Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A class embedded in players to provide hints to that player
//
//=============================================================================
#ifndef HINTSYSTEM_H
#define HINTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
#include "bitvec.h"
class CHintMessageQueue;
class CHintMessageTimers;
typedef bool (*HintTimerCallback)( CBasePlayer *pOnPlayer );
//-----------------------------------------------------------------------------
// Purpose: A class embedded in players to provide hints to that player
//-----------------------------------------------------------------------------
class CHintSystem
{
DECLARE_CLASS_NOBASE( CHintSystem );
public:
CHintSystem();
~CHintSystem();
//-----------------------------------------------------
// Call this from your player constructor
void Init( CBasePlayer *pPlayer, int iMaxHintTypes, const char **pszHintStrings );
//-----------------------------------------------------
// CBasePlayer calls these for you, if you fall back to its
// versions of Spawn(), Event_Killed(), and PreThink().
// Call this when your player respawns
void ResetHints( void );
// Call this when your player dies
void ResetHintTimers( void );
// Call this when in your player PreThink()
void Update( void );
//-----------------------------------------------------
// Hint addition
// Call these to add a hint directly onscreen
bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false );
void HintMessage( const char *pMessage );
// Call this to add a hint timer. It'll be reset for you automatically
// everytime ResetHintTimers() is called.
void RegisterHintTimer( int iHintID, float flTimerDuration, bool bOnlyIfClear = false, HintTimerCallback pfnCallback = NULL );
// Call these to start & stop registered hint timers
void StartHintTimer( int iHintID );
void StopHintTimer( int iHintID );
void RemoveHintTimer( int iHintID );
bool TimerShouldFire( int iHintID );
// Set whether a player should see any hints at all
void SetShowHints( bool bShowHints ) { m_bShowHints = bShowHints; }
void SetHintPlayed( int iHintID );
bool ShouldShowHints( void );
// Returns true if the hint has been played already
bool HasPlayedHint( int iHintID );
void PlayedAHint( void );
void ClearHintHistory( void ) { m_HintHistory.ClearAll(); }
// Not really an optimal solution, but saves us querying the hud element,
// which wouldn't be easy with derived versions in different mods.
bool HintIsCurrentlyVisible( void ) { return (gpGlobals->curtime - m_flLastHintPlayedAt < 11 ); }
private:
void ReAddHintTimerIfNotDisplayed( int iHintID, float flTimerDuration );
private:
CBasePlayer *m_pPlayer;
float m_flLastHintPlayedAt;
bool m_bShowHints;
CVarBitVec m_HintHistory;
const char **m_pszHintMessages;
CHintMessageQueue *m_pHintMessageQueue;
CHintMessageTimers *m_pHintMessageTimers;
struct onresethints_t
{
int iHintID;
float flTimer;
bool bOnlyIfClear;
HintTimerCallback pfnCallback;
};
CUtlVector<onresethints_t> m_RegisteredResetHints;
};
#ifdef CLIENT_DLL
// Derive from this if you have an entity that wants to display a hint
// when the player waves his target ID over it on the client.
abstract_class ITargetIDProvidesHint
{
public:
virtual void DisplayHintTo( C_BasePlayer *pPlayer ) = 0;
};
#endif
#endif // HINTSYSTEM_H