void CBuildingStatusItem_Sapper::PerformLayout( void )
{
	BaseClass::PerformLayout();

	// We only tick while active and with a valid built object
	C_ObjectSapper *pSapper = static_cast<C_ObjectSapper*>(GetRepresentativeObject());

	// only visible 
	SetVisible( pSapper != NULL );

	if ( !IsActive() || !pSapper )
	{
		return;
	}

	C_BaseObject *pTarget = pSapper->GetParentObject();

	if ( pTarget )
	{
		float flHealth = (float)pTarget->GetHealth() / (float)pTarget->GetMaxHealth();

		m_pTargetHealthBar->SetProgress( flHealth );

		int iTargetType = pTarget->GetType();

		if ( m_iTargetType != iTargetType )
		{
			m_pTargetIcon->SetIcon( pTarget->GetHudStatusIcon() );

			m_iTargetType = iTargetType;
		}
	}
	else
	{
		m_pTargetHealthBar->SetProgress( 0.0f );
	}
}
예제 #2
0
//-----------------------------------------------------------------------------
// Purpose: Status string for hud
//-----------------------------------------------------------------------------
void C_ObjectSapper::GetStatusText( wchar_t *pStatus, int iMaxStatusLen )
{
	float flHealthPercent = (float)GetHealth() / (float)GetMaxHealth();
	wchar_t wszHealthPercent[32];
	_snwprintf(wszHealthPercent, sizeof(wszHealthPercent)/sizeof(wchar_t) - 1, L"%d%%", (int)( flHealthPercent * 100 ) );

	wchar_t *pszTemplate;

	if ( IsBuilding() )
	{
		pszTemplate = g_pVGuiLocalize->Find( "#TF_ObjStatus_Sapper_Building" );
	}
	else
	{
		pszTemplate = g_pVGuiLocalize->Find( "#TF_ObjStatus_Sapper" );
	}

	if ( pszTemplate )
	{
		wchar_t wszTargetHealthPercent[32];
		wszTargetHealthPercent[0] = '\0';

		C_BaseObject *pParent = GetParentObject();
		Assert( pParent );
		if ( pParent )
		{
			float flTargetHealthPercent = (float)pParent->GetHealth() / (float)pParent->GetMaxHealth();
			_snwprintf(wszTargetHealthPercent, sizeof(wszTargetHealthPercent)/sizeof(wchar_t) - 1, L"%d%%", (int)( flTargetHealthPercent * 100 ) );
		}

		g_pVGuiLocalize->ConstructString( pStatus, iMaxStatusLen, pszTemplate,
			2,
			wszHealthPercent,
			wszTargetHealthPercent);
	}
}
예제 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTargetID::UpdateID( void )
{
	wchar_t sIDString[ MAX_ID_STRING ] = L"";
	wchar_t sDataString[ MAX_ID_STRING ] = L"";

	C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocalTFPlayer )
		return;

	// Get our target's ent index
	Assert( m_iTargetEntIndex );

	// Is this an entindex sent by the server?
	if ( m_iTargetEntIndex )
	{
		C_BaseEntity *pEnt = cl_entitylist->GetEnt( m_iTargetEntIndex );
		if ( !pEnt )
			return;

		bool bShowHealth = false;
		float flHealth = 0;
		float flMaxHealth = 1;
		int iMaxBuffedHealth = 0;
		int iColorNum = TEAM_UNASSIGNED;

		// Some entities we always want to check, cause the text may change
		// even while we're looking at it
		// Is it a player?
		if ( IsPlayerIndex( m_iTargetEntIndex ) )
		{
			const char *printFormatString = NULL;
			wchar_t wszPlayerName[ MAX_PLAYER_NAME_LENGTH ];
			bool bDisguisedTarget = false;
			bool bDisguisedEnemy = false;

			C_TFPlayer *pPlayer = static_cast<C_TFPlayer*>( pEnt );
			if ( !pPlayer )
				return;

			C_TFPlayer *pDisguiseTarget = NULL;
			g_pVGuiLocalize->ConvertANSIToUnicode( pPlayer->GetPlayerName(), wszPlayerName, sizeof(wszPlayerName) );

