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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Main NS NUD, also interface to client network messages
//
// $Workfile: AvHHud.cpp $
// $Date: 2002/10/28 20:35:32 $
//
//-------------------------------------------------------------------------------
// $Log: AvHHud.cpp,v $
// Revision 1.70 2002/10/28 20:35:32 Flayra
// - Fix for gamma reset with VAC
// - Info location fix after changelevel
//
// Revision 1.69 2002/10/25 21:49:10 Flayra
// - Updated skin to sit in pev->skin
// - Reset components every tick to fix problem with disappearing team resource label
//
// Revision 1.68 2002/10/24 21:29:49 Flayra
// - Moved help client-side
// - Fixed particle/changelevel crash
// - Reworked marine upgrade drawing
// - Added lots of utility functions for help system (mirrors functions on server)
// - Removed gamma message unless it failed or if maxplayers is 1
// - Fixed alien hive sight crash
// - Show players under reticle while in ready room and spectating
// - Removed ugly/too-prevalent user3 icons
//
// Revision 1.67 2002/10/18 22:19:49 Flayra
// - Added alien easter egg sayings
//
// Revision 1.66 2002/10/16 20:53:41 Flayra
// - Draw scan model specially so it looks right
//
// Revision 1.65 2002/10/16 00:58:02 Flayra
// - Removed hotgroups
// - Added "need order" alert
//
// Revision 1.64 2002/10/03 20:24:39 Flayra
// - Changes for "more resources required"
//
// Revision 1.63 2002/10/03 18:54:30 Flayra
// - Allow right-click to cancel building placement
// - Fixed help icons
// - Added a couple utility functions
// - Reworked order notification
// - Reworked blip network messages to avoid hard-coded limit
// - Sent max resources down with current resources
// - Countdown sound no longer prevents other hud sounds
// - Alien trigger sounds
// - New order sounds
// - No longer disable nodes out of our cost range
//
// Revision 1.62 2002/09/25 20:47:19 Flayra
// - Don't draw elements on HUD when dead
// - UI refactoring
// - Split reticle help into help text and reticle text
// - Removed use order
// - Added separate select sound for alien
// - Multiple move sounds
// - Only draw entity build/health status when under reticle (no more scanning around you)
// - Added 3 new sayings
//
// Revision 1.61 2002/09/23 22:18:25 Flayra
// - Added alien build circles
// - Game status changes so particles aren't sent every time
// - Demo playback changes (save restore basic data that HUD already has)
// - New alert sounds
// - Skin support
//
// Revision 1.60 2002/09/09 19:55:24 Flayra
// - Added hive info indicator
// - Fixed bug where reticle tooltip help text wasn't being set until a weapon was selected
// - Fixed release mode bug where tooltips weren't expiring
// - Fixed bug where marine upgrades blinked
// - "No commander" indicator now blinks
//
// Revision 1.59 2002/08/31 18:01:01 Flayra
// - Work at VALVe
//
// Revision 1.58 2002/08/16 02:37:49 Flayra
// - HUD sounds no longer cut each other off (they won't play instead of cutting off another sound)
// - Tooltip sounds
// - Selection issues
// - Draw rings around buildings that need to be built
// - Removed old overwatch code
//
// Revision 1.57 2002/08/09 01:02:40 Flayra
// - Added hooks for demo playback, removed prediction selection
//
// Revision 1.56 2002/08/02 21:59:12 Flayra
// - Added reticle help, new tooltip system and much nicer order drawing! Refactored view model drawing a bit, hoping to make texture blending work for it.
//
// Revision 1.55 2002/07/26 23:05:01 Flayra
// - Generate numerical feedback for damage events
// - Refactoring for more info when looking at something (instead of bad-looking player names only)
//
// Revision 1.54 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.53 2002/07/23 17:07:36 Flayra
// - Added visually-smooth energy level, added versatile location code, new hive sight info, refactored to remove extra sprites (128 HUD sprites bug), commander tech help fixes
//
// Revision 1.52 2002/07/10 14:41:55 Flayra
// - Fixed bug where non-sighted particle systems weren't being drawn for players on the ground (bug #127)
//
// Revision 1.51 2002/07/08 17:07:56 Flayra
// - Started to add display of marine upgrade sprite, fixed bug where building indicators aren't displayed after a map change, info_location drawing changes, primal scream color tweak, removed old hive drawing code
//
// Revision 1.50 2002/07/01 21:35:05 Flayra
// - Removed lots of outdated sprites and sprite code, added building ranges, fixed ghost building problem (bug #82)
//
// Revision 1.49 2002/06/25 18:03:09 Flayra
// - Added info_locations, removed old weapon help system, added smooth resource swelling, lots of alien UI usability changes, fixed problem with ghost building
//
// Revision 1.48 2002/06/10 19:55:36 Flayra
// - New commander UI (bindable via hotkeys, added REMOVE_SELECTION for when clicking menu options when no players selected)
//
// Revision 1.47 2002/06/03 16:48:45 Flayra
// - Help sprites moved into one animated sprite, select sound volume reduced (now that sound is normalized)
//
// Revision 1.46 2002/05/28 17:48:14 Flayra
// - Minimap refactoring, reinforcement refactoring, new hive sight fixes, recycling support
//
// Revision 1.45 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
# include "mod/AvHHud.h"
# include "cl_dll/hud.h"
# include "cl_dll/parsemsg.h"
# include "cl_dll/cl_util.h"
# include "vgui_label.h"
# include "ui/PieMenu.h"
# include "mod/AvHTeamHierarchy.h"
# include "mod/AvHPieMenuHandler.h"
# include "mod/AvHParticleTemplateClient.h"
# include "mod/AvHParticleSystemManager.h"
# include "mod/AvHConstants.h"
# include "mod/AvHClientVariables.h"
# include "mod/AvHSpecials.h"
# include "ui/FadingImageLabel.h"
# include "mod/AvHScrollHandler.h"
# include "mod/AvHEvents.h"
# include "pm_shared/pm_shared.h"
# include "common/cl_entity.h"
# include "mod/AvHCommanderModeHandler.h"
# include "mod/AvHParticleEditorHandler.h"
# include "mod/AvHTechNodes.h"
# include "mod/AvHMovementUtil.h"
# include "mod/AvHTitles.h"
# include "mod/AvHSelectionHelper.h"
# include "mod/AvHActionButtons.h"
# include "pm_shared/pm_debug.h"
# include "util/MathUtil.h"
# include "util/STLUtil.h"
# include "mod/AvHSharedUtil.h"
# include "common/r_efx.h"
# include "cl_dll/eventscripts.h"
# include <stdlib.h>
# include "mod/AvHSprites.h"
# include "ui/UIUtil.h"
# include "mod/AvHMiniMap.h"
# include "types.h"
# include <signal.h>
# include "common/event_api.h"
# include "mod/AvHHulls.h"
# include "common/com_model.h"
# include "mod/AvHBasePlayerWeaponConstants.h"
# include "cl_dll/vgui_ScorePanel.h"
# include "mod/AvHAlienAbilityConstants.h"
# include "mod/AvHSharedUtil.h"
# include "mod/AvHScriptManager.h"
# include "mod/AvHHudConstants.h"
# include "cl_dll/demo.h"
# include "common/demo_api.h"
# include "cl_dll/ammohistory.h"
# include "mod/AvHTechImpulsePanel.h"
# include "mod/AvHServerVariables.h"
# include "mod/AvHPlayerUpgrade.h"
# include "mod/AvHCommandConstants.h"
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# include "mod/AvHDebugUtil.h"
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# include "engine/keydefs.h"
# include "mod/ChatPanel.h"
# include "cl_dll/r_studioint.h"
# include "util/Tokenizer.h"
# include <sstream>
//#include "cl_dll/studio_util.h"
//#include "cl_dll/r_studioint.h"
void IN_GetMousePos ( int * mx , int * my ) ;
extern playermove_t * pmove ;
void RemoveAllDecals ( ) ;
void ScorePanel_InitializeDemoRecording ( ) ;
// Include windows for GDI and gamma functions
# include "windows.h"
extern engine_studio_api_t IEngineStudio ;
AvHPieMenuHandler gPieMenuHandler ;
AvHScrollHandler gScrollHandler ;
AvHCommanderModeHandler gCommanderHandler ;
AvHParticleEditorHandler gParticleEditorHandler ;
extern AvHParticleTemplateListClient gParticleTemplateList ;
extern DebugPointListType gTriDebugLocations ;
extern extra_player_info_t g_PlayerExtraInfo [ MAX_PLAYERS + 1 ] ;
extern WeaponsResource gWR ;
extern double gClientTimeLastUpdate ;
extern " C " Vector gPredictedPlayerOrigin ;
extern " C " Vector gPredictedPlayerVOfs ;
extern void __CmdFunc_Close ( void ) ;
extern int CL_ButtonBits ( int ) ;
extern int g_iVisibleMouse ;
GammaTable AvHHud : : sPregameGammaTable ;
GammaTable AvHHud : : sGameGammaTable ;
bool AvHHud : : sShowMap = false ;
// Global because of global HUD complilation error
AvHMiniMap gMiniMap ;
# include "VGUI_RepaintSignal.h"
//extern vec3_t v_origin;
//extern vec3_t v_angles;
//vec3_t gPlayerOrigin;
//vec3_t gPlayerAngles;
# ifdef AVH_PREDICT_SELECT
extern AvHSelectionHelper gSelectionHelper ;
# endif
//#if defined( AVH_CLIENT )
//extern "C" float gOverwatchTargetRange;
extern float gOverwatchTargetRange ;
//#endif
extern bool gResetViewAngles ;
extern vec3_t gViewAngles ;
extern char sDebugString [ 128 ] ;
float kOverwatchFlashInterval = 2.5f ;
const float kReticleInfoMaxAlpha = 50 ;
int gVisibleMouse = 0 ;
//voogru: cvar pointers, these should always remain valid once they are set.
cvar_t * gl_monolights = NULL ;
cvar_t * gl_overbright = NULL ;
cvar_t * gl_clear = NULL ;
cvar_t * hud_draw = NULL ;
cvar_t * r_drawviewmodel = NULL ;
extern cvar_t * cl_movespeedkey ;
cvar_t * gl_d3dflip = NULL ;
cvar_t * s_show = NULL ;
cvar_t * lightgamma = NULL ;
cvar_t * r_detailtextures = NULL ;
const AvHMapExtents & GetMapExtents ( )
{
return gHUD . GetMapExtents ( ) ;
}
NumericalInfoEffect : : NumericalInfoEffect ( float inPosition [ 3 ] , float inNumber , int inEventType , float inTimeCreated )
{
this - > mPosition [ 0 ] = inPosition [ 0 ] ;
this - > mPosition [ 1 ] = inPosition [ 1 ] ;
this - > mPosition [ 2 ] = inPosition [ 2 ] ;
this - > mNumber = inNumber ;
this - > mEventType = inEventType ;
this - > mTimeCreated = inTimeCreated ;
}
void NumericalInfoEffect : : GetPosition ( float * outPosition ) const
{
outPosition [ 0 ] = this - > mPosition [ 0 ] ;
outPosition [ 1 ] = this - > mPosition [ 1 ] ;
outPosition [ 2 ] = this - > mPosition [ 2 ] ;
}
float NumericalInfoEffect : : GetNumber ( ) const
{
return this - > mNumber ;
}
int NumericalInfoEffect : : GetEventType ( ) const
{
return this - > mEventType ;
}
float NumericalInfoEffect : : GetTimeCreated ( ) const
{
return this - > mTimeCreated ;
}
void NumericalInfoEffect : : SetPosition ( float inPosition [ 3 ] )
{
this - > mPosition [ 0 ] = inPosition [ 0 ] ;
this - > mPosition [ 1 ] = inPosition [ 1 ] ;
this - > mPosition [ 2 ] = inPosition [ 2 ] ;
}
void AvHHud : : OnActivateSteamUI ( )
{
// Set the normal gamma so the Steam UI looks correct.
sPregameGammaTable . InitializeToVideoState ( ) ;
mSteamUIActive = true ;
}
void AvHHud : : OnDeactivateSteamUI ( )
{
// Set the special NS gamma.
SetGamma ( mDesiredGammaSlope ) ;
mSteamUIActive = false ;
// The Steam UI screws up the mouse cursor so reset it.
if ( gViewPort ! = NULL )
{
gViewPort - > UpdateCursorState ( ) ;
}
}
void AvHHud : : OnLostFocus ( )
{
sPregameGammaTable . InitializeToVideoState ( ) ;
}
bool AvHHud : : OnKeyEvent ( int virtualKey , int scanCode , bool pressed )
{
if ( gViewPort ! = NULL & & ! mSteamUIActive )
{
ChatPanel * theChatPanel = gViewPort - > GetChatPanel ( ) ;
if ( theChatPanel & & theChatPanel - > isVisible ( ) )
{
if ( pressed )
{
theChatPanel - > KeyDown ( virtualKey , scanCode ) ;
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return true ;
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}
else
{
// If the key wasn't pressed while the chat window was open,
// the key up needs to go to HL.
return theChatPanel - > WasKeyPushed ( virtualKey ) ;
}
}
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if ( virtualKey = = VK_ESCAPE & & GetInTopDownMode ( ) & & mGhostBuilding ! = MESSAGE_NULL )
{
if ( pressed )
{
CancelBuilding ( ) ;
}
return true ;
}
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}
return false ;
}
int AvHHud : : GetGameTime ( ) const
{
int theGameTime = 0 ;
if ( this - > mGameTime > 0 )
{
theGameTime = ( int ) ( this - > mGameTime ) ;
}
return theGameTime ;
}
int AvHHud : : GetGameTimeLimit ( ) const
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{
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return this - > mTimeLimit ;
}
int AvHHud : : GetCombatAttackingTeamNumber ( ) const
{
return this - > mCombatAttackingTeamNumber ;
}
bool AvHHud : : GetShowingMap ( )
{
return sShowMap ;
}
bool AvHHud : : GetGameStarted ( ) const
{
return ( this - > mGameTime > = 0 ) & & ! this - > mGameEnded ;
}
bool AvHHud : : GetIsAlive ( bool inIncludeSpectating ) const
{
bool theIsAlive = false ;
cl_entity_s * thePlayer = gEngfuncs . GetLocalPlayer ( ) ;
if ( inIncludeSpectating )
{
thePlayer = this - > GetVisiblePlayer ( ) ;
}
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if ( thePlayer )
{
int thePlayerIndex = thePlayer - > index ;
if ( ( thePlayerIndex ) & & ( thePlayerIndex < = MAX_PLAYERS ) )
{
int thePlayerClass = g_PlayerExtraInfo [ thePlayerIndex ] . playerclass ;
switch ( thePlayerClass )
{
case PLAYERCLASS_ALIVE_MARINE :
case PLAYERCLASS_ALIVE_HEAVY_MARINE :
case PLAYERCLASS_ALIVE_JETPACK_MARINE :
case PLAYERCLASS_ALIVE_LEVEL1 :
case PLAYERCLASS_ALIVE_LEVEL2 :
case PLAYERCLASS_ALIVE_LEVEL3 :
case PLAYERCLASS_ALIVE_LEVEL4 :
case PLAYERCLASS_ALIVE_LEVEL5 :
case PLAYERCLASS_ALIVE_DIGESTING :
case PLAYERCLASS_ALIVE_GESTATING :
case PLAYERCLASS_COMMANDER :
theIsAlive = true ;
}
}
}
return theIsAlive ;
}
bool GetIsWithinRegion ( float inNormX , float inNormY , float inLowX , float inLowY , float inHighX , float inHighY )
{
bool inRegion = false ;
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if ( ( inNormX > = inLowX ) & & ( inNormY > = inLowY ) & & ( inNormX < = inHighX ) & & ( inNormY < inHighY ) )
{
inRegion = true ;
}
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return inRegion ;
}
bool AvHHud : : GetIsRegionBlockedByUI ( float inNormX , float inNormY )
{
bool theIsBlocked = true ;
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if ( GetIsWithinRegion ( inNormX , inNormY , 0 , .061 , .3017 , .6797 ) | |
GetIsWithinRegion ( inNormX , inNormY , .248 , .0791 , .7753 , .6823 ) | |
GetIsWithinRegion ( inNormX , inNormY , .748 , .092 , 1 , .6575 ) | |
GetIsWithinRegion ( inNormX , inNormY , .751 , .645 , .870 , .678 ) | |
GetIsWithinRegion ( inNormX , inNormY , .337 , .679 , .729 , .754 ) | |
GetIsWithinRegion ( inNormX , inNormY , .337 , .717 , .703 , .823 ) )
{
theIsBlocked = false ;
// Now check pending requests (the only HUD element not drawn as part of the outlying frame
for ( PendingRequestListType : : const_iterator theIterator = this - > mPendingRequests . begin ( ) ; theIterator ! = this - > mPendingRequests . end ( ) ; theIterator + + )
{
AvHMessageID theMessageID = theIterator - > first ;
char theComponentName [ 256 ] ;
sprintf ( theComponentName , kPendingImpulseSpecifier , ( int ) theMessageID ) ;
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AvHTechImpulsePanel * theTechImpulsePanel = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( theComponentName , theTechImpulsePanel ) )
{
int thePosX , thePosY ;
theTechImpulsePanel - > getPos ( thePosX , thePosY ) ;
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int theWidth , theHeight ;
theTechImpulsePanel - > getSize ( theWidth , theHeight ) ;
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int theHighX = thePosX + theWidth ;
int theHighY = thePosY + theHeight ;
float theScreenWidth = ScreenWidth ( ) ;
float theScreenHeight = ScreenHeight ( ) ;
if ( GetIsWithinRegion ( inNormX , inNormY , thePosX / theScreenWidth , thePosY / theScreenHeight , theHighX / theScreenWidth , theHighY / theScreenHeight ) )
{
theIsBlocked = true ;
break ;
}
}
}
}
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return theIsBlocked ;
}
bool AvHHud : : GetIsShowingMap ( ) const
{
return sShowMap ;
}
void AvHHud : : ClearSelection ( )
{
// Clear our selection, make sure the server knows.
// this->mSelectionJustChanged = true;
// this->mSelected.clear();
//
// // Create effects
// this->SetSelectionEffects(this->mSelected);
//
// this->PlayHUDSound(HUD_SOUND_SELECT);
//
// gCommanderHandler.SetSelectedUnits(this->mSelected);
# ifdef AVH_PREDICT_SELECT
gSelectionHelper . ClearSelection ( ) ;
# endif
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this - > mGroupEvent = COMMANDER_REMOVESELECTION ;
}
void CLinkGhostBuildingCallback ( struct tempent_s * ent , float frametime , float currenttime )
{
gHUD . GhostBuildingCallback ( ent , frametime , currenttime ) ;
}
// For easily adding message functions
# define BIND_MESSAGE(x) \
int __MsgFunc_ # # x ( const char * pszName , int iSize , void * pbuf ) \
{ \
return gHUD . # # x ( pszName , iSize , pbuf ) ; \
}
AvHHud : : AvHHud ( const string & inFilename , UIFactory * inFactory ) : UIHud ( inFilename , inFactory )
{
this - > ClearData ( ) ;
mSteamUIActive = false ;
}
void AvHHud : : AddNumericalInfoMessage ( float inOrigin [ 3 ] , float inNumber , int inEventType )
{
NumericalInfoEffect theEffect ( inOrigin , inNumber , inEventType , this - > mTimeOfLastUpdate ) ;
this - > mNumericalInfoEffects . push_back ( theEffect ) ;
}
void AvHHud : : AddTooltip ( const char * inMessageText , bool inIsToolTip , float inTooltipWidth )
{
if ( ! gEngfuncs . pDemoAPI - > IsPlayingback ( ) & & ( strlen ( inMessageText ) > 0 ) )
{
if ( gEngfuncs . pfnGetCvarFloat ( kvAutoHelp ) | | ! inIsToolTip )
{
AvHTooltip theNewTooltip ;
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theNewTooltip . SetText ( string ( inMessageText ) ) ;
theNewTooltip . SetNormalizedScreenX ( 1.0f - inTooltipWidth - kHelpMessageLeftEdgeInset ) ;
theNewTooltip . SetNormalizedScreenY ( 0.01f ) ;
theNewTooltip . SetCentered ( false ) ;
theNewTooltip . SetIgnoreFadeForLifetime ( true ) ;
theNewTooltip . SetNormalizedMaxWidth ( inTooltipWidth ) ;
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if ( inIsToolTip )
{
this - > PlayHUDSound ( HUD_SOUND_TOOLTIP ) ;
}
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this - > mTooltips . push_back ( theNewTooltip ) ;
}
}
}
bool AvHHud : : AddTooltipOnce ( const char * inMessageText , bool inIsToolTip )
{
bool theAddedTooltip = false ;
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string theMessage ( inMessageText ) ;
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// Check if message is in sent list
StringList : : iterator theIter = std : : find ( this - > mDisplayedToolTipList . begin ( ) , this - > mDisplayedToolTipList . end ( ) , theMessage ) ;
if ( theIter = = this - > mDisplayedToolTipList . end ( ) )
{
// If not
// Call AddTooltip
this - > AddTooltip ( inMessageText , inIsToolTip ) ;
theAddedTooltip = true ;
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// Add message to list
this - > mDisplayedToolTipList . push_back ( theMessage ) ;
}
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return theAddedTooltip ;
}
void AvHHud : : Cancel ( void )
{
ASSERT ( this - > mInTopDownMode ) ;
gCommanderHandler . CancelHit ( ) ;
//this->m_Ammo.UserCmd_Close();
}
void AvHHud : : ClearData ( )
{
this - > mResources = 0 ;
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this - > mHierarchy = NULL ;
this - > mShowMapHierarchy = NULL ;
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this - > mCommanderResourceLabel = NULL ;
this - > mGenericProgressBar = NULL ;
this - > mResearchProgressBar = NULL ;
this - > mAlienProgressBar = NULL ;
this - > mResearchLabel = NULL ;
//this->mArmorLevel = ARMOR_BASE;
this - > mTimeOfLastUpdate = 0.0 ;
this - > mTimeOfNextHudSound = - 1 ;
this - > mLastHUDSoundPlayed = HUD_SOUND_INVALID ;
this - > mTimeOfLastEntityUpdate = - 1 ;
this - > mInTopDownMode = false ;
this - > mLeftMouseStarted = false ;
this - > mLeftMouseEnded = false ;
this - > mPlacingBuilding = false ;
this - > mRightMouseStarted = false ;
this - > mRightMouseEnded = false ;
//this->mOrderMode = ORDERTYPE_UNDEFINED;
this - > mTechEvent = MESSAGE_NULL ;
this - > mAlienAbility = MESSAGE_NULL ;
this - > mGroupEvent = MESSAGE_NULL ;
this - > mTrackingEntity = 0 ;
this - > mNumLocalSelectEvents = 0 ;
this - > mSelected . clear ( ) ;
this - > mSelectionJustChanged = false ;
this - > mMouseOneDown = false ;
this - > mMouseTwoDown = false ;
this - > mMouseOneStartX = 0 ;
this - > mMouseOneStartY = 0 ;
this - > mMouseTwoStartX = 0 ;
this - > mMouseTwoStartY = 0 ;
this - > mMouseCursorX = this - > mMouseCursorY = 0 ;
this - > mPieMenuControl = " " ;
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this - > mPreviousHelpText = " " ;
this - > mTimeLastHelpTextChanged = - 1 ;
this - > mCurrentCursorFrame = 0 ;
this - > mMapExtents . ResetMapExtents ( ) ;
this - > mMapName = " " ;
this - > mGhostBuilding = MESSAGE_NULL ;
this - > mValidatedBuilding = MESSAGE_NULL ;
this - > mCreatedGhost = false ;
this - > mCurrentGhostIsValid = false ;
this - > mAmbientSounds . clear ( ) ;
if ( gViewPort )
{
ScorePanel * theScoreBoard = gViewPort - > GetScoreBoard ( ) ;
if ( theScoreBoard )
theScoreBoard - > DeleteCustomIcons ( ) ;
}
}
AvHHud : : ~ AvHHud ( void )
{
//this->ResetGamma();
//delete [] sOriginalGammaTable;
//delete [] sGammaTable;
AvHHud : : ResetGammaAtExit ( ) ;
}
void DummyFunction ( )
{
}
# ifdef DEBUG
int gGlobalDebugAuth = 0 ;
void TestIcon ( )
{
gGlobalDebugAuth = rand ( ) % 7 ;
}
typedef struct alias_t {
alias_t * next ;
char name [ 32 ] ;
char * cmds ;
} alias_s ;
void TestAlias ( )
{
alias_s * alias = * ( alias_s * * ) 0x2D5929C ;
while ( alias )
{
gEngfuncs . Con_Printf ( " name: %s \n %x - %x \n " , alias - > name , alias - > name , gEngfuncs ) ;
alias = alias - > next ;
}
}
# endif
// Used for console command
void AvHHud : : PlayRandomSongHook ( )
{
gHUD . PlayRandomSong ( ) ;
}
void AvHHud : : AddCommands ( )
{
gEngfuncs . pfnAddCommand ( " +popupmenu " , AvHPieMenuHandler : : OpenPieMenu ) ;
gEngfuncs . pfnAddCommand ( " -popupmenu " , AvHPieMenuHandler : : ClosePieMenu ) ;
gEngfuncs . pfnAddCommand ( " +mousepopupmenu " , AvHPieMenuHandler : : OpenPieMenu ) ;
gEngfuncs . pfnAddCommand ( " -mousepopupmenu " , AvHPieMenuHandler : : ClosePieMenu ) ;
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// Add scrolling commands
gEngfuncs . pfnAddCommand ( " +scrollup " , AvHScrollHandler : : ScrollUp ) ;
gEngfuncs . pfnAddCommand ( " -scrollup " , AvHScrollHandler : : StopScroll ) ;
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gEngfuncs . pfnAddCommand ( " +scrolldown " , AvHScrollHandler : : ScrollDown ) ;
gEngfuncs . pfnAddCommand ( " -scrolldown " , AvHScrollHandler : : StopScroll ) ;
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gEngfuncs . pfnAddCommand ( " +scrollleft " , AvHScrollHandler : : ScrollLeft ) ;
gEngfuncs . pfnAddCommand ( " -scrollleft " , AvHScrollHandler : : StopScroll ) ;
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gEngfuncs . pfnAddCommand ( " +scrollright " , AvHScrollHandler : : ScrollRight ) ;
gEngfuncs . pfnAddCommand ( " -scrollright " , AvHScrollHandler : : StopScroll ) ;
gEngfuncs . pfnAddCommand ( " toggleeditps " , AvHParticleEditorHandler : : ToggleEdit ) ;
gEngfuncs . pfnAddCommand ( " nexttrack " , AvHHud : : PlayRandomSongHook ) ;
gEngfuncs . pfnAddCommand ( " +showmap " , AvHHud : : ShowMap ) ;
gEngfuncs . pfnAddCommand ( " -showmap " , AvHHud : : HideMap ) ;
gEngfuncs . pfnAddCommand ( " playstream " , AvHHud : : PlayStream ) ;
gEngfuncs . pfnAddCommand ( " stopstream " , AvHHud : : StopStream ) ;
# ifdef DEBUG
gEngfuncs . pfnAddCommand ( " testicon " , TestIcon ) ;
gEngfuncs . pfnAddCommand ( " testalias " , TestAlias ) ;
# endif
int i = 0 ;
char theBinding [ 128 ] ;
for ( i = ( int ) ( RESOURCE_UPGRADE ) ; i < = ( int ) ( BUILD_RECYCLE ) ; i + + )
{
sprintf ( theBinding , " %s%d " , kHotKeyPrefix , i ) ;
gEngfuncs . pfnAddCommand ( theBinding , DummyFunction ) ;
}
for ( i = ( int ) ( MENU_BUILD ) ; i < = ( int ) ( MENU_EQUIP ) ; i + + )
{
sprintf ( theBinding , " %s%d " , kHotKeyPrefix , i ) ;
gEngfuncs . pfnAddCommand ( theBinding , DummyFunction ) ;
}
}
void AvHHud : : ClientProcessEntity ( struct entity_state_s * inEntity )
{
// Check if we need to create or destroy particle systems
int theIndex = inEntity - > number ;
bool theParticleOn = inEntity - > iuser3 = = AVH_USER3_PARTICLE_ON ;
bool theParticleOff = inEntity - > iuser3 = = AVH_USER3_PARTICLE_OFF ;
if ( theParticleOn | | theParticleOff )
{
int theHandle = - 1 ;
if ( theParticleOn )
{
// Ent index and template index stored in fuser1
int theValue = ( int ) ( inEntity - > fuser1 ) ;
int theGenEntIndex = ( 0xFFFF0000 & theValue ) > > 16 ;
//int theTemplateIndex = (0x0000FFFF & theValue);
int theTemplateIndex = ( ( ( int ( inEntity - > fuser1 ) ) & 0x0000FF00 ) > > 8 ) ;
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//int theTemplateIndex = theValue;
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// Handle stored in fuser2
theHandle = ( int ) ( inEntity - > fuser2 ) ;
// Don't create particle systems marked as high-detail if we don't have that option set. Note, this could cause collision
// differences between the client and server if the particle system doesn't use this flag with care
const AvHParticleTemplate * theTemplate = gParticleTemplateList . GetTemplateAtIndex ( theTemplateIndex ) ;
if ( theTemplate )
{
if ( ! theTemplate - > GetHighDetailOnly ( ) | | gEngfuncs . pfnGetCvarFloat ( kvHighDetail ) )
{
AvHParticleSystemManager : : Instance ( ) - > CreateParticleSystemIfNotCreated ( inEntity - > number , theTemplateIndex , /*theEntIndex,*/ theHandle ) ;
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// Update postion and visibility
if ( theGenEntIndex > 0 )
{
cl_entity_s * theGenEntity = gEngfuncs . GetEntityByIndex ( theGenEntIndex ) ;
if ( theGenEntity )
{
AvHParticleSystemManager : : Instance ( ) - > SetParticleSystemGenerationEntityExtents ( theGenEntity - > curstate . mins , theGenEntity - > curstate . maxs , theHandle ) ;
}
}
else
{
AvHParticleSystemManager : : Instance ( ) - > SetParticleSystemPosition ( inEntity - > origin , theHandle ) ;
}
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// Set the particle system custom data
//uint16 theCustomData = (uint16)(((int)inEntity->fuser3) >> 16);
//uint16 theCustomData = (uint16)(inEntity->fuser3);
uint16 theCustomData = ( uint16 ) ( inEntity - > weaponmodel ) ;
AvHParticleSystemManager : : Instance ( ) - > SetParticleSystemCustomData ( theCustomData , theHandle ) ;
}
}
}
else if ( theParticleOff )
{
theHandle = ( int ) ( inEntity - > fuser1 ) ;
//AvHParticleSystemManager::Instance()->DestroyParticleSystemIfNotDestroyed(inEntity->number, theHandle);
AvHParticleSystemManager : : Instance ( ) - > MarkParticleSystemForDeletion ( inEntity - > number , theHandle ) ;
}
// Always update visibility
bool theVisibilityState = false ;
if ( this - > GetInTopDownMode ( ) )
{
if ( GetHasUpgrade ( inEntity - > iuser4 , MASK_VIS_SIGHTED ) )
{
theVisibilityState = true ;
}
else
{
theVisibilityState = false ;
}
}
else
{
theVisibilityState = true ;
}
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AvHParticleSystemManager : : Instance ( ) - > SetParticleSystemVisibility ( theVisibilityState , theHandle ) ;
}
else if ( ( inEntity - > iuser3 = = AVH_USER3_AUDIO_ON ) | | ( inEntity - > iuser3 = = AVH_USER3_AUDIO_OFF ) )
{
// Read values
int theEntIndex = ( int ) ( inEntity - > fuser1 ) > > 16 ;
//int theSoundIndex = (int)(inEntity->fuser1) & 0x0000FFFF;
// memcpy so value isn't interpreted
//int theSoundIndex = 0;
//memcpy(&theSoundIndex, &inEntity->fuser1, sizeof(float));
//theSoundIndex = theSoundIndex & 0x0000FFFF;
int theSoundIndex = ( ( ( int ( inEntity - > fuser1 ) ) & 0x0000FF00 ) > > 8 ) ;
// Top byte is flags, next byte is volume, bottom two bytes are fade distance
int theFlags = inEntity - > iuser4 > > 24 ;
int theVolume = ( inEntity - > iuser4 > > 16 ) & 0x00FF ;
int theFadeDistance = ( inEntity - > iuser4 ) & 0x0000FFFF ;
float theTimeOfAction = inEntity - > fuser2 ;
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bool theSoundOn = ( inEntity - > iuser3 = = AVH_USER3_AUDIO_ON ) ;
this - > ModifyAmbientSoundEntryIfChanged ( theSoundOn , theSoundIndex , theEntIndex , theTimeOfAction , theVolume , theFadeDistance , theFlags , inEntity - > origin ) ;
}
}
string LookupAndTranslate ( AvHMessageID inMessageID )
{
string theKey = string ( kTechNodeLabelPrefix ) + MakeStringFromInt ( ( int ) inMessageID ) ;
string theTranslatedTechName ;
LocalizeString ( theKey . c_str ( ) , theTranslatedTechName ) ;
return theTranslatedTechName ;
}
void AvHHud : : DisplayCombatUpgradeMenu ( bool inVisible )
{
if ( inVisible )
{
// Parse current tech nodes and set text
const AvHTechID kLineStart [ kNumUpgradeLines ] = { TECH_ONE_LEVEL_ONE , TECH_TWO_LEVEL_ONE , TECH_THREE_LEVEL_ONE , TECH_FOUR_LEVEL_ONE , TECH_FIVE_LEVEL_ONE } ;
// Add "you are now x"!
