Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include "iclientmode.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/ISurface.h>
#include <vgui/IImage.h>
#include <vgui_controls/Label.h>
#include "c_playerresource.h"
#include "teamplay_round_timer.h"
#include "utlvector.h"
#include "entity_capture_flag.h"
#include "c_tf_player.h"
#include "c_team.h"
#include "c_tf_team.h"
#include "c_team_objectiveresource.h"
#include "tf_hud_flagstatus.h"
#include "tf_hud_objectivestatus.h"
#include "tf_spectatorgui.h"
#include "teamplayroundbased_gamerules.h"
#include "tf_gamerules.h"
#include "tf_hud_arena_player_count.h"
#include "c_tf_playerresource.h"
#include "tf_hud_robot_destruction_status.h"
#include "tf_hud_passtime.h"
#include "c_tf_passtime_logic.h"
void AddSubKeyNamed( KeyValues *pKeys, const char *pszName );
ConVar tf_hud_show_servertimelimit( "tf_hud_show_servertimelimit", "0", FCVAR_ARCHIVE, "Display time left before the current map ends." );
extern ConVar tf_arena_round_time;
using namespace vgui;
DECLARE_HUDELEMENT( CTFHudObjectiveStatus );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFHudObjectiveStatus::CTFHudObjectiveStatus( const char *pElementName ) : CHudElement( pElementName ) , BaseClass( NULL, "HudObjectiveStatus" ) , m_pFlagPanel( NULL ) , m_pControlPointIconsPanel( NULL ) , m_pControlPointProgressBar( NULL ) , m_pEscortPanel( NULL ) , m_pMultipleEscortPanel( NULL ) , m_pTrainingPanel( NULL ) , m_pRobotDestructionPanel( NULL ) { Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent );
m_pFlagPanel = new CTFHudFlagObjectives( this, "ObjectiveStatusFlagPanel" ); m_pControlPointIconsPanel = NULL; m_pControlPointProgressBar = new CControlPointProgressBar( this ); m_pEscortPanel = new CTFHudEscort( this, "ObjectiveStatusEscort" ); m_pMultipleEscortPanel = new CTFHudMultipleEscort( this, "ObjectiveStatusMultipleEscort" ); m_pTrainingPanel = new CTFHudTraining(this, "ObjectiveStatusTraining" ); m_pRobotDestructionPanel = new CTFHUDRobotDestruction( this, "ObjectiveStatusRobotDestruction" ); m_pHudPasstime = new CTFHudPasstime( this );
SetHiddenBits( 0 );
RegisterForRenderGroup( "mid" ); RegisterForRenderGroup( "commentary" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::ApplySchemeSettings( IScheme *pScheme ) { // load control settings...
LoadControlSettings( "resource/UI/HudObjectiveStatus.res" );
if ( !m_pControlPointIconsPanel ) { m_pControlPointIconsPanel = GET_HUDELEMENT( CHudControlPointIcons ); m_pControlPointIconsPanel->SetParent( this ); }
if ( m_pControlPointProgressBar ) { m_pControlPointProgressBar->InvalidateLayout( true, true ); }
BaseClass::ApplySchemeSettings( pScheme ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::Reset() { if ( m_pFlagPanel ) { m_pFlagPanel->Reset(); }
if ( m_pEscortPanel ) { m_pEscortPanel->Reset(); }
if ( m_pMultipleEscortPanel ) { m_pMultipleEscortPanel->Reset(); }
if ( m_pControlPointProgressBar ) { m_pControlPointProgressBar->Reset(); }
if ( m_pRobotDestructionPanel ) { m_pRobotDestructionPanel->Reset(); }
if ( m_pHudPasstime ) { m_pHudPasstime->Reset(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CControlPointProgressBar *CTFHudObjectiveStatus::GetControlPointProgressBar( void ) { return m_pControlPointProgressBar; }
//=============================================================================
// HPE_BEGIN
// [msmith] Functions for training stuff.
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::SetTrainingText( char *text ) { if ( NULL == m_pTrainingPanel ) return;
m_pTrainingPanel->SetTrainingText( text ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::SetTrainingObjective( char *text ) { if ( NULL == m_pTrainingPanel ) return;
m_pTrainingPanel->SetTrainingObjective( text ); } //=============================================================================
// HPE_END
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::SetVisiblePanels( void ) { if ( !TFGameRules() ) return;
//=============================================================================
// HPE_BEGIN
// [msmith] Added stuff related to showing different HUDs for training.
