amxmodx/hlsdk/dmc/cl_dll/scoreboard.cpp
2006-08-27 02:22:59 +00:00

528 lines
14 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// Scoreboard.cpp
//
// implementation of CHudScoreboard class
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
DECLARE_COMMAND( m_Scoreboard, ShowScores );
DECLARE_COMMAND( m_Scoreboard, HideScores );
DECLARE_MESSAGE( m_Scoreboard, ScoreInfo );
DECLARE_MESSAGE( m_Scoreboard, TeamInfo );
DECLARE_MESSAGE( m_Scoreboard, TeamScore );
int CHudScoreboard :: Init( void )
{
gHUD.AddHudElem( this );
HOOK_MESSAGE( ScoreInfo );
HOOK_MESSAGE( TeamScore );
HOOK_MESSAGE( TeamInfo );
InitHUDData();
return 1;
}
int CHudScoreboard :: VidInit( void )
{
return 1;
}
void CHudScoreboard :: InitHUDData( void )
{
memset( g_PlayerExtraInfo, 0, sizeof g_PlayerExtraInfo );
m_iLastKilledBy = 0;
m_fLastKillTime = 0;
m_iPlayerNum = 0;
m_iNumTeams = 0;
memset( m_TeamInfo, 0, sizeof m_TeamInfo );
m_iFlags &= ~HUD_ACTIVE; // starts out inactive
m_iFlags |= HUD_INTERMISSION; // is always drawn during an intermission
}
/* The scoreboard
We have a minimum width of 1-320 - we could have the field widths scale with it?
*/
// X positions
// relative to the side of the scoreboard
#define NAME_RANGE_MIN 20
#define NAME_RANGE_MAX 145
#define KILLS_RANGE_MIN 130
#define KILLS_RANGE_MAX 170
#define DIVIDER_POS 180
#define DEATHS_RANGE_MIN 185
#define DEATHS_RANGE_MAX 210
#define PING_RANGE_MIN 245
#define PING_RANGE_MAX 295
#define SCOREBOARD_WIDTH 320
// Y positions
#define ROW_GAP 13
#define ROW_RANGE_MIN 15
#define ROW_RANGE_MAX ( ScreenHeight - 50 )
int CHudScoreboard :: Draw( float fTime )
{
if ( !m_iShowscoresHeld && gHUD.m_Health.m_iHealth > 0 && !gHUD.m_iIntermission )
return 1;
GetAllPlayersInfo();
// just sort the list on the fly
// list is sorted first by frags, then by deaths
float list_slot = 0;
int xpos_rel = (ScreenWidth - SCOREBOARD_WIDTH) / 2;
// print the heading line
int ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP);
int xpos = NAME_RANGE_MIN + xpos_rel;
if ( !gHUD.m_Teamplay )
gHUD.DrawHudString( xpos, ypos, NAME_RANGE_MAX + xpos_rel, "Player", 255, 140, 0 );
else
gHUD.DrawHudString( xpos, ypos, NAME_RANGE_MAX + xpos_rel, "Teams", 255, 140, 0 );
gHUD.DrawHudStringReverse( KILLS_RANGE_MAX + xpos_rel, ypos, 0, "kills", 255, 140, 0 );
gHUD.DrawHudString( DIVIDER_POS + xpos_rel, ypos, ScreenWidth, "/", 255, 140, 0 );
gHUD.DrawHudString( DEATHS_RANGE_MIN + xpos_rel + 5, ypos, ScreenWidth, "deaths", 255, 140, 0 );
gHUD.DrawHudString( PING_RANGE_MAX + xpos_rel - 35, ypos, ScreenWidth, "latency", 255, 140, 0 );
list_slot += 1.2;
ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP);
xpos = NAME_RANGE_MIN + xpos_rel;
FillRGBA( xpos - 5, ypos, PING_RANGE_MAX - 5, 1, 255, 140, 0, 255); // draw the seperator line
list_slot += 0.8;
if ( !gHUD.m_Teamplay )
{
// it's not teamplay, so just draw a simple player list
DrawPlayers( xpos_rel, list_slot );
return 1;
}
// clear out team scores
for ( int i = 1; i <= m_iNumTeams; i++ )
{
if ( !m_TeamInfo[i].scores_overriden )
m_TeamInfo[i].frags = m_TeamInfo[i].deaths = 0;
m_TeamInfo[i].ping = m_TeamInfo[i].packetloss = 0;
}
// recalc the team scores, then draw them
for ( i = 1; i < MAX_PLAYERS; i++ )
{
if ( m_PlayerInfoList[i].name == NULL )
continue; // empty player slot, skip
if ( m_PlayerExtraInfo[i].teamname[0] == 0 )
