Exemplo n.º 1
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;
		}
	}
}
Exemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFFreezePanel::FireGameEvent( IGameEvent * event )
{
	const char *pEventName = event->GetName();

	if ( Q_strcmp( "player_death", pEventName ) == 0 )
	{
		// see if the local player died
		int iPlayerIndexVictim = engine->GetPlayerForUserID( event->GetInt( "userid" ) );
		C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
		if ( pLocalPlayer && iPlayerIndexVictim == pLocalPlayer->entindex() )
		{
			// the local player is dead, see if this is a new nemesis or a revenge
			if ( event->GetInt( "dominated" ) > 0 )
			{
				m_iShowNemesisPanel = SHOW_NEW_NEMESIS;
			}
			else if ( event->GetInt( "revenge" ) > 0 )
			{
				m_iShowNemesisPanel = SHOW_REVENGE;
			}
			else
			{
				m_iShowNemesisPanel = SHOW_NO_NEMESIS;
			}
		}		
	}
	else if ( Q_strcmp( "hide_freezepanel", pEventName ) == 0 )
	{
		Hide();
	}
	else if ( Q_strcmp( "freezecam_started", pEventName ) == 0 )
	{
		ShowCalloutsIn( 1.0 );
		ShowSnapshotPanelIn( 1.25 );
	}
	else if ( Q_strcmp( "teamplay_win_panel", pEventName ) == 0 )
	{
		Hide();
	}
	else if ( Q_strcmp( "show_freezepanel", pEventName ) == 0 )
	{
		C_TF_PlayerResource *tf_PR = dynamic_cast<C_TF_PlayerResource *>(g_PR);
		if ( !tf_PR )
		{
			m_pNemesisSubPanel->SetDialogVariable( "nemesisname", NULL );
			return;
		}

		Show();

		ShowSnapshotPanel( false );
		m_bHoldingAfterScreenshot = false;

		if ( m_iBasePanelOriginalX > -1 && m_iBasePanelOriginalY > -1 )
		{
			m_pBasePanel->SetPos( m_iBasePanelOriginalX, m_iBasePanelOriginalY );
		}

		// Get the entity who killed us
		m_iKillerIndex = event->GetInt( "killer" );
		C_BaseEntity *pKiller =  ClientEntityList().GetBaseEntity( m_iKillerIndex );

		int xp,yp;
		GetPos( xp, yp );
		if ( TFGameRules()->RoundHasBeenWon() )
		{
			SetPos( xp, m_iYBase - YRES(50) );
		}
		else
		{
			SetPos( xp, m_iYBase );
		}

		if ( pKiller )
		{
			CTFPlayer *pPlayer = ToTFPlayer ( pKiller );
			int iMaxBuffedHealth = 0;

			if ( pPlayer )
			{
				iMaxBuffedHealth = pPlayer->m_Shared.GetMaxBuffedHealth();
			}

			int iKillerHealth = pKiller->GetHealth();
			if ( !pKiller->IsAlive() )
			{
				iKillerHealth = 0;
			}
			m_pKillerHealth->SetHealth( iKillerHealth, pKiller->GetMaxHealth(), iMaxBuffedHealth );

			if ( pKiller->IsPlayer() )
			{
				C_TFPlayer *pVictim = C_TFPlayer::GetLocalTFPlayer();
				CTFPlayer *pTFKiller = ToTFPlayer( pKiller );

				// Set the BG according to the team they're on
				m_pFreezePanelBG->SetBGImage( pTFKiller->GetTeamNumber() );

