Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include <vgui/ISurface.h>
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include <coordsize.h>
#include "hud_macros.h"
#include "vgui/IVGui.h"
#include "vgui/ILocalize.h"
#include "mapoverview.h"
#include "hud_radar.h"
#include "iclientvehicle.h"
#define RADAR_DOT_NORMAL 0
#define RADAR_IGNORE_Z (1<<6) //always draw this item as if it was at the same Z as the player
#define RADAR_MAX_GHOST_ALPHA 25
DECLARE_VGUI_SCREEN_FACTORY( CHudRadar, "jalopy_radar_panel" );
#define RADAR_PANEL_MATERIAL "vgui/screens/radar"
#define RADAR_CONTACT_LAMBDA_MATERIAL "vgui/icons/icon_lambda" // Lambda cache
#define RADAR_CONTACT_BUSTER_MATERIAL "vgui/icons/icon_buster" // Striderbuster
#define RADAR_CONTACT_STRIDER_MATERIAL "vgui/icons/icon_strider" // Strider
#define RADAR_CONTACT_DOG_MATERIAL "vgui/icons/icon_dog" // Dog
#define RADAR_CONTACT_BASE_MATERIAL "vgui/icons/icon_base" // Ally base
static CHudRadar *s_Radar = NULL;
CHudRadar *GetHudRadar()
{
return s_Radar;
}
DECLARE_HUDELEMENT( CMapOverview );
//---------------------------------------------------------
//---------------------------------------------------------
CHudRadar::CHudRadar( vgui::Panel *parent, const char *panelName ) : BaseClass( parent, panelName )
{
m_pVehicle = NULL;
m_iImageID = -1;
m_textureID_IconLambda = -1;
m_textureID_IconBuster = -1;
m_textureID_IconStrider = -1;
m_textureID_IconDog = -1;
m_textureID_IconBase = -1;
}
//---------------------------------------------------------
//---------------------------------------------------------
CHudRadar::~CHudRadar()
{
s_Radar = NULL;
#if defined(_X360)
if( m_iImageID != -1 )
{
vgui::surface()->DestroyTextureID( m_iImageID );
m_iImageID = -1;
}
if( m_textureID_IconLambda != -1 )
{
vgui::surface()->DestroyTextureID( m_textureID_IconLambda );
m_textureID_IconLambda = -1;
}
if( m_textureID_IconBuster != -1 )
{
vgui::surface()->DestroyTextureID( m_textureID_IconBuster );
m_textureID_IconBuster = -1;
}
if( m_textureID_IconStrider != -1 )
{
vgui::surface()->DestroyTextureID( m_textureID_IconStrider );
m_textureID_IconStrider = -1;
}
if( m_textureID_IconDog != -1 )
{
vgui::surface()->DestroyTextureID( m_textureID_IconDog );
m_textureID_IconDog = -1;
}
if( m_textureID_IconBase != -1 )
{
vgui::surface()->DestroyTextureID( m_textureID_IconBase );
m_textureID_IconBase = -1;
}
#endif//_X360
}
//---------------------------------------------------------
//---------------------------------------------------------
bool CHudRadar::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
{
bool result = BaseClass::Init( pKeyValues, pInitData );
ClearAllRadarContacts();
s_Radar = this;
m_ghostAlpha = 0;
m_flTimeStartGhosting = gpGlobals->curtime + 1.0f;
return result;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CHudRadar::VidInit(void)
{
}
//---------------------------------------------------------
//---------------------------------------------------------
void CHudRadar::MsgFunc_UpdateRadar(bf_read &msg )
{
}
//---------------------------------------------------------
// Purpose: Register a radar contact in the list of contacts
//---------------------------------------------------------
void CHudRadar::AddRadarContact( const Vector &vecOrigin, int iType, float flTimeToLive )
{
if( m_iNumRadarContacts == RADAR_MAX_CONTACTS )
return;
Vector v = vecOrigin;
int iExistingContact = FindRadarContact( vecOrigin );
if( iExistingContact > -1 )
{
// Just update this contact.
m_radarContacts[iExistingContact].m_flTimeToRemove = gpGlobals->curtime + flTimeToLive;
return;
}
m_radarContacts[m_iNumRadarContacts].m_vecOrigin = vecOrigin;
m_radarContacts[m_iNumRadarContacts].m_iType = iType;
m_radarContacts[m_iNumRadarContacts].m_flTimeToRemove = gpGlobals->curtime + flTimeToLive;
m_iNumRadarContacts++;
}
//---------------------------------------------------------
// Purpose: Search the contact list for a specific contact
//---------------------------------------------------------
int CHudRadar::FindRadarContact( const Vector &vecOrigin )
{
for( int i = 0 ; i < m_iNumRadarContacts ; i++ )
{
if( m_radarContacts[ i ].m_vecOrigin == vecOrigin )
return i;
}
return -1;
}
//---------------------------------------------------------
// Purpose: Go through all radar targets and see if any
// have expired. If yes, remove them from the
// list.
