Paranoia2/cl_dll/vgui_hud.cpp

867 lines
24 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// ====================================
// Paranoia vgui hud
// written by BUzer.
// ====================================
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include "const.h"
#include "entity_types.h"
#include "cdll_int.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_hud.h"
#include "vgui_paranoiatext.h" // Wargon
#include "../game_shared/vgui_loadtga.h"
#include<VGUI_TextImage.h>
#include "ammohistory.h"
#include "stringlib.h"
#define WEAPON_PAINKILLER 31 // should match server's index
#define HEALTH_RIGHT_OFFSET (XRES(10))
#define HEALTH_DOWN_OFFSET (YRES(15))
#define HEALTH_MIN_SPACE (YRES(3)) // minimum space between bars
#define HEALTH_FLASH_TIME 0.3
#define HEALTH_FADE_TIME 5
#define HEALTH_ZERO_ALPHA 150
#define HEALTH_ALPHA 70
// Wargon: Иконка юза.
#define USAGE_FADE_TIME 1
#define USAGE_ALPHA 70
static int resArray[] = { 320, 400, 512, 640, 800, 1024, 1152, 1280, 1600 };
// Wargon: Иконка юза.
int CanUseStatus;
int __MsgFunc_CanUse( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
CanUseStatus = READ_BYTE();
return 1;
}
void CanUseInit( void )
{
HOOK_MESSAGE( CanUse );
}
BitmapTGA *LoadResolutionImage( const char *imgname )
{
BitmapTGA *pBitmap = NULL;
// resolution based image. Should contain %d substring
if( Q_stristr( imgname, "%d" ))
{
int resArrayIndex = 0;
int i = 0;
while(( resArray[i] <= ScreenWidth ) && ( i < ARRAYSIZE( resArray )))
{
resArrayIndex = i;
i++;
}
while( pBitmap == NULL && resArrayIndex >= 0 )
{
char imgName[256];
Q_snprintf( imgName, sizeof( imgName ), imgname, resArray[resArrayIndex] );
pBitmap = vgui_LoadTGA( imgName );
resArrayIndex--;
}
}
else
{
// try to load image directly
pBitmap = vgui_LoadTGA( imgname );
}
return pBitmap;
}
int ShouldDrawHUD()
{
if (!gHUD.m_pCvarDraw->value)
return FALSE;
if ((gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) || gEngfuncs.IsSpectateOnly() )
return FALSE;
if (FBitSet( gHUD.m_iHideHUDDisplay, ITEM_SUIT ))
return TRUE;
return FALSE;
}
// simple class that owns pointer to a bitmap and draws it
class ImageHolder : public Panel
{
public:
ImageHolder(const char *imgname, Panel *parent) : Panel(0, 0, 10, 10)
{
m_pBitmap = LoadResolutionImage(imgname);
setParent(parent);
setPaintBackgroundEnabled(false);
setVisible(true);
if (m_pBitmap) m_pBitmap->setPos(0, 0);
}
~ImageHolder() {delete m_pBitmap;}
BitmapTGA *GetBitmap() {return m_pBitmap;}
protected:
virtual void paint()
{
if (ShouldDrawHUD())
{
if (m_pBitmap)
m_pBitmap->doPaint(this);
}
}
BitmapTGA *m_pBitmap;
};
class ShadowLabel : public Label
{
public:
ShadowLabel(const char* text,int x,int y) : Label(text, x, y) {}
protected:
virtual void paint()
{
int mr, mg, mb, ma;
int ix, iy;
getFgColor(mr, mg, mb, ma);
_textImage->getPos(ix, iy);
_textImage->setPos(ix+1, iy+1);
_textImage->setColor( Color(0, 0, 0, ma) );
_textImage->doPaint(this);
_textImage->setPos(ix, iy);
_textImage->setColor( Color(mr, mg, mb, ma) );
_textImage->doPaint(this);
}
};
void Hud2Init()
{
// gEngfuncs.pfnHookUserMsg("RadioIcon", MsgShowRadioIcon);
}
void CHud2::Initialize()
{
health = -1;
armor = -1;
stamina = 1;
m_fMedkitUpdateTime = 0;
m_fUsageUpdateTime = 0; // Wargon: Иконка юза.
