Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/****************************************************************
* *
* hudrpg.cpp *
* *
* par Julien *
* *
****************************************************************/
// interface rpg sur le hud
//inclusions
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "parsemsg.h"
#include "eventscripts.h"
//------------------------------------
//
// rafraichissement de l'affichage
int CHudRPG :: Draw ( float flTime )
{
//--------------------------------
// menu
int iTopleftX = ScreenWidth - 144 - 15;
int iTopleftY = ScreenHeight - 65;
int iYellow [3] = {255, 255, 0};
int iRed [3] = {255,0,0};
ScaleColors( iYellow[0], iYellow[1], iYellow[2], m_iMenuState & RPG_MENU_ACTIVE ? 200 : 100 );
ScaleColors( iRed[0], iRed[1], iRed[2], m_iMenuState & RPG_MENU_ACTIVE ? 200 : 100 );
// roquette
if ( m_iMenuState & RPG_MENU_ROCKET_EMPTY )
SPR_Set( m_sprMenu, iRed[0], iRed[1], iRed[2] );
else
SPR_Set( m_sprMenu, iYellow[0], iYellow[1], iYellow[2] );
SPR_DrawAdditive( 0, iTopleftX, iTopleftY, &m_rcRocket );
if ( m_iMenuState & RPG_MENU_ROCKET_SELECTED )
SPR_DrawAdditive( 0, iTopleftX, iTopleftY, &m_rcSelect );
else
SPR_DrawAdditive( 0, iTopleftX, iTopleftY, &m_rcEmpty );
// electro
if ( m_iMenuState & RPG_MENU_ELECTRO_EMPTY )
SPR_Set( m_sprMenu, iRed[0], iRed[1], iRed[2] );
else
SPR_Set( m_sprMenu, iYellow[0], iYellow[1], iYellow[2] );
SPR_DrawAdditive( 0, iTopleftX + 48, iTopleftY, &m_rcElectro );
if ( m_iMenuState & RPG_MENU_ELECTRO_SELECTED )
SPR_DrawAdditive( 0, iTopleftX + 48, iTopleftY, &m_rcSelect );
else
SPR_DrawAdditive( 0, iTopleftX + 48, iTopleftY, &m_rcEmpty );
// nuclear
if ( m_iMenuState & RPG_MENU_NUCLEAR_EMPTY )
SPR_Set( m_sprMenu, iRed[0], iRed[1], iRed[2] );
else
SPR_Set( m_sprMenu, iYellow[0], iYellow[1], iYellow[2] );
SPR_DrawAdditive( 0, iTopleftX + 96, iTopleftY, &m_rcNuclear );
if ( m_iMenuState & RPG_MENU_NUCLEAR_SELECTED )
SPR_DrawAdditive( 0, iTopleftX + 96, iTopleftY, &m_rcSelect );
else
SPR_DrawAdditive( 0, iTopleftX + 96, iTopleftY, &m_rcEmpty );
gHUD.DrawHudNumberString
( iTopleftX + 10, iTopleftY - 15, iTopleftX - 100, m_iAmmo1,
m_iAmmo1 ? iYellow[0] : iRed[0], m_iAmmo1 ? iYellow[1] : iRed[1], m_iAmmo1 ? iYellow[2] : iRed[2] );
gHUD.DrawHudNumberString
( iTopleftX + 48 + 10, iTopleftY - 15, iTopleftX - 100, m_iAmmo2,
m_iAmmo2 ? iYellow[0] : iRed[0], m_iAmmo2 ? iYellow[1] : iRed[1], m_iAmmo2 ? iYellow[2] : iRed[2] );
gHUD.DrawHudNumberString
( iTopleftX + 48 + 48 + 10, iTopleftY - 15, iTopleftX - 100, m_iAmmo3,
m_iAmmo3 ? iYellow[0] : iRed[0], m_iAmmo3 ? iYellow[1] : iRed[1], m_iAmmo3 ? iYellow[2] : iRed[2] );
//--------------------------------
// viseur
iTopleftX = ScreenWidth / 2 - 32;
iTopleftY = ScreenHeight / 2 - 32;
SPR_Set( m_sprCrosshair, 255, 255, 255 );
switch ( m_iViseurState )
{
case RPG_CROSSHAIR_NORMAL:
SPR_DrawAdditive( 0, iTopleftX, iTopleftY, &m_rcCrosshair );
break;
case RPG_CROSSHAIR_EMPTY:
SPR_DrawAdditive( 0, iTopleftX, iTopleftY, &m_rcCrosshair );
SPR_DrawAdditive( 3, iTopleftX, iTopleftY, &m_rcCrosshair );
break;
case RPG_CROSSHAIR_LOCKED:
SPR_DrawAdditive( 2, iTopleftX, iTopleftY, &m_rcCrosshair );
SPR_DrawAdditive( 4, iTopleftX, iTopleftY, &m_rcCrosshair );
break;
case RPG_CROSSHAIR_PROCESS:
{
int iTaux = ( int ) ( 64 * ( m_flSelectTime - flTime ) );
iTaux = iTaux < 0 ? 0 : iTaux;
wrect_t rec1 = CreateWrect ( 0, 0, 64, iTaux );
wrect_t rec2 = CreateWrect ( 0, iTaux, 64, 64 );
SPR_DrawAdditive( 1, iTopleftX, iTopleftY, &m_rcCrosshair );
SPR_DrawAdditive( 3, iTopleftX, iTopleftY, &rec1 );
SPR_DrawAdditive( 4, iTopleftX, iTopleftY + iTaux, &rec2 );
