528 lines
11 KiB
C++
528 lines
11 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// Health.cpp
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//
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// implementation of CHudHealth class
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//
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#include "stdio.h"
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#include "stdlib.h"
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#include "math.h"
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include <string.h>
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#include "eventscripts.h"
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#include "draw_util.h"
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DECLARE_MESSAGE(m_Health, Health )
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DECLARE_MESSAGE(m_Health, Damage )
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DECLARE_MESSAGE(m_Health, ScoreAttrib )
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DECLARE_MESSAGE(m_Health, ClCorpse )
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#define PAIN_NAME "sprites/%d_pain.spr"
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#define DAMAGE_NAME "sprites/%d_dmg.spr"
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#define EPSILON 0.4f
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int giDmgHeight, giDmgWidth;
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float g_LocationColor[3];
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int giDmgFlags[NUM_DMG_TYPES] =
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{
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DMG_POISON,
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DMG_ACID,
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DMG_FREEZE|DMG_SLOWFREEZE,
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DMG_DROWN,
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DMG_BURN|DMG_SLOWBURN,
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DMG_NERVEGAS,
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DMG_RADIATION,
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DMG_SHOCK,
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DMG_CALTROP,
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DMG_TRANQ,
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DMG_CONCUSS,
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DMG_HALLUC
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};
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int CHudHealth::Init(void)
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{
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HOOK_MESSAGE(Health);
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HOOK_MESSAGE(Damage);
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HOOK_MESSAGE(ScoreAttrib);
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HOOK_MESSAGE(ClCorpse);
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m_iHealth = 100;
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m_fFade = 0;
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m_iFlags = 0;
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m_bitsDamage = 0;
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giDmgHeight = 0;
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giDmgWidth = 0;
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for( int i = 0; i < 4; i++ )
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m_fAttack[i] = 0;
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memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES);
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CVAR_CREATE("cl_corpsestay", "600", FCVAR_ARCHIVE);
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gHUD.AddHudElem(this);
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return 1;
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}
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void CHudHealth::Reset( void )
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{
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// make sure the pain compass is cleared when the player respawns
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for( int i = 0; i < 4; i++ )
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m_fAttack[i] = 0;
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// force all the flashing damage icons to expire
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m_bitsDamage = 0;
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for ( int i = 0; i < NUM_DMG_TYPES; i++ )
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{
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m_dmg[i].fExpire = 0;
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}
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}
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int CHudHealth::VidInit(void)
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{
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m_hSprite = LoadSprite(PAIN_NAME);
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for( int i = 0; i < 4; i++ )
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{
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m_vAttackPos[i].x = ScreenWidth / 2;
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m_vAttackPos[i].y = ScreenHeight / 2;
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if( i & 1 )
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{
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if( i & 2 )
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m_vAttackPos[i].x -= SPR_Width( m_hSprite, i ) * 3;
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else
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m_vAttackPos[i].x += SPR_Width( m_hSprite, i ) * 2;
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m_vAttackPos[i].y -= SPR_Height( m_hSprite, i ) / 2;
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}
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else
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{
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if( i & 2 )
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m_vAttackPos[i].y += SPR_Height( m_hSprite, i ) * 2;
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else
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m_vAttackPos[i].y -= SPR_Height( m_hSprite, i ) * 3;
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m_vAttackPos[i].x -= SPR_Width( m_hSprite, i ) / 2;
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}
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}
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m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
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m_HUD_cross = gHUD.GetSpriteIndex( "cross" );
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giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left;
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giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top;
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return 1;
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}
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int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf )
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{
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// TODO: update local health data
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BufferReader reader( pbuf, iSize );
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int x = reader.ReadByte();
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m_iFlags |= HUD_DRAW;
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// Only update the fade if we've changed health
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if (x != m_iHealth)
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{
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m_fFade = FADE_TIME;
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m_iHealth = x;
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}
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return 1;
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}
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int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
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{
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BufferReader reader( pbuf, iSize );
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int armor = reader.ReadByte(); // armor
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int damageTaken = reader.ReadByte(); // health
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long bitsDamage = reader.ReadLong(); // damage bits
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vec3_t vecFrom;
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for ( int i = 0 ; i < 3 ; i++)
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vecFrom[i] = reader.ReadCoord();
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UpdateTiles(gHUD.m_flTime, bitsDamage);
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// Actually took damage?
