mirror of
https://github.com/nillerusr/source-engine.git
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630 lines
19 KiB
C++
630 lines
19 KiB
C++
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//========= Copyright 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/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_dod_player.h"
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#include "clientmode_dod.h"
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#include "c_dod_objective_resource.h"
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#include "c_dod_playerresource.h"
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#include "dod_hud_capturepanel.h"
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DECLARE_HUDELEMENT( CDoDHudCapturePanel );
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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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CDoDCapturePanelProgressBar::CDoDCapturePanelProgressBar( 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 CDoDCapturePanelProgressBar::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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// | 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 );
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verts[3].Init( Vector2D( flHalfWide, 0.0f ), uv12 );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CDoDCapturePanelIcon::CDoDCapturePanelIcon( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name )
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{
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m_bActive = false;
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m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/capture_icon" );
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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/capture_icon", true, false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDCapturePanelIcon::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 uv12( uv1, uv2 );
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Vector2D uv21( uv2, uv1 );
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Vector2D uv22( uv2, 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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// just draw the whole thing
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vgui::surface()->DrawSetTexture( m_iTexture );
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vgui::surface()->DrawSetColor( m_bActive ? m_clrActive : m_clrInActive );
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vgui::surface()->DrawTexturedPolygon( 4, verts );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CDoDHudCapturePanel::CDoDHudCapturePanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudCapturePanel" )
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{
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SetParent( g_pClientMode->GetViewport() );
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m_pBackground = new vgui::Panel( this, "CapturePanelBackground" );
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m_pProgressBar = new CDoDCapturePanelProgressBar( this, "CapturePanelProgressBar" );
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for ( int i = 0 ; i < 5 ; i++ )
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{
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CDoDCapturePanelIcon *pPanel;
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char szName[64];
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Q_snprintf( szName, sizeof( szName ), "CapturePanelPlayerIcon%d", i + 1 );
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pPanel = new CDoDCapturePanelIcon( this, szName );
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m_PlayerIcons.AddToTail( pPanel );
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}
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m_pAlliesFlag = new vgui::ImagePanel( this, "CapturePanelAlliesFlag" );
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m_pAxisFlag = new vgui::ImagePanel( this, "CapturePanelAxisFlag" );
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m_pNeutralFlag = new vgui::ImagePanel( this, "CapturePanelNeutralFlag" );
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m_pMessage = new vgui::Label( this, "CapturePanelMessage", " " );
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// load control settings...
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LoadControlSettings( "resource/UI/HudCapturePanel.res" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudCapturePanel::OnScreenSizeChanged( int iOldWide, int iOldTall )
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{
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LoadControlSettings( "resource/UI/HudCapturePanel.res" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudCapturePanel::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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if ( m_pBackground )
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{
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m_pBackground->SetBgColor( GetSchemeColor( "HintMessageBg", pScheme ) );
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m_pBackground->SetPaintBackgroundType( 2 );
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}
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SetFgColor( GetSchemeColor( "HudProgressBar.Active", pScheme ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudCapturePanel::OnThink()
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{
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BaseClass::OnThink();
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C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
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if ( pPlayer )
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{
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int iCPIndex = pPlayer->GetCPIndex();
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bool bInCapZone = ( iCPIndex >= 0 );
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// turn off the panel and children if the player is dead or not in a cap zone
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if ( !pPlayer->IsAlive() )
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{
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if ( IsVisible() )
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{
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SetVisible( false );
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}
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return;
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}
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if ( !bInCapZone || !hud_capturepanel.GetBool() )
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{
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// see if the player progress bar wants to draw
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// then return, we're not in an area cap
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if ( pPlayer->m_iProgressBarDuration > 0 && pPlayer )
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{
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if ( !IsVisible() )
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{
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SetVisible( true );
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}
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// hide the other stuff
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m_pAlliesFlag->SetVisible( false );
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m_pAxisFlag->SetVisible( false );
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m_pNeutralFlag->SetVisible( false );
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m_pMessage->SetVisible( false );
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int i;
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for ( i = 0 ; i < m_PlayerIcons.Count() ; i++ )
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{
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m_PlayerIcons[i]->SetVisible( false );
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}
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// turn on the progress bar, we're capping
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if ( m_pProgressBar )
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{
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if ( !m_pProgressBar->IsVisible() )
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{
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m_pProgressBar->SetVisible( true );
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}
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float flPercent = (pPlayer->m_flSimulationTime - pPlayer->m_flProgressBarStartTime) / (float)pPlayer->m_iProgressBarDuration;
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flPercent = clamp( flPercent, 0, 1 );
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m_pProgressBar->SetPercentage( flPercent );
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}
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}
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else
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{
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if ( IsVisible() )
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{
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SetVisible( false );
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}
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}
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return;
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}
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int nOwningTeam = g_pObjectiveResource->GetOwningTeam( iCPIndex );
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int nPlayerTeam = pPlayer->GetTeamNumber();
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int nNumTeammates = g_pObjectiveResource->GetNumPlayersInArea( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_ALLIES : TEAM_AXIS );
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int nRequiredTeammates = g_pObjectiveResource->GetRequiredCappers( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_ALLIES : TEAM_AXIS );
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int nNumEnemies = g_pObjectiveResource->GetNumPlayersInArea( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_AXIS : TEAM_ALLIES );
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int nRequiredEnemies = g_pObjectiveResource->GetRequiredCappers( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_AXIS : TEAM_ALLIES );
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int iCappingTeam = g_pObjectiveResource->GetCappingTeam( iCPIndex );
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// if we already own this capture point and there are no enemies in the area
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if ( nOwningTeam == nPlayerTeam && nNumEnemies < nRequiredEnemies )
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{
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// don't need to do anything
