/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // hud.cpp // // implementation of CHud class // #include "hud.h" #include "cl_util.h" #include #include #include #include "parsemsg.h" #include "demo.h" #include "demo_api.h" #include "vgui_parser.h" #include "rain.h" #include "camera.h" #include #include extern client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount); wrect_t nullrc = { 0, 0, 0, 0 }; float g_lastFOV = 0.0; const char *sPlayerModelFiles[12] = { "models/player.mdl", "models/player/leet/leet.mdl", // t "models/player/gign/gign.mdl", // ct "models/player/vip/vip.mdl", //ct "models/player/gsg9/gsg9.mdl", // ct "models/player/guerilla/guerilla.mdl", // t "models/player/arctic/arctic.mdl", // t "models/player/sas/sas.mdl", // ct "models/player/terror/terror.mdl", // t "models/player/urban/urban.mdl", // ct "models/player/spetsnaz/spetsnaz.mdl", // ct "models/player/militia/militia.mdl" // t }; #define GHUD_DECLARE_MESSAGE(x) int __MsgFunc_##x(const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_##x(pszName, iSize, pbuf); } GHUD_DECLARE_MESSAGE(Logo) GHUD_DECLARE_MESSAGE(SetFOV) GHUD_DECLARE_MESSAGE(InitHUD) GHUD_DECLARE_MESSAGE(Concuss) GHUD_DECLARE_MESSAGE(ResetHUD) GHUD_DECLARE_MESSAGE(ViewMode) GHUD_DECLARE_MESSAGE(GameMode) GHUD_DECLARE_MESSAGE(ReceiveW) GHUD_DECLARE_MESSAGE(BombDrop) GHUD_DECLARE_MESSAGE(HostageK) GHUD_DECLARE_MESSAGE(BombPickup) GHUD_DECLARE_MESSAGE(HostagePos) GHUD_DECLARE_MESSAGE(ShadowIdx) void __CmdFunc_InputCommandSpecial() { #ifdef _CS16CLIENT_ALLOW_SPECIAL_SCRIPTING gEngfuncs.pfnClientCmd("_special"); #endif } // This is called every time the DLL is loaded void CHud :: Init( void ) { HOOK_COMMAND( "special", InputCommandSpecial ); HOOK_MESSAGE( Logo ); HOOK_MESSAGE( ResetHUD ); HOOK_MESSAGE( GameMode ); HOOK_MESSAGE( InitHUD ); HOOK_MESSAGE( ViewMode ); HOOK_MESSAGE( SetFOV ); HOOK_MESSAGE( Concuss ); HOOK_MESSAGE( ReceiveW ); HOOK_MESSAGE( BombDrop ); HOOK_MESSAGE( BombPickup ); HOOK_MESSAGE( HostagePos ); HOOK_MESSAGE( HostageK ); HOOK_MESSAGE( ShadowIdx ); CVAR_CREATE( "_vgui_menus", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); CVAR_CREATE( "_cl_autowepswitch", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); CVAR_CREATE( "_ah", "0", FCVAR_ARCHIVE | FCVAR_USERINFO ); CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round hud_textmode = CVAR_CREATE( "hud_textmode", "0", FCVAR_ARCHIVE ); cl_righthand = CVAR_CREATE( "hand", "1", FCVAR_ARCHIVE ); cl_weather = CVAR_CREATE( "cl_weather", "1", FCVAR_ARCHIVE ); cl_minmodels = CVAR_CREATE( "cl_minmodels", "0", FCVAR_ARCHIVE ); cl_min_t = CVAR_CREATE( "cl_min_t", "1", FCVAR_ARCHIVE ); cl_min_ct = CVAR_CREATE( "cl_min_ct", "2", FCVAR_ARCHIVE ); cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" ); cl_predict = gEngfuncs.pfnGetCvarPointer( "cl_predict" ); #ifdef __ANDROID__ cl_android_force_defaults = CVAR_CREATE( "cl_android_force_defaults", "1", FCVAR_ARCHIVE ); #endif cl_shadows = CVAR_CREATE( "cl_shadows", "1", FCVAR_ARCHIVE ); default_fov = CVAR_CREATE( "default_fov", "90", 0 ); m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE ); fastsprites = CVAR_CREATE( "fastsprites", "0", FCVAR_ARCHIVE ); cl_weapon_sparks = CVAR_CREATE( "cl_weapon_sparks", "1", FCVAR_ARCHIVE ); cl_weapon_wallpuff = CVAR_CREATE( "cl_weapon_wallpuff", "1", FCVAR_ARCHIVE ); zoom_sens_ratio = CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 ); m_iLogo = 0; m_iFOV = 0; m_pSpriteList = NULL; // Clear any old HUD list for( HUDLIST *pList = m_pHudList; pList; pList = m_pHudList ) { m_pHudList = m_pHudList->pNext; delete pList; } m_pHudList = NULL; // In case we get messages before the first update -- time will be valid m_flTime = 1.0; m_iNoConsolePrint = 0; Localize_Init(); // fullscreen overlays m_SniperScope.Init(); m_NVG.Init(); m_SpectatorGui.Init(); // Game HUD things m_Ammo.Init(); m_Health.Init(); m_Radio.Init(); m_Timer.Init(); m_Money.Init(); m_AmmoSecondary.Init(); m_Train.Init(); m_Battery.Init(); m_StatusIcons.Init(); m_Radar.Init(); // chat, death notice, status bars and other m_SayText.Init(); m_Spectator.Init(); m_Geiger.Init(); m_Flash.Init(); m_Message.Init(); m_StatusBar.Init(); m_DeathNotice.Init(); m_TextMessage.Init(); m_MOTD.Init(); // all things that have own background and must be drawn last m_ProgressBar.Init(); m_Menu.Init(); m_Scoreboard.Init(); InitRain(); //ServersInit(); gEngfuncs.Cvar_SetValue( "hand", 1 ); gEngfuncs.Cvar_SetValue( "sv_skipshield", 1.0f ); #ifdef __ANDROID__ gEngfuncs.Cvar_SetValue( "hud_fastswitch", 1 ); #endif if( g_iMobileAPIVersion ) { static byte color[] = {255, 255, 255, 255}; gMobileAPI.pfnTouchResetDefaultButtons(); gMobileAPI.pfnTouchAddDefaultButton("_settings", "touch_defaults/settings.tga", "menu_touchoptions", 0.4, 0.4, 0.6, 0.6, color, 0, 1.0f, TOUCH_FL_NOEDIT | TOUCH_FL_DEF_SHOW ); gEngfuncs.pfnClientCmd("alias touch_loaddefaults menu_touchoptions"); } MsgFunc_ResetHUD(0, 0, NULL ); } // CHud destructor // cleans up memory allocated for m_rg* arrays CHud :: ~CHud() { delete [] m_rghSprites; delete [] m_rgrcRects; delete [] m_rgszSpriteNames; // Clear any old HUD list for( HUDLIST *pList = m_pHudList; pList; pList = m_pHudList ) { m_pHudList = m_pHudList->pNext; delete pList; } m_pHudList = NULL; } void CHud :: VidInit( void ) { m_scrinfo.iSize = sizeof(m_scrinfo); GetScreenInfo(&m_scrinfo); m_truescrinfo.iWidth = CVAR_GET_FLOAT("width"); m_truescrinfo.iHeight = CVAR_GET_FLOAT("height"); // ---------- // Load Sprites // --------- // m_hsprFont = LoadSprite("sprites/%d_font.spr"); m_hsprLogo = 0; if( ScreenWidth < 640 && CVAR_GET_FLOAT("hud_scale") <= 1.0f ) { gEngfuncs.Cvar_SetValue("hud_scale", ScreenWidth / 640.0f ); } else if( CVAR_GET_FLOAT("hud_scale") < 1.0f ) { gEngfuncs.Cvar_SetValue("hud_scale", 1.0f ); } GetScreenInfo(&m_scrinfo); m_iRes = 640; // Only load this once if ( !m_pSpriteList ) { // we need to load the hud.txt, and all sprites within m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes); if (m_pSpriteList) { // count the number of sprites of the appropriate res m_iSpriteCount = 0; client_sprite_t *p = m_pSpriteList; int j; for ( j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) m_iSpriteCount++; p++; } // allocated memory for sprite handle arrays m_rghSprites = new HSPRITE[m_iSpriteCount]; m_rgrcRects = new wrect_t[m_iSpriteCount]; m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];; p = m_pSpriteList; int index = 0; for ( j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) { char sz[256]; sprintf(sz, "sprites/%s.spr", p->szSprite); m_rghSprites[index] = SPR_Load(sz); m_rgrcRects[index] = p->rc; strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH ); index++; } p++; } } } else { // we have already have loaded the sprite reference from hud.txt, but // we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game) client_sprite_t *p = m_pSpriteList; int index = 0; for ( int j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) { char sz[256]; sprintf( sz, "sprites/%s.spr", p->szSprite ); m_rghSprites[index] = SPR_Load(sz); index++; } p++; } } // assumption: