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