//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Draws CSPort's death notices // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hudelement.h" #include "hud_macros.h" #include "c_playerresource.h" #include "clientmode_hl2mpnormal.h" #include #include #include #include #include #include "c_baseplayer.h" #include "c_team.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static ConVar hud_deathnotice_time( "hud_deathnotice_time", "6", 0 ); // Player entries in a death notice struct DeathNoticePlayer { char szName[MAX_PLAYER_NAME_LENGTH]; int iEntIndex; }; // Contents of each entry in our list of death notices struct DeathNoticeItem { DeathNoticePlayer Killer; DeathNoticePlayer Victim; CHudTexture *iconDeath; int iSuicide; float flDisplayTime; bool bHeadshot; }; //----------------------------------------------------------------------------- // 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 ); virtual bool ShouldDraw( void ); virtual void Paint( void ); virtual void ApplySchemeSettings( vgui::IScheme *scheme ); void SetColorForNoticePlayer( int iTeamNumber ); void RetireExpiredDeathNotices( void ); virtual void FireGameEvent( IGameEvent * event ); private: CPanelAnimationVarAliasType( float, m_flLineHeight, "LineHeight", "15", "proportional_float" ); CPanelAnimationVar( float, m_flMaxDeathNotices, "MaxDeathNotices", "4" ); CPanelAnimationVar( bool, m_bRightJustify, "RightJustify", "1" ); CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudNumbersTimer" ); // Texture for skull symbol CHudTexture *m_iconD_skull; CHudTexture *m_iconD_headshot; CUtlVector m_DeathNotices; }; 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 ); m_iconD_headshot = NULL; m_iconD_skull = NULL; SetHiddenBits( HIDEHUD_MISCSTATUS ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudDeathNotice::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme ); SetPaintBackgroundEnabled( false ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudDeathNotice::Init( void ) { ListenForGameEvent( "player_death" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudDeathNotice::VidInit( void ) { m_iconD_skull = gHUD.GetIcon( "d_skull" ); m_DeathNotices.Purge(); } //----------------------------------------------------------------------------- // Purpose: Draw if we've got at least one death notice in the queue //----------------------------------------------------------------------------- bool CHudDeathNotice::ShouldDraw( void ) { return ( CHudElement::ShouldDraw() && ( m_DeathNotices.Count() ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudDeathNotice::SetColorForNoticePlayer( int iTeamNumber ) { surface()->DrawSetTextColor( GameResources()->GetTeamColor( iTeamNumber ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudDeathNotice::Paint() { if ( !m_iconD_skull ) return; int yStart = GetClientModeHL2MPNormal()->GetDeathMessageStartHeight(); surface()->DrawSetTextFont( m_hTextFont ); surface()->DrawSetTextColor( GameResources()->GetTeamColor( 0 ) ); int iCount = m_DeathNotices.Count(); for ( int i = 0; i < iCount; i++ ) { CHudTexture *icon = m_DeathNotices[i].iconDeath; if ( !icon ) continue; wchar_t victim[ 256 ]; wchar_t killer[ 256 ]; // Get the team numbers for the players involved int iKillerTeam = 0; int iVictimTeam = 0; if( g_PR ) { iKillerTeam = g_PR->GetTeam( m_DeathNotices[i].Killer.iEntIndex ); iVictimTeam = g_PR->GetTeam( m_DeathNotices[i].Victim.iEntIndex ); } g_pVGuiLocalize->ConvertANSIToUnicode( m_DeathNotices[i].Victim.szName, victim, sizeof( victim ) ); g_pVGuiLocalize->ConvertANSIToUnicode( m_DeathNotices[i].Killer.szName, killer, sizeof( killer ) ); // Get the local position for this notice int len = UTIL_ComputeStringWidth( m_hTextFont, victim ); int y = yStart + (m_flLineHeight * i); int iconWide; int iconTall; if( icon->bRenderUsingFont ) { iconWide = surface()->GetCharacterWidth( icon->hFont, icon->cCharacterInFont ); iconTall = surface()->GetFontTall( icon->hFont ); } else { float scale = ( (float)ScreenHeight() / 480.0f ); //scale based on 