Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Draws the death notices
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud_macros.h"
#include "hudelement.h"
#include "c_playerresource.h"
#include "iclientmode.h"
#include <vgui_controls/Controls.h>
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include <vgui/ILocalize.h>
#include <game/client/iviewport.h>
#include <igameevents.h>
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudDeathNotice : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudDeathNotice, vgui::Panel );
public:
CHudDeathNotice( const char *pElementName );
void Init( void );
void VidInit( void );
bool ShouldDraw( void );
virtual void Paint();
virtual void ApplySchemeSettings( vgui::IScheme *scheme );
void FireGameEvent( KeyValues * event);
private:
CHudTexture *m_iconD_skull; // sprite index of skull icon
vgui::HFont m_hTextFont;
Color m_clrText;
};
using namespace vgui;
//
//-----------------------------------------------------
//
DECLARE_HUDELEMENT( CHudDeathNotice );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudDeathNotice::CHudDeathNotice( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudDeathNotice" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_MISCSTATUS );
}
void CHudDeathNotice::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
m_hTextFont = scheme->GetFont( "HudNumbersSmall" );
m_clrText = scheme->GetColor( "FgColor", GetFgColor() );
SetPaintBackgroundEnabled( false );
}
//-----------------------------------------------------
struct DeathNoticeItem {
char szKiller[MAX_PLAYER_NAME_LENGTH];
char szVictim[MAX_PLAYER_NAME_LENGTH];
CHudTexture *iconDeath; // the index number of the associated sprite
int iSuicide;
int iTeamKill;
float flDisplayTime;
};
#define MAX_DEATHNOTICES 4
static int DEATHNOTICE_DISPLAY_TIME = 6;
// Robin HACKHACK: HL2 doesn't use deathmsgs, so I just forced these down below our minimap.
// It should be positioned by TF2/HL2 separately, and TF2 should position it according to the minimap position
#define DEATHNOTICE_TOP YRES( 140 ) // Was: 20
DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
static ConVar hud_deathnotice_time( "hud_deathnotice_time", "6", 0 );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDeathNotice::Init( void )
{
memset( rgDeathNoticeList, 0, sizeof(rgDeathNoticeList) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDeathNotice::VidInit( void )
{
m_iconD_skull = gHUD.GetIcon( "d_skull" );
}
//-----------------------------------------------------------------------------
// Purpose: Draw if we've got at least one death notice in the queue
//-----------------------------------------------------------------------------
bool CHudDeathNotice::ShouldDraw( void )
{
return ( CHudElement::ShouldDraw() && ( rgDeathNoticeList[0].iconDeath ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDeathNotice::Paint()
{
int x, y;
surface()->DrawSetTextFont( m_hTextFont );
surface()->DrawSetTextColor( m_clrText );
for ( int i = 0; i < MAX_DEATHNOTICES; i++ )
{
// we've gone through them all
if ( rgDeathNoticeList[i].iconDeath == NULL )
break;
// display time has expired
// remove the current item from the list
if ( rgDeathNoticeList[i].flDisplayTime < gpGlobals->curtime )
{
Q_memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i+1], sizeof(DeathNoticeItem) * (MAX_DEATHNOTICES - i) );
// continue on the next item; stop the counter getting incremented
i--;
continue;
}
rgDeathNoticeList[i].flDisplayTime = MIN( rgDeathNoticeList[i].flDisplayTime, gpGlobals->curtime + DEATHNOTICE_DISPLAY_TIME );
// Draw the death notice
y = DEATHNOTICE_TOP + (20 * i) + 100; //!!!
