/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "stdio.h" #include "stdlib.h" #include "math.h" #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include #include "triangleapi.h" #include "pm_shared.h" #include "pm_defs.h" #include "pmtrace.h" extern bool bDrawScope; extern vec3_t v_origin; // last view origin extern vec3_t v_angles; // last view angle extern vec3_t v_cl_angles; // last client/mouse angle extern vec3_t v_sim_org; // last sim origin int CHudScope::DrawScope() { if( !bDrawScope ) return 1; if (!m_hSprite) m_hSprite = SPR_Load("sprites/scopeborder.spr"); int halfScopeHeight = ScreenHeight / 2; int halfScopeWidth = halfScopeHeight; int x, y; struct model_s* hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer(m_hSprite); gEngfuncs.pTriAPI->RenderMode(kRenderTransTexture); //additive // // Top left Half scope. // x = ScreenWidth / 2 - halfScopeWidth; y = 0; gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 0); gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 ); gEngfuncs.pTriAPI->CullFace(TRI_NONE); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.3f, 0.3f); // 0 0 gEngfuncs.pTriAPI->Vertex3f(x, y, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.3f, 1.0f); // 0 1 gEngfuncs.pTriAPI->Vertex3f(x, y + halfScopeHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); // 1 1 gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y + halfScopeHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.3f); // 1 0 gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y, 0); gEngfuncs.pTriAPI->End(); // // Top right Half scope. // x = ScreenWidth / 2; y = 0; gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 1); gEngfuncs.pTriAPI->CullFace(TRI_NONE); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.3f); gEngfuncs.pTriAPI->Vertex3f(x, y, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(x, y + halfScopeHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(0.7f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y + halfScopeHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(0.7f, 0.3f); gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y, 0); gEngfuncs.pTriAPI->End(); // // Bottom left Half scope. // x = ScreenWidth / 2 - halfScopeWidth; y = ScreenHeight / 2; gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 2); gEngfuncs.pTriAPI->CullFace(TRI_NONE); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.3f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(x, y, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.3f, 0.7f); gEngfuncs.pTriAPI->Vertex3f(x, y + halfScopeHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.7f); gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y + halfScopeHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y, 0); gEngfuncs.pTriAPI->End(); // // Bottom right Half scope. // x = ScreenWidth / 2; y = ScreenHeight / 2; gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 3); gEngfuncs.pTriAPI->CullFace(TRI_NONE); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(x, y, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.7f); gEngfuncs.pTriAPI->Vertex3f(x, y + halfScopeHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(0.7f, 0.7f); gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y + halfScopeHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(0.7f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y, 0); gEngfuncs.pTriAPI->End(); gEngfuncs.pTriAPI->RenderMode(kRenderNormal); // normal gEngfuncs.pTriAPI->Color4f(1.0, 0.0, 0.0, 1.0); int w = ScreenWidth / 2 - halfScopeWidth + 5; // // Left black bar // gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 0); gEngfuncs.pTriAPI->CullFace(TRI_NONE); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(0, 0, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(0, ScreenHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(w, ScreenHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(w, 0, 0); gEngfuncs.pTriAPI->End(); x = ScreenWidth / 2 + halfScopeWidth - 5; // // Right black bar // gEngfuncs.pTriAPI->CullFace(TRI_NONE); gEngfuncs.pTriAPI->Begin(TRI_QUADS); gEngfuncs.pTriAPI->Color4f(0.0, 1.0, 0.0, 1.0); //top left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(x, 0, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(x, ScreenHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, ScreenHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, 0, 0); gEngfuncs.pTriAPI->End(); gEngfuncs.pTriAPI->RenderMode(kRenderNormal); //return to normal vec3_t forward; AngleVectors(v_angles, forward, NULL, NULL); VectorScale(forward, 1024, forward); VectorAdd(forward, v_origin, forward); pmtrace_t * trace = gEngfuncs.PM_TraceLine(v_origin, forward, PM_TRACELINE_PHYSENTSONLY, 2, -1); float dist = (trace->endpos - v_origin).Length(); float meters = dist * 0.021527f; // Convert hammer units to meters. char szDistance[16]; sprintf(szDistance, "%.2f m", meters); int len = strlen(szDistance); int x1, y1; x = ScreenWidth / 2 + ((float)halfScopeWidth * 0.7f); y = ScreenHeight / 2 - ((float)halfScopeHeight * 0.0625f); x1 = x + 1; y1 = y + 1; char c; int i; int r, g, b; r = g = b = 15; for (i = 0; i < len; i++) { TextMessageDrawChar(x1, y1, szDistance[i], r, g, b); c = szDistance[i]; x1 += gHUD.m_scrinfo.charWidths[c]; } r = 255; g = b = 0; for (i = 0; i < len; i++) { TextMessageDrawChar(x, y, szDistance[i], r, g, b); c = szDistance[i]; x += gHUD.m_scrinfo.charWidths[c]; } // gEngfuncs.Con_Printf("CMLWBR trace distance: %.3f\n", meters); return 1; }