640x480 iconWide = (int)( scale * (float)icon->Width() ); iconTall = (int)( scale * (float)icon->Height() ); } int x; if ( m_bRightJustify ) { x = GetWide() - len - iconWide; } else { x = 0; } // Only draw killers name if it wasn't a suicide if ( !m_DeathNotices[i].iSuicide ) { if ( m_bRightJustify ) { x -= UTIL_ComputeStringWidth( m_hTextFont, killer ); } SetColorForNoticePlayer( iKillerTeam ); // Draw killer's name surface()->DrawSetTextPos( x, y ); surface()->DrawSetTextFont( m_hTextFont ); surface()->DrawUnicodeString( killer ); surface()->DrawGetTextPos( x, y ); } Color iconColor( 255, 80, 0, 255 ); // Draw death weapon //If we're using a font char, this will ignore iconTall and iconWide icon->DrawSelf( x, y, iconWide, iconTall, iconColor ); x += iconWide; SetColorForNoticePlayer( iVictimTeam ); // Draw victims name surface()->DrawSetTextPos( x, y ); surface()->DrawSetTextFont( m_hTextFont ); //reset the font, draw icon can change it surface()->DrawUnicodeString( victim ); } // Now retire any death notices that have expired RetireExpiredDeathNotices(); } //----------------------------------------------------------------------------- // Purpose: This message handler may be better off elsewhere //----------------------------------------------------------------------------- void CHudDeathNotice::RetireExpiredDeathNotices( void ) { // Loop backwards because we might remove one int iSize = m_DeathNotices.Size(); for ( int i = iSize-1; i >= 0; i-- ) { if ( m_DeathNotices[i].flDisplayTime < gpGlobals->curtime ) { m_DeathNotices.Remove(i); } } } //----------------------------------------------------------------------------- // Purpose: Server's told us that someone's died //----------------------------------------------------------------------------- void CHudDeathNotice::FireGameEvent( IGameEvent * event ) { if (!g_PR) return; if ( hud_deathnotice_time.GetFloat() == 0 ) return; // the event should be "player_death" int killer = engine->GetPlayerForUserID( event->GetInt("attacker") ); int victim = engine->GetPlayerForUserID( event->GetInt("userid") ); const char *killedwith = event->GetString( "weapon" ); char fullkilledwith[128]; if ( killedwith && *killedwith ) { Q_snprintf( fullkilledwith, sizeof(fullkilledwith), "death_%s", killedwith ); } else { fullkilledwith[0] = 0; } // Do we have too many death messages in the queue? if ( m_DeathNotices.Count() > 0 && m_DeathNotices.Count() >= (int)m_flMaxDeathNotices ) { // Remove the oldest one in the queue, which will always be the first m_DeathNotices.Remove(0); } // 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 = ""; // Make a new death notice DeathNoticeItem deathMsg; deathMsg.Killer.iEntIndex = killer; deathMsg.Victim.iEntIndex = victim; Q_strncpy( deathMsg.Killer.szName, killer_name, MAX_PLAYER_NAME_LENGTH ); Q_strncpy( deathMsg.Victim.szName, victim_name, MAX_PLAYER_NAME_LENGTH ); deathMsg.flDisplayTime = gpGlobals->curtime + hud_deathnotice_time.GetFloat(); deathMsg.iSuicide = ( !killer || killer == victim ); // Try and find the death identifier in the icon list deathMsg.iconDeath = gHUD.GetIcon( fullkilledwith ); if ( !deathMsg.iconDeath || deathMsg.iSuicide ) { // Can't find it, so use the default skull & crossbones icon deathMsg.iconDeath = m_iconD_skull; } // Add it to our list of death notices m_DeathNotices.AddToTail( deathMsg ); char sDeathMsg[512]; // Record the death notice in the console if ( deathMsg.iSuicide ) { if ( !strcmp( fullkilledwith, "d_worldspawn" ) ) { Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s died.\n", deathMsg.Victim.szName ); } else //d_world { Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s suicided.\n", deathMsg.Victim.szName ); } } else { Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s killed %s", deathMsg.Killer.szName, deathMsg.Victim.szName ); if ( fullkilledwith && *fullkilledwith && (*fullkilledwith > 13 ) ) { Q_strncat( sDeathMsg, VarArgs( " with %s.\n", fullkilledwith+6 ), sizeof( sDeathMsg ), COPY_ALL_CHARACTERS ); } } Msg( "%s", sDeathMsg ); }