CRLF to LF all.

This commit is contained in:
Night Owl 2016-06-04 18:24:23 +05:00
parent e0136428bb
commit 4304846337
300 changed files with 133343 additions and 133343 deletions

View File

@ -1,118 +1,118 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include <assert.h>
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "com_model.h"
#include "studio.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "dlight.h"
#include "triangleapi.h"
#include <stdio.h>
#include <string.h>
#include <memory.h>
#include <math.h>
#include "studio_util.h"
#include "r_studioint.h"
#include "StudioModelRenderer.h"
#include "GameStudioModelRenderer.h"
//
// Override the StudioModelRender virtual member functions here to implement custom bone
// setup, blending, etc.
//
// Global engine <-> studio model rendering code interface
extern engine_studio_api_t IEngineStudio;
// The renderer object, created on the stack.
CGameStudioModelRenderer g_StudioRenderer;
/*
====================
CGameStudioModelRenderer
====================
*/
CGameStudioModelRenderer::CGameStudioModelRenderer( void )
{
}
////////////////////////////////////
// Hooks to class implementation
////////////////////////////////////
/*
====================
R_StudioDrawPlayer
====================
*/
int R_StudioDrawPlayer( int flags, entity_state_t *pplayer )
{
return g_StudioRenderer.StudioDrawPlayer( flags, pplayer );
}
/*
====================
R_StudioDrawModel
====================
*/
int R_StudioDrawModel( int flags )
{
return g_StudioRenderer.StudioDrawModel( flags );
}
/*
====================
R_StudioInit
====================
*/
void R_StudioInit( void )
{
g_StudioRenderer.Init();
}
// The simple drawing interface we'll pass back to the engine
r_studio_interface_t studio =
{
STUDIO_INTERFACE_VERSION,
R_StudioDrawModel,
R_StudioDrawPlayer,
};
/*
====================
HUD_GetStudioModelInterface
Export this function for the engine to use the studio renderer class to render objects.
====================
*/
extern "C" int DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio )
{
if ( version != STUDIO_INTERFACE_VERSION )
return 0;
// Point the engine to our callbacks
*ppinterface = &studio;
// Copy in engine helper functions
memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ) );
// Initialize local variables, etc.
R_StudioInit();
// Success
return 1;
}
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include <assert.h>
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "com_model.h"
#include "studio.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "dlight.h"
#include "triangleapi.h"
#include <stdio.h>
#include <string.h>
#include <memory.h>
#include <math.h>
#include "studio_util.h"
#include "r_studioint.h"
#include "StudioModelRenderer.h"
#include "GameStudioModelRenderer.h"
//
// Override the StudioModelRender virtual member functions here to implement custom bone
// setup, blending, etc.
//
// Global engine <-> studio model rendering code interface
extern engine_studio_api_t IEngineStudio;
// The renderer object, created on the stack.
CGameStudioModelRenderer g_StudioRenderer;
/*
====================
CGameStudioModelRenderer
====================
*/
CGameStudioModelRenderer::CGameStudioModelRenderer( void )
{
}
////////////////////////////////////
// Hooks to class implementation
////////////////////////////////////
/*
====================
R_StudioDrawPlayer
====================
*/
int R_StudioDrawPlayer( int flags, entity_state_t *pplayer )
{
return g_StudioRenderer.StudioDrawPlayer( flags, pplayer );
}
/*
====================
R_StudioDrawModel
====================
*/
int R_StudioDrawModel( int flags )
{
return g_StudioRenderer.StudioDrawModel( flags );
}
/*
====================
R_StudioInit
====================
*/
void R_StudioInit( void )
{
g_StudioRenderer.Init();
}
// The simple drawing interface we'll pass back to the engine
r_studio_interface_t studio =
{
STUDIO_INTERFACE_VERSION,
R_StudioDrawModel,
R_StudioDrawPlayer,
};
/*
====================
HUD_GetStudioModelInterface
Export this function for the engine to use the studio renderer class to render objects.
====================
*/
extern "C" int DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio )
{
if ( version != STUDIO_INTERFACE_VERSION )
return 0;
// Point the engine to our callbacks
*ppinterface = &studio;
// Copy in engine helper functions
memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ) );
// Initialize local variables, etc.
R_StudioInit();
// Success
return 1;
}

View File

@ -1,26 +1,26 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( GAMESTUDIOMODELRENDERER_H )
#define GAMESTUDIOMODELRENDERER_H
#if defined( _WIN32 )
#pragma once
#endif
/*
====================
CGameStudioModelRenderer
====================
*/
class CGameStudioModelRenderer : public CStudioModelRenderer
{
public:
CGameStudioModelRenderer( void );
};
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( GAMESTUDIOMODELRENDERER_H )
#define GAMESTUDIOMODELRENDERER_H
#if defined( _WIN32 )
#pragma once
#endif
/*
====================
CGameStudioModelRenderer
====================
*/
class CGameStudioModelRenderer : public CStudioModelRenderer
{
public:
CGameStudioModelRenderer( void );
};
#endif // GAMESTUDIOMODELRENDERER_H

File diff suppressed because it is too large Load Diff

View File

@ -1,55 +1,55 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( GAMESTUDIOMODELRENDERER_H )
#define GAMESTUDIOMODELRENDERER_H
#if defined( _WIN32 )
#pragma once
#endif
/*
====================
CGameStudioModelRenderer
====================
*/
class CGameStudioModelRenderer : public CStudioModelRenderer
{
public:
CGameStudioModelRenderer( void );
// Set up model bone positions
virtual void StudioSetupBones ( void );
// Estimate gait frame for player
virtual void StudioEstimateGait ( entity_state_t *pplayer );
// Process movement of player
virtual void StudioProcessGait ( entity_state_t *pplayer );
// Player drawing code
virtual int StudioDrawPlayer( int flags, entity_state_t *pplayer );
virtual int _StudioDrawPlayer( int flags, entity_state_t *pplayer );
// Apply special effects to transform matrix
virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] );
private:
// For local player, in third person, we need to store real render data and then
// setup for with fake/client side animation data
void SavePlayerState( entity_state_t *pplayer );
// Called to set up local player's animation values
void SetupClientAnimation( entity_state_t *pplayer );
// Called to restore original player state information
void RestorePlayerState( entity_state_t *pplayer );
private:
// Private data
bool m_bLocal;
};
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( GAMESTUDIOMODELRENDERER_H )
#define GAMESTUDIOMODELRENDERER_H
#if defined( _WIN32 )
#pragma once
#endif
/*
====================
CGameStudioModelRenderer
====================
*/
class CGameStudioModelRenderer : public CStudioModelRenderer
{
public:
CGameStudioModelRenderer( void );
// Set up model bone positions
virtual void StudioSetupBones ( void );
// Estimate gait frame for player
virtual void StudioEstimateGait ( entity_state_t *pplayer );
// Process movement of player
virtual void StudioProcessGait ( entity_state_t *pplayer );
// Player drawing code
virtual int StudioDrawPlayer( int flags, entity_state_t *pplayer );
virtual int _StudioDrawPlayer( int flags, entity_state_t *pplayer );
// Apply special effects to transform matrix
virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] );
private:
// For local player, in third person, we need to store real render data and then
// setup for with fake/client side animation data
void SavePlayerState( entity_state_t *pplayer );
// Called to set up local player's animation values
void SetupClientAnimation( entity_state_t *pplayer );
// Called to restore original player state information
void RestorePlayerState( entity_state_t *pplayer );
private:
// Private data
bool m_bLocal;
};
#endif // GAMESTUDIOMODELRENDERER_H

File diff suppressed because it is too large Load Diff

View File

@ -1,189 +1,189 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined ( STUDIOMODELRENDERER_H )
#define STUDIOMODELRENDERER_H
#if defined( _WIN32 )
#pragma once
#endif
/*
====================
CStudioModelRenderer
====================
*/
class CStudioModelRenderer
{
public:
// Construction/Destruction
CStudioModelRenderer( void );
virtual ~CStudioModelRenderer( void );
// Initialization
virtual void Init( void );
public:
// Public Interfaces
virtual int StudioDrawModel ( int flags );
virtual int StudioDrawPlayer ( int flags, struct entity_state_s *pplayer );
public:
// Local interfaces
//
// Look up animation data for sequence
virtual mstudioanim_t *StudioGetAnim ( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc );
// Interpolate model position and angles and set up matrices
virtual void StudioSetUpTransform (int trivial_accept);
// Set up model bone positions
virtual void StudioSetupBones ( void );
// Find final attachment points
virtual void StudioCalcAttachments ( void );
// Save bone matrices and names
virtual void StudioSaveBones( void );
// Merge cached bones with current bones for model
virtual void StudioMergeBones ( model_t *m_pSubModel );
// Determine interpolation fraction
virtual float StudioEstimateInterpolant( void );
// Determine current frame for rendering
virtual float StudioEstimateFrame ( mstudioseqdesc_t *pseqdesc );
// Apply special effects to transform matrix
virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] );
// Spherical interpolation of bones
virtual void StudioSlerpBones ( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s );
// Compute bone adjustments ( bone controllers )
virtual void StudioCalcBoneAdj ( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen );
// Get bone quaternions
virtual void StudioCalcBoneQuaterion ( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q );
// Get bone positions
virtual void StudioCalcBonePosition ( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos );
// Compute rotations
virtual void StudioCalcRotations ( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f );
// Send bones and verts to renderer
virtual void StudioRenderModel ( void );
// Finalize rendering
virtual void StudioRenderFinal (void);
// GL&D3D vs. Software renderer finishing functions
virtual void StudioRenderFinal_Software ( void );
virtual void StudioRenderFinal_Hardware ( void );
// Player specific data
// Determine pitch and blending amounts for players
virtual void StudioPlayerBlend ( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch );
// Estimate gait frame for player
virtual void StudioEstimateGait ( entity_state_t *pplayer );
// Process movement of player
virtual void StudioProcessGait ( entity_state_t *pplayer );
public:
// Client clock
double m_clTime;
// Old Client clock
double m_clOldTime;
// Do interpolation?
int m_fDoInterp;
// Do gait estimation?
int m_fGaitEstimation;
// Current render frame #
int m_nFrameCount;
// Cvars that studio model code needs to reference
//
// Use high quality models?
cvar_t *m_pCvarHiModels;
// Developer debug output desired?
cvar_t *m_pCvarDeveloper;
// Draw entities bone hit boxes, etc?
cvar_t *m_pCvarDrawEntities;
// The entity which we are currently rendering.
cl_entity_t *m_pCurrentEntity;
// The model for the entity being rendered
model_t *m_pRenderModel;
// Player info for current player, if drawing a player
player_info_t *m_pPlayerInfo;
// The index of the player being drawn
int m_nPlayerIndex;
// The player's gait movement
float m_flGaitMovement;
// Pointer to header block for studio model data
studiohdr_t *m_pStudioHeader;
// Pointers to current body part and submodel
mstudiobodyparts_t *m_pBodyPart;
mstudiomodel_t *m_pSubModel;
// Palette substition for top and bottom of model
int m_nTopColor;
int m_nBottomColor;
//
// Sprite model used for drawing studio model chrome
model_t *m_pChromeSprite;
// Caching
// Number of bones in bone cache
int m_nCachedBones;
// Names of cached bones
char m_nCachedBoneNames[ MAXSTUDIOBONES ][ 32 ];
// Cached bone & light transformation matrices
float m_rgCachedBoneTransform [ MAXSTUDIOBONES ][ 3 ][ 4 ];
float m_rgCachedLightTransform[ MAXSTUDIOBONES ][ 3 ][ 4 ];
// Software renderer scale factors
float m_fSoftwareXScale, m_fSoftwareYScale;
// Current view vectors and render origin
float m_vUp[ 3 ];
float m_vRight[ 3 ];
float m_vNormal[ 3 ];
float m_vRenderOrigin[ 3 ];
// Model render counters ( from engine )
int *m_pStudioModelCount;
int *m_pModelsDrawn;
// Matrices
// Model to world transformation
float (*m_protationmatrix)[ 3 ][ 4 ];
// Model to view transformation
float (*m_paliastransform)[ 3 ][ 4 ];
// Concatenated bone and light transforms
float (*m_pbonetransform) [ MAXSTUDIOBONES ][ 3 ][ 4 ];
float (*m_plighttransform)[ MAXSTUDIOBONES ][ 3 ][ 4 ];
};
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined ( STUDIOMODELRENDERER_H )
#define STUDIOMODELRENDERER_H
#if defined( _WIN32 )
#pragma once
#endif
/*
====================
CStudioModelRenderer
====================
*/
class CStudioModelRenderer
{
public:
// Construction/Destruction
CStudioModelRenderer( void );
virtual ~CStudioModelRenderer( void );
// Initialization
virtual void Init( void );
public:
// Public Interfaces
virtual int StudioDrawModel ( int flags );
virtual int StudioDrawPlayer ( int flags, struct entity_state_s *pplayer );
public:
// Local interfaces
//
// Look up animation data for sequence
virtual mstudioanim_t *StudioGetAnim ( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc );
// Interpolate model position and angles and set up matrices
virtual void StudioSetUpTransform (int trivial_accept);
// Set up model bone positions
virtual void StudioSetupBones ( void );
// Find final attachment points
virtual void StudioCalcAttachments ( void );
// Save bone matrices and names
virtual void StudioSaveBones( void );
// Merge cached bones with current bones for model
virtual void StudioMergeBones ( model_t *m_pSubModel );
// Determine interpolation fraction
virtual float StudioEstimateInterpolant( void );
// Determine current frame for rendering
virtual float StudioEstimateFrame ( mstudioseqdesc_t *pseqdesc );
// Apply special effects to transform matrix
virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] );
// Spherical interpolation of bones
virtual void StudioSlerpBones ( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s );
// Compute bone adjustments ( bone controllers )
virtual void StudioCalcBoneAdj ( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen );
// Get bone quaternions
virtual void StudioCalcBoneQuaterion ( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q );
// Get bone positions
virtual void StudioCalcBonePosition ( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos );
// Compute rotations
virtual void StudioCalcRotations ( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f );
// Send bones and verts to renderer
virtual void StudioRenderModel ( void );
// Finalize rendering
virtual void StudioRenderFinal (void);
// GL&D3D vs. Software renderer finishing functions
virtual void StudioRenderFinal_Software ( void );
virtual void StudioRenderFinal_Hardware ( void );
// Player specific data
// Determine pitch and blending amounts for players
virtual void StudioPlayerBlend ( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch );
// Estimate gait frame for player
virtual void StudioEstimateGait ( entity_state_t *pplayer );
// Process movement of player
virtual void StudioProcessGait ( entity_state_t *pplayer );
public:
// Client clock
double m_clTime;
// Old Client clock
double m_clOldTime;
// Do interpolation?
int m_fDoInterp;
// Do gait estimation?
int m_fGaitEstimation;
// Current render frame #
int m_nFrameCount;
// Cvars that studio model code needs to reference
//
// Use high quality models?
cvar_t *m_pCvarHiModels;
// Developer debug output desired?
cvar_t *m_pCvarDeveloper;
// Draw entities bone hit boxes, etc?
cvar_t *m_pCvarDrawEntities;
// The entity which we are currently rendering.
cl_entity_t *m_pCurrentEntity;
// The model for the entity being rendered
model_t *m_pRenderModel;
// Player info for current player, if drawing a player
player_info_t *m_pPlayerInfo;
// The index of the player being drawn
int m_nPlayerIndex;
// The player's gait movement
float m_flGaitMovement;
// Pointer to header block for studio model data
studiohdr_t *m_pStudioHeader;
// Pointers to current body part and submodel
mstudiobodyparts_t *m_pBodyPart;
mstudiomodel_t *m_pSubModel;
// Palette substition for top and bottom of model
int m_nTopColor;
int m_nBottomColor;
//
// Sprite model used for drawing studio model chrome
model_t *m_pChromeSprite;
// Caching
// Number of bones in bone cache
int m_nCachedBones;
// Names of cached bones
char m_nCachedBoneNames[ MAXSTUDIOBONES ][ 32 ];
// Cached bone & light transformation matrices
float m_rgCachedBoneTransform [ MAXSTUDIOBONES ][ 3 ][ 4 ];
float m_rgCachedLightTransform[ MAXSTUDIOBONES ][ 3 ][ 4 ];
// Software renderer scale factors
float m_fSoftwareXScale, m_fSoftwareYScale;
// Current view vectors and render origin
float m_vUp[ 3 ];
float m_vRight[ 3 ];
float m_vNormal[ 3 ];
float m_vRenderOrigin[ 3 ];
// Model render counters ( from engine )
int *m_pStudioModelCount;
int *m_pModelsDrawn;
// Matrices
// Model to world transformation
float (*m_protationmatrix)[ 3 ][ 4 ];
// Model to view transformation
float (*m_paliastransform)[ 3 ][ 4 ];
// Concatenated bone and light transforms
float (*m_pbonetransform) [ MAXSTUDIOBONES ][ 3 ][ 4 ];
float (*m_plighttransform)[ MAXSTUDIOBONES ][ 3 ][ 4 ];
};
#endif // STUDIOMODELRENDERER_H

File diff suppressed because it is too large Load Diff

View File

@ -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.
*
****/
#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.
*
****/
#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

View File

@ -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;
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
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 -= (gHUD.GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth);
gHUD.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;
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
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 -= (gHUD.GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth);
gHUD.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;
}

View File

@ -1,192 +1,192 @@
/***
*
* 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 (32 + (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 = CVAR_GET_FLOAT( "hud_drawhistory_time" );
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
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 = CVAR_GET_FLOAT( "hud_drawhistory_time" );
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;
UnpackRGB(r,g,b, RGB_YELLOWISH);
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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 );
}
/***
*
* 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 (32 + (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 = CVAR_GET_FLOAT( "hud_drawhistory_time" );
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
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 = CVAR_GET_FLOAT( "hud_drawhistory_time" );
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;
UnpackRGB(r,g,b, RGB_YELLOWISH);
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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 );
}
// do not draw black console string
if( !(( hud_textmode->value == 2 ) && ( scale < 200 )) )
// Draw the number
gHUD.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;
UnpackRGB(r,g,b, RGB_YELLOWISH);
if ( !gWR.HasAmmo( weap ) )
UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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 );
UnpackRGB(r,g,b, RGB_YELLOWISH);
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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;
}
gHUD.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;
UnpackRGB(r,g,b, RGB_YELLOWISH);
if ( !gWR.HasAmmo( weap ) )
UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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 );
UnpackRGB(r,g,b, RGB_YELLOWISH);
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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;
}

View File

@ -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
//
// this is the max number of items in each bucket
#define MAX_WEAPON_POSITIONS MAX_WEAPON_SLOTS
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
//
// this is the max number of items in each bucket
#define MAX_WEAPON_POSITIONS MAX_WEAPON_SLOTS
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;

View File

@ -1,138 +1,138 @@
/***
*
* 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.
*
****/
//
// battery.cpp
//
// implementation of CHudBattery class
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
DECLARE_MESSAGE(m_Battery, Battery)
int CHudBattery::Init(void)
{
m_iBat = 0;
m_fFade = 0;
m_iFlags = 0;
HOOK_MESSAGE(Battery);
gHUD.AddHudElem(this);
return 1;
};
int CHudBattery::VidInit(void)
{
int HUD_suit_empty = gHUD.GetSpriteIndex( "suit_empty" );
int HUD_suit_full = gHUD.GetSpriteIndex( "suit_full" );
m_hSprite1 = m_hSprite2 = 0; // delaying get sprite handles until we know the sprites are loaded
m_prc1 = &gHUD.GetSpriteRect( HUD_suit_empty );
m_prc2 = &gHUD.GetSpriteRect( HUD_suit_full );
m_iHeight = m_prc2->bottom - m_prc1->top;
m_fFade = 0;
return 1;
};
int CHudBattery:: MsgFunc_Battery(const char *pszName, int iSize, void *pbuf )
{
m_iFlags |= HUD_ACTIVE;
BEGIN_READ( pbuf, iSize );
int x = READ_SHORT();
if (x != m_iBat)
{
m_fFade = FADE_TIME;
m_iBat = x;
}
return 1;
}
int CHudBattery::Draw(float flTime)
{
if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
return 1;
int r, g, b, x, y, a;
wrect_t rc;
rc = *m_prc2;
rc.top += m_iHeight * ((float)(100-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1
UnpackRGB(r,g,b, RGB_YELLOWISH);
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
return 1;
// Has health changed? Flash the health #
if (m_fFade)
{
if (m_fFade > FADE_TIME)
m_fFade = FADE_TIME;
m_fFade -= (gHUD.m_flTimeDelta * 20);
if (m_fFade <= 0)
{
a = 128;
m_fFade = 0;
}
// Fade the health number back to dim
a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128;
}
else
a = MIN_ALPHA;
ScaleColors(r, g, b, a );
int iOffset = (m_prc1->bottom - m_prc1->top)/6;
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
x = ScreenWidth/5;
// make sure we have the right sprite handles
if ( !m_hSprite1 )
m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) );
if ( !m_hSprite2 )
m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) );
SPR_Set(m_hSprite1, r, g, b );
SPR_DrawAdditive( 0, x, y - iOffset, m_prc1);
if (rc.bottom > rc.top)
{
SPR_Set(m_hSprite2, r, g, b );
SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc);
}
x += (m_prc1->right - m_prc1->left);
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b);
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.
*
****/
//
// battery.cpp
//
// implementation of CHudBattery class
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
DECLARE_MESSAGE(m_Battery, Battery)
int CHudBattery::Init(void)
{
m_iBat = 0;
m_fFade = 0;
m_iFlags = 0;
HOOK_MESSAGE(Battery);
gHUD.AddHudElem(this);
return 1;
};
int CHudBattery::VidInit(void)
{
int HUD_suit_empty = gHUD.GetSpriteIndex( "suit_empty" );
int HUD_suit_full = gHUD.GetSpriteIndex( "suit_full" );
m_hSprite1 = m_hSprite2 = 0; // delaying get sprite handles until we know the sprites are loaded
m_prc1 = &gHUD.GetSpriteRect( HUD_suit_empty );
m_prc2 = &gHUD.GetSpriteRect( HUD_suit_full );
m_iHeight = m_prc2->bottom - m_prc1->top;
m_fFade = 0;
return 1;
};
int CHudBattery:: MsgFunc_Battery(const char *pszName, int iSize, void *pbuf )
{
m_iFlags |= HUD_ACTIVE;
BEGIN_READ( pbuf, iSize );
int x = READ_SHORT();
if (x != m_iBat)
{
m_fFade = FADE_TIME;
m_iBat = x;
}
return 1;
}
int CHudBattery::Draw(float flTime)
{
if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
return 1;
int r, g, b, x, y, a;
wrect_t rc;
rc = *m_prc2;
rc.top += m_iHeight * ((float)(100-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1
UnpackRGB(r,g,b, RGB_YELLOWISH);
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
return 1;
// Has health changed? Flash the health #
if (m_fFade)
{
if (m_fFade > FADE_TIME)
m_fFade = FADE_TIME;
m_fFade -= (gHUD.m_flTimeDelta * 20);
if (m_fFade <= 0)
{
a = 128;
m_fFade = 0;
}
// Fade the health number back to dim
a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128;
}
else
a = MIN_ALPHA;
ScaleColors(r, g, b, a );
int iOffset = (m_prc1->bottom - m_prc1->top)/6;
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
x = ScreenWidth/5;
// make sure we have the right sprite handles
if ( !m_hSprite1 )
m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) );
if ( !m_hSprite2 )
m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) );
SPR_Set(m_hSprite1, r, g, b );
SPR_DrawAdditive( 0, x, y - iOffset, m_prc1);
if (rc.bottom > rc.top)
{
SPR_Set(m_hSprite2, r, g, b );
SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc);
}
x += (m_prc1->right - m_prc1->left);
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b);
return 1;
}

View File

@ -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
#ifndef _CAMERA_H_
#define _CAMERA_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
#ifndef _CAMERA_H_
#define _CAMERA_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_

View File

@ -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.
*
****/
//
// cdll_int.c
//
// this implementation handles the linking of the engine to the DLL
//
#include "hud.h"
#include "cl_util.h"
#include "netadr.h"
extern "C"
{
#include "pm_shared.h"
}
#include <string.h>
cl_enginefunc_t gEngfuncs;
CHud gHUD;
mobile_engfuncs_t *gMobileEngfuncs = NULL;
void InitInput (void);
void EV_HookEvents( void );
void IN_Commands( void );
/*
==========================
Initialize
Called when the DLL is first loaded.
==========================
*/
extern "C"
{
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
int DLLEXPORT HUD_VidInit( void );
void DLLEXPORT HUD_Init( void );
int DLLEXPORT HUD_Redraw( float flTime, int intermission );
int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
void DLLEXPORT HUD_Reset ( void );
void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
char DLLEXPORT HUD_PlayerMoveTexture( char *name );
int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
void DLLEXPORT HUD_Frame( double time );
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs );
}
/*
================================
HUD_GetHullBounds
Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
================================
*/
int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
{
int iret = 0;
switch ( hullnumber )
{
case 0: // Normal player
mins = Vector(-16, -16, -36);
maxs = Vector(16, 16, 36);
iret = 1;
break;
case 1: // Crouched player
mins = Vector(-16, -16, -18 );
maxs = Vector(16, 16, 18 );
iret = 1;
break;
case 2: // Point based hull
mins = Vector( 0, 0, 0 );
maxs = Vector( 0, 0, 0 );
iret = 1;
break;
}
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;
}
void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
{
PM_Init( ppmove );
}
char DLLEXPORT HUD_PlayerMoveTexture( char *name )
{
return PM_FindTextureType( name );
}
void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
{
PM_Move( ppmove, server );
}
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
gEngfuncs = *pEnginefuncs;
if (iVersion != CLDLL_INTERFACE_VERSION)
return 0;
memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
EV_HookEvents();
return 1;
}
/*
==========================
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();
return 1;
}
/*
==========================
HUD_Init
Called whenever the client connects
to a server. Reinitializes all
the hud variables.
==========================
*/
void DLLEXPORT HUD_Init( void )
{
InitInput();
gHUD.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 )
{
}
/*
==========================
HUD_VoiceStatus
Called when a player starts or stops talking.
==========================
*/
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean 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 );
}
void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs )
{
if( gpMobileEngfuncs->version != MOBILITY_API_VERSION )
return;
gMobileEngfuncs = gpMobileEngfuncs;
}
/***
*
* 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.
*
****/
//
// cdll_int.c
//
// this implementation handles the linking of the engine to the DLL
//
#include "hud.h"
#include "cl_util.h"
#include "netadr.h"
extern "C"
{
#include "pm_shared.h"
}
#include <string.h>
cl_enginefunc_t gEngfuncs;
CHud gHUD;
mobile_engfuncs_t *gMobileEngfuncs = NULL;
void InitInput (void);
void EV_HookEvents( void );
void IN_Commands( void );
/*
==========================
Initialize
Called when the DLL is first loaded.
==========================
*/
extern "C"
{
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
int DLLEXPORT HUD_VidInit( void );
void DLLEXPORT HUD_Init( void );
int DLLEXPORT HUD_Redraw( float flTime, int intermission );
int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
void DLLEXPORT HUD_Reset ( void );
void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
char DLLEXPORT HUD_PlayerMoveTexture( char *name );
int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
void DLLEXPORT HUD_Frame( double time );
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs );
}
/*
================================
HUD_GetHullBounds
Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
================================
*/
int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
{
int iret = 0;
switch ( hullnumber )
{
case 0: // Normal player
mins = Vector(-16, -16, -36);
maxs = Vector(16, 16, 36);
iret = 1;
break;
case 1: // Crouched player
mins = Vector(-16, -16, -18 );
maxs = Vector(16, 16, 18 );
iret = 1;
break;
case 2: // Point based hull
mins = Vector( 0, 0, 0 );
maxs = Vector( 0, 0, 0 );
iret = 1;
break;
}
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;
}
void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
{
PM_Init( ppmove );
}
char DLLEXPORT HUD_PlayerMoveTexture( char *name )
{
return PM_FindTextureType( name );
}
void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
{
PM_Move( ppmove, server );
}
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
gEngfuncs = *pEnginefuncs;
if (iVersion != CLDLL_INTERFACE_VERSION)
return 0;
memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
EV_HookEvents();
return 1;
}
/*
==========================
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();
return 1;
}
/*
==========================
HUD_Init
Called whenever the client connects
to a server. Reinitializes all
the hud variables.
==========================
*/
void DLLEXPORT HUD_Init( void )
{
InitInput();
gHUD.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 )
{
}
/*
==========================
HUD_VoiceStatus
Called when a player starts or stops talking.
==========================
*/
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean 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 );
}
void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs )
{
if( gpMobileEngfuncs->version != MOBILITY_API_VERSION )
return;
gMobileEngfuncs = gpMobileEngfuncs;
}

