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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_selection.h"
#include "iclientmode.h"
#include "history_resource.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/Panel.h>
#include <string.h>
#include "weapon_dodbase.h"
float GetScale( int nIconWidth, int nIconHeight, int nWidth, int nHeight );
//-----------------------------------------------------------------------------
// Purpose: cstrike weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public: CHudWeaponSelection( const char *pElementName );
virtual void VidInit(); virtual bool ShouldDraw(); virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon );
virtual void CycleToNextWeapon( void ); virtual void CycleToPrevWeapon( void );
virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); virtual void SelectWeaponSlot( int iSlot );
virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) { return m_hSelectedWeapon; }
virtual void OpenSelection( void ); virtual void HideSelection( void );
virtual void LevelInit();
virtual void SelectWeapon( void ); virtual void CancelWeaponSelection( void );
virtual bool IsHudMenuPreventingWeaponSelection() { return false; }
protected: virtual void OnThink(); virtual void Paint(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
virtual bool IsWeaponSelectable() { if ( IsInSelectionMode() ) { return true; }
return false; }
private: C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) { m_hSelectedWeapon = pWeapon; }
void DrawBox( int x, int y, int wide, int tall, int type, int number, int valid );
private:
int m_iBackgroundTexture;
CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "108", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "72", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSmallBoxCutSize, "SmallBoxCutSize", "5", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxCutSize, "LargeBoxCutSize", "5", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" );
CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" ); CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" );
CPanelAnimationVar( Color, m_ActiveTextColor, "ActiveTextColor", "255 255 255 255" ); CPanelAnimationVar( Color, m_InactiveTextColor, "InactiveTextColor", "80 80 80 255" );
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" ); CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" );
CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" ); CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" );
CPanelAnimationVar( Color, m_ActiveBoxColor, "ActiveBoxColor", "255 255 255 255" ); CPanelAnimationVar( Color, m_ActiveBoxBorder, "ActiveBoxBorder", "255 255 255 255" ); CPanelAnimationVar( Color, m_InactiveBoxColor, "InactiveBoxColor", "0 0 0 0" ); CPanelAnimationVar( Color, m_InactiveBoxBorder, "InactiveBoxBorder", "255 255 255 255" );
CPanelAnimationVar( Color, m_NotUseableColor, "NotUseableColor", "0 0 0 0" ); };
DECLARE_HUDELEMENT( CHudWeaponSelection );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection") { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent );
SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD );
m_iBackgroundTexture = vgui::surface()->DrawGetTextureId( "vgui/white" ); if ( m_iBackgroundTexture == -1 ) { m_iBackgroundTexture = vgui::surface()->CreateNewTextureID(); } vgui::surface()->DrawSetTextureFile( m_iBackgroundTexture, "vgui/white" , true, true ); }
void CHudWeaponSelection::VidInit(void) { // If we've already loaded weapons, let's get new sprites
gWR.LoadAllWeaponSprites();
Reset(); } //-----------------------------------------------------------------------------
// Purpose: sets up display for showing weapon pickup
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) { // show tnt pickup panel
C_WeaponDODBase *pDODWpn = dynamic_cast<C_WeaponDODBase *>( pWeapon );
if ( pDODWpn && pDODWpn->GetDODWpnData().m_WeaponType == WPN_TYPE_BOMB ) { IGameEvent *event = gameeventmanager->CreateEvent( "dod_tnt_pickup" ); if ( event ) { gameeventmanager->FireEventClientSide( event ); } } }
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink() {
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the panel should draw
//-----------------------------------------------------------------------------
bool CHudWeaponSelection::ShouldDraw() { 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(void) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { return; }
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon(); if ( !pSelectedWeapon ) { return; }
int x, y, w, h; GetBounds( x, y, w, h );
int xpos = 0; int ypos = h;
int nType = 0;
Color bright( 255,255,255,255 ); // iterate over all the weapon slots
for ( int iSlot = m_iMaxSlots - 1; iSlot >=0; iSlot-- ) { for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(iSlot, iPos); if ( !pWeapon ) { continue; }
if ( !pWeapon->CanBeSelected() ) { continue; }
if ( pWeapon->GetSpriteActive() ) { const CHudTexture *pWpnSprite = pWeapon->GetSpriteActive(); Color finalColor;
Assert( pWpnSprite );
float finalBoxWide, finalBoxTall;
if ( pWeapon == pSelectedWeapon ) { finalBoxWide = m_flLargeBoxWide; finalBoxTall = m_flLargeBoxTall; finalColor = m_ActiveBoxColor; nType = 1; } else { finalBoxWide = m_flSmallBoxWide; finalBoxTall = m_flSmallBoxTall; finalColor = m_InactiveBoxColor; nType = 0; }
xpos = ( w / 2.0 ) - ( finalBoxWide / 2.0f ); ypos -= finalBoxTall;
int sprBoxWidth = finalBoxWide - XRES(4); // minus 4 (2 left, 2 right)
int sprBoxHeight = finalBoxTall - YRES(4); // minus 4 (2 top, 2 bottom)
int sprWidth = pWpnSprite->Width(); int sprHeight = pWpnSprite->Height();
float scale = GetScale( sprWidth, sprHeight, sprBoxWidth, sprBoxHeight );
