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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: MapOverview.cpp: implementation of the CMapOverview class.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "mapoverview.h"
#include <vgui/ISurface.h>
#include <vgui/ILocalize.h>
#include <filesystem.h>
#include <KeyValues.h>
#include <convar.h>
#include "mathlib/mathlib.h"
#include <game/client/iviewport.h>
#include <igameresources.h>
#include "gamevars_shared.h"
#include "spectatorgui.h"
#include "c_playerresource.h"
#include "view.h"
#include "clientmode.h"
#include <vgui_controls/AnimationController.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar overview_health( "overview_health", "1", FCVAR_ARCHIVE | FCVAR_CLIENTCMD_CAN_EXECUTE, "Show player's health in map overview.\n" ); ConVar overview_names ( "overview_names", "1", FCVAR_ARCHIVE | FCVAR_CLIENTCMD_CAN_EXECUTE, "Show player's names in map overview.\n" ); ConVar overview_tracks( "overview_tracks", "1", FCVAR_ARCHIVE | FCVAR_CLIENTCMD_CAN_EXECUTE, "Show player's tracks in map overview.\n" ); ConVar overview_locked( "overview_locked", "1", FCVAR_ARCHIVE | FCVAR_CLIENTCMD_CAN_EXECUTE, "Locks map angle, doesn't follow view angle.\n" ); ConVar overview_alpha( "overview_alpha", "1.0", FCVAR_ARCHIVE | FCVAR_CLIENTCMD_CAN_EXECUTE, "Overview map translucency.\n" );
IMapOverviewPanel *g_pMapOverview = NULL; // we assume only one overview is created
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; }
CON_COMMAND( overview_zoom, "Sets overview map zoom: <zoom> [<time>] [rel]" ) { if ( !g_pMapOverview || args.ArgC() < 2 ) return;
float zoom = Q_atof( args[ 1 ] );
float time = 0; if ( args.ArgC() >= 3 ) time = Q_atof( args[ 2 ] );
if ( args.ArgC() == 4 ) zoom *= g_pMapOverview->GetZoom();
// We are going to store their zoom pick as the resultant overview size that it sees. This way, the value will remain
// correct even on a different map that has a different intrinsic zoom.
float desiredViewSize = 0.0f; desiredViewSize = (zoom * OVERVIEW_MAP_SIZE * g_pMapOverview->GetFullZoom()) / g_pMapOverview->GetMapScale(); g_pMapOverview->SetPlayerPreferredViewSize( desiredViewSize );
if( !g_pMapOverview->AllowConCommandsWhileAlive() ) { C_BasePlayer *localPlayer = CBasePlayer::GetLocalPlayer(); if( localPlayer && CBasePlayer::GetLocalPlayer()->IsAlive() ) return;// Not allowed to execute commands while alive
else if( localPlayer && localPlayer->GetObserverMode() == OBS_MODE_DEATHCAM ) return;// In the death cam spiral counts as alive
}
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( g_pMapOverview->GetAsPanel(), "zoom", zoom, 0.0, time, vgui::AnimationController::INTERPOLATOR_LINEAR ); }
CON_COMMAND( overview_mode, "Sets overview map mode off,small,large: <0|1|2>" ) { if ( !g_pMapOverview ) return;
int mode;
if ( args.ArgC() < 2 ) { // toggle modes
mode = g_pMapOverview->GetMode() + 1;
if ( mode > CMapOverview::MAP_MODE_FULL ) mode = CMapOverview::MAP_MODE_OFF; } else { // set specific mode
mode = Q_atoi( args[ 1 ] ); }
if( mode != CMapOverview::MAP_MODE_RADAR ) g_pMapOverview->SetPlayerPreferredMode( mode );
if( !g_pMapOverview->AllowConCommandsWhileAlive() ) { C_BasePlayer *localPlayer = CBasePlayer::GetLocalPlayer(); if( localPlayer && CBasePlayer::GetLocalPlayer()->IsAlive() ) return;// Not allowed to execute commands while alive
else if( localPlayer && localPlayer->GetObserverMode() == OBS_MODE_DEATHCAM ) return;// In the death cam spiral counts as alive
}
g_pMapOverview->SetMode( mode ); }
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
using namespace vgui;
CMapOverview::CMapOverview( const char *pElementName ) : BaseClass( NULL, pElementName ), CHudElement( pElementName ) { SetParent( g_pClientMode->GetViewport()->GetVPanel() );
SetBounds( 0,0, 256, 256 ); SetBgColor( Color( 0,0,0,100 ) ); SetPaintBackgroundEnabled( true ); ShowPanel( false );
// Make sure we actually have the font...
