/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // death notice // #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include #include DECLARE_MESSAGE( m_DeathNotice, DeathMsg ) struct DeathNoticeItem { char szKiller[MAX_PLAYER_NAME_LENGTH * 2]; char szVictim[MAX_PLAYER_NAME_LENGTH * 2]; int iId; // the index number of the associated sprite int iSuicide; int iTeamKill; int iNonPlayerKill; float flDisplayTime; float *KillerColor; float *VictimColor; }; #define MAX_DEATHNOTICES 4 static int DEATHNOTICE_DISPLAY_TIME = 6; #define DEATHNOTICE_TOP 32 DeathNoticeItem rgDeathNoticeList[MAX_DEATHNOTICES + 1]; float g_ColorBlue[3] = { 0.6, 0.8, 1.0 }; float g_ColorRed[3] = { 1.0, 0.25, 0.25 }; float g_ColorGreen[3] = { 0.6, 1.0, 0.6 }; float g_ColorYellow[3] = { 1.0, 0.7, 0.0 }; float g_ColorGrey[3] = { 0.8, 0.8, 0.8 }; float *GetClientColor( int clientIndex ) { switch( g_PlayerExtraInfo[clientIndex].teamnumber ) { case 1: return g_ColorBlue; case 2: return g_ColorRed; case 3: return g_ColorYellow; case 4: return g_ColorGreen; case 0: return g_ColorYellow; default: return g_ColorGrey; } return NULL; } int CHudDeathNotice::Init( void ) { gHUD.AddHudElem( this ); HOOK_MESSAGE( DeathMsg ); CVAR_CREATE( "hud_deathnotice_time", "6", 0 ); return 1; } void CHudDeathNotice::InitHUDData( void ) { memset( rgDeathNoticeList, 0, sizeof(rgDeathNoticeList) ); } int CHudDeathNotice::VidInit( void ) { m_HUD_d_skull = gHUD.GetSpriteIndex( "d_skull" ); return 1; } int CHudDeathNotice::Draw( float flTime ) { int x, y, r, g, b; for( int i = 0; i < MAX_DEATHNOTICES; i++ ) { if( rgDeathNoticeList[i].iId == 0 ) break; // we've gone through them all if( rgDeathNoticeList[i].flDisplayTime < flTime ) { // display time has expired // remove the current item from the list memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i + 1], sizeof(DeathNoticeItem) * ( MAX_DEATHNOTICES - i ) ); i--; // continue on the next item; stop the counter getting incremented continue; } rgDeathNoticeList[i].flDisplayTime = Q_min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME ); // Only draw if the viewport will let me // vgui dropped out //if( gViewPort && gViewPort->AllowedToPrintText() ) { // Draw the death notice y = YRES( DEATHNOTICE_TOP ) + 2 + ( 20 * i ); //!!! int id = ( rgDeathNoticeList[i].iId == -1 ) ? m_HUD_d_skull : rgDeathNoticeList[i].iId; x = ScreenWidth - ConsoleStringLen( rgDeathNoticeList[i].szVictim ) - ( gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left ); if( !rgDeathNoticeList[i].iSuicide ) { x -= ( 5 + ConsoleStringLen( rgDeathNoticeList[i].szKiller ) ); // Draw killers name if( rgDeathNoticeList[i].KillerColor ) DrawSetTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] ); x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller ); } r = 255; g = 80; b = 0; if( rgDeathNoticeList[i].iTeamKill ) { r = 10; g = 240; b = 10; // display it in sickly green } // Draw death weapon SPR_Set( gHUD.GetSprite(id), r, g, b ); SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(id) ); x += ( gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left ); // Draw victims name (if it was a player that was killed) if( rgDeathNoticeList[i].iNonPlayerKill == FALSE ) { if( rgDeathNoticeList[i].VictimColor ) DrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] ); x = DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim ); } } } return 1; } // This message handler may be better off elsewhere int CHudDeathNotice::MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf ) { int i; m_iFlags |= HUD_ACTIVE; BEGIN_READ( pbuf, iSize ); int killer = READ_BYTE(); int victim = READ_BYTE(); char killedwith[32]; strcpy( killedwith, "d_" ); strncat( killedwith, READ_STRING(), sizeof(killedwith) - strlen(killedwith) - 