CP1251->UTF-8
This commit is contained in:
parent
04c652a6f1
commit
2df8d31163
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@ -1,333 +1,333 @@
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// cdll_int.c
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//
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// this implementation handles the linking of the engine to the DLL
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "netadr.h"
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extern "C"
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{
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#include "pm_shared.h"
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}
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#include <string.h>
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#include "interface.h"
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#include "render_api.h"
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#include "mobility_int.h"
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#ifdef _WIN32
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#define DLLEXPORT __declspec( dllexport )
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#else
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#define DLLEXPORT
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#endif
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cl_enginefunc_t gEngfuncs;
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render_api_t gRenderAPI;
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mobile_engfuncs_t gMobileAPI;
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CHud gHUD;
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int g_iXash; // indicates a buildnum
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void InitInput (void);
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void EV_HookEvents( void );
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void IN_Commands( void );
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/*
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==========================
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Initialize
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Called when the DLL is first loaded.
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==========================
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*/
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extern "C"
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{
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
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int DLLEXPORT HUD_VidInit( void );
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void DLLEXPORT HUD_Init( void );
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int DLLEXPORT HUD_Redraw( float flTime, int intermission );
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int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
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void DLLEXPORT HUD_Reset ( void );
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void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
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void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
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char DLLEXPORT HUD_PlayerMoveTexture( char *name );
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int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
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int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
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void DLLEXPORT HUD_Frame( double time );
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void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
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void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
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int DLLEXPORT HUD_GetRenderInterface( int version, render_api_t *renderfuncs, render_interface_t *callback );
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int DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *mobileapi );
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}
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/*
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================================
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HUD_GetHullBounds
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Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
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================================
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*/
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int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
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{
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int iret = 0;
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switch ( hullnumber )
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{
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case 0: // Normal player
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mins = Vector(-16, -16, -36);
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maxs = Vector(16, 16, 36);
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iret = 1;
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break;
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case 1: // Crouched player
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mins = Vector(-16, -16, -18 );
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maxs = Vector(16, 16, 18 );
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iret = 1;
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break;
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case 2: // Point based hull
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mins = Vector( 0, 0, 0 );
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maxs = Vector( 0, 0, 0 );
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iret = 1;
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break;
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}
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return iret;
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}
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/*
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================================
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HUD_ConnectionlessPacket
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Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max
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size of the response_buffer, so you must zero it out if you choose not to respond.
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================================
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*/
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int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
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{
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// Parse stuff from args
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int max_buffer_size = *response_buffer_size;
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// Zero it out since we aren't going to respond.
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// If we wanted to response, we'd write data into response_buffer
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*response_buffer_size = 0;
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// Since we don't listen for anything here, just respond that it's a bogus message
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// If we didn't reject the message, we'd return 1 for success instead.
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return 0;
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}
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void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
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{
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PM_Init( ppmove );
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}
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char DLLEXPORT HUD_PlayerMoveTexture( char *name )
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{
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return PM_FindTextureType( name );
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}
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void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
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{
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PM_Move( ppmove, server );
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}
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
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{
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gEngfuncs = *pEnginefuncs;
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if (iVersion != CLDLL_INTERFACE_VERSION)
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return 0;
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memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
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g_iXash = (int)CVAR_GET_FLOAT("build");
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EV_HookEvents();
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return 1;
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}
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/*
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==========================
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HUD_VidInit
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Called when the game initializes
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and whenever the vid_mode is changed
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so the HUD can reinitialize itself.
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==========================
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*/
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int DLLEXPORT HUD_VidInit( void )
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{
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gHUD.VidInit();
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//VGui_Startup();
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return 1;
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}
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/*
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==========================
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HUD_Init
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Called whenever the client connects
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to a server. Reinitializes all
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the hud variables.
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==========================
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*/
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void DLLEXPORT HUD_Init( void )
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{
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InitInput();
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gHUD.Init();
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//Scheme_Init();
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}
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/*
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==========================
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HUD_Redraw
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called every screen frame to
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redraw the HUD.
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===========================
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*/
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int DLLEXPORT HUD_Redraw( float time, int intermission )
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{
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gHUD.Redraw( time, intermission );
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return 1;
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}
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/*
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==========================
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HUD_UpdateClientData
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called every time shared client
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dll/engine data gets changed,
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and gives the cdll a chance
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to modify the data.
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returns 1 if anything has been changed, 0 otherwise.
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==========================
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*/
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int DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
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{
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IN_Commands();
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return gHUD.UpdateClientData(pcldata, flTime );
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}
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/*
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==========================
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HUD_Reset
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Called at start and end of demos to restore to "non"HUD state.
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==========================
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*/
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void DLLEXPORT HUD_Reset( void )
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{
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gHUD.VidInit();
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}
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/*
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==========================
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HUD_Frame
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Called by engine every frame that client .dll is loaded
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==========================
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*/
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void DLLEXPORT HUD_Frame( double time )
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{
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//ServersThink( time );
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//GetClientVoiceMgr()->Frame(time);
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}
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/*
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==========================
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HUD_VoiceStatus
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Called when a player starts or stops talking.
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==========================
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*/
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void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking)
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{
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//GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, bTalking);
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}
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/*
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==========================
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HUD_DirectorEvent
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Called when a director event message was received
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==========================
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*/
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void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf )
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{
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gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
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}
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/*
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==========================
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HUD_GetRenderInterface
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Called when Xash3D sends render api to us
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==========================
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*/
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int DLLEXPORT HUD_GetRenderInterface( int version, render_api_t *renderfuncs, render_interface_t *callback )
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{
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if( version != CL_RENDER_INTERFACE_VERSION )
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{
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return false;
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}
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gRenderAPI = *renderfuncs;
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// we didn't send callbacks to engine, because we don't use it
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// *callback = renderInterface;
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return true;
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}
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/*
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========================
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HUD_MobilityInterface
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========================
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*/
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int DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *mobileapi )
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{
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if( mobileapi->version != MOBILITY_API_VERSION )
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{
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gEngfuncs.Con_Printf("Client Error: Mobile API version mismatch. Got: %i, want: %i\n", mobileapi->version, MOBILITY_API_VERSION);
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return 1;
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}
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gMobileAPI = *mobileapi;
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return 0;
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}
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// cdll_int.c
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//
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// this implementation handles the linking of the engine to the DLL
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "netadr.h"
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extern "C"
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{
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#include "pm_shared.h"
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}
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#include <string.h>
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#include "interface.h"
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#include "render_api.h"
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#include "mobility_int.h"
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#ifdef _WIN32
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#define DLLEXPORT __declspec( dllexport )
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#else
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#define DLLEXPORT
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#endif
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cl_enginefunc_t gEngfuncs;
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render_api_t gRenderAPI;
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mobile_engfuncs_t gMobileAPI;
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CHud gHUD;
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int g_iXash; // indicates a buildnum
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void InitInput (void);
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void EV_HookEvents( void );
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void IN_Commands( void );
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/*
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==========================
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Initialize
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|
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Called when the DLL is first loaded.
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==========================
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||||
*/
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extern "C"
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{
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
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int DLLEXPORT HUD_VidInit( void );
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void DLLEXPORT HUD_Init( void );
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int DLLEXPORT HUD_Redraw( float flTime, int intermission );
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int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
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void DLLEXPORT HUD_Reset ( void );
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void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
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void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
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char DLLEXPORT HUD_PlayerMoveTexture( char *name );
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int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
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int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
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void DLLEXPORT HUD_Frame( double time );
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void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
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void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
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int DLLEXPORT HUD_GetRenderInterface( int version, render_api_t *renderfuncs, render_interface_t *callback );
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int DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *mobileapi );
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}
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|
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/*
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================================
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HUD_GetHullBounds
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|
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Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
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================================
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||||
*/
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int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
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{
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int iret = 0;
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switch ( hullnumber )
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{
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case 0: // Normal player
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||||
mins = Vector(-16, -16, -36);
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maxs = Vector(16, 16, 36);
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iret = 1;
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break;
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case 1: // Crouched player
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mins = Vector(-16, -16, -18 );
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maxs = Vector(16, 16, 18 );
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iret = 1;
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break;
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case 2: // Point based hull
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mins = Vector( 0, 0, 0 );
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maxs = Vector( 0, 0, 0 );
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iret = 1;
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||||
break;
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||||
}
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|
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return iret;
|
||||
}
|
||||
|
||||
/*
|
||||
================================
|
||||
HUD_ConnectionlessPacket
|
||||
|
||||
Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max
|
||||
size of the response_buffer, so you must zero it out if you choose not to respond.
|
||||
================================
|
||||
*/
|
||||
int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
|
||||
{
|
||||
// Parse stuff from args
|
||||
int max_buffer_size = *response_buffer_size;
|
||||
|
||||
// Zero it out since we aren't going to respond.
|
||||
// If we wanted to response, we'd write data into response_buffer
|
||||
*response_buffer_size = 0;
|
||||
|
||||
// Since we don't listen for anything here, just respond that it's a bogus message
|
||||
// If we didn't reject the message, we'd return 1 for success instead.
|
||||
return 0;
|
||||
}
|
||||
|
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void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
|
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{
|
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PM_Init( ppmove );
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||||
}
|
||||
|
||||
char DLLEXPORT HUD_PlayerMoveTexture( char *name )
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{
|
||||
return PM_FindTextureType( name );
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||||
}
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||||
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void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
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||||
{
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PM_Move( ppmove, server );
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}
|
||||
|
||||
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
|
||||
{
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gEngfuncs = *pEnginefuncs;
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|
||||
if (iVersion != CLDLL_INTERFACE_VERSION)
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return 0;
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||||
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||||
memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
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||||
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g_iXash = (int)CVAR_GET_FLOAT("build");
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||||
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||||
EV_HookEvents();
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||||
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||||
return 1;
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||||
}
|
||||
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_VidInit
|
||||
|
||||
Called when the game initializes
|
||||
and whenever the vid_mode is changed
|
||||
so the HUD can reinitialize itself.
|
||||
==========================
|
||||
*/
|
||||
|
||||
int DLLEXPORT HUD_VidInit( void )
|
||||
{
|
||||
gHUD.VidInit();
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||||
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||||
//VGui_Startup();
|
||||
|
||||
return 1;
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||||
}
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_Init
|
||||
|
||||
Called whenever the client connects
|
||||
to a server. Reinitializes all
|
||||
the hud variables.
|
||||
==========================
|
||||
*/
|
||||
|
||||
void DLLEXPORT HUD_Init( void )
|
||||
{
|
||||
InitInput();
|
||||
gHUD.Init();
|
||||
//Scheme_Init();
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_Redraw
|
||||
|
||||
called every screen frame to
|
||||
redraw the HUD.
|
||||
===========================
|
||||
*/
|
||||
|
||||
int DLLEXPORT HUD_Redraw( float time, int intermission )
|
||||
{
|
||||
gHUD.Redraw( time, intermission );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_UpdateClientData
|
||||
|
||||
called every time shared client
|
||||
dll/engine data gets changed,
|
||||
and gives the cdll a chance
|
||||
to modify the data.
|
||||
|
||||
returns 1 if anything has been changed, 0 otherwise.
|
||||
==========================
|
||||
*/
|
||||
|
||||
int DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
|
||||
{
|
||||
IN_Commands();
|
||||
|
||||
return gHUD.UpdateClientData(pcldata, flTime );
|
||||
}
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_Reset
|
||||
|
||||
Called at start and end of demos to restore to "non"HUD state.
|
||||
==========================
|
||||
*/
|
||||
|
||||
void DLLEXPORT HUD_Reset( void )
|
||||
{
|
||||
gHUD.VidInit();
|
||||
}
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_Frame
|
||||
|
||||
Called by engine every frame that client .dll is loaded
|
||||
==========================
|
||||
*/
|
||||
|
||||
void DLLEXPORT HUD_Frame( double time )
|
||||
{
|
||||
//ServersThink( time );
|
||||
|
||||
//GetClientVoiceMgr()->Frame(time);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_VoiceStatus
|
||||
|
||||
Called when a player starts or stops talking.
|
||||
==========================
|
||||
*/
|
||||
|
||||
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking)
|
||||
{
|
||||
//GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, bTalking);
|
||||
}
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_DirectorEvent
|
||||
|
||||
Called when a director event message was received
|
||||
==========================
|
||||
*/
|
||||
|
||||
void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf )
|
||||
{
|
||||
gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
|
||||
}
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_GetRenderInterface
|
||||
|
||||
Called when Xash3D sends render api to us
|
||||
==========================
|
||||
*/
|
||||
|
||||
int DLLEXPORT HUD_GetRenderInterface( int version, render_api_t *renderfuncs, render_interface_t *callback )
|
||||
{
|
||||
if( version != CL_RENDER_INTERFACE_VERSION )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
gRenderAPI = *renderfuncs;
|
||||
|
||||
// we didn't send callbacks to engine, because we don't use it
|
||||
// *callback = renderInterface;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
HUD_MobilityInterface
|
||||
========================
|
||||
*/
|
||||
int DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *mobileapi )
|
||||
{
|
||||
if( mobileapi->version != MOBILITY_API_VERSION )
|
||||
{
|
||||
gEngfuncs.Con_Printf("Client Error: Mobile API version mismatch. Got: %i, want: %i\n", mobileapi->version, MOBILITY_API_VERSION);
|
||||
return 1;
|
||||
}
|
||||
|
||||
gMobileAPI = *mobileapi;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1,292 +1,292 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
// Com_Weapons.cpp
|
||||
// Shared weapons common/shared functions
|
||||
#include <stdarg.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "com_weapons.h"
|
||||
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "r_efx.h"
|
||||
|
||||
// g_runfuncs is true if this is the first time we've "predicated" a particular movement/firing
|
||||
// command. If it is 1, then we should play events/sounds etc., otherwise, we just will be
|
||||
// updating state info, but not firing events
|
||||
int g_runfuncs = 0;
|
||||
|
||||
// During our weapon prediction processing, we'll need to reference some data that is part of
|
||||
// the final state passed into the postthink functionality. We'll set this pointer and then
|
||||
// reset it to NULL as appropriate
|
||||
struct local_state_s *g_finalstate = NULL;
|
||||
|
||||
/*
|
||||
====================
|
||||
COM_Log
|
||||
|
||||
Log debug messages to file ( appends )
|
||||
====================
|
||||
*/
|
||||
void COM_Log( char *pszFile, char *fmt, ...)
|
||||
{
|
||||
va_list argptr;
|
||||
char string[1024];
|
||||
FILE *fp;
|
||||
char *pfilename;
|
||||
|
||||
if ( !pszFile )
|
||||
{
|
||||
pfilename = "c:\\hllog.txt";
|
||||
}
|
||||
else
|
||||
{
|
||||
pfilename = pszFile;
|
||||
}
|
||||
|
||||
va_start (argptr,fmt);
|
||||
vsprintf (string, fmt,argptr);
|
||||
va_end (argptr);
|
||||
|
||||
fp = fopen( pfilename, "a+t");
|
||||
if (fp)
|
||||
{
|
||||
fprintf(fp, "%s", string);
|
||||
fclose(fp);
|
||||
}
|
||||
}
|
||||
|
||||
// remember the current animation for the view model, in case we get out of sync with
|
||||
// server.
|
||||
static int g_currentanim;
|
||||
static int g_currentweapon;
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_SendWeaponAnim
|
||||
|
||||
Change weapon model animation
|
||||
=====================
|
||||
*/
|
||||
void HUD_SendWeaponAnim( int iAnim, int iWeaponId, int iBody, int iForce )
|
||||
{
|
||||
// Don't actually change it.
|
||||
if ( !g_runfuncs && !iForce )
|
||||
return;
|
||||
|
||||
g_currentanim = iAnim;
|
||||
g_currentweapon = iWeaponId;
|
||||
|
||||
// Tell animation system new info
|
||||
gEngfuncs.pfnWeaponAnim( iAnim, iBody );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_GetWeaponAnim
|
||||
|
||||
Retrieve current predicted weapon animation
|
||||
=====================
|
||||
*/
|
||||
int HUD_GetWeaponAnim( void )
|
||||
{
|
||||
return g_currentanim;
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_GetWeapon
|
||||
|
||||
Retrieve current predicted weapon id
|
||||
=====================
|
||||
*/
|
||||
int HUD_GetWeapon( void )
|
||||
{
|
||||
return g_currentweapon;
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PlaySound
|
||||
|
||||
Play a sound, if we are seeing this command for the first time
|
||||
=====================
|
||||
*/
|
||||
void HUD_PlaySound( char *sound, float volume )
|
||||
{
|
||||
if ( !g_runfuncs || !g_finalstate )
|
||||
return;
|
||||
|
||||
gEngfuncs.pfnPlaySoundByNameAtLocation( sound, volume, (float *)&g_finalstate->playerstate.origin );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PlaybackEvent
|
||||
|
||||
Directly queue up an event on the client
|
||||
=====================
|
||||
*/
|
||||
void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short eventindex, float delay,
|
||||
float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
|
||||
{
|
||||
vec3_t org;
|
||||
vec3_t ang;
|
||||
|
||||
if ( !g_runfuncs || !g_finalstate )
|
||||
return;
|
||||
|
||||
// Weapon prediction events are assumed to occur at the player's origin
|
||||
org = g_finalstate->playerstate.origin;
|
||||
ang = v_angles;
|
||||
gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, (float *)&org, (float *)&ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_SetMaxSpeed
|
||||
|
||||
=====================
|
||||
*/
|
||||
void HUD_SetMaxSpeed( const edict_t *ed, float speed )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_WeaponTimeBase
|
||||
|
||||
Always 0.0 on client, even if not predicting weapons ( won't get called
|
||||
in that case )
|
||||
=====================
|
||||
*/
|
||||
float UTIL_WeaponTimeBase( void )
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
static unsigned int glSeed = 0;
|
||||
|
||||
unsigned int seed_table[ 256 ] =
|
||||
{
|
||||
28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
|
||||
27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
|
||||
26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
|
||||
10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
|
||||
10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
|
||||
18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
|
||||
18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
|
||||
28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
|
||||
31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
|
||||
21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
|
||||
617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
|
||||
18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
|
||||
12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
|
||||
9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
|
||||
29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
|
||||
25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
|
||||
};
|
||||
|
||||
unsigned int U_Random( void )
|
||||
{
|
||||
glSeed *= 69069;
|
||||
glSeed += seed_table[ glSeed & 0xff ];
|
||||
|
||||
return ( ++glSeed & 0x0fffffff );
|
||||
}
|
||||
|
||||
void U_Srand( unsigned int seed )
|
||||
{
|
||||
glSeed = seed_table[ seed & 0xff ];
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_SharedRandomLong
|
||||
=====================
|
||||
*/
|
||||
int UTIL_SharedRandomLong( unsigned int seed, int low, int high )
|
||||
{
|
||||
unsigned int range;
|
||||
|
||||
U_Srand( (int)seed + low + high );
|
||||
|
||||
range = high - low + 1;
|
||||
if ( !(range - 1) )
|
||||
{
|
||||
return low;
|
||||
}
|
||||
else
|
||||
{
|
||||
int offset;
|
||||
int rnum;
|
||||
|
||||
rnum = U_Random();
|
||||
|
||||
offset = rnum % range;
|
||||
|
||||
return (low + offset);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_SharedRandomFloat
|
||||
=====================
|
||||
*/
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
|
||||
{
|
||||
//
|
||||
unsigned int range;
|
||||
|
||||
U_Srand( (int)seed + *(int *)&low + *(int *)&high );
|
||||
|
||||
U_Random();
|
||||
U_Random();
|
||||
|
||||
range = high - low;
|
||||
if ( !range )
|
||||
{
|
||||
return low;
|
||||
}
|
||||
else
|
||||
{
|
||||
int tensixrand;
|
||||
float offset;
|
||||
|
||||
tensixrand = U_Random() & 65535;
|
||||
|
||||
offset = (float)tensixrand / 65536.0;
|
||||
|
||||
return (low + offset * range );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
======================
|
||||
stub_*
|
||||
|
||||
stub functions for such things as precaching. So we don't have to modify weapons code that
|
||||
is compiled into both game and client .dlls.
|
||||
======================
|
||||
*/
|
||||
int stub_PrecacheModel ( char* s ) { return 0; }
|
||||
int stub_PrecacheSound ( char* s ) { return 0; }
|
||||
unsigned short stub_PrecacheEvent ( int type, const char *s ) { return 0; }
|
||||
const char *stub_NameForFunction ( unsigned int function ) { return "func"; }
|
||||
void stub_SetModel ( edict_t *e, const char *m ) {}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
// Com_Weapons.cpp
|
||||
// Shared weapons common/shared functions
|
||||
#include <stdarg.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "com_weapons.h"
|
||||
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "r_efx.h"
|
||||
|
||||
// g_runfuncs is true if this is the first time we've "predicated" a particular movement/firing
|
||||
// command. If it is 1, then we should play events/sounds etc., otherwise, we just will be
|
||||
// updating state info, but not firing events
|
||||
int g_runfuncs = 0;
|
||||
|
||||
// During our weapon prediction processing, we'll need to reference some data that is part of
|
||||
// the final state passed into the postthink functionality. We'll set this pointer and then
|
||||
// reset it to NULL as appropriate
|
||||
struct local_state_s *g_finalstate = NULL;
|
||||
|
||||
/*
|
||||
====================
|
||||
COM_Log
|
||||
|
||||
Log debug messages to file ( appends )
|
||||
====================
|
||||
*/
|
||||
void COM_Log( char *pszFile, char *fmt, ...)
|
||||
{
|
||||
va_list argptr;
|
||||
char string[1024];
|
||||
FILE *fp;
|
||||
char *pfilename;
|
||||
|
||||
if ( !pszFile )
|
||||
{
|
||||
pfilename = "c:\\hllog.txt";
|
||||
}
|
||||
else
|
||||
{
|
||||
pfilename = pszFile;
|
||||
}
|
||||
|
||||
va_start (argptr,fmt);
|
||||
vsprintf (string, fmt,argptr);
|
||||
va_end (argptr);
|
||||
|
||||
fp = fopen( pfilename, "a+t");
|
||||
if (fp)
|
||||
{
|
||||
fprintf(fp, "%s", string);
|
||||
fclose(fp);
|
||||
}
|
||||
}
|
||||
|
||||
// remember the current animation for the view model, in case we get out of sync with
|
||||
// server.
|
||||
static int g_currentanim;
|
||||
static int g_currentweapon;
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_SendWeaponAnim
|
||||
|
||||
Change weapon model animation
|
||||
=====================
|
||||
*/
|
||||
void HUD_SendWeaponAnim( int iAnim, int iWeaponId, int iBody, int iForce )
|
||||
{
|
||||
// Don't actually change it.
|
||||
if ( !g_runfuncs && !iForce )
|
||||
return;
|
||||
|
||||
g_currentanim = iAnim;
|
||||
g_currentweapon = iWeaponId;
|
||||
|
||||
// Tell animation system new info
|
||||
gEngfuncs.pfnWeaponAnim( iAnim, iBody );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_GetWeaponAnim
|
||||
|
||||
Retrieve current predicted weapon animation
|
||||
=====================
|
||||
*/
|
||||
int HUD_GetWeaponAnim( void )
|
||||
{
|
||||
return g_currentanim;
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_GetWeapon
|
||||
|
||||
Retrieve current predicted weapon id
|
||||
=====================
|
||||
*/
|
||||
int HUD_GetWeapon( void )
|
||||
{
|
||||
return g_currentweapon;
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PlaySound
|
||||
|
||||
Play a sound, if we are seeing this command for the first time
|
||||
=====================
|
||||
*/
|
||||
void HUD_PlaySound( char *sound, float volume )
|
||||
{
|
||||
if ( !g_runfuncs || !g_finalstate )
|
||||
return;
|
||||
|
||||
gEngfuncs.pfnPlaySoundByNameAtLocation( sound, volume, (float *)&g_finalstate->playerstate.origin );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PlaybackEvent
|
||||
|
||||
Directly queue up an event on the client
|
||||
=====================
|
||||
*/
|
||||
void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short eventindex, float delay,
|
||||
float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
|
||||
{
|
||||
vec3_t org;
|
||||
vec3_t ang;
|
||||
|
||||
if ( !g_runfuncs || !g_finalstate )
|
||||
return;
|
||||
|
||||
// Weapon prediction events are assumed to occur at the player's origin
|
||||
org = g_finalstate->playerstate.origin;
|
||||
ang = v_angles;
|
||||
gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, (float *)&org, (float *)&ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_SetMaxSpeed
|
||||
|
||||
=====================
|
||||
*/
|
||||
void HUD_SetMaxSpeed( const edict_t *ed, float speed )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_WeaponTimeBase
|
||||
|
||||
Always 0.0 on client, even if not predicting weapons ( won't get called
|
||||
in that case )
|
||||
=====================
|
||||
*/
|
||||
float UTIL_WeaponTimeBase( void )
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
static unsigned int glSeed = 0;
|
||||
|
||||
unsigned int seed_table[ 256 ] =
|
||||
{
|
||||
28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
|
||||
27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
|
||||
26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
|
||||
10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
|
||||
10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
|
||||
18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
|
||||
18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
|
||||
28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
|
||||
31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
|
||||
21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
|
||||
617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
|
||||
18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
|
||||
12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
|
||||
9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
|
||||
29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
|
||||
25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
|
||||
};
|
||||
|
||||
unsigned int U_Random( void )
|
||||
{
|
||||
glSeed *= 69069;
|
||||
glSeed += seed_table[ glSeed & 0xff ];
|
||||
|
||||
return ( ++glSeed & 0x0fffffff );
|
||||
}
|
||||
|
||||
void U_Srand( unsigned int seed )
|
||||
{
|
||||
glSeed = seed_table[ seed & 0xff ];
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_SharedRandomLong
|
||||
=====================
|
||||
*/
|
||||
int UTIL_SharedRandomLong( unsigned int seed, int low, int high )
|
||||
{
|
||||
unsigned int range;
|
||||
|
||||
U_Srand( (int)seed + low + high );
|
||||
|
||||
range = high - low + 1;
|
||||
if ( !(range - 1) )
|
||||
{
|
||||
return low;
|
||||
}
|
||||
else
|
||||
{
|
||||
int offset;
|
||||
int rnum;
|
||||
|
||||
rnum = U_Random();
|
||||
|
||||
offset = rnum % range;
|
||||
|
||||
return (low + offset);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_SharedRandomFloat
|
||||
=====================
|
||||
*/
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
|
||||
{
|
||||
//
|
||||
unsigned int range;
|
||||
|
||||
U_Srand( (int)seed + *(int *)&low + *(int *)&high );
|
||||
|
||||
U_Random();
|
||||
U_Random();
|
||||
|
||||
range = high - low;
|
||||
if ( !range )
|
||||
{
|
||||
return low;
|
||||
}
|
||||
else
|
||||
{
|
||||
int tensixrand;
|
||||
float offset;
|
||||
|
||||
tensixrand = U_Random() & 65535;
|
||||
|
||||
offset = (float)tensixrand / 65536.0;
|
||||
|
||||
return (low + offset * range );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
======================
|
||||
stub_*
|
||||
|
||||
stub functions for such things as precaching. So we don't have to modify weapons code that
|
||||
is compiled into both game and client .dlls.
|
||||
======================
|
||||
*/
|
||||
int stub_PrecacheModel ( char* s ) { return 0; }
|
||||
int stub_PrecacheSound ( char* s ) { return 0; }
|
||||
unsigned short stub_PrecacheEvent ( int type, const char *s ) { return 0; }
|
||||
const char *stub_NameForFunction ( unsigned int function ) { return "func"; }
|
||||
void stub_SetModel ( edict_t *e, const char *m ) {}
|
||||
|
|
|
@ -1,278 +1,278 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
// Com_Weapons.cpp
|
||||
// Shared weapons common/shared functions
|
||||
#include <stdarg.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "com_weapons.h"
|
||||
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "r_efx.h"
|
||||
|
||||
// g_runfuncs is true if this is the first time we've "predicated" a particular movement/firing
|
||||
// command. If it is 1, then we should play events/sounds etc., otherwise, we just will be
|
||||
// updating state info, but not firing events
|
||||
int g_runfuncs = 0;
|
||||
|
||||
// During our weapon prediction processing, we'll need to reference some data that is part of
|
||||
// the final state passed into the postthink functionality. We'll set this pointer and then
|
||||
// reset it to NULL as appropriate
|
||||
struct local_state_s *g_finalstate = NULL;
|
||||
|
||||
/*
|
||||
====================
|
||||
COM_Log
|
||||
|
||||
Log debug messages to file ( appends )
|
||||
====================
|
||||
*/
|
||||
void COM_Log( char *pszFile, char *fmt, ...)
|
||||
{
|
||||
va_list argptr;
|
||||
char string[1024];
|
||||
FILE *fp;
|
||||
char *pfilename;
|
||||
|
||||
if ( !pszFile )
|
||||
{
|
||||
pfilename = "c:\\hllog.txt";
|
||||
}
|
||||
else
|
||||
{
|
||||
pfilename = pszFile;
|
||||
}
|
||||
|
||||
va_start (argptr,fmt);
|
||||
vsprintf (string, fmt,argptr);
|
||||
va_end (argptr);
|
||||
|
||||
fp = fopen( pfilename, "a+t");
|
||||
if (fp)
|
||||
{
|
||||
fprintf(fp, "%s", string);
|
||||
fclose(fp);
|
||||
}
|
||||
}
|
||||
|
||||
// remember the current animation for the view model, in case we get out of sync with
|
||||
// server.
|
||||
static int g_currentanim;
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_SendWeaponAnim
|
||||
|
||||
Change weapon model animation
|
||||
=====================
|
||||
*/
|
||||
void HUD_SendWeaponAnim( int iAnim, int body, int force )
|
||||
{
|
||||
// Don't actually change it.
|
||||
if ( !g_runfuncs && !force )
|
||||
return;
|
||||
|
||||
g_currentanim = iAnim;
|
||||
|
||||
// Tell animation system new info
|
||||
gEngfuncs.pfnWeaponAnim( iAnim, body );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_GetWeaponAnim
|
||||
|
||||
Retrieve current predicted weapon animation
|
||||
=====================
|
||||
*/
|
||||
int HUD_GetWeaponAnim( void )
|
||||
{
|
||||
return g_currentanim;
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PlaySound
|
||||
|
||||
Play a sound, if we are seeing this command for the first time
|
||||
=====================
|
||||
*/
|
||||
void HUD_PlaySound( char *sound, float volume )
|
||||
{
|
||||
if ( !g_runfuncs || !g_finalstate )
|
||||
return;
|
||||
|
||||
gEngfuncs.pfnPlaySoundByNameAtLocation( sound, volume, (float *)&g_finalstate->playerstate.origin );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PlaybackEvent
|
||||
|
||||
Directly queue up an event on the client
|
||||
=====================
|
||||
*/
|
||||
void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short eventindex, float delay,
|
||||
float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
|
||||
{
|
||||
vec3_t org;
|
||||
vec3_t ang;
|
||||
|
||||
if ( !g_runfuncs || !g_finalstate )
|
||||
return;
|
||||
|
||||
// Weapon prediction events are assumed to occur at the player's origin
|
||||
org = g_finalstate->playerstate.origin;
|
||||
ang = v_angles;
|
||||
gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, (float *)&org, (float *)&ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_SetMaxSpeed
|
||||
|
||||
=====================
|
||||
*/
|
||||
void HUD_SetMaxSpeed( const edict_t *ed, float speed )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_WeaponTimeBase
|
||||
|
||||
Always 0.0 on client, even if not predicting weapons ( won't get called
|
||||
in that case )
|
||||
=====================
|
||||
*/
|
||||
float UTIL_WeaponTimeBase( void )
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
static unsigned int glSeed = 0;
|
||||
|
||||
unsigned int seed_table[ 256 ] =
|
||||
{
|
||||
28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
|
||||
27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
|
||||
26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
|
||||
10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
|
||||
10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
|
||||
18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
|
||||
18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
|
||||
28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
|
||||
31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
|
||||
21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
|
||||
617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
|
||||
18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
|
||||
12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
|
||||
9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
|
||||
29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
|
||||
25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
|
||||
};
|
||||
|
||||
unsigned int U_Random( void )
|
||||
{
|
||||
glSeed *= 69069;
|
||||
glSeed += seed_table[ glSeed & 0xff ];
|
||||
|
||||
return ( ++glSeed & 0x0fffffff );
|
||||
}
|
||||
|
||||
void U_Srand( unsigned int seed )
|
||||
{
|
||||
glSeed = seed_table[ seed & 0xff ];
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_SharedRandomLong
|
||||
=====================
|
||||
*/
|
||||
int UTIL_SharedRandomLong( unsigned int seed, int low, int high )
|
||||
{
|
||||
unsigned int range;
|
||||
|
||||
U_Srand( (int)seed + low + high );
|
||||
|
||||
range = high - low + 1;
|
||||
if ( !(range - 1) )
|
||||
{
|
||||
return low;
|
||||
}
|
||||
else
|
||||
{
|
||||
int offset;
|
||||
int rnum;
|
||||
|
||||
rnum = U_Random();
|
||||
|
||||
offset = rnum % range;
|
||||
|
||||
return (low + offset);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_SharedRandomFloat
|
||||
=====================
|
||||
*/
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
|
||||
{
|
||||
//
|
||||
unsigned int range;
|
||||
|
||||
U_Srand( (int)seed + *(int *)&low + *(int *)&high );
|
||||
|
||||
U_Random();
|
||||
U_Random();
|
||||
|
||||
range = high - low;
|
||||
if ( !range )
|
||||
{
|
||||
return low;
|
||||
}
|
||||
else
|
||||
{
|
||||
int tensixrand;
|
||||
float offset;
|
||||
|
||||
tensixrand = U_Random() & 65535;
|
||||
|
||||
offset = (float)tensixrand / 65536.0;
|
||||
|
||||
return (low + offset * range );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
======================
|
||||
stub_*
|
||||
|
||||
stub functions for such things as precaching. So we don't have to modify weapons code that
|
||||
is compiled into both game and client .dlls.
|
||||
======================
|
||||
*/
|
||||
int stub_PrecacheModel ( char* s ) { return 0; }
|
||||
int stub_PrecacheSound ( char* s ) { return 0; }
|
||||
unsigned short stub_PrecacheEvent ( int type, const char *s ) { return 0; }
|
||||
const char *stub_NameForFunction ( unsigned int function ) { return "func"; }
|
||||
void stub_SetModel ( edict_t *e, const char *m ) {}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
// Com_Weapons.cpp
|
||||
// Shared weapons common/shared functions
|
||||
#include <stdarg.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "com_weapons.h"
|
||||
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "r_efx.h"
|
||||
|
||||
// g_runfuncs is true if this is the first time we've "predicated" a particular movement/firing
|
||||
// command. If it is 1, then we should play events/sounds etc., otherwise, we just will be
|
||||
// updating state info, but not firing events
|
||||
int g_runfuncs = 0;
|
||||
|
||||
// During our weapon prediction processing, we'll need to reference some data that is part of
|
||||
// the final state passed into the postthink functionality. We'll set this pointer and then
|
||||
// reset it to NULL as appropriate
|
||||
struct local_state_s *g_finalstate = NULL;
|
||||
|
||||
/*
|
||||
====================
|
||||
COM_Log
|
||||
|
||||
Log debug messages to file ( appends )
|
||||
====================
|
||||
*/
|
||||
void COM_Log( char *pszFile, char *fmt, ...)
|
||||
{
|
||||
va_list argptr;
|
||||
char string[1024];
|
||||
FILE *fp;
|
||||
char *pfilename;
|
||||
|
||||
if ( !pszFile )
|
||||
{
|
||||
pfilename = "c:\\hllog.txt";
|
||||
}
|
||||
else
|
||||
{
|
||||
pfilename = pszFile;
|
||||
}
|
||||
|
||||
va_start (argptr,fmt);
|
||||
vsprintf (string, fmt,argptr);
|
||||
va_end (argptr);
|
||||
|
||||
fp = fopen( pfilename, "a+t");
|
||||
if (fp)
|
||||
{
|
||||
fprintf(fp, "%s", string);
|
||||
fclose(fp);
|
||||
}
|
||||
}
|
||||
|
||||
// remember the current animation for the view model, in case we get out of sync with
|
||||
// server.
|
||||
static int g_currentanim;
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_SendWeaponAnim
|
||||
|
||||
Change weapon model animation
|
||||
=====================
|
||||
*/
|
||||
void HUD_SendWeaponAnim( int iAnim, int body, int force )
|
||||
{
|
||||
// Don't actually change it.
|
||||
if ( !g_runfuncs && !force )
|
||||
return;
|
||||
|
||||
g_currentanim = iAnim;
|
||||
|
||||
// Tell animation system new info
|
||||
gEngfuncs.pfnWeaponAnim( iAnim, body );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_GetWeaponAnim
|
||||
|
||||
Retrieve current predicted weapon animation
|
||||
=====================
|
||||
*/
|
||||
int HUD_GetWeaponAnim( void )
|
||||
{
|
||||
return g_currentanim;
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PlaySound
|
||||
|
||||
Play a sound, if we are seeing this command for the first time
|
||||
=====================
|
||||
*/
|
||||
void HUD_PlaySound( char *sound, float volume )
|
||||
{
|
||||
if ( !g_runfuncs || !g_finalstate )
|
||||
return;
|
||||
|
||||
gEngfuncs.pfnPlaySoundByNameAtLocation( sound, volume, (float *)&g_finalstate->playerstate.origin );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_PlaybackEvent
|
||||
|
||||
Directly queue up an event on the client
|
||||
=====================
|
||||
*/
|
||||
void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short eventindex, float delay,
|
||||
float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
|
||||
{
|
||||
vec3_t org;
|
||||
vec3_t ang;
|
||||
|
||||
if ( !g_runfuncs || !g_finalstate )
|
||||
return;
|
||||
|
||||
// Weapon prediction events are assumed to occur at the player's origin
|
||||
org = g_finalstate->playerstate.origin;
|
||||
ang = v_angles;
|
||||
gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, (float *)&org, (float *)&ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
HUD_SetMaxSpeed
|
||||
|
||||
=====================
|
||||
*/
|
||||
void HUD_SetMaxSpeed( const edict_t *ed, float speed )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_WeaponTimeBase
|
||||
|
||||
Always 0.0 on client, even if not predicting weapons ( won't get called
|
||||
in that case )
|
||||
=====================
|
||||
*/
|
||||
float UTIL_WeaponTimeBase( void )
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
static unsigned int glSeed = 0;
|
||||
|
||||
unsigned int seed_table[ 256 ] =
|
||||
{
|
||||
28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
|
||||
27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
|
||||
26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
|
||||
10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
|
||||
10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
|
||||
18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
|
||||
18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
|
||||
28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
|
||||
31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
|
||||
21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
|
||||
617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
|
||||
18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
|
||||
12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
|
||||
9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
|
||||
29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
|
||||
25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
|
||||
};
|
||||
|
||||
unsigned int U_Random( void )
|
||||
{
|
||||
glSeed *= 69069;
|
||||
glSeed += seed_table[ glSeed & 0xff ];
|
||||
|
||||
return ( ++glSeed & 0x0fffffff );
|
||||
}
|
||||
|
||||
void U_Srand( unsigned int seed )
|
||||
{
|
||||
glSeed = seed_table[ seed & 0xff ];
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_SharedRandomLong
|
||||
=====================
|
||||
*/
|
||||
int UTIL_SharedRandomLong( unsigned int seed, int low, int high )
|
||||
{
|
||||
unsigned int range;
|
||||
|
||||
U_Srand( (int)seed + low + high );
|
||||
|
||||
range = high - low + 1;
|
||||
if ( !(range - 1) )
|
||||
{
|
||||
return low;
|
||||
}
|
||||
else
|
||||
{
|
||||
int offset;
|
||||
int rnum;
|
||||
|
||||
rnum = U_Random();
|
||||
|
||||
offset = rnum % range;
|
||||
|
||||
return (low + offset);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
UTIL_SharedRandomFloat
|
||||
=====================
|
||||
*/
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
|
||||
{
|
||||
//
|
||||
unsigned int range;
|
||||
|
||||
U_Srand( (int)seed + *(int *)&low + *(int *)&high );
|
||||
|
||||
U_Random();
|
||||
U_Random();
|
||||
|
||||
range = high - low;
|
||||
if ( !range )
|
||||
{
|
||||
return low;
|
||||
}
|
||||
else
|
||||
{
|
||||
int tensixrand;
|
||||
float offset;
|
||||
|
||||
tensixrand = U_Random() & 65535;
|
||||
|
||||
offset = (float)tensixrand / 65536.0;
|
||||
|
||||
return (low + offset * range );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
======================
|
||||
stub_*
|
||||
|
||||
stub functions for such things as precaching. So we don't have to modify weapons code that
|
||||
is compiled into both game and client .dlls.
|
||||
======================
|
||||
*/
|
||||
int stub_PrecacheModel ( char* s ) { return 0; }
|
||||
int stub_PrecacheSound ( char* s ) { return 0; }
|
||||
unsigned short stub_PrecacheEvent ( int type, const char *s ) { return 0; }
|
||||
const char *stub_NameForFunction ( unsigned int function ) { return "func"; }
|
||||
void stub_SetModel ( edict_t *e, const char *m ) {}
|
||||
|
|
|
@ -1,284 +1,284 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
/*
|
||||
==========================
|
||||
This file contains "stubs" of class member implementations so that we can predict certain
|
||||
weapons client side. From time to time you might find that you need to implement part of the
|
||||
these functions. If so, cut it from here, paste it in hl_weapons.cpp or somewhere else and
|
||||
add in the functionality you need.
|
||||
==========================
|
||||
*/
|
||||
#include "port.h"
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "soundent.h"
|
||||
#include "skill.h"
|
||||
|
||||
// Globals used by game logic
|
||||
const Vector g_vecZero = Vector( 0, 0, 0 );
|
||||
int gmsgWeapPickup = 0;
|
||||
enginefuncs_t g_engfuncs;
|
||||
globalvars_t *gpGlobals;
|
||||
|
||||
ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
|
||||
|
||||
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch) { }
|
||||
|
||||
// CBaseEntity Stubs
|
||||
int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { return 1; }
|
||||
int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { return 1; }
|
||||
CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; }
|
||||
int CBaseEntity::Save( CSave &save ) { return 1; }
|
||||
int CBaseEntity::Restore( CRestore &restore ) { return 1; }
|
||||
void CBaseEntity::SetObjectCollisionBox( void ) { }
|
||||
int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; }
|
||||
void CBaseEntity :: MakeDormant( void ) { }
|
||||
int CBaseEntity :: IsDormant( void ) { return 0; }
|
||||
BOOL CBaseEntity :: IsInWorld( void ) { return TRUE; }
|
||||
int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; }
|
||||
int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; }
|
||||
CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; }
|
||||
void CBaseEntity::SUB_Remove( void ) { }
|
||||
|
||||
// CBaseDelay Stubs
|
||||
void CBaseDelay :: KeyValue( struct KeyValueData_s * ) { }
|
||||
int CBaseDelay::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseDelay::Save( class CSave & ) { return 1; }
|
||||
|
||||
// CBaseAnimating Stubs
|
||||
int CBaseAnimating::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseAnimating::Save( class CSave & ) { return 1; }
|
||||
|
||||
// DEBUG Stubs
|
||||
edict_t *DBG_EntOfVars( const entvars_t *pev ) { return NULL; }
|
||||
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage) { }
|
||||
|
||||
// UTIL_* Stubs
|
||||
void UTIL_PrecacheOther( const char *szClassname ) { }
|
||||
void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount ) { }
|
||||
void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) { }
|
||||
void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) { }
|
||||
BOOL UTIL_IsValidEntity( edict_t *pent ) { return TRUE; }
|
||||
void UTIL_SetOrigin( entvars_t *, const Vector &org ) { }
|
||||
BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { return TRUE; }
|
||||
void UTIL_LogPrintf(char *,...) { }
|
||||
void UTIL_ClientPrintAll( int,char const *,char const *,char const *,char const *,char const *) { }
|
||||
void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 ) { }
|
||||
CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName) { return 0; }
|
||||
|
||||
// CBaseToggle Stubs
|
||||
int CBaseToggle::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseToggle::Save( class CSave & ) { return 1; }
|
||||
void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { }
|
||||
|
||||
void UTIL_Remove( CBaseEntity *pEntity ){ }
|
||||
struct skilldata_t gSkillData;
|
||||
void UTIL_SetSize( entvars_t *pev, const Vector &vecMin, const Vector &vecMax ){ }
|
||||
CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ){ return 0;}
|
||||
|
||||
Vector UTIL_VecToAngles( const Vector &vec ){ return 0; }
|
||||
CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate ) { return 0; }
|
||||
void CBeam::PointEntInit( const Vector &start, int endIndex ) { }
|
||||
CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { return NULL; }
|
||||
void CSprite::Expand( float scaleSpeed, float fadeSpeed ) { }
|
||||
|
||||
|
||||
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
|
||||
void CBaseMonster :: Look ( int iDistance ) { }
|
||||
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
|
||||
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
|
||||
CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; }
|
||||
BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; }
|
||||
BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; }
|
||||
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; }
|
||||
void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
|
||||
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
|
||||
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
|
||||
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
|
||||
int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
|
||||
void CBaseAnimating :: ResetSequenceInfo ( ) { }
|
||||
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
|
||||
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
|
||||
float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { return 0.0; }
|
||||
void CBaseAnimating :: InitBoneControllers ( void ) { }
|
||||
float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { return 0; }
|
||||
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles ) { }
|
||||
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles ) { }
|
||||
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { return -1; }
|
||||
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { }
|
||||
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { }
|
||||
int CBaseAnimating :: GetBodygroup( int iGroup ) { return 0; }
|
||||
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { }
|
||||
void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
|
||||
void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { }
|
||||
void CBaseMonster::ReportAIState( void ) { }
|
||||
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
|
||||
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
|
||||
void CBaseMonster::CorpseFallThink( void ) { }
|
||||
void CBaseMonster :: MonsterInitDead( void ) { }
|
||||
void CBaseMonster :: TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||
BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; }
|
||||
void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||||
void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||||
void CBaseMonster::FadeMonster( void ) { }
|
||||
void CBaseMonster :: GibMonster( void ) { }
|
||||
BOOL CBaseMonster :: HasHumanGibs( void ) { return FALSE; }
|
||||
BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; }
|
||||
Activity CBaseMonster :: GetDeathActivity ( void ) { return ACT_DIE_HEADSHOT; }
|
||||
void CBaseMonster::BecomeDead( void ) {}
|
||||
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) {}
|
||||
int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; }
|
||||
int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||||
|
||||
int TrainSpeed(int iSpeed, int iMax) { return 0; }
|
||||
void CBasePlayer :: DeathSound( void ) { }
|
||||
int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return 0; }
|
||||
void CBasePlayer :: TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||||
void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { }
|
||||
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { }
|
||||
void CBasePlayer::WaterMove() { }
|
||||
BOOL CBasePlayer::IsOnLadder( void ) { return FALSE; }
|
||||
void CBasePlayer::PlayerDeathThink(void) { }
|
||||
void CBasePlayer::StartDeathCam( void ) { }
|
||||
void CBasePlayer::PlayerUse ( void ) { }
|
||||
void CBasePlayer::Jump() { }
|
||||
void CBasePlayer::Duck( ) { }
|
||||
int CBasePlayer::Classify ( void ) { return 0; }
|
||||
void CBasePlayer::PreThink(void) { }
|
||||
void CBasePlayer::CheckTimeBasedDamage() { }
|
||||
void CBasePlayer :: UpdateGeigerCounter( void ) { }
|
||||
void CBasePlayer::CheckSuitUpdate() { }
|
||||
void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) { }
|
||||
void CBasePlayer :: UpdatePlayerSound ( void ) { }
|
||||
void CBasePlayer::PostThink() { }
|
||||
void CBasePlayer :: Precache( void ) { }
|
||||
int CBasePlayer::Save( CSave &save ) { return 0; }
|
||||
void CBasePlayer::RenewItems(void) { }
|
||||
int CBasePlayer::Restore( CRestore &restore ) { return 0; }
|
||||
void CBasePlayer::SelectNextItem( int iItem ) { }
|
||||
BOOL CBasePlayer::HasWeapons( void ) { return FALSE; }
|
||||
void CBasePlayer::SelectPrevItem( int iItem ) { }
|
||||
CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { return NULL; }
|
||||
BOOL CBasePlayer :: FlashlightIsOn( void ) { return FALSE; }
|
||||
void CBasePlayer :: FlashlightTurnOn( void ) { }
|
||||
void CBasePlayer :: FlashlightTurnOff( void ) { }
|
||||
void CBasePlayer :: ForceClientDllUpdate( void ) { }
|
||||
void CBasePlayer::ImpulseCommands( ) { }
|
||||
void CBasePlayer::CheatImpulseCommands( int iImpulse ) { }
|
||||
int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
|
||||
int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
|
||||
void CBasePlayer::ItemPreFrame() { }
|
||||
void CBasePlayer::ItemPostFrame() { }
|
||||
int CBasePlayer::AmmoInventory( int iAmmoIndex ) { return -1; }
|
||||
int CBasePlayer::GetAmmoIndex(const char *psz) { return -1; }
|
||||
void CBasePlayer::SendAmmoUpdate(void) { }
|
||||
void CBasePlayer :: UpdateClientData( void ) { }
|
||||
BOOL CBasePlayer :: FBecomeProne ( void ) { return TRUE; }
|
||||
void CBasePlayer :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
|
||||
void CBasePlayer :: BarnacleVictimReleased ( void ) { }
|
||||
int CBasePlayer :: Illumination( void ) { return 0; }
|
||||
void CBasePlayer :: EnableControl(BOOL fControl) { }
|
||||
Vector CBasePlayer :: GetAutoaimVector( float flDelta ) { return g_vecZero; }
|
||||
Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { return g_vecZero; }
|
||||
void CBasePlayer :: ResetAutoaim( ) { }
|
||||
void CBasePlayer :: SetCustomDecalFrames( int nFrames ) { }
|
||||
int CBasePlayer :: GetCustomDecalFrames( void ) { return -1; }
|
||||
void CBasePlayer::DropPlayerItem ( const char *pszItemName ) { }
|
||||
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; }
|
||||
BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; }
|
||||
const char *CBasePlayer::TeamID( void ) { return ""; }
|
||||
int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) { return 0; }
|
||||
void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { }
|
||||
void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { }
|
||||
|
||||
// CS16 START
|
||||
void CBasePlayer::Restart( ) { }
|
||||
void CBasePlayer::ResetMaxSpeed() { }
|
||||
void CBasePlayer::RoundRespawn() { }
|
||||
void CBasePlayer::Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha) { }
|
||||
void CBasePlayer::SetProgressBarTime( int iTime ) { }
|
||||
void CBasePlayer::SetBombIcon( int ) { }
|
||||
void CBasePlayer::UpdateShieldCrosshair(bool bShieldDrawn) { }
|
||||
void CBasePlayer::Radio(const char *msg_id, const char *msg_verbose, int pitch, bool showIcon) { }
|
||||
|
||||
void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage) { }
|
||||
void UTIL_TraceHull(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr) { }
|
||||
float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType) { return 0.0f; }
|
||||
void UTIL_ScreenShake(const Vector ¢er, float amplitude, float frequency, float duration, float radius) { }
|
||||
void UTIL_Bubbles(Vector mins, Vector maxs, int count) { }
|
||||
void RemoveEntityHashValue(entvars_s *pev, const char *value, hash_types_e fieldType) { }
|
||||
void AddEntityHashValue(entvars_s *pev, const char *value, hash_types_e fieldType) { }
|
||||
int UTIL_PointContents(const Vector &vec) { return 0; }
|
||||
void UTIL_EmitAmbientSound(edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch) { }
|
||||
|
||||
CGrenade *CGrenade::ShootSatchelCharge(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity) { return 0; }
|
||||
CGrenade *CGrenade::ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) { return 0; }
|
||||
CGrenade *CGrenade::ShootTimed2(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int iTeam, unsigned short usEvent) { return 0; }
|
||||
CGrenade *CGrenade::ShootSmokeGrenade(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, unsigned short usEvent) { return 0; }
|
||||
|
||||
// CS16 END
|
||||
|
||||
void ClearMultiDamage(void) { }
|
||||
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) { }
|
||||
void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { }
|
||||
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { }
|
||||
int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { return 0; }
|
||||
void DecalGunshot( TraceResult *pTrace, int iBulletType ) { }
|
||||
void DecalGunshot( TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal ) { }
|
||||
void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { }
|
||||
void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { }
|
||||
int CBasePlayerItem::Restore( class CRestore & ) { return 1; }
|
||||
int CBasePlayerItem::Save( class CSave & ) { return 1; }
|
||||
int CBasePlayerWeapon::Restore( class CRestore & ) { return 1; }
|
||||
int CBasePlayerWeapon::Save( class CSave & ) { return 1; }
|
||||
void CBasePlayerItem :: SetObjectCollisionBox( void ) { }
|
||||
void CBasePlayerItem :: FallInit( void ) { }
|
||||
void CBasePlayerItem::FallThink ( void ) { }
|
||||
void CBasePlayerItem::Materialize( void ) { }
|
||||
void CBasePlayerItem::AttemptToMaterialize( void ) { }
|
||||
void CBasePlayerItem :: CheckRespawn ( void ) { }
|
||||
CBaseEntity* CBasePlayerItem::Respawn( void ) { return NULL; }
|
||||
void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { }
|
||||
void CBasePlayerItem::DestroyItem( void ) { }
|
||||
int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { return TRUE; }
|
||||
void CBasePlayerItem::Drop( void ) { }
|
||||
void CBasePlayerItem::Kill( void ) { }
|
||||
void CBasePlayerItem::Holster( int skiplocal ) { }
|
||||
void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { }
|
||||
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { return 0; }
|
||||
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { return FALSE; }
|
||||
int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
|
||||
BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { return TRUE; }
|
||||
BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) { return TRUE; }
|
||||
BOOL CBasePlayerWeapon :: IsUseable( void ) { return TRUE; }
|
||||
int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return -1; }
|
||||
int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; }
|
||||
void CBasePlayerAmmo::Spawn( void ) { }
|
||||
CBaseEntity* CBasePlayerAmmo::Respawn( void ) { return this; }
|
||||
void CBasePlayerAmmo::Materialize( void ) { }
|
||||
void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) { }
|
||||
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||||
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||||
void CBasePlayerWeapon::RetireWeapon( void ) { }
|
||||
void CSoundEnt::InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {}
|
||||
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
/*
|
||||
==========================
|
||||
This file contains "stubs" of class member implementations so that we can predict certain
|
||||
weapons client side. From time to time you might find that you need to implement part of the
|
||||
these functions. If so, cut it from here, paste it in hl_weapons.cpp or somewhere else and
|
||||
add in the functionality you need.
|
||||
==========================
|
||||
*/
|
||||
#include "port.h"
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "soundent.h"
|
||||
#include "skill.h"
|
||||
|
||||
// Globals used by game logic
|
||||
const Vector g_vecZero = Vector( 0, 0, 0 );
|
||||
int gmsgWeapPickup = 0;
|
||||
enginefuncs_t g_engfuncs;
|
||||
globalvars_t *gpGlobals;
|
||||
|
||||
ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
|
||||
|
||||
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch) { }
|
||||
|
||||
// CBaseEntity Stubs
|
||||
int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { return 1; }
|
||||
int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { return 1; }
|
||||
CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; }
|
||||
int CBaseEntity::Save( CSave &save ) { return 1; }
|
||||
int CBaseEntity::Restore( CRestore &restore ) { return 1; }
|
||||
void CBaseEntity::SetObjectCollisionBox( void ) { }
|
||||
int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; }
|
||||
void CBaseEntity :: MakeDormant( void ) { }
|
||||
int CBaseEntity :: IsDormant( void ) { return 0; }
|
||||
BOOL CBaseEntity :: IsInWorld( void ) { return TRUE; }
|
||||
int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; }
|
||||
int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; }
|
||||
CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; }
|
||||
void CBaseEntity::SUB_Remove( void ) { }
|
||||
|
||||
// CBaseDelay Stubs
|
||||
void CBaseDelay :: KeyValue( struct KeyValueData_s * ) { }
|
||||
int CBaseDelay::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseDelay::Save( class CSave & ) { return 1; }
|
||||
|
||||
// CBaseAnimating Stubs
|
||||
int CBaseAnimating::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseAnimating::Save( class CSave & ) { return 1; }
|
||||
|
||||
// DEBUG Stubs
|
||||
edict_t *DBG_EntOfVars( const entvars_t *pev ) { return NULL; }
|
||||
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage) { }
|
||||
|
||||
// UTIL_* Stubs
|
||||
void UTIL_PrecacheOther( const char *szClassname ) { }
|
||||
void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount ) { }
|
||||
void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) { }
|
||||
void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) { }
|
||||
BOOL UTIL_IsValidEntity( edict_t *pent ) { return TRUE; }
|
||||
void UTIL_SetOrigin( entvars_t *, const Vector &org ) { }
|
||||
BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { return TRUE; }
|
||||
void UTIL_LogPrintf(char *,...) { }
|
||||
void UTIL_ClientPrintAll( int,char const *,char const *,char const *,char const *,char const *) { }
|
||||
void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 ) { }
|
||||
CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName) { return 0; }
|
||||
|
||||
// CBaseToggle Stubs
|
||||
int CBaseToggle::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseToggle::Save( class CSave & ) { return 1; }
|
||||
void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { }
|
||||
|
||||
void UTIL_Remove( CBaseEntity *pEntity ){ }
|
||||
struct skilldata_t gSkillData;
|
||||
void UTIL_SetSize( entvars_t *pev, const Vector &vecMin, const Vector &vecMax ){ }
|
||||
CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ){ return 0;}
|
||||
|
||||
Vector UTIL_VecToAngles( const Vector &vec ){ return 0; }
|
||||
CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate ) { return 0; }
|
||||
void CBeam::PointEntInit( const Vector &start, int endIndex ) { }
|
||||
CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { return NULL; }
|
||||
void CSprite::Expand( float scaleSpeed, float fadeSpeed ) { }
|
||||
|
||||
|
||||
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
|
||||
void CBaseMonster :: Look ( int iDistance ) { }
|
||||
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
|
||||
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
|
||||
CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; }
|
||||
BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; }
|
||||
BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; }
|
||||
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; }
|
||||
void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
|
||||
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
|
||||
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
|
||||
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
|
||||
int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
|
||||
void CBaseAnimating :: ResetSequenceInfo ( ) { }
|
||||
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
|
||||
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
|
||||
float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { return 0.0; }
|
||||
void CBaseAnimating :: InitBoneControllers ( void ) { }
|
||||
float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { return 0; }
|
||||
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles ) { }
|
||||
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles ) { }
|
||||
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { return -1; }
|
||||
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { }
|
||||
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { }
|
||||
int CBaseAnimating :: GetBodygroup( int iGroup ) { return 0; }
|
||||
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { }
|
||||
void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
|
||||
void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { }
|
||||
void CBaseMonster::ReportAIState( void ) { }
|
||||
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
|
||||
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
|
||||
void CBaseMonster::CorpseFallThink( void ) { }
|
||||
void CBaseMonster :: MonsterInitDead( void ) { }
|
||||
void CBaseMonster :: TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||
BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; }
|
||||
void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||||
void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||||
void CBaseMonster::FadeMonster( void ) { }
|
||||
void CBaseMonster :: GibMonster( void ) { }
|
||||
BOOL CBaseMonster :: HasHumanGibs( void ) { return FALSE; }
|
||||
BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; }
|
||||
Activity CBaseMonster :: GetDeathActivity ( void ) { return ACT_DIE_HEADSHOT; }
|
||||
void CBaseMonster::BecomeDead( void ) {}
|
||||
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) {}
|
||||
int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; }
|
||||
int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||||
|
||||
int TrainSpeed(int iSpeed, int iMax) { return 0; }
|
||||
void CBasePlayer :: DeathSound( void ) { }
|
||||
int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return 0; }
|
||||
void CBasePlayer :: TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||||
void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { }
|
||||
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { }
|
||||
void CBasePlayer::WaterMove() { }
|
||||
BOOL CBasePlayer::IsOnLadder( void ) { return FALSE; }
|
||||
void CBasePlayer::PlayerDeathThink(void) { }
|
||||
void CBasePlayer::StartDeathCam( void ) { }
|
||||
void CBasePlayer::PlayerUse ( void ) { }
|
||||
void CBasePlayer::Jump() { }
|
||||
void CBasePlayer::Duck( ) { }
|
||||
int CBasePlayer::Classify ( void ) { return 0; }
|
||||
void CBasePlayer::PreThink(void) { }
|
||||
void CBasePlayer::CheckTimeBasedDamage() { }
|
||||
void CBasePlayer :: UpdateGeigerCounter( void ) { }
|
||||
void CBasePlayer::CheckSuitUpdate() { }
|
||||
void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) { }
|
||||
void CBasePlayer :: UpdatePlayerSound ( void ) { }
|
||||
void CBasePlayer::PostThink() { }
|
||||
void CBasePlayer :: Precache( void ) { }
|
||||
int CBasePlayer::Save( CSave &save ) { return 0; }
|
||||
void CBasePlayer::RenewItems(void) { }
|
||||
int CBasePlayer::Restore( CRestore &restore ) { return 0; }
|
||||
void CBasePlayer::SelectNextItem( int iItem ) { }
|
||||
BOOL CBasePlayer::HasWeapons( void ) { return FALSE; }
|
||||
void CBasePlayer::SelectPrevItem( int iItem ) { }
|
||||
CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { return NULL; }
|
||||
BOOL CBasePlayer :: FlashlightIsOn( void ) { return FALSE; }
|
||||
void CBasePlayer :: FlashlightTurnOn( void ) { }
|
||||
void CBasePlayer :: FlashlightTurnOff( void ) { }
|
||||
void CBasePlayer :: ForceClientDllUpdate( void ) { }
|
||||
void CBasePlayer::ImpulseCommands( ) { }
|
||||
void CBasePlayer::CheatImpulseCommands( int iImpulse ) { }
|
||||
int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
|
||||
int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
|
||||
void CBasePlayer::ItemPreFrame() { }
|
||||
void CBasePlayer::ItemPostFrame() { }
|
||||
int CBasePlayer::AmmoInventory( int iAmmoIndex ) { return -1; }
|
||||
int CBasePlayer::GetAmmoIndex(const char *psz) { return -1; }
|
||||
void CBasePlayer::SendAmmoUpdate(void) { }
|
||||
void CBasePlayer :: UpdateClientData( void ) { }
|
||||
BOOL CBasePlayer :: FBecomeProne ( void ) { return TRUE; }
|
||||
void CBasePlayer :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
|
||||
void CBasePlayer :: BarnacleVictimReleased ( void ) { }
|
||||
int CBasePlayer :: Illumination( void ) { return 0; }
|
||||
void CBasePlayer :: EnableControl(BOOL fControl) { }
|
||||
Vector CBasePlayer :: GetAutoaimVector( float flDelta ) { return g_vecZero; }
|
||||
Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { return g_vecZero; }
|
||||
void CBasePlayer :: ResetAutoaim( ) { }
|
||||
void CBasePlayer :: SetCustomDecalFrames( int nFrames ) { }
|
||||
int CBasePlayer :: GetCustomDecalFrames( void ) { return -1; }
|
||||
void CBasePlayer::DropPlayerItem ( const char *pszItemName ) { }
|
||||
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; }
|
||||
BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; }
|
||||
const char *CBasePlayer::TeamID( void ) { return ""; }
|
||||
int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) { return 0; }
|
||||
void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { }
|
||||
void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { }
|
||||
|
||||
// CS16 START
|
||||
void CBasePlayer::Restart( ) { }
|
||||
void CBasePlayer::ResetMaxSpeed() { }
|
||||
void CBasePlayer::RoundRespawn() { }
|
||||
void CBasePlayer::Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha) { }
|
||||
void CBasePlayer::SetProgressBarTime( int iTime ) { }
|
||||
void CBasePlayer::SetBombIcon( int ) { }
|
||||
void CBasePlayer::UpdateShieldCrosshair(bool bShieldDrawn) { }
|
||||
void CBasePlayer::Radio(const char *msg_id, const char *msg_verbose, int pitch, bool showIcon) { }
|
||||
|
||||
void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage) { }
|
||||
void UTIL_TraceHull(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr) { }
|
||||
float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType) { return 0.0f; }
|
||||
void UTIL_ScreenShake(const Vector ¢er, float amplitude, float frequency, float duration, float radius) { }
|
||||
void UTIL_Bubbles(Vector mins, Vector maxs, int count) { }
|
||||
void RemoveEntityHashValue(entvars_s *pev, const char *value, hash_types_e fieldType) { }
|
||||
void AddEntityHashValue(entvars_s *pev, const char *value, hash_types_e fieldType) { }
|
||||
int UTIL_PointContents(const Vector &vec) { return 0; }
|
||||
void UTIL_EmitAmbientSound(edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch) { }
|
||||
|
||||
CGrenade *CGrenade::ShootSatchelCharge(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity) { return 0; }
|
||||
CGrenade *CGrenade::ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) { return 0; }
|
||||
CGrenade *CGrenade::ShootTimed2(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int iTeam, unsigned short usEvent) { return 0; }
|
||||
CGrenade *CGrenade::ShootSmokeGrenade(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, unsigned short usEvent) { return 0; }
|
||||
|
||||
// CS16 END
|
||||
|
||||
void ClearMultiDamage(void) { }
|
||||
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) { }
|
||||
void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { }
|
||||
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { }
|
||||
int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { return 0; }
|
||||
void DecalGunshot( TraceResult *pTrace, int iBulletType ) { }
|
||||
void DecalGunshot( TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal ) { }
|
||||
void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { }
|
||||
void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { }
|
||||
int CBasePlayerItem::Restore( class CRestore & ) { return 1; }
|
||||
int CBasePlayerItem::Save( class CSave & ) { return 1; }
|
||||
int CBasePlayerWeapon::Restore( class CRestore & ) { return 1; }
|
||||
int CBasePlayerWeapon::Save( class CSave & ) { return 1; }
|
||||
void CBasePlayerItem :: SetObjectCollisionBox( void ) { }
|
||||
void CBasePlayerItem :: FallInit( void ) { }
|
||||
void CBasePlayerItem::FallThink ( void ) { }
|
||||
void CBasePlayerItem::Materialize( void ) { }
|
||||
void CBasePlayerItem::AttemptToMaterialize( void ) { }
|
||||
void CBasePlayerItem :: CheckRespawn ( void ) { }
|
||||
CBaseEntity* CBasePlayerItem::Respawn( void ) { return NULL; }
|
||||
void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { }
|
||||
void CBasePlayerItem::DestroyItem( void ) { }
|
||||
int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { return TRUE; }
|
||||
void CBasePlayerItem::Drop( void ) { }
|
||||
void CBasePlayerItem::Kill( void ) { }
|
||||
void CBasePlayerItem::Holster( int skiplocal ) { }
|
||||
void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { }
|
||||
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { return 0; }
|
||||
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { return FALSE; }
|
||||
int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
|
||||
BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { return TRUE; }
|
||||
BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) { return TRUE; }
|
||||
BOOL CBasePlayerWeapon :: IsUseable( void ) { return TRUE; }
|
||||
int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return -1; }
|
||||
int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; }
|
||||
void CBasePlayerAmmo::Spawn( void ) { }
|
||||
CBaseEntity* CBasePlayerAmmo::Respawn( void ) { return this; }
|
||||
void CBasePlayerAmmo::Materialize( void ) { }
|
||||
void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) { }
|
||||
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||||
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||||
void CBasePlayerWeapon::RetireWeapon( void ) { }
|
||||
void CSoundEnt::InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {}
|
||||
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){}
|
||||
|
|
|
@ -1,38 +1,38 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "demo.h"
|
||||
|
||||
#include "demo_api.h"
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
|
||||
#include "pm_defs.h"
|
||||
#include "event_api.h"
|
||||
#include "entity_types.h"
|
||||
#include "r_efx.h"
|
||||
|
||||
/*
|
||||
=====================
|
||||
Game_AddObjects
|
||||
|
||||
Add game specific, client-side objects here
|
||||
=====================
|
||||
*/
|
||||
void Game_AddObjects( void )
|
||||
{
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "demo.h"
|
||||
|
||||
#include "demo_api.h"
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
|
||||
#include "pm_defs.h"
|
||||
#include "event_api.h"
|
||||
#include "entity_types.h"
|
||||
#include "r_efx.h"
|
||||
|
||||
/*
|
||||
=====================
|
||||
Game_AddObjects
|
||||
|
||||
Add game specific, client-side objects here
|
||||
=====================
|
||||
*/
|
||||
void Game_AddObjects( void )
|
||||
{
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
210
cl_dll/demo.cpp
210
cl_dll/demo.cpp
|
@ -1,105 +1,105 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "demo.h"
|
||||
#include "demo_api.h"
|
||||
#include <memory.h>
|
||||
#ifdef _WIN32
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
#else
|
||||
#define DLLEXPORT
|
||||
#endif
|
||||
int g_demosniper = 0;
|
||||
int g_demosniperdamage = 0;
|
||||
float g_demosniperorg[3];
|
||||
float g_demosniperangles[3];
|
||||
float g_demozoom;
|
||||
|
||||
// FIXME: There should be buffer helper functions to avoid all of the *(int *)& crap.
|
||||
|
||||
extern "C"
|
||||
{
|
||||
void DLLEXPORT Demo_ReadBuffer( int size, unsigned char *buffer );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
Demo_WriteBuffer
|
||||
|
||||
Write some data to the demo stream
|
||||
=====================
|
||||
*/
|
||||
void Demo_WriteBuffer( int type, int size, unsigned char *buffer )
|
||||
{
|
||||
int pos = 0;
|
||||
unsigned char buf[ 32 * 1024 ];
|
||||
*( int * )&buf[pos] = type;
|
||||
pos+=sizeof( int );
|
||||
|
||||
memcpy( &buf[pos], buffer, size );
|
||||
|
||||
// Write full buffer out
|
||||
gEngfuncs.pDemoAPI->WriteBuffer( size + sizeof( int ), buf );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
Demo_ReadBuffer
|
||||
|
||||
Engine wants us to parse some data from the demo stream
|
||||
=====================
|
||||
*/
|
||||
void DLLEXPORT Demo_ReadBuffer( int size, unsigned char *buffer )
|
||||
{
|
||||
int type;
|
||||
int i = 0;
|
||||
|
||||
type = *( int * )buffer;
|
||||
i += sizeof( int );
|
||||
switch ( type )
|
||||
{
|
||||
case TYPE_SNIPERDOT:
|
||||
g_demosniper = *(int * )&buffer[ i ];
|
||||
i += sizeof( int );
|
||||
|
||||
if ( g_demosniper )
|
||||
{
|
||||
g_demosniperdamage = *( int * )&buffer[ i ];
|
||||
i += sizeof( int );
|
||||
|
||||
g_demosniperangles[ 0 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperangles[ 1 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperangles[ 2 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperorg[ 0 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperorg[ 1 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperorg[ 2 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
}
|
||||
break;
|
||||
case TYPE_ZOOM:
|
||||
g_demozoom = *(float * )&buffer[ i ];
|
||||
i += sizeof( float );
|
||||
break;
|
||||
default:
|
||||
gEngfuncs.Con_DPrintf( "Unknown demo buffer type, skipping.\n" );
|
||||
break;
|
||||
}
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "demo.h"
|
||||
#include "demo_api.h"
|
||||
#include <memory.h>
|
||||
#ifdef _WIN32
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
#else
|
||||
#define DLLEXPORT
|
||||
#endif
|
||||
int g_demosniper = 0;
|
||||
int g_demosniperdamage = 0;
|
||||
float g_demosniperorg[3];
|
||||
float g_demosniperangles[3];
|
||||
float g_demozoom;
|
||||
|
||||
// FIXME: There should be buffer helper functions to avoid all of the *(int *)& crap.
|
||||
|
||||
extern "C"
|
||||
{
|
||||
void DLLEXPORT Demo_ReadBuffer( int size, unsigned char *buffer );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
Demo_WriteBuffer
|
||||
|
||||
Write some data to the demo stream
|
||||
=====================
|
||||
*/
|
||||
void Demo_WriteBuffer( int type, int size, unsigned char *buffer )
|
||||
{
|
||||
int pos = 0;
|
||||
unsigned char buf[ 32 * 1024 ];
|
||||
*( int * )&buf[pos] = type;
|
||||
pos+=sizeof( int );
|
||||
|
||||
memcpy( &buf[pos], buffer, size );
|
||||
|
||||
// Write full buffer out
|
||||
gEngfuncs.pDemoAPI->WriteBuffer( size + sizeof( int ), buf );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
Demo_ReadBuffer
|
||||
|
||||
Engine wants us to parse some data from the demo stream
|
||||
=====================
|
||||
*/
|
||||
void DLLEXPORT Demo_ReadBuffer( int size, unsigned char *buffer )
|
||||
{
|
||||
int type;
|
||||
int i = 0;
|
||||
|
||||
type = *( int * )buffer;
|
||||
i += sizeof( int );
|
||||
switch ( type )
|
||||
{
|
||||
case TYPE_SNIPERDOT:
|
||||
g_demosniper = *(int * )&buffer[ i ];
|
||||
i += sizeof( int );
|
||||
|
||||
if ( g_demosniper )
|
||||
{
|
||||
g_demosniperdamage = *( int * )&buffer[ i ];
|
||||
i += sizeof( int );
|
||||
|
||||
g_demosniperangles[ 0 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperangles[ 1 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperangles[ 2 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperorg[ 0 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperorg[ 1 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
g_demosniperorg[ 2 ] = *(float *)&buffer[i];
|
||||
i += sizeof( float );
|
||||
}
|
||||
break;
|
||||
case TYPE_ZOOM:
|
||||
g_demozoom = *(float * )&buffer[ i ];
|
||||
i += sizeof( float );
|
||||
break;
|
||||
default:
|
||||
gEngfuncs.Con_DPrintf( "Unknown demo buffer type, skipping.\n" );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
1990
cl_dll/entity.cpp
1990
cl_dll/entity.cpp
File diff suppressed because it is too large
Load Diff
|
@ -1,204 +1,204 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// shared event functions
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
|
||||
#include "r_efx.h"
|
||||
|
||||
#include "eventscripts.h"
|
||||
#include "event_api.h"
|
||||
#include "pm_shared.h"
|
||||
|
||||
#define IS_FIRSTPERSON_SPEC ( g_iUser1 == OBS_IN_EYE || (g_iUser1 && (gHUD.m_Spectator.m_pip->value == INSET_IN_EYE)) )
|
||||
/*
|
||||
=================
|
||||
GetEntity
|
||||
|
||||
Return's the requested cl_entity_t
|
||||
=================
|
||||
*/
|
||||
struct cl_entity_s *GetEntity( int idx )
|
||||
{
|
||||
return gEngfuncs.GetEntityByIndex( idx );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
GetViewEntity
|
||||
|
||||
Return's the current weapon/view model
|
||||
=================
|
||||
*/
|
||||
struct cl_entity_s *GetViewEntity( void )
|
||||
{
|
||||
return gEngfuncs.GetViewModel();
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_CreateTracer
|
||||
|
||||
Creates a tracer effect
|
||||
=================
|
||||
*/
|
||||
void EV_CreateTracer( float *start, float *end )
|
||||
{
|
||||
gEngfuncs.pEfxAPI->R_TracerEffect( start, end );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_IsPlayer
|
||||
|
||||
Is the entity's index in the player range?
