|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_func_passtime_goal.h"
#include "c_tf_passtime_logic.h"
#include "tf_hud_passtime_reticle.h"
#include "passtime_convars.h"
#include "tf_weapon_passtime_gun.h"
#include "c_tf_player.h"
#include "view.h"
#include "c_tf_playerresource.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// The team colors from g_PR are wrong and I couldn't fix that fast enough.
// These colors were sampled from HUD art.
static Color GetTeamColor( int iTeam ) { switch( iTeam ) { case TF_TEAM_RED: return Color(0xFF, 0x51, 0x51); case TF_TEAM_BLUE: return Color(0xA5, 0xDE, 0xFF); default: return Color(0xF5, 0xE7, 0xDE); }; }
//-----------------------------------------------------------------------------
// C_PasstimeReticle
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
C_PasstimeReticle::~C_PasstimeReticle() { for( int i = 0; i < m_pSprites.Count(); ++i ) { clienteffects->RemoveEffect( m_pSprites[i] ); } }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::OnClientThink() { if ( !Update() ) { SetAllAlphas( 0 ); } }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::AddSprite( CFXQuad *pQuad ) { Assert( pQuad ); m_pSprites.AddToTail( pQuad ); }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetAllOrigins( const Vector &vec ) { for ( int i = 0; i < m_pSprites.Count(); ++i ) { m_pSprites[i]->m_FXData.SetOrigin( vec ); } }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetAllNormals( const Vector &vec ) { for ( int i = 0; i < m_pSprites.Count(); ++i ) { m_pSprites[i]->m_FXData.SetNormal( vec ); } }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetAllAlphas( byte iA ) { auto flA = iA / 255.0f; for ( int i = 0; i < m_pSprites.Count(); ++i ) { m_pSprites[i]->m_FXData.SetAlpha( flA, flA ); } }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetAllScales( float flScale ) { for ( int i = 0; i < m_pSprites.Count(); ++i ) { m_pSprites[i]->m_FXData.SetScale( flScale, flScale ); } }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetOrigin( int i, const Vector &vec ) { m_pSprites[i]->m_FXData.SetOrigin( vec ); }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetNormal( int i, const Vector &normal ) { m_pSprites[i]->m_FXData.SetNormal( normal ); }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetAlpha( int i, byte iA ) { auto flA = iA / 255.0f; m_pSprites[i]->m_FXData.SetAlpha( flA, flA ); }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetRgba( int i, byte iR, byte iG, byte iB, byte iA ) { m_pSprites[i]->m_FXData.SetColor( iR / 255.0f, iG / 255.0f, iB / 255.0f ); auto flA = iA / 255.0; m_pSprites[i]->m_FXData.SetAlpha( flA, flA ); }
//-----------------------------------------------------------------------------
void C_PasstimeReticle::SetScale( int i, float flScale ) { m_pSprites[i]->m_FXData.SetScale( flScale, flScale ); }
//-----------------------------------------------------------------------------
// C_PasstimeBallReticle
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static const float k_flBallReticleSize = 64; C_PasstimeBallReticle::C_PasstimeBallReticle() { AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_piece_1", k_flBallReticleSize, 360 ) ); // the O
AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_piece_2", k_flBallReticleSize, 360 ) ); // the ><
}
//-----------------------------------------------------------------------------
bool C_PasstimeBallReticle::Update() { if ( !g_pPasstimeLogic || !g_pPasstimeLogic->GetBall() ) { return false; }
