openmohaa/code/fgame/hud.cpp

1923 lines
34 KiB
C++

/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// hud.cpp: New HUD handler for MoHAA
//
#include "glb_local.h"
#include "hud.h"
#ifdef CGAME_DLL
#include "cgamex86.h"
#include "cgame/cg_hud.h"
#include "script/centity.h"
#include "archive.h"
#endif
#ifdef GAME_DLL
#include "../fgame/player.h"
#endif
#include "game.h"
#include "level.h"
#include "scriptexception.h"
Container< Hud * > hudElements;
int lastNumberRemoved = -1;
Event EV_HUD_GetAlignX
(
"alignx",
EV_DEFAULT,
NULL,
NULL,
"Gets the horizontal alignment for the HUD. Specified by 'left', 'center', or 'right'",
EV_GETTER
);
Event EV_HUD_GetAlignY
(
"aligny",
EV_DEFAULT,
NULL,
NULL,
"Gets the vertical alignment for the HUD",
EV_GETTER
);
Event EV_HUD_GetAlpha
(
"alpha",
EV_DEFAULT,
NULL,
NULL,
"Gets the HUD alpha",
EV_GETTER
);
Event EV_HUD_GetColor
(
"color",
EV_DEFAULT,
NULL,
NULL,
"Gets the HUD colors",
EV_GETTER
);
Event EV_HUD_GetFont
(
"font",
EV_DEFAULT,
NULL,
NULL,
"Gets the HUD font",
EV_GETTER
);
Event EV_HUD_GetRectX
(
"x",
EV_DEFAULT,
NULL,
NULL,
"Gets the HUD horizontal position",
EV_GETTER
);
Event EV_HUD_GetRectY
(
"y",
EV_DEFAULT,
NULL,
NULL,
"Gets the HUD vertical position",
EV_GETTER
);
Event EV_HUD_GetTime
(
"gettime",
EV_DEFAULT,
NULL,
NULL,
"Gets the HUD time",
EV_RETURN
);
Event EV_HUD_GetHeight
(
"getheight",
EV_DEFAULT,
NULL,
NULL,
"Gets the HUD height",
EV_RETURN
);
Event EV_HUD_GetWidth
(
"getwidth",
EV_DEFAULT,
NULL,
NULL,
"Gets the HUD width",
EV_RETURN
);
Event EV_HUD_Set3D
(
"setdimension",
EV_DEFAULT,
"vbbE",
"vector_or_offset always_show depth entity",
"Sets this huddraw element to be a 3D world icon and can specify if this icon is always shown on-screen even if the player isn't looking at.\n"
"It uses xy pos from huddraw_rect.\n"
"If entity is specified, the vector will be an offset relative to the entity.\n"
"depth specify if the icon is shown through walls.",
EV_NORMAL
);
Event EV_HUD_SetNon3D
(
"resetdimension",
EV_DEFAULT,
NULL,
NULL,
"Bring the HUD back to normal dimension (non-3D)",
EV_NORMAL
);
Event EV_HUD_SetAlignX
(
"alignx",
EV_DEFAULT,
"s",
"align",
"Sets the horizontal alignment for the HUD. Specified by 'left', 'center', or 'right'",
EV_SETTER
);
Event EV_HUD_SetAlignY
(
"aligny",
EV_DEFAULT,
"s",
"align",
"Sets the vertical alignment for the HUD. Specified by 'top', 'center', or 'bottom'",
EV_SETTER
);
Event EV_HUD_SetAlpha
(
"alpha",
EV_DEFAULT,
"f",
"alpha",
"Sets the HUD alpha",
EV_SETTER
);
Event EV_HUD_SetColor
(
"color",
EV_DEFAULT,
"v",
"color",
"Sets the HUD colors",
EV_SETTER
);
Event EV_HUD_SetFont
(
"font",
EV_DEFAULT,
"s",
"font",
"Sets the HUD font",
EV_SETTER
);
Event EV_HUD_SetPlayer
(
"setplayer",
EV_DEFAULT,
"eB",
"entity clears",
"Sets to which player this HUD is shown and possibly clears the HUD to the previous player(s) it was shown. A NULL/NIL entity means the HUD will be shown to all players\n"
"Note : you will need to call in HUD functions again as it won't refresh to the player(s)",
EV_NORMAL
);
Event EV_HUD_SetRectX
(
"x",
EV_DEFAULT,
"i",
"x",
"Sets the HUD horizontal position",
EV_SETTER
);
Event EV_HUD_SetRectY
(
"y",
EV_DEFAULT,
"i",
"y",
"Sets the HUD vertical position",
EV_SETTER
);
Event EV_HUD_SetShader
(
"setshader",
EV_DEFAULT,
"sii",
"shader width height",
"Sets the HUD shader",
EV_NORMAL
);
Event EV_HUD_SetText
(
"settext",
EV_DEFAULT,
"s",
"text",
"Sets the HUD text",
EV_NORMAL
);
Event EV_HUD_SetTimer
(
"settimer",
EV_DEFAULT,
"fF",
"time fade_at_time",
"Sets a timer to count down an optionally fade at the specified time",
EV_NORMAL
);
Event EV_HUD_SetTimerUp
(
"settimerup",
EV_DEFAULT,
"fF",
"time fade_at_time",
"Sets a timer to count up an optionally fade at the specified time",
EV_NORMAL
);
Event EV_HUD_SetVirtualSize
(
"setvirtualsize",
EV_DEFAULT,
"b",
"virtual",
"Sets if the HUD should use virtual screen resolution for positioning and size",
EV_NORMAL
);
Event EV_HUD_FadeOverTime
(
"fadeovertime",
EV_DEFAULT,
"f",
"time",
"Sets the HUD to transition in color (or alpha) over time",
EV_NORMAL
);
Event EV_HUD_MoveOverTime
(
"moveovertime",
EV_DEFAULT,
"f",
"time",
