301 lines
8.6 KiB
C++
301 lines
8.6 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Draws the death notices
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hud_macros.h"
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#include "hudelement.h"
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#include "c_playerresource.h"
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#include "iclientmode.h"
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#include <vgui_controls/Controls.h>
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#include <vgui_controls/Panel.h>
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#include <vgui/ISurface.h>
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#include <vgui/ILocalize.h>
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#include <game/client/iviewport.h>
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#include <igameevents.h>
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#include <KeyValues.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CHudDeathNotice : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudDeathNotice, vgui::Panel );
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public:
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CHudDeathNotice( const char *pElementName );
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void Init( void );
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void VidInit( void );
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bool ShouldDraw( void );
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virtual void Paint();
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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void FireGameEvent( KeyValues * event);
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private:
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CHudTexture *m_iconD_skull; // sprite index of skull icon
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vgui::HFont m_hTextFont;
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Color m_clrText;
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};
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using namespace vgui;
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//
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//-----------------------------------------------------
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//
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DECLARE_HUDELEMENT( CHudDeathNotice );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudDeathNotice::CHudDeathNotice( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudDeathNotice" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_MISCSTATUS );
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}
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void CHudDeathNotice::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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m_hTextFont = scheme->GetFont( "HudNumbersSmall" );
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m_clrText = scheme->GetColor( "FgColor", GetFgColor() );
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SetPaintBackgroundEnabled( false );
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}
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//-----------------------------------------------------
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struct DeathNoticeItem {
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char szKiller[MAX_PLAYER_NAME_LENGTH];
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char szVictim[MAX_PLAYER_NAME_LENGTH];
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CHudTexture *iconDeath; // the index number of the associated sprite
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int iSuicide;
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int iTeamKill;
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float flDisplayTime;
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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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// Robin HACKHACK: HL2 doesn't use deathmsgs, so I just forced these down below our minimap.
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// It should be positioned by TF2/HL2 separately, and TF2 should position it according to the minimap position
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#define DEATHNOTICE_TOP YRES( 140 ) // Was: 20
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DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
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static ConVar hud_deathnotice_time( "hud_deathnotice_time", "6", 0 );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::Init( void )
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{
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memset( rgDeathNoticeList, 0, sizeof(rgDeathNoticeList) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::VidInit( void )
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{
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m_iconD_skull = gHUD.GetIcon( "d_skull" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw if we've got at least one death notice in the queue
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//-----------------------------------------------------------------------------
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bool CHudDeathNotice::ShouldDraw( void )
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{
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return ( CHudElement::ShouldDraw() && ( rgDeathNoticeList[0].iconDeath ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::Paint()
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{
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int x, y;
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surface()->DrawSetTextFont( m_hTextFont );
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surface()->DrawSetTextColor( m_clrText );
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for ( int i = 0; i < MAX_DEATHNOTICES; i++ )
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{
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// we've gone through them all
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if ( rgDeathNoticeList[i].iconDeath == NULL )
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break;
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// display time has expired
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// remove the current item from the list
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if ( rgDeathNoticeList[i].flDisplayTime < gpGlobals->curtime )
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{
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Q_memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i+1], sizeof(DeathNoticeItem) * (MAX_DEATHNOTICES - i) );
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// continue on the next item; stop the counter getting incremented
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i--;
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continue;
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}
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rgDeathNoticeList[i].flDisplayTime = MIN( rgDeathNoticeList[i].flDisplayTime, gpGlobals->curtime + DEATHNOTICE_DISPLAY_TIME );
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// Draw the death notice
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y = DEATHNOTICE_TOP + (20 * i) + 100; //!!!
