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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cstrikespectatorgui.h"
#include "hud.h"
#include "cs_shareddefs.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <filesystem.h>
#include "cs_gamerules.h"
#include "c_team.h"
#include "c_cs_playerresource.h"
#include "c_plantedc4.h"
#include "c_cs_hostage.h"
#include "vtf/vtf.h"
#include "clientmode.h"
#include <vgui_controls/AnimationController.h>
#include "voice_status.h"
#include "hud_radar.h"
using namespace vgui; DECLARE_HUDELEMENT( CCSMapOverview )
extern ConVar overview_health; extern ConVar overview_names; extern ConVar overview_tracks; extern ConVar overview_locked; extern ConVar overview_alpha; extern ConVar cl_radaralpha; ConVar cl_radar_locked( "cl_radar_locked", "0", FCVAR_ARCHIVE, "Lock the angle of the radar display?" );
void PreferredOverviewModeChanged( IConVar *pConVar, const char *oldString, float flOldValue ) { ConVarRef var( pConVar ); char cmd[32]; V_snprintf( cmd, sizeof( cmd ), "overview_mode %d\n", var.GetInt() ); engine->ClientCmd( cmd ); } ConVar overview_preferred_mode( "overview_preferred_mode", "1", FCVAR_ARCHIVE, "Preferred overview mode", PreferredOverviewModeChanged );
ConVar overview_preferred_view_size( "overview_preferred_view_size", "600", FCVAR_ARCHIVE, "Preferred overview view size" );
#define HOSTAGE_RESCUE_DURATION (2.5f)
#define BOMB_FADE_DURATION (2.5f)
#define DEATH_ICON_FADE (7.5f)
#define DEATH_ICON_DURATION (10.0f)
#define LAST_SEEN_ICON_DURATION (4.0f)
#define DIFFERENCE_THRESHOLD (200.0f)
// To make your own green radar file from the map overview file, turn this on, and include vtf.lib
#define no_GENERATE_RADAR_FILE
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCSSpectatorGUI::CCSSpectatorGUI(IViewPort *pViewPort) : CSpectatorGUI(pViewPort) { m_pCTLabel = NULL; m_pCTScore = NULL; m_pTerLabel = NULL; m_pTerScore = NULL; m_pTimer = NULL; m_pTimerLabel = NULL; m_pDivider = NULL; m_pExtraInfo = NULL;
m_modifiedWidths = false;
m_scoreWidth = 0; m_extraInfoWidth = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSSpectatorGUI::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings( pScheme );
// Grab some control pointers
m_pCTLabel = dynamic_cast<Label *>(FindChildByName("CTScoreLabel")); m_pCTScore = dynamic_cast<Label *>(FindChildByName("CTScoreValue")); m_pTerLabel = dynamic_cast<Label *>(FindChildByName("TerScoreLabel")); m_pTerScore = dynamic_cast<Label *>(FindChildByName("TerScoreValue"));
m_pTimer = dynamic_cast<Label *>(FindChildByName("timerclock")); m_pTimerLabel = dynamic_cast<Label *>(FindChildByName("timerlabel"));
m_pDivider = dynamic_cast<Panel *>(FindChildByName("DividerBar"));
m_pExtraInfo = dynamic_cast<Label *>(FindChildByName("extrainfo")); }
//-----------------------------------------------------------------------------
// Purpose: Resets the list of players
//-----------------------------------------------------------------------------
void CCSSpectatorGUI::UpdateSpectatorPlayerList() { C_Team *cts = GetGlobalTeam( TEAM_CT ); if ( cts ) { wchar_t frags[ 10 ]; _snwprintf( frags, ARRAYSIZE( frags ), L"%i", cts->Get_Score() );
SetLabelText( "CTScoreValue", frags ); }
C_Team *ts = GetGlobalTeam( TEAM_TERRORIST ); if ( ts ) { wchar_t frags[ 10 ]; _snwprintf( frags, ARRAYSIZE( frags ), L"%i", ts->Get_Score() ); SetLabelText( "TERScoreValue", frags ); } }
bool CCSSpectatorGUI::NeedsUpdate( void ) { C_CSPlayer *player = C_CSPlayer::GetLocalCSPlayer(); if ( !player ) return false;
if ( m_nLastAccount != player->GetAccount() ) return true;
if ( m_nLastTime != (int)CSGameRules()->GetRoundRemainingTime() ) return true;
if ( m_nLastSpecMode != player->GetObserverMode() ) return true;
if ( m_nLastSpecTarget != player->GetObserverTarget() ) return true;
return BaseClass::NeedsUpdate(); }
//=============================================================================
// HPE_BEGIN:
// [smessick]
//=============================================================================
void CCSSpectatorGUI::ShowPanel( bool bShow ) { BaseClass::ShowPanel( bShow );
if ( bShow ) { // Resend the overview command.
char cmd[32]; V_snprintf( cmd, sizeof( cmd ), "overview_mode %d\n", overview_preferred_mode.GetInt() ); engine->ClientCmd( cmd ); } } //=============================================================================
// HPE_END
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose: Updates the timer label if one exists
//-----------------------------------------------------------------------------
void CCSSpectatorGUI::UpdateTimer() { // these could be NULL if players modified the UI
if ( !ControlsPresent() ) return;
Color timerColor = m_pTimer->GetFgColor(); if( g_PlantedC4s.Count() > 0 ) { m_pTimer->SetText( "\\" ); // bomb icon
m_pTimerLabel->SetVisible( false );
if( g_PlantedC4s[0]->m_flNextGlow > gpGlobals->curtime + 0.1f ) timerColor[3] = 80; else timerColor[3] = 255;
m_pTimer->SetFgColor( timerColor ); return; }
timerColor[3] = 255; m_pTimer->SetFgColor( timerColor ); m_pTimer->SetText( "e" ); // clock icon
m_nLastTime = (int)( CSGameRules()->GetRoundRemainingTime() );
if ( m_nLastTime < 0 ) m_nLastTime = 0;
wchar_t szText[ 63 ]; _snwprintf ( szText, ARRAYSIZE( szText ), L"%d:%02d", (m_nLastTime / 60), (m_nLastTime % 60) ); szText[62] = 0;
SetLabelText("timerlabel", szText ); m_pTimerLabel->SetVisible( true ); }
void CCSSpectatorGUI::UpdateAccount() { C_CSPlayer *player = C_CSPlayer::GetLocalCSPlayer();
if ( !player ) return;
m_nLastAccount = player->GetAccount();
if ( (player->GetTeamNumber() == TEAM_TERRORIST) || (player->GetTeamNumber() == TEAM_CT) ) { wchar_t szText[ 63 ]; _snwprintf ( szText, ARRAYSIZE( szText ), L"$%i", m_nLastAccount ); szText[62] = 0;
SetLabelText( "extrainfo", szText ); } }
/*bool CCSSpectatorGUI::CanSpectateTeam( int iTeam )
{ bool bRetVal = true; int iTeamOnly = 0;// TODO = gCSViewPortInterface->GetForceCamera();
// if we're not a spectator or HLTV and iTeamOnly is set
if ( C_BasePlayer::GetLocalPlayer()->GetTeamNumber() // && !gEngfuncs.IsSpectateOnly()
&& iTeamOnly ) { // then we want to force the same team
if ( C_BasePlayer::GetLocalPlayer()->GetTeamNumber() != iTeam ) { bRetVal = false; } }
return bRetVal; }*/
void CCSSpectatorGUI::Update() { BaseClass::Update(); C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if( pLocalPlayer ) { m_nLastSpecMode = pLocalPlayer->GetObserverMode(); m_nLastSpecTarget = pLocalPlayer->GetObserverTarget(); }
UpdateTimer();
UpdateAccount();
UpdateSpectatorPlayerList();
if ( pLocalPlayer ) { ResizeControls(); }
}
//-----------------------------------------------------------------------------
// Purpose: Save off widths for sizing calculations
//-----------------------------------------------------------------------------
void CCSSpectatorGUI::StoreWidths( void ) { if ( !ControlsPresent() ) return;
if ( !m_modifiedWidths ) { m_scoreWidth = m_pCTScore->GetWide(); int terScoreWidth = m_pTerScore->GetWide();
m_extraInfoWidth = m_pExtraInfo->GetWide();
if ( m_scoreWidth != terScoreWidth ) { m_pTerScore = NULL; // We're working with a modified res file. Don't muck things up playing with positioning.