"Sets the HUD to move over time",
EV_NORMAL
);
Event EV_HUD_ScaleOverTime
(
"scaleovertime",
EV_DEFAULT,
"fii",
"time width height",
"Sets the HUD to scale over time",
EV_NORMAL
);
Event EV_HUD_Refresh
(
"refresh",
EV_DEFAULT,
NULL,
NULL,
"Refresh the HUD",
EV_NORMAL
);
Hud *Hud::Find( int index )
{
for( int i = 0; i < hudElements.NumObjects(); i++ )
{
Hud *hud = hudElements[ i ];
if( hud->number == index ) {
return hud;
}
}
return NULL;
}
Hud *Hud::FindOrCreate( int index )
{
Hud *hud = Hud::Find( index );
if( hud == NULL ) {
hud = new Hud( index );
}
return hud;
}
void Hud::ProcessThink()
{
#ifdef CGAME_DLL
if( !ui_hud->integer && !cg_hud->integer ) {
return;
}
#endif
for( int i = 0; i < hudElements.NumObjects(); i++ ) {
hudElements[ i ]->Think();
}
}
int Hud::Sort( const void *elem1, const void *elem2 )
{
const Hud *hud1 = *( Hud ** )elem1;
const Hud *hud2 = *( Hud ** )elem2;
// Sort HUDs by their number
if ( hud1->number < hud2->number ) {
return -1;
} else if ( hud1->number > hud2->number ) {
return 1;
} else {
return 0;
}
}
int Hud::GetFreeNumber()
{
for( int i = 0; i < hudElements.NumObjects(); i++ )
{
Hud *hud = hudElements[ i ];
if( hud->number != i ) {
return i;
}
}
return hudElements.NumObjects();
}
#ifdef GAME_DLL
Hud::Hud( int client )
#else
Hud::Hud( int index )
#endif
{
#ifdef GAME_DLL
if( client < -1 || client > game.maxclients )
{
delete this;
ScriptError( "Invalid client number %d !\n", client );
return;
}
#endif
#ifdef CGAME_DLL
if( index == -1 )
{
#endif
number = GetFreeNumber();
/*if( lastNumberRemoved != -1 )
{
number = GetFreeNumber();
lastNumberRemoved = -1;
} else {
number = hudElements.NumObjects();
}*/
#ifdef CGAME_DLL
} else {
number = index;
}
#endif
#ifdef GAME_DLL
clientnum = client;
#endif
alignX = HUD_CENTER;
alignY = HUD_CENTER;
color = Vector( 1.f, 1.f, 1.f );
alpha = 0.0f;
x = 0;
y = 0;
width = 8;
height = 8;
#ifdef CGAME_DLL
font = NULL;
shaderHandle = NULL;
#endif
fade_alpha = false;
fade_move = false;
fade_scale = false;
fade_timer_flags = 0;
fade_alpha_first = false;
fade_move_x_first = false;
fade_move_y_first = false;
fade_alpha_current = 0.f;
fade_move_current = 0.f;
fade_scale_current = 0.f;
fade_time_current = 0.f;
isDimensional = false;
org = Vector( 0, 0, 0 );
lastOrg = org;
always_show = false;
depth = false;
enttarget = -1;
virtualSize = false;
fontName = "";
shader = "";
text = "";
hudElements.AddObject( this );
hudElements.Sort( Hud::Sort );
}
Hud::~Hud()
{
lastNumberRemoved = number;
SetAlpha( 0.f );
if( isDimensional ) {
SetNon3D();
}
/*
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_DELETE );
WriteNumber();
gi.MSG_EndCGM();
#endif
*/
hudElements.RemoveObject( this );
}
#ifdef CGAME_DLL
qboolean CG_WorldToScreen( Vector pt, float *x, float *y, qboolean bOptionalSeen, float shader_width, float shader_height )
{
float xzi, yzi;
Vector local, transformed;
Vector vfwd, vright, vup;
qboolean bNotShown = false;
AngleVectors( cg->refdefViewAngles, vfwd, vright, vup );
//VectorSub( pt, cg->refdef.viewOrg, local );
local = pt - cg->refdef.viewOrg;
transformed[ 0 ] = DotProduct( local, vright );
transformed[ 1 ] = DotProduct( local, vup );
transformed[ 2 ] = DotProduct( local, vfwd );
if( transformed[ 2 ] < 0.01f )
{
if( !bOptionalSeen ) {
return false;
}
bNotShown = true;
}
float centerX = ( ( float )cgs->glConfig.vidWidth / 2 );
float centerY = ( ( float )cgs->glConfig.vidHeight / 2 );
xzi = centerX / transformed[ 2 ] * ( 100.0f / cg->refdef.fovX );
yzi = centerY / transformed[ 2 ] * ( 100.0f / cg->refdef.fovY );
*x = centerX + ( xzi * transformed[ 0 ] ) - ( shader_width / 2.0f );
*y = centerY - ( yzi * transformed[ 1 ] ) - ( shader_height / 2.0f );
if( !bOptionalSeen ) {
return true;
}
float limitX = ( ( float )cgs->glConfig.vidWidth - shader_width );
float limitY = ( ( float )cgs->glConfig.vidHeight - shader_height );
if( bNotShown )
{
if( *x < limitX ) {
*x = limitX;
} else if( *x > 0 ) {
*x = 0;
} else if( *y < limitY ) {
*y = limitY;
} else if( *y > 0 ) {
*y = 0;
}
}
if( *x > limitX ) {
*x = limitX;
} else if( *x < 0 ) {
*x = 0;
}
if( *y > limitY ) {
*y = limitY;
} else if( *y < 0 ) {
*y = 0;
}
return true;
