197 lines
5.1 KiB
C++
197 lines
5.1 KiB
C++
/*
|
|
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
|
|
*
|
|
* Permission to use, copy, modify, and distribute this software for any
|
|
* purpose with or without fee is hereby granted, provided that the above
|
|
* copyright notice and this permission notice appear in all copies.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
|
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
|
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
|
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
|
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
|
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
|
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|
|
|
|
/*QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
|
|
This entity displays a message of your choice on-screen.
|
|
|
|
-------- KEYS --------
|
|
"targetname" : Name
|
|
"message" : Text to display. Can be a titles.txt entry.
|
|
"x" : Horizontal position of text. (0 - 1.0 = left to right, -1 = center)
|
|
"y" : Vertical position of text. (0 - 1.0 = top to bottom, -1 = center)
|
|
"effect" : Effect to apply to the text. 0 : Fade In/Out; 1 : Credits; 2 : Scan Out
|
|
"color" : The main colour in RGB255.
|
|
"color2" : The highlight colour in RGB255.
|
|
"fadein" : Time taken to fade in each character.
|
|
"fadeout" : Time taken to fade out message.
|
|
"holdtime" : Length of time to hold message on screen after fading in.
|
|
"fxtime" : Time the highlight lags behind the leading edge of the text in seconds.
|
|
"channel" : Message channel to use. Meant for overriding messages.
|
|
|
|
-------- SPAWNFLAGS --------
|
|
GTF_ALLPLAYERS : Broadcast message to all players, not just the activator.
|
|
|
|
-------- NOTES --------
|
|
Line breaks inside "message" can be added with a \n character.
|
|
|
|
-------- TRIVIA --------
|
|
This entity was introduced in Half-Life (1998).
|
|
*/
|
|
|
|
enumflags
|
|
{
|
|
GTF_ALLPLAYERS
|
|
};
|
|
|
|
class game_text:NSPointTrigger
|
|
{
|
|
vector m_vecColor1;
|
|
vector m_vecColor2;
|
|
float m_flPosX;
|
|
float m_flPosY;
|
|
float m_flFadeIn;
|
|
float m_flFadeOut;
|
|
float m_flHoldTime;
|
|
float m_flFXTime;
|
|
int m_iChannel;
|
|
int m_iEffect;
|
|
|
|
void(void) game_text;
|
|
|
|
virtual void(float) Save;
|
|
virtual void(string, string) Restore;
|
|
virtual void(entity, int) Trigger;
|
|
virtual void(string, string) SpawnKey;
|
|
};
|
|
|
|
void
|
|
game_text::Save(float handle)
|
|
{
|
|
SaveVector(handle, "color1", m_vecColor1);
|
|
SaveVector(handle, "color2", m_vecColor2);
|
|
SaveFloat(handle, "pos_x", m_flPosX);
|
|
SaveFloat(handle, "pos_y", m_flPosY);
|
|
SaveFloat(handle, "fade_in", m_flFadeIn);
|
|
SaveFloat(handle, "fade_out", m_flFadeOut);
|
|
SaveFloat(handle, "hold_time", m_flHoldTime);
|
|
SaveFloat(handle, "fx_time", m_flFXTime);
|
|
SaveInt(handle, "channel", m_iChannel);
|
|
SaveInt(handle, "effect", m_iEffect);
|
|
super::Save(handle);
|
|
}
|
|
|
|
void
|
|
game_text::Restore(string strKey, string strValue)
|
|
{
|
|
switch (strKey) {
|
|
case "color1":
|
|
m_vecColor1 = ReadVector(strValue);
|
|
break;
|
|
case "color2":
|
|
m_vecColor2 = ReadVector(strValue);
|
|
break;
|
|
case "pos_x":
|
|
m_flPosX = ReadFloat(strValue);
|
|
break;
|
|
case "pos_y":
|
|
m_flPosY = ReadFloat(strValue);
|
|
break;
|
|
case "fade_in":
|
|
m_flFadeIn = ReadFloat(strValue);
|
|
break;
|
|
case "fade_out":
|
|
m_flFadeOut = ReadFloat(strValue);
|
|
break;
|
|
case "hold_time":
|
|
m_flHoldTime = ReadFloat(strValue);
|
|
break;
|
|
case "fx_time":
|
|
m_flFXTime = ReadFloat(strValue);
|
|
break;
|
|
case "channel":
|
|
m_iChannel = ReadInt(strValue);
|
|
break;
|
|
case "effect":
|
|
m_iEffect = ReadInt(strValue);
|
|
break;
|
|
default:
|
|
super::Restore(strKey, strValue);
|
|
}
|
|
}
|
|
|
|
void
|
|
game_text::Trigger(entity act, int state)
|
|
{
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
|
WriteByte(MSG_MULTICAST, EV_TEXT);
|
|
WriteByte(MSG_MULTICAST, m_iChannel);
|
|
WriteString(MSG_MULTICAST, m_strMessage);
|
|
WriteFloat(MSG_MULTICAST, m_flPosX);
|
|
WriteFloat(MSG_MULTICAST, m_flPosY);
|
|
WriteByte(MSG_MULTICAST, m_iEffect);
|
|
WriteByte(MSG_MULTICAST, m_vecColor1[0]);
|
|
WriteByte(MSG_MULTICAST, m_vecColor1[1]);
|
|
WriteByte(MSG_MULTICAST, m_vecColor1[2]);
|
|
WriteByte(MSG_MULTICAST, m_vecColor2[0]);
|
|
WriteByte(MSG_MULTICAST, m_vecColor2[1]);
|
|
WriteByte(MSG_MULTICAST, m_vecColor2[2]);
|
|
WriteFloat(MSG_MULTICAST, m_flFadeIn);
|
|
WriteFloat(MSG_MULTICAST, m_flFadeOut);
|
|
WriteFloat(MSG_MULTICAST, m_flHoldTime);
|
|
WriteFloat(MSG_MULTICAST, m_flFXTime);
|
|
|
|
if (HasSpawnFlags(GTF_ALLPLAYERS)) {
|
|
msg_entity = this;
|
|
multicast(origin, MULTICAST_ALL);
|
|
} else {
|
|
msg_entity = act;
|
|
multicast(origin, MULTICAST_ONE_R);
|
|
}
|
|
}
|
|
|
|
void
|
|
game_text::SpawnKey(string strKey, string strValue)
|
|
{
|
|
switch (strKey) {
|
|
case "x":
|
|
m_flPosX = stof(strValue);
|
|
break;
|
|
case "y":
|
|
m_flPosY = stof(strValue);
|
|
break;
|
|
case "effect":
|
|
m_iEffect = stoi(strValue);
|
|
break;
|
|
case "color":
|
|
m_vecColor1 = stov(strValue);
|
|
break;
|
|
case "color2":
|
|
m_vecColor2 = stov(strValue);
|
|
break;
|
|
case "fadein":
|
|
m_flFadeIn = stof(strValue);
|
|
break;
|
|
case "fadeout":
|
|
m_flFadeOut = stof(strValue);
|
|
break;
|
|
case "holdtime":
|
|
m_flHoldTime = stof(strValue);
|
|
break;
|
|
case "fxtime":
|
|
m_flFXTime = stof(strValue);
|
|
break;
|
|
case "channel":
|
|
m_iChannel = stoi(strValue);
|
|
break;
|
|
default:
|
|
super::SpawnKey(strKey, strValue);
|
|
}
|
|
}
|
|
|
|
void
|
|
game_text::game_text(void)
|
|
{
|
|
}
|