mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-22 09:57:21 +01:00
129 lines
4.2 KiB
C++
129 lines
4.2 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
*
|
|
* This product contains software technology licensed from Id
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
* All Rights Reserved.
|
|
*
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
* without written permission from Valve LLC.
|
|
*
|
|
****/
|
|
#pragma once
|
|
#ifndef HEALTH_H
|
|
#define HEALTH_H
|
|
|
|
#define DMG_IMAGE_LIFE 2 // seconds that image is up
|
|
|
|
#define DMG_IMAGE_POISON 0
|
|
#define DMG_IMAGE_ACID 1
|
|
#define DMG_IMAGE_COLD 2
|
|
#define DMG_IMAGE_DROWN 3
|
|
#define DMG_IMAGE_BURN 4
|
|
#define DMG_IMAGE_NERVE 5
|
|
#define DMG_IMAGE_RAD 6
|
|
#define DMG_IMAGE_SHOCK 7
|
|
|
|
//tf defines
|
|
#define DMG_IMAGE_CALTROP 8
|
|
#define DMG_IMAGE_TRANQ 9
|
|
#define DMG_IMAGE_CONCUSS 10
|
|
#define DMG_IMAGE_HALLUC 11
|
|
#define NUM_DMG_TYPES 12
|
|
// instant damage
|
|
|
|
#define DMG_GENERIC 0 // generic damage was done
|
|
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
|
|
#define DMG_BULLET (1 << 1) // shot
|
|
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
|
|
#define DMG_BURN (1 << 3) // heat burned
|
|
#define DMG_FREEZE (1 << 4) // frozen
|
|
#define DMG_FALL (1 << 5) // fell too far
|
|
#define DMG_BLAST (1 << 6) // explosive blast damage
|
|
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
|
|
#define DMG_SHOCK (1 << 8) // electric shock
|
|
#define DMG_SONIC (1 << 9) // sound pulse shockwave
|
|
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
|
|
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
|
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
|
|
|
// time-based damage
|
|
//mask off TF-specific stuff too
|
|
#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage
|
|
|
|
#define DMG_DROWN (1 << 14) // Drowning
|
|
#define DMG_FIRSTTIMEBASED DMG_DROWN
|
|
|
|
#define DMG_PARALYZE (1 << 15) // slows affected creature down
|
|
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
|
|
#define DMG_POISON (1 << 17) // blood poisioning
|
|
#define DMG_RADIATION (1 << 18) // radiation exposure
|
|
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
|
|
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
|
|
#define DMG_SLOWBURN (1 << 21) // in an oven
|
|
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
|
|
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
|
|
|
//TF ADDITIONS
|
|
#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
|
|
#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance
|
|
#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius.
|
|
#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor
|
|
#define DMG_AIMED (1 << 28) // Does Hit location damage
|
|
#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
|
|
|
|
#define DMG_CALTROP (1<<30)
|
|
#define DMG_HALLUC (1<<31)
|
|
|
|
// TF Healing Additions for TakeHealth
|
|
#define DMG_IGNORE_MAXHEALTH DMG_IGNITE
|
|
|
|
// TF Redefines since we never use the originals
|
|
#define DMG_NAIL DMG_SLASH
|
|
#define DMG_NOT_SELF DMG_FREEZE
|
|
|
|
#define DMG_TRANQ DMG_MORTAR
|
|
#define DMG_CONCUSS DMG_SONIC
|
|
|
|
typedef struct
|
|
{
|
|
float fExpire;
|
|
float fBaseline;
|
|
int x, y;
|
|
}DAMAGE_IMAGE;
|
|
|
|
//
|
|
//-----------------------------------------------------
|
|
//
|
|
class CHudHealth : public CHudBase
|
|
{
|
|
public:
|
|
virtual int Init( void );
|
|
virtual int VidInit( void );
|
|
virtual int Draw( float fTime );
|
|
virtual void Reset( void );
|
|
int MsgFunc_Health( const char *pszName, int iSize, void *pbuf );
|
|
int MsgFunc_Damage( const char *pszName, int iSize, void *pbuf );
|
|
int m_iHealth;
|
|
int m_HUD_dmg_bio;
|
|
int m_HUD_cross;
|
|
float m_fAttackFront, m_fAttackRear, m_fAttackLeft, m_fAttackRight;
|
|
void GetPainColor( int &r, int &g, int &b );
|
|
float m_fFade;
|
|
|
|
private:
|
|
HSPRITE m_hSprite;
|
|
HSPRITE m_hDamage;
|
|
|
|
DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES];
|
|
int m_bitsDamage;
|
|
int DrawPain( float fTime );
|
|
int DrawDamage( float fTime );
|
|
void CalcDamageDirection( vec3_t vecFrom );
|
|
void UpdateTiles( float fTime, long bits );
|
|
};
|
|
#endif // HEALTH_H
|