//---------------------------------------------------------
void CHudRadar::MaintainRadarContacts()
{
bool bKeepWorking = true;
while( bKeepWorking )
{
bKeepWorking = false;
for( int i = 0 ; i < m_iNumRadarContacts ; i++ )
{
CRadarContact *pContact = &m_radarContacts[ i ];
if( gpGlobals->curtime >= pContact->m_flTimeToRemove )
{
// Time for this guy to go. Easiest thing is just to copy the last element
// into this element's spot and then decrement the count of entities.
bKeepWorking = true;
m_radarContacts[ i ] = m_radarContacts[ m_iNumRadarContacts - 1 ];
m_iNumRadarContacts--;
break;
}
}
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CHudRadar::SetVisible(bool state)
{
BaseClass::SetVisible(state);
if( g_pMapOverview && g_pMapOverview->GetMode() == CMapOverview::MAP_MODE_RADAR )
{
// We are the hud element still, but he is in charge of the new style now.
g_pMapOverview->SetVisible( state );
}
}
#define RADAR_BLIP_FADE_TIME 1.0f
#define RADAR_USE_ICONS 1
//---------------------------------------------------------
// Purpose: Draw the radar panel.
// We're probably doing too much other work in here
//---------------------------------------------------------
void CHudRadar::Paint()
{
if (m_iImageID == -1 )
{
// Set up the image ID's if they've somehow gone bad.
m_textureID_IconLambda = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_IconLambda, RADAR_CONTACT_LAMBDA_MATERIAL, true, false );
m_textureID_IconBuster = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_IconBuster, RADAR_CONTACT_BUSTER_MATERIAL, true, false );
m_textureID_IconStrider = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_IconStrider, RADAR_CONTACT_STRIDER_MATERIAL, true, false );
m_textureID_IconDog = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_IconDog, RADAR_CONTACT_DOG_MATERIAL, true, false );
m_textureID_IconBase = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_IconBase, RADAR_CONTACT_BASE_MATERIAL, true, false );
m_iImageID = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_iImageID, RADAR_PANEL_MATERIAL, true, false );
}
// Draw the radar background.
int wide, tall;
GetSize(wide, tall);
int alpha = 255;
vgui::surface()->DrawSetColor(255, 255, 255, alpha);
vgui::surface()->DrawSetTexture(m_iImageID);
vgui::surface()->DrawTexturedRect(0, 0, wide, tall);
// Manage the CRT 'ghosting' effect
if( gpGlobals->curtime > m_flTimeStartGhosting )
{
if( m_ghostAlpha < RADAR_MAX_GHOST_ALPHA )
{
m_ghostAlpha++;
}
else
{
m_flTimeStartGhosting = FLT_MAX;
m_flTimeStopGhosting = gpGlobals->curtime + RandomFloat( 1.0f, 2.0f );// How long to ghost for
}
}
else if( gpGlobals->curtime > m_flTimeStopGhosting )
{
// We're supposed to stop ghosting now.
if( m_ghostAlpha > 0 )
{
// Still fading the effects.
m_ghostAlpha--;
}
else
{
// DONE fading the effects. Now stop ghosting for a short while
m_flTimeStartGhosting = gpGlobals->curtime + RandomFloat( 2.0f, 3.0f );// how long between ghosts
m_flTimeStopGhosting = FLT_MAX;
}
}
// Now go through the list of radar targets and represent them on the radar screen
// by drawing their icons on top of the background.
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
for( int i = 0 ; i < m_iNumRadarContacts ; i++ )
{
int alpha = 90;
CRadarContact *pContact = &m_radarContacts[ i ];
float deltaT = pContact->m_flTimeToRemove - gpGlobals->curtime;
if ( deltaT < RADAR_BLIP_FADE_TIME )
{
float factor = deltaT / RADAR_BLIP_FADE_TIME;
alpha = (int) ( ((float)alpha) * factor );
if( alpha < 10 )
alpha = 10;
}
if( RADAR_USE_ICONS )
{
int flicker = RandomInt( 0, 30 );
DrawIconOnRadar( pContact->m_vecOrigin, pLocalPlayer, pContact->m_iType, RADAR_IGNORE_Z, 255, 255, 255, alpha + flicker );
}
else
{
DrawPositionOnRadar( pContact->m_vecOrigin, pLocalPlayer, pContact->m_iType, RADAR_IGNORE_Z, 255, 255, 255, alpha );
}
}
MaintainRadarContacts();
}
ConVar radar_range("radar_range", "3000" ); // 180 feet
//---------------------------------------------------------
// Scale maps the distance of the target from the radar
// source.
