ns/releases/3.1.2/source/mod/AvHHelp.cpp

651 lines
17 KiB
C++

//======== (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: Pop-up context sensitive help ("there's an active hive nearby...destroy it!")
//
// $Workfile: AvHHelp.cpp $
// $Date: 2002/10/24 21:25:58 $
//
//-------------------------------------------------------------------------------
// $Log: AvHHelp.cpp,v $
// Revision 1.17 2002/10/24 21:25:58 Flayra
// - Completely reworked help to be client-side
//
// Revision 1.16 2002/10/03 18:49:57 Flayra
// - Play game objective hints
//
// Revision 1.15 2002/09/25 20:45:02 Flayra
// - Only emit phase gate message when built
// - Removed use order
// - Frame-rate independent updating
//
// Revision 1.14 2002/08/31 18:01:01 Flayra
// - Work at VALVe
//
// Revision 1.13 2002/08/02 22:51:17 Flayra
// - Don't show pop-up menu help for commander
//
// Revision 1.12 2002/08/02 21:59:55 Flayra
// - Tons of new help messages for new tooltip system
//
// Revision 1.11 2002/07/25 16:57:59 flayra
// - Linux changes
//
// Revision 1.10 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.9 2002/06/25 17:59:39 Flayra
// - Removed help for building gun, renamed arsenal to armory
//
// Revision 1.8 2002/06/03 16:46:02 Flayra
// - Help for arsenal, help for alien building secondary functions (help me, I need to be rewritten!)
//
// Revision 1.7 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
// Revision 1.8 2002/05/14 19:24:16 Charlie
//===============================================================================
#include "mod/AvHHud.h"
#include "mod/AvHTitles.h"
#include "mod/AvHBasePlayerWeaponConstants.h"
#include "mod/AvHClientVariables.h"
#include "mod/AvHServerVariables.h"
#include "common/const.h"
#include "common/event_api.h"
#include "pm_shared/pm_defs.h"
#include "pm_shared/pm_shared.h"
#include "pm_shared/pm_movevars.h"
#include "cl_dll/cl_util.h"
bool AvHHud::ProcessEntityHelp()
{
bool theDisplayedTooltip = false;
int theNumCommandersOnTeam = (this->GetCommanderIndex() > 0) ? 1 : 0;
bool theIsCommander = (this->GetHUDUser3() == AVH_USER3_COMMANDER_PLAYER);
bool theIsInTrainingMode = false;
if(this->GetIsCombatMode())
{
// TODO: Add combat mode tooltips
}
else if(!theIsInTrainingMode)
{
for(EntityListType::iterator theHelpIter = this->mHelpEnts.begin(); (theHelpIter != this->mHelpEnts.end()) && !theDisplayedTooltip ; theHelpIter++)
{
bool theEntityIsFriendly = false;
bool theEntityIsEnemy = false;
physent_t* theEntity = gEngfuncs.pEventAPI->EV_GetPhysent(*theHelpIter);
if(theEntity)
{
bool theIsBuildable = GetHasUpgrade(theEntity->iuser4, MASK_BUILDABLE);
bool theIsBuilt = !theIsBuildable;
int theUser3 = theEntity->iuser3;
if(theEntity->team == this->GetHUDTeam())
{
theEntityIsFriendly = true;
}
else if(theEntity->team != 0)
{
theEntityIsEnemy = true;
}
// Handle commander separately
if(theIsCommander)
{
}
else
{
// TODO: Make sure we're facing it?
// If the team has no commander, and this player is near his team's command station
if(theUser3 == AVH_USER3_COMMANDER_STATION)
{
if(theEntityIsFriendly)
{
if(theNumCommandersOnTeam == 0)
{
if(this->AddTooltipOnce(kHelpTextCSAttractMode))
{
theDisplayedTooltip = true;
continue;
}
}
}
else if(this->AddTooltipOnce(kHelpTextAttackNearbyStation))
{
theDisplayedTooltip = true;
continue;
}
}
// Check if there are any non fully built buildings on our team (this gets turrets and siege turrets of course)
if((theUser3 == AVH_USER3_TURRET) || (theUser3 == AVH_USER3_SIEGETURRET))
{
if(theIsBuildable && theEntityIsFriendly)
{
if(this->AddTooltipOnce(kHelpTextBuildTurret))
{
theDisplayedTooltip = true;
continue;
}
}
}
// Near an armory? Tell player about getting ammo from it.
