/*** * * 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. * ****/ #ifndef HEALTH_H #define HEALTH_H #define DMG_IMAGE_LIFE 2 // seconds that image is up #define DMG_IMAGE_POISON 0 #define DMG_IMAGE_ACID 1 #define DMG_IMAGE_COLD 2 #define DMG_IMAGE_DROWN 3 #define DMG_IMAGE_BURN 4 #define DMG_IMAGE_NERVE 5 #define DMG_IMAGE_RAD 6 #define DMG_IMAGE_SHOCK 7 //tf defines #define DMG_IMAGE_CALTROP 8 #define DMG_IMAGE_TRANQ 9 #define DMG_IMAGE_CONCUSS 10 #define DMG_IMAGE_HALLUC 11 #define NUM_DMG_TYPES 12 // instant damage //// time-based damage ////mask off TF-specific stuff too //#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage // // //#define DMG_DROWN (1 << 14) // Drowning //#define DMG_FIRSTTIMEBASED DMG_DROWN // //#define DMG_PARALYZE (1 << 15) // slows affected creature down //#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad //#define DMG_POISON (1 << 17) // blood poisioning //#define DMG_RADIATION (1 << 18) // radiation exposure //#define DMG_DROWNRECOVER (1 << 19) // drowning recovery //#define DMG_ACID (1 << 20) // toxic chemicals or acid burns //#define DMG_SLOWBURN (1 << 21) // in an oven //#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer //#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar) // ////TF ADDITIONS //#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn //#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance //#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius. //#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor //#define DMG_AIMED (1 << 28) // Does Hit location damage //#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls // //#define DMG_CALTROP (1<<30) //#define DMG_HALLUC (1<<31) #include "damagetypes.h" // TF Healing Additions for TakeHealth #define DMG_IGNORE_MAXHEALTH DMG_IGNITE // TF Redefines since we never use the originals #define DMG_NAIL DMG_SLASH #define DMG_NOT_SELF DMG_FREEZE #define DMG_TRANQ DMG_MORTAR #define DMG_CONCUSS DMG_SONIC typedef struct { float fExpire; float fBaseline; int x, y; } DAMAGE_IMAGE; // //----------------------------------------------------- // class CHudHealth: public CHudBase { public: virtual int Init( void ); virtual int VidInit( void ); virtual int Draw(float fTime); virtual void Reset( void ); int MsgFunc_Health(const char *pszName, int iSize, void *pbuf); int MsgFunc_Damage(const char *pszName, int iSize, void *pbuf); int m_iHealth; int m_HUD_dmg_bio; int m_HUD_cross; float m_fAttackFront, m_fAttackRear, m_fAttackLeft, m_fAttackRight; void GetPainColor( int &r, int &g, int &b ); float m_fFade; private: AVHHSPRITE m_hSprite; AVHHSPRITE m_hDamage; DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES]; int m_bitsDamage; int DrawPain(float fTime); int DrawDamage(float fTime); void CalcDamageDirection(vec3_t vecFrom); void UpdateTiles(float fTime, long bits); }; #endif