]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Massive progress with the notification system, plus some cleanup/comments
authorSamual Lenks <samual@xonotic.org>
Mon, 26 Nov 2012 04:28:26 +0000 (23:28 -0500)
committerSamual Lenks <samual@xonotic.org>
Mon, 26 Nov 2012 04:28:26 +0000 (23:28 -0500)
qcsrc/common/deathtypes.qh
qcsrc/common/notifications.qc
qcsrc/server/g_damage.qc
qcsrc/server/mutators/gamemode_ctf.qh

index e1c93024f9cf4b675f40fecb231043534b9f0c0d..c4a3ba59ffc9c5fe570774a160a266625a22a128 100644 (file)
@@ -6,7 +6,7 @@ float DT_COUNT;
 
 #define DT_MATCH(a,b) if(min(DT_MAX, a) == b)
 
-#define DEATHTYPE(name,msg_info,msg_center,position) \
+#define DEATHTYPE(name,msg_info,msg_center,msg_info_by,msg_center_by,position) \
        float name; \
        float position; \
        void RegisterDeathtype_##name() \
@@ -18,55 +18,55 @@ float DT_COUNT;
        ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name)
 
 #define DEATHTYPES \
-       DEATHTYPE(DEATH_FALL, FALSE, FALSE, DEATH_SPECIAL_START) \
-       DEATHTYPE(DEATH_TELEFRAG, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_DROWN, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_HURTTRIGGER, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_LAVA, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_SLIME, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_KILL, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_NOAMMO, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_SWAMP, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TEAMCHANGE, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_AUTOTEAMCHANGE, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_CAMP, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_SHOOTING_STAR, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_ROT, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_MIRRORDAMAGE, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TOUCHEXPLODE, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_CHEAT, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_FIRE, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_VHCRUSH, FALSE, FALSE, DEATH_VHFIRST) \
-       DEATHTYPE(DEATH_SBMINIGUN, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_SBROCKET, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_SBBLOWUP, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_WAKIGUN, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_WAKIROCKET, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_WAKIBLOWUP, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_RAPTOR_CANNON, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_RAPTOR_BOMB, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_RAPTOR_BOMB_SPLIT, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_RAPTOR_DEATH, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_BUMB_GUN, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_BUMB_RAY, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_BUMB_RAY_HEAL, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_BUMB_DEATH, FALSE, FALSE, DEATH_VHLAST) \
-       DEATHTYPE(DEATH_TURRET, FALSE, FALSE, DEATH_TURRET_FIRST) \
-       DEATHTYPE(DEATH_TURRET_EWHEEL, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_FLAC, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_MACHINEGUN, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_WALKER_GUN, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_WALKER_MEELE, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_WALKER_ROCKET, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_HELLION, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_HK, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_MLRS, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_PLASMA, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_PHASER, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_TURRET_TESLA, FALSE, FALSE, DEATH_TURRET_LAST) \
-       DEATHTYPE(DEATH_GENERIC, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_WEAPON, FALSE, FALSE, NORMAL_POS) \
-       DEATHTYPE(DEATH_CUSTOM, FALSE, FALSE, NORMAL_POS) \
+       DEATHTYPE(DEATH_FALL,                                   FALSE,                                  CENTER_DEATH_FALL,                              FALSE,                                  FALSE,                                  DEATH_SPECIAL_START) \
+       DEATHTYPE(DEATH_TELEFRAG,                               FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_DROWN,                                  FALSE,                                  CENTER_DEATH_DROWN,                     FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_HURTTRIGGER,                    FALSE,                                  CENTER_DEATH_CUSTOM,                    FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_LAVA,                                   FALSE,                                  CENTER_DEATH_LAVA,                              FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_SLIME,                                  FALSE,                                  CENTER_DEATH_SLIME,                     FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_KILL,                                   FALSE,                                  CENTER_DEATH_SUICIDE,                   FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_NOAMMO,                                 FALSE,                                  CENTER_DEATH_NOAMMO,                    FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_SWAMP,                                  FALSE,                                  CENTER_DEATH_SWAMP,                     FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TEAMCHANGE,                     FALSE,                                  CENTER_DEATH_TEAMCHANGE,                FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_AUTOTEAMCHANGE,                 FALSE,                                  CENTER_DEATH_AUTOTEAMCHANGE,    FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_CAMP,                                   FALSE,                                  CENTER_DEATH_CAMP,                              FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_SHOOTING_STAR,                  FALSE,                                  CENTER_DEATH_SHOOTING_STAR,     FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_ROT,                                    FALSE,                                  CENTER_DEATH_ROT,                               FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_MIRRORDAMAGE,                   FALSE,                                  CENTER_DEATH_BETRAYAL,                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TOUCHEXPLODE,                   FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_CHEAT,                                  FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_FIRE,                                   FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_VHCRUSH,                                FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  DEATH_VHFIRST) \
+       DEATHTYPE(DEATH_SBMINIGUN,                              FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_SBROCKET,                               FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_SBBLOWUP,                               FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_WAKIGUN,                                FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_WAKIROCKET,                             FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_WAKIBLOWUP,                             FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_RAPTOR_CANNON,                  FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_RAPTOR_BOMB,                    FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_RAPTOR_BOMB_SPLIT,              FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_RAPTOR_DEATH,                   FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_BUMB_GUN,                               FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_BUMB_RAY,                               FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_BUMB_RAY_HEAL,                  FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_BUMB_DEATH,                             FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  DEATH_VHLAST) \
+       DEATHTYPE(DEATH_TURRET,                                 FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  DEATH_TURRET_FIRST) \
+       DEATHTYPE(DEATH_TURRET_EWHEEL,                  FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_FLAC,                    FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_MACHINEGUN,              FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_WALKER_GUN,              FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_WALKER_MEELE,    FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_WALKER_ROCKET,   FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_HELLION,                 FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_HK,                              FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_MLRS,                    FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_PLASMA,                  FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_PHASER,                  FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_TURRET_TESLA,                   FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  DEATH_TURRET_LAST) \
+       DEATHTYPE(DEATH_GENERIC,                                FALSE,                                  CENTER_DEATH_GENERIC,                   FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_WEAPON,                                 FALSE,                                  FALSE,                                                  FALSE,                                  FALSE,                                  NORMAL_POS) \
+       DEATHTYPE(DEATH_CUSTOM,                                 FALSE,                                  CENTER_DEATH_CUSTOM,                    FALSE,                                  FALSE,                                  NORMAL_POS) \
        #undef DEATHTYPE
 
