hl2_src-leak-2017/src/game/client/tf/tf_hud_mediccallers.cpp

524 lines
16 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_hud_mediccallers.h"
#include "iclientmode.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include "view.h"
#include "ivieweffects.h"
#include "viewrender.h"
#include "prediction.h"
#include "GameEventListener.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MEDICCALLER_WIDE (XRES(56))
#define MEDICCALLER_TALL (YRES(48))
#define MEDICCALLER_ARROW_WIDE (XRES(16))
#define MEDICCALLER_ARROW_TALL (YRES(24))
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFMedicCallerPanel::CTFMedicCallerPanel( Panel *parent, const char *name ) : EditablePanel(parent,name)
{
m_pArrowMaterial = NULL;
m_iDrawArrow = DRAW_ARROW_UP;
m_bOnscreen = false;
m_flPanelScale = 1.0f;
m_bBurning = false;
m_bBleeding = false;
m_nCallerType = CALLER_TYPE_NORMAL;
ListenForGameEvent( "player_calledformedic" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFMedicCallerPanel::~CTFMedicCallerPanel( void )
{
if ( m_pArrowMaterial )
{
m_pArrowMaterial->DecrementReferenceCount();
}
}
//-----------------------------------------------------------------------------
// Purpose: Applies scheme settings
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( GetControlSettingFile() );
if ( m_pArrowMaterial )
{
m_pArrowMaterial->DecrementReferenceCount();
}
m_pArrowMaterial = materials->FindMaterial( "HUD/medic_arrow", TEXTURE_GROUP_VGUI );
m_pArrowMaterial->IncrementReferenceCount();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::PerformLayout( void )
{
BaseClass::PerformLayout();
int nWide = XRES(100), nTall = YRES(100);
bool bNormal = ( m_nCallerType == CALLER_TYPE_NORMAL );
bool bAutoCaller = ( m_nCallerType == CALLER_TYPE_AUTO );
// Adjust scale of the panel based on distance to the caller
C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalTFPlayer && m_hEntity )
{
Vector vecDistance = m_hEntity->GetAbsOrigin() - pLocalTFPlayer->GetAbsOrigin();
m_flPanelScale = RemapValClamped( vecDistance.LengthSqr(), 0.0f, (2000.0f * 2000.0f), 1.0f, 0.5f );
}
vgui::Panel *pPanelAuto = FindChildByName( "CallerAuto" );
if ( pPanelAuto )
{
if ( pPanelAuto->IsVisible() != bAutoCaller )
{
pPanelAuto->SetVisible( bAutoCaller );
}
if ( bAutoCaller )
{
pPanelAuto->GetSize( nWide, nTall );
pPanelAuto->SetSize ( nWide * m_flPanelScale, nTall * m_flPanelScale );
pPanelAuto->SetPos( ( GetWide() - pPanelAuto->GetWide() ) * 0.5, ( GetTall() - pPanelAuto->GetTall() ) * 0.5 );
}
}
vgui::Panel *pPanel = FindChildByName( "CallerBG" );
if ( pPanel )
{
if ( pPanel->IsVisible() != bNormal )
{
pPanel->SetVisible( bNormal );
}
if ( bNormal )
{
pPanel->GetSize( nWide, nTall );
pPanel->SetSize ( nWide * m_flPanelScale, nTall * m_flPanelScale );
pPanel->SetPos( (GetWide() - pPanel->GetWide()) * 0.5, (GetTall() - pPanel->GetTall()) * 0.5 );
}
}
vgui::Panel *pBurningPanel = FindChildByName( "CallerBurning" );
if ( pBurningPanel )
{
bool bVisible = bNormal && m_bBurning;
if ( pBurningPanel->IsVisible() != bVisible )
{
pBurningPanel->SetVisible( bVisible );
}
if ( bVisible )
{
pBurningPanel->GetSize( nWide, nTall );
pBurningPanel->SetSize ( nWide * m_flPanelScale, nTall * m_flPanelScale );
pBurningPanel->SetPos( (GetWide() - pBurningPanel->GetWide()) * 0.5, (GetTall() - pBurningPanel->GetTall()) * 0.5 );
}
}
vgui::Panel *pBleedingPanel = FindChildByName( "CallerBleeding" );
if ( pBleedingPanel )
{
bool bVisible = bNormal && m_bBleeding;
if ( pBleedingPanel->IsVisible() != bVisible )
{
pBleedingPanel->SetVisible( bVisible );