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() ); m_hIconFont = pScheme->GetFont( "DefaultSmall" ); m_nMapTextureID = -1; m_MapKeyValues = NULL;
m_MapOrigin = Vector( 0, 0, 0 ); m_fMapScale = 1.0f; m_bFollowAngle = false; SetMode( MAP_MODE_OFF );
m_fZoom = 3.0f; m_MapCenter = Vector2D( 512, 512 ); m_ViewOrigin = Vector2D( 512, 512 ); m_fViewAngle = 0; m_fTrailUpdateInterval = 1.0f;
m_bShowNames = true; m_bShowHealth = true; m_bShowTrails = true;
m_flChangeSpeed = 1000; m_flIconSize = 64.0f;
m_ObjectCounterID = 1;
Reset(); Q_memset( m_Players, 0, sizeof(m_Players) );
InitTeamColorsAndIcons();
g_pMapOverview = this; // for cvars access etc
}
void CMapOverview::Init( void ) { // register for events as client listener
ListenForGameEvent( "game_newmap" ); ListenForGameEvent( "round_start" ); ListenForGameEvent( "player_connect_client" ); ListenForGameEvent( "player_info" ); ListenForGameEvent( "player_team" ); ListenForGameEvent( "player_spawn" ); ListenForGameEvent( "player_death" ); ListenForGameEvent( "player_disconnect" ); }
void CMapOverview::InitTeamColorsAndIcons() { Q_memset( m_TeamIcons, 0, sizeof(m_TeamIcons) ); Q_memset( m_TeamColors, 0, sizeof(m_TeamColors) ); Q_memset( m_ObjectIcons, 0, sizeof(m_ObjectIcons) );
m_TextureIDs.RemoveAll(); }
int CMapOverview::AddIconTexture(const char *filename) { int index = m_TextureIDs.Find( filename );
if ( m_TextureIDs.IsValidIndex( index ) ) { // already known, return texture ID
return m_TextureIDs.Element(index); }
index = surface()->CreateNewTextureID(); surface()->DrawSetTextureFile( index , filename, true, false);
m_TextureIDs.Insert( filename, index );
return index; }
void CMapOverview::ApplySchemeSettings(vgui::IScheme *scheme) { BaseClass::ApplySchemeSettings( scheme );
SetBgColor( Color( 0,0,0,100 ) ); SetPaintBackgroundEnabled( true ); }
CMapOverview::~CMapOverview() { if ( m_MapKeyValues ) m_MapKeyValues->deleteThis();
g_pMapOverview = NULL;
//TODO release Textures ? clear lists
}
void CMapOverview::UpdatePlayers() { if ( !g_PR ) return;
// first disable all players health
for ( int i=0; i<MAX_PLAYERS; i++ ) { m_Players[i].health = 0; m_Players[i].team = TEAM_SPECTATOR; }
for ( int i = 1; i<= gpGlobals->maxClients; i++) { // update from global player resources
if ( g_PR && g_PR->IsConnected(i) ) { MapPlayer_t *player = &m_Players[i-1];
player->health = g_PR->GetHealth( i );
if ( !g_PR->IsAlive( i ) ) { player->health = 0; }
if ( player->team != g_PR->GetTeam( i ) ) { player->team = g_PR->GetTeam( i ); player->icon = m_TeamIcons[ GetIconNumberFromTeamNumber(player->team) ]; player->color = m_TeamColors[ GetIconNumberFromTeamNumber(player->team) ]; } }
C_BasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer ) continue; // don't update if player is dormant
if ( pPlayer->IsDormant() ) continue;
// update position of active players in our PVS
Vector position = pPlayer->EyePosition(); QAngle angles = pPlayer->EyeAngles();
SetPlayerPositions( i-1, position, angles ); } }
void CMapOverview::UpdatePlayerTrails() { if ( m_fNextTrailUpdate > m_fWorldTime ) return;
m_fNextTrailUpdate = m_fWorldTime + 1.0f; // update once a second
for (int i=0; i<MAX_PLAYERS; i++) { MapPlayer_t *p = &m_Players[i]; // no trails for spectators or dead players
