/*** * * 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 #include #include "parsemsg.h" #include "event_api.h" DECLARE_MESSAGE( m_StatusIcons, StatusIcon ); int CHudStatusIcons::Init( void ) { HOOK_MESSAGE( StatusIcon ); gHUD.AddHudElem( this ); Reset(); return 1; } int CHudStatusIcons::VidInit( void ) { return 1; } void CHudStatusIcons::Reset( void ) { memset( m_IconList, 0, sizeof m_IconList ); m_iFlags &= ~HUD_ACTIVE; } // Draw status icons along the left-hand side of the screen int CHudStatusIcons::Draw( float flTime ) { if (gEngfuncs.IsSpectateOnly()) return 1; // 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 ( 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 1; } // 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 int CHudStatusIcons::MsgFunc_StatusIcon( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int ShouldEnable = READ_BYTE(); 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 1; } // add the icon to the icon list, and set it's drawing color void CHudStatusIcons::EnableIcon( char *pszIconName, unsigned char red, unsigned char green, unsigned char blue ) { // check to see if the sprite is in the current list int i; 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 ( !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( 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; } } }