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

337 lines
10 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include "iclientmode.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/ISurface.h>
#include <vgui/IImage.h>
#include <vgui_controls/Label.h>
#include "c_playerresource.h"
#include "teamplay_round_timer.h"
#include "utlvector.h"
#include "entity_capture_flag.h"
#include "c_tf_player.h"
#include "c_team.h"
#include "c_tf_team.h"
#include "c_team_objectiveresource.h"
#include "tf_hud_flagstatus.h"
#include "tf_hud_objectivestatus.h"
#include "tf_spectatorgui.h"
#include "teamplayroundbased_gamerules.h"
#include "tf_gamerules.h"
#include "tf_hud_arena_player_count.h"
#include "c_tf_playerresource.h"
#include "tf_hud_robot_destruction_status.h"
#include "tf_hud_passtime.h"
#include "c_tf_passtime_logic.h"
void AddSubKeyNamed( KeyValues *pKeys, const char *pszName );
ConVar tf_hud_show_servertimelimit( "tf_hud_show_servertimelimit", "0", FCVAR_ARCHIVE, "Display time left before the current map ends." );
extern ConVar tf_arena_round_time;
using namespace vgui;
DECLARE_HUDELEMENT( CTFHudObjectiveStatus );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFHudObjectiveStatus::CTFHudObjectiveStatus( const char *pElementName )
: CHudElement( pElementName )
, BaseClass( NULL, "HudObjectiveStatus" )
, m_pFlagPanel( NULL )
, m_pControlPointIconsPanel( NULL )
, m_pControlPointProgressBar( NULL )
, m_pEscortPanel( NULL )
, m_pMultipleEscortPanel( NULL )
, m_pTrainingPanel( NULL )
, m_pRobotDestructionPanel( NULL )
{
Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_pFlagPanel = new CTFHudFlagObjectives( this, "ObjectiveStatusFlagPanel" );
m_pControlPointIconsPanel = NULL;
m_pControlPointProgressBar = new CControlPointProgressBar( this );
m_pEscortPanel = new CTFHudEscort( this, "ObjectiveStatusEscort" );
m_pMultipleEscortPanel = new CTFHudMultipleEscort( this, "ObjectiveStatusMultipleEscort" );
m_pTrainingPanel = new CTFHudTraining(this, "ObjectiveStatusTraining" );
m_pRobotDestructionPanel = new CTFHUDRobotDestruction( this, "ObjectiveStatusRobotDestruction" );
m_pHudPasstime = new CTFHudPasstime( this );
SetHiddenBits( 0 );
RegisterForRenderGroup( "mid" );
RegisterForRenderGroup( "commentary" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::ApplySchemeSettings( IScheme *pScheme )
{
// load control settings...
LoadControlSettings( "resource/UI/HudObjectiveStatus.res" );
if ( !m_pControlPointIconsPanel )
{
m_pControlPointIconsPanel = GET_HUDELEMENT( CHudControlPointIcons );
m_pControlPointIconsPanel->SetParent( this );
}
if ( m_pControlPointProgressBar )
{
m_pControlPointProgressBar->InvalidateLayout( true, true );
}
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::Reset()
{
if ( m_pFlagPanel )
{
m_pFlagPanel->Reset();
}
if ( m_pEscortPanel )
{
m_pEscortPanel->Reset();
}
if ( m_pMultipleEscortPanel )
{
m_pMultipleEscortPanel->Reset();
}
if ( m_pControlPointProgressBar )
{
m_pControlPointProgressBar->Reset();
}
if ( m_pRobotDestructionPanel )
{
m_pRobotDestructionPanel->Reset();
}
if ( m_pHudPasstime )
{
m_pHudPasstime->Reset();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CControlPointProgressBar *CTFHudObjectiveStatus::GetControlPointProgressBar( void )
{
return m_pControlPointProgressBar;
}
//=============================================================================
// HPE_BEGIN
// [msmith] Functions for training stuff.
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::SetTrainingText( char *text )
{
if ( NULL == m_pTrainingPanel )
return;
m_pTrainingPanel->SetTrainingText( text );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::SetTrainingObjective( char *text )
{
if ( NULL == m_pTrainingPanel )
return;
m_pTrainingPanel->SetTrainingObjective( text );
}
//=============================================================================
// HPE_END
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::SetVisiblePanels( void )
{
if ( !TFGameRules() )
return;
//=============================================================================
// HPE_BEGIN
// [msmith] Added stuff related to showing different HUDs for training.