}
CHud2::CHud2() : Panel(0, 0, XRES(640), YRES(480))
{
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
SchemeHandle_t hTextScheme = pSchemes->getSchemeHandle( "Default Text" );
Font *pFont = pSchemes->getFont( hTextScheme );
hTextScheme = pSchemes->getSchemeHandle( "impact" );
m_pFontDigits = pSchemes->getFont( hTextScheme );
//
// create medkits icon
//
int mediconypos = YRES(340);
m_pMedkitsIcon = new CImageLabel("painkiller", XRES(10), mediconypos);
if (!m_pMedkitsIcon->m_pTGA)
{
delete m_pMedkitsIcon;
m_pMedkitsIcon = NULL;
m_pMedkitsCount = NULL;
gEngfuncs.Con_Printf("Painkiller icon cannot be loaded\n");
}
else
{
m_pMedkitsIcon->setParent(this);
m_pMedkitsIcon->setPaintBackgroundEnabled(false);
m_pMedkitsIcon->setVisible(false);
int bw, bt;
m_pMedkitsIcon->m_pTGA->getSize(bw, bt);
m_pMedkitsIcon->setSize(bw, bt);
m_pMedkitsCount = new ShadowLabel("", XRES(15)+bw, (mediconypos+bt/2)-(m_pFontDigits->getTall()/2));
m_pMedkitsCount->setSize(XRES(200), YRES(200)); // ?
m_pMedkitsCount->setContentAlignment(Label::a_northwest); // ?
m_pMedkitsCount->setTextAlignment(Label::a_northwest); // ?
m_pMedkitsCount->setParent(this);
m_pMedkitsCount->setVisible(false);
m_pMedkitsCount->setFont(m_pFontDigits /*pFont*/);
m_pMedkitsCount->setFgColor(255, 255, 255, 0);
m_pMedkitsCount->setPaintBackgroundEnabled(false);
m_pMedkitsOldNum = 0;
m_fMedkitUpdateTime = 0;
}
//
// create head shield icon
//
mediconypos = YRES(300);
m_pShieldIcon = new CImageLabel( "shield", XRES( 10 ), mediconypos );
if (!m_pShieldIcon->m_pTGA)
{
delete m_pShieldIcon;
m_pShieldIcon = NULL;
ALERT( at_error, "Head Shield icon cannot be loaded\n" );
}
else
{
m_pShieldIcon->setParent(this);
m_pShieldIcon->setPaintBackgroundEnabled(false);
m_pShieldIcon->setVisible(false);
int bw, bt;
m_pShieldIcon->m_pTGA->getSize(bw, bt);
m_pShieldIcon->setSize(bw, bt);
}
//
// create head shield icon
//
mediconypos = YRES(260);
m_pGasMaskIcon = new CImageLabel( "gasmask", XRES( 10 ), mediconypos );
if (!m_pGasMaskIcon->m_pTGA)
{
delete m_pGasMaskIcon;
m_pGasMaskIcon = NULL;
ALERT( at_error, "Gas Mask icon cannot be loaded\n" );
}
else
{
m_pGasMaskIcon->setParent(this);
m_pGasMaskIcon->setPaintBackgroundEnabled(false);
m_pGasMaskIcon->setVisible(false);
int bw, bt;
m_pGasMaskIcon->m_pTGA->getSize(bw, bt);
m_pGasMaskIcon->setSize(bw, bt);
}
//
// load health bars
//
m_pBitmapHealthFull = new ImageHolder("gfx/vgui/%d_health_full.tga", this);
m_pBitmapHealthEmpty = new ImageHolder("gfx/vgui/%d_health_empty.tga", this);
m_pBitmapHealthFlash = new ImageHolder("gfx/vgui/%d_health_flash.tga", this);
if (m_pBitmapHealthFull->GetBitmap())
m_pBitmapHealthFull->GetBitmap()->getSize(m_iHealthBarWidth, m_iHealthBarHeight);
else
m_iHealthBarWidth = m_iHealthBarHeight = 0;
