void AddFragFn(int argc, char **argv)
{
	uint32 nID = 0;
	int nFragCount =0;
	if (argc > 0)
	{
		nID =  (uint32)atoi(argv[0]);
		if (argc > 1)
		{
			nFragCount = atoi(argv[1]);
		}
	}

	CClientInfoMgr *pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	if (pCIMgr)
	{
		CLIENT_INFO *ptr = pCIMgr->GetFirstClient();
		while (ptr)
		{
			if (ptr->nID == nID)
			{
				pCIMgr->AddFrag(nID);
				break;
			}
			ptr = ptr->pNext;
		}
	}

}
void AddClientFn(int argc, char **argv)
{
	HSTRING hstrName = LTNULL; 
	uint32 nID = 0;
	uint8 nTeam = 0;
	if (g_pGameClientShell->GetGameType() == COOPERATIVE_ASSAULT)
	{
		nTeam = (uint8)GetRandom(1,2);
	}
	int nFragCount =GetRandom(3);

	if (argc > 0)
	{
		hstrName = g_pLTClient->CreateString(argv[0]);
		if (argc > 1)
		{
			nID = atoi(argv[1]);
		}
	}

	
	CClientInfoMgr *pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	if (pCIMgr && hstrName)
	{
		if (!nID)
			nID = pCIMgr->GetNumClients()+1;
		pCIMgr->AddClient(hstrName,nID,nFragCount,nTeam);
		ListClientFn(0,LTNULL);
	}

}
Exemple #3
0
void CCheatMgr::BootPlayer(CParsedMsgW const& cMsg)
{
	if (!IsMultiplayerGameClient()) return;

	CClientInfoMgr *pCIMgr = g_pGameClientShell->GetInterfaceMgr( )->GetClientInfoMgr();
	if (!pCIMgr) return;

	if( cMsg.GetArgCount() < 2 )
		return;

	// The full name of the player might be split between several 
	// arguments of the message so build the name from all arguments
	// except the name of the actual cheat (Arg 1).
	
	wchar_t szPlayerName[MAX_PLAYER_NAME] = {0};
	cMsg.ReCreateMsg( szPlayerName, LTARRAYSIZE( szPlayerName ), 1 );

	CLIENT_INFO* pInfo = pCIMgr->GetFirstClient();
	while (pInfo && LTStrICmp(pInfo->sName.c_str(),szPlayerName) != 0)
		pInfo = pInfo->pNext;

	if (pInfo)
	{

		// Tell the server
		SendCheatMessage( CHEAT_BOOT, pInfo->nID );
	}
}
void ListClientFn(int argc, char **argv)
{
	CClientInfoMgr *pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	if (pCIMgr)
	{
		CLIENT_INFO *ptr = pCIMgr->GetFirstClient();
		while (ptr)
		{
			g_pLTClient->CPrint("%d %s %d",ptr->nID,g_pLTClient->GetStringData(ptr->hstrName),ptr->nFrags);
			ptr = ptr->pNext;
		}
	}

}
void CTeamMenu::Build()
{
	//add items
	CClientInfoMgr *pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	if (pCIMgr)
	{
		m_pMenuWnd->AddItem(pCIMgr->GetTeam(1)->szName,1);
		m_pMenuWnd->AddItem(pCIMgr->GetTeam(2)->szName,2);
	}
	else
	{
		m_pMenuWnd->AddItem("Team 1",1);
		m_pMenuWnd->AddItem("Team 2",2);
	}
}
void CBodyFX::UpdateMarker()
{
	if (!m_pClientDE || !m_hServerObject) return;

	CClientInfoMgr *pClientMgr = g_pInterfaceMgr->GetClientInfoMgr();
	if (!pClientMgr) return;

	CLIENT_INFO* pLocalInfo = pClientMgr->GetLocalClient();
	CLIENT_INFO* pInfo = pClientMgr->GetClientByID(m_bs.nClientId);
	if (!pInfo ||  !pLocalInfo) return;
	LTBOOL bSame = (pInfo->team == pLocalInfo->team);

	if (bSame)
	{
		if (m_hMarker)
			RemoveMarker();
		return;
	}

    uint32 dwFlags = g_pLTClient->GetObjectFlags(m_hServerObject);
	if (!(dwFlags & FLAG_VISIBLE))
	{
		RemoveMarker();
		return;
	}


    LTVector vU, vR, vF, vTemp, vDims, vPos;
    LTRotation rRot;

    ILTPhysics* pPhysics = m_pClientDE->Physics();

	m_pClientDE->GetObjectPos(m_hServerObject, &vPos);
	pPhysics->GetObjectDims(m_hServerObject, &vDims);
	vPos.y += (vDims.y + 20.0f);

	if (!m_hMarker)
	{
		CreateMarker(vPos,bSame);
	}

	if (m_hMarker)
	{
		m_pClientDE->SetObjectPos(m_hMarker, &vPos);
	}
}
Exemple #7
0
void CHUDRadar::UpdateNamePositions()
{

	float fx = (float)(m_NamePos.x) * g_pInterfaceResMgr->GetXRatio();
	float fy = (float)(m_NamePos.y) * g_pInterfaceResMgr->GetYRatio();

	if( IsTeamGameType() )
	{
		CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
		CLIENT_INFO *pLocalCI = pCIMgr->GetLocalClient();
		uint8 nTeam = 0;
		if( pLocalCI)
		{
			nTeam = pLocalCI->nTeamID;
		}

		g_pDrawPrim->SetRGBA4( &teamPoly, nTeamColors[nTeam][1], nTeamColors[nTeam][0], nTeamColors[nTeam][1], nTeamColors[nTeam][2] );

		float fw = 90.0f * g_pInterfaceResMgr->GetXRatio();
		float fh = 90.0f * g_pInterfaceResMgr->GetYRatio();

		g_pDrawPrim->SetXYWH( &teamPoly, fx-fw, fy, fw, fh);

	}

		
	RadarPlayerList::iterator iter = m_Players.begin();
	while (iter != m_Players.end())
	{
		CUIFormattedPolyString* pStr = (*iter)->pName;

		if (pStr->GetLength())
		{
			uint8 nSize = (uint8)(12.0f * g_pInterfaceResMgr->GetXRatio());
			pStr->SetCharScreenHeight(nSize);
			
			pStr->SetPosition(fx,fy);
			fy += (float)pStr->GetHeight();
			
		}
		iter++;
	}
}
void RemoveClientFn(int argc, char **argv)
{
	HSTRING hstrName = LTNULL; 
	uint32 nID = 0;
	int nFragCount =0;

	if (argc > 0)
	{
		nID = atoi(argv[0]);
	}
	
	CClientInfoMgr *pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	if (pCIMgr)
	{
		pCIMgr->RemoveClient(nID);
		ListClientFn(0,LTNULL);
	}

}
Exemple #9
0
void CHUDRadar::UpdatePlayerID(HOBJECT hObj, uint32 nId)
{
	if (!hObj) return;
	CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);

	RadarPlayerList::iterator iter = m_Players.begin();
	while (iter != m_Players.end() &&  (*iter)->hObj != hObj )
	{
		iter++;
	}

	if (iter != m_Players.end())
	{
		(*iter)->nID = nId;

		if (pCI)
		{
			(*iter)->pName->SetText(pCI->sName.c_str());
			UpdateNamePositions();
		}
	}
}
Exemple #10
0
void CHUDRadar::AddPlayer(HOBJECT hObj, uint32 nId)
{
	if (!hObj) return;
	CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
	CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);
	HOBJECT hLocalObj = g_pLTClient->GetClientObject();


	uint8 nTeamID = INVALID_TEAM;

