138 lines
3.0 KiB
C++
138 lines
3.0 KiB
C++
/***
|
|
*
|
|
* 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)
|
|
{
|
|
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-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1
|
|
|
|
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
|
|
|
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 -= (gHUD.m_flTimeDelta * 20);
|
|
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;
|
|
} |