source-sdk-2013-mapbase/sp/src/game/client/hl2/hud_damageindicator.cpp
Joe Ludwig beaae8ac45 Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
2013-12-03 08:54:16 -08:00

462 lines
14 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 "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] = { m_flDmgY, m_flDmgY + insetY, m_flDmgY + m_flDmgTall1 - insetY, m_flDmgY + m_flDmgTall1 };
int alpha[4] = { 0.0f, 1.0f, 1.0f, 0.0f };
// 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);
}