149 lines
3.1 KiB
C++
149 lines
3.1 KiB
C++
/***
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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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// flashlight.cpp
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//
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// implementation of CHudFlashlight 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_Flash, FlashBat)
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DECLARE_MESSAGE(m_Flash, Flashlight)
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#define BAT_NAME "sprites/%d_Flashlight.spr"
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int CHudFlashlight::Init(void)
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{
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m_fFade = 0;
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m_fOn = 0;
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HOOK_MESSAGE(Flashlight);
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HOOK_MESSAGE(FlashBat);
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m_iFlags |= HUD_ACTIVE;
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gHUD.AddHudElem(this);
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return 1;
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};
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void CHudFlashlight::Reset(void)
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{
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m_fFade = 0;
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m_fOn = 0;
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}
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int CHudFlashlight::VidInit(void)
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{
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int HUD_flash_empty = gHUD.GetSpriteIndex( "flash_empty" );
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int HUD_flash_full = gHUD.GetSpriteIndex( "flash_full" );
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int HUD_flash_beam = gHUD.GetSpriteIndex( "flash_beam" );
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m_hSprite1 = gHUD.GetSprite(HUD_flash_empty);
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m_hSprite2 = gHUD.GetSprite(HUD_flash_full);
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m_hBeam = gHUD.GetSprite(HUD_flash_beam);
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m_prc1 = &gHUD.GetSpriteRect(HUD_flash_empty);
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m_prc2 = &gHUD.GetSpriteRect(HUD_flash_full);
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m_prcBeam = &gHUD.GetSpriteRect(HUD_flash_beam);
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m_iWidth = m_prc2->right - m_prc2->left;
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return 1;
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};
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int CHudFlashlight:: MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int x = READ_BYTE();
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m_iBat = x;
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m_flBat = ((float)x)/100.0;
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return 1;
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}
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int CHudFlashlight:: MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_fOn = READ_BYTE();
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int x = READ_BYTE();
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m_iBat = x;
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m_flBat = ((float)x)/100.0;
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return 1;
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}
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int CHudFlashlight::Draw(float flTime)
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{
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if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) )
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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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if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
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return 1;
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if (m_fOn)
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a = 225;
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else
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a = MIN_ALPHA;
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if (m_flBat < 0.20)
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UnpackRGB(r,g,b, RGB_REDISH);
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else
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UnpackRGB(r,g,b, RGB_YELLOWISH);
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ScaleColors(r, g, b, a);
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y = (m_prc1->bottom - m_prc2->top)/2;
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x = ScreenWidth - m_iWidth - m_iWidth/2 ;
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// Draw the flashlight casing
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SPR_Set(m_hSprite1, r, g, b );
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SPR_DrawAdditive( 0, x, y, m_prc1);
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if ( m_fOn )
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{ // draw the flashlight beam
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x = ScreenWidth - m_iWidth/2;
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SPR_Set( m_hBeam, r, g, b );
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SPR_DrawAdditive( 0, x, y, m_prcBeam );
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}
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// draw the flashlight energy level
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x = ScreenWidth - m_iWidth - m_iWidth/2 ;
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int iOffset = m_iWidth * (1.0 - m_flBat);
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if (iOffset < m_iWidth)
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{
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rc = *m_prc2;
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rc.left += iOffset;
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SPR_Set(m_hSprite2, r, g, b );
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SPR_DrawAdditive( 0, x + iOffset, y, &rc);
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}
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return 1;
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} |