mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
426 lines
12 KiB
C++
426 lines
12 KiB
C++
//========= 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_controls/AnimationController.h>
|
|
#include <vgui/ISurface.h>
|
|
#include "VGuiMatSurface/IMatSystemSurface.h"
|
|
#include "materialsystem/imaterial.h"
|
|
#include "materialsystem/imesh.h"
|
|
#include "materialsystem/imaterialvar.h"
|
|
#include "IEffects.h"
|
|
#include "hudelement.h"
|
|
#include "clienteffectprecachesystem.h"
|
|
#include "dod_shareddefs.h"
|
|
// NVNT damage
|
|
#include "haptics/haptic_utils.h"
|
|
|
|
using namespace vgui;
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: HUD Damage indication
|
|
//-----------------------------------------------------------------------------
|
|
class CHudDODDamageIndicator : public CHudElement, public vgui::Panel
|
|
{
|
|
DECLARE_CLASS_SIMPLE( CHudDODDamageIndicator, vgui::Panel );
|
|
|
|
public:
|
|
CHudDODDamageIndicator( const char *pElementName );
|
|
void Init( void );
|
|
void Reset( void );
|
|
virtual bool ShouldDraw( void );
|
|
|
|
// Handler for our message
|
|
void MsgFunc_Damage( bf_read &msg );
|
|
|
|
private:
|
|
virtual void Paint();
|
|
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
|
|
|
|
private:
|
|
CPanelAnimationVarAliasType( float, m_flDmgX, "dmg_xpos", "10", "proportional_float" );
|
|
CPanelAnimationVarAliasType( float, m_flDmgY, "dmg_ypos", "80", "proportional_float" );
|
|
CPanelAnimationVarAliasType( float, m_flDmgWide, "dmg_wide", "30", "proportional_float" );
|
|
CPanelAnimationVarAliasType( float, m_flDmgTall1, "dmg_tall1", "300", "proportional_float" );
|
|
CPanelAnimationVarAliasType( float, m_flDmgTall2, "dmg_tall2", "240", "proportional_float" );
|
|
|
|
CPanelAnimationVar( Color, m_DmgColorLeft, "DmgColorLeft", "255 0 0 0" );
|
|
CPanelAnimationVar( Color, m_DmgColorRight, "DmgColorRight", "255 0 0 0" );
|
|
|
|
CPanelAnimationVar( Color, m_DmgHighColorLeft, "DmgHighColorLeft", "255 0 0 0" );
|
|
CPanelAnimationVar( Color, m_DmgHighColorRight, "DmgHighColorRight", "255 0 0 0" );
|
|
|
|
CPanelAnimationVar( Color, m_DmgFullscreenColor, "DmgFullscreenColor", "255 0 0 0" );
|
|
|
|
void DrawDamageIndicator(int side);
|
|
void DrawFullscreenDamageIndicator();
|
|
void GetDamagePosition( const Vector &vecDelta, float *flRotation );
|
|
|
|
CMaterialReference m_WhiteAdditiveMaterial;
|
|
};
|
|
|
|
DECLARE_HUDELEMENT( CHudDODDamageIndicator );
|
|
DECLARE_HUD_MESSAGE( CHudDODDamageIndicator, Damage );
|
|
|
|
enum
|
|
{
|
|
DAMAGE_ANY,
|
|
DAMAGE_LOW,
|
|
DAMAGE_HIGH,
|
|
};
|
|
|
|
#define ANGLE_ANY 0.0f
|
|
#define DMG_ANY 0
|
|
|
|
struct DamageAnimation_t
|
|
{
|
|
const char *name;
|
|
int bitsDamage;
|
|
float angleMinimum;
|
|
float angleMaximum;
|
|
int damage;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: List of damage animations, finds first that matches criteria
|
|
//-----------------------------------------------------------------------------
|
|
static DamageAnimation_t g_DamageAnimations[] =
|
|
{
|
|
{ "HudTakeDamageLeft", DMG_ANY, 45.0f, 135.0f, DAMAGE_ANY },
|
|
{ "HudTakeDamageRight", DMG_ANY, 225.0f, 315.0f, DAMAGE_ANY },
|
|
{ "HudTakeDamageBehind", DMG_ANY, 135.0f, 225.0f, DAMAGE_ANY },
|
|
|
|
// fall through to front damage
|
|
{ "HudTakeDamageFront", DMG_ANY, ANGLE_ANY, ANGLE_ANY, DAMAGE_ANY },
|
|
{ NULL },
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CHudDODDamageIndicator::CHudDODDamageIndicator( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudDamageIndicator")
|
|
{
|
|
vgui::Panel *pParent = g_pClientMode->GetViewport();
|
|
SetParent( pParent );
|
|
|
|
m_WhiteAdditiveMaterial.Init( "vgui/white_additive", TEXTURE_GROUP_VGUI );
|
|
|
|
SetHiddenBits( HIDEHUD_HEALTH );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHudDODDamageIndicator::Reset( void )
|
|
{
|
|
m_DmgColorLeft[3] = 0;
|
|
m_DmgColorRight[3] = 0;
|
|
m_DmgHighColorLeft[3] = 0;
|
|
m_DmgHighColorRight[3] = 0;
|
|
m_DmgFullscreenColor[3] = 0;
|
|
}
|
|
|
|
void CHudDODDamageIndicator::Init( void )
