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472 lines
10 KiB
472 lines
10 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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// |
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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 "math.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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}; |
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int CHudHealth::Init(void) |
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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 1; |
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} |
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void CHudHealth::Reset( void ) |
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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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int CHudHealth::VidInit(void) |
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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 1; |
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} |
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int 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_BYTE(); |
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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 1; |
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} |
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int 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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vec3_t 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 1; |
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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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int 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) || gEngfuncs.IsSpectateOnly() ) |
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return 1; |
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if ( !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 (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.m_iWeaponBits & (1<<(WEAPON_SUIT))) |
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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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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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FillRGBA(x, y, iWidth, iHeight, 255, 160, 0, 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(vec3_t vecFrom) |
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{ |
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vec3_t forward, right, up; |
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float side, front; |
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vec3_t vecOrigin, vecAngles; |
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if (!vecFrom[0] && !vecFrom[1] && !vecFrom[2]) |
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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(vec3_t)); |
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memcpy(vecAngles, gHUD.m_vecAngles, sizeof(vec3_t)); |
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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 = 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 = 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 = 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 = max(m_fAttackLeft, f); |
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} |
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} |
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} |
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int CHudHealth::DrawPain(float flTime) |
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{ |
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if (!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight)) |
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return 1; |
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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 * max( m_fAttackFront, 0.5 ); |
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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 = max( 0, m_fAttackFront - fFade ); |
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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 * max( m_fAttackRight, 0.5 ); |
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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 = max( 0, m_fAttackRight - fFade ); |
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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 * max( m_fAttackRear, 0.5 ); |
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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 = max( 0, m_fAttackRear - fFade ); |
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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 * max( m_fAttackLeft, 0.5 ); |
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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 = max( 0, m_fAttackLeft - fFade ); |
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} else |
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m_fAttackLeft = 0; |
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return 1; |
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} |
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int 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 (!m_bitsDamage) |
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return 1; |
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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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for (int i = 0; i < NUM_DMG_TYPES; i++) |
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{ |
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if (m_bitsDamage & giDmgFlags[i]) |
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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] ) |
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{ |
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pdmg->fExpire = 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 ((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 1; |
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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]) |
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{ |
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pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration |
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if (!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]) |
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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 (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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