cs16-client-legacy/cl_dll/hud/hud.cpp

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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.cpp
//
// implementation of CHud class
//
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <stdio.h>
#include <assert.h>
#include "parsemsg.h"
#include "demo.h"
#include "demo_api.h"
#include "vgui_parser.h"
#include "rain.h"
extern client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount);
extern cvar_t *sensitivity;
cvar_t *hud_textmode;
cvar_t *cl_righthand;
cvar_t *cl_weather;
cvar_t *cl_min_t;
cvar_t *cl_min_ct;
cvar_t *cl_minmodels;
cvar_t *cl_lw = NULL;
wrect_t nullrc = { 0, 0, 0, 0 };
const char *sPlayerModelFiles[12] =
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{
"models/player.mdl",
"models/player/leet/leet.mdl", // t
"models/player/gign/gign.mdl", // ct
"models/player/vip/vip.mdl", //ct
"models/player/gsg9/gsg9.mdl", // ct
"models/player/guerilla/guerilla.mdl", // t
"models/player/arctic/arctic.mdl", // t
"models/player/sas/sas.mdl", // ct
"models/player/terror/terror.mdl", // t
"models/player/urban/urban.mdl", // ct
"models/player/spetsnaz/spetsnaz.mdl", // ct
"models/player/militia/militia.mdl" // t
};
void ShutdownInput (void);
#define GHUD_DECLARE_MESSAGE(x) int __MsgFunc_##x(const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_##x(pszName, iSize, pbuf); }
GHUD_DECLARE_MESSAGE(Logo)
GHUD_DECLARE_MESSAGE(SetFOV)
GHUD_DECLARE_MESSAGE(InitHUD)
GHUD_DECLARE_MESSAGE(Concuss)
GHUD_DECLARE_MESSAGE(ResetHUD)
GHUD_DECLARE_MESSAGE(ViewMode)
GHUD_DECLARE_MESSAGE(GameMode)
GHUD_DECLARE_MESSAGE(ReceiveW)
GHUD_DECLARE_MESSAGE(BombDrop)
GHUD_DECLARE_MESSAGE(HostageK)
GHUD_DECLARE_MESSAGE(BombPickup)
GHUD_DECLARE_MESSAGE(HostagePos)
GHUD_DECLARE_MESSAGE(ShadowIdx)
#ifdef _CS16CLIENT_ALLOW_SPECIAL_SCRIPTING
void __CmdFunc_InputCommandSpecial()
{
gEngfuncs.pfnClientCmd("_special");
}
#endif
// This is called every time the DLL is loaded
void CHud :: Init( void )
{
#ifdef _CS16CLIENT_ALLOW_SPECIAL_SCRIPTING
HOOK_COMMAND( "special", InputCommandSpecial );
#endif
HOOK_MESSAGE( Logo );
HOOK_MESSAGE( ResetHUD );
HOOK_MESSAGE( GameMode );
HOOK_MESSAGE( InitHUD );
HOOK_MESSAGE( ViewMode );
HOOK_MESSAGE( SetFOV );
HOOK_MESSAGE( Concuss );
HOOK_MESSAGE( ReceiveW );
HOOK_MESSAGE( BombDrop );
HOOK_MESSAGE( BombPickup );
HOOK_MESSAGE( HostagePos );
HOOK_MESSAGE( HostageK );
HOOK_MESSAGE( ShadowIdx );
CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); // controls whether or not to suicide immediately on TF class switch
CVAR_CREATE( "_vgui_menus", "0", FCVAR_ARCHIVE | FCVAR_USERINFO ); // force client to use old style menus
CVAR_CREATE( "cl_lb", "0", FCVAR_ARCHIVE | FCVAR_USERINFO ); // force client to use old style menus
CVAR_CREATE( "lefthand", "0", FCVAR_ARCHIVE | FCVAR_USERINFO );
CVAR_CREATE( "_cl_autowepswitch", "1", FCVAR_ARCHIVE | FCVAR_USERINFO );
CVAR_CREATE( "_ah", "1", FCVAR_ARCHIVE| FCVAR_USERINFO);
CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
hud_textmode = CVAR_CREATE( "hud_textmode", "0", FCVAR_ARCHIVE );
cl_righthand = CVAR_CREATE( "hand", "1", FCVAR_ARCHIVE );
cl_weather = CVAR_CREATE( "cl_weather", "1", FCVAR_ARCHIVE | FCVAR_USERINFO );
cl_minmodels = CVAR_CREATE( "cl_minmodels", "1", FCVAR_ARCHIVE );
cl_min_t = CVAR_CREATE( "cl_min_t", "1", FCVAR_ARCHIVE );
cl_min_ct = CVAR_CREATE( "cl_min_ct", "1", FCVAR_ARCHIVE );
cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
cl_shadows = CVAR_CREATE( "cl_shadows", "1", FCVAR_ARCHIVE );
default_fov = CVAR_CREATE( "default_fov", "90", 0 );
m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE );
m_iLogo = 0;
m_iFOV = 0;
m_pSpriteList = NULL;
// 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;
}
// In case we get messages before the first update -- time will be valid