	// Check for teams and only display players of the same team...
	if( IsTeamGameType() && hLocalObj != hObj)
	{
		CLIENT_INFO *pLocalCI = pCIMgr->GetLocalClient();
		if( !pLocalCI || !pCI )
			return;
	
		if( pLocalCI->nTeamID != pCI->nTeamID )
			return;

		nTeamID = pCI->nTeamID;

	}
	

	bool bDead = false;

	if (hLocalObj != hObj)
	{

		AddObject( hObj, RADAR_PLAYER_ALIVE_TYPE, nTeamID );
		
	}

	CCharacterFX *pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFX(hObj);
	if (pCharacter && pCharacter->IsPlayerDead())
	{
		bDead = true;
	}


	RadarPlayerList::iterator iter = m_Players.begin();
	while (iter != m_Players.end() &&  ( (*iter)->hObj != hObj ) )
	{
		iter++;
	}

	RADAR_PLAYER_OBJ* pPlayer = NULL;

	//new player...
	if (iter == m_Players.end())
	{
		pPlayer = debug_new(RADAR_PLAYER_OBJ);
		m_Players.push_back(pPlayer);
	}
	else
	{
		pPlayer = (*iter);
	}

	pPlayer->nID = nId;
	pPlayer->hObj = hObj;
	
	if (!pPlayer->pName)
	{
		uint8 nFont = 0;
		CUIFont* pFont = g_pInterfaceResMgr->GetFont(nFont);
		pPlayer->pName = g_pFontManager->CreateFormattedPolyString(pFont,"",0.0f,0.0f);
		pPlayer->pName->SetAlignmentH(CUI_HALIGN_RIGHT);
	}

	if (pCI)
	{
		pPlayer->pName->SetText(pCI->sName.c_str());
	}

	SetPlayerDead(hObj,bDead);
	
	UpdateNamePositions();
}
Exemple #11
0
void CTriggerFX::CheckPlayersWithinTrigger()
{
	if( m_cs.bLocked )
		return;

	// Get a list of all the characters...

	CSpecialFXList *pList = g_pGameClientShell->GetSFXMgr()->GetFXList( SFX_CHARACTER_ID );
	if( !pList )
		return;

	int nListSize = pList->GetSize();
	int nNumChars = pList->GetNumItems();
	int nNumFoundChars = 0;
	int nNumPlayersFound = 0;
	uint32 dwLocalId = 0;

	g_pLTClient->GetLocalClientID( &dwLocalId );

	LTVector vTrigPos, vPlayerPos, vPlayerDims, vPlayerMin, vPlayerMax;
	g_pLTClient->GetObjectPos( m_hServerObject, &vTrigPos );

	// Setup the triggers box...
	
	LTVector vTrigMin = vTrigPos - m_cs.vDims;
	LTVector vTrigMax = vTrigPos + m_cs.vDims;

	bool bLocalPlayerIn = false;
	
	// Initialize our containers to zero.  Don't call clear, since we'll be using
	// these vectors every frame and most likely they will have the same
	// number of elements across multiple frames.
	m_lstPlayersNotInTrigger.resize( 0 );
	m_lstNewPlayersInTrigger.resize( 0 );

	for( int i = 0; i < nListSize; ++i )
	{
		// Try not to go through the entire list...

		if( nNumFoundChars == nNumChars )
			break;

		if( (*pList)[i] )
		{
			CCharacterFX *pChar = (CCharacterFX*)(*pList)[i];
			if( !pChar )
				continue;

			// Found another char..
			++nNumFoundChars;

			if( pChar->m_cs.bIsPlayer && pChar->m_cs.nClientID != ( uint8 )-1 )
			{
				++nNumPlayersFound;
				
				HOBJECT hPlayer = pChar->GetServerObj();

				g_pLTClient->GetObjectPos( hPlayer, &vPlayerPos );
				g_pPhysicsLT->GetObjectDims( hPlayer, &vPlayerDims );

				vPlayerMin = vPlayerPos - vPlayerDims;
				vPlayerMax = vPlayerPos + vPlayerDims;

				// Check the current list of players in the trigger for this player...
					
				CharFXList::iterator iter;
				for( iter = m_lstCurPlayersInTrigger.begin(); iter != m_lstCurPlayersInTrigger.end(); ++iter )
				{
					if( pChar == (*iter) )
						break;
				}

				// Check if we are within the height of the trigger...

				bool bWithinHeight = false;
				if( vPlayerMax.y > vTrigMin.y && vPlayerMin.y < vTrigMax.y )
					bWithinHeight = true;

				if( bWithinHeight && BoxesIntersect( vTrigMin, vTrigMax, vPlayerMin, vPlayerMax ) && !pChar->IsPlayerDead())
				{
					if( dwLocalId == pChar->m_cs.nClientID )
						bLocalPlayerIn = true;

					// If it wasn't in the list add it...

					if( iter == m_lstCurPlayersInTrigger.end() )
					{
						m_lstCurPlayersInTrigger.push_back( pChar );
						m_lstNewPlayersInTrigger.push_back( pChar );
					}

				}
				else
				{
					if( iter != m_lstCurPlayersInTrigger.end() )
						m_lstCurPlayersInTrigger.erase( iter );

					m_lstPlayersNotInTrigger.push_back( pChar );
				}
			}
		}
	}

	wchar_t wszBuffer[256];

	if( (m_lstNewPlayersInTrigger.size() > 0) && (nNumPlayersFound > 1) )
	{
		CClientInfoMgr *pInfoMgr = g_pInterfaceMgr->GetClientInfoMgr();
		if( !pInfoMgr )
			return;

		if( bLocalPlayerIn )
		{
			// Display a general transmission and messages for each player you are waiting for...

			int nPlayersNotInTrig = m_lstPlayersNotInTrigger.size();

			if( m_cs.nPlayerInsideID != (uint32)-1 )
			{
				g_pTransmission->Show( StringIDFromIndex(m_cs.nPlayerInsideID) );
			}
			else if( nPlayersNotInTrig > 1 )
			{
				//sTransmission.Format( "You are waiting for %i players.", nPlayersNotInTrig );
				FormatString( "IDS_EXIT_PLAYER_WAITING", wszBuffer, LTARRAYSIZE(wszBuffer), nPlayersNotInTrig );
				g_pTransmission->Show( wszBuffer );
			}
			else
			{
				//sTransmission.Format( "You are waiting for 1 player." );
				FormatString( "IDS_EXIT_PLAYER_WAITING_1", wszBuffer, LTARRAYSIZE(wszBuffer) );
				g_pTransmission->Show( wszBuffer );
			}		
			
			
			CharFXList::iterator iter;
			for( iter = m_lstPlayersNotInTrigger.begin(); iter != m_lstPlayersNotInTrigger.end(); ++iter )
			{
				//sMessage.Format( "You are waiting for %s.", pInfoMgr->GetPlayerName( (*iter)->m_cs.nClientID ));
				FormatString( "IDS_EXIT_PLAYER_WAITING_NAME", wszBuffer, LTARRAYSIZE(wszBuffer), pInfoMgr->GetPlayerName( (*iter)->m_cs.nClientID) );
				g_pGameMsgs->AddMessage( wszBuffer );
			}
		}
		else
		{
			// Display a general transmission and messages for each player waiting for you...

