SA-MP/saco/deathwindow.cpp

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#include "main.h"
int GetDeathWindowFontSize();
char* GetFontFace();
int GetFontWeight();
extern CGame *pGame;
//----------------------------------------------------
CDeathWindow::CDeathWindow(IDirect3DDevice9 *pD3DDevice)
{
int x=0;
m_pD3DFont = NULL;
m_pWeaponFont = NULL;
m_pWeaponFont2 = NULL;
m_pSprite = NULL;
field_14B = FALSE;
field_14F = NULL;
field_153 = NULL;
m_bEnabled = TRUE;
m_pD3DDevice = pD3DDevice;
CreateFonts();
// Init the chat window lines to 0
while(x!=MAX_DISP_DEATH_MESSAGES) {
memset(&m_DeathWindowEntries[x],0,sizeof(DEATH_WINDOW_ENTRY));
x++;
}
}
//----------------------------------------------------
CDeathWindow::~CDeathWindow()
{
SAFE_RELEASE(m_pD3DFont);
SAFE_RELEASE(m_pWeaponFont);
SAFE_RELEASE(m_pWeaponFont2);
SAFE_RELEASE(m_pSprite);
}
//----------------------------------------------------
void CDeathWindow::CreateAuxFonts()
{
D3DXCreateFont(m_pD3DDevice, 20, 0, FW_NORMAL, 1, FALSE,
SYMBOL_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "SAMPAUX3", &field_14F);
D3DXCreateFont(m_pD3DDevice, 22, 0, FW_NORMAL, 1, FALSE,
SYMBOL_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "SAMPAUX3", &field_153);
field_14B = TRUE;
}
//----------------------------------------------------
void CDeathWindow::CreateFonts()
{
if(!m_pD3DDevice) return;
RECT rectLongestNick = {0,0,0,0};
int iFontSize;
SAFE_RELEASE(m_pD3DFont);
SAFE_RELEASE(m_pWeaponFont);
SAFE_RELEASE(m_pWeaponFont2);
SAFE_RELEASE(m_pSprite);
iFontSize = GetDeathWindowFontSize();
// Create a sprite to use when drawing text
D3DXCreateSprite(m_pD3DDevice,&m_pSprite);
D3DXCreateFont(m_pD3DDevice, iFontSize, 0, GetFontWeight(), 1, FALSE,
DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, GetFontFace(), &m_pD3DFont);
// Store the rect for right aligned name (DT_RIGHT fucks the text)
if(m_pD3DFont) m_pD3DFont->DrawText(0,"LONGESTNICKNICK_NICKNICK",-1,&rectLongestNick,DT_CALCRECT|DT_LEFT,0xFF000000);
m_iLongestNickLength = rectLongestNick.right - rectLongestNick.left;
D3DXCreateFont(m_pD3DDevice, iFontSize + 8, 0, FW_NORMAL, 1, FALSE,
SYMBOL_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "GTAWEAPON3", &m_pWeaponFont);
D3DXCreateFont(m_pD3DDevice, iFontSize + 12, 0, FW_NORMAL, 1, FALSE,
SYMBOL_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "GTAWEAPON3", &m_pWeaponFont2);
field_12F = GetSymbolSize().cx;
field_133 = GetSymbolSize().cy;
}
//----------------------------------------------------
void CDeathWindow::Draw()
{
RECT rect;
RECT rectNickSize;
int iVerticalBase = (int)(pGame->GetScreenHeight() * 0.3f);
int iHorizontalBase = (int)(pGame->GetScreenWidth() * 0.75f);
int x=0;
LONG v4 = field_12F + 2 * m_iLongestNickLength;
if((v4 + iHorizontalBase) > pGame->GetScreenWidth()) {
iHorizontalBase = (int)(pGame->GetScreenWidth() - v4);
}
rect.top = iVerticalBase;
rect.left = iHorizontalBase;
rect.bottom = rect.top + 30;
rect.right = rect.left + 60;
if(m_pD3DFont && m_pWeaponFont && m_bEnabled)
{
m_pSprite->Begin(D3DXSPRITE_ALPHABLEND);
while(x!=(MAX_DISP_DEATH_MESSAGES)) {
if(strlen(m_DeathWindowEntries[x].szKiller) && strlen(m_DeathWindowEntries[x].szKillee))
{
// Get the rect length of the killee's nick so we can right justify.
