/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ // TODO: expose these to the clients? #define ORBITUARY_LINES 4 #define ORBITUARY_TIME 4 int iOrbituaryScroll; float fOrbituaryTime; typedef struct { string sSprite; vector vOrigin; vector vSize; } weaponiconinfo_t; // It's easier to just look up the info than to create it on the fly... weaponiconinfo_t wpIconTable[ CS_WEAPON_COUNT ] = { { "", '0 0', '0 0' }, //WEAPON_NONE { "sprites/640hud1.spr_0.tga", '0.75 0', '0.1875 0.0625' }, //WEAPON_KNIFE { "sprites/640hud1.spr_0.tga", '0.75 0.125', '0.125 0.0625' }, //WEAPON_USP45 { "sprites/640hud1.spr_0.tga", '0.75 0.0625', '0.125 0.0625' }, //WEAPON_GLOCK18 { "sprites/640hud1.spr_0.tga", '0.875 0.0625', '0.125 0.0625' }, //WEAPON_DEAGLE { "sprites/640hud1.spr_0.tga", '0.875 0.125', '0.125 0.0625' }, //WEAPON_P228 { "sprites/640hud1.spr_0.tga", '0.203125 0.9375', '0.21875 0.0625' }, //WEAPON_ELITES { "sprites/640hud16.spr_0.tga", '0.75 0', '0.125 0.0625' }, //WEAPON_FIVESEVEN { "sprites/640hud1.spr_0.tga", '0.75 0.1875', '0.1875 0.0625' }, //WEAPON_M3 { "sprites/640hud1.spr_0.tga", '0.75 0.875', '0.1875 0.0625' }, //WEAPON_XM1014 { "sprites/640hud1.spr_0.tga", '0.75 0.25', '0.125 0.0625' }, //WEAPON_MP5 { "sprites/640hud1.spr_0.tga", '0.75 0.6875', '0.1875 0.0625' }, //WEAPON_P90 { "sprites/640hud16.spr_0.tga", '0.78125 0.3125', '0.125 0.0625' }, //WEAPON_UMP45 { "sprites/640hud1.spr_0.tga", '0.421875 0.9375', '0.125 0.0625' }, //WEAPON_MAC10 { "sprites/640hud1.spr_0.tga", '0.875 0.25', '0.125 0.0625' }, //WEAPON_TMP { "sprites/640hud1.spr_0.tga", '0.75 0.3125', '0.1875 0.0625' }, //WEAPON_AK47 { "sprites/640hud1.spr_0.tga", '0.75 0.4375', '0.1875 0.0625' }, //WEAPON_SG552 { "sprites/640hud1.spr_0.tga", '0.75 0.375', '0.1875 0.0625' }, //WEAPON_M4A1 { "sprites/640hud1.spr_0.tga", '0.5625 0.9375', '-0.1875 0.0625' }, //WEAPON_AUG { "sprites/640hud1.spr_0.tga", '0.75 0.8125', '0.1875 0.0625' }, //WEAPON_SCOUT { "sprites/640hud1.spr_0.tga", '0.75 0.5', '0.1875 0.0625' }, //WEAPON_AWP { "sprites/640hud1.spr_0.tga", '0.75 0.5625', '0.1875 0.0625' }, //WEAPON_G3SG1 { "sprites/640hud16.spr_0.tga", '0.75 0.1875', '0.125 0.0625' }, //WEAPON_SG550 { "sprites/640hud1.spr_0.tga", '0.75 0.625', '0.1875 0.0625' }, //WEAPON_PARA { "", '0 0', '-1 0.0625' }, //WEAPON_C4BOMB { "", '0 0', '-1 0.0625' }, //WEAPON_FLASHBANG { "", '0 0', '-1 0.0625' }, //WEAPON_HEGRENADE { "", '0 0', '-1 0.0625' } //WEAPON_SMOKEGRENADE }; typedef struct { string sAttacker; vector vColor1; string sVictim; vector vColor2; float fWeapon; float fHeadShot; float fOffset1; float fOffset2; float fOffset3; } orbituaryinfo_t; orbituaryinfo_t orbBuffer[ ORBITUARY_LINES ]; /* ================= HUD_DrawOrbituaries This actually displays the contents of orbBuffer ================= */ void HUD_DrawOrbituaries( void ) { vector vOrbPos = vVideoMins + [ vVideoResolution_x - 200, 56 ]; drawfont = FONT_CON; if ( fOrbituaryTime < time && iOrbituaryScroll >= 0 ) { // We are cheap, just clear the attacker and we're good. orbBuffer[ iOrbituaryScroll ].sAttacker = ""; iOrbituaryScroll--; fOrbituaryTime = time + ORBITUARY_TIME; } for ( int i = 0; i < ORBITUARY_LINES; i++ ) { if ( orbBuffer[ i ].sAttacker == "" ) { return; } // Calculate the position based on the saved offsets vOrbPos_x = vVideoMins_x + vVideoResolution_x - ( orbBuffer[ i ].fOffset1 + orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset3 ) - 16; // Draw the