string theYouAreNow ;
LocalizeString ( kYouAreNowA , theYouAreNow ) ;
string theRankTitle = this - > GetRankTitle ( false ) ;
string theExclamation ;
LocalizeString ( kExclamation , theExclamation ) ;
string theChooseAnUpgrade ;
LocalizeString ( kChooseAnUpgrade , theChooseAnUpgrade ) ;
string theFinalText = theYouAreNow + string ( " " ) + theRankTitle + theExclamation + string ( " \n " ) ;
theFinalText + = theChooseAnUpgrade + string ( " \n \n " ) ;
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// Set the lines
this - > mCombatUpgradeMenu . SetText ( theFinalText ) ;
}
// Parse text above every time, but only set position once so it doesn't keep animating
if ( inVisible & & ! this - > mDrawCombatUpgradeMenu )
{
// Start off screen, and scroll right
const float kWidth = .4f ;
this - > mCombatUpgradeMenu . SetNormalizedScreenX ( - kWidth ) ;
this - > mCombatUpgradeMenu . SetNormalizedScreenY ( .25f ) ;
this - > mCombatUpgradeMenu . SetNormalizedMaxWidth ( kWidth ) ;
}
this - > mDrawCombatUpgradeMenu = inVisible ;
}
void AvHHud : : DisplayMessage ( const char * inMessage )
{
this - > m_Message . MessageAdd ( inMessage , this - > m_flTime ) ;
// Remember the time -- to fix up level transitions
//this->m_Message.m_parms.time = this->m_flTime;
// Turn on drawing
if ( ! ( this - > m_Message . m_iFlags & HUD_ACTIVE ) )
this - > m_Message . m_iFlags | = HUD_ACTIVE ;
}
//int AvHHud::GetArmorLevel(void) const
//{
// return this->mArmorLevel;
//}
int AvHHud : : GetFrameForOrderType ( AvHOrderType inOrderType ) const
{
int theFrame = 0 ;
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switch ( inOrderType )
{
case ORDERTYPEL_DEFAULT :
theFrame = 2 ;
break ;
case ORDERTYPEL_MOVE :
theFrame = 2 ;
break ;
case ORDERTYPET_ATTACK :
theFrame = 4 ;
break ;
case ORDERTYPET_BUILD :
theFrame = 5 ;
break ;
case ORDERTYPET_GUARD :
theFrame = 6 ;
break ;
case ORDERTYPET_WELD :
theFrame = 7 ;
break ;
case ORDERTYPET_GET :
theFrame = 8 ;
break ;
}
return theFrame ;
}
AvHPlayMode AvHHud : : GetPlayMode ( void ) const
{
AvHPlayMode thePlayMode = PLAYMODE_UNDEFINED ;
cl_entity_s * thePlayer = gEngfuncs . GetLocalPlayer ( ) ;
if ( thePlayer )
{
if ( gEngfuncs . IsSpectateOnly ( ) )
{
thePlayMode = PLAYMODE_OBSERVER ;
}
else
{
thePlayMode = AvHPlayMode ( thePlayer - > curstate . playerclass ) ;
}
}
return thePlayMode ;
}
AvHPlayMode AvHHud : : GetHUDPlayMode ( ) const
{
AvHPlayMode thePlayMode = this - > GetPlayMode ( ) ;
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cl_entity_s * thePlayer = this - > GetVisiblePlayer ( ) ;
if ( thePlayer )
{
thePlayMode = AvHPlayMode ( thePlayer - > curstate . playerclass ) ;
}
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return thePlayMode ;
}
cl_entity_s * AvHHud : : GetVisiblePlayer ( ) const
{
cl_entity_s * thePlayer = gEngfuncs . GetLocalPlayer ( ) ;
if ( g_iUser1 = = OBS_IN_EYE )
{
cl_entity_t * theEnt = gEngfuncs . GetEntityByIndex ( g_iUser2 ) ;
if ( theEnt )
{
thePlayer = theEnt ;
}
}
return thePlayer ;
}
int AvHHud : : GetLocalUpgrades ( ) const
{
static int theUpgrades = 0 ;
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cl_entity_s * thePlayer = this - > GetVisiblePlayer ( ) ;
if ( thePlayer )
{
theUpgrades = thePlayer - > curstate . iuser4 ;
}
return theUpgrades ;
}
// Players could hack their client dll and see all the orders on their team. Minor cheat but definitely possible.
EntityListType AvHHud : : GetDrawPlayerOrders ( ) const
{
EntityListType theList ;
cl_entity_s * theVisiblePlayer = this - > GetVisiblePlayer ( ) ;
if ( theVisiblePlayer )
{
int theVisiblePlayerIndex = theVisiblePlayer - > index ;
if ( this - > GetHUDUser3 ( ) = = AVH_USER3_MARINE_PLAYER )
{
// Only draw orders for us
theList . push_back ( theVisiblePlayerIndex ) ;
}
else if ( this - > GetHUDUser3 ( ) = = AVH_USER3_COMMANDER_PLAYER )
{
// Add everyone that he has selected!
return this - > mSelected ;
}
}
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return theList ;
}
bool AvHHud : : GetInTopDownMode ( ) const
{
return this - > mInTopDownMode ;
}
bool AvHHud : : GetIsSelecting ( ) const
{
return mSelectionBoxVisible ;
}
OrderListType AvHHud : : GetOrderList ( ) const
{
return this - > mOrders ;
}
//AvHOrderType AvHHud::GetOrderMode() const
//{
// return this->mOrderMode;
//}
bool AvHHud : : GetCenterPositionForGroup ( int inGroupNumber , vec3_t & outCenterPosition ) const
{
bool theSuccess = false ;
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if ( ( inGroupNumber > = 1 ) & & ( inGroupNumber < = kNumHotkeyGroups ) )
{
vec3_t theCenterPosition ;
VectorClear ( theCenterPosition ) ;
int theNumFound = 0 ;
const EntityListType & theGroup = this - > mGroups [ inGroupNumber - 1 ] ;
if ( theGroup . size ( ) > 0 )
{
for ( EntityListType : : const_iterator theIter = theGroup . begin ( ) ; theIter ! = theGroup . end ( ) ; theIter + + )
{
int theEntIndex = * theIter ;
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Vector thePosition ;
cl_entity_s * theEntity = gEngfuncs . GetEntityByIndex ( theEntIndex ) ;
if ( theEntity )
{
thePosition = theEntity - > curstate . origin ;
}
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if ( AvHSHUGetEntityLocation ( theEntIndex , thePosition ) )
{
theCenterPosition . x + = thePosition . x ;
theCenterPosition . y + = thePosition . y ;
theNumFound + + ;
}
}
if ( theNumFound > 0 )
{
theCenterPosition . x / = theNumFound ;
theCenterPosition . y / = theNumFound ;
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outCenterPosition = theCenterPosition ;
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theSuccess = true ;
}
}
}
return theSuccess ;
}
void AvHHud : : GetMousePos ( int & outX , int & outY ) const
{
gEngfuncs . GetMousePosition ( & outX , & outY ) ;
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// Clip mouse to window (weird)
outX = min ( max ( 0 , outX ) , ScreenWidth ( ) ) ;
outY = min ( max ( 0 , outY ) , ScreenHeight ( ) ) ;
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//char theMouseMessage[256];
//sprintf(theMouseMessage, "Mouse coords: %d, %d", outX, outY);
//CenterPrint(theMouseMessage);
}
bool AvHHud : : GetAndClearTopDownScrollAmount ( int & outX , int & outY , int & outZ )
{
bool theSuccess = false ;
outX = 0 ;
outY = 0 ;
outZ = 0 ;
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// Don't scroll if the the commander is dragging a selection box.
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if ( this - > GetInTopDownMode ( ) & & ! GetIsSelecting ( ) )
{
const int kScreenWidth = ScreenWidth ( ) ;
const int kScreenHeight = ScreenHeight ( ) ;
const kScrollHorizontal = .0152f * kScreenWidth ;
const kScrollVertical = .015f * kScreenHeight ;
// Left side
if ( this - > GetIsMouseInRegion ( 0 , 0 , kScrollHorizontal , kScreenHeight ) | | ( gScrollHandler . GetXScroll ( ) < 0 ) )
{
outX = - 1 ;
}
// Right side
else if ( this - > GetIsMouseInRegion ( kScreenWidth - kScrollHorizontal , 0 , kScrollHorizontal , kScreenHeight ) | | ( gScrollHandler . GetXScroll ( ) > 0 ) )
{
outX = 1 ;
}
// Top edge
if ( this - > GetIsMouseInRegion ( 0 , 0 , kScreenWidth , kScrollVertical ) | | ( gScrollHandler . GetYScroll ( ) > 0 ) )
{
outY = 1 ;
}
// Bottom edge
else if ( this - > GetIsMouseInRegion ( 0 , kScreenHeight - kScrollVertical , kScreenWidth , kScrollVertical ) | | ( gScrollHandler . GetYScroll ( ) < 0 ) )
{
outY = - 1 ;
}
// Only clear z scroll because of the way events work (invnext/invprev vs. holding a key down)
//gScrollHandler.ClearScrollHeight();
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theSuccess = true ;
}
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return theSuccess ;
}
bool AvHHud : : GetAndClearSelectionEvent ( vec3_t & outSelection , AvHMessageID & outMessageID )
{
bool theSuccess = false ;
// Return a build event if there is one, else return a COMMANDER_MOUSECOORD event
if ( this - > mLeftMouseStarted )
{
if ( this - > mValidatedBuilding = = MESSAGE_NULL )
{
VectorCopy ( this - > mLeftMouseWorldStart , outSelection ) ;
outMessageID = COMMANDER_MOUSECOORD ;
}
else
{
VectorCopy ( this - > mNormBuildLocation , outSelection ) ;
outMessageID = this - > mValidatedBuilding ;
this - > mValidatedBuilding = this - > mGhostBuilding = MESSAGE_NULL ;
this - > mPlacingBuilding = true ;
}
theSuccess = true ;
}
else if ( this - > mLeftMouseEnded )
{
if ( ! this - > mPlacingBuilding )
{
outSelection = this - > mLeftMouseWorldEnd ;
outMessageID = COMMANDER_MOUSECOORD ;
theSuccess = true ;
}
this - > mPlacingBuilding = false ;
}
else if ( this - > mRightMouseStarted )
{
// Cancel building placement
if ( this - > mGhostBuilding ! = MESSAGE_NULL )
{
CancelBuilding ( ) ;
}
else
{
outSelection = this - > mRightMouseWorldStart ;
outMessageID = COMMANDER_MOUSECOORD ;
theSuccess = true ;
}
}
else if ( this - > mRightMouseEnded )
{
outSelection = this - > mRightMouseWorldEnd ;
outMessageID = COMMANDER_MOUSECOORD ;
theSuccess = true ;
}
else
{
outSelection = this - > mMouseWorldPosition ;
outMessageID = COMMANDER_MOUSECOORD ;
theSuccess = true ;
}
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return theSuccess ;
}
EntityListType AvHHud : : GetSelected ( ) const
{
return this - > mSelected ;
}
const AvHTechSlotManager & AvHHud : : GetTechSlotManager ( ) const
{
return this - > mTechSlotManager ;
}
bool AvHHud : : GetAndClearAlienAbility ( AvHMessageID & outMessageID )
{
bool theAlienAbilityWaiting = false ;
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if ( this - > mAlienAbility ! = MESSAGE_NULL )
{
outMessageID = this - > mAlienAbility ;
theAlienAbilityWaiting = true ;
this - > mAlienAbility = MESSAGE_NULL ;
}
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return theAlienAbilityWaiting ;
}
bool AvHHud : : GetAndClearGroupEvent ( AvHMessageID & outMessageID )
{
bool theGroupEventWaiting = false ;
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if ( this - > mGroupEvent ! = MESSAGE_NULL )
{
outMessageID = this - > mGroupEvent ;
theGroupEventWaiting = true ;
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// if(!this->mIsTracking)
// {
this - > mGroupEvent = MESSAGE_NULL ;
// }
}
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return theGroupEventWaiting ;
}
int AvHHud : : GetTrackingEntity ( ) const
{
return this - > mTrackingEntity ;
}
void AvHHud : : ClearTrackingEntity ( )
{
this - > mTrackingEntity = 0 ;
}
void AvHHud : : SetSelectionEffects ( EntityListType & inUnitList )
{
// Make sure we have an effect created for each unit in this list. If there are units that
// have selection effects that aren't in this list, delete them. This is called locally when the
// selection is predicted, then it's called again when the selection is confirmed.
this - > mSelectionEffects . clear ( ) ;
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for ( EntityListType : : iterator theIter = inUnitList . begin ( ) ; theIter ! = inUnitList . end ( ) ; theIter + + )
{
SelectionEffect theNewEffect ;
theNewEffect . mEntIndex = * theIter ;
theNewEffect . mAngleOffset = 0 ;
this - > mSelectionEffects . push_back ( theNewEffect ) ;
}
}
UIMode AvHHud : : GetUIMode ( ) const
{
return this - > mCurrentUIMode ;
}
bool AvHHud : : SwitchUIMode ( UIMode inNewMode )
{
bool theSuccess = false ;
// Only allow switching to a non-main mode when we're in main, always allow switching back to main mode
if ( ( inNewMode = = MAIN_MODE ) | | ( this - > mCurrentUIMode = = MAIN_MODE ) )
{
if ( inNewMode ! = this - > mCurrentUIMode )
{
// Move pop-up menu components away or back so they don't block other compoments...ugh
if ( inNewMode ! = MAIN_MODE )
{
gHUD . GetManager ( ) . TranslateComponent ( kSoldierMenu , true ) ;
gHUD . GetManager ( ) . TranslateComponent ( kSoldierCombatMenu , true ) ;
gHUD . GetManager ( ) . TranslateComponent ( kAlienMenu , true ) ;
gHUD . GetManager ( ) . TranslateComponent ( kAlienCombatMenu , true ) ;
gHUD . GetManager ( ) . TranslateComponent ( kAlienMembrane , true ) ;
gHUD . GetManager ( ) . TranslateComponent ( kScroller , true ) ;
gHUD . GetManager ( ) . TranslateComponent ( kSelectionText , true ) ;
//CenterPrint("Pop-up controls moved off screen");
}
else
{
gHUD . GetManager ( ) . TranslateComponent ( kSoldierMenu , false ) ;
gHUD . GetManager ( ) . TranslateComponent ( kSoldierCombatMenu , false ) ;
gHUD . GetManager ( ) . TranslateComponent ( kAlienMenu , false ) ;
gHUD . GetManager ( ) . TranslateComponent ( kAlienCombatMenu , false ) ;
gHUD . GetManager ( ) . TranslateComponent ( kAlienMembrane , false ) ;
gHUD . GetManager ( ) . TranslateComponent ( kScroller , false ) ;
gHUD . GetManager ( ) . TranslateComponent ( kSelectionText , false ) ;
//CenterPrint("Pop-up controls moved on screen");
}
this - > mCurrentUIMode = inNewMode ;
}
theSuccess = true ;
}
return theSuccess ;
}
bool AvHHud : : Update ( float inCurrentTime , string & outErrorString )
{
bool theSuccess = false ;
if ( inCurrentTime > this - > mTimeOfLastUpdate )
{
this - > mTimeOfCurrentUpdate = inCurrentTime ;
// Predict game time
if ( this - > GetGameStarted ( ) )
{
this - > mGameTime + = ( inCurrentTime - this - > mTimeOfLastUpdate ) ;
}
AvHParticleSystemManager : : Instance ( ) - > Start ( ) ;
// This component must always be visible to allow us to hook mouse cursor sprite drawing
this - > ResetComponentsForUser3 ( ) ;
this - > UpdateDataFromVuser4 ( inCurrentTime ) ;
this - > UpdateSpectating ( ) ;
this - > GetManager ( ) . UnhideComponent ( kLastComponent ) ;
this - > UpdateDemoRecordPlayback ( ) ;
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theSuccess = UIHud : : Update ( inCurrentTime , outErrorString ) ;
if ( ! theSuccess )
{
this - > AddTooltip ( outErrorString . c_str ( ) ) ;
}
this - > UpdateProgressBar ( ) ;
this - > UpdateCommonUI ( ) ;
this - > UpdateAlienUI ( inCurrentTime ) ;
this - > UpdateMarineUI ( inCurrentTime ) ;
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this - > UpdateCountdown ( inCurrentTime ) ;
this - > UpdateExploitPrevention ( ) ;
this - > UpdateFromEntities ( inCurrentTime ) ;
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this - > UpdateEntityID ( inCurrentTime ) ;
this - > UpdateHelpText ( ) ;
this - > UpdateTooltips ( inCurrentTime ) ;
this - > UpdateStructureNotification ( inCurrentTime ) ;
this - > UpdateMusic ( inCurrentTime ) ;
this - > UpdatePieMenuControl ( ) ;
// Reset cursor every tick, update selection may change it
// This cursor is used when we're on the ground for pie menus as well
this - > SetCursor ( ORDERTYPE_UNDEFINED ) ;
this - > UpdateHierarchy ( ) ;
this - > UpdateInfoLocation ( ) ;
if ( this - > GetInTopDownMode ( ) )
{
this - > UpdateSelection ( ) ;
gCommanderHandler . Update ( this - > mTechNodes , this - > mResources ) ;
// char theDebugString[128];
// sprintf(theDebugString, "norm X/Y: %f, %f", (float)this->mMouseCursorX/ScreenWidth, (float)this->mMouseCursorY/ScreenHeight);
// CenterPrint(theDebugString);
}
else
{
this - > ResetTopDownUI ( ) ;
}
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// Update orders
//for(OrderListType::iterator theIter = this->mOrders.begin(); theIter != this->mOrders.end(); theIter++)
//{
// theIter->Update();
//}
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this - > UpdateTechNodes ( ) ;
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this - > UpdateAmbientSounds ( ) ;
this - > UpdateViewModelEffects ( ) ;
mOverviewMap . UpdateOrders ( mOrders , GetDrawPlayerOrders ( ) ) ;
mOverviewMap . Update ( inCurrentTime ) ;
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float theTimePassed = inCurrentTime - this - > mTimeOfLastUpdate ;
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AvHParticleSystemManager : : Instance ( ) - > Update ( theTimePassed ) ;
AvHScriptManager : : Instance ( ) - > ClientUpdate ( theTimePassed ) ;
this - > UpdateResources ( theTimePassed ) ;
if ( ( this - > GetHUDPlayMode ( ) = = PLAYMODE_PLAYING ) & & ! this - > GetIsAlive ( ) )
{
this - > mCommanderResourceLabel - > setVisible ( false ) ;
this - > mHierarchy - > setVisible ( false ) ;
this - > mShowMapHierarchy - > setVisible ( false ) ;
}
if ( cl_particleinfo - > value )
{
char theDebugText [ 128 ] ;
int theNumVisible = AvHParticleSystemManager : : Instance ( ) - > GetNumVisibleParticleSystems ( ) ;
int theNum = AvHParticleSystemManager : : Instance ( ) - > GetNumberParticleSystems ( ) ;
int theNumTemplates = gParticleTemplateList . GetNumberTemplates ( ) ;
sprintf ( theDebugText , " (vis, total, list): %d, %d, %d " , theNumVisible , theNum , theNumTemplates ) ;
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//sprintf(theDebugText, "step interval: %d", pmove->flTimeStepSound);
/*
if ( this - > mMarineResourceLabel )
{
this - > mMarineResourceLabel - > setText ( theDebugText ) ;
this - > mMarineResourceLabel - > setVisible ( true ) ;
}
*/
}
if ( ! gEngfuncs . pDemoAPI - > IsPlayingback ( ) )
{
IN_GetMousePos ( & this - > mMouseCursorX , & this - > mMouseCursorY ) ;
}
// Update user3 and team
this - > mLastUser3 = this - > GetHUDUser3 ( ) ;
this - > mLastTeamNumber = this - > GetHUDTeam ( ) ;
this - > mLastPlayMode = this - > GetPlayMode ( ) ;
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this - > mTimeOfLastUpdate = inCurrentTime ;
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// Save view origin and angles before we do crazy viewport stuff
// gPlayerOrigin = v_origin;
// gPlayerAngles = v_angles;
}
return theSuccess ;
}
//void AvHHud::UpdateSelectionEffects(float inTimePassed)
//{
// // Radians/sec
// const float kSpinRate = 1.5f;
// for(SelectionListType::iterator theIter = this->mSelectionEffects.begin(); theIter != this->mSelectionEffects.end(); theIter++)
// {
// theIter->mAngleOffset = (theIter->mAngleOffset += inTimePassed*kSpinRate) % 360;
// }
//}
bool AvHHud : : GetAndClearTechEvent ( AvHMessageID & outMessageID )
{
bool theTechEventWaiting = false ;
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if ( this - > mTechEvent ! = MESSAGE_NULL )
{
outMessageID = this - > mTechEvent ;
theTechEventWaiting = true ;
this - > mTechEvent = MESSAGE_NULL ;
}
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return theTechEventWaiting ;
}
bool AvHHud : : GetLastHotkeySelectionEvent ( AvHMessageID & outMessageID )
{
bool theSuccess = false ;
switch ( this - > mLastHotkeySelectionEvent )
{
case GROUP_SELECT_1 :
case GROUP_SELECT_2 :
case GROUP_SELECT_3 :
case GROUP_SELECT_4 :
case GROUP_SELECT_5 :
outMessageID = this - > mLastHotkeySelectionEvent ;
theSuccess = true ;
break ;
}
return theSuccess ;
}
void AvHHud : : SetLastHotkeySelectionEvent ( AvHMessageID inMessageID )
{
switch ( inMessageID )
{
case MESSAGE_NULL :
case GROUP_CREATE_1 :
case GROUP_CREATE_2 :
case GROUP_CREATE_3 :
case GROUP_CREATE_4 :
case GROUP_CREATE_5 :
case GROUP_SELECT_1 :
case GROUP_SELECT_2 :
case GROUP_SELECT_3 :
case GROUP_SELECT_4 :
case GROUP_SELECT_5 :
case COMMANDER_REMOVESELECTION :
this - > mLastHotkeySelectionEvent = inMessageID ;
break ;
default :
ASSERT ( false ) ;
break ;
}
}
bool AvHHud : : GetIsAlien ( ) const
{
bool theIsAlien = false ;
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AvHUser3 theUser3 = this - > GetHUDUser3 ( ) ;
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switch ( theUser3 )
{
case AVH_USER3_ALIEN_PLAYER1 :
case AVH_USER3_ALIEN_PLAYER2 :
case AVH_USER3_ALIEN_PLAYER3 :
case AVH_USER3_ALIEN_PLAYER4 :
case AVH_USER3_ALIEN_PLAYER5 :
case AVH_USER3_ALIEN_EMBRYO :
theIsAlien = true ;
break ;
}
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return theIsAlien ;
}
bool AvHHud : : GetIsBeingDigested ( ) const
{
bool theIsBeingDigested = false ;
int theUpgrades = this - > GetHUDUpgrades ( ) ;
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if ( GetHasUpgrade ( theUpgrades , MASK_DIGESTING ) )
{
cl_entity_t * theVisiblePlayer = this - > GetVisiblePlayer ( ) ;
if ( theVisiblePlayer & & ( theVisiblePlayer - > curstate . effects & EF_NODRAW ) )
{
theIsBeingDigested = true ;
}
}
return theIsBeingDigested ;
}
bool AvHHud : : GetIsEnsnared ( ) const
{
int theUpgrades = this - > GetHUDUpgrades ( ) ;
return GetHasUpgrade ( theUpgrades , MASK_ENSNARED ) ;
}
bool AvHHud : : GetIsStunned ( ) const
{
int theUpgrades = this - > GetHUDUpgrades ( ) ;
return GetHasUpgrade ( theUpgrades , MASK_PLAYER_STUNNED ) ;
}
bool AvHHud : : GetIsDigesting ( ) const
{
bool theIsDigesting = false ;
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int theUpgrades = this - > GetHUDUpgrades ( ) ;
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if ( GetHasUpgrade ( theUpgrades , MASK_DIGESTING ) )
{
cl_entity_t * theVisiblePlayer = this - > GetVisiblePlayer ( ) ;
if ( theVisiblePlayer & & ! ( theVisiblePlayer - > curstate . effects & EF_NODRAW ) )
{
theIsDigesting = true ;
}
}
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return theIsDigesting ;
}
bool AvHHud : : GetIsNotInControl ( ) const
{
return GetIsBeingDigested ( ) | | ! IEngineStudio . IsHardware ( ) ;
}
bool AvHHud : : GetIsInTopDownMode ( ) const
{
bool theIsInTopDownMode = false ;
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if ( GetHasUpgrade ( this - > GetHUDUpgrades ( ) , MASK_TOPDOWN ) )
{
theIsInTopDownMode = true ;
}
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return theIsInTopDownMode ;
}
int AvHHud : : GetCommanderIndex ( ) const
{
int theCommanderIndex = - 1 ;
for ( int i = 1 ; i < = MAX_PLAYERS ; i + + )
{
extra_player_info_t * theExtraPlayerInfo = & g_PlayerExtraInfo [ i ] ;
ASSERT ( theExtraPlayerInfo ) ;
int thePlayerClass = theExtraPlayerInfo - > playerclass ;
if ( thePlayerClass = = PLAYERCLASS_COMMANDER )
{
theCommanderIndex = i ;
break ;
}
}
return theCommanderIndex ;
}
bool AvHHud : : GetHasJetpack ( ) const
{
int theLocalUpgrades = this - > GetHUDUpgrades ( ) ;
bool theHasJetpackUpgrade = GetHasUpgrade ( theLocalUpgrades , MASK_UPGRADE_7 ) & & this - > GetIsMarine ( ) ;
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return theHasJetpackUpgrade ;
}
bool AvHHud : : GetHasAlienUpgradesAvailable ( ) const
{
bool theHasUpgradesAvailable = false ;
if ( this - > GetIsAlien ( ) & & this - > GetIsRelevant ( ) & & ! this - > GetIsBeingDigested ( ) )
{
int theUpgradeVar = this - > GetLocalUpgrades ( ) ;
bool theHasDefensiveUpgradesAvailable = AvHGetHasUpgradeChoiceInCategory ( ALIEN_UPGRADE_CATEGORY_DEFENSE , this - > mUpgrades , theUpgradeVar ) ;
bool theHasMovementUpgradesAvailable = AvHGetHasUpgradeChoiceInCategory ( ALIEN_UPGRADE_CATEGORY_MOVEMENT , this - > mUpgrades , theUpgradeVar ) ;
bool theHasSensoryUpgradesAvailable = AvHGetHasUpgradeChoiceInCategory ( ALIEN_UPGRADE_CATEGORY_SENSORY , this - > mUpgrades , theUpgradeVar ) ;
theHasUpgradesAvailable = theHasDefensiveUpgradesAvailable | | theHasMovementUpgradesAvailable | | theHasSensoryUpgradesAvailable ;
}
return theHasUpgradesAvailable ;
}
bool AvHHud : : GetIsMarine ( ) const
{
bool theIsMarine = false ;
AvHUser3 theUser3 = this - > GetHUDUser3 ( ) ;
switch ( theUser3 )
{
case AVH_USER3_MARINE_PLAYER :
case AVH_USER3_COMMANDER_PLAYER :
theIsMarine = true ;
break ;
}
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return theIsMarine ;
}
bool AvHHud : : GetIsRelevant ( ) const
{
bool theIsRelevant = false ;
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if ( this - > GetIsAlive ( ) & & ( this - > GetPlayMode ( ) = = PLAYMODE_PLAYING ) /*&& !this->GetIsSpectator()*/ )
{
theIsRelevant = true ;
}
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return theIsRelevant ;
}
vec3_t AvHHud : : GetVisualOrigin ( ) const
{
vec3_t theVisualOrigin = gPredictedPlayerOrigin ;
theVisualOrigin . z + = gPredictedPlayerVOfs [ 2 ] ;
return theVisualOrigin ;
}
AvHMessageID AvHHud : : HotKeyHit ( char inChar )
{
return gCommanderHandler . HotKeyHit ( inChar ) ;
}
float AvHHud : : GetGammaSlope ( ) const
{
return sGameGammaTable . GetGammaSlope ( ) ;
}
string AvHHud : : GetMapName ( bool inLocalOnly ) const
{
string theMapName = this - > mMapName ;
if ( ( theMapName = = " " ) & & ! inLocalOnly )
{
const char * theLevelName = gEngfuncs . pfnGetLevelName ( ) ;
if ( theLevelName )
{
theMapName = string ( theLevelName ) ;
// Remove maps/ from the beginning and .bsp from the end.
