]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_crosshairs.c
removed team colored crosshair feature, removed crosshair brightness cvar, renamed...
[xonotic/darkplaces.git] / r_crosshairs.c
index 042a42c9dfb6a4026f24d53b3114b2d5d0af8cd4..a32226d664df5444031de0fbce93b07eb38d1fc1 100644 (file)
@@ -1,51 +1,78 @@
-#include "quakedef.h"
 
-cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1"};
-cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1"};
-cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2"};
-cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1"};
-cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1"};
+#include "quakedef.h"
+#include "cl_collision.h"
 
-// must match NUMCROSSHAIRS in gl_draw.c
-#define NUMCROSSHAIRS 5
+cvar_t crosshair_color_red = {CVAR_SAVE, "crosshair_color_red", "1", "customizable crosshair color"};
+cvar_t crosshair_color_green = {CVAR_SAVE, "crosshair_color_green", "0", "customizable crosshair color"};
+cvar_t crosshair_color_blue = {CVAR_SAVE, "crosshair_color_blue", "0", "customizable crosshair color"};
+cvar_t crosshair_color_alpha = {CVAR_SAVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"};
+cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1", "adjusts size of the crosshair on the screen"};
+cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "1", "if 1 the crosshair is a 2D overlay, if 0 it is a sprite in the world indicating where your weapon will hit in standard quake mods (if the mod has the weapon somewhere else this won't be accurate)"};
 
 void R_Crosshairs_Init(void)
 {
-       Cvar_RegisterVariable(&crosshair_brightness);
-       Cvar_RegisterVariable(&crosshair_alpha);
-       Cvar_RegisterVariable(&crosshair_flashspeed);
-       Cvar_RegisterVariable(&crosshair_flashrange);
+       Cvar_RegisterVariable(&crosshair_color_red);
+       Cvar_RegisterVariable(&crosshair_color_green);
+       Cvar_RegisterVariable(&crosshair_color_blue);
+       Cvar_RegisterVariable(&crosshair_color_alpha);
        Cvar_RegisterVariable(&crosshair_size);
+       Cvar_RegisterVariable(&crosshair_static);
+}
+
+void R_DrawWorldCrosshair(void)
+{
+       int num;
+       cachepic_t *pic;
+       vec3_t v1, v2, spriteorigin;
+       vec_t spritescale;
+       trace_t trace;
+       if (r_letterbox.value)
+               return;
+       if (crosshair_static.integer)
+               return;
+       num = crosshair.integer;
+       if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
+               return;
+       if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
+               return;
+       pic = r_crosshairs[num];
+       if (!pic)
+               return;
+
+       // trace the shot path up to a certain distance
+       Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, v1);
+       v1[2] += 16; // HACK: this depends on the QC
+
+       // get the forward vector for the gun (not the view)
+       AngleVectors(cl.viewangles, v2, NULL, NULL);
+       //VectorCopy(r_view.origin, v1);
+       VectorMA(v1, 8192, v2, v2);
+       trace = CL_TraceBox(v1, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
+       spritescale = trace.fraction * (8192.0f / 40.0f) * crosshair_size.value;
+       VectorCopy(trace.endpos, spriteorigin);
+
+       // draw the sprite
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_view.right, r_view.up, spritescale, -spritescale, -spritescale, spritescale, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value);
 }
 
-void DrawCrosshair(int num)
+void R_Draw2DCrosshair(void)
 {
-       int i;
-       byte *color;
-       float scale, base;
-       char *picname;
+       int num;
        cachepic_t *pic;
-       if (num < 0 || num >= NUMCROSSHAIRS)
-               num = 0;
-       if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
-       {
-               i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
-               if (i >= 208 && i < 224) // blue
-                       i += 8;
-               else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
-                       i += 15;
-       }
-       else
-               i = 15;
-       color = (byte *) &d_8to24table[i];
-       if (crosshair_flashspeed.value >= 0.01f)
-               base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
-       else
-               base = 0.0f;
-       scale = crosshair_brightness.value * (1.0f / 255.0f);
-       picname = va("gfx/crosshair%i.tga", num + 1);
-       pic = Draw_CachePic(picname);
+       if (r_letterbox.value)
+               return;
+       if (!crosshair_static.integer)
+               return;
+       num = crosshair.integer;
+       if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
+               return;
+       if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
+               return;
+       pic = r_crosshairs[num];
        if (pic)
-               DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
+               DrawQ_Pic((vid_conwidth.integer - pic->width * crosshair_size.value) * 0.5f, (vid_conheight.integer - pic->height * crosshair_size.value) * 0.5f, pic, pic->width * crosshair_size.value, pic->height * crosshair_size.value, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value, 0);
 }
 
+
+
+