}
void Hud::Draw3D()
{
float tmpX = 0, tmpY = 0;
Vector loc;
alignX = HUD_LEFT;
alignY = HUD_TOP;
virtualSize = false;
if( enttarget != -1 )
{
centity_t *ce = CG_GetEntity( enttarget );
if( ce != NULL )
{
loc = ce->currentState.origin + org;
lastOrg = loc;
} else {
loc = lastOrg;
}
} else {
loc = org;
}
if( !shaderHandle && text[ 0 ] != '\0' )
{
height = 5;
width = re.GetFontStringWidth( font == NULL ? facfont20 : font, text );
}
if( !CG_WorldToScreen( loc, &tmpX, &tmpY, always_show, width, height ) ) {
return;
}
x = tmpX;
y = tmpY;
}
#endif
void Hud::FadeThink()
{
#ifdef CGAME_DLL
float frametime = ( float )cg->frametime;
#else
float frametime = level.frametime * 1000.0f;
#endif
fade_alpha_current += frametime;
float ratio = fade_alpha_current / fade_alpha_time;
if( ratio >= 1.0f )
{
fade_alpha = false;
fade_alpha_current = 0.f;
fade_alpha_first = false;
alpha = fade_alpha_target;
return;
}
alpha = fade_alpha_start + ( fade_alpha_target - fade_alpha_start ) * ratio;
}
void Hud::MoveThink()
{
#ifdef CGAME_DLL
float frametime = ( float )cg->frametime;
#else
float frametime = level.frametime * 1000.0f;
#endif
fade_move_current += frametime;
float ratio = fade_move_current / fade_move_time;
if( ratio >= 1.0f )
{
fade_move = false;
fade_move_current = 0.f;
fade_move_x_first = false;
fade_move_y_first = false;
x = fade_move_x_target;
y = fade_move_y_target;
return;
}
x = ( short )( fade_move_x_start + ( fade_move_x_target - fade_move_x_start ) * ratio );
y = ( short )( fade_move_y_start + ( fade_move_y_target - fade_move_y_start ) * ratio );
}
void Hud::ScaleThink()
{
#ifdef CGAME_DLL
float frametime = ( float )cg->frametime;
#else
float frametime = level.frametime * 1000.0f;
#endif
fade_scale_current += frametime;
float ratio = fade_scale_current / fade_scale_time;
if( ratio >= 1.0f )
{
fade_scale = false;
fade_scale_current = 0.f;
width = fade_scale_w_target;
height = fade_scale_h_target;
return;
}
width = ( short )( fade_scale_w_start + ( fade_scale_w_target - fade_scale_w_start ) * ratio );
height = ( short )( fade_scale_h_start + ( fade_scale_h_target - fade_scale_h_start ) * ratio );
}
void Hud::TimerThink()
{
int minutes;
float seconds;
const char *string;
char buffer[ 128 ];
#ifdef CGAME_DLL
float frametime = ( float )cg->frametime;
#else
float frametime = level.frametime * 1000.0f;
#endif
if( fade_timer_flags & TIMER_UP ) {
fade_time_current += 0.001f * frametime;
} else {
fade_time_current -= 0.001f * frametime;
}
if( fade_time_current <= 0.0f )
{
if( fade_out_time > 0.0f ) {
alpha = 0.0f;
}
fade_time_current = 0.0f;
}
if( fade_time_current >= 60.0f )
{
seconds = ( float )( ( int )fade_time_current % 60 );
minutes = ( int )( fade_time_current / 60.0f );
}
else
{
if( fade_time_current >= 30.0f ) {
seconds = ( float )( int )fade_time_current;
} else {
seconds = fade_time_current;
}
minutes = 0;
}
if( fade_time_current >= 30.0f )
{
string = "%d:%02.0f";
}
else
{
if( fade_time_current >= 10.0f ) {
string = "%d:%02.1f";
} else {
string = "%d:0%.1f";
}
}
if( ( !( fade_timer_flags & TIMER_UP ) && fade_time_current * 1000.0f < fade_out_time ) ||
( ( fade_timer_flags & TIMER_UP ) && fade_time_current * 1000.0f > fade_out_time && fade_out_time >= 0.0f ) )
{
alpha -= ( 2.0f - fade_time_alpha_start ) / fade_out_time * frametime;
if( alpha < 0.0f ) {
alpha = 0.0f;
}
} else {
fade_time_alpha_start = alpha;
}
#ifdef CGAME_DLL
if( !shaderHandle ) {
#else
if( !*shader ) {
#endif
Com_sprintf( buffer, sizeof( buffer ), string, minutes, seconds );
SetText( buffer );
} else {
SetText( "" );
}
}
void Hud::Think( void )
{
if( !text.c_str() && !shader.c_str() ) {
return;
}
if( fade_alpha ) {
FadeThink();
}
if( fade_move ) {
MoveThink();
}
if( fade_scale ) {
ScaleThink();
}
if( fade_timer_flags & TIMER_ACTIVE ) {
TimerThink();
}
if( alpha <= 0.0f ) {
return;
}
#ifdef CGAME_DLL
if( isDimensional ) {
Draw3D();
}
int vidWidth = virtualSize ? 640 : cgs->glConfig.vidWidth;
int vidHeight = virtualSize ? 480 : cgs->glConfig.vidHeight;
float hudX = x;
float hudY = y;
float hudW = width;
float hudH = height;
if( alignX == HUD_CENTER ) {
hudX += vidWidth * 0.5f - hudW * 0.5f;
} else if( alignX == HUD_RIGHT ) {
