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527 lines
14 KiB
C++
527 lines
14 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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// Scoreboard.cpp
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//
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// implementation of CHudScoreboard class
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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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DECLARE_COMMAND( m_Scoreboard, ShowScores );
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DECLARE_COMMAND( m_Scoreboard, HideScores );
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DECLARE_MESSAGE( m_Scoreboard, ScoreInfo );
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DECLARE_MESSAGE( m_Scoreboard, TeamInfo );
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DECLARE_MESSAGE( m_Scoreboard, TeamScore );
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int CHudScoreboard :: Init( void )
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{
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gHUD.AddHudElem( this );
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HOOK_MESSAGE( ScoreInfo );
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HOOK_MESSAGE( TeamScore );
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HOOK_MESSAGE( TeamInfo );
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InitHUDData();
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return 1;
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}
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int CHudScoreboard :: VidInit( void )
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{
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return 1;
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}
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void CHudScoreboard :: InitHUDData( void )
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{
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memset( g_PlayerExtraInfo, 0, sizeof g_PlayerExtraInfo );
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m_iLastKilledBy = 0;
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m_fLastKillTime = 0;
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m_iPlayerNum = 0;
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m_iNumTeams = 0;
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memset( m_TeamInfo, 0, sizeof m_TeamInfo );
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m_iFlags &= ~HUD_ACTIVE; // starts out inactive
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m_iFlags |= HUD_INTERMISSION; // is always drawn during an intermission
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}
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/* The scoreboard
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We have a minimum width of 1-320 - we could have the field widths scale with it?
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*/
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// X positions
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// relative to the side of the scoreboard
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#define NAME_RANGE_MIN 20
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#define NAME_RANGE_MAX 145
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#define KILLS_RANGE_MIN 130
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#define KILLS_RANGE_MAX 170
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#define DIVIDER_POS 180
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#define DEATHS_RANGE_MIN 185
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#define DEATHS_RANGE_MAX 210
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#define PING_RANGE_MIN 245
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#define PING_RANGE_MAX 295
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#define SCOREBOARD_WIDTH 320
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// Y positions
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#define ROW_GAP 13
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#define ROW_RANGE_MIN 15
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#define ROW_RANGE_MAX ( ScreenHeight - 50 )
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int CHudScoreboard :: Draw( float fTime )
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{
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if ( !m_iShowscoresHeld && gHUD.m_Health.m_iHealth > 0 && !gHUD.m_iIntermission )
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return 1;
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GetAllPlayersInfo();
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// just sort the list on the fly
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// list is sorted first by frags, then by deaths
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float list_slot = 0;
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int xpos_rel = (ScreenWidth - SCOREBOARD_WIDTH) / 2;
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// print the heading line
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int ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP);
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int xpos = NAME_RANGE_MIN + xpos_rel;
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if ( !gHUD.m_Teamplay )
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gHUD.DrawHudString( xpos, ypos, NAME_RANGE_MAX + xpos_rel, "Player", 255, 140, 0 );
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else
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gHUD.DrawHudString( xpos, ypos, NAME_RANGE_MAX + xpos_rel, "Teams", 255, 140, 0 );
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gHUD.DrawHudStringReverse( KILLS_RANGE_MAX + xpos_rel, ypos, 0, "kills", 255, 140, 0 );
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gHUD.DrawHudString( DIVIDER_POS + xpos_rel, ypos, ScreenWidth, "/", 255, 140, 0 );
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gHUD.DrawHudString( DEATHS_RANGE_MIN + xpos_rel + 5, ypos, ScreenWidth, "deaths", 255, 140, 0 );
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gHUD.DrawHudString( PING_RANGE_MAX + xpos_rel - 35, ypos, ScreenWidth, "latency", 255, 140, 0 );
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list_slot += 1.2;
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ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP);
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xpos = NAME_RANGE_MIN + xpos_rel;
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FillRGBA( xpos - 5, ypos, PING_RANGE_MAX - 5, 1, 255, 140, 0, 255); // draw the seperator line
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list_slot += 0.8;
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if ( !gHUD.m_Teamplay )
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{
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// it's not teamplay, so just draw a simple player list
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DrawPlayers( xpos_rel, list_slot );
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return 1;
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}
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// clear out team scores
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for ( int i = 1; i <= m_iNumTeams; i++ )
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{
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if ( !m_TeamInfo[i].scores_overriden )
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m_TeamInfo[i].frags = m_TeamInfo[i].deaths = 0;
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m_TeamInfo[i].ping = m_TeamInfo[i].packetloss = 0;
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}
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// recalc the team scores, then draw them
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for ( i = 1; i < MAX_PLAYERS; i++ )
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{