|
||||
=================
|
||||
*/
|
||||
qboolean EV_IsPlayer( int idx )
|
||||
{
|
||||
if ( idx >= 1 && idx <= gEngfuncs.GetMaxClients() )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_IsLocal
|
||||
|
||||
Is the entity == the local player
|
||||
=================
|
||||
*/
|
||||
qboolean EV_IsLocal( int idx )
|
||||
{
|
||||
// check if we are in some way in first person spec mode
|
||||
if ( IS_FIRSTPERSON_SPEC )
|
||||
return (g_iUser2 == idx);
|
||||
else
|
||||
return gEngfuncs.pEventAPI->EV_IsLocal( idx - 1 ) ? true : false;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_GetGunPosition
|
||||
|
||||
Figure out the height of the gun
|
||||
=================
|
||||
*/
|
||||
void EV_GetGunPosition( event_args_t *args, float *pos, float *origin )
|
||||
{
|
||||
int idx;
|
||||
Vector view_ofs(0, 0, 0);
|
||||
|
||||
idx = args->entindex;
|
||||
|
||||
view_ofs[2] = DEFAULT_VIEWHEIGHT;
|
||||
|
||||
if ( EV_IsPlayer( idx ) )
|
||||
{
|
||||
// in spec mode use entity viewheigh, not own
|
||||
if ( EV_IsLocal( idx ) && !IS_FIRSTPERSON_SPEC )
|
||||
{
|
||||
// Grab predicted result for local player
|
||||
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
|
||||
}
|
||||
else if ( args->ducking == 1 )
|
||||
{
|
||||
view_ofs[2] = VEC_DUCK_VIEW;
|
||||
}
|
||||
}
|
||||
|
||||
VectorAdd( origin, view_ofs, pos );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_EjectBrass
|
||||
|
||||
Bullet shell casings
|
||||
=================
|
||||
*/
|
||||
void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype, int life )
|
||||
{
|
||||
vec3_t endpos;
|
||||
VectorClear( endpos );
|
||||
endpos[1] = rotation;
|
||||
gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, life, model, soundtype );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_GetDefaultShellInfo
|
||||
|
||||
Determine where to eject shells from
|
||||
=================
|
||||
*/
|
||||
void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale )
|
||||
{
|
||||
int i;
|
||||
vec3_t view_ofs;
|
||||
float fR, fU;
|
||||
|
||||
int idx;
|
||||
|
||||
idx = args->entindex;
|
||||
|
||||
VectorClear( view_ofs );
|
||||
view_ofs[2] = DEFAULT_VIEWHEIGHT;
|
||||
|
||||
if ( EV_IsPlayer( idx ) )
|
||||
{
|
||||
if ( EV_IsLocal( idx ) )
|
||||
{
|
||||
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
|
||||
}
|
||||
else if ( args->ducking == 1 )
|
||||
{
|
||||
view_ofs[2] = VEC_DUCK_VIEW;
|
||||
}
|
||||
}
|
||||
|
||||
fR = gEngfuncs.pfnRandomFloat( 50, 70 );
|
||||
fU = gEngfuncs.pfnRandomFloat( 100, 150 );
|
||||
|
||||
for ( i = 0; i < 3; i++ )
|
||||
{
|
||||
ShellVelocity[i] = velocity[i] + right[i] * fR + up[i] * fU + forward[i] * 25;
|
||||
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_MuzzleFlash
|
||||
|
||||
Flag weapon/view model for muzzle flash
|
||||
=================
|
||||
*/
|
||||
void EV_MuzzleFlash( void )
|
||||
{
|
||||
// Add muzzle flash to current weapon model
|
||||
cl_entity_t *ent = GetViewEntity();
|
||||
if ( !ent )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Or in the muzzle flash
|
||||
ent->curstate.effects |= EF_MUZZLEFLASH;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// shared event functions
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
|
||||
#include "r_efx.h"
|
||||
|
||||
#include "eventscripts.h"
|
||||
#include "event_api.h"
|
||||
#include "pm_shared.h"
|
||||
|
||||
#define IS_FIRSTPERSON_SPEC ( g_iUser1 == OBS_IN_EYE || (g_iUser1 && (gHUD.m_Spectator.m_pip->value == INSET_IN_EYE)) )
|
||||
/*
|
||||
=================
|
||||
GetEntity
|
||||
|
||||
Return's the requested cl_entity_t
|
||||
=================
|
||||
*/
|
||||
struct cl_entity_s *GetEntity( int idx )
|
||||
{
|
||||
return gEngfuncs.GetEntityByIndex( idx );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
GetViewEntity
|
||||
|
||||
Return's the current weapon/view model
|
||||
=================
|
||||
*/
|
||||
struct cl_entity_s *GetViewEntity( void )
|
||||
{
|
||||
return gEngfuncs.GetViewModel();
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_CreateTracer
|
||||
|
||||
Creates a tracer effect
|
||||
=================
|
||||
*/
|
||||
void EV_CreateTracer( float *start, float *end )
|
||||
{
|
||||
gEngfuncs.pEfxAPI->R_TracerEffect( start, end );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_IsPlayer
|
||||
|
||||
Is the entity's index in the player range?
|
||||
=================
|
||||
*/
|
||||
qboolean EV_IsPlayer( int idx )
|
||||
{
|
||||
if ( idx >= 1 && idx <= gEngfuncs.GetMaxClients() )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_IsLocal
|
||||
|
||||
Is the entity == the local player
|
||||
=================
|
||||
*/
|
||||
qboolean EV_IsLocal( int idx )
|
||||
{
|
||||
// check if we are in some way in first person spec mode
|
||||
if ( IS_FIRSTPERSON_SPEC )
|
||||
return (g_iUser2 == idx);
|
||||
else
|
||||
return gEngfuncs.pEventAPI->EV_IsLocal( idx - 1 ) ? true : false;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_GetGunPosition
|
||||
|
||||
Figure out the height of the gun
|
||||
=================
|
||||
*/
|
||||
void EV_GetGunPosition( event_args_t *args, float *pos, float *origin )
|
||||
{
|
||||
int idx;
|
||||
Vector view_ofs(0, 0, 0);
|
||||
|
||||
idx = args->entindex;
|
||||
|
||||
view_ofs[2] = DEFAULT_VIEWHEIGHT;
|
||||
|
||||
if ( EV_IsPlayer( idx ) )
|
||||
{
|
||||
// in spec mode use entity viewheigh, not own
|
||||
if ( EV_IsLocal( idx ) && !IS_FIRSTPERSON_SPEC )
|
||||
{
|
||||
// Grab predicted result for local player
|
||||
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
|
||||
}
|
||||
else if ( args->ducking == 1 )
|
||||
{
|
||||
view_ofs[2] = VEC_DUCK_VIEW;
|
||||
}
|
||||
}
|
||||
|
||||
VectorAdd( origin, view_ofs, pos );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_EjectBrass
|
||||
|
||||
Bullet shell casings
|
||||
=================
|
||||
*/
|
||||
void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype, int life )
|
||||
{
|
||||
vec3_t endpos;
|
||||
VectorClear( endpos );
|
||||
endpos[1] = rotation;
|
||||
gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, life, model, soundtype );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_GetDefaultShellInfo
|
||||
|
||||
Determine where to eject shells from
|
||||
=================
|
||||
*/
|
||||
void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale )
|
||||
{
|
||||
int i;
|
||||
vec3_t view_ofs;
|
||||
float fR, fU;
|
||||
|
||||
int idx;
|
||||
|
||||
idx = args->entindex;
|
||||
|
||||
VectorClear( view_ofs );
|
||||
view_ofs[2] = DEFAULT_VIEWHEIGHT;
|
||||
|
||||
if ( EV_IsPlayer( idx ) )
|
||||
{
|
||||
if ( EV_IsLocal( idx ) )
|
||||
{
|
||||
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
|
||||
}
|
||||
else if ( args->ducking == 1 )
|
||||
{
|
||||
view_ofs[2] = VEC_DUCK_VIEW;
|
||||
}
|
||||
}
|
||||
|
||||
fR = gEngfuncs.pfnRandomFloat( 50, 70 );
|
||||
fU = gEngfuncs.pfnRandomFloat( 100, 150 );
|
||||
|
||||
for ( i = 0; i < 3; i++ )
|
||||
{
|
||||
ShellVelocity[i] = velocity[i] + right[i] * fR + up[i] * fU + forward[i] * 25;
|
||||
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
EV_MuzzleFlash
|
||||
|
||||
Flag weapon/view model for muzzle flash
|
||||
=================
|
||||
*/
|
||||
void EV_MuzzleFlash( void )
|
||||
{
|
||||
// Add muzzle flash to current weapon model
|
||||
cl_entity_t *ent = GetViewEntity();
|
||||
if ( !ent )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Or in the muzzle flash
|
||||
ent->curstate.effects |= EF_MUZZLEFLASH;
|
||||
}
|
||||
|
|
3414
cl_dll/ev_hldm.cpp
3414
cl_dll/ev_hldm.cpp
File diff suppressed because it is too large
Load Diff
|
@ -1,23 +1,23 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
|
||||
void Game_HookEvents( void );
|
||||
|
||||
/*
|
||||
===================
|
||||
EV_HookEvents
|
||||
|
||||
See if game specific code wants to hook any events.
|
||||
===================
|
||||
*/
|
||||
void EV_HookEvents( void )
|
||||
{
|
||||
Game_HookEvents();
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
|
||||
void Game_HookEvents( void );
|
||||
|
||||
/*
|
||||
===================
|
||||
EV_HookEvents
|
||||
|
||||
See if game specific code wants to hook any events.
|
||||
===================
|
||||
*/
|
||||
void EV_HookEvents( void )
|
||||
{
|
||||
Game_HookEvents();
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -1,62 +1,62 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#include "events.h"
|
||||
|
||||
/*
|
||||
======================
|
||||
Game_HookEvents
|
||||
|
||||
Associate script file name with callback functions. Callback's must be extern "C" so
|
||||
the engine doesn't get confused about name mangling stuff. Note that the format is
|
||||
always the same. Of course, a clever mod team could actually embed parameters, behavior
|
||||
into the actual .sc files and create a .sc file parser and hook their functionality through
|
||||
that.. i.e., a scripting system.
|
||||
|
||||
That was what we were going to do, but we ran out of time...oh well.
|
||||
======================
|
||||
*/
|
||||
void Game_HookEvents( void )
|
||||
{
|
||||
HOOK_EVENT( ak47, FireAK47 );
|
||||
HOOK_EVENT( aug, FireAUG );
|
||||
HOOK_EVENT( awp, FireAWP );
|
||||
HOOK_EVENT( createexplo, CreateExplo );
|
||||
HOOK_EVENT( createsmoke, CreateSmoke );
|
||||
HOOK_EVENT( deagle, FireDEAGLE );
|
||||
HOOK_EVENT( decal_reset, DecalReset );
|
||||
HOOK_EVENT( elite_left, FireEliteLeft );
|
||||
HOOK_EVENT( elite_right, FireEliteRight );
|
||||
HOOK_EVENT( famas, FireFAMAS );
|
||||
HOOK_EVENT( fiveseven, Fire57 );
|
||||
HOOK_EVENT( g3sg1, FireG3SG1 );
|
||||
HOOK_EVENT( galil, FireGALIL );
|
||||
HOOK_EVENT( glock18, Fireglock18 );
|
||||
HOOK_EVENT( knife, Knife );
|
||||
HOOK_EVENT( m249, FireM249 );
|
||||
HOOK_EVENT( m3, FireM3 );
|
||||
HOOK_EVENT( m4a1, FireM4A1 );
|
||||
HOOK_EVENT( mac10, FireMAC10 );
|
||||
HOOK_EVENT( mp5n, FireMP5 );
|
||||
HOOK_EVENT( p228, FireP228 );
|
||||
HOOK_EVENT( p90, FireP90 );
|
||||
HOOK_EVENT( scout, FireScout );
|
||||
HOOK_EVENT( sg550, FireSG550 );
|
||||
HOOK_EVENT( sg552, FireSG552 );
|
||||
HOOK_EVENT( tmp, FireTMP );
|
||||
HOOK_EVENT( ump45, FireUMP45 );
|
||||
HOOK_EVENT( usp, FireUSP );
|
||||
HOOK_EVENT( vehicle, Vehicle );
|
||||
HOOK_EVENT( xm1014, FireXM1014 );
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#include "events.h"
|
||||
|
||||
/*
|
||||
======================
|
||||
Game_HookEvents
|
||||
|
||||
Associate script file name with callback functions. Callback's must be extern "C" so
|
||||
the engine doesn't get confused about name mangling stuff. Note that the format is
|
||||
always the same. Of course, a clever mod team could actually embed parameters, behavior
|
||||
into the actual .sc files and create a .sc file parser and hook their functionality through
|
||||
that.. i.e., a scripting system.
|
||||
|
||||
That was what we were going to do, but we ran out of time...oh well.
|
||||
======================
|
||||
*/
|
||||
void Game_HookEvents( void )
|
||||
{
|
||||
HOOK_EVENT( ak47, FireAK47 );
|
||||
HOOK_EVENT( aug, FireAUG );
|
||||
HOOK_EVENT( awp, FireAWP );
|
||||
HOOK_EVENT( createexplo, CreateExplo );
|
||||
HOOK_EVENT( createsmoke, CreateSmoke );
|
||||
HOOK_EVENT( deagle, FireDEAGLE );
|
||||
HOOK_EVENT( decal_reset, DecalReset );
|
||||
HOOK_EVENT( elite_left, FireEliteLeft );
|
||||
HOOK_EVENT( elite_right, FireEliteRight );
|
||||
HOOK_EVENT( famas, FireFAMAS );
|
||||
HOOK_EVENT( fiveseven, Fire57 );
|
||||
HOOK_EVENT( g3sg1, FireG3SG1 );
|
||||
HOOK_EVENT( galil, FireGALIL );
|
||||
HOOK_EVENT( glock18, Fireglock18 );
|
||||
HOOK_EVENT( knife, Knife );
|
||||
HOOK_EVENT( m249, FireM249 );
|
||||
HOOK_EVENT( m3, FireM3 );
|
||||
HOOK_EVENT( m4a1, FireM4A1 );
|
||||
HOOK_EVENT( mac10, FireMAC10 );
|
||||
HOOK_EVENT( mp5n, FireMP5 );
|
||||
HOOK_EVENT( p228, FireP228 );
|
||||
HOOK_EVENT( p90, FireP90 );
|
||||
HOOK_EVENT( scout, FireScout );
|
||||
HOOK_EVENT( sg550, FireSG550 );
|
||||
HOOK_EVENT( sg552, FireSG552 );
|
||||
HOOK_EVENT( tmp, FireTMP );
|
||||
HOOK_EVENT( ump45, FireUMP45 );
|
||||
HOOK_EVENT( usp, FireUSP );
|
||||
HOOK_EVENT( vehicle, Vehicle );
|
||||
HOOK_EVENT( xm1014, FireXM1014 );
|
||||
}
|
||||
|
|
3342
cl_dll/hud/ammo.cpp
3342
cl_dll/hud/ammo.cpp
File diff suppressed because it is too large
Load Diff
|
@ -1,159 +1,159 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// ammo_secondary.cpp
|
||||
//
|
||||
// implementation of CHudAmmoSecondary class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
|
||||
DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoVal );
|
||||
DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon );
|
||||
|
||||
int CHudAmmoSecondary :: Init( void )
|
||||
{
|
||||
HOOK_MESSAGE( SecAmmoVal );
|
||||
HOOK_MESSAGE( SecAmmoIcon );
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
m_HUD_ammoicon = 0;
|
||||
|
||||
for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
|
||||
m_iAmmoAmounts[i] = -1; // -1 means don't draw this value
|
||||
|
||||
Reset();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudAmmoSecondary :: Reset( void )
|
||||
{
|
||||
m_fFade = 0;
|
||||
}
|
||||
|
||||
int CHudAmmoSecondary :: VidInit( void )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudAmmoSecondary :: Draw(float flTime)
|
||||
{
|
||||
if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) )
|
||||
return 1;
|
||||
|
||||
// draw secondary ammo icons above normal ammo readout
|
||||
int a, x, y, r, g, b, AmmoWidth;
|
||||
DrawUtils::UnpackRGB( r, g, b, RGB_YELLOWISH );
|
||||
a = (int) max( MIN_ALPHA, m_fFade );
|
||||
if (m_fFade > 0)
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons
|
||||
DrawUtils::ScaleColors( r, g, b, a );
|
||||
|
||||
AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
|
||||
|
||||
y = ScreenHeight - (gHUD.m_iFontHeight*4); // this is one font height higher than the weapon ammo values
|
||||
x = ScreenWidth - AmmoWidth;
|
||||
|
||||
if ( m_HUD_ammoicon )
|
||||
{
|
||||
// Draw the ammo icon
|
||||
x -= (gHUD.GetSpriteRect(m_HUD_ammoicon).right - gHUD.GetSpriteRect(m_HUD_ammoicon).left);
|
||||
y -= (gHUD.GetSpriteRect(m_HUD_ammoicon).top - gHUD.GetSpriteRect(m_HUD_ammoicon).bottom);
|
||||
|
||||
SPR_Set( gHUD.GetSprite(m_HUD_ammoicon), r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_ammoicon) );
|
||||
}
|
||||
else
|
||||
{ // move the cursor by the '0' char instead, since we don't have an icon to work with
|
||||
x -= AmmoWidth;
|
||||
y -= (gHUD.GetSpriteRect(gHUD.m_HUD_number_0).top - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).bottom);
|
||||
}
|
||||
|
||||
// draw the ammo counts, in reverse order, from right to left
|
||||
for ( int i = MAX_SEC_AMMO_VALUES-1; i >= 0; i-- )
|
||||
{
|
||||
if ( m_iAmmoAmounts[i] < 0 )
|
||||
continue; // negative ammo amounts imply that they shouldn't be drawn
|
||||
|
||||
// half a char gap between the ammo number and the previous pic
|
||||
x -= (AmmoWidth / 2);
|
||||
|
||||
// draw the number, right-aligned
|
||||
x -= (DrawUtils::GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth);
|
||||
DrawUtils::DrawHudNumber( x, y, DHN_DRAWZERO, m_iAmmoAmounts[i], r, g, b );
|
||||
|
||||
if ( i != 0 )
|
||||
{
|
||||
// draw the divider bar
|
||||
x -= (AmmoWidth / 2);
|
||||
FillRGBA(x, y, (AmmoWidth/10), gHUD.m_iFontHeight, r, g, b, a);
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for Secondary Ammo Value
|
||||
// accepts one value:
|
||||
// string: sprite name
|
||||
int CHudAmmoSecondary :: MsgFunc_SecAmmoIcon( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_HUD_ammoicon = gHUD.GetSpriteIndex( READ_STRING() );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for Secondary Ammo Icon
|
||||
// Sets an ammo value
|
||||
// takes two values:
|
||||
// byte: ammo index
|
||||
// byte: ammo value
|
||||
int CHudAmmoSecondary :: MsgFunc_SecAmmoVal( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int index = READ_BYTE();
|
||||
if ( index < 0 || index >= MAX_SEC_AMMO_VALUES )
|
||||
return 1;
|
||||
|
||||
m_iAmmoAmounts[index] = READ_BYTE();
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
// check to see if there is anything left to draw
|
||||
int count = 0;
|
||||
for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
|
||||
{
|
||||
count += max( 0, m_iAmmoAmounts[i] );
|
||||
}
|
||||
|
||||
if ( count == 0 )
|
||||
{ // the ammo fields are all empty, so turn off this hud area
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// make the icons light up
|
||||
m_fFade = 200.0f;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// ammo_secondary.cpp
|
||||
//
|
||||
// implementation of CHudAmmoSecondary class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
|
||||
DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoVal );
|
||||
DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon );
|
||||
|
||||
int CHudAmmoSecondary :: Init( void )
|
||||
{
|
||||
HOOK_MESSAGE( SecAmmoVal );
|
||||
HOOK_MESSAGE( SecAmmoIcon );
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
m_HUD_ammoicon = 0;
|
||||
|
||||
for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
|
||||
m_iAmmoAmounts[i] = -1; // -1 means don't draw this value
|
||||
|
||||
Reset();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudAmmoSecondary :: Reset( void )
|
||||
{
|
||||
m_fFade = 0;
|
||||
}
|
||||
|
||||
int CHudAmmoSecondary :: VidInit( void )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudAmmoSecondary :: Draw(float flTime)
|
||||
{
|
||||
if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) )
|
||||
return 1;
|
||||
|
||||
// draw secondary ammo icons above normal ammo readout
|
||||
int a, x, y, r, g, b, AmmoWidth;
|
||||
DrawUtils::UnpackRGB( r, g, b, RGB_YELLOWISH );
|
||||
a = (int) max( MIN_ALPHA, m_fFade );
|
||||
if (m_fFade > 0)
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons
|
||||
DrawUtils::ScaleColors( r, g, b, a );
|
||||
|
||||
AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
|
||||
|
||||
y = ScreenHeight - (gHUD.m_iFontHeight*4); // this is one font height higher than the weapon ammo values
|
||||
x = ScreenWidth - AmmoWidth;
|
||||
|
||||
if ( m_HUD_ammoicon )
|
||||
{
|
||||
// Draw the ammo icon
|
||||
x -= (gHUD.GetSpriteRect(m_HUD_ammoicon).right - gHUD.GetSpriteRect(m_HUD_ammoicon).left);
|
||||
y -= (gHUD.GetSpriteRect(m_HUD_ammoicon).top - gHUD.GetSpriteRect(m_HUD_ammoicon).bottom);
|
||||
|
||||
SPR_Set( gHUD.GetSprite(m_HUD_ammoicon), r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_ammoicon) );
|
||||
}
|
||||
else
|
||||
{ // move the cursor by the '0' char instead, since we don't have an icon to work with
|
||||
x -= AmmoWidth;
|
||||
y -= (gHUD.GetSpriteRect(gHUD.m_HUD_number_0).top - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).bottom);
|
||||
}
|
||||
|
||||
// draw the ammo counts, in reverse order, from right to left
|
||||
for ( int i = MAX_SEC_AMMO_VALUES-1; i >= 0; i-- )
|
||||
{
|
||||
if ( m_iAmmoAmounts[i] < 0 )
|
||||
continue; // negative ammo amounts imply that they shouldn't be drawn
|
||||
|
||||
// half a char gap between the ammo number and the previous pic
|
||||
x -= (AmmoWidth / 2);
|
||||
|
||||
// draw the number, right-aligned
|
||||
x -= (DrawUtils::GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth);
|
||||
DrawUtils::DrawHudNumber( x, y, DHN_DRAWZERO, m_iAmmoAmounts[i], r, g, b );
|
||||
|
||||
if ( i != 0 )
|
||||
{
|
||||
// draw the divider bar
|
||||
x -= (AmmoWidth / 2);
|
||||
FillRGBA(x, y, (AmmoWidth/10), gHUD.m_iFontHeight, r, g, b, a);
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for Secondary Ammo Value
|
||||
// accepts one value:
|
||||
// string: sprite name
|
||||
int CHudAmmoSecondary :: MsgFunc_SecAmmoIcon( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_HUD_ammoicon = gHUD.GetSpriteIndex( READ_STRING() );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for Secondary Ammo Icon
|
||||
// Sets an ammo value
|
||||
// takes two values:
|
||||
// byte: ammo index
|
||||
// byte: ammo value
|
||||
int CHudAmmoSecondary :: MsgFunc_SecAmmoVal( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int index = READ_BYTE();
|
||||
if ( index < 0 || index >= MAX_SEC_AMMO_VALUES )
|
||||
return 1;
|
||||
|
||||
m_iAmmoAmounts[index] = READ_BYTE();
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
// check to see if there is anything left to draw
|
||||
int count = 0;
|
||||
for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
|
||||
{
|
||||
count += max( 0, m_iAmmoAmounts[i] );
|
||||
}
|
||||
|
||||
if ( count == 0 )
|
||||
{ // the ammo fields are all empty, so turn off this hud area
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// make the icons light up
|
||||
m_fFade = 200.0f;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,191 +1,191 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// ammohistory.cpp
|
||||
//
|
||||
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "ammohistory.h"
|
||||
|
||||
HistoryResource gHR;
|
||||
|
||||
#define AMMO_PICKUP_GAP (gHR.iHistoryGap+5)
|
||||
#define AMMO_PICKUP_PICK_HEIGHT (gHUD.m_iFontHeight * 3 + (gHR.iHistoryGap * 2))
|
||||
#define AMMO_PICKUP_HEIGHT_MAX (ScreenHeight - 100)
|
||||
|
||||
#define MAX_ITEM_NAME 32
|
||||
int HISTORY_DRAW_TIME = 5;
|
||||
|
||||
// keep a list of items
|
||||
struct ITEM_INFO
|
||||
{
|
||||
char szName[MAX_ITEM_NAME];
|
||||
HSPRITE spr;
|
||||
wrect_t rect;
|
||||
};
|
||||
|
||||
void HistoryResource :: AddToHistory( int iType, int iId, int iCount )
|
||||
{
|
||||
if ( iType == HISTSLOT_AMMO && !iCount )
|
||||
return; // no amount, so don't add
|
||||
|
||||
if ( (((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY) )
|
||||
{ // the pic would have to be drawn too high
|
||||
// so start from the bottom
|
||||
iCurrentHistorySlot = 0;
|
||||
}
|
||||
|
||||
HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot
|
||||
HISTORY_DRAW_TIME = gHUD.m_Ammo.m_pHud_DrawHistory_Time->value;
|
||||
|
||||
freeslot->type = iType;
|
||||
freeslot->iId = iId;
|
||||
freeslot->iCount = iCount;
|
||||
freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
|
||||
}
|
||||
|
||||
void HistoryResource :: AddToHistory( int iType, const char *szName, int iCount )
|
||||
{
|
||||
if ( iType != HISTSLOT_ITEM )
|
||||
return;
|
||||
|
||||
if ( (((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY) )
|
||||
{ // the pic would have to be drawn too high
|
||||
// so start from the bottom
|
||||
iCurrentHistorySlot = 0;
|
||||
}
|
||||
|
||||
HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot
|
||||
|
||||
// I am really unhappy with all the code in this file
|
||||
// I am too, -- a1batross
|
||||
|
||||
int i = gHUD.GetSpriteIndex( szName );
|
||||
if ( i == -1 )
|
||||
return; // unknown sprite name, don't add it to history
|
||||
|
||||
freeslot->iId = i;
|
||||
freeslot->type = iType;
|
||||
freeslot->iCount = iCount;
|
||||
|
||||
HISTORY_DRAW_TIME = gHUD.m_Ammo.m_pHud_DrawHistory_Time->value;
|
||||
freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
|
||||
}
|
||||
|
||||
|
||||
void HistoryResource :: CheckClearHistory( void )
|
||||
{
|
||||
for ( int i = 0; i < MAX_HISTORY; i++ )
|
||||
{
|
||||
if ( rgAmmoHistory[i].type )
|
||||
return;
|
||||
}
|
||||
|
||||
iCurrentHistorySlot = 0;
|
||||
}
|
||||
|
||||
//
|
||||
// Draw Ammo pickup history
|
||||
//
|
||||
int HistoryResource :: DrawAmmoHistory( float flTime )
|
||||
{
|
||||
for ( int i = 0; i < MAX_HISTORY; i++ )
|
||||
{
|
||||
if ( rgAmmoHistory[i].type )
|
||||
{
|
||||
rgAmmoHistory[i].DisplayTime = min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME );
|
||||
|
||||
if ( rgAmmoHistory[i].DisplayTime <= flTime )
|
||||
{ // pic drawing time has expired
|
||||
memset( &rgAmmoHistory[i], 0, sizeof(HIST_ITEM) );
|
||||
CheckClearHistory();
|
||||
}
|
||||
else if ( rgAmmoHistory[i].type == HISTSLOT_AMMO )
|
||||
{
|
||||
wrect_t rcPic;
|
||||
HSPRITE *spr = gWR.GetAmmoPicFromWeapon( rgAmmoHistory[i].iId, rcPic );
|
||||
|
||||
int r, g, b;
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
DrawUtils::ScaleColors(r, g, b, min(scale, 255) );
|
||||
|
||||
// Draw the pic
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - 24;
|
||||
if ( spr && *spr ) // weapon isn't loaded yet so just don't draw the pic
|
||||
{ // the dll has to make sure it has sent info the weapons you need
|
||||
SPR_Set( *spr, r, g, b );
|
||||
SPR_DrawAdditive( 0, xpos, ypos, &rcPic );
|
||||
}
|
||||
|
||||
// Draw the number
|
||||
DrawUtils::DrawHudNumberString( xpos - 10, ypos, xpos - 100, rgAmmoHistory[i].iCount, r, g, b );
|
||||
}
|
||||
else if ( rgAmmoHistory[i].type == HISTSLOT_WEAP )
|
||||
{
|
||||
WEAPON *weap = gWR.GetWeapon( rgAmmoHistory[i].iId );
|
||||
|
||||
if ( !weap )
|
||||
return 1; // we don't know about the weapon yet, so don't draw anything
|
||||
|
||||
int r, g, b;
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
|
||||
if ( !gWR.HasAmmo( weap ) )
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
|
||||
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
DrawUtils::ScaleColors(r, g, b, min(scale, 255) );
|
||||
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left);
|
||||
SPR_Set( weap->hInactive, r, g, b );
|
||||
SPR_DrawAdditive( 0, xpos, ypos, &weap->rcInactive );
|
||||
}
|
||||
else if ( rgAmmoHistory[i].type == HISTSLOT_ITEM )
|
||||
{
|
||||
int r, g, b;
|
||||
|
||||
if ( !rgAmmoHistory[i].iId )
|
||||
continue; // sprite not loaded
|
||||
|
||||
wrect_t rect = gHUD.GetSpriteRect( rgAmmoHistory[i].iId );
|
||||
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
DrawUtils::ScaleColors(r, g, b, min(scale, 255) );
|
||||
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - (rect.right - rect.left) - 10;
|
||||
|
||||
SPR_Set( gHUD.GetSprite( rgAmmoHistory[i].iId ), r, g, b );
|
||||
SPR_DrawAdditive( 0, xpos, ypos, &rect );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// ammohistory.cpp
|
||||
//
|
||||
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "ammohistory.h"
|
||||
|
||||
HistoryResource gHR;
|
||||
|
||||
#define AMMO_PICKUP_GAP (gHR.iHistoryGap+5)
|
||||
#define AMMO_PICKUP_PICK_HEIGHT (gHUD.m_iFontHeight * 3 + (gHR.iHistoryGap * 2))
|
||||
#define AMMO_PICKUP_HEIGHT_MAX (ScreenHeight - 100)
|
||||
|
||||
#define MAX_ITEM_NAME 32
|
||||
int HISTORY_DRAW_TIME = 5;
|
||||
|
||||
// keep a list of items
|
||||
struct ITEM_INFO
|
||||
{
|
||||
char szName[MAX_ITEM_NAME];
|
||||
HSPRITE spr;
|
||||
wrect_t rect;
|
||||
};
|
||||
|
||||
void HistoryResource :: AddToHistory( int iType, int iId, int iCount )
|
||||
{
|
||||
if ( iType == HISTSLOT_AMMO && !iCount )
|
||||
return; // no amount, so don't add
|
||||
|
||||
if ( (((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY) )
|
||||
{ // the pic would have to be drawn too high
|
||||
// so start from the bottom
|
||||
iCurrentHistorySlot = 0;
|
||||
}
|
||||
|
||||
HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot
|
||||
HISTORY_DRAW_TIME = gHUD.m_Ammo.m_pHud_DrawHistory_Time->value;
|
||||
|
||||
freeslot->type = iType;
|
||||
freeslot->iId = iId;
|
||||
freeslot->iCount = iCount;
|
||||
freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
|
||||
}
|
||||
|
||||
void HistoryResource :: AddToHistory( int iType, const char *szName, int iCount )
|
||||
{
|
||||
if ( iType != HISTSLOT_ITEM )
|
||||
return;
|
||||
|
||||
if ( (((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY) )
|
||||
{ // the pic would have to be drawn too high
|
||||
// so start from the bottom
|
||||
iCurrentHistorySlot = 0;
|
||||
}
|
||||
|
||||
HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot
|
||||
|
||||
// I am really unhappy with all the code in this file
|
||||
// I am too, -- a1batross
|
||||
|
||||
int i = gHUD.GetSpriteIndex( szName );
|
||||
if ( i == -1 )
|
||||
return; // unknown sprite name, don't add it to history
|
||||
|
||||
freeslot->iId = i;
|
||||
freeslot->type = iType;
|
||||
freeslot->iCount = iCount;
|
||||
|
||||
HISTORY_DRAW_TIME = gHUD.m_Ammo.m_pHud_DrawHistory_Time->value;
|
||||
freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;
|
||||
}
|
||||
|
||||
|
||||
void HistoryResource :: CheckClearHistory( void )
|
||||
{
|
||||
for ( int i = 0; i < MAX_HISTORY; i++ )
|
||||
{
|
||||
if ( rgAmmoHistory[i].type )
|
||||
return;
|
||||
}
|
||||
|
||||
iCurrentHistorySlot = 0;
|
||||
}
|
||||
|
||||
//
|
||||
// Draw Ammo pickup history
|
||||
//
|
||||
int HistoryResource :: DrawAmmoHistory( float flTime )
|
||||
{
|
||||
for ( int i = 0; i < MAX_HISTORY; i++ )
|
||||
{
|
||||
if ( rgAmmoHistory[i].type )
|
||||
{
|
||||
rgAmmoHistory[i].DisplayTime = min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME );
|
||||
|
||||
if ( rgAmmoHistory[i].DisplayTime <= flTime )
|
||||
{ // pic drawing time has expired
|
||||
memset( &rgAmmoHistory[i], 0, sizeof(HIST_ITEM) );
|
||||
CheckClearHistory();
|
||||
}
|
||||
else if ( rgAmmoHistory[i].type == HISTSLOT_AMMO )
|
||||
{
|
||||
wrect_t rcPic;
|
||||
HSPRITE *spr = gWR.GetAmmoPicFromWeapon( rgAmmoHistory[i].iId, rcPic );
|
||||
|
||||
int r, g, b;
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
DrawUtils::ScaleColors(r, g, b, min(scale, 255) );
|
||||
|
||||
// Draw the pic
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - 24;
|
||||
if ( spr && *spr ) // weapon isn't loaded yet so just don't draw the pic
|
||||
{ // the dll has to make sure it has sent info the weapons you need
|
||||
SPR_Set( *spr, r, g, b );
|
||||
SPR_DrawAdditive( 0, xpos, ypos, &rcPic );
|
||||
}
|
||||
|
||||
// Draw the number
|
||||
DrawUtils::DrawHudNumberString( xpos - 10, ypos, xpos - 100, rgAmmoHistory[i].iCount, r, g, b );
|
||||
}
|
||||
else if ( rgAmmoHistory[i].type == HISTSLOT_WEAP )
|
||||
{
|
||||
WEAPON *weap = gWR.GetWeapon( rgAmmoHistory[i].iId );
|
||||
|
||||
if ( !weap )
|
||||
return 1; // we don't know about the weapon yet, so don't draw anything
|
||||
|
||||
int r, g, b;
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
|
||||
if ( !gWR.HasAmmo( weap ) )
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
|
||||
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
DrawUtils::ScaleColors(r, g, b, min(scale, 255) );
|
||||
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left);
|
||||
SPR_Set( weap->hInactive, r, g, b );
|
||||
SPR_DrawAdditive( 0, xpos, ypos, &weap->rcInactive );
|
||||
}
|
||||
else if ( rgAmmoHistory[i].type == HISTSLOT_ITEM )
|
||||
{
|
||||
int r, g, b;
|
||||
|
||||
if ( !rgAmmoHistory[i].iId )
|
||||
continue; // sprite not loaded
|
||||
|
||||
wrect_t rect = gHUD.GetSpriteRect( rgAmmoHistory[i].iId );
|
||||
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
DrawUtils::ScaleColors(r, g, b, min(scale, 255) );
|
||||
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - (rect.right - rect.left) - 10;
|
||||
|
||||
SPR_Set( gHUD.GetSprite( rgAmmoHistory[i].iId ), r, g, b );
|
||||
SPR_DrawAdditive( 0, xpos, ypos, &rect );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,298 +1,298 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// death notice
|
||||
//
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
float color[3];
|
||||
|
||||
DECLARE_MESSAGE( m_DeathNotice, DeathMsg );
|
||||
|
||||
struct DeathNoticeItem {
|
||||
char szKiller[MAX_PLAYER_NAME_LENGTH*2];
|
||||
char szVictim[MAX_PLAYER_NAME_LENGTH*2];
|
||||
int iId; // the index number of the associated sprite
|
||||
bool bSuicide;
|
||||
bool bTeamKill;
|
||||
bool bNonPlayerKill;
|
||||
float flDisplayTime;
|
||||
float *KillerColor;
|
||||
float *VictimColor;
|
||||
int iHeadShotId;
|
||||
};
|
||||
|
||||
#define MAX_DEATHNOTICES 4
|
||||
static int DEATHNOTICE_DISPLAY_TIME = 6;
|
||||
|
||||
#define DEATHNOTICE_TOP 32
|
||||
|
||||
DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
|
||||
|
||||
int CHudDeathNotice :: Init( void )
|
||||
{
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
HOOK_MESSAGE( DeathMsg );
|
||||
|
||||
hud_deathnotice_time = CVAR_CREATE( "hud_deathnotice_time", "6", 0 );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void CHudDeathNotice :: InitHUDData( void )
|
||||
{
|
||||
memset( rgDeathNoticeList, 0, sizeof(rgDeathNoticeList) );
|
||||
}
|
||||
|
||||
|
||||
int CHudDeathNotice :: VidInit( void )
|
||||
{
|
||||
m_HUD_d_skull = gHUD.GetSpriteIndex( "d_skull" );
|
||||
m_HUD_d_headshot = gHUD.GetSpriteIndex("d_headshot");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudDeathNotice :: Draw( float flTime )
|
||||
{
|
||||
int x, y, r, g, b;
|
||||
|
||||
for ( int i = 0; i < MAX_DEATHNOTICES; i++ )
|
||||
{
|
||||
if ( rgDeathNoticeList[i].iId == 0 )
|
||||
break; // we've gone through them all
|
||||
|
||||
if ( rgDeathNoticeList[i].flDisplayTime < flTime )
|
||||
{ // display time has expired
|
||||
// remove the current item from the list
|
||||
memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i+1], sizeof(DeathNoticeItem) * (MAX_DEATHNOTICES - i) );
|
||||
i--; // continue on the next item; stop the counter getting incremented
|
||||
continue;
|
||||
}
|
||||
|
||||
rgDeathNoticeList[i].flDisplayTime = min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME );
|
||||
|
||||
// Hide when scoreboard drawing. It will break triapi
|
||||
//if ( gViewPort && gViewPort->AllowedToPrintText() )
|
||||
//if ( !gHUD.m_iNoConsolePrint )
|
||||
{
|
||||
// Draw the death notice
|
||||
y = YRES(DEATHNOTICE_TOP) + 2 + (20 * i); //!!!
|
||||
|
||||
int id = (rgDeathNoticeList[i].iId == -1) ? m_HUD_d_skull : rgDeathNoticeList[i].iId;
|
||||
x = ScreenWidth - DrawUtils::ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
|
||||
if( rgDeathNoticeList[i].iHeadShotId )
|
||||
x -= gHUD.GetSpriteRect(m_HUD_d_headshot).right - gHUD.GetSpriteRect(m_HUD_d_headshot).left;
|
||||
|
||||
if ( !rgDeathNoticeList[i].bSuicide )
|
||||
{
|
||||
x -= (5 + DrawUtils::ConsoleStringLen( rgDeathNoticeList[i].szKiller ) );
|
||||
|
||||
// Draw killers name
|
||||
if ( rgDeathNoticeList[i].KillerColor )
|
||||
DrawUtils::SetConsoleTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] );
|
||||
x = 5 + DrawUtils::DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller );
|
||||
}
|
||||
|
||||
r = 255; g = 80; b = 0;
|
||||
if ( rgDeathNoticeList[i].bTeamKill )
|
||||
{
|
||||
r = 10; g = 240; b = 10; // display it in sickly green
|
||||
}
|
||||
|
||||
// Draw death weapon
|
||||
SPR_Set( gHUD.GetSprite(id), r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(id) );
|
||||
|
||||
x += (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
|
||||
|
||||
if( rgDeathNoticeList[i].iHeadShotId)
|
||||
{
|
||||
SPR_Set( gHUD.GetSprite(m_HUD_d_headshot), r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_d_headshot));
|
||||
x += (gHUD.GetSpriteRect(m_HUD_d_headshot).right - gHUD.GetSpriteRect(m_HUD_d_headshot).left);
|
||||
}
|
||||
|
||||
// Draw victims name (if it was a player that was killed)
|
||||
if (!rgDeathNoticeList[i].bNonPlayerKill)
|
||||
{
|
||||
if ( rgDeathNoticeList[i].VictimColor )
|
||||
DrawUtils::SetConsoleTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] );
|
||||
x = DrawUtils::DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// This message handler may be better off elsewhere
|
||||
int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int killer = READ_BYTE();
|
||||
int victim = READ_BYTE();
|
||||
int headshot = READ_BYTE();
|
||||
|
||||
char killedwith[32];
|
||||
strncpy( killedwith, "d_", sizeof(killedwith) );
|
||||
strncat( killedwith, READ_STRING(), sizeof(killedwith) );
|
||||
|
||||
//if (gViewPort)
|
||||
// gViewPort->DeathMsg( killer, victim );
|
||||
gHUD.m_Scoreboard.DeathMsg( killer, victim );
|
||||
|
||||
gHUD.m_Spectator.DeathMessage(victim);
|
||||
int i;
|
||||
for ( i = 0; i < MAX_DEATHNOTICES; i++ )
|
||||
{
|
||||
if ( rgDeathNoticeList[i].iId == 0 )
|
||||
break;
|
||||
}
|
||||
if ( i == MAX_DEATHNOTICES )
|
||||
{ // move the rest of the list forward to make room for this item
|
||||
memmove( rgDeathNoticeList, rgDeathNoticeList+1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES );
|
||||
i = MAX_DEATHNOTICES - 1;
|
||||
}
|
||||
|
||||
//if (gViewPort)
|
||||
//gViewPort->GetAllPlayersInfo();
|
||||
gHUD.m_Scoreboard.GetAllPlayersInfo();
|
||||
|
||||
// Get the Killer's name
|
||||
char *killer_name = g_PlayerInfoList[ killer ].name;
|
||||
if ( !killer_name )
|
||||
{
|
||||
killer_name = "";
|
||||
rgDeathNoticeList[i].szKiller[0] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
rgDeathNoticeList[i].KillerColor = GetClientColor( killer );
|
||||
strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH );
|
||||
rgDeathNoticeList[i].szKiller[MAX_PLAYER_NAME_LENGTH-1] = 0;
|
||||
}
|
||||
|
||||
// Get the Victim's name
|
||||
char *victim_name = NULL;
|
||||
// If victim is -1, the killer killed a specific, non-player object (like a sentrygun)
|
||||
if ( ((char)victim) != -1 )
|
||||
victim_name = g_PlayerInfoList[ victim ].name;
|
||||
if ( !victim_name )
|
||||
{
|
||||
victim_name = "";
|
||||
rgDeathNoticeList[i].szVictim[0] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
rgDeathNoticeList[i].VictimColor = GetClientColor( victim );
|
||||
strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH );
|
||||
rgDeathNoticeList[i].szVictim[MAX_PLAYER_NAME_LENGTH-1] = 0;
|
||||
}
|
||||
|
||||
// Is it a non-player object kill?
|
||||
if ( ((char)victim) == -1 )
|
||||
{
|
||||
rgDeathNoticeList[i].bNonPlayerKill = true;
|
||||
|
||||
// Store the object's name in the Victim slot (skip the d_ bit)
|
||||
strncpy( rgDeathNoticeList[i].szVictim, killedwith+2, sizeof(killedwith) );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( killer == victim || killer == 0 )
|
||||
rgDeathNoticeList[i].bSuicide = true;
|
||||
|
||||
if ( !strncmp( killedwith, "d_teammate", sizeof(killedwith) ) )
|
||||
rgDeathNoticeList[i].bTeamKill = true;
|
||||
}
|
||||
|
||||
rgDeathNoticeList[i].iHeadShotId = headshot;
|
||||
|
||||
// Find the sprite in the list
|
||||
int spr = gHUD.GetSpriteIndex( killedwith );
|
||||
|
||||
rgDeathNoticeList[i].iId = spr;
|
||||
|
||||
rgDeathNoticeList[i].flDisplayTime = gHUD.m_flTime + hud_deathnotice_time->value;
|
||||
|
||||
|
||||
if (rgDeathNoticeList[i].bNonPlayerKill)
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szKiller );
|
||||
ConsolePrint( " killed a " );
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
ConsolePrint( "\n" );
|
||||
}
|
||||
else
|
||||
{
|
||||
// record the death notice in the console
|
||||
if ( rgDeathNoticeList[i].bSuicide )
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
|
||||
if ( !strncmp( killedwith, "d_world", sizeof(killedwith) ) )
|
||||
{
|
||||
ConsolePrint( " died" );
|
||||
}
|
||||
else
|
||||
{
|
||||
ConsolePrint( " killed self" );
|
||||
}
|
||||
}
|
||||
else if ( rgDeathNoticeList[i].bTeamKill )
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szKiller );
|
||||
ConsolePrint( " killed his teammate " );
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
else
|
||||
{
|
||||
if( headshot )
|
||||
ConsolePrint( "*** ");
|
||||
ConsolePrint( rgDeathNoticeList[i].szKiller );
|
||||
ConsolePrint( " killed " );
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
|
||||
if ( killedwith && *killedwith && (*killedwith > 13 ) && strncmp( killedwith, "d_world", sizeof(killedwith) ) && !rgDeathNoticeList[i].bTeamKill )
|
||||
{
|
||||
if ( headshot )
|
||||
ConsolePrint(" with a headshot from ");
|
||||
else
|
||||
ConsolePrint(" with ");
|
||||
|
||||
ConsolePrint( killedwith+2 ); // skip over the "d_" part
|
||||
}
|
||||
|
||||
if( headshot ) ConsolePrint( " ***");
|
||||
ConsolePrint( "\n" );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// death notice
|
||||
//
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
float color[3];
|
||||
|
||||
DECLARE_MESSAGE( m_DeathNotice, DeathMsg );
|
||||
|
||||
struct DeathNoticeItem {
|
||||
char szKiller[MAX_PLAYER_NAME_LENGTH*2];
|
||||
char szVictim[MAX_PLAYER_NAME_LENGTH*2];
|
||||
int iId; // the index number of the associated sprite
|
||||
bool bSuicide;
|
||||
bool bTeamKill;
|
||||
bool bNonPlayerKill;
|
||||
float flDisplayTime;
|
||||
float *KillerColor;
|
||||
float *VictimColor;
|
||||
int iHeadShotId;
|
||||
};
|
||||
|
||||
#define MAX_DEATHNOTICES 4
|
||||
static int DEATHNOTICE_DISPLAY_TIME = 6;
|
||||
|
||||
#define DEATHNOTICE_TOP 32
|
||||
|
||||
DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
|
||||
|
||||
int CHudDeathNotice :: Init( void )
|
||||
{
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
HOOK_MESSAGE( DeathMsg );
|
||||
|
||||
hud_deathnotice_time = CVAR_CREATE( "hud_deathnotice_time", "6", 0 );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void CHudDeathNotice :: InitHUDData( void )
|
||||
{
|
||||
memset( rgDeathNoticeList, 0, sizeof(rgDeathNoticeList) );
|
||||
}
|
||||
|
||||
|
||||
int CHudDeathNotice :: VidInit( void )
|
||||
{
|
||||
m_HUD_d_skull = gHUD.GetSpriteIndex( "d_skull" );
|
||||
m_HUD_d_headshot = gHUD.GetSpriteIndex("d_headshot");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudDeathNotice :: Draw( float flTime )
|
||||
{
|
||||
int x, y, r, g, b;
|
||||
|
||||
for ( int i = 0; i < MAX_DEATHNOTICES; i++ )
|
||||
{
|
||||
if ( rgDeathNoticeList[i].iId == 0 )
|
||||
break; // we've gone through them all
|
||||
|
||||
if ( rgDeathNoticeList[i].flDisplayTime < flTime )
|
||||
{ // display time has expired
|
||||
// remove the current item from the list
|
||||
memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i+1], sizeof(DeathNoticeItem) * (MAX_DEATHNOTICES - i) );
|
||||
i--; // continue on the next item; stop the counter getting incremented
|
||||
continue;
|
||||
}
|
||||
|
||||
rgDeathNoticeList[i].flDisplayTime = min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME );
|
||||
|
||||
// Hide when scoreboard drawing. It will break triapi
|
||||
//if ( gViewPort && gViewPort->AllowedToPrintText() )
|
||||
//if ( !gHUD.m_iNoConsolePrint )
|
||||
{
|
||||
// Draw the death notice
|
||||
y = YRES(DEATHNOTICE_TOP) + 2 + (20 * i); //!!!
|
||||
|
||||
int id = (rgDeathNoticeList[i].iId == -1) ? m_HUD_d_skull : rgDeathNoticeList[i].iId;
|
||||
x = ScreenWidth - DrawUtils::ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
|
||||
if( rgDeathNoticeList[i].iHeadShotId )
|
||||
x -= gHUD.GetSpriteRect(m_HUD_d_headshot).right - gHUD.GetSpriteRect(m_HUD_d_headshot).left;
|
||||
|
||||
if ( !rgDeathNoticeList[i].bSuicide )
|
||||
{
|
||||
x -= (5 + DrawUtils::ConsoleStringLen( rgDeathNoticeList[i].szKiller ) );
|
||||
|
||||
// Draw killers name
|
||||
if ( rgDeathNoticeList[i].KillerColor )
|
||||
DrawUtils::SetConsoleTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] );
|
||||
x = 5 + DrawUtils::DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller );
|
||||
}
|
||||
|
||||
r = 255; g = 80; b = 0;
|
||||
if ( rgDeathNoticeList[i].bTeamKill )
|
||||
{
|
||||
r = 10; g = 240; b = 10; // display it in sickly green
|
||||
}
|
||||
|
||||
// Draw death weapon
|
||||
SPR_Set( gHUD.GetSprite(id), r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(id) );
|
||||
|
||||
x += (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
|
||||
|
||||
if( rgDeathNoticeList[i].iHeadShotId)
|
||||
{
|
||||
SPR_Set( gHUD.GetSprite(m_HUD_d_headshot), r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_d_headshot));
|
||||
x += (gHUD.GetSpriteRect(m_HUD_d_headshot).right - gHUD.GetSpriteRect(m_HUD_d_headshot).left);
|
||||
}
|
||||
|
||||
// Draw victims name (if it was a player that was killed)
|
||||
if (!rgDeathNoticeList[i].bNonPlayerKill)
|
||||
{
|
||||
if ( rgDeathNoticeList[i].VictimColor )
|
||||
DrawUtils::SetConsoleTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] );
|
||||
x = DrawUtils::DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// This message handler may be better off elsewhere
|
||||
int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int killer = READ_BYTE();
|
||||
int victim = READ_BYTE();
|
||||
int headshot = READ_BYTE();
|
||||
|
||||
char killedwith[32];
|
||||
strncpy( killedwith, "d_", sizeof(killedwith) );
|
||||
strncat( killedwith, READ_STRING(), sizeof(killedwith) );
|
||||
|
||||
//if (gViewPort)
|
||||
// gViewPort->DeathMsg( killer, victim );
|
||||
gHUD.m_Scoreboard.DeathMsg( killer, victim );
|
||||
|
||||
gHUD.m_Spectator.DeathMessage(victim);
|
||||
int i;
|
||||
for ( i = 0; i < MAX_DEATHNOTICES; i++ )
|
||||
{
|
||||
if ( rgDeathNoticeList[i].iId == 0 )
|
||||
break;
|
||||
}
|
||||
if ( i == MAX_DEATHNOTICES )
|
||||
{ // move the rest of the list forward to make room for this item
|
||||
memmove( rgDeathNoticeList, rgDeathNoticeList+1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES );
|
||||
i = MAX_DEATHNOTICES - 1;
|
||||
}
|
||||
|
||||
//if (gViewPort)
|
||||
//gViewPort->GetAllPlayersInfo();
|
||||
gHUD.m_Scoreboard.GetAllPlayersInfo();
|
||||
|
||||
// Get the Killer's name
|
||||
char *killer_name = g_PlayerInfoList[ killer ].name;
|
||||
if ( !killer_name )
|
||||
{
|
||||
killer_name = "";
|
||||
rgDeathNoticeList[i].szKiller[0] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
rgDeathNoticeList[i].KillerColor = GetClientColor( killer );
|
||||
strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH );
|
||||
rgDeathNoticeList[i].szKiller[MAX_PLAYER_NAME_LENGTH-1] = 0;
|
||||
}
|
||||
|
||||
// Get the Victim's name
|
||||
char *victim_name = NULL;
|
||||
// If victim is -1, the killer killed a specific, non-player object (like a sentrygun)
|
||||
if ( ((char)victim) != -1 )
|
||||
victim_name = g_PlayerInfoList[ victim ].name;
|
||||
if ( !victim_name )
|
||||
{
|
||||
victim_name = "";
|
||||
rgDeathNoticeList[i].szVictim[0] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
rgDeathNoticeList[i].VictimColor = GetClientColor( victim );
|
||||
strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH );
|
||||
rgDeathNoticeList[i].szVictim[MAX_PLAYER_NAME_LENGTH-1] = 0;
|
||||
}
|
||||
|
||||
// Is it a non-player object kill?
|
||||
if ( ((char)victim) == -1 )
|
||||
{
|
||||
rgDeathNoticeList[i].bNonPlayerKill = true;
|
||||
|
||||
// Store the object's name in the Victim slot (skip the d_ bit)
|
||||
strncpy( rgDeathNoticeList[i].szVictim, killedwith+2, sizeof(killedwith) );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( killer == victim || killer == 0 )
|
||||
rgDeathNoticeList[i].bSuicide = true;
|
||||
|
||||
if ( !strncmp( killedwith, "d_teammate", sizeof(killedwith) ) )
|
||||
rgDeathNoticeList[i].bTeamKill = true;
|
||||
}
|
||||
|
||||
rgDeathNoticeList[i].iHeadShotId = headshot;
|
||||
|
||||
// Find the sprite in the list
|
||||
int spr = gHUD.GetSpriteIndex( killedwith );
|
||||
|
||||
rgDeathNoticeList[i].iId = spr;
|
||||
|
||||
rgDeathNoticeList[i].flDisplayTime = gHUD.m_flTime + hud_deathnotice_time->value;
|
||||
|
||||
|
||||
if (rgDeathNoticeList[i].bNonPlayerKill)
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szKiller );
|
||||
ConsolePrint( " killed a " );
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
ConsolePrint( "\n" );
|
||||
}
|
||||
else
|
||||
{
|
||||
// record the death notice in the console
|
||||
if ( rgDeathNoticeList[i].bSuicide )
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
|
||||
if ( !strncmp( killedwith, "d_world", sizeof(killedwith) ) )
|
||||
{
|
||||
ConsolePrint( " died" );
|
||||
}
|
||||
else
|
||||
{
|
||||
ConsolePrint( " killed self" );
|
||||
}
|
||||
}
|
||||
else if ( rgDeathNoticeList[i].bTeamKill )
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szKiller );
|
||||
ConsolePrint( " killed his teammate " );
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
else
|
||||
{
|
||||
if( headshot )
|
||||
ConsolePrint( "*** ");
|
||||
ConsolePrint( rgDeathNoticeList[i].szKiller );
|
||||
ConsolePrint( " killed " );
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
|
||||
if ( killedwith && *killedwith && (*killedwith > 13 ) && strncmp( killedwith, "d_world", sizeof(killedwith) ) && !rgDeathNoticeList[i].bTeamKill )
|
||||
{
|
||||
if ( headshot )
|
||||
ConsolePrint(" with a headshot from ");
|
||||
else
|
||||
ConsolePrint(" with ");
|
||||
|
||||
ConsolePrint( killedwith+2 ); // skip over the "d_" part
|
||||
}
|
||||
|
||||
if( headshot ) ConsolePrint( " ***");
|
||||
ConsolePrint( "\n" );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1,139 +1,139 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// flashlight.cpp
|
||||
//
|
||||
// implementation of CHudFlashlight class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
|
||||
DECLARE_MESSAGE(m_Flash, FlashBat)
|
||||
DECLARE_MESSAGE(m_Flash, Flashlight)
|
||||
|
||||
#define BAT_NAME "sprites/%d_Flashlight.spr"
|
||||
|
||||
int CHudFlashlight::Init(void)
|
||||
{
|
||||
m_fFade = 0;
|
||||
m_fOn = 0;
|
||||
|
||||
HOOK_MESSAGE(Flashlight);
|
||||
HOOK_MESSAGE(FlashBat);
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
void CHudFlashlight::Reset(void)
|
||||
{
|
||||
m_fFade = 0;
|
||||
m_fOn = 0;
|
||||
}
|
||||
|
||||
int CHudFlashlight::VidInit(void)
|
||||
{
|
||||
m_hSprite1.SetSpriteByName("flash_empty");
|
||||
m_hSprite2.SetSpriteByName("flash_full");
|
||||
m_hBeam.SetSpriteByName("flash_beam");
|
||||
m_iWidth = m_hSprite1.rect.right - m_hSprite1.rect.left;
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudFlashlight:: MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
int x = READ_BYTE();
|
||||
m_iBat = x;
|
||||
m_flBat = ((float)x)/100.0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudFlashlight:: MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_fOn = READ_BYTE();
|
||||
int x = READ_BYTE();
|
||||
m_iBat = x;
|
||||
m_flBat = ((float)x)/100.0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudFlashlight::Draw(float flTime)
|
||||
{
|
||||
if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) )
|
||||
return 1;
|
||||
|
||||
int r, g, b, x, y, a;
|
||||
wrect_t rc;
|
||||
|
||||
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
|
||||
return 1;
|
||||
|
||||
if (m_fOn)
|
||||
a = 225;
|
||||
else
|
||||
a = MIN_ALPHA;
|
||||
|
||||
if (m_flBat < 0.20)
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_REDISH);
|
||||
else
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
|
||||
DrawUtils::ScaleColors(r, g, b, a);
|
||||
|
||||
y = (m_hSprite1.rect.bottom - m_hSprite1.rect.top)/2;
|
||||
x = ScreenWidth - m_iWidth - m_iWidth/2 ;
|
||||
|
||||
// Draw the flashlight casing
|
||||
SPR_Set(m_hSprite1.spr, r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &m_hSprite1.rect);
|
||||
|
||||
if ( m_fOn )
|
||||
{ // draw the flashlight beam
|
||||
x = ScreenWidth - m_iWidth/2;
|
||||
|
||||
SPR_Set( m_hBeam.spr, r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &m_hBeam.rect );
|
||||
}
|
||||
|
||||
// draw the flashlight energy level
|
||||
x = ScreenWidth - m_iWidth - m_iWidth/2 ;
|
||||
int iOffset = m_iWidth * (1.0 - m_flBat);
|
||||
if (iOffset < m_iWidth)
|
||||
{
|
||||
rc = m_hSprite2.rect;
|
||||
rc.left += iOffset;
|
||||
|
||||
SPR_Set(m_hSprite2.spr, r, g, b );
|
||||
SPR_DrawAdditive( 0, x + iOffset, y, &rc);
|
||||
}
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// flashlight.cpp
|
||||
//
|
||||
// implementation of CHudFlashlight class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
|
||||
DECLARE_MESSAGE(m_Flash, FlashBat)
|
||||
DECLARE_MESSAGE(m_Flash, Flashlight)
|
||||
|
||||
#define BAT_NAME "sprites/%d_Flashlight.spr"
|
||||
|
||||
int CHudFlashlight::Init(void)
|
||||
{
|
||||
m_fFade = 0;
|
||||
m_fOn = 0;
|
||||
|
||||
HOOK_MESSAGE(Flashlight);
|
||||
HOOK_MESSAGE(FlashBat);
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
void CHudFlashlight::Reset(void)
|
||||
{
|
||||
m_fFade = 0;
|
||||
m_fOn = 0;
|
||||
}
|
||||
|
||||
int CHudFlashlight::VidInit(void)
|
||||
{
|
||||
m_hSprite1.SetSpriteByName("flash_empty");
|
||||
m_hSprite2.SetSpriteByName("flash_full");
|
||||
m_hBeam.SetSpriteByName("flash_beam");
|
||||
m_iWidth = m_hSprite1.rect.right - m_hSprite1.rect.left;
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudFlashlight:: MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
int x = READ_BYTE();
|
||||
m_iBat = x;
|
||||
m_flBat = ((float)x)/100.0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudFlashlight:: MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_fOn = READ_BYTE();
|
||||
int x = READ_BYTE();
|
||||
m_iBat = x;
|
||||
m_flBat = ((float)x)/100.0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudFlashlight::Draw(float flTime)
|
||||
{
|
||||
if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) )
|
||||
return 1;
|
||||
|
||||
int r, g, b, x, y, a;
|
||||
wrect_t rc;
|
||||
|
||||
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
|
||||
return 1;
|
||||
|
||||
if (m_fOn)
|
||||
a = 225;
|
||||
else
|
||||
a = MIN_ALPHA;
|
||||
|
||||
if (m_flBat < 0.20)
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_REDISH);
|
||||
else
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
|
||||
DrawUtils::ScaleColors(r, g, b, a);
|
||||
|
||||
y = (m_hSprite1.rect.bottom - m_hSprite1.rect.top)/2;
|
||||
x = ScreenWidth - m_iWidth - m_iWidth/2 ;
|
||||
|
||||
// Draw the flashlight casing
|
||||
SPR_Set(m_hSprite1.spr, r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &m_hSprite1.rect);
|
||||
|
||||
if ( m_fOn )
|
||||
{ // draw the flashlight beam
|
||||
x = ScreenWidth - m_iWidth/2;
|
||||
|
||||
SPR_Set( m_hBeam.spr, r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &m_hBeam.rect );
|
||||
}
|
||||
|
||||
// draw the flashlight energy level
|
||||
x = ScreenWidth - m_iWidth - m_iWidth/2 ;
|
||||
int iOffset = m_iWidth * (1.0 - m_flBat);
|
||||
if (iOffset < m_iWidth)
|
||||
{
|
||||
rc = m_hSprite2.rect;
|
||||
rc.left += iOffset;
|
||||
|
||||
SPR_Set(m_hSprite2.spr, r, g, b );
|
||||
SPR_DrawAdditive( 0, x + iOffset, y, &rc);
|
||||
}
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
|
@ -1,184 +1,184 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// Geiger.cpp
|
||||
//
|
||||
// implementation of CHudAmmo class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "parsemsg.h"
|
||||
|
||||
DECLARE_MESSAGE(m_Geiger, Geiger )
|
||||
|
||||
int CHudGeiger::Init(void)
|
||||
{
|
||||
HOOK_MESSAGE( Geiger );
|
||||
|
||||
m_iGeigerRange = 0;
|
||||
m_iFlags = 0;
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
srand( (unsigned)time( NULL ) );
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudGeiger::VidInit(void)
|
||||
{
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudGeiger::MsgFunc_Geiger(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
// update geiger data
|
||||
m_iGeigerRange = READ_BYTE();
|
||||
m_iGeigerRange = m_iGeigerRange << 2;
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudGeiger::Draw (float flTime)
|
||||
{
|
||||
int pct;
|
||||
float flvol;
|
||||
int rg[3];
|
||||
int i;
|
||||
|
||||
if (m_iGeigerRange < 1000 && m_iGeigerRange > 0)
|
||||
{
|
||||
// peicewise linear is better than continuous formula for this
|
||||
if (m_iGeigerRange > 800)
|
||||
{
|
||||
pct = 0; //Con_Printf ( "range > 800\n");
|
||||
}
|
||||
else if (m_iGeigerRange > 600)
|
||||
{
|
||||
pct = 2;
|
||||
flvol = 0.4; //Con_Printf ( "range > 600\n");
|
||||
rg[0] = 1;
|
||||
rg[1] = 1;
|
||||
i = 2;
|
||||
}
|
||||
else if (m_iGeigerRange > 500)
|
||||
{
|
||||
pct = 4;
|
||||
flvol = 0.5; //Con_Printf ( "range > 500\n");
|
||||
rg[0] = 1;
|
||||
rg[1] = 2;
|
||||
i = 2;
|
||||
}
|
||||
else if (m_iGeigerRange > 400)
|
||||
{
|
||||
pct = 8;
|
||||
flvol = 0.6; //Con_Printf ( "range > 400\n");
|
||||
rg[0] = 1;
|
||||
rg[1] = 2;
|
||||
rg[2] = 3;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 300)
|
||||
{
|
||||
pct = 8;
|
||||
flvol = 0.7; //Con_Printf ( "range > 300\n");
|
||||
rg[0] = 2;
|
||||
rg[1] = 3;
|
||||
rg[2] = 4;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 200)
|
||||
{
|
||||
pct = 28;
|
||||
flvol = 0.78; //Con_Printf ( "range > 200\n");
|
||||
rg[0] = 2;
|
||||
rg[1] = 3;
|
||||
rg[2] = 4;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 150)
|
||||
{
|
||||
pct = 40;
|
||||
flvol = 0.80; //Con_Printf ( "range > 150\n");
|
||||
rg[0] = 3;
|
||||
rg[1] = 4;
|
||||
rg[2] = 5;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 100)
|
||||
{
|
||||
pct = 60;
|
||||
flvol = 0.85; //Con_Printf ( "range > 100\n");
|
||||
rg[0] = 3;
|
||||
rg[1] = 4;
|
||||
rg[2] = 5;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 75)
|
||||
{
|
||||
pct = 80;
|
||||
flvol = 0.9; //Con_Printf ( "range > 75\n");
|
||||
//gflGeigerDelay = cl.time + GEIGERDELAY * 0.75;
|
||||
rg[0] = 4;
|
||||
rg[1] = 5;
|
||||
rg[2] = 6;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 50)
|
||||
{
|
||||
pct = 90;
|
||||
flvol = 0.95; //Con_Printf ( "range > 50\n");
|
||||
rg[0] = 5;
|
||||
rg[1] = 6;
|
||||
i = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
pct = 95;
|
||||
flvol = 1.0; //Con_Printf ( "range < 50\n");
|
||||
rg[0] = 5;
|
||||
rg[1] = 6;
|
||||
i = 2;
|
||||
}
|
||||
|
||||
flvol = (flvol * ((rand() & 127)) / 255) + 0.25; // UTIL_RandomFloat(0.25, 0.5);
|
||||
|
||||
if ((rand() & 127) < pct || (rand() & 127) < pct)
|
||||
{
|
||||
//S_StartDynamicSound (-1, 0, rgsfx[rand() % i], r_origin, flvol, 1.0, 0, 100);
|
||||
char sz[256];
|
||||
|
||||
int j = rand() & 1;
|
||||
if (i > 2)
|
||||
j += rand() & 1;
|
||||
|
||||
sprintf(sz, "player/geiger%d.wav", j + 1);
|
||||
PlaySound(sz, flvol);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// Geiger.cpp
|
||||
//
|
||||
// implementation of CHudAmmo class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "parsemsg.h"
|
||||
|
||||
DECLARE_MESSAGE(m_Geiger, Geiger )
|
||||
|
||||
int CHudGeiger::Init(void)
|
||||
{
|
||||
HOOK_MESSAGE( Geiger );
|
||||
|
||||
m_iGeigerRange = 0;
|
||||
m_iFlags = 0;
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
srand( (unsigned)time( NULL ) );
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudGeiger::VidInit(void)
|
||||
{
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudGeiger::MsgFunc_Geiger(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
// update geiger data
|
||||
m_iGeigerRange = READ_BYTE();
|
||||
m_iGeigerRange = m_iGeigerRange << 2;
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudGeiger::Draw (float flTime)
|
||||
{
|
||||
int pct;
|
||||
float flvol;
|
||||
int rg[3];
|
||||
int i;
|
||||
|
||||
if (m_iGeigerRange < 1000 && m_iGeigerRange > 0)
|
||||
{
|
||||
// peicewise linear is better than continuous formula for this
|
||||
if (m_iGeigerRange > 800)
|
||||
{
|
||||
pct = 0; //Con_Printf ( "range > 800\n");
|
||||
}
|
||||
else if (m_iGeigerRange > 600)
|
||||
{
|
||||
pct = 2;
|
||||
flvol = 0.4; //Con_Printf ( "range > 600\n");
|
||||
rg[0] = 1;
|
||||
rg[1] = 1;
|
||||
i = 2;
|
||||
}
|
||||
else if (m_iGeigerRange > 500)
|
||||
{
|
||||
pct = 4;
|
||||
flvol = 0.5; //Con_Printf ( "range > 500\n");
|
||||
rg[0] = 1;
|
||||
rg[1] = 2;
|
||||
i = 2;
|
||||
}
|
||||
else if (m_iGeigerRange > 400)
|
||||
{
|
||||
pct = 8;
|
||||
flvol = 0.6; //Con_Printf ( "range > 400\n");
|
||||
rg[0] = 1;
|
||||
rg[1] = 2;
|
||||
rg[2] = 3;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 300)
|
||||
{
|
||||
pct = 8;
|
||||
flvol = 0.7; //Con_Printf ( "range > 300\n");
|
||||
rg[0] = 2;
|
||||
rg[1] = 3;
|
||||
rg[2] = 4;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 200)
|
||||
{
|
||||
pct = 28;
|
||||
flvol = 0.78; //Con_Printf ( "range > 200\n");
|
||||
rg[0] = 2;
|
||||
rg[1] = 3;
|
||||
rg[2] = 4;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 150)
|
||||
{
|
||||
pct = 40;
|
||||
flvol = 0.80; //Con_Printf ( "range > 150\n");
|
||||
rg[0] = 3;
|
||||
rg[1] = 4;
|
||||
rg[2] = 5;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 100)
|
||||
{
|
||||
pct = 60;
|
||||
flvol = 0.85; //Con_Printf ( "range > 100\n");
|
||||
rg[0] = 3;
|
||||
rg[1] = 4;
|
||||
rg[2] = 5;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 75)
|
||||
{
|
||||
pct = 80;
|
||||
flvol = 0.9; //Con_Printf ( "range > 75\n");
|
||||
//gflGeigerDelay = cl.time + GEIGERDELAY * 0.75;
|
||||
rg[0] = 4;
|
||||
rg[1] = 5;
|
||||
rg[2] = 6;
|
||||
i = 3;
|
||||
}
|
||||
else if (m_iGeigerRange > 50)
|
||||
{
|
||||
pct = 90;
|
||||
flvol = 0.95; //Con_Printf ( "range > 50\n");
|
||||
rg[0] = 5;
|
||||
rg[1] = 6;
|
||||
i = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
pct = 95;
|
||||
flvol = 1.0; //Con_Printf ( "range < 50\n");
|
||||
rg[0] = 5;
|
||||
rg[1] = 6;
|
||||
i = 2;
|
||||
}
|
||||
|
||||
flvol = (flvol * ((rand() & 127)) / 255) + 0.25; // UTIL_RandomFloat(0.25, 0.5);
|
||||
|
||||
if ((rand() & 127) < pct || (rand() & 127) < pct)
|
||||
{
|
||||
//S_StartDynamicSound (-1, 0, rgsfx[rand() % i], r_origin, flvol, 1.0, 0, 100);
|
||||
char sz[256];
|
||||
|
||||
int j = rand() & 1;
|
||||
if (i > 2)
|
||||
j += rand() & 1;
|
||||
|
||||
sprintf(sz, "player/geiger%d.wav", j + 1);
|
||||
PlaySound(sz, flvol);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
1078
cl_dll/hud/hud.cpp
1078
cl_dll/hud/hud.cpp
File diff suppressed because it is too large
Load Diff
|
@ -1,215 +1,215 @@
|
|||
/***
|
||||
*
|
||||
* 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"
|
||||
#include "rain.h"
|
||||
#include "com_model.h"
|
||||
#include "studio.h"
|
||||
#include "studio_util.h"
|
||||
#include "StudioModelRenderer.h"
|
||||
#include "GameStudioModelRenderer.h"
|
||||
#include "com_weapons.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#define MAX_CLIENTS 32
|
||||
|
||||
extern float g_flRoundTime;
|
||||
|
||||
/// 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 CAM_ToFirstPerson(void);
|
||||
|
||||
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 )
|
||||
{
|
||||
// prepare all hud data
|
||||
HUDLIST *pList = m_pHudList;
|
||||
|
||||
while (pList)
|
||||
{
|
||||
if ( pList->p )
|
||||
pList->p->InitHUDData();
|
||||
pList = pList->pNext;
|
||||
}
|
||||
|
||||
g_iFreezeTimeOver = 0;
|
||||
|
||||
memset( g_PlayerExtraInfo, 0, sizeof(g_PlayerExtraInfo) );
|
||||
|
||||
ResetRain();
|
||||
|
||||
// reset round time
|
||||
g_flRoundTime = 0.0f;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_Teamplay = READ_BYTE();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_ReceiveW(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
|
||||
int iWeatherType = READ_BYTE();
|
||||
|
||||
if( iWeatherType == 0 )
|
||||
{
|
||||
ResetRain();
|
||||
return 1;
|
||||
}
|
||||
|
||||
Rain.distFromPlayer = 500;
|
||||
Rain.dripsPerSecond = 500;
|
||||
Rain.windX = Rain.windY = 30;
|
||||
Rain.randX = Rain.randY = 0;
|
||||
Rain.weatherMode = iWeatherType - 1;
|
||||
Rain.globalHeight = 100;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_BombDrop(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
|
||||
g_PlayerExtraInfo[33].origin.x = READ_COORD();
|
||||
g_PlayerExtraInfo[33].origin.y = READ_COORD();
|
||||
g_PlayerExtraInfo[33].origin.z = READ_COORD();
|
||||
|
||||
g_PlayerExtraInfo[33].radarflashon = 1;
|
||||
g_PlayerExtraInfo[33].radarflashes = 99999;
|
||||
g_PlayerExtraInfo[33].radarflash = gHUD.m_flTime;
|
||||
strncpy(g_PlayerExtraInfo[33].teamname, "TERRORIST", MAX_TEAM_NAME);
|
||||
g_PlayerExtraInfo[33].dead = 0;
|
||||
g_PlayerExtraInfo[33].nextflash = true;
|
||||
|
||||
int Flag = READ_BYTE();
|
||||
g_PlayerExtraInfo[33].playerclass = Flag;
|
||||
|
||||
if( Flag ) // bomb planted
|
||||
m_Timer.m_iFlags = 0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_BombPickup(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
g_PlayerExtraInfo[33].radarflashon = 0;
|
||||
g_PlayerExtraInfo[33].radarflash = 0.0f;
|
||||
g_PlayerExtraInfo[33].radarflashes = 0;
|
||||
g_PlayerExtraInfo[33].dead = 1;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_HostagePos(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
int Flag = READ_BYTE();
|
||||
int idx = READ_BYTE();
|
||||
if ( idx <= MAX_HOSTAGES )
|
||||
{
|
||||
g_HostageInfo[idx].origin.x = READ_COORD();
|
||||
g_HostageInfo[idx].origin.y = READ_COORD();
|
||||
g_HostageInfo[idx].origin.z = READ_COORD();
|
||||
if ( Flag == 1 )
|
||||
{
|
||||
g_HostageInfo[idx].radarflash = gHUD.m_flTime;
|
||||
g_HostageInfo[idx].radarflashon = 1;
|
||||
g_HostageInfo[idx].radarflashes = 99999;
|
||||
}
|
||||
strncpy(g_HostageInfo[idx].teamname, "CT", MAX_TEAM_NAME);
|
||||
g_HostageInfo[idx].dead = 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_HostageK(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
int idx = READ_BYTE();
|
||||
if ( idx <= MAX_HOSTAGES )
|
||||
{
|
||||
g_HostageInfo[idx].dead = 1;
|
||||
g_HostageInfo[idx].radarflash = gHUD.m_flTime;
|
||||
g_HostageInfo[idx].radarflashes = 15;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_ShadowIdx(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
|
||||
int idx = READ_BYTE();
|
||||
g_StudioRenderer.StudioSetShadowSprite(idx);
|
||||
return 1;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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"
|
||||
#include "rain.h"
|
||||
#include "com_model.h"
|
||||
#include "studio.h"
|
||||
#include "studio_util.h"
|
||||
#include "StudioModelRenderer.h"
|
||||
#include "GameStudioModelRenderer.h"
|
||||
#include "com_weapons.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#define MAX_CLIENTS 32
|
||||
|
||||
extern float g_flRoundTime;
|
||||
|
||||
/// 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 CAM_ToFirstPerson(void);
|
||||
|
||||
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 )
|
||||
{
|
||||
// prepare all hud data
|
||||
HUDLIST *pList = m_pHudList;
|
||||
|
||||
while (pList)
|
||||
{
|
||||
if ( pList->p )
|
||||
pList->p->InitHUDData();
|
||||
pList = pList->pNext;
|
||||
}
|
||||
|
||||
g_iFreezeTimeOver = 0;
|
||||
|
||||
memset( g_PlayerExtraInfo, 0, sizeof(g_PlayerExtraInfo) );
|
||||
|
||||
ResetRain();
|
||||
|
||||
// reset round time
|
||||
g_flRoundTime = 0.0f;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_Teamplay = READ_BYTE();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_ReceiveW(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
|
||||
int iWeatherType = READ_BYTE();
|
||||
|
||||
if( iWeatherType == 0 )
|
||||
{
|
||||
ResetRain();
|
||||
return 1;
|
||||
}
|
||||
|
||||
Rain.distFromPlayer = 500;
|
||||
Rain.dripsPerSecond = 500;
|
||||
Rain.windX = Rain.windY = 30;
|
||||
Rain.randX = Rain.randY = 0;
|
||||
Rain.weatherMode = iWeatherType - 1;
|
||||
Rain.globalHeight = 100;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_BombDrop(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
|
||||
g_PlayerExtraInfo[33].origin.x = READ_COORD();
|
||||
g_PlayerExtraInfo[33].origin.y = READ_COORD();
|
||||
g_PlayerExtraInfo[33].origin.z = READ_COORD();
|
||||
|
||||
g_PlayerExtraInfo[33].radarflashon = 1;
|
||||
g_PlayerExtraInfo[33].radarflashes = 99999;
|
||||
g_PlayerExtraInfo[33].radarflash = gHUD.m_flTime;
|
||||
strncpy(g_PlayerExtraInfo[33].teamname, "TERRORIST", MAX_TEAM_NAME);
|
||||
g_PlayerExtraInfo[33].dead = 0;
|
||||
g_PlayerExtraInfo[33].nextflash = true;
|
||||
|
||||
int Flag = READ_BYTE();
|
||||
g_PlayerExtraInfo[33].playerclass = Flag;
|
||||
|
||||
if( Flag ) // bomb planted
|
||||
m_Timer.m_iFlags = 0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_BombPickup(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
g_PlayerExtraInfo[33].radarflashon = 0;
|
||||
g_PlayerExtraInfo[33].radarflash = 0.0f;
|
||||
g_PlayerExtraInfo[33].radarflashes = 0;
|
||||
g_PlayerExtraInfo[33].dead = 1;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_HostagePos(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
int Flag = READ_BYTE();
|
||||
int idx = READ_BYTE();
|
||||
if ( idx <= MAX_HOSTAGES )
|
||||
{
|
||||
g_HostageInfo[idx].origin.x = READ_COORD();
|
||||
g_HostageInfo[idx].origin.y = READ_COORD();
|
||||
g_HostageInfo[idx].origin.z = READ_COORD();
|
||||
if ( Flag == 1 )
|
||||
{
|
||||
g_HostageInfo[idx].radarflash = gHUD.m_flTime;
|
||||
g_HostageInfo[idx].radarflashon = 1;
|
||||
g_HostageInfo[idx].radarflashes = 99999;
|
||||
}
|
||||
strncpy(g_HostageInfo[idx].teamname, "CT", MAX_TEAM_NAME);
|
||||
g_HostageInfo[idx].dead = 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_HostageK(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
int idx = READ_BYTE();
|
||||
if ( idx <= MAX_HOSTAGES )
|
||||
{
|
||||
g_HostageInfo[idx].dead = 1;
|
||||
g_HostageInfo[idx].radarflash = gHUD.m_flTime;
|
||||
g_HostageInfo[idx].radarflashes = 15;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_ShadowIdx(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
|
||||
int idx = READ_BYTE();
|
||||
g_StudioRenderer.StudioSetShadowSprite(idx);
|
||||
return 1;
|
||||
}
|
||||
|
|
|
@ -1,175 +1,175 @@
|
|||
/***
|
||||
*
|
||||
* 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_redraw.cpp
|
||||
//
|
||||
#include <math.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "triangleapi.h"
|
||||
|
||||
#include <string.h>
|
||||
#define MAX_LOGO_FRAMES 56
|
||||
|
||||
int grgLogoFrame[MAX_LOGO_FRAMES] =
|
||||
{
|
||||
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 13, 13, 13, 13, 13, 12, 11, 10, 9, 8, 14, 15,
|
||||
16, 17, 18, 19, 20, 20, 20, 20, 20, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
|
||||
29, 29, 29, 29, 29, 28, 27, 26, 25, 24, 30, 31
|
||||
};
|
||||
|
||||
|
||||
extern int g_iVisibleMouse;
|
||||
|
||||
float HUD_GetFOV( void );
|
||||
|
||||
extern cvar_t *sensitivity;
|
||||
|
||||
// Think
|
||||
void CHud::Think(void)
|
||||
{
|
||||
int newfov;
|
||||
HUDLIST *pList = m_pHudList;
|
||||
|
||||
while (pList)
|
||||
{
|
||||
if (pList->p->m_iFlags & HUD_ACTIVE)
|
||||
pList->p->Think();
|
||||
pList = pList->pNext;
|
||||
}
|
||||
|
||||
newfov = HUD_GetFOV();
|
||||
if ( newfov == 0 )
|
||||
{
|
||||
m_iFOV = default_fov->value;
|
||||
}
|
||||
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 == default_fov->value )
|
||||
{
|
||||
// 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)default_fov->value) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
|
||||
}
|
||||
|
||||
// think about default fov
|
||||
if ( m_iFOV == 0 )
|
||||
{ // only let players adjust up in fov, and only if they are not overriden by something else
|
||||
m_iFOV = max( default_fov->value, 90 );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Redraw
|
||||
// step through the local data, placing the appropriate graphics & text as appropriate
|
||||
// returns 1 if they've changed, 0 otherwise
|
||||
int CHud :: Redraw( float flTime, int intermission )
|
||||
{
|
||||
m_fOldTime = m_flTime; // save time of previous redraw
|
||||
m_flTime = flTime;
|
||||
m_flTimeDelta = (double)m_flTime - m_fOldTime;
|
||||
static int m_flShotTime = 0;
|
||||
|
||||
// Clock was reset, reset delta
|
||||
if ( m_flTimeDelta < 0 )
|
||||
m_flTimeDelta = 0;
|
||||
|
||||
// Bring up the scoreboard during intermission
|
||||
/*if (gViewPort)
|
||||
{
|
||||
if ( m_iIntermission && !intermission )
|
||||
{
|
||||
// Have to do this here so the scoreboard goes away
|
||||
m_iIntermission = intermission;
|
||||
gViewPort->HideCommandMenu();
|
||||
gViewPort->HideScoreBoard();
|
||||
gViewPort->UpdateSpectatorPanel();
|
||||
}
|
||||
else if ( !m_iIntermission && intermission )
|
||||
{
|
||||
m_iIntermission = intermission;
|
||||
gViewPort->HideCommandMenu();
|
||||
gViewPort->HideVGUIMenu();
|
||||
gViewPort->ShowScoreBoard();
|
||||
gViewPort->UpdateSpectatorPanel();
|
||||
|
||||
// Take a screenshot if the client's got the cvar set
|
||||
if ( CVAR_GET_FLOAT( "hud_takesshots" ) != 0 )
|
||||
m_flShotTime = flTime + 1.0; // Take a screenshot in a second
|
||||
}
|
||||
}*/
|
||||
|
||||
if (m_flShotTime && m_flShotTime < flTime)
|
||||
{
|
||||
gEngfuncs.pfnClientCmd("snapshot\n");
|
||||
m_flShotTime = 0;
|
||||
}
|
||||
|
||||
m_iIntermission = intermission;
|
||||
|
||||
if ( m_pCvarDraw->value )
|
||||
{
|
||||
HUDLIST *pList = m_pHudList;
|
||||
|
||||
while (pList)
|
||||
{
|
||||
if ( !intermission )
|
||||
{
|
||||
if ( (pList->p->m_iFlags & HUD_ACTIVE) && !(m_iHideHUDDisplay & HIDEHUD_ALL) )
|
||||
pList->p->Draw(flTime);
|
||||
}
|
||||
else
|
||||
{ // it's an intermission, so only draw hud elements that are set to draw during intermissions
|
||||
if ( pList->p->m_iFlags & HUD_INTERMISSION )
|
||||
pList->p->Draw( flTime );
|
||||
}
|
||||
|
||||
pList = pList->pNext;
|
||||
}
|
||||
}
|
||||
|
||||
// are we in demo mode? do we need to draw the logo in the top corner?
