halflife-photomode/cl_dll/status_icons.cpp

163 lines
3.9 KiB
C++

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