halflife-thewastes-sdk/cl_dll/hud_spectator.cpp

1336 lines
34 KiB
C++

//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "hud.h"
#include "cl_util.h"
#include "cl_entity.h"
#include "triangleapi.h"
#include "tw_vgui.h"
#include "vgui_TheWastesViewport.h"
#include "hltv.h"
#include "tw_common.h"
#include "parsemsg.h"
#include "pm_shared.h"
#include "entity_types.h"
// these are included for the math functions
#include "com_model.h"
#include "studio_util.h"
#pragma warning(disable: 4244)
extern "C" unsigned int uiDirectorFlags; // from pm_shared.c
extern "C" float vecNewViewOrigin[3];
extern "C" float vecNewViewAngles[3];
extern "C" int iHasNewViewOrigin;
extern "C" int iJumpSpectator;
extern "C" float vJumpOrigin[3];
extern "C" float vJumpAngles[3];
extern void V_GetInEyePos(int entity, float * origin, float * angles );
extern vec3_t v_angles;
void SpectatorMode(void)
{
if ( !gEngfuncs.IsSpectateOnly() )
{
gEngfuncs.Con_Printf( "specmode only in HLTV mode available.\n" );
return;
}
if ( gEngfuncs.Cmd_Argc() <= 1 )
{
gEngfuncs.Con_Printf( "usage: specmode < modenumber >\n" );
return;
}
gHUD.m_Spectator.SetModes( atoi( gEngfuncs.Cmd_Argv(1) ), INSET_OFF );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CHudSpectator::Init()
{
gHUD.AddHudElem(this);
m_iFlags |= HUD_ACTIVE;
m_flNextObserverInput = 0.0f;
m_iObserverTarget = 0;
m_zoomDelta = 0.0f;
m_moveDelta = 0.0f;
memset( &m_OverviewData, 0, sizeof(m_OverviewData));
memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities));
m_iMainMode = 0;
m_iInsetMode = 0;
m_drawnames = gEngfuncs.pfnRegisterVariable( "cl_drawnames", "1", FCVAR_ARCHIVE );
gEngfuncs.pfnAddCommand ("specmode", SpectatorMode );
return 1;
}
//-----------------------------------------------------------------------------
// UTIL_StringToVector originally from ..\dlls\util.cpp, slightly changed
//-----------------------------------------------------------------------------
void UTIL_StringToVector( float * pVector, const char *pString )
{
char *pstr, *pfront, tempString[128];
int j;
strcpy( tempString, pString );
pstr = pfront = tempString;
for ( j = 0; j < 3; j++ )
{
pVector[j] = atof( pfront );
while ( *pstr && *pstr != ' ' )
pstr++;
if (!*pstr)
break;
pstr++;
pfront = pstr;
}
if (j < 2)
{
for (j = j+1;j < 3; j++)
pVector[j] = 0;
}
}
//-----------------------------------------------------------------------------
// SetSpectatorStartPosition():
// Get valid map position and 'beam' spectator to this position
//-----------------------------------------------------------------------------
void CHudSpectator::SetSpectatorStartPosition()
{
float position[3] = {0,0,0};
cl_entity_t * pEnt = gEngfuncs.GetEntityByIndex( 0 ); // get world model
if ( pEnt && pEnt->model && pEnt->model->entities )
{
char *data;
char keyname[256];
int n;
char token[1024];
for ( data = gEngfuncs.COM_ParseFile( pEnt->model->entities, token) ; // cl.worldmodel->entities
*data && *token != '}';
data = gEngfuncs.COM_ParseFile(data, token) ) // TODO check this for null pointer crashes
{
if (token[0] != '{')
return;
while (1)
{
// parse key
data = gEngfuncs.COM_ParseFile(data, token);
if (token[0] == '}')
break;
if (!data)
return;
strcpy (keyname, token);
// another hack to fix keynames with trailing spaces
n = strlen(keyname);
while (n && keyname[n-1] == ' ')
{
keyname[n-1] = 0;
n--;
}
// parse value
data = gEngfuncs.COM_ParseFile(data, token);
if (!data)
return;
if (token[0] == '}')
return;
if (!strcmp(keyname,"classname"))
{
if (!strcmp(token,"info_player_start"))
{
// origin should already be in SpectatorPos
break;
}
};
if (!strcmp(keyname,"origin"))
{
UTIL_StringToVector(position, token);
};
} // while (1)
}
}
VectorCopy ( position, vJumpOrigin );
VectorCopy ( position, vecNewViewOrigin );
iHasNewViewOrigin = 1;
iJumpSpectator = 1;
}
//-----------------------------------------------------------------------------
// Purpose: Loads new icons
//-----------------------------------------------------------------------------
int CHudSpectator::VidInit()
{
m_hsprPlayer = SPR_Load("sprites/iplayer.spr");
m_hsprPlayerBlue = SPR_Load("sprites/iplayerblue.spr");
m_hsprPlayerRed = SPR_Load("sprites/iplayerred.spr");
m_hsprPlayerDead = SPR_Load("sprites/iplayerdead.spr");
m_hsprUnkownMap = SPR_Load("sprites/tile.spr");
m_hsprBeam = SPR_Load("sprites/laserbeam.spr");
m_hsprCamera = SPR_Load("sprites/camera.spr");
