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-rw-r--r--game/client/dod/dod_hud_damageindicator.cpp425
1 files changed, 425 insertions, 0 deletions
diff --git a/game/client/dod/dod_hud_damageindicator.cpp b/game/client/dod/dod_hud_damageindicator.cpp
new file mode 100644
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+++ b/game/client/dod/dod_hud_damageindicator.cpp
@@ -0,0 +1,425 @@
+//========= 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);
+}