Moved modified HL SDK to trunk

This commit is contained in:
Scott Ehlert
2006-08-27 02:22:59 +00:00
parent 28c4ea4fec
commit 30235e05e5
900 changed files with 344676 additions and 0 deletions

View File

@ -0,0 +1,982 @@
#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"
void Ricochet_GetSequence( int *seq, int *gaitseq );
void Ricochet_GetOrientation( float *o, float *a );
float g_flStartScaleTime;
int iPrevRenderState;
int iRenderStateChanged;
// Global engine <-> studio model rendering code interface
extern engine_studio_api_t IEngineStudio;
typedef struct
{
vec3_t origin;
vec3_t angles;
vec3_t realangles;
float animtime;
float frame;
int sequence;
int gaitsequence;
float framerate;
int m_fSequenceLoops;
int m_fSequenceFinished;
byte controller[ 4 ];
byte blending[ 2 ];
latchedvars_t lv;
} client_anim_state_t;
static client_anim_state_t g_state;
static client_anim_state_t g_clientstate;
// The renderer object, created on the stack.
CGameStudioModelRenderer g_StudioRenderer;
/*
====================
CGameStudioModelRenderer
====================
*/
CGameStudioModelRenderer::CGameStudioModelRenderer( void )
{
// If you want to predict animations locally, set this to TRUE
// NOTE: The animation code is somewhat broken, but gives you a sense for how
// to do client side animation of the predicted player in a third person game.
m_bLocal = false;
}
/*
====================
StudioSetupBones
====================
*/
void CGameStudioModelRenderer::StudioSetupBones ( void )
{
int i;
double f;
mstudiobone_t *pbones;
mstudioseqdesc_t *pseqdesc;
mstudioanim_t *panim;
static float pos[MAXSTUDIOBONES][3];
static vec4_t q[MAXSTUDIOBONES];
float bonematrix[3][4];
static float pos2[MAXSTUDIOBONES][3];
static vec4_t q2[MAXSTUDIOBONES];
static float pos3[MAXSTUDIOBONES][3];
static vec4_t q3[MAXSTUDIOBONES];
static float pos4[MAXSTUDIOBONES][3];
static vec4_t q4[MAXSTUDIOBONES];
// Use default bone setup for nonplayers
if ( !m_pCurrentEntity->player )
{
CStudioModelRenderer::StudioSetupBones();
return;
}
// Bound sequence number.
if ( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq )
{
m_pCurrentEntity->curstate.sequence = 0;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
if ( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 )
{
f = m_pPlayerInfo->gaitframe;
}
else
{
f = StudioEstimateFrame( pseqdesc );
}
// Discwar knows how to do three way blending
if ( pseqdesc->numblends == 3 )
{
float s;
// Get left anim
panim = StudioGetAnim( m_pRenderModel, pseqdesc );
// Blending is 0-127 == Left to Middle, 128 to 255 == Middle to right
if ( m_pCurrentEntity->curstate.blending[0] <= 127 )
{
StudioCalcRotations( pos, q, pseqdesc, panim, f );
// Scale 0-127 blending up to 0-255
s = m_pCurrentEntity->curstate.blending[0];
s = ( s * 2.0 );
}
else
{
// Skip ahead to middle
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos, q, pseqdesc, panim, f );
// Scale 127-255 blending up to 0-255
s = m_pCurrentEntity->curstate.blending[0];
s = 2.0 * ( s - 127.0 );
}
// Normalize interpolant
s /= 255.0;
// Go to middle or right
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos2, q2, pseqdesc, panim, f );
// Spherically interpolate the bones
StudioSlerpBones( q, pos, q2, pos2, s );
}
else
{
panim = StudioGetAnim( m_pRenderModel, pseqdesc );
StudioCalcRotations( pos, q, pseqdesc, panim, f );
}
// Are we in the process of transitioning from one sequence to another.
if ( m_fDoInterp &&
m_pCurrentEntity->latched.sequencetime &&
( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) &&
( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq ))
{
// blend from last sequence
static float pos1b[MAXSTUDIOBONES][3];
static vec4_t q1b[MAXSTUDIOBONES];
float s;
// Blending value into last sequence
unsigned char prevseqblending = m_pCurrentEntity->latched.prevseqblending[ 0 ];
// Point at previous sequenece
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence;
// Know how to do three way blends
if ( pseqdesc->numblends == 3 )
{
float s;
// Get left animation
panim = StudioGetAnim( m_pRenderModel, pseqdesc );
if ( prevseqblending <= 127 )
{
// Set up bones based on final frame of previous sequence
StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
s = prevseqblending;
s = ( s * 2.0 );
}
else
{
// Skip to middle blend
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
s = prevseqblending;
s = 2.0 * ( s - 127.0 );
}
// Normalize
s /= 255.0;
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
// Interpolate bones
StudioSlerpBones( q1b, pos1b, q2, pos2, s );
}
else
{
panim = StudioGetAnim( m_pRenderModel, pseqdesc );
// clip prevframe
StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
}
// Now blend last frame of previous sequence with current sequence.
s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2;
StudioSlerpBones( q, pos, q1b, pos1b, s );
}
else
{
m_pCurrentEntity->latched.prevframe = f;
}
// Now convert quaternions and bone positions into matrices
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
QuaternionMatrix( q[i], bonematrix );
bonematrix[0][3] = pos[i][0];
bonematrix[1][3] = pos[i][1];
bonematrix[2][3] = pos[i][2];
if (pbones[i].parent == -1)
{
if ( IEngineStudio.IsHardware() )
{
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
}
else
{
ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
}
// Apply client-side effects to the transformation matrix
StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
}
else
{
ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
}
}
}
/*
====================
StudioEstimateGait
====================
*/
void CGameStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer )
{
float dt;
vec3_t est_velocity;
dt = (m_clTime - m_clOldTime);
dt = max( 0.0, dt );
dt = min( 1.0, dt );
if (dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount)
{
m_flGaitMovement = 0;
return;
}
// VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity );
if ( m_fGaitEstimation )
{
VectorSubtract( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity );
VectorCopy( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin );
m_flGaitMovement = Length( est_velocity );
if (dt <= 0 || m_flGaitMovement / dt < 5)
{
m_flGaitMovement = 0;
est_velocity[0] = 0;
est_velocity[1] = 0;
}
}
else
{
VectorCopy( pplayer->velocity, est_velocity );
m_flGaitMovement = Length( est_velocity ) * dt;
}
if (est_velocity[1] == 0 && est_velocity[0] == 0)
{
float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
if (flYawDiff > 180)
flYawDiff -= 360;
if (flYawDiff < -180)
flYawDiff += 360;
if (dt < 0.25)
flYawDiff *= dt * 4;
else
flYawDiff *= dt;
m_pPlayerInfo->gaityaw += flYawDiff;
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360;
m_flGaitMovement = 0;
}
else
{
m_pPlayerInfo->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
if (m_pPlayerInfo->gaityaw > 180)
m_pPlayerInfo->gaityaw = 180;
if (m_pPlayerInfo->gaityaw < -180)
m_pPlayerInfo->gaityaw = -180;
}
}
/*
====================
StudioProcessGait
====================
*/
void CGameStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer )
{
mstudioseqdesc_t *pseqdesc;
float dt;
float flYaw; // view direction relative to movement
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
m_pCurrentEntity->angles[PITCH] = 0;
m_pCurrentEntity->latched.prevangles[PITCH] = m_pCurrentEntity->angles[PITCH];
dt = (m_clTime - m_clOldTime);
dt = max( 0.0, dt );
dt = min( 1.0, dt );
StudioEstimateGait( pplayer );
// calc side to side turning
flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
flYaw = fmod( flYaw, 360.0f );
if (flYaw < -180)
{
flYaw = flYaw + 360;
}
else if (flYaw > 180)
{
flYaw = flYaw - 360;
}
float maxyaw = 120.0;
if (flYaw > maxyaw)
{
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180;
m_flGaitMovement = -m_flGaitMovement;
flYaw = flYaw - 180;
}
else if (flYaw < -maxyaw)
{
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180;
m_flGaitMovement = -m_flGaitMovement;
flYaw = flYaw + 180;
}
float blend_yaw = ( flYaw / 90.0 ) * 128.0 + 127.0;
blend_yaw = min( 255.0, blend_yaw );
blend_yaw = max( 0.0, blend_yaw );
blend_yaw = 255.0 - blend_yaw;
m_pCurrentEntity->curstate.blending[0] = (int)(blend_yaw);
m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0];
m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0];
m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw;
if (m_pCurrentEntity->angles[YAW] < -0)
{
m_pCurrentEntity->angles[YAW] += 360;
}
m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW];
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence;
// Calc gait frame
if (pseqdesc->linearmovement[0] > 0)
{
m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
}
else
{
m_pPlayerInfo->gaitframe += pseqdesc->fps * dt * m_pCurrentEntity->curstate.framerate;
}
// Do modulo
m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
if (m_pPlayerInfo->gaitframe < 0)
{
m_pPlayerInfo->gaitframe += pseqdesc->numframes;
}
}
/*
==============================
SavePlayerState
For local player, in third person, we need to store real render data and then
setup for with fake/client side animation data
==============================
*/
void CGameStudioModelRenderer::SavePlayerState( entity_state_t *pplayer )
{
client_anim_state_t *st;
cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
assert( ent );
if ( !ent )
return;
st = &g_state;
st->angles = ent->curstate.angles;
st->origin = ent->curstate.origin;
st->realangles = ent->angles;
st->sequence = ent->curstate.sequence;
st->gaitsequence = pplayer->gaitsequence;
st->animtime = ent->curstate.animtime;
st->frame = ent->curstate.frame;
st->framerate = ent->curstate.framerate;
memcpy( st->blending, ent->curstate.blending, 2 );
memcpy( st->controller, ent->curstate.controller, 4 );
st->lv = ent->latched;
}
void GetSequenceInfo( void *pmodel, client_anim_state_t *pev, float *pflFrameRate, float *pflGroundSpeed )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return;
mstudioseqdesc_t *pseqdesc;
if (pev->sequence >= pstudiohdr->numseq)
{
*pflFrameRate = 0.0;
*pflGroundSpeed = 0.0;
return;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
if (pseqdesc->numframes > 1)
{
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
}
else
{
*pflFrameRate = 256.0;
*pflGroundSpeed = 0.0;
}
}
int GetSequenceFlags( void *pmodel, client_anim_state_t *pev )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
return pseqdesc->flags;
}
float StudioFrameAdvance ( client_anim_state_t *st, float framerate, float flInterval )
{
if (flInterval == 0.0)
{
flInterval = (gEngfuncs.GetClientTime() - st->animtime);
if (flInterval <= 0.001)
{
st->animtime = gEngfuncs.GetClientTime();
return 0.0;
}
}
if (!st->animtime)
flInterval = 0.0;
st->frame += flInterval * framerate * st->framerate;
st->animtime = gEngfuncs.GetClientTime();
if (st->frame < 0.0 || st->frame >= 256.0)
{
if ( st->m_fSequenceLoops )
st->frame -= (int)(st->frame / 256.0) * 256.0;
else
st->frame = (st->frame < 0.0) ? 0 : 255;
st->m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
}
return flInterval;
}
/*
==============================
SetupClientAnimation
Called to set up local player's animation values
==============================
*/
void CGameStudioModelRenderer::SetupClientAnimation( entity_state_t *pplayer )
{
static double oldtime;
double curtime, dt;
client_anim_state_t *st;
float fr, gs;
cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
assert( ent );
if ( !ent )
return;
curtime = gEngfuncs.GetClientTime();
dt = curtime - oldtime;
dt = min( 1.0, max( 0.0, dt ) );
oldtime = curtime;
st = &g_clientstate;
st->framerate = 1.0;
int oldseq = st->sequence;
Ricochet_GetSequence( &st->sequence, &st->gaitsequence );
Ricochet_GetOrientation( (float *)&st->origin, (float *)&st->angles );
st->realangles = st->angles;
if ( st->sequence != oldseq )
{
st->frame = 0.0;
st->lv.prevsequence = oldseq;
st->lv.sequencetime = st->animtime;
memcpy( st->lv.prevseqblending, st->blending, 2 );
memcpy( st->lv.prevcontroller, st->controller, 4 );
}
void *pmodel = (studiohdr_t *)IEngineStudio.Mod_Extradata( ent->model );
GetSequenceInfo( pmodel, st, &fr, &gs );
st->m_fSequenceLoops = ((GetSequenceFlags( pmodel, st ) & STUDIO_LOOPING) != 0);
StudioFrameAdvance( st, fr, dt );
ent->angles = st->realangles;
ent->curstate.angles = st->angles;
ent->curstate.origin = st->origin;
ent->curstate.sequence = st->sequence;
pplayer->gaitsequence = st->gaitsequence;
ent->curstate.animtime = st->animtime;
ent->curstate.frame = st->frame;
ent->curstate.framerate = st->framerate;
memcpy( ent->curstate.blending, st->blending, 2 );
memcpy( ent->curstate.controller, st->controller, 4 );
ent->latched = st->lv;
}
/*
==============================
RestorePlayerState
Called to restore original player state information
==============================
*/
void CGameStudioModelRenderer::RestorePlayerState( entity_state_t *pplayer )
{
client_anim_state_t *st;
cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
assert( ent );
if ( !ent )
return;
st = &g_clientstate;
st->angles = ent->curstate.angles;
st->origin = ent->curstate.origin;
st->realangles = ent->angles;
st->sequence = ent->curstate.sequence;
st->gaitsequence = pplayer->gaitsequence;
st->animtime = ent->curstate.animtime;
st->frame = ent->curstate.frame;
st->framerate = ent->curstate.framerate;
memcpy( st->blending, ent->curstate.blending, 2 );
memcpy( st->controller, ent->curstate.controller, 4 );
st->lv = ent->latched;
st = &g_state;
ent->curstate.angles = st->angles;
ent->curstate.origin = st->origin;
ent->angles = st->realangles;
ent->curstate.sequence = st->sequence;
pplayer->gaitsequence = st->gaitsequence;
ent->curstate.animtime = st->animtime;
ent->curstate.frame = st->frame;
ent->curstate.framerate = st->framerate;
memcpy( ent->curstate.blending, st->blending, 2 );
memcpy( ent->curstate.controller, st->controller, 4 );
ent->latched = st->lv;
}
/*
==============================
StudioDrawPlayer
==============================
*/
int CGameStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer )
{
int iret = 0;
bool isLocalPlayer = false;
// Set up for client?
if ( m_bLocal && IEngineStudio.GetCurrentEntity() == gEngfuncs.GetLocalPlayer() )
{
isLocalPlayer = true;
}
if ( isLocalPlayer )
{
// Store original data
SavePlayerState( pplayer );
// Copy in client side animation data
SetupClientAnimation( pplayer );
}
// Call real draw function
iret = _StudioDrawPlayer( flags, pplayer );
// Restore for client?
if ( isLocalPlayer )
{
// Restore the original data for the player
RestorePlayerState( pplayer );
}
return iret;
}
/*
====================
_StudioDrawPlayer
====================
*/
int CGameStudioModelRenderer::_StudioDrawPlayer( int flags, entity_state_t *pplayer )
{
alight_t lighting;
vec3_t dir;
m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime );
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal );
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale );
m_nPlayerIndex = pplayer->number - 1;
if (m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients())
return 0;
m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex );
if (m_pRenderModel == NULL)
return 0;
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel);
IEngineStudio.StudioSetHeader( m_pStudioHeader );
IEngineStudio.SetRenderModel( m_pRenderModel );
if (pplayer->gaitsequence)
{
vec3_t orig_angles;
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
VectorCopy( m_pCurrentEntity->angles, orig_angles );
StudioProcessGait( pplayer );
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence;
m_pPlayerInfo = NULL;
StudioSetUpTransform( 0 );
VectorCopy( orig_angles, m_pCurrentEntity->angles );
}
else
{
m_pCurrentEntity->curstate.controller[0] = 127;
m_pCurrentEntity->curstate.controller[1] = 127;
m_pCurrentEntity->curstate.controller[2] = 127;
m_pCurrentEntity->curstate.controller[3] = 127;
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
m_pPlayerInfo->gaitsequence = 0;
StudioSetUpTransform( 0 );
}
if (flags & STUDIO_RENDER)
{
// see if the bounding box lets us trivially reject, also sets
if (!IEngineStudio.StudioCheckBBox ())
return 0;
(*m_pModelsDrawn)++;
(*m_pStudioModelCount)++; // render data cache cookie
if (m_pStudioHeader->numbodyparts == 0)
return 1;
}
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
StudioSetupBones( );
StudioSaveBones( );
m_pPlayerInfo->renderframe = m_nFrameCount;
m_pPlayerInfo = NULL;
if (flags & STUDIO_EVENTS)
{
StudioCalcAttachments( );
IEngineStudio.StudioClientEvents( );
// copy attachments into global entity array
if ( m_pCurrentEntity->index > 0 )
{
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index );
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 );
}
}
if (flags & STUDIO_RENDER)
{
/*
if (m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model )
{
// show highest resolution multiplayer model
m_pCurrentEntity->curstate.body = 255;
}
if (!(m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1 ) && ( m_pRenderModel == m_pCurrentEntity->model ) )
{
m_pCurrentEntity->curstate.body = 1; // force helmet
}
*/
lighting.plightvec = dir;
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );
IEngineStudio.StudioEntityLight( &lighting );
// model and frame independant
IEngineStudio.StudioSetupLighting (&lighting);
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
// get remap colors
m_nTopColor = m_pPlayerInfo->topcolor;
if (m_nTopColor < 0)
m_nTopColor = 0;
if (m_nTopColor > 360)
m_nTopColor = 360;
m_nBottomColor = m_pPlayerInfo->bottomcolor;
if (m_nBottomColor < 0)
m_nBottomColor = 0;
if (m_nBottomColor > 360)
m_nBottomColor = 360;
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor );
StudioRenderModel( );
m_pPlayerInfo = NULL;
if (pplayer->weaponmodel)
{
cl_entity_t saveent = *m_pCurrentEntity;
model_t *pweaponmodel = IEngineStudio.GetModelByIndex( pplayer->weaponmodel );
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (pweaponmodel);
IEngineStudio.StudioSetHeader( m_pStudioHeader );
StudioMergeBones( pweaponmodel);
IEngineStudio.StudioSetupLighting (&lighting);
StudioRenderModel( );
StudioCalcAttachments( );
*m_pCurrentEntity = saveent;
}
}
return 1;
}
/*
====================
Studio_FxTransform
====================
*/
void CGameStudioModelRenderer::StudioFxTransform( cl_entity_t *ent, float transform[3][4] )
{
switch( ent->curstate.renderfx )
{
case kRenderFxDistort:
case kRenderFxHologram:
if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
{
int axis = gEngfuncs.pfnRandomLong(0,1);
if ( axis == 1 ) // Choose between x & z
axis = 2;
VectorScale( transform[axis], gEngfuncs.pfnRandomFloat(1,1.484), transform[axis] );
}
else if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
{
float offset;
int axis = gEngfuncs.pfnRandomLong(0,1);
if ( axis == 1 ) // Choose between x & z
axis = 2;
offset = gEngfuncs.pfnRandomFloat(-10,10);
transform[gEngfuncs.pfnRandomLong(0,2)][3] += offset;
}
break;
case kRenderFxExplode:
{
if ( iRenderStateChanged )
{
g_flStartScaleTime = m_clTime;
iRenderStateChanged = FALSE;
}
// Make the Model continue to shrink
float flTimeDelta = m_clTime - g_flStartScaleTime;
if ( flTimeDelta > 0 )
{
float flScale = 0.001;
// Goes almost all away
if ( flTimeDelta <= 2.0 )
flScale = 1.0 - (flTimeDelta / 2.0);
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
transform[i][j] *= flScale;
}
}
}
break;
}
}
////////////////////////////////////
// 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.
====================
*/
#define DLLEXPORT __declspec( dllexport )
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;
}

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#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

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#if !defined( RICOCHET_BSPFILE_H )
#define RICOCHET_BSPFILE_H
#ifdef _WIN32
#pragma once
#endif
// MINI-version of BSPFILE.H to support Ricochet entity lump extraction stuff.
#define BSPVERSION 30
typedef struct
{
int fileofs, filelen;
} lump_t;
#define LUMP_ENTITIES 0
#define LUMP_PLANES 1
#define LUMP_TEXTURES 2
#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
#define HEADER_LUMPS 15
typedef struct
{
int version;
lump_t lumps[HEADER_LUMPS];
} dheader_t;
#endif // RICOCHET_BSPFILE_H

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#include "extdll.h"
#include "entity_state.h"
#include "pm_defs.h"
#include "pm_movevars.h"
#include "hud_iface.h"
#include "com_model.h"
#include "event_api.h"
#include "com_weapons.h"
#include "event_flags.h"
#include "Ricochet_BSPFile.h"
extern "C" playermove_t *pmove;
extern int g_runfuncs;
// Don't support more than MAX_PADS pads ( map still can load, but we'll just have some pads that don't predict. )
#define MAX_PADS 256
// We only care about two kinds of entities for now: Jump pads and their targets
// FIXME: After loading, store a pointer from pad to target instead of looking up all the time.
typedef enum
{
// Entity is a jump pad
RIC_PAD = 0,
// Entity is a target
RIC_TARGET
} ric_padtype_t;
typedef struct
{
// Type of entity
ric_padtype_t type;
// Classname
char classname[ 32 ];
// Model name
char modelname[ 32 ];
// What this entity targets
char target[ 32 ];
// If entity is a target, the name tag it uses
char targetname[ 32 ];
// Orientation of the pad
float angles[3];
// Target origin
float origin[3];
// Bounding box of the pad
float absmin[3];
float absmax[3];
// Model associated with the pad
struct model_s *model;
float height;
} ric_pad_t;
// Pad/Target entity database
static ric_pad_t s_pads[ MAX_PADS ];
static int s_num_pads = 0;
// We'll use this for playing the jump sounds locally.
static unsigned short s_usJump;
/*
==============================
Ricochet_SetKeyValue
Fill in key/values fro the pad
==============================
*/
void Ricochet_SetKeyValue( ric_pad_t *pad, const char *key, const char *value )
{
float x, y, z;
if ( !stricmp( key, "classname" ) )
{
strcpy( pad->classname, value );
}
else if ( !stricmp( key, "target" ) )
{
strcpy( pad->target, value );
}
else if ( !stricmp( key, "targetname" ) )
{
strcpy( pad->targetname, value );
}
else if ( !stricmp( key, "model" ) )
{
strcpy( pad->modelname, value );
}
else if ( !stricmp( key, "height" ) )
{
pad->height = atof( value );
}
else if ( !stricmp( key, "angles" ) )
{
if ( sscanf( value, "%f %f %f", &x, &y, &z ) == 3 )
{
pad->angles[ 0 ] = x ;
pad->angles[ 1 ] = y;
pad->angles[ 2 ] = z;
}
}
else if ( !stricmp( key, "origin" ) )
{
if ( sscanf( value, "%f %f %f", &x, &y, &z ) == 3 )
{
pad->origin[ 0 ] = x;
pad->origin[ 1 ] = y;
pad->origin[ 2 ] = z;
}
}
}
/*
==============================
Ricochet_ParsePad
Evaluate Key/Value pairs for the entity
==============================
*/
char *Ricochet_ParsePad( char *buffer, ric_pad_t *pad, int *error )
{
char key[256];
char token[ 1024 ];
int n;
memset( pad, 0, sizeof( *pad ) );
while (1)
{
// Parse key
buffer = gEngfuncs.COM_ParseFile ( buffer, token );
if ( token[0] == '}' )
break;
// Ran out of input buffer?
if ( !buffer )
{
*error = 1;
break;
}
// Store off the key
strcpy ( key, token );
// Fix heynames with trailing spaces
n = strlen( key );
while (n && key[n-1] == ' ')
{
key[n-1] = 0;
n--;
}
// Parse value
buffer = gEngfuncs.COM_ParseFile ( buffer, token );
// Ran out of buffer?
if (!buffer)
{
*error = 1;
break;
}
// Hit the end instead of a value?
if ( token[0] == '}' )
{
*error = 1;
break;
}
// Assign k/v pair
Ricochet_SetKeyValue( pad, key, token );
}
// Return what's left in the stream
return buffer;
}
/*
==============================
Ricochet_ProcessEnts
Parse through entity lump looking for pads or targets
==============================
*/
void Ricochet_ProcessEnts( char *buffer )
{
int i;
char token[ 1024 ];
ric_pad_t *pad = NULL;
int error = 0;
// parse entities from entity lump of .bsp file
while (1)
{
// parse the opening brace
buffer = gEngfuncs.COM_ParseFile ( buffer, token );
if (!buffer)
break;
// Didn't find opening brace?
if ( token[0] != '{' )
{
gEngfuncs.Con_Printf ("Ricochet_ProcessEnts: found %s when expecting {\n", token );
return;
}
// Assume we're filling in this pad
pad = &s_pads[ s_num_pads ];
// Fill in data
buffer = Ricochet_ParsePad( buffer, pad, &error );
// Check for errors and abort if any
if ( error )
{
gEngfuncs.Con_Printf ("Ricochet_ProcessEnts: error parsing entities\n" );
return;
}
// Check classname
if ( stricmp( pad->classname, "trigger_jump" ) && stricmp( pad->classname, "info_target" ) )
continue;
// Set type based on classname
if ( !stricmp( pad->classname, "trigger_jump" ) )
{
pad->type = RIC_PAD;
}
else
{
pad->type = RIC_TARGET;
}
// Load up the model
pad->model = gEngfuncs.CL_LoadModel( pad->modelname, NULL );
if ( pad->model )
{
// Fill in abs bbox
for ( i = 0; i < 3; i++ )
{
pad->absmin[ i ] = pad->model->mins[ i ] - 1.0;
pad->absmax[ i ] = pad->model->maxs[ i ] + 1.0;
}
}
// If we got to here, we're using the entity
s_num_pads++;
// No more room...
if ( s_num_pads >= MAX_PADS )
break;
}
}
/*
==============================
Ricochet_LoadEntityLump
Open the .bsp and read in the entity lump
==============================
*/
char *Ricochet_LoadEntityLump( const char *filename )
{
FILE *fp;
int i;
dheader_t header;
int size;
lump_t *curLump;
char *buffer = NULL;
fp = fopen( filename, "rb" );
if ( !fp )
return NULL;
// Read in the .bsp header
if ( fread(&header, sizeof(dheader_t), 1, fp) != 1 )
{
gEngfuncs.Con_Printf("Ricochet_LoadEntityLump: Could not read BSP header for map [%s].\n", filename);
fclose(fp);
return NULL;
}
// Check the version
i = header.version;
if ( i != 29 && i != 30)
{
fclose(fp);
gEngfuncs.Con_Printf("Ricochet_LoadEntityLump: Map [%s] has incorrect BSP version (%i should be %i).\n", filename, i, BSPVERSION);
return NULL;
}
// Get entity lump
curLump = &header.lumps[ LUMP_ENTITIES ];
// and entity lump size
size = curLump->filelen;
// Jump to it
fseek( fp, curLump->fileofs, SEEK_SET );
// Allocate sufficient memmory
buffer = (char *)malloc( size + 1 );
if ( !buffer )
{
fclose(fp);
gEngfuncs.Con_Printf("Ricochet_LoadEntityLump: Couldn't allocate %i bytes\n", size + 1 );
return NULL;
}
// Read in the entity lump
fread( buffer, size, 1, fp );
// Terminate the string
buffer[ size ] = '\0';
if ( fp )
{
fclose(fp);
}
return buffer;
}
/*
==============================
Ricochet_LoadJumpPads
Load in the .bsp file and process the entities
==============================
*/
void Ricochet_LoadJumpPads( const char *map )
{
char *buffer = NULL;
char filename[ 256 ];
sprintf( filename, "%s/%s", gEngfuncs.pfnGetGameDirectory(), map );
// TODO: Fix Slashes?
// Reset count
s_num_pads = 0;
// Load entity lump
buffer = Ricochet_LoadEntityLump( filename );
if ( !buffer )
return;
// Process buffer and extract pads/targets
Ricochet_ProcessEnts( buffer );
// Discard buffer
free( buffer );
}
/*
==============================
Ricochet_FindTarget
Search entity list for target matching "name"
==============================
*/
ric_pad_t *Ricochet_FindTarget( const char *name, int numpads, ric_pad_t *pads )
{
int i;
ric_pad_t *target;
// Find the target
for ( i = 0; i < numpads; i++ )
{
target = &pads[ i ];
if ( !target )
continue;
if ( stricmp( target->targetname, name ) )
continue;
return target;
}
return NULL;
}
/*
==============================
Ricochet_PadTouched
Register impact ( impart velocity on player and if final function call, play appropriate jump sound )
==============================
*/
void Ricochet_PadTouched( int numpads, ric_pad_t *pads, ric_pad_t *pad, struct local_state_s *player )
{
int i;
ric_pad_t *target;
float origin[ 3 ];
pmtrace_t tr;
float flGravity = pmove->movevars->gravity;
float vecMidPoint[3];
float end[ 3 ];
// Ricochet jump pads use default jump height
float flHeight = 150;
float zero[ 3 ] = { 0.0, 0.0, 0.0 };
// Find the target
target = Ricochet_FindTarget( pad->target, numpads, pads );
// Target now points to target pad
for ( i = 0; i < 3; i++ )
{
origin[ i ] = player->playerstate.origin[ i ];
// Get a rough idea of how high to launch
vecMidPoint[ i ] = origin[ i ] + ( target->origin[ i ] - origin[ i ]) * 0.5;
end[ i ] = vecMidPoint[ i ];
}
if ( pad->height != 0.0 )
{
flHeight = pad->height;
}
// Move up by height
end[ 2 ] += flHeight;
// See if we can reach the apex from the midpoint
gEngfuncs.pEventAPI->EV_PlayerTrace( vecMidPoint, end, PM_STUDIO_BOX, -1, &tr );
// Use the end point of the trace as the midpoint of the actual toss
for ( i = 0; i < 3; i++ )
{
vecMidPoint[i] = tr.endpos[i];
}
// Subtract some units so we don't hit the ceiling)
vecMidPoint[2] -= 15;
// How high should we travel to reach the apex
float distance1 = fabs(vecMidPoint[2] - origin[2]);
float distance2 = fabs(vecMidPoint[2] - target->origin[2]);
// How long will it take to travel this distance
float time1 = sqrt( distance1 / (0.5 * flGravity) );
float time2 = sqrt( distance2 / (0.5 * flGravity) );
if (time1 < 0.1)
return;
// Determine how hard to launch to get there in time.
float vecTargetVel[3];
for ( i = 0; i < 3; i++ )
{
vecTargetVel[ i ] = (target->origin[ i ] - origin[ i ]) / (time1 + time2);
}
// Adjust upward velocity needed
vecTargetVel[ 2 ] = flGravity * time1;
// Fill in needed velocity
for ( i = 0; i < 3; i++ )
{
player->client.velocity[i] = vecTargetVel[i];
}
// Play sound if appropriate
if ( s_usJump && g_runfuncs )
{
gEngfuncs.pfnPlaybackEvent( FEV_NOTHOST, NULL, s_usJump, 0.0, zero, zero, 0.0, 0.0, 0, 0, 0, 0 );
}
}
/*
==============================
Ricochet_TouchPads
See if player's resting position impacts any jump pads
==============================
*/
void Ricochet_TouchPads ( struct local_state_s *player, ric_pad_t *pads, int numpads )
{
int i, j;
ric_pad_t *pad;
float absmin[3], absmax[3];
physent_t pe;
hull_t *hull;
int num;
float test[3];
float pmins[ 3 ] = { 16, 16, 36 };
// Determine player's bbox
for ( j = 0; j < 3; j++ )
{
absmin[ j ] = player->playerstate.origin[ j ] - pmins[ j ];
absmax[ j ] = player->playerstate.origin[ j ] + pmins[ j ];
}
// Cycle through pads looking for a match
for ( i = 0; i < numpads; i++ )
{
pad = &pads[ i ];
if ( !pad )
continue;
// Target entities don't make us jump
if ( pad->type != RIC_PAD )
continue;
// Trivial reject?
if ( absmin[0] > pad->absmax[0]
|| absmin[1] > pad->absmax[1]
|| absmin[2] > pad->absmax[2]
|| absmax[0] < pad->absmin[0]
|| absmax[1] < pad->absmin[1]
|| absmax[2] < pad->absmin[2] )
continue;
// Set up physent for the test case
pe.model = pad->model;
pe.origin = pad->origin;
// Use standing player hull
pmove->usehull = 0;
// Make sure it's a brush model, of course
if ( !pe.model || (modtype_t)pmove->PM_GetModelType( pe.model ) != mod_brush )
continue;
// Get the hull
hull = (hull_t *)pmove->PM_HullForBsp( &pe, test );
num = hull->firstclipnode;
// Offset the origin by the offset appropriate for this hull.
for ( j = 0; j < 3; j++ )
{
test[ j ] = player->playerstate.origin[ j ] - test[ j ];
}
// Test the player's hull for intersection with this model
if ( pmove->PM_HullPointContents ( hull, num, test ) != CONTENTS_SOLID )
{
continue;
}
// TOUCHED!!!
Ricochet_PadTouched( numpads, pads, pad, player );
// Only touch one pad at a time
break;
}
}
/*
==============================
Ricochet_CheckJumpPads
Load data if needed, otherwise just run checks on player's final position to see if jump pad needs
to impart velocity on the player.
==============================
*/
void Ricochet_CheckJumpPads( struct local_state_s *from, struct local_state_s *to )
{
static char current_level[ 128 ];
// See if we've changed to a new map
if ( stricmp( current_level, gEngfuncs.pfnGetLevelName() ) )
{
strcpy( current_level, gEngfuncs.pfnGetLevelName() );
Ricochet_LoadJumpPads( current_level );
// Grab sound event
s_usJump = gEngfuncs.pfnPrecacheEvent( 1, "events/jump.sc" );
}
// Not while spectating
if ( to->client.iuser1 )
return;
// Run test
Ricochet_TouchPads( to, s_pads, s_num_pads );
}

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#if !defined( RICHOCHET_JUMPADS_H )
#define RICHOCHET_JUMPADS_H
#ifdef _WIN32
#pragma once
#endif
void Ricochet_CheckJumpPads( struct local_state_s *from, struct local_state_s *to );
#endif // RICHOCHET_JUMPADS_H

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#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