//
// 1.0 = target at or beyond radar range.
// 0.5 = target at (radar_range * 0.5) units distance
// 0.25 = target at (radar_range * 0.25) units distance
// -etc-
//---------------------------------------------------------
bool CHudRadar::WorldToRadar( const Vector location, const Vector origin, const QAngle angles, float &x, float &y, float &z_delta, float &scale )
{
bool bInRange = true;
float x_diff = location.x - origin.x;
float y_diff = location.y - origin.y;
// Supply epsilon values to avoid divide-by-zero
if(x_diff == 0)
x_diff = 0.00001f;
if(y_diff == 0)
y_diff = 0.00001f;
int iRadarRadius = GetWide(); //width of the panel
float fRange = radar_range.GetFloat();
// This magic /2.15 makes the radar scale seem smaller than the VGUI panel so the icons clamp
// to the outer ring in the radar graphic, not the very edge of the panel itself.
float fScale = (iRadarRadius/2.15f) / fRange;
float flOffset = atan(y_diff/x_diff);
flOffset *= 180;
flOffset /= M_PI;
if ((x_diff < 0) && (y_diff >= 0))
flOffset = 180 + flOffset;
else if ((x_diff < 0) && (y_diff < 0))
flOffset = 180 + flOffset;
else if ((x_diff >= 0) && (y_diff < 0))
flOffset = 360 + flOffset;
y_diff = -1*(sqrt((x_diff)*(x_diff) + (y_diff)*(y_diff)));
x_diff = 0;
flOffset = angles.y - flOffset;
flOffset *= M_PI;
flOffset /= 180; // now theta is in radians
// Transform relative to radar source
float xnew_diff = x_diff * cos(flOffset) - y_diff * sin(flOffset);
float ynew_diff = x_diff * sin(flOffset) + y_diff * cos(flOffset);
if ( (-1 * y_diff) > fRange )
{
float flScale;
flScale = ( -1 * y_diff) / fRange;
xnew_diff /= (flScale);
ynew_diff /= (flScale);
bInRange = false;
scale = 1.0f;
}
else
{
// scale
float flDist = sqrt( ((xnew_diff)*(xnew_diff) + (ynew_diff)*(ynew_diff)) );
scale = flDist / fRange;
}
// Scale the dot's position to match radar scale
xnew_diff *= fScale;
ynew_diff *= fScale;
// Translate to screen coordinates
x = (iRadarRadius/2) + (int)xnew_diff;
y = (iRadarRadius/2) + (int)ynew_diff;
z_delta = 0.0f;
return bInRange;
}
void CHudRadar::DrawPositionOnRadar( Vector vecPos, C_BasePlayer *pLocalPlayer, int type, int flags, int r, int g, int b, int a )
{
float x, y, z_delta;
int iBaseDotSize = 3;
QAngle viewAngle = pLocalPlayer->EyeAngles();
if( m_pVehicle != NULL )
{
viewAngle = m_pVehicle->GetAbsAngles();
viewAngle.y += 90.0f;
}
float flScale;
WorldToRadar( vecPos, pLocalPlayer->GetAbsOrigin(), viewAngle, x, y, z_delta, flScale );
if( flags & RADAR_IGNORE_Z )
z_delta = 0;
switch( type )
{
case RADAR_CONTACT_GENERIC:
r = 255; g = 170; b = 0;
iBaseDotSize *= 2;
break;
case RADAR_CONTACT_MAGNUSSEN_RDU:
r = 0; g = 200; b = 255;
iBaseDotSize *= 2;
break;
case RADAR_CONTACT_ENEMY:
r = 255; g = 0; b = 0;
iBaseDotSize *= 2;
break;
case RADAR_CONTACT_LARGE_ENEMY:
r = 255; g = 0; b = 0;
iBaseDotSize *= 3;
break;
}
DrawRadarDot( x, y, z_delta, iBaseDotSize, flags, r, g, b, a );
}
//---------------------------------------------------------
// Purpose: Compute the proper position on the radar screen
// for this object's position relative to the player.
// Then draw the icon in the proper location on the
// radar screen.