StringVector theVector ;
Tokenizer : : split ( theMapName , " /. " , theVector ) ;
if ( theVector . size ( ) > = 2 )
{
theMapName = theVector [ 1 ] ;
}
}
}
return theMapName ;
}
int AvHHud : : GetNumActiveHives ( ) const
{
int theNumActiveHives = 0 ;
if ( this - > GetIsAlien ( ) )
{
for ( HiveInfoListType : : const_iterator theIter = this - > mHiveInfoList . begin ( ) ; theIter ! = this - > mHiveInfoList . end ( ) ; theIter + + )
{
if ( theIter - > mStatus = = kHiveInfoStatusBuilt )
{
theNumActiveHives + + ;
}
}
}
return theNumActiveHives ;
}
int AvHHud : : GetMaxAlienResources ( ) const
{
int theMaxAlienResources = kMaxAlienResources ;
if ( this - > mMaxResources > = 0 )
{
theMaxAlienResources = this - > mMaxResources ;
}
return theMaxAlienResources ;
}
//void AvHHud::InitializeGammaTable()
//{
// for(int j = 0; j < 3; j++)
// {
// for(int i = 0; i < 256; i++)
// {
// int theBaseOffset = j*256 + i;
// uint8 theNewColor = (uint8)i;
// uint16 theNewWord = theNewColor << 8;
// ((uint16*)sOriginalGammaTable)[theBaseOffset] = theNewWord;
// }
// }
//}
//
//void AvHHud::ProcessGammaTable(float inSlope)
//{
// // Steepen and saturate, ala Q3
// uint8 kMaxValue = uint8(-1);
// for(int j = 0; j < 3; j++)
// {
// for(int i = 0; i < 256; i++)
// {
// int theBaseOffset = j*256 + i;
// uint16 theWord = ((uint16*)sGammaTable)[theBaseOffset];
// uint8 theBaseColor = (theWord & 0xFF00) >> 8;
// uint8 theNewColor = min(theBaseColor*inSlope, kMaxValue);
// uint16 theNewWord = theNewColor << 8;
// ((uint16*)sGammaTable)[theBaseOffset] = theNewWord;
// }
// }
//}
//void AvHHud::ToggleGamma(void)
//{
// AvHHud::ResetGamma();
//
// if(!sGammaAltered)
// {
// float theGammaToTry = 2.05f;
// bool theSuccess = false;
// while(!theSuccess && (theGammaToTry > 1.0f))
// {
// theGammaToTry -= .05f;
// theSuccess = AvHHud::SetGamma(theGammaToTry);
// }
//
// char theMessage[256];
// if(theSuccess)
// {
// sprintf(theMessage, "Gamma set to %f.", theGammaToTry);
// gNewGammaSlope = theGammaToTry;
// }
// else
// {
// sprintf(theMessage, "This display device doesn't appear to support downloadable gamma ramps.");
// }
// CenterPrint(theMessage);
// }
// else
// {
// sGammaAltered = false;
// }
//}
bool AvHHud : : SetGamma ( float inSlope )
{
bool theSuccess = false ;
// Disable gamma stuff in debug for sanity
// #ifndef DEBUG
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HDC theDC = GetDC ( NULL ) ;
if ( theDC ! = 0 )
{
const float kGammaIncrement = 0.05f ;
float theGammaToTry = inSlope + kGammaIncrement ;
while ( ! theSuccess & & ( theGammaToTry > 1.0f ) )
{
theGammaToTry - = kGammaIncrement ;
sGameGammaTable . ProcessSlope ( theGammaToTry ) ;
if ( sGameGammaTable . InitializeToVideoState ( ) )
{
// Tell UI components so they can change shading to look the same
this - > GetManager ( ) . NotifyGammaChange ( theGammaToTry ) ;
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//float theColorBias = 1/this->mGammaSlope;
//
//if(this->mSoldierMenu)
//{
// this->mSoldierMenu->SetColorBias(theColorBias);
//}
//
//if(this->mAlienMenu)
//{
// this->mAlienMenu->SetColorBias(theColorBias);
//}
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// aww yeah
theSuccess = true ;
}
}
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char theMessage [ 256 ] ;
if ( theSuccess )
{
sprintf ( theMessage , " Gamma set to %f. " , theGammaToTry ) ;
}
else
{
sprintf ( theMessage , " Display doesn't support downloadable gamma ramps. " ) ;
}
if ( ! theSuccess | | ( gEngfuncs . GetMaxClients ( ) = = 1 ) )
{
CenterPrint ( theMessage ) ;
}
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if ( ! ReleaseDC ( NULL , theDC ) )
{
// emit error about leak
}
}
//#endif
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return theSuccess ;
}
bool AvHHud : : SlotInput ( int inSlot )
{
bool theHandled = false ;
if ( this - > mInTopDownMode )
{
if ( ( inSlot > = 0 ) & & ( inSlot < kNumHotkeyGroups ) )
{
// TODO: Read state of control/duck here
bool theCreateGroup = false ;
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int theButtonBits = CL_ButtonBits ( 0 ) ;
if ( theButtonBits & IN_DUCK )
{
theCreateGroup = true ;
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//#ifdef AVH_PREDICT_SELECT
//this->PlayHUDSound(AvHHUDSound(HUD_SOUND_SQUAD1 + inSlot));
//#endif
}
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int theBaseOffset = theCreateGroup ? GROUP_CREATE_1 : GROUP_SELECT_1 ;
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this - > mGroupEvent = ( AvHMessageID ) ( theBaseOffset + inSlot ) ;
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theHandled = true ;
}
}
// else if(this->mDrawCombatUpgradeMenu)
// {
// if((inSlot >= 0) && (inSlot < kNumUpgradeLines))
// {
// AvHMessageID theImpulse = this->mMenuImpulses[inSlot];
// if(theImpulse > 0)
// {
// // Make menu go away
// char szbuf[32];
// sprintf(szbuf, "impulse %d\n", theImpulse);
// ClientCmd(szbuf);
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//
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// theHandled = true;
// }
// }
// }
return theHandled ;
}
int AvHHud : : Redraw ( float flTime , int intermission )
{
if ( ! gViewPort - > IsOptionsMenuVisible ( ) & &
! gParticleEditorHandler . GetInEditMode ( ) )
{
Render ( ) ;
}
int theRC = UIHud : : Redraw ( flTime , intermission ) ;
return theRC ;
}
void AvHHud : : ResetGammaAtExit ( )
{
sPregameGammaTable . InitializeToVideoState ( ) ;
}
int AvHHud : : ResetGammaAtExitForOnExit ( )
{
sPregameGammaTable . InitializeToVideoState ( ) ;
return TRUE ;
}
void AvHHud : : ResetGammaAtExit ( int inSig )
{
AvHHud : : ResetGammaAtExit ( ) ;
}
void AvHHud : : ResetTopDownUI ( )
{
this - > mGhostBuilding = MESSAGE_NULL ;
this - > mSelected . clear ( ) ;
this - > mSelectionEffects . clear ( ) ;
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gCommanderHandler . Reset ( ) ;
for ( int i = 0 ; i < kNumHotkeyGroups ; i + + )
{
this - > mGroups [ i ] . clear ( ) ;
this - > mGroupTypes [ i ] = AVH_USER3_NONE ;
this - > mGroupAlerts [ i ] = ALERT_NONE ;
}
this - > mSelectAllGroup . clear ( ) ;
}
void AvHHud : : SetSelectingWeaponID ( int inWeaponID , int inR , int inG , int inB )
{
if ( gEngfuncs . pfnGetCvarFloat ( kvAutoHelp ) )
{
if ( inR ! = - 1 )
{
this - > mHelpMessage . SetR ( inR ) ;
}
if ( inG ! = - 1 )
{
this - > mHelpMessage . SetG ( inG ) ;
}
if ( inB ! = - 1 )
{
this - > mHelpMessage . SetB ( inB ) ;
}
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this - > mSelectingWeaponID = inWeaponID ;
}
}
void AvHHud : : SetTechHelpText ( const string & inTechHelpText )
{
this - > mTechHelpText = inTechHelpText ;
}
BIND_MESSAGE ( Countdown ) ;
int AvHHud : : Countdown ( const char * pszName , int iSize , void * pbuf )
{
BEGIN_READ ( pbuf , iSize ) ;
byte theNumSecondsUntilStart = READ_BYTE ( ) ;
this - > mNumTicksToPlay = theNumSecondsUntilStart ;
this - > mLastTickPlayed = 1 ;
this - > mCountDownClock = this - > m_flTime ;
return 1 ;
}
//BIND_MESSAGE(ChangeNode);
//int AvHHud::ChangeNode(const char* pszName, int iSize, void* pbuf)
//{
// BEGIN_READ(pbuf, iSize);
// int theBytesRead = 1;
//
// // Read new armor level
// this->mArmorLevel = READ_BYTE();
//
// // Read old message id
// int theOldMessageID = READ_BYTE();
//
// // Read new message id
// int theNewMessageID = READ_BYTE();
//
// // Read string
// const char* theString = READ_STRING();
//
// // Make the change
// this->ChangeUpgradeCosts(theOldMessageID, theNewMessageID, theString);
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//
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// // TODO: Is it ok to return this here? 2 bytes for the ids, one for the string?
// return 3;
//}
bool AvHHud : : GetAmbientSoundNameFromIndex ( string & outSoundName , int inSoundIndex ) const
{
bool theFoundName = false ;
if ( inSoundIndex < ( int ) ( this - > mSoundNameList . size ( ) ) )
{
outSoundName = this - > mSoundNameList [ inSoundIndex ] ;
theFoundName = true ;
}
else
{
int a = 0 ;
}
return theFoundName ;
}
void AvHHud : : ModifyAmbientSoundEntryIfChanged ( bool inSoundOn , int inSoundIndex , int inEntIndex , float inTimeStarted , int inVolume , int inFadeDistance , int inFlags , Vector inOrigin )
{
bool theFoundSound = false ;
// Look up sound using inSoundIndex
string theSoundName ;
if ( this - > GetAmbientSoundNameFromIndex ( theSoundName , inSoundIndex ) )
{
// Loop through current sounds
for ( AmbientSoundListType : : iterator theIter = this - > mAmbientSounds . begin ( ) ; theIter ! = this - > mAmbientSounds . end ( ) ; )
{
bool theErasedSound = false ;
if ( theIter - > GetEntityIndex ( ) = = inEntIndex )
{
// If found, remember that we found it
theFoundSound = true ;
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// Set position
theIter - > SetPosition ( inOrigin ) ;
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// If we're turning off sound, kill the sound
if ( ! inSoundOn )
{
theIter - > ClearData ( ) ;
theIter = this - > mAmbientSounds . erase ( theIter ) ;
theErasedSound = true ;
}
}
if ( ! theErasedSound )
{
theIter + + ;
}
}
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// If we're turning a sound on, and we didn't find one
if ( inSoundOn & & ! theFoundSound )
{
bool theLooping = inFlags & 2 ;
float theTimeElapsed = this - > mTimeOfLastUpdate - inTimeStarted ;
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// Add new entry with these values
this - > mAmbientSounds . push_back ( AvHAmbientSound ( theSoundName , inVolume , inFadeDistance , theLooping , inOrigin , inEntIndex , theTimeElapsed ) ) ;
}
}
else
{
// We may not have the sound list yet, it's OK
//ASSERT(false);
}
}
// Look at incoming order. If we are one of the receivers, play a HUD sound
// indicating our new order
void AvHHud : : OrderNotification ( const AvHOrder & inOrder )
{
//if(!inOrder.GetOrderCompleted())
//{
// If we are commander, or we are in receiver list
int theLocalPlayer = gEngfuncs . GetLocalPlayer ( ) - > index ;
if ( ( this - > GetHUDUser3 ( ) = = AVH_USER3_COMMANDER_PLAYER ) | | ( inOrder . GetHasReceiver ( theLocalPlayer ) ) )
{
// Do a switch on the order type
AvHOrderType theOrderType = inOrder . GetOrderType ( ) ;
AvHHUDSound theSound = HUD_SOUND_INVALID ;
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// Play HUD sound depending on order
switch ( theOrderType )
{
case ORDERTYPEL_MOVE :
theSound = HUD_SOUND_ORDER_MOVE ;
break ;
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case ORDERTYPET_ATTACK :
theSound = HUD_SOUND_ORDER_ATTACK ;
break ;
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case ORDERTYPET_BUILD :
theSound = HUD_SOUND_ORDER_BUILD ;
break ;
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case ORDERTYPET_GUARD :
theSound = HUD_SOUND_ORDER_GUARD ;
break ;
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case ORDERTYPET_WELD :
theSound = HUD_SOUND_ORDER_WELD ;
break ;
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case ORDERTYPET_GET :
theSound = HUD_SOUND_ORDER_GET ;
break ;
}
if ( ( this - > GetHUDUser3 ( ) = = AVH_USER3_MARINE_PLAYER ) & & ( inOrder . GetOrderCompleted ( ) ) )
{
theSound = HUD_SOUND_ORDER_COMPLETE ;
}
this - > PlayHUDSound ( theSound ) ;
}
//}
}
void AvHHud : : ResetComponentsForUser3 ( )
{
this - > mPieMenuControl = " " ;
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this - > GetManager ( ) . HideComponents ( ) ;
if ( gParticleEditorHandler . GetInEditMode ( ) )
{
gHUD . GetManager ( ) . UnhideComponent ( kPSESizeSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSESizeLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEScaleSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEScaleLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEGenerationRateSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEGenerationRateLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEParticleLifetimeSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEParticleLifetimeLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEParticleSystemLifetimeSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEParticleSystemLifetimeLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEMaxParticlesSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEMaxParticlesLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEDrawModeSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEDrawModeLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( PSEGenVelToggleSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEGenVelToggleLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEGenVelShapeSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEGenVelShapeLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEGenVelParamNumSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEGenVelParamNumLabel ) ;
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gHUD . GetManager ( ) . UnhideComponent ( kPSEGenVelParamValueSlider ) ;
gHUD . GetManager ( ) . UnhideComponent ( kPSEGenVelParamValueLabel ) ;
}
else
{
bool theIsCombatMode = ( this - > mMapMode = = MAP_MODE_CO ) ;
bool theIsNSMode = ( this - > mMapMode = = MAP_MODE_NS ) ;
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if ( ( this - > GetHUDPlayMode ( ) = = PLAYMODE_PLAYING ) & & ! this - > GetIsNotInControl ( ) & & ! gViewPort - > IsOptionsMenuVisible ( ) )
{
switch ( this - > GetHUDUser3 ( ) )
{
case AVH_USER3_MARINE_PLAYER :
if ( theIsCombatMode )
{
this - > mPieMenuControl = kSoldierCombatMenu ;
}
else if ( theIsNSMode )
{
this - > mPieMenuControl = kSoldierMenu ;
}
if ( g_iUser1 = = OBS_NONE )
{
this - > GetManager ( ) . UnhideComponent ( mPieMenuControl . c_str ( ) ) ;
}
// Removed these for recording footage until they look better
//this->GetManager().UnhideComponent(kReinforcementsLabel);
//this->GetManager().UnhideComponent(kResourceLabel);
//this->GetManager().UnhideComponent(kMouseCursorLabel);
//this->GetManager().UnhideComponent(kDebugCSPServerLabel);
//this->GetManager().UnhideComponent(kDebugCSPClientLabel);
break ;
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case AVH_USER3_COMMANDER_PLAYER :
if ( this - > mInTopDownMode )
{
this - > GetManager ( ) . UnhideComponent ( kSelectionBox ) ;
this - > GetManager ( ) . UnhideComponent ( kCommanderResourceLabel ) ;
//this->GetManager().UnhideComponent(kMouseCursorLabel);
this - > GetManager ( ) . UnhideComponent ( kLeaveCommanderButton ) ;
this - > GetManager ( ) . UnhideComponent ( kScroller ) ;
this - > GetManager ( ) . UnhideComponent ( kTechHelpText ) ;
this - > GetManager ( ) . UnhideComponent ( kHierarchy ) ;
this - > GetManager ( ) . UnhideComponent ( kResearchBackgroundPanel ) ;
this - > GetManager ( ) . UnhideComponent ( kActionButtonsComponents ) ;
this - > GetManager ( ) . UnhideComponent ( kSelectAllImpulsePanel ) ;
//this->GetManager().UnhideComponent(kTopDownHUDTopSpritePanel);
//this->GetManager().UnhideComponent(kTopDownHUDBottomSpritePanel);
}
//this->GetManager().UnhideComponent(kReinforcementsLabel);
break ;
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case AVH_USER3_ALIEN_PLAYER1 :
case AVH_USER3_ALIEN_PLAYER2 :
case AVH_USER3_ALIEN_PLAYER3 :
case AVH_USER3_ALIEN_PLAYER4 :
case AVH_USER3_ALIEN_PLAYER5 :
if ( theIsCombatMode )
{
this - > mPieMenuControl = kAlienCombatMenu ;
}
else if ( theIsNSMode )
{
this - > mPieMenuControl = kAlienMenu ;
}
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if ( g_iUser1 = = OBS_NONE )
{
this - > GetManager ( ) . UnhideComponent ( mPieMenuControl . c_str ( ) ) ;
}
//this->GetManager().UnhideComponent(kMouseCursorLabel);
//this->GetManager().UnhideComponent(kDebugCSPServerLabel);
//this->GetManager().UnhideComponent(kDebugCSPClientLabel);
break ;
case AVH_USER3_ALIEN_EMBRYO :
//this->GetManager().UnhideComponent(kAlienMembrane);
break ;
}
if ( sShowMap )
{
this - > GetManager ( ) . UnhideComponent ( kShowMapHierarchy ) ;
}
mOverviewMap . SetUser3 ( this - > GetHUDUser3 ( ) ) ;
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// Update command hierarchy so it can potentially display differently
if ( this - > mHierarchy )
{
this - > mHierarchy - > setPos ( .0105f * ScreenWidth ( ) , .728 * ScreenHeight ( ) ) ;
this - > mHierarchy - > setSize ( .265 * ScreenWidth ( ) , .247 * ScreenHeight ( ) ) ;
}
}
}
}
# ifdef AVH_PLAYTEST_BUILD
BIND_MESSAGE ( BalanceVar ) ;
int AvHHud : : BalanceVar ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
// Read string
char * theCString = READ_STRING ( ) ;
theBytesRead + = strlen ( theCString ) ;
string theString ( theCString ) ;
// Read byte indicating whether to be stored as a long or float
int theFloatData = READ_BYTE ( ) ;
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// Read data
int theIntValue = READ_LONG ( ) ;
theBytesRead + = 4 ;
if ( theFloatData )
{
float theFloatValue = theIntValue / kNormalizationNetworkFactor ;
this - > mBalanceFloats [ theString ] = theFloatValue ;
}
else
{
this - > mBalanceInts [ theString ] = theIntValue ;
}
if ( gViewPort )
{
gViewPort - > mBalanceChanged = true ;
}
return theBytesRead ;
}
const BalanceIntListType & AvHHud : : GetBalanceInts ( ) const
{
return this - > mBalanceInts ;
}
const BalanceFloatListType & AvHHud : : GetBalanceFloats ( ) const
{
return this - > mBalanceFloats ;
}
# endif
BIND_MESSAGE ( GameStatus ) ;
int AvHHud : : GameStatus ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
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BYTE theStatusByte = READ_BYTE ( ) ;
theBytesRead + + ;
this - > mMapMode = ( AvHMapMode ) READ_BYTE ( ) ;
theBytesRead + + ;
if ( ( theStatusByte = = kGameStatusReset ) | | ( theStatusByte = = kGameStatusResetNewMap ) )
{
if ( this - > mInTopDownMode )
{
this - > ToggleMouse ( ) ;
// Reset angles?
// gViewAngles[0] = READ_COORD();
// gViewAngles[1] = READ_COORD();
// gViewAngles[2] = READ_COORD();
// gResetViewAngles = true;
}
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bool theMapChange = false ;
if ( theStatusByte = = kGameStatusResetNewMap )
{
theMapChange = true ;
}
this - > ResetGame ( theMapChange ) ;
}
// Victor determined, but we are still in the cooldown time
else if ( theStatusByte = = kGameStatusEnded )
{
// Stop research
this - > mGameEnded = true ;
}
else if ( theStatusByte = = kGameStatusGameTime )
{
// Authoritative game time from server (which we then increment every tick)
this - > mGameTime = READ_SHORT ( ) ;
this - > mTimeLimit = READ_SHORT ( ) ;
this - > mCombatAttackingTeamNumber = READ_BYTE ( ) ;
theBytesRead + = 5 ;
}
else if ( theStatusByte = = kGameStatusUnspentLevels )
{
this - > mExperienceLevelSpent = READ_BYTE ( ) ;
theBytesRead + + ;
}
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return theBytesRead ;
}
BIND_MESSAGE ( MiniMap ) ;
int AvHHud : : MiniMap ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
theBytesRead + = gMiniMap . ReceiveFromNetworkStream ( ) ;
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return theBytesRead ;
}
BIND_MESSAGE ( ServerVar ) ;
int AvHHud : : ServerVar ( const char * pszName , int iSize , void * pbuf )
{
BEGIN_READ ( pbuf , iSize ) ;
std : : string theVariableName = READ_STRING ( ) ;
std : : string theVariableValue = READ_STRING ( ) ;
mServerVariableMap [ theVariableName ] = theVariableValue ;
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return 1 ;
}
//BIND_MESSAGE(NetSS);
//int AvHHud::NetSS(const char* pszName, int iSize, void* pbuf)
//{
// int theBytesRead = 0;
// BEGIN_READ(pbuf, iSize);
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//
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// BYTE theStatusByte = READ_BYTE();
// theBytesRead++;
//
// ClientCmd("snapshot");
//
// return theBytesRead;
//}
BIND_MESSAGE ( Progress ) ;
int AvHHud : : Progress ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
this - > mProgressBarEntityIndex = READ_SHORT ( ) ;
theBytesRead + = 2 ;
this - > mProgressBarParam = READ_BYTE ( ) ;
theBytesRead + + ;
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return theBytesRead ;
}
// Start the game over. Called after the game ends and also after a map change
void AvHHud : : ResetGame ( bool inMapChanged )
{
UIHud : : ResetGame ( ) ;
this - > mResources = 0 ;
this - > mMaxResources = - 1 ;
this - > mVisualResources = 0 ;
this - > mUser2OfLastResourceMessage = 0 ;
this - > mTimeOfLastEntityUpdate = - 1 ;
this - > mVisualEnergyLevel = 0 ;
this - > mUser2OfLastEnergyLevel = 0 ;
// Don't use a menu yet
//this->ResetUpgradeCosts();
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// Reset armor as well.
//this->mArmorLevel = ARMOR_BASE;
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// Clear out all particle systems and templates
if ( inMapChanged )
{
gParticleTemplateList . Clear ( ) ;
this - > mTimeOfLastUpdate = 0.0f ;
this - > mInfoLocationList . clear ( ) ;
if ( gViewPort )
{
ScorePanel * theScoreBoard = gViewPort - > GetScoreBoard ( ) ;
if ( theScoreBoard )
theScoreBoard - > DeleteCustomIcons ( ) ;
}
}
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// puzl: 1066 reset overview map on game restart
gHUD . GetOverviewMap ( ) . Clear ( ) ;
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AvHParticleSystemManager : : Instance ( ) - > Reset ( ) ;
this - > mTechSlotManager . Clear ( ) ;
this - > mTechNodes . Clear ( ) ;
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this - > mTimeOfCurrentUpdate = 0.0f ;
// On game reset, clear blips (happens on server as well)
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this - > mEntityHierarchy . Clear ( ) ;
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// Clear selection effects
this - > mSelectionEffects . clear ( ) ;
// End any jetpack effects
//EndJetpackEffects();
// Clear client scripts
AvHScriptManager : : Instance ( ) - > Reset ( ) ;
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// Selection and commander variables
this - > mNumLocalSelectEvents = 0 ;
this - > mMapMode = MAP_MODE_UNDEFINED ;
this - > mInTopDownMode = false ;
this - > mLeftMouseStarted = false ;
this - > mLeftMouseEnded = false ;
this - > mPlacingBuilding = false ;
sShowMap = false ;
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this - > StopMusic ( ) ;
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for ( AmbientSoundListType : : iterator theIter = this - > mAmbientSounds . begin ( ) ; theIter ! = this - > mAmbientSounds . end ( ) ; theIter + + )
{
theIter - > ClearData ( ) ;
}
this - > mAmbientSounds . clear ( ) ;
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this - > SetReinforcements ( 0 ) ;
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this - > mOrders . clear ( ) ;
this - > mCurrentCursorFrame = 0 ;
this - > mProgressBarEntityIndex = - 1 ;
this - > mProgressBarParam = - 1 ;
this - > mEnemyBlips . Clear ( ) ;
this - > mFriendlyBlips . Clear ( ) ;
// Reset view angles (in case player was in commander mode)
gViewAngles . z = 0.0f ;
gResetViewAngles = true ;
// Clear location
this - > mLocationText = " " ;
this - > mUpgrades . clear ( ) ;
this - > mNumUpgradesAvailable = 0 ;
int i ;
for ( i = 0 ; i < ALIEN_UPGRADE_CATEGORY_MAX_PLUS_ONE ; i + + )
{
this - > mCurrentUpgradeCategory [ i ] = ALIEN_UPGRADE_CATEGORY_INVALID ;
}
// Remove all decals (no idea how to get the total decals)
//for(i = 0; i < 1024; i++)
//{
// gEngfuncs.pEfxAPI->R_DecalRemoveAll(i);
//}
RemoveAllDecals ( ) ;
// Remove temp ghost building
if ( this - > mLastGhostBuilding )
{
this - > mLastGhostBuilding - > die = - 1 ;
}
this - > mNumericalInfoEffects . clear ( ) ;
this - > mTimeOfNextHudSound = - 1 ;
this - > mLastHUDSoundPlayed = HUD_SOUND_INVALID ;
//this->mTooltips.clear();
this - > mHiveInfoList . clear ( ) ;
this - > mDesiredGammaSlope = kDefaultMapGamma ;
this - > mRecordingLastFrame = false ;
this - > mTimeOfLastHelpText = - 1 ;
this - > mDisplayedToolTipList . clear ( ) ;
this - > mCurrentWeaponID = - 1 ;
this - > mCurrentWeaponEnabled = false ;
// Is this needed?
//this->mCurrentUIMode = MAIN_MODE;
this - > mMenuTechSlots = 0 ;
this - > mPendingRequests . clear ( ) ;
for ( i = 0 ; i < kNumHotkeyGroups ; i + + )
{
this - > mGroups [ i ] . clear ( ) ;
this - > mGroupTypes [ i ] = AVH_USER3_NONE ;
this - > mGroupAlerts [ i ] = ALERT_NONE ;
}
this - > mSelectAllGroup . clear ( ) ;
this - > mCurrentSquad = 0 ;
this - > mBlinkingAlertType = 0 ;
this - > mLastTeamSpectated = TEAM_IND ;
this - > mStructureNotificationList . clear ( ) ;
this - > mGameTime = - 1 ;
this - > mTimeLimit = - 1 ;
this - > mCombatAttackingTeamNumber = 0 ;
this - > mGameEnded = false ;
this - > mExperience = 0 ;
this - > mExperienceLevel = 1 ;
this - > mExperienceLevelLastDrawn = 1 ;
this - > mExperienceLevelSpent = 0 ;
this - > mTimeOfLastLevelUp = - 1 ;
memset ( this - > mMenuImpulses , MESSAGE_NULL , sizeof ( AvHMessageID ) * kNumUpgradeLines ) ;
}
BIND_MESSAGE ( SetGmma ) ;
int AvHHud : : SetGmma ( const char * pszName , int iSize , void * pbuf )
{
int theNumBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
this - > mDesiredGammaSlope = READ_COORD ( ) / kNormalizationNetworkFactor ;
theNumBytesRead + = 2 ;
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// Set gamma here
if ( ! mSteamUIActive )
{
this - > SetGamma ( this - > mDesiredGammaSlope ) ;
}
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return theNumBytesRead ;
}
BIND_MESSAGE ( BlipList ) ;
int AvHHud : : BlipList ( const char * pszName , int iSize , void * pbuf )
{
float theCurrentTime = gEngfuncs . GetClientTime ( ) ;
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// Fetch new chain of command from network message
BEGIN_READ ( pbuf , iSize ) ;
int theBytesRead = 0 ;
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bool theReadingFriendlyBlips = READ_BYTE ( ) ;
theBytesRead + + ;
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if ( ! theReadingFriendlyBlips )
{
this - > mEnemyBlips . Clear ( ) ;
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// Read number enemy blips
int theNumBlips = READ_BYTE ( ) ;
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// For each enemy blip
for ( int i = 0 ; i < theNumBlips ; i + + )
{
// Read angle/distance
float theX = READ_COORD ( ) ;
float theY = READ_COORD ( ) ;
float theZ = READ_COORD ( ) ;
int8 theStatus = READ_BYTE ( ) ;
this - > mEnemyBlips . AddBlip ( theX , theY , theZ , theStatus ) ;
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// Increment bytes read
theBytesRead + = 7 ;
}
this - > mEnemyBlips . SetTimeBlipsReceived ( theCurrentTime ) ;
}
else
{
this - > mFriendlyBlips . Clear ( ) ;
// Read number friendly blips
int theNumBlips = READ_BYTE ( ) ;
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// For each friendly blip
for ( int i = 0 ; i < theNumBlips ; i + + )
{
// Read angle/distance
float theX = READ_COORD ( ) ;
float theY = READ_COORD ( ) ;
float theZ = READ_COORD ( ) ;
int8 theStatus = READ_BYTE ( ) ;
int8 theInfo = READ_BYTE ( ) ;
this - > mFriendlyBlips . AddBlip ( theX , theY , theZ , theStatus , theInfo ) ;
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// Increment bytes read
theBytesRead + = 8 ;
}
this - > mFriendlyBlips . SetTimeBlipsReceived ( theCurrentTime ) ;
}
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return theBytesRead ;
}
BIND_MESSAGE ( ClScript ) ;
int AvHHud : : ClScript ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
int theNumScripts = READ_BYTE ( ) ;
theBytesRead + + ;
for ( int i = 0 ; i < theNumScripts ; i + + )
{
string theScriptName = READ_STRING ( ) ;
theBytesRead + = theScriptName . length ( ) ;
string theExecutableScriptName = AvHSHUBuildExecutableScriptName ( theScriptName , this - > GetMapName ( ) ) ;
AvHScriptManager : : Instance ( ) - > RunScript ( theExecutableScriptName ) ;
}
return theBytesRead ;
}
BIND_MESSAGE ( Particles ) ;
int AvHHud : : Particles ( const char * pszName , int iSize , void * pbuf )
{
// Fetch new chain of command from network message
BEGIN_READ ( pbuf , iSize ) ;
int theBytesRead = gParticleTemplateList . ReceiveFromNetworkStream ( ) ;
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return theBytesRead ;
}
BIND_MESSAGE ( SoundNames ) ;
int AvHHud : : SoundNames ( const char * pszName , int iSize , void * pbuf )
{
// Fetch new chain of command from network message
BEGIN_READ ( pbuf , iSize ) ;
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bool theClearSoundList = READ_BYTE ( ) ;
int theBytesRead = 1 ;
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if ( theClearSoundList )
{
// Clear sound list
this - > mSoundNameList . clear ( ) ;
}
else
{
char * theString = READ_STRING ( ) ;
theBytesRead + = strlen ( theString ) ;
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string theSoundName ( theString ) ;
int theSize = this - > mSoundNameList . size ( ) ;
this - > mSoundNameList . push_back ( theString ) ;
theSize = this - > mSoundNameList . size ( ) ;
}
return theBytesRead ;
}
BIND_MESSAGE ( SetSelect ) ;
int AvHHud : : SetSelect ( const char * pszName , int iSize , void * pbuf )
{
// Better not get this message unless it's appropriate
//ASSERT(this->GetInTopDownMode());
int theBytesRead = 0 ;
EntityListType theGroup ;
BEGIN_READ ( pbuf , iSize ) ;
// Read whether this is a hotgroup or the current selection
int theHotGroupNumber = READ_BYTE ( ) ;
theBytesRead + + ;
if ( ( theHotGroupNumber < = ( kNumHotkeyGroups ) ) | | ( theHotGroupNumber = = kSelectAllHotGroup ) )
{
int theNumUnits = READ_BYTE ( ) ;
theBytesRead + = 1 ;
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for ( int i = 0 ; i < theNumUnits ; i + + )
{
int theEntIndex = READ_SHORT ( ) ;
theGroup . push_back ( theEntIndex ) ;
theBytesRead + = 2 ;
}
if ( theHotGroupNumber = = 0 )
{
// set flag to indicate selection just changed
// #ifdef AVH_PREDICT_SELECT
// this->mNumLocalSelectEvents--;
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//
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// // This will only be negative when the server sets the selection for us, like when becoming commander
// if(this->mNumLocalSelectEvents <= 0)
// {
// #endif
bool theIsTracking = READ_BYTE ( ) ;
theBytesRead + + ;
if ( theIsTracking )
{
this - > mTrackingEntity = READ_SHORT ( ) ;
theBytesRead + = 2 ;
}
else
{
this - > mTrackingEntity = 0 ;
}
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if ( theGroup ! = this - > mSelected )
{
this - > mSelectionJustChanged = true ;
this - > mSelected = theGroup ;
}
// this->mNumLocalSelectEvents = 0;
// #ifdef AVH_PREDICT_SELECT
// }
//#endif
}
else
{
if ( theHotGroupNumber < = kNumHotkeyGroups )
{
this - > mGroups [ theHotGroupNumber - 1 ] = theGroup ;
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this - > mGroupTypes [ theHotGroupNumber - 1 ] = ( AvHUser3 ) READ_BYTE ( ) ;
theBytesRead + + ;
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mGroupAlerts [ theHotGroupNumber - 1 ] = ( AvHAlertType ) READ_BYTE ( ) ;
theBytesRead + + ;
}
else
{
// Select all group
ASSERT ( theHotGroupNumber = = kSelectAllHotGroup ) ;
this - > mSelectAllGroup = theGroup ;
}
}
}
else
{
// Read request type
AvHMessageID theRequestType = AvHMessageID ( READ_BYTE ( ) ) ;
theBytesRead + + ;
// Read either number of idle soldiers
int theNumberPendingRequests = READ_BYTE ( ) ;
theBytesRead + + ;
// Save it
this - > mPendingRequests [ theRequestType ] = theNumberPendingRequests ;
}
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return theBytesRead ;
}
BIND_MESSAGE ( SetOrder ) ;
int AvHHud : : SetOrder ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
// Read status, changed or new
//int theStatus = READ_BYTE();
//theBytesRead++;
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AvHOrder theNewOrder ;
theBytesRead + = theNewOrder . ReceiveFromNetworkStream ( ) ;
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AvHChangeOrder ( this - > mOrders , theNewOrder ) ;
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// Give feedback on order
this - > OrderNotification ( theNewOrder ) ;
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// Run through orders, deleting any that are complete
for ( OrderListType : : iterator theIter = this - > mOrders . begin ( ) ; theIter ! = this - > mOrders . end ( ) ; /* no inc */ )
{
if ( theIter - > GetOrderCompleted ( ) )
{
this - > mOrders . erase ( theIter ) ;
}
else
{
theIter + + ;
}
}
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return theBytesRead ;
}
//BIND_MESSAGE(CplteOrder);
//int AvHHud::CplteOrder(const char* pszName, int iSize, void* pbuf)
//{
// int theBytesRead = 0;
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//
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// BEGIN_READ(pbuf, iSize);
//
// int theNumPlayers = READ_BYTE();
// theBytesRead++;
//
// for(int i = 0; i < theNumPlayers; i++)
// {
// int thePlayerIndex = READ_BYTE();
// theBytesRead++;
//
// AvHRemovePlayerFromOrders(this->mOrders, thePlayerIndex);
// }
//
// return theBytesRead;
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//}
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BIND_MESSAGE ( SetupMap ) ;
int AvHHud : : SetupMap ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
int theMessageType = READ_BYTE ( ) ;
theBytesRead + + ;
ASSERT ( ( theMessageType = = 0 ) | | ( theMessageType = = 1 ) ) ;
if ( theMessageType = = 0 )
{
// Read map name
char * theMapName = READ_STRING ( ) ;
this - > mMapName = string ( theMapName ) ;
theBytesRead + = strlen ( theMapName ) ;
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// Read map extents if entering top down mode
theBytesRead + = this - > mMapExtents . ReceiveFromNetworkStream ( ) ;
}
else if ( theMessageType = = 1 )
{
// Receiving an info location
// Read string
char * theInfoLocationName = READ_STRING ( ) ;
theBytesRead + = strlen ( theInfoLocationName ) ;
// Read max extents
vec3_t theMaxExtent ;
theMaxExtent . x = READ_COORD ( ) ;
theMaxExtent . y = READ_COORD ( ) ;
theMaxExtent . z = 0 ; //READ_COORD();
theBytesRead + = 4 ;
// Read min extents
vec3_t theMinExtent ;
theMinExtent . x = READ_COORD ( ) ;
theMinExtent . y = READ_COORD ( ) ;
theMinExtent . z = 0 ; //READ_COORD();
theBytesRead + = 4 ;
// Save info location
string theLocationName ( theInfoLocationName ) ;
AvHBaseInfoLocation theLocation ( theLocationName , theMaxExtent , theMinExtent ) ;
this - > mInfoLocationList . push_back ( theLocation ) ;
}
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return theBytesRead ;
}
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BIND_MESSAGE ( SetTopDown ) ;
int AvHHud : : SetTopDown ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
bool theSendingTechSlots = READ_BYTE ( ) ;
if ( ! theSendingTechSlots )
{
BYTE theTopDownMode = READ_BYTE ( ) ;
theBytesRead + = 1 ;
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if ( this - > mInTopDownMode & & ! theTopDownMode )
{
// Switch away from top down mode
this - > mInTopDownMode = false ;
this - > ToggleMouse ( ) ;
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// Reset angles
gViewAngles [ 0 ] = READ_COORD ( ) ;
gViewAngles [ 1 ] = READ_COORD ( ) ;
gViewAngles [ 2 ] = READ_COORD ( ) ;
theBytesRead + = 6 ;
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gResetViewAngles = true ;
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this - > mSelectionEffects . clear ( ) ;
}
else if ( ! this - > mInTopDownMode & & theTopDownMode )
{
// Switch to top down mode!
