halflife25-sdk/cl_dll/hud_spectator.h

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2013-08-30 20:34:05 +00:00
//========= Copyright <20> 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef SPECTATOR_H
#define SPECTATOR_H
#pragma once
#include "cl_entity.h"
#include "interpolation.h"
#define INSET_OFF 0
#define INSET_CHASE_FREE 1
#define INSET_IN_EYE 2
#define INSET_MAP_FREE 3
#define INSET_MAP_CHASE 4
#define MAX_SPEC_HUD_MESSAGES 8
#define OVERVIEW_TILE_SIZE 128 // don't change this
#define OVERVIEW_MAX_LAYERS 1
extern void VectorAngles( const float *forward, float *angles );
extern "C" void NormalizeAngles( float *angles );
//-----------------------------------------------------------------------------
// Purpose: Handles the drawing of the spectator stuff (camera & top-down map and all the things on it )
//-----------------------------------------------------------------------------
typedef struct overviewInfo_s {
char map[64]; // cl.levelname or empty
vec3_t origin; // center of map
float zoom; // zoom of map images
int layers; // how may layers do we have
float layersHeights[OVERVIEW_MAX_LAYERS];
char layersImages[OVERVIEW_MAX_LAYERS][255];
qboolean rotated; // are map images rotated (90 degrees) ?
int insetWindowX;
int insetWindowY;
int insetWindowHeight;
int insetWindowWidth;
} overviewInfo_t;
typedef struct overviewEntity_s {
HSPRITE hSprite;
struct cl_entity_s * entity;
double killTime;
} overviewEntity_t;
typedef struct cameraWayPoint_s
{
float time;
vec3_t position;
vec3_t angle;
float fov;
int flags;
} cameraWayPoint_t;
#define MAX_OVERVIEW_ENTITIES 128
#define MAX_CAM_WAYPOINTS 32
class CHudSpectator : public CHudBase
{
public:
void Reset();
int ToggleInset(bool allowOff);
void CheckSettings();
void InitHUDData( void );
bool AddOverviewEntityToList( HSPRITE sprite, cl_entity_t * ent, double killTime);
void DeathMessage(int victim);
bool AddOverviewEntity( int type, struct cl_entity_s *ent, const char *modelname );
void CheckOverviewEntities();
void DrawOverview();
void DrawOverviewEntities();
void GetMapPosition( float * returnvec );
void DrawOverviewLayer();
void LoadMapSprites();
bool ParseOverviewFile();
bool IsActivePlayer(cl_entity_t * ent);
void SetModes(int iMainMode, int iInsetMode);
void HandleButtonsDown(int ButtonPressed);
void HandleButtonsUp(int ButtonPressed);
void FindNextPlayer( bool bReverse );
void FindPlayer(const char *name);
void DirectorMessage( int iSize, void *pbuf );
void SetSpectatorStartPosition();
int Init();
int VidInit();
int Draw(float flTime);
void AddWaypoint( float time, vec3_t pos, vec3_t angle, float fov, int flags );
void SetCameraView( vec3_t pos, vec3_t angle, float fov);
float GetFOV();
bool GetDirectorCamera(vec3_t &position, vec3_t &angle);
void SetWayInterpolation(cameraWayPoint_t * prev, cameraWayPoint_t * start, cameraWayPoint_t * end, cameraWayPoint_t * next);
int m_iDrawCycle;
client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES];
char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128];
int m_lastHudMessage;
overviewInfo_t m_OverviewData;
overviewEntity_t m_OverviewEntities[MAX_OVERVIEW_ENTITIES];
int m_iObserverFlags;
int m_iSpectatorNumber;
float m_mapZoom; // zoom the user currently uses
vec3_t m_mapOrigin; // origin where user rotates around
cvar_t * m_drawnames;
cvar_t * m_drawcone;
cvar_t * m_drawstatus;
cvar_t * m_autoDirector;
cvar_t * m_pip;
qboolean m_chatEnabled;
qboolean m_IsInterpolating;
int m_ChaseEntity; // if != 0, follow this entity with viewangles
int m_WayPoint; // current waypoint 1
int m_NumWayPoints; // current number of waypoints
vec3_t m_cameraOrigin; // a help camera
vec3_t m_cameraAngles; // and it's angles
CInterpolation m_WayInterpolation;
private:
vec3_t m_vPlayerPos[MAX_PLAYERS];
HSPRITE m_hsprPlayerBlue;
HSPRITE m_hsprPlayerRed;
HSPRITE m_hsprPlayer;
HSPRITE m_hsprCamera;
HSPRITE m_hsprPlayerDead;
HSPRITE m_hsprViewcone;
HSPRITE m_hsprUnkownMap;
HSPRITE m_hsprBeam;
HSPRITE m_hCrosshair;
wrect_t m_crosshairRect;
struct model_s * m_MapSprite; // each layer image is saved in one sprite, where each tile is a sprite frame
float m_flNextObserverInput;
float m_FOV;
float m_zoomDelta;
float m_moveDelta;
int m_lastPrimaryObject;
int m_lastSecondaryObject;
cameraWayPoint_t m_CamPath[MAX_CAM_WAYPOINTS];
};
#endif // SPECTATOR_H