auto *pBall = g_pPasstimeLogic->GetBall(); auto *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); C_BaseEntity *pTarget = 0; auto bHomingActive = false; auto bHaveTarget = g_pPasstimeLogic->GetBallReticleTarget( &pTarget, &bHomingActive ); if ( !pBall || !pLocalPlayer || !bHaveTarget ) { return false; } auto vecTargetPos = pTarget->WorldSpaceCenter(); SetAllOrigins( vecTargetPos ); SetAllNormals( -MainViewForward() ); auto teamColor = GetTeamColor( pTarget->GetTeamNumber() ); auto iAlpha = ( bHomingActive || pLocalPlayer->m_Shared.IsTargetedForPasstimePass() ) ? (int)( (fmodf( gpGlobals->curtime * 3.0f, 1.0f )) * 255 ) : 180;
SetRgba( 0, teamColor.r(), teamColor.g(), teamColor.b(), iAlpha ); SetRgba( 1, teamColor.r(), teamColor.g(), teamColor.b(), iAlpha );
auto flDist = (vecTargetPos - MainViewOrigin()).Length(); auto flScale = RemapValClamped( flDist, 768.0f, 4096.0f, 1.0f, 3.0f ); flScale *= k_flBallReticleSize; if ( bHomingActive || pLocalPlayer->m_Shared.IsTargetedForPasstimePass() ) { flScale *= 2; } SetScale( 0, flScale ); SetScale( 1, flScale );
return true; }
//-----------------------------------------------------------------------------
// C_PasstimeGoalReticle
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
C_PasstimeGoalReticle::C_PasstimeGoalReticle( C_FuncPasstimeGoal *pGoal ) { Assert( pGoal ); m_hGoal.Set( pGoal ); AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_piece_1", 256, 50 ) ); AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_piece_2", 128, 0 ) ); }
//-----------------------------------------------------------------------------
bool C_PasstimeGoalReticle::Update() { if ( !g_pPasstimeLogic || !g_pPasstimeLogic->GetBall() ) { return false; }
// don't show if ball isn't being carried by local player
auto *pEnt = g_pPasstimeLogic->GetBall()->GetCarrier(); if ( !pEnt || (pEnt != C_BasePlayer::GetLocalPlayer()) ) { return false; }
auto *pGoal = m_hGoal.Get(); if ( !g_pPasstimeLogic || !g_pPasstimeLogic->GetBall() || IsLocalPlayerSpectator() || !pGoal || pGoal->BGoalTriggerDisabled() || (pGoal->GetTeamNumber() != pEnt->GetTeamNumber()) ) { return false; }
auto teamColor = GetTeamColor( pEnt->GetTeamNumber() );
auto vec = pGoal->WorldSpaceCenter(); auto facingFrac = MainViewForward().Dot( (vec - MainViewOrigin()).Normalized() ); if ( facingFrac < 0.6 ) { return false; } facingFrac = RemapValClamped( facingFrac, 0.8f, 1.0f, 1.0f, 0.3f );
// ring
SetOrigin( 0, vec ); auto flPulseSpeed = 10.0f; auto flPulseFrac = Clamp( FastCos( gpGlobals->curtime * flPulseSpeed ), 0.0f, 1.0f ); SetRgba( 0, teamColor.r(), teamColor.g(), teamColor.b(), flPulseFrac * (120 * facingFrac) ); // arrow
float tmp; flPulseFrac = 1.0f - modff( gpGlobals->curtime, &tmp ); SetOrigin( 1, vec + Vector(0, 0, flPulseFrac * 64) ); SetAllNormals( -MainViewForward() ); SetRgba( 1, teamColor.r(), teamColor.g(), teamColor.b(), flPulseFrac * (255 * facingFrac) ); return true; }
//-----------------------------------------------------------------------------
// C_PasstimePassReticle
//-----------------------------------------------------------------------------
const float kPassReticleScale = 64; //-----------------------------------------------------------------------------
C_PasstimePassReticle::C_PasstimePassReticle() { m_flTargetScore = FLT_MAX; AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_passlock", kPassReticleScale, 100 ) ); // the *
AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_piece_1", kPassReticleScale, 0 ) ); // the O
AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_piece_2", kPassReticleScale, 0 ) ); // the ><
}
//-----------------------------------------------------------------------------
bool C_PasstimePassReticle::Update() { if ( !g_pPasstimeLogic || !g_pPasstimeLogic->GetBall() || IsLocalPlayerSpectator() ) { return false; }
auto *pBallCarrier = g_pPasstimeLogic->GetBall()->GetCarrier(); if ( !pBallCarrier ) { return false; } if ( (pBallCarrier != C_BasePlayer::GetLocalPlayer()) ) { return false; } SetAllNormals( -MainViewForward() );
// the player's actual pass target always takes precedence, but if it's
// not set, try to find a candidate and display a hint for that
auto *pPassTarget = pBallCarrier->m_Shared.GetPasstimePassTarget(); if ( pPassTarget ) { m_hTarget = pPassTarget; auto vecTargetPos = pPassTarget->WorldSpaceCenter(); SetAllOrigins( vecTargetPos );
auto teamColor = GetTeamColor( pBallCarrier->GetTeamNumber() ); auto neutralColor = GetTeamColor( TEAM_UNASSIGNED ); auto iAlpha = (int)( (fmodf( gpGlobals->curtime * 3.0f, 1.0f )) * 255 ); SetRgba( 0, teamColor.r(), teamColor.g(), teamColor.b(), iAlpha ); SetRgba( 1, neutralColor.r(), neutralColor.g(), neutralColor.b(), 255 ); SetRgba( 2, teamColor.r(), teamColor.g(), teamColor.b(), iAlpha );
auto flDist = (vecTargetPos - MainViewOrigin()).Length(); auto flScale = RemapValClamped( flDist, 768.0f, 8192.0f, 1.0f, 8.0f ); SetAllScales( flScale * kPassReticleScale * 2 ); } else { FindPassHintTarget( pBallCarrier ); if ( !m_hTarget ) { return false; }
auto flPulseSpeed = 20; auto flPulseFrac = Clamp( FastCos( gpGlobals->curtime * flPulseSpeed ), 0.3f, 1.0f ); auto iAlpha = 200 * flPulseFrac * Clamp( m_flTargetScore + 0.5f, 0.0f, 1.0f ); // higher flScore is better
auto teamColor = GetTeamColor( TEAM_UNASSIGNED ); auto neutralColor = GetTeamColor( TEAM_UNASSIGNED ); SetRgba( 0, teamColor.r(), teamColor.g(), teamColor.b(), iAlpha ); SetRgba( 1, neutralColor.r(), neutralColor.g(), neutralColor.b(), 80 ); SetRgba( 2, teamColor.r(), teamColor.g(), teamColor.b(), iAlpha ); auto vecTargetPos = m_hTarget->WorldSpaceCenter(); SetAllOrigins( vecTargetPos ); auto flDist = (vecTargetPos - MainViewOrigin()).Length(); auto flScale = RemapValClamped( flDist, 768.0f, 8192.0f, 1.0f, 8.0f ); SetAllScales( flScale * kPassReticleScale ); } return true; }
//-----------------------------------------------------------------------------
extern int HudTransform( const Vector &point, Vector &screen ); void C_PasstimePassReticle::FindPassHintTarget( C_TFPlayer *pLocalPlayer ) { m_hTarget = 0; m_flTargetScore = -FLT_MAX;
auto flFovDeg = 70; auto flDotFov = cosf( DEG2RAD( flFovDeg / 2.0f ) ); auto vecViewPos = MainViewOrigin(); auto vecViewFwd = MainViewForward();
auto flMaxPassDist = g_pPasstimeLogic->GetMaxPassRange() - 400; // arbitrary, based on TF_MAX_SPEED
// for each player in front of the local player,
for( int i = 1; i <= MAX_PLAYERS; i++ ) { auto *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) ); if ( !C_PasstimeGun::BValidPassTarget( pLocalPlayer, pPlayer ) ) { continue; }
auto vecTargetPos = pPlayer->EyePosition(); auto vecToTarget = vecTargetPos - vecViewPos; if ( vecToTarget.NormalizeInPlace() > flMaxPassDist ) { // the server may disagree on this, so the client is less permissive
// when it guesses in order to prevent false positives
continue; // too far away, probably
