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 <vgui/ISurface.h>
#include "clientmode_csnormal.h"
#include "cs_gamerules.h"
#include "hud_numericdisplay.h"
#include "voice_status.h"
#include "c_plantedc4.h"
#include "weapon_c4.h"
#include "c_cs_hostage.h"
#include "c_cs_playerresource.h"
#include <coordsize.h>
#include "hud_macros.h"
#include "vgui/IVGui.h"
#include "vgui/ILocalize.h"
#include "mapoverview.h"
#include "cstrikespectatorgui.h"
#include "hud_radar.h"
#define RADAR_DOT_NORMAL 0
#define RADAR_DOT_BOMB (1<<0)
#define RADAR_DOT_HOSTAGE (1<<1)
#define RADAR_DOT_BOMBCARRIER (1<<2)
#define RADAR_DOT_VIP (1<<3)
#define RADAR_DOT_LARGE_FLASH (1<<4)
#define RADAR_DOT_BOMB_PLANTED (1<<5)
#define RADAR_IGNORE_Z (1<<6) //always draw this item as if it was at the same Z as the player
extern CUtlVector< CC4* > g_C4s;
ConVar cl_radartype( "cl_radartype", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_radaralpha( "cl_radaralpha", "200", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, NULL, true, 0, true, 255 );
ConVar cl_locationalpha( "cl_locationalpha", "150", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, NULL, true, 0, true, 255 );
DECLARE_HUDELEMENT( CHudRadar );
DECLARE_HUD_MESSAGE( CHudRadar, UpdateRadar );
static CHudRadar *s_Radar = NULL;
CUtlVector<CPlayerRadarFlash> g_RadarFlashes;
CHudRadar::CHudRadar( const char *pName ) : vgui::Panel( NULL, "HudRadar" ), CHudElement( pName )
{
SetParent( g_pClientMode->GetViewport() );
m_pBackground = NULL;
m_pBackgroundTrans = NULL;
m_flNextBombFlashTime = 0.0;
m_bBombFlash = true;
m_flNextHostageFlashTime = 0.0;
m_bHostageFlash = true;
m_bHideRadar = false;
s_Radar = this;
SetHiddenBits( HIDEHUD_PLAYERDEAD );
}
CHudRadar::~CHudRadar()
{
s_Radar = NULL;
}
void CHudRadar::Init()
{
HOOK_HUD_MESSAGE( CHudRadar, UpdateRadar );
}
void CHudRadar::LevelInit()
{
m_flNextBombFlashTime = 0.0;
m_bBombFlash = true;
m_flNextHostageFlashTime = 0.0;
m_bHostageFlash = true;
g_RadarFlashes.RemoveAll();
// Map Overview handles radar duties now.
if( g_pMapOverview )
g_pMapOverview->SetMode(CCSMapOverview::MAP_MODE_RADAR);
}
void CHudRadar::Reset()
{
CHudElement::Reset();
if( g_pMapOverview )
g_pMapOverview->SetMode(CCSMapOverview::MAP_MODE_RADAR);
}
void CHudRadar::MsgFunc_UpdateRadar(bf_read &msg )
{
int iPlayerEntity = msg.ReadByte();
//Draw objects on the radar
//=============================
C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( !pLocalPlayer )
return;
C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources();
if ( !pCSPR )
return;
//Players
for(int i=1;i<=MAX_PLAYERS;i++)
{
if( i == pLocalPlayer->entindex() )
continue;
C_CSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex(i) );
if ( pPlayer )
{
pPlayer->m_bDetected = false;
}
}
while ( iPlayerEntity > 0 )
{
int x = msg.ReadSBitLong( COORD_INTEGER_BITS-1 ) * 4;
int y = msg.ReadSBitLong( COORD_INTEGER_BITS-1 ) * 4;
int z = msg.ReadSBitLong( COORD_INTEGER_BITS-1 ) * 4;
int a = msg.ReadSBitLong( 9 );
C_CSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex(iPlayerEntity) );
Vector origin( x, y, z );
QAngle angles( 0, a, 0 );
if ( g_pMapOverview )
{
g_pMapOverview->SetPlayerPositions( iPlayerEntity-1, origin, angles );
}
iPlayerEntity = msg.ReadByte(); // read index for next player
if ( !pPlayer )
continue;
bool bOppositeTeams = (pLocalPlayer->GetTeamNumber() != TEAM_UNASSIGNED && pCSPR->GetTeam( pPlayer->entindex() ) != pLocalPlayer->GetTeamNumber());
//=============================================================================
// HPE_BEGIN:
// [tj] This used to do slightly different logic that caused other players
// to twitch while you were observing.
