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 CSPort's death notices
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include "hud_macros.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 <KeyValues.h>
#include "c_baseplayer.h"
#include "c_team.h"
#include "cs_shareddefs.h"
#include "clientmode_csnormal.h"
#include "c_cs_player.h"
#include "c_cs_playerresource.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const int DOMINATION_DRAW_HEIGHT = 20;
const int DOMINATION_DRAW_WIDTH = 20;
static ConVar hud_deathnotice_time( "hud_deathnotice_time", "6", 0 );
// Player entries in a death notice
struct DeathNoticePlayer
{
char szName[MAX_PLAYER_NAME_LENGTH];
char szClan[MAX_CLAN_TAG_LENGTH];
int iEntIndex;
Color color;
};
// Contents of each entry in our list of death notices
struct DeathNoticeItem
{
DeathNoticePlayer Killer;
DeathNoticePlayer Victim;
CHudTexture *iconDeath;
int iSuicide;
float flDisplayTime;
bool bHeadshot;
int iDominationImageId;
};
//-----------------------------------------------------------------------------
// 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 RetireExpiredDeathNotices( void );
void FireGameEvent( IGameEvent *event );
protected:
int SetupHudImageId( const char* fname );
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" );
CPanelAnimationVar( Color, m_clrCTText, "CTTextColor", "CTTextColor" );
CPanelAnimationVar( Color, m_clrTerroristText, "TerroristTextColor", "TerroristTextColor" );
// Texture for skull symbol
CHudTexture *m_iconD_skull;
CHudTexture *m_iconD_headshot;
int m_iNemesisImageId;
int m_iDominatedImageId;
int m_iRevengeImageId;
Color m_teamColors[TEAM_MAXCOUNT];
CUtlVector<DeathNoticeItem> 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 );
m_iNemesisImageId = SetupHudImageId("hud/freeze_nemesis");
m_iDominatedImageId = SetupHudImageId("hud/freeze_dominated");
m_iRevengeImageId = SetupHudImageId("hud/freeze_revenge");
}
/**
* Helper function to get an image id and set
*/
int CHudDeathNotice::SetupHudImageId( const char* fname )
{
int imageId = surface()->CreateNewTextureID();
surface()->DrawSetTextureFile( imageId, fname, true, false );
return imageId;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDeathNotice::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false );
// make team color lookups easier
memset(m_teamColors, 0, sizeof(m_teamColors));
m_teamColors[TEAM_CT] = m_clrCTText;
m_teamColors[TEAM_TERRORIST] = m_clrTerroristText;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDeathNotice::Init( void )
{
ListenForGameEvent( "player_death" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDeathNotice::VidInit( void )
{
m_iconD_skull = gHUD.GetIcon( "d_skull_cs" );
m_iconD_headshot = gHUD.GetIcon( "d_headshot" );
m_DeathNotices.Purge();
}
//-----------------------------------------------------------------------------
// Purpose: Draw if we've got at least one death notice in the queue
//-----------------------------------------------------------------------------
bool CHudDeathNotice::ShouldDraw( void )
{
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( !pPlayer )
return false;
// don't show death notices when flashed
if ( pPlayer->IsAlive() && pPlayer->m_flFlashBangTime >= gpGlobals->curtime )
{
float flAlpha = pPlayer->m_flFlashMaxAlpha * (pPlayer->m_flFlashBangTime - gpGlobals->curtime) / pPlayer->m_flFlashDuration;
if ( flAlpha > 75.0f ) // 0..255
{
return false;
}
}
return ( CHudElement::ShouldDraw() && ( m_DeathNotices.Count() ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDeathNotice::Paint()
{
if ( !m_iconD_headshot || !m_iconD_skull )
return;
int yStart = GetClientModeCSNormal()->GetDeathMessageStartHeight();
surface()->DrawSetTextFont( m_hTextFont );
surface()->DrawSetTextColor( m_clrCTText );
int dominationDrawWidth = scheme()->GetProportionalScaledValueEx( GetScheme(), DOMINATION_DRAW_WIDTH );
int dominationDrawHeight = scheme()->GetProportionalScaledValueEx( GetScheme(), DOMINATION_DRAW_HEIGHT );
int iconHeadshotWide;
int iconHeadshotTall;
if( m_iconD_headshot->bRenderUsingFont )
{
iconHeadshotWide = surface()->GetCharacterWidth( m_iconD_headshot->hFont, m_iconD_headshot->cCharacterInFont );
iconHeadshotTall = surface()->GetFontTall( m_iconD_headshot->hFont );
}
else
{
float scale = ( (float)ScreenHeight() / 480.0f ); //scale based on 640x480
iconHeadshotWide = (int)( scale * (float)m_iconD_headshot->Width() );
iconHeadshotTall = (int)( scale * (float)m_iconD_headshot->Height() );
}
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 ];
wchar_t victimclan[ 256 ];
wchar_t killerclan[ 256 ];
g_pVGuiLocalize->ConvertANSIToUnicode( m_DeathNotices[i].Victim.szName, victim, sizeof( victim ) );
g_pVGuiLocalize->ConvertANSIToUnicode( m_DeathNotices[i].Killer.szName, killer, sizeof( killer ) );
g_pVGuiLocalize->ConvertANSIToUnicode( m_DeathNotices[i].Victim.szClan, victimclan, sizeof( victimclan ) );