m_hCrosshair = SPR_Load("sprites/crosshairs.spr");
return 1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flTime -
// intermission -
//-----------------------------------------------------------------------------
int CHudSpectator::Draw(float flTime)
{
int lx;
char string[256];
float red, green, blue;
// draw only in spectator mode
if ( gEngfuncs.IsSpectateOnly()!=1 )
return 1;
// if user pressed zoom, aplly changes
if ( m_zoomDelta != 0.0f && m_iMainMode != MAIN_ROAMING )
{
m_mapZoom += m_zoomDelta;
if ( m_mapZoom > 3.0f )
m_mapZoom = 3.0f;
if ( m_mapZoom < 0.5f )
m_mapZoom = 0.5f;
}
// if user moves in map mode, change map origin
if ( m_moveDelta != 0.0f && m_iMainMode != MAIN_ROAMING )
{
vec3_t right;
AngleVectors(m_mapAngles, NULL, right, NULL);
VectorNormalize(right);
VectorScale(right, m_moveDelta, right );
VectorAdd( m_mapOrigin, right, m_mapOrigin )
}
// Only draw the icon names only if map mode is in Main Mode
if ( m_iMainMode != MAIN_MAP_FREE )
return 1;
if ( !m_drawnames->value )
return 1;
// make sure we have player info
gViewPort->GetAllPlayersInfo();
// loop through all the players and draw additional infos to their sprites on the map
for (int i = 0; i < MAX_PLAYERS; i++)
{
if ( m_vPlayerPos[i][2]<0 ) // marked as invisible ?
continue;
// check if name would be in inset window
if ( m_iInsetMode != INSET_OFF )
{
if ( m_vPlayerPos[i][0] > XRES( m_OverviewData.insetWindowX ) &&
m_vPlayerPos[i][1] > YRES( m_OverviewData.insetWindowY ) &&
m_vPlayerPos[i][0] < XRES( m_OverviewData.insetWindowX + m_OverviewData.insetWindowWidth ) &&
m_vPlayerPos[i][1] < YRES( m_OverviewData.insetWindowY + m_OverviewData.insetWindowHeight)
) continue;
}
// hack in some team colors
switch (g_PlayerExtraInfo[i+1].teamnumber)
{
// blue and red teams are swapped in CS and TFC
case 2 : red = 1.0f; green = 0.4f; blue = 0.4f; break; // Team Red
case 1 : red = 0.4f; green = 0.4f; blue = 1.0f; break; // Team Blue
default : red = 0.8f; green = 0.8f; blue = 0.8f; break; // Unkown Team, grey
}
// draw the players name and health underneath
sprintf(string, "%s", g_PlayerInfoList[i+1].name );
lx = strlen(string)*3; // 3 is avg. character length :)
gEngfuncs.pfnDrawSetTextColor( red, green, blue );
DrawConsoleString( m_vPlayerPos[i][0]-lx,m_vPlayerPos[i][1], string);
}
return 1;
}
void CHudSpectator::DirectorMessage( int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int cmd = READ_BYTE(); //read in what type of message it is
switch ( cmd ) // director command byte
{
//sent by proxy
case DRC_CMD_START : // now we have to do some things clientside, since the proxy doesn't know our mod
{
g_iPlayerClass = 0;
g_iTeamNumber = 0;
// fake a InitHUD & ResetHUD message
gHUD.MsgFunc_InitHUD(NULL,0, NULL);
gHUD.MsgFunc_ResetHUD(NULL, 0, NULL); // put all init stuff in
}
break;
//sent by client!
case DRC_CMD_EVENT :
{
m_lastPrimaryObject = READ_WORD();
m_lastSecondaryObject = READ_WORD();
// m_iObserverFlags = READ_LONG(); //TODO
//This section below was sent by Martin, but it seems to be a CS bit of code. I commented it out, and director mode works fine.
/* TODO
//this is where the magic happens!
//unfortunately we don't know what m_autoDirector is :/
if ( m_autoDirector->value )
{
if ( (g_iUser2 != m_lastPrimaryObject) || (g_iUser3 != m_lastSecondaryObject) )
V_ResetChaseCam();
g_iUser2 = m_lastPrimaryObject;
g_iUser3 = m_lastSecondaryObject;
}
*/
//I kept these two just in case
g_iUser2 = m_lastPrimaryObject;
g_iUser3 = m_lastSecondaryObject;
//some debug text
gEngfuncs.Con_Printf("Director Camera: %i %i\n", m_lastPrimaryObject,m_lastSecondaryObject);
}
break;
case DRC_CMD_TIMESCALE :
{
float scale = READ_FLOAT(); // if timescale was changed by slow motion effect
gEngfuncs.Con_Printf("HLTV Timescale: %f\n", scale );
}
break;
case DRC_CMD_STATUS:
{
int slots = READ_LONG(); // total number of spectator slots
int numspecs = READ_LONG(); // total number of spectator
int relays = READ_WORD(); // total number of relay proxies
// gViewPort->UpdateSpectatorPanel(); TODO //if you wanted to update a VGUI showing the number of spectators, do something here
gEngfuncs.Con_Printf("HLTV Status: %i / %i spectators, %i relays \n", numspecs, slots, relays );
}
break;
case DRC_CMD_MESSAGE:
{
//This message is from the "msg" command on the HLTV console, along with random "You are watching HLTV..." messages that I kept getting.