			int nPlayersInTrig = m_lstCurPlayersInTrigger.size();
			
			if( m_cs.nPlayerOutsideID != (uint32)-1 )
			{
				g_pTransmission->Show( LoadString(m_cs.nPlayerOutsideID) );
			}
			else if( nPlayersInTrig > 1 )
			{
//				sTransmission.Format( "%i players are waiting for you",nPlayersInTrig  );
				FormatString( "IDS_EXIT_WAITING", wszBuffer, LTARRAYSIZE(wszBuffer), nPlayersInTrig );
				g_pTransmission->Show( wszBuffer );
			}
			else
			{
//				sTransmission.Format( "1 player is waiting for you." );
				FormatString( "IDS_EXIT_WAITING_1", wszBuffer, LTARRAYSIZE(wszBuffer) );
				g_pTransmission->Show( wszBuffer );
			}
			

			CharFXList::iterator iter;
			for( iter = m_lstCurPlayersInTrigger.begin(); iter != m_lstCurPlayersInTrigger.end(); ++iter )
			{
				FormatString( "IDS_EXIT_WAITING_NAME", wszBuffer, LTARRAYSIZE(wszBuffer), pInfoMgr->GetPlayerName( (*iter)->m_cs.nClientID) );
				g_pGameMsgs->AddMessage( wszBuffer );	
			}
		}
	}
}
Exemple #12
0
void CHUDScores::Update()
{
	if (m_nDraw <= 0) return;

	uint32 textCol = (m_bScreen ? m_nScreenTextColor : m_nTextColor);
	uint32 playerTextCol = (m_bScreen ? m_nScreenPlayerTextColor : m_nPlayerTextColor);

	float fScale = g_pInterfaceResMgr->GetXRatio();
	if (fScale != m_fScale)
	{
		m_fScale = fScale;
		m_Server.SetScale(fScale);
		m_SingleFrame.SetScale(fScale);
		for (int team = 0; team < kNumTeams; team++)
		{
			m_Team[team].SetScale(fScale);
			m_Rounds[team].SetScale(fScale);
			m_Header[team].SetScale(fScale);
			m_Frame[team].SetScale(fScale);

			for (int i = 0; i < kMaxPlayers; i++)
			{
				m_Columns[team][i].SetScale(fScale);
			}
		}

	}

	if (IsTeamGameType())
	{
		CUserProfile *pProfile = g_pProfileMgr->GetCurrentProfile();

		for( uint8 team = 0; team < kNumTeams; ++team )
		{
			CTeam* pTeam = CTeamMgr::Instance().GetTeam(team);
			if (!pTeam) continue;
			
			char szTmp[128];
			sprintf(szTmp,"%s : %d",pTeam->GetName(),pTeam->GetScore());
			m_Team[team].SetString(szTmp);

			sprintf(szTmp,"%s : %d", LoadTempString(IDS_ROUNDS), pTeam->GetRoundScore( ));
			m_Rounds[team].SetString(szTmp);
		
			m_Header[team].Show(LTTRUE);
		}

	}
	else
	{
		m_Team[0].SetString("");
		m_Rounds[0].SetString("");
		m_Header[1].Show(LTFALSE);
	}


	m_Server.SetColors(textCol,textCol,textCol);

	CClientInfoMgr *pCIMgr = g_pGameClientShell->GetInterfaceMgr( )->GetClientInfoMgr();
	if (!pCIMgr) return;

	CLIENT_INFO* pCI = pCIMgr->GetFirstClient();
	int nTotal = 0;
	int count[kNumTeams] = {0,0};
	char szTmp[64] = "";
	uint16 nHeight[kNumTeams];
	nHeight[0] = m_Server.GetBaseHeight() + m_Header[0].GetBaseHeight() + m_Team[0].GetBaseHeight() + 24;
	nHeight[1] = m_Team[1].GetBaseHeight() + m_Header[1].GetBaseHeight() + 16;
	uint32 nLocalID = 0;
	g_pLTClient->GetLocalClientID (&nLocalID);


	while (pCI && (nTotal < kMaxPlayers))
	{
		uint8 nTeam = 0;
		
		if (IsTeamGameType())
		{
			nTeam = pCI->nTeamID;
		}


		int ndx = count[nTeam];


		
		if (nTeam < kNumTeams)
		{
			sprintf( szTmp, "%s%s",pCI->sName.c_str( ), pCI->bIsAdmin ? "[*]" : "" );
			m_Columns[nTeam][ndx].GetPolyString(0)->SetText( szTmp );
			sprintf(szTmp,"%d",pCI->sScore.GetScore());
			m_Columns[nTeam][ndx].GetPolyString(1)->SetText(szTmp);

			sprintf(szTmp,"%d",pCI->sScore.GetFrags());
			m_Columns[nTeam][ndx].GetPolyString(2)->SetText(szTmp);

			sprintf(szTmp,"%d",pCI->sScore.GetTags());
			m_Columns[nTeam][ndx].GetPolyString(3)->SetText(szTmp);

			sprintf(szTmp,"%d",pCI->nPing);
			m_Columns[nTeam][ndx].GetPolyString(4)->SetText(szTmp);

			if (nLocalID == pCI->nID)
			{
				m_Columns[nTeam][ndx].SetColors(playerTextCol,playerTextCol,playerTextCol);
			}
			else
			{
				m_Columns[nTeam][ndx].SetColors(textCol,textCol,textCol);
			}
			
			m_Columns[nTeam][ndx].Show(LTTRUE);

			nHeight[nTeam] += m_Columns[nTeam][ndx].GetBaseHeight();
		}

		pCI = pCI->pNext;
		++count[nTeam];
	}


	
	for (int team = 0; team < kNumTeams; team++)
	{

		m_Team[team].SetColors(textCol,textCol,textCol);
		m_Rounds[team].SetColors(textCol,textCol,textCol);
		m_Header[team].SetColors(textCol,textCol,textCol);

		nHeight[team] += 16;
		m_Frame[team].SetSize(m_nFrameWidth,nHeight[team]);

		while (count[team] < kMaxPlayers)
		{
			m_Columns[team][count[team]].Show(LTFALSE);
			++count[team];
		}

		LTIntPt pos = m_BasePos;
		if (IsTeamGameType() && team > 0)
		{
			pos.y += nHeight[team-1] + 8;
			UpdateTeamPos(team,pos);
		}

	}
	m_SingleFrame.SetSize(m_nFrameWidth,nHeight[0]+8);


	
}
Exemple #13
0
void ClientVoteMgr::HandleVoteStart(ILTMessage_Read* pMsg)
{
	m_CurrentVote.m_nVoteID = pMsg->Readuint8();
	VoteType eVoteType = (VoteType)pMsg->ReadBits( FNumBitsExclusive<kNumVoteTypes>::k_nValue );
	m_CurrentVote.m_eVoteType = eVoteType;
	m_CurrentVote.m_nCallerID = pMsg->Readuint32();
	m_CurrentVote.m_nTargetID = pMsg->Readuint32();
	m_CurrentVote.m_nVotesNeeded = pMsg->Readuint8();
	m_VoteTimer.Start(pMsg->Readdouble());

	m_CurrentVote.m_nYesVotes = 1; //count the person who called the vote

	uint32 nLocalID = 0;
	g_pLTClient->GetLocalClientID (&nLocalID);

	//if I'm the one who called the vote, I've already voted yes
	m_bHasVoted = (nLocalID == m_CurrentVote.m_nCallerID);

	wchar_t wszMsg[256] = L"";
	wchar_t wszTxt[256] = L"";
	CClientInfoMgr *pCIMgr = g_pGameClientShell->GetInterfaceMgr( )->GetClientInfoMgr();
	if (!pCIMgr)
	{
		LTERROR("ClientInfoMgr not available");
		return;
	}

	switch(eVoteType)
	{
	case eVote_Kick:
		m_sTargetName = pCIMgr->GetPlayerName(m_CurrentVote.m_nTargetID);

