NS/releases/3.1.3/source/cl_dll/death.cpp
puzl 860617f419 made a copy
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@376 67975925-1194-0748-b3d5-c16f83f1a3a1
2006-01-15 21:48:23 +00:00

322 lines
8.9 KiB
C++

/***
*
* 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 <string.h>
#include <stdio.h>
#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);
for ( int 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;
}