forked from valve/halflife-sdk
393 lines
8.4 KiB
C++
393 lines
8.4 KiB
C++
/***
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*
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* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
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*
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* This product contains software technology from Valve Software, LLC,
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* Copyright © 1996-2001, Valve LLC, 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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* The Wastes Project. All other use, distribution, or modification is prohibited
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* without written permission from The Wastes Project.
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*
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***/
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//
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// thewastes_hud.cpp
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//
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#include "STDIO.H"
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#include "STDLIB.H"
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#include "MATH.H"
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#include <string.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include "cl_entity.h"
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#include "tw_common.h"
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#include "tw_vgui.h"
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#include "vgui_TheWastesViewport.h"
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#define MAX_CLIENTS 32
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/*
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===================
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CrosshairInfo
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===================
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*/
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int CCrosshairInfo::Init()
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{
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m_iFlags |= HUD_ACTIVE;
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gHUD.AddHudElem(this);
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m_flCenterTime = 0.0f;
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strcpy(m_szCenterName,"");
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return 1;
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}
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int CCrosshairInfo::VidInit()
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{
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return 1;
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}
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// We do this client side now ;)
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int CCrosshairInfo::Draw(float fTime)
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{
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// print in middle of screen
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// TODO: Disabled until i can fix the code from
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// flagging the wrong entities
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/* if(!gHUD.m_iIntermission && gHUD.m_flTime < m_flCenterTime)
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{
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int x,y;
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int width,height;
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GetConsoleStringSize(m_szCenterName,&width,&height);
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y = ScreenHeight * 0.55f;
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x = ScreenWidth/2 - width/2;
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DrawConsoleString(x,y,m_szCenterName);
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}
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*/
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return 1;
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}
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void CCrosshairInfo::UpdateInfo(int index)
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{
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cl_entity_t *pEnt = gEngfuncs.GetEntityByIndex(index);
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gViewPort->GetAllPlayersInfo();
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if(pEnt == NULL)
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return;
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// Player checks
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if(!pEnt->player || pEnt == gEngfuncs.GetLocalPlayer())
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return;
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sprintf(m_szCenterName,"%s (%i%%)",g_PlayerInfoList[pEnt->index].name,pEnt->curstate.health);
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m_flCenterTime = gHUD.m_flTime + 0.25f;
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}
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/*
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===================
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PlayerState
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===================
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*/
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DECLARE_MESSAGE(m_PlayerState,PlayerState);
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int CHudPlayerState::Init()
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{
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m_iFlags |= HUD_ACTIVE;
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gHUD.AddHudElem(this);
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HOOK_MESSAGE(PlayerState);
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return 1;
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}
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int CHudPlayerState::VidInit()
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{
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m_iActiveSprite = 0;
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m_HUD_bleeding = gHUD.GetSpriteIndex("bleeding");
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m_HUD_composure = gHUD.GetSpriteIndex("composure");
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m_HUD_willpower = gHUD.GetSpriteIndex("willpower");
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return 1;
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}
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int CHudPlayerState::Draw(float fTime)
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{
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if(gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH)
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return 1;
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if(gHUD.m_Health.m_iHealth >= 100 || gHUD.m_Health.m_iHealth <= 0)
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return 1;
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int r,g,b,x,y;
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wrect_t *prc;
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int cursprite;
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switch(m_iActiveSprite)
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{
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case 0: return 1;
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case 1: cursprite = m_HUD_composure; break;
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case 2: cursprite = m_HUD_bleeding; break;
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case 3: cursprite = m_HUD_willpower; break;
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}
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UnpackRGB(r,g,b,RGB_WHITE);
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ScaleColors(r,g,b,225);
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prc = &gHUD.GetSpriteRect(cursprite);
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x = 5;
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y = ScreenHeight / 2 - (prc->bottom - prc->top) / 2;
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// Draw sprite
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SPR_Set(gHUD.GetSprite(cursprite),r,g,b);
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SPR_DrawHoles(0,x,y,prc);
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return 1;
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}
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int CHudPlayerState::MsgFunc_PlayerState(const char *pszName,int iSize,void *pbuf)
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{
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BEGIN_READ(pbuf,iSize);
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m_iActiveSprite = READ_BYTE();
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return 1;
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}
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int CHudPlayerState::ActiveState()
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{
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return m_iActiveSprite;
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}
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/*
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===================
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Scope
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===================
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*/
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int CHudScope::Init()
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{
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m_iFlags |= HUD_ACTIVE;
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gHUD.AddHudElem(this);
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return 1;
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}
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int CHudScope::VidInit()
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{
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m_h320Scope = SPR_Load("sprites/320scope.spr");
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m_h640Scope = SPR_Load("sprites/640scope.spr");
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m_h1280Scope = SPR_Load("sprites/1280scope.spr");
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return 1;
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}
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void CHudScope::DrawScopePart(int frame,int x,int y,HSPRITE hSprite,wrect_t *rect)
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{
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SPR_Set(hSprite,255,255,255);
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SPR_DrawHoles(frame,x,y,rect);
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}
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int CHudScope::Draw(float flTime)