//The first 4 bytes are color, and 29 and on are the string. The rest I was too lazy to figure out.
char data[64];
memset( data, 0, 64 );
int i = 4;
int color = READ_LONG();
while( i < 29 ) // we dont know yet what the format of this data is. it represents duration, x and y positions on the screen
{
data[i] = READ_BYTE();
i++;
}
//29++ is the string
char *str = READ_STRING();
gEngfuncs.Con_Printf( "HLTV Message: %s \n", str );
}
break;
//below are some other messages that don't seem to be implemented. ( at least not by me )
case DRC_CMD_SOUND:
{
gEngfuncs.Con_Printf( "HLTV Sound: \n" );
}
break;
case DRC_CMD_FADE:
{
gEngfuncs.Con_Printf( "HLTV Fade: \n" );
}
break;
case DRC_CMD_SHAKE:
{
gEngfuncs.Con_Printf( "HLTV Shake!: \n" );
}
break;
case DRC_CMD_BANNER:
{
// gEngfuncs.Con_DPrintf("GUI: Banner %s\n",READ_STRING() );
// name of banner tga eg gfx/temp/7454562234563475.tga
//not yet supported
//gViewPort->m_pSpectatorPanel->m_TopBanner->LoadImage( READ_STRING() );
//gViewPort->UpdateSpectatorPanel();
}
break;
default:
gEngfuncs.Con_DPrintf("CHudSpectator::DirectorMessage: unknown command %i.\n", cmd );
break;
}
}
void CHudSpectator::FindNextPlayer(bool bReverse)
{
// MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching
// only a subset of the players. e.g. Make it check the target's team.
int iStart;
if ( m_iObserverTarget )
iStart = m_iObserverTarget;
else
iStart = 1;
m_iObserverTarget = 0;
int iCurrent = iStart;
int iDir = bReverse ? -1 : 1;
// make sure we have player info
gViewPort->GetAllPlayersInfo();
do
{
iCurrent += iDir;
// Loop through the clients
if (iCurrent > MAX_PLAYERS)
iCurrent = 1;
if (iCurrent < 1)
iCurrent = MAX_PLAYERS;
cl_entity_t *pEnt = gEngfuncs.GetEntityByIndex( iCurrent );
if ( !IsActivePlayer( pEnt ) )
continue;
// MOD AUTHORS: Add checks on target here.
m_iObserverTarget = iCurrent;
break;
} while ( iCurrent != iStart );
// Did we find a target?
if ( m_iObserverTarget )
{
// Store the target in pev so the physics DLL can get to it
if ( m_iMainMode != MAIN_ROAMING )
{
g_iUser2 = m_iObserverTarget;
g_iUser3 = 0;
}
gEngfuncs.Con_Printf("Now Tracking %s\n", g_PlayerInfoList[m_iObserverTarget].name );
}
else
{
gEngfuncs.Con_Printf( "No observer targets.\n" );
}
}
void CHudSpectator::HandleButtonsDown( int ButtonPressed )
{
double time = gEngfuncs.GetClientTime();
int newMainMode = m_iMainMode;
int newInsetMode = m_iInsetMode;
// gEngfuncs.Con_Printf(" HandleButtons:%i\n", ButtonPressed );
// Slow down mouse clicks
if ( m_flNextObserverInput > time || gEngfuncs.IsSpectateOnly()!=1 )
return;
// changing target or chase mode not in overviewmode without inset window
// Jump changes main window modes
if ( ButtonPressed & IN_JUMP )
{
newMainMode+=1;
if (newMainMode > MAIN_MAP_FREE )
newMainMode = MAIN_CHASE_FREE; // Main window can't be turned off
}
// Duck changes inset window mode
if ( ButtonPressed & IN_DUCK )
{
newInsetMode+=1;
if ( newInsetMode > INSET_MAP_FREE )
newInsetMode = INSET_OFF; // inset window can be turned off
}
// Attack moves to the next player
if ( ButtonPressed & (IN_ATTACK | IN_ATTACK2) )
{
// in any mode change now from directed to users mode
g_iUser1 = OBS_CHASE_FREE; // leave directed sub mode
FindNextPlayer( (ButtonPressed & IN_ATTACK2) ? true:false );
if ( m_iMainMode == MAIN_ROAMING && m_iObserverTarget )
{
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( m_iObserverTarget );
VectorCopy ( ent->origin, vJumpOrigin );
VectorCopy ( ent->angles, vJumpAngles );
gEngfuncs.SetViewAngles( vJumpAngles );
iJumpSpectator = 1;
}
}
if ( ButtonPressed & IN_FORWARD )
m_zoomDelta = 0.01f;
if ( ButtonPressed & IN_BACK )
m_zoomDelta = -0.01f;
if ( ButtonPressed & IN_MOVELEFT )
m_moveDelta = -12.0f;
if ( ButtonPressed & IN_MOVERIGHT )
m_moveDelta = 12.0f;
if ( newMainMode != m_iMainMode || newInsetMode != m_iInsetMode )
SetModes(newMainMode, newInsetMode);
