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595 lines
14 KiB
C++
595 lines
14 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* 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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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// Health.cpp
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//
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// implementation of CHudHealth class
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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 "hud.h"
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#include "cl_util.h"
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#include <string.h>
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#include "mod/AvHHudConstants.h"
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHNetworkMessages.h"
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#include "chudmisc.h"
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DECLARE_MESSAGE(m_Health, Health )
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DECLARE_MESSAGE(m_Health, Damage )
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#define PAIN_NAME "sprites/%d_pain.spr"
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#define DAMAGE_NAME "sprites/%d_dmg.spr"
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int giDmgHeight, giDmgWidth;
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int giDmgFlags[NUM_DMG_TYPES] =
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{
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DMG_POISON,
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DMG_ACID,
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DMG_FREEZE|DMG_SLOWFREEZE,
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DMG_DROWN,
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DMG_BURN|DMG_SLOWBURN,
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DMG_NERVEGAS,
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DMG_RADIATION,
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DMG_SHOCK,
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DMG_CALTROP,
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DMG_TRANQ,
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DMG_CONCUSS,
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DMG_HALLUC
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};
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int CHudHealth::Init(void)
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{
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HOOK_MESSAGE(Health);
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HOOK_MESSAGE(Damage);
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//HOOK_MESSAGE(ClCorpse);
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m_iHealth = 100;
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m_fFade = 0;
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m_iFlags = 0;
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m_bitsDamage = 0;
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
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giDmgHeight = 0;
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giDmgWidth = 0;
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m_fHealthScale = 1.0f;
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memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES);
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hud_health_x = CVAR_CREATE("hud_health_x", "0", FCVAR_ARCHIVE);
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hud_health_y = CVAR_CREATE("hud_health_y", "0", FCVAR_ARCHIVE);
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hud_health_scale = CVAR_CREATE("hud_health_scale", "1", FCVAR_ARCHIVE);
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hud_health_alphamin = CVAR_CREATE("hud_health_alphamin", "128", FCVAR_ARCHIVE);
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gHUD.AddHudElem(this);
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return 1;
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}
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void CHudHealth::Reset( void )
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{
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// make sure the pain compass is cleared when the player respawns
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
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// force all the flashing damage icons to expire
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m_bitsDamage = 0;
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for ( int i = 0; i < NUM_DMG_TYPES; i++ )
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{
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m_dmg[i].fExpire = 0;
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}
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}
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int CHudHealth::VidInit(void)
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{
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m_hSprite = 0;
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m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
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m_HUD_cross = gHUD.GetSpriteIndex( "cross" );
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giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left;
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giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top;
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return 1;
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}
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int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf )
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{
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int x;
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NetMsg_Health( pbuf, iSize, x );
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// TODO: update local health data
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m_iFlags |= HUD_ACTIVE;
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// Only update the fade if we've changed health
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if (x != m_iHealth)
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{
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// We're sent the health of the player we're observing as if it were our own
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m_fFade = FADE_TIME;
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m_iHealth = x;
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}
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return 2;
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}
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int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
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{
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int armor, damageTaken;
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long bitsDamage;
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float origin[3];
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NetMsg_Damage( pbuf, iSize, armor, damageTaken, bitsDamage, origin );
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vec3_t vecFrom;
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for ( int i = 0 ; i < 3 ; i++)
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vecFrom[i] = origin[i];
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UpdateTiles(gHUD.m_flTime, bitsDamage);
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// Actually took damage?
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if ( damageTaken > 0 || armor > 0 )
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CalcDamageDirection(vecFrom);
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return 1;
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}
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// Returns back a color from the
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// Green <-> Yellow <-> Red ramp
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void CHudHealth::GetPainColor( int &r, int &g, int &b )
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{
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int theMaxHealth = gHUD.GetHUDMaxHealth();
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if (m_iHealth > theMaxHealth/4)
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{
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gHUD.GetPrimaryHudColor(r, g, b);
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}
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else
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{
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r = 250;
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g = 0;
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b = 0;
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}
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}
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//// Old HUD drawing.