} } }
//-----------------------------------------------------------------------------
// Purpose: Resize controls so scores & map names are not cut off
//-----------------------------------------------------------------------------
void CCSSpectatorGUI::ResizeControls( void ) { if ( !ControlsPresent() ) return;
int x1, y1, w1, t1; int x2, y2, w2, t2;
StoreWidths();
// ensure scores are wide enough
int wCT, hCT, wTer, hTer; m_pCTScore->GetBounds( x1, y1, w1, t1 ); m_pCTScore->GetContentSize( wCT, hCT ); m_pTerScore->GetBounds( x2, y2, w2, t2 ); m_pTerScore->GetContentSize( wTer, hTer ); int desiredScoreWidth = m_scoreWidth; desiredScoreWidth = MAX( desiredScoreWidth, wCT ); desiredScoreWidth = MAX( desiredScoreWidth, wTer );
int diff = desiredScoreWidth - w1; if ( diff != 0 ) { m_pCTScore->GetBounds( x1, y1, w1, t1 ); m_pCTScore->SetBounds( x1 - diff, y1, w1 + diff, t1 );
m_pTerScore->GetBounds( x1, y1, w1, t1 ); m_pTerScore->SetBounds( x1 - diff, y1, w1 + diff, t1 );
m_pCTLabel->GetPos( x1, y1 ); m_pCTLabel->SetPos( x1 - diff, y1 );
m_pTerLabel->GetPos( x1, y1 ); m_pTerLabel->SetPos( x1 - diff, y1 );
m_modifiedWidths = true; }
// ensure extra info is wide enough
int wExtra, hExtra; m_pExtraInfo->GetBounds( x1, y1, w1, t1 ); m_pExtraInfo->GetContentSize( wExtra, hExtra );
int desiredExtraWidth = m_extraInfoWidth; desiredExtraWidth = MAX( desiredExtraWidth, wExtra );
diff = desiredExtraWidth - w1; if ( diff != 0 ) { m_pExtraInfo->GetBounds( x1, y1, w1, t1 ); m_pExtraInfo->SetBounds( x1 - diff, y1, w1 + diff, t1 );
m_pTimer->GetPos( x1, y1 ); m_pTimer->SetPos( x1 - diff, y1 );
m_pTimerLabel->GetPos( x1, y1 ); m_pTimerLabel->SetPos( x1 - diff, y1 );
m_pDivider->GetPos( x1, y1 ); m_pDivider->SetPos( x1 - diff, y1 );
m_pCTScore->GetPos( x1, y1 ); m_pCTScore->SetPos( x1 - diff, y1 );
m_pCTLabel->GetPos( x1, y1 ); m_pCTLabel->SetPos( x1 - diff, y1 );
m_pTerScore->GetPos( x1, y1 ); m_pTerScore->SetPos( x1 - diff, y1 );
m_pTerLabel->GetPos( x1, y1 ); m_pTerLabel->SetPos( x1 - diff, y1 );
m_modifiedWidths = true; } }
//-----------------------------------------------------------------------------
// Purpose: Verify controls are present to resize
//-----------------------------------------------------------------------------
bool CCSSpectatorGUI::ControlsPresent( void ) const { return ( m_pCTLabel != NULL && m_pCTScore != NULL && m_pTerLabel != NULL && m_pTerScore != NULL && m_pTimer != NULL && m_pTimerLabel != NULL && m_pDivider != NULL && m_pExtraInfo != NULL ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static int AdjustValue( int curValue, int targetValue, int amount ) { if ( curValue > targetValue ) { curValue -= amount;
if ( curValue < targetValue ) curValue = targetValue; } else if ( curValue < targetValue ) { curValue += amount;
if ( curValue > targetValue ) curValue = targetValue; }
return curValue; }
void CCSMapOverview::InitTeamColorsAndIcons() { BaseClass::InitTeamColorsAndIcons();
Q_memset( m_TeamIconsSelf, 0, sizeof(m_TeamIconsSelf) ); Q_memset( m_TeamIconsDead, 0, sizeof(m_TeamIconsDead) ); Q_memset( m_TeamIconsOffscreen, 0, sizeof(m_TeamIconsOffscreen) ); Q_memset( m_TeamIconsDeadOffscreen, 0, sizeof(m_TeamIconsDeadOffscreen) );
m_bombIconPlanted = -1; m_bombIconDropped = -1; m_bombIconCarried = -1; m_bombRingPlanted = -1; m_bombRingDropped = -1; m_bombRingCarried = -1; m_bombRingCarriedOffscreen = -1; m_radioFlash = -1; m_radioFlashOffscreen = -1; m_radarTint = -1; m_hostageFollowing = -1; m_hostageFollowingOffscreen = -1; m_playerFacing = -1; m_cameraIconFirst = -1; m_cameraIconThird = -1; m_cameraIconFree = -1; m_hostageRescueIcon = -1; m_bombSiteIconA = -1; m_bombSiteIconB = -1;
//setup team red
m_TeamColors[MAP_ICON_T] = COLOR_RED; m_TeamIcons[MAP_ICON_T] = AddIconTexture( "sprites/player_red_small" ); m_TeamIconsSelf[MAP_ICON_T] = AddIconTexture( "sprites/player_red_self" ); m_TeamIconsDead[MAP_ICON_T] = AddIconTexture( "sprites/player_red_dead" ); m_TeamIconsOffscreen[MAP_ICON_T] = AddIconTexture( "sprites/player_red_offscreen" ); m_TeamIconsDeadOffscreen[MAP_ICON_T] = AddIconTexture( "sprites/player_red_dead_offscreen" );
// setup team blue
m_TeamColors[MAP_ICON_CT] = COLOR_BLUE; m_TeamIcons[MAP_ICON_CT] = AddIconTexture( "sprites/player_blue_small" ); m_TeamIconsSelf[MAP_ICON_CT] = AddIconTexture( "sprites/player_blue_self" ); m_TeamIconsDead[MAP_ICON_CT] = AddIconTexture( "sprites/player_blue_dead" ); m_TeamIconsOffscreen[MAP_ICON_CT] = AddIconTexture( "sprites/player_blue_offscreen" ); m_TeamIconsDeadOffscreen[MAP_ICON_CT] = AddIconTexture( "sprites/player_blue_dead_offscreen" );
// setup team other
m_TeamColors[MAP_ICON_HOSTAGE] = COLOR_GREY; m_TeamIcons[MAP_ICON_HOSTAGE] = AddIconTexture( "sprites/player_hostage_small" ); m_TeamIconsSelf[MAP_ICON_HOSTAGE] = -1; m_TeamIconsDead[MAP_ICON_HOSTAGE] = AddIconTexture( "sprites/player_hostage_dead" ); m_TeamIconsOffscreen[MAP_ICON_HOSTAGE] = AddIconTexture( "sprites/player_hostage_offscreen" ); m_TeamIconsDeadOffscreen[MAP_ICON_HOSTAGE] = AddIconTexture( "sprites/player_hostage_dead_offscreen" );
m_bombIconPlanted = AddIconTexture( "sprites/bomb_planted" ); m_bombIconDropped = AddIconTexture( "sprites/bomb_dropped" ); m_bombIconCarried = AddIconTexture( "sprites/bomb_carried" );
m_bombRingPlanted = AddIconTexture( "sprites/bomb_planted_ring" ); m_bombRingDropped = AddIconTexture( "sprites/bomb_dropped_ring" ); m_bombRingCarried = AddIconTexture( "sprites/bomb_carried_ring" ); m_bombRingCarriedOffscreen = AddIconTexture( "sprites/bomb_carried_ring_offscreen" );
m_hostageFollowing = AddIconTexture( "sprites/hostage_following" ); m_hostageFollowingOffscreen = AddIconTexture( "sprites/hostage_following_offscreen" ); m_playerFacing = AddIconTexture( "sprites/player_tick" ); m_cameraIconFirst = AddIconTexture( "sprites/spectator_eye" ); m_cameraIconThird = AddIconTexture( "sprites/spectator_3rdcam" ); m_cameraIconFree = AddIconTexture( "sprites/spectator_freecam" ); m_hostageRescueIcon = AddIconTexture( "sprites/objective_rescue" );; m_bombSiteIconA = AddIconTexture( "sprites/objective_site_a" );; m_bombSiteIconB = AddIconTexture( "sprites/objective_site_b" );;
m_radioFlash = AddIconTexture("sprites/player_radio_ring"); m_radioFlashOffscreen = AddIconTexture("sprites/player_radio_ring_offscreen");
m_radarTint = AddIconTexture("sprites/radar_trans");
}
//-----------------------------------------------------------------------------
void CCSMapOverview::ApplySchemeSettings(vgui::IScheme *scheme) { BaseClass::ApplySchemeSettings( scheme );
m_hIconFont = scheme->GetFont( "DefaultSmall", true ); }
//-----------------------------------------------------------------------------
void CCSMapOverview::Update( void ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer ) return;
int team = pPlayer->GetTeamNumber();
// if dead with fadetoblack on, we can't show anything
if ( mp_fadetoblack.GetBool() && team > TEAM_SPECTATOR && !pPlayer->IsAlive() ) { SetMode( MAP_MODE_OFF ); return; }
bool inRadarMode = (GetMode() == MAP_MODE_RADAR); int specmode = pPlayer->GetObserverMode(); // if alive, we can only be in radar mode
if( !inRadarMode && pPlayer->IsAlive()) { SetMode( MAP_MODE_RADAR ); inRadarMode = true; }
if( inRadarMode ) { if( specmode > OBS_MODE_DEATHCAM ) { // If fully dead, we don't want to be radar any more
SetMode( m_playerPreferredMode ); m_flChangeSpeed = 0; } else { SetFollowEntity(pPlayer->entindex()); UpdatePlayers(); } }
BaseClass::Update();
if ( GetSpectatorMode() == OBS_MODE_CHASE ) { // Follow the local player in chase cam, so the map rotates using the local player's angles
SetFollowEntity( pPlayer->entindex() ); } }
//-----------------------------------------------------------------------------
CCSMapOverview::CSMapPlayer_t* CCSMapOverview::GetCSInfoForPlayerIndex( int index ) { if ( index < 0 || index >= MAX_PLAYERS ) return NULL;
return &m_PlayersCSInfo[ index ]; }
//-----------------------------------------------------------------------------
CCSMapOverview::CSMapPlayer_t* CCSMapOverview::GetCSInfoForPlayer(MapPlayer_t *player) { if( player == NULL ) return NULL;
for( int i = 0; i < MAX_PLAYERS; i++ ) { if( &m_Players[i] == player ) return &m_PlayersCSInfo[i]; }
return NULL; }
//-----------------------------------------------------------------------------
CCSMapOverview::CSMapPlayer_t* CCSMapOverview::GetCSInfoForHostage(MapPlayer_t *hostage) { if( hostage == NULL ) return NULL;
for( int i = 0; i < MAX_HOSTAGES; i++ ) { if( &m_Hostages[i] == hostage ) return &m_HostagesCSInfo[i]; }
return NULL; }
//-----------------------------------------------------------------------------
#define TIME_SPOTS_STAY_SEEN (0.5f)
#define TIME_UNTIL_ENEMY_SEEN (0.5f)
// rules that define if you can see a player on the overview or not
bool CCSMapOverview::CanPlayerBeSeen( MapPlayer_t *player ) { C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if (!localPlayer || !player ) return false;
CSMapPlayer_t *csPlayer = GetCSInfoForPlayer(player); if ( !csPlayer ) return false;
if( GetMode() == MAP_MODE_RADAR ) { // This level will be for all the RadarMode thinking. Base class will be the old way for the other modes.
float now = gpGlobals->curtime;
if( player->position == Vector(0,0,0) ) return false; // Invalid guy.
