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