if ( (p->team <= TEAM_SPECTATOR) || (p->health <= 0) ) { continue; }
// move old trail points
for ( int j=MAX_TRAIL_LENGTH-1; j>0; j--) { p->trail[j]=p->trail[j-1]; }
p->trail[0] = WorldToMap ( p->position ); } }
void CMapOverview::UpdateFollowEntity() { if ( m_nFollowEntity != 0 ) { C_BaseEntity *ent = ClientEntityList().GetEnt( m_nFollowEntity );
if ( ent ) { Vector position = MainViewOrigin(); // Use MainViewOrigin so SourceTV works in 3rd person
QAngle angle = ent->EyeAngles();
if ( m_nFollowEntity <= MAX_PLAYERS ) { SetPlayerPositions( m_nFollowEntity-1, position, angle ); }
SetCenter( WorldToMap(position) ); SetAngle( angle[YAW] ); } } else { SetCenter( Vector2D(OVERVIEW_MAP_SIZE/2,OVERVIEW_MAP_SIZE/2) ); SetAngle( 0 ); } }
void CMapOverview::Paint() { UpdateSizeAndPosition();
UpdateFollowEntity();
UpdateObjects();
UpdatePlayers();
UpdatePlayerTrails();
DrawMapTexture();
DrawMapPlayerTrails();
DrawObjects();
DrawMapPlayers();
DrawCamera();
BaseClass::Paint(); }
bool CMapOverview::CanPlayerBeSeen(MapPlayer_t *player) { C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if ( !localPlayer || !player ) return false;
// don't draw ourself
if ( localPlayer->GetUserID() == (player->userid) ) return false;
// Invalid guy.
if( player->position == Vector(0,0,0) ) return false;
// if local player is on spectator team, he can see everyone
if ( localPlayer->GetTeamNumber() <= TEAM_SPECTATOR ) return true;
// we never track unassigned or real spectators
if ( player->team <= TEAM_SPECTATOR ) return false;
// if observer is an active player, check mp_forcecamera:
if ( mp_forcecamera.GetInt() == OBS_ALLOW_NONE ) return false;
if ( mp_forcecamera.GetInt() == OBS_ALLOW_TEAM ) { // true if both players are on the same team
return (localPlayer->GetTeamNumber() == player->team ); }
// by default we can see all players
return true; }
/// allows mods to restrict health
/// Note: index is 0-based
bool CMapOverview::CanPlayerHealthBeSeen(MapPlayer_t *player) { C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if ( !localPlayer ) return false;
// real spectators can see everything
if ( localPlayer->GetTeamNumber() <= TEAM_SPECTATOR ) return true;
if ( mp_forcecamera.GetInt() != OBS_ALLOW_ALL ) { // if forcecamera is on, only show health for teammates
return ( localPlayer->GetTeamNumber() == player->team ); }
return true; }
// usually name rule is same as health rule
bool CMapOverview::CanPlayerNameBeSeen(MapPlayer_t *player) { return CanPlayerHealthBeSeen( player ); }
void CMapOverview::SetPlayerPositions(int index, const Vector &position, const QAngle &angle) { MapPlayer_t *p = &m_Players[index];
p->angle = angle; p->position = position; }
//-----------------------------------------------------------------------------
// Purpose: shows/hides the buy menu
//-----------------------------------------------------------------------------
void CMapOverview::ShowPanel(bool bShow) { SetVisible( bShow ); }
void CMapOverview::OnThink( void ) { if ( NeedsUpdate() ) { Update(); m_fNextUpdateTime = gpGlobals->curtime + 0.2f; // update 5 times a second
} }
bool CMapOverview::NeedsUpdate( void ) { return m_fNextUpdateTime < gpGlobals->curtime; }