m_flNextObserverInput = time + 0.2;
}
void CHudSpectator::HandleButtonsUp( int ButtonPressed )
{
if ( gEngfuncs.IsSpectateOnly() != 1 )
return;
if ( ButtonPressed & (IN_FORWARD | IN_BACK) )
m_zoomDelta = 0.0f;
if ( ButtonPressed & (IN_MOVELEFT | IN_MOVERIGHT) )
m_moveDelta = 0.0f;
}
void CHudSpectator::SetModes(int iNewMainMode, int iNewInsetMode)
{
char string[32];
static wrect_t crosshairRect;
if ( iNewMainMode < MAIN_CHASE_LOCKED || iNewMainMode > MAIN_MAP_FREE )
{
gEngfuncs.Con_Printf("Invalid spectator mode.\n");
return;
}
// Just abort if we're changing to the mode we're already in
if (iNewInsetMode != m_iInsetMode)
{
m_iInsetMode = iNewInsetMode;
sprintf(string, "%c#Spec_Mode_Inset%d", HUD_PRINTCENTER, m_iInsetMode);
gHUD.m_TextMessage.MsgFunc_TextMsg(NULL, strlen(string)+1, string );
}
// main modes ettings will override inset window settings
if ( iNewMainMode != m_iMainMode )
{
switch ( iNewMainMode )
{
case MAIN_CHASE_FREE : g_iUser1 = OBS_DIRECTED;
break;
case MAIN_ROAMING : g_iUser1 = OBS_ROAMING;
if ( m_iMainMode == MAIN_CHASE_FREE )
{
VectorCopy ( vecNewViewOrigin, vJumpOrigin );
VectorCopy ( vecNewViewAngles, vJumpAngles );
gEngfuncs.SetViewAngles( vJumpAngles );
iJumpSpectator = 1;
}
if ( m_iMainMode == MAIN_IN_EYE )
{
V_GetInEyePos( m_iObserverTarget, vJumpOrigin, vJumpAngles );
gEngfuncs.SetViewAngles( vJumpAngles );
iJumpSpectator = 1;
}
g_iUser2 = m_iObserverTarget = 0;
g_iUser3 = 0;
break;
case MAIN_IN_EYE : g_iUser1 = OBS_DIRECTED;
break;
case MAIN_MAP_FREE : g_iUser1 = OBS_DIRECTED;
// reset user values
m_mapZoom = m_OverviewData.zoom;
m_mapOrigin = m_OverviewData.origin;
break;
}
m_iMainMode = iNewMainMode;
sprintf(string, "%c#Spec_Mode%d", HUD_PRINTCENTER, m_iMainMode);
gHUD.m_TextMessage.MsgFunc_TextMsg(NULL, strlen(string)+1, string );
if ( g_iUser1 == OBS_DIRECTED && m_iObserverTarget == 0 )
{
// choose last Director object if still available
if ( IsActivePlayer( gEngfuncs.GetEntityByIndex( m_lastPrimaryObject ) ) )
{
g_iUser2 = m_iObserverTarget = m_lastPrimaryObject;
g_iUser3 = m_lastSecondaryObject;
}
}
// enable or disable crosshair
if ( m_iMainMode == MAIN_ROAMING || m_iMainMode == MAIN_IN_EYE )
{
crosshairRect.left = 24;
crosshairRect.top = 0;
crosshairRect.right = 48;
crosshairRect.bottom = 24;
SetCrosshair( m_hCrosshair, crosshairRect, 255, 255, 255 );
}
else
{
memset( &crosshairRect,0,sizeof(crosshairRect) );
SetCrosshair( 0, crosshairRect, 0, 0, 0 );
}
}
// disallow same inset mode as main mode:
if ( ( m_iMainMode != MAIN_MAP_FREE ) && ( m_iInsetMode == INSET_CHASE_FREE || m_iInsetMode == INSET_IN_EYE ) )
{
// both would show in World picures
SetModes( m_iMainMode, INSET_MAP_FREE );
}
if ( ( m_iMainMode == MAIN_MAP_FREE ) && ( m_iInsetMode == INSET_MAP_FREE ) )
{
// both would show map views
SetModes( m_iMainMode, INSET_OFF );
}
gViewPort->UpdateSpectatorMenu();
}
bool CHudSpectator::IsActivePlayer(cl_entity_t * ent)
{
return ( ent &&
ent->player &&
ent->curstate.solid != SOLID_NOT &&
ent != gEngfuncs.GetLocalPlayer() &&
g_PlayerInfoList[ent->index].name != NULL
);
}
bool CHudSpectator::ParseOverviewFile( )
{
char filename[255];
char levelname[255];
char token[1024];
float height;
char *pfile = NULL;
memset( &m_OverviewData, 0, sizeof(m_OverviewData));
// fill in standrd values
m_OverviewData.insetWindowX = 4; // upper left corner
m_OverviewData.insetWindowY = 4;
m_OverviewData.insetWindowHeight = 180;
m_OverviewData.insetWindowWidth = 240;
m_OverviewData.origin[0] = 0.0f;
m_OverviewData.origin[1] = 0.0f;
m_OverviewData.origin[2] = 0.0f;
m_OverviewData.zoom = 1.0f;
m_OverviewData.layers = 0;
m_OverviewData.layersHeights[0] = 0.0f;
strcpy(levelname, gEngfuncs.pfnGetLevelName() + 5);
levelname[strlen(levelname)-4] = 0;
sprintf(filename, "overviews/%s.txt", levelname );
strcpy( m_OverviewData.map, levelname );
