Descent3/netgames/dmfc/dmfchudmessages.cpp

524 lines
18 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/Dmfc/dmfchudmessages.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003/08/26 03:57:20 $
* $Author: kevinb $
*
* HUD Message (Death Message's etc) functions
*
* $Log: dmfchudmessages.cpp,v $
* Revision 1.1.1.1 2003/08/26 03:57:20 kevinb
* initial 1.5 import
*
*
* 20 7/09/99 2:53p Jeff
* handle gametime better (pause it when needed) if the server is 'waiting
* for players'
*
* 19 6/11/99 5:37p Jeff
* removed ai_info #ifdefs (better way of doing it)
*
* 18 6/10/99 12:41p Jeff
* no ai_info in non-Outrage builds
*
* 17 4/19/99 3:54a Jeff
* added needed includes for Linux
*
* 16 3/17/99 12:24p Jeff
* converted DMFC to be COM interface
*
* 15 2/11/99 12:50a Jeff
* changed names of exported variables
*
* 14 2/02/99 8:43a Chris
* I made buildings with AI work correctly (ie really big robots should be
* buildings)
* anim to and from states are now shorts instead of bytes
*
* 13 1/31/99 7:26p Matt
* Renamed a bunch of functions to have HUD capitalized
*
* 12 1/19/99 3:55a Jeff
* all strings localized out
*
* 10 10/30/98 12:47p Jeff
* cut down a couple bytes on memory usage
*
* 9 10/20/98 2:10p Jeff
* fixed bug where if death messages were turned off, you wouldn't get any
* statistical messages
*
* 8 10/20/98 12:16p Jeff
* added death message filter, hud callsign filter
*
* 7 10/13/98 2:15a Jeff
* created new event for when a player leaves a multiplayer game. Fixed
* some 'english' bugs in the network games.
*
* 6 10/05/98 2:49p Jeff
*
* 5 10/01/98 2:47p Jeff
* added revenge message
*
* 4 9/28/98 5:05p Jeff
* made the statisitical death messages an option in the menu
*
* 3 9/28/98 10:49a Jeff
* fixed 2 of the statistical messages so they don't print if the time is
* 0 (last kill/death time)
*
* 2 9/25/98 4:50p Jeff
*
* $NoKeywords: $
*/
#include "gamedll_header.h"
#include "DMFC.h"
#include "dmfcinternal.h"
#include <stdlib.h>
/*
// DMFCBase::DoRandomDeathMessage
//
// DMFC will display a death message (or suicide message if killer and victim are the same) when
// this function is called, based on the strings added with AddDeathMessage or AddSuicideMessage.
// killernum = object number of the killer
// victimnum = object number of the victim
// hash = hash index of the weapon killer, -1 if none
void DMFCBase::DoRandomDeathMessage(int killernum,int victimnum,uint32_t hash)
{
object *it,*me;
if(killernum!=-1)
it = &DLLObjects[killernum];
else
it = NULL;
if(victimnum!=-1)
me = &DLLObjects[victimnum];
else
me = NULL;
char buffer[400];
char temp[150],temp2[150];
//@@strcpy(buffer,"Hi"); <---ummm why did I put this here?
