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438 lines
10 KiB
438 lines
10 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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#include "cbase.h"
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#include <string.h>
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#include <stdio.h>
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#include "voice_status.h"
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#include "radio_status.h"
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#include "c_playerresource.h"
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#include "cliententitylist.h"
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#include "c_baseplayer.h"
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#include "materialsystem/imesh.h"
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#include "view.h"
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#include "materialsystem/imaterial.h"
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#include "tier0/dbg.h"
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#include "cdll_int.h"
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#include "c_cs_player.h"
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#include "menu.h" // for CHudMenu defs
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#include "Scaleform/HUD/sfhud_radio.h"
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#include "cs_gamerules.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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using namespace vgui;
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// ---------------------------------------------------------------------- //
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// The radio feedback manager for the client.
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// ---------------------------------------------------------------------- //
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static CRadioStatus s_RadioStatus;
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//
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//-----------------------------------------------------
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//
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ConVar radio_icons_use_particles( "radio_icons_use_particles", "1", FCVAR_NONE, "0 = classic style, 1 = particles" );
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// Stuff for the Radio Menus
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static void radio1_f( const CCommand &args );
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static void radio2_f( const CCommand &args );
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static void radio3_f( const CCommand &args );
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static ConCommand radio1( "radio1", radio1_f, "Opens a radio menu" );
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static ConCommand radio2( "radio2", radio2_f, "Opens a radio menu" );
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static ConCommand radio3( "radio3", radio3_f, "Opens a radio menu" );
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static int g_whichMenu = 0;
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//
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//--------------------------------------------------------------
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//
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// These methods will bring up the radio menus from the client side.
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// They mimic the old server commands of the same name, which used
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// to require a round-trip causing latency and unreliability in
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// menu responses. Only 1 message is sent to the server now which
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// includes both the menu name and the selected item. The server
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// is never informed that the menu has been displayed.
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//
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//--------------------------------------------------------------
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//
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void OpenRadioMenu( int index )
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{
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if ( CSGameRules() && CSGameRules()->IsPlayingTraining() )
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return;
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C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pLocalPlayer && pLocalPlayer->GetObserverMode() > OBS_MODE_NONE )
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return;
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SFHudRadio* pRadio = GET_HUDELEMENT( SFHudRadio );
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if ( pRadio )
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{
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pRadio->ShowRadioGroup( index );
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g_whichMenu = index;
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}
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}
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static void radio1_f( const CCommand &args )
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{
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OpenRadioMenu( 1 );
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}
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static void radio2_f( const CCommand &args )
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{
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OpenRadioMenu( 2 );
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}
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static void radio3_f( const CCommand &args )
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{
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OpenRadioMenu( 3 );
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}
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CON_COMMAND_F( menuselect, "menuselect", FCVAR_CLIENTCMD_CAN_EXECUTE )
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{
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if ( args.ArgC() < 2 )
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return;
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if( g_whichMenu == 0 )
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{
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// if we didn't have a menu open, maybe a plugin did. send it on to the server.