void CMapOverview::Update( void ) { // update settings
m_bShowNames = overview_names.GetBool() && ( GetMode() != MAP_MODE_RADAR ); m_bShowHealth = overview_health.GetBool() && ( GetMode() != MAP_MODE_RADAR ); m_bFollowAngle = ( GetMode() != MAP_MODE_RADAR && !overview_locked.GetBool() ) || ( GetMode() == MAP_MODE_RADAR && !IsRadarLocked() ); m_fTrailUpdateInterval = overview_tracks.GetInt() && ( GetMode() != MAP_MODE_RADAR );
m_fWorldTime = gpGlobals->curtime;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer ) return;
int specmode = GetSpectatorMode();
if ( specmode == OBS_MODE_IN_EYE || specmode == OBS_MODE_CHASE ) { // follow target
SetFollowEntity( GetSpectatorTarget() ); } else { // follow ourself otherwise
SetFollowEntity( pPlayer->entindex() ); } }
void CMapOverview::Reset( void ) { m_fNextUpdateTime = 0; }
void CMapOverview::SetData(KeyValues *data) { m_fZoom = data->GetFloat( "zoom", m_fZoom ); m_nFollowEntity = data->GetInt( "entity", m_nFollowEntity ); }
CMapOverview::MapPlayer_t* CMapOverview::GetPlayerByUserID( int userID ) { for (int i=0; i<MAX_PLAYERS; i++) { MapPlayer_t *player = &m_Players[i];
if ( player->userid == userID ) return player; }
return NULL; }
bool CMapOverview::IsInPanel(Vector2D &pos) { int x,y,w,t;
GetBounds( x,y,w,t );
return ( pos.x >= 0 && pos.x < w && pos.y >= 0 && pos.y < t ); }
void CMapOverview::DrawMapTexture() { // now draw a box around the outside of this panel
int x0, y0, x1, y1; int wide, tall;
GetSize(wide, tall); x0 = 0; y0 = 0; x1 = wide - 2; y1 = tall - 2 ;
if ( m_nMapTextureID < 0 ) return; Vertex_t points[4] = { Vertex_t( MapToPanel ( Vector2D(0,0) ), Vector2D(0,0) ), Vertex_t( MapToPanel ( Vector2D(OVERVIEW_MAP_SIZE-1,0) ), Vector2D(1,0) ), Vertex_t( MapToPanel ( Vector2D(OVERVIEW_MAP_SIZE-1,OVERVIEW_MAP_SIZE-1) ), Vector2D(1,1) ), Vertex_t( MapToPanel ( Vector2D(0,OVERVIEW_MAP_SIZE-1) ), Vector2D(0,1) ) };
int alpha = 255.0f * overview_alpha.GetFloat(); clamp( alpha, 1, 255 ); surface()->DrawSetColor( 255,255,255, alpha ); surface()->DrawSetTexture( m_nMapTextureID ); surface()->DrawTexturedPolygon( 4, points ); }
void CMapOverview::DrawMapPlayerTrails() { if ( m_fTrailUpdateInterval <= 0 ) return; // turned off
for (int i=0; i<MAX_PLAYERS; i++) { MapPlayer_t *player = &m_Players[i];
if ( !CanPlayerBeSeen(player) ) continue; player->trail[0] = WorldToMap ( player->position );
for ( int iTrail=0; iTrail<(MAX_TRAIL_LENGTH-1); iTrail++) { if ( player->trail[iTrail +1].x == 0 && player->trail[iTrail +1].y == 0 ) break;
Vector2D pos1 = MapToPanel( player->trail[iTrail] ); Vector2D pos2 = MapToPanel( player->trail[iTrail +1] );
int intensity = 255 - float(255.0f * iTrail ) / MAX_TRAIL_LENGTH;
Vector2D dist = pos1 - pos2; // don't draw too long lines, player probably teleported
if ( dist.LengthSqr() < (128*128) ) { surface()->DrawSetColor( player->color[0], player->color[1], player->color[2], intensity ); surface()->DrawLine( pos1.x, pos1.y, pos2.x, pos2.y ); } } } }
void CMapOverview::DrawObjects( ) { surface()->DrawSetTextFont( m_hIconFont );
for (int i=0; i<m_Objects.Count(); i++) { MapObject_t *obj = &m_Objects[i];
const char *text = NULL;