hudX += vidWidth;
}
if( alignY == HUD_CENTER ) {
hudY += vidHeight * 0.5f - hudH * 0.5f;
} else if( alignY == HUD_BOTTOM ) {
hudY += vidHeight;
}
vec4_t col = { color[ 0 ], color[ 1 ], color[ 2 ], alpha };
cgi.R_SetColor( col );
if( shaderHandle == NULL )
{
const char *Localized = cgi.LV_ConvertString( text );
fontHeader_t **f = ( fontHeader_t ** )0x302B7D28;
if( font == NULL && *f == NULL ) {
return;
}
cgi.R_DrawString( font == NULL ? *f : font, Localized, hudX, hudY, -1, virtualSize );
}
else
{
if( virtualSize )
{
hudX *= cgs->screenXScale;
hudY *= cgs->screenYScale;
hudW *= cgs->screenXScale;
hudH *= cgs->screenYScale;
}
cgi.R_DrawStretchPic( hudX, hudY, hudW, hudH, 0.0f, 0.0f, 1.0f, 1.0f, shaderHandle );
}
#endif
}
void Hud::Archive( Archiver &arc )
{
Listener::Archive( arc );
#ifdef CGAME_DLL
arc.ArchiveInteger( ( int * )&number );
arc.ArchiveInteger( ( int * )&alignX );
arc.ArchiveInteger( ( int * )&alignY );
arc.ArchiveFloat( &x );
arc.ArchiveFloat( &y );
arc.ArchiveFloat( &width );
arc.ArchiveFloat( &height );
arc.ArchiveVector( &color );
arc.ArchiveFloat( &alpha );
arc.ArchiveString( &fontName );
arc.ArchiveString( &shader );
arc.ArchiveString( &text );
arc.ArchiveBool( &virtualSize );
arc.ArchiveBool( &fade_alpha );
arc.ArchiveBool( &fade_move );
arc.ArchiveBool( &fade_scale );
arc.ArchiveFloat( &fade_alpha_current );
arc.ArchiveFloat( &fade_move_current );
arc.ArchiveFloat( &fade_scale_current );
arc.ArchiveFloat( &fade_alpha_time );
arc.ArchiveFloat( &fade_move_time );
arc.ArchiveFloat( &fade_scale_time );
arc.ArchiveFloat( &fade_alpha_start );
arc.ArchiveFloat( &fade_move_x_start );
arc.ArchiveFloat( &fade_move_y_start );
arc.ArchiveFloat( &fade_scale_w_start );
arc.ArchiveFloat( &fade_scale_h_start );
arc.ArchiveFloat( &fade_alpha_target );
arc.ArchiveFloat( &fade_move_x_target );
arc.ArchiveFloat( &fade_move_y_target );
arc.ArchiveFloat( &fade_scale_w_target );
arc.ArchiveFloat( &fade_scale_h_target );
if( arc.Loading() )
{
if( fontName[ 0 ] != '\0' ) {
SetFont( fontName );
}
if( shader[ 0 ] != '\0' ) {
SetShader( shader, width, height );
}
hudElements.AddObject( this );
hudElements.Sort( Hud::Sort );
}
#endif
}
#ifdef GAME_DLL
int Hud::GetClient( void )
{
return clientnum;
}
#endif
void Hud::FadeOverTime( float time )
{
if( time <= 0.0f ) {
return;
}
fade_alpha = true;
fade_alpha_first = true;
fade_alpha_time = time * 1000.0f;
fade_alpha_current = 0.f;
fade_alpha_start = alpha;
fade_alpha_target = alpha;
// FIXME: delete
/*
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_FADE ));
WriteNumber();
gi.MSG_WriteFloat( time );
gi.MSG_EndCGM();
#endif
*/
}
void Hud::MoveOverTime( float time )
{
if( time <= 0.0f ) {
return;
}
fade_move = true;
fade_move_x_first = true;
fade_move_y_first = true;
fade_move_time = time * 1000.0f;
fade_move_current = 0.f;
fade_move_x_start = x;
fade_move_y_start = y;
fade_move_x_target = x;
fade_move_y_target = y;
/*
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_MOVE ));
WriteNumber();
gi.MSG_WriteFloat( time );
gi.MSG_EndCGM();
#endif
*/
}
void Hud::Refresh( int clientNumber )
{
SetBroadcast( clientNumber );
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_ALIGN ));
WriteNumber();
gi.MSG_WriteBits( alignX, 2 );
gi.MSG_WriteBits( alignY, 2 );
gi.MSG_EndCGM();
SetBroadcast( clientNumber );
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_ALPHA ));
WriteNumber();
gi.MSG_WriteByte( ( uchar )( alpha * 255.0f ) );
gi.MSG_EndCGM();
SetBroadcast( clientNumber );
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_COLOR ));
WriteNumber();
gi.MSG_WriteByte( ( uchar )( color.x * 255.0f ) );
gi.MSG_WriteByte( ( uchar )( color.y * 255.0f ) );
gi.MSG_WriteByte( ( uchar )( color.z * 255.0f ) );
gi.MSG_EndCGM();
SetBroadcast( clientNumber );
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_FONT ));
WriteNumber();
gi.MSG_WriteString( fontName );
gi.MSG_EndCGM();
SetBroadcast( clientNumber );
/*if( sv_reborn->integer )
{
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECTX ));
WriteNumber();
gi.MSG_WriteShort( ( short )x );
gi.MSG_EndCGM();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECTY ));
