halflife-thewastes-sdk/cl_dll/health.cpp
2023-09-09 03:00:16 +03:00

477 lines
10 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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_TRANQ,
DMG_CONCUSS,
};
int CHudHealth::Init(void)
{
HOOK_MESSAGE(Health);
HOOK_MESSAGE(Damage);
m_iFlags = HUD_ACTIVE;
m_iHealth = m_iOldHealth = 100;
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_hDamageSprite = 0;
m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
m_HUD_healthbar = gHUD.GetSpriteIndex("healthbar");
m_HUD_healthbg = gHUD.GetSpriteIndex("healthbg");
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 )
{
BEGIN_READ( pbuf, iSize );
int x = READ_BYTE();
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_WHITE);
}
else
{
r = 250;
g = 0;
b = 0;
}
#endif
}
int CHudHealth::Draw(float flTime)
{
if(gHUD.m_iHideHUDDisplay & (HIDEHUD_ALL|HIDEHUD_HEALTH))
return 1;
int x,y,r,g,b,a;
wrect_t *prc;
// Draw background
a = 255;
UnpackRGB(r,g,b,RGB_WHITE);
ScaleColors(r,g,b,a);
prc = &gHUD.GetSpriteRect(m_HUD_healthbg);
x = (ScreenWidth / 2) - (prc->right - prc->left) / 2;
y = ScreenHeight - (prc->bottom - prc->top);
SPR_Set(gHUD.GetSprite(m_HUD_healthbg),r,g,b);
SPR_DrawHoles(0,x,y,prc);
if(gHUD.m_PlayerState.ActiveState() == PS_BLEEDING && gHUD.m_Health.m_iHealth > 0 && gHUD.m_Health.m_iHealth < 100)
UnpackRGB(r,g,b,RGB_REDISH);
else
UnpackRGB(r,g,b,RGB_GREENISH);
ScaleColors(r,g,b,a);
// Center of health bar
x += (prc->right - prc->left) / 2;
y += (prc->bottom - prc->top) / 2;
prc = &gHUD.GetSpriteRect(m_HUD_healthbar);
// Get new coordinates
x -= (prc->right - prc->left) / 2;
y -= (prc->bottom - prc->top) / 2;
int iHealthWidth = (prc->right - prc->left) * m_iHealth / 100;
// Draw old health
if(m_iOldHealth > m_iHealth)
{
int or,og,ob,oa;
int iScissorX,iScissorWidth;
oa = 225;
UnpackRGB(or,og,ob,RGB_YELLOWISH);
ScaleColors(or,og,ob,oa);
iScissorX = x + iHealthWidth;
iScissorWidth = ((prc->right-prc->left) * m_iOldHealth / 100) - iHealthWidth;
SPR_EnableScissor(iScissorX,0,iScissorWidth,ScreenHeight);
SPR_Set(gHUD.GetSprite(m_HUD_healthbar),or,og,ob);
SPR_DrawAdditive(0,x,y,prc);
SPR_DisableScissor();
// Reduce old health value
m_iOldHealth -= gHUD.m_flTimeDelta * 1.5;
}
else
m_iOldHealth = m_iHealth;
// Draw current health
SPR_EnableScissor(x,0,iHealthWidth,ScreenHeight);
SPR_Set(gHUD.GetSprite(m_HUD_healthbar),r,g,b);
SPR_DrawAdditive(0,x,y,prc);
SPR_DisableScissor();
DrawDamage(flTime);
// return DrawPain(flTime);
return 1;
}
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 = Q_max(m_fAttackFront, side);
}
else
{
float f = fabs(side);
if (f > 0.3)
m_fAttackRear = Q_max(m_fAttackRear, f);
}
if (front > 0)
{
if (front > 0.3)
m_fAttackRight = Q_max(m_fAttackRight, front);
}
else
{
float f = fabs(front);
if (f > 0.3)
m_fAttackLeft = Q_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 * Q_max( m_fAttackFront, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hDamageSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 0)/2;
y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,0) * 3;
SPR_DrawAdditive(0, x, y, NULL);
m_fAttackFront = Q_max( 0, m_fAttackFront - fFade );
} else
m_fAttackFront = 0;
if (m_fAttackRight > 0.4)
{
GetPainColor(r,g,b);
shade = a * Q_max( m_fAttackRight, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hDamageSprite, r, g, b );
x = ScreenWidth/2 + SPR_Width(m_hDamageSprite, 1) * 2;
y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,1)/2;
SPR_DrawAdditive(1, x, y, NULL);
m_fAttackRight = Q_max( 0, m_fAttackRight - fFade );
} else
m_fAttackRight = 0;
if (m_fAttackRear > 0.4)
{
GetPainColor(r,g,b);
shade = a * Q_max( m_fAttackRear, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hDamageSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 2)/2;
y = ScreenHeight/2 + SPR_Height(m_hDamageSprite,2) * 2;
SPR_DrawAdditive(2, x, y, NULL);
m_fAttackRear = Q_max( 0, m_fAttackRear - fFade );
} else
m_fAttackRear = 0;
if (m_fAttackLeft > 0.4)
{
GetPainColor(r,g,b);
shade = a * Q_max( m_fAttackLeft, 0.5 );
ScaleColors(r, g, b, shade);
SPR_Set(m_hDamageSprite, r, g, b );
x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 3) * 3;
y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,3)/2;
SPR_DrawAdditive(3, x, y, NULL);
m_fAttackLeft = Q_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_WHITE);
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 = Q_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 + ScreenWidth/4;
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;
}