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e50079c075
o Added new setting to advanced multiplayer options. Default value is 'on' o cvar is cl_labelmaps ( default 1 ) o If the cvar is changed the map sprite will dynamically update. o If no labelled minimap exists the default one is displayed o We always write a generated minimap to the normal file git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@165 67975925-1194-0748-b3d5-c16f83f1a3a1
577 lines
13 KiB
C++
577 lines
13 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// hud.cpp
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//
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// implementation of CHud class
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//
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#include "hud.h"
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#include "cl_util.h"
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#include <string.h>
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#include <stdio.h>
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#include "hud_servers.h"
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#include "vgui_TeamFortressViewport.h"
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#include "vgui_int.h"
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#include "demo.h"
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#include "common/demo_api.h"
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#include "ui/UIComponent.h"
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#include "vgui_scorepanel.h"
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#include "mod/AvHNetworkMessages.h"
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#include "ui/ChatPanel.h"
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#include "mod/AvHClientVariables.h"
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// tankefugl: duck toggle
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bool g_bDuckToggled;
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// :tankefugl
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class CHLVoiceStatusHelper : public IVoiceStatusHelper
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{
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public:
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virtual void GetPlayerTextColor(int entindex, int color[3])
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{
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color[0] = color[1] = color[2] = 255;
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if( entindex >= 0 && entindex < sizeof(g_PlayerExtraInfo)/sizeof(g_PlayerExtraInfo[0]) )
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{
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int iTeam = g_PlayerExtraInfo[entindex].teamnumber;
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if ( iTeam < 0 )
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{
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iTeam = 0;
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}
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iTeam = iTeam % iNumberOfTeamColors;
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color[0] = kTeamColors[iTeam][0];
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color[1] = kTeamColors[iTeam][1];
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color[2] = kTeamColors[iTeam][2];
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// Draw commander voice differently
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short thePlayerClass = g_PlayerExtraInfo[entindex].playerclass;
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switch(thePlayerClass)
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{
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case PLAYERCLASS_COMMANDER:
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color[0] = color[1] = color[2] = 255;
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break;
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}
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}
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}
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virtual void UpdateCursorState()
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{
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gViewPort->UpdateCursorState();
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}
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virtual int GetAckIconHeight()
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{
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return ScreenHeight() - gHUD.m_iFontHeight*3 - 6;
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}
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virtual bool CanShowSpeakerLabels()
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{
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if( gViewPort && gViewPort->m_pScoreBoard )
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return !gViewPort->m_pScoreBoard->isVisible();
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else
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return false;
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}
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};
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static CHLVoiceStatusHelper g_VoiceStatusHelper;
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extern client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount);
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//CImageLabel* gTestLabel = NULL;
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//extern Label* gTestLabel;
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extern cvar_t *sensitivity;
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cvar_t *cl_lw = NULL;
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void ShutdownInput (void);
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int __MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf)
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{
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return gHUD.MsgFunc_ResetHUD(pszName, iSize, pbuf );
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}
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int __MsgFunc_InitHUD(const char *pszName, int iSize, void *pbuf)
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{
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gHUD.MsgFunc_InitHUD( pszName, iSize, pbuf );
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return 0;
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}
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int __MsgFunc_ViewMode(const char *pszName, int iSize, void *pbuf)
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{
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gHUD.MsgFunc_ViewMode( pszName, iSize, pbuf );
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return 1;
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}
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int __MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
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{
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return gHUD.MsgFunc_SetFOV( pszName, iSize, pbuf );
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}
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int __MsgFunc_TeamNames(const char *pszName, int iSize, void *pbuf)
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{
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if (gViewPort)
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return gViewPort->MsgFunc_TeamNames( pszName, iSize, pbuf );
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return 0;
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}
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int __MsgFunc_MOTD(const char *pszName, int iSize, void *pbuf)
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{
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if (gViewPort)
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return gViewPort->MsgFunc_MOTD( pszName, iSize, pbuf );
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return 0;
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}
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int __MsgFunc_ServerName(const char *pszName, int iSize, void *pbuf)
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{
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if (gViewPort)
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return gViewPort->MsgFunc_ServerName( pszName, iSize, pbuf );
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return 0;
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}
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int __MsgFunc_ScoreInfo(const char *pszName, int iSize, void *pbuf)
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{
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if (gViewPort)
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return gViewPort->MsgFunc_ScoreInfo( pszName, iSize, pbuf );
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return 0;
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}
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int __MsgFunc_TeamScore(const char *pszName, int iSize, void *pbuf)
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{
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if (gViewPort)
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return gViewPort->MsgFunc_TeamScore( pszName, iSize, pbuf );
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return 0;
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}
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int __MsgFunc_TeamInfo(const char *pszName, int iSize, void *pbuf)
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{
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if (gViewPort)
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return gViewPort->MsgFunc_TeamInfo( pszName, iSize, pbuf );
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return 0;
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}
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void __CmdFunc_SpecialDummy(void) {}
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// This is called every time the DLL is loaded
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void CHud :: Init( void )
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{
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HOOK_MESSAGE( ResetHUD );
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HOOK_MESSAGE( InitHUD );
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HOOK_MESSAGE( ViewMode );
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HOOK_MESSAGE( SetFOV );
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HOOK_COMMAND( "special", SpecialDummy);
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HOOK_COMMAND( "_special", SpecialDummy); //prevent abuse
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HOOK_MESSAGE( TeamNames );
