SpatialFear.SFSelectWeaponBelt

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//=============================================================================
// Spatial Fear
// Name: SFSelectWeaponBelt
// Description: Collection of item slot windows, that possible weapons for a
//				weapon upgrade
//
// Author: Markus Nuebel
//=============================================================================


///////////////////////
class SFSelectWeaponBelt extends SFWindow;

var int		m_nNumberOfIcons; // Number of icons that the belt can show, depending on it's size.
var int		m_nNumberOfItems; // Number of items in the belt. Can be more than the belt can show. You need to scroll.
var int		m_nSelected; // Index of the currently selected slot
var int		m_nSelectionSlot; // Index that shows up the selected item. Normally this is the mid slot of the belt, but you can place it everywhere.
var float	m_fSelectionSlotOffset; // Offset in X dimension of selection slot;
var int		m_nIconSize; // Dimension of Icon (texture)
var int		m_nIconDisplaySize; // Dimension of Icon (display)
var int		m_nIconBorder; // Border size between icons. Size for one side ONLY!
var float	m_fCountdown; // Number of seconds before automatically closing the belt window. Default: 5 secs.

var SFItemSlot	m_arSlots[9]; // Array of slot icons
var SFPickup	m_oWeaponUpgrade;	// The upgrade, that has opened the window
var bool		m_bLaserSightUpgrade; // Is this the laser sight or the energy booster upgrade.


// All initialization stuff
simulated function init(float fHUDScale, int X, int Y, int nWidth, int nHeight, optional Pawn Owner, optional string strText, optional SFWindow wndParent)
{
	// Call to base class
	Super.init(fHUDScale, X, Y, nWidth, nHeight, Owner, strText, wndParent);

	// Special belt inits
	m_nNumberOfIcons		= m_nWidth/(m_nIconDisplaySize+m_nIconBorder);
	m_nSelectionSlot		= (m_nNumberOfIcons-1)/2;
	m_nSelected				= -1;
	m_nNumberOfItems		= 0;
	//class'SFUtils'.static.sfLogEx(15, "SFSelectWeaponBelt - init: NumberOfIcons " $ m_nNumberOfIcons $ " SelectionSlot: " $ m_nSelectionSlot $ " X: " $ m_XCur $ " Y: " $ m_YCur $ " Width " $ m_nWidth $ " Height: " $ m_nHeight   );

}

// Populates the belt by cheching the inventory for applicable weapons
simulated function queryInventory()
{
	local SFPlayer	oPlayer;
	local Inventory oInv;
	local bool		bFound;

	// Some inits
	oPlayer	= SFPlayer(m_oWeaponUpgrade.Owner);
	if(None == oPlayer)
		return;

	bFound=false;
	// Clear the thing up
	reset();

	// Check the players inventory
	for ( oInv=oPlayer.Inventory; oInv!=None; oInv=oInv.Inventory )
	{
		if(oInv.IsA('SFWeapon'))
		{
			if(m_bLaserSightUpgrade)
			{
				if(SFWeapon(oInv).bCanUpgradeLaserSight)
				{
					bFound=true;
					insert(SFWeapon(oInv));
				}
			}
			else
			{
				if(SFWeapon(oInv).bCanUpgradeEnergyBooster)
				{
					bFound=true;
					insert(SFWeapon(oInv));
				}
			}
		}
	}

	if(!bFound)
		hide();
}

// Overwrite of show, to set the inventory open flag for the player pawn
simulated function show()
{
	// Get the qualified weapons
	queryInventory();

	// Call to base class
	Super.show();

	SFPlayer(m_oPawnOwner).m_bWeaponSelectOpen=true;

	// Make the selection blinking
	if(-1 != m_nSelected)
		m_arSlots[m_nSelected].select();
}

// Cleanup
simulated function terminate()
{
	local int i;

	// Call to base class
	Super.terminate();

	// Cleanup slot array
	for(i=0; i<m_nNumberOfItems; i++)
		m_arSlots[i] = None;

}

// Resets the belt, called before new population
simulated function reset()
{
	local int i;

	// Free references
	// Cleanup slot array
	for(i=0; i<m_nNumberOfItems; i++)
		m_arSlots[i] = None;

	// Rest counters
	m_nSelected				= -1;
	m_nNumberOfItems		= 0;
}

// Selects the next item
simulated function nextItem()
{
	// if not visible activate on first keypress
	if(!isVisible())
	{
		show();
		return;		// Do not modify current selection on first keypress
	}

	if(m_nSelected<m_nNumberOfItems-1)
	{
		m_arSlots[m_nSelected].deselect();
		m_nSelected++;
		m_arSlots[m_nSelected].select();
	}

	//class'SFUtils'.static.sfLogEx(15, "SFSelectWeaponBelt - nextItem: Selecting " $ m_nSelected);
}

// Selects the previous item
simulated function prevItem()
{
	// if not visible activate on first keypress
	if(!isVisible())
	{
		show();
		return;		// Do not modify current selection on first keypress
	}

	if(m_nSelected>0)
	{
		m_arSlots[m_nSelected].deselect();
		m_nSelected--;
		m_arSlots[m_nSelected].select();
	}

	//class'SFUtils'.static.sfLogEx(15, "SFSelectWeaponBelt - prevItem: Selecting " $ m_nSelected);
}