m_flTime = 1.0;
m_iNoConsolePrint = 0;
// fullscreen overlays
m_SniperScope.Init();
m_NVG.Init();
m_SpectatorGui.Init();
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// Game HUD things
m_Ammo.Init();
m_Health.Init();
m_Radio.Init();
m_Timer.Init();
m_Money.Init();
m_AmmoSecondary.Init();
m_Train.Init();
m_Battery.Init();
m_StatusIcons.Init();
m_Radar.Init();
// chat, death notice, status bars and other
m_SayText.Init();
m_Spectator.Init();
m_Geiger.Init();
m_Flash.Init();
m_Message.Init();
m_StatusBar.Init();
m_DeathNotice.Init();
m_TextMessage.Init();
m_MOTD.Init();
// all things that have own background and must be drawn last
m_ProgressBar.Init();
m_Menu.Init();
m_Scoreboard.Init();
Localize_Init();
InitRain();
//ServersInit();
MsgFunc_ResetHUD(0, 0, NULL );
}
// CHud destructor
// cleans up memory allocated for m_rg* arrays
CHud :: ~CHud()
{
delete [] m_rghSprites;
delete [] m_rgrcRects;
delete [] m_rgszSpriteNames;
if ( m_pHudList )
{
HUDLIST *pList;
while ( m_pHudList )
{
pList = m_pHudList;
m_pHudList = m_pHudList->pNext;
free( pList );
}
m_pHudList = NULL;
}
Localize_Free();
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//ServersShutdown();
}
// GetSpriteIndex()
// searches through the sprite list loaded from hud.txt for a name matching SpriteName
// returns an index into the gHUD.m_rghSprites[] array
// returns -1 if sprite not found
int CHud :: GetSpriteIndex( const char *SpriteName )
{
// look through the loaded sprite name list for SpriteName
for ( int i = 0; i < m_iSpriteCount; i++ )
{
if ( strncmp( SpriteName, m_rgszSpriteNames + (i * MAX_SPRITE_NAME_LENGTH), MAX_SPRITE_NAME_LENGTH ) == 0 )
return i;
}
return -1; // invalid sprite
}
HSPRITE CHud :: GetSprite( int index )
{
assert( index >= -1 && index <= m_iSpriteCount );
return (index >= 0) ? m_rghSprites[index] : 0;
}
wrect_t& CHud :: GetSpriteRect( int index )
{
assert( index >= -1 && index <= m_iSpriteCount );
return (index >= 0) ? m_rgrcRects[index] : nullrc;
}
void CHud :: VidInit( void )
{
m_scrinfo.iSize = sizeof(m_scrinfo);
GetScreenInfo(&m_scrinfo);
m_truescrinfo.iWidth = CVAR_GET_FLOAT("width");
m_truescrinfo.iHeight = CVAR_GET_FLOAT("height");
// ----------
// Load Sprites
// ---------
// m_hsprFont = LoadSprite("sprites/%d_font.spr");
m_hsprLogo = 0;
m_hsprCursor = 0;
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if( ScreenWidth < 640 && CVAR_GET_FLOAT("hud_scale") <= 1.0f )
{
gEngfuncs.Cvar_SetValue("hud_scale", ScreenWidth / 640.0f );
}
else if( CVAR_GET_FLOAT("hud_scale") < 1.0f )
{
gEngfuncs.Cvar_SetValue("hud_scale", 1.0f );
}
GetScreenInfo(&m_scrinfo);
m_iRes = 640;
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// Only load this once
if ( !m_pSpriteList )
{
// we need to load the hud.txt, and all sprites within
m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes);
if (m_pSpriteList)
{
// count the number of sprites of the appropriate res
m_iSpriteCount = 0;
client_sprite_t *p = m_pSpriteList;
int j;
for ( j = 0; j < m_iSpriteCountAllRes; j++ )
{
if ( p->iRes == m_iRes )
m_iSpriteCount++;
p++;
}
// allocated memory for sprite handle arrays
m_rghSprites = new HSPRITE[m_iSpriteCount];
m_rgrcRects = new wrect_t[m_iSpriteCount];
m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];
p = m_pSpriteList;
int index = 0;
for ( j = 0; j < m_iSpriteCountAllRes; j++ )
{
if ( p->iRes == m_iRes )
{
char sz[256];
sprintf(sz, "sprites/%s.spr", p->szSprite);
m_rghSprites[index] = SPR_Load(sz);
m_rgrcRects[index] = p->rc;
strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );
index++;
}
p++;
}
}
}
else
{
// we have already have loaded the sprite reference from hud.txt, but
// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
client_sprite_t *p = m_pSpriteList;
int index = 0;
for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