|
|
{
|
|
HOOK_HUD_MESSAGE( CHudDODDamageIndicator, Damage );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CHudDODDamageIndicator::ShouldDraw( void )
|
|
{
|
|
if ( !CHudElement::ShouldDraw() )
|
|
return false;
|
|
|
|
if ( !m_DmgColorLeft[3] && !m_DmgColorRight[3] && !m_DmgHighColorLeft[3] && !m_DmgHighColorRight[3]
|
|
&& !m_DmgFullscreenColor[3] )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws a damage quad
|
|
//-----------------------------------------------------------------------------
|
|
void CHudDODDamageIndicator::DrawDamageIndicator(int side)
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_WhiteAdditiveMaterial );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
|
|
int insetY = (m_flDmgTall1 - m_flDmgTall2) / 2;
|
|
|
|
int x1 = m_flDmgX;
|
|
int x2 = m_flDmgX + m_flDmgWide;
|
|
int y[4] = { (int)(m_flDmgY), (int)(m_flDmgY + insetY), (int)(m_flDmgY + m_flDmgTall1 - insetY), (int)(m_flDmgY + m_flDmgTall1) };
|
|
int alpha[4] = { 0, 1, 1, 0 };
|
|
|
|
// see if we're high damage
|
|
bool bHighDamage = false;
|
|
if ( m_DmgHighColorRight[3] > m_DmgColorRight[3] || m_DmgHighColorLeft[3] > m_DmgColorLeft[3] )
|
|
{
|
|
// make more of the screen be covered by damage
|
|
x1 = GetWide() * 0.0f;
|
|
x2 = GetWide() * 0.5f;
|
|
y[0] = 0.0f;
|
|
y[1] = 0.0f;
|
|
y[2] = GetTall();
|
|
y[3] = GetTall();
|
|
alpha[0] = 1.0f;
|
|
alpha[1] = 0.0f;
|
|
alpha[2] = 0.0f;
|
|
alpha[3] = 1.0f;
|
|
bHighDamage = true;
|
|
}
|
|
|
|
int r, g, b, a;
|
|
|
|
switch ( side )
|
|
{
|
|
case 0: // left
|
|
{
|
|
if ( bHighDamage )
|
|
{
|
|
r = m_DmgHighColorLeft[0], g = m_DmgHighColorLeft[1], b = m_DmgHighColorLeft[2], a = m_DmgHighColorLeft[3];
|
|
}
|
|
else
|
|
{
|
|
r = m_DmgColorLeft[0], g = m_DmgColorLeft[1], b = m_DmgColorLeft[2], a = m_DmgColorLeft[3];
|
|
}
|
|
|
|
meshBuilder.Color4ub( r, g, b, a * alpha[0] );
|
|
meshBuilder.TexCoord2f( 0,0,0 );
|
|
meshBuilder.Position3f( x1, y[0], 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a * alpha[1] );
|
|
meshBuilder.TexCoord2f( 0,1,0 );
|
|
meshBuilder.Position3f( x2, y[1], 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a * alpha[2] );
|
|
meshBuilder.TexCoord2f( 0,1,1 );
|
|
meshBuilder.Position3f( x2, y[2], 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a * alpha[3] );
|
|
meshBuilder.TexCoord2f( 0,0,1 );
|
|
meshBuilder.Position3f( x1, y[3], 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
break;
|
|
case 1: // right
|
|
{
|
|
if ( bHighDamage )
|
|
{
|
|
r = m_DmgHighColorRight[0], g = m_DmgHighColorRight[1], b = m_DmgHighColorRight[2], a = m_DmgHighColorRight[3];
|
|
}
|
|
else
|
|
{
|
|
r = m_DmgColorRight[0], g = m_DmgColorRight[1], b = m_DmgColorRight[2], a = m_DmgColorRight[3];
|
|
}
|
|
|
|
// realign x coords
|
|
x1 = GetWide() - x1;
|
|
x2 = GetWide() - x2;
|
|
|
|
meshBuilder.Color4ub( r, g, b, a * alpha[0]);
|
|
meshBuilder.TexCoord2f( 0,0,0 );
|
|
meshBuilder.Position3f( x1, y[0], 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a * alpha[3] );
|
|
meshBuilder.TexCoord2f( 0,0,1 );
|
|
meshBuilder.Position3f( x1, y[3], 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a * alpha[2] );
|
|
meshBuilder.TexCoord2f( 0,1,1 );
|
|
meshBuilder.Position3f( x2, y[2], 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a * alpha[1] );
|
|
meshBuilder.TexCoord2f( 0,1,0 );
|
|
meshBuilder.Position3f( x2, y[1], 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
break;
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws full screen damage fade
|
|
//-----------------------------------------------------------------------------
|
|
void CHudDODDamageIndicator::DrawFullscreenDamageIndicator()
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_WhiteAdditiveMaterial );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
|
|
int r = m_DmgFullscreenColor[0], g = m_DmgFullscreenColor[1], b = m_DmgFullscreenColor[2], a = m_DmgFullscreenColor[3];
|
|
|
|
float wide = GetWide(), tall = GetTall();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a );