CHudTexture *icon = rgDeathNoticeList[i].iconDeath;
if ( !icon )
continue;
wchar_t victim[ 256 ];
wchar_t killer[ 256 ];
g_pVGuiLocalize->ConvertANSIToUnicode( rgDeathNoticeList[i].szVictim, victim, sizeof( victim ) );
g_pVGuiLocalize->ConvertANSIToUnicode( rgDeathNoticeList[i].szKiller, killer, sizeof( killer ) );
int len = UTIL_ComputeStringWidth( m_hTextFont, victim );
x = ScreenWidth() - len - icon->Width() - 5;
if ( !rgDeathNoticeList[i].iSuicide )
{
int lenkiller = UTIL_ComputeStringWidth( m_hTextFont, killer );
x -= (5 + lenkiller );
// Draw killer's name
surface()->DrawSetTextPos( x, y );
surface()->DrawUnicodeString( killer );
surface()->DrawGetTextPos( x, y );
x += 5;
}
Color iconColor( 255, 80, 0, 255 );
if ( rgDeathNoticeList[i].iTeamKill )
{
// display it in sickly green
iconColor = Color( 10, 240, 10, 255 );
}
// Draw death weapon
icon->DrawSelf( x, y, iconColor );
x += icon->Width();
// Draw victims name
surface()->DrawSetTextPos( x, y );
surface()->DrawUnicodeString( victim );
}
}
//-----------------------------------------------------------------------------
// Purpose: This message handler may be better off elsewhere
//-----------------------------------------------------------------------------
void CHudDeathNotice::FireGameEvent( KeyValues * event)
{
// Got message during connection
if ( !g_PR )
return;
int killer = engine->GetPlayerForUserID( event->GetInt("killer") );
int victim = engine->GetPlayerForUserID( event->GetInt("victim") );
char killedwith[32];
Q_snprintf( killedwith, sizeof( killedwith ), "d_%s", event->GetString("weapon") );
int i;
for ( i = 0; i < MAX_DEATHNOTICES; i++ )
{
if ( rgDeathNoticeList[i].iconDeath == NULL )
break;
}
if ( i == MAX_DEATHNOTICES )
{ // move the rest of the list forward to make room for this item
Q_memmove( rgDeathNoticeList, rgDeathNoticeList+1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES );
i = MAX_DEATHNOTICES - 1;
}
// Get the names of the players
const char *killer_name = g_PR->GetPlayerName( killer );
const char *victim_name = g_PR->GetPlayerName( victim );
if ( !killer_name )
killer_name = "";
if ( !victim_name )
victim_name = "";
Q_strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH );
Q_strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH );
if ( killer == victim || killer == 0 )
rgDeathNoticeList[i].iSuicide = true;
if ( !strcmp( killedwith, "d_teammate" ) )
rgDeathNoticeList[i].iTeamKill = true;
// try and find the death identifier in the icon list
rgDeathNoticeList[i].iconDeath = gHUD.GetIcon( killedwith );
if ( !rgDeathNoticeList[i].iconDeath )
{
// can't find it, so use the default skull & crossbones icon
rgDeathNoticeList[i].iconDeath = m_iconD_skull;
}
DEATHNOTICE_DISPLAY_TIME = hud_deathnotice_time.GetFloat();
rgDeathNoticeList[i].flDisplayTime = gpGlobals->curtime + DEATHNOTICE_DISPLAY_TIME;
// record the death notice in the console
if ( rgDeathNoticeList[i].iSuicide )
{
Msg( "%s", rgDeathNoticeList[i].szVictim );
if ( !strcmp( killedwith, "d_world" ) )
{
Msg( " died" );
}
else
{
Msg( " killed self" );
}
}
else if ( rgDeathNoticeList[i].iTeamKill )
{
Msg( "%s", rgDeathNoticeList[i].szKiller );
Msg( " killed his teammate " );
Msg( "%s", rgDeathNoticeList[i].szVictim );
}
else
{
Msg( "%s", rgDeathNoticeList[i].szKiller );
Msg( " killed " );
Msg( "%s", rgDeathNoticeList[i].szVictim );
}
if ( killedwith && *killedwith && (*killedwith > 13 ) && strcmp( killedwith, "d_world" ) && !rgDeathNoticeList[i].iTeamKill )
{
Msg( " with " );
// replace the code names with the 'real' names
if ( !strcmp( killedwith+2, "egon" ) )
Q_strncpy( killedwith, "d_gluon gun", sizeof( killedwith ) );
if ( !strcmp( killedwith+2, "gauss" ) )
Q_strncpy( killedwith, "d_tau cannon", sizeof( killedwith ) );
Msg( "%s", killedwith+2 ); // skip over the "d_" part
}
Msg( "\n" );
}