nuclide/src/gs-entbase/server/game_text.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enumflags
{
GTF_ALLPLAYERS
};
/*!QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
# OVERVIEW
This entity displays a message of your choice on-screen.
# KEYS
- "targetname" : Name
- "message" : Text to display. Can be a titles.txt entry.
- "x" : Horizontal position of text. (0 - 1.0 = left to right, -1 = center)
- "y" : Vertical position of text. (0 - 1.0 = top to bottom, -1 = center)
- "effect" : Effect to apply to the text. 0 : Fade In/Out; 1 : Credits; 2 : Scan Out
- "color" : The main colour in RGB255.
- "color2" : The highlight colour in RGB255.
- "fadein" : Time taken to fade in each character.
- "fadeout" : Time taken to fade out message.
- "holdtime" : Length of time to hold message on screen after fading in.
- "fxtime" : Time the highlight lags behind the leading edge of the text in seconds.
- "channel" : Message channel to use. Meant for overriding messages.
# SPAWNFLAGS
- GTF_ALLPLAYERS (1) : Broadcast message to all players, not just the activator.
# NOTES
Line breaks inside "message" can be added with a \n character.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
game_text:NSPointTrigger
{
vector m_vecColor1;
vector m_vecColor2;
float m_flPosX;
float m_flPosY;
float m_flFadeIn;
float m_flFadeOut;
float m_flHoldTime;
float m_flFXTime;
int m_iChannel;
int m_iEffect;
public:
void game_text(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Trigger(entity, triggermode_t);
};
void
game_text::game_text(void)
{
m_vecColor1 = [0.0f, 0.0f, 0.0f];
m_vecColor2 = [0.0f, 0.0f, 0.0f];
m_flPosX = 0.0f;
m_flPosY = 0.0f;
m_flFadeIn = 0.0f;
m_flFadeOut = 0.0f;
m_flHoldTime = 0.0f;
m_flFXTime = 0.0f;
m_iChannel = 0i;
m_iEffect = 0i;
}
void
game_text::Save(float handle)
{
super::Save(handle);
SaveVector(handle, "m_vecColor1", m_vecColor1);
SaveVector(handle, "m_vecColor2", m_vecColor2);
SaveFloat(handle, "m_flPosX", m_flPosX);
SaveFloat(handle, "m_flPosY", m_flPosY);
SaveFloat(handle, "m_flFadeIn", m_flFadeIn);
SaveFloat(handle, "m_flFadeOut", m_flFadeOut);
SaveFloat(handle, "m_flHoldTime", m_flHoldTime);
SaveFloat(handle, "m_flFXTime", m_flFXTime);
SaveInt(handle, "m_iChannel", m_iChannel);
SaveInt(handle, "m_iEffect", m_iEffect);
}
void
game_text::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_vecColor1":
m_vecColor1 = ReadVector(strValue);
break;
case "m_vecColor2":
m_vecColor2 = ReadVector(strValue);
break;
case "m_flPosX":
m_flPosX = ReadFloat(strValue);
break;
case "m_flPosY":
m_flPosY = ReadFloat(strValue);
break;
case "m_flFadeIn":
m_flFadeIn = ReadFloat(strValue);
break;
case "m_flFadeOut":
m_flFadeOut = ReadFloat(strValue);
break;
case "m_flHoldTime":
m_flHoldTime = ReadFloat(strValue);
break;
case "m_flFXTime":
m_flFXTime = ReadFloat(strValue);
break;
case "m_iChannel":
m_iChannel = ReadInt(strValue);
break;
case "m_iEffect":
m_iEffect = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
game_text::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "x":
m_flPosX = stof(strValue);
break;
case "y":
m_flPosY = stof(strValue);
break;
case "effect":
m_iEffect = stoi(strValue);
break;
case "color":
m_vecColor1 = stov(strValue);
break;
case "color2":
m_vecColor2 = stov(strValue);
break;
case "fadein":
m_flFadeIn = stof(strValue);
break;
case "fadeout":
m_flFadeOut = stof(strValue);
break;
case "holdtime":
m_flHoldTime = stof(strValue);
break;
case "fxtime":
m_flFXTime = stof(strValue);
break;
case "channel":
m_iChannel = stoi(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
game_text::Trigger(entity act, triggermode_t state)
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_TEXT);
WriteByte(MSG_MULTICAST, m_iChannel);
WriteString(MSG_MULTICAST, m_strMessage);
WriteFloat(MSG_MULTICAST, m_flPosX);
WriteFloat(MSG_MULTICAST, m_flPosY);
WriteByte(MSG_MULTICAST, m_iEffect);
WriteByte(MSG_MULTICAST, m_vecColor1[0]);
WriteByte(MSG_MULTICAST, m_vecColor1[1]);
WriteByte(MSG_MULTICAST, m_vecColor1[2]);
WriteByte(MSG_MULTICAST, m_vecColor2[0]);
WriteByte(MSG_MULTICAST, m_vecColor2[1]);
WriteByte(MSG_MULTICAST, m_vecColor2[2]);
WriteFloat(MSG_MULTICAST, m_flFadeIn);
WriteFloat(MSG_MULTICAST, m_flFadeOut);
WriteFloat(MSG_MULTICAST, m_flHoldTime);
WriteFloat(MSG_MULTICAST, m_flFXTime);
if (HasSpawnFlags(GTF_ALLPLAYERS)) {
msg_entity = this;
multicast(origin, MULTICAST_ALL);
} else {
msg_entity = act;
multicast(origin, MULTICAST_ONE_R);
}
}