/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef HINTMESSAGE_H #define HINTMESSAGE_H #ifdef _WIN32 #pragma once #endif #define DHF_ROUND_STARTED (1<<1) #define DHF_HOSTAGE_SEEN_FAR (1<<2) #define DHF_HOSTAGE_SEEN_NEAR (1<<3) #define DHF_HOSTAGE_USED (1<<4) #define DHF_HOSTAGE_INJURED (1<<5) #define DHF_HOSTAGE_KILLED (1<<6) #define DHF_FRIEND_SEEN (1<<7) #define DHF_ENEMY_SEEN (1<<8) #define DHF_FRIEND_INJURED (1<<9) #define DHF_FRIEND_KILLED (1<<10) #define DHF_ENEMY_KILLED (1<<11) #define DHF_BOMB_RETRIEVED (1<<12) #define DHF_AMMO_EXHAUSTED (1<<15) #define DHF_IN_TARGET_ZONE (1<<16) #define DHF_IN_RESCUE_ZONE (1<<17) #define DHF_IN_ESCAPE_ZONE (1<<18) #define DHF_IN_VIPSAFETY_ZONE (1<<19) #define DHF_NIGHTVISION (1<<20) #define DHF_HOSTAGE_CTMOVE (1<<21) #define DHF_SPEC_DUCK (1<<22) #define DHM_ROUND_CLEAR (DHF_ROUND_STARTED | DHF_HOSTAGE_KILLED | DHF_FRIEND_KILLED | DHF_BOMB_RETRIEVED) #define DHM_CONNECT_CLEAR (DHF_HOSTAGE_SEEN_FAR | DHF_HOSTAGE_SEEN_NEAR | DHF_HOSTAGE_USED | DHF_HOSTAGE_INJURED | DHF_FRIEND_SEEN | DHF_ENEMY_SEEN | DHF_FRIEND_INJURED | DHF_ENEMY_KILLED | DHF_AMMO_EXHAUSTED | DHF_IN_TARGET_ZONE | DHF_IN_RESCUE_ZONE | DHF_IN_ESCAPE_ZONE | DHF_IN_VIPSAFETY_ZONE | DHF_HOSTAGE_CTMOVE | DHF_SPEC_DUCK) class CHintMessage { public: CHintMessage(const char *hintString, bool isHint, CUtlVector *args, float duration); ~CHintMessage(); public: float GetDuration() const { return m_duration; } void Send(CBaseEntity *client); private: const char *m_hintString; bool m_isHint; CUtlVector m_args; float m_duration; }; class CHintMessageQueue { public: void Reset(); void Update(CBaseEntity *client); bool AddMessage(const char *message, float duration, bool isHint, CUtlVector *args); bool IsEmpty() const { return m_messages.Count() == 0; } private: float m_tmMessageEnd; CUtlVector m_messages; }; #endif // HINTMESSAGE_H