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