forked from valve/halflife-sdk
473 lines
10 KiB
C++
473 lines
10 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1996-2002, 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.
|
|
*
|
|
****/
|
|
//
|
|
// Health.cpp
|
|
//
|
|
// implementation of CHudHealth class
|
|
//
|
|
|
|
#include "stdio.h"
|
|
#include "stdlib.h"
|
|
#include "math.h"
|
|
|
|
#include "hud.h"
|
|
#include "cl_util.h"
|
|
#include "parsemsg.h"
|
|
#include <string.h>
|
|
|
|
|
|
DECLARE_MESSAGE(m_Health, Health )
|
|
DECLARE_MESSAGE(m_Health, Damage )
|
|
|
|
#define PAIN_NAME "sprites/%d_pain.spr"
|
|
#define DAMAGE_NAME "sprites/%d_dmg.spr"
|
|
|
|
int giDmgHeight, giDmgWidth;
|
|
|
|
int giDmgFlags[NUM_DMG_TYPES] =
|
|
{
|
|
DMG_POISON,
|
|
DMG_ACID,
|
|
DMG_FREEZE|DMG_SLOWFREEZE,
|
|
DMG_DROWN,
|
|
DMG_BURN|DMG_SLOWBURN,
|
|
DMG_NERVEGAS,
|
|
DMG_RADIATION,
|
|
DMG_SHOCK,
|
|
DMG_CALTROP,
|
|
DMG_TRANQ,
|
|
DMG_CONCUSS,
|
|
DMG_HALLUC
|
|
};
|
|
|
|
int CHudHealth::Init(void)
|
|
{
|
|
HOOK_MESSAGE(Health);
|
|
HOOK_MESSAGE(Damage);
|
|
m_iHealth = 100;
|
|
m_fFade = 0;
|
|
m_iFlags = 0;
|
|
m_bitsDamage = 0;
|
|
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
|
|
giDmgHeight = 0;
|
|
giDmgWidth = 0;
|
|
|
|
memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES);
|
|
|
|
|
|
gHUD.AddHudElem(this);
|
|
return 1;
|
|
}
|
|
|
|
void CHudHealth::Reset( void )
|
|
{
|
|
// make sure the pain compass is cleared when the player respawns
|
|
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
|
|
|
|
|
|
// force all the flashing damage icons to expire
|
|
m_bitsDamage = 0;
|
|
for ( int i = 0; i < NUM_DMG_TYPES; i++ )
|
|
{
|
|
m_dmg[i].fExpire = 0;
|
|
}
|
|
}
|
|
|
|
int CHudHealth::VidInit(void)
|
|
{
|
|
m_hSprite = 0;
|
|
|
|
m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
|
|
m_HUD_cross = gHUD.GetSpriteIndex( "cross" );
|
|
|
|
giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left;
|
|
giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top;
|
|
return 1;
|
|
}
|
|
|
|
int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
// TODO: update local health data
|
|
BEGIN_READ( pbuf, iSize );
|
|
int x = READ_BYTE();
|
|
|
|
m_iFlags |= HUD_ACTIVE;
|
|
|
|
// Only update the fade if we've changed health
|
|
if (x != m_iHealth)
|
|
{
|
|
m_fFade = FADE_TIME;
|
|
m_iHealth = x;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
int armor = READ_BYTE(); // armor
|
|
int damageTaken = READ_BYTE(); // health
|
|
long bitsDamage = READ_LONG(); // damage bits
|
|
|
|
vec3_t vecFrom;
|
|
|
|
for ( int i = 0 ; i < 3 ; i++)
|
|
vecFrom[i] = READ_COORD();
|
|
|
|
UpdateTiles(gHUD.m_flTime, bitsDamage);
|
|
|
|
// Actually took damage?
