Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 <string.h>
#include <stdio.h>
#define ARMOR_BAR_LEFT 40
#define ARMOR_BAR_BOTTOM 96
#define ARMOR_BAR_WIDTH 20
#define ARMOR_BAR_HEIGHT 150
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;
if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
return 1;
int r, g, b, x, y, a;
int iWidth, iHeight;
iWidth = ARMOR_BAR_WIDTH;
iHeight = ARMOR_BAR_HEIGHT;
x = ScreenWidth - ARMOR_BAR_LEFT;
y = ScreenHeight - ARMOR_BAR_BOTTOM - iHeight;
// Draw empty transparent bar.
r = g = b = 255;
a = 16;
FillRGBA( x, y, iWidth, iHeight, r, g, b, a );
// Draw armor level bar.
UnpackRGB( r, g, b, RGB_YELLOWISH );
// 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;
iHeight = ( m_iBat * ARMOR_BAR_HEIGHT ) / 100;
gEngfuncs.pfnFillRGBABlend( x, y + ( ARMOR_BAR_HEIGHT - iHeight ), ARMOR_BAR_WIDTH, iHeight, r, g, b, a );
return 1;
}