//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: Pop-up context sensitive help ("there's an active hive nearby...destroy it!") // // $Workfile: AvHHelp.cpp $ // $Date: 2002/10/24 21:25:58 $ // //------------------------------------------------------------------------------- // $Log: AvHHelp.cpp,v $ // Revision 1.17 2002/10/24 21:25:58 Flayra // - Completely reworked help to be client-side // // Revision 1.16 2002/10/03 18:49:57 Flayra // - Play game objective hints // // Revision 1.15 2002/09/25 20:45:02 Flayra // - Only emit phase gate message when built // - Removed use order // - Frame-rate independent updating // // Revision 1.14 2002/08/31 18:01:01 Flayra // - Work at VALVe // // Revision 1.13 2002/08/02 22:51:17 Flayra // - Don't show pop-up menu help for commander // // Revision 1.12 2002/08/02 21:59:55 Flayra // - Tons of new help messages for new tooltip system // // Revision 1.11 2002/07/25 16:57:59 flayra // - Linux changes // // Revision 1.10 2002/07/24 18:45:41 Flayra // - Linux and scripting changes // // Revision 1.9 2002/06/25 17:59:39 Flayra // - Removed help for building gun, renamed arsenal to armory // // Revision 1.8 2002/06/03 16:46:02 Flayra // - Help for arsenal, help for alien building secondary functions (help me, I need to be rewritten!) // // Revision 1.7 2002/05/23 02:33:42 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // // Revision 1.8 2002/05/14 19:24:16 Charlie //=============================================================================== #include "AvHHud.h" #include "AvHTitles.h" #include "AvHBasePlayerWeaponConstants.h" #include "AvHClientVariables.h" #include "AvHServerVariables.h" #include "../common/const.h" #include "../common/event_api.h" #include "../pm_shared/pm_defs.h" #include "../pm_shared/pm_shared.h" #include "../pm_shared/pm_movevars.h" #include "cl_dll/cl_util.h" bool AvHHud::ProcessEntityHelp() { bool theDisplayedTooltip = false; int theNumCommandersOnTeam = (this->GetCommanderIndex() > 0) ? 1 : 0; bool theIsCommander = (this->GetHUDUser3() == AVH_USER3_COMMANDER_PLAYER); bool theIsInTrainingMode = false; if(this->GetIsCombatMode()) { // TODO: Add combat mode tooltips } else if(!theIsInTrainingMode) { for(EntityListType::iterator theHelpIter = this->mHelpEnts.begin(); (theHelpIter != this->mHelpEnts.end()) && !theDisplayedTooltip ; theHelpIter++) { bool theEntityIsFriendly = false; bool theEntityIsEnemy = false; physent_t* theEntity = gEngfuncs.pEventAPI->EV_GetPhysent(*theHelpIter); if(theEntity) { bool theIsBuildable = GetHasUpgrade(theEntity->iuser4, MASK_BUILDABLE); bool theIsBuilt = !theIsBuildable; int theUser3 = theEntity->iuser3; if(theEntity->team == this->GetHUDTeam()) { theEntityIsFriendly = true; } else if(theEntity->team != 0) { theEntityIsEnemy = true; } // Handle commander separately if(theIsCommander) { } else { // TODO: Make sure we're facing it? // If the team has no commander, and this player is near his team's command station if(theUser3 == AVH_USER3_COMMANDER_STATION) { if(theEntityIsFriendly) { if(theNumCommandersOnTeam == 0) { if(this->AddTooltipOnce(kHelpTextCSAttractMode)) { theDisplayedTooltip = true; continue; } } } else if(this->AddTooltipOnce(kHelpTextAttackNearbyStation)) { theDisplayedTooltip = true; continue; } } // Check if there are any non fully built buildings on our team (this gets turrets and siege turrets of course) if((theUser3 == AVH_USER3_TURRET) || (theUser3 == AVH_USER3_SIEGETURRET)) { if(theIsBuildable && theEntityIsFriendly) { if(this->AddTooltipOnce(kHelpTextBuildTurret)) { theDisplayedTooltip = true; continue; } } } // Near an armory? Tell player about getting ammo from it. if(theUser3 == AVH_USER3_ARMORY) { if(!theIsBuildable && theEntityIsFriendly) { if(this->AddTooltipOnce(kHelpTextArmoryResupply)) { theDisplayedTooltip = true; continue; } } } if(theUser3 == AVH_USER3_RESTOWER) { if(!theEntityIsFriendly) { if(this->AddTooltipOnce(kHelpTextAttackTower)) { theDisplayedTooltip = true; continue; } } else if(theIsBuildable) { this->AddTooltip(kHelpTextBuildTower); theDisplayedTooltip = true; continue; } else { if(this->AddTooltipOnce(kHelpTextExplainTower)) { theDisplayedTooltip = true; continue; } } } // Near a phase gate? if((theUser3 == AVH_USER3_PHASEGATE) && theIsBuilt) { if(this->AddTooltipOnce(kHelpTextPhaseGate)) { theDisplayedTooltip = true; continue; } } // Hive? if((theUser3 == AVH_USER3_HIVE) && (theEntity->team != 0)) { if(theEntityIsFriendly) { } else if(theEntityIsEnemy) { this->AddTooltip(kHelpTextAttackNearbyHive); theDisplayedTooltip = true; continue; } } // If we're near an unbuilt alien structure, tell the player how to build it if((this->GetHUDUser3() == AVH_USER3_ALIEN_PLAYER2) && theIsBuildable && theEntityIsFriendly) { if(this->AddTooltipOnce(kHelpTextAlienEnergy)) { theDisplayedTooltip = true; continue; } } // Movement chamber if((theUser3 == AVH_USER3_MOVEMENT_CHAMBER) && theIsBuilt) { if(theEntityIsFriendly) { this->AddTooltip(kHelpTextFriendlyMovementChamber); theDisplayedTooltip = true; continue; } else if(theEntityIsEnemy) { this->AddTooltip(kHelpTextAttackMovementChamber); theDisplayedTooltip = true; continue; } } // Defensive chamber if((theUser3 == AVH_USER3_DEFENSE_CHAMBER) && theIsBuilt) { if(theEntityIsFriendly) { this->AddTooltip(kHelpTextFriendlyDefensiveChamber); theDisplayedTooltip = true; continue; } else if(theEntityIsEnemy) { this->AddTooltip(kHelpTextAttackDefensiveChamber); theDisplayedTooltip = true; continue; } } // Sensory chamber if((theUser3 == AVH_USER3_SENSORY_CHAMBER) && theIsBuilt) { if(theEntityIsFriendly) { this->AddTooltip(kHelpTextFriendlySensoryChamber); theDisplayedTooltip = true; continue; } else if(theEntityIsEnemy) { this->AddTooltip(kHelpTextAttackSensoryChamber); theDisplayedTooltip = true; continue; } } // Offensive chamber if((theUser3 == AVH_USER3_OFFENSE_CHAMBER) && theIsBuilt) { if(theEntityIsFriendly) { this->AddTooltip(kHelpTextFriendlyOffensiveChamber); theDisplayedTooltip = true; continue; } else if(theEntityIsEnemy) { this->AddTooltip(kHelpTextAttackOffensiveChamber); theDisplayedTooltip = true; continue; } } // if(this->GetIsMarine()) // { // if(theWeldable && theWeldable->GetCanBeWelded() && (theWeldable->GetNormalizedBuildPercentage() < 1.0f)) // { // if(theWeldable->GetWeldOpens()) // { // if(this->AddTooltip(kHelpTextOpenWeldable)) // { // theDisplayedTooltip = true; // } // } // else // { // if(this->AddTooltip(kHelpTextCloseWeldable)) // { // theDisplayedTooltip = true; // } // } // } // } } } } } return theDisplayedTooltip; } bool AvHHud::ProcessGeneralHelp() { const float kTimeBeforeUpgradeHelp = 500; const float kTimeBeforeLifeformHelp = 200; int theTimeSinceGameStarted = this->GetGameTime(); bool theDisplayedTooltip = false; if(!theDisplayedTooltip && this->AddTooltipOnce(kHelpTextPopupMenu)) { theDisplayedTooltip = true; } // Don't send these messages until the game has been going for a bit...don't