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if ( m_PlayerInfoList[i].name == NULL )
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continue; // empty player slot, skip
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if ( m_PlayerExtraInfo[i].teamname[0] == 0 )
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continue; // skip over players who are not in a team
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// find what team this player is in
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for ( int j = 1; j <= m_iNumTeams; j++ )
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{
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if ( !stricmp( m_PlayerExtraInfo[i].teamname, m_TeamInfo[j].name ) )
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break;
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}
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if ( j > m_iNumTeams ) // player is not in a team, skip to the next guy
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continue;
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if ( !m_TeamInfo[j].scores_overriden )
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{
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m_TeamInfo[j].frags += m_PlayerExtraInfo[i].frags;
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m_TeamInfo[j].deaths += m_PlayerExtraInfo[i].deaths;
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}
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m_TeamInfo[j].ping += m_PlayerInfoList[i].ping;
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m_TeamInfo[j].packetloss += m_PlayerInfoList[i].packetloss;
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if ( m_PlayerInfoList[i].thisplayer )
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m_TeamInfo[j].ownteam = TRUE;
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else
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m_TeamInfo[j].ownteam = FALSE;
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}
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// find team ping/packetloss averages
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for ( i = 1; i <= m_iNumTeams; i++ )
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{
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m_TeamInfo[i].already_drawn = FALSE;
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if ( m_TeamInfo[i].players > 0 )
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{
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m_TeamInfo[i].ping /= m_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping
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m_TeamInfo[i].packetloss /= m_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping
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}
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}
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// Draw the teams
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while ( 1 )
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{
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int highest_frags = -99999; int lowest_deaths = 99999;
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int best_team = 0;
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for ( i = 1; i <= m_iNumTeams; i++ )
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{
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if ( m_TeamInfo[i].players < 0 )
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continue;
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if ( !m_TeamInfo[i].already_drawn && m_TeamInfo[i].frags >= highest_frags )
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{
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if ( m_TeamInfo[i].frags > highest_frags || m_TeamInfo[i].deaths < lowest_deaths )
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{
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best_team = i;
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lowest_deaths = m_TeamInfo[i].deaths;
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highest_frags = m_TeamInfo[i].frags;
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}
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}
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}
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// draw the best team on the scoreboard
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if ( !best_team )
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break;
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// draw out the best team
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team_info_t *team_info = &m_TeamInfo[best_team];
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ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP);
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// check we haven't drawn too far down
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if ( ypos > ROW_RANGE_MAX ) // don't draw to close to the lower border
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break;
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xpos = NAME_RANGE_MIN + xpos_rel;
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int r = 255, g = 225, b = 55; // draw the stuff kinda yellowish
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if ( team_info->ownteam ) // if it is their team, draw the background different color
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{
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// overlay the background in blue, then draw the score text over it
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FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, PING_RANGE_MAX - 5, ROW_GAP, 0, 0, 255, 70 );
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}
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// draw their name (left to right)
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gHUD.DrawHudString( xpos, ypos, NAME_RANGE_MAX + xpos_rel, team_info->name, r, g, b );
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// draw kills (right to left)
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xpos = KILLS_RANGE_MAX + xpos_rel;
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gHUD.DrawHudNumberString( xpos, ypos, KILLS_RANGE_MIN + xpos_rel, team_info->frags, r, g, b );
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// draw divider
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xpos = DIVIDER_POS + xpos_rel;
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gHUD.DrawHudString( xpos, ypos, xpos + 20, "/", r, g, b );
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// draw deaths
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xpos = DEATHS_RANGE_MAX + xpos_rel;
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gHUD.DrawHudNumberString( xpos, ypos, DEATHS_RANGE_MIN + xpos_rel, team_info->deaths, r, g, b );
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// draw ping
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// draw ping & packetloss
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static char buf[64];
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sprintf( buf, "%d", team_info->ping );
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xpos = ((PING_RANGE_MAX - PING_RANGE_MIN) / 2) + PING_RANGE_MIN + xpos_rel + 25;
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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gHUD.DrawHudStringReverse( xpos, ypos, xpos - 50, buf, r, g, b );
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/* Packetloss removed on Kelly 'shipping nazi' Bailey's orders
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sprintf( buf, " %d", team_info->packetloss );
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gHUD.DrawHudString( xpos, ypos, xpos+50, buf, r, g, b );
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*/
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team_info->already_drawn = TRUE; // set the already_drawn to be TRUE, so this team won't get drawn again
