cs16-client-legacy/cl_dll/hud/flashlight.cpp

140 lines
2.7 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.
*
****/
//
// flashlight.cpp
//
// implementation of CHudFlashlight class
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
DECLARE_MESSAGE(m_Flash, FlashBat)
DECLARE_MESSAGE(m_Flash, Flashlight)
#define BAT_NAME "sprites/%d_Flashlight.spr"
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)
{
m_hSprite1.SetSpriteByName("flash_empty");
m_hSprite2.SetSpriteByName("flash_full");
m_hBeam.SetSpriteByName("flash_beam");
m_iWidth = m_hSprite1.rect.right - m_hSprite1.rect.left;
return 1;
};
int CHudFlashlight:: MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int x = READ_BYTE();
m_iBat = x;
m_flBat = ((float)x)/100.0;
return 1;
}
int CHudFlashlight:: MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_fOn = READ_BYTE();
int x = READ_BYTE();
m_iBat = x;
m_flBat = ((float)x)/100.0;
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)
DrawUtils::UnpackRGB(r,g,b, RGB_REDISH);
else
DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
DrawUtils::ScaleColors(r, g, b, a);
y = (m_hSprite1.rect.bottom - m_hSprite1.rect.top)/2;
x = ScreenWidth - m_iWidth - m_iWidth/2 ;
// Draw the flashlight casing
SPR_Set(m_hSprite1.spr, r, g, b );
SPR_DrawAdditive( 0, x, y, &m_hSprite1.rect);
if ( m_fOn )
{ // draw the flashlight beam
x = ScreenWidth - m_iWidth/2;
SPR_Set( m_hBeam.spr, r, g, b );
SPR_DrawAdditive( 0, x, y, &m_hBeam.rect );
}
// 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_hSprite2.rect;
rc.left += iOffset;
SPR_Set(m_hSprite2.spr, r, g, b );
SPR_DrawAdditive( 0, x + iOffset, y, &rc);
}
return 1;
}