// draw special icons if within time
if ( csPlayer->overrideExpirationTime != -1 && csPlayer->overrideExpirationTime > gpGlobals->curtime ) return true;
// otherwise, not dead people
if( player->health <= 0 ) return false;
if( localPlayer->GetTeamNumber() == player->team ) return true;// always yes for teammates.
// and a living enemy needs to have been seen recently, and have been for a while
if( csPlayer->timeLastSeen != -1 && ( now - csPlayer->timeLastSeen < TIME_SPOTS_STAY_SEEN ) && ( now - csPlayer->timeFirstSeen > TIME_UNTIL_ENEMY_SEEN ) ) return true;
return false; } else if( player->health <= 0 ) { // Have to be under the overriden icon time to draw when dead.
if ( csPlayer->overrideExpirationTime == -1 || csPlayer->overrideExpirationTime <= gpGlobals->curtime ) return false; } return BaseClass::CanPlayerBeSeen(player); }
bool CCSMapOverview::CanHostageBeSeen( MapPlayer_t *hostage ) { C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if ( !localPlayer || !hostage ) return false;
CSMapPlayer_t *csHostage = GetCSInfoForHostage(hostage);
if ( !csHostage ) return false;
if( GetMode() == MAP_MODE_RADAR ) { // This level will be for all the RadarMode thinking. Base class will be the old way for the other modes.
float now = gpGlobals->curtime;
if( hostage->position == Vector(0,0,0) ) return false; // Invalid guy.
// draw special icons if within time
if ( csHostage->overrideExpirationTime != -1 && csHostage->overrideExpirationTime > gpGlobals->curtime ) return true;
// otherwise, not dead people
if( hostage->health <= 0 ) return false;
if( localPlayer->GetTeamNumber() == hostage->team ) return true;// always yes for teammates.
// and a living enemy needs to have been seen recently
if( csHostage->timeLastSeen != -1 && now - csHostage->timeLastSeen < TIME_SPOTS_STAY_SEEN ) return true;
return false; } else if( hostage->health <= 0 ) { // Have to be under the overriden icon time to draw when dead.
if ( csHostage->overrideExpirationTime == -1 || csHostage->overrideExpirationTime <= gpGlobals->curtime ) return false; }
return BaseClass::CanPlayerBeSeen(hostage); }
CCSMapOverview::CCSMapOverview( const char *pElementName ) : BaseClass( pElementName ) { m_nRadarMapTextureID = -1;
g_pMapOverview = this; // for cvars access etc
// restore non-radar modes
switch ( overview_preferred_mode.GetInt() ) { case MAP_MODE_INSET: m_playerPreferredMode = MAP_MODE_INSET; break;
case MAP_MODE_FULL: m_playerPreferredMode = MAP_MODE_FULL; break;
default: m_playerPreferredMode = MAP_MODE_OFF; break; } }
void CCSMapOverview::Init( void ) { BaseClass::Init();
// register for events as client listener
ListenForGameEvent( "hostage_killed" ); ListenForGameEvent( "hostage_rescued" ); ListenForGameEvent( "bomb_defused" ); ListenForGameEvent( "bomb_exploded" ); }
CCSMapOverview::~CCSMapOverview() { g_pMapOverview = NULL;
//TODO release Textures ? clear lists
}
void CCSMapOverview::UpdatePlayers() { if( !m_goalIconsLoaded ) UpdateGoalIcons();
UpdateHostages();// Update before players so players can spot them
UpdateBomb();// Before players so player can properly spot where it is in this update
UpdateFlashes();
C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources(); if ( !pCSPR ) return;
float now = gpGlobals->curtime;
CBasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); if( localPlayer == NULL ) return;
MapPlayer_t *localMapPlayer = GetPlayerByUserID(localPlayer->GetUserID()); if( localMapPlayer == NULL ) return;
for ( int i = 1; i<= gpGlobals->maxClients; i++) { MapPlayer_t *player = &m_Players[i-1]; CSMapPlayer_t *playerCS = GetCSInfoForPlayerIndex(i-1);
if ( !playerCS ) continue;
// update from global player resources
if ( pCSPR->IsConnected(i) ) { player->health = pCSPR->GetHealth( i );
if ( !pCSPR->IsAlive( i ) ) { // Safety actually happens after a TKPunish.
player->health = 0; playerCS->isDead = true; }
if ( player->team != pCSPR->GetTeam( i ) ) { player->team = pCSPR->GetTeam( i );
if( player == localMapPlayer ) player->icon = m_TeamIconsSelf[ GetIconNumberFromTeamNumber(player->team) ]; else player->icon = m_TeamIcons[ GetIconNumberFromTeamNumber(player->team) ];
player->color = m_TeamColors[ GetIconNumberFromTeamNumber(player->team) ]; } }
Vector position = player->position; QAngle angles = player->angle; C_BasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer && !pPlayer->IsDormant() ) { // update position of active players in our PVS
position = pPlayer->EyePosition(); angles = pPlayer->EyeAngles();
SetPlayerPositions( i-1, position, angles ); } }
if ( GetMode() == MAP_MODE_RADAR ) { // Check for teammates spotting the bomb
if ( m_bomb.state != CSMapBomb_t::BOMB_INVALID && pCSPR->IsBombSpotted() ) { SetBombSeen( true ); }
// Check for teammates spotting enemy players
for ( int i = 1; i<= gpGlobals->maxClients; ++i ) { if ( !pCSPR->IsConnected(i) ) continue;
if ( !pCSPR->IsAlive(i) ) continue;
if ( pCSPR->GetTeam(i) == localMapPlayer->team ) continue;
if ( pCSPR->IsPlayerSpotted(i) ) { SetPlayerSeen( i-1 );
MapPlayer_t *baseEnemy = &m_Players[i-1]; if( baseEnemy->health > 0 ) { // They were just seen, so if they are alive get rid of their "last known" icon
CSMapPlayer_t *csEnemy = GetCSInfoForPlayerIndex(i-1);
if ( csEnemy ) { csEnemy->overrideIcon = -1; csEnemy->overrideIconOffscreen = -1; csEnemy->overridePosition = Vector(0, 0, 0); csEnemy->overrideAngle = QAngle(0, 0, 0); csEnemy->overrideFadeTime = -1; csEnemy->overrideExpirationTime = -1; } } } }
for( int i = 1; i<= gpGlobals->maxClients; i++ ) { MapPlayer_t *player = &m_Players[i-1]; CSMapPlayer_t *playerCS = GetCSInfoForPlayerIndex(i-1); C_BasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer || !playerCS ) continue;
float timeSinceLastSeen = now - playerCS->timeLastSeen; if( timeSinceLastSeen < 0.25f ) continue; if( player->health <= 0 ) continue;// We don't need to spot dead guys, since they always show
if( player->team == localMapPlayer->team ) continue;// We don't need to spot our own guys
// Now that everyone has had a say on people they can see for us, go through and handle baddies that can no longer be seen.
if( playerCS->timeLastSeen != now && player->health > 0 ) { // We are not seen now, but if we were seen recently (and for long enough),
// put up a "last known" icon and clear timelastseen
// if they are alive. Death icon is more important, which is why the health check above.
if( timeSinceLastSeen < 0.5f && ( playerCS->timeLastSeen != -1 ) ) { if( now - playerCS->timeFirstSeen > TIME_UNTIL_ENEMY_SEEN ) { playerCS->overrideIcon = m_TeamIcons[ GetIconNumberFromTeamNumber(player->team) ];; playerCS->overrideIconOffscreen = m_TeamIconsOffscreen[ GetIconNumberFromTeamNumber(player->team) ]; playerCS->overridePosition = player->position; playerCS->overrideFadeTime = -1; playerCS->overrideExpirationTime = now + LAST_SEEN_ICON_DURATION; playerCS->overrideAngle = player->angle; } playerCS->timeLastSeen = -1; playerCS->timeFirstSeen = -1; } } } } }
void CCSMapOverview::UpdateHostages() { C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources(); if ( !pCSPR ) return;
for( int i=0; i < MAX_HOSTAGES; i++ ) { if( pCSPR->IsHostageAlive( i ) ) { MapPlayer_t *hostage = GetHostageByEntityID( pCSPR->GetHostageEntityID(i) ); if( hostage == NULL ) hostage = &m_Hostages[i];// Don't have entry yet, so need one. This'll only happen once, at start of map
CSMapPlayer_t *hostageCS = GetCSInfoForHostage(hostage);
if ( !hostageCS ) return;
if( !hostageCS->isDead ) { hostage->index = pCSPR->GetHostageEntityID(i); hostage->position = pCSPR->GetHostagePosition( i ); hostage->health = 100; // Hostages don't have health available from pCSPR.
