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//========= 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 "sourcevr/isourcevirtualreality.h"
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: HDU Damage indication
//-----------------------------------------------------------------------------
class CHudDamageIndicator : public CHudElement, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudDamageIndicator, vgui::Panel );
public: CHudDamageIndicator( 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( CHudDamageIndicator ); DECLARE_HUD_MESSAGE( CHudDamageIndicator, 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[] = { { "HudTakeDamageDrown", DMG_DROWN, ANGLE_ANY, ANGLE_ANY, DAMAGE_ANY }, { "HudTakeDamagePoison", DMG_POISON, ANGLE_ANY, ANGLE_ANY, DAMAGE_ANY }, { "HudTakeDamageBurn", DMG_BURN, ANGLE_ANY, ANGLE_ANY, DAMAGE_ANY }, { "HudTakeDamageRadiation", DMG_RADIATION, ANGLE_ANY, ANGLE_ANY, DAMAGE_ANY }, { "HudTakeDamageRadiation", DMG_ACID, ANGLE_ANY, ANGLE_ANY, DAMAGE_ANY },
{ "HudTakeDamageHighLeft", DMG_ANY, 45.0f, 135.0f, DAMAGE_HIGH }, { "HudTakeDamageHighRight", DMG_ANY, 225.0f, 315.0f, DAMAGE_HIGH }, { "HudTakeDamageHigh", DMG_ANY, ANGLE_ANY, ANGLE_ANY, DAMAGE_HIGH }, { "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
//-----------------------------------------------------------------------------
CHudDamageIndicator::CHudDamageIndicator( 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 CHudDamageIndicator::Reset( void ) { m_DmgColorLeft[3] = 0; m_DmgColorRight[3] = 0; m_DmgHighColorLeft[3] = 0; m_DmgHighColorRight[3] = 0; m_DmgFullscreenColor[3] = 0; }
void CHudDamageIndicator::Init( void ) { HOOK_HUD_MESSAGE( CHudDamageIndicator, Damage ); }
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudDamageIndicator::ShouldDraw( void ) { bool bNeedsDraw = m_DmgColorLeft[3] || m_DmgColorRight[3] || m_DmgHighColorLeft[3] || m_DmgHighColorRight[3] || m_DmgFullscreenColor[3];
return ( bNeedsDraw && CHudElement::ShouldDraw() ); }
//-----------------------------------------------------------------------------
// Purpose: Draws a damage quad
//-----------------------------------------------------------------------------
void CHudDamageIndicator::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; if (side == 1) { 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(); } else { 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(); }
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Purpose: Draws full screen damage fade
//-----------------------------------------------------------------------------
void CHudDamageIndicator::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 CHudDamageIndicator::Paint() { // draw fullscreen damage indicators
DrawFullscreenDamageIndicator();
// draw side damage indicators
DrawDamageIndicator(0); DrawDamageIndicator(1); }
//-----------------------------------------------------------------------------
// Purpose: Message handler for Damage message
//-----------------------------------------------------------------------------
void CHudDamageIndicator::MsgFunc_Damage( bf_read &msg ) { int armor = msg.ReadByte(); // armor
int damageTaken = msg.ReadByte(); // health
long bitsDamage = msg.ReadLong(); // damage bits
Vector vecFrom;
vecFrom.x = msg.ReadFloat(); vecFrom.y = msg.ReadFloat(); vecFrom.z = msg.ReadFloat();
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// player has just died, just run the dead damage animation
if ( pPlayer->GetHealth() <= 0 ) { g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HudPlayerDeath" ); return; }
// ignore damage without direction
// this should never happen, unless it's drowning damage,
// or the player is forcibly killed, handled above
if ( vecFrom == vec3_origin && !(bitsDamage & DMG_DROWN)) return;
Vector vecDelta = (vecFrom - MainViewOrigin()); VectorNormalize( vecDelta );
int highDamage = DAMAGE_LOW; if ( damageTaken > 25 ) { highDamage = DAMAGE_HIGH; }
// if we have no suit, all damage is high
if ( !pPlayer->IsSuitEquipped() ) { highDamage = DAMAGE_HIGH; }
if ( damageTaken > 0 || armor > 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;
if ( dmgAnim->damage && dmgAnim->damage != highDamage ) 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 CHudDamageIndicator::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 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)((GetWide() / 2) + (flRadius * sa)); ypos = (int)((GetTall() / 2) - (flRadius * ca)); }
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudDamageIndicator::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetPaintBackgroundEnabled(false);
int vx, vy, vw, vh; vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh );
SetForceStereoRenderToFrameBuffer( true );
if( UseVR() ) { m_flDmgY = 0.125f * (float)vh; m_flDmgTall1 = 0.625f * (float)vh; m_flDmgTall2 = 0.4f * (float)vh; m_flDmgWide = 0.1f * (float)vw; }
SetSize(vw, vh); }
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