Esempio n. 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::OnTick()
{
	// iterate through the flags to set their position in our HUD
	for ( int i = 0; i < g_Flags.Count(); i++ )
	{
		CCaptureFlag *pFlag = dynamic_cast< CCaptureFlag* >( ClientEntityList().GetEnt( g_Flags[i] ) );

		if ( pFlag )
		{
			if (!pFlag->IsDisabled())
			{
				if (m_pRedFlag && pFlag->GetTeamNumber() == TF_TEAM_RED)
				{
					m_pRedFlag->SetEntity(pFlag);
				}
				else if (m_pBlueFlag && pFlag->GetTeamNumber() == TF_TEAM_BLUE)
				{
					m_pBlueFlag->SetEntity(pFlag);
				}
				else if (m_pGreenFlag && pFlag->GetTeamNumber() == TF_TEAM_GREEN)
				{
					m_pGreenFlag->SetEntity(pFlag);
				}
				else if (m_pYellowFlag && pFlag->GetTeamNumber() == TF_TEAM_YELLOW)
				{
					m_pYellowFlag->SetEntity(pFlag);
				}
			}
		}
		else
		{
			// this isn't a valid index for a flag
			g_Flags.Remove( i );
		}
	}

	// are we playing captures for rounds?
	if ( tf_flag_caps_per_round.GetInt() > 0 )
	{
		C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE );
		if ( pTeam )
		{
			SetDialogVariable( "bluescore", pTeam->GetFlagCaptures() );
		}

		pTeam = GetGlobalTFTeam( TF_TEAM_RED );
		if ( pTeam )
		{
			SetDialogVariable( "redscore", pTeam->GetFlagCaptures() );
		}

		SetPlayingToLabelVisible( true );
		SetDialogVariable( "rounds", tf_flag_caps_per_round.GetInt() );
	}
	else // we're just playing straight score
	{
		C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE );
		if ( pTeam )
		{
			SetDialogVariable( "bluescore", pTeam->Get_Score() );
		}

		pTeam = GetGlobalTFTeam( TF_TEAM_RED );
		if ( pTeam )
		{
			SetDialogVariable( "redscore", pTeam->Get_Score() );
		}

		SetPlayingToLabelVisible( false );
	}

	// check the local player to see if they're spectating, OBS_MODE_IN_EYE, and the target entity is carrying the flag
	bool bSpecCarriedImage = false;
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( pPlayer && ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
	{
		// does our target have the flag?
		C_BaseEntity *pEnt = pPlayer->GetObserverTarget();
		if ( pEnt && pEnt->IsPlayer() )
		{
			C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pEnt );
			if ( pTarget->HasTheFlag() )
			{
				bSpecCarriedImage = true;

				CCaptureFlag *pPlayerFlag = dynamic_cast<CCaptureFlag*>(pTarget->GetItem());

				if (m_pSpecCarriedImage)
				{
					switch (pPlayerFlag->GetTeamNumber())
					{
						case TF_TEAM_RED:
							m_pSpecCarriedImage->SetImage(("%s_red", STRING(pPlayerFlag->m_szHudIcon)));
							break;
						case TF_TEAM_BLUE:
							m_pSpecCarriedImage->SetImage(("%s_blue", STRING(pPlayerFlag->m_szHudIcon)));
							break;
						case TF_TEAM_GREEN:
							m_pSpecCarriedImage->SetImage(("%s_green", STRING(pPlayerFlag->m_szHudIcon)));
							break;
						case TF_TEAM_YELLOW:
							m_pSpecCarriedImage->SetImage(("%s_yellow", STRING(pPlayerFlag->m_szHudIcon)));
							break;
					}
				}
			}
		}
	}

	if ( bSpecCarriedImage )
	{
		if ( m_pSpecCarriedImage && !m_pSpecCarriedImage->IsVisible() )
		{
			m_pSpecCarriedImage->SetVisible( true );
		}
	}
	else
	{
		if ( m_pSpecCarriedImage && m_pSpecCarriedImage->IsVisible() )
		{
			m_pSpecCarriedImage->SetVisible( false );
		}
	}
}
Esempio n. 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::UpdateStatus( void )
{
	C_TFPlayer *pLocalPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );

	// are we carrying a flag?
	CCaptureFlag *pPlayerFlag = NULL;
	if ( pLocalPlayer && pLocalPlayer->HasItem() && ( pLocalPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) )
	{
		pPlayerFlag = dynamic_cast<CCaptureFlag*>( pLocalPlayer->GetItem() );
	}

	if ( pPlayerFlag )
	{
		m_bCarryingFlag = true;

		// make sure the panels are on, set the initial alpha values, 
		// set the color of the flag we're carrying, and start the animations
		if ( m_pCarriedImage && !m_bFlagAnimationPlayed )
		{
			m_bFlagAnimationPlayed = true;

			// Set the correct flag image depending on the flag we're holding
			switch (pPlayerFlag->GetTeamNumber())
			{
				case TF_TEAM_RED:
					m_pCarriedImage->SetImage("../hud/objectives_flagpanel_carried_red");
					break;	
				case TF_TEAM_BLUE:
					m_pCarriedImage->SetImage("../hud/objectives_flagpanel_carried_blue");
					break;
				case TF_TEAM_GREEN:
					m_pCarriedImage->SetImage("../hud/objectives_flagpanel_carried_green");
					break;
				case TF_TEAM_YELLOW:
					m_pCarriedImage->SetImage("../hud/objectives_flagpanel_carried_yellow");
					break;
			}

			if (m_pRedFlag && m_pRedFlag->IsVisible())
			{
				m_pRedFlag->SetVisible(false);
			}

			if ( m_pBlueFlag && m_pBlueFlag->IsVisible() )
			{
				m_pBlueFlag->SetVisible( false );
			}

			if (m_pGreenFlag && m_pGreenFlag->IsVisible())
			{
				m_pGreenFlag->SetVisible(false);
			}

			if (m_pYellowFlag && m_pYellowFlag->IsVisible())
			{
				m_pYellowFlag->SetVisible(false);
			}

			if ( !m_pCarriedImage->IsVisible() )
			{
				m_pCarriedImage->SetVisible( true );
			}

			g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FlagOutline" );

			if ( m_pCapturePoint )
			{
				if ( !m_pCapturePoint->IsVisible() )
				{
					m_pCapturePoint->SetVisible( true );
				}

				if ( pLocalPlayer )
				{
					// go through all the capture zones and find ours
					for ( int i = 0; i < g_CaptureZones.Count(); i++ )
					{
						C_BaseEntity *pZone = ClientEntityList().GetEnt( g_CaptureZones[i] );

						if ( pZone )
						{
							if ( pZone->GetTeamNumber() == pLocalPlayer->GetTeamNumber() )
							{
								m_pCapturePoint->SetEntity( pZone );
							}
						}
					}
				}
			}
		}
	}
	else
	{
		// were we carrying the flag?
		if ( m_bCarryingFlag )
		{
			m_bCarryingFlag = false;
			g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FlagOutline" );
		}

		m_bFlagAnimationPlayed = false;

		if ( m_pCarriedImage && m_pCarriedImage->IsVisible() )
		{
			m_pCarriedImage->SetVisible( false );
		}

		if ( m_pCapturePoint && m_pCapturePoint->IsVisible() )
		{
			m_pCapturePoint->SetVisible( false );
		}

		if ( m_pBlueFlag )
		{
			if ( !m_pBlueFlag->IsVisible() )
			{
				m_pBlueFlag->SetVisible( true );
			}
			
			m_pBlueFlag->UpdateStatus();
		}

		if ( m_pRedFlag )
		{
			if ( !m_pRedFlag->IsVisible() )
			{
				m_pRedFlag->SetVisible( true );
			}

			m_pRedFlag->UpdateStatus();
		}

		if (m_pGreenFlag)
		{
			if (!m_pGreenFlag->IsVisible())
			{
				m_pGreenFlag->SetVisible(true);
			}

			m_pGreenFlag->UpdateStatus();
		}

		if (m_pYellowFlag)
		{
			if (!m_pYellowFlag->IsVisible())
			{
				m_pYellowFlag->SetVisible(true);
			}

			m_pYellowFlag->UpdateStatus();
		}
	}
}
Esempio n. 3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFArrowPanel::Paint()
{
	if ( !m_hEntity.Get() )
		return;

