//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CTFFreezePanelCallout *CTFFreezePanel::TestAndAddCallout( Vector &origin, Vector &vMins, Vector &vMaxs, CUtlVector<Vector> *vecCalloutsTL, 
			CUtlVector<Vector> *vecCalloutsBR, Vector &vecFreezeTL, Vector &vecFreezeBR, Vector &vecStatTL, Vector &vecStatBR, int *iX, int *iY )
{
	// This is the offset from the topleft of the callout to the arrow tip
	const int iXOffset = XRES(25);
	const int iYOffset = YRES(50);

	//if ( engine->IsBoxInViewCluster( vMins + origin, vMaxs + origin) && !engine->CullBox( vMins + origin, vMaxs + origin ) )
	{
		if ( GetVectorInScreenSpace( origin, *iX, *iY ) )
		{
			*iX -= iXOffset;
			*iY -= iYOffset;
			int iRight = *iX + CALLOUT_WIDE;
			int iBottom = *iY + CALLOUT_TALL;
			if ( *iX > 0 && *iY > 0 && (iRight < ScreenWidth()) && (iBottom < (ScreenHeight()-YRES(40))) )
			{
				// Make sure it wouldn't be over the top of the freezepanel or statpanel
				Vector vecCalloutTL( *iX, *iY, 0 );
				Vector vecCalloutBR( iRight, iBottom, 1 );
				if ( !QuickBoxIntersectTest( vecCalloutTL, vecCalloutBR, vecFreezeTL, vecFreezeBR ) &&
					 !QuickBoxIntersectTest( vecCalloutTL, vecCalloutBR, vecStatTL, vecStatBR ) )
				{
					// Make sure it doesn't intersect any other callouts
					bool bClear = true;
					for ( int iCall = 0; iCall < vecCalloutsTL->Count(); iCall++ )
					{
						if ( QuickBoxIntersectTest( vecCalloutTL, vecCalloutBR, vecCalloutsTL->Element(iCall), vecCalloutsBR->Element(iCall) ) )
						{
							bClear = false;
							break;
						}
					}

					if ( bClear )
					{
						// Verify that we have LOS to the gib
						trace_t	tr;
						UTIL_TraceLine( origin, MainViewOrigin(), MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr );
						bClear = ( tr.fraction >= 1.0f );
					}

					if ( bClear )
					{
						CTFFreezePanelCallout *pCallout = new CTFFreezePanelCallout( g_pClientMode->GetViewport(), "FreezePanelCallout" );
						m_pCalloutPanels.AddToTail( vgui::SETUP_PANEL(pCallout) );
						vecCalloutsTL->AddToTail( vecCalloutTL );
						vecCalloutsBR->AddToTail( vecCalloutBR );
						pCallout->SetVisible( true );
						pCallout->SetBounds( *iX, *iY, CALLOUT_WIDE, CALLOUT_TALL );
						return pCallout;
					}
				}
			}
		}
	}

	return NULL;
}
Пример #2
0
inline void TestPoints( const Vector &vTestPoint, int &minsx, int &minsy, int &maxsx, int &maxsy )
{
	int tempx, tempy;
	GetVectorInScreenSpace(vTestPoint, tempx, tempy); 
	if( tempx < minsx )
		minsx = tempx;
	if( tempx > maxsx )
		maxsx = tempx;
	if( tempy < minsy )
		minsy = tempy;
	if( tempy > maxsy )
		maxsy = tempy;
}
Пример #3
0
bool CGodRaysEffect::SetMaterialParms( const Vector& vLightPos )
{
	int nSunX, nSunY;
	bool bOnScreen = GetVectorInHudSpace( vLightPos, nSunX, nSunY );

	if( bOnScreen )
	{
		// Set the material parameters.
		m_pGrDecayVar->SetFloatValue( gfx_gr_decay.GetFloat() );
		m_pGrDensityVar->SetFloatValue( gfx_gr_density.GetFloat() );
		m_pGrExposureVar->SetFloatValue( gfx_gr_exposure.GetFloat() );
		m_pGrWeightVar->SetFloatValue( gfx_gr_weight.GetFloat() );

		// Set the sun position.
		float flSunX = float( nSunX ) / float( ScreenWidth() );
		float flSunY = float( nSunY ) / float( ScreenHeight() );
		m_pGrSunPosVar->SetVecValue(flSunX, flSunY);
	}

	return bOnScreen;
#if 0
	// Convert from 3d to 2d.
	Vector vLightPos2d;
	int behind = ScreenTransform( vLightPos, vLightPos2d );

	if( behind == 0 )
	{
		m_pGrDecayVar->SetFloatValue( gfx_gr_decay.GetFloat() );
		m_pGrDensityVar->SetFloatValue( gfx_gr_density.GetFloat() );
		m_pGrExposureVar->SetFloatValue( gfx_gr_exposure.GetFloat() );
		m_pGrWeightVar->SetFloatValue( gfx_gr_weight.GetFloat() );
		