}
auto fDotTarget = vecToTarget.Dot( vecViewFwd ); if ( fDotTarget <= flDotFov ) { continue; // not in front
}
// determine player's distance from center of screen
Vector vecScreenPos; auto bBehindViewplane = HudTransform( vecTargetPos, vecScreenPos ); if ( bBehindViewplane ) { continue; // paranoia
} auto flScore = 0.5f - vecScreenPos.Length2D(); if ( flScore <= m_flTargetScore ) { continue; // someone else already found that's closer
}
// trace to see if they are visible
// this is the same trace the gun does
trace_t tr; CTraceFilterSimple tracefilter( pLocalPlayer, COLLISION_GROUP_PROJECTILE ); UTIL_TraceLine( vecViewPos, vecTargetPos, MASK_PLAYERSOLID, &tracefilter, &tr ); if ( tr.m_pEnt != pPlayer ) { continue; // not visible
} m_flTargetScore = flScore; m_hTarget = pPlayer; } }
//-----------------------------------------------------------------------------
// C_PasstimeBounceReticle
//-----------------------------------------------------------------------------
C_PasstimeBounceReticle::C_PasstimeBounceReticle() { AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_passlock", 160, 0 ) ); // the *
AddSprite( CreateReticleSprite( "passtime/hud/passtime_ball_reticle_piece_1", 80, 200 ) ); // the O
}
void C_PasstimeBounceReticle::Show( const Vector &vec, const Vector &normal ) { SetOrigin( 0, vec ); SetOrigin( 1, vec );//+ (normal * 16) );
SetNormal( 0, normal ); SetNormal( 1, -MainViewForward() ); SetRgba( 0, 255, 255, 0, 200 ); SetRgba( 1, 255, 255, 0, 200 ); }
void C_PasstimeBounceReticle::Hide() { SetAllAlphas( 0 ); }
bool C_PasstimeBounceReticle::Update() { return !IsLocalPlayerSpectator(); }
//-----------------------------------------------------------------------------
// C_PasstimePlayerReticle
//-----------------------------------------------------------------------------
C_PasstimePlayerReticle::C_PasstimePlayerReticle( C_TFPlayer *pPlayer ) { m_hPlayer.Set( pPlayer ); AddSprite( CreateReticleSprite( "passtime/hud/passtime_teamicon_red", 128, 0 ) ); AddSprite( CreateReticleSprite( "passtime/hud/passtime_teamicon_blue", 128, 0 ) ); }
//-----------------------------------------------------------------------------
bool C_PasstimePlayerReticle::Update() { if ( !g_pPasstimeLogic ) { return false; }
auto *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); auto *pPlayer = m_hPlayer.Get(); if ( !pLocalPlayer || pLocalPlayer->IsPlayerDead() || !pPlayer || pPlayer->IsPlayerDead() ) { return false; }
if ( pPlayer->m_Shared.GetPercentInvisible() > 0 ) { // dont' show because player is invisible, friend or foe
return false; }
auto iFriendsDetail = tf_passtime_player_reticles_friends.GetInt(); auto iEnemiesDetail = tf_passtime_player_reticles_enemies.GetInt();
auto bIsDisguisedEnemy = pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && ( pPlayer->m_Shared.GetDisguiseTeam() == pLocalPlayer->GetTeamNumber() ) && !pPlayer->m_Shared.IsFullyInvisible();
auto bIsFriend = pLocalPlayer->InSameTeam( pPlayer ) || bIsDisguisedEnemy;
if ( (bIsFriend && (iFriendsDetail <= 0)) || (!bIsFriend && (iEnemiesDetail <= 0)) ) { // don't show because disabled
return false; }
if ( !pLocalPlayer->m_Shared.HasPasstimeBall() && ((bIsFriend && (iFriendsDetail == 1)) || (!bIsFriend && (iEnemiesDetail == 1)))) { // don't show because not visible unless have ball
return false; }
if ( pPlayer->IsDormant() ) { // don't show because not getting updated from server for some reason
// probably not in PVS
return false; }