		FormatString("Vote_StartKick",wszMsg,LTARRAYSIZE(wszMsg),pCIMgr->GetPlayerName(m_CurrentVote.m_nCallerID),pCIMgr->GetPlayerName(m_CurrentVote.m_nTargetID));
		FormatString("Vote_Kick",wszTxt,LTARRAYSIZE(wszTxt),pCIMgr->GetPlayerName(m_CurrentVote.m_nTargetID));

		break;
	case eVote_TeamKick:
		m_sTargetName = pCIMgr->GetPlayerName(m_CurrentVote.m_nTargetID);

		FormatString("Vote_StartTeamKick",wszMsg,LTARRAYSIZE(wszMsg),pCIMgr->GetPlayerName(m_CurrentVote.m_nCallerID),pCIMgr->GetPlayerName(m_CurrentVote.m_nTargetID));
		FormatString("Vote_TeamKick",wszTxt,LTARRAYSIZE(wszTxt),pCIMgr->GetPlayerName(m_CurrentVote.m_nTargetID));

		break;
	case eVote_Ban:
		m_sTargetName = pCIMgr->GetPlayerName(m_CurrentVote.m_nTargetID);

		FormatString("Vote_StartBan",wszMsg,LTARRAYSIZE(wszMsg),pCIMgr->GetPlayerName(m_CurrentVote.m_nCallerID),pCIMgr->GetPlayerName(m_CurrentVote.m_nTargetID));
		FormatString("Vote_Ban",wszTxt,LTARRAYSIZE(wszTxt),m_sTargetName.c_str());

		break;
	case eVote_NextRound:
		m_sTargetName = L"";

		FormatString("Vote_StartNextRound",wszMsg,LTARRAYSIZE(wszMsg),pCIMgr->GetPlayerName(m_CurrentVote.m_nCallerID));
		FormatString("Vote_NextRound",wszTxt,LTARRAYSIZE(wszTxt));

		break;
	case eVote_NextMap:
		m_sTargetName = L"";

		FormatString("Vote_StartNextMap",wszMsg,LTARRAYSIZE(wszMsg),pCIMgr->GetPlayerName(m_CurrentVote.m_nCallerID));
		FormatString("Vote_NextMap",wszTxt,LTARRAYSIZE(wszTxt));

		break;
	case eVote_SelectMap:
		m_sTargetName = g_pMissionMgr->GetMapList()[m_CurrentVote.m_nTargetID].c_str();

		FormatString("Vote_StartSelectMap",wszMsg,LTARRAYSIZE(wszMsg),pCIMgr->GetPlayerName(m_CurrentVote.m_nCallerID),m_sTargetName.c_str());
		FormatString("Vote_SelectMap",wszTxt,LTARRAYSIZE(wszTxt),m_sTargetName.c_str());

		break;
	}

	g_pGameMsgs->AddMessage(wszMsg);
	g_pTransmission->Show(wszMsg);
	m_sVoteString = wszTxt;

	g_pHUDMgr->QueueUpdate(kHUDVote);

}
Exemple #14
0
void CTargetMgr::Update()
{
	// Do any necessary initialization...

	if (m_bFirstUpdate)
	{
		FirstUpdate();
		m_bFirstUpdate = false;
	}

	g_pPlayerStats->UpdateMaxProgress( 0 );
	g_pPlayerStats->UpdateProgress( 0 );

	// Start fresh
	ClearTargetInfo();

	//see what we've looking at
	float fDistAway = kMaxDistance;
	CheckForIntersect(fDistAway);
	m_fTargetRange = fDistAway;

	if (!m_hTarget) 
	{
		//nothing to see here
		SpecialMoveMgr::Instance().HandleLookedAt(NULL);
		return;
	}

	// If its a Character's hitbox, check the Character instead...
	CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFromHitBox(m_hTarget);
	if (pCharacter)
	{
		m_hTarget = pCharacter->GetServerObj();
		m_ActivationData.m_hTarget = m_hTarget;
		if (!m_hTarget) return;
	}

	CLadderFX *pLadder = g_pGameClientShell->GetSFXMgr()->GetLadderFX(m_hTarget);
	if (pLadder && LadderMgr::Instance().CanReachLadder(pLadder))
	{
		m_ActivationData.m_hTarget = m_hTarget;
		m_ActivationData.m_nType = MID_ACTIVATE_LADDER;
		return;
	}

	CTurretFX *pTurret = g_pGameClientShell->GetSFXMgr( )->GetTurretFX( m_hTarget );
	if( pTurret && pTurret->CanActivate( ))
	{
		m_ActivationData.m_hTarget = m_hTarget;
		m_ActivationData.m_nType = MID_ACTIVATE_TURRET;
		return;
	}

	CSpecialMoveFX *pSpecialMove = g_pGameClientShell->GetSFXMgr()->GetSpecialMoveFX(m_hTarget);
	if (pSpecialMove)
	{
		SpecialMoveMgr::Instance().HandleLookedAt(pSpecialMove);
		if (SpecialMoveMgr::Instance().CanReach(pSpecialMove))
		{
			m_ActivationData.m_hTarget = m_hTarget;
			m_ActivationData.m_nType = MID_ACTIVATE_SPECIALMOVE;
			return;
		}
	}
	else
	{
		SpecialMoveMgr::Instance().HandleLookedAt(NULL);
	}

	if( m_ActivationData.m_hActivateSnd )
	{
		m_ActivationData.m_nType = MID_ACTIVATE_SURFACESND;
	}

	CClientWeapon* pCurrentWeapon = g_pPlayerMgr->GetClientWeaponMgr()->GetCurrentClientWeapon();

	uint32 dwUserFlags = 0;
	g_pCommonLT->GetObjectFlags(m_hTarget, OFT_User, dwUserFlags);

	// is this a person we can talk to?
	if(( !(dwUserFlags & USRFLG_CAN_ACTIVATE) && m_ActivationData.m_nType != MID_ACTIVATE_SURFACESND ) || (fDistAway > g_vtActivationDistance.GetFloat()) )
	{
		m_ActivationData.m_hTarget = NULL;
	}


	// If we're on a vehicle (or if we are dead) all we care about is other players in a multiplayer game...
	// Some vehicles (like the PlayerLure) let you activate, so we'll just check if the
	// vehicle will let us show a crosshair to see if we're on a "true" vehicle or not...

