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1720 lines
51 KiB
1720 lines
51 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: HUD Target ID element
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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 "hud.h"
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#include "iclientmode.h"
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#include "c_baseobject.h"
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#include "c_tf_player.h"
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#include "ienginevgui.h"
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#include "vgui/ILocalize.h"
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#include "vgui/ISurface.h"
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#include <vgui/IVGui.h>
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#include <vgui_controls/ProgressBar.h>
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#include <vgui_controls/AnimationController.h>
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#include "game_controls/IconPanel.h"
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#include "teamplay_round_timer.h"
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#include "tf_hud_building_status.h"
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#include "c_obj_sentrygun.h"
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#include "c_obj_dispenser.h"
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#include "c_obj_teleporter.h"
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#include "c_obj_sapper.h"
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#include "tf_gamerules.h"
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#include "tf_logic_halloween_2014.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class C_ObjectSentrygun;
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extern CUtlVector<int> g_TeamRoundTimers;
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using namespace vgui;
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ConVar tf_hud_num_building_alert_beeps( "tf_hud_num_building_alert_beeps", "2", FCVAR_ARCHIVE, "Number of times to play warning sound when a new alert displays on building hud objects", true, 0, false, 0 );
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//============================================================================
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DECLARE_BUILD_FACTORY( CBuildingHealthBar );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBuildingHealthBar::CBuildingHealthBar(Panel *parent, const char *panelName) : vgui::ProgressBar( parent, panelName )
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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 CBuildingHealthBar::Paint()
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{
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if ( _progress < 0.5 )
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{
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SetFgColor( m_cLowHealthColor );
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}
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else
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{
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SetFgColor( m_cHealthColor );
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}
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BaseClass::Paint();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBuildingHealthBar::PaintBackground()
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{
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// save progress and real fg color
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float flProgress = _progress;
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Color fgColor = GetFgColor();
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// stuff our fake info
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_progress = 1.0;
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SetFgColor( GetBgColor() );
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BaseClass::Paint();
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// restore actual progress / color
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_progress = flProgress;
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SetFgColor( fgColor );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBuildingHealthBar::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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SetBgColor(GetSchemeColor("BuildingHealthBar.BgColor", pScheme));
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m_cHealthColor = GetSchemeColor("BuildingHealthBar.Health", pScheme);
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m_cLowHealthColor = GetSchemeColor("BuildingHealthBar.LowHealth", pScheme);
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SetBorder(NULL);
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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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CBuildingStatusItem::CBuildingStatusItem( Panel *parent, const char *szLayout, int iObjectType, int iObjectMode=0 ) :
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BaseClass( parent, "BuildingStatusItem" )
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{
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SetProportional( true );
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// Save our layout file for re-loading
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Q_strncpy( m_szLayout, szLayout, sizeof(m_szLayout) );
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// load control settings...
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LoadControlSettings( szLayout );
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SetPositioned( false );
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m_pObject = NULL;
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m_iObjectType = iObjectType;
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m_iObjectMode = iObjectMode;
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m_pBuiltPanel = new vgui::EditablePanel( this, "BuiltPanel" );
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m_pNotBuiltPanel = new vgui::EditablePanel( this, "NotBuiltPanel" );
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// sub panels
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m_pBuildingPanel = new vgui::EditablePanel( m_pBuiltPanel, "BuildingPanel" );
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m_pRunningPanel = new vgui::EditablePanel( m_pBuiltPanel, "RunningPanel" );
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// Shared between All sub panels
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m_pBackground = new CIconPanel( this, "Background" );
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// Running and Building sub panels only
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m_pHealthBar = new CBuildingHealthBar( m_pBuiltPanel, "Health" );
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m_pHealthBar->SetSegmentInfo( YRES(1), YRES(3) );
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m_pHealthBar->SetProgressDirection( ProgressBar::PROGRESS_NORTH );
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m_pHealthBar->SetBarInset( 0 );
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m_pBuildingProgress = new vgui::ContinuousProgressBar( m_pBuildingPanel, "BuildingProgress" );
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m_pAlertTray = new CBuildingStatusAlertTray( m_pBuiltPanel, "AlertTray" );
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m_pWrenchIcon = new CIconPanel( m_pBuiltPanel, "WrenchIcon" );
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m_pSapperIcon = new CIconPanel( m_pBuiltPanel, "SapperIcon" );
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m_pUpgradeIcons[0] = new CIconPanel( m_pBuiltPanel, "Icon_Upgrade_1" );
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m_pUpgradeIcons[1] = new CIconPanel( m_pBuiltPanel, "Icon_Upgrade_2" );
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m_pUpgradeIcons[2] = new CIconPanel( m_pBuiltPanel, "Icon_Upgrade_3" );
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m_iUpgradeLevel = 1;
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vgui::ivgui()->AddTickSignal( GetVPanel() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBuildingStatusItem::ApplySchemeSettings( IScheme *pScheme )
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{
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// This lets us use hud_reloadscheme to reload the status items
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int x, y;
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GetPos( x, y );
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LoadControlSettings( m_szLayout );
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SetPos( x, y );
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BaseClass::ApplySchemeSettings( pScheme );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calc visibility of subpanels
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//-----------------------------------------------------------------------------
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void CBuildingStatusItem::PerformLayout( void )
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{
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BaseClass::PerformLayout();
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C_BaseObject *pObj = m_pObject.Get();
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m_bActive = ( pObj != NULL );
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m_pHealthBar->SetVisible( m_bActive );
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m_pNotBuiltPanel->SetVisible( !m_bActive );
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m_pBuiltPanel->SetVisible( m_bActive );
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if ( pObj )
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{
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// redo the background
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m_pBackground->SetIcon( GetBackgroundImage() );
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if ( pObj->IsBuilding() )
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{
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m_pBuildingPanel->SetVisible( true );
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m_pRunningPanel->SetVisible( false );
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m_pUpgradeIcons[0]->SetVisible( false );
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m_pUpgradeIcons[1]->SetVisible( false );
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m_pUpgradeIcons[2]->SetVisible( false );
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}
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else
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{
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m_pBuildingPanel->SetVisible( false );
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m_pRunningPanel->SetVisible( true );
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int iUpgradeLevel = pObj->GetUpgradeLevel();
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Assert( iUpgradeLevel >= 1 && iUpgradeLevel <= 3 );
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m_pUpgradeIcons[0]->SetVisible( false );
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m_pUpgradeIcons[1]->SetVisible( false );
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m_pUpgradeIcons[2]->SetVisible( false );
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// show the correct upgrade level icon
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if ( !pObj->IsMiniBuilding() )
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{
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m_pUpgradeIcons[iUpgradeLevel-1]->SetVisible( true );
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}
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}
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}
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else
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{
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// redo the background
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m_pBackground->SetIcon( GetInactiveBackgroundImage() );
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if ( m_pAlertTray->IsTrayOut() )
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{
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m_pAlertTray->HideTray();
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m_pWrenchIcon->SetVisible( false );
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m_pSapperIcon->SetVisible( false );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Setup
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//-----------------------------------------------------------------------------
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void CBuildingStatusItem::LevelInit( void )
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{
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if ( m_pAlertTray )
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m_pAlertTray->LevelInit();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Setup
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//-----------------------------------------------------------------------------
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void CBuildingStatusItem::SetObject( C_BaseObject *pObj )
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{
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m_pObject = pObj;
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Assert( !pObj || ( pObj && !pObj->IsMarkedForDeletion() ) );
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if ( !pObj )
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{
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m_pAlertTray->HideTray();
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m_pWrenchIcon->SetVisible( false );
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m_pSapperIcon->SetVisible( false );
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m_pAlertTray->SetAlertType( BUILDING_HUD_ALERT_NONE );
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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 CBuildingStatusItem::Paint( void )
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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 CBuildingStatusItem::PaintBackground( void )
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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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const char *CBuildingStatusItem::GetBackgroundImage( void )
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{
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C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
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const char *pResult = "obj_status_background_blue";
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if ( !pLocalPlayer )
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{
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Assert( 0 );
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return pResult;
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}
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switch( pLocalPlayer->GetTeamNumber() )
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{
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case TF_TEAM_BLUE:
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pResult = "obj_status_background_blue";
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break;
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case TF_TEAM_RED:
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pResult = "obj_status_background_red";
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break;
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default:
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break;
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}
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return pResult;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CBuildingStatusItem::GetInactiveBackgroundImage( void )
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{
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return "obj_status_background_disabled";
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBuildingStatusItem::OnTick()
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{
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// We only tick while active and with a valid built object
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C_BaseObject *pObj = GetRepresentativeObject();
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if ( !pObj ) // implies not active
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{
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if ( m_bActive )
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{
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// we lost our object. force relayout to inactive mode
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InvalidateLayout();
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// tell our parent that we're gone
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IGameEvent *event = gameeventmanager->CreateEvent( "building_info_changed" );
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if ( event )
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{
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event->SetInt( "building_type", GetRepresentativeObjectType() );
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event->SetInt( "object_mode", GetRepresentativeObjectMode() );
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gameeventmanager->FireEventClientSide( event );
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}
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}
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// We don't want to tick while inactive regardless
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return;
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}
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float flHealth = (float)pObj->GetHealth() / (float)pObj->GetMaxHealth();
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m_pHealthBar->SetProgress( flHealth );
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if ( pObj->IsBuilding() )
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{
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m_pBuildingPanel->SetVisible( true );
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m_pRunningPanel->SetVisible( false );
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m_pBuildingProgress->SetProgress( pObj->GetPercentageConstructed() );
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}
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else
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{
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m_pBuildingPanel->SetVisible( false );
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m_pRunningPanel->SetVisible( true );
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}
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// what is our current alert state?
