// ================================================
// Unified notification system, written by Samual
-// Last updated: September, 2012
+// Last updated: November, 2012
// ================================================
// main types/groups of notifications
#define MSG_INFO 1 // "Global" information messages (sent to console, and notify panel if it has an icon)
#define MSG_CENTER 2 // "Personal" centerprint messages
#define MSG_WEAPON 3 // "Personal" weapon messages (like "You got the Nex", sent to weapon notify panel)
+#define MSG_DEATH 4 // "Personal" AND "Global" death messages
#define NO_STR_ARG ""
#define NO_FL_ARG -12345
#define F_STRNUM 2
#define F_FLNUM 3
-// allow sending of notifications to also pass through to spectators (specifically for centerprints)
-#ifdef SVQC
-#define WRITESPECTATABLE_MSG_ONE_VARNAME(varname,statement) entity varname; varname = msg_entity; FOR_EACH_REALCLIENT(msg_entity) if(msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) statement msg_entity = varname
-#define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
-#define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
-#endif
+#define BOT_PING -1
+// Since this is code uses macro processors to list notifications,
+// the normal compiler sees these checks as "constant" and throws
+// a warning. We have to get around this by using another function.
#define NOTIF_MATCH(a,b) if(min(NOTIF_MAX, a) == b)
+
#ifdef CSQC
+/*
+ Acquire special information to generate for display in the
+ notification from variables networked to the client.
+ Macro descriptions:
+ PASS_KEY: find the keybind for "passing" or "dropping" in CTF game mode
+ FRAG_SPREE: find out if the player is on a kill spree/how many kills they have
+ FRAG_PING: show the ping of a player
+ FRAG_STATS: show health/armor/ping of a player
+ FRAG_POS: show score status and position in the match of a player
+ DEATH_TEAM: show the full name of the team a player is switching from
+*/
string got_commandkey;
+#define PASS_KEY ((((got_commandkey = getcommandkey("pass", "+use")) != "pass") && !(strstrofs(got_commandkey, "not bound", 0) >= 0)) ? sprintf(CCR(_(" ^F1(Press %s)")), got_commandkey) : "")
+#define FRAG_SPREE (((f1 == 3) || (f1 == 5) || (f1 == 10) || (f1 == 15) || (f1 == 20) || (f1 == 25) || (f1 == 30)) ? sprintf(normal_or_gentle(_("%d kill spree! "), _("%d score spree! ")), f1) : "")
+#define FRAG_PING ((f2 != BOT_PING) ? sprintf(CCR(_("\n(Ping ^2%d^BG)")), f2) : "")
+#define FRAG_STATS sprintf(CCR(_("\n(Health ^1%d^BG / Armor ^2%d^BG)%s")), f1, f2, ((f3 != BOT_PING) ? sprintf(CCR(_(" (Ping ^2%d^BG)")), f3) : ""))
+//#define FRAG_POS ((Should_Print_Score_Pos(f1)) ? sprintf("\n^BG%s", Read_Score_Pos(f1)) : "")
+#define DEATH_TEAM Team_ColoredFullName(f1)
+
+// NO_CPID normally has a variable value, so we need to check and see
+// whether a notification uses it. If so, cancel out the centerprint ID.
