/*** * * 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" //LRC - the fogging fog float g_fFogColor[3]; float g_fStartDist; float g_fEndDist; //int g_iFinalStartDist; //for fading int g_iFinalEndDist; //for fading float g_fFadeDuration; //negative = fading out #define MAX_CLIENTS 32 extern BEAM *pBeam; extern BEAM *pBeam2; extern TEMPENTITY *pFlare; // Vit_amiN extern float g_lastFOV; // Vit_amiN /// USER-DEFINED SERVER MESSAGE HANDLERS int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) { ASSERT( iSize == 0 ); // clear all hud data HUDLIST *pList = m_pHudList; while( pList ) { if( pList->p ) pList->p->Reset(); pList = pList->pNext; } // reset sensitivity m_flMouseSensitivity = 0; // reset concussion effect m_iConcussionEffect = 0; //LRC - reset fog g_fStartDist = 0; g_fEndDist = 0; // Vit_amiN: reset the FOV m_iFOV = 0; // default_fov g_lastFOV = 0.0f; return 1; } void CAM_ToFirstPerson( void ); void CHud::MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ) { CAM_ToFirstPerson(); } void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) { // CONPRINT("MSG:InitHUD"); //LRC - clear the fog g_fStartDist = 0; g_fEndDist = 0; //LRC - clear all shiny surfaces if (m_pShinySurface) { delete m_pShinySurface; m_pShinySurface = NULL; } m_iSkyMode = SKY_OFF; //LRC // prepare all hud data HUDLIST *pList = m_pHudList; while( pList ) { if( pList->p ) pList->p->InitHUDData(); pList = pList->pNext; } //Probably not a good place to put this. pBeam = pBeam2 = NULL; pFlare = NULL; // Vit_amiN: clear egon's beam flare } //LRC void CHud :: MsgFunc_SetFog( const char *pszName, int iSize, void *pbuf ) { // CONPRINT("MSG:SetFog"); BEGIN_READ( pbuf, iSize ); for ( int i = 0; i < 3; i++ ) g_fFogColor[ i ] = READ_BYTE(); g_fFadeDuration = READ_SHORT(); g_fStartDist = READ_SHORT(); if (g_fFadeDuration > 0) { // // fading in // g_fStartDist = READ_SHORT(); g_iFinalEndDist = READ_SHORT(); // g_fStartDist = FOG_LIMIT; g_fEndDist = FOG_LIMIT; } else if (g_fFadeDuration < 0) { // // fading out // g_iFinalStartDist = g_iFinalEndDist = g_fEndDist = READ_SHORT(); } else { // g_fStartDist = READ_SHORT(); g_fEndDist = READ_SHORT(); } } //LRC void CHud :: MsgFunc_KeyedDLight( const char *pszName, int iSize, void *pbuf ) { // CONPRINT("MSG:KeyedDLight"); BEGIN_READ( pbuf, iSize ); // as-yet unused: // float decay; // drop this each second // float minlight; // don't add when contributing less // qboolean dark; // subtracts light instead of adding (doesn't seem to do anything?) int iKey = READ_BYTE(); dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight( iKey ); int bActive = READ_BYTE(); if (!bActive) { // die instantly dl->die = gEngfuncs.GetClientTime(); } else { // never die dl->die = gEngfuncs.GetClientTime() + 1E6; dl->origin[0] = READ_COORD(); dl->origin[1] = READ_COORD(); dl->origin[2] = READ_COORD(); dl->radius = READ_BYTE(); dl->color.r = READ_BYTE(); dl->color.g = READ_BYTE(); dl->color.b = READ_BYTE(); } } //LRC void CHud :: MsgFunc_AddShine( const char *pszName, int iSize, void *pbuf ) { // CONPRINT("MSG:AddShine"); BEGIN_READ( pbuf, iSize ); float fScale = READ_BYTE(); float fAlpha = READ_BYTE()/255.0; float fMinX = READ_COORD(); float fMaxX = READ_COORD(); float fMinY = READ_COORD(); float fMaxY = READ_COORD(); float fZ = READ_COORD(); char *szSprite = READ_STRING(); // gEngfuncs.Con_Printf("minx %f, maxx %f, miny %f, maxy %f\n", fMinX, fMaxX, fMinY, fMaxY); CShinySurface *pSurface = new CShinySurface(fScale, fAlpha, fMinX, fMaxX, fMinY, fMaxY, fZ, szSprite); pSurface->m_pNext = m_pShinySurface; m_pShinySurface = pSurface; } //LRC void CHud :: MsgFunc_SetSky( const char *pszName, int iSize, void *pbuf ) { // CONPRINT("MSG:SetSky"); BEGIN_READ( pbuf, iSize ); m_iSkyMode = READ_BYTE(); m_vecSkyPos.x = READ_COORD(); m_vecSkyPos.y = READ_COORD(); m_vecSkyPos.z = READ_COORD(); } int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_Teamplay = READ_BYTE(); return 1; } int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ) { int armor, blood; Vector from; int i; float count; BEGIN_READ( pbuf, iSize ); armor = READ_BYTE(); blood = READ_BYTE(); for( i = 0; i < 3; i++) from[i] = READ_COORD(); count = ( blood * 0.5 ) + ( armor * 0.5 ); if( count < 10 ) count = 10; // TODO: kick viewangles, show damage visually return 1; } int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ) { int r, g, b; BEGIN_READ( pbuf, iSize ); m_iConcussionEffect = READ_BYTE(); if( m_iConcussionEffect ) { UnpackRGB( r, g, b, RGB_YELLOWISH ); // Vit_amiN: fixed this->m_StatusIcons.EnableIcon( "dmg_concuss", r, g, b ); } else this->m_StatusIcons.DisableIcon( "dmg_concuss" ); return 1; }