You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
138 lines
2.9 KiB
138 lines
2.9 KiB
/*** |
|
* |
|
* 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> |
|
|
|
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; |
|
|
|
int r, g, b, x, y, a; |
|
wrect_t rc; |
|
|
|
rc = *m_prc2; |
|
rc.top += m_iHeight * ((float)(100-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1 |
|
|
|
UnpackRGB(r,g,b, RGB_YELLOWISH); |
|
|
|
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) |
|
return 1; |
|
|
|
// 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; |
|
|
|
ScaleColors(r, g, b, a ); |
|
|
|
int iOffset = (m_prc1->bottom - m_prc1->top)/6; |
|
|
|
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; |
|
x = ScreenWidth/5; |
|
|
|
// make sure we have the right sprite handles |
|
if ( !m_hSprite1 ) |
|
m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) ); |
|
if ( !m_hSprite2 ) |
|
m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) ); |
|
|
|
SPR_Set(m_hSprite1, r, g, b ); |
|
SPR_DrawAdditive( 0, x, y - iOffset, m_prc1); |
|
|
|
if (rc.bottom > rc.top) |
|
{ |
|
SPR_Set(m_hSprite2, r, g, b ); |
|
SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc); |
|
} |
|
|
|
x += (m_prc1->right - m_prc1->left); |
|
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b); |
|
|
|
return 1; |
|
} |