mirror of
https://github.com/nillerusr/source-engine.git
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523 lines
13 KiB
C++
523 lines
13 KiB
C++
//========= 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 <vgui/ISurface.h>
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#include "clientmode_csnormal.h"
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#include "cs_gamerules.h"
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#include "hud_numericdisplay.h"
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#include "voice_status.h"
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#include "c_plantedc4.h"
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#include "weapon_c4.h"
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#include "c_cs_hostage.h"
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#include "c_cs_playerresource.h"
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#include <coordsize.h>
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#include "hud_macros.h"
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#include "vgui/IVGui.h"
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#include "vgui/ILocalize.h"
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#include "mapoverview.h"
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#include "cstrikespectatorgui.h"
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#include "hud_radar.h"
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#define RADAR_DOT_NORMAL 0
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#define RADAR_DOT_BOMB (1<<0)
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#define RADAR_DOT_HOSTAGE (1<<1)
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#define RADAR_DOT_BOMBCARRIER (1<<2)
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#define RADAR_DOT_VIP (1<<3)
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#define RADAR_DOT_LARGE_FLASH (1<<4)
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#define RADAR_DOT_BOMB_PLANTED (1<<5)
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#define RADAR_IGNORE_Z (1<<6) //always draw this item as if it was at the same Z as the player
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extern CUtlVector< CC4* > g_C4s;
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ConVar cl_radartype( "cl_radartype", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
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ConVar cl_radaralpha( "cl_radaralpha", "200", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, NULL, true, 0, true, 255 );
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ConVar cl_locationalpha( "cl_locationalpha", "150", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, NULL, true, 0, true, 255 );
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DECLARE_HUDELEMENT( CHudRadar );
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DECLARE_HUD_MESSAGE( CHudRadar, UpdateRadar );
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static CHudRadar *s_Radar = NULL;
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CUtlVector<CPlayerRadarFlash> g_RadarFlashes;
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CHudRadar::CHudRadar( const char *pName ) : vgui::Panel( NULL, "HudRadar" ), CHudElement( pName )
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{
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SetParent( g_pClientMode->GetViewport() );
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m_pBackground = NULL;
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m_pBackgroundTrans = NULL;
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m_flNextBombFlashTime = 0.0;
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m_bBombFlash = true;
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m_flNextHostageFlashTime = 0.0;
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m_bHostageFlash = true;
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m_bHideRadar = false;
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s_Radar = this;
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SetHiddenBits( HIDEHUD_PLAYERDEAD );
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}
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CHudRadar::~CHudRadar()
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{
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s_Radar = NULL;
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}
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void CHudRadar::Init()
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{
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HOOK_HUD_MESSAGE( CHudRadar, UpdateRadar );
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}
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void CHudRadar::LevelInit()
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{
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m_flNextBombFlashTime = 0.0;
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m_bBombFlash = true;
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m_flNextHostageFlashTime = 0.0;
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m_bHostageFlash = true;
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g_RadarFlashes.RemoveAll();
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// Map Overview handles radar duties now.
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if( g_pMapOverview )
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g_pMapOverview->SetMode(CCSMapOverview::MAP_MODE_RADAR);
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}
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void CHudRadar::Reset()
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{
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CHudElement::Reset();
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if( g_pMapOverview )
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g_pMapOverview->SetMode(CCSMapOverview::MAP_MODE_RADAR);
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}
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void CHudRadar::MsgFunc_UpdateRadar(bf_read &msg )
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{
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int iPlayerEntity = msg.ReadByte();
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//Draw objects on the radar
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//=============================
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C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( !pLocalPlayer )
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return;
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C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources();
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if ( !pCSPR )
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return;
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//Players
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for(int i=1;i<=MAX_PLAYERS;i++)
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{
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if( i == pLocalPlayer->entindex() )
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continue;
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C_CSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex(i) );
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if ( pPlayer )
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{
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pPlayer->m_bDetected = false;
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}
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}
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while ( iPlayerEntity > 0 )
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{
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int x = msg.ReadSBitLong( COORD_INTEGER_BITS-1 ) * 4;
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int y = msg.ReadSBitLong( COORD_INTEGER_BITS-1 ) * 4;
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int z = msg.ReadSBitLong( COORD_INTEGER_BITS-1 ) * 4;
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int a = msg.ReadSBitLong( 9 );
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C_CSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex(iPlayerEntity) );
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Vector origin( x, y, z );
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QAngle angles( 0, a, 0 );
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if ( g_pMapOverview )
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{
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g_pMapOverview->SetPlayerPositions( iPlayerEntity-1, origin, angles );
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}
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iPlayerEntity = msg.ReadByte(); // read index for next player
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if ( !pPlayer )
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continue;
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bool bOppositeTeams = (pLocalPlayer->GetTeamNumber() != TEAM_UNASSIGNED && pCSPR->GetTeam( pPlayer->entindex() ) != pLocalPlayer->GetTeamNumber());
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//=============================================================================
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// HPE_BEGIN:
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// [tj] This used to do slightly different logic that caused other players
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// to twitch while you were observing.
