953 lines
28 KiB
C++
953 lines
28 KiB
C++
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hudelement.h"
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#include <vgui_controls/Panel.h>
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#include <vgui_controls/Label.h>
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/ImagePanel.h>
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#include <vgui/isurface.h>
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#include "c_baseplayer.h"
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#include "iclientmode.h"
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#include "c_team_objectiveresource.h"
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#include "c_team.h"
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#include "view.h"
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#include "teamplay_gamerules.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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#define INTRO_NUM_FAKE_PLAYERS 3
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extern ConVar mp_capstyle;
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extern ConVar mp_blockstyle;
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//-----------------------------------------------------------------------------
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// Purpose: Draws the progress bar
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//-----------------------------------------------------------------------------
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class CHudCapturePanelProgressBar : public vgui::ImagePanel
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{
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public:
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DECLARE_CLASS_SIMPLE( CHudCapturePanelProgressBar, vgui::ImagePanel );
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CHudCapturePanelProgressBar( vgui::Panel *parent, const char *name );
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virtual void Paint();
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void SetPercentage( float flPercentage ){ m_flPercent = flPercentage; }
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private:
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float m_flPercent;
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int m_iTexture;
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CPanelAnimationVar( Color, m_clrActive, "color_active", "HudCaptureProgressBar.Active" );
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CPanelAnimationVar( Color, m_clrInActive, "color_inactive", "HudCaptureProgressBar.InActive" );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CHudCapturePanelIcon : public vgui::ImagePanel
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{
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public:
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DECLARE_CLASS_SIMPLE( CHudCapturePanelIcon, vgui::ImagePanel );
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CHudCapturePanelIcon( vgui::Panel *parent, const char *name );
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virtual void Paint();
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void SetActive( bool state ){ m_bActive = state; }
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private:
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bool m_bActive;
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int m_iTexture;
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CPanelAnimationVar( Color, m_clrActive, "color_active", "HudCaptureIcon.Active" );
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CPanelAnimationVar( Color, m_clrInActive, "color_inactive", "HudCaptureIcon.InActive" );
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CHudCapturePanel : public CHudElement, public vgui::EditablePanel
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{
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public:
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DECLARE_CLASS_SIMPLE( CHudCapturePanel, vgui::EditablePanel );
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CHudCapturePanel( const char *pElementName );
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virtual void Init( void );
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virtual void LevelInit( void );
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virtual void OnThink();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void OnScreenSizeChanged( int iOldWide, int iOldTall );
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virtual void FireGameEvent( IGameEvent *event );
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private:
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int m_iCurrentCP; // the index of the control point the local is currently in
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int m_iOriginalYPos;
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CHudCapturePanelProgressBar *m_pProgressBar;
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CUtlVector<CHudCapturePanelIcon *> m_PlayerIcons;
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bool m_bInitializedFlags;
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vgui::ImagePanel *m_pTeamFlags[ MAX_TEAMS ];
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vgui::Label *m_pMessage;
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vgui::Panel *m_pBackground;
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CPanelAnimationVarAliasType( float, m_nSpaceBetweenIcons, "icon_space", "2", "proportional_float" );
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// For demonstrations of the element in the intro
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bool m_bFakingCapture;
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bool m_bFakingMultCapture;
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float m_flFakeCaptureTime;
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C_BaseAnimating *m_pFakePlayers[INTRO_NUM_FAKE_PLAYERS];
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};
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DECLARE_HUDELEMENT( CHudCapturePanel );
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ConVar hud_capturepanel( "hud_capturepanel", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Set to 0 to not draw the HUD capture panel" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudCapturePanelProgressBar::CHudCapturePanelProgressBar( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name )
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{
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m_flPercent = 0.0f;
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m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/progress_bar" );
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if ( m_iTexture == -1 ) // we didn't find it, so create a new one
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{
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m_iTexture = vgui::surface()->CreateNewTextureID();
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}
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vgui::surface()->DrawSetTextureFile( m_iTexture, "vgui/progress_bar", true, false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudCapturePanelProgressBar::Paint()
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{
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int wide, tall;
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GetSize( wide, tall );
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float uv1 = 0.0f, uv2 = 1.0f;
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Vector2D uv11( uv1, uv1 );
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Vector2D uv21( uv2, uv1 );
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Vector2D uv22( uv2, uv2 );
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Vector2D uv12( uv1, uv2 );
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vgui::Vertex_t verts[4];
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verts[0].Init( Vector2D( 0, 0 ), uv11 );
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verts[1].Init( Vector2D( wide, 0 ), uv21 );
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verts[2].Init( Vector2D( wide, tall ), uv22 );
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verts[3].Init( Vector2D( 0, tall ), uv12 );
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// first, just draw the whole thing inactive.