sprWidth = sprWidth * scale; sprHeight = sprHeight * scale;
int wpnX = xpos + ( finalBoxWide - sprWidth ) / 2; int wpnY = ypos + ( finalBoxTall - sprHeight ) / 2;
bool bHasAmmo = true;
if ( pWeapon->UsesClipsForAmmo1() ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer ) { int ammo = pWeapon->Clip1() + pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
if ( ammo <= 0 ) { bHasAmmo = false; } } }
DrawBox( xpos, ypos, finalBoxWide, finalBoxTall, nType, iSlot + 1, ( pWeapon->CanDeploy() && bHasAmmo ) ) ; pWpnSprite->DrawSelf( wpnX, wpnY, sprWidth, sprHeight, bright ); ypos -= m_flBoxGap; } } } }
//-----------------------------------------------------------------------------
// Purpose: draws a selection box
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawBox( int x, int y, int wide, int tall, int type, int number, int valid ) { vgui::Vertex_t verts[5];
int nwide = wide - 1; int ntall = tall - 1;
int nCutSize;
vgui::surface()->DrawSetTexture( m_iBackgroundTexture );
if ( type == 1 ) { nCutSize = m_flLargeBoxCutSize; vgui::surface()->DrawSetColor( Color( m_ActiveBoxColor ) ); } else { nCutSize = m_flSmallBoxCutSize; vgui::surface()->DrawSetColor( Color( m_InactiveBoxColor ) ); }
if ( !valid ) { vgui::surface()->DrawSetColor( Color( m_NotUseableColor ) ); }
verts[0].Init( Vector2D( x, y ) ); verts[1].Init( Vector2D( x + nwide - nCutSize, y ) ); verts[2].Init( Vector2D( x + nwide, y + nCutSize ) ); verts[3].Init( Vector2D( x + nwide, y + ntall ) ); verts[4].Init( Vector2D( x, y + ntall ) );
vgui::surface()->DrawTexturedPolygon( 5, verts );
if ( type == 1 ) { vgui::surface()->DrawSetColor( Color( m_ActiveBoxBorder ) ); } else { vgui::surface()->DrawSetColor( Color( m_InactiveBoxBorder ) ); }
vgui::surface()->DrawTexturedPolyLine( verts, 5 );
// draw the number
if ( number >= 0 ) { vgui::surface()->DrawSetTextFont( m_hNumberFont );
if ( type == 1 ) { vgui::surface()->DrawSetTextColor( Color( m_ActiveTextColor ) ); } else { vgui::surface()->DrawSetTextColor( Color( m_InactiveTextColor ) ); }
wchar_t wch = '0' + number; vgui::surface()->DrawSetTextPos( x + m_flSelectionNumberXPos, y + ntall - m_flSelectionNumberYPos ); vgui::surface()->DrawUnicodeChar( wch ); } }
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); SetPaintBackgroundEnabled( false ); }
//-----------------------------------------------------------------------------
// Purpose: Opens weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OpenSelection( void ) { Assert( !IsInSelectionMode() );
CBaseHudWeaponSelection::OpenSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" ); }
//-----------------------------------------------------------------------------
// Purpose: Closes weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::HideSelection( void ) { CBaseHudWeaponSelection::HideSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "CloseWeaponSelectionMenu" ); }
//-----------------------------------------------------------------------------
// Purpose: Returns the next available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection( int iCurrentSlot, int iCurrentPosition ) { 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 ( 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 ) { // 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() ); } else { // open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } }
if ( !pNextWeapon ) { // wrap around back to start
pNextWeapon = FindNextWeaponInWeaponSelection( -1, -1 ); }
if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon );
if ( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } else if ( !IsInSelectionMode() ) { OpenSelection(); }
// 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; }
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( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } else if ( !IsInSelectionMode() ) { OpenSelection(); }
// Play the "cycle to next weapon" sound
if( m_bPlaySelectionSounds ) { pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } } }
//-----------------------------------------------------------------------------
// 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; }
for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon( i ); if ( pWeapon == NULL ) { continue; }
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) { return pWeapon; } }
return NULL; }
//-----------------------------------------------------------------------------
// 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 );
if( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } else if ( !IsInSelectionMode() ) { // open the weapon selection
OpenSelection(); } }
if ( m_bPlaySelectionSounds ) { pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } }
//-----------------------------------------------------------------------------
// 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; }
// Don't allow selections of weapons that can't be selected (out of ammo, etc)
if ( GetSelectedWeapon()->CanBeSelected() ) { SetWeaponSelected(); m_hSelectedWeapon = NULL; engine->ClientCmd( "cancelselect\n" ); } }
//-----------------------------------------------------------------------------
// Purpose: Abort selecting a weapon
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CancelWeaponSelection( void ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) { return; }
// Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible
// yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw,
// instead of checking it's IsActive flag.
if ( ShouldDraw() ) { HideSelection();
m_hSelectedWeapon = NULL; } else { engine->ClientCmd("escape"); } }
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