hl2_src-leak-2017/src/game/client/tf/tf_hud_ammostatus.cpp

335 lines
10 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include "iclientmode.h"
#include "tf_shareddefs.h"
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/ISurface.h>
#include <vgui/IImage.h>
#include <vgui_controls/Label.h>
#include "tf_controls.h"
#include "in_buttons.h"
#include "tf_imagepanel.h"
#include "c_team.h"
#include "c_tf_player.h"
#include "ihudlcd.h"
#include "tf_hud_ammostatus.h"
#include "tf_gamerules.h"
#include "tf_logic_halloween_2014.h"
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DECLARE_HUDELEMENT( CTFHudWeaponAmmo );
static ConVar hud_low_ammo_warning_threshold( "hud_lowammowarning_threshold", "0.40", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY, "Percentage threshold at which the low ammo warning will become visible." );
static ConVar hud_low_ammo_warning_max_pos_adjust( "hud_lowammowarning_maxposadjust", "5", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY, "Maximum pixel amount to increase the low ammo warning image." );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFHudWeaponAmmo::CTFHudWeaponAmmo( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudWeaponAmmo" )
{
Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
hudlcd->SetGlobalStat( "(weapon_name)", "" );
m_pInClip = NULL;
m_pInClipShadow = NULL;
m_pInReserve = NULL;
m_pInReserveShadow = NULL;
m_pNoClip = NULL;
m_pNoClipShadow = NULL;
m_nAmmo = -1;
m_nAmmo2 = -1;
m_hCurrentActiveWeapon = NULL;
m_flNextThink = 0.0f;
RegisterForRenderGroup( "inspect_panel" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::Reset()
{
m_flNextThink = gpGlobals->curtime + 0.05f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
// load control settings...
LoadControlSettings( "resource/UI/HudAmmoWeapons.res" );
m_pInClip = dynamic_cast<CExLabel *>( FindChildByName( "AmmoInClip" ) );
m_pInClipShadow = dynamic_cast<CExLabel *>( FindChildByName( "AmmoInClipShadow" ) );
m_pInReserve = dynamic_cast<CExLabel *>( FindChildByName( "AmmoInReserve" ) );
m_pInReserveShadow = dynamic_cast<CExLabel *>( FindChildByName( "AmmoInReserveShadow" ) );
m_pNoClip = dynamic_cast<CExLabel *>( FindChildByName( "AmmoNoClip" ) );
m_pNoClipShadow = dynamic_cast<CExLabel *>( FindChildByName( "AmmoNoClipShadow" ) );
m_pLowAmmoImage = dynamic_cast<ImagePanel *>( FindChildByName( "HudWeaponLowAmmoImage" ) );
if ( m_pLowAmmoImage )
{
m_pLowAmmoImage->GetBounds( m_nLowAmmoImageOrigX, m_nLowAmmoImageOrigY, m_nLowAmmoImageOrigW, m_nLowAmmoImageOrigH );
}
m_nAmmo = -1;
m_nAmmo2 = -1;
m_hCurrentActiveWeapon = NULL;
m_flNextThink = 0.0f;
UpdateAmmoLabels( false, false, false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFHudWeaponAmmo::ShouldDraw( void )
{
// Get the player and active weapon.
