NicePack/sources/GUI/NiceInteraction.uc

564 lines
21 KiB
Ucode

class NiceInteraction extends Interaction
dependson(NicePack)
dependson(NiceAbilityManager);
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=KillingFloor2HUD.utx
var NicePack NicePackMutator;
var Material bleedIcon, poisonIcon;
var Texture greenBar, redBar;
var Texture shield;
var float size;
// Weapon box sizes
var float InventoryBoxWidth;
var float InventoryBoxHeight;
var float BorderSize;
// weapons list for `MultiTasker` skill
struct WeaponProgressDisplay
{
var class<NiceWeapon> weapClass;
var float progress;
var bool bShowCounter;
var int counter;
};
var array<WeaponProgressDisplay> niceWeapProgressSet;
event NotifyLevelChange()
{
Master.RemoveInteraction(self);
}
function RegisterMutator(NicePack activePack)
{
NicePackMutator = activePack;
}
final private function bool bIsPoisoned(NiceHumanPawn pwn)
{
local Inventory I;
if (pwn.Inventory != none)
{
for (I = pwn.Inventory; I != none; I = I.Inventory)
{
if (I.IsA('MeanPoisonInventory'))
return true;
}
}
return false;
}
final private function bool bIsBleeding(NiceHumanPawn pwn)
{
local Inventory I;
if (pwn.Inventory != none)
{
for (I = pwn.Inventory; I != none; I = I.Inventory)
{
if (I.IsA('MeanBleedInventory'))
return true;
}
}
return false;
}
final private function UpdateNiceWeapProgressSet(NiceHumanPawn pwn)
{
local Inventory I;
local NiceWeapon niceWeap;
local WeaponProgressDisplay newProgress;
// clean this!
niceWeapProgressSet.Length = 0;
if (pwn.Inventory != none)
{
for (I = pwn.Inventory; I != none; I = I.Inventory)
{
niceWeap = NiceWeapon(I);
if (niceWeap != none && niceWeap != pwn.weapon && !niceWeap.IsMagazineFull())
{
newProgress.weapClass = niceWeap.class;
newProgress.progress = niceWeap.holsteredCompletition;
newProgress.bShowCounter = true;
newProgress.counter = niceWeap.GetMagazineAmmo();
niceWeapProgressSet[niceWeapProgressSet.Length] = newProgress;
}
}
}
}
function PostRender(Canvas C)
{
local int i;
local NicePack niceMutator;
local NiceHumanPawn nicePawn;
local class<NiceVeterancyTypes> niceVet;
local NiceWeapon niceWeap;
local NicePlayerController nicePlayer;
local ScrnHUD scrnHUDInstance;
// TODO maybe use scrnhud?
// local HUDKillingFloor kfHud;
local Texture barTexture;
local int x, y, center, barWidth, offset;
local int missesWidth, missesHeight, missesSpace;
local int missesX, missesY;
local TeamInfo team;
local int healthToGive, totalExpectedHealth;
local float textWidth, textHeight;
local string textToDraw;
// local Vector CamPos, ViewDir;
// local Rotator CamRot;
// local float OffsetX, BarLength, BarHeight, XL, YL, posY;
if (C == none || C.ViewPort == none || C.ViewPort.Actor == none || C.ViewPort.Actor.Pawn == none)
return;
nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
niceWeap = NiceWeapon(C.ViewPort.Actor.Pawn.Weapon);
if (nicePlayer == none)
return;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
//// Draw bleed and poison icons for OWNER
offset = 4;
// BLEED!!!
if (bIsBleeding(nicePawn))
{
x = C.ClipX * 0.007;
y = C.ClipY * 0.93 - size * offset;
C.SetPos(x, y);
C.DrawTile(bleedIcon, size, size, 0, 0, bleedIcon.MaterialUSize(), bleedIcon.MaterialVSize());
}
offset++;
// POISON!!!