	// It would be great if we didn't have to do all these checks, but such is life...

	bool bPlayersOnly = !g_pPlayerMgr->IsPlayerAlive() || (g_pPlayerMgr->GetMoveMgr()->GetVehicleMgr()->CanShowCrosshair() ? false : true);

	//are we aiming at a person?
	if (dwUserFlags & USRFLG_CHARACTER)
	{
		CCharacterFX* const pFX = (CCharacterFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_CHARACTER_ID, m_hTarget);

		// All we care about if we're on a vehicle (or if we are dead) is the Multiplayer check below...

		if (!bPlayersOnly)
		{
			//display debug info if we have any 
			if( pFX && pFX->GetInfoString() && *pFX->GetInfoString() )
			{
				g_pHUDDebug->SetTargetDebugString(pFX->GetInfoString());
			}
			else
			{
				g_pHUDDebug->SetTargetDebugString(L"");
			}

			// is this a person we can talk to?
			if (dwUserFlags & USRFLG_CAN_ACTIVATE)
			{
				if (fDistAway <= g_vtActivationDistance.GetFloat())
				{
					// SetTargetStringID(IDS_TARGET_TALK);
					return;
				}
			}
		}

		// This is the only thing we care about if we're dead or on a vehicle...(we care
		// if we're off a vehicle too)

		if (IsMultiplayerGameClient() && pFX && pFX->m_cs.bIsPlayer )
		{
			uint32 nId = pFX->m_cs.nClientID;
			CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
			CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);

			if (pCI)
			{
				m_szStringID = NULL;
				LTStrCpy(m_wszString, pCI->sName.c_str(), LTARRAYSIZE(m_wszString));

				if (GameModeMgr::Instance( ).m_grbUseTeams)
				{
					m_nTargetTeam = pCI->nTeamID;
				}
			}
			return;
		}

		// All we care about if we're dead or on a vehicle is the Multiplayer check above...

		if (!bPlayersOnly)
		{
			if(pFX)
			{
				if (fDistAway <= g_vtTargetDistance.GetFloat()) 
				{
					// If a nameid was specified for the model display the name...
					const char* szNameId = g_pModelsDB->GetModelNameId( pFX->m_cs.hModel );
					if( szNameId && (szNameId[0] != '\0') )
					{
						//SetTargetStringID( nNameId );
						return;
					}
				}
			}
		}
	}

	// See if this object is part of the activate object list with it's own string ID's...
	if( fDistAway <= g_vtActivationDistance.GetFloat() )
	{
		const CActivateObjectHandler *pActivateObj = CActivateObjectHandler::FindActivateObject( m_hTarget );
		if( pActivateObj )
		{
			// See whether or not it's disabled
			m_bCanActivate = !pActivateObj->m_bDisabled;

			// Fetch the proper string from the database depending on the state...
			HRECORD hRecord = DATABASE_CATEGORY( Activate ).GetRecordByIndex( pActivateObj->m_nId );
			HATTRIBUTE hStates = DATABASE_CATEGORY( Activate ).GETRECORDSTRUCT( hRecord, States );
			const char* pszStringID = DATABASE_CATEGORY( Activate ).GETSTRUCTATTRIB( States, hStates, pActivateObj->m_eState, HudText );
			if( !LTStrEmpty( pszStringID ) )
			{
				SetTargetStringID( pszStringID );
			}
			return;
		}
	}


	// All we care about if we're dead or on a vehicle is the above Multiplayer check...
	if (bPlayersOnly)
	{
		// Didn't see another player in Multiplayer, so we have no target...
		ClearTargetInfo();
		return;
	}

}
Exemple #15
0
void CHUDScores::Update()
{
    if( !m_bInitialized )
        return;

    if( !m_bDraw )
        return;

//	uint32 textCol = (m_bScreen ? m_cScreenTextColor : m_cTextColor);
//	uint32 playerTextCol = (m_bScreen ? m_cScreenPlayerTextColor : m_cPlayerTextColor);

    //for the screen mode scoreboard, don't update the text once we've drawn it
    if (m_bScreen && !m_bFirstScreenUpdate)
        return;

    m_bFirstScreenUpdate = false;

    if (GameModeMgr::Instance( ).m_grbUseTeams)
    {
        for( uint8 nTeamNum = 0; nTeamNum < kNumTeams; ++nTeamNum )
        {
            uint8 team;
            if (g_pInterfaceMgr->GetClientInfoMgr()->IsLocalTeam(nTeamNum))
                team = 0;
            else
                team = 1;

            CTeam* pTeam = CTeamMgr::Instance().GetTeam(nTeamNum);
            if (!pTeam) continue;

            wchar_t wszTmp[128];
            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%s : %d",pTeam->GetName(),pTeam->GetScore());
            m_Team[team].SetString(wszTmp);

            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%s : %d", LoadString("IDS_ROUNDS"), pTeam->GetRoundScore( ));
            m_Rounds[team].SetString(wszTmp);

            m_Header[team].Show(true);
        }

    }
    else
    {
        m_Team[0].SetString(L"");
        m_Rounds[0].SetString(L"");
        m_Header[1].Show(false);
    }


    m_Server.SetColor(m_cTextColor);

    if ( !GameModeMgr::Instance( ).m_grwsSessionName.GetValue().empty())
    {
        std::wstring wstr = GameModeMgr::Instance( ).m_grwsSessionName;
        if ( g_pClientConnectionMgr->IsConnectedToRemoteServer( ))
        {
            wstr += L" : ";
            wstr += MPA2W(g_pClientConnectionMgr->GetStartGameRequest( ).m_TCPAddress).c_str();
        }

        m_Server.SetString(wstr.c_str());
    }
    else
    {
        m_Server.SetString(L"");
    }

    // Update the round counter.
    m_RoundInfo.SetColor(m_cTextColor);
    wchar_t wszRound[32];
    uint8 nCurrentRound = g_pClientConnectionMgr ? g_pClientConnectionMgr->GetCurrentRound() : 0;
    uint8 nNumRounds = GameModeMgr::Instance( ).m_grnNumRounds;
    FormatString( "HUD_SCORES_ROUNDINFO", wszRound, LTARRAYSIZE( wszRound ), nCurrentRound + 1, nNumRounds );
    m_RoundInfo.SetString( wszRound );

    CClientInfoMgr *pCIMgr = g_pGameClientShell->GetInterfaceMgr( )->GetClientInfoMgr();
    if (!pCIMgr) return;

    CLIENT_INFO* pCI = pCIMgr->GetFirstClient();
    int nTotal = 0;
    int count[kNumTeams] = {0,0};
    wchar_t wszTmp[64] = L"";
    uint32 nHeight[kNumTeams];
    nHeight[0] = m_Server.GetBaseHeight() + m_Header[0].GetBaseHeight() + m_Team[0].GetBaseHeight() + 24;
    nHeight[1] = m_Team[1].GetBaseHeight() + m_Header[1].GetBaseHeight() + 16;
    uint32 nLocalID = 0;
    g_pLTClient->GetLocalClientID (&nLocalID);


    while (pCI && (nTotal < kMaxPlayers))
    {
        uint8 nTeam = 0;
        CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFromClientID(pCI->nID);

        if (GameModeMgr::Instance( ).m_grbUseTeams)
        {
            if (g_pInterfaceMgr->GetClientInfoMgr()->IsLocalTeam(pCI->nTeamID))
                nTeam = 0;
            else
                nTeam = 1;
        }


        int ndx = count[nTeam];



        if (nTeam < kNumTeams)
        {
            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%s%s",pCI->sName.c_str( ), pCI->bIsAdmin ? L"[*]" : L"" );
            m_Columns[nTeam][ndx].SetString( eColumnName, wszTmp );

            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%d",pCI->sScore.GetScore());
            m_Columns[nTeam][ndx].SetString( eColumnScore, wszTmp );

            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%d",pCI->sScore.GetEventCount(CPlayerScore::eKill));
            m_Columns[nTeam][ndx].SetString( eColumnKill, wszTmp );

            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%d",pCI->sScore.GetEventCount(CPlayerScore::eDeath));
            m_Columns[nTeam][ndx].SetString( eColumnDeath, wszTmp );