pfile = (char *)gEngfuncs.COM_LoadFile( filename, 5, NULL);
if (!pfile)
{
gEngfuncs.Con_Printf("Couldn't open file %s. Using default values for overiew mode.\n", filename );
return false;
}
else
{
while (true)
{
pfile = gEngfuncs.COM_ParseFile(pfile, token);
if (!pfile)
break;
if ( !stricmp( token, "global" ) )
{
// parse the global data
pfile = gEngfuncs.COM_ParseFile(pfile, token);
if ( stricmp( token, "{" ) )
{
gEngfuncs.Con_Printf("Error parsing overview file %s. (expected { )\n", filename );
return false;
}
pfile = gEngfuncs.COM_ParseFile(pfile,token);
while (stricmp( token, "}") )
{
if ( !stricmp( token, "zoom" ) )
{
pfile = gEngfuncs.COM_ParseFile(pfile,token);
m_OverviewData.zoom = atof( token );
}
else if ( !stricmp( token, "origin" ) )
{
pfile = gEngfuncs.COM_ParseFile(pfile, token);
m_OverviewData.origin[0] = atof( token );
pfile = gEngfuncs.COM_ParseFile(pfile,token);
m_OverviewData.origin[1] = atof( token );
pfile = gEngfuncs.COM_ParseFile(pfile, token);
m_OverviewData.origin[2] = atof( token );
}
else if ( !stricmp( token, "rotated" ) )
{
pfile = gEngfuncs.COM_ParseFile(pfile,token);
m_OverviewData.rotated = atoi( token );
}
else if ( !stricmp( token, "inset" ) )
{
pfile = gEngfuncs.COM_ParseFile(pfile,token);
m_OverviewData.insetWindowX = atof( token );
pfile = gEngfuncs.COM_ParseFile(pfile,token);
m_OverviewData.insetWindowY = atof( token );
pfile = gEngfuncs.COM_ParseFile(pfile,token);
m_OverviewData.insetWindowWidth = atof( token );
pfile = gEngfuncs.COM_ParseFile(pfile,token);
m_OverviewData.insetWindowHeight = atof( token );
}
else
{
gEngfuncs.Con_Printf("Error parsing overview file %s. (%s unkown)\n", filename, token );
return false;
}
pfile = gEngfuncs.COM_ParseFile(pfile,token); // parse next token
}
}
else if ( !stricmp( token, "layer" ) )
{
// parse a layer data
if ( m_OverviewData.layers == OVERVIEW_MAX_LAYERS )
{
gEngfuncs.Con_Printf("Error parsing overview file %s. ( too many layers )\n", filename );
return false;
}
pfile = gEngfuncs.COM_ParseFile(pfile,token);
if ( stricmp( token, "{" ) )
{
gEngfuncs.Con_Printf("Error parsing overview file %s. (expected { )\n", filename );
return false;
}
pfile = gEngfuncs.COM_ParseFile(pfile,token);
while (stricmp( token, "}") )
{
if ( !stricmp( token, "image" ) )
{
pfile = gEngfuncs.COM_ParseFile(pfile,token);
strcpy(m_OverviewData.layersImages[ m_OverviewData.layers ], token);
}
else if ( !stricmp( token, "height" ) )
{
pfile = gEngfuncs.COM_ParseFile(pfile,token);
height = atof(token);
m_OverviewData.layersHeights[ m_OverviewData.layers ] = height;
}
else
{
gEngfuncs.Con_Printf("Error parsing overview file %s. (%s unkown)\n", filename, token );
return false;
}
pfile = gEngfuncs.COM_ParseFile(pfile,token); // parse next token
}
m_OverviewData.layers++;
}
}
}
m_mapZoom = m_OverviewData.zoom;
m_mapOrigin = m_OverviewData.origin;
return true;
}
void CHudSpectator::LoadMapSprites()
{
// right now only support for one map layer
if (m_OverviewData.layers > 0 )
{
m_MapSprite = gEngfuncs.LoadMapSprite( m_OverviewData.layersImages[0] );
}
else
m_MapSprite = NULL; // the standard "unkown map" sprite will be used instead
}
void CHudSpectator::DrawOverviewLayer()
{
float screenaspect, xs, ys, xStep, yStep, x,y,z;
int ix,iy,i,xTiles,yTiles,frame;
qboolean hasMapImage = m_MapSprite?TRUE:FALSE;
model_t * dummySprite = (struct model_s *)gEngfuncs.GetSpritePointer( m_hsprUnkownMap);
if ( hasMapImage)
{
i = m_MapSprite->numframes / (4*3);
i = sqrt(i);
xTiles = i*4;
yTiles = i*3;
}
else
{
xTiles = 8;
yTiles = 6;
}
screenaspect = 4.0f/3.0f;
xs = m_OverviewData.origin[0];
ys = m_OverviewData.origin[1];
z = ( 90.0f - m_mapAngles[0] ) / 90.0f;
z *= m_OverviewData.layersHeights[0]; // gOverviewData.z_min - 32;
// i = r_overviewTexture + ( layer*OVERVIEW_X_TILES*OVERVIEW_Y_TILES );
gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
frame = 0;
// rotated view ?