if (bIsPoisoned(nicePawn))
{
x = C.ClipX * 0.007;
y = C.ClipY * 0.93 - size * offset;
C.SetPos(x, y);
C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize());
}
// TODO draw bleed and poison icons for TEAMMATES
// C.GetCAmeraLocation(CamPos, CamRot);
// ViewDir = vector(CamRot);
// kfHud = HUDKillingFloor(ViewportOwner.Actor.myHUD);
// OffsetX = (36.f * kfHud.default.VeterancyMatScaleFactor * 0.6) - (kfHud.default.HealthIconSize + 2.0);
// BarLength = FMin(kfHud.default.BarLength * (float(C.SizeX) / 1024.f), kfHud.default.BarLength);
// BarHeight = FMin(kfHud.default.BarHeight * (float(C.SizeX) / 1024.f), kfHud.default.BarHeight);
// for (i = 0; i < kfHUD.PlayerInfoPawns.Length; i++)
// {
// if (kfHUD.PlayerInfoPawns[i].Pawn != none && kfHUD.PlayerInfoPawns[i].Pawn.Health > 0 &&
// (kfHUD.PlayerInfoPawns[i].Pawn.Location - kfHUD.PawnOwner.Location) dot ViewDir > 0.8 &&
// kfHUD.PlayerInfoPawns[i].RendTime > ViewportOwner.Actor.Level.TimeSeconds)
// {
// C.StrLen(Left(kfHUD.PlayerInfoPawns[i].Pawn.PlayerReplicationInfo.PlayerName, 16), XL, YL);
// if (kfHUD.PlayerInfoPawns[i].Pawn.ShieldStrength <= 0)
// {
// posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 2.75 * BarHeight -
// kfHUD.default.ArmorIconSize * 0.5;
// }
// else
// {
// posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 3.8 * BarHeight -
// kfHUD.default.ArmorIconSize * 0.5;
// }
// offset = 0;
// if (bIsBleeding(ScrnHumanPawn(kfHUD.PlayerInfoPawns[i].Pawn)))
// {
// C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX - 0.15 * BarLength -
// kfHUD.default.ArmorIconSize - 2.0, posY);
// C.DrawTileScaled(bleedIcon, 0.1875, 0.1875);
// }
// if (bIsPoisoned(ScrnHumanPawn(kfHUD.PlayerInfoPawns[i].Pawn)))
// {
// C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX + 0.15 * BarLength -
// kfHUD.default.ArmorIconSize - 2.0, posY);
// C.DrawTileScaled(poisonIcon, 0.1875, 0.1875);
// }
// }
// }
//// Draw weapons progress bars
// at first update weapon info
UpdateNiceWeapProgressSet(nicePawn);
if (nicePawn != none && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker')
&& nicePlayer.bFlagDisplayWeaponProgress && niceWeapProgressSet.length > 0)
{
x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceWeapProgressSet.Length;
for (i = 0; i < niceWeapProgressSet.Length; i++)
{
DrawWeaponProgress(C, niceWeapProgressSet[i], x, y, nicePawn.PlayerReplicationInfo.Team);
y += (InventoryBoxHeight * C.ClipX + 4);
}
}
scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
if (niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none)
{
C.ColorModulate.X = 1;
C.ColorModulate.Y = 1;
C.ColorModulate.Z = 1;
C.ColorModulate.W = scrnHUDInstance.HudOpacity / 255;
if (!scrnHUDInstance.bLightHud)
scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsBG);
scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsIcon);
scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge;
scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
}
//// Draw invincibility bar
if (nicePawn != none && nicePawn.invincibilityTimer != 0.0)
{
C.SetDrawColor(255, 255, 255);
if (nicePawn.invincibilityTimer > 0)
barTexture = greenBar;
else
barTexture = redBar;
center = C.ClipX * 0.5;
y = C.ClipY * 0.75;
barWidth = C.ClipX * 0.2;
niceVet = class'NiceVeterancyTypes'.static.
