//=========== (C) Copyright 1996-2002 Valve, L.L.C. All rights reserved. =========== // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: Client DLL VGUI Viewport // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //============================================================================= #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #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 "pm_shared.h" #include "../engine/keydefs.h" #include "demo.h" #include "demo_api.h" #include "vgui_int.h" #include "vgui_TeamFortressViewport.h" #include "vgui_ServerBrowser.h" #include "vgui_ScorePanel.h" #include "vgui_SpectatorPanel.h" extern int g_iVisibleMouse; class CCommandMenu; int g_iPlayerClass; int g_iTeamNumber; int g_iUser1; int g_iUser2; int g_iUser3; // Scoreboard positions #define SBOARD_INDENT_X XRES(104) #define SBOARD_INDENT_Y YRES(40) // low-res scoreboard indents #define SBOARD_INDENT_X_512 30 #define SBOARD_INDENT_Y_512 30 #define SBOARD_INDENT_X_400 0 #define SBOARD_INDENT_Y_400 20 void IN_ResetMouse( void ); extern CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall ); extern float * GetClientColor( int clientIndex ); using namespace vgui; // Team Colors int iNumberOfTeamColors = 5; int iTeamColors[5][3] = { { 255, 170, 0 }, // HL orange (default) { 125, 165, 210 }, // Blue { 200, 90, 70 }, // Red { 225, 205, 45 }, // Yellow { 145, 215, 140 }, // Green }; // Used for Class specific buttons char *sTFClasses[] = { "", "SCOUT", "SNIPER", "SOLDIER", "DEMOMAN", "MEDIC", "HWGUY", "PYRO", "SPY", "ENGINEER", "CIVILIAN", }; char *sLocalisedClasses[] = { "#Civilian", "#Scout", "#Sniper", "#Soldier", "#Demoman", "#Medic", "#HWGuy", "#Pyro", "#Spy", "#Engineer", "#Random", "#Civilian", }; char *sTFClassSelection[] = { "civilian", "scout", "sniper", "soldier", "demoman", "medic", "hwguy", "pyro", "spy", "engineer", "randompc", "civilian", }; int iBuildingCosts[] = { BUILD_COST_DISPENSER, BUILD_COST_SENTRYGUN }; // This maps class numbers to the Invalid Class bit. // This is needed for backwards compatability in maps that were finished before // all the classes were in TF. Hence the wacky sequence. int sTFValidClassInts[] = { 0, TF_ILL_SCOUT, TF_ILL_SNIPER, TF_ILL_SOLDIER, TF_ILL_DEMOMAN, TF_ILL_MEDIC, TF_ILL_HVYWEP, TF_ILL_PYRO, TF_ILL_SPY, TF_ILL_ENGINEER, TF_ILL_RANDOMPC, }; // Get the name of TGA file, based on GameDir char* GetVGUITGAName(const char *pszName) { int i; char sz[256]; static char gd[256]; const char *gamedir; if (ScreenWidth < 640) i = 320; else i = 640; sprintf(sz, pszName, i); gamedir = gEngfuncs.pfnGetGameDirectory(); sprintf(gd, "%s/gfx/vgui/%s.tga",gamedir,sz); return gd; } //================================================================ // COMMAND MENU //================================================================ void CCommandMenu::AddButton( CommandButton *pButton ) { if (m_iButtons >= MAX_BUTTONS) return; m_aButtons[m_iButtons] = pButton; m_iButtons++; pButton->setParent( this ); pButton->setFont( Scheme::sf_primary3 ); // give the button a default key binding if ( m_iButtons < 10 ) { pButton->setBoundKey( m_iButtons + '0' ); } else if ( m_iButtons == 10 ) { pButton->setBoundKey( '0' ); } } //----------------------------------------------------------------------------- // Purpose: Tries to find a button that has a key bound to the input, and // presses the button if found // Input : keyNum - the character number of the input key // Output : Returns true if the command menu should close, false otherwise //----------------------------------------------------------------------------- bool CCommandMenu::KeyInput( int keyNum ) { // loop through all our buttons looking for one bound to keyNum for ( int i = 0; i < m_iButtons; i++ ) { if ( !m_aButtons[i]->IsNotValid() ) { if ( m_aButtons[i]->getBoundKey() == keyNum ) { // hit the button if ( m_aButtons[i]->GetSubMenu() ) { // open the sub menu gViewPort->SetCurrentCommandMenu( m_aButtons[i]->GetSubMenu() ); return false; } else { // run the bound command m_aButtons[i]->fireActionSignal(); return true; } } } } return false; } //----------------------------------------------------------------------------- // Purpose: clears the current menus buttons of any armed (highlighted) // state, and all their sub buttons //----------------------------------------------------------------------------- void CCommandMenu::ClearButtonsOfArmedState( void ) { for ( int i = 0; i < GetNumButtons(); i++ ) { m_aButtons[i]->setArmed( false ); if ( m_aButtons[i]->GetSubMenu() ) { m_aButtons[i]->GetSubMenu()->ClearButtonsOfArmedState(); } } } //----------------------------------------------------------------------------- // Purpose: // Input : *pSubMenu - // Output : CommandButton //----------------------------------------------------------------------------- CommandButton *CCommandMenu::FindButtonWithSubmenu( CCommandMenu *pSubMenu ) { for ( int i = 0; i < GetNumButtons(); i++ ) { if ( m_aButtons[i]->GetSubMenu() == pSubMenu ) return m_aButtons[i]; } return NULL; } // Recalculate the visible buttons bool CCommandMenu::RecalculateVisibles( int iYOffset, bool bHideAll ) { int i, iCurrentY = 0; int iVisibleButtons = 0; // Cycle through all the buttons in this menu, and see which will be visible for (i = 0; i < m_iButtons; i++) { int iClass = m_aButtons[i]->GetPlayerClass(); if ( (iClass && iClass != g_iPlayerClass ) || ( m_aButtons[i]->IsNotValid() ) || bHideAll ) { m_aButtons[i]->setVisible( false ); if ( m_aButtons[i]->GetSubMenu() != NULL ) { (m_aButtons[i]->GetSubMenu())->RecalculateVisibles( 0, true ); } } else { // If it's got a submenu, force it to check visibilities if ( m_aButtons[i]->GetSubMenu() != NULL ) { if ( !(m_aButtons[i]->GetSubMenu())->RecalculateVisibles( 0 , false ) ) { // The submenu had no visible buttons, so don't display this button m_aButtons[i]->setVisible( false ); continue; } } m_aButtons[i]->setVisible( true ); iVisibleButtons++; } } // Set Size setSize( _size[0], (iVisibleButtons * (m_flButtonSizeY-1)) + 1 ); if ( iYOffset ) { m_iYOffset = iYOffset; } for (i = 0; i < m_iButtons; i++) { if ( m_aButtons[i]->isVisible() ) { if ( m_aButtons[i]->GetSubMenu() != NULL ) (m_aButtons[i]->GetSubMenu())->RecalculateVisibles( iCurrentY + m_iYOffset, false ); // Make sure it's at the right Y position // m_aButtons[i]->getPos( iXPos, iYPos ); if ( m_iDirection ) { m_aButtons[i]->setPos( 0, (iVisibleButtons-1) * (m_flButtonSizeY-1) - iCurrentY ); } else { m_aButtons[i]->setPos( 0, iCurrentY ); } iCurrentY += (m_flButtonSizeY-1); } } return iVisibleButtons?true:false; } // Make sure all submenus can fit on the screen void CCommandMenu::RecalculatePositions( int iYOffset ) { int iTop; int iAdjust = 0; m_iYOffset+= iYOffset; if ( m_iDirection ) iTop = ScreenHeight - (m_iYOffset + _size[1] ); else iTop = m_iYOffset; if ( iTop < 0 ) iTop = 0; // Calculate if this is going to fit onscreen, and shuffle it up if it won't int iBottom = iTop + _size[1]; if ( iBottom > ScreenHeight ) { // Move in increments of button sizes while (iAdjust < (iBottom - ScreenHeight)) { iAdjust += m_flButtonSizeY - 1; } iTop -= iAdjust; // Make sure it doesn't move off the top of the screen (the menu's too big to fit it all) if ( iTop < 0 ) { iAdjust -= (0 - iTop); iTop = 0; } } setPos( _pos[0], iTop ); // We need to force all menus below this one to update their positions now, because