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HOOK_MESSAGE( MOTD );
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HOOK_MESSAGE( ServerName );
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HOOK_MESSAGE( ScoreInfo );
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HOOK_MESSAGE( TeamScore );
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HOOK_MESSAGE( TeamInfo );
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CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); // controls whether or not to suicide immediately on TF class switch
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CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round
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#ifdef DEBUG
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CVAR_CREATE( "hud_hideview", "0", FCVAR_ARCHIVE );
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#endif
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m_iLogo = 0;
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m_iFOV = 0;
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// tankefugl: duck toggle
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g_bDuckToggled = false;
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// :tankefugl
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CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
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default_fov = CVAR_CREATE( "default_fov", "90", 0 );
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m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
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m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE );
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cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
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CVAR_CREATE( "cl_showspeed", "0", 0);
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CVAR_CREATE( kvLabelMaps, "0", FCVAR_ARCHIVE);
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m_pSpriteList = NULL;
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// Clear any old HUD list
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if ( m_pHudList )
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{
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HUDLIST *pList;
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while ( m_pHudList )
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{
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pList = m_pHudList;
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m_pHudList = m_pHudList->pNext;
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free( pList );
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}
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m_pHudList = NULL;
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}
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// In case we get messages before the first update -- time will be valid
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m_flTime = 1.0;
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m_Ammo.Init();
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m_Health.Init();
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m_Spectator.Init();
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m_SayText.Init();
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m_Geiger.Init();
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m_Train.Init();
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m_Battery.Init();
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m_Flash.Init();
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m_Message.Init();
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m_StatusBar.Init();
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m_DeathNotice.Init();
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m_AmmoSecondary.Init();
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m_TextMessage.Init();
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m_StatusIcons.Init();
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m_Spectator.m_chatEnabled = (m_SayText.m_HUD_saytext->value!=0);
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GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort);
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m_Menu.Init();
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ServersInit();
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MsgFunc_ResetHUD(0, 0, NULL );
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}
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// CHud destructor
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// cleans up memory allocated for m_rg* arrays
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CHud :: ~CHud()
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{
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delete [] m_rghSprites;
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delete [] m_rgrcRects;
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delete [] m_rgszSpriteNames;
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if ( m_pHudList )
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{
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HUDLIST *pList;
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while ( m_pHudList )
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{
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pList = m_pHudList;
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m_pHudList = m_pHudList->pNext;
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free( pList );
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}
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m_pHudList = NULL;
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}
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ServersShutdown();
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}
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// GetSpriteIndex()
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// searches through the sprite list loaded from hud.txt for a name matching SpriteName
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// returns an index into the gHUD.m_rghSprites[] array
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// returns 0 if sprite not found
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int CHud :: GetSpriteIndex( const char *SpriteName )
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{
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// look through the loaded sprite name list for SpriteName
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for ( int i = 0; i < m_iSpriteCount; i++ )
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{
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if ( strncmp( SpriteName, m_rgszSpriteNames + (i * MAX_SPRITE_NAME_LENGTH), MAX_SPRITE_NAME_LENGTH ) == 0 )
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return i;
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}
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return -1; // invalid sprite
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}
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void CHud :: VidInit( void )
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{
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m_scrinfo.iSize = sizeof(m_scrinfo);
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GetScreenInfo(&m_scrinfo);
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// The NS viewport isn't set up yet
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int theViewPort[4];
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theViewPort[0] = theViewPort[1] = 0;
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theViewPort[2] = this->m_scrinfo.iWidth;
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theViewPort[3] = this->m_scrinfo.iHeight;
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gHUD.SetViewport(theViewPort);
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mFont.Load("sprites/font_arial");
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mSmallFont.Load("sprites/font_arialsmall");
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// ----------
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// Load Sprites
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// ---------
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// m_hsprFont = LoadSprite("sprites/%d_font.spr");
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m_hsprLogo = 0;
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m_hsprCursor = 0;
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if (ScreenWidth() < 640)
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m_iRes = 320;
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else
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m_iRes = 640;
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// Only load this once
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if ( !m_pSpriteList )
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{
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// we need to load the hud.txt, and all sprites within
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m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes);
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if (m_pSpriteList)
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{
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// count the number of sprites of the appropriate res
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m_iSpriteCount = 0;
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client_sprite_t *p = m_pSpriteList;
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for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
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{
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if ( p->iRes == m_iRes )
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m_iSpriteCount++;
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p++;
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}
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// allocated memory for sprite handle arrays
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m_rghSprites = new HSPRITE[m_iSpriteCount];
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m_rgrcRects = new wrect_t[m_iSpriteCount];
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m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];
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p = m_pSpriteList;
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int index = 0;
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for ( j = 0; j < m_iSpriteCountAllRes; j++ )
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{
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if ( p->iRes == m_iRes )
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{
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char sz[256];