int weapon_index = -1;
if(me){
if(it)
mprintf(0,"[Killer: T=%d I=%d] [Victim: T=%d I=%d]\n",it->type,it->id,me->type,me->id);
else
mprintf(0,"[Killer: NOT KNOWN] [Victim: T=%d I=%d]\n",me->type,me->id);
}else{
if(it)
mprintf(0,"[Killer: T=%d I=%d] [Victim: NOT KNOWN]\n",it->type,it->id);
else
mprintf(0,"[Killer: NOT KNOWN] [Victim: NOT KNOWN]\n");
}
if(me){
if((hash!=0xFFFFFFFF)&&(me->type==OBJ_PLAYER)&& ( (me->id==GetPlayerNum()) || ((rand()%3)==1) ) ){
weapon_index = DLLMultiMatchWeapon(hash);
if(weapon_index==-1){
mprintf(0,"Server Weapon Doesn't Match!\n");
}
}
}
if((it)&&(me)){
//first check to see if the killer was of type OBJ_PLAYER or OBJ_GHOST
if( (it->type==OBJ_PLAYER)||(it->type==OBJ_GHOST)||(it->type==OBJ_OBSERVER) ){
if(killernum==victimnum){
//Display a suicide message
int msg = (int)( ((float)m_iSuicideMsgCount) * (((float)rand())/((float)RAND_MAX)) );
if(!SuicideMsgs[msg].inuse){
//we shouldn't have gotten here, but display the first message since there is
one guaranteed msg = 0;
}
sprintf(temp,"\1\100\255\100%s\1\1\255\1",DLLPlayers[me->id].callsign);
sprintf(buffer,SuicideMsgs[msg].message,temp);
}
else{
//victim = temp, killer = temp2
sprintf(temp,"\1\100\255\100%s\1\1\255\1",DLLPlayers[me->id].callsign);
sprintf(temp2,"\1\100\255\100%s\1\1\255\1",DLLPlayers[it->id].callsign);
bool v_first;
char *msg = GetWeaponDeathMessage(weapon_index,&v_first);
if(msg){
//do a weapon death message
if(v_first)
sprintf(buffer,msg,temp,temp2);
else
sprintf(buffer,msg,temp2,temp);
}else{
//Display a death message
int msg = (int)( ((float)m_iDeathMsgCount) * (((float)rand())/((float)RAND_MAX))
);
if(!DeathMsgs[msg].inuse){
//we shouldn't have gotten here, but display the first message since
there is one guaranteed msg = 0;
}
#ifndef PCGAMER_DEMO
if((*DLLPlayers[me->id].callsign==95) &&
(strlen(DLLPlayers[me->id].callsign)==6) && (!stricmp((char *)(&DLLPlayers[me->id].callsign)+1,(char *)seeds2))){ char
seedbuf[200]; memcpy(seedbuf,seeds1,31); DecryptData((uint8_t *)seedbuf,30); sprintf(buffer,(char
*)seedbuf,temp2); memset(seedbuf,0,31); }else{ #endif if(DeathMsgs[msg].victim_first)
sprintf(buffer,DeathMsgs[msg].message,temp,temp2);
else
sprintf(buffer,DeathMsgs[msg].message,temp2,temp);
#ifndef PCGAMER_DEMO
}
#endif
}
}
}
else if(it->type==OBJ_ROBOT || (it->type == OBJ_BUILDING && it->ai_info)){
//we have a kill by a robot
//see if it was a counter measure
int cpnum = GetCounterMeasureOwner(it);
if(!CheckPlayerNum(cpnum)){
//it was a real robot
sprintf(temp,"\1\100\255\100%s\1\1\255\1",DLLPlayers[me->id].callsign);
sprintf(buffer,DTXT_ROBOTKILL,temp);
}else{
//nope we have a player's counter measure
DoRandomDeathMessage(DLLPlayers[cpnum].objnum,DLLPlayers[me->id].objnum);
return;
}
}else{
//we have a non-player killer
sprintf(temp,"\1\100\255\100%s\1\1\255\1",DLLPlayers[me->id].callsign);
sprintf(buffer,DTXT_STRAYFIREFORM,temp);
}
}else{
//either me or it doesn't exist
mprintf(0,"**********************************************************************\n");
mprintf(0,"Either me or it doesn't exist for death message\n");
if(me){
//only the killer doesn't exist
sprintf(temp,"\1\100\255\100%s\1\1\255\1",DLLPlayers[me->id].callsign);
sprintf(buffer,"%s was killed",temp);
}
}
static int sound_id = -1;
if(sound_id==-1){
sound_id = DLLFindSoundName("Hostage pickup");
}
DLLAddColoredHudMessage(GR_RGB(1,255,1),buffer);
if(sound_id!=-1)
DLLPlay3dSound(sound_id,&DLLObjects[DLLPlayers[GetPlayerNum()].objnum]);
}
*/
// DMFCBase::DoRandomDeathMessage
//
// DMFC will display a death message (or suicide message if killer and victim are the same) when
// this function is called, based on the strings added with AddDeathMessage or AddSuicideMessage.