		int sunX, sunY;
		GetVectorInScreenSpace( vLightPos, sunX, sunY );
		m_pGrSunPosVar->SetVecValue( sunX / ScreenWidth(), sunY / ScreenHeight() );

		return true;
	}

	return false;
#endif
}
Пример #4
0
//-----------------------------------------------------------------------------
// Purpose: Get the x & y positions of an entity in screenspace
//			Returns true if it's onscreen
//-----------------------------------------------------------------------------
bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int& iX, int& iY, Vector *vecOffset )
{
	return GetVectorInScreenSpace( pTargetEntity->WorldSpaceCenter(), iX, iY, vecOffset );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFFreezePanel::UpdateCallout( void )
{
	CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer )
		return;

	// Abort early if we have no gibs or ragdoll
	CUtlVector<EHANDLE>	*pGibList = pPlayer->GetSpawnedGibs();
	IRagdoll *pRagdoll = pPlayer->GetRepresentativeRagdoll();
	if ( (!pGibList || pGibList->Count() == 0) && !pRagdoll )
		return;

	if ( m_pFreezePanelBG == NULL )
		return;

	// Precalc the vectors of the freezepanel & statpanel
	int iX, iY;
	m_pFreezePanelBG->GetPos( iX, iY );
	Vector vecFreezeTL( iX, iY, 0 );
	Vector vecFreezeBR( iX + m_pFreezePanelBG->GetWide(), iY + m_pFreezePanelBG->GetTall(), 1 );

	CUtlVector<Vector> vecCalloutsTL;
	CUtlVector<Vector> vecCalloutsBR;

	Vector vecStatTL(0,0,0);
	Vector vecStatBR(0,0,1);
	CTFStatPanel *pStatPanel = GET_HUDELEMENT( CTFStatPanel );
	if ( pStatPanel && pStatPanel->IsVisible() )
	{
		pStatPanel->GetPos( iX, iY );
		vecStatTL.x = iX;
		vecStatTL.y = iY;
		vecStatBR.x = vecStatTL.x + pStatPanel->GetWide();
		vecStatBR.y = vecStatTL.y + pStatPanel->GetTall();
	}

	Vector vMins, vMaxs;

	// Check gibs
	if ( pGibList && pGibList->Count() )
	{
		int iCount = 0;
		for ( int i = 0; i < pGibList->Count(); i++ )
		{
			CBaseEntity *pGib = pGibList->Element(i);
			if ( pGib )
			{
				Vector origin = pGib->GetRenderOrigin();
				IPhysicsObject *pPhysicsObject = pGib->VPhysicsGetObject();
				if( pPhysicsObject )
				{
					Vector vecMassCenter = pPhysicsObject->GetMassCenterLocalSpace();
					pGib->CollisionProp()->CollisionToWorldSpace( vecMassCenter, &origin );
				}
				pGib->GetRenderBounds( vMins, vMaxs );

				// Try and add the callout
				CTFFreezePanelCallout *pCallout = TestAndAddCallout( origin, vMins, vMaxs, &vecCalloutsTL, &vecCalloutsBR, 
					vecFreezeTL, vecFreezeBR, vecStatTL, vecStatBR, &iX, &iY );
				if ( pCallout )
				{
					pCallout->UpdateForGib( i, iCount );
					iCount++;
				}
			}
		}
	}
	else if ( pRagdoll )
	{
		Vector origin = pRagdoll->GetRagdollOrigin();
		pRagdoll->GetRagdollBounds( vMins, vMaxs );

		// Try and add the callout
		CTFFreezePanelCallout *pCallout = TestAndAddCallout( origin, vMins, vMaxs, &vecCalloutsTL, &vecCalloutsBR, 
															 vecFreezeTL, vecFreezeBR, vecStatTL, vecStatBR, &iX, &iY );
		if ( pCallout )
		{
			pCallout->UpdateForRagdoll();
		}

		// even if the callout failed, check that our ragdoll is onscreen and our killer is taunting us (for an achievement)
		if ( GetVectorInScreenSpace( origin, iX, iY ) )
		{
			C_TFPlayer *pKiller = ToTFPlayer( UTIL_PlayerByIndex( GetSpectatorTarget() ) );
			if ( pKiller && pKiller->m_Shared.InCond( TF_COND_TAUNTING ) )
			{
				// tell the server our ragdoll just got taunted during our freezecam
				char cmd[256];
				int iPlayerID = pPlayer->GetUserID();
				unsigned short mask = UTIL_GetAchievementEventMask();

				Q_snprintf( cmd, sizeof( cmd ), "freezecam_taunt %d %d", GetSpectatorTarget() ^ mask, ( iPlayerID ^ GetSpectatorTarget() ) ^ mask );
				engine->ClientCmd_Unrestricted( cmd );
			}
		}
	}
}