View File

@ -1,46 +1,46 @@
/***
*
* 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
//
// 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);
#include "util_vector.h"
#include "../engine/cdll_int.h"
#include "../dlls/cdll_dll.h"
#ifndef __MSC_VER
#define _cdecl
#endif
#include "exportdef.h"
#include <string.h>
extern cl_enginefunc_t gEngfuncs;
#include "../engine/mobility_int.h"
extern mobile_engfuncs_t *gMobileEngfuncs;
/***
*
* 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
//
// 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);
#include "util_vector.h"
#include "../engine/cdll_int.h"
#include "../dlls/cdll_dll.h"
#ifndef __MSC_VER
#define _cdecl
#endif
#include "exportdef.h"
#include <string.h>
extern cl_enginefunc_t gEngfuncs;
#include "../engine/mobility_int.h"
extern mobile_engfuncs_t *gMobileEngfuncs;

View File

@ -1,176 +1,176 @@
/***
*
* 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
//
#include "exportdef.h"
#include "cvardef.h"
#ifndef TRUE
#define TRUE 1
#define FALSE 0
#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)
// 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)
// 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 cvar_t *hud_textmode;
extern float g_hud_text_color[3];
inline void DrawSetTextColor(float r, float g, float b)
{
if( hud_textmode->value == 1 )
g_hud_text_color[0]=r, g_hud_text_color[1] = g, g_hud_text_color[2] = b;
else
gEngfuncs.pfnDrawSetTextColor( r, g, b );
}
// 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 int TextMessageDrawChar( int x, int y, int number, int r, int g, int b )
{
return gEngfuncs.pfnDrawCharacter( x, y, number, r, g, b );
}
inline int DrawConsoleString( int x, int y, const char *string )
{
if( hud_textmode->value == 1 )
return gHUD.DrawHudString( x, y, 9999, (char*)string, 255*g_hud_text_color[0], 255*g_hud_text_color[1], 255*g_hud_text_color[2]);
return gEngfuncs.pfnDrawConsoleString( x, y, (char*) string );
}
inline void GetConsoleStringSize( const char *string, int *width, int *height )
{
if( hud_textmode->value == 1 )
*height = 13, *width = gHUD.DrawHudStringLen( (char*)string );
else
gEngfuncs.pfnDrawConsoleStringLen( (char*)string, width, height );
}
inline int ConsoleStringLen( const char *string )
{
int _width = 0, _height = 0;
if( hud_textmode->value == 1 )
return gHUD.DrawHudStringLen((char*)string);
GetConsoleStringSize( string, &_width, &_height );
return _width;
}
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))
void ScaleColors( int &r, int &g, int &b, int a );
#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 )
inline void UnpackRGB(int &r, int &g, int &b, unsigned long ulRGB)\
{\
r = (ulRGB & 0xFF0000) >>16;\
g = (ulRGB & 0xFF00) >> 8;\
b = ulRGB & 0xFF;\
}
HSPRITE LoadSprite(const char *pszName);
/***
*
* 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
//
#include "exportdef.h"
#include "cvardef.h"
#ifndef TRUE
#define TRUE 1
#define FALSE 0
#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)
// 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)
// 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 cvar_t *hud_textmode;
extern float g_hud_text_color[3];
inline void DrawSetTextColor(float r, float g, float b)
{
if( hud_textmode->value == 1 )
g_hud_text_color[0]=r, g_hud_text_color[1] = g, g_hud_text_color[2] = b;
else
gEngfuncs.pfnDrawSetTextColor( r, g, b );
}
// 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 int TextMessageDrawChar( int x, int y, int number, int r, int g, int b )
{
return gEngfuncs.pfnDrawCharacter( x, y, number, r, g, b );
}
inline int DrawConsoleString( int x, int y, const char *string )
{
if( hud_textmode->value == 1 )
return gHUD.DrawHudString( x, y, 9999, (char*)string, 255*g_hud_text_color[0], 255*g_hud_text_color[1], 255*g_hud_text_color[2]);
return gEngfuncs.pfnDrawConsoleString( x, y, (char*) string );
}
inline void GetConsoleStringSize( const char *string, int *width, int *height )
{
if( hud_textmode->value == 1 )
*height = 13, *width = gHUD.DrawHudStringLen( (char*)string );
else
gEngfuncs.pfnDrawConsoleStringLen( (char*)string, width, height );
}
inline int ConsoleStringLen( const char *string )
{
int _width = 0, _height = 0;
if( hud_textmode->value == 1 )
return gHUD.DrawHudStringLen((char*)string);
GetConsoleStringSize( string, &_width, &_height );
return _width;
}
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))
void ScaleColors( int &r, int &g, int &b, int a );
#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 )
inline void UnpackRGB(int &r, int &g, int &b, unsigned long ulRGB)\
{\
r = (ulRGB & 0xFF0000) >>16;\
g = (ulRGB & 0xFF00) >> 8;\
b = ulRGB & 0xFF;\
}
HSPRITE LoadSprite(const char *pszName);

View File

@ -1,277 +1,277 @@
/***
*
* 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 long 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 long function ) { return "func"; }
void stub_SetModel ( edict_t *e, const char *m ) {}

View File

@ -1,48 +1,48 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// com_weapons.h
// Shared weapons common function prototypes
#if !defined( COM_WEAPONSH )
#define COM_WEAPONSH
#ifdef _WIN32
#pragma once
#endif
#include "hud_iface.h"
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 body, int force );
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 long function );
void stub_SetModel ( struct edict_s *e, const char *m );
extern cvar_t *cl_lw;
extern int g_runfuncs;
extern vec3_t v_angles;
extern float g_lastFOV;
extern struct local_state_s *g_finalstate;
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// com_weapons.h
// Shared weapons common function prototypes
#if !defined( COM_WEAPONSH )
#define COM_WEAPONSH
#ifdef _WIN32
#pragma once
#endif
#include "hud_iface.h"
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 body, int force );
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 long function );
void stub_SetModel ( struct edict_s *e, const char *m );
extern cvar_t *cl_lw;
extern int g_runfuncs;
extern vec3_t v_angles;
extern float g_lastFOV;
extern struct local_state_s *g_finalstate;
#endif

View File

@ -1,304 +1,304 @@
/***
*
* 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>
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
int iSuicide;
int iTeamKill;
int iNonPlayerKill;
float flDisplayTime;
float *KillerColor;
float *VictimColor;
};
#define MAX_DEATHNOTICES 4
static int DEATHNOTICE_DISPLAY_TIME = 6;
#define DEATHNOTICE_TOP 32
DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
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 1: return g_ColorBlue;
case 2: return g_ColorRed;
case 3: return g_ColorYellow;
case 4: return g_ColorGreen;
case 0: return g_ColorYellow;
default : return g_ColorGrey;
}
return NULL;
}
int CHudDeathNotice :: Init( void )
{
gHUD.AddHudElem( this );
HOOK_MESSAGE( DeathMsg );
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" );
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 );
// Only draw if the viewport will let me
// vgui dropped out
//if ( gViewPort && gViewPort->AllowedToPrintText() )
{
// 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 - ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
if ( !rgDeathNoticeList[i].iSuicide )
{
x -= (5 + ConsoleStringLen( rgDeathNoticeList[i].szKiller ) );
// Draw killers name
if ( rgDeathNoticeList[i].KillerColor )
DrawSetTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] );
x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller );
}
r = 255; g = 80; b = 0;
if ( rgDeathNoticeList[i].iTeamKill )
{
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);
// Draw victims name (if it was a player that was killed)
if (rgDeathNoticeList[i].iNonPlayerKill == FALSE)
{
if ( rgDeathNoticeList[i].VictimColor )
DrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] );
x = 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 )
{
/***
*
* 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>
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
int iSuicide;
int iTeamKill;
int iNonPlayerKill;
float flDisplayTime;
float *KillerColor;
float *VictimColor;
};
#define MAX_DEATHNOTICES 4
static int DEATHNOTICE_DISPLAY_TIME = 6;
#define DEATHNOTICE_TOP 32
DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
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 1: return g_ColorBlue;
case 2: return g_ColorRed;
case 3: return g_ColorYellow;
case 4: return g_ColorGreen;
case 0: return g_ColorYellow;
default : return g_ColorGrey;
}
return NULL;
}
int CHudDeathNotice :: Init( void )
{
gHUD.AddHudElem( this );
HOOK_MESSAGE( DeathMsg );
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" );
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 );
// Only draw if the viewport will let me
// vgui dropped out
//if ( gViewPort && gViewPort->AllowedToPrintText() )
{
// 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 - ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
if ( !rgDeathNoticeList[i].iSuicide )
{
x -= (5 + ConsoleStringLen( rgDeathNoticeList[i].szKiller ) );
// Draw killers name
if ( rgDeathNoticeList[i].KillerColor )
DrawSetTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] );
x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller );
}
r = 255; g = 80; b = 0;
if ( rgDeathNoticeList[i].iTeamKill )
{
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);
// Draw victims name (if it was a player that was killed)
if (rgDeathNoticeList[i].iNonPlayerKill == FALSE)
{
if ( rgDeathNoticeList[i].VictimColor )
DrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] );
x = 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 )
{
int i;
m_iFlags |= HUD_ACTIVE;
BEGIN_READ( pbuf, iSize );
int killer = READ_BYTE();
int victim = READ_BYTE();
char killedwith[32];
strcpy( killedwith, "d_" );
strncat( killedwith, READ_STRING(), 32 );
gHUD.m_Spectator.DeathMessage(victim);
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].iNonPlayerKill = TRUE;
// Store the object's name in the Victim slot (skip the d_ bit)
strcpy( rgDeathNoticeList[i].szVictim, killedwith+2 );
}
else
{
if ( killer == victim || killer == 0 )
rgDeathNoticeList[i].iSuicide = TRUE;
if ( !strcmp( killedwith, "d_teammate" ) )
rgDeathNoticeList[i].iTeamKill = TRUE;
}
// Find the sprite in the list
int spr = gHUD.GetSpriteIndex( killedwith );
rgDeathNoticeList[i].iId = spr;
DEATHNOTICE_DISPLAY_TIME = CVAR_GET_FLOAT( "hud_deathnotice_time" );
rgDeathNoticeList[i].flDisplayTime = gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME;
if (rgDeathNoticeList[i].iNonPlayerKill)
{
ConsolePrint( rgDeathNoticeList[i].szKiller );
ConsolePrint( " killed a " );
ConsolePrint( rgDeathNoticeList[i].szVictim );
ConsolePrint( "\n" );
}
else
{
// record the death notice in the console
if ( rgDeathNoticeList[i].iSuicide )
{
ConsolePrint( rgDeathNoticeList[i].szVictim );
if ( !strcmp( killedwith, "d_world" ) )
{
ConsolePrint( " died" );
}
else
{
ConsolePrint( " killed self" );
}
}
else if ( rgDeathNoticeList[i].iTeamKill )
{
ConsolePrint( rgDeathNoticeList[i].szKiller );
ConsolePrint( " killed his teammate " );
ConsolePrint( rgDeathNoticeList[i].szVictim );
}
else
{
ConsolePrint( rgDeathNoticeList[i].szKiller );
ConsolePrint( " killed " );
ConsolePrint( rgDeathNoticeList[i].szVictim );
}
if ( *killedwith && (*killedwith > 13 ) && strcmp( killedwith, "d_world" ) && !rgDeathNoticeList[i].iTeamKill )
{
ConsolePrint( " with " );
// replace the code names with the 'real' names
if ( !strcmp( killedwith+2, "egon" ) )
strcpy( killedwith, "d_gluon gun" );
if ( !strcmp( killedwith+2, "gauss" ) )
strcpy( killedwith, "d_tau cannon" );
ConsolePrint( killedwith+2 ); // skip over the "d_" part
}
ConsolePrint( "\n" );
}
return 1;
}
m_iFlags |= HUD_ACTIVE;
BEGIN_READ( pbuf, iSize );
int killer = READ_BYTE();
int victim = READ_BYTE();
char killedwith[32];
strcpy( killedwith, "d_" );
strncat( killedwith, READ_STRING(), 32 );
gHUD.m_Spectator.DeathMessage(victim);
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].iNonPlayerKill = TRUE;
// Store the object's name in the Victim slot (skip the d_ bit)
strcpy( rgDeathNoticeList[i].szVictim, killedwith+2 );
}
else
{
if ( killer == victim || killer == 0 )
rgDeathNoticeList[i].iSuicide = TRUE;
if ( !strcmp( killedwith, "d_teammate" ) )
rgDeathNoticeList[i].iTeamKill = TRUE;
}
// Find the sprite in the list
int spr = gHUD.GetSpriteIndex( killedwith );
rgDeathNoticeList[i].iId = spr;
DEATHNOTICE_DISPLAY_TIME = CVAR_GET_FLOAT( "hud_deathnotice_time" );
rgDeathNoticeList[i].flDisplayTime = gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME;
if (rgDeathNoticeList[i].iNonPlayerKill)
{
ConsolePrint( rgDeathNoticeList[i].szKiller );
ConsolePrint( " killed a " );
ConsolePrint( rgDeathNoticeList[i].szVictim );
ConsolePrint( "\n" );
}
else
{
// record the death notice in the console
if ( rgDeathNoticeList[i].iSuicide )
{
ConsolePrint( rgDeathNoticeList[i].szVictim );
if ( !strcmp( killedwith, "d_world" ) )
{
ConsolePrint( " died" );
}
else
{
ConsolePrint( " killed self" );
}
}
else if ( rgDeathNoticeList[i].iTeamKill )
{
ConsolePrint( rgDeathNoticeList[i].szKiller );
ConsolePrint( " killed his teammate " );
ConsolePrint( rgDeathNoticeList[i].szVictim );
}
else
{
ConsolePrint( rgDeathNoticeList[i].szKiller );
ConsolePrint( " killed " );
ConsolePrint( rgDeathNoticeList[i].szVictim );
}
if ( *killedwith && (*killedwith > 13 ) && strcmp( killedwith, "d_world" ) && !rgDeathNoticeList[i].iTeamKill )
{
ConsolePrint( " with " );
// replace the code names with the 'real' names
if ( !strcmp( killedwith+2, "egon" ) )
strcpy( killedwith, "d_gluon gun" );
if ( !strcmp( killedwith+2, "gauss" ) )
strcpy( killedwith, "d_tau cannon" );
ConsolePrint( killedwith+2 ); // skip over the "d_" part
}
ConsolePrint( "\n" );
}
return 1;
}

View File

@ -1,101 +1,101 @@
/***
*
* 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>
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>
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;
}
}

View File

@ -1,27 +1,27 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( DEMOH )
#define DEMOH
#pragma once
// 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: $
//=============================================================================
#if !defined( DEMOH )
#define DEMOH
#pragma once
// 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

File diff suppressed because it is too large Load Diff

View File

@ -1,205 +1,205 @@
/***
*
* 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;
vec3_t view_ofs;
idx = args->entindex;
VectorClear( view_ofs );
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 )
{
vec3_t endpos;
VectorClear( endpos );
endpos[1] = rotation;
gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, 2.5, 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;
vec3_t view_ofs;
idx = args->entindex;
VectorClear( view_ofs );
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 )
{
vec3_t endpos;
VectorClear( endpos );
endpos[1] = rotation;
gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, 2.5, 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;
}

File diff suppressed because it is too large Load Diff

View File

@ -1,95 +1,95 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined ( EV_HLDMH )
#define EV_HLDMH
// bullet types
typedef enum
{
BULLET_NONE = 0,
BULLET_PLAYER_9MM, // glock
BULLET_PLAYER_MP5, // mp5
BULLET_PLAYER_357, // python
BULLET_PLAYER_BUCKSHOT, // shotgun
BULLET_PLAYER_CROWBAR, // crowbar swipe
BULLET_MONSTER_9MM,
BULLET_MONSTER_MP5,
BULLET_MONSTER_12MM,
} Bullet;
enum glock_e {
GLOCK_IDLE1 = 0,
GLOCK_IDLE2,
GLOCK_IDLE3,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD,
GLOCK_RELOAD_NOT_EMPTY,
GLOCK_DRAW,
GLOCK_HOLSTER,
GLOCK_ADD_SILENCER
};
enum shotgun_e {
SHOTGUN_IDLE = 0,
SHOTGUN_FIRE,
SHOTGUN_FIRE2,
SHOTGUN_RELOAD,
SHOTGUN_PUMP,
SHOTGUN_START_RELOAD,
SHOTGUN_DRAW,
SHOTGUN_HOLSTER,
SHOTGUN_IDLE4,
SHOTGUN_IDLE_DEEP
};
enum mp5_e
{
MP5_LONGIDLE = 0,
MP5_IDLE1,
MP5_LAUNCH,
MP5_RELOAD,
MP5_DEPLOY,
MP5_FIRE1,
MP5_FIRE2,
MP5_FIRE3,
};
enum python_e {
PYTHON_IDLE1 = 0,
PYTHON_FIDGET,
PYTHON_FIRE1,
PYTHON_RELOAD,
PYTHON_HOLSTER,
PYTHON_DRAW,
PYTHON_IDLE2,
PYTHON_IDLE3
};
#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
enum gauss_e {
GAUSS_IDLE = 0,
GAUSS_IDLE2,
GAUSS_FIDGET,
GAUSS_SPINUP,
GAUSS_SPIN,
GAUSS_FIRE,
GAUSS_FIRE2,
GAUSS_HOLSTER,
GAUSS_DRAW
};
void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName );
void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType );
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 flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY );
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined ( EV_HLDMH )
#define EV_HLDMH
// bullet types
typedef enum
{
BULLET_NONE = 0,
BULLET_PLAYER_9MM, // glock
BULLET_PLAYER_MP5, // mp5
BULLET_PLAYER_357, // python
BULLET_PLAYER_BUCKSHOT, // shotgun
BULLET_PLAYER_CROWBAR, // crowbar swipe
BULLET_MONSTER_9MM,
BULLET_MONSTER_MP5,
BULLET_MONSTER_12MM,
} Bullet;
enum glock_e {
GLOCK_IDLE1 = 0,
GLOCK_IDLE2,
GLOCK_IDLE3,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD,
GLOCK_RELOAD_NOT_EMPTY,
GLOCK_DRAW,
GLOCK_HOLSTER,
GLOCK_ADD_SILENCER
};
enum shotgun_e {
SHOTGUN_IDLE = 0,
SHOTGUN_FIRE,
SHOTGUN_FIRE2,
SHOTGUN_RELOAD,
SHOTGUN_PUMP,
SHOTGUN_START_RELOAD,
SHOTGUN_DRAW,
SHOTGUN_HOLSTER,
SHOTGUN_IDLE4,
SHOTGUN_IDLE_DEEP
};
enum mp5_e
{
MP5_LONGIDLE = 0,
MP5_IDLE1,
MP5_LAUNCH,
MP5_RELOAD,
MP5_DEPLOY,
MP5_FIRE1,
MP5_FIRE2,
MP5_FIRE3,
};
enum python_e {
PYTHON_IDLE1 = 0,
PYTHON_FIDGET,
PYTHON_FIRE1,
PYTHON_RELOAD,
PYTHON_HOLSTER,
PYTHON_DRAW,
PYTHON_IDLE2,
PYTHON_IDLE3
};
#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
enum gauss_e {
GAUSS_IDLE = 0,
GAUSS_IDLE2,
GAUSS_FIDGET,
GAUSS_SPINUP,
GAUSS_SPIN,
GAUSS_FIRE,
GAUSS_FIRE2,
GAUSS_HOLSTER,
GAUSS_DRAW
};
void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName );
void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType );
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 flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY );
#endif // EV_HLDMH

View File

@ -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();
}

View File

@ -1,73 +1,73 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// 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 );
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 );
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: $
//=============================================================================
// 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 );
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 );
struct cl_entity_s *GetEntity( int idx );
struct cl_entity_s *GetViewEntity( void );
void EV_MuzzleFlash( void );
#endif // EVENTSCRIPTSH

View File

@ -1,101 +1,101 @@
/***
*
* 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)
{
int HUD_flash_empty = gHUD.GetSpriteIndex( "flash_empty" );
int HUD_flash_full = gHUD.GetSpriteIndex( "flash_full" );
int HUD_flash_beam = gHUD.GetSpriteIndex( "flash_beam" );
m_hSprite1 = gHUD.GetSprite(HUD_flash_empty);
m_hSprite2 = gHUD.GetSprite(HUD_flash_full);
m_hBeam = gHUD.GetSprite(HUD_flash_beam);
m_prc1 = &gHUD.GetSpriteRect(HUD_flash_empty);
m_prc2 = &gHUD.GetSpriteRect(HUD_flash_full);
m_prcBeam = &gHUD.GetSpriteRect(HUD_flash_beam);
m_iWidth = m_prc2->right - m_prc2->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)
{
/***
*
* 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)
{
int HUD_flash_empty = gHUD.GetSpriteIndex( "flash_empty" );
int HUD_flash_full = gHUD.GetSpriteIndex( "flash_full" );
int HUD_flash_beam = gHUD.GetSpriteIndex( "flash_beam" );
m_hSprite1 = gHUD.GetSprite(HUD_flash_empty);
m_hSprite2 = gHUD.GetSprite(HUD_flash_full);
m_hBeam = gHUD.GetSprite(HUD_flash_beam);
m_prc1 = &gHUD.GetSpriteRect(HUD_flash_empty);
m_prc2 = &gHUD.GetSpriteRect(HUD_flash_full);
m_prcBeam = &gHUD.GetSpriteRect(HUD_flash_beam);
m_iWidth = m_prc2->right - m_prc2->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)
{
static bool show = ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) );
if( show != !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ) )
{
@ -106,53 +106,53 @@ int CHudFlashlight::Draw(float flTime)
}
}
if ( !show )
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)
UnpackRGB(r,g,b, RGB_REDISH);
else
UnpackRGB(r,g,b, RGB_YELLOWISH);
ScaleColors(r, g, b, a);
y = (m_prc1->bottom - m_prc2->top)/2;
x = ScreenWidth - m_iWidth - m_iWidth/2 ;
// Draw the flashlight casing
SPR_Set(m_hSprite1, r, g, b );
SPR_DrawAdditive( 0, x, y, m_prc1);
if ( m_fOn )
{ // draw the flashlight beam
x = ScreenWidth - m_iWidth/2;
SPR_Set( m_hBeam, r, g, b );
SPR_DrawAdditive( 0, x, y, m_prcBeam );
}
// 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_prc2;
rc.left += iOffset;
SPR_Set(m_hSprite2, r, g, b );
SPR_DrawAdditive( 0, x + iOffset, y, &rc);
}
return 1;
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)
UnpackRGB(r,g,b, RGB_REDISH);
else
UnpackRGB(r,g,b, RGB_YELLOWISH);
ScaleColors(r, g, b, a);
y = (m_prc1->bottom - m_prc2->top)/2;
x = ScreenWidth - m_iWidth - m_iWidth/2 ;
// Draw the flashlight casing
SPR_Set(m_hSprite1, r, g, b );
SPR_DrawAdditive( 0, x, y, m_prc1);
if ( m_fOn )
{ // draw the flashlight beam
x = ScreenWidth - m_iWidth/2;
SPR_Set( m_hBeam, r, g, b );
SPR_DrawAdditive( 0, x, y, m_prcBeam );
}
// 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_prc2;
rc.left += iOffset;
SPR_Set(m_hSprite2, r, g, b );
SPR_DrawAdditive( 0, x + iOffset, y, &rc);
}
return 1;
}

View File

@ -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 = 0.0f;
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 = 0.0f;
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;
}

