/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // death notice // #include "hud.h" #include "cl_util.h" #include #include #include "vgui_TeamFortressViewport.h" #include "mod/AvHHudConstants.h" #include "pm_shared/pm_shared.h" #include "mod/AvHNetworkMessages.h" DECLARE_MESSAGE( m_DeathNotice, DeathMsg ); struct DeathNoticeItem { char szKiller[MAX_PLAYER_NAME_LENGTH*2]; char szVictim[MAX_PLAYER_NAME_LENGTH*2]; int iId; // the index number of the associated sprite int iSuicide; int iTeamKill; int iNonPlayerKill; float flDisplayTime; float *KillerColor; float *VictimColor; }; #define MAX_DEATHNOTICES 4 static int DEATHNOTICE_DISPLAY_TIME = 6; #define DEATHNOTICE_TOP 20 DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ]; // Changing these? Change them in vgui_TeamFortressViewport::iTeamColors as well float g_ColorWhite[3] = { 1.0, 1.0f, 1.0 }; float g_ColorBlue[3] = { .49, .65, .82 }; float g_ColorOrange[3] = { 1.0, .66, 0.0 }; float g_ColorGreen[3] = { .56, .84, .55 }; float g_ColorRed[3] = { .78, .35, .27 }; float g_ColorYellow[3] = { 1.0, .96, .39 }; float* GetClientColor(int clientIndex) { int theTeamNumber = g_PlayerExtraInfo[clientIndex].teamnumber; return kFTeamColors[theTeamNumber]; } int CHudDeathNotice :: Init( void ) { gHUD.AddHudElem( this ); HOOK_MESSAGE( DeathMsg ); CVAR_CREATE( "hud_deathnotice_time", "6", 0 ); return 1; } void CHudDeathNotice :: InitHUDData( void ) { memset( rgDeathNoticeList, 0, sizeof(rgDeathNoticeList) ); } int CHudDeathNotice :: VidInit( void ) { m_HUD_d_skull = gHUD.GetSpriteIndex( "d_skull" ); return 1; } int CHudDeathNotice :: Draw( float flTime ) { int x, y, r, g, b; for ( int i = 0; i < MAX_DEATHNOTICES; i++ ) { if ( rgDeathNoticeList[i].iId == 0 ) break; // we've gone through them all if ( rgDeathNoticeList[i].flDisplayTime < flTime ) { // display time has expired, remove the current item from the list memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i+1], sizeof(DeathNoticeItem) * (MAX_DEATHNOTICES - i) ); i--; // continue on the next item; stop the counter getting incremented continue; } rgDeathNoticeList[i].flDisplayTime = min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME ); // Only draw if the viewport will let me if ( gViewPort && gViewPort->AllowedToPrintText() ) { // Draw the death notice //y = DEATHNOTICE_TOP + (20 * i); //!!! int theBaseY = DEATHNOTICE_TOP; // Bring down death messages when in top down or when we're drawing letter box if(gHUD.m_Spectator.IsInOverviewMode()) { // No HUD elements to compensate for } else if(gHUD.GetInTopDownMode()) { theBaseY = .10*ScreenHeight(); } else if(gHUD.GetIsMarine()) { theBaseY = .26*ScreenHeight(); } else if(gHUD.GetIsAlien()) { theBaseY = kHiveNormScreenY*ScreenHeight() + (kMaxHives-1)*((kHiveNormScreenHeight + kHiveNormScreenVerticalSpacing)*ScreenHeight()); } // Lower death messages more when spectating so they don't overlap (due to letterbox) if(g_iUser1 != OBS_NONE) { theBaseY += .06*ScreenHeight(); } y = theBaseY + (20 * i); //!!! int id = (rgDeathNoticeList[i].iId == -1) ? m_HUD_d_skull : rgDeathNoticeList[i].iId; x = ScreenWidth() - ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left); if ( !rgDeathNoticeList[i].iSuicide ) { x -= (5 + ConsoleStringLen( rgDeathNoticeList[i].szKiller ) ); // Draw killers name if ( rgDeathNoticeList[i].KillerColor ) DrawSetTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] ); x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller ); } r = 255; g = 80; b = 0; if ( rgDeathNoticeList[i].iTeamKill ) { r = 10; g = 240; b = 10; // display it in sickly green } // Draw death weapon SPR_Set( gHUD.GetSprite(id), r, g, b ); SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(id) ); x += (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left); // Draw