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const char *cmd = VarArgs( "menuselect %s", args[1] );
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engine->ServerCmd( cmd );
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return;
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}
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int whichEntry = atoi( args[ 1 ] );
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switch( g_whichMenu )
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{
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case 1: //RadioA
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{
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switch( whichEntry )
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{
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case 1: // coverme
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engine->ClientCmd( "coverme" );
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break;
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case 2: // takepoint
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engine->ClientCmd( "takepoint" );
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break;
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case 3: // holdpos
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engine->ClientCmd( "holdpos" );
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break;
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case 4: // regroup
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engine->ClientCmd( "regroup" );
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break;
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case 5: // followme
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engine->ClientCmd( "followme" );
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break;
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case 6: // takingfire
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engine->ClientCmd( "takingfire" );
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break;
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}
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}
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break;
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case 2: //RadioB
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{
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switch( whichEntry )
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{
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case 1: // go
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engine->ClientCmd( "go" );
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break;
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case 2: // fallback
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engine->ClientCmd( "fallback" );
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break;
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case 3: // sticktog
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engine->ClientCmd( "sticktog" );
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break;
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case 4: // getinpos
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engine->ClientCmd( "getinpos" );
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break;
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case 5: // stormfront
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engine->ClientCmd( "stormfront" );
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break;
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case 6: // report
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engine->ClientCmd( "report" );
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break;
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}
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}
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break;
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case 3: //RadioC
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{
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switch( whichEntry )
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{
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case 1: // roger
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engine->ClientCmd( "roger" );
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break;
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case 2: // enemyspot
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engine->ClientCmd( "enemyspot" );
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break;
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case 3: // needbackup
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engine->ClientCmd( "needbackup" );
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break;
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case 4: // sectorclear
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engine->ClientCmd( "sectorclear" );
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break;
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case 5: // inposition
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engine->ClientCmd( "inposition" );
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break;
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case 6: // reportingin
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engine->ClientCmd( "reportingin" );
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break;
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case 7: // getout
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engine->ClientCmd( "getout" );
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break;
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case 8: // negative
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engine->ClientCmd( "negative" );
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break;
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case 9: // enemydown
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engine->ClientCmd( "enemydown" );
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break;
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}
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}
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break;
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default:
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// if we didn't have a menu open, maybe a plugin did. send it on to the server.
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const char *cmd = VarArgs( "menuselect %d", whichEntry );
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engine->ServerCmd( cmd );
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break;
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}
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// reset menu
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g_whichMenu = 0;
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}
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//
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//-----------------------------------------------------
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//
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CRadioStatus* RadioManager()
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{
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return &s_RadioStatus;
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}
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// ---------------------------------------------------------------------- //
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// CRadioStatus.
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// ---------------------------------------------------------------------- //
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CRadioStatus::CRadioStatus()
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{
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m_pHeadLabelMaterial = NULL;
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Q_memset(m_radioUntil, 0, sizeof(m_radioUntil));
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Q_memset(m_voiceUntil, 0, sizeof(m_voiceUntil));
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}
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bool CRadioStatus::Init()
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{
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if ( !m_pHeadLabelMaterial )
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{
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m_pHeadLabelMaterial = materials->FindMaterial( "sprites/radio", TEXTURE_GROUP_VGUI );
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}
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if ( IsErrorMaterial( m_pHeadLabelMaterial ) && !g_bTextMode )
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return false;
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m_pHeadLabelMaterial->IncrementReferenceCount();
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return true;
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}
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void CRadioStatus::Shutdown()
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{
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if ( m_pHeadLabelMaterial )
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m_pHeadLabelMaterial->DecrementReferenceCount();
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m_pHeadLabelMaterial = NULL;
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}
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void CRadioStatus::LevelInitPostEntity()
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{
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ExpireBotVoice( true );
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Q_memset(m_radioUntil, 0, sizeof(m_radioUntil));
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Q_memset(m_voiceUntil, 0, sizeof(m_voiceUntil));
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}
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void CRadioStatus::LevelShutdownPreEntity()
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{
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ExpireBotVoice( true );
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Q_memset(m_radioUntil, 0, sizeof(m_radioUntil));
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Q_memset(m_voiceUntil, 0, sizeof(m_voiceUntil));
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}
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static float s_flHeadIconSize = 7;
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void CRadioStatus::DrawHeadLabels()
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{
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ExpireBotVoice();
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ConVarRef voice_head_icon_height( "voice_head_icon_height" );
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if( !m_pHeadLabelMaterial )
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return;
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for(int i=0; i < VOICE_MAX_PLAYERS; i++)
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{
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if ( m_radioUntil[i] < gpGlobals->curtime )
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continue;
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IClientNetworkable *pClient = cl_entitylist->GetClientEntity( i+1 );
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C_CSPlayer *pPlayer = dynamic_cast< C_CSPlayer* >( pClient );
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if( !pPlayer )
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continue;
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// Don't show an icon if the player is not in our PVS.
