/*** * * 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 #include #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.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; // //}