|
||||
if (m_iLogo)
|
||||
{
|
||||
int x, y, i;
|
||||
|
||||
if (m_hsprLogo == 0)
|
||||
m_hsprLogo = LoadSprite("sprites/%d_logo.spr");
|
||||
|
||||
SPR_Set(m_hsprLogo, 250, 250, 250 );
|
||||
|
||||
x = SPR_Width(m_hsprLogo, 0);
|
||||
x = ScreenWidth - x;
|
||||
y = SPR_Height(m_hsprLogo, 0)/2;
|
||||
|
||||
// Draw the logo at 20 fps
|
||||
int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES;
|
||||
i = grgLogoFrame[iFrame] - 1;
|
||||
|
||||
SPR_DrawAdditive(i, x, y, NULL);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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_redraw.cpp
|
||||
//
|
||||
#include <math.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "triangleapi.h"
|
||||
|
||||
#include <string.h>
|
||||
#define MAX_LOGO_FRAMES 56
|
||||
|
||||
int grgLogoFrame[MAX_LOGO_FRAMES] =
|
||||
{
|
||||
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 13, 13, 13, 13, 13, 12, 11, 10, 9, 8, 14, 15,
|
||||
16, 17, 18, 19, 20, 20, 20, 20, 20, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
|
||||
29, 29, 29, 29, 29, 28, 27, 26, 25, 24, 30, 31
|
||||
};
|
||||
|
||||
|
||||
extern int g_iVisibleMouse;
|
||||
|
||||
float HUD_GetFOV( void );
|
||||
|
||||
extern cvar_t *sensitivity;
|
||||
|
||||
// Think
|
||||
void CHud::Think(void)
|
||||
{
|
||||
int newfov;
|
||||
HUDLIST *pList = m_pHudList;
|
||||
|
||||
while (pList)
|
||||
{
|
||||
if (pList->p->m_iFlags & HUD_ACTIVE)
|
||||
pList->p->Think();
|
||||
pList = pList->pNext;
|
||||
}
|
||||
|
||||
newfov = HUD_GetFOV();
|
||||
if ( newfov == 0 )
|
||||
{
|
||||
m_iFOV = default_fov->value;
|
||||
}
|
||||
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 == default_fov->value )
|
||||
{
|
||||
// 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)default_fov->value) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
|
||||
}
|
||||
|
||||
// think about default fov
|
||||
if ( m_iFOV == 0 )
|
||||
{ // only let players adjust up in fov, and only if they are not overriden by something else
|
||||
m_iFOV = max( default_fov->value, 90 );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Redraw
|
||||
// step through the local data, placing the appropriate graphics & text as appropriate
|
||||
// returns 1 if they've changed, 0 otherwise
|
||||
int CHud :: Redraw( float flTime, int intermission )
|
||||
{
|
||||
m_fOldTime = m_flTime; // save time of previous redraw
|
||||
m_flTime = flTime;
|
||||
m_flTimeDelta = (double)m_flTime - m_fOldTime;
|
||||
static int m_flShotTime = 0;
|
||||
|
||||
// Clock was reset, reset delta
|
||||
if ( m_flTimeDelta < 0 )
|
||||
m_flTimeDelta = 0;
|
||||
|
||||
// Bring up the scoreboard during intermission
|
||||
/*if (gViewPort)
|
||||
{
|
||||
if ( m_iIntermission && !intermission )
|
||||
{
|
||||
// Have to do this here so the scoreboard goes away
|
||||
m_iIntermission = intermission;
|
||||
gViewPort->HideCommandMenu();
|
||||
gViewPort->HideScoreBoard();
|
||||
gViewPort->UpdateSpectatorPanel();
|
||||
}
|
||||
else if ( !m_iIntermission && intermission )
|
||||
{
|
||||
m_iIntermission = intermission;
|
||||
gViewPort->HideCommandMenu();
|
||||
gViewPort->HideVGUIMenu();
|
||||
gViewPort->ShowScoreBoard();
|
||||
gViewPort->UpdateSpectatorPanel();
|
||||
|
||||
// Take a screenshot if the client's got the cvar set
|
||||
if ( CVAR_GET_FLOAT( "hud_takesshots" ) != 0 )
|
||||
m_flShotTime = flTime + 1.0; // Take a screenshot in a second
|
||||
}
|
||||
}*/
|
||||
|
||||
if (m_flShotTime && m_flShotTime < flTime)
|
||||
{
|
||||
gEngfuncs.pfnClientCmd("snapshot\n");
|
||||
m_flShotTime = 0;
|
||||
}
|
||||
|
||||
m_iIntermission = intermission;
|
||||
|
||||
if ( m_pCvarDraw->value )
|
||||
{
|
||||
HUDLIST *pList = m_pHudList;
|
||||
|
||||
while (pList)
|
||||
{
|
||||
if ( !intermission )
|
||||
{
|
||||
if ( (pList->p->m_iFlags & HUD_ACTIVE) && !(m_iHideHUDDisplay & HIDEHUD_ALL) )
|
||||
pList->p->Draw(flTime);
|
||||
}
|
||||
else
|
||||
{ // it's an intermission, so only draw hud elements that are set to draw during intermissions
|
||||
if ( pList->p->m_iFlags & HUD_INTERMISSION )
|
||||
pList->p->Draw( flTime );
|
||||
}
|
||||
|
||||
pList = pList->pNext;
|
||||
}
|
||||
}
|
||||
|
||||
// are we in demo mode? do we need to draw the logo in the top corner?
|
||||
if (m_iLogo)
|
||||
{
|
||||
int x, y, i;
|
||||
|
||||
if (m_hsprLogo == 0)
|
||||
m_hsprLogo = LoadSprite("sprites/%d_logo.spr");
|
||||
|
||||
SPR_Set(m_hsprLogo, 250, 250, 250 );
|
||||
|
||||
x = SPR_Width(m_hsprLogo, 0);
|
||||
x = ScreenWidth - x;
|
||||
y = SPR_Height(m_hsprLogo, 0)/2;
|
||||
|
||||
// Draw the logo at 20 fps
|
||||
int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES;
|
||||
i = grgLogoFrame[iFrame] - 1;
|
||||
|
||||
SPR_DrawAdditive(i, x, y, NULL);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,54 +1,54 @@
|
|||
/***
|
||||
*
|
||||
* 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_update.cpp
|
||||
//
|
||||
|
||||
#include <math.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <stdlib.h>
|
||||
#include <memory.h>
|
||||
|
||||
int CL_ButtonBits( int );
|
||||
void CL_ResetButtonBits( int bits );
|
||||
|
||||
extern float v_idlescale;
|
||||
float in_fov;
|
||||
extern void HUD_SetCmdBits( int bits );
|
||||
|
||||
int CHud::UpdateClientData(client_data_t *cdata, float time)
|
||||
{
|
||||
memcpy(m_vecOrigin, cdata->origin, sizeof(vec3_t));
|
||||
memcpy(m_vecAngles, cdata->viewangles, sizeof(vec3_t));
|
||||
|
||||
m_iKeyBits = CL_ButtonBits( 0 );
|
||||
m_iWeaponBits = cdata->iWeaponBits;
|
||||
|
||||
in_fov = cdata->fov;
|
||||
|
||||
Think();
|
||||
|
||||
cdata->fov = m_iFOV;
|
||||
|
||||
v_idlescale = m_iConcussionEffect;
|
||||
|
||||
CL_ResetButtonBits( m_iKeyBits );
|
||||
|
||||
// return 1 if in anything in the client_data struct has been changed, 0 otherwise
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/***
|
||||
*
|
||||
* 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_update.cpp
|
||||
//
|
||||
|
||||
#include <math.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <stdlib.h>
|
||||
#include <memory.h>
|
||||
|
||||
int CL_ButtonBits( int );
|
||||
void CL_ResetButtonBits( int bits );
|
||||
|
||||
extern float v_idlescale;
|
||||
float in_fov;
|
||||
extern void HUD_SetCmdBits( int bits );
|
||||
|
||||
int CHud::UpdateClientData(client_data_t *cdata, float time)
|
||||
{
|
||||
memcpy(m_vecOrigin, cdata->origin, sizeof(vec3_t));
|
||||
memcpy(m_vecAngles, cdata->viewangles, sizeof(vec3_t));
|
||||
|
||||
m_iKeyBits = CL_ButtonBits( 0 );
|
||||
m_iWeaponBits = cdata->iWeaponBits;
|
||||
|
||||
in_fov = cdata->fov;
|
||||
|
||||
Think();
|
||||
|
||||
cdata->fov = m_iFOV;
|
||||
|
||||
v_idlescale = m_iConcussionEffect;
|
||||
|
||||
CL_ResetButtonBits( m_iKeyBits );
|
||||
|
||||
// return 1 if in anything in the client_data struct has been changed, 0 otherwise
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,356 +1,356 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// menu.cpp
|
||||
//
|
||||
// generic menu handler
|
||||
//
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
//#include "vgui_TeamFortressViewport.h"
|
||||
|
||||
#define MAX_MENU_STRING 512
|
||||
|
||||
char g_szMenuString[MAX_MENU_STRING];
|
||||
char g_szPrelocalisedMenuString[MAX_MENU_STRING];
|
||||
|
||||
int KB_ConvertString( char *in, char **ppout );
|
||||
|
||||
DECLARE_MESSAGE( m_Menu, ShowMenu );
|
||||
DECLARE_MESSAGE( m_Menu, VGUIMenu );
|
||||
DECLARE_MESSAGE( m_Menu, BuyClose );
|
||||
DECLARE_MESSAGE( m_Menu, AllowSpec );
|
||||
|
||||
DECLARE_COMMAND( m_Menu, OldStyleMenuOpen );
|
||||
DECLARE_COMMAND( m_Menu, OldStyleMenuClose );
|
||||
DECLARE_COMMAND( m_Menu, ShowVGUIMenu );
|
||||
|
||||
int CHudMenu :: Init( void )
|
||||
{
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
HOOK_MESSAGE( ShowMenu );
|
||||
HOOK_MESSAGE( VGUIMenu );
|
||||
HOOK_MESSAGE( BuyClose );
|
||||
HOOK_MESSAGE( AllowSpec );
|
||||
HOOK_COMMAND( "client_buy_open", OldStyleMenuOpen );
|
||||
HOOK_COMMAND( "client_buy_close", OldStyleMenuClose );
|
||||
HOOK_COMMAND( "showvguimenu", ShowVGUIMenu );
|
||||
|
||||
_extended_menus = CVAR_CREATE("_extended_menus", "0", FCVAR_ARCHIVE);
|
||||
|
||||
InitHUDData();
|
||||
|
||||
m_bAllowSpec = true; // by default, spectating is allowed
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudMenu :: InitHUDData( void )
|
||||
{
|
||||
m_fMenuDisplayed = 0;
|
||||
m_bitsValidSlots = 0;
|
||||
Reset();
|
||||
}
|
||||
|
||||
void CHudMenu :: Reset( void )
|
||||
{
|
||||
g_szPrelocalisedMenuString[0] = 0;
|
||||
m_fWaitingForMore = FALSE;
|
||||
}
|
||||
|
||||
int CHudMenu :: VidInit( void )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudMenu :: Draw( float flTime )
|
||||
{
|
||||
// check for if menu is set to disappear
|
||||
if ( m_flShutoffTime > 0 )
|
||||
{
|
||||
if ( m_flShutoffTime <= gHUD.m_flTime )
|
||||
{ // times up, shutoff
|
||||
m_fMenuDisplayed = 0;
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
// don't draw the menu if the scoreboard is being shown
|
||||
//if ( gViewPort && gViewPort->IsScoreBoardVisible() )
|
||||
//return 1;
|
||||
|
||||
// draw the menu, along the left-hand side of the screen
|
||||
|
||||
// count the number of newlines
|
||||
int nlc = 0;
|
||||
int i;
|
||||
for ( i = 0; i < MAX_MENU_STRING && g_szMenuString[i] != '\0'; i++ )
|
||||
{
|
||||
if ( g_szMenuString[i] == '\n' )
|
||||
nlc++;
|
||||
}
|
||||
|
||||
// center it
|
||||
int y = (ScreenHeight/2) - ((nlc/2)*12) - 40; // make sure it is above the say text
|
||||
int x = 20;
|
||||
|
||||
i = 0;
|
||||
while ( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' )
|
||||
{
|
||||
DrawUtils::DrawHudString( x, y, 320, g_szMenuString + i, 255, 255, 255 );
|
||||
y += 24;
|
||||
|
||||
while ( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' && g_szMenuString[i] != '\n' )
|
||||
i++;
|
||||
if ( g_szMenuString[i] == '\n' )
|
||||
i++;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// selects an item from the menu
|
||||
void CHudMenu :: SelectMenuItem( int menu_item )
|
||||
{
|
||||
// if menu_item is in a valid slot, send a menuselect command to the server
|
||||
if ( (menu_item > 0) && (m_bitsValidSlots & (1 << (menu_item-1))) )
|
||||
{
|
||||
char szbuf[32];
|
||||
sprintf( szbuf, "menuselect %d\n", menu_item );
|
||||
ClientCmd( szbuf );
|
||||
|
||||
// remove the menu
|
||||
m_fMenuDisplayed = 0;
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Message handler for ShowMenu message
|
||||
// takes four values:
|
||||
// short: a bitfield of keys that are valid input
|
||||
// char : the duration, in seconds, the menu should stay up. -1 means is stays until something is chosen.
|
||||
// byte : a boolean, TRUE if there is more string yet to be received before displaying the menu, FALSE if it's the last string
|
||||
// string: menu string to display
|
||||
// if this message is never received, then scores will simply be the combined totals of the players.
|
||||
int CHudMenu :: MsgFunc_ShowMenu( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
char *temp = NULL, *menustring;
|
||||
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
m_bitsValidSlots = READ_SHORT();
|
||||
int DisplayTime = READ_CHAR();
|
||||
int NeedMore = READ_BYTE();
|
||||
|
||||
if ( DisplayTime > 0 )
|
||||
m_flShutoffTime = DisplayTime + gHUD.m_flTime;
|
||||
else
|
||||
m_flShutoffTime = -1;
|
||||
|
||||
if ( !m_bitsValidSlots )
|
||||
{
|
||||
m_fMenuDisplayed = 0; // no valid slots means that the menu should be turned off
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
ClientCmd("touch_removebutton _menu_*");
|
||||
return 1;
|
||||
}
|
||||
|
||||
menustring = READ_STRING();
|
||||
|
||||
// menu will be replaced by scripted touch config
|
||||
// so execute it and exit
|
||||
if( _extended_menus->value != 0.0f )
|
||||
{
|
||||
if( !strcmp(menustring, "#RadioA") )
|
||||
{
|
||||
ShowVGUIMenu(MENU_RADIOA);
|
||||
return 1;
|
||||
}
|
||||
else if( !strcmp(menustring, "#RadioB"))
|
||||
{
|
||||
ShowVGUIMenu(MENU_RADIOB);
|
||||
return 1;
|
||||
}
|
||||
else if( !strcmp(menustring, "#RadioC"))
|
||||
{
|
||||
ShowVGUIMenu(MENU_RADIOC);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !m_fWaitingForMore ) // this is the start of a new menu
|
||||
{
|
||||
strncpy( g_szPrelocalisedMenuString, menustring, MAX_MENU_STRING );
|
||||
}
|
||||
else
|
||||
{ // append to the current menu string
|
||||
strncat( g_szPrelocalisedMenuString, menustring, MAX_MENU_STRING - strlen(g_szPrelocalisedMenuString) );
|
||||
}
|
||||
g_szPrelocalisedMenuString[MAX_MENU_STRING-1] = 0; // ensure null termination (strncat/strncpy does not)
|
||||
|
||||
if ( !NeedMore )
|
||||
{ // we have the whole string, so we can localise it now
|
||||
strncpy( g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString( g_szPrelocalisedMenuString ), MAX_MENU_STRING );
|
||||
|
||||
// Swap in characters
|
||||
if ( KB_ConvertString( g_szMenuString, &temp ) )
|
||||
{
|
||||
strncpy( g_szMenuString, temp, MAX_MENU_STRING );
|
||||
free( temp );
|
||||
}
|
||||
}
|
||||
|
||||
m_fMenuDisplayed = 1;
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
m_fWaitingForMore = NeedMore;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudMenu::MsgFunc_VGUIMenu( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
|
||||
int menuType = READ_BYTE();
|
||||
m_bitsValidSlots = READ_SHORT(); // is ignored
|
||||
|
||||
ShowVGUIMenu(menuType);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudMenu::MsgFunc_BuyClose(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
UserCmd_OldStyleMenuClose();
|
||||
ClientCmd("touch_removebutton _menu_*");
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudMenu::MsgFunc_AllowSpec(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
m_bAllowSpec = !!READ_BYTE();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudMenu::UserCmd_OldStyleMenuOpen()
|
||||
{
|
||||
m_flShutoffTime = -1; // stay open until user will not close it
|
||||
strncpy( g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString("Buy"), MAX_MENU_STRING );
|
||||
}
|
||||
|
||||
void CHudMenu::UserCmd_OldStyleMenuClose()
|
||||
{
|
||||
m_fMenuDisplayed = 0; // no valid slots means that the menu should be turned off
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
ClientCmd("touch_removebutton _menu_*");
|
||||
}
|
||||
|
||||
// lol, no real VGUI here
|
||||
// it's really good only for touchscreen
|
||||
|
||||
void CHudMenu::ShowVGUIMenu( int menuType )
|
||||
{
|
||||
char *szCmd;
|
||||
|
||||
switch(menuType)
|
||||
{
|
||||
case MENU_TEAM:
|
||||
szCmd = "exec touch/chooseteam.cfg";
|
||||
break;
|
||||
case MENU_CLASS_T:
|
||||
szCmd = "exec touch/chooseteam_tr.cfg";
|
||||
break;
|
||||
case MENU_CLASS_CT:
|
||||
szCmd = "exec touch/chooseteam_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY:
|
||||
szCmd = "exec touch/buy.cfg";
|
||||
break;
|
||||
case MENU_BUY_PISTOL:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == TEAM_TERRORIST )
|
||||
szCmd = "exec touch/buy_pistol_t.cfg";
|
||||
else szCmd = "exec touch/buy_pistol_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_SHOTGUN:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == TEAM_TERRORIST )
|
||||
szCmd = "exec touch/buy_shotgun_t.cfg";
|
||||
else szCmd = "exec touch/buy_shotgun_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_RIFLE:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == TEAM_TERRORIST )
|
||||
szCmd = "exec touch/buy_rifle_t.cfg";
|
||||
else szCmd ="exec touch/buy_rifle_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_SUBMACHINEGUN:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == TEAM_TERRORIST )
|
||||
szCmd = "exec touch/buy_submachinegun_t.cfg";
|
||||
else szCmd = "exec touch/buy_submachinegun_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_MACHINEGUN:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == 1 )
|
||||
szCmd = "exec touch/buy_machinegun_t.cfg";
|
||||
else szCmd = "exec touch/buy_machinegun_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_ITEM:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == 1 )
|
||||
szCmd = "exec touch/buy_item_t.cfg";
|
||||
else szCmd = "exec touch/buy_item_ct.cfg";
|
||||
break;
|
||||
case MENU_RADIOA:
|
||||
szCmd = "exec touch/radioa.cfg";
|
||||
break;
|
||||
case MENU_RADIOB:
|
||||
szCmd = "exec touch/radiob.cfg";
|
||||
break;
|
||||
case MENU_RADIOC:
|
||||
szCmd = "exec touch/radioc.cfg";
|
||||
break;
|
||||
case MENU_RADIOSELECTOR:
|
||||
szCmd = "exec touch/radioselector.cfg";
|
||||
break;
|
||||
default:
|
||||
szCmd = "touch_removebutton _menu_*"; // back to the default touch page
|
||||
m_fMenuDisplayed = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
m_fMenuDisplayed = 1;
|
||||
ClientCmd(szCmd);
|
||||
}
|
||||
|
||||
void CHudMenu::UserCmd_ShowVGUIMenu()
|
||||
{
|
||||
if( gEngfuncs.Cmd_Argc() != 1 )
|
||||
{
|
||||
ConsolePrint("usage: showvguimenu <menuType>\n");
|
||||
}
|
||||
|
||||
if( gEngfuncs.pfnGetCvarFloat("_vgui_menus") == 0.0f )
|
||||
return;
|
||||
|
||||
int menuType = atoi(gEngfuncs.Cmd_Argv(1));
|
||||
ShowVGUIMenu(menuType);
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// menu.cpp
|
||||
//
|
||||
// generic menu handler
|
||||
//
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
//#include "vgui_TeamFortressViewport.h"
|
||||
|
||||
#define MAX_MENU_STRING 512
|
||||
|
||||
char g_szMenuString[MAX_MENU_STRING];
|
||||
char g_szPrelocalisedMenuString[MAX_MENU_STRING];
|
||||
|
||||
int KB_ConvertString( char *in, char **ppout );
|
||||
|
||||
DECLARE_MESSAGE( m_Menu, ShowMenu );
|
||||
DECLARE_MESSAGE( m_Menu, VGUIMenu );
|
||||
DECLARE_MESSAGE( m_Menu, BuyClose );
|
||||
DECLARE_MESSAGE( m_Menu, AllowSpec );
|
||||
|
||||
DECLARE_COMMAND( m_Menu, OldStyleMenuOpen );
|
||||
DECLARE_COMMAND( m_Menu, OldStyleMenuClose );
|
||||
DECLARE_COMMAND( m_Menu, ShowVGUIMenu );
|
||||
|
||||
int CHudMenu :: Init( void )
|
||||
{
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
HOOK_MESSAGE( ShowMenu );
|
||||
HOOK_MESSAGE( VGUIMenu );
|
||||
HOOK_MESSAGE( BuyClose );
|
||||
HOOK_MESSAGE( AllowSpec );
|
||||
HOOK_COMMAND( "client_buy_open", OldStyleMenuOpen );
|
||||
HOOK_COMMAND( "client_buy_close", OldStyleMenuClose );
|
||||
HOOK_COMMAND( "showvguimenu", ShowVGUIMenu );
|
||||
|
||||
_extended_menus = CVAR_CREATE("_extended_menus", "0", FCVAR_ARCHIVE);
|
||||
|
||||
InitHUDData();
|
||||
|
||||
m_bAllowSpec = true; // by default, spectating is allowed
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudMenu :: InitHUDData( void )
|
||||
{
|
||||
m_fMenuDisplayed = 0;
|
||||
m_bitsValidSlots = 0;
|
||||
Reset();
|
||||
}
|
||||
|
||||
void CHudMenu :: Reset( void )
|
||||
{
|
||||
g_szPrelocalisedMenuString[0] = 0;
|
||||
m_fWaitingForMore = FALSE;
|
||||
}
|
||||
|
||||
int CHudMenu :: VidInit( void )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudMenu :: Draw( float flTime )
|
||||
{
|
||||
// check for if menu is set to disappear
|
||||
if ( m_flShutoffTime > 0 )
|
||||
{
|
||||
if ( m_flShutoffTime <= gHUD.m_flTime )
|
||||
{ // times up, shutoff
|
||||
m_fMenuDisplayed = 0;
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
// don't draw the menu if the scoreboard is being shown
|
||||
//if ( gViewPort && gViewPort->IsScoreBoardVisible() )
|
||||
//return 1;
|
||||
|
||||
// draw the menu, along the left-hand side of the screen
|
||||
|
||||
// count the number of newlines
|
||||
int nlc = 0;
|
||||
int i;
|
||||
for ( i = 0; i < MAX_MENU_STRING && g_szMenuString[i] != '\0'; i++ )
|
||||
{
|
||||
if ( g_szMenuString[i] == '\n' )
|
||||
nlc++;
|
||||
}
|
||||
|
||||
// center it
|
||||
int y = (ScreenHeight/2) - ((nlc/2)*12) - 40; // make sure it is above the say text
|
||||
int x = 20;
|
||||
|
||||
i = 0;
|
||||
while ( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' )
|
||||
{
|
||||
DrawUtils::DrawHudString( x, y, 320, g_szMenuString + i, 255, 255, 255 );
|
||||
y += 24;
|
||||
|
||||
while ( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' && g_szMenuString[i] != '\n' )
|
||||
i++;
|
||||
if ( g_szMenuString[i] == '\n' )
|
||||
i++;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// selects an item from the menu
|
||||
void CHudMenu :: SelectMenuItem( int menu_item )
|
||||
{
|
||||
// if menu_item is in a valid slot, send a menuselect command to the server
|
||||
if ( (menu_item > 0) && (m_bitsValidSlots & (1 << (menu_item-1))) )
|
||||
{
|
||||
char szbuf[32];
|
||||
sprintf( szbuf, "menuselect %d\n", menu_item );
|
||||
ClientCmd( szbuf );
|
||||
|
||||
// remove the menu
|
||||
m_fMenuDisplayed = 0;
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Message handler for ShowMenu message
|
||||
// takes four values:
|
||||
// short: a bitfield of keys that are valid input
|
||||
// char : the duration, in seconds, the menu should stay up. -1 means is stays until something is chosen.
|
||||
// byte : a boolean, TRUE if there is more string yet to be received before displaying the menu, FALSE if it's the last string
|
||||
// string: menu string to display
|
||||
// if this message is never received, then scores will simply be the combined totals of the players.
|
||||
int CHudMenu :: MsgFunc_ShowMenu( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
char *temp = NULL, *menustring;
|
||||
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
m_bitsValidSlots = READ_SHORT();
|
||||
int DisplayTime = READ_CHAR();
|
||||
int NeedMore = READ_BYTE();
|
||||
|
||||
if ( DisplayTime > 0 )
|
||||
m_flShutoffTime = DisplayTime + gHUD.m_flTime;
|
||||
else
|
||||
m_flShutoffTime = -1;
|
||||
|
||||
if ( !m_bitsValidSlots )
|
||||
{
|
||||
m_fMenuDisplayed = 0; // no valid slots means that the menu should be turned off
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
ClientCmd("touch_removebutton _menu_*");
|
||||
return 1;
|
||||
}
|
||||
|
||||
menustring = READ_STRING();
|
||||
|
||||
// menu will be replaced by scripted touch config
|
||||
// so execute it and exit
|
||||
if( _extended_menus->value != 0.0f )
|
||||
{
|
||||
if( !strcmp(menustring, "#RadioA") )
|
||||
{
|
||||
ShowVGUIMenu(MENU_RADIOA);
|
||||
return 1;
|
||||
}
|
||||
else if( !strcmp(menustring, "#RadioB"))
|
||||
{
|
||||
ShowVGUIMenu(MENU_RADIOB);
|
||||
return 1;
|
||||
}
|
||||
else if( !strcmp(menustring, "#RadioC"))
|
||||
{
|
||||
ShowVGUIMenu(MENU_RADIOC);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !m_fWaitingForMore ) // this is the start of a new menu
|
||||
{
|
||||
strncpy( g_szPrelocalisedMenuString, menustring, MAX_MENU_STRING );
|
||||
}
|
||||
else
|
||||
{ // append to the current menu string
|
||||
strncat( g_szPrelocalisedMenuString, menustring, MAX_MENU_STRING - strlen(g_szPrelocalisedMenuString) );
|
||||
}
|
||||
g_szPrelocalisedMenuString[MAX_MENU_STRING-1] = 0; // ensure null termination (strncat/strncpy does not)
|
||||
|
||||
if ( !NeedMore )
|
||||
{ // we have the whole string, so we can localise it now
|
||||
strncpy( g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString( g_szPrelocalisedMenuString ), MAX_MENU_STRING );
|
||||
|
||||
// Swap in characters
|
||||
if ( KB_ConvertString( g_szMenuString, &temp ) )
|
||||
{
|
||||
strncpy( g_szMenuString, temp, MAX_MENU_STRING );
|
||||
free( temp );
|
||||
}
|
||||
}
|
||||
|
||||
m_fMenuDisplayed = 1;
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
m_fWaitingForMore = NeedMore;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudMenu::MsgFunc_VGUIMenu( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ(pbuf, iSize);
|
||||
|
||||
int menuType = READ_BYTE();
|
||||
m_bitsValidSlots = READ_SHORT(); // is ignored
|
||||
|
||||
ShowVGUIMenu(menuType);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudMenu::MsgFunc_BuyClose(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
UserCmd_OldStyleMenuClose();
|
||||
ClientCmd("touch_removebutton _menu_*");
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudMenu::MsgFunc_AllowSpec(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
m_bAllowSpec = !!READ_BYTE();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudMenu::UserCmd_OldStyleMenuOpen()
|
||||
{
|
||||
m_flShutoffTime = -1; // stay open until user will not close it
|
||||
strncpy( g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString("Buy"), MAX_MENU_STRING );
|
||||
}
|
||||
|
||||
void CHudMenu::UserCmd_OldStyleMenuClose()
|
||||
{
|
||||
m_fMenuDisplayed = 0; // no valid slots means that the menu should be turned off
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
ClientCmd("touch_removebutton _menu_*");
|
||||
}
|
||||
|
||||
// lol, no real VGUI here
|
||||
// it's really good only for touchscreen
|
||||
|
||||
void CHudMenu::ShowVGUIMenu( int menuType )
|
||||
{
|
||||
char *szCmd;
|
||||
|
||||
switch(menuType)
|
||||
{
|
||||
case MENU_TEAM:
|
||||
szCmd = "exec touch/chooseteam.cfg";
|
||||
break;
|
||||
case MENU_CLASS_T:
|
||||
szCmd = "exec touch/chooseteam_tr.cfg";
|
||||
break;
|
||||
case MENU_CLASS_CT:
|
||||
szCmd = "exec touch/chooseteam_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY:
|
||||
szCmd = "exec touch/buy.cfg";
|
||||
break;
|
||||
case MENU_BUY_PISTOL:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == TEAM_TERRORIST )
|
||||
szCmd = "exec touch/buy_pistol_t.cfg";
|
||||
else szCmd = "exec touch/buy_pistol_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_SHOTGUN:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == TEAM_TERRORIST )
|
||||
szCmd = "exec touch/buy_shotgun_t.cfg";
|
||||
else szCmd = "exec touch/buy_shotgun_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_RIFLE:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == TEAM_TERRORIST )
|
||||
szCmd = "exec touch/buy_rifle_t.cfg";
|
||||
else szCmd ="exec touch/buy_rifle_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_SUBMACHINEGUN:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == TEAM_TERRORIST )
|
||||
szCmd = "exec touch/buy_submachinegun_t.cfg";
|
||||
else szCmd = "exec touch/buy_submachinegun_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_MACHINEGUN:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == 1 )
|
||||
szCmd = "exec touch/buy_machinegun_t.cfg";
|
||||
else szCmd = "exec touch/buy_machinegun_ct.cfg";
|
||||
break;
|
||||
case MENU_BUY_ITEM:
|
||||
if( g_PlayerExtraInfo[gHUD.m_Scoreboard.m_iPlayerNum].teamnumber == 1 )
|
||||
szCmd = "exec touch/buy_item_t.cfg";
|
||||
else szCmd = "exec touch/buy_item_ct.cfg";
|
||||
break;
|
||||
case MENU_RADIOA:
|
||||
szCmd = "exec touch/radioa.cfg";
|
||||
break;
|
||||
case MENU_RADIOB:
|
||||
szCmd = "exec touch/radiob.cfg";
|
||||
break;
|
||||
case MENU_RADIOC:
|
||||
szCmd = "exec touch/radioc.cfg";
|
||||
break;
|
||||
case MENU_RADIOSELECTOR:
|
||||
szCmd = "exec touch/radioselector.cfg";
|
||||
break;
|
||||
default:
|
||||
szCmd = "touch_removebutton _menu_*"; // back to the default touch page
|
||||
m_fMenuDisplayed = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
m_fMenuDisplayed = 1;
|
||||
ClientCmd(szCmd);
|
||||
}
|
||||
|
||||
void CHudMenu::UserCmd_ShowVGUIMenu()
|
||||
{
|
||||
if( gEngfuncs.Cmd_Argc() != 1 )
|
||||
{
|
||||
ConsolePrint("usage: showvguimenu <menuType>\n");
|
||||
}
|
||||
|
||||
if( gEngfuncs.pfnGetCvarFloat("_vgui_menus") == 0.0f )
|
||||
return;
|
||||
|
||||
int menuType = atoi(gEngfuncs.Cmd_Argv(1));
|
||||
ShowVGUIMenu(menuType);
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,372 +1,372 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// saytext.cpp
|
||||
//
|
||||
// implementation of CHudSayText class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include <ctype.h>
|
||||
#include "vgui_parser.h"
|
||||
|
||||
//#include "vgui_TeamFortressViewport.h"
|
||||
|
||||
extern float *GetClientColor( int clientIndex );
|
||||
|
||||
#define MAX_LINES 5
|
||||
#define MAX_CHARS_PER_LINE 256 /* it can be less than this, depending on char size */
|
||||
|
||||
// allow 20 pixels on either side of the text
|
||||
#define MAX_LINE_WIDTH ( ScreenWidth - 40 )
|
||||
#define LINE_START 10
|
||||
static float SCROLL_SPEED = 5;
|
||||
|
||||
static char g_szLineBuffer[ MAX_LINES + 1 ][ MAX_CHARS_PER_LINE ];
|
||||
static float *g_pflNameColors[ MAX_LINES + 1 ];
|
||||
static int g_iNameLengths[ MAX_LINES + 1 ];
|
||||
static float flScrollTime = 0; // the time at which the lines next scroll up
|
||||
|
||||
static int Y_START = 0;
|
||||
static int line_height = 0;
|
||||
|
||||
DECLARE_MESSAGE( m_SayText, SayText );
|
||||
|
||||
int CHudSayText :: Init( void )
|
||||
{
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
HOOK_MESSAGE( SayText );
|
||||
|
||||
InitHUDData();
|
||||
|
||||
m_HUD_saytext = gEngfuncs.pfnRegisterVariable( "hud_saytext", "1", 0 );
|
||||
m_HUD_saytext_time = gEngfuncs.pfnRegisterVariable( "hud_saytext_time", "5", 0 );
|
||||
|
||||
m_iFlags |= HUD_INTERMISSION; // is always drawn during an intermission
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void CHudSayText :: InitHUDData( void )
|
||||
{
|
||||
memset( g_szLineBuffer, 0, sizeof g_szLineBuffer );
|
||||
memset( g_pflNameColors, 0, sizeof g_pflNameColors );
|
||||
memset( g_iNameLengths, 0, sizeof g_iNameLengths );
|
||||
}
|
||||
|
||||
int CHudSayText :: VidInit( void )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int ScrollTextUp( void )
|
||||
{
|
||||
ConsolePrint( g_szLineBuffer[0] ); // move the first line into the console buffer
|
||||
g_szLineBuffer[MAX_LINES][0] = 0;
|
||||
memmove( g_szLineBuffer[0], g_szLineBuffer[1], sizeof(g_szLineBuffer) - sizeof(g_szLineBuffer[0]) ); // overwrite the first line
|
||||
memmove( &g_pflNameColors[0], &g_pflNameColors[1], sizeof(g_pflNameColors) - sizeof(g_pflNameColors[0]) );
|
||||
memmove( &g_iNameLengths[0], &g_iNameLengths[1], sizeof(g_iNameLengths) - sizeof(g_iNameLengths[0]) );
|
||||
g_szLineBuffer[MAX_LINES-1][0] = 0;
|
||||
|
||||
if ( g_szLineBuffer[0][0] == ' ' ) // also scroll up following lines
|
||||
{
|
||||
g_szLineBuffer[0][0] = 2;
|
||||
return 1 + ScrollTextUp();
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudSayText :: Draw( float flTime )
|
||||
{
|
||||
int y = Y_START;
|
||||
|
||||
//if ( ( gViewPort && gViewPort->AllowedToPrintText() == FALSE) || !m_HUD_saytext->value )
|
||||
//return 1;
|
||||
|
||||
// make sure the scrolltime is within reasonable bounds, to guard against the clock being reset
|
||||
flScrollTime = min( flScrollTime, flTime + m_HUD_saytext_time->value );
|
||||
|
||||
// make sure the scrolltime is within reasonable bounds, to guard against the clock being reset
|
||||
flScrollTime = min( flScrollTime, flTime + m_HUD_saytext_time->value );
|
||||
|
||||
if ( flScrollTime <= flTime )
|
||||
{
|
||||
if ( *g_szLineBuffer[0] )
|
||||
{
|
||||
flScrollTime = flTime + m_HUD_saytext_time->value;
|
||||
// push the console up
|
||||
ScrollTextUp();
|
||||
}
|
||||
else
|
||||
{ // buffer is empty, just disable drawing of this section
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
}
|
||||
}
|
||||
|
||||
for ( int i = 0; i < MAX_LINES; i++ )
|
||||
{
|
||||
if ( *g_szLineBuffer[i] )
|
||||
{
|
||||
if ( *g_szLineBuffer[i] == 2 && g_pflNameColors[i] )
|
||||
{
|
||||
// it's a saytext string
|
||||
static char buf[MAX_PLAYER_NAME_LENGTH+32];
|
||||
|
||||
// draw the first x characters in the player color
|
||||
strncpy( buf, g_szLineBuffer[i], min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+32) );
|
||||
buf[ min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+31) ] = 0;
|
||||
DrawUtils::SetConsoleTextColor( g_pflNameColors[i][0], g_pflNameColors[i][1], g_pflNameColors[i][2] );
|
||||
int x = DrawUtils::DrawConsoleString( LINE_START, y, buf );
|
||||
|
||||
// color is reset after each string draw
|
||||
DrawUtils::DrawConsoleString( x, y, g_szLineBuffer[i] + g_iNameLengths[i] );
|
||||
}
|
||||
else
|
||||
{
|
||||
// normal draw
|
||||
DrawUtils::DrawConsoleString( LINE_START, y, g_szLineBuffer[i] );
|
||||
}
|
||||
}
|
||||
|
||||
y += line_height;
|
||||
}
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
struct CSimpleMap {
|
||||
const char key[32];
|
||||
const char value[64];
|
||||
};
|
||||
|
||||
CSimpleMap sayTextFmt[] =
|
||||
{
|
||||
{"#Cstrike_Chat_CT", "\x02(Counter-Terrorist) %s : %s"},
|
||||
{"#Cstrike_Chat_T", "\x02(Terrorist) %s : %s"},
|
||||
{"#Cstrike_Chat_CT_Dead", "\x02*DEAD*(Counter-Terrorist) %s : %s"},
|
||||
{"#Cstrike_Chat_T_Dead", "\x02*DEAD*(Terrorist) %s : %s"},
|
||||
{"#Cstrike_Chat_Spec", "\x02(Spectator) %s : %s"},
|
||||
{"#Cstrike_Chat_All", "\x02%s : %s"},
|
||||
{"#Cstrike_Chat_AllDead", "\x02*DEAD* %s: %s"},
|
||||
{"#Cstrike_Chat_AllSpec", "\x02*SPEC* %s: %s"},
|
||||
{"#Cstrike_Name_Change", "\x02* %s changed name to %s"},
|
||||
};
|
||||
|
||||
int CHudSayText :: MsgFunc_SayText( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int client_index = READ_BYTE(); // the client who spoke the message
|
||||
char szBuf[3][64];
|
||||
strncpy( szBuf[0], READ_STRING(), sizeof(szBuf[0]));
|
||||
strncpy( szBuf[1], READ_STRING(), sizeof(szBuf[1]));
|
||||
strncpy( szBuf[2], READ_STRING(), sizeof(szBuf[2]));
|
||||
|
||||
const char *fmt = "\x02%s: %s";
|
||||
int i = 0;
|
||||
for( i; i < sizeof(sayTextFmt) / sizeof(CSimpleMap); i++ )
|
||||
{
|
||||
if( !strncmp( szBuf[0], sayTextFmt[i].key, sizeof( szBuf ) ) )
|
||||
{
|
||||
fmt = sayTextFmt[i].value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
char dst[256];
|
||||
if( i == 8 )
|
||||
{
|
||||
snprintf( dst, sizeof( dst ), fmt, szBuf[1], szBuf[2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
GetPlayerInfo( client_index, &g_PlayerInfoList[client_index] );
|
||||
const char *pName = g_PlayerInfoList[client_index].name;
|
||||
snprintf( dst, sizeof( dst ), fmt, pName, szBuf[2]);
|
||||
}
|
||||
SayTextPrint( dst, strlen(dst), client_index );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIndex )
|
||||
{
|
||||
/*if ( gViewPort && gViewPort->AllowedToPrintText() == FALSE )
|
||||
{
|
||||
// Print it straight to the console
|
||||
ConsolePrint( pszBuf );
|
||||
return;
|
||||
}*/
|
||||
|
||||
// find an empty string slot
|
||||
int i;
|
||||
for ( i = 0; i < MAX_LINES; i++ )
|
||||
{
|
||||
if ( ! *g_szLineBuffer[i] )
|
||||
break;
|
||||
}
|
||||
if ( i == MAX_LINES )
|
||||
{
|
||||
// force scroll buffer up
|
||||
ScrollTextUp();
|
||||
i = MAX_LINES - 1;
|
||||
}
|
||||
|
||||
g_iNameLengths[i] = 0;
|
||||
g_pflNameColors[i] = NULL;
|
||||
|
||||
#if 1
|
||||
// if it's a say message, search for the players name in the string
|
||||
if ( *pszBuf == 2 && clientIndex > 0 )
|
||||
{
|
||||
GetPlayerInfo( clientIndex, &g_PlayerInfoList[clientIndex] );
|
||||
const char *pName = g_PlayerInfoList[clientIndex].name;
|
||||
|
||||
if ( pName )
|
||||
{
|
||||
const char *nameInString = strstr( pszBuf, pName );
|
||||
|
||||
if ( nameInString )
|
||||
{
|
||||
g_iNameLengths[i] = strlen( pName ) + (nameInString - pszBuf);
|
||||
g_pflNameColors[i] = GetClientColor( clientIndex );
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
strncpy( g_szLineBuffer[i], pszBuf, max(iBufSize -1, MAX_CHARS_PER_LINE-1) );
|
||||
|
||||
// make sure the text fits in one line
|
||||
EnsureTextFitsInOneLineAndWrapIfHaveTo( i );
|
||||
|
||||
// Set scroll time
|
||||
if ( i == 0 )
|
||||
{
|
||||
flScrollTime = gHUD.m_flTime + m_HUD_saytext_time->value;
|
||||
}
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
PlaySound( "misc/talk.wav", 1 );
|
||||
|
||||
if ( ScreenHeight >= 480 )
|
||||
Y_START = ScreenHeight - 60;
|
||||
else
|
||||
Y_START = ScreenHeight - 45;
|
||||
Y_START -= (line_height * (MAX_LINES+1));
|
||||
|
||||
}
|
||||
|
||||
void CHudSayText :: EnsureTextFitsInOneLineAndWrapIfHaveTo( int line )
|
||||
{
|
||||
int line_width = 0;
|
||||
DrawUtils::ConsoleStringSize(g_szLineBuffer[line], &line_width, &line_height );
|
||||
|
||||
if ( (line_width + LINE_START) > MAX_LINE_WIDTH )
|
||||
{ // string is too long to fit on line
|
||||
// scan the string until we find what word is too long, and wrap the end of the sentence after the word
|
||||
int length = LINE_START;
|
||||
int tmp_len = 0;
|
||||
char *last_break = NULL;
|
||||
for ( char *x = g_szLineBuffer[line]; *x != 0; x++ )
|
||||
{
|
||||
// check for a color change, if so skip past it
|
||||
if ( x[0] == '/' && x[1] == '(' )
|
||||
{
|
||||
x += 2;
|
||||
// skip forward until past mode specifier
|
||||
while ( *x != 0 && *x != ')' )
|
||||
x++;
|
||||
|
||||
if ( *x != 0 )
|
||||
x++;
|
||||
|
||||
if ( *x == 0 )
|
||||
break;
|
||||
}
|
||||
|
||||
char buf[2];
|
||||
buf[1] = 0;
|
||||
|
||||
if ( *x == ' ' && x != g_szLineBuffer[line] ) // store each line break, except for the very first character
|
||||
last_break = x;
|
||||
|
||||
buf[0] = *x; // get the length of the current character
|
||||
DrawUtils::ConsoleStringSize( buf, &tmp_len, &line_height );
|
||||
length += tmp_len;
|
||||
|
||||
if ( length > MAX_LINE_WIDTH )
|
||||
{ // needs to be broken up
|
||||
if ( !last_break )
|
||||
last_break = x-1;
|
||||
|
||||
x = last_break;
|
||||
|
||||
// find an empty string slot
|
||||
int j;
|
||||
do
|
||||
{
|
||||
for ( j = 0; j < MAX_LINES; j++ )
|
||||
{
|
||||
if ( ! *g_szLineBuffer[j] )
|
||||
break;
|
||||
}
|
||||
if ( j == MAX_LINES )
|
||||
{
|
||||
// need to make more room to display text, scroll stuff up then fix the pointers
|
||||
int linesmoved = ScrollTextUp();
|
||||
line -= linesmoved;
|
||||
last_break = last_break - (sizeof(g_szLineBuffer[0]) * linesmoved);
|
||||
}
|
||||
}
|
||||
while ( j == MAX_LINES );
|
||||
|
||||
// copy remaining string into next buffer, making sure it starts with a space character
|
||||
if ( (char)*last_break == (char)' ' )
|
||||
{
|
||||
int linelen = strlen(g_szLineBuffer[j]);
|
||||
int remaininglen = strlen(last_break);
|
||||
|
||||
if ( (linelen - remaininglen) <= MAX_CHARS_PER_LINE )
|
||||
strcat( g_szLineBuffer[j], last_break );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( (strlen(g_szLineBuffer[j]) - strlen(last_break) - 2) < MAX_CHARS_PER_LINE )
|
||||
{
|
||||
strcat( g_szLineBuffer[j], " " );
|
||||
strcat( g_szLineBuffer[j], last_break );
|
||||
}
|
||||
}
|
||||
|
||||
*last_break = 0; // cut off the last string
|
||||
|
||||
EnsureTextFitsInOneLineAndWrapIfHaveTo( j );
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// saytext.cpp
|
||||
//
|
||||
// implementation of CHudSayText class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include <ctype.h>
|
||||
#include "vgui_parser.h"
|
||||
|
||||
//#include "vgui_TeamFortressViewport.h"
|
||||
|
||||
extern float *GetClientColor( int clientIndex );
|
||||
|
||||
#define MAX_LINES 5
|
||||
#define MAX_CHARS_PER_LINE 256 /* it can be less than this, depending on char size */
|
||||
|
||||
// allow 20 pixels on either side of the text
|
||||
#define MAX_LINE_WIDTH ( ScreenWidth - 40 )
|
||||
#define LINE_START 10
|
||||
static float SCROLL_SPEED = 5;
|
||||
|
||||
static char g_szLineBuffer[ MAX_LINES + 1 ][ MAX_CHARS_PER_LINE ];
|
||||
static float *g_pflNameColors[ MAX_LINES + 1 ];
|
||||
static int g_iNameLengths[ MAX_LINES + 1 ];
|
||||
static float flScrollTime = 0; // the time at which the lines next scroll up
|
||||
|
||||
static int Y_START = 0;
|
||||
static int line_height = 0;
|
||||
|
||||
DECLARE_MESSAGE( m_SayText, SayText );
|
||||
|
||||
int CHudSayText :: Init( void )
|
||||
{
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
HOOK_MESSAGE( SayText );
|
||||
|
||||
InitHUDData();
|
||||
|
||||
m_HUD_saytext = gEngfuncs.pfnRegisterVariable( "hud_saytext", "1", 0 );
|
||||
m_HUD_saytext_time = gEngfuncs.pfnRegisterVariable( "hud_saytext_time", "5", 0 );
|
||||
|
||||
m_iFlags |= HUD_INTERMISSION; // is always drawn during an intermission
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void CHudSayText :: InitHUDData( void )
|
||||
{
|
||||
memset( g_szLineBuffer, 0, sizeof g_szLineBuffer );
|
||||
memset( g_pflNameColors, 0, sizeof g_pflNameColors );
|
||||
memset( g_iNameLengths, 0, sizeof g_iNameLengths );
|
||||
}
|
||||
|
||||
int CHudSayText :: VidInit( void )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int ScrollTextUp( void )
|
||||
{
|
||||
ConsolePrint( g_szLineBuffer[0] ); // move the first line into the console buffer
|
||||
g_szLineBuffer[MAX_LINES][0] = 0;
|
||||
memmove( g_szLineBuffer[0], g_szLineBuffer[1], sizeof(g_szLineBuffer) - sizeof(g_szLineBuffer[0]) ); // overwrite the first line
|
||||
memmove( &g_pflNameColors[0], &g_pflNameColors[1], sizeof(g_pflNameColors) - sizeof(g_pflNameColors[0]) );
|
||||
memmove( &g_iNameLengths[0], &g_iNameLengths[1], sizeof(g_iNameLengths) - sizeof(g_iNameLengths[0]) );
|
||||
g_szLineBuffer[MAX_LINES-1][0] = 0;
|
||||
|
||||
if ( g_szLineBuffer[0][0] == ' ' ) // also scroll up following lines
|
||||
{
|
||||
g_szLineBuffer[0][0] = 2;
|
||||
return 1 + ScrollTextUp();
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudSayText :: Draw( float flTime )
|
||||
{
|
||||
int y = Y_START;
|
||||
|
||||
//if ( ( gViewPort && gViewPort->AllowedToPrintText() == FALSE) || !m_HUD_saytext->value )
|
||||
//return 1;
|
||||
|
||||
// make sure the scrolltime is within reasonable bounds, to guard against the clock being reset
|
||||
flScrollTime = min( flScrollTime, flTime + m_HUD_saytext_time->value );
|
||||
|
||||
// make sure the scrolltime is within reasonable bounds, to guard against the clock being reset
|
||||
flScrollTime = min( flScrollTime, flTime + m_HUD_saytext_time->value );
|
||||
|
||||
if ( flScrollTime <= flTime )
|
||||
{
|
||||
if ( *g_szLineBuffer[0] )
|
||||
{
|
||||
flScrollTime = flTime + m_HUD_saytext_time->value;
|
||||
// push the console up
|
||||
ScrollTextUp();
|
||||
}
|
||||
else
|
||||
{ // buffer is empty, just disable drawing of this section
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
}
|
||||
}
|
||||
|
||||
for ( int i = 0; i < MAX_LINES; i++ )
|
||||
{
|
||||
if ( *g_szLineBuffer[i] )
|
||||
{
|
||||
if ( *g_szLineBuffer[i] == 2 && g_pflNameColors[i] )
|
||||
{
|
||||
// it's a saytext string
|
||||
static char buf[MAX_PLAYER_NAME_LENGTH+32];
|
||||
|
||||
// draw the first x characters in the player color
|
||||
strncpy( buf, g_szLineBuffer[i], min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+32) );
|
||||
buf[ min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+31) ] = 0;
|
||||
DrawUtils::SetConsoleTextColor( g_pflNameColors[i][0], g_pflNameColors[i][1], g_pflNameColors[i][2] );
|
||||
int x = DrawUtils::DrawConsoleString( LINE_START, y, buf );
|
||||
|
||||
// color is reset after each string draw
|
||||
DrawUtils::DrawConsoleString( x, y, g_szLineBuffer[i] + g_iNameLengths[i] );
|
||||
}
|
||||
else
|
||||
{
|
||||
// normal draw
|
||||
DrawUtils::DrawConsoleString( LINE_START, y, g_szLineBuffer[i] );
|
||||
}
|
||||
}
|
||||
|
||||
y += line_height;
|
||||
}
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
struct CSimpleMap {
|
||||
const char key[32];
|
||||
const char value[64];
|
||||
};
|
||||
|
||||
CSimpleMap sayTextFmt[] =
|
||||
{
|
||||
{"#Cstrike_Chat_CT", "\x02(Counter-Terrorist) %s : %s"},
|
||||
{"#Cstrike_Chat_T", "\x02(Terrorist) %s : %s"},
|
||||
{"#Cstrike_Chat_CT_Dead", "\x02*DEAD*(Counter-Terrorist) %s : %s"},
|
||||
{"#Cstrike_Chat_T_Dead", "\x02*DEAD*(Terrorist) %s : %s"},
|
||||
{"#Cstrike_Chat_Spec", "\x02(Spectator) %s : %s"},
|
||||
{"#Cstrike_Chat_All", "\x02%s : %s"},
|
||||
{"#Cstrike_Chat_AllDead", "\x02*DEAD* %s: %s"},
|
||||
{"#Cstrike_Chat_AllSpec", "\x02*SPEC* %s: %s"},
|
||||
{"#Cstrike_Name_Change", "\x02* %s changed name to %s"},
|
||||
};
|
||||
|
||||
int CHudSayText :: MsgFunc_SayText( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int client_index = READ_BYTE(); // the client who spoke the message
|
||||
char szBuf[3][64];
|
||||
strncpy( szBuf[0], READ_STRING(), sizeof(szBuf[0]));
|
||||
strncpy( szBuf[1], READ_STRING(), sizeof(szBuf[1]));
|
||||
strncpy( szBuf[2], READ_STRING(), sizeof(szBuf[2]));
|
||||
|
||||
const char *fmt = "\x02%s: %s";
|
||||
int i = 0;
|
||||
for( i; i < sizeof(sayTextFmt) / sizeof(CSimpleMap); i++ )
|
||||
{
|
||||
if( !strncmp( szBuf[0], sayTextFmt[i].key, sizeof( szBuf ) ) )
|
||||
{
|
||||
fmt = sayTextFmt[i].value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
char dst[256];
|
||||
if( i == 8 )
|
||||
{
|
||||
snprintf( dst, sizeof( dst ), fmt, szBuf[1], szBuf[2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
GetPlayerInfo( client_index, &g_PlayerInfoList[client_index] );
|
||||
const char *pName = g_PlayerInfoList[client_index].name;
|
||||
snprintf( dst, sizeof( dst ), fmt, pName, szBuf[2]);
|
||||
}
|
||||
SayTextPrint( dst, strlen(dst), client_index );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIndex )
|
||||
{
|
||||
/*if ( gViewPort && gViewPort->AllowedToPrintText() == FALSE )
|
||||
{
|
||||
// Print it straight to the console
|
||||
ConsolePrint( pszBuf );
|
||||
return;
|
||||
}*/
|
||||
|
||||
// find an empty string slot
|
||||
int i;
|
||||
for ( i = 0; i < MAX_LINES; i++ )
|
||||
{
|
||||
if ( ! *g_szLineBuffer[i] )
|
||||
break;
|
||||
}
|
||||
if ( i == MAX_LINES )
|
||||
{
|
||||
// force scroll buffer up
|
||||
ScrollTextUp();
|
||||
i = MAX_LINES - 1;
|
||||
}
|
||||
|
||||
g_iNameLengths[i] = 0;
|
||||
g_pflNameColors[i] = NULL;
|
||||
|
||||
#if 1
|
||||
// if it's a say message, search for the players name in the string
|
||||
if ( *pszBuf == 2 && clientIndex > 0 )
|
||||
{
|
||||
GetPlayerInfo( clientIndex, &g_PlayerInfoList[clientIndex] );
|
||||
const char *pName = g_PlayerInfoList[clientIndex].name;
|
||||
|
||||
if ( pName )
|
||||
{
|
||||
const char *nameInString = strstr( pszBuf, pName );
|
||||
|
||||
if ( nameInString )
|
||||
{
|
||||
g_iNameLengths[i] = strlen( pName ) + (nameInString - pszBuf);
|
||||
g_pflNameColors[i] = GetClientColor( clientIndex );
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
strncpy( g_szLineBuffer[i], pszBuf, max(iBufSize -1, MAX_CHARS_PER_LINE-1) );
|
||||
|
||||
// make sure the text fits in one line
|
||||
EnsureTextFitsInOneLineAndWrapIfHaveTo( i );
|
||||
|
||||
// Set scroll time
|
||||
if ( i == 0 )
|
||||
{
|
||||
flScrollTime = gHUD.m_flTime + m_HUD_saytext_time->value;
|
||||
}
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
PlaySound( "misc/talk.wav", 1 );
|
||||
|
||||
if ( ScreenHeight >= 480 )
|
||||
Y_START = ScreenHeight - 60;
|
||||
else
|
||||
Y_START = ScreenHeight - 45;
|
||||
Y_START -= (line_height * (MAX_LINES+1));
|
||||
|
||||
}
|
||||
|
||||
void CHudSayText :: EnsureTextFitsInOneLineAndWrapIfHaveTo( int line )
|
||||
{
|
||||
int line_width = 0;
|
||||
DrawUtils::ConsoleStringSize(g_szLineBuffer[line], &line_width, &line_height );
|
||||
|
||||
if ( (line_width + LINE_START) > MAX_LINE_WIDTH )
|
||||
{ // string is too long to fit on line
|
||||
// scan the string until we find what word is too long, and wrap the end of the sentence after the word
|
||||
int length = LINE_START;
|
||||
int tmp_len = 0;
|
||||
char *last_break = NULL;
|
||||
for ( char *x = g_szLineBuffer[line]; *x != 0; x++ )
|
||||
{
|
||||
// check for a color change, if so skip past it
|
||||
if ( x[0] == '/' && x[1] == '(' )
|
||||
{
|
||||
x += 2;
|
||||
// skip forward until past mode specifier
|
||||
while ( *x != 0 && *x != ')' )
|
||||
x++;
|
||||
|
||||
if ( *x != 0 )
|
||||
x++;
|
||||
|
||||
if ( *x == 0 )
|
||||
break;
|
||||
}
|
||||
|
||||
char buf[2];
|
||||
buf[1] = 0;
|
||||
|
||||
if ( *x == ' ' && x != g_szLineBuffer[line] ) // store each line break, except for the very first character
|
||||
last_break = x;
|
||||
|
||||
buf[0] = *x; // get the length of the current character
|
||||
DrawUtils::ConsoleStringSize( buf, &tmp_len, &line_height );
|
||||
length += tmp_len;
|
||||
|
||||
if ( length > MAX_LINE_WIDTH )
|
||||
{ // needs to be broken up
|
||||
if ( !last_break )
|
||||
last_break = x-1;
|
||||
|
||||
x = last_break;
|
||||
|
||||
// find an empty string slot
|
||||
int j;
|
||||
do
|
||||
{
|
||||
for ( j = 0; j < MAX_LINES; j++ )
|
||||
{
|
||||
if ( ! *g_szLineBuffer[j] )
|
||||
break;
|
||||
}
|
||||
if ( j == MAX_LINES )
|
||||
{
|
||||
// need to make more room to display text, scroll stuff up then fix the pointers
|
||||
int linesmoved = ScrollTextUp();
|
||||
line -= linesmoved;
|
||||
last_break = last_break - (sizeof(g_szLineBuffer[0]) * linesmoved);
|
||||
}
|
||||
}
|
||||
while ( j == MAX_LINES );
|
||||
|
||||
// copy remaining string into next buffer, making sure it starts with a space character
|
||||
if ( (char)*last_break == (char)' ' )
|
||||
{
|
||||
int linelen = strlen(g_szLineBuffer[j]);
|
||||
int remaininglen = strlen(last_break);
|
||||
|
||||
if ( (linelen - remaininglen) <= MAX_CHARS_PER_LINE )
|
||||
strcat( g_szLineBuffer[j], last_break );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( (strlen(g_szLineBuffer[j]) - strlen(last_break) - 2) < MAX_CHARS_PER_LINE )
|
||||
{
|
||||
strcat( g_szLineBuffer[j], " " );
|
||||
strcat( g_szLineBuffer[j], last_break );
|
||||
}
|
||||
}
|
||||
|
||||
*last_break = 0; // cut off the last string
|
||||
|
||||
EnsureTextFitsInOneLineAndWrapIfHaveTo( j );
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,166 +1,166 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// status_icons.cpp
|
||||
//
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
#include "event_api.h"
|
||||
#include "com_weapons.h"
|
||||
|
||||
DECLARE_MESSAGE( m_StatusIcons, StatusIcon );
|
||||
|
||||
int CHudStatusIcons::Init( void )
|
||||
{
|
||||
HOOK_MESSAGE( StatusIcon );
|
||||
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
Reset();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudStatusIcons::VidInit( void )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudStatusIcons::Reset( void )
|
||||
{
|
||||
memset( m_IconList, 0, sizeof m_IconList );
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
}
|
||||
|
||||
// Draw status icons along the left-hand side of the screen
|
||||
int CHudStatusIcons::Draw( float flTime )
|
||||
{
|
||||
if (gEngfuncs.IsSpectateOnly())
|
||||
return 1;
|
||||
// find starting position to draw from, along right-hand side of screen
|
||||
int x = 5;
|
||||
int y = ScreenHeight / 2;
|
||||
|
||||
// loop through icon list, and draw any valid icons drawing up from the middle of screen
|
||||
for ( int i = 0; i < MAX_ICONSPRITES; i++ )
|
||||
{
|
||||
if ( m_IconList[i].spr )
|
||||
{
|
||||
y -= ( m_IconList[i].rc.bottom - m_IconList[i].rc.top ) + 5;
|
||||
|
||||
if( g_bInBombZone && !strcmp(m_IconList[i].szSpriteName, "c4") && ((int)(flTime * 10) % 2))
|
||||
SPR_Set( m_IconList[i].spr, 255, 16, 16 );
|
||||
else SPR_Set( m_IconList[i].spr, m_IconList[i].r, m_IconList[i].g, m_IconList[i].b );
|
||||
SPR_DrawAdditive( 0, x, y, &m_IconList[i].rc );
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for StatusIcon message
|
||||
// accepts five values:
|
||||
// byte : TRUE = ENABLE icon, FALSE = DISABLE icon
|
||||
// string : the sprite name to display
|
||||
// byte : red
|
||||
// byte : green
|
||||
// byte : blue
|
||||
int CHudStatusIcons::MsgFunc_StatusIcon( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int ShouldEnable = READ_BYTE();
|
||||
char *pszIconName = READ_STRING();
|
||||
|
||||
if ( ShouldEnable )
|
||||
{
|
||||
int r = READ_BYTE();
|
||||
int g = READ_BYTE();
|
||||
int b = READ_BYTE();
|
||||
EnableIcon( pszIconName, r, g, b );
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableIcon( pszIconName );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// add the icon to the icon list, and set it's drawing color
|
||||
void CHudStatusIcons::EnableIcon( char *pszIconName, unsigned char red, unsigned char green, unsigned char blue )
|
||||
{
|
||||
// check to see if the sprite is in the current list
|
||||
int i;
|
||||
for ( i = 0; i < MAX_ICONSPRITES; i++ )
|
||||
{
|
||||
if ( !stricmp( m_IconList[i].szSpriteName, pszIconName ) )
|
||||
break;
|
||||
}
|
||||
|
||||
if ( i == MAX_ICONSPRITES )
|
||||
{
|
||||
// icon not in list, so find an empty slot to add to
|
||||
for ( i = 0; i < MAX_ICONSPRITES; i++ )
|
||||
{
|
||||
if ( !m_IconList[i].spr )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// if we've run out of space in the list, overwrite the first icon
|
||||
if ( i == MAX_ICONSPRITES )
|
||||
{
|
||||
i = 0;
|
||||
}
|
||||
|
||||
// Load the sprite and add it to the list
|
||||
// the sprite must be listed in hud.txt
|
||||
int spr_index = gHUD.GetSpriteIndex( pszIconName );
|
||||
m_IconList[i].spr = gHUD.GetSprite( spr_index );
|
||||
m_IconList[i].rc = gHUD.GetSpriteRect( spr_index );
|
||||
m_IconList[i].r = red;
|
||||
m_IconList[i].g = green;
|
||||
m_IconList[i].b = blue;
|
||||
strncpy( m_IconList[i].szSpriteName, pszIconName, MAX_ICONSPRITENAME_LENGTH );
|
||||
|
||||
// Hack: Play Timer sound when a grenade icon is played (in 0.8 seconds)
|
||||
if ( strstr(m_IconList[i].szSpriteName, "grenade") )
|
||||
{
|
||||
cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
|
||||
gEngfuncs.pEventAPI->EV_PlaySound( pthisplayer->index, pthisplayer->origin, CHAN_STATIC, "weapons/timer.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
|
||||
}
|
||||
}
|
||||
|
||||
void CHudStatusIcons::DisableIcon( char *pszIconName )
|
||||
{
|
||||
// find the sprite is in the current list
|
||||
for ( int i = 0; i < MAX_ICONSPRITES; i++ )
|
||||
{
|
||||
if ( !stricmp( m_IconList[i].szSpriteName, pszIconName ) )
|
||||
{
|
||||
// clear the item from the list
|
||||
memset( &m_IconList[i], 0, sizeof( icon_sprite_t ) );
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// status_icons.cpp
|
||||
//
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
#include "event_api.h"
|
||||
#include "com_weapons.h"
|
||||
|
||||
DECLARE_MESSAGE( m_StatusIcons, StatusIcon );
|
||||
|
||||
int CHudStatusIcons::Init( void )
|
||||
{
|
||||
HOOK_MESSAGE( StatusIcon );
|
||||
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
Reset();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudStatusIcons::VidInit( void )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudStatusIcons::Reset( void )
|
||||
{
|
||||
memset( m_IconList, 0, sizeof m_IconList );
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
}
|
||||
|
||||
// Draw status icons along the left-hand side of the screen
|
||||
int CHudStatusIcons::Draw( float flTime )
|
||||
{
|
||||
if (gEngfuncs.IsSpectateOnly())
|
||||
return 1;
|
||||
// find starting position to draw from, along right-hand side of screen
|
||||
int x = 5;
|
||||
int y = ScreenHeight / 2;
|
||||
|
||||
// loop through icon list, and draw any valid icons drawing up from the middle of screen
|
||||
for ( int i = 0; i < MAX_ICONSPRITES; i++ )
|
||||
{
|
||||
if ( m_IconList[i].spr )
|
||||
{
|
||||
y -= ( m_IconList[i].rc.bottom - m_IconList[i].rc.top ) + 5;
|
||||
|
||||
if( g_bInBombZone && !strcmp(m_IconList[i].szSpriteName, "c4") && ((int)(flTime * 10) % 2))
|
||||
SPR_Set( m_IconList[i].spr, 255, 16, 16 );
|
||||
else SPR_Set( m_IconList[i].spr, m_IconList[i].r, m_IconList[i].g, m_IconList[i].b );
|
||||
SPR_DrawAdditive( 0, x, y, &m_IconList[i].rc );
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for StatusIcon message
|
||||
// accepts five values:
|
||||
// byte : TRUE = ENABLE icon, FALSE = DISABLE icon
|
||||
// string : the sprite name to display
|
||||
// byte : red
|
||||
// byte : green
|
||||
// byte : blue
|
||||
int CHudStatusIcons::MsgFunc_StatusIcon( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int ShouldEnable = READ_BYTE();
|
||||
char *pszIconName = READ_STRING();
|
||||
|
||||
if ( ShouldEnable )
|
||||
{
|
||||
int r = READ_BYTE();
|
||||
int g = READ_BYTE();
|
||||
int b = READ_BYTE();
|
||||
EnableIcon( pszIconName, r, g, b );
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableIcon( pszIconName );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// add the icon to the icon list, and set it's drawing color
|
||||
void CHudStatusIcons::EnableIcon( char *pszIconName, unsigned char red, unsigned char green, unsigned char blue )
|
||||
{
|
||||
// check to see if the sprite is in the current list
|
||||
int i;
|
||||
for ( i = 0; i < MAX_ICONSPRITES; i++ )
|
||||
{
|
||||
if ( !stricmp( m_IconList[i].szSpriteName, pszIconName ) )
|
||||
break;
|
||||
}
|
||||
|
||||
if ( i == MAX_ICONSPRITES )
|
||||
{
|
||||
// icon not in list, so find an empty slot to add to
|
||||
for ( i = 0; i < MAX_ICONSPRITES; i++ )
|
||||
{
|
||||
if ( !m_IconList[i].spr )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// if we've run out of space in the list, overwrite the first icon
|
||||
if ( i == MAX_ICONSPRITES )
|
||||
{
|
||||
i = 0;
|
||||
}
|
||||
|
||||
// Load the sprite and add it to the list
|
||||
// the sprite must be listed in hud.txt
|
||||
int spr_index = gHUD.GetSpriteIndex( pszIconName );
|
||||
m_IconList[i].spr = gHUD.GetSprite( spr_index );
|
||||
m_IconList[i].rc = gHUD.GetSpriteRect( spr_index );
|
||||
m_IconList[i].r = red;
|
||||
m_IconList[i].g = green;
|
||||
m_IconList[i].b = blue;
|
||||
strncpy( m_IconList[i].szSpriteName, pszIconName, MAX_ICONSPRITENAME_LENGTH );
|
||||
|
||||
// Hack: Play Timer sound when a grenade icon is played (in 0.8 seconds)
|
||||
if ( strstr(m_IconList[i].szSpriteName, "grenade") )
|
||||
{
|
||||
cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
|
||||
gEngfuncs.pEventAPI->EV_PlaySound( pthisplayer->index, pthisplayer->origin, CHAN_STATIC, "weapons/timer.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
|
||||
}
|
||||
}
|
||||
|
||||
void CHudStatusIcons::DisableIcon( char *pszIconName )
|
||||
{
|
||||
// find the sprite is in the current list
|
||||
for ( int i = 0; i < MAX_ICONSPRITES; i++ )
|
||||
{
|
||||
if ( !stricmp( m_IconList[i].szSpriteName, pszIconName ) )
|
||||
{
|
||||
// clear the item from the list
|
||||
memset( &m_IconList[i], 0, sizeof( icon_sprite_t ) );
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,298 +1,298 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// statusbar.cpp
|
||||
//
|
||||
// generic text status bar, set by game dll
|
||||
// runs across bottom of screen
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
DECLARE_MESSAGE( m_StatusBar, StatusText );
|
||||
DECLARE_MESSAGE( m_StatusBar, StatusValue );
|
||||
|
||||
extern float g_ColorYellow[3];
|
||||
|
||||
#define STATUSBAR_ID_LINE 0
|
||||
|
||||
inline void InsertTextMsg( char *szDst, size_t sLen, const char *szMsgName)
|
||||
{
|
||||
client_textmessage_t *msg = TextMessageGet(szMsgName);
|
||||
if( msg )
|
||||
{
|
||||
strncpy( szDst, msg->pMessage, sLen );
|
||||
}
|
||||
else strncpy( szDst, szMsgName, sLen );
|
||||
}
|
||||
|
||||
int CHudStatusBar :: Init( void )
|
||||
{
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
HOOK_MESSAGE( StatusText );
|
||||
HOOK_MESSAGE( StatusValue );
|
||||
|
||||
Reset();
|
||||
|
||||
hud_centerid = CVAR_CREATE( "hud_centerid", "0", FCVAR_ARCHIVE );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudStatusBar :: VidInit( void )
|
||||
{
|
||||
// Load sprites here
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudStatusBar :: Reset( void )
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
m_iFlags &= ~HUD_ACTIVE; // start out inactive
|
||||
for ( i = 0; i < MAX_STATUSBAR_LINES; i++ )
|
||||
m_szStatusText[i][0] = 0;
|
||||
memset( m_iStatusValues, 0, sizeof m_iStatusValues );
|
||||
|
||||
m_iStatusValues[0] = 1; // 0 is the special index, which always returns true
|
||||
|
||||
// reset our colors for the status bar lines (yellow is default)
|
||||
for ( i = 0; i < MAX_STATUSBAR_LINES; i++ )
|
||||
m_pflNameColors[i] = g_ColorYellow;
|
||||
}
|
||||
|
||||
void CHudStatusBar :: ParseStatusString( int line_num )
|
||||
{
|
||||
// localise string first
|
||||
char szBuffer[MAX_STATUSTEXT_LENGTH];
|
||||
memset( szBuffer, 0, sizeof szBuffer );
|
||||
gHUD.m_TextMessage.LocaliseTextString( m_szStatusText[line_num], szBuffer, MAX_STATUSTEXT_LENGTH );
|
||||
|
||||
// parse m_szStatusText & m_iStatusValues into m_szStatusBar
|
||||
memset( m_szStatusBar[line_num], 0, MAX_STATUSTEXT_LENGTH );
|
||||
char *src = szBuffer;
|
||||
char *dst = m_szStatusBar[line_num];
|
||||
|
||||
char *src_start = src, *dst_start = dst;
|
||||
|
||||
while ( *src != 0 )
|
||||
{
|
||||
while ( *src == '\n' )
|
||||
src++; // skip over any newlines
|
||||
|
||||
if ( ((src - src_start) >= MAX_STATUSTEXT_LENGTH) || ((dst - dst_start) >= MAX_STATUSTEXT_LENGTH) )
|
||||
break;
|
||||
|
||||
int index = atoi( src );
|
||||
// should we draw this line?