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list_slot++;
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// draw all the players that belong to this team, indented slightly
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list_slot = DrawPlayers( xpos_rel, list_slot, 10, team_info->name );
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}
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// draw all the players who are not in a team
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list_slot += 0.5;
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DrawPlayers( xpos_rel, list_slot, 0, "" );
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return 1;
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}
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// returns the ypos where it finishes drawing
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int CHudScoreboard :: DrawPlayers( int xpos_rel, float list_slot, int nameoffset, char *team )
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{
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// draw the players, in order, and restricted to team if set
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while ( 1 )
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{
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// Find the top ranking player
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int highest_frags = -99999; int lowest_deaths = 99999;
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int best_player = 0;
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for ( int i = 1; i < MAX_PLAYERS; i++ )
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{
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if ( m_PlayerInfoList[i].name && m_PlayerExtraInfo[i].frags >= highest_frags )
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{
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if ( !(team && stricmp(m_PlayerExtraInfo[i].teamname, team)) ) // make sure it is the specified team
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{
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extra_player_info_t *pl_info = &m_PlayerExtraInfo[i];
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if ( pl_info->frags > highest_frags || pl_info->deaths < lowest_deaths )
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{
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best_player = i;
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lowest_deaths = pl_info->deaths;
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highest_frags = pl_info->frags;
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}
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}
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}
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}
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if ( !best_player )
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break;
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// draw out the best player
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hud_player_info_t *pl_info = &m_PlayerInfoList[best_player];
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int ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP);
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// check we haven't drawn too far down
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if ( ypos > ROW_RANGE_MAX ) // don't draw to close to the lower border
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break;
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int xpos = NAME_RANGE_MIN + xpos_rel;
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int r = 255, g = 255, b = 255;
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if ( best_player == m_iLastKilledBy && m_fLastKillTime && m_fLastKillTime > gHUD.m_flTime )
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{
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if ( pl_info->thisplayer )
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{ // green is the suicide color? i wish this could do grey...
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FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, PING_RANGE_MAX - 5, ROW_GAP, 80, 155, 0, 70 );
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}
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else
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{ // Highlight the killers name - overlay the background in red, then draw the score text over it
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FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, PING_RANGE_MAX - 5, ROW_GAP, 255, 0, 0, ((float)15 * (float)(m_fLastKillTime - gHUD.m_flTime)) );
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}
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}
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else if ( pl_info->thisplayer ) // if it is their name, draw it a different color
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{
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// overlay the background in blue, then draw the score text over it
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FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, PING_RANGE_MAX - 5, ROW_GAP, 0, 0, 255, 70 );
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}
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// draw their name (left to right)
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gHUD.DrawHudString( xpos + nameoffset, ypos, NAME_RANGE_MAX + xpos_rel, pl_info->name, r, g, b );
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// draw kills (right to left)
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xpos = KILLS_RANGE_MAX + xpos_rel;
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gHUD.DrawHudNumberString( xpos, ypos, KILLS_RANGE_MIN + xpos_rel, m_PlayerExtraInfo[best_player].frags, r, g, b );
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// draw divider
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xpos = DIVIDER_POS + xpos_rel;
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gHUD.DrawHudString( xpos, ypos, xpos + 20, "/", r, g, b );
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// draw deaths
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xpos = DEATHS_RANGE_MAX + xpos_rel;
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gHUD.DrawHudNumberString( xpos, ypos, DEATHS_RANGE_MIN + xpos_rel, m_PlayerExtraInfo[best_player].deaths, r, g, b );
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// draw ping & packetloss
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static char buf[64];
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sprintf( buf, "%d", m_PlayerInfoList[best_player].ping );
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xpos = ((PING_RANGE_MAX - PING_RANGE_MIN) / 2) + PING_RANGE_MIN + xpos_rel + 25;
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gHUD.DrawHudStringReverse( xpos, ypos, xpos - 50, buf, r, g, b );
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/* Packetloss removed on Kelly 'shipping nazi' Bailey's orders
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if ( m_PlayerInfoList[best_player].packetloss >= 63 )
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{
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UnpackRGB( r, g, b, RGB_REDISH );
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sprintf( buf, " !!!!" );
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}
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else
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{
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sprintf( buf, " %d", m_PlayerInfoList[best_player].packetloss );
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}
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gHUD.DrawHudString( xpos, ypos, xpos+50, buf, r, g, b );
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*/
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pl_info->name = NULL; // set the name to be NULL, so this client won't get drawn again
