source-sdk-2013-mapbase/sp/src/game/client/hud_basedeathnotice.cpp
Joe Ludwig beaae8ac45 Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
2013-12-03 08:54:16 -08:00

753 lines
26 KiB
C++

//========= 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 <game_controls/baseviewport.h>
#include "clientmode_shared.h"
#include "c_baseplayer.h"
#include "c_team.h"
#include "tf_shareddefs.h"
#include "tf_shareddefs.h"
#include "tf_gamerules.h"
#include "hud_basedeathnotice.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 );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudBaseDeathNotice::CHudBaseDeathNotice( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudDeathNotice" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false );
CalcRoundedCorners();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::Init( void )
{
ListenForGameEvent( "player_death" );
ListenForGameEvent( "object_destroyed" );
ListenForGameEvent( "teamplay_point_captured" );
ListenForGameEvent( "teamplay_capture_blocked" );
ListenForGameEvent( "teamplay_flag_event" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::VidInit( void )
{
m_DeathNotices.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Draw if we've got at least one death notice in the queue
//-----------------------------------------------------------------------------
bool CHudBaseDeathNotice::ShouldDraw( void )
{
return ( CHudElement::ShouldDraw() && ( m_DeathNotices.Count() ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Color CHudBaseDeathNotice::GetTeamColor( int iTeamNumber, bool bLocalPlayerInvolved /* = false */ )
{
// By default, return the standard team color. Subclasses may override this.
return g_PR->GetTeamColor( iTeamNumber );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::Paint()
{
// Retire any death notices that have expired
RetireExpiredDeathNotices();
CBaseViewport *pViewport = dynamic_cast<CBaseViewport *>( GetClientModeNormal()->GetViewport() );
int yStart = pViewport->GetDeathMessageStartHeight();
surface()->DrawSetTextFont( m_hTextFont );
int xMargin = XRES( 10 );
int xSpacing = UTIL_ComputeStringWidth( m_hTextFont, L" " );
int iCount = m_DeathNotices.Count();
for ( int i = 0; i < iCount; i++ )
{
DeathNoticeItem &msg = m_DeathNotices[i];
CHudTexture *icon = msg.iconDeath;
CHudTexture *iconPrekiller = msg.iconPreKiller;
wchar_t victim[256]=L"";
wchar_t killer[256]=L"";
// TEMP - print the death icon name if we don't have a material for it
g_pVGuiLocalize->ConvertANSIToUnicode( msg.Victim.szName, victim, sizeof( victim ) );
g_pVGuiLocalize->ConvertANSIToUnicode( msg.Killer.szName, killer, sizeof( killer ) );
int iVictimTextWide = UTIL_ComputeStringWidth( m_hTextFont, victim ) + xSpacing;
int iDeathInfoTextWide= msg.wzInfoText[0] ? UTIL_ComputeStringWidth( m_hTextFont, msg.wzInfoText ) + xSpacing : 0;
int iDeathInfoEndTextWide= msg.wzInfoTextEnd[0] ? UTIL_ComputeStringWidth( m_hTextFont, msg.wzInfoTextEnd ) + xSpacing : 0;
int iKillerTextWide = killer[0] ? UTIL_ComputeStringWidth( m_hTextFont, killer ) + xSpacing : 0;
int iLineTall = m_flLineHeight;
int iTextTall = surface()->GetFontTall( m_hTextFont );
int iconWide = 0, iconTall = 0, iDeathInfoOffset = 0, iVictimTextOffset = 0, iconActualWide = 0;
int iPreKillerTextWide = msg.wzPreKillerText[0] ? UTIL_ComputeStringWidth( m_hTextFont, msg.wzPreKillerText ) - xSpacing : 0;
int iconPrekillerWide = 0, iconPrekillerActualWide = 0, iconPreKillerTall = 0;
// Get the local position for this notice
if ( icon )
{