 DEATHTYPES
@@ -83,7 +83,7 @@ string Deathtype_Name(float deathtype)
 {
        if(DEATH_ISSPECIAL(deathtype))
        {
-               #define DEATHTYPE(name,msg_info,msg_center,position) \
+               #define DEATHTYPE(name,msg_info,msg_center,msg_info_by,msg_center_by,position) \
                        { if(deathtype == max(0, name)) return VAR_TO_TEXT(name); }
 
                DEATHTYPES
index a6edcf07aa2e96ca185eef4238e469231666b702..ecbdb5231149d124ecf88f2ae2f53aa21252af03 100644 (file)
@@ -1,6 +1,6 @@
 // ================================================
 //  Unified notification system, written by Samual
-//  Last updated: September, 2012
+//  Last updated: November, 2012
 // ================================================
 
 // main types/groups of notifications
 #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 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) : "")
 #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;
+#define CHECK_AUTOCVAR(name) if(autocvar_notification_##name)
 #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
 
@@ -81,11 +101,13 @@ float Form_Score_Pos(entity player)
     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.
@@ -99,7 +121,7 @@ float Form_Score_Pos(entity player)
       it's okay to go out of line a bit... but try and keep it clean still.
     -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 ^_^
+    -ARIRE unir frk jvgu lbhe bja zbgure. (gvc sbe zvxrrhfn) -- Don't pay attention to this ^_^
 */
 