if ( Q_strlen(obj->name) > 0 ) text = obj->name;
float flAngle = obj->angle[YAW];
if ( obj->flags & MAP_OBJECT_ALIGN_TO_MAP && m_bRotateMap ) { if ( m_bRotateMap ) flAngle = 90; else flAngle = 0; }
MapObject_t tempObj = *obj; tempObj.angle[YAW] = flAngle; tempObj.text = text; tempObj.statusColor = obj->color;
// draw icon
if ( !DrawIcon( &tempObj ) ) continue; } }
bool CMapOverview::DrawIcon( MapObject_t *obj ) { int textureID = obj->icon; Vector pos = obj->position; float scale = obj->size; float angle = obj->angle[YAW]; const char *text = obj->text; Color *textColor = &obj->color; float status = obj->status; Color *statusColor = &obj->statusColor;
Vector offset; offset.z = 0; Vector2D pospanel = WorldToMap( pos ); pospanel = MapToPanel( pospanel );
if ( !IsInPanel( pospanel ) ) return false; // player is not within overview panel
offset.x = -scale; offset.y = scale; VectorYawRotate( offset, angle, offset ); Vector2D pos1 = WorldToMap( pos + offset );
offset.x = scale; offset.y = scale; VectorYawRotate( offset, angle, offset ); Vector2D pos2 = WorldToMap( pos + offset );
offset.x = scale; offset.y = -scale; VectorYawRotate( offset, angle, offset ); Vector2D pos3 = WorldToMap( pos + offset );
offset.x = -scale; offset.y = -scale; VectorYawRotate( offset, angle, offset ); Vector2D pos4 = WorldToMap( pos + offset );
Vertex_t points[4] = { Vertex_t( MapToPanel ( pos1 ), Vector2D(0,0) ), Vertex_t( MapToPanel ( pos2 ), Vector2D(1,0) ), Vertex_t( MapToPanel ( pos3 ), Vector2D(1,1) ), Vertex_t( MapToPanel ( pos4 ), Vector2D(0,1) ) };
surface()->DrawSetColor( 255, 255, 255, 255 ); surface()->DrawSetTexture( textureID ); surface()->DrawTexturedPolygon( 4, points );
int d = GetPixelOffset( scale);
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; }
int CMapOverview::GetPixelOffset( float height ) { Vector2D pos2 = WorldToMap( Vector( height,0,0) ); pos2 = MapToPanel( pos2 );
Vector2D pos3 = WorldToMap( Vector(0,0,0) ); pos3 = MapToPanel( pos3 );
int a = pos2.y-pos3.y; int b = pos2.x-pos3.x;
return (int)sqrt((float)(a*a+b*b)); // number of panel pixels for "scale" units in world
}
void CMapOverview::DrawMapPlayers() { surface()->DrawSetTextFont( m_hIconFont );
Color colorGreen( 0, 255, 0, 255 ); // health bar color
for (int i=0; i<MAX_PLAYERS; i++) { MapPlayer_t *player = &m_Players[i];
if ( !CanPlayerBeSeen( player ) ) continue;
// don't draw dead players / spectators
if ( player->health <= 0 ) 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;
// convert from PlayerObject_t
MapObject_t tempObj; memset( &tempObj, 0, sizeof(MapObject_t) ); tempObj.icon = player->icon; tempObj.position = player->position; tempObj.size = m_flIconSize; tempObj.angle = player->angle; tempObj.text = name; tempObj.color = player->color; tempObj.status = status; tempObj.statusColor = colorGreen;
DrawIcon( &tempObj ); } }
Vector2D CMapOverview::WorldToMap( const Vector &worldpos ) { Vector2D offset( worldpos.x - m_MapOrigin.x, worldpos.y - m_MapOrigin.y);
offset.x /= m_fMapScale; offset.y /= -m_fMapScale;
return offset; }
float CMapOverview::GetViewAngle( void ) { float viewAngle = m_fViewAngle - 90.0f;
if ( !m_bFollowAngle ) { // We don't use fViewAngle. We just show straight at all times.
