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