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BuildingHudAlert_t alertLevel = pObj->GetBuildingAlertLevel();
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if ( alertLevel <= BUILDING_HUD_ALERT_NONE )
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{
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// if the tray is out, hide it
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if ( m_pAlertTray->IsTrayOut() )
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{
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m_pAlertTray->HideTray();
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m_pWrenchIcon->SetVisible( false );
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m_pSapperIcon->SetVisible( false );
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}
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}
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else
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{
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m_pWrenchIcon->SetVisible( false );
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m_pSapperIcon->SetVisible( false );
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bool bShowAlertTray = false;
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bool bAlertTrayFullyDeployed = m_pAlertTray->GetPercentDeployed() >= 1.0f;
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switch( alertLevel )
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{
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// show low ammo for normal sentry and mini-sentry
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case BUILDING_HUD_ALERT_LOW_AMMO:
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case BUILDING_HUD_ALERT_VERY_LOW_AMMO:
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bShowAlertTray = true;
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m_pWrenchIcon->SetVisible( bAlertTrayFullyDeployed );
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break;
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// do not show low health for mini-sentry
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case BUILDING_HUD_ALERT_LOW_HEALTH:
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case BUILDING_HUD_ALERT_VERY_LOW_HEALTH:
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bShowAlertTray = pObj->IsMiniBuilding() == false;
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m_pWrenchIcon->SetVisible( bAlertTrayFullyDeployed && bShowAlertTray );
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break;
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// always show when being sapped
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case BUILDING_HUD_ALERT_SAPPER:
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bShowAlertTray = true;
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m_pSapperIcon->SetVisible( bAlertTrayFullyDeployed );
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break;
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default:
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bShowAlertTray = false;
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break;
|
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}
|
||
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|
||
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if ( bShowAlertTray && !pObj->IsDisposableBuilding() )
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{
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if ( !m_pAlertTray->IsTrayOut() )
|
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{
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m_pAlertTray->ShowTray();
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}
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m_pAlertTray->SetAlertType( alertLevel );
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}
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else
|
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{
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if ( m_pAlertTray->IsTrayOut() )
|
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{
|
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m_pAlertTray->HideTray();
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}
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||
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m_pAlertTray->SetAlertType( BUILDING_HUD_ALERT_NONE );
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||
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}
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||
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}
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||
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}
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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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C_BaseObject *CBuildingStatusItem::GetRepresentativeObject( void )
|
||
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{
|
||
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if ( !m_bActive )
|
||
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{
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||
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return NULL;
|
||
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}
|
||
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else
|
||
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{
|
||
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return m_pObject.Get();
|
||
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}
|
||
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}
|
||
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|
||
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//-----------------------------------------------------------------------------
|
||
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// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
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int CBuildingStatusItem::GetRepresentativeObjectType( void )
|
||
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{
|
||
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return m_iObjectType;
|
||
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}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
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int CBuildingStatusItem::GetRepresentativeObjectMode( void )
|
||
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{
|
||
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return m_iObjectMode;
|
||
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}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBuildingStatusItem::GetObjectPriority( void )
|
||
|
{
|
||
|
int nPriority = GetObjectInfo( GetRepresentativeObjectType() )->m_iDisplayPriority;
|
||
|
|
||
|
// MvM hack to sort buildings properly since we can have more than one sentry via upgrades
|
||
|
if ( GetRepresentativeObjectType() == OBJ_SENTRYGUN && GetRepresentativeObjectMode() == MODE_SENTRYGUN_DISPOSABLE )
|
||
|
{
|
||
|
nPriority = 0;
|
||
|
}
|
||
|
|
||
