//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::InputRoundSpawn( inputdata_t &inputdata ) { // find the flag we're linked to if( !m_hPoint ) { m_hPoint = dynamic_cast<CTeamControlPoint*>( gEntList.FindEntityByName(NULL, STRING(m_iszCapPointName) ) ); if ( m_hPoint ) { m_nOwningTeam = m_hPoint->GetOwner(); for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { m_hPoint->SetCappersRequiredForTeam( i, m_TeamData[i].iNumRequiredToCap ); ObjectiveResource()->SetCPRequiredCappers( m_hPoint->GetPointIndex(), i, m_TeamData[i].iNumRequiredToCap ); ObjectiveResource()->SetTeamCanCap( m_hPoint->GetPointIndex(), i, m_TeamData[i].bCanCap ); if ( CaptureModeScalesWithPlayers() ) { ObjectiveResource()->SetCPCapTime( m_hPoint->GetPointIndex(), i, (m_flCapTime * 2) * m_TeamData[i].iNumRequiredToCap ); } else { ObjectiveResource()->SetCPCapTime( m_hPoint->GetPointIndex(), i, m_flCapTime ); } ObjectiveResource()->SetCPCapTimeScalesWithPlayers( m_hPoint->GetPointIndex(), CaptureModeScalesWithPlayers() ); } } } }
//----------------------------------------------------------------------------- // Purpose: Create the icons we need to display the state of this map's control points //----------------------------------------------------------------------------- void CHudControlPointIcons::InitIcons( void ) { ShutdownIcons(); CTFHudObjectiveStatus *pStatus = GET_HUDELEMENT( CTFHudObjectiveStatus ); if ( pStatus ) { CControlPointProgressBar *pProgressBar = pStatus->GetControlPointProgressBar(); if ( pProgressBar ) { m_iCurrentCP = -1; pProgressBar->SetupForPoint( NULL ); } } // Create an icon for each visible control point in this miniround int iPoints = ObjectiveResource()->GetNumControlPoints(); for ( int i = 0; i < iPoints; i++ ) { if ( ObjectiveResource()->IsInMiniRound(i) && ObjectiveResource()->IsCPVisible(i) ) { CControlPointIcon *pIcon = new CControlPointIcon( this, VarArgs( "ControlPointIcon%d", i ), i ); m_Icons.AddToTail( vgui::SETUP_PANEL(pIcon) ); } } InvalidateLayout(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CControlPointIcon::UpdateImage( void ) { int iOwner = ObjectiveResource()->GetOwningTeam( m_iCPIndex ); if ( m_pBaseImage ) { int iOwnerIcon = ObjectiveResource()->GetCPCurrentOwnerIcon( m_iCPIndex, iOwner ); const char *szMatName = GetMaterialNameFromIndex( iOwnerIcon ); if ( IsPointLocked() ) { m_pBaseImage->SetImage( VarArgs("..\\%s_locked", szMatName ) ); } else { m_pBaseImage->SetImage( VarArgs("..\\%s", szMatName ) ); } } if ( m_pOverlayImage ) { int iOverlayIcon = ObjectiveResource()->GetOverlayForTeam( m_iCPIndex, iOwner ); if ( iOverlayIcon ) { const char *szMatName = GetMaterialNameFromIndex( iOverlayIcon ); m_pOverlayImage->SetImage( VarArgs("..\\%s", szMatName ) ); m_pOverlayImage->SetVisible( true ); } else { m_pOverlayImage->SetVisible( false ); } } // Whenever a successful cap occurs, flash the cap point if ( m_pCapPulseImage ) { if ( m_iPrevCappers != 0 && iOwner == m_iPrevCappers ) { m_iPrevCappers = 0; if ( ShouldDraw() ) { m_pCapPulseImage->SetVisible( true ); m_pCapPulseImage->StartPulse( gpGlobals->curtime, GetWide() ); } m_pBaseImage->StartPulsing( FINISHCAPANIM_SWOOP_LENGTH, 0.5, false ); } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudControlPointIcons::Paint() { if ( IsInFreezeCam() == true ) return; if( !ObjectiveResource() ) return; int num = ObjectiveResource()->GetNumControlPoints(); if ( num <= 0 ) return; // nothing to draw yet //DrawBackgroundBox( 0, 0, GetWide(), GetTall(), false ); BaseClass::Paint(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::UpdateCappingTeam( int iTeam ) { if ( m_hPoint ) { ObjectiveResource()->SetCappingTeam( m_hPoint->GetPointIndex(), iTeam ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::InputSetTeamCanCap( inputdata_t &inputdata ) { // Get the interaction name & target char parseString[255]; Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString)); char *pszParam = strtok(parseString," "); if ( pszParam && pszParam[0] ) { int iTeam = atoi( pszParam ); pszParam = strtok(NULL," "); if ( pszParam && pszParam[0] ) { bool bCanCap = (atoi(pszParam) != 0); if ( iTeam >= 0 && iTeam < GetNumberOfTeams() ) { m_TeamData[iTeam].bCanCap = bCanCap; if ( m_hPoint ) { ObjectiveResource()->SetTeamCanCap( m_hPoint->GetPointIndex(), iTeam, m_TeamData[iTeam].bCanCap ); } return; } } } Warning("%s(%s) received SetTeamCanCap input with invalid format. Format should be: <team number> <can cap (0/1)>.\n", GetClassname(), GetDebugName() ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::UpdateTeamInZone( void ) { if ( m_hPoint ) { ObjectiveResource()->SetTeamInZone( m_hPoint->GetPointIndex(), m_nTeamInZone ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::SetActiveTimer( CTeamRoundTimer *pNewlyActive ) { CBaseEntity *pChosenTimer = pNewlyActive; // Ensure all other timers are off. CBaseEntity *pEntity = NULL; while ((pEntity = gEntList.FindEntityByClassname( pEntity, "team_round_timer" )) != NULL) { if ( pEntity == pNewlyActive ) continue; CTeamRoundTimer *pTimer = assert_cast< CTeamRoundTimer* >( pEntity ); if ( !pTimer->IsDisabled() && pTimer->ShowInHud() ) { if ( pChosenTimer ) { // Turn off all other hud timers pTimer->SetShowInHud( false ); } else { // Found a timer. Use it. pChosenTimer = pTimer; } } } ObjectiveResource()->SetTimerInHUD( pChosenTimer ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudControlPointIcons::UpdateProgressBarFor( int iIndex ) { // If they tell us to update all progress bars, update only the one we're standing on if ( iIndex == -1 ) { iIndex = m_iCurrentCP; } // Ignore requests to display progress bars for points we're not standing on if ( ( m_iCurrentCP != iIndex ) ) return; // This can happen at level load CTFHudObjectiveStatus *pStatus = GET_HUDELEMENT( CTFHudObjectiveStatus ); if ( pStatus && pStatus->GetControlPointProgressBar() ) { CControlPointProgressBar *pProgressBar = pStatus->GetControlPointProgressBar(); if ( !IsVisible() || iIndex < 0 || iIndex >= ObjectiveResource()->GetNumControlPoints() ) { pProgressBar->SetupForPoint( NULL ); } else { for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iIndex ) { pProgressBar->SetupForPoint( m_Icons[i] ); break; } } } } }
//----------------------------------------------------------------------------- // Purpose: Used by Area caps to set the owner //----------------------------------------------------------------------------- void CTeamControlPoint::InputSetOwner( inputdata_t &input ) { int iCapTeam = input.value.Int(); Assert( iCapTeam >= 0 && iCapTeam < GetNumberOfTeams() ); Assert( input.pCaller ); if ( GetOwner() == iCapTeam ) return; if ( TeamplayGameRules()->PointsMayBeCaptured() ) { // must be done before setting the owner HandleScoring( iCapTeam ); if ( input.pCaller->IsPlayer() ) { int iCappingPlayer = input.pCaller->entindex(); InternalSetOwner( iCapTeam, true, 1, &iCappingPlayer ); } else { InternalSetOwner( iCapTeam, false ); } ObjectiveResource()->SetOwningTeam( GetPointIndex(), m_iTeam ); } }
