source-engine/game/client/cstrike/vgui_c4panel.cpp
2022-03-02 11:45:17 +03:00

211 lines
5.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "c_vguiscreen.h"
#include "vgui_controls/Label.h"
#include <vgui/IVGui.h>
#include "c_plantedc4.h"
#include "ienginevgui.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Control screen
//-----------------------------------------------------------------------------
class CC4Panel : public CVGuiScreenPanel
{
DECLARE_CLASS( CC4Panel, CVGuiScreenPanel );
public:
CC4Panel( vgui::Panel *parent, const char *panelName );
~CC4Panel();
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
virtual void OnTick();
virtual void ApplySchemeSettings( IScheme *pScheme );
private:
vgui::Label *m_pTimeLabel;
float m_flNextDigitRandomizeTime; //next time to grab a new digit while scrolling random digits
//in un-decoded digits
int m_iLastRandomInt; //store the random digit between new rand calls
bool m_bInitLabelColor;
Color m_cArmed;
Color m_cDefused;
Color m_cInvisible;
};
DECLARE_VGUI_SCREEN_FACTORY( CC4Panel, "c4_panel" );
//-----------------------------------------------------------------------------
// Constructor:
//-----------------------------------------------------------------------------
CC4Panel::CC4Panel( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, "CC4Panel", vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/C4Panel.res", "ClientScheme" ) )
{
SetSize( 10, 10 ); // Quiet "parent not sized yet" spew
m_pTimeLabel = new vgui::Label( this, "TimerLabel", "" );
m_flNextDigitRandomizeTime = 0;
m_iLastRandomInt = 0;
m_bInitLabelColor = true;
}
CC4Panel::~CC4Panel()
{
}
void CC4Panel::ApplySchemeSettings( IScheme *pScheme )
{
assert( pScheme );
m_cArmed = pScheme->GetColor( "C4Panel_Armed", GetFgColor() );
m_cDefused = pScheme->GetColor( "C4Panel_Defused", GetFgColor() );
m_cInvisible = Color( 0, 0, 0, 0 );
if( m_bInitLabelColor )
{
m_pTimeLabel->SetFgColor( m_cArmed );
m_bInitLabelColor = false;
}
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
bool CC4Panel::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
{
// Make sure we get ticked...
vgui::ivgui()->AddTickSignal( GetVPanel() );
if (!BaseClass::Init(pKeyValues, pInitData))
return false;
return true;
}
//how long to spend decoding each digit
float flTransitionTimes[] = { 0.9, 0.8, 0.6, 0.45, 0.25, 0.15, 0.0 };
//the defuse code, taken from the view model animation, v_c4.mdl
char cDefuseCode[] = { '7', '3', '5', '5', '6', '0', '8', '\0' };
char cArmedDisplay[] = { '*', '*', '*', '*', '*', '*', '*', '\0' };
//convert an integer into the readable character version of that number
#define INT_TO_CHAR(i) ( '0' + (i) )
//-----------------------------------------------------------------------------
// Update the display string
//-----------------------------------------------------------------------------
void CC4Panel::OnTick()
{
BaseClass::OnTick();
SetVisible( true );
float flProgress = 1.0;
if ( g_PlantedC4s.Count() > 0 )
{
C_PlantedC4 *pC4 = g_PlantedC4s[0];
if( pC4 )
{
flProgress = pC4->GetDefuseProgress();
}
else
return;
}
m_pTimeLabel->SetFgColor( m_cArmed );
// If flProgress is less than 0, the bomb has been defused
if( flProgress < 0.0 )
{
//Flash when the bomb has been defused
if( flProgress > -0.2 ) //flash for 2 seconds
{
int x = (int)( flProgress * 100 );
if( x % 2 == 0 )
m_pTimeLabel->SetFgColor( m_cInvisible );
else
m_pTimeLabel->SetFgColor( m_cDefused );
}
else
m_pTimeLabel->SetFgColor( m_cDefused );
//Show the full, decoded defuse code
m_pTimeLabel->SetText( cDefuseCode );
}
else if( flProgress < 1.0 ) //defuse in progress
{
//Initial display
char buf[8];
Q_strncpy( buf, cArmedDisplay, MIN( sizeof(buf), sizeof(cArmedDisplay) ) );
int iDigitPos = 0;
while( flProgress < flTransitionTimes[iDigitPos] )
{
//Fill in the previously decoded digits
buf[iDigitPos] = cDefuseCode[iDigitPos];
iDigitPos++;
}
//Animate the character that we're decoding
//Value drawn will be based on how long we've been
//decoding this character
float flTimeInThisChar = 1.0 - flTransitionTimes[0];
if( iDigitPos > 0 )
flTimeInThisChar = flTransitionTimes[iDigitPos-1] - flTransitionTimes[iDigitPos];
assert( flTimeInThisChar > 0.0 );
float flPercentDecoding = ( flProgress - flTransitionTimes[iDigitPos] ) / flTimeInThisChar;
//Determine when to next change the digit that we're decoding
if( m_flNextDigitRandomizeTime < gpGlobals->curtime )
{
//Get a new random int to draw
m_iLastRandomInt = RandomInt( 0, 9 );
if( flPercentDecoding > 0.7 )
m_flNextDigitRandomizeTime = gpGlobals->curtime + 0.05;
else if( flPercentDecoding > 0.5 )
m_flNextDigitRandomizeTime = gpGlobals->curtime + 0.1;
else if( flPercentDecoding > 0.3 )
m_flNextDigitRandomizeTime = gpGlobals->curtime + 0.15;
else
m_flNextDigitRandomizeTime = gpGlobals->curtime + 0.3;
}
//Settle on the real value if we're close
if( flPercentDecoding < 0.2 )
buf[iDigitPos] = cDefuseCode[iDigitPos];
else //else use a random digit
buf[iDigitPos] = INT_TO_CHAR( m_iLastRandomInt );
m_pTimeLabel->SetFgColor( m_cArmed );
m_pTimeLabel->SetText( buf );
}
else
{
//Not being defused - draw the armed string
m_pTimeLabel->SetFgColor( m_cArmed );
m_pTimeLabel->SetText( cArmedDisplay );
}
}