//=============================================================================
int iGameType = TFGameRules()->GetGameType(); int iHudType = TFGameRules()->GetHUDType();
bool bIsPlayingRobotDestruction = TFGameRules()->IsPlayingRobotDestructionMode(); if ( m_pRobotDestructionPanel && m_pRobotDestructionPanel->IsVisible() != bIsPlayingRobotDestruction ) { m_pRobotDestructionPanel->SetVisible( bIsPlayingRobotDestruction ); }
bool bCTFVisible = TFGameRules()->IsPlayingHybrid_CTF_CP(); if ( !bCTFVisible ) { bCTFVisible = ( iGameType == TF_GAMETYPE_CTF || iHudType == TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_CP ) && ( iHudType != TF_HUDTYPE_ESCORT ); }
if ( TFGameRules()->IsMannVsMachineMode() ) { bCTFVisible = ( ( TFGameRules()->State_Get() != GR_STATE_BETWEEN_RNDS ) && ( TFGameRules()->State_Get() != GR_STATE_TEAM_WIN ) && ( TFGameRules()->State_Get() != GR_STATE_GAME_OVER ) ); }
//First check to see if we have an override HUD for the training simulation.
//If we do, ignore any other game play hud displays.
if ( iHudType == TF_HUDTYPE_TRAINING ) { m_pTrainingPanel->SetVisible(true); if ( m_pFlagPanel ) { m_pFlagPanel->SetVisible( false ); } if ( m_pControlPointIconsPanel ) { m_pControlPointIconsPanel->SetVisible( false ); } if ( m_pEscortPanel ) { m_pEscortPanel->SetVisible( false ); } if ( m_pMultipleEscortPanel ) { m_pMultipleEscortPanel->SetVisible( false ); } if ( m_pHudPasstime ) { m_pHudPasstime->SetVisible( false ); m_pHudPasstime->SetEnabled( false ); }
return; }
m_pTrainingPanel->SetVisible( TFGameRules()->IsTrainingHUDVisible() );
if ( m_pFlagPanel && m_pFlagPanel->IsVisible() != bCTFVisible ) { m_pFlagPanel->SetVisible( bCTFVisible ); }
bool bCPVisible = TFGameRules()->IsPlayingHybrid_CTF_CP(); if ( !bCPVisible ) { bCPVisible = ( iGameType == TF_GAMETYPE_CP || iGameType == TF_GAMETYPE_ARENA || iHudType == TF_HUDTYPE_CP || iGameType == TF_GAMETYPE_MVM ) && ( iHudType != TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_ESCORT ) && !TFGameRules()->IsPlayingHybrid_CTF_CP(); }
if ( m_pControlPointIconsPanel && m_pControlPointIconsPanel->IsVisible() != bCPVisible ) { m_pControlPointIconsPanel->SetVisible( bCPVisible ); }
bool bEscortVisible = ( iGameType == TF_GAMETYPE_ESCORT || iHudType == TF_HUDTYPE_ESCORT ) && ( iHudType != TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_CP ) && !TFGameRules()->IsPlayingHybrid_CTF_CP(); if ( bEscortVisible ) { bool bMultipleTrains = TFGameRules()->HasMultipleTrains();
if ( m_pEscortPanel && m_pEscortPanel->EditablePanel::IsVisible() != !bMultipleTrains ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
{ m_pEscortPanel->SetVisible( !bMultipleTrains ); }
// Hide the panel while players are fighting in Helltower's hell
if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_HIGHTOWER ) && ( TFGameRules()->ArePlayersInHell() == true ) ) { bMultipleTrains = false; }
if ( m_pMultipleEscortPanel && m_pMultipleEscortPanel->EditablePanel::IsVisible() != bMultipleTrains ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
{ m_pMultipleEscortPanel->SetVisible( bMultipleTrains ); } } else { if ( m_pEscortPanel && m_pEscortPanel->EditablePanel::IsVisible() ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
{ m_pEscortPanel->SetVisible( false ); }
if ( m_pMultipleEscortPanel && m_pMultipleEscortPanel->EditablePanel::IsVisible() ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
{ m_pMultipleEscortPanel->SetVisible( false ); } }
if ( m_pHudPasstime ) { bool bIsPasstime = iGameType == TF_GAMETYPE_PASSTIME; m_pHudPasstime->SetVisible( bIsPasstime ); m_pHudPasstime->SetEnabled( bIsPasstime ); }
//=============================================================================
// HPE_END
//=============================================================================
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHudObjectiveStatus::Think() { if ( !TeamplayRoundBasedRules() || !TFGameRules() ) return;
SetVisiblePanels(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFHudObjectiveStatus::ShouldDraw() { C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) ) { return false; }
if ( TFGameRules() && TFGameRules()->ShowMatchSummary() ) return false;
return CHudElement::ShouldDraw(); }
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