iconActualWide = icon->EffectiveWidth( 1.0f );
iconWide = iconActualWide + xSpacing;
iconTall = icon->EffectiveHeight( 1.0f );
int iconTallDesired = iLineTall-YRES(2);
Assert( 0 != iconTallDesired );
float flScale = (float) iconTallDesired / (float) iconTall;
iconActualWide *= flScale;
iconTall *= flScale;
iconWide *= flScale;
}
if ( iconPrekiller )
{
iconPrekillerActualWide = iconPrekiller->EffectiveWidth( 1.0f );
iconPrekillerWide = iconPrekillerActualWide;
iconPreKillerTall = iconPrekiller->EffectiveHeight( 1.0f );
int iconTallDesired = iLineTall-YRES(2);
Assert( 0 != iconTallDesired );
float flScale = (float) iconTallDesired / (float) iconPreKillerTall;
iconPrekillerActualWide *= flScale;
iconPreKillerTall *= flScale;
iconPrekillerWide *= flScale;
}
int iTotalWide = iKillerTextWide + iconWide + iVictimTextWide + iDeathInfoTextWide + iDeathInfoEndTextWide + ( xMargin * 2 );
iTotalWide += iconPrekillerWide + iPreKillerTextWide;
int y = yStart + ( ( iLineTall + m_flLineSpacing ) * i );
int yText = y + ( ( iLineTall - iTextTall ) / 2 );
int yIcon = y + ( ( iLineTall - iconTall ) / 2 );
int x=0;
if ( m_bRightJustify )
{
x = GetWide() - iTotalWide;
}
// draw a background panel for the message
Vertex_t vert[NUM_BACKGROUND_COORD];
GetBackgroundPolygonVerts( x, y+1, x+iTotalWide, y+iLineTall-1, ARRAYSIZE( vert ), vert );
surface()->DrawSetTexture( -1 );
surface()->DrawSetColor( GetBackgroundColor ( i ) );
surface()->DrawTexturedPolygon( ARRAYSIZE( vert ), vert );
x += xMargin;
if ( killer[0] )
{
// Draw killer's name
DrawText( x, yText, m_hTextFont, GetTeamColor( msg.Killer.iTeam, msg.bLocalPlayerInvolved ), killer );
x += iKillerTextWide;
}
// prekiller text
if ( msg.wzPreKillerText[0] )
{
x += xSpacing;
DrawText( x + iDeathInfoOffset, yText, m_hTextFont, GetInfoTextColor( i ), msg.wzPreKillerText );
x += iPreKillerTextWide;
}
// Prekiller icon
if ( iconPrekiller )
{
int yPreIconTall = y + ( ( iLineTall - iconPreKillerTall ) / 2 );
iconPrekiller->DrawSelf( x, yPreIconTall, iconPrekillerActualWide, iconPreKillerTall, m_clrIcon );
x += iconPrekillerWide + xSpacing;
}
// Draw glow behind weapon icon to show it was a crit death
if ( msg.bCrit && msg.iconCritDeath )
{
msg.iconCritDeath->DrawSelf( x, yIcon, iconActualWide, iconTall, m_clrIcon );
}
// Draw death icon
if ( icon )
{
icon->DrawSelf( x, yIcon, iconActualWide, iconTall, m_clrIcon );
x += iconWide;
}
// Draw additional info text next to death icon
if ( msg.wzInfoText[0] )
{
if ( msg.bSelfInflicted )
{
iDeathInfoOffset += iVictimTextWide;
iVictimTextOffset -= iDeathInfoTextWide;
}
DrawText( x + iDeathInfoOffset, yText, m_hTextFont, GetInfoTextColor( i ), msg.wzInfoText );
x += iDeathInfoTextWide;
}
// Draw victims name
DrawText( x + iVictimTextOffset, yText, m_hTextFont, GetTeamColor( msg.Victim.iTeam, msg.bLocalPlayerInvolved ), victim );
x += iVictimTextWide;
// Draw Additional Text on the end of the victims name
if ( msg.wzInfoTextEnd[0] )
{
DrawText( x , yText, m_hTextFont, GetInfoTextColor( i ), msg.wzInfoTextEnd );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: This message handler may be better off elsewhere
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::RetireExpiredDeathNotices()
{
// Remove any expired death notices. Loop backwards because we might remove one
int iCount = m_DeathNotices.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
if ( gpGlobals->curtime > m_DeathNotices[i].GetExpiryTime() )
{
m_DeathNotices.Remove(i);
}
}
// Do we have too many death messages in the queue?