	C_BaseEntity *pEnt = m_hEntity.Get();
	IMaterial *pMaterial = m_NeutralMaterial;

	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();

	// figure out what material we need to use
	if ( pEnt->GetTeamNumber() == TF_TEAM_RED )
	{
		pMaterial = m_RedMaterial;

		if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if ( pTargetEnt && pTargetEnt->IsPlayer() )
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt );
				if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) )
				{
					pMaterial = m_RedMaterialNoArrow;
				}
			}
		}
	}
	else if ( pEnt->GetTeamNumber() == TF_TEAM_BLUE )
	{
		pMaterial = m_BlueMaterial;

		if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if ( pTargetEnt && pTargetEnt->IsPlayer() )
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt );
				if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) )
				{
					pMaterial = m_BlueMaterialNoArrow;
				}
			}
		}
	}
	else if (pEnt->GetTeamNumber() == TF_TEAM_GREEN)
	{
		pMaterial = m_GreenMaterial;

		if (pLocalPlayer && (pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE))
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if (pTargetEnt && pTargetEnt->IsPlayer())
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >(pTargetEnt);
				if (pTarget->HasTheFlag() && (pTarget->GetItem() == pEnt))
				{
					pMaterial = m_GreenMaterialNoArrow;
				}
			}
		}
	}
	else if (pEnt->GetTeamNumber() == TF_TEAM_YELLOW)
	{
		pMaterial = m_YellowMaterial;

		if (pLocalPlayer && (pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE))
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if (pTargetEnt && pTargetEnt->IsPlayer())
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >(pTargetEnt);
				if (pTarget->HasTheFlag() && (pTarget->GetItem() == pEnt))
				{
					pMaterial = m_YellowMaterialNoArrow;
				}
			}
		}
	}

	int x = 0;
	int y = 0;
	ipanel()->GetAbsPos( GetVPanel(), x, y );
	int nWidth = GetWide();
	int nHeight = GetTall();

	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->MatrixMode( MATERIAL_MODEL );
	pRenderContext->PushMatrix(); 

	VMatrix panelRotation;
	panelRotation.Identity();
	MatrixBuildRotationAboutAxis( panelRotation, Vector( 0, 0, 1 ), GetAngleRotation() );
//	MatrixRotate( panelRotation, Vector( 1, 0, 0 ), 5 );
	panelRotation.SetTranslation( Vector( x + nWidth/2, y + nHeight/2, 0 ) );
	pRenderContext->LoadMatrix( panelRotation );

	IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );

	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );

	meshBuilder.TexCoord2f( 0, 0, 0 );
	meshBuilder.Position3f( -nWidth/2, -nHeight/2, 0 );
	meshBuilder.Color4ub( 255, 255, 255, 255 );
	meshBuilder.AdvanceVertex();

	meshBuilder.TexCoord2f( 0, 1, 0 );
	meshBuilder.Position3f( nWidth/2, -nHeight/2, 0 );
	meshBuilder.Color4ub( 255, 255, 255, 255 );
	meshBuilder.AdvanceVertex();

	meshBuilder.TexCoord2f( 0, 1, 1 );
	meshBuilder.Position3f( nWidth/2, nHeight/2, 0 );
	meshBuilder.Color4ub( 255, 255, 255, 255 );
	meshBuilder.AdvanceVertex();

	meshBuilder.TexCoord2f( 0, 0, 1 );
	meshBuilder.Position3f( -nWidth/2, nHeight/2, 0 );
	meshBuilder.Color4ub( 255, 255, 255, 255 );
	meshBuilder.AdvanceVertex();

	meshBuilder.End();

	pMesh->Draw();
	pRenderContext->PopMatrix();
}