ns/main/source/cl_dll/statusbar.cpp

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/***
*
* Copyright (c) 1999, 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.
*
****/
//
// statusbar.cpp
//
// generic text status bar, set by game dll
// runs across bottom of screen
//
#include "hud.h"
#include "cl_util.h"
#include "mod/AvHNetworkMessages.h"
#include <string.h>
#include <stdio.h>
DECLARE_MESSAGE( m_StatusBar, StatusText );
DECLARE_MESSAGE( m_StatusBar, StatusValue );
#define STATUSBAR_ID_LINE 1
float *GetClientColor( int clientIndex );
extern float g_ColorYellow[3];
int CHudStatusBar :: Init( void )
{
//gHUD.AddHudElem( this );
HOOK_MESSAGE( StatusText );
HOOK_MESSAGE( StatusValue );
Reset();
CVAR_CREATE( "hud_centerid", "0", FCVAR_ARCHIVE );
return 1;
}
int CHudStatusBar :: VidInit( void )
{
// Load sprites here
return 1;
}
void CHudStatusBar :: Reset( void )
{
int i = 0;
m_iFlags &= ~HUD_ACTIVE; // start out inactive
for ( i = 0; i < MAX_STATUSBAR_LINES; i++ )
{
m_szStatusText[i][0] = 0;
m_iStatusValues[i] = -1;
}
//memset( m_iStatusValues, 0, sizeof m_iStatusValues );
m_iStatusValues[0] = 1; // 0 is the special index, which always returns true
// reset our colors for the status bar lines (yellow is default)
for ( i = 0; i < MAX_STATUSBAR_LINES; i++ )
m_pflNameColors[i] = g_ColorYellow;
}
const char* CHudStatusBar::GetStatusString() const
{
static char kStatusString[1024];
memset(kStatusString, 0, 1024);
for(int i = 0; i < MAX_STATUSBAR_LINES; i++)
{
const char* theCurrentString = m_szStatusBar[i];
if(strlen(theCurrentString) > 0)
{
strcat(kStatusString, theCurrentString);
}
}
return kStatusString;
}
void CHudStatusBar :: ParseStatusString( int line_num )
{
// localise string first
char szBuffer[MAX_STATUSTEXT_LENGTH];
memset( szBuffer, 0, sizeof szBuffer );
gHUD.m_TextMessage.LocaliseTextString( m_szStatusText[line_num], szBuffer, MAX_STATUSTEXT_LENGTH );
// parse m_szStatusText & m_iStatusValues into m_szStatusBar
memset( m_szStatusBar[line_num], 0, MAX_STATUSTEXT_LENGTH );
char *src = szBuffer;
char *dst = m_szStatusBar[line_num];
char *src_start = src, *dst_start = dst;
while ( *src != 0 )
{
while ( *src == '\n' )
src++; // skip over any newlines
if ( ((src - src_start) >= MAX_STATUSTEXT_LENGTH) || ((dst - dst_start) >= MAX_STATUSTEXT_LENGTH) )
break;
int index = atoi( src );
// should we draw this line?
