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c5153c4ab1
- Scale HUD with a modified version of @Toodles2You 's triapi HUD scaling - Add commands for position, scale, and minimum alpha of heath and ammo - Fixes sprite blurring - Fixed nearby pixels bleeding in to the drawn sprites - Fixed the health cross art being cut off at the edges
242 lines
No EOL
5.7 KiB
C++
242 lines
No EOL
5.7 KiB
C++
/***
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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 "AvHPlayerUpgrade.h"
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#include "AvHHudConstants.h"
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#include "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 = gHUD.m_Health.m_iMinAlpha + (m_fFade/FADE_TIME) * 128;
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}
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else
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a = gHUD.m_Health.m_iMinAlpha;
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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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//y = m_iAnchorY - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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y = m_iAnchorY - gHUD.m_iFontHeight / 2;
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x = m_iAnchorX;
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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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gHUD.DrawHudSprite(m_hSprite1, 0, m_prc1, x, y, r, g, b, a, gHUD.m_Health.m_fHealthScale, CHud::a_southwest);
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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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gHUD.DrawHudSprite(m_hSprite2, 0, &rc, x, y, r, g, b, a, gHUD.m_Health.m_fHealthScale, CHud::a_southwest);
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}
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x += (m_prc1->right - m_prc1->left) * gHUD.m_Health.m_fHealthScale;
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x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b, 255, gHUD.m_Health.m_fHealthScale, CHud::a_southwest);
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return 1;
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}
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//// Old HUD drawing.
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//int CHudBattery::Draw(float flTime)
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//{
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//
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// if (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH)
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// return 1;
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//
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// int r, g, b, x, y, a;
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// wrect_t rc;
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//
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// rc = *m_prc2;
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//
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// int theMaxArmor = gHUD.GetHUDMaxArmor();
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// float theScalar = 1.0f / theMaxArmor;
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//
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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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//
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// gHUD.GetPrimaryHudColor(r, g, b);
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//
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// if (!(gHUD.m_iWeaponBits & (1 << (WEAPON_SUIT))))
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// return 1;
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//
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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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//
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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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//
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// // Fade the health number back to dim
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//
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// a = MIN_ALPHA + (m_fFade / FADE_TIME) * 128;
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//
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// }
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// else
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// a = MIN_ALPHA;
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//
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// ScaleColors(r, g, b, a);
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//
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// int iOffset = (m_prc1->bottom - m_prc1->top) / 6;
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//
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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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//
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// int theViewport[4];
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// gHUD.GetViewport(theViewport);
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//
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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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//
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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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//
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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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//
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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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//
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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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//
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// return 1;
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//
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//}
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