hostage->angle = QAngle(0, 0, 0); // No facing, like no health
hostage->team = TEAM_CT; // CT in terms of who sees them
hostage->icon = m_TeamIcons[ MAP_ICON_HOSTAGE ]; // But hostage for icon.
hostage->color = m_TeamColors[ MAP_ICON_HOSTAGE ]; hostageCS->isHostage = true;
// engine->Con_NPrintf( i + 15, "ID:%d Pos:(%.0f,%.0f,%.0f)", hostage->index, hostage->position.x, hostage->position.y, hostage->position.z );
} else { // engine->Con_NPrintf( i + 15, "Mostly Dead" );
} } else { // engine->Con_NPrintf( i + 15, "Dead" );
} } }
void CCSMapOverview::UpdateBomb() { if( m_bomb.state == CSMapBomb_s::BOMB_GONE ) return;// no more updates until map restart
float now = gpGlobals->curtime;
// First, decide if it has been too long since the bomb has been seen to clear visibility timers.
if( now - m_bomb.timeLastSeen >= TIME_SPOTS_STAY_SEEN && m_bomb.timeFirstSeen != -1 ) { SetBombSeen( false ); }
C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources(); if ( !pCSPR ) return;
float biggestRadius = 0, smallestRadius = 0; if ( g_PlantedC4s.Count() > 0 ) { // bomb is planted
C_PlantedC4 *pC4 = g_PlantedC4s[0];
if( pC4->IsBombActive() ) { m_bomb.position = pC4->GetAbsOrigin(); m_bomb.state = CSMapBomb_t::BOMB_PLANTED; m_bomb.ringTravelTime = 3.0f; smallestRadius = m_flIconSize; biggestRadius = m_flIconSize * 15.0f; } else { // Defused or exploded
m_bomb.state = CSMapBomb_t::BOMB_GONE; } } else if ( pCSPR->HasC4( 0 ) ) { // bomb dropped
Vector pos = pCSPR->GetC4Postion();
if ( pos.x != 0 || pos.y != 0 || pos.z != 0 ) { m_bomb.position = pos; m_bomb.state = CSMapBomb_t::BOMB_DROPPED; m_bomb.ringTravelTime = 6.0f; smallestRadius = m_flIconSize; biggestRadius = m_flIconSize * 10.0f; } else { m_bomb.state = CSMapBomb_t::BOMB_INVALID; //Not a bomb map. Man, what a weird system instead of IsBombMap. If nobody has it, and it isn't on the ground, then it isn't a bomb map.
} } else { for( int i = 1; i<= gpGlobals->maxClients; i++ ) { if( pCSPR->HasC4(i) ) { C_BasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if( pPlayer == NULL || pPlayer->IsDormant() ) { // Dormant or no player means we are relying on RadarUpdate messages so we can trust the MapOverview position.
MapPlayer_t *player = &m_Players[i-1]; m_bomb.position = player->position; } else { // Update players is about to put this Real Data in the player sturct, and we don't want the bomb pos lagged one update behind
m_bomb.position = pPlayer->GetAbsOrigin(); }
m_bomb.state = CSMapBomb_t::BOMB_CARRIED; m_bomb.ringTravelTime = 0; smallestRadius = m_flIconSize * 1.2f; biggestRadius = m_flIconSize * 1.2f; break; } } }
int alpha = GetMasterAlpha();
if( m_bomb.currentRingRadius == m_bomb.maxRingRadius || m_bomb.ringTravelTime == 0 ) { m_bomb.currentRingRadius = smallestRadius; m_bomb.maxRingRadius = biggestRadius; m_bomb.currentRingAlpha = alpha; } else { m_bomb.currentRingRadius += (m_bomb.maxRingRadius - m_flIconSize) * gpGlobals->frametime / m_bomb.ringTravelTime; m_bomb.currentRingRadius = MIN( m_bomb.currentRingRadius, m_bomb.maxRingRadius ); m_bomb.currentRingAlpha = (alpha - 55) * ((m_bomb.maxRingRadius - m_bomb.currentRingRadius) / (m_bomb.maxRingRadius - m_flIconSize)) + 55; } }
bool CCSMapOverview::ShouldDraw( void ) { int alpha = GetMasterAlpha(); if( alpha == 0 ) return false;// we have been set to fully transparent
//=============================================================================
// HPE_BEGIN:
// [smessick] Turn off large map display when in freezecam.
//=============================================================================
if ( IsInFreezeCam() && GetMode() == MAP_MODE_FULL ) { return false; } //=============================================================================
// HPE_END
//=============================================================================
float now = gpGlobals->curtime; if( GetMode() == MAP_MODE_RADAR ) { if ( (GET_HUDELEMENT( CHudRadar ))->ShouldDraw() == false ) { return false; }
// We have to be alive and not blind to draw in this mode.
C_CSPlayer *pCSPlayer = C_CSPlayer::GetLocalCSPlayer(); if( !pCSPlayer || pCSPlayer->GetObserverMode() == OBS_MODE_DEATHCAM ) { return false; } else if (pCSPlayer->m_flFlashBangTime > now) { return false; } }
return BaseClass::ShouldDraw(); }
CCSMapOverview::MapPlayer_t* CCSMapOverview::GetHostageByEntityID( int entityID ) { for (int i=0; i<MAX_HOSTAGES; i++) { if ( m_Hostages[i].index == entityID ) return &m_Hostages[i]; }
return NULL; }
CCSMapOverview::MapPlayer_t* CCSMapOverview::GetPlayerByEntityID( int entityID ) { C_BasePlayer *realPlayer = UTIL_PlayerByIndex(entityID);
if( realPlayer == NULL ) return NULL;
for (int i=0; i<MAX_PLAYERS; i++) { MapPlayer_t *player = &m_Players[i];
if ( player->userid == realPlayer->GetUserID() ) return player; }
return NULL; }
#define BORDER_WIDTH 4
bool CCSMapOverview::AdjustPointToPanel(Vector2D *pos) { if( pos == NULL ) return false;
int mapInset = GetBorderSize();// This gives us the amount inside the panel that the background is drawing.
if( mapInset != 0 ) mapInset += BORDER_WIDTH; // And this gives us the border inside the map edge to give us room for offscreen icons.
int x,y,w,t;
//MapTpPanel has already offset the x and y. That's why we use 0 for left and top.
GetBounds( x,y,w,t );
bool madeChange = false; if( pos->x < mapInset ) { pos->x = mapInset; madeChange = true; } if( pos->x > w - mapInset ) { pos->x = w - mapInset; madeChange = true; } if( pos->y < mapInset ) { pos->y = mapInset; madeChange = true; } if( pos->y > t - mapInset ) { pos->y = t - mapInset; madeChange = true; }
return madeChange; }
void CCSMapOverview::DrawMapTexture() { int alpha = GetMasterAlpha();
if( GetMode() == MAP_MODE_FULL ) SetBgColor( Color(0,0,0,0) );// no background in big mode
else SetBgColor( Color(0,0,0,alpha * 0.5) );
int textureIDToUse = m_nMapTextureID; bool foundRadarVersion = false; if( m_nRadarMapTextureID != -1 && GetMode() == MAP_MODE_RADAR ) { textureIDToUse = m_nRadarMapTextureID; foundRadarVersion = true; }
int mapInset = GetBorderSize(); int pwidth, pheight; GetSize(pwidth, pheight);
if ( textureIDToUse > 0 ) { // We are drawing to the whole panel with a little border
Vector2D panelTL = Vector2D( mapInset, mapInset ); Vector2D panelTR = Vector2D( pwidth - mapInset, mapInset ); Vector2D panelBR = Vector2D( pwidth - mapInset, pheight - mapInset ); Vector2D panelBL = Vector2D( mapInset, pheight - mapInset );
// So where are those four points on the great big map?
Vector2D textureTL = PanelToMap( panelTL );// The top left corner of the display is where on the master map?
textureTL /= OVERVIEW_MAP_SIZE;// Texture Vec2D is 0 to 1
Vector2D textureTR = PanelToMap( panelTR ); textureTR /= OVERVIEW_MAP_SIZE; Vector2D textureBR = PanelToMap( panelBR ); textureBR /= OVERVIEW_MAP_SIZE; Vector2D textureBL = PanelToMap( panelBL ); textureBL /= OVERVIEW_MAP_SIZE;
Vertex_t points[4] = { // To draw a textured polygon, the first column is where you want to draw (to), and the second is what you want to draw (from).
// We want to draw to the panel (pulled in for a border), and we want to draw the part of the map texture that should be seen.
