2023-10-03 14:23:56 +00:00
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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======
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2020-04-22 16:56:21 +00:00
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//
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// Purpose: A class embedded in players to provide hints to that player
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//
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//=============================================================================
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#ifndef HINTSYSTEM_H
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#define HINTSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#else
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#include "player.h"
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#endif
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#include "bitvec.h"
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class CHintMessageQueue;
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class CHintMessageTimers;
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typedef bool (*HintTimerCallback)( CBasePlayer *pOnPlayer );
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//-----------------------------------------------------------------------------
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// Purpose: A class embedded in players to provide hints to that player
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//-----------------------------------------------------------------------------
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class CHintSystem
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{
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DECLARE_CLASS_NOBASE( CHintSystem );
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public:
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CHintSystem();
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~CHintSystem();
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//-----------------------------------------------------
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// Call this from your player constructor
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void Init( CBasePlayer *pPlayer, int iMaxHintTypes, const char **pszHintStrings );
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//-----------------------------------------------------
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// CBasePlayer calls these for you, if you fall back to its
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// versions of Spawn(), Event_Killed(), and PreThink().
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// Call this when your player respawns
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void ResetHints( void );
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// Call this when your player dies
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void ResetHintTimers( void );
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// Call this when in your player PreThink()
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void Update( void );
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//-----------------------------------------------------
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// Hint addition
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// Call these to add a hint directly onscreen
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bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false );
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void HintMessage( const char *pMessage );
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// Call this to add a hint timer. It'll be reset for you automatically
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// everytime ResetHintTimers() is called.
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void RegisterHintTimer( int iHintID, float flTimerDuration, bool bOnlyIfClear = false, HintTimerCallback pfnCallback = NULL );
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// Call these to start & stop registered hint timers
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void StartHintTimer( int iHintID );
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void StopHintTimer( int iHintID );
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void RemoveHintTimer( int iHintID );
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bool TimerShouldFire( int iHintID );
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// Set whether a player should see any hints at all
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void SetShowHints( bool bShowHints ) { m_bShowHints = bShowHints; }
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void SetHintPlayed( int iHintID );
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bool ShouldShowHints( void );
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// Returns true if the hint has been played already
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bool HasPlayedHint( int iHintID );
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void PlayedAHint( void );
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void ClearHintHistory( void ) { m_HintHistory.ClearAll(); }
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// Not really an optimal solution, but saves us querying the hud element,
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// which wouldn't be easy with derived versions in different mods.
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bool HintIsCurrentlyVisible( void ) { return (gpGlobals->curtime - m_flLastHintPlayedAt < 11 ); }
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private:
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void ReAddHintTimerIfNotDisplayed( int iHintID, float flTimerDuration );
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private:
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CBasePlayer *m_pPlayer;
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float m_flLastHintPlayedAt;
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bool m_bShowHints;
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CVarBitVec m_HintHistory;
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const char **m_pszHintMessages;
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CHintMessageQueue *m_pHintMessageQueue;
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CHintMessageTimers *m_pHintMessageTimers;
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struct onresethints_t
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{
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int iHintID;
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float flTimer;
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bool bOnlyIfClear;
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HintTimerCallback pfnCallback;
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};
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CUtlVector<onresethints_t> m_RegisteredResetHints;
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};
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#ifdef CLIENT_DLL
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// Derive from this if you have an entity that wants to display a hint
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// when the player waves his target ID over it on the client.
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abstract_class ITargetIDProvidesHint
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{
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public:
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virtual void DisplayHintTo( C_BasePlayer *pPlayer ) = 0;
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};
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#endif
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#endif // HINTSYSTEM_H
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