//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #pragma once #if !defined(HUD_SPECTATOR_H) #define HUD_SPECTATOR_H #include "cl_entity.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 MAIN_CHASE_LOCKED 1 //modif de Julien o para Julien, old map definitions. #define MAIN_CHASE_FREE 2 #define MAIN_ROAMING 3 #define MAIN_IN_EYE 4 #define MAIN_MAP_FREE 5 #define MAX_SPEC_HUD_MESSAGES 8 #define OVERVIEW_TILE_SIZE 128 // don't change this #define OVERVIEW_MAX_LAYERS 1 //----------------------------------------------------------------------------- // 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; #define MAX_OVERVIEW_ENTITIES 128 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 ); int m_iMainMode; //modif de Julien o para Julien int m_iInsetMode; //old stuff HLINVASION TODO Check what this stuff actually does int m_iObserverTarget; //and more old stuff. (Not observerFlags!) vec3_t m_mapAngles; // cuurent map view angles (cameraAngles?) 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; vec3_t m_cameraOrigin; // a help camera vec3_t m_cameraAngles; // and it's angles 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_zoomDelta; float m_moveDelta; int m_lastPrimaryObject; int m_lastSecondaryObject; }; #endif // SPECTATOR_H