Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <stdio.h>
#include <time.h>
#include "parsemsg.h"
DECLARE_MESSAGE(m_NVG, NVGActivate )
DECLARE_MESSAGE(m_NVG, NVG )
int CHudNVG::Init(void)
{
HOOK_MESSAGE( NVGActivate );
HOOK_MESSAGE( NVG );
m_iNVG = 0;
m_iOn = 0;
m_flBattery = 0;
m_iFlags = 0;
gHUD.AddHudElem(this);
srand( (unsigned)time( NULL ) );
return 1;
}
int CHudNVG::VidInit(void)
{
// this is the NVG effect sprite
m_hFlicker = LoadSprite("sprites/nvg.spr");
// get the battery sprites
int HUD_battery_full = gHUD.GetSpriteIndex( "nvg_battery_full" );
int HUD_battery_empty = gHUD.GetSpriteIndex( "nvg_battery_empty" );
m_hBatteryFull = gHUD.GetSprite(HUD_battery_full);
m_hBatteryEmpty = gHUD.GetSprite(HUD_battery_empty);
m_prcBatteryFull = &gHUD.GetSpriteRect(HUD_battery_full);
m_prcBatteryEmpty = &gHUD.GetSpriteRect(HUD_battery_empty);
m_iWidth = m_prcBatteryFull->right - m_prcBatteryFull->left;
// calculate the y offset (using the flashlight sprite)
int HUD_flashlight = gHUD.GetSpriteIndex( "flash_empty" );
wrect_t *prcFL;
prcFL = &gHUD.GetSpriteRect( HUD_flashlight );
m_iBatteryY = (prcFL->bottom - prcFL->top)*2;
return 1;
};
int CHudNVG::Draw(float fTime)
{
// draw the battery
if (m_iNVG) {
int r, g, b, x, y, a, offset;
wrect_t rc;
// updates the battery state, calculate colors
if (m_iOn) {
m_flBattery -= gHUD.m_flTimeDelta * NVG_DRAIN_PER_SECOND;
if (m_flBattery < 0)
m_flBattery = 0;
a = 255;
} else {
m_flBattery += gHUD.m_flTimeDelta * NVG_RECHARGE_PER_SECOND;
if (m_flBattery > 100)
m_flBattery = 100;
a = MIN_ALPHA;
}
if (m_flBattery < 20)
UnpackRGB(r,g,b, RGB_REDISH);
else
UnpackRGB(r,g,b, RGB_YELLOWISH);
ScaleColors(r, g, b, a);
// calculate x/y offsets, empty width
x = ScreenWidth - m_iWidth - m_iWidth / 2;
y = m_iBatteryY;
offset = (m_flBattery * m_iWidth) / 100;
// draw the empty part first...
if (offset < m_iWidth) {
SPR_Set(m_hBatteryEmpty, r, g, b);
rc = *m_prcBatteryEmpty;
rc.right -= offset;
SPR_DrawAdditive( 0, x, y, &rc);
}
// and then the full part
if (offset > 0) {
SPR_Set(m_hBatteryFull, r, g, b);
rc = *m_prcBatteryFull;
rc.left += (m_iWidth - offset);
SPR_DrawAdditive( 0, x + m_iWidth - offset, y, &rc);
}
}
if (m_iOn)
{
int x, y, w, h;
int frame;
SPR_Set(m_hFlicker, 10, 100, 10 );
// play at 15fps
frame = (int)(fTime * 15) % SPR_Frames(m_hFlicker);
w = SPR_Width(m_hFlicker,0);
h = SPR_Height(m_hFlicker,0);
for(y = -(rand() % h); y < ScreenHeight; y += h) {
for(x = -(rand() % w); x < ScreenWidth; x += w) {
SPR_DrawAdditive( frame, x, y, NULL );
}
}
}
return 1;
}
int CHudNVG::MsgFunc_NVG(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ( pbuf, iSize );
// update NVG data
m_iNVG = READ_BYTE();
m_flBattery = (float)READ_BYTE();
if (m_iNVG)
m_iFlags |= HUD_ACTIVE;
else
m_iFlags &= ~HUD_ACTIVE;
m_iOn = 0;
return 1;
}
int CHudNVG::MsgFunc_NVGActivate(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ( pbuf, iSize );
// update NVG data
m_iOn = READ_BYTE();
m_flBattery = (float)READ_BYTE();
return 1;
}