|
||||
if ( (index >= 0 && index < MAX_STATUSBAR_VALUES) && (m_iStatusValues[index] != 0) )
|
||||
{ // parse this line and append result to the status bar
|
||||
while ( *src >= '0' && *src <= '9' )
|
||||
src++;
|
||||
|
||||
if ( *src == '\n' || *src == 0 )
|
||||
continue; // no more left in this text line
|
||||
|
||||
// copy the text, char by char, until we hit a % or a \n
|
||||
while ( *src != '\n' && *src != 0 )
|
||||
{
|
||||
if ( *src != '%' )
|
||||
{ // just copy the character
|
||||
*dst = *src;
|
||||
dst++, src++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// get the descriptor
|
||||
char valtype = *(++src); // move over %
|
||||
|
||||
// if it's a %, draw a % sign
|
||||
if ( valtype == '%' )
|
||||
{
|
||||
*dst = valtype;
|
||||
dst++, src++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// move over descriptor, then get and move over the index
|
||||
index = atoi( ++src );
|
||||
while ( *src >= '0' && *src <= '9' )
|
||||
src++;
|
||||
|
||||
if ( index >= 0 && index < MAX_STATUSBAR_VALUES )
|
||||
{
|
||||
int indexval = m_iStatusValues[index];
|
||||
|
||||
// get the string to substitute in place of the %XX
|
||||
char szRepString[MAX_PLAYER_NAME_LENGTH];
|
||||
switch ( valtype )
|
||||
{
|
||||
case 'p': // player name
|
||||
GetPlayerInfo( indexval, &g_PlayerInfoList[indexval] );
|
||||
if ( g_PlayerInfoList[indexval].name != NULL )
|
||||
{
|
||||
strncpy( szRepString, g_PlayerInfoList[indexval].name, MAX_PLAYER_NAME_LENGTH );
|
||||
m_pflNameColors[line_num] = GetClientColor( indexval );
|
||||
}
|
||||
else
|
||||
{
|
||||
strncpy( szRepString, "******", MAX_PLAYER_NAME_LENGTH );
|
||||
}
|
||||
|
||||
break;
|
||||
case 'i': // number
|
||||
sprintf( szRepString, "%d", indexval );
|
||||
break;
|
||||
case 'h': // health
|
||||
InsertTextMsg(szRepString, MAX_PLAYER_NAME_LENGTH, "Health");
|
||||
break;
|
||||
case 'c':
|
||||
if( indexval == 1 )
|
||||
{
|
||||
InsertTextMsg(szRepString, MAX_PLAYER_NAME_LENGTH, "Friend");
|
||||
}
|
||||
else if( indexval == 2 )
|
||||
{
|
||||
InsertTextMsg(szRepString, MAX_PLAYER_NAME_LENGTH, "Enemy");
|
||||
}
|
||||
else if( indexval == 3 )
|
||||
{
|
||||
InsertTextMsg(szRepString, MAX_PLAYER_NAME_LENGTH, "Hostage");
|
||||
}
|
||||
else szRepString[0] = 0;
|
||||
break;
|
||||
default:
|
||||
szRepString[0] = 0;
|
||||
}
|
||||
|
||||
for ( char *cp = szRepString; *cp != 0 && ((dst - dst_start) < MAX_STATUSTEXT_LENGTH); cp++, dst++ )
|
||||
*dst = *cp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// skip to next line of text
|
||||
while ( *src != 0 && *src != '\n' )
|
||||
src++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int CHudStatusBar :: Draw( float fTime )
|
||||
{
|
||||
if ( m_bReparseString )
|
||||
{
|
||||
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
|
||||
{
|
||||
m_pflNameColors[i] = g_ColorYellow;
|
||||
ParseStatusString( i );
|
||||
}
|
||||
m_bReparseString = FALSE;
|
||||
}
|
||||
|
||||
if( g_iUser1 > 0 )
|
||||
{
|
||||
// this is a spectator, so don't draw any statusbars
|
||||
return 1;
|
||||
}
|
||||
|
||||
int Y_START = ScreenHeight - YRES(32 + 4);
|
||||
|
||||
// Draw the status bar lines
|
||||
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
|
||||
{
|
||||
int TextHeight, TextWidth;
|
||||
DrawUtils::ConsoleStringSize( m_szStatusBar[i], &TextWidth, &TextHeight );
|
||||
|
||||
int x = 4;
|
||||
int y = Y_START - ( 4 + TextHeight * i ); // draw along bottom of screen
|
||||
|
||||
// let user set status ID bar centering
|
||||
if ( i == STATUSBAR_ID_LINE &&
|
||||
hud_centerid->value != 0.0f )
|
||||
{
|
||||
x = max( 0, max(2, (ScreenWidth - TextWidth)) / 2 );
|
||||
y = (ScreenHeight / 2) + (TextHeight * hud_centerid->value );
|
||||
}
|
||||
|
||||
if ( m_pflNameColors[i] )
|
||||
DrawUtils::SetConsoleTextColor( m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] );
|
||||
DrawUtils::DrawConsoleString( x, y, m_szStatusBar[i] );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for StatusText message
|
||||
// accepts two values:
|
||||
// byte: line number of status bar text
|
||||
// string: status bar text
|
||||
// this string describes how the status bar should be drawn
|
||||
// a semi-regular expression:
|
||||
// ( slotnum ([a..z] [%pX] [%iX])*)*
|
||||
// where slotnum is an index into the Value table (see below)
|
||||
// if slotnum is 0, the string is always drawn
|
||||
// if StatusValue[slotnum] != 0, the following string is drawn, upto the next newline - otherwise the text is skipped upto next newline
|
||||
// %pX, where X is an integer, will substitute a player name here, getting the player index from StatusValue[X]
|
||||
// %iX, where X is an integer, will substitute a number here, getting the number from StatusValue[X]
|
||||
int CHudStatusBar :: MsgFunc_StatusText( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int line = READ_BYTE();
|
||||
|
||||
if ( line < 0 || line >= MAX_STATUSBAR_LINES )
|
||||
return 1;
|
||||
|
||||
strncpy( m_szStatusText[line], READ_STRING(), MAX_STATUSTEXT_LENGTH );
|
||||
m_szStatusText[line][MAX_STATUSTEXT_LENGTH-1] = 0; // ensure it's null terminated ( strncpy() won't null terminate if read string too long)
|
||||
|
||||
if ( m_szStatusText[0] == 0 )
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
else
|
||||
m_iFlags |= HUD_ACTIVE; // we have status text, so turn on the status bar
|
||||
|
||||
m_bReparseString = TRUE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for StatusText message
|
||||
// accepts two values:
|
||||
// byte: index into the status value array
|
||||
// short: value to store
|
||||
int CHudStatusBar :: MsgFunc_StatusValue( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int index = READ_BYTE();
|
||||
if ( index < 1 || index >= MAX_STATUSBAR_VALUES )
|
||||
return 1; // index out of range
|
||||
|
||||
m_iStatusValues[index] = READ_SHORT();
|
||||
|
||||
m_bReparseString = TRUE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// statusbar.cpp
|
||||
//
|
||||
// generic text status bar, set by game dll
|
||||
// runs across bottom of screen
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
DECLARE_MESSAGE( m_StatusBar, StatusText );
|
||||
DECLARE_MESSAGE( m_StatusBar, StatusValue );
|
||||
|
||||
extern float g_ColorYellow[3];
|
||||
|
||||
#define STATUSBAR_ID_LINE 0
|
||||
|
||||
inline void InsertTextMsg( char *szDst, size_t sLen, const char *szMsgName)
|
||||
{
|
||||
client_textmessage_t *msg = TextMessageGet(szMsgName);
|
||||
if( msg )
|
||||
{
|
||||
strncpy( szDst, msg->pMessage, sLen );
|
||||
}
|
||||
else strncpy( szDst, szMsgName, sLen );
|
||||
}
|
||||
|
||||
int CHudStatusBar :: Init( void )
|
||||
{
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
HOOK_MESSAGE( StatusText );
|
||||
HOOK_MESSAGE( StatusValue );
|
||||
|
||||
Reset();
|
||||
|
||||
hud_centerid = CVAR_CREATE( "hud_centerid", "0", FCVAR_ARCHIVE );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudStatusBar :: VidInit( void )
|
||||
{
|
||||
// Load sprites here
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudStatusBar :: Reset( void )
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
m_iFlags &= ~HUD_ACTIVE; // start out inactive
|
||||
for ( i = 0; i < MAX_STATUSBAR_LINES; i++ )
|
||||
m_szStatusText[i][0] = 0;
|
||||
memset( m_iStatusValues, 0, sizeof m_iStatusValues );
|
||||
|
||||
m_iStatusValues[0] = 1; // 0 is the special index, which always returns true
|
||||
|
||||
// reset our colors for the status bar lines (yellow is default)
|
||||
for ( i = 0; i < MAX_STATUSBAR_LINES; i++ )
|
||||
m_pflNameColors[i] = g_ColorYellow;
|
||||
}
|
||||
|
||||
void CHudStatusBar :: ParseStatusString( int line_num )
|
||||
{
|
||||
// localise string first
|
||||
char szBuffer[MAX_STATUSTEXT_LENGTH];
|
||||
memset( szBuffer, 0, sizeof szBuffer );
|
||||
gHUD.m_TextMessage.LocaliseTextString( m_szStatusText[line_num], szBuffer, MAX_STATUSTEXT_LENGTH );
|
||||
|
||||
// parse m_szStatusText & m_iStatusValues into m_szStatusBar
|
||||
memset( m_szStatusBar[line_num], 0, MAX_STATUSTEXT_LENGTH );
|
||||
char *src = szBuffer;
|
||||
char *dst = m_szStatusBar[line_num];
|
||||
|
||||
char *src_start = src, *dst_start = dst;
|
||||
|
||||
while ( *src != 0 )
|
||||
{
|
||||
while ( *src == '\n' )
|
||||
src++; // skip over any newlines
|
||||
|
||||
if ( ((src - src_start) >= MAX_STATUSTEXT_LENGTH) || ((dst - dst_start) >= MAX_STATUSTEXT_LENGTH) )
|
||||
break;
|
||||
|
||||
int index = atoi( src );
|
||||
// should we draw this line?
|
||||
if ( (index >= 0 && index < MAX_STATUSBAR_VALUES) && (m_iStatusValues[index] != 0) )
|
||||
{ // parse this line and append result to the status bar
|
||||
while ( *src >= '0' && *src <= '9' )
|
||||
src++;
|
||||
|
||||
if ( *src == '\n' || *src == 0 )
|
||||
continue; // no more left in this text line
|
||||
|
||||
// copy the text, char by char, until we hit a % or a \n
|
||||
while ( *src != '\n' && *src != 0 )
|
||||
{
|
||||
if ( *src != '%' )
|
||||
{ // just copy the character
|
||||
*dst = *src;
|
||||
dst++, src++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// get the descriptor
|
||||
char valtype = *(++src); // move over %
|
||||
|
||||
// if it's a %, draw a % sign
|
||||
if ( valtype == '%' )
|
||||
{
|
||||
*dst = valtype;
|
||||
dst++, src++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// move over descriptor, then get and move over the index
|
||||
index = atoi( ++src );
|
||||
while ( *src >= '0' && *src <= '9' )
|
||||
src++;
|
||||
|
||||
if ( index >= 0 && index < MAX_STATUSBAR_VALUES )
|
||||
{
|
||||
int indexval = m_iStatusValues[index];
|
||||
|
||||
// get the string to substitute in place of the %XX
|
||||
char szRepString[MAX_PLAYER_NAME_LENGTH];
|
||||
switch ( valtype )
|
||||
{
|
||||
case 'p': // player name
|
||||
GetPlayerInfo( indexval, &g_PlayerInfoList[indexval] );
|
||||
if ( g_PlayerInfoList[indexval].name != NULL )
|
||||
{
|
||||
strncpy( szRepString, g_PlayerInfoList[indexval].name, MAX_PLAYER_NAME_LENGTH );
|
||||
m_pflNameColors[line_num] = GetClientColor( indexval );
|
||||
}
|
||||
else
|
||||
{
|
||||
strncpy( szRepString, "******", MAX_PLAYER_NAME_LENGTH );
|
||||
}
|
||||
|
||||
break;
|
||||
case 'i': // number
|
||||
sprintf( szRepString, "%d", indexval );
|
||||
break;
|
||||
case 'h': // health
|
||||
InsertTextMsg(szRepString, MAX_PLAYER_NAME_LENGTH, "Health");
|
||||
break;
|
||||
case 'c':
|
||||
if( indexval == 1 )
|
||||
{
|
||||
InsertTextMsg(szRepString, MAX_PLAYER_NAME_LENGTH, "Friend");
|
||||
}
|
||||
else if( indexval == 2 )
|
||||
{
|
||||
InsertTextMsg(szRepString, MAX_PLAYER_NAME_LENGTH, "Enemy");
|
||||
}
|
||||
else if( indexval == 3 )
|
||||
{
|
||||
InsertTextMsg(szRepString, MAX_PLAYER_NAME_LENGTH, "Hostage");
|
||||
}
|
||||
else szRepString[0] = 0;
|
||||
break;
|
||||
default:
|
||||
szRepString[0] = 0;
|
||||
}
|
||||
|
||||
for ( char *cp = szRepString; *cp != 0 && ((dst - dst_start) < MAX_STATUSTEXT_LENGTH); cp++, dst++ )
|
||||
*dst = *cp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// skip to next line of text
|
||||
while ( *src != 0 && *src != '\n' )
|
||||
src++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int CHudStatusBar :: Draw( float fTime )
|
||||
{
|
||||
if ( m_bReparseString )
|
||||
{
|
||||
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
|
||||
{
|
||||
m_pflNameColors[i] = g_ColorYellow;
|
||||
ParseStatusString( i );
|
||||
}
|
||||
m_bReparseString = FALSE;
|
||||
}
|
||||
|
||||
if( g_iUser1 > 0 )
|
||||
{
|
||||
// this is a spectator, so don't draw any statusbars
|
||||
return 1;
|
||||
}
|
||||
|
||||
int Y_START = ScreenHeight - YRES(32 + 4);
|
||||
|
||||
// Draw the status bar lines
|
||||
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
|
||||
{
|
||||
int TextHeight, TextWidth;
|
||||
DrawUtils::ConsoleStringSize( m_szStatusBar[i], &TextWidth, &TextHeight );
|
||||
|
||||
int x = 4;
|
||||
int y = Y_START - ( 4 + TextHeight * i ); // draw along bottom of screen
|
||||
|
||||
// let user set status ID bar centering
|
||||
if ( i == STATUSBAR_ID_LINE &&
|
||||
hud_centerid->value != 0.0f )
|
||||
{
|
||||
x = max( 0, max(2, (ScreenWidth - TextWidth)) / 2 );
|
||||
y = (ScreenHeight / 2) + (TextHeight * hud_centerid->value );
|
||||
}
|
||||
|
||||
if ( m_pflNameColors[i] )
|
||||
DrawUtils::SetConsoleTextColor( m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] );
|
||||
DrawUtils::DrawConsoleString( x, y, m_szStatusBar[i] );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for StatusText message
|
||||
// accepts two values:
|
||||
// byte: line number of status bar text
|
||||
// string: status bar text
|
||||
// this string describes how the status bar should be drawn
|
||||
// a semi-regular expression:
|
||||
// ( slotnum ([a..z] [%pX] [%iX])*)*
|
||||
// where slotnum is an index into the Value table (see below)
|
||||
// if slotnum is 0, the string is always drawn
|
||||
// if StatusValue[slotnum] != 0, the following string is drawn, upto the next newline - otherwise the text is skipped upto next newline
|
||||
// %pX, where X is an integer, will substitute a player name here, getting the player index from StatusValue[X]
|
||||
// %iX, where X is an integer, will substitute a number here, getting the number from StatusValue[X]
|
||||
int CHudStatusBar :: MsgFunc_StatusText( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int line = READ_BYTE();
|
||||
|
||||
if ( line < 0 || line >= MAX_STATUSBAR_LINES )
|
||||
return 1;
|
||||
|
||||
strncpy( m_szStatusText[line], READ_STRING(), MAX_STATUSTEXT_LENGTH );
|
||||
m_szStatusText[line][MAX_STATUSTEXT_LENGTH-1] = 0; // ensure it's null terminated ( strncpy() won't null terminate if read string too long)
|
||||
|
||||
if ( m_szStatusText[0] == 0 )
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
else
|
||||
m_iFlags |= HUD_ACTIVE; // we have status text, so turn on the status bar
|
||||
|
||||
m_bReparseString = TRUE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Message handler for StatusText message
|
||||
// accepts two values:
|
||||
// byte: index into the status value array
|
||||
// short: value to store
|
||||
int CHudStatusBar :: MsgFunc_StatusValue( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int index = READ_BYTE();
|
||||
if ( index < 1 || index >= MAX_STATUSBAR_VALUES )
|
||||
return 1; // index out of range
|
||||
|
||||
m_iStatusValues[index] = READ_SHORT();
|
||||
|
||||
m_bReparseString = TRUE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
|
@ -1,249 +1,249 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// text_message.cpp
|
||||
//
|
||||
// implementation of CHudTextMessage class
|
||||
//
|
||||
// this class routes messages through titles.txt for localisation
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
#include "vgui_parser.h"
|
||||
#include "ctype.h"
|
||||
|
||||
DECLARE_MESSAGE( m_TextMessage, TextMsg );
|
||||
|
||||
int CHudTextMessage::Init(void)
|
||||
{
|
||||
HOOK_MESSAGE( TextMsg );
|
||||
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
Reset();
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
// Searches through the string for any msg names (indicated by a '#')
|
||||
// any found are looked up in titles.txt and the new message substituted
|
||||
// the new value is pushed into dst_buffer
|
||||
char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size )
|
||||
{
|
||||
char *dst = dst_buffer;
|
||||
for ( char *src = (char*)msg; *src != 0 && buffer_size > 0; buffer_size-- )
|
||||
{
|
||||
if ( *src == '#' )
|
||||
{
|
||||
// cut msg name out of string
|
||||
static char word_buf[255];
|
||||
char *wdst = word_buf, *word_start = src;
|
||||
for ( ++src ; (*src >= 'A' && *src <= 'z') || (*src >= '0' && *src <= '9'); wdst++, src++ )
|
||||
{
|
||||
*wdst = *src;
|
||||
}
|
||||
*wdst = 0;
|
||||
|
||||
// lookup msg name in titles.txt
|
||||
client_textmessage_t *clmsg = TextMessageGet( word_buf );
|
||||
if ( !clmsg || !(clmsg->pMessage) )
|
||||
{
|
||||
src = word_start;
|
||||
*dst = *src;
|
||||
dst++, src++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(clmsg->pMessage[0] == '#') strncpy(dst, Localize(clmsg->pMessage+1), sizeof( dst ));
|
||||
|
||||
// copy string into message over the msg name
|
||||
for ( char *wsrc = (char*)clmsg->pMessage; *wsrc != 0; wsrc++, dst++ )
|
||||
{
|
||||
*dst = *wsrc;
|
||||
}
|
||||
*dst = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
*dst = *src;
|
||||
dst++, src++;
|
||||
*dst = 0;
|
||||
}
|
||||
}
|
||||
|
||||
dst_buffer[buffer_size-1] = 0; // ensure null termination
|
||||
return dst_buffer;
|
||||
}
|
||||
|
||||
// As above, but with a local static buffer
|
||||
char *CHudTextMessage::BufferedLocaliseTextString( const char *msg )
|
||||
{
|
||||
static char dst_buffer[1024];
|
||||
LocaliseTextString( msg, dst_buffer, 1024 );
|
||||
return dst_buffer;
|
||||
}
|
||||
|
||||
// Simplified version of LocaliseTextString; assumes string is only one word
|
||||
char *CHudTextMessage::LookupString( const char *msg, int *msg_dest )
|
||||
{
|
||||
if ( !msg )
|
||||
return "";
|
||||
|
||||
// '#' character indicates this is a reference to a string in titles.txt, and not the string itself
|
||||
if ( msg[0] == '#' )
|
||||
{
|
||||
// this is a message name, so look up the real message
|
||||
client_textmessage_t *clmsg = TextMessageGet( msg+1 );
|
||||
|
||||
if ( !clmsg || !(clmsg->pMessage) )
|
||||
return (char*)msg; // lookup failed, so return the original string
|
||||
|
||||
if ( msg_dest )
|
||||
{
|
||||
// check to see if titles.txt info overrides msg destination
|
||||
// if clmsg->effect is less than 0, then clmsg->effect holds -1 * message_destination
|
||||
if ( clmsg->effect < 0 ) //
|
||||
*msg_dest = -clmsg->effect;
|
||||
}
|
||||
|
||||
if( clmsg->pMessage[0] == '#')
|
||||
return (char *)Localize( clmsg->pMessage + 1);
|
||||
|
||||
return (char*)clmsg->pMessage;
|
||||
}
|
||||
else
|
||||
{ // nothing special about this message, so just return the same string
|
||||
return (char*)msg;
|
||||
}
|
||||
}
|
||||
|
||||
void StripEndNewlineFromString( char *str )
|
||||
{
|
||||
int s = strlen( str ) - 1;
|
||||
if ( str[s] == '\n' || str[s] == '\r' )
|
||||
str[s] = 0;
|
||||
}
|
||||
|
||||
// converts all '\r' characters to '\n', so that the engine can deal with the properly
|
||||
// returns a pointer to str
|
||||
char* ConvertCRtoNL( char *str )
|
||||
{
|
||||
for ( char *ch = str; *ch != 0; ch++ )
|
||||
if ( *ch == '\r' )
|
||||
*ch = '\n';
|
||||
return str;
|
||||
}
|
||||
|
||||
// Message handler for text messages
|
||||
// displays a string, looking them up from the titles.txt file, which can be localised
|
||||
// parameters:
|
||||
// byte: message direction ( HUD_PRINTCONSOLE, HUD_PRINTNOTIFY, HUD_PRINTCENTER, HUD_PRINTTALK )
|
||||
// string: message
|
||||
// optional parameters:
|
||||
// string: message parameter 1
|
||||
// string: message parameter 2
|
||||
// string: message parameter 3
|
||||
// string: message parameter 4
|
||||
// any string that starts with the character '#' is a message name, and is used to look up the real message in titles.txt
|
||||
// the next (optional) one to four strings are parameters for that string (which can also be message names if they begin with '#')
|
||||
#define MAX_TEXTMSG_STRING 256
|
||||
int CHudTextMessage::MsgFunc_TextMsg( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int msg_dest = READ_BYTE();
|
||||
|
||||
static char szBuf[6][MAX_TEXTMSG_STRING];
|
||||
char *msg_text = LookupString( READ_STRING(), &msg_dest );
|
||||
msg_text = strncpy( szBuf[0], msg_text, MAX_TEXTMSG_STRING );
|
||||
|
||||
// keep reading strings and using C format strings for subsituting the strings into the localised text string
|
||||
char *sstr1 = LookupString( READ_STRING() );
|
||||
sstr1 = strncpy( szBuf[1], sstr1, MAX_TEXTMSG_STRING );
|
||||
StripEndNewlineFromString( sstr1 ); // these strings are meant for subsitution into the main strings, so cull the automatic end newlines
|
||||
char *sstr2 = LookupString( READ_STRING() );
|
||||
sstr2 = strncpy( szBuf[2], sstr2, MAX_TEXTMSG_STRING );
|
||||
StripEndNewlineFromString( sstr2 );
|
||||
char *sstr3 = LookupString( READ_STRING() );
|
||||
sstr3 = strncpy( szBuf[3], sstr3, MAX_TEXTMSG_STRING );
|
||||
StripEndNewlineFromString( sstr3 );
|
||||
char *sstr4 = LookupString( READ_STRING() );
|
||||
sstr4 = strncpy( szBuf[4], sstr4, MAX_TEXTMSG_STRING );
|
||||
StripEndNewlineFromString( sstr4 );
|
||||
char *psz = szBuf[5];
|
||||
|
||||
// Remove numbers after %s.
|
||||
// VALVEWHY?
|
||||
if( strlen(msg_text) >= 3 )
|
||||
{
|
||||
for( int i = 0; i < strlen(msg_text) - 2; i++)
|
||||
{
|
||||
if( msg_text[i] == '%' && msg_text[i + 1] == 's' && isdigit(msg_text[i + 2]))
|
||||
{
|
||||
char *first = &msg_text[i + 2];
|
||||
char *second = &msg_text[i + 3];
|
||||
|
||||
memmove( first, second, strlen( second ));
|
||||
first[strlen(first)] = '\0';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
switch ( msg_dest )
|
||||
{
|
||||
case HUD_PRINTCENTER:
|
||||
snprintf( psz, MAX_TEXTMSG_STRING, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
CenterPrint( ConvertCRtoNL( psz ) );
|
||||
break;
|
||||
|
||||
case HUD_PRINTNOTIFY:
|
||||
psz[0] = 1; // mark this message to go into the notify buffer
|
||||
snprintf( psz+1, MAX_TEXTMSG_STRING - 1, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
ConsolePrint( ConvertCRtoNL( psz ) );
|
||||
break;
|
||||
|
||||
case HUD_PRINTTALK:
|
||||
psz[0] = 2; // mark, so SayTextPrint will color it
|
||||
snprintf( psz+1, MAX_TEXTMSG_STRING-1, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
gHUD.m_SayText.SayTextPrint( ConvertCRtoNL( psz ), 128 );
|
||||
break;
|
||||
|
||||
case HUD_PRINTCONSOLE:
|
||||
snprintf( psz, MAX_TEXTMSG_STRING, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
ConsolePrint( ConvertCRtoNL( psz ) );
|
||||
break;
|
||||
|
||||
case HUD_PRINTRADIO:
|
||||
// For some reason, HUD_PRINTRADIO always have "1" in msg_text
|
||||
for( int i = 1; i < MAX_PLAYERS; i++ )
|
||||
{
|
||||
if( g_PlayerInfoList[i].name && !strcmp(g_PlayerInfoList[i].name, sstr2) )
|
||||
{
|
||||
psz[0] = 2;
|
||||
snprintf( psz + 1, MAX_TEXTMSG_STRING-1, sstr1, sstr2, sstr3, sstr4 );
|
||||
gHUD.m_SayText.SayTextPrint( ConvertCRtoNL( psz ), 128, i );
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// text_message.cpp
|
||||
//
|
||||
// implementation of CHudTextMessage class
|
||||
//
|
||||
// this class routes messages through titles.txt for localisation
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
#include "vgui_parser.h"
|
||||
#include "ctype.h"
|
||||
|
||||
DECLARE_MESSAGE( m_TextMessage, TextMsg );
|
||||
|
||||
int CHudTextMessage::Init(void)
|
||||
{
|
||||
HOOK_MESSAGE( TextMsg );
|
||||
|
||||
gHUD.AddHudElem( this );
|
||||
|
||||
Reset();
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
// Searches through the string for any msg names (indicated by a '#')
|
||||
// any found are looked up in titles.txt and the new message substituted
|
||||
// the new value is pushed into dst_buffer
|
||||
char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size )
|
||||
{
|
||||
char *dst = dst_buffer;
|
||||
for ( char *src = (char*)msg; *src != 0 && buffer_size > 0; buffer_size-- )
|
||||
{
|
||||
if ( *src == '#' )
|
||||
{
|
||||
// cut msg name out of string
|
||||
static char word_buf[255];
|
||||
char *wdst = word_buf, *word_start = src;
|
||||
for ( ++src ; (*src >= 'A' && *src <= 'z') || (*src >= '0' && *src <= '9'); wdst++, src++ )
|
||||
{
|
||||
*wdst = *src;
|
||||
}
|
||||
*wdst = 0;
|
||||
|
||||
// lookup msg name in titles.txt
|
||||
client_textmessage_t *clmsg = TextMessageGet( word_buf );
|
||||
if ( !clmsg || !(clmsg->pMessage) )
|
||||
{
|
||||
src = word_start;
|
||||
*dst = *src;
|
||||
dst++, src++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(clmsg->pMessage[0] == '#') strncpy(dst, Localize(clmsg->pMessage+1), sizeof( dst ));
|
||||
|
||||
// copy string into message over the msg name
|
||||
for ( char *wsrc = (char*)clmsg->pMessage; *wsrc != 0; wsrc++, dst++ )
|
||||
{
|
||||
*dst = *wsrc;
|
||||
}
|
||||
*dst = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
*dst = *src;
|
||||
dst++, src++;
|
||||
*dst = 0;
|
||||
}
|
||||
}
|
||||
|
||||
dst_buffer[buffer_size-1] = 0; // ensure null termination
|
||||
return dst_buffer;
|
||||
}
|
||||
|
||||
// As above, but with a local static buffer
|
||||
char *CHudTextMessage::BufferedLocaliseTextString( const char *msg )
|
||||
{
|
||||
static char dst_buffer[1024];
|
||||
LocaliseTextString( msg, dst_buffer, 1024 );
|
||||
return dst_buffer;
|
||||
}
|
||||
|
||||
// Simplified version of LocaliseTextString; assumes string is only one word
|
||||
char *CHudTextMessage::LookupString( const char *msg, int *msg_dest )
|
||||
{
|
||||
if ( !msg )
|
||||
return "";
|
||||
|
||||
// '#' character indicates this is a reference to a string in titles.txt, and not the string itself
|
||||
if ( msg[0] == '#' )
|
||||
{
|
||||
// this is a message name, so look up the real message
|
||||
client_textmessage_t *clmsg = TextMessageGet( msg+1 );
|
||||
|
||||
if ( !clmsg || !(clmsg->pMessage) )
|
||||
return (char*)msg; // lookup failed, so return the original string
|
||||
|
||||
if ( msg_dest )
|
||||
{
|
||||
// check to see if titles.txt info overrides msg destination
|
||||
// if clmsg->effect is less than 0, then clmsg->effect holds -1 * message_destination
|
||||
if ( clmsg->effect < 0 ) //
|
||||
*msg_dest = -clmsg->effect;
|
||||
}
|
||||
|
||||
if( clmsg->pMessage[0] == '#')
|
||||
return (char *)Localize( clmsg->pMessage + 1);
|
||||
|
||||
return (char*)clmsg->pMessage;
|
||||
}
|
||||
else
|
||||
{ // nothing special about this message, so just return the same string
|
||||
return (char*)msg;
|
||||
}
|
||||
}
|
||||
|
||||
void StripEndNewlineFromString( char *str )
|
||||
{
|
||||
int s = strlen( str ) - 1;
|
||||
if ( str[s] == '\n' || str[s] == '\r' )
|
||||
str[s] = 0;
|
||||
}
|
||||
|
||||
// converts all '\r' characters to '\n', so that the engine can deal with the properly
|
||||
// returns a pointer to str
|
||||
char* ConvertCRtoNL( char *str )
|
||||
{
|
||||
for ( char *ch = str; *ch != 0; ch++ )
|
||||
if ( *ch == '\r' )
|
||||
*ch = '\n';
|
||||
return str;
|
||||
}
|
||||
|
||||
// Message handler for text messages
|
||||
// displays a string, looking them up from the titles.txt file, which can be localised
|
||||
// parameters:
|
||||
// byte: message direction ( HUD_PRINTCONSOLE, HUD_PRINTNOTIFY, HUD_PRINTCENTER, HUD_PRINTTALK )
|
||||
// string: message
|
||||
// optional parameters:
|
||||
// string: message parameter 1
|
||||
// string: message parameter 2
|
||||
// string: message parameter 3
|
||||
// string: message parameter 4
|
||||
// any string that starts with the character '#' is a message name, and is used to look up the real message in titles.txt
|
||||
// the next (optional) one to four strings are parameters for that string (which can also be message names if they begin with '#')
|
||||
#define MAX_TEXTMSG_STRING 256
|
||||
int CHudTextMessage::MsgFunc_TextMsg( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int msg_dest = READ_BYTE();
|
||||
|
||||
static char szBuf[6][MAX_TEXTMSG_STRING];
|
||||
char *msg_text = LookupString( READ_STRING(), &msg_dest );
|
||||
msg_text = strncpy( szBuf[0], msg_text, MAX_TEXTMSG_STRING );
|
||||
|
||||
// keep reading strings and using C format strings for subsituting the strings into the localised text string
|
||||
char *sstr1 = LookupString( READ_STRING() );
|
||||
sstr1 = strncpy( szBuf[1], sstr1, MAX_TEXTMSG_STRING );
|
||||
StripEndNewlineFromString( sstr1 ); // these strings are meant for subsitution into the main strings, so cull the automatic end newlines
|
||||
char *sstr2 = LookupString( READ_STRING() );
|
||||
sstr2 = strncpy( szBuf[2], sstr2, MAX_TEXTMSG_STRING );
|
||||
StripEndNewlineFromString( sstr2 );
|
||||
char *sstr3 = LookupString( READ_STRING() );
|
||||
sstr3 = strncpy( szBuf[3], sstr3, MAX_TEXTMSG_STRING );
|
||||
StripEndNewlineFromString( sstr3 );
|
||||
char *sstr4 = LookupString( READ_STRING() );
|
||||
sstr4 = strncpy( szBuf[4], sstr4, MAX_TEXTMSG_STRING );
|
||||
StripEndNewlineFromString( sstr4 );
|
||||
char *psz = szBuf[5];
|
||||
|
||||
// Remove numbers after %s.
|
||||
// VALVEWHY?
|
||||
if( strlen(msg_text) >= 3 )
|
||||
{
|
||||
for( int i = 0; i < strlen(msg_text) - 2; i++)
|
||||
{
|
||||
if( msg_text[i] == '%' && msg_text[i + 1] == 's' && isdigit(msg_text[i + 2]))
|
||||
{
|
||||
char *first = &msg_text[i + 2];
|
||||
char *second = &msg_text[i + 3];
|
||||
|
||||
memmove( first, second, strlen( second ));
|
||||
first[strlen(first)] = '\0';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
switch ( msg_dest )
|
||||
{
|
||||
case HUD_PRINTCENTER:
|
||||
snprintf( psz, MAX_TEXTMSG_STRING, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
CenterPrint( ConvertCRtoNL( psz ) );
|
||||
break;
|
||||
|
||||
case HUD_PRINTNOTIFY:
|
||||
psz[0] = 1; // mark this message to go into the notify buffer
|
||||
snprintf( psz+1, MAX_TEXTMSG_STRING - 1, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
ConsolePrint( ConvertCRtoNL( psz ) );
|
||||
break;
|
||||
|
||||
case HUD_PRINTTALK:
|
||||
psz[0] = 2; // mark, so SayTextPrint will color it
|
||||
snprintf( psz+1, MAX_TEXTMSG_STRING-1, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
gHUD.m_SayText.SayTextPrint( ConvertCRtoNL( psz ), 128 );
|
||||
break;
|
||||
|
||||
case HUD_PRINTCONSOLE:
|
||||
snprintf( psz, MAX_TEXTMSG_STRING, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
ConsolePrint( ConvertCRtoNL( psz ) );
|
||||
break;
|
||||
|
||||
case HUD_PRINTRADIO:
|
||||
// For some reason, HUD_PRINTRADIO always have "1" in msg_text
|
||||
for( int i = 1; i < MAX_PLAYERS; i++ )
|
||||
{
|
||||
if( g_PlayerInfoList[i].name && !strcmp(g_PlayerInfoList[i].name, sstr2) )
|
||||
{
|
||||
psz[0] = 2;
|
||||
snprintf( psz + 1, MAX_TEXTMSG_STRING-1, sstr1, sstr2, sstr3, sstr4 );
|
||||
gHUD.m_SayText.SayTextPrint( ConvertCRtoNL( psz ), 128, i );
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
|
@ -1,217 +1,217 @@
|
|||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
#include "vgui_parser.h"
|
||||
#include <string.h>
|
||||
|
||||
DECLARE_MESSAGE( m_Timer, RoundTime )
|
||||
DECLARE_MESSAGE( m_Timer, ShowTimer )
|
||||
|
||||
int CHudTimer::Init()
|
||||
{
|
||||
HOOK_MESSAGE( RoundTime );
|
||||
HOOK_MESSAGE( ShowTimer );
|
||||
m_iFlags = 0;
|
||||
m_bPanicColorChange = false;
|
||||
gHUD.AddHudElem(this);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudTimer::VidInit()
|
||||
{
|
||||
m_HUD_timer = gHUD.GetSpriteIndex( "stopwatch" );
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudTimer::Draw( float fTime )
|
||||
{
|
||||
if ( ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) )
|
||||
return 1;
|
||||
|
||||
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
|
||||
return 1;
|
||||
int r, g, b;
|
||||
// time must be positive
|
||||
int minutes = max( 0, (int)( m_iTime + m_fStartTime - gHUD.m_flTime ) / 60);
|
||||
int seconds = max( 0, (int)( m_iTime + m_fStartTime - gHUD.m_flTime ) - (minutes * 60));
|
||||
|
||||
if( minutes * 60 + seconds > 20 )
|
||||
{
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flPanicTime += gHUD.m_flTimeDelta;
|
||||
// add 0.1 sec, so it's not flicker fast
|
||||
if( m_flPanicTime > ((float)seconds / 40.0f) + 0.1f)
|
||||
{
|
||||
m_flPanicTime = 0;
|
||||
m_bPanicColorChange = !m_bPanicColorChange;
|
||||
}
|
||||
DrawUtils::UnpackRGB( r, g, b, m_bPanicColorChange ? RGB_YELLOWISH : RGB_REDISH );
|
||||
}
|
||||
|
||||
DrawUtils::ScaleColors( r, g, b, MIN_ALPHA );
|
||||
|
||||
|
||||
int iWatchWidth = gHUD.GetSpriteRect(m_HUD_timer).right - gHUD.GetSpriteRect(m_HUD_timer).left;
|
||||
|
||||
int x = ScreenWidth/2;
|
||||
int y = ScreenHeight - 1.5 * gHUD.m_iFontHeight ;
|
||||
|
||||
SPR_Set(gHUD.GetSprite(m_HUD_timer), r, g, b);
|
||||
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_timer));
|
||||
|
||||
x = DrawUtils::DrawHudNumber2( x + iWatchWidth / 4, y, false, 2, minutes, r, g, b );
|
||||
// draw :
|
||||
FillRGBA(x + iWatchWidth / 4, y + gHUD.m_iFontHeight / 4, 2, 2, r, g, b, 100);
|
||||
FillRGBA(x + iWatchWidth / 4, y + gHUD.m_iFontHeight - gHUD.m_iFontHeight / 4, 2, 2, r, g, b, 100);
|
||||
|
||||
DrawUtils::DrawHudNumber2( x + iWatchWidth / 2, y, true, 2, seconds, r, g, b );
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudTimer::MsgFunc_RoundTime(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_iTime = READ_SHORT();
|
||||
m_fStartTime = gHUD.m_flTime;
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudTimer::MsgFunc_ShowTimer(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
#define UPDATE_BOTPROGRESS 0
|
||||
#define CREATE_BOTPROGRESS 1
|
||||
#define REMOVE_BOTPROGRESS 2
|
||||
|
||||
DECLARE_MESSAGE( m_ProgressBar, BarTime )
|
||||
DECLARE_MESSAGE( m_ProgressBar, BarTime2 )
|
||||
DECLARE_MESSAGE( m_ProgressBar, BotProgress )
|
||||
|
||||
int CHudProgressBar::Init()
|
||||
{
|
||||
HOOK_MESSAGE( BarTime );
|
||||
HOOK_MESSAGE( BarTime2 );
|
||||
HOOK_MESSAGE( BotProgress );
|
||||
m_iFlags = 0;
|
||||
m_szLocalizedHeader = NULL;
|
||||
m_szHeader[0] = '\0';
|
||||
m_fStartTime = m_fPercent = 0.0f;
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::VidInit()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::Draw( float flTime )
|
||||
{
|
||||
// allow only 0.0..1.0
|
||||
if( (m_fPercent < 0.0f) || (m_fPercent > 1.0f) )
|
||||
{
|
||||
m_iFlags = 0;
|
||||
m_fPercent = 0.0f;
|
||||
return 1;
|
||||
}
|
||||
|
||||
if( m_szLocalizedHeader && m_szLocalizedHeader[0] )
|
||||
{
|
||||
int r, g, b;
|
||||
DrawUtils::UnpackRGB( r, g, b, RGB_YELLOWISH );
|
||||
DrawUtils::DrawHudString( ScreenWidth / 4, ScreenHeight / 2, ScreenWidth, (char*)m_szLocalizedHeader, r, g, b );
|
||||
|
||||
DrawUtils::DrawRectangle( ScreenWidth/ 4, ScreenHeight / 2 + gHUD.m_scrinfo.iCharHeight, ScreenWidth/2, ScreenHeight/30 );
|
||||
FillRGBA( ScreenWidth/4+2, ScreenHeight/2 + gHUD.m_scrinfo.iCharHeight + 2, m_fPercent * (ScreenWidth/2-4), ScreenHeight/30-4, 255, 140, 0, 255 );
|
||||
return 1;
|
||||
}
|
||||
|
||||
// prevent SIGFPE
|
||||
if( m_iDuration != 0.0f )
|
||||
{
|
||||
m_fPercent = ((flTime - m_fStartTime) / m_iDuration);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_fPercent = 0.0f;
|
||||
m_iFlags = 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
DrawUtils::DrawRectangle( ScreenWidth/4, ScreenHeight*2/3, ScreenWidth/2, 10 );
|
||||
FillRGBA( ScreenWidth/4+2, ScreenHeight*2/3+2, m_fPercent * (ScreenWidth/2-4), 6, 255, 140, 0, 255 );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::MsgFunc_BarTime(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
m_iDuration = READ_SHORT();
|
||||
m_fPercent = 0.0f;
|
||||
|
||||
m_fStartTime = gHUD.m_flTime;
|
||||
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::MsgFunc_BarTime2(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
m_iDuration = READ_SHORT();
|
||||
m_fPercent = (float)READ_SHORT() / 100.0f;
|
||||
|
||||
m_fStartTime = gHUD.m_flTime;
|
||||
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::MsgFunc_BotProgress(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_iDuration = 0.0f; // don't update our progress bar
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
|
||||
float fNewPercent;
|
||||
int flag = READ_BYTE();
|
||||
switch( flag )
|
||||
{
|
||||
case UPDATE_BOTPROGRESS:
|
||||
case CREATE_BOTPROGRESS:
|
||||
fNewPercent = (float)READ_BYTE() / 100.0f;
|
||||
// cs behavior:
|
||||
// just don't decrease percent values
|
||||
if( m_fPercent < fNewPercent )
|
||||
{
|
||||
m_fPercent = fNewPercent;
|
||||
}
|
||||
strncpy(m_szHeader, READ_STRING(), sizeof(m_szHeader));
|
||||
m_szLocalizedHeader = Localize(m_szHeader + 1);
|
||||
break;
|
||||
case REMOVE_BOTPROGRESS:
|
||||
default:
|
||||
m_fPercent = 0.0f;
|
||||
m_szHeader[0] = '\0';
|
||||
m_iFlags = 0;
|
||||
m_szLocalizedHeader = NULL;
|
||||
break;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
#include "vgui_parser.h"
|
||||
#include <string.h>
|
||||
|
||||
DECLARE_MESSAGE( m_Timer, RoundTime )
|
||||
DECLARE_MESSAGE( m_Timer, ShowTimer )
|
||||
|
||||
int CHudTimer::Init()
|
||||
{
|
||||
HOOK_MESSAGE( RoundTime );
|
||||
HOOK_MESSAGE( ShowTimer );
|
||||
m_iFlags = 0;
|
||||
m_bPanicColorChange = false;
|
||||
gHUD.AddHudElem(this);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudTimer::VidInit()
|
||||
{
|
||||
m_HUD_timer = gHUD.GetSpriteIndex( "stopwatch" );
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudTimer::Draw( float fTime )
|
||||
{
|
||||
if ( ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) )
|
||||
return 1;
|
||||
|
||||
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
|
||||
return 1;
|
||||
int r, g, b;
|
||||
// time must be positive
|
||||
int minutes = max( 0, (int)( m_iTime + m_fStartTime - gHUD.m_flTime ) / 60);
|
||||
int seconds = max( 0, (int)( m_iTime + m_fStartTime - gHUD.m_flTime ) - (minutes * 60));
|
||||
|
||||
if( minutes * 60 + seconds > 20 )
|
||||
{
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flPanicTime += gHUD.m_flTimeDelta;
|
||||
// add 0.1 sec, so it's not flicker fast
|
||||
if( m_flPanicTime > ((float)seconds / 40.0f) + 0.1f)
|
||||
{
|
||||
m_flPanicTime = 0;
|
||||
m_bPanicColorChange = !m_bPanicColorChange;
|
||||
}
|
||||
DrawUtils::UnpackRGB( r, g, b, m_bPanicColorChange ? RGB_YELLOWISH : RGB_REDISH );
|
||||
}
|
||||
|
||||
DrawUtils::ScaleColors( r, g, b, MIN_ALPHA );
|
||||
|
||||
|
||||
int iWatchWidth = gHUD.GetSpriteRect(m_HUD_timer).right - gHUD.GetSpriteRect(m_HUD_timer).left;
|
||||
|
||||
int x = ScreenWidth/2;
|
||||
int y = ScreenHeight - 1.5 * gHUD.m_iFontHeight ;
|
||||
|
||||
SPR_Set(gHUD.GetSprite(m_HUD_timer), r, g, b);
|
||||
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_timer));
|
||||
|
||||
x = DrawUtils::DrawHudNumber2( x + iWatchWidth / 4, y, false, 2, minutes, r, g, b );
|
||||
// draw :
|
||||
FillRGBA(x + iWatchWidth / 4, y + gHUD.m_iFontHeight / 4, 2, 2, r, g, b, 100);
|
||||
FillRGBA(x + iWatchWidth / 4, y + gHUD.m_iFontHeight - gHUD.m_iFontHeight / 4, 2, 2, r, g, b, 100);
|
||||
|
||||
DrawUtils::DrawHudNumber2( x + iWatchWidth / 2, y, true, 2, seconds, r, g, b );
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudTimer::MsgFunc_RoundTime(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_iTime = READ_SHORT();
|
||||
m_fStartTime = gHUD.m_flTime;
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudTimer::MsgFunc_ShowTimer(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
#define UPDATE_BOTPROGRESS 0
|
||||
#define CREATE_BOTPROGRESS 1
|
||||
#define REMOVE_BOTPROGRESS 2
|
||||
|
||||
DECLARE_MESSAGE( m_ProgressBar, BarTime )
|
||||
DECLARE_MESSAGE( m_ProgressBar, BarTime2 )
|
||||
DECLARE_MESSAGE( m_ProgressBar, BotProgress )
|
||||
|
||||
int CHudProgressBar::Init()
|
||||
{
|
||||
HOOK_MESSAGE( BarTime );
|
||||
HOOK_MESSAGE( BarTime2 );
|
||||
HOOK_MESSAGE( BotProgress );
|
||||
m_iFlags = 0;
|
||||
m_szLocalizedHeader = NULL;
|
||||
m_szHeader[0] = '\0';
|
||||
m_fStartTime = m_fPercent = 0.0f;
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::VidInit()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::Draw( float flTime )
|
||||
{
|
||||
// allow only 0.0..1.0
|
||||
if( (m_fPercent < 0.0f) || (m_fPercent > 1.0f) )
|
||||
{
|
||||
m_iFlags = 0;
|
||||
m_fPercent = 0.0f;
|
||||
return 1;
|
||||
}
|
||||
|
||||
if( m_szLocalizedHeader && m_szLocalizedHeader[0] )
|
||||
{
|
||||
int r, g, b;
|
||||
DrawUtils::UnpackRGB( r, g, b, RGB_YELLOWISH );
|
||||
DrawUtils::DrawHudString( ScreenWidth / 4, ScreenHeight / 2, ScreenWidth, (char*)m_szLocalizedHeader, r, g, b );
|
||||
|
||||
DrawUtils::DrawRectangle( ScreenWidth/ 4, ScreenHeight / 2 + gHUD.m_scrinfo.iCharHeight, ScreenWidth/2, ScreenHeight/30 );
|
||||
FillRGBA( ScreenWidth/4+2, ScreenHeight/2 + gHUD.m_scrinfo.iCharHeight + 2, m_fPercent * (ScreenWidth/2-4), ScreenHeight/30-4, 255, 140, 0, 255 );
|
||||
return 1;
|
||||
}
|
||||
|
||||
// prevent SIGFPE
|
||||
if( m_iDuration != 0.0f )
|
||||
{
|
||||
m_fPercent = ((flTime - m_fStartTime) / m_iDuration);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_fPercent = 0.0f;
|
||||
m_iFlags = 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
DrawUtils::DrawRectangle( ScreenWidth/4, ScreenHeight*2/3, ScreenWidth/2, 10 );
|
||||
FillRGBA( ScreenWidth/4+2, ScreenHeight*2/3+2, m_fPercent * (ScreenWidth/2-4), 6, 255, 140, 0, 255 );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::MsgFunc_BarTime(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
m_iDuration = READ_SHORT();
|
||||
m_fPercent = 0.0f;
|
||||
|
||||
m_fStartTime = gHUD.m_flTime;
|
||||
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::MsgFunc_BarTime2(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
m_iDuration = READ_SHORT();
|
||||
m_fPercent = (float)READ_SHORT() / 100.0f;
|
||||
|
||||
m_fStartTime = gHUD.m_flTime;
|
||||
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudProgressBar::MsgFunc_BotProgress(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_iDuration = 0.0f; // don't update our progress bar
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
|
||||
float fNewPercent;
|
||||
int flag = READ_BYTE();
|
||||
switch( flag )
|
||||
{
|
||||
case UPDATE_BOTPROGRESS:
|
||||
case CREATE_BOTPROGRESS:
|
||||
fNewPercent = (float)READ_BYTE() / 100.0f;
|
||||
// cs behavior:
|
||||
// just don't decrease percent values
|
||||
if( m_fPercent < fNewPercent )
|
||||
{
|
||||
m_fPercent = fNewPercent;
|
||||
}
|
||||
strncpy(m_szHeader, READ_STRING(), sizeof(m_szHeader));
|
||||
m_szLocalizedHeader = Localize(m_szHeader + 1);
|
||||
break;
|
||||
case REMOVE_BOTPROGRESS:
|
||||
default:
|
||||
m_fPercent = 0.0f;
|
||||
m_szHeader[0] = '\0';
|
||||
m_iFlags = 0;
|
||||
m_szLocalizedHeader = NULL;
|
||||
break;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
|
@ -1,85 +1,85 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// Train.cpp
|
||||
//
|
||||
// implementation of CHudAmmo class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
|
||||
DECLARE_MESSAGE(m_Train, Train )
|
||||
|
||||
|
||||
int CHudTrain::Init(void)
|
||||
{
|
||||
HOOK_MESSAGE( Train );
|
||||
|
||||
m_iPos = 0;
|
||||
m_iFlags = 0;
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudTrain::VidInit(void)
|
||||
{
|
||||
m_hSprite = 0;
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudTrain::Draw(float fTime)
|
||||
{
|
||||
if ( !m_hSprite )
|
||||
m_hSprite = LoadSprite("sprites/%d_train.spr");
|
||||
|
||||
if (m_iPos)
|
||||
{
|
||||
int r, g, b, x, y;
|
||||
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
// This should show up to the right and part way up the armor number
|
||||
y = ScreenHeight - SPR_Height(m_hSprite,0) - gHUD.m_iFontHeight;
|
||||
x = ScreenWidth/3 + SPR_Width(m_hSprite,0)/4;
|
||||
|
||||
SPR_DrawAdditive( m_iPos - 1, x, y, NULL);
|
||||
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int CHudTrain::MsgFunc_Train(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
// update Train data
|
||||
m_iPos = READ_BYTE();
|
||||
|
||||
if (m_iPos)
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
else
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// Train.cpp
|
||||
//
|
||||
// implementation of CHudAmmo class
|
||||
//
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
|
||||
DECLARE_MESSAGE(m_Train, Train )
|
||||
|
||||
|
||||
int CHudTrain::Init(void)
|
||||
{
|
||||
HOOK_MESSAGE( Train );
|
||||
|
||||
m_iPos = 0;
|
||||
m_iFlags = 0;
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudTrain::VidInit(void)
|
||||
{
|
||||
m_hSprite = 0;
|
||||
|
||||
return 1;
|
||||
};
|
||||
|
||||
int CHudTrain::Draw(float fTime)
|
||||
{
|
||||
if ( !m_hSprite )
|
||||
m_hSprite = LoadSprite("sprites/%d_train.spr");
|
||||
|
||||
if (m_iPos)
|
||||
{
|
||||
int r, g, b, x, y;
|
||||
|
||||
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
// This should show up to the right and part way up the armor number
|
||||
y = ScreenHeight - SPR_Height(m_hSprite,0) - gHUD.m_iFontHeight;
|
||||
x = ScreenWidth/3 + SPR_Width(m_hSprite,0)/4;
|
||||
|
||||
SPR_DrawAdditive( m_iPos - 1, x, y, NULL);
|
||||
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int CHudTrain::MsgFunc_Train(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
// update Train data
|
||||
m_iPos = READ_BYTE();
|
||||
|
||||
if (m_iPos)
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
else
|
||||
m_iFlags &= ~HUD_ACTIVE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
1242
cl_dll/in_camera.cpp
1242
cl_dll/in_camera.cpp
File diff suppressed because it is too large
Load Diff
|
@ -1,24 +1,24 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// Camera.h -- defines and such for a 3rd person camera
|
||||
// NOTE: must include quakedef.h first
|
||||
#pragma once
|
||||
#ifndef _CAMERA_H_
|
||||
#define _CAMEA_H_
|
||||
|
||||
// pitch, yaw, dist
|
||||
extern vec3_t cam_ofs;
|
||||
// Using third person camera
|
||||
extern int cam_thirdperson;
|
||||
|
||||
void CAM_Init( void );
|
||||
void CAM_ClearStates( void );
|
||||
void CAM_StartMouseMove(void);
|
||||
void CAM_EndMouseMove(void);
|
||||
|
||||
#endif // _CAMERA_H_
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// Camera.h -- defines and such for a 3rd person camera
|
||||
// NOTE: must include quakedef.h first
|
||||
#pragma once
|
||||
#ifndef _CAMERA_H_
|
||||
#define _CAMEA_H_
|
||||
|
||||
// pitch, yaw, dist
|
||||
extern vec3_t cam_ofs;
|
||||
// Using third person camera
|
||||
extern int cam_thirdperson;
|
||||
|
||||
void CAM_Init( void );
|
||||
void CAM_ClearStates( void );
|
||||
void CAM_StartMouseMove(void);
|
||||
void CAM_EndMouseMove(void);
|
||||
|
||||
#endif // _CAMERA_H_
|
||||
|
|
|
@ -1,50 +1,50 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// cl_dll.h
|
||||
//
|
||||
|
||||
// 4-23-98 JOHN
|
||||
#pragma once
|
||||
//
|
||||
// This DLL is linked by the client when they first initialize.
|
||||
// This DLL is responsible for the following tasks:
|
||||
// - Loading the HUD graphics upon initialization
|
||||
// - Drawing the HUD graphics every frame
|
||||
// - Handling the custum HUD-update packets
|
||||
//
|
||||
typedef unsigned char byte;
|
||||
typedef unsigned short word;
|
||||
typedef float vec_t;
|
||||
typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf);
|
||||
#define _cdecl
|
||||
#include "util_vector.h"
|
||||
#ifdef _WIN32
|
||||
#define EXPORT _declspec( dllexport )
|
||||
#else
|
||||
#define EXPORT
|
||||
#define stricmp strcasecmp
|
||||
#define strnicmp strncasecmp
|
||||
#define stristr strcasestr
|
||||
#define strnistr strncasestr
|
||||
#endif
|
||||
#include "../engine/cdll_int.h"
|
||||
#include "../dlls/cdll_dll.h"
|
||||
#include "render_api.h"
|
||||
#include "mobility_int.h"
|
||||
extern cl_enginefunc_t gEngfuncs;
|
||||
extern render_api_t gRenderAPI;
|
||||
extern mobile_engfuncs_t gMobileAPI;
|
||||
extern int g_iXash;
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// cl_dll.h
|
||||
//
|
||||
|
||||
// 4-23-98 JOHN
|
||||
#pragma once
|
||||
//
|
||||
// This DLL is linked by the client when they first initialize.
|
||||
// This DLL is responsible for the following tasks:
|
||||
// - Loading the HUD graphics upon initialization
|
||||
// - Drawing the HUD graphics every frame
|
||||
// - Handling the custum HUD-update packets
|
||||
//
|
||||
typedef unsigned char byte;
|
||||
typedef unsigned short word;
|
||||
typedef float vec_t;
|
||||
typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf);
|
||||
#define _cdecl
|
||||
#include "util_vector.h"
|
||||
#ifdef _WIN32
|
||||
#define EXPORT _declspec( dllexport )
|
||||
#else
|
||||
#define EXPORT
|
||||
#define stricmp strcasecmp
|
||||
#define strnicmp strncasecmp
|
||||
#define stristr strcasestr
|
||||
#define strnistr strncasestr
|
||||
#endif
|
||||
#include "../engine/cdll_int.h"
|
||||
#include "../dlls/cdll_dll.h"
|
||||
#include "render_api.h"
|
||||
#include "mobility_int.h"
|
||||
extern cl_enginefunc_t gEngfuncs;
|
||||
extern render_api_t gRenderAPI;
|
||||
extern mobile_engfuncs_t gMobileAPI;
|
||||
extern int g_iXash;
|
||||
|
|
|
@ -1,141 +1,141 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// cl_util.h
|
||||
//
|
||||
#pragma once
|
||||
#include "cvardef.h"
|
||||
#ifndef TRUE
|
||||
#define TRUE 1
|
||||
#define FALSE 0
|
||||
#endif
|
||||
|
||||
extern cvar_t *hud_textmode;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4244) // 'argument': conversion from 'float' to 'int', possible loss of data
|
||||
#pragma warning(disable : 4101) // unreferenced local variable
|
||||
#endif
|
||||
|
||||
// Macros to hook function calls into the HUD object
|
||||
#define HOOK_MESSAGE(x) gEngfuncs.pfnHookUserMsg(#x, __MsgFunc_##x );
|
||||
|
||||
#define DECLARE_MESSAGE(y, x) int __MsgFunc_##x(const char *pszName, int iSize, void *pbuf) \
|
||||
{ \
|
||||
return gHUD.y.MsgFunc_##x(pszName, iSize, pbuf ); \
|
||||
}
|
||||
|
||||
#define HOOK_COMMAND(x, y) gEngfuncs.pfnAddCommand( x, __CmdFunc_##y );
|
||||
#define DECLARE_COMMAND(y, x) void __CmdFunc_##x( void ) \
|
||||
{ \
|
||||
gHUD.y.UserCmd_##x( ); \
|
||||
}
|
||||
|
||||
inline float CVAR_GET_FLOAT( const char *x ) { return gEngfuncs.pfnGetCvarFloat( (char*)x ); }
|
||||
inline char* CVAR_GET_STRING( const char *x ) { return gEngfuncs.pfnGetCvarString( (char*)x ); }
|
||||
inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int flags ) { return gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); }
|
||||
|
||||
#define SPR_Load (*gEngfuncs.pfnSPR_Load)
|
||||
#define SPR_Set (*gEngfuncs.pfnSPR_Set)
|
||||
#define SPR_Frames (*gEngfuncs.pfnSPR_Frames)
|
||||
#define SPR_GetList (*gEngfuncs.pfnSPR_GetList)
|
||||
|
||||
// SPR_Draw draws a the current sprite as solid
|
||||
#define SPR_Draw (*gEngfuncs.pfnSPR_Draw)
|
||||
// SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent)
|
||||
#define SPR_DrawHoles (*gEngfuncs.pfnSPR_DrawHoles)
|
||||
// SPR_DrawAdditive adds the sprites RGB values to the background (additive transulency)
|
||||
#define SPR_DrawAdditive (*gEngfuncs.pfnSPR_DrawAdditive)
|
||||
|
||||
// SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen.
|
||||
#define SPR_EnableScissor (*gEngfuncs.pfnSPR_EnableScissor)
|
||||
// SPR_DisableScissor disables the clipping rect
|
||||
#define SPR_DisableScissor (*gEngfuncs.pfnSPR_DisableScissor)
|
||||
//
|
||||
#define FillRGBA (*gEngfuncs.pfnFillRGBA)
|
||||
#define FillRGBABlend (*gEngfuncs.pfnFillRGBABlend)
|
||||
|
||||
|
||||
// ScreenHeight returns the height of the screen, in pixels
|
||||
#define ScreenHeight (gHUD.m_scrinfo.iHeight)
|
||||
// ScreenWidth returns the width of the screen, in pixels
|
||||
#define ScreenWidth (gHUD.m_scrinfo.iWidth)
|
||||
|
||||
#define TrueHeight (gHUD.m_truescrinfo.iHeight)
|
||||
#define TrueWidth (gHUD.m_truescrinfo.iWidth)
|
||||
|
||||
// Use this to set any co-ords in 640x480 space
|
||||
#define XRES(x) ((int)(float(x) * ((float)ScreenWidth / 640.0f) + 0.5f))
|
||||
#define YRES(y) ((int)(float(y) * ((float)ScreenHeight / 480.0f) + 0.5f))
|
||||
|
||||
// use this to project world coordinates to screen coordinates
|
||||
#define XPROJECT(x) ( (1.0f+(x))*ScreenWidth*0.5f )
|
||||
#define YPROJECT(y) ( (1.0f-(y))*ScreenHeight*0.5f )
|
||||
|
||||
#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo)
|
||||
#define ServerCmd (*gEngfuncs.pfnServerCmd)
|
||||
#define ClientCmd (*gEngfuncs.pfnClientCmd)
|
||||
#define SetCrosshair (*gEngfuncs.pfnSetCrosshair)
|
||||
#define AngleVectors (*gEngfuncs.pfnAngleVectors)
|
||||
extern float color[3]; // hud.cpp
|
||||
|
||||
// Gets the height & width of a sprite, at the specified frame
|
||||
inline int SPR_Height( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Height(x, f); }
|
||||
inline int SPR_Width( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Width(x, f); }
|
||||
|
||||
inline client_textmessage_t *TextMessageGet( const char *pName ) { return gEngfuncs.pfnTextMessageGet( pName ); }
|
||||
|
||||
inline void ConsolePrint( const char *string )
|
||||
{
|
||||
gEngfuncs.pfnConsolePrint( string );
|
||||
}
|
||||
|
||||
inline void CenterPrint( const char *string )
|
||||
{
|
||||
gEngfuncs.pfnCenterPrint( string );
|
||||
}
|
||||
|
||||
// returns the players name of entity no.
|
||||
#define GetPlayerInfo (*gEngfuncs.pfnGetPlayerInfo)
|
||||
|
||||
// sound functions
|
||||
inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
|
||||
inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); }
|
||||
|
||||
#define max(a, b) (((a) > (b)) ? (a) : (b))
|
||||
#define min(a, b) (((a) < (b)) ? (a) : (b))
|
||||
#define fabs(x) ((x) > 0 ? (x) : 0 - (x))
|
||||
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
|
||||
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
|
||||
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
|
||||
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
|
||||
inline void VectorClear(float *a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;}
|
||||
float Length(const float *v);
|
||||
void VectorMA (const float *veca, float scale, const float *vecb, float *vecc);
|
||||
void VectorScale (const float *in, float scale, float *out);
|
||||
float VectorNormalize (float *v);
|
||||
void VectorInverse ( float *v );
|
||||
|
||||
extern vec3_t vec3_origin;
|
||||
|
||||
// disable 'possible loss of data converting float to int' warning message
|
||||
#pragma warning( disable: 4244 )
|
||||
// disable 'truncation from 'const double' to 'float' warning message
|
||||
#pragma warning( disable: 4305 )
|
||||
|
||||
HSPRITE LoadSprite(const char *pszName);
|
||||
float *GetClientColor( int clientIndex );
|
||||
void GetTeamColor( int &r, int &g, int &b, int teamIndex );
|
||||
#define bound( min, num, max ) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// cl_util.h
|
||||
//
|
||||
#pragma once
|
||||
#include "cvardef.h"
|
||||
#ifndef TRUE
|
||||
#define TRUE 1
|
||||
#define FALSE 0
|
||||
#endif
|
||||
|
||||
extern cvar_t *hud_textmode;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4244) // 'argument': conversion from 'float' to 'int', possible loss of data
|
||||
#pragma warning(disable : 4101) // unreferenced local variable
|
||||
#endif
|
||||
|
||||
// Macros to hook function calls into the HUD object
|
||||
#define HOOK_MESSAGE(x) gEngfuncs.pfnHookUserMsg(#x, __MsgFunc_##x );
|
||||
|
||||
#define DECLARE_MESSAGE(y, x) int __MsgFunc_##x(const char *pszName, int iSize, void *pbuf) \
|
||||
{ \
|
||||
return gHUD.y.MsgFunc_##x(pszName, iSize, pbuf ); \
|
||||
}
|
||||
|
||||
#define HOOK_COMMAND(x, y) gEngfuncs.pfnAddCommand( x, __CmdFunc_##y );
|
||||
#define DECLARE_COMMAND(y, x) void __CmdFunc_##x( void ) \
|
||||
{ \
|
||||
gHUD.y.UserCmd_##x( ); \
|
||||
}
|
||||
|
||||
inline float CVAR_GET_FLOAT( const char *x ) { return gEngfuncs.pfnGetCvarFloat( (char*)x ); }
|
||||
inline char* CVAR_GET_STRING( const char *x ) { return gEngfuncs.pfnGetCvarString( (char*)x ); }
|
||||
inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int flags ) { return gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); }
|
||||
|
||||
#define SPR_Load (*gEngfuncs.pfnSPR_Load)
|
||||
#define SPR_Set (*gEngfuncs.pfnSPR_Set)
|
||||
#define SPR_Frames (*gEngfuncs.pfnSPR_Frames)
|
||||
#define SPR_GetList (*gEngfuncs.pfnSPR_GetList)
|
||||
|
||||
// SPR_Draw draws a the current sprite as solid
|
||||
#define SPR_Draw (*gEngfuncs.pfnSPR_Draw)
|
||||
// SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent)
|
||||
#define SPR_DrawHoles (*gEngfuncs.pfnSPR_DrawHoles)
|
||||
// SPR_DrawAdditive adds the sprites RGB values to the background (additive transulency)
|
||||
#define SPR_DrawAdditive (*gEngfuncs.pfnSPR_DrawAdditive)
|
||||
|
||||
// SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen.
|
||||
#define SPR_EnableScissor (*gEngfuncs.pfnSPR_EnableScissor)
|
||||
// SPR_DisableScissor disables the clipping rect
|
||||
#define SPR_DisableScissor (*gEngfuncs.pfnSPR_DisableScissor)
|
||||
//
|
||||
#define FillRGBA (*gEngfuncs.pfnFillRGBA)
|
||||
#define FillRGBABlend (*gEngfuncs.pfnFillRGBABlend)
|
||||
|
||||
|
||||
// ScreenHeight returns the height of the screen, in pixels
|
||||
#define ScreenHeight (gHUD.m_scrinfo.iHeight)
|
||||
// ScreenWidth returns the width of the screen, in pixels
|
||||
#define ScreenWidth (gHUD.m_scrinfo.iWidth)
|
||||
|
||||
#define TrueHeight (gHUD.m_truescrinfo.iHeight)
|
||||
#define TrueWidth (gHUD.m_truescrinfo.iWidth)
|
||||
|
||||
// Use this to set any co-ords in 640x480 space
|
||||
#define XRES(x) ((int)(float(x) * ((float)ScreenWidth / 640.0f) + 0.5f))
|
||||
#define YRES(y) ((int)(float(y) * ((float)ScreenHeight / 480.0f) + 0.5f))
|
||||
|
||||
// use this to project world coordinates to screen coordinates
|
||||
#define XPROJECT(x) ( (1.0f+(x))*ScreenWidth*0.5f )
|
||||
#define YPROJECT(y) ( (1.0f-(y))*ScreenHeight*0.5f )
|
||||
|
||||
#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo)
|
||||
#define ServerCmd (*gEngfuncs.pfnServerCmd)
|
||||
#define ClientCmd (*gEngfuncs.pfnClientCmd)
|
||||
#define SetCrosshair (*gEngfuncs.pfnSetCrosshair)
|
||||
#define AngleVectors (*gEngfuncs.pfnAngleVectors)
|
||||
extern float color[3]; // hud.cpp
|
||||
|
||||
// Gets the height & width of a sprite, at the specified frame
|
||||
inline int SPR_Height( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Height(x, f); }
|
||||
inline int SPR_Width( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Width(x, f); }
|
||||
|
||||
inline client_textmessage_t *TextMessageGet( const char *pName ) { return gEngfuncs.pfnTextMessageGet( pName ); }
|
||||
|
||||
inline void ConsolePrint( const char *string )
|
||||
{
|
||||
gEngfuncs.pfnConsolePrint( string );
|
||||
}
|
||||
|
||||
inline void CenterPrint( const char *string )
|
||||
{
|
||||
gEngfuncs.pfnCenterPrint( string );
|
||||
}
|
||||
|
||||
// returns the players name of entity no.
