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: Client's CWeaponBuilder class
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "in_buttons.h"
#include "clientmode_tfnormal.h"
#include "engine/IEngineSound.h"
#include "c_weapon_builder.h"
#include "c_weapon__stubs.h"
#include "iinput.h"
#include "ObjectControlPanel.h"
#include <vgui/IVGui.h>
#define BUILD_ICON_SCALE 0.75
#define BUILD_ICON_BOTTOM_OFFSET YRES(160)
//-----------------------------------------------------------------------------
// Purpose: Draw a material on a quad
//-----------------------------------------------------------------------------
void DrawQuadMaterial( IMaterial *pMaterial, int iX, int iY, int iWidth, int iHeight,
unsigned char r = 255, unsigned char g = 255, unsigned char b = 255, unsigned char a = 255,
float flTextureLeft = 0.0, float flTextureRight = 1.0, bool bRotated = false )
{
IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, pMaterial );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Color4ub( r, g, b, a );
if ( bRotated )
{
meshBuilder.TexCoord2f( 0,flTextureLeft,1 );
}
else
{
meshBuilder.TexCoord2f( 0,flTextureLeft,0 );
}
meshBuilder.Position3f( iX,iY,0 );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( r, g, b, a );
if ( bRotated )
{
meshBuilder.TexCoord2f( 0,flTextureLeft,0 );
}
else
{
meshBuilder.TexCoord2f( 0,flTextureRight,0 );
}
meshBuilder.Position3f( iX+iWidth, iY, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( r, g, b, a );
if ( bRotated )
{
meshBuilder.TexCoord2f( 0,flTextureRight,0 );
}
else
{
meshBuilder.TexCoord2f( 0,flTextureRight,1 );
}
meshBuilder.Position3f( iX+iWidth, iY+iHeight, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ub( r, g, b, a );
if ( bRotated )
{
meshBuilder.TexCoord2f( 0,flTextureRight,1 );
}
else
{
meshBuilder.TexCoord2f( 0,flTextureLeft,1 );
}
meshBuilder.Position3f( iX, iY+iHeight, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
STUB_WEAPON_CLASS_IMPLEMENT( weapon_builder, C_WeaponBuilder );
IMPLEMENT_CLIENTCLASS_DT(C_WeaponBuilder, DT_WeaponBuilder, CWeaponBuilder)
RecvPropInt( RECVINFO(m_iBuildState) ),
RecvPropInt( RECVINFO(m_iCurrentObject) ),
RecvPropInt( RECVINFO(m_iCurrentObjectState) ),
RecvPropEHandle( RECVINFO(m_hObjectBeingBuilt) ),
RecvPropTime( RECVINFO(m_flStartTime) ),
RecvPropTime( RECVINFO(m_flTotalTime) ),
RecvPropArray
(
RecvPropInt( RECVINFO(m_bObjectValidity[0])), m_bObjectValidity
),
RecvPropArray
(
RecvPropInt( RECVINFO(m_bObjectBuildability[0])), m_bObjectBuildability
),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_WeaponBuilder::C_WeaponBuilder()
{
m_iBuildState = 0;
m_iCurrentObject = BUILDER_INVALID_OBJECT;
m_iCurrentObjectState = 0;
m_flStartTime = 0;
m_flTotalTime = 0;
m_pIconFireToSelect.Init( "Hud/build/firetobuild", TEXTURE_GROUP_VGUI );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_WeaponBuilder::~C_WeaponBuilder()
{
}
//-----------------------------------------------------------------------------
// A couple helper methods for drawing builder status
//-----------------------------------------------------------------------------
static void DrawTextIcon( IMaterial* pMaterial, int parentWidth, int parentHeight, float r = 1.0f, float g = 1.0f, float b = 1.0f )
{
if ( !pMaterial )
return;
// We're in build selection mode, so draw the current build icon
int iWidth = pMaterial->GetMappingWidth();
int iHeight = pMaterial->GetMappingHeight();
int iX = (parentWidth - iWidth) / 2;
int iY = (parentHeight - 216);
DrawQuadMaterial( pMaterial, iX, iY, iWidth, iHeight, r * 255, g * 255, b * 255 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
const char *C_WeaponBuilder::GetCurrentSelectionObjectName( void )
{
if ( m_iCurrentObject == -1 || (m_iBuildState == BS_SELECTING) )
return "";
return GetObjectInfo( m_iCurrentObject )->m_pBuilderWeaponName;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_WeaponBuilder::Redraw()
{
BaseClass::Redraw();
// Don't draw if we're hiding the weapons, or the player's dead
if ( gHUD.IsHidden( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD ) )
return;
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
if (!pPlayer)
return;
vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
int parentWidth, parentHeight;
pParent->GetSize(parentWidth, parentHeight);
// If we're in placement mode, draw the placement icon
switch( m_iBuildState )
{
case BS_PLACING:
case BS_PLACING_INVALID:
break;
default:
{
if( !inv_demo.GetInt() )
{
DrawTextIcon( m_pIconFireToSelect, parentWidth, parentHeight );
}
break;
}
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_WeaponBuilder::IsPlacingObject( void )
