//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #ifndef SPECTATOR_H #define SPECTATOR_H #pragma once #include "common/cl_entity.h" // Removed by mmcguire. /* #define INSET_OFF 0 #define INSET_CHASE_LOCKED 1 #define INSET_IN_EYE 2 */ #define MAX_SPEC_HUD_MESSAGES 8 #define OVERVIEW_TILE_SIZE 128 // don't change this #define OVERVIEW_MAX_LAYERS 1 //----------------------------------------------------------------------------- // Purpose: Handles the drawing of the spectator stuff (camera & top-down map and all the things on it ) //----------------------------------------------------------------------------- typedef struct overviewInfo_s { char map[64]; // cl.levelname or empty vec3_t origin; // center of map float zoom; // zoom of map images int layers; // how may layers do we have float layersHeights[OVERVIEW_MAX_LAYERS]; char layersImages[OVERVIEW_MAX_LAYERS][255]; qboolean rotated; // are map images rotated (90 degrees) ? int insetWindowX; int insetWindowY; int insetWindowHeight; int insetWindowWidth; } overviewInfo_t; typedef struct overviewEntity_s { SpriteHandle_t hSprite; struct cl_entity_s * entity; double killTime; int mFrame; int mRenderMode; float mColorR; float mColorG; float mColorB; } overviewEntity_t; #define MAX_OVERVIEW_ENTITIES 256 const int kOverviewEntityZHeight = 100; class CHudSpectator : public CHudBase { public: void Reset(); void CheckSettings(); void InitHUDData( void ); bool AddOverviewEntityToList( SpriteHandle_t sprite, cl_entity_t * ent, double killTime, int inFrame, int inRenderMode, float r, float g, float b); void DeathMessage(int victim); bool AddOverviewEntity( int type, struct cl_entity_s *ent, const char *modelname ); void CheckOverviewEntities(); void DrawOverview(); void DrawOverviewEntities(); void GetMapPosition( float * returnvec ); void DrawOverviewLayer(); void LoadMapSprites(); bool ParseOverviewFile(); bool IsActivePlayer(cl_entity_t * ent); void SetMode(int iMainMode); void HandleButtonsDown(int ButtonPressed); void HandleButtonsUp(int ButtonPressed); void FindNextPlayer( bool bReverse ); void DirectorMessage( int iSize, void *pbuf ); void SetSpectatorStartPosition(); int Init(); int VidInit(); bool IsInOverviewMode() const; void SetOverviewMode(bool overviewMode); int Draw(float flTime); void DrawOverviewMap(); int m_iDrawCycle; client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES]; char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128]; int m_lastHudMessage; overviewInfo_t m_OverviewData; overviewEntity_t m_OverviewEntities[MAX_OVERVIEW_ENTITIES]; int m_iObserverFlags; int m_iSpectatorNumber; float m_mapZoom; // zoom the user currently uses vec3_t m_mapOrigin; // origin where user rotates around cvar_t * m_drawnames; cvar_t * m_drawcone; cvar_t * m_drawstatus; cvar_t * m_autoDirector; // Removed by mmcguire. bool m_overviewMode; //cvar_t * m_overview; //cvar_t * m_pip; qboolean m_chatEnabled; vec3_t m_cameraOrigin; // a help camera vec3_t m_cameraAngles; // and it's angles private: vec3_t m_vPlayerPos[MAX_PLAYERS]; SpriteHandle_t m_hsprPlayerMarine; SpriteHandle_t m_hsprPlayerAlien; SpriteHandle_t m_hsprCamera; SpriteHandle_t m_hsprPlayerDead; SpriteHandle_t m_hsprViewcone; SpriteHandle_t m_hsprUnkownMap; SpriteHandle_t m_hsprBeam; SpriteHandle_t m_hCrosshair; SpriteHandle_t m_hsprWhite; wrect_t m_crosshairRect; struct model_s * m_MapSprite; // each layer image is saved in one sprite, where each tile is a sprite frame float m_flNextObserverInput; float m_zoomDelta; float m_moveDelta; int m_lastPrimaryObject; int m_lastSecondaryObject; }; #endif // SPECTATOR_H