|
return nPriority;
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
|
||
|
DECLARE_BUILD_FACTORY( CBuildingStatusAlertTray );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBuildingStatusAlertTray::CBuildingStatusAlertTray(Panel *parent, const char *panelName) : BaseClass( parent, panelName )
|
||
|
{
|
||
|
m_pAlertPanelMaterial = NULL;
|
||
|
m_flAlertDeployedPercent = 0.0f;
|
||
|
m_bIsTrayOut = false;
|
||
|
|
||
|
m_pAlertPanelHudTexture = NULL;
|
||
|
m_pAlertPanelMaterial = NULL;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusAlertTray::ApplySettings( KeyValues *inResourceData )
|
||
|
{
|
||
|
m_pAlertPanelHudTexture = gHUD.GetIcon( inResourceData->GetString( "icon", "" ) );
|
||
|
|
||
|
if ( m_pAlertPanelHudTexture )
|
||
|
{
|
||
|
m_pAlertPanelMaterial = materials->FindMaterial( m_pAlertPanelHudTexture->szTextureFile, TEXTURE_GROUP_VGUI );
|
||
|
}
|
||
|
|
||
|
BaseClass::ApplySettings( inResourceData );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusAlertTray::Paint( void )
|
||
|
{
|
||
|
// Paint the alert tray
|
||
|
if ( !m_pAlertPanelMaterial || !m_pAlertPanelHudTexture )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int x = 0;
|
||
|
int y = 0;
|
||
|
ipanel()->GetAbsPos(GetVPanel(), x,y );
|
||
|
int iWidth = GetWide();
|
||
|
int iHeight = GetTall();
|
||
|
|
||
|
// Position the alert panel image based on the deployed percent
|
||
|
float flXa = m_pAlertPanelHudTexture->texCoords[0];
|
||
|
float flXb = m_pAlertPanelHudTexture->texCoords[2];
|
||
|
float flYa = m_pAlertPanelHudTexture->texCoords[1];
|
||
|
float flYb = m_pAlertPanelHudTexture->texCoords[3];
|
||
|
|
||
|
float flMaskXa = flXa;
|
||
|
float flMaskXb = flXb;
|
||
|
float flMaskYa = flYa;
|
||
|
float flMaskYb = flYb;
|
||
|
|
||
|
float flFrameDelta = ( flXb - flXa ) * ( 1.0 - m_flAlertDeployedPercent );
|
||
|
|
||
|
flXa += flFrameDelta;
|
||
|
flXb += flFrameDelta;
|
||
|
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->Bind( m_pAlertPanelMaterial );
|
||
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
||
|
|
||
|
int r, g, b, a;
|
||
|
r = a = 255;
|
||
|
|
||
|
switch( m_lastAlertType )
|
||
|
{
|
||
|
case BUILDING_HUD_ALERT_VERY_LOW_AMMO:
|
||
|
case BUILDING_HUD_ALERT_VERY_LOW_HEALTH:
|
||
|
g = b = (int)( 127.0f + 127.0f * cos( gpGlobals->curtime * 2.0f * M_PI * 0.5 ) );
|
||
|
break;
|
||
|
|
||
|
case BUILDING_HUD_ALERT_SAPPER:
|
||
|
g = b = (int)( 127.0f + 127.0f * cos( gpGlobals->curtime * 2.0f * M_PI * 1.5 ) );
|
||
|
break;
|
||
|
|
||
|
case BUILDING_HUD_ALERT_LOW_AMMO:
|
||
|
case BUILDING_HUD_ALERT_LOW_HEALTH:
|
||
|
case BUILDING_HUD_ALERT_NONE:
|
||
|
default:
|
||
|
g = b = 255;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
CMeshBuilder meshBuilder;
|
||
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
||
|
|
||
|
meshBuilder.Position3f( x, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, flXa, flYa );
|
||
|
meshBuilder.TexCoord2f( 1, flMaskXa, flMaskYa );
|
||
|
meshBuilder.Color4ub( r, g, b, a );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( x + iWidth, y, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, flXb, flYa );
|
||
|
meshBuilder.TexCoord2f( 1, flMaskXb, flMaskYa );
|
||
|
meshBuilder.Color4ub( r, g, b, a );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( x + iWidth, y + iHeight, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, flXb, flYb );
|
||
|
meshBuilder.TexCoord2f( 1, flMaskXb, flMaskYb );
|
||
|
meshBuilder.Color4ub( r, g, b, a );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.Position3f( x, y + iHeight, 0.0f );
|
||
|
meshBuilder.TexCoord2f( 0, flXa, flYb );
|
||
|
meshBuilder.TexCoord2f( 1, flMaskXa, flMaskYb );
|
||
|
meshBuilder.Color4ub( r, g, b, a );
|
||
|
meshBuilder.AdvanceVertex();
|
||
|
|
||
|
meshBuilder.End();
|
||
|
pMesh->Draw();
|
||
|
}
|
||
|
|
||
|
void CBuildingStatusAlertTray::PaintBackground( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void CBuildingStatusAlertTray::ShowTray( void )
|
||
|
{
|
||
|
if ( m_bIsTrayOut == false )
|
||
|
{
|
||
|
m_flAlertDeployedPercent = 0.0;
|
||
|
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "deployed", 1.0, 0.0, 0.3, AnimationController::INTERPOLATOR_LINEAR );
|
||
|
|
||
|
m_bIsTrayOut = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBuildingStatusAlertTray::HideTray( void )
|
||
|
{
|
||
|
if ( m_bIsTrayOut == true )
|
||
|
{
|
||
|
m_flAlertDeployedPercent = 1.0;
|
||
|
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "deployed", 0.0, 0.0, 0.3, AnimationController::INTERPOLATOR_LINEAR );
|
||
|
|
||
|
m_bIsTrayOut = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Setup
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusAlertTray::LevelInit( void )
|
||
|
{
|
||
|
m_bIsTrayOut = false;
|
||
|
m_flAlertDeployedPercent = 0.0f;
|
||
|
}
|
||
|
|
||
|
void CBuildingStatusAlertTray::SetAlertType( BuildingHudAlert_t alertLevel )
|
||
|
{
|
||
|
m_lastAlertType = alertLevel;
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBuildingStatusItem_SentryGun::CBuildingStatusItem_SentryGun( Panel *parent ) :
|
||
|
CBuildingStatusItem( parent, "resource/UI/hud_obj_sentrygun.res", OBJ_SENTRYGUN, MODE_SENTRYGUN_NORMAL )
|
||
|
{
|
||
|
m_pShellsProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Shells" );
|
||
|
m_pRocketsProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Rockets" );
|
||
|
m_pUpgradeProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Upgrade" );
|
||
|
|
||
|
m_pRocketIcon = new vgui::ImagePanel( GetRunningPanel(), "RocketIcon" );
|
||
|
m_pUpgradeIcon = new CIconPanel( GetRunningPanel(), "UpgradeIcon" );
|
||
|
|
||
|
m_pSentryIcons[0] = new CIconPanel( this, "Icon_Sentry_1" );
|
||
|
m_pSentryIcons[1] = new CIconPanel( this, "Icon_Sentry_2" );
|
||
|
m_pSentryIcons[2] = new CIconPanel( this, "Icon_Sentry_3" );
|
||
|
|
||
|
m_iUpgradeLevel = 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_SentryGun::ApplySchemeSettings( vgui::IScheme *scheme )
|
||
|
{
|
||
|
BaseClass::ApplySchemeSettings( scheme );
|
||
|
|
||
|
m_cLowAmmoColor = scheme->GetColor( "LowHealthRed", Color(255,0,0,255) );
|
||
|
m_cNormalAmmoColor = scheme->GetColor( "ProgressOffWhite", Color(255,255,255,255) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Calc visibility of subpanels
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_SentryGun::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
C_ObjectSentrygun *pSentrygun = dynamic_cast<C_ObjectSentrygun *>( GetRepresentativeObject() );
|
||
|
|
||
|
if ( !pSentrygun || ( pSentrygun && pSentrygun->IsDisposableBuilding() ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
GetRunningPanel()->SetDialogVariable( "numkills", pSentrygun->GetKills() );
|
||
|
GetRunningPanel()->SetDialogVariable( "numassists", pSentrygun->GetAssists() );
|
||
|
|
||
|
int iShells, iMaxShells;
|
||
|
int iRockets, iMaxRockets;
|
||
|
pSentrygun->GetAmmoCount( iShells, iMaxShells, iRockets, iMaxRockets );
|
||
|
|
||
|
// Shells label
|
||
|
float flShells = (float)iShells / (float)iMaxShells;
|
||
|
m_pShellsProgress->SetProgress( flShells );
|
||
|
|
||
|
if ( flShells < 0.25f )
|
||
|
{
|
||
|