+#define HANDLE_CPID(cpid) ((min(NOTIF_MAX, cpid) == NO_CPID) ? FALSE : cpid)
+
+// client-side handling of cvars
#define ADD_CSQC_AUTOCVAR(name) var float autocvar_notification_##name = TRUE;
-var float autocvar_notification_ctf_capture_verbose = TRUE;
-var float autocvar_notification_ctf_pickup_team_verbose = TRUE;
-var float autocvar_notification_ctf_pickup_enemy_verbose = TRUE;
#define CHECK_AUTOCVAR(name) if(autocvar_notification_##name)
-#define HANDLE_CPID(cpid) ((min(NOTIF_MAX, cpid) == NO_CPID) ? FALSE : cpid)
-#define PASS_KEY ((((got_commandkey = getcommandkey("pass", "+use")) != "pass") && !(strstrofs(got_commandkey, "not bound", 0) >= 0)) ? sprintf(CCR(_(" ^F1(Press %s)")), got_commandkey) : "")
#else
+
+// allow sending of notifications to also pass through to spectators (specifically for centerprints)
+#ifdef SVQC
+#define WRITESPECTATABLE_MSG_ONE_VARNAME(varname,statement) entity varname; varname = msg_entity; FOR_EACH_REALCLIENT(msg_entity) if(msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) statement msg_entity = varname
+#define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
+#define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
+#endif
+
+// do nothing for the other programs, they don't need cvars (those are just for the clients)
#define ADD_CSQC_AUTOCVAR(name)
#endif
+/*
+ If BELOW negative maxplayers, you dropped a place lower
+ If below 0, you are tied for that place
+ If above 0, you are holding that place alone
+ If above positive maxplayers, you moved up a place
+*
+float Should_Print_Score_Pos
+
+string Read_Score_Pos(float num)
+{
+
+}
+
+float Form_Score_Pos(entity player)
+{
+ return
+}*/
+
// ====================================
// Notifications List and Information
// ====================================
Normal message (string for sprintf when gentle messages are NOT enabled)
Gentle message (string for sprintf when gentle messages ARE enabled)
- Messages have ^F1, ^F2, and ^BG in them-- these are replaced
- with colors according to the cvars the user has chosen.
- ^F1 = highest priority, "primary"
- ^F2 = next highest priority, "secondary"
- ^BG = normal/less important priority, "tertiary"
+ Messages with ^F1, ^BG, ^TC, etc etc in them will replace those strings
+ with colors according to the cvars the user has chosen. This allows for
+ users to create unique color profiles for their HUD, giving more customization
+ options to HUD designers and end users who want such a feature.
+
+ Check out the function calls for string CCR(...) and
+ string TCR(...) to better understand how these codes work.
Guidlines (please try and follow these):
-ALWAYS start the string with a color, preferably background.
nothing too long for the name field... Abbreviations are your friend. :D
-Keep the spacing as clean as possible... if the arguments are abnormally long,
it's okay to go out of line a bit... but try and keep it clean still.
- -Keep the notifications in alphabetical order.
- ARIRE unir frk jvgu lbhe bja zbgure. (gvc sbe zvxrrhfn) -- Don't pay attention to this ^_^
+ -Sort the notifications in the most appropriate order for their tasks.
+ TODO: ? centerprint IDs are given priority based on their order (first being highest priority going downwards)
+ -ARIRE unir frk jvgu lbhe bja zbgure. (gvc sbe zvxrrhfn) -- Don't pay attention to this ^_^
*/
// weaponorder[f1].netname
MSG_WEAPON_NOTIF(DEATH_MARBLES_LOST3, 2, 1, XPND3(s1, s2, f1), _("^F1%s^BG lost their marbles against ^F1%s^BG using the ^F2%s^BG\n"), "") \
#undef MSG_WEAPON_NOTIF
+#define MSG_DEATH_NOTIFICATIONS \
+ MSG_DEATH_NOTIF(DEATH_SELF_CUSTOM, 2, 0, XPND2(s1, s2), NO_CPID, XPND2(0, 0), _("^K1You were %s, %s"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_GENERIC, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1Watch your step!"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_SELFKILL, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You killed your own dumb self!"), _("^K1You need to be more careful!")) \