if ( m_OverviewData.rotated )
{
xStep = (2*4096.0f / m_OverviewData.zoom ) / xTiles;
yStep = -(2*4096.0f / (m_OverviewData.zoom* screenaspect) ) / yTiles;
y = ys + (4096.0f / (m_OverviewData.zoom * screenaspect));
for (iy = 0; iy < yTiles; iy++)
{
x = xs - (4096.0f / (m_OverviewData.zoom));
for (ix = 0; ix < xTiles; ix++)
{
if (hasMapImage)
gEngfuncs.pTriAPI->SpriteTexture( m_MapSprite, frame );
else
gEngfuncs.pTriAPI->SpriteTexture( dummySprite, 0 );
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
gEngfuncs.pTriAPI->Vertex3f (x, y, z);
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
gEngfuncs.pTriAPI->Vertex3f (x+xStep ,y, z);
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
gEngfuncs.pTriAPI->Vertex3f (x+xStep, y+yStep, z);
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
gEngfuncs.pTriAPI->Vertex3f (x, y+yStep, z);
gEngfuncs.pTriAPI->End();
frame++;
x+= xStep;
}
y+=yStep;
}
}
else
{
xStep = -(2*4096.0f / m_OverviewData.zoom ) / xTiles;
yStep = -(2*4096.0f / (m_OverviewData.zoom* screenaspect) ) / yTiles;
x = xs + (4096.0f / (m_OverviewData.zoom * screenaspect ));
for (ix = 0; ix < yTiles; ix++)
{
y = ys + (4096.0f / (m_OverviewData.zoom));
for (iy = 0; iy < xTiles; iy++)
{
if (hasMapImage)
gEngfuncs.pTriAPI->SpriteTexture( m_MapSprite, frame );
else
gEngfuncs.pTriAPI->SpriteTexture( dummySprite, 0 );
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
gEngfuncs.pTriAPI->Vertex3f (x, y, z);
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
gEngfuncs.pTriAPI->Vertex3f (x+xStep ,y, z);
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
gEngfuncs.pTriAPI->Vertex3f (x+xStep, y+yStep, z);
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
gEngfuncs.pTriAPI->Vertex3f (x, y+yStep, z);
gEngfuncs.pTriAPI->End();
frame++;
y+=yStep;
}
x+= xStep;
}
}
}
void CHudSpectator::GetMapPosition( float * returnvec )
{
vec3_t forward;
vec3_t zScaledTarget;
zScaledTarget[0] = m_mapOrigin[0];
zScaledTarget[1] = m_mapOrigin[1];
zScaledTarget[2] = m_mapOrigin[2] * (( 90.0f - m_mapAngles[0] ) / 90.0f );
AngleVectors(m_mapAngles, forward, NULL, NULL);
VectorNormalize(forward);
VectorScale(forward, -( 4096.0f / m_mapZoom ), forward );
VectorAdd( zScaledTarget, forward, returnvec )
}
void CHudSpectator::DrawOverviewEntities()
{
int i,ir,ig,ib;
struct model_s *hSpriteModel;
vec3_t origin,point, forward, right, left, up, world, screen, offset;
float x,y,z, r,g,b, sizeScale = 4.0f;
cl_entity_t * ent;
float rmatrix[3][4]; // transformation matrix
float zScale = (90.0f - m_mapAngles[0] ) / 90.0f;
z = m_OverviewData.layersHeights[0] * zScale;
// get yellow/brown HUD color
UnpackRGB(ir,ig,ib, RGB_WHITE);
r = (float)ir/255.0f;
g = (float)ig/255.0f;
b = (float)ib/255.0f;
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
for (i=0; i < MAX_PLAYERS; i++ )
m_vPlayerPos[i][2] = -1; // mark as invisible
// draw all players
for (i=0 ; i < MAX_OVERVIEW_ENTITIES ; i++)
{
if ( !m_OverviewEntities[i].hSprite )
continue;
hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_OverviewEntities[i].hSprite );
ent = m_OverviewEntities[i].entity;
gEngfuncs.pTriAPI->SpriteTexture( hSpriteModel, 0 );
gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
// see R_DrawSpriteModel
// draws players sprite
AngleVectors(ent->angles, right, up, NULL );
VectorCopy(ent->origin,origin);
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
gEngfuncs.pTriAPI->TexCoord2f (1, 0);
VectorMA (origin, 16.0f * sizeScale, up, point);
VectorMA (point, 16.0f * sizeScale, right, point);
point[2] *= zScale;
