Esempio n. 1
0
bool CASW_Briefing::IsLobbySlotLocal( int nLobbySlot )
{
	if ( nLobbySlot == 0 || IsOfflineGame() )		// first slot is always the local player
		return true;

	int nMarineResourceIndex = LobbySlotToMarineResourceIndex( nLobbySlot );
	C_ASW_Marine_Resource *pMR = ASWGameResource() ? ASWGameResource()->GetMarineResource( nMarineResourceIndex ) : NULL;
	if ( !pMR )
		return false;

	return pMR->GetCommander() && ( pMR->GetCommander() == C_ASW_Player::GetLocalASWPlayer() );
}
bool CASW_Hud_Squad_Hotbar::ShouldDraw( void )
{
	if ( !ASWGameResource() )
		return false;

	C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if ( !pPlayer )
		return false;

	if ( asw_hotbar_self.GetBool() )
	{
		return asw_draw_hud.GetBool() && CASW_HudElement::ShouldDraw();
	}

	m_iNumMarines = 0;
	for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
	{
		C_ASW_Marine_Resource* pMR = ASWGameResource()->GetMarineResource( i );
		if ( !pMR )
			continue;

		if ( pMR->GetCommander() != pPlayer )
			continue;

		C_ASW_Marine *pMarine = pMR->GetMarineEntity();
		if ( !pMarine )
			continue;

		m_iNumMarines++;
	}

	return m_iNumMarines > 1 && asw_draw_hud.GetBool() && CASW_HudElement::ShouldDraw();
}
Esempio n. 3
0
//-----------------------------------------------------------------------------
// Purpose: Return the player who will predict this entity
//-----------------------------------------------------------------------------
C_BasePlayer* C_ASW_Hack::GetPredictionOwner()
{
	C_ASW_Marine_Resource *pMR = m_hHackerMarineResource.Get();
	if ( !pMR )
		return NULL;

	return pMR->GetCommander();
}
Esempio n. 4
0
void CASWHudPortraits::OnThink()
{
    VPROF_BUDGET( "CASWHudPortraits::OnThink", VPROF_BUDGETGROUP_ASW_CLIENT );

    int iNumMyMarines = 0;
    int iNumOtherMarines = 0;
    C_ASW_Player *local = C_ASW_Player::GetLocalASWPlayer();
    if ( local )
    {
        C_ASW_Game_Resource* pGameResource = ASWGameResource();
        if (pGameResource)
        {
            for (int i=0; i<pGameResource->GetMaxMarineResources(); i++)
            {
                C_ASW_Marine_Resource* pMR = pGameResource->GetMarineResource(i);
                if (pMR)
                {
                    if (pMR->GetCommander() == local)
                    {
                        m_hMyMarine[iNumMyMarines] = pMR;

                        iNumMyMarines++;
                        if (pMR->GetMarineEntity() == local->GetMarine())
                            m_hCurrentlySelectedMarineResource = pMR;
                    }
                    else if (!(ASWGameRules() && ASWGameRules()->IsTutorialMap()))	// in tutorial, don't show marines not under your command
                    {
                        m_hOtherMarine[iNumOtherMarines] = pMR;
                        iNumOtherMarines++;
                    }
                }
            }
            // clear out future slots
            for (int i=iNumMyMarines; i<ASW_MAX_MARINE_RESOURCES; i++)
            {
                m_hMyMarine[i] == NULL;
            }
            for (int i=iNumOtherMarines; i<ASW_MAX_MARINE_RESOURCES; i++)
            {
                m_hOtherMarine[i] == NULL;
            }
        }
    }
    // JOYPAD REMOVED
    //bool bJoypadModeChanged = (m_bLastJoypadMode != engine->ASW_IsJoypadMode());
    //m_bLastJoypadMode = engine->ASW_IsJoypadMode();
    bool bJoypadModeChanged = m_bLastJoypadMode = false;
    bool bResize = ((m_iNumMyMarines != iNumMyMarines) || (m_iNumOtherMarines != iNumOtherMarines) || bJoypadModeChanged);
    m_iNumMyMarines = iNumMyMarines;
    m_iNumOtherMarines = iNumOtherMarines;

    UpdatePortraits(bResize);
}
Esempio n. 5
0
bool CASW_Briefing::IsProfileSelectedBySomeoneElse( int nProfileIndex )
{
	C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if ( !pPlayer )
		return false;
	
	for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
	{
		C_ASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource( i );
		if ( !pMR )
			continue;

		if ( pMR->GetProfileIndex() == nProfileIndex )
		{
			return ( pMR->GetCommander() != pPlayer );
		}
	}

	return false;
}
Esempio n. 6
0
const char* CASW_Briefing::GetPlayerNameForMarineProfile( int nProfileIndex )
{
	for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
	{
		C_ASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource( i );
		if ( !pMR )
			continue;

		if ( pMR->GetProfileIndex() == nProfileIndex )
		{
			C_ASW_Player *pPlayer = pMR->GetCommander();
			if ( pPlayer )
			{
				return pPlayer->GetPlayerName();
			}
			break;
		}
	}
	return "";
}
void CASW_Hud_Squad_Hotbar::UpdateList()
{
	if ( !ASWGameResource() )
		return;