}
if ( bVisible )
{
pBleedingPanel->GetSize( nWide, nTall );
pBleedingPanel->SetSize ( nWide * m_flPanelScale, nTall * m_flPanelScale );
pBleedingPanel->SetPos( (GetWide() - pBleedingPanel->GetWide()) * 0.5, (GetTall() - pBleedingPanel->GetTall()) * 0.5 );
}
}
vgui::Panel *pPanelHealth = FindChildByName( "CallerHealth" );
if ( pPanelHealth )
{
if ( pPanelHealth->IsVisible() != bNormal )
{
pPanelHealth->SetVisible( bNormal );
}
if ( bNormal )
{
pPanelHealth->GetSize( nWide, nTall );
pPanelHealth->SetSize ( nWide * m_flPanelScale, nTall * m_flPanelScale );
pPanelHealth->SetPos( (GetWide() - pPanelHealth->GetWide()) * 0.5, (GetTall() - pPanelHealth->GetTall()) * 0.5 );
pPanelHealth->SetAlpha( 0 );
}
}
// Revive block
vgui::Panel *pPanelReviveEasy = FindChildByName( "CallerReviveEasy" );
if ( pPanelReviveEasy )
{
bool bReviveEasy = m_nCallerType == CALLER_TYPE_REVIVE_EASY;
if ( pPanelReviveEasy->IsVisible() != bReviveEasy )
{
pPanelReviveEasy->SetVisible( bReviveEasy );
}
if ( bReviveEasy )
{
pPanelReviveEasy->GetSize( nWide, nTall );
pPanelReviveEasy->SetSize ( nWide * m_flPanelScale, nTall * m_flPanelScale );
pPanelReviveEasy->SetPos( ( GetWide() - pPanelReviveEasy->GetWide() ) * 0.5, ( GetTall() - pPanelReviveEasy->GetTall() ) * 0.5 );
}
}
vgui::Panel *pPanelReviveMedium = FindChildByName( "CallerReviveMedium" );
if ( pPanelReviveMedium )
{
bool bReviveMedium = m_nCallerType == CALLER_TYPE_REVIVE_MEDIUM;
if ( pPanelReviveMedium->IsVisible() != bReviveMedium )
{
pPanelReviveMedium->SetVisible( bReviveMedium );
}
if ( bReviveMedium )
{
pPanelReviveMedium->GetSize( nWide, nTall );
pPanelReviveMedium->SetSize ( nWide * m_flPanelScale, nTall * m_flPanelScale );
pPanelReviveMedium->SetPos( ( GetWide() - pPanelReviveMedium->GetWide() ) * 0.5, ( GetTall() - pPanelReviveMedium->GetTall() ) * 0.5 );
}
}
vgui::Panel *pPanelReviveHard = FindChildByName( "CallerReviveHard" );
if ( pPanelReviveHard )
{
bool bReviveHard = m_nCallerType == CALLER_TYPE_REVIVE_HARD;
if ( pPanelReviveHard->IsVisible() != bReviveHard )
{
pPanelReviveHard->SetVisible( bReviveHard );
}
if ( bReviveHard )
{
pPanelReviveHard->GetSize( nWide, nTall );
pPanelReviveHard->SetSize ( nWide * m_flPanelScale, nTall * m_flPanelScale );
pPanelReviveHard->SetPos( ( GetWide() - pPanelReviveHard->GetWide() ) * 0.5, ( GetTall() - pPanelReviveHard->GetTall() ) * 0.5 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::GetCallerPosition( const Vector &vecDelta, float flRadius, float *xpos, float *ypos, float *flRotation )
{
// Player Data
Vector playerPosition = MainViewOrigin();
QAngle playerAngles = MainViewAngles();
Vector forward, right, up(0,0,1);
AngleVectors (playerAngles, &forward, NULL, NULL );
forward.z = 0;
VectorNormalize(forward);
CrossProduct( up, forward, right );
float front = DotProduct(vecDelta, forward);
float side = DotProduct(vecDelta, right);
*xpos = flRadius * -side;
*ypos = flRadius * -front;
// Get the rotation (yaw)
*flRotation = atan2(*xpos,*ypos) + M_PI;
*flRotation *= 180 / M_PI;
float yawRadians = -(*flRotation) * M_PI / 180.0f;
float ca = cos( yawRadians );
float sa = sin( yawRadians );
// Rotate it around the circle
*xpos = (int)((ScreenWidth() / 2) + (flRadius * sa));
*ypos = (int)((ScreenHeight() / 2) - (flRadius * ca));
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::OnTick( void )
{
if ( !m_hEntity || ( m_hEntity->IsPlayer() && !m_hEntity->IsAlive() ) || gpGlobals->curtime > m_flRemoveAt )
{
MarkForDeletion();
return;
}
// If the local player has started healing this guy, remove it too.
