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337 lines
10 KiB
337 lines
10 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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//=============================================================================//
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#include "cbase.h"
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#include "hudelement.h"
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#include "iclientmode.h"
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#include <KeyValues.h>
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui_controls/AnimationController.h>
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/ImagePanel.h>
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#include <vgui/ISurface.h>
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#include <vgui/IImage.h>
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#include <vgui_controls/Label.h>
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#include "c_playerresource.h"
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#include "teamplay_round_timer.h"
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#include "utlvector.h"
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#include "entity_capture_flag.h"
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#include "c_tf_player.h"
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#include "c_team.h"
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#include "c_tf_team.h"
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#include "c_team_objectiveresource.h"
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#include "tf_hud_flagstatus.h"
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#include "tf_hud_objectivestatus.h"
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#include "tf_spectatorgui.h"
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#include "teamplayroundbased_gamerules.h"
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#include "tf_gamerules.h"
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#include "tf_hud_arena_player_count.h"
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#include "c_tf_playerresource.h"
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#include "tf_hud_robot_destruction_status.h"
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#include "tf_hud_passtime.h"
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#include "c_tf_passtime_logic.h"
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void AddSubKeyNamed( KeyValues *pKeys, const char *pszName );
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ConVar tf_hud_show_servertimelimit( "tf_hud_show_servertimelimit", "0", FCVAR_ARCHIVE, "Display time left before the current map ends." );
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extern ConVar tf_arena_round_time;
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using namespace vgui;
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DECLARE_HUDELEMENT( CTFHudObjectiveStatus );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFHudObjectiveStatus::CTFHudObjectiveStatus( const char *pElementName )
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: CHudElement( pElementName )
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, BaseClass( NULL, "HudObjectiveStatus" )
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, m_pFlagPanel( NULL )
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, m_pControlPointIconsPanel( NULL )
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, m_pControlPointProgressBar( NULL )
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, m_pEscortPanel( NULL )
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, m_pMultipleEscortPanel( NULL )
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, m_pTrainingPanel( NULL )
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, m_pRobotDestructionPanel( NULL )
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{
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Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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m_pFlagPanel = new CTFHudFlagObjectives( this, "ObjectiveStatusFlagPanel" );
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m_pControlPointIconsPanel = NULL;
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m_pControlPointProgressBar = new CControlPointProgressBar( this );
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m_pEscortPanel = new CTFHudEscort( this, "ObjectiveStatusEscort" );
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m_pMultipleEscortPanel = new CTFHudMultipleEscort( this, "ObjectiveStatusMultipleEscort" );
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m_pTrainingPanel = new CTFHudTraining(this, "ObjectiveStatusTraining" );
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m_pRobotDestructionPanel = new CTFHUDRobotDestruction( this, "ObjectiveStatusRobotDestruction" );
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m_pHudPasstime = new CTFHudPasstime( this );
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SetHiddenBits( 0 );
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RegisterForRenderGroup( "mid" );
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RegisterForRenderGroup( "commentary" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudObjectiveStatus::ApplySchemeSettings( IScheme *pScheme )
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{
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// load control settings...
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LoadControlSettings( "resource/UI/HudObjectiveStatus.res" );
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if ( !m_pControlPointIconsPanel )
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{
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m_pControlPointIconsPanel = GET_HUDELEMENT( CHudControlPointIcons );
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m_pControlPointIconsPanel->SetParent( this );
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}
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if ( m_pControlPointProgressBar )
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{
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m_pControlPointProgressBar->InvalidateLayout( true, true );
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}
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BaseClass::ApplySchemeSettings( pScheme );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudObjectiveStatus::Reset()
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{
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if ( m_pFlagPanel )
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{
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m_pFlagPanel->Reset();
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}
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if ( m_pEscortPanel )
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{
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m_pEscortPanel->Reset();
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}
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if ( m_pMultipleEscortPanel )
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{
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m_pMultipleEscortPanel->Reset();
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}
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if ( m_pControlPointProgressBar )
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{
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m_pControlPointProgressBar->Reset();
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}
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if ( m_pRobotDestructionPanel )
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{
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m_pRobotDestructionPanel->Reset();
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}
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if ( m_pHudPasstime )
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{
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m_pHudPasstime->Reset();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CControlPointProgressBar *CTFHudObjectiveStatus::GetControlPointProgressBar( void )
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{
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return m_pControlPointProgressBar;
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}
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//=============================================================================
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// HPE_BEGIN
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// [msmith] Functions for training stuff.
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//=============================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudObjectiveStatus::SetTrainingText( char *text )
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{
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if ( NULL == m_pTrainingPanel )
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return;
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m_pTrainingPanel->SetTrainingText( text );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudObjectiveStatus::SetTrainingObjective( char *text )
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{
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if ( NULL == m_pTrainingPanel )
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return;
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m_pTrainingPanel->SetTrainingObjective( text );
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudObjectiveStatus::SetVisiblePanels( void )
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{
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if ( !TFGameRules() )
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return;
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//=============================================================================
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// HPE_BEGIN
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// [msmith] Added stuff related to showing different HUDs for training.