m_pD3DFont->DrawText(0,m_DeathWindowEntries[x].szKiller,-1,
&rectNickSize,DT_CALCRECT|DT_LEFT,0xFFFFFFFF);
// Move in so it's right justified. (DT_RIGHT fucks the text)
rect.left += m_iLongestNickLength - (rectNickSize.right - rectNickSize.left);
RenderText(m_DeathWindowEntries[x].szKiller,rect,
m_DeathWindowEntries[x].dwKillerColor,DT_LEFT);
rect.left = iHorizontalBase + m_iLongestNickLength + 3;
rect.right = rect.left + 35;
RenderWeaponSprite(SpriteIDForWeapon(m_DeathWindowEntries[x].byteWeaponType),
rect,0xFFFFFFFF);
rect.left += field_12F;
rect.right += field_12F;
RenderText(m_DeathWindowEntries[x].szKillee,rect,m_DeathWindowEntries[x].dwKilleeColor,DT_LEFT);
}
else if(!strlen(m_DeathWindowEntries[x].szKiller) && strlen(m_DeathWindowEntries[x].szKillee))
{
DWORD dwColor = 0xFFFFFFFF;
// Get the rect length of the killee's nick so we can right justify.
m_pD3DFont->DrawText(0,m_DeathWindowEntries[x].szKillee,-1,
&rectNickSize,DT_CALCRECT|DT_LEFT,0xFF000000);
// Move in so it's right justified. (DT_RIGHT fucks the text)
rect.left += m_iLongestNickLength - (rectNickSize.right - rectNickSize.left);
RenderText(m_DeathWindowEntries[x].szKillee,rect,
m_DeathWindowEntries[x].dwKilleeColor,DT_LEFT);
rect.left = iHorizontalBase + m_iLongestNickLength + 3;
rect.right = rect.left + 35;
if(m_DeathWindowEntries[x].byteWeaponType == SPECIAL_ENTRY_CONNECT) {
dwColor = 0xFF1111AA;
}
else if(m_DeathWindowEntries[x].byteWeaponType == SPECIAL_ENTRY_DISCONNECT) {
dwColor = 0xFFAA1111;
}
RenderWeaponSprite(SpriteIDForWeapon(m_DeathWindowEntries[x].byteWeaponType),rect,dwColor);
}
rect.top += field_133 + 5;
rect.bottom += field_133 + 5;
rect.left = iHorizontalBase;
rect.right = rect.left + 60;
x++;
}
m_pSprite->End();
}
}
//----------------------------------------------------
void CDeathWindow::AddMessage( CHAR *szKiller,
CHAR *szKillee,
DWORD dwKillerColor,
DWORD dwKilleeColor,
BYTE byteWeaponID )
{
AddToDeathWindowBuffer(szKiller,szKillee,dwKillerColor,dwKilleeColor,byteWeaponID);
}
//----------------------------------------------------
void CDeathWindow::AddToDeathWindowBuffer( CHAR *szKiller,
CHAR *szKillee,
DWORD dwKillerColor,
DWORD dwKilleeColor,
BYTE byteWeaponID )
{
int n = MAX_DISP_DEATH_MESSAGES-1;
PushBack();
m_DeathWindowEntries[n].byteWeaponType = byteWeaponID;
m_DeathWindowEntries[n].dwKilleeColor = dwKilleeColor;
m_DeathWindowEntries[n].dwKillerColor = dwKillerColor;
if(szKiller) strcpy(m_DeathWindowEntries[n].szKiller,szKiller);
else m_DeathWindowEntries[n].szKiller[0] = '\0';
if(szKillee) strcpy(m_DeathWindowEntries[n].szKillee,szKillee);
else m_DeathWindowEntries[n].szKillee[0] = '\0';
}
//----------------------------------------------------
void CDeathWindow::PushBack()
{
int x=0;
while(x!=(MAX_DISP_DEATH_MESSAGES - 1)) {
memcpy(&m_DeathWindowEntries[x],&m_DeathWindowEntries[x+1],sizeof(DEATH_WINDOW_ENTRY));
x++;
}
}
//----------------------------------------------------
void CDeathWindow::RenderText(CHAR *sz,RECT rect,DWORD dwColor,DWORD dwParams)