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//=============================================================================
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// Don't update players if they are in PVS.
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if (!pPlayer->IsDormant())
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{
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continue;
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}
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//Don't update players if you are sill alive and they are an enemy.
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if (bOppositeTeams && !pLocalPlayer->IsObserver())
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{
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continue;
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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// update origin and angle for players out of my PVS
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origin = pPlayer->GetAbsOrigin();
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angles = pPlayer->GetAbsAngles();
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origin.x = x;
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origin.y = y;
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angles.y = a;
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pPlayer->SetAbsOrigin( origin );
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pPlayer->SetAbsAngles( angles );
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pPlayer->m_bDetected = true;
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}
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}
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bool CHudRadar::ShouldDraw()
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{
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Added base class call
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//=============================================================================
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return pPlayer && pPlayer->IsAlive() && !m_bHideRadar && CHudElement::ShouldDraw();
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//=============================================================================
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// HPE_END
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//=============================================================================
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}
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void CHudRadar::SetVisible(bool state)
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{
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BaseClass::SetVisible(state);
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if( g_pMapOverview && g_pMapOverview->GetMode() == CCSMapOverview::MAP_MODE_RADAR )
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{
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// We are the hud element still, but he is in charge of the new style now.
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g_pMapOverview->SetVisible( state );
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}
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}
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void CHudRadar::Paint()
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{
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// We are the hud element still, but Overview is in charge of the new style now.
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return;
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}
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void CHudRadar::WorldToRadar( const Vector location, const Vector origin, const QAngle angles, float &x, float &y, float &z_delta )
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{
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float x_diff = location.x - origin.x;
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float y_diff = location.y - origin.y;
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int iRadarRadius = GetWide(); //width of the panel, it resizes now!
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float fRange = 16 * iRadarRadius; // radar's range
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float flOffset = atan(y_diff/x_diff);
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flOffset *= 180;
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flOffset /= M_PI;
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if ((x_diff < 0) && (y_diff >= 0))
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flOffset = 180 + flOffset;
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else if ((x_diff < 0) && (y_diff < 0))
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flOffset = 180 + flOffset;
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else if ((x_diff >= 0) && (y_diff < 0))
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flOffset = 360 + flOffset;
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y_diff = -1*(sqrt((x_diff)*(x_diff) + (y_diff)*(y_diff)));
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x_diff = 0;
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flOffset = angles.y - flOffset;
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flOffset *= M_PI;
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flOffset /= 180; // now theta is in radians
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float xnew_diff = x_diff * cos(flOffset) - y_diff * sin(flOffset);
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float ynew_diff = x_diff * sin(flOffset) + y_diff * cos(flOffset);
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// The dot is out of the radar's range.. Scale it back so that it appears on the border
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if ( (-1 * y_diff) > fRange )
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{
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float flScale;
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flScale = ( -1 * y_diff) / fRange;
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xnew_diff /= flScale;
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ynew_diff /= flScale;
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}
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xnew_diff /= 32;
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ynew_diff /= 32;
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//output
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x = (iRadarRadius/2) + (int)xnew_diff;
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y = (iRadarRadius/2) + (int)ynew_diff;
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z_delta = location.z - origin.z;
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}
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void CHudRadar::DrawPlayerOnRadar( int iPlayer, C_CSPlayer *pLocalPlayer )
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{
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float x, y, z_delta;
