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/***
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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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// flashlight.cpp
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//
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// implementation of CHudFlashlight class
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include <string.h>
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#include <stdio.h>
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extern bool bIsMultiplayer( void );
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DECLARE_MESSAGE( m_Flash, FlashBat )
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DECLARE_MESSAGE( m_Flash, Flashlight )
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#define BAT_NAME "sprites/%d_Flashlight.spr"
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int CHudFlashlight::Init( void )
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{
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m_fFade = 0;
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m_fOn = 0;
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HOOK_MESSAGE( Flashlight );
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HOOK_MESSAGE( FlashBat );
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m_iFlags |= HUD_ACTIVE;
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gHUD.AddHudElem( this );
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return 1;
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}
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void CHudFlashlight::Reset( void )
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{
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m_fFade = 0;
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m_fOn = 0;
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}
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int CHudFlashlight::VidInit( void )
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{
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int HUD_flash_empty = gHUD.GetSpriteIndex( "flash_empty" );
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int HUD_flash_full = gHUD.GetSpriteIndex( "flash_full" );
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int HUD_flash_beam = gHUD.GetSpriteIndex( "flash_beam" );
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m_hSprite1 = gHUD.GetSprite( HUD_flash_empty );
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m_hSprite2 = gHUD.GetSprite( HUD_flash_full );
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m_hBeam = gHUD.GetSprite( HUD_flash_beam );
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m_prc1 = &gHUD.GetSpriteRect( HUD_flash_empty );
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m_prc2 = &gHUD.GetSpriteRect( HUD_flash_full );
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m_prcBeam = &gHUD.GetSpriteRect(HUD_flash_beam);
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m_iWidth = m_prc2->right - m_prc2->left;
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return 1;
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}
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int CHudFlashlight::MsgFunc_FlashBat( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int x = READ_BYTE();
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m_iBat = x;
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m_flBat = ( (float)x ) / 100.0;
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return 1;
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}
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int CHudFlashlight::MsgFunc_Flashlight( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_fOn = READ_BYTE();
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int x = READ_BYTE();
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m_iBat = x;
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m_flBat = ( (float)x ) / 100.0;
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return 1;
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}
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int CHudFlashlight::Draw( float flTime )
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{
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static bool show = ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) );
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if( show != !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ) )
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{
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show = !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) );
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if( gMobileEngfuncs )
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{
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gMobileEngfuncs->pfnTouchHideButtons( "flashlight", !show );
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}
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}
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if( !show )
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return 1;
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int r, g, b, x, y, a;
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wrect_t rc;
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
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return 1;
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if( m_fOn )
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a = 225;
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else
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a = MIN_ALPHA;
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if( bIsMultiplayer() )
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{
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if( m_flBat < 0.20 )
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UnpackRGB( r, g, b, RGB_REDISH );
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else
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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}
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else
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{
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UnpackRGB( r, g, b, RGB_REDISH );
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}
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ScaleColors( r, g, b, a );
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y = ( m_prc1->bottom - m_prc2->top ) / 2;
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x = ScreenWidth - m_iWidth - m_iWidth / 2 ;
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// Draw the flashlight casing
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SPR_Set( m_hSprite1, r, g, b );
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SPR_DrawAdditive( 0, x, y, m_prc1 );
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if( m_fOn )
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{
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// draw the flashlight beam
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x = ScreenWidth - m_iWidth / 2;
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SPR_Set( m_hBeam, r, g, b );
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SPR_DrawAdditive( 0, x, y, m_prcBeam );
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}
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// draw the flashlight energy level
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x = ScreenWidth - m_iWidth - m_iWidth / 2;
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int iOffset = m_iWidth * ( 1.0 - m_flBat );
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if( iOffset < m_iWidth )
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{
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rc = *m_prc2;
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rc.left += iOffset;
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SPR_Set( m_hSprite2, r, g, b );
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SPR_DrawAdditive( 0, x + iOffset, y, &rc );
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}
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return 1;
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}
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