continue; // skip over players who are not in a team
// find what team this player is in
for ( int j = 1; j <= m_iNumTeams; j++ )
{
if ( !stricmp( m_PlayerExtraInfo[i].teamname, m_TeamInfo[j].name ) )
break;
}
if ( j > m_iNumTeams ) // player is not in a team, skip to the next guy
continue;
if ( !m_TeamInfo[j].scores_overriden )
{
m_TeamInfo[j].frags += m_PlayerExtraInfo[i].frags;
m_TeamInfo[j].deaths += m_PlayerExtraInfo[i].deaths;
}
m_TeamInfo[j].ping += m_PlayerInfoList[i].ping;
m_TeamInfo[j].packetloss += m_PlayerInfoList[i].packetloss;
if ( m_PlayerInfoList[i].thisplayer )
m_TeamInfo[j].ownteam = TRUE;
else
m_TeamInfo[j].ownteam = FALSE;
}
// find team ping/packetloss averages
for ( i = 1; i <= m_iNumTeams; i++ )
{
m_TeamInfo[i].already_drawn = FALSE;
if ( m_TeamInfo[i].players > 0 )
{
m_TeamInfo[i].ping /= m_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping
m_TeamInfo[i].packetloss /= m_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping
}
}
// Draw the teams
while ( 1 )
{
int highest_frags = -99999; int lowest_deaths = 99999;
int best_team = 0;
for ( i = 1; i <= m_iNumTeams; i++ )
{
if ( m_TeamInfo[i].players < 0 )
continue;
if ( !m_TeamInfo[i].already_drawn && m_TeamInfo[i].frags >= highest_frags )
{
if ( m_TeamInfo[i].frags > highest_frags || m_TeamInfo[i].deaths < lowest_deaths )
{
best_team = i;
lowest_deaths = m_TeamInfo[i].deaths;
highest_frags = m_TeamInfo[i].frags;
}
}
}
// draw the best team on the scoreboard
if ( !best_team )
break;
// draw out the best team
team_info_t *team_info = &m_TeamInfo[best_team];
ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP);
// check we haven't drawn too far down
if ( ypos > ROW_RANGE_MAX ) // don't draw to close to the lower border
break;
xpos = NAME_RANGE_MIN + xpos_rel;
int r = 255, g = 225, b = 55; // draw the stuff kinda yellowish
if ( team_info->ownteam ) // if it is their team, draw the background different color
{
// overlay the background in blue, then draw the score text over it
FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, PING_RANGE_MAX - 5, ROW_GAP, 0, 0, 255, 70 );
}
// draw their name (left to right)
gHUD.DrawHudString( xpos, ypos, NAME_RANGE_MAX + xpos_rel, team_info->name, r, g, b );
// draw kills (right to left)
xpos = KILLS_RANGE_MAX + xpos_rel;
gHUD.DrawHudNumberString( xpos, ypos, KILLS_RANGE_MIN + xpos_rel, team_info->frags, r, g, b );
// draw divider
xpos = DIVIDER_POS + xpos_rel;
gHUD.DrawHudString( xpos, ypos, xpos + 20, "/", r, g, b );
// draw deaths
xpos = DEATHS_RANGE_MAX + xpos_rel;
gHUD.DrawHudNumberString( xpos, ypos, DEATHS_RANGE_MIN + xpos_rel, team_info->deaths, r, g, b );
// draw ping
// draw ping & packetloss
static char buf[64];
sprintf( buf, "%d", team_info->ping );
xpos = ((PING_RANGE_MAX - PING_RANGE_MIN) / 2) + PING_RANGE_MIN + xpos_rel + 25;
UnpackRGB( r, g, b, RGB_YELLOWISH );
gHUD.DrawHudStringReverse( xpos, ypos, xpos - 50, buf, r, g, b );
/* Packetloss removed on Kelly 'shipping nazi' Bailey's orders
sprintf( buf, " %d", team_info->packetloss );
gHUD.DrawHudString( xpos, ypos, xpos+50, buf, r, g, b );
*/
team_info->already_drawn = TRUE; // set the already_drawn to be TRUE, so this team won't get drawn again
list_slot++;
// draw all the players that belong to this team, indented slightly
list_slot = DrawPlayers( xpos_rel, list_slot, 10, team_info->name );
