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63152f3283
Not sure how or why it happened, but the code was causing the bow to use wrong cross hairs, and auto weapon switch. I believe there was a mistake on my end when cleaning up the code in the player.cpp and playercursor.cpp files. Additionally having a second weapon to use the soul cube hud notice is not needed as the planned weapon is not happening anytime soon.
175 lines
5.4 KiB
C++
175 lines
5.4 KiB
C++
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#include "Game_local.h"
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#include "Player.h"
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#include "PlayerCursor.h"
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#include "renderer/ModelManager.h"
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/*
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===============
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idPlayerCursor::idPlayerCursor
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===============
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*/
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idPlayerCursor::idPlayerCursor() {
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cursorHandle = -1;
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created = false;
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}
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/*
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===============
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idPlayerCursor::~idPlayerCursor
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===============
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*/
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idPlayerCursor::~idPlayerCursor() {
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FreeCursor();
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}
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/*
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===============
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idPlayerCursor::FreeCursor
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===============
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Post: tells the game render world to free the cross hair entity, sets the cursor
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handle to -1 and sets created to false
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*/
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void idPlayerCursor::FreeCursor( void ) {
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if ( cursorHandle != - 1 ) {
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gameRenderWorld->FreeEntityDef( cursorHandle );
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cursorHandle = -1;
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created = false;
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}
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}
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/*
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===============
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idPlayerCursor::Draw
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===============
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*/
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void idPlayerCursor::Draw( const idVec3 &origin, const idMat3 &axis,const char *material) {
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idPlayer *localPlayer = gameLocal.GetLocalPlayer();
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trace_t tr;
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float distance = 60;
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float length;
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float zoomMult; //ivan
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//detemine the point at which the weapon is aiming
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idAngles angle = axis.ToAngles();
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idVec3 endPos = (origin + (angle.ToForward() * 120000.0f));
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gameLocal.clip.TracePoint(tr,origin,endPos,MASK_SHOT_RENDERMODEL,localPlayer);
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endPos = tr.endpos;
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//find the distance from the camera to the point at which the weapon is aiming
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idMat3 cameraAxis = localPlayer->GetRenderView()->viewaxis;
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idVec3 cameraOrigin = localPlayer->GetRenderView()->vieworg;
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idVec3 vectorLength = endPos - cameraOrigin;
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length = vectorLength.Length();
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zoomMult = 90.0f/localPlayer->CalcFov( true ); //ivan
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//gameLocal.Printf( "zoom: %f\n",zoomMult ); //ivan
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length = zoomMult*distance/length; //ivan - zoomMult forces constant cursor size
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//linearly interpolate 5 feet between the camera position and the point at which the weapon is aiming
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endPos.Lerp(cameraOrigin,endPos,length);
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/*
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//ivan start
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idVec3 localDir;
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idVec3 dir;
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dir = endPos - cameraOrigin; //vettore da camera a dest
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dir.NormalizeFast();
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cameraAxis.ProjectVector( dir, localDir ); //proietto su piano telecamera
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idAngles destLookAng;
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destLookAng = (endPos - cameraOrigin).ToAngles().Normalize180();
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idAngles cameraLookAng;
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cameraLookAng = cameraAxis.ToAngles().Normalize180();
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//fix
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if( destLookAng[0] < -70 ){ //if it goes beyond this value all is wrong! Don't know why.
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destLookAng[1] = 90;
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cameraLookAng[1] = 89;
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}
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idAngles deltaLookAng;
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deltaLookAng = (destLookAng - cameraLookAng).Normalize180();
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gameLocal.Printf("destLookAng: %s\n", destLookAng.ToString() );
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gameLocal.Printf("cameraLookAng: %s\n", cameraLookAng.ToString() );
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gameLocal.Printf("delta: %s\n", deltaLookAng.ToString() );
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//x: lungo su/gi<67> retta. 0 = centro, pos = mirino sotto, neg = mirino sopra
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//y: pos = quanto sx
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//z: 0
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int cposx = (int) (320 - 320 * ( deltaLookAng[1] / 90.0f ));
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int cposy = (int) (240 + 240 * ( deltaLookAng[0] / 45.0f ));
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gameLocal.Printf("cposx: %d, cposy: %d\n", cposx, cposy );
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localPlayer->cursor->SetStateInt( "cposx", cposx );
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localPlayer->cursor->SetStateInt( "cposy", cposy );
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localPlayer->cursor->StateChanged( gameLocal.time );
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//red: weapon
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gameRenderWorld->DebugLine( colorRed, origin, endPos, gameLocal.msec );
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//yellow: camera
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gameRenderWorld->DebugLine( colorYellow, origin , cameraOrigin + cameraAxis[ 0 ] * 64.0f, gameLocal.msec );
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//ivan end
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*/
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if ( !CreateCursor(localPlayer, endPos, cameraAxis,material )) {
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UpdateCursor(localPlayer, endPos, cameraAxis);
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}
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}
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/*
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===============
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idPlayerCursor::CreateCursor
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===============
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*/
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bool idPlayerCursor::CreateCursor( idPlayer *player, const idVec3 &origin, const idMat3 &axis, const char *material ) {
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const char *mtr = material;
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int out = cursorHandle;
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if ( out >= 0 ) {
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return false;
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}
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FreeCursor();
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memset( &renderEnt, 0, sizeof( renderEnt ) );
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renderEnt.origin = origin;
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renderEnt.axis = axis;
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renderEnt.shaderParms[ SHADERPARM_RED ] = 1.0f;
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renderEnt.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
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renderEnt.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
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renderEnt.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
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renderEnt.shaderParms[ SHADERPARM_SPRITE_WIDTH ] = 7.0f;
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renderEnt.shaderParms[ SHADERPARM_SPRITE_HEIGHT ] = 7.0f;
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renderEnt.hModel = renderModelManager->FindModel( "_sprite" );
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renderEnt.callback = NULL;
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renderEnt.numJoints = 0;
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renderEnt.joints = NULL;
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renderEnt.customSkin = 0;
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renderEnt.noShadow = true;
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renderEnt.noSelfShadow = true;
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renderEnt.customShader = declManager->FindMaterial( mtr );
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renderEnt.referenceShader = 0;
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renderEnt.bounds = renderEnt.hModel->Bounds( &renderEnt );
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cursorHandle = gameRenderWorld->AddEntityDef( &renderEnt );
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//AddRenderGui( temp, &renderEnt->gui[ 0 ], args ); //ivan
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//renderEnt.gui[ 0 ] = uiManager->FindGui( "guis/cursor.gui", false, false ); //ivan test
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//if(renderEnt.gui[ 0 ] == NULL) gameLocal.Printf( "renderEnt.gui[ 0 ] == NULL\n"); //ivan test
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return false;
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}
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/*
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===============
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idPlayerCursor::UpdateCursor
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===============
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*/
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void idPlayerCursor::UpdateCursor(idPlayer* player, const idVec3 &origin, const idMat3 &axis) {
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assert( cursorHandle >= 0 );
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renderEnt.origin = origin;
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renderEnt.axis = axis;
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gameRenderWorld->UpdateEntityDef( cursorHandle, &renderEnt );
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}
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