mirror of
https://github.com/nillerusr/source-engine.git
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258 lines
7.2 KiB
C++
258 lines
7.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hud_suitpower.h"
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#include "hud_macros.h"
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#include "c_basehlplayer.h"
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#include "iclientmode.h"
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#include <vgui_controls/AnimationController.h>
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#include <vgui/ISurface.h>
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#include <vgui/ILocalize.h>
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using namespace vgui;
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DECLARE_HUDELEMENT( CHudSuitPower );
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#define SUITPOWER_INIT -1
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudSuitPower::CHudSuitPower( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudSuitPower" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudSuitPower::Init( void )
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{
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m_flSuitPower = SUITPOWER_INIT;
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m_nSuitPowerLow = -1;
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m_iActiveSuitDevices = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudSuitPower::Reset( void )
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{
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Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Save CPU cycles by letting the HUD system early cull
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// costly traversal. Called per frame, return true if thinking and
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// painting need to occur.
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//-----------------------------------------------------------------------------
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bool CHudSuitPower::ShouldDraw()
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{
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bool bNeedsDraw = false;
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C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return false;
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// needs draw if suit power changed or animation in progress
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bNeedsDraw = ( ( pPlayer->m_HL2Local.m_flSuitPower != m_flSuitPower ) || ( m_AuxPowerColor[3] > 0 ) );
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return ( bNeedsDraw && CHudElement::ShouldDraw() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudSuitPower::OnThink( void )
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{
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float flCurrentPower = 0;
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C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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flCurrentPower = pPlayer->m_HL2Local.m_flSuitPower;
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// Only update if we've changed suit power
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if ( flCurrentPower == m_flSuitPower )
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return;
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if ( flCurrentPower >= 100.0f && m_flSuitPower < 100.0f )
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{
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// we've reached max power
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerMax");
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}
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else if ( flCurrentPower < 100.0f && (m_flSuitPower >= 100.0f || m_flSuitPower == SUITPOWER_INIT) )
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{
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// we've lost power
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerNotMax");
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}
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bool flashlightActive = pPlayer->IsFlashlightActive();
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bool sprintActive = pPlayer->IsSprinting();
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bool breatherActive = pPlayer->IsBreatherActive();
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int activeDevices = (int)flashlightActive + (int)sprintActive + (int)breatherActive;
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if (activeDevices != m_iActiveSuitDevices)
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{
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m_iActiveSuitDevices = activeDevices;
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switch ( m_iActiveSuitDevices )
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{
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default:
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case 3:
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerThreeItemsActive");
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break;
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case 2:
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerTwoItemsActive");
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break;
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case 1:
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerOneItemActive");
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break;
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case 0:
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerNoItemsActive");
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break;
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}
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}
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m_flSuitPower = flCurrentPower;
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}
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//-----------------------------------------------------------------------------
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// Purpose: draws the power bar
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//-----------------------------------------------------------------------------
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void CHudSuitPower::Paint()
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{
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C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// get bar chunks
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int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap);
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int enabledChunks = (int)((float)chunkCount * (m_flSuitPower * 1.0f/100.0f) + 0.5f );
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// see if we've changed power state
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int lowPower = 0;
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if (enabledChunks <= (chunkCount / 4))
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{
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lowPower = 1;
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}
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if (m_nSuitPowerLow != lowPower)
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{
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if (m_iActiveSuitDevices || m_flSuitPower < 100.0f)
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{
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if (lowPower)
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerDecreasedBelow25");
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}
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else
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerIncreasedAbove25");
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}
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m_nSuitPowerLow = lowPower;
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}
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}
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// draw the suit power bar
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surface()->DrawSetColor( m_AuxPowerColor );
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int xpos = m_flBarInsetX, ypos = m_flBarInsetY;
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for (int i = 0; i < enabledChunks; i++)
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{
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surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
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xpos += (m_flBarChunkWidth + m_flBarChunkGap);
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}
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// draw the exhausted portion of the bar.
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surface()->DrawSetColor( Color( m_AuxPowerColor[0], m_AuxPowerColor[1], m_AuxPowerColor[2], m_iAuxPowerDisabledAlpha ) );
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for (int i = enabledChunks; i < chunkCount; i++)
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{
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surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
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xpos += (m_flBarChunkWidth + m_flBarChunkGap);
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}
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// draw our name
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surface()->DrawSetTextFont(m_hTextFont);
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surface()->DrawSetTextColor(m_AuxPowerColor);
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surface()->DrawSetTextPos(text_xpos, text_ypos);
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wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AUX_POWER");
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if (tempString)
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{
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surface()->DrawPrintText(tempString, wcslen(tempString));
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}
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else
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{
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surface()->DrawPrintText(L"AUX POWER", wcslen(L"AUX POWER"));
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}
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if ( m_iActiveSuitDevices )
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{
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// draw the additional text
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int ypos = text2_ypos;
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if (pPlayer->IsBreatherActive())
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{
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tempString = g_pVGuiLocalize->Find("#Valve_Hud_OXYGEN");
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surface()->DrawSetTextPos(text2_xpos, ypos);
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if (tempString)
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{
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surface()->DrawPrintText(tempString, wcslen(tempString));
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}
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else
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{
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surface()->DrawPrintText(L"OXYGEN", wcslen(L"OXYGEN"));
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}
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ypos += text2_gap;
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}
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if (pPlayer->IsFlashlightActive())
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{
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tempString = g_pVGuiLocalize->Find("#Valve_Hud_FLASHLIGHT");
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surface()->DrawSetTextPos(text2_xpos, ypos);
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if (tempString)
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{
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surface()->DrawPrintText(tempString, wcslen(tempString));
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}
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else
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{
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surface()->DrawPrintText(L"FLASHLIGHT", wcslen(L"FLASHLIGHT"));
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}
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ypos += text2_gap;
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}
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if (pPlayer->IsSprinting())
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{
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tempString = g_pVGuiLocalize->Find("#Valve_Hud_SPRINT");
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surface()->DrawSetTextPos(text2_xpos, ypos);
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if (tempString)
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{
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surface()->DrawPrintText(tempString, wcslen(tempString));
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}
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else
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{
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surface()->DrawPrintText(L"SPRINT", wcslen(L"SPRINT"));
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}
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ypos += text2_gap;
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}
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}
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}
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