// First column is in panel coords, second column is in 0-1 texture coords
Vertex_t( panelTL, textureTL ), Vertex_t( panelTR, textureTR ), Vertex_t( panelBR, textureBR ), Vertex_t( panelBL, textureBL ) };
surface()->DrawSetColor( 255, 255, 255, alpha ); surface()->DrawSetTexture( textureIDToUse ); surface()->DrawTexturedPolygon( 4, points ); }
// If we didn't find the greenscale version of the map, then at least do a tint.
if( !foundRadarVersion && GetMode() == MAP_MODE_RADAR ) { surface()->DrawSetColor( 0,255,0, alpha / 4 ); surface()->DrawFilledRect( mapInset, mapInset, m_vSize.x - 1 - mapInset, m_vSize.y - 1 - mapInset ); } }
void CCSMapOverview::DrawBomb() { if( m_bomb.state == CSMapBomb_t::BOMB_INVALID ) return;
CBasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); if( localPlayer == NULL ) return; MapPlayer_t *localMapPlayer = GetPlayerByUserID(localPlayer->GetUserID()); if( localMapPlayer == NULL ) return; float now = gpGlobals->curtime;
if( localMapPlayer->team == TEAM_CT ) { // CT's only get to see it if...
if( localMapPlayer->health <= 0 ) { if ( mp_forcecamera.GetInt() != OBS_ALLOW_ALL ) return;// They're dead and spectating isn't restricted
} else if( (m_bomb.timeLastSeen == -1) || ( now - m_bomb.timeLastSeen >= TIME_SPOTS_STAY_SEEN ) || ( now - m_bomb.timeFirstSeen < TIME_UNTIL_ENEMY_SEEN ) ) { return;// It's in view
} } // else if you aren't CT you can always see it
int bombIcon; int bombRing; int bombRingOffscreen; switch(m_bomb.state) { case CSMapBomb_t::BOMB_DROPPED: { bombIcon = m_bombIconDropped; bombRing = m_bombRingDropped; bombRingOffscreen = m_bombRingDropped; break; } case CSMapBomb_t::BOMB_CARRIED: { bombIcon = m_bombIconCarried; bombRing = m_bombRingCarried; bombRingOffscreen = m_bombRingCarriedOffscreen; break; } case CSMapBomb_t::BOMB_PLANTED: { bombIcon = m_bombIconPlanted; bombRing = m_bombRingPlanted; bombRingOffscreen = m_bombRingPlanted; break; } case CSMapBomb_t::BOMB_GONE: { bombIcon = m_bombIconPlanted; bombRing = m_bombRingPlanted; bombRingOffscreen = m_bombRingPlanted; break; } default: return; }
int alpha = 255;
if( m_bomb.timeGone != -1 && m_bomb.timeFade <= gpGlobals->curtime ) alpha *= 1 - ( (float)(gpGlobals->curtime - m_bomb.timeFade) / (float)(m_bomb.timeGone - m_bomb.timeFade) );
if( m_bomb.state != CSMapBomb_t::BOMB_GONE ) DrawIconCS(bombRing, bombRingOffscreen, m_bomb.position, m_bomb.currentRingRadius, 0, m_bomb.currentRingAlpha); DrawIconCS(bombIcon, bombIcon, m_bomb.position, m_flIconSize, 0, alpha); }
bool CCSMapOverview::DrawIconCS( int textureID, int offscreenTextureID, Vector pos, float scale, float angle, int alpha, bool allowRotation, const char *text, Color *textColor, float status, Color *statusColor ) { if( GetMode() == MAP_MODE_RADAR && cl_radaralpha.GetInt() == 0 ) return false;
if( alpha <= 0 ) return false;
Vector2D pospanel = WorldToMap( pos ); pospanel = MapToPanel( pospanel );
int idToUse = textureID; float angleToUse = angle;
Vector2D oldPos = pospanel; Vector2D adjustment(0,0); if( AdjustPointToPanel( &pospanel ) ) { if( offscreenTextureID == -1 ) return false; //Doesn't want to draw if off screen.
// Move it in to on panel, and change the icon.
idToUse = offscreenTextureID; // And point towards the original spot
adjustment = Vector2D(pospanel.x - oldPos.x, pospanel.y - oldPos.y); QAngle adjustmentAngles; Vector adjustment3D(adjustment.x, -adjustment.y, 0); // Y gets flipped in WorldToMap
VectorAngles(adjustment3D, adjustmentAngles) ; if( allowRotation ) { // Some icons don't want to rotate even when off radar
angleToUse = adjustmentAngles[YAW];
// And the angle needs to be in world space, not panel space.
if( m_bFollowAngle ) { angleToUse += m_fViewAngle; } else { if ( m_bRotateMap ) angleToUse += 180.0f; else angleToUse += 90.0f; } }
// Don't draw names for icons that are offscreen (bunches up and looks bad)
text = NULL; }
int d = GetPixelOffset( scale );
Vector offset;
offset.x = -scale; offset.y = scale; VectorYawRotate( offset, angleToUse, offset ); Vector2D pos1 = WorldToMap( pos + offset ); Vector2D pos1Panel = MapToPanel(pos1); pos1Panel.x += adjustment.x; pos1Panel.y += adjustment.y;
offset.x = scale; offset.y = scale; VectorYawRotate( offset, angleToUse, offset ); Vector2D pos2 = WorldToMap( pos + offset ); Vector2D pos2Panel = MapToPanel(pos2); pos2Panel.x += adjustment.x; pos2Panel.y += adjustment.y;
offset.x = scale; offset.y = -scale; VectorYawRotate( offset, angleToUse, offset ); Vector2D pos3 = WorldToMap( pos + offset ); Vector2D pos3Panel = MapToPanel(pos3); pos3Panel.x += adjustment.x; pos3Panel.y += adjustment.y;
offset.x = -scale; offset.y = -scale; VectorYawRotate( offset, angleToUse, offset ); Vector2D pos4 = WorldToMap( pos + offset ); Vector2D pos4Panel = MapToPanel(pos4); pos4Panel.x += adjustment.x; pos4Panel.y += adjustment.y;
Vertex_t points[4] = { Vertex_t( pos1Panel, Vector2D(0,0) ), Vertex_t( pos2Panel, Vector2D(1,0) ), Vertex_t( pos3Panel, Vector2D(1,1) ), Vertex_t( pos4Panel, Vector2D(0,1) ) };
surface()->DrawSetColor( 255, 255, 255, alpha ); surface()->DrawSetTexture( idToUse ); surface()->DrawTexturedPolygon( 4, points );
pospanel.y += d + 4;
if ( status >=0.0f && status <= 1.0f && statusColor ) { // health bar is 50x3 pixels
surface()->DrawSetColor( 0,0,0,255 ); surface()->DrawFilledRect( pospanel.x-d, pospanel.y-1, pospanel.x+d, pospanel.y+1 );
int length = (float)(d*2)*status; surface()->DrawSetColor( statusColor->r(), statusColor->g(), statusColor->b(), 255 ); surface()->DrawFilledRect( pospanel.x-d, pospanel.y-1, pospanel.x-d+length, pospanel.y+1 );
pospanel.y += 3; }
if ( text && textColor ) { wchar_t iconText[ MAX_PLAYER_NAME_LENGTH*2 ];
g_pVGuiLocalize->ConvertANSIToUnicode( text, iconText, sizeof( iconText ) );
int wide, tall; surface()->GetTextSize( m_hIconFont, iconText, wide, tall );
int x = pospanel.x-(wide/2); int y = pospanel.y;
// draw black shadow text
surface()->DrawSetTextColor( 0, 0, 0, 255 ); surface()->DrawSetTextPos( x+1, y ); surface()->DrawPrintText( iconText, wcslen(iconText) );
// draw name in color
surface()->DrawSetTextColor( textColor->r(), textColor->g(), textColor->b(), 255 ); surface()->DrawSetTextPos( x, y ); surface()->DrawPrintText( iconText, wcslen(iconText) ); }
return true; }
void CCSMapOverview::DrawMapPlayers() { DrawGoalIcons(); DrawHostages();
C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources(); surface()->DrawSetTextFont( m_hIconFont );
Color colorGreen( 0, 255, 0, 255 ); // health bar color
CBasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
for (int i=0; i < MAX_PLAYERS; i++) { int alpha = 255; MapPlayer_t *player = &m_Players[i]; CSMapPlayer_t *playerCS = GetCSInfoForPlayerIndex(i);
if ( !playerCS ) continue;
if ( !CanPlayerBeSeen( player ) ) continue;
float status = -1; const char *name = NULL;
if ( m_bShowNames && CanPlayerNameBeSeen( player ) ) name = player->name;
if ( m_bShowHealth && CanPlayerHealthBeSeen( player ) ) status = player->health/100.0f;
// Now draw them
if( playerCS->overrideExpirationTime > gpGlobals->curtime )// If dead, an X, if alive, an alpha'd normal icon
{ int alphaToUse = alpha; if( playerCS->overrideFadeTime != -1 && playerCS->overrideFadeTime <= gpGlobals->curtime ) { // Fade linearly from fade start to disappear
alphaToUse *= 1 - (float)(gpGlobals->curtime - playerCS->overrideFadeTime) / (float)(playerCS->overrideExpirationTime - playerCS->overrideFadeTime); }
DrawIconCS( playerCS->overrideIcon, playerCS->overrideIconOffscreen, playerCS->overridePosition, m_flIconSize * 1.1f, GetViewAngle(), player->health > 0 ? alphaToUse / 2 : alphaToUse, true, name, &player->color, -1, &colorGreen ); if( player->health > 0 ) DrawIconCS( m_playerFacing, -1, playerCS->overridePosition, m_flIconSize * 1.1f, playerCS->overrideAngle[YAW], player->health > 0 ? alphaToUse / 2 : alphaToUse, true, name, &player->color, status, &colorGreen ); } else { float zDifference = 0; if( localPlayer ) { if( (localPlayer->GetObserverMode() != OBS_MODE_NONE) && localPlayer->GetObserverTarget() ) zDifference = player->position.z - localPlayer->GetObserverTarget()->GetAbsOrigin().z; else zDifference = player->position.z - localPlayer->GetAbsOrigin().z; }
float sizeForRing = m_flIconSize * 1.4f; float sizeForPlayer = m_flIconSize * 1.1f; // The 1.1 is because the player dots are shrunken a little, so their facing pip can have some space to live
if ( zDifference > DIFFERENCE_THRESHOLD ) { // A dot above is bigger and a little fuzzy now.
sizeForRing *= 1.4f; sizeForPlayer *= 1.4f; alpha *= 0.5f; } else if ( zDifference < -DIFFERENCE_THRESHOLD ) { // A dot below is smaller.
sizeForRing *= 0.7f; sizeForPlayer *= 0.7f; }
bool showTalkRing = localPlayer && (localPlayer->GetTeamNumber() == player->team || localPlayer->GetTeamNumber() == TEAM_SPECTATOR);
if( showTalkRing && playerCS->currentFlashAlpha > 0 )// Flash type
{ // Make them flash a halo
DrawIconCS(m_radioFlash, m_radioFlashOffscreen, player->position, sizeForRing, player->angle[YAW], playerCS->currentFlashAlpha); } else if( showTalkRing && pCSPR->IsAlive( i + 1 ) && GetClientVoiceMgr()->IsPlayerSpeaking( i + 1) ) // Or solid on type
{ // Make them show a halo
DrawIconCS(m_radioFlash, m_radioFlashOffscreen, player->position, sizeForRing, player->angle[YAW], 255); } bool doingLocalPlayer = GetPlayerByUserID(localPlayer->GetUserID()) == player; float angleForPlayer = GetViewAngle();
if( doingLocalPlayer ) { sizeForPlayer *= 4.0f; // The self icon is really big since it has a camera view cone attached.
angleForPlayer = player->angle[YAW];// And, the self icon now rotates, natch.