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vgui::surface()->DrawSetTexture( m_iTexture );
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vgui::surface()->DrawSetColor( m_clrInActive );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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// now, let's calculate the "active" part of the progress bar
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vgui::surface()->DrawSetColor( m_clrActive );
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// we're going to do this using quadrants
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// -------------------------
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// | | |
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// | | |
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// | 4 | 1 |
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// | | |
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// | | |
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// -------------------------
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// | | |
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// | | |
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// | 3 | 2 |
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// | | |
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// | | |
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// -------------------------
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float flCompleteCircle = ( 2.0f * M_PI );
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float fl90degrees = flCompleteCircle / 4.0f;
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float flEndAngle = flCompleteCircle * ( 1.0f - m_flPercent ); // count DOWN (counter-clockwise)
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// float flEndAngle = flCompleteCircle * m_flPercent; // count UP (clockwise)
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float flHalfWide = (float)wide / 2.0f;
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float flHalfTall = (float)tall / 2.0f;
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if ( flEndAngle >= fl90degrees * 3.0f ) // >= 270 degrees
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{
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// draw the first and second quadrants
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uv11.Init( 0.5f, 0.0f );
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uv21.Init( 1.0f, 0.0f );
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uv22.Init( 1.0f, 1.0f );
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uv12.Init( 0.5, 1.0f );
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verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 );
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verts[1].Init( Vector2D( wide, 0.0f ), uv21 );
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verts[2].Init( Vector2D( wide, tall ), uv22 );
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verts[3].Init( Vector2D( flHalfWide, tall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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// draw the third quadrant
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uv11.Init( 0.0f, 0.5f );
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uv21.Init( 0.5f, 0.5f );
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uv22.Init( 0.5f, 1.0f );
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uv12.Init( 0.0f, 1.0f );
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verts[0].Init( Vector2D( 0.0f, flHalfTall ), uv11 );
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verts[1].Init( Vector2D( flHalfWide, flHalfTall ), uv21 );
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verts[2].Init( Vector2D( flHalfWide, tall ), uv22 );
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verts[3].Init( Vector2D( 0.0f, tall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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// draw the partial fourth quadrant
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if ( flEndAngle > fl90degrees * 3.5f ) // > 315 degrees
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{
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uv11.Init( 0.0f, 0.0f );
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uv21.Init( 0.5f - ( tan(fl90degrees * 4.0f - flEndAngle) * 0.5 ), 0.0f );
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uv22.Init( 0.5f, 0.5f );
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uv12.Init( 0.0f, 0.5f );
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verts[0].Init( Vector2D( 0.0f, 0.0f ), uv11 );
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verts[1].Init( Vector2D( flHalfWide - ( tan(fl90degrees * 4.0f - flEndAngle) * flHalfTall ), 0.0f ), uv21 );
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verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 );
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verts[3].Init( Vector2D( 0.0f, flHalfTall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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else // <= 315 degrees
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{
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uv11.Init( 0.0f, 0.5f );
