quadrilateralcowboy/d3xp/PlayerIcon.cpp
2020-06-12 14:06:25 -07:00

198 lines
5.4 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#include "PlayerIcon.h"
static const char * iconKeys[ ICON_NONE ] = {
"mtr_icon_lag",
"mtr_icon_chat"
#ifdef CTF
,"mtr_icon_redteam",
"mtr_icon_blueteam"
#endif
};
/*
===============
idPlayerIcon::idPlayerIcon
===============
*/
idPlayerIcon::idPlayerIcon() {
iconHandle = -1;
iconType = ICON_NONE;
}
/*
===============
idPlayerIcon::~idPlayerIcon
===============
*/
idPlayerIcon::~idPlayerIcon() {
FreeIcon();
}
/*
===============
idPlayerIcon::Draw
===============
*/
void idPlayerIcon::Draw( idPlayer *player, jointHandle_t joint ) {
idVec3 origin;
idMat3 axis;
if ( joint == INVALID_JOINT ) {
FreeIcon();
return;
}
player->GetJointWorldTransform( joint, gameLocal.time, origin, axis );
origin.z += 16.0f;
Draw( player, origin );
}
/*
===============
idPlayerIcon::Draw
===============
*/
void idPlayerIcon::Draw( idPlayer *player, const idVec3 &origin ) {
idPlayer *localPlayer = gameLocal.GetLocalPlayer();
if ( !localPlayer || !localPlayer->GetRenderView() ) {
FreeIcon();
return;
}
idMat3 axis = localPlayer->GetRenderView()->viewaxis;
if ( player->isLagged && !player->spectating ) {
// create the icon if necessary, or update if already created
if ( !CreateIcon( player, ICON_LAG, origin, axis ) ) {
UpdateIcon( player, origin, axis );
}
} else if ( player->isChatting && !player->spectating ) {
if ( !CreateIcon( player, ICON_CHAT, origin, axis ) ) {
UpdateIcon( player, origin, axis );
}
#ifdef CTF
} else if ( g_CTFArrows.GetBool() && gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.GetLocalPlayer() && player->team == gameLocal.GetLocalPlayer()->team && !player->IsHidden() && !player->AI_DEAD ) {
int icon = ICON_TEAM_RED + player->team;
if ( icon != ICON_TEAM_RED && icon != ICON_TEAM_BLUE )
return;
if ( !CreateIcon( player, ( playerIconType_t )icon, origin, axis ) ) {
UpdateIcon( player, origin, axis );
}
#endif
} else {
FreeIcon();
}
}
/*
===============
idPlayerIcon::FreeIcon
===============
*/
void idPlayerIcon::FreeIcon( void ) {
if ( iconHandle != - 1 ) {
gameRenderWorld->FreeEntityDef( iconHandle );
iconHandle = -1;
}
iconType = ICON_NONE;
}
/*
===============
idPlayerIcon::CreateIcon
===============
*/
bool idPlayerIcon::CreateIcon( idPlayer *player, playerIconType_t type, const idVec3 &origin, const idMat3 &axis ) {
assert( type != ICON_NONE );
const char *mtr = player->spawnArgs.GetString( iconKeys[ type ], "_default" );
return CreateIcon( player, type, mtr, origin, axis );
}
/*
===============
idPlayerIcon::CreateIcon
===============
*/
bool idPlayerIcon::CreateIcon( idPlayer *player, playerIconType_t type, const char *mtr, const idVec3 &origin, const idMat3 &axis ) {
assert( type != ICON_NONE );
if ( type == iconType ) {
return false;
}
FreeIcon();
memset( &renderEnt, 0, sizeof( renderEnt ) );
renderEnt.origin = origin;
renderEnt.axis = axis;
renderEnt.shaderParms[ SHADERPARM_RED ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_SPRITE_WIDTH ] = 16.0f;
renderEnt.shaderParms[ SHADERPARM_SPRITE_HEIGHT ] = 16.0f;
renderEnt.hModel = renderModelManager->FindModel( "_sprite" );
renderEnt.callback = NULL;
renderEnt.numJoints = 0;
renderEnt.joints = NULL;
renderEnt.customSkin = 0;
renderEnt.noShadow = true;
renderEnt.noSelfShadow = true;
renderEnt.customShader = declManager->FindMaterial( mtr );
renderEnt.referenceShader = 0;
renderEnt.bounds = renderEnt.hModel->Bounds( &renderEnt );
iconHandle = gameRenderWorld->AddEntityDef( &renderEnt );
iconType = type;
return true;
}
/*
===============
idPlayerIcon::UpdateIcon
===============
*/
void idPlayerIcon::UpdateIcon( idPlayer *player, const idVec3 &origin, const idMat3 &axis ) {
assert( iconHandle >= 0 );
renderEnt.origin = origin;
renderEnt.axis = axis;
gameRenderWorld->UpdateEntityDef( iconHandle, &renderEnt );
}