Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 <string.h>
#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;
}