//----------------------------------------------------------------------------- // Purpose: Used by ControlMaster to this point to its default owner //----------------------------------------------------------------------------- void CTeamControlPoint::InputReset( inputdata_t &input ) { m_flLastContestedAt = -1; InternalSetOwner( m_iDefaultOwner, false ); ObjectiveResource()->SetOwningTeam( GetPointIndex(), m_iTeam ); TeamplayRoundBasedRules()->RecalculateControlPointState(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::UpdateOwningTeam( void ) { if ( m_hPoint ) { ObjectiveResource()->SetOwningTeam( m_hPoint->GetPointIndex(), m_nOwningTeam ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::UpdateBlocked( void ) { if ( m_hPoint ) { ObjectiveResource()->SetCapBlocked( m_hPoint->GetPointIndex(), m_bBlocked ); m_hPoint->CaptureInterrupted( m_bBlocked ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CControlPointProgressBar::SetupForPoint( CControlPointIcon *pIcon ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; m_pAttachedToIcon = pIcon; bool bInWinState = TeamplayRoundBasedRules() ? TeamplayRoundBasedRules()->RoundHasBeenWon() : false; if ( m_pAttachedToIcon && !bInWinState ) { SetVisible( true ); int iCP = m_pAttachedToIcon->GetCapIndex(); int iCappingTeam = ObjectiveResource()->GetCappingTeam( iCP ); int iOwnerTeam = ObjectiveResource()->GetOwningTeam( iCP ); int iPlayerTeam = pPlayer->GetTeamNumber(); bool bCapBlocked = ObjectiveResource()->CapIsBlocked( iCP ); if ( !bCapBlocked && iCappingTeam != TEAM_UNASSIGNED && iCappingTeam != iOwnerTeam && iCappingTeam == iPlayerTeam ) { m_pBar->SetBgImage( ObjectiveResource()->GetGameSpecificCPBarBG( iCP, iCappingTeam ) ); m_pBar->SetFgImage( ObjectiveResource()->GetGameSpecificCPBarFG( iCP, iOwnerTeam ) ); m_pBar->SetVisible( true ); m_pBlocked->SetVisible( false ); m_pBarText->SetVisible( false ); } else { m_pBar->SetVisible( false ); m_pBlocked->SetVisible( true ); UpdateBarText(); } InvalidateLayout(); } else { SetVisible( false ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamControlPoint::InternalSetLocked( bool bLocked ) { if ( !bLocked && m_bLocked ) { // unlocked this point IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_point_unlocked" ); if ( event ) { event->SetInt( "cp", m_iPointIndex ); event->SetString( "cpname", STRING( m_iszPrintName ) ); event->SetInt( "team", m_iTeam ); gameeventmanager->FireEvent( event ); } } else if ( bLocked && !m_bLocked ) { // locked this point IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_point_locked" ); if ( event ) { event->SetInt( "cp", m_iPointIndex ); event->SetString( "cpname", STRING( m_iszPrintName ) ); event->SetInt( "team", m_iTeam ); gameeventmanager->FireEvent( event ); } } m_bLocked = bLocked; if ( ObjectiveResource() && GetPointIndex() < ObjectiveResource()->GetNumControlPoints() ) { ObjectiveResource()->SetCPLocked( GetPointIndex(), m_bLocked ); ObjectiveResource()->SetCPUnlockTime( GetPointIndex(), 0.0f ); } if ( !m_bLocked ) { m_flUnlockTime = -1; m_OnUnlocked.FireOutput( this, this ); SetContextThink( NULL, 0, CONTROL_POINT_UNLOCK_THINK ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- float CTeamControlPoint::GetTeamCapPercentage( int iTeam ) { int iCappingTeam = ObjectiveResource()->GetCappingTeam( GetPointIndex() ); if ( iCappingTeam == TEAM_UNASSIGNED ) { // No-one's capping this point. if ( iTeam == m_iTeam ) return 1.0; return 0.0; } float flCapPerc = ObjectiveResource()->GetCPCapPercentage( GetPointIndex() ); if ( iTeam == iCappingTeam ) return (1.0 - flCapPerc); if ( iTeam == m_iTeam ) return flCapPerc; return 0.0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamControlPoint::SetOwner( int iCapTeam, bool bMakeSound, int iNumCappers, int *pCappingPlayers ) { if ( TeamplayGameRules()->PointsMayBeCaptured() ) { // must be done before setting the owner HandleScoring( iCapTeam ); InternalSetOwner( iCapTeam, bMakeSound, iNumCappers, pCappingPlayers ); ObjectiveResource()->SetOwningTeam( GetPointIndex(), m_iTeam ); } }
