nuclide/Source/Client/HUDOrbituaries.c
Marco Hladik dfae8b5dae Added the scoreboard
Added orbituaries
Added monetary rewards for objectives
Fixed weapons not switching/drawing after buying new ones
Added $16.000 salary cap
Fixed func_breakables always starting with 100HP
Fixed something about the doors
Fixed the Buymenu Exit button trying to buy ammunition
Fixed spawning behaviour between switching teams and modes
Fixed VIPs being able to switch teams midsession
Changed gamedir loading behaviour (attempts to read cstrike, then opencs)
2016-12-10 00:03:13 +01:00

163 lines
7.4 KiB
C

/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// TODO: expose these to the clients?
#define ORBITUARY_LINES 4
#define ORBITUARY_TIME 4
int iOrbituaryScroll;
float fOrbituaryTime;
typedef struct {
string sSprite;
vector vOrigin;
vector vSize;
} weaponiconinfo_t;
// It's easier to just look up the info than to create it on the fly...
weaponiconinfo_t wpIconTable[ CS_WEAPON_COUNT ] = {
{ "", '0 0', '0 0' }, //WEAPON_NONE
{ "sprites/640hud1.spr_0.tga", '0.75 0', '0.1875 0.0625' }, //WEAPON_KNIFE
{ "sprites/640hud1.spr_0.tga", '0.75 0.125', '0.125 0.0625' }, //WEAPON_USP45
{ "sprites/640hud1.spr_0.tga", '0.75 0.0625', '0.125 0.0625' }, //WEAPON_GLOCK18
{ "sprites/640hud1.spr_0.tga", '0.875 0.0625', '0.125 0.0625' }, //WEAPON_DEAGLE
{ "sprites/640hud1.spr_0.tga", '0.875 0.125', '0.125 0.0625' }, //WEAPON_P228
{ "sprites/640hud1.spr_0.tga", '0.203125 0.9375', '0.21875 0.0625' }, //WEAPON_ELITES
{ "sprites/640hud16.spr_0.tga", '0.75 0', '0.125 0.0625' }, //WEAPON_FIVESEVEN
{ "sprites/640hud1.spr_0.tga", '0.75 0.1875', '0.1875 0.0625' }, //WEAPON_M3
{ "sprites/640hud1.spr_0.tga", '0.75 0.875', '0.1875 0.0625' }, //WEAPON_XM1014
{ "sprites/640hud1.spr_0.tga", '0.75 0.25', '0.125 0.0625' }, //WEAPON_MP5
{ "sprites/640hud1.spr_0.tga", '0.75 0.6875', '0.1875 0.0625' }, //WEAPON_P90
{ "sprites/640hud16.spr_0.tga", '0.78125 0.3125', '0.125 0.0625' }, //WEAPON_UMP45
{ "sprites/640hud1.spr_0.tga", '0.421875 0.9375', '0.125 0.0625' }, //WEAPON_MAC10
{ "sprites/640hud1.spr_0.tga", '0.875 0.25', '0.125 0.0625' }, //WEAPON_TMP
{ "sprites/640hud1.spr_0.tga", '0.75 0.3125', '0.1875 0.0625' }, //WEAPON_AK47
{ "sprites/640hud1.spr_0.tga", '0.75 0.4375', '0.1875 0.0625' }, //WEAPON_SG552
{ "sprites/640hud1.spr_0.tga", '0.75 0.375', '0.1875 0.0625' }, //WEAPON_M4A1
{ "sprites/640hud1.spr_0.tga", '0.5625 0.9375', '-0.1875 0.0625' }, //WEAPON_AUG
{ "sprites/640hud1.spr_0.tga", '0.75 0.8125', '0.1875 0.0625' }, //WEAPON_SCOUT
{ "sprites/640hud1.spr_0.tga", '0.75 0.5', '0.1875 0.0625' }, //WEAPON_AWP
{ "sprites/640hud1.spr_0.tga", '0.75 0.5625', '0.1875 0.0625' }, //WEAPON_G3SG1
{ "sprites/640hud16.spr_0.tga", '0.75 0.1875', '0.125 0.0625' }, //WEAPON_SG550
{ "sprites/640hud1.spr_0.tga", '0.75 0.625', '0.1875 0.0625' }, //WEAPON_PARA
{ "", '0 0', '-1 0.0625' } //WEAPON_C4BOMB
};
typedef struct {
string sAttacker;
vector vColor1;
string sVictim;
vector vColor2;
float fWeapon;
float fHeadShot;
float fOffset1;
float fOffset2;
float fOffset3;
} orbituaryinfo_t;
orbituaryinfo_t orbBuffer[ ORBITUARY_LINES ];
/*
=================
HUD_DrawOrbituaries
This actually displays the contents of orbBuffer
=================
*/
void HUD_DrawOrbituaries( void ) {
vector vOrbPos = [ vVideoResolution_x - 200, 16 ];
if ( fOrbituaryTime < time && iOrbituaryScroll >= 0 ) {
// We are cheap, just clear the attacker and we're good.
