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"
//-----------------------------------------------------------------------------
// Purpose: HDU Damage indication
//-----------------------------------------------------------------------------
class CHudDamageIndicator : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudDamageIndicator, vgui::Panel );
public:
CHudDamageIndicator( const char *pElementName );
void Init( 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:
void CalcDamageDirection( const Vector &vecFrom );
void DrawDamageIndicatorFront( float flFade );
void DrawDamageIndicatorRear( float flFade );
void DrawDamageIndicatorLeft( float flFade );
void DrawDamageIndicatorRight( float flFade );
private:
float m_flAttackFront;
float m_flAttackRear;
float m_flAttackLeft;
float m_flAttackRight;
Color m_clrIndicator;
CHudTexture *icon_up;
CHudTexture *icon_down;
CHudTexture *icon_left;
CHudTexture *icon_right;
};
DECLARE_HUDELEMENT( CHudDamageIndicator );
DECLARE_HUD_MESSAGE( CHudDamageIndicator, Damage );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudDamageIndicator::CHudDamageIndicator( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudDamageIndicator")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudDamageIndicator::Reset( void )
{
m_flAttackFront = 0.0;
m_flAttackRear = 0.0;
m_flAttackRight = 0.0;
m_flAttackLeft = 0.0;
m_clrIndicator.SetColor( 250, 0, 0, 255 );
}
void CHudDamageIndicator::Init( void )
{
HOOK_HUD_MESSAGE( CHudDamageIndicator, Damage );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudDamageIndicator::ShouldDraw( void )
{
if ( !CHudElement::ShouldDraw() )
return false;
if ( ( m_flAttackFront <= 0.0 ) && ( m_flAttackRear <= 0.0 ) && ( m_flAttackLeft <= 0.0 ) && ( m_flAttackRight <= 0.0 ) )
return false;
return true;
}
void CHudDamageIndicator::DrawDamageIndicatorFront( float flFade )
{
if ( m_flAttackFront > 0.4 )
{
if ( !icon_up )
{
icon_up = gHUD.GetIcon( "pain_up" );
}
if ( !icon_up )
{
return;
}
int x = ( ScreenWidth() / 2 ) - icon_up->Width() / 2;
int y = ( ScreenHeight() / 2 ) - icon_up->Height() * 3;
icon_up->DrawSelf( x, y, m_clrIndicator );
m_flAttackFront = MAX( 0.0, m_flAttackFront - flFade );
}
else
{
m_flAttackFront = 0.0;
}
}
void CHudDamageIndicator::DrawDamageIndicatorRear( float flFade )
{
if ( m_flAttackRear > 0.4 )
{
if ( !icon_down )
{
icon_down = gHUD.GetIcon( "pain_down" );
}
if ( !icon_down )
{
return;
}
int x = ( ScreenWidth() / 2 ) - icon_down->Width() / 2;
int y = ( ScreenHeight() / 2 ) + icon_down->Height() * 2;
icon_down->DrawSelf( x, y, m_clrIndicator );
m_flAttackRear = MAX( 0.0, m_flAttackRear - flFade );
}
else
{
m_flAttackRear = 0.0;
}
}
void CHudDamageIndicator::DrawDamageIndicatorLeft( float flFade )
{
if ( m_flAttackLeft > 0.4 )
{
if ( !icon_left )
{
icon_left = gHUD.GetIcon( "pain_left" );
}
if ( !icon_left )
{
return;
}
int x = ( ScreenWidth() / 2 ) - icon_left->Width() * 3;
int y = ( ScreenHeight() / 2 ) - icon_left->Height() / 2;
icon_left->DrawSelf( x, y, m_clrIndicator );
m_flAttackLeft = MAX( 0.0, m_flAttackLeft - flFade );
}
else
{
m_flAttackLeft = 0.0;
}
}
void CHudDamageIndicator::DrawDamageIndicatorRight( float flFade )
{
if ( m_flAttackRight > 0.4 )
{
if ( !icon_right )
{
icon_right = gHUD.GetIcon( "pain_right" );
}
if ( !icon_right )
{
return;
}
int x = ( ScreenWidth() / 2 ) + icon_right->Width() * 2;
int y = ( ScreenHeight() / 2 ) - icon_right->Height() / 2;
icon_right->DrawSelf( x, y, m_clrIndicator );
m_flAttackRight = MAX( 0.0, m_flAttackRight - flFade );
}
else
{
m_flAttackRight = 0.0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Paints the damage display
//-----------------------------------------------------------------------------
void CHudDamageIndicator::Paint()
{
// draw damage indicators
float flFade = gpGlobals->frametime * 2;
DrawDamageIndicatorFront( flFade );
DrawDamageIndicatorRear( flFade );
DrawDamageIndicatorLeft( flFade );
DrawDamageIndicatorRight( flFade);
}
//-----------------------------------------------------------------------------
// Purpose: Message handler for Damage message
//-----------------------------------------------------------------------------
void CHudDamageIndicator::MsgFunc_Damage( bf_read &msg )
{
int armor = msg.ReadByte(); // armor
int damageTaken = msg.ReadByte(); // health
msg.ReadLong(); // damage bits, ignore
Vector vecFrom;
vecFrom.x = msg.ReadFloat();
vecFrom.y = msg.ReadFloat();
vecFrom.z = msg.ReadFloat();
if ( damageTaken > 0 || armor > 0 )
{
CalcDamageDirection( vecFrom );
}
}
void CHudDamageIndicator::CalcDamageDirection( const Vector &vecFrom )
{
if ( vecFrom == vec3_origin )
{
m_flAttackFront = 0.0;
m_flAttackRear = 0.0;
m_flAttackRight = 0.0;
m_flAttackLeft = 0.0;
return;
}
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pLocalPlayer )
{
return;
}
Vector vecDelta = ( vecFrom - pLocalPlayer->GetRenderOrigin() );
if ( vecDelta.Length() <= 50 )
{
m_flAttackFront = 1.0;
m_flAttackRear = 1.0;
m_flAttackRight = 1.0;
m_flAttackLeft = 1.0;
return;
}
VectorNormalize( vecDelta );
Vector forward;
Vector right;
AngleVectors( MainViewAngles(), &forward, &right, NULL );
float flFront = DotProduct( vecDelta, forward );
float flSide = DotProduct( vecDelta, right );
if ( flFront > 0 )
{
if ( flFront > 0.3 )
m_flAttackFront = MAX( m_flAttackFront, flFront );
}
else
{
float f = fabs( flFront );
if ( f > 0.3 )
m_flAttackRear = MAX( m_flAttackRear, f );
}
if ( flSide > 0 )
{
if ( flSide > 0.3 )
m_flAttackRight = MAX( m_flAttackRight, flSide );
}
else
{
float f = fabs( flSide );
if ( f > 0.3 )
m_flAttackLeft = MAX( m_flAttackLeft, f );
}
}
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudDamageIndicator::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetPaintBackgroundEnabled(false);
int wide, tall;
GetHudSize(wide, tall);
SetSize(wide, tall);
}