//----------------------------------------------------------------------------- // Purpose: Lock cap points when neither team can cap them for map-specific reasons //----------------------------------------------------------------------------- bool CControlPointIcon::IsPointLocked( void ) { bool bAnyTeamCanCap = false; for ( int gameteam = FIRST_GAME_TEAM; gameteam < GetNumberOfTeams(); gameteam++ ) { // Ignore teams that already own the point if ( ObjectiveResource()->GetOwningTeam(m_iCPIndex) != gameteam ) { if ( (ObjectiveResource()->TeamCanCapPoint( m_iCPIndex, gameteam)) ) { if ( TeamplayGameRules()->TeamMayCapturePoint( gameteam, m_iCPIndex ) ) { bAnyTeamCanCap = true; } } } } return ( !bAnyTeamCanCap ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CControlPointProgressBar::Paint( void ) { if ( m_pAttachedToIcon ) { int iCP = m_pAttachedToIcon->GetCapIndex(); if ( m_pBar && m_pBar->IsVisible() ) { m_pBar->SetProgress( ObjectiveResource()->GetCPCapPercentage( iCP ) ); } } BaseClass::Paint(); }
//----------------------------------------------------------------------------- // Purpose: Draw the team's base icon at either end of the icon panel //----------------------------------------------------------------------------- bool CHudControlPointIcons::PaintTeamBaseIcon( int index, float flXPos, float flYPos, float flIconSize ) { float uv1 = 0.0f; float uv2 = 1.0f; // Find out which team owns the far left for ( int i = 0; i < MAX_TEAMS; i++ ) { if ( ObjectiveResource()->GetBaseControlPointForTeam(i) == index ) { int iTeamBaseIcon = ObjectiveResource()->GetBaseIconForTeam(i); if ( iTeamBaseIcon ) { // Draw the Team's Base texture const char *szMatName = GetMaterialNameFromIndex( iTeamBaseIcon ); vgui::surface()->DrawSetTextureFile( m_iTeamBaseTextures[i], szMatName, true, false ); Vector2D uv11( uv1, uv1 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 ); Vector2D uv12( uv1, uv2 ); vgui::Vertex_t vert[4]; vert[0].Init( Vector2D( flXPos, flYPos ), uv11 ); vert[1].Init( Vector2D( flXPos + flIconSize, flYPos ), uv21 ); vert[2].Init( Vector2D( flXPos + flIconSize, flYPos + flIconSize ), uv22 ); vert[3].Init( Vector2D( flXPos, flYPos + flIconSize ), uv12 ); vgui::surface()->DrawSetColor( Color(255,255,255,255) ); vgui::surface()->DrawTexturedPolygon( 4, vert ); return true; } } } return false; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamControlPoint::InputSetUnlockTime( inputdata_t &inputdata ) { // never lock/unlock the point if we're in waiting for players if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->IsInWaitingForPlayers() ) return; int nTime = inputdata.value.Int(); if ( nTime <= 0 ) { InternalSetLocked( false ); return; } m_flUnlockTime = gpGlobals->curtime + nTime; if ( ObjectiveResource() ) { ObjectiveResource()->SetCPUnlockTime( GetPointIndex(), m_flUnlockTime ); } SetContextThink( &CTeamControlPoint::UnlockThink, gpGlobals->curtime + 0.1, CONTROL_POINT_UNLOCK_THINK ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CTeamControlPoint::DrawDebugTextOverlays( void ) { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[1024]; Q_snprintf(tempstr, sizeof(tempstr), "INDEX: (%d)", GetPointIndex() ); EntityText(text_offset,tempstr,0); text_offset++; Q_snprintf( tempstr, sizeof(tempstr), "Red Previous Points: "); for ( int i = 0; i < MAX_PREVIOUS_POINTS; i++ ) { if ( m_TeamData[2].iszPreviousPoint[i] != NULL_STRING ) { Q_strncat( tempstr, STRING(m_TeamData[2].iszPreviousPoint[i]), 1024, COPY_ALL_CHARACTERS ); Q_strncat( tempstr, ", ", 1024, COPY_ALL_CHARACTERS ); } } EntityText(text_offset,tempstr,0); text_offset++; Q_snprintf( tempstr, sizeof(tempstr), "Blue Previous Points: " ); for ( int i = 0; i < MAX_PREVIOUS_POINTS; i++ ) { if ( m_TeamData[3].iszPreviousPoint[i] != NULL_STRING ) { Q_strncat( tempstr, STRING(m_TeamData[3].iszPreviousPoint[i]), 1024, COPY_ALL_CHARACTERS ); Q_strncat( tempstr, ", ", 1024, COPY_ALL_CHARACTERS ); } } EntityText(text_offset,tempstr,0); text_offset++; for ( int i = 0; i < MAX_CONTROL_POINT_TEAMS; i++ ) { if ( ObjectiveResource()->GetBaseControlPointForTeam(i) == GetPointIndex() ) { Q_snprintf(tempstr, sizeof(tempstr), "Base Control Point for Team %d", i ); EntityText(text_offset,tempstr,0); text_offset++; } } } return text_offset; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::UpdateNumPlayers( void ) { if( !m_hPoint ) return; int index = m_hPoint->GetPointIndex(); for ( int i = 0; i < m_TeamData.Count(); i++ ) { if ( i >= FIRST_GAME_TEAM && i == m_nCapturingTeam ) { m_OnNumCappersChanged.Set( m_TeamData[i].iNumTouching, this, this ); } ObjectiveResource()->SetNumPlayers( index, i, m_TeamData[i].iNumTouching ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::UpdateNumPlayers( bool bBlocked /*= false */ ) { if( !m_hPoint ) return; int index = m_hPoint->GetPointIndex(); for ( int i = 0; i < m_TeamData.Count(); i++ ) { if ( i >= FIRST_GAME_TEAM && i == m_nCapturingTeam ) { SetNumCappers( m_TeamData[i].iNumTouching, bBlocked ); } ObjectiveResource()->SetNumPlayers( index, i, m_TeamData[i].iNumTouching ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CControlPointIconPulseable::PaintBackground( void ) { if ( IsInFreezeCam() == true ) return; if ( GetImage() ) { SetAlpha(255); BaseClass::PaintBackground(); } if ( m_flStartCapAnimStart && gpGlobals->curtime > m_flStartCapAnimStart ) { float flElapsedTime = (gpGlobals->curtime - m_flStartCapAnimStart); // Pulse the white over the underlying color float flPulseSpeed = 20; if ( m_bAccelerateOverCapture ) { float flCapPercentage = ObjectiveResource()->GetCPCapPercentage( m_iCPIndex ); flPulseSpeed = RemapValClamped( flCapPercentage, 0, 1, 2, 5 ); } float flPulseMod = fabs(sin( flElapsedTime * flPulseSpeed )); SetAlpha( 255 * flPulseMod ); int wide, tall; GetSize( wide, tall ); // Have to reset these - we're only referencing a material so the // size can be changed by CControlPointIconCapturePulse on a successful cap m_pPulseImage->SetPos( 0, 0 ); m_pPulseImage->SetSize( wide, tall ); m_pPulseImage->Paint(); // Stop if we're only supposed to do this for a short time if ( m_flPulseTime && flElapsedTime >= m_flPulseTime ) { StopPulsing(); } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::SetCapTimeRemaining( float flTime ) { m_fTimeRemaining = flTime; float flCapPercentage = 0; if ( m_nCapturingTeam ) { flCapPercentage = m_fTimeRemaining / m_flCapTime; if ( CaptureModeScalesWithPlayers() ) { flCapPercentage = m_fTimeRemaining / ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap); } } ObjectiveResource()->SetCPCapPercentage( m_hPoint->GetPointIndex(), flCapPercentage ); if ( m_hPoint ) { m_hPoint->UpdateCapPercentage(); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CControlPointIconCapArrow::Paint( void ) { if ( !m_pArrowMaterial || !m_pAttachedToIcon ) return; int x = 0; int y = 0; ipanel()->GetAbsPos(GetVPanel(), x,y ); int iWidth = GetWide(); int iHeight = GetTall(); // Position the arrow based on the cap percentage float flXa = 0; float flXb = 1.0; float flYa = 0; float flYb = 1.0; int iCappingTeam = ObjectiveResource()->GetCappingTeam( m_pAttachedToIcon->GetCapIndex() ); float flCapPercentage = ObjectiveResource()->GetCPCapPercentage( m_pAttachedToIcon->GetCapIndex() ); // The image needs to be remapped to the width of the underlying box, // because we want the arrow head to move off the box at the exact time the cap ends. float flArrowHeadPixelWidth = 15.0; float flArrowBodyPixelWidth = 54.0; float flBoxSize = 33.0; // HACK: The arrow has an arrowhead portion that looks like this: > // We want to start with the arrow entering the image, but we want to keep // going until the arrow is fully off the edge. So we include extra width for it. float flImageSize = (flArrowHeadPixelWidth+flArrowBodyPixelWidth); float flMovementInTextureSpace = ( (flBoxSize+flArrowHeadPixelWidth) / flImageSize ); float flArrowSizeInTextureSpace = ( flArrowHeadPixelWidth / flImageSize ); // To help players spot the start & end of a cap, we indent a little on either side. float flIndent = 0.07; if ( m_pAttachedToIcon->ShouldSwipeUp() ) { flYa = RemapVal( flCapPercentage, 0.0, 1.0, -flMovementInTextureSpace - flIndent, flArrowSizeInTextureSpace - flIndent ); flYb = RemapVal( flCapPercentage, 0.0, 1.0, flIndent, flMovementInTextureSpace - flIndent ); } else { flIndent = 0.1; float flStart = 1.0 - flIndent; float flEnd = 1.0 + flIndent; bool bSwipeLeftToRight = ( iCappingTeam % 2 ) ? false : true; if ( bSwipeLeftToRight ) { flXa = RemapVal( flCapPercentage, 0.0, 1.0, flStart + flMovementInTextureSpace, flEnd - flArrowSizeInTextureSpace ); flXb = RemapVal( flCapPercentage, 0.0, 1.0, flStart, 0.0 ); } else { flXa = RemapVal( flCapPercentage, 0.0, 1.0, flStart, 0.0 ); flXb = RemapVal( flCapPercentage, 0.0, 1.0, flStart + flMovementInTextureSpace, flEnd - flArrowSizeInTextureSpace ); } } CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( m_pArrowMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.TexCoord2f( 0, flXa, flYa ); meshBuilder.TexCoord2f( 1, 0.0f, 0.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x + iWidth, y, 0.0f ); meshBuilder.TexCoord2f( 0, flXb, flYa ); meshBuilder.TexCoord2f( 1, 1.0f, 0.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x + iWidth, y + iHeight, 0.0f ); meshBuilder.TexCoord2f( 0, flXb, flYb ); meshBuilder.TexCoord2f( 1, 1.0f, 1.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x, y + iHeight, 0.0f ); meshBuilder.TexCoord2f( 0, flXa, flYb ); meshBuilder.TexCoord2f( 1, 0.0f, 1.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudControlPointIcons::PerformLayout( void ) { BaseClass::PerformLayout(); int iCapPointLines[MAX_CONTROL_POINTS][MAX_CONTROL_POINTS]; memset( iCapPointLines, 0, sizeof(int) * MAX_CONTROL_POINTS * MAX_CONTROL_POINTS ); bool bUseDefaultLines = true; if ( ObjectiveResource() ) { // Allow the objective resource to override it const char *pszLayout = ObjectiveResource()->GetCapLayoutInHUD(); if ( pszLayout && pszLayout[0] ) { bUseDefaultLines = false; // Cap layout is a string with indexes of cap points seperated by ',' to