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323 lines
11 KiB
323 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Hud element that indicates the direction of damage taken by the player
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "text_message.h"
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#include "hud_macros.h"
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#include "iclientmode.h"
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#include "view.h"
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#include <KeyValues.h>
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#include <vgui_controls/AnimationController.h>
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#include <vgui/ISurface.h>
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterialvar.h"
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#include "IEffects.h"
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#include "hudelement.h"
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using namespace vgui;
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CHudDamageIndicator : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudDamageIndicator, vgui::Panel );
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public:
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CHudDamageIndicator( const char *pElementName );
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void Init( void );
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void VidInit( void );
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void Reset( void );
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virtual bool ShouldDraw( void );
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// Handler for our message
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void MsgFunc_Damage( bf_read &msg );
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private:
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virtual void OnThink();
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virtual void Paint();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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// Painting
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void GetDamagePosition( const Vector &vecDelta, float flRadius, int *xpos, int *ypos, float *flRotation );
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void DrawDamageIndicator(int x0, int y0, int x1, int y1, float alpha, float flRotation );
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private:
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// Indication times
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CPanelAnimationVarAliasType( float, m_flMinimumWidth, "MinimumWidth", "10", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flMaximumWidth, "MaximumWidth", "100", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flMinimumHeight, "MinimumHeight", "20", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flMaximumHeight, "MaximumHeight", "100", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flStartRadius, "StartRadius", "140", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flEndRadius, "EndRadius", "120", "proportional_float" );
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CPanelAnimationVar( float, m_iMaximumDamage, "MaximumDamage", "50" );
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CPanelAnimationVar( float, m_flMinimumTime, "MinimumTime", "1" );
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CPanelAnimationVar( float, m_flMaximumTime, "MaximumTime", "6" );
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CPanelAnimationVar( float, m_flTravelTime, "TravelTime", ".1" );
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CPanelAnimationVar( float, m_flFadeOutPercentage, "FadeOutPercentage", "0.7" );
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CPanelAnimationVar( float, m_flNoise, "Noise", "0.1" );
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// List of damages we've taken
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struct damage_t
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{
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int iScale;
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float flLifeTime;
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float flStartTime;
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Vector vecDelta; // Damage origin relative to the player
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};
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CUtlVector<damage_t> m_vecDamages;
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};
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DECLARE_HUDELEMENT( CHudDamageIndicator );
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DECLARE_HUD_MESSAGE( CHudDamageIndicator, Damage );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudDamageIndicator::CHudDamageIndicator( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass(NULL, "DamageIndicator")
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_HEALTH );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::Init( void )
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{
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HOOK_HUD_MESSAGE( CHudDamageIndicator, Damage );
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::Reset( void )
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{
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m_vecDamages.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::VidInit( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::OnThink()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudDamageIndicator::ShouldDraw( void )
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{
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if ( !CHudElement::ShouldDraw() )
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return false;
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// Don't draw if we don't have any damage to indicate
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if ( !m_vecDamages.Count() )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Convert a damage position in world units to the screen's units
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::GetDamagePosition( const Vector &vecDelta, float flRadius, int *xpos, int *ypos, float *flRotation )
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{
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// Player Data
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Vector playerPosition = MainViewOrigin();
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QAngle playerAngles = MainViewAngles();
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Vector forward, right, up(0,0,1);
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AngleVectors (playerAngles, &forward, NULL, NULL );
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forward.z = 0;
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VectorNormalize(forward);
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CrossProduct( up, forward, right );
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float front = DotProduct(vecDelta, forward);
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float side = DotProduct(vecDelta, right);
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*xpos = flRadius * -side;
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*ypos = flRadius * -front;
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// Get the rotation (yaw)
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*flRotation = atan2(*xpos,*ypos) + M_PI;
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*flRotation *= 180 / M_PI;
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float yawRadians = -(*flRotation) * M_PI / 180.0f;
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float ca = cos( yawRadians );
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float sa = sin( yawRadians );
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// Rotate it around the circle
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*xpos = (int)((ScreenWidth() / 2) + (flRadius * sa));
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*ypos = (int)((ScreenHeight() / 2) - (flRadius * ca));
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw a single damage indicator
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::DrawDamageIndicator(int x0, int y0, int x1, int y1, float alpha, float flRotation )
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{
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IMaterial *pMat = materials->FindMaterial( "hud/health/indicator", TEXTURE_GROUP_VGUI );
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CMatRenderContextPtr pRenderContext( materials );
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IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMat );
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// Get the corners, since they're being rotated
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int wide = x1 - x0;