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if ( IsVisible() )
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{
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SetVisible( false );
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}
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return;
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}
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// okay, turn on the capture point panel
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if ( !IsVisible() )
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{
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SetVisible( true );
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}
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// set the correct flag image
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switch( nOwningTeam )
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{
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case TEAM_ALLIES:
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if ( m_pAlliesFlag && !m_pAlliesFlag->IsVisible() )
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m_pAlliesFlag->SetVisible( true );
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if ( m_pAxisFlag && m_pAxisFlag->IsVisible() )
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m_pAxisFlag->SetVisible( false );
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if ( m_pNeutralFlag && m_pNeutralFlag->IsVisible() )
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m_pNeutralFlag->SetVisible( false );
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break;
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case TEAM_AXIS:
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if ( m_pAlliesFlag && m_pAlliesFlag->IsVisible() )
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m_pAlliesFlag->SetVisible( false );
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if ( m_pAxisFlag && !m_pAxisFlag->IsVisible() )
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m_pAxisFlag->SetVisible( true );
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if ( m_pNeutralFlag && m_pNeutralFlag->IsVisible() )
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m_pNeutralFlag->SetVisible( false );
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break;
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default:
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if ( m_pAlliesFlag && m_pAlliesFlag->IsVisible() )
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m_pAlliesFlag->SetVisible( false );
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if ( m_pAxisFlag && m_pAxisFlag->IsVisible() )
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m_pAxisFlag->SetVisible( false );
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if ( m_pNeutralFlag && !m_pNeutralFlag->IsVisible() )
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m_pNeutralFlag->SetVisible( true );
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break;
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}
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// arrange the player icons
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int i = 0;
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for ( i = 0 ; i < m_PlayerIcons.Count() ; i++ )
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{
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CDoDCapturePanelIcon *pPanel = m_PlayerIcons[i];
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if ( !pPanel )
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{
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continue;
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}
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if ( i < nRequiredTeammates )
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{
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if ( i < nNumTeammates )
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{
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pPanel->SetActive( true );
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if ( !pPanel->IsVisible() )
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pPanel->SetVisible( true );
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}
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else
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{
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pPanel->SetActive( false );
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if ( !pPanel->IsVisible() )
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pPanel->SetVisible( true );
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}
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}
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else
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{
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if ( pPanel->IsVisible() )
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pPanel->SetVisible( false );
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}
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}
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int wide = 0, tall = 0, iconWide = 0, iconTall = 0;
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GetSize( wide, tall );
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vgui::ImagePanel *pPanel = m_PlayerIcons[0];
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if ( pPanel )
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pPanel->GetSize( iconWide, iconTall );
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int width = ( nRequiredTeammates * iconWide ) + ( ( nRequiredTeammates - 1 ) * m_nSpaceBetweenIcons );
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int xpos = wide / 2.0 - width / 2.0;
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// rearrange the player icon panels
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for ( i = 0 ; i < nRequiredTeammates ; i++ )
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{
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CDoDCapturePanelIcon *pPanel = m_PlayerIcons[i];
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if ( pPanel )
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{
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int x, y, w, t;
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pPanel->GetBounds( x, y, w, t );
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pPanel->SetBounds( xpos, y, w, t );
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}
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xpos += iconWide + m_nSpaceBetweenIcons;
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}
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// are we capping an area?
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if ( iCappingTeam == TEAM_UNASSIGNED || iCappingTeam != nPlayerTeam )
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{
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// turn off the progress bar, we're not capping
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if ( m_pProgressBar && m_pProgressBar->IsVisible() )
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{
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m_pProgressBar->SetVisible( false );
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}
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// turn on the message
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if ( m_pMessage )
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{
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m_pMessage->SetFgColor( GetFgColor() );
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if ( !m_pMessage->IsVisible() )
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{
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m_pMessage->SetVisible( true );
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}
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if ( nNumTeammates >= nRequiredTeammates && nNumEnemies > 0 )
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{
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m_pMessage->SetText( "#Dod_Capture_Blocked" );
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}
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else if ( nNumEnemies > 0 /*nNumEnemies >= nRequiredEnemies*/ )
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{
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m_pMessage->SetText( "#Dod_Blocking_Capture" );
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}
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else
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{
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m_pMessage->SetText( "#Dod_Waiting_for_teammate" );
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}
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if ( m_pBackground )
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{
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// do we need to resize our background?
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int textW, textH, bgX, bgY, bgW, bgH;
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m_pMessage->GetContentSize( textW, textH );
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m_pBackground->GetBounds( bgX, bgY, bgW, bgH );
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if ( bgW < textW )
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{
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m_pBackground->SetBounds( bgX + ( bgW / 2.0 ) - ( ( textW + XRES(3) ) / 2.0 ), bgY, textW + XRES(3), bgH );
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}
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}
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}
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}
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else
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{
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// turn on the progress bar, we're capping
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if ( m_pProgressBar )
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{
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if ( !m_pProgressBar->IsVisible() )
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{
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m_pProgressBar->SetVisible( true );
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}
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m_pProgressBar->SetPercentage( g_pObjectiveResource->GetCPCapPercentage( pPlayer->GetCPIndex() ) );
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}
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// turn off the message
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if ( m_pMessage && m_pMessage->IsVisible() )
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{
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m_pMessage->SetVisible( false );
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}
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}
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}
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}
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