GetVeterancy(nicePawn.PlayerReplicationInfo);
if (niceVet != none)
{
if (nicePawn.invincibilityTimer > 0)
barWidth *= nicePawn.invincibilityTimer / niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI);
else
barWidth *= nicePawn.invincibilityTimer / class'NiceSkillZerkGunzerker'.default.cooldown;
}
else
barWidth = 0;
x = center - (barWidth / 2);
C.SetPos(x, y);
C.DrawTile(barTexture, barWidth, 32, 0, 0, barTexture.MaterialUSize(), barTexture.MaterialVSize());
if (nicePawn.safeMeleeMisses > 0)
{
missesSpace = 10; // 64x64 => 16x16
missesHeight = 16;
missesWidth = nicePawn.safeMeleeMisses * 16 + (nicePawn.safeMeleeMisses - 1) * missesSpace;
missesX = center - (missesWidth / 2);
missesY = y + (32 - missesHeight) * 0.5;
for (i = 0; i < nicePawn.safeMeleeMisses; i++)
{
C.SetPos(missesX + i * (16 + missesSpace), missesY);
C.DrawTile(shield, 16, 16, 0, 0, shield.MaterialUSize(), shield.MaterialVSize());
}
}
}
//// Draw quad damage bar
if (nicePawn != none && nicePawn.quadDamageRemaining > 0.0)
{
C.SetDrawColor(255, 255, 255);
barTexture = redBar;
center = C.ClipX * 0.5;
y = C.ClipY * 0.45;
barWidth = C.ClipX * 0.2;
barWidth *= nicePawn.quadDamageRemaining / class'NiceSkillEnforcerBruteA'.default.maximumDamageAdded;
x = center - (barWidth / 2);
C.SetPos(x, y);
Log("DRAWING" @ x @ y @ barWidth);
C.DrawTile(barTexture, barWidth, 32, 0, 0, barTexture.MaterialUSize(), barTexture.MaterialVSize());
}//native(466) final function DrawTile( material Mat, float XL, float YL, float U, float V, float UL, float VL );
team = C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team;
//// Draw health still in regen timer
healthToGive = ScrnHumanPawn(C.ViewPort.Actor.Pawn).clientHealthToGive;
if (healthToGive > 0) {
totalExpectedHealth = healthToGive + C.ViewPort.Actor.Pawn.health;;
C.Font = class'ROHUD'.Static.LoadSmallFontStatic(3);
if (totalExpectedHealth >= C.ViewPort.Actor.Pawn.healthMax) {
if(team.teamIndex == 0) {
C.SetDrawColor(255, 64, 64);
}
else {
C.SetDrawColor(
team.teamColor.R,
team.teamColor.G,
team.teamColor.B);
}
}
else {
C.SetDrawColor(128, 128, 128);
}
textToDraw = "+" $ healthToGive;
C.TextSize(textToDraw, textWidth, textHeight);
C.SetPos(C.ClipX * 0.05, C.ClipY * 0.9);
C.DrawText(textToDraw);
}
//// Draw cooldowns
if (nicePlayer.abilityManager == none)
return;
for (i = 0; i < nicePlayer.abilityManager.currentAbilitiesAmount; i++)
DrawAbilityCooldown(C, i);
//// Draw counters
niceMutator = class'NicePack'.static.Myself(nicePawn.Level);
if (niceMutator != none && nicePlayer != none && nicePlayer.bFlagDisplayCounters)
{
x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
y = C.ClipY * 0.01;
for (i = 0; i < niceMutator.niceCounterSet.Length; i++)
{
if (niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue)
{
DrawCounter(C, niceMutator.niceCounterSet[i], x, y, team);
x += 128 + 4;
}
}
}
}
function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
local float borderSpace;
local Texture textureToDraw;
local float textWidth, textHeight;
local string textToDraw;
// Some per-defined values for drawing
local int iconSize, backgroundWidth, backgroundHeight;
// Fill some constants that will dictate how to display counter
iconSize = 64;
backgroundWidth = 128;
backgroundHeight = 64;
borderSpace = 8;
// Reset color
if(team.teamIndex == 0)
C.SetDrawColor(255, 64, 64);
else
C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
// Draw background
C.SetPos(x, y);
textureToDraw = Texture(class'HUDKillingFloor'.default.HealthBG.WidgetTexture);
C.DrawTile(textureToDraw, 128, 64, 0, 0, textureToDraw.MaterialUSize(), textureToDraw.MaterialVSize());
// Draw appropriate icon
C.SetPos(x + borderSpace, y + borderSpace);
textureToDraw = counter.icon;
C.DrawTile(textureToDraw, 64 - 2*borderSpace, 64 - 2 * borderSpace, 0, 0,
textureToDraw.MaterialUSize(), textureToDraw.MaterialVSize());
// Draw numbers
textToDraw = string(counter.value);
C.Font = class'ROHUD'.Static.LoadSmallFontStatic(1);
C.TextSize(textToDraw, textWidth, textHeight);
C.SetPos(x + iconSize + (backgroundWidth - iconSize - textWidth) / 2, y + (backgroundHeight - textHeight) / 2 + 2);
C.DrawText(textToDraw);
}
function DrawAbilityCooldown(Canvas C, int abilityIndex){
local Texture skillTexture, backgroundTexture;
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
local class<NiceVeterancyTypes> niceVet;
local int x, y;
local string textToDraw;
local float textWidth, textHeight;
local NiceAbilityManager.EAbilityState abilityState;
if(C == none) return;
if(C.ViewPort == none) return;
if(C.ViewPort.Actor == none) return;
nicePawn = NiceHumanPawn(C.ViewPort.Actor.Pawn);
nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
if(nicePawn == none)
return;
if(nicePlayer == none || nicePlayer.abilityManager == none)
return;
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePawn.KFPRI);
skillTexture =
nicePlayer.abilityManager.currentAbilities[abilityIndex].