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
{
return false;
}
CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
if ( !pWeapon )
{
return false;
}
if ( pWeapon->GetWeaponID() == TF_WEAPON_MEDIGUN )
{
return false;
}
// Don't show for weapons that don't use any ammo
if ( !pWeapon->UsesPrimaryAmmo() )
return false;
// Don't show for weapons that use metal for their primary ammo
if ( pWeapon->GetPrimaryAmmoType() == TF_AMMO_METAL )
return false;
if ( pWeapon->UberChargeAmmoPerShot() > 0.0f )
return false;
if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
return false;
if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
return false;
if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
return false;
return CHudElement::ShouldDraw();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::UpdateAmmoLabels( bool bPrimary, bool bReserve, bool bNoClip )
{
if ( m_pInClip && m_pInClipShadow )
{
if ( m_pInClip->IsVisible() != bPrimary )
{
m_pInClip->SetVisible( bPrimary );
m_pInClipShadow->SetVisible( bPrimary );
}
}
if ( m_pInReserve && m_pInReserveShadow )
{
if ( m_pInReserve->IsVisible() != bReserve )
{
m_pInReserve->SetVisible( bReserve );
m_pInReserveShadow->SetVisible( bReserve );
}
}
if ( m_pNoClip && m_pNoClipShadow )
{
if ( m_pNoClip->IsVisible() != bNoClip )
{
m_pNoClip->SetVisible( bNoClip );
m_pNoClipShadow->SetVisible( bNoClip );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::ShowLowAmmoIndicator( void )
{
if ( m_pLowAmmoImage && m_pLowAmmoImage->IsVisible() == false )
{
m_pLowAmmoImage->SetBounds( m_nLowAmmoImageOrigX, m_nLowAmmoImageOrigY, m_nLowAmmoImageOrigW, m_nLowAmmoImageOrigH );
m_pLowAmmoImage->SetVisible( true );
m_pLowAmmoImage->SetFgColor( Color( 255, 0, 0, 255 ) );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudLowAmmoPulse" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::SizeLowAmmoIndicator( float flCurrentAmount, float flMaxAmount )
{
if ( m_pLowAmmoImage && m_pLowAmmoImage->IsVisible() == true )
{
float flPercent = ( flMaxAmount - flCurrentAmount ) / flMaxAmount;
float nLowAmmoPosAdj = hud_low_ammo_warning_max_pos_adjust.GetFloat();
int nPosAdj = RoundFloatToInt( flPercent * nLowAmmoPosAdj );
int nSizeAdj = 2 * nPosAdj;
m_pLowAmmoImage->SetBounds( m_nLowAmmoImageOrigX - nPosAdj,
m_nLowAmmoImageOrigY - nPosAdj,
m_nLowAmmoImageOrigW + nSizeAdj,
m_nLowAmmoImageOrigH + nSizeAdj );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::HideLowAmmoIndicator( void )
{
if ( m_pLowAmmoImage && m_pLowAmmoImage->IsVisible() == true )
{
m_pLowAmmoImage->SetBounds( m_nLowAmmoImageOrigX, m_nLowAmmoImageOrigY, m_nLowAmmoImageOrigW, m_nLowAmmoImageOrigH );
m_pLowAmmoImage->SetVisible( false );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudLowAmmoPulseStop" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Get ammo info from the weapon and update the displays.
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::OnThink()
{
// Get the player and active weapon.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( m_flNextThink < gpGlobals->curtime )
{
hudlcd->SetGlobalStat( "(weapon_print_name)", pWeapon ? pWeapon->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", pWeapon ? pWeapon->GetName() : " " );
if ( !pPlayer || !pWeapon || !pWeapon->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
// turn off our ammo counts
UpdateAmmoLabels( false, false, false );
// hide low ammo indicator since it is not applicable
HideLowAmmoIndicator();
m_nAmmo = -1;
m_nAmmo2 = -1;
}
else
{
// Get the ammo in our clip.
int nAmmo1 = pWeapon->Clip1();
int nAmmo2 = 0;
// Clip ammo not used, get total ammo count.
if ( nAmmo1 < 0 )
{
nAmmo1 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
}
// Clip ammo, so the second ammo is the total ammo.
else
{
nAmmo2 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", nAmmo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", nAmmo2 ) );
if ( m_nAmmo != nAmmo1 || m_nAmmo2 != nAmmo2 || m_hCurrentActiveWeapon.Get() != pWeapon )
{
m_nAmmo = nAmmo1;
m_nAmmo2 = nAmmo2;
m_hCurrentActiveWeapon = pWeapon;
if ( m_hCurrentActiveWeapon.Get()->UsesClipsForAmmo1() )
{
UpdateAmmoLabels( true, true, false );
SetDialogVariable( "Ammo", m_nAmmo );
SetDialogVariable( "AmmoInReserve", m_nAmmo2 );
}
else
{
UpdateAmmoLabels( false, false, true );
SetDialogVariable( "Ammo", m_nAmmo );
}
}
// low ammo warning
int nTotalAmmo = nAmmo1 + nAmmo2;
int nMaxTotalAmmo = ((CTFPlayer*)pPlayer)->GetMaxAmmo( pWeapon->GetPrimaryAmmoType() );
// include ammount in the current clip as well
if ( pWeapon->GetMaxClip1() > 0 )
{
nMaxTotalAmmo += pWeapon->GetMaxClip1();
}
float flWarningAmmoThreshold = (float)nMaxTotalAmmo * hud_low_ammo_warning_threshold.GetFloat();
if ( nTotalAmmo < RoundFloatToInt( flWarningAmmoThreshold ) )
{
ShowLowAmmoIndicator();
SizeLowAmmoIndicator( (float)nTotalAmmo, flWarningAmmoThreshold );
}
else
{
HideLowAmmoIndicator();
}
}
m_flNextThink = gpGlobals->curtime + 0.1f;
}
}