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