|
||||
#define GetPlayerInfo (*gEngfuncs.pfnGetPlayerInfo)
|
||||
|
||||
// sound functions
|
||||
inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
|
||||
inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); }
|
||||
|
||||
#define max(a, b) (((a) > (b)) ? (a) : (b))
|
||||
#define min(a, b) (((a) < (b)) ? (a) : (b))
|
||||
#define fabs(x) ((x) > 0 ? (x) : 0 - (x))
|
||||
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
|
||||
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
|
||||
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
|
||||
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
|
||||
inline void VectorClear(float *a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;}
|
||||
float Length(const float *v);
|
||||
void VectorMA (const float *veca, float scale, const float *vecb, float *vecc);
|
||||
void VectorScale (const float *in, float scale, float *out);
|
||||
float VectorNormalize (float *v);
|
||||
void VectorInverse ( float *v );
|
||||
|
||||
extern vec3_t vec3_origin;
|
||||
|
||||
// disable 'possible loss of data converting float to int' warning message
|
||||
#pragma warning( disable: 4244 )
|
||||
// disable 'truncation from 'const double' to 'float' warning message
|
||||
#pragma warning( disable: 4305 )
|
||||
|
||||
HSPRITE LoadSprite(const char *pszName);
|
||||
float *GetClientColor( int clientIndex );
|
||||
void GetTeamColor( int &r, int &g, int &b, int teamIndex );
|
||||
#define bound( min, num, max ) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
|
||||
|
|
|
@ -1,79 +1,79 @@
|
|||
//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
// com_weapons.h
|
||||
// Shared weapons common function prototypes
|
||||
#if !defined( COM_WEAPONSH )
|
||||
#define COM_WEAPONSH
|
||||
|
||||
|
||||
#include "hud_iface.h"
|
||||
|
||||
#define PLAYER_CAN_SHOOT (1 << 0)
|
||||
#define PLAYER_FREEZE_TIME_OVER ( 1 << 1 )
|
||||
#define PLAYER_IN_BOMB_ZONE (1 << 2)
|
||||
#define PLAYER_HOLDING_SHIELD (1 << 3)
|
||||
|
||||
#define CROSSHAIR_
|
||||
#define ACCURACY_AIR (1 << 0) // accuracy depends on FL_ONGROUND
|
||||
#define ACCURACY_SPEED (1 << 1)
|
||||
#define ACCURACY_DUCK (1 << 2) // more accurate when ducking
|
||||
#define ACCURACY_MULTIPLY_BY_14 (1 << 3) // accuracy multiply to 1.4
|
||||
#define ACCURACY_MULTIPLY_BY_14_2 (1 << 4) // accuracy multiply to 1.4
|
||||
|
||||
#ifndef WPNSTATE_USP_SILENCED
|
||||
#define WPNSTATE_USP_SILENCED (1<<0)
|
||||
#define WPNSTATE_GLOCK18_BURST_MODE (1<<1)
|
||||
#define WPNSTATE_M4A1_SILENCED (1<<2)
|
||||
#define WPNSTATE_ELITE_LEFT (1<<3)
|
||||
#define WPNSTATE_FAMAS_BURST_MODE (1<<4)
|
||||
#define WPNSTATE_SHIELD_DRAWN (1<<5)
|
||||
#endif
|
||||
|
||||
|
||||
extern "C"
|
||||
{
|
||||
void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed );
|
||||
}
|
||||
|
||||
void COM_Log( char *pszFile, char *fmt, ...);
|
||||
int CL_IsDead( void );
|
||||
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
|
||||
int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
|
||||
|
||||
int HUD_GetWeaponAnim( void );
|
||||
void HUD_SendWeaponAnim(int iAnim, int iWeaponId, int iBody, int iForce );
|
||||
int HUD_GetWeapon( void );
|
||||
void HUD_PlaySound( char *sound, float volume );
|
||||
void HUD_PlaybackEvent( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
|
||||
void HUD_SetMaxSpeed( const struct edict_s *ed, float speed );
|
||||
int stub_PrecacheModel( char* s );
|
||||
int stub_PrecacheSound( char* s );
|
||||
unsigned short stub_PrecacheEvent( int type, const char *s );
|
||||
const char *stub_NameForFunction ( unsigned int function );
|
||||
void stub_SetModel ( struct edict_s *e, const char *m );
|
||||
int GetWeaponAccuracyFlags( int weaponid );
|
||||
|
||||
extern cvar_t *cl_lw;
|
||||
|
||||
extern int g_runfuncs;
|
||||
extern vec3_t v_angles;
|
||||
extern float g_lastFOV;
|
||||
extern int g_iWeaponFlags;
|
||||
extern bool g_bInBombZone;
|
||||
extern int g_iFreezeTimeOver;
|
||||
extern bool g_bHoldingShield;
|
||||
extern bool g_bHoldingKnife;
|
||||
extern int g_iPlayerFlags;
|
||||
extern vec3_t g_vPlayerVelocity;
|
||||
extern float g_flPlayerSpeed;
|
||||
extern struct local_state_s *g_curstate;
|
||||
extern struct local_state_s *g_finalstate;
|
||||
extern int g_iShotsFired;
|
||||
|
||||
#endif
|
||||
//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
// com_weapons.h
|
||||
// Shared weapons common function prototypes
|
||||
#if !defined( COM_WEAPONSH )
|
||||
#define COM_WEAPONSH
|
||||
|
||||
|
||||
#include "hud_iface.h"
|
||||
|
||||
#define PLAYER_CAN_SHOOT (1 << 0)
|
||||
#define PLAYER_FREEZE_TIME_OVER ( 1 << 1 )
|
||||
#define PLAYER_IN_BOMB_ZONE (1 << 2)
|
||||
#define PLAYER_HOLDING_SHIELD (1 << 3)
|
||||
|
||||
#define CROSSHAIR_
|
||||
#define ACCURACY_AIR (1 << 0) // accuracy depends on FL_ONGROUND
|
||||
#define ACCURACY_SPEED (1 << 1)
|
||||
#define ACCURACY_DUCK (1 << 2) // more accurate when ducking
|
||||
#define ACCURACY_MULTIPLY_BY_14 (1 << 3) // accuracy multiply to 1.4
|
||||
#define ACCURACY_MULTIPLY_BY_14_2 (1 << 4) // accuracy multiply to 1.4
|
||||
|
||||
#ifndef WPNSTATE_USP_SILENCED
|
||||
#define WPNSTATE_USP_SILENCED (1<<0)
|
||||
#define WPNSTATE_GLOCK18_BURST_MODE (1<<1)
|
||||
#define WPNSTATE_M4A1_SILENCED (1<<2)
|
||||
#define WPNSTATE_ELITE_LEFT (1<<3)
|
||||
#define WPNSTATE_FAMAS_BURST_MODE (1<<4)
|
||||
#define WPNSTATE_SHIELD_DRAWN (1<<5)
|
||||
#endif
|
||||
|
||||
|
||||
extern "C"
|
||||
{
|
||||
void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed );
|
||||
}
|
||||
|
||||
void COM_Log( char *pszFile, char *fmt, ...);
|
||||
int CL_IsDead( void );
|
||||
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
|
||||
int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
|
||||
|
||||
int HUD_GetWeaponAnim( void );
|
||||
void HUD_SendWeaponAnim(int iAnim, int iWeaponId, int iBody, int iForce );
|
||||
int HUD_GetWeapon( void );
|
||||
void HUD_PlaySound( char *sound, float volume );
|
||||
void HUD_PlaybackEvent( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
|
||||
void HUD_SetMaxSpeed( const struct edict_s *ed, float speed );
|
||||
int stub_PrecacheModel( char* s );
|
||||
int stub_PrecacheSound( char* s );
|
||||
unsigned short stub_PrecacheEvent( int type, const char *s );
|
||||
const char *stub_NameForFunction ( unsigned int function );
|
||||
void stub_SetModel ( struct edict_s *e, const char *m );
|
||||
int GetWeaponAccuracyFlags( int weaponid );
|
||||
|
||||
extern cvar_t *cl_lw;
|
||||
|
||||
extern int g_runfuncs;
|
||||
extern vec3_t v_angles;
|
||||
extern float g_lastFOV;
|
||||
extern int g_iWeaponFlags;
|
||||
extern bool g_bInBombZone;
|
||||
extern int g_iFreezeTimeOver;
|
||||
extern bool g_bHoldingShield;
|
||||
extern bool g_bHoldingKnife;
|
||||
extern int g_iPlayerFlags;
|
||||
extern vec3_t g_vPlayerVelocity;
|
||||
extern float g_flPlayerSpeed;
|
||||
extern struct local_state_s *g_curstate;
|
||||
extern struct local_state_s *g_finalstate;
|
||||
extern int g_iShotsFired;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,26 +1,26 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( DEMOH )
|
||||
#define DEMOH
|
||||
|
||||
// Types of demo messages we can write/parse
|
||||
enum
|
||||
{
|
||||
TYPE_SNIPERDOT = 0,
|
||||
TYPE_ZOOM
|
||||
};
|
||||
|
||||
void Demo_WriteBuffer( int type, int size, unsigned char *buffer );
|
||||
|
||||
extern int g_demosniper;
|
||||
extern int g_demosniperdamage;
|
||||
extern float g_demosniperorg[3];
|
||||
extern float g_demosniperangles[3];
|
||||
extern float g_demozoom;
|
||||
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( DEMOH )
|
||||
#define DEMOH
|
||||
|
||||
// Types of demo messages we can write/parse
|
||||
enum
|
||||
{
|
||||
TYPE_SNIPERDOT = 0,
|
||||
TYPE_ZOOM
|
||||
};
|
||||
|
||||
void Demo_WriteBuffer( int type, int size, unsigned char *buffer );
|
||||
|
||||
extern int g_demosniper;
|
||||
extern int g_demosniperdamage;
|
||||
extern float g_demosniperorg[3];
|
||||
extern float g_demosniperangles[3];
|
||||
extern float g_demozoom;
|
||||
|
||||
#endif
|
|
@ -1,44 +1,44 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined ( EV_HLDMH )
|
||||
#define EV_HLDMH
|
||||
|
||||
// bullet types
|
||||
typedef enum
|
||||
{
|
||||
BULLET_NONE = 0,
|
||||
BULLET_PLAYER_9MM,
|
||||
BULLET_PLAYER_MP5,
|
||||
BULLET_PLAYER_357,
|
||||
BULLET_PLAYER_BUCKSHOT,
|
||||
BULLET_PLAYER_CROWBAR,
|
||||
|
||||
BULLET_MONSTER_9MM,
|
||||
BULLET_MONSTER_MP5,
|
||||
BULLET_MONSTER_12MM,
|
||||
|
||||
BULLET_PLAYER_45ACP,
|
||||
BULLET_PLAYER_338MAG,
|
||||
BULLET_PLAYER_762MM,
|
||||
BULLET_PLAYER_556MM,
|
||||
BULLET_PLAYER_50AE,
|
||||
BULLET_PLAYER_57MM,
|
||||
BULLET_PLAYER_357SIG
|
||||
}
|
||||
Bullet;
|
||||
|
||||
void EV_HLDM_GunshotDecalTrace(pmtrace_t *pTrace, char *decalName , char chTextureType);
|
||||
void EV_HLDM_DecalGunshot(pmtrace_t *pTrace, int iBulletType, float scale, int r, int g, int b, bool bCreateSparks, char cTextureType);
|
||||
int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount );
|
||||
void EV_HLDM_FireBullets(int idx,
|
||||
float *forward, float *right, float *up,
|
||||
int cShots,
|
||||
float *vecSrc, float *vecDirShooting, float *vecSpread,
|
||||
float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, int iPenetration);
|
||||
void EV_CS16Client_KillEveryRound( struct tempent_s *te, float frametime, float currenttime );
|
||||
#endif // EV_HLDMH
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined ( EV_HLDMH )
|
||||
#define EV_HLDMH
|
||||
|
||||
// bullet types
|
||||
typedef enum
|
||||
{
|
||||
BULLET_NONE = 0,
|
||||
BULLET_PLAYER_9MM,
|
||||
BULLET_PLAYER_MP5,
|
||||
BULLET_PLAYER_357,
|
||||
BULLET_PLAYER_BUCKSHOT,
|
||||
BULLET_PLAYER_CROWBAR,
|
||||
|
||||
BULLET_MONSTER_9MM,
|
||||
BULLET_MONSTER_MP5,
|
||||
BULLET_MONSTER_12MM,
|
||||
|
||||
BULLET_PLAYER_45ACP,
|
||||
BULLET_PLAYER_338MAG,
|
||||
BULLET_PLAYER_762MM,
|
||||
BULLET_PLAYER_556MM,
|
||||
BULLET_PLAYER_50AE,
|
||||
BULLET_PLAYER_57MM,
|
||||
BULLET_PLAYER_357SIG
|
||||
}
|
||||
Bullet;
|
||||
|
||||
void EV_HLDM_GunshotDecalTrace(pmtrace_t *pTrace, char *decalName , char chTextureType);
|
||||
void EV_HLDM_DecalGunshot(pmtrace_t *pTrace, int iBulletType, float scale, int r, int g, int b, bool bCreateSparks, char cTextureType);
|
||||
int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount );
|
||||
void EV_HLDM_FireBullets(int idx,
|
||||
float *forward, float *right, float *up,
|
||||
int cShots,
|
||||
float *vecSrc, float *vecDirShooting, float *vecSpread,
|
||||
float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, int iPenetration);
|
||||
void EV_CS16Client_KillEveryRound( struct tempent_s *te, float frametime, float currenttime );
|
||||
#endif // EV_HLDMH
|
||||
|
|
|
@ -1,75 +1,75 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
// eventscripts.h
|
||||
#if !defined ( EVENTSCRIPTSH )
|
||||
#define EVENTSCRIPTSH
|
||||
|
||||
// defaults for clientinfo messages
|
||||
#define DEFAULT_VIEWHEIGHT 28
|
||||
#define VEC_DUCK_VIEW 12
|
||||
|
||||
#define FTENT_FADEOUT 0x00000080
|
||||
|
||||
#define DMG_GENERIC 0 // generic damage was done
|
||||
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
|
||||
#define DMG_BULLET (1 << 1) // shot
|
||||
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
|
||||
#define DMG_BURN (1 << 3) // heat burned
|
||||
#define DMG_FREEZE (1 << 4) // frozen
|
||||
#define DMG_FALL (1 << 5) // fell too far
|
||||
#define DMG_BLAST (1 << 6) // explosive blast damage
|
||||
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
|
||||
#define DMG_SHOCK (1 << 8) // electric shock
|
||||
#define DMG_SONIC (1 << 9) // sound pulse shockwave
|
||||
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
|
||||
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
||||
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
||||
|
||||
// time-based damage
|
||||
//mask off TF-specific stuff too
|
||||
#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage
|
||||
|
||||
#define DMG_DROWN (1 << 14) // Drowning
|
||||
#define DMG_FIRSTTIMEBASED DMG_DROWN
|
||||
|
||||
#define DMG_PARALYZE (1 << 15) // slows affected creature down
|
||||
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
|
||||
#define DMG_POISON (1 << 17) // blood poisioning
|
||||
#define DMG_RADIATION (1 << 18) // radiation exposure
|
||||
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
|
||||
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
|
||||
#define DMG_SLOWBURN (1 << 21) // in an oven
|
||||
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
|
||||
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
||||
|
||||
//TF ADDITIONS
|
||||
#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
|
||||
#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance
|
||||
#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius.
|
||||
#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor
|
||||
#define DMG_AIMED (1 << 28) // Does Hit location damage
|
||||
#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
|
||||
|
||||
#define DMG_CALTROP (1<<30)
|
||||
#define DMG_HALLUC (1<<31)
|
||||
|
||||
// Some of these are HL/TFC specific?
|
||||
void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype, int life = 2.5 );
|
||||
void EV_GetGunPosition( struct event_args_s *args, float *pos, float *origin );
|
||||
void EV_GetDefaultShellInfo( struct event_args_s *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale );
|
||||
qboolean EV_IsLocal( int idx );
|
||||
qboolean EV_IsPlayer( int idx );
|
||||
void EV_CreateTracer( float *start, float *end );
|
||||
void CreateCorpse(Vector *p_vOrigin, Vector *p_vAngles, const char *pModel, float flAnimTime, int iSequence, int iBody);
|
||||
|
||||
|
||||
struct cl_entity_s *GetEntity( int idx );
|
||||
struct cl_entity_s *GetViewEntity( void );
|
||||
void EV_MuzzleFlash( void );
|
||||
|
||||
#endif // EVENTSCRIPTSH
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
// eventscripts.h
|
||||
#if !defined ( EVENTSCRIPTSH )
|
||||
#define EVENTSCRIPTSH
|
||||
|
||||
// defaults for clientinfo messages
|
||||
#define DEFAULT_VIEWHEIGHT 28
|
||||
#define VEC_DUCK_VIEW 12
|
||||
|
||||
#define FTENT_FADEOUT 0x00000080
|
||||
|
||||
#define DMG_GENERIC 0 // generic damage was done
|
||||
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
|
||||
#define DMG_BULLET (1 << 1) // shot
|
||||
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
|
||||
#define DMG_BURN (1 << 3) // heat burned
|
||||
#define DMG_FREEZE (1 << 4) // frozen
|
||||
#define DMG_FALL (1 << 5) // fell too far
|
||||
#define DMG_BLAST (1 << 6) // explosive blast damage
|
||||
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
|
||||
#define DMG_SHOCK (1 << 8) // electric shock
|
||||
#define DMG_SONIC (1 << 9) // sound pulse shockwave
|
||||
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
|
||||
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
||||
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
||||
|
||||
// time-based damage
|
||||
//mask off TF-specific stuff too
|
||||
#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage
|
||||
|
||||
#define DMG_DROWN (1 << 14) // Drowning
|
||||
#define DMG_FIRSTTIMEBASED DMG_DROWN
|
||||
|
||||
#define DMG_PARALYZE (1 << 15) // slows affected creature down
|
||||
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
|
||||
#define DMG_POISON (1 << 17) // blood poisioning
|
||||
#define DMG_RADIATION (1 << 18) // radiation exposure
|
||||
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
|
||||
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
|
||||
#define DMG_SLOWBURN (1 << 21) // in an oven
|
||||
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
|
||||
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
||||
|
||||
//TF ADDITIONS
|
||||
#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
|
||||
#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance
|
||||
#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius.
|
||||
#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor
|
||||
#define DMG_AIMED (1 << 28) // Does Hit location damage
|
||||
#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
|
||||
|
||||
#define DMG_CALTROP (1<<30)
|
||||
#define DMG_HALLUC (1<<31)
|
||||
|
||||
// Some of these are HL/TFC specific?
|
||||
void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype, int life = 2.5 );
|
||||
void EV_GetGunPosition( struct event_args_s *args, float *pos, float *origin );
|
||||
void EV_GetDefaultShellInfo( struct event_args_s *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale );
|
||||
qboolean EV_IsLocal( int idx );
|
||||
qboolean EV_IsPlayer( int idx );
|
||||
void EV_CreateTracer( float *start, float *end );
|
||||
void CreateCorpse(Vector *p_vOrigin, Vector *p_vAngles, const char *pModel, float flAnimTime, int iSequence, int iBody);
|
||||
|
||||
|
||||
struct cl_entity_s *GetEntity( int idx );
|
||||
struct cl_entity_s *GetViewEntity( void );
|
||||
void EV_MuzzleFlash( void );
|
||||
|
||||
#endif // EVENTSCRIPTSH
|
||||
|
|
|
@ -1,62 +1,62 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#pragma once
|
||||
#ifndef __AMMO_H__
|
||||
#define __AMMO_H__
|
||||
|
||||
#define MAX_WEAPON_NAME 128
|
||||
|
||||
|
||||
#define WEAPON_FLAGS_SELECTONEMPTY 1
|
||||
|
||||
#define WEAPON_IS_ONTARGET 0x40
|
||||
|
||||
struct WEAPON
|
||||
{
|
||||
char szName[MAX_WEAPON_NAME];
|
||||
int iAmmoType;
|
||||
int iAmmo2Type;
|
||||
int iMax1;
|
||||
int iMax2;
|
||||
int iSlot;
|
||||
int iSlotPos;
|
||||
int iFlags;
|
||||
int iId;
|
||||
int iClip;
|
||||
|
||||
int iCount; // # of itesm in plist
|
||||
|
||||
HSPRITE hActive;
|
||||
wrect_t rcActive;
|
||||
HSPRITE hInactive;
|
||||
wrect_t rcInactive;
|
||||
HSPRITE hAmmo;
|
||||
wrect_t rcAmmo;
|
||||
HSPRITE hAmmo2;
|
||||
wrect_t rcAmmo2;
|
||||
HSPRITE hCrosshair;
|
||||
wrect_t rcCrosshair;
|
||||
HSPRITE hAutoaim;
|
||||
wrect_t rcAutoaim;
|
||||
HSPRITE hZoomedCrosshair;
|
||||
wrect_t rcZoomedCrosshair;
|
||||
HSPRITE hZoomedAutoaim;
|
||||
wrect_t rcZoomedAutoaim;
|
||||
};
|
||||
|
||||
typedef int AMMO;
|
||||
|
||||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#pragma once
|
||||
#ifndef __AMMO_H__
|
||||
#define __AMMO_H__
|
||||
|
||||
#define MAX_WEAPON_NAME 128
|
||||
|
||||
|
||||
#define WEAPON_FLAGS_SELECTONEMPTY 1
|
||||
|
||||
#define WEAPON_IS_ONTARGET 0x40
|
||||
|
||||
struct WEAPON
|
||||
{
|
||||
char szName[MAX_WEAPON_NAME];
|
||||
int iAmmoType;
|
||||
int iAmmo2Type;
|
||||
int iMax1;
|
||||
int iMax2;
|
||||
int iSlot;
|
||||
int iSlotPos;
|
||||
int iFlags;
|
||||
int iId;
|
||||
int iClip;
|
||||
|
||||
int iCount; // # of itesm in plist
|
||||
|
||||
HSPRITE hActive;
|
||||
wrect_t rcActive;
|
||||
HSPRITE hInactive;
|
||||
wrect_t rcInactive;
|
||||
HSPRITE hAmmo;
|
||||
wrect_t rcAmmo;
|
||||
HSPRITE hAmmo2;
|
||||
wrect_t rcAmmo2;
|
||||
HSPRITE hCrosshair;
|
||||
wrect_t rcCrosshair;
|
||||
HSPRITE hAutoaim;
|
||||
wrect_t rcAutoaim;
|
||||
HSPRITE hZoomedCrosshair;
|
||||
wrect_t rcZoomedCrosshair;
|
||||
HSPRITE hZoomedAutoaim;
|
||||
wrect_t rcZoomedAutoaim;
|
||||
};
|
||||
|
||||
typedef int AMMO;
|
||||
|
||||
|
||||
#endif
|
|
@ -1,143 +1,143 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// ammohistory.h
|
||||
//
|
||||
#pragma once
|
||||
// this is the max number of items in each bucket
|
||||
#define MAX_WEAPON_POSITIONS 19
|
||||
|
||||
class WeaponsResource
|
||||
{
|
||||
private:
|
||||
// Information about weapons & ammo
|
||||
WEAPON rgWeapons[MAX_WEAPONS]; // Weapons Array
|
||||
|
||||
// counts of weapons * ammo
|
||||
WEAPON* rgSlots[MAX_WEAPON_SLOTS+1][MAX_WEAPON_POSITIONS+1]; // The slots currently in use by weapons. The value is a pointer to the weapon; if it's NULL, no weapon is there
|
||||
int riAmmo[MAX_AMMO_TYPES]; // count of each ammo type
|
||||
|
||||
public:
|
||||
void Init( void )
|
||||
{
|
||||
memset( rgWeapons, 0, sizeof rgWeapons );
|
||||
Reset();
|
||||
}
|
||||
|
||||
void Reset( void )
|
||||
{
|
||||
iOldWeaponBits = 0;
|
||||
memset( rgSlots, 0, sizeof rgSlots );
|
||||
memset( riAmmo, 0, sizeof riAmmo );
|
||||
}
|
||||
|
||||
///// WEAPON /////
|
||||
int iOldWeaponBits;
|
||||
|
||||
WEAPON *GetWeapon( int iId ) { return &rgWeapons[iId]; }
|
||||
void AddWeapon( WEAPON *wp )
|
||||
{
|
||||
rgWeapons[ wp->iId ] = *wp;
|
||||
LoadWeaponSprites( &rgWeapons[ wp->iId ] );
|
||||
}
|
||||
|
||||
void PickupWeapon( WEAPON *wp )
|
||||
{
|
||||
rgSlots[ wp->iSlot ][ wp->iSlotPos ] = wp;
|
||||
}
|
||||
|
||||
void DropWeapon( WEAPON *wp )
|
||||
{
|
||||
rgSlots[ wp->iSlot ][ wp->iSlotPos ] = NULL;
|
||||
}
|
||||
|
||||
void DropAllWeapons( void )
|
||||
{
|
||||
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||||
{
|
||||
if ( rgWeapons[i].iId )
|
||||
DropWeapon( &rgWeapons[i] );
|
||||
}
|
||||
}
|
||||
|
||||
WEAPON* GetWeaponSlot( int slot, int pos ) { return rgSlots[slot][pos]; }
|
||||
|
||||
void LoadWeaponSprites( WEAPON* wp );
|
||||
void LoadAllWeaponSprites( void );
|
||||
WEAPON* GetFirstPos( int iSlot );
|
||||
void SelectSlot( int iSlot, int fAdvance, int iDirection );
|
||||
WEAPON* GetNextActivePos( int iSlot, int iSlotPos );
|
||||
|
||||
int HasAmmo( WEAPON *p );
|
||||
|
||||
///// AMMO /////
|
||||
AMMO GetAmmo( int iId ) { return iId; }
|
||||
|
||||
void SetAmmo( int iId, int iCount ) { riAmmo[ iId ] = iCount; }
|
||||
|
||||
int CountAmmo( int iId );
|
||||
|
||||
HSPRITE* GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect );
|
||||
};
|
||||
|
||||
extern WeaponsResource gWR;
|
||||
|
||||
|
||||
#define MAX_HISTORY 12
|
||||
enum {
|
||||
HISTSLOT_EMPTY,
|
||||
HISTSLOT_AMMO,
|
||||
HISTSLOT_WEAP,
|
||||
HISTSLOT_ITEM,
|
||||
};
|
||||
|
||||
class HistoryResource
|
||||
{
|
||||
private:
|
||||
struct HIST_ITEM {
|
||||
int type;
|
||||
float DisplayTime; // the time at which this item should be removed from the history
|
||||
int iCount;
|
||||
int iId;
|
||||
};
|
||||
|
||||
HIST_ITEM rgAmmoHistory[MAX_HISTORY];
|
||||
|
||||
public:
|
||||
|
||||
void Init( void )
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
void Reset( void )
|
||||
{
|
||||
memset( rgAmmoHistory, 0, sizeof rgAmmoHistory );
|
||||
}
|
||||
|
||||
int iHistoryGap;
|
||||
int iCurrentHistorySlot;
|
||||
|
||||
void AddToHistory( int iType, int iId, int iCount = 0 );
|
||||
void AddToHistory( int iType, const char *szName, int iCount = 0 );
|
||||
|
||||
void CheckClearHistory( void );
|
||||
int DrawAmmoHistory( float flTime );
|
||||
};
|
||||
|
||||
extern HistoryResource gHR;
|
||||
|
||||
|
||||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// ammohistory.h
|
||||
//
|
||||
#pragma once
|
||||
// this is the max number of items in each bucket
|
||||
#define MAX_WEAPON_POSITIONS 19
|
||||
|
||||
class WeaponsResource
|
||||
{
|
||||
private:
|
||||
// Information about weapons & ammo
|
||||
WEAPON rgWeapons[MAX_WEAPONS]; // Weapons Array
|
||||
|
||||
// counts of weapons * ammo
|
||||
WEAPON* rgSlots[MAX_WEAPON_SLOTS+1][MAX_WEAPON_POSITIONS+1]; // The slots currently in use by weapons. The value is a pointer to the weapon; if it's NULL, no weapon is there
|
||||
int riAmmo[MAX_AMMO_TYPES]; // count of each ammo type
|
||||
|
||||
public:
|
||||
void Init( void )
|
||||
{
|
||||
memset( rgWeapons, 0, sizeof rgWeapons );
|
||||
Reset();
|
||||
}
|
||||
|
||||
void Reset( void )
|
||||
{
|
||||
iOldWeaponBits = 0;
|
||||
memset( rgSlots, 0, sizeof rgSlots );
|
||||
memset( riAmmo, 0, sizeof riAmmo );
|
||||
}
|
||||
|
||||
///// WEAPON /////
|
||||
int iOldWeaponBits;
|
||||
|
||||
WEAPON *GetWeapon( int iId ) { return &rgWeapons[iId]; }
|
||||
void AddWeapon( WEAPON *wp )
|
||||
{
|
||||
rgWeapons[ wp->iId ] = *wp;
|
||||
LoadWeaponSprites( &rgWeapons[ wp->iId ] );
|
||||
}
|
||||
|
||||
void PickupWeapon( WEAPON *wp )
|
||||
{
|
||||
rgSlots[ wp->iSlot ][ wp->iSlotPos ] = wp;
|
||||
}
|
||||
|
||||
void DropWeapon( WEAPON *wp )
|
||||
{
|
||||
rgSlots[ wp->iSlot ][ wp->iSlotPos ] = NULL;
|
||||
}
|
||||
|
||||
void DropAllWeapons( void )
|
||||
{
|
||||
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||||
{
|
||||
if ( rgWeapons[i].iId )
|
||||
DropWeapon( &rgWeapons[i] );
|
||||
}
|
||||
}
|
||||
|
||||
WEAPON* GetWeaponSlot( int slot, int pos ) { return rgSlots[slot][pos]; }
|
||||
|
||||
void LoadWeaponSprites( WEAPON* wp );
|
||||
void LoadAllWeaponSprites( void );
|
||||
WEAPON* GetFirstPos( int iSlot );
|
||||
void SelectSlot( int iSlot, int fAdvance, int iDirection );
|
||||
WEAPON* GetNextActivePos( int iSlot, int iSlotPos );
|
||||
|
||||
int HasAmmo( WEAPON *p );
|
||||
|
||||
///// AMMO /////
|
||||
AMMO GetAmmo( int iId ) { return iId; }
|
||||
|
||||
void SetAmmo( int iId, int iCount ) { riAmmo[ iId ] = iCount; }
|
||||
|
||||
int CountAmmo( int iId );
|
||||
|
||||
HSPRITE* GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect );
|
||||
};
|
||||
|
||||
extern WeaponsResource gWR;
|
||||
|
||||
|
||||
#define MAX_HISTORY 12
|
||||
enum {
|
||||
HISTSLOT_EMPTY,
|
||||
HISTSLOT_AMMO,
|
||||
HISTSLOT_WEAP,
|
||||
HISTSLOT_ITEM,
|
||||
};
|
||||
|
||||
class HistoryResource
|
||||
{
|
||||
private:
|
||||
struct HIST_ITEM {
|
||||
int type;
|
||||
float DisplayTime; // the time at which this item should be removed from the history
|
||||
int iCount;
|
||||
int iId;
|
||||
};
|
||||
|
||||
HIST_ITEM rgAmmoHistory[MAX_HISTORY];
|
||||
|
||||
public:
|
||||
|
||||
void Init( void )
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
void Reset( void )
|
||||
{
|
||||
memset( rgAmmoHistory, 0, sizeof rgAmmoHistory );
|
||||
}
|
||||
|
||||
int iHistoryGap;
|
||||
int iCurrentHistorySlot;
|
||||
|
||||
void AddToHistory( int iType, int iId, int iCount = 0 );
|
||||
void AddToHistory( int iType, const char *szName, int iCount = 0 );
|
||||
|
||||
void CheckClearHistory( void );
|
||||
int DrawAmmoHistory( float flTime );
|
||||
};
|
||||
|
||||
extern HistoryResource gHR;
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1,133 +1,133 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#pragma once
|
||||
#define DMG_IMAGE_LIFE 2 // seconds that image is up
|
||||
|
||||
#define DMG_IMAGE_POISON 0
|
||||
#define DMG_IMAGE_ACID 1
|
||||
#define DMG_IMAGE_COLD 2
|
||||
#define DMG_IMAGE_DROWN 3
|
||||
#define DMG_IMAGE_BURN 4
|
||||
#define DMG_IMAGE_NERVE 5
|
||||
#define DMG_IMAGE_RAD 6
|
||||
#define DMG_IMAGE_SHOCK 7
|
||||
//tf defines
|
||||
#define DMG_IMAGE_CALTROP 8
|
||||
#define DMG_IMAGE_TRANQ 9
|
||||
#define DMG_IMAGE_CONCUSS 10
|
||||
#define DMG_IMAGE_HALLUC 11
|
||||
#define NUM_DMG_TYPES 12
|
||||
// instant damage
|
||||
|
||||
#define DMG_GENERIC 0 // generic damage was done
|
||||
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
|
||||
#define DMG_BULLET (1 << 1) // shot
|
||||
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
|
||||
#define DMG_BURN (1 << 3) // heat burned
|
||||
#define DMG_FREEZE (1 << 4) // frozen
|
||||
#define DMG_FALL (1 << 5) // fell too far
|
||||
#define DMG_BLAST (1 << 6) // explosive blast damage
|
||||
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
|
||||
#define DMG_SHOCK (1 << 8) // electric shock
|
||||
#define DMG_SONIC (1 << 9) // sound pulse shockwave
|
||||
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
|
||||
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
||||
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
||||
|
||||
|
||||
// time-based damage
|
||||
//mask off TF-specific stuff too
|
||||
#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage
|
||||
|
||||
|
||||
#define DMG_DROWN (1 << 14) // Drowning
|
||||
#define DMG_FIRSTTIMEBASED DMG_DROWN
|
||||
|
||||
#define DMG_PARALYZE (1 << 15) // slows affected creature down
|
||||
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
|
||||
#define DMG_POISON (1 << 17) // blood poisioning
|
||||
#define DMG_RADIATION (1 << 18) // radiation exposure
|
||||
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
|
||||
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
|
||||
#define DMG_SLOWBURN (1 << 21) // in an oven
|
||||
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
|
||||
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
||||
|
||||
//TF ADDITIONS
|
||||
#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
|
||||
#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance
|
||||
#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius.
|
||||
#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor
|
||||
#define DMG_AIMED (1 << 28) // Does Hit location damage
|
||||
#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
|
||||
|
||||
#define DMG_CALTROP (1<<30)
|
||||
#define DMG_HALLUC (1<<31)
|
||||
|
||||
// TF Healing Additions for TakeHealth
|
||||
#define DMG_IGNORE_MAXHEALTH DMG_IGNITE
|
||||
// TF Redefines since we never use the originals
|
||||
#define DMG_NAIL DMG_SLASH
|
||||
#define DMG_NOT_SELF DMG_FREEZE
|
||||
|
||||
|
||||
#define DMG_TRANQ DMG_MORTAR
|
||||
#define DMG_CONCUSS DMG_SONIC
|
||||
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float fExpire;
|
||||
float fBaseline;
|
||||
int x, y;
|
||||
} DAMAGE_IMAGE;
|
||||
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
//
|
||||
class CHudHealth: public CHudBase
|
||||
{
|
||||
public:
|
||||
virtual int Init( void );
|
||||
virtual int VidInit( void );
|
||||
virtual int Draw(float fTime);
|
||||
virtual void Reset( void );
|
||||
|
||||
int MsgFunc_Health(const char *pszName, int iSize, void *pbuf);
|
||||
int MsgFunc_Damage(const char *pszName, int iSize, void *pbuf);
|
||||
int MsgFunc_ScoreAttrib(const char *pszName, int iSize, void *pbuf);
|
||||
int MsgFunc_ClCorpse(const char *pszName, int iSize, void *pbuf);
|
||||
|
||||
|
||||
int m_iHealth;
|
||||
int m_HUD_dmg_bio;
|
||||
int m_HUD_cross;
|
||||
float m_fAttackFront, m_fAttackRear, m_fAttackLeft, m_fAttackRight;
|
||||
void GetPainColor( int &r, int &g, int &b );
|
||||
float m_fFade;
|
||||
private:
|
||||
HSPRITE m_hSprite;
|
||||
HSPRITE m_hDamage;
|
||||
|
||||
DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES];
|
||||
float m_flTimeFlash;
|
||||
int m_bitsDamage;
|
||||
int DrawPain(float fTime);
|
||||
int DrawDamage(float fTime);
|
||||
void CalcDamageDirection(vec3_t vecFrom);
|
||||
void UpdateTiles(float fTime, long bits);
|
||||
void DrawPlayerLocation( void );
|
||||
};
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#pragma once
|
||||
#define DMG_IMAGE_LIFE 2 // seconds that image is up
|
||||
|
||||
#define DMG_IMAGE_POISON 0
|
||||
#define DMG_IMAGE_ACID 1
|
||||
#define DMG_IMAGE_COLD 2
|
||||
#define DMG_IMAGE_DROWN 3
|
||||
#define DMG_IMAGE_BURN 4
|
||||
#define DMG_IMAGE_NERVE 5
|
||||
#define DMG_IMAGE_RAD 6
|
||||
#define DMG_IMAGE_SHOCK 7
|
||||
//tf defines
|
||||
#define DMG_IMAGE_CALTROP 8
|
||||
#define DMG_IMAGE_TRANQ 9
|
||||
#define DMG_IMAGE_CONCUSS 10
|
||||
#define DMG_IMAGE_HALLUC 11
|
||||
#define NUM_DMG_TYPES 12
|
||||
// instant damage
|
||||
|
||||
#define DMG_GENERIC 0 // generic damage was done
|
||||
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
|
||||
#define DMG_BULLET (1 << 1) // shot
|
||||
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
|
||||
#define DMG_BURN (1 << 3) // heat burned
|
||||
#define DMG_FREEZE (1 << 4) // frozen
|
||||
#define DMG_FALL (1 << 5) // fell too far
|
||||
#define DMG_BLAST (1 << 6) // explosive blast damage
|
||||
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
|
||||
#define DMG_SHOCK (1 << 8) // electric shock
|
||||
#define DMG_SONIC (1 << 9) // sound pulse shockwave
|
||||
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
|
||||
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
||||
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
||||
|
||||
|
||||
// time-based damage
|
||||
//mask off TF-specific stuff too
|
||||
#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage
|
||||
|
||||
|
||||
#define DMG_DROWN (1 << 14) // Drowning
|
||||
#define DMG_FIRSTTIMEBASED DMG_DROWN
|
||||
|
||||
#define DMG_PARALYZE (1 << 15) // slows affected creature down
|
||||
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
|
||||
#define DMG_POISON (1 << 17) // blood poisioning
|
||||
#define DMG_RADIATION (1 << 18) // radiation exposure
|
||||
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
|
||||
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
|
||||
#define DMG_SLOWBURN (1 << 21) // in an oven
|
||||
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
|
||||
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
||||
|
||||
//TF ADDITIONS
|
||||
#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
|
||||
#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance
|
||||
#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius.
|
||||
#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor
|
||||
#define DMG_AIMED (1 << 28) // Does Hit location damage
|
||||
#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
|
||||
|
||||
#define DMG_CALTROP (1<<30)
|
||||
#define DMG_HALLUC (1<<31)
|
||||
|
||||
// TF Healing Additions for TakeHealth
|
||||
#define DMG_IGNORE_MAXHEALTH DMG_IGNITE
|
||||
// TF Redefines since we never use the originals
|
||||
#define DMG_NAIL DMG_SLASH
|
||||
#define DMG_NOT_SELF DMG_FREEZE
|
||||
|
||||
|
||||
#define DMG_TRANQ DMG_MORTAR
|
||||
#define DMG_CONCUSS DMG_SONIC
|
||||
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float fExpire;
|
||||
float fBaseline;
|
||||
int x, y;
|
||||
} DAMAGE_IMAGE;
|
||||
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
//
|
||||
class CHudHealth: public CHudBase
|
||||
{
|
||||
public:
|
||||
virtual int Init( void );
|
||||
virtual int VidInit( void );
|
||||
virtual int Draw(float fTime);
|
||||
virtual void Reset( void );
|
||||
|
||||
int MsgFunc_Health(const char *pszName, int iSize, void *pbuf);
|
||||
int MsgFunc_Damage(const char *pszName, int iSize, void *pbuf);
|
||||
int MsgFunc_ScoreAttrib(const char *pszName, int iSize, void *pbuf);
|
||||
int MsgFunc_ClCorpse(const char *pszName, int iSize, void *pbuf);
|
||||
|
||||
|
||||
int m_iHealth;
|
||||
int m_HUD_dmg_bio;
|
||||
int m_HUD_cross;
|
||||
float m_fAttackFront, m_fAttackRear, m_fAttackLeft, m_fAttackRight;
|
||||
void GetPainColor( int &r, int &g, int &b );
|
||||
float m_fFade;
|
||||
private:
|
||||
HSPRITE m_hSprite;
|
||||
HSPRITE m_hDamage;
|
||||
|
||||
DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES];
|
||||
float m_flTimeFlash;
|
||||
int m_bitsDamage;
|
||||
int DrawPain(float fTime);
|
||||
int DrawDamage(float fTime);
|
||||
void CalcDamageDirection(vec3_t vecFrom);
|
||||
void UpdateTiles(float fTime, long bits);
|
||||
void DrawPlayerLocation( void );
|
||||
};
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,22 +1,22 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( HUD_IFACEH )
|
||||
#define HUD_IFACEH
|
||||
#ifdef _WIN32
|
||||
#define EXPORT _declspec( dllexport )
|
||||
#define _DLLEXPORT __declspec( dllexport )
|
||||
#else
|
||||
#define EXPORT
|
||||
#define _DLLEXPORT
|
||||
#endif
|
||||
typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf);
|
||||
#include "wrect.h"
|
||||
#include "../engine/cdll_int.h"
|
||||
extern cl_enginefunc_t gEngfuncs;
|
||||
|
||||
#endif
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( HUD_IFACEH )
|
||||
#define HUD_IFACEH
|
||||
#ifdef _WIN32
|
||||
#define EXPORT _declspec( dllexport )
|
||||
#define _DLLEXPORT __declspec( dllexport )
|
||||
#else
|
||||
#define EXPORT
|
||||
#define _DLLEXPORT
|
||||
#endif
|
||||
typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf);
|
||||
#include "wrect.h"
|
||||
#include "../engine/cdll_int.h"
|
||||
extern cl_enginefunc_t gEngfuncs;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,139 +1,139 @@
|
|||
//========= Copyright ? 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#ifndef SPECTATOR_H
|
||||
#define SPECTATOR_H
|
||||
|
||||
#include "cl_entity.h"
|
||||
#include "hud.h"
|
||||
|
||||
|
||||
#define INSET_OFF 0
|
||||
#define INSET_CHASE_FREE 1
|
||||
#define INSET_IN_EYE 2
|
||||
#define INSET_MAP_FREE 3
|
||||
#define INSET_MAP_CHASE 4
|
||||
|
||||
#define MAX_SPEC_HUD_MESSAGES 8
|
||||
|
||||
|
||||
|
||||
#define OVERVIEW_TILE_SIZE 256 // don't change this
|
||||
#define OVERVIEW_MAX_LAYERS 1
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Handles the drawing of the spectator stuff (camera & top-down map and all the things on it )
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
typedef struct overviewInfo_s {
|
||||
char map[64]; // cl.levelname or empty
|
||||
vec3_t origin; // center of map
|
||||
float zoom; // zoom of map images
|
||||
int layers; // how may layers do we have
|
||||
float layersHeights[OVERVIEW_MAX_LAYERS];
|
||||
char layersImages[OVERVIEW_MAX_LAYERS][255];
|
||||
qboolean rotated; // are map images rotated (90 degrees) ?
|
||||
|
||||
int insetWindowX;
|
||||
int insetWindowY;
|
||||
int insetWindowHeight;
|
||||
int insetWindowWidth;
|
||||
} overviewInfo_t;
|
||||
|
||||
typedef struct overviewEntity_s {
|
||||
|
||||
HSPRITE hSprite;
|
||||
struct cl_entity_s * entity;
|
||||
double killTime;
|
||||
} overviewEntity_t;
|
||||
|
||||
#define MAX_OVERVIEW_ENTITIES 128
|
||||
|
||||
class CHudSpectator : public CHudBase
|
||||
{
|
||||
public:
|
||||
void Reset();
|
||||
int ToggleInset(bool allowOff);
|
||||
void CheckSettings();
|
||||
void InitHUDData( void );
|
||||
bool AddOverviewEntityToList( HSPRITE sprite, cl_entity_t * ent, double killTime);
|
||||
void DeathMessage(int victim);
|
||||
bool AddOverviewEntity( int type, struct cl_entity_s *ent, const char *modelname );
|
||||
void CheckOverviewEntities();
|
||||
void DrawOverview();
|
||||
void DrawOverviewEntities();
|
||||
void GetMapPosition( float * returnvec );
|
||||
void DrawOverviewLayer();
|
||||
void LoadMapSprites();
|
||||
bool ParseOverviewFile();
|
||||
bool IsActivePlayer(cl_entity_t * ent);
|
||||
void SetModes(int iMainMode, int iInsetMode);
|
||||
void HandleButtonsDown(int ButtonPressed);
|
||||
void HandleButtonsUp(int ButtonPressed);
|
||||
void FindNextPlayer( bool bReverse );
|
||||
void DirectorMessage( int iSize, void *pbuf );
|
||||
void SetSpectatorStartPosition();
|
||||
CHudMsgFunc(Spectator);
|
||||
int Init();
|
||||
int VidInit();
|
||||
|
||||
int Draw(float flTime);
|
||||
|
||||
int m_iDrawCycle;
|
||||
client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES];
|
||||
char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128];
|
||||
int m_lastHudMessage;
|
||||
overviewInfo_t m_OverviewData;
|
||||
overviewEntity_t m_OverviewEntities[MAX_OVERVIEW_ENTITIES];
|
||||
int m_iObserverFlags;
|
||||
int m_iSpectatorNumber;
|
||||
|
||||
float m_mapZoom; // zoom the user currently uses
|
||||
vec3_t m_mapOrigin; // origin where user rotates around
|
||||
cvar_t * m_drawnames;
|
||||
cvar_t * m_specmode;
|
||||
cvar_t * m_drawcone;
|
||||
cvar_t * m_drawstatus;
|
||||
cvar_t * m_autoDirector;
|
||||
float m_lastAutoDirector;
|
||||
cvar_t * m_pip;
|
||||
|
||||
|
||||
qboolean m_chatEnabled;
|
||||
|
||||
vec3_t m_cameraOrigin; // a help camera
|
||||
vec3_t m_cameraAngles; // and it's angles
|
||||
|
||||
|
||||
private:
|
||||
vec3_t m_vPlayerPos[MAX_PLAYERS];
|
||||
HSPRITE m_hsprPlayerC4;
|
||||
HSPRITE m_hsprPlayerVIP;
|
||||
HSPRITE m_hsprHostage;
|
||||
HSPRITE m_hsprBackpack;
|
||||
HSPRITE m_hsprBomb;
|
||||
HSPRITE m_hsprPlayerBlue;
|
||||
HSPRITE m_hsprPlayerRed;
|
||||
HSPRITE m_hsprPlayer;
|
||||
HSPRITE m_hsprCamera;
|
||||
HSPRITE m_hsprPlayerDead;
|
||||
HSPRITE m_hsprViewcone;
|
||||
HSPRITE m_hsprUnkownMap;
|
||||
HSPRITE m_hsprBeam;
|
||||
HSPRITE m_hCrosshair;
|
||||
|
||||
wrect_t m_crosshairRect;
|
||||
|
||||
struct model_s * m_MapSprite; // each layer image is saved in one sprite, where each tile is a sprite frame
|
||||
float m_flNextObserverInput;
|
||||
float m_zoomDelta;
|
||||
float m_moveDelta;
|
||||
int m_lastPrimaryObject;
|
||||
int m_lastSecondaryObject;
|
||||
};
|
||||
|
||||
#endif // SPECTATOR_H
|
||||
//========= Copyright ? 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#ifndef SPECTATOR_H
|
||||
#define SPECTATOR_H
|
||||
|
||||
#include "cl_entity.h"
|
||||
#include "hud.h"
|
||||
|
||||
|
||||
#define INSET_OFF 0
|
||||
#define INSET_CHASE_FREE 1
|
||||
#define INSET_IN_EYE 2
|
||||
#define INSET_MAP_FREE 3
|
||||
#define INSET_MAP_CHASE 4
|
||||
|
||||
#define MAX_SPEC_HUD_MESSAGES 8
|
||||
|
||||
|
||||
|
||||
#define OVERVIEW_TILE_SIZE 256 // don't change this
|
||||
#define OVERVIEW_MAX_LAYERS 1
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Handles the drawing of the spectator stuff (camera & top-down map and all the things on it )
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
typedef struct overviewInfo_s {
|
||||
char map[64]; // cl.levelname or empty
|
||||
vec3_t origin; // center of map
|
||||
float zoom; // zoom of map images
|
||||
int layers; // how may layers do we have
|
||||
float layersHeights[OVERVIEW_MAX_LAYERS];
|
||||
char layersImages[OVERVIEW_MAX_LAYERS][255];
|
||||
qboolean rotated; // are map images rotated (90 degrees) ?
|
||||
|
||||
int insetWindowX;
|
||||
int insetWindowY;
|
||||
int insetWindowHeight;
|
||||
int insetWindowWidth;
|
||||
} overviewInfo_t;
|
||||
|
||||
typedef struct overviewEntity_s {
|
||||
|
||||
HSPRITE hSprite;
|
||||
struct cl_entity_s * entity;
|
||||
double killTime;
|
||||
} overviewEntity_t;
|
||||
|
||||
#define MAX_OVERVIEW_ENTITIES 128
|
||||
|
||||
class CHudSpectator : public CHudBase
|
||||
{
|
||||
public:
|
||||
void Reset();
|
||||
int ToggleInset(bool allowOff);
|
||||
void CheckSettings();
|
||||
void InitHUDData( void );
|
||||
bool AddOverviewEntityToList( HSPRITE sprite, cl_entity_t * ent, double killTime);
|
||||
void DeathMessage(int victim);
|
||||
bool AddOverviewEntity( int type, struct cl_entity_s *ent, const char *modelname );
|
||||
void CheckOverviewEntities();
|
||||
void DrawOverview();
|
||||
void DrawOverviewEntities();
|
||||
void GetMapPosition( float * returnvec );
|
||||
void DrawOverviewLayer();
|
||||
void LoadMapSprites();
|
||||
bool ParseOverviewFile();
|
||||
bool IsActivePlayer(cl_entity_t * ent);
|
||||
void SetModes(int iMainMode, int iInsetMode);
|
||||
void HandleButtonsDown(int ButtonPressed);
|
||||
void HandleButtonsUp(int ButtonPressed);
|
||||
void FindNextPlayer( bool bReverse );
|
||||
void DirectorMessage( int iSize, void *pbuf );
|
||||
void SetSpectatorStartPosition();
|
||||
CHudMsgFunc(Spectator);
|
||||
int Init();
|
||||
int VidInit();
|
||||
|
||||
int Draw(float flTime);
|
||||
|
||||
int m_iDrawCycle;
|
||||
client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES];
|
||||
char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128];
|
||||
int m_lastHudMessage;
|
||||
overviewInfo_t m_OverviewData;
|
||||
overviewEntity_t m_OverviewEntities[MAX_OVERVIEW_ENTITIES];
|
||||
int m_iObserverFlags;
|
||||
int m_iSpectatorNumber;
|
||||
|
||||
float m_mapZoom; // zoom the user currently uses
|
||||
vec3_t m_mapOrigin; // origin where user rotates around
|
||||
cvar_t * m_drawnames;
|
||||
cvar_t * m_specmode;
|
||||
cvar_t * m_drawcone;
|
||||
cvar_t * m_drawstatus;
|
||||
cvar_t * m_autoDirector;
|
||||
float m_lastAutoDirector;
|
||||
cvar_t * m_pip;
|
||||
|
||||
|
||||
qboolean m_chatEnabled;
|
||||
|
||||
vec3_t m_cameraOrigin; // a help camera
|
||||
vec3_t m_cameraAngles; // and it's angles
|
||||
|
||||
|
||||
private:
|
||||
vec3_t m_vPlayerPos[MAX_PLAYERS];
|
||||
HSPRITE m_hsprPlayerC4;
|
||||
HSPRITE m_hsprPlayerVIP;
|
||||
HSPRITE m_hsprHostage;
|
||||
HSPRITE m_hsprBackpack;
|
||||
HSPRITE m_hsprBomb;
|
||||
HSPRITE m_hsprPlayerBlue;
|
||||
HSPRITE m_hsprPlayerRed;
|
||||
HSPRITE m_hsprPlayer;
|
||||
HSPRITE m_hsprCamera;
|
||||
HSPRITE m_hsprPlayerDead;
|
||||
HSPRITE m_hsprViewcone;
|
||||
HSPRITE m_hsprUnkownMap;
|
||||
HSPRITE m_hsprBeam;
|
||||
HSPRITE m_hCrosshair;
|
||||
|
||||
wrect_t m_crosshairRect;
|
||||
|
||||
struct model_s * m_MapSprite; // each layer image is saved in one sprite, where each tile is a sprite frame
|
||||
float m_flNextObserverInput;
|
||||
float m_zoomDelta;
|
||||
float m_moveDelta;
|
||||
int m_lastPrimaryObject;
|
||||
int m_lastSecondaryObject;
|
||||
};
|
||||
|
||||
#endif // SPECTATOR_H
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( IN_DEFSH )
|
||||
#define IN_DEFSH
|
||||
|
||||
// up / down
|
||||
#define PITCH 0
|
||||
// left / right
|
||||
#define YAW 1
|
||||
// fall over
|
||||
#define ROLL 2
|
||||
|
||||
#ifdef _WIN32
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
#else
|
||||
#define DLLEXPORT
|
||||
typedef struct point_s{
|
||||
int x;
|
||||
int y;
|
||||
} POINT;
|
||||
#define GetCursorPos(x)
|
||||
#define SetCursorPos(x,y)
|
||||
#endif
|
||||
|
||||
#endif
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( IN_DEFSH )
|
||||
#define IN_DEFSH
|
||||
|
||||
// up / down
|
||||
#define PITCH 0
|
||||
// left / right
|
||||
#define YAW 1
|
||||
// fall over
|
||||
#define ROLL 2
|
||||
|
||||
#ifdef _WIN32
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
#else
|
||||
#define DLLEXPORT
|
||||
typedef struct point_s{
|
||||
int x;
|
||||
int y;
|
||||
} POINT;
|
||||
#define GetCursorPos(x)
|
||||
#define SetCursorPos(x,y)
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,17 +1,17 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( KBUTTONH )
|
||||
#define KBUTTONH
|
||||
|
||||
typedef struct kbutton_s
|
||||
{
|
||||
int down[2]; // key nums holding it down
|
||||
int state; // low bit is down state
|
||||
} kbutton_t;
|
||||
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( KBUTTONH )
|
||||
#define KBUTTONH
|
||||
|
||||
typedef struct kbutton_s
|
||||
{
|
||||
int down[2]; // key nums holding it down
|
||||
int state; // low bit is down state
|
||||
} kbutton_t;
|
||||
|
||||
#endif // !KBUTTONH
|
|
@ -1,30 +1,30 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#ifndef OVERVIEW_H
|
||||
#define OVERVIEW_H
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Handles the drawing of the top-down map and all the things on it
|
||||
//-----------------------------------------------------------------------------
|
||||
class CHudOverview : public CHudBase
|
||||
{
|
||||
public:
|
||||
int Init();
|
||||
int VidInit();
|
||||
|
||||
int Draw(float flTime);
|
||||
void InitHUDData( void );
|
||||
|
||||
private:
|
||||
HSPRITE m_hsprPlayer;
|
||||
HSPRITE m_hsprViewcone;
|
||||
};
|
||||
|
||||
|
||||
#endif // OVERVIEW_H
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#ifndef OVERVIEW_H
|
||||
#define OVERVIEW_H
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Handles the drawing of the top-down map and all the things on it
|
||||
//-----------------------------------------------------------------------------
|
||||
class CHudOverview : public CHudBase
|
||||
{
|
||||
public:
|
||||
int Init();
|
||||
int VidInit();
|
||||
|
||||
int Draw(float flTime);
|
||||
void InitHUDData( void );
|
||||
|
||||
private:
|
||||
HSPRITE m_hsprPlayer;
|
||||
HSPRITE m_hsprViewcone;
|
||||
};
|
||||
|
||||
|
||||
#endif // OVERVIEW_H
|
||||
|
|
|
@ -1,40 +1,40 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// parsemsg.h
|
||||
//
|
||||
#pragma once
|
||||
#define ASSERT( x )
|
||||
|
||||
void BEGIN_READ( void *buf, int size );
|
||||
int READ_CHAR( void );
|
||||
int READ_BYTE( void );
|
||||
int READ_SHORT( void );
|
||||
int READ_WORD( void );
|
||||
int READ_LONG( void );
|
||||
float READ_FLOAT( void );
|
||||
char* READ_STRING( void );
|
||||
float READ_COORD( void );
|
||||
float READ_ANGLE( void );
|
||||
float READ_HIRESANGLE( void );
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// parsemsg.h
|
||||
//
|
||||
#pragma once
|
||||
#define ASSERT( x )
|
||||
|
||||
void BEGIN_READ( void *buf, int size );
|
||||
int READ_CHAR( void );
|
||||
int READ_BYTE( void );
|
||||
int READ_SHORT( void );
|
||||
int READ_WORD( void );
|
||||
int READ_LONG( void );
|
||||
float READ_FLOAT( void );
|
||||
char* READ_STRING( void );
|
||||
float READ_COORD( void );
|
||||
float READ_ANGLE( void );
|
||||
float READ_HIRESANGLE( void );
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1,82 +1,82 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2004, Shambler Team. 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
|
||||
* Shambler Team. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Shambler Team.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
====== rain.h ========================================================
|
||||
*/
|
||||
#pragma once
|
||||
#ifndef __RAIN_H__
|
||||
#define __RAIN_H__
|
||||
|
||||
#define DRIPSPEED 900 // speed of raindrips (pixel per secs)
|
||||
#define SNOWSPEED 200 // speed of snowflakes
|
||||
#define SNOWFADEDIST 80
|
||||
|
||||
#define MAXDRIPS 2000 // max raindrops
|
||||
#define MAXFX 3000 // max effects
|
||||
|
||||
#define DRIP_SPRITE_HALFHEIGHT 64
|
||||
#define DRIP_SPRITE_HALFWIDTH 1
|
||||
#define SNOW_SPRITE_HALFSIZE 3
|
||||
|
||||
// radius water rings
|
||||
#define MAXRINGHALFSIZE 25
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int dripsPerSecond;
|
||||
float distFromPlayer;
|
||||
float windX, windY;
|
||||
float randX, randY;
|
||||
int weatherMode; // 0 - snow, 1 - rain
|
||||
float globalHeight;
|
||||
} rain_properties;
|
||||
|
||||
typedef struct cl_drip
|
||||
{
|
||||
float birthTime;
|
||||
float minHeight; // minimal height to kill raindrop
|
||||
vec3_t origin;
|
||||
float alpha;
|
||||
|
||||
float xDelta; // side speed
|
||||
float yDelta;
|
||||
int landInWater;
|
||||
|
||||
cl_drip* p_Next; // next drip in chain
|
||||
cl_drip* p_Prev; // previous drip in chain
|
||||
} cl_drip_t;
|
||||
|
||||
typedef struct cl_rainfx
|
||||
{
|
||||
float birthTime;
|
||||
float life;
|
||||
vec3_t origin;
|
||||
float alpha;
|
||||
|
||||
cl_rainfx* p_Next; // next fx in chain
|
||||
cl_rainfx* p_Prev; // previous fx in chain
|
||||
} cl_rainfx_t;
|
||||
|
||||
extern rain_properties Rain;
|
||||
extern cl_drip_t FirstChainDrip;
|
||||
extern cl_rainfx_t FirstChainFX;
|
||||
|
||||
|
||||
void ProcessRain( void );
|
||||
void ProcessFXObjects( void );
|
||||
void ResetRain( void );
|
||||
void InitRain( void );
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2004, Shambler Team. 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
|
||||
* Shambler Team. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Shambler Team.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
====== rain.h ========================================================
|
||||
*/
|
||||
#pragma once
|
||||
#ifndef __RAIN_H__
|
||||
#define __RAIN_H__
|
||||
|
||||
#define DRIPSPEED 900 // speed of raindrips (pixel per secs)
|
||||
#define SNOWSPEED 200 // speed of snowflakes
|
||||
#define SNOWFADEDIST 80
|
||||
|
||||
#define MAXDRIPS 2000 // max raindrops
|
||||
#define MAXFX 3000 // max effects
|
||||
|
||||
#define DRIP_SPRITE_HALFHEIGHT 64
|
||||
#define DRIP_SPRITE_HALFWIDTH 1
|
||||
#define SNOW_SPRITE_HALFSIZE 3
|
||||
|
||||
// radius water rings
|
||||
#define MAXRINGHALFSIZE 25
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int dripsPerSecond;
|
||||
float distFromPlayer;
|
||||
float windX, windY;
|
||||
float randX, randY;
|
||||
int weatherMode; // 0 - snow, 1 - rain
|
||||
float globalHeight;
|
||||
} rain_properties;
|
||||
|
||||
typedef struct cl_drip
|
||||
{
|
||||
float birthTime;
|
||||
float minHeight; // minimal height to kill raindrop
|
||||
vec3_t origin;
|
||||
float alpha;
|
||||
|
||||
float xDelta; // side speed
|
||||
float yDelta;
|
||||
int landInWater;
|
||||
|
||||
cl_drip* p_Next; // next drip in chain
|
||||
cl_drip* p_Prev; // previous drip in chain
|
||||
} cl_drip_t;
|
||||
|
||||
typedef struct cl_rainfx
|
||||
{
|
||||
float birthTime;
|
||||
float life;
|
||||
vec3_t origin;
|
||||
float alpha;
|
||||
|
||||
cl_rainfx* p_Next; // next fx in chain
|
||||
cl_rainfx* p_Prev; // previous fx in chain
|
||||
} cl_rainfx_t;
|
||||
|
||||
extern rain_properties Rain;
|
||||
extern cl_drip_t FirstChainDrip;
|
||||
extern cl_rainfx_t FirstChainFX;
|
||||
|
||||
|
||||
void ProcessRain( void );
|
||||
void ProcessFXObjects( void );
|
||||
void ResetRain( void );
|
||||
void InitRain( void );
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,85 +1,85 @@
|
|||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
// Big thanks to Chicken Fortress developers
|
||||
// for this code.
|
||||
|
||||
#pragma once
|
||||
#if !defined (GAMESTUDIOMODELRENDERER_H)
|
||||
#define GAMESTUDIOMODELRENDERER_H
|
||||
|
||||
enum BoneIndex
|
||||
{
|
||||
BONE_HEAD,
|
||||
BONE_PELVIS,
|
||||
BONE_SPINE1,
|
||||
BONE_SPINE2,
|
||||
BONE_SPINE3,
|
||||
BONE_MAX,
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
vec3_t origin;
|
||||
vec3_t angles;
|
||||
|
||||
vec3_t realangles;
|
||||
|
||||
float animtime;
|
||||
float frame;
|
||||
int sequence;
|
||||
int gaitsequence;
|
||||
float framerate;
|
||||
|
||||
int m_fSequenceLoops;
|
||||
int m_fSequenceFinished;
|
||||
|
||||
byte controller[4];
|
||||
byte blending[2];
|
||||
|
||||
latchedvars_t lv;
|
||||
}client_anim_state_t;
|
||||
|
||||
class CGameStudioModelRenderer : public CStudioModelRenderer
|
||||
{
|
||||
public:
|
||||
CGameStudioModelRenderer(void);
|
||||
|
||||
public:
|
||||
virtual void StudioSetupBones(void);
|
||||
virtual void StudioEstimateGait(entity_state_t *pplayer);
|
||||
virtual void StudioProcessGait(entity_state_t *pplayer);
|
||||
virtual int StudioDrawPlayer(int flags, entity_state_t *pplayer);
|
||||
virtual int _StudioDrawPlayer(int flags, entity_state_t *pplayer);
|
||||
virtual void StudioFxTransform(cl_entity_t *ent, float transform[3][4]);
|
||||
virtual void StudioPlayerBlend(mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch);
|
||||
virtual void CalculateYawBlend(entity_state_t *pplayer);
|
||||
virtual void CalculatePitchBlend(entity_state_t *pplayer);
|
||||
|
||||
private:
|
||||
void SavePlayerState(entity_state_t *pplayer);
|
||||
void SetupClientAnimation(entity_state_t *pplayer);
|
||||
void RestorePlayerState(entity_state_t *pplayer);
|
||||
mstudioanim_t* LookupAnimation(mstudioseqdesc_t *pseqdesc, int index);
|
||||
|
||||
private:
|
||||
int m_nPlayerGaitSequences[MAX_CLIENTS];
|
||||
bool m_bLocal;
|
||||
};
|
||||
|
||||
extern CGameStudioModelRenderer g_StudioRenderer;
|
||||
|
||||
#endif
|
||||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
// Big thanks to Chicken Fortress developers
|
||||
// for this code.
|
||||
|
||||
#pragma once
|
||||
#if !defined (GAMESTUDIOMODELRENDERER_H)
|
||||
#define GAMESTUDIOMODELRENDERER_H
|
||||
|
||||
enum BoneIndex
|
||||
{
|
||||
BONE_HEAD,
|
||||
BONE_PELVIS,
|
||||
BONE_SPINE1,
|
||||
BONE_SPINE2,
|
||||
BONE_SPINE3,
|
||||
BONE_MAX,
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
vec3_t origin;
|
||||
vec3_t angles;
|
||||
|
||||
vec3_t realangles;
|
||||
|
||||
float animtime;
|
||||
float frame;
|
||||
int sequence;
|
||||
int gaitsequence;
|
||||
float framerate;
|
||||
|
||||
int m_fSequenceLoops;
|
||||
int m_fSequenceFinished;
|
||||
|
||||
byte controller[4];
|
||||
byte blending[2];
|
||||
|
||||
latchedvars_t lv;
|
||||
}client_anim_state_t;
|
||||
|
||||
class CGameStudioModelRenderer : public CStudioModelRenderer
|
||||
{
|
||||
public:
|
||||
CGameStudioModelRenderer(void);
|
||||
|
||||
public:
|
||||
virtual void StudioSetupBones(void);
|
||||
virtual void StudioEstimateGait(entity_state_t *pplayer);
|
||||
virtual void StudioProcessGait(entity_state_t *pplayer);
|
||||
virtual int StudioDrawPlayer(int flags, entity_state_t *pplayer);
|
||||
virtual int _StudioDrawPlayer(int flags, entity_state_t *pplayer);
|
||||
virtual void StudioFxTransform(cl_entity_t *ent, float transform[3][4]);
|
||||
virtual void StudioPlayerBlend(mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch);
|
||||
virtual void CalculateYawBlend(entity_state_t *pplayer);
|
||||
virtual void CalculatePitchBlend(entity_state_t *pplayer);
|
||||
|
||||
private:
|
||||
void SavePlayerState(entity_state_t *pplayer);
|
||||
void SetupClientAnimation(entity_state_t *pplayer);
|
||||
void RestorePlayerState(entity_state_t *pplayer);
|
||||
mstudioanim_t* LookupAnimation(mstudioseqdesc_t *pseqdesc, int index);
|
||||
|
||||
private:
|
||||
int m_nPlayerGaitSequences[MAX_CLIENTS];
|
||||
bool m_bLocal;
|
||||
};
|
||||
|
||||
extern CGameStudioModelRenderer g_StudioRenderer;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,97 +1,97 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
// Big thanks to Chicken Fortress developers
|
||||
// for this code.
|
||||
#pragma once
|
||||
#ifndef STUDIOMODELRENDERER_H
|
||||
#define STUDIOMODELRENDERER_H
|
||||
|
||||
class CStudioModelRenderer
|
||||
{
|
||||
public:
|
||||
CStudioModelRenderer(void);
|
||||
virtual ~CStudioModelRenderer(void);
|
||||
|
||||
public:
|
||||
virtual void Init(void);
|
||||
virtual int StudioDrawModel(int flags);
|
||||
virtual int StudioDrawPlayer(int flags, struct entity_state_s *pplayer);
|
||||
|
||||
public:
|
||||
virtual mstudioanim_t *StudioGetAnim(model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc);
|
||||
virtual void StudioSetUpTransform(int trivial_accept);
|
||||
virtual void StudioSetupBones(void);
|
||||
virtual void StudioCalcAttachments(void);
|
||||
virtual void StudioSaveBones(void);
|
||||
virtual void StudioMergeBones(model_t *m_pSubModel);
|
||||
virtual float StudioEstimateInterpolant(void);
|
||||
virtual float StudioEstimateFrame(mstudioseqdesc_t *pseqdesc);
|
||||
virtual void StudioFxTransform(cl_entity_t *ent, float transform[3][4]);
|
||||
virtual void StudioSlerpBones(vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s);
|
||||
virtual void StudioCalcBoneAdj(float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen);
|
||||
virtual void StudioCalcBoneQuaterion(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q);
|
||||
virtual void StudioCalcBonePosition(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos);
|
||||
virtual void StudioCalcRotations(float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f);
|
||||
virtual void StudioRenderModel(float *lightdir);
|
||||
virtual void StudioRenderFinal(void);
|
||||
virtual void StudioRenderFinal_Software(void);
|
||||
virtual void StudioRenderFinal_Hardware(void);
|
||||
virtual void StudioPlayerBlend(mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch);
|
||||
virtual void StudioEstimateGait(entity_state_t *pplayer);
|
||||
virtual void StudioProcessGait(entity_state_t *pplayer);
|
||||
virtual void StudioSetShadowSprite(int idx);
|
||||
virtual void StudioDrawShadow(Vector origin, float scale);
|
||||
|
||||
|
||||
public:
|
||||
double m_clTime;
|
||||
double m_clOldTime;
|
||||
int m_fDoInterp;
|
||||
int m_iShadowSprite;
|
||||
int m_fGaitEstimation;
|
||||
int m_nFrameCount;
|
||||
cvar_t *m_pCvarHiModels;
|
||||
cvar_t *m_pCvarDeveloper;
|
||||
cvar_t *m_pCvarDrawEntities;
|
||||
cl_entity_t *m_pCurrentEntity;
|
||||
model_t *m_pRenderModel;
|
||||
player_info_t *m_pPlayerInfo;
|
||||
int m_nPlayerIndex;
|
||||
float m_flGaitMovement;
|
||||
studiohdr_t *m_pStudioHeader;
|
||||
mstudiobodyparts_t *m_pBodyPart;
|
||||
mstudiomodel_t *m_pSubModel;
|
||||
int m_nTopColor;
|
||||
int m_nBottomColor;
|
||||
model_t *m_pChromeSprite;
|
||||
int m_nCachedBones;
|
||||
char m_nCachedBoneNames[MAXSTUDIOBONES][32];
|
||||
float m_rgCachedBoneTransform[MAXSTUDIOBONES][3][4];
|
||||
float m_rgCachedLightTransform[MAXSTUDIOBONES][3][4];
|
||||
float m_fSoftwareXScale, m_fSoftwareYScale;
|
||||
float m_vUp[3];
|
||||
float m_vRight[3];
|
||||
float m_vNormal[3];
|
||||
float m_vRenderOrigin[3];
|
||||
int *m_pStudioModelCount;
|
||||
int *m_pModelsDrawn;
|
||||
float (*m_protationmatrix)[3][4];
|
||||
float (*m_paliastransform)[3][4];
|
||||
float (*m_pbonetransform)[MAXSTUDIOBONES][3][4];
|
||||
float (*m_plighttransform)[MAXSTUDIOBONES][3][4];
|
||||
};
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
// Big thanks to Chicken Fortress developers
|
||||
// for this code.
|
||||
#pragma once
|
||||
#ifndef STUDIOMODELRENDERER_H
|
||||
#define STUDIOMODELRENDERER_H
|
||||
|
||||
class CStudioModelRenderer
|
||||
{
|
||||
public:
|
||||
CStudioModelRenderer(void);
|
||||
virtual ~CStudioModelRenderer(void);
|
||||
|
||||
public:
|
||||
virtual void Init(void);
|
||||
virtual int StudioDrawModel(int flags);
|
||||
virtual int StudioDrawPlayer(int flags, struct entity_state_s *pplayer);
|
||||
|
||||
public:
|
||||
virtual mstudioanim_t *StudioGetAnim(model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc);
|
||||
virtual void StudioSetUpTransform(int trivial_accept);
|
||||
virtual void StudioSetupBones(void);
|
||||
virtual void StudioCalcAttachments(void);
|
||||
virtual void StudioSaveBones(void);
|
||||
virtual void StudioMergeBones(model_t *m_pSubModel);
|
||||
virtual float StudioEstimateInterpolant(void);
|
||||
virtual float StudioEstimateFrame(mstudioseqdesc_t *pseqdesc);
|
||||
virtual void StudioFxTransform(cl_entity_t *ent, float transform[3][4]);
|
||||
virtual void StudioSlerpBones(vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s);
|
||||
virtual void StudioCalcBoneAdj(float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen);
|
||||
virtual void StudioCalcBoneQuaterion(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q);
|
||||
virtual void StudioCalcBonePosition(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos);
|
||||
virtual void StudioCalcRotations(float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f);
|
||||
virtual void StudioRenderModel(float *lightdir);
|
||||
virtual void StudioRenderFinal(void);
|
||||
virtual void StudioRenderFinal_Software(void);
|
||||
virtual void StudioRenderFinal_Hardware(void);
|
||||
virtual void StudioPlayerBlend(mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch);
|
||||
virtual void StudioEstimateGait(entity_state_t *pplayer);
|
||||
virtual void StudioProcessGait(entity_state_t *pplayer);
|
||||
virtual void StudioSetShadowSprite(int idx);
|
||||
virtual void StudioDrawShadow(Vector origin, float scale);
|
||||
|
||||
|
||||
public:
|
||||
double m_clTime;
|
||||
double m_clOldTime;
|
||||
int m_fDoInterp;
|
||||
int m_iShadowSprite;
|
||||
int m_fGaitEstimation;
|
||||
int m_nFrameCount;
|
||||
cvar_t *m_pCvarHiModels;
|
||||
cvar_t *m_pCvarDeveloper;
|
||||
cvar_t *m_pCvarDrawEntities;
|
||||
cl_entity_t *m_pCurrentEntity;
|
||||
model_t *m_pRenderModel;
|
||||
player_info_t *m_pPlayerInfo;
|
||||
int m_nPlayerIndex;
|
||||
float m_flGaitMovement;
|
||||
studiohdr_t *m_pStudioHeader;
|
||||
mstudiobodyparts_t *m_pBodyPart;
|
||||
mstudiomodel_t *m_pSubModel;
|
||||
int m_nTopColor;
|
||||
int m_nBottomColor;
|
||||
model_t *m_pChromeSprite;
|
||||
int m_nCachedBones;
|
||||
char m_nCachedBoneNames[MAXSTUDIOBONES][32];
|
||||
float m_rgCachedBoneTransform[MAXSTUDIOBONES][3][4];
|
||||
float m_rgCachedLightTransform[MAXSTUDIOBONES][3][4];
|
||||
float m_fSoftwareXScale, m_fSoftwareYScale;
|
||||
float m_vUp[3];
|
||||
float m_vRight[3];
|
||||
float m_vNormal[3];
|
||||
float m_vRenderOrigin[3];
|
||||
int *m_pStudioModelCount;
|
||||
int *m_pModelsDrawn;
|
||||
float (*m_protationmatrix)[3][4];
|
||||
float (*m_paliastransform)[3][4];
|
||||
float (*m_pbonetransform)[MAXSTUDIOBONES][3][4];
|
||||
float (*m_plighttransform)[MAXSTUDIOBONES][3][4];
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,38 +1,38 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( STUDIO_UTIL_H )
|
||||
#define STUDIO_UTIL_H
|
||||
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||||
#endif
|
||||
|
||||
#ifndef PITCH
|
||||
// MOVEMENT INFO
|
||||
// up / down
|
||||
#define PITCH 0
|
||||
// left / right
|
||||
#define YAW 1
|
||||
// fall over
|
||||
#define ROLL 2
|
||||
#endif
|
||||
|
||||
#define FDotProduct( a, b ) (fabs((a[0])*(b[0])) + fabs((a[1])*(b[1])) + fabs((a[2])*(b[2])))
|
||||
|
||||
void AngleMatrix (const float *angles, float (*matrix)[4] );
|
||||
int VectorCompare (const float *v1, const float *v2);
|
||||
void CrossProduct (const float *v1, const float *v2, float *cross);
|
||||
void VectorTransform (const float *in1, float in2[3][4], float *out);
|
||||
void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
|
||||
void MatrixCopy( float in[3][4], float out[3][4] );
|
||||
void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] );
|
||||
void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt );
|
||||
void AngleQuaternion( float *angles, vec4_t quaternion );
|
||||
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined( STUDIO_UTIL_H )
|
||||
#define STUDIO_UTIL_H
|
||||
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||||
#endif
|
||||
|
||||
#ifndef PITCH
|
||||
// MOVEMENT INFO
|
||||
// up / down
|
||||
#define PITCH 0
|
||||
// left / right
|
||||
#define YAW 1
|
||||
// fall over
|
||||
#define ROLL 2
|
||||
#endif
|
||||
|
||||
#define FDotProduct( a, b ) (fabs((a[0])*(b[0])) + fabs((a[1])*(b[1])) + fabs((a[2])*(b[2])))
|
||||
|
||||
void AngleMatrix (const float *angles, float (*matrix)[4] );
|
||||
int VectorCompare (const float *v1, const float *v2);
|
||||
void CrossProduct (const float *v1, const float *v2, float *cross);
|
||||
void VectorTransform (const float *in1, float in2[3][4], float *out);
|
||||
void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
|
||||
void MatrixCopy( float in[3][4], float out[3][4] );
|
||||
void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] );
|
||||
void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt );
|
||||
void AngleQuaternion( float *angles, vec4_t quaternion );
|
||||
|
||||
#endif // STUDIO_UTIL_H
|
File diff suppressed because it is too large
Load Diff
|
@ -1,88 +1,88 @@
|
|||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#ifndef UNICODE_STR_TOOLS_H
|
||||
#define UNICODE_STR_TOOLS_H
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
|
||||
typedef wchar_t uchar16;
|
||||
typedef unsigned int uchar32;
|
||||
|
||||
#else
|
||||
|
||||
typedef unsigned short uchar16;
|
||||
typedef wchar_t uchar32;
|
||||
|
||||
#endif // _WIN32
|
||||
|
||||
enum EStringConvertErrorPolicy
|
||||
{
|
||||
_STRINGCONVERTFLAG_SKIP = 1,
|
||||
_STRINGCONVERTFLAG_FAIL = 2,
|
||||
_STRINGCONVERTFLAG_ASSERT = 4,
|
||||
|
||||
STRINGCONVERT_REPLACE = 0,
|
||||
STRINGCONVERT_SKIP = 1,
|
||||
STRINGCONVERT_FAIL = 2,
|
||||
|
||||
STRINGCONVERT_ASSERT_REPLACE = 4,
|
||||
STRINGCONVERT_ASSERT_SKIP = 5,
|
||||
STRINGCONVERT_ASSERT_FAIL = 6,
|
||||
};
|
||||
|
||||
bool Q_IsValidUChar32(uchar32 uVal);
|
||||
int Q_UTF32ToUChar32(const uchar32 *pUTF32, uchar32 &uVal, bool &bErr);
|
||||
int Q_UChar32ToUTF32Len(uchar32 uVal);
|
||||
int Q_UChar32ToUTF32(uchar32 uVal, uchar32 *pUTF32);
|
||||
int Q_UChar32ToUTF8Len(uchar32 uVal);
|
||||
int Q_UChar32ToUTF16Len(uchar32 uVal);
|
||||
int Q_UChar32ToUTF16(uchar32 uVal, uchar16 *pUTF16Out);
|
||||
int Q_UChar32ToUTF8(uchar32 uVal, char *pUTF8Out);
|
||||
int Q_UTF16ToUChar32(const uchar16 *pUTF16, uchar32 &uValueOut, bool &bErrorOut);
|
||||
int Q_UTF8ToUTF16(const char *pUTF8, uchar16 *pUTF16, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF8ToUTF32(const char *pUTF8, uchar32 *pUTF32, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF16ToUTF8(const uchar16 *pUTF16, char *pUTF8, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF16ToUTF32(const uchar16 *pUTF16, uchar32 *pUTF32, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF32ToUTF8(const uchar32 *pUTF32, char *pUTF8, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF32ToUTF16(const uchar32 *pUTF32, uchar16 *pUTF16, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF8ToUChar32(const char *pUTF8_, uchar32 &uValueOut, bool &bErrorOut);
|
||||
qboolean Q_UnicodeValidate(const char *pUTF8);
|
||||
int Q_UnicodeLength(const char *pUTF8);
|
||||
char *Q_UnicodeAdvance(char *pUTF8, int nChars);
|
||||
//bool Q_IsMeanSpaceW(uchar16 wch);
|
||||
bool Q_IsDeprecatedW(uchar16 wch);
|
||||
uchar16 *StripUnprintableWorker(uchar16 *pwch, bool *pbStrippedAny);
|
||||
qboolean Q_StripUnprintableAndSpace(char *pch);
|
||||
qboolean V_UTF8ToUChar32(const char *pUTF8_, uchar32 *uValueOut);
|
||||
int Q_UnicodeRepair(char *pUTF8);
|
||||
wchar_t *Q_AdvanceSpace (wchar_t *start);
|
||||
wchar_t *Q_ReadUToken (wchar_t *start, wchar_t *token, int tokenBufferSize, bool "ed);
|
||||
|
||||
#endif // UNICODE_STR_TOOLS_H
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#ifndef UNICODE_STR_TOOLS_H
|
||||
#define UNICODE_STR_TOOLS_H
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
|
||||
typedef wchar_t uchar16;
|
||||
typedef unsigned int uchar32;
|
||||
|
||||
#else
|
||||
|
||||
typedef unsigned short uchar16;
|
||||
typedef wchar_t uchar32;
|
||||
|
||||
#endif // _WIN32
|
||||
|
||||
enum EStringConvertErrorPolicy
|
||||
{
|
||||
_STRINGCONVERTFLAG_SKIP = 1,
|
||||
_STRINGCONVERTFLAG_FAIL = 2,
|
||||
_STRINGCONVERTFLAG_ASSERT = 4,
|
||||
|
||||
STRINGCONVERT_REPLACE = 0,
|
||||
STRINGCONVERT_SKIP = 1,
|
||||
STRINGCONVERT_FAIL = 2,
|
||||
|
||||
STRINGCONVERT_ASSERT_REPLACE = 4,
|
||||
STRINGCONVERT_ASSERT_SKIP = 5,
|
||||
STRINGCONVERT_ASSERT_FAIL = 6,
|
||||
};
|
||||
|
||||
bool Q_IsValidUChar32(uchar32 uVal);
|
||||
int Q_UTF32ToUChar32(const uchar32 *pUTF32, uchar32 &uVal, bool &bErr);
|
||||
int Q_UChar32ToUTF32Len(uchar32 uVal);
|
||||
int Q_UChar32ToUTF32(uchar32 uVal, uchar32 *pUTF32);
|
||||
int Q_UChar32ToUTF8Len(uchar32 uVal);
|
||||
int Q_UChar32ToUTF16Len(uchar32 uVal);
|
||||
int Q_UChar32ToUTF16(uchar32 uVal, uchar16 *pUTF16Out);
|
||||
int Q_UChar32ToUTF8(uchar32 uVal, char *pUTF8Out);
|
||||
int Q_UTF16ToUChar32(const uchar16 *pUTF16, uchar32 &uValueOut, bool &bErrorOut);
|
||||
int Q_UTF8ToUTF16(const char *pUTF8, uchar16 *pUTF16, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF8ToUTF32(const char *pUTF8, uchar32 *pUTF32, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF16ToUTF8(const uchar16 *pUTF16, char *pUTF8, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF16ToUTF32(const uchar16 *pUTF16, uchar32 *pUTF32, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF32ToUTF8(const uchar32 *pUTF32, char *pUTF8, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF32ToUTF16(const uchar32 *pUTF32, uchar16 *pUTF16, int cubDestSizeInBytes, EStringConvertErrorPolicy ePolicy);
|
||||
int Q_UTF8ToUChar32(const char *pUTF8_, uchar32 &uValueOut, bool &bErrorOut);
|
||||
qboolean Q_UnicodeValidate(const char *pUTF8);
|
||||
int Q_UnicodeLength(const char *pUTF8);
|
||||
char *Q_UnicodeAdvance(char *pUTF8, int nChars);
|
||||
//bool Q_IsMeanSpaceW(uchar16 wch);
|
||||
bool Q_IsDeprecatedW(uchar16 wch);
|
||||
uchar16 *StripUnprintableWorker(uchar16 *pwch, bool *pbStrippedAny);
|
||||
qboolean Q_StripUnprintableAndSpace(char *pch);
|
||||
qboolean V_UTF8ToUChar32(const char *pUTF8_, uchar32 *uValueOut);
|
||||
int Q_UnicodeRepair(char *pUTF8);
|
||||
wchar_t *Q_AdvanceSpace (wchar_t *start);
|
||||
wchar_t *Q_ReadUToken (wchar_t *start, wchar_t *token, int tokenBufferSize, bool "ed);
|
||||
|
||||
#endif // UNICODE_STR_TOOLS_H
|
||||
|
|
|
@ -1,121 +1,121 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// Vector.h
|
||||
// A subset of the extdll.h in the project HL Entity DLL
|
||||
//
|
||||
#pragma once
|
||||
// Misc C-runtime library headers
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
// Header file containing definition of globalvars_t and entvars_t
|
||||
typedef int func_t; //
|
||||
typedef int string_t; // from engine's pr_comp.h;
|
||||
typedef float vec_t; // needed before including progdefs.h
|
||||
|
||||
//=========================================================
|
||||
// 2DVector - used for many pathfinding and many other
|
||||
// operations that are treated as planar rather than 3d.
