source-engine/game/client/tf2base/tf_hud_flagstatus.cpp
2022-08-10 19:52:28 +03:00

621 lines
17 KiB
C++

//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include "iclientmode.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/IVGui.h>
#include <vgui/ISurface.h>
#include <vgui/IImage.h>
#include <vgui_controls/Label.h>
#include "c_playerresource.h"
#include "teamplay_round_timer.h"
#include "utlvector.h"
#include "entity_capture_flag.h"
#include "c_tf_player.h"
#include "c_team.h"
#include "c_tf_team.h"
#include "c_team_objectiveresource.h"
#include "tf_hud_objectivestatus.h"
#include "tf_spectatorgui.h"
#include "teamplayroundbased_gamerules.h"
#include "tf_gamerules.h"
#include "tf_hud_freezepanel.h"
using namespace vgui;
CUtlVector<int> g_Flags;
CUtlVector<int> g_CaptureZones;
DECLARE_BUILD_FACTORY( CTFArrowPanel );
DECLARE_BUILD_FACTORY( CTFFlagStatus );
extern ConVar tf_flag_caps_per_round;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFArrowPanel::CTFArrowPanel( Panel *parent, const char *name ) : CTFImagePanel( parent, name )
{
m_RedMaterial.Init( "hud/objectives_flagpanel_compass_red", TEXTURE_GROUP_VGUI );
m_BlueMaterial.Init( "hud/objectives_flagpanel_compass_blue", TEXTURE_GROUP_VGUI );
m_NeutralMaterial.Init( "hud/objectives_flagpanel_compass_grey", TEXTURE_GROUP_VGUI );
m_RedMaterialNoArrow.Init( "hud/objectives_flagpanel_compass_red_noArrow", TEXTURE_GROUP_VGUI );
m_BlueMaterialNoArrow.Init( "hud/objectives_flagpanel_compass_blue_noArrow", TEXTURE_GROUP_VGUI );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFArrowPanel::GetAngleRotation( void )
{
float flRetVal = 0.0f;
C_TFPlayer *pPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
C_BaseEntity *pEnt = m_hEntity.Get();
if ( pPlayer && pEnt )
{
QAngle vangles;
Vector eyeOrigin;
float zNear, zFar, fov;
pPlayer->CalcView( eyeOrigin, vangles, zNear, zFar, fov );
Vector vecFlag = pEnt->WorldSpaceCenter() - eyeOrigin;
vecFlag.z = 0;
vecFlag.NormalizeInPlace();
Vector forward, right, up;
AngleVectors( vangles, &forward, &right, &up );
forward.z = 0;
right.z = 0;
forward.NormalizeInPlace();
right.NormalizeInPlace();
float dot = DotProduct( vecFlag, forward );
float angleBetween = acos( dot );
dot = DotProduct( vecFlag, right );
if ( dot < 0.0f )
{
angleBetween *= -1;
}
flRetVal = RAD2DEG( angleBetween );
}
return flRetVal;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFArrowPanel::Paint()
{
if ( !m_hEntity.Get() )
return;
C_BaseEntity *pEnt = m_hEntity.Get();
IMaterial *pMaterial = m_NeutralMaterial;
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
// figure out what material we need to use
if ( pEnt->GetTeamNumber() == TF_TEAM_RED )
{
pMaterial = m_RedMaterial;
if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
{
// is our target a player?
C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
if ( pTargetEnt && pTargetEnt->IsPlayer() )
{
// does our target have the flag and are they carrying the flag we're currently drawing?
C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt );
if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) )
{
pMaterial = m_RedMaterialNoArrow;
}
}
}
}
else if ( pEnt->GetTeamNumber() == TF_TEAM_BLUE )
{
pMaterial = m_BlueMaterial;
if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
{
// is our target a player?
C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
if ( pTargetEnt && pTargetEnt->IsPlayer() )
{
// does our target have the flag and are they carrying the flag we're currently drawing?
C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt );
if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) )
{
pMaterial = m_BlueMaterialNoArrow;
}
}
}
}
int x = 0;
int y = 0;
ipanel()->GetAbsPos( GetVPanel(), x, y );
int nWidth = GetWide();
int nHeight = GetTall();
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
VMatrix panelRotation;
panelRotation.Identity();
MatrixBuildRotationAboutAxis( panelRotation, Vector( 0, 0, 1 ), GetAngleRotation() );
// MatrixRotate( panelRotation, Vector( 1, 0, 0 ), 5 );
panelRotation.SetTranslation( Vector( x + nWidth/2, y + nHeight/2, 0 ) );
pRenderContext->LoadMatrix( panelRotation );
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.Position3f( -nWidth/2, -nHeight/2, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 0, 1, 0 );
meshBuilder.Position3f( nWidth/2, -nHeight/2, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 0, 1, 1 );
meshBuilder.Position3f( nWidth/2, nHeight/2, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.TexCoord2f( 0, 0, 1 );
meshBuilder.Position3f( -nWidth/2, nHeight/2, 0 );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
pRenderContext->PopMatrix();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFArrowPanel::IsVisible( void )
{
if( IsTakingAFreezecamScreenshot() )
return false;
return BaseClass::IsVisible();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFFlagStatus::CTFFlagStatus( Panel *parent, const char *name ) : EditablePanel( parent, name )
{
m_pArrow = NULL;
m_pStatusIcon = NULL;
m_pBriefcase = NULL;
m_hEntity = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlagStatus::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
// load control settings...