WriteNumber();
gi.MSG_WriteShort( ( short )y );
gi.MSG_EndCGM();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECTWH ));
WriteNumber();
gi.MSG_WriteShort( ( short )width );
gi.MSG_WriteShort( ( short )height );
gi.MSG_EndCGM();
}
else
{
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECT ));
WriteNumber();
gi.MSG_WriteShort( ( short )x );
gi.MSG_WriteShort( ( short )y );
gi.MSG_WriteShort( ( short )width );
gi.MSG_WriteShort( ( short )height );
gi.MSG_EndCGM();
}*/
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECT ));
WriteNumber();
gi.MSG_WriteShort( ( short )x );
gi.MSG_WriteShort( ( short )y );
gi.MSG_WriteShort( ( short )width );
gi.MSG_WriteShort( ( short )height );
gi.MSG_EndCGM();
SetBroadcast( clientNumber );
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_SHADER ));
WriteNumber();
gi.MSG_WriteString( shader );
gi.MSG_EndCGM();
SetBroadcast( clientNumber );
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_STRING ));
WriteNumber();
gi.MSG_WriteString( text );
gi.MSG_EndCGM();
SetBroadcast( clientNumber );
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_VIRTUALSIZE ));
WriteNumber();
gi.MSG_WriteBits( virtualSize, 1 );
gi.MSG_EndCGM();
#ifdef OPM_FEATURES
if( sv_specialgame->integer )
{
if( isDimensional )
{
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_3D ));
WriteNumber();
gi.MSG_WriteCoord( org[ 0 ] );
gi.MSG_WriteCoord( org[ 1 ] );
gi.MSG_WriteCoord( org[ 2 ] );
gi.MSG_WriteShort( enttarget );
gi.MSG_WriteBits( !!always_show, 1 );
gi.MSG_WriteBits( !!depth, 1 );
gi.MSG_EndCGM();
}
if( fade_alpha )
{
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_FADE ));
WriteNumber();
gi.MSG_WriteFloat( fade_alpha_current );
gi.MSG_EndCGM();
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_ALPHA ));
WriteNumber();
gi.MSG_WriteByte( ( uchar )( fade_alpha_target * 255.0f ) );
gi.MSG_EndCGM();
}
if( fade_move )
{
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_MOVE ));
WriteNumber();
gi.MSG_WriteFloat( fade_move_current );
gi.MSG_EndCGM();
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECT ));
WriteNumber();
gi.MSG_WriteShort( ( short )fade_move_x_target );
gi.MSG_WriteShort( ( short )fade_move_y_target );
gi.MSG_EndCGM();
}
if( fade_timer_flags & TIMER_ACTIVE )
{
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_TIMER ));
WriteNumber();
gi.MSG_WriteFloat( fade_time_current );
gi.MSG_WriteFloat( fade_out_time );
if( fade_timer_flags & TIMER_UP ) {
gi.MSG_WriteBits( 1, 1 );
} else {
gi.MSG_WriteBits( 0, 1 );
}
gi.MSG_EndCGM();
}
}
#endif
}
void Hud::ScaleOverTime( float time, short w, short h )
{
if( time <= 0.0f )
{
width = w;
height = h;
return;
}
fade_scale = true;
fade_scale_time = time * 1000.0f;
fade_scale_current = 0.f;
fade_scale_w_start = width;
fade_scale_h_start = height;
fade_scale_w_target = w;
fade_scale_h_target = h;
// FIXME: delete
/*
width = w;
height = h;
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_SCALE ));
WriteNumber();
gi.MSG_WriteFloat( time );
gi.MSG_WriteShort( w );
gi.MSG_WriteShort( h );
gi.MSG_EndCGM();
*/
}
#ifdef GAME_DLL
void Hud::SetBroadcast( int clientNumber )
{
if( clientNumber == -1 ) {
clientNumber = clientnum;
}
if(clientnum == char(-1)) {
gi.SetBroadcastAll();
} else {
gi.MSG_SetClient( clientnum );
}
}
#endif
#ifdef GAME_DLL
void Hud::WriteNumber()
{
#ifdef OPM_FEATURES
if(sv_specialgame->integer ) {
gi.MSG_WriteShort( number );
} else {
gi.MSG_WriteByte( number );
}
#else
gi.MSG_WriteByte(number);
#endif
}
#endif
void Hud::Set3D( Vector vector_or_offset, qboolean alwaysOnScreen, qboolean hasDepth, int entnum )
{
org = vector_or_offset;
lastOrg = vector_or_offset;
always_show = alwaysOnScreen;
depth = hasDepth;
enttarget = entnum;
isDimensional = true;
/*
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_3D ));
WriteNumber();
gi.MSG_WriteCoord( vector_or_offset[ 0 ] );
gi.MSG_WriteCoord( vector_or_offset[ 1 ] );
gi.MSG_WriteCoord( vector_or_offset[ 2 ] );
gi.MSG_WriteShort( entnum );
gi.MSG_WriteBits( !!alwaysOnScreen, 1 );
gi.MSG_WriteBits( !!hasDepth, 1 );
gi.MSG_EndCGM();
#endif
*/
}
void Hud::SetNon3D()
{
isDimensional = false;
// FIXME?
/*
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_BREAK3D ));
WriteNumber();
gi.MSG_EndCGM();
*/
}
void Hud::SetAlignX( hudAlign_t align )
{
if( align >= HUD_INVALID ) {
ScriptError( "Wrong %d X align!", align );
}
alignX = align;
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_ALIGN ));
WriteNumber();
gi.MSG_WriteBits( alignX, 2 );
gi.MSG_WriteBits( alignY, 2 );
gi.MSG_EndCGM();
#endif
}
void Hud::SetAlignY( hudAlign_t align )
{
if( align >= HUD_INVALID ) {
ScriptError( "Wrong %d Y align!", align );
}
alignY = align;
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_ALIGN ));
WriteNumber();
gi.MSG_WriteBits( alignX, 2 );
gi.MSG_WriteBits( alignY, 2 );
gi.MSG_EndCGM();
#endif
}
void Hud::SetAlpha( float value )
{
//#ifdef CGAME_DLL
if( fade_alpha_first )
{
fade_alpha_target = value;
fade_alpha_first = false;
}
else
{
alpha = value;
fade_alpha = false;
}
//#else
// alpha = value;
//#endif
#ifdef GAME_DLL
long int ucharvalue;
ucharvalue = ( long int )( value * 255.0f );
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_ALPHA ));
WriteNumber();
gi.MSG_WriteByte( ucharvalue );
gi.MSG_EndCGM();
#endif
}
void Hud::SetColor( Vector c )
{
color = c;
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_COLOR ));
WriteNumber();
gi.MSG_WriteByte( ( uchar )( c.x * 255.0f ) );
gi.MSG_WriteByte( ( uchar )( c.y * 255.0f ) );
gi.MSG_WriteByte( ( uchar )( c.z * 255.0f ) );
gi.MSG_EndCGM();
#endif
}
void Hud::SetClient( int c, qboolean clears )
{
#ifdef GAME_DLL
if( c == -1 ) {
clears = false;
}
if( clears ) {
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_ALPHA ));
WriteNumber();
gi.MSG_WriteByte( 0 );
gi.MSG_EndCGM();
#endif
}
clientnum = c;
#endif
}
void Hud::SetFont( const char * f )
{
if( f != NULL && strlen( f ) > 0 ) {
fontName = f;
} else {
fontName = "";
}
#ifdef CGAME_DLL
if( fontName[ 0 ] != '\0' ) {
font = cgi.R_LoadFont( fontName );
} else {
font = NULL;
}
#endif
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_FONT ));
WriteNumber();
gi.MSG_WriteString( f );
gi.MSG_EndCGM();
#endif
}
void Hud::SetRectX( short value )
{
//#ifdef CGAME_DLL
if( fade_move_x_first )
{
fade_move_x_target = value;
fade_move_x_first = false;
}
else
{
x = value;
fade_move = false;
}
//#else
// x = value;
//#endif
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM(BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECT));
WriteNumber();
gi.MSG_WriteShort((short)fade_move_x_target);
gi.MSG_WriteShort((short)fade_move_y_target);
gi.MSG_WriteShort((short)width);
gi.MSG_WriteShort((short)height);
gi.MSG_EndCGM();
#endif
}
void Hud::SetRectY( short value )
{
if( fade_move_y_first )
{
fade_move_y_target = value;
fade_move_y_first = false;
}
else
{
y = value;
fade_move = false;
}
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM(BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECT));
WriteNumber();
gi.MSG_WriteShort((short)fade_move_x_target);
gi.MSG_WriteShort((short)fade_move_y_target);
gi.MSG_WriteShort((short)width);
gi.MSG_WriteShort((short)height);
gi.MSG_EndCGM();
#endif
}
void Hud::SetRectHeight( short h )
{
height = h;
}
void Hud::SetRectWidth( short w )
{
width = w;
}
void Hud::SetShader( const char * s, float w, float h )
{
if( s != NULL && strlen( s ) > 0 )
{
shader = s;
text = "";
} else {
shader = "";
}
fade_scale = false;
if( w != -1 ) {
width = w;
}
if( h != -1 ) {
height = h;
}
#ifdef CGAME_DLL
if( shader[ 0 ] != '\0' ) {
shaderHandle = cgi.R_RegisterShaderNoMip( shader );
} else {
shaderHandle = NULL;
}
#endif
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM(BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_RECT));
WriteNumber();
gi.MSG_WriteShort((short)x);
gi.MSG_WriteShort((short)y);
gi.MSG_WriteShort((short)width);
gi.MSG_WriteShort((short)height);
gi.MSG_EndCGM();
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_SHADER ));
WriteNumber();
gi.MSG_WriteString( s );
gi.MSG_EndCGM();
#endif
}
void Hud::SetText( const char * t )
{
if( t != NULL && strlen( t ) > 0 )
{
//width = strlen( t );
//height = 32;
text = t;
shader = "";
#ifdef CGAME_DLL
shaderHandle = NULL;
#endif
} else {
text = "";
}
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_STRING ));
WriteNumber();
gi.MSG_WriteString( t );
gi.MSG_EndCGM();
#endif
}
void Hud::SetTimer( float time, float fade_at_time )
{
fade_time_current = time;
if( fade_at_time >= 0.0f ) {
fade_out_time = fade_at_time * 1000.0f;
} else {
fade_out_time = -1.0f;
}
fade_time_target = 0.0f;
fade_timer_flags = TIMER_ACTIVE;
// FIXME...
