hl2_src-leak-2017/src/game/client/hl2/hud_autoaim.cpp

472 lines
12 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "iclientmode.h"
#include "c_basehlplayer.h"
#include "view_scene.h"
#include "engine/IEngineSound.h"
#include "vgui_controls/AnimationController.h"
#include "vgui_controls/Controls.h"
#include "vgui_controls/Panel.h"
#include "vgui/ISurface.h"
#include "iviewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar hud_draw_active_reticle("hud_draw_active_reticle", "0" );
ConVar hud_draw_fixed_reticle("hud_draw_fixed_reticle", "0", FCVAR_ARCHIVE );
ConVar hud_autoaim_scale_icon( "hud_autoaim_scale_icon", "0" );
ConVar hud_autoaim_method( "hud_autoaim_method", "1" );
ConVar hud_reticle_scale("hud_reticle_scale", "1.0" );
ConVar hud_reticle_minalpha( "hud_reticle_minalpha", "125" );
ConVar hud_reticle_maxalpha( "hud_reticle_maxalpha", "255" );
ConVar hud_alpha_speed("hud_reticle_alpha_speed", "700" );
ConVar hud_magnetism("hud_magnetism", "0.3" );
enum
{
AUTOAIM_METHOD_RETICLE = 1,
AUTOAIM_METHOD_DRIFT,
};
using namespace vgui;
class CHUDAutoAim : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHUDAutoAim, vgui::Panel );
public:
CHUDAutoAim( const char *pElementName );
virtual ~CHUDAutoAim( void );
void ApplySchemeSettings( IScheme *scheme );
void Init( void );
void VidInit( void );
bool ShouldDraw( void );
virtual void OnThink();
virtual void Paint();
private:
void ResetAlpha() { m_alpha = 0; }
void ResetScale() { m_scale = 1.0f; }
void ResetPosition()
{
m_vecPos.x = ScreenWidth() / 2;
m_vecPos.y = ScreenHeight() / 2;
m_vecPos.z = 0;
}
Vector m_vecPos;
float m_alpha;
float m_scale;
float m_alphaFixed; // alpha value for the fixed element.
int m_textureID_ActiveReticle;
int m_textureID_FixedReticle;
};
DECLARE_HUDELEMENT( CHUDAutoAim );
CHUDAutoAim::CHUDAutoAim( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HUDAutoAim" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_CROSSHAIR );
m_textureID_ActiveReticle = -1;
m_textureID_FixedReticle = -1;
}
CHUDAutoAim::~CHUDAutoAim( void )
{
if ( vgui::surface() )
{
if ( m_textureID_ActiveReticle != -1 )
{
vgui::surface()->DestroyTextureID( m_textureID_ActiveReticle );
m_textureID_ActiveReticle = -1;
}
if ( m_textureID_FixedReticle != -1 )
{
vgui::surface()->DestroyTextureID( m_textureID_FixedReticle );
m_textureID_FixedReticle = -1;
}
}
}
void CHUDAutoAim::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false );
}
void CHUDAutoAim::Init( void )
{
ResetPosition();
ResetAlpha();
ResetScale();
}
void CHUDAutoAim::VidInit( void )
{
SetAlpha( 255 );
Init();
if ( m_textureID_ActiveReticle == -1 )
{
m_textureID_ActiveReticle = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_ActiveReticle, "vgui/hud/autoaim", true, false );
}
if ( m_textureID_FixedReticle == -1 )
{
m_textureID_FixedReticle = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_FixedReticle, "vgui/hud/xbox_reticle", true, false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHUDAutoAim::ShouldDraw( void )
{
#ifndef HL1_CLIENT_DLL
C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
if( !pLocalPlayer->m_HL2Local.m_bDisplayReticle )
{
return false;
}
}
#endif
return ( (hud_draw_fixed_reticle.GetBool() || hud_draw_active_reticle.GetBool()) && CHudElement::ShouldDraw() && !engine->IsDrawingLoadingImage() );
}
#define AUTOAIM_ALPHA_UP_SPEED 1000
#define AUTOAIM_ALPHA_DOWN_SPEED 300
#define AUTOAIM_MAX_ALPHA 120
#define AUTOAIM_MAX_SCALE 1.0f
#define AUTOAIM_MIN_SCALE 0.5f
#define AUTOAIM_SCALE_SPEED 10.0f
#define AUTOAIM_ONTARGET_CROSSHAIR_SPEED (ScreenWidth() / 3) // Can cross the whole screen in 3 seconds.
#define AUTOAIM_OFFTARGET_CROSSHAIR_SPEED (ScreenWidth() / 4)
void CHUDAutoAim::OnThink()
{
int wide, tall;
GetSize( wide, tall );
BaseClass::OnThink();
// Get the HL2 player
C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer == NULL )
{
// Just turn the autoaim crosshair off.