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list_slot++;
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}
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return list_slot;
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}
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void CHudScoreboard :: GetAllPlayersInfo( void )
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{
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for ( int i = 1; i < MAX_PLAYERS; i++ )
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{
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GetPlayerInfo( i, &m_PlayerInfoList[i] );
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if ( m_PlayerInfoList[i].thisplayer )
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m_iPlayerNum = i; // !!!HACK: this should be initialized elsewhere... maybe gotten from the engine
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}
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}
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int CHudScoreboard :: MsgFunc_ScoreInfo( 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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short cl = READ_BYTE();
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short frags = READ_SHORT();
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short deaths = READ_SHORT();
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if ( cl > 0 && cl <= MAX_PLAYERS )
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{
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m_PlayerExtraInfo[cl].frags = frags;
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m_PlayerExtraInfo[cl].deaths = deaths;
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}
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return 1;
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}
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// Message handler for TeamInfo message
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// accepts two values:
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// byte: client number
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// string: client team name
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int CHudScoreboard :: MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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short cl = READ_BYTE();
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if ( cl > 0 && cl <= MAX_PLAYERS )
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{ // set the players team
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strncpy( m_PlayerExtraInfo[cl].teamname, READ_STRING(), MAX_TEAM_NAME );
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}
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// rebuild the list of teams
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// clear out player counts from teams
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for ( int i = 1; i <= m_iNumTeams; i++ )
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{
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m_TeamInfo[i].players = 0;
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}
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// rebuild the team list
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GetAllPlayersInfo();
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m_iNumTeams = 0;
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for ( i = 1; i < MAX_PLAYERS; i++ )
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{
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if ( m_PlayerInfoList[i].name == NULL )
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continue;
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if ( m_PlayerExtraInfo[i].teamname[0] == 0 )
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continue; // skip over players who are not in a team
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// is this player in an existing team?
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for ( int j = 1; j <= m_iNumTeams; j++ )
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{
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if ( m_TeamInfo[j].name[0] == '\0' )
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break;
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if ( !stricmp( m_PlayerExtraInfo[i].teamname, m_TeamInfo[j].name ) )
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break;
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}
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if ( j > m_iNumTeams )
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{ // they aren't in a listed team, so make a new one
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// search through for an empty team slot
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for ( int j = 1; j <= m_iNumTeams; j++ )
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{
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if ( m_TeamInfo[j].name[0] == '\0' )
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break;
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}
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m_iNumTeams = max( j, m_iNumTeams );
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strncpy( m_TeamInfo[j].name, m_PlayerExtraInfo[i].teamname, MAX_TEAM_NAME );
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m_TeamInfo[j].players = 0;
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}
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m_TeamInfo[j].players++;
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}
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// clear out any empty teams
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for ( i = 1; i <= m_iNumTeams; i++ )
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{
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if ( m_TeamInfo[i].players < 1 )
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memset( &m_TeamInfo[i], 0, sizeof(team_info_t) );
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}
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return 1;
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}
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// Message handler for TeamScore message
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// accepts three values:
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// string: team name
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// short: teams kills
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// short: teams deaths
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// if this message is never received, then scores will simply be the combined totals of the players.
|
|
int CHudScoreboard :: MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
BEGIN_READ( pbuf, iSize );
|
|
char *TeamName = READ_STRING();
|
|
|
|
// find the team matching the name
|
|
for ( int i = 1; i <= m_iNumTeams; i++ )
|
|
{
|
|
if ( !stricmp( TeamName, m_TeamInfo[i].name ) )
|
|
break;
|
|
}
|
|
if ( i > m_iNumTeams )
|
|
return 1;
|
|
|
|
// use this new score data instead of combined player scores
|
|
m_TeamInfo[i].scores_overriden = TRUE;
|
|
m_TeamInfo[i].frags = READ_SHORT();
|
|
m_TeamInfo[i].deaths = READ_SHORT();
|
|
|
|
return 1;
|
|
}
|
|
|
|
void CHudScoreboard :: DeathMsg( int killer, int victim )
|
|
{
|
|
// if we were the one killed, or the world killed us, set the scoreboard to indicate suicide
|
|
if ( victim == m_iPlayerNum || killer == 0 )
|
|
{
|
|
m_iLastKilledBy = killer ? killer : m_iPlayerNum;
|
|
m_fLastKillTime = gHUD.m_flTime + 10; // display who we were killed by for 10 seconds
|
|
|
|
if ( killer == m_iPlayerNum )
|
|
m_iLastKilledBy = m_iPlayerNum;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CHudScoreboard :: UserCmd_ShowScores( void )
|
|
{
|
|
m_iShowscoresHeld = TRUE;
|
|
}
|
|
|
|
void CHudScoreboard :: UserCmd_HideScores( void )
|
|
{
|
|
m_iShowscoresHeld = FALSE;
|
|
}
|