victims name (if it was a player that was killed) if (rgDeathNoticeList[i].iNonPlayerKill == FALSE) { if ( rgDeathNoticeList[i].VictimColor ) DrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] ); x = DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim ); } } } return 1; } // This message handler may be better off elsewhere int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf ) { m_iFlags |= HUD_ACTIVE; int killer, victim; string killed_with; NetMsg_DeathMsg( pbuf, iSize, killer, victim, killed_with ); if (gViewPort) gViewPort->DeathMsg( killer, victim ); gHUD.m_Spectator.DeathMessage(victim); int i; for ( i = 0; i < MAX_DEATHNOTICES; i++ ) { if ( rgDeathNoticeList[i].iId == 0 ) break; } if ( i == MAX_DEATHNOTICES ) { // move the rest of the list forward to make room for this item memmove( rgDeathNoticeList, rgDeathNoticeList+1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES ); i = MAX_DEATHNOTICES - 1; } if (gViewPort) gViewPort->GetAllPlayersInfo(); // Get the Killer's name char *killer_name = g_PlayerInfoList[ killer ].name; if ( !killer_name ) { killer_name = ""; rgDeathNoticeList[i].szKiller[0] = 0; } else { rgDeathNoticeList[i].KillerColor = GetClientColor( killer); strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH ); rgDeathNoticeList[i].szKiller[MAX_PLAYER_NAME_LENGTH-1] = 0; } // Get the Victim's name char *victim_name = NULL; // If victim is -1, the killer killed a specific, non-player object (like a sentrygun) if ( ((char)victim) != -1 ) victim_name = g_PlayerInfoList[ victim ].name; if ( !victim_name ) { victim_name = ""; rgDeathNoticeList[i].szVictim[0] = 0; } else { rgDeathNoticeList[i].VictimColor = GetClientColor(victim); strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH ); rgDeathNoticeList[i].szVictim[MAX_PLAYER_NAME_LENGTH-1] = 0; } // Is it a non-player object kill? if ( ((char)victim) == -1 ) { rgDeathNoticeList[i].iNonPlayerKill = TRUE; // Store the object's name in the Victim slot (skip the d_ bit) strcpy( rgDeathNoticeList[i].szVictim, killed_with.c_str()+2 ); } else { if ( killer == victim || killer == 0 ) rgDeathNoticeList[i].iSuicide = TRUE; if ( !strcmp( killed_with.c_str(), "d_teammate" ) ) rgDeathNoticeList[i].iTeamKill = TRUE; } // Find the sprite in the list char killed_with_spritename[32]; sprintf(killed_with_spritename, "d_%s", killed_with.c_str()); int spr = gHUD.GetSpriteIndex( killed_with_spritename ); rgDeathNoticeList[i].iId = spr; DEATHNOTICE_DISPLAY_TIME = CVAR_GET_FLOAT( "hud_deathnotice_time" ); rgDeathNoticeList[i].flDisplayTime = gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME; if (rgDeathNoticeList[i].iNonPlayerKill) { ConsolePrint( rgDeathNoticeList[i].szKiller ); ConsolePrint( " killed a " ); ConsolePrint( rgDeathNoticeList[i].szVictim ); ConsolePrint( "\n" ); } else { // record the death notice in the console if ( rgDeathNoticeList[i].iSuicide ) { ConsolePrint( rgDeathNoticeList[i].szVictim ); if ( !strcmp( killed_with.c_str(), "world" ) ) { ConsolePrint( " died" ); } else { ConsolePrint( " killed self" ); } } else if ( rgDeathNoticeList[i].iTeamKill ) { ConsolePrint( rgDeathNoticeList[i].szKiller ); ConsolePrint( " killed his teammate " ); ConsolePrint( rgDeathNoticeList[i].szVictim ); } else { ConsolePrint( rgDeathNoticeList[i].szKiller ); ConsolePrint( " killed " ); ConsolePrint( rgDeathNoticeList[i].szVictim ); } if ( !killed_with.empty() && killed_with != "world" && !rgDeathNoticeList[i].iTeamKill ) { ConsolePrint( " with " ); // replace the code names with the 'real' names if ( killed_with == "d_egon" ) killed_with = "d_gluon gun"; if ( killed_with == "gauss" ) killed_with = "d_tau cannon"; ConsolePrint( killed_with.c_str()); // skip over the "d_" part } ConsolePrint( "\n" ); } return 1; }