m_pBitmapArmorFull = new ImageHolder("gfx/vgui/%d_armor_full.tga", this);
m_pBitmapArmorEmpty = new ImageHolder("gfx/vgui/%d_armor_empty.tga", this);
m_pBitmapArmorFlash = new ImageHolder("gfx/vgui/%d_armor_flash.tga", this);
if (m_pBitmapArmorFull->GetBitmap())
m_pBitmapArmorFull->GetBitmap()->getSize(m_iArmorBarWidth, m_iArmorBarHeight);
else
m_iArmorBarWidth = m_iArmorBarHeight = 0;
m_pBitmapStaminaFull = new ImageHolder("gfx/vgui/%d_stamina_full.tga", this);
m_pBitmapStaminaEmpty = new ImageHolder("gfx/vgui/%d_stamina_empty.tga", this);
m_pBitmapStaminaFlash = new ImageHolder("gfx/vgui/%d_stamina_flash.tga", this);
if (m_pBitmapStaminaFull->GetBitmap())
m_pBitmapStaminaFull->GetBitmap()->getSize(m_iStaminaBarWidth, m_iStaminaBarHeight);
else
m_iStaminaBarWidth = m_iStaminaBarHeight = 0;
m_pHealthIcon = new ImageHolder("gfx/vgui/%d_health_icon.tga", this);
m_pArmorIcon = new ImageHolder("gfx/vgui/%d_armor_icon.tga", this);
m_pStaminaIcon = new ImageHolder("gfx/vgui/%d_stamina_icon.tga", this);
int healthiconwidth = 0, healthiconheight = 0;
int armoriconwidth = 0, armoriconheight = 0;
int staminaiconwidth = 0, staminaiconheight = 0;
if (m_pHealthIcon->GetBitmap())
{
m_pHealthIcon->GetBitmap()->getSize(healthiconwidth, healthiconheight);
m_pHealthIcon->setSize(healthiconwidth, healthiconheight);
}
if (m_pArmorIcon->GetBitmap())
{
m_pArmorIcon->GetBitmap()->getSize(armoriconwidth, armoriconheight);
m_pArmorIcon->setSize(armoriconwidth, armoriconheight);
}
if (m_pStaminaIcon->GetBitmap())
{
m_pStaminaIcon->GetBitmap()->getSize(staminaiconwidth, staminaiconheight);
m_pStaminaIcon->setSize(staminaiconwidth, staminaiconheight);
}
int line = ScreenHeight - HEALTH_DOWN_OFFSET;
if (m_pStaminaIcon->GetBitmap())
{
if (staminaiconheight > m_iStaminaBarHeight) line -= staminaiconheight/2;
else line -= m_iStaminaBarHeight/2;
m_pStaminaIcon->setPos(HEALTH_RIGHT_OFFSET, line - staminaiconheight/2);
m_iStaminaBarXpos = HEALTH_RIGHT_OFFSET + staminaiconwidth + YRES(5);
m_iStaminaBarYpos = line - m_iStaminaBarHeight/2;
if (staminaiconheight > m_iStaminaBarHeight) line = ScreenHeight - HEALTH_DOWN_OFFSET - staminaiconheight - HEALTH_MIN_SPACE;
//else line = ScreenHeight - HEALTH_DOWN_OFFSET - m_iStaminaBarHeight - HEALTH_MIN_SPACE;
else line -= m_iStaminaBarHeight - HEALTH_MIN_SPACE;
}
else
{
line -= m_iStaminaBarHeight;
m_iStaminaBarXpos = HEALTH_RIGHT_OFFSET + YRES(5);
m_iStaminaBarYpos = line;
line -= HEALTH_MIN_SPACE;
}
if (m_pArmorIcon->GetBitmap())
{
if (armoriconheight > m_iArmorBarHeight) line -= armoriconheight/2;
else line -= m_iArmorBarHeight/2;
m_pArmorIcon->setPos(HEALTH_RIGHT_OFFSET, line - armoriconheight/2);
m_iArmorBarXpos = HEALTH_RIGHT_OFFSET + armoriconwidth + YRES(5);
m_iArmorBarYpos = line - m_iArmorBarHeight/2;
