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"
//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() + (float)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;
}