halflife-wasteland-sdk/cl_dll/vgui_ScorePanel.cpp
2000-06-05 00:00:00 +00:00

629 lines
19 KiB
C++

//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: VGUI scoreboard
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include<VGUI_LineBorder.h>
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ScorePanel.h"
hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine
extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll
team_info_t g_TeamInfo[MAX_TEAMS+1];
int g_IsSpectator[MAX_PLAYERS+1];
int HUD_IsGame( const char *game );
int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 );
// Scoreboard dimensions
#define SBOARD_TITLE_SIZE_Y YRES(24)
#define SBOARD_HEADER_SIZE_Y YRES(40)
#define SBOARD_TABLE_X XRES(16)
#define SBOARD_TABLE_Y (SBOARD_TITLE_SIZE_Y + SBOARD_HEADER_SIZE_Y)
#define SBOARD_TEAM_CELL_SIZE_Y YRES(20)
#define SBOARD_CELL_SIZE_Y YRES(13)
// Column sizes
#define CSIZE_NAME XRES(140)
#define CSIZE_CLASS CSIZE_NAME + XRES(64)
#define CSIZE_KILLS CSIZE_CLASS + XRES(60)
#define CSIZE_DEATHS CSIZE_KILLS + XRES(64)
#define SMALL_CSIZE_NAME XRES(124)
#define SMALL_CSIZE_CLASS SMALL_CSIZE_NAME + XRES(60)
#define SMALL_CSIZE_KILLS SMALL_CSIZE_CLASS + XRES(64)
#define SMALL_CSIZE_DEATHS SMALL_CSIZE_KILLS + XRES(70)
#define TEAM_NO 0
#define TEAM_YES 1
#define TEAM_UNASSIGNED 2
#define TEAM_SPECTATORS 3
// Team Colors used in the scoreboard
int ScoreColorsBG[5][3] =
{
{ 0, 0, 0 },
{ 66, 114, 247 },
{ 220, 51, 38 },
{ 236, 212, 48 },
{ 68, 199, 42 },
};
int ScoreColorsFG[5][3] =
{
{ 255, 255, 255 },
{ 170, 193, 251 },
{ 215, 151, 146 },
{ 227, 203, 46 },
{ 143, 215, 142 },
};
//-----------------------------------------------------------------------------
// Purpose: Set different cell heights for Teams and Players
//-----------------------------------------------------------------------------
int ScoreTablePanel::getCellTall(int row)
{
if ( m_iIsATeam[row] )
return SBOARD_TEAM_CELL_SIZE_Y;
return SBOARD_CELL_SIZE_Y;
}
//-----------------------------------------------------------------------------
// Purpose: Render each of the cells in the Table
//-----------------------------------------------------------------------------
Panel* ScoreTablePanel::getCellRenderer(int column,int row,bool columnSelected,bool rowSelected,bool cellSelected)
{
char sz[128];
hud_player_info_t *pl_info = NULL;
team_info_t *team_info = NULL;
if ( m_iIsATeam[row] == TEAM_YES )
{
// Get the team's data
team_info = &g_TeamInfo[ m_iSortedRows[row] ];
// White text for team names
m_pLabel->setFgColor(Scheme::sc_white);
// Set background color
m_pLabel->setBgColor( ScoreColorsBG[ team_info->teamnumber ][0], ScoreColorsBG[ team_info->teamnumber ][1], ScoreColorsBG[ team_info->teamnumber ][2], 128 );
}
else if ( m_iIsATeam[row] == TEAM_UNASSIGNED || m_iIsATeam[row] == TEAM_SPECTATORS )
{
// White text for team names
m_pLabel->setFgColor(Scheme::sc_white);
// Set background color
m_pLabel->setBgColor( 0,0,0, 255 );
}
else
{
// Grey text for player names
m_pLabel->setFgColor( ScoreColorsFG[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][0], ScoreColorsFG[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][1], ScoreColorsFG[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][2], 128 );
// Get the player's data
pl_info = &g_PlayerInfoList[ m_iSortedRows[row] ];
// Set background color
if ( pl_info->thisplayer ) // if it is their name, draw it a different color
{
// Highlight this player
m_pLabel->setFgColor(Scheme::sc_white);
m_pLabel->setBgColor( ScoreColorsBG[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][0], ScoreColorsBG[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][1], ScoreColorsBG[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][2], 196 );
}