|
|
if ( damageTaken > 0 || armor > 0 )
|
|
CalcDamageDirection(vecFrom);
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
// Returns back a color from the
|
|
// Green <-> Yellow <-> Red ramp
|
|
void CHudHealth::GetPainColor( int &r, int &g, int &b )
|
|
{
|
|
int iHealth = m_iHealth;
|
|
|
|
if (iHealth > 25)
|
|
iHealth -= 25;
|
|
else if ( iHealth < 0 )
|
|
iHealth = 0;
|
|
#if 0
|
|
g = iHealth * 255 / 100;
|
|
r = 255 - g;
|
|
b = 0;
|
|
#else
|
|
if (m_iHealth > 25)
|
|
{
|
|
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
|
}
|
|
else
|
|
{
|
|
r = 250;
|
|
g = 0;
|
|
b = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int CHudHealth::Draw(float flTime)
|
|
{
|
|
int r, g, b;
|
|
int a = 0, x, y;
|
|
int HealthWidth;
|
|
|
|
if ( (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) || gEngfuncs.IsSpectateOnly() )
|
|
return 1;
|
|
|
|
if ( !m_hSprite )
|
|
m_hSprite = LoadSprite(PAIN_NAME);
|
|
|
|
// Has health changed? Flash the health #
|
|
if (m_fFade)
|
|
{
|
|
m_fFade -= (gHUD.m_flTimeDelta * 20);
|
|
if (m_fFade <= 0)
|
|
{
|
|
a = MIN_ALPHA;
|
|
m_fFade = 0;
|
|
}
|
|
|
|
// Fade the health number back to dim
|
|
|
|
a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128;
|
|
|
|
}
|
|
else
|
|
a = MIN_ALPHA;
|
|
|
|
// If health is getting low, make it bright red
|
|
if (m_iHealth <= 15)
|
|
a = 255;
|
|
|
|
GetPainColor( r, g, b );
|
|
ScaleColors(r, g, b, a );
|
|
|
|
// Only draw health if we have the suit.
|
|
if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)))
|
|
{
|
|
HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
|
|
int CrossWidth = gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left;
|
|
|
|
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
|
|
x = CrossWidth /2;
|
|
|
|
SPR_Set(gHUD.GetSprite(m_HUD_cross), r, g, b);
|
|
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross));
|
|
|
|
x = CrossWidth + HealthWidth / 2;
|
|
|
|
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b);
|
|
|
|
x += HealthWidth/2;
|
|
|
|
int iHeight = gHUD.m_iFontHeight;
|
|
int iWidth = HealthWidth/10;
|
|
FillRGBA(x, y, iWidth, iHeight, 255, 160, 0, a);
|
|
}
|
|
|
|
DrawDamage(flTime);
|
|
return DrawPain(flTime);
|
|
}
|
|
|
|
void CHudHealth::CalcDamageDirection(vec3_t vecFrom)
|
|
{
|
|
vec3_t forward, right, up;
|
|
float side, front;
|
|
vec3_t vecOrigin, vecAngles;
|
|
|
|
if (!vecFrom[0] && !vecFrom[1] && !vecFrom[2])
|
|
{
|
|
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
|
|
return;
|
|
}
|
|
|
|
|
|
memcpy(vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t));
|
|
memcpy(vecAngles, gHUD.m_vecAngles, sizeof(vec3_t));
|
|
|
|
|
|
VectorSubtract (vecFrom, vecOrigin, vecFrom);
|
|
|
|
float flDistToTarget = vecFrom.Length();
|
|
|
|
vecFrom = vecFrom.Normalize();
|
|
AngleVectors (vecAngles, forward, right, up);
|
|
|
|
front = DotProduct (vecFrom, right);
|
