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161 lines
4.9 KiB
161 lines
4.9 KiB
/*** |
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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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#pragma once |
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#ifndef HEALTH_H |
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#define HEALTH_H |
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#define DMG_IMAGE_LIFE 2 // seconds that image is up |
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#define DMG_IMAGE_POISON 0 |
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#define DMG_IMAGE_ACID 1 |
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#define DMG_IMAGE_COLD 2 |
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#define DMG_IMAGE_DROWN 3 |
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#define DMG_IMAGE_BURN 4 |
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#define DMG_IMAGE_NERVE 5 |
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#define DMG_IMAGE_RAD 6 |
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#define DMG_IMAGE_SHOCK 7 |
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//tf defines |
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#define DMG_IMAGE_CALTROP 8 |
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#define DMG_IMAGE_TRANQ 9 |
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#define DMG_IMAGE_CONCUSS 10 |
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#define DMG_IMAGE_HALLUC 11 |
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#define NUM_DMG_TYPES 12 |
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// instant damage |
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#define DMG_GENERIC 0 // generic damage was done |
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#define DMG_CRUSH (1 << 0) // crushed by falling or moving object |
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#define DMG_BULLET (1 << 1) // shot |
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#define DMG_SLASH (1 << 2) // cut, clawed, stabbed |
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#define DMG_BURN (1 << 3) // heat burned |
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#define DMG_FREEZE (1 << 4) // frozen |
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#define DMG_FALL (1 << 5) // fell too far |
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#define DMG_BLAST (1 << 6) // explosive blast damage |
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#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt |
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#define DMG_SHOCK (1 << 8) // electric shock |
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#define DMG_SONIC (1 << 9) // sound pulse shockwave |
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#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam |
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#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death |
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#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death. |
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// time-based damage |
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//mask off TF-specific stuff too |
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#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage |
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#define DMG_DROWN (1 << 14) // Drowning |
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#define DMG_FIRSTTIMEBASED DMG_DROWN |
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#define DMG_PARALYZE (1 << 15) // slows affected creature down |
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#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad |
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#define DMG_POISON (1 << 17) // blood poisioning |
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#define DMG_RADIATION (1 << 18) // radiation exposure |
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#define DMG_DROWNRECOVER (1 << 19) // drowning recovery |
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#define DMG_ACID (1 << 20) // toxic chemicals or acid burns |
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#define DMG_SLOWBURN (1 << 21) // in an oven |
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#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer |
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#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar) |
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//TF ADDITIONS |
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#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn |
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#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance |
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#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius. |
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#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor |
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#define DMG_AIMED (1 << 28) // Does Hit location damage |
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#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls |
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#define DMG_BILLNYE (1<<30) |
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#define DMG_HALLUC (1<<31) |
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// TF Healing Additions for TakeHealth |
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#define DMG_IGNORE_MAXHEALTH DMG_IGNITE |
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// TF Redefines since we never use the originals |
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#define DMG_NAIL DMG_SLASH |
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#define DMG_NOT_SELF DMG_FREEZE |
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#define DMG_TRANQ DMG_MORTAR |
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#define DMG_CONCUSS DMG_SONIC |
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typedef struct |
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{ |
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float fExpire; |
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float fBaseline; |
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int x, y; |
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}DAMAGE_IMAGE; |
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// |
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//----------------------------------------------------- |
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// |
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class CHudHealth : public CHudBase |
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{ |
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public: |
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virtual int Init( void ); |
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virtual int VidInit( void ); |
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virtual int Draw( float fTime ); |
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virtual void Reset( void ); |
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int MsgFunc_Items( const char *pszName, int iSize, void *pbuf ); |
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int MsgFunc_Health( const char *pszName, int iSize, void *pbuf ); |
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int MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ); |
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int m_iHealth; |
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float m_flHealth; |
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int m_HUD_dmg_bio; |
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//int m_HUD_cross; |
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int m_HUD_mgs3life; // MGS3-styled lifebar |
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int m_HUD_mgs3name; // MGS3-styled name |
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// To find the stanima, look in battery.cp |
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float m_fAttackFront, m_fAttackRear, m_fAttackLeft, m_fAttackRight; |
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void GetPainColor( int &r, int &g, int &b ); |
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float m_fFade; |
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private: |
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HSPRITE m_hSprite; |
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HSPRITE m_hDamage; |
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wrect_t *m_prc2; |
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int m_iWidth; |
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int m_HUD_mstar; |
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int item_mstar; |
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DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES]; |
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int m_bitsDamage; |
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int DrawPain( float fTime ); |
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int DrawDamage( float fTime ); |
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void CalcDamageDirection( vec3_t vecFrom ); |
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void UpdateTiles( float fTime, long bits ); |
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}; |
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class CHudCOD: public CHudBase |
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{ |
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public: |
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virtual int Init( void ); |
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virtual int VidInit( void ); |
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virtual int Draw( float fTime ); |
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int MsgFunc_COD( const char *pszName, int iSize, void *pbuf ); |
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int RankExists( int rank ); |
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int m_iRank; |
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float m_fFade; |
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private: |
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int Ranks[1001]; |
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int m_HUD_codrank; |
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int m_HUD_codrank2; |
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wrect_t *m_prc2; |
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int m_iHeight; |
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int m_iWidth; |
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char *charSpriteName; |
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}; |
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#endif // HEALTH_H |
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