source-engine/game/client/tf2base/tf_hud_mediccallers.cpp
2022-08-13 03:20:41 +03:00

305 lines
8.8 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_hud_mediccallers.h"
#include "iclientmode.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include "view.h"
#include "ivieweffects.h"
#include "viewrender.h"
#include "prediction.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MEDICCALLER_WIDE (XRES(56))
#define MEDICCALLER_TALL (YRES(30))
#define MEDICCALLER_ARROW_WIDE (XRES(16))
#define MEDICCALLER_ARROW_TALL (YRES(24))
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFMedicCallerPanel::CTFMedicCallerPanel( Panel *parent, const char *name ) : EditablePanel(parent,name)
{
m_pArrowMaterial = NULL;
m_iDrawArrow = DRAW_ARROW_UP;
m_bOnscreen = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFMedicCallerPanel::~CTFMedicCallerPanel( void )
{
if ( m_pArrowMaterial )
{
m_pArrowMaterial->DecrementReferenceCount();
}
}
//-----------------------------------------------------------------------------
// Purpose: Applies scheme settings
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "resource/UI/MedicCallerPanel.res" );
if ( m_pArrowMaterial )
{
m_pArrowMaterial->DecrementReferenceCount();
}
m_pArrowMaterial = materials->FindMaterial( "HUD/medic_arrow", TEXTURE_GROUP_VGUI );
m_pArrowMaterial->IncrementReferenceCount();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::PerformLayout( void )
{
BaseClass::PerformLayout();
vgui::Panel *pPanel = FindChildByName( "CallerBG" );
if ( pPanel )
{
pPanel->SetPos( (GetWide() - pPanel->GetWide()) * 0.5, (GetTall() - pPanel->GetTall()) * 0.5 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::GetCallerPosition( const Vector &vecDelta, float flRadius, float *xpos, float *ypos, float *flRotation )
{
// Player Data
Vector playerPosition = MainViewOrigin();
QAngle playerAngles = MainViewAngles();
Vector forward, right, up(0,0,1);
AngleVectors (playerAngles, &forward, NULL, NULL );
forward.z = 0;
VectorNormalize(forward);
CrossProduct( up, forward, right );
float front = DotProduct(vecDelta, forward);
float side = DotProduct(vecDelta, right);
*xpos = flRadius * -side;
*ypos = flRadius * -front;
// Get the rotation (yaw)
*flRotation = atan2(*xpos,*ypos) + M_PI;
*flRotation *= 180 / M_PI;
float yawRadians = -(*flRotation) * M_PI / 180.0f;
float ca = cos( yawRadians );
float sa = sin( yawRadians );
// Rotate it around the circle
*xpos = (int)((ScreenWidth() / 2) + (flRadius * sa));
*ypos = (int)((ScreenHeight() / 2) - (flRadius * ca));
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::OnTick( void )
{
if ( !m_hPlayer || !m_hPlayer->IsAlive() || gpGlobals->curtime > m_flRemoveAt )
{
MarkForDeletion();
return;
}
// If the local player has started healing this guy, remove it too.
//Also don't draw it if we're dead.
C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalTFPlayer )
{
CBaseEntity *pHealTarget = pLocalTFPlayer->MedicGetHealTarget();
if ( (pHealTarget && pHealTarget == m_hPlayer) || pLocalTFPlayer->IsAlive() == false )
{
MarkForDeletion();
return;
}
// If we're pointing to an enemy spy and they are no longer disguised, remove ourselves
if ( m_hPlayer->IsPlayerClass( TF_CLASS_SPY ) &&
!( m_hPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && m_hPlayer->m_Shared.GetDisguiseTeam() == pLocalTFPlayer->GetTeamNumber() ) )
{
MarkForDeletion();
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::PaintBackground( void )
{
// If the local player has started healing this guy, remove it too.
//Also don't draw it if we're dead.
