Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hud_suitpower.h"
#include "hud_macros.h"
#include "c_basehlplayer.h"
#include "iclientmode.h"
#include <vgui_controls/AnimationController.h>
#include <vgui/ISurface.h>
#include <vgui/ILocalize.h>
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DECLARE_HUDELEMENT( CHudSuitPower );
#define SUITPOWER_INIT -1
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudSuitPower::CHudSuitPower( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudSuitPower" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudSuitPower::Init( void )
{
m_flSuitPower = SUITPOWER_INIT;
m_nSuitPowerLow = -1;
m_iActiveSuitDevices = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudSuitPower::Reset( void )
{
Init();
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudSuitPower::ShouldDraw()
{
bool bNeedsDraw = false;
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return false;
// needs draw if suit power changed or animation in progress
bNeedsDraw = ( ( pPlayer->m_HL2Local.m_flSuitPower != m_flSuitPower ) || ( m_AuxPowerColor[3] > 0 ) );
return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudSuitPower::OnThink( void )
{
float flCurrentPower = 0;
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
flCurrentPower = pPlayer->m_HL2Local.m_flSuitPower;
// Only update if we've changed suit power
if ( flCurrentPower == m_flSuitPower )
return;
if ( flCurrentPower >= 100.0f && m_flSuitPower < 100.0f )
{
// we've reached max power
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerMax");
}
else if ( flCurrentPower < 100.0f && (m_flSuitPower >= 100.0f || m_flSuitPower == SUITPOWER_INIT) )
{
// we've lost power
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerNotMax");
}
bool flashlightActive = pPlayer->IsFlashlightActive();
bool sprintActive = pPlayer->IsSprinting();
bool breatherActive = pPlayer->IsBreatherActive();
int activeDevices = (int)flashlightActive + (int)sprintActive + (int)breatherActive;
if (activeDevices != m_iActiveSuitDevices)
{
m_iActiveSuitDevices = activeDevices;
switch ( m_iActiveSuitDevices )
{
default:
case 3:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerThreeItemsActive");
break;
case 2:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerTwoItemsActive");
break;
case 1:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerOneItemActive");
break;
case 0:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerNoItemsActive");
break;
}
}
m_flSuitPower = flCurrentPower;
}
//-----------------------------------------------------------------------------
// Purpose: draws the power bar
//-----------------------------------------------------------------------------
void CHudSuitPower::Paint()
{
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// get bar chunks
int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap);
int enabledChunks = (int)((float)chunkCount * (m_flSuitPower * 1.0f/100.0f) + 0.5f );
// see if we've changed power state
int lowPower = 0;
if (enabledChunks <= (chunkCount / 4))
{
lowPower = 1;
}
if (m_nSuitPowerLow != lowPower)
{
if (m_iActiveSuitDevices || m_flSuitPower < 100.0f)
{
if (lowPower)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerDecreasedBelow25");
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerIncreasedAbove25");
}
m_nSuitPowerLow = lowPower;
}
}
// draw the suit power bar
surface()->DrawSetColor( m_AuxPowerColor );
int xpos = m_flBarInsetX, ypos = m_flBarInsetY;
for (int i = 0; i < enabledChunks; i++)
{
surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
xpos += (m_flBarChunkWidth + m_flBarChunkGap);
}
// draw the exhausted portion of the bar.
surface()->DrawSetColor( Color( m_AuxPowerColor[0], m_AuxPowerColor[1], m_AuxPowerColor[2], m_iAuxPowerDisabledAlpha ) );
for (int i = enabledChunks; i < chunkCount; i++)
{
surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
xpos += (m_flBarChunkWidth + m_flBarChunkGap);
}
// draw our name
surface()->DrawSetTextFont(m_hTextFont);
surface()->DrawSetTextColor(m_AuxPowerColor);
surface()->DrawSetTextPos(text_xpos, text_ypos);
wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AUX_POWER");
if (tempString)
{
surface()->DrawPrintText(tempString, wcslen(tempString));
}
else
{
surface()->DrawPrintText(L"AUX POWER", wcslen(L"AUX POWER"));
}
if ( m_iActiveSuitDevices )
{
// draw the additional text
int ypos = text2_ypos;
if (pPlayer->IsBreatherActive())
{
tempString = g_pVGuiLocalize->Find("#Valve_Hud_OXYGEN");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString)
{
surface()->DrawPrintText(tempString, wcslen(tempString));
}
else
{
surface()->DrawPrintText(L"OXYGEN", wcslen(L"OXYGEN"));
}
ypos += text2_gap;
}
if (pPlayer->IsFlashlightActive())
{
tempString = g_pVGuiLocalize->Find("#Valve_Hud_FLASHLIGHT");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString)
{
surface()->DrawPrintText(tempString, wcslen(tempString));
}
else
{
surface()->DrawPrintText(L"FLASHLIGHT", wcslen(L"FLASHLIGHT"));
}
ypos += text2_gap;
}
if (pPlayer->IsSprinting())
{
tempString = g_pVGuiLocalize->Find("#Valve_Hud_SPRINT");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString)
{
surface()->DrawPrintText(tempString, wcslen(tempString));
}
else
{
surface()->DrawPrintText(L"SPRINT", wcslen(L"SPRINT"));
}
ypos += text2_gap;
}
}
}