if (armoriconheight > m_iArmorBarHeight) line = ScreenHeight - HEALTH_DOWN_OFFSET - armoriconheight - HEALTH_MIN_SPACE;
// else line = ScreenHeight - HEALTH_DOWN_OFFSET - m_iArmorBarHeight - HEALTH_MIN_SPACE;
else line -= m_iArmorBarHeight - HEALTH_MIN_SPACE;
}
else
{
line -= m_iArmorBarHeight;
m_iArmorBarXpos = HEALTH_RIGHT_OFFSET + YRES(5);
m_iArmorBarYpos = line;
line -= HEALTH_MIN_SPACE;
}
if (m_pHealthIcon->GetBitmap())
{
if (healthiconheight > m_iHealthBarHeight) line -= healthiconheight/2;
else line -= m_iHealthBarHeight/2;
m_pHealthIcon->setPos(HEALTH_RIGHT_OFFSET, line - healthiconheight/2);
m_iHealthBarXpos = HEALTH_RIGHT_OFFSET + healthiconwidth + YRES(5);
m_iHealthBarYpos = line - m_iHealthBarHeight/2;
}
else
{
line -= m_iHealthBarHeight;
m_iHealthBarXpos = HEALTH_RIGHT_OFFSET + YRES(5);
m_iHealthBarYpos = line;
}
m_iNumWeaponNames = 0;
char **filenames = NULL;
char token[256], *weapon_name;
int i = 0;
if( g_fXashEngine && g_fRenderInitialized )
filenames = FS_SEARCH( "gfx/vgui/ammo/*.tga", &m_iNumWeaponNames, FALSE );
if( m_iNumWeaponNames > NUM_WEAPON_ICONS )
{
ALERT( at_warning, "too many ammo images in gfx/vgui/ammo folder\n" );
m_iNumWeaponNames = NUM_WEAPON_ICONS;
}
// convert filepathes into weapon names
for( i = 0; i < m_iNumWeaponNames; i++ )
{
COM_FileBase( filenames[i], token );
weapon_name = Q_strchr( token, '_' ) + 1; // skip first _
m_pWeaponNames[i] = copystring( weapon_name );
}
//
// load ammo icons
//
for( i = 0; i < m_iNumWeaponNames; i++ )
{
char path[256] = "gfx/vgui/ammo/%d_";
Q_strcat( path, m_pWeaponNames[i] );
Q_strcat( path, ".tga" );
m_pWeaponIconsArray[i] = LoadResolutionImage( path );
if( !m_pWeaponIconsArray[i] ) // probably this is not possible but who knews...
ALERT( at_error, "Failed to load ammo icon [%s]\n", m_pWeaponNames[i] );
}
//
// Wargon: Иконка юза.
//
m_pUsageIcon = new CImageLabel( "usage", ScreenWidth / 2 - 12, ScreenHeight / 2 + 100 );
if( !m_pUsageIcon->m_pTGA )
{
delete m_pUsageIcon;
m_pUsageIcon = NULL;
ALERT( at_console, "Usage icon can't be loaded\n" );
}
else
{
int bw, bt;
m_pUsageIcon->setParent(this);
m_pUsageIcon->setPaintBackgroundEnabled(false);
m_pUsageIcon->setVisible(false);
m_pUsageIcon->m_pTGA->getSize(bw, bt);
m_pUsageIcon->setSize(bw, bt);
m_fUsageUpdateTime = 0;
}
}
CHud2 :: ~CHud2()
{
for (int i = 0; i < m_iNumWeaponNames; i++)
{
delete m_pWeaponNames[i];
delete m_pWeaponIconsArray[i];
}
}
void CHud2::paintBackground()
{
// Panel::paintBackground();
}
// buz: I dunno exactly, what solve() function does. I just wanna to find
// some function, who being called each frame, to put panels position setting in there.
// I've tried paintBackground, Chud::Redraw, CHud::Think, and some others, but
// health and armor bars sizes are jumping during interpolation and
// panels motion looks jerky (especially in steam version).
