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:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "text_message.h"
#include "hud_macros.h"
#include "iclientmode.h"
#include "view.h"
#include <KeyValues.h>
#include <vgui/ISurface.h>
#include <vgui_controls/Panel.h>
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include "IEffects.h"
#include "hudelement.h"
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define DMG_IMAGE_LIFE 2 // seconds that image is up
#define NUM_DMG_TYPES 8
typedef struct
{
float flExpire;
float flBaseline;
int x;
int y;
CHudTexture *icon;
long fFlags;
} damagetile_t;
//-----------------------------------------------------------------------------
// Purpose: HDU Damage type tiles
//-----------------------------------------------------------------------------
class CHudDamageTiles : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudDamageTiles, vgui::Panel );
public:
CHudDamageTiles( const char *pElementName );
void Init( void );
void VidInit( void );
void Reset( void );
bool ShouldDraw( void );
// Handler for our message
void MsgFunc_Damage(bf_read &msg);
private:
void Paint();
void ApplySchemeSettings(vgui::IScheme *pScheme);
private:
CHudTexture *DamageTileIcon( int i );
long DamageTileFlags( int i );
void UpdateTiles( long bits );
private:
long m_bitsDamage;
damagetile_t m_dmgTileInfo[ NUM_DMG_TYPES ];
};
DECLARE_HUDELEMENT( CHudDamageTiles );
DECLARE_HUD_MESSAGE( CHudDamageTiles, Damage );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudDamageTiles::CHudDamageTiles( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudDamageTiles")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
void CHudDamageTiles::Init( void )
{
HOOK_HUD_MESSAGE( CHudDamageTiles, Damage );
}
void CHudDamageTiles::VidInit( void )
{
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDamageTiles::Reset( void )
{
m_bitsDamage = 0;
for ( int i = 0; i < NUM_DMG_TYPES; i++ )
{
m_dmgTileInfo[ i ].flExpire = 0;
m_dmgTileInfo[ i ].flBaseline = 0;
m_dmgTileInfo[ i ].x = 0;
m_dmgTileInfo[ i ].y = 0;
m_dmgTileInfo[ i ].icon = DamageTileIcon( i );
m_dmgTileInfo[ i ].fFlags = DamageTileFlags( i );
}
}
CHudTexture *CHudDamageTiles::DamageTileIcon( int i )
{
switch ( i )
{
case 0:
default:
return gHUD.GetIcon( "dmg_poison" );
break;
case 1:
return gHUD.GetIcon( "dmg_chem" );
break;
case 2:
return gHUD.GetIcon( "dmg_cold" );
break;
case 3:
return gHUD.GetIcon( "dmg_drown" );
break;
case 4:
return gHUD.GetIcon( "dmg_heat" );
break;
case 5:
return gHUD.GetIcon( "dmg_gas" );
break;
case 6:
return gHUD.GetIcon( "dmg_rad" );
break;
case 7:
return gHUD.GetIcon( "dmg_shock" );
break;
}
}
long CHudDamageTiles::DamageTileFlags( int i )
{
switch ( i )
{
case 0:
default:
return DMG_POISON;
case 1:
return DMG_ACID;
case 2:
// HL2 hijacked DMG_FREEZE and made it DMG_VEHICLE
// HL2 hijacked DMG_SLOWFREEZE and made it DMG_DISSOLVE
// return DMG_FREEZE | DMG_SLOWFREEZE;
return DMG_VEHICLE | DMG_DISSOLVE;
case 3:
return DMG_DROWN;
case 4:
return DMG_BURN | DMG_SLOWBURN;
case 5:
return DMG_NERVEGAS;
case 6:
