Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapons Resource implementation
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "history_resource.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISurface.h>
#include "c_baseplayer.h"
#include "hud.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
WeaponsResource gWR;
void FreeHudTextureList( CUtlDict< CHudTexture *, int >& list );
static CHudTexture *FindHudTextureInDict( CUtlDict< CHudTexture *, int >& list, const char *psz ) { int idx = list.Find( psz ); if ( idx == list.InvalidIndex() ) return NULL;
return list[ idx ]; }
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
WeaponsResource::WeaponsResource( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
WeaponsResource::~WeaponsResource( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void WeaponsResource::Init( void ) { Reset(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void WeaponsResource::Reset( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Load all the sprites needed for all registered weapons
//-----------------------------------------------------------------------------
void WeaponsResource::LoadAllWeaponSprites( void ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return;
for (int i = 0; i < MAX_WEAPONS; i++) { if ( player->GetWeapon(i) ) { LoadWeaponSprites( player->GetWeapon(i)->GetWeaponFileInfoHandle() ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void WeaponsResource::LoadWeaponSprites( WEAPON_FILE_INFO_HANDLE hWeaponFileInfo ) { // WeaponsResource is a friend of C_BaseCombatWeapon
FileWeaponInfo_t *pWeaponInfo = GetFileWeaponInfoFromHandle( hWeaponFileInfo );
if ( !pWeaponInfo ) return;
// Already parsed the hud elements?
if ( pWeaponInfo->bLoadedHudElements ) return;
pWeaponInfo->bLoadedHudElements = true;
pWeaponInfo->iconActive = NULL; pWeaponInfo->iconInactive = NULL; pWeaponInfo->iconAmmo = NULL; pWeaponInfo->iconAmmo2 = NULL; pWeaponInfo->iconCrosshair = NULL; pWeaponInfo->iconAutoaim = NULL; pWeaponInfo->iconSmall = NULL;
char sz[128]; Q_snprintf(sz, sizeof( sz ), "scripts/%s", pWeaponInfo->szClassName);
CUtlDict< CHudTexture *, int > tempList;
LoadHudTextures( tempList, sz, g_pGameRules->GetEncryptionKey() );
if ( !tempList.Count() ) { // no sprite description file for weapon, use default small blocks
pWeaponInfo->iconActive = gHUD.GetIcon( "selection" ); pWeaponInfo->iconInactive = gHUD.GetIcon( "selection" ); pWeaponInfo->iconAmmo = gHUD.GetIcon( "bucket1" ); return; }
CHudTexture *p; p = FindHudTextureInDict( tempList, "crosshair" ); if ( p ) { pWeaponInfo->iconCrosshair = gHUD.AddUnsearchableHudIconToList( *p ); }
p = FindHudTextureInDict( tempList, "autoaim" ); if ( p ) { pWeaponInfo->iconAutoaim = gHUD.AddUnsearchableHudIconToList( *p ); }
p = FindHudTextureInDict( tempList, "zoom" ); if ( p ) { pWeaponInfo->iconZoomedCrosshair = gHUD.AddUnsearchableHudIconToList( *p ); } else { pWeaponInfo->iconZoomedCrosshair = pWeaponInfo->iconCrosshair; //default to non-zoomed crosshair
}
p = FindHudTextureInDict( tempList, "zoom_autoaim" ); if ( p ) { pWeaponInfo->iconZoomedAutoaim = gHUD.AddUnsearchableHudIconToList( *p ); } else { pWeaponInfo->iconZoomedAutoaim = pWeaponInfo->iconZoomedCrosshair; //default to zoomed crosshair
}
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); if( pHudHR ) { p = FindHudTextureInDict( tempList, "weapon" ); if ( p ) { pWeaponInfo->iconInactive = gHUD.AddUnsearchableHudIconToList( *p ); if ( pWeaponInfo->iconInactive ) { pWeaponInfo->iconInactive->Precache(); pHudHR->SetHistoryGap( pWeaponInfo->iconInactive->Height() ); } }
p = FindHudTextureInDict( tempList, "weapon_s" ); if ( p ) { pWeaponInfo->iconActive = gHUD.AddUnsearchableHudIconToList( *p ); if ( pWeaponInfo->iconActive ) { pWeaponInfo->iconActive->Precache(); } }
p = FindHudTextureInDict( tempList, "weapon_small" ); if ( p ) { pWeaponInfo->iconSmall = gHUD.AddUnsearchableHudIconToList( *p ); if ( pWeaponInfo->iconSmall ) { pWeaponInfo->iconSmall->Precache(); } }
p = FindHudTextureInDict( tempList, "ammo" ); if ( p ) { pWeaponInfo->iconAmmo = gHUD.AddUnsearchableHudIconToList( *p ); if ( pWeaponInfo->iconAmmo ) { pWeaponInfo->iconAmmo->Precache(); pHudHR->SetHistoryGap( pWeaponInfo->iconAmmo->Height() ); } }
p = FindHudTextureInDict( tempList, "ammo2" ); if ( p ) { pWeaponInfo->iconAmmo2 = gHUD.AddUnsearchableHudIconToList( *p ); if ( pWeaponInfo->iconAmmo2 ) { pWeaponInfo->iconAmmo2->Precache(); pHudHR->SetHistoryGap( pWeaponInfo->iconAmmo2->Height() ); } } }
FreeHudTextureList( tempList ); }
//-----------------------------------------------------------------------------
// Purpose: Helper function to return a Ammo pointer from id
//-----------------------------------------------------------------------------
CHudTexture *WeaponsResource::GetAmmoIconFromWeapon( int iAmmoId ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return NULL;
for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *weapon = player->GetWeapon( i ); if ( !weapon ) continue;
if ( weapon->GetPrimaryAmmoType() == iAmmoId ) { return weapon->GetWpnData().iconAmmo; } else if ( weapon->GetSecondaryAmmoType() == iAmmoId ) { return weapon->GetWpnData().iconAmmo2; } }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Get a pointer to a weapon using this ammo
//-----------------------------------------------------------------------------
const FileWeaponInfo_t *WeaponsResource::GetWeaponFromAmmo( int iAmmoId ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return NULL;
for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *weapon = player->GetWeapon( i ); if ( !weapon ) continue;
if ( weapon->GetPrimaryAmmoType() == iAmmoId ) { return &weapon->GetWpnData(); } else if ( weapon->GetSecondaryAmmoType() == iAmmoId ) { return &weapon->GetWpnData(); } }
return NULL; }
|