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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_selection.h"
#include "iclientmode.h"
#include "ammodef.h"
#include "input.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/Panel.h>
#include <string.h>
#define HL1_MAX_WEAPON_SLOTS 5
//-----------------------------------------------------------------------------
// Purpose: hl2 weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public: CHudWeaponSelection(const char *pElementName );
bool ShouldDraw();
void CycleToNextWeapon( void ); void CycleToPrevWeapon( void );
C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); void SelectWeaponSlot( int iSlot );
C_BaseCombatWeapon *GetSelectedWeapon( void ) { return m_hSelectedWeapon; }
void VidInit( void ); C_BaseCombatWeapon *GetNextActivePos( int iSlot, int iSlotPos );
protected: void Paint(); void ApplySchemeSettings(vgui::IScheme *pScheme);
private: C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
void FastWeaponSwitch( int iWeaponSlot );
void DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight ); int DrawBar( int x, int y, int width, int height, float f );
void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) { m_hSelectedWeapon = pWeapon; }
CHudTexture *icon_buckets[ HL1_MAX_WEAPON_SLOTS ]; CHudTexture *icon_selection; Color m_clrReddish; Color m_clrGreenish; };
DECLARE_HUDELEMENT( CHudWeaponSelection );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection") { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); }
void CHudWeaponSelection::VidInit() { Reset();
for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ ) { char szNumString[ 10 ];
sprintf( szNumString, "bucket%d", i ); icon_buckets[ i ] = gHUD.GetIcon( szNumString ); } }
//-----------------------------------------------------------------------------
// 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: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::Paint() { 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);
int xpos = 10;
// iterate over all the weapon slots
for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ ) { int nWidth; int r1, g1, b1, a1;
(gHUD.m_clrYellowish).GetColor( r1, g1, b1, a1 );
int ypos = 10;
icon_buckets[ i ]->DrawSelf( xpos, ypos, Color( r1, g1, b1, 255 ) ); ypos = icon_buckets[ i ]->Height() + 10;
if ( i == iActiveSlot ) { bool bFirstItem = true; nWidth = icon_buckets[ i ]->Width();
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); if ( !pWeapon ) continue;
// icons use old system, drawing in screen space
if ( pWeapon->GetSpriteActive() ) { int r, g, b, a;
(gHUD.m_clrYellowish).GetColor( r, g, b, a );
if (pWeapon == pSelectedWeapon) { pWeapon->GetSpriteActive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
if ( !icon_selection ) { icon_selection = gHUD.GetIcon( "selection" ); }
if ( icon_selection ) { icon_selection->DrawSelf( xpos, ypos, Color( r, g, b, a ) ); } } else { if ( pWeapon->HasAmmo() ) { a = 192; } else { m_clrReddish.GetColor( r, g, b, a ); a = 128; }
if ( pWeapon->GetSpriteInactive() ) { pWeapon->GetSpriteInactive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) ); } } }
// Draw Ammo Bar
DrawAmmoBar( pWeapon, xpos + 10, ypos, 20, 4 );
ypos += pWeapon->GetSpriteActive()->Height() + 5;
if ( bFirstItem ) { nWidth = pWeapon->GetSpriteActive()->Width(); bFirstItem = false; } } } else { // Draw Row of weapons.
for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) { int r2, g2, b2, a2; C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, iPos ); if ( !pWeapon ) continue;
if ( pWeapon->HasAmmo() ) { (gHUD.m_clrYellowish).GetColor( r2, g2, b2, a2 ); a2 = 128; } else { m_clrReddish.GetColor( r2, g2, b2, a2 ); a2 = 96; }
Color clrBox( r2, g2, b2, a2 ); vgui::surface()->DrawSetColor( clrBox ); vgui::surface()->DrawFilledRect( xpos, ypos, xpos + icon_buckets[ i ]->Width(), ypos + icon_buckets[ i ]->Height() );
ypos += icon_buckets[ i ]->Height() + 5; }
nWidth = icon_buckets[ i ]->Width(); }
// advance position
xpos += nWidth + 5; } }
void CHudWeaponSelection::DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight ) { if ( pWeapon->GetPrimaryAmmoType() != -1 ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
int nAmmoCount = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() ); if ( !nAmmoCount ) return;
float flPct = (float)nAmmoCount / (float)GetAmmoDef()->MaxCarry( pWeapon->GetPrimaryAmmoType() ); x = DrawBar( x, y, nWidth, nHeight, flPct );
// Do we have secondary ammo too?
if ( pWeapon->GetSecondaryAmmoType() != -1 ) { flPct = (float)pPlayer->GetAmmoCount( pWeapon->GetSecondaryAmmoType() ) / (float)GetAmmoDef()->MaxCarry( pWeapon->GetSecondaryAmmoType() );
x += 5; //!!!
DrawBar( x, y, nWidth, nHeight, flPct ); } } }
int CHudWeaponSelection::DrawBar( int x, int y, int nWidth, int nHeight, float flPct ) { Color clrBar; int r, g, b, a;
if ( flPct < 0 ) { flPct = 0; } else if ( flPct > 1 ) { flPct = 1; }
if ( flPct ) { int nBarWidth = flPct * nWidth;
// Always show at least one pixel if we have ammo.
if (nBarWidth <= 0) nBarWidth = 1;
m_clrGreenish.GetColor( r, g, b, a );
clrBar.SetColor( r, g, b, 255 ); vgui::surface()->DrawSetColor( clrBar ); vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nHeight );
x += nBarWidth; nWidth -= nBarWidth; }
(gHUD.m_clrYellowish).GetColor( r, g, b, a );
clrBar.SetColor( r, g, b, 128 ); vgui::surface()->DrawSetColor( clrBar ); vgui::surface()->DrawFilledRect( x, y, x + nWidth, y + nHeight );
return ( x + nWidth ); }
//-----------------------------------------------------------------------------
// 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);
m_clrReddish = pScheme->GetColor( "Reddish", Color( 255, 16, 16, 255 ) ); m_clrGreenish = pScheme->GetColor( "Greenish", Color( 255, 16, 16, 255 ) ); }
//-----------------------------------------------------------------------------
// 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 = HL1_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
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( HL1_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
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 > HL1_MAX_WEAPON_SLOTS ) return; // Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false ) return;
// do a fast switch if set
if ( hud_fastswitch.GetBool() ) { FastWeaponSwitch( iSlot ); 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 ) { SetSelectedWeapon( pActiveWeapon ); if( hud_fastswitch.GetInt() > 0 ) { // only one active item in bucket, so change directly to weapon
SelectWeapon(); } else if ( !IsInSelectionMode() ) { // open the weapon selection
OpenSelection(); } }
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); }
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) { // get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// see where we should start selection
int iPosition = -1; C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) { // start after this weapon
iPosition = pActiveWeapon->GetPosition(); }
C_BaseCombatWeapon *pNextWeapon = NULL;
// search for the weapon after the current one
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); // make sure it's in the same bucket
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) { // just look for any weapon in this slot
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); }
// see if we found a weapon that's different from the current and in the selected slot
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) { // select the new weapon
::input->MakeWeaponSelection( pNextWeapon ); } else if ( pNextWeapon != pActiveWeapon ) { // error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); } }
C_BaseCombatWeapon *CHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos ) { if ( iSlot >= HL1_MAX_WEAPON_SLOTS ) return NULL;
return CBaseHudWeaponSelection::GetNextActivePos( iSlot, iSlotPos ); }
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