they // might have submenus riding off buttons in this menu that have just shifted. for (int i = 0; i < m_iButtons; i++) m_aButtons[i]->UpdateSubMenus( iAdjust ); } // Make this menu and all menus above it in the chain visible void CCommandMenu::MakeVisible( CCommandMenu *pChildMenu ) { /* // Push down the button leading to the child menu for (int i = 0; i < m_iButtons; i++) { if ( (pChildMenu != NULL) && (m_aButtons[i]->GetSubMenu() == pChildMenu) ) { m_aButtons[i]->setArmed( true ); } else { m_aButtons[i]->setArmed( false ); } } */ setVisible(true); if (m_pParentMenu) m_pParentMenu->MakeVisible( this ); } //================================================================ // CreateSubMenu CCommandMenu *TeamFortressViewport::CreateSubMenu( CommandButton *pButton, CCommandMenu *pParentMenu, int iYOffset, int iXOffset ) { int iXPos = 0; int iYPos = 0; int iWide = CMENU_SIZE_X; int iTall = 0; int iDirection = 0; if (pParentMenu) { iXPos = m_pCurrentCommandMenu->GetXOffset() + (CMENU_SIZE_X - 1) + iXOffset; iYPos = m_pCurrentCommandMenu->GetYOffset() + iYOffset; iDirection = pParentMenu->GetDirection(); } CCommandMenu *pMenu = new CCommandMenu(pParentMenu, iDirection, iXPos, iYPos, iWide, iTall ); pMenu->setParent(this); pButton->AddSubMenu( pMenu ); pButton->setFont( Scheme::sf_primary3 ); pMenu->m_flButtonSizeY = m_pCurrentCommandMenu->m_flButtonSizeY; // Create the Submenu-open signal InputSignal *pISignal = new CMenuHandler_PopupSubMenuInput(pButton, pMenu); pButton->addInputSignal(pISignal); // Put a > to show it's a submenu CImageLabel *pLabel = new CImageLabel( "arrow", CMENU_SIZE_X - SUBMENU_SIZE_X, SUBMENU_SIZE_Y ); pLabel->setParent(pButton); pLabel->addInputSignal(pISignal); // Reposition pLabel->getPos( iXPos, iYPos ); pLabel->setPos( CMENU_SIZE_X - pLabel->getImageWide(), (BUTTON_SIZE_Y - pLabel->getImageTall()) / 2 ); // Create the mouse off signal for the Label too if (!pButton->m_bNoHighlight) pLabel->addInputSignal( new CHandler_CommandButtonHighlight(pButton) ); return pMenu; } //----------------------------------------------------------------------------- // Purpose: Makes sure the memory allocated for TeamFortressViewport is nulled out // Input : stAllocateBlock - // Output : void * //----------------------------------------------------------------------------- void *TeamFortressViewport::operator new( size_t stAllocateBlock ) { // void *mem = Panel::operator new( stAllocateBlock ); void *mem = ::operator new( stAllocateBlock ); memset( mem, 0, stAllocateBlock ); return mem; } //----------------------------------------------------------------------------- // Purpose: InputSignal handler for the main viewport //----------------------------------------------------------------------------- class CViewPortInputHandler : public InputSignal { public: bool bPressed; CViewPortInputHandler() { } 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) { if ( code != MOUSE_LEFT ) { // send a message to close the command menu // this needs to be a message, since a direct call screws the timing gEngfuncs.pfnClientCmd( "ForceCloseCommandMenu\n" ); } } virtual void mouseReleased(MouseCode code,Panel* panel) { } virtual void mouseDoublePressed(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) {} }; //================================================================ TeamFortressViewport::TeamFortressViewport(int x,int y,int wide,int tall) : Panel(x,y,wide,tall), m_SchemeManager(wide,tall) { gViewPort = this; m_iInitialized = false; m_pTeamMenu = NULL; m_pClassMenu = NULL; m_pScoreBoard = NULL; m_pSpectatorPanel = NULL; m_pCurrentMenu = NULL; m_pCurrentCommandMenu = NULL; Initialize(); addInputSignal( new CViewPortInputHandler ); int r, g, b, a; Scheme* pScheme = App::getInstance()->getScheme(); // primary text color // Get the colors //!! two different types of scheme here, need to integrate SchemeHandle_t hPrimaryScheme = m_SchemeManager.getSchemeHandle( "Primary Button Text" ); { // font pScheme->setFont( Scheme::sf_primary1, m_SchemeManager.getFont(hPrimaryScheme) ); // text color m_SchemeManager.getFgColor( hPrimaryScheme, r, g, b, a ); pScheme->setColor(Scheme::sc_primary1, r, g, b, a ); // sc_primary1 is non-transparent orange // background color (transparent black) m_SchemeManager.getBgColor( hPrimaryScheme, r, g, b, a ); pScheme->setColor(Scheme::sc_primary3, r, g, b, a ); // armed foreground color m_SchemeManager.getFgArmedColor( hPrimaryScheme, r, g, b, a ); pScheme->setColor(Scheme::sc_secondary2, r, g, b, a ); // armed background color m_SchemeManager.getBgArmedColor( hPrimaryScheme, r, g, b, a ); pScheme->setColor(Scheme::sc_primary2, r, g, b, a ); //!! need to get this color from scheme file // used for orange borders around buttons m_SchemeManager.getBorderColor( hPrimaryScheme, r, g, b, a ); // pScheme->setColor(Scheme::sc_secondary1, r, g, b, a ); pScheme->setColor(Scheme::sc_secondary1, 255*0.7, 170*0.7, 0, 0); } // Change the second primary font (used in the scoreboard) SchemeHandle_t hScoreboardScheme = m_SchemeManager.getSchemeHandle( "Scoreboard Text" ); { pScheme->setFont(Scheme::sf_primary2, m_SchemeManager.getFont(hScoreboardScheme) ); } // Change the third primary font (used in command menu) SchemeHandle_t hCommandMenuScheme = m_SchemeManager.getSchemeHandle( "CommandMenu Text" ); { pScheme->setFont(Scheme::sf_primary3, m_SchemeManager.getFont(hCommandMenuScheme) ); } App::getInstance()->setScheme(pScheme); // VGUI MENUS CreateTeamMenu(); CreateClassMenu(); CreateSpectatorMenu(); CreateScoreBoard(); // Init command menus m_iNumMenus = 0; m_iCurrentTeamNumber = m_iUser1 = m_iUser2 = m_iUser3 = 0; m_StandardMenu = CreateCommandMenu("commandmenu.txt", 0, CMENU_TOP, false, CMENU_SIZE_X, BUTTON_SIZE_Y, 0 ); m_SpectatorOptionsMenu = CreateCommandMenu("spectatormenu.txt", 1, YRES(32), true, CMENU_SIZE_X, BUTTON_SIZE_Y / 2, 0 ); // above bottom bar, flat design m_SpectatorCameraMenu = CreateCommandMenu("spectcammenu.txt", 1, YRES(32), true, XRES( 200 ), BUTTON_SIZE_Y / 2, ScreenWidth - ( XRES ( 200 ) + 15 ) ); // above bottom bar, flat design CreateServerBrowser(); } //----------------------------------------------------------------------------- // Purpose: Called everytime a new level is started. Viewport clears out it's data. //----------------------------------------------------------------------------- void TeamFortressViewport::Initialize( void ) { // Force each menu to Initialize if (m_pTeamMenu) { m_pTeamMenu->Initialize(); } if (m_pClassMenu) { m_pClassMenu->Initialize(); } if (m_pScoreBoard) { m_pScoreBoard->Initialize(); HideScoreBoard(); } if (m_pSpectatorPanel) { // Spectator menu doesn't need initializing m_pSpectatorPanel->setVisible( false ); } // Make sure all menus are hidden HideVGUIMenu(); HideCommandMenu(); // Clear out some data m_iGotAllMOTD = true; m_iRandomPC = false; m_flScoreBoardLastUpdated = 0; m_flSpectatorPanelLastUpdated = 0; // reset player info g_iPlayerClass = 0; g_iTeamNumber = 0; strcpy(m_sMapName, ""); strcpy(m_szServerName, ""); for (int i = 0; i < 5; i++) { m_iValidClasses[i] = 0; strcpy(m_sTeamNames[i], ""); } App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_none) ); } class CException; //----------------------------------------------------------------------------- // Purpose: Read the Command Menu structure from the txt file and create the menu. // Returns Index of