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353 lines
10 KiB
C++
353 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Draws CSPort's death notices
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hudelement.h"
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#include "hud_macros.h"
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#include "c_playerresource.h"
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#include "clientmode_hl2mpnormal.h"
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#include <vgui_controls/Controls.h>
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#include <vgui_controls/Panel.h>
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#include <vgui/ISurface.h>
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#include <vgui/ILocalize.h>
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#include <KeyValues.h>
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#include "c_baseplayer.h"
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#include "c_team.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar hud_deathnotice_time( "hud_deathnotice_time", "6", 0 );
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// Player entries in a death notice
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struct DeathNoticePlayer
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{
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char szName[MAX_PLAYER_NAME_LENGTH];
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int iEntIndex;
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};
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// Contents of each entry in our list of death notices
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struct DeathNoticeItem
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{
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DeathNoticePlayer Killer;
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DeathNoticePlayer Victim;
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CHudTexture *iconDeath;
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int iSuicide;
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float flDisplayTime;
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bool bHeadshot;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CHudDeathNotice : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudDeathNotice, vgui::Panel );
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public:
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CHudDeathNotice( const char *pElementName );
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void Init( void );
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void VidInit( void );
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virtual bool ShouldDraw( void );
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virtual void Paint( void );
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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void SetColorForNoticePlayer( int iTeamNumber );
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void RetireExpiredDeathNotices( void );
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virtual void FireGameEvent( IGameEvent * event );
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private:
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CPanelAnimationVarAliasType( float, m_flLineHeight, "LineHeight", "15", "proportional_float" );
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CPanelAnimationVar( float, m_flMaxDeathNotices, "MaxDeathNotices", "4" );
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CPanelAnimationVar( bool, m_bRightJustify, "RightJustify", "1" );
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CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudNumbersTimer" );
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// Texture for skull symbol
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CHudTexture *m_iconD_skull;
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CHudTexture *m_iconD_headshot;
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CUtlVector<DeathNoticeItem> m_DeathNotices;
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};
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using namespace vgui;
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DECLARE_HUDELEMENT( CHudDeathNotice );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudDeathNotice::CHudDeathNotice( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudDeathNotice" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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m_iconD_headshot = NULL;
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m_iconD_skull = NULL;
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SetHiddenBits( HIDEHUD_MISCSTATUS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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SetPaintBackgroundEnabled( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::Init( void )
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{
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ListenForGameEvent( "player_death" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::VidInit( void )
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{
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m_iconD_skull = gHUD.GetIcon( "d_skull" );
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m_DeathNotices.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw if we've got at least one death notice in the queue
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//-----------------------------------------------------------------------------
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bool CHudDeathNotice::ShouldDraw( void )
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{
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return ( CHudElement::ShouldDraw() && ( m_DeathNotices.Count() ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::SetColorForNoticePlayer( int iTeamNumber )
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{
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surface()->DrawSetTextColor( GameResources()->GetTeamColor( iTeamNumber ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::Paint()
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{
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if ( !m_iconD_skull )
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return;
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int yStart = GetClientModeHL2MPNormal()->GetDeathMessageStartHeight();
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surface()->DrawSetTextFont( m_hTextFont );
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surface()->DrawSetTextColor( GameResources()->GetTeamColor( 0 ) );
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int iCount = m_DeathNotices.Count();
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for ( int i = 0; i < iCount; i++ )
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{
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CHudTexture *icon = m_DeathNotices[i].iconDeath;
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if ( !icon )
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continue;
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wchar_t victim[ 256 ];
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wchar_t killer[ 256 ];
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// Get the team numbers for the players involved
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int iKillerTeam = 0;
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int iVictimTeam = 0;
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if( g_PR )
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{
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iKillerTeam = g_PR->GetTeam( m_DeathNotices[i].Killer.iEntIndex );
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iVictimTeam = g_PR->GetTeam( m_DeathNotices[i].Victim.iEntIndex );
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}
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g_pVGuiLocalize->ConvertANSIToUnicode( m_DeathNotices[i].Victim.szName, victim, sizeof( victim ) );
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g_pVGuiLocalize->ConvertANSIToUnicode( m_DeathNotices[i].Killer.szName, killer, sizeof( killer ) );
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// Get the local position for this notice
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int len = UTIL_ComputeStringWidth( m_hTextFont, victim );
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int y = yStart + (m_flLineHeight * i);
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int iconWide;
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int iconTall;
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if( icon->bRenderUsingFont )
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{
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iconWide = surface()->GetCharacterWidth( icon->hFont, icon->cCharacterInFont );
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iconTall = surface()->GetFontTall( icon->hFont );
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}
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else
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{
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float scale = ( (float)ScreenHeight() / 480.0f ); //scale based on 640x480
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iconWide = (int)( scale * (float)icon->Width() );
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iconTall = (int)( scale * (float)icon->Height() );
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}
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int x;
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if ( m_bRightJustify )
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{
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x = GetWide() - len - iconWide;