this - > mInTopDownMode = true ;
this - > ToggleMouse ( ) ;
}
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if ( theTopDownMode )
{
// Read new PAS
this - > mCommanderPAS . x = READ_COORD ( ) ;
this - > mCommanderPAS . y = READ_COORD ( ) ;
this - > mCommanderPAS . z = READ_COORD ( ) ;
theBytesRead + = 6 ;
}
}
else
{
// Read data for commander menus
this - > mMenuTechSlots = READ_LONG ( ) ;
theBytesRead + = 4 ;
}
return theBytesRead ;
}
BIND_MESSAGE ( EntHier ) ;
int AvHHud : : EntHier ( const char * pszName , int iSize , void * pbuf )
{
// Fetch new chain of command from network message
int theBytesRead = this - > mEntityHierarchy . ReceiveFromNetworkStream ( iSize , pbuf ) ;
// Print how much data we just received
//char theMessage[256];
//sprintf(theMessage, "EntityHierarchy, received %d bytes.", theBytesRead);
//CenterPrint(theMessage);
return theBytesRead ;
}
BIND_MESSAGE ( EditPS ) ;
int AvHHud : : EditPS ( const char * pszName , int iSize , void * pbuf )
{
int theNumBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
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uint32 theEditParticleSystemIndex = ( uint32 ) ( READ_SHORT ( ) ) ;
theNumBytesRead + = 2 ;
AvHParticleEditorHandler : : SetEditIndex ( theEditParticleSystemIndex ) ;
return theNumBytesRead ;
}
BIND_MESSAGE ( Fog ) ;
int AvHHud : : Fog ( const char * pszName , int iSize , void * pbuf )
{
int theNumBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
// Read fog values
this - > mFogActive = READ_BYTE ( ) ;
theNumBytesRead + + ;
if ( this - > mFogActive )
{
this - > mFogColor . x = READ_BYTE ( ) ;
this - > mFogColor . y = READ_BYTE ( ) ;
this - > mFogColor . z = READ_BYTE ( ) ;
theNumBytesRead + = 3 ;
this - > mFogStart = READ_COORD ( ) ;
this - > mFogEnd = READ_COORD ( ) ;
theNumBytesRead + = 4 ;
}
return theNumBytesRead ;
}
BIND_MESSAGE ( ListPS ) ;
int AvHHud : : ListPS ( const char * pszName , int iSize , void * pbuf )
{
int theNumBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
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//int theNumTemplates = READ_SHORT();
//theNumBytesRead += 2;
//for(int i = 0; i < theNumTemplates; i++)
//{
string theTemplateName = READ_STRING ( ) ;
theNumBytesRead + = theTemplateName . length ( ) ;
this - > m_SayText . SayTextPrint ( theTemplateName . c_str ( ) , 256 , 0 ) ;
//}
return theNumBytesRead ;
}
BIND_MESSAGE ( Reinfor ) ;
int AvHHud : : Reinfor ( const char * pszName , int iSize , void * pbuf )
{
int theNumBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
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int theReinforcements = READ_SHORT ( ) ;
theNumBytesRead + = 2 ;
this - > SetReinforcements ( theReinforcements ) ;
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return theNumBytesRead ;
}
BIND_MESSAGE ( PlayHUDNot ) ;
int AvHHud : : PlayHUDNot ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
int theHUDNotType = READ_BYTE ( ) ;
theBytesRead + + ;
int theHUDNotData = READ_BYTE ( ) ;
theBytesRead + + ;
if ( theHUDNotType = = 0 )
{
AvHHUDSound theSound = ( AvHHUDSound ) theHUDNotData ;
// Added by mmcguire.
float theX = READ_COORD ( ) ;
float theY = READ_COORD ( ) ;
theBytesRead + = 4 ;
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// Hack to avoid adding another network message (at max)
if ( ! this - > GetInTopDownMode ( ) )
{
switch ( theSound )
{
case HUD_SOUND_SQUAD1 :
this - > mCurrentSquad = 1 ;
break ;
case HUD_SOUND_SQUAD2 :
this - > mCurrentSquad = 2 ;
break ;
case HUD_SOUND_SQUAD3 :
this - > mCurrentSquad = 3 ;
break ;
case HUD_SOUND_SQUAD4 :
this - > mCurrentSquad = 4 ;
break ;
case HUD_SOUND_SQUAD5 :
this - > mCurrentSquad = 5 ;
break ;
}
}
else
{
switch ( theSound )
{
// Danger
case HUD_SOUND_MARINE_SOLDIER_UNDER_ATTACK :
case HUD_SOUND_MARINE_BASE_UNDER_ATTACK :
case HUD_SOUND_MARINE_SENTRYDAMAGED :
case HUD_SOUND_MARINE_SOLDIERLOST :
case HUD_SOUND_MARINE_CCUNDERATTACK :
this - > mBlinkingAlertType = 2 ;
AddMiniMapAlert ( theX , theY ) ;
break ;
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// Just research or something like that
case HUD_SOUND_MARINE_UPGRADE_COMPLETE :
case HUD_SOUND_MARINE_RESEARCHCOMPLETE :
this - > mBlinkingAlertType = 1 ;
AddMiniMapAlert ( theX , theY ) ;
break ;
}
}
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this - > PlayHUDSound ( theSound ) ;
//char theMessage[512];
//sprintf(theMessage, "Playing sound %d in HUD\n", theSound );
//ConsolePrint(theMessage);
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}
else
{
// Read byte for data (AvHUser3)
AvHMessageID theMessageID = AvHMessageID ( theHUDNotData ) ;
// Read byte for source player
//int theSourcePlayer = READ_BYTE();
//theBytesRead++;
// Location
float theX = READ_COORD ( ) ;
float theY = READ_COORD ( ) ;
theBytesRead + = 4 ;
// Push back icon
HUDNotificationType theNotification ;
theNotification . mStructureID = theMessageID ;
theNotification . mTime = this - > mTimeOfCurrentUpdate ;
//theNotification.mPlayerIndex = theSourcePlayer;
theNotification . mLocation = Vector ( theX , theY , 0.0f ) ;
if ( CVAR_GET_FLOAT ( kvBuildMessages ) )
{
this - > mStructureNotificationList . push_back ( theNotification ) ;
}
}
return theBytesRead ;
}
BIND_MESSAGE ( AlienInfo ) ;
int AvHHud : : AlienInfo ( const char * pszName , int iSize , void * pbuf )
{
int theNumBytesRead = 0 ;
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BEGIN_READ ( pbuf , iSize ) ;
// 0 means upgrades, 1 means hive info
int theMessageType = READ_BYTE ( ) ;
theNumBytesRead + + ;
if ( theMessageType = = 0 )
{
// Read upgrades
int theNumUpgrades = READ_BYTE ( ) ;
theNumBytesRead + + ;
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this - > mUpgrades . clear ( ) ;
for ( int i = 0 ; i < theNumUpgrades ; i + + )
{
AvHAlienUpgradeCategory theUpgradeCategory = AvHAlienUpgradeCategory ( READ_BYTE ( ) ) ;
this - > mUpgrades . push_back ( theUpgradeCategory ) ;
theNumBytesRead + + ;
}
}
else if ( theMessageType = = 1 )
{
// Read num hives
int theNumHives = READ_BYTE ( ) ;
theNumBytesRead + + ;
// For each hive, read if it changed or not
for ( int i = 0 ; i < theNumHives ; i + + )
{
int theHiveInfoChanged = READ_BYTE ( ) ;
theNumBytesRead + + ;
if ( theHiveInfoChanged )
{
float theX = 0 ;
float theY = 0 ;
float theZ = 0 ;
// Sending coords for hive?
int theSentCoords = READ_BYTE ( ) ;
theNumBytesRead + + ;
if ( theSentCoords )
{
theX = READ_COORD ( ) ;
theY = READ_COORD ( ) ;
theZ = READ_COORD ( ) ;
theNumBytesRead + = 6 ;
}
else if ( ( int ) this - > mHiveInfoList . size ( ) > i )
{
// Preserve existing coords
theX = this - > mHiveInfoList [ i ] . mPosX ;
theY = this - > mHiveInfoList [ i ] . mPosY ;
theZ = this - > mHiveInfoList [ i ] . mPosZ ;
}
else
{
int a = 0 ;
}
AvHHiveInfo theHiveInfo ;
theHiveInfo . mPosX = theX ;
theHiveInfo . mPosY = theY ;
theHiveInfo . mPosZ = theZ ;
theHiveInfo . mStatus = READ_BYTE ( ) ;
theHiveInfo . mUnderAttack = READ_BYTE ( ) ;
theHiveInfo . mTechnology = READ_SHORT ( ) ;
theNumBytesRead + = 4 ;
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theHiveInfo . mHealthPercentage = READ_BYTE ( ) ;
theNumBytesRead + = 1 ;
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// Add or replace
if ( ( int ) this - > mHiveInfoList . size ( ) < = i )
{
this - > mHiveInfoList . push_back ( theHiveInfo ) ;
}
else
{
this - > mHiveInfoList [ i ] = theHiveInfo ;
}
}
}
}
else
{
ASSERT ( false ) ;
}
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return theNumBytesRead ;
}
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void AvHHud : : PlayHUDSound ( const char * szSound , float vol , float inSoundLength )
{
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if ( ( this - > mTimeOfNextHudSound = = - 1 ) | | ( this - > mTimeOfCurrentUpdate > this - > mTimeOfNextHudSound ) )
{
if ( szSound )
{
char theSoundName [ 512 ] ;
strcpy ( theSoundName , szSound ) ;
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gEngfuncs . pfnPlaySoundByName ( theSoundName , vol ) ;
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this - > mTimeOfNextHudSound = this - > mTimeOfCurrentUpdate + inSoundLength ;
}
}
}
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void AvHHud : : PlayHUDSound ( int iSound , float vol , float inSoundLength )
{
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if ( ( this - > mTimeOfNextHudSound = = - 1 ) | | ( this - > mTimeOfCurrentUpdate > this - > mTimeOfNextHudSound ) )
{
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gEngfuncs . pfnPlaySoundByIndex ( iSound , vol ) ;
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this - > mTimeOfNextHudSound = this - > mTimeOfCurrentUpdate + inSoundLength ;
}
}
void AvHHud : : PlayHUDSound ( AvHHUDSound inSound )
{
char * theSoundPtr = NULL ;
float theVolume = 1.0f ;
// Some sounds are forced, but don't allow them to be spammed or cut themselves off
bool theForceSound = AvHSHUGetForceHUDSound ( inSound ) & & ( inSound ! = this - > mLastHUDSoundPlayed ) ;
// tankefugl: 0000407
bool theAutoHelpEnabled = gEngfuncs . pfnGetCvarFloat ( kvAutoHelp ) ;
// :tankefugl
if ( ( this - > mTimeOfNextHudSound = = - 1 ) | | ( this - > mTimeOfCurrentUpdate > = this - > mTimeOfNextHudSound ) | | theForceSound )
{
float theSoundLength = 2.0f ;
switch ( inSound )
{
case HUD_SOUND_POINTS_SPENT :
theSoundPtr = kPointsSpentSound ;
theSoundLength = .2f ;
break ;
case HUD_SOUND_COUNTDOWN :
theSoundPtr = kCountdownSound ;
theSoundLength = 0.0f ;
break ;
case HUD_SOUND_SELECT :
if ( gHUD . GetIsAlien ( ) )
theSoundPtr = kSelectAlienSound ;
else
theSoundPtr = kSelectSound ;
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// Set to 0 so it never blocks other sounds
theVolume = .2f ;
theSoundLength = 0.0f ;
break ;
case HUD_SOUND_SQUAD1 :
if ( this - > GetInTopDownMode ( ) )
{
theSoundPtr = kSquad1Sound ;
theSoundLength = 1.2f ;
}
else
{
theSoundPtr = kMarineSquad1Sound ;
theSoundLength = 2.0f ;
}
break ;
case HUD_SOUND_SQUAD2 :
if ( this - > GetInTopDownMode ( ) )
{
theSoundPtr = kSquad2Sound ;
theSoundLength = 1.2f ;
}
else
{
theSoundPtr = kMarineSquad2Sound ;
theSoundLength = 2.0f ;
}
break ;
case HUD_SOUND_SQUAD3 :
if ( this - > GetInTopDownMode ( ) )
{
theSoundPtr = kSquad3Sound ;
theSoundLength = 1.2f ;
}
else
{
theSoundPtr = kMarineSquad3Sound ;
theSoundLength = 2.0f ;
}
break ;
case HUD_SOUND_SQUAD4 :
if ( this - > GetInTopDownMode ( ) )
{
theSoundPtr = kSquad4Sound ;
theSoundLength = 1.2f ;
}
else
{
theSoundPtr = kMarineSquad4Sound ;
theSoundLength = 2.0f ;
}
break ;
case HUD_SOUND_SQUAD5 :
if ( this - > GetInTopDownMode ( ) )
{
theSoundPtr = kSquad5Sound ;
theSoundLength = 1.2f ;
}
else
{
theSoundPtr = kMarineSquad5Sound ;
theSoundLength = 2.0f ;
}
break ;
case HUD_SOUND_PLACE_BUILDING :
theSoundPtr = kPlaceBuildingSound ;
theSoundLength = .2f ;
break ;
case HUD_SOUND_MARINE_POINTS_RECEIVED :
theSoundPtr = kMarinePointsReceivedSound ;
theSoundLength = 1.42f ;
break ;
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case HUD_SOUND_MARINE_RESEARCHCOMPLETE :
theSoundPtr = kMarineResearchComplete ;
theSoundLength = 2.0f ;
break ;
case HUD_SOUND_MARINE_SOLDIER_UNDER_ATTACK :
theSoundPtr = kMarineSoldierUnderAttack ;
theSoundLength = 3.0f ;
break ;
case HUD_SOUND_MARINE_CCONLINE :
if ( rand ( ) % 2 )
{
theSoundPtr = kMarineCCOnline1 ;
}
else
{
theSoundPtr = kMarineCCOnline2 ;
}
theSoundLength = 2.3f ;
break ;
case HUD_SOUND_MARINE_CCUNDERATTACK :
if ( rand ( ) % 2 )
{
theSoundPtr = kMarineCCUnderAttack1 ;
}
else
{
theSoundPtr = kMarineCCUnderAttack2 ;
}
theSoundLength = 3.0f ;
break ;
case HUD_SOUND_MARINE_COMMANDER_EJECTED :
theSoundPtr = kMarineCommanderEjected ;
theSoundLength = 3.0f ;
break ;
case HUD_SOUND_MARINE_BASE_UNDER_ATTACK :
if ( rand ( ) % 2 )
{
theSoundPtr = kMarineBaseUnderAttack1 ;
}
else
{
theSoundPtr = kMarineBaseUnderAttack2 ;
}
theSoundLength = 3.0f ;
break ;
case HUD_SOUND_MARINE_UPGRADE_COMPLETE :
theSoundPtr = kMarineUpgradeComplete ;
theSoundLength = 1.0f ;
break ;
case HUD_SOUND_MARINE_MORE :
theSoundPtr = kMarineMoreResources ;
theSoundLength = 1.8f ;
break ;
case HUD_SOUND_MARINE_RESOURCES_LOW :
theSoundPtr = kMarineLowResources ;
theSoundLength = 2.0f ;
break ;
case HUD_SOUND_MARINE_NEEDS_AMMO :
if ( rand ( ) % 2 )
theSoundPtr = kMarineNeedsAmmo1 ;
else
theSoundPtr = kMarineNeedsAmmo2 ;
theSoundLength = 1.5f ;
break ;
case HUD_SOUND_MARINE_NEEDS_HEALTH :
if ( rand ( ) % 2 )
theSoundPtr = kMarineNeedsHealth1 ;
else
theSoundPtr = kMarineNeedsHealth2 ;
theSoundLength = 1.3f ;
break ;
case HUD_SOUND_MARINE_NEEDS_ORDER :
if ( rand ( ) % 2 )
theSoundPtr = kMarineNeedsOrder1 ;
else
theSoundPtr = kMarineNeedsOrder2 ;
theSoundLength = 1.5f ;
break ;
case HUD_SOUND_MARINE_SOLDIER_LOST :
if ( rand ( ) % 2 )
theSoundPtr = kMarineSoldierLost1 ;
else
theSoundPtr = kMarineSoldierLost2 ;
theSoundLength = 1.3f ;
break ;
case HUD_SOUND_MARINE_SENTRYFIRING :
if ( rand ( ) % 2 )
theSoundPtr = kMarineSentryFiring1 ;
else
theSoundPtr = kMarineSentryFiring2 ;
theSoundLength = 1.3f ;
break ;
case HUD_SOUND_MARINE_SENTRYDAMAGED :
if ( rand ( ) % 2 )
theSoundPtr = kMarineSentryTakingDamage1 ;
else
theSoundPtr = kMarineSentryTakingDamage2 ;
theSoundLength = 1.5f ;
break ;
case HUD_SOUND_MARINE_GIVEORDERS :
// tankefugl: 0000407
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if ( theAutoHelpEnabled )
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{
theSoundPtr = kMarineGiveOrders ;
theSoundLength = 2.2f ;
}
// :tankefugl
break ;
case HUD_SOUND_MARINE_NEEDPORTAL :
// tankefugl: 0000407
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if ( theAutoHelpEnabled )
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{
if ( rand ( ) % 2 )
theSoundPtr = kMarineNeedPortal1 ;
else
theSoundPtr = kMarineNeedPortal2 ;
theSoundLength = 1.8f ;
}
// :tankefugl
break ;
case HUD_SOUND_MARINE_GOTOALERT :
// tankefugl: 0000407
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if ( theAutoHelpEnabled )
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{
theSoundPtr = kMarineGotoAlert ;
theSoundLength = 2.2f ;
}
// :tankefugl
break ;
case HUD_SOUND_MARINE_COMMANDERIDLE :
// tankefugl: 0000407
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if ( theAutoHelpEnabled )
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{
if ( rand ( ) % 2 )
theSoundPtr = kMarineCommanderIdle1 ;
else
theSoundPtr = kMarineCommanderIdle2 ;
theSoundLength = 1.5f ;
}
// :tankefugl
break ;
case HUD_SOUND_MARINE_ARMORYUPGRADING :
theSoundPtr = kMarineArmoryUpgrading ;
theSoundLength = 3.4 ;
break ;
case HUD_SOUND_ALIEN_ENEMY_APPROACHES :
if ( rand ( ) % 2 )
theSoundPtr = kAlienEnemyApproaches1 ;
else
theSoundPtr = kAlienEnemyApproaches2 ;
theSoundLength = 1.6 ;
break ;
case HUD_SOUND_ALIEN_GAMEOVERMAN :
theSoundPtr = kAlienGameOverMan ;
theSoundLength = 2.2f ;
break ;
case HUD_SOUND_ALIEN_HIVE_ATTACK :
theSoundPtr = kAlienHiveAttack ;
theSoundLength = 1.6f ;
break ;
case HUD_SOUND_ALIEN_HIVE_COMPLETE :
if ( rand ( ) % 2 )
theSoundPtr = kAlienHiveComplete1 ;
else
theSoundPtr = kAlienHiveComplete2 ;
theSoundLength = 2.1f ;
break ;
case HUD_SOUND_ALIEN_HIVE_DYING :
if ( rand ( ) % 2 )
{
theSoundPtr = kAlienHiveDying1 ;
theSoundLength = 1.7f ;
}
else
{
theSoundPtr = kAlienHiveDying2 ;
theSoundLength = 2.4f ;
}
break ;
case HUD_SOUND_ALIEN_LIFEFORM_ATTACK :
if ( rand ( ) % 2 )
theSoundPtr = kAlienLifeformAttack1 ;
else
theSoundPtr = kAlienLifeformAttack2 ;
theSoundLength = 1.8f ;
break ;
case HUD_SOUND_ALIEN_RESOURCES_LOW :
theSoundPtr = kAlienLowResources ;
theSoundLength = 1.7f ;
break ;
case HUD_SOUND_ALIEN_MESS :
theSoundPtr = kAlienMess ;
theSoundLength = 2.0f ;
break ;
case HUD_SOUND_ALIEN_MORE :
if ( rand ( ) % 2 )
theSoundPtr = kAlienMoreResources1 ;
else
theSoundPtr = kAlienMoreResources2 ;
theSoundLength = 1.8f ;
break ;
case HUD_SOUND_ALIEN_NEED_BUILDERS :
if ( rand ( ) % 2 )
theSoundPtr = kAlienNeedBuilders1 ;
else
theSoundPtr = kAlienNeedBuilders2 ;
theSoundLength = 1.4f ;
break ;
case HUD_SOUND_ALIEN_NEED_BETTER :
theSoundPtr = kAlienNeedBetter ;
theSoundLength = 2.5f ;
break ;
case HUD_SOUND_ALIEN_NOW_DONCE :
theSoundPtr = kAlienNowDonce ;
theSoundLength = 2.1f ;
break ;
case HUD_SOUND_ALIEN_NEW_TRAIT :
if ( rand ( ) % 2 )
theSoundPtr = kAlienNewTrait1 ;
else
theSoundPtr = kAlienNewTrait2 ;
theSoundLength = 1.5f ;
break ;
case HUD_SOUND_ALIEN_POINTS_RECEIVED :
theSoundPtr = kAlienPointsReceivedSound ;
theSoundLength = 1.57f ;
break ;
case HUD_SOUND_ALIEN_RESOURCES_ATTACK :
if ( rand ( ) % 2 )
theSoundPtr = kAlienResourceAttack1 ;
else
theSoundPtr = kAlienResourceAttack2 ;
theSoundLength = 2.1f ;
break ;
case HUD_SOUND_ALIEN_STRUCTURE_ATTACK :
if ( rand ( ) % 2 )
theSoundPtr = kAlienStructureAttack1 ;
else
theSoundPtr = kAlienStructureAttack2 ;
theSoundLength = 1.9f ;
break ;
case HUD_SOUND_ALIEN_UPGRADELOST :
theSoundPtr = kAlienUpgradeLost ;
theSoundLength = 1.5f ;
break ;
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case HUD_SOUND_ORDER_MOVE :
switch ( rand ( ) % 4 )
{
case 0 :
theSoundPtr = kSoundOrderMove1 ;
theSoundLength = 1.8f ;
break ;
case 1 :
theSoundPtr = kSoundOrderMove2 ;
theSoundLength = 2.3f ;
break ;
case 2 :
theSoundPtr = kSoundOrderMove3 ;
theSoundLength = 1.9f ;
break ;
case 3 :
theSoundPtr = kSoundOrderMove4 ;
theSoundLength = 2.3f ;
break ;
}
break ;
case HUD_SOUND_ORDER_ATTACK :
theSoundPtr = kSoundOrderAttack ;
break ;
case HUD_SOUND_ORDER_BUILD :
theSoundPtr = kSoundOrderBuild ;
break ;
case HUD_SOUND_ORDER_WELD :
theSoundPtr = kSoundOrderWeld ;
break ;
case HUD_SOUND_ORDER_GUARD :
theSoundPtr = kSoundOrderGuard ;
break ;
case HUD_SOUND_ORDER_GET :
theSoundPtr = kSoundOrderGet ;
break ;
case HUD_SOUND_ORDER_COMPLETE :
switch ( rand ( ) % 6 )
{
case 0 :
theSoundPtr = kSoundOrderComplete1 ;
theSoundLength = 1.6f ;
break ;
case 1 :
theSoundPtr = kSoundOrderComplete2 ;
theSoundLength = 1.9f ;
break ;
case 2 :
theSoundPtr = kSoundOrderComplete3 ;
theSoundLength = 1.9f ;
break ;
case 3 :
theSoundPtr = kSoundOrderComplete4 ;
theSoundLength = 1.4f ;
break ;
case 4 :
theSoundPtr = kSoundOrderComplete5 ;
theSoundLength = 1.6f ;
break ;
case 5 :
theSoundPtr = kSoundOrderComplete6 ;
theSoundLength = 1.4f ;
break ;
}
break ;
case HUD_SOUND_GAMESTART :
if ( this - > GetIsMarine ( ) )
{
if ( rand ( ) % 2 )
theSoundPtr = kMarineGameStart1 ;
else
theSoundPtr = kMarineGameStart2 ;
theSoundLength = 1.9f ;
}
else if ( this - > GetIsAlien ( ) )
{
if ( rand ( ) % 2 )
theSoundPtr = kAlienGameStart1 ;
else
theSoundPtr = kAlienGameStart2 ;
theSoundLength = 2.2f ;
}
break ;
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case HUD_SOUND_YOU_WIN :
theSoundPtr = kYouWinSound ;
theSoundLength = 6.0f ;
break ;
case HUD_SOUND_YOU_LOSE :
theSoundPtr = kYouLoseSound ;
theSoundLength = 6.0f ;
break ;
case HUD_SOUND_TOOLTIP :
theSoundPtr = kTooltipSound ;
// Tooltip sounds should never stop other sounds
theSoundLength = - 1.0f ;
theVolume = .6f ;
break ;
// joev: bug 0000767
case HUD_SOUND_PLAYERJOIN :
theSoundPtr = kPlayerJoinedSound ;
theSoundLength = 3.0f ;
theVolume = 1.1 ;
break ;
// :joev
}
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if ( theSoundPtr )
{
gEngfuncs . pfnPlaySoundByName ( theSoundPtr , theVolume ) ;
// char theMessage[512];
// sprintf(theMessage, "Playing HUD sound %s, volume %f in HUD using gEngfuncs.pfnPlaySoundByName\n", theSoundPtr, theVolume );
// ConsolePrint(theMessage);
if ( theSoundLength > = 0.0f )
{
this - > mTimeOfNextHudSound = this - > mTimeOfCurrentUpdate + theSoundLength ;
}
this - > mLastHUDSoundPlayed = inSound ;
}
}
}
//BIND_MESSAGE(SetRole);
//int AvHHud::SetRole(const char* pszName, int iSize, void* pbuf)
//{
// int theBytesRead = 0;
//
// // Fetch play mode from network message
// BEGIN_READ( pbuf, iSize);
// int theNewRole = READ_BYTE();
// this->mRole = AvHRole(theNewRole);
// theBytesRead++;
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//
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// AvHTeamNumber theTeam = (AvHTeamNumber)(READ_BYTE());
//
// // When switching sides, zero out visible resources (prevents weird behavior when going from marine team to aliens especially)
//// if(this->mTeam != theTeam)
//// {
//// this->mVisualResources = 0;
//// this->mUser2OfLastResourceMessage = 0;
////
//// this->mVisualEnergyLevel = 0;
//// this->mUser2OfLastEnergyLevel = 0;
////
//// // Remove HUD indication of current squad
//// this->mCurrentSquad = 0;
//// }
////
//// this->mTeam = theTeam;
// theBytesRead++;
//
// // Resources always visible these days
// //if(this->mResourceLabel)
// // this->mResourceLabel->setVisible(true);
//
// this->mGhostBuilding = MESSAGE_NULL;
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//
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// this->mReticleInfoText = "";
//
// // Set default color for tooltip
//// int theR, theG, theB;
//// this->GetPrimaryHudColor(theR, theG, theB);
//// this->mReticleTooltip.SetR(theR);
//// this->mReticleTooltip.SetG(theG);
//// this->mReticleTooltip.SetB(theB);
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//
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// this->mTooltips.clear();
//
// return theBytesRead;
//}
BIND_MESSAGE ( SetTech ) ;
int AvHHud : : SetTech ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
//AvHTechNodes theTechNodes;
//theBytesRead += theTechNodes.ReceiveFromNetworkStream();
//
//this->mTechNodes = theTechNodes;
int theIndex = READ_SHORT ( ) ;
theBytesRead + = 2 ;
AvHTechNode theTechNode ;
theBytesRead + = theTechNode . ReceiveFromNetworkStream ( ) ;
if ( ! this - > mTechNodes . SetTechNode ( theIndex , theTechNode ) )
{
ASSERT ( false ) ;
}
//AvHActionButtons* theActionButtons = NULL;
//if(this->GetManager().GetVGUIComponentNamed(kActionButtonsComponents, theActionButtons))
//{
// theActionButtons->SetTechNodes(theTechNodes);
//}
// AvHTechButtons* theTechButtons = NULL;
// if(this->GetManager().GetVGUIComponentNamed(theCategoryName, theTechButtons))
// {
// theTechButtons->SetTechNodes(theTechNodes);
// }
return theBytesRead ;
}
BIND_MESSAGE ( TechSlots ) ;
int AvHHud : : TechSlots ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
//int theIndex = READ_SHORT();
//theBytesRead += 2;
AvHTechSlots theNewTechSlots ;
theBytesRead + = theNewTechSlots . ReceiveFromNetworkStream ( ) ;
this - > mTechSlotManager . AddTechSlots ( theNewTechSlots ) ;
return theBytesRead ;
}
BIND_MESSAGE ( DebugCSP ) ;
int AvHHud : : DebugCSP ( const char * pszName , int iSize , void * pbuf )
{
int theBytesRead = 0 ;
BEGIN_READ ( pbuf , iSize ) ;
int theID = READ_LONG ( ) ;
int theClip = READ_LONG ( ) ;
theBytesRead + = 8 ;
float theNextPrimaryAttack = READ_COORD ( ) ;
float theTimeWeaponIdle = READ_COORD ( ) ;
theBytesRead + = 4 ;
float theNextAttack = READ_COORD ( ) ;
theBytesRead + = 2 ;
char theServerInfoString [ 512 ] ;
sprintf ( theServerInfoString , " Server: id: %d, clip: %d, prim attack: %f, idle: %f, next attack: %f " , theID , theClip , theNextPrimaryAttack , theTimeWeaponIdle , theNextAttack ) ;
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vgui : : Label * theLabel = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kDebugCSPServerLabel , theLabel ) )
{
theLabel - > setText ( theServerInfoString ) ;
}
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return theBytesRead ;
}
//BIND_MESSAGE(GivePlayerItem);
//int AvHHud::GivePlayerItem(const char* pszName, int iSize, void *pbuf)
//{
// BEGIN_READ( pbuf, iSize);
// int theItem = READ_LONG();
//
// // Give player item
//
// return 4;
//}
AvHVisibleBlipList & AvHHud : : GetEnemyBlipList ( )
{
return this - > mEnemyBlips ;
}
AvHEntityHierarchy & AvHHud : : GetEntityHierarchy ( )
{
return this - > mEntityHierarchy ;
}
AvHVisibleBlipList & AvHHud : : GetFriendlyBlipList ( )
{
return this - > mFriendlyBlips ;
}
bool AvHHud : : GetMouseOneDown ( ) const
{
return this - > mMouseOneDown ;
}
bool AvHHud : : GetMouseTwoDown ( ) const
{
return this - > mMouseTwoDown ;
}
void AvHHud : : HideProgressStatus ( )
{
if ( this - > mGenericProgressBar )
{
this - > mGenericProgressBar - > setVisible ( false ) ;
}
if ( this - > mAlienProgressBar )
{
this - > mAlienProgressBar - > setVisible ( false ) ;
}
}
void AvHHud : : HideResearchProgressStatus ( )
{
if ( this - > mResearchProgressBar )
{
this - > mResearchProgressBar - > setVisible ( false ) ;
this - > mResearchLabel - > setVisible ( false ) ;
}
}
void AvHHud : : Init ( void )
{
UIHud : : Init ( ) ;
HOOK_MESSAGE ( EntHier ) ;
HOOK_MESSAGE ( Particles ) ;
HOOK_MESSAGE ( SoundNames ) ;
HOOK_MESSAGE ( PlayHUDNot ) ;
// HOOK_MESSAGE(ChangeNode);
# ifdef AVH_PLAYTEST_BUILD
HOOK_MESSAGE ( BalanceVar ) ;
# endif
HOOK_MESSAGE ( GameStatus ) ;
//HOOK_MESSAGE(NetSS);
HOOK_MESSAGE ( Progress ) ;
HOOK_MESSAGE ( Countdown ) ;
HOOK_MESSAGE ( MiniMap ) ;
HOOK_MESSAGE ( SetOrder ) ;
//HOOK_MESSAGE(CplteOrder);
HOOK_MESSAGE ( SetSelect ) ;
HOOK_MESSAGE ( SetupMap ) ;
HOOK_MESSAGE ( SetTopDown ) ;
HOOK_MESSAGE ( SetTech ) ;
HOOK_MESSAGE ( EditPS ) ;
HOOK_MESSAGE ( Fog ) ;
HOOK_MESSAGE ( ListPS ) ;
HOOK_MESSAGE ( Reinfor ) ;
HOOK_MESSAGE ( SetGmma ) ;
HOOK_MESSAGE ( BlipList ) ;
HOOK_MESSAGE ( ClScript ) ;
HOOK_MESSAGE ( AlienInfo ) ;
HOOK_MESSAGE ( DebugCSP ) ;
HOOK_MESSAGE ( TechSlots ) ;
HOOK_MESSAGE ( ServerVar ) ;
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this - > AddCommands ( ) ;
this - > mCountDownClock = - 1 ;
mOverviewMap . Clear ( ) ;
this - > mEntityHierarchy . Clear ( ) ;
//this->mUpgradeCosts.clear();
sPregameGammaTable . InitializeFromVideoState ( ) ;
sGameGammaTable . InitializeFromVideoState ( ) ;
int theRC = atexit ( AvHHud : : ResetGammaAtExit ) ;
_onexit_t theExit = _onexit ( AvHHud : : ResetGammaAtExitForOnExit ) ;
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signal ( SIGILL , AvHHud : : ResetGammaAtExit ) ;
signal ( SIGFPE , AvHHud : : ResetGammaAtExit ) ;
signal ( SIGSEGV , AvHHud : : ResetGammaAtExit ) ;
signal ( SIGTERM , AvHHud : : ResetGammaAtExit ) ;
signal ( SIGBREAK , AvHHud : : ResetGammaAtExit ) ;
signal ( SIGABRT , AvHHud : : ResetGammaAtExit ) ;
//memset(this->mAlienUILifeforms, 0, sizeof(HSPRITE)*kNumAlienLifeforms);
this - > mAlienUIUpgrades = 0 ;
this - > mAlienUIUpgradeCategories = 0 ;
this - > mOrderSprite = 0 ;
this - > mCursorSprite = 0 ;
this - > mMarineCursor = 0 ;
this - > mAlienCursor = 0 ;
this - > mMarineUIJetpackSprite = 0 ;
this - > mMembraneSprite = 0 ;
this - > mBackgroundSprite = 0 ;
this - > mProgressBarEntityIndex = - 1 ;
this - > mProgressBarParam = - 1 ;
this - > mSelectedNodeResourceCost = - 1 ;
this - > mCurrentUseableEnergyLevel = 0 ;
this - > mVisualEnergyLevel = 0.0f ;
this - > mFogActive = false ;
this - > mFogColor . x = this - > mFogColor . y = this - > mFogColor . z = 0 ;
this - > mFogStart = 0 ;
this - > mFogEnd = 0 ;
this - > mLocationText = " " ;
this - > mInfoLocationList . clear ( ) ;
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this - > mLastHotkeySelectionEvent = MESSAGE_NULL ;
this - > mUpgrades . clear ( ) ;
this - > mLastGhostBuilding = NULL ;
this - > mReticleInfoText = " " ;
this - > mSelectingWeaponID = - 1 ;
this - > mSelectingNodeID = MESSAGE_NULL ;
this - > mDesiredGammaSlope = 1 ;
this - > mTimeOfLastHelpText = - 1 ;
this - > mCurrentWeaponID = - 1 ;
this - > mCurrentWeaponEnabled = false ;
this - > mCurrentUIMode = MAIN_MODE ;
this - > mMenuTechSlots = 0 ;
this - > mBlinkingAlertType = 0 ;
this - > mLastUser3 = AVH_USER3_NONE ;
this - > mLastTeamNumber = TEAM_IND ;
this - > mLastPlayMode = PLAYMODE_UNDEFINED ;
this - > mCrosshairShowCount = 1 ;
this - > mCrosshairSprite = 0 ;
this - > mCrosshairR = 0 ;
this - > mCrosshairG = 0 ;
this - > mCrosshairB = 0 ;
this - > mDrawCombatUpgradeMenu = false ;
// Initialize viewport
this - > mViewport [ 0 ] = this - > mViewport [ 1 ] = this - > mViewport [ 2 ] = this - > mViewport [ 3 ] = 0 ;
gl_monolights = gEngfuncs . pfnGetCvarPointer ( " gl_monolights " ) ;
gl_overbright = gEngfuncs . pfnGetCvarPointer ( " gl_overbright " ) ;
gl_clear = gEngfuncs . pfnGetCvarPointer ( " gl_clear " ) ;
hud_draw = gEngfuncs . pfnGetCvarPointer ( " hud_draw " ) ;
r_drawviewmodel = gEngfuncs . pfnGetCvarPointer ( " r_drawviewmodel " ) ;
gl_d3dflip = gEngfuncs . pfnGetCvarPointer ( " gl_d3dflip " ) ;
s_show = gEngfuncs . pfnGetCvarPointer ( " s_show " ) ;
lightgamma = gEngfuncs . pfnGetCvarPointer ( " lightgamma " ) ;
r_detailtextures = gEngfuncs . pfnGetCvarPointer ( " r_detailtextures " ) ;
}
// This gives the HUD a chance to draw after the VGUI. A component must allow itself to be hooked by calling this function
// at the end of it's paint() routine. This is done so the mouse cursor can draw on top of the other components.