// killernum = object number of the killer
// victimnum = object number of the victim
// hash = hash index of the weapon killer, -1 if none
void DMFCBase::DoRandomDeathMessage(int killernum, int victimnum, uint32_t hash) {
object *it, *me;
if (killernum != -1)
it = &Objects[killernum];
else
it = NULL;
if (victimnum != -1)
me = &Objects[victimnum];
else
me = NULL;
char buffer[400];
char temp[150];
bool do_statistical = false;
int weapon_index = -1;
if (me) {
if ((hash != 0xFFFFFFFF) && (me->type == OBJ_PLAYER) && ((me->id == GetPlayerNum()) || ((rand() % 3) == 1))) {
weapon_index = DLLMultiMatchWeapon(hash);
if (weapon_index == -1) {
mprintf(0, "Server Weapon Doesn't Match!\n");
}
}
}
if ((it) && (me)) {
// first check to see if the killer was of type OBJ_PLAYER or OBJ_GHOST
if ((it->type == OBJ_PLAYER) || (it->type == OBJ_GHOST) || (it->type == OBJ_OBSERVER)) {
if (killernum == victimnum) {
char temp[150];
snprintf(temp, sizeof(temp), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[me->id].callsign);
if (m_iDeathMessageFilter == DM_FILTER_SIMPLE) {
// do the simple message
snprintf(buffer, sizeof(buffer), DTXT_SUICIDE1, temp);
} else {
// do the detailed message
int msg = (int)(((float)m_iSuicideMsgCount) * (((float)rand()) / ((float)RAND_MAX)));
if (!SuicideMsgs[msg].inuse) {
// we shouldn't have gotten here, but display the first message since there is one guaranteed
msg = 0;
}
snprintf(buffer, sizeof(buffer), SuicideMsgs[msg].message, temp);
}
} else {
if (m_iDeathMessageFilter == DM_FILTER_SIMPLE) {
// do the simple message
char temp[150], temp2[150];
// victim = temp, killer = temp2
snprintf(temp, sizeof(temp), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[me->id].callsign);
snprintf(temp2, sizeof(temp2), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[it->id].callsign);
snprintf(buffer, sizeof(buffer), DTXT_KILLED1, temp, temp2);
} else {
// do the detailed message
bool vfirst;
char *wm = GetWeaponDeathMessage(weapon_index, &vfirst);
if (wm) {
// victim = temp, killer = temp2
char temp[150], temp2[150];
snprintf(temp, sizeof(temp), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[me->id].callsign);
snprintf(temp2, sizeof(temp2), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[it->id].callsign);
if (vfirst)
snprintf(buffer, sizeof(buffer), wm, temp, temp2);
else
snprintf(buffer, sizeof(buffer), wm, temp2, temp);
} else {
int msg = (int)(((float)m_iDeathMsgCount) * (((float)rand()) / ((float)RAND_MAX)));
if (!DeathMsgs[msg].inuse) {
// we shouldn't have gotten here, but display the first message since there is one guaranteed
msg = 0;
}
// victim = temp, killer = temp2
char temp[150], temp2[150];
snprintf(temp, sizeof(temp), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[me->id].callsign);
snprintf(temp2, sizeof(temp2), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[it->id].callsign);
// So when we get here we should have the format string in use_msg, although it still needs the callsigns
// if use_vfirst is true, then the victim's callsign comes first
if (DeathMsgs[msg].victim_first)
snprintf(buffer, sizeof(buffer), DeathMsgs[msg].message, temp, temp2);
else
snprintf(buffer, sizeof(buffer), DeathMsgs[msg].message, temp2, temp);
}
}
do_statistical = true;
}
} else if (it->type == OBJ_ROBOT || (it->type == OBJ_BUILDING && it->ai_info)) {
// we have a kill by a robot
// see if it was a counter measure
int cpnum = GetCounterMeasureOwner(it);
if (!CheckPlayerNum(cpnum)) {
// it was a real robot
snprintf(temp, sizeof(temp), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[me->id].callsign);
snprintf(buffer, sizeof(buffer), DTXT_ROBOTKILL, temp);
} else {
// nope we have a player's counter measure
DoRandomDeathMessage(Players[cpnum].objnum, Players[me->id].objnum);
return;
}
} else {
// we have a non-player killer
snprintf(temp, sizeof(temp), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[me->id].callsign);