auto nTeamNumber = pPlayer->GetTeamNumber(); if ( !pLocalPlayer->InSameTeam( pPlayer ) && bIsFriend ) // they're not on my team but they're showing as a friend, they must be a spy so use my team color
{ nTeamNumber = pLocalPlayer->GetTeamNumber(); }
int iShowSprite, iHideSprite; if ( nTeamNumber == TF_TEAM_RED ) { iShowSprite = 0; iHideSprite = 1; } else if ( nTeamNumber == TF_TEAM_BLUE ) { iShowSprite = 1; iHideSprite = 0; } else { return false; }
auto vecTarget = pPlayer->EyePosition(); int iX, iY; auto bOnScreen = GetVectorInHudSpace( vecTarget, iX, iY ); if ( !bOnScreen ) { return false; }
trace_t tr; CTraceFilterIgnorePlayers tracefilter( pLocalPlayer, COLLISION_GROUP_PROJECTILE ); UTIL_TraceLine( MainViewOrigin(), vecTarget, MASK_PLAYERSOLID, &tracefilter, &tr ); if ( tr.fraction == 1 ) { // made it all the way, the guy is visible so hide the icon
return false; }
auto flDist = (vecTarget - MainViewOrigin()).Length(); auto flScale = RemapValClamped( flDist, 1024.0f, 4096.0f, 80, 128 );
SetAlpha( iHideSprite, 0 ); SetAlpha( iShowSprite, 100 ); SetAllScales( flScale ); SetAllOrigins( vecTarget ); SetAllNormals( -MainViewForward() ); return true; }
//-----------------------------------------------------------------------------
// C_PasstimeAskForBallReticle
//-----------------------------------------------------------------------------
C_PasstimeAskForBallReticle::C_PasstimeAskForBallReticle( C_TFPlayer *pPlayer ) { m_hPlayer.Set( pPlayer ); AddSprite( CreateReticleSprite( "passtime/hud/passtime_pass_to_me_prompt", 128, 0 ) ); SetRgba( 0, 255, 255, 255, 200 ); }
//-----------------------------------------------------------------------------
bool C_PasstimeAskForBallReticle::Update() { if ( !g_pPasstimeLogic ) { return false; }
auto *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); auto *pPlayer = m_hPlayer.Get();
if ( !pLocalPlayer || !pPlayer ) { return false; }
auto bLocalPlayerObserver = pLocalPlayer->IsObserver(); if ( !bLocalPlayerObserver && pLocalPlayer->IsPlayerDead() ) { return false; }
if ( (pPlayer->m_Shared.AskForBallTime() < gpGlobals->curtime) || pPlayer->IsPlayerDead() ) { return false; }
if ( !bLocalPlayerObserver && !pLocalPlayer->m_Shared.HasPasstimeBall() && !pPlayer->InSameTeam( pLocalPlayer ) ) { return false; }
auto vecTarget = pPlayer->EyePosition(); vecTarget.z += 16; int iX, iY; auto bOnScreen = GetVectorInHudSpace( vecTarget, iX, iY ); if ( !bOnScreen ) { return false; }
auto flDist = (vecTarget - MainViewOrigin()).Length(); auto flScale = RemapValClamped( flDist, 1024.0f, 4096.0f, 40, 200 ); SetAllScales( flScale ); SetAllOrigins( vecTarget ); SetAllNormals( -MainViewForward() ); SetRgba( 0, 255, 255, 255, (((int)(gpGlobals->curtime * 10)) & 1 ? 200 : 0) ); return true; }
//-----------------------------------------------------------------------------
// Functions
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CFXQuad *CreateReticleSprite( const char *pModelName, float flScale, float flSpinSpeed ) { FXQuadData_t q; memset(&q, 0, sizeof(q)); q.m_Color.Init(1,1,1); q.m_flDeltaYaw = flSpinSpeed; q.m_flDieTime = FLT_MAX; q.m_flEndAlpha = 1; q.m_flEndScale = flScale; q.m_flLifeTime = 0; q.m_flScaleBias = 0; q.m_flStartAlpha = 1; q.m_flStartScale = flScale; q.m_flYaw = 180; q.SetMaterial( pModelName ); q.m_uiFlags = 0; q.m_vecNormal.Init(1,0,0); q.m_vecOrigin.Init(0,0,0); CFXQuad *pQuad = new CFXQuad(q); clienteffects->AddEffect( pQuad ); return pQuad; }
|