m_pShellsProgress->SetFgColor( m_cLowAmmoColor );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pShellsProgress->SetFgColor( m_cNormalAmmoColor );
|
||
|
}
|
||
|
|
||
|
// Rockets label
|
||
|
float flRockets = (float)iRockets / (float)SENTRYGUN_MAX_ROCKETS;
|
||
|
m_pRocketsProgress->SetProgress( flRockets );
|
||
|
|
||
|
if ( flRockets < 0.25f )
|
||
|
{
|
||
|
m_pRocketsProgress->SetFgColor( m_cLowAmmoColor );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pRocketsProgress->SetFgColor( m_cNormalAmmoColor );
|
||
|
}
|
||
|
|
||
|
int iUpgradeLevel = pSentrygun->GetUpgradeLevel();
|
||
|
|
||
|
Assert( iUpgradeLevel >= 1 && iUpgradeLevel <= 3 );
|
||
|
|
||
|
// show the correct icon
|
||
|
m_pSentryIcons[0]->SetVisible( false );
|
||
|
m_pSentryIcons[1]->SetVisible( false );
|
||
|
m_pSentryIcons[2]->SetVisible( false );
|
||
|
m_pSentryIcons[iUpgradeLevel-1]->SetVisible( true );
|
||
|
|
||
|
// upgrade progress
|
||
|
int iMetal = pSentrygun->GetUpgradeMetal();
|
||
|
int iMetalRequired = pSentrygun->GetUpgradeMetalRequired();
|
||
|
float flUpgrade = (float)iMetal / (float)iMetalRequired;
|
||
|
m_pUpgradeProgress->SetProgress( flUpgrade );
|
||
|
|
||
|
// upgrade label only in 1 or 2
|
||
|
m_pUpgradeIcon->SetVisible( iUpgradeLevel < 3 );
|
||
|
m_pUpgradeProgress->SetVisible( iUpgradeLevel < 3 );
|
||
|
|
||
|
// rockets label only in 3
|
||
|
m_pRocketIcon->SetVisible( iUpgradeLevel == 3 );
|
||
|
m_pRocketsProgress->SetVisible( iUpgradeLevel == 3 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_SentryGun::OnTick()
|
||
|
{
|
||
|
BaseClass::OnTick();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CBuildingStatusItem_SentryGun::GetBackgroundImage( void )
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
const char *pResult = "obj_status_background_tall_blue";
|
||
|
|
||
|
if ( !pLocalPlayer )
|
||
|
{
|
||
|
return pResult;
|
||
|
}
|
||
|
|
||
|
switch( pLocalPlayer->GetTeamNumber() )
|
||
|
{
|
||
|
case TF_TEAM_BLUE:
|
||
|
pResult = "obj_status_background_tall_blue";
|
||
|
break;
|
||
|
case TF_TEAM_RED:
|
||
|
pResult = "obj_status_background_tall_red";
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return pResult;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CBuildingStatusItem_SentryGun::GetInactiveBackgroundImage( void )
|
||
|
{
|
||
|
return "obj_status_background_tall_disabled";
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBuildingStatusItem_SentryGun_Disposable::CBuildingStatusItem_SentryGun_Disposable( Panel *parent ) :
|
||
|
CBuildingStatusItem( parent, "resource/UI/hud_obj_sentrygun_disp.res", OBJ_SENTRYGUN, MODE_SENTRYGUN_DISPOSABLE )
|
||
|
{
|
||
|
m_pShellsProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Shells" );
|
||
|
|
||
|
m_pUpgradeIcon = new CIconPanel( GetRunningPanel(), "UpgradeIcon" );
|
||
|
|
||
|
m_pSentryIcons[0] = new CIconPanel( this, "Icon_Sentry_1" );
|
||
|
m_pSentryIcons[1] = new CIconPanel( this, "Icon_Sentry_2" );
|
||
|
m_pSentryIcons[2] = new CIconPanel( this, "Icon_Sentry_3" );
|
||
|
|
||
|
m_iUpgradeLevel = 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_SentryGun_Disposable::ApplySchemeSettings( vgui::IScheme *scheme )
|
||
|
{
|
||
|
BaseClass::ApplySchemeSettings( scheme );
|
||
|
|
||
|
m_cLowAmmoColor = scheme->GetColor( "LowHealthRed", Color(255,0,0,255) );
|
||
|
m_cNormalAmmoColor = scheme->GetColor( "ProgressOffWhite", Color(255,255,255,255) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Calc visibility of subpanels
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_SentryGun_Disposable::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
C_ObjectSentrygun *pSentrygun = dynamic_cast<C_ObjectSentrygun *>( GetRepresentativeObject() );
|
||
|
|
||
|
if ( !pSentrygun || ( pSentrygun && !pSentrygun->IsDisposableBuilding() ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
GetRunningPanel()->SetDialogVariable( "numkills", pSentrygun->GetKills() );
|
||
|
GetRunningPanel()->SetDialogVariable( "numassists", pSentrygun->GetAssists() );
|
||
|
|
||
|
int iShells, iMaxShells;
|
||
|
int iRockets, iMaxRockets;
|
||
|
pSentrygun->GetAmmoCount( iShells, iMaxShells, iRockets, iMaxRockets );
|
||
|
|
||
|
// Shells label
|
||
|
float flShells = (float)iShells / (float)iMaxShells;
|
||
|
m_pShellsProgress->SetProgress( flShells );
|
||
|
|
||
|
if ( flShells < 0.25f )
|
||
|
{
|
||
|
m_pShellsProgress->SetFgColor( m_cLowAmmoColor );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pShellsProgress->SetFgColor( m_cNormalAmmoColor );
|
||
|
}
|
||
|
|
||
|
int iUpgradeLevel = pSentrygun->GetUpgradeLevel();
|
||
|
|
||
|
Assert( iUpgradeLevel >= 1 && iUpgradeLevel <= 3 );
|
||
|
|
||
|
// show the correct icon
|
||
|
m_pSentryIcons[0]->SetVisible( false );
|
||
|
m_pSentryIcons[1]->SetVisible( false );
|
||
|
m_pSentryIcons[2]->SetVisible( false );
|
||
|
m_pSentryIcons[iUpgradeLevel-1]->SetVisible( true );
|
||
|
|
||
|
m_pUpgradeIcon->SetEnabled( false );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_SentryGun_Disposable::OnTick()
|
||
|
{
|
||
|
BaseClass::OnTick();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CBuildingStatusItem_SentryGun_Disposable::GetBackgroundImage( void )
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
const char *pResult = "obj_status_background_tall_blue";
|
||
|
|
||
|
if ( !pLocalPlayer )
|
||
|
{
|
||
|
return pResult;
|
||
|
}
|
||
|
|
||
|
switch( pLocalPlayer->GetTeamNumber() )
|
||
|
{
|
||
|
case TF_TEAM_BLUE:
|
||
|
pResult = "obj_status_background_blue";
|
||
|
break;
|
||
|
case TF_TEAM_RED:
|
||
|
pResult = "obj_status_background_red";
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return pResult;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CBuildingStatusItem_SentryGun_Disposable::GetInactiveBackgroundImage( void )
|
||
|
{
|
||
|
return "obj_status_background_disabled";
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBuildingStatusItem_Dispenser::CBuildingStatusItem_Dispenser( Panel *parent ) :
|
||
|
CBuildingStatusItem( parent, "resource/UI/hud_obj_dispenser.res", OBJ_DISPENSER )
|
||
|
{
|
||
|
m_pAmmoProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Ammo" );
|
||
|
m_pUpgradeProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Upgrade" );
|
||
|
|
||
|
m_pUpgradeIcon = new CIconPanel( GetRunningPanel(), "UpgradeIcon" );
|
||
|
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Calc visibility of subpanels
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_Dispenser::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
C_ObjectDispenser *pDispenser = static_cast<C_ObjectDispenser*>(GetRepresentativeObject());
|
||
|
|
||
|
if ( !pDispenser )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int iAmmo = pDispenser->GetMetalAmmoCount();
|
||
|
|
||
|
float flMaxMetal = pDispenser->IsMiniBuilding() ? MINI_DISPENSER_MAX_METAL : DISPENSER_MAX_METAL_AMMO;
|
||
|
float flProgress = (float)iAmmo / flMaxMetal;
|
||
|
m_pAmmoProgress->SetProgress( flProgress );
|
||
|
|
||
|
int iUpgradeLevel = pDispenser->GetUpgradeLevel();
|
||
|
|
||
|
Assert( iUpgradeLevel >= 1 && iUpgradeLevel <= 3 );
|
||
|
|
||
|
// upgrade progress
|
||
|
int iMetal = pDispenser->GetUpgradeMetal();
|