g_pVGuiLocalize->ConvertANSIToUnicode( m_DeathNotices[i].Killer.szClan, killerclan, sizeof( killerclan ) );
// Get the local position for this notice
int victimNameLen = UTIL_ComputeStringWidth( m_hTextFont, victim );
int victimClanLen = UTIL_ComputeStringWidth( m_hTextFont, victimclan );
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 = 0;
if ( m_bRightJustify )
{
x = GetWide();
x -= victimNameLen;
x -= victimClanLen;
x -= iconWide;
if ( m_DeathNotices[i].bHeadshot )
x -= iconHeadshotWide;
if ( !m_DeathNotices[i].iSuicide )
{
x -= UTIL_ComputeStringWidth( m_hTextFont, killer );
x -= UTIL_ComputeStringWidth( m_hTextFont, killerclan );
}
if (m_DeathNotices[i].iDominationImageId >= 0)
{
x -= dominationDrawWidth;
}
}
if (m_DeathNotices[i].iDominationImageId >= 0)
{
surface()->DrawSetTexture(m_DeathNotices[i].iDominationImageId);
surface()->DrawSetColor(m_DeathNotices[i].Killer.color);
surface()->DrawTexturedRect( x, y, x + dominationDrawWidth, y + dominationDrawHeight );
x += dominationDrawWidth;
}
// Only draw killers name if it wasn't a suicide
if ( !m_DeathNotices[i].iSuicide )
{
// Draw killer's clan
surface()->DrawSetTextColor( m_DeathNotices[i].Killer.color );
surface()->DrawSetTextPos( x, y );
surface()->DrawSetTextFont( m_hTextFont );
surface()->DrawUnicodeString( killerclan );
surface()->DrawGetTextPos( x, y );
// Draw killer's name
surface()->DrawSetTextColor( m_DeathNotices[i].Killer.color );
surface()->DrawSetTextPos( x, y );
surface()->DrawSetTextFont( m_hTextFont );
surface()->DrawUnicodeString( killer );
surface()->DrawGetTextPos( x, y );
}
// Draw death weapon
//If we're using a font char, this will ignore iconTall and iconWide
Color iconColor( 255, 80, 0, 255 );
icon->DrawSelf( x, y, iconWide, iconTall, iconColor );
x += iconWide;
if( m_DeathNotices[i].bHeadshot )
{
m_iconD_headshot->DrawSelf( x, y, iconHeadshotWide, iconHeadshotTall, iconColor );
x += iconHeadshotWide;
}
// Draw victims clan
surface()->DrawSetTextColor( m_DeathNotices[i].Victim.color );
surface()->DrawSetTextPos( x, y );
surface()->DrawSetTextFont( m_hTextFont ); //reset the font, draw icon can change it
surface()->DrawUnicodeString( victimclan );
surface()->DrawGetTextPos( x, y );
// Draw victims name
surface()->DrawSetTextColor( m_DeathNotices[i].Victim.color );
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;
C_CS_PlayerResource *cs_PR = dynamic_cast<C_CS_PlayerResource *>( g_PR );
if ( !cs_PR )
return;
if ( hud_deathnotice_time.GetFloat() == 0 )
return;
// the event should be "player_death"
int iKiller = engine->GetPlayerForUserID( event->GetInt("attacker") );
int iVictim = engine->GetPlayerForUserID( event->GetInt("userid") );
const char *killedwith = event->GetString( "weapon" );
bool headshot = event->GetInt( "headshot" ) > 0;
char fullkilledwith[128];
if ( killedwith && *killedwith )
{
Q_snprintf( fullkilledwith, sizeof(fullkilledwith), "d_%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 = iKiller > 0 ? g_PR->GetPlayerName( iKiller ) : NULL;
const char *victim_name = iVictim > 0 ? g_PR->GetPlayerName( iVictim ) : NULL;
if ( !killer_name )
killer_name = "";
if ( !victim_name )
victim_name = "";
// Get the clan tags of the players
const char *killer_clan = iKiller > 0 ? cs_PR->GetClanTag( iKiller ) : NULL;
const char *victim_clan = iVictim > 0 ? cs_PR->GetClanTag( iVictim ) : NULL;
if ( !killer_clan )
killer_clan = "";
if ( !victim_clan )
victim_clan = "";
// Make a new death notice
DeathNoticeItem deathMsg;
deathMsg.Killer.iEntIndex = iKiller;
deathMsg.Victim.iEntIndex = iVictim;
deathMsg.Killer.color = iKiller > 0 ? m_teamColors[g_PR->GetTeam(iKiller)] : COLOR_WHITE;
deathMsg.Victim.color = iVictim > 0 ? m_teamColors[g_PR->GetTeam(iVictim)] : COLOR_WHITE;
Q_snprintf( deathMsg.Killer.szClan, sizeof( deathMsg.Killer.szClan ), "%s ", killer_clan );
Q_snprintf( deathMsg.Victim.szClan, sizeof( deathMsg.Victim.szClan ), "%s ", victim_clan );
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 = ( !iKiller || iKiller == iVictim );
deathMsg.bHeadshot = headshot;
deathMsg.iDominationImageId = -1;
CCSPlayer* pKiller = ToCSPlayer(ClientEntityList().GetBaseEntity(iKiller));
// the local player is dead, see if this is a new nemesis or a revenge
if ( event->GetInt( "dominated" ) > 0 || (pKiller != NULL && pKiller->IsPlayerDominated(iVictim)) )
{
deathMsg.iDominationImageId = m_iDominatedImageId;
}
else if ( event->GetInt( "revenge" ) > 0 )
{
deathMsg.iDominationImageId = m_iRevengeImageId;
}
// Try and find the death identifier in the icon list
deathMsg.iconDeath = gHUD.GetIcon( fullkilledwith );
if ( !deathMsg.iconDeath )
{
// 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_planted_c4" ) )
{
Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s was a bit too close to the c4.\n", deathMsg.Victim.szName );
}
else 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+2 ), sizeof( sDeathMsg ), COPY_ALL_CHARACTERS );
}
}
Msg( "%s", sDeathMsg );
}