//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "ivmodemanager.h" #include "clientmode_hlnormal.h" #include "panelmetaclassmgr.h" #include "c_playerresource.h" #include "c_portal_player.h" #include "clientmode_portal.h" #include "usermessages.h" #include "prediction.h" #include "portal2/vgui/portalclientscoreboard.h" #include "portal2/vgui/surveypanel.h" #include "hud_macros.h" #include "radialmenu.h" #include "glow_outline_effect.h" #include "portal2/portal_grabcontroller_shared.h" #include "viewpostprocess.h" #include "radialmenu.h" #include "fmtstr.h" #include "ivieweffects.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // default FOV for HL2 ConVar default_fov( "default_fov", "75", FCVAR_CHEAT ); ConVar fov_desired( "fov_desired", "75", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.", true, 75.0, true, 90.0 ); extern ConVar hide_gun_when_holding; extern ConVar v_viewmodel_fov; ConVar cl_viewmodelfov( "cl_viewmodelfov", "50", FCVAR_DEVELOPMENTONLY ); ConVar cl_finale_completed( "cl_finale_completed", "0", FCVAR_HIDDEN ); #define DEATH_CC_LOOKUP_FILENAME "materials/correction/cc_death.raw" #define DEATH_CC_FADE_SPEED 0.05f // The current client mode. Always ClientModeNormal in HL. static IClientMode *g_pClientMode[ MAX_SPLITSCREEN_PLAYERS ]; IClientMode *GetClientMode() { ASSERT_LOCAL_PLAYER_RESOLVABLE(); return g_pClientMode[ GET_ACTIVE_SPLITSCREEN_SLOT() ]; } //extern EHANDLE g_eKillTarget1; //extern EHANDLE g_eKillTarget2; vgui::HScheme g_hVGuiCombineScheme = 0; #define SCREEN_FILE "scripts/vgui_screens.txt" // Voice data void VoxCallback( IConVar *var, const char *oldString, float oldFloat ) { if ( engine && engine->IsConnected() ) { ConVarRef voice_vox( var->GetName() ); if ( voice_vox.GetBool() /*&& voice_modenable.GetBool()*/ ) { engine->ClientCmd( "voicerecord_toggle on\n" ); } else { engine->ClientCmd( "voicerecord_toggle off\n" ); } } } ConVar voice_vox( "voice_vox", "1", FCVAR_ARCHIVE, "Voice chat uses a vox-style always on", false, 0, true, 1, VoxCallback ); //-------------------------------------------------------------------------------------------------------- class CVoxManager : public CAutoGameSystem { public: CVoxManager() : CAutoGameSystem( "VoxManager" ) { } virtual void LevelInitPostEntity( void ) { if ( voice_vox.GetBool() /*&& voice_modenable.GetBool()*/ ) { engine->ClientCmd( "voicerecord_toggle on\n" ); } } virtual void LevelShutdownPreEntity( void ) { if ( voice_vox.GetBool() ) { engine->ClientCmd( "voicerecord_toggle off\n" ); } } }; //-------------------------------------------------------------------------------------------------------- static CVoxManager s_VoxManager; //----------------------------------------------------------------------------- // Purpose: this is the viewport that contains all the hud elements //----------------------------------------------------------------------------- class CHudViewport : public CBaseViewport { private: DECLARE_CLASS_SIMPLE( CHudViewport, CBaseViewport ); protected: virtual void ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); GetHud().InitColors( pScheme ); SetPaintBackgroundEnabled( false ); } virtual IViewPortPanel *CreatePanelByName( const char *szPanelName ); }; IViewPortPanel* CHudViewport::CreatePanelByName( const char *szPanelName ) { IViewPortPanel* newpanel = NULL; if ( Q_strcmp( PANEL_SCOREBOARD, szPanelName) == 0 ) { newpanel = new CPortalClientScoreBoardDialog( this ); return newpanel; } else if ( Q_strcmp( PANEL_SURVEY, szPanelName) == 0 ) { newpanel = new CSurveyPanel( this ); return newpanel; } /*else if ( Q_strcmp(PANEL_INFO, szPanelName) == 0 ) { newpanel = new CHL2MPTextWindow( this ); return newpanel; }*/ return BaseClass::CreatePanelByName( szPanelName ); } class CHLModeManager : public IVModeManager { public: CHLModeManager( void ); virtual ~CHLModeManager( void ); virtual void Init( void ); virtual void SwitchMode( bool commander, bool force ); virtual void