// Putting this in solve() seems to fix first problem.
void CHud2::solve()
{
float curtime = gEngfuncs.GetClientTime();
// Wargon: Иконка юза.
if (m_pUsageIcon)
{
m_fUsageUpdateTime = curtime;
if (CanUseStatus && gHUD.m_pCvarDraw->value && !(gViewPort && gViewPort->m_pParanoiaText && gViewPort->m_pParanoiaText->isVisible()))
{
m_pUsageIcon->setVisible(true);
if (m_fUsageUpdateTime > curtime)
m_fUsageUpdateTime = curtime;
float frac = curtime - m_fUsageUpdateTime;
int alpha = USAGE_ALPHA;
if (frac < USAGE_FADE_TIME)
{
frac = frac / USAGE_FADE_TIME;
alpha = (int)(frac * USAGE_ALPHA);
}
m_pUsageIcon->m_pTGA->setColor(Color(255, 255, 255, alpha));
}
else
m_pUsageIcon->setVisible(false);
}
// update medkits counter
if (m_pMedkitsIcon)
{
WEAPON *pPainkillers = gWR.GetWeapon( WEAPON_PAINKILLER );
int pkcount = gWR.CountAmmo( pPainkillers->iAmmoType );
if ( pkcount != m_pMedkitsOldNum )
{
char temp[16];
sprintf(temp, "%d", pkcount);
m_pMedkitsCount->setText(temp);
m_pMedkitsOldNum = pkcount;
m_fMedkitUpdateTime = curtime;
}
if (pkcount && ShouldDrawHUD())
{
m_pMedkitsIcon->setVisible(true);
m_pMedkitsCount->setVisible(true);
if (m_fMedkitUpdateTime > curtime) // fix possible map change bugs
m_fMedkitUpdateTime = curtime;
float frac = curtime - m_fMedkitUpdateTime;
int alpha = HEALTH_ALPHA;
if (frac < HEALTH_FADE_TIME)
{
frac = frac / HEALTH_FADE_TIME;
alpha = (int)(frac * HEALTH_ALPHA);
}
m_pMedkitsIcon->m_pTGA->setColor(Color(255, 255, 255, alpha));
m_pMedkitsCount->setFgColor(255, 255, 255, alpha);
}
else
{
m_pMedkitsIcon->setVisible(false);
m_pMedkitsCount->setVisible(false);
}
}
if (m_pShieldIcon)
{
if (FBitSet( gHUD.m_iHideHUDDisplay, ITEM_HEADSHIELD ) && ShouldDrawHUD())
{
m_pShieldIcon->setVisible(true);
m_pShieldIcon->m_pTGA->setColor(Color(255, 255, 255, 0 ));
}
else
{
m_pShieldIcon->setVisible(false);
}
}
if (m_pGasMaskIcon)
{
if (FBitSet( gHUD.m_iHideHUDDisplay, ITEM_GASMASK ) && ShouldDrawHUD())
{
m_pGasMaskIcon->setVisible(true);
m_pGasMaskIcon->m_pTGA->setColor(Color(255, 255, 255, 0 ));
}
else
{
m_pGasMaskIcon->setVisible(false);
}
}
//
// update health and armor bars
// (damn, it's so messy...)
