/*** * * 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. * ****/ // // flashlight.cpp // // implementation of CHudFlashlight class // #include "hud.h" #include "cl_util.h" #include "mod/AvHNetworkMessages.h" #include #include 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; } 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 ) { //this message is a lame duck in NS return 0; } int CHudFlashlight:: MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf ) { NetMsg_Flashlight( pbuf, iSize, m_fOn, m_iBat ); m_flBat = ((float)m_iBat)/100.0; return 1; } int CHudFlashlight::Draw(float flTime) { if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ) return 1; int r, g, b, x, y, a; wrect_t rc; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; if (m_fOn) a = 225; else a = MIN_ALPHA; if (m_flBat < 0.20) UnpackRGB(r,g,b, RGB_REDISH); else { gHUD.GetPrimaryHudColor(r, g, b); } 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 * (1.0 - 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; }