if ( (index >= 0 && index < MAX_STATUSBAR_VALUES) && (m_iStatusValues[index] != -1))
{ // parse this line and append result to the status bar
while ( *src >= '0' && *src <= '9' )
src++;
if ( *src == '\n' || *src == 0 )
continue; // no more left in this text line
// copy the text, char by char, until we hit a % or a \n
while ( *src != '\n' && *src != 0 )
{
if ( *src != '%' )
{ // just copy the character
*dst = *src;
dst++, src++;
}
else
{
// get the descriptor
char valtype = *(++src); // move over %
// if it's a %, draw a % sign
if ( valtype == '%' )
{
*dst = valtype;
dst++, src++;
continue;
}
// move over descriptor, then get and move over the index
index = atoi( ++src );
while ( *src >= '0' && *src <= '9' )
src++;
if ( index >= 0 && index < MAX_STATUSBAR_VALUES )
{
int indexval = m_iStatusValues[index];
// get the string to substitute in place of the %XX
char szRepString[MAX_PLAYER_NAME_LENGTH];
switch ( valtype )
{
case 'p': // player name
GetPlayerInfo( indexval, &g_PlayerInfoList[indexval] );
if ( g_PlayerInfoList[indexval].name != NULL )
{
strncpy( szRepString, g_PlayerInfoList[indexval].name, MAX_PLAYER_NAME_LENGTH );
m_pflNameColors[line_num] = GetClientColor( indexval );
}
else
{
strcpy( szRepString, "******" );
}
break;
case 'i': // number
sprintf( szRepString, "%d", indexval );
break;
default:
szRepString[0] = 0;
}
for ( char *cp = szRepString; *cp != 0 && ((dst - dst_start) < MAX_STATUSTEXT_LENGTH); cp++, dst++ )
*dst = *cp;
}
}
}
}
else
{
// skip to next line of text
while ( *src != 0 && *src != '\n' )
src++;
}
}
}
void CHudStatusBar::ReparseStringIfNeeded()
{
if ( m_bReparseString )
{
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
{
m_pflNameColors[i] = g_ColorYellow;
ParseStatusString( i );
}
m_bReparseString = FALSE;
}
}
int CHudStatusBar :: Draw( float fTime )
{
this->ReparseStringIfNeeded();
// Draw the status bar lines
for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
{
int TextHeight, TextWidth;
GetConsoleStringSize( m_szStatusBar[i], &TextWidth, &TextHeight );
int Y_START;
if ( ScreenHeight() >= 480 )
Y_START = ScreenHeight() - 55;
else
Y_START = ScreenHeight() - 45;
int x = 5;
int y = Y_START - ( TextHeight * i ); // draw along bottom of screen
// let user set status ID bar centering
if ( (i == STATUSBAR_ID_LINE) && CVAR_GET_FLOAT("hud_centerid") )
{
x = max( 0, max(2, (ScreenWidth() - TextWidth)) / 2 );
y = (ScreenHeight() / 2) + (TextHeight*CVAR_GET_FLOAT("hud_centerid"));
}
if ( m_pflNameColors[i] )
DrawSetTextColor( m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] );
DrawConsoleString( x, y, m_szStatusBar[i] );
}
return 1;
}
// Message handler for StatusText message
// accepts two values:
// byte: line number of status bar text
// string: status bar text
// this string describes how the status bar should be drawn
// a semi-regular expression:
// ( slotnum ([a..z] [%pX] [%iX])*)*
// where slotnum is an index into the Value table (see below)
// if slotnum is 0, the string is always drawn
// if StatusValue[slotnum] != 0, the following string is drawn, upto the next newline - otherwise the text is skipped upto next newline
// %pX, where X is an integer, will substitute a player name here, getting the player index from StatusValue[X]
// %iX, where X is an integer, will substitute a number here, getting the number from StatusValue[X]
int CHudStatusBar :: MsgFunc_StatusText( const char *pszName, int iSize, void *pbuf )
{
int location;
string content;
NetMsg_StatusText( pbuf, iSize, location, content );
if ( location < 0 || location >= MAX_STATUSBAR_LINES )
return 1;
strncpy( m_szStatusText[location], content.c_str(), MAX_STATUSTEXT_LENGTH );
m_szStatusText[location][MAX_STATUSTEXT_LENGTH-1] = 0; // ensure it's null terminated ( strncpy() won't null terminate if read string too long)
if ( m_szStatusText[0] == 0 )
m_iFlags &= ~HUD_ACTIVE;
else
m_iFlags |= HUD_ACTIVE; // we have status text, so turn on the status bar
m_bReparseString = TRUE;
this->ReparseStringIfNeeded();
return 1;
}
// Message handler for StatusText message
// accepts two values:
// byte: index into the status value array
// short: value to store
int CHudStatusBar :: MsgFunc_StatusValue( const char *pszName, int iSize, void *pbuf )
{
int location, state;
NetMsg_StatusValue( pbuf, iSize, location, state );
if ( location < 1 || location >= MAX_STATUSBAR_VALUES )
return 1; // index out of range
m_iStatusValues[location] = state;
m_bReparseString = TRUE;
this->ReparseStringIfNeeded();
return 1;
}