mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
332 lines
7.5 KiB
C++
332 lines
7.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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/ISurface.h>
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#include <vgui_controls/Panel.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: HDU Damage indication
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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 Reset( void );
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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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void Paint();
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void ApplySchemeSettings(vgui::IScheme *pScheme);
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private:
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void CalcDamageDirection( const Vector &vecFrom );
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void DrawDamageIndicatorFront( float flFade );
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void DrawDamageIndicatorRear( float flFade );
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void DrawDamageIndicatorLeft( float flFade );
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void DrawDamageIndicatorRight( float flFade );
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private:
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float m_flAttackFront;
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float m_flAttackRear;
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float m_flAttackLeft;
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float m_flAttackRight;
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Color m_clrIndicator;
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CHudTexture *icon_up;
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CHudTexture *icon_down;
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CHudTexture *icon_left;
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CHudTexture *icon_right;
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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: Constructor
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//-----------------------------------------------------------------------------
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CHudDamageIndicator::CHudDamageIndicator( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudDamageIndicator")
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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::Reset( void )
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{
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m_flAttackFront = 0.0;
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m_flAttackRear = 0.0;
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m_flAttackRight = 0.0;
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m_flAttackLeft = 0.0;
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m_clrIndicator.SetColor( 250, 0, 0, 255 );
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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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}
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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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if ( ( m_flAttackFront <= 0.0 ) && ( m_flAttackRear <= 0.0 ) && ( m_flAttackLeft <= 0.0 ) && ( m_flAttackRight <= 0.0 ) )
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return false;
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return true;
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}
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void CHudDamageIndicator::DrawDamageIndicatorFront( float flFade )
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{
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if ( m_flAttackFront > 0.4 )
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{
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if ( !icon_up )
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{
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icon_up = gHUD.GetIcon( "pain_up" );
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}
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if ( !icon_up )
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{
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return;
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}
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int x = ( ScreenWidth() / 2 ) - icon_up->Width() / 2;
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int y = ( ScreenHeight() / 2 ) - icon_up->Height() * 3;
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icon_up->DrawSelf( x, y, m_clrIndicator );
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m_flAttackFront = MAX( 0.0, m_flAttackFront - flFade );
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}
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else
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{
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m_flAttackFront = 0.0;
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}
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}
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void CHudDamageIndicator::DrawDamageIndicatorRear( float flFade )
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{
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if ( m_flAttackRear > 0.4 )
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{
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if ( !icon_down )
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{
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icon_down = gHUD.GetIcon( "pain_down" );
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}
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if ( !icon_down )
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{
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return;
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}
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int x = ( ScreenWidth() / 2 ) - icon_down->Width() / 2;
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int y = ( ScreenHeight() / 2 ) + icon_down->Height() * 2;
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icon_down->DrawSelf( x, y, m_clrIndicator );
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m_flAttackRear = MAX( 0.0, m_flAttackRear - flFade );
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}
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else
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{
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m_flAttackRear = 0.0;
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}
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}
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void CHudDamageIndicator::DrawDamageIndicatorLeft( float flFade )
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{
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if ( m_flAttackLeft > 0.4 )
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{
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if ( !icon_left )
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{
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icon_left = gHUD.GetIcon( "pain_left" );
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}
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if ( !icon_left )
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{
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return;
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}
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int x = ( ScreenWidth() / 2 ) - icon_left->Width() * 3;
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int y = ( ScreenHeight() / 2 ) - icon_left->Height() / 2;
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icon_left->DrawSelf( x, y, m_clrIndicator );
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m_flAttackLeft = MAX( 0.0, m_flAttackLeft - flFade );
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}
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else
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{
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m_flAttackLeft = 0.0;
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}
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}
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void CHudDamageIndicator::DrawDamageIndicatorRight( float flFade )
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{
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if ( m_flAttackRight > 0.4 )
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{
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if ( !icon_right )
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{
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icon_right = gHUD.GetIcon( "pain_right" );
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}
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if ( !icon_right )
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{
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return;
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}
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int x = ( ScreenWidth() / 2 ) + icon_right->Width() * 2;
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int y = ( ScreenHeight() / 2 ) - icon_right->Height() / 2;
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icon_right->DrawSelf( x, y, m_clrIndicator );
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m_flAttackRight = MAX( 0.0, m_flAttackRight - flFade );
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}
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else
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{
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m_flAttackRight = 0.0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Paints the damage display
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//-----------------------------------------------------------------------------
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void CHudDamageIndicator::Paint()
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{
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// draw damage indicators
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float flFade = gpGlobals->frametime * 2;
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DrawDamageIndicatorFront( flFade );
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DrawDamageIndicatorRear( flFade );
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DrawDamageIndicatorLeft( flFade );
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DrawDamageIndicatorRight( flFade);
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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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int armor = msg.ReadByte(); // armor
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int damageTaken = msg.ReadByte(); // health
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msg.ReadLong(); // damage bits, ignore
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Vector vecFrom;
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vecFrom.x = msg.ReadFloat();
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vecFrom.y = msg.ReadFloat();
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vecFrom.z = msg.ReadFloat();
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if ( damageTaken > 0 || armor > 0 )
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{
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CalcDamageDirection( vecFrom );
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}
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}
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void CHudDamageIndicator::CalcDamageDirection( const Vector &vecFrom )
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{
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if ( vecFrom == vec3_origin )
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{
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m_flAttackFront = 0.0;
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m_flAttackRear = 0.0;
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m_flAttackRight = 0.0;
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m_flAttackLeft = 0.0;
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return;
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}
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pLocalPlayer )
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{
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return;
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}
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Vector vecDelta = ( vecFrom - pLocalPlayer->GetRenderOrigin() );
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if ( vecDelta.Length() <= 50 )
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{
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m_flAttackFront = 1.0;
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m_flAttackRear = 1.0;
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m_flAttackRight = 1.0;
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m_flAttackLeft = 1.0;
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return;
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}
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VectorNormalize( vecDelta );
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Vector forward;
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Vector right;
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AngleVectors( MainViewAngles(), &forward, &right, NULL );
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float flFront = DotProduct( vecDelta, forward );
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float flSide = DotProduct( vecDelta, right );
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if ( flFront > 0 )
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{
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if ( flFront > 0.3 )
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m_flAttackFront = MAX( m_flAttackFront, flFront );
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}
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else
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{
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float f = fabs( flFront );
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if ( f > 0.3 )
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m_flAttackRear = MAX( m_flAttackRear, f );
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}
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if ( flSide > 0 )
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{
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if ( flSide > 0.3 )
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m_flAttackRight = MAX( m_flAttackRight, flSide );
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}
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else
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{
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float f = fabs( flSide );
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if ( f > 0.3 )
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m_flAttackLeft = MAX( m_flAttackLeft, f );
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}
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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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int wide, tall;
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GetHudSize(wide, tall);
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SetSize(wide, tall);
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}
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