//=============================================================================
// Don't update players if they are in PVS.
if (!pPlayer->IsDormant())
{
continue;
}
//Don't update players if you are sill alive and they are an enemy.
if (bOppositeTeams && !pLocalPlayer->IsObserver())
{
continue;
}
//=============================================================================
// HPE_END
//=============================================================================
// update origin and angle for players out of my PVS
origin = pPlayer->GetAbsOrigin();
angles = pPlayer->GetAbsAngles();
origin.x = x;
origin.y = y;
angles.y = a;
pPlayer->SetAbsOrigin( origin );
pPlayer->SetAbsAngles( angles );
pPlayer->m_bDetected = true;
}
}
bool CHudRadar::ShouldDraw()
{
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
//=============================================================================
// HPE_BEGIN:
// [tj] Added base class call
//=============================================================================
return pPlayer && pPlayer->IsAlive() && !m_bHideRadar && CHudElement::ShouldDraw();
//=============================================================================
// HPE_END
//=============================================================================
}
void CHudRadar::SetVisible(bool state)
{
BaseClass::SetVisible(state);
if( g_pMapOverview && g_pMapOverview->GetMode() == CCSMapOverview::MAP_MODE_RADAR )
{
// We are the hud element still, but he is in charge of the new style now.
g_pMapOverview->SetVisible( state );
}
}
void CHudRadar::Paint()
{
// We are the hud element still, but Overview is in charge of the new style now.
return;
}
void CHudRadar::WorldToRadar( const Vector location, const Vector origin, const QAngle angles, float &x, float &y, float &z_delta )
{
float x_diff = location.x - origin.x;
float y_diff = location.y - origin.y;
int iRadarRadius = GetWide(); //width of the panel, it resizes now!
float fRange = 16 * iRadarRadius; // radar's range
float flOffset = atan(y_diff/x_diff);
flOffset *= 180;
flOffset /= M_PI;
if ((x_diff < 0) && (y_diff >= 0))
flOffset = 180 + flOffset;
else if ((x_diff < 0) && (y_diff < 0))
flOffset = 180 + flOffset;
else if ((x_diff >= 0) && (y_diff < 0))
flOffset = 360 + flOffset;
y_diff = -1*(sqrt((x_diff)*(x_diff) + (y_diff)*(y_diff)));
x_diff = 0;
flOffset = angles.y - flOffset;
flOffset *= M_PI;
flOffset /= 180; // now theta is in radians
float xnew_diff = x_diff * cos(flOffset) - y_diff * sin(flOffset);
float ynew_diff = x_diff * sin(flOffset) + y_diff * cos(flOffset);
// The dot is out of the radar's range.. Scale it back so that it appears on the border
if ( (-1 * y_diff) > fRange )
{
float flScale;
flScale = ( -1 * y_diff) / fRange;
xnew_diff /= flScale;
ynew_diff /= flScale;
}
xnew_diff /= 32;
ynew_diff /= 32;
//output
x = (iRadarRadius/2) + (int)xnew_diff;
y = (iRadarRadius/2) + (int)ynew_diff;