|
|
meshBuilder.TexCoord2f( 0,0,0 );
|
|
meshBuilder.Position3f( 0.0f, 0.0f, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a );
|
|
meshBuilder.TexCoord2f( 0,1,0 );
|
|
meshBuilder.Position3f( wide, 0.0f, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a );
|
|
meshBuilder.TexCoord2f( 0,1,1 );
|
|
meshBuilder.Position3f( wide, tall, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color4ub( r, g, b, a );
|
|
meshBuilder.TexCoord2f( 0,0,1 );
|
|
meshBuilder.Position3f( 0.0f, tall, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Paints the damage display
|
|
//-----------------------------------------------------------------------------
|
|
void CHudDODDamageIndicator::Paint()
|
|
{
|
|
// draw fullscreen damage indicators
|
|
DrawFullscreenDamageIndicator();
|
|
|
|
// draw side damage indicators
|
|
DrawDamageIndicator(0);
|
|
DrawDamageIndicator(1);
|
|
}
|
|
|
|
// NVNT - hacky way of passing damage
|
|
static long lastDamage_s = 0;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message handler for Damage message
|
|
//-----------------------------------------------------------------------------
|
|
void CHudDODDamageIndicator::MsgFunc_Damage( bf_read &msg )
|
|
{
|
|
int damageTaken = msg.ReadByte(); // health
|
|
long bitsDamage = msg.ReadLong(); // damage bits
|
|
|
|
Vector vecFrom;
|
|
msg.ReadBitVec3Coord( vecFrom );
|
|
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
Vector vecDelta = (vecFrom - MainViewOrigin());
|
|
VectorNormalize( vecDelta );
|
|
|
|
if ( damageTaken > 0 )
|
|
{
|
|
// see which quandrant the effect is in
|
|
float angle;
|
|
GetDamagePosition( vecDelta, &angle );
|
|
|
|
// see which effect to play
|
|
DamageAnimation_t *dmgAnim = g_DamageAnimations;
|
|
for ( ; dmgAnim->name != NULL; ++dmgAnim )
|
|
{
|
|
if ( dmgAnim->bitsDamage && !(bitsDamage & dmgAnim->bitsDamage) )
|
|
continue;
|
|
|
|
if ( dmgAnim->angleMinimum && angle < dmgAnim->angleMinimum )
|
|
continue;
|
|
|
|
if ( dmgAnim->angleMaximum && angle > dmgAnim->angleMaximum )
|
|
continue;
|
|
|
|
// we have a match, break
|
|
break;
|
|
}
|
|
|
|
if ( dmgAnim->name )
|
|
{
|
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( dmgAnim->name );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Convert a damage position in world units to the screen's units
|
|
//-----------------------------------------------------------------------------
|
|
void CHudDODDamageIndicator::GetDamagePosition( const Vector &vecDelta, float *flRotation )
|
|
{
|
|
float flRadius = 360.0f;
|
|
|
|
// Player Data
|
|
Vector playerPosition = MainViewOrigin();
|
|
QAngle playerAngles = MainViewAngles();
|
|
|
|
Vector forward, right, up(0,0,1);
|
|
AngleVectors (playerAngles, &forward, NULL, NULL );
|
|
forward.z = 0;
|
|
VectorNormalize(forward);
|
|
CrossProduct( up, forward, right );
|
|
float front = DotProduct(vecDelta, forward);
|
|
float side = DotProduct(vecDelta, right);
|
|
float top = DotProduct(vecDelta, up);
|
|
// NVNT pass damage. (use hap_damage amount to apply)
|
|
// do rotation
|
|
Vector hapDir(side,-top,front);
|
|
if ( haptics )
|
|
haptics->ApplyDamageEffect(((float)lastDamage_s), 0, hapDir);
|
|
|
|
float xpos = flRadius * -side;
|
|
float ypos = flRadius * -front;
|
|
|
|
// Get the rotation (yaw)
|
|
*flRotation = atan2(xpos, ypos) + M_PI;
|
|
*flRotation *= 180 / M_PI;
|
|
|
|
float yawRadians = -(*flRotation) * M_PI / 180.0f;
|
|
float ca = cos( yawRadians );
|
|
float sa = sin( yawRadians );
|
|
|
|
// Rotate it around the circle
|
|
xpos = (int)((ScreenWidth() / 2) + (flRadius * sa));
|
|
ypos = (int)((ScreenHeight() / 2) - (flRadius * ca));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: hud scheme settings
|
|
//-----------------------------------------------------------------------------
|
|
void CHudDODDamageIndicator::ApplySchemeSettings(vgui::IScheme *pScheme)
|
|
{
|
|
BaseClass::ApplySchemeSettings(pScheme);
|
|
SetPaintBackgroundEnabled(false);
|
|
|
|
int wide, tall;
|
|
GetHudSize(wide, tall);
|
|
SetSize(wide, tall);
|
|
}
|