/*** * * 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.cpp // // implementation of CHud class // #include "hud.h" #include "cl_util.h" #include #include #include "parsemsg.h" #include "hud_servers.h" #include "demo.h" #include "demo_api.h" cvar_t *hud_textmode; float g_hud_text_color[3]; extern client_sprite_t *GetSpriteList( client_sprite_t *pList, const char *psz, int iRes, int iCount ); extern cvar_t *sensitivity; cvar_t *cl_lw = NULL; cvar_t *cl_viewbob = NULL; void ShutdownInput( void ); //DECLARE_MESSAGE( m_Logo, Logo ) int __MsgFunc_Logo( const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_Logo( pszName, iSize, pbuf ); } //DECLARE_MESSAGE( m_Logo, Logo ) int __MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_ResetHUD( pszName, iSize, pbuf ); } int __MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) { gHUD.MsgFunc_InitHUD( pszName, iSize, pbuf ); return 1; } int __MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ) { gHUD.MsgFunc_ViewMode( pszName, iSize, pbuf ); return 1; } int __MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_SetFOV( pszName, iSize, pbuf ); } int __MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_Concuss( pszName, iSize, pbuf ); } int __MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_GameMode( pszName, iSize, pbuf ); } int __MsgFunc_Firstperson( const char *pszName, int iSize, void *pbuf ) { gHUD.MsgFunc_Firstperson( pszName, iSize, pbuf ); return 1; } int __MsgFunc_Thirdperson( const char *pszName, int iSize, void *pbuf ) { gHUD.MsgFunc_Thirdperson( pszName, iSize, pbuf ); return 1; } int __MsgFunc_PlayerModel( const char *pszName, int iSize, void *pbuf ) { gHUD.MsgFunc_PlayerModel( pszName, iSize, pbuf ); return 1; } int __MsgFunc_DeathCam( const char *pszName, int iSize, void *pbuf ) { gHUD.MsgFunc_DeathCam( pszName, iSize, pbuf ); return 1; } // TFFree Command Menu void __CmdFunc_OpenCommandMenu( void ) { } // TFC "special" command void __CmdFunc_InputPlayerSpecial( void ) { } void __CmdFunc_CloseCommandMenu( void ) { } void __CmdFunc_ForceCloseCommandMenu( void ) { } void __CmdFunc_ToggleServerBrowser( void ) { } // TFFree Command Menu Message Handlers int __MsgFunc_ValClass( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_TeamNames( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_Feign( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_Detpack( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_VGUIMenu( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_BuildSt( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_RandomPC( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_Spectator( const char *pszName, int iSize, void *pbuf ) { return 0; } int __MsgFunc_AllowSpec( const char *pszName, int iSize, void *pbuf ) { return 0; } // This is called every time the DLL is loaded void CHud::Init( void ) { HOOK_MESSAGE( Logo ); HOOK_MESSAGE( ResetHUD ); HOOK_MESSAGE( GameMode ); HOOK_MESSAGE( InitHUD ); HOOK_MESSAGE( ViewMode ); HOOK_MESSAGE( SetFOV ); HOOK_MESSAGE( Concuss ); HOOK_MESSAGE( Firstperson ); HOOK_MESSAGE( Thirdperson ); HOOK_MESSAGE( PlayerModel ); HOOK_MESSAGE( DeathCam ); // TFFree CommandMenu HOOK_COMMAND( "+commandmenu", OpenCommandMenu ); HOOK_COMMAND( "-commandmenu", CloseCommandMenu ); HOOK_COMMAND( "ForceCloseCommandMenu", ForceCloseCommandMenu ); HOOK_COMMAND( "special", InputPlayerSpecial ); HOOK_COMMAND( "togglebrowser", ToggleServerBrowser ); HOOK_MESSAGE( ValClass ); HOOK_MESSAGE( TeamNames ); HOOK_MESSAGE( Feign ); HOOK_MESSAGE( Detpack ); HOOK_MESSAGE( BuildSt ); HOOK_MESSAGE( RandomPC ); HOOK_MESSAGE( ServerName ); HOOK_MESSAGE( Spectator ); HOOK_MESSAGE( AllowSpec ); // VGUI Menus HOOK_MESSAGE( VGUIMenu ); CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); // controls whether or not to suicide immediately on TF class switch CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round hud_textmode = CVAR_CREATE ( "hud_textmode", "0", FCVAR_ARCHIVE ); m_iLogo = 0; m_iFOV = 0; CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 ); default_fov = CVAR_CREATE( "default_fov", "90", 0 ); m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE ); m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE ); cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" ); cl_viewbob = CVAR_CREATE( "cl_viewbob", "0", FCVAR_ARCHIVE ); m_pSpriteList = NULL; // Clear any old HUD list if( m_pHudList ) { HUDLIST *pList; while ( m_pHudList ) { pList = m_pHudList; m_pHudList = m_pHudList->pNext; free( pList ); } m_pHudList = NULL; } // In case we get messages before the first update -- time will be valid m_flTime = 1.0; m_Ammo.Init(); m_Health.Init(); m_SayText.Init(); m_Spectator.Init(); m_Geiger.Init(); m_Train.Init(); m_Battery.Init(); m_Flash.Init(); m_Message.Init(); m_StatusBar.Init(); m_DeathNotice.Init(); m_AmmoSecondary.Init(); m_TextMessage.Init(); m_StatusIcons.Init(); m_MOTD.Init(); m_Scoreboard.Init(); m_Menu.Init(); MsgFunc_ResetHUD( 0, 0, NULL ); } // CHud destructor // cleans up memory allocated for m_rg* arrays CHud::~CHud() { delete[] m_rghSprites; delete[] m_rgrcRects; delete[] m_rgszSpriteNames; if( m_pHudList ) { HUDLIST *pList; while( m_pHudList ) { pList = m_pHudList; m_pHudList = m_pHudList->pNext; free( pList ); } m_pHudList = NULL; } } // GetSpriteIndex() // searches through the sprite list loaded from hud.txt for a name matching SpriteName // returns an index into the gHUD.m_rghSprites[] array // returns 0 if sprite not found int CHud::GetSpriteIndex( const char *SpriteName ) { // look through the loaded sprite name list for SpriteName for( int i = 0; i < m_iSpriteCount; i++ ) { if( strncmp( SpriteName, m_rgszSpriteNames + ( i * MAX_SPRITE_NAME_LENGTH), MAX_SPRITE_NAME_LENGTH ) == 0 ) return i; } return -1; // invalid sprite } void CHud::VidInit( void ) { int j; m_scrinfo.iSize = sizeof(m_scrinfo); GetScreenInfo( &m_scrinfo ); // ---------- // Load Sprites // --------- //m_hsprFont = LoadSprite("sprites/%d_font.spr"); m_hsprLogo = 0; m_hsprCursor = 0; if( ScreenWidth < 640 ) m_iRes = 320; else m_iRes = 640; // Only load this once if( !m_pSpriteList ) { // we need to load the hud.txt, and all sprites within m_pSpriteList = SPR_GetList( "sprites/hud.txt", &m_iSpriteCountAllRes ); if( m_pSpriteList ) { // count the number of sprites of the appropriate res m_iSpriteCount = 0; client_sprite_t *p = m_pSpriteList; for( j = 0; j < m_iSpriteCountAllRes; j++ ) { if( p->iRes == m_iRes ) m_iSpriteCount++; p++; } // allocated memory for sprite handle arrays m_rghSprites = new HSPRITE[m_iSpriteCount]; m_rgrcRects = new wrect_t[m_iSpriteCount]; m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH]; p = m_pSpriteList; int index = 0; for( j = 0; j < m_iSpriteCountAllRes; j++ ) { if( p->iRes == m_iRes ) { char sz[256]; sprintf( sz, "sprites/%s.spr", p->szSprite ); m_rghSprites[index] = SPR_Load( sz ); m_rgrcRects[index] = p->rc; strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH ); index++; } p++; } } } else { // we have already have loaded the sprite reference from hud.txt, but // we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game) client_sprite_t *p = m_pSpriteList; // count the number of sprites of the appropriate res m_iSpriteCount = 0; for( j = 0; j < m_iSpriteCountAllRes; j++ ) { if( p->iRes == m_iRes ) m_iSpriteCount++; p++; } delete[] m_rghSprites; delete[] m_rgrcRects; delete[] m_rgszSpriteNames; // allocated memory for sprite handle arrays m_rghSprites = new