OverrideView( CViewSetup *pSetup ); virtual void CreateMove( float flInputSampleTime, CUserCmd *cmd ); virtual void LevelInit( const char *newmap ); virtual void LevelShutdown( void ); }; CHLModeManager::CHLModeManager( void ) { } CHLModeManager::~CHLModeManager( void ) { } void CHLModeManager::Init( void ) { for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( i ); g_pClientMode[ i ] = GetClientModeNormal(); } PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE ); } void CHLModeManager::SwitchMode( bool commander, bool force ) { } void CHLModeManager::OverrideView( CViewSetup *pSetup ) { } void CHLModeManager::CreateMove( float flInputSampleTime, CUserCmd *cmd ) { } void CHLModeManager::LevelInit( const char *newmap ) { for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( i ); GetClientMode()->LevelInit( newmap ); } if ( g_nKillCamMode > OBS_MODE_NONE ) { g_bForceCLPredictOff = false; } g_nKillCamMode = OBS_MODE_NONE; } void CHLModeManager::LevelShutdown( void ) { for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( i ); GetClientMode()->LevelShutdown(); } } //-------------------------------------------------------------------------------------------------------- static void __MsgFunc_TransitionFade( bf_read &msg ) { float flFadeTime = msg.ReadFloat(); GetClientModePortalNormal()->StartTransitionFade( flFadeTime ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- ClientModePortalNormal::ClientModePortalNormal() { m_BlurFadeScale = 0; m_pRadialMenu = NULL; } //----------------------------------------------------------------------------- // Purpose: If you don't know what a destructor is by now, you are probably going to get fired //----------------------------------------------------------------------------- ClientModePortalNormal::~ClientModePortalNormal() { } void ClientModePortalNormal::Init() { BaseClass::Init(); HOOK_MESSAGE( TransitionFade ); InitRadialMenuHudElement(); } void ClientModePortalNormal::InitViewport() { m_pViewport = new CHudViewport(); m_pViewport->Start( gameuifuncs, gameeventmanager ); } CEG_NOINLINE void ClientModePortalNormal::LevelInit( const char *newmap ) { CEG_PROTECT_VIRTUAL_FUNCTION( ClientModePortalNormal_LevelInit ); // Load color correction lookup for the death effect /* m_CCDeathHandle = g_pColorCorrectionMgr->AddColorCorrection( DEATH_CC_LOOKUP_FILENAME ); if ( m_CCDeathHandle != INVALID_CLIENT_CCHANDLE ) { g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCDeathHandle, 0.0f ); } m_flDeathCCWeight = 0.0f; */ m_hCurrentColorCorrection = NULL; m_BlurFadeScale = 0; return BaseClass::LevelInit( newmap ); } void ClientModePortalNormal::LevelShutdown( void ) { // g_pColorCorrectionMgr->RemoveColorCorrection( m_CCDeathHandle ); // m_CCDeathHandle = INVALID_CLIENT_CCHANDLE; return BaseClass::LevelShutdown(); } void ClientModePortalNormal::OnColorCorrectionWeightsReset( void ) { BaseClass::OnColorCorrectionWeightsReset(); C_Portal_Player *pPlayer = C_Portal_Player::GetLocalPortalPlayer(); /* // if the player is dead, fade in the death color correction if ( m_CCDeathHandle != INVALID_CLIENT_CCHANDLE && ( pPlayer != NULL ) ) { if ( pPlayer->m_lifeState != LIFE_ALIVE ) { if ( m_flDeathCCWeight < 1.0f ) { m_flDeathCCWeight += DEATH_CC_FADE_SPEED; clamp( m_flDeathCCWeight, 0.0f, 1.0f ); } // Player is dead, fade out the environmental color correction if ( m_hCurrentColorCorrection ) { m_hCurrentColorCorrection->EnableOnClient( false ); m_hCurrentColorCorrection = NULL; } } else { m_flDeathCCWeight = 0.0f; } g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCDeathHandle, m_flDeathCCWeight ); } // Only blend between environmental color corrections if there is no death-induced color correction if ( m_flDeathCCWeight == 0.0f ) */ { C_ColorCorrection *pNewColorCorrection = pPlayer ? pPlayer->GetActiveColorCorrection() : NULL; C_ColorCorrection *pOldColorCorrection = m_hCurrentColorCorrection; if ( pNewColorCorrection != pOldColorCorrection ) { if ( pOldColorCorrection ) { pOldColorCorrection->EnableOnClient( false ); } if ( pNewColorCorrection ) { pNewColorCorrection->EnableOnClient( true, pOldColorCorrection == NULL ); } m_hCurrentColorCorrection = pNewColorCorrection; } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool ClientModePortalNormal::ShouldDrawCrosshair( void ) { // If we're using the radial menu, don't show the crosshair // if ( IsRadialMenuOpen() ) // return false; // See if a player is holding C_Portal_Player *pPlayer = C_Portal_Player::GetLocalPortalPlayer(); if ( pPlayer && pPlayer->IsHoldingSomething() ) return false; return BaseClass::ShouldDrawCrosshair(); } void ClientModePortalNormal::SetBlurFade( float scale ) { m_BlurFadeScale = scale; } //-------------------------------------------------------------------------------------------------------- void ClientModePortalNormal::StartTransitionFade( float flFadeTime ) { STEAMWORKS_SELFCHECK(); // Screen fade to black ScreenFade_t sf; memset( &sf, 0, sizeof( sf ) ); sf.a = 255; sf.r = 0; sf.g = 0; sf.b = 0; sf.duration = (float)(1<Fade( sf ); // Sound fade to zero engine->ClientCmd( CFmtStr( "soundfade 100 5 %f %f\n", flFadeTime, flFadeTime ) ); } extern ConVar building_cubemaps; void ClientModePortalNormal::DoPostScreenSpaceEffects( const CViewSetup *pSetup ) { if ( building_cubemaps.GetBool() ) return; MDLCACHE_CRITICAL_SECTION(); g_GlowObjectManager.RenderGlowEffects( pSetup, GetSplitScreenPlayerSlot() ); if ( m_BlurFadeScale ) { CMatRenderContextPtr pRenderContext( materials ); int xl, yl, dest_width, dest_height; pRenderContext->GetViewport( xl, yl, dest_width, dest_height ); DoBlurFade( m_BlurFadeScale, 1.0f, xl, yl, dest_width, dest_height ); } } void ClientModePortalNormal::InitRadialMenuHudElement( void ) { m_pRadialMenu = GET_HUDELEMENT( CRadialMenu ); Assert( m_pRadialMenu ); } int ClientModePortalNormal::HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) { /*if ( GetFullscreenClientMode() && GetFullscreenClientMode() != this && !GetFullscreenClientMode()->HudElementKeyInput( down, keynum, pszCurrentBinding ) ) return 0;*/ if ( m_pRadialMenu ) { if ( !m_pRadialMenu->KeyInput( down, keynum, pszCurrentBinding ) ) { return 0; } } return 1; } // Override the viewmodelfov for splitscreen support. This variable is set via the splitscreen_config.txt file. // FIXME: Use this method for all games? Are there other features that we need to support to use this? float ClientModePortalNormal::GetViewModelFOV( void ) { return cl_viewmodelfov.GetFloat(); } ClientModePortalNormal g_ClientModeNormal[ MAX_SPLITSCREEN_PLAYERS ]; IClientMode *GetClientModeNormal() { ASSERT_LOCAL_PLAYER_RESOLVABLE(); return &g_ClientModeNormal[ GET_ACTIVE_SPLITSCREEN_SLOT() ]; } //-------------------------------------------------------------------------------------------------------- class FullscreenPortalViewport : public CHudViewport { private: DECLARE_CLASS_SIMPLE( FullscreenPortalViewport, CHudViewport ); private: virtual void InitViewportSingletons( void ) { SetAsFullscreenViewportInterface(); } }; class ClientModePortalNormalFullscreen : public ClientModePortalNormal { DECLARE_CLASS_SIMPLE( ClientModePortalNormalFullscreen, ClientModePortalNormal ); public: virtual void InitViewport() { // Skip over BaseClass!!! BaseClass::ClientModeShared::InitViewport(); m_pViewport = new FullscreenPortalViewport(); m_pViewport->Start( gameuifuncs, gameeventmanager ); } }; //-------------------------------------------------------------------------------------------------------- static ClientModePortalNormalFullscreen g_FullscreenClientMode; IClientMode *GetFullscreenClientMode( void ) { return &g_FullscreenClientMode; } ClientModePortalNormal* GetClientModePortalNormal() { Assert( dynamic_cast< ClientModePortalNormal* >( GetClientModeNormal() ) ); return static_cast< ClientModePortalNormal* >( GetClientModeNormal() ); } static CHLModeManager g_HLModeManager; IVModeManager *modemanager = &g_HLModeManager;