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