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162 lines
3.9 KiB
162 lines
3.9 KiB
/*** |
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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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int CHudStatusIcons::Init( void ) |
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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 1; |
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} |
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int CHudStatusIcons::VidInit( void ) |
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{ |
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return 1; |
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} |
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void CHudStatusIcons::Reset( void ) |
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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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int CHudStatusIcons::Draw( float flTime ) |
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{ |
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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( 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 1; |
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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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int 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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int ShouldEnable = READ_BYTE(); |
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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 1; |
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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( !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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