479 lines
10 KiB
C++
479 lines
10 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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 "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include <string.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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bool CHudHealth::Init()
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{
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HOOK_MESSAGE(Health);
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HOOK_MESSAGE(Damage);
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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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memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES);
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gHUD.AddHudElem(this);
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return true;
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}
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void CHudHealth::Reset()
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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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bool CHudHealth::VidInit()
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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 true;
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}
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bool CHudHealth::MsgFunc_Health(const char* pszName, int iSize, void* pbuf)
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{
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// TODO: update local health data
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BEGIN_READ(pbuf, iSize);
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int x = READ_SHORT();
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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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m_fFade = FADE_TIME;
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m_iHealth = x;
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}
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return true;
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}
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bool CHudHealth::MsgFunc_Damage(const char* pszName, int iSize, void* pbuf)
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{
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BEGIN_READ(pbuf, iSize);
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int armor = READ_BYTE(); // armor
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int damageTaken = READ_BYTE(); // health
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long bitsDamage = READ_LONG(); // damage bits
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Vector vecFrom;
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for (int i = 0; i < 3; i++)
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vecFrom[i] = READ_COORD();
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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 true;
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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 iHealth = m_iHealth;
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if (iHealth > 25)
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iHealth -= 25;
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else if (iHealth < 0)
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iHealth = 0;
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#if 0
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g = iHealth * 255 / 100;
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r = 255 - g;
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b = 0;
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#else
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if (m_iHealth > 25)
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{
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UnpackRGB(r, g, b, RGB_YELLOWISH);
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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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#endif
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}
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bool 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.m_iHideHUDDisplay & HIDEHUD_HEALTH) != 0 || 0 != gEngfuncs.IsSpectateOnly())
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return true;
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if (0 == m_hSprite)
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m_hSprite = LoadSprite(PAIN_NAME);
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// Has health changed? Flash the health #
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if (0 != 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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// Fade the health number back to dim
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a = MIN_ALPHA + (m_fFade / FADE_TIME) * 128;
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}
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else
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a = MIN_ALPHA;
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// If health is getting low, make it bright red
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if (m_iHealth <= 15)
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a = 255;
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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.HasSuit())
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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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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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x = CrossWidth / 2;
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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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x = CrossWidth + HealthWidth / 2;
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y += (int)(gHUD.m_iFontHeight * 0.2f);
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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);
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gHUD.DrawHudNumberReverse(x, y, m_iHealth, DHN_DRAWZERO, r, g, b);
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//x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b);
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x += HealthWidth / 2;
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int iHeight = gHUD.m_iFontHeight;
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int iWidth = HealthWidth / 10;
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UnpackRGB(r, g, b, RGB_YELLOWISH);
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FillRGBA(x, y, iWidth, iHeight, r, g, b, a);
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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(Vector vecFrom)
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{
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Vector forward, right, up;
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float side, front;
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Vector vecOrigin, vecAngles;
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if (vecFrom == g_vecZero)
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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(Vector));
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memcpy(vecAngles, gHUD.m_vecAngles, sizeof(Vector));
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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 = V_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 = V_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 = V_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 = V_max(m_fAttackLeft, f);
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}
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}
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}
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bool CHudHealth::DrawPain(float flTime)
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{
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if (!(0 != m_fAttackFront || 0 != m_fAttackRear || 0 != m_fAttackLeft || 0 != m_fAttackRight))
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return true;
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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 * V_max(m_fAttackFront, 0.5f);
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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 = V_max(0.0f, m_fAttackFront - fFade);
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}
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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 * V_max(m_fAttackRight, 0.5f);
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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 = V_max(0.0f, m_fAttackRight - fFade);
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}
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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 * V_max(m_fAttackRear, 0.5f);
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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 = V_max(0.0f, m_fAttackRear - fFade);
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}
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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 * V_max(m_fAttackLeft, 0.5f);
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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 = V_max(0.0f, m_fAttackLeft - fFade);
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}
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else
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m_fAttackLeft = 0;
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return true;
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}
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bool 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 (0 == m_bitsDamage)
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return true;
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UnpackRGB(r, g, b, RGB_YELLOWISH);
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a = (int)(fabs(sin(flTime * 2)) * 256.0);
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ScaleColors(r, g, b, a);
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// Draw all the items
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int i;
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for (i = 0; i < NUM_DMG_TYPES; i++)
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{
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if ((m_bitsDamage & giDmgFlags[i]) != 0)
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{
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pdmg = &m_dmg[i];
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SPR_Set(gHUD.GetSprite(m_HUD_dmg_bio + i), r, g, b);
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SPR_DrawAdditive(0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect(m_HUD_dmg_bio + i));
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}
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}
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// check for bits that should be expired
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for (i = 0; i < NUM_DMG_TYPES; i++)
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{
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DAMAGE_IMAGE* pdmg = &m_dmg[i];
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if ((m_bitsDamage & giDmgFlags[i]) != 0)
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{
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pdmg->fExpire = V_min(flTime + DMG_IMAGE_LIFE, pdmg->fExpire);
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if (pdmg->fExpire <= flTime // when the time has expired
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&& a < 40) // and the flash is at the low point of the cycle
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{
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pdmg->fExpire = 0;
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int y = pdmg->y;
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pdmg->x = pdmg->y = 0;
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// move everyone above down
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for (int j = 0; j < NUM_DMG_TYPES; j++)
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{
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pdmg = &m_dmg[j];
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if (0 != pdmg->y && (pdmg->y < y))
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pdmg->y += giDmgHeight;
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}
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m_bitsDamage &= ~giDmgFlags[i]; // clear the bits
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}
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}
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}
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return true;
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}
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void CHudHealth::UpdateTiles(float flTime, long bitsDamage)
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{
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DAMAGE_IMAGE* pdmg;
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// Which types are new?
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long bitsOn = ~m_bitsDamage & bitsDamage;
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for (int i = 0; i < NUM_DMG_TYPES; i++)
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{
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pdmg = &m_dmg[i];
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// Is this one already on?
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if ((m_bitsDamage & giDmgFlags[i]) != 0)
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{
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pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
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if (0 == pdmg->fBaseline)
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pdmg->fBaseline = flTime;
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}
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// Are we just turning it on?
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if ((bitsOn & giDmgFlags[i]) != 0)
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{
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// put this one at the bottom
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pdmg->x = giDmgWidth / 8;
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pdmg->y = ScreenHeight - giDmgHeight * 2;
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pdmg->fExpire = flTime + DMG_IMAGE_LIFE;
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// move everyone else up
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for (int j = 0; j < NUM_DMG_TYPES; j++)
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{
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if (j == i)
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continue;
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pdmg = &m_dmg[j];
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if (0 != pdmg->y)
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pdmg->y -= giDmgHeight;
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}
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pdmg = &m_dmg[i];
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}
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}
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// damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage())
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m_bitsDamage |= bitsDamage;
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}
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