description.icon;
if(skillTexture == none)
return;
// Set stuff up
x = C.ClipX * 0.265;
x += abilityIndex * (10 + 64);
y = C.ClipY * 0.93;
textToDraw = string(int(Ceil(nicePlayer.abilityManager.currentAbilities[abilityIndex].cooldown)));
backgroundTexture = Texture'KillingFloorHUD.HUD.Hud_Box_128x64';
// Reset color
C.SetDrawColor(255, 64, 64);
// Draw background
C.SetPos(x, y);
C.DrawTile(backgroundTexture, 64, 64, 0, 0, backgroundTexture.MaterialUSize(), backgroundTexture.MaterialVSize());
C.SetPos(x, y);
C.DrawTile(skillTexture, 64, 64, 0, 0, skillTexture.MaterialUSize(), skillTexture.MaterialVSize());
// Draw additional background
abilityState =
nicePlayer.abilityManager.currentAbilities[abilityIndex].myState;
if(abilityState == ASTATE_ACTIVE)
C.SetDrawColor(255, 0, 0, 128);
if(abilityState == ASTATE_COOLDOWN)
C.SetDrawColor(0, 0, 0, 192);
if(abilityState != ASTATE_READY){
C.SetPos(x, y);
C.DrawTileStretched(Material'KillingFloorHUD.HUD.WhiteTexture', 64, 64);
}
// Draw cooldown stuff
if(abilityState == ASTATE_COOLDOWN){
C.SetDrawColor(255, 192, 192);
C.Font = class'ROHUD'.static.LoadSmallFontStatic(1);
C.TextSize(textToDraw, textWidth, textHeight);
C.SetPos(x, y);
C.SetPos(x + (64 - textWidth) / 2, y + (64 - textHeight) / 2 + 2);
C.DrawText(textToDraw);
}
// Draw calibration GUI
DrawCalibrationStars(C);
}
function DrawCalibrationStars(Canvas C){
local Texture starTexture;
local int x, y, i;
local int starsAmount;
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
if(C == none) return;
if(C.ViewPort == none) return;
if(C.ViewPort.Actor == none) return;
nicePawn = NiceHumanPawn(C.ViewPort.Actor.Pawn);
if(nicePawn == none)
return;
if(nicePawn.currentCalibrationState == CALSTATE_NOABILITY)
return;
nicePlayer = NicePlayerController(nicePawn.controller);
if(nicePlayer == none)
return;
starsAmount = nicePawn.calibrationScore;
x = C.ClipX * 0.5;
x -= 0.5 * (starsAmount * 32 + (starsAmount - 1) * 16);
if(nicePawn.currentCalibrationState == CALSTATE_ACTIVE)
y = C.ClipY * 0.6;
else
y = C.ClipY * 0.02;
starTexture = Texture'KillingFloorHUD.HUD.Hud_Perk_Star';
for(i = 0;i < starsAmount;i ++){
C.SetPos(x, y);
C.SetDrawColor(255, 255, 255);
C.DrawTile(starTexture, 32, 32, 0, 0, starTexture.MaterialUSize(), starTexture.MaterialVSize());
x += 32 + 16;
}
}
function DrawWeaponProgress(Canvas C, WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team)
{
local float textWidth, textHeight;
local string textToDraw;
local float TempWidth, TempHeight, TempBorder;
TempWidth = InventoryBoxWidth * C.ClipX;
TempHeight = InventoryBoxHeight * C.ClipX;
TempBorder = BorderSize * C.ClipX;
// Draw background bar
if (team.teamIndex == 0)
C.SetDrawColor(255, 64, 64, 64);
else
C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B, 64);
C.SetPos(x, y);
C.DrawTile(Texture'Engine.WhiteSquareTexture', TempWidth * weapProgress.progress, TempHeight, 0, 0, 2, 2);
// Draw this item's Background
if(team.teamIndex == 0)
C.SetDrawColor(255, 64, 64);
else
