Files
sm-plugins/Couch/scripting/CouchHud.sp
T
2026-09-29 02:24:47 +01:00

317 lines
7.1 KiB
SourcePawn

#include <sourcemod>
#include <sdktools>
#include <Couch>
#pragma semicolon 1
#pragma newdecls required
// How often expired names are swept off the list. Only resends if a name actually dropped.
#define HUD_EXPIRE_INTERVAL 0.25
// Longer names are cut so one can't eat the whole message.
#define HUD_NAME_BYTES 20
// A user message holds 255 bytes; HudMsg's fixed fields take 34 and the string its terminator.
// Overflowing drops the whole message.
#define HUD_MSG_BYTES 255
#define HUD_MSG_HEADER_BYTES 34
#define HUD_TEXT_MAX (HUD_MSG_BYTES - HUD_MSG_HEADER_BYTES - 1)
ConVar g_cvEnabled;
ConVar g_cvTime;
Handle g_hHudSync;
Handle g_hExpireTimer;
float g_fExpire[MAXPLAYERS + 1]; // GetGameTime() at which this client drops off the list.
float g_fLastHit[MAXPLAYERS + 1]; // Ordering key: the most recent shooter is listed first.
float g_fNextExpiry; // Soonest expiry among the names currently on screen.
bool g_bFlushQueued; // A send is already scheduled for the next frame.
bool g_bHudShown; // Clients currently have text up, so an empty list must clear it.
char g_sHudText[HUD_TEXT_MAX + 1];
public Plugin myinfo =
{
name = "Couch HUD",
author = "marisakirisame.net",
description = "Shows who is shooting the couch",
version = "2.0",
url = "https://marisakirisame.net"
};
public void OnPluginStart()
{
g_hHudSync = CreateHudSynchronizer();
g_cvEnabled = CreateConVar("sm_couch_hud_enabled", "1", "Show the list of players shooting the couch.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
g_cvTime = CreateConVar("sm_couch_hud_time", "0.5", "How long a player stays on the list after their last hit, in seconds.", FCVAR_NOTIFY, true, 0.5, true, 30.0);
g_cvEnabled.AddChangeHook(OnEnabledChanged);
AutoExecConfig(true, "CouchHud");
}
public void OnMapStart()
{
// TIMER_FLAG_NO_MAPCHANGE already killed the timer.
g_hExpireTimer = null;
g_bFlushQueued = false;
g_bHudShown = false;
g_fNextExpiry = 0.0;
for (int i = 1; i <= MAXPLAYERS; i++)
{
g_fExpire[i] = 0.0;
g_fLastHit[i] = 0.0;
}
}
public void OnClientPutInServer(int client)
{
g_fExpire[client] = 0.0;
g_fLastHit[client] = 0.0;
}
public void OnClientDisconnect(int client)
{
bool bListed = (g_fExpire[client] > GetGameTime());
g_fExpire[client] = 0.0;
g_fLastHit[client] = 0.0;
if (bListed)
QueueFlush();
}
public void OnEnabledChanged(ConVar convar, const char[] oldValue, const char[] newValue)
{
if (!convar.BoolValue)
ResetAll();
}
public void OnLibraryRemoved(const char[] name)
{
if (StrEqual(name, "Couch"))
ResetAll();
}
// ---------------------------------------------------------------------------------------------
// Couch forwards
// ---------------------------------------------------------------------------------------------
public void Couch_OnCouchDamaged(int couch, int attacker, float damage)
{
if (!g_cvEnabled.BoolValue)
return;
float fNow = GetGameTime();
g_fLastHit[attacker] = fNow;
g_fExpire[attacker] = fNow + g_cvTime.FloatValue;
QueueFlush();
}
public void Couch_OnCouchRemoved()
{
ResetAll();
}
// ---------------------------------------------------------------------------------------------
// Sending
// ---------------------------------------------------------------------------------------------
// Once per frame: every hit in a frame (all shotgun pellets, several shooters) lands here, but
// only the first schedules a send.
void QueueFlush()
{
if (g_bFlushQueued)
return;
g_bFlushQueued = true;
RequestFrame(Frame_Flush);
}
void Frame_Flush(any data)
{
g_bFlushQueued = false;
Flush();
}
void Flush()
{
if (!g_cvEnabled.BoolValue || Couch_GetCouch() == -1)
{
ResetAll();
return;
}
if (BuildHudText(g_sHudText, sizeof(g_sHudText)) == 0)
{
ClearAll();
return;
}
Send();
}
void Send()
{
// Hold time matches the listing time, so the text leaves on its own if no update ever comes.