 // weaponorder[f1].netname
@@ -159,6 +181,22 @@ float Form_Score_Pos(entity player)
        MSG_CENTER_NOTIF(CENTER_CTF_STALEMATE_CARRIER,                  0, 0, NO_STR_ARG,                               CPID_STALEMATE,                 XPND2(0, 0), _("^BGStalemate! Enemies can now see you on radar!"), "") \
        MSG_CENTER_NOTIF(CENTER_CTF_STALEMATE_OTHER,                    0, 0, NO_STR_ARG,                               CPID_STALEMATE,                 XPND2(0, 0), _("^BGStalemate! Flag carriers can now be seen by enemies on radar!"), "") \
        MSG_CENTER_NOTIF(CENTER_CTF_FLAG_THROW_PUNISH,                  0, 1, f1,                                               CPID_CTF_LOWPRIO,               XPND2(0, 0), _("^BGToo many flag throws! Throwing disabled for %d seconds."), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_CUSTOM,                                   2, 0, XPND2(s1, s2),                    NO_CPID,                                XPND2(0, 0), _("^K1You were %s, %s"), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_GENERIC,                                  0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1Watch your step!"), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_SELFKILL,                                 0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1You killed your own dumb self!"), _("^K1You need to be more careful!")) \
+       MSG_CENTER_NOTIF(CENTER_DEATH_SUICIDE,                                  0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1You committed suicide!"), _("^K1You ended it all!")) \
+       MSG_CENTER_NOTIF(CENTER_DEATH_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_CENTER_NOTIF(CENTER_DEATH_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_CENTER_NOTIF(CENTER_DEATH_CAMP,                                             0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1Die camper!"), _("^K1Reconsider your tactics, camper!")) \
+       MSG_CENTER_NOTIF(CENTER_DEATH_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_CENTER_NOTIF(CENTER_DEATH_TEAMCHANGE,                               0, 1, DEATH_TEAM,                               NO_CPID,                                XPND2(0, 0), _("^BGYou are now on: %s"), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_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_CENTER_NOTIF(CENTER_DEATH_FALL,                                             0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1You hit the ground with a bit too much force"), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_DROWN,                                    0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1You couldn't catch your breath in time!"), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_LAVA,                                             0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1You couldn't stand the heat!"), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_SLIME,                                    0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1You melted away in slime!"), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_SHOOTING_STAR,                    0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1You went faster than the speed of light!"), "") \
+       MSG_CENTER_NOTIF(CENTER_DEATH_SWAMP,                                    0, 0, NO_STR_ARG,                               NO_CPID,                                XPND2(0, 0), _("^K1You got stuck in a swamp!"), "") \
        MSG_CENTER_NOTIF(CENTER_DEATH_FRAG,                                             1, 1, XPND2(FRAG_SPREE, s1),                                                    NO_CPID, XPND2(0, 0), _("^K3%sYou fragged ^BG%s"), _("^K3%sYou scored against ^BG%s")) \
        MSG_CENTER_NOTIF(CENTER_DEATH_FRAGGED,                                  1, 0, s1,                                                                                               NO_CPID, XPND2(0, 0), _("^K1You were fragged by ^BG%s"), _("^K1You were scored against by ^BG%s")) \
        MSG_CENTER_NOTIF(CENTER_DEATH_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")) \
index 09f1bcfa0cb8a2bf83f14dd7e7f3cc19a90897a6..7c007c89d725f1fd73a243bb799c99e52eb052a7 100644 (file)
@@ -308,7 +308,39 @@ void LogDeath(string mode, float deathtype, entity killer, entity killed)
        GameLogEcho(s);
 }
 
