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323 lines
9.7 KiB
323 lines
9.7 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#include "cbase.h" |
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#include "hintsystem.h" |
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#include "hintmessage.h" |
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#ifdef GAME_DLL |
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#else |
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#include <IGameEvents.h> |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#ifdef CLIENT_DLL |
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ConVar cl_showhelp( "cl_showhelp", "1", FCVAR_USERINFO | FCVAR_ARCHIVE, "Set to 0 to not show on-screen help" ); |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CHintSystem::CHintSystem( void ) |
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{ |
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Init( NULL, 0, NULL ); |
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m_pHintMessageQueue = NULL; |
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m_pHintMessageTimers = NULL; |
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m_flLastHintPlayedAt = 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CHintSystem::~CHintSystem( void ) |
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{ |
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if ( m_pHintMessageTimers ) |
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{ |
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delete m_pHintMessageTimers; |
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m_pHintMessageTimers = NULL; |
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} |
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if ( m_pHintMessageQueue ) |
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{ |
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delete m_pHintMessageQueue; |
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m_pHintMessageQueue = NULL; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHintSystem::Init( CBasePlayer *pPlayer, int iMaxHintTypes, const char **pszHintStrings ) |
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{ |
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m_pPlayer = pPlayer; |
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m_bShowHints = true; |
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m_HintHistory.Resize( iMaxHintTypes ); |
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m_HintHistory.ClearAll(); |
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m_pszHintMessages = pszHintStrings; |
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if ( m_pPlayer ) |
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{ |
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m_pHintMessageQueue = new CHintMessageQueue( m_pPlayer ); |
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m_pHintMessageTimers = new CHintMessageTimers( this, m_pHintMessageQueue ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHintSystem::Update( void ) |
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{ |
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if ( m_pHintMessageQueue ) |
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{ |
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m_pHintMessageQueue->Update(); |
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} |
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if ( m_pHintMessageTimers ) |
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{ |
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m_pHintMessageTimers->Update(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Displays a hint message to the player |
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// Input : hint - enum'd hint to show |
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// bForce - always play this hint even if they have seen it before |
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//----------------------------------------------------------------------------- |
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bool CHintSystem::HintMessage( int hint, bool bForce /* = false */, bool bOnlyIfClear /* = false */ ) |
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{ |
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Assert( m_pPlayer ); |
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Assert( hint < m_HintHistory.GetNumBits() ); |
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// Not really an optimal solution, but saves us querying the hud element, |
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// which wouldn't be easy with derived versions in different mods. |
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if ( bOnlyIfClear && (gpGlobals->curtime - m_flLastHintPlayedAt < 11 ) ) |
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return false; |
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if ( bForce || !HasPlayedHint(hint) ) |
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{ |
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PlayedAHint(); |
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HintMessage( m_pszHintMessages[hint] ); |
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m_HintHistory.Set(hint); |
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return true; |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Displays a hint message to the player |
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// Input : *pMessage - |
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//----------------------------------------------------------------------------- |
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void CHintSystem::HintMessage( const char *pMessage ) |
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{ |
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Assert( m_pPlayer ); |
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#ifdef GAME_DLL |
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// On the server, we send it down to the queue who sends it to the client |
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if ( !m_pPlayer->IsNetClient() || !m_pHintMessageQueue ) |
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return; |
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if ( !m_bShowHints ) |
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return; |
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m_pHintMessageQueue->AddMessage( pMessage ); |
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#else |
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// On the client, we just send it straight to the hint hud element |
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if ( cl_showhelp.GetBool() ) |
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{ |
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IGameEvent *event = gameeventmanager->CreateEvent( "player_hintmessage" ); |
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if ( event ) |
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{ |
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event->SetString( "hintmessage", pMessage ); |
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gameeventmanager->FireEventClientSide( event ); |
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} |
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} |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Clear out the existing timers, and register new ones for any |
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// hints that haven't been displayed yet. |
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//----------------------------------------------------------------------------- |
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void CHintSystem::ResetHints( void ) |
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{ |
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if ( !m_pHintMessageTimers ) |
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return; |
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m_pHintMessageTimers->Reset(); |
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// Readd registered hints |
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for (int i = 0; i < m_RegisteredResetHints.Count(); i++ ) |
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{ |
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ReAddHintTimerIfNotDisplayed( m_RegisteredResetHints[i].iHintID, m_RegisteredResetHints[i].flTimer ); |
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} |
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// Reset our queue |