if(theUser3 == AVH_USER3_ARMORY)
{
if(!theIsBuildable && theEntityIsFriendly)
{
if(this->AddTooltipOnce(kHelpTextArmoryResupply))
{
theDisplayedTooltip = true;
continue;
}
}
}
if(theUser3 == AVH_USER3_RESTOWER)
{
if(!theEntityIsFriendly)
{
if(this->AddTooltipOnce(kHelpTextAttackTower))
{
theDisplayedTooltip = true;
continue;
}
}
else if(theIsBuildable)
{
this->AddTooltip(kHelpTextBuildTower);
theDisplayedTooltip = true;
continue;
}
else
{
if(this->AddTooltipOnce(kHelpTextExplainTower))
{
theDisplayedTooltip = true;
continue;
}
}
}
// Near a phase gate?
if((theUser3 == AVH_USER3_PHASEGATE) && theIsBuilt)
{
if(this->AddTooltipOnce(kHelpTextPhaseGate))
{
theDisplayedTooltip = true;
continue;
}
}
// Hive?
if((theUser3 == AVH_USER3_HIVE) && (theEntity->team != 0))
{
if(theEntityIsFriendly)
{
}
else if(theEntityIsEnemy)
{
this->AddTooltip(kHelpTextAttackNearbyHive);
theDisplayedTooltip = true;
continue;
}
}
// If we're near an unbuilt alien structure, tell the player how to build it
if((this->GetHUDUser3() == AVH_USER3_ALIEN_PLAYER2) && theIsBuildable && theEntityIsFriendly)
{
if(this->AddTooltipOnce(kHelpTextAlienEnergy))
{
theDisplayedTooltip = true;
continue;
}
}
// Movement chamber
if((theUser3 == AVH_USER3_MOVEMENT_CHAMBER) && theIsBuilt)
{
if(theEntityIsFriendly)
{
this->AddTooltip(kHelpTextFriendlyMovementChamber);
theDisplayedTooltip = true;
continue;
}
else if(theEntityIsEnemy)
{
this->AddTooltip(kHelpTextAttackMovementChamber);
theDisplayedTooltip = true;
continue;
}
}
// Defensive chamber
if((theUser3 == AVH_USER3_DEFENSE_CHAMBER) && theIsBuilt)
{
if(theEntityIsFriendly)
{
this->AddTooltip(kHelpTextFriendlyDefensiveChamber);
theDisplayedTooltip = true;
continue;
}
else if(theEntityIsEnemy)
{
this->AddTooltip(kHelpTextAttackDefensiveChamber);
theDisplayedTooltip = true;
continue;
}
}
// Sensory chamber
if((theUser3 == AVH_USER3_SENSORY_CHAMBER) && theIsBuilt)
{
if(theEntityIsFriendly)
{
this->AddTooltip(kHelpTextFriendlySensoryChamber);
theDisplayedTooltip = true;
continue;
}
else if(theEntityIsEnemy)
{
this->AddTooltip(kHelpTextAttackSensoryChamber);
theDisplayedTooltip = true;
continue;
}
}
// Offensive chamber
if((theUser3 == AVH_USER3_OFFENSE_CHAMBER) && theIsBuilt)
{
if(theEntityIsFriendly)
{
this->AddTooltip(kHelpTextFriendlyOffensiveChamber);
theDisplayedTooltip = true;
continue;
}
else if(theEntityIsEnemy)
{
this->AddTooltip(kHelpTextAttackOffensiveChamber);
theDisplayedTooltip = true;
continue;
}
}
// if(this->GetIsMarine())
// {
// if(theWeldable && theWeldable->GetCanBeWelded() && (theWeldable->GetNormalizedBuildPercentage() < 1.0f))
// {
// if(theWeldable->GetWeldOpens())
// {
// if(this->AddTooltip(kHelpTextOpenWeldable))
// {
// theDisplayedTooltip = true;
// }
// }
// else
// {
// if(this->AddTooltip(kHelpTextCloseWeldable))
// {
// theDisplayedTooltip = true;
// }
// }
// }
// }
}
}
}
}
return theDisplayedTooltip;
}
bool AvHHud::ProcessGeneralHelp()
{
const float kTimeBeforeUpgradeHelp = 500;
const float kTimeBeforeLifeformHelp = 200;
int theTimeSinceGameStarted = this->GetGameTime();
bool theDisplayedTooltip = false;
if(!theDisplayedTooltip && this->AddTooltipOnce(kHelpTextPopupMenu))
{
theDisplayedTooltip = true;
}
// Don't send these messages until the game has been going for a bit...don't want to overwhelm players
