NS/main/source/cl_dll/battery.cpp

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/***
*
* Copyright (c) 1999, 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 <string.h>
#include <stdio.h>
#include "AvHPlayerUpgrade.h"
#include "AvHHudConstants.h"
#include "AvHNetworkMessages.h"
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;
int x;
NetMsg_Battery( pbuf, iSize, x );
if (x != m_iBat)
{
// We're sent the health of the player we're observing as if it were our own
m_fFade = FADE_TIME;
m_iBat = x;
}
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;
int theMaxArmor = gHUD.GetHUDMaxArmor();
float theScalar = 1.0f/theMaxArmor;
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
gHUD.GetPrimaryHudColor(r, g, b);
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 = gHUD.m_Health.m_iMinAlpha + (m_fFade/FADE_TIME) * 128;
}
else
a = gHUD.m_Health.m_iMinAlpha;
ScaleColors(r, g, b, a );
//int iOffset = (m_prc1->bottom - m_prc1->top)/6;
//int theInset = 0;
//if(gHUD.GetIsAlien())
//{
// theInset = ScreenWidth()*kResourceEnergyBarWidth;
//}
int theViewport[4];
gHUD.GetViewport(theViewport);
//y = theViewport[1] + theViewport[3] - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
//x = theViewport[0] + theInset + kArmorLeftInset*ScreenWidth();
//y = m_iAnchorY - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
y = m_iAnchorY - gHUD.m_iFontHeight / 2;
x = m_iAnchorX;
// 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);
gHUD.DrawHudSprite(m_hSprite1, 0, m_prc1, x, y, r, g, b, a, gHUD.m_Health.m_fHealthScale, CHud::a_southwest);
if (rc.bottom > rc.top)
{
//SPR_Set(m_hSprite2, r, g, b );
//SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc);
gHUD.DrawHudSprite(m_hSprite2, 0, &rc, x, y, r, g, b, a, gHUD.m_Health.m_fHealthScale, CHud::a_southwest);
}
x += (m_prc1->right - m_prc1->left) * gHUD.m_Health.m_fHealthScale;
x += ((gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left) / 2) * gHUD.m_Health.m_fHealthScale;
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b, 255, gHUD.m_Health.m_fHealthScale, CHud::a_southwest);
return 1;
}
//// Old HUD drawing.
//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;
//
// int theMaxArmor = gHUD.GetHUDMaxArmor();
// float theScalar = 1.0f / theMaxArmor;
//
// 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
//
// gHUD.GetPrimaryHudColor(r, g, b);
//
// 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;
//
// int theInset = 0;
// //if(gHUD.GetIsAlien())
// //{
// // theInset = ScreenWidth()*kResourceEnergyBarWidth;
// //}
//
// int theViewport[4];
// gHUD.GetViewport(theViewport);
//
// y = theViewport[1] + theViewport[3] - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
// x = theViewport[0] + theInset + kArmorLeftInset * ScreenWidth();
//
// // 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;
//
//}