nuclide/src/client/damage.c

85 lines
2.7 KiB
C

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
Damage_Draw(void)
{
vector center;
vector rel_pos;
float fw, fw_alpha;
float rt, rt_alpha;
if (pSeat->damage_alpha <= 0.0) {
return;
}
center = video_mins + (video_res / 2);
/* the pos relative to the player + view_dir determines which
* and how bright each indicator is drawn. so first get the relative
* position between us and the attacker, then calculate the strength
* of each direction based on a dotproduct tested against our
* camera direction.
*/
rel_pos = normalize(pSeat->damage_pos - getproperty(VF_ORIGIN));
makevectors(getproperty(VF_CL_VIEWANGLES));
fw = dotproduct(rel_pos, v_forward);
rt = dotproduct(rel_pos, v_right);
fw_alpha = fabs(fw) * pSeat->damage_alpha;
if (fw > 0.25f) {
drawpic(center + [-64,-102], "sprites/640_pain.spr_0.tga",
[128,48], [1,1,1], fw_alpha, DRAWFLAG_ADDITIVE);
} else if (fw < -0.25f) {
drawpic(center + [-64,70], "sprites/640_pain.spr_2.tga",
[128,48], [1,1,1], fw_alpha, DRAWFLAG_ADDITIVE);
}
rt_alpha = fabs(rt) * pSeat->damage_alpha;
if (rt > 0.25f) {
drawpic(center + [70,-64], "sprites/640_pain.spr_1.tga",
[48,128], [1,1,1], rt_alpha, DRAWFLAG_ADDITIVE);
} else if (rt < -0.25f) {
drawpic(center + [-102,-64], "sprites/640_pain.spr_3.tga",
[48,128], [1,1,1], rt_alpha, DRAWFLAG_ADDITIVE);
}
pSeat->damage_alpha -= clframetime;
}
/*
* engine specific callback for when dmg_ fields are set on the client side.
* might want to replace it at some point? probably not...
* hence why 'save' and 'take' are unused.
*/
float
CSQC_Parse_Damage(float save, float take, vector abs_pos)
{
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &seats[s];
/* FIXME: while a player shooting you from [0,0,0] is unlikely, it's
* not impossible. we only do this to lazily seperate players from
* entities belonging to world
*/
if (abs_pos) {
pSeat->damage_pos = abs_pos;
pSeat->damage_alpha = 1.0f;
}
return TRUE;
}