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@ -0,0 +1,930 @@
/***
*
* Copyright (c) 1999, 2000 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.cpp
//
// implementation of CHudAmmo class
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
#include "ammohistory.h"
WEAPON *gpActiveSel; // NULL means off, 1 means just the menu bar, otherwise
// this points to the active weapon menu item
WEAPON *gpLastSel; // Last weapon menu selection
client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount);
WeaponsResource gWR;
int g_weaponselect = 0;
void WeaponsResource :: LoadAllWeaponSprites( void )
{
for (int i = 0; i < MAX_WEAPONS; i++)
{
if ( rgWeapons[i].iId )
LoadWeaponSprites( &rgWeapons[i] );
}
}
int WeaponsResource :: CountAmmo( int iId )
{
if ( iId < 0 )
return 0;
return riAmmo[iId];
}
int WeaponsResource :: HasAmmo( WEAPON *p )
{
if ( !p )
return FALSE;
// weapons with no max ammo can always be selected
if ( p->iMax1 == -1 )
return TRUE;
return (p->iAmmoType == -1) || p->iClip > 0 || CountAmmo(p->iAmmoType)
|| CountAmmo(p->iAmmo2Type) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY );
}
void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
{
int i, iRes;
if (ScreenWidth < 640)
iRes = 320;
else
iRes = 640;
char sz[128];
if ( !pWeapon )
return;
memset( &pWeapon->rcActive, 0, sizeof(wrect_t) );
memset( &pWeapon->rcInactive, 0, sizeof(wrect_t) );
memset( &pWeapon->rcAmmo, 0, sizeof(wrect_t) );
memset( &pWeapon->rcAmmo2, 0, sizeof(wrect_t) );
pWeapon->hInactive = 0;
pWeapon->hActive = 0;
pWeapon->hAmmo = 0;
pWeapon->hAmmo2 = 0;
sprintf(sz, "sprites/%s.txt", pWeapon->szName);
client_sprite_t *pList = SPR_GetList(sz, &i);
if (!pList)
return;
client_sprite_t *p;
p = GetSpriteList( pList, "crosshair", iRes, i );
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hCrosshair = SPR_Load(sz);
pWeapon->rcCrosshair = p->rc;
}
else
pWeapon->hCrosshair = NULL;
p = GetSpriteList(pList, "autoaim", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hAutoaim = SPR_Load(sz);
pWeapon->rcAutoaim = p->rc;
}
else
pWeapon->hAutoaim = 0;
p = GetSpriteList( pList, "zoom", iRes, i );
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hZoomedCrosshair = SPR_Load(sz);
pWeapon->rcZoomedCrosshair = p->rc;
}
else
{
pWeapon->hZoomedCrosshair = pWeapon->hCrosshair; //default to non-zoomed crosshair
pWeapon->rcZoomedCrosshair = pWeapon->rcCrosshair;
}
p = GetSpriteList(pList, "zoom_autoaim", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hZoomedAutoaim = SPR_Load(sz);
pWeapon->rcZoomedAutoaim = p->rc;
}
else
{
pWeapon->hZoomedAutoaim = pWeapon->hZoomedCrosshair; //default to zoomed crosshair
pWeapon->rcZoomedAutoaim = pWeapon->rcZoomedCrosshair;
}
p = GetSpriteList(pList, "weapon", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hInactive = SPR_Load(sz);
pWeapon->rcInactive = p->rc;
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
}
else
pWeapon->hInactive = 0;
p = GetSpriteList(pList, "weapon_s", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hActive = SPR_Load(sz);
pWeapon->rcActive = p->rc;
}
else
pWeapon->hActive = 0;
p = GetSpriteList(pList, "ammo", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hAmmo = SPR_Load(sz);
pWeapon->rcAmmo = p->rc;
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
}
else
pWeapon->hAmmo = 0;
p = GetSpriteList(pList, "ammo2", iRes, i);
if (p)
{
sprintf(sz, "sprites/%s.spr", p->szSprite);
pWeapon->hAmmo2 = SPR_Load(sz);
pWeapon->rcAmmo2 = p->rc;
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
}
else
pWeapon->hAmmo2 = 0;
}
// Returns the first weapon for a given slot.
WEAPON *WeaponsResource :: GetFirstPos( int iSlot )
{
WEAPON *pret = NULL;
for (int i = 0; i < MAX_WEAPON_POSITIONS; i++)
{
if ( rgSlots[iSlot][i] && HasAmmo( rgSlots[iSlot][i] ) )
{
pret = rgSlots[iSlot][i];
break;
}
}
return pret;
}
WEAPON* WeaponsResource :: GetNextActivePos( int iSlot, int iSlotPos )
{
if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS )
return NULL;
WEAPON *p = gWR.rgSlots[ iSlot ][ iSlotPos+1 ];
if ( !p || !gWR.HasAmmo(p) )
return GetNextActivePos( iSlot, iSlotPos + 1 );
return p;
}
int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and height
HSPRITE ghsprBuckets; // Sprite for top row of weapons menu
DECLARE_MESSAGE(m_Ammo, CurWeapon ); // Current weapon and clip
DECLARE_MESSAGE(m_Ammo, WeaponList); // new weapon type
DECLARE_MESSAGE(m_Ammo, AmmoX); // update known ammo type's count
DECLARE_MESSAGE(m_Ammo, AmmoPickup); // flashes an ammo pickup record
DECLARE_MESSAGE(m_Ammo, WeapPickup); // flashes a weapon pickup record
DECLARE_MESSAGE(m_Ammo, HideWeapon); // hides the weapon, ammo, and crosshair displays temporarily
DECLARE_MESSAGE(m_Ammo, ItemPickup);
DECLARE_COMMAND(m_Ammo, Slot1);
DECLARE_COMMAND(m_Ammo, Slot2);
DECLARE_COMMAND(m_Ammo, Slot3);
DECLARE_COMMAND(m_Ammo, Slot4);
DECLARE_COMMAND(m_Ammo, Slot5);
DECLARE_COMMAND(m_Ammo, Slot6);
DECLARE_COMMAND(m_Ammo, Slot7);
DECLARE_COMMAND(m_Ammo, Slot8);
DECLARE_COMMAND(m_Ammo, Slot9);
DECLARE_COMMAND(m_Ammo, Slot10);
DECLARE_COMMAND(m_Ammo, Close);
DECLARE_COMMAND(m_Ammo, NextWeapon);
DECLARE_COMMAND(m_Ammo, PrevWeapon);
// width of ammo fonts
#define AMMO_SMALL_WIDTH 10
#define AMMO_LARGE_WIDTH 20
#define HISTORY_DRAW_TIME "5"
int CHudAmmo::Init(void)
{
gHUD.AddHudElem(this);
HOOK_MESSAGE(CurWeapon);
HOOK_MESSAGE(WeaponList);
HOOK_MESSAGE(AmmoPickup);
HOOK_MESSAGE(WeapPickup);
HOOK_MESSAGE(ItemPickup);
HOOK_MESSAGE(HideWeapon);
HOOK_MESSAGE(AmmoX);
HOOK_COMMAND("slot1", Slot1);
HOOK_COMMAND("slot2", Slot2);
HOOK_COMMAND("slot3", Slot3);
HOOK_COMMAND("slot4", Slot4);
HOOK_COMMAND("slot5", Slot5);
HOOK_COMMAND("slot6", Slot6);
HOOK_COMMAND("slot7", Slot7);
HOOK_COMMAND("slot8", Slot8);
HOOK_COMMAND("slot9", Slot9);
HOOK_COMMAND("slot10", Slot10);
HOOK_COMMAND("cancelselect", Close);
HOOK_COMMAND("invnext", NextWeapon);
HOOK_COMMAND("invprev", PrevWeapon);
Reset();
CVAR_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
CVAR_CREATE( "hud_fastswitch", "0", FCVAR_ARCHIVE ); // controls whether or not weapons can be selected in one keypress
m_iFlags |= HUD_ACTIVE; //!!!
gWR.Init();
gHR.Init();
return 1;
};
void CHudAmmo::Reset(void)
{
m_fFade = 0;
m_iFlags |= HUD_ACTIVE; //!!!
gpActiveSel = NULL;
gHUD.m_iHideHUDDisplay = 0;
gWR.Reset();
gHR.Reset();
// VidInit();
}
int CHudAmmo::VidInit(void)
{
// Load sprites for buckets (top row of weapon menu)
m_HUD_bucket0 = gHUD.GetSpriteIndex( "bucket1" );
m_HUD_selection = gHUD.GetSpriteIndex( "selection" );
ghsprBuckets = gHUD.GetSprite(m_HUD_bucket0);
giBucketWidth = gHUD.GetSpriteRect(m_HUD_bucket0).right - gHUD.GetSpriteRect(m_HUD_bucket0).left;
giBucketHeight = gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top;
gHR.iHistoryGap = max( gHR.iHistoryGap, gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top);
// If we've already loaded weapons, let's get new sprites
gWR.LoadAllWeaponSprites();
if (ScreenWidth >= 640)
{
giABWidth = 20;
giABHeight = 4;
}
else
{
giABWidth = 10;
giABHeight = 2;
}
return 1;
}
//
// Think:
// Used for selection of weapon menu item.
//
void CHudAmmo::Think(void)
{
if ( gHUD.m_fPlayerDead )
return;
if ( gHUD.m_iWeaponBits != gWR.iOldWeaponBits )
{
gWR.iOldWeaponBits = gHUD.m_iWeaponBits;
for (int i = MAX_WEAPONS-1; i > 0; i-- )
{
WEAPON *p = gWR.GetWeapon(i);
if ( p )
{
if ( gHUD.m_iWeaponBits & ( 1 << p->iId ) )
gWR.PickupWeapon( p );
else
gWR.DropWeapon( p );
}
}
}
if (!gpActiveSel)
return;
// has the player selected one?
if (gHUD.m_iKeyBits & IN_ATTACK)
{
if (gpActiveSel != (WEAPON *)1)
{
ServerCmd(gpActiveSel->szName);
g_weaponselect = gpActiveSel->iId;
}
gpLastSel = gpActiveSel;
gpActiveSel = NULL;
gHUD.m_iKeyBits &= ~IN_ATTACK;
PlaySound("common/wpn_select.wav", 1);
}
}
//
// Helper function to return a Ammo pointer from id
//
HSPRITE* WeaponsResource :: GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect )
{
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
if ( rgWeapons[i].iAmmoType == iAmmoId )
{
rect = rgWeapons[i].rcAmmo;
return &rgWeapons[i].hAmmo;
}
else if ( rgWeapons[i].iAmmo2Type == iAmmoId )
{
rect = rgWeapons[i].rcAmmo2;
return &rgWeapons[i].hAmmo2;
}
}
return NULL;
}
// Menu Selection Code
void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection )
{
// Discwar has no weapons to switch to
return;
if ( gHUD.m_Menu.m_fMenuDisplayed && (fAdvance == FALSE) && (iDirection == 1) )
{ // menu is overriding slot use commands
gHUD.m_Menu.SelectMenuItem( iSlot + 1 ); // slots are one off the key numbers
return;
}
if ( iSlot > MAX_WEAPON_SLOTS )
return;
if ( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
return;
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
return;
if ( ! ( gHUD.m_iWeaponBits & ~(1<<(WEAPON_SUIT)) ))
return;
WEAPON *p = NULL;
bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0;
if ( (gpActiveSel == NULL) || (gpActiveSel == (WEAPON *)1) || (iSlot != gpActiveSel->iSlot) )
{
PlaySound( "common/wpn_hudon.wav", 1 );
p = GetFirstPos( iSlot );
if ( p && fastSwitch ) // check for fast weapon switch mode
{
// if fast weapon switch is on, then weapons can be selected in a single keypress
// but only if there is only one item in the bucket
WEAPON *p2 = GetNextActivePos( p->iSlot, p->iSlotPos );
if ( !p2 )
{ // only one active item in bucket, so change directly to weapon
ServerCmd( p->szName );
g_weaponselect = p->iId;
return;
}
}
}
else
{
PlaySound("common/wpn_moveselect.wav", 1);
if ( gpActiveSel )
p = GetNextActivePos( gpActiveSel->iSlot, gpActiveSel->iSlotPos );
if ( !p )
p = GetFirstPos( iSlot );
}
if ( !p ) // no selection found
{
// just display the weapon list, unless fastswitch is on just ignore it
if ( !fastSwitch )
gpActiveSel = (WEAPON *)1;
else
gpActiveSel = NULL;
}
else
gpActiveSel = p;
}
//------------------------------------------------------------------------
// Message Handlers
//------------------------------------------------------------------------
//
// AmmoX -- Update the count of a known type of ammo
//
int CHudAmmo::MsgFunc_AmmoX(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ( pbuf, iSize );
int iIndex = READ_BYTE();
int iCount = READ_BYTE();
gWR.SetAmmo( iIndex, abs(iCount) );
return 1;
}
int CHudAmmo::MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int iIndex = READ_BYTE();
int iCount = READ_BYTE();
// Add ammo to the history
gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs(iCount) );
return 1;
}
int CHudAmmo::MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int iIndex = READ_BYTE();
// Add the weapon to the history
gHR.AddToHistory( HISTSLOT_WEAP, iIndex );
return 1;
}
int CHudAmmo::MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
const char *szName = READ_STRING();
// Add the weapon to the history
gHR.AddToHistory( HISTSLOT_ITEM, szName );
return 1;
}
int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
gHUD.m_iHideHUDDisplay = READ_BYTE();
if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
{
static wrect_t nullrc;
gpActiveSel = NULL;
SetCrosshair( 0, nullrc, 0, 0, 0 );
}
else
{
if ( m_pWeapon )
SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
}
return 1;
}
//
// CurWeapon: Update hud state with the current weapon and clip count. Ammo
// counts are updated with AmmoX. Server assures that the Weapon ammo type
// numbers match a real ammo type.
//
int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
{
static wrect_t nullrc;
int fOnTarget = FALSE;
BEGIN_READ( pbuf, iSize );
int iState = READ_BYTE();
int iId = READ_CHAR();
int iClip = READ_CHAR();
// detect if we're also on target
if ( iState > 1 )
{
fOnTarget = TRUE;
}
if ( iId < 1 )
{
SetCrosshair(0, nullrc, 0, 0, 0);
return 0;
}
// Is player dead???
if ((iId == -1) && (iClip == -1))
{
gHUD.m_fPlayerDead = TRUE;
gpActiveSel = NULL;
return 1;
}
gHUD.m_fPlayerDead = FALSE;
WEAPON *pWeapon = gWR.GetWeapon( iId );
if ( !pWeapon )
return 0;
if ( iClip < -1 )
pWeapon->iClip = abs(iClip);
else
pWeapon->iClip = iClip;
if ( iState == 0 ) // we're not the current weapon, so update no more
return 1;
m_pWeapon = pWeapon;
if ( !(gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) )
{
if ( gHUD.m_iFOV >= 90 )
{ // normal crosshairs
if (fOnTarget && m_pWeapon->hAutoaim)
SetCrosshair(m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255);
else
SetCrosshair(m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255);
}
else
{ // zoomed crosshairs
if (fOnTarget && m_pWeapon->hZoomedAutoaim)
SetCrosshair(m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255);
else
SetCrosshair(m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255);
}
}
m_fFade = 200.0f; //!!!
m_iFlags |= HUD_ACTIVE;
return 1;
}
//
// WeaponList -- Tells the hud about a new weapon type.
//
int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
WEAPON Weapon;
strcpy( Weapon.szName, READ_STRING() );
Weapon.iAmmoType = (int)READ_CHAR();
Weapon.iMax1 = READ_BYTE();
if (Weapon.iMax1 == 255)
Weapon.iMax1 = -1;
Weapon.iAmmo2Type = READ_CHAR();
Weapon.iMax2 = READ_BYTE();
if (Weapon.iMax2 == 255)
Weapon.iMax2 = -1;
Weapon.iSlot = READ_CHAR();
Weapon.iSlotPos = READ_CHAR();
Weapon.iId = READ_CHAR();
Weapon.iFlags = READ_BYTE();
Weapon.iClip = 0;
gWR.AddWeapon( &Weapon );
return 1;
}
//------------------------------------------------------------------------
// Command Handlers
//------------------------------------------------------------------------
void CHudAmmo::UserCmd_Slot1(void)
{
gWR.SelectSlot(0, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot2(void)
{
gWR.SelectSlot(1, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot3(void)
{
gWR.SelectSlot(2, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot4(void)
{
gWR.SelectSlot(3, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot5(void)
{
gWR.SelectSlot(4, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot6(void)
{
gWR.SelectSlot(5, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot7(void)
{
gWR.SelectSlot(6, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot8(void)
{
gWR.SelectSlot(7, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot9(void)
{
gWR.SelectSlot(8, FALSE, 1);
}
void CHudAmmo::UserCmd_Slot10(void)
{
gWR.SelectSlot(9, FALSE, 1);
}
void CHudAmmo::UserCmd_Close(void)
{
if (gpActiveSel)
{
gpLastSel = gpActiveSel;
gpActiveSel = NULL;
PlaySound("common/wpn_hudoff.wav", 1);
}
else
ClientCmd("escape");
}
// Selects the next item in the weapon menu
void CHudAmmo::UserCmd_NextWeapon(void)
{
if ( gHUD.m_fPlayerDead || (gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) )
return;
if ( !gpActiveSel || gpActiveSel == (WEAPON*)1 )
gpActiveSel = m_pWeapon;
int pos = 0;
int slot = 0;
if ( gpActiveSel )
{
pos = gpActiveSel->iSlotPos + 1;
slot = gpActiveSel->iSlot;
}
for ( int loop = 0; loop <= 1; loop++ )
{
for ( ; slot < MAX_WEAPON_SLOTS; slot++ )
{
for ( ; pos < MAX_WEAPON_POSITIONS; pos++ )
{
WEAPON *wsp = gWR.GetWeaponSlot( slot, pos );
if ( wsp && gWR.HasAmmo(wsp) )
{
gpActiveSel = wsp;
return;
}
}
pos = 0;
}
slot = 0; // start looking from the first slot again
}
gpActiveSel = NULL;
}
// Selects the previous item in the menu
void CHudAmmo::UserCmd_PrevWeapon(void)
{
if ( gHUD.m_fPlayerDead || (gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) )
return;
if ( !gpActiveSel || gpActiveSel == (WEAPON*)1 )
gpActiveSel = m_pWeapon;
int pos = MAX_WEAPON_POSITIONS-1;
int slot = MAX_WEAPON_SLOTS-1;
if ( gpActiveSel )
{
pos = gpActiveSel->iSlotPos - 1;
slot = gpActiveSel->iSlot;
}
for ( int loop = 0; loop <= 1; loop++ )
{
for ( ; slot >= 0; slot-- )
{
for ( ; pos >= 0; pos-- )
{
WEAPON *wsp = gWR.GetWeaponSlot( slot, pos );
if ( wsp && gWR.HasAmmo(wsp) )
{
gpActiveSel = wsp;
return;
}
}
pos = MAX_WEAPON_POSITIONS-1;
}
slot = MAX_WEAPON_SLOTS-1;
}
gpActiveSel = NULL;
}
//-------------------------------------------------------------------------
// Drawing code
//-------------------------------------------------------------------------
int CHudAmmo::Draw(float flTime)
{
// No ammo in discwar
return 1;
}
//
// Draws the ammo bar on the hud
//
int DrawBar(int x, int y, int width, int height, float f)
{
int r, g, b;
if (f < 0)
f = 0;
if (f > 1)
f = 1;
if (f)
{
int w = f * width;
// Always show at least one pixel if we have ammo.
if (w <= 0)
w = 1;
UnpackRGB(r, g, b, RGB_GREENISH);
FillRGBA(x, y, w, height, r, g, b, 255);
x += w;
width -= w;
}
UnpackRGB(r, g, b, RGB_YELLOWISH);
FillRGBA(x, y, width, height, r, g, b, 128);
return (x + width);
}
void DrawAmmoBar(WEAPON *p, int x, int y, int width, int height)
{
if ( !p )
return;
if (p->iAmmoType != -1)
{
if (!gWR.CountAmmo(p->iAmmoType))
return;
float f = (float)gWR.CountAmmo(p->iAmmoType)/(float)p->iMax1;
x = DrawBar(x, y, width, height, f);
// Do we have secondary ammo too?
if (p->iAmmo2Type != -1)
{
f = (float)gWR.CountAmmo(p->iAmmo2Type)/(float)p->iMax2;
x += 5; //!!!
DrawBar(x, y, width, height, f);
}
}
}
//
// Draw Weapon Menu
//
int CHudAmmo::DrawWList(float flTime)
{
// No ammo in discwar
return 0;
}
/* =================================
GetSpriteList
Finds and returns the matching
sprite name 'psz' and resolution 'iRes'
in the given sprite list 'pList'
iCount is the number of items in the pList
================================= */
client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount)
{
if (!pList)
return NULL;
int i = iCount;
client_sprite_t *p = pList;
while(i--)
{
if ((!strcmp(psz, p->szName)) && (p->iRes == iRes))
return p;
p++;
}
return NULL;
}

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/***
*
* Copyright (c) 1999, 2000 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

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/***
*
* Copyright (c) 1999, 2000 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;
}

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/***
*
* Copyright (c) 1999, 2000 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 );
}
// 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;
}

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/***
*
* Copyright (c) 1999, 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 riAmmo[ 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;

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/***
*
* Copyright (c) 1999, 2000 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)
{
// No Armor in Discwar
return 1;
}

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
// Camera.h -- defines and such for a 3rd person camera
// NOTE: must include quakedef.h first
#ifndef _CAMERA_H_
#define _CAMEA_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_

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/***
*
* Copyright (c) 1999, 2000 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 <string.h>
#include "netadr.h"
#include "vgui_SchemeManager.h"
#define DLLEXPORT __declspec( dllexport )
cl_enginefunc_t gEngfuncs;
CHud gHUD ;
TeamFortressViewport *gViewPort = NULL;
extern "C"
{
#include "pm_shared.h"
}
#include "hud_servers.h"
#include "vgui_int.h"
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_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed );
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
}
/*
================================
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();
VGui_Startup();
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();
Scheme_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 )
{
ServersThink( time );
GetClientVoiceMgr()->Frame(time);
}
/*
==========================
HUD_VoiceStatus
Called when a player starts or stops talking.
==========================
*/
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking)
{
GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, bTalking);
}

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/***
*
* Copyright (c) 1999, 2000 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"
#define EXPORT _declspec( dllexport )
#include "../engine/cdll_int.h"
#include "../dlls/cdll_dll.h"
extern cl_enginefunc_t gEngfuncs;

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/***
*
* Copyright (c) 1999, 2000 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.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)
#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo)
#define ServerCmd (*gEngfuncs.pfnServerCmd)
#define ClientCmd (*gEngfuncs.pfnClientCmd)
#define SetCrosshair (*gEngfuncs.pfnSetCrosshair)
#define AngleVectors (*gEngfuncs.pfnAngleVectors)
// 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 )
{
return gEngfuncs.pfnDrawConsoleString( x, y, (char*) string );
}
inline void GetConsoleStringSize( const char *string, int *width, int *height )
{
gEngfuncs.pfnDrawConsoleStringLen( string, width, height );
}
inline int ConsoleStringLen( const char *string )
{
int _width, _height;
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];}
#define VectorClear(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);

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/***
*
* Copyright (c) 1999, 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 ( uint32 function ) { return "func"; }
void stub_SetModel ( edict_t *e, const char *m ) {}

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// 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 ( uint32 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

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/***
*
* Copyright (c) 1999, 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>
#include "vgui_TeamFortressViewport.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 20
DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
float g_ColorBlue[3] = { 0.6, 0.8, 1.0 };
float g_ColorRed[3] = { 1.0, 0.6, 0.3 };
float g_ColorGreen[3] = { 0.6, 1.0, 0.6 };
float g_ColorYellow[3] = { 1.0, 0.7, 0.0 };
float *GetClientColor( int clientIndex )
{
const char *teamName = g_PlayerExtraInfo[clientIndex].teamname;
if ( !teamName || *teamName == 0 )
return NULL;
if ( !stricmp( "blue", teamName ) )
return g_ColorBlue;
else if ( !stricmp( "red", teamName ) )
return g_ColorRed;
else if ( !stricmp( "green", teamName ) )
return g_ColorGreen;
else if ( !stricmp( "yellow", teamName ) )
return g_ColorYellow;
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 );
// Draw the death notice
// Make it a bigger increment in 640, 'cos the Discwar death sprites are 32 tall, not 16 in 640
if ( ScreenHeight >= 640 )
y = DEATHNOTICE_TOP + (36 * i); //!!!
else
y = DEATHNOTICE_TOP + (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 )
gEngfuncs.pfnDrawSetTextColor( 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 )
gEngfuncs.pfnDrawSetTextColor( 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 )
{
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 );
if (gViewPort)
gViewPort->DeathMsg( killer, victim );
int i;
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();
// 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 && (*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;
}

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/***
*
* Copyright (c) 1999, 2000 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>
#define DLLEXPORT __declspec( dllexport )
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_USER:
break;
default:
gEngfuncs.Con_DPrintf( "Unknown demo buffer type, skipping.\n" );
break;
}
}

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
#if !defined( DEMOH )
#define DEMOH
#pragma once
// Types of demo messages we can write/parse
enum
{
TYPE_USER = 0,
};
void Demo_WriteBuffer( int type, int size, unsigned char *buffer );
#endif

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/***
*
* Copyright (c) 1999, 2000, 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.
*
****/
// Client side entity management functions
#include <memory.h>
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "entity_types.h"
#include "studio_event.h" // def. of mstudioevent_t
#include "r_efx.h"
#include "event_api.h"
#include "pm_defs.h"
#include "pmtrace.h"
#include <string.h>
#define DLLEXPORT __declspec( dllexport )
extern vec3_t v_origin;
extern int iPrevRenderState;
extern int iRenderStateChanged;
void Game_AddObjects( void );
extern "C"
{
int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname );
void DLLEXPORT HUD_CreateEntities( void );
void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity );
void DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client );
void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src );
void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd );
void DLLEXPORT HUD_TempEntUpdate( double frametime, double client_time, double cl_gravity, struct tempent_s **ppTempEntFree, struct tempent_s **ppTempEntActive, int ( *Callback_AddVisibleEntity )( struct cl_entity_s *pEntity ), void ( *Callback_TempEntPlaySound )( struct tempent_s *pTemp, float damp ) );
struct cl_entity_s DLLEXPORT *HUD_GetUserEntity( int index );
}
/*
========================
HUD_AddEntity
Return 0 to filter entity from visible list for rendering
========================
*/
int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname )
{
switch ( type )
{
case ET_NORMAL:
case ET_PLAYER:
case ET_BEAM:
case ET_TEMPENTITY:
case ET_FRAGMENTED:
default:
break;
}
return 1;
}
/*
=========================
HUD_TxferLocalOverrides
The server sends us our origin with extra precision as part of the clientdata structure, not during the normal
playerstate update in entity_state_t. In order for these overrides to eventually get to the appropriate playerstate
structure, we need to copy them into the state structure at this point.
=========================
*/
void DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client )
{
VectorCopy( client->origin, state->origin );
// Spectator
state->iuser1 = client->iuser1;
state->iuser2 = client->iuser2;
}
/*
=========================
HUD_ProcessPlayerState
We have received entity_state_t for this player over the network. We need to copy appropriate fields to the
playerstate structure
=========================
*/
void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src )
{
cl_entity_t *player = gEngfuncs.GetLocalPlayer(); // Get the local player's index
// Copy in network data
VectorCopy( src->origin, dst->origin );
VectorCopy( src->angles, dst->angles );
VectorCopy( src->velocity, dst->velocity );
dst->frame = src->frame;
dst->modelindex = src->modelindex;
dst->skin = src->skin;
dst->effects = src->effects;
dst->weaponmodel = src->weaponmodel;
dst->movetype = src->movetype;
dst->sequence = src->sequence;
dst->animtime = src->animtime;
dst->solid = src->solid;
dst->rendermode = src->rendermode;
dst->renderamt = src->renderamt;
dst->rendercolor.r = src->rendercolor.r;
dst->rendercolor.g = src->rendercolor.g;
dst->rendercolor.b = src->rendercolor.b;
dst->renderfx = src->renderfx;
// Hack to find out when our render state changes.
// Needed because we need the previous render state when we flip to thirdperson
if ( dst->number == player->index )
{
if ( iPrevRenderState != dst->renderfx )
iRenderStateChanged = TRUE;
iPrevRenderState = dst->renderfx;
}
dst->framerate = src->framerate;
dst->body = src->body;
memcpy( &dst->controller[0], &src->controller[0], 4 * sizeof( byte ) );
memcpy( &dst->blending[0], &src->blending[0], 2 * sizeof( byte ) );
VectorCopy( src->basevelocity, dst->basevelocity );
dst->friction = src->friction;
dst->gravity = src->gravity;
dst->gaitsequence = src->gaitsequence;
dst->spectator = src->spectator;
dst->usehull = src->usehull;
dst->playerclass = src->playerclass;
dst->team = src->team;
dst->colormap = src->colormap;
// Save off some data so other areas of the Client DLL can get to it
if ( dst->number == player->index )
{
g_iPlayerClass = dst->playerclass;
g_iTeamNumber = dst->team;
g_iUser1 = src->iuser1;
g_iUser2 = src->iuser2;
}
}
/*
=========================
HUD_TxferPredictionData
Because we can predict an arbitrary number of frames before the server responds with an update, we need to be able to copy client side prediction data in
from the state that the server ack'd receiving, which can be anywhere along the predicted frame path ( i.e., we could predict 20 frames into the future and the server ack's
up through 10 of those frames, so we need to copy persistent client-side only state from the 10th predicted frame to the slot the server
update is occupying.
=========================
*/
void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd )
{
ps->oldbuttons = pps->oldbuttons;
ps->flFallVelocity = pps->flFallVelocity;
ps->iStepLeft = pps->iStepLeft;
ps->playerclass = pps->playerclass;
ps->sequence = pps->sequence;
ps->gaitsequence = pps->gaitsequence;
pcd->viewmodel = ppcd->viewmodel;
pcd->m_iId = ppcd->m_iId;
pcd->ammo_shells = ppcd->ammo_shells;
pcd->ammo_nails = ppcd->ammo_nails;
pcd->ammo_cells = ppcd->ammo_cells;
pcd->ammo_rockets = ppcd->ammo_rockets;
pcd->m_flNextAttack = ppcd->m_flNextAttack;
pcd->fov = ppcd->fov;
pcd->weaponanim = ppcd->weaponanim;
pcd->tfstate = ppcd->tfstate;
pcd->maxspeed = ppcd->maxspeed;
pcd->deadflag = ppcd->deadflag;
// Spectator
pcd->iuser1 = ppcd->iuser1;
pcd->iuser2 = ppcd->iuser2;
pcd->fuser1 = ppcd->fuser1;
pcd->fuser2 = ppcd->fuser2;
pcd->fuser3 = ppcd->fuser3;
memcpy( wd, pwd, 32 * sizeof( weapon_data_t ) );
}
/*
=========================
HUD_CreateEntities
Gives us a chance to add additional entities to the render this frame
=========================
*/
void DLLEXPORT HUD_CreateEntities( void )
{
// e.g., create a persistent cl_entity_t somewhere.
// Load an appropriate model into it ( gEngfuncs.CL_LoadModel )
// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list
// Add in any game specific objects
Game_AddObjects();
GetClientVoiceMgr()->CreateEntities();
}
/*
=========================
HUD_StudioEvent
The entity's studio model description indicated an event was
fired during this frame, handle the event by it's tag ( e.g., muzzleflash, sound )
=========================
*/
void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity )
{
switch( event->event )
{
case 5001:
gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[0], atoi( event->options) );
break;
case 5011:
gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[1], atoi( event->options) );
break;
case 5021:
gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[2], atoi( event->options) );
break;
case 5031:
gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[3], atoi( event->options) );
break;
case 5002:
gEngfuncs.pEfxAPI->R_SparkEffect( (float *)&entity->attachment[0], atoi( event->options), -100, 100 );
break;
// Client side sound
case 5004:
gEngfuncs.pfnPlaySoundByNameAtLocation( (char *)event->options, 1.0, (float *)&entity->attachment[0] );
break;
default:
break;
}
}
/*
=================
CL_UpdateTEnts
Simulation and cleanup of temporary entities
=================
*/
void DLLEXPORT HUD_TempEntUpdate (
double frametime, // Simulation time
double client_time, // Absolute time on client
double cl_gravity, // True gravity on client
TEMPENTITY **ppTempEntFree, // List of freed temporary ents
TEMPENTITY **ppTempEntActive, // List
int ( *Callback_AddVisibleEntity )( cl_entity_t *pEntity ),
void ( *Callback_TempEntPlaySound )( TEMPENTITY *pTemp, float damp ) )
{
static int gTempEntFrame = 0;
int i;
TEMPENTITY *pTemp, *pnext, *pprev;
float freq, gravity, gravitySlow, life, fastFreq;
// Nothing to simulate
if ( !*ppTempEntActive )
return;
// in order to have tents collide with players, we have to run the player prediction code so
// that the client has the player list. We run this code once when we detect any COLLIDEALL
// tent, then set this BOOL to true so the code doesn't get run again if there's more than
// one COLLIDEALL ent for this update. (often are).
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 ( -1 );
// !!!BUGBUG -- This needs to be time based
gTempEntFrame = (gTempEntFrame+1) & 31;
pTemp = *ppTempEntActive;
// !!! Don't simulate while paused.... This is sort of a hack, revisit.
if ( frametime <= 0 )
{
while ( pTemp )
{
if ( !(pTemp->flags & FTENT_NOMODEL ) )
{
Callback_AddVisibleEntity( &pTemp->entity );
}
pTemp = pTemp->next;
}
goto finish;
}
pprev = NULL;
freq = client_time * 0.01;
fastFreq = client_time * 5.5;
gravity = -frametime * cl_gravity;
gravitySlow = gravity * 0.5;
while ( pTemp )
{
int active;
active = 1;
life = pTemp->die - client_time;
pnext = pTemp->next;
if ( life < 0 )
{
if ( pTemp->flags & FTENT_FADEOUT )
{
if (pTemp->entity.curstate.rendermode == kRenderNormal)
pTemp->entity.curstate.rendermode = kRenderTransTexture;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt * ( 1 + life * pTemp->fadeSpeed );
if ( pTemp->entity.curstate.renderamt <= 0 )
active = 0;
}
else
active = 0;
}
if ( !active ) // Kill it
{
pTemp->next = *ppTempEntFree;
*ppTempEntFree = pTemp;
if ( !pprev ) // Deleting at head of list
*ppTempEntActive = pnext;
else
pprev->next = pnext;
}
else
{
pprev = pTemp;
VectorCopy( pTemp->entity.origin, pTemp->entity.prevstate.origin );
if ( pTemp->flags & FTENT_SPARKSHOWER )
{
// Adjust speed if it's time
// Scale is next think time
if ( client_time > pTemp->entity.baseline.scale )
{
// Show Sparks
gEngfuncs.pEfxAPI->R_SparkEffect( pTemp->entity.origin, 8, -200, 200 );
// Reduce life
pTemp->entity.baseline.framerate -= 0.1;
if ( pTemp->entity.baseline.framerate <= 0.0 )
{
pTemp->die = client_time;
}
else
{
// So it will die no matter what
pTemp->die = client_time + 0.5;
// Next think
pTemp->entity.baseline.scale = client_time + 0.1;
}
}
}
else if ( pTemp->flags & FTENT_PLYRATTACHMENT )
{
cl_entity_t *pClient;
pClient = gEngfuncs.GetEntityByIndex( pTemp->clientIndex );
VectorAdd( pClient->origin, pTemp->tentOffset, pTemp->entity.origin );
}
else if ( pTemp->flags & FTENT_SINEWAVE )
{
pTemp->x += pTemp->entity.baseline.origin[0] * frametime;
pTemp->y += pTemp->entity.baseline.origin[1] * frametime;
pTemp->entity.origin[0] = pTemp->x + sin( pTemp->entity.baseline.origin[2] + client_time * pTemp->entity.prevstate.frame ) * (10*pTemp->entity.curstate.framerate);
pTemp->entity.origin[1] = pTemp->y + sin( pTemp->entity.baseline.origin[2] + fastFreq + 0.7 ) * (8*pTemp->entity.curstate.framerate);
pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * frametime;
}
else if ( pTemp->flags & FTENT_SPIRAL )
{
float s, c;
s = sin( pTemp->entity.baseline.origin[2] + fastFreq );
c = cos( pTemp->entity.baseline.origin[2] + fastFreq );
pTemp->entity.origin[0] += pTemp->entity.baseline.origin[0] * frametime + 8 * sin( client_time * 20 + (int)pTemp );
pTemp->entity.origin[1] += pTemp->entity.baseline.origin[1] * frametime + 4 * sin( client_time * 30 + (int)pTemp );
pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * frametime;
}
else
{
for ( i = 0; i < 3; i++ )
pTemp->entity.origin[i] += pTemp->entity.baseline.origin[i] * frametime;
}
if ( pTemp->flags & FTENT_SPRANIMATE )
{
pTemp->entity.curstate.frame += frametime * pTemp->entity.curstate.framerate;
if ( pTemp->entity.curstate.frame >= pTemp->frameMax )
{
pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)(pTemp->entity.curstate.frame);
if ( !(pTemp->flags & FTENT_SPRANIMATELOOP) )
{
// this animating sprite isn't set to loop, so destroy it.
pTemp->die = client_time;
pTemp = pnext;
continue;
}
}
}
else if ( pTemp->flags & FTENT_SPRCYCLE )
{
pTemp->entity.curstate.frame += frametime * 10;
if ( pTemp->entity.curstate.frame >= pTemp->frameMax )
{
pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)(pTemp->entity.curstate.frame);
}
}
// Experiment
#if 0
if ( pTemp->flags & FTENT_SCALE )
pTemp->entity.curstate.framerate += 20.0 * (frametime / pTemp->entity.curstate.framerate);
#endif
if ( pTemp->flags & FTENT_ROTATE )
{
pTemp->entity.angles[0] += pTemp->entity.baseline.angles[0] * frametime;
pTemp->entity.angles[1] += pTemp->entity.baseline.angles[1] * frametime;
pTemp->entity.angles[2] += pTemp->entity.baseline.angles[2] * frametime;
VectorCopy( pTemp->entity.angles, pTemp->entity.latched.prevangles );
}
if ( pTemp->flags & (FTENT_COLLIDEALL | FTENT_COLLIDEWORLD) )
{
vec3_t traceNormal;
float traceFraction = 1;
if ( pTemp->flags & FTENT_COLLIDEALL )
{
pmtrace_t pmtrace;
physent_t *pe;
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( pTemp->entity.prevstate.origin, pTemp->entity.origin, PM_STUDIO_BOX, -1, &pmtrace );
if ( pmtrace.fraction != 1 )
{
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pmtrace.ent );
if ( !pmtrace.ent || ( pe->info != pTemp->clientIndex ) )
{
traceFraction = pmtrace.fraction;
VectorCopy( pmtrace.plane.normal, traceNormal );
if ( pTemp->hitcallback )
{
(*pTemp->hitcallback)( pTemp, &pmtrace );
}
}
}
}
else if ( pTemp->flags & FTENT_COLLIDEWORLD )
{
pmtrace_t pmtrace;
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( pTemp->entity.prevstate.origin, pTemp->entity.origin, PM_STUDIO_BOX | PM_WORLD_ONLY, -1, &pmtrace );
if ( pmtrace.fraction != 1 )
{
traceFraction = pmtrace.fraction;
VectorCopy( pmtrace.plane.normal, traceNormal );
if ( pTemp->flags & FTENT_SPARKSHOWER )
{
// Chop spark speeds a bit more
//
VectorScale( pTemp->entity.baseline.origin, 0.6, pTemp->entity.baseline.origin );
if ( Length( pTemp->entity.baseline.origin ) < 10 )
{
pTemp->entity.baseline.framerate = 0.0;
}
}
if ( pTemp->hitcallback )
{
(*pTemp->hitcallback)( pTemp, &pmtrace );
}
}
}
if ( traceFraction != 1 ) // Decent collision now, and damping works
{
float proj, damp;
// Place at contact point
VectorMA( pTemp->entity.prevstate.origin, traceFraction*frametime, pTemp->entity.baseline.origin, pTemp->entity.origin );
// Damp velocity
damp = pTemp->bounceFactor;
if ( pTemp->flags & (FTENT_GRAVITY|FTENT_SLOWGRAVITY) )
{
damp *= 0.5;
if ( traceNormal[2] > 0.9 ) // Hit floor?
{
if ( pTemp->entity.baseline.origin[2] <= 0 && pTemp->entity.baseline.origin[2] >= gravity*3 )
{
damp = 0; // Stop
pTemp->flags &= ~(FTENT_ROTATE|FTENT_GRAVITY|FTENT_SLOWGRAVITY|FTENT_COLLIDEWORLD|FTENT_SMOKETRAIL);
pTemp->entity.angles[0] = 0;
pTemp->entity.angles[2] = 0;
}
}
}
if (pTemp->hitSound)
{
Callback_TempEntPlaySound(pTemp, damp);
}
if (pTemp->flags & FTENT_COLLIDEKILL)
{
// die on impact
pTemp->flags &= ~FTENT_FADEOUT;
pTemp->die = client_time;
}
else
{
// Reflect velocity
if ( damp != 0 )
{
proj = DotProduct( pTemp->entity.baseline.origin, traceNormal );
VectorMA( pTemp->entity.baseline.origin, -proj*2, traceNormal, pTemp->entity.baseline.origin );
// Reflect rotation (fake)
pTemp->entity.angles[1] = -pTemp->entity.angles[1];
}
if ( damp != 1 )
{
VectorScale( pTemp->entity.baseline.origin, damp, pTemp->entity.baseline.origin );
VectorScale( pTemp->entity.angles, 0.9, pTemp->entity.angles );
}
}
}
}
if ( (pTemp->flags & FTENT_FLICKER) && gTempEntFrame == pTemp->entity.curstate.effects )
{
dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight (0);
VectorCopy (pTemp->entity.origin, dl->origin);
dl->radius = 60;
dl->color.r = 255;
dl->color.g = 120;
dl->color.b = 0;
dl->die = client_time + 0.01;
}
if ( pTemp->flags & FTENT_SMOKETRAIL )
{
gEngfuncs.pEfxAPI->R_RocketTrail (pTemp->entity.prevstate.origin, pTemp->entity.origin, 1);
}
if ( pTemp->flags & FTENT_GRAVITY )
pTemp->entity.baseline.origin[2] += gravity;
else if ( pTemp->flags & FTENT_SLOWGRAVITY )
pTemp->entity.baseline.origin[2] += gravitySlow;
if ( pTemp->flags & FTENT_CLIENTCUSTOM )
{
if ( pTemp->callback )
{
( *pTemp->callback )( pTemp, frametime, client_time );
}
}
// Cull to PVS (not frustum cull, just PVS)
if ( !(pTemp->flags & FTENT_NOMODEL ) )
{
if ( !Callback_AddVisibleEntity( &pTemp->entity ) )
{
if ( !(pTemp->flags & FTENT_PERSIST) )
{
pTemp->die = client_time; // If we can't draw it this frame, just dump it.
pTemp->flags &= ~FTENT_FADEOUT; // Don't fade out, just die
}
}
}
}
pTemp = pnext;
}
finish:
// Restore state info
gEngfuncs.pEventAPI->EV_PopPMStates();
}
/*
=================
HUD_GetUserEntity
If you specify negative numbers for beam start and end point entities, then
the engine will call back into this function requesting a pointer to a cl_entity_t
object that describes the entity to attach the beam onto.
Indices must start at 1, not zero.
=================
*/
cl_entity_t DLLEXPORT *HUD_GetUserEntity( int index )
{
return NULL;
}

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/***
*
* Copyright (c) 1999, 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"
/*
=================
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 )
{
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 ) )
{
if ( EV_IsLocal( idx ) )
{
// 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;
}

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/***
*
* Copyright (c) 1999, 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 "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "entity_types.h"
#include "usercmd.h"
#include "pm_defs.h"
#include "pm_materials.h"
#include "eventscripts.h"
#include "ev_hldm.h"
#include "r_efx.h"
#include "event_api.h"
#include "event_args.h"
#include "in_defs.h"
#include <string.h>
extern "C"
{
// RICOCHET
void EV_FireDisc( struct event_args_s *args );
void EV_TriggerJump( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args );
}
/*
==============================
EV_TriggerJump
Plays the jump pad sound
==============================
*/
void EV_TriggerJump( event_args_t *args )
{
int idx;
idx = args->entindex;
vec3_t origin;
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_AUTO, "triggerjump.wav", 1.0, ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
}
/*
==============================
EV_FireDisc
Play's disc firing animation and play's appropriate sound effect
==============================
*/
void EV_FireDisc( event_args_t *args )
{
int idx;
idx = args->entindex;
vec3_t origin;
int decap;
VectorCopy( args->origin, origin );
decap = args->bparam1 ? 1 : 0;
if ( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
gEngfuncs.pEventAPI->EV_WeaponAnimation( DISC_THROW1, 2 );
}
if ( decap )
{
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/altfire.wav", 0.8, ATTN_NORM, 0, 100 );
}
else
{
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/cbar_miss1.wav", 0.8, ATTN_NORM, 0, 100 );
}
}
#define SND_CHANGE_PITCH (1<<7)
/*
==============================
EV_TrainPitchAdjust
Do we support trains in Ricochet?
==============================
*/
void EV_TrainPitchAdjust( event_args_t *args )
{
int idx;
vec3_t origin;
unsigned short us_params;
int noise;
float m_flVolume;
int pitch;
int stop;
char sz[ 256 ];
idx = args->entindex;
VectorCopy( args->origin, origin );
us_params = (unsigned short)args->iparam1;
stop = args->bparam1;
m_flVolume = (float)(us_params & 0x003f)/40.0;
noise = (int)(((us_params) >> 12 ) & 0x0007);
pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) );
switch ( noise )
{
case 1: strcpy( sz, "plats/ttrain1.wav"); break;
case 2: strcpy( sz, "plats/ttrain2.wav"); break;
case 3: strcpy( sz, "plats/ttrain3.wav"); break;
case 4: strcpy( sz, "plats/ttrain4.wav"); break;
case 5: strcpy( sz, "plats/ttrain6.wav"); break;
case 6: strcpy( sz, "plats/ttrain7.wav"); break;
default:
// no sound
strcpy( sz, "" );
return;
}
if ( stop )
{
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz );
}
else
{
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch );
}
}

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#if !defined ( EV_HLDMH )
#define EV_HLDMH
enum disc_e
{
DISC_IDLE = 0,
DISC_FIDGET,
DISC_PINPULL,
DISC_THROW1, // toss
DISC_THROW2, // medium
DISC_THROW3, // hard
DISC_HOLSTER,
DISC_DRAW
};
#endif // EV_HLDMH

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/***
*
* Copyright (c) 1999, 2000 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"
void Game_HookEvents( void );
/*
===================
EV_HookEvents
See if game specific code wants to hook any events.
===================
*/
void EV_HookEvents( void )
{
Game_HookEvents();
}

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
// 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

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/***
*
* Copyright (c) 1999, 2000 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)
{
return 1;
}

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/***
*
* Copyright (c) 1999, 2000 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;
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;
}

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/***
*
* Copyright (c) 1999, 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 "vgui_TeamFortressViewport.h"
#include <string.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);
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)
{
// No Health in Discwar
if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
return 1;
if ( !m_hSprite )
m_hSprite = LoadSprite(PAIN_NAME);
return DrawDamage(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 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 (int 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 );
// Discwar: Hack. Freeze is the only icon we use. Just place it directly above the disc ammo
int iX = (ScreenWidth - DISC_ICON_WIDTH) / 2;
int iXPos = iX - DISC_ICON_SPACER;
SPR_DrawAdditive(0, iXPos + (DISC_ICON_SPACER), ScreenHeight - YRES(92), &gHUD.GetSpriteRect(m_HUD_dmg_bio + i));
}
}
/*
// check for bits that should be expired
for ( i = 0; i < NUM_DMG_TYPES; i++ )
{
DAMAGE_IMAGE *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;
}

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/***
*
* Copyright (c) 1999, 2000 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;
int m_bitsDamage;
private:
HSPRITE m_hSprite;
HSPRITE m_hDamage;
DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES];
int DrawPain(float fTime);
int DrawDamage(float fTime);
void CalcDamageDirection(vec3_t vecFrom);
void UpdateTiles(float fTime, long bits);
};

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/***
*
* Copyright (c) 1999, 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"
// 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 ) { }
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 ) { }
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
void CBaseMonster :: Look ( int iDistance ) { }
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
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::ChangeYaw ( int yawSpeed ) { return 0; }
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
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; }
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 ) { }
void CBaseMonster::ReportAIState( void ) { }
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
void CBaseMonster::CorpseFallThink( void ) { }
void CBaseMonster :: MonsterInitDead( void ) { }
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
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 (Activity)0; }
void CBaseMonster::BecomeDead( 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 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::RemoveAllItems( BOOL removeSuit ) { }
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 :: PlayStepSound(int step, float fvol) { }
void CBasePlayer :: UpdateStepSound( void ) { }
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 :: 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 CBasePlayer::RemoveAllPowerups( void ) {}
bool CBasePlayer::HasPowerup(int) { return 0; }
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 ) { }

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/***
*
* Copyright (c) 1999, 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"
{
// RICOCHET
void EV_TriggerJump( struct event_args_s *args );
void EV_FireDisc( 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/train.sc", EV_TrainPitchAdjust );
gEngfuncs.pfnHookEvent( "events/firedisc.sc", EV_FireDisc );
gEngfuncs.pfnHookEvent( "events/jump.sc", EV_TriggerJump );
}