if ( m_DeathNotices.Count() > 0 &&
m_DeathNotices.Count() > (int)m_flMaxDeathNotices )
{
// First, remove any notices not involving the local player, since they are lower priority.
iCount = m_DeathNotices.Count();
int iNeedToRemove = iCount - (int)m_flMaxDeathNotices;
// loop condition is iCount-1 because we won't remove the most recent death notice, otherwise
// new non-local-player-involved messages would not appear if the queue was full of messages involving the local player
for ( int i = 0; i < iCount-1 && iNeedToRemove > 0 ; i++ )
{
if ( !m_DeathNotices[i].bLocalPlayerInvolved )
{
m_DeathNotices.Remove( i );
iCount--;
iNeedToRemove--;
}
}
// Now that we've culled any non-local-player-involved messages up to the amount we needed to remove, see
// if we've removed enough
iCount = m_DeathNotices.Count();
iNeedToRemove = iCount - (int)m_flMaxDeathNotices;
if ( iNeedToRemove > 0 )
{
// if we still have too many messages, then just remove however many we need, oldest first
for ( int i = 0; i < iNeedToRemove; i++ )
{
m_DeathNotices.Remove( 0 );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudBaseDeathNotice::EventIsPlayerDeath( const char* eventName )
{
if ( FStrEq( eventName, "player_death" ) )
return true;
else
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Server's told us that someone's died
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::FireGameEvent( IGameEvent *event )
{
if ( !g_PR )
{
return;
}
if ( hud_deathnotice_time.GetFloat() == 0 )
{
return;
}
int iLocalPlayerIndex = GetLocalPlayerIndex();
const char *pszEventName = event->GetName();
bool bPlayerDeath = EventIsPlayerDeath( pszEventName );
bool bObjectDeath = FStrEq( pszEventName, "object_destroyed" );
bool bIsFeignDeath = event->GetInt( "death_flags" ) & TF_DEATH_FEIGN_DEATH;
if ( bPlayerDeath )
{
if ( !ShouldShowDeathNotice( event ) )
return;
if ( bIsFeignDeath )
{
// Only display fake death messages to the enemy team.
int victimid = event->GetInt( "userid" );
int victim = engine->GetPlayerForUserID( victimid );
CBasePlayer *pVictim = UTIL_PlayerByIndex( victim );
CBasePlayer *pLocalPlayer = CBasePlayer::GetLocalPlayer();
if ( pVictim && pLocalPlayer &&
( pVictim->GetTeamNumber() == pLocalPlayer->GetTeamNumber() ) )
{
return;
}
if ( iLocalPlayerIndex == victim )
{
return;
}
}
}
// Add a new death message. Note we always look it up by index rather than create a reference or pointer to it;
// additional messages may get added during this function that cause the underlying array to get realloced, so don't
// ever keep a pointer to memory here.