LoadControlSettings( "resource/UI/FlagStatus.res" );
m_pArrow = dynamic_cast<CTFArrowPanel *>( FindChildByName( "Arrow" ) );
m_pStatusIcon = dynamic_cast<CTFImagePanel *>( FindChildByName( "StatusIcon" ) );
m_pBriefcase = dynamic_cast<CTFImagePanel *>( FindChildByName( "Briefcase" ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlagStatus::IsVisible( void )
{
if( IsTakingAFreezecamScreenshot() )
return false;
return BaseClass::IsVisible();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlagStatus::UpdateStatus( void )
{
if ( m_hEntity.Get() )
{
CCaptureFlag *pFlag = dynamic_cast<CCaptureFlag *>( m_hEntity.Get() );
if ( pFlag )
{
const char *pszImage = "../hud/objectives_flagpanel_ico_flag_home";
if ( pFlag->IsDropped() )
{
pszImage = "../hud/objectives_flagpanel_ico_flag_dropped";
}
else if ( pFlag->IsStolen() )
{
pszImage = "../hud/objectives_flagpanel_ico_flag_moving";
}
if ( m_pStatusIcon )
{
m_pStatusIcon->SetImage( pszImage );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFHudFlagObjectives::CTFHudFlagObjectives( Panel *parent, const char *name ) : EditablePanel( parent, name )
{
m_pCarriedImage = NULL;
m_pPlayingTo = NULL;
m_bFlagAnimationPlayed = false;
m_bCarryingFlag = false;
m_pSpecCarriedImage = NULL;
vgui::ivgui()->AddTickSignal( GetVPanel() );
ListenForGameEvent( "flagstatus_update" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFHudFlagObjectives::IsVisible( void )
{
if( IsTakingAFreezecamScreenshot() )
return false;
return BaseClass::IsVisible();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
// load control settings...
LoadControlSettings( "resource/UI/HudObjectiveFlagPanel.res" );
m_pCarriedImage = dynamic_cast<CTFImagePanel *>( FindChildByName( "CarriedImage" ) );
m_pPlayingTo = dynamic_cast<CTFLabel *>( FindChildByName( "PlayingTo" ) );
m_pPlayingToBG = dynamic_cast<CTFImagePanel *>( FindChildByName( "PlayingToBG" ) );
m_pRedFlag = dynamic_cast<CTFFlagStatus *>( FindChildByName( "RedFlag" ) );
m_pBlueFlag = dynamic_cast<CTFFlagStatus *>( FindChildByName( "BlueFlag" ) );
m_pCapturePoint = dynamic_cast<CTFArrowPanel *>( FindChildByName( "CaptureFlag" ) );
m_pSpecCarriedImage = dynamic_cast<ImagePanel *>( FindChildByName( "SpecCarriedImage" ) );
// outline is always on, so we need to init the alpha to 0
CTFImagePanel *pOutline = dynamic_cast<CTFImagePanel *>( FindChildByName( "OutlineImage" ) );
if ( pOutline )
{
pOutline->SetAlpha( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::Reset()
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FlagOutlineHide" );
if ( m_pCarriedImage && m_pCarriedImage->IsVisible() )
{
m_pCarriedImage->SetVisible( false );
}
if ( m_pBlueFlag && !m_pBlueFlag->IsVisible() )
{
m_pBlueFlag->SetVisible( true );
}
if ( m_pRedFlag && !m_pRedFlag->IsVisible() )
{
m_pRedFlag->SetVisible( true );
}
if ( m_pSpecCarriedImage && m_pSpecCarriedImage->IsVisible() )
{
m_pSpecCarriedImage->SetVisible( false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::SetPlayingToLabelVisible( bool bVisible )
{
if ( m_pPlayingTo && m_pPlayingToBG )
{
if ( m_pPlayingTo->IsVisible() != bVisible )
{
m_pPlayingTo->SetVisible( bVisible );
}
if ( m_pPlayingToBG->IsVisible() != bVisible )
{
m_pPlayingToBG->SetVisible( bVisible );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::OnTick()
{
// iterate through the flags to set their position in our HUD
for ( int i = 0; i < g_Flags.Count(); i++ )
{
CCaptureFlag *pFlag = dynamic_cast< CCaptureFlag* >( ClientEntityList().GetEnt( g_Flags[i] ) );
if ( pFlag )
{
if ( !pFlag->IsDisabled() )
{
if ( m_pRedFlag && pFlag->GetTeamNumber() == TF_TEAM_RED )
{
m_pRedFlag->SetEntity( pFlag );
}
else if ( m_pBlueFlag && pFlag->GetTeamNumber() == TF_TEAM_BLUE )
{
m_pBlueFlag->SetEntity( pFlag );
}
}
}
else
{
// this isn't a valid index for a flag
g_Flags.Remove( i );
}
}
// are we playing captures for rounds?
