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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@16 67975925-1194-0748-b3d5-c16f83f1a3a1
700 lines
17 KiB
C++
700 lines
17 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// Message.cpp
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//
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// implementation of CHudMessage class
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//
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#include "hud.h"
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#include "cl_util.h"
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#include <string.h>
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#include <stdio.h>
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#include "parsemsg.h"
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#include "mod/AvHClientVariables.h"
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DECLARE_MESSAGE( m_Message, HudText )
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DECLARE_MESSAGE( m_Message, HudText2 )
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DECLARE_MESSAGE( m_Message, GameTitle )
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// 1 Global client_textmessage_t for custom messages that aren't in the titles.txt
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client_textmessage_t g_pCustomMessage;
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char *g_pCustomName = "Custom";
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char g_pCustomText[1024];
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int CHudMessage::Init(void)
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{
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HOOK_MESSAGE( HudText );
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HOOK_MESSAGE( HudText2 );
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HOOK_MESSAGE( GameTitle );
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gHUD.AddHudElem(this);
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Reset();
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return 1;
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};
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int CHudMessage::VidInit( void )
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{
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m_HUD_title_half = gHUD.GetSpriteIndex( "title_half" );
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m_HUD_title_life = gHUD.GetSpriteIndex( "title_life" );
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return 1;
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};
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const int kDefaultRComp = 25;
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const int kDefaultGComp = 255;
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const int kDefaultBComp = 25;
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const int kEnemyRComp = 255;
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const int kEnemyGComp = 25;
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const int kEnemyBComp = 25;
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void CHudMessage::Reset( void )
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{
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memset( m_pMessages, 0, sizeof( m_pMessages[0] ) * maxHUDMessages );
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memset( m_startTime, 0, sizeof( m_startTime[0] ) * maxHUDMessages );
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m_gameTitleTime = 0;
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m_pGameTitle = NULL;
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// Player id stuff
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this->mPlayerIDTime = 0;
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this->mPlayerID = NULL;
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this->mPlayerIDMessage.effect = 1;
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this->mPlayerIDMessage.r1 = kDefaultRComp;
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this->mPlayerIDMessage.g1 = kDefaultGComp;
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this->mPlayerIDMessage.b1 = kDefaultBComp;
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this->mPlayerIDMessage.a1 = 255;
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this->mPlayerIDMessage.g2 = 255;
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this->mPlayerIDMessage.r2 = this->mPlayerIDMessage.b2 = 25;
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this->mPlayerIDMessage.a2 = 255;
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this->SetPlayerIDPosition();
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this->mPlayerIDMessage.fadein = 0.04;
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this->mPlayerIDMessage.fadeout = 0.5;
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this->mPlayerIDMessage.fxtime = 0.25;
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this->mPlayerIDMessage.holdtime = 5;
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this->mPlayerIDMessage.pName = NULL;
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this->mPlayerIDMessage.pMessage = NULL;
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}
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void CHudMessage::SetPlayerIDPosition()
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{
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if(gEngfuncs.pfnGetCvarFloat(kvCenterEntityID) || gHUD.GetInTopDownMode())
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{
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this->mPlayerIDMessage.x = -1; // Centered
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this->mPlayerIDMessage.y = -1; // Centered
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}
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else
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{
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this->mPlayerIDMessage.x = .3;
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this->mPlayerIDMessage.y = .9;
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}
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}
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float CHudMessage::FadeBlend( float fadein, float fadeout, float hold, float localTime )
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{
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float fadeTime = fadein + hold;
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float fadeBlend;
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if ( localTime < 0 )
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return 0;
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if ( localTime < fadein )
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{
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fadeBlend = 1 - ((fadein - localTime) / fadein);
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}
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else if ( localTime > fadeTime )
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{
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if ( fadeout > 0 )
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fadeBlend = 1 - ((localTime - fadeTime) / fadeout);
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else
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fadeBlend = 0;
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}
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else
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fadeBlend = 1;
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return fadeBlend;
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}
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int CHudMessage::XPosition( float x, int width, int totalWidth )
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{
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int xPos;
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if ( x == -1 )
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{
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xPos = (ScreenWidth() - width) / 2;
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}
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else
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{
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if ( x < 0 )
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xPos = (1.0 + x) * ScreenWidth() - totalWidth; // Alight right
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else
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xPos = x * ScreenWidth();
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}
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if ( xPos + width > ScreenWidth() )
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xPos = ScreenWidth() - width;
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else if ( xPos < 0 )
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xPos = 0;
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return xPos;
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}
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int CHudMessage::YPosition( float y, int height )
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{
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int yPos;
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if ( y == -1 ) // Centered?