return DMG_RADIATION;
case 7:
return DMG_SHOCK;
}
}
//-----------------------------------------------------------------------------
// Purpose: Message handler for Damage message
//-----------------------------------------------------------------------------
void CHudDamageTiles::MsgFunc_Damage( bf_read &msg )
{
msg.ReadByte(); // armor
msg.ReadByte(); // health
long bitsDamage = msg.ReadLong(); // damage bits, ignore
UpdateTiles( bitsDamage );
}
bool CHudDamageTiles::ShouldDraw( void )
{
if ( !CHudElement::ShouldDraw() )
return false;
if ( !m_bitsDamage )
return false;
return true;
}
void CHudDamageTiles::Paint( void )
{
int r, g, b, a, nUnused;
damagetile_t *pDmgTile;
Color clrTile;
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
a = (int)( fabs( sin( gpGlobals->curtime * 2 ) ) * 256.0 );
clrTile.SetColor( r, g, b, a );
int i;
// Draw all the items
for ( i = 0; i < NUM_DMG_TYPES; i++ )
{
pDmgTile = &m_dmgTileInfo[ i ];
if ( m_bitsDamage & pDmgTile->fFlags )
{
if ( pDmgTile->icon )
{
( pDmgTile->icon )->DrawSelf( pDmgTile->x, pDmgTile->y, clrTile );
}
}
}
// check for bits that should be expired
for ( i = 0; i < NUM_DMG_TYPES; i++ )
{
pDmgTile = &m_dmgTileInfo[ i ];
if ( m_bitsDamage & pDmgTile->fFlags )
{
pDmgTile->flExpire = MIN( gpGlobals->curtime + DMG_IMAGE_LIFE, pDmgTile->flExpire );
if ( pDmgTile->flExpire <= gpGlobals->curtime // when the time has expired
&& a < 40 ) // and the flash is at the low point of the cycle
{
pDmgTile->flExpire = 0;
int y = pDmgTile->y;
pDmgTile->x = 0;
pDmgTile->y = 0;
m_bitsDamage &= ~pDmgTile->fFlags; // clear the bits
// move everyone above down
for ( int j = 0; j < NUM_DMG_TYPES; j++ )
{
damagetile_t *pDmgTileIter = &m_dmgTileInfo[ j ];
if ( ( pDmgTileIter->y ) && ( pDmgTileIter->y < y ) && ( pDmgTileIter->icon ) )
pDmgTileIter->y += ( pDmgTileIter->icon )->Height();
}
}
}
}
}
void CHudDamageTiles::UpdateTiles( long bitsDamage )
{
damagetile_t *pDmgTile;
// Which types are new?
long bitsOn = ~m_bitsDamage & bitsDamage;
for ( int i = 0; i < NUM_DMG_TYPES; i++ )
{
pDmgTile = &m_dmgTileInfo[ i ];
// Is this one already on?
if ( m_bitsDamage & pDmgTile->fFlags )
{
pDmgTile->flExpire = gpGlobals->curtime + DMG_IMAGE_LIFE; // extend the duration
if ( !pDmgTile->flBaseline )
{
pDmgTile->flBaseline = gpGlobals->curtime;
}
}
// Are we just turning it on?
if ( bitsOn & pDmgTile->fFlags )
{
// put this one at the bottom
if ( pDmgTile->icon )
{
pDmgTile->x = ( pDmgTile->icon )->Width() / 8;
pDmgTile->y = GetTall() - ( pDmgTile->icon )->Height() * 2;
}
pDmgTile->flExpire = gpGlobals->curtime + DMG_IMAGE_LIFE;
// move everyone else up
for ( int j = 0; j < NUM_DMG_TYPES; j++ )
{
if ( j == i )
continue;
pDmgTile = &m_dmgTileInfo[ j ];
if ( pDmgTile->y && pDmgTile->icon )
pDmgTile->y -= ( pDmgTile->icon )->Height();
}
pDmgTile = &m_dmgTileInfo[ i ];
}
}
// damage bits are only turned on here; they are turned off when the draw time has expired (in Paint())
m_bitsDamage |= bitsDamage;
}
void CHudDamageTiles::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetPaintBackgroundEnabled(false);
}