			// determine if the target is a disguised spy (either friendly or enemy)
			if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && // they're disguised
				//!pPlayer->m_Shared.InCond( TF_COND_DISGUISING ) && // they're not in the process of disguising
				!pPlayer->m_Shared.InCond( TF_COND_STEALTHED ) ) // they're not cloaked
			{
				bDisguisedTarget = true;
				pDisguiseTarget = ToTFPlayer( pPlayer->m_Shared.GetDisguiseTarget() );
			}

			iColorNum = pPlayer->GetTeamNumber();

			if ( bDisguisedTarget )
			{
				// is the target a disguised enemy spy?
				if ( pPlayer->IsEnemyPlayer() )
				{
					if ( pDisguiseTarget )
					{
						bDisguisedEnemy = true;
						// change the player name
						g_pVGuiLocalize->ConvertANSIToUnicode( pDisguiseTarget->GetPlayerName(), wszPlayerName, sizeof(wszPlayerName) );
						// Show their disguise team color.
						iColorNum = pPlayer->m_Shared.GetDisguiseTeam();
					}
				}
				else
				{
					// The target is a disguised friendly spy.  They appear to the player with no disguise.  Add the disguise
					// team & class to the target ID element.
					bool bDisguisedAsEnemy = ( pPlayer->m_Shared.GetDisguiseTeam() != pPlayer->GetTeamNumber() );
					const wchar_t *wszAlignment = g_pVGuiLocalize->Find( bDisguisedAsEnemy ? "#TF_enemy" : "#TF_friendly" );
					
					int classindex = pPlayer->m_Shared.GetDisguiseClass();
					const wchar_t *wszClassName = g_pVGuiLocalize->Find( g_aPlayerClassNames[classindex] );

					// build a string with disguise information
					g_pVGuiLocalize->ConstructString( sDataString, sizeof(sDataString), g_pVGuiLocalize->Find( "#TF_playerid_friendlyspy_disguise" ), 
						2, wszAlignment, wszClassName );
				}
			}

			if ( pPlayer->IsPlayerClass( TF_CLASS_MEDIC ) )
			{
				wchar_t wszChargeLevel[ 10 ];
				_snwprintf( wszChargeLevel, ARRAYSIZE(wszChargeLevel) - 1, L"%.0f", pPlayer->MedicGetChargeLevel() * 100 );
				wszChargeLevel[ ARRAYSIZE(wszChargeLevel)-1 ] = '\0';
				g_pVGuiLocalize->ConstructString( sDataString, sizeof(sDataString), g_pVGuiLocalize->Find( "#TF_playerid_mediccharge" ), 1, wszChargeLevel );
			}
			
			if (pLocalTFPlayer->GetTeamNumber() == TEAM_SPECTATOR || pPlayer->InSameTeam(pLocalTFPlayer) || (bDisguisedEnemy && pPlayer->m_Shared.GetDisguiseTeam() == pLocalTFPlayer->GetTeamNumber()))
			{
				printFormatString = "#TF_playerid_sameteam";
				bShowHealth = true;
			}
			else if ( pLocalTFPlayer->IsPlayerClass( TF_CLASS_SPY ) && !pPlayer->m_Shared.InCond( TF_COND_STEALTHED ) )
			{
				// Spy can see enemy's health.
				printFormatString = "#TF_playerid_diffteam";
				bShowHealth = true;
			}			

			if ( bShowHealth )
			{
				C_TF_PlayerResource *tf_PR = dynamic_cast<C_TF_PlayerResource *>(g_PR);

				if ( tf_PR )
				{
					flMaxHealth = tf_PR->GetMaxHealth( m_iTargetEntIndex );
					iMaxBuffedHealth = pPlayer->m_Shared.GetMaxBuffedHealth();

					if ( bDisguisedEnemy )
					{
						flHealth = (float)pPlayer->m_Shared.GetDisguiseHealth();
					}
					else
					{
						flHealth = (float)pPlayer->GetHealth();
					}
				}
				else
				{
					bShowHealth = false;
				}
			}

			if ( printFormatString )
			{
				wchar_t *pszPrepend = GetPrepend();
				if ( !pszPrepend || !pszPrepend[0] )
				{
					pszPrepend = L"";
				}
				g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 2, pszPrepend, wszPlayerName );
			}
		}
		else	
		{
			// see if it is an object
			if ( pEnt->IsBaseObject() )
			{
				C_BaseObject *pObj = assert_cast<C_BaseObject *>( pEnt );

				pObj->GetTargetIDString( sIDString, sizeof(sIDString) );
				pObj->GetTargetIDDataString( sDataString, sizeof(sDataString) );
				bShowHealth = true;
				flHealth = pObj->GetHealth();
				flMaxHealth = pObj->GetMaxHealth();
				C_TFPlayer *pBuilder = pObj->GetBuilder();
				iColorNum = pBuilder ? pBuilder->GetTeamNumber() : pObj->GetTeamNumber();
			}
			else if ( pEnt->IsNPC() )
			{
				C_AI_BaseNPC *pNPC = assert_cast<C_AI_BaseNPC *>( pEnt );

				pNPC->GetTargetIDString( sIDString, sizeof(sIDString) );
				pNPC->GetTargetIDDataString( sDataString, sizeof(sDataString) );
				bShowHealth = true;
				flHealth = pNPC->GetHealth();
				flMaxHealth = pNPC->GetMaxHealth();
				iMaxBuffedHealth = pNPC->GetMaxBuffedHealth();
				iColorNum = pNPC->GetTeamNumber();
			}
		}