int healthdiv;
//Stamina bar
if (m_pBitmapStaminaEmpty->GetBitmap() && m_pBitmapStaminaFull->GetBitmap())
{
m_pBitmapStaminaFlash->setVisible(false);
m_pBitmapStaminaEmpty->GetBitmap()->setColor(Color(255, 255, 255, 0));
m_pBitmapStaminaFull->GetBitmap()->setColor(Color(255, 255, 255, 0));
if (m_pStaminaIcon->GetBitmap())
m_pStaminaIcon->GetBitmap()->setColor(Color(255, 255, 255, 0));
if (curtime >= m_fStaminaUpdateTime + HEALTH_FLASH_TIME)
{
healthdiv = (int)((float)stamina/100 * m_iStaminaBarWidth);
float frac = curtime - m_fStaminaUpdateTime - HEALTH_FLASH_TIME;
int targetalpha = HEALTH_ALPHA;
if (stamina == 0) targetalpha = HEALTH_ZERO_ALPHA;
int alpha = targetalpha;
if (frac < HEALTH_FADE_TIME)
{
frac = frac / HEALTH_FADE_TIME;
alpha = (int)(frac * targetalpha);
}
m_pBitmapStaminaEmpty->GetBitmap()->setColor(Color(255, 255, 255, alpha));
m_pBitmapStaminaFull->GetBitmap()->setColor(Color(255, 255, 255, alpha));
if (m_pStaminaIcon->GetBitmap())
m_pStaminaIcon->GetBitmap()->setColor(Color(255, 255, 255, alpha));
}
else
{
float frac = (curtime - m_fStaminaUpdateTime) / HEALTH_FLASH_TIME;
if ((stamina < oldstamina) && m_pBitmapStaminaFlash->GetBitmap()) // we had take damage, make red flash
{
m_pBitmapStaminaFlash->setVisible(true);
m_pBitmapStaminaFlash->GetBitmap()->setColor(Color(255, 255, 255, 255*frac));
}
frac = 1 - frac;
frac *= frac;
healthdiv = stamina - (int)((float)(stamina - oldstamina)*frac);
healthdiv = (int)((float)healthdiv/100 * m_iStaminaBarWidth);
}
m_pBitmapStaminaFull->setBounds(m_iStaminaBarXpos, m_iStaminaBarYpos, healthdiv, m_iStaminaBarHeight);
m_pBitmapStaminaFlash->setBounds(m_iStaminaBarXpos, m_iStaminaBarYpos, healthdiv, m_iStaminaBarHeight);
m_pBitmapStaminaEmpty->setBounds(m_iStaminaBarXpos + healthdiv, m_iStaminaBarYpos,
m_iStaminaBarWidth - healthdiv, m_iStaminaBarHeight);
m_pBitmapStaminaEmpty->GetBitmap()->setPos( -healthdiv, 0 );
}
// health bar
if (m_pBitmapHealthEmpty->GetBitmap() && m_pBitmapHealthFull->GetBitmap())
{
m_pBitmapHealthFlash->setVisible(false);
m_pBitmapHealthEmpty->GetBitmap()->setColor(Color(255, 255, 255, 0));
m_pBitmapHealthFull->GetBitmap()->setColor(Color(255, 255, 255, 0));
if (m_pHealthIcon->GetBitmap())
m_pHealthIcon->GetBitmap()->setColor(Color(255, 255, 255, 0));
if (curtime >= m_fHealthUpdateTime + HEALTH_FLASH_TIME)
{
healthdiv = (int)((float)health/100 * m_iHealthBarWidth);
float frac = curtime - m_fHealthUpdateTime - HEALTH_FLASH_TIME;
int targetalpha = HEALTH_ALPHA;
if (health == 0) targetalpha = HEALTH_ZERO_ALPHA;
int alpha = targetalpha;
if (frac < HEALTH_FADE_TIME)
{
frac = frac / HEALTH_FADE_TIME;
alpha = (int)(frac * targetalpha);
}
m_pBitmapHealthEmpty->GetBitmap()->setColor(Color(255, 255, 255, alpha));
m_pBitmapHealthFull->GetBitmap()->setColor(Color(255, 255, 255, alpha));
if (m_pHealthIcon->GetBitmap())
m_pHealthIcon->GetBitmap()->setColor(Color(255, 255, 255, alpha));
}
else
{
float frac = (curtime - m_fHealthUpdateTime) / HEALTH_FLASH_TIME;
if ((health < oldhealth) && m_pBitmapHealthFlash->GetBitmap()) // we had take damage, make red flash
{
m_pBitmapHealthFlash->setVisible(true);
m_pBitmapHealthFlash->GetBitmap()->setColor(Color(255, 255, 255, 255*frac));
}
frac = 1 - frac;
frac *= frac;
healthdiv = health - (int)((float)(health - oldhealth)*frac);
