/*** * * 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. * ****/ // // battery.cpp // // implementation of CHudBattery class // #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include #include #define ARMOR_BAR_LEFT 40 #define ARMOR_BAR_BOTTOM 96 #define ARMOR_BAR_WIDTH 20 #define ARMOR_BAR_HEIGHT 150 DECLARE_MESSAGE( m_Battery, Battery ) int CHudBattery::Init( void ) { m_iBat = 0; m_fFade = 0; m_iFlags = 0; HOOK_MESSAGE( Battery ); gHUD.AddHudElem( this ); return 1; } int CHudBattery::VidInit( void ) { int HUD_suit_empty = gHUD.GetSpriteIndex( "suit_empty" ); int HUD_suit_full = gHUD.GetSpriteIndex( "suit_full" ); m_hSprite1 = m_hSprite2 = 0; // delaying get sprite handles until we know the sprites are loaded m_prc1 = &gHUD.GetSpriteRect( HUD_suit_empty ); m_prc2 = &gHUD.GetSpriteRect( HUD_suit_full ); m_iHeight = m_prc2->bottom - m_prc1->top; m_fFade = 0; return 1; } int CHudBattery::MsgFunc_Battery( const char *pszName, int iSize, void *pbuf ) { m_iFlags |= HUD_ACTIVE; BEGIN_READ( pbuf, iSize ); int x = READ_SHORT(); if( x != m_iBat ) { m_fFade = FADE_TIME; m_iBat = x; } return 1; } int CHudBattery::Draw( float flTime ) { if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) return 1; if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return 1; int r, g, b, x, y, a; int iWidth, iHeight; iWidth = ARMOR_BAR_WIDTH; iHeight = ARMOR_BAR_HEIGHT; x = ScreenWidth - ARMOR_BAR_LEFT; y = ScreenHeight - ARMOR_BAR_BOTTOM - iHeight; // Draw empty transparent bar. r = g = b = 200; a = 40; FillRGBA( x, y, iWidth, iHeight, r, g, b, a ); // Draw armor level bar. UnpackRGB( r, g, b, RGB_YELLOWISH ); // Has health changed? Flash the health # /*if( m_fFade ) { if( m_fFade > FADE_TIME ) m_fFade = FADE_TIME; m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f ); if( m_fFade <= 0 ) { a = 128; m_fFade = 0; } // Fade the health number back to dim a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128; } else*/ a = MIN_ALPHA * 2 - 10; iHeight = ( m_iBat * ARMOR_BAR_HEIGHT ) / 100; gEngfuncs.pfnFillRGBABlend( x, y + ( ARMOR_BAR_HEIGHT - iHeight ), ARMOR_BAR_WIDTH, iHeight, r, g, b, a ); return 1; }