				//If this was just a regular kill but this guy is our nemesis then just show it.
				if ( pVictim && pTFKiller && pTFKiller->m_Shared.IsPlayerDominated( pVictim->entindex() ) )
				{
					if ( !pKiller->IsAlive() )
					{
						m_pFreezeLabel->SetText( "#FreezePanel_Nemesis_Dead" );
					}
					else
					{
						m_pFreezeLabel->SetText( "#FreezePanel_Nemesis" );
					}
				}
				else
				{
					if ( !pKiller->IsAlive() )
					{
						m_pFreezeLabel->SetText( "#FreezePanel_Killer_Dead" );
					}
					else
					{
						m_pFreezeLabel->SetText( "#FreezePanel_Killer" );
					}
				}

				m_pBasePanel->SetDialogVariable( "killername", g_PR->GetPlayerName( m_iKillerIndex ) );

				if ( m_pAvatar )
				{
					m_pAvatar->SetDefaultAvatar( GetDefaultAvatarImage( (C_BasePlayer*)pKiller ) );

					m_pAvatar->SetPlayer( (C_BasePlayer*)pKiller );
					m_pAvatar->SetShouldDrawFriendIcon( false );
				}
			}
			else if ( pKiller->IsBaseObject() )
			{
				C_BaseObject *pObj = assert_cast<C_BaseObject *>( pKiller );
				C_TFPlayer *pOwner = pObj->GetOwner();

				Assert( pOwner && "Why does this object not have an owner?" );
				
				// Set the BG according to the team it's on
				m_pFreezePanelBG->SetBGImage( pObj->GetTeamNumber() );

				if ( pOwner )
				{
					m_iKillerIndex = pOwner->entindex();

					m_pBasePanel->SetDialogVariable( "killername", g_PR->GetPlayerName( m_iKillerIndex ) );

					if ( m_pAvatar )
					{
						m_pAvatar->SetDefaultAvatar( GetDefaultAvatarImage( pOwner ) );

						m_pAvatar->SetPlayer( pOwner );
						m_pAvatar->SetShouldDrawFriendIcon( false );
					}

					pKiller = pOwner;
				}

				if ( m_pFreezeLabel )
				{
					if ( pKiller && !pKiller->IsAlive() )
					{
						m_pFreezeLabel->SetText( "#FreezePanel_KillerObject_Dead" );
					}
					else
					{
						m_pFreezeLabel->SetText( "#FreezePanel_KillerObject" );
					}
				}
				const char *pszStatusName = pObj->GetStatusName();
				wchar_t *wszLocalized = g_pVGuiLocalize->Find( pszStatusName );

				if ( !wszLocalized )
				{
					m_pBasePanel->SetDialogVariable( "objectkiller", pszStatusName );
				}
				else
				{
					m_pBasePanel->SetDialogVariable( "objectkiller", wszLocalized );
				}
			}
			else if ( m_pFreezeLabel )
			{
				if ( !pKiller->IsAlive() )
				{
					m_pFreezeLabel->SetText( "#FreezePanel_Killer_Dead" );
				}
				else
				{
					m_pFreezeLabel->SetText( "#FreezePanel_Killer" );
				}
			}
		}
		
		// see if we should show nemesis panel
		const wchar_t *pchNemesisText = NULL;
		switch ( m_iShowNemesisPanel )
		{
		case SHOW_NO_NEMESIS:
			{
				C_TFPlayer *pVictim = C_TFPlayer::GetLocalTFPlayer();
				CTFPlayer *pTFKiller = ToTFPlayer( pKiller );
			
				//If this was just a regular kill but this guy is our nemesis then just show it.
				if ( pTFKiller && pTFKiller->m_Shared.IsPlayerDominated( pVictim->entindex() ) )
				{					
					pchNemesisText = g_pVGuiLocalize->Find( "#TF_FreezeNemesis" );
				}	
			}
			break;
		case SHOW_NEW_NEMESIS:
			{
				C_TFPlayer *pVictim = C_TFPlayer::GetLocalTFPlayer();
				CTFPlayer *pTFKiller = ToTFPlayer( pKiller );
				// check to see if killer is still the nemesis of victim; victim may have managed to kill him after victim's
				// death by grenade or some such, extracting revenge and clearing nemesis condition
				if ( pTFKiller && pTFKiller->m_Shared.IsPlayerDominated( pVictim->entindex() ) )
				{					
					pchNemesisText = g_pVGuiLocalize->Find( "#TF_NewNemesis" );
				}			
			}
			break;
		case SHOW_REVENGE:
			pchNemesisText = g_pVGuiLocalize->Find( "#TF_GotRevenge" );
			break;
		default:
			Assert( false );	// invalid value
			break;
		}
		m_pNemesisSubPanel->SetDialogVariable( "nemesisname", pchNemesisText );