+ MSG_DEATH_NOTIF(DEATH_SELF_SUICIDE, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You committed suicide!"), _("^K1You ended it all!")) \
+ MSG_DEATH_NOTIF(DEATH_SELF_NOAMMO, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You were killed for running out of ammo..."), _("^K1You are reinserted into the game for running out of ammo...")) \
+ MSG_DEATH_NOTIF(DEATH_SELF_ROT, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You grew too old without taking your medicine"), _("^K1You need to preserve your health")) \
+ MSG_DEATH_NOTIF(DEATH_SELF_CAMP, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1Die camper!"), _("^K1Reconsider your tactics, camper!")) \
+ MSG_DEATH_NOTIF(DEATH_SELF_BETRAYAL, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1Don't shoot your team mates!"), _("^K1Don't go against your team mates!")) \
+ MSG_DEATH_NOTIF(DEATH_SELF_TEAMCHANGE, 0, 1, DEATH_TEAM, NO_CPID, XPND2(0, 0), _("^BGYou are now on: %s"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_AUTOTEAMCHANGE, 0, 1, DEATH_TEAM, NO_CPID, XPND2(0, 0), _("^BGYou have been moved into a different team to improve team balance\nYou are now on: %s"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_FALL, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You hit the ground with a bit too much force"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_DROWN, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You couldn't catch your breath in time!"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_LAVA, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You couldn't stand the heat!"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_SLIME, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You melted away in slime!"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_SHOOTING_STAR, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You went faster than the speed of light!"), "") \
+ MSG_DEATH_NOTIF(DEATH_SELF_SWAMP, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You got stuck in a swamp!"), "") \
+ MSG_DEATH_NOTIF(DEATH_MURDER_FRAG, 1, 1, XPND2(FRAG_SPREE, s1), NO_CPID, XPND2(0, 0), _("^K3%sYou fragged ^BG%s"), _("^K3%sYou scored against ^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_FRAGGED, 1, 0, s1, NO_CPID, XPND2(0, 0), _("^K1You were fragged by ^BG%s"), _("^K1You were scored against by ^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_TYPEFRAG, 1, 1, XPND2(FRAG_SPREE, s1), NO_CPID, XPND2(0, 0), _("^K1%sYou typefragged ^BG%s"), _("^K1%sYou scored against ^BG%s^K1 while they were typing")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_TYPEFRAGGED, 1, 0, s1, NO_CPID, XPND2(0, 0), _("^K1You were typefragged by ^BG%s"), _("^K1You were scored against by ^BG%s^K1 while typing!")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_FRAG_FIRST, 1, 0, s1, NO_CPID, XPND2(0, 0), _("^K3First blood! You fragged ^BG%s"), _("^K3First score! You scored against ^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_FRAGGED_FIRST, 1, 0, s1, NO_CPID, XPND2(0, 0), _("^K1First victim! You were fragged by ^BG%s"), _("^K1First casualty! You were scored against by ^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_TYPEFRAG_FIRST, 1, 0, s1, NO_CPID, XPND2(0, 0), _("^K1First blood! You typefragged ^BG%s"), _("^K1First score! You scored against ^BG%s^K1 while they were typing")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_TYPEFRAGGED_FIRST, 1, 0, s1, NO_CPID, XPND2(0, 0), _("^K1First victim! You were typefragged by ^BG%s"), _("^K1First casualty! You were scored against by ^BG%s^K1 while typing!")