{
rect.top -= 1;
m_pD3DFont->DrawText(m_pSprite,sz,-1,&rect,DT_NOCLIP|dwParams,0xFF000000);
rect.top += 2;
m_pD3DFont->DrawText(m_pSprite,sz,-1,&rect,DT_NOCLIP|dwParams,0xFF000000);
rect.top -= 1;
rect.left -= 1;
m_pD3DFont->DrawText(m_pSprite,sz,-1,&rect,DT_NOCLIP|dwParams,0xFF000000);
rect.left += 2;
m_pD3DFont->DrawText(m_pSprite,sz,-1,&rect,DT_NOCLIP|dwParams,0xFF000000);
rect.left -= 1;
m_pD3DFont->DrawText(m_pSprite,sz,-1,&rect,DT_NOCLIP|dwParams,dwColor);
}
//----------------------------------------------------
void CDeathWindow::RenderWeaponSprite(CHAR *WeaponChar,RECT rect,DWORD dwColor)
{
rect.top -= 5;
m_pWeaponFont2->DrawText(m_pSprite,"G",-1,&rect,DT_NOCLIP|DT_LEFT,0xFF000000);
m_pWeaponFont2->DrawText(m_pSprite,"G",-1,&rect,DT_CALCRECT|DT_NOCLIP|DT_LEFT,0xFF000000);
m_pWeaponFont->DrawText(m_pSprite,WeaponChar,-1,&rect,DT_CENTER|DT_VCENTER|DT_NOCLIP,dwColor);
}
//----------------------------------------------------
SIZE CDeathWindow::GetSymbolSize()
{
SIZE ret;
RECT rectSize;
rectSize.top = 0;
rectSize.bottom = 100;
rectSize.left = 0;
rectSize.right = 100;
if(m_pWeaponFont2) {
m_pWeaponFont2->DrawText(0,"G",-1,&rectSize,DT_CALCRECT|DT_NOCLIP|DT_VCENTER,0xFF000000);
}
ret.cx = rectSize.right - rectSize.left;
ret.cy = rectSize.bottom - rectSize.top;
return ret;
}
//----------------------------------------------------
PCHAR CDeathWindow::SpriteIDForWeapon(BYTE byteWeaponID)
{
switch (byteWeaponID) {
case 0:
return "%";
case WEAPON_BRASSKNUCKLE:
return "B";
case WEAPON_GOLFCLUB:
return ">";
case WEAPON_NITESTICK:
return "(";
case WEAPON_KNIFE:
return "C";
case WEAPON_BAT:
return "?";
case WEAPON_SHOVEL:
return "&";
case WEAPON_POOLSTICK:
return "\"";
case WEAPON_KATANA:
return "!";
case WEAPON_CHAINSAW:
return "1";
case WEAPON_DILDO:
case WEAPON_DILDO2:
case WEAPON_VIBRATOR:
case WEAPON_VIBRATOR2:
return "E";
case WEAPON_FLOWER:
return "$";
case WEAPON_CANE:
return "#";
case WEAPON_GRENADE:
return "@";
case WEAPON_TEARGAS:
return "D";
case WEAPON_COLT45:
return "6";
case WEAPON_SILENCED:
return "2";
case WEAPON_DEAGLE:
return "3";
case WEAPON_SHOTGUN:
return "=";
case WEAPON_SAWEDOFF:
return "0";
case WEAPON_SHOTGSPA:
return "+";
case WEAPON_UZI:
return "I";
case WEAPON_MP5:
return "8";
case WEAPON_AK47:
return "H";
case WEAPON_M4:
return "5";
case WEAPON_TEC9:
return "7";
case WEAPON_RIFLE:
return ".";
case WEAPON_SNIPER:
return "A";
case WEAPON_ROCKETLAUNCHER:
return "4";
case WEAPON_HEATSEEKER:
return ")";
case WEAPON_FLAMETHROWER:
return "P";
case WEAPON_MINIGUN:
return "F";
case WEAPON_SATCHEL:
return "<";
case WEAPON_BOMB:
return ";";
case WEAPON_SPRAYCAN:
return "/";
case WEAPON_FIREEXTINGUISHER:
return ",";
case WEAPON_PARACHUTE:
return ":";
case WEAPON_VEHICLE:
return "L";
case WEAPON_HELIBLADES:
return "R";
case WEAPON_EXPLOSION:
return "Q";
case WEAPON_COLLISION:
return "K";
case SPECIAL_ENTRY_CONNECT:
case SPECIAL_ENTRY_DISCONNECT:
return "N";
}
return "J";
}
//----------------------------------------------------
// EOF