halflife-photomode/cl_dll/health.cpp

478 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 "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};
bool CHudHealth::Init()
{
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 true;
}
void CHudHealth::Reset()
{
// 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;
}
}
bool CHudHealth::VidInit()
{
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 true;
}
bool CHudHealth::MsgFunc_Health(const char* pszName, int iSize, void* pbuf)
{
// TODO: update local health data
BEGIN_READ(pbuf, iSize);
int x = READ_SHORT();
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 true;
}
bool 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
Vector 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 true;
}
// 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
}
bool CHudHealth::Draw(float flTime)
{
int r, g, b;
int a = 0, x, y;
int HealthWidth;
if ((gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) != 0 || 0 != gEngfuncs.IsSpectateOnly())
return true;
if (0 == m_hSprite)
m_hSprite = LoadSprite(PAIN_NAME);
// Has health changed? Flash the health #
if (0 != 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.HasSuit())
{
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;
//Reserve space for 3 digits by default, but allow it to expand
x += gHUD.GetHudNumberWidth(m_iHealth, 3, DHN_DRAWZERO);
gHUD.DrawHudNumberReverse(x, y, m_iHealth, DHN_DRAWZERO, r, g, b);
//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;
UnpackRGB(r, g, b, RGB_YELLOWISH);
FillRGBA(x, y, iWidth, iHeight, r, g, b, a);
}
DrawDamage(flTime);
return DrawPain(flTime);
}
void CHudHealth::CalcDamageDirection(Vector vecFrom)
{
Vector forward, right, up;
float side, front;
Vector vecOrigin, vecAngles;
if (vecFrom == g_vecZero)
{
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
return;
}
memcpy(vecOrigin, gHUD.m_vecOrigin, sizeof(Vector));
memcpy(vecAngles, gHUD.m_vecAngles, sizeof(Vector));
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 = V_max(m_fAttackFront, side);
}
else
{
float f = fabs(side);
if (f > 0.3)
m_fAttackRear = V_max(m_fAttackRear, f);
}
if (front > 0)
{
if (front > 0.3)
m_fAttackRight = V_max(m_fAttackRight, front);
}
else
{
float f = fabs(front);
if (f > 0.3)
m_fAttackLeft = V_max(m_fAttackLeft, f);
}
}
}
bool CHudHealth::DrawPain(float flTime)
{
if (!(0 != m_fAttackFront || 0 != m_fAttackRear || 0 != m_fAttackLeft || 0 != m_fAttackRight))
return true;
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 * V_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 = V_max(0, m_fAttackFront - fFade);
}
else
m_fAttackFront = 0;
if (m_fAttackRight > 0.4)
{
GetPainColor(r, g, b);
shade = a * V_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 = V_max(0, m_fAttackRight - fFade);
}
else
m_fAttackRight = 0;
if (m_fAttackRear > 0.4)
{
GetPainColor(r, g, b);
shade = a * V_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 = V_max(0, m_fAttackRear - fFade);
}
else
m_fAttackRear = 0;
if (m_fAttackLeft > 0.4)
{
GetPainColor(r, g, b);
shade = a * V_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 = V_max(0, m_fAttackLeft - fFade);
}
else
m_fAttackLeft = 0;
return true;
}
bool CHudHealth::DrawDamage(float flTime)
{
int r, g, b, a;
DAMAGE_IMAGE* pdmg;
if (0 == m_bitsDamage)
return true;
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]) != 0)
{
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]) != 0)
{
pdmg->fExpire = V_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 (0 != pdmg->y && (pdmg->y < y))
pdmg->y += giDmgHeight;
}
m_bitsDamage &= ~giDmgFlags[i]; // clear the bits
}
}
}
return true;
}
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]) != 0)
{
pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
if (0 == pdmg->fBaseline)
pdmg->fBaseline = flTime;
}
// Are we just turning it on?
if ((bitsOn & giDmgFlags[i]) != 0)
{
// 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 (0 != 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;
}