forked from vera/halflife-thewastes-sdk
339 lines
8.7 KiB
C++
339 lines
8.7 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// death notice
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include <string.h>
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#include <stdio.h>
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#include "tw_vgui.h"
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#include "vgui_TheWastesViewport.h"
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DECLARE_MESSAGE( m_DeathNotice, DeathMsg );
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struct DeathNoticeItem {
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char szKiller[MAX_PLAYER_NAME_LENGTH*2];
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char szVictim[MAX_PLAYER_NAME_LENGTH*2];
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char szDeathMessage[128];
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int iId; // the index number of the associated sprite
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int iSuicide;
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int iTeamKill;
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int iNonPlayerKill;
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int iSpecialDeath;
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float flDisplayTime;
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float *KillerColor;
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float *VictimColor;
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};
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#define MAX_DEATHNOTICES 4
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static int DEATHNOTICE_DISPLAY_TIME = 6;
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#define DEATHNOTICE_TOP ScreenHeight - 72
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DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
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float g_ColorBlue[3] = { 0.6, 0.8, 1.0 };
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float g_ColorRed[3] = { 1.0, 0.25, 0.25 };
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float g_ColorGreen[3] = { 0.6, 1.0, 0.6 };
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float g_ColorYellow[3] = { 1.0, 0.7, 0.0 };
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float *GetClientColor( int clientIndex )
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{
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switch ( g_PlayerExtraInfo[clientIndex].teamnumber )
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{
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case 1: return g_ColorBlue;
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case 2: return g_ColorRed;
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case 3: return g_ColorYellow;
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case 4: return g_ColorGreen;
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}
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return NULL;
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}
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int CHudDeathNotice :: Init( void )
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{
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gHUD.AddHudElem( this );
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HOOK_MESSAGE( DeathMsg );
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CVAR_CREATE( "hud_deathnotice_time", "6", 0 );
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return 1;
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}
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void CHudDeathNotice :: InitHUDData( void )
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{
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memset( rgDeathNoticeList, 0, sizeof(rgDeathNoticeList) );
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}
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int CHudDeathNotice :: VidInit( void )
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{
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m_HUD_d_skull = gHUD.GetSpriteIndex( "d_skull" );
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m_HUD_d_headshot = gHUD.GetSpriteIndex( "d_headshot" );
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m_HUD_d_bleeding = gHUD.GetSpriteIndex( "d_bleed" );
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return 1;
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}
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int CHudDeathNotice :: Draw( float flTime )
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{
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int x, y, r, g, b;
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int text_y;
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int deathcount = 0;
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// How many death messages are there.
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for( int i = 0;i < MAX_DEATHNOTICES; i++)
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{
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if(rgDeathNoticeList[i].iId == 0)
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break;
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deathcount++;
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}
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for ( i = 0; i < MAX_DEATHNOTICES; i++ )
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{
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if ( rgDeathNoticeList[i].iId == 0 )
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break; // we've gone through them all
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if ( rgDeathNoticeList[i].flDisplayTime < flTime )
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{ // display time has expired
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// remove the current item from the list
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memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i+1], sizeof(DeathNoticeItem) * (MAX_DEATHNOTICES - i) );
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i--; // continue on the next item; stop the counter getting incremented
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continue;
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}
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rgDeathNoticeList[i].flDisplayTime = Q_min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME );
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// Only draw if the viewport will let me
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if ( gViewPort && gViewPort->AllowedToPrintText() )
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{
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// Get the initial offset.
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int offset = (20 * deathcount );
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// Draw the death notice
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y = DEATHNOTICE_TOP + (20 * i) - offset; //!!!
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int id,special_id = 0;
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switch(rgDeathNoticeList[i].iSpecialDeath)
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{
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default:
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case 0:
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break;
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case 1:
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special_id = m_HUD_d_headshot;
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break;
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case 2:
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special_id = m_HUD_d_bleeding;
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break;
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}
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id = (rgDeathNoticeList[i].iId == -1) ? m_HUD_d_skull : rgDeathNoticeList[i].iId;
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int id_length;
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if(rgDeathNoticeList[i].iSpecialDeath == 2 && !rgDeathNoticeList[i].iSuicide)
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id_length = 0;
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else
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id_length = (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
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int special_id_length = (rgDeathNoticeList[i].iSpecialDeath && !rgDeathNoticeList[i].iSuicide) ? (gHUD.GetSpriteRect(special_id).right - gHUD.GetSpriteRect(special_id).left) : 0;
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// Put in center
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x = (ScreenWidth/2) -
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(ConsoleStringLen(rgDeathNoticeList[i].szVictim) - id_length - special_id_length)/2;
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if ( !rgDeathNoticeList[i].iSuicide )
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{
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x -= (5 + ConsoleStringLen( rgDeathNoticeList[i].szKiller ) );
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// Draw killers name
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if ( rgDeathNoticeList[i].KillerColor )
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gEngfuncs.pfnDrawSetTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] );
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x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller );
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}
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// r = 255; g = 80; b = 0;
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r = g = b = 255; // WHITE - Gage
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if ( rgDeathNoticeList[i].iTeamKill )
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{
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r = 10; g = 240; b = 10; // display it in sickly green
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}
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// Draw death weapon if needed