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//=============================================================================
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int iGameType = TFGameRules()->GetGameType();
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int iHudType = TFGameRules()->GetHUDType();
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bool bIsPlayingRobotDestruction = TFGameRules()->IsPlayingRobotDestructionMode();
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if ( m_pRobotDestructionPanel && m_pRobotDestructionPanel->IsVisible() != bIsPlayingRobotDestruction )
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{
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m_pRobotDestructionPanel->SetVisible( bIsPlayingRobotDestruction );
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}
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bool bCTFVisible = TFGameRules()->IsPlayingHybrid_CTF_CP();
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if ( !bCTFVisible )
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{
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bCTFVisible = ( iGameType == TF_GAMETYPE_CTF || iHudType == TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_CP ) && ( iHudType != TF_HUDTYPE_ESCORT );
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}
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if ( TFGameRules()->IsMannVsMachineMode() )
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{
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bCTFVisible = ( ( TFGameRules()->State_Get() != GR_STATE_BETWEEN_RNDS )
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&& ( TFGameRules()->State_Get() != GR_STATE_TEAM_WIN )
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&& ( TFGameRules()->State_Get() != GR_STATE_GAME_OVER ) );
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}
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//First check to see if we have an override HUD for the training simulation.
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//If we do, ignore any other game play hud displays.
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if ( iHudType == TF_HUDTYPE_TRAINING )
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{
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m_pTrainingPanel->SetVisible(true);
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if ( m_pFlagPanel )
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{
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m_pFlagPanel->SetVisible( false );
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}
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if ( m_pControlPointIconsPanel )
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{
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m_pControlPointIconsPanel->SetVisible( false );
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}
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if ( m_pEscortPanel )
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{
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m_pEscortPanel->SetVisible( false );
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}
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if ( m_pMultipleEscortPanel )
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{
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m_pMultipleEscortPanel->SetVisible( false );
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}
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if ( m_pHudPasstime )
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{
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m_pHudPasstime->SetVisible( false );
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m_pHudPasstime->SetEnabled( false );
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}
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return;
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}
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m_pTrainingPanel->SetVisible( TFGameRules()->IsTrainingHUDVisible() );
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if ( m_pFlagPanel && m_pFlagPanel->IsVisible() != bCTFVisible )
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{
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m_pFlagPanel->SetVisible( bCTFVisible );
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}
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bool bCPVisible = TFGameRules()->IsPlayingHybrid_CTF_CP();
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if ( !bCPVisible )
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{
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bCPVisible = ( iGameType == TF_GAMETYPE_CP || iGameType == TF_GAMETYPE_ARENA || iHudType == TF_HUDTYPE_CP || iGameType == TF_GAMETYPE_MVM ) && ( iHudType != TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_ESCORT ) && !TFGameRules()->IsPlayingHybrid_CTF_CP();
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}
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if ( m_pControlPointIconsPanel && m_pControlPointIconsPanel->IsVisible() != bCPVisible )
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{
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m_pControlPointIconsPanel->SetVisible( bCPVisible );
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}
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bool bEscortVisible = ( iGameType == TF_GAMETYPE_ESCORT || iHudType == TF_HUDTYPE_ESCORT ) && ( iHudType != TF_HUDTYPE_CTF ) && ( iHudType != TF_HUDTYPE_CP ) && !TFGameRules()->IsPlayingHybrid_CTF_CP();
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if ( bEscortVisible )
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{
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bool bMultipleTrains = TFGameRules()->HasMultipleTrains();
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if ( m_pEscortPanel && m_pEscortPanel->EditablePanel::IsVisible() != !bMultipleTrains ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
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{
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m_pEscortPanel->SetVisible( !bMultipleTrains );
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}
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// Hide the panel while players are fighting in Helltower's hell
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if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_HIGHTOWER ) && ( TFGameRules()->ArePlayersInHell() == true ) )
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{
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bMultipleTrains = false;
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}
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if ( m_pMultipleEscortPanel && m_pMultipleEscortPanel->EditablePanel::IsVisible() != bMultipleTrains ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
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{
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m_pMultipleEscortPanel->SetVisible( bMultipleTrains );
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}
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}
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else
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{
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if ( m_pEscortPanel && m_pEscortPanel->EditablePanel::IsVisible() ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
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{
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m_pEscortPanel->SetVisible( false );
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}
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if ( m_pMultipleEscortPanel && m_pMultipleEscortPanel->EditablePanel::IsVisible() ) // intentionally skipping EscortPanel version of IsVisible() to bypass the !m_bHaveValidPointPositions check
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{
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m_pMultipleEscortPanel->SetVisible( false );
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}
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}
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if ( m_pHudPasstime )
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{
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bool bIsPasstime = iGameType == TF_GAMETYPE_PASSTIME;
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m_pHudPasstime->SetVisible( bIsPasstime );
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m_pHudPasstime->SetEnabled( bIsPasstime );
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudObjectiveStatus::Think()
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{
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if ( !TeamplayRoundBasedRules() || !TFGameRules() )
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return;
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SetVisiblePanels();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFHudObjectiveStatus::ShouldDraw()
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{
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
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{
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return false;
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}
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if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
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return false;
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return CHudElement::ShouldDraw();
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}
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