// Also don't draw it if we're dead.
C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalTFPlayer )
{
CBaseEntity *pHealTarget = pLocalTFPlayer->MedicGetHealTarget();
if ( ( pHealTarget && pHealTarget == m_hEntity ) || ( m_hEntity->IsPlayer() && !pLocalTFPlayer->IsAlive() ) )
{
MarkForDeletion();
return;
}
if ( m_hEntity->IsPlayer() )
{
C_TFPlayer *pTFPlayer = ToTFPlayer( m_hEntity );
if ( pTFPlayer )
{
// If we're pointing to an enemy spy and they are no longer disguised, remove ourselves
if ( pTFPlayer->IsPlayerClass( TF_CLASS_SPY ) &&
pTFPlayer->GetTeamNumber() != pLocalTFPlayer->GetTeamNumber() &&
!( pTFPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pTFPlayer->m_Shared.GetDisguiseTeam() == pLocalTFPlayer->GetTeamNumber() ) )
{
MarkForDeletion();
return;
}
// Updates the state of the caller panel if they are now burning or bleeding, or have stopped while caller panel is still up.
if ( m_nCallerType != CALLER_TYPE_AUTO )
{
m_bBurning = pTFPlayer->m_Shared.InCond( TF_COND_BURNING );
vgui::Panel *pBurningPanel = FindChildByName( "CallerBurning" );
if ( pBurningPanel && pBurningPanel->IsVisible() != m_bBurning )
{
pBurningPanel->SetVisible( m_bBurning );
}
vgui::Panel *pBleedingPanel = FindChildByName( "CallerBleeding" );
m_bBleeding = pTFPlayer->m_Shared.InCond( TF_COND_BLEEDING );
if ( pBleedingPanel && pBleedingPanel->IsVisible() != m_bBleeding )
{
pBleedingPanel->SetVisible( m_bBleeding );
}
}
}
}
}
if ( m_nCallerType == CALLER_TYPE_NORMAL )
{
// Tints caller panel based on health remaining.
vgui::Panel *pPanelHealth = FindChildByName( "CallerHealth" );
if ( pPanelHealth )
{
float flHealth = ( float(m_hEntity->GetHealth()) / float(m_hEntity->GetMaxHealth()) );
int iCallerHurtAlpha = 255 * ( 1 - flHealth ) + 75;
pPanelHealth->SetAlpha( clamp( iCallerHurtAlpha, 0, 255 ) );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::PaintBackground( void )
{
// If the local player has started healing this guy, remove it too.
//Also don't draw it if we're dead.
C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalTFPlayer )
return;
if ( !m_hEntity || m_hEntity->IsDormant() )
{
SetAlpha(0);
return;
}
// Reposition the callout based on our target's position
int iX, iY;
Vector vecTarget = (m_hEntity->GetAbsOrigin() + m_vecOffset);
Vector vecDelta = vecTarget - MainViewOrigin();
bool bOnscreen = GetVectorInHudSpace( vecTarget, iX, iY ); // Tested and correct - should NOT be GetVectorInScreenSpace.
int halfWidth = GetWide() / 2;
if( !bOnscreen || iX < halfWidth || iX > ScreenWidth()-halfWidth )
{
// It's off the screen. Position the callout.