{
if ( m_iBuildState == BS_PLACING || m_iBuildState == BS_PLACING_INVALID )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_WeaponBuilder::IsBuildingObject( void )
{
if ( m_iBuildState == BS_BUILDING )
return true;
return false;
}
#include "vgui_bitmapimage.h"
#include "vgui_bitmappanel.h"
//-----------------------------------------------------------------------------
// Control screen
//-----------------------------------------------------------------------------
class CHumanPDAPanel : public CVGuiScreenPanel
{
DECLARE_CLASS( CHumanPDAPanel, CVGuiScreenPanel );
public:
CHumanPDAPanel( vgui::Panel *parent, const char *panelName );
~CHumanPDAPanel();
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
virtual void OnTick();
private:
C_BaseCombatWeapon *GetOwningWeapon();
vgui::Label *m_pObjectName;
vgui::Label *m_pObjectCost;
vgui::Label *m_pObjectOnTeamCount;
vgui::Label *m_pObjectPlacementDetails;
CBitmapPanel *m_pBitmapPanel;
BitmapImage *m_pObjectImage;
int m_nLastObjectID;
int m_nLastObjectCount;
int m_nLastObjectCost;
};
DECLARE_VGUI_SCREEN_FACTORY( CHumanPDAPanel, "human_pda" );
//-----------------------------------------------------------------------------
// Constructor:
//-----------------------------------------------------------------------------
CHumanPDAPanel::CHumanPDAPanel( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, "CHumanPDAPanel", vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/PDAControlPanelScheme.res", "TFBase" ) )
{
m_pObjectImage = NULL;
m_pObjectName = new vgui::Label( this, "ObjectName", "" );
m_pObjectCost = new vgui::Label( this, "ObjectCost", "" );
m_pObjectOnTeamCount = new vgui::Label( this, "ObjectOnTeamCount", "" );
m_pObjectPlacementDetails = new vgui::Label( this, "ObjectPlacementDetails", "" );
m_pBitmapPanel = new CBitmapPanel( this, "ObjectImage" );
m_pObjectImage = new BitmapImage();
m_pObjectImage->UsePanelRenderSize( m_pBitmapPanel->GetVPanel() );
m_pBitmapPanel->SetImage( m_pObjectImage );
m_nLastObjectID = -1;
m_nLastObjectCount = -1;
m_nLastObjectCost = -1;
}
CHumanPDAPanel::~CHumanPDAPanel()
{
if ( m_pObjectImage )
{
delete m_pObjectImage;
}
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
bool CHumanPDAPanel::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
{
// Make sure we get ticked...
vgui::ivgui()->AddTickSignal( GetVPanel() );
if (!BaseClass::Init(pKeyValues, pInitData))
return false;
return true;
}
//-----------------------------------------------------------------------------
// Returns the object it's attached to
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHumanPDAPanel::GetOwningWeapon()
{
C_BaseEntity *pScreenEnt = GetEntity();
if (!pScreenEnt)
return NULL;
C_BaseEntity *pOwner = pScreenEnt->GetOwnerEntity();
if (!pOwner)
return NULL;
C_BaseViewModel *pViewModel = dynamic_cast< C_BaseViewModel * >( pOwner );
if ( !pViewModel )
return NULL;
return pViewModel->GetOwningWeapon();
}
//-----------------------------------------------------------------------------
// Frame-based update
//-----------------------------------------------------------------------------
void CHumanPDAPanel::OnTick()
{
BaseClass::OnTick();
SetVisible( true );
char buf[256];
C_BaseCombatWeapon *weapon = GetOwningWeapon();
if ( !weapon )
return;
C_WeaponBuilder *builder = dynamic_cast< C_WeaponBuilder * >( weapon );
if ( !builder )
return;
CBaseTFPlayer *pOwner = ToBaseTFPlayer( builder->GetOwner() );
if ( !pOwner )
return;
// FIXME: Check build state??
int objectType = builder->m_iCurrentObject;
CObjectInfo const *info = GetObjectInfo( objectType );
if ( !info )
return;
int numOwned = pOwner->GetNumObjects(objectType);
int iCost = CalculateObjectCost( objectType, numOwned, pOwner->GetTeamNumber() );
if ( m_nLastObjectID == objectType &&
m_nLastObjectCount == numOwned &&
m_nLastObjectCost == iCost)
return;
m_nLastObjectID = objectType;
m_nLastObjectCount = numOwned;
m_nLastObjectCost = iCost;
Q_snprintf( buf, sizeof( buf ), "hud/menu/%s", info->m_pClassName );
m_pObjectImage->SetImageFile( buf );
m_pObjectImage->SetColor( GetFgColor() );
Q_snprintf( buf, sizeof( buf ), "%s", info->m_pStatusName );
m_pObjectName->SetText( buf );
Q_snprintf( buf, sizeof( buf ), "Cost: %i", iCost );
m_pObjectCost->SetText( buf );
Q_snprintf( buf, sizeof( buf ), "You own: %i", numOwned );
m_pObjectOnTeamCount->SetText( buf );
Q_snprintf( buf, sizeof( buf ), "%s", info->m_pBuilderPlacementString ? info->m_pBuilderPlacementString : "" );
m_pObjectPlacementDetails->SetText( buf );
//m_pObjectPlacementDetails->SizeToContents();
}