orbBuffer[ iOrbituaryScroll ].sAttacker = "";
iOrbituaryScroll--;
fOrbituaryTime = time + ORBITUARY_TIME;
}
for ( int i = 0; i < ORBITUARY_LINES; i++ ) {
if ( orbBuffer[ i ].sAttacker == "" ) {
return;
}
// Calculate the position based on the saved offsets
vOrbPos_x = vVideoResolution_x - ( orbBuffer[ i ].fOffset1 + orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset3 ) - 16;
// Draw the attacker's name, shadow first
drawstring( vOrbPos + '1 1', orbBuffer[ i ].sAttacker, '8 8 0', '0 0 0', VGUI_WINDOW_FGALPHA, 0 );
drawstring( vOrbPos, orbBuffer[ i ].sAttacker, '8 8 0', orbBuffer[ i ].vColor1, VGUI_WINDOW_FGALPHA, 0 );
// Draw the weapon icon
drawsubpic( vOrbPos + [ orbBuffer[ i ].fOffset1, 0 ], wpIconTable[ orbBuffer[ i ].fWeapon ].vSize * 256, wpIconTable[ orbBuffer[ i ].fWeapon ].sSprite, wpIconTable[ orbBuffer[ i ].fWeapon ].vOrigin, wpIconTable[ orbBuffer[ i ].fWeapon ].vSize, '1 0.5 0', 1, DRAWFLAG_ADDITIVE );
// Draw the victim's name, shadow first again
drawstring( vOrbPos + [ orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset1, 0 ] + '1 1', orbBuffer[ i ].sVictim, '8 8 0', '0 0', VGUI_WINDOW_FGALPHA, 0 );
drawstring( vOrbPos + [ orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset1, 0 ], orbBuffer[ i ].sVictim, '8 8 0', orbBuffer[ i ].vColor2, VGUI_WINDOW_FGALPHA, 0 );
vOrbPos_y += 18;
}
}
/*
=================
HUD_UpdateOrbituaries
Update the buffer for orbituaries with infos and whatnot
=================
*/
void HUD_AddOrbituaries( float fAttacker, float fAttackerTeam, float fVictim, float fVictimTeam, float fWeapon, float fHeadshot ) {
if ( iOrbituaryScroll < ( ORBITUARY_LINES - 1 ) ) {
// Fill up the buffer
orbBuffer[ iOrbituaryScroll + 1 ].sAttacker = getplayerkeyvalue( fAttacker, "name" );
orbBuffer[ iOrbituaryScroll + 1 ].vColor1 = HUD_GetChatColor( fAttackerTeam );
orbBuffer[ iOrbituaryScroll + 1 ].sVictim = getplayerkeyvalue( fVictim, "name" );
orbBuffer[ iOrbituaryScroll + 1 ].vColor2 = HUD_GetChatColor( fVictimTeam );
orbBuffer[ iOrbituaryScroll + 1 ].fWeapon = fWeapon;
orbBuffer[ iOrbituaryScroll + 1 ].fHeadShot = fHeadshot;
orbBuffer[ iOrbituaryScroll + 1 ].fOffset1 = stringwidth( orbBuffer[ iOrbituaryScroll + 1 ].sAttacker, TRUE ) + 8;
orbBuffer[ iOrbituaryScroll + 1 ].fOffset2 = ( wpIconTable[ fWeapon ].vSize[0] * 256 ) + 8;
orbBuffer[ iOrbituaryScroll + 1 ].fOffset3 = stringwidth( orbBuffer[ iOrbituaryScroll + 1 ].sVictim, TRUE ) + 8;
iOrbituaryScroll++;
} else {
for ( int i = 0; i < ( ORBITUARY_LINES - 1 ); i++ ) {
// Rearrange the order, clear the oldest
orbBuffer[ i ].sAttacker = orbBuffer[ i + 1 ].sAttacker;
orbBuffer[ i ].vColor1 = orbBuffer[ i + 1 ].vColor1;
orbBuffer[ i ].sVictim = orbBuffer[ i + 1 ].sVictim;
orbBuffer[ i ].vColor2 = orbBuffer[ i + 1 ].vColor2;
orbBuffer[ i ].fWeapon = orbBuffer[ i + 1 ].fWeapon;
orbBuffer[ i ].fHeadShot = orbBuffer[ i + 1 ].fHeadShot;
orbBuffer[ i ].fOffset1 = orbBuffer[ i + 1 ].fOffset1;
orbBuffer[ i ].fOffset2 = orbBuffer[ i + 1 ].fOffset2;
orbBuffer[ i ].fOffset3 = orbBuffer[ i + 1 ].fOffset3;
}
// After rearranging, add the newest to the bottom.
orbBuffer[ ORBITUARY_LINES - 1 ].sAttacker = getplayerkeyvalue( fAttacker, "name" );
orbBuffer[ ORBITUARY_LINES - 1 ].vColor1 = HUD_GetChatColor( fAttackerTeam );
orbBuffer[ ORBITUARY_LINES - 1 ].sVictim = getplayerkeyvalue( fVictim, "name" );
orbBuffer[ ORBITUARY_LINES - 1 ].vColor2 = HUD_GetChatColor( fVictimTeam );
orbBuffer[ ORBITUARY_LINES - 1 ].fWeapon = fWeapon;
orbBuffer[ ORBITUARY_LINES - 1 ].fHeadShot = fHeadshot;
orbBuffer[ ORBITUARY_LINES - 1 ].fOffset1 = stringwidth( orbBuffer[ ORBITUARY_LINES - 1 ].sAttacker, TRUE ) + 8;
orbBuffer[ ORBITUARY_LINES - 1 ].fOffset2 = ( wpIconTable[ fWeapon ].vSize[0] * 256 ) + 8;
orbBuffer[ ORBITUARY_LINES - 1 ].fOffset3 = stringwidth( orbBuffer[ ORBITUARY_LINES - 1 ].sVictim, TRUE ) + 8;
}
fOrbituaryTime = time + ORBITUARY_TIME;
}