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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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DECLARE_MESSAGE( m_Nightvision, Nightvision )
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DECLARE_MESSAGE( m_Nightvision, Flashlight )
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#define NIGHTVISION_SPRITE1_NAME "sprites/of_nv.spr"
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#define NIGHTVISION_SPRITE2_NAME "sprites/of_nv_a.spr"
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#define NIGHTVISION_SPRITE3_NAME "sprites/of_nv_b.spr"
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#define NIGHTVISION_SPRITE4_NAME "sprites/of_nv_int.spr"
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int CHudNightvision::Init(void)
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{
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m_fOn = 0;
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HOOK_MESSAGE(Nightvision);
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HOOK_MESSAGE(Flashlight);
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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 CHudNightvision::Reset(void)
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{
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m_fOn = 0;
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}
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int CHudNightvision::VidInit(void)
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{
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m_hSprite1 = LoadSprite(NIGHTVISION_SPRITE1_NAME);
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m_hSprite2 = LoadSprite(NIGHTVISION_SPRITE2_NAME);
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m_hSprite3 = LoadSprite(NIGHTVISION_SPRITE3_NAME);
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m_hSprite4 = LoadSprite(NIGHTVISION_SPRITE4_NAME);
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m_prc = &gHUD.GetSpriteRect(m_hSprite2);
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// Get the number of frames available in this sprite.
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m_nFrameCount = SPR_Frames(m_hSprite2);
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// current frame.
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m_iFrame = 0;
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return 1;
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};
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int CHudNightvision::MsgFunc_Nightvision(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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return 1;
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}
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int CHudNightvision::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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return 1;
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}
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int CHudNightvision::Draw(float flTime)
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{
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if (gHUD.m_iHideHUDDisplay & (HIDEHUD_FLASHLIGHT | HIDEHUD_ALL))
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return 1;
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int r, g, b, x, y, a;
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// Only display this if the player is equipped with the suit.
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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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// Get each color component from the main
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// hud color.
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UnpackRGB(r, g, b, RGB_YELLOWISH);
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ScaleColors(r, g, b, a);
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// Top left of the screen.
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x = y = 0;
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// Reset the number of frame if we are at last frame.
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if (m_iFrame >= m_nFrameCount)
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m_iFrame = 0;
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if (m_fOn)
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{
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//
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// draw nightvision scanlines sprite.
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//
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SPR_Set(m_hSprite2, r, g, b);
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int i, j;
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for (i = 0; i < 8; ++i) // height
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{
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for (j = 0; j < 16; ++j) // width
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{
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// Nightvision sprites are 256 x 256. So draw 128 -> (8 * 16) instances to cover
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// the entire screen. It's cheap but does the work.
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//
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// Keep in mind this is used until we find a better solution.
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SPR_DrawAdditive(m_iFrame, x + (j * 256), y + (i * 256), NULL);
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}
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}
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}
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// Increase sprite frame.
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m_iFrame++;
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return 1;
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}
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