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8563f5b367
Code updates to support VS2017 compilation. Does not include project …
314 lines
7.3 KiB
C++
314 lines
7.3 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// util.cpp
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//
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// implementation of class-less helper functions
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//
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#include "stdio.h"
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#include "stdlib.h"
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#include "math.h"
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#include "hud.h"
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#include "cl_util.h"
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#include "common/cl_entity.h"
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#include <string.h>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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#include "pm_shared/pm_defs.h"
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#include "pm_shared/pm_shared.h"
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#include "pm_shared/pm_movevars.h"
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extern playermove_t *pmove;
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extern float HUD_GetFOV( void );
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vec3_t vec3_origin( 0, 0, 0 );
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extern vec3_t v_angles;
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//double sqrt(double x);
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//
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//float Length(const float *v)
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//{
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// int i;
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// float length;
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//
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// length = 0;
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// for (i=0 ; i< 3 ; i++)
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// length += v[i]*v[i];
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// length = sqrt (length); // FIXME
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//
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// return length;
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//}
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//
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//void VectorAngles( const float *forward, float *angles )
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//{
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// float tmp, yaw, pitch;
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//
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// if (forward[1] == 0 && forward[0] == 0)
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// {
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// yaw = 0;
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// if (forward[2] > 0)
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// pitch = 90;
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// else
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// pitch = 270;
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// }
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// else
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// {
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// yaw = (atan2(forward[1], forward[0]) * 180 / M_PI);
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// if (yaw < 0)
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// yaw += 360;
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//
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// tmp = sqrt (forward[0]*forward[0] + forward[1]*forward[1]);
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// pitch = (atan2(forward[2], tmp) * 180 / M_PI);
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// if (pitch < 0)
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// pitch += 360;
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// }
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//
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// angles[0] = pitch;
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// angles[1] = yaw;
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// angles[2] = 0;
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//}
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//
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//float VectorNormalize (float *v)
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//{
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// float length, ilength;
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//
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// length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
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// length = sqrt (length); // FIXME
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//
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// if (length)
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// {
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// ilength = 1/length;
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// v[0] *= ilength;
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// v[1] *= ilength;
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// v[2] *= ilength;
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// }
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//
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// return length;
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//
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//}
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//
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//void VectorInverse ( float *v )
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//{
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// v[0] = -v[0];
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// v[1] = -v[1];
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// v[2] = -v[2];
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//}
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//
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//void VectorScale (const float *in, float scale, float *out)
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//{
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// out[0] = in[0]*scale;
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// out[1] = in[1]*scale;
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// out[2] = in[2]*scale;
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//}
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//
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//void VectorMA (const float *veca, float scale, const float *vecb, float *vecc)
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//{
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// vecc[0] = veca[0] + scale*vecb[0];
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// vecc[1] = veca[1] + scale*vecb[1];
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// vecc[2] = veca[2] + scale*vecb[2];
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//}
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int ScreenHeight()
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{
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// CGC: Replace code when ready to fix overview map
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//int theViewport[4];
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//gHUD.GetViewport(theViewport);
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//return theViewport[3];
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return gHUD.m_scrinfo.iHeight;
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}
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// ScreenWidth returns the width of the screen, in pixels
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//#define ScreenWidth ( int theViewport[4]; gHUD.GetViewport(theViewport); return theViewport[2]; )
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int ScreenWidth()
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{
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//int theViewport[4];
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//gHUD.GetViewport(theViewport);
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//return theViewport[2];
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return gHUD.m_scrinfo.iWidth;
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}
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/*
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HSPRITE SPR_Load(const char* inSpriteName)
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{
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HSPRITE theSpriteHandle = gEngfuncs.pfnSPR_Load(inSpriteName);
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// Check for "Can't allocate 128 HUD sprites" crash
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ASSERT(theSpriteHandle < 128);
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return theSpriteHandle;
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}*/
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//-----------------------------------------------------------------------------
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// Purpose:
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// Given a field of view and mouse/screen positions as well as the current
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// render origin and angles, returns a unit vector through the mouse position
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// that can be used to trace into the world under the mouse click pixel.
