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

198 lines
5.1 KiB
Plaintext

/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* 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.
*/
/*QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
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 : 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).
*/
enumflags
{
GTF_ALLPLAYERS
};
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;
void(void) game_text;
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(entity, int) Trigger;
virtual void(string, string) SpawnKey;
};
void
game_text::Save(float handle)
{
SaveVector(handle, "color1", m_vecColor1);
SaveVector(handle, "color2", m_vecColor2);
SaveFloat(handle, "pos_x", m_flPosX);
SaveFloat(handle, "pos_y", m_flPosY);
SaveFloat(handle, "fade_in", m_flFadeIn);
SaveFloat(handle, "fade_out", m_flFadeOut);
SaveFloat(handle, "hold_time", m_flHoldTime);
SaveFloat(handle, "fx_time", m_flFXTime);
SaveInt(handle, "channel", m_iChannel);
SaveInt(handle, "effect", m_iEffect);
super::Save(handle);
}
void
game_text::Restore(string strKey, string strValue)
{
switch (strKey) {
case "color1":
m_vecColor1 = ReadVector(strValue);
break;
case "color2":
m_vecColor2 = ReadVector(strValue);
break;
case "pos_x":
m_flPosX = ReadFloat(strValue);
break;
case "pos_y":
m_flPosY = ReadFloat(strValue);
break;
case "fade_in":
m_flFadeIn = ReadFloat(strValue);
break;
case "fade_out":
m_flFadeOut = ReadFloat(strValue);
break;
case "hold_time":
m_flHoldTime = ReadFloat(strValue);
break;
case "fx_time":
m_flFXTime = ReadFloat(strValue);
break;
case "channel":
m_iChannel = ReadInt(strValue);
break;
case "effect":
m_iEffect = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
game_text::Trigger(entity act, int 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);
}
}
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::game_text(void)
{
}