//=============================================================================
int iGameType = TFGameRules()->GetGameType();
int iHudType = TFGameRules()->GetHUDType();
bool bIsPlayingRobotDestruction = TFGameRules()->IsPlayingRobotDestructionMode();
if ( m_pRobotDestructionPanel && m_pRobotDestructionPanel->IsVisible() != bIsPlayingRobotDestruction )
{
m_pRobotDestructionPanel->SetVisible( bIsPlayingRobotDestruction );
}
bool bCTFVisible = TFGameRules()->IsPlayingHybrid_CTF_CP();
if ( !bCTFVisible )
{
bCTFVisible = ( iGameType == TF_GAMETYPE_CTF || iHudType == TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_CP ) && ( iHudType != TF_HUDTYPE_ESCORT );
}
if ( TFGameRules()->IsMannVsMachineMode() )
{
bCTFVisible = ( ( TFGameRules()->State_Get() != GR_STATE_BETWEEN_RNDS )
&& ( TFGameRules()->State_Get() != GR_STATE_TEAM_WIN )
&& ( TFGameRules()->State_Get() != GR_STATE_GAME_OVER ) );
}
//First check to see if we have an override HUD for the training simulation.
//If we do, ignore any other game play hud displays.
if ( iHudType == TF_HUDTYPE_TRAINING )
{
m_pTrainingPanel->SetVisible(true);
if ( m_pFlagPanel )
{
m_pFlagPanel->SetVisible( false );
}
if ( m_pControlPointIconsPanel )
{
m_pControlPointIconsPanel->SetVisible( false );
}
if ( m_pEscortPanel )
{
m_pEscortPanel->SetVisible( false );
}
if ( m_pMultipleEscortPanel )
{
m_pMultipleEscortPanel->SetVisible( false );
}
if ( m_pHudPasstime )
{
m_pHudPasstime->SetVisible( false );
m_pHudPasstime->SetEnabled( false );
}
return;
}
m_pTrainingPanel->SetVisible( TFGameRules()->IsTrainingHUDVisible() );
if ( m_pFlagPanel && m_pFlagPanel->IsVisible() != bCTFVisible )
{
m_pFlagPanel->SetVisible( bCTFVisible );
}
bool bCPVisible = TFGameRules()->IsPlayingHybrid_CTF_CP();
if ( !bCPVisible )
{
bCPVisible = ( iGameType == TF_GAMETYPE_CP || iGameType == TF_GAMETYPE_ARENA || iHudType == TF_HUDTYPE_CP || iGameType == TF_GAMETYPE_MVM ) && ( iHudType != TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_ESCORT ) && !TFGameRules()->IsPlayingHybrid_CTF_CP();
}
if ( m_pControlPointIconsPanel && m_pControlPointIconsPanel->IsVisible() != bCPVisible )
{
m_pControlPointIconsPanel->SetVisible( bCPVisible );
}
bool bEscortVisible = ( iGameType == TF_GAMETYPE_ESCORT || iHudType == TF_HUDTYPE_ESCORT ) && ( iHudType != TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_CP ) && !TFGameRules()->IsPlayingHybrid_CTF_CP();
if ( bEscortVisible )
{
bool bMultipleTrains = TFGameRules()->HasMultipleTrains();
if ( m_pEscortPanel && m_pEscortPanel->EditablePanel::IsVisible() != !bMultipleTrains ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
{
m_pEscortPanel->SetVisible( !bMultipleTrains );
}
// Hide the panel while players are fighting in Helltower's hell
if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_HIGHTOWER ) && ( TFGameRules()->ArePlayersInHell() == true ) )
{
bMultipleTrains = false;
}
if ( m_pMultipleEscortPanel && m_pMultipleEscortPanel->EditablePanel::IsVisible() != bMultipleTrains ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
{
m_pMultipleEscortPanel->SetVisible( bMultipleTrains );
}
}
else
{
if ( m_pEscortPanel && m_pEscortPanel->EditablePanel::IsVisible() ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
{
m_pEscortPanel->SetVisible( false );
}
if ( m_pMultipleEscortPanel && m_pMultipleEscortPanel->EditablePanel::IsVisible() ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
{
m_pMultipleEscortPanel->SetVisible( false );
}
}
if ( m_pHudPasstime )
{
bool bIsPasstime = iGameType == TF_GAMETYPE_PASSTIME;
m_pHudPasstime->SetVisible( bIsPasstime );
m_pHudPasstime->SetEnabled( bIsPasstime );
}
//=============================================================================
// HPE_END
//=============================================================================
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::Think()
{
if ( !TeamplayRoundBasedRules() || !TFGameRules() )
return;
SetVisiblePanels();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFHudObjectiveStatus::ShouldDraw()
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
return false;
}
if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
return false;
return CHudElement::ShouldDraw();
}