//---------------------------------------------------------
#define RADAR_ICON_MIN_SCALE 0.75f
#define RADAR_ICON_MAX_SCALE 1.0f
void CHudRadar::DrawIconOnRadar( Vector vecPos, C_BasePlayer *pLocalPlayer, int type, int flags, int r, int g, int b, int a )
{
float x, y, z_delta;
int wide, tall;
// for 'ghosting' CRT effects:
int xmod;
int ymod;
int xoffset;
int yoffset;
// Assume we're going to use the player's location and orientation
QAngle viewAngle = pLocalPlayer->EyeAngles();
Vector viewOrigin = pLocalPlayer->GetAbsOrigin();
// However, happily use those of the vehicle if available!
if( m_pVehicle != NULL )
{
viewAngle = m_pVehicle->GetAbsAngles();
viewAngle.y += 90.0f;
viewOrigin = m_pVehicle->WorldSpaceCenter();
}
float flScale;
WorldToRadar( vecPos, viewOrigin, viewAngle, x, y, z_delta, flScale );
flScale = RemapVal( flScale, 1.0f, 0.0f, RADAR_ICON_MIN_SCALE, RADAR_ICON_MAX_SCALE );
// Get the correct icon for this type of contact
int iTextureID_Icon = -1;
switch( type )
{
case RADAR_CONTACT_GENERIC:
iTextureID_Icon = m_textureID_IconLambda;
break;
case RADAR_CONTACT_MAGNUSSEN_RDU:
iTextureID_Icon = m_textureID_IconBuster;
break;
case RADAR_CONTACT_LARGE_ENEMY:
case RADAR_CONTACT_ENEMY:
iTextureID_Icon = m_textureID_IconStrider;
break;
case RADAR_CONTACT_DOG:
iTextureID_Icon = m_textureID_IconDog;
break;
case RADAR_CONTACT_ALLY_INSTALLATION:
iTextureID_Icon = m_textureID_IconBase;
break;
default:
return;
break;
}
vgui::surface()->DrawSetColor( r, g, b, a );
vgui::surface()->DrawSetTexture( iTextureID_Icon );
vgui::surface()->DrawGetTextureSize( iTextureID_Icon, wide, tall );
wide = ( int((float)wide * flScale) );
tall = ( int((float)tall * flScale) );
if( type == RADAR_CONTACT_LARGE_ENEMY )
{
wide *= 2;
tall *= 2;
}
// Center the icon around its position.
x -= (wide >> 1);
y -= (tall >> 1);
vgui::surface()->DrawTexturedRect(x, y, x+wide, y+tall);
// Draw the crt 'ghost' if the icon is not pegged to the outer rim
if( flScale > RADAR_ICON_MIN_SCALE && m_ghostAlpha > 0 )
{
vgui::surface()->DrawSetColor( r, g, b, m_ghostAlpha );
xmod = RandomInt( 1, 4 );
ymod = RandomInt( 1, 4 );
xoffset = RandomInt( -1, 1 );
yoffset = RandomInt( -1, 1 );
x -= (xmod - xoffset);
y -= (ymod - yoffset);
wide += (xmod + xoffset);
tall += (ymod + yoffset);
vgui::surface()->DrawTexturedRect(x, y, x+wide, y+tall);
}
}
void CHudRadar::FillRect( int x, int y, int w, int h )
{
int panel_x, panel_y, panel_w, panel_h;
GetBounds( panel_x, panel_y, panel_w, panel_h );
vgui::surface()->DrawFilledRect( x, y, x+w, y+h );
}
void CHudRadar::DrawRadarDot( int x, int y, float z_diff, int iBaseDotSize, int flags, int r, int g, int b, int a )
{
vgui::surface()->DrawSetColor( r, g, b, a );
if ( z_diff < -128 ) // below the player
{
z_diff *= -1;
if ( z_diff > 3096 )
{
z_diff = 3096;
}
int iBar = (int)( z_diff / 400 ) + 2;
// Draw an upside-down T shape to symbolize the dot is below the player.
iBaseDotSize /= 2;
//horiz
FillRect( x-(2*iBaseDotSize), y, 5*iBaseDotSize, iBaseDotSize );
//vert
FillRect( x, y - iBar*iBaseDotSize, iBaseDotSize, iBar*iBaseDotSize );
}
else if ( z_diff > 128 ) // above the player
{
if ( z_diff > 3096 )
{
z_diff = 3096;
}
int iBar = (int)( z_diff / 400 ) + 2;
iBaseDotSize /= 2;
// Draw a T shape to symbolize the dot is above the player.
//horiz
FillRect( x-(2*iBaseDotSize), y, 5*iBaseDotSize, iBaseDotSize );
//vert
FillRect( x, y, iBaseDotSize, iBar*iBaseDotSize );
}
else
{
FillRect( x, y, iBaseDotSize, iBaseDotSize );
}
}