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CHudTexture *icon = rgDeathNoticeList[i].iconDeath;
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if ( !icon )
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continue;
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wchar_t victim[ 256 ];
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wchar_t killer[ 256 ];
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g_pVGuiLocalize->ConvertANSIToUnicode( rgDeathNoticeList[i].szVictim, victim, sizeof( victim ) );
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g_pVGuiLocalize->ConvertANSIToUnicode( rgDeathNoticeList[i].szKiller, killer, sizeof( killer ) );
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int len = UTIL_ComputeStringWidth( m_hTextFont, victim );
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x = ScreenWidth() - len - icon->Width() - 5;
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if ( !rgDeathNoticeList[i].iSuicide )
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{
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int lenkiller = UTIL_ComputeStringWidth( m_hTextFont, killer );
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x -= (5 + lenkiller );
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// Draw killer's name
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surface()->DrawSetTextPos( x, y );
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surface()->DrawUnicodeString( killer );
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surface()->DrawGetTextPos( x, y );
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x += 5;
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}
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Color iconColor( 255, 80, 0, 255 );
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if ( rgDeathNoticeList[i].iTeamKill )
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{
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// display it in sickly green
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iconColor = Color( 10, 240, 10, 255 );
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}
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// Draw death weapon
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icon->DrawSelf( x, y, iconColor );
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x += icon->Width();
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// Draw victims name
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surface()->DrawSetTextPos( x, y );
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surface()->DrawUnicodeString( victim );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: This message handler may be better off elsewhere
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//-----------------------------------------------------------------------------
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void CHudDeathNotice::FireGameEvent( KeyValues * event)
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{
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// Got message during connection
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if ( !g_PR )
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return;
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int killer = engine->GetPlayerForUserID( event->GetInt("killer") );
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int victim = engine->GetPlayerForUserID( event->GetInt("victim") );
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char killedwith[32];
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Q_snprintf( killedwith, sizeof( killedwith ), "d_%s", event->GetString("weapon") );
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int i;
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for ( i = 0; i < MAX_DEATHNOTICES; i++ )
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{
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if ( rgDeathNoticeList[i].iconDeath == NULL )
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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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Q_memmove( rgDeathNoticeList, rgDeathNoticeList+1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES );
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i = MAX_DEATHNOTICES - 1;
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}
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// Get the names of the players
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const char *killer_name = g_PR->GetPlayerName( killer );
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const char *victim_name = g_PR->GetPlayerName( victim );
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if ( !killer_name )
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killer_name = "";
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if ( !victim_name )
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victim_name = "";
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Q_strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH );
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Q_strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH );
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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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// try and find the death identifier in the icon list
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rgDeathNoticeList[i].iconDeath = gHUD.GetIcon( killedwith );
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if ( !rgDeathNoticeList[i].iconDeath )
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{
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// can't find it, so use the default skull & crossbones icon
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rgDeathNoticeList[i].iconDeath = m_iconD_skull;
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}
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DEATHNOTICE_DISPLAY_TIME = hud_deathnotice_time.GetFloat();
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rgDeathNoticeList[i].flDisplayTime = gpGlobals->curtime + DEATHNOTICE_DISPLAY_TIME;
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// record the death notice in the console
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if ( rgDeathNoticeList[i].iSuicide )
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{
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Msg( "%s", rgDeathNoticeList[i].szVictim );
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if ( !strcmp( killedwith, "d_world" ) )
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{
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Msg( " died" );
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}
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else
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{
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Msg( " killed self" );
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}
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}
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else if ( rgDeathNoticeList[i].iTeamKill )
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{
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Msg( "%s", rgDeathNoticeList[i].szKiller );
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Msg( " killed his teammate " );
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Msg( "%s", rgDeathNoticeList[i].szVictim );
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}
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else
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{
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Msg( "%s", rgDeathNoticeList[i].szKiller );
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Msg( " killed " );
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Msg( "%s", rgDeathNoticeList[i].szVictim );
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}
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if ( killedwith && *killedwith && (*killedwith > 13 ) && strcmp( killedwith, "d_world" ) && !rgDeathNoticeList[i].iTeamKill )
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{
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Msg( " with " );
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// replace the code names with the 'real' names
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if ( !strcmp( killedwith+2, "egon" ) )
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Q_strncpy( killedwith, "d_gluon gun", sizeof( killedwith ) );
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if ( !strcmp( killedwith+2, "gauss" ) )
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Q_strncpy( killedwith, "d_tau cannon", sizeof( killedwith ) );
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Msg( "%s", killedwith+2 ); // skip over the "d_" part
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}
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Msg( "\n" );
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}
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