View File

@ -1,483 +1,483 @@
/***
*
* 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.
*
****/
//
// Health.cpp
//
// implementation of CHudHealth class
//
#include "stdio.h"
#include "stdlib.h"
#include "math.h"
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include "mobility_int.h"
DECLARE_MESSAGE(m_Health, Health )
DECLARE_MESSAGE(m_Health, Damage )
#define PAIN_NAME "sprites/%d_pain.spr"
#define DAMAGE_NAME "sprites/%d_dmg.spr"
int giDmgHeight, giDmgWidth;
int giDmgFlags[NUM_DMG_TYPES] =
{
DMG_POISON,
DMG_ACID,
DMG_FREEZE|DMG_SLOWFREEZE,
DMG_DROWN,
DMG_BURN|DMG_SLOWBURN,
DMG_NERVEGAS,
DMG_RADIATION,
DMG_SHOCK,
DMG_CALTROP,
DMG_TRANQ,
DMG_CONCUSS,
DMG_HALLUC
};
int CHudHealth::Init(void)
{
HOOK_MESSAGE(Health);
HOOK_MESSAGE(Damage);
m_iHealth = 100;
m_fFade = 0;
m_iFlags = 0;
m_bitsDamage = 0;
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
giDmgHeight = 0;
giDmgWidth = 0;
memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES);
gHUD.AddHudElem(this);
return 1;
}
void CHudHealth::Reset( void )
{
// make sure the pain compass is cleared when the player respawns
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
// force all the flashing damage icons to expire
m_bitsDamage = 0;
for ( int i = 0; i < NUM_DMG_TYPES; i++ )
{
m_dmg[i].fExpire = 0;
}
}
int CHudHealth::VidInit(void)
{
m_hSprite = 0;
m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
m_HUD_cross = gHUD.GetSpriteIndex( "cross" );
giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left;
giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top;
return 1;
}
int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf )
{
// TODO: update local health data
BEGIN_READ( pbuf, iSize );
int x = READ_BYTE();
m_iFlags |= HUD_ACTIVE;
// Only update the fade if we've changed health
if (x != m_iHealth)
{
m_fFade = FADE_TIME;
m_iHealth = x;
}
return 1;
}
int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int armor = READ_BYTE(); // armor
int damageTaken = READ_BYTE(); // health
long bitsDamage = READ_LONG(); // damage bits
vec3_t vecFrom;
for ( int i = 0 ; i < 3 ; i++)
vecFrom[i] = READ_COORD();
UpdateTiles(gHUD.m_flTime, bitsDamage);
// Actually took damage?
if ( damageTaken > 0 || armor > 0 )
{
CalcDamageDirection(vecFrom);
if( gMobileEngfuncs && damageTaken > 0 )
{
float time = damageTaken * 4.0f;
if( time > 200.0f ) time = 200.0f;
gMobileEngfuncs->pfnVibrate( time, 0 );
}
}
return 1;
}
// Returns back a color from the
// Green <-> Yellow <-> Red ramp
void CHudHealth::GetPainColor( int &r, int &g, int &b )
{
int iHealth = m_iHealth;
if (iHealth > 25)
iHealth -= 25;
else if ( iHealth < 0 )
iHealth = 0;
#if 0
g = iHealth * 255 / 100;
r = 255 - g;
b = 0;
#else
if (m_iHealth > 25)
{
UnpackRGB(r,g,b, RGB_YELLOWISH);
}
else
{
r = 250;
g = 0;
b = 0;
}
#endif
}
int CHudHealth::Draw(float flTime)
{
int r, g, b;
int a = 0, x, y;
int HealthWidth;
if ( (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) || gEngfuncs.IsSpectateOnly() )
return 1;
if ( !m_hSprite )
m_hSprite = LoadSprite(PAIN_NAME);
// Has health changed? Flash the health #
if (m_fFade)
{
m_fFade -= (gHUD.m_flTimeDelta * 20);
if (m_fFade <= 0)
{
a = MIN_ALPHA;
m_fFade = 0;
}
// Fade the health number back to dim
a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128;
}
else
a = MIN_ALPHA;
// If health is getting low, make it bright red
if (m_iHealth <= 15)
a = 255;
GetPainColor( r, g, b );
ScaleColors(r, g, b, a );
// Only draw health if we have the suit.
if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)))
{
HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
int CrossWidth = gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left;
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
x = CrossWidth /2;
SPR_Set(gHUD.GetSprite(m_HUD_cross), r, g, b);
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross));
x = CrossWidth + HealthWidth / 2;
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b);
x += HealthWidth/2;
int iHeight = gHUD.m_iFontHeight;
int iWidth = HealthWidth/10;
FillRGBA(x, y, iWidth, iHeight, 255, 160, 0, a);
}
DrawDamage(flTime);
return DrawPain(flTime);
}
void CHudHealth::CalcDamageDirection(vec3_t vecFrom)
{
vec3_t forward, right, up;
float side, front;
vec3_t vecOrigin, vecAngles;
if (!vecFrom[0] && !vecFrom[1] && !vecFrom[2])
{
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
return;
}
memcpy(vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t));
memcpy(vecAngles, gHUD.m_vecAngles, sizeof(vec3_t));
VectorSubtract (vecFrom, vecOrigin, vecFrom);
float flDistToTarget = vecFrom.Length();
vecFrom = vecFrom.Normalize();
AngleVectors (vecAngles, forward, right, up);
front = DotProduct (vecFrom, right);
side = DotProduct (vecFrom, forward);
if (flDistToTarget <= 50)
{
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1;
}
else
{
if (side > 0)
{
if (side > 0.3)
m_fAttackFront = max(m_fAttackFront, side);
}
else
{
float f = fabs(side);
if (f > 0.3)
m_fAttackRear = max(m_fAttackRear, f);
}
if (front > 0)
{
if (front > 0.3)
m_fAttackRight = max(m_fAttackRight, front);
}
else
{
float f = fabs(front);
if (f > 0.3)
m_fAttackLeft = max(m_fAttackLeft, f);
}
}
}
int CHudHealth::DrawPain(float flTime)
{
if (!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight))
return 1;
int r, g, b;
int x, y, a, shade;
// TODO: get the shift value of the health
a = 255; // max brightness until then
float fFade = gHUD.m_flTimeDelta * 2;
// SPR_Draw top
if (m_fAttackFront > 0.4)
{
GetPainColor(r,g,b);
shade = a * max( m_fAttackFront, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hSprite, 0)/2;
y = ScreenHeight/2 - SPR_Height(m_hSprite,0) * 3;
SPR_DrawAdditive(0, x, y, NULL);
m_fAttackFront = max( 0, m_fAttackFront - fFade );
} else
m_fAttackFront = 0;
if (m_fAttackRight > 0.4)
{
GetPainColor(r,g,b);
shade = a * max( m_fAttackRight, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hSprite, r, g, b );
x = ScreenWidth/2 + SPR_Width(m_hSprite, 1) * 2;
y = ScreenHeight/2 - SPR_Height(m_hSprite,1)/2;
SPR_DrawAdditive(1, x, y, NULL);
m_fAttackRight = max( 0, m_fAttackRight - fFade );
} else
m_fAttackRight = 0;
if (m_fAttackRear > 0.4)
{
GetPainColor(r,g,b);
shade = a * max( m_fAttackRear, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hSprite, 2)/2;
y = ScreenHeight/2 + SPR_Height(m_hSprite,2) * 2;
SPR_DrawAdditive(2, x, y, NULL);
m_fAttackRear = max( 0, m_fAttackRear - fFade );
} else
m_fAttackRear = 0;
if (m_fAttackLeft > 0.4)
{
GetPainColor(r,g,b);
shade = a * max( m_fAttackLeft, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hSprite, 3) * 3;
y = ScreenHeight/2 - SPR_Height(m_hSprite,3)/2;
SPR_DrawAdditive(3, x, y, NULL);
m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
} else
m_fAttackLeft = 0;
return 1;
}
int CHudHealth::DrawDamage(float flTime)
{
int i, r, g, b, a;
DAMAGE_IMAGE *pdmg;
if (!m_bitsDamage)
return 1;
UnpackRGB(r,g,b, RGB_YELLOWISH);
a = (int)( fabs(sin(flTime*2)) * 256.0);
ScaleColors(r, g, b, a);
// Draw all the items
for (i = 0; i < NUM_DMG_TYPES; i++)
{
if (m_bitsDamage & giDmgFlags[i])
{
pdmg = &m_dmg[i];
SPR_Set(gHUD.GetSprite(m_HUD_dmg_bio + i), r, g, b );
SPR_DrawAdditive(0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect(m_HUD_dmg_bio + i));
}
}
// check for bits that should be expired
for ( i = 0; i < NUM_DMG_TYPES; i++ )
{
pdmg = &m_dmg[i];
if ( m_bitsDamage & giDmgFlags[i] )
{
pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );
if ( pdmg->fExpire <= flTime // when the time has expired
&& a < 40 ) // and the flash is at the low point of the cycle
{
pdmg->fExpire = 0;
int y = pdmg->y;
pdmg->x = pdmg->y = 0;
// move everyone above down
for (int j = 0; j < NUM_DMG_TYPES; j++)
{
pdmg = &m_dmg[j];
if ((pdmg->y) && (pdmg->y < y))
pdmg->y += giDmgHeight;
}
m_bitsDamage &= ~giDmgFlags[i]; // clear the bits
}
}
}
return 1;
}
void CHudHealth::UpdateTiles(float flTime, long bitsDamage)
{
DAMAGE_IMAGE *pdmg;
// Which types are new?
long bitsOn = ~m_bitsDamage & bitsDamage;
for (int i = 0; i < NUM_DMG_TYPES; i++)
{
pdmg = &m_dmg[i];
// Is this one already on?
if (m_bitsDamage & giDmgFlags[i])
{
pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
if (!pdmg->fBaseline)
pdmg->fBaseline = flTime;
}
// Are we just turning it on?
if (bitsOn & giDmgFlags[i])
{
// put this one at the bottom
pdmg->x = giDmgWidth/8;
pdmg->y = ScreenHeight - giDmgHeight * 2;
pdmg->fExpire=flTime + DMG_IMAGE_LIFE;
// move everyone else up
for (int j = 0; j < NUM_DMG_TYPES; j++)
{
if (j == i)
continue;
pdmg = &m_dmg[j];
if (pdmg->y)
pdmg->y -= giDmgHeight;
}
pdmg = &m_dmg[i];
}
}
// damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage())
m_bitsDamage |= bitsDamage;
}
/***
*
* 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.
*
****/
//
// Health.cpp
//
// implementation of CHudHealth class
//
#include "stdio.h"
#include "stdlib.h"
#include "math.h"
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include "mobility_int.h"
DECLARE_MESSAGE(m_Health, Health )
DECLARE_MESSAGE(m_Health, Damage )
#define PAIN_NAME "sprites/%d_pain.spr"
#define DAMAGE_NAME "sprites/%d_dmg.spr"
int giDmgHeight, giDmgWidth;
int giDmgFlags[NUM_DMG_TYPES] =
{
DMG_POISON,
DMG_ACID,
DMG_FREEZE|DMG_SLOWFREEZE,
DMG_DROWN,
DMG_BURN|DMG_SLOWBURN,
DMG_NERVEGAS,
DMG_RADIATION,
DMG_SHOCK,
DMG_CALTROP,
DMG_TRANQ,
DMG_CONCUSS,
DMG_HALLUC
};
int CHudHealth::Init(void)
{
HOOK_MESSAGE(Health);
HOOK_MESSAGE(Damage);
m_iHealth = 100;
m_fFade = 0;
m_iFlags = 0;
m_bitsDamage = 0;
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
giDmgHeight = 0;
giDmgWidth = 0;
memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES);
gHUD.AddHudElem(this);
return 1;
}
void CHudHealth::Reset( void )
{
// make sure the pain compass is cleared when the player respawns
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
// force all the flashing damage icons to expire
m_bitsDamage = 0;
for ( int i = 0; i < NUM_DMG_TYPES; i++ )
{
m_dmg[i].fExpire = 0;
}
}
int CHudHealth::VidInit(void)
{
m_hSprite = 0;
m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
m_HUD_cross = gHUD.GetSpriteIndex( "cross" );
giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left;
giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top;
return 1;
}
int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf )
{
// TODO: update local health data
BEGIN_READ( pbuf, iSize );
int x = READ_BYTE();
m_iFlags |= HUD_ACTIVE;
// Only update the fade if we've changed health
if (x != m_iHealth)
{
m_fFade = FADE_TIME;
m_iHealth = x;
}
return 1;
}
int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int armor = READ_BYTE(); // armor
int damageTaken = READ_BYTE(); // health
long bitsDamage = READ_LONG(); // damage bits
vec3_t vecFrom;
for ( int i = 0 ; i < 3 ; i++)
vecFrom[i] = READ_COORD();
UpdateTiles(gHUD.m_flTime, bitsDamage);
// Actually took damage?
if ( damageTaken > 0 || armor > 0 )
{
CalcDamageDirection(vecFrom);
if( gMobileEngfuncs && damageTaken > 0 )
{
float time = damageTaken * 4.0f;
if( time > 200.0f ) time = 200.0f;
gMobileEngfuncs->pfnVibrate( time, 0 );
}
}
return 1;
}
// Returns back a color from the
// Green <-> Yellow <-> Red ramp
void CHudHealth::GetPainColor( int &r, int &g, int &b )
{
int iHealth = m_iHealth;
if (iHealth > 25)
iHealth -= 25;
else if ( iHealth < 0 )
iHealth = 0;
#if 0
g = iHealth * 255 / 100;
r = 255 - g;
b = 0;
#else
if (m_iHealth > 25)
{
UnpackRGB(r,g,b, RGB_YELLOWISH);
}
else
{
r = 250;
g = 0;
b = 0;
}
#endif
}
int CHudHealth::Draw(float flTime)
{
int r, g, b;
int a = 0, x, y;
int HealthWidth;
if ( (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) || gEngfuncs.IsSpectateOnly() )
return 1;
if ( !m_hSprite )
m_hSprite = LoadSprite(PAIN_NAME);
// Has health changed? Flash the health #
if (m_fFade)
{
m_fFade -= (gHUD.m_flTimeDelta * 20);
if (m_fFade <= 0)
{
a = MIN_ALPHA;
m_fFade = 0;
}
// Fade the health number back to dim
a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128;
}
else
a = MIN_ALPHA;
// If health is getting low, make it bright red
if (m_iHealth <= 15)
a = 255;
GetPainColor( r, g, b );
ScaleColors(r, g, b, a );
// Only draw health if we have the suit.
if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)))
{
HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
int CrossWidth = gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left;
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
x = CrossWidth /2;
SPR_Set(gHUD.GetSprite(m_HUD_cross), r, g, b);
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross));
x = CrossWidth + HealthWidth / 2;
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b);
x += HealthWidth/2;
int iHeight = gHUD.m_iFontHeight;
int iWidth = HealthWidth/10;
FillRGBA(x, y, iWidth, iHeight, 255, 160, 0, a);
}
DrawDamage(flTime);
return DrawPain(flTime);
}
void CHudHealth::CalcDamageDirection(vec3_t vecFrom)
{
vec3_t forward, right, up;
float side, front;
vec3_t vecOrigin, vecAngles;
if (!vecFrom[0] && !vecFrom[1] && !vecFrom[2])
{
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
return;
}
memcpy(vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t));
memcpy(vecAngles, gHUD.m_vecAngles, sizeof(vec3_t));
VectorSubtract (vecFrom, vecOrigin, vecFrom);
float flDistToTarget = vecFrom.Length();
vecFrom = vecFrom.Normalize();
AngleVectors (vecAngles, forward, right, up);
front = DotProduct (vecFrom, right);
side = DotProduct (vecFrom, forward);
if (flDistToTarget <= 50)
{
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1;
}
else
{
if (side > 0)
{
if (side > 0.3)
m_fAttackFront = max(m_fAttackFront, side);
}
else
{
float f = fabs(side);
if (f > 0.3)
m_fAttackRear = max(m_fAttackRear, f);
}
if (front > 0)
{
if (front > 0.3)
m_fAttackRight = max(m_fAttackRight, front);
}
else
{
float f = fabs(front);
if (f > 0.3)
m_fAttackLeft = max(m_fAttackLeft, f);
}
}
}
int CHudHealth::DrawPain(float flTime)
{
if (!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight))
return 1;
int r, g, b;
int x, y, a, shade;
// TODO: get the shift value of the health
a = 255; // max brightness until then
float fFade = gHUD.m_flTimeDelta * 2;
// SPR_Draw top
if (m_fAttackFront > 0.4)
{
GetPainColor(r,g,b);
shade = a * max( m_fAttackFront, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hSprite, 0)/2;
y = ScreenHeight/2 - SPR_Height(m_hSprite,0) * 3;
SPR_DrawAdditive(0, x, y, NULL);
m_fAttackFront = max( 0, m_fAttackFront - fFade );
} else
m_fAttackFront = 0;
if (m_fAttackRight > 0.4)
{
GetPainColor(r,g,b);
shade = a * max( m_fAttackRight, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hSprite, r, g, b );
x = ScreenWidth/2 + SPR_Width(m_hSprite, 1) * 2;
y = ScreenHeight/2 - SPR_Height(m_hSprite,1)/2;
SPR_DrawAdditive(1, x, y, NULL);
m_fAttackRight = max( 0, m_fAttackRight - fFade );
} else
m_fAttackRight = 0;
if (m_fAttackRear > 0.4)
{
GetPainColor(r,g,b);
shade = a * max( m_fAttackRear, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hSprite, 2)/2;
y = ScreenHeight/2 + SPR_Height(m_hSprite,2) * 2;
SPR_DrawAdditive(2, x, y, NULL);
m_fAttackRear = max( 0, m_fAttackRear - fFade );
} else
m_fAttackRear = 0;
if (m_fAttackLeft > 0.4)
{
GetPainColor(r,g,b);
shade = a * max( m_fAttackLeft, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hSprite, 3) * 3;
y = ScreenHeight/2 - SPR_Height(m_hSprite,3)/2;
SPR_DrawAdditive(3, x, y, NULL);
m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
} else
m_fAttackLeft = 0;
return 1;
}
int CHudHealth::DrawDamage(float flTime)
{
int i, r, g, b, a;
DAMAGE_IMAGE *pdmg;
if (!m_bitsDamage)
return 1;
UnpackRGB(r,g,b, RGB_YELLOWISH);
a = (int)( fabs(sin(flTime*2)) * 256.0);
ScaleColors(r, g, b, a);
// Draw all the items
for (i = 0; i < NUM_DMG_TYPES; i++)
{
if (m_bitsDamage & giDmgFlags[i])
{
pdmg = &m_dmg[i];
SPR_Set(gHUD.GetSprite(m_HUD_dmg_bio + i), r, g, b );
SPR_DrawAdditive(0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect(m_HUD_dmg_bio + i));
}
}
// check for bits that should be expired
for ( i = 0; i < NUM_DMG_TYPES; i++ )
{
pdmg = &m_dmg[i];
if ( m_bitsDamage & giDmgFlags[i] )
{
pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );
if ( pdmg->fExpire <= flTime // when the time has expired
&& a < 40 ) // and the flash is at the low point of the cycle
{
pdmg->fExpire = 0;
int y = pdmg->y;
pdmg->x = pdmg->y = 0;
// move everyone above down
for (int j = 0; j < NUM_DMG_TYPES; j++)
{
pdmg = &m_dmg[j];
if ((pdmg->y) && (pdmg->y < y))
pdmg->y += giDmgHeight;
}
m_bitsDamage &= ~giDmgFlags[i]; // clear the bits
}
}
}
return 1;
}
void CHudHealth::UpdateTiles(float flTime, long bitsDamage)
{
DAMAGE_IMAGE *pdmg;
// Which types are new?
long bitsOn = ~m_bitsDamage & bitsDamage;
for (int i = 0; i < NUM_DMG_TYPES; i++)
{
pdmg = &m_dmg[i];
// Is this one already on?
if (m_bitsDamage & giDmgFlags[i])
{
pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
if (!pdmg->fBaseline)
pdmg->fBaseline = flTime;
}
// Are we just turning it on?
if (bitsOn & giDmgFlags[i])
{
// put this one at the bottom
pdmg->x = giDmgWidth/8;
pdmg->y = ScreenHeight - giDmgHeight * 2;
pdmg->fExpire=flTime + DMG_IMAGE_LIFE;
// move everyone else up
for (int j = 0; j < NUM_DMG_TYPES; j++)
{
if (j == i)
continue;
pdmg = &m_dmg[j];
if (pdmg->y)
pdmg->y -= giDmgHeight;
}
pdmg = &m_dmg[i];
}
}
// damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage())
m_bitsDamage |= bitsDamage;
}

View File

@ -1,127 +1,127 @@
/***
*
* 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.
*
****/
#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 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];
int m_bitsDamage;
int DrawPain(float fTime);
int DrawDamage(float fTime);
void CalcDamageDirection(vec3_t vecFrom);
void UpdateTiles(float fTime, long bits);
};
/***
*
* 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.
*
****/
#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 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];
int m_bitsDamage;
int DrawPain(float fTime);
int DrawDamage(float fTime);
void CalcDamageDirection(vec3_t vecFrom);
void UpdateTiles(float fTime, long bits);
};

View File

@ -1,347 +1,347 @@
/***
*
* 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 "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 ) { }
void UTIL_MakeVectors( const Vector &vecAngles ) { }
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 ) { }
// CBaseToggle Stubs
int CBaseToggle::Restore( class CRestore & ) { return 1; }
int CBaseToggle::Save( class CSave & ) { return 1; }
void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { }
// CGrenade Stubs
void CGrenade::BounceSound( void ) { }
void CGrenade::Explode( Vector, Vector ) { }
void CGrenade::Explode( TraceResult *, int ) { }
void CGrenade::Killed( entvars_t *, int ) { }
void CGrenade::Spawn( void ) { }
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ){ return 0; }
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ){ return 0; }
void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){ }
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 :: Eat ( float flFullDuration ) { }
BOOL CBaseMonster :: FShouldEat ( void ) { return TRUE; }
void CBaseMonster :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
void CBaseMonster :: BarnacleVictimReleased ( void ) { }
void CBaseMonster :: Listen ( void ) { }
float CBaseMonster :: FLSoundVolume ( CSound *pSound ) { return 0.0; }
BOOL CBaseMonster :: FValidateHintType ( short sHint ) { return FALSE; }
void CBaseMonster :: Look ( int iDistance ) { }
int CBaseMonster :: ISoundMask ( void ) { return 0; }
CSound* CBaseMonster :: PBestSound ( void ) { return NULL; }
CSound* CBaseMonster :: PBestScent ( void ) { return NULL; }
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
void CBaseMonster :: MonsterThink ( void ) { }
void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { }
int CBaseMonster :: IgnoreConditions ( void ) { return 0; }
void CBaseMonster :: RouteClear ( void ) { }
void CBaseMonster :: RouteNew ( void ) { }
BOOL CBaseMonster :: FRouteClear ( void ) { return FALSE; }
BOOL CBaseMonster :: FRefreshRoute ( void ) { return 0; }
BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { return FALSE; }
BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { return FALSE; }
BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
int ShouldSimplify( int routeType ) { return TRUE; }
void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) { }
BOOL CBaseMonster :: FBecomeProne ( void ) { return TRUE; }
BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; }
void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) { }
BOOL CBaseMonster :: FCanCheckAttacks ( void ) { return FALSE; }
int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) { return 0; }
void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { }
BOOL CBaseMonster :: PopEnemy( ) { return FALSE; }
void CBaseMonster :: SetActivity ( Activity NewActivity ) { }
void CBaseMonster :: SetSequenceByName ( char *szSequence ) { }
int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; }
float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; }
void CBaseMonster :: AdvanceRoute ( float distance ) { }
int CBaseMonster :: RouteClassify( int iMoveFlag ) { return 0; }
BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; }
void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) { }
BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; }
void CBaseMonster :: Move ( float flInterval ) { }
BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; }
void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { }
void CBaseMonster :: MonsterInit ( void ) { }
void CBaseMonster :: MonsterInitThink ( void ) { }
void CBaseMonster :: StartMonster ( void ) { }
void CBaseMonster :: MovementComplete( void ) { }
int CBaseMonster::TaskIsRunning( void ) { return 0; }
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
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::FlYawDiff ( void ) { return 0.0; }
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
float CBaseMonster::VecToYaw ( Vector vecDir ) { return 0.0; }
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
void CBaseMonster :: SetEyePosition ( void ) { }
int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
void CBaseAnimating :: ResetSequenceInfo ( ) { }
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { }
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; }
Vector CBaseMonster :: GetGunPosition( void ) { return g_vecZero; }
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, 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 ) { }
BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) { return TRUE; }
int CBaseMonster :: FindHintNode ( void ) { return NO_NODE; }
void CBaseMonster::ReportAIState( void ) { }
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; }
BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; }
Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; }
BOOL CBaseMonster :: FacingIdeal( void ) { return FALSE; }
BOOL CBaseMonster :: FCanActiveIdle ( void ) { return FALSE; }
void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { }
void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { }
void CBaseMonster::SentenceStop( void ) { }
void CBaseMonster::CorpseFallThink( void ) { }
void CBaseMonster :: MonsterInitDead( void ) { }
BOOL CBaseMonster :: BBoxFlat ( void ) { return TRUE; }
BOOL CBaseMonster :: GetEnemy ( void ) { return FALSE; }
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; }
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; }
MONSTERSTATE CBaseMonster :: GetIdealState ( void ) { return MONSTERSTATE_ALERT; }
Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) { return NULL; }
Schedule_t *CBaseMonster :: GetSchedule ( void ) { return NULL; }
void CBaseMonster :: RunTask ( Task_t *pTask ) { }
void CBaseMonster :: StartTask ( Task_t *pTask ) { }
Schedule_t *CBaseMonster::ScheduleFromName( const char *pName ) { return NULL;}
void CBaseMonster::BecomeDead( void ) {}
void CBaseMonster :: RunAI ( 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 CBaseMonster::Restore( class CRestore & ) { return 1; }
int CBaseMonster::Save( class CSave & ) { return 1; }
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, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
void CBasePlayer::PackDeadPlayerItems( void ) { }
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::StartObserver( Vector vecPosition, Vector vecViewAngle ) { }
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 ( char *pszItemName ) { }
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; }
BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; }
Vector CBasePlayer :: GetGunPosition( void ) { return g_vecZero; }
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 ) { }
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 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 ) {}
/***
*
* 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 "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 ) { }
void UTIL_MakeVectors( const Vector &vecAngles ) { }
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 ) { }
// CBaseToggle Stubs
int CBaseToggle::Restore( class CRestore & ) { return 1; }
int CBaseToggle::Save( class CSave & ) { return 1; }
void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { }
// CGrenade Stubs
void CGrenade::BounceSound( void ) { }
void CGrenade::Explode( Vector, Vector ) { }
void CGrenade::Explode( TraceResult *, int ) { }
void CGrenade::Killed( entvars_t *, int ) { }
void CGrenade::Spawn( void ) { }
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ){ return 0; }
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ){ return 0; }
void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){ }
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 :: Eat ( float flFullDuration ) { }
BOOL CBaseMonster :: FShouldEat ( void ) { return TRUE; }
void CBaseMonster :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
void CBaseMonster :: BarnacleVictimReleased ( void ) { }
void CBaseMonster :: Listen ( void ) { }
float CBaseMonster :: FLSoundVolume ( CSound *pSound ) { return 0.0; }
BOOL CBaseMonster :: FValidateHintType ( short sHint ) { return FALSE; }
void CBaseMonster :: Look ( int iDistance ) { }
int CBaseMonster :: ISoundMask ( void ) { return 0; }
CSound* CBaseMonster :: PBestSound ( void ) { return NULL; }
CSound* CBaseMonster :: PBestScent ( void ) { return NULL; }
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
void CBaseMonster :: MonsterThink ( void ) { }
void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { }
int CBaseMonster :: IgnoreConditions ( void ) { return 0; }
void CBaseMonster :: RouteClear ( void ) { }
void CBaseMonster :: RouteNew ( void ) { }
BOOL CBaseMonster :: FRouteClear ( void ) { return FALSE; }
BOOL CBaseMonster :: FRefreshRoute ( void ) { return 0; }
BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { return FALSE; }
BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { return FALSE; }
BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
int ShouldSimplify( int routeType ) { return TRUE; }
void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) { }
BOOL CBaseMonster :: FBecomeProne ( void ) { return TRUE; }
BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; }
void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) { }
BOOL CBaseMonster :: FCanCheckAttacks ( void ) { return FALSE; }
int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) { return 0; }
void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { }
BOOL CBaseMonster :: PopEnemy( ) { return FALSE; }
void CBaseMonster :: SetActivity ( Activity NewActivity ) { }
void CBaseMonster :: SetSequenceByName ( char *szSequence ) { }
int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; }
float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; }
void CBaseMonster :: AdvanceRoute ( float distance ) { }
int CBaseMonster :: RouteClassify( int iMoveFlag ) { return 0; }
BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; }
void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) { }
BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; }
void CBaseMonster :: Move ( float flInterval ) { }
BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; }
void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { }
void CBaseMonster :: MonsterInit ( void ) { }
void CBaseMonster :: MonsterInitThink ( void ) { }
void CBaseMonster :: StartMonster ( void ) { }
void CBaseMonster :: MovementComplete( void ) { }
int CBaseMonster::TaskIsRunning( void ) { return 0; }
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
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::FlYawDiff ( void ) { return 0.0; }
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
float CBaseMonster::VecToYaw ( Vector vecDir ) { return 0.0; }
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
void CBaseMonster :: SetEyePosition ( void ) { }
int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
void CBaseAnimating :: ResetSequenceInfo ( ) { }
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { }
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; }
Vector CBaseMonster :: GetGunPosition( void ) { return g_vecZero; }
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, 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 ) { }
BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) { return TRUE; }
int CBaseMonster :: FindHintNode ( void ) { return NO_NODE; }
void CBaseMonster::ReportAIState( void ) { }
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; }
BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; }
Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; }
BOOL CBaseMonster :: FacingIdeal( void ) { return FALSE; }
BOOL CBaseMonster :: FCanActiveIdle ( void ) { return FALSE; }
void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { }
void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { }
void CBaseMonster::SentenceStop( void ) { }
void CBaseMonster::CorpseFallThink( void ) { }
void CBaseMonster :: MonsterInitDead( void ) { }
BOOL CBaseMonster :: BBoxFlat ( void ) { return TRUE; }
BOOL CBaseMonster :: GetEnemy ( void ) { return FALSE; }
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; }
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; }
MONSTERSTATE CBaseMonster :: GetIdealState ( void ) { return MONSTERSTATE_ALERT; }
Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) { return NULL; }
Schedule_t *CBaseMonster :: GetSchedule ( void ) { return NULL; }
void CBaseMonster :: RunTask ( Task_t *pTask ) { }
void CBaseMonster :: StartTask ( Task_t *pTask ) { }
Schedule_t *CBaseMonster::ScheduleFromName( const char *pName ) { return NULL;}
void CBaseMonster::BecomeDead( void ) {}
void CBaseMonster :: RunAI ( 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 CBaseMonster::Restore( class CRestore & ) { return 1; }
int CBaseMonster::Save( class CSave & ) { return 1; }
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, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
void CBasePlayer::PackDeadPlayerItems( void ) { }
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::StartObserver( Vector vecPosition, Vector vecViewAngle ) { }
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 ( char *pszItemName ) { }
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; }
BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; }
Vector CBasePlayer :: GetGunPosition( void ) { return g_vecZero; }
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 ) { }
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 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 ){}

