nuclide/Source/Client/HUDOrbituaries.c

175 lines
7.9 KiB
C
Executable File

/*
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;
}