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uv21.Init( 0.0f, 0.5f - ( tan(flEndAngle - fl90degrees * 3.0f) * 0.5 ) );
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uv22.Init( 0.5f, 0.5f );
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uv12.Init( 0.0f, 0.5f );
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verts[0].Init( Vector2D( 0.0f, flHalfTall ), uv11 );
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verts[1].Init( Vector2D( 0.0f, flHalfTall - ( tan(flEndAngle - fl90degrees * 3.0f) * flHalfWide ) ), uv21 );
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verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 );
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verts[3].Init( Vector2D( 0.0f, flHalfTall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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}
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else if ( flEndAngle >= fl90degrees * 2.0f ) // >= 180 degrees
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{
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// draw the first and second quadrants
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uv11.Init( 0.5f, 0.0f );
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uv21.Init( 1.0f, 0.0f );
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uv22.Init( 1.0f, 1.0f );
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uv12.Init( 0.5, 1.0f );
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verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 );
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verts[1].Init( Vector2D( wide, 0.0f ), uv21 );
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verts[2].Init( Vector2D( wide, tall ), uv22 );
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verts[3].Init( Vector2D( flHalfWide, tall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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// draw the partial third quadrant
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if ( flEndAngle > fl90degrees * 2.5f ) // > 225 degrees
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{
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uv11.Init( 0.5f, 0.5f );
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uv21.Init( 0.5f, 1.0f );
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uv22.Init( 0.0f, 1.0f );
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uv12.Init( 0.0f, 0.5f + ( tan(fl90degrees * 3.0f - flEndAngle) * 0.5 ) );
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verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 );
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verts[1].Init( Vector2D( flHalfWide, tall ), uv21 );
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verts[2].Init( Vector2D( 0.0f, tall ), uv22 );
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verts[3].Init( Vector2D( 0.0f, flHalfTall + ( tan(fl90degrees * 3.0f - flEndAngle) * flHalfWide ) ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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else // <= 225 degrees
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{
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uv11.Init( 0.5f, 0.5f );
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uv21.Init( 0.5f, 1.0f );
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uv22.Init( 0.5f - ( tan( flEndAngle - fl90degrees * 2.0f) * 0.5 ), 1.0f );
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uv12.Init( 0.5f, 0.5f );
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verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 );
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verts[1].Init( Vector2D( flHalfWide, tall ), uv21 );
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verts[2].Init( Vector2D( flHalfWide - ( tan(flEndAngle - fl90degrees * 2.0f) * flHalfTall ), tall ), uv22 );
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verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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}
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else if ( flEndAngle >= fl90degrees ) // >= 90 degrees
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{
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// draw the first quadrant
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uv11.Init( 0.5f, 0.0f );
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uv21.Init( 1.0f, 0.0f );
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uv22.Init( 1.0f, 0.5f );
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uv12.Init( 0.5f, 0.5f );
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verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 );
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verts[1].Init( Vector2D( wide, 0.0f ), uv21 );
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verts[2].Init( Vector2D( wide, flHalfTall ), uv22 );
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verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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// draw the partial second quadrant
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if ( flEndAngle > fl90degrees * 1.5f ) // > 135 degrees
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{
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uv11.Init( 0.5f, 0.5f );