View File

@ -1,80 +1,80 @@
/***
*
* 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 "event_api.h"
extern "C"
{
// HLDM
void EV_FireGlock1( struct event_args_s *args );
void EV_FireGlock2( struct event_args_s *args );
void EV_FireShotGunSingle( struct event_args_s *args );
void EV_FireShotGunDouble( struct event_args_s *args );
void EV_FireMP5( struct event_args_s *args );
void EV_FireMP52( struct event_args_s *args );
void EV_FirePython( struct event_args_s *args );
void EV_FireGauss( struct event_args_s *args );
void EV_SpinGauss( struct event_args_s *args );
void EV_Crowbar( struct event_args_s *args );
void EV_FireCrossbow( struct event_args_s *args );
void EV_FireCrossbow2( struct event_args_s *args );
void EV_FireRpg( struct event_args_s *args );
void EV_EgonFire( struct event_args_s *args );
void EV_EgonStop( struct event_args_s *args );
void EV_HornetGunFire( struct event_args_s *args );
void EV_TripmineFire( struct event_args_s *args );
void EV_SnarkFire( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args );
}
/*
======================
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 )
{
gEngfuncs.pfnHookEvent( "events/glock1.sc", EV_FireGlock1 );
gEngfuncs.pfnHookEvent( "events/glock2.sc", EV_FireGlock2 );
gEngfuncs.pfnHookEvent( "events/shotgun1.sc", EV_FireShotGunSingle );
gEngfuncs.pfnHookEvent( "events/shotgun2.sc", EV_FireShotGunDouble );
gEngfuncs.pfnHookEvent( "events/mp5.sc", EV_FireMP5 );
gEngfuncs.pfnHookEvent( "events/mp52.sc", EV_FireMP52 );
gEngfuncs.pfnHookEvent( "events/python.sc", EV_FirePython );
gEngfuncs.pfnHookEvent( "events/gauss.sc", EV_FireGauss );
gEngfuncs.pfnHookEvent( "events/gaussspin.sc", EV_SpinGauss );
gEngfuncs.pfnHookEvent( "events/train.sc", EV_TrainPitchAdjust );
gEngfuncs.pfnHookEvent( "events/crowbar.sc", EV_Crowbar );
gEngfuncs.pfnHookEvent( "events/crossbow1.sc", EV_FireCrossbow );
gEngfuncs.pfnHookEvent( "events/crossbow2.sc", EV_FireCrossbow2 );
gEngfuncs.pfnHookEvent( "events/rpg.sc", EV_FireRpg );
gEngfuncs.pfnHookEvent( "events/egon_fire.sc", EV_EgonFire );
gEngfuncs.pfnHookEvent( "events/egon_stop.sc", EV_EgonStop );
gEngfuncs.pfnHookEvent( "events/firehornet.sc", EV_HornetGunFire );
gEngfuncs.pfnHookEvent( "events/tripfire.sc", EV_TripmineFire );
gEngfuncs.pfnHookEvent( "events/snarkfire.sc", EV_SnarkFire );
}
/***
*
* 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 "event_api.h"
extern "C"
{
// HLDM
void EV_FireGlock1( struct event_args_s *args );
void EV_FireGlock2( struct event_args_s *args );
void EV_FireShotGunSingle( struct event_args_s *args );
void EV_FireShotGunDouble( struct event_args_s *args );
void EV_FireMP5( struct event_args_s *args );
void EV_FireMP52( struct event_args_s *args );
void EV_FirePython( struct event_args_s *args );
void EV_FireGauss( struct event_args_s *args );
void EV_SpinGauss( struct event_args_s *args );
void EV_Crowbar( struct event_args_s *args );
void EV_FireCrossbow( struct event_args_s *args );
void EV_FireCrossbow2( struct event_args_s *args );
void EV_FireRpg( struct event_args_s *args );
void EV_EgonFire( struct event_args_s *args );
void EV_EgonStop( struct event_args_s *args );
void EV_HornetGunFire( struct event_args_s *args );
void EV_TripmineFire( struct event_args_s *args );
void EV_SnarkFire( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args );
}
/*
======================
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 )
{
gEngfuncs.pfnHookEvent( "events/glock1.sc", EV_FireGlock1 );
gEngfuncs.pfnHookEvent( "events/glock2.sc", EV_FireGlock2 );
gEngfuncs.pfnHookEvent( "events/shotgun1.sc", EV_FireShotGunSingle );
gEngfuncs.pfnHookEvent( "events/shotgun2.sc", EV_FireShotGunDouble );
gEngfuncs.pfnHookEvent( "events/mp5.sc", EV_FireMP5 );
gEngfuncs.pfnHookEvent( "events/mp52.sc", EV_FireMP52 );
gEngfuncs.pfnHookEvent( "events/python.sc", EV_FirePython );
gEngfuncs.pfnHookEvent( "events/gauss.sc", EV_FireGauss );
gEngfuncs.pfnHookEvent( "events/gaussspin.sc", EV_SpinGauss );
gEngfuncs.pfnHookEvent( "events/train.sc", EV_TrainPitchAdjust );
gEngfuncs.pfnHookEvent( "events/crowbar.sc", EV_Crowbar );
gEngfuncs.pfnHookEvent( "events/crossbow1.sc", EV_FireCrossbow );
gEngfuncs.pfnHookEvent( "events/crossbow2.sc", EV_FireCrossbow2 );
gEngfuncs.pfnHookEvent( "events/rpg.sc", EV_FireRpg );
gEngfuncs.pfnHookEvent( "events/egon_fire.sc", EV_EgonFire );
gEngfuncs.pfnHookEvent( "events/egon_stop.sc", EV_EgonStop );
gEngfuncs.pfnHookEvent( "events/firehornet.sc", EV_HornetGunFire );
gEngfuncs.pfnHookEvent( "events/tripfire.sc", EV_TripmineFire );
gEngfuncs.pfnHookEvent( "events/snarkfire.sc", EV_SnarkFire );
}

View File

@ -1,90 +1,90 @@
/***
*
* 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"
extern BEAM *pBeam;
extern BEAM *pBeam2;
void HUD_GetLastOrg( float *org );
void UpdateBeams ( void )
{
vec3_t forward, vecSrc, vecEnd, origin, angles, right, up;
vec3_t view_ofs;
pmtrace_t tr;
cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
int idx = pthisplayer->index;
// Get our exact viewangles from engine
gEngfuncs.GetViewAngles( (float *)angles );
// Determine our last predicted origin
HUD_GetLastOrg( (float *)&origin );
AngleVectors( angles, forward, right, up );
VectorCopy( origin, vecSrc );
VectorMA( vecSrc, 2048, forward, vecEnd );
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
gEngfuncs.pEventAPI->EV_PopPMStates();
if ( pBeam )
{
pBeam->target = tr.endpos;
pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
}
if ( pBeam2 )
{
pBeam2->target = tr.endpos;
pBeam2->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
}
}
/*
=====================
Game_AddObjects
Add game specific, client-side objects here
=====================
*/
void Game_AddObjects( void )
{
if ( pBeam && pBeam2 )
UpdateBeams();
}
/***
*
* 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"
extern BEAM *pBeam;
extern BEAM *pBeam2;
void HUD_GetLastOrg( float *org );
void UpdateBeams ( void )
{
vec3_t forward, vecSrc, vecEnd, origin, angles, right, up;
vec3_t view_ofs;
pmtrace_t tr;
cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
int idx = pthisplayer->index;
// Get our exact viewangles from engine
gEngfuncs.GetViewAngles( (float *)angles );
// Determine our last predicted origin
HUD_GetLastOrg( (float *)&origin );
AngleVectors( angles, forward, right, up );
VectorCopy( origin, vecSrc );
VectorMA( vecSrc, 2048, forward, vecEnd );
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
gEngfuncs.pEventAPI->EV_PopPMStates();
if ( pBeam )
{
pBeam->target = tr.endpos;
pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
}
if ( pBeam2 )
{
pBeam2->target = tr.endpos;
pBeam2->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
}
}
/*
=====================
Game_AddObjects
Add game specific, client-side objects here
=====================
*/
void Game_AddObjects( void )
{
if ( pBeam && pBeam2 )
UpdateBeams();
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,19 +1,19 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( HUD_IFACEH )
#define HUD_IFACEH
#pragma once
#include "exportdef.h"
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: $
//=============================================================================
#if !defined( HUD_IFACEH )
#define HUD_IFACEH
#pragma once
#include "exportdef.h"
typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf);
#include "wrect.h"
#include "../engine/cdll_int.h"
extern cl_enginefunc_t gEngfuncs;
#endif

View File

@ -1,120 +1,120 @@
/***
*
* 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"
#define MAX_CLIENTS 32
extern BEAM *pBeam;
extern BEAM *pBeam2;
/// 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);
void CHud :: MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf )
{
CAM_ToFirstPerson();
}
void 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;
}
//Probably not a good place to put this.
pBeam = pBeam2 = NULL;
}
int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_Teamplay = READ_BYTE();
return 1;
}
int CHud :: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
{
int armor, blood;
Vector from;
int i;
float count;
BEGIN_READ( pbuf, iSize );
armor = READ_BYTE();
blood = READ_BYTE();
for (i=0 ; i<3 ; i++)
from[i] = READ_COORD();
count = (blood * 0.5) + (armor * 0.5);
if (count < 10)
count = 10;
// TODO: kick viewangles, show damage visually
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;
}
/***
*
* 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"
#define MAX_CLIENTS 32
extern BEAM *pBeam;
extern BEAM *pBeam2;
/// 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);
void CHud :: MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf )
{
CAM_ToFirstPerson();
}
void 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;
}
//Probably not a good place to put this.
pBeam = pBeam2 = NULL;
}
int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_Teamplay = READ_BYTE();
return 1;
}
int CHud :: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
{
int armor, blood;
Vector from;
int i;
float count;
BEGIN_READ( pbuf, iSize );
armor = READ_BYTE();
blood = READ_BYTE();
for (i=0 ; i<3 ; i++)
from[i] = READ_COORD();
count = (blood * 0.5) + (armor * 0.5);
if (count < 10)
count = 10;
// TODO: kick viewangles, show damage visually
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;
}

View File

@ -1,365 +1,365 @@
/***
*
* 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"
#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 float m_flShotTime = 0;
// Clock was reset, reset delta
if ( m_flTimeDelta < 0 )
m_flTimeDelta = 0;
if (m_flShotTime && m_flShotTime < flTime)
{
gEngfuncs.pfnClientCmd("snapshot\n");
m_flShotTime = 0;
}
m_iIntermission = intermission;
// if no redrawing is necessary
// return 0;
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);
}
/*
if ( g_iVisibleMouse )
{
void IN_GetMousePos( int *mx, int *my );
int mx, my;
IN_GetMousePos( &mx, &my );
if (m_hsprCursor == 0)
{
char sz[256];
sprintf( sz, "sprites/cursor.spr" );
m_hsprCursor = SPR_Load( sz );
}
SPR_Set(m_hsprCursor, 250, 250, 250 );
// Draw the logo at 20 fps
SPR_DrawAdditive( 0, mx, my, NULL );
}
*/
return 1;
}
void ScaleColors( int &r, int &g, int &b, int a )
{
float x = (float)a / 255;
r = (int)(r * x);
g = (int)(g * x);
b = (int)(b * x);
}
const unsigned char colors[8][3] =
{
{127, 127, 127}, // additive cannot be black
{255, 0, 0},
{ 0, 255, 0},
{255, 255, 0},
{ 0, 0, 255},
{ 0, 255, 255},
{255, 0, 255},
{240, 180, 24}
};
int CHud :: DrawHudString(int xpos, int ypos, int iMaxX, char *szIt, int r, int g, int b )
{
if( hud_textmode->value == 2 )
{
gEngfuncs.pfnDrawSetTextColor( r/255.0, g/255.0, b/255.0 );
return gEngfuncs.pfnDrawConsoleString( xpos, ypos, (char*) szIt );
}
// xash3d: reset unicode state
TextMessageDrawChar( 0, 0, 0, 0, 0, 0 );
// draw the string until we hit the null character or a newline character
for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
int w = gHUD.m_scrinfo.charWidths[ 'M' ];
if ( xpos + w > iMaxX )
return xpos;
if( (*szIt == '^') && (*(szIt + 1) >= '0') && (*(szIt + 1) <= '7') )
{
szIt++;
r = colors[ *szIt - '0' ][0];
g = colors[ *szIt - '0' ][1];
b = colors[ *szIt - '0' ][2];
if( !*(++szIt))
return xpos;
}
int c = (unsigned int)(unsigned char)*szIt;
xpos += TextMessageDrawChar( xpos, ypos, c, r, g, b );
}
return xpos;
}
int CHud :: DrawHudStringLen( char *szIt )
{
int l = 0;
for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
l += gHUD.m_scrinfo.charWidths[ (unsigned char)*szIt ];
}
return l;
}
int CHud :: DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b )
{
char szString[32];
sprintf( szString, "%d", iNumber );
return DrawHudStringReverse( xpos, ypos, iMinX, szString, r, g, b );
}
// draws a string from right to left (right-aligned)
int CHud :: DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b )
{
// find the end of the string
for( char *szIt = szString; *szIt != 0; szIt++ )
xpos -= gHUD.m_scrinfo.charWidths[ (unsigned char) *szIt ];
if( xpos < iMinX )
xpos = iMinX;
DrawHudString( xpos, ypos, gHUD.m_scrinfo.iWidth, szString, r, g, b );
return xpos;
}
int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b)
{
int iWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left;
int k;
if (iNumber > 0)
{
// SPR_Draw 100's
if (iNumber >= 100)
{
k = iNumber/100;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & (DHN_3DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw 10's
if (iNumber >= 10)
{
k = (iNumber % 100)/10;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw ones
k = iNumber % 10;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & DHN_DRAWZERO)
{
SPR_Set(GetSprite(m_HUD_number_0), r, g, b );
// SPR_Draw 100's
if (iFlags & (DHN_3DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw ones
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0));
x += iWidth;
}
return x;
}
int CHud::GetNumWidth( int iNumber, int iFlags )
{
if (iFlags & (DHN_3DIGITS))
return 3;
if (iFlags & (DHN_2DIGITS))
return 2;
if (iNumber <= 0)
{
if (iFlags & (DHN_DRAWZERO))
return 1;
else
return 0;
}
if (iNumber < 10)
return 1;
if (iNumber < 100)
return 2;
return 3;
}
void CHud::DrawDarkRectangle( int x, int y, int wide, int tall )
{
//gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
gEngfuncs.pfnFillRGBABlend( x, y, wide, tall, 0, 0, 0, 255 * 0.6 );
FillRGBA( x+1, y, wide-1, 1, 255, 140, 0, 255 );
FillRGBA( x, y, 1, tall-1, 255, 140, 0, 255 );
FillRGBA( x+wide-1, y+1, 1, tall-1, 255, 140, 0, 255 );
FillRGBA( x, y+tall-1, wide-1, 1, 255, 140, 0, 255 );
}
/***
*
* 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"
#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 float m_flShotTime = 0;
// Clock was reset, reset delta
if ( m_flTimeDelta < 0 )
m_flTimeDelta = 0;
if (m_flShotTime && m_flShotTime < flTime)
{
gEngfuncs.pfnClientCmd("snapshot\n");
m_flShotTime = 0;
}
m_iIntermission = intermission;
// if no redrawing is necessary
// return 0;
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);
}
/*
if ( g_iVisibleMouse )
{
void IN_GetMousePos( int *mx, int *my );
int mx, my;
IN_GetMousePos( &mx, &my );
if (m_hsprCursor == 0)
{
char sz[256];
sprintf( sz, "sprites/cursor.spr" );
m_hsprCursor = SPR_Load( sz );
}
SPR_Set(m_hsprCursor, 250, 250, 250 );
// Draw the logo at 20 fps
SPR_DrawAdditive( 0, mx, my, NULL );
}
*/
return 1;
}
void ScaleColors( int &r, int &g, int &b, int a )
{
float x = (float)a / 255;
r = (int)(r * x);
g = (int)(g * x);
b = (int)(b * x);
}
const unsigned char colors[8][3] =
{
{127, 127, 127}, // additive cannot be black
{255, 0, 0},
{ 0, 255, 0},
{255, 255, 0},
{ 0, 0, 255},
{ 0, 255, 255},
{255, 0, 255},
{240, 180, 24}
};
int CHud :: DrawHudString(int xpos, int ypos, int iMaxX, char *szIt, int r, int g, int b )
{
if( hud_textmode->value == 2 )
{
gEngfuncs.pfnDrawSetTextColor( r/255.0, g/255.0, b/255.0 );
return gEngfuncs.pfnDrawConsoleString( xpos, ypos, (char*) szIt );
}
// xash3d: reset unicode state
TextMessageDrawChar( 0, 0, 0, 0, 0, 0 );
// draw the string until we hit the null character or a newline character
for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
int w = gHUD.m_scrinfo.charWidths[ 'M' ];
if ( xpos + w > iMaxX )
return xpos;
if( (*szIt == '^') && (*(szIt + 1) >= '0') && (*(szIt + 1) <= '7') )
{
szIt++;
r = colors[ *szIt - '0' ][0];
g = colors[ *szIt - '0' ][1];
b = colors[ *szIt - '0' ][2];
if( !*(++szIt))
return xpos;
}
int c = (unsigned int)(unsigned char)*szIt;
xpos += TextMessageDrawChar( xpos, ypos, c, r, g, b );
}
return xpos;
}
int CHud :: DrawHudStringLen( char *szIt )
{
int l = 0;
for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
l += gHUD.m_scrinfo.charWidths[ (unsigned char)*szIt ];
}
return l;
}
int CHud :: DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b )
{
char szString[32];
sprintf( szString, "%d", iNumber );
return DrawHudStringReverse( xpos, ypos, iMinX, szString, r, g, b );
}
// draws a string from right to left (right-aligned)
int CHud :: DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b )
{
// find the end of the string
for( char *szIt = szString; *szIt != 0; szIt++ )
xpos -= gHUD.m_scrinfo.charWidths[ (unsigned char) *szIt ];
if( xpos < iMinX )
xpos = iMinX;
DrawHudString( xpos, ypos, gHUD.m_scrinfo.iWidth, szString, r, g, b );
return xpos;
}
int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b)
{
int iWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left;
int k;
if (iNumber > 0)
{
// SPR_Draw 100's
if (iNumber >= 100)
{
k = iNumber/100;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & (DHN_3DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw 10's
if (iNumber >= 10)
{
k = (iNumber % 100)/10;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw ones
k = iNumber % 10;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & DHN_DRAWZERO)
{
SPR_Set(GetSprite(m_HUD_number_0), r, g, b );
// SPR_Draw 100's
if (iFlags & (DHN_3DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw ones
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0));
x += iWidth;
}
return x;
}
int CHud::GetNumWidth( int iNumber, int iFlags )
{
if (iFlags & (DHN_3DIGITS))
return 3;
if (iFlags & (DHN_2DIGITS))
return 2;
if (iNumber <= 0)
{
if (iFlags & (DHN_DRAWZERO))
return 1;
else
return 0;
}
if (iNumber < 10)
return 1;
if (iNumber < 100)
return 2;
return 3;
}
void CHud::DrawDarkRectangle( int x, int y, int wide, int tall )
{
//gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
gEngfuncs.pfnFillRGBABlend( x, y, wide, tall, 0, 0, 0, 255 * 0.6 );
FillRGBA( x+1, y, wide-1, 1, 255, 140, 0, 255 );
FillRGBA( x, y, 1, tall-1, 255, 140, 0, 255 );
FillRGBA( x+wide-1, y+1, 1, tall-1, 255, 140, 0, 255 );
FillRGBA( x, y+tall-1, wide-1, 1, 255, 140, 0, 255 );
}

File diff suppressed because it is too large Load Diff

View File

@ -1,41 +1,41 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( HUD_SERVERSH )
#define HUD_SERVERSH
#pragma once
#define NET_CALLBACK /* */
// Dispatchers
void NET_CALLBACK ListResponse( struct net_response_s *response );
void NET_CALLBACK ServerResponse( struct net_response_s *response );
void NET_CALLBACK PingResponse( struct net_response_s *response );
void NET_CALLBACK RulesResponse( struct net_response_s *response );
void NET_CALLBACK PlayersResponse( struct net_response_s *response );
void ServersInit( void );
void ServersShutdown( void );
void ServersThink( double time );
void ServersCancel( void );
// Get list and get server info from each
void ServersList( void );
// Query for IP / IPX LAN servers
void BroadcastServersList( int clearpending );
void ServerPing( int server );
void ServerRules( int server );
void ServerPlayers( int server );
int ServersGetCount( void );
const char *ServersGetInfo( int server );
int ServersIsQuerying( void );
void SortServers( const char *fieldname );
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( HUD_SERVERSH )
#define HUD_SERVERSH
#pragma once
#define NET_CALLBACK /* */
// Dispatchers
void NET_CALLBACK ListResponse( struct net_response_s *response );
void NET_CALLBACK ServerResponse( struct net_response_s *response );
void NET_CALLBACK PingResponse( struct net_response_s *response );
void NET_CALLBACK RulesResponse( struct net_response_s *response );
void NET_CALLBACK PlayersResponse( struct net_response_s *response );
void ServersInit( void );
void ServersShutdown( void );
void ServersThink( double time );
void ServersCancel( void );
// Get list and get server info from each
void ServersList( void );
// Query for IP / IPX LAN servers
void BroadcastServersList( int clearpending );
void ServerPing( int server );
void ServerRules( int server );
void ServerPlayers( int server );
int ServersGetCount( void );
const char *ServersGetInfo( int server );
int ServersIsQuerying( void );
void SortServers( const char *fieldname );
#endif // HUD_SERVERSH

View File

@ -1,98 +1,98 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( HUD_SERVERS_PRIVH )
#define HUD_SERVERS_PRIVH
#pragma once
#include "netadr.h"
class CHudServers
{
public:
typedef struct request_s
{
struct request_s *next;
netadr_t remote_address;
int context;
} request_t;
typedef struct server_s
{
struct server_s *next;
netadr_t remote_address;
char *info;
int ping;
} server_t;
CHudServers();
~CHudServers();
void Think( double time );
void QueryThink( void );
int isQuerying( void );
int LoadMasterAddresses( int maxservers, int *count, netadr_t *padr );
void RequestList( void );
void RequestBroadcastList( int clearpending );
void ServerPing( int server );
void ServerRules( int server );
void ServerPlayers( int server );
void CancelRequest( void );
int CompareServers( server_t *p1, server_t *p2 );
void ClearServerList( server_t **ppList );
void ClearRequestList( request_t **ppList );
void AddServer( server_t **ppList, server_t *p );
void RemoveServerFromList( request_t **ppList, request_t *item );
request_t *FindRequest( int context, request_t *pList );
int ServerListSize( void );
char *GetServerInfo( int server );
int GetServerCount( void );
void SortServers( const char *fieldname );
void ListResponse( struct net_response_s *response );
void ServerResponse( struct net_response_s *response );
void PingResponse( struct net_response_s *response );
void RulesResponse( struct net_response_s *response );
void PlayersResponse( struct net_response_s *response );
private:
server_t *GetServer( int server );
//
char m_szToken[ 1024 ];
int m_nRequesting;
int m_nDone;
double m_dStarted;
request_t *m_pServerList;
request_t *m_pActiveList;
server_t *m_pServers;
int m_nServerCount;
int m_nActiveQueries;
int m_nQuerying;
double m_fElapsed;
request_t *m_pPingRequest;
request_t *m_pRulesRequest;
request_t *m_pPlayersRequest;
};
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( HUD_SERVERS_PRIVH )
#define HUD_SERVERS_PRIVH
#pragma once
#include "netadr.h"
class CHudServers
{
public:
typedef struct request_s
{
struct request_s *next;
netadr_t remote_address;
int context;
} request_t;
typedef struct server_s
{
struct server_s *next;
netadr_t remote_address;
char *info;
int ping;
} server_t;
CHudServers();
~CHudServers();
void Think( double time );
void QueryThink( void );
int isQuerying( void );
int LoadMasterAddresses( int maxservers, int *count, netadr_t *padr );
void RequestList( void );
void RequestBroadcastList( int clearpending );
void ServerPing( int server );
void ServerRules( int server );
void ServerPlayers( int server );
void CancelRequest( void );
int CompareServers( server_t *p1, server_t *p2 );
void ClearServerList( server_t **ppList );
void ClearRequestList( request_t **ppList );
void AddServer( server_t **ppList, server_t *p );
void RemoveServerFromList( request_t **ppList, request_t *item );
request_t *FindRequest( int context, request_t *pList );
int ServerListSize( void );
char *GetServerInfo( int server );
int GetServerCount( void );
void SortServers( const char *fieldname );
void ListResponse( struct net_response_s *response );
void ServerResponse( struct net_response_s *response );
void PingResponse( struct net_response_s *response );
void RulesResponse( struct net_response_s *response );
void PlayersResponse( struct net_response_s *response );
private:
server_t *GetServer( int server );
//
char m_szToken[ 1024 ];
int m_nRequesting;
int m_nDone;
double m_dStarted;
request_t *m_pServerList;
request_t *m_pActiveList;
server_t *m_pServers;
int m_nServerCount;
int m_nActiveQueries;
int m_nQuerying;
double m_fElapsed;
request_t *m_pPingRequest;
request_t *m_pRulesRequest;
request_t *m_pPlayersRequest;
};
#endif // HUD_SERVERS_PRIVH

File diff suppressed because it is too large Load Diff

View File

@ -1,132 +1,132 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef SPECTATOR_H
#define SPECTATOR_H
#pragma once
#include "cl_entity.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 128 // 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();
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_drawcone;
cvar_t * m_drawstatus;
cvar_t * m_autoDirector;
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_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: $
//=============================================================================
#ifndef SPECTATOR_H
#define SPECTATOR_H
#pragma once
#include "cl_entity.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 128 // 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();
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_drawcone;
cvar_t * m_drawstatus;
cvar_t * m_autoDirector;
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_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

View File

@ -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;
}

File diff suppressed because it is too large Load Diff

View File

@ -1,30 +1,30 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( IN_DEFSH )
#define IN_DEFSH
#pragma once
// up / down
#define PITCH 0
// left / right
#define YAW 1
// fall over
#define ROLL 2
#ifdef _WIN32
#include <windows.h>
#else
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: $
//=============================================================================
#if !defined( IN_DEFSH )
#define IN_DEFSH
#pragma once
// up / down
#define PITCH 0
// left / right
#define YAW 1
// fall over
#define ROLL 2
#ifdef _WIN32
#include <windows.h>
#else
typedef struct point_s{
int x;
int y;
} POINT;
#define GetCursorPos(x)
#define SetCursorPos(x,y)
#endif
#endif

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,18 +1,18 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( KBUTTONH )
#define KBUTTONH
#pragma once
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: $
//=============================================================================
#if !defined( KBUTTONH )
#define KBUTTONH
#pragma once
typedef struct kbutton_s
{
int down[2]; // key nums holding it down
int state; // low bit is down state
} kbutton_t;
#endif // !KBUTTONH

View File

@ -1,188 +1,188 @@
/***
*
* 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>
#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 );
int CHudMenu :: Init( void )
{
gHUD.AddHudElem( this );
HOOK_MESSAGE( ShowMenu );
InitHUDData();
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 )
{
/***
*
* 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>
#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 );
int CHudMenu :: Init( void )
{
gHUD.AddHudElem( this );
HOOK_MESSAGE( ShowMenu );
InitHUDData();
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 )
{
int i;
// 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
// 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
// draw the menu, along the left-hand side of the screen
// count the number of newlines
int nlc = 0;
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' )
{
gHUD.DrawHudString( x, y, 320, g_szMenuString + i, 255, 255, 255 );
y += 12;
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;
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 )
{
if ( !m_fWaitingForMore ) // this is the start of a new menu
{
strncpy( g_szPrelocalisedMenuString, READ_STRING(), MAX_MENU_STRING );
}
else
{ // append to the current menu string
strncat( g_szPrelocalisedMenuString, READ_STRING(), 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
strcpy( g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString( g_szPrelocalisedMenuString ) );
// Swap in characters
if ( KB_ConvertString( g_szMenuString, &temp ) )
{
strcpy( g_szMenuString, temp );
free( temp );
}
}
m_fMenuDisplayed = 1;
m_iFlags |= HUD_ACTIVE;
}
else
{
m_fMenuDisplayed = 0; // no valid slots means that the menu should be turned off
m_iFlags &= ~HUD_ACTIVE;
}
m_fWaitingForMore = NeedMore;
return 1;
}
// draw the menu, along the left-hand side of the screen
// count the number of newlines
int nlc = 0;
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' )
{
gHUD.DrawHudString( x, y, 320, g_szMenuString + i, 255, 255, 255 );
y += 12;
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;
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 )
{
if ( !m_fWaitingForMore ) // this is the start of a new menu
{
strncpy( g_szPrelocalisedMenuString, READ_STRING(), MAX_MENU_STRING );
}
else
{ // append to the current menu string
strncat( g_szPrelocalisedMenuString, READ_STRING(), 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
strcpy( g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString( g_szPrelocalisedMenuString ) );
// Swap in characters
if ( KB_ConvertString( g_szMenuString, &temp ) )
{
strcpy( g_szMenuString, temp );
free( temp );
}
}
m_fMenuDisplayed = 1;
m_iFlags |= HUD_ACTIVE;
}
else
{
m_fMenuDisplayed = 0; // no valid slots means that the menu should be turned off
m_iFlags &= ~HUD_ACTIVE;
}
m_fWaitingForMore = NeedMore;
return 1;
}