}
int offscreenIcon = m_TeamIconsOffscreen[GetIconNumberFromTeamNumber(player->team)]; DrawIconCS( player->icon, offscreenIcon, player->position, sizeForPlayer, angleForPlayer, alpha, true, name, &player->color, status, &colorGreen ); if( !doingLocalPlayer ) { // Draw the facing for everyone but the local player.
if( player->health > 0 ) DrawIconCS( m_playerFacing, -1, player->position, sizeForPlayer, player->angle[YAW], alpha, true, name, &player->color, status, &colorGreen ); } } }
DrawBomb();// After players so it can draw on top
}
void CCSMapOverview::DrawHostages() { C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources(); if ( !pCSPR ) return;
surface()->DrawSetTextFont( m_hIconFont );
Color colorGreen( 0, 255, 0, 255 ); // health bar color
CBasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
for (int i=0; i < MAX_HOSTAGES; i++) { int alpha = 255; MapPlayer_t *hostage = GetHostageByEntityID( pCSPR->GetHostageEntityID(i) ); if( hostage == NULL ) continue;
CSMapPlayer_t *hostageCS = GetCSInfoForHostage(hostage);
if ( !hostageCS ) continue;
if ( !CanHostageBeSeen( hostage ) ) { // engine->Con_NPrintf( i + 30, "Can't be seen." );
continue; }
float status = -1; const char *name = NULL;
if( hostageCS->overrideExpirationTime > gpGlobals->curtime )// If dead, an X, if alive, an alpha'd normal icon
{ // engine->Con_NPrintf( i + 30, "ID:%d Override Pos:(%.0f,%.0f,%.0f)", hostage->index, hostageCS->overridePosition.x, hostageCS->overridePosition.y, hostageCS->overridePosition.z );
int alphaToUse = alpha; if( hostageCS->overrideFadeTime != -1 && hostageCS->overrideFadeTime <= gpGlobals->curtime ) { // Fade linearly from fade start to disappear
alphaToUse *= 1 - (float)(gpGlobals->curtime - hostageCS->overrideFadeTime) / (float)(hostageCS->overrideExpirationTime - hostageCS->overrideFadeTime); }
DrawIconCS( hostageCS->overrideIcon, hostageCS->overrideIconOffscreen, hostageCS->overridePosition, m_flIconSize, hostageCS->overrideAngle[YAW], hostage->health > 0 ? alphaToUse / 2 : alphaToUse, true, name, &hostage->color, status, &colorGreen ); } else { if( localPlayer && localPlayer->GetTeamNumber() == hostage->team && hostageCS->currentFlashAlpha > 0 ) { // Make them flash a halo
DrawIconCS(m_radioFlash, m_radioFlashOffscreen, hostage->position, m_flIconSize * 1.4f, hostage->angle[YAW], hostageCS->currentFlashAlpha); }
// engine->Con_NPrintf( i + 30, "ID:%d Pos:(%.0f,%.0f,%.0f)", hostage->index, hostage->position.x, hostage->position.y, hostage->position.z );
int normalIcon, offscreenIcon; float zDifference = 0; if( localPlayer ) { if( (localPlayer->GetObserverMode() != OBS_MODE_NONE) && localPlayer->GetObserverTarget() ) zDifference = hostage->position.z - localPlayer->GetObserverTarget()->GetAbsOrigin().z; else zDifference = hostage->position.z - localPlayer->GetAbsOrigin().z; }
float sizeForHostage = m_flIconSize; if( zDifference > DIFFERENCE_THRESHOLD ) { // A dot above is bigger and a little fuzzy now.
sizeForHostage = m_flIconSize * 1.5f; alpha *= 0.5f; } else if( zDifference < -DIFFERENCE_THRESHOLD ) { // A dot below is smaller.
sizeForHostage = m_flIconSize * 0.6f; }
normalIcon = hostage->icon; offscreenIcon = m_TeamIconsOffscreen[ MAP_ICON_HOSTAGE ]; DrawIconCS( normalIcon, offscreenIcon, hostage->position, sizeForHostage, GetViewAngle(), alpha, true, name, &hostage->color, status, &colorGreen );
if( pCSPR->IsHostageFollowingSomeone( i ) ) { // If they are following a CT, then give them a little extra symbol to show it.
DrawIconCS( m_hostageFollowing, m_hostageFollowingOffscreen, hostage->position, sizeForHostage, hostage->angle[YAW], alpha ); } } } } void CCSMapOverview::SetMap(const char * levelname) { BaseClass::SetMap(levelname);
int wide, tall; surface()->DrawGetTextureSize( m_nMapTextureID, wide, tall ); if( wide == 0 && tall == 0 ) { m_nMapTextureID = -1; m_nRadarMapTextureID = -1; return;// No map image, so no radar image
}
char radarFileName[MAX_PATH]; Q_snprintf(radarFileName, MAX_PATH, "%s_radar", m_MapKeyValues->GetString("material")); m_nRadarMapTextureID = surface()->CreateNewTextureID(); surface()->DrawSetTextureFile(m_nRadarMapTextureID, radarFileName, true, false); int radarWide = -1; int radarTall = -1; surface()->DrawGetTextureSize(m_nRadarMapTextureID, radarWide, radarTall); bool radarTextureFound = false; if( radarWide == wide && radarTall == tall ) { // Unbelievable that these is no failure return from SetTextureFile, and not
// even a ValidTexture check on the ID. So I can check if it is different from
// the original. It'll be a 32x32 default if not present.
radarTextureFound = true; }
if( !radarTextureFound ) { if( !CreateRadarImage(m_MapKeyValues->GetString("material"), radarFileName) ) m_nRadarMapTextureID = -1; }
ClearGoalIcons(); }
bool CCSMapOverview::CreateRadarImage(const char *mapName, const char * radarFileName) { #ifdef GENERATE_RADAR_FILE
char fullFileName[MAX_PATH]; Q_snprintf(fullFileName, MAX_PATH, "materials/%s.vtf", mapName); char fullRadarFileName[MAX_PATH]; Q_snprintf(fullRadarFileName, MAX_PATH, "materials/%s.vtf", radarFileName);
// Not found, so try to make one
FileHandle_t fp; fp = ::filesystem->Open( fullFileName, "rb" ); if( !fp ) { return false; } ::filesystem->Seek( fp, 0, FILESYSTEM_SEEK_TAIL ); int srcVTFLength = ::filesystem->Tell( fp ); ::filesystem->Seek( fp, 0, FILESYSTEM_SEEK_HEAD );
CUtlBuffer buf; buf.EnsureCapacity( srcVTFLength ); int overviewMapBytesRead = ::filesystem->Read( buf.Base(), srcVTFLength, fp ); ::filesystem->Close( fp );
buf.SeekGet( CUtlBuffer::SEEK_HEAD, 0 );// Need to set these explicitly since ->Read goes straight to memory and skips them.
buf.SeekPut( CUtlBuffer::SEEK_HEAD, overviewMapBytesRead );
IVTFTexture *radarTexture = CreateVTFTexture(); if (radarTexture->Unserialize(buf)) { ImageFormat oldImageFormat = radarTexture->Format(); radarTexture->ConvertImageFormat(IMAGE_FORMAT_RGBA8888, false); unsigned char *imageData = radarTexture->ImageData(0,0,0); int size = radarTexture->ComputeTotalSize(); // in bytes!
unsigned char *pEnd = imageData + size;
for( ; imageData < pEnd; imageData += 4 ) { imageData[0] = 0; // R
imageData[2] = 0; // B
}
radarTexture->ConvertImageFormat(oldImageFormat, false);
buf.Clear(); radarTexture->Serialize(buf);
fp = ::filesystem->Open(fullRadarFileName, "wb"); ::filesystem->Write(buf.Base(), buf.TellPut(), fp); ::filesystem->Close(fp); DestroyVTFTexture(radarTexture); buf.Purge();
// And need a vmt file to go with it.