|
||||
//=========================================================
|
||||
class Vector2D
|
||||
{
|
||||
public:
|
||||
inline Vector2D(void) { }
|
||||
inline Vector2D(float X, float Y) { x = X; y = Y; }
|
||||
inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); }
|
||||
inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); }
|
||||
inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); }
|
||||
inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); }
|
||||
|
||||
inline float Length(void) const { return (float)sqrt(x*x + y*y ); }
|
||||
|
||||
inline Vector2D Normalize ( void ) const
|
||||
{
|
||||
Vector2D vec2;
|
||||
|
||||
float flLen = Length();
|
||||
if ( flLen == 0 )
|
||||
{
|
||||
return Vector2D( (float)0, (float)0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
flLen = 1 / flLen;
|
||||
return Vector2D( x * flLen, y * flLen );
|
||||
}
|
||||
}
|
||||
|
||||
vec_t x, y;
|
||||
};
|
||||
|
||||
inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); }
|
||||
inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; }
|
||||
|
||||
//=========================================================
|
||||
// 3D Vector
|
||||
//=========================================================
|
||||
class Vector // same data-layout as engine's vec3_t,
|
||||
{ // which is a vec_t[3]
|
||||
public:
|
||||
// Construction/destruction
|
||||
inline Vector(void) { }
|
||||
inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
|
||||
inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
||||
inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
||||
inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; }
|
||||
inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
|
||||
|
||||
// Operators
|
||||
inline Vector operator-(void) const { return Vector(-x,-y,-z); }
|
||||
inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; }
|
||||
inline int operator!=(const Vector& v) const { return !(*this==v); }
|
||||
inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); }
|
||||
inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); }
|
||||
inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); }
|
||||
inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); }
|
||||
|
||||
// Methods
|
||||
inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; }
|
||||
inline float Length(void) const { return (float)sqrt(x*x + y*y + z*z); }
|
||||
operator float *() { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
inline Vector Normalize(void) const
|
||||
{
|
||||
float flLen = Length();
|
||||
if (flLen == 0) return Vector(0,0,1); // ????
|
||||
flLen = 1 / flLen;
|
||||
return Vector(x * flLen, y * flLen, z * flLen);
|
||||
}
|
||||
|
||||
inline Vector2D Make2D ( void ) const
|
||||
{
|
||||
Vector2D Vec2;
|
||||
|
||||
Vec2.x = x;
|
||||
Vec2.y = y;
|
||||
|
||||
return Vec2;
|
||||
}
|
||||
inline float Length2D(void) const { return (float)sqrt(x*x + y*y); }
|
||||
|
||||
// Members
|
||||
vec_t x, y, z;
|
||||
};
|
||||
inline Vector operator*(float fl, const Vector& v) { return v * fl; }
|
||||
inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); }
|
||||
inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); }
|
||||
|
||||
#define vec3_t Vector
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// Vector.h
|
||||
// A subset of the extdll.h in the project HL Entity DLL
|
||||
//
|
||||
#pragma once
|
||||
// Misc C-runtime library headers
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
// Header file containing definition of globalvars_t and entvars_t
|
||||
typedef int func_t; //
|
||||
typedef int string_t; // from engine's pr_comp.h;
|
||||
typedef float vec_t; // needed before including progdefs.h
|
||||
|
||||
//=========================================================
|
||||
// 2DVector - used for many pathfinding and many other
|
||||
// operations that are treated as planar rather than 3d.
|
||||
//=========================================================
|
||||
class Vector2D
|
||||
{
|
||||
public:
|
||||
inline Vector2D(void) { }
|
||||
inline Vector2D(float X, float Y) { x = X; y = Y; }
|
||||
inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); }
|
||||
inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); }
|
||||
inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); }
|
||||
inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); }
|
||||
|
||||
inline float Length(void) const { return (float)sqrt(x*x + y*y ); }
|
||||
|
||||
inline Vector2D Normalize ( void ) const
|
||||
{
|
||||
Vector2D vec2;
|
||||
|
||||
float flLen = Length();
|
||||
if ( flLen == 0 )
|
||||
{
|
||||
return Vector2D( (float)0, (float)0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
flLen = 1 / flLen;
|
||||
return Vector2D( x * flLen, y * flLen );
|
||||
}
|
||||
}
|
||||
|
||||
vec_t x, y;
|
||||
};
|
||||
|
||||
inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); }
|
||||
inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; }
|
||||
|
||||
//=========================================================
|
||||
// 3D Vector
|
||||
//=========================================================
|
||||
class Vector // same data-layout as engine's vec3_t,
|
||||
{ // which is a vec_t[3]
|
||||
public:
|
||||
// Construction/destruction
|
||||
inline Vector(void) { }
|
||||
inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
|
||||
inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
||||
inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
||||
inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; }
|
||||
inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
|
||||
|
||||
// Operators
|
||||
inline Vector operator-(void) const { return Vector(-x,-y,-z); }
|
||||
inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; }
|
||||
inline int operator!=(const Vector& v) const { return !(*this==v); }
|
||||
inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); }
|
||||
inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); }
|
||||
inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); }
|
||||
inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); }
|
||||
|
||||
// Methods
|
||||
inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; }
|
||||
inline float Length(void) const { return (float)sqrt(x*x + y*y + z*z); }
|
||||
operator float *() { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
inline Vector Normalize(void) const
|
||||
{
|
||||
float flLen = Length();
|
||||
if (flLen == 0) return Vector(0,0,1); // ????
|
||||
flLen = 1 / flLen;
|
||||
return Vector(x * flLen, y * flLen, z * flLen);
|
||||
}
|
||||
|
||||
inline Vector2D Make2D ( void ) const
|
||||
{
|
||||
Vector2D Vec2;
|
||||
|
||||
Vec2.x = x;
|
||||
Vec2.y = y;
|
||||
|
||||
return Vec2;
|
||||
}
|
||||
inline float Length2D(void) const { return (float)sqrt(x*x + y*y); }
|
||||
|
||||
// Members
|
||||
vec_t x, y, z;
|
||||
};
|
||||
inline Vector operator*(float fl, const Vector& v) { return v * fl; }
|
||||
inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); }
|
||||
inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); }
|
||||
|
||||
#define vec3_t Vector
|
||||
|
|
|
@ -1,14 +1,14 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined ( VIEWH )
|
||||
#define VIEWH
|
||||
|
||||
void V_StartPitchDrift( void );
|
||||
void V_StopPitchDrift( void );
|
||||
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#pragma once
|
||||
#if !defined ( VIEWH )
|
||||
#define VIEWH
|
||||
|
||||
void V_StartPitchDrift( void );
|
||||
void V_StopPitchDrift( void );
|
||||
|
||||
#endif // !VIEWH
|
|
@ -1,17 +1,17 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#pragma once
|
||||
#if !defined( WRECTH )
|
||||
#define WRECTH
|
||||
|
||||
typedef struct rect_s
|
||||
{
|
||||
int left, right, top, bottom;
|
||||
} wrect_t;
|
||||
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#pragma once
|
||||
#if !defined( WRECTH )
|
||||
#define WRECTH
|
||||
|
||||
typedef struct rect_s
|
||||
{
|
||||
int left, right, top, bottom;
|
||||
} wrect_t;
|
||||
|
||||
#endif
|
2044
cl_dll/input.cpp
2044
cl_dll/input.cpp
File diff suppressed because it is too large
Load Diff
1912
cl_dll/inputw32.cpp
1912
cl_dll/inputw32.cpp
File diff suppressed because it is too large
Load Diff
|
@ -1,160 +1,160 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "cl_entity.h"
|
||||
#include "triangleapi.h"
|
||||
|
||||
// these are included for the math functions
|
||||
#include "com_model.h"
|
||||
#include "studio_util.h"
|
||||
|
||||
#pragma warning(disable: 4244)
|
||||
//seems not used
|
||||
#if 0
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
int CHudOverview::Init()
|
||||
{
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Loads new icons
|
||||
//-----------------------------------------------------------------------------
|
||||
int CHudOverview::VidInit()
|
||||
{
|
||||
m_hsprPlayer = gEngfuncs.pfnSPR_Load("sprites/ring.spr");
|
||||
m_hsprViewcone = gEngfuncs.pfnSPR_Load("sprites/camera.spr");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : flTime -
|
||||
// intermission -
|
||||
//-----------------------------------------------------------------------------
|
||||
int CHudOverview::Draw(float flTime)
|
||||
{
|
||||
// only draw in overview mode
|
||||
if (!gEngfuncs.Overview_GetOverviewState())
|
||||
return 1;
|
||||
|
||||
// make sure we have player info
|
||||
gHUD.m_Scoreboard.GetAllPlayersInfo();
|
||||
|
||||
// calculate player size on the overview
|
||||
int x1, y1, x2, y2;
|
||||
float v0[3]={0,0,0}, v1[3]={64,64,0};
|
||||
gEngfuncs.Overview_WorldToScreen(v0, &x1, &y1);
|
||||
gEngfuncs.Overview_WorldToScreen(v1, &x2, &y2);
|
||||
float scale = abs(x2 - x1);
|
||||
|
||||
// loop through all the players and draw them on the map
|
||||
for (int i = 1; i < MAX_PLAYERS; i++)
|
||||
{
|
||||
cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i);
|
||||
|
||||
if (pl && pl->player && pl->curstate.health > 0 && pl->curstate.solid != SOLID_NOT)
|
||||
{
|
||||
int x, y, z = 0;
|
||||
float v[3]={pl->origin[0], pl->origin[1], 0};
|
||||
gEngfuncs.Overview_WorldToScreen(v, &x, &y);
|
||||
|
||||
// hack in some team colors
|
||||
float r, g, bc;
|
||||
if (g_PlayerExtraInfo[i].teamnumber == 1)
|
||||
{
|
||||
r = 0.0f; g = 0.0f; bc = 1.0f;
|
||||
}
|
||||
else if (g_PlayerExtraInfo[i].teamnumber == 2)
|
||||
{
|
||||
r = 1.0f; g = 0.0f; bc = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// just use the default orange color if the team isn't set
|
||||
r = 1.0f; g = 0.7f; bc = 0.0f;
|
||||
}
|
||||
|
||||
// set the current texture
|
||||
gEngfuncs.pTriAPI->SpriteTexture((struct model_s *)gEngfuncs.GetSpritePointer(m_hsprPlayer), 0);
|
||||
|
||||
// additive render mode
|
||||
gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd);
|
||||
|
||||
// no culling
|
||||
gEngfuncs.pTriAPI->CullFace(TRI_NONE);
|
||||
|
||||
// draw a square
|
||||
gEngfuncs.pTriAPI->Begin(TRI_QUADS);
|
||||
|
||||
// set the color to be that of the team
|
||||
gEngfuncs.pTriAPI->Color4f(r, g, bc, 1.0f);
|
||||
|
||||
// calculate rotational matrix
|
||||
vec3_t a, b, angles;
|
||||
float rmatrix[3][4]; // transformation matrix
|
||||
VectorCopy(pl->angles, angles);
|
||||
angles[0] = 0.0f;
|
||||
angles[1] += 90.f;
|
||||
angles[1] = -angles[1];
|
||||
angles[2] = 0.0f;
|
||||
AngleMatrix(angles, rmatrix);
|
||||
a[2] = 0;
|
||||
|
||||
a[0] = -scale; a[1] = -scale;
|
||||
VectorTransform(a, rmatrix , b );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(x + b[0], y + b[1], z);
|
||||
|
||||
a[0]=-scale; a[1] = scale;
|
||||
VectorTransform(a, rmatrix , b );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
|
||||
|
||||
a[0]=scale; a[1] = scale;
|
||||
VectorTransform(a, rmatrix , b );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
|
||||
|
||||
a[0]=scale; a[1] = -scale;
|
||||
VectorTransform(a, rmatrix , b );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
|
||||
|
||||
// finish up
|
||||
gEngfuncs.pTriAPI->End();
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
||||
|
||||
// draw the players name and health underneath
|
||||
char string[256];
|
||||
sprintf(string, "%s (%i%%)", g_PlayerInfoList[i].name, pl->curstate.health);
|
||||
DrawConsoleString(x, y + (1.1 * scale), string);
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called every time a server is connected to
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHudOverview::InitHUDData()
|
||||
{
|
||||
// this block would force the spectator view to be on
|
||||
// gEngfuncs.Overview_SetDrawOverview( 1 );
|
||||
// gEngfuncs.Overview_SetDrawInset( 0 );
|
||||
}
|
||||
#endif
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "cl_entity.h"
|
||||
#include "triangleapi.h"
|
||||
|
||||
// these are included for the math functions
|
||||
#include "com_model.h"
|
||||
#include "studio_util.h"
|
||||
|
||||
#pragma warning(disable: 4244)
|
||||
//seems not used
|
||||
#if 0
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
int CHudOverview::Init()
|
||||
{
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Loads new icons
|
||||
//-----------------------------------------------------------------------------
|
||||
int CHudOverview::VidInit()
|
||||
{
|
||||
m_hsprPlayer = gEngfuncs.pfnSPR_Load("sprites/ring.spr");
|
||||
m_hsprViewcone = gEngfuncs.pfnSPR_Load("sprites/camera.spr");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : flTime -
|
||||
// intermission -
|
||||
//-----------------------------------------------------------------------------
|
||||
int CHudOverview::Draw(float flTime)
|
||||
{
|
||||
// only draw in overview mode
|
||||
if (!gEngfuncs.Overview_GetOverviewState())
|
||||
return 1;
|
||||
|
||||
// make sure we have player info
|
||||
gHUD.m_Scoreboard.GetAllPlayersInfo();
|
||||
|
||||
// calculate player size on the overview
|
||||
int x1, y1, x2, y2;
|
||||
float v0[3]={0,0,0}, v1[3]={64,64,0};
|
||||
gEngfuncs.Overview_WorldToScreen(v0, &x1, &y1);
|
||||
gEngfuncs.Overview_WorldToScreen(v1, &x2, &y2);
|
||||
float scale = abs(x2 - x1);
|
||||
|
||||
// loop through all the players and draw them on the map
|
||||
for (int i = 1; i < MAX_PLAYERS; i++)
|
||||
{
|
||||
cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i);
|
||||
|
||||
if (pl && pl->player && pl->curstate.health > 0 && pl->curstate.solid != SOLID_NOT)
|
||||
{
|
||||
int x, y, z = 0;
|
||||
float v[3]={pl->origin[0], pl->origin[1], 0};
|
||||
gEngfuncs.Overview_WorldToScreen(v, &x, &y);
|
||||
|
||||
// hack in some team colors
|
||||
float r, g, bc;
|
||||
if (g_PlayerExtraInfo[i].teamnumber == 1)
|
||||
{
|
||||
r = 0.0f; g = 0.0f; bc = 1.0f;
|
||||
}
|
||||
else if (g_PlayerExtraInfo[i].teamnumber == 2)
|
||||
{
|
||||
r = 1.0f; g = 0.0f; bc = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// just use the default orange color if the team isn't set
|
||||
r = 1.0f; g = 0.7f; bc = 0.0f;
|
||||
}
|
||||
|
||||
// set the current texture
|
||||
gEngfuncs.pTriAPI->SpriteTexture((struct model_s *)gEngfuncs.GetSpritePointer(m_hsprPlayer), 0);
|
||||
|
||||
// additive render mode
|
||||
gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd);
|
||||
|
||||
// no culling
|
||||
gEngfuncs.pTriAPI->CullFace(TRI_NONE);
|
||||
|
||||
// draw a square
|
||||
gEngfuncs.pTriAPI->Begin(TRI_QUADS);
|
||||
|
||||
// set the color to be that of the team
|
||||
gEngfuncs.pTriAPI->Color4f(r, g, bc, 1.0f);
|
||||
|
||||
// calculate rotational matrix
|
||||
vec3_t a, b, angles;
|
||||
float rmatrix[3][4]; // transformation matrix
|
||||
VectorCopy(pl->angles, angles);
|
||||
angles[0] = 0.0f;
|
||||
angles[1] += 90.f;
|
||||
angles[1] = -angles[1];
|
||||
angles[2] = 0.0f;
|
||||
AngleMatrix(angles, rmatrix);
|
||||
a[2] = 0;
|
||||
|
||||
a[0] = -scale; a[1] = -scale;
|
||||
VectorTransform(a, rmatrix , b );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(x + b[0], y + b[1], z);
|
||||
|
||||
a[0]=-scale; a[1] = scale;
|
||||
VectorTransform(a, rmatrix , b );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
|
||||
|
||||
a[0]=scale; a[1] = scale;
|
||||
VectorTransform(a, rmatrix , b );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
|
||||
|
||||
a[0]=scale; a[1] = -scale;
|
||||
VectorTransform(a, rmatrix , b );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z);
|
||||
|
||||
// finish up
|
||||
gEngfuncs.pTriAPI->End();
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
||||
|
||||
// draw the players name and health underneath
|
||||
char string[256];
|
||||
sprintf(string, "%s (%i%%)", g_PlayerInfoList[i].name, pl->curstate.health);
|
||||
DrawConsoleString(x, y + (1.1 * scale), string);
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: called every time a server is connected to
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHudOverview::InitHUDData()
|
||||
{
|
||||
// this block would force the spectator view to be on
|
||||
// gEngfuncs.Overview_SetDrawOverview( 1 );
|
||||
// gEngfuncs.Overview_SetDrawInset( 0 );
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -1,166 +1,166 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// parsemsg.cpp
|
||||
//
|
||||
typedef unsigned char byte;
|
||||
#define true 1
|
||||
|
||||
#include <stddef.h>
|
||||
|
||||
static byte *gpBuf;
|
||||
static size_t giSize;
|
||||
static int giRead;
|
||||
static bool giBadRead;
|
||||
|
||||
void BEGIN_READ( void *buf, int size )
|
||||
{
|
||||
giRead = 0;
|
||||
giBadRead = false;
|
||||
giSize = size;
|
||||
gpBuf = (byte*)buf;
|
||||
}
|
||||
|
||||
int READ_CHAR( void )
|
||||
{
|
||||
int c;
|
||||
|
||||
if (giRead + 1 > giSize)
|
||||
{
|
||||
giBadRead = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
c = (signed char)gpBuf[giRead];
|
||||
giRead++;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
int READ_BYTE( void )
|
||||
{
|
||||
int c;
|
||||
|
||||
if (giRead+1 > giSize)
|
||||
{
|
||||
giBadRead = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
c = (unsigned char)gpBuf[giRead];
|
||||
giRead++;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
int READ_SHORT( void )
|
||||
{
|
||||
int c;
|
||||
|
||||
if (giRead+2 > giSize)
|
||||
{
|
||||
giBadRead = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
c = (short)( gpBuf[giRead] + ( gpBuf[giRead+1] << 8 ) );
|
||||
|
||||
giRead += 2;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
int READ_WORD( void )
|
||||
{
|
||||
return READ_SHORT();
|
||||
}
|
||||
|
||||
|
||||
int READ_LONG( void )
|
||||
{
|
||||
int c;
|
||||
|
||||
if (giRead+4 > giSize)
|
||||
{
|
||||
giBadRead = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
c = gpBuf[giRead] + (gpBuf[giRead + 1] << 8) + (gpBuf[giRead + 2] << 16) + (gpBuf[giRead + 3] << 24);
|
||||
|
||||
giRead += 4;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
float READ_FLOAT( void )
|
||||
{
|
||||
union
|
||||
{
|
||||
byte b[4];
|
||||
float f;
|
||||
int l;
|
||||
} dat;
|
||||
|
||||
dat.b[0] = gpBuf[giRead];
|
||||
dat.b[1] = gpBuf[giRead+1];
|
||||
dat.b[2] = gpBuf[giRead+2];
|
||||
dat.b[3] = gpBuf[giRead+3];
|
||||
giRead += 4;
|
||||
|
||||
// dat.l = LittleLong (dat.l);
|
||||
|
||||
return dat.f;
|
||||
}
|
||||
|
||||
char* READ_STRING( void )
|
||||
{
|
||||
static char string[2048];
|
||||
int l,c;
|
||||
|
||||
string[0] = 0;
|
||||
|
||||
l = 0;
|
||||
do
|
||||
{
|
||||
if ( giRead+1 > giSize )
|
||||
break; // no more characters
|
||||
|
||||
c = READ_CHAR();
|
||||
if (c == -1 || c == 0)
|
||||
break;
|
||||
string[l] = c;
|
||||
l++;
|
||||
} while (l < sizeof(string)-1);
|
||||
|
||||
string[l] = 0;
|
||||
|
||||
return string;
|
||||
}
|
||||
|
||||
float READ_COORD( void )
|
||||
{
|
||||
return (float)(READ_SHORT() * (1.0/8));
|
||||
}
|
||||
|
||||
float READ_ANGLE( void )
|
||||
{
|
||||
return (float)(READ_CHAR() * (360.0/256));
|
||||
}
|
||||
|
||||
float READ_HIRESANGLE( void )
|
||||
{
|
||||
return (float)(READ_SHORT() * (360.0/65536));
|
||||
}
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// parsemsg.cpp
|
||||
//
|
||||
typedef unsigned char byte;
|
||||
#define true 1
|
||||
|
||||
#include <stddef.h>
|
||||
|
||||
static byte *gpBuf;
|
||||
static size_t giSize;
|
||||
static int giRead;
|
||||
static bool giBadRead;
|
||||
|
||||
void BEGIN_READ( void *buf, int size )
|
||||
{
|
||||
giRead = 0;
|
||||
giBadRead = false;
|
||||
giSize = size;
|
||||
gpBuf = (byte*)buf;
|
||||
}
|
||||
|
||||
int READ_CHAR( void )
|
||||
{
|
||||
int c;
|
||||
|
||||
if (giRead + 1 > giSize)
|
||||
{
|
||||
giBadRead = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
c = (signed char)gpBuf[giRead];
|
||||
giRead++;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
int READ_BYTE( void )
|
||||
{
|
||||
int c;
|
||||
|
||||
if (giRead+1 > giSize)
|
||||
{
|
||||
giBadRead = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
c = (unsigned char)gpBuf[giRead];
|
||||
giRead++;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
int READ_SHORT( void )
|
||||
{
|
||||
int c;
|
||||
|
||||
if (giRead+2 > giSize)
|
||||
{
|
||||
giBadRead = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
c = (short)( gpBuf[giRead] + ( gpBuf[giRead+1] << 8 ) );
|
||||
|
||||
giRead += 2;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
int READ_WORD( void )
|
||||
{
|
||||
return READ_SHORT();
|
||||
}
|
||||
|
||||
|
||||
int READ_LONG( void )
|
||||
{
|
||||
int c;
|
||||
|
||||
if (giRead+4 > giSize)
|
||||
{
|
||||
giBadRead = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
c = gpBuf[giRead] + (gpBuf[giRead + 1] << 8) + (gpBuf[giRead + 2] << 16) + (gpBuf[giRead + 3] << 24);
|
||||
|
||||
giRead += 4;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
float READ_FLOAT( void )
|
||||
{
|
||||
union
|
||||
{
|
||||
byte b[4];
|
||||
float f;
|
||||
int l;
|
||||
} dat;
|
||||
|
||||
dat.b[0] = gpBuf[giRead];
|
||||
dat.b[1] = gpBuf[giRead+1];
|
||||
dat.b[2] = gpBuf[giRead+2];
|
||||
dat.b[3] = gpBuf[giRead+3];
|
||||
giRead += 4;
|
||||
|
||||
// dat.l = LittleLong (dat.l);
|
||||
|
||||
return dat.f;
|
||||
}
|
||||
|
||||
char* READ_STRING( void )
|
||||
{
|
||||
static char string[2048];
|
||||
int l,c;
|
||||
|
||||
string[0] = 0;
|
||||
|
||||
l = 0;
|
||||
do
|
||||
{
|
||||
if ( giRead+1 > giSize )
|
||||
break; // no more characters
|
||||
|
||||
c = READ_CHAR();
|
||||
if (c == -1 || c == 0)
|
||||
break;
|
||||
string[l] = c;
|
||||
l++;
|
||||
} while (l < sizeof(string)-1);
|
||||
|
||||
string[l] = 0;
|
||||
|
||||
return string;
|
||||
}
|
||||
|
||||
float READ_COORD( void )
|
||||
{
|
||||
return (float)(READ_SHORT() * (1.0/8));
|
||||
}
|
||||
|
||||
float READ_ANGLE( void )
|
||||
{
|
||||
return (float)(READ_CHAR() * (360.0/256));
|
||||
}
|
||||
|
||||
float READ_HIRESANGLE( void )
|
||||
{
|
||||
return (float)(READ_SHORT() * (360.0/65536));
|
||||
}
|
||||
|
|
810
cl_dll/rain.cpp
810
cl_dll/rain.cpp
|
@ -1,405 +1,405 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2005, BUzer.
|
||||
*
|
||||
* Used with permission for Spirit of Half-Life 1.5
|
||||
*
|
||||
****/
|
||||
/*
|
||||
====== rain.cpp ========================================================
|
||||
*/
|
||||
|
||||
#include <memory.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "entity_types.h"
|
||||
#include "cdll_int.h"
|
||||
#include "pm_defs.h"
|
||||
#include "event_api.h"
|
||||
|
||||
#include "rain.h"
|
||||
|
||||
void WaterLandingEffect(cl_drip *drip);
|
||||
|
||||
rain_properties Rain;
|
||||
|
||||
cl_drip FirstChainDrip;
|
||||
cl_rainfx FirstChainFX;
|
||||
|
||||
double rain_curtime; // current time
|
||||
double rain_oldtime; // last time we have updated drips
|
||||
double rain_timedelta; // difference between old time and current time
|
||||
double rain_nextspawntime; // when the next drip should be spawned
|
||||
|
||||
int dripcounter = 0;
|
||||
int fxcounter = 0;
|
||||
int RainInfo = 0;
|
||||
|
||||
/*
|
||||
=================================
|
||||
ProcessRain
|
||||
|
||||
Must think every frame.
|
||||
=================================
|
||||
*/
|
||||
void ProcessRain( void )
|
||||
{
|
||||
rain_oldtime = rain_curtime; // save old time
|
||||
rain_curtime = gEngfuncs.GetClientTime();
|
||||
rain_timedelta = rain_curtime - rain_oldtime;
|
||||
|
||||
// first frame
|
||||
if (rain_oldtime == 0)
|
||||
{
|
||||
// fix first frame bug with nextspawntime
|
||||
rain_nextspawntime = gEngfuncs.GetClientTime();
|
||||
return;
|
||||
}
|
||||
|
||||
if (Rain.dripsPerSecond == 0 && FirstChainDrip.p_Next == NULL)
|
||||
{
|
||||
// keep nextspawntime correct
|
||||
rain_nextspawntime = rain_curtime;
|
||||
return;
|
||||
}
|
||||
|
||||
if (rain_timedelta == 0)
|
||||
return; // not in pause
|
||||
|
||||
double timeBetweenDrips = 1 / (double)Rain.dripsPerSecond;
|
||||
|
||||
cl_drip* curDrip = FirstChainDrip.p_Next;
|
||||
cl_drip* nextDrip = NULL;
|
||||
|
||||
|
||||
// save debug info
|
||||
float debug_lifetime = 0;
|
||||
int debug_howmany = 0;
|
||||
int debug_attempted = 0;
|
||||
int debug_dropped = 0;
|
||||
|
||||
while (curDrip != NULL) // go through list
|
||||
{
|
||||
nextDrip = curDrip->p_Next; // save pointer to next drip
|
||||
|
||||
if (Rain.weatherMode == 0)
|
||||
curDrip->origin.z -= rain_timedelta * DRIPSPEED; // rain
|
||||
else
|
||||
curDrip->origin.z -= rain_timedelta * SNOWSPEED; // snow
|
||||
|
||||
curDrip->origin.x += rain_timedelta * curDrip->xDelta;
|
||||
curDrip->origin.y += rain_timedelta * curDrip->yDelta;
|
||||
|
||||
// remove drip if its origin lower than minHeight
|
||||
if (curDrip->origin.z < curDrip->minHeight)
|
||||
{
|
||||
if (curDrip->landInWater/* && Rain.weatherMode == 0*/)
|
||||
WaterLandingEffect(curDrip); // create water rings
|
||||
|
||||
if (RainInfo)
|
||||
{
|
||||
debug_lifetime += (rain_curtime - curDrip->birthTime);
|
||||
debug_howmany++;
|
||||
}
|
||||
|
||||
curDrip->p_Prev->p_Next = curDrip->p_Next; // link chain
|
||||
if (nextDrip != NULL)
|
||||
nextDrip->p_Prev = curDrip->p_Prev;
|
||||
delete curDrip;
|
||||
|
||||
dripcounter--;
|
||||
}
|
||||
|
||||
curDrip = nextDrip; // restore pointer, so we can continue moving through chain
|
||||
}
|
||||
|
||||
int maxDelta; // maximum height randomize distance
|
||||
float falltime;
|
||||
if (Rain.weatherMode == 0)
|
||||
{
|
||||
maxDelta = DRIPSPEED * rain_timedelta; // for rain
|
||||
falltime = (Rain.globalHeight + 4096) / DRIPSPEED;
|
||||
}
|
||||
else
|
||||
{
|
||||
maxDelta = SNOWSPEED * rain_timedelta; // for snow
|
||||
falltime = (Rain.globalHeight + 4096) / SNOWSPEED;
|
||||
}
|
||||
|
||||
while (rain_nextspawntime < rain_curtime)
|
||||
{
|
||||
rain_nextspawntime += timeBetweenDrips;
|
||||
if (RainInfo)
|
||||
debug_attempted++;
|
||||
|
||||
if (dripcounter < MAXDRIPS) // check for overflow
|
||||
{
|
||||
float deathHeight;
|
||||
vec3_t vecStart, vecEnd;
|
||||
|
||||
vecStart[0] = gEngfuncs.pfnRandomFloat(gHUD.m_vecOrigin.x - Rain.distFromPlayer, gHUD.m_vecOrigin.x + Rain.distFromPlayer);
|
||||
vecStart[1] = gEngfuncs.pfnRandomFloat(gHUD.m_vecOrigin.y - Rain.distFromPlayer, gHUD.m_vecOrigin.y + Rain.distFromPlayer);
|
||||
vecStart[2] = Rain.globalHeight;
|
||||
|
||||
float xDelta = Rain.windX + gEngfuncs.pfnRandomFloat(Rain.randX * -1, Rain.randX);
|
||||
float yDelta = Rain.windY + gEngfuncs.pfnRandomFloat(Rain.randY * -1, Rain.randY);
|
||||
|
||||
// find a point at bottom of map
|
||||
vecEnd[0] = falltime * xDelta;
|
||||
vecEnd[1] = falltime * yDelta;
|
||||
vecEnd[2] = -4096;
|
||||
|
||||
pmtrace_t pmtrace;
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecStart, vecEnd, PM_STUDIO_IGNORE, -1, &pmtrace );
|
||||
|
||||
if (pmtrace.startsolid)
|
||||
{
|
||||
if (RainInfo)
|
||||
debug_dropped++;
|
||||
|
||||
continue; // drip cannot be placed
|
||||
}
|
||||
|
||||
// falling to water?
|
||||
int contents = gEngfuncs.PM_PointContents( pmtrace.endpos, NULL );
|
||||
if (contents == CONTENTS_WATER)
|
||||
{
|
||||
int waterEntity = gEngfuncs.PM_WaterEntity( pmtrace.endpos );
|
||||
if ( waterEntity > 0 )
|
||||
{
|
||||
cl_entity_t *pwater = gEngfuncs.GetEntityByIndex( waterEntity );
|
||||
if ( pwater && ( pwater->model != NULL ) )
|
||||
{
|
||||
deathHeight = pwater->curstate.maxs[2];
|
||||
}
|
||||
else
|
||||
{
|
||||
gEngfuncs.Con_Printf("Rain error: can't get water entity\n");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gEngfuncs.Con_Printf("Rain error: water is not func_water entity\n");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
deathHeight = pmtrace.endpos[2];
|
||||
}
|
||||
|
||||
// just in case..
|
||||
if (deathHeight > vecStart[2])
|
||||
{
|
||||
gEngfuncs.Con_Printf("Rain error: can't create drip in water\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
cl_drip *newClDrip = new cl_drip;
|
||||
if (!newClDrip)
|
||||
{
|
||||
Rain.dripsPerSecond = 0; // disable rain
|
||||
gEngfuncs.Con_Printf( "Rain error: failed to allocate object!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
vecStart[2] -= gEngfuncs.pfnRandomFloat(0, maxDelta); // randomize a bit
|
||||
|
||||
newClDrip->alpha = gEngfuncs.pfnRandomFloat(0.12, 0.2);
|
||||
VectorCopy(vecStart, newClDrip->origin);
|
||||
|
||||
newClDrip->xDelta = xDelta;
|
||||
newClDrip->yDelta = yDelta;
|
||||
|
||||
newClDrip->birthTime = rain_curtime; // store time when it was spawned
|
||||
newClDrip->minHeight = deathHeight;
|
||||
|
||||
if (contents == CONTENTS_WATER)
|
||||
newClDrip->landInWater = 1;
|
||||
else
|
||||
newClDrip->landInWater = 0;
|
||||
|
||||
// add to first place in chain
|
||||
newClDrip->p_Next = FirstChainDrip.p_Next;
|
||||
newClDrip->p_Prev = &FirstChainDrip;
|
||||
if (newClDrip->p_Next != NULL)
|
||||
newClDrip->p_Next->p_Prev = newClDrip;
|
||||
FirstChainDrip.p_Next = newClDrip;
|
||||
|
||||
dripcounter++;
|
||||
}
|
||||
else
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Rain error: Drip limit overflow!\n" );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (RainInfo) // print debug info
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Rain info: Drips exist: %i\n", dripcounter );
|
||||
gEngfuncs.Con_Printf( "Rain info: FX's exist: %i\n", fxcounter );
|
||||
gEngfuncs.Con_Printf( "Rain info: Attempted/Dropped: %i, %i\n", debug_attempted, debug_dropped);
|
||||
if (debug_howmany)
|
||||
{
|
||||
float ave = debug_lifetime / (float)debug_howmany;
|
||||
gEngfuncs.Con_Printf( "Rain info: Average drip life time: %f\n", ave);
|
||||
}
|
||||
else
|
||||
gEngfuncs.Con_Printf( "Rain info: Average drip life time: --\n");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
WaterLandingEffect
|
||||
=================================
|
||||
*/
|
||||
void WaterLandingEffect(cl_drip *drip)
|
||||
{
|
||||
if (fxcounter >= MAXFX)
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Rain error: FX limit overflow!\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
cl_rainfx *newFX = new cl_rainfx;
|
||||
if (!newFX)
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Rain error: failed to allocate FX object!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
newFX->alpha = gEngfuncs.pfnRandomFloat(0.6, 0.9);
|
||||
VectorCopy(drip->origin, newFX->origin);
|
||||
newFX->origin[2] = drip->minHeight; // correct position
|
||||
|
||||
newFX->birthTime = gEngfuncs.GetClientTime();
|
||||
newFX->life = gEngfuncs.pfnRandomFloat(0.7, 1);
|
||||
|
||||
// add to first place in chain
|
||||
newFX->p_Next = FirstChainFX.p_Next;
|
||||
newFX->p_Prev = &FirstChainFX;
|
||||
if (newFX->p_Next != NULL)
|
||||
newFX->p_Next->p_Prev = newFX;
|
||||
FirstChainFX.p_Next = newFX;
|
||||
|
||||
fxcounter++;
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
ProcessFXObjects
|
||||
|
||||
Remove all fx objects with out time to live
|
||||
Call every frame before ProcessRain
|
||||
=================================
|
||||
*/
|
||||
void ProcessFXObjects( void )
|
||||
{
|
||||
float curtime = gEngfuncs.GetClientTime();
|
||||
|
||||
cl_rainfx* curFX = FirstChainFX.p_Next;
|
||||
cl_rainfx* nextFX = NULL;
|
||||
|
||||
while (curFX != NULL) // go through FX objects list
|
||||
{
|
||||
nextFX = curFX->p_Next; // save pointer to next
|
||||
|
||||
// delete current?
|
||||
if ((curFX->birthTime + curFX->life) < curtime)
|
||||
{
|
||||
curFX->p_Prev->p_Next = curFX->p_Next; // link chain
|
||||
if (nextFX != NULL)
|
||||
nextFX->p_Prev = curFX->p_Prev;
|
||||
delete curFX;
|
||||
fxcounter--;
|
||||
}
|
||||
curFX = nextFX; // restore pointer
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
ResetRain
|
||||
clear memory, delete all objects
|
||||
=================================
|
||||
*/
|
||||
void ResetRain( void )
|
||||
{
|
||||
// delete all drips
|
||||
cl_drip* delDrip = FirstChainDrip.p_Next;
|
||||
FirstChainDrip.p_Next = NULL;
|
||||
|
||||
while (delDrip != NULL)
|
||||
{
|
||||
cl_drip* nextDrip = delDrip->p_Next; // save pointer to next drip in chain
|
||||
delete delDrip;
|
||||
delDrip = nextDrip; // restore pointer
|
||||
dripcounter--;
|
||||
}
|
||||
// delete all FX objects
|
||||
cl_rainfx* delFX = FirstChainFX.p_Next;
|
||||
FirstChainFX.p_Next = NULL;
|
||||
|
||||
while (delFX != NULL)
|
||||
{
|
||||
cl_rainfx* nextFX = delFX->p_Next;
|
||||
delete delFX;
|
||||
delFX = nextFX;
|
||||
fxcounter--;
|
||||
}
|
||||
|
||||
InitRain();
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
InitRain
|
||||
initialze system
|
||||
=================================
|
||||
*/
|
||||
void InitRain( void )
|
||||
{
|
||||
Rain.dripsPerSecond = 0;
|
||||
Rain.distFromPlayer = 0;
|
||||
Rain.windX = 0;
|
||||
Rain.windY = 0;
|
||||
Rain.randX = 0;
|
||||
Rain.randY = 0;
|
||||
Rain.weatherMode = 0;
|
||||
Rain.globalHeight = 0;
|
||||
|
||||
FirstChainDrip.birthTime = 0;
|
||||
FirstChainDrip.minHeight = 0;
|
||||
FirstChainDrip.origin[0]=0;
|
||||
FirstChainDrip.origin[1]=0;
|
||||
FirstChainDrip.origin[2]=0;
|
||||
FirstChainDrip.alpha = 0;
|
||||
FirstChainDrip.xDelta = 0;
|
||||
FirstChainDrip.yDelta = 0;
|
||||
FirstChainDrip.landInWater = 0;
|
||||
FirstChainDrip.p_Next = NULL;
|
||||
FirstChainDrip.p_Prev = NULL;
|
||||
|
||||
FirstChainFX.alpha = 0;
|
||||
FirstChainFX.birthTime = 0;
|
||||
FirstChainFX.life = 0;
|
||||
FirstChainFX.origin[0] = 0;
|
||||
FirstChainFX.origin[1] = 0;
|
||||
FirstChainFX.origin[2] = 0;
|
||||
FirstChainFX.p_Next = NULL;
|
||||
FirstChainFX.p_Prev = NULL;
|
||||
|
||||
rain_oldtime = 0;
|
||||
rain_curtime = 0;
|
||||
rain_nextspawntime = 0;
|
||||
|
||||
return;
|
||||
}
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 2005, BUzer.
|
||||
*
|
||||
* Used with permission for Spirit of Half-Life 1.5
|
||||
*
|
||||
****/
|
||||
/*
|
||||
====== rain.cpp ========================================================
|
||||
*/
|
||||
|
||||
#include <memory.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "entity_types.h"
|
||||
#include "cdll_int.h"
|
||||
#include "pm_defs.h"
|
||||
#include "event_api.h"
|
||||
|
||||
#include "rain.h"
|
||||
|
||||
void WaterLandingEffect(cl_drip *drip);
|
||||
|
||||
rain_properties Rain;
|
||||
|
||||
cl_drip FirstChainDrip;
|
||||
cl_rainfx FirstChainFX;
|
||||
|
||||
double rain_curtime; // current time
|
||||
double rain_oldtime; // last time we have updated drips
|
||||
double rain_timedelta; // difference between old time and current time
|
||||
double rain_nextspawntime; // when the next drip should be spawned
|
||||
|
||||
int dripcounter = 0;
|
||||
int fxcounter = 0;
|
||||
int RainInfo = 0;
|
||||
|
||||
/*
|
||||
=================================
|
||||
ProcessRain
|
||||
|
||||
Must think every frame.
|
||||
=================================
|
||||
*/
|
||||
void ProcessRain( void )
|
||||
{
|
||||
rain_oldtime = rain_curtime; // save old time
|
||||
rain_curtime = gEngfuncs.GetClientTime();
|
||||
rain_timedelta = rain_curtime - rain_oldtime;
|
||||
|
||||
// first frame
|
||||
if (rain_oldtime == 0)
|
||||
{
|
||||
// fix first frame bug with nextspawntime
|
||||
rain_nextspawntime = gEngfuncs.GetClientTime();
|
||||
return;
|
||||
}
|
||||
|
||||
if (Rain.dripsPerSecond == 0 && FirstChainDrip.p_Next == NULL)
|
||||
{
|
||||
// keep nextspawntime correct
|
||||
rain_nextspawntime = rain_curtime;
|
||||
return;
|
||||
}
|
||||
|
||||
if (rain_timedelta == 0)
|
||||
return; // not in pause
|
||||
|
||||
double timeBetweenDrips = 1 / (double)Rain.dripsPerSecond;
|
||||
|
||||
cl_drip* curDrip = FirstChainDrip.p_Next;
|
||||
cl_drip* nextDrip = NULL;
|
||||
|
||||
|
||||
// save debug info
|
||||
float debug_lifetime = 0;
|
||||
int debug_howmany = 0;
|
||||
int debug_attempted = 0;
|
||||
int debug_dropped = 0;
|
||||
|
||||
while (curDrip != NULL) // go through list
|
||||
{
|
||||
nextDrip = curDrip->p_Next; // save pointer to next drip
|
||||
|
||||
if (Rain.weatherMode == 0)
|
||||
curDrip->origin.z -= rain_timedelta * DRIPSPEED; // rain
|
||||
else
|
||||
curDrip->origin.z -= rain_timedelta * SNOWSPEED; // snow
|
||||
|
||||
curDrip->origin.x += rain_timedelta * curDrip->xDelta;
|
||||
curDrip->origin.y += rain_timedelta * curDrip->yDelta;
|
||||
|
||||
// remove drip if its origin lower than minHeight
|
||||
if (curDrip->origin.z < curDrip->minHeight)
|
||||
{
|
||||
if (curDrip->landInWater/* && Rain.weatherMode == 0*/)
|
||||
WaterLandingEffect(curDrip); // create water rings
|
||||
|
||||
if (RainInfo)
|
||||
{
|
||||
debug_lifetime += (rain_curtime - curDrip->birthTime);
|
||||
debug_howmany++;
|
||||
}
|
||||
|
||||
curDrip->p_Prev->p_Next = curDrip->p_Next; // link chain
|
||||
if (nextDrip != NULL)
|
||||
nextDrip->p_Prev = curDrip->p_Prev;
|
||||
delete curDrip;
|
||||
|
||||
dripcounter--;
|
||||
}
|
||||
|
||||
curDrip = nextDrip; // restore pointer, so we can continue moving through chain
|
||||
}
|
||||
|
||||
int maxDelta; // maximum height randomize distance
|
||||
float falltime;
|
||||
if (Rain.weatherMode == 0)
|
||||
{
|
||||
maxDelta = DRIPSPEED * rain_timedelta; // for rain
|
||||
falltime = (Rain.globalHeight + 4096) / DRIPSPEED;
|
||||
}
|
||||
else
|
||||
{
|
||||
maxDelta = SNOWSPEED * rain_timedelta; // for snow
|
||||
falltime = (Rain.globalHeight + 4096) / SNOWSPEED;
|
||||
}
|
||||
|
||||
while (rain_nextspawntime < rain_curtime)
|
||||
{
|
||||
rain_nextspawntime += timeBetweenDrips;
|
||||
if (RainInfo)
|
||||
debug_attempted++;
|
||||
|
||||
if (dripcounter < MAXDRIPS) // check for overflow
|
||||
{
|
||||
float deathHeight;
|
||||
vec3_t vecStart, vecEnd;
|
||||
|
||||
vecStart[0] = gEngfuncs.pfnRandomFloat(gHUD.m_vecOrigin.x - Rain.distFromPlayer, gHUD.m_vecOrigin.x + Rain.distFromPlayer);
|
||||
vecStart[1] = gEngfuncs.pfnRandomFloat(gHUD.m_vecOrigin.y - Rain.distFromPlayer, gHUD.m_vecOrigin.y + Rain.distFromPlayer);
|
||||
vecStart[2] = Rain.globalHeight;
|
||||
|
||||
float xDelta = Rain.windX + gEngfuncs.pfnRandomFloat(Rain.randX * -1, Rain.randX);
|
||||
float yDelta = Rain.windY + gEngfuncs.pfnRandomFloat(Rain.randY * -1, Rain.randY);
|
||||
|
||||
// find a point at bottom of map
|
||||
vecEnd[0] = falltime * xDelta;
|
||||
vecEnd[1] = falltime * yDelta;
|
||||
vecEnd[2] = -4096;
|
||||
|
||||
pmtrace_t pmtrace;
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecStart, vecEnd, PM_STUDIO_IGNORE, -1, &pmtrace );
|
||||
|
||||
if (pmtrace.startsolid)
|
||||
{
|
||||
if (RainInfo)
|
||||
debug_dropped++;
|
||||
|
||||
continue; // drip cannot be placed
|
||||
}
|
||||
|
||||
// falling to water?
|
||||
int contents = gEngfuncs.PM_PointContents( pmtrace.endpos, NULL );
|
||||
if (contents == CONTENTS_WATER)
|
||||
{
|
||||
int waterEntity = gEngfuncs.PM_WaterEntity( pmtrace.endpos );
|
||||
if ( waterEntity > 0 )
|
||||
{
|
||||
cl_entity_t *pwater = gEngfuncs.GetEntityByIndex( waterEntity );
|
||||
if ( pwater && ( pwater->model != NULL ) )
|
||||
{
|
||||
deathHeight = pwater->curstate.maxs[2];
|
||||
}
|
||||
else
|
||||
{
|
||||
gEngfuncs.Con_Printf("Rain error: can't get water entity\n");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gEngfuncs.Con_Printf("Rain error: water is not func_water entity\n");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
deathHeight = pmtrace.endpos[2];
|
||||
}
|
||||
|
||||
// just in case..
|
||||
if (deathHeight > vecStart[2])
|
||||
{
|
||||
gEngfuncs.Con_Printf("Rain error: can't create drip in water\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
cl_drip *newClDrip = new cl_drip;
|
||||
if (!newClDrip)
|
||||
{
|
||||
Rain.dripsPerSecond = 0; // disable rain
|
||||
gEngfuncs.Con_Printf( "Rain error: failed to allocate object!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
vecStart[2] -= gEngfuncs.pfnRandomFloat(0, maxDelta); // randomize a bit
|
||||
|
||||
newClDrip->alpha = gEngfuncs.pfnRandomFloat(0.12, 0.2);
|
||||
VectorCopy(vecStart, newClDrip->origin);
|
||||
|
||||
newClDrip->xDelta = xDelta;
|
||||
newClDrip->yDelta = yDelta;
|
||||
|
||||
newClDrip->birthTime = rain_curtime; // store time when it was spawned
|
||||
newClDrip->minHeight = deathHeight;
|
||||
|
||||
if (contents == CONTENTS_WATER)
|
||||
newClDrip->landInWater = 1;
|
||||
else
|
||||
newClDrip->landInWater = 0;
|
||||
|
||||
// add to first place in chain
|
||||
newClDrip->p_Next = FirstChainDrip.p_Next;
|
||||
newClDrip->p_Prev = &FirstChainDrip;
|
||||
if (newClDrip->p_Next != NULL)
|
||||
newClDrip->p_Next->p_Prev = newClDrip;
|
||||
FirstChainDrip.p_Next = newClDrip;
|
||||
|
||||
dripcounter++;
|
||||
}
|
||||
else
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Rain error: Drip limit overflow!\n" );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (RainInfo) // print debug info
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Rain info: Drips exist: %i\n", dripcounter );
|
||||
gEngfuncs.Con_Printf( "Rain info: FX's exist: %i\n", fxcounter );
|
||||
gEngfuncs.Con_Printf( "Rain info: Attempted/Dropped: %i, %i\n", debug_attempted, debug_dropped);
|
||||
if (debug_howmany)
|
||||
{
|
||||
float ave = debug_lifetime / (float)debug_howmany;
|
||||
gEngfuncs.Con_Printf( "Rain info: Average drip life time: %f\n", ave);
|
||||
}
|
||||
else
|
||||
gEngfuncs.Con_Printf( "Rain info: Average drip life time: --\n");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
WaterLandingEffect
|
||||
=================================
|
||||
*/
|
||||
void WaterLandingEffect(cl_drip *drip)
|
||||
{
|
||||
if (fxcounter >= MAXFX)
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Rain error: FX limit overflow!\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
cl_rainfx *newFX = new cl_rainfx;
|
||||
if (!newFX)
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Rain error: failed to allocate FX object!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
newFX->alpha = gEngfuncs.pfnRandomFloat(0.6, 0.9);
|
||||
VectorCopy(drip->origin, newFX->origin);
|
||||
newFX->origin[2] = drip->minHeight; // correct position
|
||||
|
||||
newFX->birthTime = gEngfuncs.GetClientTime();
|
||||
newFX->life = gEngfuncs.pfnRandomFloat(0.7, 1);
|
||||
|
||||
// add to first place in chain
|
||||
newFX->p_Next = FirstChainFX.p_Next;
|
||||
newFX->p_Prev = &FirstChainFX;
|
||||
if (newFX->p_Next != NULL)
|
||||
newFX->p_Next->p_Prev = newFX;
|
||||
FirstChainFX.p_Next = newFX;
|
||||
|
||||
fxcounter++;
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
ProcessFXObjects
|
||||
|
||||
Remove all fx objects with out time to live
|
||||
Call every frame before ProcessRain
|
||||
=================================
|
||||
*/
|
||||
void ProcessFXObjects( void )
|
||||
{
|
||||
float curtime = gEngfuncs.GetClientTime();
|
||||
|
||||
cl_rainfx* curFX = FirstChainFX.p_Next;
|
||||
cl_rainfx* nextFX = NULL;
|
||||
|
||||
while (curFX != NULL) // go through FX objects list
|
||||
{
|
||||
nextFX = curFX->p_Next; // save pointer to next
|
||||
|
||||
// delete current?
|
||||
if ((curFX->birthTime + curFX->life) < curtime)
|
||||
{
|
||||
curFX->p_Prev->p_Next = curFX->p_Next; // link chain
|
||||
if (nextFX != NULL)
|
||||
nextFX->p_Prev = curFX->p_Prev;
|
||||
delete curFX;
|
||||
fxcounter--;
|
||||
}
|
||||
curFX = nextFX; // restore pointer
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
ResetRain
|
||||
clear memory, delete all objects
|
||||
=================================
|
||||
*/
|
||||
void ResetRain( void )
|
||||
{
|
||||
// delete all drips
|
||||
cl_drip* delDrip = FirstChainDrip.p_Next;
|
||||
FirstChainDrip.p_Next = NULL;
|
||||
|
||||
while (delDrip != NULL)
|
||||
{
|
||||
cl_drip* nextDrip = delDrip->p_Next; // save pointer to next drip in chain
|
||||
delete delDrip;
|
||||
delDrip = nextDrip; // restore pointer
|
||||
dripcounter--;
|
||||
}
|
||||
// delete all FX objects
|
||||
cl_rainfx* delFX = FirstChainFX.p_Next;
|
||||
FirstChainFX.p_Next = NULL;
|
||||
|
||||
while (delFX != NULL)
|
||||
{
|
||||
cl_rainfx* nextFX = delFX->p_Next;
|
||||
delete delFX;
|
||||
delFX = nextFX;
|
||||
fxcounter--;
|
||||
}
|
||||
|
||||
InitRain();
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
InitRain
|
||||
initialze system
|
||||
=================================
|
||||
*/
|
||||
void InitRain( void )
|
||||
{
|
||||
Rain.dripsPerSecond = 0;
|
||||
Rain.distFromPlayer = 0;
|
||||
Rain.windX = 0;
|
||||
Rain.windY = 0;
|
||||
Rain.randX = 0;
|
||||
Rain.randY = 0;
|
||||
Rain.weatherMode = 0;
|
||||
Rain.globalHeight = 0;
|
||||
|
||||
FirstChainDrip.birthTime = 0;
|
||||
FirstChainDrip.minHeight = 0;
|
||||
FirstChainDrip.origin[0]=0;
|
||||
FirstChainDrip.origin[1]=0;
|
||||
FirstChainDrip.origin[2]=0;
|
||||
FirstChainDrip.alpha = 0;
|
||||
FirstChainDrip.xDelta = 0;
|
||||
FirstChainDrip.yDelta = 0;
|
||||
FirstChainDrip.landInWater = 0;
|
||||
FirstChainDrip.p_Next = NULL;
|
||||
FirstChainDrip.p_Prev = NULL;
|
||||
|
||||
FirstChainFX.alpha = 0;
|
||||
FirstChainFX.birthTime = 0;
|
||||
FirstChainFX.life = 0;
|
||||
FirstChainFX.origin[0] = 0;
|
||||
FirstChainFX.origin[1] = 0;
|
||||
FirstChainFX.origin[2] = 0;
|
||||
FirstChainFX.p_Next = NULL;
|
||||
FirstChainFX.p_Prev = NULL;
|
||||
|
||||
rain_oldtime = 0;
|
||||
rain_curtime = 0;
|
||||
rain_nextspawntime = 0;
|
||||
|
||||
return;
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -1,251 +1,251 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include <memory.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "com_model.h"
|
||||
#include "studio_util.h"
|
||||
|
||||
/*
|
||||
====================
|
||||
AngleMatrix
|
||||
|
||||
====================
|
||||
*/
|
||||
void AngleMatrix (const float *angles, float (*matrix)[4] )
|
||||
{
|
||||
float angle;
|
||||
float sr, sp, sy, cr, cp, cy;
|
||||
|
||||
angle = angles[YAW] * (M_PI*2 / 360);
|
||||
sy = sin(angle);
|
||||
cy = cos(angle);
|
||||
angle = angles[PITCH] * (M_PI*2 / 360);
|
||||
sp = sin(angle);
|
||||
cp = cos(angle);
|
||||
angle = angles[ROLL] * (M_PI*2 / 360);
|
||||
sr = sin(angle);
|
||||
cr = cos(angle);
|
||||
|
||||
// matrix = (YAW * PITCH) * ROLL
|
||||
matrix[0][0] = cp*cy;
|
||||
matrix[1][0] = cp*sy;
|
||||
matrix[2][0] = -sp;
|
||||
matrix[0][1] = sr*sp*cy+cr*-sy;
|
||||
matrix[1][1] = sr*sp*sy+cr*cy;
|
||||
matrix[2][1] = sr*cp;
|
||||
matrix[0][2] = (cr*sp*cy+-sr*-sy);
|
||||
matrix[1][2] = (cr*sp*sy+-sr*cy);
|
||||
matrix[2][2] = cr*cp;
|
||||
matrix[0][3] = 0.0;
|
||||
matrix[1][3] = 0.0;
|
||||
matrix[2][3] = 0.0;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
VectorCompare
|
||||
|
||||
====================
|
||||
*/
|
||||
int VectorCompare (const float *v1, const float *v2)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0 ; i<3 ; i++)
|
||||
if (v1[i] != v2[i])
|
||||
return 0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
CrossProduct
|
||||
|
||||
====================
|
||||
*/
|
||||
void CrossProduct (const float *v1, const float *v2, float *cross)
|
||||
{
|
||||
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
|
||||
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
|
||||
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
VectorTransform
|
||||
|
||||
====================
|
||||
*/
|
||||
void VectorTransform (const float *in1, float in2[3][4], float *out)
|
||||
{
|
||||
out[0] = DotProduct(in1, in2[0]) + in2[0][3];
|
||||
out[1] = DotProduct(in1, in2[1]) + in2[1][3];
|
||||
out[2] = DotProduct(in1, in2[2]) + in2[2][3];
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
ConcatTransforms
|
||||
|
||||
================
|
||||
*/
|
||||
void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4])
|
||||
{
|
||||
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
|
||||
in1[0][2] * in2[2][0];
|
||||
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
|
||||
in1[0][2] * in2[2][1];
|
||||
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
|
||||
in1[0][2] * in2[2][2];
|
||||
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
|
||||
in1[0][2] * in2[2][3] + in1[0][3];
|
||||
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
|
||||
in1[1][2] * in2[2][0];
|
||||
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
|
||||
in1[1][2] * in2[2][1];
|
||||
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
|
||||
in1[1][2] * in2[2][2];
|
||||
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
|
||||
in1[1][2] * in2[2][3] + in1[1][3];
|
||||
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
|
||||
in1[2][2] * in2[2][0];
|
||||
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
|
||||
in1[2][2] * in2[2][1];
|
||||
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
|
||||
in1[2][2] * in2[2][2];
|
||||
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
|
||||
in1[2][2] * in2[2][3] + in1[2][3];
|
||||
}
|
||||
|
||||
// angles index are not the same as ROLL, PITCH, YAW
|
||||
|
||||
/*
|
||||
====================
|
||||
AngleQuaternion
|
||||
|
||||
====================
|
||||
*/
|
||||
void AngleQuaternion( float *angles, vec4_t quaternion )
|
||||
{
|
||||
float angle;
|
||||
float sr, sp, sy, cr, cp, cy;
|
||||
|
||||
// FIXME: rescale the inputs to 1/2 angle
|
||||
angle = angles[2] * 0.5;
|
||||
sy = sin(angle);
|
||||
cy = cos(angle);
|
||||
angle = angles[1] * 0.5;
|
||||
sp = sin(angle);
|
||||
cp = cos(angle);
|
||||
angle = angles[0] * 0.5;
|
||||
sr = sin(angle);
|
||||
cr = cos(angle);
|
||||
|
||||
quaternion[0] = sr*cp*cy-cr*sp*sy; // X
|
||||
quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
|
||||
quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
|
||||
quaternion[3] = cr*cp*cy+sr*sp*sy; // W
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
QuaternionSlerp
|
||||
|
||||
====================
|
||||
*/
|
||||
void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt )
|
||||
{
|
||||
int i;
|
||||
float omega, cosom, sinom, sclp, sclq;
|
||||
|
||||
// decide if one of the quaternions is backwards
|
||||
float a = 0;
|
||||
float b = 0;
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
a += (p[i]-q[i])*(p[i]-q[i]);
|
||||
b += (p[i]+q[i])*(p[i]+q[i]);
|
||||
}
|
||||
if (a > b)
|
||||
{
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
q[i] = -q[i];
|
||||
}
|
||||
}
|
||||
|
||||
cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
|
||||
|
||||
if ((1.0 + cosom) > 0.000001)
|
||||
{
|
||||
if ((1.0 - cosom) > 0.000001)
|
||||
{
|
||||
omega = acos( cosom );
|
||||
sinom = sin( omega );
|
||||
sclp = sin( (1.0 - t)*omega) / sinom;
|
||||
sclq = sin( t*omega ) / sinom;
|
||||
}
|
||||
else
|
||||
{
|
||||
sclp = 1.0 - t;
|
||||
sclq = t;
|
||||
}
|
||||
for (i = 0; i < 4; i++) {
|
||||
qt[i] = sclp * p[i] + sclq * q[i];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
qt[0] = -q[1];
|
||||
qt[1] = q[0];
|
||||
qt[2] = -q[3];
|
||||
qt[3] = q[2];
|
||||
sclp = sin( (1.0 - t) * (0.5 * M_PI));
|
||||
sclq = sin( t * (0.5 * M_PI));
|
||||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
qt[i] = sclp * p[i] + sclq * qt[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
QuaternionMatrix
|
||||
|
||||
====================
|
||||
*/
|
||||
void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] )
|
||||
{
|
||||
matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2];
|
||||
matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2];
|
||||
matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1];
|
||||
|
||||
matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2];
|
||||
matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2];
|
||||
matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0];
|
||||
|
||||
matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1];
|
||||
matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0];
|
||||
matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1];
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
MatrixCopy
|
||||
|
||||
====================
|
||||
*/
|
||||
void MatrixCopy( float in[3][4], float out[3][4] )
|
||||
{
|
||||
memcpy( out, in, sizeof( float ) * 3 * 4 );
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include <memory.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "com_model.h"
|
||||
#include "studio_util.h"
|
||||
|
||||
/*
|
||||
====================
|
||||
AngleMatrix
|
||||
|
||||
====================
|
||||
*/
|
||||
void AngleMatrix (const float *angles, float (*matrix)[4] )
|
||||
{
|
||||
float angle;
|
||||
float sr, sp, sy, cr, cp, cy;
|
||||
|
||||
angle = angles[YAW] * (M_PI*2 / 360);
|
||||
sy = sin(angle);
|
||||
cy = cos(angle);
|
||||
angle = angles[PITCH] * (M_PI*2 / 360);
|
||||
sp = sin(angle);
|
||||
cp = cos(angle);
|
||||
angle = angles[ROLL] * (M_PI*2 / 360);
|
||||
sr = sin(angle);
|
||||
cr = cos(angle);
|
||||
|
||||
// matrix = (YAW * PITCH) * ROLL
|
||||
matrix[0][0] = cp*cy;
|
||||
matrix[1][0] = cp*sy;
|
||||
matrix[2][0] = -sp;
|
||||
matrix[0][1] = sr*sp*cy+cr*-sy;
|
||||
matrix[1][1] = sr*sp*sy+cr*cy;
|
||||
matrix[2][1] = sr*cp;
|
||||
matrix[0][2] = (cr*sp*cy+-sr*-sy);
|
||||
matrix[1][2] = (cr*sp*sy+-sr*cy);
|
||||
matrix[2][2] = cr*cp;
|
||||
matrix[0][3] = 0.0;
|
||||
matrix[1][3] = 0.0;
|
||||
matrix[2][3] = 0.0;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
VectorCompare
|
||||
|
||||
====================
|
||||
*/
|
||||
int VectorCompare (const float *v1, const float *v2)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0 ; i<3 ; i++)
|
||||
if (v1[i] != v2[i])
|
||||
return 0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
CrossProduct
|
||||
|
||||
====================
|
||||
*/
|
||||
void CrossProduct (const float *v1, const float *v2, float *cross)
|
||||
{
|
||||
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
|
||||
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
|
||||
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
VectorTransform
|
||||
|
||||
====================
|
||||
*/
|
||||
void VectorTransform (const float *in1, float in2[3][4], float *out)
|
||||
{
|
||||
out[0] = DotProduct(in1, in2[0]) + in2[0][3];
|
||||
out[1] = DotProduct(in1, in2[1]) + in2[1][3];
|
||||
out[2] = DotProduct(in1, in2[2]) + in2[2][3];
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
ConcatTransforms
|
||||
|
||||
================
|
||||
*/
|
||||
void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4])
|
||||
{
|
||||
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
|
||||
in1[0][2] * in2[2][0];
|
||||
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
|
||||
in1[0][2] * in2[2][1];
|
||||
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
|
||||
in1[0][2] * in2[2][2];
|
||||
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
|
||||
in1[0][2] * in2[2][3] + in1[0][3];
|
||||
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
|
||||
in1[1][2] * in2[2][0];
|
||||
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
|
||||
in1[1][2] * in2[2][1];
|
||||
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
|
||||
in1[1][2] * in2[2][2];
|
||||
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
|
||||
in1[1][2] * in2[2][3] + in1[1][3];
|
||||
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
|
||||
in1[2][2] * in2[2][0];
|
||||
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
|
||||
in1[2][2] * in2[2][1];
|
||||
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
|
||||
in1[2][2] * in2[2][2];
|
||||
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
|
||||
in1[2][2] * in2[2][3] + in1[2][3];
|
||||
}
|
||||
|
||||
// angles index are not the same as ROLL, PITCH, YAW
|
||||
|
||||
/*
|
||||
====================
|
||||
AngleQuaternion
|
||||
|
||||
====================
|
||||
*/
|
||||
void AngleQuaternion( float *angles, vec4_t quaternion )
|
||||
{
|
||||
float angle;
|
||||
float sr, sp, sy, cr, cp, cy;
|
||||
|
||||
// FIXME: rescale the inputs to 1/2 angle
|
||||
angle = angles[2] * 0.5;
|
||||
sy = sin(angle);
|
||||
cy = cos(angle);
|
||||
angle = angles[1] * 0.5;
|
||||
sp = sin(angle);
|
||||
cp = cos(angle);
|
||||
angle = angles[0] * 0.5;
|
||||
sr = sin(angle);
|
||||
cr = cos(angle);
|
||||
|
||||
quaternion[0] = sr*cp*cy-cr*sp*sy; // X
|
||||
quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
|
||||
quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
|
||||
quaternion[3] = cr*cp*cy+sr*sp*sy; // W
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
QuaternionSlerp
|
||||
|
||||
====================
|
||||
*/
|
||||
void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt )
|
||||
{
|
||||
int i;
|
||||
float omega, cosom, sinom, sclp, sclq;
|
||||
|
||||
// decide if one of the quaternions is backwards
|
||||
float a = 0;
|
||||
float b = 0;
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
a += (p[i]-q[i])*(p[i]-q[i]);
|
||||
b += (p[i]+q[i])*(p[i]+q[i]);
|
||||
}
|
||||
if (a > b)
|
||||
{
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
q[i] = -q[i];
|
||||
}
|
||||
}
|
||||
|
||||
cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
|
||||
|
||||
if ((1.0 + cosom) > 0.000001)
|
||||
{
|
||||
if ((1.0 - cosom) > 0.000001)
|
||||
{
|
||||
omega = acos( cosom );
|
||||
sinom = sin( omega );
|
||||
sclp = sin( (1.0 - t)*omega) / sinom;
|
||||
sclq = sin( t*omega ) / sinom;
|
||||
}
|
||||
else
|
||||
{
|
||||
sclp = 1.0 - t;
|
||||
sclq = t;
|
||||
}
|
||||
for (i = 0; i < 4; i++) {
|
||||
qt[i] = sclp * p[i] + sclq * q[i];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
qt[0] = -q[1];
|
||||
qt[1] = q[0];
|
||||
qt[2] = -q[3];
|
||||
qt[3] = q[2];
|
||||
sclp = sin( (1.0 - t) * (0.5 * M_PI));
|
||||
sclq = sin( t * (0.5 * M_PI));
|
||||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
qt[i] = sclp * p[i] + sclq * qt[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
QuaternionMatrix
|
||||
|
||||
====================
|
||||
*/
|
||||
void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] )
|
||||
{
|
||||
matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2];
|
||||
matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2];
|
||||
matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1];
|
||||
|
||||
matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2];
|
||||
matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2];
|
||||
matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0];
|
||||
|
||||
matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1];
|
||||
matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0];
|
||||
matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1];
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
MatrixCopy
|
||||
|
||||
====================
|
||||
*/
|
||||
void MatrixCopy( float in[3][4], float out[3][4] )
|
||||
{
|
||||
memcpy( out, in, sizeof( float ) * 3 * 4 );
|
||||
}
|
624
cl_dll/tri.cpp
624
cl_dll/tri.cpp
|
@ -1,312 +1,312 @@
|
|||
//========= Copyright ? 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// Triangle rendering, if any
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
|
||||
// Triangle rendering apis are in gEngfuncs.pTriAPI
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
#include "triangleapi.h"
|
||||
#include "rain.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
#else
|
||||
#define DLLEXPORT
|
||||
#endif
|
||||
|
||||
extern "C"
|
||||
{
|
||||
void DLLEXPORT HUD_DrawNormalTriangles( void );
|
||||
void DLLEXPORT HUD_DrawTransparentTriangles( void );
|
||||
};
|
||||
|
||||
//#define TEST_IT
|
||||
#if defined( TEST_IT )
|
||||
|
||||
/*
|
||||
=================
|
||||
Draw_Triangles
|
||||
|
||||
Example routine. Draws a sprite offset from the player origin.
|
||||
=================
|
||||
*/
|
||||
void Draw_Triangles( void )
|
||||
{
|
||||
cl_entity_t *player;
|
||||
vec3_t org;
|
||||
|
||||
// Load it up with some bogus data
|
||||
player = gEngfuncs.GetLocalPlayer();
|
||||
if ( !player )
|
||||
return;
|
||||
|
||||
org = player->origin;
|
||||
|
||||
org.x += 50;
|
||||
org.y += 50;
|
||||
|
||||
if (gHUD.m_hsprCursor == 0)
|
||||
{
|
||||
char sz[256];
|
||||
sprintf( sz, "sprites/cursor.spr" );
|
||||
gHUD.m_hsprCursor = SPR_Load( sz );
|
||||
}
|
||||
|
||||
if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a triangle, sigh
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
||||
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
|
||||
// Overload p->color with index into tracer palette, p->packedColor with brightness
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
|
||||
// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
extern "C" {
|
||||
#endif
|
||||
void AngleMatrix (const float angles[3], float (*matrix)[4]);
|
||||
void VectorTransform (const float in1[3], float in2[3][4], float out[3]);
|
||||
#ifdef _MSC_VER
|
||||
}
|
||||
#endif
|
||||
|
||||
void SetPoint( float x, float y, float z, float (*matrix)[4])
|
||||
{
|
||||
vec3_t point, result;
|
||||
point[0] = x;
|
||||
point[1] = y;
|
||||
point[2] = z;
|
||||
|
||||
VectorTransform(point, matrix, result);
|
||||
|
||||
gEngfuncs.pTriAPI->Vertex3f(result[0], result[1], result[2]);
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
DrawRain
|
||||
draw raindrips and snowflakes
|
||||
=================================
|
||||
*/
|
||||
|
||||
void DrawRain( void )
|
||||
{
|
||||
if (FirstChainDrip.p_Next == NULL)
|
||||
return; // no drips to draw
|
||||
|
||||
float visibleHeight = Rain.globalHeight - SNOWFADEDIST;
|
||||
|
||||
// usual triapi stuff
|
||||
HSPRITE hsprTexture;
|
||||
if( Rain.weatherMode == 0 )
|
||||
hsprTexture = LoadSprite("sprites/effects/rain.spr");
|
||||
else
|
||||
hsprTexture = LoadSprite("sprites/effects/snowflake.spr");
|
||||
const model_s *pTexture = gEngfuncs.GetSpritePointer(hsprTexture);
|
||||
gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)pTexture, 0 );
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
|
||||
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
|
||||
|
||||
// go through drips list
|
||||
cl_drip* Drip = FirstChainDrip.p_Next;
|
||||
cl_entity_t *player = gEngfuncs.GetLocalPlayer();
|
||||
|
||||
if ( Rain.weatherMode == 0 ) // draw rain
|
||||
{
|
||||
while (Drip != NULL)
|
||||
{
|
||||
cl_drip* nextdDrip = Drip->p_Next;
|
||||
|
||||
Vector2D toPlayer;
|
||||
toPlayer.x = player->origin[0] - Drip->origin[0];
|
||||
toPlayer.y = player->origin[1] - Drip->origin[1];
|
||||
toPlayer = toPlayer.Normalize();
|
||||
|
||||
toPlayer.x *= DRIP_SPRITE_HALFWIDTH;
|
||||
toPlayer.y *= DRIP_SPRITE_HALFWIDTH;
|
||||
|
||||
float shiftX = (Drip->xDelta / DRIPSPEED) * DRIP_SPRITE_HALFHEIGHT;
|
||||
float shiftY = (Drip->yDelta / DRIPSPEED) * DRIP_SPRITE_HALFHEIGHT;
|
||||
|
||||
// --- draw triangle --------------------------
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, Drip->alpha );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_TRIANGLES );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0]-toPlayer.y - shiftX, Drip->origin[1]+toPlayer.x - shiftY,Drip->origin[2] + DRIP_SPRITE_HALFHEIGHT );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0.5, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0] + shiftX, Drip->origin[1] + shiftY, Drip->origin[2]-DRIP_SPRITE_HALFHEIGHT );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0]+toPlayer.y - shiftX, Drip->origin[1]-toPlayer.x - shiftY, Drip->origin[2]+DRIP_SPRITE_HALFHEIGHT);
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
// --- draw triangle end ----------------------
|
||||
|
||||
Drip = nextdDrip;
|
||||
}
|
||||
}
|
||||
|
||||
else // draw snow
|
||||
{
|
||||
vec3_t normal;
|
||||
gEngfuncs.GetViewAngles((float*)normal);
|
||||
|
||||
float matrix[3][4];
|
||||
AngleMatrix (normal, matrix); // calc view matrix
|
||||
|
||||
while (Drip != NULL)
|
||||
{
|
||||
cl_drip* nextdDrip = Drip->p_Next;
|
||||
|
||||
matrix[0][3] = Drip->origin[0]; // write origin to matrix
|
||||
matrix[1][3] = Drip->origin[1];
|
||||
matrix[2][3] = Drip->origin[2];
|
||||
|
||||
// apply start fading effect
|
||||
float alpha = (Drip->origin[2] <= visibleHeight) ? Drip->alpha : ((Rain.globalHeight - Drip->origin[2]) / (float)SNOWFADEDIST) * Drip->alpha;
|
||||
|
||||
// --- draw quad --------------------------
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, alpha );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
SetPoint(0, SNOW_SPRITE_HALFSIZE ,SNOW_SPRITE_HALFSIZE, matrix);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
SetPoint(0, SNOW_SPRITE_HALFSIZE ,-SNOW_SPRITE_HALFSIZE, matrix);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
SetPoint(0, -SNOW_SPRITE_HALFSIZE ,-SNOW_SPRITE_HALFSIZE, matrix);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
SetPoint(0, -SNOW_SPRITE_HALFSIZE ,SNOW_SPRITE_HALFSIZE, matrix);
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
// --- draw quad end ----------------------
|
||||
|
||||
Drip = nextdDrip;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
DrawFXObjects
|
||||
=================================
|
||||
*/
|
||||
void DrawFXObjects( void )
|
||||
{
|
||||
if (FirstChainFX.p_Next == NULL)
|
||||
return; // no objects to draw
|
||||
|
||||
float curtime = gEngfuncs.GetClientTime();
|
||||
|
||||
// usual triapi stuff
|
||||
HSPRITE hsprTexture = LoadSprite("sprites/effects/ripple.spr");
|
||||
const model_s *pTexture = gEngfuncs.GetSpritePointer( hsprTexture );
|
||||
gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)pTexture, 0 );
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
|
||||
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
|
||||
|
||||
// go through objects list
|
||||
cl_rainfx* curFX = FirstChainFX.p_Next;
|
||||
while (curFX != NULL)
|
||||
{
|
||||
cl_rainfx* nextFX = curFX->p_Next;
|
||||
|
||||
// fadeout
|
||||
float alpha = ((curFX->birthTime + curFX->life - curtime) / curFX->life) * curFX->alpha;
|
||||
float size = (curtime - curFX->birthTime) * MAXRINGHALFSIZE;
|
||||
|
||||
|
||||
// --- draw quad --------------------------
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, alpha );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] - size, curFX->origin[1] - size, curFX->origin[2]);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] - size, curFX->origin[1] + size, curFX->origin[2]);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] + size, curFX->origin[1] + size, curFX->origin[2]);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] + size, curFX->origin[1] - size, curFX->origin[2]);
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
// --- draw quad end ----------------------
|
||||
|
||||
curFX = nextFX;
|
||||
}
|
||||
}
|
||||
/*
|
||||
=================
|
||||
HUD_DrawNormalTriangles
|
||||
|
||||
Non-transparent triangles-- add them here
|
||||
=================
|
||||
*/
|
||||
void DLLEXPORT HUD_DrawNormalTriangles( void )
|
||||
{
|
||||
|
||||
gHUD.m_Spectator.DrawOverview();
|
||||
|
||||
#if defined( TEST_IT )
|
||||
// Draw_Triangles();
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawTransparentTriangles
|
||||
|
||||
Render any triangles with transparent rendermode needs here
|
||||
=================
|
||||
*/
|
||||
void DLLEXPORT HUD_DrawTransparentTriangles( void )
|
||||
{
|
||||
ProcessFXObjects();
|
||||
ProcessRain();
|
||||
DrawRain();
|
||||
DrawFXObjects();
|
||||
#if defined( TEST_IT )
|
||||
// Draw_Triangles();
|
||||
#endif
|
||||
}
|
||||
//========= Copyright ? 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// Triangle rendering, if any
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
|
||||
// Triangle rendering apis are in gEngfuncs.pTriAPI
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
#include "triangleapi.h"
|
||||
#include "rain.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
#else
|
||||
#define DLLEXPORT
|
||||
#endif
|
||||
|
||||
extern "C"
|
||||
{
|
||||
void DLLEXPORT HUD_DrawNormalTriangles( void );
|
||||
void DLLEXPORT HUD_DrawTransparentTriangles( void );
|
||||
};
|
||||
|
||||
//#define TEST_IT
|
||||
#if defined( TEST_IT )
|
||||
|
||||
/*
|
||||
=================
|
||||
Draw_Triangles
|
||||
|
||||
Example routine. Draws a sprite offset from the player origin.