want to overwhelm players else if(!theDisplayedTooltip && this->GetIsAlien() && (theTimeSinceGameStarted > kTimeBeforeLifeformHelp) && this->AddTooltipOnce(kHelpTextBuyLifeform)) { theDisplayedTooltip = true; } else if(this->GetHasJetpack() && !this->GetIsInTopDownMode() && this->AddTooltipOnce(kHelpTextJetpacks)) { theDisplayedTooltip = true; } else if(this->GetIsAlien() && this->AddTooltipOnce(kHelpTextAlienPopupMenu)) { theDisplayedTooltip = true; } else if(this->GetIsMarine() && !this->GetIsInTopDownMode() && this->AddTooltipOnce(kHelpTextMarinePopupMenu)) { theDisplayedTooltip = true; } else if(this->AddTooltipOnce(kHelpTextDisableHelp)) { theDisplayedTooltip = true; } // Else if we have an order else if(this->GetDoesPlayerHaveOrder() && this->AddTooltipOnce(kHelpTextOrder)) { theDisplayedTooltip = true; } return theDisplayedTooltip; } bool AvHHud::ProcessWeaponsHelp() { bool theDisplayedTooltip = false; if((this->mCurrentWeaponID >= 0) && this->mCurrentWeaponEnabled) { if(!theDisplayedTooltip && (this->mCurrentWeaponID == AVH_WEAPON_BITE)) { if(this->AddTooltipOnce(kHelpTextBite)) { theDisplayedTooltip = true; } } if(!theDisplayedTooltip && (this->mCurrentWeaponID == AVH_WEAPON_WEBSPINNER)) { if(this->AddTooltipOnce(kHelpTextWeb)) { theDisplayedTooltip = true; } } if(!theDisplayedTooltip && (this->mCurrentWeaponID == AVH_WEAPON_SPORES)) { if(this->AddTooltipOnce(kHelpTextSpores)) { theDisplayedTooltip = true; } } } return theDisplayedTooltip; } bool AvHHud::ProcessAlienHelp() { bool theDisplayedTooltip = false; // Have we explained resources? if(this->AddTooltipOnce(kHelpTextAlienWeapons)) { theDisplayedTooltip = true; } else if(this->AddTooltipOnce(kHelpTextAlienResources)) { theDisplayedTooltip = true; } // Have we explained energy? else if(this->AddTooltipOnce(kHelpTextAlienEnergy)) { theDisplayedTooltip = true; } // Do we have upgrades pending? else if(this->GetHasAlienUpgradesAvailable()) { if(this->AddTooltipOnce(kHelpTextAlienPendingUpgrades)) { theDisplayedTooltip = true; } } else if(this->AddTooltipOnce(kHelpTextAlienHiveSight)) { theDisplayedTooltip = true; } else if(this->AddTooltipOnce(kHelpTextAlienVisionMode)) { theDisplayedTooltip = true; } if(!theDisplayedTooltip) { switch(this->GetHUDUser3()) { // If we're a level 1 alien and we're holding crouch, tell them they can wall-walk case AVH_USER3_ALIEN_PLAYER1: if(this->AddTooltipOnce(kHelpTextWallwalking)) { theDisplayedTooltip = true; break; } // TODO: More level 1 help here break; case AVH_USER3_ALIEN_PLAYER2: if(this->AddTooltipOnce(kHelpTextBuilder)) { theDisplayedTooltip = true; break; } if(this->AddTooltipOnce(kHelpTextAlienBuildStructure)) { theDisplayedTooltip = true; break; } break; case AVH_USER3_ALIEN_PLAYER3: // If level 3 jumps, tell player about flying if(this->AddTooltipOnce(kHelpTextFlight)) { theDisplayedTooltip = true; break; } // TODO: More level 3 help here break; case AVH_USER3_ALIEN_PLAYER4: break; case AVH_USER3_ALIEN_PLAYER5: break; } } return theDisplayedTooltip; } bool AvHHud::ProcessOrderHelp() { bool theDisplayedTooltip = false; // vec3_t theOrderPosition; // int theEntIndex = -1; // AvHUser3 theUser3 = AVH_USER3_NONE; // // AvHOrderType theOrder = AvHGetDefaultOrderType(this->GetTeam(), this->GetVisualOrigin(), this->mMouseWorldPos, theEntIndex, theOrderPosition, theUser3); // if(theOrder == ORDERTYPET_BUILD) // { // if(this->AddTooltipOnce(kHelpTextCommanderBuild)) // { // theDisplayedTooltip = true; // } // } //// else if(theOrder == ORDERTYPEL_USE) //// { //// if(this->AddTooltipOnce(kHelpTextCommanderUse)) //// { //// theDisplayedTooltip = true; //// } //// } // else if(theOrder == ORDERTYPET_ATTACK) // { // if(this->AddTooltipOnce(kHelpTextCommanderAttack)) // { // theDisplayedTooltip = true; // } // } // else if(theOrder == ORDERTYPET_WELD) // { // if(this->AddTooltipOnce(kHelpTextCommanderWeld)) // { // theDisplayedTooltip = true; // } // } // else if(theOrder == ORDERTYPET_GET) // { // if(this->AddTooltipOnce(kHelpTextCommanderGet)) // { // theDisplayedTooltip = true; // } // } return theDisplayedTooltip; } void AvHHud::UpdateHelpText() { const float kHelpTextInterval = 20.0f; bool theDisplayedTooltip = false; bool theIsCommander = (this->GetHUDUser3() == AVH_USER3_COMMANDER_PLAYER); bool theIsAlien = this->GetIsAlien(); bool theAutoHelpEnabled = gEngfuncs.pfnGetCvarFloat(kvAutoHelp); if(theAutoHelpEnabled) { // Has it been a little bit since we sent the last help message? if((this->mTimeOfLastHelpText == -1) || (this->mTimeOfLastHelpText + kHelpTextInterval < gEngfuncs.GetClientTime())) { if(this->GetIsRelevant() && this->GetGameStarted() && !this->GetIsCombatMode()) { // Process general help first theDisplayedTooltip = this->ProcessGeneralHelp(); if(!theDisplayedTooltip) { theDisplayedTooltip = this->ProcessWeaponsHelp(); if(!theDisplayedTooltip) { // Search around us theDisplayedTooltip = this->ProcessEntityHelp(); // If there is nothing around us to trigger something if(!theDisplayedTooltip) { // If we are alien and a friendly hive is being attacked //kHelpTextHiveAttacked // AvHAlertType theAlertType; // float theTimeOfLastAlert = theTeam->GetLastAlertTime(-1, &theAlertType); // if(theTimeOfLastAlert > 0) // { // if(theIsAlien && (theAlertType == ALERT_UNDER_ATTACK)) // { // if(this->AddTooltipOnce(kHelpTextAlienUnderAttack)) // { // theDisplayedTooltip = true; // } // } // else if(theIsCommander) // { // if(theAlertType == ALERT_UNDER_ATTACK) // { // if(this->AddTooltipOnce(kHelpTextCommanderUnderAttack)) // { // theDisplayedTooltip = true; // } // } // } // else if(theAlertType == ALERT_RESEARCH_COMPLETE) // { // if(this->AddTooltipOnce(kHelpTextCommanderResearchComplete)) // { // theDisplayedTooltip = true; // } // } // else if(theAlertType == ALERT_UPGRADE_COMPLETE) // { // if(this->AddTooltipOnce(kHelpTextCommanderUpgradeComplete)) // { // theDisplayedTooltip = true; // } // } // } } if(!theDisplayedTooltip) { // If the player has never used the command menu //kHelpTextMarineCommandMenu //kHelpTextAlienCommandMenu switch(this->GetHUDUser3()) { case AVH_USER3_MARINE_PLAYER: //if(this->AddTooltipOnce(kHelpTextPopupMenu)) //{ // theDisplayedTooltip = true; //} break; case AVH_USER3_COMMANDER_PLAYER: if(this->mSelected.size() > 0) { if(this->AddTooltipOnce(kHelpTextCommanderGiveOrders)) { theDisplayedTooltip = true; break; } } else { if(this->AddTooltipOnce(kHelpTextCommanderSelectPlayers)) { theDisplayedTooltip = true; break; } else if(this->AddTooltipOnce(kHelpTextCommanderLogout)) { theDisplayedTooltip = true; break; } } theDisplayedTooltip = this->ProcessOrderHelp(); break; case AVH_USER3_ALIEN_PLAYER1: case AVH_USER3_ALIEN_PLAYER2: case AVH_USER3_ALIEN_PLAYER3: case AVH_USER3_ALIEN_PLAYER4: case AVH_USER3_ALIEN_PLAYER5: theDisplayedTooltip = this->ProcessAlienHelp(); break; } } } } } if(theDisplayedTooltip) { this->mTimeOfLastHelpText = gEngfuncs.GetClientTime(); } } } }