||
|
int iMetalRequired = pDispenser->GetUpgradeMetalRequired();
|
||
|
flProgress = (float)iMetal / (float)iMetalRequired;
|
||
|
|
||
|
m_pUpgradeProgress->SetProgress( flProgress );
|
||
|
|
||
|
// upgrade label only in 1 or 2
|
||
|
bool bShowUpgradeInfo = iUpgradeLevel < 3;
|
||
|
m_pUpgradeIcon->SetVisible( bShowUpgradeInfo );
|
||
|
m_pUpgradeProgress->SetVisible( bShowUpgradeInfo );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBuildingStatusItem_TeleporterEntrance::CBuildingStatusItem_TeleporterEntrance( Panel *parent ) :
|
||
|
CBuildingStatusItem( parent, "resource/UI/hud_obj_tele_entrance.res", OBJ_TELEPORTER, MODE_TELEPORTER_ENTRANCE )
|
||
|
{
|
||
|
// Panel and children when we are charging
|
||
|
m_pChargingPanel = new vgui::EditablePanel( GetRunningPanel(), "ChargingPanel" );
|
||
|
m_pRechargeTimer = new vgui::ContinuousProgressBar( m_pChargingPanel, "Recharge" );
|
||
|
|
||
|
// Panel and children when we are fully charged
|
||
|
m_pFullyChargedPanel = new vgui::EditablePanel( GetRunningPanel(), "FullyChargedPanel" );
|
||
|
|
||
|
m_iTimesUsed = -1; // force first update of 0
|
||
|
m_iTeleporterState = -1;
|
||
|
|
||
|
m_pUpgradeProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Upgrade" );
|
||
|
m_pUpgradeIcon = new CIconPanel( GetRunningPanel(), "UpgradeIcon" );
|
||
|
|
||
|
vgui::ivgui()->AddTickSignal( GetVPanel() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_TeleporterEntrance::OnTick( void )
|
||
|
{
|
||
|
// We only tick while active and with a valid built object
|
||
|
C_ObjectTeleporter *pTeleporter = static_cast<C_ObjectTeleporter*>(GetRepresentativeObject());
|
||
|
|
||
|
if ( pTeleporter && IsActive() )
|
||
|
{
|
||
|
if ( pTeleporter->GetState() == TELEPORTER_STATE_RECHARGING )
|
||
|
{
|
||
|
// Update the recharge
|
||
|
float flMaxRecharge = pTeleporter->GetCurrentRechargeDuration();
|
||
|
float flChargeTime = pTeleporter->GetChargeTime();
|
||
|
m_pRechargeTimer->SetProgress( 1.0 - ( flChargeTime / flMaxRecharge ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::OnTick();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_TeleporterEntrance::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
// We only tick while active and with a valid built object
|
||
|
C_ObjectTeleporter *pTeleporter = static_cast<C_ObjectTeleporter*>(GetRepresentativeObject());
|
||
|
|
||
|
if ( !IsActive() || !pTeleporter )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bool bRecharging = ( pTeleporter->GetState() == TELEPORTER_STATE_RECHARGING );
|
||
|
|
||
|
m_pChargingPanel->SetVisible( bRecharging );
|
||
|
m_pFullyChargedPanel->SetVisible( !bRecharging );
|
||
|
|
||
|
// How many times has this teleporter been used?
|
||
|
m_pFullyChargedPanel->SetDialogVariable( "timesused", pTeleporter->GetTimesUsed() );
|
||
|
|
||
|
int iUpgradeLevel = pTeleporter->GetUpgradeLevel();
|
||
|
|
||
|
Assert( iUpgradeLevel >= 1 && iUpgradeLevel <= 3 );
|
||
|
|
||
|
// upgrade progress
|
||
|
int iMetal = pTeleporter->GetUpgradeMetal();
|
||
|
int iMetalRequired = pTeleporter->GetUpgradeMetalRequired();
|
||
|
float flUpgrade = (float)iMetal / (float)iMetalRequired;
|
||
|
m_pUpgradeProgress->SetProgress( flUpgrade );
|
||
|
|
||
|
// upgrade label only in 1 or 2
|
||
|
m_pUpgradeIcon->SetVisible( iUpgradeLevel < 3 );
|
||
|
m_pUpgradeProgress->SetVisible( iUpgradeLevel < 3 );
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
CBuildingStatusItem_TeleporterExit::CBuildingStatusItem_TeleporterExit( Panel *parent ) :
|
||
|
CBuildingStatusItem( parent, "resource/UI/hud_obj_tele_exit.res", OBJ_TELEPORTER, MODE_TELEPORTER_EXIT )
|
||
|
{
|
||
|
m_pUpgradeProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Upgrade" );
|
||
|
m_pUpgradeIcon = new CIconPanel( GetRunningPanel(), "UpgradeIcon" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_TeleporterExit::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
// We only tick while active and with a valid built object
|
||
|
C_ObjectTeleporter *pTeleporter = static_cast<C_ObjectTeleporter*>(GetRepresentativeObject());
|
||
|
|
||
|
if ( !IsActive() || !pTeleporter )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int iUpgradeLevel = pTeleporter->GetUpgradeLevel();
|
||
|
|
||
|
Assert( iUpgradeLevel >= 1 && iUpgradeLevel <= 3 );
|
||
|
|
||
|
// upgrade progress
|
||
|
int iMetal = pTeleporter->GetUpgradeMetal();
|
||
|
int iMetalRequired = pTeleporter->GetUpgradeMetalRequired();
|
||
|
float flUpgrade = (float)iMetal / (float)iMetalRequired;
|
||
|
m_pUpgradeProgress->SetProgress( flUpgrade );
|
||
|
|
||
|
// upgrade label only in 1 or 2
|
||
|
m_pUpgradeIcon->SetVisible( iUpgradeLevel < 3 );
|
||
|
m_pUpgradeProgress->SetVisible( iUpgradeLevel < 3 );
|
||
|
}
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
//============================================================================
|
||
|
CBuildingStatusItem_TeleporterSpeed::CBuildingStatusItem_TeleporterSpeed( Panel *parent, int ETeleporterMode ) :
|
||
|
CBuildingStatusItem( parent, "resource/UI/hud_obj_tele_speedpad.res", OBJ_TELEPORTER, ETeleporterMode )
|
||
|
{
|
||
|
// Panel and children when we are charging
|
||
|
m_pChargingPanel = new vgui::EditablePanel( GetRunningPanel(), "ChargingPanel" );
|
||
|
m_pRechargeTimer = new vgui::ContinuousProgressBar( m_pChargingPanel, "Recharge" );
|
||
|
|
||
|
// Panel and children when we are fully charged
|
||
|
m_pFullyChargedPanel = new vgui::EditablePanel( GetRunningPanel(), "FullyChargedPanel" );
|
||
|
|
||
|
m_iTimesUsed = -1; // force first update of 0
|
||
|
m_iTeleporterState = -1;
|
||
|
|
||
|
m_pUpgradeProgress = new vgui::ContinuousProgressBar( GetRunningPanel(), "Upgrade" );
|
||
|
m_pUpgradeIcon = new CIconPanel( GetRunningPanel(), "UpgradeIcon" );
|
||
|
|
||
|
vgui::ivgui()->AddTickSignal( GetVPanel() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_TeleporterSpeed::OnTick( void )
|
||
|
{
|
||
|
// We only tick while active and with a valid built object
|
||
|
C_ObjectTeleporter *pTeleporter = static_cast<C_ObjectTeleporter*>( GetRepresentativeObject() );
|
||
|
|
||
|
if ( pTeleporter && IsActive() )
|
||
|
{
|
||
|
if ( pTeleporter->GetState() == TELEPORTER_STATE_RECHARGING )
|
||
|
{
|
||
|
// Update the recharge
|
||
|
float flMaxRecharge = pTeleporter->GetCurrentRechargeDuration();
|
||
|
float flChargeTime = pTeleporter->GetChargeTime();
|
||
|
m_pRechargeTimer->SetProgress( 1.0 - ( flChargeTime / flMaxRecharge ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::OnTick();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBuildingStatusItem_TeleporterSpeed::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
// We only tick while active and with a valid built object
|
||
|
C_ObjectTeleporter *pTeleporter = static_cast<C_ObjectTeleporter*>( GetRepresentativeObject() );
|
||
|
|
||
|
if ( !IsActive() || !pTeleporter )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bool bRecharging = ( pTeleporter->GetState() == TELEPORTER_STATE_RECHARGING );
|
||
|
|
||
|
m_pChargingPanel->SetVisible( bRecharging );
|
||
|
m_pFullyChargedPanel->SetVisible( !bRecharging );
|
||
|
|
||
|
// How many times has this teleporter been used?