            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%d",pCI->sScore.GetEventCount(CPlayerScore::eObjective));
            m_Columns[nTeam][ndx].SetString( eColumnObjective, wszTmp );

            if (GameModeMgr::Instance( ).m_grbUseTeams)
            {
                LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%d",pCI->sScore.GetEventCount(CPlayerScore::eTeamKill));
                m_Columns[nTeam][ndx].SetString( eColumnTK, wszTmp );
                m_Columns[nTeam][ndx].ShowColumn(eColumnTK, true);
            }
            else
            {
                m_Columns[nTeam][ndx].ShowColumn(eColumnTK, false);
            }


            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%d",pCI->sScore.GetEventCount(CPlayerScore::eSuicide));
            m_Columns[nTeam][ndx].SetString( eColumnSuicide, wszTmp );

            LTSNPrintF(wszTmp,LTARRAYSIZE(wszTmp),L"%d",pCI->nPing);
            m_Columns[nTeam][ndx].SetString( eColumnPing, wszTmp );

            if (nLocalID == pCI->nID)
            {
                if (!pCharacter || pCharacter->IsPlayerDead() || pCharacter->m_cs.bIsSpectating )
                    m_Columns[nTeam][ndx].SetColor(m_cPlayerDeadColor);
                else
                    m_Columns[nTeam][ndx].SetColor(m_cPlayerTextColor);
            }
            else
            {
                if (!pCharacter || pCharacter->IsPlayerDead() || pCharacter->m_cs.bIsSpectating )
                    m_Columns[nTeam][ndx].SetColor(m_cDeadColor);
                else
                    m_Columns[nTeam][ndx].SetColor(m_cTextColor);
            }

            m_Columns[nTeam][ndx].Show(true);

            nHeight[nTeam] += m_Columns[nTeam][ndx].GetBaseHeight();
        }

        pCI = pCI->pNext;
        ++count[nTeam];
    }



    for (uint8 team = 0; team < kNumTeams; team++)
    {

        m_Team[team].SetColor(m_cTextColor);
        m_Rounds[team].SetColor(m_cTextColor);
        m_Header[team].SetColor(m_cTextColor);

        nHeight[team] += 16;
        m_Frame[team].SetSize(LTVector2n(m_nFrameWidth,nHeight[team]));

        while (count[team] < kMaxPlayers)
        {
            m_Columns[team][count[team]].Show(false);
            ++count[team];
        }

        LTVector2n pos = m_vBasePos;
        g_pInterfaceResMgr->ScaleScreenPos(pos);
        if (GameModeMgr::Instance( ).m_grbUseTeams && team > 0)
        {
            pos.y += nHeight[team-1] + 8;
        }
        UpdateTeamPos(team,pos);

    }
    m_SingleFrame.SetSize(LTVector2n(m_nFrameWidth,nHeight[0]+8));
}
Exemple #16
0
void CTargetMgr::Update()
{
	
	// Do any necessary initialization...

	if (m_bFirstUpdate)
	{
		FirstUpdate();
		m_bFirstUpdate = false;
	}


	if (m_hLockedTarget && m_hTarget == m_hLockedTarget)
	{
		//are we disabling a GadgetTarget?
		if (g_pPlayerMgr->IsDisabling())
		{
			SetGadgetTarget( true );
			return;
		}

		//are we searching something?
		if (g_pPlayerMgr->IsSearching())
		{
			m_bSearchTarget = true;
			SetTargetStringID(IDS_TARGET_SEARCHING);
			
			float fDistAway = 10000.0f;
			CheckForIntersect(fDistAway);
			
			return;
		}
	}

	g_pPlayerStats->UpdateMaxProgress( 0 );
	g_pPlayerStats->UpdateProgress( 0 );
	g_pHUDMgr->QueueUpdate( kHUDProgressBar );


	// If we currently have a target, see if it is a body and if so remove the
	// glow flag (it may be set again below)...
	if (m_hTarget)
	{
		CBodyFX* pBody = g_pGameClientShell->GetSFXMgr()->GetBodyFX(m_hTarget);
		if (pBody) 
		{
			g_pCommonLT->SetObjectFlags(m_hTarget, OFT_User, 0, USRFLG_GLOW);
		}
	}


	// Start fresh
	ClearTargetInfo();


	//see what we've looking at
	float fDistAway = 10000.0f;
	CheckForIntersect(fDistAway);
	if (!m_hTarget) 
	{
		//nothing to see here
		return;
	}

	m_fTargetRange = fDistAway;

	//if its a body's hitbox, check the body instead
	CBodyFX* pBody = g_pGameClientShell->GetSFXMgr()->GetBodyFromHitBox(m_hTarget);
	if (pBody)
	{
		m_hTarget = pBody->GetServerObj();
		m_ActivationData.m_hTarget = m_hTarget;
		if (!m_hTarget) return;
	}

	//if its a Character's hitbox and it is searchable, check the Character instead
	CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFromHitBox(m_hTarget);
	if (pCharacter)
	{
		m_hTarget = pCharacter->GetServerObj();
		m_ActivationData.m_hTarget = m_hTarget;
		if (!m_hTarget) return;
	}



	uint32 dwUserFlags = 0;
    g_pCommonLT->GetObjectFlags(m_hTarget, OFT_User, dwUserFlags);

	// If we're on a vehicle (or if we are dead) all we care about is other players in a multiplayer game...
	// Some vehicles (like the PlayerLure) let you activate, so we'll just check if the
	// vehicle will let us show a crosshair to see if we're on a "true" vehicle or not...

	// It would be great if we didn't have to do all these checks, but such is life...

	bool bPlayersOnly = g_pPlayerMgr->IsPlayerDead() || (g_pPlayerMgr->GetMoveMgr()->GetVehicleMgr()->CanShowCrosshair() ? false : true);


	if (!bPlayersOnly)
	{
		//special case handling for bodies
		if (pBody || pCharacter)
		{
			bool bCanSearch = !!(dwUserFlags & USRFLG_CAN_SEARCH);
			if (pBody)
			{
				if (fDistAway <= g_vtActivationDistance.GetFloat())
				{
					// Make target glow, so it stands out more...
					g_pCommonLT->SetObjectFlags(m_hTarget, OFT_User, USRFLG_GLOW, USRFLG_GLOW);
				}
				
				if (pBody->CanBeRevived() && fDistAway <= g_vtReviveDistance.GetFloat() && IsRevivePlayerGameType( ))
				{
					// Get the client information of the body and us.
					uint32 nId = pBody->GetClientId();
					CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
					CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);
					CLIENT_INFO *pLocalCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient();

					// Only allow us to revive people on the same team.  For non-team games,
					// the teamid will be set to the same invalid value anyway.
					if( pCI && pLocalCI )
					{
						if (pCI->nTeamID == pLocalCI->nTeamID)
						{
							m_nString = 0;
							FormatString(IDS_TARGET_REVIVE, m_szString, ARRAY_LEN(m_szString), pCI->sName.c_str());

							LTVector vObjPos, vDims;
							g_pLTClient->GetObjectPos(pBody->GetServerObj(), &vObjPos);
							g_pPhysicsLT->GetObjectDims(pBody->GetServerObj(), &vDims);

							// Players are non-solid to each other so you can revive right on top of them.
							m_bCanActivate = true;  //!CheckForCharacters(vObjPos, vDims, pBody->GetClientId());
							m_bMoveTarget = true;
							m_ActivationData.m_nType = MID_ACTIVATE_REVIVE;
						}
						else
						{
							m_nString = 0;
							m_bCanActivate = false;
							m_bMoveTarget = false;
							LTStrCpy(m_szString, pCI->sName.c_str(), ARRAY_LEN(m_szString));