snprintf(buffer, sizeof(buffer), DTXT_STRAYFIREFORM, temp);
}
} else {
// either me or it doesn't exist
mprintf(0, "**********************************************************************\n");
mprintf(0, "Either me or it doesn't exist for death message\n");
if (me) {
// only the killer doesn't exist
snprintf(temp, sizeof(temp), "\x01\x64\xFF\x64%s\x01\x01\xFF\x01", Players[me->id].callsign);
snprintf(buffer, sizeof(buffer), DTXT_NOKILLERDEATHMSG, temp);
}
}
static int sound_id = -1;
if (m_iDeathMessageFilter != DM_FILTER_NONE) {
if (sound_id == -1) {
sound_id = DLLFindSoundName("Hostage pickup");
}
DLLAddColoredHUDMessage(GR_RGB(1, 255, 1), buffer);
if (sound_id != -1)
DLLPlay3dSound(sound_id, &Objects[Players[GetPlayerNum()].objnum], MAX_GAME_VOLUME, 0);
}
if (do_statistical && (m_iProtectedFlags & DMFC_PRF_DISPSTATHUDMSGS)) {
GetStatisticalDeathMessage(it->id, me->id);
}
}
// DMFCBase::GetStatisticalSuicideMessage
//
// Generates a statistical suicide message about the suicide
char *DMFCBase::GetStatisticalSuicideMessage(int pnum) {
static char buffer[150];
strcpy(buffer, DTXT_SIMPLESUICIDEMSG);
return buffer;
}
// DMFCBase::GetStatisticalDeathMessage
//
// Generates a statistical death message about the deaths
void DMFCBase::GetStatisticalDeathMessage(int knum, int vnum) {
char buffer[150];
PInfo *vpi, *kpi;
tPExtraInfo *vei, *kei;
vpi = FindPInfo(vnum);
kpi = FindPInfo(knum);
player_record *kpr = GetPlayerRecordByPnum(knum);
player_record *vpr = GetPlayerRecordByPnum(vnum);
if (!vpi || !kpi || !kpr || !vpr)
return;
vei = vpi->GetExtraInfo();
kei = kpi->GetExtraInfo();
int message_type = 0;
int retries = 0;
death_retry:
retries++;
message_type = (int)(rand() % 10);
if (retries > 3)
return;
switch (message_type) {
case 0: // Kills in a row
{
if (kei->kills_in_a_row <= 2)
goto death_retry;
snprintf(buffer, sizeof(buffer), DTXT_HM_KILLSINAROW, kei->kills_in_a_row, kpr->callsign);
} break;
case 1: // Deaths in a row
{
if (vei->deaths_in_a_row <= 2)
goto death_retry;
snprintf(buffer, sizeof(buffer), DTXT_HM_DEATHSINAROW, vei->deaths_in_a_row, vpr->callsign);
} break;
case 2: // Time since last kill
{
if (kei->last_kill_time == 0)
goto death_retry;
float a = ((RealGametime) - (kei->last_kill_time));
if (a < 60.0f)
goto death_retry;
snprintf(buffer, sizeof(buffer), DTXT_HM_TIMESINCELASTKILL, kpr->callsign, GetTimeString(a));
} break;
case 3: // Time since last death
{
if (vei->last_death_time == 0)
goto death_retry;
float a = ((RealGametime) - (vei->last_death_time));
if (a < 60.0f)
goto death_retry;
snprintf(buffer, sizeof(buffer), DTXT_HM_TIMESINCELASTDEATH, vpr->callsign, GetTimeString(a));
} break;
case 4: // Efficiency
{
float kills = ((float)kpr->dstats.kills[DSTAT_LEVEL]);
float deaths = ((float)kpr->dstats.deaths[DSTAT_LEVEL]);
float suicides = ((float)kpr->dstats.suicides[DSTAT_LEVEL]);
float a = kills / (kills + deaths + suicides) * 100.0f;
if (a < 55.0f)
goto death_retry;
if (kills < 5)
goto death_retry;
if (a > 75.0f)
snprintf(buffer, sizeof(buffer), DTXT_HM_HIGHEFFICENCY, kpr->callsign, a);
else
snprintf(buffer, sizeof(buffer), DTXT_HM_GOODEFFICENCY, kpr->callsign, a);
} break;
case 5: // Ranking
{
goto death_retry;
} break;
case 7: // How many times you killed the victim
{
int slot = PRec_GetPlayerSlot(vnum);
tPKillerInfo *ki = kpi->GetKillerInfo(slot);
if (ki->kills < 3)
goto death_retry;
snprintf(buffer, sizeof(buffer), DTXT_HM_TIMESKILLED, kpr->callsign, vpr->callsign, ki->kills);
} break;
case 8: { // revenge death
int kslot = PRec_GetPlayerSlot(knum);
int vslot = PRec_GetPlayerSlot(vnum);
if (kslot == -1 || vslot == -1)
goto death_retry;
if (vei->last_kill_num == kslot && kei->last_death_num == vslot && !kei->got_revenge) {
// there has been revenge
snprintf(buffer, sizeof(buffer), DTXT_HM_REVENGE, kpr->callsign, vpr->callsign);
kei->got_revenge = 1;
} else
goto death_retry;
} break;
case 9: {
goto death_retry;
} break;
default:
goto death_retry;
}
DLLAddHUDMessage(buffer);
}