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sprintf(sz, "sprites/%s.spr", p->szSprite);
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m_rghSprites[index] = Safe_SPR_Load(sz);
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m_rgrcRects[index] = p->rc;
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strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );
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index++;
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}
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p++;
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}
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}
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}
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else
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{
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// we have already have loaded the sprite reference from hud.txt, but
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// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
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client_sprite_t *p = m_pSpriteList;
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int index = 0;
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for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
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{
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if ( p->iRes == m_iRes )
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{
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char sz[256];
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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m_rghSprites[index] = Safe_SPR_Load(sz);
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index++;
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}
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p++;
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}
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}
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// assumption: number_1, number_2, etc, are all listed and loaded sequentially
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m_HUD_number_0 = GetSpriteIndex( "number_0" );
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m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;
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m_Ammo.VidInit();
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m_Health.VidInit();
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m_Spectator.VidInit();
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m_Geiger.VidInit();
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m_Train.VidInit();
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m_Battery.VidInit();
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m_Flash.VidInit();
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m_Message.VidInit();
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m_StatusBar.VidInit();
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m_DeathNotice.VidInit();
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m_SayText.VidInit();
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m_Menu.VidInit();
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m_AmmoSecondary.VidInit();
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m_TextMessage.VidInit();
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m_StatusIcons.VidInit();
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GetClientVoiceMgr()->VidInit();
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}
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float g_lastFOV = 0.0;
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/*
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============
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COM_FileBase
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============
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*/
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// Extracts the base name of a file (no path, no extension, assumes '/' as path separator)
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void COM_FileBase ( const char *in, char *out)
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{
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int len, start, end;
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len = (int)strlen( in );
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// scan backward for '.'
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end = len - 1;
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while ( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' )
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end--;
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if ( in[end] != '.' ) // no '.', copy to end
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end = len-1;
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else
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end--; // Found ',', copy to left of '.'
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// Scan backward for '/'
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start = len-1;
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while ( start >= 0 && in[start] != '/' && in[start] != '\\' )
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start--;
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if ( in[start] != '/' && in[start] != '\\' )
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start = 0;
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else
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start++;
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// Length of new sting
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len = end - start + 1;
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// Copy partial string
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strncpy( out, &in[start], len );
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// Terminate it
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out[len] = 0;
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}
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/*
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=================
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HUD_IsGame
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=================
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*/
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int HUD_IsGame( const char *game )
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{
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const char *gamedir;
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char gd[ 1024 ];
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gamedir = gEngfuncs.pfnGetGameDirectory();
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if ( gamedir && gamedir[0] )
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{
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COM_FileBase( gamedir, gd );
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if ( !stricmp( gd, game ) )
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return 1;
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}
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return 0;
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}
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/*
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=====================
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HUD_GetFOV
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Returns last FOV
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=====================
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*/
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float HUD_GetFOV( void )
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{
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if ( gEngfuncs.pDemoAPI->IsRecording() )
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{
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// Write it
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int i = 0;
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unsigned char buf[ 100 ];
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// Active
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*( float * )&buf[ i ] = g_lastFOV;
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i += sizeof( float );
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Demo_WriteBuffer( TYPE_ZOOM, i, buf );
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}
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if ( gEngfuncs.pDemoAPI->IsPlayingback() )
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{
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g_lastFOV = g_demozoom;
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}
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return g_lastFOV;
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}
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int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
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{
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int newfov;
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NetMsg_SetFOV( pbuf, iSize, newfov );
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int def_fov = CVAR_GET_FLOAT( "default_fov" );
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//Weapon prediction already takes care of changing the fog. ( g_lastFOV ).
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if ( cl_lw && cl_lw->value )
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return 1;
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g_lastFOV = newfov;
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if ( newfov == 0 )
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{
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m_iFOV = def_fov;
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}
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else
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{
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m_iFOV = newfov;
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}
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// the clients fov is actually set in the client data update section of the hud
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// Set a new sensitivity
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if ( m_iFOV == def_fov )
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{
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// reset to saved sensitivity
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m_flMouseSensitivity = 0;
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}
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else
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{
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|
// 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;
|
|
}
|
|
|
|
|