Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "iclientmode.h"
#include "c_basehlplayer.h"
#include "vgui_controls/Panel.h"
#include "vgui_controls/AnimationController.h"
#include "vgui/ISurface.h"
#include <vgui/ILocalize.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar player_squad_transient_commands( "player_squad_transient_commands", "1", FCVAR_REPLICATED );
//-----------------------------------------------------------------------------
// Purpose: Shows the sprint power bar
//-----------------------------------------------------------------------------
class CHudSquadStatus : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudSquadStatus, vgui::Panel );
public:
CHudSquadStatus( const char *pElementName );
virtual void Init( void );
virtual void Reset( void );
virtual void OnThink( void );
bool ShouldDraw();
void MsgFunc_SquadMemberDied(bf_read &msg);
protected:
virtual void Paint();
private:
CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "Default" );
CPanelAnimationVarAliasType( float, text_xpos, "text_xpos", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, text_ypos, "text_ypos", "20", "proportional_float" );
CPanelAnimationVar( vgui::HFont, m_hIconFont, "IconFont", "HudNumbers" );
CPanelAnimationVarAliasType( float, m_flIconInsetX, "IconInsetX", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconInsetY, "IconInsetY", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconGap, "IconGap", "20", "proportional_float" );
CPanelAnimationVar( Color, m_SquadIconColor, "SquadIconColor", "255 220 0 160" );
CPanelAnimationVar( Color, m_LastMemberColor, "LastMemberColor", "255 220 0 0" );
CPanelAnimationVar( Color, m_SquadTextColor, "SquadTextColor", "255 220 0 160" );
int m_iSquadMembers;
int m_iSquadMedics;
bool m_bSquadMembersFollowing;
bool m_bSquadMemberAdded;
bool m_bSquadMemberJustDied;
};
DECLARE_HUDELEMENT( CHudSquadStatus );
DECLARE_HUD_MESSAGE( CHudSquadStatus, SquadMemberDied );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudSquadStatus::CHudSquadStatus( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudSquadStatus" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudSquadStatus::Init( void )
{
HOOK_HUD_MESSAGE( CHudSquadStatus, SquadMemberDied );
m_iSquadMembers = 0;
m_iSquadMedics = 0;
m_bSquadMemberAdded = false;
m_bSquadMembersFollowing = true;
m_bSquadMemberJustDied = false;
SetAlpha( 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudSquadStatus::Reset( void )
{
Init();
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudSquadStatus::ShouldDraw( void )
{
bool bNeedsDraw = false;
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return false;
bNeedsDraw = ( pPlayer->m_HL2Local.m_iSquadMemberCount > 0 ||
( pPlayer->m_HL2Local.m_iSquadMemberCount != m_iSquadMembers ) ||
( pPlayer->m_HL2Local.m_fSquadInFollowMode != m_bSquadMembersFollowing ) ||
( m_iSquadMembers > 0 ) ||
( m_LastMemberColor[3] > 0 ) );
return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
//-----------------------------------------------------------------------------
// Purpose: updates hud icons
//-----------------------------------------------------------------------------
void CHudSquadStatus::OnThink( void )
{
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
int squadMembers = pPlayer->m_HL2Local.m_iSquadMemberCount;
bool following = pPlayer->m_HL2Local.m_fSquadInFollowMode;
m_iSquadMedics = pPlayer->m_HL2Local.m_iSquadMedicCount;
// Only update if we've changed vars
if ( squadMembers == m_iSquadMembers && following == m_bSquadMembersFollowing )
return;
// update status display
if ( squadMembers > 0)
{
// we have squad members, show the display
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "alpha", 255.0f, 0.0f, 0.4f, AnimationController::INTERPOLATOR_LINEAR);
}
else
{
// no squad members, hide the display
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "alpha", 0.0f, 0.0f, 0.4f, AnimationController::INTERPOLATOR_LINEAR);
}
if ( squadMembers > m_iSquadMembers )
{
// someone is added
// reset the last icon color and animate
m_LastMemberColor = m_SquadIconColor;
m_LastMemberColor[3] = 0;
m_bSquadMemberAdded = true;
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "SquadMemberAdded" );
}
else if ( squadMembers < m_iSquadMembers )
{
// someone has left
// reset the last icon color and animate
m_LastMemberColor = m_SquadIconColor;
m_bSquadMemberAdded = false;
if (m_bSquadMemberJustDied)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "SquadMemberDied" );
m_bSquadMemberJustDied = false;
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "SquadMemberLeft" );
}
}
if ( following != m_bSquadMembersFollowing )
{
if ( following )
{
// flash the squad area to indicate they are following
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "SquadMembersFollowing" );
}
else
{
// flash the crosshair to indicate the targeted order is in effect
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "SquadMembersStationed" );
}
}
m_iSquadMembers = squadMembers;
m_bSquadMembersFollowing = following;
}
//-----------------------------------------------------------------------------
// Purpose: Notification of squad member being killed
//-----------------------------------------------------------------------------
void CHudSquadStatus::MsgFunc_SquadMemberDied(bf_read &msg)
{
m_bSquadMemberJustDied = true;
}
//-----------------------------------------------------------------------------
// Purpose: draws the power bar
//-----------------------------------------------------------------------------
void CHudSquadStatus::Paint()
{
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// draw the suit power bar
surface()->DrawSetTextColor( m_SquadIconColor );
surface()->DrawSetTextFont( m_hIconFont );
int xpos = m_flIconInsetX, ypos = m_flIconInsetY;
for (int i = 0; i < m_iSquadMembers; i++)
{
if (m_bSquadMemberAdded && i == m_iSquadMembers - 1)
{
// draw the last added squad member specially
surface()->DrawSetTextColor( m_LastMemberColor );
}
surface()->DrawSetTextPos(xpos, ypos);
if (i < m_iSquadMedics)
{
surface()->DrawUnicodeChar('M');
}
else
{
surface()->DrawUnicodeChar('C');
}
xpos += m_flIconGap;
}
if (!m_bSquadMemberAdded && m_LastMemberColor[3])
{
// draw the last one in the special color
surface()->DrawSetTextColor( m_LastMemberColor );
surface()->DrawSetTextPos(xpos, ypos);
surface()->DrawUnicodeChar('C');
}
// draw our squad status
wchar_t *text = NULL;
if (m_bSquadMembersFollowing)
{
text = g_pVGuiLocalize->Find("#Valve_Hud_SQUAD_FOLLOWING");
if (!text)
{
text = L"SQUAD FOLLOWING";
}
}
else
{
if ( !player_squad_transient_commands.GetBool() )
{
text = g_pVGuiLocalize->Find("#Valve_Hud_SQUAD_STATIONED");
if (!text)
{
text = L"SQUAD STATIONED";
}
}
}
if (text)
{
surface()->DrawSetTextFont(m_hTextFont);
surface()->DrawSetTextColor(m_SquadTextColor);
surface()->DrawSetTextPos(text_xpos, text_ypos);
surface()->DrawPrintText(text, wcslen(text));
}
}