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yPos = (ScreenHeight() - height) * 0.5;
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else
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{
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// Alight bottom?
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if ( y < 0 )
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yPos = (1.0 + y) * ScreenHeight() - height; // Alight bottom
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else // align top
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yPos = y * ScreenHeight();
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}
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if ( yPos + height > ScreenHeight() )
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yPos = ScreenHeight() - height;
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else if ( yPos < 0 )
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yPos = 0;
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return yPos;
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}
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void CHudMessage::MessageScanNextChar( void )
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{
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int srcRed, srcGreen, srcBlue, destRed, destGreen, destBlue;
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int blend;
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srcRed = m_parms.pMessage->r1;
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srcGreen = m_parms.pMessage->g1;
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srcBlue = m_parms.pMessage->b1;
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blend = 0; // Pure source
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switch( m_parms.pMessage->effect )
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{
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// Fade-in / Fade-out
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case 0:
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case 1:
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destRed = destGreen = destBlue = 0;
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blend = m_parms.fadeBlend;
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break;
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case 2:
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m_parms.charTime += m_parms.pMessage->fadein;
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if ( m_parms.charTime > m_parms.time )
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{
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srcRed = srcGreen = srcBlue = 0;
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blend = 0; // pure source
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}
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else
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{
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float deltaTime = m_parms.time - m_parms.charTime;
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destRed = destGreen = destBlue = 0;
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if ( m_parms.time > m_parms.fadeTime )
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{
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blend = m_parms.fadeBlend;
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}
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else if ( deltaTime > m_parms.pMessage->fxtime )
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blend = 0; // pure dest
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else
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{
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destRed = m_parms.pMessage->r2;
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destGreen = m_parms.pMessage->g2;
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destBlue = m_parms.pMessage->b2;
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blend = 255 - (deltaTime * (1.0/m_parms.pMessage->fxtime) * 255.0 + 0.5);
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}
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}
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break;
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}
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if ( blend > 255 )
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blend = 255;
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else if ( blend < 0 )
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blend = 0;
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m_parms.r = ((srcRed * (255-blend)) + (destRed * blend)) >> 8;
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m_parms.g = ((srcGreen * (255-blend)) + (destGreen * blend)) >> 8;
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m_parms.b = ((srcBlue * (255-blend)) + (destBlue * blend)) >> 8;
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if ( m_parms.pMessage->effect == 1 && m_parms.charTime != 0 )
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{
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if ( m_parms.x >= 0 && m_parms.y >= 0 && (m_parms.x + gHUD.m_scrinfo.charWidths[ m_parms.text ]) <= ScreenWidth() )
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TextMessageDrawChar( m_parms.x, m_parms.y, m_parms.text, m_parms.pMessage->r2, m_parms.pMessage->g2, m_parms.pMessage->b2 );
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}
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}
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void CHudMessage::MessageScanStart( void )
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{
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switch( m_parms.pMessage->effect )
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{
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// Fade-in / out with flicker
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case 1:
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case 0:
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m_parms.fadeTime = m_parms.pMessage->fadein + m_parms.pMessage->holdtime;
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if ( m_parms.time < m_parms.pMessage->fadein )
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{
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m_parms.fadeBlend = ((m_parms.pMessage->fadein - m_parms.time) * (1.0/m_parms.pMessage->fadein) * 255);
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}
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else if ( m_parms.time > m_parms.fadeTime )
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{
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if ( m_parms.pMessage->fadeout > 0 )
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m_parms.fadeBlend = (((m_parms.time - m_parms.fadeTime) / m_parms.pMessage->fadeout) * 255);
