source-engine/game/client/hl2/hud_battery.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

148 lines
4.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// battery.cpp
//
// implementation of CHudBattery class
//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include "vgui_controls/AnimationController.h"
#include "vgui/ILocalize.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define INIT_BAT -1
//-----------------------------------------------------------------------------
// Purpose: Displays suit power (armor) on hud
//-----------------------------------------------------------------------------
class CHudBattery : public CHudNumericDisplay, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudBattery, CHudNumericDisplay );
public:
CHudBattery( const char *pElementName );
void Init( void );
void Reset( void );
void VidInit( void );
void OnThink( void );
void MsgFunc_Battery(bf_read &msg );
bool ShouldDraw();
private:
int m_iBat;
int m_iNewBat;
};
DECLARE_HUDELEMENT( CHudBattery );
DECLARE_HUD_MESSAGE( CHudBattery, Battery );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudBattery::CHudBattery( const char *pElementName ) : BaseClass(NULL, "HudSuit"), CHudElement( pElementName )
{
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_NEEDSUIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBattery::Init( void )
{
HOOK_HUD_MESSAGE( CHudBattery, Battery);
Reset();
m_iBat = INIT_BAT;
m_iNewBat = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBattery::Reset( void )
{
SetLabelText(g_pVGuiLocalize->Find("#Valve_Hud_SUIT"));
SetDisplayValue(m_iBat);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBattery::VidInit( void )
{
Reset();
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudBattery::ShouldDraw( void )
{
bool bNeedsDraw = ( m_iBat != m_iNewBat ) || ( GetAlpha() > 0 );
return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBattery::OnThink( void )
{
if ( m_iBat == m_iNewBat )
return;
if ( !m_iNewBat )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitPowerZero");
}
else if ( m_iNewBat < m_iBat )
{
// battery power has decreased, so play the damaged animation
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitDamageTaken");
// play an extra animation if we're super low
if ( m_iNewBat < 20 )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitArmorLow");
}
}
else
{
// battery power has increased (if we had no previous armor, or if we just loaded the game, don't use alert state)
if ( m_iBat == INIT_BAT || m_iBat == 0 || m_iNewBat >= 20)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitPowerIncreasedAbove20");
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitPowerIncreasedBelow20");
}
}
m_iBat = m_iNewBat;
SetDisplayValue(m_iBat);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBattery::MsgFunc_Battery( bf_read &msg )
{
m_iNewBat = msg.ReadShort();
}