void AvHHud : : ComponentJustPainted ( Panel * inPanel )
{
// if(this->GetInTopDownMode())
// {
// AvHTeamHierarchy* theComponent = dynamic_cast<AvHTeamHierarchy*>(inPanel);
// if(theComponent)
// {
// int theBasePosX;
// int theBasePosY;
// theComponent->getPos(theBasePosX, theBasePosY);
// this->DrawMouseCursor(theBasePosX, theBasePosY);
// }
// }
// else
// {
// PieMenu* theComponent = dynamic_cast<PieMenu*>(inPanel);
// if(theComponent)
// {
// int theBasePosX;
// int theBasePosY;
// theComponent->getPos(theBasePosX, theBasePosY);
// this->DrawMouseCursor(theBasePosX, theBasePosY);
// }
// }
DummyPanel * theComponent = dynamic_cast < DummyPanel * > ( inPanel ) ;
if ( theComponent )
{
int theBasePosX ;
int theBasePosY ;
theComponent - > getPos ( theBasePosX , theBasePosY ) ;
this - > DrawMouseCursor ( theBasePosX , theBasePosY ) ;
}
}
bool AvHHud : : SetCursor ( AvHOrderType inOrderType )
{
bool theSuccess = false ;
if ( ! this - > GetIsAlien ( ) )
{
this - > mCursorSprite = this - > mMarineCursor ;
if ( ( inOrderType > = 0 ) & & ( inOrderType < ORDERTYPE_MAX ) )
{
this - > mCurrentCursorFrame = ( int ) ( inOrderType ) ;
theSuccess = true ;
}
// Change cursor when over a valid choice
if ( this - > mSelectingNodeID > 0 )
{
this - > mCurrentCursorFrame = 1 ;
theSuccess = true ;
}
}
else
{
this - > mCursorSprite = this - > mAlienCursor ;
this - > mCurrentCursorFrame = 0 ;
if ( this - > mSelectingNodeID > 0 )
{
// Set cursor to lifeform to evolve to
switch ( this - > mSelectingNodeID )
{
case ALIEN_LIFEFORM_ONE :
case ALIEN_LIFEFORM_TWO :
case ALIEN_LIFEFORM_THREE :
case ALIEN_LIFEFORM_FOUR :
case ALIEN_LIFEFORM_FIVE :
this - > mCurrentCursorFrame = 2 + ( int ) this - > mSelectingNodeID - ( int ) ALIEN_LIFEFORM_ONE ;
break ;
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default :
this - > mCurrentCursorFrame = 1 ;
break ;
}
}
theSuccess = true ;
}
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// Scheme::SchemeCursor theSchemeCursor = Scheme::SchemeCursor::scu_arrow;
// //Scheme::SchemeCursor theSchemeCursor = Scheme::SchemeCursor::scu_no;
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//
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// switch(inOrderType)
// {
//// case ORDERTYPE_UNDEFINED:
//// theSchemeCursor = Scheme::SchemeCursor::scu_no;
//// theSuccess = true;
//// break;
//
// //case ORDERTYPEL_MOVE:
//
// case ORDERTYPET_ATTACK:
// case ORDERTYPET_GUARD:
// case ORDERTYPET_WELD:
// case ORDERTYPET_BUILD:
// case ORDERTYPEL_USE:
// case ORDERTYPET_GET:
// theSchemeCursor = Scheme::SchemeCursor::scu_hand;
// theSuccess = true;
// break;
// }
//
// App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(theSchemeCursor));
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return theSuccess ;
}
void AvHHud : : GetCursor ( HSPRITE & outSprite , int & outFrame )
{
if ( g_iUser1 = = 0 )
{
outSprite = mCursorSprite ;
outFrame = mCurrentCursorFrame ;
}
else
{
// Always use the marine cursor in spectator mode.
outSprite = mMarineCursor ;
outFrame = 0 ;
}
}
void AvHHud : : SetHelpMessage ( const string & inHelpText , bool inForce , float inNormX , float inNormY )
{
if ( inForce | | gEngfuncs . pfnGetCvarFloat ( kvAutoHelp ) )
{
float theReticleX = kHelpMessageLeftEdgeInset ;
float theReticleY = kHelpMessageTopEdgeInset ;
bool theCentered = false ;
if ( this - > GetInTopDownMode ( ) )
{
int theMouseX , theMouseY ;
this - > GetMousePos ( theMouseX , theMouseY ) ;
theReticleX = theMouseX / ( float ) ScreenWidth ( ) ;
theReticleY = theMouseY / ( float ) ScreenHeight ( ) ;
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// Move text up a bit so it doesn't obscure
theReticleY - = .1f ;
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theCentered = true ;
}
// Alien HUD forces this to be inset a bit
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else
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{
if ( this - > GetIsAlien ( ) )
{
theReticleX = kHelpMessageAlienLeftedgeInset ;
theReticleY = kHelpMessageAlienTopEdgeInset ;
}
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if ( inNormX ! = - 1 )
{
theReticleX = inNormX ;
}
if ( inNormY ! = - 1 )
{
theReticleY = inNormY ;
}
}
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this - > mHelpMessage . SetText ( inHelpText ) ;
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this - > mHelpMessage . SetNormalizedScreenX ( theReticleX ) ;
this - > mHelpMessage . SetNormalizedScreenY ( theReticleY ) ;
this - > mHelpMessage . SetCentered ( theCentered ) ;
this - > mHelpMessage . SetNormalizedMaxWidth ( kReticleMaxWidth ) ;
//this->mHelpMessage.SetIgnoreFadeForLifetime(true);
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float theTimePassed = ( this - > mTimeOfCurrentUpdate - this - > mTimeOfLastUpdate ) ;
this - > mHelpMessage . FadeText ( theTimePassed , false ) ;
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// Set color
int theR , theG , theB ;
this - > GetPrimaryHudColor ( theR , theG , theB , true , false ) ;
this - > mHelpMessage . SetRGB ( theR , theG , theB ) ;
}
}
void AvHHud : : SetActionButtonHelpMessage ( const string & inHelpText )
{
this - > mTopDownActionButtonHelp . SetText ( inHelpText ) ;
const float kNormX = .73f ;
this - > mTopDownActionButtonHelp . SetNormalizedScreenX ( kNormX ) ;
// Treat this as the bottom of the tooltip. Scale the tooltip so it's bottom is here.
const float kNormY = .68f ;
int theHeight = this - > mTopDownActionButtonHelp . GetScreenHeight ( ) ;
float theNormalizedHeight = ( float ) theHeight / ScreenHeight ( ) ;
this - > mTopDownActionButtonHelp . SetNormalizedScreenY ( kNormY - theNormalizedHeight ) ;
this - > mTopDownActionButtonHelp . SetBackgroundA ( 128 ) ;
this - > mTopDownActionButtonHelp . SetCentered ( false ) ;
this - > mTopDownActionButtonHelp . SetNormalizedMaxWidth ( 1.0f - kNormX - .01f ) ;
//this->mTopDownActionButtonHelp.SetIgnoreFadeForLifetime(true);
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float theTimePassed = ( this - > mTimeOfCurrentUpdate - this - > mTimeOfLastUpdate ) ;
this - > mTopDownActionButtonHelp . FadeText ( theTimePassed , false ) ;
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// Set color
int theR , theG , theB ;
this - > GetPrimaryHudColor ( theR , theG , theB , true , false ) ;
this - > mTopDownActionButtonHelp . SetRGB ( theR , theG , theB ) ;
}
void AvHHud : : SetReticleMessage ( const string & inHelpText )
{
float theReticleX ;
float theReticleY ;
bool theIsCentered ;
this - > GetReticleTextDrawingInfo ( theReticleX , theReticleY , theIsCentered ) ;
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this - > mReticleMessage . SetText ( inHelpText ) ;
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this - > mReticleMessage . SetNormalizedScreenX ( theReticleX ) ;
this - > mReticleMessage . SetNormalizedScreenY ( theReticleY ) ;
this - > mReticleMessage . SetCentered ( theIsCentered ) ;
this - > mReticleMessage . SetNormalizedMaxWidth ( kReticleMaxWidth ) ;
// Need instant fade-in and slow fade down for player names and info
this - > mReticleMessage . SetFadeDownSpeed ( - 100 ) ;
this - > mReticleMessage . SetFadeUpSpeed ( 10000 ) ;
//this->mReticleMessage.SetIgnoreFadeForLifetime(true);
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float theTimePassed = ( this - > mTimeOfCurrentUpdate - this - > mTimeOfLastUpdate ) ;
this - > mReticleMessage . FadeText ( theTimePassed , false ) ;
}
void AvHHud : : SetCurrentUseableEnergyLevel ( float inEnergyLevel )
{
this - > mCurrentUseableEnergyLevel = inEnergyLevel ;
}
const AvHMapExtents & AvHHud : : GetMapExtents ( )
{
return this - > mMapExtents ;
}
void AvHHud : : InitCommanderMode ( )
{
Panel * thePanel = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kLeaveCommanderButton , thePanel ) )
{
thePanel - > addInputSignal ( & gCommanderHandler ) ;
}
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kHierarchy , thePanel ) )
{
thePanel - > addInputSignal ( & gCommanderHandler ) ;
}
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kActionButtonsComponents , thePanel ) )
{
thePanel - > addInputSignal ( & gCommanderHandler ) ;
}
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kSelectAllImpulsePanel , thePanel ) )
{
thePanel - > addInputSignal ( & gCommanderHandler ) ;
}
// Add handler for all pending request buttons
for ( int i = 0 ; i < MESSAGE_LAST ; i + + )
{
AvHMessageID theMessageID = AvHMessageID ( i ) ;
char theComponentName [ 256 ] ;
sprintf ( theComponentName , kPendingImpulseSpecifier , ( int ) theMessageID ) ;
AvHTechImpulsePanel * theTechImpulsePanel = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( theComponentName , theTechImpulsePanel ) )
{
theTechImpulsePanel - > addInputSignal ( & gCommanderHandler ) ;
}
}
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//this->GetManager().GetVGUIComponentNamed(kScroller, thePanel);
//if(thePanel)
//{
// thePanel->addInputSignal(&gScrollHandler);
//}
// Get input from every control
this - > GetManager ( ) . AddInputSignal ( & gScrollHandler ) ;
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// TODO: Add others here
}
// Read in base state from stream (called by Demo_ReadBuffer)
int AvHHud : : InitializeDemoPlayback ( int inSize , unsigned char * inBuffer )
{
// Read in base state
int theBytesRead = 0 ;
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// Read in num upgrades
int theNumUpgrades = 0 ;
//this->mUpgradeCosts.clear();
LoadData ( & theNumUpgrades , inBuffer , sizeof ( int ) , theBytesRead ) ;
for ( int i = 0 ; i < theNumUpgrades ; i + + )
{
// Read in upgrades (for backwards-compatibility)
int theFirst = 0 ;
LoadData ( & theFirst , inBuffer , sizeof ( int ) , theBytesRead ) ;
int theSecond = 0 ;
LoadData ( & theSecond , inBuffer , sizeof ( int ) , theBytesRead ) ;
}
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// Read in gamma
LoadData ( & this - > mDesiredGammaSlope , inBuffer , sizeof ( this - > mDesiredGammaSlope ) , theBytesRead ) ;
if ( ! mSteamUIActive )
{
this - > SetGamma ( this - > mDesiredGammaSlope ) ;
}
// Read in resources
LoadData ( & this - > mResources , inBuffer , sizeof ( this - > mResources ) , theBytesRead ) ;
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// Read in commander (TODO: REMOVE)
int theCommander ;
LoadData ( & theCommander , inBuffer , sizeof ( theCommander ) , theBytesRead ) ;
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// Read in number of hive infos
this - > mHiveInfoList . clear ( ) ;
int theNumHiveInfos = 0 ;
LoadData ( & theNumHiveInfos , inBuffer , sizeof ( int ) , theBytesRead ) ;
// For each one, add a new hive info
for ( i = 0 ; i < theNumHiveInfos ; i + + )
{
AvHHiveInfo theHiveInfo ;
LoadData ( & theHiveInfo , inBuffer , sizeof ( AvHHiveInfo ) , theBytesRead ) ;
this - > mHiveInfoList . push_back ( theHiveInfo ) ;
}
// Load and set current pie menu control
int thePieMenuControlLength = 0 ;
LoadData ( & thePieMenuControlLength , inBuffer , sizeof ( int ) , theBytesRead ) ;
char thePieMenuControl [ 256 ] ;
memset ( thePieMenuControl , 0 , 256 ) ;
LoadData ( thePieMenuControl , inBuffer , thePieMenuControlLength , theBytesRead ) ;
this - > mPieMenuControl = string ( thePieMenuControl ) ;
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// Read in selected units size
this - > mSelected . clear ( ) ;
int theNumSelected = 0 ;
LoadData ( & theNumSelected , inBuffer , sizeof ( theNumSelected ) , theBytesRead ) ;
for ( i = 0 ; i < theNumSelected ; i + + )
{
// Read in selected units
EntityInfo theSelectedEntity = 0 ;
LoadData ( & theSelectedEntity , inBuffer , sizeof ( theSelectedEntity ) , theBytesRead ) ;
}
ASSERT ( ( theBytesRead + ( int ) sizeof ( int ) ) = = inSize ) ;
// Clear existing particle system templates
gParticleTemplateList . Clear ( ) ;
AvHParticleSystemManager : : Instance ( ) - > Reset ( ) ;
// Clear weapon info
gWR . Reset ( ) ;
return theBytesRead ;
}
int AvHHud : : InitializeDemoPlayback2 ( int inSize , unsigned char * inBuffer )
{
// Read in base state 2
int theBytesRead = 0 ;
LOAD_DATA ( this - > mTimeOfLastUpdate ) ;
LOAD_DATA ( this - > mTimeOfNextHudSound ) ;
LOAD_DATA ( this - > mTimeOfCurrentUpdate ) ;
LOAD_DATA ( this - > mCountDownClock ) ;
LOAD_DATA ( this - > mLastTickPlayed ) ;
LOAD_DATA ( this - > mNumTicksToPlay ) ;
LoadStringData ( this - > mMapName , inBuffer , theBytesRead ) ;
float theMinViewHeight ;
LOAD_DATA ( theMinViewHeight ) ;
this - > mMapExtents . SetMinViewHeight ( theMinViewHeight ) ;
float theMaxViewHeight ;
LOAD_DATA ( theMaxViewHeight ) ;
this - > mMapExtents . SetMaxViewHeight ( theMaxViewHeight ) ;
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float theMinMapX ;
LOAD_DATA ( theMinMapX ) ;
this - > mMapExtents . SetMinMapX ( theMinMapX ) ;
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float theMaxMapX ;
LOAD_DATA ( theMaxMapX ) ;
this - > mMapExtents . SetMaxMapX ( theMaxMapX ) ;
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float theMinMapY ;
LOAD_DATA ( theMinMapY ) ;
this - > mMapExtents . SetMinMapY ( theMinMapY ) ;
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float theMaxMapY ;
LOAD_DATA ( theMaxMapY ) ;
this - > mMapExtents . SetMaxMapY ( theMaxMapY ) ;
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bool theDrawMapBG ;
LOAD_DATA ( theDrawMapBG ) ;
this - > mMapExtents . SetDrawMapBG ( theDrawMapBG ) ;
// Clear then load sound names
int theSoundNameListSize ;
LOAD_DATA ( theSoundNameListSize ) ;
this - > mSoundNameList . clear ( ) ;
for ( int i = 0 ; i < theSoundNameListSize ; i + + )
{
string theCurrentSoundName ;
LoadStringData ( theCurrentSoundName , inBuffer , theBytesRead ) ;
this - > mSoundNameList . push_back ( theCurrentSoundName ) ;
}
ASSERT ( ( theBytesRead + ( int ) sizeof ( int ) ) = = inSize ) ;
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return theBytesRead ;
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}
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// Write out base HUD data to stream
void AvHHud : : InitializeDemoRecording ( )
{
// Figure out total size of buffer needed
// Write number of upgrades, then each upgrade
// No longer done, but need to add in upgrades for backwards compatibility
int theUpgrades = 0 ;
int theUpgradesSize = sizeof ( theUpgrades ) ;
// Gamma, resources
int theGammaSize = sizeof ( this - > mDesiredGammaSlope ) ;
int theResourcesSizes = sizeof ( this - > mResources ) ;
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// Save commander index (TODO: REMOVE)
int theCommanderIndex = this - > GetCommanderIndex ( ) ;
int theCommanderSize = sizeof ( theCommanderIndex ) ;
int theNumHiveInfoRecords = this - > mHiveInfoList . size ( ) ;
int theHiveInfoSize = sizeof ( int ) + theNumHiveInfoRecords * sizeof ( AvHHiveInfo ) ;
string thePieMenuControl = gPieMenuHandler . GetPieMenuControl ( ) ;
int theCurrentPieMenuControlSize = sizeof ( int ) + thePieMenuControl . size ( ) ;
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int theSelectedSize = sizeof ( int ) + this - > mSelected . size ( ) * sizeof ( EntityInfo ) ;
int theTotalSize = theUpgradesSize + theGammaSize + theResourcesSizes + theCommanderSize + theHiveInfoSize + theCurrentPieMenuControlSize + theSelectedSize ;
// New a char array of this size
int theCounter = 0 ;
unsigned char * theCharArray = new unsigned char [ theTotalSize ] ;
if ( theCharArray )
{
// Write out number of upgrades (for backwards-compatibility)
int theNumUpgradeCosts = 0 ;
SaveData ( theCharArray , & theNumUpgradeCosts , sizeof ( theNumUpgradeCosts ) , theCounter ) ;
// Write out gamma
SaveData ( theCharArray , & this - > mDesiredGammaSlope , theGammaSize , theCounter ) ;
SaveData ( theCharArray , & this - > mResources , theResourcesSizes , theCounter ) ;
SaveData ( theCharArray , & theCommanderIndex , theCommanderSize , theCounter ) ;
// Write out num hive info records
SaveData ( theCharArray , & theNumHiveInfoRecords , sizeof ( int ) , theCounter ) ;
for ( HiveInfoListType : : iterator theHiveInfoIter = this - > mHiveInfoList . begin ( ) ; theHiveInfoIter ! = this - > mHiveInfoList . end ( ) ; theHiveInfoIter + + )
{
SaveData ( theCharArray , & ( * theHiveInfoIter ) , sizeof ( AvHHiveInfo ) , theCounter ) ;
}
// Save length of pie menu control name
int thePieMenuControlNameLength = thePieMenuControl . size ( ) ;
SaveData ( theCharArray , & thePieMenuControlNameLength , sizeof ( int ) , theCounter ) ;
SaveData ( theCharArray , thePieMenuControl . c_str ( ) , thePieMenuControlNameLength , theCounter ) ;
// Save out size of selected
int theNumSelected = this - > mSelected . size ( ) ;
SaveData ( theCharArray , & theNumSelected , sizeof ( theNumSelected ) , theCounter ) ;
for ( EntityListType : : const_iterator theSelectedIter = this - > mSelected . begin ( ) ; theSelectedIter ! = this - > mSelected . end ( ) ; theSelectedIter + + )
{
EntityInfo theCurrentInfo = * theSelectedIter ;
SaveData ( theCharArray , & theCurrentInfo , sizeof ( EntityInfo ) , theCounter ) ;
}
ASSERT ( theCounter = = theTotalSize ) ;
// Write it out
Demo_WriteBuffer ( TYPE_BASESTATE , theTotalSize , theCharArray ) ;
// Delete char array
delete [ ] theCharArray ;
theCharArray = NULL ;
// Save out particle templates
gParticleTemplateList . InitializeDemoRecording ( ) ;
}
theTotalSize = theCounter = 0 ;
theTotalSize + = sizeof ( this - > mTimeOfLastUpdate ) ;
theTotalSize + = sizeof ( this - > mTimeOfNextHudSound ) ;
theTotalSize + = sizeof ( this - > mTimeOfCurrentUpdate ) ;
theTotalSize + = sizeof ( this - > mCountDownClock ) ;
theTotalSize + = sizeof ( this - > mLastTickPlayed ) ;
theTotalSize + = sizeof ( this - > mNumTicksToPlay ) ;
theTotalSize + = GetDataSize ( this - > mMapName ) ;
theTotalSize + = sizeof ( this - > mMapExtents . GetMinViewHeight ( ) ) ;
theTotalSize + = sizeof ( this - > mMapExtents . GetMaxViewHeight ( ) ) ;
theTotalSize + = sizeof ( this - > mMapExtents . GetMinMapX ( ) ) ;
theTotalSize + = sizeof ( this - > mMapExtents . GetMaxMapX ( ) ) ;
theTotalSize + = sizeof ( this - > mMapExtents . GetMinMapY ( ) ) ;
theTotalSize + = sizeof ( this - > mMapExtents . GetMaxMapY ( ) ) ;
theTotalSize + = sizeof ( this - > mMapExtents . GetDrawMapBG ( ) ) ;
// Save sound names
int theSoundNameListSize = this - > mSoundNameList . size ( ) ;
theTotalSize + = sizeof ( theSoundNameListSize ) ;
for ( int i = 0 ; i < theSoundNameListSize ; i + + )
{
string theCurrentSoundName = this - > mSoundNameList [ i ] ;
theTotalSize + = GetDataSize ( theCurrentSoundName ) ;
}
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theCharArray = new unsigned char [ theTotalSize ] ;
if ( theCharArray )
{
SAVE_DATA ( this - > mTimeOfLastUpdate ) ;
SAVE_DATA ( this - > mTimeOfNextHudSound ) ;
SAVE_DATA ( this - > mTimeOfCurrentUpdate ) ;
SAVE_DATA ( this - > mCountDownClock ) ;
SAVE_DATA ( this - > mLastTickPlayed ) ;
SAVE_DATA ( this - > mNumTicksToPlay ) ;
SaveStringData ( theCharArray , this - > mMapName , theCounter ) ;
float theMinViewHeight = this - > mMapExtents . GetMinViewHeight ( ) ;
SAVE_DATA ( theMinViewHeight ) ;
float theMaxViewHeight = this - > mMapExtents . GetMaxViewHeight ( ) ;
SAVE_DATA ( theMaxViewHeight ) ;
float theMinMapX = this - > mMapExtents . GetMinMapX ( ) ;
SAVE_DATA ( theMinMapX ) ;
float theMaxMapX = this - > mMapExtents . GetMaxMapX ( ) ;
SAVE_DATA ( theMaxMapX ) ;
float theMinMapY = this - > mMapExtents . GetMinMapY ( ) ;
SAVE_DATA ( theMinMapY ) ;
float theMaxMapY = this - > mMapExtents . GetMaxMapY ( ) ;
SAVE_DATA ( theMaxMapY ) ;
bool theDrawMapBG = this - > mMapExtents . GetDrawMapBG ( ) ;
SAVE_DATA ( theDrawMapBG ) ;
SAVE_DATA ( theSoundNameListSize ) ;
for ( int i = 0 ; i < theSoundNameListSize ; i + + )
{
string theCurrentSoundName = this - > mSoundNameList [ i ] ;
SaveStringData ( theCharArray , theCurrentSoundName , theCounter ) ;
}
// TODO: Save out locations?
