//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Weapon selection handling // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "weapon_selection.h" #include "hud_macros.h" #include "history_resource.h" #include "menu.h" #include "in_buttons.h" #include #include "filesystem.h" #include "iinput.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define HISTORY_DRAW_TIME "5" ConVar hud_drawhistory_time( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 ); ConVar hud_fastswitch( "hud_fastswitch", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX ); //----------------------------------------------------------------------------- // Purpose: Weapon Selection commands //----------------------------------------------------------------------------- DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot1, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot2, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot3, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot4, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot5, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot6, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot7, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot8, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot9, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot0, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot10, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Close, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, NextWeapon, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, PrevWeapon, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, LastWeapon, "CHudWeaponSelection"); HOOK_COMMAND( slot1, Slot1 ); HOOK_COMMAND( slot2, Slot2 ); HOOK_COMMAND( slot3, Slot3 ); HOOK_COMMAND( slot4, Slot4 ); HOOK_COMMAND( slot5, Slot5 ); HOOK_COMMAND( slot6, Slot6 ); HOOK_COMMAND( slot7, Slot7 ); HOOK_COMMAND( slot8, Slot8 ); HOOK_COMMAND( slot9, Slot9 ); HOOK_COMMAND( slot0, Slot0 ); HOOK_COMMAND( slot10, Slot10 ); HOOK_COMMAND( cancelselect, Close ); HOOK_COMMAND( invnext, NextWeapon ); HOOK_COMMAND( invprev, PrevWeapon ); HOOK_COMMAND( lastinv, LastWeapon ); // instance info CBaseHudWeaponSelection *CBaseHudWeaponSelection::s_pInstance = NULL; CBaseHudWeaponSelection *CBaseHudWeaponSelection::GetInstance() { return s_pInstance; } CBaseHudWeaponSelection *GetHudWeaponSelection() { return CBaseHudWeaponSelection::GetInstance(); } //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CBaseHudWeaponSelection::CBaseHudWeaponSelection( const char *pElementName ) : CHudElement( pElementName ) { s_pInstance = this; SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_NEEDSUIT | HIDEHUD_PLAYERDEAD | HIDEHUD_INVEHICLE ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::Init(void) { Reset(); // Initialise the weapons resource gWR.Init(); m_flSelectionTime = gpGlobals->curtime; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::Reset(void) { gWR.Reset(); // Start hidden m_bSelectionVisible = false; m_flSelectionTime = gpGlobals->curtime; gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::UpdateSelectionTime( void ) { m_flSelectionTime = gpGlobals->curtime; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::VidInit(void) { // If we've already loaded weapons, let's get new sprites gWR.LoadAllWeaponSprites(); // set spacing of pickup history CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); if( pHudHR ) { pHudHR->SetHistoryGap( 21 ); } Reset(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::OnThink( void ) { // Don't allow weapon selection if we're frozen in place C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() ) { if ( IsInSelectionMode() ) { CancelWeaponSelection(); } } } //----------------------------------------------------------------------------- // Purpose: Think used for selection of weapon menu item. //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::ProcessInput() { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // Check to see if the player is in VGUI mode... if ( pPlayer->IsInVGuiInputMode() && !pPlayer->IsInViewModelVGuiInputMode() ) { // If so, close weapon selection when they press fire if ( gHUD.m_iKeyBits & IN_ATTACK ) { if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() ) { // Swallow the button gHUD.m_iKeyBits &= ~IN_ATTACK; input->ClearInputButton( IN_ATTACK ); } engine->ClientCmd( "cancelselect\n" ); } return; } // Has the player selected a weapon? if ( gHUD.m_iKeyBits & (IN_ATTACK | IN_ATTACK2) ) { if ( IsWeaponSelectable() ) { #ifndef TF_CLIENT_DLL if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() ) #endif { // Swallow the button gHUD.m_iKeyBits &= ~(IN_ATTACK | IN_ATTACK2); input->ClearInputButton( IN_ATTACK ); input->ClearInputButton( IN_ATTACK2 ); } // select weapon