Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

2324 lines
66 KiB

//========= 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;
}