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}
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else
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{
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x = 0;
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}
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// Only draw killers name if it wasn't a suicide
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if ( !m_DeathNotices[i].iSuicide )
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{
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if ( m_bRightJustify )
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{
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x -= UTIL_ComputeStringWidth( m_hTextFont, killer );
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}
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SetColorForNoticePlayer( iKillerTeam );
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// Draw killer's name
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surface()->DrawSetTextPos( x, y );
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surface()->DrawSetTextFont( m_hTextFont );
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surface()->DrawUnicodeString( killer );
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surface()->DrawGetTextPos( x, y );
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}
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Color iconColor( 255, 80, 0, 255 );
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// Draw death weapon
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//If we're using a font char, this will ignore iconTall and iconWide
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icon->DrawSelf( x, y, iconWide, iconTall, iconColor );
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x += iconWide;
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SetColorForNoticePlayer( iVictimTeam );
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// Draw victims name
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surface()->DrawSetTextPos( x, y );
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surface()->DrawSetTextFont( m_hTextFont ); //reset the font, draw icon can change it
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surface()->DrawUnicodeString( victim );
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}
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// Now retire any death notices that have expired
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RetireExpiredDeathNotices();
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}
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//-----------------------------------------------------------------------------
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// Purpose: This message handler may be better off elsewhere
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::RetireExpiredDeathNotices( void )
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{
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// Loop backwards because we might remove one
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int iSize = m_DeathNotices.Size();
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for ( int i = iSize-1; i >= 0; i-- )
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{
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if ( m_DeathNotices[i].flDisplayTime < gpGlobals->curtime )
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{
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m_DeathNotices.Remove(i);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Server's told us that someone's died
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::FireGameEvent( IGameEvent * event )
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{
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if (!g_PR)
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return;
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if ( hud_deathnotice_time.GetFloat() == 0 )
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return;
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// the event should be "player_death"
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int killer = engine->GetPlayerForUserID( event->GetInt("attacker") );
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int victim = engine->GetPlayerForUserID( event->GetInt("userid") );
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const char *killedwith = event->GetString( "weapon" );
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char fullkilledwith[128];
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if ( killedwith && *killedwith )
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{
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Q_snprintf( fullkilledwith, sizeof(fullkilledwith), "death_%s", killedwith );
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}
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else
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{
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fullkilledwith[0] = 0;
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}
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// Do we have too many death messages in the queue?
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if ( m_DeathNotices.Count() > 0 &&
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m_DeathNotices.Count() >= (int)m_flMaxDeathNotices )
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{
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// Remove the oldest one in the queue, which will always be the first
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m_DeathNotices.Remove(0);
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}
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// Get the names of the players
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const char *killer_name = g_PR->GetPlayerName( killer );
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const char *victim_name = g_PR->GetPlayerName( victim );
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if ( !killer_name )
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killer_name = "";
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if ( !victim_name )
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victim_name = "";
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// Make a new death notice
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DeathNoticeItem deathMsg;
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deathMsg.Killer.iEntIndex = killer;
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deathMsg.Victim.iEntIndex = victim;
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Q_strncpy( deathMsg.Killer.szName, killer_name, MAX_PLAYER_NAME_LENGTH );
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Q_strncpy( deathMsg.Victim.szName, victim_name, MAX_PLAYER_NAME_LENGTH );
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deathMsg.flDisplayTime = gpGlobals->curtime + hud_deathnotice_time.GetFloat();
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deathMsg.iSuicide = ( !killer || killer == victim );
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// Try and find the death identifier in the icon list
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deathMsg.iconDeath = gHUD.GetIcon( fullkilledwith );
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if ( !deathMsg.iconDeath || deathMsg.iSuicide )
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{
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// Can't find it, so use the default skull & crossbones icon
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deathMsg.iconDeath = m_iconD_skull;
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}
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// Add it to our list of death notices
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m_DeathNotices.AddToTail( deathMsg );
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char sDeathMsg[512];
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// Record the death notice in the console
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if ( deathMsg.iSuicide )
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{
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if ( !strcmp( fullkilledwith, "d_worldspawn" ) )
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{
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Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s died.\n", deathMsg.Victim.szName );
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}
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else //d_world
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{
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Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s suicided.\n", deathMsg.Victim.szName );
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}
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}
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else
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{
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Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s killed %s", deathMsg.Killer.szName, deathMsg.Victim.szName );
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if ( fullkilledwith && *fullkilledwith && (*fullkilledwith > 13 ) )
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{
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Q_strncat( sDeathMsg, VarArgs( " with %s.\n", fullkilledwith+6 ), sizeof( sDeathMsg ), COPY_ALL_CHARACTERS );
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}
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}
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Msg( "%s", sDeathMsg );
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}
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