if ( tf_flag_caps_per_round.GetInt() > 0 )
{
C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE );
if ( pTeam )
{
SetDialogVariable( "bluescore", pTeam->GetFlagCaptures() );
}
pTeam = GetGlobalTFTeam( TF_TEAM_RED );
if ( pTeam )
{
SetDialogVariable( "redscore", pTeam->GetFlagCaptures() );
}
SetPlayingToLabelVisible( true );
SetDialogVariable( "rounds", tf_flag_caps_per_round.GetInt() );
}
else // we're just playing straight score
{
C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE );
if ( pTeam )
{
SetDialogVariable( "bluescore", pTeam->Get_Score() );
}
pTeam = GetGlobalTFTeam( TF_TEAM_RED );
if ( pTeam )
{
SetDialogVariable( "redscore", pTeam->Get_Score() );
}
SetPlayingToLabelVisible( false );
}
// check the local player to see if they're spectating, OBS_MODE_IN_EYE, and the target entity is carrying the flag
bool bSpecCarriedImage = false;
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pPlayer && ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
{
// does our target have the flag?
C_BaseEntity *pEnt = pPlayer->GetObserverTarget();
if ( pEnt && pEnt->IsPlayer() )
{
C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pEnt );
if ( pTarget->HasTheFlag() )
{
bSpecCarriedImage = true;
if ( pTarget->GetTeamNumber() == TF_TEAM_RED )
{
if ( m_pSpecCarriedImage )
{
m_pSpecCarriedImage->SetImage( "../hud/objectives_flagpanel_carried_blue" );
}
}
else
{
if ( m_pSpecCarriedImage )
{
m_pSpecCarriedImage->SetImage( "../hud/objectives_flagpanel_carried_red" );
}
}
}
}
}
if ( bSpecCarriedImage )
{
if ( m_pSpecCarriedImage && !m_pSpecCarriedImage->IsVisible() )
{
m_pSpecCarriedImage->SetVisible( true );
}
}
else
{
if ( m_pSpecCarriedImage && m_pSpecCarriedImage->IsVisible() )
{
m_pSpecCarriedImage->SetVisible( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::UpdateStatus( void )
{
C_TFPlayer *pLocalPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
// are we carrying a flag?
CCaptureFlag *pPlayerFlag = NULL;
if ( pLocalPlayer && pLocalPlayer->HasItem() && ( pLocalPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) )
{
pPlayerFlag = dynamic_cast<CCaptureFlag*>( pLocalPlayer->GetItem() );
}
if ( pPlayerFlag )
{
m_bCarryingFlag = true;
// make sure the panels are on, set the initial alpha values,
// set the color of the flag we're carrying, and start the animations
if ( m_pCarriedImage && !m_bFlagAnimationPlayed )
{
m_bFlagAnimationPlayed = true;
if ( m_pBlueFlag && m_pBlueFlag->IsVisible() )
{
m_pBlueFlag->SetVisible( false );
}
if ( m_pRedFlag && m_pRedFlag->IsVisible() )
{
m_pRedFlag->SetVisible( false );
}
if ( !m_pCarriedImage->IsVisible() )
{
m_pCarriedImage->SetVisible( true );
}
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FlagOutline" );
if ( m_pCapturePoint )
{
if ( !m_pCapturePoint->IsVisible() )
{
m_pCapturePoint->SetVisible( true );
}
if ( pLocalPlayer )
{
// go through all the capture zones and find ours
for ( int i = 0; i < g_CaptureZones.Count(); i++ )
{
C_BaseEntity *pZone = ClientEntityList().GetEnt( g_CaptureZones[i] );
if ( pZone )
{
if ( pZone->GetTeamNumber() == pLocalPlayer->GetTeamNumber() )
{
m_pCapturePoint->SetEntity( pZone );
}
}
}
}
}
}
}
else
{
// were we carrying the flag?
if ( m_bCarryingFlag )
{
m_bCarryingFlag = false;
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FlagOutline" );
}
m_bFlagAnimationPlayed = false;
if ( m_pCarriedImage && m_pCarriedImage->IsVisible() )
{
m_pCarriedImage->SetVisible( false );
}
if ( m_pCapturePoint && m_pCapturePoint->IsVisible() )
{
m_pCapturePoint->SetVisible( false );
}
if ( m_pBlueFlag )
{
if ( !m_pBlueFlag->IsVisible() )
{
m_pBlueFlag->SetVisible( true );
}
m_pBlueFlag->UpdateStatus();
}
if ( m_pRedFlag )
{
if ( !m_pRedFlag->IsVisible() )
{
m_pRedFlag->SetVisible( true );
}
m_pRedFlag->UpdateStatus();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::FireGameEvent( IGameEvent *event )
{
const char *eventName = event->GetName();
if ( !Q_strcmp( eventName, "flagstatus_update" ) )
{
UpdateStatus();
}
}