static void DoNewCamera( idCameraPosition::positionType type ){ CCamera *cam = AllocCam(); if ( cam ) { char buf[128]; sprintf( buf, "camera%i", cam->GetCamNum() ); cam->GetCam()->startNewCamera( type ); cam->GetCam()->setName( buf ); cam->GetCam()->buildCamera(); sprintf( buf, "Unsaved Camera %i", cam->GetCamNum() ); cam->SetFileName( buf, false ); SetCurrentCam( cam ); RefreshCamListCombo(); // Go to editmode Add gtk_toggle_button_set_active( GTK_TOGGLE_BUTTON( g_pEditModeAddRadioButton ), TRUE ); // Show the camera inspector DoCameraInspector(); // Start edit mode (if not initiated by DoCameraInspector) if ( !g_bEditOn ) { DoStartEdit( GetCurrentCam() ); } } else { g_FuncTable.m_pfnMessageBox( (GtkWidget *)g_pRadiantWnd, "No free cameras available.", "Create Camera Error", MB_OK, NULL ); } }
void DoLoadCamera(){ char basepath[PATH_MAX]; if ( firstCam && firstCam->HasBeenSaved() ) { CAMERA_ExtractFilePath( firstCam->GetFileName(), basepath ); } else{ strcpy( basepath, g_FuncTable.m_pfnGetGamePath() ); } const gchar *filename = g_FuncTable.m_pfnFileDialog( (GtkWidget *)g_pRadiantWnd, TRUE, "Open Camera File", basepath, "camera", NULL ); if ( filename ) { CCamera *cam = AllocCam(); char fullpathtofile[PATH_MAX]; if ( cam ) { Q_realpath( filename, fullpathtofile, PATH_MAX ); // see if this camera file was already loaded CCamera *checkCam = firstCam->GetNext(); // not the first one as we just allocated it while ( checkCam ) { if ( !strcmp( fullpathtofile, checkCam->GetFileName() ) ) { char error[PATH_MAX + 64]; FreeCam( cam ); sprintf( error, "Camera file \'%s\' is already loaded", fullpathtofile ); g_FuncTable.m_pfnMessageBox( (GtkWidget *)g_pRadiantWnd, error, "Load error", MB_OK, NULL ); //g_free( filename ); return; } checkCam = checkCam->GetNext(); } if ( loadCamera( cam->GetCamNum(), fullpathtofile ) ) { cam->GetCam()->buildCamera(); cam->SetFileName( filename, true ); SetCurrentCam( cam ); RefreshCamListCombo(); g_FuncTable.m_pfnSysUpdateWindows( W_XY_OVERLAY | W_CAMERA ); } else { char error[PATH_MAX + 64]; FreeCam( cam ); sprintf( error, "An error occured during the loading of \'%s\'", fullpathtofile ); g_FuncTable.m_pfnMessageBox( (GtkWidget *)g_pRadiantWnd, error, "Load error", MB_OK, NULL ); } //g_free( filename ); } else { g_FuncTable.m_pfnMessageBox( (GtkWidget *)g_pRadiantWnd, "No free camera slots available", "Load error", MB_OK, NULL ); } } }
void CNametags::DrawFromAim() { unsigned long ulCurrentTime = CClientTime::GetTime(); // Got any players that are not local? if (m_pPlayerManager->Count() > 1) { // Grab the local player CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer(); if (pLocalPlayer) { // Grab the current time and the camera unsigned long ulCurrentTime = CClientTime::GetTime(); CCamera* pCamera = g_pGame->GetCamera(); // Grab our controller state CControllerState State; g_pGame->GetPad()->GetCurrentControllerState(&State); // Grab our current weapon slot. Use screen center if melee or none CVector vecStart; CVector vecTarget; eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot(); if (eSlot == WEAPONSLOT_TYPE_UNARMED || eSlot == WEAPONSLOT_TYPE_MELEE || eSlot == WEAPONSLOT_TYPE_RIFLE || eSlot == WEAPONSLOT_TYPE_THROWN || eSlot == WEAPONSLOT_TYPE_SPECIAL || eSlot == WEAPONSLOT_TYPE_GIFT || eSlot == WEAPONSLOT_TYPE_PARACHUTE || eSlot == WEAPONSLOT_TYPE_DETONATOR) { // Grab the active cam CCamera* pCamera = g_pGame->GetCamera(); CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam()); // Grab the camera matrix CMatrix matCamera; pCamera->GetMatrix(&matCamera); vecStart = matCamera.vPos; // Range float fRange; eWeaponType eWeapon = pLocalPlayer->GetCurrentWeaponType(); float fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon)); CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill); if (pWeaponStat) { fRange = pWeaponStat->GetTargetRange(); } else { fRange = MELEE_VISIBLE_RANGE; } // Find the target position CVector vecFront = *pActive->GetFront(); vecFront.Normalize(); vecTarget = *pActive->GetSource() + vecFront * fRange; } else { // Grab the weapon and keysync state. If it exists and he holds Target down CWeapon* pPlayerWeapon = pLocalPlayer->GetWeapon(); if (pPlayerWeapon && State.RightShoulder1) { // Grab the gun muzzle position eWeaponType eWeapon = pLocalPlayer->GetCurrentWeaponType(); float fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon)); CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill); CVector vecGunMuzzle = *pWeaponStat->GetFireOffset(); pLocalPlayer->GetTransformedBonePosition(BONE_RIGHTWRIST, vecGunMuzzle); // Grab the target point pCamera->Find3rdPersonCamTargetVector(AIM_VISIBLE_RANGE, &vecGunMuzzle, &vecStart, &vecTarget); } else { // Grab the active cam CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam()); // Grab the camera matrix CMatrix matCamera; pCamera->GetMatrix(&matCamera); vecStart = matCamera.vPos; // Find the target position CVector vecFront = *pActive->GetFront(); vecFront.Normalize(); vecTarget = *pActive->GetSource() + vecFront * MELEE_VISIBLE_RANGE; } } // Ignore the local player for this pLocalPlayer->WorldIgnore(true); // Do the raycast CColPoint* pColPoint = NULL; CEntity* pEntity = NULL; SLineOfSightFlags flags; flags.bCheckBuildings = true; flags.bCheckVehicles = true; flags.bCheckPeds = true; flags.bCheckObjects = true; flags.bCheckDummies = true; flags.bSeeThroughStuff = true; flags.bIgnoreSomeObjectsForCamera = false; flags.bShootThroughStuff = true; g_pGame->GetWorld()->ProcessLineOfSight(&vecStart, &vecTarget, &pColPoint, &pEntity, flags); if (pColPoint) pColPoint->Destroy(); // Un-ignore the local player pLocalPlayer->WorldIgnore(false); // Did we find an entity? if (pEntity) { // Grab the CClientEntity belonging to this game_sa entity CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer()); if (pClientEntity) { // Is it a vehicle? Is it a ped? eClientEntityType EntityType = pClientEntity->GetType(); if (EntityType == CCLIENTVEHICLE) { CClientVehicle* pClientVehicle = static_cast<CClientVehicle*>(pClientEntity); // Set the current time as the last draw time for all players inside CClientPed* pPed; int i; for (i = 0; i < 8; i++) { // Grab this seat's occupant and set its last nametag show time to now pPed = pClientVehicle->GetOccupant(i); if (pPed && pPed->GetType() == CCLIENTPLAYER) { static_cast<CClientPlayer*>(pPed)->SetLastNametagShow(ulCurrentTime); } } } else if (EntityType == CCLIENTPLAYER) { // Grab the player this entity is CClientPlayer* pClientPlayer = static_cast<CClientPlayer*>(pClientEntity); if (pClientPlayer) { // Set now as the last time we had the cursor above him pClientPlayer->SetLastNametagShow(ulCurrentTime); } } } } // Grab the local player vehicle CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle(); // Draw the nametags we need to CClientPlayer* pPlayer; CClientStreamElement* pElement; list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin(); for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter) { pElement = *iter; if (!pElement->IsStreamedIn()) continue; if (pElement->GetType() != CCLIENTPLAYER) continue; pPlayer = static_cast<CClientPlayer*>(pElement); if (pPlayer->IsLocalPlayer()) continue; // Is he in the same vehicle as the local player? if (pLocalVehicle && pPlayer->GetOccupiedVehicle() == pLocalVehicle) { pPlayer->SetLastNametagShow(ulCurrentTime); } // Can we show this player's nametag unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow(); if (ulLastNametagShow != 0 && ulCurrentTime <= ulLastNametagShow + NAMETAG_END_FADE_TIME) { unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow(); // Calculate the alpha modifier float fAlphaTimeModifier; if (ulCurrentTime < ulLastNametagShow + NAMETAG_BEGIN_FADE_TIME) { fAlphaTimeModifier = 1.0f; } else { fAlphaTimeModifier = 1.0f - (ulCurrentTime - ulLastNametagShow - NAMETAG_BEGIN_FADE_TIME) / 1000.0f; } // Calculate the alpha for the nametag unsigned char ucAlpha = static_cast<unsigned char>(180.0f * fAlphaTimeModifier); // Draw it DrawTagForPlayer(pPlayer, ucAlpha); } } } } }