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/***
*
* Copyright (c) 1999, 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"
/*
=====================
Game_AddObjects
Add game specific, client-side objects here
=====================
*/
void Game_AddObjects( void )
{
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// hud.cpp
//
// implementation of CHud class
//
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <stdio.h>
#include "parsemsg.h"
#include "hud_servers.h"
#include "vgui_TeamFortressViewport.h"
#include "demo.h"
#include "demo_api.h"
#include "vgui_scorepanel.h"
extern TeamFortressViewport *gViewPort;
class CHLVoiceStatusHelper : public IVoiceStatusHelper
{
public:
virtual void GetPlayerTextColor(int entindex, int color[3])
{
color[0] = color[1] = color[2] = 255;
/* if( entindex >= 0 && entindex < sizeof(g_PlayerExtraInfo)/sizeof(g_PlayerExtraInfo[0]) )
{
int iTeam = g_PlayerExtraInfo[entindex].teamnumber;
if ( iTeam < 0 )
{
iTeam = 0;
}
iTeam = iTeam % iNumberOfTeamColors;
color[0] = iTeamColors[iTeam][0];
color[1] = iTeamColors[iTeam][1];
color[2] = iTeamColors[iTeam][2];
}*/
}
virtual void UpdateCursorState()
{
gViewPort->UpdateCursorState();
}
virtual int GetAckIconHeight()
{
return ScreenHeight - gHUD.m_iFontHeight*3 - 6;
}
virtual bool CanShowSpeakerLabels()
{
if( gViewPort && gViewPort->m_pScoreBoard )
return !gViewPort->m_pScoreBoard->isVisible();
else
return false;
}
};
static CHLVoiceStatusHelper g_VoiceStatusHelper;
extern client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount);
extern cvar_t *sensitivity;
cvar_t *cl_lw = NULL;
void ShutdownInput (void);
void __CmdFunc_ToggleServerBrowser( void )
{
if ( gViewPort )
{
gViewPort->ToggleServerBrowser();
}
}
//DECLARE_MESSAGE(m_Logo, Logo)
int __MsgFunc_Logo(const char *pszName, int iSize, void *pbuf)
{
return gHUD.MsgFunc_Logo(pszName, iSize, pbuf );
}
//DECLARE_MESSAGE(m_Logo, Logo)
int __MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf)
{
return gHUD.MsgFunc_ResetHUD(pszName, iSize, pbuf );
}
int __MsgFunc_InitHUD(const char *pszName, int iSize, void *pbuf)
{
gHUD.MsgFunc_InitHUD( pszName, iSize, pbuf );
return 1;
}
int __MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
{
return gHUD.MsgFunc_SetFOV( pszName, iSize, pbuf );
}
int __MsgFunc_Concuss(const char *pszName, int iSize, void *pbuf)
{
return gHUD.MsgFunc_Concuss( pszName, iSize, pbuf );
}
int __MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
{
return gHUD.MsgFunc_GameMode( pszName, iSize, pbuf );
}
void __CmdFunc_OpenCommandMenu(void)
{
if ( gViewPort )
{
gViewPort->ShowCommandMenu();
}
}
void __CmdFunc_CloseCommandMenu(void)
{
if ( gViewPort )
{
gViewPort->InputSignalHideCommandMenu();
}
}
int __MsgFunc_StartRnd(const char *pszName, int iSize, void *pbuf)
{
if (gViewPort)
return gViewPort->MsgFunc_StartRnd( pszName, iSize, pbuf );
return 0;
}
int __MsgFunc_EndRnd(const char *pszName, int iSize, void *pbuf)
{
if (gViewPort)
return gViewPort->MsgFunc_EndRnd( pszName, iSize, pbuf );
return 0;
}
int __MsgFunc_ScoreInfo(const char *pszName, int iSize, void *pbuf)
{
if (gViewPort)
return gViewPort->MsgFunc_ScoreInfo( pszName, iSize, pbuf );
return 0;
}
int __MsgFunc_TeamScore(const char *pszName, int iSize, void *pbuf)
{
if (gViewPort)
return gViewPort->MsgFunc_TeamScore( pszName, iSize, pbuf );
return 0;
}
int __MsgFunc_TeamInfo(const char *pszName, int iSize, void *pbuf)
{
if (gViewPort)
return gViewPort->MsgFunc_TeamInfo( pszName, iSize, pbuf );
return 0;
}
int __MsgFunc_Powerup(const char *pszName, int iSize, void *pbuf)
{
if (gViewPort)
return gViewPort->MsgFunc_Powerup( pszName, iSize, pbuf );
return 0;
}
int __MsgFunc_Reward(const char *pszName, int iSize, void *pbuf)
{
if (gViewPort)
return gViewPort->MsgFunc_Reward( pszName, iSize, pbuf );
return 0;
}
int __MsgFunc_Frozen(const char *pszName, int iSize, void *pbuf)
{
if (gViewPort)
return gViewPort->MsgFunc_Frozen( pszName, iSize, pbuf );
return 0;
}
// This is called every time the DLL is loaded
void CHud :: Init( void )
{
HOOK_MESSAGE( Logo );
HOOK_MESSAGE( ResetHUD );
HOOK_MESSAGE( GameMode );
HOOK_MESSAGE( InitHUD );
HOOK_MESSAGE( SetFOV );
HOOK_MESSAGE( Concuss );
HOOK_MESSAGE( ScoreInfo );
HOOK_MESSAGE( TeamScore );
HOOK_MESSAGE( TeamInfo );
// Discwar
HOOK_MESSAGE( StartRnd );
HOOK_MESSAGE( EndRnd );
HOOK_MESSAGE( Powerup );
HOOK_MESSAGE( Reward );
HOOK_MESSAGE( Frozen );
HOOK_COMMAND( "+commandmenu", OpenCommandMenu );
HOOK_COMMAND( "-commandmenu", CloseCommandMenu );
m_iLogo = 0;
m_iFOV = 0;
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
default_fov = CVAR_CREATE( "default_fov", "90", 0 );
m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
m_pSpriteList = NULL;
// Clear any old HUD list
if ( m_pHudList )
{
HUDLIST *pList;
while ( m_pHudList )
{
pList = m_pHudList;
m_pHudList = m_pHudList->pNext;
free( pList );
}
m_pHudList = NULL;
}
// In case we get messages before the first update -- time will be valid
m_flTime = 1.0;
m_Ammo.Init();
m_Health.Init();
m_Geiger.Init();
m_Train.Init();
m_Battery.Init();
m_Flash.Init();
m_Message.Init();
m_StatusBar.Init();
m_DeathNotice.Init();
m_AmmoSecondary.Init();
m_TextMessage.Init();
m_StatusIcons.Init();
m_SayText.Init();
m_Menu.Init();
GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort);
ServersInit();
MsgFunc_ResetHUD(0, 0, NULL );
}
// CHud destructor
// cleans up memory allocated for m_rg* arrays
CHud :: ~CHud()
{
delete [] m_rghSprites;
delete [] m_rgrcRects;
delete [] m_rgszSpriteNames;
if ( m_pHudList )
{
HUDLIST *pList;
while ( m_pHudList )
{
pList = m_pHudList;
m_pHudList = m_pHudList->pNext;
free( pList );
}
m_pHudList = NULL;
}
ServersShutdown();
}
// GetSpriteIndex()
// searches through the sprite list loaded from hud.txt for a name matching SpriteName
// returns an index into the gHUD.m_rghSprites[] array
// returns 0 if sprite not found
int CHud :: GetSpriteIndex( const char *SpriteName )
{
// look through the loaded sprite name list for SpriteName
for ( int i = 0; i < m_iSpriteCount; i++ )
{
if ( strncmp( SpriteName, m_rgszSpriteNames + (i * MAX_SPRITE_NAME_LENGTH), MAX_SPRITE_NAME_LENGTH ) == 0 )
return i;
}
return -1; // invalid sprite
}
void CHud :: VidInit( void )
{
m_scrinfo.iSize = sizeof(m_scrinfo);
GetScreenInfo(&m_scrinfo);
// ----------
// Load Sprites
// ---------
// m_hsprFont = LoadSprite("sprites/%d_font.spr");
m_hsprLogo = 0;
m_hsprCursor = 0;
if (ScreenWidth < 640)
m_iRes = 320;
else
m_iRes = 640;
// Only load this once
if ( !m_pSpriteList )
{
// we need to load the hud.txt, and all sprites within
m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes);
if (m_pSpriteList)
{
// count the number of sprites of the appropriate res
m_iSpriteCount = 0;
client_sprite_t *p = m_pSpriteList;
for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
{
if ( p->iRes == m_iRes )
m_iSpriteCount++;
p++;
}
// allocated memory for sprite handle arrays
m_rghSprites = new HSPRITE[m_iSpriteCount];
m_rgrcRects = new wrect_t[m_iSpriteCount];
m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];
p = m_pSpriteList;
int index = 0;
for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
{
if ( p->iRes == m_iRes )
{
char sz[256];
sprintf(sz, "sprites/%s.spr", p->szSprite);
m_rghSprites[index] = SPR_Load(sz);
m_rgrcRects[index] = p->rc;
strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );
index++;
}
p++;
}
}
}
else
{
// we have already have loaded the sprite reference from hud.txt, but
// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
client_sprite_t *p = m_pSpriteList;
int index = 0;
for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
{
if ( p->iRes == m_iRes )
{
char sz[256];
sprintf( sz, "sprites/%s.spr", p->szSprite );
m_rghSprites[index] = SPR_Load(sz);
index++;
}
p++;
}
}
// assumption: number_1, number_2, etc, are all listed and loaded sequentially
m_HUD_number_0 = GetSpriteIndex( "number_0" );
m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;
m_Ammo.VidInit();
m_Health.VidInit();
m_Geiger.VidInit();
m_Train.VidInit();
m_Battery.VidInit();
m_Flash.VidInit();
m_Message.VidInit();
m_StatusBar.VidInit();
m_DeathNotice.VidInit();
m_SayText.VidInit();
m_Menu.VidInit();
m_AmmoSecondary.VidInit();
m_TextMessage.VidInit();
m_StatusIcons.VidInit();
GetClientVoiceMgr()->VidInit();
}
int CHud::MsgFunc_Logo(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ( pbuf, iSize );
// update Train data
m_iLogo = READ_BYTE();
return 1;
}
float g_lastFOV = 0.0;
/*
============
COM_FileBase
============
*/
// Extracts the base name of a file (no path, no extension, assumes '/' as path separator)
void COM_FileBase ( const char *in, char *out)
{
int len, start, end;
len = strlen( in );
// scan backward for '.'
end = len - 1;
while ( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' )
end--;
if ( in[end] != '.' ) // no '.', copy to end
end = len-1;
else
end--; // Found ',', copy to left of '.'
// Scan backward for '/'
start = len-1;
while ( start >= 0 && in[start] != '/' && in[start] != '\\' )
start--;
if ( in[start] != '/' && in[start] != '\\' )
start = 0;
else
start++;
// Length of new sting
len = end - start + 1;
// Copy partial string
strncpy( out, &in[start], len );
// Terminate it
out[len] = 0;
}
/*
=================
HUD_IsGame
=================
*/
int HUD_IsGame( const char *game )
{
const char *gamedir;
char gd[ 1024 ];
gamedir = gEngfuncs.pfnGetGameDirectory();
if ( gamedir && gamedir[0] )
{
COM_FileBase( gamedir, gd );
if ( !stricmp( gd, game ) )
return 1;
}
return 0;
}
/*
=====================
HUD_GetFOV
Returns last FOV
=====================
*/
float HUD_GetFOV( void )
{
/*
if ( gEngfuncs.pDemoAPI->IsRecording() )
{
// Write it
int i = 0;
unsigned char buf[ 100 ];
// Active
*( float * )&buf[ i ] = g_lastFOV;
i += sizeof( float );
Demo_WriteBuffer( TYPE_ZOOM, i, buf );
}
if ( gEngfuncs.pDemoAPI->IsPlayingback() )
{
g_lastFOV = g_demozoom;
}
*/
return g_lastFOV;
}
int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ( pbuf, iSize );
int newfov = READ_BYTE();
int def_fov = CVAR_GET_FLOAT( "default_fov" );
if ( newfov == 0 )
{
m_iFOV = def_fov;
}
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 == def_fov )
{
// reset to saved sensitivity
m_flMouseSensitivity = 0;
}
else
{
// set a new sensitivity that is proportional to the change from the FOV default
m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)def_fov) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
}
return 1;
}
void CHud::AddHudElem(CHudBase *phudelem)
{
HUDLIST *pdl, *ptemp;
//phudelem->Think();
if (!phudelem)
return;
pdl = (HUDLIST *)malloc(sizeof(HUDLIST));
if (!pdl)
return;
memset(pdl, 0, sizeof(HUDLIST));
pdl->p = phudelem;
if (!m_pHudList)
{
m_pHudList = pdl;
return;
}
ptemp = m_pHudList;
while (ptemp->pNext)
ptemp = ptemp->pNext;
ptemp->pNext = pdl;
}
float CHud::GetSensitivity( void )
{
return m_flMouseSensitivity;
}

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hlsdk/ricochet/cl_dll/hud.h Normal file
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/***
*
* Copyright (c) 1999, 2000 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.h
//
// class CHud declaration
//
// CHud handles the message, calculation, and drawing the HUD
//
#define RGB_YELLOWISH 0x00FFA000 //255,160,0
#define RGB_REDISH 0x00FF1010 //255,160,0
#define RGB_GREENISH 0x0000A000 //0,160,0
#include "wrect.h"
#include "cl_dll.h"
#include "ammo.h"
#define DHN_DRAWZERO 1
#define DHN_2DIGITS 2
#define DHN_3DIGITS 4
#define MIN_ALPHA 100
#define HUDELEM_ACTIVE 1
typedef struct {
int x, y;
} POSITION;
typedef struct {
unsigned char r,g,b,a;
} RGBA;
#define HUD_ACTIVE 1
#define HUD_INTERMISSION 2
#define MAX_PLAYER_NAME_LENGTH 32
#define MAX_MOTD_LENGTH 1024
//
//-----------------------------------------------------
//
class CHudBase
{
public:
POSITION m_pos;
int m_type;
int m_iFlags; // active, moving,
virtual int Init( void ) {return 0;}
virtual int VidInit( void ) {return 0;}
virtual int Draw(float flTime) {return 0;}
virtual void Think(void) {return;}
virtual void Reset(void) {return;}
virtual void InitHUDData( void ) {} // called every time a server is connected to
};
struct HUDLIST {
CHudBase *p;
HUDLIST *pNext;
};
#include "voice_status.h"
//
//-----------------------------------------------------
//
class CHudAmmo: public CHudBase
{
public:
int Init( void );
int VidInit( void );
int Draw(float flTime);
void Think(void);
void Reset(void);
int DrawWList(float flTime);
int MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf);
int MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf);
int MsgFunc_AmmoX(const char *pszName, int iSize, void *pbuf);
int MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf );
int MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf );
int MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf );
int MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf );
void _cdecl UserCmd_Slot1( void );
void _cdecl UserCmd_Slot2( void );
void _cdecl UserCmd_Slot3( void );
void _cdecl UserCmd_Slot4( void );
void _cdecl UserCmd_Slot5( void );
void _cdecl UserCmd_Slot6( void );
void _cdecl UserCmd_Slot7( void );
void _cdecl UserCmd_Slot8( void );
void _cdecl UserCmd_Slot9( void );
void _cdecl UserCmd_Slot10( void );
void _cdecl UserCmd_Close( void );
void _cdecl UserCmd_NextWeapon( void );
void _cdecl UserCmd_PrevWeapon( void );
private:
float m_fFade;
RGBA m_rgba;
WEAPON *m_pWeapon;
int m_HUD_bucket0;
int m_HUD_selection;
};
//
//-----------------------------------------------------
//
class CHudAmmoSecondary: public CHudBase
{
public:
int Init( void );
int VidInit( void );
void Reset( void );
int Draw(float flTime);
int MsgFunc_SecAmmoVal( const char *pszName, int iSize, void *pbuf );
int MsgFunc_SecAmmoIcon( const char *pszName, int iSize, void *pbuf );
private:
enum {
MAX_SEC_AMMO_VALUES = 4
};
int m_HUD_ammoicon; // sprite indices
int m_iAmmoAmounts[MAX_SEC_AMMO_VALUES];
float m_fFade;
};
#include "health.h"
#define FADE_TIME 100
//
//-----------------------------------------------------
//
class CHudGeiger: public CHudBase
{
public:
int Init( void );
int VidInit( void );
int Draw(float flTime);
int MsgFunc_Geiger(const char *pszName, int iSize, void *pbuf);
private:
int m_iGeigerRange;
};
//
//-----------------------------------------------------
//
class CHudTrain: public CHudBase
{
public:
int Init( void );
int VidInit( void );
int Draw(float flTime);
int MsgFunc_Train(const char *pszName, int iSize, void *pbuf);
private:
HSPRITE m_hSprite;
int m_iPos;
};
//
//-----------------------------------------------------
//
class CHudStatusBar : public CHudBase
{
public:
int Init( void );
int VidInit( void );
int Draw( float flTime );
void Reset( void );
void ParseStatusString( int line_num );
int MsgFunc_StatusText( const char *pszName, int iSize, void *pbuf );
int MsgFunc_StatusValue( const char *pszName, int iSize, void *pbuf );
protected:
enum {
MAX_STATUSTEXT_LENGTH = 128,
MAX_STATUSBAR_VALUES = 8,
MAX_STATUSBAR_LINES = 2,
};
char m_szStatusText[MAX_STATUSBAR_LINES][MAX_STATUSTEXT_LENGTH]; // a text string describing how the status bar is to be drawn
char m_szStatusBar[MAX_STATUSBAR_LINES][MAX_STATUSTEXT_LENGTH]; // the constructed bar that is drawn
int m_iStatusValues[MAX_STATUSBAR_VALUES]; // an array of values for use in the status bar
int m_bReparseString; // set to TRUE whenever the m_szStatusBar needs to be recalculated
};
//
//-----------------------------------------------------
//
enum
{
MAX_PLAYERS = 64,
MAX_TEAMS = 64,
MAX_TEAM_NAME = 16,
};
struct extra_player_info_t
{
short frags;
short deaths;
short playerclass;
short teamnumber;
char teamname[MAX_TEAM_NAME];
};
struct team_info_t
{
char name[MAX_TEAM_NAME];
short frags;
short deaths;
short ping;
short packetloss;
short ownteam;
short players;
int already_drawn;
int scores_overriden;
int teamnumber;
};
extern hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine
extern extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll
extern team_info_t g_TeamInfo[MAX_TEAMS+1];
extern int g_IsSpectator[MAX_PLAYERS+1];
//
//-----------------------------------------------------
//
class CHudDeathNotice : public CHudBase
{
public:
int Init( void );
void InitHUDData( void );
int VidInit( void );
int Draw( float flTime );
int MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf );
private:
int m_HUD_d_skull; // sprite index of skull icon
};
//
//-----------------------------------------------------
//
class CHudMenu : public CHudBase
{
public:
int Init( void );
void InitHUDData( void );
int VidInit( void );
void Reset( void );
int Draw( float flTime );
int MsgFunc_ShowMenu( const char *pszName, int iSize, void *pbuf );
void SelectMenuItem( int menu_item );
int m_fMenuDisplayed;
int m_bitsValidSlots;
float m_flShutoffTime;
int m_fWaitingForMore;
};
//
//-----------------------------------------------------
//
class CHudSayText : public CHudBase
{
public:
int Init( void );
void InitHUDData( void );
int VidInit( void );
int Draw( float flTime );
int MsgFunc_SayText( const char *pszName, int iSize, void *pbuf );
void SayTextPrint( const char *pszBuf, int iBufSize, int clientIndex = -1 );
void EnsureTextFitsInOneLineAndWrapIfHaveTo( int line );
};
//
//-----------------------------------------------------
//
class CHudBattery: public CHudBase
{
public:
int Init( void );
int VidInit( void );
int Draw(float flTime);
int MsgFunc_Battery(const char *pszName, int iSize, void *pbuf );
private:
HSPRITE m_hSprite1;
HSPRITE m_hSprite2;
wrect_t *m_prc1;
wrect_t *m_prc2;
int m_iBat;
float m_fFade;
int m_iHeight; // width of the battery innards
};
//
//-----------------------------------------------------
//
class CHudFlashlight: public CHudBase
{
public:
int Init( void );
int VidInit( void );
int Draw(float flTime);
void Reset( void );
int MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf );
int MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf );
private:
HSPRITE m_hSprite1;
HSPRITE m_hSprite2;
HSPRITE m_hBeam;
wrect_t *m_prc1;
wrect_t *m_prc2;
wrect_t *m_prcBeam;
float m_flBat;
int m_iBat;
int m_fOn;
float m_fFade;
int m_iWidth; // width of the battery innards
};
//
//-----------------------------------------------------
//
const int maxHUDMessages = 16;
struct message_parms_t
{
client_textmessage_t *pMessage;
float time;
int x, y;
int totalWidth, totalHeight;
int width;
int lines;
int lineLength;
int length;
int r, g, b;
int text;
int fadeBlend;
float charTime;
float fadeTime;
};
//
//-----------------------------------------------------
//
class CHudTextMessage: public CHudBase
{
public:
int Init( void );
static char *LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size );
static char *BufferedLocaliseTextString( const char *msg );
char *LookupString( const char *msg_name, int *msg_dest = NULL );
int MsgFunc_TextMsg(const char *pszName, int iSize, void *pbuf);
};
//
//-----------------------------------------------------
//
class CHudMessage: public CHudBase
{
public:
int Init( void );
int VidInit( void );
int Draw(float flTime);
int MsgFunc_HudText(const char *pszName, int iSize, void *pbuf);
int MsgFunc_GameTitle(const char *pszName, int iSize, void *pbuf);
float FadeBlend( float fadein, float fadeout, float hold, float localTime );
int XPosition( float x, int width, int lineWidth );
int YPosition( float y, int height );
void MessageAdd( const char *pName, float time );
void MessageDrawScan( client_textmessage_t *pMessage, float time );
void MessageScanStart( void );
void MessageScanNextChar( void );
void Reset( void );
private:
client_textmessage_t *m_pMessages[maxHUDMessages];
float m_startTime[maxHUDMessages];
message_parms_t m_parms;
float m_gameTitleTime;
client_textmessage_t *m_pGameTitle;
int m_HUD_title_life;
int m_HUD_title_half;
};
//
//-----------------------------------------------------
//
#define MAX_SPRITE_NAME_LENGTH 24
class CHudStatusIcons: public CHudBase
{
public:
int Init( void );
int VidInit( void );
void Reset( void );
int Draw(float flTime);
int MsgFunc_StatusIcon(const char *pszName, int iSize, void *pbuf);
enum {
MAX_ICONSPRITENAME_LENGTH = MAX_SPRITE_NAME_LENGTH,
MAX_ICONSPRITES = 4,
};
//had to make these public so CHud could access them (to enable concussion icon)
//could use a friend declaration instead...
void EnableIcon( char *pszIconName, unsigned char red, unsigned char green, unsigned char blue );
void DisableIcon( char *pszIconName );
private:
typedef struct
{
char szSpriteName[MAX_ICONSPRITENAME_LENGTH];
HSPRITE spr;
wrect_t rc;
unsigned char r, g, b;
} icon_sprite_t;
icon_sprite_t m_IconList[MAX_ICONSPRITES];
};
//
//-----------------------------------------------------
//
typedef struct cvar_s cvar_t;
class CHud
{
private:
HUDLIST *m_pHudList;
HSPRITE m_hsprLogo;
int m_iLogo;
client_sprite_t *m_pSpriteList;
int m_iSpriteCount;
int m_iSpriteCountAllRes;
float m_flMouseSensitivity;
int m_iConcussionEffect;
public:
HSPRITE m_hsprCursor;
float m_flTime; // the current client time
float m_fOldTime; // the time at which the HUD was last redrawn
double m_flTimeDelta; // the difference between flTime and fOldTime
Vector m_vecOrigin;
Vector m_vecAngles;
int m_iKeyBits;
int m_iHideHUDDisplay;
int m_iFOV;
int m_Teamplay;
int m_iRes;
cvar_t *m_pCvarStealMouse;
int m_iFontHeight;
int DrawHudNumber(int x, int y, int iFlags, int iNumber, int r, int g, int b );
int DrawHudString(int x, int y, int iMaxX, char *szString, int r, int g, int b );
int DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b );
int DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b );
int GetNumWidth(int iNumber, int iFlags);
private:
// the memory for these arrays are allocated in the first call to CHud::VidInit(), when the hud.txt and associated sprites are loaded.
// freed in ~CHud()
HSPRITE *m_rghSprites; /*[HUD_SPRITE_COUNT]*/ // the sprites loaded from hud.txt
wrect_t *m_rgrcRects; /*[HUD_SPRITE_COUNT]*/
char *m_rgszSpriteNames; /*[HUD_SPRITE_COUNT][MAX_SPRITE_NAME_LENGTH]*/
struct cvar_s *default_fov;
public:
HSPRITE GetSprite( int index )
{
return (index < 0) ? 0 : m_rghSprites[index];
}
wrect_t& GetSpriteRect( int index )
{
return m_rgrcRects[index];
}
int GetSpriteIndex( const char *SpriteName ); // gets a sprite index, for use in the m_rghSprites[] array
CHudAmmo m_Ammo;
CHudHealth m_Health;
CHudGeiger m_Geiger;
CHudBattery m_Battery;
CHudTrain m_Train;
CHudFlashlight m_Flash;
CHudMessage m_Message;
CHudStatusBar m_StatusBar;
CHudDeathNotice m_DeathNotice;
CHudSayText m_SayText;
CHudMenu m_Menu;
CHudAmmoSecondary m_AmmoSecondary;
CHudTextMessage m_TextMessage;
CHudStatusIcons m_StatusIcons;
void Init( void );
void VidInit( void );
void Think(void);
int Redraw( float flTime, int intermission );
int UpdateClientData( client_data_t *cdata, float time );
CHud() : m_iSpriteCount(0), m_pHudList(NULL) {}
~CHud(); // destructor, frees allocated memory
// user messages
int _cdecl MsgFunc_Damage(const char *pszName, int iSize, void *pbuf );
int _cdecl MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf );
int _cdecl MsgFunc_Logo(const char *pszName, int iSize, void *pbuf);
int _cdecl MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf);
void _cdecl MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf );
int _cdecl MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf);
int _cdecl MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf );
// Screen information
SCREENINFO m_scrinfo;
int m_iWeaponBits;
int m_fPlayerDead;
int m_iIntermission;
// sprite indexes
int m_HUD_number_0;
void AddHudElem(CHudBase *p);
float GetSensitivity();
};
extern CHud gHUD;
class TeamFortressViewport;
extern TeamFortressViewport *gViewPort;
extern int g_iPlayerClass;
extern int g_iTeamNumber;
extern int g_iUser1;
extern int g_iUser2;

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
#if !defined( HUD_IFACEH )
#define HUD_IFACEH
#pragma once
#define EXPORT _declspec( dllexport )
#define _DLLEXPORT __declspec( dllexport )
typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf);
#include "wrect.h"
#include "../engine/cdll_int.h"
extern cl_enginefunc_t gEngfuncs;
#endif

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/***
*
* Copyright (c) 1999, 2000 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 "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_discobjects.h"
/// USER-DEFINED SERVER MESSAGE HANDLERS
int g_iArenaMode = 0;
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 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;
}
}
int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
g_iArenaMode = READ_BYTE();
if (gViewPort)
{
gViewPort->m_pDiscEndRound->setVisible( false );
gViewPort->m_pDiscStartRound->setVisible ( false );
}
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;
}

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/***
*
* Copyright (c) 1999, 2000 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"
#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;
// Think
void CHud::Think(void)
{
HUDLIST *pList = m_pHudList;
while (pList)
{
if (pList->p->m_iFlags & HUD_ACTIVE)
pList->p->Think();
pList = pList->pNext;
}
// 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;
// Clock was reset, reset delta
if ( m_flTimeDelta < 0 )
m_flTimeDelta = 0;
m_iIntermission = intermission;
// if no redrawing is necessary
// return 0;
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);
}
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);
}
int CHud :: DrawHudString(int xpos, int ypos, int iMaxX, char *szIt, int r, int g, int b )
{
// draw the string until we hit the null character or a newline character
for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
int next = xpos + gHUD.m_scrinfo.charWidths[ *szIt ]; // variable-width fonts look cool
if ( next > iMaxX )
return xpos;
TextMessageDrawChar( xpos, ypos, *szIt, r, g, b );
xpos = next;
}
return xpos;
}
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
char *szIt = NULL;
for ( szIt = szString; *szIt != 0; szIt++ )
{ // we should count the length?
}
// iterate throug the string in reverse
for ( szIt--; szIt != (szString-1); szIt-- )
{
int next = xpos - gHUD.m_scrinfo.charWidths[ *szIt ]; // variable-width fonts look cool
if ( next < iMinX )
return xpos;
xpos = next;
TextMessageDrawChar( xpos, ypos, *szIt, 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;
}

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#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

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#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

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/***
*
* Copyright (c) 1999, 2000 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;
}

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/***
*
* Copyright (c) 1999, 2000 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 "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "windows.h"
float CL_KeyState (kbutton_t *key);
extern "C"
{
void DLLEXPORT CAM_Think( void );
int DLLEXPORT CL_IsThirdPerson( void );
void DLLEXPORT CL_CameraOffset( float *ofs );
}
extern cl_enginefunc_t gEngfuncs;
//-------------------------------------------------- Constants
#define CAM_DIST_DELTA 1.0
#define CAM_ANGLE_DELTA 2.5
#define CAM_ANGLE_SPEED 2.5
#define CAM_MIN_DIST 30.0
#define CAM_ANGLE_MOVE .5
#define MAX_ANGLE_DIFF 10.0
#define PITCH_MAX 90.0
#define PITCH_MIN 0
#define YAW_MAX 135.0
#define YAW_MIN -135.0
enum ECAM_Command
{
CAM_COMMAND_NONE = 0,
CAM_COMMAND_TOTHIRDPERSON = 1,
CAM_COMMAND_TOFIRSTPERSON = 2
};
//-------------------------------------------------- Global Variables
cvar_t *cam_command;
cvar_t *cam_snapto;
cvar_t *cam_idealyaw;
cvar_t *cam_idealpitch;
cvar_t *cam_idealdist;
cvar_t *cam_contain;
cvar_t *c_maxpitch;
cvar_t *c_minpitch;
cvar_t *c_maxyaw;
cvar_t *c_minyaw;
cvar_t *c_maxdistance;
cvar_t *c_mindistance;
// pitch, yaw, dist
vec3_t cam_ofs;
// In third person
int cam_thirdperson;
int cam_mousemove; //true if we are moving the cam with the mouse, False if not
int iMouseInUse=0;
int cam_distancemove;
extern int mouse_x, mouse_y; //used to determine what the current x and y values are
int cam_old_mouse_x, cam_old_mouse_y; //holds the last ticks mouse movement
POINT cam_mouse;
//-------------------------------------------------- Local Variables
static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright;
static kbutton_t cam_in, cam_out, cam_move;
//-------------------------------------------------- Prototypes
void CAM_ToThirdPerson(void);
void CAM_ToFirstPerson(void);
void CAM_StartDistance(void);
void CAM_EndDistance(void);
//-------------------------------------------------- Local Functions
float MoveToward( float cur, float goal, float maxspeed )
{
if( cur != goal )
{
if( abs( cur - goal ) > 180.0 )
{
if( cur < goal )
cur += 360.0;
else
cur -= 360.0;
}
if( cur < goal )
{
if( cur < goal - 1.0 )
cur += ( goal - cur ) / 4.0;
else
cur = goal;
}
else
{
if( cur > goal + 1.0 )
cur -= ( cur - goal ) / 4.0;
else
cur = goal;
}
}
// bring cur back into range
if( cur < 0 )
cur += 360.0;
else if( cur >= 360 )
cur -= 360;
return cur;
}
//-------------------------------------------------- Gobal Functions
typedef struct
{
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
float *mins, *maxs; // size of the moving object
vec3_t mins2, maxs2; // size when clipping against mosnters
float *start, *end;
trace_t trace;
int type;
edict_t *passedict;
qboolean monsterclip;
} moveclip_t;
extern trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
void DLLEXPORT CAM_Think( void )
{
vec3_t origin;
vec3_t ext, pnt, camForward, camRight, camUp;
moveclip_t clip;
float dist;
vec3_t camAngles;
float flSensitivity;
#ifdef LATER
int i;
#endif
vec3_t viewangles;
switch( (int) cam_command->value )
{
case CAM_COMMAND_TOTHIRDPERSON:
CAM_ToThirdPerson();
break;
case CAM_COMMAND_TOFIRSTPERSON:
CAM_ToFirstPerson();
break;
case CAM_COMMAND_NONE:
default:
break;
}
if( !cam_thirdperson )
return;
#ifdef LATER
if ( cam_contain->value )
{
gEngfuncs.GetClientOrigin( origin );
ext[0] = ext[1] = ext[2] = 0.0;
}
#endif
camAngles[ PITCH ] = cam_idealpitch->value;
camAngles[ YAW ] = cam_idealyaw->value;
dist = cam_idealdist->value;
//
//movement of the camera with the mouse
//
if (cam_mousemove)
{
//get windows cursor position
GetCursorPos (&cam_mouse);
//check for X delta values and adjust accordingly
//eventually adjust YAW based on amount of movement
//don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera
if (!cam_distancemove)
{
//keep the camera within certain limits around the player (ie avoid certain bad viewing angles)
if (cam_mouse.x>gEngfuncs.GetWindowCenterX())
{
//if ((camAngles[YAW]>=225.0)||(camAngles[YAW]<135.0))
if (camAngles[YAW]<c_maxyaw->value)
{
camAngles[ YAW ] += (CAM_ANGLE_MOVE)*((cam_mouse.x-gEngfuncs.GetWindowCenterX())/2);
}
if (camAngles[YAW]>c_maxyaw->value)
{
camAngles[YAW]=c_maxyaw->value;
}
}
else if (cam_mouse.x<gEngfuncs.GetWindowCenterX())
{
//if ((camAngles[YAW]<=135.0)||(camAngles[YAW]>225.0))
if (camAngles[YAW]>c_minyaw->value)
{
camAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((gEngfuncs.GetWindowCenterX()-cam_mouse.x)/2);
}
if (camAngles[YAW]<c_minyaw->value)
{
camAngles[YAW]=c_minyaw->value;
}
}
//check for y delta values and adjust accordingly
//eventually adjust PITCH based on amount of movement
//also make sure camera is within bounds
if (cam_mouse.y>gEngfuncs.GetWindowCenterY())
{
if(camAngles[PITCH]<c_maxpitch->value)
{
camAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((cam_mouse.y-gEngfuncs.GetWindowCenterY())/2);
}
if (camAngles[PITCH]>c_maxpitch->value)
{
camAngles[PITCH]=c_maxpitch->value;
}
}
else if (cam_mouse.y<gEngfuncs.GetWindowCenterY())
{
if (camAngles[PITCH]>c_minpitch->value)
{
camAngles[PITCH] -= (CAM_ANGLE_MOVE)*((gEngfuncs.GetWindowCenterY()-cam_mouse.y)/2);
}
if (camAngles[PITCH]<c_minpitch->value)
{
camAngles[PITCH]=c_minpitch->value;
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 )
{
cam_old_mouse_x=cam_mouse.x*flSensitivity;
cam_old_mouse_y=cam_mouse.y*flSensitivity;
}
else
{
cam_old_mouse_x=cam_mouse.x;
cam_old_mouse_y=cam_mouse.y;
}
SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
}
}
//Nathan code here
if( CL_KeyState( &cam_pitchup ) )
camAngles[ PITCH ] += CAM_ANGLE_DELTA;
else if( CL_KeyState( &cam_pitchdown ) )
camAngles[ PITCH ] -= CAM_ANGLE_DELTA;
if( CL_KeyState( &cam_yawleft ) )
camAngles[ YAW ] -= CAM_ANGLE_DELTA;
else if( CL_KeyState( &cam_yawright ) )
camAngles[ YAW ] += CAM_ANGLE_DELTA;
if( CL_KeyState( &cam_in ) )
{
dist -= CAM_DIST_DELTA;
if( dist < CAM_MIN_DIST )
{
// If we go back into first person, reset the angle
camAngles[ PITCH ] = 0;
camAngles[ YAW ] = 0;
dist = CAM_MIN_DIST;
}
}
else if( CL_KeyState( &cam_out ) )
dist += CAM_DIST_DELTA;
if (cam_distancemove)
{
if (cam_mouse.y>gEngfuncs.GetWindowCenterY())
{
if(dist<c_maxdistance->value)
{
dist +=CAM_DIST_DELTA * ((cam_mouse.y-gEngfuncs.GetWindowCenterY())/2);
}
if (dist>c_maxdistance->value)
{
dist=c_maxdistance->value;
}
}
else if (cam_mouse.y<gEngfuncs.GetWindowCenterY())
{
if (dist>c_mindistance->value)
{
dist -= (CAM_DIST_DELTA)*((gEngfuncs.GetWindowCenterY()-cam_mouse.y)/2);
}
if (dist<c_mindistance->value)
{
dist=c_mindistance->value;
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
cam_old_mouse_x=cam_mouse.x*gHUD.GetSensitivity();
cam_old_mouse_y=cam_mouse.y*gHUD.GetSensitivity();
SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
}
#ifdef LATER
if( cam_contain->value )
{
// check new ideal
VectorCopy( origin, pnt );
AngleVectors( camAngles, camForward, camRight, camUp );
for (i=0 ; i<3 ; i++)
pnt[i] += -dist*camForward[i];
// check line from r_refdef.vieworg to pnt
memset ( &clip, 0, sizeof ( moveclip_t ) );
clip.trace = SV_ClipMoveToEntity( sv.edicts, r_refdef.vieworg, ext, ext, pnt );
if( clip.trace.fraction == 1.0 )
{
// update ideal
cam_idealpitch->value = camAngles[ PITCH ];
cam_idealyaw->value = camAngles[ YAW ];
cam_idealdist->value = dist;
}
}
else
#endif
{
// update ideal
cam_idealpitch->value = camAngles[ PITCH ];
cam_idealyaw->value = camAngles[ YAW ];
cam_idealdist->value = dist;
}
// Move towards ideal
VectorCopy( cam_ofs, camAngles );
gEngfuncs.GetViewAngles( (float *)viewangles );
if( cam_snapto->value )
{
camAngles[ YAW ] = cam_idealyaw->value + viewangles[ YAW ];
camAngles[ PITCH ] = cam_idealpitch->value + viewangles[ PITCH ];
camAngles[ 2 ] = cam_idealdist->value;
}
else
{
if( camAngles[ YAW ] - viewangles[ YAW ] != cam_idealyaw->value )
camAngles[ YAW ] = MoveToward( camAngles[ YAW ], cam_idealyaw->value + viewangles[ YAW ], CAM_ANGLE_SPEED );
if( camAngles[ PITCH ] - viewangles[ PITCH ] != cam_idealpitch->value )
camAngles[ PITCH ] = MoveToward( camAngles[ PITCH ], cam_idealpitch->value + viewangles[ PITCH ], CAM_ANGLE_SPEED );
if( abs( camAngles[ 2 ] - cam_idealdist->value ) < 2.0 )
camAngles[ 2 ] = cam_idealdist->value;
else
camAngles[ 2 ] += ( cam_idealdist->value - camAngles[ 2 ] ) / 4.0;
}
#ifdef LATER
if( cam_contain->value )
{
// Test new position
dist = camAngles[ ROLL ];
camAngles[ ROLL ] = 0;
VectorCopy( origin, pnt );
AngleVectors( camAngles, camForward, camRight, camUp );
for (i=0 ; i<3 ; i++)
pnt[i] += -dist*camForward[i];
// check line from r_refdef.vieworg to pnt
memset ( &clip, 0, sizeof ( moveclip_t ) );
ext[0] = ext[1] = ext[2] = 0.0;
clip.trace = SV_ClipMoveToEntity( sv.edicts, r_refdef.vieworg, ext, ext, pnt );
if( clip.trace.fraction != 1.0 )
return;
}
#endif
cam_ofs[ 0 ] = camAngles[ 0 ];
cam_ofs[ 1 ] = camAngles[ 1 ];
cam_ofs[ 2 ] = dist;
}
extern void KeyDown (kbutton_t *b); // HACK
extern void KeyUp (kbutton_t *b); // HACK
void CAM_PitchUpDown(void) { KeyDown( &cam_pitchup ); }
void CAM_PitchUpUp(void) { KeyUp( &cam_pitchup ); }
void CAM_PitchDownDown(void) { KeyDown( &cam_pitchdown ); }
void CAM_PitchDownUp(void) { KeyUp( &cam_pitchdown ); }
void CAM_YawLeftDown(void) { KeyDown( &cam_yawleft ); }
void CAM_YawLeftUp(void) { KeyUp( &cam_yawleft ); }
void CAM_YawRightDown(void) { KeyDown( &cam_yawright ); }
void CAM_YawRightUp(void) { KeyUp( &cam_yawright ); }
void CAM_InDown(void) { KeyDown( &cam_in ); }
void CAM_InUp(void) { KeyUp( &cam_in ); }
void CAM_OutDown(void) { KeyDown( &cam_out ); }
void CAM_OutUp(void) { KeyUp( &cam_out ); }
void CAM_ToThirdPerson(void)
{
vec3_t viewangles;
gEngfuncs.GetViewAngles( (float *)viewangles );
if( !cam_thirdperson )
{
cam_thirdperson = 1;
cam_ofs[ YAW ] = viewangles[ YAW ];
cam_ofs[ PITCH ] = viewangles[ PITCH ];
cam_ofs[ 2 ] = CAM_MIN_DIST;
}
gEngfuncs.Cvar_SetValue( "cam_command", 0 );
}
void CAM_ToFirstPerson(void)
{
cam_thirdperson = 0;
gEngfuncs.Cvar_SetValue( "cam_command", 0 );
}
void CAM_ToggleSnapto( void )
{
cam_snapto->value = !cam_snapto->value;
}
void CAM_Init( void )
{
gEngfuncs.pfnAddCommand( "+campitchup", CAM_PitchUpDown );
gEngfuncs.pfnAddCommand( "-campitchup", CAM_PitchUpUp );
gEngfuncs.pfnAddCommand( "+campitchdown", CAM_PitchDownDown );
gEngfuncs.pfnAddCommand( "-campitchdown", CAM_PitchDownUp );
gEngfuncs.pfnAddCommand( "+camyawleft", CAM_YawLeftDown );
gEngfuncs.pfnAddCommand( "-camyawleft", CAM_YawLeftUp );
gEngfuncs.pfnAddCommand( "+camyawright", CAM_YawRightDown );
gEngfuncs.pfnAddCommand( "-camyawright", CAM_YawRightUp );
gEngfuncs.pfnAddCommand( "+camin", CAM_InDown );
gEngfuncs.pfnAddCommand( "-camin", CAM_InUp );
gEngfuncs.pfnAddCommand( "+camout", CAM_OutDown );
gEngfuncs.pfnAddCommand( "-camout", CAM_OutUp );
gEngfuncs.pfnAddCommand( "thirdperson", CAM_ToThirdPerson );
gEngfuncs.pfnAddCommand( "firstperson", CAM_ToFirstPerson );
gEngfuncs.pfnAddCommand( "+cammousemove",CAM_StartMouseMove);
gEngfuncs.pfnAddCommand( "-cammousemove",CAM_EndMouseMove);
gEngfuncs.pfnAddCommand( "+camdistance", CAM_StartDistance );
gEngfuncs.pfnAddCommand( "-camdistance", CAM_EndDistance );
gEngfuncs.pfnAddCommand( "snapto", CAM_ToggleSnapto );
cam_command = gEngfuncs.pfnRegisterVariable ( "cam_command", "0", 0 ); // tells camera to go to thirdperson
cam_snapto = gEngfuncs.pfnRegisterVariable ( "cam_snapto", "0", 0 ); // snap to thirdperson view
cam_idealyaw = gEngfuncs.pfnRegisterVariable ( "cam_idealyaw", "0", 0 ); // ? yaw
cam_idealpitch = gEngfuncs.pfnRegisterVariable ( "cam_idealpitch", "0", 0 ); // thirperson pitch
cam_idealdist = gEngfuncs.pfnRegisterVariable ( "cam_idealdist", "196", 0 ); // thirdperson distance
cam_contain = gEngfuncs.pfnRegisterVariable ( "cam_contain", "0", 0 ); // contain camera to world
c_maxpitch = gEngfuncs.pfnRegisterVariable ( "c_maxpitch", "90.0", 0 );
c_minpitch = gEngfuncs.pfnRegisterVariable ( "c_minpitch", "0.0", 0 );
c_maxyaw = gEngfuncs.pfnRegisterVariable ( "c_maxyaw", "135.0", 0 );
c_minyaw = gEngfuncs.pfnRegisterVariable ( "c_minyaw", "-135.0", 0 );
c_maxdistance = gEngfuncs.pfnRegisterVariable ( "c_maxdistance", "200.0", 0 );
c_mindistance = gEngfuncs.pfnRegisterVariable ( "c_mindistance", "30.0", 0 );
}
void CAM_ClearStates( void )
{
vec3_t viewangles;
gEngfuncs.GetViewAngles( (float *)viewangles );
cam_pitchup.state = 0;
cam_pitchdown.state = 0;
cam_yawleft.state = 0;
cam_yawright.state = 0;
cam_in.state = 0;
cam_out.state = 0;
cam_thirdperson = 0;
cam_command->value = 0;
cam_mousemove=0;
cam_snapto->value = 0;
cam_distancemove = 0;
cam_ofs[ 0 ] = 0.0;
cam_ofs[ 1 ] = 0.0;
cam_ofs[ 2 ] = CAM_MIN_DIST;
cam_idealpitch->value = viewangles[ PITCH ];
cam_idealyaw->value = viewangles[ YAW ];
cam_idealdist->value = CAM_MIN_DIST;
}
void CAM_StartMouseMove(void)
{
float flSensitivity;
//only move the cam with mouse if we are in third person.
if (cam_thirdperson)
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if (!cam_mousemove)
{
cam_mousemove=1;
iMouseInUse=1;
GetCursorPos (&cam_mouse);
if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 )
{
cam_old_mouse_x=cam_mouse.x*flSensitivity;
cam_old_mouse_y=cam_mouse.y*flSensitivity;
}
else
{
cam_old_mouse_x=cam_mouse.x;
cam_old_mouse_y=cam_mouse.y;
}
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
cam_mousemove=0;
iMouseInUse=0;
}
}
//the key has been released for camera movement
//tell the engine that mouse camera movement is off
void CAM_EndMouseMove(void)
{
cam_mousemove=0;
iMouseInUse=0;
}
//----------------------------------------------------------
//routines to start the process of moving the cam in or out
//using the mouse
//----------------------------------------------------------
void CAM_StartDistance(void)
{
//only move the cam with mouse if we are in third person.
if (cam_thirdperson)
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if (!cam_distancemove)
{
cam_distancemove=1;
cam_mousemove=1;
iMouseInUse=1;
GetCursorPos (&cam_mouse);
cam_old_mouse_x=cam_mouse.x*gHUD.GetSensitivity();
cam_old_mouse_y=cam_mouse.y*gHUD.GetSensitivity();
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
cam_distancemove=0;
cam_mousemove=0;
iMouseInUse=0;
}
}
//the key has been released for camera movement
//tell the engine that mouse camera movement is off
void CAM_EndDistance(void)
{
cam_distancemove=0;
cam_mousemove=0;
iMouseInUse=0;
}
int DLLEXPORT CL_IsThirdPerson( void )
{
return cam_thirdperson ? 1 : 0;
}
void DLLEXPORT CL_CameraOffset( float *ofs )
{
VectorCopy( cam_ofs, ofs );
}

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
#if !defined( IN_DEFSH )
#define IN_DEFSH
#pragma once
// up / down
#define PITCH 0
// left / right
#define YAW 1
// fall over
#define ROLL 2
#define DLLEXPORT __declspec( dllexport )
#endif