		// Setup health icon
		if ( !pEnt->IsAlive() )
		{
			flHealth = 0;	// fixup for health being 1 when dead
		}

		SetColorForTargetTeam( iColorNum );

		m_pTargetHealth->SetHealth( flHealth, flMaxHealth, iMaxBuffedHealth );
		m_pTargetHealth->SetVisible( bShowHealth );

		int iNameW, iDataW, iIgnored;
		m_pTargetNameLabel->GetContentSize( iNameW, iIgnored );
		m_pTargetDataLabel->GetContentSize( iDataW, iIgnored );

		// Target name
		if ( sIDString[0] )
		{
			sIDString[ ARRAYSIZE(sIDString)-1 ] = '\0';
			m_pTargetNameLabel->SetVisible(true);

			// TODO: Support	if( hud_centerid.GetInt() == 0 )
			SetDialogVariable( "targetname", sIDString );
		}
		else
		{
			m_pTargetNameLabel->SetVisible(false);
			m_pTargetNameLabel->SetText("");
		}

		// Extra target data
		if ( sDataString[0] )
		{
			sDataString[ ARRAYSIZE(sDataString)-1 ] = '\0';
			m_pTargetDataLabel->SetVisible(true);
			SetDialogVariable( "targetdata", sDataString );
		}
		else
		{
			m_pTargetDataLabel->SetVisible(false);
			m_pTargetDataLabel->SetText("");
		}

		int iPostNameW, iPostDataW;
		m_pTargetNameLabel->GetContentSize( iPostNameW, iIgnored );
		m_pTargetDataLabel->GetContentSize( iPostDataW, iIgnored );

		if ( m_bLayoutOnUpdate || (iPostDataW != iDataW) || (iPostNameW != iNameW) )
		{
			InvalidateLayout( true );
			m_bLayoutOnUpdate = false;
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBuildingStatusItem::OnTick()
{
	// We only tick while active and with a valid built object
	C_BaseObject *pObj = GetRepresentativeObject();

	if ( !pObj )	// implies not active
	{
		if ( m_bActive )
		{
			// we lost our object. force relayout to inactive mode
			InvalidateLayout();

			// tell our parent that we're gone
			IGameEvent *event = gameeventmanager->CreateEvent( "building_info_changed" );
			if ( event )
			{
				event->SetInt( "building_type", GetRepresentativeObjectType() );
				gameeventmanager->FireEventClientSide( event );
			}
		}

		// We don't want to tick while inactive regardless
		return;
	}

	float flHealth = (float)pObj->GetHealth() / (float)pObj->GetMaxHealth();

	m_pHealthBar->SetProgress( flHealth );

	if ( pObj->IsBuilding() )
	{
		m_pBuildingPanel->SetVisible( true );
		m_pRunningPanel->SetVisible( false );

		m_pBuildingProgress->SetProgress( pObj->GetPercentageConstructed() );
	}
	else
	{
		m_pBuildingPanel->SetVisible( false );
		m_pRunningPanel->SetVisible( true );
	}

	// what is our current alert state?
	BuildingHudAlert_t alertLevel = pObj->GetBuildingAlertLevel();

	if ( alertLevel <= BUILDING_HUD_ALERT_NONE )
	{
		// if the tray is out, hide it
		if ( m_pAlertTray->IsTrayOut() )
		{
			m_pAlertTray->HideTray();
			m_pWrenchIcon->SetVisible( false );
			m_pSapperIcon->SetVisible( false );
		}
	}
	else
	{
		if ( !m_pAlertTray->IsTrayOut() )
		{
			m_pAlertTray->ShowTray();
		}

		m_pAlertTray->SetAlertType( alertLevel );

		m_pWrenchIcon->SetVisible( false );
		m_pSapperIcon->SetVisible( false );

		if ( m_pAlertTray->GetAlertType() != BUILDING_HUD_ALERT_NONE &&
			m_pAlertTray->GetPercentDeployed() >= 1.0f )
		{
			switch( m_pAlertTray->GetAlertType() )
			{
			case BUILDING_HUD_ALERT_LOW_AMMO:
			case BUILDING_HUD_ALERT_LOW_HEALTH:
			case BUILDING_HUD_ALERT_VERY_LOW_AMMO:
			case BUILDING_HUD_ALERT_VERY_LOW_HEALTH:
				m_pWrenchIcon->SetVisible( true );
				break;

			case BUILDING_HUD_ALERT_SAPPER:
				m_pSapperIcon->SetVisible( true );
				break;

			case BUILDING_HUD_ALERT_NONE:
			default:
				break;
			}
		}
	}	
}