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//int CHudHealth::Draw(float flTime)
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//{
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// int r, g, b;
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// int a = 0, x, y;
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// int HealthWidth;
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//
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// if ( /*!gHUD.GetIsAlive() ||*/ (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) /*|| gEngfuncs.IsSpectateOnly()*/)
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// return 1;
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//
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// if (!m_hSprite)
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// m_hSprite = LoadSprite(PAIN_NAME);
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//
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// // Has health changed? Flash the health #
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// if (m_fFade)
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// {
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// m_fFade -= (gHUD.m_flTimeDelta * 20);
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// if (m_fFade <= 0)
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// {
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// a = MIN_ALPHA;
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// m_fFade = 0;
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// }
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//
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// // Fade the health number back to dim
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//
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// a = MIN_ALPHA + (m_fFade / FADE_TIME) * 128;
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//
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// }
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// else
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// a = MIN_ALPHA;
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//
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// // Potentially se upgrades and health of spectator target
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// int theUpgrades = gHUD.GetHUDUpgrades();
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//
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// // If health is getting low, make it bright red
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// int theMaxHealth = gHUD.GetHUDMaxHealth();
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// if (m_iHealth <= theMaxHealth / 10)
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// {
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// a = 255;
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// }
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//
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// GetPainColor(r, g, b);
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// ScaleColors(r, g, b, a);
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//
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// int theViewport[4];
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// gHUD.GetViewport(theViewport);
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//
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// // Only draw health if we have the suit.
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// if (gHUD.m_iWeaponBits & (1 << (WEAPON_SUIT)))
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// {
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// HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
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// int CrossWidth = gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left;
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//
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// y = theViewport[1] + theViewport[3] - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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//
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// x = theViewport[0] + CrossWidth / 2;
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//
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// int theInset = 0;
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// //if(gHUD.GetIsAlien() && !gHUD.GetIsCombatMode())
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// //{
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// // theInset = ScreenWidth()*kResourceEnergyBarWidth;
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// //}
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// x += theInset;// + kHealthLeftInset*ScreenWidth;
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//
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// SPR_Set(gHUD.GetSprite(m_HUD_cross), r, g, b);
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// SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross));
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//
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// x += CrossWidth + HealthWidth / 2;
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//
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// x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b);
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//
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// x += HealthWidth / 2;
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//
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// gHUD.GetPrimaryHudColor(r, g, b);
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//
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// int iHeight = gHUD.m_iFontHeight;
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// int iWidth = HealthWidth / 10;
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// FillRGBA(x, y, iWidth, iHeight, r, g, b, a);
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// }
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//
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// DrawDamage(flTime);
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// return DrawPain(flTime);
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//}
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int CHudHealth::Draw(float flTime)
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{
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int r, g, b;
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int a = 0, x, y;
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int HealthWidth;
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if ( /*!gHUD.GetIsAlive() ||*/ (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) /*|| gEngfuncs.IsSpectateOnly()*/ )
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return 1;
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if ( !m_hSprite )
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m_hSprite = LoadSprite(PAIN_NAME);
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if (hud_health_alphamin)
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m_iMinAlpha = max(0, min(hud_health_alphamin->value, 255));
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else
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m_iMinAlpha = MIN_ALPHA;
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// Has health changed? Flash the health #
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if (m_fFade)
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{
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m_fFade -= (gHUD.m_flTimeDelta * 20);
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if (m_fFade <= 0)
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{
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m_fFade = 0;
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}
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// Fade the health number back to dim
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a = m_iMinAlpha + (m_fFade/FADE_TIME) * 128;
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}
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else
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a = m_iMinAlpha;
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// Potentially se upgrades and health of spectator target
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int theUpgrades = gHUD.GetHUDUpgrades();
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// If health is getting low, make it bright red
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int theMaxHealth = gHUD.GetHUDMaxHealth();
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if (m_iHealth <= theMaxHealth/10)
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{
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a = 255;
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}
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GetPainColor( r, g, b );
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ScaleColors(r, g, b, a );
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// Only draw health if we have the suit.
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if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)))
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{
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if (hud_health_scale)
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{
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m_fHealthScale = min(max(0.01f, hud_health_scale->value), 5.0f);
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}
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HealthWidth = (gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left) * m_fHealthScale;
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int CrossWidth = (gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left) * m_fHealthScale;
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if (hud_health_x && hud_health_x->value != 0.0f)
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{
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x = min(max(0.0f, hud_health_x->value), 1.0f) * gHUD.GetWidth();
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}
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else
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{
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//TODO: Inset position for ultrawide monitors.