ASSERT ( theCounter = = theTotalSize ) ;
// Write out TYPE_BASESTATE2 chunk separately for backwards-compatibility
Demo_WriteBuffer ( TYPE_BASESTATE2 , theTotalSize , theCharArray ) ;
delete [ ] theCharArray ;
theCharArray = NULL ;
}
ScorePanel_InitializeDemoRecording ( ) ;
// Write out weapon info
for ( i = 0 ; i < MAX_WEAPONS ; i + + )
{
WEAPON * theWeapon = gWR . GetWeapon ( i ) ;
theTotalSize = sizeof ( theWeapon - > szName ) + sizeof ( theWeapon - > iAmmoType ) + sizeof ( theWeapon - > iAmmo2Type ) + sizeof ( theWeapon - > iMax1 ) + sizeof ( theWeapon - > iMax2 ) + sizeof ( theWeapon - > iSlot ) + sizeof ( theWeapon - > iSlotPos ) + sizeof ( theWeapon - > iFlags ) + sizeof ( theWeapon - > iId ) + sizeof ( theWeapon - > iClip ) + sizeof ( theWeapon - > iCount ) ; // + sizeof(int); // last one is for ammo
theCharArray = new unsigned char [ theTotalSize ] ;
int theWeaponCoreDataLength = theTotalSize ; // - sizeof(int);
memcpy ( theCharArray , theWeapon , theWeaponCoreDataLength ) ; // Everything but ammo
//int theAmmo = gWR.GetAmmo(theWeapon->iId);
//memcpy(theCharArray + theWeaponCoreDataLength, &theAmmo, sizeof(int));
Demo_WriteBuffer ( TYPE_WEAPONINFO , theTotalSize , ( unsigned char * ) theWeapon ) ;
delete [ ] theCharArray ;
theCharArray = NULL ;
}
}
int AvHHud : : InitializeWeaponInfoPlayback ( int inSize , unsigned char * inBuffer )
{
// Make sure weapons are cleared out first
WEAPON theWeapon ;
memset ( & theWeapon , 0 , sizeof ( theWeapon ) ) ;
int theWeaponCoreDataLength = inSize ; // - sizeof(int);
memcpy ( & theWeapon , inBuffer , theWeaponCoreDataLength ) ;
if ( theWeapon . iId )
{
gWR . AddWeapon ( & theWeapon ) ;
//int theAmmo = 0;
//memcpy(&theAmmo, inBuffer + theWeaponCoreDataLength, sizeof(int));
//gWR.SetAmmo(theWeapon.iId, theAmmo);
}
return inSize ;
}
void AvHHud : : InitMenu ( const string & inMenuName )
{
PieMenu * theMenu = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( inMenuName , theMenu ) )
{
theMenu - > AddInputSignalForNodes ( & gPieMenuHandler ) ;
//outMenu->DisableNodesGreaterThanCost(this->mResources);
this - > GetManager ( ) . HideComponent ( inMenuName ) ;
}
}
void AvHHud : : PostUIInit ( void )
{
this - > InitMenu ( kSoldierMenu ) ;
this - > InitMenu ( kSoldierCombatMenu ) ;
this - > InitMenu ( kAlienMenu ) ;
this - > InitMenu ( kAlienCombatMenu ) ;
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this - > InitCommanderMode ( ) ;
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this - > GetManager ( ) . GetVGUIComponentNamed ( kCommanderResourceLabel , this - > mCommanderResourceLabel ) ;
this - > GetManager ( ) . GetVGUIComponentNamed ( kGenericProgress , this - > mGenericProgressBar ) ;
this - > GetManager ( ) . GetVGUIComponentNamed ( kResearchProgress , this - > mResearchProgressBar ) ;
this - > GetManager ( ) . GetVGUIComponentNamed ( kAlienProgress , this - > mAlienProgressBar ) ;
this - > GetManager ( ) . GetVGUIComponentNamed ( kSelectionBox , this - > mSelectionBox ) ;
this - > GetManager ( ) . GetVGUIComponentNamed ( kResearchingLabel , this - > mResearchLabel ) ;
// Init particle editor
gParticleEditorHandler . Setup ( ) ;
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if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kHierarchy , this - > mHierarchy ) )
{
this - > mHierarchy - > setEnabled ( false ) ;
}
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kShowMapHierarchy , this - > mShowMapHierarchy ) )
{
this - > mShowMapHierarchy - > setEnabled ( false ) ;
}
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// Don't turn on gamma by default, it is annoying for testing
//this->SetGamma();
}
AvHMessageID AvHHud : : GetGhostBuilding ( ) const
{
return this - > mGhostBuilding ;
}
void AvHHud : : SetGhostBuildingMode ( AvHMessageID inGhostBuilding )
{
this - > mGhostBuilding = inGhostBuilding ;
this - > mCreatedGhost = false ;
}
void AvHHud : : SetClientDebugCSP ( weapon_data_t * inWeaponData , float inNextPlayerAttack )
{
char theClientInfoString [ 512 ] ;
sprintf ( theClientInfoString , " Client: id: %d, clip: %d, prim attack: %f, idle: %f, next attack: %f " , inWeaponData - > m_iId , inWeaponData - > m_iClip , inWeaponData - > m_flNextPrimaryAttack , inWeaponData - > m_flTimeWeaponIdle , inNextPlayerAttack ) ;
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vgui : : Label * theLabel = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kDebugCSPClientLabel , theLabel ) )
{
theLabel - > setText ( theClientInfoString ) ;
}
}
void AvHHud : : SetCurrentWeaponData ( int inCurrentWeaponID , bool inEnabled )
{
this - > mCurrentWeaponID = inCurrentWeaponID ;
this - > mCurrentWeaponEnabled = inEnabled ;
}
int AvHHud : : GetCurrentWeaponID ( void )
{
return this - > mCurrentWeaponID ;
}
void AvHHud : : SetAlienAbility ( AvHMessageID inAlienAbility )
{
this - > mAlienAbility = inAlienAbility ;
}
void AvHHud : : SetProgressStatus ( float inPercentage )
{
if ( this - > mGenericProgressBar )
{
this - > mGenericProgressBar - > setVisible ( false ) ;
}
if ( this - > mAlienProgressBar )
{
this - > mAlienProgressBar - > setVisible ( false ) ;
}
ProgressBar * theProgressBar = this - > mGenericProgressBar ;
if ( this - > GetIsAlien ( ) )
{
theProgressBar = this - > mAlienProgressBar ;
}
if ( theProgressBar )
{
theProgressBar - > setVisible ( true ) ;
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int theNumSegments = theProgressBar - > getSegmentCount ( ) ;
int theSegment = inPercentage * theNumSegments ;
theProgressBar - > setProgress ( theSegment ) ;
}
}
void AvHHud : : SetReinforcements ( int inReinforcements )
{
Label * theLabel = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kReinforcementsLabel , theLabel ) )
{
string thePrefix ;
if ( LocalizeString ( kReinforcementsText , thePrefix ) )
{
string theText = thePrefix + string ( " " ) + MakeStringFromInt ( inReinforcements ) ;
theLabel - > setText ( theText . c_str ( ) ) ;
}
}
}
void AvHHud : : SetResearchProgressStatus ( float inPercentage )
{
if ( this - > mResearchProgressBar )
{
this - > mResearchProgressBar - > setVisible ( true ) ;
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int theNumSegments = this - > mResearchProgressBar - > getSegmentCount ( ) ;
int theSegment = inPercentage * theNumSegments ;
this - > mResearchProgressBar - > setProgress ( theSegment ) ;
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this - > mResearchLabel - > setVisible ( true ) ;
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// Center research label
int theX , theY ;
this - > mResearchLabel - > getPos ( theX , theY ) ;
int theTextWidth , theTextHeight ;
this - > mResearchLabel - > getTextSize ( theTextWidth , theTextHeight ) ;
this - > mResearchLabel - > setPos ( ScreenWidth ( ) / 2 - theTextWidth / 2 , theY ) ;
}
}
void AvHHud : : UpdateDemoRecordPlayback ( )
{
// If the mouse is visible, allow it to work with demos
if ( gEngfuncs . pDemoAPI - > IsRecording ( ) )
{
// Write out first frame if needed
if ( ! this - > mRecordingLastFrame )
{
this - > InitializeDemoRecording ( ) ;
this - > mRecordingLastFrame = true ;
}
// Write view origin (and angles?)
//Demo_WriteVector(TYPE_VIEWANGLES, v_angles);
//Demo_WriteVector(TYPE_VIEWORIGIN, v_origin);
// Demo_WriteByte(TYPE_MOUSEVIS, g_iVisibleMouse);
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//
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// if(g_iVisibleMouse)
// {
// int theMouseScreenX, theMouseScreenY;
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//
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// IN_GetMousePos(&theMouseScreenX, &theMouseScreenY);
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//
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// //theMouseScreenX += ScreenWidth/2;
// //theMouseScreenY += ScreenHeight/2;
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//
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// // Write mouse position
// float theNormX = (float)theMouseScreenX/ScreenWidth;
// float theNormY = (float)theMouseScreenY/ScreenHeight;
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//
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// Demo_WriteFloat(TYPE_MOUSEX, theNormX);
// Demo_WriteFloat(TYPE_MOUSEY, theNormY);
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//
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// //char theBuffer[256];
// //sprintf(theBuffer, "Saving mouse coords %f %f\n", theNormX, theNormY);
// //CenterPrint(theBuffer);
// }
}
else if ( gEngfuncs . pDemoAPI - > IsPlayingback ( ) )
{
//char theBuffer[256];
//sprintf(theBuffer, "Restoring mouse coords %f %f\n", gNormMouseX, gNormMouseY);
//CenterPrint(theBuffer);
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//int theCurrentMouseX = gNormMouseX*ScreenWidth;
//int theCurrentMouseY = gNormMouseY*ScreenHeight;
//
////App::getInstance()->setCursorPos(theCurrentMouseX, theCurrentMouseY);
//
//SetCursorPos(theCurrentMouseX, theCurrentMouseY);
//
//this->mMouseCursorX = theCurrentMouseX;
//this->mMouseCursorY = theCurrentMouseY;
this - > mRecordingLastFrame = false ;
}
else
{
this - > mRecordingLastFrame = false ;
}
}
void AvHHud : : UpdateDataFromVuser4 ( float inCurrentTime )
{
cl_entity_s * theLocalPlayer = gEngfuncs . GetLocalPlayer ( ) ;
if ( theLocalPlayer )
{
// Fetch data from vuser4
vec3_t theVUser = theLocalPlayer - > curstate . vuser4 ;
//int theVUserVar0 = 0;
//int theVUserVar1 = 0;
//int theVUserVar2 = 0;
//
//memcpy(&theVUserVar0, (int*)(&theVUser.x), 4);
//memcpy(&theVUserVar1, (int*)(&theVUser.y), 4);
//memcpy(&theVUserVar2, (int*)(&theVUser.z), 4);
// Fetch new resource level
//theVUserVar2;// & 0x0000FFFF;
if ( this - > GetIsCombatMode ( ) )
{
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this - > mExperience = ( int ) ceil ( theVUser . z / kNumericNetworkConstant ) ;
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this - > mExperienceLevel = AvHPlayerUpgrade : : GetPlayerLevel ( this - > mExperience ) ;
const float kShowMenuInterval = 5.0f ;
// If we are at a level greater then we've drawn, set visible again to reparse
if ( this - > mExperienceLevel > this - > mExperienceLevelLastDrawn )
{
this - > DisplayCombatUpgradeMenu ( true ) ;
this - > mTimeOfLastLevelUp = inCurrentTime ;
this - > mExperienceLevelLastDrawn = this - > mExperienceLevel ;
}
// else if we have no more levels to spend or if we've been displaying it longer then the time out (+1 because we start at level 1)
else if ( ( this - > mExperienceLevel = = ( this - > mExperienceLevelSpent + 1 ) ) | | ( inCurrentTime > ( this - > mTimeOfLastLevelUp + kShowMenuInterval ) ) )
{
// stop displaying it
this - > DisplayCombatUpgradeMenu ( false ) ;
}
}
else
{
int theNewValue = ( int ) ceil ( theVUser . z / kNumericNetworkConstant ) ;
if ( theNewValue ! = this - > mResources )
{
this - > mResources = theNewValue ;
}
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// Don't smooth resources nicely when switching targets
if ( ( g_iUser1 = = OBS_IN_EYE ) & & ( g_iUser2 ! = this - > mUser2OfLastResourceMessage ) )
{
this - > mVisualResources = this - > mResources ;
}
}
this - > mUser2OfLastResourceMessage = g_iUser2 ;
}
}
void AvHHud : : UpdateSpectating ( )
{
// If we're spectating and the team of our target switched, delete all blips
if ( ( this - > GetPlayMode ( ) = = PLAYMODE_AWAITINGREINFORCEMENT ) | | ( this - > GetPlayMode ( ) = = PLAYMODE_OBSERVER ) )
{
AvHTeamNumber theCurrentTargetTeam = TEAM_IND ;
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int theCurrentTarget = g_iUser2 ; //thePlayer->curstate.iuser2;
cl_entity_s * theEntity = gEngfuncs . GetEntityByIndex ( theCurrentTarget ) ;
if ( theEntity )
{
theCurrentTargetTeam = AvHTeamNumber ( theEntity - > curstate . team ) ;
}
if ( ( theCurrentTargetTeam ! = this - > mLastTeamSpectated ) & & ( theCurrentTargetTeam ! = TEAM_IND ) )
{
this - > mEnemyBlips . Clear ( ) ;
this - > mFriendlyBlips . Clear ( ) ;
this - > mLastTeamSpectated = theCurrentTargetTeam ;
//CenterPrint("Clearing blips.");
}
}
}
void AvHHud : : UpdateCommonUI ( )
{
// Find currently selected node and draw help text if it's been open for a little bit
PieMenu * thePieMenu = NULL ;
AvHMessageID theCurrentNodeID = MESSAGE_NULL ;
this - > mSelectingNodeID = MESSAGE_NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( this - > mPieMenuControl , thePieMenu ) )
{
this - > UpdateUpgradeCosts ( ) ;
PieNode * theCurrentNode = NULL ;
if ( thePieMenu & & thePieMenu - > GetSelectedNode ( theCurrentNode ) )
{
theCurrentNodeID = ( AvHMessageID ) theCurrentNode - > GetMessageID ( ) ;
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if ( theCurrentNodeID > 0 )
{
this - > mSelectingNodeID = theCurrentNodeID ;
}
}
}
// Clear squad on team change
if ( ! this - > GetIsMarine ( ) )
{
this - > mCurrentSquad = 0 ;
}
}
# define FORCE_CVAR(a,b) if(a)a->value = b;
void AvHHud : : UpdateExploitPrevention ( )
{
//Note: Sometimes some clients will not have these cvars, so be sure to check that they are not null.
FORCE_CVAR ( gl_monolights , 0.0f ) ;
FORCE_CVAR ( gl_overbright , 0.0f ) ;
FORCE_CVAR ( gl_clear , 0.0f ) ;
FORCE_CVAR ( hud_draw , 1.0f ) ;
FORCE_CVAR ( r_drawviewmodel , 1.0f ) ;
FORCE_CVAR ( cl_movespeedkey , AvHMUGetWalkSpeedFactor ( this - > GetHUDUser3 ( ) ) ) ;
FORCE_CVAR ( gl_d3dflip , 1.0f ) ;
FORCE_CVAR ( s_show , 0.0f ) ;
FORCE_CVAR ( r_detailtextures , 0.0f ) ;
if ( lightgamma & & lightgamma - > value < 2.0 )
lightgamma - > value = 2.0f ;
}
void AvHHud : : UpdateAlienUI ( float inCurrentTime )
{
// Always hide it by default
this - > GetManager ( ) . HideComponent ( kPieHelpText ) ;
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if ( this - > GetIsAlien ( ) & & this - > GetIsAlive ( ) )
{
float theTimePassed = inCurrentTime - this - > mTimeOfLastUpdate ;
// int theNumFrames = SPR_Frames(this->mAlienUIHiveSprite);
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//
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// for(AnimatedSpriteListType::iterator theIter = this->mAlienUIHiveList.begin(); theIter != this->mAlienUIHiveList.end(); theIter++)
// {
// const float kAnimationSpeed = 16.0f;
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//
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// float theCurrentFrame = theIter->mCurrentFrame + theTimePassed*kAnimationSpeed;
// if(theCurrentFrame >= theNumFrames)
// {
// theCurrentFrame -= theNumFrames;
// }
// theIter->mCurrentFrame = theCurrentFrame;
// }
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// Check to see if we have any unspent upgrades. If so, change the pie menu and HUD state to reflect this
this - > mNumUpgradesAvailable = 0 ;
for ( int i = 0 ; i < ALIEN_UPGRADE_CATEGORY_MAX_PLUS_ONE ; i + + )
{
this - > mCurrentUpgradeCategory [ i ] = ALIEN_UPGRADE_CATEGORY_INVALID ;
}
int theUpgradeVar = this - > GetLocalUpgrades ( ) ;
if ( AvHGetHasUpgradeChoiceInCategory ( ALIEN_UPGRADE_CATEGORY_SENSORY , this - > mUpgrades , theUpgradeVar ) )
{
this - > mCurrentUpgradeCategory [ this - > mNumUpgradesAvailable ] = ALIEN_UPGRADE_CATEGORY_SENSORY ;
this - > mNumUpgradesAvailable + = 1 ;
}
if ( AvHGetHasUpgradeChoiceInCategory ( ALIEN_UPGRADE_CATEGORY_MOVEMENT , this - > mUpgrades , theUpgradeVar ) )
{
this - > mCurrentUpgradeCategory [ this - > mNumUpgradesAvailable ] = ALIEN_UPGRADE_CATEGORY_MOVEMENT ;
this - > mNumUpgradesAvailable + = 1 ;
}
if ( AvHGetHasUpgradeChoiceInCategory ( ALIEN_UPGRADE_CATEGORY_OFFENSE , this - > mUpgrades , theUpgradeVar ) )
{
this - > mCurrentUpgradeCategory [ this - > mNumUpgradesAvailable ] = ALIEN_UPGRADE_CATEGORY_OFFENSE ;
this - > mNumUpgradesAvailable + = 1 ;
}
if ( AvHGetHasUpgradeChoiceInCategory ( ALIEN_UPGRADE_CATEGORY_DEFENSE , this - > mUpgrades , theUpgradeVar ) )
{
this - > mCurrentUpgradeCategory [ this - > mNumUpgradesAvailable ] = ALIEN_UPGRADE_CATEGORY_DEFENSE ;
this - > mNumUpgradesAvailable + = 1 ;
}
}
}
bool AvHHud : : GetCommanderLabelText ( std : : string & outCommanderName ) const
{
int theCommander = this - > GetCommanderIndex ( ) ;
bool theHasCommander = ( theCommander > 0 ) & & ( theCommander < = gEngfuncs . GetMaxClients ( ) ) ;
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if ( ! theHasCommander )
{
LocalizeString ( kNoCommander , outCommanderName ) ;
return false ; // No commander
}
else
{
std : : stringstream theStream ;
string theCommanderText ;
LocalizeString ( kCommander , theCommanderText ) ;
theStream < < theCommanderText ;
theStream < < " : " ;
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hud_player_info_t thePlayerInfo ;
gEngfuncs . pfnGetPlayerInfo ( theCommander , & thePlayerInfo ) ;
if ( thePlayerInfo . name )
{
const int kMaxCommNameLen = 8 ;
theStream < < string ( thePlayerInfo . name ) . substr ( 0 , kMaxCommNameLen ) ;
}
outCommanderName = theStream . str ( ) ;
return true ;
}
}
void AvHHud : : UpdateMarineUI ( float inCurrentTime )
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{
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// Find commander label
Label * theCommanderStatusLabel = NULL ;
if ( this - > mMapMode = = MAP_MODE_NS )
{
// Add handler for all pending request buttons (this does hotgroups too)
for ( int i = 0 ; i < MESSAGE_LAST ; i + + )
{
AvHMessageID theMessageID = AvHMessageID ( i ) ;
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char theComponentName [ 256 ] ;
sprintf ( theComponentName , kPendingImpulseSpecifier , ( int ) theMessageID ) ;
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AvHTechImpulsePanel * theTechImpulsePanel = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( theComponentName , theTechImpulsePanel ) )
{
bool theVisibility = false ;
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// Do we have any requests pending?
if ( this - > GetIsInTopDownMode ( ) )
{
PendingRequestListType : : iterator theIterator ;
for ( theIterator = this - > mPendingRequests . begin ( ) ; theIterator ! = this - > mPendingRequests . end ( ) ; theIterator + + )
{
if ( theIterator - > first = = theMessageID )
{
if ( theIterator - > second > 0 )
{
theVisibility = true ;
}
}
}
switch ( theMessageID )
{
case GROUP_SELECT_1 :
case GROUP_SELECT_2 :
case GROUP_SELECT_3 :
case GROUP_SELECT_4 :
case GROUP_SELECT_5 :
case COMMANDER_SELECTALL :
theVisibility = true ;
break ;
}
}
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theTechImpulsePanel - > setVisible ( theVisibility ) ;
}
}
}
}
void AvHHud : : UpdateCountdown ( float inCurrentTime )
{
if ( this - > mCountDownClock ! = - 1 )
{
if ( inCurrentTime - this - > mCountDownClock > this - > mLastTickPlayed )
{
// Play tick
this - > PlayHUDSound ( HUD_SOUND_COUNTDOWN ) ;
this - > mLastTickPlayed + + ;
}
if ( this - > mLastTickPlayed > this - > mNumTicksToPlay )
{
this - > AddTooltip ( kGameBegun , false ) ;
this - > mCountDownClock = - 1 ;
}
}
}
void AvHHud : : UpdateHierarchy ( )
{
// Start the starting point on the map to our local position
this - > mOverviewMap . SetMapExtents ( this - > GetMapName ( ) , this - > mMapExtents ) ;
this - > mOverviewMap . SetWorldPosition ( gPredictedPlayerOrigin [ 0 ] , gPredictedPlayerOrigin [ 1 ] ) ;
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if ( this - > mHierarchy )
{
this - > mHierarchy - > SetFullScreen ( this - > GetHUDUser3 ( ) = = AVH_USER3_COMMANDER_PLAYER ) ;
}
if ( this - > mShowMapHierarchy )
{
this - > mShowMapHierarchy - > SetFullScreen ( true ) ;
}
}
string AvHHud : : GetNameOfLocation ( vec3_t inLocation ) const
{
string theLocationName ;
AvHSHUGetNameOfLocation ( this - > mInfoLocationList , inLocation , theLocationName ) ;
return theLocationName ;
}
void AvHHud : : UpdateInfoLocation ( )
{
if ( this - > GetIsAlive ( ) & & this - > GetHUDUser3 ( ) ! = AVH_USER3_ALIEN_EMBRYO )
{
// Don't clear our location, disconcerting to see our location disappear
//this->mLocationText = "";
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this - > mLocationText = this - > GetNameOfLocation ( gPredictedPlayerOrigin ) ;
}
else
{
this - > mLocationText = " " ;
}
}
bool AvHHud : : GetIsCombatMode ( ) const
{
return ( this - > mMapMode = = MAP_MODE_CO ) ;
}
bool AvHHud : : GetIsNSMode ( ) const
{
return ( this - > mMapMode = = MAP_MODE_NS ) ;
}
bool AvHHud : : GetIsMouseInRegion ( int inX , int inY , int inWidth , int inHeight )
{
bool theMouseIsInRegion = false ;
if ( this - > GetInTopDownMode ( ) )
{
int theMouseX , theMouseY ;
this - > GetMousePos ( theMouseX , theMouseY ) ;
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if ( ( theMouseX > = inX ) & & ( theMouseX < = ( inX + inWidth ) ) )
{
if ( ( theMouseY > = inY ) & & ( theMouseY < = ( inY + inHeight ) ) )
{
theMouseIsInRegion = true ;
}
}
}
return theMouseIsInRegion ;
}
void AvHHud : : TraceEntityID ( int & outEntityID )
{
pmtrace_t tr ;
vec3_t up , right , forward ;
// Trace forward to see if we see a player
gEngfuncs . pEventAPI - > EV_PushPMStates ( ) ;
// Now add in all of the players.
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gEngfuncs . pEventAPI - > EV_SetSolidPlayers ( - 1 ) ;
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gEngfuncs . pEventAPI - > EV_SetTraceHull ( 2 ) ;
cl_entity_s * theLocalPlayer = gEngfuncs . GetLocalPlayer ( ) ;
int theLocalPlayerIndex = theLocalPlayer - > index ;
//AngleVectors(theLocalPlayer->curstate.angles, forward, right, up);
pVector theRealView ;
gEngfuncs . pfnAngleVectors ( pmove - > angles , forward , right , up ) ;
Vector theStartTrace ;
//VectorMA(gPredictedPlayerOrigin, kMaxPlayerHullWidth, forward, theStartTrace);
VectorCopy ( gPredictedPlayerOrigin , theStartTrace ) ;
Vector theEndTrace ;
VectorMA ( gPredictedPlayerOrigin , 8192 , forward , theEndTrace ) ;
bool theDone = false ;
do
{
gEngfuncs . pEventAPI - > EV_PlayerTrace ( theStartTrace , theEndTrace , PM_NORMAL , - 1 , & tr ) ;
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// Ignore local player, and ignore the player we're spectating
int theHit = gEngfuncs . pEventAPI - > EV_IndexFromTrace ( & tr ) ;
if ( theHit = = theLocalPlayerIndex )
{
VectorMA ( tr . endpos , kHitOffsetAmount , forward , theStartTrace ) ;
}
// We hit something
else if ( tr . fraction < 1.0 )
{
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physent_t * pe = gEngfuncs . pEventAPI - > EV_GetPhysent ( tr . ent ) ;
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if ( pe )
{
int thePotentialEntity = pe - > info ;
//if((thePotentialEntity >= 1) && (thePotentialEntity < gEngfuncs.GetMaxClients()))
//{
outEntityID = pe - > info ;
//}
}
theDone = true ;
}
} while ( ! theDone ) ;
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gEngfuncs . pEventAPI - > EV_PopPMStates ( ) ;
}
bool AvHHud : : GetAlienHelpForMessage ( int inMessageID , string & outHelpText , int & outPointCost ) const
{
bool theSuccess = false ;
char theNumber [ 8 ] ;
sprintf ( theNumber , " %d " , inMessageID ) ;
string theNumberString ( theNumber ) ;
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string theTechHelpText ;
string theKey = string ( kTechNodeHelpPrefix ) + theNumberString ;
if ( LocalizeString ( theKey . c_str ( ) , theTechHelpText ) )
{
string thePointString ;
if ( LocalizeString ( kPointsSuffix , thePointString ) )
{
/*
// Lookup point cost
for ( UpgradeCostListType : : const_iterator theIter = this - > mPersonalUpgradeCosts . begin ( ) ; theIter ! = this - > mPersonalUpgradeCosts . end ( ) ; theIter + + )
{
if ( theIter - > first = = inMessageID )
{
char theCostSuffix [ 128 ] ;
sprintf ( theCostSuffix , " (%d %s) " , theIter - > second , thePointString . c_str ( ) ) ;
outPointCost = theIter - > second ;
theTechHelpText + = string ( theCostSuffix ) ;
outHelpText = theTechHelpText ;
theSuccess = true ;
break ;
}
}
*/
}
}
return theSuccess ;
}
bool AvHHud : : GetDoesPlayerHaveOrder ( ) const
{
bool thePlayerHasOrder = false ;
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for ( OrderListType : : const_iterator theIter = this - > mOrders . begin ( ) ; theIter ! = this - > mOrders . end ( ) ; theIter + + )
{
// Draw the order if the order is for any plays that are in our draw player list
EntityInfo theReceiverPlayer = theIter - > GetReceiver ( ) ;
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cl_entity_s * thePlayer = gEngfuncs . GetLocalPlayer ( ) ;
if ( thePlayer )
{
int thePlayerIndex = thePlayer - > index ;
if ( thePlayerIndex = = theReceiverPlayer )
{
thePlayerHasOrder = true ;
break ;
}
}
}
return thePlayerHasOrder ;
}
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bool AvHHud : : GetHelpForMessage ( int inMessageID , string & outHelpText ) const
{
bool theSuccess = false ;
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char theNumber [ 8 ] ;
sprintf ( theNumber , " %d " , ( int ) inMessageID ) ;
string theNumberString ( theNumber ) ;
string theKey = string ( kTechNodeLabelPrefix ) + theNumberString ;
string theTechNodeLabel ;
if ( LocalizeString ( theKey . c_str ( ) , theTechNodeLabel ) )
{
theKey = string ( kTechNodeHelpPrefix ) + theNumberString ;
string theTechNodeHelp ;
if ( LocalizeString ( theKey . c_str ( ) , theTechNodeHelp ) )
{
outHelpText = /*theTechNodeLabel + " " +*/ theTechNodeLabel ;
theSuccess = true ;
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int theCost ;
bool theResearchable ;
float theTime ;
this - > mTechNodes . GetResearchInfo ( ( AvHMessageID ) ( inMessageID ) , theResearchable , theCost , theTime ) ;
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// Add cost
if ( theCost > 0 )
{
string theCostString ;
if ( AvHSHUGetDoesTechCostEnergy ( ( AvHMessageID ) inMessageID ) )
{
LocalizeString ( kEnergyPrefix , theCostString ) ;
}
else
{
LocalizeString ( kMessageButtonCost , theCostString ) ;
}
outHelpText + = " " ;
outHelpText + = theCostString ;
outHelpText + = " " ;
outHelpText + = MakeStringFromInt ( theCost ) ;
// Draw description below
//outHelpText += "\n";
//outHelpText += theTechNodeHelp;
}
}
}
return theSuccess ;
}
void AvHHud : : UpdateMusic ( float inCurrentTime )
{
bool theMusicEnabled = false ;
if ( this - > GetGameStarted ( ) )
{
// If we're entering play mode and music is enabled, allow playing of music
if ( this - > GetHUDPlayMode ( ) ! = PLAYMODE_READYROOM & & ( cl_musicenabled - > value = = 1.0f ) & & ( cl_musicvolume - > value > 0 ) )
{
// Disable music when debugging
// #ifndef DEBUG
theMusicEnabled = true ;
// #endif
}
else
{
int a = 0 ;
}
}
this - > SetMusicAllowed ( theMusicEnabled ) ;
UIHud : : UpdateMusic ( inCurrentTime ) ;
}
void AvHHud : : UpdatePieMenuControl ( )
{
// Set which pie menu to use ("" for none)
bool theScoreBoardIsOpen = false ;
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ScorePanel * theScoreBoard = gViewPort - > GetScoreBoard ( ) ;
if ( theScoreBoard & & theScoreBoard - > isVisible ( ) )
{
theScoreBoardIsOpen = true ;
}
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if ( theScoreBoardIsOpen )
{
AvHPieMenuHandler : : SetPieMenuControl ( " " ) ;
}
else
{
AvHPieMenuHandler : : SetPieMenuControl ( this - > mPieMenuControl ) ;
}
// Clear all nodes in case VGUI didn't catch events (seems to happen with lag)
if ( ! gPieMenuHandler . GetIsPieMenuOpen ( ) )
{
PieMenu * theCurrentPieMenu = gPieMenuHandler . GetActivePieMenu ( ) ;
if ( theCurrentPieMenu )
{
theCurrentPieMenu - > SetFadeState ( false ) ;
}
}
// If we're dead, make sure the popup menu is closed
if ( ! this - > GetIsAlive ( false ) )
{
gPieMenuHandler . ClosePieMenu ( ) ;
}
}
bool AvHHud : : GetEntityInfoString ( int inEntityID , string & outEntityInfoString , bool & outIsEnemy )
{
bool theSuccess = false ;
bool theIsEnemy = false ;
cl_entity_s * theEntity = gEngfuncs . GetEntityByIndex ( inEntityID ) ;
if ( theEntity )
{
AvHTeamNumber theTeam = this - > GetHUDTeam ( ) ;
if ( ( inEntityID > = 1 ) & & ( inEntityID < = gEngfuncs . GetMaxClients ( ) ) )
{
hud_player_info_t thePlayerInfo ;
gEngfuncs . pfnGetPlayerInfo ( inEntityID , & thePlayerInfo ) ;
string thePrePendString ;
// Don't show cloaked enemies
if ( ( theTeam ! = TEAM_IND ) & & ! this - > GetInTopDownMode ( ) & & ( ( theEntity - > curstate . team = = theTeam ) | | ( theEntity - > curstate . rendermode = = kRenderNormal ) ) )
{
//string thePostPendString;
if ( ( theEntity - > curstate . team = = theTeam ) )
{
//LocalizeString(kFriendText, thePrePendString);
//sprintf(thePostPendString, " (health: %d)", theEntity->curstate.health);
}
else
{
LocalizeString ( kEnemyText , thePrePendString ) ;
theIsEnemy = true ;
}
if ( thePrePendString ! = " " )
{
outEntityInfoString = thePrePendString + " - " ;
}
}
if ( thePlayerInfo . name )
{
outEntityInfoString + = thePlayerInfo . name ; // + thePostPendString;
// Get string from status bar and append it
const char * theStatusCStr = this - > m_StatusBar . GetStatusString ( ) ;
if ( strlen ( theStatusCStr ) > 0 )
{
outEntityInfoString + = string ( theStatusCStr ) ;
}
outIsEnemy = theIsEnemy ;
theSuccess = true ;
}
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// sprintf(thePlayerName, "%s (health: %d)", thePlayerInfo.name, thePlayer->curstate.health);
//}
}
else
{