gEngfuncs.pTriAPI->Vertex3fv (point);
gEngfuncs.pTriAPI->TexCoord2f (0, 0);
VectorMA (origin, 16.0f * sizeScale, up, point);
VectorMA (point, -16.0f * sizeScale, right, point);
point[2] *= zScale;
gEngfuncs.pTriAPI->Vertex3fv (point);
gEngfuncs.pTriAPI->TexCoord2f (0,1);
VectorMA (origin, -16.0f * sizeScale, up, point);
VectorMA (point, -16.0f * sizeScale, right, point);
point[2] *= zScale;
gEngfuncs.pTriAPI->Vertex3fv (point);
gEngfuncs.pTriAPI->TexCoord2f (1,1);
VectorMA (origin, -16.0f * sizeScale, up, point);
VectorMA (point, 16.0f * sizeScale, right, point);
point[2] *= zScale;
gEngfuncs.pTriAPI->Vertex3fv (point);
gEngfuncs.pTriAPI->End ();
if ( !ent->player)
continue;
// draw line under player icons
origin[2] *= zScale;
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_hsprBeam );
gEngfuncs.pTriAPI->SpriteTexture( hSpriteModel, 0 );
gEngfuncs.pTriAPI->Color4f(r, g, b, 0.3);
gEngfuncs.pTriAPI->Begin ( TRI_QUADS );
gEngfuncs.pTriAPI->TexCoord2f (1, 0);
gEngfuncs.pTriAPI->Vertex3f (origin[0]+4, origin[1]+4, origin[2]-zScale);
gEngfuncs.pTriAPI->TexCoord2f (0, 0);
gEngfuncs.pTriAPI->Vertex3f (origin[0]-4, origin[1]-4, origin[2]-zScale);
gEngfuncs.pTriAPI->TexCoord2f (0, 1);
gEngfuncs.pTriAPI->Vertex3f (origin[0]-4, origin[1]-4,z);
gEngfuncs.pTriAPI->TexCoord2f (1, 1);
gEngfuncs.pTriAPI->Vertex3f (origin[0]+4, origin[1]+4,z);
gEngfuncs.pTriAPI->End ();
gEngfuncs.pTriAPI->Begin ( TRI_QUADS );
gEngfuncs.pTriAPI->TexCoord2f (1, 0);
gEngfuncs.pTriAPI->Vertex3f (origin[0]-4, origin[1]+4, origin[2]-zScale);
gEngfuncs.pTriAPI->TexCoord2f (0, 0);
gEngfuncs.pTriAPI->Vertex3f (origin[0]+4, origin[1]-4, origin[2]-zScale);
gEngfuncs.pTriAPI->TexCoord2f (0, 1);
gEngfuncs.pTriAPI->Vertex3f (origin[0]+4, origin[1]-4,z);
gEngfuncs.pTriAPI->TexCoord2f (1, 1);
gEngfuncs.pTriAPI->Vertex3f (origin[0]-4, origin[1]+4,z);
gEngfuncs.pTriAPI->End ();
// calculate screen position for name and infromation in hud::draw()
if ( gEngfuncs.pTriAPI->WorldToScreen(origin,screen) )
continue; // object is behind viewer
screen[0] = XPROJECT(screen[0]);
screen[1] = YPROJECT(screen[1]);
screen[2] = 0.0f;
// calculate some offset under the icon
origin[0]+=32.0f;
origin[1]+=32.0f;
gEngfuncs.pTriAPI->WorldToScreen(origin,offset);
offset[0] = XPROJECT(offset[0]);
offset[1] = YPROJECT(offset[1]);
offset[2] = 0.0f;
VectorSubtract(offset, screen, offset );
int playerNum = ent->index - 1;
m_vPlayerPos[playerNum][0] = screen[0];
m_vPlayerPos[playerNum][1] = screen[1] + Length(offset);
m_vPlayerPos[playerNum][2] = 1; // mark player as visible
}
if ( m_iInsetMode == INSET_OFF )
return;
if ( m_iInsetMode == INSET_IN_EYE || m_iMainMode == MAIN_IN_EYE )
{
V_GetInEyePos(m_iObserverTarget, vecNewViewOrigin, vecNewViewAngles );
}
// draw camera sprite
x = vecNewViewOrigin[0];
y = vecNewViewOrigin[1];
z = vecNewViewOrigin[2];
hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_hsprCamera );
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
gEngfuncs.pTriAPI->SpriteTexture( hSpriteModel, 0 );
gEngfuncs.pTriAPI->Color4f( r, g, b, 1.0 );
AngleVectors(vecNewViewAngles, forward, NULL, NULL );
VectorScale (forward, 512.0f, forward);
offset[0] = 0.0f;
offset[1] = 45.0f;
offset[2] = 0.0f;
AngleMatrix(offset, rmatrix );
VectorTransform(forward, rmatrix , right );
offset[1]= -45.0f;
AngleMatrix(offset, rmatrix );
VectorTransform(forward, rmatrix , left );
gEngfuncs.pTriAPI->Begin (TRI_TRIANGLES);
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
gEngfuncs.pTriAPI->Vertex3f (x+right[0], y+right[1], (z+right[2]) * zScale);