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uv21.Init( 1.0f, 0.5f );
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uv22.Init( 1.0f, 1.0f );
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uv12.Init( 0.5f + ( tan(fl90degrees * 2.0f - flEndAngle) * 0.5f ), 1.0f );
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verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 );
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verts[1].Init( Vector2D( wide, flHalfTall ), uv21 );
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verts[2].Init( Vector2D( wide, tall ), uv22 );
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verts[3].Init( Vector2D( flHalfWide + ( tan(fl90degrees * 2.0f - flEndAngle) * flHalfTall ), tall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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else // <= 135 degrees
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{
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uv11.Init( 0.5f, 0.5f );
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uv21.Init( 1.0f, 0.5f );
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uv22.Init( 1.0f, 0.5f + ( tan(flEndAngle - fl90degrees) * 0.5f ) );
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uv12.Init( 0.5f, 0.5f );
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verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 );
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verts[1].Init( Vector2D( wide, flHalfTall ), uv21 );
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verts[2].Init( Vector2D( wide, flHalfTall + ( tan(flEndAngle - fl90degrees) * flHalfWide ) ), uv22 );
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verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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}
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else // > 0 degrees
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{
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if ( flEndAngle > fl90degrees / 2.0f ) // > 45 degrees
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{
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uv11.Init( 0.5f, 0.0f );
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uv21.Init( 1.0f, 0.0f );
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uv22.Init( 1.0f, 0.5f - ( tan(fl90degrees - flEndAngle) * 0.5 ) );
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uv12.Init( 0.5f, 0.5f );
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verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 );
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verts[1].Init( Vector2D( wide, 0.0f ), uv21 );
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verts[2].Init( Vector2D( wide, flHalfTall - ( tan(fl90degrees - flEndAngle) * flHalfWide ) ), uv22 );
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verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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else // <= 45 degrees
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{
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uv11.Init( 0.5f, 0.0f );
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uv21.Init( 0.5 + ( tan(flEndAngle) * 0.5 ), 0.0f );
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uv22.Init( 0.5f, 0.5f );
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uv12.Init( 0.5f, 0.0f );
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verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 );
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verts[1].Init( Vector2D( flHalfWide + ( tan(flEndAngle) * flHalfTall ), 0.0f ), uv21 );
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|||
|
verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 );
|
|||
|
verts[3].Init( Vector2D( flHalfWide, 0.0f ), uv12 );
|
|||
|
|
|||
|
vgui::surface()->DrawTexturedPolygon( 4, verts );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
CHudCapturePanelIcon::CHudCapturePanelIcon( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name )
|
|||
|
{
|
|||
|
m_bActive = false;
|
|||
|
|
|||
|
m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/capture_icon" );
|
|||
|
if ( m_iTexture == -1 ) // we didn't find it, so create a new one
|
|||
|
{
|
|||
|
m_iTexture = vgui::surface()->CreateNewTextureID();
|
|||
|
}
|
|||
|
|
|||
|
vgui::surface()->DrawSetTextureFile( m_iTexture, "vgui/capture_icon", true, false );
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CHudCapturePanelIcon::Paint()
|
|||
|
{
|
|||
|
int wide, tall;
|
|||
|
GetSize( wide, tall );
|
|||
|
|
|||
|
float uv1 = 0.0f, uv2 = 1.0f;
|
|||
|
Vector2D uv11( uv1, uv1 );
|
|||
|
Vector2D uv12( uv1, uv2 );
|
|||
|
Vector2D uv21( uv2, uv1 );
|
|||
|
Vector2D uv22( uv2, uv2 );
|
|||
|
|
|||
|
vgui::Vertex_t verts[4];
|
|||
|
verts[0].Init( Vector2D( 0, 0 ), uv11 );
|
|||
|
verts[1].Init( Vector2D( wide, 0 ), uv21 );
|
|||
|
verts[2].Init( Vector2D( wide, tall ), uv22 );
|
|||
|
verts[3].Init( Vector2D( 0, tall ), uv12 );
|
|||
|
|
|||
|
// just draw the whole thing
|
|||
|
vgui::surface()->DrawSetTexture( m_iTexture );
|
|||
|
vgui::surface()->DrawSetColor( m_bActive ? m_clrActive : m_clrInActive );
|
|||
|
vgui::surface()->DrawTexturedPolygon( 4, verts );
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Constructor
