nuclide/cstrike/src/client/hud_weaponselect.qc

229 lines
5.9 KiB
Plaintext

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
vector g_vecHUDNums[6] =
{
[168 / 256, 72 / 256],
[188 / 256, 72 / 256],
[208 / 256, 72 / 256],
[168 / 256, 92 / 256],
[188 / 256, 92 / 256],
[208 / 256, 92 / 256]
};
void
HUD_DrawWeaponSelect_Forward(void)
{
player pl = (player)pSeat->m_ePlayer;
if (!pl.activeweapon) {
return;
}
if (pSeat->m_flHUDWeaponSelectTime < time) {
pSeat->m_iHUDWeaponSelected = pl.activeweapon;
sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
} else {
sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
pSeat->m_iHUDWeaponSelected--;
if (pSeat->m_iHUDWeaponSelected <= 0) {
pSeat->m_iHUDWeaponSelected = g_weapons.length - 1;
}
}
pSeat->m_flHUDWeaponSelectTime = time + 3;
if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) {
HUD_DrawWeaponSelect_Forward();
}
}
void
HUD_DrawWeaponSelect_Back(void)
{
player pl = (player)pSeat->m_ePlayer;
if (!pl.activeweapon) {
return;
}
if (pSeat->m_flHUDWeaponSelectTime < time) {
pSeat->m_iHUDWeaponSelected = pl.activeweapon;
sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
} else {
sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
pSeat->m_iHUDWeaponSelected++;
if (pSeat->m_iHUDWeaponSelected >= g_weapons.length) {
pSeat->m_iHUDWeaponSelected = 1;
}
}
pSeat->m_flHUDWeaponSelectTime = time + 3;
if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) {
HUD_DrawWeaponSelect_Back();
}
}
void
HUD_DrawWeaponSelect_Trigger(void)
{
player pl = (player)pSeat->m_ePlayer;
pl.activeweapon = pSeat->m_iHUDWeaponSelected;
sendevent("PlayerSwitchWeapon", "i", pSeat->m_iHUDWeaponSelected);
sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_select.wav", 0.5f, ATTN_NONE);
pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0;
}
void
HUD_DrawWeaponSelect_Last(void)
{
player pl = (player)pSeat->m_ePlayer;
if (pl.g_items & g_weapons[pSeat->m_iOldWeapon].id) {
pl.activeweapon = pSeat->m_iOldWeapon;
sendevent("PlayerSwitchWeapon", "i", pSeat->m_iOldWeapon);
}
}
void
HUD_DrawWeaponSelect_Num(vector vecPos, int val)
{
drawsubpic(vecPos, [20,20], g_hud7_spr, g_vecHUDNums[val], [20/256, 20/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
int
HUD_InSlotPos(int slot, int pos)
{
player pl = (player)pSeat->m_ePlayer;
for (int i = 1; i < g_weapons.length; i++) {
if (g_weapons[i].slot == slot && g_weapons[i].slot_pos == pos) {
if (pl.g_items & g_weapons[i].id) {
return i;
} else {
return -1;
}
}
}
return -1;
}
void
HUD_SlotSelect(int slot)
{
player pl = (player)pSeat->m_ePlayer;
int curslot = g_weapons[pSeat->m_iHUDWeaponSelected].slot;
int i;
if (g_textmenu != "") {
Textmenu_Input(slot);
return;
}
/* hack to see if we have ANY weapons at all. */
if (!pl.activeweapon) {
return;
}
if (pSeat->m_flHUDWeaponSelectTime < time) {
sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
} else {
sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
}
/* weren't in that slot? select the first one then */
if (curslot != slot) {
for (i = 1; i < g_weapons.length; i++) {
if (g_weapons[i].slot == slot && pl.g_items & g_weapons[i].id) {
pSeat->m_iHUDWeaponSelected = i;
pSeat->m_flHUDWeaponSelectTime = time + 3;
break;
}
}
} else {
int first = -1;
for (i = 1; i < g_weapons.length; i++) {
if (g_weapons[i].slot == slot && pl.g_items & g_weapons[i].id) {
if (i < pSeat->m_iHUDWeaponSelected && first == -1) {
first = i;
} else if (i > pSeat->m_iHUDWeaponSelected) {
first = -1;
pSeat->m_iHUDWeaponSelected = i;
pSeat->m_flHUDWeaponSelectTime = time + 3;
break;
}
}
}
if (first > 0) {
pSeat->m_iHUDWeaponSelected = first;
pSeat->m_flHUDWeaponSelectTime = time + 3;
}
}
}
void
HUD_DrawWeaponSelect(void)
{
player pl = (player)pSeat->m_ePlayer;
if (!pl.activeweapon) {
return;
}
if (pSeat->m_flHUDWeaponSelectTime < time) {
if (pSeat->m_iHUDWeaponSelected) {
sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudoff.wav", 0.5, ATTN_NONE);
pSeat->m_iHUDWeaponSelected = 0;
}
return;
}
vector vecPos = g_hudmins + [16,16];
int b;
int wantslot = g_weapons[pSeat->m_iHUDWeaponSelected].slot;
int wantpos = g_weapons[pSeat->m_iHUDWeaponSelected].slot_pos;
for (int i = 0; i < 5; i++) {
int slot_selected = 0;
vecPos[1] = g_hudmins[1] + 16;
HUD_DrawWeaponSelect_Num(vecPos, i);
vecPos[1] += 20;
for (int x = 0; x < 32; x++) {
if (i == wantslot) {
slot_selected = TRUE;
if (x == wantpos) {
// Selected Sprite
Weapons_HUDPic(pSeat->m_iHUDWeaponSelected, 1, vecPos, 1.0f);
drawsubpic(vecPos, [170,45], g_hud3_spr,
[0,180/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
vecPos[1] += 50;
} else if ((b=HUD_InSlotPos(i, x)) != -1) {
// Unselected Sprite
Weapons_HUDPic(b, 0, vecPos, 1.0f);
vecPos[1] += 50;
}
} else if (HUD_InSlotPos(i, x) != -1) {
HUD_DrawWeaponSelect_Num(vecPos, 5);
vecPos[1] += 25;
}
}
if (slot_selected == TRUE) {
vecPos[0] += 175;
} else {
vecPos[0] += 25;
}
}
}