mirror of
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4f13237895
Change CRLF to LF in repo.
163 lines
4.4 KiB
C++
163 lines
4.4 KiB
C++
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "hud.h"
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#include "cl_util.h"
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#include "cl_entity.h"
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#include "triangleapi.h"
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#include "vgui_TeamFortressViewport.h"
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// these are included for the math functions
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#include "com_model.h"
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#include "studio_util.h"
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#include "MathUtil.h"
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#include "chudmisc.h"
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#pragma warning(disable: 4244)
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CHudOverview::Init()
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{
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gHUD.AddHudElem(this);
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m_iFlags |= HUD_ACTIVE;
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads new icons
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//-----------------------------------------------------------------------------
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int CHudOverview::VidInit()
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{
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m_hsprPlayer = gEngfuncs.pfnSPR_Load("sprites/ring.spr");
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m_hsprViewcone = gEngfuncs.pfnSPR_Load("sprites/camera.spr");
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : flTime -
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// intermission -
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//-----------------------------------------------------------------------------
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int CHudOverview::Draw(float flTime)
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{
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// only draw in overview mode
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if (!gEngfuncs.Overview_GetOverviewState())
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return 1;
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// make sure we have player info
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gViewPort->GetAllPlayersInfo();
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// calculate player size on the overview
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int x1, y1, x2, y2;
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float v0[3]={0,0,0}, v1[3]={64,64,0};
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gEngfuncs.Overview_WorldToScreen(v0, &x1, &y1);
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gEngfuncs.Overview_WorldToScreen(v1, &x2, &y2);
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float scale = abs(x2 - x1);
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// loop through all the players and draw them on the map
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for (int i = 1; i <= MAX_PLAYERS; i++)
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{
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cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i);
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if (pl && pl->player && pl->curstate.health > 0 && pl->curstate.solid != SOLID_NOT)
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{
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int x, y, z = 0;
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float v[3]={pl->origin[0], pl->origin[1], 0};
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gEngfuncs.Overview_WorldToScreen(v, &x, &y);
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// hack in some team colors
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float r, g, bc;
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if (g_PlayerExtraInfo[i].teamnumber == 1)
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{
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r = 0.0f; g = 0.0f; bc = 1.0f;
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}
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else if (g_PlayerExtraInfo[i].teamnumber == 2)
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{
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r = 1.0f; g = 0.0f; bc = 0.0f;
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}
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else
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{
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// just use the default orange color if the team isn't set
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r = 1.0f; g = 0.7f; bc = 0.0f;
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}
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// set the current texture
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gEngfuncs.pTriAPI->SpriteTexture((struct model_s *)gEngfuncs.GetSpritePointer(m_hsprPlayer), 0);
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// additive render mode
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gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd);
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// no culling
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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// draw a square
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gEngfuncs.pTriAPI->Begin(TRI_QUADS);
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// set the color to be that of the team
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gEngfuncs.pTriAPI->Color4f(r, g, bc, 1.0f);
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// calculate rotational matrix
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vec3_t a, b, angles;
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float rmatrix[3][4]; // transformation matrix
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VectorCopy(pl->angles, angles);
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angles[0] = 0.0f;
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angles[1] += 90.f;
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angles[1] = -angles[1];
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angles[2] = 0.0f;
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AngleMatrix(angles, rmatrix);
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a[2] = 0;
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a[0] = -scale; a[1] = -scale;
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VectorTransform(a, rmatrix , b );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
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gEngfuncs.pTriAPI->Vertex3f(x + b[0], y + b[1], z);
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a[0]=-scale; a[1] = scale;
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VectorTransform(a, rmatrix , b );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
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gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
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a[0]=scale; a[1] = scale;
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VectorTransform(a, rmatrix , b );
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gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
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gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
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a[0]=scale; a[1] = -scale;
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VectorTransform(a, rmatrix , b );
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gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
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gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
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// finish up
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gEngfuncs.pTriAPI->End();
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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// draw the players name and health underneath
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char string[256];
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sprintf(string, "%s (%i%%)", g_PlayerInfoList[i].name, pl->curstate.health);
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DrawConsoleString(x, y + (1.1 * scale), string);
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}
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}
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: called every time a server is connected to
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//-----------------------------------------------------------------------------
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void CHudOverview::InitHUDData()
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{
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// this block would force the spectator view to be on
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// gEngfuncs.Overview_SetDrawOverview( 1 );
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// gEngfuncs.Overview_SetDrawInset( 0 );
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}
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