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144 lines
3.1 KiB
144 lines
3.1 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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DECLARE_MESSAGE( m_Nightvision, Nightvision ) |
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DECLARE_MESSAGE( m_Nightvision, Flashlight ) |
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#define NIGHTVISION_SPRITE1_NAME "sprites/of_nv.spr" |
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#define NIGHTVISION_SPRITE2_NAME "sprites/of_nv_a.spr" |
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#define NIGHTVISION_SPRITE3_NAME "sprites/of_nv_b.spr" |
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#define NIGHTVISION_SPRITE4_NAME "sprites/of_nv_int.spr" |
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int CHudNightvision::Init(void) |
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{ |
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m_fOn = 0; |
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HOOK_MESSAGE(Nightvision); |
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HOOK_MESSAGE(Flashlight); |
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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 CHudNightvision::Reset(void) |
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{ |
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m_fOn = 0; |
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} |
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int CHudNightvision::VidInit(void) |
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{ |
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m_hSprite1 = LoadSprite(NIGHTVISION_SPRITE1_NAME); |
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m_hSprite2 = LoadSprite(NIGHTVISION_SPRITE2_NAME); |
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m_hSprite3 = LoadSprite(NIGHTVISION_SPRITE3_NAME); |
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m_hSprite4 = LoadSprite(NIGHTVISION_SPRITE4_NAME); |
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// Get the number of frames available in this sprite. |
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m_nFrameCount = SPR_Frames(m_hSprite2); |
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// current frame. |
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m_iFrame = 0; |
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return 1; |
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}; |
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int CHudNightvision::MsgFunc_Nightvision(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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return 1; |
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} |
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int CHudNightvision::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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return 1; |
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} |
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int CHudNightvision::Draw(float flTime) |
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{ |
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if (gHUD.m_iHideHUDDisplay & (HIDEHUD_FLASHLIGHT | HIDEHUD_ALL)) |
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return 1; |
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int r, g, b, x, y, a; |
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// Only display this if the player is equipped with the suit. |
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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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// Get each color component from the main |
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// hud color. |
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UnpackRGB(r, g, b, RGB_YELLOWISH); |
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ScaleColors(r, g, b, a); |
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// Top left of the screen. |
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x = y = 0; |
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// Reset the number of frame if we are at last frame. |
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if (m_iFrame >= m_nFrameCount) |
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m_iFrame = 0; |
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const int nvgSpriteWidth = SPR_Width(m_hSprite2, 0); |
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const int nvgSpriteHeight = SPR_Height(m_hSprite2, 0); |
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const int colCount = (int)ceil(ScreenWidth / (float)nvgSpriteWidth); |
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const int rowCount = (int)ceil(ScreenHeight / (float)nvgSpriteHeight); |
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if (m_fOn) |
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{ |
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// |
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// draw nightvision scanlines sprite. |
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// |
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SPR_Set(m_hSprite2, r, g, b); |
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int i, j; |
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for (i = 0; i < rowCount; ++i) // height |
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{ |
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for (j = 0; j < colCount; ++j) // width |
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{ |
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SPR_DrawAdditive(m_iFrame, x + (j * nvgSpriteWidth), y + (i * nvgSpriteHeight), NULL); |
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} |
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} |
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} |
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// Increase sprite frame. |
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m_iFrame++; |
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return 1; |
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}
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