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.
*
****/
//
// 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_HUD_mgs3suitbar = gHUD.GetSpriteIndex( "mgs3suitbar" );
m_HUD_mgs3suitdiv = gHUD.GetSpriteIndex( "mgs3suitdiv" );
m_prc3 = &gHUD.GetSpriteRect( m_HUD_mgs3suitbar ); //Full
m_iWidth = m_prc3->right - m_prc3->left; //32 - 160 = -128
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;
m_flBat = ( (float) x ) / 100.0; // 100.0 divided by 100.0 = 1
}
return 1;
}
int CHudBattery::Draw( float flTime )
{
if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
return 1;
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
if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
return 1;
int iOffset = ( m_prc1->bottom - m_prc1->top ) / 6;
int MGSX = ( gHUD.GetSpriteRect( m_HUD_mgs3suitbar ).right - gHUD.GetSpriteRect( m_HUD_mgs3suitbar ).left ) / 10; //Needs 20. It's 104
int MGSY = ScreenHeight - 45;
int iOffset2 = m_iWidth * ( 1.0 - m_flBat ); //32 * ( 1 - 1 ) = 0
if( iOffset2 < m_iWidth )
{
rc = *m_prc3;
rc.left += iOffset2;
SPR_Set( gHUD.GetSprite( m_HUD_mgs3suitbar ), 255, 255, 255 );
SPR_Draw( 0, MGSX + 5, MGSY + 28, &rc );
SPR_Set( gHUD.GetSprite( m_HUD_mgs3suitdiv ), 255, 255, 255 );
SPR_DrawHoles( 0, MGSX + 5, MGSY + 28, &gHUD.GetSpriteRect( m_HUD_mgs3suitdiv ) );
}
//x += ( m_prc1->right - m_prc1->left );
//x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b );
return 1;
}