171 lines
3.4 KiB
C++
171 lines
3.4 KiB
C++
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// hud_msg.cpp
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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extern float g_flLightTime;
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#define MAX_TELES 256
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Vector g_vecTeleMins[ MAX_TELES ];
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Vector g_vecTeleMaxs[ MAX_TELES ];
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int g_iTeleNum;
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bool g_bLoadedTeles;
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float g_iFogColor[3];
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float g_iStartDist;
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float g_iEndDist;
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/// USER-DEFINED SERVER MESSAGE HANDLERS
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int CHud :: MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf )
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{
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ASSERT( iSize == 0 );
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// clear all hud data
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HUDLIST *pList = m_pHudList;
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while ( pList )
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{
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if ( pList->p )
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pList->p->Reset();
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pList = pList->pNext;
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}
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// reset sensitivity
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m_flMouseSensitivity = 0;
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// reset concussion effect
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m_iConcussionEffect = 0;
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g_flLightTime = 0.0;
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return 1;
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}
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void CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
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{
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g_iTeleNum = 0;
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g_bLoadedTeles = false;
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int i;
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//Clear all the teleporters
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for ( i = 0; i < MAX_TELES; i++ )
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{
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g_vecTeleMins[ i ].x = 0.0;
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g_vecTeleMins[ i ].y = 0.0;
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g_vecTeleMins[ i ].z = 0.0;
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g_vecTeleMaxs[ i ].x = 0.0;
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g_vecTeleMaxs[ i ].y = 0.0;
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g_vecTeleMaxs[ i ].z = 0.0;
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}
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/***** FOG CLEARING JIBBA JABBA *****/
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for ( i = 0; i < 4; i++ )
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g_iFogColor[ i ] = 0.0;
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g_iStartDist = 0.0;
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g_iEndDist = 0.0;
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/***** FOG CLEARING JIBBA JABBA *****/
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// prepare all hud data
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HUDLIST *pList = m_pHudList;
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while (pList)
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{
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if ( pList->p )
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pList->p->InitHUDData();
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pList = pList->pNext;
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}
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BEGIN_READ( pbuf, iSize );
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g_iTeleNum = READ_BYTE();
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for ( i = 0; i < g_iTeleNum; i++ )
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{
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g_vecTeleMins[ i ].x = READ_COORD();
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g_vecTeleMins[ i ].y = READ_COORD();
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g_vecTeleMins[ i ].z = READ_COORD();
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g_vecTeleMaxs[ i ].x = READ_COORD();
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g_vecTeleMaxs[ i ].y = READ_COORD();
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g_vecTeleMaxs[ i ].z = READ_COORD();
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}
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for ( i = 0; i < 3; i++ )
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g_iFogColor[ i ] = READ_SHORT(); // Should just get a byte.
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//If they both are 0, it means no fog for this level.
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g_iStartDist = READ_SHORT();
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g_iEndDist = READ_SHORT();
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}
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int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_Teamplay = READ_BYTE();
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return 1;
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}
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int CHud :: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
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{
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int armor, blood;
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Vector from;
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int i;
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float count;
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BEGIN_READ( pbuf, iSize );
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armor = READ_BYTE();
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blood = READ_BYTE();
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for (i=0 ; i<3 ; i++)
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from[i] = READ_COORD();
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count = (blood * 0.5) + (armor * 0.5);
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if (count < 10)
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count = 10;
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// TODO: kick viewangles, show damage visually
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return 1;
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}
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int CHud :: MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_iConcussionEffect = READ_BYTE();
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if (m_iConcussionEffect)
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this->m_StatusIcons.EnableIcon("dmg_concuss",255,160,0);
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else
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this->m_StatusIcons.DisableIcon("dmg_concuss");
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return 1;
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}
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// QUAKECLASSIC
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int CHud :: MsgFunc_QItems(const char *pszName, int iSize, void *pbuf)
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{
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BEGIN_READ( pbuf, iSize );
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m_iQuakeItems = READ_LONG();
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return 1;
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}
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