ResetPosition();
ResetAlpha();
ResetScale();
m_alphaFixed = 0.0f;
return;
}
// Get the autoaim target.
CBaseEntity *pTarget = pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get();
// Fixed element stuff
float flFixedAlphaGoal;
if( pTarget )
{
flFixedAlphaGoal = hud_reticle_maxalpha.GetFloat();
}
else
{
flFixedAlphaGoal = hud_reticle_minalpha.GetFloat();
}
if( pLocalPlayer->m_HL2Local.m_bZooming || pLocalPlayer->m_HL2Local.m_bWeaponLowered )
{
flFixedAlphaGoal = 0.0f;
}
m_alphaFixed = Approach( flFixedAlphaGoal, m_alphaFixed, (hud_alpha_speed.GetFloat() * gpGlobals->frametime) );
switch( hud_autoaim_method.GetInt() )
{
case AUTOAIM_METHOD_RETICLE:
{
if( pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get() && pLocalPlayer->m_HL2Local.m_bStickyAutoAim )
{
if( !pLocalPlayer->IsInAVehicle() )
{
Vector vecLook;
pLocalPlayer->EyeVectors( &vecLook, NULL, NULL );
Vector vecMove = pLocalPlayer->GetAbsVelocity();
float flSpeed = VectorNormalize( vecMove );
float flDot = DotProduct( vecLook, vecMove );
if( flSpeed >= 100 && fabs(flDot) <= 0.707f )
{
QAngle viewangles;
QAngle targetangles;
QAngle delta;
engine->GetViewAngles( viewangles );
Vector vecDir = pLocalPlayer->m_HL2Local.m_vecAutoAimPoint - pLocalPlayer->EyePosition();
VectorNormalize(vecDir);
VectorAngles( vecDir, targetangles );
float magnetism = hud_magnetism.GetFloat();
delta[0] = ApproachAngle( targetangles[0], viewangles[0], magnetism );
delta[1] = ApproachAngle( targetangles[1], viewangles[1], magnetism );
delta[2] = targetangles[2];
//viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
engine->SetViewAngles( delta );
}
}
}
#if 0
bool doScaling = hud_autoaim_scale_icon.GetBool();
// These are the X & Y coords of where the crosshair should be. Default to
// returning to the center of the screen if there is no target.
int goalx = ScreenWidth() / 2;
int goaly = ScreenHeight() / 2;
int goalalpha = 0;
float goalscale = AUTOAIM_MIN_SCALE;
float speed = AUTOAIM_OFFTARGET_CROSSHAIR_SPEED;
if( pTarget )
{
// Get the autoaim crosshair onto the target.
Vector screen;
// Center the crosshair on the entity.
if( doScaling )
{
// Put the crosshair over the center of the target.
ScreenTransform( pTarget->WorldSpaceCenter(), screen );
}
else
{
// Put the crosshair exactly where the player is aiming.
ScreenTransform( pLocalPlayer->m_HL2Local.m_vecAutoAimPoint, screen );
}
// Set Goal Position and speed.
goalx += 0.5f * screen[0] * ScreenWidth() + 0.5f;
goaly -= 0.5f * screen[1] * ScreenHeight() + 0.5f;
speed = AUTOAIM_ONTARGET_CROSSHAIR_SPEED;
goalalpha = AUTOAIM_MAX_ALPHA;
if( doScaling )
{
// Scale the crosshair to envelope the entity's bounds on screen.
Vector vecMins, vecMaxs;
Vector vecScreenMins, vecScreenMaxs;
// Get mins and maxs in world space
vecMins = pTarget->GetAbsOrigin() + pTarget->WorldAlignMins();
vecMaxs = pTarget->GetAbsOrigin() + pTarget->WorldAlignMaxs();
// Project them to screen
ScreenTransform( vecMins, vecScreenMins );
ScreenTransform( vecMaxs, vecScreenMaxs );
vecScreenMins.y = (ScreenWidth()/2) - 0.5f * vecScreenMins.y * ScreenWidth() + 0.5f;
vecScreenMaxs.y = (ScreenWidth()/2) - 0.5f * vecScreenMaxs.y * ScreenWidth() + 0.5f;
float screenSize = vecScreenMins.y - vecScreenMaxs.y;
// Set goal scale
goalscale = screenSize / 64.0f; // 64 is the width of the crosshair art.