	C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();

	int iEntry = 0;
	bool bHasItem = false;
	if ( asw_hotbar_self.GetBool() )
	{
		if ( iEntry >= m_pEntries.Count() )
		{
			CASW_Hotbar_Entry *pPanel = new CASW_Hotbar_Entry( this, "SquadInventoryPanelEntry" );
			m_pEntries.AddToTail( pPanel );
			InvalidateLayout();
		}

		// add your offhand item to the hotbar first
		CASW_Marine *pPlayerMarine = pPlayer->GetMarine();
		if ( pPlayerMarine )
		{
			C_ASW_Weapon *pWeapon = pPlayerMarine->GetASWWeapon( ASW_INVENTORY_SLOT_EXTRA );
			if ( pWeapon )
			{
				m_pEntries[ iEntry ]->m_iHotKeyIndex = -1;
				m_pEntries[ iEntry ]->SetVisible( true );
				m_pEntries[ iEntry ]->SetDetails( pPlayerMarine, ASW_INVENTORY_SLOT_EXTRA );
				bHasItem = true;
			}
		}

		if ( !bHasItem )	// blank it out if there's no item in that slot
		{
			m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry;
			m_pEntries[ iEntry ]->SetDetails( NULL, -1 );
			m_pEntries[ iEntry ]->SetVisible( false );
		}

		iEntry++;
	}

	for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
	{
		C_ASW_Marine_Resource* pMR = ASWGameResource()->GetMarineResource( i );
		if ( !pMR )
			continue;

		if ( pMR->GetCommander() != pPlayer )
			continue;

		C_ASW_Marine *pMarine = pMR->GetMarineEntity();
		if ( !pMarine )
			continue;

		if ( pMarine->IsInhabited() )
			continue;

		if ( iEntry >= m_pEntries.Count() )
		{
			CASW_Hotbar_Entry *pPanel = new CASW_Hotbar_Entry( this, "SquadInventoryPanelEntry" );
			m_pEntries.AddToTail( pPanel );
			InvalidateLayout();
		}

		bHasItem = false;
		for ( int k = 0; k < ASW_NUM_INVENTORY_SLOTS; k++ )
		{
			C_ASW_Weapon *pWeapon = pMarine->GetASWWeapon( k );
			if ( !pWeapon )
				continue;

			const CASW_WeaponInfo* pInfo = pWeapon->GetWeaponInfo();
			if ( !pInfo || !pInfo->m_bOffhandActivate )		// TODO: Fix for sentry guns
				continue;

			m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry;
			m_pEntries[ iEntry ]->SetVisible( true );
			m_pEntries[ iEntry ]->SetDetails( pMarine, k );
			bHasItem = true;

			if ( asw_hotbar_simple.GetBool() )		// only 1 item per marine
				break;
		}

		if ( !bHasItem )	// blank it out if there's no item in that slot
		{
			m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry;
			m_pEntries[ iEntry ]->SetDetails( NULL, -1 );
			m_pEntries[ iEntry ]->SetVisible( false );
		}

		iEntry++;
	}

	for ( int i = iEntry; i < m_pEntries.Count(); i++ )
	{
		m_pEntries[ i ]->SetVisible( false );
	}
}
Esempio n. 8
0
void CASW_Briefing::UpdateLobbySlotMapping()
{
	if ( m_nLastLobbySlotMappingFrame == gpGlobals->framecount )		// don't update twice in one frame
		return;

	m_nLastLobbySlotMappingFrame = gpGlobals->framecount;

	if ( !ASWGameResource() )
		return;

	C_ASW_Player *pLocalPlayer = C_ASW_Player::GetLocalASWPlayer();
	if ( !pLocalPlayer )
		return;

	if ( IsOfflineGame() )
	{
		// just map marine resources to slots directly		
		for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources() && i < NUM_BRIEFING_LOBBY_SLOTS; i++ )
		{
			C_ASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource( i );
			if ( !pMR )
			{
				if ( i == 0 )
				{
					m_LobbySlotMapping[ i ].m_nPlayerEntIndex = pLocalPlayer->entindex();
					m_LobbySlotMapping[ i ].m_hPlayer = pLocalPlayer;
				}
				else
				{
					m_LobbySlotMapping[ i ].m_nPlayerEntIndex = -1;
					m_LobbySlotMapping[ i ].m_hPlayer = NULL;
				}
				m_LobbySlotMapping[ i ].m_nMarineResourceIndex = -1;
				m_LobbySlotMapping[ i ].m_hMR = NULL;
			}
			else
			{
				m_LobbySlotMapping[ i ].m_nPlayerEntIndex = pLocalPlayer->entindex();
				m_LobbySlotMapping[ i ].m_hPlayer = pLocalPlayer;
				m_LobbySlotMapping[ i ].m_nMarineResourceIndex = i;
				m_LobbySlotMapping[ i ].m_hMR = pMR;
			}
		}
		return;
	}