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
// input.cpp -- builds an intended movement command to send to the server
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
extern "C"
{
#include "kbutton.h"
}
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "view.h"
#include <string.h>
#include <ctype.h>
#include "vgui_TeamFortressViewport.h"
#include "vgui_discobjects.h"
// Observer Movement modes (stored in pev->iuser1, so the physics code can get at them)
#define OBS_CHASE_LOCKED 1
#define OBS_CHASE_FREE 2
#define OBS_ROAMING 3
#define OBS_LOCKEDVIEW 4
extern "C"
{
struct kbutton_s DLLEXPORT *KB_Find( const char *name );
void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active );
void DLLEXPORT HUD_Shutdown( void );
int DLLEXPORT HUD_Key_Event( int eventcode, int keynum, const char *pszCurrentBinding );
}
extern int g_weaponselect;
extern cl_enginefunc_t gEngfuncs;
// Defined in pm_math.c
extern "C" float anglemod( float a );
void IN_Init (void);
void IN_Move ( float frametime, usercmd_t *cmd);
void IN_Shutdown( void );
void V_Init( void );
int CL_ButtonBits( int );
// xxx need client dll function to get and clear impuse
extern cvar_t *in_joystick;
int in_impulse = 0;
int in_cancel = 0;
cvar_t *m_pitch;
cvar_t *m_yaw;
cvar_t *m_forward;
cvar_t *m_side;
cvar_t *lookstrafe;
cvar_t *lookspring;
cvar_t *cl_pitchup;
cvar_t *cl_pitchdown;
cvar_t *cl_upspeed;
cvar_t *cl_forwardspeed;
cvar_t *cl_backspeed;
cvar_t *cl_sidespeed;
cvar_t *cl_movespeedkey;
cvar_t *cl_yawspeed;
cvar_t *cl_pitchspeed;
cvar_t *cl_anglespeedkey;
cvar_t *cl_vsmoothing;
/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
===============================================================================
*/
kbutton_t in_mlook;
kbutton_t in_klook;
kbutton_t in_jlook;
kbutton_t in_left;
kbutton_t in_right;
kbutton_t in_forward;
kbutton_t in_back;
kbutton_t in_lookup;
kbutton_t in_lookdown;
kbutton_t in_moveleft;
kbutton_t in_moveright;
kbutton_t in_strafe;
kbutton_t in_speed;
kbutton_t in_use;
kbutton_t in_jump;
kbutton_t in_attack;
kbutton_t in_attack2;
kbutton_t in_up;
kbutton_t in_down;
kbutton_t in_duck;
kbutton_t in_reload;
kbutton_t in_alt1;
kbutton_t in_score;
kbutton_t in_break;
kbutton_t in_graph; // Display the netgraph
typedef struct kblist_s
{
struct kblist_s *next;
kbutton_t *pkey;
char name[32];
} kblist_t;
kblist_t *g_kbkeys = NULL;
/*
============
KB_ConvertString
Removes references to +use and replaces them with the keyname in the output string. If
a binding is unfound, then the original text is retained.
NOTE: Only works for text with +word in it.
============
*/
int KB_ConvertString( char *in, char **ppout )
{
char sz[ 4096 ];
char binding[ 64 ];
char *p;
char *pOut;
char *pEnd;
const char *pBinding;
if ( !ppout )
return 0;
*ppout = NULL;
p = in;
pOut = sz;
while ( *p )
{
if ( *p == '+' )
{
pEnd = binding;
while ( *p && ( isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) )
{
*pEnd++ = *p++;
}
*pEnd = '\0';
pBinding = NULL;
if ( strlen( binding + 1 ) > 0 )
{
// See if there is a binding for binding?
pBinding = gEngfuncs.Key_LookupBinding( binding + 1 );
}
if ( pBinding )
{
*pOut++ = '[';
pEnd = (char *)pBinding;
}
else
{
pEnd = binding;
}
while ( *pEnd )
{
*pOut++ = *pEnd++;
}
if ( pBinding )
{
*pOut++ = ']';
}
}
else
{
*pOut++ = *p++;
}
}
*pOut = '\0';
pOut = ( char * )malloc( strlen( sz ) + 1 );
strcpy( pOut, sz );
*ppout = pOut;
return 1;
}
/*
============
KB_Find
Allows the engine to get a kbutton_t directly ( so it can check +mlook state, etc ) for saving out to .cfg files
============
*/
struct kbutton_s DLLEXPORT *KB_Find( const char *name )
{
kblist_t *p;
p = g_kbkeys;
while ( p )
{
if ( !stricmp( name, p->name ) )
return p->pkey;
p = p->next;
}
return NULL;
}
/*
============
KB_Add
Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find
============
*/
void KB_Add( const char *name, kbutton_t *pkb )
{
kblist_t *p;
kbutton_t *kb;
kb = KB_Find( name );
if ( kb )
return;
p = ( kblist_t * )malloc( sizeof( kblist_t ) );
memset( p, 0, sizeof( *p ) );
strcpy( p->name, name );
p->pkey = pkb;
p->next = g_kbkeys;
g_kbkeys = p;
}
/*
============
KB_Init
Add kbutton_t definitions that the engine can query if needed
============
*/
void KB_Init( void )
{
g_kbkeys = NULL;
KB_Add( "in_graph", &in_graph );
KB_Add( "in_mlook", &in_mlook );
KB_Add( "in_jlook", &in_jlook );
}
/*
============
KB_Shutdown
Clear kblist
============
*/
void KB_Shutdown( void )
{
kblist_t *p, *n;
p = g_kbkeys;
while ( p )
{
n = p->next;
free( p );
p = n;
}
g_kbkeys = NULL;
}
/*
============
KeyDown
============
*/
void KeyDown (kbutton_t *b)
{
int k;
char *c;
c = gEngfuncs.Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
k = -1; // typed manually at the console for continuous down
if (k == b->down[0] || k == b->down[1])
return; // repeating key
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else
{
gEngfuncs.Con_DPrintf ("Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c);
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
/*
============
KeyUp
============
*/
void KeyUp (kbutton_t *b)
{
int k;
char *c;
c = gEngfuncs.Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
{ // typed manually at the console, assume for unsticking, so clear all
b->down[0] = b->down[1] = 0;
b->state = 4; // impulse up
return;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b->down[0] || b->down[1])
{
return; // some other key is still holding it down
}
if (!(b->state & 1))
return; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
}
/*
============
HUD_Key_Event
Return 1 to allow engine to process the key, otherwise, act on it as needed
============
*/
int DLLEXPORT HUD_Key_Event( int down, int keynum, const char *pszCurrentBinding )
{
if (gViewPort)
return gViewPort->KeyInput(down, keynum, pszCurrentBinding);
return 1;
}
void IN_BreakDown( void ) { KeyDown( &in_break );};
void IN_BreakUp( void ) { KeyUp( &in_break ); };
void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_JLookDown (void) {KeyDown(&in_jlook);}
void IN_JLookUp (void) {KeyUp(&in_jlook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DownDown(void) {KeyDown(&in_down);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_LeftDown(void) {KeyDown(&in_left);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_RightDown(void) {KeyDown(&in_right);}
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_ForwardDown(void) {KeyDown(&in_forward);}
void IN_ForwardUp(void) {KeyUp(&in_forward);}
void IN_BackDown(void) {KeyDown(&in_back);}
void IN_BackUp(void) {KeyUp(&in_back);}
void IN_LookupDown(void) {KeyDown(&in_lookup);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {KeyDown(&in_moveright);}
void IN_MoverightUp(void) {KeyUp(&in_moveright);}
void IN_SpeedDown(void) {KeyDown(&in_speed);}
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
void IN_Attack2Down(void) {KeyDown(&in_attack2);}
void IN_Attack2Up(void) {KeyUp(&in_attack2);}
void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_JumpDown (void) {KeyDown(&in_jump);}
void IN_JumpUp (void) {KeyUp(&in_jump);}
void IN_DuckDown(void) {KeyDown(&in_duck);}
void IN_DuckUp(void) {KeyUp(&in_duck);}
void IN_ReloadDown(void) {KeyDown(&in_reload);}
void IN_ReloadUp(void) {KeyUp(&in_reload);}
void IN_Alt1Down(void) {KeyDown(&in_alt1);}
void IN_Alt1Up(void) {KeyUp(&in_alt1);}
void IN_GraphDown(void) {KeyDown(&in_graph);}
void IN_GraphUp(void) {KeyUp(&in_graph);}
void IN_AttackDown(void)
{
KeyDown( &in_attack );
}
void IN_AttackUp(void)
{
KeyUp( &in_attack );
in_cancel = 0;
}
// Special handling
void IN_Cancel(void)
{
in_cancel = 1;
}
void IN_Impulse (void)
{
in_impulse = atoi( gEngfuncs.Cmd_Argv(1) );
}
void IN_ScoreDown(void)
{
KeyDown(&in_score);
if ( gViewPort )
{
gViewPort->ShowScoreBoard();
}
}
void IN_ScoreUp(void)
{
KeyUp(&in_score);
if ( gViewPort )
{
gViewPort->HideScoreBoard();
}
}
void IN_MLookUp (void)
{
KeyUp( &in_mlook );
if ( !( in_mlook.state & 1 ) && lookspring->value )
{
V_StartPitchDrift();
}
}
/*
===============
CL_KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
===============
*/
float CL_KeyState (kbutton_t *key)
{
float val = 0.0;
int impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
if ( impulsedown && !impulseup )
{
// pressed and held this frame?
val = down ? 0.5 : 0.0;
}
if ( impulseup && !impulsedown )
{
// released this frame?
val = down ? 0.0 : 0.0;
}
if ( !impulsedown && !impulseup )
{
// held the entire frame?
val = down ? 1.0 : 0.0;
}
if ( impulsedown && impulseup )
{
if ( down )
{
// released and re-pressed this frame
val = 0.75;
}
else
{
// pressed and released this frame
val = 0.25;
}
}
// clear impulses
key->state &= 1;
return val;
}
bool bCanMoveMouse ( void )
{
if ( gViewPort && ( gViewPort->m_iUser1 == OBS_ROAMING || gViewPort->m_iUser1 == OBS_CHASE_FREE ) )
return TRUE;
if ( gViewPort && gViewPort->m_iUser1 == OBS_LOCKEDVIEW )
return FALSE;
return TRUE;
}
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void CL_AdjustAngles ( float frametime, float *viewangles )
{
float speed;
float up, down;
if (in_speed.state & 1)
{
speed = frametime * cl_anglespeedkey->value;
}
else
{
speed = frametime;
}
// Ricochet: Don't let them move the mouse when they're in spectator mode
if ( bCanMoveMouse() == FALSE )
return;
if (!(in_strafe.state & 1))
{
viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
viewangles[YAW] = anglemod(viewangles[YAW]);
}
if (in_klook.state & 1)
{
V_StopPitchDrift ();
viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_forward);
viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState(&in_lookdown);
viewangles[PITCH] -= speed*cl_pitchspeed->value * up;
viewangles[PITCH] += speed*cl_pitchspeed->value * down;
if (up || down)
V_StopPitchDrift ();
if (viewangles[PITCH] > cl_pitchdown->value)
viewangles[PITCH] = cl_pitchdown->value;
if (viewangles[PITCH] < -cl_pitchup->value)
viewangles[PITCH] = -cl_pitchup->value;
if (viewangles[ROLL] > 50)
viewangles[ROLL] = 50;
if (viewangles[ROLL] < -50)
viewangles[ROLL] = -50;
}
/*
================
CL_CreateMove
Send the intended movement message to the server
if active == 1 then we are 1) not playing back demos ( where our commands are ignored ) and
2 ) we have finished signing on to server
================
*/
void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active )
{
float spd;
vec3_t viewangles;
static vec3_t oldangles;
if ( active )
{
//memset( viewangles, 0, sizeof( vec3_t ) );
//viewangles[ 0 ] = viewangles[ 1 ] = viewangles[ 2 ] = 0.0;
gEngfuncs.GetViewAngles( (float *)viewangles );
CL_AdjustAngles ( frametime, viewangles );
memset (cmd, 0, sizeof(*cmd));
gEngfuncs.SetViewAngles( (float *)viewangles );
if ( in_strafe.state & 1 )
{
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
}
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
if ( !(in_klook.state & 1 ) )
{
cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
}
// adjust for speed key
if ( in_speed.state & 1 )
{
cmd->forwardmove *= cl_movespeedkey->value;
cmd->sidemove *= cl_movespeedkey->value;
cmd->upmove *= cl_movespeedkey->value;
}
// clip to maxspeed
spd = gEngfuncs.GetClientMaxspeed();
if ( spd != 0.0 )
{
// scale the 3 speeds so that the total velocity is not > cl.maxspeed
float fmov = sqrt( (cmd->forwardmove*cmd->forwardmove) + (cmd->sidemove*cmd->sidemove) + (cmd->upmove*cmd->upmove) );
if ( fmov > spd )
{
float fratio = spd / fmov;
cmd->forwardmove *= fratio;
cmd->sidemove *= fratio;
cmd->upmove *= fratio;
}
}
// Allow mice and other controllers to add their inputs
IN_Move ( frametime, cmd );
}
cmd->impulse = in_impulse;
in_impulse = 0;
cmd->weaponselect = g_weaponselect;
g_weaponselect = 0;
//
// set button and flag bits
//
cmd->buttons = CL_ButtonBits( 1 );
// If they're in a modal dialog, ignore the attack button.
if( GetClientVoiceMgr()->IsInSquelchMode() )
cmd->buttons &= ~IN_ATTACK;
// Using joystick?
if ( in_joystick->value )
{
if ( cmd->forwardmove > 0 )
{
cmd->buttons |= IN_FORWARD;
}
else if ( cmd->forwardmove < 0 )
{
cmd->buttons |= IN_BACK;
}
}
gEngfuncs.GetViewAngles( (float *)viewangles );
// Set current view angles.
if ( gHUD.m_Health.m_iHealth > 0 )
{
VectorCopy( viewangles, cmd->viewangles );
VectorCopy( viewangles, oldangles );
}
else
{
VectorCopy( oldangles, cmd->viewangles );
}
}
/*
============
CL_IsDead
Returns 1 if health is <= 0
============
*/
int CL_IsDead( void )
{
return ( gHUD.m_Health.m_iHealth <= 0 ) ? 1 : 0;
}
/*
============
CL_ButtonBits
Returns appropriate button info for keyboard and mouse state
Set bResetState to 1 to clear old state info
============
*/
int CL_ButtonBits( int bResetState )
{
int bits = 0;
if ( in_attack.state & 3 )
{
bits |= IN_ATTACK;
}
if (in_duck.state & 3)
{
bits |= IN_DUCK;
}
if (in_jump.state & 3)
{
bits |= IN_JUMP;
}
if ( in_forward.state & 3 )
{
bits |= IN_FORWARD;
}
if (in_back.state & 3)
{
bits |= IN_BACK;
}
if (in_use.state & 3)
{
bits |= IN_USE;
}
if (in_cancel)
{
bits |= IN_CANCEL;
}
if ( in_left.state & 3 )
{
bits |= IN_LEFT;
}
if (in_right.state & 3)
{
bits |= IN_RIGHT;
}
if ( in_moveleft.state & 3 )
{
bits |= IN_MOVELEFT;
}
if (in_moveright.state & 3)
{
bits |= IN_MOVERIGHT;
}
if (in_attack2.state & 3)
{
bits |= IN_ATTACK2;
}
if (in_reload.state & 3)
{
bits |= IN_RELOAD;
}
if (in_alt1.state & 3)
{
bits |= IN_ALT1;
}
if ( in_score.state & 3 )
{
bits |= IN_SCORE;
}
// Dead or in intermission? Shore scoreboard, too
if ( CL_IsDead() || gHUD.m_iIntermission )
{
bits |= IN_SCORE;
}
if ( bResetState )
{
in_attack.state &= ~2;
in_duck.state &= ~2;
in_jump.state &= ~2;
in_forward.state &= ~2;
in_back.state &= ~2;
in_use.state &= ~2;
in_left.state &= ~2;
in_right.state &= ~2;
in_moveleft.state &= ~2;
in_moveright.state &= ~2;
in_attack2.state &= ~2;
in_reload.state &= ~2;
in_alt1.state &= ~2;
in_score.state &= ~2;
}
return bits;
}
/*
============
CL_ResetButtonBits
============
*/
void CL_ResetButtonBits( int bits )
{
int bitsNew = CL_ButtonBits( 0 ) ^ bits;
// Has the attack button been changed
if ( bitsNew & IN_ATTACK )
{
// Was it pressed? or let go?
if ( bits & IN_ATTACK )
{
KeyDown( &in_attack );
}
else
{
// totally clear state
in_attack.state &= ~7;
}
}
}
/*
============
InitInput
============
*/
void InitInput (void)
{
gEngfuncs.pfnAddCommand ("+moveup",IN_UpDown);
gEngfuncs.pfnAddCommand ("-moveup",IN_UpUp);
gEngfuncs.pfnAddCommand ("+movedown",IN_DownDown);
gEngfuncs.pfnAddCommand ("-movedown",IN_DownUp);
gEngfuncs.pfnAddCommand ("+left",IN_LeftDown);
gEngfuncs.pfnAddCommand ("-left",IN_LeftUp);
gEngfuncs.pfnAddCommand ("+right",IN_RightDown);
gEngfuncs.pfnAddCommand ("-right",IN_RightUp);
gEngfuncs.pfnAddCommand ("+forward",IN_ForwardDown);
gEngfuncs.pfnAddCommand ("-forward",IN_ForwardUp);
gEngfuncs.pfnAddCommand ("+back",IN_BackDown);
gEngfuncs.pfnAddCommand ("-back",IN_BackUp);
gEngfuncs.pfnAddCommand ("+lookup", IN_LookupDown);
gEngfuncs.pfnAddCommand ("-lookup", IN_LookupUp);
gEngfuncs.pfnAddCommand ("+lookdown", IN_LookdownDown);
gEngfuncs.pfnAddCommand ("-lookdown", IN_LookdownUp);
gEngfuncs.pfnAddCommand ("+strafe", IN_StrafeDown);
gEngfuncs.pfnAddCommand ("-strafe", IN_StrafeUp);
gEngfuncs.pfnAddCommand ("+moveleft", IN_MoveleftDown);
gEngfuncs.pfnAddCommand ("-moveleft", IN_MoveleftUp);
gEngfuncs.pfnAddCommand ("+moveright", IN_MoverightDown);
gEngfuncs.pfnAddCommand ("-moveright", IN_MoverightUp);
gEngfuncs.pfnAddCommand ("+speed", IN_SpeedDown);
gEngfuncs.pfnAddCommand ("-speed", IN_SpeedUp);
gEngfuncs.pfnAddCommand ("+attack", IN_AttackDown);
gEngfuncs.pfnAddCommand ("-attack", IN_AttackUp);
gEngfuncs.pfnAddCommand ("+attack2", IN_Attack2Down);
gEngfuncs.pfnAddCommand ("-attack2", IN_Attack2Up);
gEngfuncs.pfnAddCommand ("+use", IN_UseDown);
gEngfuncs.pfnAddCommand ("-use", IN_UseUp);
gEngfuncs.pfnAddCommand ("+jump", IN_JumpDown);
gEngfuncs.pfnAddCommand ("-jump", IN_JumpUp);
gEngfuncs.pfnAddCommand ("impulse", IN_Impulse);
gEngfuncs.pfnAddCommand ("+klook", IN_KLookDown);
gEngfuncs.pfnAddCommand ("-klook", IN_KLookUp);
gEngfuncs.pfnAddCommand ("+mlook", IN_MLookDown);
gEngfuncs.pfnAddCommand ("-mlook", IN_MLookUp);
gEngfuncs.pfnAddCommand ("+jlook", IN_JLookDown);
gEngfuncs.pfnAddCommand ("-jlook", IN_JLookUp);
gEngfuncs.pfnAddCommand ("+duck", IN_DuckDown);
gEngfuncs.pfnAddCommand ("-duck", IN_DuckUp);
gEngfuncs.pfnAddCommand ("+reload", IN_ReloadDown);
gEngfuncs.pfnAddCommand ("-reload", IN_ReloadUp);
gEngfuncs.pfnAddCommand ("+alt1", IN_Alt1Down);
gEngfuncs.pfnAddCommand ("-alt1", IN_Alt1Up);
gEngfuncs.pfnAddCommand ("+score", IN_ScoreDown);
gEngfuncs.pfnAddCommand ("-score", IN_ScoreUp);
gEngfuncs.pfnAddCommand ("+showscores", IN_ScoreDown);
gEngfuncs.pfnAddCommand ("-showscores", IN_ScoreUp);
gEngfuncs.pfnAddCommand ("+graph", IN_GraphDown);
gEngfuncs.pfnAddCommand ("-graph", IN_GraphUp);
gEngfuncs.pfnAddCommand ("+break",IN_BreakDown);
gEngfuncs.pfnAddCommand ("-break",IN_BreakUp);
lookstrafe = gEngfuncs.pfnRegisterVariable ( "lookstrafe", "0", FCVAR_ARCHIVE );
lookspring = gEngfuncs.pfnRegisterVariable ( "lookspring", "0", FCVAR_ARCHIVE );
cl_anglespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_anglespeedkey", "0.67", 0 );
cl_yawspeed = gEngfuncs.pfnRegisterVariable ( "cl_yawspeed", "210", 0 );
cl_pitchspeed = gEngfuncs.pfnRegisterVariable ( "cl_pitchspeed", "225", 0 );
cl_upspeed = gEngfuncs.pfnRegisterVariable ( "cl_upspeed", "320", 0 );
cl_forwardspeed = gEngfuncs.pfnRegisterVariable ( "cl_forwardspeed", "400", FCVAR_ARCHIVE );
cl_backspeed = gEngfuncs.pfnRegisterVariable ( "cl_backspeed", "400", FCVAR_ARCHIVE );
cl_sidespeed = gEngfuncs.pfnRegisterVariable ( "cl_sidespeed", "400", 0 );
cl_movespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_movespeedkey", "0.3", 0 );
cl_pitchup = gEngfuncs.pfnRegisterVariable ( "cl_pitchup", "89", 0 );
cl_pitchdown = gEngfuncs.pfnRegisterVariable ( "cl_pitchdown", "89", 0 );
cl_vsmoothing = gEngfuncs.pfnRegisterVariable ( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE );
m_pitch = gEngfuncs.pfnRegisterVariable ( "m_pitch","0.022", FCVAR_ARCHIVE );
m_yaw = gEngfuncs.pfnRegisterVariable ( "m_yaw","0.022", FCVAR_ARCHIVE );
m_forward = gEngfuncs.pfnRegisterVariable ( "m_forward","1", FCVAR_ARCHIVE );
m_side = gEngfuncs.pfnRegisterVariable ( "m_side","0.8", FCVAR_ARCHIVE );
// Initialize third person camera controls.
CAM_Init();
// Initialize inputs
IN_Init();
// Initialize keyboard
KB_Init();
// Initialize view system
V_Init();
}
/*
============
ShutdownInput
============
*/
void ShutdownInput (void)
{
IN_Shutdown();
KB_Shutdown();
}
void DLLEXPORT HUD_Shutdown( void )
{
ShutdownInput();
}

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@ -0,0 +1,958 @@
/***
*
* Copyright (c) 1999, 2000 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.
*
****/
// inputw32.cpp-- windows 95/98/nt mouse and joystick code
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "../engine/keydefs.h"
#include "view.h"
#include "windows.h"
#include "vgui_TeamFortressViewport.h"
#define MOUSE_BUTTON_COUNT 5
// Set this to 1 to show mouse cursor. Experimental
int g_iVisibleMouse = 0;
extern "C"
{
void DLLEXPORT IN_ActivateMouse( void );
void DLLEXPORT IN_DeactivateMouse( void );
void DLLEXPORT IN_MouseEvent (int mstate);
void DLLEXPORT IN_Accumulate (void);
void DLLEXPORT IN_ClearStates (void);
}
extern cl_enginefunc_t gEngfuncs;
extern int iMouseInUse;
extern kbutton_t in_strafe;
extern kbutton_t in_mlook;
extern kbutton_t in_speed;
extern kbutton_t in_jlook;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *lookstrafe;
extern cvar_t *lookspring;
extern cvar_t *cl_pitchdown;
extern cvar_t *cl_pitchup;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_sidespeed;
extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_movespeedkey;
// mouse variables
cvar_t *m_filter;
cvar_t *sensitivity;
int mouse_buttons;
int mouse_oldbuttonstate;
POINT current_pos;
int mouse_x, mouse_y, old_mouse_x, old_mouse_y, mx_accum, my_accum;
static int restore_spi;
static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1};
static int mouseactive;
int mouseinitialized;
static int mouseparmsvalid;
static int mouseshowtoggle = 1;
// joystick defines and variables
// where should defines be moved?
#define JOY_ABSOLUTE_AXIS 0x00000000 // control like a joystick
#define JOY_RELATIVE_AXIS 0x00000010 // control like a mouse, spinner, trackball
#define JOY_MAX_AXES 6 // X, Y, Z, R, U, V
#define JOY_AXIS_X 0
#define JOY_AXIS_Y 1
#define JOY_AXIS_Z 2
#define JOY_AXIS_R 3
#define JOY_AXIS_U 4
#define JOY_AXIS_V 5
enum _ControlList
{
AxisNada = 0,
AxisForward,
AxisLook,
AxisSide,
AxisTurn
};
DWORD dwAxisFlags[JOY_MAX_AXES] =
{
JOY_RETURNX,
JOY_RETURNY,
JOY_RETURNZ,
JOY_RETURNR,
JOY_RETURNU,
JOY_RETURNV
};
DWORD dwAxisMap[ JOY_MAX_AXES ];
DWORD dwControlMap[ JOY_MAX_AXES ];
PDWORD pdwRawValue[ JOY_MAX_AXES ];
// none of these cvars are saved over a session
// this means that advanced controller configuration needs to be executed
// each time. this avoids any problems with getting back to a default usage
// or when changing from one controller to another. this way at least something
// works.
cvar_t *in_joystick;
cvar_t *joy_name;
cvar_t *joy_advanced;
cvar_t *joy_advaxisx;
cvar_t *joy_advaxisy;
cvar_t *joy_advaxisz;
cvar_t *joy_advaxisr;
cvar_t *joy_advaxisu;
cvar_t *joy_advaxisv;
cvar_t *joy_forwardthreshold;
cvar_t *joy_sidethreshold;
cvar_t *joy_pitchthreshold;
cvar_t *joy_yawthreshold;
cvar_t *joy_forwardsensitivity;
cvar_t *joy_sidesensitivity;
cvar_t *joy_pitchsensitivity;
cvar_t *joy_yawsensitivity;
cvar_t *joy_wwhack1;
cvar_t *joy_wwhack2;
int joy_avail, joy_advancedinit, joy_haspov;
DWORD joy_oldbuttonstate, joy_oldpovstate;
int joy_id;
DWORD joy_flags;
DWORD joy_numbuttons;
static JOYINFOEX ji;
/*
===========
Force_CenterView_f
===========
*/
void Force_CenterView_f (void)
{
vec3_t viewangles;
if (!iMouseInUse)
{
gEngfuncs.GetViewAngles( (float *)viewangles );
viewangles[PITCH] = 0;
gEngfuncs.SetViewAngles( (float *)viewangles );
}
}
/*
===========
IN_ActivateMouse
===========
*/
void DLLEXPORT IN_ActivateMouse (void)
{
if (mouseinitialized)
{
if (mouseparmsvalid)
restore_spi = SystemParametersInfo (SPI_SETMOUSE, 0, newmouseparms, 0);
mouseactive = 1;
}
}
/*
===========
IN_DeactivateMouse
===========
*/
void DLLEXPORT IN_DeactivateMouse (void)
{
if (mouseinitialized)
{
if (restore_spi)
SystemParametersInfo (SPI_SETMOUSE, 0, originalmouseparms, 0);
mouseactive = 0;
}
}
/*
===========
IN_StartupMouse
===========
*/
void IN_StartupMouse (void)
{
if ( gEngfuncs.CheckParm ("-nomouse", NULL ) )
return;
mouseinitialized = 1;
mouseparmsvalid = SystemParametersInfo (SPI_GETMOUSE, 0, originalmouseparms, 0);
if (mouseparmsvalid)
{
if ( gEngfuncs.CheckParm ("-noforcemspd", NULL ) )
newmouseparms[2] = originalmouseparms[2];
if ( gEngfuncs.CheckParm ("-noforcemaccel", NULL ) )
{
newmouseparms[0] = originalmouseparms[0];
newmouseparms[1] = originalmouseparms[1];
}
if ( gEngfuncs.CheckParm ("-noforcemparms", NULL ) )
{
newmouseparms[0] = originalmouseparms[0];
newmouseparms[1] = originalmouseparms[1];
newmouseparms[2] = originalmouseparms[2];
}
}
mouse_buttons = MOUSE_BUTTON_COUNT;
}
/*
===========
IN_Shutdown
===========
*/
void IN_Shutdown (void)
{
IN_DeactivateMouse ();
}
/*
===========
IN_GetMousePos
Ask for mouse position from engine
===========
*/
void IN_GetMousePos( int *mx, int *my )
{
gEngfuncs.GetMousePosition( mx, my );
}
/*
===========
IN_ResetMouse
FIXME: Call through to engine?
===========
*/
void IN_ResetMouse( void )
{
SetCursorPos ( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() );
}
/*
===========
IN_MouseEvent
===========
*/
void DLLEXPORT IN_MouseEvent (int mstate)
{
int i;
if ( iMouseInUse || g_iVisibleMouse )
return;
// perform button actions
for (i=0 ; i<mouse_buttons ; i++)
{
if ( (mstate & (1<<i)) &&
!(mouse_oldbuttonstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_MOUSE1 + i, 1);
}
if ( !(mstate & (1<<i)) &&
(mouse_oldbuttonstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_MOUSE1 + i, 0);
}
}
mouse_oldbuttonstate = mstate;
}
bool bCanMoveMouse ( void );
/*
===========
IN_MouseMove
===========
*/
void IN_MouseMove ( float frametime, usercmd_t *cmd)
{
int mx, my;
vec3_t viewangles;
gEngfuncs.GetViewAngles( (float *)viewangles );
// Ricochet: Don't let them move the mouse when they're in spectator mode
int iSpectator = !bCanMoveMouse();
//jjb - this disbles normal mouse control if the user is trying to
// move the camera
if ( !iMouseInUse && !g_iVisibleMouse && !iSpectator )
{
GetCursorPos (&current_pos);
mx = current_pos.x - gEngfuncs.GetWindowCenterX() + mx_accum;
my = current_pos.y - gEngfuncs.GetWindowCenterY() + my_accum;
mx_accum = 0;
my_accum = 0;
if (m_filter->value)
{
mouse_x = (mx + old_mouse_x) * 0.5;
mouse_y = (my + old_mouse_y) * 0.5;
}
else
{
mouse_x = mx;
mouse_y = my;
}
old_mouse_x = mx;
old_mouse_y = my;
if ( gHUD.GetSensitivity() != 0 )
{
mouse_x *= gHUD.GetSensitivity();
mouse_y *= gHUD.GetSensitivity();
}
else
{
mouse_x *= sensitivity->value;
mouse_y *= sensitivity->value;
}
// add mouse X/Y movement to cmd
if ( (in_strafe.state & 1) || (lookstrafe->value && (in_mlook.state & 1) ))
cmd->sidemove += m_side->value * mouse_x;
else
viewangles[YAW] -= m_yaw->value * mouse_x;
if ( in_mlook.state & 1)
{
V_StopPitchDrift ();
}
if ( (in_mlook.state & 1) && !(in_strafe.state & 1))
{
viewangles[PITCH] += m_pitch->value * mouse_y;
if (viewangles[PITCH] > cl_pitchdown->value)
viewangles[PITCH] = cl_pitchdown->value;
if (viewangles[PITCH] < -cl_pitchup->value)
viewangles[PITCH] = -cl_pitchup->value;
}
else
{
if ((in_strafe.state & 1) && gEngfuncs.IsNoClipping() )
{
cmd->upmove -= m_forward->value * mouse_y;
}
else
{
cmd->forwardmove -= m_forward->value * mouse_y;
}
}
// if the mouse has moved, force it to the center, so there's room to move
if ( mx || my )
{
IN_ResetMouse();
}
}
gEngfuncs.SetViewAngles( (float *)viewangles );
/*
//#define TRACE_TEST
#if defined( TRACE_TEST )
{
int mx, my;
void V_Move( int mx, int my );
IN_GetMousePos( &mx, &my );
V_Move( mx, my );
}
#endif
*/
}
/*
===========
IN_Accumulate
===========
*/
void DLLEXPORT IN_Accumulate (void)
{
//only accumulate mouse if we are not moving the camera with the mouse
if ( !iMouseInUse && !g_iVisibleMouse )
{
if (mouseactive)
{
GetCursorPos (&current_pos);
mx_accum += current_pos.x - gEngfuncs.GetWindowCenterX();
my_accum += current_pos.y - gEngfuncs.GetWindowCenterY();
// force the mouse to the center, so there's room to move
IN_ResetMouse();
}
}
}
/*
===================
IN_ClearStates
===================
*/
void DLLEXPORT IN_ClearStates (void)
{
if ( !mouseactive )
return;
mx_accum = 0;
my_accum = 0;
mouse_oldbuttonstate = 0;
}
/*
===============
IN_StartupJoystick
===============
*/
void IN_StartupJoystick (void)
{
int numdevs;
JOYCAPS jc;
MMRESULT mmr;
// assume no joystick
joy_avail = 0;
// abort startup if user requests no joystick
if ( gEngfuncs.CheckParm ("-nojoy", NULL ) )
return;
// verify joystick driver is present
if ((numdevs = joyGetNumDevs ()) == 0)
{
gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
return;
}
// cycle through the joystick ids for the first valid one
for (joy_id=0 ; joy_id<numdevs ; joy_id++)
{
memset (&ji, 0, sizeof(ji));
ji.dwSize = sizeof(ji);
ji.dwFlags = JOY_RETURNCENTERED;
if ((mmr = joyGetPosEx (joy_id, &ji)) == JOYERR_NOERROR)
break;
}
// abort startup if we didn't find a valid joystick
if (mmr != JOYERR_NOERROR)
{
gEngfuncs.Con_DPrintf ("joystick not found -- no valid joysticks (%x)\n\n", mmr);
return;
}
// get the capabilities of the selected joystick
// abort startup if command fails
memset (&jc, 0, sizeof(jc));
if ((mmr = joyGetDevCaps (joy_id, &jc, sizeof(jc))) != JOYERR_NOERROR)
{
gEngfuncs.Con_DPrintf ("joystick not found -- invalid joystick capabilities (%x)\n\n", mmr);
return;
}
// save the joystick's number of buttons and POV status
joy_numbuttons = jc.wNumButtons;
joy_haspov = jc.wCaps & JOYCAPS_HASPOV;
// old button and POV states default to no buttons pressed
joy_oldbuttonstate = joy_oldpovstate = 0;
// mark the joystick as available and advanced initialization not completed
// this is needed as cvars are not available during initialization
gEngfuncs.Con_Printf ("joystick found\n\n", mmr);
joy_avail = 1;
joy_advancedinit = 0;
}
/*
===========
RawValuePointer
===========
*/
PDWORD RawValuePointer (int axis)
{
switch (axis)
{
case JOY_AXIS_X:
return &ji.dwXpos;
case JOY_AXIS_Y:
return &ji.dwYpos;
case JOY_AXIS_Z:
return &ji.dwZpos;
case JOY_AXIS_R:
return &ji.dwRpos;
case JOY_AXIS_U:
return &ji.dwUpos;
case JOY_AXIS_V:
return &ji.dwVpos;
}
// FIX: need to do some kind of error
return &ji.dwXpos;
}
/*
===========
Joy_AdvancedUpdate_f
===========
*/
void Joy_AdvancedUpdate_f (void)
{
// called once by IN_ReadJoystick and by user whenever an update is needed
// cvars are now available
int i;
DWORD dwTemp;
// initialize all the maps
for (i = 0; i < JOY_MAX_AXES; i++)
{
dwAxisMap[i] = AxisNada;
dwControlMap[i] = JOY_ABSOLUTE_AXIS;
pdwRawValue[i] = RawValuePointer(i);
}
if( joy_advanced->value == 0.0)
{
// default joystick initialization
// 2 axes only with joystick control
dwAxisMap[JOY_AXIS_X] = AxisTurn;
// dwControlMap[JOY_AXIS_X] = JOY_ABSOLUTE_AXIS;
dwAxisMap[JOY_AXIS_Y] = AxisForward;
// dwControlMap[JOY_AXIS_Y] = JOY_ABSOLUTE_AXIS;
}
else
{
if ( strcmp ( joy_name->string, "joystick") != 0 )
{
// notify user of advanced controller
gEngfuncs.Con_Printf ("\n%s configured\n\n", joy_name->string);
}
// advanced initialization here
// data supplied by user via joy_axisn cvars
dwTemp = (DWORD) joy_advaxisx->value;
dwAxisMap[JOY_AXIS_X] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_X] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisy->value;
dwAxisMap[JOY_AXIS_Y] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_Y] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisz->value;
dwAxisMap[JOY_AXIS_Z] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_Z] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisr->value;
dwAxisMap[JOY_AXIS_R] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_R] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisu->value;
dwAxisMap[JOY_AXIS_U] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_U] = dwTemp & JOY_RELATIVE_AXIS;
dwTemp = (DWORD) joy_advaxisv->value;
dwAxisMap[JOY_AXIS_V] = dwTemp & 0x0000000f;
dwControlMap[JOY_AXIS_V] = dwTemp & JOY_RELATIVE_AXIS;
}
// compute the axes to collect from DirectInput
joy_flags = JOY_RETURNCENTERED | JOY_RETURNBUTTONS | JOY_RETURNPOV;
for (i = 0; i < JOY_MAX_AXES; i++)
{
if (dwAxisMap[i] != AxisNada)
{
joy_flags |= dwAxisFlags[i];
}
}
}
/*
===========
IN_Commands
===========
*/
void IN_Commands (void)
{
int i, key_index;
DWORD buttonstate, povstate;
if (!joy_avail)
{
return;
}
// loop through the joystick buttons
// key a joystick event or auxillary event for higher number buttons for each state change
buttonstate = ji.dwButtons;
for (i=0 ; i < (int)joy_numbuttons ; i++)
{
if ( (buttonstate & (1<<i)) && !(joy_oldbuttonstate & (1<<i)) )
{
key_index = (i < 4) ? K_JOY1 : K_AUX1;
gEngfuncs.Key_Event (key_index + i, 1);
}
if ( !(buttonstate & (1<<i)) && (joy_oldbuttonstate & (1<<i)) )
{
key_index = (i < 4) ? K_JOY1 : K_AUX1;
gEngfuncs.Key_Event (key_index + i, 0);
}
}
joy_oldbuttonstate = buttonstate;
if (joy_haspov)
{
// convert POV information into 4 bits of state information
// this avoids any potential problems related to moving from one
// direction to another without going through the center position
povstate = 0;
if(ji.dwPOV != JOY_POVCENTERED)
{
if (ji.dwPOV == JOY_POVFORWARD)
povstate |= 0x01;
if (ji.dwPOV == JOY_POVRIGHT)
povstate |= 0x02;
if (ji.dwPOV == JOY_POVBACKWARD)
povstate |= 0x04;
if (ji.dwPOV == JOY_POVLEFT)
povstate |= 0x08;
}
// determine which bits have changed and key an auxillary event for each change
for (i=0 ; i < 4 ; i++)
{
if ( (povstate & (1<<i)) && !(joy_oldpovstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_AUX29 + i, 1);
}
if ( !(povstate & (1<<i)) && (joy_oldpovstate & (1<<i)) )
{
gEngfuncs.Key_Event (K_AUX29 + i, 0);
}
}
joy_oldpovstate = povstate;
}
}
/*
===============
IN_ReadJoystick
===============
*/
int IN_ReadJoystick (void)
{
memset (&ji, 0, sizeof(ji));
ji.dwSize = sizeof(ji);
ji.dwFlags = joy_flags;
if (joyGetPosEx (joy_id, &ji) == JOYERR_NOERROR)
{
// this is a hack -- there is a bug in the Logitech WingMan Warrior DirectInput Driver
// rather than having 32768 be the zero point, they have the zero point at 32668
// go figure -- anyway, now we get the full resolution out of the device
if (joy_wwhack1->value != 0.0)
{
ji.dwUpos += 100;
}
return 1;
}
else
{
// read error occurred
// turning off the joystick seems too harsh for 1 read error,\
// but what should be done?
// Con_Printf ("IN_ReadJoystick: no response\n");
// joy_avail = 0;
return 0;
}
}
/*
===========
IN_JoyMove
===========
*/
void IN_JoyMove ( float frametime, usercmd_t *cmd )
{
float speed, aspeed;
float fAxisValue, fTemp;
int i;
vec3_t viewangles;
gEngfuncs.GetViewAngles( (float *)viewangles );
// complete initialization if first time in
// this is needed as cvars are not available at initialization time
if( joy_advancedinit != 1 )
{
Joy_AdvancedUpdate_f();
joy_advancedinit = 1;
}
// verify joystick is available and that the user wants to use it
if (!joy_avail || !in_joystick->value)
{
return;
}
// collect the joystick data, if possible
if (IN_ReadJoystick () != 1)
{
return;
}
if (in_speed.state & 1)
speed = cl_movespeedkey->value;
else
speed = 1;
aspeed = speed * frametime;
// loop through the axes
for (i = 0; i < JOY_MAX_AXES; i++)
{
// get the floating point zero-centered, potentially-inverted data for the current axis
fAxisValue = (float) *pdwRawValue[i];
// move centerpoint to zero
fAxisValue -= 32768.0;
if (joy_wwhack2->value != 0.0)
{
if (dwAxisMap[i] == AxisTurn)
{
// this is a special formula for the Logitech WingMan Warrior
// y=ax^b; where a = 300 and b = 1.3
// also x values are in increments of 800 (so this is factored out)
// then bounds check result to level out excessively high spin rates
fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3);
if (fTemp > 14000.0)
fTemp = 14000.0;
// restore direction information
fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp;
}
}
// convert range from -32768..32767 to -1..1
fAxisValue /= 32768.0;
switch (dwAxisMap[i])
{
case AxisForward:
if ((joy_advanced->value == 0.0) && (in_jlook.state & 1))
{
// user wants forward control to become look control
if (fabs(fAxisValue) > joy_pitchthreshold->value)
{
// if mouse invert is on, invert the joystick pitch value
// only absolute control support here (joy_advanced is 0)
if (m_pitch->value < 0.0)
{
viewangles[PITCH] -= (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
}
else
{
viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
}
V_StopPitchDrift();
}
else
{
// no pitch movement
// disable pitch return-to-center unless requested by user
// *** this code can be removed when the lookspring bug is fixed
// *** the bug always has the lookspring feature on
if(lookspring->value == 0.0)
{
V_StopPitchDrift();
}
}
}
else
{
// user wants forward control to be forward control
if (fabs(fAxisValue) > joy_forwardthreshold->value)
{
cmd->forwardmove += (fAxisValue * joy_forwardsensitivity->value) * speed * cl_forwardspeed->value;
}
}
break;
case AxisSide:
if (fabs(fAxisValue) > joy_sidethreshold->value)
{
cmd->sidemove += (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value;
}
break;
case AxisTurn:
if ((in_strafe.state & 1) || (lookstrafe->value && (in_jlook.state & 1)))
{
// user wants turn control to become side control
if (fabs(fAxisValue) > joy_sidethreshold->value)
{
cmd->sidemove -= (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value;
}
}
else
{
// user wants turn control to be turn control
if (fabs(fAxisValue) > joy_yawthreshold->value)
{
if(dwControlMap[i] == JOY_ABSOLUTE_AXIS)
{
viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * aspeed * cl_yawspeed->value;
}
else
{
viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * speed * 180.0;
}
}
}
break;
case AxisLook:
if (in_jlook.state & 1)
{
if (fabs(fAxisValue) > joy_pitchthreshold->value)
{
// pitch movement detected and pitch movement desired by user
if(dwControlMap[i] == JOY_ABSOLUTE_AXIS)
{
viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value;
}
else
{
viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * speed * 180.0;
}
V_StopPitchDrift();
}
else
{
// no pitch movement
// disable pitch return-to-center unless requested by user
// *** this code can be removed when the lookspring bug is fixed
// *** the bug always has the lookspring feature on
if( lookspring->value == 0.0 )
{
V_StopPitchDrift();
}
}
}
break;
default:
break;
}
}
// bounds check pitch
if (viewangles[PITCH] > cl_pitchdown->value)
viewangles[PITCH] = cl_pitchdown->value;
if (viewangles[PITCH] < -cl_pitchup->value)
viewangles[PITCH] = -cl_pitchup->value;
gEngfuncs.SetViewAngles( (float *)viewangles );
}
/*
===========
IN_Move
===========
*/
void IN_Move ( float frametime, usercmd_t *cmd)
{
if ( !iMouseInUse && mouseactive )
{
IN_MouseMove ( frametime, cmd);
}
IN_JoyMove ( frametime, cmd);
}
/*
===========
IN_Init
===========
*/
void IN_Init (void)
{
m_filter = gEngfuncs.pfnRegisterVariable ( "m_filter","0", FCVAR_ARCHIVE );
sensitivity = gEngfuncs.pfnRegisterVariable ( "sensitivity","3", FCVAR_ARCHIVE ); // user mouse sensitivity setting.
in_joystick = gEngfuncs.pfnRegisterVariable ( "joystick","0", FCVAR_ARCHIVE );
joy_name = gEngfuncs.pfnRegisterVariable ( "joyname", "joystick", 0 );
joy_advanced = gEngfuncs.pfnRegisterVariable ( "joyadvanced", "0", 0 );
joy_advaxisx = gEngfuncs.pfnRegisterVariable ( "joyadvaxisx", "0", 0 );
joy_advaxisy = gEngfuncs.pfnRegisterVariable ( "joyadvaxisy", "0", 0 );
joy_advaxisz = gEngfuncs.pfnRegisterVariable ( "joyadvaxisz", "0", 0 );
joy_advaxisr = gEngfuncs.pfnRegisterVariable ( "joyadvaxisr", "0", 0 );
joy_advaxisu = gEngfuncs.pfnRegisterVariable ( "joyadvaxisu", "0", 0 );
joy_advaxisv = gEngfuncs.pfnRegisterVariable ( "joyadvaxisv", "0", 0 );
joy_forwardthreshold = gEngfuncs.pfnRegisterVariable ( "joyforwardthreshold", "0.15", 0 );
joy_sidethreshold = gEngfuncs.pfnRegisterVariable ( "joysidethreshold", "0.15", 0 );
joy_pitchthreshold = gEngfuncs.pfnRegisterVariable ( "joypitchthreshold", "0.15", 0 );
joy_yawthreshold = gEngfuncs.pfnRegisterVariable ( "joyyawthreshold", "0.15", 0 );
joy_forwardsensitivity = gEngfuncs.pfnRegisterVariable ( "joyforwardsensitivity", "-1.0", 0 );
joy_sidesensitivity = gEngfuncs.pfnRegisterVariable ( "joysidesensitivity", "-1.0", 0 );
joy_pitchsensitivity = gEngfuncs.pfnRegisterVariable ( "joypitchsensitivity", "1.0", 0 );
joy_yawsensitivity = gEngfuncs.pfnRegisterVariable ( "joyyawsensitivity", "-1.0", 0 );
joy_wwhack1 = gEngfuncs.pfnRegisterVariable ( "joywwhack1", "0.0", 0 );
joy_wwhack2 = gEngfuncs.pfnRegisterVariable ( "joywwhack2", "0.0", 0 );
gEngfuncs.pfnAddCommand ("force_centerview", Force_CenterView_f);
gEngfuncs.pfnAddCommand ("joyadvancedupdate", Joy_AdvancedUpdate_f);
IN_StartupMouse ();
IN_StartupJoystick ();
}