						}

						return;
					}

				}
				else
				{
					m_bMoveTarget = (pBody->CanBeCarried() && g_pPlayerMgr->CanDropCarriedObject());
				}

			}
			else if (pCharacter)
			{
				if( (pCharacter->m_cs.eCrosshairCharacterClass != BAD) && (pCharacter->CanWake()) && (pCharacter->IsUnconscious() || (pCharacter->Slipped() && !pCharacter->m_cs.bIsPlayer)) ) 
				{
					SetTargetStringID( IDS_TARGET_WAKEUP );
					
					m_bCanActivate	= true;
					m_bMoveTarget	= g_pPlayerMgr->CanDropCarriedObject() && pCharacter->CanBeCarried();

					m_ActivationData.m_nType = MID_ACTIVATE_WAKEUP;
					return;
				}

				m_bMoveTarget = g_pPlayerMgr->CanDropCarriedObject() && pCharacter->CanBeCarried();
			}
			else
			{
				m_bMoveTarget = false;
			}

			if (bCanSearch && fDistAway <= g_vtActivationDistance.GetFloat())
			{
				// we can search this body
				m_bSearchTarget = true;
				m_ActivationData.m_nType = MID_ACTIVATE_SEARCH;
				SetTargetStringID(IDS_TARGET_SEARCH);

				uint8 nProgress = g_pPlayerMgr->GetSearcher()->GetMaxProgress();
				g_pPlayerStats->UpdateMaxProgress( nProgress );
				g_pPlayerStats->UpdateProgress( nProgress );
				g_pHUDMgr->QueueUpdate( kHUDProgressBar );

				return;
			}
			else if (pBody)
			{
				return;
			}

		}
		else
		{
			float fGadgetDistance = g_vtActivationDistance.GetFloat();
			if( dwUserFlags & USRFLG_GADGET_CAMERA )
			{
				fGadgetDistance = g_vtCamZoom1MaxDist.GetFloat();
			}

			// is this a gadget target
			if (IsGadgetActivatable(m_hTarget) && (fDistAway <= fGadgetDistance))
			{
				// looks like we can use a gadget on it...
				SetGadgetTarget( false );
				return;
			}
		}
	}

	//are we aiming at a person?
	if (dwUserFlags & USRFLG_CHARACTER)
	{
		CCharacterFX* const pFX = (CCharacterFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_CHARACTER_ID, m_hTarget);

		// All we care about if we're on a vehicle (or if we are dead) is the Multiplayer check below...

		if (!bPlayersOnly)
		{
			//display debug info if we have any 
			if( pFX && pFX->GetInfoString() && *pFX->GetInfoString() )
			{
				SAFE_STRCPY(m_szDebugString,pFX->GetInfoString());			
			}
			else
			{
				m_szDebugString[0] = NULL;
			}

			// is this a person we can talk to?
			if (dwUserFlags & USRFLG_CAN_ACTIVATE)
			{
				if (fDistAway <= g_vtActivationDistance.GetFloat())
				{
					SetTargetStringID(IDS_TARGET_TALK);
					return;
				}
			}
		}

		// This is the only thing we care about if we're dead or on a vehicle...(we care
		// if we're off a vehicle too)

		if (IsMultiplayerGame() && pFX && pFX->m_cs.bIsPlayer )
		{
			uint32 nId = pFX->m_cs.nClientID;
			CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
			CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);

			if (pCI)
			{
				m_nString = 0;
				SAFE_STRCPY(m_szString,pCI->sName.c_str());

				if (IsTeamGameType())
				{
					m_nTargetTeam = pCI->nTeamID;
				}
			}
			return;
		}
	
		// All we care about if we're dead or on a vehicle is the Multiplayer check above...

		if (!bPlayersOnly)
		{
			if( (fDistAway <= g_vtTargetDistance.GetFloat()) && pFX )
			{
				// If a nameid was specified for the model display the name...

				uint16 nNameId = g_pModelButeMgr->GetModelNameId( pFX->m_cs.eModelId );
				if( nNameId != (uint16)-1 )
				{
					if( nNameId > 0 )
					{
						SetTargetStringID( nNameId );
						return;
					}

					// warn the player if we are pointing at a friend...
					if( pFX->m_cs.eCrosshairCharacterClass != BAD )
					{
						SetTargetStringID( IDS_TARGET_INNOCENT );
						return;
					}
				}
			}
		}
	}

	// All we care about if we're dead or on a vehicle is the above Multiplayer check...
	if (bPlayersOnly)
	{
		// Didn't see another player in Multiplayer, so we have no target...
		ClearTargetInfo();
		return;
	}


	//is this a searchable object?
	if (dwUserFlags & USRFLG_CAN_SEARCH && (fDistAway <= g_vtActivationDistance.GetFloat()))
	{
		m_bSearchTarget = true;
		m_ActivationData.m_nType = MID_ACTIVATE_SEARCH;
		SetTargetStringID(IDS_TARGET_SEARCH);
		
		uint8 nProgress = g_pPlayerMgr->GetSearcher()->GetMaxProgress();
		g_pPlayerStats->UpdateMaxProgress( nProgress );
		g_pPlayerStats->UpdateProgress( nProgress );
		g_pHUDMgr->QueueUpdate( kHUDProgressBar );

		return;

	}
	
	// See if this object is part of the activate object list with it's own string ID's...

	if( fDistAway <= g_vtActivationDistance.GetFloat() )
	{
		CActivateObjectHandler *pActivateObj = LTNULL;
		CActivateObjectHandler::ActivateObjList::const_iterator iter = CActivateObjectHandler::GetActivateObjectList().begin();
		while( iter != CActivateObjectHandler::GetActivateObjectList().end() )
		{
			pActivateObj = *iter;
			
			if( pActivateObj->GetHOBJECT() == m_hTarget )
			{
				ACTIVATETYPE *pType = g_pActivateTypeMgr->GetActivateType( pActivateObj->m_nId );
				if( pType )
				{
					// Set whether or not it's disabled and set the string based on the state...

					m_bCanActivate = !pActivateObj->m_bDisabled;
					uint32 dwStringID = pType->dwStateID[pActivateObj->m_eState];
					
					if( dwStringID != (uint32)-1 )
					{
						SetTargetStringID( dwStringID );
					}

					return;
				}
			}

			++iter;
		}
	}

	//can we pick up or activate it?
	if (dwUserFlags & USRFLG_CAN_ACTIVATE && (fDistAway <= g_vtActivationDistance.GetFloat()))
	{
		//special case for bombs to defuse
		CGadgetTargetFX* const pGTFX = (CGadgetTargetFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_GADGETTARGET_ID, m_hTarget);
		if (pGTFX)
		{
			GadgetTargetType eGadgetType = pGTFX->GetType();
			if (eBombable == eGadgetType)
			{
				// Can only defuse a bomb that doesn't belong to your team...
				
				if( IsTeamGameType() )
				{
					CLIENT_INFO *pLocalCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient();
					if( !pLocalCI )
						return;

					if( pGTFX->GetTeamID() != INVALID_TEAM )
					{
						if( pLocalCI->nTeamID == pGTFX->GetTeamID() )
						{
							m_bCanActivate = false;
						}
					}
				}

				SetTargetStringID(IDS_TARGET_DEFUSE);
				return;
			}
		}

		CPickupItemFX* const pFX = (CPickupItemFX*)g_pGameClientShell->GetSFXMgr()->FindSpecialFX(SFX_PICKUPITEM_ID, m_hTarget);

		// If this is a pickupitem, then display any team association it has.
		if( IsTeamGameType() && pFX )
		{
			m_nTargetTeam = pFX->GetTeamId( );
		}
		
		// If we're looking at a pickup, use the take string, otherwise it's just something to interact with.
		SetTargetStringID(pFX ? IDS_TARGET_TAKE : IDS_TARGET_USE);
		return;
	}

	// Are we looking at a doomsday piece...
	