}
// draw all the players who are not in a team
list_slot += 0.5;
DrawPlayers( xpos_rel, list_slot, 0, "" );
return 1;
}
// returns the ypos where it finishes drawing
int CHudScoreboard :: DrawPlayers( int xpos_rel, float list_slot, int nameoffset, char *team )
{
// draw the players, in order, and restricted to team if set
while ( 1 )
{
// Find the top ranking player
int highest_frags = -99999; int lowest_deaths = 99999;
int best_player = 0;
for ( int i = 1; i < MAX_PLAYERS; i++ )
{
if ( m_PlayerInfoList[i].name && m_PlayerExtraInfo[i].frags >= highest_frags )
{
if ( !(team && stricmp(m_PlayerExtraInfo[i].teamname, team)) ) // make sure it is the specified team
{
extra_player_info_t *pl_info = &m_PlayerExtraInfo[i];
if ( pl_info->frags > highest_frags || pl_info->deaths < lowest_deaths )
{
best_player = i;
lowest_deaths = pl_info->deaths;
highest_frags = pl_info->frags;
}
}
}
}
if ( !best_player )
break;
// draw out the best player
hud_player_info_t *pl_info = &m_PlayerInfoList[best_player];
int ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP);
// check we haven't drawn too far down
if ( ypos > ROW_RANGE_MAX ) // don't draw to close to the lower border
break;
int xpos = NAME_RANGE_MIN + xpos_rel;
int r = 255, g = 255, b = 255;
if ( best_player == m_iLastKilledBy && m_fLastKillTime && m_fLastKillTime > gHUD.m_flTime )
{
if ( pl_info->thisplayer )
{ // green is the suicide color? i wish this could do grey...
FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, PING_RANGE_MAX - 5, ROW_GAP, 80, 155, 0, 70 );
}
else
{ // Highlight the killers name - overlay the background in red, then draw the score text over it
FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, PING_RANGE_MAX - 5, ROW_GAP, 255, 0, 0, ((float)15 * (float)(m_fLastKillTime - gHUD.m_flTime)) );
}
}
else if ( pl_info->thisplayer ) // if it is their name, draw it a different color
{
// overlay the background in blue, then draw the score text over it
FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, PING_RANGE_MAX - 5, ROW_GAP, 0, 0, 255, 70 );
}
// draw their name (left to right)
gHUD.DrawHudString( xpos + nameoffset, ypos, NAME_RANGE_MAX + xpos_rel, pl_info->name, r, g, b );
// draw kills (right to left)
xpos = KILLS_RANGE_MAX + xpos_rel;
gHUD.DrawHudNumberString( xpos, ypos, KILLS_RANGE_MIN + xpos_rel, m_PlayerExtraInfo[best_player].frags, r, g, b );
// draw divider
xpos = DIVIDER_POS + xpos_rel;
gHUD.DrawHudString( xpos, ypos, xpos + 20, "/", r, g, b );
// draw deaths
xpos = DEATHS_RANGE_MAX + xpos_rel;
gHUD.DrawHudNumberString( xpos, ypos, DEATHS_RANGE_MIN + xpos_rel, m_PlayerExtraInfo[best_player].deaths, r, g, b );
// draw ping & packetloss
static char buf[64];
sprintf( buf, "%d", m_PlayerInfoList[best_player].ping );
xpos = ((PING_RANGE_MAX - PING_RANGE_MIN) / 2) + PING_RANGE_MIN + xpos_rel + 25;
gHUD.DrawHudStringReverse( xpos, ypos, xpos - 50, buf, r, g, b );
/* Packetloss removed on Kelly 'shipping nazi' Bailey's orders
if ( m_PlayerInfoList[best_player].packetloss >= 63 )
{
UnpackRGB( r, g, b, RGB_REDISH );
sprintf( buf, " !!!!" );
}
else
{
sprintf( buf, " %d", m_PlayerInfoList[best_player].packetloss );
}
gHUD.DrawHudString( xpos, ypos, xpos+50, buf, r, g, b );
*/
pl_info->name = NULL; // set the name to be NULL, so this client won't get drawn again
list_slot++;
}
return list_slot;
}
