dhewm3-sdk/game/PlayerCursor.cpp
revility 451cb994ee Removed commented out code
Removed commented out code.  Was from very old cross hair system back in the early 2000's.
2018-10-21 04:31:15 +02:00

127 lines
3.9 KiB
C++

#include "Game_local.h"
#include "Player.h"
#include "PlayerCursor.h"
#include "renderer/ModelManager.h"
/*
===============
idPlayerCursor::idPlayerCursor
===============
*/
idPlayerCursor::idPlayerCursor() {
cursorHandle = -1;
created = false;
}
/*
===============
idPlayerCursor::~idPlayerCursor
===============
*/
idPlayerCursor::~idPlayerCursor() {
FreeCursor();
}
/*
===============
idPlayerCursor::FreeCursor
===============
Post: tells the game render world to free the cross hair entity, sets the cursor
handle to -1 and sets created to false
*/
void idPlayerCursor::FreeCursor( void ) {
if ( cursorHandle != - 1 ) {
gameRenderWorld->FreeEntityDef( cursorHandle );
cursorHandle = -1;
created = false;
}
}
/*
===============
idPlayerCursor::Draw
===============
*/
void idPlayerCursor::Draw( const idVec3 &origin, const idMat3 &axis,const char *material) {
idPlayer *localPlayer = gameLocal.GetLocalPlayer();
trace_t tr;
float distance = 60;
float length;
float zoomMult; //ivan
//detemine the point at which the weapon is aiming
idAngles angle = axis.ToAngles();
idVec3 endPos = (origin + (angle.ToForward() * 120000.0f));
gameLocal.clip.TracePoint(tr,origin,endPos,MASK_SHOT_RENDERMODEL,localPlayer);
endPos = tr.endpos;
//find the distance from the camera to the point at which the weapon is aiming
idMat3 cameraAxis = localPlayer->GetRenderView()->viewaxis;
idVec3 cameraOrigin = localPlayer->GetRenderView()->vieworg;
idVec3 vectorLength = endPos - cameraOrigin;
length = vectorLength.Length();
zoomMult = 90.0f/localPlayer->CalcFov( true ); //ivan
//gameLocal.Printf( "zoom: %f\n",zoomMult ); //ivan
length = zoomMult*distance/length; //ivan - zoomMult forces constant cursor size
//linearly interpolate 5 feet between the camera position and the point at which the weapon is aiming
endPos.Lerp(cameraOrigin,endPos,length);
if ( !CreateCursor(localPlayer, endPos, cameraAxis,material )) {
UpdateCursor(localPlayer, endPos, cameraAxis);
}
}
/*
===============
idPlayerCursor::CreateCursor
===============
*/
bool idPlayerCursor::CreateCursor( idPlayer *player, const idVec3 &origin, const idMat3 &axis, const char *material ) {
const char *mtr = material;
int out = cursorHandle;
if ( out >= 0 ) {
return false;
}
FreeCursor();
memset( &renderEnt, 0, sizeof( renderEnt ) );
renderEnt.origin = origin;
renderEnt.axis = axis;
renderEnt.shaderParms[ SHADERPARM_RED ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_SPRITE_WIDTH ] = 7.0f;
renderEnt.shaderParms[ SHADERPARM_SPRITE_HEIGHT ] = 7.0f;
renderEnt.hModel = renderModelManager->FindModel( "_sprite" );
renderEnt.callback = NULL;
renderEnt.numJoints = 0;
renderEnt.joints = NULL;
renderEnt.customSkin = 0;
renderEnt.noShadow = true;
renderEnt.noSelfShadow = true;
renderEnt.customShader = declManager->FindMaterial( mtr );
renderEnt.referenceShader = 0;
renderEnt.bounds = renderEnt.hModel->Bounds( &renderEnt );
cursorHandle = gameRenderWorld->AddEntityDef( &renderEnt );
//AddRenderGui( temp, &renderEnt->gui[ 0 ], args ); //ivan
//renderEnt.gui[ 0 ] = uiManager->FindGui( "guis/cursor.gui", false, false ); //ivan test
//if(renderEnt.gui[ 0 ] == NULL) gameLocal.Printf( "renderEnt.gui[ 0 ] == NULL\n"); //ivan test
return false;
}
/*
===============
idPlayerCursor::UpdateCursor
===============
*/
void idPlayerCursor::UpdateCursor(idPlayer* player, const idVec3 &origin, const idMat3 &axis) {
assert( cursorHandle >= 0 );
renderEnt.origin = origin;
renderEnt.axis = axis;
gameRenderWorld->UpdateEntityDef( cursorHandle, &renderEnt );
}