//-----------------------------------------------------------------------------
// Purpose: Draw function for the element
//-----------------------------------------------------------------------------
void CTargetID::Paint()
{
	// No id if still choosing class
	if ( C_BaseTFPlayer::GetLocalPlayer()->GetClass() == TFCLASS_UNDECIDED )
		return;

	// Get our target's ent index
	int iEntIndex = C_BaseTFPlayer::GetLocalPlayer()->GetIDTarget();
	// Didn't find one?
	if ( !iEntIndex )
	{
		// Check to see if we should clear our ID
		if ( m_flLastChangeTime && (gpGlobals->curtime > (m_flLastChangeTime + 0.5)) )
		{
			m_flLastChangeTime = 0;
			m_sIDString[0] = 0;
			m_iLastEntIndex = 0;
		}
		else
		{
			// Keep re-using the old one
			iEntIndex = m_iLastEntIndex;
		}
	}
	else
	{
		m_flLastChangeTime = gpGlobals->curtime;
	}

	// Is this an entindex sent by the server?
	if ( iEntIndex )
	{
		C_BaseTFPlayer *pPlayer = static_cast<C_BaseTFPlayer*>(cl_entitylist->GetEnt( iEntIndex ));
		C_BaseTFPlayer *pLocalPlayer = C_BaseTFPlayer::GetLocalPlayer();

		// 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( iEntIndex ) )
		{
			if ( pPlayer->InSameTeam(pLocalPlayer) )
			{
				// Check distance to other player, and if the player is on the same team
				float flDistSq = pPlayer->GetRenderOrigin().DistToSqr( pLocalPlayer->GetRenderOrigin() );
				if ( flDistSq < PLAYER_HINT_DISTANCE_SQ )
				{
					Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nHealth: %.0f percent\nUse to donate resources",
						pPlayer->GetPlayerName(), ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) * 100 );
				}
				else
				{
					Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nHealth: %.0f percent",
						pPlayer->GetPlayerName(), ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) * 100 );
				}
			}
			else if (( pPlayer->GetHealth() == 0) && (pLocalPlayer->GetClass() == TFCLASS_INFILTRATOR) )
			{
				Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nUse to disguise as this player", pPlayer->GetPlayerName() );
			}
			else
			{
				m_sIDString[0] = 0;
				m_iLastEntIndex = 0;
			}
		}
		else
		{
			// Objects
			C_BaseEntity *pEnt = cl_entitylist->GetEnt( iEntIndex );
			if ( !pEnt || !pEnt->InSameTeam(pLocalPlayer) )
			{
				// This can happen because the object was destroyed
				m_sIDString[0] = 0;
				m_iLastEntIndex = 0;
			}
			else
			{
				// Don't check validity if it's sent by the server
				Q_strncpy( m_sIDString, pEnt->GetIDString(), sizeof(m_sIDString) );
				m_iLastEntIndex = iEntIndex;
			}
		}
	}

	// Draw our ID string
	if ( m_sIDString[0] )
	{
		int width, height;
		int ypos = YRES(300);

		// Messagechars can't handle multiple line strings, so parse out the \n's and give it one line at a time
		char *ch = m_sIDString;
		while ( *ch )
		{
			// Find the next newline
			char *next_line;
			for ( next_line = ch; *next_line != '\n' && *next_line != 0; next_line++ )
			{
			}

			// Stomp the newline
			char *top = next_line;
			if ( *top == '\n' )
			{
				*top = 0;
			}
			else
			{
				top = NULL;
			}

			// Draw the line
			messagechars->GetStringLength( m_hFont, &width, &height, ch );
			messagechars->DrawString( m_hFont, (ScreenWidth() - width) / 2, ypos, 255, 255, 245, 255, ch, IMessageChars::MESSAGESTRINGID_NONE );

			ypos += height;

			// Restore the newline
			if ( top ) 
			{
				*top = '\n';
			}

			// Move to the next line
			ch = next_line;
			if ( *ch == '\n' )
			{
				ch++;
			}
		}
	}
}
Пример #2
0
void CHudPlayerOverlay::OnTick( )
{
    BaseClass::OnTick();

    if (!IsLocalPlayerInTactical() || !engine->IsInGame())
    {
        Hide();
        return;
    }

    // Don't draw if I'm not visible in the tactical map
    if ( MapData().IsEntityVisibleToTactical( GetEntity() ) == false )
    {
        Hide();
        return;
    }

    // Don't draw it if I'm on team 0 (haven't decided on a team)
    C_BaseTFPlayer *pPlayer = m_hPlayer.Get();
    if (!pPlayer || (pPlayer->GetTeamNumber() == 0) || (pPlayer->GetClass() == TFCLASS_UNDECIDED))
    {
        Hide();
        return;
    }

    SetVisible( true );

    char *pName = g_PR->Get_Name( m_PlayerNum );
    if ( pName )
    {
        m_pName->SetName( pName );
    }
    else
    {
        Hide();
        return;
    }

    Vector pos, screen;

    C_BaseTFPlayer *tf2player = dynamic_cast<C_BaseTFPlayer *>( GetEntity() );
    int iteam = 0;
    int iclass = 0;
    if ( tf2player )
    {
        iteam	= tf2player->GetTeamNumber();
        iclass	= tf2player->PlayerClass();

        // FIXME: Get max health for player
        m_pHealth->SetHealth( (float)tf2player->GetHealth() / (float)100.0f );
    }

    m_pClass->SetImage( 0 );
    if ( iteam != 0 && iclass != TFCLASS_UNDECIDED )
        m_pClass->SetTeamAndClass( iteam, iclass );

    // Update our position on screen
    int sx, sy;
    GetEntityPosition( sx, sy );

    // Set the position
    SetPos( (int)(sx + m_OffsetX + 0.5f), (int)(sy + m_OffsetY + 0.5f));

    // Add it in
    m_pHealth->SetVisible( true );
    m_pName->SetVisible( true );
    m_pClass->SetVisible( true );

    if ( MapData().m_Players[ m_PlayerNum - 1 ].m_bSelected )
    {
        m_pSelected->SetVisible( true );
    }
    else
    {
        m_pSelected->SetVisible( false );
    }

    if ( MapData().m_Players[ m_PlayerNum - 1 ].m_nSquadNumber != 0 )
    {
        char sz[ 32 ];
        Q_snprintf( sz, sizeof( sz ), "%i", MapData().m_Players[ m_PlayerNum - 1 ].m_nSquadNumber );

        m_pSquad->SetSquad( sz );
        m_pSquad->SetVisible( true );
    }
    else
    {
        m_pSquad->SetVisible( false );
    }

    // Hide details if it's an enemy
    if ( ArePlayersOnSameTeam( engine->GetPlayer(), m_PlayerNum ) == false )
    {
        m_pHealth->SetVisible( false );
        m_pName->SetVisible( false );
        m_pSelected->SetVisible( false );
        m_pSquad->SetVisible( false );

        // Only show class icon
        m_pClass->SetVisible( true );
    }
}