/*** * * 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; /// 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; return 1; } void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) { 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 *****/ // prepare all hud data HUDLIST *pList = m_pHudList; while( pList ) { if( pList->p ) 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(); } 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 ) { BEGIN_READ( pbuf, iSize ); m_iConcussionEffect = READ_BYTE(); if( m_iConcussionEffect ) this->m_StatusIcons.EnableIcon( "dmg_concuss", 255, 160, 0 ); else this->m_StatusIcons.DisableIcon( "dmg_concuss" ); return 1; } // QUAKECLASSIC int CHud::MsgFunc_QItems( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_iQuakeItems = READ_LONG(); return 1; }