Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// hud_msg.cpp
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
//#include "r_efx.h"
#define MAX_TELES 256
Vector g_vecTeleMins[MAX_TELES];
Vector g_vecTeleMaxs[MAX_TELES];
int g_iTeleNum;
bool g_bLoadedTeles;
float g_iFogColor[3];
float g_iStartDist;
float g_iEndDist;
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/// USER-DEFINED SERVER MESSAGE HANDLERS
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int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf )
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{
ASSERT( iSize == 0 );
// clear all hud data
HUDLIST *pList = m_pHudList;
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while( pList )
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{
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if( pList->p )
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pList->p->Reset();
pList = pList->pNext;
}
// reset sensitivity
m_flMouseSensitivity = 0;
// reset concussion effect
m_iConcussionEffect = 0;
return 1;
}
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void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
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{
g_iTeleNum = 0;
g_bLoadedTeles = false;
int i;
//Clear all the teleporters
for( i = 0; i < MAX_TELES; i++ )
{
g_vecTeleMins[i].x = 0.0;
g_vecTeleMins[i].y = 0.0;
g_vecTeleMins[i].z = 0.0;
g_vecTeleMaxs[i].x = 0.0;
g_vecTeleMaxs[i].y = 0.0;
g_vecTeleMaxs[i].z = 0.0;
}
/***** FOG CLEARING JIBBA JABBA *****/
for( i = 0; i < 3; i++ )
g_iFogColor[i] = 0.0;
g_iStartDist = 0.0f;
g_iEndDist = 0.0f;
/***** FOG CLEARING JIBBA JABBA *****/
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// prepare all hud data
HUDLIST *pList = m_pHudList;
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while( pList )
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{
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if( pList->p )
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pList->p->InitHUDData();
pList = pList->pNext;
}
BEGIN_READ( pbuf, iSize );
g_iTeleNum = READ_BYTE();
for( i = 0; i < g_iTeleNum; i++ )
{
g_vecTeleMins[i].x = READ_COORD();
g_vecTeleMins[i].y = READ_COORD();
g_vecTeleMins[i].z = READ_COORD();
g_vecTeleMaxs[i].x = READ_COORD();
g_vecTeleMaxs[i].y = READ_COORD();
g_vecTeleMaxs[i].z = READ_COORD();
}
for( i = 0; i < 3; i++ )
g_iFogColor[i] = READ_SHORT(); // Should just get a byte.
//If they both are 0, it means no fog for this level.
g_iStartDist = READ_SHORT();
g_iEndDist = READ_SHORT();
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}
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int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf )
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{
BEGIN_READ( pbuf, iSize );
m_Teamplay = READ_BYTE();
return 1;
}
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int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf )
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{
int armor, blood;
Vector from;
int i;
float count;
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BEGIN_READ( pbuf, iSize );
armor = READ_BYTE();
blood = READ_BYTE();
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for( i = 0; i < 3; i++)
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from[i] = READ_COORD();
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count = ( blood * 0.5 ) + ( armor * 0.5 );
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if( count < 10 )
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count = 10;
// TODO: kick viewangles, show damage visually
return 1;
}
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int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf )
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{
BEGIN_READ( pbuf, iSize );
m_iConcussionEffect = READ_BYTE();
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if( m_iConcussionEffect )
this->m_StatusIcons.EnableIcon( "dmg_concuss", 255, 160, 0 );
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else
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this->m_StatusIcons.DisableIcon( "dmg_concuss" );
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return 1;
}
// QUAKECLASSIC
int CHud::MsgFunc_QItems( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iQuakeItems = READ_LONG();
return 1;
}