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
#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

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/***
*
* Copyright (c) 1999, 2000 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>
#include "vgui_TeamFortressViewport.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 )
{
// 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
if ( gViewPort && gViewPort->IsScoreBoardVisible() )
return 1;
// draw the menu, along the left-hand side of the screen
// count the number of newlines
int nlc = 0, i = 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;
}

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
//
// Message.cpp
//
// implementation of CHudMessage class
//
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <stdio.h>
#include "parsemsg.h"
DECLARE_MESSAGE( m_Message, HudText )
DECLARE_MESSAGE( m_Message, GameTitle )
int CHudMessage::Init(void)
{
HOOK_MESSAGE( HudText );
HOOK_MESSAGE( GameTitle );
gHUD.AddHudElem(this);
Reset();
return 1;
};
int CHudMessage::VidInit( void )
{
m_HUD_title_half = gHUD.GetSpriteIndex( "title_half" );
m_HUD_title_life = gHUD.GetSpriteIndex( "title_life" );
return 1;
};
void CHudMessage::Reset( void )
{
memset( m_pMessages, 0, sizeof( m_pMessages[0] ) * maxHUDMessages );
memset( m_startTime, 0, sizeof( m_startTime[0] ) * maxHUDMessages );
m_gameTitleTime = 0;
m_pGameTitle = NULL;
}
float CHudMessage::FadeBlend( float fadein, float fadeout, float hold, float localTime )
{
float fadeTime = fadein + hold;
float fadeBlend;
if ( localTime < 0 )
return 0;
if ( localTime < fadein )
{
fadeBlend = 1 - ((fadein - localTime) / fadein);
}
else if ( localTime > fadeTime )
{
if ( fadeout > 0 )
fadeBlend = 1 - ((localTime - fadeTime) / fadeout);
else
fadeBlend = 0;
}
else
fadeBlend = 1;
return fadeBlend;
}
int CHudMessage::XPosition( float x, int width, int totalWidth )
{
int xPos;
if ( x == -1 )
{
xPos = (ScreenWidth - width) / 2;
}
else
{
if ( x < 0 )
xPos = (1.0 + x) * ScreenWidth - totalWidth; // Alight right
else
xPos = x * ScreenWidth;
}
if ( xPos + width > ScreenWidth )
xPos = ScreenWidth - width;
else if ( xPos < 0 )
xPos = 0;
return xPos;
}
int CHudMessage::YPosition( float y, int height )
{
int yPos;
if ( y == -1 ) // Centered?
yPos = (ScreenHeight - height) * 0.5;
else
{
// Alight bottom?
if ( y < 0 )
yPos = (1.0 + y) * ScreenHeight - height; // Alight bottom
else // align top
yPos = y * ScreenHeight;
}
if ( yPos + height > ScreenHeight )
yPos = ScreenHeight - height;
else if ( yPos < 0 )
yPos = 0;
return yPos;
}
void CHudMessage::MessageScanNextChar( void )
{
int srcRed, srcGreen, srcBlue, destRed, destGreen, destBlue;
int blend;
srcRed = m_parms.pMessage->r1;
srcGreen = m_parms.pMessage->g1;
srcBlue = m_parms.pMessage->b1;
blend = 0; // Pure source
switch( m_parms.pMessage->effect )
{
// Fade-in / Fade-out
case 0:
case 1:
destRed = destGreen = destBlue = 0;
blend = m_parms.fadeBlend;
break;
case 2:
m_parms.charTime += m_parms.pMessage->fadein;
if ( m_parms.charTime > m_parms.time )
{
srcRed = srcGreen = srcBlue = 0;
blend = 0; // pure source
}
else
{
float deltaTime = m_parms.time - m_parms.charTime;
destRed = destGreen = destBlue = 0;
if ( m_parms.time > m_parms.fadeTime )
{
blend = m_parms.fadeBlend;
}
else if ( deltaTime > m_parms.pMessage->fxtime )
blend = 0; // pure dest
else
{
destRed = m_parms.pMessage->r2;
destGreen = m_parms.pMessage->g2;
destBlue = m_parms.pMessage->b2;
blend = 255 - (deltaTime * (1.0/m_parms.pMessage->fxtime) * 255.0 + 0.5);
}
}
break;
}
if ( blend > 255 )
blend = 255;
else if ( blend < 0 )
blend = 0;
m_parms.r = ((srcRed * (255-blend)) + (destRed * blend)) >> 8;
m_parms.g = ((srcGreen * (255-blend)) + (destGreen * blend)) >> 8;
m_parms.b = ((srcBlue * (255-blend)) + (destBlue * blend)) >> 8;
if ( m_parms.pMessage->effect == 1 && m_parms.charTime != 0 )
{
if ( m_parms.x >= 0 && m_parms.y >= 0 && (m_parms.x + gHUD.m_scrinfo.charWidths[ m_parms.text ]) <= ScreenWidth )
TextMessageDrawChar( m_parms.x, m_parms.y, m_parms.text, m_parms.pMessage->r2, m_parms.pMessage->g2, m_parms.pMessage->b2 );
}
}
void CHudMessage::MessageScanStart( void )
{
switch( m_parms.pMessage->effect )
{
// Fade-in / out with flicker
case 1:
case 0:
m_parms.fadeTime = m_parms.pMessage->fadein + m_parms.pMessage->holdtime;
if ( m_parms.time < m_parms.pMessage->fadein )
{
m_parms.fadeBlend = ((m_parms.pMessage->fadein - m_parms.time) * (1.0/m_parms.pMessage->fadein) * 255);
}
else if ( m_parms.time > m_parms.fadeTime )
{
if ( m_parms.pMessage->fadeout > 0 )
m_parms.fadeBlend = (((m_parms.time - m_parms.fadeTime) / m_parms.pMessage->fadeout) * 255);
else
m_parms.fadeBlend = 255; // Pure dest (off)
}
else
m_parms.fadeBlend = 0; // Pure source (on)
m_parms.charTime = 0;
if ( m_parms.pMessage->effect == 1 && (rand()%100) < 10 )
m_parms.charTime = 1;
break;
case 2:
m_parms.fadeTime = (m_parms.pMessage->fadein * m_parms.length) + m_parms.pMessage->holdtime;
if ( m_parms.time > m_parms.fadeTime && m_parms.pMessage->fadeout > 0 )
m_parms.fadeBlend = (((m_parms.time - m_parms.fadeTime) / m_parms.pMessage->fadeout) * 255);
else
m_parms.fadeBlend = 0;
break;
}
}
void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time )
{
int i, j, length, width;
const char *pText;
unsigned char line[80];
pText = pMessage->pMessage;
// Count lines
m_parms.lines = 1;
m_parms.time = time;
m_parms.pMessage = pMessage;
length = 0;
width = 0;
m_parms.totalWidth = 0;
while ( *pText )
{
if ( *pText == '\n' )
{
m_parms.lines++;
if ( width > m_parms.totalWidth )
m_parms.totalWidth = width;
width = 0;
}
else
width += gHUD.m_scrinfo.charWidths[*pText];
pText++;
length++;
}
m_parms.length = length;
m_parms.totalHeight = (m_parms.lines * gHUD.m_scrinfo.iCharHeight);
m_parms.y = YPosition( pMessage->y, m_parms.totalHeight );
pText = pMessage->pMessage;
m_parms.charTime = 0;
MessageScanStart();
for ( i = 0; i < m_parms.lines; i++ )
{
m_parms.lineLength = 0;
m_parms.width = 0;
while ( *pText && *pText != '\n' )
{
unsigned char c = *pText;
line[m_parms.lineLength] = c;
m_parms.width += gHUD.m_scrinfo.charWidths[c];
m_parms.lineLength++;
pText++;
}
pText++; // Skip LF
line[m_parms.lineLength] = 0;
m_parms.x = XPosition( pMessage->x, m_parms.width, m_parms.totalWidth );
for ( j = 0; j < m_parms.lineLength; j++ )
{
m_parms.text = line[j];
int next = m_parms.x + gHUD.m_scrinfo.charWidths[ m_parms.text ];
MessageScanNextChar();
if ( m_parms.x >= 0 && m_parms.y >= 0 && next <= ScreenWidth )
TextMessageDrawChar( m_parms.x, m_parms.y, m_parms.text, m_parms.r, m_parms.g, m_parms.b );
m_parms.x = next;
}
m_parms.y += gHUD.m_scrinfo.iCharHeight;
}
}
int CHudMessage::Draw( float fTime )
{
int i, drawn;
client_textmessage_t *pMessage;
float endTime;
drawn = 0;
if ( m_gameTitleTime > 0 )
{
float localTime = gHUD.m_flTime - m_gameTitleTime;
float brightness;
// Maybe timer isn't set yet
if ( m_gameTitleTime > gHUD.m_flTime )
m_gameTitleTime = gHUD.m_flTime;
if ( localTime > (m_pGameTitle->fadein + m_pGameTitle->holdtime + m_pGameTitle->fadeout) )
m_gameTitleTime = 0;
else
{
brightness = FadeBlend( m_pGameTitle->fadein, m_pGameTitle->fadeout, m_pGameTitle->holdtime, localTime );
int halfWidth = gHUD.GetSpriteRect(m_HUD_title_half).right - gHUD.GetSpriteRect(m_HUD_title_half).left;
int fullWidth = halfWidth + gHUD.GetSpriteRect(m_HUD_title_life).right - gHUD.GetSpriteRect(m_HUD_title_life).left;
int fullHeight = gHUD.GetSpriteRect(m_HUD_title_half).bottom - gHUD.GetSpriteRect(m_HUD_title_half).top;
int x = XPosition( m_pGameTitle->x, fullWidth, fullWidth );
int y = YPosition( m_pGameTitle->y, fullHeight );
SPR_Set( gHUD.GetSprite(m_HUD_title_half), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 );
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_title_half) );
SPR_Set( gHUD.GetSprite(m_HUD_title_life), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 );
SPR_DrawAdditive( 0, x + halfWidth, y, &gHUD.GetSpriteRect(m_HUD_title_life) );
drawn = 1;
}
}
// Fixup level transitions
for ( i = 0; i < maxHUDMessages; i++ )
{
// Assume m_parms.time contains last time
if ( m_pMessages[i] )
{
pMessage = m_pMessages[i];
if ( m_startTime[i] > gHUD.m_flTime )
m_startTime[i] = gHUD.m_flTime + m_parms.time - m_startTime[i] + 0.2; // Server takes 0.2 seconds to spawn, adjust for this
}
}
for ( i = 0; i < maxHUDMessages; i++ )
{
if ( m_pMessages[i] )
{
pMessage = m_pMessages[i];
// This is when the message is over
switch( pMessage->effect )
{
case 0:
case 1:
endTime = m_startTime[i] + pMessage->fadein + pMessage->fadeout + pMessage->holdtime;
break;
// Fade in is per character in scanning messages
case 2:
endTime = m_startTime[i] + (pMessage->fadein * strlen( pMessage->pMessage )) + pMessage->fadeout + pMessage->holdtime;
break;
}
if ( fTime <= endTime )
{
float messageTime = fTime - m_startTime[i];
// Draw the message
// effect 0 is fade in/fade out
// effect 1 is flickery credits
// effect 2 is write out (training room)
MessageDrawScan( pMessage, messageTime );
drawn++;
}
else
{
// The message is over
m_pMessages[i] = NULL;
}
}
}
// Remember the time -- to fix up level transitions
m_parms.time = gHUD.m_flTime;
// Don't call until we get another message
if ( !drawn )
m_iFlags &= ~HUD_ACTIVE;
return 1;
}
void CHudMessage::MessageAdd( const char *pName, float time )
{
int i;
for ( i = 0; i < maxHUDMessages; i++ )
{
if ( !m_pMessages[i] )
{
m_pMessages[i] = TextMessageGet( pName );
m_startTime[i] = time;
return;
}
}
}
int CHudMessage::MsgFunc_HudText( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
char *pString = READ_STRING();
MessageAdd( pString, gHUD.m_flTime );
// Remember the time -- to fix up level transitions
m_parms.time = gHUD.m_flTime;
// Turn on drawing
if ( !(m_iFlags & HUD_ACTIVE) )
m_iFlags |= HUD_ACTIVE;
return 1;
}
int CHudMessage::MsgFunc_GameTitle( const char *pszName, int iSize, void *pbuf )
{
m_pGameTitle = TextMessageGet( "GAMETITLE" );
if ( m_pGameTitle != NULL )
{
m_gameTitleTime = gHUD.m_flTime;
// Turn on drawing
if ( !(m_iFlags & HUD_ACTIVE) )
m_iFlags |= HUD_ACTIVE;
}
return 1;
}

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/***
*
* Copyright (c) 1999, 2000 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_CHAR();
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));
}

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/***
*
* Copyright (c) 1999, 2000 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 );

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/***
*
* Copyright (c) 1999, 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();
CVAR_CREATE( "hud_saytext_time", "5", 0 );
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 + SCROLL_SPEED );
// make sure the scrolltime is within reasonable bounds, to guard against the clock being reset
flScrollTime = min( flScrollTime, flTime + SCROLL_SPEED );
if ( flScrollTime <= flTime )
{
if ( *g_szLineBuffer[0] )
{
flScrollTime = flTime + SCROLL_SPEED;
// 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;
gEngfuncs.pfnDrawSetTextColor( 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 )
{
// find an empty string slot
int i;
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 )
{
SCROLL_SPEED = CVAR_GET_FLOAT( "hud_saytext_time" );
flScrollTime = gHUD.m_flTime + SCROLL_SPEED;
}
m_iFlags |= HUD_ACTIVE;
PlaySound( "misc/talk.wav", 1 );
if ( ScreenHeight >= 480 )
Y_START = ScreenHeight - 45;
else
Y_START = ScreenHeight - 35;
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;
}
}
}
}

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/***
*
* Copyright (c) 1999, 2000 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 <string.h>
#include <stdio.h>
#include "parsemsg.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 )
{
// 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 )
{
// check to see if the sprite is in the current list
int i;
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 );
}
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;
}
}
}

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/***
*
* Copyright (c) 1999, 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
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 )
{
m_iFlags &= ~HUD_ACTIVE; // start out inactive
for ( int 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
}
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 );
}
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++ )
ParseStatusString( i );
m_bReparseString = FALSE;
}
// Draw the status bar lines
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
{
int TextHeight, TextWidth;
GetConsoleStringSize( m_szStatusBar[i], &TextWidth, &TextHeight );
int Y_START;
if ( ScreenHeight >= 480 )
Y_START = ScreenHeight - 45;
else
Y_START = ScreenHeight - 35;
int x = 5;
int y = Y_START - ( 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"));
}
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;
}

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#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 );
}

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#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

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/***
*
* Copyright (c) 1999, 2000 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 )
{
char dst_buffer[1024];
return LocaliseTextString( msg, dst_buffer, 1024 );
}
// 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;
}

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/***
*
* Copyright (c) 1999, 2000 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;
}

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
// 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"
#define DLLEXPORT __declspec( dllexport )
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 )
{
#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
}

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/***
*
* Copyright (c) 1999, 2000 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>
vec3_t vec3_origin( 0, 0, 0 );
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;
}
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);
}

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/***
*
* Copyright (c) 1999, 2000 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 int func_t; //
typedef 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

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#include"vgui_ConsolePanel.h"
#include"hud.h"
#include<VGUI_ActionSignal.h>
#include<VGUI_TextGrid.h>
#include<VGUI_TextEntry.h>
#include<VGUI_EtchedBorder.h>
#include<VGUI_LoweredBorder.h>
using namespace vgui;
namespace
{
class Handler : public ActionSignal
{
private:
ConsolePanel* _consolePanel;
public:
Handler(ConsolePanel* consolePanel)
{
_consolePanel=consolePanel;
}
public:
virtual void actionPerformed(Panel* panel)
{
_consolePanel->doExecCommand();
}
};
}
ConsolePanel::ConsolePanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
{
setBorder(new EtchedBorder());
_textGrid=new TextGrid(80,21,5,5,200,100);
_textGrid->setBorder(new LoweredBorder());
_textGrid->setParent(this);
_textEntry=new TextEntry("",5,5,200,20);
_textEntry->setParent(this);
_textEntry->addActionSignal(new Handler(this));
}
int ConsolePanel::print(const char* text)
{
return _textGrid->printf("%s",text);
}
int ConsolePanel::vprintf(const char* format,va_list argList)
{
return _textGrid->vprintf(format,argList);
}
int ConsolePanel::printf(const char* format,...)
{
va_list argList;
va_start(argList,format);
int ret=vprintf(format,argList);
va_end(argList);
return ret;
}
void ConsolePanel::doExecCommand()
{
char buf[2048];
_textEntry->getText(0,buf,2048);
_textEntry->setText(null,0);
gEngfuncs.pfnClientCmd(buf);
}
void ConsolePanel::setSize(int wide,int tall)
{
Panel::setSize(wide,tall);
getPaintSize(wide,tall);
_textGrid->setBounds(5,5,wide-10,tall-35);
_textEntry->setBounds(5,tall-25,wide-10,20);
}

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#ifndef CONSOLEPANEL_H
#define CONSOLEPANEL_H
#include<stdarg.h>
#include<VGUI_Panel.h>
namespace vgui
{
class TextGrid;
class TextEntry;
}
class ConsolePanel : public vgui::Panel
{
private:
vgui::TextGrid* _textGrid;
vgui::TextEntry* _textEntry;
public:
ConsolePanel(int x,int y,int wide,int tall);
public:
virtual void setSize(int wide,int tall);
virtual int print(const char* text);
virtual int vprintf(const char* format,va_list argList);
virtual int printf(const char* format,...);
virtual void doExecCommand();
};
#endif

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#include<stdio.h>
#include"vgui_ControlConfigPanel.h"
#include<VGUI_HeaderPanel.h>
#include<VGUI_TablePanel.h>
#include<VGUI_Label.h>
#include<VGUI_ScrollPanel.h>
#include<VGUI_Scheme.h>
#include<VGUI_DataInputStream.h>
#include<VGUI.h>
#include<VGUI_TextEntry.h>
using namespace vgui;
namespace
{
class FooTablePanel : public TablePanel
{
private:
Label* _label;
TextEntry* _textEntry;
ControlConfigPanel* _controlConfigPanel;
public:
FooTablePanel(ControlConfigPanel* controlConfigPanel,int x,int y,int wide,int tall,int columnCount) : TablePanel(x,y,wide,tall,columnCount)
{
_controlConfigPanel=controlConfigPanel;
_label=new Label("You are a dumb monkey",0,0,100,20);
_label->setBgColor(Scheme::sc_primary3);
_label->setFgColor(Scheme::sc_primary1);
_label->setFont(Scheme::sf_primary3);
_textEntry=new TextEntry("",0,0,100,20);
//_textEntry->setFont(Scheme::sf_primary3);
}
public:
virtual int getRowCount()
{
return _controlConfigPanel->GetCVarCount();
}
virtual int getCellTall(int row)
{
return 12;
}
virtual Panel* getCellRenderer(int column,int row,bool columnSelected,bool rowSelected,bool cellSelected)
{
char cvar[128],desc[128],bind[128],bindAlt[128];
_controlConfigPanel->GetCVar(row,cvar,128,desc,128);
if(cellSelected)
{
_label->setBgColor(Scheme::sc_primary1);
_label->setFgColor(Scheme::sc_primary3);
}
else
if(rowSelected)
{
_label->setBgColor(Scheme::sc_primary2);
_label->setFgColor(Scheme::sc_primary1);
}
else
{
_label->setBgColor(Scheme::sc_primary3);
_label->setFgColor(Scheme::sc_primary1);
}
switch(column)
{
case 0:
{
_label->setText(desc);
_label->setContentAlignment(Label::a_west);
break;
}
case 1:
{
_controlConfigPanel->GetCVarBind(cvar,bind,128,bindAlt,128);
_label->setText(bind);
_label->setContentAlignment(Label::a_center);
break;
}
case 2:
{
_controlConfigPanel->GetCVarBind(cvar,bind,128,bindAlt,128);
_label->setText(bindAlt);
_label->setContentAlignment(Label::a_center);
break;
}
default:
{
_label->setText("");
break;
}
}
return _label;
}
virtual Panel* startCellEditing(int column,int row)
{
_textEntry->setText("Goat",strlen("Goat"));
_textEntry->requestFocus();
return _textEntry;
}
};
}
ControlConfigPanel::ControlConfigPanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
{
setPaintBorderEnabled(false);
setPaintBackgroundEnabled(false);
setPaintEnabled(false);
_actionLabel=new Label("Action");
_actionLabel->setBgColor(Scheme::sc_primary3);
_actionLabel->setFgColor(Scheme::sc_primary3);
_keyButtonLabel=new Label("Key / Button");
_keyButtonLabel->setBgColor(Scheme::sc_primary3);
_keyButtonLabel->setFgColor(Scheme::sc_primary3);
_alternateLabel=new Label("Alternate");
_alternateLabel->setBgColor(Scheme::sc_primary3);
_alternateLabel->setFgColor(Scheme::sc_primary3);
_headerPanel=new HeaderPanel(0,0,wide,20);
_headerPanel->setParent(this);
_headerPanel->addSectionPanel(_actionLabel);
_headerPanel->addSectionPanel(_keyButtonLabel);
_headerPanel->addSectionPanel(_alternateLabel);
_headerPanel->setSliderPos( 0, wide/2 );
_headerPanel->setSliderPos( 1, (wide/2) + (wide/4) );
_headerPanel->setSliderPos( 2, wide );
_scrollPanel=new ScrollPanel(0,20,wide,tall-20);
_scrollPanel->setParent(this);
_scrollPanel->setPaintBorderEnabled(false);
_scrollPanel->setPaintBackgroundEnabled(false);
_scrollPanel->setPaintEnabled(false);
_scrollPanel->getClient()->setPaintBorderEnabled(false);
_scrollPanel->getClient()->setPaintBackgroundEnabled(false);
_scrollPanel->getClient()->setPaintEnabled(false);
_scrollPanel->setScrollBarVisible(false,true);
_tablePanel=new FooTablePanel(this,0,0,_scrollPanel->getClient()->getWide(),800, 3);
_tablePanel->setParent(_scrollPanel->getClient());
_tablePanel->setHeaderPanel(_headerPanel);
_tablePanel->setBgColor(Color(200,0,0,255));
_tablePanel->setFgColor(Color(Scheme::sc_primary2));
_tablePanel->setGridVisible(true,true);
_tablePanel->setGridSize(1,1);
}
void ControlConfigPanel::AddCVar(const char* cvar,const char* desc)
{
_cvarDar.addElement(vgui_strdup(cvar));
_descDar.addElement(vgui_strdup(desc));
}
int ControlConfigPanel::GetCVarCount()
{
return _cvarDar.getCount();
}
void ControlConfigPanel::GetCVar(int index,char* cvar,int cvarLen,char* desc,int descLen)
{
vgui_strcpy(cvar,cvarLen,_cvarDar[index]);
vgui_strcpy(desc,descLen,_descDar[index]);
}
void ControlConfigPanel::AddCVarFromInputStream(InputStream* is)
{
if(is==null)
{
return;
}
DataInputStream dis(is);
bool success;
while(1)
{
char buf[256],cvar[128],desc[128];
dis.readLine(buf,256,success);
if(!success)
{
break;
}
if(sscanf(buf,"\"%[^\"]\" \"%[^\"]\"",cvar,desc)==2)
{
AddCVar(cvar,desc);
}
}
}
void ControlConfigPanel::GetCVarBind(const char* cvar,char* bind,int bindLen,char* bindAlt,int bindAltLen)
{
sprintf(bind,"%s : Bind",cvar);
sprintf(bindAlt,"%s : BindAlt",cvar);
}
void ControlConfigPanel::SetCVarBind(const char* cvar,const char* bind,const char* bindAlt)
{
}

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#ifndef CONTROLCONFIGPANEL_H
#define CONTROLCONFIGPANEL_H
#include<VGUI_Panel.h>
#include<VGUI_Dar.h>
namespace vgui
{
class HeaderPanel;
class TablePanel;
class ScrollPanel;
class InputStream;
class Label;
}
class ControlConfigPanel : public vgui::Panel
{
private:
vgui::HeaderPanel* _headerPanel;
vgui::TablePanel* _tablePanel;
vgui::ScrollPanel* _scrollPanel;
vgui::Dar<char*> _cvarDar;
vgui::Dar<char*> _descDar;
vgui::Label* _actionLabel;
vgui::Label* _keyButtonLabel;
vgui::Label* _alternateLabel;
public:
ControlConfigPanel(int x,int y,int wide,int tall);
public:
void AddCVar(const char* cvar,const char* desc);
void AddCVarFromInputStream(vgui::InputStream* is);
int GetCVarCount();
void GetCVar(int index,char* cvar,int cvarLen,char* desc,int descLen);
void GetCVarBind(const char* cvar,char* bind,int bindLen,char* bindAlt,int bindAltLen);
void SetCVarBind(const char* cvar,const char* bind,const char* bindAlt);
};
#endif

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//=========== (C) Copyright 1999 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: Contains implementation of various VGUI-derived objects
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include "VGUI_Font.h"
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "parsemsg.h"
#include "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ServerBrowser.h"
#include "vgui_LoadTGA.h"
// Arrow filenames
char *sArrowFilenames[] =
{
"arrowup",
"arrowdn",
"arrowlt",
"arrowrt",
};
// Get the name of TGA file, without a gamedir
char *GetTGANameForRes(const char *pszName)
{
int i;
char sz[256];
static char gd[256];
if (ScreenWidth < 640)
i = 320;
else
i = 640;
sprintf(sz, pszName, i);
sprintf(gd, "gfx/vgui/%s.tga", sz);
return gd;
}
//-----------------------------------------------------------------------------
// Purpose: Loads a .tga file and returns a pointer to the VGUI tga object
//-----------------------------------------------------------------------------
BitmapTGA *LoadTGAForRes( const char* pImageName )
{
BitmapTGA *pTGA;
char sz[256];
sprintf(sz, "%%d_%s", pImageName);
pTGA = vgui_LoadTGA(GetTGANameForRes(sz));
return pTGA;
}
//===========================================================
// All TFC Hud buttons are derived from this one.
CommandButton::CommandButton( const char* text,int x,int y,int wide,int tall, bool bNoHighlight) : Button("",x,y,wide,tall)
{
m_iPlayerClass = 0;
m_bNoHighlight = bNoHighlight;
Init();
setText( text );
}
CommandButton::CommandButton( int iPlayerClass, const char* text,int x,int y,int wide,int tall) : Button("",x,y,wide,tall)
{
m_iPlayerClass = iPlayerClass;
m_bNoHighlight = false;
Init();
setText( text );
}
void CommandButton::Init( void )
{
m_pSubMenu = NULL;
m_pSubLabel = NULL;
m_pParentMenu = NULL;
// Set text color to orange
setFgColor(Scheme::sc_primary1);
// left align
setContentAlignment( vgui::Label::a_west );
// Add the Highlight signal
if (!m_bNoHighlight)
addInputSignal( new CHandler_CommandButtonHighlight(this) );
// not bound to any button yet
m_cBoundKey = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Prepends the button text with the current bound key
// if no bound key, then a clear space ' ' instead
//-----------------------------------------------------------------------------
void CommandButton::RecalculateText( void )
{
char szBuf[128];
if ( m_cBoundKey != 0 )
{
sprintf( szBuf, " %c %s", m_cBoundKey, m_sMainText );
szBuf[MAX_BUTTON_SIZE-1] = 0;
}
else
{
// just draw a space if no key bound
sprintf( szBuf, " %s", m_sMainText );
szBuf[MAX_BUTTON_SIZE-1] = 0;
}
Button::setText( szBuf );
}
void CommandButton::setText( const char *text )
{
strncpy( m_sMainText, text, MAX_BUTTON_SIZE );
m_sMainText[MAX_BUTTON_SIZE-1] = 0;
RecalculateText();
}
void CommandButton::setBoundKey( char boundKey )
{
m_cBoundKey = boundKey;
RecalculateText();
}
char CommandButton::getBoundKey( void )
{
return m_cBoundKey;
}
void CommandButton::AddSubMenu( CCommandMenu *pNewMenu )
{
m_pSubMenu = pNewMenu;
// Prevent this button from being pushed
setMouseClickEnabled( MOUSE_LEFT, false );
}
void CommandButton::UpdateSubMenus( int iAdjustment )
{
if ( m_pSubMenu )
m_pSubMenu->RecalculatePositions( iAdjustment );
}
void CommandButton::paint()
{
// Make the sub label paint the same as the button
if ( m_pSubLabel )
{
if ( isSelected() )
m_pSubLabel->PushDown();
else
m_pSubLabel->PushUp();
}
// draw armed button text in white
if ( isArmed() )
{
setFgColor( Scheme::sc_secondary2 );
}
else
{
setFgColor( Scheme::sc_primary1 );
}
Button::paint();
}
void CommandButton::paintBackground()
{
if ( isArmed() )
{
// Orange highlight background
drawSetColor( Scheme::sc_primary2 );
drawFilledRect(0,0,_size[0],_size[1]);
}
// Orange Border
drawSetColor( Scheme::sc_secondary1 );
drawOutlinedRect(0,0,_size[0],_size[1]);
}
//-----------------------------------------------------------------------------
// Purpose: Highlights the current button, and all it's parent menus
//-----------------------------------------------------------------------------
void CommandButton::cursorEntered( void )
{
// unarm all the other buttons in this menu
CCommandMenu *containingMenu = getParentMenu();
if ( containingMenu )
{
containingMenu->ClearButtonsOfArmedState();
// make all our higher buttons armed
CCommandMenu *pCParent = containingMenu->GetParentMenu();
if ( pCParent )
{
CommandButton *pParentButton = pCParent->FindButtonWithSubmenu( containingMenu );
pParentButton->cursorEntered();
}
}
// arm ourselves
setArmed( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CommandButton::cursorExited( void )
{
// only clear ourselves if we have do not have a containing menu
// only stay armed if we have a sub menu
// the buttons only unarm themselves when another button is armed instead
if ( !getParentMenu() || !GetSubMenu() )
{
setArmed( false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the command menu that the button is part of, if any
// Output : CCommandMenu *
//-----------------------------------------------------------------------------
CCommandMenu *CommandButton::getParentMenu( void )
{
return m_pParentMenu;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the menu that contains this button
// Input : *pParentMenu -
//-----------------------------------------------------------------------------
void CommandButton::setParentMenu( CCommandMenu *pParentMenu )
{
m_pParentMenu = pParentMenu;
}
//===========================================================
int ClassButton::IsNotValid()
{
// If this is the main ChangeClass button, remove it if the player's only able to be civilians
if ( m_iPlayerClass == -1 )
{
if (gViewPort->GetValidClasses(g_iTeamNumber) == -1)
return true;
return false;
}
// Is it an illegal class?
if ((gViewPort->GetValidClasses(0) & sTFValidClassInts[ m_iPlayerClass ]) || (gViewPort->GetValidClasses(g_iTeamNumber) & sTFValidClassInts[ m_iPlayerClass ]))
return true;
// Only check current class if they've got autokill on
bool bAutoKill = CVAR_GET_FLOAT( "hud_classautokill" ) != 0;
if ( bAutoKill )
{
// Is it the player's current class?
if ( (gViewPort->IsRandomPC() && m_iPlayerClass == PC_RANDOM) || (!gViewPort->IsRandomPC() && (m_iPlayerClass == g_iPlayerClass)) )
return true;
}
return false;
}
//===========================================================
// Button with Class image beneath it
CImageLabel::CImageLabel( const char* pImageName,int x,int y ) : Label( "", x,y )
{
setContentFitted(true);
m_pTGA = LoadTGAForRes(pImageName);
setImage( m_pTGA );
}
CImageLabel::CImageLabel( const char* pImageName,int x,int y,int wide,int tall ) : Label( "", x,y,wide,tall )
{
setContentFitted(true);
m_pTGA = LoadTGAForRes(pImageName);
setImage( m_pTGA );
}
//===========================================================
// Image size
int CImageLabel::getImageWide( void )
{
if( m_pTGA )
{
int iXSize, iYSize;
m_pTGA->getSize( iXSize, iYSize );
return iXSize;
}
else
{
return 1;
}
}
int CImageLabel::getImageTall( void )
{
if( m_pTGA )
{
int iXSize, iYSize;
m_pTGA->getSize( iXSize, iYSize );
return iYSize;
}
else
{
return 1;
}
}
void CImageLabel::LoadImage(const char * pImageName)
{
if ( m_pTGA )
delete m_pTGA;
// Load the Image
m_pTGA = LoadTGAForRes(pImageName);
if ( m_pTGA == NULL )
{
// we didn't find a matching image file for this resolution
// try to load file resolution independent
char sz[256];
sprintf(sz, "%s/%s",gEngfuncs.pfnGetGameDirectory(), pImageName );
FileInputStream* fis = new FileInputStream( sz, false );
m_pTGA = new BitmapTGA(fis,true);
fis->close();
}
if ( m_pTGA == NULL )
return; // unable to load image
int w,t;
m_pTGA->getSize( w, t );
setSize( XRES (w),YRES (t) );
setImage( m_pTGA );
}
//===========================================================
// Various overloaded paint functions for Custom VGUI objects
void CCommandMenu::paintBackground()
{
// Transparent black background
drawSetColor(Scheme::sc_primary3);
drawFilledRect(0,0,_size[0],_size[1]);
}
//=================================================================================
// CUSTOM SCROLLPANEL
//=================================================================================
CTFScrollButton::CTFScrollButton(int iArrow, const char* text,int x,int y,int wide,int tall) : CommandButton(text,x,y,wide,tall)
{
// Set text color to orange
setFgColor(Scheme::sc_primary1);
// Load in the arrow
m_pTGA = LoadTGAForRes( sArrowFilenames[iArrow] );
setImage( m_pTGA );
// Highlight signal
InputSignal *pISignal = new CHandler_CommandButtonHighlight(this);
addInputSignal(pISignal);
}
void CTFScrollButton::paint( void )
{
if (!m_pTGA)
return;
// draw armed button text in white
if ( isArmed() )
{
m_pTGA->setColor( Color(255,255,255, 0) );
}
else
{
m_pTGA->setColor( Color(255,255,255, 128) );
}
m_pTGA->doPaint(this);
}
void CTFScrollButton::paintBackground( void )
{
/*
if ( isArmed() )
{
// Orange highlight background
drawSetColor( Scheme::sc_primary2 );
drawFilledRect(0,0,_size[0],_size[1]);
}
// Orange Border
drawSetColor( Scheme::sc_secondary1 );
drawOutlinedRect(0,0,_size[0]-1,_size[1]);
*/
}
void CTFSlider::paintBackground( void )
{
int wide,tall,nobx,noby;
getPaintSize(wide,tall);
getNobPos(nobx,noby);
// Border
drawSetColor( Scheme::sc_secondary1 );
drawOutlinedRect( 0,0,wide,tall );
if( isVertical() )
{
// Nob Fill
drawSetColor( Scheme::sc_primary2 );
drawFilledRect( 0,nobx,wide,noby );
// Nob Outline
drawSetColor( Scheme::sc_primary1 );
drawOutlinedRect( 0,nobx,wide,noby );
}
else
{
// Nob Fill
drawSetColor( Scheme::sc_primary2 );
drawFilledRect( nobx,0,noby,tall );
// Nob Outline
drawSetColor( Scheme::sc_primary1 );
drawOutlinedRect( nobx,0,noby,tall );
}
}
CTFScrollPanel::CTFScrollPanel(int x,int y,int wide,int tall) : ScrollPanel(x,y,wide,tall)
{
ScrollBar *pScrollBar = getVerticalScrollBar();
pScrollBar->setButton( new CTFScrollButton( ARROW_UP, "", 0,0,16,16 ), 0 );
pScrollBar->setButton( new CTFScrollButton( ARROW_DOWN, "", 0,0,16,16 ), 1 );
pScrollBar->setSlider( new CTFSlider(0,wide-1,wide,(tall-(wide*2))+2,true) );
pScrollBar->setPaintBorderEnabled(false);
pScrollBar->setPaintBackgroundEnabled(false);
pScrollBar->setPaintEnabled(false);
pScrollBar = getHorizontalScrollBar();
pScrollBar->setButton( new CTFScrollButton( ARROW_LEFT, "", 0,0,16,16 ), 0 );
pScrollBar->setButton( new CTFScrollButton( ARROW_RIGHT, "", 0,0,16,16 ), 1 );
pScrollBar->setSlider( new CTFSlider(tall,0,wide-(tall*2),tall,false) );
pScrollBar->setPaintBorderEnabled(false);
pScrollBar->setPaintBackgroundEnabled(false);
pScrollBar->setPaintEnabled(false);
}
//=================================================================================
// CUSTOM HANDLERS
//=================================================================================
void CHandler_MenuButtonOver::cursorEntered(Panel *panel)
{
if ( gViewPort && m_pMenuPanel )
{
m_pMenuPanel->SetActiveInfo( m_iButton );
}
}
void CMenuHandler_StringCommandClassSelect::actionPerformed(Panel* panel)
{
CMenuHandler_StringCommand::actionPerformed( panel );
bool bAutoKill = CVAR_GET_FLOAT( "hud_classautokill" ) != 0;
if ( bAutoKill && g_iPlayerClass != 0 )
gEngfuncs.pfnClientCmd("kill");
}

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//=========== (C) Copyright 1999 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 "VGUI_Font.h"
#include "VGUI_ScrollPanel.h"
#include "VGUI_TextImage.h"
#include<VGUI_StackLayout.h>
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "const.h"
#include "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ServerBrowser.h"
#define MOTD_TITLE_X XRES(16)
#define MOTD_TITLE_Y YRES(16)
#define MOTD_WINDOW_X XRES(112)
#define MOTD_WINDOW_Y YRES(80)
#define MOTD_WINDOW_SIZE_X XRES(424)
#define MOTD_WINDOW_SIZE_Y YRES(312)
//-----------------------------------------------------------------------------
// Purpose: Displays the MOTD and basic server information
//-----------------------------------------------------------------------------
class CMessageWindowPanel : public CMenuPanel
{
public:
CMessageWindowPanel( const char *szMOTD, const char *szTitle, int iShadeFullScreen, int iRemoveMe, int x, int y, int wide, int tall );
private:
CTransparentPanel *m_pBackgroundPanel;
};
//-----------------------------------------------------------------------------
// Purpose: Creates a new CMessageWindowPanel
// Output : CMenuPanel - interface to the panel
//-----------------------------------------------------------------------------
CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall )
{
return new CMessageWindowPanel( szMOTD, szTitle, iShadeFullscreen, iRemoveMe, x, y, wide, tall );
}
//-----------------------------------------------------------------------------
// Purpose: Constructs a message panel
//-----------------------------------------------------------------------------
CMessageWindowPanel::CMessageWindowPanel( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall ) : CMenuPanel( iShadeFullscreen ? 100 : 255, iRemoveMe, x, y, wide, tall )
{
// Get the scheme used for the Titles
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
// schemes
SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle( "Title Font" );
SchemeHandle_t hMOTDText = pSchemes->getSchemeHandle( "Briefing Text" );
// color schemes
int r, g, b, a;
// Create the window
m_pBackgroundPanel = new CTransparentPanel( iShadeFullscreen ? 255 : 100, MOTD_WINDOW_X, MOTD_WINDOW_Y, MOTD_WINDOW_SIZE_X, MOTD_WINDOW_SIZE_Y );
m_pBackgroundPanel->setParent( this );
m_pBackgroundPanel->setBorder( new LineBorder( Color(255 * 0.7,170 * 0.7,0,0)) );
m_pBackgroundPanel->setVisible( true );
int iXSize,iYSize,iXPos,iYPos;
m_pBackgroundPanel->getPos( iXPos,iYPos );
m_pBackgroundPanel->getSize( iXSize,iYSize );
// Create the title
Label *pLabel = new Label( "", iXPos + MOTD_TITLE_X, iYPos + MOTD_TITLE_Y );
pLabel->setParent( this );
pLabel->setFont( pSchemes->getFont(hTitleScheme) );
pLabel->setFont( Scheme::sf_primary1 );
pSchemes->getFgColor( hTitleScheme, r, g, b, a );
pLabel->setFgColor( r, g, b, a );
pLabel->setFgColor( Scheme::sc_primary1 );
pSchemes->getBgColor( hTitleScheme, r, g, b, a );
pLabel->setBgColor( r, g, b, a );
pLabel->setContentAlignment( vgui::Label::a_west );
pLabel->setText(szTitle);
// Create the Scroll panel
ScrollPanel *pScrollPanel = new CTFScrollPanel( iXPos + XRES(16), iYPos + MOTD_TITLE_Y*2 + YRES(16), iXSize - XRES(32), iYSize - (YRES(48) + BUTTON_SIZE_Y*2) );
pScrollPanel->setParent(this);
//force the scrollbars on so clientClip will take them in account after the validate
pScrollPanel->setScrollBarAutoVisible(false, false);
pScrollPanel->setScrollBarVisible(true, true);
pScrollPanel->validate();
// Create the text panel
TextPanel *pText = new TextPanel( "", 0,0, 64,64);
pText->setParent( pScrollPanel->getClient() );
// get the font and colors from the scheme
pText->setFont( pSchemes->getFont(hMOTDText) );
pSchemes->getFgColor( hMOTDText, r, g, b, a );
pText->setFgColor( r, g, b, a );
pSchemes->getBgColor( hMOTDText, r, g, b, a );
pText->setBgColor( r, g, b, a );
pText->setText(szMOTD);
// Get the total size of the MOTD text and resize the text panel
int iScrollSizeX, iScrollSizeY;
// First, set the size so that the client's wdith is correct at least because the
// width is critical for getting the "wrapped" size right.
// You'll see a horizontal scroll bar if there is a single word that won't wrap in the
// specified width.
pText->getTextImage()->setSize(pScrollPanel->getClientClip()->getWide(), pScrollPanel->getClientClip()->getTall());
pText->getTextImage()->getTextSizeWrapped( iScrollSizeX, iScrollSizeY );
// Now resize the textpanel to fit the scrolled size
pText->setSize( iScrollSizeX , iScrollSizeY );
//turn the scrollbars back into automode
pScrollPanel->setScrollBarAutoVisible(true, true);
pScrollPanel->setScrollBarVisible(false, false);
pScrollPanel->validate();
CommandButton *pButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( "#Menu_OK" ), iXPos + XRES(16), iYPos + iYSize - YRES(16) - BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
pButton->setParent(this);
}

