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DeusEx.HUDObjectBelt


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//=============================================================================
// HUDObjectBelt
//=============================================================================
class HUDObjectBelt expands HUDBaseWindow;

var TileWindow winSlots;                // Window containing slots
var HUDObjectSlot objects[10];

var int KeyRingSlot;
var Bool bInteractive;

// Defaults
var Texture texBackgroundLeft;
var Texture texBackgroundRight;
var Texture texBorder[3];

// ----------------------------------------------------------------------
// InitWindow()
// ----------------------------------------------------------------------

event InitWindow()
{
    Super.InitWindow();

    // Hardcoded size, baby!
    SetSize(541, 69);
    
    CreateSlots();
    CreateNanoKeySlot();

    PopulateBelt();
}

// ----------------------------------------------------------------------
// CreateSlots()
//
// Creates the Slots 
// ----------------------------------------------------------------------

function CreateSlots()
{
    local int i;
    local RadioBoxWindow winRadio;

    // Radio window used to contain objects so they can be selected
    // with the mouse on the inventory screen.

    winRadio = RadioBoxWindow(NewChild(Class'RadioBoxWindow'));
    winRadio.SetSize(504, 54);
    winRadio.SetPos(10, 6);
    winRadio.bOneCheck = False;

    winSlots = TileWindow(winRadio.NewChild(Class'TileWindow'));
    winSlots.SetMargins(0, 0);
    winSlots.SetMinorSpacing(0);
    winSlots.SetOrder(ORDER_LeftThenUp);

    for (i=0; i<10; i++)
    {
        objects[i] = HUDObjectSlot(winSlots.NewChild(Class'HUDObjectSlot'));
        objects[i].SetObjectNumber(i);
        objects[i].Lower();

        // Last item is a little shorter
        if ( i == 0 )
            objects[i].SetWidth(44);
    }
    objects[0].Lower();

}

// ----------------------------------------------------------------------
// CreateNanoKeySlot()
//
// The last object slot contains the NanoKeyRing, which lets the user
// easily open doors for which they have the code (Know the code!)
// ----------------------------------------------------------------------

function CreateNanoKeySlot()
{
    if (player != None)
    {
        if (player.KeyRing != None)
        {
            objects[KeyRingSlot].SetItem(player.KeyRing);
            objects[KeyRingSlot].AllowDragging(False);
        }
    }
}

// ----------------------------------------------------------------------
// DrawBackground()
// ----------------------------------------------------------------------

function DrawBackground(GC gc)
{
    local Color newBackground;

    gc.SetStyle(backgroundDrawStyle);

    if (( player != None ) && (player.Level.NetMode != NM_Standalone) && ( player.bBuySkills ))
    {
        newBackground.r = colBackground.r / 2;
        newBackground.g = colBackground.g / 2;
        newBackground.b = colBackground.b / 2;
        gc.SetTileColor(newBackground);
    }
    else
        gc.SetTileColor(colBackground);

    gc.DrawTexture(  2, 6, 9, 54, 0, 0, texBackgroundLeft);
    gc.DrawTexture(514, 6, 8, 54, 0, 0, texBackgroundRight);
}

// ----------------------------------------------------------------------
// DrawBorder()
// ----------------------------------------------------------------------

function DrawBorder(GC gc)
{
    local Color newCol;

    if (bDrawBorder)
    {
        gc.SetStyle(borderDrawStyle);
        if (( player != None ) && ( player.bBuySkills ))
        {
            newCol.r = colBorder.r / 2;
            newCol.g = colBorder.g / 2;
            newCol.b = colBorder.b / 2;
            gc.SetTileColor(newCol);
        }
        else
            gc.SetTileColor(colBorder);

        gc.DrawTexture(  0, 0, 256, 69, 0, 0, texBorder[0]);
        gc.DrawTexture(256, 0, 256, 69, 0, 0, texBorder[1]);
        gc.DrawTexture(512, 0,  29, 69, 0, 0, texBorder[2]);
    }
}

// ----------------------------------------------------------------------
// UpdateInHand()
// 
// Called when the player's "inHand" variable changes
// ----------------------------------------------------------------------

function UpdateInHand()
{
    local int slotIndex;
    
    // highlight the slot and unhighlight the other slots
    if ((player != None) && (!bInteractive))
    {
        for (slotIndex=0; slotIndex<ArrayCount(objects); slotIndex++)
        {
            // Highlight the object in the player's hand
            if ((player.inHand != None) && (objects[slotIndex].item == player.inHand))
                objects[slotIndex].HighlightSelect(True);
            else
                objects[slotIndex].HighlightSelect(False);

            if ((player.inHandPending != None) && //(player.inHandPending != player.inHand) &&
                (objects[slotIndex].item == player.inHandPending))
                objects[slotIndex].SetToggle(true);
            else
                objects[slotIndex].SetToggle(false);
        }
    }
}

// ----------------------------------------------------------------------
// SetInteractive()
// ----------------------------------------------------------------------

function SetInteractive(bool bNewInteractive)
{
    bInteractive = bNewInteractive;
}

// ----------------------------------------------------------------------
// IsValidPos()
// ----------------------------------------------------------------------

function bool IsValidPos(int pos)
{
    // Don't allow NanoKeySlot to be used
    if ((pos >= 0) && (pos < 10))
        return true;
    else
        return false;
}

// ----------------------------------------------------------------------
// ClearPosition()
// ----------------------------------------------------------------------

function ClearPosition(int pos)
{
    if (IsValidPos(pos))
        objects[pos].SetItem(None);
}