VectorNormalize(vecDelta);
float xpos, ypos;
float flRotation;
float flRadius = YRES(100);
GetCallerPosition( vecDelta, flRadius, &xpos, &ypos, &flRotation );
iX = xpos;
iY = ypos;
Vector vCenter = m_hEntity->WorldSpaceCenter( );
if( MainViewRight().Dot( vCenter - MainViewOrigin() ) > 0 )
{
m_iDrawArrow = DRAW_ARROW_RIGHT;
}
else
{
m_iDrawArrow = DRAW_ARROW_LEFT;
}
// Move the icon there
SetPos( iX - halfWidth, iY - (GetTall() / 2) );
SetAlpha( 255 );
}
else
{
// On screen
// If our target isn't visible, we draw transparently
trace_t tr;
UTIL_TraceLine( vecTarget, MainViewOrigin(), MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction >= 1.0f )
{
m_bOnscreen = true;
SetAlpha( 0 );
return;
}
m_iDrawArrow = DRAW_ARROW_UP;
SetAlpha( 92 );
SetPos( iX - halfWidth, iY - (GetTall() / 2) );
}
m_bOnscreen = false;
BaseClass::PaintBackground();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::Paint( void )
{
// Don't draw if our target is visible. The particle effect will be doing it for us.
if ( m_bOnscreen )
return;
BaseClass::Paint();
if ( m_iDrawArrow == DRAW_ARROW_UP )
return;
float uA,uB,yA,yB;
int x,y;
GetPos( x,y );
if ( m_iDrawArrow == DRAW_ARROW_LEFT )
{
uA = 1.0;
uB = 0.0;
yA = 0.0;
yB = 1.0;
}
else
{
uA = 0.0;
uB = 1.0;
yA = 0.0;
yB = 1.0;
x += GetWide() - MEDICCALLER_ARROW_WIDE;
}
int iyindent = (GetTall() - MEDICCALLER_ARROW_TALL) * 0.5;
y += iyindent;
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, uA, yA );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + MEDICCALLER_ARROW_WIDE, y, 0.0f );
meshBuilder.TexCoord2f( 0, uB, yA );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + MEDICCALLER_ARROW_WIDE, y + MEDICCALLER_ARROW_TALL, 0.0f );
meshBuilder.TexCoord2f( 0, uB, yB );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y + MEDICCALLER_ARROW_TALL, 0.0f );
meshBuilder.TexCoord2f( 0, uA, yB );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::SetEntity( C_BaseEntity *pEntity, float flDuration, Vector &vecOffset )
{
m_hEntity = pEntity;
m_flRemoveAt = gpGlobals->curtime + flDuration;
m_vecOffset = vecOffset;
}
void CTFMedicCallerPanel::SetMedicCallerType( MedicCallerType nType )
{
m_nCallerType = nType;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::AddMedicCaller( C_BaseEntity *pEntity, float flDuration, Vector &vecOffset, MedicCallerType nType /* = CALLER_TYPE_NORMAL */ )
{
CTFMedicCallerPanel *pCaller = new CTFMedicCallerPanel( g_pClientMode->GetViewport(), "MedicCallerPanel" );
vgui::SETUP_PANEL(pCaller);
pCaller->SetBounds( 0,0, MEDICCALLER_WIDE, MEDICCALLER_TALL );
pCaller->SetEntity( pEntity, flDuration, vecOffset );
pCaller->SetMedicCallerType( nType );
pCaller->SetVisible( true );
vgui::ivgui()->AddTickSignal( pCaller->GetVPanel() );
pCaller->OnTick();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMedicCallerPanel::FireGameEvent( IGameEvent *event )
{
if ( m_nCallerType == CALLER_TYPE_AUTO )
{
if ( Q_strcmp( event->GetName(), "player_calledformedic" ) == 0 )
{
if ( m_hEntity && m_hEntity->IsPlayer() )
{
C_TFPlayer *pTFPlayer = ToTFPlayer( m_hEntity );
if ( pTFPlayer )
{
int iCaller = engine->GetPlayerForUserID( event->GetInt( "userid" ) );
if ( pTFPlayer->GetUserID() == iCaller )
{
MarkForDeletion();
}
}
}
}
}
}