);
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charCount--;
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}
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}
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}
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ypos += (largeBoxTall + m_flBoxGap);
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bFirstItem = false;
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}
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xpos += largeBoxWide;
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}
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else
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{
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// check to see if there is a weapons in this bucket
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if ( GetFirstPos( i ) )
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{
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// draw has weapon in slot
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DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1);
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}
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else
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{
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// draw empty slot
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DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1);
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}
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xpos += m_flSmallBoxSize;
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}
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// reset position
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ypos = 0;
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xpos += m_flBoxGap;
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}
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#endif // #if !defined( CSTRIKE15 )
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}
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//-----------------------------------------------------------------------------
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// Purpose: draws a selection box
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number)
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{
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BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f );
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// draw the number
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if (number >= 0)
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{
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Color numberColor = m_NumberColor;
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numberColor[3] *= normalizedAlpha / 255.0f;
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surface()->DrawSetTextColor(numberColor);
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surface()->DrawSetTextFont(m_hNumberFont);
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wchar_t wch = '0' + number;
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surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos);
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surface()->DrawUnicodeChar(wch);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: hud scheme settings
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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SetPaintBackgroundEnabled(false);
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// set our size
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int screenWide, screenTall;
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int x, y;
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GetPos(x, y);
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GetHudSize(screenWide, screenTall);
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SetBounds(0, y, screenWide, screenTall - y);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Opens weapon selection control
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::OpenSelection( void )
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{
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Assert(!IsInSelectionMode());
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CBaseHudWeaponSelection::OpenSelection();
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GetClientMode()->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu");
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}
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//-----------------------------------------------------------------------------
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// Purpose: Closes weapon selection control
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::HideSelection( void )
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{
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CBaseHudWeaponSelection::HideSelection();
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GetClientMode()->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu");
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the next available weapon item in the weapon selection
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//-----------------------------------------------------------------------------
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C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition, WEAPON_SELECTION_MODE selectionMode /*WEAPON_SELECTION_NORMAL*/)
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return NULL;
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C_BaseCombatWeapon *pNextWeapon = NULL;
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// search all the weapons looking for the closest next
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int iLowestNextSlot = MAX_WEAPON_SLOTS;
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int iLowestNextPosition = MAX_WEAPON_POSITIONS;
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for ( int i = 0; i < MAX_WEAPONS; i++ )
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{
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C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
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if ( !pWeapon )
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continue;
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if (selectionMode != WEAPON_SELECTION_NORMAL)
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{
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// skip over weapon types we arent including in this list
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CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >( pWeapon );
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if (!pCSWeapon)
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continue;
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bool isGrenade = pCSWeapon->IsKindOf( WEAPONTYPE_GRENADE );
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bool isBomb = pCSWeapon->IsKindOf( WEAPONTYPE_C4 );
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bool isStackable = pCSWeapon->IsKindOf( WEAPONTYPE_STACKABLEITEM );
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bool isMelee = pCSWeapon->IsKindOf( WEAPONTYPE_KNIFE );
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if ( ( selectionMode == WEAPON_SELECTION_GRENADE_AND_BOMB && !isGrenade && !isBomb ) ||
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( selectionMode == WEAPON_SELECTION_GRENADE_AND_BOMB_AND_MELEE && !isGrenade && !isBomb && !isMelee ) ||
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( selectionMode == WEAPON_SELECTION_NO_GRENADE_AND_BOMB && ( isGrenade || isBomb || isMelee ) ) ||
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( selectionMode == WEAPON_SELECTION_GRENADE && !isGrenade ) ||
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( selectionMode == WEAPON_SELECTION_MELEE && !isMelee ) ||
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( selectionMode == WEAPON_SELECTION_ITEMSLOT && !isBomb && !isStackable ) )
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continue;
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}
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if ( pWeapon->CanBeSelected() )
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{
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int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
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// see if this weapon is further ahead in the selection list
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if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) )
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{
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// see if this weapon is closer than the current lowest
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if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) )
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{
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iLowestNextSlot = weaponSlot;
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iLowestNextPosition = weaponPosition;
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pNextWeapon = pWeapon;
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}
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}
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}
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}
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return pNextWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the prior available weapon item in the weapon selection
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//-----------------------------------------------------------------------------
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C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return NULL;
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C_BaseCombatWeapon *pPrevWeapon = NULL;
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// search all the weapons looking for the closest next
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int iLowestPrevSlot = -1;
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int iLowestPrevPosition = -1;
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for ( int i = 0; i < MAX_WEAPONS; i++ )
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{
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C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
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if ( !pWeapon )
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continue;
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if ( pWeapon->CanBeSelected() )
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{
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int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
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// see if this weapon is further ahead in the selection list
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if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) )
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{
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// see if this weapon is closer than the current lowest
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if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) )
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{
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iLowestPrevSlot = weaponSlot;
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iLowestPrevPosition = weaponPosition;
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pPrevWeapon = pWeapon;
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}
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}
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}
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}
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return pPrevWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Moves the selection to the next item in the menu
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::CycleToNextWeapon( void )
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{
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CycleToNextWeapon(WEAPON_SELECTION_NORMAL);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Select the next grenade or bomb
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//-----------------------------------------------------------------------------
|
|
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" );
|
|
}
|