int iMsg = -1;
if ( bPlayerDeath )
{
iMsg = UseExistingNotice( event );
}
if ( iMsg == -1 )
{
iMsg = AddDeathNoticeItem();
}
if ( bPlayerDeath || bObjectDeath )
{
int victim = engine->GetPlayerForUserID( event->GetInt( "userid" ) );
int killer = engine->GetPlayerForUserID( event->GetInt( "attacker" ) );
const char *killedwith = event->GetString( "weapon" );
const char *killedwithweaponlog = event->GetString( "weapon_logclassname" );
if ( bObjectDeath && victim == 0 )
{
// for now, no death notices of map placed objects
m_DeathNotices.Remove( iMsg );
return;
}
// Get the names of the players
const char *killer_name = ( killer > 0 ) ? 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
bool bLocalPlayerInvolved = false;
if ( iLocalPlayerIndex == killer || iLocalPlayerIndex == victim )
{
bLocalPlayerInvolved = true;
}
if ( event->GetInt( "death_flags" ) & TF_DEATH_AUSTRALIUM )
{
m_DeathNotices[iMsg].bCrit= true;
m_DeathNotices[iMsg].iconCritDeath = GetIcon( "d_australium", bLocalPlayerInvolved ? kDeathNoticeIcon_Inverted : kDeathNoticeIcon_Standard );
}
else if ( event->GetInt( "damagebits" ) & DMG_CRITICAL )
{
m_DeathNotices[iMsg].bCrit= true;
m_DeathNotices[iMsg].iconCritDeath = GetIcon( "d_crit", bLocalPlayerInvolved ? kDeathNoticeIcon_Inverted : kDeathNoticeIcon_Standard );
}
else
{
m_DeathNotices[iMsg].bCrit= false;
m_DeathNotices[iMsg].iconCritDeath = NULL;
}
m_DeathNotices[iMsg].bLocalPlayerInvolved = bLocalPlayerInvolved;
m_DeathNotices[iMsg].Killer.iTeam = ( killer > 0 ) ? g_PR->GetTeam( killer ) : 0;
m_DeathNotices[iMsg].Victim.iTeam = g_PR->GetTeam( victim );
Q_strncpy( m_DeathNotices[iMsg].Killer.szName, killer_name, ARRAYSIZE( m_DeathNotices[iMsg].Killer.szName ) );
Q_strncpy( m_DeathNotices[iMsg].Victim.szName, victim_name, ARRAYSIZE( m_DeathNotices[iMsg].Victim.szName ) );
if ( killedwith && *killedwith )
{
Q_snprintf( m_DeathNotices[iMsg].szIcon, sizeof(m_DeathNotices[iMsg].szIcon), "d_%s", killedwith );
}
if ( !killer || killer == victim )
{
m_DeathNotices[iMsg].bSelfInflicted = true;
m_DeathNotices[iMsg].Killer.szName[0] = 0;
if ( event->GetInt( "death_flags" ) & TF_DEATH_PURGATORY )
{
// special case icon for dying in purgatory
Q_strncpy( m_DeathNotices[iMsg].szIcon, "d_purgatory", ARRAYSIZE( m_DeathNotices[iMsg].szIcon ) );
}
else if ( event->GetInt( "damagebits" ) & DMG_FALL )
{
// special case text for falling death
V_wcsncpy( m_DeathNotices[iMsg].wzInfoText, g_pVGuiLocalize->Find( "#DeathMsg_Fall" ), sizeof( m_DeathNotices[iMsg].wzInfoText ) );
}
else if ( ( event->GetInt( "damagebits" ) & DMG_VEHICLE ) || ( 0 == Q_stricmp( m_DeathNotices[iMsg].szIcon, "d_tracktrain" ) ) )
{
// special case icon for hit-by-vehicle death
Q_strncpy( m_DeathNotices[iMsg].szIcon, "d_vehicle", ARRAYSIZE( m_DeathNotices[iMsg].szIcon ) );
}
}
m_DeathNotices[iMsg].iWeaponID = event->GetInt( "weaponid" );
m_DeathNotices[iMsg].iKillerID = event->GetInt( "attacker" );
m_DeathNotices[iMsg].iVictimID = event->GetInt( "userid" );
char sDeathMsg[512];
// Record the death notice in the console
if ( m_DeathNotices[iMsg].bSelfInflicted )
{
if ( !strcmp( m_DeathNotices[iMsg].szIcon, "d_worldspawn" ) )
{
Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s died.", m_DeathNotices[iMsg].Victim.szName );
}
else // d_world
{
Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s suicided.", m_DeathNotices[iMsg].Victim.szName );
}
}
else
{
Q_snprintf( sDeathMsg, sizeof( sDeathMsg ), "%s killed %s", m_DeathNotices[iMsg].Killer.szName, m_DeathNotices[iMsg].Victim.szName );
if ( killedwithweaponlog && killedwithweaponlog[0] && ( killedwithweaponlog[0] > 13 ) )
{
Q_strncat( sDeathMsg, VarArgs( " with %s.", killedwithweaponlog ), sizeof( sDeathMsg ), COPY_ALL_CHARACTERS );
}
else if ( m_DeathNotices[iMsg].szIcon[0] && ( m_DeathNotices[iMsg].szIcon[0] > 13 ) )
{
Q_strncat( sDeathMsg, VarArgs( " with %s.", &m_DeathNotices[iMsg].szIcon[2] ), sizeof( sDeathMsg ), COPY_ALL_CHARACTERS );
}
}
if ( FStrEq( pszEventName, "player_death" ) )
{
if ( m_DeathNotices[iMsg].bCrit )
{
Msg( "%s (crit)\n", sDeathMsg );
}
else
{
Msg( "%s\n", sDeathMsg );
}
}
}
else if ( FStrEq( "teamplay_point_captured", pszEventName ) )
{
GetLocalizedControlPointName( event, m_DeathNotices[iMsg].Victim.szName, ARRAYSIZE( m_DeathNotices[iMsg].Victim.szName ) );
// Array of capper indices
const char *cappers = event->GetString("cappers");
char szCappers[256];
szCappers[0] = '\0';
int len = Q_strlen(cappers);
for( int i=0;i<len;i++ )
{
int iPlayerIndex = (int)cappers[i];
Assert( iPlayerIndex > 0 && iPlayerIndex <= gpGlobals->maxClients );
const char *pPlayerName = g_PR->GetPlayerName( iPlayerIndex );
if ( i == 0 )
{
// use first player as the team
m_DeathNotices[iMsg].Killer.iTeam = g_PR->GetTeam( iPlayerIndex );
m_DeathNotices[iMsg].Victim.iTeam = TEAM_UNASSIGNED;
}
else
{
Q_strncat( szCappers, ", ", sizeof(szCappers), 2 );
}
Q_strncat( szCappers, pPlayerName, sizeof(szCappers), COPY_ALL_CHARACTERS );
if ( iLocalPlayerIndex == iPlayerIndex )
m_DeathNotices[iMsg].bLocalPlayerInvolved = true;
}
Q_strncpy( m_DeathNotices[iMsg].Killer.szName, szCappers, sizeof(m_DeathNotices[iMsg].Killer.szName) );
V_wcsncpy( m_DeathNotices[iMsg].wzInfoText, g_pVGuiLocalize->Find( len > 1 ? "#Msg_Captured_Multiple" : "#Msg_Captured" ), sizeof( m_DeathNotices[iMsg].wzInfoText ) );
// print a log message
Msg( "%s captured %s for team #%d\n", m_DeathNotices[iMsg].Killer.szName, m_DeathNotices[iMsg].Victim.szName, m_DeathNotices[iMsg].Killer.iTeam );
}
else if ( FStrEq( "teamplay_capture_blocked", pszEventName ) )
{
GetLocalizedControlPointName( event, m_DeathNotices[iMsg].Victim.szName, ARRAYSIZE( m_DeathNotices[iMsg].Victim.szName ) );
V_wcsncpy( m_DeathNotices[iMsg].wzInfoText, g_pVGuiLocalize->Find( "#Msg_Defended" ), sizeof( m_DeathNotices[iMsg].wzInfoText ) );
int iPlayerIndex = event->GetInt( "blocker" );
const char *blocker_name = g_PR->GetPlayerName( iPlayerIndex );
Q_strncpy( m_DeathNotices[iMsg].Killer.szName, blocker_name, ARRAYSIZE( m_DeathNotices[iMsg].Killer.szName ) );
m_DeathNotices[iMsg].Killer.iTeam = g_PR->GetTeam( iPlayerIndex );
if ( iLocalPlayerIndex == iPlayerIndex )
m_DeathNotices[iMsg].bLocalPlayerInvolved = true;
// print a log message
Msg( "%s defended %s for team #%d\n", m_DeathNotices[iMsg].Killer.szName, m_DeathNotices[iMsg].Victim.szName, m_DeathNotices[iMsg].Killer.iTeam );
}
else if ( FStrEq( "teamplay_flag_event", pszEventName ) )
{
const char *pszMsgKey = NULL;
int iEventType = event->GetInt( "eventtype" );
bool bIsMvM = TFGameRules() && TFGameRules()->IsMannVsMachineMode();
if ( bIsMvM )
{
// MvM only cares about Defend notifications