else if ( m_iSortedRows[row] == m_iLastKilledBy && m_fLastKillTime && m_fLastKillTime > gHUD.m_flTime )
{
// Killer's name
m_pLabel->setBgColor( 255,0,0, 255 - ((float)15 * (float)(m_fLastKillTime - gHUD.m_flTime)) );
}
else
{
m_pLabel->setBgColor( 0,0,0, 255 );
}
}
// Align
if (column <= 1)
{
if ( m_iIsATeam[row] )
m_pLabel->setContentAlignment( vgui::Label::a_southwest );
else
m_pLabel->setContentAlignment( vgui::Label::a_west );
}
else
{
if ( m_iIsATeam[row] )
m_pLabel->setContentAlignment( vgui::Label::a_south );
else
m_pLabel->setContentAlignment( vgui::Label::a_center );
}
// Fill out with the correct data
if ( m_iIsATeam[row] )
{
int i;
char sz2[128];
strcpy(sz, "");
switch (column)
{
case 0:
if ( m_iIsATeam[row] == TEAM_UNASSIGNED )
{
sprintf( sz2, CHudTextMessage::BufferedLocaliseTextString( "#Unassigned" ) );
}
else if ( m_iIsATeam[row] == TEAM_SPECTATORS )
{
sprintf( sz2, CHudTextMessage::BufferedLocaliseTextString( "#Spectators" ) );
}
else
{
sprintf( sz2, CHudTextMessage::BufferedLocaliseTextString( team_info->name ) );
}
// Uppercase it
for (i = 0; i < (int)strlen(sz2); i++)
{
if ( *(sz2 + i) )
sz[i] = toupper( *(sz2 + i) );
}
sz[i] = '\0';
// Append the number of players
if ( m_iIsATeam[row] == TEAM_YES )
{
if (team_info->players == 1)
sprintf(sz, "%s (1 player)", sz );
else
sprintf(sz, "%s (%d players)", sz, team_info->players );
}
break;
case 1:
// No class for teams
break;
case 2:
if ( m_iIsATeam[row] == TEAM_YES )
sprintf(sz, "%d", team_info->frags );
break;
case 3:
if ( m_iIsATeam[row] == TEAM_YES )
sprintf(sz, "%d", team_info->deaths );
break;
case 4:
if ( m_iIsATeam[row] == TEAM_YES )
sprintf(sz, "%d", team_info->ping );
break;
default:
break;
}
m_pLabel->setText(sz);
}
else
{
bool bShowClass = false;
switch (column)
{
case 0:
sprintf(sz, " %s", pl_info->name);
break;
case 1:
// No class for other team's members (unless allied or spectator)
if ( gViewPort && EV_TFC_IsAllyTeam( g_iTeamNumber, g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ) )
bShowClass = true;
// Don't show classes if this client hasnt picked a team yet
if ( g_iTeamNumber == 0 )
bShowClass = false;
if ( g_iUser1 )
bShowClass = true;
if (bShowClass)
{
// Only print Civilian if this team are all civilians
bool bNoClass = false;
if ( g_PlayerExtraInfo[ m_iSortedRows[row] ].playerclass == 0 )
{
if ( gViewPort->GetValidClasses( g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ) != -1 )
bNoClass = true;
}
if (bNoClass)
sprintf(sz, "");
else
sprintf( sz, "%s", CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[ g_PlayerExtraInfo[ m_iSortedRows[row] ].playerclass ] ) );
}
else
{
strcpy(sz, "");
}
break;
case 2:
sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].frags );
break;
case 3:
sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].deaths );
break;
case 4:
sprintf(sz, "%d", g_PlayerInfoList[ m_iSortedRows[row] ].ping );
break;
default:
strcpy(sz, "");
}
m_pLabel->setText(sz);
}
return m_pLabel;
}
//-----------------------------------------------------------------------------
// Purpose: Create the ScoreBoard panel
//-----------------------------------------------------------------------------
ScorePanel::ScorePanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
{
setBorder( new LineBorder( Color(255 * 0.7,170 * 0.7,0,0) ) );
setBgColor( 0,0,0, 100 );
m_pTitleLabel = new Label( " SCORES", 0,0, wide, SBOARD_TITLE_SIZE_Y );
m_pTitleLabel->setBgColor( Scheme::sc_primary2 );
m_pTitleLabel->setFgColor( Scheme::sc_primary1 );
m_pTitleLabel->setContentAlignment( vgui::Label::a_west );
m_pTitleLabel->setParent(this);
_headerPanel = new HeaderPanel( SBOARD_TABLE_X, SBOARD_TITLE_SIZE_Y, wide - (SBOARD_TABLE_X * 2), SBOARD_HEADER_SIZE_Y);
_headerPanel->setParent(this);
// BUGBUG: This isn't working. gHUD.m_Teamplay hasn't been initialized yet.
