147 lines
3.1 KiB
C++
147 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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// battery.cpp
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//
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// implementation of CHudBattery class
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//
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#include "hud.h"
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#include "parsemsg.h"
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#include "cl_util.h"
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#include "draw_util.h"
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DECLARE_MESSAGE( m_Battery, Battery )
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DECLARE_MESSAGE( m_Battery, ArmorType )
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int CHudBattery::Init( void )
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{
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m_iBat = 0;
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m_fFade = 0;
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m_iFlags = 0;
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m_enArmorType = Vest;
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HOOK_MESSAGE( Battery );
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HOOK_MESSAGE( ArmorType );
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gHUD.AddHudElem( this );
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return 1;
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}
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int CHudBattery::VidInit( void )
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{
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m_hEmpty[Vest].SetSpriteByName("suit_empty");
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m_hFull[Vest].SetSpriteByName("suit_full");
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m_hEmpty[VestHelm].SetSpriteByName("suithelmet_empty");
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m_hFull[VestHelm].SetSpriteByName("suithelmet_full");
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m_iHeight = m_hFull[Vest].rect.bottom - m_hEmpty[Vest].rect.top;
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m_fFade = 0;
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return 1;
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}
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void CHudBattery::InitHUDData( void )
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{
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m_enArmorType = Vest;
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}
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int CHudBattery:: MsgFunc_Battery(const char *pszName, int iSize, void *pbuf )
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{
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BufferReader reader( pbuf, iSize );
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m_iFlags |= HUD_DRAW;
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int x = reader.ReadShort();
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if( x != m_iBat )
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{
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m_fFade = FADE_TIME;
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m_iBat = x;
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}
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return 1;
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}
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int CHudBattery::Draw( float flTime )
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{
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if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
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return 1;
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if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
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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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rc = m_hEmpty[m_enArmorType].rect;
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// battery can go from 0 to 100 so * 0.01 goes from 0 to 1
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rc.top += m_iHeight * ((float)( 100 - ( min( 100, m_iBat ))) * 0.01f );
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DrawUtils::UnpackRGB( r, g, b, RGB_YELLOWISH );
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// Has health changed? Flash the health #
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if( m_fFade )
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{
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if( m_fFade > FADE_TIME )
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m_fFade = FADE_TIME;
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m_fFade -= (gHUD.m_flTimeDelta * 20);
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if( m_fFade <= 0 )
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{
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a = 128;
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m_fFade = 0;
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}
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// Fade the health number back to dim
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a = MIN_ALPHA + (m_fFade / FADE_TIME) * 128;
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}
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else
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{
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a = MIN_ALPHA;
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}
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DrawUtils::ScaleColors( r, g, b, a );
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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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x = ScreenWidth / 5;
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// make sure we have the right sprite handles
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SPR_Set( m_hFull[m_enArmorType].spr, r, g, b );
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SPR_DrawAdditive( 0, x, y, &m_hFull[m_enArmorType].rect );
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if( rc.bottom > rc.top )
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{
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SPR_Set( m_hEmpty[m_enArmorType].spr, r, g, b );
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SPR_DrawAdditive( 0, x, y + (rc.top - m_hEmpty[m_enArmorType].rect.top), &rc );
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}
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x += (m_hEmpty[m_enArmorType].rect.right - m_hEmpty[m_enArmorType].rect.left);
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x = DrawUtils::DrawHudNumber( x, y, DHN_3DIGITS|DHN_DRAWZERO, m_iBat, r, g, b );
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return 1;
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}
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int CHudBattery::MsgFunc_ArmorType(const char *pszName, int iSize, void *pbuf )
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{
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BufferReader reader( pbuf, iSize );
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m_enArmorType = (armortype_t)reader.ReadByte();
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return 1;
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}
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