}
else
{
goalscale = 1.0f;
}
}
// Now approach the goal, alpha, and scale
Vector vecGoal( goalx, goaly, 0 );
Vector vecDir = vecGoal - m_vecPos;
float flDistRemaining = VectorNormalize( vecDir );
m_vecPos += vecDir * min(flDistRemaining, (speed * gpGlobals->frametime) );
// Lerp and Clamp scale
float scaleDelta = fabs( goalscale - m_scale );
float scaleMove = MIN( AUTOAIM_SCALE_SPEED * gpGlobals->frametime, scaleDelta );
if( m_scale < goalscale )
{
m_scale += scaleMove;
}
else if( m_scale > goalscale )
{
m_scale -= scaleMove;
}
if( m_scale > AUTOAIM_MAX_SCALE )
{
m_scale = AUTOAIM_MAX_SCALE;
}
else if( m_scale < AUTOAIM_MIN_SCALE )
{
m_scale = AUTOAIM_MIN_SCALE;
}
if( goalalpha > m_alpha )
{
m_alpha += AUTOAIM_ALPHA_UP_SPEED * gpGlobals->frametime;
}
else if( goalalpha < m_alpha )
{
m_alpha -= AUTOAIM_ALPHA_DOWN_SPEED * gpGlobals->frametime;
}
// Clamp alpha
if( m_alpha < 0 )
{
m_alpha = 0;
}
else if( m_alpha > AUTOAIM_MAX_ALPHA )
{
m_alpha = AUTOAIM_MAX_ALPHA;
}
#endif
}
break;
case AUTOAIM_METHOD_DRIFT:
{
if( pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get() )
{
QAngle viewangles;
engine->GetViewAngles( viewangles );
Vector vecDir = pLocalPlayer->m_HL2Local.m_vecAutoAimPoint - pLocalPlayer->EyePosition();
VectorNormalize(vecDir);
VectorAngles( vecDir, viewangles );
//viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
engine->SetViewAngles( viewangles );
}
}
break;
}
}
void CHUDAutoAim::Paint()
{
if( hud_draw_active_reticle.GetBool() )
{
int xCenter = m_vecPos.x;
int yCenter = m_vecPos.y;
int width, height;
float xMod, yMod;
vgui::surface()->DrawSetTexture( m_textureID_ActiveReticle );
vgui::surface()->DrawSetColor( 255, 255, 255, m_alpha );
vgui::surface()->DrawGetTextureSize( m_textureID_ActiveReticle, width, height );
float uv1 = 0.5f / width, uv2 = 1.0f - uv1;
vgui::Vertex_t vert[4];
Vector2D uv11( uv1, uv1 );
Vector2D uv12( uv1, uv2 );
Vector2D uv21( uv2, uv1 );
Vector2D uv22( uv2, uv2 );
xMod = width;
yMod = height;
xMod *= m_scale;
yMod *= m_scale;
xMod /= 2;
yMod /= 2;
vert[0].Init( Vector2D( xCenter + xMod, yCenter + yMod ), uv21 );
vert[1].Init( Vector2D( xCenter - xMod, yCenter + yMod ), uv11 );
vert[2].Init( Vector2D( xCenter - xMod, yCenter - yMod ), uv12 );
vert[3].Init( Vector2D( xCenter + xMod, yCenter - yMod ), uv22 );
vgui::surface()->DrawTexturedPolygon( 4, vert );
}
if( hud_draw_fixed_reticle.GetBool() )
{
int width, height;
float xMod, yMod;
vgui::surface()->DrawSetTexture( m_textureID_FixedReticle );
vgui::surface()->DrawGetTextureSize( m_textureID_FixedReticle, width, height );
int xCenter = ScreenWidth() / 2;
int yCenter = ScreenHeight() / 2;
vgui::Vertex_t vert[4];
Vector2D uv11( 0, 0 );
Vector2D uv12( 0, 1 );
Vector2D uv21( 1, 0 );
Vector2D uv22( 1, 1 );
xMod = width;
yMod = height;
xMod /= 2;
yMod /= 2;
vert[0].Init( Vector2D( xCenter + xMod, yCenter + yMod ), uv21 );
vert[1].Init( Vector2D( xCenter - xMod, yCenter + yMod ), uv11 );
vert[2].Init( Vector2D( xCenter - xMod, yCenter - yMod ), uv12 );
vert[3].Init( Vector2D( xCenter + xMod, yCenter - yMod ), uv22 );
Color clr;
clr = gHUD.m_clrNormal;
int r,g,b,a;
clr.GetColor( r,g,b,a );
C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if( pLocalPlayer && pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get() )
{
r = 250;
g = 138;
b = 4;
}
clr.SetColor( r,g,b,m_alphaFixed);
vgui::surface()->DrawSetColor( clr );
vgui::surface()->DrawTexturedPolygon( 4, vert );
}
}