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_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 )
{
#ifdef MOBILE_HACKS
if( g_iModType == MOD_SEWER_BETA )
return 1;
#endif // MOBILE_HACKS
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 - ( Q_min( 100, m_iBat ) ) ) * 0.01f ); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1
#ifdef MOBILE_HACKS
UnpackRGB( r, g, b, g_iHudColor );
#else // MOBILE_HACKS
UnpackRGB( r, g, b, RGB_YELLOWISH );
#endif // MOBILE_HACKS
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 -= ( (float)gHUD.m_flTimeDelta * 20.0f );
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;
}