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// Input : fov -
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// mousex -
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// mousey -
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// screenwidth -
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// screenheight -
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// vecRenderAngles -
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// c_x -
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// vpn -
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// vup -
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// 360.0 -
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//-----------------------------------------------------------------------------
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void CreatePickingRay( int mousex, int mousey, Vector& outVecPickingRay )
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{
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float dx, dy;
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float c_x, c_y;
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float dist;
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Vector vpn, vup, vright;
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// char gDebugMessage[256];
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float fovDegrees = gHUD.m_wsFOV;
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//cl_entity_s* theLocalEntity = gEngfuncs.GetLocalPlayer();
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//Vector vecRenderOrigin = theLocalEntity->origin;
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//Vector vecRenderAngles = theLocalEntity->angles;
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//Vector vecRenderAngles;
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vec3_t vecRenderAngles;
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//gEngfuncs.GetViewAngles((float*)vecRenderAngles);
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VectorCopy(v_angles, vecRenderAngles);
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//vec3_t theForward, theRight, theUp;
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//AngleVectors(v_angles, theForward, theRight, theUp);
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//ASSERT(v_angles.x == vecRenderAngles.x);
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//ASSERT(v_angles.y == vecRenderAngles.y);
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//ASSERT(v_angles.z == vecRenderAngles.z);
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c_x = ScreenWidth() / 2;
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c_y = ScreenHeight() / 2;
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dx = (float)mousex - c_x;
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// Invert Y
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dy = c_y - (float)mousey;
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// sprintf(gDebugMessage, "inMouseX/Y: %d/%d, dx/dy = %d/%d", (int)mousex, (int)mousey, (int)dx, (int)dy);
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// CenterPrint(gDebugMessage);
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// Convert view plane distance
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dist = c_x / tan( M_PI * fovDegrees / 360.0 );
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// Decompose view angles
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AngleVectors( vecRenderAngles, vpn, vright, vup );
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// Offset forward by view plane distance, and then by pixel offsets
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outVecPickingRay = vpn * dist + vright * ( dx ) + vup * ( dy );
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//sprintf(gDebugMessage, "outVecPickingRay: %.0f, %.0f, %.0f", outVecPickingRay.x, outVecPickingRay.y, outVecPickingRay.z);
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//CenterPrint(gDebugMessage);
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// Convert to unit vector
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VectorNormalize( outVecPickingRay );
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}
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void FillRGBAClipped(vgui::Panel* inPanel, int inStartX, int inStartY, int inWidth, int inHeight, int r, int g, int b, int a)
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{
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int thePanelXPos, thePanelYPos;
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inPanel->getPos(thePanelXPos, thePanelYPos);
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int thePanelWidth, thePanelHeight;
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inPanel->getSize(thePanelWidth, thePanelHeight);
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// Clip starting point
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inStartX = min(max(0, inStartX), thePanelWidth-1);
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inStartY = min(max(0, inStartY), thePanelHeight-1);
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// Clip width if it goes too far
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ASSERT(inWidth >= 0);
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ASSERT(inHeight >= 0);
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if(inStartX + inWidth >= thePanelWidth)
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{
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inWidth = max(0, thePanelWidth - inStartX);
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}
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if(inStartY + inHeight >= thePanelHeight)
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{
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inHeight = max(0, thePanelHeight - inStartY);
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}
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// Now we can draw
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FillRGBA(inStartX, inStartY, inWidth, inHeight, r, g, b, a);
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}
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AVHHSPRITE LoadSprite(const char *pszName)
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{
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int i;
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char sz[256];
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if (ScreenWidth() < 640)
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i = 320;
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else
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i = 640;
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sprintf(sz, pszName, i);
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return SPR_Load(sz);
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}
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bool LocalizeString(const char* inMessage, string& outputString)
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{
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#define kMaxLocalizedStringLength 1024
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bool theSuccess = false;
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char theInputString[kMaxLocalizedStringLength];
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char theOutputString[kMaxLocalizedStringLength];
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// Don't localize empty strings
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if(strcmp(inMessage, ""))
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{
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if(*inMessage != '#')
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{
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sprintf(theInputString, "#%s", inMessage);
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}
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else
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{
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sprintf(theInputString, "%s", inMessage);
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}
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if((CHudTextMessage::LocaliseTextString(theInputString, theOutputString, kMaxLocalizedStringLength) != NULL))
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{
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outputString = theOutputString;
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if(theOutputString[0] != '#')
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{
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theSuccess = true;
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}
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else
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{
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string theTempString = theOutputString;
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theTempString = theTempString.substr(1, theTempString.length());
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outputString = theTempString;
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}
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}
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else
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{
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outputString = string("err: ") + theInputString;
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}
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}
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return theSuccess;
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}
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