This repository has been archived on 2022-06-27. You can view files and clone it, but cannot push or open issues or pull requests.
Xash3DArchive/client/hud/hud_msg.cpp

414 lines
8.9 KiB
C++

/***
*
* 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 "extdll.h"
#include "utils.h"
#include "hud.h"
#include "aurora.h"
#include "ref_params.h"
extern ref_params_t *gpViewParams;
// CHud message handlers
DECLARE_HUDMESSAGE( Logo );
DECLARE_HUDMESSAGE( HUDColor );
DECLARE_HUDMESSAGE( SetFog );
DECLARE_HUDMESSAGE( RoomType );
DECLARE_HUDMESSAGE( RainData );
DECLARE_HUDMESSAGE( SetBody );
DECLARE_HUDMESSAGE( SetSkin );
DECLARE_HUDMESSAGE( ScreenFade );
DECLARE_HUDMESSAGE( WeaponAnim );
DECLARE_HUDMESSAGE( ResetHUD );
DECLARE_HUDMESSAGE( InitHUD );
DECLARE_HUDMESSAGE( ViewMode );
DECLARE_HUDMESSAGE( Particle );
DECLARE_HUDMESSAGE( Concuss );
DECLARE_HUDMESSAGE( GameMode );
DECLARE_HUDMESSAGE( TempEntity );
DECLARE_HUDMESSAGE( ServerName );
DECLARE_HUDMESSAGE( ScreenShake );
DECLARE_HUDMESSAGE( Intermission );
DECLARE_HUDCOMMAND( ChangeLevel );
int CHud :: InitMessages( void )
{
HOOK_MESSAGE( Logo );
HOOK_MESSAGE( ResetHUD );
HOOK_MESSAGE( GameMode );
HOOK_MESSAGE( ServerName );
HOOK_MESSAGE( Intermission );
HOOK_MESSAGE( InitHUD );
HOOK_MESSAGE( ViewMode );
HOOK_MESSAGE( Concuss );
HOOK_MESSAGE( RoomType );
HOOK_MESSAGE( HUDColor );
HOOK_MESSAGE( Particle );
HOOK_MESSAGE( TempEntity );
HOOK_MESSAGE( SetFog );
HOOK_MESSAGE( RainData );
HOOK_MESSAGE( WeaponAnim );
HOOK_MESSAGE( SetBody );
HOOK_MESSAGE( SetSkin );
HOOK_MESSAGE( ScreenFade );
HOOK_MESSAGE( ScreenShake );
HOOK_COMMAND( "hud_changelevel", ChangeLevel ); // send by engine
m_flFOV = 0;
m_iHUDColor = RGB_YELLOWISH; // 255, 160, 0
CVAR_REGISTER( "zoom_sensitivity_ratio", "1.2", 0, "mouse sensitivity when zooming" );
CVAR_REGISTER( "default_fov", "90", 0, "default client fov" );
CVAR_REGISTER( "hud_draw", "1", 0, "disable hud rendering" );
CVAR_REGISTER( "hud_takesshots", "0", 0, "take screenshots at 30 fps" );
// clear any old HUD list
if( m_pHudList )
{
HUDLIST *pList;
while( m_pHudList )
{
pList = m_pHudList;
m_pHudList = m_pHudList->pNext;
FREE( pList );
}
m_pHudList = NULL;
}
m_flTime = 1.0;
return 1;
}
void CHud :: UserCmd_ChangeLevel( void )
{
// reset shake during changelevel
m_Shake.amplitude = 0;
m_Shake.frequency = 0;
m_Shake.duration = 0;
}
int CHud :: MsgFunc_Logo( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
// update Train data
m_iLogo = READ_BYTE();
END_READ();
return 1;
}
int CHud :: MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf )
{
// clear all hud data
HUDLIST *pList = m_pHudList;
while( pList )
{
if( pList->p ) pList->p->Reset();
pList = pList->pNext;
}
// needs to clear any remaining screenfade
ClearAllFades ();
// reset sensitivity
m_flMouseSensitivity = 0;
// reset concussion effect
m_iConcussionEffect = 0;
m_iIntermission = 0;
// reset windspeed
m_vecWindVelocity = Vector( 0, 0, 0 );
// reset shake
m_Shake.amplitude = 0;
m_Shake.frequency = 0;
m_Shake.duration = 0;
// reset fog
m_flStartDist = 0;
m_flEndDist = 0;
if( CVAR_GET_FLOAT( "v_dark" ))
{
SetScreenFade( Vector( 0, 0, 0 ), 255, 4, 4, FFADE_IN );
CVAR_SET_FLOAT( "v_dark", 0.0f );
}
return 1;
}
int CHud :: MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf )
{
// CAM_ToFirstPerson();
return 1;
}
int CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
{
m_flStartDist = 0;
m_flEndDist = 0;
m_iIntermission = 0;
// prepare all hud data
HUDLIST *pList = m_pHudList;
while( pList )
{
if( pList->p )
pList->p->InitHUDData();
pList = pList->pNext;
}
return 1;
}
int CHud :: MsgFunc_Intermission( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
m_iIntermission = 1;
END_READ();
return 1;
}
int CHud::MsgFunc_HUDColor(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ( pszName, iSize, pbuf );