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
CHudCapturePanel::CHudCapturePanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudCapturePanel" )
|
|||
|
{
|
|||
|
SetParent( GetClientMode()->GetViewport() );
|
|||
|
|
|||
|
m_iCurrentCP = -1;
|
|||
|
m_bFakingCapture = false;
|
|||
|
|
|||
|
m_pBackground = new vgui::Panel( this, "CapturePanelBackground" );
|
|||
|
m_pProgressBar = new CHudCapturePanelProgressBar( this, "CapturePanelProgressBar" );
|
|||
|
|
|||
|
for ( int i = 0 ; i < 5 ; i++ )
|
|||
|
{
|
|||
|
CHudCapturePanelIcon *pPanel;
|
|||
|
char szName[64];
|
|||
|
|
|||
|
Q_snprintf( szName, sizeof( szName ), "CapturePanelPlayerIcon%d", i + 1 );
|
|||
|
pPanel = new CHudCapturePanelIcon( this, szName );
|
|||
|
|
|||
|
m_PlayerIcons.AddToTail( pPanel );
|
|||
|
}
|
|||
|
|
|||
|
m_bInitializedFlags = false;
|
|||
|
for ( int i = 0; i < MAX_TEAMS; i++ )
|
|||
|
{
|
|||
|
m_pTeamFlags[i] = NULL;
|
|||
|
}
|
|||
|
|
|||
|
m_pMessage = new vgui::Label( this, "CapturePanelMessage", " " );
|
|||
|
|
|||
|
// load control settings...
|
|||
|
LoadControlSettings( "resource/UI/HudCapturePanel.res" );
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CHudCapturePanel::Init( void )
|
|||
|
{
|
|||
|
ListenForGameEvent( "controlpoint_starttouch" );
|
|||
|
ListenForGameEvent( "controlpoint_endtouch" );
|
|||
|
ListenForGameEvent( "teamplay_round_start" );
|
|||
|
ListenForGameEvent( "controlpoint_fake_capture" );
|
|||
|
ListenForGameEvent( "controlpoint_fake_capture_mult" );
|
|||
|
ListenForGameEvent( "intro_finish" );
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CHudCapturePanel::LevelInit( void )
|
|||
|
{
|
|||
|
m_iCurrentCP = -1;
|
|||
|
m_bFakingCapture = false;
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CHudCapturePanel::OnScreenSizeChanged( int iOldWide, int iOldTall )
|
|||
|
{
|
|||
|
LoadControlSettings( "resource/UI/HudCapturePanel.res" );
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CHudCapturePanel::ApplySchemeSettings( vgui::IScheme *pScheme )
|
|||
|
{
|
|||
|
BaseClass::ApplySchemeSettings( pScheme );
|
|||
|
|
|||
|
if ( m_pBackground )
|
|||
|
{
|
|||
|
m_pBackground->SetBgColor( GetSchemeColor( "HintMessageBg", pScheme ) );
|
|||
|
m_pBackground->SetPaintBackgroundType( 2 );
|
|||
|
}
|
|||
|
|
|||
|
SetFgColor( GetSchemeColor( "HudProgressBar.Active", pScheme ) );
|
|||
|
|
|||
|
int iX;
|
|||
|
GetPos( iX, m_iOriginalYPos );
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CHudCapturePanel::OnThink()
|
|||
|
{
|
|||
|
BaseClass::OnThink();
|
|||
|
|
|||
|
if ( !GetNumberOfTeams() )
|
|||
|
return;
|
|||
|
|
|||
|
if ( !m_bInitializedFlags )
|
|||
|
{
|
|||
|
m_bInitializedFlags = true;
|
|||
|
for ( int i = 0; i < GetNumberOfTeams(); i++ )
|
|||
|
{
|
|||
|
if ( i == TEAM_SPECTATOR )
|
|||
|
continue;
|
|||
|
|
|||
|
m_pTeamFlags[i] = dynamic_cast< vgui::ImagePanel * >(FindChildByName( VarArgs("CapturePanelTeamFlag_%d", i) ));
|
|||
|
}
|
|||
|
InvalidateLayout();
|
|||
|
}
|
|||
|
|
|||
|
if ( m_bFakingCapture && gpGlobals->curtime > m_flFakeCaptureTime )
|
|||
|
{
|
|||
|
m_bFakingCapture = false;
|
|||
|
if ( m_bFakingMultCapture )
|
|||
|
{
|
|||
|
for ( int i = 0; i < INTRO_NUM_FAKE_PLAYERS; i++ )
|
|||
|
{
|
|||
|
m_pFakePlayers[i]->Release();
|
|||
|
m_pFakePlayers[i] = NULL;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|||
|
|
|||
|
if ( pPlayer )
|
|||
|
{
|
|||
|
bool bInCapZone = ( m_iCurrentCP >= 0 );
|
|||
|
|
|||
|
// Turn off the panel and children if the player is dead or not in a cap zone
|
|||
|
if ( !m_bFakingCapture && (!bInCapZone || !hud_capturepanel.GetBool() || !pPlayer->IsAlive()) )
|
|||
|
{
|
|||
|
if ( IsVisible() )
|
|||
|
{
|
|||
|
SetVisible( false );
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
int nOwningTeam = ObjectiveResource()->GetOwningTeam( m_iCurrentCP );
|
|||
|
int nPlayerTeam = pPlayer->GetTeamNumber();
|
|||
|
|
|||
|
int nNumTeammates = ObjectiveResource()->GetNumPlayersInArea( m_iCurrentCP, nPlayerTeam );
|
|||
|
int nRequiredTeammates = ObjectiveResource()->GetRequiredCappers( m_iCurrentCP, nPlayerTeam );
|
|||
|
|
|||
|
int nNumEnemies = 0;
|
|||
|
bool bEnemyTeamReadyToCap = false;
|
|||
|
for ( int i = LAST_SHARED_TEAM+1; i < GetNumberOfTeams(); i++ )
|
|||
|
{
|
|||
|
if ( i == nPlayerTeam )
|
|||
|
continue;
|
|||
|
|
|||
|
int iTeamInArea = ObjectiveResource()->GetNumPlayersInArea( m_iCurrentCP, i );
|
|||
|
nNumEnemies += iTeamInArea;
|
|||
|
|
|||
|
if ( iTeamInArea >= ObjectiveResource()->GetRequiredCappers( m_iCurrentCP, i ) )
|
|||
|
{
|
|||
|
// There's an enemy team here that has enough players to cap
|
|||
|
bEnemyTeamReadyToCap = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
int iCappingTeam = ObjectiveResource()->GetCappingTeam( m_iCurrentCP );
|
|||
|
|
|||
|
// If we're faking it, stomp all the data
|
|||
|
if ( m_bFakingCapture )
|
|||
|
{
|
|||
|
nOwningTeam = TEAM_UNASSIGNED;
|
|||
|
iCappingTeam = nPlayerTeam;
|
|||
|
|
|||
|
if ( m_bFakingMultCapture )
|
|||
|
{
|
|||
|
nNumTeammates = nRequiredTeammates = 3;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
nNumTeammates = nRequiredTeammates = 1;
|
|||
|
}
|
|||
|
nNumEnemies = 0;
|
|||
|
bEnemyTeamReadyToCap = false;
|
|||
|
}
|
|||
|
|
|||
|
// If we're in more-players-cap-faster mode, we have no required amount.
|
|||
|
// Just show the number of players in the zone.