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if(!(special_id_length && rgDeathNoticeList[i].iSuicide) && id_length)
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{
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SPR_Set( gHUD.GetSprite(id), r, g, b );
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SPR_DrawHoles( 0, x, y, &gHUD.GetSpriteRect(id) );
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x += (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
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}
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if(special_id_length)
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{
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SPR_Set(gHUD.GetSprite(special_id),r,g,b);
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SPR_DrawHoles(0,x,y,&gHUD.GetSpriteRect(special_id));
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x += (gHUD.GetSpriteRect(special_id).right - gHUD.GetSpriteRect(special_id).left);
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}
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// Draw victims name (if it was a player that was killed)
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if (rgDeathNoticeList[i].iNonPlayerKill == FALSE)
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{
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if ( rgDeathNoticeList[i].VictimColor )
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gEngfuncs.pfnDrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] );
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x = DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim );
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}
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int text_w,text_h;
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GetConsoleStringSize(rgDeathNoticeList[i].szDeathMessage,&text_w,&text_h);
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text_y = text_h*i;
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DrawConsoleString(ScreenWidth-text_w,text_y,rgDeathNoticeList[i].szDeathMessage);
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}
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}
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return 1;
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}
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// This message handler may be better off elsewhere
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int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf )
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{
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m_iFlags |= HUD_ACTIVE;
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BEGIN_READ( pbuf, iSize );
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int killer = READ_BYTE();
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int victim = READ_BYTE();
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int special = READ_BYTE();
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char killedwith[32];
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strcpy( killedwith, "d_" );
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strncat( killedwith, READ_STRING(), 32 );
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if (gViewPort)
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gViewPort->DeathMsg( killer, victim );
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gHUD.m_Spectator.DeathMessage(victim);
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for ( int i = 0; i < MAX_DEATHNOTICES; i++ )
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{
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if ( rgDeathNoticeList[i].iId == 0 )
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break;
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}
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if ( i == MAX_DEATHNOTICES )
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{ // move the rest of the list forward to make room for this item
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memmove( rgDeathNoticeList, rgDeathNoticeList+1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES );
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i = MAX_DEATHNOTICES - 1;
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}
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if (gViewPort)
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gViewPort->GetAllPlayersInfo();
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// Set special death
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rgDeathNoticeList[i].iSpecialDeath = special;
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// Get the Killer's name
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char *killer_name = g_PlayerInfoList[ killer ].name;
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if ( !killer_name )
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{
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killer_name = "";
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rgDeathNoticeList[i].szKiller[0] = 0;
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}
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else
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{
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rgDeathNoticeList[i].KillerColor = GetClientColor( killer );
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strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH );
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rgDeathNoticeList[i].szKiller[MAX_PLAYER_NAME_LENGTH-1] = 0;
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}
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// Get the Victim's name
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char *victim_name = NULL;
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// If victim is -1, the killer killed a specific, non-player object (like a sentrygun)
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if ( ((char)victim) != -1 )
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victim_name = g_PlayerInfoList[ victim ].name;
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if ( !victim_name )
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{
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victim_name = "";
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rgDeathNoticeList[i].szVictim[0] = 0;
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}
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else
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{
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rgDeathNoticeList[i].VictimColor = GetClientColor( victim );
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strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH );
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rgDeathNoticeList[i].szVictim[MAX_PLAYER_NAME_LENGTH-1] = 0;
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}
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// Is it a non-player object kill?
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if ( ((char)victim) == -1 )
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{
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rgDeathNoticeList[i].iNonPlayerKill = TRUE;
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// Store the object's name in the Victim slot (skip the d_ bit)
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strcpy( rgDeathNoticeList[i].szVictim, killedwith+2 );
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}
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else
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{
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if ( killer == victim || killer == 0 )
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rgDeathNoticeList[i].iSuicide = TRUE;
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if ( !strcmp( killedwith, "d_teammate" ) )
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rgDeathNoticeList[i].iTeamKill = TRUE;
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}
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char *szDeathMessage = READ_STRING();
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// fill deathmessage string
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if(killer == victim || killer == 0)
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sprintf(rgDeathNoticeList[i].szDeathMessage,"%s commited suicide",victim_name);
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else
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sprintf(rgDeathNoticeList[i].szDeathMessage,szDeathMessage,killer_name,victim_name);
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// Find the sprite in the list
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int spr = gHUD.GetSpriteIndex( killedwith );
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rgDeathNoticeList[i].iId = spr;
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DEATHNOTICE_DISPLAY_TIME = CVAR_GET_FLOAT( "hud_deathnotice_time" );
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rgDeathNoticeList[i].flDisplayTime = gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME;
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if (rgDeathNoticeList[i].iNonPlayerKill)
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{
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ConsolePrint( rgDeathNoticeList[i].szKiller );
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ConsolePrint( " killed a " );
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ConsolePrint( rgDeathNoticeList[i].szVictim );
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ConsolePrint( "\n" );
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}
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else
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{
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// record new death notices
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ConsolePrint(rgDeathNoticeList[i].szDeathMessage);
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ConsolePrint("\n");
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}
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return 1;
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}
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