/*** * * 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. * ****/ // // flashlight.cpp // // implementation of CHudFlashlight class // #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include #include DECLARE_MESSAGE( m_Flash, FlashBat ) DECLARE_MESSAGE( m_Flash, Flashlight ) #define BAT_NAME "sprites/%d_Flashlight.spr" int CHudFlashlight::Init( void ) { m_fFade = 0; m_fOn = 0; HOOK_MESSAGE( Flashlight ); HOOK_MESSAGE( FlashBat ); m_iFlags |= HUD_ACTIVE; gHUD.AddHudElem( this ); return 1; } void CHudFlashlight::Reset( void ) { m_fFade = 0; m_fOn = 0; m_iBat = 100; m_flBat = 1.0f; } int CHudFlashlight::VidInit( void ) { int HUD_flash_empty = gHUD.GetSpriteIndex( "flash_empty" ); int HUD_flash_full = gHUD.GetSpriteIndex( "flash_full" ); int HUD_flash_beam = gHUD.GetSpriteIndex( "flash_beam" ); m_hSprite1 = gHUD.GetSprite( HUD_flash_empty ); m_hSprite2 = gHUD.GetSprite( HUD_flash_full ); m_hBeam = gHUD.GetSprite( HUD_flash_beam ); m_prc1 = &gHUD.GetSpriteRect( HUD_flash_empty ); m_prc2 = &gHUD.GetSpriteRect( HUD_flash_full ); m_prcBeam = &gHUD.GetSpriteRect(HUD_flash_beam); m_iWidth = m_prc2->right - m_prc2->left; return 1; } int CHudFlashlight::MsgFunc_FlashBat( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int x = READ_BYTE(); m_iBat = x; m_flBat = ( (float)x ) / 100.0f; return 1; } int CHudFlashlight::MsgFunc_Flashlight( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_fOn = READ_BYTE(); int x = READ_BYTE(); m_iBat = x; m_flBat = ( (float)x ) / 100.0f; return 1; } int CHudFlashlight::Draw( float flTime ) { static bool show = ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ); if( show != !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ) ) { show = !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ); if( gMobileEngfuncs ) { gMobileEngfuncs->pfnTouchHideButtons( "flashlight", !show ); } } if( !show ) return 1; int r, g, b, x, y, a; wrect_t rc; if( gEngfuncs.IsSpectateOnly() ) return 1; if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return 1; if( !( gHUD.m_iHideHUDDisplay & HIDEHUD_NOHEV ) ) { if( m_fOn ) a = 225; else a = MIN_ALPHA; if( m_flBat < 0.20f ) UnpackRGB( r, g, b, RGB_REDISH ); else UnpackRGB( r, g, b, RGB_YELLOWISH ); } else { if( m_fOn && m_flBat >= 0.20f ) a = 225; else a = MIN_ALPHA; UnpackRGB( r, g, b, RGB_REDISH ); } ScaleColors( r, g, b, a ); y = ( m_prc1->bottom - m_prc2->top ) / 2; x = ScreenWidth - m_iWidth - m_iWidth / 2 ; // Draw the flashlight casing SPR_Set( m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prc1 ); if( m_fOn ) { // draw the flashlight beam x = ScreenWidth - m_iWidth / 2; SPR_Set( m_hBeam, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prcBeam ); } // draw the flashlight energy level x = ScreenWidth - m_iWidth - m_iWidth / 2; int iOffset = m_iWidth * ( 1.0f - m_flBat ); if( iOffset < m_iWidth ) { rc = *m_prc2; rc.left += iOffset; SPR_Set( m_hSprite2, r, g, b ); SPR_DrawAdditive( 0, x + iOffset, y, &rc ); } return 1; }