break;
}
}
//--------------------------------
// textes
cl_entity_t *pRpg = GetViewEntity();
if ( m_iViseurState != RPG_CROSSHAIR_NORMAL )
{
iTopleftX = 30;
iTopleftY = ScreenHeight * 2/3;
// premier texte
wrect_t rec1;
switch ( m_iViseurState )
{
case RPG_CROSSHAIR_EMPTY:
rec1 = CreateWrect ( 3, 1, 198, 16 );
pRpg->curstate.skin = 0;
break;
case RPG_CROSSHAIR_PROCESS:
rec1 = CreateWrect ( 3, 17, 198, 32 );
pRpg->curstate.skin = 1;
break;
case RPG_CROSSHAIR_LOCKED:
rec1 = CreateWrect ( 3, 33, 198, 48 );
pRpg->curstate.skin = 2;
break;
}
SPR_Set( m_sprText, 255, 255, 255 );
SPR_DrawAdditive( 0, iTopleftX, iTopleftY, &rec1 );
// deuxieme texte
if ( m_iTextState != 0 )
{
if ( m_iTextState == RPG_TEXT_TOUCHE )
rec1 = CreateWrect ( 3, 49, 198, 64 );
else
rec1 = CreateWrect ( 3, 65, 198, 78 );
float flFade = ( m_flTextTime - flTime ) * 255 / 2;
if ( flFade < 0 )
m_iTextState = 0;
else
{
int r = 255, g = 255, b = 255;
ScaleColors(r, g, b, flFade );
iTopleftY += 18;
SPR_Set( m_sprText, r, g, b );
SPR_DrawAdditive( 0, iTopleftX, iTopleftY, &rec1 );
}
}
}
else
{
pRpg->curstate.skin = 0;
}
return 1;
}
//------------------------------------
//
// d
DECLARE_MESSAGE(m_RPG, RpgViseur);
DECLARE_MESSAGE(m_RPG, MenuRpg);
//------------------------------------
//
// initialisation au chargement de la dll
int CHudRPG :: Init( void )
{
m_sprMenu = SPR_Load("sprites/rpg_menu.spr");
m_sprCrosshair = SPR_Load("sprites/rpg_viseur.spr");
m_sprText = SPR_Load("sprites/rpg_txt.spr");
m_rcRocket = CreateWrect ( 0, 0, 48, 48 );
m_rcElectro = CreateWrect ( 48, 0, 96, 48 );
m_rcNuclear = CreateWrect ( 96, 0, 144,48 );
m_rcSelect = CreateWrect ( 144,0, 192,48 );
m_rcEmpty = CreateWrect ( 192,0, 240,48 );
m_rcCrosshair = CreateWrect ( 0, 0, 64, 64 );
HOOK_MESSAGE(RpgViseur);
HOOK_MESSAGE(MenuRpg);
m_iFlags &= ~HUD_ACTIVE;
gHUD.AddHudElem(this);
return 1;
}
//------------------------------------
//
// initialisation apr
int CHudRPG :: VidInit( void )
{
m_sprMenu = SPR_Load("sprites/rpg_menu.spr");
m_sprCrosshair = SPR_Load("sprites/rpg_viseur.spr");
m_sprText = SPR_Load("sprites/rpg_txt.spr");
m_rcRocket = CreateWrect ( 0, 0, 48, 48 );
m_rcElectro = CreateWrect ( 48, 0, 96, 48 );
m_rcNuclear = CreateWrect ( 96, 0, 144,48 );
m_rcSelect = CreateWrect ( 144,0, 192,48 );
m_rcEmpty = CreateWrect ( 192,0, 240,48 );
m_rcCrosshair = CreateWrect ( 0, 0, 64, 64 );
m_iFlags &= ~HUD_ACTIVE;
return 1;
}
//------------------------------------
//
// gestion des messages serveur
int CHudRPG::MsgFunc_RpgViseur( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int iRead = READ_BYTE();
switch ( iRead )
{
default:
case RPG_CROSSHAIR_NORMAL:
case RPG_CROSSHAIR_EMPTY:
case RPG_CROSSHAIR_LOCKED:
m_iViseurState = iRead;
break;
case RPG_CROSSHAIR_PROCESS:
m_iViseurState = iRead;
m_flSelectTime = gHUD.m_flTime + 1.0;
break;
case RPG_TEXT_TOUCHE:
case RPG_TEXT_MANQUE:
m_iTextState = iRead;
m_flTextTime = gHUD.m_flTime + 2.0;
break;
}
return 1;
}
int CHudRPG::MsgFunc_MenuRpg ( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iMenuState = READ_BYTE();
m_iAmmo1 = READ_BYTE();
m_iAmmo2 = READ_BYTE();
m_iAmmo3 = READ_BYTE();
if ( (m_iMenuState & RPG_MENU_CLOSE) && ( m_iFlags & HUD_ACTIVE ) )
m_iFlags &= ~HUD_ACTIVE;
else if ( !(m_iMenuState & RPG_MENU_CLOSE) && !( m_iFlags & HUD_ACTIVE ) )
m_iFlags |= HUD_ACTIVE;
return 1;
}
//------------------------------------
//
// outil pour le remplissage des structures wrect
wrect_t CreateWrect ( int left, int top, int right, int bottom )
{
wrect_t rec;
rec.left = left;
rec.top = top;
rec.right = right;
rec.bottom = bottom;
return rec;
};