SetHudTextParams(0.8, 0.2, g_cvTime.FloatValue, 255, 255, 255, 255, 0, 0.0, 0.0, 0.0);
for (int i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i) && !IsFakeClient(i))
ShowSyncHudText(i, g_hHudSync, "%s", g_sHudText);
}
g_bHudShown = true;
// Started here rather than from the hit, so a tick between hit and send can't stop the timer.
if (g_hExpireTimer == null)
g_hExpireTimer = CreateTimer(HUD_EXPIRE_INTERVAL, Timer_Expire, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
}
// Most recent shooters first. Returns how many players are listed, shown or not. Names are
// packed until the message is full, then come off the bottom until a "+ N" line fits.
int BuildHudText(char[] text, int maxlen)
{
float fNow = GetGameTime();
bool bTaken[MAXPLAYERS + 1];
int order[MAXPLAYERS + 1];
int total = 0;
g_fNextExpiry = 0.0;
// Selection sort, most recent hit first. The soonest expiry is tracked over everyone listed,
// since a hidden player lapsing still changes the "+ N" count.
for (;;)
{
int best = 0;
for (int i = 1; i <= MaxClients; i++)
{
if (bTaken[i] || g_fExpire[i] <= fNow || !IsClientInGame(i))
continue;
if (best == 0 || g_fLastHit[i] > g_fLastHit[best])
best = i;
}
if (best == 0)
break;
bTaken[best] = true;
order[total++] = best;
if (g_fNextExpiry == 0.0 || g_fExpire[best] < g_fNextExpiry)
g_fNextExpiry = g_fExpire[best];
}
if (total == 0)
{
text[0] = '\0';
return 0;
}
strcopy(text, maxlen, "Shooting couch:");
// rowStart[n] is the text length before row n, so a row can be cut back off.
int rowStart[MAXPLAYERS + 1];
int rows = 0;
for (; rows < total; rows++)
{
char sName[MAX_NAME_LENGTH];
GetClientName(order[rows], sName, sizeof(sName));
TruncateUtf8(sName, HUD_NAME_BYTES);
char sLine[HUD_NAME_BYTES + 2];
FormatEx(sLine, sizeof(sLine), "\n%s", sName);
int len = strlen(text);
if (len + strlen(sLine) >= maxlen)
break;
rowStart[rows] = len;
StrCat(text, maxlen, sLine);
}
// Overflow line. A longer count can need another byte, so the fit is rechecked after every drop.
while (rows < total)
{
char sLine[16];
FormatEx(sLine, sizeof(sLine), "\n+ %d", total - rows);
if (strlen(text) + strlen(sLine) < maxlen)
{
StrCat(text, maxlen, sLine);
break;
}
rows--;
text[rowStart[rows]] = '\0';
}
return total;
}
// Cuts to at most maxBytes without leaving a partial multi-byte character on the end.
void TruncateUtf8(char[] text, int maxBytes)
{
if (strlen(text) <= maxBytes)
return;
int cut = maxBytes;
// Back up over continuation bytes so the whole character is dropped.
while (cut > 0 && (text[cut] & 0xC0) == 0x80)
cut--;
text[cut] = '\0';
}
public Action Timer_Expire(Handle timer)
{
if (!g_bHudShown)
{
g_hExpireTimer = null;
return Plugin_Stop;
}
// Only resend when a name has lapsed.
if (GetGameTime() >= g_fNextExpiry)
Flush();
return Plugin_Continue;
}
void ClearAll()
{
if (!g_bHudShown)
return;
for (int i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i) && !IsFakeClient(i))
ClearSyncHud(i, g_hHudSync);
}
g_bHudShown = false;
}
// The expiry timer sees g_bHudShown clear on its next tick and stops itself, so this is safe
// to call from inside it.
void ResetAll()
{
for (int i = 1; i <= MAXPLAYERS; i++)
{
g_fExpire[i] = 0.0;
g_fLastHit[i] = 0.0;
}
ClearAll();
}