Team Fortress 2 Source Code as on 22/4/2020
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//========= 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;
}