1 ); gHUD.m_Spectator.DeathMessage( victim ); for( i = 0; i < MAX_DEATHNOTICES; i++ ) { if( rgDeathNoticeList[i].iId == 0 ) break; } if( i == MAX_DEATHNOTICES ) { // move the rest of the list forward to make room for this item memmove( rgDeathNoticeList, rgDeathNoticeList + 1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES ); i = MAX_DEATHNOTICES - 1; } //if(gViewPort) // gViewPort->GetAllPlayersInfo(); gHUD.m_Scoreboard.GetAllPlayersInfo(); const char *killer_name = NULL; // Get the Killer's name if( (char)killer != -1 ) killer_name = g_PlayerInfoList[killer].name; //Borrowing from victim == -1 below. If the killer is -1, it's an NPC. if( !killer_name ) { killer_name = ""; rgDeathNoticeList[i].szKiller[0] = 0; } else { rgDeathNoticeList[i].KillerColor = GetClientColor( killer ); strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH ); rgDeathNoticeList[i].szKiller[MAX_PLAYER_NAME_LENGTH - 1] = 0; } // Is it a non-player object kill? if( ( (char)killer ) == -1 ) { //rgDeathNoticeList[i].iNonPlayerKill = TRUE; // Store the object's name in the Victim slot (skip the d_ bit) strcpy( rgDeathNoticeList[i].szKiller, killedwith + 2 ); } // Get the Victim's name const char *victim_name = ""; // If victim is -1, the killer killed a specific, non-player object (like a sentrygun) if( ( (char)victim ) != -1 ) victim_name = g_PlayerInfoList[victim].name; if( !victim_name ) { victim_name = ""; rgDeathNoticeList[i].szVictim[0] = 0; } else { rgDeathNoticeList[i].VictimColor = GetClientColor( victim ); strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH ); rgDeathNoticeList[i].szVictim[MAX_PLAYER_NAME_LENGTH - 1] = 0; } // Is it a non-player object kill? if( ( (char)victim ) == -1 ) { //rgDeathNoticeList[i].iNonPlayerKill = TRUE; // Store the object's name in the Victim slot (skip the d_ bit) strcpy( rgDeathNoticeList[i].szVictim, killedwith + 2 ); } else { if( killer == victim || killer == 0 ) rgDeathNoticeList[i].iSuicide = TRUE; if( !strcmp( killedwith, "d_teammate" ) ) rgDeathNoticeList[i].iTeamKill = TRUE; } // Find the sprite in the list int spr = gHUD.GetSpriteIndex( killedwith ); rgDeathNoticeList[i].iId = spr; DEATHNOTICE_DISPLAY_TIME = CVAR_GET_FLOAT( "hud_deathnotice_time" ); rgDeathNoticeList[i].flDisplayTime = gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME; if( rgDeathNoticeList[i].iNonPlayerKill ) { ConsolePrint( rgDeathNoticeList[i].szKiller ); ConsolePrint( " killed a " ); ConsolePrint( rgDeathNoticeList[i].szVictim ); ConsolePrint( "\n" ); } else { // record the death notice in the console if( rgDeathNoticeList[i].iSuicide ) { ConsolePrint( rgDeathNoticeList[i].szVictim ); if( !strcmp( killedwith, "d_world" ) ) { ConsolePrint( " was killed by Za World" ); } else { ConsolePrint( " said 'Fuck it' and done himself in" ); } } else if( rgDeathNoticeList[i].iTeamKill ) { ConsolePrint( rgDeathNoticeList[i].szKiller ); ConsolePrint( " fucking took out his mate " ); ConsolePrint( rgDeathNoticeList[i].szVictim ); } else if( (char)victim == -1 ) //Don't display kills done by the player on NPCs. Show only deaths on the player caused by NPCs. return 1; else { ConsolePrint( "One man. " ); ConsolePrint( rgDeathNoticeList[i].szVictim ); ConsolePrint( " FUCKING DESTROYED " ); ConsolePrint( rgDeathNoticeList[i].szKiller ); } if( *killedwith && (*killedwith > 13 ) && strcmp( killedwith, "d_world" ) && !rgDeathNoticeList[i].iTeamKill ) { ConsolePrint( " he was shot with a " ); // replace the code names with the 'real' names if( !strcmp( killedwith + 2, "egon" ) ) strcpy( killedwith, "d_gluon gun" ); if( !strcmp( killedwith + 2, "psycho hands" ) ) strcpy( killedwith, "d_tau cannon" ); ConsolePrint( killedwith + 2 ); // skip over the "d_" part } ConsolePrint( "\n" ); } return 1; }