z_delta = location.z - origin.z;
}
void CHudRadar::DrawPlayerOnRadar( int iPlayer, C_CSPlayer *pLocalPlayer )
{
float x, y, z_delta;
int iBaseDotSize = ScreenWidth() / 256;
int r, g, b, a = 235;
C_CS_PlayerResource *pCSPR = (C_CS_PlayerResource*)GameResources();
if ( !pCSPR )
return;
C_CSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayer ) );
if ( !pPlayer )
return;
bool bOppositeTeams = (pLocalPlayer->GetTeamNumber() != TEAM_UNASSIGNED && pCSPR->GetTeam( iPlayer ) != pLocalPlayer->GetTeamNumber());
if ( bOppositeTeams && pPlayer->m_bDetected == false )
return;
WorldToRadar( pPlayer->GetAbsOrigin(), pLocalPlayer->GetAbsOrigin(), pLocalPlayer->LocalEyeAngles(), x, y, z_delta );
if( pCSPR->HasC4( iPlayer ) || pCSPR->IsVIP( iPlayer ) || bOppositeTeams )
{
r = 250; g = 0; b = 0;
}
else if ( 0 /*m_bTrackArray[i-1] == true */ ) // Tracked players (friends we want to keep track of on the radar)
{
iBaseDotSize *= 2;
r = 185; g = 20; b = 20;
}
else
{
r = 75; g = 75; b = 250;
}
// Handle the radio flashes
bool bRadarFlash = false;
if ( g_RadarFlashes.Count() > iPlayer )
bRadarFlash = g_RadarFlashes[iPlayer].m_bRadarFlash && g_RadarFlashes[iPlayer].m_iNumRadarFlashes > 0;
if ( bRadarFlash || GetClientVoiceMgr()->IsPlayerSpeaking( iPlayer ) )
{
r = 230; g = 110; b = 25; a = 245;
DrawRadarDot( x, y, z_delta, iBaseDotSize, RADAR_DOT_LARGE_FLASH, r, g, b, a );
}
else
{
DrawRadarDot( x, y, z_delta, iBaseDotSize, RADAR_DOT_NORMAL, r, g, b, a );
}
}
void CHudRadar::DrawEntityOnRadar( CBaseEntity *pEnt, C_CSPlayer *pLocalPlayer, int flags, int r, int g, int b, int a )
{
float x, y, z_delta;
int iBaseDotSize = 4;
WorldToRadar( pEnt->GetAbsOrigin(), pLocalPlayer->GetAbsOrigin(), pLocalPlayer->LocalEyeAngles(), x, y, z_delta );
if( flags & RADAR_IGNORE_Z )
z_delta = 0;
DrawRadarDot( x, y, z_delta, iBaseDotSize, flags, r, g, b, a );
}
void CHudRadar::FillRect( int x, int y, int w, int h )
{
int panel_x, panel_y, panel_w, panel_h;
GetBounds( panel_x, panel_y, panel_w, panel_h );
vgui::surface()->DrawFilledRect( x, y, x+w, y+h );
}
void CHudRadar::DrawRadarDot( int x, int y, float z_diff, int iBaseDotSize, int flags, int r, int g, int b, int a )
{
vgui::surface()->DrawSetColor( r, g, b, a );
if ( flags & RADAR_DOT_LARGE_FLASH )
{
FillRect( x-1, y-1, iBaseDotSize+1, iBaseDotSize+1 );
}
else if ( z_diff < -128 ) // below the player
{
z_diff *= -1;
if ( z_diff > 3096 )
{
z_diff = 3096;
}
int iBar = (int)( z_diff / 400 ) + 2;
// Draw an upside-down T shape to symbolize the dot is below the player.
iBaseDotSize /= 2;
//horiz
FillRect( x-(2*iBaseDotSize), y, 5*iBaseDotSize, iBaseDotSize );
//vert
FillRect( x, y - iBar*iBaseDotSize, iBaseDotSize, iBar*iBaseDotSize );
}
else if ( z_diff > 128 ) // above the player
{
if ( z_diff > 3096 )
{
z_diff = 3096;
}
int iBar = (int)( z_diff / 400 ) + 2;
iBaseDotSize /= 2;
// Draw a T shape to symbolize the dot is above the player.