char vmtFilename[MAX_PATH]; Q_snprintf(vmtFilename, MAX_PATH, "%s", fullRadarFileName); char *extension = &vmtFilename[Q_strlen(vmtFilename) - 3]; *extension++ = 'v'; *extension++ = 'm'; *extension++ = 't'; *extension++ = '\0'; fp = ::filesystem->Open(vmtFilename, "wt"); ::filesystem->Write("\"UnlitGeneric\"\n", 15, fp); ::filesystem->Write("{\n", 2, fp); ::filesystem->Write("\t\"$translucent\" \"1\"\n", 20, fp); ::filesystem->Write("\t\"$basetexture\" \"", 17, fp); ::filesystem->Write(radarFileName, Q_strlen(radarFileName), fp); ::filesystem->Write("\"\n", 2, fp); ::filesystem->Write("\t\"$vertexalpha\" \"1\"\n", 20, fp); ::filesystem->Write("\t\"$vertexcolor\" \"1\"\n", 20, fp); ::filesystem->Write("\t\"$no_fullbright\" \"1\"\n", 22, fp); ::filesystem->Write("\t\"$ignorez\" \"1\"\n", 16, fp); ::filesystem->Write("}\n", 2, fp); ::filesystem->Close(fp);
m_nRadarMapTextureID = surface()->CreateNewTextureID(); surface()->DrawSetTextureFile( m_nRadarMapTextureID, radarFileName, true, true); return true; } #endif
return false; }
void CCSMapOverview::ResetRound() { BaseClass::ResetRound();
for (int i=0; i<MAX_PLAYERS; i++) { CSMapPlayer_t *p = &m_PlayersCSInfo[i];
p->isDead = false;
p->overrideFadeTime = -1; p->overrideExpirationTime = -1; p->overrideIcon = -1; p->overrideIconOffscreen = -1; p->overridePosition = Vector( 0, 0, 0); p->overrideAngle = QAngle(0, 0, 0);
p->timeLastSeen = -1; p->timeFirstSeen = -1; p->isHostage = false;
p->flashUntilTime = -1; p->nextFlashPeakTime = -1; p->currentFlashAlpha = 0; }
for (int i=0; i<MAX_HOSTAGES; i++) { MapPlayer_t *basep = &m_Hostages[i]; CSMapPlayer_t *p = &m_HostagesCSInfo[i];
basep->health = 100; Q_memset( basep->trail, 0, sizeof(basep->trail) ); basep->position = Vector( 0, 0, 0 ); basep->index = 0;
p->isDead = false;
p->overrideFadeTime = -1; p->overrideExpirationTime = -1; p->overrideIcon = -1; p->overrideIconOffscreen = -1; p->overridePosition = Vector( 0, 0, 0); p->overrideAngle = QAngle(0, 0, 0);
p->timeLastSeen = -1; p->timeFirstSeen = -1; p->isHostage = false;
p->flashUntilTime = -1; p->nextFlashPeakTime = -1; p->currentFlashAlpha = 0; }
m_bomb.position = Vector(0,0,0); m_bomb.state = CSMapBomb_t::BOMB_INVALID; m_bomb.timeLastSeen = -1; m_bomb.timeFirstSeen = -1; m_bomb.timeFade = -1; m_bomb.timeGone = -1;
m_bomb.currentRingRadius = -1; m_bomb.currentRingAlpha = -1; m_bomb.maxRingRadius = -1; m_bomb.ringTravelTime = -1;
m_goalIconsLoaded = false; }
void CCSMapOverview::DrawCamera() { C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if (!localPlayer) return;
if( localPlayer->GetObserverMode() == OBS_MODE_ROAMING ) { // Instead of the programmer-art red dot, we'll draw an icon for when our camera is roaming.
int alpha = 255; DrawIconCS(m_cameraIconFree, m_cameraIconFree, localPlayer->GetAbsOrigin(), m_flIconSize * 3.0f, localPlayer->EyeAngles()[YAW], alpha); } else if( localPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) { if( localPlayer->GetObserverTarget() ) { // Fade it if it is on top of a player dot. And don't rotate it.
int alpha = 255 * 0.5f; DrawIconCS(m_cameraIconFirst, m_cameraIconFirst, localPlayer->GetObserverTarget()->GetAbsOrigin(), m_flIconSize * 1.5f, GetViewAngle(), alpha); } } else if( localPlayer->GetObserverMode() == OBS_MODE_CHASE ) { if( localPlayer->GetObserverTarget() ) { // Or Draw the third-camera a little bigger. (Needs room to be off the dot being followed)
int alpha = 255; DrawIconCS(m_cameraIconThird, m_cameraIconThird, localPlayer->GetObserverTarget()->GetAbsOrigin(), m_flIconSize * 3.0f, localPlayer->EyeAngles()[YAW], alpha); } } }
void CCSMapOverview::FireGameEvent( IGameEvent *event ) { const char * type = event->GetName();
if ( Q_strcmp(type,"hostage_killed") == 0 ) { MapPlayer_t *hostage = GetHostageByEntityID( event->GetInt("hostage") );
// DevMsg("Hostage id %d just died.\n", event->GetInt("hostage"));
if ( !hostage ) return;
CSMapPlayer_t *hostageCS = GetCSInfoForHostage(hostage);
if ( !hostageCS ) return;
hostage->health = 0; hostageCS->isDead = true; Q_memset( hostage->trail, 0, sizeof(hostage->trail) ); // clear trails
hostageCS->overrideIcon = m_TeamIconsDead[MAP_ICON_HOSTAGE]; hostageCS->overrideIconOffscreen = hostageCS->overrideIcon; hostageCS->overridePosition = hostage->position; hostageCS->overrideAngle = hostage->angle; hostageCS->overrideFadeTime = gpGlobals->curtime + DEATH_ICON_FADE; hostageCS->overrideExpirationTime = gpGlobals->curtime + DEATH_ICON_DURATION; } else if ( Q_strcmp(type,"hostage_rescued") == 0 ) { MapPlayer_t *hostage = GetHostageByEntityID( event->GetInt("hostage") );
// DevMsg("Hostage id %d just got rescued.\n", event->GetInt("hostage"));
if ( !hostage ) return;
CSMapPlayer_t *hostageCS = GetCSInfoForHostage(hostage);
if ( !hostageCS ) return;
hostage->health = 0; hostageCS->isDead = true; Q_memset( hostage->trail, 0, sizeof(hostage->trail) ); // clear trails
hostageCS->overrideIcon = hostage->icon; hostageCS->overrideIconOffscreen = -1; hostageCS->overridePosition = hostage->position; hostageCS->overrideAngle = hostage->angle; hostageCS->overrideFadeTime = gpGlobals->curtime; hostageCS->overrideExpirationTime = gpGlobals->curtime + HOSTAGE_RESCUE_DURATION; } else if ( Q_strcmp(type,"bomb_defused") == 0 ) { m_bomb.state = CSMapBomb_t::BOMB_GONE; m_bomb.timeFade = gpGlobals->curtime; m_bomb.timeGone = gpGlobals->curtime + BOMB_FADE_DURATION; } else if ( Q_strcmp(type,"bomb_exploded") == 0 ) { m_bomb.state = CSMapBomb_t::BOMB_GONE; m_bomb.timeFade = gpGlobals->curtime; m_bomb.timeGone = gpGlobals->curtime + BOMB_FADE_DURATION; } else if ( Q_strcmp(type,"player_death") == 0 ) { MapPlayer_t *player = GetPlayerByUserID( event->GetInt("userid") );
if ( !player ) return;
player->health = 0; Q_memset( player->trail, 0, sizeof(player->trail) ); // clear trails
CSMapPlayer_t *playerCS = GetCSInfoForPlayer(player);
if ( !playerCS ) return;
playerCS->isDead = true; playerCS->overrideIcon = m_TeamIconsDead[GetIconNumberFromTeamNumber(player->team)]; playerCS->overrideIconOffscreen = playerCS->overrideIcon; playerCS->overridePosition = player->position; playerCS->overrideAngle = player->angle; playerCS->overrideFadeTime = gpGlobals->curtime + DEATH_ICON_FADE; playerCS->overrideExpirationTime = gpGlobals->curtime + DEATH_ICON_DURATION; } else if ( Q_strcmp(type,"player_team") == 0 ) { MapPlayer_t *player = GetPlayerByUserID( event->GetInt("userid") );
if ( !player ) return;
CBasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); if( localPlayer == NULL ) return; MapPlayer_t *localMapPlayer = GetPlayerByUserID(localPlayer->GetUserID());
player->team = event->GetInt("team");
if( player == localMapPlayer ) player->icon = m_TeamIconsSelf[ GetIconNumberFromTeamNumber(player->team) ]; else player->icon = m_TeamIcons[ GetIconNumberFromTeamNumber(player->team) ];
player->color = m_TeamColors[ GetIconNumberFromTeamNumber(player->team) ]; } else { BaseClass::FireGameEvent(event); } }
void CCSMapOverview::SetMode(int mode) { if ( mode == MAP_MODE_RADAR ) { m_flChangeSpeed = 0; // change size instantly
// We want the _output_ of the radar to be consistant, so we need to take the map scale in to account.
float desiredZoom = (DESIRED_RADAR_RESOLUTION * m_fMapScale) / (OVERVIEW_MAP_SIZE * m_fFullZoom);
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "zoom", desiredZoom, 0.0, 0, vgui::AnimationController::INTERPOLATOR_LINEAR );
if( CBasePlayer::GetLocalPlayer() ) SetFollowEntity( CBasePlayer::GetLocalPlayer()->entindex() );
SetPaintBackgroundType( 2 );// rounded corners
ShowPanel( true ); } else if ( mode == MAP_MODE_INSET ) { SetPaintBackgroundType( 2 );// rounded corners
float desiredZoom = (overview_preferred_view_size.GetFloat() * m_fMapScale) / (OVERVIEW_MAP_SIZE * m_fFullZoom);
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "zoom", desiredZoom, 0.0f, 0.2f, vgui::AnimationController::INTERPOLATOR_LINEAR ); } else { SetPaintBackgroundType( 0 );// square corners
float desiredZoom = 1.0f;
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "zoom", desiredZoom, 0.0f, 0.2f, vgui::AnimationController::INTERPOLATOR_LINEAR ); }
BaseClass::SetMode(mode); }
void CCSMapOverview::UpdateSizeAndPosition() { int x,y,w,h;
vgui::surface()->GetScreenSize( w, h );
switch( m_nMode ) { case MAP_MODE_RADAR: { // To allow custom hud scripts to work, get our size from the HudRadar element that people already tweak.
