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322 lines
11 KiB
322 lines
11 KiB
//========= 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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