142 lines
3.1 KiB
C++
142 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 "cl_util.h"
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#include "parsemsg.h"
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#include <string.h>
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#include <stdio.h>
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DECLARE_MESSAGE(m_Battery, Battery)
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bool CHudBattery::Init()
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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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HOOK_MESSAGE(Battery);
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gHUD.AddHudElem(this);
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return true;
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}
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bool CHudBattery::VidInit()
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{
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int HUD_suit_empty = gHUD.GetSpriteIndex("suit_empty");
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int HUD_suit_full = gHUD.GetSpriteIndex("suit_full");
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m_hSprite1 = m_hSprite2 = 0; // delaying get sprite handles until we know the sprites are loaded
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m_prc1 = &gHUD.GetSpriteRect(HUD_suit_empty);
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m_prc2 = &gHUD.GetSpriteRect(HUD_suit_full);
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m_iHeight = m_prc2->bottom - m_prc1->top;
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m_fFade = 0;
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return true;
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}
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bool CHudBattery::MsgFunc_Battery(const char* pszName, int iSize, void* pbuf)
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{
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m_iFlags |= HUD_ACTIVE;
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BEGIN_READ(pbuf, iSize);
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int x = READ_SHORT();
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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 true;
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}
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bool CHudBattery::Draw(float flTime)
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{
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if ((gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) != 0)
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return true;
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int r, g, b, x, y, a;
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Rect rc;
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rc = *m_prc2;
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rc.top += m_iHeight * ((float)(100 - (V_min(100, m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1
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UnpackRGB(r, g, b, RGB_YELLOWISH);
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if (!gHUD.HasSuit())
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return true;
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// Has health changed? Flash the health #
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if (0 != 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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a = MIN_ALPHA;
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ScaleColors(r, g, b, a);
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int iOffset = (m_prc1->bottom - m_prc1->top) / 6;
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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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int width = (m_prc1->right - m_prc1->left);
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// this used to just be ScreenWidth/5 (4 on Updated) but that caused real issues at higher resolutions. Instead, base it on the width of this sprite.
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x = 3 * width;
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// make sure we have the right sprite handles
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if (0 == m_hSprite1)
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m_hSprite1 = gHUD.GetSprite(gHUD.GetSpriteIndex("suit_empty"));
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if (0 == m_hSprite2)
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m_hSprite2 = gHUD.GetSprite(gHUD.GetSpriteIndex("suit_full"));
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SPR_Set(m_hSprite1, r, g, b);
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SPR_DrawAdditive(0, x, y - iOffset, m_prc1);
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if (rc.bottom > rc.top)
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{
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SPR_Set(m_hSprite2, r, g, b);
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SPR_DrawAdditive(0, x, y - iOffset + (rc.top - m_prc2->top), &rc);
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}
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x += width;
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y += (int)(gHUD.m_iFontHeight * 0.2f);
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x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b);
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return true;
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}
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