mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
210 lines
5.4 KiB
C++
210 lines
5.4 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#include "PlayerIcon.h"
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static const char* iconKeys[ ICON_NONE ] =
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{
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"mtr_icon_lag",
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"mtr_icon_chat"
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, "mtr_icon_redteam",
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"mtr_icon_blueteam"
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};
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/*
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===============
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idPlayerIcon::idPlayerIcon
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===============
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*/
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idPlayerIcon::idPlayerIcon()
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{
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iconHandle = -1;
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iconType = ICON_NONE;
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}
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/*
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===============
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idPlayerIcon::~idPlayerIcon
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===============
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*/
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idPlayerIcon::~idPlayerIcon()
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{
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FreeIcon();
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}
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/*
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===============
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idPlayerIcon::Draw
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===============
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*/
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void idPlayerIcon::Draw( idPlayer* player, jointHandle_t joint )
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{
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idVec3 origin;
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idMat3 axis;
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if( joint == INVALID_JOINT )
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{
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FreeIcon();
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return;
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}
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player->GetJointWorldTransform( joint, gameLocal.time, origin, axis );
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origin.z += 16.0f;
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Draw( player, origin );
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}
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/*
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===============
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idPlayerIcon::Draw
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===============
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*/
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void idPlayerIcon::Draw( idPlayer* player, const idVec3& origin )
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{
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idPlayer* localPlayer = gameLocal.GetLocalPlayer();
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if( !localPlayer || !localPlayer->GetRenderView() )
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{
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FreeIcon();
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return;
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}
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idMat3 axis = localPlayer->GetRenderView()->viewaxis;
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if( player->isLagged && !player->spectating )
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{
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// create the icon if necessary, or update if already created
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if( !CreateIcon( player, ICON_LAG, origin, axis ) )
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{
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UpdateIcon( player, origin, axis );
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}
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}
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else if( g_CTFArrows.GetBool() && gameLocal.mpGame.IsGametypeFlagBased() && gameLocal.GetLocalPlayer() && player->team == gameLocal.GetLocalPlayer()->team && !player->IsHidden() && !player->AI_DEAD )
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{
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int icon = ICON_TEAM_RED + player->team;
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if( icon != ICON_TEAM_RED && icon != ICON_TEAM_BLUE )
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return;
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if( !CreateIcon( player, ( playerIconType_t )icon, origin, axis ) )
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{
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UpdateIcon( player, origin, axis );
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}
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}
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else
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{
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FreeIcon();
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}
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}
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/*
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===============
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idPlayerIcon::FreeIcon
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===============
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*/
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void idPlayerIcon::FreeIcon()
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{
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if( iconHandle != - 1 )
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{
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gameRenderWorld->FreeEntityDef( iconHandle );
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iconHandle = -1;
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}
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iconType = ICON_NONE;
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}
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/*
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===============
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idPlayerIcon::CreateIcon
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===============
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*/
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bool idPlayerIcon::CreateIcon( idPlayer* player, playerIconType_t type, const idVec3& origin, const idMat3& axis )
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{
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assert( type < ICON_NONE );
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const char* mtr = player->spawnArgs.GetString( iconKeys[ type ], "_default" );
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return CreateIcon( player, type, mtr, origin, axis );
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}
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/*
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===============
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idPlayerIcon::CreateIcon
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===============
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*/
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bool idPlayerIcon::CreateIcon( idPlayer* player, playerIconType_t type, const char* mtr, const idVec3& origin, const idMat3& axis )
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{
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assert( type != ICON_NONE );
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if( type == iconType )
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{
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return false;
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}
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FreeIcon();
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memset( &renderEnt, 0, sizeof( renderEnt ) );
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renderEnt.origin = origin;
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renderEnt.axis = axis;
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renderEnt.shaderParms[ SHADERPARM_RED ] = 1.0f;
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renderEnt.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
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renderEnt.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
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renderEnt.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
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renderEnt.shaderParms[ SHADERPARM_SPRITE_WIDTH ] = 16.0f;
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renderEnt.shaderParms[ SHADERPARM_SPRITE_HEIGHT ] = 16.0f;
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renderEnt.hModel = renderModelManager->FindModel( "_sprite" );
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renderEnt.callback = NULL;
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renderEnt.numJoints = 0;
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renderEnt.joints = NULL;
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renderEnt.customSkin = 0;
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renderEnt.noShadow = true;
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renderEnt.noSelfShadow = true;
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renderEnt.customShader = declManager->FindMaterial( mtr );
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renderEnt.referenceShader = 0;
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renderEnt.bounds = renderEnt.hModel->Bounds( &renderEnt );
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iconHandle = gameRenderWorld->AddEntityDef( &renderEnt );
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iconType = type;
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return true;
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}
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/*
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===============
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idPlayerIcon::UpdateIcon
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===============
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*/
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void idPlayerIcon::UpdateIcon( idPlayer* player, const idVec3& origin, const idMat3& axis )
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{
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assert( iconHandle >= 0 );
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renderEnt.origin = origin;
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renderEnt.axis = axis;
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gameRenderWorld->UpdateEntityDef( iconHandle, &renderEnt );
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}
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