/*** * * 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. * ****/ // // battery.cpp // // implementation of CHudBattery class // #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include #include DECLARE_MESSAGE( m_Battery, Battery ) int CHudBattery::Init( void ) { m_iBat = 0; m_fFade = 0; m_iFlags = 0; HOOK_MESSAGE( Battery ); gHUD.AddHudElem( this ); return 1; } int CHudBattery::VidInit( void ) { int HUD_suit_empty = gHUD.GetSpriteIndex( "suit_empty" ); int HUD_suit_full = gHUD.GetSpriteIndex( "suit_full" ); m_hSprite1 = m_hSprite2 = 0; // delaying get sprite handles until we know the sprites are loaded m_prc1 = &gHUD.GetSpriteRect( HUD_suit_empty ); m_prc2 = &gHUD.GetSpriteRect( HUD_suit_full ); m_iHeight = m_prc2->bottom - m_prc1->top; m_fFade = 0; return 1; } int CHudBattery::MsgFunc_Battery( const char *pszName, int iSize, void *pbuf ) { m_iFlags |= HUD_ACTIVE; BEGIN_READ( pbuf, iSize ); int x = READ_SHORT(); if( x != m_iBat ) { m_fFade = FADE_TIME; m_iBat = x; } return 1; } int CHudBattery::Draw( float flTime ) { if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) return 1; int r, g, b, x, y, a; wrect_t rc; rc = *m_prc2; rc.top += m_iHeight * ( (float)( 100 - ( Q_min( 100, m_iBat ) ) ) * 0.01 ); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1 if( gHUD.m_iHideHUDDisplay & HIDEHUD_NOHEV ) UnpackRGB( r, g, b, RGB_REDISH ); else UnpackRGB( r, g, b, RGB_YELLOWISH ); if( !m_iBat && ( gHUD.m_iHideHUDDisplay & HIDEHUD_NOHEV ) ) return 1; if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return 1; // Has health changed? Flash the health # if( m_fFade ) { if( m_fFade > FADE_TIME ) m_fFade = FADE_TIME; m_fFade -= ( gHUD.m_flTimeDelta * 20 ); if( m_fFade <= 0 ) { a = 128; m_fFade = 0; } // Fade the health number back to dim a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128; } else a = MIN_ALPHA; ScaleColors( r, g, b, a ); int iOffset = ( m_prc1->bottom - m_prc1->top ) / 6; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; x = ScreenWidth / 5; // make sure we have the right sprite handles if( !m_hSprite1 ) m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) ); if( !m_hSprite2 ) m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) ); SPR_Set( m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset, m_prc1 ); if( rc.bottom > rc.top ) { SPR_Set( m_hSprite2, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset + ( rc.top - m_prc2->top ), &rc ); } x += ( m_prc1->right - m_prc1->left ); x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b ); return 1; }