// ----------------------------------------------------------------------
// ClearBelt()
//
// Removes all items from belt
// ----------------------------------------------------------------------

function ClearBelt()
{
    local int beltPos;

    for(beltPos=0; beltPos<10; beltPos++)
        ClearPosition(beltPos);
}

// ----------------------------------------------------------------------
// RemoveObjectFromBelt()
// ----------------------------------------------------------------------

function RemoveObjectFromBelt(Inventory item)
{
    local int i;
   local int StartPos;

   StartPos = 1;
   if ( (Player != None) && (Player.Level.NetMode != NM_Standalone) && (Player.bBeltIsMPInventory) )
      StartPos = 0;

    for (i=StartPos; IsValidPos(i); i++)
    {
        if (objects[i].GetItem() == item)
        {
            objects[i].SetItem(None);
            item.bInObjectBelt = False;
            item.beltPos = -1;

            break;
        }
    }
}

// ----------------------------------------------------------------------
// UpdateObjectText()
// ----------------------------------------------------------------------

function UpdateObjectText(int pos)
{
    // First find the object
    if (IsValidPos(pos))
        objects[pos].UpdateItemText();      
}

// ----------------------------------------------------------------------
// AddObjectToBelt()
// ----------------------------------------------------------------------

function bool AddObjectToBelt(Inventory newItem, int pos, bool bOverride)
{
    local int  i;
   local int FirstPos;
    local bool retval;

    retval = true;

    if ((newItem != None ) && (newItem.Icon != None))
    {
        // If this is the NanoKeyRing, force it into slot 0
        if (newItem.IsA('NanoKeyRing'))
        {
            ClearPosition(0);
            pos = 0;
        }

        if (  (!IsValidPos(pos)) || 
            (  (Player.Level.NetMode != NM_Standalone) && 
               (Player.bBeltIsMPInventory) && 
               (!newItem.TestMPBeltSpot(pos)) ) )
        {
         FirstPos = 1;
         if ((Player.Level.NetMode != NM_Standalone) && (Player.bBeltIsMPInventory))
            FirstPos = 0;
            for (i=FirstPos; IsValidPos(i); i++)
         {
                if ((objects[i].GetItem() == None) && ( (Player.Level.NetMode == NM_Standalone) || (!Player.bBeltIsMPInventory) || (newItem.TestMPBeltSpot(i))))
            {
                    break;
            }
         }
            if (!IsValidPos(i))
            {
                if (bOverride)
                    pos = 1;
            }
            else
            {
                pos = i;
            }
        }

        if (IsValidPos(pos))
        {
            // If there's already an object here, remove it
            if ( objects[pos].GetItem() != None )
                RemoveObjectFromBelt(objects[pos].GetItem());

            objects[pos].SetItem(newItem);
        }
        else
        {
            retval = false;
        }
    }
    else
        retval = false;

    // The inventory item needs to know it's in the object
    // belt, as well as the location inside the belt.  This is used
    // when traveling to a new map.

    if ((retVal) && (Player.Role == ROLE_Authority))
    {
        newItem.bInObjectBelt = True;
        newItem.beltPos = pos;
    }

    UpdateInHand();

    return (retval);
}

// ----------------------------------------------------------------------
// GetObjectFromBelt()
// ----------------------------------------------------------------------

function Inventory GetObjectFromBelt(int pos)
{
    if (IsValidPos(pos))
        return (objects[pos].GetItem());
    else
        return (None);
}

// ----------------------------------------------------------------------
// SetVisibility()
// ----------------------------------------------------------------------

function SetVisibility( bool bNewVisibility )
{
    Show( bNewVisibility );
}

// ----------------------------------------------------------------------
// PopulateBelt()
//
// Looks through the player's inventory and rebuilds the object belt
// based on the inventory items.  This needs to be done after a load
// game
// ----------------------------------------------------------------------

function PopulateBelt()
{
    local Inventory anItem;
    local HUDObjectBelt belt;
    local DeusExPlayer player;

    // Get a pointer to the player
    player = DeusExPlayer(DeusExRootWindow(GetRootWindow()).parentPawn);

    for (anItem=player.Inventory; anItem!=None; anItem=anItem.Inventory)
        if (anItem.bInObjectBelt)
      {
            AddObjectToBelt(anItem, anItem.beltPos, True);
      }
}

// ----------------------------------------------------------------------
// RefreshHUDDisplay()
// ----------------------------------------------------------------------

function RefreshHUDDisplay(float DeltaTime)
{
    ClearBelt();
    PopulateBelt();
    UpdateInHand();
    Super.RefreshHUDDisplay(DeltaTime);
}

// ----------------------------------------------------------------------
// AssignWinInv()
// ----------------------------------------------------------------------

function AssignWinInv(PersonaScreenInventory newWinInventory)
{
    local Int slotIndex;

    // Update the individual slots
    for (slotIndex=0; slotIndex<10; slotIndex++)
        objects[slotIndex].AssignWinInv(newWinInventory);

    UpdateInHand();
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

defaultproperties
{
     texBackgroundLeft=Texture'DeusExUI.UserInterface.HUDObjectBeltBackground_Left'
     texBackgroundRight=Texture'DeusExUI.UserInterface.HUDObjectBeltBackground_Right'
     texBorder(0)=Texture'DeusExUI.UserInterface.HUDObjectBeltBorder_1'
     texBorder(1)=Texture'DeusExUI.UserInterface.HUDObjectBeltBorder_2'
     texBorder(2)=Texture'DeusExUI.UserInterface.HUDObjectBeltBorder_3'
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:27.325 - Created with UnCodeX