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int iBaseDotSize = ScreenWidth() / 256;
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int r, g, b, a = 235;
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C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources();
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if ( !pCSPR )
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return;
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C_CSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayer ) );
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if ( !pPlayer )
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return;
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bool bOppositeTeams = (pLocalPlayer->GetTeamNumber() != TEAM_UNASSIGNED && pCSPR->GetTeam( iPlayer ) != pLocalPlayer->GetTeamNumber());
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if ( bOppositeTeams && pPlayer->m_bDetected == false )
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return;
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WorldToRadar( pPlayer->GetAbsOrigin(), pLocalPlayer->GetAbsOrigin(), pLocalPlayer->LocalEyeAngles(), x, y, z_delta );
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if( pCSPR->HasC4( iPlayer ) || pCSPR->IsVIP( iPlayer ) || bOppositeTeams )
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{
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r = 250; g = 0; b = 0;
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}
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else if ( 0 /*m_bTrackArray[i-1] == true */ ) // Tracked players (friends we want to keep track of on the radar)
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{
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iBaseDotSize *= 2;
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r = 185; g = 20; b = 20;
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}
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else
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{
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r = 75; g = 75; b = 250;
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}
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// Handle the radio flashes
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bool bRadarFlash = false;
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if ( g_RadarFlashes.Count() > iPlayer )
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bRadarFlash = g_RadarFlashes[iPlayer].m_bRadarFlash && g_RadarFlashes[iPlayer].m_iNumRadarFlashes > 0;
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if ( bRadarFlash || GetClientVoiceMgr()->IsPlayerSpeaking( iPlayer ) )
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{
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r = 230; g = 110; b = 25; a = 245;
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DrawRadarDot( x, y, z_delta, iBaseDotSize, RADAR_DOT_LARGE_FLASH, r, g, b, a );
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}
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else
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{
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DrawRadarDot( x, y, z_delta, iBaseDotSize, RADAR_DOT_NORMAL, r, g, b, a );
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}
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}
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void CHudRadar::DrawEntityOnRadar( CBaseEntity *pEnt, C_CSPlayer *pLocalPlayer, int flags, int r, int g, int b, int a )
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{
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float x, y, z_delta;
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int iBaseDotSize = 4;
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WorldToRadar( pEnt->GetAbsOrigin(), pLocalPlayer->GetAbsOrigin(), pLocalPlayer->LocalEyeAngles(), x, y, z_delta );
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if( flags & RADAR_IGNORE_Z )
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z_delta = 0;
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DrawRadarDot( x, y, z_delta, iBaseDotSize, flags, r, g, b, a );
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}
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void CHudRadar::FillRect( int x, int y, int w, int h )
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{
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int panel_x, panel_y, panel_w, panel_h;
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GetBounds( panel_x, panel_y, panel_w, panel_h );
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vgui::surface()->DrawFilledRect( x, y, x+w, y+h );
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}
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void CHudRadar::DrawRadarDot( int x, int y, float z_diff, int iBaseDotSize, int flags, int r, int g, int b, int a )
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{
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vgui::surface()->DrawSetColor( r, g, b, a );
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if ( flags & RADAR_DOT_LARGE_FLASH )
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{
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FillRect( x-1, y-1, iBaseDotSize+1, iBaseDotSize+1 );
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}
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else if ( z_diff < -128 ) // below the player
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{
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z_diff *= -1;
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if ( z_diff > 3096 )
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{
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z_diff = 3096;
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}
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int iBar = (int)( z_diff / 400 ) + 2;
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// Draw an upside-down T shape to symbolize the dot is below the player.
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iBaseDotSize /= 2;
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//horiz
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FillRect( x-(2*iBaseDotSize), y, 5*iBaseDotSize, iBaseDotSize );
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//vert
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FillRect( x, y - iBar*iBaseDotSize, iBaseDotSize, iBar*iBaseDotSize );
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}
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else if ( z_diff > 128 ) // above the player
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{
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if ( z_diff > 3096 )
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{
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z_diff = 3096;
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}
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int iBar = (int)( z_diff / 400 ) + 2;
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iBaseDotSize /= 2;
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// Draw a T shape to symbolize the dot is above the player.