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else
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m_parms.fadeBlend = 255; // Pure dest (off)
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}
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else
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m_parms.fadeBlend = 0; // Pure source (on)
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m_parms.charTime = 0;
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if ( m_parms.pMessage->effect == 1 && (rand()%100) < 10 )
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m_parms.charTime = 1;
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break;
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case 2:
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m_parms.fadeTime = (m_parms.pMessage->fadein * m_parms.length) + m_parms.pMessage->holdtime;
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if ( m_parms.time > m_parms.fadeTime && m_parms.pMessage->fadeout > 0 )
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m_parms.fadeBlend = (((m_parms.time - m_parms.fadeTime) / m_parms.pMessage->fadeout) * 255);
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else
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m_parms.fadeBlend = 0;
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break;
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}
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}
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void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time )
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{
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int i, j, length, width;
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const char *pText;
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//unsigned char line[80];
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unsigned char line[256];
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pText = pMessage->pMessage;
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ASSERT(pText != NULL);
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// Count lines
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m_parms.lines = 1;
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m_parms.time = time;
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m_parms.pMessage = pMessage;
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length = 0;
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width = 0;
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m_parms.totalWidth = 0;
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while ( *pText )
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{
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if ( *pText == '\n' )
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{
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m_parms.lines++;
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if ( width > m_parms.totalWidth )
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m_parms.totalWidth = width;
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width = 0;
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}
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else
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width += gHUD.m_scrinfo.charWidths[*pText];
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pText++;
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length++;
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}
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m_parms.length = length;
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m_parms.totalHeight = (m_parms.lines * gHUD.m_scrinfo.iCharHeight);
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m_parms.y = YPosition( pMessage->y, m_parms.totalHeight );
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pText = pMessage->pMessage;
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m_parms.charTime = 0;
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MessageScanStart();
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for ( i = 0; i < m_parms.lines; i++ )
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{
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m_parms.lineLength = 0;
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m_parms.width = 0;
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while ( *pText && *pText != '\n' )
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{
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unsigned char c = *pText;
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line[m_parms.lineLength] = c;
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m_parms.width += gHUD.m_scrinfo.charWidths[c];
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m_parms.lineLength++;
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pText++;
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}
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pText++; // Skip LF
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line[m_parms.lineLength] = 0;
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m_parms.x = XPosition( pMessage->x, m_parms.width, m_parms.totalWidth );
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for ( j = 0; j < m_parms.lineLength; j++ )
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{
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m_parms.text = line[j];
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int next = m_parms.x + gHUD.m_scrinfo.charWidths[ m_parms.text ];
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MessageScanNextChar();
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if ( m_parms.x >= 0 && m_parms.y >= 0 && next <= ScreenWidth() )
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TextMessageDrawChar( m_parms.x, m_parms.y, m_parms.text, m_parms.r, m_parms.g, m_parms.b );
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m_parms.x = next;
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}
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m_parms.y += gHUD.m_scrinfo.iCharHeight;
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}
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}
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int CHudMessage::Draw( float fTime )
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{
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int i, drawn;
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client_textmessage_t *pMessage;
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drawn = 0;
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if ( m_gameTitleTime > 0 )
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{
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float localTime = gHUD.m_flTime - m_gameTitleTime;
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float brightness;
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// Maybe timer isn't set yet
