TombEngine/TR5Main/Game/health.cpp

285 lines
5.5 KiB
C++

#include "framework.h"
#include "Game/health.h"
#include "Game/animation.h"
#include "Game/camera.h"
#include "Game/control/control.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara_tests.h"
#include "Game/pickup/pickup.h"
#include "Renderer/Renderer11.h"
#include "Specific/level.h"
using namespace TEN::Renderer;
short PickupX;
short PickupY;
short CurrentPickup;
DisplayPickup Pickups[MAX_COLLECTED_PICKUPS];
short PickupVel;
int OldHitPoints = LARA_HEALTH_MAX;
int HealthBarTimer = 40;
float HealthBar = OldHitPoints;
float MutateAmount = 0;
int FlashState = 0;
int FlashCount = 0;
int PoisonFlag = 0;
extern RendererHUDBar* g_HealthBar;
extern RendererHUDBar* g_DashBar;
extern RendererHUDBar* g_AirBar;
bool EnableSmoothHealthBar = true;
void DrawHealthBarOverlay(ITEM_INFO* item, int value)
{
auto* lara = GetLaraInfo(item);
if (CurrentLevel)
{
int color2 = 0;
if (lara->PoisonPotency)
color2 = 0xA0A000;
else
color2 = 0xA00000;
g_Renderer.drawBar(value, ::g_HealthBar, ID_HEALTH_BAR_TEXTURE, GlobalCounter, lara->PoisonPotency);
}
}
void DrawHealthBar(ITEM_INFO* item, float value)
{
auto* lara = GetLaraInfo(item);
if (CurrentLevel)
g_Renderer.drawBar(value, ::g_HealthBar, ID_HEALTH_BAR_TEXTURE, GlobalCounter, lara->PoisonPotency);
}
void UpdateHealthBar(ITEM_INFO* item, int flash)
{
auto* lara = GetLaraInfo(item);
auto HitPoints = item->HitPoints;
if (HitPoints < 0)
HitPoints = 0;
else if (HitPoints > LARA_HEALTH_MAX)
HitPoints = LARA_HEALTH_MAX;
// OPT: smoothly transition health bar display.
if (EnableSmoothHealthBar)
{
if (OldHitPoints != HitPoints)
{
MutateAmount += OldHitPoints - HitPoints;
OldHitPoints = HitPoints;
HealthBarTimer = 40;
}
if (HealthBar - MutateAmount < 0)
MutateAmount = HealthBar;
else if (HealthBar - MutateAmount > LARA_HEALTH_MAX)
MutateAmount = HealthBar - LARA_HEALTH_MAX;
HealthBar -= MutateAmount / 3;
MutateAmount -= MutateAmount / 3;
if (MutateAmount > -0.5f && MutateAmount < 0.5f)
{
MutateAmount = 0;
HealthBar = HitPoints;
}
}
// OG: discretely transition health bar display.
else
{
if (OldHitPoints != HitPoints)
{
OldHitPoints = HitPoints;
HealthBar = HitPoints;
HealthBarTimer = 40;
}
}
if (HealthBarTimer < 0)
HealthBarTimer = 0;
// Flash when at 1/4 capacity AND HP bar is not transitioning.
if (HealthBar <= LARA_HEALTH_MAX / 4)
{
if (!BinocularRange)
{
if (flash)
DrawHealthBar(item, HealthBar / LARA_HEALTH_MAX);
else
DrawHealthBar(item, 0);
}
else
{
if (flash)
DrawHealthBarOverlay(item, HealthBar / LARA_HEALTH_MAX);
else
DrawHealthBarOverlay(item, 0);
}
}
else if (HealthBarTimer > 0 || HealthBar <= 0 ||
lara->Control.HandStatus == HandStatus::WeaponReady &&
lara->Control.Weapon.GunType != LaraWeaponType::Torch ||
lara->PoisonPotency)
{
if (!BinocularRange)
DrawHealthBar(item, HealthBar / LARA_HEALTH_MAX);
else
DrawHealthBarOverlay(item, HealthBar / LARA_HEALTH_MAX);
}
if (PoisonFlag)
PoisonFlag--;
}
void DrawAirBar(float value)
{
if (CurrentLevel)
g_Renderer.drawBar(value, ::g_AirBar,ID_AIR_BAR_TEXTURE,0,0);
}
void UpdateAirBar(ITEM_INFO* item, int flash)
{
auto* lara = GetLaraInfo(item);
if (lara->Air == LARA_AIR_MAX || item->HitPoints <= 0)
return;
if (lara->Vehicle == NO_ITEM ||
g_Level.Items[lara->Vehicle].ObjectNumber != ID_UPV)
{
if (lara->Control.WaterStatus != WaterStatus::Underwater &&
lara->Control.WaterStatus != WaterStatus::TreadWater &&
!(TestEnvironment(ENV_FLAG_SWAMP, item) && lara->WaterSurfaceDist < -(CLICK(3) - 1)))
return;
}
int air = lara->Air;
if (air < 0)
air = 0;
else if (air > LARA_AIR_MAX)
air = LARA_AIR_MAX;
if (air <= (LARA_AIR_MAX / 4))
{
if (flash)
DrawAirBar(air / LARA_AIR_MAX);
else
DrawAirBar(0);
}
else
DrawAirBar(air / LARA_AIR_MAX);
}
void DrawSprintBar(float value)
{
if (CurrentLevel)
g_Renderer.drawBar(value, ::g_DashBar, ID_DASH_BAR_TEXTURE, 0, 0);
}
void UpdateSprintBar(ITEM_INFO* item)
{
auto* lara = GetLaraInfo(item);
if (lara->SprintEnergy < LARA_SPRINT_MAX)
DrawSprintBar(lara->SprintEnergy / LARA_SPRINT_MAX);
}
void DrawAllPickups()
{
auto* pickup = &Pickups[CurrentPickup];
if (pickup->Life > 0)
{
if (PickupX > 0)
PickupX += -PickupX >> 3;
else
pickup->Life--;
}
else if (pickup->Life == 0)
{
if (PickupX < 128)
{
if (PickupVel < 16)
PickupVel++;
PickupX += PickupVel;
}
else
{
pickup->Life = -1;
PickupVel = 0;
}
}
else
{
int i;
for (i = 0; i < MAX_COLLECTED_PICKUPS; i++)
{
if (Pickups[CurrentPickup].Life > 0)
break;
CurrentPickup++;
CurrentPickup &= (MAX_COLLECTED_PICKUPS - 1);
}
if (i == MAX_COLLECTED_PICKUPS)
{
CurrentPickup = 0;
return;
}
}
g_Renderer.drawPickup(Pickups[CurrentPickup].ObjectNumber);
}
void AddDisplayPickup(GAME_OBJECT_ID objectNumber)
{
auto* pickup = Pickups;
for (int i = 0; i < MAX_COLLECTED_PICKUPS; i++)
{
if (pickup->Life < 0)
{
pickup->Life = 45;
pickup->ObjectNumber = objectNumber;
break;
}
pickup++;
}
// No free slot found; pickup the object without displaying it.
PickedUpObject(objectNumber, 0);
}
void InitialisePickupDisplay()
{
for (int i = 0; i < MAX_COLLECTED_PICKUPS; i++)
Pickups[i].Life = -1;
PickupX = 128;
PickupY = 128;
PickupVel = 0;
CurrentPickup = 0;
}
int FlashIt()
{
if (FlashCount)
FlashCount--;
else
{
FlashState ^= 1;
FlashCount = 5;
}
return FlashState;
}