C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
C.SetPos(x, y);
C.DrawTileStretched(Texture'KillingFloorHUD.HUD.HUD_Rectangel_W_Stroke', TempWidth, TempHeight);
// Draw the Weapon's Icon over the Background
C.SetDrawColor(255, 255, 255);
C.SetPos(x + TempBorder, y + TempBorder);
if(weapProgress.weapClass.default.HudImage != none)
C.DrawTile(weapProgress.weapClass.default.HudImage,
TempWidth - (2.0 * TempBorder), TempHeight - (2.0 * TempBorder), 0, 0, 256, 192);
// Draw counter, if needed
if(team.teamIndex == 0)
C.SetDrawColor(255, 64, 64);
else
C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
if(weapProgress.bShowCounter)
{
textToDraw = string(weapProgress.counter);
C.Font = class'ROHUD'.Static.LoadSmallFontStatic(5);
C.TextSize(textToDraw, textWidth, textHeight);
C.SetPos(x + TempWidth - TempBorder - textWidth, y + TempHeight - TempBorder - textHeight + 2);
C.DrawText(textToDraw);
}
}
function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta)
{
local bool bNeedsReload;
local string Alias, LeftPart, RigthPart;
local NiceWeapon niceWeap;
local NicePlayerController nicePlayer;
// Find controller and current weapon
nicePlayer = NicePlayerController(ViewportOwner.Actor);
if (nicePlayer == none)
return false;
if (nicePlayer.Pawn != none)
niceWeap = NiceWeapon(nicePlayer.Pawn.Weapon);
// If this is a button press - detect alias
if (Action == IST_Press)
{
// Check for reload command
Alias = nicePlayer.ConsoleCommand("KEYBINDING" @ nicePlayer.ConsoleCommand("KEYNAME" @ Key));
if (nicePlayer.bAdvReloadCheck)
bNeedsReload = InStr(Caps(Alias), "RELOADMENOW") > -1 || InStr(Caps(Alias), "RELOADWEAPON") > -1;
if (Divide(Alias, " ", LeftPart, RigthPart))
Alias = LeftPart;
if (Key == IK_MouseWheelUp || Key == IK_MouseWheelDown)
{
nicePlayer.UpdateSelectors();
if (nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement)
{
nicePlayer.ScrollSelector(0, nicePlayer.bMouseWheelLoops, Key == IK_MouseWheelUp);
return true;
}
}
}
// Open trader on movement if it's a pre-game
if (NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none)
{
if (Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight"
|| Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis")
{
// nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
nicePlayer.ShowBuyMenu("Initial trader", KFHumanPawn(nicePlayer.Pawn).MaxCarryWeight);
nicePlayer.bOpenedInitTrader = true;
return true;
}
}
// Reload if we've detected a reload alias in this button's command
if (niceWeap != none && !nicePlayer.bUseServerReload &&
(bNeedsReload || Alias ~= "ReloadMeNow" || Alias ~= "ReloadWeapon"))
niceWeap.ClientReloadMeNow();
return false;
}
defaultproperties
{
bleedIcon=Texture'NicePackT.MeanZeds.bleedIcon'
poisonIcon=Texture'NicePackT.MeanZeds.poisonIcon'
greenBar=Texture'KFStoryGame_Tex.HUD.Batter_Fill'
redBar=Texture'KFStoryGame_Tex.HUD.BarFill_Red'
Shield=Texture'KillingFloorHUD.HUD.Hud_Shield'
Size=75.599998
InventoryBoxWidth=0.100000
InventoryBoxHeight=0.075000
BorderSize=0.005000
bVisible=True
}