// Upgrades the currently selected weapon and
// disposes the window
simulated function upgradeWeapon()
{
	// Check for valid selection
	if(-1 != m_nSelected)
	{
		// Upgrade the weapon
		if(m_bLaserSightUpgrade)
			m_arSlots[m_nSelected].m_weapon.upgradeLaserSight();
		else
			m_arSlots[m_nSelected].m_weapon.upgradeEnergyBooster(m_oWeaponUpgrade.fUpgradeAmount);
	}

	// Reset player pawn flag
	SFPlayer(m_oPawnOwner).m_bWeaponSelectOpen=false;
	hide();
}

// Removes an item from the belt
simulated function bool removeItem(SFPickup item)
{
	local int i, nSlot;

	// Some inits
	nSlot = -1;

	// First find the item
	for(i=0; i<m_nNumberOfItems; i++)
	{
		// Check matching and early out
		if(m_arSlots[i].m_item.class == item.class)
		{
			nSlot = i;
			//class'SFUtils'.static.sfLogEx(5, "SFSelectWeaponBelt - removeItem: Item" $ item.class $ " found in belt." );
		}
	}

	if(-1 == nSlot)
		return true;

	// Kick it out
	m_arSlots[nSlot] = None;

	// Rebuild belt
	for(i=nSlot; i<m_nNumberOfItems-1; i++)
		m_arSlots[i] = m_arSlots[i+1];

	// Clear the last (now free) entry
	m_arSlots[m_nNumberOfItems-1] = None;

	// Decrease belt size
	m_nNumberOfItems--;

	// Reset the current selection
	if(m_nSelected >0)
		m_nSelected--;

	return true;

}


// Checks, if the weapon is already possesed
simulated function bool findWeapon(SFWeapon oWeapon)
{
	local int i;

	// FIXME: just for testing, everything is accepted
	return false;

	return findActor(oWeapon);
}

// Checks, if the item is already possesed
simulated function bool findItem(SFPickup item)
{
	local int i;

	// FIXME: just for testing, everything is accepted
	return false;

	return findActor(item);
}

// Checks, if the actor is already possesed
simulated function bool findActor(Actor oActor)
{
	local int i;


	for(i=0; i<m_nNumberOfItems; i++)
	{
		// Check matching and early out
		if(m_arSlots[i].m_item.class == oActor.class)
		{
			return true;
		}
	}

	// Not Found
	return false;
}

// Inserts a new item into the belt
simulated function bool insert(SFWeapon oWeapon)
{
	// Check for maximum belt capacity
	if(m_nNumberOfItems >= 9)
		return false;

	// Check, if already equipped
	if(findWeapon(oWeapon))
		return false;

	// Insert item
	m_arSlots[m_nNumberOfItems] = m_oPawnOwner.Spawn(class'SFItemSlot');
	m_arSlots[m_nNumberOfItems].insertWeapon(m_nNumberOfIcons, oWeapon);
	m_arSlots[m_nNumberOfItems].init(m_fHUDScale, m_XCur, m_YCur, m_nIconSize, m_nIconSize, m_oPawnOwner);
	m_arSlots[m_nNumberOfItems].setParent(Self);

	// If window is currently visible, show the item icon
	if(isVisible())
		m_arSlots[m_nNumberOfItems].show();

	// First item will automatically be selected
	if(0 == m_nNumberOfItems)
	{
		m_arSlots[m_nNumberOfItems].select();
		m_nSelected = 0;
	}

	// Increment item count
	m_nNumberOfItems++;

	return true;
}

// Recalculates the icons positions based on the currently selected item
simulated function recalcPositions()
{
	local int	i, x, y;
	local int	nOffset;
	local float	fIconOffset;

	m_fSelectionSlotOffset	= m_nSelectionSlot*(m_nIconDisplaySize+m_nIconBorder);

	for(i=0; i<m_nNumberOfItems; i++)
	{
		// Offset to selection slot
		nOffset	= i - m_nSelected;
		if(nOffset < -m_nSelectionSlot)
		{
			m_arSlots[i].hide();
		}
		else if(nOffset > m_nSelectionSlot)
		{
			m_arSlots[i].hide();
		}
		else
		{
			// Otherwise calculat the new position
			x			= m_XCur + nOffset*(m_nIconDisplaySize+m_nIconBorder)+ m_fSelectionSlotOffset;
			y			= m_YCur;
			m_arSlots[i].setPos(x, y);
			if(!m_arSlots[i].isVisible())
				m_arSlots[i].show();
		}
	}
}

// Overwritten here to display the single item slots
simulated function renderBackground(Canvas C)
{
	local int	i;

	// Call to base class
	Super.renderBackground(C);

	// Recalculate the icon positions
	recalcPositions();

	// render icons
	for(i=0; i<m_nNumberOfItems; i++)
	{
		if(None != m_arSlots[i])
			m_arSlots[i].render(C, m_fHUDScale);
	}

}

// Owerwritten here to prepare the canvas
simulated function prepareCanvas(Canvas C)
{
	// Call to base class
	Super.prepareCanvas(C);
}

defaultproperties
{
     m_nIconSize=64
     m_nIconDisplaySize=32
     m_nIconBorder=4
     m_bLaserSightUpgrade=True
     m_texBkg=Texture'SfResource1.Background.ActiveBelt'
     m_nBorderSize=8
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX