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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "hintsystem.h"
#include "hintmessage.h"
#ifdef GAME_DLL
#else
#include <igameevents.h>
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CLIENT_DLL
ConVar cl_showhelp( "cl_showhelp", "1", FCVAR_ARCHIVE, "Set to 0 to not show on-screen help" ); #endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHintSystem::CHintSystem( void ) { Init( NULL, 0, NULL ); m_pHintMessageQueue = NULL; m_pHintMessageTimers = NULL; m_flLastHintPlayedAt = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHintSystem::~CHintSystem( void ) { if ( m_pHintMessageTimers ) { delete m_pHintMessageTimers; m_pHintMessageTimers = NULL; }
if ( m_pHintMessageQueue ) { delete m_pHintMessageQueue; m_pHintMessageQueue = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHintSystem::Init( CBasePlayer *pPlayer, int iMaxHintTypes, const char **pszHintStrings ) { m_pPlayer = pPlayer; m_bShowHints = true;
m_HintHistory.Resize( iMaxHintTypes ); m_HintHistory.ClearAll();
m_pszHintMessages = pszHintStrings;
if ( m_pPlayer ) { m_pHintMessageQueue = new CHintMessageQueue( m_pPlayer ); m_pHintMessageTimers = new CHintMessageTimers( this, m_pHintMessageQueue ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHintSystem::Update( void ) { if ( m_pHintMessageQueue ) { m_pHintMessageQueue->Update(); } if ( m_pHintMessageTimers ) { m_pHintMessageTimers->Update(); } }
//-----------------------------------------------------------------------------
// Purpose: Displays a hint message to the player
// Input : hint - enum'd hint to show
// bForce - always play this hint even if they have seen it before
//-----------------------------------------------------------------------------
bool CHintSystem::HintMessage( int hint, bool bForce /* = false */, bool bOnlyIfClear /* = false */ ) { Assert( m_pPlayer ); Assert( hint < m_HintHistory.GetNumBits() );
// Not really an optimal solution, but saves us querying the hud element,
// which wouldn't be easy with derived versions in different mods.
if ( bOnlyIfClear && (gpGlobals->curtime - m_flLastHintPlayedAt < 11 ) ) return false;
if ( bForce || !HasPlayedHint(hint) ) { PlayedAHint(); HintMessage( m_pszHintMessages[hint] ); m_HintHistory.Set(hint); return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Displays a hint message to the player
// Input : *pMessage -
//-----------------------------------------------------------------------------
void CHintSystem::HintMessage( const char *pMessage ) { Assert( m_pPlayer );
#ifdef GAME_DLL
// On the server, we send it down to the queue who sends it to the client
if ( !m_pPlayer->IsNetClient() || !m_pHintMessageQueue ) return;
if ( !m_bShowHints ) return;
m_pHintMessageQueue->AddMessage( pMessage ); #else
// On the client, we just send it straight to the hint hud element
if ( cl_showhelp.GetBool() ) { IGameEvent *event = gameeventmanager->CreateEvent( "player_hintmessage" ); if ( event ) { event->SetString( "hintmessage", pMessage ); gameeventmanager->FireEventClientSide( event ); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose: Clear out the existing timers, and register new ones for any
// hints that haven't been displayed yet.
//-----------------------------------------------------------------------------
void CHintSystem::ResetHints( void ) { if ( !m_pHintMessageTimers ) return;
m_pHintMessageTimers->Reset();
// Readd registered hints
for (int i = 0; i < m_RegisteredResetHints.Count(); i++ ) { ReAddHintTimerIfNotDisplayed( m_RegisteredResetHints[i].iHintID, m_RegisteredResetHints[i].flTimer ); }
// Reset our queue
if ( m_pHintMessageQueue ) { m_pHintMessageQueue->Reset(); } }
//-----------------------------------------------------------------------------
// Purpose: Call this to add a hint message that should be re-added
// everytime we're reset, if it hasn't been displayed yet.
//-----------------------------------------------------------------------------
void CHintSystem::RegisterHintTimer( int iHintID, float flTimerDuration, bool bOnlyIfClear /* = false */, HintTimerCallback pfnCallback ) { Assert( m_pPlayer ); Assert( iHintID < m_HintHistory.GetNumBits() );
onresethints_t newHint; newHint.iHintID = iHintID; newHint.flTimer = flTimerDuration; newHint.bOnlyIfClear = bOnlyIfClear; newHint.pfnCallback = pfnCallback; m_RegisteredResetHints.AddToTail( newHint ); }
//-----------------------------------------------------------------------------
// Purpose: If the hint hasn't been displayed, start a timer for it
//-----------------------------------------------------------------------------
void CHintSystem::ReAddHintTimerIfNotDisplayed( int iHintID, float flTimerDuration ) { Assert( iHintID < m_HintHistory.GetNumBits() ); if ( m_HintHistory[iHintID] == 0 ) { m_pHintMessageTimers->AddTimer( iHintID, flTimerDuration ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHintSystem::StartHintTimer( int iHintID ) { Assert( m_pPlayer ); Assert( iHintID < m_HintHistory.GetNumBits() ); Assert(m_pHintMessageTimers); m_pHintMessageTimers->StartTimer( iHintID ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHintSystem::StopHintTimer( int iHintID ) { Assert( m_pPlayer ); Assert( iHintID < m_HintHistory.GetNumBits() ); Assert(m_pHintMessageTimers); m_pHintMessageTimers->StopTimer( iHintID ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHintSystem::ResetHintTimers( void ) { Assert( m_pPlayer ); Assert(m_pHintMessageTimers); m_pHintMessageTimers->Reset(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHintSystem::RemoveHintTimer( int iHintID ) { Assert( m_pPlayer ); Assert( iHintID < m_HintHistory.GetNumBits() ); Assert(m_pHintMessageTimers); m_pHintMessageTimers->RemoveTimer( iHintID );
// Mark us as having heard this hint
m_HintHistory.Set(iHintID); }
//-----------------------------------------------------------------------------
// Purpose: See if there's a callback registered for the specified hint.
// If so, see if it wants to allow the hint to fire.
//-----------------------------------------------------------------------------
bool CHintSystem::TimerShouldFire( int iHintID ) { for (int i = 0; i < m_RegisteredResetHints.Count(); i++ ) { if ( m_RegisteredResetHints[i].iHintID != iHintID ) continue; if ( m_RegisteredResetHints[i].bOnlyIfClear && HintIsCurrentlyVisible() ) return false;
if ( m_RegisteredResetHints[i].pfnCallback ) return m_RegisteredResetHints[i].pfnCallback( m_pPlayer ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHintSystem::ShouldShowHints( void ) { #ifdef GAME_DLL
return m_bShowHints; #else
return cl_showhelp.GetBool(); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHintSystem::PlayedAHint( void ) { m_flLastHintPlayedAt = gpGlobals->curtime; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHintSystem::HasPlayedHint( int iHintID ) { Assert( m_pPlayer ); Assert( iHintID < m_HintHistory.GetNumBits() ); return ( m_HintHistory[iHintID] > 0 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHintSystem::SetHintPlayed( int iHintID ) { Assert( m_pPlayer ); Assert( iHintID < m_HintHistory.GetNumBits() ); m_HintHistory.Set(iHintID); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void HintClear( void ) { #ifdef CLIENT_DLL
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); #else
CBasePlayer* pPlayer = UTIL_GetCommandClient(); #endif
if ( pPlayer && pPlayer->Hints() ) { pPlayer->Hints()->ClearHintHistory(); } } #ifdef CLIENT_DLL
ConCommand cl_clearhinthistory( "cl_clearhinthistory", HintClear, "Clear memory of client side hints displayed to the player." ); #else
ConCommand sv_clearhinthistory( "sv_clearhinthistory", HintClear, "Clear memory of server side hints displayed to the player." ); #endif
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