View File

@ -0,0 +1,544 @@
//=========== (C) Copyright 1999 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 "hud.h"
#include "vgui_SchemeManager.h"
#include "cvardef.h"
#include <string.h>
cvar_t *g_CV_BitmapFonts;
void Scheme_Init()
{
g_CV_BitmapFonts = gEngfuncs.pfnRegisterVariable("bitmapfonts", "1", 0);
}
//-----------------------------------------------------------------------------
// Purpose: Scheme managers data container
//-----------------------------------------------------------------------------
class CSchemeManager::CScheme
{
public:
enum {
SCHEME_NAME_LENGTH = 32,
FONT_NAME_LENGTH = 48,
FONT_FILENAME_LENGTH = 64,
};
// name
char schemeName[SCHEME_NAME_LENGTH];
// font
char fontName[FONT_NAME_LENGTH];
int fontSize;
int fontWeight;
vgui::Font *font;
int ownFontPointer; // true if the font is ours to delete
// scheme
byte fgColor[4];
byte bgColor[4];
byte armedFgColor[4];
byte armedBgColor[4];
byte mousedownFgColor[4];
byte mousedownBgColor[4];
byte borderColor[4];
// construction/destruction
CScheme();
~CScheme();
};
CSchemeManager::CScheme::CScheme()
{
schemeName[0] = 0;
fontName[0] = 0;
fontSize = 0;
fontWeight = 0;
font = NULL;
ownFontPointer = false;
}
CSchemeManager::CScheme::~CScheme()
{
// only delete our font pointer if we own it
if ( ownFontPointer )
{
delete font;
}
}
//-----------------------------------------------------------------------------
// Purpose: resolution information
// !! needs to be shared out
//-----------------------------------------------------------------------------
static int g_ResArray[] =
{
320,
400,
512,
640,
800,
1024,
1152,
1280,
1600
};
static int g_NumReses = sizeof(g_ResArray) / sizeof(int);
static byte *LoadFileByResolution( const char *filePrefix, int xRes, const char *filePostfix )
{
// find our resolution in the res array
int resNum = g_NumReses - 1;
while ( g_ResArray[resNum] > xRes )
{
resNum--;
if ( resNum < 0 )
return NULL;
}
// try open the file
byte *pFile = NULL;
while ( 1 )
{
// try load
char fname[256];
sprintf( fname, "%s%d%s", filePrefix, g_ResArray[resNum], filePostfix );
pFile = gEngfuncs.COM_LoadFile( fname, 5, NULL );
if ( pFile )
break;
if ( resNum == 0 )
return NULL;
resNum--;
};
return pFile;
}
static void ParseRGBAFromString( byte colorArray[4], const char *colorVector )
{
int r, g, b, a;
sscanf( colorVector, "%d %d %d %d", &r, &g, &b, &a );
colorArray[0] = r;
colorArray[1] = g;
colorArray[2] = b;
colorArray[3] = a;
}
//-----------------------------------------------------------------------------
// Purpose: initializes the scheme manager
// loading the scheme files for the current resolution
// Input : xRes -
// yRes - dimensions of output window
//-----------------------------------------------------------------------------
CSchemeManager::CSchemeManager( int xRes, int yRes )
{
// basic setup
m_pSchemeList = NULL;
m_iNumSchemes = 0;
// find the closest matching scheme file to our resolution
char token[1024];
char *pFile = (char*)LoadFileByResolution( "", xRes, "_textscheme.txt" );
m_xRes = xRes;
char *pFileStart = pFile;
byte *pFontData;
int fontFileLength;
char fontFilename[512];
//
// Read the scheme descriptions from the text file, into a temporary array
// format is simply:
// <paramName name> = <paramValue>
//
// a <paramName name> of "SchemeName" signals a new scheme is being described
//
const static int numTmpSchemes = 64;
static CScheme tmpSchemes[numTmpSchemes];
memset( tmpSchemes, 0, sizeof(tmpSchemes) );
int currentScheme = -1;
CScheme *pScheme = NULL;
if ( !pFile )
{
gEngfuncs.Con_DPrintf( "Unable to find *_textscheme.txt\n");
goto buildDefaultFont;
}
// record what has been entered so we can create defaults from the different values
bool hasFgColor, hasBgColor, hasArmedFgColor, hasArmedBgColor, hasMouseDownFgColor, hasMouseDownBgColor;
pFile = gEngfuncs.COM_ParseFile( pFile, token );
while ( strlen(token) > 0 && (currentScheme < numTmpSchemes) )
{
// get the paramName name
static const int tokenSize = 64;
char paramName[tokenSize], paramValue[tokenSize];
strncpy( paramName, token, tokenSize );
paramName[tokenSize-1] = 0; // ensure null termination
// get the '=' character
pFile = gEngfuncs.COM_ParseFile( pFile, token );
if ( stricmp( token, "=" ) )
{
if ( currentScheme < 0 )
{
gEngfuncs.Con_Printf( "error parsing font scheme text file at file start - expected '=', found '%s''\n", token );
}
else
{
gEngfuncs.Con_Printf( "error parsing font scheme text file at scheme '%s' - expected '=', found '%s''\n", tmpSchemes[currentScheme].schemeName, token );
}
break;
}
// get paramValue
pFile = gEngfuncs.COM_ParseFile( pFile, token );
strncpy( paramValue, token, tokenSize );
paramValue[tokenSize-1] = 0; // ensure null termination
// is this a new scheme?
if ( !stricmp(paramName, "SchemeName") )
{
// setup the defaults for the current scheme
if ( pScheme )
{
// foreground color defaults (normal -> armed -> mouse down)
if ( !hasFgColor )
{
pScheme->fgColor[0] = pScheme->fgColor[1] = pScheme->fgColor[2] = pScheme->fgColor[3] = 255;
}
if ( !hasArmedFgColor )
{
memcpy( pScheme->armedFgColor, pScheme->fgColor, sizeof(pScheme->armedFgColor) );
}
if ( !hasMouseDownFgColor )
{
memcpy( pScheme->mousedownFgColor, pScheme->armedFgColor, sizeof(pScheme->mousedownFgColor) );
}
// background color (normal -> armed -> mouse down)
if ( !hasBgColor )
{
pScheme->bgColor[0] = pScheme->bgColor[1] = pScheme->bgColor[2] = pScheme->bgColor[3] = 0;
}
if ( !hasArmedBgColor )
{
memcpy( pScheme->armedBgColor, pScheme->bgColor, sizeof(pScheme->armedBgColor) );
}
if ( !hasMouseDownBgColor )
{
memcpy( pScheme->mousedownBgColor, pScheme->armedBgColor, sizeof(pScheme->mousedownBgColor) );
}
// font size
if ( !pScheme->fontSize )
{
pScheme->fontSize = 17;
}
if ( !pScheme->fontName[0] )
{
strcpy( pScheme->fontName, "Arial" );
}
}
// create the new scheme
currentScheme++;
pScheme = &tmpSchemes[currentScheme];
hasFgColor = hasBgColor = hasArmedFgColor = hasArmedBgColor = hasMouseDownFgColor = hasMouseDownBgColor = false;
strncpy( pScheme->schemeName, paramValue, CScheme::SCHEME_NAME_LENGTH );
pScheme->schemeName[CScheme::SCHEME_NAME_LENGTH-1] = '\0'; // ensure null termination of string
}
if ( !pScheme )
{
gEngfuncs.Con_Printf( "font scheme text file MUST start with a 'SchemeName'\n");
break;
}
// pull the data out into the scheme
if ( !stricmp(paramName, "FontName") )
{
strncpy( pScheme->fontName, paramValue, CScheme::FONT_NAME_LENGTH );
pScheme->fontName[CScheme::FONT_NAME_LENGTH-1] = 0;
}
else if ( !stricmp(paramName, "FontSize") )
{
pScheme->fontSize = atoi( paramValue );
}
else if ( !stricmp(paramName, "FontWeight") )
{
pScheme->fontWeight = atoi( paramValue );
}
else if ( !stricmp(paramName, "FgColor") )
{
ParseRGBAFromString( pScheme->fgColor, paramValue );
hasFgColor = true;
}
else if ( !stricmp(paramName, "BgColor") )
{
ParseRGBAFromString( pScheme->bgColor, paramValue );
hasBgColor = true;
}
else if ( !stricmp(paramName, "FgColorArmed") )
{
ParseRGBAFromString( pScheme->armedFgColor, paramValue );
hasArmedFgColor = true;
}
else if ( !stricmp(paramName, "BgColorArmed") )
{
ParseRGBAFromString( pScheme->armedBgColor, paramValue );
hasArmedBgColor = true;
}
else if ( !stricmp(paramName, "FgColorMousedown") )
{
ParseRGBAFromString( pScheme->mousedownFgColor, paramValue );
hasMouseDownFgColor = true;
}
else if ( !stricmp(paramName, "BgColorMousedown") )
{
ParseRGBAFromString( pScheme->mousedownBgColor, paramValue );
hasMouseDownBgColor = true;
}
else if ( !stricmp(paramName, "BorderColor") )
{
ParseRGBAFromString( pScheme->borderColor, paramValue );
hasMouseDownBgColor = true;
}
// get the new token last, so we now if the loop needs to be continued or not
pFile = gEngfuncs.COM_ParseFile( pFile, token );
}
// free the file
gEngfuncs.COM_FreeFile( pFileStart );
buildDefaultFont:
// make sure we have at least 1 valid font
if ( currentScheme < 0 )
{
currentScheme = 0;
strcpy( tmpSchemes[0].schemeName, "Default Scheme" );
strcpy( tmpSchemes[0].fontName, "Arial" );
tmpSchemes[0].fontSize = 0;
tmpSchemes[0].fgColor[0] = tmpSchemes[0].fgColor[1] = tmpSchemes[0].fgColor[2] = tmpSchemes[0].fgColor[3] = 255;
tmpSchemes[0].armedFgColor[0] = tmpSchemes[0].armedFgColor[1] = tmpSchemes[0].armedFgColor[2] = tmpSchemes[0].armedFgColor[3] = 255;
tmpSchemes[0].mousedownFgColor[0] = tmpSchemes[0].mousedownFgColor[1] = tmpSchemes[0].mousedownFgColor[2] = tmpSchemes[0].mousedownFgColor[3] = 255;
}
// we have the full list of schemes in the tmpSchemes array
// now allocate the correct sized list
m_iNumSchemes = currentScheme + 1; // 0-based index
m_pSchemeList = new CScheme[ m_iNumSchemes ];
// copy in the data
memcpy( m_pSchemeList, tmpSchemes, sizeof(CScheme) * m_iNumSchemes );
// create the fonts
for ( int i = 0; i < m_iNumSchemes; i++ )
{
m_pSchemeList[i].font = NULL;
// see if the current font values exist in a previously loaded font
for ( int j = 0; j < i; j++ )
{
// check if the font name, size, and weight are the same
if ( !stricmp(m_pSchemeList[i].fontName, m_pSchemeList[j].fontName)
&& m_pSchemeList[i].fontSize == m_pSchemeList[j].fontSize
&& m_pSchemeList[i].fontWeight == m_pSchemeList[j].fontWeight )
{
// copy the pointer, but mark i as not owning it
m_pSchemeList[i].font = m_pSchemeList[j].font;
m_pSchemeList[i].ownFontPointer = false;
}
}
// if we haven't found the font already, load it ourselves
if ( !m_pSchemeList[i].font )
{
fontFileLength = -1;
pFontData = NULL;
if(g_CV_BitmapFonts && g_CV_BitmapFonts->value)
{
sprintf(fontFilename, "gfx\\vgui\\fonts\\%d_%s.tga", m_xRes, m_pSchemeList[i].schemeName);
pFontData = gEngfuncs.COM_LoadFile( fontFilename, 5, &fontFileLength );
if(!pFontData)
gEngfuncs.Con_Printf("Missing bitmap font: %s\n", fontFilename);
}
m_pSchemeList[i].font = new vgui::Font(
m_pSchemeList[i].fontName,
pFontData,
fontFileLength,
m_pSchemeList[i].fontSize,
0,
0,
m_pSchemeList[i].fontWeight,
false,
false,
false,
false);
m_pSchemeList[i].ownFontPointer = true;
}
// fix up alpha values; VGUI uses 1-A (A=0 being solid, A=255 transparent)
m_pSchemeList[i].fgColor[3] = 255 - m_pSchemeList[i].fgColor[3];
m_pSchemeList[i].bgColor[3] = 255 - m_pSchemeList[i].bgColor[3];
m_pSchemeList[i].armedFgColor[3] = 255 - m_pSchemeList[i].armedFgColor[3];
m_pSchemeList[i].armedBgColor[3] = 255 - m_pSchemeList[i].armedBgColor[3];
m_pSchemeList[i].mousedownFgColor[3] = 255 - m_pSchemeList[i].mousedownFgColor[3];
m_pSchemeList[i].mousedownBgColor[3] = 255 - m_pSchemeList[i].mousedownBgColor[3];
}
}
//-----------------------------------------------------------------------------
// Purpose: frees all the memory used by the scheme manager
//-----------------------------------------------------------------------------
CSchemeManager::~CSchemeManager()
{
delete [] m_pSchemeList;
m_iNumSchemes = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Finds a scheme in the list, by name
// Input : char *schemeName - string name of the scheme
// Output : SchemeHandle_t handle to the scheme
//-----------------------------------------------------------------------------
SchemeHandle_t CSchemeManager::getSchemeHandle( const char *schemeName )
{
// iterate through the list
for ( int i = 0; i < m_iNumSchemes; i++ )
{
if ( !stricmp(schemeName, m_pSchemeList[i].schemeName) )
return i;
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: always returns a valid scheme handle
// Input : schemeHandle -
// Output : CScheme
//-----------------------------------------------------------------------------
CSchemeManager::CScheme *CSchemeManager::getSafeScheme( SchemeHandle_t schemeHandle )
{
if ( schemeHandle < m_iNumSchemes )
return m_pSchemeList + schemeHandle;
return m_pSchemeList;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the schemes pointer to a font
// Input : schemeHandle -
// Output : vgui::Font
//-----------------------------------------------------------------------------
vgui::Font *CSchemeManager::getFont( SchemeHandle_t schemeHandle )
{
return getSafeScheme( schemeHandle )->font;
}
void CSchemeManager::getFgColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a )
{
CScheme *pScheme = getSafeScheme( schemeHandle );
r = pScheme->fgColor[0];
g = pScheme->fgColor[1];
b = pScheme->fgColor[2];
a = pScheme->fgColor[3];
}
void CSchemeManager::getBgColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a )
{
CScheme *pScheme = getSafeScheme( schemeHandle );
r = pScheme->bgColor[0];
g = pScheme->bgColor[1];
b = pScheme->bgColor[2];
a = pScheme->bgColor[3];
}
void CSchemeManager::getFgArmedColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a )
{
CScheme *pScheme = getSafeScheme( schemeHandle );
r = pScheme->armedFgColor[0];
g = pScheme->armedFgColor[1];
b = pScheme->armedFgColor[2];
a = pScheme->armedFgColor[3];
}
void CSchemeManager::getBgArmedColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a )
{
CScheme *pScheme = getSafeScheme( schemeHandle );
r = pScheme->armedBgColor[0];
g = pScheme->armedBgColor[1];
b = pScheme->armedBgColor[2];
a = pScheme->armedBgColor[3];
}
void CSchemeManager::getFgMousedownColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a )
{
CScheme *pScheme = getSafeScheme( schemeHandle );
r = pScheme->mousedownFgColor[0];
g = pScheme->mousedownFgColor[1];
b = pScheme->mousedownFgColor[2];
a = pScheme->mousedownFgColor[3];
}
void CSchemeManager::getBgMousedownColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a )
{
CScheme *pScheme = getSafeScheme( schemeHandle );
r = pScheme->mousedownBgColor[0];
g = pScheme->mousedownBgColor[1];
b = pScheme->mousedownBgColor[2];
a = pScheme->mousedownBgColor[3];
}
void CSchemeManager::getBorderColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a )
{
CScheme *pScheme = getSafeScheme( schemeHandle );
r = pScheme->borderColor[0];
g = pScheme->borderColor[1];
b = pScheme->borderColor[2];
a = pScheme->borderColor[3];
}

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#include <VGUI_Font.h>
// handle to an individual scheme
typedef int SchemeHandle_t;
// Register console variables, etc..
void Scheme_Init();
//-----------------------------------------------------------------------------
// Purpose: Handles the loading of text scheme description from disk
// supports different font/color/size schemes at different resolutions
//-----------------------------------------------------------------------------
class CSchemeManager
{
public:
// initialization
CSchemeManager( int xRes, int yRes );
virtual ~CSchemeManager();
// scheme handling
SchemeHandle_t getSchemeHandle( const char *schemeName );
// getting info from schemes
vgui::Font *getFont( SchemeHandle_t schemeHandle );
void getFgColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a );
void getBgColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a );
void getFgArmedColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a );
void getBgArmedColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a );
void getFgMousedownColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a );
void getBgMousedownColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a );
void getBorderColor( SchemeHandle_t schemeHandle, int &r, int &g, int &b, int &a );
private:
class CScheme;
CScheme *m_pSchemeList;
int m_iNumSchemes;
// Resolution we were initted at.
int m_xRes;
CScheme *getSafeScheme( SchemeHandle_t schemeHandle );
};

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#ifndef SCOREPANEL_H
#define SCOREPANEL_H
#include<VGUI_Panel.h>
#include<VGUI_TablePanel.h>
#include<VGUI_HeaderPanel.h>
#include<VGUI_TextGrid.h>
#include<VGUI_Label.h>
#include<VGUI_TextImage.h>
#include "vgui_listbox.h"
#include <ctype.h>
#define MAX_SCORES 10
#define MAX_SCOREBOARD_TEAMS 5
// Scoreboard cells
#define COLUMN_TRACKER 0
#define COLUMN_NAME 1
#define COLUMN_CLASS 2
#define COLUMN_KILLS 3
#define COLUMN_DEATHS 4
#define COLUMN_LATENCY 5
#define COLUMN_VOICE 6
#define COLUMN_BLANK 7
#define NUM_COLUMNS 8
#define NUM_ROWS (MAX_PLAYERS + (MAX_SCOREBOARD_TEAMS * 2))
using namespace vgui;
class CTextImage2 : public Image
{
public:
CTextImage2()
{
_image[0] = new TextImage("");
_image[1] = new TextImage("");
}
~CTextImage2()
{
delete _image[0];
delete _image[1];
}
TextImage *GetImage(int image)
{
return _image[image];
}
void getSize(int &wide, int &tall)
{
int w1, w2, t1, t2;
_image[0]->getTextSize(w1, t1);
_image[1]->getTextSize(w2, t2);
wide = w1 + w2;
tall = max(t1, t2);
setSize(wide, tall);
}
void doPaint(Panel *panel)
{
_image[0]->doPaint(panel);
_image[1]->doPaint(panel);
}
void setPos(int x, int y)
{
_image[0]->setPos(x, y);
int swide, stall;
_image[0]->getSize(swide, stall);
int wide, tall;
_image[1]->getSize(wide, tall);
_image[1]->setPos(x + wide, y + (stall * 0.9) - tall);
}
void setColor(Color color)
{
_image[0]->setColor(color);
}
void setColor2(Color color)
{
_image[1]->setColor(color);
}
private:
TextImage *_image[2];
};
//-----------------------------------------------------------------------------
// Purpose: Custom label for cells in the Scoreboard's Table Header
//-----------------------------------------------------------------------------
class CLabelHeader : public Label
{
public:
CLabelHeader() : Label("")
{
_dualImage = new CTextImage2();
_dualImage->setColor2(Color(255, 170, 0, 0));
_row = -2;
_useFgColorAsImageColor = true;
_offset[0] = 0;
_offset[1] = 0;
}
~CLabelHeader()
{
delete _dualImage;
}
void setRow(int row)
{
_row = row;
}
void setFgColorAsImageColor(bool state)
{
_useFgColorAsImageColor = state;
}
virtual void setText(int textBufferLen, const char* text)
{
_dualImage->GetImage(0)->setText(text);
// calculate the text size
Font *font = _dualImage->GetImage(0)->getFont();
_gap = 0;
for (const char *ch = text; *ch != 0; ch++)
{
int a, b, c;
font->getCharABCwide(*ch, a, b, c);
_gap += (a + b + c);
}
_gap += XRES(5);
}
virtual void setText(const char* text)
{
// strip any non-alnum characters from the end
char buf[512];
strcpy(buf, text);
int len = strlen(buf);
while (len && isspace(buf[--len]))
{
buf[len] = 0;
}
CLabelHeader::setText(0, buf);
}
void setText2(const char *text)
{
_dualImage->GetImage(1)->setText(text);
}
void getTextSize(int &wide, int &tall)
{
_dualImage->getSize(wide, tall);
}
void setFgColor(int r,int g,int b,int a)
{
Label::setFgColor(r,g,b,a);
Color color(r,g,b,a);
_dualImage->setColor(color);
_dualImage->setColor2(color);
repaint();
}
void setFgColor(Scheme::SchemeColor sc)
{
int r, g, b, a;
Label::setFgColor(sc);
Label::getFgColor( r, g, b, a );
// Call the r,g,b,a version so it sets the color in the dualImage..
setFgColor( r, g, b, a );
}
void setFont(Font *font)
{
_dualImage->GetImage(0)->setFont(font);
}
void setFont2(Font *font)
{
_dualImage->GetImage(1)->setFont(font);
}
// this adjust the absolute position of the text after alignment is calculated
void setTextOffset(int x, int y)
{
_offset[0] = x;
_offset[1] = y;
}
void paint();
void paintBackground();
void calcAlignment(int iwide, int itall, int &x, int &y);
private:
CTextImage2 *_dualImage;
int _row;
int _gap;
int _offset[2];
bool _useFgColorAsImageColor;
};
class ScoreTablePanel;
#include "vgui_grid.h"
#include "vgui_defaultinputsignal.h"
//-----------------------------------------------------------------------------
// Purpose: Scoreboard back panel
//-----------------------------------------------------------------------------
class ScorePanel : public Panel, public vgui::CDefaultInputSignal
{
private:
// Default panel implementation doesn't forward mouse messages when there is no cursor and we need them.
class HitTestPanel : public Panel
{
public:
virtual void internalMousePressed(MouseCode code);
};
private:
Label m_TitleLabel;
// Here is how these controls are arranged hierarchically.
// m_HeaderGrid
// m_HeaderLabels
// m_PlayerGridScroll
// m_PlayerGrid
// m_PlayerEntries
CGrid m_HeaderGrid;
CLabelHeader m_HeaderLabels[NUM_COLUMNS]; // Labels above the
CLabelHeader *m_pCurrentHighlightLabel;
int m_iHighlightRow;
vgui::CListBox m_PlayerList;
CGrid m_PlayerGrids[NUM_ROWS]; // The grid with player and team info.
CLabelHeader m_PlayerEntries[NUM_COLUMNS][NUM_ROWS]; // Labels for the grid entries.
ScorePanel::HitTestPanel m_HitTestPanel;
// CommandButton *m_pCloseButton;
CLabelHeader* GetPlayerEntry(int x, int y) {return &m_PlayerEntries[x][y];}
public:
int m_iNumTeams;
int m_iPlayerNum;
int m_iShowscoresHeld;
int m_iRows;
int m_iSortedRows[NUM_ROWS];
int m_iIsATeam[NUM_ROWS];
bool m_bHasBeenSorted[MAX_PLAYERS];
int m_iLastKilledBy;
int m_fLastKillTime;
public:
ScorePanel(int x,int y,int wide,int tall);
void Update( void );
void SortTeams( void );
void SortPlayers( int iTeam, char *team );
void RebuildTeams( void );
void FillGrid();
void DeathMsg( int killer, int victim );
void Initialize( void );
void Open( void );
void MouseOverCell(int row, int col);
// InputSignal overrides.
public:
virtual void mousePressed(MouseCode code, Panel* panel);
virtual void cursorMoved(int x, int y, Panel *panel);
friend CLabelHeader;
};
#endif

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#include<VGUI_HeaderPanel.h>
#include<VGUI_TablePanel.h>
#include<VGUI_LineBorder.h>
#include<VGUI_Label.h>
#include<VGUI_Button.h>
#include<VGUI_ActionSignal.h>
#include "hud.h"
#include "cl_util.h"
#include "hud_servers.h"
#include "net_api.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ServerBrowser.h"
using namespace vgui;
namespace
{
#define MAX_SB_ROWS 24
#define NUM_COLUMNS 5
#define HEADER_SIZE_Y YRES(18)
// Column sizes
#define CSIZE_ADDRESS XRES(200)
#define CSIZE_SERVER XRES(400)
#define CSIZE_MAP XRES(500)
#define CSIZE_CURRENT XRES(570)
#define CSIZE_PING XRES(640)
#define CELL_HEIGHT YRES(15)
class ServerBrowserTablePanel;
class CBrowser_InputSignal : public InputSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
public:
CBrowser_InputSignal( ServerBrowserTablePanel *pBrowser )
{
m_pBrowser = pBrowser;
}
virtual void cursorMoved(int x,int y,Panel* panel) {};
virtual void cursorEntered(Panel* panel){};
virtual void cursorExited(Panel* Panel) {};
virtual void mousePressed(MouseCode code,Panel* panel);
virtual void mouseDoublePressed(MouseCode code,Panel* panel);
virtual void mouseReleased(MouseCode code,Panel* panel) {};
virtual void mouseWheeled(int delta,Panel* panel) {};
virtual void keyPressed(KeyCode code,Panel* panel) {};
virtual void keyTyped(KeyCode code,Panel* panel) {};
virtual void keyReleased(KeyCode code,Panel* panel) {};
virtual void keyFocusTicked(Panel* panel) {};
};
class ServerBrowserTablePanel : public TablePanel
{
private:
Label *m_pLabel;
int m_nMouseOverRow;
public:
ServerBrowserTablePanel( int x,int y,int wide,int tall,int columnCount) : TablePanel( x,y,wide,tall,columnCount)
{
m_pLabel = new Label( "", 0, 0 /*,wide, tall*/ );
m_nMouseOverRow = 0;
}
public:
void setMouseOverRow( int row )
{
m_nMouseOverRow = row;
}
void DoSort( char *sortkey )
{
// Request server list and refresh servers...
SortServers( sortkey );
}
void DoRefresh( void )
{
// Request server list and refresh servers...
ServersList();
BroadcastServersList( 0 );
}
void DoBroadcastRefresh( void )
{
// Request server list and refresh servers...
BroadcastServersList( 1 );
}
void DoStop( void )
{
// Stop requesting
ServersCancel();
}
void DoCancel( void )
{
ClientCmd( "togglebrowser\n" );
}
void DoConnect( void )
{
const char *info;
const char *address;
char sz[ 256 ];
info = ServersGetInfo( m_nMouseOverRow );
if ( !info )
return;
address = gEngfuncs.pNetAPI->ValueForKey( info, "address" );
//gEngfuncs.Con_Printf( "Connecting to %s\n", address );
sprintf( sz, "connect %s\n", address );
ClientCmd( sz );
DoCancel();
}
void DoPing( void )
{
ServerPing( 0 );
ServerRules( 0 );
ServerPlayers( 0 );
}
virtual int getRowCount()
{
int rowcount;
int height, width;
getSize( width, height );
// Space for buttons
height -= YRES(20);
height = max( 0, height );
rowcount = height / CELL_HEIGHT;
return rowcount;
}
virtual int getCellTall(int row)
{
return CELL_HEIGHT - 2;
}
virtual Panel* getCellRenderer(int column,int row,bool columnSelected,bool rowSelected,bool cellSelected)
{
const char *info;
const char *val, *val2;
char sz[ 32 ];
info = ServersGetInfo( row );
if ( row == m_nMouseOverRow )
{
m_pLabel->setFgColor( 200, 240, 63, 100 );
}
else
{
m_pLabel->setFgColor( 255, 255, 255, 0 );
}
m_pLabel->setBgColor( 0, 0, 0, 200 );
m_pLabel->setContentAlignment( vgui::Label::a_west );
m_pLabel->setFont( Scheme::sf_primary2 );
if ( info )
{
// Fill out with the correct data
switch ( column )
{
case 0:
val = gEngfuncs.pNetAPI->ValueForKey( info, "address" );
if ( val )
{
strncpy( sz, val, 31 );
sz[ 31 ] = '\0';
// Server Name;
m_pLabel->setText( sz );
}
break;
case 1:
val = gEngfuncs.pNetAPI->ValueForKey( info, "hostname" );
if ( val )
{
strncpy( sz, val, 31 );
sz[ 31 ] = '\0';
// Server Map;
m_pLabel->setText( sz );
}
break;
case 2:
val = gEngfuncs.pNetAPI->ValueForKey( info, "map" );
if ( val )
{
strncpy( sz, val, 31 );
sz[ 31 ] = '\0';
// Server Name;
m_pLabel->setText( sz );
}
break;
case 3:
val = gEngfuncs.pNetAPI->ValueForKey( info, "current" );
val2 = gEngfuncs.pNetAPI->ValueForKey( info, "max" );
if ( val && val2 )
{
sprintf( sz, "%s/%s", val, val2 );
sz[ 31 ] = '\0';
// Server Map;
m_pLabel->setText( sz );
}
break;
case 4:
val = gEngfuncs.pNetAPI->ValueForKey( info, "ping" );
if ( val )
{
strncpy( sz, val, 31 );
sz[ 31 ] = '\0';
// Server Name;
m_pLabel->setText( sz );
}
break;
default:
break;
}
}
else
{
if ( !row && !column )
{
if ( ServersIsQuerying() )
{
m_pLabel->setText( "Waiting for servers to respond..." );
}
else
{
m_pLabel->setText( "Press 'Refresh' to search for servers..." );
}
}
else
{
m_pLabel->setText( "" );
}
}
return m_pLabel;
}
virtual Panel* startCellEditing(int column,int row)
{
return null;
}
};
class ConnectHandler : public ActionSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
public:
ConnectHandler( ServerBrowserTablePanel *browser )
{
m_pBrowser = browser;
}
virtual void actionPerformed( Panel *panel )
{
m_pBrowser->DoConnect();
}
};
class RefreshHandler : public ActionSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
public:
RefreshHandler( ServerBrowserTablePanel *browser )
{
m_pBrowser = browser;
}
virtual void actionPerformed( Panel *panel )
{
m_pBrowser->DoRefresh();
}
};
class BroadcastRefreshHandler : public ActionSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
public:
BroadcastRefreshHandler( ServerBrowserTablePanel *browser )
{
m_pBrowser = browser;
}
virtual void actionPerformed( Panel *panel )
{
m_pBrowser->DoBroadcastRefresh();
}
};
class StopHandler : public ActionSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
public:
StopHandler( ServerBrowserTablePanel *browser )
{
m_pBrowser = browser;
}
virtual void actionPerformed( Panel *panel )
{
m_pBrowser->DoStop();
}
};
class CancelHandler : public ActionSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
public:
CancelHandler( ServerBrowserTablePanel *browser )
{
m_pBrowser = browser;
}
virtual void actionPerformed( Panel *panel )
{
m_pBrowser->DoCancel();
}
};
class PingHandler : public ActionSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
public:
PingHandler( ServerBrowserTablePanel *browser )
{
m_pBrowser = browser;
}
virtual void actionPerformed( Panel *panel )
{
m_pBrowser->DoPing();
}
};
class SortHandler : public ActionSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
public:
SortHandler( ServerBrowserTablePanel *browser )
{
m_pBrowser = browser;
}
virtual void actionPerformed( Panel *panel )
{
m_pBrowser->DoSort( "map" );
}
};
}
class LabelSortInputHandler : public InputSignal
{
private:
ServerBrowserTablePanel *m_pBrowser;
char m_szSortKey[ 64 ];
public:
LabelSortInputHandler( ServerBrowserTablePanel *pBrowser, char *name )
{
m_pBrowser = pBrowser;
strcpy( m_szSortKey, name );
}
virtual void cursorMoved(int x,int y,Panel* panel) {};
virtual void cursorEntered(Panel* panel){};
virtual void cursorExited(Panel* Panel) {};
virtual void mousePressed(MouseCode code,Panel* panel)
{
m_pBrowser->DoSort( m_szSortKey );
}
virtual void mouseDoublePressed(MouseCode code,Panel* panel)
{
m_pBrowser->DoSort( m_szSortKey );
}
virtual void mouseReleased(MouseCode code,Panel* panel) {};
virtual void mouseWheeled(int delta,Panel* panel) {};
virtual void keyPressed(KeyCode code,Panel* panel) {};
virtual void keyTyped(KeyCode code,Panel* panel) {};
virtual void keyReleased(KeyCode code,Panel* panel) {};
virtual void keyFocusTicked(Panel* panel) {};
};
class CSBLabel : public Label
{
private:
char m_szSortKey[ 64 ];
ServerBrowserTablePanel *m_pBrowser;
public:
CSBLabel( char *name, char *sortkey ) : Label( name )
{
m_pBrowser = NULL;
strcpy( m_szSortKey, sortkey );
int label_bg_r = 120,
label_bg_g = 75,
label_bg_b = 32,
label_bg_a = 200;
int label_fg_r = 255,
label_fg_g = 0,
label_fg_b = 0,
label_fg_a = 0;
setContentAlignment( vgui::Label::a_west );
setFgColor( label_fg_r, label_fg_g, label_fg_b, label_fg_a );
setBgColor( label_bg_r, label_bg_g, label_bg_b, label_bg_a );
setFont( Scheme::sf_primary2 );
}
void setTable( ServerBrowserTablePanel *browser )
{
m_pBrowser = browser;
addInputSignal( new LabelSortInputHandler( (ServerBrowserTablePanel * )m_pBrowser, m_szSortKey ) );
}
};
ServerBrowser::ServerBrowser(int x,int y,int wide,int tall) : CTransparentPanel( 100, x,y,wide,tall )
{
int i;
_headerPanel = new HeaderPanel(0,0,wide,HEADER_SIZE_Y);
_headerPanel->setParent(this);
_headerPanel->setFgColor( 100,100,100, 100 );
_headerPanel->setBgColor( 0, 0, 0, 100 );
CSBLabel *pLabel[5];
pLabel[0] = new CSBLabel( "Address", "address" );
pLabel[1] = new CSBLabel( "Server", "hostname" );
pLabel[2] = new CSBLabel( "Map", "map" );
pLabel[3] = new CSBLabel( "Current", "current" );
pLabel[4] = new CSBLabel( "Latency", "ping" );
for ( i = 0; i < 5; i++ )
{
_headerPanel->addSectionPanel( pLabel[i] );
}
// _headerPanel->setFont( Scheme::sf_primary1 );
_headerPanel->setSliderPos( 0, CSIZE_ADDRESS );
_headerPanel->setSliderPos( 1, CSIZE_SERVER );
_headerPanel->setSliderPos( 2, CSIZE_MAP );
_headerPanel->setSliderPos( 3, CSIZE_CURRENT );
_headerPanel->setSliderPos( 4, CSIZE_PING );
_tablePanel = new ServerBrowserTablePanel( 0, HEADER_SIZE_Y, wide, tall - HEADER_SIZE_Y, NUM_COLUMNS );
_tablePanel->setParent(this);
_tablePanel->setHeaderPanel(_headerPanel);
_tablePanel->setFgColor( 100,100,100, 100 );
_tablePanel->setBgColor( 0, 0, 0, 100 );
_tablePanel->addInputSignal( new CBrowser_InputSignal( (ServerBrowserTablePanel *)_tablePanel ) );
for ( i = 0; i < 5; i++ )
{
pLabel[i]->setTable( (ServerBrowserTablePanel * )_tablePanel );
}
int bw = 80, bh = 15;
int by = tall - HEADER_SIZE_Y;
int btnx = 10;
_connectButton = new CommandButton( "Connect", btnx, by, bw, bh );
_connectButton->setParent( this );
_connectButton->addActionSignal( new ConnectHandler( (ServerBrowserTablePanel * )_tablePanel ) );
btnx += bw;
_refreshButton = new CommandButton( "Refresh", btnx, by, bw, bh );
_refreshButton->setParent( this );
_refreshButton->addActionSignal( new RefreshHandler( (ServerBrowserTablePanel * )_tablePanel ) );
/*
btnx += bw;
_broadcastRefreshButton = new CommandButton( "LAN", btnx, by, bw, bh );
_broadcastRefreshButton->setParent( this );
_broadcastRefreshButton->addActionSignal( new BroadcastRefreshHandler( (ServerBrowserTablePanel * )_tablePanel ) );
*/
btnx += bw;
_stopButton = new CommandButton( "Stop", btnx, by, bw, bh );
_stopButton->setParent( this );
_stopButton->addActionSignal( new StopHandler( (ServerBrowserTablePanel * )_tablePanel ) );
/*
btnx += bw;
_pingButton = new CommandButton( "Test", btnx, by, bw, bh );
_pingButton->setParent( this );
_pingButton->addActionSignal( new PingHandler( (ServerBrowserTablePanel * )_tablePanel ) );
btnx += bw;
_sortButton = new CommandButton( "Sort", btnx, by, bw, bh );
_sortButton->setParent( this );
_sortButton->addActionSignal( new SortHandler( (ServerBrowserTablePanel * )_tablePanel ) );
*/
btnx += bw;
_cancelButton = new CommandButton( "Close", btnx, by, bw, bh );
_cancelButton->setParent( this );
_cancelButton->addActionSignal( new CancelHandler( (ServerBrowserTablePanel * )_tablePanel ) );
setPaintBorderEnabled(false);
setPaintBackgroundEnabled(false);
setPaintEnabled(false);
}
void ServerBrowser::setSize(int wide,int tall)
{
Panel::setSize(wide,tall);
_headerPanel->setBounds(0,0,wide,HEADER_SIZE_Y);
_tablePanel->setBounds(0,HEADER_SIZE_Y,wide,tall - HEADER_SIZE_Y);
_connectButton->setBounds( 5, tall - HEADER_SIZE_Y, 75, 15 );
_refreshButton->setBounds( 85, tall - HEADER_SIZE_Y, 75, 15 );
/*
_broadcastRefreshButton->setBounds( 165, tall - HEADER_SIZE_Y, 75, 15 );
*/
_stopButton->setBounds( 165, tall - HEADER_SIZE_Y, 75, 15 );
/*
_pingButton->setBounds( 325, tall - HEADER_SIZE_Y, 75, 15 );
*/
_cancelButton->setBounds( 245, tall - HEADER_SIZE_Y, 75, 15 );
}
void CBrowser_InputSignal::mousePressed(MouseCode code,Panel* panel)
{
int x, y;
int therow = 2;
if ( code != MOUSE_LEFT )
return;
panel->getApp()->getCursorPos(x,y);
panel->screenToLocal( x, y );
therow = y / CELL_HEIGHT;
// Figure out which row it's on
m_pBrowser->setMouseOverRow( therow );
}
void CBrowser_InputSignal::mouseDoublePressed(MouseCode code,Panel* panel)
{
int x, y;
int therow = 2;
if ( code != MOUSE_LEFT )
return;
panel->getApp()->getCursorPos(x,y);
panel->screenToLocal( x, y );
therow = y / CELL_HEIGHT;
// Figure out which row it's on
m_pBrowser->setMouseOverRow( therow );
m_pBrowser->DoConnect();
}

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#ifndef ServerBrowser_H
#define ServerBrowser_H
#include<VGUI_Panel.h>
namespace vgui
{
class Button;
class TablePanel;
class HeaderPanel;
}
class CTransparentPanel;
class CommandButton;
// Scoreboard positions
#define SB_X_INDENT (20 * ((float)ScreenHeight / 640))
#define SB_Y_INDENT (20 * ((float)ScreenHeight / 480))
class ServerBrowser : public CTransparentPanel
{
private:
HeaderPanel * _headerPanel;
TablePanel* _tablePanel;
CommandButton* _connectButton;
CommandButton* _refreshButton;
CommandButton* _broadcastRefreshButton;
CommandButton* _stopButton;
CommandButton* _sortButton;
CommandButton* _cancelButton;
CommandButton* _pingButton;
public:
ServerBrowser(int x,int y,int wide,int tall);
public:
virtual void setSize(int wide,int tall);
};
#endif

