mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-12-18 00:21:15 +00:00
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++
|
||
#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);
|
||
|
||
/*
|
||
//ivan start
|
||
idVec3 localDir;
|
||
idVec3 dir;
|
||
dir = endPos - cameraOrigin; //vettore da camera a dest
|
||
dir.NormalizeFast();
|
||
cameraAxis.ProjectVector( dir, localDir ); //proietto su piano telecamera
|
||
|
||
idAngles destLookAng;
|
||
destLookAng = (endPos - cameraOrigin).ToAngles().Normalize180();
|
||
|
||
idAngles cameraLookAng;
|
||
cameraLookAng = cameraAxis.ToAngles().Normalize180();
|
||
|
||
//fix
|
||
if( destLookAng[0] < -70 ){ //if it goes beyond this value all is wrong! Don't know why.
|
||
destLookAng[1] = 90;
|
||
cameraLookAng[1] = 89;
|
||
}
|
||
|
||
idAngles deltaLookAng;
|
||
deltaLookAng = (destLookAng - cameraLookAng).Normalize180();
|
||
|
||
gameLocal.Printf("destLookAng: %s\n", destLookAng.ToString() );
|
||
gameLocal.Printf("cameraLookAng: %s\n", cameraLookAng.ToString() );
|
||
gameLocal.Printf("delta: %s\n", deltaLookAng.ToString() );
|
||
//x: lungo su/gi<67> retta. 0 = centro, pos = mirino sotto, neg = mirino sopra
|
||
//y: pos = quanto sx
|
||
//z: 0
|
||
|
||
int cposx = (int) (320 - 320 * ( deltaLookAng[1] / 90.0f ));
|
||
int cposy = (int) (240 + 240 * ( deltaLookAng[0] / 45.0f ));
|
||
|
||
gameLocal.Printf("cposx: %d, cposy: %d\n", cposx, cposy );
|
||
|
||
localPlayer->cursor->SetStateInt( "cposx", cposx );
|
||
localPlayer->cursor->SetStateInt( "cposy", cposy );
|
||
localPlayer->cursor->StateChanged( gameLocal.time );
|
||
|
||
|
||
//red: weapon
|
||
gameRenderWorld->DebugLine( colorRed, origin, endPos, gameLocal.msec );
|
||
//yellow: camera
|
||
gameRenderWorld->DebugLine( colorYellow, origin , cameraOrigin + cameraAxis[ 0 ] * 64.0f, gameLocal.msec );
|
||
|
||
//ivan end
|
||
*/
|
||
|
||
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 );
|
||
}
|