-void Obituary_SpecialDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
+void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
+{
+       float handled, hits;
+       if(DEATH_ISSPECIAL(deathtype))
+       {
+               #define DEATHTYPE(name,msg_info,msg_center,msg_info_by,msg_center_by,position) \
+                       { if(deathtype == max(0, name)) \
+                       { \
+                               #if murder \
+                                       if(max(0, msg_info_by)) { Send_Notification(world, MSG_ALL, MSG_INFO, msg_info_by, s1, s2, f1, f2, f3); ++handled; } \
+                                       if(max(0, msg_center_by)) { Send_Notification(notif_target, MSG_ONE, MSG_CENTER, msg_center_by, s1, s2, f1, f2, f3); ++handled; } \
+                               #else \
+                                       if(max(0, msg_info)) { Send_Notification(world, MSG_ALL, MSG_INFO, msg_info, s1, s2, f1, f2, f3); ++handled; } \
+                                       if(max(0, msg_center)) { Send_Notification(notif_target, MSG_ONE, MSG_CENTER, msg_center, s1, s2, f1, f2, f3); ++handled; } \
+                               #endif \
+                               ++hits; \
+                       } }
+
+               DEATHTYPES
+               if not(hits)
+               {
+                       backtrace("Unhandled deathtype. Please notify Samual!\n");
+                       //return;
+               }
+               if not(handled)
+               {
+                       print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
+                       return;
+               }
+       }
+}
+
+void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
 {
        float handled, hits;
        if(DEATH_ISSPECIAL(deathtype))
@@ -325,7 +357,7 @@ void Obituary_SpecialDeath(entity notif_target, float deathtype, string s1, stri
                if not(hits)
                {
                        backtrace("Unhandled deathtype. Please notify Samual!\n");
-                       return;
+                       //return;
                }
                if not(handled)
                {
@@ -365,29 +397,30 @@ void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
                        {
                                s1 = targ.netname;
                                f1 = targ.team;
-                               f2 = NO_FL_ARG;
                        }
                        else
                        {
-                               if(deathtype == DEATH_MIRRORDAMAGE)
-                               {
-                                       s1 = targ.netname;
-                                       f1 = targ.team;
-                                       f2 = targ.killcount;
-                               }
-                               else
+                               switch(deathtype)
                                {
-                                       s1 = targ.netname;
-                                       f1 = targ.killcount;
-                                       f2 = NO_FL_ARG;
+                                       case DEATH_MIRRORDAMAGE:
+                                       {
+                                               s1 = targ.netname;
+                                               f1 = targ.team;
+                                               //f2 = targ.killcount;
+                                               break;
+                                       }
+                                       
+                                       default:
+                                       {
+                                               s1 = s2 = NO_STR_ARG;
+                                               f1 = f2 = f3 = NO_FL_ARG;
+                                               break;
+                                       }
                                }
-                               
-                               // Do this manually inside of each if statement where necessary,
-                               // DEATH_TEAMCHANGE and such are not supposed to have this.
                                LogDeath("suicide", deathtype, targ, targ);
                                GiveFrags(attacker, targ, -1, deathtype);
                        }
-                       Obituary_SpecialDeath(targ, deathtype, s1, NO_STR_ARG, f1, f2, NO_FL_ARG);
+                       Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
                }
                else if(DEATH_WEAPONOF(deathtype))
                {
@@ -409,7 +442,7 @@ void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
                {
                        if(DEATH_ISSPECIAL(deathtype))
                        {
-                               print("hmm death was special?\n");
+                               backtrace("hmm death was special?\n");
                        }
                        else if(DEATH_WEAPONOF(deathtype))
                        {
@@ -515,27 +548,27 @@ void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
        // =============
        else
        {
-               Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
                if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
                        msg = inflictor.message;
                else if (deathtype == DEATH_CUSTOM)
                        msg = deathmessage;
                else
                        msg = "";
-               if(strstrofs(msg, "%", 0) < 0)
-                       msg = strcat("%s ", msg);
+                       
+               if(strstrofs(msg, "%", 0) < 0) { msg = strcat("%s ", msg); }
 
+               LogDeath("accident", deathtype, targ, targ);
                GiveFrags(targ, targ, -1, deathtype);
                if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
                        AnnounceTo(targ, "botlike");
                        PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
                }
-               Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
+               //Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
 
-               if (targ.killcount > 2)
-                       Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
+               //if (targ.killcount > 2)
+               //      Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
 
-               LogDeath("accident", deathtype, targ, targ);
+               Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
        }
 
        targ.death_origin = targ.origin;
index f9fdda609ff6ebadff3466750f455c19550d761c..195b2434d71368b5891826ee39248a907afcbc9d 100644 (file)
@@ -1,5 +1,6 @@
 // these are needed since mutators are compiled last
 
+#ifdef SVQC
 // used in cheats.qc
 void ctf_RespawnFlag(entity flag)
 
@@ -135,3 +136,8 @@ void havocbot_role_ctf_setrole(entity bot, float role);
 .float CAPTURE_VERBOSE;
 .float PICKUP_TEAM_VERBOSE;
 .float PICKUP_ENEMY_VERBOSE;
+#else
+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;
+#endif