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int tall = y1 - y0;
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Vector2D vecCorners[4];
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Vector2D center( x0 + (wide * 0.5f), y0 + (tall * 0.5f) );
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float yawRadians = -flRotation * M_PI / 180.0f;
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Vector2D axis[2];
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axis[0].x = cos(yawRadians);
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axis[0].y = sin(yawRadians);
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axis[1].x = -axis[0].y;
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axis[1].y = axis[0].x;
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Vector2DMA( center, -0.5f * wide, axis[0], vecCorners[0] );
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Vector2DMA( vecCorners[0], -0.5f * tall, axis[1], vecCorners[0] );
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Vector2DMA( vecCorners[0], wide, axis[0], vecCorners[1] );
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Vector2DMA( vecCorners[1], tall, axis[1], vecCorners[2] );
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Vector2DMA( vecCorners[0], tall, axis[1], vecCorners[3] );
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// Draw the sucker
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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int iAlpha = alpha * 255;
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meshBuilder.Color4ub( 255,255,255, iAlpha );
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meshBuilder.TexCoord2f( 0,0,0 );
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meshBuilder.Position3f( vecCorners[0].x,vecCorners[0].y,0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255,255,255, iAlpha );
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meshBuilder.TexCoord2f( 0,1,0 );
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meshBuilder.Position3f( vecCorners[1].x,vecCorners[1].y,0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255,255,255, iAlpha );
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meshBuilder.TexCoord2f( 0,1,1 );
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meshBuilder.Position3f( vecCorners[2].x,vecCorners[2].y,0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color4ub( 255,255,255, iAlpha );
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meshBuilder.TexCoord2f( 0,0,1 );
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meshBuilder.Position3f( vecCorners[3].x,vecCorners[3].y,0 );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::Paint()
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{
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// Iterate backwards, because we might remove them as we go
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int iSize = m_vecDamages.Count();
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for (int i = iSize-1; i >= 0; i--)
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{
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// Scale size to the damage
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int clampedDamage = clamp( m_vecDamages[i].iScale, 0, m_iMaximumDamage );
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int iWidth = RemapVal(clampedDamage, 0, m_iMaximumDamage, m_flMinimumWidth, m_flMaximumWidth) * 0.5;
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int iHeight = RemapVal(clampedDamage, 0, m_iMaximumDamage, m_flMinimumHeight, m_flMaximumHeight) * 0.5;
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// Find the place to draw it
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int xpos, ypos;
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float flRotation;
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float flTimeSinceStart = ( gpGlobals->curtime - m_vecDamages[i].flStartTime );
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float flRadius = RemapVal( MIN( flTimeSinceStart, m_flTravelTime ), 0, m_flTravelTime, m_flStartRadius, m_flEndRadius );
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GetDamagePosition( m_vecDamages[i].vecDelta, flRadius, &xpos, &ypos, &flRotation );
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// Calculate life left
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float flLifeLeft = ( m_vecDamages[i].flLifeTime - gpGlobals->curtime );
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if ( flLifeLeft > 0 )
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{
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float flPercent = flTimeSinceStart / (m_vecDamages[i].flLifeTime - m_vecDamages[i].flStartTime);
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float alpha;
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if ( flPercent <= m_flFadeOutPercentage )
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{
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alpha = 1.0;
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}
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else
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{
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alpha = 1.0 - RemapVal( flPercent, m_flFadeOutPercentage, 1.0, 0.0, 1.0 );
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}
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DrawDamageIndicator( xpos-iWidth, ypos-iHeight, xpos+iWidth, ypos+iHeight, alpha, flRotation );
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}
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else
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{
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m_vecDamages.Remove(i);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Message handler for Damage message
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::MsgFunc_Damage( bf_read &msg )
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{
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damage_t damage;
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damage.iScale = msg.ReadByte();
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if ( damage.iScale > m_iMaximumDamage )
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{
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damage.iScale = m_iMaximumDamage;
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}
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Vector vecOrigin;
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vecOrigin.x = msg.ReadFloat();
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vecOrigin.y = msg.ReadFloat();
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vecOrigin.z = msg.ReadFloat();
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damage.flStartTime = gpGlobals->curtime;
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damage.flLifeTime = gpGlobals->curtime + RemapVal(damage.iScale, 0, m_iMaximumDamage, m_flMinimumTime, m_flMaximumTime);
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if ( vecOrigin == vec3_origin )
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{
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vecOrigin = MainViewOrigin();
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}
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damage.vecDelta = (vecOrigin - MainViewOrigin());
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VectorNormalize( damage.vecDelta );
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// Add some noise
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damage.vecDelta[0] += random->RandomFloat( -m_flNoise, m_flNoise );
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damage.vecDelta[1] += random->RandomFloat( -m_flNoise, m_flNoise );
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damage.vecDelta[2] += random->RandomFloat( -m_flNoise, m_flNoise );
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VectorNormalize( damage.vecDelta );
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m_vecDamages.AddToTail( damage );
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}
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//-----------------------------------------------------------------------------
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// Purpose: hud scheme settings
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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SetPaintBackgroundEnabled(false);
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// set our size
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int screenWide, screenTall;
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int x, y;
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GetPos(x, y);
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GetHudSize(screenWide, screenTall);
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SetBounds(0, y, screenWide, screenTall - y);
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}
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