C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalTFPlayer )
return;
if ( !m_hPlayer || m_hPlayer->IsDormant() )
{
SetAlpha(0);
return;
}
// Reposition the callout based on our target's position
int iX, iY;
Vector vecTarget = (m_hPlayer->GetAbsOrigin() + m_vecOffset);
Vector vecDelta = vecTarget - MainViewOrigin();
bool bOnscreen = GetVectorInScreenSpace( vecTarget, iX, iY );
int halfWidth = GetWide() / 2;
if( !bOnscreen || iX < halfWidth || iX > ScreenWidth()-halfWidth )
{
// It's off the screen. Position the callout.
VectorNormalize(vecDelta);
float xpos, ypos;
float flRotation;
float flRadius = YRES(100);
GetCallerPosition( vecDelta, flRadius, &xpos, &ypos, &flRotation );
iX = xpos;
iY = ypos;
Vector vCenter = m_hPlayer->WorldSpaceCenter( );
if( MainViewRight().Dot( vCenter - MainViewOrigin() ) > 0 )
{
m_iDrawArrow = DRAW_ARROW_RIGHT;
}
else
{
m_iDrawArrow = DRAW_ARROW_LEFT;
}
// Move the icon there
SetPos( iX - halfWidth, iY - (GetTall() / 2) );
SetAlpha( 255 );
}
else
{
// On screen
// If our target isn't visible, we draw transparently
trace_t tr;
UTIL_TraceLine( vecTarget, MainViewOrigin(), MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction >= 1.0f )
{
m_bOnscreen = true;
SetAlpha( 0 );
return;
}
m_iDrawArrow = DRAW_ARROW_UP;
SetAlpha( 92 );
SetPos( iX - halfWidth, iY - (GetTall() / 2) );
}
m_bOnscreen = false;
BaseClass::PaintBackground();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::Paint( void )
{
// Don't draw if our target is visible. The particle effect will be doing it for us.
if ( m_bOnscreen )
return;
BaseClass::Paint();
if ( m_iDrawArrow == DRAW_ARROW_UP )
return;
float uA,uB,yA,yB;
int x,y;
GetPos( x,y );
if ( m_iDrawArrow == DRAW_ARROW_LEFT )
{
uA = 1.0;
uB = 0.0;
yA = 0.0;
yB = 1.0;
}
else
{
uA = 0.0;
uB = 1.0;
yA = 0.0;
yB = 1.0;
x += GetWide() - MEDICCALLER_ARROW_WIDE;
}
int iyindent = (GetTall() - MEDICCALLER_ARROW_TALL) * 0.5;
y += iyindent;
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_pArrowMaterial );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( x, y, 0.0f );
meshBuilder.TexCoord2f( 0, uA, yA );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + MEDICCALLER_ARROW_WIDE, y, 0.0f );
meshBuilder.TexCoord2f( 0, uB, yA );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + MEDICCALLER_ARROW_WIDE, y + MEDICCALLER_ARROW_TALL, 0.0f );
meshBuilder.TexCoord2f( 0, uB, yB );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y + MEDICCALLER_ARROW_TALL, 0.0f );
meshBuilder.TexCoord2f( 0, uA, yB );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::SetPlayer( C_TFPlayer *pPlayer, float flDuration, Vector &vecOffset )
{
m_hPlayer = pPlayer;
m_flRemoveAt = gpGlobals->curtime + flDuration;
m_vecOffset = vecOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::AddMedicCaller( C_TFPlayer *pPlayer, float flDuration, Vector &vecOffset )
{
CTFMedicCallerPanel *pCaller = new CTFMedicCallerPanel( g_pClientMode->GetViewport(), "MedicCallerPanel" );
vgui::SETUP_PANEL(pCaller);
pCaller->SetBounds( 0,0, MEDICCALLER_WIDE, MEDICCALLER_TALL );
pCaller->SetPlayer( pPlayer, flDuration, vecOffset );
pCaller->SetVisible( true );
vgui::ivgui()->AddTickSignal( pCaller->GetVPanel() );
}