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//horiz
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FillRect( x-(2*iBaseDotSize), y, 5*iBaseDotSize, iBaseDotSize );
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//vert
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FillRect( x, y, iBaseDotSize, iBar*iBaseDotSize );
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}
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else
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{
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if ( flags & RADAR_DOT_HOSTAGE )
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{
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FillRect( x-1, y-1, iBaseDotSize+1, iBaseDotSize+1 );
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}
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else if ( flags & RADAR_DOT_BOMB )
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{
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if ( flags & RADAR_DOT_BOMB_PLANTED )
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{
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iBaseDotSize = 2;
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// draw an X for the planted bomb
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FillRect( x, y, iBaseDotSize, iBaseDotSize );
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FillRect( x-2, y-2, iBaseDotSize, iBaseDotSize );
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FillRect( x-2, y+2, iBaseDotSize, iBaseDotSize );
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FillRect( x+2, y-2, iBaseDotSize, iBaseDotSize );
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FillRect( x+2, y+2, iBaseDotSize, iBaseDotSize );
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}
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else
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{
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FillRect( x-1, y-1, iBaseDotSize+1, iBaseDotSize+1 );
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}
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}
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else
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{
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FillRect( x, y, iBaseDotSize, iBaseDotSize );
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}
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}
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}
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void Radar_FlashPlayer( int iPlayer )
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{
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if ( g_RadarFlashes.Count() <= iPlayer )
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{
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g_RadarFlashes.AddMultipleToTail( iPlayer - g_RadarFlashes.Count() + 1 );
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}
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CPlayerRadarFlash *pFlash = &g_RadarFlashes[iPlayer];
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pFlash->m_flNextRadarFlashTime = gpGlobals->curtime;
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pFlash->m_iNumRadarFlashes = 16;
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pFlash->m_bRadarFlash = false;
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g_pMapOverview->FlashEntity(iPlayer);
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}
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CON_COMMAND( drawradar, "Draws HUD radar" )
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{
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(GET_HUDELEMENT( CHudRadar ))->DrawRadar();
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}
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CON_COMMAND( hideradar, "Hides HUD radar" )
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{
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(GET_HUDELEMENT( CHudRadar ))->HideRadar();
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// Location text under radar
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DECLARE_HUDELEMENT( CHudLocation );
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CHudLocation::CHudLocation( const char *pName ) : vgui::Label( NULL, "HudLocation", "" ), CHudElement( pName )
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{
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SetParent( g_pClientMode->GetViewport() );
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}
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void CHudLocation::Init()
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{
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// Make sure we get ticked...
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vgui::ivgui()->AddTickSignal( GetVPanel() );
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}
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void CHudLocation::LevelInit()
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{
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}
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bool CHudLocation::ShouldDraw()
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{
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CCSMapOverview *pCSMapOverview = (CCSMapOverview *)GET_HUDELEMENT( CCSMapOverview );
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if( g_pMapOverview && g_pMapOverview->GetMode() == CMapOverview::MAP_MODE_RADAR && pCSMapOverview && pCSMapOverview->ShouldDraw() == true )
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return true;
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else if( g_pMapOverview && g_pMapOverview->GetMode() == CMapOverview::MAP_MODE_INSET )
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return true;
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return false;
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}
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void CHudLocation::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings( pScheme );
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m_fgColor = Color( 64, 255, 64, 255 );
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SetFont( pScheme->GetFont( "ChatFont" ) );
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SetBorder( NULL );
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SetBgColor( Color( 0, 0, 0, 0 ) );
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SetFgColor( m_fgColor );
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}
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void CHudLocation::OnTick()
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{
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m_fgColor[3] = cl_locationalpha.GetInt();
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SetFgColor( m_fgColor );
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const char *pszLocation = "";
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pPlayer )
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{
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pszLocation = pPlayer->GetLastKnownPlaceName();
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}
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SetText( g_pVGuiLocalize->Find( pszLocation ) );
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// We have two different locations based on the Overview mode.
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// So we just position ourselves below, and center our text in their width.
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if( g_pMapOverview )
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{
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int x = 0, y = 0;
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int width = 0, height = 0;
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g_pMapOverview->GetAsPanel()->GetPos( x, y );
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g_pMapOverview->GetAsPanel()->GetSize( width, height );
|
|
y += g_pMapOverview->GetAsPanel()->GetTall();
|
|
SetPos( x, y );
|
|
SetWide( width );
|
|
}
|
|
}
|