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
gEngfuncs.pTriAPI->Vertex3f (x, y, z * zScale);
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
gEngfuncs.pTriAPI->Vertex3f (x+left[0], y+left[1], (z+left[2]) * zScale);
gEngfuncs.pTriAPI->End ();
}
extern void VectorAngles( const float *forward, float *angles );
extern "C" void NormalizeAngles( float *angles );
void CHudSpectator::DrawOverview()
{
// don't draw it in developer mode
if ( gEngfuncs.IsSpectateOnly() != 1)
return;
// Only draw the overview if Map Mode is selected for this view
if ( m_iDrawCycle == 0 && m_iMainMode != MAIN_MAP_FREE )
return;
if ( m_iDrawCycle == 1 && m_iInsetMode != INSET_MAP_FREE )
return;
DrawOverviewLayer();
DrawOverviewEntities();
CheckOverviewEntities();
}
void CHudSpectator::CheckOverviewEntities()
{
double time = gEngfuncs.GetClientTime();
// removes old entities from list
for ( int i = 0; i< MAX_OVERVIEW_ENTITIES; i++ )
{
// remove entity from list if it is too old
if ( m_OverviewEntities[i].killTime < time )
{
memset( &m_OverviewEntities[i], 0, sizeof (overviewEntity_t) );
}
}
}
bool CHudSpectator::AddOverviewEntity( int type, struct cl_entity_s *ent, const char *modelname)
{
HSPRITE hSprite = 0;
double duration = -1.0f; // duration -1 means show it only this frame;
if ( !ent )
return false;
if ( type == ET_PLAYER )
{
if ( ent->curstate.solid != SOLID_NOT)
{
switch ( g_PlayerExtraInfo[ent->index].teamnumber )
{
// blue and red teams are swapped in CS and TFC
case 1 : hSprite = m_hsprPlayerBlue; break;
case 2 : hSprite = m_hsprPlayerRed; break;
default : hSprite = m_hsprPlayer; break;
}
}
else
return false; // it's an spectator
}
else if (type == ET_NORMAL)
{
return false;
}
else
return false;
return AddOverviewEntityToList(hSprite, ent, gEngfuncs.GetClientTime() + duration );
}
void CHudSpectator::DeathMessage(int victim)
{
// find out where the victim is
cl_entity_t *pl = gEngfuncs.GetEntityByIndex(victim);
if (pl && pl->player)
AddOverviewEntityToList(m_hsprPlayerDead, pl, gEngfuncs.GetClientTime() + 2.0f );
}
bool CHudSpectator::AddOverviewEntityToList(HSPRITE sprite, cl_entity_t *ent, double killTime)
{
for ( int i = 0; i< MAX_OVERVIEW_ENTITIES; i++ )
{
// find empty entity slot
if ( m_OverviewEntities[i].entity == NULL)
{
m_OverviewEntities[i].entity = ent;
m_OverviewEntities[i].hSprite = sprite;
m_OverviewEntities[i].killTime = killTime;
return true;
}
}
return false; // maximum overview entities reached
}
void CHudSpectator::Reset()
{
// Reset HUD
if ( strcmp( m_OverviewData.map, gEngfuncs.pfnGetLevelName() ) )
{
// update level overview if level changed
ParseOverviewFile();
LoadMapSprites();
}
memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities));
SetSpectatorStartPosition();
}
void CHudSpectator::InitHUDData()
{
m_lastPrimaryObject = m_lastSecondaryObject = 0;
m_flNextObserverInput = 0.0f;
// m_lastHudMessage = 0; //?
// m_iSpectatorNumber = 0; //?
iJumpSpectator = 0;
g_iUser1 = g_iUser2 = 0;
memset( &m_OverviewData, 0, sizeof(m_OverviewData));
memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities));
/* // this block was in martin's code - not clear what m_autoDirector is.
if ( gEngfuncs.IsSpectateOnly() || gEngfuncs.pDemoAPI->IsPlayingback() )
m_autoDirector->value = 1.0f;
else
m_autoDirector->value = 0.0f;
*/
Reset();
SetModes( OBS_CHASE_FREE, INSET_OFF );
CenterPrint(""); // Prevent stupid "Free Chase-Camera" on startup - gage
g_iUser2 = 0; // fake not target until first camera command
// reset HUD FOV
gHUD.m_iFOV = CVAR_GET_FLOAT("default_fov");
}