	// lobby slot 0 is always reserved for the local player
	m_LobbySlotMapping[ 0 ].m_nPlayerEntIndex = pLocalPlayer->entindex();
	m_LobbySlotMapping[ 0 ].m_hPlayer = pLocalPlayer;
	m_LobbySlotMapping[ 0 ].m_nMarineResourceIndex = -1;
	m_LobbySlotMapping[ 0 ].m_hMR = NULL;

	for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
	{
		C_ASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource( i );
		if ( !pMR || pMR->GetCommander() != pLocalPlayer )
			continue;

		m_LobbySlotMapping[ 0 ].m_nMarineResourceIndex = i;
		m_LobbySlotMapping[ 0 ].m_hMR = pMR;
		break;
	}

	int nSlot = 1;
	
	// if the player has any other marines selected, they come first
	for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
	{
		C_ASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource( i );
		if ( !pMR || pMR->GetCommander() != pLocalPlayer )
			continue;
		
		bool bAlreadyInList = false;
		for ( int k = 0; k < nSlot; k++ )
		{
			if ( pMR == m_LobbySlotMapping[ k ].m_hMR.Get() )
			{
				bAlreadyInList = true;
				break;
			}
		}

		if ( bAlreadyInList )
			continue;

		m_LobbySlotMapping[ nSlot ].m_nPlayerEntIndex = pLocalPlayer->entindex();
		m_LobbySlotMapping[ nSlot ].m_hPlayer = pLocalPlayer;
		m_LobbySlotMapping[ nSlot ].m_hMR = pMR;
		m_LobbySlotMapping[ nSlot ].m_nMarineResourceIndex = i;

		nSlot++;
		if ( nSlot >= NUM_BRIEFING_LOBBY_SLOTS )
			break;
	}

	if ( nSlot >= NUM_BRIEFING_LOBBY_SLOTS )
		return;

	// now add marines for other players in order
	for( int iClient = 1; iClient < MAX_PLAYERS; iClient++ )
	{
		if ( !g_PR->IsConnected( iClient ) )
			continue;

		if ( iClient == pLocalPlayer->entindex() )
			continue;

		for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
		{
			C_ASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource( i );
			if ( !pMR || pMR->m_iCommanderIndex != iClient )
				continue;

			bool bAlreadyInList = false;
			for ( int k = 0; k < nSlot; k++ )
			{
				if ( pMR == m_LobbySlotMapping[ k ].m_hMR.Get() )
				{
					bAlreadyInList = true;
					break;
				}
			}

			if ( bAlreadyInList )
				continue;

			m_LobbySlotMapping[ nSlot ].m_nPlayerEntIndex = iClient;
			m_LobbySlotMapping[ nSlot ].m_hPlayer = static_cast<C_ASW_Player*>( UTIL_PlayerByIndex( iClient ) );
			m_LobbySlotMapping[ nSlot ].m_hMR = pMR;
			m_LobbySlotMapping[ nSlot ].m_nMarineResourceIndex = i;

			nSlot++;
			if ( nSlot >= NUM_BRIEFING_LOBBY_SLOTS )
				break;
		}
	}

	if ( nSlot >= NUM_BRIEFING_LOBBY_SLOTS )
		return;

	// now add any players who don't have any marines
	for( int iClient = 1; iClient < MAX_PLAYERS; iClient++ )
	{
		if ( !g_PR->IsConnected( iClient ) )
			continue;

		if ( iClient == pLocalPlayer->entindex() )
			continue;

		int nMarines = 0;
		for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
		{
			C_ASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource( i );
			if ( !pMR || pMR->m_iCommanderIndex != iClient )
				continue;

			nMarines++;
		}

		if ( nMarines == 0)
		{
			m_LobbySlotMapping[ nSlot ].m_nPlayerEntIndex = iClient;
			m_LobbySlotMapping[ nSlot ].m_hPlayer = static_cast<C_ASW_Player*>( UTIL_PlayerByIndex( iClient ) );
			m_LobbySlotMapping[ nSlot ].m_hMR = NULL;
			m_LobbySlotMapping[ nSlot ].m_nMarineResourceIndex = -1;

			nSlot++;
			if ( nSlot >= NUM_BRIEFING_LOBBY_SLOTS )
				break;
		}
	}

	for ( int k = nSlot; k < NUM_BRIEFING_LOBBY_SLOTS; k++ )
	{
		m_LobbySlotMapping[ k ].m_nPlayerEntIndex = -1;
		m_LobbySlotMapping[ k ].m_hPlayer = NULL;
		m_LobbySlotMapping[ k ].m_hMR = NULL;
		m_LobbySlotMapping[ k ].m_nMarineResourceIndex = -1;
	}
}