Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//---------------------------------------------------------
//---------------------------------------------------------
//- ---
//- hud_tank.cpp ---
//- ---
//---------------------------------------------------------
//---------------------------------------------------------
//- code du hud et de la cam
//---------------------------------------------------------
//---------------------------------------------------------
//---------------------------------------------------------
//inclusions
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "parsemsg.h"
#include "triangleapi.h"
#include "cl_entity.h"
#if USE_VGUI
#include "vgui_TeamFortressViewport.h"
#endif
#include "pmtrace.h"
#include "pm_defs.h"
#include "com_model.h"
#include "ref_params.h"
extern void CAM_ToThirdPerson(void);
extern void CAM_ToFirstPerson(void);
extern vec3_t v_origin;
extern vec3_t v_angles;
#define TANK_HEALTH 1200
#define TANK_PAIN_TIME 0.3
bool m_iPlayerInTankExternal = false;
//------------------------------------
//
// d
// gmsgTankView
DECLARE_MESSAGE(m_HudTank, TankView );
//------------------------------------
//
// gestion des messages serveur
int CHudTank::MsgFunc_TankView( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
if ( READ_BYTE() == 1 )
{
m_iFlags |= HUD_ACTIVE;
m_iPlayerInTank = true;
m_iPlayerInTankExternal = true; //For client weapons (glock, specifically) modif de Roy
m_iCamEnt = READ_COORD();
// brillance du compteur de vie
float value = READ_LONG();
if ( value > m_flTankHealth )
m_flPain = ARMOR_PAIN_TIME;
else if ( value < m_flTankHealth )
m_flPain = -ARMOR_PAIN_TIME;
m_flTankHealth = value;
}
else
{
m_iFlags &= ~HUD_ACTIVE;
m_iPlayerInTank = false;
m_iPlayerInTankExternal = false; //For client weapons (glock, specifically) modif de Roy
m_iCamEnt = 0;
}
return 1;
}
//------------------------------------
//
// rafraichissement de l'affichage
int CHudTank :: Draw ( float flTime )
{
int iJauge = (int)(256 - (256 * m_flTankHealth/TANK_HEALTH) ); // dimensions du sprite : 256 large 112 haut
int r, g, b;
wrect_t rec1;
if ( m_flTankHealth > 0 )
{
// sprite jaune
UnpackRGB(r,g,b, RGB_YELLOWISH);
// brillance pour les dommages
if ( m_flPain > 0 )
{
// blanc
r = r + ( m_flPain / TANK_PAIN_TIME ) * ( 255 - r );
g = g + ( m_flPain / TANK_PAIN_TIME ) * ( 255 - g );
b = b + ( m_flPain / TANK_PAIN_TIME ) * ( 255 - b );
m_flPain = Q_max ( 0, m_flPain - gHUD.m_flTimeDelta );
}
if ( m_flPain < 0 )
{
// rouge
r = r + ( -m_flPain / TANK_PAIN_TIME ) * ( 255 - r );
g = g + ( -m_flPain / TANK_PAIN_TIME ) * ( 0 - g );
b = b + ( -m_flPain / TANK_PAIN_TIME ) * ( 0 - b );
m_flPain = Q_min ( 0, m_flPain + gHUD.m_flTimeDelta );
}
ScaleColors(r, g, b, 200 );
rec1 = CreateWrect(iJauge,0,256,112);
SPR_Set( m_sprTank, r, g, b);
SPR_DrawAdditive( 0, ScreenWidth - 256 -32 + iJauge, ScreenHeight - 112 - 16, &rec1 );
}
if ( m_flTankHealth != TANK_HEALTH )
{
// sprite rouge
r = 255; g = 0; b = 0;
ScaleColors(r, g, b, 170 );
rec1 = CreateWrect(0,0,iJauge,112);
SPR_Set( m_sprTank, r, g, b);
SPR_DrawAdditive( 0, ScreenWidth - 256 -32, ScreenHeight - 112 - 16, &rec1 );
}
return 1;
}
void CHudTank :: SetViewPos ( struct ref_params_s *pparams )
{
cl_entity_t *p = gEngfuncs.GetEntityByIndex( m_iCamEnt );
pparams->vieworg[0] = p->origin.x;
pparams->vieworg[1] = p->origin.y;
pparams->vieworg[2] = p->origin.z;
pparams->viewangles[0] = p->curstate.angles.x;
pparams->viewangles[1] = p->curstate.angles.y;
pparams->viewangles[2] = p->curstate.angles.z;
}
//------------------------------------
//
// initialisation au chargement de la dll
int CHudTank :: Init( void )
{
HOOK_MESSAGE( TankView );
m_sprTank = SPR_Load("sprites/tank.spr");
m_iPlayerInTank = false;
m_iPlayerInTankExternal = false; //For client weapons (glock, specifically) modif de Roy
m_iCamEnt = 0;
m_iFlags &= ~HUD_ACTIVE;
m_iFlags |= HUD_ALWAYSDRAW;
m_CamPos = m_CamAng = m_CamVelocity = m_CamAVelocity = Vector(0,0,0);
m_flTankHealth = 0;
m_flPain = 0;
gHUD.AddHudElem(this);
return 1;
}
//------------------------------------
//
// initialisation apr
int CHudTank :: VidInit( void )
{
m_sprTank = SPR_Load("sprites/tank.spr");
m_iPlayerInTank = false;
m_iPlayerInTankExternal = false; //For client weapons (glock, specifically) modif de Roy
m_iCamEnt = 0;
m_iFlags &= ~HUD_ACTIVE;
m_iFlags |= HUD_ALWAYSDRAW;
m_CamPos = m_CamAng = m_CamVelocity = m_CamAVelocity = Vector(0,0,0);
m_flTankHealth = 0;
m_flPain = 0;
return 1;
}