if ( iEventType != TF_FLAGEVENT_DEFEND )
{
// unsupported, don't put anything up
m_DeathNotices.Remove( iMsg );
return;
}
}
switch ( iEventType )
{
case TF_FLAGEVENT_PICKUP:
pszMsgKey = "#Msg_PickedUpFlag";
break;
case TF_FLAGEVENT_CAPTURE:
pszMsgKey = "#Msg_CapturedFlag";
break;
case TF_FLAGEVENT_DEFEND:
pszMsgKey = bIsMvM ? "#Msg_DefendedBomb" : "#Msg_DefendedFlag";
break;
// Add this when we can get localization for it
//case TF_FLAGEVENT_DROPPED:
// pszMsgKey = "#Msg_DroppedFlag";
// break;
default:
// unsupported, don't put anything up
m_DeathNotices.Remove( iMsg );
return;
}
wchar_t *pwzEventText = g_pVGuiLocalize->Find( pszMsgKey );
Assert( pwzEventText );
if ( pwzEventText )
{
V_wcsncpy( m_DeathNotices[iMsg].wzInfoText, pwzEventText, sizeof( m_DeathNotices[iMsg].wzInfoText ) );
}
else
{
V_memset( m_DeathNotices[iMsg].wzInfoText, 0, sizeof( m_DeathNotices[iMsg].wzInfoText ) );
}
int iPlayerIndex = event->GetInt( "player" );
const char *szPlayerName = g_PR->GetPlayerName( iPlayerIndex );
Q_strncpy( m_DeathNotices[iMsg].Killer.szName, szPlayerName, ARRAYSIZE( m_DeathNotices[iMsg].Killer.szName ) );
m_DeathNotices[iMsg].Killer.iTeam = g_PR->GetTeam( iPlayerIndex );
if ( iLocalPlayerIndex == iPlayerIndex )
m_DeathNotices[iMsg].bLocalPlayerInvolved = true;
}
OnGameEvent( event, iMsg );
if ( !m_DeathNotices[iMsg].iconDeath && m_DeathNotices[iMsg].szIcon )
{
// Try and find the death identifier in the icon list
// On consoles, we flip usage of the inverted icon to make it more visible
bool bInverted = m_DeathNotices[iMsg].bLocalPlayerInvolved;
if ( IsConsole() )
{
bInverted = !bInverted;
}
m_DeathNotices[iMsg].iconDeath = GetIcon( m_DeathNotices[iMsg].szIcon, bInverted ? kDeathNoticeIcon_Inverted : kDeathNoticeIcon_Standard );
if ( !m_DeathNotices[iMsg].iconDeath )
{
// Can't find it, so use the default skull & crossbones icon
m_DeathNotices[iMsg].iconDeath = GetIcon( "d_skull_tf", m_DeathNotices[iMsg].bLocalPlayerInvolved ? kDeathNoticeIcon_Inverted : kDeathNoticeIcon_Standard );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets the localized name of the control point sent in the event
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::GetLocalizedControlPointName( IGameEvent *event, char *namebuf, int namelen )
{
// Cap point name ( MATTTODO: can't we find this from the point index ? )
const char *pName = event->GetString( "cpname", "Unnamed Control Point" );
const wchar_t *pLocalizedName = g_pVGuiLocalize->Find( pName );
if ( pLocalizedName )
{
g_pVGuiLocalize->ConvertUnicodeToANSI( pLocalizedName, namebuf, namelen );
}
else
{
Q_strncpy( namebuf, pName, namelen );
}
}
//-----------------------------------------------------------------------------
// Purpose: Adds a new death notice to the queue
//-----------------------------------------------------------------------------
int CHudBaseDeathNotice::AddDeathNoticeItem()
{
int iMsg = m_DeathNotices.AddToTail();
DeathNoticeItem &msg = m_DeathNotices[iMsg];
msg.flCreationTime = gpGlobals->curtime;
return iMsg;
}
//-----------------------------------------------------------------------------
// Purpose: draw text helper
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::DrawText( int x, int y, HFont hFont, Color clr, const wchar_t *szText )
{
surface()->DrawSetTextPos( x, y );
surface()->DrawSetTextColor( clr );