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if ( damageTaken > 0 || armor > 0 )
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{
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CalcDamageDirection(vecFrom);
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if( g_iXash )
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{
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float time = damageTaken * 4.0f + armor * 2.0f;
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if( time > 200.0f ) time = 200.0f;
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gMobileAPI.pfnVibrate( time, 0 );
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}
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}
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return 1;
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}
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int CHudHealth:: MsgFunc_ScoreAttrib(const char *pszName, int iSize, void *pbuf )
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{
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BufferReader reader( pbuf, iSize );
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int index = reader.ReadByte();
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unsigned char flags = reader.ReadByte();
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g_PlayerExtraInfo[index].dead = !!(flags & PLAYER_DEAD);
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g_PlayerExtraInfo[index].has_c4 = !!(flags & PLAYER_HAS_C4);
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g_PlayerExtraInfo[index].vip = !!(flags & PLAYER_VIP);
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return 1;
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}
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// Returns back a color from the
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// Green <-> Yellow <-> Red ramp
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void CHudHealth::GetPainColor( int &r, int &g, int &b )
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{
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int iHealth = m_iHealth;
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if (iHealth > 25)
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iHealth -= 25;
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else if ( iHealth < 0 )
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iHealth = 0;
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#if 0
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g = iHealth * 255 / 100;
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r = 255 - g;
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b = 0;
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#else
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if (m_iHealth > 25)
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{
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DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
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}
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else
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{
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r = 250;
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g = 0;
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b = 0;
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}
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#endif
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}
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int CHudHealth::Draw(float flTime)
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{
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if( !(gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) && !gEngfuncs.IsSpectateOnly() )
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{
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DrawHealthBar( flTime );
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DrawDamage( flTime );
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DrawPain( flTime );
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}
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return 1;
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}
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void CHudHealth::DrawHealthBar( float flTime )
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{
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int r, g, b;
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int a = 0, x, y;
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int HealthWidth;
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// Has health changed? Flash the health #
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if (m_fFade)
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{
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m_fFade -= (gHUD.m_flTimeDelta * 20);
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if (m_fFade <= 0)
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{
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a = MIN_ALPHA;
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m_fFade = 0;
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}
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// Fade the health number back to dim
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a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128;
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}
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else
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a = MIN_ALPHA;
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// If health is getting low, make it bright red
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if (m_iHealth <= 15)
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a = 255;
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GetPainColor( r, g, b );
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DrawUtils::ScaleColors(r, g, b, a );
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// Only draw health if we have the suit.
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if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)))
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{
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HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
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int CrossWidth = gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left;
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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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x = CrossWidth /2;
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SPR_Set(gHUD.GetSprite(m_HUD_cross), r, g, b);
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SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross));
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x = CrossWidth + HealthWidth / 2;
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x = DrawUtils::DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b);
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}
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}
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void CHudHealth::CalcDamageDirection( Vector vecFrom )
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{
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Vector forward, right, up;
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float side, front, flDistToTarget;
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if( vecFrom.IsNull() )
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{
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for( int i = 0; i < 4; i++ )
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m_fAttack[i] = 0;
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return;
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}
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vecFrom = vecFrom - gHUD.m_vecOrigin;
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flDistToTarget = vecFrom.Length();
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vecFrom = vecFrom.Normalize();
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AngleVectors (gHUD.m_vecAngles, forward, right, up);
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front = DotProduct (vecFrom, right);
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side = DotProduct (vecFrom, forward);
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if (flDistToTarget <= 50)
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{
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for( int i = 0; i < 4; i++ )
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m_fAttack[i] = 1;
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}
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else
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{
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if (side > EPSILON)
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m_fAttack[0] = max(m_fAttack[0], side);
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if (side < -EPSILON)
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m_fAttack[1] = max(m_fAttack[1], side * -1 );
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if (front > EPSILON)
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m_fAttack[2] = max(m_fAttack[2], front);
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if (front < -EPSILON)
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m_fAttack[3] = max(m_fAttack[3], front * -1 );
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}
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}
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void CHudHealth::DrawPain(float flTime)
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{
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if (m_fAttack[0] == 0 &&
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m_fAttack[1] == 0 &&
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m_fAttack[2] == 0 &&
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m_fAttack[3] == 0)
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return;
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float a, fFade = gHUD.m_flTimeDelta * 2;
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for( int i = 0; i < 4; i++ )
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{
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if( m_fAttack[i] > EPSILON )
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{
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/*GetPainColor(r, g, b);
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shade = a * max( m_fAttack[i], 0.5 );
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DrawUtils::ScaleColors(r, g, b, shade);*/
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a = max( m_fAttack[i], 0.5 );
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SPR_Set( m_hSprite, 255 * a, 255 * a, 255 * a);
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SPR_DrawAdditive( i, m_vAttackPos[i].x, m_vAttackPos[i].y, NULL );
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m_fAttack[i] = max( 0, m_fAttack[i] - fFade );
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}
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else
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m_fAttack[i] = 0;
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}
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}
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void CHudHealth::DrawDamage(float flTime)
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{
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int r, g, b, a;
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if (!m_bitsDamage)
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return;
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DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH);
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a = (int)( fabs(sin(flTime*2)) * 256.0);
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DrawUtils::ScaleColors(r, g, b, a);
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int i;
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// Draw all the items
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for (i = 0; i < NUM_DMG_TYPES; i++)
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{
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if (m_bitsDamage & giDmgFlags[i])
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{
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DAMAGE_IMAGE *pdmg = &m_dmg[i];
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SPR_Set(gHUD.GetSprite(m_HUD_dmg_bio + i), r, g, b );
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SPR_DrawAdditive(0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect(m_HUD_dmg_bio + i));
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}
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}
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// check for bits that should be expired
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for ( i = 0; i < NUM_DMG_TYPES; i++ )
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{
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DAMAGE_IMAGE *pdmg = &m_dmg[i];
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if ( m_bitsDamage & giDmgFlags[i] )
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{
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pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );
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if ( pdmg->fExpire <= flTime // when the time has expired
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&& a < 40 ) // and the flash is at the low point of the cycle
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{
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pdmg->fExpire = 0;
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int y = pdmg->y;
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pdmg->x = pdmg->y = 0;
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// move everyone above down
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for (int j = 0; j < NUM_DMG_TYPES; j++)
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{
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pdmg = &m_dmg[j];
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if ((pdmg->y) && (pdmg->y < y))
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pdmg->y += giDmgHeight;
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}
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m_bitsDamage &= ~giDmgFlags[i]; // clear the bits
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}
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}
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}
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}
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void CHudHealth::UpdateTiles(float flTime, long bitsDamage)
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{
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DAMAGE_IMAGE *pdmg;
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// Which types are new?
