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halflife-sdk-steam/cl_dll/flashlight.cpp

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1999-04-07 00:00:00 +00:00
/***
*
* 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 "util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
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 )
{
BEGIN_READ( pbuf, iSize );
int x = READ_BYTE();
m_iBat = x;
m_flBat = ((float)x)/100.0;
return 1;
}
int CHudFlashlight:: MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_fOn = READ_BYTE();
int x = READ_BYTE();
m_iBat = x;
m_flBat = ((float)x)/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
UnpackRGB(r,g,b, RGB_YELLOWISH);
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;
}