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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud_radar.h"
#include "cs_hud_chat.h"
#include "c_cs_player.h"
#include "c_cs_playerresource.h"
#include "hud_macros.h"
#include "text_message.h"
#include "vguicenterprint.h"
#include "vgui/ILocalize.h"
#include "engine/IEngineSound.h"
#include "radio_status.h"
#include "cstrike/bot/shared_util.h"
#include "ihudlcd.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DECLARE_HUDELEMENT( CHudChat );
DECLARE_HUD_MESSAGE( CHudChat, RadioText ); DECLARE_HUD_MESSAGE( CHudChat, SayText ); DECLARE_HUD_MESSAGE( CHudChat, SayText2 ); DECLARE_HUD_MESSAGE( CHudChat, TextMsg ); DECLARE_HUD_MESSAGE( CHudChat, RawAudio );
//=====================
//CHudChatLine
//=====================
CHudChatLine::CHudChatLine( vgui::Panel *parent, const char *panelName ) : CBaseHudChatLine( parent, panelName ) { m_text = NULL; }
void CHudChatLine::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings( pScheme ); } //=====================
//CHudChatInputLine
//=====================
void CHudChatInputLine::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme);
vgui::HFont hFont = pScheme->GetFont( "ChatFont" );
m_pPrompt->SetFont( hFont ); m_pInput->SetFont( hFont );
m_pInput->SetFgColor( pScheme->GetColor( "Chat.TypingText", pScheme->GetColor( "Panel.FgColor", Color( 255, 255, 255, 255 ) ) ) ); }
//=====================
//CHudChat
//=====================
CHudChat::CHudChat( const char *pElementName ) : BaseClass( pElementName ) { //=============================================================================
// HPE_BEGIN:
// [tj] Add this to the render group that disappears when the scoreboard is up
//
// [pmf] Removed from render group so that chat still works during intermission
// (when the scoreboard is forced to be up). The downside is that chat shows
// over the scoreboard during regular play, but this might be less of an issue
// if we reduce the need to display it constantly by adding HUD support for
// live player counts.
//=============================================================================
// RegisterForRenderGroup("hide_for_scoreboard");
//=============================================================================
// HPE_END
//=============================================================================
}
void CHudChat::CreateChatInputLine( void ) { m_pChatInput = new CHudChatInputLine( this, "ChatInputLine" ); m_pChatInput->SetVisible( false ); }
void CHudChat::CreateChatLines( void ) { #ifndef _XBOX
m_ChatLine = new CHudChatLine( this, "ChatLine1" ); m_ChatLine->SetVisible( false );
#endif
}
void CHudChat::Init( void ) { BaseClass::Init();
HOOK_HUD_MESSAGE( CHudChat, RadioText ); HOOK_HUD_MESSAGE( CHudChat, SayText ); HOOK_HUD_MESSAGE( CHudChat, SayText2 ); HOOK_HUD_MESSAGE( CHudChat, TextMsg ); HOOK_HUD_MESSAGE( CHudChat, RawAudio ); }
//-----------------------------------------------------------------------------
// Purpose: Overrides base reset to not cancel chat at round restart
//-----------------------------------------------------------------------------
void CHudChat::Reset( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Reads in a player's Radio text from the server
//-----------------------------------------------------------------------------
void CHudChat::MsgFunc_RadioText( bf_read &msg ) { int msg_dest = msg.ReadByte(); NOTE_UNUSED( msg_dest ); int client = msg.ReadByte();
wchar_t szBuf[6][128]; wchar_t *msg_text = ReadLocalizedString( msg, szBuf[0], sizeof( szBuf[0] ), false );
// keep reading strings and using C format strings for subsituting the strings into the localised text string
ReadChatTextString ( msg, szBuf[1], sizeof( szBuf[1] ) ); // player name
ReadLocalizedString( msg, szBuf[2], sizeof( szBuf[2] ), true ); // location
ReadLocalizedString( msg, szBuf[3], sizeof( szBuf[3] ), true ); // radio text
ReadLocalizedString( msg, szBuf[4], sizeof( szBuf[4] ), true ); // unused :(
g_pVGuiLocalize->ConstructString( szBuf[5], sizeof( szBuf[5] ), msg_text, 4, szBuf[1], szBuf[2], szBuf[3], szBuf[4] );
char ansiString[512]; g_pVGuiLocalize->ConvertUnicodeToANSI( ConvertCRtoNL( szBuf[5] ), ansiString, sizeof( ansiString ) ); ChatPrintf( client, CHAT_FILTER_TEAMCHANGE, "%s", ansiString );
CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HudChat.Message" ); }
//-----------------------------------------------------------------------------
// Purpose: Reads in a player's Chat text from the server
//-----------------------------------------------------------------------------
void CHudChat::MsgFunc_SayText2( bf_read &msg ) { // Got message during connection
if ( !g_PR ) return;
int client = msg.ReadByte(); bool bWantsToChat = msg.ReadByte();