denote // a new line. So "3,1 2" would create a pyramid, with cap point 3 on the // first line, and caps 1 & 2 on the second line. int iLine = 0; int iCapIndex = 0; char szBuffer[MAX_CAPLAYOUT_LENGTH]; Q_strncpy( szBuffer, pszLayout, MAX_CAPLAYOUT_LENGTH ); char *pszChar = szBuffer; char *pszLastNumber = pszChar; while ( *pszChar ) { pszChar++; if ( *pszChar == ' ' || *pszChar == ',' ) { // Get the number char cOrg = *pszChar; *pszChar = '\0'; int iCPIndex = atoi( pszLastNumber ); int iIconIndex = -1; for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iCPIndex ) { iIconIndex = i; break; } } if ( iIconIndex != -1 ) { iCapPointLines[iLine][iCapIndex] = iIconIndex+1; *pszChar = cOrg; if ( *pszChar == ',' ) { iLine++; iCapIndex = 0; } else { iCapIndex++; } } // Walk past the ,/space pszChar++; pszLastNumber = pszChar; } } // Now get the trailing number int iCPIndex = atoi( pszLastNumber ); for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iCPIndex ) { iCapPointLines[iLine][iCapIndex] = i+1; break; } } } } if ( bUseDefaultLines ) { // By default, put all the caps on a single line int iCPIndex = 0; for (int iIcon = 0; iIcon < m_Icons.Count(); iIcon++) { iCapPointLines[0][iCPIndex] = iIcon+1; iCPIndex++; } } int iTall = m_iIconGapHeight; int iTallest = m_iIconGapHeight; int iWidest = m_iIconGapWidth; int iTotalIconsPerLine[MAX_CONTROL_POINTS]; int iLineWidth[MAX_CONTROL_POINTS]; memset( iTotalIconsPerLine, 0, sizeof(int) * MAX_CONTROL_POINTS ); memset( iLineWidth, 0, sizeof(int) * MAX_CONTROL_POINTS ); int iTotalLines = 0; // Search through the lines and figure out our overall width & height for ( int iLine = 0; iLine < MAX_CONTROL_POINTS; iLine++ ) { // If we've hit a line with nothing in it, we're done if ( !iCapPointLines[iLine][0] ) break; iTotalLines++; iLineWidth[iLine] = m_iIconGapWidth; int iLineTall = 0; for ( int iPosition = 0; iPosition < MAX_CONTROL_POINTS; iPosition++ ) { int iIconIndex = iCapPointLines[iLine][iPosition]; if ( !iIconIndex ) break; iIconIndex--; // Add the icon dimensions to our counts. if ( iIconIndex >= 0 && iIconIndex < m_Icons.Count() ) { m_Icons[iIconIndex]->PerformLayout(); iTotalIconsPerLine[iLine]++; iLineWidth[iLine] += m_Icons[iIconIndex]->GetWide() + m_iIconGapWidth; int iHeight = m_Icons[iIconIndex]->GetTall(); if ( iHeight > iLineTall ) { iLineTall = iHeight; } } } if ( iLineWidth[iLine] > iWidest ) { iWidest = iLineWidth[iLine]; } if ( iLineTall > iTallest ) { iTallest = iLineTall; } iTall += iLineTall + m_iIconGapHeight; } // Setup the main panel SetBounds( (ScreenWidth() - iWidest) * 0.5, ScreenHeight() - iTall - m_nHeightOffset, iWidest, iTall ); // Now that we know how wide we are, and how many icons are in each line, // we can lay the icons out, centered in the lines. for ( int iLine = 0; iLine < MAX_CONTROL_POINTS; iLine++ ) { if ( !iTotalIconsPerLine[iLine] ) break; int iLineXPos = ((iWidest - iLineWidth[iLine]) * 0.5) + m_iIconGapWidth; int iLineYPos = (iLine * m_iIconGapHeight) + ( iLine * iTallest ) + m_iIconGapHeight; for ( int iPosition = 0; iPosition < MAX_CONTROL_POINTS; iPosition++ ) { int iIconIndex = iCapPointLines[iLine][iPosition]; if ( !iIconIndex ) break; iIconIndex--; if ( iIconIndex >= 0 && iIconIndex < m_Icons.Count() ) { m_Icons[iIconIndex]->SetPos( iLineXPos, iLineYPos ); iLineXPos += m_Icons[iIconIndex]->GetWide() + m_iIconGapWidth; // If we have multiple lines, swipe up when capping m_Icons[iIconIndex]->SetSwipeUp( iTotalLines > 1 ); // Set the progress extrusion dir: // N if we're on the