File diff suppressed because it is too large Load Diff

View File

@ -1,163 +1,163 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "hud.h"
#include "cl_util.h"
#include "cl_entity.h"
#include "triangleapi.h"
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "hud.h"
#include "cl_util.h"
#include "cl_entity.h"
#include "triangleapi.h"
#include "overview.h"
// these are included for the math functions
#include "com_model.h"
#include "studio_util.h"
#pragma warning(disable: 4244)
//-----------------------------------------------------------------------------
// 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)
{
// these are included for the math functions
#include "com_model.h"
#include "studio_util.h"
#pragma warning(disable: 4244)
//-----------------------------------------------------------------------------
// 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)
{
#if 0
// only draw in overview mode
if (!gEngfuncs.Overview_GetOverviewState())
return 1;
// make sure we have player info
// gViewPort->GetAllPlayersInfo();
// only draw in overview mode
if (!gEngfuncs.Overview_GetOverviewState())
return 1;
// make sure we have player info
// gViewPort->GetAllPlayersInfo();
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);
}
}
// 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);
}
}
#endif
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 );
}
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 );
}

View File

@ -1,31 +1,31 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef OVERVIEW_H
#define OVERVIEW_H
#pragma once
//-----------------------------------------------------------------------------
// 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: $
//=============================================================================
#ifndef OVERVIEW_H
#define OVERVIEW_H
#pragma once
//-----------------------------------------------------------------------------
// 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

View File

@ -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
static byte *gpBuf;
static int giSize;
static int giRead;
static int giBadRead;
void BEGIN_READ( void *buf, int size )
{
giRead = 0;
giBadRead = 0;
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_BYTE();
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
static byte *gpBuf;
static int giSize;
static int giRead;
static int giBadRead;
void BEGIN_READ( void *buf, int size )
{
giRead = 0;
giBadRead = 0;
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_BYTE();
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));
}

View File

@ -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
//
#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
//
#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 );

View File

@ -1,313 +1,313 @@
/***
*
* 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>
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;
// 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;
DrawSetTextColor( g_pflNameColors[i][0], g_pflNameColors[i][1], g_pflNameColors[i][2] );
int x = DrawConsoleString( LINE_START, y, buf );
// color is reset after each string draw
DrawConsoleString( x, y, g_szLineBuffer[i] + g_iNameLengths[i] );
}
else
{
// normal draw
DrawConsoleString( LINE_START, y, g_szLineBuffer[i] );
}
}
y += line_height;
}
return 1;
}
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
SayTextPrint( READ_STRING(), iSize - 1, client_index );
return 1;
}
void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIndex )
{
/***
*
* 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>
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;
// 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;
DrawSetTextColor( g_pflNameColors[i][0], g_pflNameColors[i][1], g_pflNameColors[i][2] );
int x = DrawConsoleString( LINE_START, y, buf );
// color is reset after each string draw
DrawConsoleString( x, y, g_szLineBuffer[i] + g_iNameLengths[i] );
}
else
{
// normal draw
DrawConsoleString( LINE_START, y, g_szLineBuffer[i] );
}
}
y += line_height;
}
return 1;
}
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
SayTextPrint( READ_STRING(), iSize - 1, client_index );
return 1;
}
void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIndex )
{
int i;
ConsolePrint( pszBuf );
// find an empty string slot
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 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 );
}
}
}
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;
GetConsoleStringSize( 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
GetConsoleStringSize( 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;
}
}
}
}
ConsolePrint( pszBuf );
// find an empty string slot
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 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 );
}
}
}
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;
GetConsoleStringSize( 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
GetConsoleStringSize( 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;
}
}
}
}

View File

@ -1,162 +1,162 @@
//======== (C) Copyright 1996-2002 Valve, L.L.C. All rights reserved. ========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include <windows.h>
#include <dsound.h>
#include <mmsystem.h>
#include "r_studioint.h"
extern engine_studio_api_t IEngineStudio;
#define RENDERTYPE_UNDEFINED 0
#define RENDERTYPE_SOFTWARE 1
#define RENDERTYPE_HARDWARE 2
#define ENGINE_LAUNCHER_API_VERSION 1
LPDIRECTSOUND lpDS = NULL;
LPDIRECTSOUNDBUFFER lpDSBuf = NULL;
LPHWAVEOUT lpHW = NULL;
static HMODULE hEngine = 0;
typedef struct engine_api_s
{
int version;
int rendertype;
int size;
// Functions
void ( *unused1 ) ( void );
void ( *unused2 ) ( void );
void ( *unused3 ) ( void );
void ( *unused4 ) ( 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 ( *unused16 ) ( void );
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 );
void ( *unused28 ) ( void );
void ( *unused29 ) ( void );
void ( *unused30 ) ( void );
void ( *unused31 ) ( void );
void ( *unused32 ) ( void );
void ( *unused33 ) ( void );
void ( *unused34 ) ( void );
void ( *S_GetDSPointer ) ( struct IDirectSound **lpDS, struct IDirectSoundBuffer **lpDSBuf );
void *( *S_GetWAVPointer ) ( void );
void ( *unused35 ) ( void );
void ( *unused36 ) ( void );
void ( *unused37 ) ( void );
void ( *unused38 ) ( void );
void ( *unused39 ) ( void );
void ( *unused40 ) ( void );
void ( *unused41 ) ( void );
void ( *unused42 ) ( void );
void ( *unused43 ) ( void );
void ( *unused44 ) ( void );
void ( *unused45 ) ( void );
void ( *unused46 ) ( void );
void ( *unused47 ) ( void );
void ( *unused48 ) ( void );
void ( *unused49 ) ( void );
void ( *unused50 ) ( void );
void ( *unused51 ) ( void );
void ( *unused52 ) ( void );
void ( *unused53 ) ( void );
void ( *unused54 ) ( void );
void ( *unused55 ) ( void );
} engine_api_t;
static engine_api_t engineapi;
typedef int (*engine_api_func)( int version, int size, struct engine_api_s *api );
//-----------------------------------------------------------------------------
// Purpose: Get launcher/engine interface from engine module
// Input : hMod -
// Output : int
//-----------------------------------------------------------------------------
int Eng_LoadFunctions( HMODULE hMod )
{
engine_api_func pfnEngineAPI;
pfnEngineAPI = ( engine_api_func )GetProcAddress( hMod, "Sys_EngineAPI" );
if ( !pfnEngineAPI )
return 0;
if ( !(*pfnEngineAPI)( ENGINE_LAUNCHER_API_VERSION, sizeof( engine_api_t ), &engineapi ) )
return 0;
// All is okay
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Load proper engine .dll and get pointer to either DSound and primary buffer or HWAVEOUT ( NT 4.0, e.g. )
//-----------------------------------------------------------------------------
void LoadSoundAPIs( void )
{
hEngine = ::LoadLibrary( IEngineStudio.IsHardware() ? "hw.dll" : "sw.dll" );
if ( hEngine )
{
if ( Eng_LoadFunctions( hEngine ) )
{
if ( engineapi.S_GetDSPointer && engineapi.S_GetWAVPointer )
{
engineapi.S_GetDSPointer(&lpDS, &lpDSBuf);
lpHW = (HWAVEOUT FAR *)engineapi.S_GetWAVPointer();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Close engine library, release sound pointers
//-----------------------------------------------------------------------------
void ShutdownSoundAPIs( void )
{
if( hEngine )
{
FreeLibrary( hEngine );
hEngine = 0;
}
lpDS = 0;
lpDSBuf = 0;
lpHW = 0;
}
//======== (C) Copyright 1996-2002 Valve, L.L.C. All rights reserved. ========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include <windows.h>
#include <dsound.h>
#include <mmsystem.h>
#include "r_studioint.h"
extern engine_studio_api_t IEngineStudio;
#define RENDERTYPE_UNDEFINED 0
#define RENDERTYPE_SOFTWARE 1
#define RENDERTYPE_HARDWARE 2
#define ENGINE_LAUNCHER_API_VERSION 1
LPDIRECTSOUND lpDS = NULL;
LPDIRECTSOUNDBUFFER lpDSBuf = NULL;
LPHWAVEOUT lpHW = NULL;
static HMODULE hEngine = 0;
typedef struct engine_api_s
{
int version;
int rendertype;
int size;
// Functions
void ( *unused1 ) ( void );
void ( *unused2 ) ( void );
void ( *unused3 ) ( void );
void ( *unused4 ) ( 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 ( *unused16 ) ( void );
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 );
void ( *unused28 ) ( void );
void ( *unused29 ) ( void );
void ( *unused30 ) ( void );
void ( *unused31 ) ( void );
void ( *unused32 ) ( void );
void ( *unused33 ) ( void );
void ( *unused34 ) ( void );
void ( *S_GetDSPointer ) ( struct IDirectSound **lpDS, struct IDirectSoundBuffer **lpDSBuf );
void *( *S_GetWAVPointer ) ( void );
void ( *unused35 ) ( void );
void ( *unused36 ) ( void );
void ( *unused37 ) ( void );
void ( *unused38 ) ( void );
void ( *unused39 ) ( void );
void ( *unused40 ) ( void );
void ( *unused41 ) ( void );
void ( *unused42 ) ( void );
void ( *unused43 ) ( void );
void ( *unused44 ) ( void );
void ( *unused45 ) ( void );
void ( *unused46 ) ( void );
void ( *unused47 ) ( void );
void ( *unused48 ) ( void );
void ( *unused49 ) ( void );
void ( *unused50 ) ( void );
void ( *unused51 ) ( void );
void ( *unused52 ) ( void );
void ( *unused53 ) ( void );
void ( *unused54 ) ( void );
void ( *unused55 ) ( void );
} engine_api_t;
static engine_api_t engineapi;
typedef int (*engine_api_func)( int version, int size, struct engine_api_s *api );
//-----------------------------------------------------------------------------
// Purpose: Get launcher/engine interface from engine module
// Input : hMod -
// Output : int
//-----------------------------------------------------------------------------
int Eng_LoadFunctions( HMODULE hMod )
{
engine_api_func pfnEngineAPI;
pfnEngineAPI = ( engine_api_func )GetProcAddress( hMod, "Sys_EngineAPI" );
if ( !pfnEngineAPI )
return 0;
if ( !(*pfnEngineAPI)( ENGINE_LAUNCHER_API_VERSION, sizeof( engine_api_t ), &engineapi ) )
return 0;
// All is okay
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Load proper engine .dll and get pointer to either DSound and primary buffer or HWAVEOUT ( NT 4.0, e.g. )
//-----------------------------------------------------------------------------
void LoadSoundAPIs( void )
{
hEngine = ::LoadLibrary( IEngineStudio.IsHardware() ? "hw.dll" : "sw.dll" );
if ( hEngine )
{
if ( Eng_LoadFunctions( hEngine ) )
{
if ( engineapi.S_GetDSPointer && engineapi.S_GetWAVPointer )
{
engineapi.S_GetDSPointer(&lpDS, &lpDSBuf);
lpHW = (HWAVEOUT FAR *)engineapi.S_GetWAVPointer();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Close engine library, release sound pointers
//-----------------------------------------------------------------------------
void ShutdownSoundAPIs( void )
{
if( hEngine )
{
FreeLibrary( hEngine );
hEngine = 0;
}
lpDS = 0;
lpDSBuf = 0;
lpHW = 0;
}

View File

@ -1,164 +1,164 @@
/***
*
* 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"
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;
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 )
{
/***
*
* 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"
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;
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 )
{
int i;
// check to see if the sprite is in the current list
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;
strcpy( m_IconList[i].szSpriteName, pszIconName );
// 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;
}
}
}
// check to see if the sprite is in the current list
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;
strcpy( m_IconList[i].szSpriteName, pszIconName );
// 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;
}
}
}

View File

@ -1,265 +1,265 @@
/***
*
* 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 );
#define STATUSBAR_ID_LINE 1
float *GetClientColor( int clientIndex );
extern float g_ColorYellow[3];
int CHudStatusBar :: Init( void )
{
gHUD.AddHudElem( this );
HOOK_MESSAGE( StatusText );
HOOK_MESSAGE( StatusValue );
Reset();
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
{
strcpy( szRepString, "******" );
}
break;
case 'i': // number
sprintf( szRepString, "%d", indexval );
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;
}
int Y_START = ScreenHeight - YRES(32 + 4);
// Draw the status bar lines
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
{
int TextHeight, TextWidth;
GetConsoleStringSize( 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) && CVAR_GET_FLOAT("hud_centerid") )
{
x = max( 0, max(2, (ScreenWidth - TextWidth)) / 2 );
y = (ScreenHeight / 2) + (TextHeight*CVAR_GET_FLOAT("hud_centerid"));
}
if ( m_pflNameColors[i] )
DrawSetTextColor( m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] );
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 );
#define STATUSBAR_ID_LINE 1
float *GetClientColor( int clientIndex );
extern float g_ColorYellow[3];
int CHudStatusBar :: Init( void )
{
gHUD.AddHudElem( this );
HOOK_MESSAGE( StatusText );
HOOK_MESSAGE( StatusValue );
Reset();
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
{
strcpy( szRepString, "******" );
}
break;
case 'i': // number
sprintf( szRepString, "%d", indexval );
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;
}
int Y_START = ScreenHeight - YRES(32 + 4);
// Draw the status bar lines
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
{
int TextHeight, TextWidth;
GetConsoleStringSize( 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) && CVAR_GET_FLOAT("hud_centerid") )
{
x = max( 0, max(2, (ScreenWidth - TextWidth)) / 2 );
y = (ScreenHeight / 2) + (TextHeight*CVAR_GET_FLOAT("hud_centerid"));
}
if ( m_pflNameColors[i] )
DrawSetTextColor( m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] );
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;
}

View File

@ -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 );
}

View File

@ -1,40 +1,40 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( STUDIO_UTIL_H )
#define STUDIO_UTIL_H
#if defined( WIN32 )
#pragma once
#endif
#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: $
//=============================================================================
#if !defined( STUDIO_UTIL_H )
#define STUDIO_UTIL_H
#if defined( WIN32 )
#pragma once
#endif
#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

View File

@ -1,209 +1,209 @@
/***
*
* 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"
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;
}
// 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;
}
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 '#')
int CHudTextMessage::MsgFunc_TextMsg( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int msg_dest = READ_BYTE();
static char szBuf[6][128];
char *msg_text = LookupString( READ_STRING(), &msg_dest );
msg_text = strcpy( szBuf[0], msg_text );
// keep reading strings and using C format strings for subsituting the strings into the localised text string
char *sstr1 = LookupString( READ_STRING() );
sstr1 = strcpy( szBuf[1], sstr1 );
StripEndNewlineFromString( sstr1 ); // these strings are meant for subsitution into the main strings, so cull the automatic end newlines
char *sstr2 = LookupString( READ_STRING() );
sstr2 = strcpy( szBuf[2], sstr2 );
StripEndNewlineFromString( sstr2 );
char *sstr3 = LookupString( READ_STRING() );
sstr3 = strcpy( szBuf[3], sstr3 );
StripEndNewlineFromString( sstr3 );
char *sstr4 = LookupString( READ_STRING() );
sstr4 = strcpy( szBuf[4], sstr4 );
StripEndNewlineFromString( sstr4 );
char *psz = szBuf[5];
switch ( msg_dest )
{
case HUD_PRINTCENTER:
sprintf( psz, 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
sprintf( psz+1, msg_text, sstr1, sstr2, sstr3, sstr4 );
ConsolePrint( ConvertCRtoNL( psz ) );
break;
case HUD_PRINTTALK:
sprintf( psz, msg_text, sstr1, sstr2, sstr3, sstr4 );
gHUD.m_SayText.SayTextPrint( ConvertCRtoNL( psz ), 128 );
break;
case HUD_PRINTCONSOLE:
sprintf( psz, msg_text, sstr1, sstr2, sstr3, sstr4 );
ConsolePrint( ConvertCRtoNL( psz ) );
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"
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;
}
// 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;
}
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 '#')
int CHudTextMessage::MsgFunc_TextMsg( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int msg_dest = READ_BYTE();
static char szBuf[6][128];
char *msg_text = LookupString( READ_STRING(), &msg_dest );
msg_text = strcpy( szBuf[0], msg_text );
// keep reading strings and using C format strings for subsituting the strings into the localised text string
char *sstr1 = LookupString( READ_STRING() );
sstr1 = strcpy( szBuf[1], sstr1 );
StripEndNewlineFromString( sstr1 ); // these strings are meant for subsitution into the main strings, so cull the automatic end newlines
char *sstr2 = LookupString( READ_STRING() );
sstr2 = strcpy( szBuf[2], sstr2 );
StripEndNewlineFromString( sstr2 );
char *sstr3 = LookupString( READ_STRING() );
sstr3 = strcpy( szBuf[3], sstr3 );
StripEndNewlineFromString( sstr3 );
char *sstr4 = LookupString( READ_STRING() );
sstr4 = strcpy( szBuf[4], sstr4 );
StripEndNewlineFromString( sstr4 );
char *psz = szBuf[5];
switch ( msg_dest )
{
case HUD_PRINTCENTER:
sprintf( psz, 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
sprintf( psz+1, msg_text, sstr1, sstr2, sstr3, sstr4 );
ConsolePrint( ConvertCRtoNL( psz ) );
break;
case HUD_PRINTTALK:
sprintf( psz, msg_text, sstr1, sstr2, sstr3, sstr4 );
gHUD.m_SayText.SayTextPrint( ConvertCRtoNL( psz ), 128 );
break;
case HUD_PRINTCONSOLE:
sprintf( psz, msg_text, sstr1, sstr2, sstr3, sstr4 );
ConsolePrint( ConvertCRtoNL( psz ) );
break;
}
return 1;
}

File diff suppressed because it is too large Load Diff

View File

@ -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;
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;
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;
}

View File

@ -1,122 +1,122 @@
//========= 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"
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
/*
=================
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 )
{
#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"
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
/*
=================
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 )
{
#if defined( TEST_IT )
// Draw_Triangles();
#endif
}

View File

@ -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.
*
****/
//
// 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
extern vec3_t vec3_origin;
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);
}
/***
*
* 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
extern vec3_t vec3_origin;
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);
}

View File

@ -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
//
// 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 unsigned int func_t; //
typedef unsigned 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
//
// 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 unsigned int func_t; //
typedef unsigned 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

File diff suppressed because it is too large Load Diff

View File

@ -1,15 +1,15 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined ( VIEWH )
#define VIEWH
#pragma once
void V_StartPitchDrift( void );
void V_StopPitchDrift( void );
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined ( VIEWH )
#define VIEWH
#pragma once
void V_StartPitchDrift( void );
void V_StopPitchDrift( void );
#endif // !VIEWH

View File

@ -1,60 +1,60 @@
/***
*
* 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 BEAMDEF_H
#define BEAMDEF_H
#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;
};
/***
*
* 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 BEAMDEF_H
#define BEAMDEF_H
#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//BEAMDEF_H

View File

@ -1,246 +1,246 @@
/*
bspfile.h - BSP format included q1, hl1 support
Copyright (C) 2010 Uncle Mike
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 3 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.
*/
#ifndef BSPFILE_H
#define BSPFILE_H
/*
==============================================================================
BRUSH MODELS
.bsp contain level static geometry with including PVS and lightning info
==============================================================================
*/
// header
#define Q1BSP_VERSION 29 // quake1 regular version (beta is 28)
#define HLBSP_VERSION 30 // half-life regular version
#define XTBSP_VERSION 31 // extended lightmaps and expanded clipnodes limit
#define IDEXTRAHEADER (('H'<<24)+('S'<<16)+('A'<<8)+'X') // little-endian "XASH"
#define EXTRA_VERSION 2 // because version 1 was occupied by old versions of XashXT
#define DELUXEMAP_VERSION 1
#define IDDELUXEMAPHEADER (('T'<<24)+('I'<<16)+('L'<<8)+'Q') // little-endian "QLIT"
// worldcraft predefined angles
#define ANGLE_UP -1
#define ANGLE_DOWN -2
// bmodel limits
#define MAX_MAP_HULLS 4 // MAX_HULLS
#define SURF_NOCULL BIT( 0 ) // two-sided polygon (e.g. 'water4b')
#define SURF_PLANEBACK BIT( 1 ) // plane should be negated
#define SURF_DRAWSKY BIT( 2 ) // sky surface
#define SURF_WATERCSG BIT( 3 ) // culled by csg (was SURF_DRAWSPRITE)
#define SURF_DRAWTURB BIT( 4 ) // warp surface
#define SURF_DRAWTILED BIT( 5 ) // face without lighmap
#define SURF_CONVEYOR BIT( 6 ) // scrolled texture (was SURF_DRAWBACKGROUND)
#define SURF_UNDERWATER BIT( 7 ) // caustics
#define SURF_TRANSPARENT BIT( 8 ) // it's a transparent texture (was SURF_DONTWARP)
#define SURF_REFLECT BIT( 31 ) // reflect surface (mirror)
// lightstyle management
#define LM_STYLES 4 // MAXLIGHTMAPS
#define LS_NORMAL 0x00
#define LS_UNUSED 0xFE
#define LS_NONE 0xFF
#define MAX_MAP_MODELS 1024 // can be increased up to 2048 if needed
#define MAX_MAP_BRUSHES 32768 // unsigned short limit
#define MAX_MAP_ENTITIES 8192 // can be increased up to 32768 if needed
#define MAX_MAP_ENTSTRING 0x80000 // 512 kB should be enough
#define MAX_MAP_PLANES 65536 // can be increased without problems
#define MAX_MAP_NODES 32767 // because negative shorts are leafs
#define MAX_MAP_CLIPNODES 32767 // because negative shorts are contents
#define MAX_MAP_LEAFS 32767 // signed short limit
#define MAX_MAP_VERTS 65535 // unsigned short limit
#define MAX_MAP_FACES 65535 // unsigned short limit
#define MAX_MAP_MARKSURFACES 65535 // unsigned short limit
#define MAX_MAP_TEXINFO MAX_MAP_FACES // in theory each face may have personal texinfo
#define MAX_MAP_EDGES 0x100000 // can be increased but not needed
#define MAX_MAP_SURFEDGES 0x200000 // can be increased but not needed
#define MAX_MAP_TEXTURES 2048 // can be increased but not needed
#define MAX_MAP_MIPTEX 0x2000000 // 32 Mb internal textures data
#define MAX_MAP_LIGHTING 0x2000000 // 32 Mb lightmap raw data (can contain deluxemaps)
#define MAX_MAP_VISIBILITY 0x800000 // 8 Mb visdata
// quake lump ordering
#define LUMP_ENTITIES 0
#define LUMP_PLANES 1
#define LUMP_TEXTURES 2 // internal textures
#define LUMP_VERTEXES 3
#define LUMP_VISIBILITY 4
#define LUMP_NODES 5
#define LUMP_TEXINFO 6
#define LUMP_FACES 7
#define LUMP_LIGHTING 8
#define LUMP_CLIPNODES 9
#define LUMP_LEAFS 10
#define LUMP_MARKSURFACES 11
#define LUMP_EDGES 12
#define LUMP_SURFEDGES 13
#define LUMP_MODELS 14 // internal submodels
#define HEADER_LUMPS 15
// version 31
#define LUMP_CLIPNODES2 15 // hull0 goes into LUMP_NODES, hull1 goes into LUMP_CLIPNODES,
#define LUMP_CLIPNODES3 16 // hull2 goes into LUMP_CLIPNODES2, hull3 goes into LUMP_CLIPNODES3
#define HEADER_LUMPS_31 17
#define LUMP_FACES_EXTRADATA 0 // extension of dface_t
#define LUMP_VERTS_EXTRADATA 1 // extension of dvertex_t
#define LUMP_CUBEMAPS 2 // cubemap description
#define EXTRA_LUMPS 8 // g-cont. just for future expansions
// texture flags
#define TEX_SPECIAL BIT( 0 ) // sky or slime, no lightmap or 256 subdivision
// ambient sound types
enum
{
AMBIENT_WATER = 0, // waterfall
AMBIENT_SKY, // wind
AMBIENT_SLIME, // never used in quake
AMBIENT_LAVA, // never used in quake
NUM_AMBIENTS, // automatic ambient sounds
};
//
// BSP File Structures
//
typedef struct
{
int fileofs;
int filelen;
} dlump_t;
typedef struct
{
int version;
dlump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct
{
int version;
dlump_t lumps[HEADER_LUMPS_31];
} dheader31_t;
typedef struct
{
int id; // must be little endian XASH
int version;
dlump_t lumps[EXTRA_LUMPS];
} dextrahdr_t;
typedef struct
{
vec3_t mins;
vec3_t maxs;
vec3_t origin; // for sounds or lights
int headnode[MAX_MAP_HULLS];
int visleafs; // not including the solid leaf 0
int firstface;
int numfaces;
} dmodel_t;
typedef struct
{
int nummiptex;
int dataofs[4]; // [nummiptex]
} dmiptexlump_t;
typedef struct
{
vec3_t point;
} dvertex_t;
typedef struct
{
vec3_t normal;
float dist;
int type; // PLANE_X - PLANE_ANYZ ?
} dplane_t;
typedef struct
{
int planenum;
short children[2]; // negative numbers are -(leafs + 1), not nodes
short mins[3]; // for sphere culling
short maxs[3];
word firstface;
word numfaces; // counting both sides
} dnode_t;
// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
// all other leafs need visibility info
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
short mins[3]; // for frustum culling
short maxs[3];
word firstmarksurface;
word nummarksurfaces;
// automatic ambient sounds
byte ambient_level[NUM_AMBIENTS]; // ambient sound level (0 - 255)
} dleaf_t;
typedef struct
{
int planenum;
short children[2]; // negative numbers are contents
} dclipnode_t;
typedef struct
{
float vecs[2][4]; // texmatrix [s/t][xyz offset]
int miptex;
int flags;
} dtexinfo_t;
typedef word dmarkface_t; // leaf marksurfaces indexes
typedef int dsurfedge_t; // map surfedges
// NOTE: that edge 0 is never used, because negative edge nums
// are used for counterclockwise use of the edge in a face
typedef struct
{
word v[2]; // vertex numbers
} dedge_t;
typedef struct
{
word planenum;
short side;
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// lighting info
byte styles[LM_STYLES];
int lightofs; // start of [numstyles*surfsize] samples
} dface_t;
/*
bspfile.h - BSP format included q1, hl1 support
Copyright (C) 2010 Uncle Mike
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 3 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.
*/
#ifndef BSPFILE_H
#define BSPFILE_H
/*
==============================================================================
BRUSH MODELS
.bsp contain level static geometry with including PVS and lightning info
==============================================================================
*/
// header
#define Q1BSP_VERSION 29 // quake1 regular version (beta is 28)
#define HLBSP_VERSION 30 // half-life regular version
#define XTBSP_VERSION 31 // extended lightmaps and expanded clipnodes limit
#define IDEXTRAHEADER (('H'<<24)+('S'<<16)+('A'<<8)+'X') // little-endian "XASH"
#define EXTRA_VERSION 2 // because version 1 was occupied by old versions of XashXT
#define DELUXEMAP_VERSION 1
#define IDDELUXEMAPHEADER (('T'<<24)+('I'<<16)+('L'<<8)+'Q') // little-endian "QLIT"
// worldcraft predefined angles
#define ANGLE_UP -1
#define ANGLE_DOWN -2
// bmodel limits
#define MAX_MAP_HULLS 4 // MAX_HULLS
#define SURF_NOCULL BIT( 0 ) // two-sided polygon (e.g. 'water4b')
#define SURF_PLANEBACK BIT( 1 ) // plane should be negated
#define SURF_DRAWSKY BIT( 2 ) // sky surface
#define SURF_WATERCSG BIT( 3 ) // culled by csg (was SURF_DRAWSPRITE)
#define SURF_DRAWTURB BIT( 4 ) // warp surface
#define SURF_DRAWTILED BIT( 5 ) // face without lighmap
#define SURF_CONVEYOR BIT( 6 ) // scrolled texture (was SURF_DRAWBACKGROUND)
#define SURF_UNDERWATER BIT( 7 ) // caustics
#define SURF_TRANSPARENT BIT( 8 ) // it's a transparent texture (was SURF_DONTWARP)
#define SURF_REFLECT BIT( 31 ) // reflect surface (mirror)
// lightstyle management
#define LM_STYLES 4 // MAXLIGHTMAPS
#define LS_NORMAL 0x00
#define LS_UNUSED 0xFE
#define LS_NONE 0xFF
#define MAX_MAP_MODELS 1024 // can be increased up to 2048 if needed
#define MAX_MAP_BRUSHES 32768 // unsigned short limit
#define MAX_MAP_ENTITIES 8192 // can be increased up to 32768 if needed
#define MAX_MAP_ENTSTRING 0x80000 // 512 kB should be enough
#define MAX_MAP_PLANES 65536 // can be increased without problems
#define MAX_MAP_NODES 32767 // because negative shorts are leafs
#define MAX_MAP_CLIPNODES 32767 // because negative shorts are contents
#define MAX_MAP_LEAFS 32767 // signed short limit
#define MAX_MAP_VERTS 65535 // unsigned short limit
#define MAX_MAP_FACES 65535 // unsigned short limit
#define MAX_MAP_MARKSURFACES 65535 // unsigned short limit
#define MAX_MAP_TEXINFO MAX_MAP_FACES // in theory each face may have personal texinfo
#define MAX_MAP_EDGES 0x100000 // can be increased but not needed
#define MAX_MAP_SURFEDGES 0x200000 // can be increased but not needed
#define MAX_MAP_TEXTURES 2048 // can be increased but not needed
#define MAX_MAP_MIPTEX 0x2000000 // 32 Mb internal textures data
#define MAX_MAP_LIGHTING 0x2000000 // 32 Mb lightmap raw data (can contain deluxemaps)
#define MAX_MAP_VISIBILITY 0x800000 // 8 Mb visdata
// quake lump ordering
#define LUMP_ENTITIES 0
#define LUMP_PLANES 1
#define LUMP_TEXTURES 2 // internal textures
#define LUMP_VERTEXES 3
#define LUMP_VISIBILITY 4
#define LUMP_NODES 5
#define LUMP_TEXINFO 6
#define LUMP_FACES 7
#define LUMP_LIGHTING 8
#define LUMP_CLIPNODES 9
#define LUMP_LEAFS 10
#define LUMP_MARKSURFACES 11
#define LUMP_EDGES 12
#define LUMP_SURFEDGES 13
#define LUMP_MODELS 14 // internal submodels
#define HEADER_LUMPS 15
// version 31
#define LUMP_CLIPNODES2 15 // hull0 goes into LUMP_NODES, hull1 goes into LUMP_CLIPNODES,
#define LUMP_CLIPNODES3 16 // hull2 goes into LUMP_CLIPNODES2, hull3 goes into LUMP_CLIPNODES3
#define HEADER_LUMPS_31 17
#define LUMP_FACES_EXTRADATA 0 // extension of dface_t
#define LUMP_VERTS_EXTRADATA 1 // extension of dvertex_t
#define LUMP_CUBEMAPS 2 // cubemap description
#define EXTRA_LUMPS 8 // g-cont. just for future expansions
// texture flags
#define TEX_SPECIAL BIT( 0 ) // sky or slime, no lightmap or 256 subdivision
// ambient sound types
enum
{
AMBIENT_WATER = 0, // waterfall
AMBIENT_SKY, // wind
AMBIENT_SLIME, // never used in quake
AMBIENT_LAVA, // never used in quake
NUM_AMBIENTS, // automatic ambient sounds
};
//
// BSP File Structures
//
typedef struct
{
int fileofs;
int filelen;
} dlump_t;
typedef struct
{
int version;
dlump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct
{
int version;
dlump_t lumps[HEADER_LUMPS_31];
} dheader31_t;
typedef struct
{
int id; // must be little endian XASH
int version;
dlump_t lumps[EXTRA_LUMPS];
} dextrahdr_t;
typedef struct
{
vec3_t mins;
vec3_t maxs;
vec3_t origin; // for sounds or lights
int headnode[MAX_MAP_HULLS];
int visleafs; // not including the solid leaf 0
int firstface;
int numfaces;
} dmodel_t;
typedef struct
{
int nummiptex;
int dataofs[4]; // [nummiptex]
} dmiptexlump_t;
typedef struct
{
vec3_t point;
} dvertex_t;
typedef struct
{
vec3_t normal;
float dist;
int type; // PLANE_X - PLANE_ANYZ ?
} dplane_t;
typedef struct
{
int planenum;
short children[2]; // negative numbers are -(leafs + 1), not nodes
short mins[3]; // for sphere culling
short maxs[3];
word firstface;
word numfaces; // counting both sides
} dnode_t;
// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
// all other leafs need visibility info
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
short mins[3]; // for frustum culling
short maxs[3];
word firstmarksurface;
word nummarksurfaces;
// automatic ambient sounds
byte ambient_level[NUM_AMBIENTS]; // ambient sound level (0 - 255)
} dleaf_t;
typedef struct
{
int planenum;
short children[2]; // negative numbers are contents
} dclipnode_t;
typedef struct
{
float vecs[2][4]; // texmatrix [s/t][xyz offset]
int miptex;
int flags;
} dtexinfo_t;
typedef word dmarkface_t; // leaf marksurfaces indexes
typedef int dsurfedge_t; // map surfedges
// NOTE: that edge 0 is never used, because negative edge nums
// are used for counterclockwise use of the edge in a face
typedef struct
{
word v[2]; // vertex numbers
} dedge_t;
typedef struct
{
word planenum;
short side;
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// lighting info
byte styles[LM_STYLES];
int lightofs; // start of [numstyles*surfsize] samples
} dface_t;
#endif//BSPFILE_H