else if(!theDisplayedTooltip && this->GetIsAlien() && (theTimeSinceGameStarted > kTimeBeforeLifeformHelp) && this->AddTooltipOnce(kHelpTextBuyLifeform))
{
theDisplayedTooltip = true;
}
else if(this->GetHasJetpack() && !this->GetIsInTopDownMode() && this->AddTooltipOnce(kHelpTextJetpacks))
{
theDisplayedTooltip = true;
}
else if(this->GetIsAlien() && this->AddTooltipOnce(kHelpTextAlienPopupMenu))
{
theDisplayedTooltip = true;
}
else if(this->GetIsMarine() && !this->GetIsInTopDownMode() && this->AddTooltipOnce(kHelpTextMarinePopupMenu))
{
theDisplayedTooltip = true;
}
else if(this->AddTooltipOnce(kHelpTextDisableHelp))
{
theDisplayedTooltip = true;
}
// Else if we have an order
else if(this->GetDoesPlayerHaveOrder() && this->AddTooltipOnce(kHelpTextOrder))
{
theDisplayedTooltip = true;
}
return theDisplayedTooltip;
}
bool AvHHud::ProcessWeaponsHelp()
{
bool theDisplayedTooltip = false;
if((this->mCurrentWeaponID >= 0) && this->mCurrentWeaponEnabled)
{
if(!theDisplayedTooltip && (this->mCurrentWeaponID == AVH_WEAPON_BITE))
{
if(this->AddTooltipOnce(kHelpTextBite))
{
theDisplayedTooltip = true;
}
}
if(!theDisplayedTooltip && (this->mCurrentWeaponID == AVH_WEAPON_WEBSPINNER))
{
if(this->AddTooltipOnce(kHelpTextWeb))
{
theDisplayedTooltip = true;
}
}
if(!theDisplayedTooltip && (this->mCurrentWeaponID == AVH_WEAPON_SPORES))
{
if(this->AddTooltipOnce(kHelpTextSpores))
{
theDisplayedTooltip = true;
}
}
}
return theDisplayedTooltip;
}
bool AvHHud::ProcessAlienHelp()
{
bool theDisplayedTooltip = false;
// Have we explained resources?
if(this->AddTooltipOnce(kHelpTextAlienWeapons))
{
theDisplayedTooltip = true;
}
else if(this->AddTooltipOnce(kHelpTextAlienResources))
{
theDisplayedTooltip = true;
}
// Have we explained energy?
else if(this->AddTooltipOnce(kHelpTextAlienEnergy))
{
theDisplayedTooltip = true;
}
// Do we have upgrades pending?
else if(this->GetHasAlienUpgradesAvailable())
{
if(this->AddTooltipOnce(kHelpTextAlienPendingUpgrades))
{
theDisplayedTooltip = true;
}
}
else if(this->AddTooltipOnce(kHelpTextAlienHiveSight))
{
theDisplayedTooltip = true;
}
else if(this->AddTooltipOnce(kHelpTextAlienVisionMode))
{
theDisplayedTooltip = true;
}
if(!theDisplayedTooltip)
{
switch(this->GetHUDUser3())
{
// If we're a level 1 alien and we're holding crouch, tell them they can wall-walk
case AVH_USER3_ALIEN_PLAYER1:
if(this->AddTooltipOnce(kHelpTextWallwalking))
{
theDisplayedTooltip = true;
break;
}
// TODO: More level 1 help here
break;
case AVH_USER3_ALIEN_PLAYER2:
if(this->AddTooltipOnce(kHelpTextBuilder))
{
theDisplayedTooltip = true;
break;
}
if(this->AddTooltipOnce(kHelpTextAlienBuildStructure))
{
theDisplayedTooltip = true;
break;
}
break;
case AVH_USER3_ALIEN_PLAYER3:
// If level 3 jumps, tell player about flying
if(this->AddTooltipOnce(kHelpTextFlight))
{
theDisplayedTooltip = true;
break;
}
// TODO: More level 3 help here
break;
case AVH_USER3_ALIEN_PLAYER4:
break;
case AVH_USER3_ALIEN_PLAYER5:
break;
}
}
return theDisplayedTooltip;
}
bool AvHHud::ProcessOrderHelp()
{
bool theDisplayedTooltip = false;
// vec3_t theOrderPosition;
// int theEntIndex = -1;
// AvHUser3 theUser3 = AVH_USER3_NONE;
//
// AvHOrderType theOrder = AvHGetDefaultOrderType(this->GetTeam(), this->GetVisualOrigin(), this->mMouseWorldPos, theEntIndex, theOrderPosition, theUser3);
// if(theOrder == ORDERTYPET_BUILD)
// {
// if(this->AddTooltipOnce(kHelpTextCommanderBuild))
// {
// theDisplayedTooltip = true;