number_1, number_2, etc, are all listed and loaded sequentially m_HUD_number_0 = GetSpriteIndex( "number_0" ); m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top; m_hGasPuff = SPR_Load("sprites/gas_puff_01.spr"); m_Ammo.VidInit(); m_Health.VidInit(); m_Spectator.VidInit(); m_Geiger.VidInit(); m_Train.VidInit(); m_Battery.VidInit(); m_Flash.VidInit(); m_Message.VidInit(); m_StatusBar.VidInit(); m_DeathNotice.VidInit(); m_SayText.VidInit(); m_Menu.VidInit(); m_AmmoSecondary.VidInit(); m_TextMessage.VidInit(); m_StatusIcons.VidInit(); m_Scoreboard.VidInit(); m_MOTD.VidInit(); m_Timer.VidInit(); m_Money.VidInit(); m_ProgressBar.VidInit(); m_SniperScope.VidInit(); m_Radar.VidInit(); m_SpectatorGui.VidInit(); } void CHud::Shutdown( void ) { for( HUDLIST *pList = m_pHudList; pList; pList = m_pHudList->pNext ) { pList->p->Shutdown(); } } int CHud::MsgFunc_Logo(const char *pszName, int iSize, void *pbuf) { BufferReader reader( pszName, pbuf, iSize ); // update Train data m_iLogo = reader.ReadByte(); return 1; } /* ============ COM_FileBase ============ */ // Extracts the base name of a file (no path, no extension, assumes '/' as path separator) void COM_FileBase ( const char *in, char *out) { int len, start, end; len = strlen( in ); // scan backward for '.' end = len - 1; while ( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' ) end--; if ( in[end] != '.' ) // no '.', copy to end end = len-1; else end--; // Found ',', copy to left of '.' // Scan backward for '/' start = len-1; while ( start >= 0 && in[start] != '/' && in[start] != '\\' ) start--; if ( in[start] != '/' && in[start] != '\\' ) start = 0; else start++; // Length of new sting len = end - start + 1; // Copy partial string strncpy( out, &in[start], len ); // Terminate it out[len] = 0; } /* ================= HUD_IsGame ================= */ int HUD_IsGame( const char *game ) { const char *gamedir; char gd[ 1024 ]; gamedir = gEngfuncs.pfnGetGameDirectory(); if ( gamedir && gamedir[0] ) { COM_FileBase( gamedir, gd ); if ( !stricmp( gd, game ) ) return 1; } return 0; } /* ===================== HUD_GetFOV Returns last FOV ===================== */ float HUD_GetFOV( void ) { if ( gEngfuncs.pDemoAPI->IsRecording() ) { // Write it unsigned char buf[ sizeof(float) ]; // Active *( float * )&buf = g_lastFOV; Demo_WriteBuffer( TYPE_ZOOM, sizeof(float), buf ); } if ( gEngfuncs.pDemoAPI->IsPlayingback() ) { g_lastFOV = g_demozoom; } return g_lastFOV; } int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf) { //Weapon prediction already takes care of changing the fog. ( g_lastFOV ). #if 0 // VALVEWHY: original client checks for "tfc" here. if ( cl_lw && cl_lw->value ) return 1; #endif BufferReader reader( pszName, pbuf, iSize ); int newfov = reader.ReadByte(); int def_fov = default_fov->value; g_lastFOV = newfov; m_iFOV = newfov ? newfov : def_fov; // the clients fov is actually set in the client data update section of the hud if ( m_iFOV == def_fov ) // reset to saved sensitivity m_flMouseSensitivity = 0; else // set a new sensitivity that is proportional to the change from the FOV default m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)def_fov) * zoom_sens_ratio->value; return 1; } void CHud::AddHudElem(CHudBase *phudelem) { assert( phudelem ); HUDLIST *pdl, *ptemp; pdl = new(std::nothrow) HUDLIST; if( !pdl ) { ConsolePrint( "Cannot allocate memory!\n" ); return; } pdl->p = phudelem; pdl->pNext = NULL; if (!m_pHudList) { m_pHudList = pdl; return; } // find last for( ptemp = m_pHudList; ptemp->pNext; ptemp = ptemp->pNext ); ptemp->pNext = pdl; }