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//========= Copyright (c) 1996-2005, 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: explicit 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 = GetClientMode()->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 = HudIcons().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 = HudIcons().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( killedwith+2 ); // skip over the "d_" part
}
Msg( "\n" ); }
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