/*
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_TIMER ));
WriteNumber();
gi.MSG_WriteFloat( time );
gi.MSG_WriteFloat( fade_at_time );
gi.MSG_WriteBits( 0, 1 );
gi.MSG_EndCGM();
*/
}
void Hud::SetTimerUp( float time, float fade_at_time )
{
fade_time_current = 0.0f;
if( fade_at_time >= 0.0f ) {
fade_out_time = fade_at_time * 1000.0f;
} else {
fade_out_time = -1.0f;
}
fade_time_target = time;
fade_timer_flags = TIMER_ACTIVE | TIMER_UP;
/*
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_TIMER ));
WriteNumber();
gi.MSG_WriteFloat( time );
gi.MSG_WriteFloat( fade_at_time );
gi.MSG_WriteBits( 1, 1 );
gi.MSG_EndCGM();
#endif
*/
}
void Hud::SetVirtualSize( qboolean v )
{
virtualSize = !!v;
#ifdef GAME_DLL
SetBroadcast();
gi.MSG_StartCGM( BG_MapCGMToProtocol(g_protocol, CGM_HUDDRAW_VIRTUALSIZE ));
WriteNumber();
gi.MSG_WriteBits( virtualSize, 1 );
gi.MSG_EndCGM();
#endif
}
// Events
void Hud::EventGetAlignX( Event * ev )
{
switch (alignX)
{
case HUD_LEFT:
return ev->AddString("left");
case HUD_CENTER:
return ev->AddString("center");
case HUD_RIGHT:
return ev->AddString("right");
default:
return ev->AddString("none");
}
}
void Hud::EventGetAlignY( Event * ev )
{
switch (alignY)
{
case HUD_TOP:
return ev->AddString("top");
case HUD_CENTER:
return ev->AddString("center");
case HUD_BOTTOM:
return ev->AddString("bottom");
default:
return ev->AddString("none");
}
}
void Hud::EventGetAlpha( Event * ev )
{
ev->AddFloat( alpha );
}
void Hud::EventGetColor( Event * ev )
{
ev->AddVector( color );
}
void Hud::EventGetFont( Event * ev )
{
ev->AddString( fontName );
}
void Hud::EventGetHeight( Event * ev )
{
ev->AddFloat( height );
}
void Hud::EventGetRectX( Event * ev )
{
ev->AddFloat( x );
}
void Hud::EventGetRectY( Event * ev )
{
ev->AddFloat( y );
}
void Hud::EventGetTime( Event *ev )
{
ev->AddFloat( fade_time_current );
}
void Hud::EventGetWidth( Event * ev )
{
ev->AddFloat( width );
}
void Hud::EventFadeOverTime( Event * ev )
{
FadeOverTime( ev->GetFloat( 1 ) );
}
void Hud::EventMoveOverTime( Event * ev )
{
MoveOverTime( ev->GetFloat( 1 ) );
}
void Hud::EventRefresh( Event * ev )
{
Refresh();
}
void Hud::EventScaleOverTime( Event * ev )
{
ScaleOverTime( ev->GetFloat( 1 ), ev->GetInteger( 2 ), ev->GetInteger( 3 ) );
}
void Hud::EventSet3D( Event *ev )
{
Vector vector;
int ent_num = -1;
qboolean bAlwaysShow, bDepth;
vector = ev->GetVector( 1 );
bAlwaysShow = ev->GetInteger( 2 );
bDepth = ev->GetInteger( 3 );
if( ev->NumArgs() > 3 )
{
Entity *entity = ev->GetEntity( 4 );
ent_num = entity->entnum;
}
Set3D( vector, bAlwaysShow, bDepth, ent_num );
}
void Hud::EventSetNon3D( Event *ev )
{
SetNon3D();
}
void Hud::EventSetAlignX( Event * ev )
{
str name = ev->GetString( 1 );
hudAlign_t alignment = HUD_INVALID;
if( name == "left" ) {
alignment = HUD_LEFT;
}
else if( name == "center" ) {
alignment = HUD_CENTER;
}
else if( name == "right" ) {
alignment = HUD_RIGHT;
} else {
ScriptError( "Invalid alignment %s!\n", name.c_str() );
}
SetAlignX( alignment );
}
void Hud::EventSetAlignY( Event * ev )
{
str name = ev->GetString( 1 );
hudAlign_t alignment = HUD_INVALID;
if( name == "top" ) {
