re3/src/weapons/WeaponEffects.cpp

133 lines
3.0 KiB
C++

#include "common.h"
#include "main.h"
#include "WeaponEffects.h"
#include "TxdStore.h"
#include "Sprite.h"
#include "PlayerPed.h"
#include "World.h"
#include "WeaponType.h"
RwTexture *gpCrossHairTex;
CWeaponEffects gCrossHair;
CWeaponEffects::CWeaponEffects()
{
}
CWeaponEffects::~CWeaponEffects()
{
}
void
CWeaponEffects::Init(void)
{
gCrossHair.m_bActive = false;
gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
gCrossHair.m_nRed = 255;
gCrossHair.m_nGreen = 0;
gCrossHair.m_nBlue = 0;
gCrossHair.m_nAlpha = 127;
gCrossHair.m_fSize = 1.0f;
gCrossHair.m_fRotation = 0.0f;
CTxdStore::PushCurrentTxd();
int32 slot = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slot);
gpCrossHairTex = RwTextureRead("target256", "target256m");
CTxdStore::PopCurrentTxd();
}
void
CWeaponEffects::Shutdown(void)
{
RwTextureDestroy(gpCrossHairTex);
gpCrossHairTex = nil;
}
void
CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size)
{
gCrossHair.m_bActive = true;
gCrossHair.m_vecPos = pos;
gCrossHair.m_fSize = size;
}
void
CWeaponEffects::ClearCrossHair(void)
{
gCrossHair.m_bActive = false;
}
void
CWeaponEffects::Render(void)
{
static float aCrossHairSize[WEAPONTYPE_TOTALWEAPONS] =
{
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.4f, 0.4f,
0.5f,
0.3f,
0.9f, 0.9f, 0.9f,
0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f,
0.1f, 0.1f,
1.0f,
0.6f,
0.7f,
0.0f, 0.0f
};
if ( gCrossHair.m_bActive )
{
float size = aCrossHairSize[FindPlayerPed()->GetWeapon()->m_eWeaponType];
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
#ifdef FIX_BUGS
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
#else
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVDESTALPHA);
#endif
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrossHairTex));
RwV3d pos;
float w, h;
if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
{
PUSH_RENDERGROUP("CWeaponEffects::Render");
float recipz = 1.0f / pos.z;
CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
w, h,
255, 88, 100, 158,
recipz, gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
float recipz2 = 1.0f / pos.z;
CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
size*w, size*h,
107, 134, 247, 158,
recipz2, TWOPI - gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
gCrossHair.m_fRotation += 0.02f;
if ( gCrossHair.m_fRotation > TWOPI )
gCrossHair.m_fRotation = 0.0;
POP_RENDERGROUP();
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
}
}