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//if (gHUD.GetWidth() > (gHUD.GetHeight() * 1.78f)){}
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x = CrossWidth / 2;
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}
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int initialY = gHUD.GetHeight();
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if (hud_health_y && hud_health_y->value != 0.0f)
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{
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initialY *= min(max(0.0f, hud_health_y->value), 1.0f);
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}
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y = initialY - gHUD.m_iFontHeight / 2;
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gHUD.DrawHudSpriteIndex(m_HUD_cross, x, y, r, g, b, 255, m_fHealthScale, CHud::a_southwest);
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x += CrossWidth + HealthWidth / 2;
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//Reserve space for 3 digits by default, but allow it to expand
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x += gHUD.GetHudNumberWidth(m_iHealth, 3, DHN_DRAWZERO, m_fHealthScale);
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gHUD.DrawHudNumberReverse(x, y, m_iHealth, DHN_DRAWZERO, r, g, b, 255, m_fHealthScale, CHud::a_southwest);
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x += HealthWidth /2;
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gHUD.GetPrimaryHudColor(r, g, b);
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int iHeight = gHUD.m_iFontHeight * -1;
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int iWidth = max(1, HealthWidth /10);
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gHUD.DrawHudFill(x, y, iWidth, iHeight, r ,g , b, a, m_fHealthScale);
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gHUD.m_Battery.m_iAnchorX = x + iWidth + HealthWidth / 2;
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gHUD.m_Battery.m_iAnchorY = initialY;
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}
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DrawDamage(flTime);
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return DrawPain(flTime);
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}
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void CHudHealth::CalcDamageDirection(vec3_t vecFrom)
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{
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vec3_t forward, right, up;
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float side, front;
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vec3_t vecOrigin, vecAngles;
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if (!vecFrom[0] && !vecFrom[1] && !vecFrom[2])
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{
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
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return;
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}
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memcpy(vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t));
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memcpy(vecAngles, gHUD.m_vecAngles, sizeof(vec3_t));
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VectorSubtract (vecFrom, vecOrigin, vecFrom);
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float flDistToTarget = vecFrom.Length();
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vecFrom = vecFrom.Normalize();
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AngleVectors (vecAngles, forward, right, up);
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front = DotProduct (vecFrom, right);
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side = DotProduct (vecFrom, forward);
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if (flDistToTarget <= 50)
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{
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1;
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}
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else
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{
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if (side > 0)
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{
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if (side > 0.3)
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m_fAttackFront = max(m_fAttackFront, side);
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}
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else
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{
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float f = fabs(side);
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if (f > 0.3)
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m_fAttackRear = max(m_fAttackRear, f);
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}
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if (front > 0)
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{
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if (front > 0.3)
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m_fAttackRight = max(m_fAttackRight, front);
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}
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else
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{
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float f = fabs(front);
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if (f > 0.3)
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m_fAttackLeft = max(m_fAttackLeft, f);
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}
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}
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}
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int CHudHealth::DrawPain(float flTime)
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{
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if (!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight))
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return 1;
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int r, g, b;
