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.
*
****/
//
// flashlight.cpp
//
// implementation of CHudFlashlight class
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
DECLARE_MESSAGE( m_Nightvision, Nightvision )
DECLARE_MESSAGE( m_Nightvision, Flashlight )
#define NIGHTVISION_SPRITE1_NAME "sprites/of_nv.spr"
#define NIGHTVISION_SPRITE2_NAME "sprites/of_nv_a.spr"
#define NIGHTVISION_SPRITE3_NAME "sprites/of_nv_b.spr"
#define NIGHTVISION_SPRITE4_NAME "sprites/of_nv_int.spr"
int CHudNightvision::Init(void)
{
m_fOn = 0;
HOOK_MESSAGE(Nightvision);
HOOK_MESSAGE(Flashlight);
m_iFlags |= HUD_ACTIVE;
gHUD.AddHudElem(this);
return 1;
};
void CHudNightvision::Reset(void)
{
m_fOn = 0;
}
int CHudNightvision::VidInit(void)
{
m_hSprite1 = LoadSprite(NIGHTVISION_SPRITE1_NAME);
m_hSprite2 = LoadSprite(NIGHTVISION_SPRITE2_NAME);
m_hSprite3 = LoadSprite(NIGHTVISION_SPRITE3_NAME);
m_hSprite4 = LoadSprite(NIGHTVISION_SPRITE4_NAME);
// Get the number of frames available in this sprite.
m_nFrameCount = SPR_Frames(m_hSprite2);
// current frame.
m_iFrame = 0;
return 1;
};
int CHudNightvision::MsgFunc_Nightvision(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ(pbuf, iSize);
m_fOn = READ_BYTE();
return 1;
}
int CHudNightvision::MsgFunc_Flashlight( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_fOn = READ_BYTE();
return 1;
}
int CHudNightvision::Draw(float flTime)
{
if (gHUD.m_iHideHUDDisplay & (HIDEHUD_FLASHLIGHT | HIDEHUD_ALL))
return 1;
int r, g, b, x, y, a;
// Only display this if the player is equipped with the suit.
if (!(gHUD.m_iWeaponBits & (1 << (WEAPON_SUIT))))
return 1;
if (m_fOn)
a = 225;
else
a = MIN_ALPHA;
// Get each color component from the main
// hud color.
UnpackRGB(r, g, b, RGB_YELLOWISH);
ScaleColors(r, g, b, a);
// Top left of the screen.
x = y = 0;
// Reset the number of frame if we are at last frame.
if (m_iFrame >= m_nFrameCount)
m_iFrame = 0;
const int nvgSpriteWidth = SPR_Width(m_hSprite2, 0);
const int nvgSpriteHeight = SPR_Height(m_hSprite2, 0);
const int colCount = (int)ceil(ScreenWidth / (float)nvgSpriteWidth);
const int rowCount = (int)ceil(ScreenHeight / (float)nvgSpriteHeight);
if (m_fOn)
{
//
// draw nightvision scanlines sprite.
//
SPR_Set(m_hSprite2, r, g, b);
int i, j;
for (i = 0; i < rowCount; ++i) // height
{
for (j = 0; j < colCount; ++j) // width
{
SPR_DrawAdditive(m_iFrame, x + (j * nvgSpriteWidth), y + (i * nvgSpriteHeight), NULL);
}
}
}
// Increase sprite frame.
m_iFrame++;
return 1;
}