if ( gHUD.m_Teamplay )
_headerPanel->addSectionPanel( new CLabelHeader( CHudTextMessage::BufferedLocaliseTextString( "#TEAMS" ), true) );
else
_headerPanel->addSectionPanel( new CLabelHeader( CHudTextMessage::BufferedLocaliseTextString( "#PLAYERS" ), true) );
if ( HUD_IsGame( "tfc" ) )
_headerPanel->addSectionPanel( new CLabelHeader( CHudTextMessage::BufferedLocaliseTextString( "#CLASS" ), true) );
else
_headerPanel->addSectionPanel( new CLabelHeader("", true) );
_headerPanel->addSectionPanel( new CLabelHeader( CHudTextMessage::BufferedLocaliseTextString( "#SCORE" )) );
_headerPanel->addSectionPanel( new CLabelHeader( CHudTextMessage::BufferedLocaliseTextString( "#DEATHS")) );
_headerPanel->addSectionPanel( new CLabelHeader( CHudTextMessage::BufferedLocaliseTextString( "#LATENCY")) );
_headerPanel->setBgColor( 0,0,0, 255 );
// Need to special case 400x300, because the titles just wont fit otherwise
if ( ScreenWidth == 400 )
{
_headerPanel->setSliderPos( 0, SMALL_CSIZE_NAME );
_headerPanel->setSliderPos( 1, SMALL_CSIZE_CLASS );
_headerPanel->setSliderPos( 2, SMALL_CSIZE_KILLS );
_headerPanel->setSliderPos( 3, SMALL_CSIZE_DEATHS );
_headerPanel->setSliderPos( 4, wide - (SBOARD_TABLE_X * 2) - 1 );
}
else
{
_headerPanel->setSliderPos( 0, CSIZE_NAME );
_headerPanel->setSliderPos( 1, CSIZE_CLASS );
_headerPanel->setSliderPos( 2, CSIZE_KILLS );
_headerPanel->setSliderPos( 3, CSIZE_DEATHS );
_headerPanel->setSliderPos( 4, wide - (SBOARD_TABLE_X * 2) - 1 );
}
_tablePanel = new ScoreTablePanel(SBOARD_TABLE_X, SBOARD_TABLE_Y, wide - (SBOARD_TABLE_X * 2), tall - SBOARD_TABLE_Y, NUM_COLUMNS);
_tablePanel->setParent(this);
_tablePanel->setHeaderPanel(_headerPanel);
_tablePanel->setBgColor( 0,0,0, 255 );
Initialize();
}
//-----------------------------------------------------------------------------
// Purpose: Called each time a new level is started.
