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https://github.com/FWGS/hlsdk-xash3d
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127 lines
3.5 KiB
C++
127 lines
3.5 KiB
C++
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#pragma once
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#ifndef HUD_SPECTATOR_H
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#define HUD_SPECTATOR_H
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#include "cl_entity.h"
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#define INSET_OFF 0
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#define INSET_CHASE_FREE 1
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#define INSET_IN_EYE 2
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#define INSET_MAP_FREE 3
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#define INSET_MAP_CHASE 4
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#define MAX_SPEC_HUD_MESSAGES 8
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#define OVERVIEW_TILE_SIZE 128 // don't change this
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#define OVERVIEW_MAX_LAYERS 1
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//-----------------------------------------------------------------------------
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// Purpose: Handles the drawing of the spectator stuff (camera & top-down map and all the things on it )
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//-----------------------------------------------------------------------------
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typedef struct overviewInfo_s
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{
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char map[64]; // cl.levelname or empty
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vec3_t origin; // center of map
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float zoom; // zoom of map images
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int layers; // how may layers do we have
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float layersHeights[OVERVIEW_MAX_LAYERS];
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char layersImages[OVERVIEW_MAX_LAYERS][255];
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qboolean rotated; // are map images rotated (90 degrees) ?
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int insetWindowX;
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int insetWindowY;
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int insetWindowHeight;
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int insetWindowWidth;
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} overviewInfo_t;
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typedef struct overviewEntity_s
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{
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HSPRITE hSprite;
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struct cl_entity_s * entity;
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double killTime;
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} overviewEntity_t;
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#define MAX_OVERVIEW_ENTITIES 128
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class CHudSpectator : public CHudBase
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{
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public:
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void Reset();
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int ToggleInset( bool allowOff );
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void CheckSettings();
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void InitHUDData( void );
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bool AddOverviewEntityToList( HSPRITE sprite, cl_entity_t * ent, double killTime );
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void DeathMessage( int victim );
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bool AddOverviewEntity( int type, struct cl_entity_s *ent, const char *modelname );
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void CheckOverviewEntities();
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void DrawOverview();
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void DrawOverviewEntities();
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void GetMapPosition( float *returnvec );
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void DrawOverviewLayer();
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void LoadMapSprites();
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bool ParseOverviewFile();
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bool IsActivePlayer( cl_entity_t *ent );
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void SetModes( int iMainMode, int iInsetMode );
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void HandleButtonsDown( int ButtonPressed );
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void HandleButtonsUp( int ButtonPressed );
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void FindNextPlayer( bool bReverse );
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void DirectorMessage( int iSize, void *pbuf );
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void SetSpectatorStartPosition();
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int Init();
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int VidInit();
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int Draw( float flTime );
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int m_iDrawCycle;
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client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES];
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char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128];
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int m_lastHudMessage;
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overviewInfo_t m_OverviewData;
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overviewEntity_t m_OverviewEntities[MAX_OVERVIEW_ENTITIES];
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int m_iObserverFlags;
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int m_iSpectatorNumber;
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float m_mapZoom; // zoom the user currently uses
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vec3_t m_mapOrigin; // origin where user rotates around
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cvar_t *m_drawnames;
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cvar_t *m_drawcone;
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cvar_t *m_drawstatus;
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cvar_t *m_autoDirector;
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cvar_t *m_pip;
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qboolean m_chatEnabled;
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vec3_t m_cameraOrigin; // a help camera
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vec3_t m_cameraAngles; // and it's angles
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private:
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vec3_t m_vPlayerPos[MAX_PLAYERS];
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HSPRITE m_hsprPlayerBlue;
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HSPRITE m_hsprPlayerRed;
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HSPRITE m_hsprPlayer;
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HSPRITE m_hsprCamera;
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HSPRITE m_hsprPlayerDead;
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HSPRITE m_hsprViewcone;
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HSPRITE m_hsprUnkownMap;
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HSPRITE m_hsprBeam;
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HSPRITE m_hCrosshair;
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wrect_t m_crosshairRect;
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struct model_s *m_MapSprite; // each layer image is saved in one sprite, where each tile is a sprite frame
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float m_flNextObserverInput;
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float m_zoomDelta;
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float m_moveDelta;
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int m_lastPrimaryObject;
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int m_lastSecondaryObject;
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};
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#endif // SPECTATOR_H
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