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//=========== (C) Copyright 1999 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: VGUI objects for Discwar
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include "VGUI_Font.h"
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "parsemsg.h"
#include "ammo.h"
#include "string.h"
#include "ammohistory.h"
#include "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ServerBrowser.h"
#include "vgui_discobjects.h"
// Positions and Dimensions
#define ARENAWINDOW_SIZE_X (ScreenWidth)
#define ARENAWINDOW_SIZE_Y YRES(128)
#define ARENAWINDOW_X ((ScreenWidth - ARENAWINDOW_SIZE_X) / 2)
#define ARENAWINDOW_Y (ScreenHeight - ARENAWINDOW_SIZE_Y)
#define POWERUP_SIZE_X (ScreenWidth)
#define POWERUP_SIZE_Y YRES(32)
#define POWERUP_X ((ScreenWidth - POWERUP_SIZE_X) / 2)
#define POWERUP_Y (ScreenHeight - POWERUP_SIZE_Y)
#define REWARD_SIZE_X (ScreenWidth)
#define REWARD_SIZE_Y YRES(48)
#define REWARD_X ((ScreenWidth - POWERUP_SIZE_X) / 2)
#define REWARD_Y (ScreenHeight / 6)
extern WeaponsResource gWR;
int g_iCannotFire;
//===========================================================
// Disc ammo icon
CDiscPanel::CDiscPanel(int x,int y,int wide,int tall) : Label("", x,y,wide,tall)
{
setContentFitted(true);
// Standard discs
m_pDiscTGA_Red = LoadTGAForRes("discred");
m_pDiscTGA_RedGlow = LoadTGAForRes("discred2");
m_pDiscTGA_Blue = LoadTGAForRes("discblue");
m_pDiscTGA_BlueGlow = LoadTGAForRes("discblue2");
m_pDiscTGA_Grey = LoadTGAForRes("discgrey");
// Powerup discs
m_pDiscTGA_Fast = LoadTGAForRes("fast");
m_pDiscTGA_Freeze = LoadTGAForRes("freeze");
m_pDiscTGA_Hard = LoadTGAForRes("hard");
m_pDiscTGA_Triple = LoadTGAForRes("triple");
setImage( m_pDiscTGA_Red );
}
void CDiscPanel::Update( int iDiscNo, bool bGlow, int iPowerup )
{
int iDiscs = gWR.GetAmmo( 1 );
// Grey disc for missing discs
if ( iDiscs < iDiscNo+1 )
{
setImage( m_pDiscTGA_Grey );
}
// Powerups override team colored discs
else if ( iPowerup & POW_TRIPLE )
{
setImage( m_pDiscTGA_Triple );
}
else if ( iPowerup & POW_FAST )
{
setImage( m_pDiscTGA_Fast );
}
else if ( iPowerup & POW_FREEZE )
{
setImage( m_pDiscTGA_Freeze );
}
else if ( iPowerup & POW_HARD )
{
setImage( m_pDiscTGA_Hard );
}
else if (g_iTeamNumber == 1)
{
if ( gWR.GetAmmo( 1 ) == 3 )
setImage( m_pDiscTGA_RedGlow );
else
setImage( m_pDiscTGA_Red );
}
else
{
if ( gWR.GetAmmo( 1 ) == 3 )
setImage( m_pDiscTGA_BlueGlow );
else
setImage( m_pDiscTGA_Blue );
}
}
//===========================================================
// Arena window
CDiscArenaPanel::CDiscArenaPanel( int x, int y, int wide, int tall ) : CTransparentPanel(255, x,y,wide,tall)
{
m_iNumPlayers = 0;
}
//===========================================================
// Message handler. Gets the Ids of the players in the round.
int CDiscArenaPanel::MsgFunc_GetPlayers(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iRoundNumber = READ_BYTE();
m_iSecondsToGo = READ_BYTE();
m_iNumPlayers = READ_BYTE();
if ( m_iNumPlayers > 0 && m_iNumPlayers <= MAX_PLAYERS )
{
for (int i = 0; i < m_iNumPlayers; i++)
m_iClients[i] = READ_SHORT();
}
RecalculateText();
return 1;
}
//===========================================================
// Message handler. Gets the Ids of the players in the round.
void CDiscArenaPanel::GetClientList( char *pszString )
{
strcpy( pszString, "" );
for (int i = 0; i < m_iNumPlayers; i++ )
{
if ( m_iClients[i] <= 0 || m_iClients[i] > MAX_PLAYERS )
{
gEngfuncs.Con_Printf( "Combatant %d out of range: %d\n", i, m_iClients[i] );
continue;
}
if ( g_PlayerInfoList[ m_iClients[i] ].name && g_PlayerInfoList[ m_iClients[i] ].name[0] )
{
if ( i > 0 )
{
if ( i == (m_iNumPlayers - 1) )
{
strcat( pszString, CHudTextMessage::BufferedLocaliseTextString( "#And" ) );
}
else
{
strcat( pszString, ", " );
}
}
strcat( pszString, g_PlayerInfoList[ m_iClients[i] ].name );
}
}
}
//===========================================================
// Round start window
#define ROUND_Y YRES(0)
#define TEAMONE_Y (ROUND_Y + YRES(32))
#define VERSUS_Y (TEAMONE_Y + YRES(32))
#define TEAMTWO_Y (VERSUS_Y + YRES(32))
CDiscArena_RoundStart::CDiscArena_RoundStart( void ) : CDiscArenaPanel( ARENAWINDOW_X, ARENAWINDOW_Y, ARENAWINDOW_SIZE_X, ARENAWINDOW_SIZE_Y )
{
m_pRound = new Label( "Round 1", 0, ROUND_Y, getWide(), YRES(32) );
m_pRound->setParent( this );
m_pRound->setBgColor( 0, 0, 0, 128 );
m_pRound->setFgColor( 255,255,255, 0 );
m_pRound->setContentAlignment( vgui::Label::a_center );
m_pTeamOne = new Label( "Team One", 0, TEAMONE_Y, getWide(), YRES(32) );
m_pTeamOne->setParent( this );
m_pTeamOne->setBgColor( 128, 0, 0, 128 );
m_pTeamOne->setFgColor( 255,255,255, 0 );
m_pTeamOne->setContentAlignment( vgui::Label::a_center );
// Trim the trailing \n from the VS string
char sz[32];
strcpy( sz, CHudTextMessage::BufferedLocaliseTextString( "#Versus" ) );
sz[ strlen(sz) - 1 ] = '\0';
Label *pLabel = new Label( sz, 0, VERSUS_Y, getWide(), YRES(32) );
pLabel->setParent( this );
pLabel->setBgColor( 0, 0, 0, 255 );
pLabel->setFgColor( 255,255,255, 0 );
pLabel->setContentAlignment( vgui::Label::a_center );
m_pTeamTwo = new Label( "Team Two", 0, TEAMTWO_Y, getWide(), YRES(32) );
m_pTeamTwo->setParent( this );
m_pTeamTwo->setBgColor( 0, 0, 128, 128 );
m_pTeamTwo->setFgColor( 255,255,255, 0 );
m_pTeamTwo->setContentAlignment( vgui::Label::a_center );
setVisible(false);
}
// Recalculate the Text in the window
void CDiscArena_RoundStart::RecalculateText( void )
{
char sz[1024];
char szOpponents[1024];
char szTemp[256];
char szTemp2[256];
char szTemp3[256];
char *pszLocalized = NULL;
// Round started?
if (m_iSecondsToGo == 0)
{
setVisible(false);
g_iCannotFire = FALSE;
// Force spectator menu to update
if (gViewPort)
gViewPort->m_iUser1 = 0;
return;
}
g_iCannotFire = TRUE;
// Round Number
if ( m_iSecondsToGo != 1 )
{
pszLocalized = "#Round_Start_n_Seconds";
}
else
{
pszLocalized = "#Round_Start_1_Second";
}
strncpy( szTemp3, CHudTextMessage::BufferedLocaliseTextString( pszLocalized ), sizeof( szTemp3 ) - 1 );
szTemp3[ sizeof( szTemp3 ) - 1 ] = '\0';
sprintf( sz, szTemp3, m_iRoundNumber, m_iSecondsToGo );
m_pRound->setText( sz );
// We may have just got an update for the time to go. If so, m_iNumPlayers will be 0.
if ( !m_iNumPlayers )
return;
if (gViewPort)
gViewPort->GetAllPlayersInfo();
// Find out what team this client's on (if a new battle's just starting)
strcpy( szOpponents, "" );
int iMyTeamNumber = 0;
if ( m_iRoundNumber == 1 )
{
for (int i = 0; i < m_iNumPlayers; i++ )
{
if ( g_PlayerInfoList[ m_iClients[i] ].thisplayer )
iMyTeamNumber = (i < (m_iNumPlayers / 2)) ? 1 : 2;
}
}
// Team 1
strcpy( sz, "" );
int i;
for ( i = 0; i < (m_iNumPlayers / 2); i++ )
{
if ( g_PlayerInfoList[ m_iClients[i] ].name && g_PlayerInfoList[ m_iClients[i] ].name[0] )
strcat( sz, g_PlayerInfoList[ m_iClients[i] ].name );
if ( iMyTeamNumber == 2 )
{
strcpy( szTemp, CHudTextMessage::BufferedLocaliseTextString( "#Opponent" ) );
sprintf( szTemp2, szTemp, g_PlayerInfoList[ m_iClients[i] ].name, g_PlayerExtraInfo[ m_iClients[i] ].deaths, g_PlayerExtraInfo[ m_iClients[i] ].frags );
strcat( szOpponents, szTemp2 );
}
}
m_pTeamOne->setText( sz );
// Team 2
strcpy( sz, "" );
for ( ; i < m_iNumPlayers; i++ )
{
if ( g_PlayerInfoList[ m_iClients[i] ].name && g_PlayerInfoList[ m_iClients[i] ].name[0] )
strcat( sz, g_PlayerInfoList[ m_iClients[i] ].name );
if ( iMyTeamNumber == 1 )
{
strcpy( szTemp, CHudTextMessage::BufferedLocaliseTextString( "#Opponent" ) );
sprintf( szTemp2, szTemp, g_PlayerInfoList[ m_iClients[i] ].name, g_PlayerExtraInfo[ m_iClients[i] ].deaths, g_PlayerExtraInfo[ m_iClients[i] ].frags );
strcat( szOpponents, szTemp2 );
}
}
m_pTeamTwo->setText( sz );
// Bring up the Opponent details
if (gViewPort)
gViewPort->m_pDiscRewardWindow->SetMessage( szOpponents );
// Become visible
setVisible(true);
// Hide the other windows if it's up
if (gViewPort)
{
gViewPort->m_pSpectatorMenu->setVisible( false );
gViewPort->m_pDiscPowerupWindow->setVisible( false );
gViewPort->m_pDiscEndRound->setVisible( false );
}
}
//===========================================================
// Round end window
CDiscArena_RoundEnd::CDiscArena_RoundEnd( void ) : CDiscArenaPanel( ARENAWINDOW_X, ARENAWINDOW_Y, ARENAWINDOW_SIZE_X, ARENAWINDOW_SIZE_Y )
{
m_pRound = new Label( "Round 1 Won By", 0, ROUND_Y, getWide(), YRES(32) );
m_pRound->setParent( this );
m_pRound->setBgColor( 0, 0, 0, 128 );
m_pRound->setFgColor( 255,255,255, 0 );
m_pRound->setContentAlignment( vgui::Label::a_center );
m_pWinners = new Label( "Winners", 0, TEAMONE_Y, getWide(), YRES(32) );
m_pWinners->setParent( this );
m_pWinners->setBgColor( 128, 0, 0, 128 );
m_pWinners->setFgColor( 255,255,255, 0 );
m_pWinners->setContentAlignment( vgui::Label::a_center );
m_pWinningTeam = new Label( "Winners", 0, TEAMTWO_Y, getWide(), YRES(32) );
m_pWinningTeam->setParent( this );
m_pWinningTeam->setBgColor( 128, 0, 0, 128 );
m_pWinningTeam->setFgColor( 255,255,255, 0 );
m_pWinningTeam->setContentAlignment( vgui::Label::a_center );
setVisible(false);
}
// Recalculate the Text in the window
void CDiscArena_RoundEnd::RecalculateText( void )
{
char sz[1024];
char szTemp1[256];
char szTemp2[256];
// Sends down a 0 for time when this should be removed
if (m_iSecondsToGo == 0)
{
setVisible(false);
g_iCannotFire = FALSE;
// Force spectator menu to update
if (gViewPort)
gViewPort->m_iUser1 = 0;
return;
}
g_iCannotFire = TRUE;
// Round Number
strncpy( szTemp1, CHudTextMessage::BufferedLocaliseTextString( "#Round_Won" ), sizeof( szTemp1 ) - 1 );
szTemp1[ sizeof( szTemp1 ) - 1 ] = '\0';
sprintf( sz, szTemp1, m_iRoundNumber );
m_pRound->setText( sz );
if (gViewPort)
gViewPort->GetAllPlayersInfo();
// Winners
GetClientList( sz );
m_pWinners->setText( sz );
// Scores
m_iNumPlayers = READ_BYTE();
if ( m_iNumPlayers >= 0 && m_iNumPlayers <= MAX_PLAYERS )
{
for (int i = 0; i < m_iNumPlayers; i++)
m_iClients[i] = READ_SHORT();
int iWinningScore = READ_BYTE();
int iLosingScore = READ_BYTE();
int iBattleOver = READ_BYTE();
// Battle over?
if ( iBattleOver )
{
GetClientList( sz );
strncpy( szTemp2, CHudTextMessage::BufferedLocaliseTextString( "#Round_Won_Scores" ), sizeof( szTemp2 ) - 1 );
szTemp2[ sizeof( szTemp2 ) - 1 ] = '\0';
_snprintf( sz, sizeof( sz ) - 1, szTemp2, sz, iWinningScore, iLosingScore );
}
// Tied?
else if ( iWinningScore == iLosingScore )
{
strncpy( szTemp2, CHudTextMessage::BufferedLocaliseTextString( "#Round_Tied" ), sizeof( szTemp2 ) - 1 );
szTemp2[ sizeof( szTemp2 ) - 1 ] = '\0';
_snprintf( sz, sizeof( sz ) - 1, szTemp2, iWinningScore );
}
else
{
char *pszTemp = NULL;
GetClientList( sz );
if ( m_iNumPlayers == 1 )
{
pszTemp = "#Round_Leads";
}
else
{
pszTemp = "#Round_Lead";
}
strncpy( szTemp2, CHudTextMessage::BufferedLocaliseTextString( pszTemp ), sizeof( szTemp2 ) - 1 );
szTemp2[ sizeof( szTemp2 ) - 1 ] = '\0';
_snprintf( sz, sizeof( sz ) - 1, szTemp2, sz, iWinningScore, iLosingScore );
}
sz[ sizeof( sz ) - 1 ] = '\0';
m_pWinningTeam->setText( sz );
}
// Become visible
setVisible(true);
// Hide the other windows if it's up
if (gViewPort)
{
gViewPort->m_pSpectatorMenu->setVisible( false );
gViewPort->m_pDiscPowerupWindow->setVisible( false );
gViewPort->m_pDiscStartRound->setVisible( false );
}
}
//===========================================================
// Powerup name window
CDiscPowerups::CDiscPowerups() : CTransparentPanel( 255, POWERUP_X, POWERUP_Y, POWERUP_SIZE_X, POWERUP_SIZE_Y )
{
m_pLabel = new Label( "Powerups Go Here", 0, ROUND_Y, getWide(), YRES(32) );
m_pLabel->setParent( this );
m_pLabel->setBgColor( 0, 0, 0, 255 );
m_pLabel->setFgColor( 255,255,255, 0 );
m_pLabel->setContentAlignment( vgui::Label::a_center );
setVisible(false);
};
void CDiscPowerups::RecalculateText( int iPowerup )
{
char sz[512];
bool bAnd = false;
// Don't appear if a round message is up
if (gViewPort)
{
if ( gViewPort->m_pDiscStartRound->isVisible() || gViewPort->m_pDiscEndRound->isVisible() )
return;
}
sprintf(sz, "");
if ( iPowerup & POW_TRIPLE )
{
strcat(sz, CHudTextMessage::BufferedLocaliseTextString("#Triple") );
bAnd = true;
}
if ( iPowerup & POW_FAST )
{
if (bAnd)
strcat(sz, ", ");
strcat(sz, CHudTextMessage::BufferedLocaliseTextString("#Fast") );
bAnd = true;
}
if ( iPowerup & POW_FREEZE )
{
if (bAnd)
strcat(sz, ", ");
strcat(sz, CHudTextMessage::BufferedLocaliseTextString("#Freeze") );
bAnd = true;
}
if ( iPowerup & POW_HARD )
{
if (bAnd)
strcat(sz, ", ");
strcat(sz, CHudTextMessage::BufferedLocaliseTextString("#Hard") );
}
m_pLabel->setText( sz );
// Become visible
if (sz && sz[0])
setVisible(true);
else
setVisible(false);
}
//===========================================================
// Reward menu
CDiscRewards::CDiscRewards() : CTransparentPanel( 255, REWARD_X, REWARD_Y, REWARD_SIZE_X, REWARD_SIZE_Y )
{
m_pReward = new Label( "Well Done!", 0, ROUND_Y, getWide(), (REWARD_SIZE_Y / 2) );
m_pReward->setParent( this );
m_pReward->setBgColor( 0, 0, 0, 255 );
m_pReward->setFgColor( 255,255,255, 0 );
m_pReward->setContentAlignment( vgui::Label::a_center );
setVisible(false);
m_pTeleBonus = new Label( CHudTextMessage::BufferedLocaliseTextString( "#Hit_Tele" ), 0, (REWARD_SIZE_Y / 2), getWide(), (REWARD_SIZE_Y / 2) );
m_pTeleBonus->setParent( this );
m_pTeleBonus->setBgColor( 0, 0, 0, 255 );
m_pTeleBonus->setFgColor( 255,255,255, 0 );
m_pTeleBonus->setContentAlignment( vgui::Label::a_center );
};
void CDiscRewards::RecalculateText( int iReward )
{
char sz[512];
// Don't appear if a round message is up
if (gViewPort)
{
if ( gViewPort->m_pDiscStartRound->isVisible() || gViewPort->m_pDiscEndRound->isVisible() )
return;
}
if ( !iReward )
{
setVisible( false );
return;
}
// Rewards
if ( iReward & REWARD_BOUNCE_NONE )
sprintf( sz, CHudTextMessage::BufferedLocaliseTextString( "#Hit_Direct" ) );
if ( iReward & REWARD_BOUNCE_ONE )
sprintf( sz, CHudTextMessage::BufferedLocaliseTextString( "#Hit_One" ) );
if ( iReward & REWARD_BOUNCE_TWO )
sprintf( sz, CHudTextMessage::BufferedLocaliseTextString( "#Hit_Two" ) );
if ( iReward & REWARD_BOUNCE_THREE )
sprintf( sz, CHudTextMessage::BufferedLocaliseTextString( "#Hit_Three" ) );
if ( iReward & REWARD_DECAPITATE )
sprintf( sz, CHudTextMessage::BufferedLocaliseTextString( "#Hit_Decap" ) );
if ( iReward & REWARD_DOUBLEKILL )
sprintf( sz, CHudTextMessage::BufferedLocaliseTextString( "#Hit_Multiple" ) );
if ( iReward & REWARD_TELEPORT )
m_pTeleBonus->setVisible( true );
else
m_pTeleBonus->setVisible( false );
m_pReward->setText( sz );
setVisible( true );
}
void CDiscRewards::SetMessage( char *pMessage )
{
if (!pMessage)
{
setVisible(false);
return;
}
m_pTeleBonus->setVisible( false );
m_pReward->setText( pMessage );
setVisible( true );
if (gViewPort)
gViewPort->m_flRewardOpenTime = gHUD.m_flTime + 5.0;
}

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//=========== (C) Copyright 1999 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: VGUI objects for Discwar
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#ifndef VGUI_DISCOBJECTS_H
#define VGUI_DISCOBJECTS_H
#pragma once
//===========================================================
// Disc ammo icon
class CDiscPanel : public Label
{
private:
BitmapTGA *m_pDiscTGA_Red;
BitmapTGA *m_pDiscTGA_RedGlow;
BitmapTGA *m_pDiscTGA_Blue;
BitmapTGA *m_pDiscTGA_BlueGlow;
BitmapTGA *m_pDiscTGA_Grey;
BitmapTGA *m_pDiscTGA_Fast;
BitmapTGA *m_pDiscTGA_Freeze;
BitmapTGA *m_pDiscTGA_Hard;
BitmapTGA *m_pDiscTGA_Triple;
public:
CDiscPanel(int x,int y,int wide,int tall);
void Update( int iDiscNo, bool bGlow, int iPowerup );
virtual void paintBackground()
{
// Do nothing, so the background's left transparent.
}
};
//===========================================================
// Powerup
class CDiscPowerups : public CTransparentPanel
{
public:
CDiscPowerups();
void RecalculateText( int iPowerup );
Label *m_pLabel;
};
class CDiscRewards : public CTransparentPanel
{
public:
CDiscRewards();
void RecalculateText( int iReward );
void SetMessage( char *pMessage );
Label *m_pReward;
Label *m_pTeleBonus;
};
//===========================================================
// Arena windows
class CDiscArenaPanel : public CTransparentPanel
{
public:
CDiscArenaPanel( int x, int y, int wide, int tall );
int MsgFunc_GetPlayers(const char *pszName, int iSize, void *pbuf );
virtual void RecalculateText( void ) {};
void GetClientList( char *pszString );
int m_iNumPlayers;
int m_iClients[ MAX_PLAYERS ];
int m_iRoundNumber;
int m_iSecondsToGo;
};
class CDiscArena_RoundStart : public CDiscArenaPanel
{
public:
CDiscArena_RoundStart();
void RecalculateText( void );
Label *m_pRound;
Label *m_pTeamOne;
Label *m_pTeamTwo;
};
class CDiscArena_RoundEnd : public CDiscArenaPanel
{
public:
CDiscArena_RoundEnd();
void RecalculateText( void );
Label *m_pRound;
Label *m_pWinners;
Label *m_pWinningTeam;
};
#endif // VGUI_DISCOBJECTS_H

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#include"vgui_int.h"
#include<VGUI_Label.h>
#include<VGUI_BorderLayout.h>
#include<VGUI_LineBorder.h>
#include<VGUI_SurfaceBase.h>
#include<VGUI_TextEntry.h>
#include<VGUI_ActionSignal.h>
#include<string.h>
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ControlConfigPanel.h"
namespace
{
class TexturePanel : public Panel , public ActionSignal
{
private:
int _bindIndex;
TextEntry* _textEntry;
public:
TexturePanel() : Panel(0,0,256,276)
{
_bindIndex=2700;
_textEntry=new TextEntry("2700",0,0,128,20);
_textEntry->setParent(this);
_textEntry->addActionSignal(this);
}
public:
virtual bool isWithin(int x,int y)
{
return _textEntry->isWithin(x,y);
}
public:
virtual void actionPerformed(Panel* panel)
{
char buf[256];
_textEntry->getText(0,buf,256);
sscanf(buf,"%d",&_bindIndex);
}
protected:
virtual void paintBackground()
{
Panel::paintBackground();
int wide,tall;
getPaintSize(wide,tall);
drawSetColor(0,0,255,0);
drawSetTexture(_bindIndex);
drawTexturedRect(0,19,257,257);
}
};
}
using namespace vgui;
void VGui_ViewportPaintBackground(int extents[4])
{
gEngfuncs.VGui_ViewportPaintBackground(extents);
}
void* VGui_GetPanel()
{
return (Panel*)gEngfuncs.VGui_GetPanel();
}
void VGui_Startup()
{
Panel* root=(Panel*)VGui_GetPanel();
root->setBgColor(128,128,0,0);
//root->setNonPainted(false);
//root->setBorder(new LineBorder());
root->setLayout(new BorderLayout(0));
//root->getSurfaceBase()->setEmulatedCursorVisible(true);
if (gViewPort != NULL)
{
// root->removeChild(gViewPort);
// free the memory
// delete gViewPort;
// gViewPort = NULL;
gViewPort->Initialize();
}
else
{
gViewPort = new TeamFortressViewport(0,0,root->getWide(),root->getTall());
gViewPort->setParent(root);
}
/*
TexturePanel* texturePanel=new TexturePanel();
texturePanel->setParent(gViewPort);
*/
}
void VGui_Shutdown()
{
delete gViewPort;
gViewPort = NULL;
}

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#ifndef VGUI_INT_H
#define VGUI_INT_H
extern "C"
{
void VGui_Startup();
void VGui_Shutdown();
//Only safe to call from inside subclass of Panel::paintBackground
void VGui_ViewportPaintBackground(int extents[4]);
}
#endif

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
#if !defined ( VIEWH )
#define VIEWH
#pragma once
void V_StartPitchDrift( void );
void V_StopPitchDrift( void );
#endif // !VIEWH

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/***
*
* Copyright (c) 1999, 2000 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.
*
****/
#if !defined( WRECTH )
#define WRECTH
typedef struct rect_s
{
int left, right, top, bottom;
} wrect_t;
#endif

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#
# Half-Life Ricochet SDK 2.3 ricochet_i386.so Makefile for x86 Linux
#
# October 2002 by Leon Hartwig (hartwig@valvesoftware.com)
#
DLLNAME=ricochet
ARCH=i386
#make sure this is the correct compiler for your system
CC=gcc
DLL_SRCDIR=.
ENGINE_SRCDIR=../../engine
COMMON_SRCDIR=../../common
PM_SHARED_SRCDIR=../pm_shared
GAME_SHARED_SRCDIR=../../game_shared
WPN_SRC_DIR=$(DLL_SRCDIR)/wpn_shared
DLL_OBJDIR=$(DLL_SRCDIR)/obj
PM_SHARED_OBJDIR=$(DLL_OBJDIR)/pm_shared
GAME_SHARED_OBJDIR=$(DLL_OBJDIR)/game_shared
WPN_OBJ_DIR=$(DLL_OBJDIR)/wpn_shared
BASE_CFLAGS=-Dstricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_vsnprintf=vsnprintf
#safe optimization
CFLAGS=$(BASE_CFLAGS) -Wall -Wno-non-virtual-dtor -Wno-invalid-offsetof -Werror -m486 -O1
C_FLAGS=$(BASE_CFLAGS) -Wall -Werror -m486 -O1
#full optimization
#CFLAGS=$(BASE_CFLAGS) -Wall -Wno-non-virtual-dtor -Wno-invalid-offsetof -Werror -O1 -m486 -ffast-math -funroll-loops \
-fomit-frame-pointer -fexpensive-optimizations \
-malign-loops=2 -malign-jumps=2 -malign-functions=2
#use these when debugging
#CFLAGS=$(BASE_CFLAGS) -g
INCLUDEDIRS=-I. -I$(ENGINE_SRCDIR) -I$(COMMON_SRCDIR) -I$(PM_SHARED_SRCDIR) -I$(GAME_SHARED_SRCDIR)
LDFLAGS=
SHLIBEXT=so
SHLIBCFLAGS=-fPIC
SHLIBLDFLAGS=-shared
DO_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) $(INCLUDEDIRS) -o $@ -c $<
DO_C=$(CC) $(C_FLAGS) $(SHLIBCFLAGS) $(INCLUDEDIRS) -o $@ -c $<
#############################################################################
# SETUP AND BUILD
# GAME
#############################################################################
$(DLL_OBJDIR)/%.o: $(DLL_SRCDIR)/%.cpp
$(DO_CC)
$(GAME_SHARED_OBJDIR)/%.o: $(GAME_SHARED_SRCDIR)/%.cpp
$(DO_CC)
$(PM_SHARED_OBJDIR)/%.o: $(PM_SHARED_SRCDIR)/%.c
$(DO_C)
$(WPN_OBJ_DIR)/%.o : $(WPN_SRC_DIR)/%.cpp
$(DO_CC)
OBJ = \
$(DLL_OBJDIR)/airtank.o \
$(DLL_OBJDIR)/animating.o \
$(DLL_OBJDIR)/animation.o \
$(DLL_OBJDIR)/bmodels.o \
$(DLL_OBJDIR)/buttons.o \
$(DLL_OBJDIR)/cbase.o \
$(DLL_OBJDIR)/client.o \
$(DLL_OBJDIR)/combat.o \
$(DLL_OBJDIR)/disc_arena.o \
$(DLL_OBJDIR)/disc_powerups.o \
$(DLL_OBJDIR)/doors.o \
$(DLL_OBJDIR)/effects.o \
$(DLL_OBJDIR)/explode.o \
$(DLL_OBJDIR)/func_break.o \
$(DLL_OBJDIR)/func_tank.o \
$(DLL_OBJDIR)/game.o \
$(DLL_OBJDIR)/gamerules.o \
$(DLL_OBJDIR)/ggrenade.o \
$(DLL_OBJDIR)/globals.o \
$(DLL_OBJDIR)/h_ai.o \
$(DLL_OBJDIR)/h_battery.o \
$(DLL_OBJDIR)/h_cycler.o \
$(DLL_OBJDIR)/h_export.o \
$(DLL_OBJDIR)/healthkit.o \
$(DLL_OBJDIR)/items.o \
$(DLL_OBJDIR)/lights.o \
$(DLL_OBJDIR)/maprules.o \
$(DLL_OBJDIR)/mortar.o \
$(DLL_OBJDIR)/mpstubb.o \
$(DLL_OBJDIR)/multiplay_gamerules.o \
$(DLL_OBJDIR)/observer.o \
$(DLL_OBJDIR)/pathcorner.o \
$(DLL_OBJDIR)/plane.o \
$(DLL_OBJDIR)/plats.o \
$(DLL_OBJDIR)/player.o \
$(DLL_OBJDIR)/singleplay_gamerules.o \
$(DLL_OBJDIR)/skill.o \
$(DLL_OBJDIR)/sound.o \
$(DLL_OBJDIR)/soundent.o \
$(DLL_OBJDIR)/spectator.o \
$(DLL_OBJDIR)/subs.o \
$(DLL_OBJDIR)/teamplay_gamerules.o \
$(DLL_OBJDIR)/triggers.o \
$(DLL_OBJDIR)/util.o \
$(DLL_OBJDIR)/weapons.o \
$(DLL_OBJDIR)/world.o \
$(DLL_OBJDIR)/xen.o \
$(WPN_OBJ_DIR)/disc_weapon_disc.o \
$(PM_SHARED_OBJDIR)/pm_shared.o \
$(PM_SHARED_OBJDIR)/pm_math.o \
$(PM_SHARED_OBJDIR)/pm_debug.o \
$(GAME_SHARED_OBJDIR)/voice_gamemgr.o
$(DLLNAME)_$(ARCH).$(SHLIBEXT) : neat $(OBJ)
$(CC) $(CFLAGS) $(SHLIBLDFLAGS) $(LDFLAGS) -o $@ $(OBJ)
neat:
-mkdir -p $(DLL_OBJDIR)
-mkdir -p $(GAME_SHARED_OBJDIR)
-mkdir -p $(PM_SHARED_OBJDIR)
-mkdir -p $(WPN_OBJ_DIR)
clean:
-rm -f $(OBJ)
-rm -f $(DLLNAME)_$(ARCH).$(SHLIBEXT)
spotless: clean
-rm -rf $(WPN_OBJ_DIR)
-rm -rf $(GAME_SHARED_OBJDIR)
-rm -rf $(PM_SHARED_OBJDIR)
-rm -rf $(DLL_OBJDIR)

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/***
*
* 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 ACTIVITY_H
#define ACTIVITY_H
typedef enum {
ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
ACT_IDLE,
ACT_HOP,
ACT_HOP_LEFT_FOOT,
ACT_LEAP,
ACT_TURN_LEFT,
ACT_TURN_RIGHT,
ACT_BASE_STAND,
ACT_BASE_STAND_THROW,
ACT_FREEZE_STAND,
ACT_FREEZE_STAND_THROW,
ACT_HARD_STAND,
ACT_HARD_STAND_THROW,
ACT_TRIPLE_STAND,
ACT_TRIPLE_STAND_THROW,
ACT_UNARMED_WALK,
ACT_UNARMED_RUN,
ACT_UNARMED_BACKPEDAL,
ACT_BASE_WALK,
ACT_BASE_RUN,
ACT_BASE_THROW,
ACT_BASE_BACKUP,
ACT_BASE_BACKUP_THROW,
ACT_BASE_REVERSE,
ACT_BASE_REVERSE_THROW,
ACT_FALL,
ACT_FALL_FORWARD,
ACT_FALL_BACKWARD,
ACT_FALL_LEFT,
ACT_FALL_RIGHT,
ACT_FLINCH_CLOCKWISE,
ACT_FLINCH_COUNTERCLOCKWISE,
ACT_FLINCH_BACK,
ACT_FLINCH_LEFT,
ACT_FLINCH_RIGHT,
ACT_FLINCH_FORWARD,
ACT_DIE_HEADSHOT,
ACT_DIEFORWARD,
ACT_DIEBACKWARD,
} Activity;
typedef struct {
int type;
char *name;
} activity_map_t;
extern activity_map_t activity_map[];
#endif //ACTIVITY_H

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/***
*
* 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 _A( a ) { a, #a }
activity_map_t activity_map[] =
{
_A( ACT_IDLE ),
_A( ACT_HOP ),
_A( ACT_FALL_FORWARD ),
_A( ACT_FALL_BACKWARD ),
_A( ACT_FALL_LEFT ),
_A( ACT_FALL_RIGHT ),
_A( ACT_FLINCH_BACK ),
_A( ACT_FLINCH_LEFT ),
_A( ACT_FLINCH_RIGHT ),
_A( ACT_FLINCH_FORWARD ),
_A( ACT_DIE_HEADSHOT ),
_A( ACT_DIEFORWARD ),
_A( ACT_DIEBACKWARD ),
{ 0, NULL }
};

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/***
*
* 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 "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
class CAirtank : public CGrenade
{
void Spawn( void );
void Precache( void );
void EXPORT TankThink( void );
void EXPORT TankTouch( CBaseEntity *pOther );
int BloodColor( void ) { return DONT_BLEED; };
void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_state;
};
LINK_ENTITY_TO_CLASS( item_airtank, CAirtank );
TYPEDESCRIPTION CAirtank::m_SaveData[] =
{
DEFINE_FIELD( CAirtank, m_state, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CAirtank, CGrenade );
void CAirtank :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/w_oxygen.mdl");
UTIL_SetSize(pev, Vector( -16, -16, 0), Vector(16, 16, 36));
UTIL_SetOrigin( pev, pev->origin );
SetTouch( &CAirtank::TankTouch );
SetThink( &CAirtank::TankThink );
pev->flags |= FL_MONSTER;
pev->takedamage = DAMAGE_YES;
pev->health = 20;
pev->dmg = 50;
m_state = 1;
}
void CAirtank::Precache( void )
{
PRECACHE_MODEL("models/w_oxygen.mdl");
PRECACHE_SOUND("doors/aliendoor3.wav");
}
void CAirtank :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->owner = ENT( pevAttacker );
// UNDONE: this should make a big bubble cloud, not an explosion
Explode( pev->origin, Vector( 0, 0, -1 ) );
}
void CAirtank::TankThink( void )
{
// Fire trigger
m_state = 1;
SUB_UseTargets( this, USE_TOGGLE, 0 );
}
void CAirtank::TankTouch( CBaseEntity *pOther )
{
if ( !pOther->IsPlayer() )
return;
if (!m_state)
{
// "no oxygen" sound
EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_swim2.wav", 1.0, ATTN_NORM );
return;
}
// give player 12 more seconds of air
pOther->pev->air_finished = gpGlobals->time + 12;
// suit recharge sound
EMIT_SOUND( ENT(pev), CHAN_VOICE, "doors/aliendoor3.wav", 1.0, ATTN_NORM );
// recharge airtank in 30 seconds
pev->nextthink = gpGlobals->time + 30;
m_state = 0;
SUB_UseTargets( this, USE_TOGGLE, 1 );
}

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/***
*
* 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.
*
****/
/*
===== monsters.cpp ========================================================
Monster-related utility code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "animation.h"
#include "saverestore.h"
TYPEDESCRIPTION CBaseAnimating::m_SaveData[] =
{
DEFINE_FIELD( CBaseMonster, m_flFrameRate, FIELD_FLOAT ),
DEFINE_FIELD( CBaseMonster, m_flGroundSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CBaseMonster, m_flLastEventCheck, FIELD_TIME ),
DEFINE_FIELD( CBaseMonster, m_fSequenceFinished, FIELD_BOOLEAN ),
DEFINE_FIELD( CBaseMonster, m_fSequenceLoops, FIELD_BOOLEAN ),
};
IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay );
//=========================================================
// StudioFrameAdvance - advance the animation frame up to the current time
// if an flInterval is passed in, only advance animation that number of seconds
//=========================================================
float CBaseAnimating :: StudioFrameAdvance ( float flInterval )
{
if (flInterval == 0.0)
{
flInterval = (gpGlobals->time - pev->animtime);
if (flInterval <= 0.001)
{
pev->animtime = gpGlobals->time;
return 0.0;
}
}
if (! pev->animtime)
flInterval = 0.0;
pev->frame += flInterval * m_flFrameRate * pev->framerate;
pev->animtime = gpGlobals->time;
if (pev->frame < 0.0 || pev->frame >= 256.0)
{
if (m_fSequenceLoops)
pev->frame -= (int)(pev->frame / 256.0) * 256.0;
else
pev->frame = (pev->frame < 0.0) ? 0 : 255;
m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
}
return flInterval;
}
//=========================================================
// LookupActivity
//=========================================================
int CBaseAnimating :: LookupActivity ( int activity )
{
ASSERT( activity != 0 );
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::LookupActivity( pmodel, pev, activity );
}
//=========================================================
// LookupActivityHeaviest
//
// Get activity with highest 'weight'
//
//=========================================================
int CBaseAnimating :: LookupActivityHeaviest ( int activity )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::LookupActivityHeaviest( pmodel, pev, activity );
}
//=========================================================
//=========================================================
int CBaseAnimating :: LookupSequence ( const char *label )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::LookupSequence( pmodel, label );
}
//=========================================================
//=========================================================
void CBaseAnimating :: ResetSequenceInfo ( )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
pev->animtime = gpGlobals->time;
pev->framerate = 1.0;
m_fSequenceFinished = FALSE;
m_flLastEventCheck = gpGlobals->time;
}
//=========================================================
//=========================================================
BOOL CBaseAnimating :: GetSequenceFlags( )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::GetSequenceFlags( pmodel, pev );
}
//=========================================================
// DispatchAnimEvents
//=========================================================
void CBaseAnimating :: DispatchAnimEvents ( float flInterval )
{
MonsterEvent_t event;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
if ( !pmodel )
{
ALERT( at_aiconsole, "Gibbed monster is thinking!\n" );
return;
}
// FIXME: I have to do this or some events get missed, and this is probably causing the problem below
flInterval = 0.1;
// FIX: this still sometimes hits events twice
float flStart = pev->frame + (m_flLastEventCheck - pev->animtime) * m_flFrameRate * pev->framerate;
float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate;
m_flLastEventCheck = pev->animtime + flInterval;
m_fSequenceFinished = FALSE;
if (flEnd >= 256 || flEnd <= 0.0)
m_fSequenceFinished = TRUE;
int index = 0;
while ( (index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 )
{
HandleAnimEvent( &event );
}
}
//=========================================================
//=========================================================
float CBaseAnimating :: SetBoneController ( int iController, float flValue )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return SetController( pmodel, pev, iController, flValue );
}
//=========================================================
//=========================================================
void CBaseAnimating :: InitBoneControllers ( void )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
SetController( pmodel, pev, 0, 0.0 );
SetController( pmodel, pev, 1, 0.0 );
SetController( pmodel, pev, 2, 0.0 );
SetController( pmodel, pev, 3, 0.0 );
}
//=========================================================
//=========================================================
float CBaseAnimating :: SetBlending ( int iBlender, float flValue )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::SetBlending( pmodel, pev, iBlender, flValue );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles )
{
GET_BONE_POSITION( ENT(pev), iBone, origin, angles );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles )
{
GET_ATTACHMENT( ENT(pev), iAttachment, origin, angles );
}
//=========================================================
//=========================================================
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
if (piDir == NULL)
{
int iDir;
int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir );
if (iDir != 1)
return -1;
else
return sequence;
}
return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval )
{
}
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue )
{
::SetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup, iValue );
}
int CBaseAnimating :: GetBodygroup( int iGroup )
{
return ::GetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup );
}
int CBaseAnimating :: ExtractBbox( int sequence, float *mins, float *maxs )
{
return ::ExtractBbox( GET_MODEL_PTR( ENT(pev) ), sequence, mins, maxs );
}
//=========================================================
//=========================================================
void CBaseAnimating :: SetSequenceBox( void )
{
Vector mins, maxs;
// Get sequence bbox
if ( ExtractBbox( pev->sequence, mins, maxs ) )
{
// expand box for rotation
// find min / max for rotations
float yaw = pev->angles.y * (M_PI / 180.0);
Vector xvector, yvector;
xvector.x = cos(yaw);
xvector.y = sin(yaw);
yvector.x = -sin(yaw);
yvector.y = cos(yaw);
Vector bounds[2];
bounds[0] = mins;
bounds[1] = maxs;
Vector rmin( 9999, 9999, 9999 );
Vector rmax( -9999, -9999, -9999 );
Vector base, transformed;
for (int i = 0; i <= 1; i++ )
{
base.x = bounds[i].x;
for ( int j = 0; j <= 1; j++ )
{
base.y = bounds[j].y;
for ( int k = 0; k <= 1; k++ )
{
base.z = bounds[k].z;
// transform the point
transformed.x = xvector.x*base.x + yvector.x*base.y;
transformed.y = xvector.y*base.x + yvector.y*base.y;
transformed.z = base.z;
for ( int l = 0; l < 3; l++ )
{
if (transformed[l] < rmin[l])
rmin[l] = transformed[l];
if (transformed[l] > rmax[l])
rmax[l] = transformed[l];
}
}
}
}
rmin.z = 0;
rmax.z = rmin.z + 1;
UTIL_SetSize( pev, rmin, rmax );
}
}

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/***
*
* 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#if defined _MSC_VER && _MSC_VER >= 1400
#ifndef _CRT_SECURE_NO_DEPRECATE
#define _CRT_SECURE_NO_DEPRECATE
#endif
#pragma warning(disable: 4996) // deprecated functions
#endif
typedef bool BOOL;
// hack into header files that we can ship
typedef int qboolean;
typedef unsigned char byte;
#include "../utils/common/mathlib.h"
#include "const.h"
#include "progdefs.h"
#include "edict.h"
#include "eiface.h"
#include "studio.h"
#include "../engine/studio.h"
#ifndef ACTIVITY_H
#include "activity.h"
#endif
#include "activitymap.h"
#ifndef ANIMATION_H
#include "animation.h"
#endif
#ifndef SCRIPTEVENT_H
#include "scriptevent.h"
#endif
#ifndef ENGINECALLBACK_H
#include "enginecallback.h"
#endif
extern globalvars_t *gpGlobals;
#ifdef _MSC_VER
#pragma warning( disable : 4244 )
#endif
int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
mins[0] = pseqdesc[ sequence ].bbmin[0];
mins[1] = pseqdesc[ sequence ].bbmin[1];
mins[2] = pseqdesc[ sequence ].bbmin[2];
maxs[0] = pseqdesc[ sequence ].bbmax[0];
maxs[1] = pseqdesc[ sequence ].bbmax[1];
maxs[2] = pseqdesc[ sequence ].bbmax[2];
return 1;
}
int LookupActivity( void *pmodel, entvars_t *pev, int activity )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
int weighttotal = 0;
int seq = ACTIVITY_NOT_AVAILABLE;
for (int i = 0; i < pstudiohdr->numseq; i++)
{
if (pseqdesc[i].activity == activity)
{
weighttotal += pseqdesc[i].actweight;
if (!weighttotal || RANDOM_LONG(0,weighttotal-1) < pseqdesc[i].actweight)
seq = i;
}
}
return seq;
}
int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if ( !pstudiohdr )
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
int weight = 0;
int seq = ACTIVITY_NOT_AVAILABLE;
for (int i = 0; i < pstudiohdr->numseq; i++)
{
if (pseqdesc[i].activity == activity)
{
if ( pseqdesc[i].actweight > weight )
{
weight = pseqdesc[i].actweight;
seq = i;
}
}
}
return seq;
}
void GetEyePosition ( void *pmodel, float *vecEyePosition )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if ( !pstudiohdr )
{
ALERT ( at_console, "GetEyePosition() Can't get pstudiohdr ptr!\n" );
return;
}
VectorCopy ( pstudiohdr->eyeposition, vecEyePosition );
}
int LookupSequence( void *pmodel, const char *label )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
for (int i = 0; i < pstudiohdr->numseq; i++)
{
if (stricmp( pseqdesc[i].label, label ) == 0)
return i;
}
return -1;
}
int IsSoundEvent( int eventNumber )
{
if ( eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE )
return 1;
return 0;
}
void SequencePrecache( void *pmodel, const char *pSequenceName )
{
int index = LookupSequence( pmodel, pSequenceName );
if ( index >= 0 )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if ( !pstudiohdr || index >= pstudiohdr->numseq )
return;
mstudioseqdesc_t *pseqdesc;
mstudioevent_t *pevent;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index;
pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
for (int i = 0; i < pseqdesc->numevents; i++)
{
// Don't send client-side events to the server AI
if ( pevent[i].event >= EVENT_CLIENT )
continue;
// UNDONE: Add a callback to check to see if a sound is precached yet and don't allocate a copy
// of it's name if it is.
if ( IsSoundEvent( pevent[i].event ) )
{
if ( !strlen(pevent[i].options) )
{
ALERT( at_error, "Bad sound event %d in sequence %s :: %s (sound is \"%s\")\n", pevent[i].event, pstudiohdr->name, pSequenceName, pevent[i].options );
}
PRECACHE_SOUND( (char *)(gpGlobals->pStringBase + ALLOC_STRING(pevent[i].options) ) );
}
}
}
}
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return;
mstudioseqdesc_t *pseqdesc;
if (pev->sequence >= pstudiohdr->numseq)
{
*pflFrameRate = 0.0;
*pflGroundSpeed = 0.0;
return;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
if (pseqdesc->numframes > 1)
{
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
}
else
{
*pflFrameRate = 256.0;
*pflGroundSpeed = 0.0;
}
}
int GetSequenceFlags( void *pmodel, entvars_t *pev )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
return pseqdesc->flags;
}
int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq || !pMonsterEvent )
return 0;
mstudioseqdesc_t *pseqdesc;
mstudioevent_t *pevent;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
if (pseqdesc->numevents == 0 || index > pseqdesc->numevents )
return 0;
if (pseqdesc->numframes > 1)
{
flStart *= (pseqdesc->numframes - 1) / 256.0;
flEnd *= (pseqdesc->numframes - 1) / 256.0;
}
else
{
flStart = 0;
flEnd = 1.0;
}
for (; index < pseqdesc->numevents; index++)
{
// Don't send client-side events to the server AI
if ( pevent[index].event >= EVENT_CLIENT )
continue;
if ( (pevent[index].frame >= flStart && pevent[index].frame < flEnd) ||
((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1) )
{
pMonsterEvent->event = pevent[index].event;
pMonsterEvent->options = pevent[index].options;
return index + 1;
}
}
return 0;
}
float SetController( void *pmodel, entvars_t *pev, int iController, float flValue )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return flValue;
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
int i = 0;
// find first controller that matches the index
for (i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
{
if (pbonecontroller->index == iController)
break;
}
if (i >= pstudiohdr->numbonecontrollers)
return flValue;
// wrap 0..360 if it's a rotational controller
if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
{
// ugly hack, invert value if end < start
if (pbonecontroller->end < pbonecontroller->start)
flValue = -flValue;
// does the controller not wrap?
if (pbonecontroller->start + 359.0 >= pbonecontroller->end)
{
if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180)
flValue = flValue - 360;
if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180)
flValue = flValue + 360;
}
else
{
if (flValue > 360)
flValue = flValue - (int)(flValue / 360.0) * 360.0;
else if (flValue < 0)
flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0;
}
}
int setting = static_cast<int>(255 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start));
if (setting < 0) setting = 0;
if (setting > 255) setting = 255;
pev->controller[iController] = setting;
return setting * (1.0 / 255.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
}
float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return flValue;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
if (pseqdesc->blendtype[iBlender] == 0)
return flValue;
if (pseqdesc->blendtype[iBlender] & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
{
// ugly hack, invert value if end < start
if (pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender])
flValue = -flValue;
// does the controller not wrap?
if (pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender])
{
if (flValue > ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) + 180)
flValue = flValue - 360;
if (flValue < ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) - 180)
flValue = flValue + 360;
}
}
int setting = static_cast<int>(255 * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]));
if (setting < 0) setting = 0;
if (setting > 255) setting = 255;
pev->blending[iBlender] = setting;
return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender];
}
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return iGoalAnim;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
// bail if we're going to or from a node 0
if (pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0)
{
return iGoalAnim;
}
int iEndNode;
// ALERT( at_console, "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );
if (*piDir > 0)
{
iEndNode = pseqdesc[iEndingAnim].exitnode;
}
else
{
iEndNode = pseqdesc[iEndingAnim].entrynode;
}
if (iEndNode == pseqdesc[iGoalAnim].entrynode)
{
*piDir = 1;
return iGoalAnim;
}
byte *pTransition = ((byte *)pstudiohdr + pstudiohdr->transitionindex);
int iInternNode = pTransition[(iEndNode-1)*pstudiohdr->numtransitions + (pseqdesc[iGoalAnim].entrynode-1)];
if (iInternNode == 0)
return iGoalAnim;
int i;
// look for someone going
for (i = 0; i < pstudiohdr->numseq; i++)
{
if (pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode)
{
*piDir = 1;
return i;
}
if (pseqdesc[i].nodeflags)
{
if (pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode)
{
*piDir = -1;
return i;
}
}
}
ALERT( at_console, "error in transition graph" );
return iGoalAnim;
}
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return;
if (iGroup > pstudiohdr->numbodyparts)
return;
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
if (iValue >= pbodypart->nummodels)
return;
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
pev->body = (pev->body - (iCurrent * pbodypart->base) + (iValue * pbodypart->base));
}
int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
if (iGroup > pstudiohdr->numbodyparts)
return 0;
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
if (pbodypart->nummodels <= 1)
return 0;
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
return iCurrent;
}