//-----------------------------------------------------------------------------
void ScorePanel::Initialize( void )
{
// Clear out scoreboard data
_tablePanel->m_iLastKilledBy = 0;
_tablePanel->m_fLastKillTime = 0;
m_iPlayerNum = 0;
m_iNumTeams = 0;
memset( g_PlayerExtraInfo, 0, sizeof g_PlayerExtraInfo );
memset( g_TeamInfo, 0, sizeof g_TeamInfo );
}
//-----------------------------------------------------------------------------
// Purpose: Set the size of the header and table when this panel's size changes
//-----------------------------------------------------------------------------
void ScorePanel::setSize(int wide,int tall)
{
Panel::setSize(wide,tall);
_headerPanel->setBounds(0,0,wide,SBOARD_HEADER_SIZE_Y);
_tablePanel->setBounds(0,20,wide,tall - SBOARD_HEADER_SIZE_Y);
}
//-----------------------------------------------------------------------------
// Purpose: Recalculate the internal scoreboard data
//-----------------------------------------------------------------------------
void ScorePanel::Update()
{
// Set the title
if (gViewPort->m_szServerName)
{
char sz[MAX_SERVERNAME_LENGTH + 16];
sprintf(sz, " SCORES: %s", gViewPort->m_szServerName );
m_pTitleLabel->setText(sz);
}
_tablePanel->m_iRows = 0;
gViewPort->GetAllPlayersInfo();
// Clear out sorts
for (int i = 0; i < MAX_PLAYERS; i++)
{
_tablePanel->m_iSortedRows[i] = 0;
_tablePanel->m_iIsATeam[i] = TEAM_NO;
_tablePanel->m_bHasBeenSorted[i] = false;
}
// If it's not teamplay, sort all the players. Otherwise, sort the teams.
if ( !gHUD.m_Teamplay )
SortPlayers( 0, NULL );
else
SortTeams();
}
//-----------------------------------------------------------------------------
// Purpose: Sort all the teams
//-----------------------------------------------------------------------------
void ScorePanel::SortTeams()
{
// clear out team scores
for ( int i = 1; i <= m_iNumTeams; i++ )
{
if ( !g_TeamInfo[i].scores_overriden )
g_TeamInfo[i].frags = g_TeamInfo[i].deaths = 0;
g_TeamInfo[i].ping = g_TeamInfo[i].packetloss = 0;
}
// recalc the team scores, then draw them
for ( i = 1; i < MAX_PLAYERS; i++ )
{
if ( g_PlayerInfoList[i].name == NULL )
continue; // empty player slot, skip
if ( g_PlayerExtraInfo[i].teamname[0] == 0 )
continue; // skip over players who are not in a team
// find what team this player is in
for ( int j = 1; j <= m_iNumTeams; j++ )
{
if ( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) )
break;
}
if ( j > m_iNumTeams ) // player is not in a team, skip to the next guy
continue;
if ( !g_TeamInfo[j].scores_overriden )
{
g_TeamInfo[j].frags += g_PlayerExtraInfo[i].frags;
g_TeamInfo[j].deaths += g_PlayerExtraInfo[i].deaths;
}
g_TeamInfo[j].ping += g_PlayerInfoList[i].ping;
g_TeamInfo[j].packetloss += g_PlayerInfoList[i].packetloss;
if ( g_PlayerInfoList[i].thisplayer )
g_TeamInfo[j].ownteam = TRUE;
else
g_TeamInfo[j].ownteam = FALSE;
// Set the team's number (used for team colors)
g_TeamInfo[j].teamnumber = g_PlayerExtraInfo[i].teamnumber;
}
// find team ping/packetloss averages
for ( i = 1; i <= m_iNumTeams; i++ )
{
g_TeamInfo[i].already_drawn = FALSE;
if ( g_TeamInfo[i].players > 0 )
{
g_TeamInfo[i].ping /= g_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping
g_TeamInfo[i].packetloss /= g_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping
}
}
// Draw the teams
while ( 1 )
{
int highest_frags = -99999; int lowest_deaths = 99999;
int best_team = 0;
for ( i = 1; i <= m_iNumTeams; i++ )
{
if ( g_TeamInfo[i].players < 1 )
continue;
if ( !g_TeamInfo[i].already_drawn && g_TeamInfo[i].frags >= highest_frags )
{
if ( g_TeamInfo[i].frags > highest_frags || g_TeamInfo[i].deaths < lowest_deaths )
{
best_team = i;
lowest_deaths = g_TeamInfo[i].deaths;
highest_frags = g_TeamInfo[i].frags;
}
}
}
// draw the best team on the scoreboard
if ( !best_team )
break;
// Put this team in the sorted list
_tablePanel->m_iSortedRows[ _tablePanel->m_iRows ] = best_team;
_tablePanel->m_iIsATeam[ _tablePanel->m_iRows ] = TEAM_YES;
g_TeamInfo[best_team].already_drawn = TRUE; // set the already_drawn to be TRUE, so this team won't get sorted again
_tablePanel->m_iRows++;
// Now sort all the players on this team
SortPlayers( 0, g_TeamInfo[best_team].name );
}
// Now add all the spectators
SortPlayers( TEAM_SPECTATORS, NULL );
// Now add all the players who aren't in a team yet
SortPlayers( TEAM_UNASSIGNED, NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Sort a list of players
//-----------------------------------------------------------------------------
void ScorePanel::SortPlayers( int iTeam, char *team )
{
bool bCreatedTeam = false;
// draw the players, in order, and restricted to team if set
while ( 1 )
{
// Find the top ranking player
int highest_frags = -99999; int lowest_deaths = 99999;
int best_player;
best_player = 0;
for ( int i = 1; i < MAX_PLAYERS; i++ )
{
if ( _tablePanel->m_bHasBeenSorted[i] == false && g_PlayerInfoList[i].name && g_PlayerExtraInfo[i].frags >= highest_frags )
{
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( i );
if ( ent && ((iTeam == TEAM_SPECTATORS && g_IsSpectator[i] != 0) || (iTeam != TEAM_SPECTATORS && !(team && stricmp(g_PlayerExtraInfo[i].teamname, team)))) )
{
extra_player_info_t *pl_info = &g_PlayerExtraInfo[i];
if ( pl_info->frags > highest_frags || pl_info->deaths < lowest_deaths )
{
best_player = i;
lowest_deaths = pl_info->deaths;
highest_frags = pl_info->frags;
}
}
}
}
if ( !best_player )
break;
// If we haven't created the Team yet, do it first
if (!bCreatedTeam && iTeam)
{
_tablePanel->m_iIsATeam[ _tablePanel->m_iRows ] = iTeam;
_tablePanel->m_iRows++;
bCreatedTeam = true;
}
// Put this player in the sorted list
_tablePanel->m_iSortedRows[ _tablePanel->m_iRows ] = best_player;
_tablePanel->m_bHasBeenSorted[ best_player ] = true;
_tablePanel->m_iRows++;
}
}
//-----------------------------------------------------------------------------
// Purpose: Recalculate the existing teams in the match
//-----------------------------------------------------------------------------
void ScorePanel::RebuildTeams()
{
// clear out player counts from teams
for ( int i = 1; i <= m_iNumTeams; i++ )
{
g_TeamInfo[i].players = 0;
}
// rebuild the team list
gViewPort->GetAllPlayersInfo();
m_iNumTeams = 0;
for ( i = 1; i < MAX_PLAYERS; i++ )
{
if ( g_PlayerInfoList[i].name == NULL )
continue;
if ( g_PlayerExtraInfo[i].teamname[0] == 0 )
continue; // skip over players who are not in a team
// is this player in an existing team?
for ( int j = 1; j <= m_iNumTeams; j++ )
{
if ( g_TeamInfo[j].name[0] == '\0' )
break;
if ( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) )
break;
}
if ( j > m_iNumTeams )
{ // they aren't in a listed team, so make a new one
// search through for an empty team slot
for ( int j = 1; j <= m_iNumTeams; j++ )
{
if ( g_TeamInfo[j].name[0] == '\0' )
break;
}
m_iNumTeams = max( j, m_iNumTeams );
strncpy( g_TeamInfo[j].name, g_PlayerExtraInfo[i].teamname, MAX_TEAM_NAME );
g_TeamInfo[j].players = 0;
}
g_TeamInfo[j].players++;
}
// clear out any empty teams
for ( i = 1; i <= m_iNumTeams; i++ )
{
if ( g_TeamInfo[i].players < 1 )
memset( &g_TeamInfo[i], 0, sizeof(team_info_t) );
}
// Update the scoreboard
Update();
}
//-----------------------------------------------------------------------------
// Purpose: Setup highlights for player names in scoreboard
//-----------------------------------------------------------------------------
void ScorePanel::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 )
{
_tablePanel->m_iLastKilledBy = killer ? killer : m_iPlayerNum;
_tablePanel->m_fLastKillTime = gHUD.m_flTime + 10; // display who we were killed by for 10 seconds
if ( killer == m_iPlayerNum )
_tablePanel->m_iLastKilledBy = m_iPlayerNum;
}
}