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if ( m_gameTitleTime > gHUD.m_flTime )
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m_gameTitleTime = gHUD.m_flTime;
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if ( localTime > (m_pGameTitle->fadein + m_pGameTitle->holdtime + m_pGameTitle->fadeout) )
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m_gameTitleTime = 0;
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else
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{
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brightness = FadeBlend( m_pGameTitle->fadein, m_pGameTitle->fadeout, m_pGameTitle->holdtime, localTime );
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int halfWidth = gHUD.GetSpriteRect(m_HUD_title_half).right - gHUD.GetSpriteRect(m_HUD_title_half).left;
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int fullWidth = halfWidth + gHUD.GetSpriteRect(m_HUD_title_life).right - gHUD.GetSpriteRect(m_HUD_title_life).left;
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int fullHeight = gHUD.GetSpriteRect(m_HUD_title_half).bottom - gHUD.GetSpriteRect(m_HUD_title_half).top;
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int x = XPosition( m_pGameTitle->x, fullWidth, fullWidth );
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int y = YPosition( m_pGameTitle->y, fullHeight );
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SPR_Set( gHUD.GetSprite(m_HUD_title_half), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 );
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SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_title_half) );
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SPR_Set( gHUD.GetSprite(m_HUD_title_life), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 );
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SPR_DrawAdditive( 0, x + halfWidth, y, &gHUD.GetSpriteRect(m_HUD_title_life) );
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drawn++;
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}
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}
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// Draw player id
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// if(this->mPlayerIDTime > 0)
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// {
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// float localTime = gHUD.m_flTime - this->mPlayerIDTime;
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// //float brightness;
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//
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// // Maybe timer isn't set yet
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// if ( this->mPlayerIDTime > gHUD.m_flTime )
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// this->mPlayerIDTime = gHUD.m_flTime;
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//
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// if ( localTime > (this->mPlayerIDMessage.fadein + this->mPlayerIDMessage.holdtime + this->mPlayerIDMessage.fadeout) )
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// {
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// this->mPlayerIDTime = 0;
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// this->mPlayerIDMessage.pName = NULL;
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// this->mPlayerIDMessage.pMessage = NULL;
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// }
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// else
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// {
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// drawn++;
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// }
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// }
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// Fixup level transitions
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for ( i = 0; i < maxHUDMessages; i++ )
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{
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// Assume m_parms.time contains last time
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if ( m_pMessages[i] )
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{
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pMessage = m_pMessages[i];
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if ( m_startTime[i] > gHUD.m_flTime )
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m_startTime[i] = gHUD.m_flTime + m_parms.time - m_startTime[i] + 0.2; // Server takes 0.2 seconds to spawn, adjust for this
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}
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}
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for ( i = 0; i < maxHUDMessages; i++ )
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{
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client_textmessage_t* theMessage = this->m_pMessages[i];
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if(theMessage)
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{
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if(this->DrawMessage(theMessage, this->m_startTime[i], fTime))
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{
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drawn++;
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}
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else
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{
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// The message is over
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this->m_pMessages[i] = NULL;
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}
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}
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}
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if(this->DrawMessage(&this->mPlayerIDMessage, this->mPlayerIDTime, fTime))
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{
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drawn++;
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}
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else
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{
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this->mPlayerIDMessage.pName = NULL;
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this->mPlayerIDMessage.pMessage = NULL;
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}
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// Remember the time -- to fix up level transitions
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m_parms.time = gHUD.m_flTime;
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// Don't call until we get another message
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if ( !drawn )
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m_iFlags &= ~HUD_ACTIVE;
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return 1;
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}