menu in m_pCommandMenus //----------------------------------------------------------------------------- int TeamFortressViewport::CreateCommandMenu( char * menuFile, int direction, int yOffset, bool flatDesign, float flButtonSizeX, float flButtonSizeY, int xOffset ) { // COMMAND MENU // Create the root of this new Command Menu int newIndex = m_iNumMenus; m_pCommandMenus[newIndex] = new CCommandMenu(NULL, direction, xOffset, yOffset, flButtonSizeX, 300); // This will be resized once we know how many items are in it m_pCommandMenus[newIndex]->setParent(this); m_pCommandMenus[newIndex]->setVisible(false); m_pCommandMenus[newIndex]->m_flButtonSizeY = flButtonSizeY; m_pCommandMenus[newIndex]->m_iSpectCmdMenu = direction; m_iNumMenus++; // Read Command Menu from the txt file char token[1024]; char *pfile = (char*)gEngfuncs.COM_LoadFile( menuFile, 5, NULL); if (!pfile) { gEngfuncs.Con_DPrintf( "Unable to open %s\n", menuFile); SetCurrentCommandMenu( NULL ); return newIndex; } try { // First, read in the localisation strings // Detpack strings gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For5Seconds", m_sDetpackStrings[0], MAX_BUTTON_SIZE ); gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For20Seconds", m_sDetpackStrings[1], MAX_BUTTON_SIZE ); gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For50Seconds", m_sDetpackStrings[2], MAX_BUTTON_SIZE ); // Now start parsing the menu structure m_pCurrentCommandMenu = m_pCommandMenus[newIndex]; char szLastButtonText[32] = "file start"; pfile = gEngfuncs.COM_ParseFile(pfile, token); while ( ( strlen ( token ) > 0 ) && ( m_iNumMenus < MAX_MENUS ) ) { // Keep looping until we hit the end of this menu while ( token[0] != '}' && ( strlen( token ) > 0 ) ) { char cText[32] = ""; char cBoundKey[32] = ""; char cCustom[32] = ""; static const int cCommandLength = 128; char cCommand[cCommandLength] = ""; char szMap[MAX_MAPNAME] = ""; int iPlayerClass = 0; int iCustom = false; int iTeamOnly = -1; int iToggle = 0; int iButtonY; bool bGetExtraToken = true; CommandButton *pButton = NULL; // We should never be here without a Command Menu if (!m_pCurrentCommandMenu) { gEngfuncs.Con_Printf("Error in %s file after '%s'.\n",menuFile, szLastButtonText ); m_iInitialized = false; return newIndex; } // token should already be the bound key, or the custom name strncpy( cCustom, token, 32 ); cCustom[31] = '\0'; // See if it's a custom button if (!strcmp(cCustom, "CUSTOM") ) { iCustom = true; // Get the next token pfile = gEngfuncs.COM_ParseFile(pfile, token); } // See if it's a map else if (!strcmp(cCustom, "MAP") ) { // Get the mapname pfile = gEngfuncs.COM_ParseFile(pfile, token); strncpy( szMap, token, MAX_MAPNAME ); szMap[MAX_MAPNAME-1] = '\0'; // Get the next token pfile = gEngfuncs.COM_ParseFile(pfile, token); } else if ( !strncmp(cCustom, "TEAM", 4) ) // TEAM1, TEAM2, TEAM3, TEAM4 { // make it a team only button iTeamOnly = atoi( cCustom + 4 ); // Get the next token pfile = gEngfuncs.COM_ParseFile(pfile, token); } else if ( !strncmp(cCustom, "TOGGLE", 6) ) { iToggle = true; // Get the next token pfile = gEngfuncs.COM_ParseFile(pfile, token); } else { // See if it's a Class for (int i = 1; i <= PC_ENGINEER; i++) { if ( !strcmp(token, sTFClasses[i]) ) { // Save it off iPlayerClass = i; // Get the button text pfile = gEngfuncs.COM_ParseFile(pfile, token); break; } } } // Get the button bound key strncpy( cBoundKey, token, 32 ); cText[31] = '\0'; // Get the button text pfile = gEngfuncs.COM_ParseFile(pfile, token); strncpy( cText, token, 32 ); cText[31] = '\0'; // save off the last button text we've come across (for error reporting) strcpy( szLastButtonText, cText ); // Get the button command pfile = gEngfuncs.COM_ParseFile(pfile, token); strncpy( cCommand, token, cCommandLength ); cCommand[cCommandLength - 1] = '\0'; iButtonY = (BUTTON_SIZE_Y-1) * m_pCurrentCommandMenu->GetNumButtons(); // Custom button handling if ( iCustom ) { pButton = CreateCustomButton( cText, cCommand, iButtonY ); // Get the next token to see if we're a menu pfile = gEngfuncs.COM_ParseFile(pfile, token); if ( token[0] == '{' ) { strcpy( cCommand, token ); } else { bGetExtraToken = false; } } else if ( szMap[0] != '\0' ) { // create a map button pButton = new MapButton(szMap, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY ); } else if ( iTeamOnly != -1) { // button that only shows up if the player is on team iTeamOnly pButton = new TeamOnlyCommandButton( iTeamOnly, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign ); } else if ( iToggle && direction == 0 ) { pButton = new ToggleCommandButton( cCommand, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign ); } else if ( direction == 1 ) { if ( iToggle ) pButton = new SpectToggleButton( cCommand, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign ); else pButton = new SpectButton( iPlayerClass, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY ); } else { // normal button pButton = new CommandButton( iPlayerClass, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign ); } // add the button into the command menu if ( pButton ) { m_pCurrentCommandMenu->AddButton( pButton ); pButton->setBoundKey( cBoundKey[0] ); pButton->setParentMenu( m_pCurrentCommandMenu ); // Override font in CommandMenu pButton->setFont( Scheme::sf_primary3 ); } // Find out if it's a submenu or a button we're dealing with if ( cCommand[0] == '{' ) { if ( m_iNumMenus >= MAX_MENUS ) { gEngfuncs.Con_Printf( "Too many menus in %s past '%s'\n",menuFile, szLastButtonText ); } else { // Create the menu m_pCommandMenus[m_iNumMenus] = CreateSubMenu(pButton, m_pCurrentCommandMenu, iButtonY ); m_pCurrentCommandMenu = m_pCommandMenus[m_iNumMenus]; m_iNumMenus++; } } else if ( !iCustom ) { // Create the button and attach it to the current menu if ( iToggle ) pButton->addActionSignal(new CMenuHandler_ToggleCvar(cCommand)); else pButton->addActionSignal(new CMenuHandler_StringCommand(cCommand)); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } // Get the next token if ( bGetExtraToken ) { pfile = gEngfuncs.COM_ParseFile(pfile, token); } } // Move back up a menu m_pCurrentCommandMenu = m_pCurrentCommandMenu->GetParentMenu(); pfile = gEngfuncs.COM_ParseFile(pfile, token); } } catch( CException *e ) { e; //e->Delete(); e = NULL; m_iInitialized = false; return newIndex; } SetCurrentMenu( NULL ); SetCurrentCommandMenu( NULL ); gEngfuncs.COM_FreeFile( pfile ); m_iInitialized = true; return newIndex; } //----------------------------------------------------------------------------- // Purpose: Creates all the class choices under a spy's disguise menus, and // maps a command to them // Output : CCommandMenu //----------------------------------------------------------------------------- CCommandMenu *TeamFortressViewport::CreateDisguiseSubmenu( CommandButton *pButton, CCommandMenu *pParentMenu, const char *commandText, int iYOffset, int iXOffset ) { // create the submenu, under which the class choices will be listed CCommandMenu *pMenu = CreateSubMenu( pButton, pParentMenu, iYOffset, iXOffset ); m_pCommandMenus[m_iNumMenus] = pMenu; m_iNumMenus++; // create the class choice buttons for ( int i = PC_SCOUT; i <= PC_ENGINEER; i++ ) { CommandButton *pDisguiseButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); char sz[256]; sprintf(sz, "%s %d", commandText, i ); pDisguiseButton->addActionSignal(new