		ShowNemesisPanel( NULL != pchNemesisText );
		m_iShowNemesisPanel = SHOW_NO_NEMESIS;
	}
}
Exemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_BaseObject::HighlightBuildPoints( int flags )
{
	C_TFPlayer *pLocal = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocal )
		return;

	if ( !GetNumBuildPoints() || !InLocalTeam() )
		return;

	C_TFWeaponBuilder *pBuilderWpn = dynamic_cast< C_TFWeaponBuilder * >( pLocal->GetActiveWeaponForSelection() );
	if ( !pBuilderWpn )
		return;
	if ( !pBuilderWpn->IsPlacingObject() )
		return;
	C_BaseObject *pPlacementObj = pBuilderWpn->GetPlacementModel();
	if ( !pPlacementObj || pPlacementObj == this )
		return;

	// Near enough?
	if ( (GetAbsOrigin() - pLocal->GetAbsOrigin()).LengthSqr() < MAX_VISIBLE_BUILDPOINT_DISTANCE )
	{
		bool bRestoreModel = false;
		Vector vecPrevAbsOrigin = pPlacementObj->GetAbsOrigin();
		QAngle vecPrevAbsAngles = pPlacementObj->GetAbsAngles();

		Vector orgColor;
		render->GetColorModulation( orgColor.Base() );
		float orgBlend = render->GetBlend();

		bool bSameTeam = ( pPlacementObj->GetTeamNumber() == GetTeamNumber() );

		if ( pPlacementObj->IsHostileUpgrade() && bSameTeam )
		{
			// Don't hilight hostile upgrades on friendly objects
			return;
		}
		else if ( !bSameTeam )
		{
			// Don't hilight upgrades on enemy objects
			return;
		}

		// Any empty buildpoints?
		for ( int i = 0; i < GetNumBuildPoints(); i++ )
		{
			// Can this object build on this point?
			if ( CanBuildObjectOnBuildPoint( i, pPlacementObj->GetType() ) )
			{
				Vector vecBPOrigin;
				QAngle vecBPAngles;
				if ( GetBuildPoint(i, vecBPOrigin, vecBPAngles) )
				{
					pPlacementObj->InvalidateBoneCaches();

					Vector color( 0, 255, 0 );
					render->SetColorModulation(	color.Base() );
					float frac = fmod( gpGlobals->curtime, 3 );
					frac *= 2 * M_PI;
					frac = cos( frac );
					render->SetBlend( (175 + (int)( frac * 75.0f )) / 255.0 );

					// FIXME: This truly sucks! The bone cache should use
					// render location for this computation instead of directly accessing AbsAngles
					// Necessary for bone cache computations to work
					pPlacementObj->SetAbsOrigin( vecBPOrigin );
					pPlacementObj->SetAbsAngles( vecBPAngles );

					modelrender->DrawModel( 
						flags, 
						pPlacementObj,
						pPlacementObj->GetModelInstance(),
						pPlacementObj->index, 
						pPlacementObj->GetModel(),
						vecBPOrigin,
						vecBPAngles,
						pPlacementObj->m_nSkin,
						pPlacementObj->m_nBody,
						pPlacementObj->m_nHitboxSet
						);

					bRestoreModel = true;
				}
			}
		}

		if ( bRestoreModel )
		{
			pPlacementObj->SetAbsOrigin(vecPrevAbsOrigin);
			pPlacementObj->SetAbsAngles(vecPrevAbsAngles);
			pPlacementObj->InvalidateBoneCaches();

			render->SetColorModulation( orgColor.Base() );
			render->SetBlend( orgBlend );
		}
	}
}