if ( m_bRotateMap ) viewAngle = 90.0f; else viewAngle = 0.0f; }
return viewAngle; }
Vector2D CMapOverview::MapToPanel( const Vector2D &mappos ) { int pwidth, pheight; Vector2D panelpos; float viewAngle = GetViewAngle();
GetSize(pwidth, pheight);
Vector offset; offset.x = mappos.x - m_MapCenter.x; offset.y = mappos.y - m_MapCenter.y; offset.z = 0;
VectorYawRotate( offset, viewAngle, offset );
// find the actual zoom from the animationvar m_fZoom and the map zoom scale
float fScale = (m_fZoom * m_fFullZoom) / OVERVIEW_MAP_SIZE;
offset.x *= fScale; offset.y *= fScale;
panelpos.x = (pwidth * 0.5f) + (pheight * offset.x); panelpos.y = (pheight * 0.5f) + (pheight * offset.y);
return panelpos; }
void CMapOverview::SetTime( float time ) { m_fWorldTime = time; }
void CMapOverview::SetMap(const char * levelname) { // Reset players and objects, even if the map is the same as the previous one
m_Objects.RemoveAll(); m_fNextTrailUpdate = 0;// Set to 0 for immediate update. Our WorldTime var hasn't been updated to 0 for the new map yet
m_fWorldTime = 0;// In release, we occasionally race and get this bug again if we gt a paint before an update. Reset this before the old value gets in to the timer.
// Please note, UpdatePlayerTrails comes from PAINT, not UPDATE.
InitTeamColorsAndIcons();
// load new KeyValues
if ( m_MapKeyValues && Q_strcmp( levelname, m_MapKeyValues->GetName() ) == 0 ) { return; // map didn't change
}
if ( m_MapKeyValues ) m_MapKeyValues->deleteThis();
m_MapKeyValues = new KeyValues( levelname );
char tempfile[MAX_PATH]; Q_snprintf( tempfile, sizeof( tempfile ), "resource/overviews/%s.txt", levelname ); if ( !m_MapKeyValues->LoadFromFile( g_pFullFileSystem, tempfile, "GAME" ) ) { DevMsg( 1, "Error! CMapOverview::SetMap: couldn't load file %s.\n", tempfile ); m_nMapTextureID = -1; m_MapOrigin.x = 0; m_MapOrigin.y = 0; m_fMapScale = 1; m_bRotateMap = false; m_fFullZoom = 1; return; }
// TODO release old texture ?
m_nMapTextureID = surface()->CreateNewTextureID();
//if we have not uploaded yet, lets go ahead and do so
surface()->DrawSetTextureFile( m_nMapTextureID, m_MapKeyValues->GetString("material"), true, false);
int wide, tall;
surface()->DrawGetTextureSize( m_nMapTextureID, wide, tall );
if ( wide != tall ) { DevMsg( 1, "Error! CMapOverview::SetMap: map image must be a square.\n" ); m_nMapTextureID = -1; return; }
m_MapOrigin.x = m_MapKeyValues->GetInt("pos_x"); m_MapOrigin.y = m_MapKeyValues->GetInt("pos_y"); m_fMapScale = m_MapKeyValues->GetFloat("scale", 1.0f); m_bRotateMap = m_MapKeyValues->GetInt("rotate")!=0; m_fFullZoom = m_MapKeyValues->GetFloat("zoom", 1.0f ); }
void CMapOverview::ResetRound() { for (int i=0; i<MAX_PLAYERS; i++) { MapPlayer_t *p = &m_Players[i]; if ( p->team > TEAM_SPECTATOR ) { p->health = 100; }
Q_memset( p->trail, 0, sizeof(p->trail) );
p->position = Vector( 0, 0, 0 ); }
m_Objects.RemoveAll(); }
void CMapOverview::OnMousePressed( MouseCode code ) { }
void CMapOverview::DrawCamera() { // draw a red center point
surface()->DrawSetColor( 255,0,0,255 ); Vector2D center = MapToPanel( m_ViewOrigin ); surface()->DrawFilledRect( center.x-2, center.y-2, center.x+2, center.y+2); }
void CMapOverview::FireGameEvent( IGameEvent *event ) { const char * type = event->GetName();
if ( Q_strcmp(type, "game_newmap") == 0 ) { SetMap( event->GetString("mapname") ); ResetRound(); }
else if ( Q_strcmp(type, "round_start") == 0 ) { ResetRound(); }
else if ( Q_strcmp(type,"player_connect_client") == 0 ) { int index = event->GetInt("index"); // = entity index - 1
if ( index < 0 || index >= MAX_PLAYERS ) return;