void CHudScoreboard :: GetAllPlayersInfo( void )
{
for ( int i = 1; i < MAX_PLAYERS; i++ )
{
GetPlayerInfo( i, &m_PlayerInfoList[i] );
if ( m_PlayerInfoList[i].thisplayer )
m_iPlayerNum = i; // !!!HACK: this should be initialized elsewhere... maybe gotten from the engine
}
}
int CHudScoreboard :: MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf )
{
m_iFlags |= HUD_ACTIVE;
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
short frags = READ_SHORT();
short deaths = READ_SHORT();
if ( cl > 0 && cl <= MAX_PLAYERS )
{
m_PlayerExtraInfo[cl].frags = frags;
m_PlayerExtraInfo[cl].deaths = deaths;
}
return 1;
}
// Message handler for TeamInfo message
// accepts two values:
// byte: client number
// string: client team name
int CHudScoreboard :: MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
if ( cl > 0 && cl <= MAX_PLAYERS )
{ // set the players team
strncpy( m_PlayerExtraInfo[cl].teamname, READ_STRING(), MAX_TEAM_NAME );
}
// rebuild the list of teams
// clear out player counts from teams
for ( int i = 1; i <= m_iNumTeams; i++ )
{
m_TeamInfo[i].players = 0;
}
// rebuild the team list
GetAllPlayersInfo();
m_iNumTeams = 0;
for ( i = 1; i < MAX_PLAYERS; i++ )
{
if ( m_PlayerInfoList[i].name == NULL )
continue;
if ( m_PlayerExtraInfo[i].teamname[0] == 0 )
continue; // skip over players who are not in a team
// is this player in an existing team?
for ( int j = 1; j <= m_iNumTeams; j++ )
{
if ( m_TeamInfo[j].name[0] == '\0' )
break;
if ( !stricmp( m_PlayerExtraInfo[i].teamname, m_TeamInfo[j].name ) )
break;
}
if ( j > m_iNumTeams )
{ // they aren't in a listed team, so make a new one
// search through for an empty team slot
for ( int j = 1; j <= m_iNumTeams; j++ )
{
if ( m_TeamInfo[j].name[0] == '\0' )
break;
}
m_iNumTeams = max( j, m_iNumTeams );
strncpy( m_TeamInfo[j].name, m_PlayerExtraInfo[i].teamname, MAX_TEAM_NAME );
m_TeamInfo[j].players = 0;
}
m_TeamInfo[j].players++;
}
// clear out any empty teams
for ( i = 1; i <= m_iNumTeams; i++ )
{
if ( m_TeamInfo[i].players < 1 )
memset( &m_TeamInfo[i], 0, sizeof(team_info_t) );
}
return 1;
}
// Message handler for TeamScore message
// accepts three values:
// string: team name
// short: teams kills
// short: teams deaths
// if this message is never received, then scores will simply be the combined totals of the players.
int CHudScoreboard :: MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
char *TeamName = READ_STRING();
// find the team matching the name
for ( int i = 1; i <= m_iNumTeams; i++ )
{
if ( !stricmp( TeamName, m_TeamInfo[i].name ) )
break;
}
if ( i > m_iNumTeams )
return 1;
// use this new score data instead of combined player scores
m_TeamInfo[i].scores_overriden = TRUE;
m_TeamInfo[i].frags = READ_SHORT();
m_TeamInfo[i].deaths = READ_SHORT();
return 1;
}
void CHudScoreboard :: DeathMsg( int killer, int victim )
{
// if we were the one killed, or the world killed us, set the scoreboard to indicate suicide
if ( victim == m_iPlayerNum || killer == 0 )
{
m_iLastKilledBy = killer ? killer : m_iPlayerNum;
m_fLastKillTime = gHUD.m_flTime + 10; // display who we were killed by for 10 seconds
if ( killer == m_iPlayerNum )
m_iLastKilledBy = m_iPlayerNum;
}
}
void CHudScoreboard :: UserCmd_ShowScores( void )
{
m_iShowscoresHeld = TRUE;
}
void CHudScoreboard :: UserCmd_HideScores( void )
{
m_iShowscoresHeld = FALSE;
}