{
if ( p->iRes == m_iRes )
{
char sz[256];
sprintf( sz, "sprites/%s.spr", p->szSprite );
m_rghSprites[index] = SPR_Load(sz);
index++;
}
p++;
}
}
// assumption: number_1, number_2, etc, are all listed and loaded sequentially
m_HUD_number_0 = GetSpriteIndex( "number_0" );
m_flScale = gEngfuncs.pfnGetCvarFloat("hud_scale");
if(m_flScale < 0.01)
m_flScale = 1;
m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;
m_Ammo.VidInit();
m_Health.VidInit();
m_Spectator.VidInit();
m_Geiger.VidInit();
m_Train.VidInit();
m_Battery.VidInit();
m_Flash.VidInit();
m_Message.VidInit();
m_StatusBar.VidInit();
m_DeathNotice.VidInit();
m_SayText.VidInit();
m_Menu.VidInit();
m_AmmoSecondary.VidInit();
m_TextMessage.VidInit();
m_StatusIcons.VidInit();
m_Scoreboard.VidInit();
m_MOTD.VidInit();
m_Timer.VidInit();
m_Money.VidInit();
m_ProgressBar.VidInit();
m_SniperScope.VidInit();
m_Radar.VidInit();
m_SpectatorGui.VidInit();
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}
int CHud::MsgFunc_Logo(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ( pbuf, iSize );
// update Train data
m_iLogo = READ_BYTE();
return 1;
}
float g_lastFOV = 0.0;
/*
============
COM_FileBase
============
*/
// Extracts the base name of a file (no path, no extension, assumes '/' as path separator)
void COM_FileBase ( const char *in, char *out)
{
int len, start, end;
len = strlen( in );
// scan backward for '.'
end = len - 1;
while ( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' )
end--;
if ( in[end] != '.' ) // no '.', copy to end
end = len-1;
else
end--; // Found ',', copy to left of '.'
// Scan backward for '/'
start = len-1;
while ( start >= 0 && in[start] != '/' && in[start] != '\\' )
start--;
if ( in[start] != '/' && in[start] != '\\' )
start = 0;
else
start++;
// Length of new sting
len = end - start + 1;
// Copy partial string
strncpy( out, &in[start], len );
// Terminate it
out[len] = 0;
}
/*
=================
HUD_IsGame
=================
*/
int HUD_IsGame( const char *game )
{
const char *gamedir;
char gd[ 1024 ];
gamedir = gEngfuncs.pfnGetGameDirectory();
if ( gamedir && gamedir[0] )
{
COM_FileBase( gamedir, gd );
if ( !stricmp( gd, game ) )
return 1;
}
return 0;
}
/*
=====================
HUD_GetFOV
Returns last FOV
=====================
*/
float HUD_GetFOV( void )
{
if ( gEngfuncs.pDemoAPI->IsRecording() )
{
// Write it
int i = 0;
unsigned char buf[ 100 ];
// Active
*( float * )&buf[ i ] = g_lastFOV;
i += sizeof( float );
Demo_WriteBuffer( TYPE_ZOOM, i, buf );
}
if ( gEngfuncs.pDemoAPI->IsPlayingback() )
{
g_lastFOV = g_demozoom;
}
return g_lastFOV;
}
int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ( pbuf, iSize );
int newfov = READ_BYTE();
int def_fov = CVAR_GET_FLOAT( "default_fov" );
//Weapon prediction already takes care of changing the fog. ( g_lastFOV ).
if ( cl_lw && cl_lw->value )
return 1;
g_lastFOV = newfov;
if ( newfov == 0 )
{
m_iFOV = def_fov;
}
else
{
m_iFOV = newfov;
}
// the clients fov is actually set in the client data update section of the hud
// Set a new sensitivity
if ( m_iFOV == def_fov )
{
// reset to saved sensitivity
m_flMouseSensitivity = 0;
}
else
{
// set a new sensitivity that is proportional to the change from the FOV default
m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)def_fov) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
}
return 1;
}
void CHud::AddHudElem(CHudBase *phudelem)
{
HUDLIST *pdl, *ptemp;
//phudelem->Think();
if (!phudelem)
return;
pdl = (HUDLIST *)malloc(sizeof(HUDLIST));
if (!pdl)
return;
memset(pdl, 0, sizeof(HUDLIST));
pdl->p = phudelem;
if (!m_pHudList)
{
m_pHudList = pdl;
return;
}
ptemp = m_pHudList;
while (ptemp->pNext)
ptemp = ptemp->pNext;
ptemp->pNext = pdl;
}
float CHud::GetSensitivity( void )
{
return m_flMouseSensitivity;
}