healthdiv = (int)((float)healthdiv/100 * m_iHealthBarWidth);
}
m_pBitmapHealthFull->setBounds(m_iHealthBarXpos, m_iHealthBarYpos, healthdiv, m_iHealthBarHeight);
m_pBitmapHealthFlash->setBounds(m_iHealthBarXpos, m_iHealthBarYpos, healthdiv, m_iHealthBarHeight);
m_pBitmapHealthEmpty->setBounds(m_iHealthBarXpos + healthdiv, m_iHealthBarYpos,
m_iHealthBarWidth - healthdiv, m_iHealthBarHeight);
m_pBitmapHealthEmpty->GetBitmap()->setPos( -healthdiv, 0 );
}
// armor bar
if (m_pBitmapArmorEmpty->GetBitmap() && m_pBitmapArmorFull->GetBitmap())
{
m_pBitmapArmorFlash->setVisible(false);
m_pBitmapArmorEmpty->GetBitmap()->setColor(Color(255, 255, 255, 0));
m_pBitmapArmorFull->GetBitmap()->setColor(Color(255, 255, 255, 0));
if (m_pArmorIcon->GetBitmap())
m_pArmorIcon->GetBitmap()->setColor(Color(255, 255, 255, 0));
if (curtime >= m_fArmorUpdateTime + HEALTH_FLASH_TIME)
{
healthdiv = (int)((float)armor/100 * m_iArmorBarWidth);
float frac = curtime - m_fArmorUpdateTime - HEALTH_FLASH_TIME;
int targetalpha = HEALTH_ALPHA;
if (armor == 0) targetalpha = HEALTH_ZERO_ALPHA;
int alpha = targetalpha;
if (frac < HEALTH_FADE_TIME)
{
frac = frac / HEALTH_FADE_TIME;
alpha = (int)(frac * targetalpha);
}
m_pBitmapArmorEmpty->GetBitmap()->setColor(Color(255, 255, 255, alpha));
m_pBitmapArmorFull->GetBitmap()->setColor(Color(255, 255, 255, alpha));
if (m_pArmorIcon->GetBitmap())
m_pArmorIcon->GetBitmap()->setColor(Color(255, 255, 255, alpha));
}
else
{
float frac = (curtime - m_fArmorUpdateTime) / HEALTH_FLASH_TIME;
if ((armor < oldarmor) && m_pBitmapArmorFlash->GetBitmap()) // we had take damage, make red flash
{
m_pBitmapArmorFlash->setVisible(true);
m_pBitmapArmorFlash->GetBitmap()->setColor(Color(255, 255, 255, 255*frac));
}
frac = 1 - frac;
frac *= frac;
healthdiv = armor - (int)((float)(armor - oldarmor)*frac);
healthdiv = (int)((float)healthdiv/100 * m_iArmorBarWidth);
}
m_pBitmapArmorFull->setBounds(m_iArmorBarXpos, m_iArmorBarYpos, healthdiv, m_iArmorBarHeight);
m_pBitmapArmorFlash->setBounds(m_iArmorBarXpos, m_iArmorBarYpos, healthdiv, m_iArmorBarHeight);
m_pBitmapArmorEmpty->setBounds(m_iArmorBarXpos + healthdiv, m_iArmorBarYpos,
m_iArmorBarWidth - healthdiv, m_iArmorBarHeight);
m_pBitmapArmorEmpty->GetBitmap()->setPos( -healthdiv, 0 );
}
Panel::solve();
}
void CHud2::paint()
{
//
// draw ammo counters
//
if ( ShouldDrawHUD() ) // Wargon: Информация о патронах рисуется только если hud_draw = 1.
{
WEAPON *pw = gHUD.m_Ammo.m_pWeapon; // shorthand
if (gHUD.m_SpecTank_on)
{
int x = ScreenWidth - HEALTH_RIGHT_OFFSET;
int y = ScreenHeight - HEALTH_DOWN_OFFSET;
BitmapTGA* pImg = FindAmmoImageForWeapon("machinegun");
if (pImg)
{
int iw, ih;
pImg->getSize(iw, ih);
x -= iw;
pImg->setColor(Color(255, 255, 255, 0)); // TEST
pImg->setPos(x, y - ih);
pImg->doPaint(this);
x -= XRES(6); // make some space between icon and text
y -= 10;
}
if (gHUD.m_SpecTank_Ammo != -1)
{
// draw ammo count string
int tw, th;
char buf[256];
drawSetTextFont(m_pFontDigits);
drawSetTextColor(250, 250, 250, 0); // TEST
sprintf(buf, "%d", gHUD.m_SpecTank_Ammo);
m_pFontDigits->getTextSize(buf, tw, th);
x -= tw; y -= th;
drawSetTextPos(x, y); drawPrintText(buf, strlen(buf));
}
}
else if (pw)
{
int x = ScreenWidth - HEALTH_RIGHT_OFFSET;
int y = ScreenHeight - HEALTH_DOWN_OFFSET;
// Do we have secondary ammo?