//horiz
FillRect( x-(2*iBaseDotSize), y, 5*iBaseDotSize, iBaseDotSize );
//vert
FillRect( x, y, iBaseDotSize, iBar*iBaseDotSize );
}
else
{
if ( flags & RADAR_DOT_HOSTAGE )
{
FillRect( x-1, y-1, iBaseDotSize+1, iBaseDotSize+1 );
}
else if ( flags & RADAR_DOT_BOMB )
{
if ( flags & RADAR_DOT_BOMB_PLANTED )
{
iBaseDotSize = 2;
// draw an X for the planted bomb
FillRect( x, y, iBaseDotSize, iBaseDotSize );
FillRect( x-2, y-2, iBaseDotSize, iBaseDotSize );
FillRect( x-2, y+2, iBaseDotSize, iBaseDotSize );
FillRect( x+2, y-2, iBaseDotSize, iBaseDotSize );
FillRect( x+2, y+2, iBaseDotSize, iBaseDotSize );
}
else
{
FillRect( x-1, y-1, iBaseDotSize+1, iBaseDotSize+1 );
}
}
else
{
FillRect( x, y, iBaseDotSize, iBaseDotSize );
}
}
}
void Radar_FlashPlayer( int iPlayer )
{
if ( g_RadarFlashes.Count() <= iPlayer )
{
g_RadarFlashes.AddMultipleToTail( iPlayer - g_RadarFlashes.Count() + 1 );
}
CPlayerRadarFlash *pFlash = &g_RadarFlashes[iPlayer];
pFlash->m_flNextRadarFlashTime = gpGlobals->curtime;
pFlash->m_iNumRadarFlashes = 16;
pFlash->m_bRadarFlash = false;
g_pMapOverview->FlashEntity(iPlayer);
}
CON_COMMAND( drawradar, "Draws HUD radar" )
{
(GET_HUDELEMENT( CHudRadar ))->DrawRadar();
}
CON_COMMAND( hideradar, "Hides HUD radar" )
{
(GET_HUDELEMENT( CHudRadar ))->HideRadar();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// Location text under radar
DECLARE_HUDELEMENT( CHudLocation );
CHudLocation::CHudLocation( const char *pName ) : vgui::Label( NULL, "HudLocation", "" ), CHudElement( pName )
{
SetParent( g_pClientMode->GetViewport() );
}
void CHudLocation::Init()
{
// Make sure we get ticked...
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
void CHudLocation::LevelInit()
{
}
bool CHudLocation::ShouldDraw()
{
CCSMapOverview *pCSMapOverview = (CCSMapOverview *)GET_HUDELEMENT( CCSMapOverview );
if( g_pMapOverview && g_pMapOverview->GetMode() == CMapOverview::MAP_MODE_RADAR && pCSMapOverview && pCSMapOverview->ShouldDraw() == true )
return true;
else if( g_pMapOverview && g_pMapOverview->GetMode() == CMapOverview::MAP_MODE_INSET )
return true;
return false;
}
void CHudLocation::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings( pScheme );
m_fgColor = Color( 64, 255, 64, 255 );
SetFont( pScheme->GetFont( "ChatFont" ) );
SetBorder( NULL );
SetBgColor( Color( 0, 0, 0, 0 ) );
SetFgColor( m_fgColor );
}
void CHudLocation::OnTick()
{
m_fgColor[3] = cl_locationalpha.GetInt();
SetFgColor( m_fgColor );
const char *pszLocation = "";
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pPlayer )
{
pszLocation = pPlayer->GetLastKnownPlaceName();
}
SetText( g_pVGuiLocalize->Find( pszLocation ) );
// We have two different locations based on the Overview mode.
// So we just position ourselves below, and center our text in their width.
if( g_pMapOverview )
{
int x = 0, y = 0;
int width = 0, height = 0;
g_pMapOverview->GetAsPanel()->GetPos( x, y );
g_pMapOverview->GetAsPanel()->GetSize( width, height );
y += g_pMapOverview->GetAsPanel()->GetTall();
SetPos( x, y );
SetWide( width );
}
}