|
|||
|
if ( mp_capstyle.GetInt() == 1 )
|
|||
|
{
|
|||
|
// Clip to max number of players we can show
|
|||
|
if ( nNumTeammates > 5 )
|
|||
|
{
|
|||
|
nNumTeammates = 5;
|
|||
|
}
|
|||
|
|
|||
|
nRequiredTeammates = nNumTeammates;
|
|||
|
}
|
|||
|
|
|||
|
// if we already own this capture point and there are no enemies in the area
|
|||
|
// or we're playing minirounds and the current cap zone is not in the current round
|
|||
|
if ( ( nOwningTeam == nPlayerTeam && !bEnemyTeamReadyToCap ) ||
|
|||
|
( ObjectiveResource()->PlayingMiniRounds() && !ObjectiveResource()->IsInMiniRound( m_iCurrentCP ) ) )
|
|||
|
{
|
|||
|
// don't need to do anything
|
|||
|
if ( IsVisible() )
|
|||
|
{
|
|||
|
SetVisible( false );
|
|||
|
}
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// okay, turn on the capture point panel
|
|||
|
if ( !IsVisible() )
|
|||
|
{
|
|||
|
SetVisible( true );
|
|||
|
}
|
|||
|
|
|||
|
// If there's a hint onscreen, move ourselves off it
|
|||
|
int iX,iY;
|
|||
|
GetPos( iX, iY );
|
|||
|
if ( pPlayer->Hints() && pPlayer->Hints()->HintIsCurrentlyVisible() )
|
|||
|
{
|
|||
|
int iMovedY = (m_iOriginalYPos - YRES(50));
|
|||
|
if ( iY != iMovedY )
|
|||
|
{
|
|||
|
SetPos( iX, iMovedY );
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( iY != m_iOriginalYPos )
|
|||
|
{
|
|||
|
SetPos( iX, m_iOriginalYPos );
|
|||
|
}
|
|||
|
|
|||
|
// set the correct flag image
|
|||
|
for ( int i = 0; i < GetNumberOfTeams(); i++ )
|
|||
|
{
|
|||
|
if ( !m_pTeamFlags[i] )
|
|||
|
continue;
|
|||
|
|
|||
|
m_pTeamFlags[i]->SetVisible( nOwningTeam == i );
|
|||
|
}
|
|||
|
|
|||
|
// arrange the player icons
|
|||
|
for ( int i = 0 ; i < m_PlayerIcons.Count() ; i++ )
|
|||
|
{
|
|||
|
CHudCapturePanelIcon *pPanel = m_PlayerIcons[i];
|
|||
|
|
|||
|
if ( !pPanel )
|
|||
|
{
|
|||
|
continue;
|
|||
|
}
|
|||
|
|
|||
|
if ( i < nRequiredTeammates )
|
|||
|
{
|
|||
|
if ( i < nNumTeammates )
|
|||
|
{
|
|||
|
pPanel->SetActive( true );
|
|||
|
|
|||
|
if ( !pPanel->IsVisible() )
|
|||
|
pPanel->SetVisible( true );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
pPanel->SetActive( false );
|
|||
|
|
|||
|
if ( !pPanel->IsVisible() )
|
|||
|
pPanel->SetVisible( true );
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if ( pPanel->IsVisible() )
|
|||
|
pPanel->SetVisible( false );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
int wide = 0, tall = 0, iconWide = 0, iconTall = 0;
|
|||
|
GetSize( wide, tall );
|
|||
|
|
|||
|
vgui::ImagePanel *pPanel = m_PlayerIcons[0];
|
|||
|
if ( pPanel )
|
|||
|
pPanel->GetSize( iconWide, iconTall );
|
|||
|
|
|||
|
int width = ( nRequiredTeammates * iconWide ) + ( ( nRequiredTeammates - 1 ) * m_nSpaceBetweenIcons );
|
|||
|
int xpos = wide / 2.0 - width / 2.0;
|
|||
|
|
|||
|
// rearrange the player icon panels
|
|||
|
for ( int i = 0 ; i < nRequiredTeammates ; i++ )
|
|||
|
{
|
|||
|
CHudCapturePanelIcon *pPanel = m_PlayerIcons[i];
|
|||
|
|
|||
|
if ( pPanel )
|
|||
|
{
|
|||
|
int x, y, w, t;
|
|||
|
pPanel->GetBounds( x, y, w, t );
|
|||
|
pPanel->SetBounds( xpos, y, w, t );
|
|||
|
}
|
|||
|
|
|||
|
xpos += iconWide + m_nSpaceBetweenIcons;
|
|||
|
}
|
|||
|
|
|||
|
// are we capping an area?