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{
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if(gHUD.m_iHideHUDDisplay & HIDEHUD_ALL)
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return 1;
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// y Yes~
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return 1;
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int x,y;
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int center_x,center_y;
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wrect_t rect;
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x = y = 0;
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center_x = ScreenWidth / 2;
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center_y = ScreenHeight / 2;
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// We have a few scope sprites to choose from
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// To match the best resolution
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switch(ScreenWidth)
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{
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case 320:
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// 320x240
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rect = gHUD.GetSpriteRect(gHUD.GetSpriteIndex("320scope"));
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DrawScopePart(0,0,0,m_h320Scope,&rect);
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DrawScopePart(1,160,0,m_h320Scope,&rect);
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DrawScopePart(1,0,120,m_h320Scope,&rect);
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DrawScopePart(1,160,120,m_h320Scope,&rect);
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break;
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case 640:
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case 800:
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// 640x480
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// 800x600
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rect = gHUD.GetSpriteRect(gHUD.GetSpriteIndex("640scope"));
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x = center_x - 160*2;
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y = center_y - 240;
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DrawScopePart(0,x,y,m_h640Scope,&rect);
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x += 160;
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DrawScopePart(1,x,y,m_h640Scope,&rect);
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x += 160;
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DrawScopePart(2,x,y,m_h640Scope,&rect);
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x += 160;
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DrawScopePart(3,x,y,m_h640Scope,&rect);
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y += 240;
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x = center_x - 160*2;
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DrawScopePart(4,x,y,m_h640Scope,&rect);
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x += 160;
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DrawScopePart(5,x,y,m_h640Scope,&rect);
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x += 160;
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DrawScopePart(6,x,y,m_h640Scope,&rect);
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x += 160;
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DrawScopePart(7,x,y,m_h640Scope,&rect);
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// Fill blank areas
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{
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int r,g,b,a;
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r = g = b = 128;
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a = 255;
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ScaleColors(r, g, b, a );
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FillRGBA(0,(ScreenHeight-480)/2,ScreenWidth/2-160*2,480,r,g,b,a);
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FillRGBA(ScreenWidth-(ScreenWidth/2-160*2),(ScreenHeight-480)/2,ScreenWidth/2-160*2,480,r,g,b,a);
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FillRGBA(0,0,ScreenWidth,(ScreenHeight-480)/2,r,g,b,a);
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FillRGBA(0,ScreenHeight-((ScreenHeight-480)/2),ScreenWidth,(ScreenHeight-480)/2,r,g,b,a);
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}
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break;
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case 1280:
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case 1600:
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// 1280x960
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// 1600x1200
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rect = gHUD.GetSpriteRect(gHUD.GetSpriteIndex("1280scope"));
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x = 0;
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DrawScopePart(0,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(1,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(2,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(3,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(4,x,y,m_h1280Scope,&rect);
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y += 240;
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x = 0;
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DrawScopePart(5,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(6,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(7,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(8,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(9,x,y,m_h1280Scope,&rect);
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y += 240;
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x = 0;
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DrawScopePart(10,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(11,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(12,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(13,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(14,x,y,m_h1280Scope,&rect);
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y += 240;
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x = 0;
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DrawScopePart(15,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(16,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(17,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(18,x,y,m_h1280Scope,&rect);
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x += 256;
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DrawScopePart(19,x,y,m_h1280Scope,&rect);
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break;
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}
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return 1;
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}
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/*
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===================
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Scanlines
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===================
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*/
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#define SCROLL_WIDTH ScreenWidth
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#include <string.h>
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extern int ev_thermal;
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int CHudScanlines::Init()
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{
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m_iFlags |= HUD_ACTIVE;
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gHUD.AddHudElem(this);
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m_flScrollY = 0;
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return 1;
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}
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int CHudScanlines::VidInit()
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{
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m_iScanlines = gHUD.GetSpriteIndex("scanlines");
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m_iScrolllines = gHUD.GetSpriteIndex("scrolllines");
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return 1;
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}
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int CHudScanlines::Draw(float fTime)
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{
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m_flScrollY += (150*(ScreenHeight/640)) * gHUD.m_flTimeDelta; // always increment the scroll line
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// Dont draw unless we are in thermal vision
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if(!ev_thermal || (gHUD.m_iHideHUDDisplay & HIDEHUD_ALL))
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return 1;
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int r,g,b,a;
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wrect_t rect;
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int iScanWidth,iScanHeight;
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int x,y;
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UnpackRGB(r,g,b,RGB_REDISH);
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a = 128;
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ScaleColors(r,g,b,a);
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rect = gHUD.GetSpriteRect(m_iScanlines);
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iScanWidth = rect.right - rect.left;
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iScanHeight = rect.bottom - rect.top;
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SPR_Set(gHUD.GetSprite(m_iScanlines), r, g, b);
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// Tile across screen
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for(y = 0;y < ScreenHeight;y += iScanHeight)
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for(x = 0;x < ScreenWidth;x += iScanWidth)
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SPR_DrawAdditive(0,x,y,&rect);
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// Sync scroll
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if(m_flScrollY > ScreenHeight)
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m_flScrollY = -(gHUD.GetSpriteRect(m_iScrolllines).bottom-gHUD.GetSpriteRect(m_iScrolllines).top);
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SPR_Set(gHUD.GetSprite(m_iScrolllines),r,g,b);
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for(x = 0;x < ScreenWidth;x += gHUD.GetSpriteRect(m_iScrolllines).right-gHUD.GetSpriteRect(m_iScrolllines).left)
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SPR_DrawAdditive(0,x,m_flScrollY,&gHUD.GetSpriteRect(m_iScrolllines));
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return 1;
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}
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void CHudScanlines::Reset()
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{
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}
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