|
||
|
m_pFullyChargedPanel->SetDialogVariable( "timesused", pTeleporter->GetTimesUsed() );
|
||
|
|
||
|
int iUpgradeLevel = pTeleporter->GetUpgradeLevel();
|
||
|
|
||
|
Assert( iUpgradeLevel >= 1 && iUpgradeLevel <= 3 );
|
||
|
|
||
|
// upgrade progress
|
||
|
int iMetal = pTeleporter->GetUpgradeMetal();
|
||
|
int iMetalRequired = pTeleporter->GetUpgradeMetalRequired();
|
||
|
float flUpgrade = (float)iMetal / (float)iMetalRequired;
|
||
|
m_pUpgradeProgress->SetProgress( flUpgrade );
|
||
|
|
||
|
// upgrade label only in 1 or 2
|
||
|
m_pUpgradeIcon->SetVisible( iUpgradeLevel < 3 );
|
||
|
m_pUpgradeProgress->SetVisible( iUpgradeLevel < 3 );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBuildingStatusItem_Sapper::CBuildingStatusItem_Sapper( Panel *parent ) :
|
||
|
CBuildingStatusItem( parent, "resource/UI/hud_obj_sapper.res", OBJ_ATTACHMENT_SAPPER )
|
||
|
{
|
||
|
// health of target building
|
||
|
m_pTargetHealthBar = new ContinuousProgressBar( GetRunningPanel(), "TargetHealth" );
|
||
|
|
||
|
// image of target building
|
||
|
m_pTargetIcon = new CIconPanel( GetRunningPanel(), "TargetIcon" );
|
||
|
|
||
|
// force first think to set the icon
|
||
|
m_iTargetType = -1;
|
||
|
}
|
||
|
|
||
|
void CBuildingStatusItem_Sapper::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
// We only tick while active and with a valid built object
|
||
|
C_ObjectSapper *pSapper = static_cast<C_ObjectSapper*>(GetRepresentativeObject());
|
||
|
|
||
|
// only visible
|
||
|
SetVisible( pSapper != NULL );
|
||
|
|
||
|
if ( !IsActive() || !pSapper )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
C_BaseObject *pTarget = pSapper->GetParentObject();
|
||
|
|
||
|
if ( pTarget )
|
||
|
{
|
||
|
float flHealth = (float)pTarget->GetHealth() / (float)pTarget->GetMaxHealth();
|
||
|
|
||
|
m_pTargetHealthBar->SetProgress( flHealth );
|
||
|
|
||
|
int iTargetType = pTarget->GetType();
|
||
|
|
||
|
if ( m_iTargetType != iTargetType )
|
||
|
{
|
||
|
m_pTargetIcon->SetIcon( pTarget->GetHudStatusIcon() );
|
||
|
|
||
|
m_iTargetType = iTargetType;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pTargetHealthBar->SetProgress( 0.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
|
||
|
DECLARE_HUDELEMENT( CHudBuildingStatusContainer_Spy );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CHudBuildingStatusContainer_Spy::CHudBuildingStatusContainer_Spy( const char *pElementName ) :
|
||
|
BaseClass( "BuildingStatus_Spy" )
|
||
|
{
|
||
|
AddBuildingPanel( OBJ_ATTACHMENT_SAPPER );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHudBuildingStatusContainer_Spy::ShouldDraw( void )
|
||
|
{
|
||
|
// Don't draw in freezecam
|
||
|
C_TFPlayer *pPlayer = CTFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pPlayer || !pPlayer->IsPlayerClass( TF_CLASS_SPY ) || pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() <= TEAM_SPECTATOR )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return CHudElement::ShouldDraw();
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
DECLARE_HUDELEMENT( CHudBuildingStatusContainer_Engineer );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CHudBuildingStatusContainer_Engineer::CHudBuildingStatusContainer_Engineer( const char *pElementName ) :
|
||
|
BaseClass( "BuildingStatus_Engineer" )
|
||
|
{
|
||
|
AddBuildingPanel( OBJ_SENTRYGUN, MODE_SENTRYGUN_NORMAL );
|
||
|
AddBuildingPanel( OBJ_DISPENSER );
|
||
|
AddBuildingPanel( OBJ_TELEPORTER, MODE_TELEPORTER_ENTRANCE );
|
||
|
AddBuildingPanel( OBJ_TELEPORTER, MODE_TELEPORTER_EXIT );
|
||
|
AddBuildingPanel( OBJ_SENTRYGUN, MODE_SENTRYGUN_DISPOSABLE );
|
||
|
#ifdef STAGING_ONLY
|
||
|
AddBuildingPanel( OBJ_TELEPORTER, MODE_TELEPORTER_SPEED );
|
||
|
AddBuildingPanel( OBJ_TELEPORTER, MODE_TELEPORTER_SPEED2 );
|
||
|
#endif
|
||
|
|
||
|
vgui::ivgui()->AddTickSignal( GetVPanel(), 500 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHudBuildingStatusContainer_Engineer::ShouldDraw( void )
|
||
|
{
|
||
|
// Don't draw in freezecam
|
||
|
C_TFPlayer *pPlayer = CTFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pPlayer || !pPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) || pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
|
||
|
return false;
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() <= TEAM_SPECTATOR )
|
||
|
return false;
|
||
|
|
||
|
if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
|
||
|
return false;
|
||
|
|
||
|
if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
|
||
|
return false;
|
||
|
|
||
|
return CHudElement::ShouldDraw();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudBuildingStatusContainer_Engineer::OnTick()
|
||
|
{
|
||
|
BaseClass::OnTick();
|
||
|
|
||
|
if ( !ShouldDraw() )
|
||
|
return;
|
||
|
|
||
|
C_TFPlayer *pLocalPlayer = CTFPlayer::GetLocalTFPlayer();
|
||
|
if ( pLocalPlayer )
|
||
|
{
|
||
|
bool bDisposableSentriesVisible = false;
|
||
|
|
||
|
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
|
||
|
{
|
||
|
int nDisposableSentries = 0;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pLocalPlayer, nDisposableSentries, engy_disposable_sentries );
|
||
|
if ( nDisposableSentries )
|
||
|
{
|
||
|
bDisposableSentriesVisible = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
int iSpeedPad = 0;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pLocalPlayer, iSpeedPad, teleporter_is_speedpad );
|
||
|
#endif // STAGING_ONLY
|
||
|
|
||
|
for ( int i = 0 ; i < m_BuildingPanels.Count() ; i++ )