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_FRAG_VERBOSE, 1, 2, XPND3(FRAG_SPREE, s1, FRAG_PING), NO_CPID, XPND2(0, 0), _("^K3You fragged ^BG%s^BG%s"), _("^K3You scored against ^BG%s^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_FRAGGED_VERBOSE, 1, 3, XPND2(s1, FRAG_STATS), NO_CPID, XPND2(0, 0), _("^K1You were fragged by ^BG%s^BG%s"), _("^K1You were scored against by ^BG%s^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_TYPEFRAG_VERBOSE, 1, 2, XPND3(FRAG_SPREE, s1, FRAG_PING), NO_CPID, XPND2(0, 0), _("^K1You typefragged ^BG%s^BG%s"), _("^K1You scored against ^BG%s^K1 while they were typing^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_TYPEFRAGGED_VERBOSE, 1, 3, XPND2(s1, FRAG_STATS), NO_CPID, XPND2(0, 0), _("^K1You were typefragged by ^BG%s^BG%s"), _("^K1You were scored against by ^BG%s^K1 while typing^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_FRAG_FIRST_VERBOSE, 1, 1, s1, NO_CPID, XPND2(0, 0), _("^K3First blood! You fragged ^BG%s"), _("^K3First score! You scored against ^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_FRAGGED_FIRST_VERBOSE, 1, 3, s1, NO_CPID, XPND2(0, 0), _("^K1First victim! You were fragged by ^BG%s"), _("^K1First casualty! You were scored against by ^BG%s")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE, 1, 1, s1, NO_CPID, XPND2(0, 0), _("^K1First blood! You typefragged ^BG%s"), _("^K1First score! You scored against ^BG%s^K1 while they were typing")) \
+ MSG_DEATH_NOTIF(DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE, 1, 3, s1, NO_CPID, XPND2(0, 0), _("^K1First victim! You were typefragged by ^BG%s"), _("^K1First casualty! You were scored against by ^BG%s^K1 while typing!")) \
+ #undef MSG_DEATH_NOTIF
+
// ====================================
// Initialization/Create Declarations
float NOTIF_INFO_COUNT;
float NOTIF_CENTER_COUNT;
float NOTIF_WEAPON_COUNT;
+float NOTIF_DEATH_COUNT;
float NOTIF_CPID_COUNT;
#define MSG_INFO_NOTIF(name,strnum,flnum,args,icon,normal,gentle) \
} \
ACCUMULATE_FUNCTION(RegisterNotifications, RegisterNotification_##name)
+#define MSG_DEATH_NOTIF(name,strnum,flnum,args,cpid,durcnt,normal,gentle) \
+ ADD_CSQC_AUTOCVAR(name) \
+ float name; \
+ void RegisterNotification_##name() \
+ { \
+ SET_FIELD_COUNT(name, NOTIF_FIRST, NOTIF_DEATH_COUNT) \
+ CHECK_MAX_COUNT(name, NOTIF_MAX, NOTIF_DEATH_COUNT, "notifications") \
+ } \
+ ACCUMULATE_FUNCTION(RegisterNotifications, RegisterNotification_##name)
+
// NOW we actually activate the declarations
MSG_INFO_NOTIFICATIONS
MSG_CENTER_NOTIFICATIONS
MSG_WEAPON_NOTIFICATIONS
+MSG_DEATH_NOTIFICATIONS
// ======================
MSG_WEAPON_NOTIFICATIONS
break;
}
+ case MSG_DEATH:
+ {
+ #define MSG_DEATH_NOTIF(name,strnum,flnum,args,cpid,durcnt,normal,gentle) \
+ { NOTIF_MATCH(name, net_name) { GET_FIELD_VALUE_OUTPUT(field,name,strnum,flnum) } }
+ MSG_DEATH_NOTIFICATIONS
+ break;
+ }
}
#undef GET_FIELD_VALUE_OUTPUT
// color code replace, place inside of sprintf and parse the string
string CCR(string input)
{
- input = strreplace("^F1", "^2", input); // autocvar_notification_colors_F1
- input = strreplace("^F2", "^3", input); // autocvar_notification_colors_F2
- input = strreplace("^K1", "^1", input); // autocvar_notification_colors_K1
- input = strreplace("^K2", "^3", input); // autocvar_notification_colors_K2
- input = strreplace("^BG", "^7", input); // autocvar_notification_colors_BG
- input = strreplace("^N", "^7", input); // "none"-- reset to white
+ // foreground/normal colors
+ input = strreplace("^F1", "^2", input); // primary priority (important names, etc)
+ input = strreplace("^F2", "^3", input); // secondary priority (items, locations, numbers, etc)
+
+ // "kill" colors
+ input = strreplace("^K1", "^1", input); // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
+ input = strreplace("^K2", "^3", input); // similar to above, but less important... OR, a highlight out of above message type
+ input = strreplace("^K3", "^4", input); // "good" or "beneficial" text (you fragging someone, etc)
+
+ // background colors
+ input = strreplace("^BG", "^7", input); // neutral/unimportant text
+ input = strreplace("^N", "^7", input); // "none"-- reset to white...