surface()->DrawSetTextFont( hFont ); //reset the font, draw icon can change it
surface()->DrawUnicodeString( szText, vgui::FONT_DRAW_NONADDITIVE );
}
//-----------------------------------------------------------------------------
// Purpose: Creates a rounded-corner polygon that fits in the specified bounds
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::GetBackgroundPolygonVerts( int x0, int y0, int x1, int y1, int iVerts, vgui::Vertex_t vert[] )
{
Assert( iVerts == NUM_BACKGROUND_COORD );
// use the offsets we generated for one corner and apply those to the passed-in dimensions to create verts for the poly
for ( int i = 0; i < NUM_CORNER_COORD; i++ )
{
int j = ( NUM_CORNER_COORD-1 ) - i;
// upper left corner
vert[i].Init( Vector2D( x0 + m_CornerCoord[i].x, y0 + m_CornerCoord[i].y ) );
// upper right corner
vert[i+NUM_CORNER_COORD].Init( Vector2D( x1 - m_CornerCoord[j].x, y0 + m_CornerCoord[j].y ) );
// lower right corner
vert[i+(NUM_CORNER_COORD*2)].Init( Vector2D( x1 - m_CornerCoord[i].x, y1 - m_CornerCoord[i].y ) );
// lower left corner
vert[i+(NUM_CORNER_COORD*3)].Init( Vector2D( x0 + m_CornerCoord[j].x, y1 - m_CornerCoord[j].y) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Creates the offsets for rounded corners based on current screen res
//-----------------------------------------------------------------------------
void CHudBaseDeathNotice::CalcRoundedCorners()
{
// generate the offset geometry for upper left corner
int iMax = ARRAYSIZE( m_CornerCoord );
for ( int i = 0; i < iMax; i++ )
{
m_CornerCoord[i].x = m_flCornerRadius * ( 1 - cos( ( (float) i / (float) (iMax - 1 ) ) * ( M_PI / 2 ) ) );
m_CornerCoord[i].y = m_flCornerRadius * ( 1 - sin( ( (float) i / (float) (iMax - 1 ) ) * ( M_PI / 2 ) ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets specified icon
//-----------------------------------------------------------------------------
CHudTexture *CHudBaseDeathNotice::GetIcon( const char *szIcon, EDeathNoticeIconFormat eIconFormat )
{
// adjust the style (prefix) of the icon if requested
if ( eIconFormat != kDeathNoticeIcon_Standard && V_strncmp( "d_", szIcon, 2 ) == 0 )
{
Assert( eIconFormat == kDeathNoticeIcon_Inverted );
const char *cszNewPrefix = "dneg_";
unsigned int iNewPrefixLen = V_strlen( cszNewPrefix );
// generate new string with correct prefix
enum { kIconTempStringLen = 256 };
char szIconTmp[kIconTempStringLen];
V_strncpy( szIconTmp, cszNewPrefix, kIconTempStringLen );
V_strncat( szIconTmp, szIcon + 2, kIconTempStringLen - iNewPrefixLen );
CHudTexture *pIcon = gHUD.GetIcon( szIconTmp );
// return inverted version if found
if ( pIcon )
return pIcon;
}
// we either requested the default style or we requested an alternate style but
// didn't have the art for it; either way, we can't, so fall back to our default
return gHUD.GetIcon( szIcon );
}
//-----------------------------------------------------------------------------
// Purpose: Gets the expiry time for this death notice item
//-----------------------------------------------------------------------------
float DeathNoticeItem::GetExpiryTime()
{
float flDuration = hud_deathnotice_time.GetFloat();
if ( bLocalPlayerInvolved )
{
// if the local player is involved, make the message last longer
flDuration *= 2;
}
return flCreationTime + flDuration;
}