m_iHUDColor = READ_LONG();
END_READ();
return 1;
}
int CHud :: MsgFunc_SetFog( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
m_vecFogColor.x = (float)(READ_BYTE() / 255.0f);
m_vecFogColor.y = (float)(READ_BYTE() / 255.0f);
m_vecFogColor.z = (float)(READ_BYTE() / 255.0f);
m_flStartDist = READ_SHORT();
m_flEndDist = READ_SHORT();
END_READ();
return 1;
}
int CHud :: MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
m_Teamplay = READ_BYTE();
END_READ();
return 1;
}
int CHud :: MsgFunc_Damage( const char *pszName, int iSize, void *pbuf )
{
int armor, blood;
int i;
float count;
BEGIN_READ( pszName, iSize, pbuf );
armor = READ_BYTE();
blood = READ_BYTE();
float from[3];
for( i = 0; i < 3; i++ )
from[i] = READ_COORD();
count = (blood * 0.5) + (armor * 0.5);
if( count < 10 ) count = 10;
END_READ();
// TODO: kick viewangles, show damage visually
return 1;
}
int CHud :: MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
m_iConcussionEffect = READ_BYTE();
if( m_iConcussionEffect )
m_StatusIcons.EnableIcon( "dmg_concuss", 255, 160, 0 );
else m_StatusIcons.DisableIcon( "dmg_concuss" );
END_READ();
return 1;
}
int CHud :: MsgFunc_RainData( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
Rain.dripsPerSecond = READ_SHORT();
Rain.distFromPlayer = READ_COORD();
Rain.windX = READ_COORD();
Rain.windY = READ_COORD();
Rain.randX = READ_COORD();
Rain.randY = READ_COORD();
Rain.weatherMode = READ_SHORT();
Rain.globalHeight= READ_COORD(); // FIXME: calc on client side ?
END_READ();
return 1;
}
int CHud :: MsgFunc_WeaponAnim( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
int iAnim = READ_BYTE();
int iBody = READ_BYTE();
SendWeaponAnim( iAnim, iBody );
END_READ();
return 1;
}
int CHud :: MsgFunc_SetBody( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
cl_entity_t *viewmodel = GetViewModel();
viewmodel->curstate.body = READ_BYTE();
END_READ();
return 1;
}
int CHud :: MsgFunc_SetSkin( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
cl_entity_t *viewmodel = GetViewModel();
viewmodel->curstate.skin = READ_BYTE();
END_READ();
return 1;
}
int CHud :: MsgFunc_Particle( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
int idx = READ_SHORT();
char *sz = READ_STRING();
CreateAurora( idx, sz );
END_READ();
return 1;
}
int CHud :: MsgFunc_TempEntity( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
HUD_ParseTempEntity();
END_READ();
return 1;
}
int CHud::MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf )
{
char m_szServerName[32];
BEGIN_READ( pszName, iSize, pbuf );
strncpy( m_szServerName, READ_STRING(), 32 );
END_READ();
return 1;
}
int CHud :: MsgFunc_RoomType( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
CVAR_SET_FLOAT( "room_type", (float)READ_BYTE( ));
END_READ();
return 1;
}
int CHud :: MsgFunc_ScreenFade( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
float fadeTime = (float)(unsigned short)READ_SHORT() * (1.0f / (float)(1<<12));
float holdTime = (float)(unsigned short)READ_SHORT() * (1.0f / (float)(1<<12));
int fadeFlags = READ_SHORT();
Vector m_FadeColor;
m_FadeColor.x = READ_BYTE(); // fade red
m_FadeColor.y = READ_BYTE(); // fade green
m_FadeColor.z = READ_BYTE(); // fade blue
float alpha = READ_BYTE(); // fade alpha
SetScreenFade( m_FadeColor, alpha, fadeTime, holdTime, fadeFlags );
END_READ();
return 1;
}
int CHud::MsgFunc_ScreenShake( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
float amplitude = (float)(unsigned short)READ_SHORT() * (1.0f / (float)(1<<12));
float duration = (float)(unsigned short)READ_SHORT() * (1.0f / (float)(1<<12));
float frequency = (float)(unsigned short)READ_SHORT() * (1.0f / (float)(1<<8));
m_Shake.frequency = frequency;
m_Shake.amplitude = amplitude;
m_Shake.duration = duration;
m_Shake.time = m_flTime + duration;
m_Shake.nextShake = 0;
END_READ();
return 1;
}