hl2_src-leak-2017/src/game/client/tf/tf_hud_health.cpp

314 lines
8.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implementation of CHudHealth class.
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hud_macros.h"
#include "view.h"
#include "iclientmode.h"
#include <KeyValues.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/Panel.h>
using namespace vgui;
#include "hudelement.h"
#include "hud_numericdisplay.h"
#include "ConVar.h"
#include "c_tf_player.h"
//=============================================================================
//
// TF Health Hud
//
class CHudHealth : public CHudElement, public CHudNumericDisplay
{
DECLARE_CLASS_SIMPLE( CHudHealth, CHudNumericDisplay );
public:
CHudHealth( const char *pElementName );
virtual void Init( void );
virtual void ApplySchemeSettings( IScheme *scheme );
virtual void Reset( void );
virtual void OnThink();
virtual bool ShouldDraw();
virtual void Paint( void );
private:
int m_nHealth;
CHudTexture *m_pHealthIcon;
float m_flHealthIconWidth;
float m_flHealthIconHeight;
CPanelAnimationVar( vgui::HFont, m_hHealthFont, "NumberFont", "HudNumbers" );
CPanelAnimationVarAliasType( float, health_xpos, "digit_xpos", "50", "proportional_float" );
CPanelAnimationVarAliasType( float, health_ypos, "digit_ypos", "2", "proportional_float" );
};
DECLARE_HUDELEMENT( CHudHealth );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudHealth::CHudHealth( const char *pElementName ) : CHudElement( pElementName ), CHudNumericDisplay( NULL, "HudHealth" )
{
m_nHealth = 0;
m_pHealthIcon = NULL;
m_flHealthIconHeight = 0;
m_flHealthIconWidth = 0;
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::Init()
{
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
if ( !pTFPlayer )
return;
m_nHealth = pTFPlayer->GetHealth();
SetDisplayValue( m_nHealth );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::ApplySchemeSettings( IScheme *scheme )
{
// Fall back to base.
BaseClass::ApplySchemeSettings( scheme );
// Setup the health icon.
if( !m_pHealthIcon )
{
m_pHealthIcon = gHUD.GetIcon( "health_icon" );
}
if( m_pHealthIcon )
{
m_flHealthIconHeight = GetTall() - YRES( 2 );
float flScale = m_flHealthIconHeight / static_cast<float>( m_pHealthIcon->Height() );
m_flHealthIconWidth = flScale * static_cast<float>( m_pHealthIcon->Width() );
}
}
//-----------------------------------------------------------------------------
// Purpose: reset health to normal color at round restart
//-----------------------------------------------------------------------------
void CHudHealth::Reset()
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HealthRestored" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::OnThink()
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// Never below zero.
int nHealth = MAX( pPlayer->GetHealth(), 0 );
// Only update the fade if we've changed health
if ( nHealth == m_nHealth )
return;
// We are badly injured.
if ( nHealth <= 25 )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HealthLow" );
}
// Got hit.
else if( nHealth < m_nHealth )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HealthTookDamage" );
}
// Gained health.
else if( nHealth > m_nHealth )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HealthRestored" );
}
m_nHealth = nHealth;
// SetDisplayValue( m_nHealth );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudHealth::ShouldDraw()
{
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
if ( !pTFPlayer )
return false;
return !pTFPlayer->IsObserver();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::Paint( void )
{
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
if ( !pTFPlayer )
return;
// Get the team color.
Color teamColor;
pTFPlayer->GetTeamColor( teamColor );
// Draw the health icon.
if( m_pHealthIcon )
{
m_pHealthIcon->DrawSelf( 0, 2, m_flHealthIconWidth, m_flHealthIconHeight, teamColor );
}
// Primary grenade count.
vgui::surface()->DrawSetTextColor( teamColor );
PaintNumbers( m_hHealthFont, health_xpos, health_ypos, m_nHealth );
PaintLabel();
}
//=============================================================================
//
// TF Armor Hud
//
class CHudArmor : public CHudElement, public CHudNumericDisplay
{
public:
DECLARE_CLASS_SIMPLE( CHudArmor, CHudNumericDisplay );
CHudArmor( const char *pName );
virtual void Init();
virtual void ApplySchemeSettings( IScheme *scheme );
virtual void OnThink();
virtual bool ShouldDraw();
virtual void Paint();
private:
int m_nArmor;
CHudTexture *m_pArmorIcon;
float m_flArmorIconWidth;
float m_flArmorIconHeight;
};
DECLARE_HUDELEMENT( CHudArmor );
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CHudArmor::CHudArmor( const char *pName ) : CHudNumericDisplay( NULL, "HudArmor" ), CHudElement( pName )
{
m_nArmor = 0;
m_pArmorIcon = NULL;
m_flArmorIconHeight = 0;
m_flArmorIconWidth = 0;
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::Init()
{
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
if ( !pTFPlayer )
return;
m_nArmor = pTFPlayer->ArmorValue();
SetDisplayValue( m_nArmor );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::ApplySchemeSettings( IScheme *scheme )
{
// Fall back to base.
BaseClass::ApplySchemeSettings( scheme );
// Setup the health icon.
if( !m_pArmorIcon )
{
m_pArmorIcon = gHUD.GetIcon( "shield_bright" );
}
if( m_pArmorIcon )
{
m_flArmorIconHeight = GetTall() - YRES( 2 );
float flScale = m_flArmorIconHeight / static_cast<float>( m_pArmorIcon->Height() );
m_flArmorIconWidth = flScale * static_cast<float>( m_pArmorIcon->Width() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::OnThink()
{
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
if ( !pTFPlayer )
return;
m_nArmor = pTFPlayer->ArmorValue();
SetDisplayValue( m_nArmor );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudArmor::ShouldDraw()
{
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
if ( !pTFPlayer )
return false;
// Running the experiment - no armor!
return ( pTFPlayer->ArmorValue() != 0 );
return !pTFPlayer->IsObserver();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::Paint()
{
// Draw the armor icon.
if( m_pArmorIcon )
{
m_pArmorIcon->DrawSelf( 0, 2, m_flArmorIconWidth, m_flArmorIconHeight, GetFgColor() );
}
// Base class paint.
BaseClass::Paint();
}