attacker's name, shadow first drawstring( vOrbPos, orbBuffer[ i ].sAttacker, '12 12', orbBuffer[ i ].vColor1, VGUI_WINDOW_FGALPHA, 0 ); // Draw the weapon icon if ( orbBuffer[ i ].fHeadShot == TRUE ) { drawsubpic( vOrbPos + [ orbBuffer[ i ].fOffset1 - 4, -4 ], '36 16', "sprites/640hud1.spr_0.tga", '0 0.9375', '0.140625 0.0625', '1 0.5 0', 1, DRAWFLAG_ADDITIVE ); } else { drawsubpic( vOrbPos + [ orbBuffer[ i ].fOffset1, -4 ], wpIconTable[ orbBuffer[ i ].fWeapon ].vSize * 256, wpIconTable[ orbBuffer[ i ].fWeapon ].sSprite, wpIconTable[ orbBuffer[ i ].fWeapon ].vOrigin, wpIconTable[ orbBuffer[ i ].fWeapon ].vSize, '1 0.5 0', 1, DRAWFLAG_ADDITIVE ); } // Draw the victim's name drawstring( vOrbPos + [ orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset1, 0 ], orbBuffer[ i ].sVictim, '12 12', orbBuffer[ i ].vColor2, VGUI_WINDOW_FGALPHA, 0 ); vOrbPos_y += 18; } } /* ================= HUD_UpdateOrbituaries Update the buffer for orbituaries with infos and whatnot ================= */ void HUD_AddOrbituaries( float fAttacker, float fAttackerTeam, float fVictim, float fVictimTeam, float fWeapon, float fHeadshot ) { if ( iOrbituaryScroll < ( ORBITUARY_LINES - 1 ) ) { // Fill up the buffer orbBuffer[ iOrbituaryScroll + 1 ].sAttacker = getplayerkeyvalue( fAttacker, "name" ); orbBuffer[ iOrbituaryScroll + 1 ].vColor1 = HUD_GetChatColor( fAttackerTeam ); orbBuffer[ iOrbituaryScroll + 1 ].sVictim = getplayerkeyvalue( fVictim, "name" ); orbBuffer[ iOrbituaryScroll + 1 ].vColor2 = HUD_GetChatColor( fVictimTeam ); orbBuffer[ iOrbituaryScroll + 1 ].fWeapon = fWeapon; orbBuffer[ iOrbituaryScroll + 1 ].fHeadShot = fHeadshot; orbBuffer[ iOrbituaryScroll + 1 ].fOffset1 = stringwidth( orbBuffer[ iOrbituaryScroll + 1 ].sAttacker, TRUE ) + 8; orbBuffer[ iOrbituaryScroll + 1 ].fOffset2 = ( wpIconTable[ fWeapon ].vSize[0] * 256 ) + 8; orbBuffer[ iOrbituaryScroll + 1 ].fOffset3 = stringwidth( orbBuffer[ iOrbituaryScroll + 1 ].sVictim, TRUE ) + 8; iOrbituaryScroll++; } else { for ( int i = 0; i < ( ORBITUARY_LINES - 1 ); i++ ) { // Rearrange the order, clear the oldest orbBuffer[ i ].sAttacker = orbBuffer[ i + 1 ].sAttacker; orbBuffer[ i ].vColor1 = orbBuffer[ i + 1 ].vColor1; orbBuffer[ i ].sVictim = orbBuffer[ i + 1 ].sVictim; orbBuffer[ i ].vColor2 = orbBuffer[ i + 1 ].vColor2; orbBuffer[ i ].fWeapon = orbBuffer[ i + 1 ].fWeapon; orbBuffer[ i ].fHeadShot = orbBuffer[ i + 1 ].fHeadShot; orbBuffer[ i ].fOffset1 = orbBuffer[ i + 1 ].fOffset1; orbBuffer[ i ].fOffset2 = orbBuffer[ i + 1 ].fOffset2; orbBuffer[ i ].fOffset3 = orbBuffer[ i + 1 ].fOffset3; } // After rearranging, add the newest to the bottom. orbBuffer[ ORBITUARY_LINES - 1 ].sAttacker = getplayerkeyvalue( fAttacker, "name" ); orbBuffer[ ORBITUARY_LINES - 1 ].vColor1 = HUD_GetChatColor( fAttackerTeam ); orbBuffer[ ORBITUARY_LINES - 1 ].sVictim = getplayerkeyvalue( fVictim, "name" ); orbBuffer[ ORBITUARY_LINES - 1 ].vColor2 = HUD_GetChatColor( fVictimTeam ); orbBuffer[ ORBITUARY_LINES - 1 ].fWeapon = fWeapon; orbBuffer[ ORBITUARY_LINES - 1 ].fHeadShot = fHeadshot; orbBuffer[ ORBITUARY_LINES - 1 ].fOffset1 = stringwidth( orbBuffer[ ORBITUARY_LINES - 1 ].sAttacker, TRUE, '12 12' ) + 8; orbBuffer[ ORBITUARY_LINES - 1 ].fOffset2 = ( wpIconTable[ fWeapon ].vSize[0] * 256 ) + 8; orbBuffer[ ORBITUARY_LINES - 1 ].fOffset3 = stringwidth( orbBuffer[ ORBITUARY_LINES - 1 ].sVictim, TRUE, '12 12' ) + 8; } fOrbituaryTime = time + ORBITUARY_TIME; }