SelectWeapon(); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseHudWeaponSelection::IsInSelectionMode() { return m_bSelectionVisible; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::OpenSelection( void ) { m_bSelectionVisible = true; gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::HideSelection( void ) { m_bSelectionVisible = false; gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); } //----------------------------------------------------------------------------- // Purpose: Returns whether a weapon can be selected in the HUD, based on hud type //----------------------------------------------------------------------------- bool CBaseHudWeaponSelection::CanBeSelectedInHUD( C_BaseCombatWeapon *pWeapon ) { // Xbox: In plus type, weapons without ammo can still be selected in the HUD if( HUDTYPE_PLUS == hud_fastswitch.GetInt() ) { return pWeapon->VisibleInWeaponSelection(); } if ( !pWeapon->VisibleInWeaponSelection() ) { return false; } // All other current hud types return pWeapon->CanBeSelected(); } //----------------------------------------------------------------------------- // Purpose: handles keyboard input //----------------------------------------------------------------------------- int CBaseHudWeaponSelection::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) { if (IsInSelectionMode() && pszCurrentBinding && !stricmp(pszCurrentBinding, "cancelselect")) { HideSelection(); // returning 0 indicates, we've handled it, no more action needs to be taken return 0; } if ( down >= 1 && keynum >= KEY_1 && keynum <= KEY_9 ) { if ( HandleHudMenuInput( keynum - KEY_0 ) ) return 0; } // let someone else handle it return 1; } //----------------------------------------------------------------------------- // Purpose: called when a weapon has been picked up //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) { // add to pickup history CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); if ( pHudHR ) { pHudHR->AddToHistory( pWeapon ); } } //------------------------------------------------------------------------ // Command Handlers //------------------------------------------------------------------------ void CBaseHudWeaponSelection::UserCmd_Slot1(void) { if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { UserCmd_LastWeapon(); } else { SelectSlot( 1 ); } } void CBaseHudWeaponSelection::UserCmd_Slot2(void) { if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { UserCmd_NextWeapon(); } else { SelectSlot( 2 ); } } void CBaseHudWeaponSelection::UserCmd_Slot3(void) { if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { engine->ClientCmd( "phys_swap" ); } else { SelectSlot( 3 ); } } void CBaseHudWeaponSelection::UserCmd_Slot4(void) { if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { UserCmd_PrevWeapon(); } else { SelectSlot( 4 ); } } void CBaseHudWeaponSelection::UserCmd_Slot5(void) { SelectSlot( 5 ); } void CBaseHudWeaponSelection::UserCmd_Slot6(void) { SelectSlot( 6 ); } void CBaseHudWeaponSelection::UserCmd_Slot7(void) { SelectSlot( 7 ); } void CBaseHudWeaponSelection::UserCmd_Slot8(void) { SelectSlot( 8 ); } void CBaseHudWeaponSelection::UserCmd_Slot9(void) { SelectSlot( 9 ); } void CBaseHudWeaponSelection::UserCmd_Slot0(void) { SelectSlot( 0 ); } void CBaseHudWeaponSelection::UserCmd_Slot10(void) { SelectSlot( 10 ); } //----------------------------------------------------------------------------- // Purpose: returns true if the CHudMenu should take slot1, etc commands //----------------------------------------------------------------------------- bool CBaseHudWeaponSelection::IsHudMenuTakingInput() { CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu ); return ( pHudMenu && pHudMenu->IsMenuOpen() ); } //----------------------------------------------------------------------------- // Purpose: returns true if the CHudMenu handles the slot command //----------------------------------------------------------------------------- bool CBaseHudWeaponSelection::HandleHudMenuInput( int iSlot ) { CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu ); if ( !pHudMenu || !pHudMenu->IsMenuOpen() ) return false; pHudMenu->SelectMenuItem( iSlot ); return true; } //----------------------------------------------------------------------------- // Purpose: returns true if the weapon selection hud should be hidden because // the CHudMenu is open //----------------------------------------------------------------------------- bool CBaseHudWeaponSelection::IsHudMenuPreventingWeaponSelection() { // Don't allow weapon selection if we're frozen in place C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() ) return true; return IsHudMenuTakingInput(); } //----------------------------------------------------------------------------- // Purpose: Menu Selection Code //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::SelectSlot( int iSlot ) { // A menu may be overriding weapon selection commands if ( HandleHudMenuInput( iSlot ) ) { return; } // If we're not allowed to draw, ignore weapon selections if ( !BaseClass::ShouldDraw() ) { return; } UpdateSelectionTime(); SelectWeaponSlot( iSlot ); } //----------------------------------------------------------------------------- // Purpose: Close the weapon selection //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::UserCmd_Close(void) { CancelWeaponSelection(); } //----------------------------------------------------------------------------- // Purpose: Selects the next item in the weapon menu //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::UserCmd_NextWeapon(void) { // If we're not allowed to draw, ignore weapon selections if ( !BaseClass::ShouldDraw() ) return; CycleToNextWeapon(); if( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } UpdateSelectionTime(); } //----------------------------------------------------------------------------- // Purpose: Selects the previous item in the menu //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::UserCmd_PrevWeapon(void) { // If we're not allowed to draw, ignore weapon selections if ( !BaseClass::ShouldDraw() ) return; CycleToPrevWeapon(); if( hud_fastswitch.GetInt() > 0 ) { SelectWeapon(); } UpdateSelectionTime(); } //----------------------------------------------------------------------------- // Purpose: Switches the last weapon the player was using //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::UserCmd_LastWeapon(void) { // If we're not allowed to draw, ignore weapon selections if ( !BaseClass::ShouldDraw() ) return; /* if ( IsHudMenuPreventingWeaponSelection() ) { return; } */ SwitchToLastWeapon(); } //----------------------------------------------------------------------------- // Purpose: Switches the last weapon the player was using //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::SwitchToLastWeapon( void ) { // Get the player's last weapon C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return; input->MakeWeaponSelection( player->GetLastWeapon() ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::SetWeaponSelected( void ) { Assert( GetSelectedWeapon() ); // Mark selection so that it's placed into next CUserCmd created input->MakeWeaponSelection( GetSelectedWeapon() ); } //----------------------------------------------------------------------------- // Purpose: Player has chosen to draw the currently selected weapon //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::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() ) { player->EmitSound( "Player.DenyWeaponSelection" ); } else { SetWeaponSelected(); m_hSelectedWeapon = NULL; engine->ClientCmd( "cancelselect\n" ); // Play the "weapon selected" sound player->EmitSound( "Player.WeaponSelected" ); } } //----------------------------------------------------------------------------- // Purpose: Abort selecting a weapon //----------------------------------------------------------------------------- void CBaseHudWeaponSelection::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; // Play the "close weapon selection" sound player->EmitSound( "Player.WeaponSelectionClose" ); } else { engine->ClientCmd("escape"); } } //----------------------------------------------------------------------------- // Purpose: Returns the first weapon for a given slot. //----------------------------------------------------------------------------- C_BaseCombatWeapon *CBaseHudWeaponSelection::GetFirstPos( int iSlot ) { int iLowestPosition = MAX_WEAPON_POSITIONS; C_BaseCombatWeapon *pFirstWeapon = NULL; 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 ) continue; if ( ( pWeapon->GetSlot() == iSlot ) && (pWeapon->VisibleInWeaponSelection()) ) { // If this weapon is lower in the slot than the current lowest, it's our new winner if ( pWeapon->GetPosition() <= iLowestPosition ) { iLowestPosition = pWeapon->GetPosition(); pFirstWeapon = pWeapon; } } } return pFirstWeapon; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_BaseCombatWeapon *CBaseHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos ) { if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS ) return NULL; int iLowestPosition = MAX_WEAPON_POSITIONS; C_BaseCombatWeapon *pNextWeapon = NULL; 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 ) continue; if ( CanBeSelectedInHUD( pWeapon ) && pWeapon->GetSlot() == iSlot ) { // If this weapon is lower in the slot than the current lowest, and above our desired position, it's our new winner if ( pWeapon->GetPosition() <= iLowestPosition && pWeapon->GetPosition() >= iSlotPos ) { iLowestPosition = pWeapon->GetPosition(); pNextWeapon = pWeapon; } } } return pNextWeapon; }