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if ( m_pHintMessageQueue ) |
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{ |
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m_pHintMessageQueue->Reset(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Call this to add a hint message that should be re-added |
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// everytime we're reset, if it hasn't been displayed yet. |
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//----------------------------------------------------------------------------- |
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void CHintSystem::RegisterHintTimer( int iHintID, float flTimerDuration, bool bOnlyIfClear /* = false */, HintTimerCallback pfnCallback ) |
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{ |
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Assert( m_pPlayer ); |
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Assert( iHintID < m_HintHistory.GetNumBits() ); |
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onresethints_t newHint; |
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newHint.iHintID = iHintID; |
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newHint.flTimer = flTimerDuration; |
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newHint.bOnlyIfClear = bOnlyIfClear; |
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newHint.pfnCallback = pfnCallback; |
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m_RegisteredResetHints.AddToTail( newHint ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: If the hint hasn't been displayed, start a timer for it |
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//----------------------------------------------------------------------------- |
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void CHintSystem::ReAddHintTimerIfNotDisplayed( int iHintID, float flTimerDuration ) |
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{ |
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Assert( iHintID < m_HintHistory.GetNumBits() ); |
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if ( m_HintHistory[iHintID] == 0 ) |
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{ |
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m_pHintMessageTimers->AddTimer( iHintID, flTimerDuration ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHintSystem::StartHintTimer( int iHintID ) |
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{ |
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Assert( m_pPlayer ); |
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Assert( iHintID < m_HintHistory.GetNumBits() ); |
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Assert(m_pHintMessageTimers); |
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m_pHintMessageTimers->StartTimer( iHintID ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHintSystem::StopHintTimer( int iHintID ) |
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{ |
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Assert( m_pPlayer ); |
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Assert( iHintID < m_HintHistory.GetNumBits() ); |
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Assert(m_pHintMessageTimers); |
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m_pHintMessageTimers->StopTimer( iHintID ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHintSystem::ResetHintTimers( void ) |
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{ |
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Assert( m_pPlayer ); |
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Assert(m_pHintMessageTimers); |
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m_pHintMessageTimers->Reset(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHintSystem::RemoveHintTimer( int iHintID ) |
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{ |
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Assert( m_pPlayer ); |
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Assert( iHintID < m_HintHistory.GetNumBits() ); |
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Assert(m_pHintMessageTimers); |
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m_pHintMessageTimers->RemoveTimer( iHintID ); |
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// Mark us as having heard this hint |
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m_HintHistory.Set(iHintID); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: See if there's a callback registered for the specified hint. |
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// If so, see if it wants to allow the hint to fire. |
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//----------------------------------------------------------------------------- |
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bool CHintSystem::TimerShouldFire( int iHintID ) |
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{ |
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for (int i = 0; i < m_RegisteredResetHints.Count(); i++ ) |
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{ |
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if ( m_RegisteredResetHints[i].iHintID != iHintID ) |
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continue; |
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if ( m_RegisteredResetHints[i].bOnlyIfClear && HintIsCurrentlyVisible() ) |
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return false; |
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if ( m_RegisteredResetHints[i].pfnCallback ) |
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return m_RegisteredResetHints[i].pfnCallback( m_pPlayer ); |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CHintSystem::ShouldShowHints( void ) |
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{ |
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#ifdef GAME_DLL |
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return m_bShowHints; |
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#else |
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return cl_showhelp.GetBool(); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHintSystem::PlayedAHint( void ) |
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{ |
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m_flLastHintPlayedAt = gpGlobals->curtime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CHintSystem::HasPlayedHint( int iHintID ) |
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{ |
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Assert( m_pPlayer ); |
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Assert( iHintID < m_HintHistory.GetNumBits() ); |
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return ( m_HintHistory[iHintID] > 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHintSystem::SetHintPlayed( int iHintID ) |
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{ |
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Assert( m_pPlayer ); |
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Assert( iHintID < m_HintHistory.GetNumBits() ); |
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m_HintHistory.Set(iHintID); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void HintClear( void ) |
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{ |
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#ifdef CLIENT_DLL |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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#else |
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CBasePlayer* pPlayer = UTIL_GetCommandClient(); |
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#endif |
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if ( pPlayer && pPlayer->Hints() ) |
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{ |
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pPlayer->Hints()->ClearHintHistory(); |
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} |
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} |
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#ifdef CLIENT_DLL |
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ConCommand cl_clearhinthistory( "cl_clearhinthistory", HintClear, "Clear memory of client side hints displayed to the player." ); |
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#else |
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ConCommand sv_clearhinthistory( "sv_clearhinthistory", HintClear, "Clear memory of server side hints displayed to the player." ); |
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#endif
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