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