View File

@ -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.
*
****/
#ifndef CL_ENTITY_H
#define CL_ENTITY_H
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 )
#include "entity_state.h"
#include "event_args.h"
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;
};
/***
*
* 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 CL_ENTITY_H
#define CL_ENTITY_H
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 )
#include "entity_state.h"
#include "event_args.h"
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_ENTITY_H

View File

@ -1,413 +1,413 @@
/*
com_model.h - cient model structures
Copyright (C) 2010 Uncle Mike
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 3 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.
*/
#ifndef COM_MODEL_H
#define COM_MODEL_H
#include "bspfile.h" // we need some declarations from it
typedef vec_t vec2_t[2];
typedef vec_t vec4_t[4];
/*
==============================================================================
ENGINE MODEL FORMAT
==============================================================================
*/
#define STUDIO_RENDER 1
#define STUDIO_EVENTS 2
#define ZISCALE ((float)0x8000)
#define MIPLEVELS 4
#define VERTEXSIZE 7
#define MAXLIGHTMAPS 4
#define NUM_AMBIENTS 4 // automatic ambient sounds
// model types
typedef enum
{
mod_bad = -1,
mod_brush,
mod_sprite,
mod_alias,
mod_studio
} modtype_t;
typedef struct mplane_s
{
vec3_t normal;
float dist;
byte type; // for 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 int width, height;
int gl_texturenum;
struct msurface_s *texturechain; // for gl_texsort drawing
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 short fb_texturenum; // auto-luma texturenum
unsigned short dt_texturenum; // detail-texture binding
unsigned int unused[3]; // reserved
} 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;
// 73 bytes per VBO vertex
// FIXME: align to 32 bytes
typedef struct glvert_s
{
vec3_t vertex; // position
vec3_t normal; // normal
vec2_t stcoord; // ST texture coords
vec2_t lmcoord; // ST lightmap coords
vec2_t sccoord; // ST scissor coords (decals only) - for normalmap coords migration
vec3_t tangent; // tangent
vec3_t binormal; // binormal
byte color[4]; // colors per vertex
} glvert_t;
typedef struct glpoly_s
{
struct glpoly_s *next;
struct glpoly_s *chain;
int numverts;
int flags; // for SURF_UNDERWATER
float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
} glpoly_t;
typedef struct mnode_s
{
// common with leaf
int contents; // 0, to differentiate from leafs
int visframe; // node needs to be traversed if current
float 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
float dx; // local texture coordinates
float dy; //
float scale; // Pixel scale
short texture; // Decal texture
byte flags; // Decal flags FDECAL_*
short entityIndex; // Entity this is attached to
// Xash3D added
vec3_t position; // location of the decal center in world space.
vec3_t saxis; // direction of the s axis in world space
struct msurfmesh_s *mesh; // decal mesh in local space
int reserved[4]; // for future expansions
};
typedef struct mleaf_s
{
// common with node
int contents;
int visframe; // node needs to be traversed if current
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
byte *compressed_vis;
struct efrag_s *efrags;
msurface_t **firstmarksurface;
int nummarksurfaces;
byte *compressed_pas;
byte ambient_sound_level[NUM_AMBIENTS];
} mleaf_t;
typedef struct msurface_s
{
int visframe; // should be drawn when node is crossed
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
short texturemins[2];
short extents[2];
int light_s, light_t; // gl lightmap coordinates
glpoly_t *polys; // multiple if warped
struct msurface_s *texturechain;
mtexinfo_t *texinfo;
// lighting info
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.
int lightmaptexturenum;
byte styles[MAXLIGHTMAPS];
int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
struct msurface_s *lightmapchain; // for new dlights rendering (was cached_dlight)
color24 *samples; // note: this is the actual lightmap data for this surface
decal_t *pdecals;
} msurface_t;
typedef struct msurfmesh_s
{
unsigned short numVerts;
unsigned short numElems; // ~ 20 000 vertex per one surface. Should be enough
unsigned int startVert; // user-variable. may be used for construct world single-VBO
unsigned int startElem; // user-variable. may be used for construct world single-VBO
glvert_t *verts; // vertexes array
unsigned short *elems; // indices
struct msurface_s *surf; // pointer to parent surface. Just for consistency
struct msurfmesh_s *next; // temporary chain of subdivided surfaces
} msurfmesh_t;
// surface extradata stored in cache.data for all brushmodels
typedef struct mextrasurf_s
{
vec3_t mins, maxs;
vec3_t origin; // surface origin
msurfmesh_t *mesh; // VBO\VA ready surface mesh. Not used by engine but can be used by mod-makers
int dlight_s, dlight_t; // gl lightmap coordinates for dynamic lightmaps
int mirrortexturenum; // gl texnum
float mirrormatrix[4][4];
struct mextrasurf_s *mirrorchain; // for gl_texsort drawing
struct mextrasurf_s *detailchain; // for detail textures drawing
color24 *deluxemap; // note: this is the actual deluxemap data for this surface
int reserved[32]; // just for future expansions or mod-makers
} mextrasurf_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;
#ifndef CACHE_USER
#define CACHE_USER
typedef struct cache_user_s
{
void *data; // extradata
} cache_user_t;
#endif
typedef struct model_s
{
char name[64]; // model name
qboolean needload; // bmodels and sprites don't cache normally
// shared modelinfo
modtype_t type; // model type
int numframes; // sprite's framecount
byte *mempool; // private mempool (was synctype)
int flags; // hl compatibility
//
// volume occupied by the model
//
vec3_t mins, maxs; // bounding box at angles '0 0 0'
float radius;
// brush model
int firstmodelsurface;
int nummodelsurfaces;
int numsubmodels;
dmodel_t *submodels; // or studio animations
int numplanes;
mplane_t *planes;
int numleafs; // number of visible leafs, not counting 0
mleaf_t *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 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;
#define MAX_SCOREBOARDNAME 32
#define MAX_INFO_STRING 256
#include "custom.h"
typedef struct player_info_s
{
int userid; // User id on server
char userinfo[MAX_INFO_STRING]; // User info string
char name[MAX_SCOREBOARDNAME]; // Name (extracted from userinfo)
int spectator; // Spectator or not, unused
int ping;
int packet_loss;
// skin information
char model[64];
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;
//
// sprite representation in memory
//
typedef enum { SPR_SINGLE = 0, SPR_GROUP, SPR_ANGLED } spriteframetype_t;
typedef struct mspriteframe_s
{
int width;
int height;
float up, down, left, right;
int gl_texturenum;
} mspriteframe_t;
typedef struct
{
int numframes;
float *intervals;
mspriteframe_t *frames[1];
} mspritegroup_t;
typedef struct
{
spriteframetype_t type;
mspriteframe_t *frameptr;
} mspriteframedesc_t;
typedef struct
{
short type;
short texFormat;
int maxwidth;
int maxheight;
int numframes;
int radius;
int facecull;
int synctype;
mspriteframedesc_t frames[1];
} msprite_t;
/*
com_model.h - cient model structures
Copyright (C) 2010 Uncle Mike
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 3 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.
*/
#ifndef COM_MODEL_H
#define COM_MODEL_H
#include "bspfile.h" // we need some declarations from it
typedef vec_t vec2_t[2];
typedef vec_t vec4_t[4];
/*
==============================================================================
ENGINE MODEL FORMAT
==============================================================================
*/
#define STUDIO_RENDER 1
#define STUDIO_EVENTS 2
#define ZISCALE ((float)0x8000)
#define MIPLEVELS 4
#define VERTEXSIZE 7
#define MAXLIGHTMAPS 4
#define NUM_AMBIENTS 4 // automatic ambient sounds
// model types
typedef enum
{
mod_bad = -1,
mod_brush,
mod_sprite,
mod_alias,
mod_studio
} modtype_t;
typedef struct mplane_s
{
vec3_t normal;
float dist;
byte type; // for 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 int width, height;
int gl_texturenum;
struct msurface_s *texturechain; // for gl_texsort drawing
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 short fb_texturenum; // auto-luma texturenum
unsigned short dt_texturenum; // detail-texture binding
unsigned int unused[3]; // reserved
} 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;
// 73 bytes per VBO vertex
// FIXME: align to 32 bytes
typedef struct glvert_s
{
vec3_t vertex; // position
vec3_t normal; // normal
vec2_t stcoord; // ST texture coords
vec2_t lmcoord; // ST lightmap coords
vec2_t sccoord; // ST scissor coords (decals only) - for normalmap coords migration
vec3_t tangent; // tangent
vec3_t binormal; // binormal
byte color[4]; // colors per vertex
} glvert_t;
typedef struct glpoly_s
{
struct glpoly_s *next;
struct glpoly_s *chain;
int numverts;
int flags; // for SURF_UNDERWATER
float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
} glpoly_t;
typedef struct mnode_s
{
// common with leaf
int contents; // 0, to differentiate from leafs
int visframe; // node needs to be traversed if current
float 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
float dx; // local texture coordinates
float dy; //
float scale; // Pixel scale
short texture; // Decal texture
byte flags; // Decal flags FDECAL_*
short entityIndex; // Entity this is attached to
// Xash3D added
vec3_t position; // location of the decal center in world space.
vec3_t saxis; // direction of the s axis in world space
struct msurfmesh_s *mesh; // decal mesh in local space
int reserved[4]; // for future expansions
};
typedef struct mleaf_s
{
// common with node
int contents;
int visframe; // node needs to be traversed if current
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
byte *compressed_vis;
struct efrag_s *efrags;
msurface_t **firstmarksurface;
int nummarksurfaces;
byte *compressed_pas;
byte ambient_sound_level[NUM_AMBIENTS];
} mleaf_t;
typedef struct msurface_s
{
int visframe; // should be drawn when node is crossed
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
short texturemins[2];
short extents[2];
int light_s, light_t; // gl lightmap coordinates
glpoly_t *polys; // multiple if warped
struct msurface_s *texturechain;
mtexinfo_t *texinfo;
// lighting info
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.
int lightmaptexturenum;
byte styles[MAXLIGHTMAPS];
int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
struct msurface_s *lightmapchain; // for new dlights rendering (was cached_dlight)
color24 *samples; // note: this is the actual lightmap data for this surface
decal_t *pdecals;
} msurface_t;
typedef struct msurfmesh_s
{
unsigned short numVerts;
unsigned short numElems; // ~ 20 000 vertex per one surface. Should be enough
unsigned int startVert; // user-variable. may be used for construct world single-VBO
unsigned int startElem; // user-variable. may be used for construct world single-VBO
glvert_t *verts; // vertexes array
unsigned short *elems; // indices
struct msurface_s *surf; // pointer to parent surface. Just for consistency
struct msurfmesh_s *next; // temporary chain of subdivided surfaces
} msurfmesh_t;
// surface extradata stored in cache.data for all brushmodels
typedef struct mextrasurf_s
{
vec3_t mins, maxs;
vec3_t origin; // surface origin
msurfmesh_t *mesh; // VBO\VA ready surface mesh. Not used by engine but can be used by mod-makers
int dlight_s, dlight_t; // gl lightmap coordinates for dynamic lightmaps
int mirrortexturenum; // gl texnum
float mirrormatrix[4][4];
struct mextrasurf_s *mirrorchain; // for gl_texsort drawing
struct mextrasurf_s *detailchain; // for detail textures drawing
color24 *deluxemap; // note: this is the actual deluxemap data for this surface
int reserved[32]; // just for future expansions or mod-makers
} mextrasurf_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;
#ifndef CACHE_USER
#define CACHE_USER
typedef struct cache_user_s
{
void *data; // extradata
} cache_user_t;
#endif
typedef struct model_s
{
char name[64]; // model name
qboolean needload; // bmodels and sprites don't cache normally
// shared modelinfo
modtype_t type; // model type
int numframes; // sprite's framecount
byte *mempool; // private mempool (was synctype)
int flags; // hl compatibility
//
// volume occupied by the model
//
vec3_t mins, maxs; // bounding box at angles '0 0 0'
float radius;
// brush model
int firstmodelsurface;
int nummodelsurfaces;
int numsubmodels;
dmodel_t *submodels; // or studio animations
int numplanes;
mplane_t *planes;
int numleafs; // number of visible leafs, not counting 0
mleaf_t *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 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;
#define MAX_SCOREBOARDNAME 32
#define MAX_INFO_STRING 256
#include "custom.h"
typedef struct player_info_s
{
int userid; // User id on server
char userinfo[MAX_INFO_STRING]; // User info string
char name[MAX_SCOREBOARDNAME]; // Name (extracted from userinfo)
int spectator; // Spectator or not, unused
int ping;
int packet_loss;
// skin information
char model[64];
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;
//
// sprite representation in memory
//
typedef enum { SPR_SINGLE = 0, SPR_GROUP, SPR_ANGLED } spriteframetype_t;
typedef struct mspriteframe_s
{
int width;
int height;
float up, down, left, right;
int gl_texturenum;
} mspriteframe_t;
typedef struct
{
int numframes;
float *intervals;
mspriteframe_t *frames[1];
} mspritegroup_t;
typedef struct
{
spriteframetype_t type;
mspriteframe_t *frameptr;
} mspriteframedesc_t;
typedef struct
{
short type;
short texFormat;
int maxwidth;
int maxheight;
int numframes;
int radius;
int facecull;
int synctype;
mspriteframedesc_t frames[1];
} msprite_t;
#endif//COM_MODEL_H

View File

@ -1,25 +1,25 @@
/***
*
* 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 CON_NPRINT_H
#define CON_NPRINT_H
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;
/***
*
* 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 CON_NPRINT_H
#define CON_NPRINT_H
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;
#endif//CON_NPRINT_H

File diff suppressed because it is too large Load Diff

View File

@ -1,37 +1,37 @@
/***
*
* 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;
/***
*
* 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//CVARDEF_H

View File

@ -1,27 +1,27 @@
/***
*
* 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 DEMO_API_H
#define DEMO_API_H
typedef struct demo_api_s
{
int (*IsRecording)( void );
int (*IsPlayingback)( void );
int (*IsTimeDemo)( void );
void (*WriteBuffer)( int size, unsigned char *buffer );
} demo_api_t;
/***
*
* 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 DEMO_API_H
#define DEMO_API_H
typedef struct demo_api_s
{
int (*IsRecording)( void );
int (*IsPlayingback)( void );
int (*IsTimeDemo)( void );
void (*WriteBuffer)( int size, unsigned char *buffer );
} demo_api_t;
#endif//DEMO_API_H

View File

@ -1,31 +1,31 @@
/***
*
* 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 DLIGHT_H
#define DLIGHT_H
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;
/***
*
* 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 DLIGHT_H
#define DLIGHT_H
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//DLIGHT_H

View File

@ -1,186 +1,186 @@
/***
*
* 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 ENTITY_STATE_H
#define ENTITY_STATE_H
// 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[64];
} local_state_t;
/***
*
* 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 ENTITY_STATE_H
#define ENTITY_STATE_H
// 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[64];
} local_state_t;
#endif//ENTITY_STATE_H

View File

@ -1,25 +1,25 @@
/***
*
* 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 ENTITY_TYPES_H
#define ENTITY_TYPES_H
#define ET_NORMAL 0
#define ET_PLAYER 1
#define ET_TEMPENTITY 2
#define ET_BEAM 3
#define ET_FRAGMENTED 4 // BMODEL or SPRITE that was split across BSP nodes
/***
*
* 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 ENTITY_TYPES_H
#define ENTITY_TYPES_H
#define ET_NORMAL 0
#define ET_PLAYER 1
#define ET_TEMPENTITY 2
#define ET_BEAM 3
#define ET_FRAGMENTED 4 // BMODEL or SPRITE that was split across BSP nodes
#endif//ENTITY_TYPES_H

View File

@ -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.
*
****/
#ifndef EVENT_API_H
#define EVENT_API_H
#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 );
// Xash3D extension
unsigned short (*EV_IndexForEvent)( const char *name );
const char *(*EV_EventForIndex)( unsigned short index );
void ( *EV_PlayerTraceExt )( float *start, float *end, int traceFlags, int (*pfnIgnore)( struct physent_s *pe ), struct pmtrace_s *tr );
const char *(*EV_SoundForIndex)( int index );
struct msurface_s *( *EV_TraceSurface )( int ground, float *vstart, float *vend );
} event_api_t;
/***
*
* 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 EVENT_API_H
#define EVENT_API_H
#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 );
// Xash3D extension
unsigned short (*EV_IndexForEvent)( const char *name );
const char *(*EV_EventForIndex)( unsigned short index );
void ( *EV_PlayerTraceExt )( float *start, float *end, int traceFlags, int (*pfnIgnore)( struct physent_s *pe ), struct pmtrace_s *tr );
const char *(*EV_SoundForIndex)( int index );
struct msurface_s *( *EV_TraceSurface )( int ground, float *vstart, float *vend );
} event_api_t;
#endif//EVENT_API_H

View File

@ -1,47 +1,47 @@
/***
*
* 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 EVENT_ARGS_H
#define EVENT_ARGS_H
// 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;
/***
*
* 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 EVENT_ARGS_H
#define EVENT_ARGS_H
// 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//EVENT_ARGS_H

View File

@ -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.
*
****/
#ifndef EVENT_FLAGS_H
#define EVENT_FLAGS_H
// 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)
/***
*
* 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 EVENT_FLAGS_H
#define EVENT_FLAGS_H
// 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//EVENT_FLAGS_H

View File

@ -1,49 +1,49 @@
/*
gameinfo.h - current game info
Copyright (C) 2010 Uncle Mike
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 3 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.
*/
#ifndef GAMEINFO_H
#define GAMEINFO_H
#define GFL_NOMODELS (1<<0)
/*
========================================================================
GAMEINFO stuff
internal shared gameinfo structure (readonly for engine parts)
========================================================================
*/
typedef struct
{
// filesystem info
char gamefolder[64]; // used for change game '-game x'
char startmap[64]; // map to start singleplayer game
char trainmap[64]; // map to start hazard course (if specified)
char title[64]; // Game Main Title
char version[14]; // game version (optional)
short flags; // game flags
// about mod info
char game_url[256]; // link to a developer's site
char update_url[256]; // link to updates page
char type[64]; // single, toolkit, multiplayer etc
char date[64];
char size[64]; // displayed mod size
int gamemode;
} GAMEINFO;
/*
gameinfo.h - current game info
Copyright (C) 2010 Uncle Mike
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 3 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.
*/
#ifndef GAMEINFO_H
#define GAMEINFO_H
#define GFL_NOMODELS (1<<0)
/*
========================================================================
GAMEINFO stuff
internal shared gameinfo structure (readonly for engine parts)
========================================================================
*/
typedef struct
{
// filesystem info
char gamefolder[64]; // used for change game '-game x'
char startmap[64]; // map to start singleplayer game
char trainmap[64]; // map to start hazard course (if specified)
char title[64]; // Game Main Title
char version[14]; // game version (optional)
short flags; // game flags
// about mod info
char game_url[256]; // link to a developer's site
char update_url[256]; // link to updates page
char type[64]; // single, toolkit, multiplayer etc
char date[64];
char size[64]; // displayed mod size
int gamemode;
} GAMEINFO;
#endif//GAMEINFO_H

View File

@ -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.
*
****/
#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
/***
*
* 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 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

View File

@ -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.
*
****/
#ifndef IVOICETWEAK_H
#define IVOICETWEAK_H
// 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)( void ); // Returns 0 on error.
void (*EndVoiceTweakMode)( void );
// Get/set control values.
void (*SetControlFloat)( VoiceTweakControl iControl, float value );
float (*GetControlFloat)( VoiceTweakControl iControl );
int (*GetSpeakingVolume)( void );
} IVoiceTweak;
/***
*
* 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 IVOICETWEAK_H
#define IVOICETWEAK_H
// 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)( void ); // Returns 0 on error.
void (*EndVoiceTweakMode)( void );
// Get/set control values.
void (*SetControlFloat)( VoiceTweakControl iControl, float value );
float (*GetControlFloat)( VoiceTweakControl iControl );
int (*GetSpeakingVolume)( void );
} IVoiceTweak;
#endif//IVOICETWEAK_H

View File

@ -1,29 +1,29 @@
/*
lightstyle.h - lighstyle description
Copyright (C) 2011 Uncle Mike
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 3 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.
*/
#ifndef LIGHTSTYLE_H
#define LIGHTSTYLE_H
typedef struct
{
char pattern[256];
float map[256];
int length;
float value;
qboolean interp; // allow to interpolate this lightstyle
float time; // local time is gurantee what new style begins from the start, not mid or end of the sequence
} lightstyle_t;
/*
lightstyle.h - lighstyle description
Copyright (C) 2011 Uncle Mike
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 3 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.
*/
#ifndef LIGHTSTYLE_H
#define LIGHTSTYLE_H
typedef struct
{
char pattern[256];
float map[256];
int length;
float value;
qboolean interp; // allow to interpolate this lightstyle
float time; // local time is gurantee what new style begins from the start, not mid or end of the sequence
} lightstyle_t;
#endif//LIGHTSTYLE_H

View File

@ -1,95 +1,95 @@
/***
*
* 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
#include <math.h>
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4]; // x,y,z,w
#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);
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]);
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
#include <math.h>
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4]; // x,y,z,w
#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);
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]);
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)))

View File

@ -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.
*
****/
#ifndef NET_API_H
#define NET_API_H
#include "netadr.h"
#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;
/***
*
* 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 NET_API_H
#define NET_API_H
#include "netadr.h"
#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;
#endif//NET_APIH

View File

@ -1,37 +1,37 @@
/***
*
* 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 NETADR_H
#define NETADR_H
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;
/***
*
* 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 NETADR_H
#define NETADR_H
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

View File

@ -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.
*
****/
#ifndef PARTICLEDEF_H
#define PARTICLEDEF_H
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
pt_tracer // Always have callback
} ptype_t;
typedef struct particle_s
{
vec3_t org;
short color;
short packedColor;
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;
/***
*
* 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 PARTICLEDEF_H
#define PARTICLEDEF_H
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
pt_tracer // Always have callback
} ptype_t;
typedef struct particle_s
{
vec3_t org;
short color;
short packedColor;
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//PARTICLEDEF_H

View File

@ -1,41 +1,41 @@
/***
*
* 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 PM_TRACE_H
#define PM_TRACE_H
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;
};
/***
*
* 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 PM_TRACE_H
#define PM_TRACE_H
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//PM_TRACE_H

View File

@ -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.
*
****/
#ifndef QFONT_H
#define QFONT_H
// Font stuff
#define NUM_GLYPHS 256
typedef struct
{
short startoffset;
short charwidth;
} charinfo;
typedef struct qfont_s
{
int width, height;
int rowcount;
int rowheight;
charinfo fontinfo[NUM_GLYPHS];
byte data[4];
} qfont_t;
/***
*
* 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 QFONT_H
#define QFONT_H
// Font stuff
#define NUM_GLYPHS 256
typedef struct
{
short startoffset;
short charwidth;
} charinfo;
typedef struct qfont_s
{
int width, height;
int rowcount;
int rowheight;
charinfo fontinfo[NUM_GLYPHS];
byte data[4];
} qfont_t;
#endif//QFONT_H