MapPlayer_t *player = &m_Players[index]; player->index = index; player->userid = event->GetInt("userid"); Q_strncpy( player->name, event->GetString("name","unknown"), sizeof(player->name) );
// Reset settings
Q_memset( player->trail, 0, sizeof(player->trail) ); player->team = TEAM_UNASSIGNED; player->health = 0; }
else if ( Q_strcmp(type,"player_info") == 0 ) { int index = event->GetInt("index"); // = entity index - 1
if ( index < 0 || index >= MAX_PLAYERS ) return;
MapPlayer_t *player = &m_Players[index]; player->index = index; player->userid = event->GetInt("userid"); Q_strncpy( player->name, event->GetString("name","unknown"), sizeof(player->name) ); }
else if ( Q_strcmp(type,"player_team") == 0 ) { MapPlayer_t *player = GetPlayerByUserID( event->GetInt("userid") );
if ( !player ) return;
player->team = event->GetInt("team"); player->icon = m_TeamIcons[ GetIconNumberFromTeamNumber(player->team) ]; player->color = m_TeamColors[ GetIconNumberFromTeamNumber(player->team) ]; }
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
}
else if ( Q_strcmp(type,"player_spawn") == 0 ) { MapPlayer_t *player = GetPlayerByUserID( event->GetInt("userid") );
if ( !player ) return;
player->health = 100; Q_memset( player->trail, 0, sizeof(player->trail) ); // clear trails
}
else if ( Q_strcmp(type,"player_disconnect") == 0 ) { MapPlayer_t *player = GetPlayerByUserID( event->GetInt("userid") ); if ( !player ) return;
Q_memset( player, 0, sizeof(MapPlayer_t) ); // clear player field
} }
void CMapOverview::SetMode(int mode) { m_flChangeSpeed = 0; // change size instantly
if ( mode == MAP_MODE_OFF ) { ShowPanel( false );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "MapOff" ); } else if ( mode == MAP_MODE_INSET ) { if( m_nMapTextureID == -1 ) { SetMode( MAP_MODE_OFF ); return; }
if ( m_nMode != MAP_MODE_OFF ) m_flChangeSpeed = 1000; // zoom effect
C_BasePlayer *pPlayer = CBasePlayer::GetLocalPlayer();
if ( pPlayer ) SetFollowEntity( pPlayer->entindex() );
ShowPanel( true );
if ( mode != m_nMode && RunHudAnimations() ) { g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "MapZoomToSmall" ); } } else if ( mode == MAP_MODE_FULL ) { if( m_nMapTextureID == -1 ) { SetMode( MAP_MODE_OFF ); return; }
if ( m_nMode != MAP_MODE_OFF ) m_flChangeSpeed = 1000; // zoom effect
SetFollowEntity( 0 );
ShowPanel( true );
if ( mode != m_nMode && RunHudAnimations() ) { g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "MapZoomToLarge" ); } }
// finally set mode
m_nMode = mode;
UpdateSizeAndPosition(); }
bool CMapOverview::ShouldDraw( void ) { return ( m_nMode != MAP_MODE_OFF ) && CHudElement::ShouldDraw(); }
void CMapOverview::UpdateSizeAndPosition() { if ( g_pSpectatorGUI && g_pSpectatorGUI->IsVisible() ) { int iScreenWide, iScreenTall; GetHudSize( iScreenWide, iScreenTall );
int iTopBarHeight = g_pSpectatorGUI->GetTopBarHeight(); int iBottomBarHeight = g_pSpectatorGUI->GetBottomBarHeight();
iScreenTall -= ( iTopBarHeight + iBottomBarHeight );
int x,y,w,h; GetBounds( x,y,w,h );
if ( y < iTopBarHeight ) y = iTopBarHeight;
SetBounds( x,y,w,MIN(h,iScreenTall) ); } }
void CMapOverview::SetCenter(const Vector2D &mappos) { int width, height;
GetSize( width, height);
m_ViewOrigin = mappos; m_MapCenter = mappos;
float fTwiceZoom = m_fZoom * m_fFullZoom * 2;
width = height = OVERVIEW_MAP_SIZE / (fTwiceZoom);
if( GetMode() != MAP_MODE_RADAR ) { if ( m_MapCenter.x < width ) m_MapCenter.x = width;
if ( m_MapCenter.x > (OVERVIEW_MAP_SIZE-width) ) m_MapCenter.x = (OVERVIEW_MAP_SIZE-width);
if ( m_MapCenter.y < height ) m_MapCenter.y = height;