CMenuHandler_StringCommand(sz)); pMenu->AddButton( pDisguiseButton ); } return pMenu; } //----------------------------------------------------------------------------- // Purpose: // Input : *pButtonText - // *pButtonName - // Output : CommandButton //----------------------------------------------------------------------------- CommandButton *TeamFortressViewport::CreateCustomButton( char *pButtonText, char *pButtonName, int iYOffset ) { CommandButton *pButton = NULL; CCommandMenu *pMenu = NULL; // ChangeTeam if ( !strcmp( pButtonName, "!CHANGETEAM" ) ) { // ChangeTeam Submenu pButton = new CommandButton(pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); // Create the submenu pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu, iYOffset ); m_pCommandMenus[m_iNumMenus] = pMenu; m_iNumMenus++; // ChangeTeam buttons for (int i = 0; i < 4; i++) { char sz[256]; sprintf(sz, "jointeam %d", i+1); m_pTeamButtons[i] = new TeamButton(i+1, "teamname", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); m_pTeamButtons[i]->addActionSignal(new CMenuHandler_StringCommandWatch( sz )); pMenu->AddButton( m_pTeamButtons[i] ); } // Auto Assign button m_pTeamButtons[4] = new TeamButton(5, gHUD.m_TextMessage.BufferedLocaliseTextString( "#Team_AutoAssign" ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); m_pTeamButtons[4]->addActionSignal(new CMenuHandler_StringCommand( "jointeam 5" )); pMenu->AddButton( m_pTeamButtons[4] ); // Spectate button m_pTeamButtons[5] = new SpectateButton( CHudTextMessage::BufferedLocaliseTextString( "#Menu_Spectate" ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false); m_pTeamButtons[5]->addActionSignal(new CMenuHandler_StringCommand( "spectate" )); pMenu->AddButton( m_pTeamButtons[5] ); } // ChangeClass else if ( !strcmp( pButtonName, "!CHANGECLASS" ) ) { // Create the Change class menu pButton = new ClassButton(-1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false); // ChangeClass Submenu pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu, iYOffset ); m_pCommandMenus[m_iNumMenus] = pMenu; m_iNumMenus++; for (int i = PC_SCOUT; i <= PC_RANDOM; i++ ) { char sz[256]; // ChangeClass buttons CHudTextMessage::LocaliseTextString( sLocalisedClasses[i], sz, 256 ); ClassButton *pClassButton = new ClassButton( i, sz, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false); sprintf(sz, "%s", sTFClassSelection[i]); pClassButton->addActionSignal(new CMenuHandler_StringCommandClassSelect(sz)); pMenu->AddButton( pClassButton ); } } // Map Briefing else if ( !strcmp( pButtonName, "!MAPBRIEFING" ) ) { pButton = new CommandButton(pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_MAPBRIEFING)); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } // Class Descriptions else if ( !strcmp( pButtonName, "!CLASSDESC" ) ) { pButton = new ClassButton(0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false); pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_CLASSHELP)); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } else if ( !strcmp( pButtonName, "!SERVERINFO" ) ) { pButton = new ClassButton(0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false); pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_INTRO)); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } // Spy abilities else if ( !strcmp( pButtonName, "!SPY" ) ) { pButton = new DisguiseButton( 0, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); } // Feign else if ( !strcmp( pButtonName, "!FEIGN" ) ) { pButton = new FeignButton(FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand( "feign" )); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } // Feign Silently else if ( !strcmp( pButtonName, "!FEIGNSILENT" ) ) { pButton = new FeignButton(FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand( "sfeign" )); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } // Stop Feigning else if ( !strcmp( pButtonName, "!FEIGNSTOP" ) ) { pButton = new FeignButton(TRUE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand( "feign" )); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } // Disguise else if ( !strcmp( pButtonName, "!DISGUISEENEMY" ) ) { // Create the disguise enemy button, which active only if there are 2 teams pButton = new DisguiseButton(DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_enemy", iYOffset); } else if ( !strcmp( pButtonName, "!DISGUISEFRIENDLY" ) ) { // Create the disguise friendly button, which active only if there are 1 or 2 teams pButton = new DisguiseButton(DISGUISE_TEAM1 | DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_friendly", iYOffset ); } else if ( !strcmp( pButtonName, "!DISGUISE" ) ) { // Create the Disguise button pButton = new DisguiseButton( DISGUISE_TEAM3 | DISGUISE_TEAM4, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); CCommandMenu *pDisguiseMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset ); m_pCommandMenus[m_iNumMenus] = pDisguiseMenu; m_iNumMenus++; // Disguise Enemy submenu buttons for ( int i = 1; i <= 4; i++ ) { // only show the 4th disguise button if we have 4 teams m_pDisguiseButtons[i] = new DisguiseButton( ((i < 4) ? DISGUISE_TEAM3 : 0) | DISGUISE_TEAM4, "Disguise", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); pDisguiseMenu->AddButton( m_pDisguiseButtons[i] ); m_pDisguiseButtons[i]->setParentMenu( pDisguiseMenu ); char sz[256]; sprintf( sz, "disguise %d", i ); CreateDisguiseSubmenu( m_pDisguiseButtons[i], pDisguiseMenu, sz, iYOffset, CMENU_SIZE_X - 1 ); } } // Start setting a Detpack else if ( !strcmp( pButtonName, "!DETPACKSTART" ) ) { // Detpack Submenu pButton = new DetpackButton(2, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); // Create the submenu pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu, iYOffset ); m_pCommandMenus[m_iNumMenus] = pMenu; m_iNumMenus++; // Set detpack buttons CommandButton *pDetButton; pDetButton = new CommandButton(m_sDetpackStrings[0], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 5")); pMenu->AddButton( pDetButton ); pDetButton = new CommandButton(m_sDetpackStrings[1], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 20")); pMenu->AddButton( pDetButton ); pDetButton = new CommandButton(m_sDetpackStrings[2], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 50")); pMenu->AddButton( pDetButton ); } // Stop setting a Detpack else if ( !strcmp( pButtonName, "!DETPACKSTOP" ) ) { pButton = new DetpackButton(1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand( "detstop" )); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } // Engineer building else if ( !strcmp( pButtonName, "!BUILD" ) ) { // only appears if the player is an engineer, and either they have built something or have enough metal to build pButton = new BuildButton( BUILDSTATE_BASE, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); } else if ( !strcmp( pButtonName, "!BUILDSENTRY" ) ) { pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("build 2")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } else if ( !strcmp( pButtonName, "!BUILDDISPENSER" ) ) { pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("build 1")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } else if ( !strcmp( pButtonName, "!ROTATESENTRY180" ) ) { pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("rotatesentry180")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } else if ( !strcmp( pButtonName, "!ROTATESENTRY" ) ) { pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("rotatesentry")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } else if ( !strcmp( pButtonName, "!DISMANTLEDISPENSER" ) ) { pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 1")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } else if ( !strcmp( pButtonName, "!DISMANTLESENTRY" ) ) { pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 2")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } else if ( !strcmp( pButtonName, "!DETONATEDISPENSER" ) ) { pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("detdispenser")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } else if ( !strcmp( pButtonName, "!DETONATESENTRY" ) ) { pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("detsentry")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } // Stop building else if ( !strcmp( pButtonName, "!BUILDSTOP" ) ) { pButton = new BuildButton( BUILDSTATE_BUILDING, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); pButton->addActionSignal(new CMenuHandler_StringCommand("build")); // Create an input signal that'll popup the current menu pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); } return pButton; } void TeamFortressViewport::ToggleServerBrowser() { if (!m_iInitialized) return; if ( !m_pServerBrowser ) return; if ( m_pServerBrowser->isVisible() ) { m_pServerBrowser->setVisible( false ); } else { m_pServerBrowser->setVisible( true ); } UpdateCursorState(); } //======================================================================= void TeamFortressViewport::ShowCommandMenu(int menuIndex) { if (!m_iInitialized) return; //Already have a menu open. if ( m_pCurrentMenu ) return; // is the command menu open? if ( m_pCurrentCommandMenu == m_pCommandMenus[menuIndex] ) { HideCommandMenu(); return; } // Not visible while in intermission if ( gHUD.m_iIntermission ) return; // Recalculate visible menus UpdateCommandMenu( menuIndex ); HideVGUIMenu(); SetCurrentCommandMenu( m_pCommandMenus[menuIndex] ); m_flMenuOpenTime = gHUD.m_flTime; UpdateCursorState(); // get command menu parameters for ( int i = 2; i < gEngfuncs.Cmd_Argc(); i++ ) { const char *param = gEngfuncs.Cmd_Argv( i - 1 ); if ( param ) { if ( m_pCurrentCommandMenu->KeyInput(param[0]) ) { // kill the menu open time, since the key input is final HideCommandMenu(); } } } } //----------------------------------------------------------------------------- // Purpose: Handles the key input of "-commandmenu" // Input : //----------------------------------------------------------------------------- void TeamFortressViewport::InputSignalHideCommandMenu() { if (!m_iInitialized) return; // if they've just tapped the command menu key, leave it open if ( (m_flMenuOpenTime + 0.3) > gHUD.m_flTime ) return; HideCommandMenu(); } //----------------------------------------------------------------------------- // Purpose: Hides the command menu //----------------------------------------------------------------------------- void TeamFortressViewport::HideCommandMenu() { if (!m_iInitialized) return; if ( m_pCommandMenus[m_StandardMenu] ) { m_pCommandMenus[m_StandardMenu]->ClearButtonsOfArmedState(); } if ( m_pCommandMenus[m_SpectatorOptionsMenu] ) { m_pCommandMenus[m_SpectatorOptionsMenu]->ClearButtonsOfArmedState(); } if ( m_pCommandMenus[m_SpectatorCameraMenu] ) { m_pCommandMenus[m_SpectatorCameraMenu]->ClearButtonsOfArmedState(); } m_flMenuOpenTime = 0.0f; SetCurrentCommandMenu( NULL ); UpdateCursorState(); } //----------------------------------------------------------------------------- // Purpose: Bring up the scoreboard //----------------------------------------------------------------------------- void TeamFortressViewport::ShowScoreBoard( void ) { if (m_pScoreBoard) { // No Scoreboard in single-player if ( gEngfuncs.GetMaxClients() > 1 ) { m_pScoreBoard->Open(); UpdateCursorState(); } } } //----------------------------------------------------------------------------- // Purpose: Returns true if the scoreboard is up //----------------------------------------------------------------------------- bool TeamFortressViewport::IsScoreBoardVisible( void ) { if (m_pScoreBoard) return m_pScoreBoard->isVisible(); return false; } //----------------------------------------------------------------------------- // Purpose: Hide the scoreboard //----------------------------------------------------------------------------- void TeamFortressViewport::HideScoreBoard( void ) { // Prevent removal of scoreboard during intermission if ( gHUD.m_iIntermission ) return; if (m_pScoreBoard) { m_pScoreBoard->setVisible(false); GetClientVoiceMgr()->StopSquelchMode(); UpdateCursorState(); } } //----------------------------------------------------------------------------- // Purpose: Activate's the player special ability // called when the player hits their "special" key //----------------------------------------------------------------------------- void TeamFortressViewport::InputPlayerSpecial( void ) { if (!m_iInitialized) return; if ( g_iPlayerClass == PC_ENGINEER || g_iPlayerClass == PC_SPY ) { ShowCommandMenu( gViewPort->m_StandardMenu ); if ( m_pCurrentCommandMenu ) { m_pCurrentCommandMenu->KeyInput( '7' ); } } else { // if it's any other class, just send the command down to the server ClientCmd( "_special" ); } } // Set the submenu of the Command Menu void TeamFortressViewport::SetCurrentCommandMenu( CCommandMenu *pNewMenu ) { for (int i = 0; i < m_iNumMenus; i++) m_pCommandMenus[i]->setVisible(false); m_pCurrentCommandMenu = pNewMenu; if (m_pCurrentCommandMenu) m_pCurrentCommandMenu->MakeVisible( NULL ); } void TeamFortressViewport::UpdateCommandMenu(int menuIndex) { m_pCommandMenus[menuIndex]->RecalculateVisibles( 0, false ); m_pCommandMenus[menuIndex]->RecalculatePositions( 0 ); } void COM_FileBase ( const char *in, char *out); void TeamFortressViewport::UpdateSpectatorPanel() { m_iUser1 = g_iUser1; m_iUser2 = g_iUser2; m_iUser3 = g_iUser3; if (!m_pSpectatorPanel) return; if ( g_iUser1 && gHUD.m_pCvarDraw->value && !gHUD.m_iIntermission) // don't draw in dev_overview mode { char bottomText[128]; char helpString2[128]; char tempString[128]; char * name; int player = 0; // check if spectator combinations are still valid gHUD.m_Spectator.CheckSettings(); if ( !m_pSpectatorPanel->isVisible() ) { m_pSpectatorPanel->setVisible( true ); // show spectator panel, but m_pSpectatorPanel->ShowMenu( false ); // dsiable all menus/buttons _snprintf( tempString, sizeof( tempString ) - 1, "%c%s", HUD_PRINTCENTER, CHudTextMessage::BufferedLocaliseTextString( "#Spec_Duck" ) ); tempString[ sizeof( tempString ) - 1 ] = '\0'; gHUD.m_TextMessage.MsgFunc_TextMsg( NULL, strlen( tempString ) + 1, tempString ); } sprintf(bottomText,"#Spec_Mode%d", g_iUser1 ); sprintf(helpString2,"#Spec_Mode%d", g_iUser1 ); if ( gEngfuncs.IsSpectateOnly() ) strcat(helpString2, " - HLTV"); // check if we're locked onto a target, show the player's name if ( (g_iUser2 > 0) && (g_iUser2 <= gEngfuncs.GetMaxClients()) && (g_iUser1 != OBS_ROAMING) ) { player = g_iUser2; } // special case in free map and inset off, don't show names if ( (g_iUser1 == OBS_MAP_FREE) && !gHUD.m_Spectator.m_pip->value ) name = NULL; else name = g_PlayerInfoList[player].name; // create player & health string if ( player && name ) { strcpy( bottomText, name ); } // in first person mode colorize player names if ( (g_iUser1 == OBS_IN_EYE) && player ) { float * color = GetClientColor( player ); int r = color[0]*255; int g = color[1]*255; int b = color[2]*255; // set team color, a bit transparent m_pSpectatorPanel->m_BottomMainLabel->setFgColor(r,g,b,0); } else { // restore GUI color m_pSpectatorPanel->m_BottomMainLabel->setFgColor( 143, 143, 54, 0 ); } // add sting auto if we are in auto directed mode if ( gHUD.m_Spectator.m_autoDirector->value ) { char tempString[128]; sprintf(tempString, "#Spec_Auto %s", helpString2); strcpy( helpString2, tempString ); } m_pSpectatorPanel->m_BottomMainLabel->setText( CHudTextMessage::BufferedLocaliseTextString( bottomText ) ); // update extra info field char szText[64]; if ( gEngfuncs.IsSpectateOnly() ) { // in HLTV mode show number of spectators _snprintf( szText, 63, "%s: %d", CHudTextMessage::BufferedLocaliseTextString( "#Spectators" ), gHUD.m_Spectator.m_iSpectatorNumber ); } else { // otherwise show map name char szMapName[64]; COM_FileBase( gEngfuncs.pfnGetLevelName(), szMapName ); _snprintf ( szText, 63, "%s: %s",CHudTextMessage::BufferedLocaliseTextString( "#Spec_Map" ), szMapName ); } szText[63] = 0; m_pSpectatorPanel->m_ExtraInfo->setText ( szText ); /* int timer = (int)( gHUD.m_roundTimer.m_flTimeEnd - gHUD.m_flTime ); if ( timer < 0 ) timer = 0; _snprintf ( szText, 63, "%d:%02d\n", (timer / 60), (timer % 60) ); szText[63] = 0; m_pSpectatorPanel->m_CurrentTime->setText( szText ); */ // update spectator panel gViewPort->m_pSpectatorPanel->Update(); } else { if ( m_pSpectatorPanel->isVisible() ) { m_pSpectatorPanel->setVisible( false ); m_pSpectatorPanel->ShowMenu( false ); // dsiable all menus/buttons } } m_flSpectatorPanelLastUpdated = gHUD.m_flTime + 1.0; // update every seconds } //====================================================================== void TeamFortressViewport::CreateScoreBoard( void ) { int xdent = SBOARD_INDENT_X, ydent = SBOARD_INDENT_Y; if (ScreenWidth == 512) { xdent = SBOARD_INDENT_X_512; ydent = SBOARD_INDENT_Y_512; } else if (ScreenWidth == 400) { xdent = SBOARD_INDENT_X_400; ydent = SBOARD_INDENT_Y_400; } m_pScoreBoard = new ScorePanel(xdent, ydent, ScreenWidth - (xdent * 2), ScreenHeight - (ydent * 2)); m_pScoreBoard->setParent(this); m_pScoreBoard->setVisible(false); } void TeamFortressViewport::CreateServerBrowser( void ) { m_pServerBrowser = new ServerBrowser( 0, 0, ScreenWidth, ScreenHeight ); m_pServerBrowser->setParent(this); m_pServerBrowser->setVisible(false); } //====================================================================== // Set the VGUI Menu void TeamFortressViewport::SetCurrentMenu( CMenuPanel *pMenu ) { m_pCurrentMenu = pMenu; if ( m_pCurrentMenu ) { // Don't open menus in demo playback if ( gEngfuncs.pDemoAPI->IsPlayingback() ) return; m_pCurrentMenu->Open(); } } //================================================================ // Text Window CMenuPanel* TeamFortressViewport::CreateTextWindow( int iTextToShow ) { char sz[256]; char *cText; char *pfile = NULL; static const int MAX_TITLE_LENGTH = 32; char cTitle[MAX_TITLE_LENGTH]; if ( iTextToShow == SHOW_MOTD ) { if (!m_szServerName || !m_szServerName[0]) strcpy( cTitle, "Half-Life" ); else strncpy( cTitle, m_szServerName, MAX_TITLE_LENGTH ); cTitle[MAX_TITLE_LENGTH-1] = 0; cText = m_szMOTD; } else if ( iTextToShow == SHOW_MAPBRIEFING ) { // Get the current mapname, and open it's map briefing text if (m_sMapName && m_sMapName[0]) { strcpy( sz, "maps/"); strcat( sz, m_sMapName ); strcat( sz, ".txt" ); } else { const char *level = gEngfuncs.pfnGetLevelName(); if (!level) return NULL; strcpy( sz, level ); char *ch = strchr( sz, '.' ); *ch = '\0'; strcat( sz, ".txt" ); // pull out the map name strcpy( m_sMapName, level ); ch = strchr( m_sMapName, '.' ); if ( ch ) { *ch = 0; } ch = strchr( m_sMapName, '/' ); if ( ch ) { // move the string back over the '/' memmove( m_sMapName, ch+1, strlen(ch)+1 ); } } pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL ); if (!pfile) return NULL; cText = pfile; strncpy( cTitle, m_sMapName, MAX_TITLE_LENGTH ); cTitle[MAX_TITLE_LENGTH-1] = 0; } else if ( iTextToShow == SHOW_CLASSDESC ) { switch ( g_iPlayerClass ) { case PC_SCOUT: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_scout" ); CHudTextMessage::LocaliseTextString( "#Title_scout", cTitle, MAX_TITLE_LENGTH ); break; case PC_SNIPER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_sniper" ); CHudTextMessage::LocaliseTextString( "#Title_sniper", cTitle, MAX_TITLE_LENGTH ); break; case PC_SOLDIER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_soldier" ); CHudTextMessage::LocaliseTextString( "#Title_soldier", cTitle, MAX_TITLE_LENGTH ); break; case PC_DEMOMAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_demoman" ); CHudTextMessage::LocaliseTextString( "#Title_demoman", cTitle, MAX_TITLE_LENGTH ); break; case PC_MEDIC: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_medic" ); CHudTextMessage::LocaliseTextString( "#Title_medic", cTitle, MAX_TITLE_LENGTH ); break; case PC_HVYWEAP: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_hwguy" ); CHudTextMessage::LocaliseTextString( "#Title_hwguy", cTitle, MAX_TITLE_LENGTH ); break; case PC_PYRO: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_pyro" ); CHudTextMessage::LocaliseTextString( "#Title_pyro", cTitle, MAX_TITLE_LENGTH ); break; case PC_SPY: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_spy" ); CHudTextMessage::LocaliseTextString( "#Title_spy", cTitle, MAX_TITLE_LENGTH ); break; case PC_ENGINEER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_engineer" ); CHudTextMessage::LocaliseTextString( "#Title_engineer", cTitle, MAX_TITLE_LENGTH ); break; case PC_CIVILIAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_civilian" ); CHudTextMessage::LocaliseTextString( "#Title_civilian", cTitle, MAX_TITLE_LENGTH ); break; default: return NULL; } if ( g_iPlayerClass == PC_CIVILIAN ) { sprintf(sz, "classes/long_civilian.txt"); } else { sprintf(sz, "classes/long_%s.txt", sTFClassSelection[ g_iPlayerClass ]); } char *pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL ); if (pfile) { cText = pfile; } } else if ( iTextToShow == SHOW_SPECHELP ) { CHudTextMessage::LocaliseTextString( "#Spec_Help_Title", cTitle, MAX_TITLE_LENGTH ); cTitle[MAX_TITLE_LENGTH-1] = 0; char *pfile = CHudTextMessage::BufferedLocaliseTextString( "#Spec_Help_Text" ); if ( pfile ) { cText = pfile; } } // if we're in the game (ie. have selected a class), flag the menu to be only grayed in the dialog box, instead of full screen CMenuPanel *pMOTDPanel = CMessageWindowPanel_Create( cText, cTitle, g_iPlayerClass == PC_UNDEFINED, false, 0, 0, ScreenWidth, ScreenHeight ); pMOTDPanel->setParent( this ); if ( pfile ) gEngfuncs.COM_FreeFile( pfile ); return pMOTDPanel; } //================================================================ // VGUI Menus void TeamFortressViewport::ShowVGUIMenu( int iMenu ) { CMenuPanel *pNewMenu = NULL; // Don't open menus in demo playback if ( gEngfuncs.pDemoAPI->IsPlayingback() ) return; // Don't open any menus except the MOTD during intermission // MOTD needs to be accepted because it's sent down to the client // after map change, before intermission's turned off if ( gHUD.m_iIntermission && iMenu != MENU_INTRO ) return; // Don't create one if it's already in the list if (m_pCurrentMenu) { CMenuPanel *pMenu = m_pCurrentMenu; while (pMenu != NULL) { if (pMenu->GetMenuID() == iMenu) return; pMenu = pMenu->GetNextMenu(); } } switch ( iMenu ) { case MENU_TEAM: pNewMenu = ShowTeamMenu(); break; // Map Briefing removed now that it appears in the team menu case MENU_MAPBRIEFING: pNewMenu = CreateTextWindow( SHOW_MAPBRIEFING ); break; case MENU_INTRO: pNewMenu = CreateTextWindow( SHOW_MOTD ); break; case MENU_CLASSHELP: pNewMenu = CreateTextWindow( SHOW_CLASSDESC ); break; case MENU_SPECHELP: pNewMenu = CreateTextWindow( SHOW_SPECHELP ); break; case MENU_CLASS: pNewMenu = ShowClassMenu(); break; default: break; } if (!pNewMenu) return; // Close the Command Menu if it's open HideCommandMenu(); pNewMenu->SetMenuID( iMenu ); pNewMenu->SetActive( true ); pNewMenu->setParent(this); // See if another menu is visible, and if so, cache this one for display once the other one's finished if (m_pCurrentMenu) { if ( m_pCurrentMenu->GetMenuID() == MENU_CLASS && iMenu == MENU_TEAM ) { CMenuPanel *temp = m_pCurrentMenu; m_pCurrentMenu->Close(); m_pCurrentMenu = pNewMenu; m_pCurrentMenu->SetNextMenu( temp ); m_pCurrentMenu->Open(); UpdateCursorState(); } else { m_pCurrentMenu->SetNextMenu( pNewMenu ); } } else { m_pCurrentMenu = pNewMenu; m_pCurrentMenu->Open(); UpdateCursorState(); } } // Removes all VGUI Menu's onscreen void TeamFortressViewport::HideVGUIMenu() { while (m_pCurrentMenu) { HideTopMenu(); } } // Remove the top VGUI menu, and bring up the next one void TeamFortressViewport::HideTopMenu() { if (m_pCurrentMenu) { // Close the top one m_pCurrentMenu->Close(); // Bring up the next one gViewPort->SetCurrentMenu( m_pCurrentMenu->GetNextMenu() ); } UpdateCursorState(); } // Return TRUE if the HUD's allowed to print text messages bool TeamFortressViewport::AllowedToPrintText( void ) { // Prevent text messages when fullscreen menus are up if ( m_pCurrentMenu && g_iPlayerClass == 0 ) { int iId = m_pCurrentMenu->GetMenuID(); if ( iId == MENU_TEAM || iId == MENU_CLASS || iId == MENU_INTRO || iId == MENU_CLASSHELP ) return FALSE; } return TRUE; } //====================================================================================== // TEAM MENU //====================================================================================== // Bring up the Team selection Menu CMenuPanel* TeamFortressViewport::ShowTeamMenu() { // Don't open menus in demo playback if ( gEngfuncs.pDemoAPI->IsPlayingback() ) return NULL; m_pTeamMenu->Reset(); return m_pTeamMenu; } void TeamFortressViewport::CreateTeamMenu() { // Create the panel m_pTeamMenu = new CTeamMenuPanel(100, false, 0, 0, ScreenWidth, ScreenHeight); m_pTeamMenu->setParent( this ); m_pTeamMenu->setVisible( false ); } //====================================================================================== // CLASS MENU //====================================================================================== // Bring up the Class selection Menu CMenuPanel* TeamFortressViewport::ShowClassMenu() { // Don't open menus in demo playback if ( gEngfuncs.pDemoAPI->IsPlayingback() ) return NULL; m_pClassMenu->Reset(); return m_pClassMenu; } void TeamFortressViewport::CreateClassMenu() { // Create the panel m_pClassMenu = new CClassMenuPanel(100, false, 0, 0, ScreenWidth, ScreenHeight); m_pClassMenu->setParent(this); m_pClassMenu->setVisible( false ); } //====================================================================================== //====================================================================================== // SPECTATOR MENU //====================================================================================== // Spectator "Menu" explaining the Spectator buttons void TeamFortressViewport::CreateSpectatorMenu() { // Create the Panel m_pSpectatorPanel = new SpectatorPanel(0, 0, ScreenWidth, ScreenHeight); m_pSpectatorPanel->setParent(this); m_pSpectatorPanel->setVisible(false); m_pSpectatorPanel->Initialize(); } //====================================================================================== // UPDATE HUD SECTIONS //====================================================================================== // We've got an update on player info // Recalculate any menus that use it. void TeamFortressViewport::UpdateOnPlayerInfo() { if (m_pTeamMenu) m_pTeamMenu->Update(); if (m_pClassMenu) m_pClassMenu->Update(); if (m_pScoreBoard) m_pScoreBoard->Update(); } void TeamFortressViewport::UpdateCursorState() { // Need cursor if any VGUI window is up if ( m_pSpectatorPanel->m_menuVisible || m_pCurrentMenu || m_pTeamMenu->isVisible() || m_pServerBrowser->isVisible() || GetClientVoiceMgr()->IsInSquelchMode() ) { g_iVisibleMouse = true; App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_arrow) ); return; } else if ( m_pCurrentCommandMenu ) { // commandmenu doesn't have cursor if hud_capturemouse is turned off if ( gHUD.m_pCvarStealMouse->value != 0.0f ) { g_iVisibleMouse = true; App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_arrow) ); return; } } // Don't reset mouse in demo playback if ( !gEngfuncs.pDemoAPI->IsPlayingback() ) { IN_ResetMouse(); } g_iVisibleMouse = false; App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_none) ); } void TeamFortressViewport::UpdateHighlights() { if (m_pCurrentCommandMenu) m_pCurrentCommandMenu->MakeVisible( NULL ); } void TeamFortressViewport::GetAllPlayersInfo( void ) { for ( int i = 1; i < MAX_PLAYERS; i++ ) { GetPlayerInfo( i, &g_PlayerInfoList[i] ); if ( g_PlayerInfoList[i].thisplayer ) m_pScoreBoard->m_iPlayerNum = i; // !!!HACK: this should be initialized elsewhere... maybe gotten from the engine } } void TeamFortressViewport::paintBackground() { if (m_pScoreBoard) { int x, y; getApp()->getCursorPos(x, y); m_pScoreBoard->cursorMoved(x, y, m_pScoreBoard); } // See if the command menu is visible and needs recalculating due to some external change if ( g_iTeamNumber != m_iCurrentTeamNumber ) { UpdateCommandMenu( m_StandardMenu ); if ( m_pClassMenu ) { m_pClassMenu->Update(); } m_iCurrentTeamNumber = g_iTeamNumber; } if ( g_iPlayerClass != m_iCurrentPlayerClass ) { UpdateCommandMenu( m_StandardMenu ); m_iCurrentPlayerClass = g_iPlayerClass; } // See if the Spectator Menu needs to be update if ( ( g_iUser1 != m_iUser1 || g_iUser2 != m_iUser2 ) || ( m_flSpectatorPanelLastUpdated < gHUD.m_flTime ) ) { UpdateSpectatorPanel(); } // Update the Scoreboard, if it's visible if ( m_pScoreBoard->isVisible() && (m_flScoreBoardLastUpdated < gHUD.m_flTime) ) { m_pScoreBoard->Update(); m_flScoreBoardLastUpdated = gHUD.m_flTime + 0.5; } int extents[4]; getAbsExtents(extents[0],extents[1],extents[2],extents[3]); VGui_ViewportPaintBackground(extents); } //================================================================ // Input Handler for Drag N Drop panels void CDragNDropHandler::cursorMoved(int x,int y,Panel* panel) { if(m_bDragging) { App::getInstance()->getCursorPos(x,y); m_pPanel->setPos(m_iaDragOrgPos[0]+(x-m_iaDragStart[0]),m_iaDragOrgPos[1]+(y-m_iaDragStart[1])); if(m_pPanel->getParent()!