/*** * * 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 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 defined( _TFC ) int y = READ_SHORT(); if ( x != m_iBat || y != m_iBatMax ) { m_fFade = FADE_TIME; m_iBat = x; m_iBatMax = y; } #else if ( x != m_iBat ) { m_fFade = FADE_TIME; m_iBat = x; } #endif return 1; } int CHudBattery::Draw(float flTime) { if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) return 1; int r, g, b, x, y, a; wrect_t rc; rc = *m_prc2; #if defined( _TFC ) float fScale = 0.0; if ( m_iBatMax > 0 ) fScale = 1.0 / (float)m_iBatMax; rc.top += m_iHeight * ((float)(m_iBatMax-(min(m_iBatMax,m_iBat))) * fScale); // battery can go from 0 to m_iBatMax so * fScale goes from 0 to 1 #else rc.top += m_iHeight * ((float)(100-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1 #endif UnpackRGB(r,g,b, RGB_YELLOWISH); if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; // Has health changed? Flash the health # if (m_fFade) { if (m_fFade > FADE_TIME) m_fFade = FADE_TIME; m_fFade -= (gHUD.m_flTimeDelta * 20); 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; ScaleColors(r, g, b, a ); int iOffset = (m_prc1->bottom - m_prc1->top)/6; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; x = ScreenWidth/5; // make sure we have the right sprite handles if ( !m_hSprite1 ) m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) ); if ( !m_hSprite2 ) m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) ); SPR_Set(m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset, m_prc1); if (rc.bottom > rc.top) { SPR_Set(m_hSprite2, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc); } x += (m_prc1->right - m_prc1->left); x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b); return 1; }