alignment = HUD_TOP;
}
else if( name == "center" ) {
alignment = HUD_CENTER;
}
else if( name == "bottom" ) {
alignment = HUD_BOTTOM;
} else {
ScriptError( "Invalid alignment %s!\n", name.c_str() );
}
SetAlignY( alignment );
}
void Hud::EventSetAlpha( Event * ev )
{
float a = ev->GetFloat( 1 );
SetAlpha( a );
}
void Hud::EventSetColor( Event * ev )
{
Vector c = ev->GetVector( 1 );
SetColor( c );
}
void Hud::EventSetFont( Event * ev )
{
str font = ev->GetString( 1 );
SetFont( font );
}
void Hud::EventSetPlayer( Event * ev )
{
#ifdef GAME_DLL
int clientNum = -1;
qboolean clears = false;
if( !ev->IsNilAt( 1 ) )
{
Player *player = ( Player * )ev->GetEntity( 1 );
clientNum = player->edict - g_entities;
if( ev->NumArgs() > 1 ) {
clears = ev->GetBoolean( 2 );
} else {
clears = false;
}
}
SetClient( clientNum, clears );
#endif
}
void Hud::EventSetRectX( Event * ev )
{
int val = ev->GetInteger( 1 );
SetRectX( val );
}
void Hud::EventSetRectY( Event * ev )
{
int val = ev->GetInteger( 1 );
SetRectY( val );
}
void Hud::EventSetShader( Event * ev )
{
str shader = ev->GetString( 1 );
float w = ev->GetFloat( 2 );
float h = ev->GetFloat( 3 );
SetShader( shader, w, h );
}
void Hud::EventSetText( Event * ev )
{
str text = ev->GetString( 1 );
SetText( text );
}
void Hud::EventSetTimer( Event *ev )
{
float time = ev->GetFloat( 1 );
float fade_at_time = -1.0f;
if( ev->NumArgs() > 1 ) {
fade_at_time = ev->GetFloat( 2 );
}
SetTimer( time, fade_at_time );
}
void Hud::EventSetTimerUp( Event *ev )
{
float time = ev->GetFloat( 1 );
float fade_at_time = -1.0f;
if( ev->NumArgs() > 1 ) {
fade_at_time = ev->GetFloat( 2 );
}
SetTimerUp( time, fade_at_time );
}
void Hud::EventSetVirtualSize( Event * ev )
{
qboolean bVirtual = ev->GetBoolean( 1 );
SetVirtualSize( bVirtual );
}
CLASS_DECLARATION( Listener, Hud, NULL )
{
{ &EV_HUD_GetAlignX, &Hud::EventGetAlignX },
{ &EV_HUD_GetAlignY, &Hud::EventGetAlignY },
{ &EV_HUD_GetAlpha, &Hud::EventGetAlpha },
{ &EV_HUD_GetColor, &Hud::EventGetColor },
{ &EV_HUD_GetFont, &Hud::EventGetFont },
{ &EV_HUD_GetHeight, &Hud::EventGetHeight },
{ &EV_HUD_GetRectX, &Hud::EventGetRectX },
{ &EV_HUD_GetRectY, &Hud::EventGetRectY },
{ &EV_HUD_GetTime, &Hud::EventGetTime },
{ &EV_HUD_GetWidth, &Hud::EventGetWidth },
{ &EV_HUD_FadeOverTime, &Hud::EventFadeOverTime },
{ &EV_HUD_MoveOverTime, &Hud::EventMoveOverTime },
{ &EV_HUD_Refresh, &Hud::EventRefresh },
{ &EV_HUD_ScaleOverTime, &Hud::EventScaleOverTime },
{ &EV_HUD_Set3D, &Hud::EventSet3D },
{ &EV_HUD_SetNon3D, &Hud::EventSetNon3D },
{ &EV_HUD_SetAlignX, &Hud::EventSetAlignX },
{ &EV_HUD_SetAlignY, &Hud::EventSetAlignY },
{ &EV_HUD_SetAlpha, &Hud::EventSetAlpha },
{ &EV_HUD_SetColor, &Hud::EventSetColor },
{ &EV_HUD_SetFont, &Hud::EventSetFont },
{ &EV_HUD_SetPlayer, &Hud::EventSetPlayer },
{ &EV_HUD_SetRectX, &Hud::EventSetRectX },
{ &EV_HUD_SetRectY, &Hud::EventSetRectY },
{ &EV_HUD_SetShader, &Hud::EventSetShader },
{ &EV_HUD_SetText, &Hud::EventSetText },
{ &EV_HUD_SetTimer, &Hud::EventSetTimer },
{ &EV_HUD_SetTimerUp, &Hud::EventSetTimerUp },
{ &EV_HUD_SetVirtualSize, &Hud::EventSetVirtualSize },
{ NULL, NULL }
};