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long bitsOn = ~m_bitsDamage & bitsDamage;
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for (int i = 0; i < NUM_DMG_TYPES; i++)
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{
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pdmg = &m_dmg[i];
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// Is this one already on?
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if (m_bitsDamage & giDmgFlags[i])
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{
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pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
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if (!pdmg->fBaseline)
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pdmg->fBaseline = flTime;
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}
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// Are we just turning it on?
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if (bitsOn & giDmgFlags[i])
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{
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// put this one at the bottom
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pdmg->x = giDmgWidth/8;
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pdmg->y = ScreenHeight - giDmgHeight * 2;
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pdmg->fExpire=flTime + DMG_IMAGE_LIFE;
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// move everyone else up
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for (int j = 0; j < NUM_DMG_TYPES; j++)
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{
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if (j == i)
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continue;
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pdmg = &m_dmg[j];
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if (pdmg->y)
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pdmg->y -= giDmgHeight;
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}
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pdmg = &m_dmg[i];
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}
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}
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// damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage())
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m_bitsDamage |= bitsDamage;
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}
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int CHudHealth :: MsgFunc_ClCorpse(const char *pszName, int iSize, void *pbuf)
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{
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#if 0
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BufferReader reader(pbuf, iSize);
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char szModel[64];
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char *pModel = reader.ReadString();
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Vector origin;
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origin.x = reader.ReadLong() / 128.0f;
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origin.y = reader.ReadLong() / 128.0f;
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origin.z = reader.ReadLong() / 128.0f;
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Vector angles;
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angles.x = reader.ReadCoord();
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angles.y = reader.ReadCoord();
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angles.z = reader.ReadCoord();
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float delay = reader.ReadLong() / 100.0f;
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int sequence = reader.ReadByte();
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int classID = reader.ReadByte();
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int teamID = reader.ReadByte();
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int playerID = reader.ReadByte();
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if( !cl_minmodels->value )
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{
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if( !strstr(pModel, "models/") )
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{
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snprintf(szModel, sizeof(szModel), "models/player/%s/%s.mdl", pModel, pModel );
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}
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}
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else if( teamID == 1 ) // terrorists
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{
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int modelidx = cl_min_t->value;
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if( BIsValidTModelIndex(modelidx) )
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strncpy(szModel, sPlayerModelFiles[modelidx], sizeof(szModel));
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else strncpy(szModel, sPlayerModelFiles[1], sizeof(szModel) ); // set leet.mdl
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}
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else if( teamID == 2 ) // ct
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{
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int modelidx = cl_min_ct->value;
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if( g_PlayerExtraInfo[playerID].vip )
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strncpy( szModel, sPlayerModelFiles[3], sizeof(szModel) ); // vip.mdl
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else if( BIsValidCTModelIndex( modelidx ) )
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strncpy( szModel, sPlayerModelFiles[ modelidx ], sizeof(szModel));
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else strncpy( szModel, sPlayerModelFiles[2], sizeof(szModel) ); // gign.mdl
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}
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else strncpy( szModel, sPlayerModelFiles[0], sizeof(szModel) ); // player.mdl
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CreateCorpse( &origin, &angles, szModel, delay, sequence, classID );
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#endif
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return 0;
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}
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/*
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============
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CL_IsDead
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Returns 1 if health is <= 0
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============
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*/
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bool CL_IsDead()
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{
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if( gHUD.m_Health.m_iHealth <= 0 )
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return true;
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return false;
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}
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