top line. Otherwise: // NW if we're left of the center. // NE if we're at or right of the center. int iDir = CP_DIR_N; if ( iLine > 0 ) { if ( ((float)(iPosition+1) / (float)iTotalIconsPerLine[iLine]) > 0.5 ) { iDir = CP_DIR_NE; } else { iDir = CP_DIR_NW; } } m_Icons[iIconIndex]->SetCapProgressDir( iDir ); } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CControlPointIcon::PerformLayout( void ) { BaseClass::PerformLayout(); int iBaseXPos, iBaseYPos; ipanel()->GetAbsPos(GetVPanel(), iBaseXPos, iBaseYPos ); m_pBaseImage->SetBounds( 0, 0, GetWide(), GetTall() ); if ( m_pCapImage->IsVisible() ) { m_pCapImage->SetBounds( 0, 0, GetWide(), GetTall() ); } if ( m_pCapHighlightImage->IsVisible() ) { int iHeight = ScreenHeight() * 0.75; m_pCapHighlightImage->SetBounds( iBaseXPos + CAP_BOX_INDENT_X, iBaseYPos - iHeight, GetWide() - (CAP_BOX_INDENT_X*2), iHeight + GetTall() -CAP_BOX_INDENT_Y ); } int iCappingTeam = ObjectiveResource()->GetCappingTeam( m_iCPIndex ); int iPlayers = ObjectiveResource()->GetNumPlayersInArea( m_iCPIndex, iCappingTeam ); if ( !m_pCapPlayerImage->IsVisible() && iPlayers ) { m_pCapPlayerImage->SetVisible(true); } if ( m_pCapPlayerImage->IsVisible() ) { if ( !iPlayers ) { // We're a deteriorating point m_pCapPlayerImage->SetVisible( false ); m_pCapNumPlayers->SetVisible( false ); } else { int iXPos, iYPos; if ( iPlayers < 2 || !m_pCapNumPlayers ) { iXPos = (GetWide() - m_pCapPlayerImage->GetWide()) * 0.5; } else { iXPos = (GetWide() - m_pCapPlayerImage->GetWide()) * 0.5 - XRES(4); } iYPos = (GetTall() - m_pCapPlayerImage->GetTall()) * 0.5; m_pCapPlayerImage->SetPos( iXPos, iYPos ); if ( m_pCapNumPlayers ) { m_pCapNumPlayers->SetVisible( (iPlayers>1) ); SetDialogVariable( "numcappers", iPlayers ); m_pCapNumPlayers->SetFgColor( Color(0,0,0,255) ); } } } if ( m_pCapPulseImage ) { int iSize = GetWide() * 3; int iXpos = iBaseXPos - ((iSize-GetWide()) * 0.5); int iYpos = iBaseYPos - ((iSize-GetTall()) * 0.5); m_pCapPulseImage->SetBounds( iXpos, iYpos, iSize, iSize ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CControlPointIcon::UpdateCapImage( void ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; if ( m_pCapImage ) { int iCappingTeam = ObjectiveResource()->GetCappingTeam( m_iCPIndex ); int iOwningTeam = ObjectiveResource()->GetOwningTeam( m_iCPIndex ); if ( iCappingTeam != TEAM_UNASSIGNED && iCappingTeam != iOwningTeam ) { const char *pszCapSwipe = ObjectiveResource()->GetGameSpecificCPCappingSwipe( m_iCPIndex, iCappingTeam ); if ( m_bSwipeUp ) { m_pCapImage->SetImage( VarArgs("%s_up",pszCapSwipe) ); } else { m_pCapImage->SetImage( pszCapSwipe ); } m_pCapImage->SetVisible( true ); // Tell the cap highlight image to fire up if it's our point being capped if ( m_pCapHighlightImage && pPlayer->GetTeamNumber() != iCappingTeam && pPlayer->GetTeamNumber() > LAST_SHARED_TEAM ) { if ( ShouldDraw() && GetParent() && GetParent()->IsVisible() ) { m_pCapHighlightImage->SetVisible( true ); m_pCapHighlightImage->StartSwoop(); } m_pBaseImage->StartPulsing( STARTCAPANIM_ICON_SWITCH, 0, true ); } else { m_pBaseImage->StartPulsing( 0, 0, true ); } if ( m_pCapPlayerImage ) { m_pCapPlayerImage->SetVisible( true ); } m_iPrevCappers = iCappingTeam; InvalidateLayout( true ); } else { m_pBaseImage->StopPulsing(); m_pCapImage->SetVisible( false ); if ( m_pCapHighlightImage ) { m_pCapHighlightImage->SetVisible( false ); } if ( m_pCapPlayerImage ) { m_pCapPlayerImage->SetVisible( false ); } if ( m_pCapNumPlayers ) { m_pCapNumPlayers->SetVisible( false ); } } } }