// }
// }
//// else if(theOrder == ORDERTYPEL_USE)
//// {
//// if(this->AddTooltipOnce(kHelpTextCommanderUse))
//// {
//// theDisplayedTooltip = true;
//// }
//// }
// else if(theOrder == ORDERTYPET_ATTACK)
// {
// if(this->AddTooltipOnce(kHelpTextCommanderAttack))
// {
// theDisplayedTooltip = true;
// }
// }
// else if(theOrder == ORDERTYPET_WELD)
// {
// if(this->AddTooltipOnce(kHelpTextCommanderWeld))
// {
// theDisplayedTooltip = true;
// }
// }
// else if(theOrder == ORDERTYPET_GET)
// {
// if(this->AddTooltipOnce(kHelpTextCommanderGet))
// {
// theDisplayedTooltip = true;
// }
// }
return theDisplayedTooltip;
}
void AvHHud::UpdateHelpText()
{
const float kHelpTextInterval = 20.0f;
bool theDisplayedTooltip = false;
bool theIsCommander = (this->GetHUDUser3() == AVH_USER3_COMMANDER_PLAYER);
bool theIsAlien = this->GetIsAlien();
bool theAutoHelpEnabled = gEngfuncs.pfnGetCvarFloat(kvAutoHelp);
if(theAutoHelpEnabled)
{
// Has it been a little bit since we sent the last help message?
if((this->mTimeOfLastHelpText == -1) || (this->mTimeOfLastHelpText + kHelpTextInterval < gEngfuncs.GetClientTime()))
{
if(this->GetIsRelevant() && this->GetGameStarted() && !this->GetIsCombatMode())
{
// Process general help first
theDisplayedTooltip = this->ProcessGeneralHelp();
if(!theDisplayedTooltip)
{
theDisplayedTooltip = this->ProcessWeaponsHelp();
if(!theDisplayedTooltip)
{
// Search around us
theDisplayedTooltip = this->ProcessEntityHelp();
// If there is nothing around us to trigger something
if(!theDisplayedTooltip)
{
// If we are alien and a friendly hive is being attacked
//kHelpTextHiveAttacked
// AvHAlertType theAlertType;
// float theTimeOfLastAlert = theTeam->GetLastAlertTime(-1, &theAlertType);
// if(theTimeOfLastAlert > 0)
// {
// if(theIsAlien && (theAlertType == ALERT_UNDER_ATTACK))
// {
// if(this->AddTooltipOnce(kHelpTextAlienUnderAttack))
// {
// theDisplayedTooltip = true;
// }
// }
// else if(theIsCommander)
// {
// if(theAlertType == ALERT_UNDER_ATTACK)
// {
// if(this->AddTooltipOnce(kHelpTextCommanderUnderAttack))
// {
// theDisplayedTooltip = true;
// }
// }
// }
// else if(theAlertType == ALERT_RESEARCH_COMPLETE)
// {
// if(this->AddTooltipOnce(kHelpTextCommanderResearchComplete))
// {
// theDisplayedTooltip = true;
// }
// }
// else if(theAlertType == ALERT_UPGRADE_COMPLETE)
// {
// if(this->AddTooltipOnce(kHelpTextCommanderUpgradeComplete))
// {
// theDisplayedTooltip = true;
// }
// }
// }
}
if(!theDisplayedTooltip)
{
// If the player has never used the command menu
//kHelpTextMarineCommandMenu
//kHelpTextAlienCommandMenu
switch(this->GetHUDUser3())
{
case AVH_USER3_MARINE_PLAYER:
//if(this->AddTooltipOnce(kHelpTextPopupMenu))
//{
// theDisplayedTooltip = true;
//}
break;
case AVH_USER3_COMMANDER_PLAYER:
if(this->mSelected.size() > 0)
{
if(this->AddTooltipOnce(kHelpTextCommanderGiveOrders))
{
theDisplayedTooltip = true;
break;
}
}
else
{
if(this->AddTooltipOnce(kHelpTextCommanderSelectPlayers))
{
theDisplayedTooltip = true;
break;
}
else if(this->AddTooltipOnce(kHelpTextCommanderLogout))
{
theDisplayedTooltip = true;
break;
}
}
theDisplayedTooltip = this->ProcessOrderHelp();
break;
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:
theDisplayedTooltip = this->ProcessAlienHelp();
break;
}
}
}
}
}
if(theDisplayedTooltip)
{
this->mTimeOfLastHelpText = gEngfuncs.GetClientTime();
}
}
}
}