if ( m_MapCenter.y > (OVERVIEW_MAP_SIZE-height) ) m_MapCenter.y = (OVERVIEW_MAP_SIZE-height);
//center if in full map mode
if ( m_fZoom <= 1.0 ) { m_MapCenter.x = OVERVIEW_MAP_SIZE/2; m_MapCenter.y = OVERVIEW_MAP_SIZE/2; } }
}
void CMapOverview::SetFollowAngle(bool state) { m_bFollowAngle = state; }
void CMapOverview::SetFollowEntity(int entindex) { m_nFollowEntity = entindex; }
float CMapOverview::GetZoom( void ) { return m_fZoom; }
int CMapOverview::GetMode( void ) { return m_nMode; }
void CMapOverview::SetAngle(float angle) { m_fViewAngle = angle; }
void CMapOverview::ShowPlayerNames(bool state) { m_bShowNames = state; }
void CMapOverview::ShowPlayerHealth(bool state) { m_bShowHealth = state; }
void CMapOverview::ShowPlayerTracks(float seconds) { m_fTrailUpdateInterval = seconds; }
bool CMapOverview::SetTeamColor(int team, Color color) { if ( team < 0 || team>= MAX_TEAMS ) return false;
m_TeamColors[team] = color;
return true; }
CMapOverview::MapObject_t* CMapOverview::FindObjectByID(int objectID) { for ( int i = 0; i < m_Objects.Count(); i++ ) { if ( m_Objects[i].objectID == objectID ) return &m_Objects[i]; }
return NULL; }
int CMapOverview::AddObject( const char *icon, int entity, float timeToLive ) { MapObject_t obj; Q_memset( &obj, 0, sizeof(obj) );
obj.objectID = m_ObjectCounterID++; obj.index = entity; obj.icon = AddIconTexture( icon ); obj.size = m_flIconSize; obj.status = -1; if ( timeToLive > 0 ) obj.endtime = gpGlobals->curtime + timeToLive; else obj.endtime = -1;
m_Objects.AddToTail( obj );
return obj.objectID; }
void CMapOverview::SetObjectText( int objectID, const char *text, Color color ) { MapObject_t* obj = FindObjectByID( objectID );
if ( !obj ) return;
if ( text ) { Q_strncpy( obj->name, text, sizeof(obj->name) ); } else { Q_memset( obj->name, 0, sizeof(obj->name) ); }
obj->color = color; }
void CMapOverview::SetObjectStatus( int objectID, float status, Color color ) { MapObject_t* obj = FindObjectByID( objectID );
if ( !obj ) return;
obj->status = status; obj->statusColor = color; }
void CMapOverview::SetObjectIcon( int objectID, const char *icon, float size ) { MapObject_t* obj = FindObjectByID( objectID );
if ( !obj ) return;
obj->icon = AddIconTexture( icon ); obj->size = size; }
void CMapOverview::SetObjectPosition( int objectID, const Vector &position, const QAngle &angle ) { MapObject_t* obj = FindObjectByID( objectID );
if ( !obj ) return;
obj->angle = angle; obj->position = position; }
void CMapOverview::AddObjectFlags( int objectID, int flags ) { MapObject_t* obj = FindObjectByID( objectID );
if ( !obj ) return;
obj->flags |= flags; }
void CMapOverview::SetObjectFlags( int objectID, int flags ) { MapObject_t* obj = FindObjectByID( objectID );
if ( !obj ) return;
obj->flags = flags; }
void CMapOverview::RemoveObjectByIndex( int index ) { for ( int i = 0; i < m_Objects.Count(); i++ ) { if ( m_Objects[i].index == index ) { m_Objects.Remove( i ); return; } } }
void CMapOverview::RemoveObject( int objectID ) { for ( int i = 0; i < m_Objects.Count(); i++ ) { if ( m_Objects[i].objectID == objectID ) { m_Objects.Remove( i ); return; } } }
void CMapOverview::UpdateObjects() { for ( int i = 0; i < m_Objects.Count(); i++ ) { MapObject_t *obj = &m_Objects[i];
if ( obj->endtime > 0 && obj->endtime < gpGlobals->curtime ) { m_Objects.Remove( i ); i--; continue; } if ( obj->index <= 0 ) continue;
C_BaseEntity *entity = ClientEntityList().GetEnt( obj->index );
if ( !entity ) continue;
obj->position = entity->GetAbsOrigin(); obj->angle = entity->GetAbsAngles(); } }
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