|
|||
|
if ( iCappingTeam == TEAM_UNASSIGNED || iCappingTeam != nPlayerTeam )
|
|||
|
{
|
|||
|
// turn off the progress bar, we're not capping
|
|||
|
if ( m_pProgressBar && m_pProgressBar->IsVisible() )
|
|||
|
{
|
|||
|
m_pProgressBar->SetVisible( false );
|
|||
|
}
|
|||
|
|
|||
|
// turn on the message
|
|||
|
if ( m_pMessage )
|
|||
|
{
|
|||
|
m_pMessage->SetFgColor( GetFgColor() );
|
|||
|
|
|||
|
if ( !m_pMessage->IsVisible() )
|
|||
|
{
|
|||
|
m_pMessage->SetVisible( true );
|
|||
|
}
|
|||
|
|
|||
|
char szReason[256];
|
|||
|
|
|||
|
// If a team's not allowed to cap a point, don't count players in it at all
|
|||
|
if ( !TeamplayGameRules()->TeamMayCapturePoint( nPlayerTeam, m_iCurrentCP ) )
|
|||
|
{
|
|||
|
m_pMessage->SetText( "#Team_Capture_Linear" );
|
|||
|
|
|||
|
if ( m_pTeamFlags[ nOwningTeam ] )
|
|||
|
{
|
|||
|
m_pTeamFlags[ nOwningTeam ]->SetVisible( false );
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( !TeamplayGameRules()->PlayerMayCapturePoint( pPlayer, m_iCurrentCP, szReason, sizeof(szReason) ) )
|
|||
|
{
|
|||
|
m_pMessage->SetText( szReason );
|
|||
|
|
|||
|
if ( m_pTeamFlags[ nOwningTeam ] )
|
|||
|
{
|
|||
|
m_pTeamFlags[ nOwningTeam ]->SetVisible( false );
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( nNumTeammates >= nRequiredTeammates && nNumEnemies > 0 )
|
|||
|
{
|
|||
|
m_pMessage->SetText( "#Team_Capture_Blocked" );
|
|||
|
}
|
|||
|
else if ( bEnemyTeamReadyToCap )
|
|||
|
{
|
|||
|
m_pMessage->SetText( "#Team_Blocking_Capture" );
|
|||
|
}
|
|||
|
else if ( mp_blockstyle.GetInt() == 1 && iCappingTeam != TEAM_UNASSIGNED )
|
|||
|
{
|
|||
|
m_pMessage->SetText( "#Team_Blocking_Capture" );
|
|||
|
|
|||
|
for ( int i = 0; i < GetNumberOfTeams(); i++ )
|
|||
|
{
|
|||
|
if ( m_pTeamFlags[i] )
|
|||
|
{
|
|||
|
m_pTeamFlags[i]->SetVisible( false );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( !ObjectiveResource()->TeamCanCapPoint( m_iCurrentCP, nPlayerTeam ) )
|
|||
|
{
|
|||
|
m_pMessage->SetText( "#Team_Cannot_Capture" );
|
|||
|
|
|||
|
if ( m_pTeamFlags[ nOwningTeam ] )
|
|||
|
{
|
|||
|
m_pTeamFlags[ nOwningTeam ]->SetVisible( false );
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
m_pMessage->SetText( "#Team_Waiting_for_teammate" );
|
|||
|
}
|
|||
|
|
|||
|
if ( m_pBackground )
|
|||
|
{
|
|||
|
// do we need to resize our background?
|
|||
|
int textW, textH, bgX, bgY, bgW, bgH;
|
|||
|
m_pMessage->GetContentSize( textW, textH );
|
|||
|
m_pBackground->GetBounds( bgX, bgY, bgW, bgH );
|
|||
|
|
|||
|
if ( bgW < textW )
|
|||
|
{
|
|||
|
m_pBackground->SetBounds( bgX + ( bgW / 2.0 ) - ( ( textW + XRES(3) ) / 2.0 ), bgY, textW + XRES(3), bgH );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// turn on the progress bar, we're capping
|
|||
|
if ( m_pProgressBar )
|
|||
|
{
|
|||
|
if ( !m_pProgressBar->IsVisible() )
|
|||
|
{
|
|||
|
m_pProgressBar->SetVisible( true );
|
|||
|
}
|
|||
|
|
|||
|
if ( m_bFakingCapture )
|
|||
|
{
|
|||
|
float flProgress = RemapVal( m_flFakeCaptureTime - gpGlobals->curtime, 0, 5.0, 0, 1 );
|
|||
|
m_pProgressBar->SetPercentage( flProgress );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
m_pProgressBar->SetPercentage( ObjectiveResource()->GetCPCapPercentage( m_iCurrentCP ) );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// If our cap is being paused by blocking enemies, show that
|
|||
|
if ( mp_blockstyle.GetInt() == 1 && nNumTeammates == 0 )
|
|||
|
{
|
|||
|
m_pMessage->SetText( "#Team_Capture_Blocked" );
|
|||
|
|
|||
|
if ( !m_pMessage->IsVisible() )
|
|||
|
{
|
|||
|
m_pMessage->SetVisible( true );
|
|||
|
}
|
|||
|
|
|||
|
for ( int i = 0; i < GetNumberOfTeams(); i++ )
|
|||
|
{
|
|||
|
if ( m_pTeamFlags[i] )
