Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// Health.cpp
//
// implementation of CHudHealth class
//
#include "cbase.h"
#include "hud.h"
#include "hud_macros.h"
#include "view.h"
#include "iclientmode.h"
#include "hl1_hud_numbers.h"
#include <KeyValues.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/Panel.h>
using namespace vgui;
#include "hudelement.h"
#include "convar.h"
#define INIT_HEALTH -1
#define FADE_TIME 100
#define MIN_ALPHA 100
//-----------------------------------------------------------------------------
// Purpose: Health panel
//-----------------------------------------------------------------------------
class CHudHealth : public CHudElement, public CHL1HudNumbers
{
DECLARE_CLASS_SIMPLE( CHudHealth, CHL1HudNumbers );
public:
CHudHealth( const char *pElementName );
void Init( void );
void VidInit( void );
void Reset( void );
void OnThink();
void MsgFunc_Damage(bf_read &msg);
private:
void Paint( void );
void ApplySchemeSettings(vgui::IScheme *pScheme);
private:
CHudTexture *icon_cross;
int m_iHealth;
float m_flFade;
int m_bitsDamage;
};
DECLARE_HUDELEMENT( CHudHealth );
DECLARE_HUD_MESSAGE( CHudHealth, Damage );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudHealth::CHudHealth( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudHealth")
{
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::Init()
{
HOOK_HUD_MESSAGE( CHudHealth, Damage );
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::Reset()
{
m_iHealth = INIT_HEALTH;
m_flFade = 0;
m_bitsDamage = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::VidInit()
{
Reset();
BaseClass::VidInit();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::OnThink()
{
int x = 0;
C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
if ( local )
{
// Never below zero
x = MAX( local->GetHealth(), 0 );
}
// Only update the fade if we've changed health
if ( x == m_iHealth )
{
return;
}
m_flFade = FADE_TIME;
m_iHealth = x;
}
void CHudHealth::Paint()
{
Color clrHealth;
int a;
int x;
int y;
BaseClass::Paint();
if ( !icon_cross )
{
icon_cross = gHUD.GetIcon( "cross" );
}
if ( !icon_cross )
{
return;
}
// Has health changed? Flash the health #
if ( m_flFade )
{
m_flFade -= ( gpGlobals->frametime * 20 );
if ( m_flFade <= 0 )
{
a = MIN_ALPHA;
m_flFade = 0;
}
else
{
// Fade the health number back to dim
a = MIN_ALPHA + ( m_flFade / FADE_TIME ) * 128;
}
}
else
{
a = MIN_ALPHA;
}
// If health is getting low, make it bright red
if ( m_iHealth <= 15 )
a = 255;
if (m_iHealth > 25)
{
int r, g, b, nUnused;
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
clrHealth.SetColor( r, g, b, a );
}
else
{
clrHealth.SetColor( 250, 0, 0, a );
}
int nFontWidth = GetNumberFontWidth();
int nFontHeight = GetNumberFontHeight();
int nCrossWidth = icon_cross->Width();
x = nCrossWidth / 2;
y = GetTall() - ( nFontHeight * 1.5 );
icon_cross->DrawSelf( x, y, clrHealth );
x = nCrossWidth + ( nFontWidth / 2 );
x = DrawHudNumber( x, y, m_iHealth, clrHealth );
x += nFontWidth / 2;
int iHeight = nFontHeight;
int iWidth = nFontWidth / 10;
clrHealth.SetColor( 255, 160, 0, a );
vgui::surface()->DrawSetColor( clrHealth );
vgui::surface()->DrawFilledRect( x, y, x + iWidth, y + iHeight );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::MsgFunc_Damage(bf_read &msg)
{
msg.ReadByte(); // armor
msg.ReadByte(); // health
msg.ReadLong(); // damage bits
Vector vecFrom;
vecFrom.x = msg.ReadBitCoord();
vecFrom.y = msg.ReadBitCoord();
vecFrom.z = msg.ReadBitCoord();
}
void CHudHealth::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetPaintBackgroundEnabled(false);
}