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if ( !pClient || pClient->IsDormant() )
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{
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if ( radio_icons_use_particles.GetBool() )
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{
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pPlayer->UpdateRadioHeadIcon( false );
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}
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continue;
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}
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if( !UTIL_PlayerByIndex( i+1 ) )
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{
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if ( radio_icons_use_particles.GetBool() )
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{
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pPlayer->UpdateRadioHeadIcon( false );
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}
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continue;
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}
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// Don't show an icon for dead or spectating players (ie: invisible entities).
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if( pPlayer->IsPlayerDead() )
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{
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if ( radio_icons_use_particles.GetBool() )
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{
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pPlayer->UpdateRadioHeadIcon( false );
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}
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continue;
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}
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// Don't show an icon for players we can't hear
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if ( !GetClientVoiceMgr()->IsPlayerAudible( i+1 ) )
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continue;
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if ( radio_icons_use_particles.GetBool() )
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{
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pPlayer->UpdateRadioHeadIcon( true );
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return;
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}
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// Place it above his head.
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Vector vOrigin = pPlayer->EyePosition();
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vOrigin.z += GetClientVoiceMgr()->GetHeadLabelOffset();
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// Place this above the speaking bubble if he's currently speaking.
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if ( GetClientVoiceMgr()->IsPlayerSpeaking( i+1 ) )
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{
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vOrigin.z += GetClientVoiceMgr()->GetHeadLabelOffset();
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}
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// Align it so it never points up or down.
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Vector vUp( 0, 0, 1 );
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Vector vRight = CurrentViewRight();
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if ( fabs( vRight.z ) > 0.95 ) // don't draw it edge-on
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continue;
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vRight.z = 0;
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VectorNormalize( vRight );
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float flSize = s_flHeadIconSize;
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( m_pHeadLabelMaterial );
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IMesh *pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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meshBuilder.Color3f( 1.0, 1.0, 1.0 );
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meshBuilder.TexCoord2f( 0,0,0 );
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meshBuilder.Position3fv( (vOrigin + (vRight * -flSize) + (vUp * flSize)).Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3f( 1.0, 1.0, 1.0 );
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meshBuilder.TexCoord2f( 0,1,0 );
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meshBuilder.Position3fv( (vOrigin + (vRight * flSize) + (vUp * flSize)).Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3f( 1.0, 1.0, 1.0 );
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meshBuilder.TexCoord2f( 0,1,1 );
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meshBuilder.Position3fv( (vOrigin + (vRight * flSize) + (vUp * -flSize)).Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3f( 1.0, 1.0, 1.0 );
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meshBuilder.TexCoord2f( 0,0,1 );
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meshBuilder.Position3fv( (vOrigin + (vRight * -flSize) + (vUp * -flSize)).Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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void CRadioStatus::UpdateRadioStatus(int entindex, float duration)
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{
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if(entindex > 0 && entindex <= VOICE_MAX_PLAYERS)
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{
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int iClient = entindex - 1;
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if(iClient < 0)
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return;
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m_radioUntil[iClient] = gpGlobals->curtime + duration;
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}
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}
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void CRadioStatus::UpdateVoiceStatus(int entindex, float duration)
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{
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if(entindex > 0 && entindex <= VOICE_MAX_PLAYERS)
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{
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int iClient = entindex - 1;
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if(iClient < 0)
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return;
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m_voiceUntil[iClient] = gpGlobals->curtime + duration;
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GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, -1, true );
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}
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}
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void CRadioStatus::ExpireBotVoice( bool force )
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{
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for(int i=0; i < VOICE_MAX_PLAYERS; i++)
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{
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if ( m_voiceUntil[i] > 0.0f )
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{
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bool expire = force;
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C_CSPlayer *player = static_cast<C_CSPlayer*>( cl_entitylist->GetEnt(i+1) );
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if ( !player )
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{
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// player left the game
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expire = true;
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}
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else if ( m_voiceUntil[i] < gpGlobals->curtime )
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{
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// player is done speaking
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expire = true;
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}
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if ( expire )
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{
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m_voiceUntil[i] = 0.0f;
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GetClientVoiceMgr()->UpdateSpeakerStatus( i+1, -1, false );
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}
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}
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}
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}
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