2014-01-23 10:46:47 +00:00
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/***
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*
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* Copyright (c) 1999, 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 <string.h>
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#include <stdio.h>
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHHudConstants.h"
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#include "mod/AvHNetworkMessages.h"
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DECLARE_MESSAGE(m_Battery, Battery)
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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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HOOK_MESSAGE(Battery);
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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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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 1;
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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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m_iFlags |= HUD_ACTIVE;
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int x;
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NetMsg_Battery( pbuf, iSize, x );
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if (x != m_iBat)
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{
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// We're sent the health of the player we're observing as if it were our own
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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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int r, g, b, x, y, a;
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wrect_t rc;
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rc = *m_prc2;
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int theMaxArmor = gHUD.GetHUDMaxArmor();
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float theScalar = 1.0f/theMaxArmor;
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rc.top += m_iHeight * ((float)(theMaxArmor-(min(theMaxArmor, m_iBat))) * theScalar); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1
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gHUD.GetPrimaryHudColor(r, g, b);
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if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
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return 1;
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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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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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int theInset = 0;
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if(gHUD.GetIsAlien())
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{
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theInset = ScreenWidth()*kResourceEnergyBarWidth;
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}
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int theViewport[4];
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gHUD.GetViewport(theViewport);
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y = theViewport[1] + theViewport[3] - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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x = theViewport[0] + theInset + kArmorLeftInset*ScreenWidth();
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// make sure we have the right sprite handles
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if ( !m_hSprite1 )
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m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) );
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if ( !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 += (m_prc1->right - m_prc1->left);
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x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b);
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return 1;
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2005-03-09 01:31:56 +00:00
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}
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