/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // hud.cpp // // implementation of CHud class // #include "hud.h" #include "cl_util.h" #include #include #include "hud_servers.h" #include "vgui_TeamFortressViewport.h" #include "vgui_int.h" #include "demo.h" #include "common/demo_api.h" #include "ui/UIComponent.h" #include "vgui_ScorePanel.h" #include "mod/AvHNetworkMessages.h" #include "ui/ChatPanel.h" #include "mod/AvHClientVariables.h" // : duck toggle bool g_bDuckToggled; // : class CHLVoiceStatusHelper : public IVoiceStatusHelper { public: virtual void GetPlayerTextColor(int entindex, int color[3]) { color[0] = color[1] = color[2] = 255; if( entindex >= 0 && entindex < sizeof(g_PlayerExtraInfo)/sizeof(g_PlayerExtraInfo[0]) ) { int iTeam = g_PlayerExtraInfo[entindex].teamnumber; if ( iTeam < 0 ) { iTeam = 0; } iTeam = iTeam % iNumberOfTeamColors; color[0] = kTeamColors[iTeam][0]; color[1] = kTeamColors[iTeam][1]; color[2] = kTeamColors[iTeam][2]; // Draw commander voice differently short thePlayerClass = g_PlayerExtraInfo[entindex].playerclass; switch(thePlayerClass) { case PLAYERCLASS_COMMANDER: color[0] = color[1] = color[2] = 255; break; } } } virtual void UpdateCursorState() { gViewPort->UpdateCursorState(); } virtual int GetAckIconHeight() { return ScreenHeight() - gHUD.m_iFontHeight*3 - 6; } virtual bool CanShowSpeakerLabels() { if( gViewPort && gViewPort->m_pScoreBoard ) return !gViewPort->m_pScoreBoard->isVisible(); else return false; } }; static CHLVoiceStatusHelper g_VoiceStatusHelper; extern client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount); //CImageLabel* gTestLabel = NULL; //extern Label* gTestLabel; extern cvar_t *sensitivity; cvar_t *cl_lw = NULL; void ShutdownInput (void); int __MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf) { return gHUD.MsgFunc_ResetHUD(pszName, iSize, pbuf ); } int __MsgFunc_InitHUD(const char *pszName, int iSize, void *pbuf) { gHUD.MsgFunc_InitHUD( pszName, iSize, pbuf ); return 0; } int __MsgFunc_ViewMode(const char *pszName, int iSize, void *pbuf) { gHUD.MsgFunc_ViewMode( pszName, iSize, pbuf ); return 1; } int __MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf) { return gHUD.MsgFunc_SetFOV( pszName, iSize, pbuf ); } int __MsgFunc_TeamNames(const char *pszName, int iSize, void *pbuf) { if (gViewPort) return gViewPort->MsgFunc_TeamNames( pszName, iSize, pbuf ); return 0; } int __MsgFunc_MOTD(const char *pszName, int iSize, void *pbuf) { if (gViewPort) return gViewPort->MsgFunc_MOTD( pszName, iSize, pbuf ); return 0; } int __MsgFunc_ServerName(const char *pszName, int iSize, void *pbuf) { if (gViewPort) return gViewPort->MsgFunc_ServerName( pszName, iSize, pbuf ); return 0; } int __MsgFunc_ScoreInfo(const char *pszName, int iSize, void *pbuf) { if (gViewPort) return gViewPort->MsgFunc_ScoreInfo( pszName, iSize, pbuf ); return 0; } int __MsgFunc_TeamScore(const char *pszName, int iSize, void *pbuf) { if (gViewPort) return gViewPort->MsgFunc_TeamScore( pszName, iSize, pbuf ); return 0; } int __MsgFunc_TeamInfo(const char *pszName, int iSize, void *pbuf) { if (gViewPort) return gViewPort->MsgFunc_TeamInfo( pszName, iSize, pbuf ); return 0; } void __CmdFunc_SpecialDummy(void) {} void __CmdFunc_ClRateDummy(void) { } // This is called every time the DLL is loaded void CHud :: Init( void ) { HOOK_MESSAGE( ResetHUD ); HOOK_MESSAGE( InitHUD ); HOOK_MESSAGE( ViewMode ); HOOK_MESSAGE( SetFOV ); HOOK_COMMAND( "special", SpecialDummy); HOOK_COMMAND( "_special", SpecialDummy); //prevent abuse HOOK_COMMAND( "cl_rate", ClRateDummy); HOOK_MESSAGE( TeamNames ); HOOK_MESSAGE( MOTD ); HOOK_MESSAGE( ServerName ); HOOK_MESSAGE( ScoreInfo ); HOOK_MESSAGE( TeamScore ); HOOK_MESSAGE( TeamInfo ); CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); // controls whether or not to suicide immediately on TF class switch CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round #ifdef DEBUG CVAR_CREATE( "hud_hideview", "0", FCVAR_ARCHIVE ); #endif m_iLogo = 0; m_iFOV = 0; // : duck toggle g_bDuckToggled = false; // : CVAR_CREATE( "zoom_sensitivity_ratio", "1", 0 ); default_fov = CVAR_CREATE( "default_fov", "90", 0 ); m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE ); m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE ); cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" ); CVAR_CREATE( "cl_showspeed", "0", 0); CVAR_CREATE( kvLabelMaps, "3", FCVAR_ARCHIVE); CVAR_CREATE( kvGammaRamp, "0", FCVAR_ARCHIVE); CVAR_CREATE( kvCustomCrosshair, "1", FCVAR_ARCHIVE); CVAR_CREATE( kvHudMapZoom, "3", FCVAR_ARCHIVE); CVAR_CREATE( kvLabelHivesight, "1", FCVAR_ARCHIVE); CVAR_CREATE( "cl_iconr", "0", FCVAR_ARCHIVE); CVAR_CREATE( "cl_icong", "149", FCVAR_ARCHIVE); CVAR_CREATE( "cl_iconb", "221", FCVAR_ARCHIVE); m_pSpriteList = NULL; // Clear any old HUD list if ( m_pHudList ) { HUDLIST *pList; while ( m_pHudList ) { pList = m_pHudList; m_pHudList = m_pHudList->pNext; free( pList ); } m_pHudList = NULL; } // In case we get messages before the first update -- time will be valid m_flTime = 1.0; m_Ammo.Init(); m_Health.Init(); m_Spectator.Init(); m_SayText.Init(); m_Geiger.Init(); m_Train.Init(); m_Battery.Init(); m_Flash.Init(); m_Message.Init(); m_StatusBar.Init(); m_DeathNotice.Init(); m_AmmoSecondary.Init(); m_TextMessage.Init(); m_StatusIcons.Init(); m_Crosshairs.Init(); m_Spectator.m_chatEnabled = (m_SayText.m_HUD_saytext->value!=0); GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort); m_Menu.Init(); ServersInit(); MsgFunc_ResetHUD(0, 0, NULL ); } // CHud destructor // cleans up memory allocated for m_rg* arrays CHud :: ~CHud() { delete [] m_rghSprites; delete [] m_rgrcRects; delete [] m_rgszSpriteNames; if ( m_pHudList ) { HUDLIST *pList; while ( m_pHudList ) { pList = m_pHudList; m_pHudList = m_pHudList->pNext; free( pList ); } m_pHudList = NULL; } ServersShutdown(); } // GetSpriteIndex() // searches through the sprite list loaded from hud.txt for a name matching SpriteName // returns an index into the gHUD.m_rghSprites[] array // returns 0 if sprite not found int CHud :: GetSpriteIndex( const char *SpriteName ) { // look through the loaded sprite name list for SpriteName for ( int i = 0; i < m_iSpriteCount; i++ ) { if ( strncmp( SpriteName, m_rgszSpriteNames + (i * MAX_SPRITE_NAME_LENGTH), MAX_SPRITE_NAME_LENGTH ) == 0 ) return i; } return -1; // invalid sprite } void CHud :: VidInit( void ) { m_scrinfo.iSize = sizeof(m_scrinfo); GetScreenInfo(&m_scrinfo); // The NS viewport isn't set up yet int theViewPort[4]; theViewPort[0] = theViewPort[1] = 0; theViewPort[2] = this->m_scrinfo.iWidth; theViewPort[3] = this->m_scrinfo.iHeight; gHUD.SetViewport(theViewPort); if (CVAR_GET_FLOAT("hud_style") == 2.0f) { mFont.Load("sprites/nl/font_arial"); mSmallFont.Load("sprites/nl/font_arialsmall"); } else { mFont.Load("sprites/font_arial"); mSmallFont.Load("sprites/font_arialsmall"); } // ---------- // Load Sprites // --------- // m_hsprFont = LoadSprite("sprites/%d_font.spr"); m_hsprLogo = 0; m_hsprCursor = 0; if (ScreenWidth() < 640) m_iRes = 320; else m_iRes = 640; // Only load this once if ( !m_pSpriteList ) { // we need to load the hud.txt, and all sprites within if (CVAR_GET_FLOAT("hud_style") == 2.0f) m_pSpriteList = SPR_GetList("sprites/hudnl.txt", &m_iSpriteCountAllRes); else m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes); if (m_pSpriteList) { // count the number of sprites of the appropriate res m_iSpriteCount = 0; client_sprite_t *p = m_pSpriteList; int j; for ( j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) m_iSpriteCount++; p++; } // allocated memory for sprite handle arrays m_rghSprites = new AVHHSPRITE[m_iSpriteCount]; m_rgrcRects = new wrect_t[m_iSpriteCount]; m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH]; p = m_pSpriteList; int index = 0; for ( j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) { char sz[256]; sprintf(sz, "sprites/%s.spr", p->szSprite); m_rghSprites[index] = SPR_Load(sz); m_rgrcRects[index] = p->rc; strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH ); index++; } p++; } } } else { // we have already have loaded the sprite reference from hud.txt, but // we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game) client_sprite_t *p = m_pSpriteList; int index = 0; for ( int j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) { char sz[256]; sprintf( sz, "sprites/%s.spr", p->szSprite ); m_rghSprites[index] = SPR_Load(sz); index++; } p++; } } // assumption: number_1, number_2, etc, are all listed and loaded sequentially m_HUD_number_0 = GetSpriteIndex( "number_0" ); m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top; m_Ammo.VidInit(); m_Health.VidInit(); m_Spectator.VidInit(); m_Geiger.VidInit(); m_Train.VidInit(); m_Battery.VidInit(); m_Flash.VidInit(); m_Message.VidInit(); m_StatusBar.VidInit(); m_DeathNotice.VidInit(); m_SayText.VidInit(); m_Menu.VidInit(); m_AmmoSecondary.VidInit(); m_TextMessage.VidInit(); m_StatusIcons.VidInit(); m_Crosshairs.VidInit(); GetClientVoiceMgr()->VidInit(); } float g_lastFOV = 0.0; /* ============ COM_FileBase ============ */ // Extracts the base name of a file (no path, no extension, assumes '/' as path separator) void COM_FileBase ( const char *in, char *out) { int len, start, end; len = (int)strlen( in ); // scan backward for '.' end = len - 1; while ( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' ) end--; if ( in[end] != '.' ) // no '.', copy to end end = len-1; else end--; // Found ',', copy to left of '.' // Scan backward for '/' start = len-1; while ( start >= 0 && in[start] != '/' && in[start] != '\\' ) start--; if ( in[start] != '/' && in[start] != '\\' ) start = 0; else start++; // Length of new sting len = end - start + 1; // Copy partial string strncpy( out, &in[start], len ); // Terminate it out[len] = 0; } /* ================= HUD_IsGame ================= */ int HUD_IsGame( const char *game ) { const char *gamedir; char gd[ 1024 ]; gamedir = gEngfuncs.pfnGetGameDirectory(); if ( gamedir && gamedir[0] ) { COM_FileBase( gamedir, gd ); if ( !stricmp( gd, game ) ) return 1; } return 0; } /* ===================== HUD_GetFOV Returns last FOV ===================== */ float HUD_GetFOV( void ) { if ( gEngfuncs.pDemoAPI->IsRecording() ) { // Write it int i = 0; unsigned char buf[ 100 ]; // Active *( float * )&buf[ i ] = g_lastFOV; i += sizeof( float ); Demo_WriteBuffer( TYPE_ZOOM, i, buf ); } if ( gEngfuncs.pDemoAPI->IsPlayingback() ) { g_lastFOV = g_demozoom; } return g_lastFOV; } int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf) { int newfov; NetMsg_SetFOV( pbuf, iSize, newfov ); int def_fov = CVAR_GET_FLOAT( "default_fov" ); //Weapon prediction already takes care of changing the fog. ( g_lastFOV ). if ( cl_lw && cl_lw->value ) return 1; g_lastFOV = newfov; if ( newfov == 0 ) { m_iFOV = def_fov; } else { m_iFOV = newfov; } // the clients fov is actually set in the client data update section of the hud // Set a new sensitivity if ( m_iFOV == def_fov || CVAR_GET_FLOAT("senslock") == 1.0f) { // reset to saved sensitivity m_flMouseSensitivity = 0; } else { // set a new sensitivity that is proportional to the change from the FOV default m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)def_fov) * CVAR_GET_FLOAT("zoom_sensitivity_ratio"); } return 1; } void CHud::AddHudElem(CHudBase *phudelem) { HUDLIST *pdl, *ptemp; //phudelem->Think(); if (!phudelem) return; pdl = (HUDLIST *)malloc(sizeof(HUDLIST)); if (!pdl) return; memset(pdl, 0, sizeof(HUDLIST)); pdl->p = phudelem; if (!m_pHudList) { m_pHudList = pdl; return; } ptemp = m_pHudList; while (ptemp->pNext) ptemp = ptemp->pNext; ptemp->pNext = pdl; } float CHud::GetSensitivity( void ) { return m_flMouseSensitivity; }