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halflife-sdk-steam/cl_dll/battery.cpp

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C++

/***
*
* Copyright (c) 1996-2002, 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 "parsemsg.h"
#include <string.h>
#include <stdio.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;
BEGIN_READ( pbuf, iSize );
int x = READ_SHORT();
#if defined( _TFC )
int y = READ_SHORT();
if ( x != m_iBat || y != m_iBatMax )
{
m_fFade = FADE_TIME;
m_iBat = x;
m_iBatMax = y;
}
#else
if ( x != m_iBat )
{
m_fFade = FADE_TIME;
m_iBat = x;
}
#endif
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;
#if defined( _TFC )
float fScale = 0.0;
if ( m_iBatMax > 0 )
fScale = 1.0 / (float)m_iBatMax;
rc.top += m_iHeight * ((float)(m_iBatMax-(min(m_iBatMax,m_iBat))) * fScale); // battery can go from 0 to m_iBatMax so * fScale goes from 0 to 1
#else
rc.top += m_iHeight * ((float)(100-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1
#endif
UnpackRGB(r,g,b, RGB_YELLOWISH);
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;
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
x = ScreenWidth/5;
// 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;
}