View File

@ -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.
*
****/
#ifndef R_EFX_H
#define R_EFX_H
// particle_t
#if !defined( PARTICLEDEFH )
#include "particledef.h"
#endif
// BEAM
#if !defined( BEAMDEFH )
#include "beamdef.h"
#endif
// dlight_t
#if !defined ( DLIGHTH )
#include "dlight.h"
#endif
// cl_entity_t
#if !defined( CL_ENTITYH )
#include "cl_entity.h"
#endif
/*
// FOR REFERENCE, These are the built-in tracer colors. Note, color 4 is the one
// that uses the tracerred/tracergreen/tracerblue and traceralpha cvar settings
color24 gTracerColors[] =
{
{ 255, 255, 255 }, // White
{ 255, 0, 0 }, // Red
{ 0, 255, 0 }, // Green
{ 0, 0, 255 }, // Blue
{ 0, 0, 0 }, // Tracer default, filled in from cvars, etc.
{ 255, 167, 17 }, // Yellow-orange sparks
{ 255, 130, 90 }, // Yellowish streaks (garg)
{ 55, 60, 144 }, // Blue egon streak
{ 255, 130, 90 }, // More Yellowish streaks (garg)
{ 255, 140, 90 }, // More Yellowish streaks (garg)
{ 200, 130, 90 }, // More red streaks (garg)
{ 255, 120, 70 }, // Darker red streaks (garg)
};
*/
// Temporary entity array
#define TENTPRIORITY_LOW 0
#define TENTPRIORITY_HIGH 1
// TEMPENTITY flags
#define FTENT_NONE 0x00000000
#define FTENT_SINEWAVE 0x00000001
#define FTENT_GRAVITY 0x00000002
#define FTENT_ROTATE 0x00000004
#define FTENT_SLOWGRAVITY 0x00000008
#define FTENT_SMOKETRAIL 0x00000010
#define FTENT_COLLIDEWORLD 0x00000020
#define FTENT_FLICKER 0x00000040
#define FTENT_FADEOUT 0x00000080
#define FTENT_SPRANIMATE 0x00000100
#define FTENT_HITSOUND 0x00000200
#define FTENT_SPIRAL 0x00000400
#define FTENT_SPRCYCLE 0x00000800
#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
#define FTENT_SPARKSHOWER 0x00020000
#define FTENT_NOMODEL 0x00040000 // Doesn't have a model, never try to draw ( it just triggers other things )
#define FTENT_CLIENTCUSTOM 0x00080000 // Must specify callback. Callback function is responsible for killing tempent and updating fields ( unless other flags specify how to do things )
#define FTENT_SCALE 0x00100000 // An experiment
typedef struct tempent_s TEMPENTITY;
typedef struct tempent_s
{
int flags;
float die;
float frameMax;
float x;
float y;
float z;
float fadeSpeed;
float bounceFactor;
int hitSound;
void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr );
void (*callback)( struct tempent_s *ent, float frametime, float currenttime );
TEMPENTITY *next;
int priority;
short clientIndex; // if attached, this is the index of the client to stick to
// if COLLIDEALL, this is the index of the client to ignore
// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
cl_entity_t entity;
// baseline.origin - velocity
// baseline.renderamt - starting fadeout intensity
// baseline.angles - angle velocity
} TEMPENTITY;
typedef struct efx_api_s efx_api_t;
struct efx_api_s
{
particle_t *(*R_AllocParticle)( void (*callback)( struct particle_s *particle, float frametime ));
void (*R_BlobExplosion)( float *org );
void (*R_Blood)( float *org, float *dir, int pcolor, int speed );
void (*R_BloodSprite)( float *org, int colorindex, int modelIndex, int modelIndex2, float size );
void (*R_BloodStream)( float *org, float *dir, int pcolor, int speed );
void (*R_BreakModel)( float *pos, float *size, float *dir, float random, float life, int count, int modelIndex, char flags );
void (*R_Bubbles)( float *mins, float *maxs, float height, int modelIndex, int count, float speed );
void (*R_BubbleTrail)( float *start, float *end, float height, int modelIndex, int count, float speed );
void (*R_BulletImpactParticles)( float *pos );
void (*R_EntityParticles)( struct cl_entity_s *ent );
void (*R_Explosion)( float *pos, int model, float scale, float framerate, int flags );
void (*R_FizzEffect)( struct cl_entity_s *pent, int modelIndex, int density );
void (*R_FireField)( float *org, int radius, int modelIndex, int count, int flags, float life );
void (*R_FlickerParticles)( float *org );
void (*R_FunnelSprite)( float *org, int modelIndex, int reverse );
void (*R_Implosion)( float *end, float radius, int count, float life );
void (*R_LargeFunnel)( float *org, int reverse );
void (*R_LavaSplash)( float *org );
void (*R_MultiGunshot)( float *org, float *dir, float *noise, int count, int decalCount, int *decalIndices );
void (*R_MuzzleFlash)( float *pos1, int type );
void (*R_ParticleBox)( float *mins, float *maxs, unsigned char r, unsigned char g, unsigned char b, float life );
void (*R_ParticleBurst)( float *pos, int size, int color, float life );
void (*R_ParticleExplosion)( float *org );
void (*R_ParticleExplosion2)( float *org, int colorStart, int colorLength );
void (*R_ParticleLine)( float *start, float *end, unsigned char r, unsigned char g, unsigned char b, float life );
void (*R_PlayerSprites)( int client, int modelIndex, int count, int size );
void (*R_Projectile)( float *origin, float *velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr ) );
void (*R_RicochetSound)( float *pos );
void (*R_RicochetSprite)( float *pos, struct model_s *pmodel, float duration, float scale );
void (*R_RocketFlare)( float *pos );
void (*R_RocketTrail)( float *start, float *end, int type );
void (*R_RunParticleEffect)( float *org, float *dir, int color, int count );
void (*R_ShowLine)( float *start, float *end );
void (*R_SparkEffect)( float *pos, int count, int velocityMin, int velocityMax );
void (*R_SparkShower)( float *pos );
void (*R_SparkStreaks)( float *pos, int count, int velocityMin, int velocityMax );
void (*R_Spray)( float *pos, float *dir, int modelIndex, int count, int speed, int spread, int rendermode );
void (*R_Sprite_Explode)( TEMPENTITY *pTemp, float scale, int flags );
void (*R_Sprite_Smoke)( TEMPENTITY *pTemp, float scale );
void (*R_Sprite_Spray)( float *pos, float *dir, int modelIndex, int count, int speed, int iRand );
void (*R_Sprite_Trail)( int type, float *start, float *end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
void (*R_Sprite_WallPuff)( TEMPENTITY *pTemp, float scale );
void (*R_StreakSplash)( float *pos, float *dir, int color, int count, float speed, int velocityMin, int velocityMax );
void (*R_TracerEffect)( float *start, float *end );
void (*R_UserTracerParticle)( float *org, float *vel, float life, int colorIndex, float length, unsigned char deathcontext, void (*deathfunc)( struct particle_s *particle ));
particle_t *(*R_TracerParticles)( float *org, float *vel, float life );
void (*R_TeleportSplash)( float *org );
void (*R_TempSphereModel)( float *pos, float speed, float life, int count, int modelIndex );
TEMPENTITY *(*R_TempModel)( float *pos, float *dir, float *angles, float life, int modelIndex, int soundtype );
TEMPENTITY *(*R_DefaultSprite)( float *pos, int spriteIndex, float framerate );
TEMPENTITY *(*R_TempSprite)( float *pos, float *dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags );
int (*Draw_DecalIndex)( int id );
int (*Draw_DecalIndexFromName)( char *name );
void (*R_DecalShoot)( int textureIndex, int entity, int modelIndex, float *position, int flags );
void (*R_AttachTentToPlayer)( int client, int modelIndex, float zoffset, float life );
void (*R_KillAttachedTents)( int client );
BEAM *(*R_BeamCirclePoints)( int type, float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *(*R_BeamEntPoint)( int startEnt, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *(*R_BeamEnts)( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *(*R_BeamFollow)( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness );
void (*R_BeamKill)( int deadEntity );
BEAM *(*R_BeamLightning)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed );
BEAM *(*R_BeamPoints)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *(*R_BeamRing)( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
dlight_t *(*CL_AllocDlight)( int key );
dlight_t *(*CL_AllocElight)( int key );
TEMPENTITY *(*CL_TempEntAlloc)( float *org, struct model_s *model );
TEMPENTITY *(*CL_TempEntAllocNoModel)( float *org );
TEMPENTITY *(*CL_TempEntAllocHigh)( float *org, struct model_s *model );
TEMPENTITY *(*CL_TentEntAllocCustom)( float *origin, struct model_s *model, int high, void (*callback)( struct tempent_s *ent, float frametime, float currenttime ));
void (*R_GetPackedColor)( short *packed, short color );
short (*R_LookupColor)( unsigned char r, unsigned char g, unsigned char b );
void (*R_DecalRemoveAll)( int textureIndex ); // textureIndex points to the decal index in the array, not the actual texture index.
void (*R_FireCustomDecal)( int textureIndex, int entity, int modelIndex, float *position, int flags, float scale );
};
/***
*
* 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 R_EFX_H
#define R_EFX_H
// particle_t
#if !defined( PARTICLEDEFH )
#include "particledef.h"
#endif
// BEAM
#if !defined( BEAMDEFH )
#include "beamdef.h"
#endif
// dlight_t
#if !defined ( DLIGHTH )
#include "dlight.h"
#endif
// cl_entity_t
#if !defined( CL_ENTITYH )
#include "cl_entity.h"
#endif
/*
// FOR REFERENCE, These are the built-in tracer colors. Note, color 4 is the one
// that uses the tracerred/tracergreen/tracerblue and traceralpha cvar settings
color24 gTracerColors[] =
{
{ 255, 255, 255 }, // White
{ 255, 0, 0 }, // Red
{ 0, 255, 0 }, // Green
{ 0, 0, 255 }, // Blue
{ 0, 0, 0 }, // Tracer default, filled in from cvars, etc.
{ 255, 167, 17 }, // Yellow-orange sparks
{ 255, 130, 90 }, // Yellowish streaks (garg)
{ 55, 60, 144 }, // Blue egon streak
{ 255, 130, 90 }, // More Yellowish streaks (garg)
{ 255, 140, 90 }, // More Yellowish streaks (garg)
{ 200, 130, 90 }, // More red streaks (garg)
{ 255, 120, 70 }, // Darker red streaks (garg)
};
*/
// Temporary entity array
#define TENTPRIORITY_LOW 0
#define TENTPRIORITY_HIGH 1
// TEMPENTITY flags
#define FTENT_NONE 0x00000000
#define FTENT_SINEWAVE 0x00000001
#define FTENT_GRAVITY 0x00000002
#define FTENT_ROTATE 0x00000004
#define FTENT_SLOWGRAVITY 0x00000008
#define FTENT_SMOKETRAIL 0x00000010
#define FTENT_COLLIDEWORLD 0x00000020
#define FTENT_FLICKER 0x00000040
#define FTENT_FADEOUT 0x00000080
#define FTENT_SPRANIMATE 0x00000100
#define FTENT_HITSOUND 0x00000200
#define FTENT_SPIRAL 0x00000400
#define FTENT_SPRCYCLE 0x00000800
#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
#define FTENT_SPARKSHOWER 0x00020000
#define FTENT_NOMODEL 0x00040000 // Doesn't have a model, never try to draw ( it just triggers other things )
#define FTENT_CLIENTCUSTOM 0x00080000 // Must specify callback. Callback function is responsible for killing tempent and updating fields ( unless other flags specify how to do things )
#define FTENT_SCALE 0x00100000 // An experiment
typedef struct tempent_s TEMPENTITY;
typedef struct tempent_s
{
int flags;
float die;
float frameMax;
float x;
float y;
float z;
float fadeSpeed;
float bounceFactor;
int hitSound;
void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr );
void (*callback)( struct tempent_s *ent, float frametime, float currenttime );
TEMPENTITY *next;
int priority;
short clientIndex; // if attached, this is the index of the client to stick to
// if COLLIDEALL, this is the index of the client to ignore
// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
cl_entity_t entity;
// baseline.origin - velocity
// baseline.renderamt - starting fadeout intensity
// baseline.angles - angle velocity
} TEMPENTITY;
typedef struct efx_api_s efx_api_t;
struct efx_api_s
{
particle_t *(*R_AllocParticle)( void (*callback)( struct particle_s *particle, float frametime ));
void (*R_BlobExplosion)( float *org );
void (*R_Blood)( float *org, float *dir, int pcolor, int speed );
void (*R_BloodSprite)( float *org, int colorindex, int modelIndex, int modelIndex2, float size );
void (*R_BloodStream)( float *org, float *dir, int pcolor, int speed );
void (*R_BreakModel)( float *pos, float *size, float *dir, float random, float life, int count, int modelIndex, char flags );
void (*R_Bubbles)( float *mins, float *maxs, float height, int modelIndex, int count, float speed );
void (*R_BubbleTrail)( float *start, float *end, float height, int modelIndex, int count, float speed );
void (*R_BulletImpactParticles)( float *pos );
void (*R_EntityParticles)( struct cl_entity_s *ent );
void (*R_Explosion)( float *pos, int model, float scale, float framerate, int flags );
void (*R_FizzEffect)( struct cl_entity_s *pent, int modelIndex, int density );
void (*R_FireField)( float *org, int radius, int modelIndex, int count, int flags, float life );
void (*R_FlickerParticles)( float *org );
void (*R_FunnelSprite)( float *org, int modelIndex, int reverse );
void (*R_Implosion)( float *end, float radius, int count, float life );
void (*R_LargeFunnel)( float *org, int reverse );
void (*R_LavaSplash)( float *org );
void (*R_MultiGunshot)( float *org, float *dir, float *noise, int count, int decalCount, int *decalIndices );
void (*R_MuzzleFlash)( float *pos1, int type );
void (*R_ParticleBox)( float *mins, float *maxs, unsigned char r, unsigned char g, unsigned char b, float life );
void (*R_ParticleBurst)( float *pos, int size, int color, float life );
void (*R_ParticleExplosion)( float *org );
void (*R_ParticleExplosion2)( float *org, int colorStart, int colorLength );
void (*R_ParticleLine)( float *start, float *end, unsigned char r, unsigned char g, unsigned char b, float life );
void (*R_PlayerSprites)( int client, int modelIndex, int count, int size );
void (*R_Projectile)( float *origin, float *velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr ) );
void (*R_RicochetSound)( float *pos );
void (*R_RicochetSprite)( float *pos, struct model_s *pmodel, float duration, float scale );
void (*R_RocketFlare)( float *pos );
void (*R_RocketTrail)( float *start, float *end, int type );
void (*R_RunParticleEffect)( float *org, float *dir, int color, int count );
void (*R_ShowLine)( float *start, float *end );
void (*R_SparkEffect)( float *pos, int count, int velocityMin, int velocityMax );
void (*R_SparkShower)( float *pos );
void (*R_SparkStreaks)( float *pos, int count, int velocityMin, int velocityMax );
void (*R_Spray)( float *pos, float *dir, int modelIndex, int count, int speed, int spread, int rendermode );
void (*R_Sprite_Explode)( TEMPENTITY *pTemp, float scale, int flags );
void (*R_Sprite_Smoke)( TEMPENTITY *pTemp, float scale );
void (*R_Sprite_Spray)( float *pos, float *dir, int modelIndex, int count, int speed, int iRand );
void (*R_Sprite_Trail)( int type, float *start, float *end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
void (*R_Sprite_WallPuff)( TEMPENTITY *pTemp, float scale );
void (*R_StreakSplash)( float *pos, float *dir, int color, int count, float speed, int velocityMin, int velocityMax );
void (*R_TracerEffect)( float *start, float *end );
void (*R_UserTracerParticle)( float *org, float *vel, float life, int colorIndex, float length, unsigned char deathcontext, void (*deathfunc)( struct particle_s *particle ));
particle_t *(*R_TracerParticles)( float *org, float *vel, float life );
void (*R_TeleportSplash)( float *org );
void (*R_TempSphereModel)( float *pos, float speed, float life, int count, int modelIndex );
TEMPENTITY *(*R_TempModel)( float *pos, float *dir, float *angles, float life, int modelIndex, int soundtype );
TEMPENTITY *(*R_DefaultSprite)( float *pos, int spriteIndex, float framerate );
TEMPENTITY *(*R_TempSprite)( float *pos, float *dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags );
int (*Draw_DecalIndex)( int id );
int (*Draw_DecalIndexFromName)( char *name );
void (*R_DecalShoot)( int textureIndex, int entity, int modelIndex, float *position, int flags );
void (*R_AttachTentToPlayer)( int client, int modelIndex, float zoffset, float life );
void (*R_KillAttachedTents)( int client );
BEAM *(*R_BeamCirclePoints)( int type, float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *(*R_BeamEntPoint)( int startEnt, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *(*R_BeamEnts)( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *(*R_BeamFollow)( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness );
void (*R_BeamKill)( int deadEntity );
BEAM *(*R_BeamLightning)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed );
BEAM *(*R_BeamPoints)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *(*R_BeamRing)( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
dlight_t *(*CL_AllocDlight)( int key );
dlight_t *(*CL_AllocElight)( int key );
TEMPENTITY *(*CL_TempEntAlloc)( float *org, struct model_s *model );
TEMPENTITY *(*CL_TempEntAllocNoModel)( float *org );
TEMPENTITY *(*CL_TempEntAllocHigh)( float *org, struct model_s *model );
TEMPENTITY *(*CL_TentEntAllocCustom)( float *origin, struct model_s *model, int high, void (*callback)( struct tempent_s *ent, float frametime, float currenttime ));
void (*R_GetPackedColor)( short *packed, short color );
short (*R_LookupColor)( unsigned char r, unsigned char g, unsigned char b );
void (*R_DecalRemoveAll)( int textureIndex ); // textureIndex points to the decal index in the array, not the actual texture index.
void (*R_FireCustomDecal)( int textureIndex, int entity, int modelIndex, float *position, int flags, float scale );
};
#endif//R_EFX_H

View File

@ -1,154 +1,154 @@
/***
*
* 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 R_STUDIOINT_H
#define R_STUDIOINT_H
#define STUDIO_INTERFACE_VERSION 1
typedef struct engine_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc )( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check )( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile )( char *path, struct cache_user_s *cu );
// Retrieve model pointer for the named model
struct model_s *( *Mod_ForName )( const char *name, int crash_if_missing );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata )( struct model_s *mod );
// Retrieve indexed model from client side model precache list
struct model_s *( *GetModelByIndex )( int index );
// Get entity that is set for rendering
struct cl_entity_s * ( *GetCurrentEntity )( void );
// Get referenced player_info_t
struct player_info_s *( *PlayerInfo )( int index );
// Get most recently received player state data from network system
struct entity_state_s *( *GetPlayerState )( int index );
// Get viewentity
struct cl_entity_s * ( *GetViewEntity )( void );
// Get current frame count, and last two timestampes on client
void ( *GetTimes )( int *framecount, double *current, double *old );
// Get a pointer to a cvar by name
struct cvar_s *( *GetCvar )( const char *name );
// Get current render origin and view vectors ( up, right and vpn )
void ( *GetViewInfo )( float *origin, float *upv, float *rightv, float *vpnv );
// Get sprite model used for applying chrome effect
struct model_s *( *GetChromeSprite )( void );
// Get model counters so we can incement instrumentation
void ( *GetModelCounters )( int **s, int **a );
// Get software scaling coefficients
void ( *GetAliasScale )( float *x, float *y );
// Get bone, light, alias, and rotation matrices
float ****( *StudioGetBoneTransform )( void );
float ****( *StudioGetLightTransform )( void );
float ***( *StudioGetAliasTransform )( void );
float ***( *StudioGetRotationMatrix )( void );
// Set up body part, and get submodel pointers
void ( *StudioSetupModel )( int bodypart, void **ppbodypart, void **ppsubmodel );
// Check if entity's bbox is in the view frustum
int ( *StudioCheckBBox )( void );
// Apply lighting effects to model
void ( *StudioDynamicLight )( struct cl_entity_s *ent, struct alight_s *plight );
void ( *StudioEntityLight )( struct alight_s *plight );
void ( *StudioSetupLighting )( struct alight_s *plighting );
// Draw mesh vertices
void ( *StudioDrawPoints )( void );
// Draw hulls around bones
void ( *StudioDrawHulls )( void );
// Draw bbox around studio models
void ( *StudioDrawAbsBBox )( void );
// Draws bones
void ( *StudioDrawBones )( void );
// Loads in appropriate texture for model
void ( *StudioSetupSkin )( void *ptexturehdr, int index );
// Sets up for remapped colors
void ( *StudioSetRemapColors )( int top, int bottom );
// Set's player model and returns model pointer
struct model_s *( *SetupPlayerModel )( int index );
// Fires any events embedded in animation
void ( *StudioClientEvents )( void );
// Retrieve/set forced render effects flags
int ( *GetForceFaceFlags )( void );
void ( *SetForceFaceFlags )( int flags );
// Tell engine the value of the studio model header
void ( *StudioSetHeader )( void *header );
// Tell engine which model_t * is being renderered
void ( *SetRenderModel )( struct model_s *model );
// Final state setup and restore for rendering
void ( *SetupRenderer )( int rendermode );
void ( *RestoreRenderer )( void );
// Set render origin for applying chrome effect
void ( *SetChromeOrigin )( void );
// True if using D3D/OpenGL
int ( *IsHardware )( void );
// Only called by hardware interface
void ( *GL_StudioDrawShadow )( void );
void ( *GL_SetRenderMode )( int mode );
void ( *StudioSetRenderamt )( int iRenderamt );
void ( *StudioSetCullState )( int iCull );
void ( *StudioRenderShadow )( int iSprite, float *p1, float *p2, float *p3, float *p4 );
} engine_studio_api_t;
typedef struct server_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc )( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check )( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile )( char *path, struct cache_user_s *cu );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata )( struct model_s *mod );
} server_studio_api_t;
// client blending
typedef struct r_studio_interface_s
{
int version;
int ( *StudioDrawModel )( int flags );
int ( *StudioDrawPlayer )( int flags, struct entity_state_s *pplayer );
} r_studio_interface_t;
// server blending
#define SV_BLENDING_INTERFACE_VERSION 1
typedef struct sv_blending_interface_s
{
int version;
void ( *SV_StudioSetupBones )( struct model_s *pModel,
float frame,
int sequence,
const vec3_t angles,
const vec3_t origin,
const byte *pcontroller,
const byte *pblending,
int iBone,
const edict_t *pEdict );
} sv_blending_interface_t;
/***
*
* 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 R_STUDIOINT_H
#define R_STUDIOINT_H
#define STUDIO_INTERFACE_VERSION 1
typedef struct engine_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc )( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check )( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile )( char *path, struct cache_user_s *cu );
// Retrieve model pointer for the named model
struct model_s *( *Mod_ForName )( const char *name, int crash_if_missing );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata )( struct model_s *mod );
// Retrieve indexed model from client side model precache list
struct model_s *( *GetModelByIndex )( int index );
// Get entity that is set for rendering
struct cl_entity_s * ( *GetCurrentEntity )( void );
// Get referenced player_info_t
struct player_info_s *( *PlayerInfo )( int index );
// Get most recently received player state data from network system
struct entity_state_s *( *GetPlayerState )( int index );
// Get viewentity
struct cl_entity_s * ( *GetViewEntity )( void );
// Get current frame count, and last two timestampes on client
void ( *GetTimes )( int *framecount, double *current, double *old );
// Get a pointer to a cvar by name
struct cvar_s *( *GetCvar )( const char *name );
// Get current render origin and view vectors ( up, right and vpn )
void ( *GetViewInfo )( float *origin, float *upv, float *rightv, float *vpnv );
// Get sprite model used for applying chrome effect
struct model_s *( *GetChromeSprite )( void );
// Get model counters so we can incement instrumentation
void ( *GetModelCounters )( int **s, int **a );
// Get software scaling coefficients
void ( *GetAliasScale )( float *x, float *y );
// Get bone, light, alias, and rotation matrices
float ****( *StudioGetBoneTransform )( void );
float ****( *StudioGetLightTransform )( void );
float ***( *StudioGetAliasTransform )( void );
float ***( *StudioGetRotationMatrix )( void );
// Set up body part, and get submodel pointers
void ( *StudioSetupModel )( int bodypart, void **ppbodypart, void **ppsubmodel );
// Check if entity's bbox is in the view frustum
int ( *StudioCheckBBox )( void );
// Apply lighting effects to model
void ( *StudioDynamicLight )( struct cl_entity_s *ent, struct alight_s *plight );
void ( *StudioEntityLight )( struct alight_s *plight );
void ( *StudioSetupLighting )( struct alight_s *plighting );
// Draw mesh vertices
void ( *StudioDrawPoints )( void );
// Draw hulls around bones
void ( *StudioDrawHulls )( void );
// Draw bbox around studio models
void ( *StudioDrawAbsBBox )( void );
// Draws bones
void ( *StudioDrawBones )( void );
// Loads in appropriate texture for model
void ( *StudioSetupSkin )( void *ptexturehdr, int index );
// Sets up for remapped colors
void ( *StudioSetRemapColors )( int top, int bottom );
// Set's player model and returns model pointer
struct model_s *( *SetupPlayerModel )( int index );
// Fires any events embedded in animation
void ( *StudioClientEvents )( void );
// Retrieve/set forced render effects flags
int ( *GetForceFaceFlags )( void );
void ( *SetForceFaceFlags )( int flags );
// Tell engine the value of the studio model header
void ( *StudioSetHeader )( void *header );
// Tell engine which model_t * is being renderered
void ( *SetRenderModel )( struct model_s *model );
// Final state setup and restore for rendering
void ( *SetupRenderer )( int rendermode );
void ( *RestoreRenderer )( void );
// Set render origin for applying chrome effect
void ( *SetChromeOrigin )( void );
// True if using D3D/OpenGL
int ( *IsHardware )( void );
// Only called by hardware interface
void ( *GL_StudioDrawShadow )( void );
void ( *GL_SetRenderMode )( int mode );
void ( *StudioSetRenderamt )( int iRenderamt );
void ( *StudioSetCullState )( int iCull );
void ( *StudioRenderShadow )( int iSprite, float *p1, float *p2, float *p3, float *p4 );
} engine_studio_api_t;
typedef struct server_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc )( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check )( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile )( char *path, struct cache_user_s *cu );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata )( struct model_s *mod );
} server_studio_api_t;
// client blending
typedef struct r_studio_interface_s
{
int version;
int ( *StudioDrawModel )( int flags );
int ( *StudioDrawPlayer )( int flags, struct entity_state_s *pplayer );
} r_studio_interface_t;
// server blending
#define SV_BLENDING_INTERFACE_VERSION 1
typedef struct sv_blending_interface_s
{
int version;
void ( *SV_StudioSetupBones )( struct model_s *pModel,
float frame,
int sequence,
const vec3_t angles,
const vec3_t origin,
const byte *pcontroller,
const byte *pblending,
int iBone,
const edict_t *pEdict );
} sv_blending_interface_t;
#endif//R_STUDIOINT_H