if ((pw->iAmmo2Type > 0) && (gWR.CountAmmo(pw->iAmmo2Type) > 0))
{
// Draw the secondary ammo Icon
char buf[256];
sprintf(buf, "%s_sec", pw->szName);
BitmapTGA* pImg = FindAmmoImageForWeapon(buf);
if (pImg)
{
int iw, ih;
pImg->getSize(iw, ih);
x -= iw;
pImg->setColor(Color(255, 255, 255, 0)); // TEST
pImg->setPos(x, y - ih);
pImg->doPaint(this);
x -= XRES(6); // make some space between icon and text
y -= 10;
}
// draw ammo count string
int tw, th;
sprintf(buf, "%d", gWR.CountAmmo(pw->iAmmo2Type));
m_pFontDigits->getTextSize(buf, tw, th);
drawSetTextFont(m_pFontDigits);
drawSetTextColor(250, 250, 250, 0); // TEST
drawSetTextPos(x - tw, y - th);
drawPrintText(buf, strlen(buf));
x = ScreenWidth - HEALTH_RIGHT_OFFSET - XRES(100);
}
if (pw->iAmmoType > 0)
{
y = ScreenHeight - HEALTH_DOWN_OFFSET;
// Draw the ammo Icon
BitmapTGA* pImg = FindAmmoImageForWeapon(pw->szName);
if (pImg)
{
int iw, ih;
pImg->getSize(iw, ih);
x -= iw;
pImg->setColor(Color(255, 255, 255, 0)); // TEST
pImg->setPos(x, y - ih);
pImg->doPaint(this);
x -= XRES(6); // make some space between icon and text
y -= 10;
}
// draw ammo count string
int tw, th;
char buf[256];
drawSetTextFont(m_pFontDigits);
drawSetTextColor(250, 250, 250, 0); // TEST
sprintf(buf, "%d", gWR.CountAmmo(pw->iAmmoType));
m_pFontDigits->getTextSize(buf, tw, th);
x -= tw; y -= th;
drawSetTextPos(x, y); drawPrintText(buf, strlen(buf));
if (pw->iClip >= 0) // has clip?
{
x -= YRES(12);
drawSetTextPos(x, y); drawPrintText("/", 1);
sprintf(buf, "%d", pw->iClip);
m_pFontDigits->getTextSize(buf, tw, th);
x = x - tw - YRES(5);
drawSetTextPos(x, y); drawPrintText(buf, strlen(buf));
}
}
}
}
Panel::paint();
}
BitmapTGA* CHud2 :: FindAmmoImageForWeapon( const char *weapon )
{
for( int i = 0; i < m_iNumWeaponNames; i++ )
{
if( !Q_strcmp( weapon, m_pWeaponNames[i] ))
return m_pWeaponIconsArray[i];
}
return NULL;
}
void CHud2::UpdateHealth( int newhealth )
{
if (newhealth == health)
return;
if (health == -1) // first update, dont do effects
{
health = newhealth;
m_fHealthUpdateTime = -666;
return;
}
oldhealth = health;
health = newhealth;
m_fHealthUpdateTime = gEngfuncs.GetClientTime();
}
void CHud2::UpdateArmor( int newarmor )
{
if (newarmor == armor)
return;
if (armor == -1) // first update, dont do effects
{
armor = newarmor;
m_fArmorUpdateTime = -666;
return;
}
oldarmor = armor;
armor = newarmor;
m_fArmorUpdateTime = gEngfuncs.GetClientTime();
}
void CHud2::UpdateStamina( int newStamina )
{
if (newStamina == stamina)
return;
if (stamina == -1) // first update, dont do effects
{
stamina = newStamina;
m_fStaminaUpdateTime = -666;
return;
}
oldstamina = stamina;
stamina = newStamina;
m_fStaminaUpdateTime = gEngfuncs.GetClientTime();
}