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149 lines
4.4 KiB
149 lines
4.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_vguiscreen.h"
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#include "clientmode_tfbase.h"
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#include <vgui/IVGui.h>
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#include <vgui_controls/Controls.h>
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#include <vgui_controls/Label.h>
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#include "vgui_bitmapbutton.h"
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#include "c_info_act.h"
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#include "tf_shareddefs.h"
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#include "c_basetfplayer.h"
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int g_ValidVehicles[] =
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{
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OBJ_WAGON,
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OBJ_BATTERING_RAM,
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OBJ_VEHICLE_TANK,
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OBJ_VEHICLE_TELEPORT_STATION,
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OBJ_WALKER_STRIDER,
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OBJ_WALKER_MINI_STRIDER
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// If you add a new vehicle here, you have to add a button for it to the screen_vehicle_bay.res file.
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// The button's name must be VehicleButton%d, where %d is it's index into this array.
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// Then add the build%d command to OnCommand at the bottom of this file.
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};
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#define NUM_VEHICLES ARRAYSIZE(g_ValidVehicles)
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//-----------------------------------------------------------------------------
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// Vgui screen handling vehicle selection in vehicle bays
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//-----------------------------------------------------------------------------
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class CVehicleBayVGuiScreen : public CVGuiScreenPanel
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{
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DECLARE_CLASS( CVehicleBayVGuiScreen, CVGuiScreenPanel );
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public:
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CVehicleBayVGuiScreen( vgui::Panel *parent, const char *panelName );
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virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
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virtual void OnTick();
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virtual void OnCommand( const char *command );
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private:
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vgui::Button *m_pVehicleButtons[ NUM_VEHICLES ];
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};
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//-----------------------------------------------------------------------------
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// Standard VGUI panel for objects
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//-----------------------------------------------------------------------------
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DECLARE_VGUI_SCREEN_FACTORY( CVehicleBayVGuiScreen, "vehicle_bay_screen" );
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//-----------------------------------------------------------------------------
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// Constructor:
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//-----------------------------------------------------------------------------
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CVehicleBayVGuiScreen::CVehicleBayVGuiScreen( vgui::Panel *parent, const char *panelName )
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: BaseClass( parent, panelName, g_hVGuiObjectScheme )
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{
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}
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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bool CVehicleBayVGuiScreen::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
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{
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// Create our vehicle buttons
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for ( int i = 0; i < NUM_VEHICLES; i++ )
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{
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char ch[128];
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Q_snprintf( ch, sizeof(ch), "VehicleButton%d", i );
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m_pVehicleButtons[i] = new CBitmapButton( this, ch, "Name" );
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}
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// Load all of the controls in
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if (!BaseClass::Init(pKeyValues, pInitData))
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return false;
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// Make sure we get ticked...
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vgui::ivgui()->AddTickSignal( GetVPanel() );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Frame-based update
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//-----------------------------------------------------------------------------
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void CVehicleBayVGuiScreen::OnTick()
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{
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BaseClass::OnTick();
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if (!GetEntity())
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return;
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C_BaseTFPlayer *pLocalPlayer = C_BaseTFPlayer::GetLocalPlayer();
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if ( !pLocalPlayer )
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return;
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int nBankResources = pLocalPlayer ? pLocalPlayer->GetBankResources() : 0;
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// Set the vehicles costs
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for ( int i = 0; i < NUM_VEHICLES; i++ )
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{
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if ( !m_pVehicleButtons[i] )
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continue;
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char buf[128];
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int iCost = CalculateObjectCost( g_ValidVehicles[i], pLocalPlayer->GetNumObjects( g_ValidVehicles[i] ), pLocalPlayer->GetTeamNumber() );
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Q_snprintf( buf, sizeof( buf ), "%s : %d", GetObjectInfo( g_ValidVehicles[i] )->m_pStatusName, iCost );
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m_pVehicleButtons[i]->SetText( buf );
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// Can't build if the game hasn't started
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if ( CurrentActIsAWaitingAct() )
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{
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m_pVehicleButtons[i]->SetEnabled( false );
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}
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else
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{
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m_pVehicleButtons[i]->SetEnabled( nBankResources >= iCost );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Button click handlers
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//-----------------------------------------------------------------------------
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void CVehicleBayVGuiScreen::OnCommand( const char *command )
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{
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if (!Q_strnicmp(command, "build", 5))
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{
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int iButton;
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int nCount = sscanf( command, "build%d", &iButton );
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if (nCount == 1)
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{
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char szbuf[64];
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Q_snprintf( szbuf, sizeof( szbuf ), "buildvehicle %d %d", GetEntity()->entindex(), g_ValidVehicles[iButton] );
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engine->ClientCmd(szbuf);
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return;
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}
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}
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BaseClass::OnCommand(command);
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}
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