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/***
*
* Copyright (c) 1999, 2000 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 ANIMATION_H
#define ANIMATION_H
#define ACTIVITY_NOT_AVAILABLE -1
#ifndef MONSTEREVENT_H
#include "monsterevent.h"
#endif
extern int IsSoundEvent( int eventNumber );
int LookupActivity( void *pmodel, entvars_t *pev, int activity );
int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity );
int LookupSequence( void *pmodel, const char *label );
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed );
int GetSequenceFlags( void *pmodel, entvars_t *pev );
int LookupAnimationEvents( void *pmodel, entvars_t *pev, float flStart, float flEnd );
float SetController( void *pmodel, entvars_t *pev, int iController, float flValue );
float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue );
void GetEyePosition( void *pmodel, float *vecEyePosition );
void SequencePrecache( void *pmodel, const char *pSequenceName );
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir );
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue );
int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup );
int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index );
int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs );
// From /engine/studio.h
#define STUDIO_LOOPING 0x0001
#endif //ANIMATION_H

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/***
*
* Copyright (c) 1999, 2000 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 BASEMONSTER_H
#define BASEMONSTER_H
class CBaseMonster : public CBaseToggle
{
public:
Activity m_Activity;// what the monster is doing (animation)
Activity m_IdealActivity;// monster should switch to this activity
int m_LastHitGroup; // the last body region that took damage
int m_bitsDamageType; // what types of damage has monster (player) taken
BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
MONSTERSTATE m_MonsterState;// monster's current state
MONSTERSTATE m_IdealMonsterState;// monster should change to this state
int m_afConditions;
int m_afMemory;
float m_flNextAttack; // cannot attack again until this time
EHANDLE m_hEnemy; // the entity that the monster is fighting.
EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
float m_flFieldOfView;// width of monster's field of view ( dot product )
int m_bloodColor; // color of blood particless
Vector m_HackedGunPos; // HACK until we can query end of gun
Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin)
void KeyValue( KeyValueData *pkvd );
void MakeIdealYaw( Vector vecTarget );
virtual float ChangeYaw ( int speed );
virtual BOOL HasHumanGibs( void );
virtual BOOL HasAlienGibs( void );
virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled
virtual void GibMonster( void );
virtual Activity GetDeathActivity ( void );
Activity GetSmallFlinchActivity( void );
virtual void BecomeDead( void );
BOOL ShouldGibMonster( int iGib );
void CallGibMonster( void );
virtual BOOL ShouldFadeOnDeath( void );
BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target.
virtual int IRelationship ( CBaseEntity *pTarget );
virtual int TakeHealth( float flHealth, int bitsDamageType );
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
float DamageForce( float damage );
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual void PainSound ( void ) { return; };
void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; }
inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; }
inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; }
inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; }
inline void Remember( int iMemory ) { m_afMemory |= iMemory; }
inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; }
inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
// This will stop animation until you call ResetSequenceInfo() at some point in the future
inline void StopAnimation( void ) { pev->framerate = 0; }
virtual void ReportAIState( void );
virtual void MonsterInitDead( void ); // Call after animation/pose is set up
void EXPORT CorpseFallThink( void );
virtual void Look ( int iDistance );// basic sight function for monsters
virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack
CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone
virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir );
virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); }
};
#endif

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@ -0,0 +1,958 @@
/***
*
* 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.
*
****/
/*
===== bmodels.cpp ========================================================
spawn, think, and use functions for entities that use brush models
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "doors.h"
extern DLL_GLOBAL Vector g_vecAttackDir;
#define SF_BRUSH_ACCDCC 16// brush should accelerate and decelerate when toggled
#define SF_BRUSH_HURT 32// rotating brush that inflicts pain based on rotation speed
#define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid.
// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
#define noiseStart noise1
#define noiseStop noise2
#define noiseRunning noise3
#define SF_PENDULUM_SWING 2 // spawnflag that makes a pendulum a rope swing.
//
// BModelOrigin - calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0
//
Vector VecBModelOrigin( entvars_t* pevBModel )
{
return pevBModel->absmin + ( pevBModel->size * 0.5 );
}
// =================== FUNC_WALL ==============================================
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibited
*/
class CFuncWall : public CBaseEntity
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
LINK_ENTITY_TO_CLASS( func_wall, CFuncWall );
void CFuncWall :: Spawn( void )
{
pev->angles = g_vecZero;
pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
pev->solid = SOLID_BSP;
SET_MODEL( ENT(pev), STRING(pev->model) );
// If it can't move/go away, it's really part of the world
pev->flags |= FL_WORLDBRUSH;
}
void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( ShouldToggle( useType, (int)(pev->frame)) )
pev->frame = 1 - pev->frame;
}
#define SF_WALL_START_OFF 0x0001
class CFuncWallToggle : public CFuncWall
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void TurnOff( void );
void TurnOn( void );
BOOL IsOn( void );
};
LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle );
void CFuncWallToggle :: Spawn( void )
{
CFuncWall::Spawn();
if ( pev->spawnflags & SF_WALL_START_OFF )
TurnOff();
}
void CFuncWallToggle :: TurnOff( void )
{
pev->solid = SOLID_NOT;
pev->effects |= EF_NODRAW;
UTIL_SetOrigin( pev, pev->origin );
}
void CFuncWallToggle :: TurnOn( void )
{
pev->solid = SOLID_BSP;
pev->effects &= ~EF_NODRAW;
UTIL_SetOrigin( pev, pev->origin );
}
BOOL CFuncWallToggle :: IsOn( void )
{
if ( pev->solid == SOLID_NOT )
return FALSE;
return TRUE;
}
void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int status = IsOn();
if ( ShouldToggle( useType, status ) )
{
if ( status )
TurnOff();
else
TurnOn();
}
}
#define SF_CONVEYOR_VISUAL 0x0001
#define SF_CONVEYOR_NOTSOLID 0x0002
class CFuncConveyor : public CFuncWall
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void UpdateSpeed( float speed );
};
LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor );
void CFuncConveyor :: Spawn( void )
{
SetMovedir( pev );
CFuncWall::Spawn();
if ( !(pev->spawnflags & SF_CONVEYOR_VISUAL) )
SetBits( pev->flags, FL_CONVEYOR );
// HACKHACK - This is to allow for some special effects
if ( pev->spawnflags & SF_CONVEYOR_NOTSOLID )
{
pev->solid = SOLID_NOT;
pev->skin = 0; // Don't want the engine thinking we've got special contents on this brush
}
if ( pev->speed == 0 )
pev->speed = 100;
UpdateSpeed( pev->speed );
}
// HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream
void CFuncConveyor :: UpdateSpeed( float speed )
{
// Encode it as an integer with 4 fractional bits
int speedCode = (int)(fabs(speed) * 16.0);
if ( speed < 0 )
pev->rendercolor.x = 1;
else
pev->rendercolor.x = 0;
pev->rendercolor.y = (speedCode >> 8);
pev->rendercolor.z = (speedCode & 0xFF);
}
void CFuncConveyor :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
pev->speed = -pev->speed;
UpdateSpeed( pev->speed );
}
// =================== FUNC_ILLUSIONARY ==============================================
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
class CFuncIllusionary : public CBaseToggle
{
public:
void Spawn( void );
void EXPORT SloshTouch( CBaseEntity *pOther );
void KeyValue( KeyValueData *pkvd );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary );
void CFuncIllusionary :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "skin"))//skin is used for content type
{
pev->skin = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue( pkvd );
}
void CFuncIllusionary :: Spawn( void )
{
pev->angles = g_vecZero;
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;// always solid_not
SET_MODEL( ENT(pev), STRING(pev->model) );
// I'd rather eat the network bandwidth of this than figure out how to save/restore
// these entities after they have been moved to the client, or respawn them ala Quake
// Perhaps we can do this in deathmatch only.
// MAKE_STATIC(ENT(pev));
}
// -------------------------------------------------------------------------------
//
// Monster only clip brush
//
// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
// in pev->flags
//
// otherwise it will be invisible and not solid. This can be used to keep
// specific monsters out of certain areas
//
// -------------------------------------------------------------------------------
class CFuncMonsterClip : public CFuncWall
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function
};
LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip );
void CFuncMonsterClip::Spawn( void )
{
CFuncWall::Spawn();
if ( CVAR_GET_FLOAT("showtriggers") == 0 )
pev->effects = EF_NODRAW;
pev->flags |= FL_MONSTERCLIP;
}
// =================== FUNC_ROTATING ==============================================
class CFuncRotating : public CBaseEntity
{
public:
// basic functions
void Spawn( void );
void Precache( void );
void EXPORT SpinUp ( void );
void EXPORT SpinDown ( void );
void KeyValue( KeyValueData* pkvd);
void EXPORT HurtTouch ( CBaseEntity *pOther );
void EXPORT RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Rotate( void );
void RampPitchVol (int fUp );
void Blocked( CBaseEntity *pOther );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flFanFriction;
float m_flAttenuation;
float m_flVolume;
float m_pitch;
int m_sounds;
};
TYPEDESCRIPTION CFuncRotating::m_SaveData[] =
{
DEFINE_FIELD( CFuncRotating, m_flFanFriction, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_flAttenuation, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_flVolume, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_pitch, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_sounds, FIELD_INTEGER )
};
IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity );
LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating );
void CFuncRotating :: KeyValue( KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "fanfriction"))
{
m_flFanFriction = atof(pkvd->szValue)/100;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "Volume"))
{
m_flVolume = atof(pkvd->szValue)/10.0;
if (m_flVolume > 1.0)
m_flVolume = 1.0;
if (m_flVolume < 0.0)
m_flVolume = 0.0;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spawnorigin"))
{
Vector tmp;
UTIL_StringToVector( (float *)tmp, pkvd->szValue );
if ( tmp != g_vecZero )
pev->origin = tmp;
}
else if (FStrEq(pkvd->szKeyName, "sounds"))
{
m_sounds = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS
You need to have an origin brush as part of this entity. The
center of that brush will be
the point around which it is rotated. It will rotate around the Z
axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
REVERSE will cause the it to rotate in the opposite direction.
*/
void CFuncRotating :: Spawn( )
{
// set final pitch. Must not be PITCH_NORM, since we
// plan on pitch shifting later.
m_pitch = PITCH_NORM - 1;
// maintain compatibility with previous maps
if (m_flVolume == 0.0)
m_flVolume = 1.0;
// if the designer didn't set a sound attenuation, default to one.
m_flAttenuation = ATTN_NORM;
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) )
{
m_flAttenuation = ATTN_IDLE;
}
else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS) )
{
m_flAttenuation = ATTN_STATIC;
}
else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS) )
{
m_flAttenuation = ATTN_NORM;
}
// prevent divide by zero if level designer forgets friction!
if ( m_flFanFriction == 0 )
{
m_flFanFriction = 1;
}
if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_Z_AXIS) )
pev->movedir = Vector(0,0,1);
else if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_X_AXIS) )
pev->movedir = Vector(1,0,0);
else
pev->movedir = Vector(0,1,0); // y-axis
// check for reverse rotation
if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS) )
pev->movedir = pev->movedir * -1;
// some rotating objects like fake volumetric lights will not be solid.
if ( FBitSet(pev->spawnflags, SF_ROTATING_NOT_SOLID) )
{
pev->solid = SOLID_NOT;
pev->skin = CONTENTS_EMPTY;
pev->movetype = MOVETYPE_PUSH;
}
else
{
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
}
UTIL_SetOrigin(pev, pev->origin);
SET_MODEL( ENT(pev), STRING(pev->model) );
SetUse( &CFuncRotating::RotatingUse );
// did level designer forget to assign speed?
if (pev->speed <= 0)
pev->speed = 0;
// Removed this per level designers request. -- JAY
// if (pev->dmg == 0)
// pev->dmg = 2;
// instant-use brush?
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) )
{
SetThink( &CBaseEntity::SUB_CallUseToggle );
pev->nextthink = pev->ltime + 1.5; // leave a magic delay for client to start up
}
// can this brush inflict pain?
if ( FBitSet (pev->spawnflags, SF_BRUSH_HURT) )
{
SetTouch( &CFuncRotating::HurtTouch );
}
Precache( );
}
void CFuncRotating :: Precache( void )
{
char* szSoundFile = (char*) STRING(pev->message);
// set up fan sounds
if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0)
{
// if a path is set for a wave, use it
PRECACHE_SOUND(szSoundFile);
pev->noiseRunning = ALLOC_STRING(szSoundFile);
} else
{
// otherwise use preset sound
switch (m_sounds)
{
case 1:
PRECACHE_SOUND ("fans/fan1.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan1.wav");
break;
case 2:
PRECACHE_SOUND ("fans/fan2.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan2.wav");
break;
case 3:
PRECACHE_SOUND ("fans/fan3.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan3.wav");
break;
case 4:
PRECACHE_SOUND ("fans/fan4.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan4.wav");
break;
case 5:
PRECACHE_SOUND ("fans/fan5.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan5.wav");
break;
case 0:
default:
if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0)
{
PRECACHE_SOUND(szSoundFile);
pev->noiseRunning = ALLOC_STRING(szSoundFile);
break;
} else
{
pev->noiseRunning = ALLOC_STRING("common/null.wav");
break;
}
}
}
if (pev->avelocity != g_vecZero )
{
// if fan was spinning, and we went through transition or save/restore,
// make sure we restart the sound. 1.5 sec delay is magic number. KDB
SetThink ( &CFuncRotating::SpinUp );
pev->nextthink = pev->ltime + 1.5;
}
}
//
// Touch - will hurt others based on how fast the brush is spinning
//
void CFuncRotating :: HurtTouch ( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
// we can't hurt this thing, so we're not concerned with it
if ( !pevOther->takedamage )
return;
// calculate damage based on rotation speed
pev->dmg = pev->avelocity.Length() / 10;
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH);
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * pev->dmg;
}
//
// RampPitchVol - ramp pitch and volume up to final values, based on difference
// between how fast we're going vs how fast we plan to go
//
#define FANPITCHMIN 30
#define FANPITCHMAX 100
void CFuncRotating :: RampPitchVol (int fUp)
{
Vector vecAVel = pev->avelocity;
vec_t vecCur;
vec_t vecFinal;
float fpct;
float fvol;
float fpitch;
int pitch;
// get current angular velocity
vecCur = abs(vecAVel.x != 0 ? static_cast<int>(vecAVel.x) : static_cast<int>(vecAVel.y != 0 ? vecAVel.y : vecAVel.z));
// get target angular velocity
vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z));
vecFinal *= pev->speed;
vecFinal = abs(static_cast<int>(vecFinal));
// calc volume and pitch as % of final vol and pitch
fpct = vecCur / vecFinal;
// if (fUp)
// fvol = m_flVolume * (0.5 + fpct/2.0); // spinup volume ramps up from 50% max vol
// else
fvol = m_flVolume * fpct; // slowdown volume ramps down to 0
fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;
pitch = (int) fpitch;
if (pitch == PITCH_NORM)
pitch = PITCH_NORM-1;
// change the fan's vol and pitch
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
}
//
// SpinUp - accelerates a non-moving func_rotating up to it's speed
//
void CFuncRotating :: SpinUp( void )
{
Vector vecAVel;//rotational velocity
pev->nextthink = pev->ltime + 0.1;
pev->avelocity = pev->avelocity + ( pev->movedir * ( pev->speed * m_flFanFriction ) );
vecAVel = pev->avelocity;// cache entity's rotational velocity
// if we've met or exceeded target speed, set target speed and stop thinking
if ( abs(static_cast<int>(vecAVel.x)) >= abs(static_cast<int>(pev->movedir.x * pev->speed)) &&
abs(static_cast<int>(vecAVel.y)) >= abs(static_cast<int>(pev->movedir.y * pev->speed)) &&
abs(static_cast<int>(vecAVel.z)) >= abs(static_cast<int>(pev->movedir.z * pev->speed)) )
{
pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX);
SetThink( &CFuncRotating::Rotate );
Rotate();
}
else
{
RampPitchVol(TRUE);
}
}
//
// SpinDown - decelerates a moving func_rotating to a standstill.
//
void CFuncRotating :: SpinDown( void )
{
Vector vecAVel;//rotational velocity
vec_t vecdir;
pev->nextthink = pev->ltime + 0.1;
pev->avelocity = pev->avelocity - ( pev->movedir * ( pev->speed * m_flFanFriction ) );//spin down slower than spinup
vecAVel = pev->avelocity;// cache entity's rotational velocity
if (pev->movedir.x != 0)
vecdir = pev->movedir.x;
else if (pev->movedir.y != 0)
vecdir = pev->movedir.y;
else
vecdir = pev->movedir.z;
// if we've met or exceeded target speed, set target speed and stop thinking
// (note: must check for movedir > 0 or < 0)
if (((vecdir > 0) && (vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0)) ||
((vecdir < 0) && (vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0)))
{
pev->avelocity = g_vecZero;// set speed in case we overshot
// stop sound, we're done
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning /* Stop */),
0, 0, SND_STOP, static_cast<int>(m_pitch));
SetThink( &CFuncRotating::Rotate );
Rotate();
}
else
{
RampPitchVol(FALSE);
}
}
void CFuncRotating :: Rotate( void )
{
pev->nextthink = pev->ltime + 10;
}
//=========================================================
// Rotating Use - when a rotating brush is triggered
//=========================================================
void CFuncRotating :: RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// is this a brush that should accelerate and decelerate when turned on/off (fan)?
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )
{
// fan is spinning, so stop it.
if ( pev->avelocity != g_vecZero )
{
SetThink ( &CFuncRotating::SpinDown );
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop),
// m_flVolume, m_flAttenuation, 0, m_pitch);
pev->nextthink = pev->ltime + 0.1;
}
else// fan is not moving, so start it
{
SetThink ( &CFuncRotating::SpinUp );
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
0.01, m_flAttenuation, 0, FANPITCHMIN);
pev->nextthink = pev->ltime + 0.1;
}
}
else if ( !FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush.
{
if ( pev->avelocity != g_vecZero )
{
// play stopping sound here
SetThink ( &CFuncRotating::SpinDown );
// EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop),
// m_flVolume, m_flAttenuation, 0, m_pitch);
pev->nextthink = pev->ltime + 0.1;
// pev->avelocity = g_vecZero;
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
m_flVolume, m_flAttenuation, 0, FANPITCHMAX);
pev->avelocity = pev->movedir * pev->speed;
SetThink( &CFuncRotating::Rotate );
Rotate();
}
}
}
//
// RotatingBlocked - An entity has blocked the brush
//
void CFuncRotating :: Blocked( CBaseEntity *pOther )
{
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH);
}
//#endif
class CPendulum : public CBaseEntity
{
public:
void Spawn ( void );
void KeyValue( KeyValueData *pkvd );
void EXPORT Swing( void );
void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Stop( void );
void Touch( CBaseEntity *pOther );
void EXPORT RopeTouch ( CBaseEntity *pOther );// this touch func makes the pendulum a rope
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
void Blocked( CBaseEntity *pOther );
static TYPEDESCRIPTION m_SaveData[];
float m_accel; // Acceleration
float m_distance; //
float m_time;
float m_damp;
float m_maxSpeed;
float m_dampSpeed;
vec3_t m_center;
vec3_t m_start;
};
LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum );
TYPEDESCRIPTION CPendulum::m_SaveData[] =
{
DEFINE_FIELD( CPendulum, m_accel, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_distance, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_time, FIELD_TIME ),
DEFINE_FIELD( CPendulum, m_damp, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_maxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_dampSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_center, FIELD_VECTOR ),
DEFINE_FIELD( CPendulum, m_start, FIELD_VECTOR ),
};
IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity );
void CPendulum :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "distance"))
{
m_distance = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "damp"))
{
m_damp = atof(pkvd->szValue) * 0.001;
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
void CPendulum :: Spawn( void )
{
// set the axis of rotation
CBaseToggle :: AxisDir( pev );
if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) )
pev->solid = SOLID_NOT;
else
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
UTIL_SetOrigin(pev, pev->origin);
SET_MODEL(ENT(pev), STRING(pev->model) );
if ( m_distance == 0 )
return;
if (pev->speed == 0)
pev->speed = 100;
m_accel = (pev->speed * pev->speed) / (2 * fabs(m_distance)); // Calculate constant acceleration from speed and distance
m_maxSpeed = pev->speed;
m_start = pev->angles;
m_center = pev->angles + (m_distance * 0.5) * pev->movedir;
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) )
{
SetThink( &CBaseEntity::SUB_CallUseToggle );
pev->nextthink = gpGlobals->time + 0.1;
}
pev->speed = 0;
SetUse( &CPendulum::PendulumUse );
if ( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) )
{
SetTouch ( &CPendulum::RopeTouch );
}
}
void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary
{
if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) )
{
float delta;
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_start );
pev->avelocity = m_maxSpeed * pev->movedir;
pev->nextthink = pev->ltime + (delta / m_maxSpeed);
SetThink( &CPendulum::Stop );
}
else
{
pev->speed = 0; // Dead stop
SetThink( NULL );
pev->avelocity = g_vecZero;
}
}
else
{
pev->nextthink = pev->ltime + 0.1; // Start the pendulum moving
m_time = gpGlobals->time; // Save time to calculate dt
SetThink( &CPendulum::Swing );
m_dampSpeed = m_maxSpeed;
}
}
void CPendulum :: Stop( void )
{
pev->angles = m_start;
pev->speed = 0;
SetThink( NULL );
pev->avelocity = g_vecZero;
}
void CPendulum::Blocked( CBaseEntity *pOther )
{
m_time = gpGlobals->time;
}
void CPendulum :: Swing( void )
{
float delta, dt;
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_center );
dt = gpGlobals->time - m_time; // How much time has passed?
m_time = gpGlobals->time; // Remember the last time called
if ( delta > 0 && m_accel > 0 )
pev->speed -= m_accel * dt; // Integrate velocity
else
pev->speed += m_accel * dt;
if ( pev->speed > m_maxSpeed )
pev->speed = m_maxSpeed;
else if ( pev->speed < -m_maxSpeed )
pev->speed = -m_maxSpeed;
// scale the destdelta vector by the time spent traveling to get velocity
pev->avelocity = pev->speed * pev->movedir;
// Call this again
pev->nextthink = pev->ltime + 0.1;
if ( m_damp )
{
m_dampSpeed -= m_damp * m_dampSpeed * dt;
if ( m_dampSpeed < 30.0 )
{
pev->angles = m_center;
pev->speed = 0;
SetThink( NULL );
pev->avelocity = g_vecZero;
}
else if ( pev->speed > m_dampSpeed )
pev->speed = m_dampSpeed;
else if ( pev->speed < -m_dampSpeed )
pev->speed = -m_dampSpeed;
}
}
void CPendulum :: Touch ( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
if ( pev->dmg <= 0 )
return;
// we can't hurt this thing, so we're not concerned with it
if ( !pevOther->takedamage )
return;
// calculate damage based on rotation speed
float damage = pev->dmg * pev->speed * 0.01;
if ( damage < 0 )
damage = -damage;
pOther->TakeDamage( pev, pev, damage, DMG_CRUSH );
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * damage;
}
void CPendulum :: RopeTouch ( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
if ( !pOther->IsPlayer() )
{// not a player!
ALERT ( at_console, "Not a client\n" );
return;
}
if ( ENT(pevOther) == pev->enemy )
{// this player already on the rope.
return;
}
pev->enemy = pOther->edict();
pevOther->velocity = g_vecZero;
pevOther->movetype = MOVETYPE_NONE;
}

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/***
*
* 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 "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "client.h"
#include "decals.h"
#include "gamerules.h"
#include "game.h"
void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd );
extern "C" void PM_Move ( struct playermove_s *ppmove, int server );
extern "C" void PM_Init ( struct playermove_s *ppmove );
extern "C" char PM_FindTextureType( char *name );
void OnFreeEntPrivateData(edict_s *pEdict);
extern Vector VecBModelOrigin( entvars_t* pevBModel );
extern DLL_GLOBAL Vector g_vecAttackDir;
extern DLL_GLOBAL int g_iSkillLevel;
static DLL_FUNCTIONS gFunctionTable =
{
GameDLLInit, //pfnGameInit
DispatchSpawn, //pfnSpawn
DispatchThink, //pfnThink
DispatchUse, //pfnUse
DispatchTouch, //pfnTouch
DispatchBlocked, //pfnBlocked
DispatchKeyValue, //pfnKeyValue
DispatchSave, //pfnSave
DispatchRestore, //pfnRestore
DispatchObjectCollsionBox, //pfnAbsBox
SaveWriteFields, //pfnSaveWriteFields
SaveReadFields, //pfnSaveReadFields
SaveGlobalState, //pfnSaveGlobalState
RestoreGlobalState, //pfnRestoreGlobalState
ResetGlobalState, //pfnResetGlobalState
ClientConnect, //pfnClientConnect
ClientDisconnect, //pfnClientDisconnect
ClientKill, //pfnClientKill
ClientPutInServer, //pfnClientPutInServer
ClientCommand, //pfnClientCommand
ClientUserInfoChanged, //pfnClientUserInfoChanged
ServerActivate, //pfnServerActivate
ServerDeactivate, //pfnServerDeactivate
PlayerPreThink, //pfnPlayerPreThink
PlayerPostThink, //pfnPlayerPostThink
StartFrame, //pfnStartFrame
ParmsNewLevel, //pfnParmsNewLevel
ParmsChangeLevel, //pfnParmsChangeLevel
GetGameDescription, //pfnGetGameDescription Returns string describing current .dll game.
PlayerCustomization, //pfnPlayerCustomization Notifies .dll of new customization for player.
SpectatorConnect, //pfnSpectatorConnect Called when spectator joins server
SpectatorDisconnect, //pfnSpectatorDisconnect Called when spectator leaves the server
SpectatorThink, //pfnSpectatorThink Called when spectator sends a command packet (usercmd_t)
Sys_Error, //pfnSys_Error Called when engine has encountered an error
PM_Move, //pfnPM_Move
PM_Init, //pfnPM_Init Server version of player movement initialization
PM_FindTextureType, //pfnPM_FindTextureType
SetupVisibility, //pfnSetupVisibility Set up PVS and PAS for networking for this client
UpdateClientData, //pfnUpdateClientData Set up data sent only to specific client
AddToFullPack, //pfnAddToFullPack
CreateBaseline, //pfnCreateBaseline Tweak entity baseline for network encoding, allows setup of player baselines, too.
RegisterEncoders, //pfnRegisterEncoders Callbacks for network encoding
GetWeaponData, //pfnGetWeaponData
CmdStart, //pfnCmdStart
CmdEnd, //pfnCmdEnd
ConnectionlessPacket, //pfnConnectionlessPacket
GetHullBounds, //pfnGetHullBounds
CreateInstancedBaselines, //pfnCreateInstancedBaselines
InconsistentFile, //pfnInconsistentFile
AllowLagCompensation, //pfnAllowLagCompensation
};
NEW_DLL_FUNCTIONS gNewDLLFunctions =
{
OnFreeEntPrivateData, //pfnOnFreeEntPrivateData
GameDLLShutdown, //pfnGameShutdown
ShouldCollide, //pfnShouldCollide
};
static void SetObjectCollisionBox( entvars_t *pev );
int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion )
{
if ( !pFunctionTable || interfaceVersion != INTERFACE_VERSION )
{
return FALSE;
}
memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) );
return TRUE;
}
int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion )
{
if ( !pFunctionTable || *interfaceVersion != INTERFACE_VERSION )
{
// Tell engine what version we had, so it can figure out who is out of date.
*interfaceVersion = INTERFACE_VERSION;
return FALSE;
}
memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) );
return TRUE;
}
int GetNewDLLFunctions(NEW_DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion)
{
if(!pFunctionTable || *interfaceVersion != NEW_DLL_FUNCTIONS_VERSION)
{
*interfaceVersion = NEW_DLL_FUNCTIONS_VERSION;
return FALSE;
}
memcpy(pFunctionTable, &gNewDLLFunctions, sizeof(gNewDLLFunctions));
return TRUE;
}
int DispatchSpawn( edict_t *pent )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if (pEntity)
{
// Initialize these or entities who don't link to the world won't have anything in here
pEntity->pev->absmin = pEntity->pev->origin - Vector(1,1,1);
pEntity->pev->absmax = pEntity->pev->origin + Vector(1,1,1);
pEntity->Spawn();
// Try to get the pointer again, in case the spawn function deleted the entity.
// UNDONE: Spawn() should really return a code to ask that the entity be deleted, but
// that would touch too much code for me to do that right now.
pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if ( pEntity )
{
if ( g_pGameRules && !g_pGameRules->IsAllowedToSpawn( pEntity ) )
return -1; // return that this entity should be deleted
if ( pEntity->pev->flags & FL_KILLME )
return -1;
}
// Handle global stuff here
if ( pEntity && pEntity->pev->globalname )
{
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname );
if ( pGlobal )
{
// Already dead? delete
if ( pGlobal->state == GLOBAL_DEAD )
return -1;
else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) )
pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
// In this level & not dead, continue on as normal
}
else
{
// Spawned entities default to 'On'
gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
// ALERT( at_console, "Added global entity %s (%s)\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->globalname) );
}
}
}
return 0;
}
void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd )
{
if ( !pkvd || !pentKeyvalue )
return;
EntvarsKeyvalue( VARS(pentKeyvalue), pkvd );
// If the key was an entity variable, or there's no class set yet, don't look for the object, it may
// not exist yet.
if ( pkvd->fHandled || pkvd->szClassName == NULL )
return;
// Get the actualy entity object
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentKeyvalue);
if ( !pEntity )
return;
pEntity->KeyValue( pkvd );
}
// HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers)
// while it builds the graph
BOOL gTouchDisabled = FALSE;
void DispatchTouch( edict_t *pentTouched, edict_t *pentOther )
{
if ( gTouchDisabled )
return;
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentTouched);
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther );
if ( pEntity && pOther && ! ((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME) )
pEntity->Touch( pOther );
}
void DispatchUse( edict_t *pentUsed, edict_t *pentOther )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentUsed);
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE(pentOther);
if (pEntity && !(pEntity->pev->flags & FL_KILLME) )
pEntity->Use( pOther, pOther, USE_TOGGLE, 0 );
}
void DispatchThink( edict_t *pent )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if (pEntity)
{
if ( FBitSet( pEntity->pev->flags, FL_DORMANT ) )
ALERT( at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname) );
pEntity->Think();
}
}
void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentBlocked );
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther );
if (pEntity)
pEntity->Blocked( pOther );
}
void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if ( pEntity && pSaveData )
{
ENTITYTABLE *pTable = &pSaveData->pTable[ pSaveData->currentIndex ];
if ( pTable->pent != pent )
ALERT( at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n" );
if ( pEntity->ObjectCaps() & FCAP_DONT_SAVE )
return;
// These don't use ltime & nextthink as times really, but we'll fudge around it.
if ( pEntity->pev->movetype == MOVETYPE_PUSH )
{
float delta = pEntity->pev->nextthink - pEntity->pev->ltime;
pEntity->pev->ltime = gpGlobals->time;
pEntity->pev->nextthink = pEntity->pev->ltime + delta;
}
pTable->location = pSaveData->size; // Remember entity position for file I/O
pTable->classname = pEntity->pev->classname; // Remember entity class for respawn
CSave saveHelper( pSaveData );
pEntity->Save( saveHelper );
pTable->size = pSaveData->size - pTable->location; // Size of entity block is data size written to block
}
}
void OnFreeEntPrivateData(edict_s *pEdict)
{
if(pEdict && pEdict->pvPrivateData)
{
((CBaseEntity*)pEdict->pvPrivateData)->~CBaseEntity();
}
}
// Find the matching global entity. Spit out an error if the designer made entities of
// different classes with the same global name
CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname )
{
edict_t *pent = FIND_ENTITY_BY_STRING( NULL, "globalname", STRING(globalname) );
CBaseEntity *pReturn = CBaseEntity::Instance( pent );
if ( pReturn )
{
if ( !FClassnameIs( pReturn->pev, STRING(classname) ) )
{
ALERT( at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname) );
pReturn = NULL;
}
}
return pReturn;
}
int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if ( pEntity && pSaveData )
{
entvars_t tmpVars;
Vector oldOffset;
CRestore restoreHelper( pSaveData );
if ( globalEntity )
{
CRestore tmpRestore( pSaveData );
tmpRestore.PrecacheMode( 0 );
tmpRestore.ReadEntVars( "ENTVARS", &tmpVars );
// HACKHACK - reset the save pointers, we're going to restore for real this time
pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location;
pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size;
// -------------------
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( tmpVars.globalname );
// Don't overlay any instance of the global that isn't the latest
// pSaveData->szCurrentMapName is the level this entity is coming from
// pGlobla->levelName is the last level the global entity was active in.
// If they aren't the same, then this global update is out of date.
if ( !FStrEq( pSaveData->szCurrentMapName, pGlobal->levelName ) )
return 0;
// Compute the new global offset
oldOffset = pSaveData->vecLandmarkOffset;
CBaseEntity *pNewEntity = FindGlobalEntity( tmpVars.classname, tmpVars.globalname );
if ( pNewEntity )
{
// ALERT( at_console, "Overlay %s with %s\n", STRING(pNewEntity->pev->classname), STRING(tmpVars.classname) );
// Tell the restore code we're overlaying a global entity from another level
restoreHelper.SetGlobalMode( 1 ); // Don't overwrite global fields
pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins;
pEntity = pNewEntity;// we're going to restore this data OVER the old entity
pent = ENT( pEntity->pev );
// Update the global table to say that the global definition of this entity should come from this level
gGlobalState.EntityUpdate( pEntity->pev->globalname, gpGlobals->mapname );
}
else
{
// This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below)
// or call EntityUpdate() to move it to this level, we haven't changed global state at all.
return 0;
}
}
if ( pEntity->ObjectCaps() & FCAP_MUST_SPAWN )
{
pEntity->Restore( restoreHelper );
pEntity->Spawn();
}
else
{
pEntity->Restore( restoreHelper );
pEntity->Precache( );
}
// Again, could be deleted, get the pointer again.
pEntity = (CBaseEntity *)GET_PRIVATE(pent);
#if 0
if ( pEntity && pEntity->pev->globalname && globalEntity )
{
ALERT( at_console, "Global %s is %s\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->model) );
}
#endif
// Is this an overriding global entity (coming over the transition), or one restoring in a level
if ( globalEntity )
{
// ALERT( at_console, "After: %f %f %f %s\n", pEntity->pev->origin.x, pEntity->pev->origin.y, pEntity->pev->origin.z, STRING(pEntity->pev->model) );
pSaveData->vecLandmarkOffset = oldOffset;
if ( pEntity )
{
UTIL_SetOrigin( pEntity->pev, pEntity->pev->origin );
pEntity->OverrideReset();
}
}
else if ( pEntity && pEntity->pev->globalname )
{
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname );
if ( pGlobal )
{
// Already dead? delete
if ( pGlobal->state == GLOBAL_DEAD )
return -1;
else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) )
{
pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
}
// In this level & not dead, continue on as normal
}
else
{
ALERT( at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname) );
// Spawned entities default to 'On'
gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
}
}
}
return 0;
}
void DispatchObjectCollsionBox( edict_t *pent )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if (pEntity)
{
pEntity->SetObjectCollisionBox();
}
else
SetObjectCollisionBox( &pent->v );
}
void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount )
{
CSave saveHelper( pSaveData );
saveHelper.WriteFields( pname, pBaseData, pFields, fieldCount );
}
void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount )
{
CRestore restoreHelper( pSaveData );
restoreHelper.ReadFields( pname, pBaseData, pFields, fieldCount );
}
edict_t * EHANDLE::Get( void )
{
if (m_pent)
{
if (m_pent->serialnumber == m_serialnumber)
return m_pent;
else
return NULL;
}
return NULL;
};
edict_t * EHANDLE::Set( edict_t *pent )
{
m_pent = pent;
if (pent)
m_serialnumber = m_pent->serialnumber;
return pent;
};
EHANDLE :: operator CBaseEntity *()
{
return (CBaseEntity *)GET_PRIVATE( Get( ) );
};
CBaseEntity * EHANDLE :: operator = (CBaseEntity *pEntity)
{
if (pEntity)
{
m_pent = ENT( pEntity->pev );
if (m_pent)
m_serialnumber = m_pent->serialnumber;
}
else
{
m_pent = NULL;
m_serialnumber = 0;
}
return pEntity;
}
EHANDLE :: operator int ()
{
return Get() != NULL;
}
CBaseEntity * EHANDLE :: operator -> ()
{
return (CBaseEntity *)GET_PRIVATE( Get( ) );
}
// give health
int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType )
{
if (!pev->takedamage)
return 0;
// heal
if ( pev->health >= pev->max_health )
return 0;
pev->health += flHealth;
if (pev->health > pev->max_health)
pev->health = pev->max_health;
return 1;
}
// inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH
int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
Vector vecTemp;
if (!pev->takedamage)
return 0;
// UNDONE: some entity types may be immune or resistant to some bitsDamageType
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
if ( pevAttacker == pevInflictor )
{
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
}
else
// an actual missile was involved.
{
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
}
// this global is still used for glass and other non-monster killables, along with decals.
g_vecAttackDir = vecTemp.Normalize();
// save damage based on the target's armor level
// figure momentum add (don't let hurt brushes or other triggers move player)
if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER) )
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5;
if (flForce > 1000.0)
flForce = 1000.0;
pev->velocity = pev->velocity + vecDir * flForce;
}
// do the damage
pev->health -= flDamage;
if (pev->health <= 0)
{
Killed( pevAttacker, GIB_NORMAL );
return 0;
}
return 1;
}
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->takedamage = DAMAGE_NO;
pev->deadflag = DEAD_DEAD;
UTIL_Remove( this );
}
CBaseEntity *CBaseEntity::GetNextTarget( void )
{
if ( FStringNull( pev->target ) )
return NULL;
edict_t *pTarget = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->target) );
if ( FNullEnt(pTarget) )
return NULL;
return Instance( pTarget );
}
// Global Savedata for Delay
TYPEDESCRIPTION CBaseEntity::m_SaveData[] =
{
DEFINE_FIELD( CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR ),
DEFINE_FIELD( CBaseEntity, m_pfnThink, FIELD_FUNCTION ), // UNDONE: Build table of these!!!
DEFINE_FIELD( CBaseEntity, m_pfnTouch, FIELD_FUNCTION ),
DEFINE_FIELD( CBaseEntity, m_pfnUse, FIELD_FUNCTION ),
DEFINE_FIELD( CBaseEntity, m_pfnBlocked, FIELD_FUNCTION ),
};
int CBaseEntity::Save( CSave &save )
{
if ( save.WriteEntVars( "ENTVARS", pev ) )
return save.WriteFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) );
return 0;
}
int CBaseEntity::Restore( CRestore &restore )
{
int status;
status = restore.ReadEntVars( "ENTVARS", pev );
if ( status )
status = restore.ReadFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) );
if ( pev->modelindex != 0 && !FStringNull(pev->model) )
{
Vector mins, maxs;
mins = pev->mins; // Set model is about to destroy these
maxs = pev->maxs;
PRECACHE_MODEL( (char *)STRING(pev->model) );
SET_MODEL(ENT(pev), STRING(pev->model));
UTIL_SetSize(pev, mins, maxs); // Reset them
}
return status;
}
// Initialize absmin & absmax to the appropriate box
void SetObjectCollisionBox( entvars_t *pev )
{
if ( (pev->solid == SOLID_BSP) &&
(pev->angles.x || pev->angles.y|| pev->angles.z) )
{ // expand for rotation
float max, v;
int i;
max = 0;
for (i=0 ; i<3 ; i++)
{
v = fabs( pev->mins[i]);
if (v > max)
max = v;
v = fabs( pev->maxs[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
pev->absmin[i] = pev->origin[i] - max;
pev->absmax[i] = pev->origin[i] + max;
}
}
else
{
pev->absmin = pev->origin + pev->mins;
pev->absmax = pev->origin + pev->maxs;
}
pev->absmin.x -= 1;
pev->absmin.y -= 1;
pev->absmin.z -= 1;
pev->absmax.x += 1;
pev->absmax.y += 1;
pev->absmax.z += 1;
}
void CBaseEntity::SetObjectCollisionBox( void )
{
::SetObjectCollisionBox( pev );
}
int CBaseEntity :: Intersects( CBaseEntity *pOther )
{
if ( pOther->pev->absmin.x > pev->absmax.x ||
pOther->pev->absmin.y > pev->absmax.y ||
pOther->pev->absmin.z > pev->absmax.z ||
pOther->pev->absmax.x < pev->absmin.x ||
pOther->pev->absmax.y < pev->absmin.y ||
pOther->pev->absmax.z < pev->absmin.z )
return 0;
return 1;
}
void CBaseEntity :: MakeDormant( void )
{
SetBits( pev->flags, FL_DORMANT );
// Don't touch
pev->solid = SOLID_NOT;
// Don't move
pev->movetype = MOVETYPE_NONE;
// Don't draw
SetBits( pev->effects, EF_NODRAW );
// Don't think
pev->nextthink = 0;
// Relink
UTIL_SetOrigin( pev, pev->origin );
}
int CBaseEntity :: IsDormant( void )
{
return FBitSet( pev->flags, FL_DORMANT );
}
BOOL CBaseEntity :: IsInWorld( void )
{
// position
if (pev->origin.x >= 4096) return FALSE;
if (pev->origin.y >= 4096) return FALSE;
if (pev->origin.z >= 4096) return FALSE;
if (pev->origin.x <= -4096) return FALSE;
if (pev->origin.y <= -4096) return FALSE;
if (pev->origin.z <= -4096) return FALSE;
// speed
if (pev->velocity.x >= 2000) return FALSE;
if (pev->velocity.y >= 2000) return FALSE;
if (pev->velocity.z >= 2000) return FALSE;
if (pev->velocity.x <= -2000) return FALSE;
if (pev->velocity.y <= -2000) return FALSE;
if (pev->velocity.z <= -2000) return FALSE;
return TRUE;
}
int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState )
{
if ( useType != USE_TOGGLE && useType != USE_SET )
{
if ( (currentState && useType == USE_ON) || (!currentState && useType == USE_OFF) )
return 0;
}
return 1;
}
int CBaseEntity :: DamageDecal( int bitsDamageType )
{
if ( pev->rendermode == kRenderTransAlpha )
return -1;
if ( pev->rendermode != kRenderNormal )
return DECAL_BPROOF1;
return DECAL_GUNSHOT1 + RANDOM_LONG(0,4);
}
// NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity
// will keep a pointer to it after this call.
CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner )
{
edict_t *pent;
CBaseEntity *pEntity;
pent = CREATE_NAMED_ENTITY( MAKE_STRING( szName ));
if ( FNullEnt( pent ) )
{
ALERT ( at_console, "NULL Ent in Create!\n" );
return NULL;
}
pEntity = Instance( pent );
pEntity->pev->owner = pentOwner;
pEntity->pev->origin = vecOrigin;
pEntity->pev->angles = vecAngles;
DispatchSpawn( pEntity->edict() );
return pEntity;
}

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