bool theAutoHelpEnabled = gEngfuncs . pfnGetCvarFloat ( kvAutoHelp ) ;
// Return the type of thing it is
AvHUser3 theUser3 = ( AvHUser3 ) ( theEntity - > curstate . iuser3 ) ;
if ( this - > GetTranslatedUser3Name ( theUser3 , outEntityInfoString ) )
{
if ( ( theEntity - > curstate . team ! = TEAM_IND ) & & ( theEntity - > curstate . team ! = theTeam ) )
{
outIsEnemy = true ;
}
// Upper case first character
if ( outEntityInfoString . length ( ) > 0 )
{
int theFirstChar = outEntityInfoString [ 0 ] ;
int theUpperFirstChar = toupper ( theFirstChar ) ;
outEntityInfoString [ 0 ] = theUpperFirstChar ;
}
// Assume status bar set to health/armor/info data
const char * theStatusCStr = this - > m_StatusBar . GetStatusString ( ) ;
bool theHasStatusString = ( strlen ( theStatusCStr ) > 0 ) ;
if ( theHasStatusString )
{
outEntityInfoString + = string ( theStatusCStr ) ;
}
if ( theAutoHelpEnabled )
{
string theDescription ;
bool theIsFriendly = ( this - > GetHUDTeam ( ) = = theEntity - > curstate . team ) ;
if ( this - > GetTranslatedUser3Description ( theUser3 , theIsFriendly , theDescription ) )
{
outEntityInfoString + = " - " + theDescription ;
}
}
// Only display help when asked for or important
if ( theAutoHelpEnabled | | theHasStatusString )
{
theSuccess = true ;
}
}
}
}
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return theSuccess ;
}
void AvHHud : : UpdateEntityID ( float inCurrentTime )
{
this - > mBuildingEffectsEntityList . clear ( ) ;
bool theSetHelpMessage = false ;
bool theSetReticleMessage = false ;
//if(this->GetIsAlive())
//{
//char* theNewPlayerName = NULL;
int theEntityIndex = - 1 ;
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if ( this - > GetHUDUser3 ( ) = = AVH_USER3_COMMANDER_PLAYER )
{
int theCurrentX , theCurrentY ;
this - > GetMousePos ( theCurrentX , theCurrentY ) ;
// Don't show help when mouse is over the UI
float theNormX = ( ( float ) theCurrentX ) / ( ScreenWidth ( ) ) ;
float theNormY = ( ( float ) theCurrentY ) / ( ScreenHeight ( ) ) ;
if ( ! this - > GetIsRegionBlockedByUI ( theNormX , theNormY ) )
{
Vector theNormRay ;
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CreatePickingRay ( theCurrentX , theCurrentY , theNormRay ) ;
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// Look for player and entities under/near the mouse
AvHSHUGetEntityAtRay ( this - > GetVisualOrigin ( ) , theNormRay , theEntityIndex ) ;
}
else
{
int a = 0 ;
}
}
else if ( g_iUser1 ! = OBS_IN_EYE )
{
// Trace entity id in front of us
this - > TraceEntityID ( theEntityIndex ) ;
}
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if ( this - > mSelectingWeaponID ! = - 1 )
{
// Look up help, set our current help to it
string theWeaponHelpKey ;
sprintf ( theWeaponHelpKey , kWeaponHelpText , this - > mSelectingWeaponID ) ;
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string theHelpText ;
if ( LocalizeString ( theWeaponHelpKey . c_str ( ) , theHelpText ) )
{
// Get damage amount from weapon
ASSERT ( this - > mSelectingWeaponID > = 0 ) ;
ASSERT ( this - > mSelectingWeaponID < 32 ) ;
WEAPON * theWeapon = gWR . GetWeapon ( this - > mSelectingWeaponID ) ;
int theDamage = theWeapon - > iMax2 ;
char theHelpTextWithDamage [ 1024 ] ;
sprintf ( theHelpTextWithDamage , theHelpText . c_str ( ) , theDamage ) ;
this - > SetHelpMessage ( theHelpTextWithDamage ) ;
theSetHelpMessage = true ;
}
}
else if ( this - > mTechHelpText ! = " " )
{
this - > SetHelpMessage ( this - > mTechHelpText , false , .8f , .6f ) ;
theSetHelpMessage = true ;
}
else if ( this - > mSelectingNodeID > 0 )
{
char theNumber [ 8 ] ;
sprintf ( theNumber , " %d " , this - > mSelectingNodeID ) ;
string theNumberString ( theNumber ) ;
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string theKey = string ( kTechNodeHelpPrefix ) + theNumberString ;
if ( LocalizeString ( theKey . c_str ( ) , this - > mReticleInfoText ) )
{
string theCostString ;
if ( LocalizeString ( kCostMarker , theCostString ) )
{
string thePointsString ;
if ( LocalizeString ( kPointsSuffix , thePointsString ) )
{
/*
// Lookup point cost
for ( UpgradeCostListType : : iterator theIter = this - > mPersonalUpgradeCosts . begin ( ) ; theIter ! = this - > mPersonalUpgradeCosts . end ( ) ; theIter + + )
{
if ( theIter - > first = = this - > mSelectingNodeID )
{
this - > mSelectedNodeResourceCost = theIter - > second ;
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char theCostSuffix [ 128 ] ;
sprintf ( theCostSuffix , " %s: %d %s " , theCostString . c_str ( ) , this - > mSelectedNodeResourceCost , thePointsString . c_str ( ) ) ;
this - > mReticleInfoText + = string ( theCostSuffix ) ;
break ;
}
}
*/
}
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// Don't draw marine sayings, as they are printed on the controls and the aliens are using the titles.txt entries
if ( this - > GetIsMarine ( ) )
{
switch ( this - > mSelectingNodeID )
{
case SAYING_1 :
case SAYING_2 :
case SAYING_3 :
case SAYING_4 :
case SAYING_5 :
case SAYING_6 :
case SAYING_7 :
case SAYING_8 :
case SAYING_9 :
this - > mReticleInfoText = " " ;
break ;
}
}
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this - > SetHelpMessage ( this - > mReticleInfoText ) ;
theSetHelpMessage = true ;
}
}
}
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if ( theEntityIndex > 0 )
{
// Don't draw info for cloaked structures
cl_entity_s * theProgressEntity = gEngfuncs . GetEntityByIndex ( theEntityIndex ) ;
if ( theProgressEntity )
{
if ( ( theProgressEntity - > curstate . rendermode ! = kRenderTransTexture ) | | ( theProgressEntity - > curstate . renderamt > kAlienStructureCloakAmount ) )
{
if ( std : : find ( this - > mBuildingEffectsEntityList . begin ( ) , this - > mBuildingEffectsEntityList . end ( ) , theEntityIndex ) = = this - > mBuildingEffectsEntityList . end ( ) )
{
this - > mBuildingEffectsEntityList . push_back ( theEntityIndex ) ;
}
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bool theEntityIsPlayer = ( ( theEntityIndex > 0 ) & & ( theEntityIndex < = gEngfuncs . GetMaxClients ( ) ) ) ;
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string theHelpText ;
bool theIsEnemy = false ;
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if ( this - > GetEntityInfoString ( theEntityIndex , theHelpText , theIsEnemy ) )
{
// Set color to red if enemy, otherise to our HUD color
int theR , theG , theB ;
if ( theIsEnemy )
{
theR = 255 ;
theG = theB = 0 ;
}
else
{
this - > GetPrimaryHudColor ( theR , theG , theB , true , false ) ;
}
// If we have auto help on, or we're in top down mode, display as help
if ( gEngfuncs . pfnGetCvarFloat ( kvAutoHelp ) | | this - > GetInTopDownMode ( ) )
{
this - > SetHelpMessage ( theHelpText ) ;
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this - > mHelpMessage . SetRGB ( theR , theG , theB ) ;
theSetHelpMessage = true ;
}
// else, display as reticle message
else
{
this - > SetReticleMessage ( theHelpText ) ;
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this - > mReticleMessage . SetRGB ( theR , theG , theB ) ;
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theSetReticleMessage = true ;
}
}
}
else
{
//char theMessage[128];
//sprintf(theMessage, "Entity %d cloaked, not drawing circle.", theProgressEntity->curstate.iuser3);
//CenterPrint(theMessage);
}
}
else
{
int a = 0 ;
}
}
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//if(this->mReticleInfoColorA == 0)
//{
// this->mReticleInfoText = "";
//}
//}
float theTimePassed = ( inCurrentTime - this - > mTimeOfLastUpdate ) ;
if ( ! theSetHelpMessage )
{
this - > mHelpMessage . FadeText ( theTimePassed , true ) ;
}
if ( ! theSetReticleMessage )
{
this - > mReticleMessage . FadeText ( theTimePassed , true ) ;
}
}
int AvHHud : : GetMenuTechSlots ( ) const
{
return this - > mMenuTechSlots ;
}
const AvHTechNodes & AvHHud : : GetTechNodes ( ) const
{
return this - > mTechNodes ;
}
void AvHHud : : GetTooltipDrawingInfo ( float & outNormX , float & outNormY ) const
{
outNormX = kHelpMessageLeftEdgeInset ;
outNormY = kHelpMessageTopEdgeInset ;
if ( this - > GetPlayMode ( ) = = PLAYMODE_READYROOM )
{
outNormY = 1.0f ;
}
else if ( this - > GetInTopDownMode ( ) )
{
outNormY = kHelpMessageCommanderTopEdgeInset ;
}
else if ( this - > GetIsAlien ( ) )
{
outNormY = kHelpMessageAlienTopEdgeInset ;
}
outNormY - = kToolTipVerticalSpacing ;
}
string AvHHud : : GetRankTitle ( bool inShowUnspentLevels ) const
{
string theText ;
char * theTeamName = this - > GetIsMarine ( ) ? " Marine " : " Alien " ;
int theCurrentLevel = this - > GetHUDExperienceLevel ( ) ;
char theCharArray [ 512 ] ;
sprintf ( theCharArray , kRankText , theTeamName , theCurrentLevel ) ;
LocalizeString ( theCharArray , theText ) ;
// Add unspent levels, if any
int theUnspentLevels = ( this - > mExperienceLevel - this - > mExperienceLevelSpent - 1 ) ;
if ( inShowUnspentLevels & & ( theUnspentLevels > 0 ) )
{
// We can't accurately draw player's unspent levels when we're dead, as we only know our own
if ( this - > GetIsAlive ( false ) )
{
string theUnspentLevelText = " (+ " + MakeStringFromInt ( theUnspentLevels ) + " ) " ;
theText + = theUnspentLevelText ;
}
}
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return theText ;
}
void AvHHud : : GetReticleTextDrawingInfo ( float & outNormX , float & outNormY , bool & outCentered ) const
{
outCentered = false ;
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if ( this - > GetInTopDownMode ( ) )
{
int theCurrentX , theCurrentY ;
this - > GetMousePos ( theCurrentX , theCurrentY ) ;
outNormX = theCurrentX / ( float ) ScreenWidth ( ) ;
outNormY = theCurrentY / ( float ) ScreenHeight ( ) ;
// Move text up a bit so it doesn't obscure
outNormY - = .1f ;
outCentered = true ;
}
else
{
if ( gEngfuncs . pfnGetCvarFloat ( kvCenterEntityID ) )
{
outNormX = .5f ;
outNormY = .5f ;
outCentered = true ;
}
else
{
outNormX = kHelpMessageLeftEdgeInset ;
outNormY = kHelpMessageTopEdgeInset - kReticleMessageHeight ;
// Alien HUD forces this to be inset a bit
if ( this - > GetIsAlien ( ) )
{
outNormX = kHelpMessageAlienLeftedgeInset + kReticleMessageAlienLeftInset ;
outNormY = kHelpMessageAlienTopEdgeInset - kReticleMessageHeight ;
}
}
}
}
// Assumes that the tooltips aren't centered
void AvHHud : : UpdateTooltips ( float inCurrentTime )
{
float theReticleX ;
float theReticleY ;
this - > GetTooltipDrawingInfo ( theReticleX , theReticleY ) ;
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float theBottomMostY = theReticleY ;
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float theTimePassed = inCurrentTime - this - > mTimeOfLastUpdate ;
float kMovement = 1.0f * theTimePassed ;
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int theBottomScreenY = theBottomMostY * ScreenHeight ( ) ;
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// Clear all tooltips on a role change, or on a playmode change
AvHUser3 theCurrentUser3 = this - > GetHUDUser3 ( ) ;
AvHTeamNumber theCurrentTeam = this - > GetHUDTeam ( ) ;
AvHPlayMode thePlayMode = this - > GetPlayMode ( ) ;
if ( ( theCurrentUser3 ! = this - > mLastUser3 ) | | ( this - > mLastTeamNumber ! = theCurrentTeam ) | | ( ( thePlayMode ! = this - > mLastPlayMode ) & & ( this - > mLastPlayMode ! = PLAYMODE_UNDEFINED ) ) )
{
this - > mTooltips . clear ( ) ;
}
// Stuff to get reset on a team change
if ( this - > mLastTeamNumber ! = theCurrentTeam )
{
this - > mExperienceLevelLastDrawn = 1 ;
}
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// Run through list, dropping them down as far as they can go. Assumes the first one in the list is the bottommost one
for ( AvHTooltipListType : : iterator theIter = this - > mTooltips . begin ( ) ; theIter ! = this - > mTooltips . end ( ) ; /* no inc */ )
{
// Recompute settings, if it hasn't been updated before
theIter - > RecomputeIfNeccessary ( ) ;
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// Get height of current tool tip
int theTooltipScreenHeight = theIter - > GetScreenHeight ( ) ;
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// Move it down towards the current limit
float theCurrentMinScreenY = theIter - > GetNormalizedScreenY ( ) ;
int theCurrentTipScreenBottom = ( int ) ( theCurrentMinScreenY ) + theTooltipScreenHeight ;
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float theCurrentMaxNormY = ( float ) ( theBottomScreenY - theTooltipScreenHeight ) / ScreenHeight ( ) ;
float theNewNormY = min ( theCurrentMaxNormY , ( theCurrentMinScreenY + kMovement ) ) ;
// Now this is a crazy bug! In release mode without the following two statements, theNewNormY isn't > theCurrentMinScreenY when it should be.
// It's as if a little time is needed between the computation of theNewNormY and using theNewNormY for it to work
char theMessage [ 256 ] ;
sprintf ( theMessage , " theNewNormY %f, minScreenY: %f) " , theNewNormY , theCurrentMinScreenY ) ;
//CenterPrint(theMessage);
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// If we moved it down
if ( theNewNormY > theCurrentMinScreenY )
{
// Fade it in while it's dropping
theIter - > FadeText ( theTimePassed , false ) ;
}
else
{
if ( theIter = = this - > mTooltips . begin ( ) )
{
// If it's at the bottom of the list, start fading it out
theIter - > FadeText ( theTimePassed , true ) ;
}
}
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// Set the new position
theIter - > SetNormalizedScreenY ( theNewNormY ) ;
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// Subtract it's height to the current limit
theBottomScreenY - = theTooltipScreenHeight ;
// Subtract out small spacing amount
theBottomScreenY - = max ( 1 , kToolTipVerticalSpacing * ScreenHeight ( ) ) ;
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// If it's totally faded out, remove it from the list, else process next
int theAlpha = theIter - > GetA ( ) ;
if ( theAlpha = = 0 )
{
theIter = this - > mTooltips . erase ( theIter ) ;
}
else
{
theIter + + ;
}
//char theTempBuffer[256];
//sprintf(theTempBuffer, "UpdateTooltips, alpha: %d\n", theAlpha);
//CenterPrint(theTempBuffer);
}
// Update combat upgrade menu too
if ( this - > GetIsCombatMode ( ) )
{
const int kScrollDirection = this - > mDrawCombatUpgradeMenu ? 1 : - 1 ;
const float kScrollingSpeed = .7f * kScrollDirection ;
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float theXDiff = ( theTimePassed * kScrollingSpeed ) ;
const float kNormalizedWidth = this - > mCombatUpgradeMenu . GetNormalizedMaxWidth ( ) ;
const float kLeftEdgeInset = .02f ;
float theNewX = this - > mCombatUpgradeMenu . GetNormalizedScreenX ( ) + theXDiff ;
theNewX = max ( - kNormalizedWidth , theNewX ) ;
theNewX = min ( theNewX , kLeftEdgeInset ) ;
this - > mCombatUpgradeMenu . SetNormalizedScreenX ( theNewX ) ;
}
}
void AvHHud : : UpdateStructureNotification ( float inCurrentTime )
{
const float kTimeToDisplayIcon = 6.0f ;
const int kMaxIcons = 5 ;
for ( StructureHUDNotificationListType : : iterator theIter = this - > mStructureNotificationList . begin ( ) ; theIter ! = this - > mStructureNotificationList . end ( ) ; /* no inc */ )
{
if ( ( inCurrentTime > ( theIter - > mTime + kTimeToDisplayIcon ) ) | | ( this - > mStructureNotificationList . size ( ) > kMaxIcons ) )
{
theIter = this - > mStructureNotificationList . erase ( theIter ) ;
}
else
{
theIter + + ;
}
}
}
//void AvHHud::FadeText(float inCurrentTime, bool inFadeDown)
//{
// const float kReticleInfoFadeUpSpeed = 500;
// const float kReticleInfoFadeDownSpeed = -150;
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//
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// // Fade reticle nicely
// int theFadeSpeed = inFadeDown ? kReticleInfoFadeDownSpeed : kReticleInfoFadeUpSpeed;
//
// float theTimePassed = (inCurrentTime - this->mTimeOfLastUpdate);
// float theNewAlpha = this->mReticleInfoColorA + theTimePassed*theFadeSpeed;
// this->mReticleInfoColorA = max(0, min(255, theNewAlpha));
//}
float AvHHud : : GetTimeOfLastUpdate ( ) const
{
return this - > mTimeOfLastUpdate ;
}
void AvHHud : : UpdateProgressBar ( )
{
this - > HideProgressStatus ( ) ;
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float thePercentage ;
if ( gMiniMap . GetIsProcessing ( & thePercentage ) )
{
if ( gMiniMap . WriteSpritesIfJustFinished ( ) )
{
this - > HideProgressStatus ( ) ;
}
else
{
this - > SetProgressStatus ( thePercentage ) ;
}
}
// else if(this->mProgressBarEntityIndex == -1)
// {
// this->HideGenericProgressStatus();
// }
else
{
// Look up entity, and set progress according to it's fuser1
cl_entity_s * theProgressEntity = gEngfuncs . GetEntityByIndex ( this - > mProgressBarEntityIndex ) ;
if ( theProgressEntity )
{
ASSERT ( this - > mProgressBarParam > = 1 ) ;
ASSERT ( this - > mProgressBarParam < = 4 ) ;
float theProgress = 0.0f ;
switch ( this - > mProgressBarParam )
{
case 1 :
theProgress = theProgressEntity - > curstate . fuser1 ;
break ;
case 2 :
theProgress = theProgressEntity - > curstate . fuser2 ;
break ;
case 3 :
theProgress = theProgressEntity - > curstate . fuser3 ;
break ;
case 4 : // NOTE: check delta.lst for fuser4, it isn't propagated currently
theProgress = theProgressEntity - > curstate . fuser4 ;
break ;
}
if ( ( this - > GetHUDUser3 ( ) = = AVH_USER3_ALIEN_EMBRYO ) | | this - > GetIsDigesting ( ) )
{
theProgress = pmove - > fuser3 ;
}
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thePercentage = theProgress / kNormalizationNetworkFactor ;
if ( thePercentage < 1.0f )
{
this - > SetProgressStatus ( thePercentage ) ;
}
// else
// {
// this->HideGenericProgressStatus();
// }
}
else
{
// Look at selection. If selection has research and research isn't done, draw research bar. Else, hide research bar
if ( this - > mSelected . size ( ) = = 1 )
{
cl_entity_s * theEntity = gEngfuncs . GetEntityByIndex ( * this - > mSelected . begin ( ) ) ;
if ( theEntity )
{
this - > HideProgressStatus ( ) ;
this - > HideResearchProgressStatus ( ) ;
bool theIsBuilding , theIsResearching ;
float thePercentage ;
AvHSHUGetBuildResearchState ( theEntity - > curstate . iuser3 , theEntity - > curstate . iuser4 , theEntity - > curstate . fuser1 , theIsBuilding , theIsResearching , thePercentage ) ;
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if ( theIsBuilding & & ( thePercentage > 0.0f ) & & ( thePercentage < 1.0f ) )
{
// Turned off progress bar now that we have circular build icons
//this->SetGenericProgressStatus(thePercentage);
}
else if ( theIsResearching & & ( thePercentage > 0 ) & & ( thePercentage < 1.0f ) )
{
this - > SetResearchProgressStatus ( thePercentage ) ;
}
}
}
}
}
}
void AvHHud : : GhostBuildingCallback ( struct tempent_s * inEntity , float inFrametime , float inCurrentTime )
{
if ( this - > mGhostBuilding ! = MESSAGE_NULL )
{
// Don't let it die
inEntity - > die = gClientTimeLastUpdate + 2.0f ;
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// Update position to be where mouse is
VectorCopy ( this - > mGhostWorldLocation , inEntity - > entity . origin ) ;
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// Visually indicate whether this is a valid position or not
if ( this - > mCurrentGhostIsValid )
{
inEntity - > entity . curstate . renderfx = kRenderFxGlowShell ;
inEntity - > entity . curstate . rendercolor . r = 0 ;
inEntity - > entity . curstate . rendercolor . g = 255 ;
inEntity - > entity . curstate . rendercolor . b = 0 ;
inEntity - > entity . curstate . renderamt = kShellRenderAmount ;
}
else
{
inEntity - > entity . curstate . renderfx = kRenderFxGlowShell ;
inEntity - > entity . curstate . rendercolor . r = 255 ;
inEntity - > entity . curstate . rendercolor . g = 0 ;
inEntity - > entity . curstate . rendercolor . b = 0 ;
inEntity - > entity . curstate . renderamt = kShellRenderAmount ;
}
}
else
{
// Kill it off immediately
inEntity - > die = gClientTimeLastUpdate ;
}
}
void AvHHud : : UpdateBuildingPlacement ( )
{
if ( this - > mGhostBuilding ! = MESSAGE_NULL )
{
// Fetch current mouse up/down state from gScrollHandler and store
bool theMouseOneDown = gScrollHandler . GetMouseOneDown ( ) & & ! gCommanderHandler . GetMouseOneDown ( ) ;
bool theMouseTwoDown = gScrollHandler . GetMouseTwoDown ( ) ;
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// If we haven't created the temp entity, create it
if ( ! this - > mCreatedGhost )
{
// Create the temporary entity
int theModelIndex ;
char * theModelName = AvHSHUGetBuildTechModelName ( this - > mGhostBuilding ) ;
if ( theModelName )
{
if ( this - > mLastGhostBuilding )
{
this - > mLastGhostBuilding - > die = - 1 ;
this - > mLastGhostBuilding = NULL ;
}
vec3_t theOrigin = this - > GetVisualOrigin ( ) ;
struct model_s * theModel = gEngfuncs . CL_LoadModel ( theModelName , & theModelIndex ) ;
TEMPENTITY * theTempEntity = gEngfuncs . pEfxAPI - > CL_TentEntAllocCustom ( gPredictedPlayerOrigin , theModel , 0 , CLinkGhostBuildingCallback ) ;
if ( theTempEntity )
{
theTempEntity - > die + = 10.0f ;
theTempEntity - > flags | = FTENT_PERSIST ;
// Temp entities interpret baseline origin as velocity.
VectorCopy ( vec3_origin , theTempEntity - > entity . baseline . origin ) ;
// Set special properties for some models
if ( this - > mGhostBuilding = = BUILD_SCAN )
{
theTempEntity - > entity . curstate . rendermode = kRenderTransAdd ;
theTempEntity - > entity . curstate . renderamt = 255 ;
theTempEntity - > entity . baseline . rendermode = kRenderTransAdd ;
theTempEntity - > entity . baseline . renderamt = 255 ;
}
this - > mCreatedGhost = true ;
}
this - > mLastGhostBuilding = theTempEntity ;
}
}
// Update location we draw ghosted entity
int theMouseX , theMouseY ;
this - > GetMousePos ( theMouseX , theMouseY ) ;
Vector theNormMousePos ;
CreatePickingRay ( theMouseX , theMouseY , theNormMousePos ) ;
//char theMessage[256];
//sprintf(theMessage, "Ghost: %f, %f, %f", this->mGhostWorldLocation[0], this->mGhostWorldLocation[1],this->mGhostWorldLocation[2]);
//CenterPrint(theMessage);
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// Was either mouse button pressed?
bool theMouseOneReleased = ( theMouseOneDown & & ! this - > mMouseOneDown ) ;
bool theMouseTwoReleased = ( theMouseTwoDown & & ! this - > mMouseTwoDown ) ;
if ( theMouseOneReleased )
{
VectorCopy ( this - > mLeftMouseWorldStart , this - > mNormBuildLocation ) ;
}
else if ( theMouseTwoReleased )
{
VectorCopy ( this - > mRightMouseWorldStart , this - > mNormBuildLocation ) ;
}
// Test to see if we're in a valid position
this - > mCurrentGhostIsValid = false ;
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vec3_t theLocation ;
if ( AvHSHUTraceAndGetIsSiteValidForBuild ( this - > mGhostBuilding , this - > GetVisualOrigin ( ) , theNormMousePos , & theLocation ) )
{
// Update with cost and research info
bool theIsResearchable ;
int theCost ;
float theTime ;
if ( this - > mTechNodes . GetResearchInfo ( this - > mGhostBuilding , theIsResearchable , theCost , theTime ) )
{
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// Ghost is valid if message available and
// we have enough resources OR
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// tech takes energy and we have enough energy
this - > mCurrentGhostIsValid = false ;
if ( this - > mTechNodes . GetIsMessageAvailable ( this - > mGhostBuilding ) )
{
bool theTakesEnergy = AvHSHUGetDoesTechCostEnergy ( this - > mGhostBuilding ) ;
if ( ( theCost < = this - > mResources ) | | ( theTakesEnergy ) )
{
this - > mCurrentGhostIsValid = true ;
}
}
}
}
// Draw at selection start range * invalid range multiplier if invalid placement, draw on at target location if valid
//VectorMA(this->GetVisualOrigin(), kSelectionStartRange*kBuildInvalidRangeMultiplier, theNormMousePos, this->mGhostWorldLocation);
VectorMA ( this - > GetVisualOrigin ( ) , kSelectionStartRange * 8 , theNormMousePos , this - > mGhostWorldLocation ) ;
//if(this->mCurrentGhostIsValid)
//{
VectorCopy ( theLocation , this - > mGhostWorldLocation ) ;
//}
if ( ( theMouseOneReleased ) | | ( theMouseTwoReleased ) )
{
// If this is a valid location
if ( this - > mCurrentGhostIsValid )
{
// Play sound
this - > PlayHUDSound ( HUD_SOUND_PLACE_BUILDING ) ;
// Remember it for input to grab
this - > mValidatedBuilding = this - > mGhostBuilding ;
}
}
}
}
void AvHHud : : CancelBuilding ( )
{
SetGhostBuildingMode ( MESSAGE_NULL ) ;
this - > mValidatedBuilding = MESSAGE_NULL ;
}
void AvHHud : : UpdateSelection ( )
{
// Fetch current mouse up/down state from gScrollHandler and store
bool theMouseOneDown = gScrollHandler . GetMouseOneDown ( ) & & ! gCommanderHandler . GetMouseOneDown ( ) ;
bool theMouseTwoDown = gScrollHandler . GetMouseTwoDown ( ) ;
int theCurrentX , theCurrentY ;
this - > GetMousePos ( theCurrentX , theCurrentY ) ;
CreatePickingRay ( theCurrentX , theCurrentY , this - > mMouseWorldPosition ) ;
//ASSERT(this->mMouseWorldPosition.z < 0.0f);
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// Left mouse button //
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// If mouse just pressed, set starting point
if ( theMouseOneDown & & ! this - > mMouseOneDown )
{
this - > mMouseOneStartX = theCurrentX ;
this - > mMouseOneStartY = theCurrentY ;
this - > mLeftMouseStarted = true ;
//CreatePickingRay(theCurrentX, theCurrentY, this->mLeftMouseWorldStart);
//ASSERT(this->mLeftMouseWorldStart.z < 0.0f);
VectorCopy ( this - > mMouseWorldPosition , this - > mLeftMouseWorldStart ) ;
}
else
{
this - > mLeftMouseStarted = false ;
}
// If mouse just released, set flag to indicate selection just changed
if ( ! theMouseOneDown & & this - > mMouseOneDown )
{
//CreatePickingRay(theCurrentX, theCurrentY, this->mLeftMouseWorldEnd);
//ASSERT(this->mLeftMouseWorldEnd.z < 0.0f);
VectorCopy ( this - > mMouseWorldPosition , this - > mLeftMouseWorldEnd ) ;
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//this->mSelectionJustChanged = true;
this - > mLeftMouseEnded = true ;
}
else
{
this - > mLeftMouseEnded = false ;
}
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// Right mouse button //
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// If mouse two just pressed, set starting point
if ( theMouseTwoDown & & ! this - > mMouseTwoDown )
{
this - > mMouseTwoStartX = theCurrentX ;
this - > mMouseTwoStartY = theCurrentY ;
this - > mRightMouseStarted = true ;
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//CreatePickingRay(theCurrentX, theCurrentY, this->mRightMouseWorldStart);
//ASSERT(this->mRightMouseWorldStart.z < 0.0f);
VectorCopy ( this - > mMouseWorldPosition , this - > mRightMouseWorldStart ) ;
}
else
{
this - > mRightMouseStarted = false ;
}
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// If mouse just released, set flag to indicate selection just changed
if ( ! theMouseTwoDown & & this - > mMouseTwoDown )
{
//CreatePickingRay(theCurrentX, theCurrentY, this->mRightMouseWorldEnd);
//ASSERT(this->mRightMouseWorldEnd.z < 0.0f);
VectorCopy ( this - > mMouseWorldPosition , this - > mRightMouseWorldEnd ) ;
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//this->mSelectionJustChanged = true;
this - > mRightMouseEnded = true ;
}
else
{
this - > mRightMouseEnded = false ;
}
// Set extents of marquee control
this - > mSelectionBox - > SetStartPos ( this - > mMouseOneStartX , this - > mMouseOneStartY ) ;
this - > mSelectionBox - > SetEndPos ( theCurrentX , theCurrentY ) ;
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// Set visibility state of marquee control
//this->mSelectionBox->setVisible(theMouseOneDown);
this - > mSelectionBox - > setVisible ( false ) ;
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this - > mSelectionBoxX1 = mMouseOneStartX ;
this - > mSelectionBoxY1 = mMouseOneStartY ;
this - > mSelectionBoxX2 = theCurrentX ;
this - > mSelectionBoxY2 = theCurrentY ;
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this - > mSelectionBoxVisible = theMouseOneDown ;
// If we're just selecting stuff, don't want to hit this button by mistake
//gCommanderHandler.SetActive(!theMouseOneDown);
// Change context sensitive cursor depending on current position
//if(this->mSelected.size() > 0)
//{
if ( this - > mGhostBuilding = = MESSAGE_NULL )
{
Vector theCurrentMouseRay ;
CreatePickingRay ( theCurrentX , theCurrentY , theCurrentMouseRay ) ;
int theTargetIndex ;
AvHOrderTargetType theTargetType ;
Vector theTargetLocation ;
AvHUser3 theUser3 = AVH_USER3_NONE ;
AvHOrderType theOrderType = AvHGetDefaultOrderType ( this - > GetHUDTeam ( ) , this - > GetVisualOrigin ( ) , theCurrentMouseRay , theTargetIndex , theTargetLocation , theUser3 , theTargetType ) ;
// Test UI blocking
// theOrderType = ORDERTYPEL_DEFAULT;
// if(!AvHSHUGetIsRegionBlockedByUI((float)theCurrentX/ScreenWidth, (float)theCurrentY/ScreenHeight))
// {
// theOrderType = ORDERTYPET_GUARD;
// }
// this->SetCursor(theOrderType);
// Change cursor depending on order type
//if(theOrderType != ORDERTYPEL_MOVE && this->mSelected.size() > 0 )
//{
// if(!this->GetIsRegionBlockedByUI(theCurrentX/ScreenWidth(), theCurrentY/ScreenHeight()))
// {
//this->SetCursor(theOrderType);
// }
//}
}
//}
# ifdef AVH_PREDICT_SELECT
if ( this - > mLeftMouseEnded )
{
// Debug code to draw little triangles in the area that you marquee select. Uncomment to test again.