int x, y, w, t; (GET_HUDELEMENT( CHudRadar ))->GetBounds(x, y, w, t); m_vPosition.x = x; m_vPosition.y = y;
if ( g_pSpectatorGUI && g_pSpectatorGUI->IsVisible() ) { m_vPosition.y += g_pSpectatorGUI->GetTopBarHeight(); }
m_vSize.x = w; m_vSize.y = w;// Intentionally not 't'. We need to enforce square-ness to prevent people from seeing more of the map by fiddling their HudLayout
break; }
case MAP_MODE_INSET: { m_vPosition.x = XRES(16); m_vPosition.y = YRES(16);
if ( g_pSpectatorGUI && g_pSpectatorGUI->IsVisible() ) { m_vPosition.y += g_pSpectatorGUI->GetTopBarHeight(); }
m_vSize.x = w/4; m_vSize.y = m_vSize.x/1.333; break; }
case MAP_MODE_FULL: default: { m_vSize.x = w; m_vSize.y = h;
m_vPosition.x = 0; m_vPosition.y = 0;
if ( g_pSpectatorGUI && g_pSpectatorGUI->IsVisible() ) { m_vPosition.y += g_pSpectatorGUI->GetTopBarHeight(); m_vSize.y -= g_pSpectatorGUI->GetTopBarHeight(); m_vSize.y -= g_pSpectatorGUI->GetBottomBarHeight(); } break; } }
GetBounds( x,y,w,h );
if ( m_flChangeSpeed > 0 ) { // adjust slowly
int pixels = m_flChangeSpeed * gpGlobals->frametime; x = AdjustValue( x, m_vPosition.x, pixels ); y = AdjustValue( y, m_vPosition.y, pixels ); w = AdjustValue( w, m_vSize.x, pixels ); h = AdjustValue( h, m_vSize.y, pixels ); } else { // set instantly
x = m_vPosition.x; y = m_vPosition.y; w = m_vSize.x; h = m_vSize.y; }
SetBounds( x,y,w,h ); }
void CCSMapOverview::SetPlayerSeen( int index ) { CSMapPlayer_t *pCS = GetCSInfoForPlayerIndex(index);
float now = gpGlobals->curtime;
if( pCS ) { if( pCS->timeLastSeen == -1 ) pCS->timeFirstSeen = now;
pCS->timeLastSeen = now; } }
void CCSMapOverview::SetBombSeen( bool seen ) { if( seen ) { float now = gpGlobals->curtime;
if( m_bomb.timeLastSeen == -1 ) m_bomb.timeFirstSeen = now;
m_bomb.timeLastSeen = now; } else { m_bomb.timeFirstSeen = -1; m_bomb.timeLastSeen = -1; } }
void CCSMapOverview::FlashEntity( int entityID ) { MapPlayer_t *player = GetPlayerByEntityID(entityID); if( player == NULL ) return;
CSMapPlayer_t *playerCS = GetCSInfoForPlayer(player);
if ( !playerCS ) return;
playerCS->flashUntilTime = gpGlobals->curtime + 2.0f; playerCS->currentFlashAlpha = 255; playerCS->nextFlashPeakTime = gpGlobals->curtime + 0.5f; }
void CCSMapOverview::UpdateFlashes() { float now = gpGlobals->curtime; for (int i=0; i<MAX_PLAYERS; i++) { CSMapPlayer_t *playerCS = GetCSInfoForPlayerIndex(i); if( playerCS->flashUntilTime <= now ) { // Flashing over.
playerCS->currentFlashAlpha = 0; } else { if( playerCS->nextFlashPeakTime <= now ) { // Time for a peak
playerCS->currentFlashAlpha = 255; playerCS->nextFlashPeakTime = now + 0.5f; playerCS->nextFlashPeakTime = MIN( playerCS->nextFlashPeakTime, playerCS->flashUntilTime ); } else { // Just fade away
playerCS->currentFlashAlpha -= ((playerCS->currentFlashAlpha * gpGlobals->frametime) / (playerCS->nextFlashPeakTime - now)); playerCS->currentFlashAlpha = MAX( 0, playerCS->currentFlashAlpha ); } } } }
//-----------------------------------------------------------------------------
void CCSMapOverview::SetPlayerPreferredMode( int mode ) { // A player has given an explicit overview_mode command, so we need to honor that when we are done being the radar.
m_playerPreferredMode = mode;
// save off non-radar preferred modes
switch ( mode ) { case MAP_MODE_OFF: overview_preferred_mode.SetValue( MAP_MODE_OFF ); break;
case MAP_MODE_INSET: overview_preferred_mode.SetValue( MAP_MODE_INSET ); break;
case MAP_MODE_FULL: overview_preferred_mode.SetValue( MAP_MODE_FULL ); break; } }
//-----------------------------------------------------------------------------
void CCSMapOverview::SetPlayerPreferredViewSize( float viewSize ) { overview_preferred_view_size.SetValue( viewSize ); }
//-----------------------------------------------------------------------------
int CCSMapOverview::GetIconNumberFromTeamNumber( int teamNumber ) { switch(teamNumber) { case TEAM_TERRORIST: return MAP_ICON_T;
case TEAM_CT: return MAP_ICON_CT;
default: return MAP_ICON_HOSTAGE; } }
//-----------------------------------------------------------------------------
void CCSMapOverview::ClearGoalIcons() { m_goalIcons.RemoveAll(); }
//-----------------------------------------------------------------------------
void CCSMapOverview::UpdateGoalIcons() { // The goal entities don't exist on the client, so we have to get them from the CS Resource.
C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources(); if ( !pCSPR ) return;
Vector bombA = pCSPR->GetBombsiteAPosition(); if( bombA != vec3_origin ) { CSMapGoal_t bombGoalA; bombGoalA.position = bombA; bombGoalA.iconToUse = m_bombSiteIconA; m_goalIcons.AddToTail( bombGoalA ); m_goalIconsLoaded = true; }
Vector bombB = pCSPR->GetBombsiteBPosition(); if( bombB != vec3_origin ) { CSMapGoal_t bombGoalB; bombGoalB.position = bombB; bombGoalB.iconToUse = m_bombSiteIconB; m_goalIcons.AddToTail( bombGoalB ); m_goalIconsLoaded = true; }
for( int rescueIndex = 0; rescueIndex < MAX_HOSTAGE_RESCUES; rescueIndex++ ) { Vector hostageI = pCSPR->GetHostageRescuePosition( rescueIndex ); if( hostageI != vec3_origin ) { CSMapGoal_t hostageGoalI; hostageGoalI.position = hostageI; hostageGoalI.iconToUse = m_hostageRescueIcon; m_goalIcons.AddToTail( hostageGoalI ); m_goalIconsLoaded = true; } } }
//-----------------------------------------------------------------------------
void CCSMapOverview::DrawGoalIcons() { for( int iconIndex = 0; iconIndex < m_goalIcons.Count(); iconIndex++ ) { // Goal icons are drawn without turning, but with edge adjustment.
CSMapGoal_t *currentIcon = &(m_goalIcons[iconIndex]); int alpha = 255; DrawIconCS(currentIcon->iconToUse, currentIcon->iconToUse, currentIcon->position, m_flIconSize, GetViewAngle(), alpha, false); } }
//-----------------------------------------------------------------------------
bool CCSMapOverview::IsRadarLocked() { return cl_radar_locked.GetBool(); }
//-----------------------------------------------------------------------------
int CCSMapOverview::GetMasterAlpha( void ) { // The master alpha is the alpha that the map wants to draw at. The background will be at half that, and the icons
// will always be full. (The icons fade themselves for functional reasons like seen-recently.)
int alpha = 255; if( GetMode() == MAP_MODE_RADAR ) alpha = cl_radaralpha.GetInt(); else alpha = overview_alpha.GetFloat() * 255; alpha = clamp( alpha, 0, 255 );
return alpha; }
//-----------------------------------------------------------------------------
int CCSMapOverview::GetBorderSize( void ) { switch( GetMode() ) { case MAP_MODE_RADAR: return 4; case MAP_MODE_INSET: return 4; case MAP_MODE_FULL: default: return 0; } }
//-----------------------------------------------------------------------------
Vector2D CCSMapOverview::PanelToMap( const Vector2D &panelPos ) { // This is the reversing of baseclass's MapToPanel
int pwidth, pheight; GetSize(pwidth, pheight); float viewAngle = GetViewAngle(); float fScale = (m_fZoom * m_fFullZoom) / OVERVIEW_MAP_SIZE;
Vector offset; offset.x = (panelPos.x - (pwidth * 0.5f)) / pheight; offset.y = (panelPos.y - (pheight * 0.5f)) / pheight;
offset.x /= fScale; offset.y /= fScale;
VectorYawRotate( offset, -viewAngle, offset );
Vector2D mapPos; mapPos.x = offset.x + m_MapCenter.x; mapPos.y = offset.y + m_MapCenter.y;
return mapPos; }
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