|
|||
|
{
|
|||
|
m_pTeamFlags[i]->SetVisible( false );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( m_pMessage && m_pMessage->IsVisible() )
|
|||
|
{
|
|||
|
// turn off the message
|
|||
|
m_pMessage->SetVisible( false );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CHudCapturePanel::FireGameEvent( IGameEvent *event )
|
|||
|
{
|
|||
|
m_iCurrentCP = -1;
|
|||
|
return;
|
|||
|
|
|||
|
const char *eventname = event->GetName();
|
|||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|||
|
|
|||
|
if ( FStrEq( "controlpoint_starttouch", eventname ) )
|
|||
|
{
|
|||
|
int iPlayer = event->GetInt( "player" );
|
|||
|
if ( pPlayer && iPlayer == pPlayer->entindex() )
|
|||
|
{
|
|||
|
m_iCurrentCP = event->GetInt( "area" );
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( FStrEq( "controlpoint_endtouch", eventname ) )
|
|||
|
{
|
|||
|
int iPlayer = event->GetInt( "player" );
|
|||
|
if ( pPlayer && iPlayer == pPlayer->entindex() )
|
|||
|
{
|
|||
|
Assert( m_iCurrentCP == event->GetInt( "area" ) );
|
|||
|
m_iCurrentCP = -1;
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( FStrEq( "teamplay_round_start", eventname ) )
|
|||
|
{
|
|||
|
m_iCurrentCP = -1;
|
|||
|
}
|
|||
|
else if ( FStrEq( "controlpoint_fake_capture", eventname ) )
|
|||
|
{
|
|||
|
int iPlayer = event->GetInt( "player" );
|
|||
|
if ( pPlayer && iPlayer == pPlayer->entindex() )
|
|||
|
{
|
|||
|
m_iCurrentCP = event->GetInt( "int_data" );
|
|||
|
m_bFakingCapture = true;
|
|||
|
m_bFakingMultCapture = false;
|
|||
|
m_flFakeCaptureTime = gpGlobals->curtime + 5.0;
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( FStrEq( "controlpoint_fake_capture_mult", eventname ) )
|
|||
|
{
|
|||
|
int iPlayer = event->GetInt( "player" );
|
|||
|
if ( pPlayer && iPlayer == pPlayer->entindex() )
|
|||
|
{
|
|||
|
m_iCurrentCP = event->GetInt( "int_data" );
|
|||
|
m_bFakingCapture = true;
|
|||
|
m_bFakingMultCapture = true;
|
|||
|
m_flFakeCaptureTime = gpGlobals->curtime + 5.0;
|
|||
|
|
|||
|
// Trace forward & find the world
|
|||
|
trace_t tr;
|
|||
|
Vector vecEnd;
|
|||
|
VectorMA( MainViewOrigin(), MAX_TRACE_LENGTH, MainViewForward(), vecEnd );
|
|||
|
UTIL_TraceLine( MainViewOrigin(), vecEnd, MASK_SOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr );
|
|||
|
if ( !tr.startsolid && tr.fraction < 1.0 )
|
|||
|
{
|
|||
|
Vector vecPositions[INTRO_NUM_FAKE_PLAYERS] =
|
|||
|
{
|
|||
|
Vector( 100, 100, 0 ),
|
|||
|
Vector( 0, -100, 0 ),
|
|||
|
Vector( -100, 0, 0 ),
|
|||
|
};
|
|||
|
const char *pszModels[INTRO_NUM_FAKE_PLAYERS] =
|
|||
|
{
|
|||
|
"models/player/engineer.mdl",
|
|||
|
"models/player/medic.mdl",
|
|||
|
"models/player/soldier.mdl",
|
|||
|
};
|
|||
|
for ( int i = 0; i < INTRO_NUM_FAKE_PLAYERS; i++ )
|
|||
|
{
|
|||
|
m_pFakePlayers[i] = new C_BaseAnimating;
|
|||
|
if ( m_pFakePlayers[i]->InitializeAsClientEntity( pszModels[i], RENDER_GROUP_OPAQUE_ENTITY ) )
|
|||
|
{
|
|||
|
Vector vecOrigin = tr.endpos + vecPositions[i];
|
|||
|
m_pFakePlayers[i]->SetAbsOrigin( vecOrigin );
|
|||
|
m_pFakePlayers[i]->SetAbsAngles( QAngle(0,RandomInt(0,360),0) );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( FStrEq( "intro_finish", eventname ) )
|
|||
|
{
|
|||
|
int iPlayer = event->GetInt( "player" );
|
|||
|
if ( pPlayer && iPlayer == pPlayer->entindex() )
|
|||
|
{
|
|||
|
m_iCurrentCP = -1;
|
|||
|
m_bFakingCapture = false;
|
|||
|
m_bFakingMultCapture = false;
|
|||
|
m_flFakeCaptureTime = 0;
|
|||
|
|
|||
|
for ( int i = 0; i < INTRO_NUM_FAKE_PLAYERS; i++ )
|
|||
|
{
|
|||
|
if ( m_pFakePlayers[i] )
|
|||
|
{
|
|||
|
m_pFakePlayers[i]->Release();
|
|||
|
m_pFakePlayers[i] = NULL;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|