forked from valve/halflife-sdk
156 lines
4.6 KiB
C++
156 lines
4.6 KiB
C++
//========= Copyright <20> 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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#ifndef SPECTATOR_H
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#define SPECTATOR_H
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#pragma once
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#include "cl_entity.h"
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#include "interpolation.h"
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#define INSET_OFF 0
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#define INSET_CHASE_FREE 1
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#define INSET_IN_EYE 2
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#define INSET_MAP_FREE 3
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#define INSET_MAP_CHASE 4
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#define MAX_SPEC_HUD_MESSAGES 8
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#define OVERVIEW_TILE_SIZE 128 // don't change this
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#define OVERVIEW_MAX_LAYERS 1
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extern void VectorAngles( const float *forward, float *angles );
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extern "C" void NormalizeAngles( float *angles );
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//-----------------------------------------------------------------------------
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// Purpose: Handles the drawing of the spectator stuff (camera & top-down map and all the things on it )
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//-----------------------------------------------------------------------------
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typedef struct overviewInfo_s {
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char map[64]; // cl.levelname or empty
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vec3_t origin; // center of map
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float zoom; // zoom of map images
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int layers; // how may layers do we have
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float layersHeights[OVERVIEW_MAX_LAYERS];
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char layersImages[OVERVIEW_MAX_LAYERS][255];
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qboolean rotated; // are map images rotated (90 degrees) ?
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int insetWindowX;
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int insetWindowY;
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int insetWindowHeight;
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int insetWindowWidth;
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} overviewInfo_t;
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typedef struct overviewEntity_s {
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HSPRITE hSprite;
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struct cl_entity_s * entity;
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double killTime;
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} overviewEntity_t;
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typedef struct cameraWayPoint_s
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{
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float time;
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vec3_t position;
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vec3_t angle;
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float fov;
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int flags;
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} cameraWayPoint_t;
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#define MAX_OVERVIEW_ENTITIES 128
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#define MAX_CAM_WAYPOINTS 32
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class CHudSpectator : public CHudBase
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{
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public:
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void Reset();
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int ToggleInset(bool allowOff);
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void CheckSettings();
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void InitHUDData( void );
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bool AddOverviewEntityToList( HSPRITE sprite, cl_entity_t * ent, double killTime);
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void DeathMessage(int victim);
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bool AddOverviewEntity( int type, struct cl_entity_s *ent, const char *modelname );
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void CheckOverviewEntities();
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void DrawOverview();
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void DrawOverviewEntities();
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void GetMapPosition( float * returnvec );
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void DrawOverviewLayer();
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void LoadMapSprites();
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bool ParseOverviewFile();
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bool IsActivePlayer(cl_entity_t * ent);
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void SetModes(int iMainMode, int iInsetMode);
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void HandleButtonsDown(int ButtonPressed);
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void HandleButtonsUp(int ButtonPressed);
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void FindNextPlayer( bool bReverse );
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void FindPlayer(const char *name);
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void DirectorMessage( int iSize, void *pbuf );
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void SetSpectatorStartPosition();
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int Init();
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int VidInit();
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int Draw(float flTime);
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void AddWaypoint( float time, vec3_t pos, vec3_t angle, float fov, int flags );
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void SetCameraView( vec3_t pos, vec3_t angle, float fov);
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float GetFOV();
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bool GetDirectorCamera(vec3_t &position, vec3_t &angle);
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void SetWayInterpolation(cameraWayPoint_t * prev, cameraWayPoint_t * start, cameraWayPoint_t * end, cameraWayPoint_t * next);
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int m_iDrawCycle;
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client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES];
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char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128];
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int m_lastHudMessage;
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overviewInfo_t m_OverviewData;
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overviewEntity_t m_OverviewEntities[MAX_OVERVIEW_ENTITIES];
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int m_iObserverFlags;
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int m_iSpectatorNumber;
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float m_mapZoom; // zoom the user currently uses
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vec3_t m_mapOrigin; // origin where user rotates around
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cvar_t * m_drawnames;
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cvar_t * m_drawcone;
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cvar_t * m_drawstatus;
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cvar_t * m_autoDirector;
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cvar_t * m_pip;
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qboolean m_chatEnabled;
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qboolean m_IsInterpolating;
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int m_ChaseEntity; // if != 0, follow this entity with viewangles
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int m_WayPoint; // current waypoint 1
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int m_NumWayPoints; // current number of waypoints
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vec3_t m_cameraOrigin; // a help camera
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vec3_t m_cameraAngles; // and it's angles
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CInterpolation m_WayInterpolation;
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private:
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vec3_t m_vPlayerPos[MAX_PLAYERS];
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HSPRITE m_hsprPlayerBlue;
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HSPRITE m_hsprPlayerRed;
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HSPRITE m_hsprPlayer;
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HSPRITE m_hsprCamera;
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HSPRITE m_hsprPlayerDead;
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HSPRITE m_hsprViewcone;
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HSPRITE m_hsprUnkownMap;
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HSPRITE m_hsprBeam;
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HSPRITE m_hCrosshair;
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wrect_t m_crosshairRect;
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struct model_s * m_MapSprite; // each layer image is saved in one sprite, where each tile is a sprite frame
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float m_flNextObserverInput;
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float m_FOV;
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float m_zoomDelta;
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float m_moveDelta;
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int m_lastPrimaryObject;
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int m_lastSecondaryObject;
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cameraWayPoint_t m_CamPath[MAX_CAM_WAYPOINTS];
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};
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#endif // SPECTATOR_H
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