return input;
}
#define MSG_INFO_NOTIF(name,strnum,flnum,args,hudargs,icon,normal,gentle) { NOTIF_Write("MSG_INFO", VAR_TO_TEXT(name), normal); }
#define MSG_CENTER_NOTIF(name,strnum,flnum,args,cpid,durcnt,normal,gentle) { NOTIF_Write("MSG_CENTER", VAR_TO_TEXT(name), normal); }
#define MSG_WEAPON_NOTIF(name,strnum,flnum,args,normal,gentle) { NOTIF_Write("MSG_WEAPON", VAR_TO_TEXT(name), normal); }
+ #define MSG_DEATH_NOTIF(name,strnum,flnum,args,cpid,durcnt,normal,gentle) { NOTIF_Write("MSG_DEATH", VAR_TO_TEXT(name), normal); }
MSG_INFO_NOTIFICATIONS
MSG_CENTER_NOTIFICATIONS
MSG_WEAPON_NOTIFICATIONS
+ MSG_DEATH_NOTIFICATIONS
return;
}
MSG_WEAPON_NOTIFICATIONS
break;
}
+ case MSG_DEATH:
+ {
+ #define MSG_DEATH_NOTIF(name,strnum,flnum,args,cpid,durcnt,normal,gentle) \
+ { NOTIF_MATCH(name, net_name) CHECK_AUTOCVAR(name) \
+ { \
+ centerprint_generic(HANDLE_CPID(cpid), sprintf(CCR(normal_or_gentle(normal, gentle)), args), durcnt); \
+ } }
+ MSG_DEATH_NOTIFICATIONS
+ break;
+ }
}
}
#endif
#endif
#ifdef SVQC
-void Send_Notification(entity client, float net_type, float net_name, string s1, string s2, float f1, float f2, float f3)
+void Send_Notification(entity client, float broadcast, float net_type, float net_name, string s1, string s2, float f1, float f2, float f3)
{
if(net_type && net_name)
{
if(notif_stringcount(s1, s2) > stringcount) { backtrace("Too many string arguments for notification!\n"); return; }
if(notif_floatcount(f1, f2, f3) > floatcount) { backtrace("Too many float arguments for notification!\n"); return; }
-
- if(client && (clienttype(client) == CLIENTTYPE_REAL) && (client.flags & FL_CLIENT))
+
+ if(broadcast == MSG_ONE)
{
- // personal/direct notification sent to ONE person and their spectators
- msg_entity = client;
- WRITESPECTATABLE_MSG_ONE({
- WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_NOTIFICATION);
- WriteByte(MSG_ONE, net_type);
- WriteShort(MSG_ONE, net_name);
- if(stringcount >= 1) { WriteString(MSG_ONE, s1); }
- if(stringcount == 2) { WriteString(MSG_ONE, s2); }
- if(floatcount >= 1) { WriteLong(MSG_ONE, f1); }
- if(floatcount >= 2) { WriteLong(MSG_ONE, f2); }
- if(floatcount == 3) { WriteLong(MSG_ONE, f3); }
- });
+ if(client && (clienttype(client) == CLIENTTYPE_REAL) && (client.flags & FL_CLIENT))
+ {
+ // personal/direct notification sent to ONE person and their spectators
+ msg_entity = client;
+ WRITESPECTATABLE_MSG_ONE({
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_NOTIFICATION);
+ WriteByte(MSG_ONE, net_type);
+ WriteShort(MSG_ONE, net_name);
+ if(stringcount >= 1) { WriteString(MSG_ONE, s1); }
+ if(stringcount == 2) { WriteString(MSG_ONE, s2); }
+ if(floatcount >= 1) { WriteLong(MSG_ONE, f1); }
+ if(floatcount >= 2) { WriteLong(MSG_ONE, f2); }
+ if(floatcount == 3) { WriteLong(MSG_ONE, f3); }
+ });
+ }
}
- else
+ else if(broadcast == MSG_ALL)
{
// global notification sent to EVERYONE
WriteByte(MSG_ALL, SVC_TEMPENTITY);
if(floatcount >= 2) { WriteLong(MSG_ALL, f2); }
if(floatcount == 3) { WriteLong(MSG_ALL, f3); }
}
+ else { backtrace("Unknown MSG_ type to write with!\n"); }
if(!server_is_local && (net_type == MSG_INFO))
{
if(tmp_entity.team == targetteam)
if(tmp_entity != except)
{
- Send_Notification(tmp_entity, net_type, net_name, s1, s2, f1, f2, f3);
+ Send_Notification(tmp_entity, MSG_ONE, net_type, net_name, s1, s2, f1, f2, f3);
}
}
}
-// WARNING: use this ONLY if you need exceptions or want to exclude spectators, otherwise use Send_Notification(..., world, ...)
+// WARNING: use this ONLY if you need exceptions or want to exclude spectators, otherwise use Send_Notification(world, MSG_ALL, ...)
void Send_Notification_ToAll(entity except, float spectators, float net_type, float net_name, string s1, string s2, float f1, float f2, float f3)
{
entity tmp_entity;
if((tmp_entity.classname == STR_PLAYER) || spectators)
if(tmp_entity != except)
{
- Send_Notification(tmp_entity, net_type, net_name, s1, s2, f1, f2, f3);
+ Send_Notification(tmp_entity, MSG_ONE, net_type, net_name, s1, s2, f1, f2, f3);
}
}
}