|
||||
=================
|
||||
*/
|
||||
void Draw_Triangles( void )
|
||||
{
|
||||
cl_entity_t *player;
|
||||
vec3_t org;
|
||||
|
||||
// Load it up with some bogus data
|
||||
player = gEngfuncs.GetLocalPlayer();
|
||||
if ( !player )
|
||||
return;
|
||||
|
||||
org = player->origin;
|
||||
|
||||
org.x += 50;
|
||||
org.y += 50;
|
||||
|
||||
if (gHUD.m_hsprCursor == 0)
|
||||
{
|
||||
char sz[256];
|
||||
sprintf( sz, "sprites/cursor.spr" );
|
||||
gHUD.m_hsprCursor = SPR_Load( sz );
|
||||
}
|
||||
|
||||
if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a triangle, sigh
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
||||
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
|
||||
// Overload p->color with index into tracer palette, p->packedColor with brightness
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
|
||||
// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
extern "C" {
|
||||
#endif
|
||||
void AngleMatrix (const float angles[3], float (*matrix)[4]);
|
||||
void VectorTransform (const float in1[3], float in2[3][4], float out[3]);
|
||||
#ifdef _MSC_VER
|
||||
}
|
||||
#endif
|
||||
|
||||
void SetPoint( float x, float y, float z, float (*matrix)[4])
|
||||
{
|
||||
vec3_t point, result;
|
||||
point[0] = x;
|
||||
point[1] = y;
|
||||
point[2] = z;
|
||||
|
||||
VectorTransform(point, matrix, result);
|
||||
|
||||
gEngfuncs.pTriAPI->Vertex3f(result[0], result[1], result[2]);
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
DrawRain
|
||||
draw raindrips and snowflakes
|
||||
=================================
|
||||
*/
|
||||
|
||||
void DrawRain( void )
|
||||
{
|
||||
if (FirstChainDrip.p_Next == NULL)
|
||||
return; // no drips to draw
|
||||
|
||||
float visibleHeight = Rain.globalHeight - SNOWFADEDIST;
|
||||
|
||||
// usual triapi stuff
|
||||
HSPRITE hsprTexture;
|
||||
if( Rain.weatherMode == 0 )
|
||||
hsprTexture = LoadSprite("sprites/effects/rain.spr");
|
||||
else
|
||||
hsprTexture = LoadSprite("sprites/effects/snowflake.spr");
|
||||
const model_s *pTexture = gEngfuncs.GetSpritePointer(hsprTexture);
|
||||
gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)pTexture, 0 );
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
|
||||
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
|
||||
|
||||
// go through drips list
|
||||
cl_drip* Drip = FirstChainDrip.p_Next;
|
||||
cl_entity_t *player = gEngfuncs.GetLocalPlayer();
|
||||
|
||||
if ( Rain.weatherMode == 0 ) // draw rain
|
||||
{
|
||||
while (Drip != NULL)
|
||||
{
|
||||
cl_drip* nextdDrip = Drip->p_Next;
|
||||
|
||||
Vector2D toPlayer;
|
||||
toPlayer.x = player->origin[0] - Drip->origin[0];
|
||||
toPlayer.y = player->origin[1] - Drip->origin[1];
|
||||
toPlayer = toPlayer.Normalize();
|
||||
|
||||
toPlayer.x *= DRIP_SPRITE_HALFWIDTH;
|
||||
toPlayer.y *= DRIP_SPRITE_HALFWIDTH;
|
||||
|
||||
float shiftX = (Drip->xDelta / DRIPSPEED) * DRIP_SPRITE_HALFHEIGHT;
|
||||
float shiftY = (Drip->yDelta / DRIPSPEED) * DRIP_SPRITE_HALFHEIGHT;
|
||||
|
||||
// --- draw triangle --------------------------
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, Drip->alpha );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_TRIANGLES );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0]-toPlayer.y - shiftX, Drip->origin[1]+toPlayer.x - shiftY,Drip->origin[2] + DRIP_SPRITE_HALFHEIGHT );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0.5, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0] + shiftX, Drip->origin[1] + shiftY, Drip->origin[2]-DRIP_SPRITE_HALFHEIGHT );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0]+toPlayer.y - shiftX, Drip->origin[1]-toPlayer.x - shiftY, Drip->origin[2]+DRIP_SPRITE_HALFHEIGHT);
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
// --- draw triangle end ----------------------
|
||||
|
||||
Drip = nextdDrip;
|
||||
}
|
||||
}
|
||||
|
||||
else // draw snow
|
||||
{
|
||||
vec3_t normal;
|
||||
gEngfuncs.GetViewAngles((float*)normal);
|
||||
|
||||
float matrix[3][4];
|
||||
AngleMatrix (normal, matrix); // calc view matrix
|
||||
|
||||
while (Drip != NULL)
|
||||
{
|
||||
cl_drip* nextdDrip = Drip->p_Next;
|
||||
|
||||
matrix[0][3] = Drip->origin[0]; // write origin to matrix
|
||||
matrix[1][3] = Drip->origin[1];
|
||||
matrix[2][3] = Drip->origin[2];
|
||||
|
||||
// apply start fading effect
|
||||
float alpha = (Drip->origin[2] <= visibleHeight) ? Drip->alpha : ((Rain.globalHeight - Drip->origin[2]) / (float)SNOWFADEDIST) * Drip->alpha;
|
||||
|
||||
// --- draw quad --------------------------
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, alpha );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
SetPoint(0, SNOW_SPRITE_HALFSIZE ,SNOW_SPRITE_HALFSIZE, matrix);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
SetPoint(0, SNOW_SPRITE_HALFSIZE ,-SNOW_SPRITE_HALFSIZE, matrix);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
SetPoint(0, -SNOW_SPRITE_HALFSIZE ,-SNOW_SPRITE_HALFSIZE, matrix);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
SetPoint(0, -SNOW_SPRITE_HALFSIZE ,SNOW_SPRITE_HALFSIZE, matrix);
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
// --- draw quad end ----------------------
|
||||
|
||||
Drip = nextdDrip;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================================
|
||||
DrawFXObjects
|
||||
=================================
|
||||
*/
|
||||
void DrawFXObjects( void )
|
||||
{
|
||||
if (FirstChainFX.p_Next == NULL)
|
||||
return; // no objects to draw
|
||||
|
||||
float curtime = gEngfuncs.GetClientTime();
|
||||
|
||||
// usual triapi stuff
|
||||
HSPRITE hsprTexture = LoadSprite("sprites/effects/ripple.spr");
|
||||
const model_s *pTexture = gEngfuncs.GetSpritePointer( hsprTexture );
|
||||
gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)pTexture, 0 );
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
|
||||
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
|
||||
|
||||
// go through objects list
|
||||
cl_rainfx* curFX = FirstChainFX.p_Next;
|
||||
while (curFX != NULL)
|
||||
{
|
||||
cl_rainfx* nextFX = curFX->p_Next;
|
||||
|
||||
// fadeout
|
||||
float alpha = ((curFX->birthTime + curFX->life - curtime) / curFX->life) * curFX->alpha;
|
||||
float size = (curtime - curFX->birthTime) * MAXRINGHALFSIZE;
|
||||
|
||||
|
||||
// --- draw quad --------------------------
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, alpha );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] - size, curFX->origin[1] - size, curFX->origin[2]);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] - size, curFX->origin[1] + size, curFX->origin[2]);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] + size, curFX->origin[1] + size, curFX->origin[2]);
|
||||
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] + size, curFX->origin[1] - size, curFX->origin[2]);
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
// --- draw quad end ----------------------
|
||||
|
||||
curFX = nextFX;
|
||||
}
|
||||
}
|
||||
/*
|
||||
=================
|
||||
HUD_DrawNormalTriangles
|
||||
|
||||
Non-transparent triangles-- add them here
|
||||
=================
|
||||
*/
|
||||
void DLLEXPORT HUD_DrawNormalTriangles( void )
|
||||
{
|
||||
|
||||
gHUD.m_Spectator.DrawOverview();
|
||||
|
||||
#if defined( TEST_IT )
|
||||
// Draw_Triangles();
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawTransparentTriangles
|
||||
|
||||
Render any triangles with transparent rendermode needs here
|
||||
=================
|
||||
*/
|
||||
void DLLEXPORT HUD_DrawTransparentTriangles( void )
|
||||
{
|
||||
ProcessFXObjects();
|
||||
ProcessRain();
|
||||
DrawRain();
|
||||
DrawFXObjects();
|
||||
#if defined( TEST_IT )
|
||||
// Draw_Triangles();
|
||||
#endif
|
||||
}
|
||||
|
|
396
cl_dll/util.cpp
396
cl_dll/util.cpp
|
@ -1,198 +1,198 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// util.cpp
|
||||
//
|
||||
// implementation of class-less helper functions
|
||||
//
|
||||
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||||
#endif
|
||||
|
||||
//vec3_t vec3_origin( 0, 0, 0 );
|
||||
|
||||
double sqrt(double x);
|
||||
|
||||
float Length(const float *v)
|
||||
{
|
||||
int i;
|
||||
float length;
|
||||
|
||||
length = 0;
|
||||
for (i=0 ; i< 3 ; i++)
|
||||
length += v[i]*v[i];
|
||||
length = sqrt (length); // FIXME
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
void VectorAngles( const float *forward, float *angles )
|
||||
{
|
||||
float tmp, yaw, pitch;
|
||||
|
||||
if (forward[1] == 0 && forward[0] == 0)
|
||||
{
|
||||
yaw = 0;
|
||||
if (forward[2] > 0)
|
||||
pitch = 90;
|
||||
else
|
||||
pitch = 270;
|
||||
}
|
||||
else
|
||||
{
|
||||
yaw = (atan2(forward[1], forward[0]) * 180 / M_PI);
|
||||
if (yaw < 0)
|
||||
yaw += 360;
|
||||
|
||||
tmp = sqrt (forward[0]*forward[0] + forward[1]*forward[1]);
|
||||
pitch = (atan2(forward[2], tmp) * 180 / M_PI);
|
||||
if (pitch < 0)
|
||||
pitch += 360;
|
||||
}
|
||||
|
||||
angles[0] = pitch;
|
||||
angles[1] = yaw;
|
||||
angles[2] = 0;
|
||||
}
|
||||
|
||||
float VectorNormalize (float *v)
|
||||
{
|
||||
float length, ilength;
|
||||
|
||||
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
||||
length = sqrt (length); // FIXME
|
||||
|
||||
if (length)
|
||||
{
|
||||
ilength = 1/length;
|
||||
v[0] *= ilength;
|
||||
v[1] *= ilength;
|
||||
v[2] *= ilength;
|
||||
}
|
||||
|
||||
return length;
|
||||
|
||||
}
|
||||
|
||||
void VectorInverse ( float *v )
|
||||
{
|
||||
v[0] = -v[0];
|
||||
v[1] = -v[1];
|
||||
v[2] = -v[2];
|
||||
}
|
||||
|
||||
void VectorScale (const float *in, float scale, float *out)
|
||||
{
|
||||
out[0] = in[0]*scale;
|
||||
out[1] = in[1]*scale;
|
||||
out[2] = in[2]*scale;
|
||||
}
|
||||
|
||||
void VectorMA (const float *veca, float scale, const float *vecb, float *vecc)
|
||||
{
|
||||
vecc[0] = veca[0] + scale*vecb[0];
|
||||
vecc[1] = veca[1] + scale*vecb[1];
|
||||
vecc[2] = veca[2] + scale*vecb[2];
|
||||
}
|
||||
|
||||
HSPRITE LoadSprite(const char *pszName)
|
||||
{
|
||||
int i;
|
||||
char sz[256];
|
||||
|
||||
if (ScreenWidth < 640)
|
||||
i = 320;
|
||||
else
|
||||
i = 640;
|
||||
|
||||
sprintf(sz, pszName, i);
|
||||
|
||||
return SPR_Load(sz);
|
||||
}
|
||||
|
||||
int HUD_GetSpriteIndexByName( const char *sz )
|
||||
{
|
||||
return gHUD.GetSpriteIndex(sz);
|
||||
}
|
||||
|
||||
HSPRITE HUD_GetSprite( int index )
|
||||
{
|
||||
return gHUD.GetSprite(index);
|
||||
}
|
||||
|
||||
wrect_t HUD_GetSpriteRect( int index )
|
||||
{
|
||||
return gHUD.GetSpriteRect( index );
|
||||
}
|
||||
|
||||
float g_ColorBlue[3] = { 0.6, 0.8, 1.0 };
|
||||
float g_ColorRed[3] = { 1.0, 0.25, 0.25 };
|
||||
float g_ColorGreen[3] = { 0.6, 1.0, 0.6 };
|
||||
float g_ColorYellow[3] = { 1.0, 0.7, 0.0 };
|
||||
float g_ColorGrey[3] = { 0.8, 0.8, 0.8 };
|
||||
|
||||
float *GetClientColor( int clientIndex )
|
||||
{
|
||||
switch ( g_PlayerExtraInfo[clientIndex].teamnumber )
|
||||
{
|
||||
case TEAM_TERRORIST: return g_ColorRed;
|
||||
case TEAM_CT: return g_ColorBlue;
|
||||
case TEAM_SPECTATOR:
|
||||
case TEAM_UNASSIGNED: return g_ColorYellow;
|
||||
case 4: return g_ColorGreen;
|
||||
default: return g_ColorGrey;
|
||||
}
|
||||
}
|
||||
|
||||
void GetTeamColor(int &r, int &g, int &b, int teamIndex)
|
||||
{
|
||||
r = 255;
|
||||
g = 255;
|
||||
b = 255;
|
||||
switch( teamIndex )
|
||||
{
|
||||
case TEAM_TERRORIST:
|
||||
r *= g_ColorRed[0];
|
||||
g *= g_ColorRed[1];
|
||||
b *= g_ColorRed[2];
|
||||
break;
|
||||
case TEAM_CT:
|
||||
r *= g_ColorBlue[0];
|
||||
g *= g_ColorBlue[1];
|
||||
b *= g_ColorBlue[2];
|
||||
break;
|
||||
case TEAM_SPECTATOR:
|
||||
case TEAM_UNASSIGNED:
|
||||
r *= g_ColorYellow[0];
|
||||
g *= g_ColorYellow[1];
|
||||
b *= g_ColorYellow[2];
|
||||
break;
|
||||
default:
|
||||
r *= g_ColorGrey[0];
|
||||
g *= g_ColorGrey[1];
|
||||
b *= g_ColorGrey[2];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// util.cpp
|
||||
//
|
||||
// implementation of class-less helper functions
|
||||
//
|
||||
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include <string.h>
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||||
#endif
|
||||
|
||||
//vec3_t vec3_origin( 0, 0, 0 );
|
||||
|
||||
double sqrt(double x);
|
||||
|
||||
float Length(const float *v)
|
||||
{
|
||||
int i;
|
||||
float length;
|
||||
|
||||
length = 0;
|
||||
for (i=0 ; i< 3 ; i++)
|
||||
length += v[i]*v[i];
|
||||
length = sqrt (length); // FIXME
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
void VectorAngles( const float *forward, float *angles )
|
||||
{
|
||||
float tmp, yaw, pitch;
|
||||
|
||||
if (forward[1] == 0 && forward[0] == 0)
|
||||
{
|
||||
yaw = 0;
|
||||
if (forward[2] > 0)
|
||||
pitch = 90;
|
||||
else
|
||||
pitch = 270;
|
||||
}
|
||||
else
|
||||
{
|
||||
yaw = (atan2(forward[1], forward[0]) * 180 / M_PI);
|
||||
if (yaw < 0)
|
||||
yaw += 360;
|
||||
|
||||
tmp = sqrt (forward[0]*forward[0] + forward[1]*forward[1]);
|
||||
pitch = (atan2(forward[2], tmp) * 180 / M_PI);
|
||||
if (pitch < 0)
|
||||
pitch += 360;
|
||||
}
|
||||
|
||||
angles[0] = pitch;
|
||||
angles[1] = yaw;
|
||||
angles[2] = 0;
|
||||
}
|
||||
|
||||
float VectorNormalize (float *v)
|
||||
{
|
||||
float length, ilength;
|
||||
|
||||
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
||||
length = sqrt (length); // FIXME
|
||||
|
||||
if (length)
|
||||
{
|
||||
ilength = 1/length;
|
||||
v[0] *= ilength;
|
||||
v[1] *= ilength;
|
||||
v[2] *= ilength;
|
||||
}
|
||||
|
||||
return length;
|
||||
|
||||
}
|
||||
|
||||
void VectorInverse ( float *v )
|
||||
{
|
||||
v[0] = -v[0];
|
||||
v[1] = -v[1];
|
||||
v[2] = -v[2];
|
||||
}
|
||||
|
||||
void VectorScale (const float *in, float scale, float *out)
|
||||
{
|
||||
out[0] = in[0]*scale;
|
||||
out[1] = in[1]*scale;
|
||||
out[2] = in[2]*scale;
|
||||
}
|
||||
|
||||
void VectorMA (const float *veca, float scale, const float *vecb, float *vecc)
|
||||
{
|
||||
vecc[0] = veca[0] + scale*vecb[0];
|
||||
vecc[1] = veca[1] + scale*vecb[1];
|
||||
vecc[2] = veca[2] + scale*vecb[2];
|
||||
}
|
||||
|
||||
HSPRITE LoadSprite(const char *pszName)
|
||||
{
|
||||
int i;
|
||||
char sz[256];
|
||||
|
||||
if (ScreenWidth < 640)
|
||||
i = 320;
|
||||
else
|
||||
i = 640;
|
||||
|
||||
sprintf(sz, pszName, i);
|
||||
|
||||
return SPR_Load(sz);
|
||||
}
|
||||
|
||||
int HUD_GetSpriteIndexByName( const char *sz )
|
||||
{
|
||||
return gHUD.GetSpriteIndex(sz);
|
||||
}
|
||||
|
||||
HSPRITE HUD_GetSprite( int index )
|
||||
{
|
||||
return gHUD.GetSprite(index);
|
||||
}
|
||||
|
||||
wrect_t HUD_GetSpriteRect( int index )
|
||||
{
|
||||
return gHUD.GetSpriteRect( index );
|
||||
}
|
||||
|
||||
float g_ColorBlue[3] = { 0.6, 0.8, 1.0 };
|
||||
float g_ColorRed[3] = { 1.0, 0.25, 0.25 };
|
||||
float g_ColorGreen[3] = { 0.6, 1.0, 0.6 };
|
||||
float g_ColorYellow[3] = { 1.0, 0.7, 0.0 };
|
||||
float g_ColorGrey[3] = { 0.8, 0.8, 0.8 };
|
||||
|
||||
float *GetClientColor( int clientIndex )
|
||||
{
|
||||
switch ( g_PlayerExtraInfo[clientIndex].teamnumber )
|
||||
{
|
||||
case TEAM_TERRORIST: return g_ColorRed;
|
||||
case TEAM_CT: return g_ColorBlue;
|
||||
case TEAM_SPECTATOR:
|
||||
case TEAM_UNASSIGNED: return g_ColorYellow;
|
||||
case 4: return g_ColorGreen;
|
||||
default: return g_ColorGrey;
|
||||
}
|
||||
}
|
||||
|
||||
void GetTeamColor(int &r, int &g, int &b, int teamIndex)
|
||||
{
|
||||
r = 255;
|
||||
g = 255;
|
||||
b = 255;
|
||||
switch( teamIndex )
|
||||
{
|
||||
case TEAM_TERRORIST:
|
||||
r *= g_ColorRed[0];
|
||||
g *= g_ColorRed[1];
|
||||
b *= g_ColorRed[2];
|
||||
break;
|
||||
case TEAM_CT:
|
||||
r *= g_ColorBlue[0];
|
||||
g *= g_ColorBlue[1];
|
||||
b *= g_ColorBlue[2];
|
||||
break;
|
||||
case TEAM_SPECTATOR:
|
||||
case TEAM_UNASSIGNED:
|
||||
r *= g_ColorYellow[0];
|
||||
g *= g_ColorYellow[1];
|
||||
b *= g_ColorYellow[2];
|
||||
break;
|
||||
default:
|
||||
r *= g_ColorGrey[0];
|
||||
g *= g_ColorGrey[1];
|
||||
b *= g_ColorGrey[2];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
3598
cl_dll/view.cpp
3598
cl_dll/view.cpp
File diff suppressed because it is too large
Load Diff
128
common/beamdef.h
128
common/beamdef.h
|
@ -1,64 +1,64 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined ( BEAMDEFH )
|
||||
#define BEAMDEFH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#define FBEAM_STARTENTITY 0x00000001
|
||||
#define FBEAM_ENDENTITY 0x00000002
|
||||
#define FBEAM_FADEIN 0x00000004
|
||||
#define FBEAM_FADEOUT 0x00000008
|
||||
#define FBEAM_SINENOISE 0x00000010
|
||||
#define FBEAM_SOLID 0x00000020
|
||||
#define FBEAM_SHADEIN 0x00000040
|
||||
#define FBEAM_SHADEOUT 0x00000080
|
||||
#define FBEAM_STARTVISIBLE 0x10000000 // Has this client actually seen this beam's start entity yet?
|
||||
#define FBEAM_ENDVISIBLE 0x20000000 // Has this client actually seen this beam's end entity yet?
|
||||
#define FBEAM_ISACTIVE 0x40000000
|
||||
#define FBEAM_FOREVER 0x80000000
|
||||
|
||||
typedef struct beam_s BEAM;
|
||||
struct beam_s
|
||||
{
|
||||
BEAM *next;
|
||||
int type;
|
||||
int flags;
|
||||
vec3_t source;
|
||||
vec3_t target;
|
||||
vec3_t delta;
|
||||
float t; // 0 .. 1 over lifetime of beam
|
||||
float freq;
|
||||
float die;
|
||||
float width;
|
||||
float amplitude;
|
||||
float r, g, b;
|
||||
float brightness;
|
||||
float speed;
|
||||
float frameRate;
|
||||
float frame;
|
||||
int segments;
|
||||
int startEntity;
|
||||
int endEntity;
|
||||
int modelIndex;
|
||||
int frameCount;
|
||||
struct model_s *pFollowModel;
|
||||
struct particle_s *particles;
|
||||
};
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined ( BEAMDEFH )
|
||||
#define BEAMDEFH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#define FBEAM_STARTENTITY 0x00000001
|
||||
#define FBEAM_ENDENTITY 0x00000002
|
||||
#define FBEAM_FADEIN 0x00000004
|
||||
#define FBEAM_FADEOUT 0x00000008
|
||||
#define FBEAM_SINENOISE 0x00000010
|
||||
#define FBEAM_SOLID 0x00000020
|
||||
#define FBEAM_SHADEIN 0x00000040
|
||||
#define FBEAM_SHADEOUT 0x00000080
|
||||
#define FBEAM_STARTVISIBLE 0x10000000 // Has this client actually seen this beam's start entity yet?
|
||||
#define FBEAM_ENDVISIBLE 0x20000000 // Has this client actually seen this beam's end entity yet?
|
||||
#define FBEAM_ISACTIVE 0x40000000
|
||||
#define FBEAM_FOREVER 0x80000000
|
||||
|
||||
typedef struct beam_s BEAM;
|
||||
struct beam_s
|
||||
{
|
||||
BEAM *next;
|
||||
int type;
|
||||
int flags;
|
||||
vec3_t source;
|
||||
vec3_t target;
|
||||
vec3_t delta;
|
||||
float t; // 0 .. 1 over lifetime of beam
|
||||
float freq;
|
||||
float die;
|
||||
float width;
|
||||
float amplitude;
|
||||
float r, g, b;
|
||||
float brightness;
|
||||
float speed;
|
||||
float frameRate;
|
||||
float frame;
|
||||
int segments;
|
||||
int startEntity;
|
||||
int endEntity;
|
||||
int modelIndex;
|
||||
int frameCount;
|
||||
struct model_s *pFollowModel;
|
||||
struct particle_s *particles;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,117 +1,117 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// cl_entity.h
|
||||
#if !defined( CL_ENTITYH )
|
||||
#define CL_ENTITYH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct efrag_s
|
||||
{
|
||||
struct mleaf_s *leaf;
|
||||
struct efrag_s *leafnext;
|
||||
struct cl_entity_s *entity;
|
||||
struct efrag_s *entnext;
|
||||
} efrag_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
byte mouthopen; // 0 = mouth closed, 255 = mouth agape
|
||||
byte sndcount; // counter for running average
|
||||
int sndavg; // running average
|
||||
} mouth_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float prevanimtime;
|
||||
float sequencetime;
|
||||
byte prevseqblending[2];
|
||||
vec3_t prevorigin;
|
||||
vec3_t prevangles;
|
||||
|
||||
int prevsequence;
|
||||
float prevframe;
|
||||
|
||||
byte prevcontroller[4];
|
||||
byte prevblending[2];
|
||||
} latchedvars_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
// Time stamp for this movement
|
||||
float animtime;
|
||||
|
||||
vec3_t origin;
|
||||
vec3_t angles;
|
||||
} position_history_t;
|
||||
|
||||
typedef struct cl_entity_s cl_entity_t;
|
||||
|
||||
#define HISTORY_MAX 64 // Must be power of 2
|
||||
#define HISTORY_MASK ( HISTORY_MAX - 1 )
|
||||
|
||||
|
||||
#if !defined( ENTITY_STATEH )
|
||||
#include "entity_state.h"
|
||||
#endif
|
||||
|
||||
#if !defined( PROGS_H )
|
||||
#include "progs.h"
|
||||
#endif
|
||||
|
||||
struct cl_entity_s
|
||||
{
|
||||
int index; // Index into cl_entities ( should match actual slot, but not necessarily )
|
||||
|
||||
qboolean player; // True if this entity is a "player"
|
||||
|
||||
entity_state_t baseline; // The original state from which to delta during an uncompressed message
|
||||
entity_state_t prevstate; // The state information from the penultimate message received from the server
|
||||
entity_state_t curstate; // The state information from the last message received from server
|
||||
|
||||
int current_position; // Last received history update index
|
||||
position_history_t ph[ HISTORY_MAX ]; // History of position and angle updates for this player
|
||||
|
||||
mouth_t mouth; // For synchronizing mouth movements.
|
||||
|
||||
latchedvars_t latched; // Variables used by studio model rendering routines
|
||||
|
||||
// Information based on interplocation, extrapolation, prediction, or just copied from last msg received.
|
||||
//
|
||||
float lastmove;
|
||||
|
||||
// Actual render position and angles
|
||||
vec3_t origin;
|
||||
vec3_t angles;
|
||||
|
||||
// Attachment points
|
||||
vec3_t attachment[4];
|
||||
|
||||
// Other entity local information
|
||||
int trivial_accept;
|
||||
|
||||
struct model_s *model; // cl.model_precache[ curstate.modelindes ]; all visible entities have a model
|
||||
struct efrag_s *efrag; // linked list of efrags
|
||||
struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split
|
||||
|
||||
float syncbase; // for client-side animations -- used by obsolete alias animation system, remove?
|
||||
int visframe; // last frame this entity was found in an active leaf
|
||||
colorVec cvFloorColor;
|
||||
};
|
||||
|
||||
#endif // !CL_ENTITYH
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// cl_entity.h
|
||||
#if !defined( CL_ENTITYH )
|
||||
#define CL_ENTITYH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct efrag_s
|
||||
{
|
||||
struct mleaf_s *leaf;
|
||||
struct efrag_s *leafnext;
|
||||
struct cl_entity_s *entity;
|
||||
struct efrag_s *entnext;
|
||||
} efrag_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
byte mouthopen; // 0 = mouth closed, 255 = mouth agape
|
||||
byte sndcount; // counter for running average
|
||||
int sndavg; // running average
|
||||
} mouth_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float prevanimtime;
|
||||
float sequencetime;
|
||||
byte prevseqblending[2];
|
||||
vec3_t prevorigin;
|
||||
vec3_t prevangles;
|
||||
|
||||
int prevsequence;
|
||||
float prevframe;
|
||||
|
||||
byte prevcontroller[4];
|
||||
byte prevblending[2];
|
||||
} latchedvars_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
// Time stamp for this movement
|
||||
float animtime;
|
||||
|
||||
vec3_t origin;
|
||||
vec3_t angles;
|
||||
} position_history_t;
|
||||
|
||||
typedef struct cl_entity_s cl_entity_t;
|
||||
|
||||
#define HISTORY_MAX 64 // Must be power of 2
|
||||
#define HISTORY_MASK ( HISTORY_MAX - 1 )
|
||||
|
||||
|
||||
#if !defined( ENTITY_STATEH )
|
||||
#include "entity_state.h"
|
||||
#endif
|
||||
|
||||
#if !defined( PROGS_H )
|
||||
#include "progs.h"
|
||||
#endif
|
||||
|
||||
struct cl_entity_s
|
||||
{
|
||||
int index; // Index into cl_entities ( should match actual slot, but not necessarily )
|
||||
|
||||
qboolean player; // True if this entity is a "player"
|
||||
|
||||
entity_state_t baseline; // The original state from which to delta during an uncompressed message
|
||||
entity_state_t prevstate; // The state information from the penultimate message received from the server
|
||||
entity_state_t curstate; // The state information from the last message received from server
|
||||
|
||||
int current_position; // Last received history update index
|
||||
position_history_t ph[ HISTORY_MAX ]; // History of position and angle updates for this player
|
||||
|
||||
mouth_t mouth; // For synchronizing mouth movements.
|
||||
|
||||
latchedvars_t latched; // Variables used by studio model rendering routines
|
||||
|
||||
// Information based on interplocation, extrapolation, prediction, or just copied from last msg received.
|
||||
//
|
||||
float lastmove;
|
||||
|
||||
// Actual render position and angles
|
||||
vec3_t origin;
|
||||
vec3_t angles;
|
||||
|
||||
// Attachment points
|
||||
vec3_t attachment[4];
|
||||
|
||||
// Other entity local information
|
||||
int trivial_accept;
|
||||
|
||||
struct model_s *model; // cl.model_precache[ curstate.modelindes ]; all visible entities have a model
|
||||
struct efrag_s *efrag; // linked list of efrags
|
||||
struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split
|
||||
|
||||
float syncbase; // for client-side animations -- used by obsolete alias animation system, remove?
|
||||
int visframe; // last frame this entity was found in an active leaf
|
||||
colorVec cvFloorColor;
|
||||
};
|
||||
|
||||
#endif // !CL_ENTITYH
|
||||
|
|
|
@ -1,353 +1,353 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// com_model.h
|
||||
#if !defined( COM_MODEL_H )
|
||||
#define COM_MODEL_H
|
||||
#if defined( _WIN32 )
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#define STUDIO_RENDER 1
|
||||
#define STUDIO_EVENTS 2
|
||||
|
||||
#define MAX_CLIENTS 32
|
||||
#define MAX_EDICTS 900
|
||||
|
||||
#define MAX_MODEL_NAME 64
|
||||
#define MAX_MAP_HULLS 4
|
||||
#define MIPLEVELS 4
|
||||
#define NUM_AMBIENTS 4 // automatic ambient sounds
|
||||
#define MAXLIGHTMAPS 4
|
||||
#define PLANE_ANYZ 5
|
||||
|
||||
#define ALIAS_Z_CLIP_PLANE 5
|
||||
|
||||
// flags in finalvert_t.flags
|
||||
#define ALIAS_LEFT_CLIP 0x0001
|
||||
#define ALIAS_TOP_CLIP 0x0002
|
||||
#define ALIAS_RIGHT_CLIP 0x0004
|
||||
#define ALIAS_BOTTOM_CLIP 0x0008
|
||||
#define ALIAS_Z_CLIP 0x0010
|
||||
#define ALIAS_ONSEAM 0x0020
|
||||
#define ALIAS_XY_CLIP_MASK 0x000F
|
||||
|
||||
#define ZISCALE ((float)0x8000)
|
||||
|
||||
#define CACHE_SIZE 32 // used to align key data structures
|
||||
|
||||
typedef enum
|
||||
{
|
||||
mod_brush,
|
||||
mod_sprite,
|
||||
mod_alias,
|
||||
mod_studio
|
||||
} modtype_t;
|
||||
|
||||
// must match definition in modelgen.h
|
||||
#ifndef SYNCTYPE_T
|
||||
#define SYNCTYPE_T
|
||||
|
||||
typedef enum
|
||||
{
|
||||
ST_SYNC=0,
|
||||
ST_RAND
|
||||
} synctype_t;
|
||||
|
||||
#endif
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float mins[3], maxs[3];
|
||||
float origin[3];
|
||||
int headnode[MAX_MAP_HULLS];
|
||||
int visleafs; // not including the solid leaf 0
|
||||
int firstface, numfaces;
|
||||
} dmodel_t;
|
||||
|
||||
// plane_t structure
|
||||
typedef struct mplane_s
|
||||
{
|
||||
vec3_t normal; // surface normal
|
||||
float dist; // closest appoach to origin
|
||||
byte type; // for texture axis selection and fast side tests
|
||||
byte signbits; // signx + signy<<1 + signz<<1
|
||||
byte pad[2];
|
||||
} mplane_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
vec3_t position;
|
||||
} mvertex_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
unsigned short v[2];
|
||||
unsigned int cachededgeoffset;
|
||||
} medge_t;
|
||||
|
||||
typedef struct texture_s
|
||||
{
|
||||
char name[16];
|
||||
unsigned width, height;
|
||||
int anim_total; // total tenths in sequence ( 0 = no)
|
||||
int anim_min, anim_max; // time for this frame min <=time< max
|
||||
struct texture_s *anim_next; // in the animation sequence
|
||||
struct texture_s *alternate_anims; // bmodels in frame 1 use these
|
||||
unsigned offsets[MIPLEVELS]; // four mip maps stored
|
||||
unsigned paloffset;
|
||||
} texture_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float vecs[2][4]; // [s/t] unit vectors in world space.
|
||||
// [i][3] is the s/t offset relative to the origin.
|
||||
// s or t = dot(3Dpoint,vecs[i])+vecs[i][3]
|
||||
float mipadjust; // ?? mipmap limits for very small surfaces
|
||||
texture_t *texture;
|
||||
int flags; // sky or slime, no lightmap or 256 subdivision
|
||||
} mtexinfo_t;
|
||||
|
||||
typedef struct mnode_s
|
||||
{
|
||||
// common with leaf
|
||||
int contents; // 0, to differentiate from leafs
|
||||
int visframe; // node needs to be traversed if current
|
||||
|
||||
short minmaxs[6]; // for bounding box culling
|
||||
|
||||
struct mnode_s *parent;
|
||||
|
||||
// node specific
|
||||
mplane_t *plane;
|
||||
struct mnode_s *children[2];
|
||||
|
||||
unsigned short firstsurface;
|
||||
unsigned short numsurfaces;
|
||||
} mnode_t;
|
||||
|
||||
typedef struct msurface_s msurface_t;
|
||||
typedef struct decal_s decal_t;
|
||||
|
||||
// JAY: Compress this as much as possible
|
||||
struct decal_s
|
||||
{
|
||||
decal_t *pnext; // linked list for each surface
|
||||
msurface_t *psurface; // Surface id for persistence / unlinking
|
||||
short dx; // Offsets into surface texture (in texture coordinates, so we don't need floats)
|
||||
short dy;
|
||||
short texture; // Decal texture
|
||||
byte scale; // Pixel scale
|
||||
byte flags; // Decal flags
|
||||
|
||||
short entityIndex; // Entity this is attached to
|
||||
};
|
||||
|
||||
typedef struct mleaf_s
|
||||
{
|
||||
// common with node
|
||||
int contents; // wil be a negative contents number
|
||||
int visframe; // node needs to be traversed if current
|
||||
|
||||
short minmaxs[6]; // for bounding box culling
|
||||
|
||||
struct mnode_s *parent;
|
||||
|
||||
// leaf specific
|
||||
byte *compressed_vis;
|
||||
struct efrag_s *efrags;
|
||||
|
||||
msurface_t **firstmarksurface;
|
||||
int nummarksurfaces;
|
||||
int key; // BSP sequence number for leaf's contents
|
||||
byte ambient_sound_level[NUM_AMBIENTS];
|
||||
} mleaf_t;
|
||||
|
||||
struct msurface_s
|
||||
{
|
||||
int visframe; // should be drawn when node is crossed
|
||||
|
||||
int dlightframe; // last frame the surface was checked by an animated light
|
||||
int dlightbits; // dynamically generated. Indicates if the surface illumination
|
||||
// is modified by an animated light.
|
||||
|
||||
mplane_t *plane; // pointer to shared plane
|
||||
int flags; // see SURF_ #defines
|
||||
|
||||
int firstedge; // look up in model->surfedges[], negative numbers
|
||||
int numedges; // are backwards edges
|
||||
|
||||
// surface generation data
|
||||
struct surfcache_s *cachespots[MIPLEVELS];
|
||||
|
||||
short texturemins[2]; // smallest s/t position on the surface.
|
||||
short extents[2]; // ?? s/t texture size, 1..256 for all non-sky surfaces
|
||||
|
||||
mtexinfo_t *texinfo;
|
||||
|
||||
// lighting info
|
||||
byte styles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
|
||||
// no one surface can be effected by more than 4
|
||||
// animated lights.
|
||||
color24 *samples;
|
||||
|
||||
decal_t *pdecals;
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int planenum;
|
||||
short children[2]; // negative numbers are contents
|
||||
} dclipnode_t;
|
||||
|
||||
typedef struct hull_s
|
||||
{
|
||||
dclipnode_t *clipnodes;
|
||||
mplane_t *planes;
|
||||
int firstclipnode;
|
||||
int lastclipnode;
|
||||
vec3_t clip_mins;
|
||||
vec3_t clip_maxs;
|
||||
} hull_t;
|
||||
|
||||
#if !defined( CACHE_USER ) && !defined( QUAKEDEF_H )
|
||||
#define CACHE_USER
|
||||
typedef struct cache_user_s
|
||||
{
|
||||
void *data;
|
||||
} cache_user_t;
|
||||
#endif
|
||||
|
||||
typedef struct model_s
|
||||
{
|
||||
char name[ MAX_MODEL_NAME ];
|
||||
qboolean needload; // bmodels and sprites don't cache normally
|
||||
|
||||
modtype_t type;
|
||||
int numframes;
|
||||
synctype_t synctype;
|
||||
|
||||
int flags;
|
||||
|
||||
//
|
||||
// volume occupied by the model
|
||||
//
|
||||
vec3_t mins, maxs;
|
||||
float radius;
|
||||
|
||||
//
|
||||
// brush model
|
||||
//
|
||||
int firstmodelsurface, nummodelsurfaces;
|
||||
|
||||
int numsubmodels;
|
||||
dmodel_t *submodels;
|
||||
|
||||
int numplanes;
|
||||
mplane_t *planes;
|
||||
|
||||
int numleafs; // number of visible leafs, not counting 0
|
||||
struct mleaf_s *leafs;
|
||||
|
||||
int numvertexes;
|
||||
mvertex_t *vertexes;
|
||||
|
||||
int numedges;
|
||||
medge_t *edges;
|
||||
|
||||
int numnodes;
|
||||
mnode_t *nodes;
|
||||
|
||||
int numtexinfo;
|
||||
mtexinfo_t *texinfo;
|
||||
|
||||
int numsurfaces;
|
||||
msurface_t *surfaces;
|
||||
|
||||
int numsurfedges;
|
||||
int *surfedges;
|
||||
|
||||
int numclipnodes;
|
||||
dclipnode_t *clipnodes;
|
||||
|
||||
int nummarksurfaces;
|
||||
msurface_t **marksurfaces;
|
||||
|
||||
hull_t hulls[MAX_MAP_HULLS];
|
||||
|
||||
int numtextures;
|
||||
texture_t **textures;
|
||||
|
||||
byte *visdata;
|
||||
|
||||
color24 *lightdata;
|
||||
|
||||
char *entities;
|
||||
|
||||
//
|
||||
// additional model data
|
||||
//
|
||||
cache_user_t cache; // only access through Mod_Extradata
|
||||
|
||||
} model_t;
|
||||
|
||||
typedef vec_t vec4_t[4];
|
||||
|
||||
typedef struct alight_s
|
||||
{
|
||||
int ambientlight; // clip at 128
|
||||
int shadelight; // clip at 192 - ambientlight
|
||||
vec3_t color;
|
||||
float *plightvec;
|
||||
} alight_t;
|
||||
|
||||
typedef struct auxvert_s
|
||||
{
|
||||
float fv[3]; // viewspace x, y
|
||||
} auxvert_t;
|
||||
|
||||
#include "custom.h"
|
||||
|
||||
#define MAX_INFO_STRING 256
|
||||
#define MAX_SCOREBOARDNAME 32
|
||||
typedef struct player_info_s
|
||||
{
|
||||
// User id on server
|
||||
int userid;
|
||||
|
||||
// User info string
|
||||
char userinfo[ MAX_INFO_STRING ];
|
||||
|
||||
// Name
|
||||
char name[ MAX_SCOREBOARDNAME ];
|
||||
|
||||
// Spectator or not, unused
|
||||
int spectator;
|
||||
|
||||
int ping;
|
||||
int packet_loss;
|
||||
|
||||
// skin information
|
||||
char model[MAX_QPATH];
|
||||
int topcolor;
|
||||
int bottomcolor;
|
||||
|
||||
// last frame rendered
|
||||
int renderframe;
|
||||
|
||||
// Gait frame estimation
|
||||
int gaitsequence;
|
||||
float gaitframe;
|
||||
float gaityaw;
|
||||
vec3_t prevgaitorigin;
|
||||
|
||||
customization_t customdata;
|
||||
} player_info_t;
|
||||
|
||||
#endif // #define COM_MODEL_H
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// com_model.h
|
||||
#if !defined( COM_MODEL_H )
|
||||
#define COM_MODEL_H
|
||||
#if defined( _WIN32 )
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#define STUDIO_RENDER 1
|
||||
#define STUDIO_EVENTS 2
|
||||
|
||||
#define MAX_CLIENTS 32
|
||||
#define MAX_EDICTS 900
|
||||
|
||||
#define MAX_MODEL_NAME 64
|
||||
#define MAX_MAP_HULLS 4
|
||||
#define MIPLEVELS 4
|
||||
#define NUM_AMBIENTS 4 // automatic ambient sounds
|
||||
#define MAXLIGHTMAPS 4
|
||||
#define PLANE_ANYZ 5
|
||||
|
||||
#define ALIAS_Z_CLIP_PLANE 5
|
||||
|
||||
// flags in finalvert_t.flags
|
||||
#define ALIAS_LEFT_CLIP 0x0001
|
||||
#define ALIAS_TOP_CLIP 0x0002
|
||||
#define ALIAS_RIGHT_CLIP 0x0004
|
||||
#define ALIAS_BOTTOM_CLIP 0x0008
|
||||
#define ALIAS_Z_CLIP 0x0010
|
||||
#define ALIAS_ONSEAM 0x0020
|
||||
#define ALIAS_XY_CLIP_MASK 0x000F
|
||||
|
||||
#define ZISCALE ((float)0x8000)
|
||||
|
||||
#define CACHE_SIZE 32 // used to align key data structures
|
||||
|
||||
typedef enum
|
||||
{
|
||||
mod_brush,
|
||||
mod_sprite,
|
||||
mod_alias,
|
||||
mod_studio
|
||||
} modtype_t;
|
||||
|
||||
// must match definition in modelgen.h
|
||||
#ifndef SYNCTYPE_T
|
||||
#define SYNCTYPE_T
|
||||
|
||||
typedef enum
|
||||
{
|
||||
ST_SYNC=0,
|
||||
ST_RAND
|
||||
} synctype_t;
|
||||
|
||||
#endif
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float mins[3], maxs[3];
|
||||
float origin[3];
|
||||
int headnode[MAX_MAP_HULLS];
|
||||
int visleafs; // not including the solid leaf 0
|
||||
int firstface, numfaces;
|
||||
} dmodel_t;
|
||||
|
||||
// plane_t structure
|
||||
typedef struct mplane_s
|
||||
{
|
||||
vec3_t normal; // surface normal
|
||||
float dist; // closest appoach to origin
|
||||
byte type; // for texture axis selection and fast side tests
|
||||
byte signbits; // signx + signy<<1 + signz<<1
|
||||
byte pad[2];
|
||||
} mplane_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
vec3_t position;
|
||||
} mvertex_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
unsigned short v[2];
|
||||
unsigned int cachededgeoffset;
|
||||
} medge_t;
|
||||
|
||||
typedef struct texture_s
|
||||
{
|
||||
char name[16];
|
||||
unsigned width, height;
|
||||
int anim_total; // total tenths in sequence ( 0 = no)
|
||||
int anim_min, anim_max; // time for this frame min <=time< max
|
||||
struct texture_s *anim_next; // in the animation sequence
|
||||
struct texture_s *alternate_anims; // bmodels in frame 1 use these
|
||||
unsigned offsets[MIPLEVELS]; // four mip maps stored
|
||||
unsigned paloffset;
|
||||
} texture_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float vecs[2][4]; // [s/t] unit vectors in world space.
|
||||
// [i][3] is the s/t offset relative to the origin.
|
||||
// s or t = dot(3Dpoint,vecs[i])+vecs[i][3]
|
||||
float mipadjust; // ?? mipmap limits for very small surfaces
|
||||
texture_t *texture;
|
||||
int flags; // sky or slime, no lightmap or 256 subdivision
|
||||
} mtexinfo_t;
|
||||
|
||||
typedef struct mnode_s
|
||||
{
|
||||
// common with leaf
|
||||
int contents; // 0, to differentiate from leafs
|
||||
int visframe; // node needs to be traversed if current
|
||||
|
||||
short minmaxs[6]; // for bounding box culling
|
||||
|
||||
struct mnode_s *parent;
|
||||
|
||||
// node specific
|
||||
mplane_t *plane;
|
||||
struct mnode_s *children[2];
|
||||
|
||||
unsigned short firstsurface;
|
||||
unsigned short numsurfaces;
|
||||
} mnode_t;
|
||||
|
||||
typedef struct msurface_s msurface_t;
|
||||
typedef struct decal_s decal_t;
|
||||
|
||||
// JAY: Compress this as much as possible
|
||||
struct decal_s
|
||||
{
|
||||
decal_t *pnext; // linked list for each surface
|
||||
msurface_t *psurface; // Surface id for persistence / unlinking
|
||||
short dx; // Offsets into surface texture (in texture coordinates, so we don't need floats)
|
||||
short dy;
|
||||
short texture; // Decal texture
|
||||
byte scale; // Pixel scale
|
||||
byte flags; // Decal flags
|
||||
|
||||
short entityIndex; // Entity this is attached to
|
||||
};
|
||||
|
||||
typedef struct mleaf_s
|
||||
{
|
||||
// common with node
|
||||
int contents; // wil be a negative contents number
|
||||
int visframe; // node needs to be traversed if current
|
||||
|
||||
short minmaxs[6]; // for bounding box culling
|
||||
|
||||
struct mnode_s *parent;
|
||||
|
||||
// leaf specific
|
||||
byte *compressed_vis;
|
||||
struct efrag_s *efrags;
|
||||
|
||||
msurface_t **firstmarksurface;
|
||||
int nummarksurfaces;
|
||||
int key; // BSP sequence number for leaf's contents
|
||||
byte ambient_sound_level[NUM_AMBIENTS];
|
||||
} mleaf_t;
|
||||
|
||||
struct msurface_s
|
||||
{
|
||||
int visframe; // should be drawn when node is crossed
|
||||
|
||||
int dlightframe; // last frame the surface was checked by an animated light
|
||||
int dlightbits; // dynamically generated. Indicates if the surface illumination
|
||||
// is modified by an animated light.
|
||||
|
||||
mplane_t *plane; // pointer to shared plane
|
||||
int flags; // see SURF_ #defines
|
||||
|
||||
int firstedge; // look up in model->surfedges[], negative numbers
|
||||
int numedges; // are backwards edges
|
||||
|
||||
// surface generation data
|
||||
struct surfcache_s *cachespots[MIPLEVELS];
|
||||
|
||||
short texturemins[2]; // smallest s/t position on the surface.
|
||||
short extents[2]; // ?? s/t texture size, 1..256 for all non-sky surfaces
|
||||
|
||||
mtexinfo_t *texinfo;
|
||||
|
||||
// lighting info
|
||||
byte styles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
|
||||
// no one surface can be effected by more than 4
|
||||
// animated lights.
|
||||
color24 *samples;
|
||||
|
||||
decal_t *pdecals;
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int planenum;
|
||||
short children[2]; // negative numbers are contents
|
||||
} dclipnode_t;
|
||||
|
||||
typedef struct hull_s
|
||||
{
|
||||
dclipnode_t *clipnodes;
|
||||
mplane_t *planes;
|
||||
int firstclipnode;
|
||||
int lastclipnode;
|
||||
vec3_t clip_mins;
|
||||
vec3_t clip_maxs;
|
||||
} hull_t;
|
||||
|
||||
#if !defined( CACHE_USER ) && !defined( QUAKEDEF_H )
|
||||
#define CACHE_USER
|
||||
typedef struct cache_user_s
|
||||
{
|
||||
void *data;
|
||||
} cache_user_t;
|
||||
#endif
|
||||
|
||||
typedef struct model_s
|
||||
{
|
||||
char name[ MAX_MODEL_NAME ];
|
||||
qboolean needload; // bmodels and sprites don't cache normally
|
||||
|
||||
modtype_t type;
|
||||
int numframes;
|
||||
synctype_t synctype;
|
||||
|
||||
int flags;
|
||||
|
||||
//
|
||||
// volume occupied by the model
|
||||
//
|
||||
vec3_t mins, maxs;
|
||||
float radius;
|
||||
|
||||
//
|
||||
// brush model
|
||||
//
|
||||
int firstmodelsurface, nummodelsurfaces;
|
||||
|
||||
int numsubmodels;
|
||||
dmodel_t *submodels;
|
||||
|
||||
int numplanes;
|
||||
mplane_t *planes;
|
||||
|
||||
int numleafs; // number of visible leafs, not counting 0
|
||||
struct mleaf_s *leafs;
|
||||
|
||||
int numvertexes;
|
||||
mvertex_t *vertexes;
|
||||
|
||||
int numedges;
|
||||
medge_t *edges;
|
||||
|
||||
int numnodes;
|
||||
mnode_t *nodes;
|
||||
|
||||
int numtexinfo;
|
||||
mtexinfo_t *texinfo;
|
||||
|
||||
int numsurfaces;
|
||||
msurface_t *surfaces;
|
||||
|
||||
int numsurfedges;
|
||||
int *surfedges;
|
||||
|
||||
int numclipnodes;
|
||||
dclipnode_t *clipnodes;
|
||||
|
||||
int nummarksurfaces;
|
||||
msurface_t **marksurfaces;
|
||||
|
||||
hull_t hulls[MAX_MAP_HULLS];
|
||||
|
||||
int numtextures;
|
||||
texture_t **textures;
|
||||
|
||||
byte *visdata;
|
||||
|
||||
color24 *lightdata;
|
||||
|
||||
char *entities;
|
||||
|
||||
//
|
||||
// additional model data
|
||||
//
|
||||
cache_user_t cache; // only access through Mod_Extradata
|
||||
|
||||
} model_t;
|
||||
|
||||
typedef vec_t vec4_t[4];
|
||||
|
||||
typedef struct alight_s
|
||||
{
|
||||
int ambientlight; // clip at 128
|
||||
int shadelight; // clip at 192 - ambientlight
|
||||
vec3_t color;
|
||||
float *plightvec;
|
||||
} alight_t;
|
||||
|
||||
typedef struct auxvert_s
|
||||
{
|
||||
float fv[3]; // viewspace x, y
|
||||
} auxvert_t;
|
||||
|
||||
#include "custom.h"
|
||||
|
||||
#define MAX_INFO_STRING 256
|
||||
#define MAX_SCOREBOARDNAME 32
|
||||
typedef struct player_info_s
|
||||
{
|
||||
// User id on server
|
||||
int userid;
|
||||
|
||||
// User info string
|
||||
char userinfo[ MAX_INFO_STRING ];
|
||||
|
||||
// Name
|
||||
char name[ MAX_SCOREBOARDNAME ];
|
||||
|
||||
// Spectator or not, unused
|
||||
int spectator;
|
||||
|
||||
int ping;
|
||||
int packet_loss;
|
||||
|
||||
// skin information
|
||||
char model[MAX_QPATH];
|
||||
int topcolor;
|
||||
int bottomcolor;
|
||||
|
||||
// last frame rendered
|
||||
int renderframe;
|
||||
|
||||
// Gait frame estimation
|
||||
int gaitsequence;
|
||||
float gaitframe;
|
||||
float gaityaw;
|
||||
vec3_t prevgaitorigin;
|
||||
|
||||
customization_t customdata;
|
||||
} player_info_t;
|
||||
|
||||
#endif // #define COM_MODEL_H
|
||||
|
|
|
@ -1,33 +1,33 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( CON_NPRINTH )
|
||||
#define CON_NPRINTH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct con_nprint_s
|
||||
{
|
||||
int index; // Row #
|
||||
float time_to_live; // # of seconds before it dissappears
|
||||
float color[ 3 ]; // RGB colors ( 0.0 -> 1.0 scale )
|
||||
} con_nprint_t;
|
||||
|
||||
void Con_NPrintf( int idx, char *fmt, ... );
|
||||
void Con_NXPrintf( struct con_nprint_s *info, char *fmt, ... );
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( CON_NPRINTH )
|
||||
#define CON_NPRINTH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct con_nprint_s
|
||||
{
|
||||
int index; // Row #
|
||||
float time_to_live; // # of seconds before it dissappears
|
||||
float color[ 3 ]; // RGB colors ( 0.0 -> 1.0 scale )
|
||||
} con_nprint_t;
|
||||
|
||||
void Con_NPrintf( int idx, char *fmt, ... );
|
||||
void Con_NXPrintf( struct con_nprint_s *info, char *fmt, ... );
|
||||
|
||||
#endif
|
||||
|
|
108
common/crc.h
108
common/crc.h
|
@ -1,54 +1,54 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
/* crc.h */
|
||||
#ifndef CRC_H
|
||||
#define CRC_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// MD5 Hash
|
||||
typedef struct
|
||||
{
|
||||
unsigned int buf[4];
|
||||
unsigned int bits[2];
|
||||
unsigned char in[64];
|
||||
} MD5Context_t;
|
||||
|
||||
|
||||
typedef unsigned long CRC32_t;
|
||||
void CRC32_Init(CRC32_t *pulCRC);
|
||||
CRC32_t CRC32_Final(CRC32_t pulCRC);
|
||||
void CRC32_ProcessBuffer(CRC32_t *pulCRC, void *p, int len);
|
||||
void CRC32_ProcessByte(CRC32_t *pulCRC, unsigned char ch);
|
||||
int CRC_File(CRC32_t *crcvalue, char *pszFileName);
|
||||
|
||||
unsigned char COM_BlockSequenceCRCByte (unsigned char *base, int length, int sequence);
|
||||
|
||||
void MD5Init(MD5Context_t *context);
|
||||
void MD5Update(MD5Context_t *context, unsigned char const *buf,
|
||||
unsigned int len);
|
||||
void MD5Final(unsigned char digest[16], MD5Context_t *context);
|
||||
void Transform(unsigned int buf[4], unsigned int const in[16]);
|
||||
|
||||
int MD5_Hash_File(unsigned char digest[16], char *pszFileName, int bUsefopen, int bSeed, unsigned int seed[4]);
|
||||
char *MD5_Print(unsigned char hash[16]);
|
||||
int MD5_Hash_CachedFile(unsigned char digest[16], unsigned char *pCache, int nFileSize, int bSeed, unsigned int seed[4]);
|
||||
|
||||
int CRC_MapFile(CRC32_t *crcvalue, char *pszFileName);
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
/* crc.h */
|
||||
#ifndef CRC_H
|
||||
#define CRC_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// MD5 Hash
|
||||
typedef struct
|
||||
{
|
||||
unsigned int buf[4];
|
||||
unsigned int bits[2];
|
||||
unsigned char in[64];
|
||||
} MD5Context_t;
|
||||
|
||||
|
||||
typedef unsigned long CRC32_t;
|
||||
void CRC32_Init(CRC32_t *pulCRC);
|
||||
CRC32_t CRC32_Final(CRC32_t pulCRC);
|
||||
void CRC32_ProcessBuffer(CRC32_t *pulCRC, void *p, int len);
|
||||
void CRC32_ProcessByte(CRC32_t *pulCRC, unsigned char ch);
|
||||
int CRC_File(CRC32_t *crcvalue, char *pszFileName);
|
||||
|
||||
unsigned char COM_BlockSequenceCRCByte (unsigned char *base, int length, int sequence);
|
||||
|
||||
void MD5Init(MD5Context_t *context);
|
||||
void MD5Update(MD5Context_t *context, unsigned char const *buf,
|
||||
unsigned int len);
|
||||
void MD5Final(unsigned char digest[16], MD5Context_t *context);
|
||||
void Transform(unsigned int buf[4], unsigned int const in[16]);
|
||||
|
||||
int MD5_Hash_File(unsigned char digest[16], char *pszFileName, int bUsefopen, int bSeed, unsigned int seed[4]);
|
||||
char *MD5_Print(unsigned char hash[16]);
|
||||
int MD5_Hash_CachedFile(unsigned char digest[16], unsigned char *pCache, int nFileSize, int bSeed, unsigned int seed[4]);
|
||||
|
||||
int CRC_MapFile(CRC32_t *crcvalue, char *pszFileName);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,36 +1,36 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#ifndef CVARDEF_H
|
||||
#define CVARDEF_H
|
||||
|
||||
#define FCVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
|
||||
#define FCVAR_USERINFO (1<<1) // changes the client's info string
|
||||
#define FCVAR_SERVER (1<<2) // notifies players when changed
|
||||
#define FCVAR_EXTDLL (1<<3) // defined by external DLL
|
||||
#define FCVAR_CLIENTDLL (1<<4) // defined by the client dll
|
||||
#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
|
||||
#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
|
||||
#define FCVAR_PRINTABLEONLY (1<<7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
|
||||
#define FCVAR_UNLOGGED (1<<8) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
|
||||
|
||||
typedef struct cvar_s
|
||||
{
|
||||
char *name;
|
||||
char *string;
|
||||
int flags;
|
||||
float value;
|
||||
struct cvar_s *next;
|
||||
} cvar_t;
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#ifndef CVARDEF_H
|
||||
#define CVARDEF_H
|
||||
|
||||
#define FCVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
|
||||
#define FCVAR_USERINFO (1<<1) // changes the client's info string
|
||||
#define FCVAR_SERVER (1<<2) // notifies players when changed
|
||||
#define FCVAR_EXTDLL (1<<3) // defined by external DLL
|
||||
#define FCVAR_CLIENTDLL (1<<4) // defined by the client dll
|
||||
#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
|
||||
#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
|
||||
#define FCVAR_PRINTABLEONLY (1<<7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
|
||||
#define FCVAR_UNLOGGED (1<<8) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
|
||||
|
||||
typedef struct cvar_s
|
||||
{
|
||||
char *name;
|
||||
char *string;
|
||||
int flags;
|
||||
float value;
|
||||
struct cvar_s *next;
|
||||
} cvar_t;
|
||||
#endif
|
||||
|
|
|
@ -1,33 +1,33 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined ( DEMO_APIH )
|
||||
#define DEMO_APIH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct demo_api_s
|
||||
{
|
||||
int ( *IsRecording ) ( void );
|
||||
int ( *IsPlayingback ) ( void );
|
||||
int ( *IsTimeDemo ) ( void );
|
||||
void ( *WriteBuffer ) ( int size, unsigned char *buffer );
|
||||
} demo_api_t;
|
||||
|
||||
extern demo_api_t demoapi;
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined ( DEMO_APIH )
|
||||
#define DEMO_APIH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct demo_api_s
|
||||
{
|
||||
int ( *IsRecording ) ( void );
|
||||
int ( *IsPlayingback ) ( void );
|
||||
int ( *IsTimeDemo ) ( void );
|
||||
void ( *WriteBuffer ) ( int size, unsigned char *buffer );
|
||||
} demo_api_t;
|
||||
|
||||
extern demo_api_t demoapi;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,38 +1,38 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// director_cmds.h
|
||||
// sub commands for svc_director
|
||||
|
||||
#define DRC_ACTIVE 0 // tells client that he's an spectator and will get director command
|
||||
#define DRC_STATUS 1 // send status infos about proxy
|
||||
#define DRC_CAMERA 2 // set the actual director camera position
|
||||
#define DRC_EVENT 3 // informs the dircetor about ann important game event
|
||||
|
||||
|
||||
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
|
||||
#define DRC_FLAG_SIDE (1<<4)
|
||||
#define DRC_FLAG_DRAMATIC (1<<5)
|
||||
|
||||
|
||||
|
||||
// commands of the director API function CallDirectorProc(...)
|
||||
|
||||
#define DRCAPI_NOP 0 // no operation
|
||||
#define DRCAPI_ACTIVE 1 // de/acivates director mode in engine
|
||||
#define DRCAPI_STATUS 2 // request proxy information
|
||||
#define DRCAPI_SETCAM 3 // set camera n to given position and angle
|
||||
#define DRCAPI_GETCAM 4 // request camera n position and angle
|
||||
#define DRCAPI_DIRPLAY 5 // set director time and play with normal speed
|
||||
#define DRCAPI_DIRFREEZE 6 // freeze directo at this time
|
||||
#define DRCAPI_SETVIEWMODE 7 // overview or 4 cameras
|
||||
#define DRCAPI_SETOVERVIEWPARAMS 8 // sets parameter for overview mode
|
||||
#define DRCAPI_SETFOCUS 9 // set the camera which has the input focus
|
||||
#define DRCAPI_GETTARGETS 10 // queries engine for player list
|
||||
#define DRCAPI_SETVIEWPOINTS 11 // gives engine all waypoints
|
||||
|
||||
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// director_cmds.h
|
||||
// sub commands for svc_director
|
||||
|
||||
#define DRC_ACTIVE 0 // tells client that he's an spectator and will get director command
|
||||
#define DRC_STATUS 1 // send status infos about proxy
|
||||
#define DRC_CAMERA 2 // set the actual director camera position
|
||||
#define DRC_EVENT 3 // informs the dircetor about ann important game event
|
||||
|
||||
|
||||
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
|
||||
#define DRC_FLAG_SIDE (1<<4)
|
||||
#define DRC_FLAG_DRAMATIC (1<<5)
|
||||
|
||||
|
||||
|
||||
// commands of the director API function CallDirectorProc(...)
|
||||
|
||||
#define DRCAPI_NOP 0 // no operation
|
||||
#define DRCAPI_ACTIVE 1 // de/acivates director mode in engine
|
||||
#define DRCAPI_STATUS 2 // request proxy information
|
||||
#define DRCAPI_SETCAM 3 // set camera n to given position and angle
|
||||
#define DRCAPI_GETCAM 4 // request camera n position and angle
|
||||
#define DRCAPI_DIRPLAY 5 // set director time and play with normal speed
|
||||
#define DRCAPI_DIRFREEZE 6 // freeze directo at this time
|
||||
#define DRCAPI_SETVIEWMODE 7 // overview or 4 cameras
|
||||
#define DRCAPI_SETOVERVIEWPARAMS 8 // sets parameter for overview mode
|
||||
#define DRCAPI_SETFOCUS 9 // set the camera which has the input focus
|
||||
#define DRCAPI_GETTARGETS 10 // queries engine for player list
|
||||
#define DRCAPI_SETVIEWPOINTS 11 // gives engine all waypoints
|
||||
|
||||
|
||||
|
|
|
@ -1,35 +1,35 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined ( DLIGHTH )
|
||||
#define DLIGHTH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct dlight_s
|
||||
{
|
||||
vec3_t origin;
|
||||
float radius;
|
||||
color24 color;
|
||||
float die; // stop lighting after this time
|
||||
float decay; // drop this each second
|
||||
float minlight; // don't add when contributing less
|
||||
int key;
|
||||
qboolean dark; // subtracts light instead of adding
|
||||
} dlight_t;
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined ( DLIGHTH )
|
||||
#define DLIGHTH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct dlight_s
|
||||
{
|
||||
vec3_t origin;
|
||||
float radius;
|
||||
color24 color;
|
||||
float die; // stop lighting after this time
|
||||
float decay; // drop this each second
|
||||
float minlight; // don't add when contributing less
|
||||
int key;
|
||||
qboolean dark; // subtracts light instead of adding
|
||||
} dlight_t;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,23 +1,23 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
//DLL State Flags
|
||||
|
||||
#define DLL_INACTIVE 0 // no dll
|
||||
#define DLL_ACTIVE 1 // dll is running
|
||||
#define DLL_PAUSED 2 // dll is paused
|
||||
#define DLL_CLOSE 3 // closing down dll
|
||||
#define DLL_TRANS 4 // Level Transition
|
||||
|
||||
// DLL Pause reasons
|
||||
|
||||
#define DLL_NORMAL 0 // User hit Esc or something.
|
||||
#define DLL_QUIT 4 // Quit now
|
||||
#define DLL_RESTART 6 // Switch to launcher for linux, does a quit but returns 1
|
||||
|
||||
// DLL Substate info ( not relevant )
|
||||
#define ENG_NORMAL (1<<0)
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
//DLL State Flags
|
||||
|
||||
#define DLL_INACTIVE 0 // no dll
|
||||
#define DLL_ACTIVE 1 // dll is running
|
||||
#define DLL_PAUSED 2 // dll is paused
|
||||
#define DLL_CLOSE 3 // closing down dll
|
||||
#define DLL_TRANS 4 // Level Transition
|
||||
|
||||
// DLL Pause reasons
|
||||
|
||||
#define DLL_NORMAL 0 // User hit Esc or something.
|
||||
#define DLL_QUIT 4 // Quit now
|
||||
#define DLL_RESTART 6 // Switch to launcher for linux, does a quit but returns 1
|
||||
|
||||
// DLL Substate info ( not relevant )
|
||||
#define ENG_NORMAL (1<<0)
|
||||
|
|
|
@ -1,112 +1,112 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// engine/launcher interface
|
||||
#if !defined( ENGINE_LAUNCHER_APIH )
|
||||
#define ENGINE_LAUNCHER_APIH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
//typedef void ( *xcommand_t ) ( void );
|
||||
|
||||
#define RENDERTYPE_UNDEFINED 0
|
||||
#define RENDERTYPE_SOFTWARE 1
|
||||
#define RENDERTYPE_HARDWARE 2
|
||||
|
||||
#define ENGINE_LAUNCHER_API_VERSION 1
|
||||
|
||||
typedef struct engine_api_s
|
||||
{
|
||||
int version;
|
||||
int rendertype;
|
||||
int size;
|
||||
|
||||
// Functions
|
||||
int ( *GetEngineState ) ( void );
|
||||
void ( *Cbuf_AddText ) ( char *text ); // append cmd at end of buf
|
||||
void ( *Cbuf_InsertText ) ( char *text ); // insert cmd at start of buf
|
||||
void ( *Cmd_AddCommand ) ( char *cmd_name, void ( *funcname )( void ) );
|
||||
int ( *Cmd_Argc ) ( void );
|
||||
char *( *Cmd_Args ) ( void );
|
||||
char *( *Cmd_Argv ) ( int arg );
|
||||
void ( *Con_Printf ) ( char *, ... );
|
||||
void ( *Con_SafePrintf ) ( char *, ... );
|
||||
void ( *Cvar_Set ) ( char *var_name, char *value );
|
||||
void ( *Cvar_SetValue ) ( char *var_name, float value );
|
||||
int ( *Cvar_VariableInt ) ( char *var_name );
|
||||
char *( *Cvar_VariableString ) ( char *var_name );
|
||||
float ( *Cvar_VariableValue ) ( char *var_name );
|
||||
void ( *ForceReloadProfile ) ( void );
|
||||
int ( *GetGameInfo ) ( struct GameInfo_s *pGI, char *pszChannel );
|
||||
void ( *GameSetBackground ) ( int bBack );
|
||||
void ( *GameSetState ) ( int iState );
|
||||
void ( *GameSetSubState ) ( int iState );
|
||||
int ( *GetPauseState ) ( void );
|
||||
int ( *Host_Frame ) ( float time, int iState, int *stateInfo );
|
||||
void ( *Host_GetHostInfo ) ( float *fps, int *nActive, int *nSpectators, int *nMaxPlayers, char *pszMap );
|
||||
void ( *Host_Shutdown ) ( void );
|
||||
int ( *Game_Init ) ( char *lpCmdLine, unsigned char *pMem, int iSize, struct exefuncs_s *pef, void *, int );
|
||||
void ( *IN_ActivateMouse ) ( void );
|
||||
void ( *IN_ClearStates ) ( void );
|
||||
void ( *IN_DeactivateMouse ) ( void );
|
||||
void ( *IN_MouseEvent ) ( int mstate );
|
||||
void ( *Keyboard_ReturnToGame ) ( void );
|
||||
void ( *Key_ClearStates ) ( void );
|
||||
void ( *Key_Event ) ( int key, int down );
|
||||
int ( *LoadGame ) ( const char *pszSlot );
|
||||
void ( *S_BlockSound ) ( void );
|
||||
void ( *S_ClearBuffer ) ( void );
|
||||
void ( *S_GetDSPointer ) ( struct IDirectSound **lpDS, struct IDirectSoundBuffer **lpDSBuf );
|
||||
void *( *S_GetWAVPointer ) ( void );
|
||||
void ( *S_UnblockSound ) ( void );
|
||||
int ( *SaveGame ) ( const char *pszSlot, const char *pszComment );
|
||||
void ( *SetAuth ) ( void *pobj );
|
||||
void ( *SetMessagePumpDisableMode ) ( int bMode );
|
||||
void ( *SetPauseState ) ( int bPause );
|
||||
void ( *SetStartupMode ) ( int bMode );
|
||||
void ( *SNDDMA_Shutdown ) ( void );
|
||||
void ( *Snd_AcquireBuffer ) ( void );
|
||||
void ( *Snd_ReleaseBuffer ) ( void );
|
||||
void ( *StoreProfile ) ( void );
|
||||
double ( *Sys_FloatTime ) ( void );
|
||||
void ( *VID_UpdateWindowVars ) ( void *prc, int x, int y );
|
||||
void ( *VID_UpdateVID ) ( struct viddef_s *pvid );
|
||||
|
||||
// VGUI interfaces
|
||||
void ( *VGui_CallEngineSurfaceProc ) ( void* hwnd, unsigned int msg, unsigned int wparam, long lparam );
|
||||
|
||||
// notifications that the launcher is taking/giving focus to the engine
|
||||
void ( *EngineTakingFocus ) ( void );
|
||||
void ( *LauncherTakingFocus ) ( void );
|
||||
|
||||
#ifdef _WIN32
|
||||
// Only filled in by rendertype RENDERTYPE_HARDWARE
|
||||
void ( *GL_Init ) ( void );
|
||||
int ( *GL_SetMode ) ( HWND hwndGame, HDC *pmaindc, HGLRC *pbaseRC, int fD3D, const char *p, const char *pszCmdLine );
|
||||
void ( *GL_Shutdown ) ( HWND hwnd, HDC hdc, HGLRC hglrc );
|
||||
|
||||
void ( *QGL_D3DShared ) ( struct tagD3DGlobals *d3dGShared );
|
||||
|
||||
int ( WINAPI *glSwapBuffers ) ( HDC dc );
|
||||
void ( *DirectorProc ) ( unsigned int cmd, void * params );
|
||||
#else
|
||||
// NOT USED IN LINUX!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
void ( *GL_Init ) ( void );
|
||||
void ( *GL_SetMode ) ( void );
|
||||
void ( *GL_Shutdown ) ( void );
|
||||
void ( *QGL_D3DShared ) ( void );
|
||||
void ( *glSwapBuffers ) ( void );
|
||||
void ( *DirectorProc ) ( void );
|
||||
// LINUX
|
||||
#endif
|
||||
|
||||
} engine_api_t;
|
||||
|
||||
#endif // ENGINE_LAUNCHER_APIH
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// engine/launcher interface
|
||||
#if !defined( ENGINE_LAUNCHER_APIH )
|
||||
#define ENGINE_LAUNCHER_APIH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
//typedef void ( *xcommand_t ) ( void );
|
||||
|
||||
#define RENDERTYPE_UNDEFINED 0
|
||||
#define RENDERTYPE_SOFTWARE 1
|
||||
#define RENDERTYPE_HARDWARE 2
|
||||
|
||||
#define ENGINE_LAUNCHER_API_VERSION 1
|
||||
|
||||
typedef struct engine_api_s
|
||||
{
|
||||
int version;
|
||||
int rendertype;
|
||||
int size;
|
||||
|
||||
// Functions
|
||||
int ( *GetEngineState ) ( void );
|
||||
void ( *Cbuf_AddText ) ( char *text ); // append cmd at end of buf
|
||||
void ( *Cbuf_InsertText ) ( char *text ); // insert cmd at start of buf
|
||||
void ( *Cmd_AddCommand ) ( char *cmd_name, void ( *funcname )( void ) );
|
||||
int ( *Cmd_Argc ) ( void );
|
||||
char *( *Cmd_Args ) ( void );
|
||||
char *( *Cmd_Argv ) ( int arg );
|
||||
void ( *Con_Printf ) ( char *, ... );
|
||||
void ( *Con_SafePrintf ) ( char *, ... );
|
||||
void ( *Cvar_Set ) ( char *var_name, char *value );
|
||||
void ( *Cvar_SetValue ) ( char *var_name, float value );
|
||||
int ( *Cvar_VariableInt ) ( char *var_name );
|
||||
char *( *Cvar_VariableString ) ( char *var_name );
|
||||
float ( *Cvar_VariableValue ) ( char *var_name );
|
||||
void ( *ForceReloadProfile ) ( void );
|
||||
int ( *GetGameInfo ) ( struct GameInfo_s *pGI, char *pszChannel );
|
||||
void ( *GameSetBackground ) ( int bBack );
|
||||
void ( *GameSetState ) ( int iState );
|
||||
void ( *GameSetSubState ) ( int iState );
|
||||
int ( *GetPauseState ) ( void );
|
||||
int ( *Host_Frame ) ( float time, int iState, int *stateInfo );
|
||||
void ( *Host_GetHostInfo ) ( float *fps, int *nActive, int *nSpectators, int *nMaxPlayers, char *pszMap );
|
||||
void ( *Host_Shutdown ) ( void );
|
||||
int ( *Game_Init ) ( char *lpCmdLine, unsigned char *pMem, int iSize, struct exefuncs_s *pef, void *, int );
|
||||
void ( *IN_ActivateMouse ) ( void );
|
||||
void ( *IN_ClearStates ) ( void );
|
||||
void ( *IN_DeactivateMouse ) ( void );
|
||||
void ( *IN_MouseEvent ) ( int mstate );
|
||||
void ( *Keyboard_ReturnToGame ) ( void );
|
||||
void ( *Key_ClearStates ) ( void );
|
||||
void ( *Key_Event ) ( int key, int down );
|
||||
int ( *LoadGame ) ( const char *pszSlot );
|
||||
void ( *S_BlockSound ) ( void );
|
||||
void ( *S_ClearBuffer ) ( void );
|
||||
void ( *S_GetDSPointer ) ( struct IDirectSound **lpDS, struct IDirectSoundBuffer **lpDSBuf );
|
||||
void *( *S_GetWAVPointer ) ( void );
|
||||
void ( *S_UnblockSound ) ( void );
|
||||
int ( *SaveGame ) ( const char *pszSlot, const char *pszComment );
|
||||
void ( *SetAuth ) ( void *pobj );
|
||||
void ( *SetMessagePumpDisableMode ) ( int bMode );
|
||||
void ( *SetPauseState ) ( int bPause );
|
||||
void ( *SetStartupMode ) ( int bMode );
|
||||
void ( *SNDDMA_Shutdown ) ( void );
|
||||
void ( *Snd_AcquireBuffer ) ( void );
|
||||
void ( *Snd_ReleaseBuffer ) ( void );
|
||||
void ( *StoreProfile ) ( void );
|
||||
double ( *Sys_FloatTime ) ( void );
|
||||
void ( *VID_UpdateWindowVars ) ( void *prc, int x, int y );
|
||||
void ( *VID_UpdateVID ) ( struct viddef_s *pvid );
|
||||
|
||||
// VGUI interfaces
|
||||
void ( *VGui_CallEngineSurfaceProc ) ( void* hwnd, unsigned int msg, unsigned int wparam, long lparam );
|
||||
|
||||
// notifications that the launcher is taking/giving focus to the engine
|
||||
void ( *EngineTakingFocus ) ( void );
|
||||
void ( *LauncherTakingFocus ) ( void );
|
||||
|
||||
#ifdef _WIN32
|
||||
// Only filled in by rendertype RENDERTYPE_HARDWARE
|
||||
void ( *GL_Init ) ( void );
|
||||
int ( *GL_SetMode ) ( HWND hwndGame, HDC *pmaindc, HGLRC *pbaseRC, int fD3D, const char *p, const char *pszCmdLine );
|
||||
void ( *GL_Shutdown ) ( HWND hwnd, HDC hdc, HGLRC hglrc );
|
||||
|
||||
void ( *QGL_D3DShared ) ( struct tagD3DGlobals *d3dGShared );
|
||||
|
||||
int ( WINAPI *glSwapBuffers ) ( HDC dc );
|
||||
void ( *DirectorProc ) ( unsigned int cmd, void * params );
|
||||
#else
|
||||
// NOT USED IN LINUX!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
void ( *GL_Init ) ( void );
|
||||
void ( *GL_SetMode ) ( void );
|
||||
void ( *GL_Shutdown ) ( void );
|
||||
void ( *QGL_D3DShared ) ( void );
|
||||
void ( *glSwapBuffers ) ( void );
|
||||
void ( *DirectorProc ) ( void );
|
||||
// LINUX
|
||||
#endif
|
||||
|
||||
} engine_api_t;
|
||||
|
||||
#endif // ENGINE_LAUNCHER_APIH
|
||||
|
|
|
@ -1,195 +1,195 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( ENTITY_STATEH )
|
||||
#define ENTITY_STATEH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// For entityType below
|
||||
#define ENTITY_NORMAL (1<<0)
|
||||
#define ENTITY_BEAM (1<<1)
|
||||
|
||||
// Entity state is used for the baseline and for delta compression of a packet of
|
||||
// entities that is sent to a client.
