163 lines
3.9 KiB
C++
163 lines
3.9 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// status_icons.cpp
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include <string.h>
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#include <stdio.h>
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#include "parsemsg.h"
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#include "event_api.h"
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DECLARE_MESSAGE(m_StatusIcons, StatusIcon);
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bool CHudStatusIcons::Init()
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{
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HOOK_MESSAGE(StatusIcon);
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gHUD.AddHudElem(this);
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Reset();
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return true;
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}
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bool CHudStatusIcons::VidInit()
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{
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return true;
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}
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void CHudStatusIcons::Reset()
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{
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memset(m_IconList, 0, sizeof m_IconList);
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m_iFlags &= ~HUD_ACTIVE;
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}
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// Draw status icons along the left-hand side of the screen
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bool CHudStatusIcons::Draw(float flTime)
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{
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if (0 != gEngfuncs.IsSpectateOnly())
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return true;
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// find starting position to draw from, along right-hand side of screen
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int x = 5;
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int y = ScreenHeight / 2;
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// loop through icon list, and draw any valid icons drawing up from the middle of screen
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for (int i = 0; i < MAX_ICONSPRITES; i++)
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{
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if (0 != m_IconList[i].spr)
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{
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y -= (m_IconList[i].rc.bottom - m_IconList[i].rc.top) + 5;
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SPR_Set(m_IconList[i].spr, m_IconList[i].r, m_IconList[i].g, m_IconList[i].b);
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SPR_DrawAdditive(0, x, y, &m_IconList[i].rc);
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}
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}
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return true;
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}
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// Message handler for StatusIcon message
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// accepts five values:
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// byte : true = ENABLE icon, false = DISABLE icon
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// string : the sprite name to display
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// byte : red
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// byte : green
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// byte : blue
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bool CHudStatusIcons::MsgFunc_StatusIcon(const char* pszName, int iSize, void* pbuf)
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{
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BEGIN_READ(pbuf, iSize);
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bool ShouldEnable = READ_BYTE() != 0;
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char* pszIconName = READ_STRING();
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if (ShouldEnable)
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{
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int r = READ_BYTE();
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int g = READ_BYTE();
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int b = READ_BYTE();
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EnableIcon(pszIconName, r, g, b);
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m_iFlags |= HUD_ACTIVE;
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}
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else
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{
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DisableIcon(pszIconName);
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}
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return true;
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}
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// add the icon to the icon list, and set it's drawing color
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void CHudStatusIcons::EnableIcon(const char* pszIconName, unsigned char red, unsigned char green, unsigned char blue)
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{
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int i;
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// check to see if the sprite is in the current list
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for (i = 0; i < MAX_ICONSPRITES; i++)
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{
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if (!stricmp(m_IconList[i].szSpriteName, pszIconName))
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break;
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}
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if (i == MAX_ICONSPRITES)
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{
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// icon not in list, so find an empty slot to add to
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for (i = 0; i < MAX_ICONSPRITES; i++)
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{
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if (0 == m_IconList[i].spr)
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break;
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}
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}
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// if we've run out of space in the list, overwrite the first icon
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if (i == MAX_ICONSPRITES)
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{
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i = 0;
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}
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// Load the sprite and add it to the list
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// the sprite must be listed in hud.txt
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int spr_index = gHUD.GetSpriteIndex(pszIconName);
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m_IconList[i].spr = gHUD.GetSprite(spr_index);
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m_IconList[i].rc = gHUD.GetSpriteRect(spr_index);
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m_IconList[i].r = red;
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m_IconList[i].g = green;
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m_IconList[i].b = blue;
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strcpy(m_IconList[i].szSpriteName, pszIconName);
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// Hack: Play Timer sound when a grenade icon is played (in 0.8 seconds)
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if (strstr(m_IconList[i].szSpriteName, "grenade"))
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{
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cl_entity_t* pthisplayer = gEngfuncs.GetLocalPlayer();
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gEngfuncs.pEventAPI->EV_PlaySound(pthisplayer->index, pthisplayer->origin, CHAN_STATIC, "weapons/timer.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
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}
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}
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void CHudStatusIcons::DisableIcon(const char* pszIconName)
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{
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// find the sprite is in the current list
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for (int i = 0; i < MAX_ICONSPRITES; i++)
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{
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if (!stricmp(m_IconList[i].szSpriteName, pszIconName))
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{
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// clear the item from the list
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memset(&m_IconList[i], 0, sizeof(icon_sprite_t));
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return;
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}
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}
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}
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