mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-25 11:19:39 +01:00
159 lines
3.4 KiB
C++
159 lines
3.4 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;
|
|
m_iBat = 100;
|
|
m_flBat = 1.0f;
|
|
}
|
|
|
|
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( pbuf, iSize );
|
|
int x = READ_BYTE();
|
|
m_iBat = x;
|
|
m_flBat = ( (float)x ) / 100.0f;
|
|
|
|
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 ) / 100.0f;
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CHudFlashlight::Draw( float flTime )
|
|
{
|
|
static bool show = ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) );
|
|
if( show != !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ) )
|
|
{
|
|
show = !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) );
|
|
if( gMobileEngfuncs )
|
|
{
|
|
gMobileEngfuncs->pfnTouchHideButtons( "flashlight", !show );
|
|
}
|
|
}
|
|
if( !show )
|
|
return 1;
|
|
|
|
int r, g, b, x, y, a;
|
|
wrect_t rc;
|
|
|
|
if( gEngfuncs.IsSpectateOnly() )
|
|
return 1;
|
|
|
|
if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
|
|
return 1;
|
|
|
|
if( m_fOn )
|
|
a = 225;
|
|
else
|
|
a = MIN_ALPHA;
|
|
|
|
if( m_flBat < 0.20f )
|
|
UnpackRGB( r,g,b, RGB_REDISH );
|
|
else
|
|
UnpackRGB( r,g,b, RGB_YELLOWISH );
|
|
|
|
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 * ( 1.0f - 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;
|
|
}
|