// // Loop through set of points near our origin, adding an effect for each one if it is in the area
// gTriDebugLocations.clear();
// Vector theBasePoint;
// VectorCopy(gEngfuncs.GetLocalPlayer()->origin, theBasePoint);
// float thePlaneABCD[4];
// thePlaneABCD[0] = thePlaneABCD[1] = thePlaneABCD[4] = 0;
// thePlaneABCD[2] = 1;
//
// const int kRange = 50;
// const float kMultiplier = 5.0f;
// for(int i = -kRange; i <= kRange; i++)
// {
// for(int j = -kRange; j <= kRange; j++)
// {
// float theZ = theBasePoint.z - 100;
// Vector theCurrentPoint(theBasePoint.x + i*kMultiplier, theBasePoint.y + j*kMultiplier, theZ);
//
// Vector theEyeToEntity(theCurrentPoint.x - theBasePoint.x, theCurrentPoint.y - theBasePoint.y, theCurrentPoint.z - theBasePoint.z);
// VectorNormalize(theEyeToEntity);
//
// if(IsVectorBetweenBoundingVectors(theBasePoint, theEyeToEntity, this->mLeftMouseWorldStart, this->mLeftMouseWorldEnd, thePlaneABCD))
// {
// DebugPoint theDebugPoint(theCurrentPoint.x, theCurrentPoint.y, theCurrentPoint.z);
// gTriDebugLocations.push_back(theDebugPoint);
// }
// }
// }
// Select all units at this click or in this area (but don't select when clicking a building down)
if ( ! this - > mPlacingBuilding )
{
gSelectionHelper . QueueSelection ( this - > GetVisualOrigin ( ) , this - > mLeftMouseWorldStart , this - > mLeftMouseWorldEnd , this - > GetHUDTeam ( ) ) ;
gSelectionHelper . ProcessPendingSelections ( ) ;
}
}
if ( gSelectionHelper . SelectionResultsWaiting ( ) )
{
EntityListType theNewSelection ;
gSelectionHelper . GetAndClearSelection ( theNewSelection ) ;
// this->mNumLocalSelectEvents++;
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if ( theNewSelection ! = this - > mSelected )
{
this - > mSelected = theNewSelection ;
this - > mSelectionJustChanged = true ;
}
this - > ClearTrackingEntity ( ) ;
}
# endif
// If selection just changed, make sure we have selection effects for everyone
if ( this - > mSelectionJustChanged )
{
// Create effects
this - > SetSelectionEffects ( this - > mSelected ) ;
this - > PlayHUDSound ( HUD_SOUND_SELECT ) ;
gCommanderHandler . SetSelectedUnits ( this - > mSelected ) ;
// Clear flag
this - > mSelectionJustChanged = false ;
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// // Set default order mode
// if(this->mSelected.size() > 0)
// {
// this->mOrderMode = ORDERTYPEL_DEFAULT;
// }
// else
// {
// this->mOrderMode = ORDERTYPE_UNDEFINED;
// }
}
this - > UpdateBuildingPlacement ( ) ;
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// Store current mouse state
this - > mMouseOneDown = theMouseOneDown ;
this - > mMouseTwoDown = theMouseTwoDown ;
}
void AvHHud : : UpdateBuildResearchText ( )
{
// Hide unchanging ("unhelpful"?) help text after this amount of time
const float kHelpTextInterval = 2.5f ;
if ( this - > GetHUDUser3 ( ) = = AVH_USER3_COMMANDER_PLAYER )
{
Label * theHelpTextLabel = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( kTechHelpText , theHelpTextLabel ) )
{
gCommanderHandler . RecalculateBuildResearchText ( ) ;
// Display build/research text
string theBuildResearchText = gCommanderHandler . GetBuildResearchText ( ) ;
theHelpTextLabel - > setText ( theBuildResearchText . c_str ( ) ) ;
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// Center it
int theWidth , theHeight ;
theHelpTextLabel - > getTextSize ( theWidth , theHeight ) ;
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int theX , theY ;
theHelpTextLabel - > getPos ( theX , theY ) ;
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int theScreenWidth = ScreenWidth ( ) ;
theHelpTextLabel - > setPos ( theScreenWidth / 2 - theWidth / 2 , theY ) ;
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// Vanish if no text (but keep build/research text visible)
theHelpTextLabel - > setVisible ( true ) ;
if ( theBuildResearchText . length ( ) = = 0 ) // || ((this->mTimeLastHelpTextChanged != -1) && (this->mTimeLastHelpTextChanged + kHelpTextInterval < this->mTimeOfLastUpdate)))
{
theHelpTextLabel - > setVisible ( false ) ;
}
// Display action button tool tip
string theTechHelpText = gCommanderHandler . GetTechHelpText ( ) ;
if ( theTechHelpText ! = " " )
{
this - > SetActionButtonHelpMessage ( theTechHelpText ) ;
}
if ( theTechHelpText ! = this - > mPreviousHelpText )
{
this - > mTimeLastHelpTextChanged = this - > mTimeOfLastUpdate ;
}
this - > mPreviousHelpText = theTechHelpText ;
}
}
}
void AvHHud : : UpdateTechNodes ( )
{
this - > UpdateBuildResearchText ( ) ;
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// Don't get new node until existing one has been processed
if ( this - > mTechEvent = = MESSAGE_NULL )
{
//if(this->mGameStarted)
//{
//AvHTechNode theTechNode;
//if(gCommanderHandler.GetAndClearTechNodePressed(theTechNode))
AvHMessageID theMessageID ;
if ( gCommanderHandler . GetAndClearTechNodePressed ( theMessageID ) )
{
// Check for grouping and request events and handle separately
if ( this - > mTechNodes . GetIsMessageAvailable ( theMessageID ) )
{
bool theIsResearchable ;
int theCost ;
float theTime ;
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if ( this - > mTechNodes . GetResearchInfo ( theMessageID , theIsResearchable , theCost , theTime ) )
{
if ( AvHSHUGetIsBuildTech ( theMessageID ) )
{
// Don't check for enough points yet, they might get enough points before they put it down
// Get ready to build it, don't send a research message
this - > SetGhostBuildingMode ( theMessageID ) ;
}
else if ( AvHSHUGetIsResearchTech ( theMessageID ) & & theIsResearchable )
{
// If we hit cancel, and we're in building mode, get out of build mode and throw event away
if ( ( theMessageID = = MESSAGE_CANCEL ) & & ( this - > GetGhostBuilding ( ) ! = MESSAGE_NULL ) )
{
CancelBuilding ( ) ;
}
else if ( theCost < = this - > mResources )
{
this - > mTechEvent = theMessageID ;
}
else
{
// Emit error message that you don't have the resources
this - > PlayHUDSound ( HUD_SOUND_MARINE_MORE ) ;
}
}
else if ( theMessageID = = BUILD_RECYCLE )
{
this - > mTechEvent = theMessageID ;
}
}
else
{
this - > mTechEvent = theMessageID ;
}
}
else if ( ( theMessageID > = SAYING_1 ) & & ( theMessageID < = SAYING_9 ) )
{
this - > mTechEvent = theMessageID ;
}
}
//}
}
}
void AvHHud : : UpdateAmbientSounds ( )
{
Vector theListenerPosition ;
VectorCopy ( gPredictedPlayerOrigin , theListenerPosition ) ;
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// Commanders have a different PAS then themselves
if ( this - > mInTopDownMode )
{
VectorCopy ( this - > mCommanderPAS , theListenerPosition ) ;
}
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for ( AmbientSoundListType : : iterator theIter = this - > mAmbientSounds . begin ( ) ; theIter ! = this - > mAmbientSounds . end ( ) ; theIter + + )
{
theIter - > StartPlayingIfNot ( ) ;
theIter - > UpdateVolume ( theListenerPosition ) ;
}
}
void AvHHud : : UpdateFromEntities ( float inCurrentTime )
{
// Only update every so often for performance reasons
const float kEntityUpdateInterval = .4f ;
if ( inCurrentTime > ( this - > mTimeOfLastEntityUpdate + kEntityUpdateInterval ) )
{
this - > mHelpIcons . clear ( ) ;
this - > mHelpEnts . clear ( ) ;
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bool theAutoHelpEnabled = gEngfuncs . pfnGetCvarFloat ( kvAutoHelp ) ;
// Clear help icons
this - > mHelpEnts . clear ( ) ;
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// Clear building effects
//this->mBuildingEffectsEntityList.clear();
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this - > mTimeOfLastEntityUpdate = inCurrentTime ;
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// Scan for entities, adding help icons
// Only draw if enabled
const int kHelpDistance = 350 ;
const int kBuildDistance = 500 ;
const int kHealthDistance = 125 ;
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// Look for entities that have help icons in front of us. Don't search to far away, it could give players away.
EntityListType theHelpEntities ;
AvHSHUGetEntities ( - 1 , theHelpEntities ) ;
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cl_entity_t * theLocalPlayer = gEngfuncs . GetLocalPlayer ( ) ;
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for ( EntityListType : : iterator theIter = theHelpEntities . begin ( ) ; theIter ! = theHelpEntities . end ( ) ; theIter + + )
{
vec3_t theLocation ;
if ( AvHSHUGetEntityLocation ( * theIter , theLocation ) )
{
float theDistance = VectorDistance ( ( float * ) & theLocation , theLocalPlayer - > origin ) ;
if ( theDistance < kHelpDistance )
{
// If iuser3 isn't 0, try looking up an icon for it
physent_t * theEntity = gEngfuncs . pEventAPI - > EV_GetPhysent ( * theIter ) ;
if ( theEntity )
{
// Don't add cloaked entities (I wish this could be more general purpose)
if ( ( theEntity - > team = = this - > GetHUDTeam ( ) ) | | ( theEntity - > rendermode = = kRenderNormal ) )
{
int theUser3 = theEntity - > iuser3 ;
vec3_t theEntityOrigin = AvHSHUGetRealLocation ( theEntity - > origin , theEntity - > mins , theEntity - > maxs ) ;
// Some entities always draw
bool theAlwaysDraw = false ;
switch ( theUser3 )
{
case AVH_USER3_WELD :
//case AVH_USER3_COMMANDER_STATION:
//case AVH_USER3_HIVE:
theAlwaysDraw = true ;
break ;
}
if ( theAutoHelpEnabled | | theAlwaysDraw )
{
this - > mHelpIcons . push_back ( make_pair ( theEntityOrigin , theUser3 ) ) ;
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// Push back entity for displaying helpful tooltips
this - > mHelpEnts . push_back ( * theIter ) ;
}
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// // If entity is buildable and within a certain distance, add it to have it's building effects potentially drawn
// if(!this->GetInTopDownMode())
// {
// // Draw if in large radius and unbuilt, or if close by whether it's built or not
// if((GetHasUpgrade(this->GetLocalUpgrades(), MASK_BUILDABLE) && (theDistance < kBuildDistance)) || (theDistance < kHealthDistance))
// {
// // Only put it in if it doesn't exist already
// int theEntity = *theIter;
// if(std::find(this->mBuildingEffectsEntityList.begin(), this->mBuildingEffectsEntityList.end(), theEntity) == this->mBuildingEffectsEntityList.end())
// {
// this->mBuildingEffectsEntityList.push_back(theEntity);
// }
// }
// }
}
else
{
int a = 0 ;
}
}
}
}
}
}
}
void AvHHud : : UpdateViewModelEffects ( )
{
cl_entity_t * theViewModel = GetViewEntity ( ) ;
if ( theViewModel )
{
int theRenderMode = kRenderNormal ;
int theRenderAmount = 0 ;
int theRenderFx = theViewModel - > curstate . renderfx ;
color24 theRenderColor = theViewModel - > curstate . rendercolor ;
short theSkin = 0 ;
// Set the skin, stored in playerclass
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//cl_entity_s* theLocalPlayer = gEngfuncs.GetLocalPlayer();
// Use the visible player so that when we are spectating we can tell
// when the player is cloaked.
cl_entity_s * theLocalPlayer = GetVisiblePlayer ( ) ;
if ( theLocalPlayer )
{
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//theViewModel->curstate.skin = theLocalPlayer->curstate.skin;
theRenderMode = theLocalPlayer - > curstate . rendermode ;
theRenderAmount = theLocalPlayer - > curstate . renderamt ;
theRenderFx = theLocalPlayer - > curstate . renderfx ;
theRenderColor = theLocalPlayer - > curstate . rendercolor ;
theSkin = theLocalPlayer - > curstate . skin ;
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// Hack to make cloaking work for viewmodels (if only view models rendered in additive properly).
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// Draw view model normally unless fully cloaked.
//bool theIsCloakedViaUpgrade = GetHasUpgrade(theLocalPlayer->curstate.iuser4, MASK_ALIEN_CLOAKED);
int old = theRenderAmount ;
if ( ( theRenderMode = = kRenderTransTexture ) /*|| theIsCloakedViaUpgrade*/ )
{
theRenderFx = kRenderFxNone ;
theRenderColor . r = theRenderColor . g = theRenderColor . b = 0 ;
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if ( theRenderAmount = = kAlienSelfCloakingBaseOpacity )
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{
theRenderMode = kAlienCloakViewModelRenderMode ;
theRenderAmount = 10 ;
}
else if ( theRenderAmount > kAlienSelfCloakingBaseOpacity & & theRenderAmount < 186 )
{
theRenderMode = kAlienCloakViewModelRenderMode ;
theRenderAmount = 40 ;
}
else if ( theRenderAmount = = 186 ) {
theRenderMode = kAlienCloakViewModelRenderMode ;
theRenderAmount = 50 ;
}
else
{
theRenderMode = kRenderNormal ;
theRenderAmount = 255 ;
}
}
//char theMessage[128];
//sprintf(theMessage, "Setting view model mode: %d amount: %d\n", theRenderMode, theRenderAmount);
//CenterPrint(theMessage);
}
// if(GetHasUpgrade(this->GetLocalUpgrades(), MASK_ALIEN_CLOAKED))
// {
// theRenderMode = kAlienCloakViewModelRenderMode;
// int theCloakingLevel = AvHGetAlienUpgradeLevel(this->GetLocalUpgrades(), MASK_UPGRADE_7);
// theRenderAmount = kAlienCloakViewModelAmount - theCloakingLevel*kAlienCloakViewModelLevelAmount;
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//
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// // Put in color, because texture rendering needs it
// theRenderFx = kRenderFxNone;
// theRenderColor.r = theRenderColor.g = theRenderColor.b = 0;
// }
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if ( this - > mInTopDownMode )
{
theRenderMode = kRenderTransAdd ;
theRenderAmount = 1 ;
}
theViewModel - > curstate . skin = theSkin ;
theViewModel - > curstate . rendermode = theRenderMode ;
theViewModel - > curstate . renderamt = theRenderAmount ;
theViewModel - > curstate . renderfx = theRenderFx ;
theViewModel - > curstate . rendercolor = theRenderColor ;
}
}
void AvHHud : : UpdateResources ( float inTimePassed )
{
const float kResourceRate = this - > GetMaxAlienResources ( ) / 50.0f ;
int thePointsToMove = max ( inTimePassed * kResourceRate , 1 ) ;
// Update visual resources if different this resources
if ( this - > mVisualResources ! = this - > mResources )
{
if ( abs ( this - > mVisualResources - this - > mResources ) < = thePointsToMove )
{
this - > mVisualResources = this - > mResources ;
}
else
{
if ( this - > mVisualResources < this - > mResources )
{
this - > mVisualResources + = thePointsToMove ;
}
else
{
this - > mVisualResources - = thePointsToMove ;
}
}
}
// Smoothly adjust energy level
float theCurrentEnergyLevel = pmove - > fuser3 / kNormalizationNetworkFactor ;
if ( ( g_iUser1 = = OBS_IN_EYE ) & & ( g_iUser2 ! = this - > mUser2OfLastEnergyLevel ) )
{
// This isn't working yet
this - > mVisualEnergyLevel = theCurrentEnergyLevel ;
this - > mUser2OfLastEnergyLevel = g_iUser2 ;
}
else
{
float kEnergyRate = 1.0f ;
float theEnergyToMove = inTimePassed * kEnergyRate ;
if ( this - > mVisualEnergyLevel ! = theCurrentEnergyLevel )
{
float theDiff = fabs ( this - > mVisualEnergyLevel - theCurrentEnergyLevel ) ;
if ( theDiff < = theEnergyToMove )
{
this - > mVisualEnergyLevel = theCurrentEnergyLevel ;
}
else
{
if ( this - > mVisualEnergyLevel < theCurrentEnergyLevel )
{
this - > mVisualEnergyLevel + = theEnergyToMove ;
}
else
{
this - > mVisualEnergyLevel - = theEnergyToMove ;
}
}
}
}
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string theResourceText ;
char theResourceBuffer [ 64 ] ;
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if ( this - > GetInTopDownMode ( ) & & this - > mCommanderResourceLabel )
{
LocalizeString ( kMarineResourcePrefix , theResourceText ) ;
sprintf ( theResourceBuffer , " %s %d " , theResourceText . c_str ( ) , this - > mVisualResources ) ;
this - > mCommanderResourceLabel - > setText ( 64 , theResourceBuffer ) ;
}
// Update visual resource indicators, expiring old ones
const float kNumericalInfoEffectLifetime = 1.1f ;
const float kNumericalInfoScrollSpeed = 24 ;
for ( NumericalInfoEffectListType : : iterator theIter = this - > mNumericalInfoEffects . begin ( ) ; theIter ! = this - > mNumericalInfoEffects . end ( ) ; /* no inc */ )
{
if ( ( theIter - > GetTimeCreated ( ) + kNumericalInfoEffectLifetime ) < this - > mTimeOfLastUpdate )
{
theIter = this - > mNumericalInfoEffects . erase ( theIter ) ;
}
else
{
// Update position
float thePosition [ 3 ] ;
theIter - > GetPosition ( thePosition ) ;
thePosition [ 2 ] + = inTimePassed * kNumericalInfoScrollSpeed ;
theIter - > SetPosition ( thePosition ) ;
// Next
theIter + + ;
}
}
}
//void AvHHud::ChangeUpgradeCosts(int inOldMessageID, int inNewMessageID, const char* inText)
//{
// this->ChangeUpgradeCostsForMenu(this->mSoldierMenu, inOldMessageID, inNewMessageID, inText);
// this->ChangeUpgradeCostsForMenu(this->mLeaderMenu, inOldMessageID, inNewMessageID, inText);
// this->ChangeUpgradeCostsForMenu(this->mCommanderMenu, inOldMessageID, inNewMessageID, inText);
//
// this->UpdateUpgradeCosts();
//}
//
//void AvHHud::ChangeUpgradeCostsForMenu(PieMenu* inMenu, int inOldMessageID, int inNewMessageID, const char* inText)
//{
// if(inMenu)
// {
// inMenu->ChangeNode(inOldMessageID, inNewMessageID, string(inText));
// }
//}
//
//void AvHHud::ResetUpgradeCosts()
//{
// this->ResetUpgradeCostsForMenu(this->mSoldierMenu);
// this->ResetUpgradeCostsForMenu(this->mLeaderMenu);
// this->ResetUpgradeCostsForMenu(this->mCommanderMenu);
//
// this->UpdateUpgradeCosts();
//}
//void AvHHud::ResetUpgradeCostsForMenu(PieMenu* inMenu)
//{
// if(inMenu)
// {
// inMenu->ResetToDefaults();
// }
//}
bool AvHHud : : GetParticlesVisible ( ) const
{
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if ( g_iUser1 = = OBS_NONE )
{
return true ;
}
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if ( m_Spectator . IsInOverviewMode ( ) )
{
return m_Spectator . m_iDrawCycle = = 1 ;
}
else
{
return true ;
}
}
// Sprite drawing on a level change is problematic and can cause crashing or disconcerting "no such sprite" error messages
bool AvHHud : : GetSafeForSpriteDrawing ( ) const
{
bool theSafeForDrawing = false ;
const char * theLevelName = gEngfuncs . pfnGetLevelName ( ) ;
string theCurrentMapName = this - > GetMapName ( true ) ;
if ( theLevelName & & ( theCurrentMapName ! = " " ) )
{
string theLevelNameString ( theLevelName ) ;
int thePos = theLevelNameString . find ( theCurrentMapName ) ;
if ( thePos ! = string : : npos )
{
theSafeForDrawing = true ;
}
else
{
int a = 0 ;
}
}
return theSafeForDrawing ;
}
bool AvHHud : : GetShouldDisplayUser3 ( AvHUser3 inUser3 ) const
{
bool theShouldDisplay = false ;
if ( ( inUser3 > AVH_USER3_NONE ) & & ( inUser3 < AVH_USER3_MAX ) )
{
theShouldDisplay = true ;
switch ( inUser3 )
{
case AVH_USER3_BREAKABLE :
case AVH_USER3_USEABLE :
case AVH_USER3_PARTICLE_ON :
case AVH_USER3_PARTICLE_OFF :
case AVH_USER3_ALPHA :
case AVH_USER3_WAYPOINT :
case AVH_USER3_NOBUILD :
case AVH_USER3_SPAWN_TEAMONE :
case AVH_USER3_SPAWN_TEAMTWO :
theShouldDisplay = false ;
break ;
}
}
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return theShouldDisplay ;
}
bool AvHHud : : GetTranslatedUser3Name ( AvHUser3 inUser3 , string & outString ) const
{
bool theSuccess = false ;
if ( this - > GetShouldDisplayUser3 ( inUser3 ) )
{
char theUser3String [ 512 ] ;
sprintf ( theUser3String , " #%s%d " , kUser3Name , inUser3 ) ;
theSuccess = LocalizeString ( theUser3String , outString ) ;
}
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return theSuccess ;
}
bool AvHHud : : GetTranslatedUser3Description ( AvHUser3 inUser3 , bool inFriendly , string & outString ) const
{
bool theSuccess = false ;
if ( this - > GetShouldDisplayUser3 ( inUser3 ) )
{
char theUser3String [ 512 ] ;
sprintf ( theUser3String , " #%s%d " , kUser3Description , inUser3 ) ;
theSuccess = LocalizeString ( theUser3String , outString ) ;
// If we're commanding, look for that description if it exists
if ( this - > GetInTopDownMode ( ) )
{
string theCommanderDescription ;
sprintf ( theUser3String , " #%s%d " , kUser3CommanderDescription , inUser3 ) ;
if ( LocalizeString ( theUser3String , theCommanderDescription ) )
{
outString = theCommanderDescription ;
theSuccess = true ;
}
}
// Else look for a message that tell us what to do with this thing (assumes we're not commanding though)
else if ( inFriendly )
{
string theFriendlyDescription ;
sprintf ( theUser3String , " #%s%d " , kUser3FriendlyDescription , inUser3 ) ;
if ( LocalizeString ( theUser3String , theFriendlyDescription ) )
{
outString = theFriendlyDescription ;
theSuccess = true ;
}
}
}
return theSuccess ;
}
void AvHHud : : UpdateUpgradeCosts ( )
{
PieMenu * theCurrentMenu = NULL ;
if ( this - > GetManager ( ) . GetVGUIComponentNamed ( this - > mPieMenuControl , theCurrentMenu ) )
{
this - > UpdateEnableState ( theCurrentMenu ) ;
}
}
void AvHHud : : AddMiniMapAlert ( float x , float y )
{
mOverviewMap . AddAlert ( x , y ) ;
}
void AvHHud : : UpdateEnableState ( PieMenu * inMenu )
{
if ( inMenu )
{
int thePurchaseLevel = this - > GetIsCombatMode ( ) ? max ( 0 , this - > mExperienceLevel - this - > mExperienceLevelSpent - 1 ) : this - > mResources ;
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inMenu - > UpdateMenuFromTech ( this - > mTechNodes , thePurchaseLevel ) ;
// if(this->GetIsNSMode())
//{
// Now disable any nodes whose children are all disabled (in NS, only end nodes can be chosen)
//inMenu->DisableNodesWhoseChildrenAreDisabled();
//}
inMenu - > RecomputeVisibleSize ( ) ;
}
}
void AvHHud : : ShowMap ( )
{
if ( ! sShowMap & & gHUD . GetIsNSMode ( ) )
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{
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sShowMap = true ;
gHUD . HideCrosshair ( ) ;
gHUD . GetManager ( ) . UnhideComponent ( kShowMapHierarchy ) ;
}
}
void AvHHud : : HideMap ( )
{
if ( sShowMap )
{
sShowMap = false ;
gHUD . GetManager ( ) . HideComponent ( kShowMapHierarchy ) ;
gHUD . ShowCrosshair ( ) ;
}
}
void AvHHud : : GetSpriteForUser3 ( AvHUser3 inUser3 , int & outSprite , int & outFrame , int & outRenderMode )
{
switch ( inUser3 )
{
// Marines
case AVH_USER3_WAYPOINT :
outSprite = Safe_SPR_Load ( kSmallOrderSprite ) ;
outFrame = 2 ;
outRenderMode = kRenderTransAdd ;
break ;
case AVH_USER3_MARINE_PLAYER :
outSprite = Safe_SPR_Load ( kMarinePlayersSprite ) ;
outFrame = 0 ;
break ;
case AVH_USER3_HEAVY : // This really means a marine with heavy armor, not a heavy armor object.
outSprite = Safe_SPR_Load ( kMarinePlayersSprite ) ;
outFrame = 1 ;
break ;
case AVH_USER3_COMMANDER_STATION :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 5 ;
break ;
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case AVH_USER3_TURRET_FACTORY :
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case AVH_USER3_ADVANCED_TURRET_FACTORY :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 6 ;
break ;
case AVH_USER3_ARMORY :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 7 ;
break ;
case AVH_USER3_ADVANCED_ARMORY :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 8 ;
break ;
case AVH_USER3_ARMSLAB :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 9 ;
break ;
case AVH_USER3_PROTOTYPE_LAB :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 10 ;
break ;
case AVH_USER3_OBSERVATORY :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 11 ;
break ;
case AVH_USER3_TURRET :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 12 ;
break ;
case AVH_USER3_SIEGETURRET :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 13 ;
break ;
case AVH_USER3_RESTOWER :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 14 ;
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break ;
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case AVH_USER3_INFANTRYPORTAL :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 15 ;
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break ;
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case AVH_USER3_PHASEGATE :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 16 ;
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break ;
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// Aliens
case AVH_USER3_DEFENSE_CHAMBER :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 17 ;
break ;
case AVH_USER3_MOVEMENT_CHAMBER :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 18 ;
break ;
case AVH_USER3_OFFENSE_CHAMBER :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 19 ;
break ;
case AVH_USER3_SENSORY_CHAMBER :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 20 ;
break ;
case AVH_USER3_ALIENRESTOWER :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 21 ;
break ;
case AVH_USER3_HIVE :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 3 ;
break ;
case AVH_USER3_ALIEN_PLAYER1 :
outSprite = Safe_SPR_Load ( kAlienPlayersSprite ) ;
outFrame = 0 ;
break ;
case AVH_USER3_ALIEN_PLAYER2 :
outSprite = Safe_SPR_Load ( kAlienPlayersSprite ) ;
outFrame = 1 ;
break ;
case AVH_USER3_ALIEN_PLAYER3 :
outSprite = Safe_SPR_Load ( kAlienPlayersSprite ) ;
outFrame = 2 ;
break ;
case AVH_USER3_ALIEN_PLAYER4 :
outSprite = Safe_SPR_Load ( kAlienPlayersSprite ) ;
outFrame = 3 ;
break ;
case AVH_USER3_ALIEN_PLAYER5 :
outSprite = Safe_SPR_Load ( kAlienPlayersSprite ) ;
outFrame = 4 ;
break ;
case AVH_USER3_ALIEN_EMBRYO :
outSprite = Safe_SPR_Load ( kAlienPlayersSprite ) ;
outFrame = 5 ;
break ;
case AVH_USER3_FUNC_RESOURCE :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 4 ;
break ;
case AVH_USER3_WELD :
outSprite = Safe_SPR_Load ( kStructuresSprite ) ;
outFrame = 0 ;
break ;
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default :
outSprite = 0 ;
outFrame = 0 ;
}
}
int AvHHud : : GetCurrentSquad ( ) const
{
return mCurrentSquad ;
}
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AvHOverviewMap & AvHHud : : GetOverviewMap ( )
{
return mOverviewMap ;
}
void AvHHud : : ShowCrosshair ( )
{
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+ + mCrosshairShowCount ;
if ( mCrosshairShowCount > 0 )
{
SetCrosshair ( mCrosshairSprite , mCrosshairRect , mCrosshairR , mCrosshairG , mCrosshairB ) ;
}
}
void AvHHud : : HideCrosshair ( )
{
- - mCrosshairShowCount ;
if ( mCrosshairShowCount < = 0 )
{
wrect_t nullrect = { 0 , 0 , 0 , 0 } ;
SetCrosshair ( 0 , nullrect , 0 , 0 , 0 ) ;
}
}
void AvHHud : : SetCurrentCrosshair ( HSPRITE hspr , wrect_t rc , int r , int g , int b )
{
mCrosshairSprite = hspr ;
mCrosshairRect = rc ;
mCrosshairR = r ;
mCrosshairG = g ;
mCrosshairB = b ;
if ( mCrosshairShowCount > 0 )
{
SetCrosshair ( mCrosshairSprite , mCrosshairRect , mCrosshairR , mCrosshairG , mCrosshairB ) ;
}
}
void AvHHud : : SetViewport ( const int inViewport [ 4 ] )
{
if ( ! m_Spectator . IsInOverviewMode ( ) )
{
mViewport [ 0 ] = inViewport [ 0 ] ;
mViewport [ 1 ] = inViewport [ 1 ] ;
mViewport [ 2 ] = inViewport [ 2 ] ;
mViewport [ 3 ] = inViewport [ 3 ] ;
}
else
{
mSpecialViewport [ 0 ] = inViewport [ 0 ] ;
mSpecialViewport [ 1 ] = inViewport [ 1 ] ;
mSpecialViewport [ 2 ] = inViewport [ 2 ] ;
mSpecialViewport [ 3 ] = inViewport [ 3 ] ;
mViewport [ 0 ] = 0 ;
mViewport [ 1 ] = 0 ;
mViewport [ 2 ] = ScreenWidth ( ) ;
mViewport [ 3 ] = ScreenHeight ( ) ;
}
}
void AvHHud : : GetViewport ( int outViewport [ 4 ] ) const
{
outViewport [ 0 ] = mViewport [ 0 ] ;
outViewport [ 1 ] = mViewport [ 1 ] ;
outViewport [ 2 ] = mViewport [ 2 ] ;
outViewport [ 3 ] = mViewport [ 3 ] ;
}
const AvHFont & AvHHud : : GetSmallFont ( ) const
{
return mSmallFont ;
}
void AvHHud : : PlayStream ( )
{
if ( gEngfuncs . Cmd_Argc ( ) < = 1 )
{
gEngfuncs . Con_Printf ( " usage: playstream <url> \n " ) ;
}
else
{
if ( gEngfuncs . Cmd_Argc ( ) > = 2 )
{
// Read URL
string theURL ;
theURL = string ( " http:// " ) + string ( gEngfuncs . Cmd_Argv ( 1 ) ) ;
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string theError ;
if ( ! gHUD . PlayInternetStream ( theURL , theError ) )
{
gHUD . AddTooltip ( theError . c_str ( ) ) ;
}
}
}
}
void AvHHud : : StopStream ( )
{
gHUD . StopInternetStream ( ) ;
}
float AvHHud : : GetServerVariableFloat ( const char * inName ) const
{
ServerVariableMapType : : const_iterator iterator ;
iterator = mServerVariableMap . find ( inName ) ;
if ( iterator = = mServerVariableMap . end ( ) )
{
return 0 ;
}
else
{
return atof ( iterator - > second . c_str ( ) ) ;
}
}
/**
* Prints the call stack when an unhandled exception occurs .
*/
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LONG WINAPI ExceptionFilter ( EXCEPTION_POINTERS * pExp )
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{
/*
// E-mail the exception log to the programmers.
std : : stringstream buffer ;
LogException ( buffer , pExp ) ;
const char * serverName = " 66.111.4.62 " ;
const char * fromAddress = " noreply@overmind.com " ;
const char * programmerAddress [ ] =
{
" max_mcguire@yahoo.com " ,
} ;
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for ( int i = 0 ; i < sizeof ( programmerAddress ) / sizeof ( char * ) ; + + i )
{
SendMail ( serverName , fromAddress , fromAddress , programmerAddress [ i ] ,
" Exception Log " , buffer . str ( ) . c_str ( ) ) ;
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}
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*/
AvHHud : : ResetGammaAtExit ( ) ;
return EXCEPTION_EXECUTE_HANDLER ;
}
// Added DLL entry point to try to reset gamma properly under VAC
BOOL WINAPI DllMain ( HINSTANCE hinstDLL ,
DWORD fdwReason ,
LPVOID lpvReserved )
{
if ( fdwReason = = DLL_PROCESS_ATTACH )
{
// Install a crash handler.
//SetUnhandledExceptionFilter(ExceptionFilter);
}
else if ( fdwReason = = DLL_PROCESS_DETACH )
{
AvHHud : : ResetGammaAtExit ( ) ;
}
return TRUE ;
}