|
||||
typedef struct entity_state_s entity_state_t;
|
||||
|
||||
struct entity_state_s
|
||||
{
|
||||
// Fields which are filled in by routines outside of delta compression
|
||||
int entityType;
|
||||
// Index into cl_entities array for this entity.
|
||||
int number;
|
||||
float msg_time;
|
||||
|
||||
// Message number last time the player/entity state was updated.
|
||||
int messagenum;
|
||||
|
||||
// Fields which can be transitted and reconstructed over the network stream
|
||||
vec3_t origin;
|
||||
vec3_t angles;
|
||||
|
||||
int modelindex;
|
||||
int sequence;
|
||||
float frame;
|
||||
int colormap;
|
||||
short skin;
|
||||
short solid;
|
||||
int effects;
|
||||
float scale;
|
||||
|
||||
byte eflags;
|
||||
|
||||
// Render information
|
||||
int rendermode;
|
||||
int renderamt;
|
||||
color24 rendercolor;
|
||||
int renderfx;
|
||||
|
||||
int movetype;
|
||||
float animtime;
|
||||
float framerate;
|
||||
int body;
|
||||
byte controller[4];
|
||||
byte blending[4];
|
||||
vec3_t velocity;
|
||||
|
||||
// Send bbox down to client for use during prediction.
|
||||
vec3_t mins;
|
||||
vec3_t maxs;
|
||||
|
||||
int aiment;
|
||||
// If owned by a player, the index of that player ( for projectiles ).
|
||||
int owner;
|
||||
|
||||
// Friction, for prediction.
|
||||
float friction;
|
||||
// Gravity multiplier
|
||||
float gravity;
|
||||
|
||||
// PLAYER SPECIFIC
|
||||
int team;
|
||||
int playerclass;
|
||||
int health;
|
||||
qboolean spectator;
|
||||
int weaponmodel;
|
||||
int gaitsequence;
|
||||
// If standing on conveyor, e.g.
|
||||
vec3_t basevelocity;
|
||||
// Use the crouched hull, or the regular player hull.
|
||||
int usehull;
|
||||
// Latched buttons last time state updated.
|
||||
int oldbuttons;
|
||||
// -1 = in air, else pmove entity number
|
||||
int onground;
|
||||
int iStepLeft;
|
||||
// How fast we are falling
|
||||
float flFallVelocity;
|
||||
|
||||
float fov;
|
||||
int weaponanim;
|
||||
|
||||
// Parametric movement overrides
|
||||
vec3_t startpos;
|
||||
vec3_t endpos;
|
||||
float impacttime;
|
||||
float starttime;
|
||||
|
||||
// For mods
|
||||
int iuser1;
|
||||
int iuser2;
|
||||
int iuser3;
|
||||
int iuser4;
|
||||
float fuser1;
|
||||
float fuser2;
|
||||
float fuser3;
|
||||
float fuser4;
|
||||
vec3_t vuser1;
|
||||
vec3_t vuser2;
|
||||
vec3_t vuser3;
|
||||
vec3_t vuser4;
|
||||
};
|
||||
|
||||
#include "pm_info.h"
|
||||
|
||||
typedef struct clientdata_s
|
||||
{
|
||||
vec3_t origin;
|
||||
vec3_t velocity;
|
||||
|
||||
int viewmodel;
|
||||
vec3_t punchangle;
|
||||
int flags;
|
||||
int waterlevel;
|
||||
int watertype;
|
||||
vec3_t view_ofs;
|
||||
float health;
|
||||
|
||||
int bInDuck;
|
||||
|
||||
int weapons; // remove?
|
||||
|
||||
int flTimeStepSound;
|
||||
int flDuckTime;
|
||||
int flSwimTime;
|
||||
int waterjumptime;
|
||||
|
||||
float maxspeed;
|
||||
|
||||
float fov;
|
||||
int weaponanim;
|
||||
|
||||
int m_iId;
|
||||
int ammo_shells;
|
||||
int ammo_nails;
|
||||
int ammo_cells;
|
||||
int ammo_rockets;
|
||||
float m_flNextAttack;
|
||||
|
||||
int tfstate;
|
||||
|
||||
int pushmsec;
|
||||
|
||||
int deadflag;
|
||||
|
||||
char physinfo[ MAX_PHYSINFO_STRING ];
|
||||
|
||||
// For mods
|
||||
int iuser1;
|
||||
int iuser2;
|
||||
int iuser3;
|
||||
int iuser4;
|
||||
float fuser1;
|
||||
float fuser2;
|
||||
float fuser3;
|
||||
float fuser4;
|
||||
vec3_t vuser1;
|
||||
vec3_t vuser2;
|
||||
vec3_t vuser3;
|
||||
vec3_t vuser4;
|
||||
} clientdata_t;
|
||||
|
||||
#include "weaponinfo.h"
|
||||
|
||||
typedef struct local_state_s
|
||||
{
|
||||
entity_state_t playerstate;
|
||||
clientdata_t client;
|
||||
weapon_data_t weapondata[ 32 ];
|
||||
} local_state_t;
|
||||
|
||||
#endif // !ENTITY_STATEH
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( ENTITY_STATEH )
|
||||
#define ENTITY_STATEH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// For entityType below
|
||||
#define ENTITY_NORMAL (1<<0)
|
||||
#define ENTITY_BEAM (1<<1)
|
||||
|
||||
// Entity state is used for the baseline and for delta compression of a packet of
|
||||
// entities that is sent to a client.
|
||||
typedef struct entity_state_s entity_state_t;
|
||||
|
||||
struct entity_state_s
|
||||
{
|
||||
// Fields which are filled in by routines outside of delta compression
|
||||
int entityType;
|
||||
// Index into cl_entities array for this entity.
|
||||
int number;
|
||||
float msg_time;
|
||||
|
||||
// Message number last time the player/entity state was updated.
|
||||
int messagenum;
|
||||
|
||||
// Fields which can be transitted and reconstructed over the network stream
|
||||
vec3_t origin;
|
||||
vec3_t angles;
|
||||
|
||||
int modelindex;
|
||||
int sequence;
|
||||
float frame;
|
||||
int colormap;
|
||||
short skin;
|
||||
short solid;
|
||||
int effects;
|
||||
float scale;
|
||||
|
||||
byte eflags;
|
||||
|
||||
// Render information
|
||||
int rendermode;
|
||||
int renderamt;
|
||||
color24 rendercolor;
|
||||
int renderfx;
|
||||
|
||||
int movetype;
|
||||
float animtime;
|
||||
float framerate;
|
||||
int body;
|
||||
byte controller[4];
|
||||
byte blending[4];
|
||||
vec3_t velocity;
|
||||
|
||||
// Send bbox down to client for use during prediction.
|
||||
vec3_t mins;
|
||||
vec3_t maxs;
|
||||
|
||||
int aiment;
|
||||
// If owned by a player, the index of that player ( for projectiles ).
|
||||
int owner;
|
||||
|
||||
// Friction, for prediction.
|
||||
float friction;
|
||||
// Gravity multiplier
|
||||
float gravity;
|
||||
|
||||
// PLAYER SPECIFIC
|
||||
int team;
|
||||
int playerclass;
|
||||
int health;
|
||||
qboolean spectator;
|
||||
int weaponmodel;
|
||||
int gaitsequence;
|
||||
// If standing on conveyor, e.g.
|
||||
vec3_t basevelocity;
|
||||
// Use the crouched hull, or the regular player hull.
|
||||
int usehull;
|
||||
// Latched buttons last time state updated.
|
||||
int oldbuttons;
|
||||
// -1 = in air, else pmove entity number
|
||||
int onground;
|
||||
int iStepLeft;
|
||||
// How fast we are falling
|
||||
float flFallVelocity;
|
||||
|
||||
float fov;
|
||||
int weaponanim;
|
||||
|
||||
// Parametric movement overrides
|
||||
vec3_t startpos;
|
||||
vec3_t endpos;
|
||||
float impacttime;
|
||||
float starttime;
|
||||
|
||||
// For mods
|
||||
int iuser1;
|
||||
int iuser2;
|
||||
int iuser3;
|
||||
int iuser4;
|
||||
float fuser1;
|
||||
float fuser2;
|
||||
float fuser3;
|
||||
float fuser4;
|
||||
vec3_t vuser1;
|
||||
vec3_t vuser2;
|
||||
vec3_t vuser3;
|
||||
vec3_t vuser4;
|
||||
};
|
||||
|
||||
#include "pm_info.h"
|
||||
|
||||
typedef struct clientdata_s
|
||||
{
|
||||
vec3_t origin;
|
||||
vec3_t velocity;
|
||||
|
||||
int viewmodel;
|
||||
vec3_t punchangle;
|
||||
int flags;
|
||||
int waterlevel;
|
||||
int watertype;
|
||||
vec3_t view_ofs;
|
||||
float health;
|
||||
|
||||
int bInDuck;
|
||||
|
||||
int weapons; // remove?
|
||||
|
||||
int flTimeStepSound;
|
||||
int flDuckTime;
|
||||
int flSwimTime;
|
||||
int waterjumptime;
|
||||
|
||||
float maxspeed;
|
||||
|
||||
float fov;
|
||||
int weaponanim;
|
||||
|
||||
int m_iId;
|
||||
int ammo_shells;
|
||||
int ammo_nails;
|
||||
int ammo_cells;
|
||||
int ammo_rockets;
|
||||
float m_flNextAttack;
|
||||
|
||||
int tfstate;
|
||||
|
||||
int pushmsec;
|
||||
|
||||
int deadflag;
|
||||
|
||||
char physinfo[ MAX_PHYSINFO_STRING ];
|
||||
|
||||
// For mods
|
||||
int iuser1;
|
||||
int iuser2;
|
||||
int iuser3;
|
||||
int iuser4;
|
||||
float fuser1;
|
||||
float fuser2;
|
||||
float fuser3;
|
||||
float fuser4;
|
||||
vec3_t vuser1;
|
||||
vec3_t vuser2;
|
||||
vec3_t vuser3;
|
||||
vec3_t vuser4;
|
||||
} clientdata_t;
|
||||
|
||||
#include "weaponinfo.h"
|
||||
|
||||
typedef struct local_state_s
|
||||
{
|
||||
entity_state_t playerstate;
|
||||
clientdata_t client;
|
||||
weapon_data_t weapondata[ 32 ];
|
||||
} local_state_t;
|
||||
|
||||
#endif // !ENTITY_STATEH
|
||||
|
|
|
@ -1,26 +1,26 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// entity_types.h
|
||||
#if !defined( ENTITY_TYPESH )
|
||||
#define ENTITY_TYPESH
|
||||
|
||||
#define ET_NORMAL 0
|
||||
#define ET_PLAYER 1
|
||||
#define ET_TEMPENTITY 2
|
||||
#define ET_BEAM 3
|
||||
// BMODEL or SPRITE that was split across BSP nodes
|
||||
#define ET_FRAGMENTED 4
|
||||
|
||||
#endif // !ENTITY_TYPESH
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// entity_types.h
|
||||
#if !defined( ENTITY_TYPESH )
|
||||
#define ENTITY_TYPESH
|
||||
|
||||
#define ET_NORMAL 0
|
||||
#define ET_PLAYER 1
|
||||
#define ET_TEMPENTITY 2
|
||||
#define ET_BEAM 3
|
||||
// BMODEL or SPRITE that was split across BSP nodes
|
||||
#define ET_FRAGMENTED 4
|
||||
|
||||
#endif // !ENTITY_TYPESH
|
||||
|
|
|
@ -1,53 +1,53 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined ( EVENT_APIH )
|
||||
#define EVENT_APIH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#define EVENT_API_VERSION 1
|
||||
|
||||
typedef struct event_api_s
|
||||
{
|
||||
int version;
|
||||
void ( *EV_PlaySound ) ( int ent, float *origin, int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
|
||||
void ( *EV_StopSound ) ( int ent, int channel, const char *sample );
|
||||
int ( *EV_FindModelIndex )( const char *pmodel );
|
||||
int ( *EV_IsLocal ) ( int playernum );
|
||||
int ( *EV_LocalPlayerDucking ) ( void );
|
||||
void ( *EV_LocalPlayerViewheight ) ( float * );
|
||||
void ( *EV_LocalPlayerBounds ) ( int hull, float *mins, float *maxs );
|
||||
int ( *EV_IndexFromTrace) ( struct pmtrace_s *pTrace );
|
||||
struct physent_s *( *EV_GetPhysent ) ( int idx );
|
||||
void ( *EV_SetUpPlayerPrediction ) ( int dopred, int bIncludeLocalClient );
|
||||
void ( *EV_PushPMStates ) ( void );
|
||||
void ( *EV_PopPMStates ) ( void );
|
||||
void ( *EV_SetSolidPlayers ) (int playernum);
|
||||
void ( *EV_SetTraceHull ) ( int hull );
|
||||
void ( *EV_PlayerTrace ) ( float *start, float *end, int traceFlags, int ignore_pe, struct pmtrace_s *tr );
|
||||
void ( *EV_WeaponAnimation ) ( int sequence, int body );
|
||||
unsigned short ( *EV_PrecacheEvent ) ( int type, const char* psz );
|
||||
void ( *EV_PlaybackEvent ) ( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
|
||||
const char *( *EV_TraceTexture ) ( int ground, float *vstart, float *vend );
|
||||
void ( *EV_StopAllSounds ) ( int entnum, int entchannel );
|
||||
void ( *EV_KillEvents ) ( int entnum, const char *eventname );
|
||||
} event_api_t;
|
||||
|
||||
extern event_api_t eventapi;
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined ( EVENT_APIH )
|
||||
#define EVENT_APIH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#define EVENT_API_VERSION 1
|
||||
|
||||
typedef struct event_api_s
|
||||
{
|
||||
int version;
|
||||
void ( *EV_PlaySound ) ( int ent, float *origin, int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
|
||||
void ( *EV_StopSound ) ( int ent, int channel, const char *sample );
|
||||
int ( *EV_FindModelIndex )( const char *pmodel );
|
||||
int ( *EV_IsLocal ) ( int playernum );
|
||||
int ( *EV_LocalPlayerDucking ) ( void );
|
||||
void ( *EV_LocalPlayerViewheight ) ( float * );
|
||||
void ( *EV_LocalPlayerBounds ) ( int hull, float *mins, float *maxs );
|
||||
int ( *EV_IndexFromTrace) ( struct pmtrace_s *pTrace );
|
||||
struct physent_s *( *EV_GetPhysent ) ( int idx );
|
||||
void ( *EV_SetUpPlayerPrediction ) ( int dopred, int bIncludeLocalClient );
|
||||
void ( *EV_PushPMStates ) ( void );
|
||||
void ( *EV_PopPMStates ) ( void );
|
||||
void ( *EV_SetSolidPlayers ) (int playernum);
|
||||
void ( *EV_SetTraceHull ) ( int hull );
|
||||
void ( *EV_PlayerTrace ) ( float *start, float *end, int traceFlags, int ignore_pe, struct pmtrace_s *tr );
|
||||
void ( *EV_WeaponAnimation ) ( int sequence, int body );
|
||||
unsigned short ( *EV_PrecacheEvent ) ( int type, const char* psz );
|
||||
void ( *EV_PlaybackEvent ) ( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
|
||||
const char *( *EV_TraceTexture ) ( int ground, float *vstart, float *vend );
|
||||
void ( *EV_StopAllSounds ) ( int entnum, int entchannel );
|
||||
void ( *EV_KillEvents ) ( int entnum, const char *eventname );
|
||||
} event_api_t;
|
||||
|
||||
extern event_api_t eventapi;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,52 +1,52 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( EVENT_ARGSH )
|
||||
#define EVENT_ARGSH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// Event was invoked with stated origin
|
||||
#define FEVENT_ORIGIN ( 1<<0 )
|
||||
|
||||
// Event was invoked with stated angles
|
||||
#define FEVENT_ANGLES ( 1<<1 )
|
||||
|
||||
typedef struct event_args_s
|
||||
{
|
||||
int flags;
|
||||
|
||||
// Transmitted
|
||||
int entindex;
|
||||
|
||||
float origin[3];
|
||||
float angles[3];
|
||||
float velocity[3];
|
||||
|
||||
int ducking;
|
||||
|
||||
float fparam1;
|
||||
float fparam2;
|
||||
|
||||
int iparam1;
|
||||
int iparam2;
|
||||
|
||||
int bparam1;
|
||||
int bparam2;
|
||||
} event_args_t;
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( EVENT_ARGSH )
|
||||
#define EVENT_ARGSH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// Event was invoked with stated origin
|
||||
#define FEVENT_ORIGIN ( 1<<0 )
|
||||
|
||||
// Event was invoked with stated angles
|
||||
#define FEVENT_ANGLES ( 1<<1 )
|
||||
|
||||
typedef struct event_args_s
|
||||
{
|
||||
int flags;
|
||||
|
||||
// Transmitted
|
||||
int entindex;
|
||||
|
||||
float origin[3];
|
||||
float angles[3];
|
||||
float velocity[3];
|
||||
|
||||
int ducking;
|
||||
|
||||
float fparam1;
|
||||
float fparam2;
|
||||
|
||||
int iparam1;
|
||||
int iparam2;
|
||||
|
||||
int bparam1;
|
||||
int bparam2;
|
||||
} event_args_t;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,49 +1,49 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( EVENT_FLAGSH )
|
||||
#define EVENT_FLAGSH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// Skip local host for event send.
|
||||
#define FEV_NOTHOST (1<<0)
|
||||
|
||||
// Send the event reliably. You must specify the origin and angles and use
|
||||
// PLAYBACK_EVENT_FULL for this to work correctly on the server for anything
|
||||
// that depends on the event origin/angles. I.e., the origin/angles are not
|
||||
// taken from the invoking edict for reliable events.
|
||||
#define FEV_RELIABLE (1<<1)
|
||||
|
||||
// Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
|
||||
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
|
||||
#define FEV_GLOBAL (1<<2)
|
||||
|
||||
// If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
|
||||
//
|
||||
#define FEV_UPDATE (1<<3)
|
||||
|
||||
// Only send to entity specified as the invoker
|
||||
#define FEV_HOSTONLY (1<<4)
|
||||
|
||||
// Only send if the event was created on the server.
|
||||
#define FEV_SERVER (1<<5)
|
||||
|
||||
// Only issue event client side ( from shared code )
|
||||
#define FEV_CLIENT (1<<6)
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( EVENT_FLAGSH )
|
||||
#define EVENT_FLAGSH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// Skip local host for event send.
|
||||
#define FEV_NOTHOST (1<<0)
|
||||
|
||||
// Send the event reliably. You must specify the origin and angles and use
|
||||
// PLAYBACK_EVENT_FULL for this to work correctly on the server for anything
|
||||
// that depends on the event origin/angles. I.e., the origin/angles are not
|
||||
// taken from the invoking edict for reliable events.
|
||||
#define FEV_RELIABLE (1<<1)
|
||||
|
||||
// Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
|
||||
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
|
||||
#define FEV_GLOBAL (1<<2)
|
||||
|
||||
// If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
|
||||
//
|
||||
#define FEV_UPDATE (1<<3)
|
||||
|
||||
// Only send to entity specified as the invoker
|
||||
#define FEV_HOSTONLY (1<<4)
|
||||
|
||||
// Only send if the event was created on the server.
|
||||
#define FEV_SERVER (1<<5)
|
||||
|
||||
// Only issue event client side ( from shared code )
|
||||
#define FEV_CLIENT (1<<6)
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,50 +1,50 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// exefuncs.h
|
||||
#ifndef EXEFUNCS_H
|
||||
#define EXEFUNCS_H
|
||||
|
||||
// Engine hands this to DLLs for functionality callbacks
|
||||
typedef struct exefuncs_s
|
||||
{
|
||||
int fMMX;
|
||||
int iCPUMhz;
|
||||
void (*unused1)(void);
|
||||
void (*unused2)(void);
|
||||
void (*unused3)(void);
|
||||
void (*unused4)(void);
|
||||
void (*VID_ForceLockState)(int lk);
|
||||
int (*VID_ForceUnlockedAndReturnState)(void);
|
||||
void (*unused5)(void);
|
||||
void (*unused6)(void);
|
||||
void (*unused7)(void);
|
||||
void (*unused8)(void);
|
||||
void (*unused9)(void);
|
||||
void (*unused10)(void);
|
||||
void (*unused11)(void);
|
||||
void (*unused12)(void);
|
||||
void (*unused13)(void);
|
||||
void (*unused14)(void);
|
||||
void (*unused15)(void);
|
||||
void (*ErrorMessage)(int nLevel, const char *pszErrorMessage);
|
||||
void (*unused16)(void);
|
||||
void (*Sys_Printf)(char *fmt, ...);
|
||||
void (*unused17)(void);
|
||||
void (*unused18)(void);
|
||||
void (*unused19)(void);
|
||||
void (*unused20)(void);
|
||||
void (*unused21)(void);
|
||||
void (*unused22)(void);
|
||||
void (*unused23)(void);
|
||||
void (*unused24)(void);
|
||||
void (*unused25)(void);
|
||||
void (*unused26)(void);
|
||||
void (*unused27)(void);
|
||||
} exefuncs_t;
|
||||
|
||||
#endif
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// exefuncs.h
|
||||
#ifndef EXEFUNCS_H
|
||||
#define EXEFUNCS_H
|
||||
|
||||
// Engine hands this to DLLs for functionality callbacks
|
||||
typedef struct exefuncs_s
|
||||
{
|
||||
int fMMX;
|
||||
int iCPUMhz;
|
||||
void (*unused1)(void);
|
||||
void (*unused2)(void);
|
||||
void (*unused3)(void);
|
||||
void (*unused4)(void);
|
||||
void (*VID_ForceLockState)(int lk);
|
||||
int (*VID_ForceUnlockedAndReturnState)(void);
|
||||
void (*unused5)(void);
|
||||
void (*unused6)(void);
|
||||
void (*unused7)(void);
|
||||
void (*unused8)(void);
|
||||
void (*unused9)(void);
|
||||
void (*unused10)(void);
|
||||
void (*unused11)(void);
|
||||
void (*unused12)(void);
|
||||
void (*unused13)(void);
|
||||
void (*unused14)(void);
|
||||
void (*unused15)(void);
|
||||
void (*ErrorMessage)(int nLevel, const char *pszErrorMessage);
|
||||
void (*unused16)(void);
|
||||
void (*Sys_Printf)(char *fmt, ...);
|
||||
void (*unused17)(void);
|
||||
void (*unused18)(void);
|
||||
void (*unused19)(void);
|
||||
void (*unused20)(void);
|
||||
void (*unused21)(void);
|
||||
void (*unused22)(void);
|
||||
void (*unused23)(void);
|
||||
void (*unused24)(void);
|
||||
void (*unused25)(void);
|
||||
void (*unused26)(void);
|
||||
void (*unused27)(void);
|
||||
} exefuncs_t;
|
||||
|
||||
#endif
|
||||
|
|
114
common/hltv.h
114
common/hltv.h
|
@ -1,57 +1,57 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// hltv.h
|
||||
// all shared consts between server, clients and proxy
|
||||
|
||||
#ifndef HLTV_H
|
||||
#define HLTV_H
|
||||
|
||||
#define TYPE_CLIENT 0 // client is a normal HL client (default)
|
||||
#define TYPE_PROXY 1 // client is another proxy
|
||||
#define TYPE_COMMENTATOR 3 // client is a commentator
|
||||
#define TYPE_DEMO 4 // client is a demo file
|
||||
// sub commands of svc_hltv:
|
||||
#define HLTV_ACTIVE 0 // tells client that he's an spectator and will get director commands
|
||||
#define HLTV_STATUS 1 // send status infos about proxy
|
||||
#define HLTV_LISTEN 2 // tell client to listen to a multicast stream
|
||||
|
||||
// sub commands of svc_director:
|
||||
#define DRC_CMD_NONE 0 // NULL director command
|
||||
#define DRC_CMD_START 1 // start director mode
|
||||
#define DRC_CMD_EVENT 2 // informs about director command
|
||||
#define DRC_CMD_MODE 3 // switches camera modes
|
||||
#define DRC_CMD_CAMERA 4 // sets camera registers
|
||||
#define DRC_CMD_TIMESCALE 5 // sets time scale
|
||||
#define DRC_CMD_MESSAGE 6 // send HUD centerprint
|
||||
#define DRC_CMD_SOUND 7 // plays a particular sound
|
||||
#define DRC_CMD_STATUS 8 // status info about broadcast
|
||||
#define DRC_CMD_BANNER 9 // banner file name for HLTV gui
|
||||
#define DRC_CMD_FADE 10 // send screen fade command
|
||||
#define DRC_CMD_SHAKE 11 // send screen shake command
|
||||
#define DRC_CMD_STUFFTEXT 12 // like the normal svc_stufftext but as director command
|
||||
|
||||
#define DRC_CMD_LAST 12
|
||||
|
||||
|
||||
|
||||
// HLTV_EVENT event flags
|
||||
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
|
||||
#define DRC_FLAG_SIDE (1<<4) //
|
||||
#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
|
||||
#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
|
||||
#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)
|
||||
#define DRC_FLAG_INTRO (1<<8) // is a introduction scene
|
||||
#define DRC_FLAG_FINAL (1<<9) // is a final scene
|
||||
#define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data
|
||||
|
||||
|
||||
#define MAX_DIRECTOR_CMD_PARAMETERS 4
|
||||
#define MAX_DIRECTOR_CMD_STRING 128
|
||||
|
||||
|
||||
#endif // HLTV_H
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// hltv.h
|
||||
// all shared consts between server, clients and proxy
|
||||
|
||||
#ifndef HLTV_H
|
||||
#define HLTV_H
|
||||
|
||||
#define TYPE_CLIENT 0 // client is a normal HL client (default)
|
||||
#define TYPE_PROXY 1 // client is another proxy
|
||||
#define TYPE_COMMENTATOR 3 // client is a commentator
|
||||
#define TYPE_DEMO 4 // client is a demo file
|
||||
// sub commands of svc_hltv:
|
||||
#define HLTV_ACTIVE 0 // tells client that he's an spectator and will get director commands
|
||||
#define HLTV_STATUS 1 // send status infos about proxy
|
||||
#define HLTV_LISTEN 2 // tell client to listen to a multicast stream
|
||||
|
||||
// sub commands of svc_director:
|
||||
#define DRC_CMD_NONE 0 // NULL director command
|
||||
#define DRC_CMD_START 1 // start director mode
|
||||
#define DRC_CMD_EVENT 2 // informs about director command
|
||||
#define DRC_CMD_MODE 3 // switches camera modes
|
||||
#define DRC_CMD_CAMERA 4 // sets camera registers
|
||||
#define DRC_CMD_TIMESCALE 5 // sets time scale
|
||||
#define DRC_CMD_MESSAGE 6 // send HUD centerprint
|
||||
#define DRC_CMD_SOUND 7 // plays a particular sound
|
||||
#define DRC_CMD_STATUS 8 // status info about broadcast
|
||||
#define DRC_CMD_BANNER 9 // banner file name for HLTV gui
|
||||
#define DRC_CMD_FADE 10 // send screen fade command
|
||||
#define DRC_CMD_SHAKE 11 // send screen shake command
|
||||
#define DRC_CMD_STUFFTEXT 12 // like the normal svc_stufftext but as director command
|
||||
|
||||
#define DRC_CMD_LAST 12
|
||||
|
||||
|
||||
|
||||
// HLTV_EVENT event flags
|
||||
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
|
||||
#define DRC_FLAG_SIDE (1<<4) //
|
||||
#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
|
||||
#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
|
||||
#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)
|
||||
#define DRC_FLAG_INTRO (1<<8) // is a introduction scene
|
||||
#define DRC_FLAG_FINAL (1<<9) // is a final scene
|
||||
#define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data
|
||||
|
||||
|
||||
#define MAX_DIRECTOR_CMD_PARAMETERS 4
|
||||
#define MAX_DIRECTOR_CMD_STRING 128
|
||||
|
||||
|
||||
#endif // HLTV_H
|
||||
|
|
|
@ -1,43 +1,43 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#ifndef IN_BUTTONS_H
|
||||
#define IN_BUTTONS_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef CONST_H
|
||||
#define IN_ATTACK (1 << 0)
|
||||
#define IN_JUMP (1 << 1)
|
||||
#define IN_DUCK (1 << 2)
|
||||
#define IN_FORWARD (1 << 3)
|
||||
#define IN_BACK (1 << 4)
|
||||
#define IN_USE (1 << 5)
|
||||
#define IN_CANCEL (1 << 6)
|
||||
#define IN_LEFT (1 << 7)
|
||||
#define IN_RIGHT (1 << 8)
|
||||
#define IN_MOVELEFT (1 << 9)
|
||||
#define IN_MOVERIGHT (1 << 10)
|
||||
#define IN_ATTACK2 (1 << 11)
|
||||
#define IN_RUN (1 << 12)
|
||||
#define IN_RELOAD (1 << 13)
|
||||
#define IN_ALT1 (1 << 14)
|
||||
#define IN_SCORE (1 << 15) // Used by client.dll for when scoreboard is held down
|
||||
#endif
|
||||
|
||||
#endif // IN_BUTTONS_H
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#ifndef IN_BUTTONS_H
|
||||
#define IN_BUTTONS_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef CONST_H
|
||||
#define IN_ATTACK (1 << 0)
|
||||
#define IN_JUMP (1 << 1)
|
||||
#define IN_DUCK (1 << 2)
|
||||
#define IN_FORWARD (1 << 3)
|
||||
#define IN_BACK (1 << 4)
|
||||
#define IN_USE (1 << 5)
|
||||
#define IN_CANCEL (1 << 6)
|
||||
#define IN_LEFT (1 << 7)
|
||||
#define IN_RIGHT (1 << 8)
|
||||
#define IN_MOVELEFT (1 << 9)
|
||||
#define IN_MOVERIGHT (1 << 10)
|
||||
#define IN_ATTACK2 (1 << 11)
|
||||
#define IN_RUN (1 << 12)
|
||||
#define IN_RELOAD (1 << 13)
|
||||
#define IN_ALT1 (1 << 14)
|
||||
#define IN_SCORE (1 << 15) // Used by client.dll for when scoreboard is held down
|
||||
#endif
|
||||
|
||||
#endif // IN_BUTTONS_H
|
||||
|
|
|
@ -1,150 +1,150 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
#include "interface.h"
|
||||
|
||||
#ifndef _WIN32 // LINUX
|
||||
#include <dlfcn.h>
|
||||
#include <unistd.h> // getcwd
|
||||
#include <stdio.h> // sprintf
|
||||
#endif
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------ //
|
||||
// InterfaceReg.
|
||||
// ------------------------------------------------------------------------------------ //
|
||||
InterfaceReg *InterfaceReg::s_pInterfaceRegs = NULL;
|
||||
|
||||
|
||||
InterfaceReg::InterfaceReg( InstantiateInterfaceFn fn, const char *pName ) :
|
||||
m_pName(pName)
|
||||
{
|
||||
m_CreateFn = fn;
|
||||
m_pNext = s_pInterfaceRegs;
|
||||
s_pInterfaceRegs = this;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------ //
|
||||
// CreateInterface.
|
||||
// ------------------------------------------------------------------------------------ //
|
||||
EXPORT_FUNCTION IBaseInterface *CreateInterface( const char *pName, int *pReturnCode )
|
||||
{
|
||||
InterfaceReg *pCur;
|
||||
|
||||
for(pCur=InterfaceReg::s_pInterfaceRegs; pCur; pCur=pCur->m_pNext)
|
||||
{
|
||||
if(strcmp(pCur->m_pName, pName) == 0)
|
||||
{
|
||||
if ( pReturnCode )
|
||||
{
|
||||
*pReturnCode = IFACE_OK;
|
||||
}
|
||||
return pCur->m_CreateFn();
|
||||
}
|
||||
}
|
||||
|
||||
if ( pReturnCode )
|
||||
{
|
||||
*pReturnCode = IFACE_FAILED;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include "windows.h"
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
HINTERFACEMODULE Sys_LoadModule(const char *pModuleName)
|
||||
{
|
||||
return (HINTERFACEMODULE)LoadLibrary(pModuleName);
|
||||
}
|
||||
|
||||
#else // LINUX
|
||||
HINTERFACEMODULE Sys_LoadModule(const char *pModuleName)
|
||||
{
|
||||
// Linux dlopen() doesn't look in the current directory for libraries.
|
||||
// We tell it to, so people don't have to 'install' libraries as root.
|
||||
|
||||
char szCwd[1024];
|
||||
char szAbsoluteLibFilename[1024];
|
||||
|
||||
getcwd( szCwd, sizeof( szCwd ) );
|
||||
if ( szCwd[ strlen( szCwd ) - 1 ] == '/' )
|
||||
szCwd[ strlen( szCwd ) - 1 ] = 0;
|
||||
|
||||
sprintf( szAbsoluteLibFilename, "%s/%s", szCwd, pModuleName );
|
||||
|
||||
return (HINTERFACEMODULE)dlopen( szAbsoluteLibFilename, RTLD_NOW );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
void Sys_FreeModule(HINTERFACEMODULE hModule)
|
||||
{
|
||||
if(!hModule)
|
||||
return;
|
||||
|
||||
FreeLibrary((HMODULE)hModule);
|
||||
}
|
||||
|
||||
#else // LINUX
|
||||
void Sys_FreeModule(HINTERFACEMODULE hModule)
|
||||
{
|
||||
if(!hModule)
|
||||
return;
|
||||
|
||||
dlclose( (void *)hModule );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: returns the instance of this module
|
||||
// Output : interface_instance_t
|
||||
//-----------------------------------------------------------------------------
|
||||
CreateInterfaceFn Sys_GetFactoryThis( void )
|
||||
{
|
||||
return CreateInterface;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: returns the instance of the named module
|
||||
// Input : *pModuleName - name of the module
|
||||
// Output : interface_instance_t - instance of that module
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef _WIN32
|
||||
CreateInterfaceFn Sys_GetFactory( HINTERFACEMODULE hModule )
|
||||
{
|
||||
if(!hModule)
|
||||
return NULL;
|
||||
|
||||
return (CreateInterfaceFn)GetProcAddress((HMODULE)hModule, CREATEINTERFACE_PROCNAME);
|
||||
}
|
||||
|
||||
#else // LINUX
|
||||
CreateInterfaceFn Sys_GetFactory( HINTERFACEMODULE hModule )
|
||||
{
|
||||
if(!hModule)
|
||||
return NULL;
|
||||
|
||||
return (CreateInterfaceFn)dlsym( (void *)hModule, CREATEINTERFACE_PROCNAME );
|
||||
}
|
||||
|
||||
#endif
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
#include "interface.h"
|
||||
|
||||
#ifndef _WIN32 // LINUX
|
||||
#include <dlfcn.h>
|
||||
#include <unistd.h> // getcwd
|
||||
#include <stdio.h> // sprintf
|
||||
#endif
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------ //
|
||||
// InterfaceReg.
|
||||
// ------------------------------------------------------------------------------------ //
|
||||
InterfaceReg *InterfaceReg::s_pInterfaceRegs = NULL;
|
||||
|
||||
|
||||
InterfaceReg::InterfaceReg( InstantiateInterfaceFn fn, const char *pName ) :
|
||||
m_pName(pName)
|
||||
{
|
||||
m_CreateFn = fn;
|
||||
m_pNext = s_pInterfaceRegs;
|
||||
s_pInterfaceRegs = this;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------ //
|
||||
// CreateInterface.
|
||||
// ------------------------------------------------------------------------------------ //
|
||||
EXPORT_FUNCTION IBaseInterface *CreateInterface( const char *pName, int *pReturnCode )
|
||||
{
|
||||
InterfaceReg *pCur;
|
||||
|
||||
for(pCur=InterfaceReg::s_pInterfaceRegs; pCur; pCur=pCur->m_pNext)
|
||||
{
|
||||
if(strcmp(pCur->m_pName, pName) == 0)
|
||||
{
|
||||
if ( pReturnCode )
|
||||
{
|
||||
*pReturnCode = IFACE_OK;
|
||||
}
|
||||
return pCur->m_CreateFn();
|
||||
}
|
||||
}
|
||||
|
||||
if ( pReturnCode )
|
||||
{
|
||||
*pReturnCode = IFACE_FAILED;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include "windows.h"
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
HINTERFACEMODULE Sys_LoadModule(const char *pModuleName)
|
||||
{
|
||||
return (HINTERFACEMODULE)LoadLibrary(pModuleName);
|
||||
}
|
||||
|
||||
#else // LINUX
|
||||
HINTERFACEMODULE Sys_LoadModule(const char *pModuleName)
|
||||
{
|
||||
// Linux dlopen() doesn't look in the current directory for libraries.
|
||||
// We tell it to, so people don't have to 'install' libraries as root.
|
||||
|
||||
char szCwd[1024];
|
||||
char szAbsoluteLibFilename[1024];
|
||||
|
||||
getcwd( szCwd, sizeof( szCwd ) );
|
||||
if ( szCwd[ strlen( szCwd ) - 1 ] == '/' )
|
||||
szCwd[ strlen( szCwd ) - 1 ] = 0;
|
||||
|
||||
sprintf( szAbsoluteLibFilename, "%s/%s", szCwd, pModuleName );
|
||||
|
||||
return (HINTERFACEMODULE)dlopen( szAbsoluteLibFilename, RTLD_NOW );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
void Sys_FreeModule(HINTERFACEMODULE hModule)
|
||||
{
|
||||
if(!hModule)
|
||||
return;
|
||||
|
||||
FreeLibrary((HMODULE)hModule);
|
||||
}
|
||||
|
||||
#else // LINUX
|
||||
void Sys_FreeModule(HINTERFACEMODULE hModule)
|
||||
{
|
||||
if(!hModule)
|
||||
return;
|
||||
|
||||
dlclose( (void *)hModule );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: returns the instance of this module
|
||||
// Output : interface_instance_t
|
||||
//-----------------------------------------------------------------------------
|
||||
CreateInterfaceFn Sys_GetFactoryThis( void )
|
||||
{
|
||||
return CreateInterface;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: returns the instance of the named module
|
||||
// Input : *pModuleName - name of the module
|
||||
// Output : interface_instance_t - instance of that module
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef _WIN32
|
||||
CreateInterfaceFn Sys_GetFactory( HINTERFACEMODULE hModule )
|
||||
{
|
||||
if(!hModule)
|
||||
return NULL;
|
||||
|
||||
return (CreateInterfaceFn)GetProcAddress((HMODULE)hModule, CREATEINTERFACE_PROCNAME);
|
||||
}
|
||||
|
||||
#else // LINUX
|
||||
CreateInterfaceFn Sys_GetFactory( HINTERFACEMODULE hModule )
|
||||
{
|
||||
if(!hModule)
|
||||
return NULL;
|
||||
|
||||
return (CreateInterfaceFn)dlsym( (void *)hModule, CREATEINTERFACE_PROCNAME );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,129 +1,129 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// This header defines the interface convention used in the valve engine.
|
||||
// To make an interface and expose it:
|
||||
// 1. Derive from IBaseInterface.
|
||||
// 2. The interface must be ALL pure virtuals, and have no data members.
|
||||
// 3. Define a name for it.
|
||||
// 4. In its implementation file, use EXPOSE_INTERFACE or EXPOSE_SINGLE_INTERFACE.
|
||||
|
||||
// Versioning
|
||||
// There are two versioning cases that are handled by this:
|
||||
// 1. You add functions to the end of an interface, so it is binary compatible with the previous interface. In this case,
|
||||
// you need two EXPOSE_INTERFACEs: one to expose your class as the old interface and one to expose it as the new interface.
|
||||
// 2. You update an interface so it's not compatible anymore (but you still want to be able to expose the old interface
|
||||
// for legacy code). In this case, you need to make a new version name for your new interface, and make a wrapper interface and
|
||||
// expose it for the old interface.
|
||||
|
||||
#ifndef INTERFACE_H
|
||||
#define INTERFACE_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
// All interfaces derive from this.
|
||||
class IBaseInterface
|
||||
{
|
||||
public:
|
||||
|
||||
virtual ~IBaseInterface() {}
|
||||
};
|
||||
|
||||
|
||||
#define CREATEINTERFACE_PROCNAME "CreateInterface"
|
||||
typedef IBaseInterface* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);
|
||||
|
||||
|
||||
typedef IBaseInterface* (*InstantiateInterfaceFn)();
|
||||
|
||||
|
||||
// Used internally to register classes.
|
||||
class InterfaceReg
|
||||
{
|
||||
public:
|
||||
InterfaceReg(InstantiateInterfaceFn fn, const char *pName);
|
||||
|
||||
public:
|
||||
|
||||
InstantiateInterfaceFn m_CreateFn;
|
||||
const char *m_pName;
|
||||
|
||||
InterfaceReg *m_pNext; // For the global list.
|
||||
static InterfaceReg *s_pInterfaceRegs;
|
||||
};
|
||||
|
||||
|
||||
// Use this to expose an interface that can have multiple instances.
|
||||
// e.g.:
|
||||
// EXPOSE_INTERFACE( CInterfaceImp, IInterface, "MyInterface001" )
|
||||
// This will expose a class called CInterfaceImp that implements IInterface (a pure class)
|
||||
// clients can receive a pointer to this class by calling CreateInterface( "MyInterface001" )
|
||||
//
|
||||
// In practice, the shared header file defines the interface (IInterface) and version name ("MyInterface001")
|
||||
// so that each component can use these names/vtables to communicate
|
||||
//
|
||||
// A single class can support multiple interfaces through multiple inheritance
|
||||
//
|
||||
#define EXPOSE_INTERFACE_FN(functionName, interfaceName, versionName) \
|
||||
static InterfaceReg __g_Create##className##_reg(functionName, versionName);
|
||||
|
||||
#define EXPOSE_INTERFACE(className, interfaceName, versionName) \
|
||||
static IBaseInterface* __Create##className##_interface() {return (interfaceName *)new className;}\
|
||||
static InterfaceReg __g_Create##className##_reg(__Create##className##_interface, versionName );
|
||||
|
||||
// Use this to expose a singleton interface with a global variable you've created.
|
||||
#define EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, globalVarName) \
|
||||
static IBaseInterface* __Create##className##interfaceName##_interface() {return (interfaceName *)&globalVarName;}\
|
||||
static InterfaceReg __g_Create##className##interfaceName##_reg(__Create##className##interfaceName##_interface, versionName);
|
||||
|
||||
// Use this to expose a singleton interface. This creates the global variable for you automatically.
|
||||
#define EXPOSE_SINGLE_INTERFACE(className, interfaceName, versionName) \
|
||||
static className __g_##className##_singleton;\
|
||||
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, __g_##className##_singleton)
|
||||
|
||||
|
||||
#ifdef WIN32
|
||||
#define EXPORT_FUNCTION __declspec(dllexport)
|
||||
#else
|
||||
#define EXPORT_FUNCTION
|
||||
#endif
|
||||
|
||||
|
||||
// This function is automatically exported and allows you to access any interfaces exposed with the above macros.
|
||||
// if pReturnCode is set, it will return one of the following values
|
||||
// extend this for other error conditions/code
|
||||
enum
|
||||
{
|
||||
IFACE_OK = 0,
|
||||
IFACE_FAILED
|
||||
};
|
||||
|
||||
|
||||
extern "C"
|
||||
{
|
||||
EXPORT_FUNCTION IBaseInterface* CreateInterface(const char *pName, int *pReturnCode);
|
||||
};
|
||||
|
||||
|
||||
// Handle to an interface (HInterfaceModule_t* is just there for type safety).
|
||||
typedef struct HInterfaceModule_t* HINTERFACEMODULE;
|
||||
|
||||
|
||||
// Use these to load and unload a module.
|
||||
extern HINTERFACEMODULE Sys_LoadModule(const char *pModuleName);
|
||||
extern void Sys_FreeModule(HINTERFACEMODULE hModule);
|
||||
|
||||
// Use these to get the factory function from either a loaded module or the current module.
|
||||
extern CreateInterfaceFn Sys_GetFactory( HINTERFACEMODULE hModule );
|
||||
extern CreateInterfaceFn Sys_GetFactoryThis( void );
|
||||
|
||||
#endif // __cplusplus
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
// This header defines the interface convention used in the valve engine.
|
||||
// To make an interface and expose it:
|
||||
// 1. Derive from IBaseInterface.
|
||||
// 2. The interface must be ALL pure virtuals, and have no data members.
|
||||
// 3. Define a name for it.
|
||||
// 4. In its implementation file, use EXPOSE_INTERFACE or EXPOSE_SINGLE_INTERFACE.
|
||||
|
||||
// Versioning
|
||||
// There are two versioning cases that are handled by this:
|
||||
// 1. You add functions to the end of an interface, so it is binary compatible with the previous interface. In this case,
|
||||
// you need two EXPOSE_INTERFACEs: one to expose your class as the old interface and one to expose it as the new interface.
|
||||
// 2. You update an interface so it's not compatible anymore (but you still want to be able to expose the old interface
|
||||
// for legacy code). In this case, you need to make a new version name for your new interface, and make a wrapper interface and
|
||||
// expose it for the old interface.
|
||||
|
||||
#ifndef INTERFACE_H
|
||||
#define INTERFACE_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
// All interfaces derive from this.
|
||||
class IBaseInterface
|
||||
{
|
||||
public:
|
||||
|
||||
virtual ~IBaseInterface() {}
|
||||
};
|
||||
|
||||
|
||||
#define CREATEINTERFACE_PROCNAME "CreateInterface"
|
||||
typedef IBaseInterface* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);
|
||||
|
||||
|
||||
typedef IBaseInterface* (*InstantiateInterfaceFn)();
|
||||
|
||||
|
||||
// Used internally to register classes.
|
||||
class InterfaceReg
|
||||
{
|
||||
public:
|
||||
InterfaceReg(InstantiateInterfaceFn fn, const char *pName);
|
||||
|
||||
public:
|
||||
|
||||
InstantiateInterfaceFn m_CreateFn;
|
||||
const char *m_pName;
|
||||
|
||||
InterfaceReg *m_pNext; // For the global list.
|
||||
static InterfaceReg *s_pInterfaceRegs;
|
||||
};
|
||||
|
||||
|
||||
// Use this to expose an interface that can have multiple instances.
|
||||
// e.g.:
|
||||
// EXPOSE_INTERFACE( CInterfaceImp, IInterface, "MyInterface001" )
|
||||
// This will expose a class called CInterfaceImp that implements IInterface (a pure class)
|
||||
// clients can receive a pointer to this class by calling CreateInterface( "MyInterface001" )
|
||||
//
|
||||
// In practice, the shared header file defines the interface (IInterface) and version name ("MyInterface001")
|
||||
// so that each component can use these names/vtables to communicate
|
||||
//
|
||||
// A single class can support multiple interfaces through multiple inheritance
|
||||
//
|
||||
#define EXPOSE_INTERFACE_FN(functionName, interfaceName, versionName) \
|
||||
static InterfaceReg __g_Create##className##_reg(functionName, versionName);
|
||||
|
||||
#define EXPOSE_INTERFACE(className, interfaceName, versionName) \
|
||||
static IBaseInterface* __Create##className##_interface() {return (interfaceName *)new className;}\
|
||||
static InterfaceReg __g_Create##className##_reg(__Create##className##_interface, versionName );
|
||||
|
||||
// Use this to expose a singleton interface with a global variable you've created.
|
||||
#define EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, globalVarName) \
|
||||
static IBaseInterface* __Create##className##interfaceName##_interface() {return (interfaceName *)&globalVarName;}\
|
||||
static InterfaceReg __g_Create##className##interfaceName##_reg(__Create##className##interfaceName##_interface, versionName);
|
||||
|
||||
// Use this to expose a singleton interface. This creates the global variable for you automatically.
|
||||
#define EXPOSE_SINGLE_INTERFACE(className, interfaceName, versionName) \
|
||||
static className __g_##className##_singleton;\
|
||||
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, __g_##className##_singleton)
|
||||
|
||||
|
||||
#ifdef WIN32
|
||||
#define EXPORT_FUNCTION __declspec(dllexport)
|
||||
#else
|
||||
#define EXPORT_FUNCTION
|
||||
#endif
|
||||
|
||||
|
||||
// This function is automatically exported and allows you to access any interfaces exposed with the above macros.
|
||||
// if pReturnCode is set, it will return one of the following values
|
||||
// extend this for other error conditions/code
|
||||
enum
|
||||
{
|
||||
IFACE_OK = 0,
|
||||
IFACE_FAILED
|
||||
};
|
||||
|
||||
|
||||
extern "C"
|
||||
{
|
||||
EXPORT_FUNCTION IBaseInterface* CreateInterface(const char *pName, int *pReturnCode);
|
||||
};
|
||||
|
||||
|
||||
// Handle to an interface (HInterfaceModule_t* is just there for type safety).
|
||||
typedef struct HInterfaceModule_t* HINTERFACEMODULE;
|
||||
|
||||
|
||||
// Use these to load and unload a module.
|
||||
extern HINTERFACEMODULE Sys_LoadModule(const char *pModuleName);
|
||||
extern void Sys_FreeModule(HINTERFACEMODULE hModule);
|
||||
|
||||
// Use these to get the factory function from either a loaded module or the current module.
|
||||
extern CreateInterfaceFn Sys_GetFactory( HINTERFACEMODULE hModule );
|
||||
extern CreateInterfaceFn Sys_GetFactoryThis( void );
|
||||
|
||||
#endif // __cplusplus
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1,37 +1,37 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef IVOICETWEAK_H
|
||||
#define IVOICETWEAK_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// These provide access to the voice controls.
|
||||
typedef enum
|
||||
{
|
||||
MicrophoneVolume=0, // values 0-1.
|
||||
OtherSpeakerScale // values 0-1. Scales how loud other players are.
|
||||
} VoiceTweakControl;
|
||||
|
||||
|
||||
typedef struct IVoiceTweak_s
|
||||
{
|
||||
// These turn voice tweak mode on and off. While in voice tweak mode, the user's voice is echoed back
|
||||
// without sending to the server.
|
||||
int (*StartVoiceTweakMode)(); // Returns 0 on error.
|
||||
void (*EndVoiceTweakMode)();
|
||||
|
||||
// Get/set control values.
|
||||
void (*SetControlFloat)(VoiceTweakControl iControl, float value);
|
||||
float (*GetControlFloat)(VoiceTweakControl iControl);
|
||||
} IVoiceTweak;
|
||||
|
||||
|
||||
#endif // IVOICETWEAK_H
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef IVOICETWEAK_H
|
||||
#define IVOICETWEAK_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
// These provide access to the voice controls.
|
||||
typedef enum
|
||||
{
|
||||
MicrophoneVolume=0, // values 0-1.
|
||||
OtherSpeakerScale // values 0-1. Scales how loud other players are.
|
||||
} VoiceTweakControl;
|
||||
|
||||
|
||||
typedef struct IVoiceTweak_s
|
||||
{
|
||||
// These turn voice tweak mode on and off. While in voice tweak mode, the user's voice is echoed back
|
||||
// without sending to the server.
|
||||
int (*StartVoiceTweakMode)(); // Returns 0 on error.
|
||||
void (*EndVoiceTweakMode)();
|
||||
|
||||
// Get/set control values.
|
||||
void (*SetControlFloat)(VoiceTweakControl iControl, float value);
|
||||
float (*GetControlFloat)(VoiceTweakControl iControl);
|
||||
} IVoiceTweak;
|
||||
|
||||
|
||||
#endif // IVOICETWEAK_H
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
|
|
312
common/mathlib.h
312
common/mathlib.h
|
@ -1,156 +1,156 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// mathlib.h
|
||||
|
||||
typedef float vec_t;
|
||||
typedef vec_t vec3_t[3];
|
||||
typedef vec_t vec4_t[4]; // x,y,z,w
|
||||
typedef vec_t vec5_t[5];
|
||||
|
||||
typedef short vec_s_t;
|
||||
typedef vec_s_t vec3s_t[3];
|
||||
typedef vec_s_t vec4s_t[4]; // x,y,z,w
|
||||
typedef vec_s_t vec5s_t[5];
|
||||
|
||||
typedef int fixed4_t;
|
||||
typedef int fixed8_t;
|
||||
typedef int fixed16_t;
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||||
#endif
|
||||
|
||||
struct mplane_s;
|
||||
|
||||
extern vec3_t vec3_origin;
|
||||
extern int nanmask;
|
||||
|
||||
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
|
||||
|
||||
#ifndef VECTOR_H
|
||||
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
|
||||
#endif
|
||||
|
||||
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
|
||||
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
|
||||
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
|
||||
#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;}
|
||||
|
||||
void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc);
|
||||
|
||||
vec_t _DotProduct (vec3_t v1, vec3_t v2);
|
||||
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
|
||||
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
|
||||
void _VectorCopy (vec3_t in, vec3_t out);
|
||||
|
||||
int VectorCompare (const vec3_t v1, const vec3_t v2);
|
||||
float Length (const vec3_t v);
|
||||
void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
|
||||
float VectorNormalize (vec3_t v); // returns vector length
|
||||
void VectorInverse (vec3_t v);
|
||||
void VectorScale (const vec3_t in, vec_t scale, vec3_t out);
|
||||
int Q_log2(int val);
|
||||
|
||||
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
|
||||
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
|
||||
|
||||
// Here are some "manual" INLINE routines for doing floating point to integer conversions
|
||||
extern short new_cw, old_cw;
|
||||
|
||||
typedef union DLONG {
|
||||
int i[2];
|
||||
double d;
|
||||
float f;
|
||||
} DLONG;
|
||||
|
||||
extern DLONG dlong;
|
||||
|
||||
#ifdef _WIN32
|
||||
void __inline set_fpu_cw(void)
|
||||
{
|
||||
_asm
|
||||
{ wait
|
||||
fnstcw old_cw
|
||||
wait
|
||||
mov ax, word ptr old_cw
|
||||
or ah, 0xc
|
||||
mov word ptr new_cw,ax
|
||||
fldcw new_cw
|
||||
}
|
||||
}
|
||||
|
||||
int __inline quick_ftol(float f)
|
||||
{
|
||||
_asm {
|
||||
// Assumes that we are already in chop mode, and only need a 32-bit int
|
||||
fld DWORD PTR f
|
||||
fistp DWORD PTR dlong
|
||||
}
|
||||
return dlong.i[0];
|
||||
}
|
||||
|
||||
void __inline restore_fpu_cw(void)
|
||||
{
|
||||
_asm fldcw old_cw
|
||||
}
|
||||
#else
|
||||
#define set_fpu_cw() /* */
|
||||
#define quick_ftol(f) ftol(f)
|
||||
#define restore_fpu_cw() /* */
|
||||
#endif
|
||||
|
||||
void FloorDivMod (double numer, double denom, int *quotient,
|
||||
int *rem);
|
||||
fixed16_t Invert24To16(fixed16_t val);
|
||||
int GreatestCommonDivisor (int i1, int i2);
|
||||
|
||||
void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
||||
void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
||||
#define AngleIVectors AngleVectorsTranspose
|
||||
|
||||
void AngleMatrix (const vec3_t angles, float (*matrix)[4] );
|
||||
void AngleIMatrix (const vec3_t angles, float (*matrix)[4] );
|
||||
void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out);
|
||||
|
||||
void NormalizeAngles( vec3_t angles );
|
||||
void InterpolateAngles( vec3_t start, vec3_t end, vec3_t output, float frac );
|
||||
float AngleBetweenVectors( const vec3_t v1, const vec3_t v2 );
|
||||
|
||||
|
||||
void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up);
|
||||
void VectorAngles( const vec3_t forward, vec3_t angles );
|
||||
|
||||
int InvertMatrix( const float * m, float *out );
|
||||
|
||||
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
|
||||
float anglemod(float a);
|
||||
|
||||
|
||||
|
||||
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
|
||||
(((p)->type < 3)? \
|
||||
( \
|
||||
((p)->dist <= (emins)[(p)->type])? \
|
||||
1 \
|
||||
: \
|
||||
( \
|
||||
((p)->dist >= (emaxs)[(p)->type])?\
|
||||
2 \
|
||||
: \
|
||||
3 \
|
||||
) \
|
||||
) \
|
||||
: \
|
||||
BoxOnPlaneSide( (emins), (emaxs), (p)))
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// mathlib.h
|
||||
|
||||
typedef float vec_t;
|
||||
typedef vec_t vec3_t[3];
|
||||
typedef vec_t vec4_t[4]; // x,y,z,w
|
||||
typedef vec_t vec5_t[5];
|
||||
|
||||
typedef short vec_s_t;
|
||||
typedef vec_s_t vec3s_t[3];
|
||||
typedef vec_s_t vec4s_t[4]; // x,y,z,w
|
||||
typedef vec_s_t vec5s_t[5];
|
||||
|
||||
typedef int fixed4_t;
|
||||
typedef int fixed8_t;
|
||||
typedef int fixed16_t;
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||||
#endif
|
||||
|
||||
struct mplane_s;
|
||||
|
||||
extern vec3_t vec3_origin;
|
||||
extern int nanmask;
|
||||
|
||||
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
|
||||
|
||||
#ifndef VECTOR_H
|
||||
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
|
||||
#endif
|
||||
|
||||
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
|
||||
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
|
||||
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
|
||||
#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;}
|
||||
|
||||
void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc);
|
||||
|
||||
vec_t _DotProduct (vec3_t v1, vec3_t v2);
|
||||
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
|
||||
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
|
||||
void _VectorCopy (vec3_t in, vec3_t out);
|
||||
|
||||
int VectorCompare (const vec3_t v1, const vec3_t v2);
|
||||
float Length (const vec3_t v);
|
||||
void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
|
||||
float VectorNormalize (vec3_t v); // returns vector length
|
||||
void VectorInverse (vec3_t v);
|
||||
void VectorScale (const vec3_t in, vec_t scale, vec3_t out);
|
||||
int Q_log2(int val);
|
||||
|
||||
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
|
||||
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
|
||||
|
||||
// Here are some "manual" INLINE routines for doing floating point to integer conversions
|
||||
extern short new_cw, old_cw;
|
||||
|
||||
typedef union DLONG {
|
||||
int i[2];
|
||||
double d;
|
||||
float f;
|
||||
} DLONG;
|
||||
|
||||
extern DLONG dlong;
|
||||
|
||||
#ifdef _WIN32
|
||||
void __inline set_fpu_cw(void)
|
||||
{
|
||||
_asm
|
||||
{ wait
|
||||
fnstcw old_cw
|
||||
wait
|
||||
mov ax, word ptr old_cw
|
||||
or ah, 0xc
|
||||
mov word ptr new_cw,ax
|
||||
fldcw new_cw
|
||||
}
|
||||
}
|
||||
|
||||
int __inline quick_ftol(float f)
|
||||
{
|
||||
_asm {
|
||||
// Assumes that we are already in chop mode, and only need a 32-bit int
|
||||
fld DWORD PTR f
|
||||
fistp DWORD PTR dlong
|
||||
}
|
||||
return dlong.i[0];
|
||||
}
|
||||
|
||||
void __inline restore_fpu_cw(void)
|
||||
{
|
||||
_asm fldcw old_cw
|
||||
}
|
||||
#else
|
||||
#define set_fpu_cw() /* */
|
||||
#define quick_ftol(f) ftol(f)
|
||||
#define restore_fpu_cw() /* */
|
||||
#endif
|
||||
|
||||
void FloorDivMod (double numer, double denom, int *quotient,
|
||||
int *rem);
|
||||
fixed16_t Invert24To16(fixed16_t val);
|
||||
int GreatestCommonDivisor (int i1, int i2);
|
||||
|
||||
void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
||||
void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
||||
#define AngleIVectors AngleVectorsTranspose
|
||||
|
||||
void AngleMatrix (const vec3_t angles, float (*matrix)[4] );
|
||||
void AngleIMatrix (const vec3_t angles, float (*matrix)[4] );
|
||||
void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out);
|
||||
|
||||
void NormalizeAngles( vec3_t angles );
|
||||
void InterpolateAngles( vec3_t start, vec3_t end, vec3_t output, float frac );
|
||||
float AngleBetweenVectors( const vec3_t v1, const vec3_t v2 );
|
||||
|
||||
|
||||
void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up);
|
||||
void VectorAngles( const vec3_t forward, vec3_t angles );
|
||||
|
||||
int InvertMatrix( const float * m, float *out );
|
||||
|
||||
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
|
||||
float anglemod(float a);
|
||||
|
||||
|
||||
|
||||
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
|
||||
(((p)->type < 3)? \
|
||||
( \
|
||||
((p)->dist <= (emins)[(p)->type])? \
|
||||
1 \
|
||||
: \
|
||||
( \
|
||||
((p)->dist >= (emaxs)[(p)->type])?\
|
||||
2 \
|
||||
: \
|
||||
3 \
|
||||
) \
|
||||
) \
|
||||
: \
|
||||
BoxOnPlaneSide( (emins), (emaxs), (p)))
|
||||
|
|
202
common/net_api.h
202
common/net_api.h
|
@ -1,101 +1,101 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#if !defined( NET_APIH )
|
||||
#define NET_APIH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#if !defined ( NETADRH )
|
||||
#include "netadr.h"
|
||||
#endif
|
||||
|
||||
#define NETAPI_REQUEST_SERVERLIST ( 0 ) // Doesn't need a remote address
|
||||
#define NETAPI_REQUEST_PING ( 1 )
|
||||
#define NETAPI_REQUEST_RULES ( 2 )
|
||||
#define NETAPI_REQUEST_PLAYERS ( 3 )
|
||||
#define NETAPI_REQUEST_DETAILS ( 4 )
|
||||
|
||||
// Set this flag for things like broadcast requests, etc. where the engine should not
|
||||
// kill the request hook after receiving the first response
|
||||
#define FNETAPI_MULTIPLE_RESPONSE ( 1<<0 )
|
||||
|
||||
typedef void ( *net_api_response_func_t ) ( struct net_response_s *response );
|
||||
|
||||
#define NET_SUCCESS ( 0 )
|
||||
#define NET_ERROR_TIMEOUT ( 1<<0 )
|
||||
#define NET_ERROR_PROTO_UNSUPPORTED ( 1<<1 )
|
||||
#define NET_ERROR_UNDEFINED ( 1<<2 )
|
||||
|
||||
typedef struct net_adrlist_s
|
||||
{
|
||||
struct net_adrlist_s *next;
|
||||
netadr_t remote_address;
|
||||
} net_adrlist_t;
|
||||
|
||||
typedef struct net_response_s
|
||||
{
|
||||
// NET_SUCCESS or an error code
|
||||
int error;
|
||||
|
||||
// Context ID
|
||||
int context;
|
||||
// Type
|
||||
int type;
|
||||
|
||||
// Server that is responding to the request
|
||||
netadr_t remote_address;
|
||||
|
||||
// Response RTT ping time
|
||||
double ping;
|
||||
// Key/Value pair string ( separated by backlash \ characters )
|
||||
// WARNING: You must copy this buffer in the callback function, because it is freed
|
||||
// by the engine right after the call!!!!
|
||||
// ALSO: For NETAPI_REQUEST_SERVERLIST requests, this will be a pointer to a linked list of net_adrlist_t's
|
||||
void *response;
|
||||
} net_response_t;
|
||||
|
||||
typedef struct net_status_s
|
||||
{
|
||||
// Connected to remote server? 1 == yes, 0 otherwise
|
||||
int connected;
|
||||
// Client's IP address
|
||||
netadr_t local_address;
|
||||
// Address of remote server
|
||||
netadr_t remote_address;
|
||||
// Packet Loss ( as a percentage )
|
||||
int packet_loss;
|
||||
// Latency, in seconds ( multiply by 1000.0 to get milliseconds )
|
||||
double latency;
|
||||
// Connection time, in seconds
|
||||
double connection_time;
|
||||
// Rate setting ( for incoming data )
|
||||
double rate;
|
||||
} net_status_t;
|
||||
|
||||
typedef struct net_api_s
|
||||
{
|
||||
// APIs
|
||||
void ( *InitNetworking )( void );
|
||||
void ( *Status ) ( struct net_status_s *status );
|
||||
void ( *SendRequest) ( int context, int request, int flags, double timeout, struct netadr_s *remote_address, net_api_response_func_t response );
|
||||
void ( *CancelRequest ) ( int context );
|
||||
void ( *CancelAllRequests ) ( void );
|
||||
char *( *AdrToString ) ( struct netadr_s *a );
|
||||
int ( *CompareAdr ) ( struct netadr_s *a, struct netadr_s *b );
|
||||
int ( *StringToAdr ) ( char *s, struct netadr_s *a );
|
||||
const char *( *ValueForKey ) ( const char *s, const char *key );
|
||||
void ( *RemoveKey ) ( char *s, const char *key );
|
||||
void ( *SetValueForKey ) (char *s, const char *key, const char *value, int maxsize );
|
||||
} net_api_t;
|
||||
|
||||
extern net_api_t netapi;
|
||||
|
||||
#endif // NET_APIH
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#if !defined( NET_APIH )
|
||||
#define NET_APIH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#if !defined ( NETADRH )
|
||||
#include "netadr.h"
|
||||
#endif
|
||||
|
||||
#define NETAPI_REQUEST_SERVERLIST ( 0 ) // Doesn't need a remote address
|
||||
#define NETAPI_REQUEST_PING ( 1 )
|
||||
#define NETAPI_REQUEST_RULES ( 2 )
|
||||
#define NETAPI_REQUEST_PLAYERS ( 3 )
|
||||
#define NETAPI_REQUEST_DETAILS ( 4 )
|
||||
|
||||
// Set this flag for things like broadcast requests, etc. where the engine should not
|
||||
// kill the request hook after receiving the first response
|
||||
#define FNETAPI_MULTIPLE_RESPONSE ( 1<<0 )
|
||||
|
||||
typedef void ( *net_api_response_func_t ) ( struct net_response_s *response );
|
||||
|
||||
#define NET_SUCCESS ( 0 )
|
||||
#define NET_ERROR_TIMEOUT ( 1<<0 )
|
||||
#define NET_ERROR_PROTO_UNSUPPORTED ( 1<<1 )
|
||||
#define NET_ERROR_UNDEFINED ( 1<<2 )
|
||||
|
||||
typedef struct net_adrlist_s
|
||||
{
|
||||
struct net_adrlist_s *next;
|
||||
netadr_t remote_address;
|
||||
} net_adrlist_t;
|
||||
|
||||
typedef struct net_response_s
|
||||
{
|
||||
// NET_SUCCESS or an error code
|
||||
int error;
|
||||
|
||||
// Context ID
|
||||
int context;
|
||||
// Type
|
||||
int type;
|
||||
|
||||
// Server that is responding to the request
|
||||
netadr_t remote_address;
|
||||
|
||||
// Response RTT ping time
|
||||
double ping;
|
||||
// Key/Value pair string ( separated by backlash \ characters )
|
||||
// WARNING: You must copy this buffer in the callback function, because it is freed
|
||||
// by the engine right after the call!!!!
|
||||
// ALSO: For NETAPI_REQUEST_SERVERLIST requests, this will be a pointer to a linked list of net_adrlist_t's
|
||||
void *response;
|
||||
} net_response_t;
|
||||
|
||||
typedef struct net_status_s
|
||||
{
|
||||
// Connected to remote server? 1 == yes, 0 otherwise
|
||||
int connected;
|
||||
// Client's IP address
|
||||
netadr_t local_address;
|
||||
// Address of remote server
|
||||
netadr_t remote_address;
|
||||
// Packet Loss ( as a percentage )
|
||||
int packet_loss;
|
||||
// Latency, in seconds ( multiply by 1000.0 to get milliseconds )
|
||||
double latency;
|
||||
// Connection time, in seconds
|
||||
double connection_time;
|
||||
// Rate setting ( for incoming data )
|
||||
double rate;
|
||||
} net_status_t;
|
||||
|
||||
typedef struct net_api_s
|
||||
{
|
||||
// APIs
|
||||
void ( *InitNetworking )( void );
|
||||
void ( *Status ) ( struct net_status_s *status );
|
||||
void ( *SendRequest) ( int context, int request, int flags, double timeout, struct netadr_s *remote_address, net_api_response_func_t response );
|
||||
void ( *CancelRequest ) ( int context );
|
||||
void ( *CancelAllRequests ) ( void );
|
||||
char *( *AdrToString ) ( struct netadr_s *a );
|
||||
int ( *CompareAdr ) ( struct netadr_s *a, struct netadr_s *b );
|
||||
int ( *StringToAdr ) ( char *s, struct netadr_s *a );
|
||||
const char *( *ValueForKey ) ( const char *s, const char *key );
|
||||
void ( *RemoveKey ) ( char *s, const char *key );
|
||||
void ( *SetValueForKey ) (char *s, const char *key, const char *value, int maxsize );
|
||||
} net_api_t;
|
||||
|
||||
extern net_api_t netapi;
|
||||
|
||||
#endif // NET_APIH
|
||||
|
|
|
@ -1,42 +1,42 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// netadr.h
|
||||
#ifndef NETADR_H
|
||||
#define NETADR_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef enum
|
||||
{
|
||||
NA_UNUSED,
|
||||
NA_LOOPBACK,
|
||||
NA_BROADCAST,
|
||||
NA_IP,
|
||||
NA_IPX,
|
||||
NA_BROADCAST_IPX,
|
||||
} netadrtype_t;
|
||||
|
||||
typedef struct netadr_s
|
||||
{
|
||||
netadrtype_t type;
|
||||
unsigned char ip[4];
|
||||
unsigned char ipx[10];
|
||||
unsigned short port;
|
||||
} netadr_t;
|
||||
|
||||
#endif // NETADR_H
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
// netadr.h
|
||||
#ifndef NETADR_H
|
||||
#define NETADR_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef enum
|
||||
{
|
||||
NA_UNUSED,
|
||||
NA_LOOPBACK,
|
||||
NA_BROADCAST,
|
||||
NA_IP,
|
||||
NA_IPX,
|
||||
NA_BROADCAST_IPX,
|
||||
} netadrtype_t;
|
||||
|
||||
typedef struct netadr_s
|
||||
{
|
||||
netadrtype_t type;
|
||||
unsigned char ip[4];
|
||||
unsigned char ipx[10];
|
||||
unsigned short port;
|
||||
} netadr_t;
|
||||
|
||||
#endif // NETADR_H
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef INC_NOWIN_H
|
||||
#define INC_NOWIN_H
|
||||
#ifndef _WIN32
|
||||
|
||||
#include <unistd.h>
|
||||
|
||||
#endif //!_WIN32
|
||||
#endif //INC_NOWIN_H
|
||||
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#ifndef INC_NOWIN_H
|
||||
#define INC_NOWIN_H
|
||||
#ifndef _WIN32
|
||||
|
||||
#include <unistd.h>
|
||||
|
||||
#endif //!_WIN32
|
||||
#endif //INC_NOWIN_H
|
||||
|
|
|
@ -1,59 +1,59 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( PARTICLEDEFH )
|
||||
#define PARTICLEDEFH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef enum {
|
||||
pt_static,
|
||||
pt_grav,
|
||||
pt_slowgrav,
|
||||
pt_fire,
|
||||
pt_explode,
|
||||
pt_explode2,
|
||||
pt_blob,
|
||||
pt_blob2,
|
||||
pt_vox_slowgrav,
|
||||
pt_vox_grav,
|
||||
pt_clientcustom // Must have callback function specified
|
||||
} ptype_t;
|
||||
|
||||
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
|
||||
typedef struct particle_s
|
||||
{
|
||||
// driver-usable fields
|
||||
vec3_t org;
|
||||
short color;
|
||||
short packedColor;
|
||||
// drivers never touch the following fields
|
||||
struct particle_s *next;
|
||||
vec3_t vel;
|
||||
float ramp;
|
||||
float die;
|
||||
ptype_t type;
|
||||
void (*deathfunc)( struct particle_s *particle );
|
||||
|
||||
// for pt_clientcusttom, we'll call this function each frame
|
||||
void (*callback)( struct particle_s *particle, float frametime );
|
||||
|
||||
// For deathfunc, etc.
|
||||
unsigned char context;
|
||||
} particle_t;
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( PARTICLEDEFH )
|
||||
#define PARTICLEDEFH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef enum {
|
||||
pt_static,
|
||||
pt_grav,
|
||||
pt_slowgrav,
|
||||
pt_fire,
|
||||
pt_explode,
|
||||
pt_explode2,
|
||||
pt_blob,
|
||||
pt_blob2,
|
||||
pt_vox_slowgrav,
|
||||
pt_vox_grav,
|
||||
pt_clientcustom // Must have callback function specified
|
||||
} ptype_t;
|
||||
|
||||
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
|
||||
typedef struct particle_s
|
||||
{
|
||||
// driver-usable fields
|
||||
vec3_t org;
|
||||
short color;
|
||||
short packedColor;
|
||||
// drivers never touch the following fields
|
||||
struct particle_s *next;
|
||||
vec3_t vel;
|
||||
float ramp;
|
||||
float die;
|
||||
ptype_t type;
|
||||
void (*deathfunc)( struct particle_s *particle );
|
||||
|
||||
// for pt_clientcusttom, we'll call this function each frame
|
||||
void (*callback)( struct particle_s *particle, float frametime );
|
||||
|
||||
// For deathfunc, etc.
|
||||
unsigned char context;
|
||||
} particle_t;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,45 +1,45 @@
|
|||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( PMTRACEH )
|
||||
#define PMTRACEH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct
|
||||
{
|
||||
vec3_t normal;
|
||||
float dist;
|
||||
} pmplane_t;
|
||||
|
||||
typedef struct pmtrace_s pmtrace_t;
|
||||
|
||||
struct pmtrace_s
|
||||
{
|
||||
qboolean allsolid; // if true, plane is not valid
|
||||
qboolean startsolid; // if true, the initial point was in a solid area
|
||||
qboolean inopen, inwater; // End point is in empty space or in water
|
||||
float fraction; // time completed, 1.0 = didn't hit anything
|
||||
vec3_t endpos; // final position
|
||||
pmplane_t plane; // surface normal at impact
|
||||
int ent; // entity at impact
|
||||
vec3_t deltavelocity; // Change in player's velocity caused by impact.
|
||||
// Only run on server.
|
||||
int hitgroup;
|
||||
};
|
||||
|
||||
#endif
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
#if !defined( PMTRACEH )
|
||||
#define PMTRACEH
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
typedef struct
|
||||
{
|
||||
vec3_t normal;
|
||||
float dist;
|
||||
} pmplane_t;
|
||||
|
||||
typedef struct pmtrace_s pmtrace_t;
|
||||
|
||||
struct pmtrace_s
|
||||
{
|
||||
qboolean allsolid; // if true, plane is not valid
|
||||
qboolean startsolid; // if true, the initial point was in a solid area
|
||||
qboolean inopen, inwater; // End point is in empty space or in water
|
||||
float fraction; // time completed, 1.0 = didn't hit anything
|
||||
vec3_t endpos; // final position
|
||||
pmplane_t plane; // surface normal at impact
|
||||
int ent; // entity at impact
|
||||
vec3_t deltavelocity; // Change in player's velocity caused by impact.
|
||||
// Only run on server.
|
||||
int hitgroup;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue