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129 lines
2.6 KiB
129 lines
2.6 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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// battery.cpp |
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// |
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// implementation of CHudBattery 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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#define ARMOR_BAR_LEFT 40 |
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#define ARMOR_BAR_BOTTOM 96 |
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#define ARMOR_BAR_WIDTH 20 |
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#define ARMOR_BAR_HEIGHT 150 |
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DECLARE_MESSAGE( m_Battery, Battery ) |
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int CHudBattery::Init( void ) |
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{ |
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m_iBat = 0; |
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m_fFade = 0; |
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m_iFlags = 0; |
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HOOK_MESSAGE( Battery ); |
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gHUD.AddHudElem( this ); |
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return 1; |
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} |
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int CHudBattery::VidInit( void ) |
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{ |
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int HUD_suit_empty = gHUD.GetSpriteIndex( "suit_empty" ); |
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int HUD_suit_full = gHUD.GetSpriteIndex( "suit_full" ); |
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m_hSprite1 = m_hSprite2 = 0; // delaying get sprite handles until we know the sprites are loaded |
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m_prc1 = &gHUD.GetSpriteRect( HUD_suit_empty ); |
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m_prc2 = &gHUD.GetSpriteRect( HUD_suit_full ); |
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m_iHeight = m_prc2->bottom - m_prc1->top; |
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m_fFade = 0; |
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return 1; |
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} |
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int CHudBattery::MsgFunc_Battery( const char *pszName, int iSize, void *pbuf ) |
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{ |
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m_iFlags |= HUD_ACTIVE; |
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BEGIN_READ( pbuf, iSize ); |
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int x = READ_SHORT(); |
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if( x != m_iBat ) |
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{ |
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m_fFade = FADE_TIME; |
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m_iBat = x; |
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} |
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return 1; |
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} |
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int CHudBattery::Draw( float flTime ) |
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{ |
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if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) |
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return 1; |
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) |
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return 1; |
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int r, g, b, x, y, a; |
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int iWidth, iHeight; |
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iWidth = ARMOR_BAR_WIDTH; |
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iHeight = ARMOR_BAR_HEIGHT; |
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x = ScreenWidth - ARMOR_BAR_LEFT; |
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y = ScreenHeight - ARMOR_BAR_BOTTOM - iHeight; |
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// Draw empty transparent bar. |
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r = g = b = 200; |
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a = 40; |
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FillRGBA( x, y, iWidth, iHeight, r, g, b, a ); |
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// Draw armor level bar. |
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UnpackRGB( r, g, b, RGB_YELLOWISH ); |
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// Has health changed? Flash the health # |
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/*if( m_fFade ) |
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{ |
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if( m_fFade > FADE_TIME ) |
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m_fFade = FADE_TIME; |
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m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f ); |
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if( m_fFade <= 0 ) |
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{ |
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a = 128; |
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m_fFade = 0; |
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} |
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// Fade the health number back to dim |
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a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128; |
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} |
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else*/ |
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a = MIN_ALPHA * 2 - 10; |
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iHeight = ( m_iBat * ARMOR_BAR_HEIGHT ) / 100; |
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gEngfuncs.pfnFillRGBABlend( x, y + ( ARMOR_BAR_HEIGHT - iHeight ), ARMOR_BAR_WIDTH, iHeight, r, g, b, a ); |
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return 1; |
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}
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