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int x, y, a, shade;
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// TODO: get the shift value of the health
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a = 255; // max brightness until then
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float fFade = gHUD.m_flTimeDelta * 2;
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// SPR_Draw top
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if (m_fAttackFront > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackFront, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hSprite, r, g, b );
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x = ScreenWidth()/2 - SPR_Width(m_hSprite, 0)/2;
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y = ScreenHeight()/2 - SPR_Height(m_hSprite,0) * 3;
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SPR_DrawAdditive(0, x, y, NULL);
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m_fAttackFront = max( 0, m_fAttackFront - fFade );
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} else
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m_fAttackFront = 0;
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if (m_fAttackRight > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackRight, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hSprite, r, g, b );
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x = ScreenWidth()/2 + SPR_Width(m_hSprite, 1) * 2;
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y = ScreenHeight()/2 - SPR_Height(m_hSprite,1)/2;
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SPR_DrawAdditive(1, x, y, NULL);
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m_fAttackRight = max( 0, m_fAttackRight - fFade );
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} else
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m_fAttackRight = 0;
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if (m_fAttackRear > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackRear, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hSprite, r, g, b );
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x = ScreenWidth()/2 - SPR_Width(m_hSprite, 2)/2;
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y = ScreenHeight()/2 + SPR_Height(m_hSprite,2) * 2;
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SPR_DrawAdditive(2, x, y, NULL);
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m_fAttackRear = max( 0, m_fAttackRear - fFade );
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} else
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m_fAttackRear = 0;
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if (m_fAttackLeft > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackLeft, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hSprite, r, g, b );
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x = ScreenWidth()/2 - SPR_Width(m_hSprite, 3) * 3;
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y = ScreenHeight()/2 - SPR_Height(m_hSprite,3)/2;
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SPR_DrawAdditive(3, x, y, NULL);
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m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
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} else
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m_fAttackLeft = 0;
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return 1;
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}
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int CHudHealth::DrawDamage(float flTime)
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{
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int r, g, b, a;
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DAMAGE_IMAGE *pdmg;
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if (!m_bitsDamage)
|
|
return 1;
|
|
|
|
gHUD.GetPrimaryHudColor(r, g, b);
|
|
a = (int)( fabs(sin(flTime*2)) * 256.0);
|
|
|
|
ScaleColors(r, g, b, a);
|
|
|
|
// Draw all the items
|
|
int i;
|
|
for (i = 0; i < NUM_DMG_TYPES; i++)
|
|
{
|
|
if (m_bitsDamage & giDmgFlags[i])
|
|
{
|
|
pdmg = &m_dmg[i];
|
|
SPR_Set(gHUD.GetSprite(m_HUD_dmg_bio + i), r, g, b );
|
|
SPR_DrawAdditive(0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect(m_HUD_dmg_bio + i));
|
|
}
|
|
}
|
|
|
|
|
|
// check for bits that should be expired
|
|
for ( i = 0; i < NUM_DMG_TYPES; i++ )
|
|
{
|
|
DAMAGE_IMAGE *pdmg = &m_dmg[i];
|
|
|
|
if ( m_bitsDamage & giDmgFlags[i] )
|
|
{
|
|
pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );
|
|
|
|
if ( pdmg->fExpire <= flTime // when the time has expired
|
|
&& a < 40 ) // and the flash is at the low point of the cycle
|
|
{
|
|
pdmg->fExpire = 0;
|
|
|
|
int y = pdmg->y;
|
|
pdmg->x = pdmg->y = 0;
|
|
|
|
// move everyone above down
|
|
for (int j = 0; j < NUM_DMG_TYPES; j++)
|
|
{
|
|
pdmg = &m_dmg[j];
|
|
if ((pdmg->y) && (pdmg->y < y))
|
|
pdmg->y += giDmgHeight;
|
|
|
|
}
|
|
|
|
m_bitsDamage &= ~giDmgFlags[i]; // clear the bits
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
void CHudHealth::UpdateTiles(float flTime, long bitsDamage)
|
|
{
|
|
DAMAGE_IMAGE *pdmg;
|
|
|
|
// Which types are new?
|
|
long bitsOn = ~m_bitsDamage & bitsDamage;
|
|
|
|
for (int i = 0; i < NUM_DMG_TYPES; i++)
|
|
{
|
|
pdmg = &m_dmg[i];
|
|
|
|
// Is this one already on?
|
|
if (m_bitsDamage & giDmgFlags[i])
|
|
{
|
|
pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
|
|
if (!pdmg->fBaseline)
|
|
pdmg->fBaseline = flTime;
|
|
}
|
|
|
|
// Are we just turning it on?
|
|
if (bitsOn & giDmgFlags[i])
|
|
{
|
|
// put this one at the bottom
|
|
pdmg->x = giDmgWidth/8;
|
|
pdmg->y = ScreenHeight() - giDmgHeight * 2;
|
|
pdmg->fExpire=flTime + DMG_IMAGE_LIFE;
|
|
|
|
// move everyone else up
|
|
for (int j = 0; j < NUM_DMG_TYPES; j++)
|
|
{
|
|
if (j == i)
|
|
continue;
|
|
|
|
pdmg = &m_dmg[j];
|
|
if (pdmg->y)
|
|
pdmg->y -= giDmgHeight;
|
|
|
|
}
|
|
pdmg = &m_dmg[i];
|
|
}
|
|
}
|
|
|
|
// damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage())
|
|
m_bitsDamage |= bitsDamage;
|
|
}
|
|
|
|
|
|
void CreateCorpse ( Vector vOrigin, Vector vAngles, const char *pModel, float flAnimTime, int iSequence, int iBody );
|