|
||
|
{
|
||
|
CBuildingStatusItem *pItem = m_BuildingPanels.Element( i );
|
||
|
|
||
|
if ( pItem && ( pItem->GetRepresentativeObjectType() == OBJ_SENTRYGUN ) && ( pItem->GetRepresentativeObjectMode() == MODE_SENTRYGUN_DISPOSABLE ) )
|
||
|
{
|
||
|
if ( pItem->IsVisible() != bDisposableSentriesVisible )
|
||
|
{
|
||
|
pItem->SetVisible( bDisposableSentriesVisible );
|
||
|
}
|
||
|
|
||
|
#ifndef STAGING_ONLY
|
||
|
break;
|
||
|
#endif // !STAGING_ONLY
|
||
|
}
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
// Disable entrance and exit
|
||
|
if ( pItem && ( pItem->GetRepresentativeObjectType() == OBJ_TELEPORTER ) )
|
||
|
{
|
||
|
if ( pItem->GetRepresentativeObjectMode() == MODE_TELEPORTER_SPEED || pItem->GetRepresentativeObjectMode() == MODE_TELEPORTER_SPEED2 )
|
||
|
{
|
||
|
pItem->SetVisible( iSpeedPad );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pItem->SetVisible( !(bool)(iSpeedPad) );
|
||
|
}
|
||
|
}
|
||
|
#endif // STAGING_ONLY
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
// order the buildings in our m_BuildingsList by their object priority
|
||
|
typedef CBuildingStatusItem *BUILDINGSTATUSITEM_PTR;
|
||
|
static bool BuildingOrderLessFunc( const BUILDINGSTATUSITEM_PTR &left, const BUILDINGSTATUSITEM_PTR &right )
|
||
|
{
|
||
|
return ( left->GetObjectPriority() <= right->GetObjectPriority() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CHudBuildingStatusContainer::CHudBuildingStatusContainer( const char *pElementName ) :
|
||
|
CHudElement( pElementName ), BaseClass( NULL, pElementName )
|
||
|
{
|
||
|
vgui::Panel *pParent = g_pClientMode->GetViewport();
|
||
|
SetParent( pParent );
|
||
|
|
||
|
SetHiddenBits( HIDEHUD_MISCSTATUS );
|
||
|
|
||
|
SetProportional(true);
|
||
|
|
||
|
ListenForGameEvent( "building_info_changed" );
|
||
|
|
||
|
m_BuildingPanels.SetLessFunc( BuildingOrderLessFunc );
|
||
|
|
||
|
m_AlertLevel = BUILDING_HUD_ALERT_NONE;
|
||
|
m_flNextBeep = 0;
|
||
|
m_iNumBeepsToBeep = 0;
|
||
|
|
||
|
// for beeping
|
||
|
vgui::ivgui()->AddTickSignal( GetVPanel() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHudBuildingStatusContainer::ShouldDraw( void )
|
||
|
{
|
||
|
// Don't draw in freezecam
|
||
|
C_TFPlayer *pPlayer = CTFPlayer::GetLocalTFPlayer();
|
||
|
if ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
|
||
|
return false;
|
||
|
|
||
|
return CHudElement::ShouldDraw();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudBuildingStatusContainer::LevelInit( void )
|
||
|
{
|
||
|
CHudElement::LevelInit();
|
||
|
|
||
|
for ( int i = 0; i < m_BuildingPanels.Count(); i++ )
|
||
|
{
|
||
|
CBuildingStatusItem *pItem = m_BuildingPanels.Element(i);
|
||
|
|
||
|
if ( pItem )
|
||
|
{
|
||
|
pItem->LevelInit();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Create the appropriate info panel for the object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBuildingStatusItem *CHudBuildingStatusContainer::CreateItemPanel( int iObjectType, int iObjectMode )
|
||
|
{
|
||
|
CBuildingStatusItem *pBuildingItem = NULL;
|
||
|
|
||
|
switch( iObjectType )
|
||
|
{
|
||
|
case OBJ_SENTRYGUN:
|
||
|
if ( iObjectMode == 0 )
|
||
|
{
|
||
|
pBuildingItem = new CBuildingStatusItem_SentryGun( this );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pBuildingItem = new CBuildingStatusItem_SentryGun_Disposable( this );
|
||
|
}
|
||
|
break;
|
||
|
case OBJ_DISPENSER:
|
||
|
pBuildingItem = new CBuildingStatusItem_Dispenser( this );
|
||
|
break;
|
||
|
case OBJ_TELEPORTER:
|
||
|
if ( iObjectMode == 0 )
|
||
|
{
|
||
|
pBuildingItem = new CBuildingStatusItem_TeleporterEntrance( this );
|
||
|
}
|
||
|
else if ( iObjectMode == 1 )
|
||
|
{
|
||
|
pBuildingItem = new CBuildingStatusItem_TeleporterExit( this );
|
||
|
}
|
||
|
#ifdef STAGING_ONLY
|
||
|
else if ( iObjectMode == 2 )
|
||
|
{
|
||
|
pBuildingItem = new CBuildingStatusItem_TeleporterSpeed( this, MODE_TELEPORTER_SPEED );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pBuildingItem = new CBuildingStatusItem_TeleporterSpeed( this, MODE_TELEPORTER_SPEED2 );
|
||
|
}
|
||
|
#endif
|
||
|
break;
|
||
|
case OBJ_ATTACHMENT_SAPPER:
|
||
|
pBuildingItem = new CBuildingStatusItem_Sapper( this );
|
||
|
break;
|
||
|
default:
|
||
|
pBuildingItem = NULL;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
Assert( pBuildingItem );
|
||
|
|
||
|
return pBuildingItem;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudBuildingStatusContainer::AddBuildingPanel( int iObjectType, int iObjectMode )
|
||
|
{
|
||
|
CBuildingStatusItem *pBuildingItem = CreateItemPanel( iObjectType, iObjectMode );
|
||
|
|
||
|
Assert( pBuildingItem );
|
||
|
|
||
|
pBuildingItem->SetPos( 0, 0 );
|
||
|
pBuildingItem->InvalidateLayout();
|
||
|
|
||
|
m_BuildingPanels.Insert( pBuildingItem );
|
||
|
|
||
|
RepositionObjectPanels();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudBuildingStatusContainer::UpdateAllBuildings( void )
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pLocalPlayer )
|
||
|
return;
|
||
|
|
||
|
for ( int i = 0; i < m_BuildingPanels.Count(); i++ )
|
||
|
{
|
||
|
CBuildingStatusItem *pItem = m_BuildingPanels.Element(i);
|
||
|
|
||
|
if ( pItem )
|
||
|
{
|
||
|
// find the item that represents this building type
|
||
|
C_BaseObject *pObj = NULL;
|
||
|
if ( pObj )
|
||
|
{
|
||
|
// find the object
|
||
|
pObj = pLocalPlayer->GetObjectOfType( pItem->GetRepresentativeObjectType(), pItem->GetRepresentativeObjectMode() );
|
