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138 lines
3.0 KiB
138 lines
3.0 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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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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int r, g, b, x, y, a; |
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wrect_t rc; |
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rc = *m_prc2; |
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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 |
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UnpackRGB(r,g,b, RGB_YELLOWISH); |
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if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) |
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return 1; |
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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 -= (gHUD.m_flTimeDelta * 20); |
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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; |
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ScaleColors(r, g, b, a ); |
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int iOffset = (m_prc1->bottom - m_prc1->top)/6; |
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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; |
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x = ScreenWidth/5; |
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// make sure we have the right sprite handles |
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if ( !m_hSprite1 ) |
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m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) ); |
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if ( !m_hSprite2 ) |
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m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) ); |
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SPR_Set(m_hSprite1, r, g, b ); |
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SPR_DrawAdditive( 0, x, y - iOffset, m_prc1); |
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if (rc.bottom > rc.top) |
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{ |
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SPR_Set(m_hSprite2, r, g, b ); |
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SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc); |
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} |
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x += (m_prc1->right - m_prc1->left); |
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x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b); |
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return 1; |
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} |