=null) { m_pPanel->getParent()->repaint(); } } } void CDragNDropHandler::mousePressed(MouseCode code,Panel* panel) { int x,y; App::getInstance()->getCursorPos(x,y); m_bDragging=true; m_iaDragStart[0]=x; m_iaDragStart[1]=y; m_pPanel->getPos(m_iaDragOrgPos[0],m_iaDragOrgPos[1]); App::getInstance()->setMouseCapture(panel); m_pPanel->setDragged(m_bDragging); m_pPanel->requestFocus(); } void CDragNDropHandler::mouseReleased(MouseCode code,Panel* panel) { m_bDragging=false; m_pPanel->setDragged(m_bDragging); App::getInstance()->setMouseCapture(null); } //================================================================ // Number Key Input bool TeamFortressViewport::SlotInput( int iSlot ) { // If there's a menu up, give it the input if ( m_pCurrentMenu ) return m_pCurrentMenu->SlotInput( iSlot ); return FALSE; } // Direct Key Input int TeamFortressViewport::KeyInput( int down, int keynum, const char *pszCurrentBinding ) { // Enter gets out of Spectator Mode by bringing up the Team Menu if (m_iUser1 && gEngfuncs.Con_IsVisible() == false ) { if ( down && (keynum == K_ENTER || keynum == K_KP_ENTER) ) ShowVGUIMenu( MENU_TEAM ); } // Open Text Window? if (m_pCurrentMenu && gEngfuncs.Con_IsVisible() == false) { int iMenuID = m_pCurrentMenu->GetMenuID(); // Get number keys as Input for Team/Class menus if (iMenuID == MENU_TEAM || iMenuID == MENU_CLASS) { // Escape gets you out of Team/Class menus if the Cancel button is visible if ( keynum == K_ESCAPE ) { if ( (iMenuID == MENU_TEAM && g_iTeamNumber) || (iMenuID == MENU_CLASS && g_iPlayerClass) ) { HideTopMenu(); return 0; } } for (int i = '0'; i <= '9'; i++) { if ( down && (keynum == i) ) { SlotInput( i - '0' ); return 0; } } } // Grab enter keys to close TextWindows if ( down && (keynum == K_ENTER || keynum == K_KP_ENTER || keynum == K_SPACE || keynum == K_ESCAPE) ) { if ( iMenuID == MENU_MAPBRIEFING || iMenuID == MENU_INTRO || iMenuID == MENU_CLASSHELP ) { HideTopMenu(); return 0; } } // Grab jump key on Team Menu as autoassign if ( pszCurrentBinding && down && !strcmp(pszCurrentBinding, "+jump") ) { if (iMenuID == MENU_TEAM) { m_pTeamMenu->SlotInput(5); return 0; } } } // if we're in a command menu, try hit one of it's buttons if ( down && m_pCurrentCommandMenu ) { // Escape hides the command menu if ( keynum == K_ESCAPE ) { HideCommandMenu(); return 0; } // only trap the number keys if ( keynum >= '0' && keynum <= '9' ) { if ( m_pCurrentCommandMenu->KeyInput(keynum) ) { // a final command has been issued, so close the command menu HideCommandMenu(); } return 0; } } return 1; } //================================================================ // Message Handlers int TeamFortressViewport::MsgFunc_ValClass(const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); for (int i = 0; i < 5; i++) m_iValidClasses[i] = READ_SHORT(); // Force the menu to update UpdateCommandMenu( m_StandardMenu ); return 1; } int TeamFortressViewport::MsgFunc_TeamNames(const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_iNumberOfTeams = READ_BYTE(); for (int i = 0; i < m_iNumberOfTeams; i++) { int teamNum = i + 1; gHUD.m_TextMessage.LocaliseTextString( READ_STRING(), m_sTeamNames[teamNum], MAX_TEAMNAME_SIZE ); // Set the team name buttons if (m_pTeamButtons[i]) m_pTeamButtons[i]->setText( m_sTeamNames[teamNum] ); // range check this value...m_pDisguiseButtons[5]; if ( teamNum < 5 ) { // Set the disguise buttons if ( m_pDisguiseButtons[teamNum] ) m_pDisguiseButtons[teamNum]->setText( m_sTeamNames[teamNum] ); } } // Update the Team Menu if (m_pTeamMenu) m_pTeamMenu->Update(); return 1; } int TeamFortressViewport::MsgFunc_Feign(const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_iIsFeigning = READ_BYTE(); // Force the menu to update UpdateCommandMenu( m_StandardMenu ); return 1; } int TeamFortressViewport::MsgFunc_Detpack(const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_iIsSettingDetpack = READ_BYTE(); // Force the menu to update UpdateCommandMenu( m_StandardMenu ); return 1; } int TeamFortressViewport::MsgFunc_VGUIMenu(const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int iMenu = READ_BYTE(); // Map briefing includes the name of the map (because it's sent down before the client knows what map it is) if (iMenu == MENU_MAPBRIEFING) { strncpy( m_sMapName, READ_STRING(), sizeof(m_sMapName) ); m_sMapName[ sizeof(m_sMapName) - 1 ] = '\0'; } // Bring up the menu6 ShowVGUIMenu( iMenu ); return 1; } int TeamFortressViewport::MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf ) { if (m_iGotAllMOTD) m_szMOTD[0] = 0; BEGIN_READ( pbuf, iSize ); m_iGotAllMOTD = READ_BYTE(); int roomInArray = sizeof(m_szMOTD) - strlen(m_szMOTD) - 1; strncat( m_szMOTD, READ_STRING(), roomInArray >= 0 ? roomInArray : 0 ); m_szMOTD[ sizeof(m_szMOTD)-1 ] = '\0'; // don't show MOTD for HLTV spectators if ( m_iGotAllMOTD && !gEngfuncs.IsSpectateOnly() ) { ShowVGUIMenu( MENU_INTRO ); } return 1; } int TeamFortressViewport::MsgFunc_BuildSt( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_iBuildState = READ_BYTE(); // Force the menu to update UpdateCommandMenu( m_StandardMenu ); return 1; } int TeamFortressViewport::MsgFunc_RandomPC( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_iRandomPC = READ_BYTE(); return 1; } int TeamFortressViewport::MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); strncpy( m_szServerName, READ_STRING(), MAX_SERVERNAME_LENGTH ); return 1; } int TeamFortressViewport::MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); short cl = READ_BYTE(); short frags = READ_SHORT(); short deaths = READ_SHORT(); short playerclass = READ_SHORT(); short teamnumber = READ_SHORT(); if ( cl > 0 && cl <= MAX_PLAYERS ) { g_PlayerExtraInfo[cl].frags = frags; g_PlayerExtraInfo[cl].deaths = deaths; g_PlayerExtraInfo[cl].playerclass = playerclass; g_PlayerExtraInfo[cl].teamnumber = teamnumber; //Dont go bellow 0! if ( g_PlayerExtraInfo[cl].teamnumber < 0 ) g_PlayerExtraInfo[cl].teamnumber = 0; UpdateOnPlayerInfo(); } return 1; } // Message handler for TeamScore message // accepts three values: // string: team name // short: teams kills // short: teams deaths // if this message is never received, then scores will simply be the combined totals of the players. int TeamFortressViewport::MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); char *TeamName = READ_STRING(); // find the team matching the name int i; for ( i = 1; i <= m_pScoreBoard->m_iNumTeams; i++ ) { if ( !stricmp( TeamName, g_TeamInfo[i].name ) ) break; } if ( i > m_pScoreBoard->m_iNumTeams ) return 1; // use this new score data instead of combined player scoresw g_TeamInfo[i].scores_overriden = TRUE; g_TeamInfo[i].frags = READ_SHORT(); g_TeamInfo[i].deaths = READ_SHORT(); return 1; } // Message handler for TeamInfo message // accepts two values: // byte: client number // string: client team name int TeamFortressViewport::MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf ) { if (!m_pScoreBoard) return 1; BEGIN_READ( pbuf, iSize ); short cl = READ_BYTE(); if ( cl > 0 && cl <= MAX_PLAYERS ) { // set the players team strncpy( g_PlayerExtraInfo[cl].teamname, READ_STRING(), MAX_TEAM_NAME ); } // rebuild the list of teams m_pScoreBoard->RebuildTeams(); return 1; } void TeamFortressViewport::DeathMsg( int killer, int victim ) { m_pScoreBoard->DeathMsg(killer,victim); } int TeamFortressViewport::MsgFunc_Spectator( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); short cl = READ_BYTE(); if ( cl > 0 && cl <= MAX_PLAYERS ) { g_IsSpectator[cl] = READ_BYTE(); } return 1; } int TeamFortressViewport::MsgFunc_AllowSpec( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_iAllowSpectators = READ_BYTE(); // Force the menu to update UpdateCommandMenu( m_StandardMenu ); // If the team menu is up, update it too if (m_pTeamMenu) m_pTeamMenu->Update(); return 1; }