View File

@ -1,90 +1,90 @@
/***
*
* 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 REF_PARAMS_H
#define REF_PARAMS_H
typedef struct ref_params_s
{
// output
vec3_t vieworg;
vec3_t viewangles;
vec3_t forward;
vec3_t right;
vec3_t up;
// Client frametime;
float frametime;
// Client time
float time;
// Misc
int intermission;
int paused;
int spectator;
int onground;
int waterlevel;
vec3_t simvel;
vec3_t simorg;
vec3_t viewheight;
float idealpitch;
vec3_t cl_viewangles;
int health;
vec3_t crosshairangle;
float viewsize;
vec3_t punchangle;
int maxclients;
int viewentity;
int playernum;
int max_entities;
int demoplayback;
int hardware;
int smoothing;
// Last issued usercmd
struct usercmd_s *cmd;
// Movevars
struct movevars_s *movevars;
int viewport[4]; // the viewport coordinates x, y, width, height
int nextView; // the renderer calls ClientDLL_CalcRefdef() and Renderview
// so long in cycles until this value is 0 (multiple views)
int onlyClientDraw; // if !=0 nothing is drawn by the engine except clientDraw functions
// Xash3D extension
float fov_x, fov_y; // actual fov can be overrided on nextView
} ref_params_t;
// same as ref_params but for overview mode
typedef struct ref_overview_s
{
vec3_t origin;
qboolean rotated;
float xLeft;
float xRight;
float xTop;
float xBottom;
float zFar;
float zNear;
float flZoom;
} ref_overview_t;
/***
*
* 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 REF_PARAMS_H
#define REF_PARAMS_H
typedef struct ref_params_s
{
// output
vec3_t vieworg;
vec3_t viewangles;
vec3_t forward;
vec3_t right;
vec3_t up;
// Client frametime;
float frametime;
// Client time
float time;
// Misc
int intermission;
int paused;
int spectator;
int onground;
int waterlevel;
vec3_t simvel;
vec3_t simorg;
vec3_t viewheight;
float idealpitch;
vec3_t cl_viewangles;
int health;
vec3_t crosshairangle;
float viewsize;
vec3_t punchangle;
int maxclients;
int viewentity;
int playernum;
int max_entities;
int demoplayback;
int hardware;
int smoothing;
// Last issued usercmd
struct usercmd_s *cmd;
// Movevars
struct movevars_s *movevars;
int viewport[4]; // the viewport coordinates x, y, width, height
int nextView; // the renderer calls ClientDLL_CalcRefdef() and Renderview
// so long in cycles until this value is 0 (multiple views)
int onlyClientDraw; // if !=0 nothing is drawn by the engine except clientDraw functions
// Xash3D extension
float fov_x, fov_y; // actual fov can be overrided on nextView
} ref_params_t;
// same as ref_params but for overview mode
typedef struct ref_overview_s
{
vec3_t origin;
qboolean rotated;
float xLeft;
float xRight;
float xTop;
float xBottom;
float zFar;
float zNear;
float flZoom;
} ref_overview_t;
#endif//REF_PARAMS_H

View File

@ -1,261 +1,261 @@
/*
render_api.h - Xash3D extension for client interface
Copyright (C) 2011 Uncle Mike
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 3 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.
*/
#ifndef RENDER_API_H
#define RENDER_API_H
#include "lightstyle.h"
#include "dlight.h"
// changes for version 28
// replace decal_t from software declaration to hardware (matched to normal HL)
// mextrasurf_t->increased limit of reserved fields (up from 7 to 32)
// replace R_StoreEfrags with him extended version
// formed group for BSP decal manipulating
// move misc functions at end of the interface
// added new export for clearing studio decals
#define CL_RENDER_INTERFACE_VERSION 35
#define MAX_STUDIO_DECALS 4096 // + unused space of BSP decals
#define SURF_INFO( surf, mod ) ((mextrasurf_t *)mod->cache.data + (surf - mod->surfaces))
#define INFO_SURF( surf, mod ) (mod->surfaces + (surf - (mextrasurf_t *)mod->cache.data))
// render info parms
#define PARM_TEX_WIDTH 1 // all parms with prefix 'TEX_' receive arg as texnum
#define PARM_TEX_HEIGHT 2 // otherwise it's not used
#define PARM_TEX_SRC_WIDTH 3
#define PARM_TEX_SRC_HEIGHT 4
#define PARM_TEX_SKYBOX 5 // second arg as skybox ordering num
#define PARM_TEX_SKYTEXNUM 6 // skytexturenum for quake sky
#define PARM_TEX_LIGHTMAP 7 // second arg as number 0 - 128
#define PARM_TEX_TARGET 8
#define PARM_TEX_TEXNUM 9
#define PARM_TEX_FLAGS 10
#define PARM_TEX_TYPE 11
#define PARM_TEX_CACHEFRAME 12 // compare with worldmodel->needload
#define PARM_TEX_GLFORMAT 13 // get a texture GL-format
// reserved
#define PARM_WORLD_VERSION 16 // return the version of bsp
#define PARM_SKY_SPHERE 17 // sky is quake sphere ?
#define PARM_MAP_HAS_MIRRORS 18 // current map has mirorrs
#define PARM_MAP_HAS_DELUXE 19 // map has deluxedata
#define PARM_MAX_ENTITIES 20
#define PARM_WIDESCREEN 21
#define PARM_FULLSCREEN 22
#define PARM_SCREEN_WIDTH 23
#define PARM_SCREEN_HEIGHT 24
#define PARM_CLIENT_INGAME 25
#define PARM_FEATURES 26 // same as movevars->features
#define PARM_ACTIVE_TMU 27 // for debug
#define PARM_CACHEFRAME 28
#define PARM_MAX_IMAGE_UNITS 29
#define PARM_CLIENT_ACTIVE 30
#define PARM_REBUILD_GAMMA 31 // if true lightmaps rebuilding for gamma change
enum
{
// skybox ordering
SKYBOX_RIGHT = 0,
SKYBOX_BACK,
SKYBOX_LEFT,
SKYBOX_FORWARD,
SKYBOX_UP,
SKYBOX_DOWN,
};
typedef enum
{
TEX_INVALID = 0, // free slot
TEX_SYSTEM, // generated by engine
TEX_NOMIP, // hud pics, menu etc
TEX_BRUSH, // a map texture
TEX_SPRITE, // sprite frames
TEX_STUDIO, // studio skins
TEX_LIGHTMAP, // lightmap textures
TEX_DECAL, // decals
TEX_VGUI, // vgui fonts or images
TEX_CUBEMAP, // cubemap textures (sky)
TEX_DETAIL, // detail textures
TEX_REMAP, // local copy of remap texture
TEX_SCREENCOPY, // keep screen copy e.g. for mirror
TEX_CUSTOM, // user created texture
TEX_DEPTHMAP // shadowmap texture
} texType_t;
typedef enum
{
TF_NEAREST = (1<<0), // disable texfilter
TF_KEEP_RGBDATA = (1<<1), // some images keep source
TF_NOFLIP_TGA = (1<<2), // Steam background completely ignore tga attribute 0x20
TF_KEEP_8BIT = (1<<3), // keep original 8-bit image (if present)
TF_NOPICMIP = (1<<4), // ignore r_picmip resample rules
TF_UNCOMPRESSED = (1<<5), // don't compress texture in video memory
TF_CUBEMAP = (1<<6), // it's cubemap texture
TF_DEPTHMAP = (1<<7), // custom texture filter used
TF_INTENSITY = (1<<8), // monochrome intensity image
TF_LUMINANCE = (1<<9), // force image to grayscale
TF_SKYSIDE = (1<<10), // this is a part of skybox
TF_CLAMP = (1<<11), // clamp texcoords to [0..1] range
TF_NOMIPMAP = (1<<12), // don't build mips for this image
TF_HAS_LUMA = (1<<13), // sets by GL_UploadTexture
TF_MAKELUMA = (1<<14), // create luma from quake texture (only q1 textures contain luma-pixels)
TF_NORMALMAP = (1<<15), // is a normalmap
TF_HAS_ALPHA = (1<<16), // image has alpha (used only for GL_CreateTexture)
TF_FORCE_COLOR = (1<<17), // force upload monochrome textures as RGB (detail textures)
TF_TEXTURE_1D = (1<<18), // this is GL_TEXTURE_1D
TF_BORDER = (1<<19), // zero clamp for projected textures
TF_TEXTURE_3D = (1<<20), // this is GL_TEXTURE_3D
TF_STATIC = (1<<21), // a marker for purge mechanism (not used by engine)
TF_TEXTURE_RECTANGLE= (1<<22), // this is GL_TEXTURE_RECTANGLE
TF_ALPHA_BORDER = (1<<23), // clamp to (0,0,0,255) (probably no difference)
TF_IMAGE_PROGRAM = (1<<24), // enable image program support like in Doom3
TF_ALPHACONTRAST = (1<<25), // special texture flags for internal usage
TF_FLOAT = (1<<26), // float textures
TF_NOCOMPARE = (1<<27), // disable comparing for depth textures
TF_FLOATDATA = (1<<28), // incoming dataType has type GL_FLOAT
} texFlags_t;
typedef struct beam_s BEAM;
typedef struct particle_s particle_t;
// 12 bytes here
typedef struct modelstate_s
{
short sequence;
short frame; // 10 bits multiple by 4, should be enough
byte blending[2];
byte controller[4];
byte body;
byte skin;
} modelstate_t;
typedef struct decallist_s
{
vec3_t position;
char name[64];
short entityIndex;
byte depth;
byte flags;
float scale;
// this is the surface plane that we hit so that
// we can move certain decals across
// transitions if they hit similar geometry
vec3_t impactPlaneNormal;
modelstate_t studio_state; // studio decals only
} decallist_t;
typedef struct render_api_s
{
// Get renderer info (doesn't changes engine state at all)
int (*RenderGetParm)( int parm, int arg ); // generic
void (*GetDetailScaleForTexture)( int texture, float *xScale, float *yScale );
void (*GetExtraParmsForTexture)( int texture, byte *red, byte *green, byte *blue, byte *alpha );
lightstyle_t* (*GetLightStyle)( int number );
dlight_t* (*GetDynamicLight)( int number );
dlight_t* (*GetEntityLight)( int number );
byte (*TextureToTexGamma)( byte color ); // software gamma support
void (*GetBeamChains)( BEAM ***active_beams, BEAM ***free_beams, particle_t ***free_trails );
// Set renderer info (tell engine about changes)
void (*R_SetCurrentEntity)( struct cl_entity_s *ent ); // tell engine about both currententity and currentmodel
void (*R_SetCurrentModel)( struct model_s *mod ); // change currentmodel but leave currententity unchanged
void (*GL_SetWorldviewProjectionMatrix)( const float *glmatrix ); // update viewprojection matrix (tracers uses it)
void (*R_StoreEfrags)( struct efrag_s **ppefrag, int framecount );// store efrags for static entities
// Texture tools
int (*GL_FindTexture)( const char *name );
const char* (*GL_TextureName)( unsigned int texnum );
const byte* (*GL_TextureData)( unsigned int texnum ); // may be NULL
int (*GL_LoadTexture)( const char *name, const byte *buf, size_t size, int flags );
int (*GL_CreateTexture)( const char *name, int width, int height, const void *buffer, int flags );
void (*GL_SetTextureType)( unsigned int texnum, unsigned int type );
void (*GL_TextureCacheFrame)( unsigned int texnum );
void (*GL_FreeTexture)( unsigned int texnum );
// Decals manipulating (draw & remove)
void (*DrawSingleDecal)( struct decal_s *pDecal, struct msurface_s *fa );
float *(*R_DecalSetupVerts)( struct decal_s *pDecal, struct msurface_s *surf, int texture, int *outCount );
void (*R_EntityRemoveDecals)( struct model_s *mod ); // remove all the decals from specified entity (BSP only)
// AVIkit support
void *(*AVI_LoadVideo)( const char *filename, int ignore_hwgamma );
int (*AVI_GetVideoInfo)( void *Avi, long *xres, long *yres, float *duration );
long (*AVI_GetVideoFrameNumber)( void *Avi, float time );
byte *(*AVI_GetVideoFrame)( void *Avi, long frame );
void (*AVI_UploadRawFrame)( int texture, int cols, int rows, int width, int height, const byte *data );
void (*AVI_FreeVideo)( void *Avi );
int (*AVI_IsActive)( void *Avi );
// glState related calls (must use this instead of normal gl-calls to prevent de-synchornize local states between engine and the client)
void (*GL_Bind)( int tmu, unsigned int texnum );
void (*GL_SelectTexture)( int tmu );
void (*GL_LoadTextureMatrix)( const float *glmatrix );
void (*GL_TexMatrixIdentity)( void );
void (*GL_CleanUpTextureUnits)( int last ); // pass 0 for clear all the texture units
void (*GL_TexGen)( unsigned int coord, unsigned int mode );
void (*GL_TextureTarget)( unsigned int target ); // change texture unit mode without bind texture
void (*GL_TexCoordArrayMode)( unsigned int texmode );
void (*GL_Reserved0)( void ); // for potential interface expansion without broken compatibility
void (*GL_Reserved1)( void );
void (*GL_Reserved2)( void );
void (*GL_Reserved3)( void );
// Misc renderer functions
void (*GL_DrawParticles)( const float *vieworg, const float *fwd, const float *rt, const float *up, unsigned int clipFlags );
void (*EnvShot)( const float *vieworg, const char *name, qboolean skyshot, int shotsize ); // creates a cubemap or skybox into gfx\env folder
int (*COM_CompareFileTime)( const char *filename1, const char *filename2, int *iCompare );
void (*Host_Error)( const char *error, ... ); // cause Host Error
int (*SPR_LoadExt)( const char *szPicName, unsigned int texFlags ); // extended version of SPR_Load
void (*TessPolygon)( struct msurface_s *surf, struct model_s *mod, float tessSize );
struct mstudiotex_s *( *StudioGetTexture )( struct cl_entity_s *e );
const struct ref_overview_s *( *GetOverviewParms )( void );
void (*S_FadeMusicVolume)( float fadePercent ); // fade background track (0-100 percents)
void (*SetRandomSeed)( long lSeed ); // set custom seed for RANDOM_FLOAT\RANDOM_LONG for predictable random
// static allocations
void *(*pfnMemAlloc)( size_t cb, const char *filename, const int fileline );
void (*pfnMemFree)( void *mem, const char *filename, const int fileline );
// find in files
char **(*pfnGetFilesList)( const char *pattern, int *numFiles, int gamedironly );
// ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 35
} render_api_t;
// render callbacks
typedef struct render_interface_s
{
int version;
// passed through R_RenderFrame (0 - use engine renderer, 1 - use custom client renderer)
int (*GL_RenderFrame)( const struct ref_params_s *pparams, qboolean drawWorld );
// build all the lightmaps on new level or when gamma is changed
void (*GL_BuildLightmaps)( void );
// setup map bounds for ortho-projection when we in dev_overview mode
void (*GL_OrthoBounds)( const float *mins, const float *maxs );
// handle decals which hit mod_studio or mod_sprite
void (*R_StudioDecalShoot)( int decalTexture, struct cl_entity_s *ent, const float *start, const float *pos, int flags, modelstate_t *state );
// prepare studio decals for save
int (*R_CreateStudioDecalList)( decallist_t *pList, int count, qboolean changelevel );
// clear decals by engine request (e.g. for demo recording or vid_restart)
void (*R_ClearStudioDecals)( void );
// grab r_speeds message
qboolean (*R_SpeedsMessage)( char *out, size_t size );
// replace with built-in R_DrawCubemapView for make skyshots or envshots
qboolean (*R_DrawCubemapView)( const float *origin, const float *angles, int size );
// alloc or destroy studiomodel custom data
void (*Mod_ProcessUserData)( struct model_s *mod, qboolean create, const byte *buffer );
} render_interface_t;
/*
render_api.h - Xash3D extension for client interface
Copyright (C) 2011 Uncle Mike
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 3 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.
*/
#ifndef RENDER_API_H
#define RENDER_API_H
#include "lightstyle.h"
#include "dlight.h"
// changes for version 28
// replace decal_t from software declaration to hardware (matched to normal HL)
// mextrasurf_t->increased limit of reserved fields (up from 7 to 32)
// replace R_StoreEfrags with him extended version
// formed group for BSP decal manipulating
// move misc functions at end of the interface
// added new export for clearing studio decals
#define CL_RENDER_INTERFACE_VERSION 35
#define MAX_STUDIO_DECALS 4096 // + unused space of BSP decals
#define SURF_INFO( surf, mod ) ((mextrasurf_t *)mod->cache.data + (surf - mod->surfaces))
#define INFO_SURF( surf, mod ) (mod->surfaces + (surf - (mextrasurf_t *)mod->cache.data))
// render info parms
#define PARM_TEX_WIDTH 1 // all parms with prefix 'TEX_' receive arg as texnum
#define PARM_TEX_HEIGHT 2 // otherwise it's not used
#define PARM_TEX_SRC_WIDTH 3
#define PARM_TEX_SRC_HEIGHT 4
#define PARM_TEX_SKYBOX 5 // second arg as skybox ordering num
#define PARM_TEX_SKYTEXNUM 6 // skytexturenum for quake sky
#define PARM_TEX_LIGHTMAP 7 // second arg as number 0 - 128
#define PARM_TEX_TARGET 8
#define PARM_TEX_TEXNUM 9
#define PARM_TEX_FLAGS 10
#define PARM_TEX_TYPE 11
#define PARM_TEX_CACHEFRAME 12 // compare with worldmodel->needload
#define PARM_TEX_GLFORMAT 13 // get a texture GL-format
// reserved
#define PARM_WORLD_VERSION 16 // return the version of bsp
#define PARM_SKY_SPHERE 17 // sky is quake sphere ?
#define PARM_MAP_HAS_MIRRORS 18 // current map has mirorrs
#define PARM_MAP_HAS_DELUXE 19 // map has deluxedata
#define PARM_MAX_ENTITIES 20
#define PARM_WIDESCREEN 21
#define PARM_FULLSCREEN 22
#define PARM_SCREEN_WIDTH 23
#define PARM_SCREEN_HEIGHT 24
#define PARM_CLIENT_INGAME 25
#define PARM_FEATURES 26 // same as movevars->features
#define PARM_ACTIVE_TMU 27 // for debug
#define PARM_CACHEFRAME 28
#define PARM_MAX_IMAGE_UNITS 29
#define PARM_CLIENT_ACTIVE 30
#define PARM_REBUILD_GAMMA 31 // if true lightmaps rebuilding for gamma change
enum
{
// skybox ordering
SKYBOX_RIGHT = 0,
SKYBOX_BACK,
SKYBOX_LEFT,
SKYBOX_FORWARD,
SKYBOX_UP,
SKYBOX_DOWN,
};
typedef enum
{
TEX_INVALID = 0, // free slot
TEX_SYSTEM, // generated by engine
TEX_NOMIP, // hud pics, menu etc
TEX_BRUSH, // a map texture
TEX_SPRITE, // sprite frames
TEX_STUDIO, // studio skins
TEX_LIGHTMAP, // lightmap textures
TEX_DECAL, // decals
TEX_VGUI, // vgui fonts or images
TEX_CUBEMAP, // cubemap textures (sky)
TEX_DETAIL, // detail textures
TEX_REMAP, // local copy of remap texture
TEX_SCREENCOPY, // keep screen copy e.g. for mirror
TEX_CUSTOM, // user created texture
TEX_DEPTHMAP // shadowmap texture
} texType_t;
typedef enum
{
TF_NEAREST = (1<<0), // disable texfilter
TF_KEEP_RGBDATA = (1<<1), // some images keep source
TF_NOFLIP_TGA = (1<<2), // Steam background completely ignore tga attribute 0x20
TF_KEEP_8BIT = (1<<3), // keep original 8-bit image (if present)
TF_NOPICMIP = (1<<4), // ignore r_picmip resample rules
TF_UNCOMPRESSED = (1<<5), // don't compress texture in video memory
TF_CUBEMAP = (1<<6), // it's cubemap texture
TF_DEPTHMAP = (1<<7), // custom texture filter used
TF_INTENSITY = (1<<8), // monochrome intensity image
TF_LUMINANCE = (1<<9), // force image to grayscale
TF_SKYSIDE = (1<<10), // this is a part of skybox
TF_CLAMP = (1<<11), // clamp texcoords to [0..1] range
TF_NOMIPMAP = (1<<12), // don't build mips for this image
TF_HAS_LUMA = (1<<13), // sets by GL_UploadTexture
TF_MAKELUMA = (1<<14), // create luma from quake texture (only q1 textures contain luma-pixels)
TF_NORMALMAP = (1<<15), // is a normalmap
TF_HAS_ALPHA = (1<<16), // image has alpha (used only for GL_CreateTexture)
TF_FORCE_COLOR = (1<<17), // force upload monochrome textures as RGB (detail textures)
TF_TEXTURE_1D = (1<<18), // this is GL_TEXTURE_1D
TF_BORDER = (1<<19), // zero clamp for projected textures
TF_TEXTURE_3D = (1<<20), // this is GL_TEXTURE_3D
TF_STATIC = (1<<21), // a marker for purge mechanism (not used by engine)
TF_TEXTURE_RECTANGLE= (1<<22), // this is GL_TEXTURE_RECTANGLE
TF_ALPHA_BORDER = (1<<23), // clamp to (0,0,0,255) (probably no difference)
TF_IMAGE_PROGRAM = (1<<24), // enable image program support like in Doom3
TF_ALPHACONTRAST = (1<<25), // special texture flags for internal usage
TF_FLOAT = (1<<26), // float textures
TF_NOCOMPARE = (1<<27), // disable comparing for depth textures
TF_FLOATDATA = (1<<28), // incoming dataType has type GL_FLOAT
} texFlags_t;
typedef struct beam_s BEAM;
typedef struct particle_s particle_t;
// 12 bytes here
typedef struct modelstate_s
{
short sequence;
short frame; // 10 bits multiple by 4, should be enough
byte blending[2];
byte controller[4];
byte body;
byte skin;
} modelstate_t;
typedef struct decallist_s
{
vec3_t position;
char name[64];
short entityIndex;
byte depth;
byte flags;
float scale;
// this is the surface plane that we hit so that
// we can move certain decals across
// transitions if they hit similar geometry
vec3_t impactPlaneNormal;
modelstate_t studio_state; // studio decals only
} decallist_t;
typedef struct render_api_s
{
// Get renderer info (doesn't changes engine state at all)
int (*RenderGetParm)( int parm, int arg ); // generic
void (*GetDetailScaleForTexture)( int texture, float *xScale, float *yScale );
void (*GetExtraParmsForTexture)( int texture, byte *red, byte *green, byte *blue, byte *alpha );
lightstyle_t* (*GetLightStyle)( int number );
dlight_t* (*GetDynamicLight)( int number );
dlight_t* (*GetEntityLight)( int number );
byte (*TextureToTexGamma)( byte color ); // software gamma support
void (*GetBeamChains)( BEAM ***active_beams, BEAM ***free_beams, particle_t ***free_trails );
// Set renderer info (tell engine about changes)
void (*R_SetCurrentEntity)( struct cl_entity_s *ent ); // tell engine about both currententity and currentmodel
void (*R_SetCurrentModel)( struct model_s *mod ); // change currentmodel but leave currententity unchanged
void (*GL_SetWorldviewProjectionMatrix)( const float *glmatrix ); // update viewprojection matrix (tracers uses it)
void (*R_StoreEfrags)( struct efrag_s **ppefrag, int framecount );// store efrags for static entities
// Texture tools
int (*GL_FindTexture)( const char *name );
const char* (*GL_TextureName)( unsigned int texnum );
const byte* (*GL_TextureData)( unsigned int texnum ); // may be NULL
int (*GL_LoadTexture)( const char *name, const byte *buf, size_t size, int flags );
int (*GL_CreateTexture)( const char *name, int width, int height, const void *buffer, int flags );
void (*GL_SetTextureType)( unsigned int texnum, unsigned int type );
void (*GL_TextureCacheFrame)( unsigned int texnum );
void (*GL_FreeTexture)( unsigned int texnum );
// Decals manipulating (draw & remove)
void (*DrawSingleDecal)( struct decal_s *pDecal, struct msurface_s *fa );
float *(*R_DecalSetupVerts)( struct decal_s *pDecal, struct msurface_s *surf, int texture, int *outCount );
void (*R_EntityRemoveDecals)( struct model_s *mod ); // remove all the decals from specified entity (BSP only)
// AVIkit support
void *(*AVI_LoadVideo)( const char *filename, int ignore_hwgamma );
int (*AVI_GetVideoInfo)( void *Avi, long *xres, long *yres, float *duration );
long (*AVI_GetVideoFrameNumber)( void *Avi, float time );
byte *(*AVI_GetVideoFrame)( void *Avi, long frame );
void (*AVI_UploadRawFrame)( int texture, int cols, int rows, int width, int height, const byte *data );
void (*AVI_FreeVideo)( void *Avi );
int (*AVI_IsActive)( void *Avi );
// glState related calls (must use this instead of normal gl-calls to prevent de-synchornize local states between engine and the client)
void (*GL_Bind)( int tmu, unsigned int texnum );
void (*GL_SelectTexture)( int tmu );
void (*GL_LoadTextureMatrix)( const float *glmatrix );
void (*GL_TexMatrixIdentity)( void );
void (*GL_CleanUpTextureUnits)( int last ); // pass 0 for clear all the texture units
void (*GL_TexGen)( unsigned int coord, unsigned int mode );
void (*GL_TextureTarget)( unsigned int target ); // change texture unit mode without bind texture
void (*GL_TexCoordArrayMode)( unsigned int texmode );
void (*GL_Reserved0)( void ); // for potential interface expansion without broken compatibility
void (*GL_Reserved1)( void );
void (*GL_Reserved2)( void );
void (*GL_Reserved3)( void );
// Misc renderer functions
void (*GL_DrawParticles)( const float *vieworg, const float *fwd, const float *rt, const float *up, unsigned int clipFlags );
void (*EnvShot)( const float *vieworg, const char *name, qboolean skyshot, int shotsize ); // creates a cubemap or skybox into gfx\env folder
int (*COM_CompareFileTime)( const char *filename1, const char *filename2, int *iCompare );
void (*Host_Error)( const char *error, ... ); // cause Host Error
int (*SPR_LoadExt)( const char *szPicName, unsigned int texFlags ); // extended version of SPR_Load
void (*TessPolygon)( struct msurface_s *surf, struct model_s *mod, float tessSize );
struct mstudiotex_s *( *StudioGetTexture )( struct cl_entity_s *e );
const struct ref_overview_s *( *GetOverviewParms )( void );
void (*S_FadeMusicVolume)( float fadePercent ); // fade background track (0-100 percents)
void (*SetRandomSeed)( long lSeed ); // set custom seed for RANDOM_FLOAT\RANDOM_LONG for predictable random
// static allocations
void *(*pfnMemAlloc)( size_t cb, const char *filename, const int fileline );
void (*pfnMemFree)( void *mem, const char *filename, const int fileline );
// find in files
char **(*pfnGetFilesList)( const char *pattern, int *numFiles, int gamedironly );
// ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 35
} render_api_t;
// render callbacks
typedef struct render_interface_s
{
int version;
// passed through R_RenderFrame (0 - use engine renderer, 1 - use custom client renderer)
int (*GL_RenderFrame)( const struct ref_params_s *pparams, qboolean drawWorld );
// build all the lightmaps on new level or when gamma is changed
void (*GL_BuildLightmaps)( void );
// setup map bounds for ortho-projection when we in dev_overview mode
void (*GL_OrthoBounds)( const float *mins, const float *maxs );
// handle decals which hit mod_studio or mod_sprite
void (*R_StudioDecalShoot)( int decalTexture, struct cl_entity_s *ent, const float *start, const float *pos, int flags, modelstate_t *state );
// prepare studio decals for save
int (*R_CreateStudioDecalList)( decallist_t *pList, int count, qboolean changelevel );
// clear decals by engine request (e.g. for demo recording or vid_restart)
void (*R_ClearStudioDecals)( void );
// grab r_speeds message
qboolean (*R_SpeedsMessage)( char *out, size_t size );
// replace with built-in R_DrawCubemapView for make skyshots or envshots
qboolean (*R_DrawCubemapView)( const float *origin, const float *angles, int size );
// alloc or destroy studiomodel custom data
void (*Mod_ProcessUserData)( struct model_s *mod, qboolean create, const byte *buffer );
} render_interface_t;
#endif//RENDER_API_H

View File

@ -1,29 +1,29 @@
/***
*
* 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 SCREENFADE_H
#define SCREENFADE_H
typedef struct screenfade_s
{
float fadeSpeed; // How fast to fade (tics / second) (+ fade in, - fade out)
float fadeEnd; // When the fading hits maximum
float fadeTotalEnd; // Total End Time of the fade (used for FFADE_OUT)
float fadeReset; // When to reset to not fading (for fadeout and hold)
byte fader, fadeg, fadeb, fadealpha; // Fade color
int fadeFlags; // Fading flags
} screenfade_t;
/***
*
* 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 SCREENFADE_H
#define SCREENFADE_H
typedef struct screenfade_s
{
float fadeSpeed; // How fast to fade (tics / second) (+ fade in, - fade out)
float fadeEnd; // When the fading hits maximum
float fadeTotalEnd; // Total End Time of the fade (used for FFADE_OUT)
float fadeReset; // When to reset to not fading (for fadeout and hold)
byte fader, fadeg, fadeb, fadealpha; // Fade color
int fadeFlags; // Fading flags
} screenfade_t;
#endif//SCREENFADE_H

Some files were not shown because too many files have changed in this diff Show More