wchar_t szBuf[6][256]; char untranslated_msg_text[256]; wchar_t *msg_text = ReadLocalizedString( msg, szBuf[0], sizeof( szBuf[0] ), false, untranslated_msg_text, sizeof( untranslated_msg_text ) );
// keep reading strings and using C format strings for subsituting the strings into the localised text string
ReadChatTextString ( msg, szBuf[1], sizeof( szBuf[1] ) ); // player name
ReadChatTextString ( msg, szBuf[2], sizeof( szBuf[2] ) ); // chat text
ReadLocalizedString( msg, szBuf[3], sizeof( szBuf[3] ), true ); // location
ReadLocalizedString( msg, szBuf[4], sizeof( szBuf[4] ), true ); // unused :(
g_pVGuiLocalize->ConstructString( szBuf[5], sizeof( szBuf[5] ), msg_text, 4, szBuf[1], szBuf[2], szBuf[3], szBuf[4] );
char ansiString[512]; g_pVGuiLocalize->ConvertUnicodeToANSI( ConvertCRtoNL( szBuf[5] ), ansiString, sizeof( ansiString ) );
// flash speaking player dot
if ( client > 0 ) Radar_FlashPlayer( client );
if ( bWantsToChat ) { int iFilter = CHAT_FILTER_NONE; bool playChatSound = true;
if ( client > 0 && (g_PR->GetTeam( client ) != g_PR->GetTeam( GetLocalPlayerIndex() )) ) { iFilter = CHAT_FILTER_PUBLICCHAT; if ( !( iFilter & GetFilterFlags() ) ) { playChatSound = false; } }
// print raw chat text
ChatPrintf( client, iFilter, "%s", ansiString );
Msg( "%s\n", RemoveColorMarkup(ansiString) );
if ( playChatSound ) { CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HudChat.Message" ); } } else { // print raw chat text
ChatPrintf( client, GetFilterForString( untranslated_msg_text), "%s", ansiString ); } } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CHudChat::GetChatInputOffset( void ) { if ( m_pChatInput->IsVisible() ) { return m_iFontHeight; } else { return 0; } }
//-----------------------------------------------------------------------------
// Purpose: Reads in an Audio message from the server (wav file to be played
// via the player's voice, i.e. for bot chatter)
//-----------------------------------------------------------------------------
void CHudChat::MsgFunc_RawAudio( bf_read &msg ) { char szString[2048]; int pitch = msg.ReadByte(); int playerIndex = msg.ReadByte(); float feedbackDuration = msg.ReadFloat(); msg.ReadString( szString, sizeof(szString) );
EmitSound_t ep; ep.m_nChannel = CHAN_VOICE; ep.m_pSoundName = szString; ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM; ep.m_nPitch = pitch;
CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, ep );
if ( feedbackDuration > 0.0f ) { //Flash them on the radar
C_CSPlayer *pPlayer = static_cast<C_CSPlayer*>( cl_entitylist->GetEnt(playerIndex) );
if ( pPlayer ) { // Create the flashy above player's head
RadioManager()->UpdateVoiceStatus( playerIndex, feedbackDuration ); } } }
//-----------------------------------------------------------------------------
Color CHudChat::GetClientColor( int clientIndex ) { if ( clientIndex == 0 ) // console msg
{ return g_ColorGreen; } else if( g_PR ) { switch ( g_PR->GetTeam( clientIndex ) ) { case 2 : return g_ColorRed; case 3 : return g_ColorBlue; default : return g_ColorGrey; } }
return g_ColorYellow; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Color CHudChat::GetTextColorForClient( TextColor colorNum, int clientIndex ) { Color c; switch ( colorNum ) { case COLOR_PLAYERNAME: c = GetClientColor( clientIndex ); break;
case COLOR_LOCATION: c = g_ColorDarkGreen; break;
//=============================================================================
// HPE_BEGIN:
// [tj] Adding support for achievement coloring.
// Just doing what all the other games do
//=============================================================================
case COLOR_ACHIEVEMENT: { vgui::IScheme *pSourceScheme = vgui::scheme()->GetIScheme( vgui::scheme()->GetScheme( "SourceScheme" ) ); if ( pSourceScheme ) { c = pSourceScheme->GetColor( "SteamLightGreen", GetBgColor() ); } else { c = GetDefaultTextColor(); } } break; //=============================================================================
// HPE_END
//=============================================================================
default: c = g_ColorYellow; }
return Color( c[0], c[1], c[2], 255 ); }
int CHudChat::GetFilterForString( const char *pString ) { int iFilter = BaseClass::GetFilterForString( pString );
if ( iFilter == CHAT_FILTER_NONE ) { if ( !Q_stricmp( pString, "#CStrike_Name_Change" ) ) { return CHAT_FILTER_NAMECHANGE; } }
return iFilter; }
void CHudChat::StartMessageMode( int iMessageModeType ) { BaseClass::StartMessageMode(iMessageModeType);
vgui::ipanel()->SetTopmostPopup(GetVPanel(), true); }
void CHudChat::StopMessageMode( void ) { vgui::ipanel()->SetTopmostPopup(GetVPanel(), false);
BaseClass::StopMessageMode(); }
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