	CDoomsdayPieceFX *pDDPiece = dynamic_cast<CDoomsdayPieceFX*>(g_pGameClientShell->GetSFXMgr()->FindSpecialFX( SFX_DOOMSDAYPIECE_ID, m_hTarget ));
	if( pDDPiece && (fDistAway <= g_vtActivationDistance.GetFloat()) )
	{
		m_bCanActivate = false;
		m_bMoveTarget = true;
	}
}
Exemple #17
0
// ----------------------------------------------------------------------- //
//
//	ROUTINE:	CAutoTargetMgr::GenerateCharArray()
//
//	PURPOSE:	Fill array with list of chars sorted by distance
//
// ----------------------------------------------------------------------- //
void CAutoTargetMgr::GenerateCharArray()
{
	//clear our target array
	m_Targets.resize(0);

	CSFXMgr* psfxMgr = g_pGameClientShell->GetSFXMgr();

	//step through the chars
	CSpecialFXList* const pCharList = psfxMgr->GetFXList(SFX_CHARACTER_ID);	
	int nNumSFX  = pCharList->GetSize();
	
	for (int nChar=0; nChar < nNumSFX; nChar++)
	{
		CCharacterFX* pChar = (CCharacterFX*)(*pCharList)[nChar];
		if (pChar)
		{
			if (pChar->m_cs.bIsPlayer)
			{
				//filter out local player
			    HLOCALOBJ hPlayerObj = g_pLTClient->GetClientObject();
			    if (hPlayerObj == pChar->GetServerObj())
					continue;
				if(pChar->IsPlayerDead())
					continue;

				//if this is a team game filter out our teammates
				if (GameModeMgr::Instance( ).m_grbUseTeams )
				{
					// Get the client information of the body and us.
					uint32 nId = pChar->m_cs.nClientID;
					CClientInfoMgr* pCIMgr = g_pInterfaceMgr->GetClientInfoMgr();
					CLIENT_INFO* pCI = pCIMgr->GetClientByID(nId);
					CLIENT_INFO *pLocalCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient();

					// Only allow us to auto-target people on the other team.
					if( pCI && pLocalCI )
					{
						if (pCI->nTeamID == pLocalCI->nTeamID)
							continue;
					}

				}
			}
			else
			{
				// Check alignment of non-players
				if(pChar->m_cs.eCrosshairPlayerStance != kCharStance_Hate)
					continue;
			}

			//filter out anyone outside the cone
			LTVector vTargetPos;
			g_pLTClient->GetObjectPos(pChar->GetServerObj(), &vTargetPos);
			LTVector vOffset(0.0f,32.0f,0.0f);

			// we check both upper and lower parts of the body and if either is in the cone, we're good
			if (IsPointInCone( vTargetPos - vOffset) || IsPointInCone( vTargetPos + vOffset) )
			{
				// we only care about the n closest characters, so...
				// if the new one farther away than the n-th one, drop it, 
				//	otherwise drop the n-th one and insert the new one
			
				//step through the chars we already know about...
				CharFXArray::iterator iter = m_Targets.begin();
				bool bInserted = false;
				while (iter != m_Targets.end() && !bInserted)
				{
					//figure out how far away this one is
					CCharacterFX* pTestChar = (CCharacterFX*)(*iter);
					LTVector vTestPos;
					g_pLTClient->GetObjectPos(pTestChar->GetServerObj(), &vTestPos);
					float fTestDistSqr = m_vFirePos.DistSqr(vTestPos);

					//if this char is farther away than the one we're inserting
					if (fTestDistSqr > m_fRangeSqr)
					{
						//if our list is full, pop off the last one...
						if (m_Targets.size() >= MAX_AUTOTARGET_CHARACTERS)
							m_Targets.pop_back();

						m_Targets.insert(iter,pChar);
						bInserted = true;
					}

					iter++;
				}

				//if we haven't inseted it yet, and we have room, add it to the back
				if (!bInserted && m_Targets.size() < MAX_AUTOTARGET_CHARACTERS)
					m_Targets.push_back(pChar);
			}
		}

	}

}
Exemple #18
0
void CHUDScoreDiff::Update()
{
	if (!IsMultiplayerGameClient()) return;

	if (GameModeMgr::Instance( ).m_grbEliminationWin)
	{
		CClientInfoMgr *pCIMgr = g_pGameClientShell->GetInterfaceMgr( )->GetClientInfoMgr();
		if (!pCIMgr) return;

		CLIENT_INFO* pCI = pCIMgr->GetFirstClient();

		int32 nEnemiesLeft = 0;
		while (pCI)
		{
			if (pCI && pCI != g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient())
			{
				CCharacterFX* pCharacter = g_pGameClientShell->GetSFXMgr()->GetCharacterFromClientID(pCI->nID);
				if (pCharacter &&  !pCharacter->IsPlayerDead() && !pCharacter->m_cs.bIsSpectating )
				{
					if (GameModeMgr::Instance( ).m_grbUseTeams)
					{
						if (!pCIMgr->IsLocalTeam(pCI->nTeamID)) 
						{
							++nEnemiesLeft;
						}
					}
					else
					{
						++nEnemiesLeft;
					}
				}
			}
			pCI = pCI->pNext;
		}
		wchar_t wsScore[16] = L"";
		FormatString("HUD_Score_Format",wsScore,LTARRAYSIZE(wsScore),nEnemiesLeft);
		m_Text.SetText(wsScore);
		m_Text.SetColor(m_cTextColor);
	}
	else
	{
		int32 nLocalScore = 0;
		int32 nOtherScore = 0;
		if (GameModeMgr::Instance( ).m_grbUseTeams)
		{
			uint8 nTeam = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalTeam();
			CTeam* pTeam = CTeamMgr::Instance().GetTeam(nTeam);
			if (pTeam)
			{
				nLocalScore = pTeam->GetScore();
			}

			nTeam = 1-nTeam;
			pTeam = CTeamMgr::Instance().GetTeam(nTeam);
			if (pTeam)
			{
				nOtherScore = pTeam->GetScore();
			}
		}
		else
		{
			CLIENT_INFO* pCI = g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient();
			if (pCI)
			{
				nLocalScore = pCI->sScore.GetScore();
			}

			pCI = g_pInterfaceMgr->GetClientInfoMgr()->GetFirstClient();
			if (pCI && pCI == g_pInterfaceMgr->GetClientInfoMgr()->GetLocalClient())
			{
				pCI = pCI->pNext;
			}
			if (pCI)
			{
				nOtherScore = pCI->sScore.GetScore();
			}
		}
		wchar_t wsScore[16] = L"";
		int32 nDiff = (nLocalScore-nOtherScore);

		FormatString("HUD_Score_Format",wsScore,LTARRAYSIZE(wsScore),nDiff);
		if (nDiff > 0)
		{
			m_Text.SetColor(m_cWinningTextColor);
			FormatString("HUD_Score_Format_Advantage",wsScore,LTARRAYSIZE(wsScore),nDiff);
		}
		else if (nDiff == 0)
		{
			m_Text.SetColor(m_cTextColor);
		}
		else
		{
			m_Text.SetColor(m_cLosingTextColor);
		}

		m_Text.SetText(wsScore);

	}

}