|
side = DotProduct (vecFrom, forward);
|
|
|
|
if (flDistToTarget <= 50)
|
|
{
|
|
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1;
|
|
}
|
|
else
|
|
{
|
|
if (side > 0)
|
|
{
|
|
if (side > 0.3)
|
|
m_fAttackFront = max(m_fAttackFront, side);
|
|
}
|
|
else
|
|
{
|
|
float f = fabs(side);
|
|
if (f > 0.3)
|
|
m_fAttackRear = max(m_fAttackRear, f);
|
|
}
|
|
|
|
if (front > 0)
|
|
{
|
|
if (front > 0.3)
|
|
m_fAttackRight = max(m_fAttackRight, front);
|
|
}
|
|
else
|
|
{
|
|
float f = fabs(front);
|
|
if (f > 0.3)
|
|
m_fAttackLeft = max(m_fAttackLeft, f);
|
|
}
|
|
}
|
|
}
|
|
|
|
int CHudHealth::DrawPain(float flTime)
|
|
{
|
|
if (!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight))
|
|
return 1;
|
|
|
|
int r, g, b;
|
|
int x, y, a, shade;
|
|
|
|
// TODO: get the shift value of the health
|
|
a = 255; // max brightness until then
|
|
|
|
float fFade = gHUD.m_flTimeDelta * 2;
|
|
|
|
// SPR_Draw top
|
|
if (m_fAttackFront > 0.4)
|
|
{
|
|
GetPainColor(r,g,b);
|
|
shade = a * max( m_fAttackFront, 0.5 );
|
|
ScaleColors(r, g, b, shade);
|
|
SPR_Set(m_hSprite, r, g, b );
|
|
|
|
x = ScreenWidth/2 - SPR_Width(m_hSprite, 0)/2;
|
|
y = ScreenHeight/2 - SPR_Height(m_hSprite,0) * 3;
|
|
SPR_DrawAdditive(0, x, y, NULL);
|
|
m_fAttackFront = max( 0, m_fAttackFront - fFade );
|
|
} else
|
|
m_fAttackFront = 0;
|
|
|
|
if (m_fAttackRight > 0.4)
|
|
{
|
|
GetPainColor(r,g,b);
|
|
shade = a * max( m_fAttackRight, 0.5 );
|
|
ScaleColors(r, g, b, shade);
|
|
SPR_Set(m_hSprite, r, g, b );
|
|
|
|
x = ScreenWidth/2 + SPR_Width(m_hSprite, 1) * 2;
|
|
y = ScreenHeight/2 - SPR_Height(m_hSprite,1)/2;
|
|
SPR_DrawAdditive(1, x, y, NULL);
|
|
m_fAttackRight = max( 0, m_fAttackRight - fFade );
|
|
} else
|
|
m_fAttackRight = 0;
|
|
|
|
if (m_fAttackRear > 0.4)
|
|
{
|
|
GetPainColor(r,g,b);
|
|
shade = a * max( m_fAttackRear, 0.5 );
|
|
ScaleColors(r, g, b, shade);
|
|
SPR_Set(m_hSprite, r, g, b );
|
|
|
|
x = ScreenWidth/2 - SPR_Width(m_hSprite, 2)/2;
|
|
y = ScreenHeight/2 + SPR_Height(m_hSprite,2) * 2;
|
|
SPR_DrawAdditive(2, x, y, NULL);
|
|
m_fAttackRear = max( 0, m_fAttackRear - fFade );
|
|
} else
|
|
m_fAttackRear = 0;
|
|
|
|
if (m_fAttackLeft > 0.4)
|
|
{
|
|
GetPainColor(r,g,b);
|
|
shade = a * max( m_fAttackLeft, 0.5 );
|
|
ScaleColors(r, g, b, shade);
|
|
SPR_Set(m_hSprite, r, g, b );
|
|
|
|
x = ScreenWidth/2 - SPR_Width(m_hSprite, 3) * 3;
|
|
y = ScreenHeight/2 - SPR_Height(m_hSprite,3)/2;
|
|
SPR_DrawAdditive(3, x, y, NULL);
|
|
|
|
m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
|
|
} else
|
|
m_fAttackLeft = 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CHudHealth::DrawDamage(float flTime)
|
|
{
|
|
int r, g, b, a;
|
|
DAMAGE_IMAGE *pdmg;
|
|
|
|
if (!m_bitsDamage)
|
|
return 1;
|
|
|
|
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
|
|
|
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;
|
|
}
|