||
|
|
||
|
pItem->SetObject( pObj );
|
||
|
|
||
|
pItem->InvalidateLayout( true );
|
||
|
RecalculateAlertState();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHudBuildingStatusContainer::OnBuildingChanged( int iBuildingType, int iBuildingMode, bool bBuildingIsDead )
|
||
|
{
|
||
|
bool bFound = false;
|
||
|
for ( int i = 0; i < m_BuildingPanels.Count() && !bFound; i++ )
|
||
|
{
|
||
|
CBuildingStatusItem *pItem = m_BuildingPanels.Element(i);
|
||
|
|
||
|
if ( pItem && pItem->GetRepresentativeObjectType() == iBuildingType && pItem->GetRepresentativeObjectMode() == iBuildingMode )
|
||
|
{
|
||
|
// find the item that represents this building type
|
||
|
C_BaseObject *pObj = NULL;
|
||
|
|
||
|
// find the object
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( pLocalPlayer )
|
||
|
{
|
||
|
pObj = pLocalPlayer->GetObjectOfType( iBuildingType, iBuildingMode );
|
||
|
pItem->SetObject( pObj );
|
||
|
pItem->InvalidateLayout( true );
|
||
|
bFound = true;
|
||
|
|
||
|
RecalculateAlertState();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudBuildingStatusContainer::ApplySchemeSettings( vgui::IScheme *scheme )
|
||
|
{
|
||
|
BaseClass::ApplySchemeSettings( scheme );
|
||
|
|
||
|
SetPaintBackgroundEnabled( false );
|
||
|
|
||
|
RepositionObjectPanels();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Contents of object list has changed, reposition the panels
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudBuildingStatusContainer::RepositionObjectPanels( void )
|
||
|
{
|
||
|
float flXPos = XRES(9);
|
||
|
float flYPos = YRES(9);
|
||
|
|
||
|
float flTeleEntranceY = YRES(9);
|
||
|
float flTeleExitY = YRES(9);
|
||
|
|
||
|
// Regular Panels
|
||
|
for ( int i = 0; i < m_BuildingPanels.Count(); i++ )
|
||
|
{
|
||
|
CBuildingStatusItem *pItem = m_BuildingPanels.Element(i);
|
||
|
|
||
|
if ( pItem )
|
||
|
{
|
||
|
// set position directly
|
||
|
pItem->SetPos( flXPos, flYPos );
|
||
|
|
||
|
// do not increment for speed pad (this is a minor hack)
|
||
|
// OBJ_TELEPORTER, MODE_TELEPORTER_SPEED
|
||
|
if ( pItem->GetRepresentativeObjectType() == OBJ_TELEPORTER )
|
||
|
{
|
||
|
switch ( pItem->GetRepresentativeObjectMode() )
|
||
|
{
|
||
|
case MODE_TELEPORTER_ENTRANCE:
|
||
|
flTeleEntranceY = flYPos;
|
||
|
flYPos += pItem->GetTall();
|
||
|
break;
|
||
|
case MODE_TELEPORTER_EXIT:
|
||
|
flTeleExitY = flYPos;
|
||
|
flYPos += pItem->GetTall();
|
||
|
break;
|
||
|
#ifdef STAGING_ONLY
|
||
|
case MODE_TELEPORTER_SPEED:
|
||
|
pItem->SetPos( flXPos, flTeleEntranceY );
|
||
|
break;
|
||
|
case MODE_TELEPORTER_SPEED2:
|
||
|
pItem->SetPos( flXPos, flTeleExitY );
|
||
|
break;
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flYPos += pItem->GetTall(); // the fade around the panels gives a gap
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudBuildingStatusContainer::FireGameEvent( IGameEvent *event )
|
||
|
{
|
||
|
const char * type = event->GetName();
|
||
|
|
||
|
if ( Q_strcmp(type, "building_info_changed" ) == 0 )
|
||
|
{
|
||
|
int iBuildingType = event->GetInt( "building_type" );
|
||
|
int iBuildingMode = event->GetInt( "object_mode" );
|
||
|
|
||
|
if ( iBuildingType >= 0 )
|
||
|
{
|
||
|
bool bRemove = ( event->GetInt( "remove" ) > 0 );
|
||
|
|
||
|
OnBuildingChanged( iBuildingType, iBuildingMode, bRemove );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UpdateAllBuildings();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CHudElement::FireGameEvent( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHudBuildingStatusContainer::RecalculateAlertState( void )
|
||
|
{
|
||
|
BuildingHudAlert_t maxAlertLevel = BUILDING_HUD_ALERT_NONE;
|
||
|
|
||
|
// find our highest warning level
|
||
|
for ( int i = 0; i < m_BuildingPanels.Count(); i++ )
|
||
|
{
|
||
|
CBuildingStatusItem *pItem = m_BuildingPanels.Element(i);
|
||
|
C_BaseObject * pObj = pItem->GetRepresentativeObject();
|
||
|
|
||
|
if ( pObj )
|
||
|
{
|
||
|
BuildingHudAlert_t alertLevel = pObj->GetBuildingAlertLevel();
|
||
|
if ( alertLevel > maxAlertLevel )
|
||
|
{
|
||
|
if ( pObj->IsMiniBuilding() && alertLevel != BUILDING_HUD_ALERT_LOW_HEALTH && alertLevel != BUILDING_HUD_ALERT_VERY_LOW_HEALTH && alertLevel != BUILDING_HUD_ALERT_SAPPER )
|
||
|
continue;
|
||
|
maxAlertLevel = alertLevel;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( maxAlertLevel != m_AlertLevel )
|
||
|
{
|
||
|
if ( maxAlertLevel >= BUILDING_HUD_ALERT_VERY_LOW_AMMO )
|
||
|
{
|
||
|
m_flNextBeep = gpGlobals->curtime; // beep asap
|
||
|
m_iNumBeepsToBeep = tf_hud_num_building_alert_beeps.GetInt();
|
||
|
}
|
||
|
|
||
|
m_AlertLevel = maxAlertLevel;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHudBuildingStatusContainer::OnTick( void )
|
||
|
{
|
||
|
if ( m_AlertLevel >= BUILDING_HUD_ALERT_VERY_LOW_AMMO &&
|
||
|
gpGlobals->curtime >= m_flNextBeep &&
|
||
|
m_iNumBeepsToBeep > 0 )
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
if ( !pLocalPlayer )
|
||
|
return;
|
||
|
|
||
|
pLocalPlayer->EmitSound( "Hud.Warning" );
|
||
|
|
||
|
switch( m_AlertLevel )
|
||
|
{
|
||
|
case BUILDING_HUD_ALERT_VERY_LOW_AMMO:
|
||
|
case BUILDING_HUD_ALERT_VERY_LOW_HEALTH:
|
||
|
m_flNextBeep = gpGlobals->curtime + 2.0f;
|
||
|
m_iNumBeepsToBeep--;
|
||
|
break;
|
||
|
|
||
|
case BUILDING_HUD_ALERT_SAPPER:
|
||
|
m_flNextBeep = gpGlobals->curtime + 1.0f;
|
||
|
// don't decrement beeps, we want them to go on forever
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|