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bool CHudMessage::DrawMessage(client_textmessage_t* inMessage, float inStartTime, float inCurrentTime)
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{
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ASSERT(inMessage);
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bool theDrewMessage = false;
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if(inMessage->pMessage)
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{
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float endTime;
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// This is when the message is over
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switch( inMessage->effect )
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{
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case 0:
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case 1:
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endTime = inStartTime + inMessage->fadein + inMessage->fadeout + inMessage->holdtime;
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break;
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// Fade in is per character in scanning messages
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case 2:
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endTime = inStartTime + (inMessage->fadein * strlen( inMessage->pMessage )) + inMessage->fadeout + inMessage->holdtime;
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break;
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}
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if ( inCurrentTime <= endTime )
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{
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float messageTime = inCurrentTime - inStartTime;
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// Draw the message
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// effect 0 is fade in/fade out
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// effect 1 is flickery credits
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// effect 2 is write out (training room)
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MessageDrawScan( inMessage, messageTime );
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theDrewMessage = true;
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}
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}
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|
|
return theDrewMessage;
|
|
}
|
|
|
|
void CHudMessage::MessageAdd( const char *pName, float time )
|
|
{
|
|
int i,j;
|
|
client_textmessage_t *tempMessage;
|
|
|
|
for ( i = 0; i < maxHUDMessages; i++ )
|
|
{
|
|
if ( !m_pMessages[i] )
|
|
{
|
|
// Trim off a leading # if it's there
|
|
if ( pName[0] == '#' )
|
|
tempMessage = TextMessageGet( pName+1 );
|
|
else
|
|
tempMessage = TextMessageGet( pName );
|
|
// If we couldnt find it in the titles.txt, just create it
|
|
if ( !tempMessage )
|
|
{
|
|
g_pCustomMessage.effect = 2;
|
|
g_pCustomMessage.r1 = g_pCustomMessage.g1 = g_pCustomMessage.b1 = g_pCustomMessage.a1 = 100;
|
|
g_pCustomMessage.r2 = 240;
|
|
g_pCustomMessage.g2 = 110;
|
|
g_pCustomMessage.b2 = 0;
|
|
g_pCustomMessage.a2 = 0;
|
|
g_pCustomMessage.x = -1; // Centered
|
|
g_pCustomMessage.y = 0.7;
|
|
g_pCustomMessage.fadein = 0.01;
|
|
g_pCustomMessage.fadeout = 1.5;
|
|
g_pCustomMessage.fxtime = 0.25;
|
|
g_pCustomMessage.holdtime = 5;
|
|
g_pCustomMessage.pName = g_pCustomName;
|
|
strcpy( g_pCustomText, pName );
|
|
g_pCustomMessage.pMessage = g_pCustomText;
|
|
|
|
tempMessage = &g_pCustomMessage;
|
|
}
|
|
|
|
for ( j = 0; j < maxHUDMessages; j++ )
|
|
{
|
|
if ( m_pMessages[j] )
|
|
{
|
|
// is this message already in the list
|
|
if ( !strcmp( tempMessage->pMessage, m_pMessages[j]->pMessage ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// get rid of any other messages in same location (only one displays at a time)
|
|
if ( fabs( tempMessage->y - m_pMessages[j]->y ) < 0.0001 )
|
|
{
|
|
if ( fabs( tempMessage->x - m_pMessages[j]->x ) < 0.0001 )
|
|
{
|
|
m_pMessages[j] = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_pMessages[i] = tempMessage;
|
|
m_startTime[i] = time;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CHudMessage::MessageAddPlayerID(const char* inName, bool inEnemy)
|
|
{
|
|
// If we're already drawing this, extend the time
|
|
//if(inName && this->mPlayerIDMessage.pMessage && !strcmp(inName, this->mPlayerIDMessage.pMessage))
|
|
//{
|
|
// //this->mPlayerIDMessage.holdtime =
|
|
//}
|
|
//else
|
|
//{
|
|
// else add this message
|
|
this->mPlayerIDMessage.pMessage = inName;
|
|
|
|
//strcpy( g_pCustomText, pName );
|
|
//this->mPlayerIDMessage.pMessage = g_pCustomText;
|
|
this->mPlayerIDTime = gHUD.m_flTime;
|
|
|
|
// Set color depending on if friend or enemy
|
|
if(inEnemy)
|
|
{
|
|
this->mPlayerIDMessage.r1 = kEnemyRComp;
|
|
this->mPlayerIDMessage.g1 = kEnemyGComp;
|
|
this->mPlayerIDMessage.b1 = kEnemyBComp;
|
|
}
|
|
else
|
|
{
|
|
this->mPlayerIDMessage.r1 = kDefaultRComp;
|
|
this->mPlayerIDMessage.g1 = kDefaultGComp;
|
|
this->mPlayerIDMessage.b1 = kDefaultBComp;
|
|
}
|
|
|
|
this->SetPlayerIDPosition();
|
|
|
|
// Turn on drawing
|
|
if(inName)
|
|
{
|
|
if ( !(m_iFlags & HUD_ACTIVE) )
|
|
m_iFlags |= HUD_ACTIVE;
|
|
}
|
|
|
|
//}
|
|
}
|
|
|
|
bool CHudMessage::MessageRemove(const char *pName)
|
|
{
|
|
const char* theMessage = pName;
|
|
bool theSuccess = false;
|
|
bool theNeedsTranslation = (pName[0] == '#');
|
|
|
|
// Trim off a leading # if it's there
|
|
if(theNeedsTranslation)
|
|
{
|
|
client_textmessage_t* tempMessage = TextMessageGet(pName + 1);
|
|
if(tempMessage)
|
|
{
|
|
theMessage = tempMessage->pMessage;
|
|
}
|
|
}
|
|
|
|
if(theMessage)
|
|
{
|
|
for (int j = 0; j < maxHUDMessages; j++ )
|
|
{
|
|
if ( m_pMessages[j] )
|
|
{
|
|
// is this message already in the list
|
|
if (!strcmp(theMessage, m_pMessages[j]->pMessage))
|
|
{
|
|
m_startTime[j] = -1;
|
|
theSuccess = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return theSuccess;
|
|
}
|
|
|
|
int CHudMessage::MsgFunc_HudText( const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
char *pString = READ_STRING();
|
|
|
|
MessageAdd( pString, gHUD.m_flTime );
|
|
|
|
// Remember the time -- to fix up level transitions
|
|
m_parms.time = gHUD.m_flTime;
|
|
|
|
// Turn on drawing
|
|
if ( !(m_iFlags & HUD_ACTIVE) )
|
|
m_iFlags |= HUD_ACTIVE;
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CHudMessage::MsgFunc_HudText2( const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
char *pString = READ_STRING();
|
|
bool theIsAutoHelp = READ_BYTE();
|
|
|
|
gHUD.AddTooltip(pString, theIsAutoHelp);
|
|
|
|
return 2;
|
|
}
|
|
|
|
int CHudMessage::MsgFunc_GameTitle( const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
m_pGameTitle = TextMessageGet( "GAMETITLE" );
|
|
if ( m_pGameTitle != NULL )
|
|
{
|
|
m_gameTitleTime = gHUD.m_flTime;
|
|
|
|
// Turn on drawing
|
|
if ( !(m_iFlags & HUD_ACTIVE) )
|
|
m_iFlags |= HUD_ACTIVE;
|
|
}
|
|
|
|
return 1;
|
|
}
|