HSPRITE[m_iSpriteCount]; m_rgrcRects = new wrect_t[m_iSpriteCount]; m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH]; p = m_pSpriteList; int index = 0; for( j = 0; j < m_iSpriteCountAllRes; j++ ) { if( p->iRes == m_iRes ) { char sz[256]; sprintf( sz, "sprites/%s.spr", p->szSprite ); m_rghSprites[index] = SPR_Load( sz ); m_rgrcRects[index] = p->rc; strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH ); index++; } p++; } } // assumption: number_1, number_2, etc, are all listed and loaded sequentially m_HUD_number_0 = GetSpriteIndex( "number_0" ); m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top; m_Ammo.VidInit(); m_Health.VidInit(); m_Spectator.VidInit(); m_Geiger.VidInit(); m_Train.VidInit(); m_Battery.VidInit(); m_Flash.VidInit(); m_Message.VidInit(); m_StatusBar.VidInit(); m_DeathNotice.VidInit(); m_SayText.VidInit(); m_Menu.VidInit(); m_AmmoSecondary.VidInit(); m_TextMessage.VidInit(); m_StatusIcons.VidInit(); m_Scoreboard.VidInit(); m_MOTD.VidInit(); } int CHud::MsgFunc_Logo( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); // update Train data m_iLogo = READ_BYTE(); return 1; } float g_lastFOV = 0.0; /* ============ COM_FileBase ============ */ // Extracts the base name of a file (no path, no extension, assumes '/' as path separator) void COM_FileBase ( const char *in, char *out ) { int len, start, end; len = strlen( in ); // scan backward for '.' end = len - 1; while( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' ) end--; if( in[end] != '.' ) // no '.', copy to end end = len - 1; else end--; // Found ',', copy to left of '.' // Scan backward for '/' start = len - 1; while( start >= 0 && in[start] != '/' && in[start] != '\\' ) start--; if( in[start] != '/' && in[start] != '\\' ) start = 0; else start++; // Length of new sting len = end - start + 1; // Copy partial string strncpy( out, &in[start], len ); // Terminate it out[len] = 0; } /* ================= HUD_IsGame ================= */ int HUD_IsGame( const char *game ) { const char *gamedir; char gd[1024]; gamedir = gEngfuncs.pfnGetGameDirectory(); if( gamedir && gamedir[0] ) { COM_FileBase( gamedir, gd ); if( !stricmp( gd, game ) ) return 1; } return 0; } /* ===================== HUD_GetFOV Returns last FOV ===================== */ float HUD_GetFOV( void ) { if( gEngfuncs.pDemoAPI->IsRecording() ) { // Write it int i = 0; unsigned char buf[100]; // Active *(float *)&buf[i] = g_lastFOV; i += sizeof(float); Demo_WriteBuffer( TYPE_ZOOM, i, buf ); } if( gEngfuncs.pDemoAPI->IsPlayingback() ) { g_lastFOV = g_demozoom; } return g_lastFOV; } int CHud::MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int newfov = READ_BYTE(); int def_fov = CVAR_GET_FLOAT( "default_fov" ); //Weapon prediction already takes care of changing the fog. ( g_lastFOV ). if( cl_lw && cl_lw->value ) return 1; g_lastFOV = newfov; if( newfov == 0 ) { m_iFOV = def_fov; } else { m_iFOV = newfov; } // the clients fov is actually set in the client data update section of the hud // Set a new sensitivity if( m_iFOV == def_fov ) { // reset to saved sensitivity m_flMouseSensitivity = 0; } else { // set a new sensitivity that is proportional to the change from the FOV default m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)def_fov) * CVAR_GET_FLOAT("zoom_sensitivity_ratio"); } return 1; } void CHud::AddHudElem( CHudBase *phudelem ) { HUDLIST *pdl, *ptemp; //phudelem->Think(); if( !phudelem ) return; pdl = (HUDLIST *)malloc( sizeof(HUDLIST) ); if( !pdl ) return; memset( pdl, 0, sizeof(HUDLIST) ); pdl->p = phudelem; if( !m_pHudList ) { m_pHudList = pdl; return; } ptemp = m_pHudList; while( ptemp->pNext ) ptemp = ptemp->pNext; ptemp->pNext = pdl; } float CHud::GetSensitivity( void ) { return m_flMouseSensitivity; }