Adding a Scope: Difference between revisions
Lukethenuke (talk | contribs) No edit summary |
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Line 37: | Line 37: | ||
#include "hud_macros.h" | #include "hud_macros.h" | ||
#include "iclientmode.h" | #include "iclientmode.h" | ||
#include "c_basehlplayer.h" | #include "c_basehlplayer.h" //alternative #include "c_baseplayer.h" | ||
#include <vgui/IScheme.h> | #include <vgui/IScheme.h> | ||
Line 279: | Line 279: | ||
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); | CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); | ||
if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2)) | if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2)) //We need to include "in_buttons.h" for IN_ATTACK2 | ||
{ | { | ||
ToggleZoom(); | ToggleZoom(); | ||
Line 294: | Line 294: | ||
if ( pPlayer == NULL ) | if ( pPlayer == NULL ) | ||
return; | return; | ||
#ifndef CLIENT_DLL | |||
if ( m_bInZoom ) | if ( m_bInZoom ) | ||
{ | { | ||
Line 322: | Line 322: | ||
} | } | ||
} | } | ||
#endif | |||
} | } | ||
</source> | </source> |
Revision as of 04:35, 20 October 2010
The code and ideas presented in this tutorial can be used to add a HUD-based sniper scope to your game, for use by any weapon that you see fit. As an example, it has been added alongside the existing zoom functionality of the HL2 crossbow. However, it is possible to tell it to display from any part of your code.
Prerequisites
The only prerequisite for this tutorial is that you have already created a sniper scope texture (e.g. a big black square/rectangle with a transparent circle in the middle of it) which has an appropriate .VMT file. Here is an example texture:
This material must be setup to be loaded as a HUD texture. Do this by adding the following to scripts/hud_textures.txt
:
sprites/640_hud
{
TextureData
{
scope
{
file scope
x 0
y 0
width 512
height 512
}
...
}
}
The HUD element
This element displays your scope texture on the HUD. Just add the following code to hud_scope.cpp
, which you should create somewhere in your game's client project.
#include "cbase.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "iclientmode.h"
#include "c_basehlplayer.h" //alternative #include "c_baseplayer.h"
#include <vgui/IScheme.h>
#include <vgui_controls/Panel.h>
// memdbgon must be the last include file in a .cpp file!
#include "tier0/memdbgon.h"
/**
* Simple HUD element for displaying a sniper scope on screen
*/
class CHudScope : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );
public:
CHudScope( const char *pElementName );
void Init();
void MsgFunc_ShowScope( bf_read &msg );
protected:
virtual void ApplySchemeSettings(vgui::IScheme *scheme);
virtual void Paint( void );
private:
bool m_bShow;
CHudTexture* m_pScope;
};
DECLARE_HUDELEMENT( CHudScope );
DECLARE_HUD_MESSAGE( CHudScope, ShowScope );
using namespace vgui;
/**
* Constructor - generic HUD element initialization stuff. Make sure our 2 member variables
* are instantiated.
*/
CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_bShow = false;
m_pScope = 0;
// Scope will not show when the player is dead
SetHiddenBits( HIDEHUD_PLAYERDEAD );
// fix for users with diffrent screen ratio (Lodle)
int screenWide, screenTall;
GetHudSize(screenWide, screenTall);
SetBounds(0, 0, screenWide, screenTall);
}
/**
* Hook up our HUD message, and make sure we are not showing the scope
*/
void CHudScope::Init()
{
HOOK_HUD_MESSAGE( CHudScope, ShowScope );
m_bShow = false;
}
/**
* Load in the scope material here
*/
void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false);
SetPaintBorderEnabled(false);
if (!m_pScope)
{
m_pScope = gHUD.GetIcon("scope");
}
}
/**
* Simple - if we want to show the scope, draw it. Otherwise don't.
*/
void CHudScope::Paint( void )
{
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (!pPlayer)
{
return;
}
if (m_bShow)
{
//Perform depth hack to prevent clips by world
//materials->DepthRange( 0.0f, 0.1f );
// This will draw the scope at the origin of this HUD element, and
// stretch it to the width and height of the element. As long as the
// HUD element is set up to cover the entire screen, so will the scope
m_pScope->DrawSelf(0, 0, GetWide(), GetTall(), Color(255,255,255,255));
//Restore depth
//materials->DepthRange( 0.0f, 1.0f );
// Hide the crosshair
pPlayer->m_Local.m_iHideHUD |= HIDEHUD_CROSSHAIR;
}
else if ((pPlayer->m_Local.m_iHideHUD & HIDEHUD_CROSSHAIR) != 0)
{
pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_CROSSHAIR;
}
}
/**
* Callback for our message - set the show variable to whatever
* boolean value is received in the message
*/
void CHudScope::MsgFunc_ShowScope(bf_read &msg)
{
m_bShow = msg.ReadByte();
}
This will make the element cover the entire screen.
Telling the HUD element when to show
For this, a HUD (aka User) message is used, which is called ShowScope
. To enable this, add the following line to your user messages registration code (e.g. hl2_usermessages.cpp
or similar), in the RegisterUserMessages()
function:
usermessages->Register( "ShowScope", 1); // show the sniper scope
Then all you need to do is fire off this message with either a true or false value (1 or 0) to show or hide the scope. For example, change the CWeaponCrossbow::ToggleZoom()
function to the following:
void CWeaponCrossbow::ToggleZoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
#ifndef CLIENT_DLL
if ( m_bInZoom )
{
if ( pPlayer->SetFOV( this, 0, 0.2f ) )
{
m_bInZoom = false;
// Send a message to hide the scope
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(0);
MessageEnd();
}
}
else
{
if ( pPlayer->SetFOV( this, 20, 0.1f ) )
{
m_bInZoom = true;
// Send a message to Show the scope
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(1);
MessageEnd();
}
}
#endif
}
Making a weapon zoom
This section deals with actually adding zoom functionality to a weapon in the first place. Here's what you need to do - most of this code is lifted straight from CWeaponCrossbow
. For the purpose of this tutorial, zoom is being added to the .357 Magnum as a secondary fire (like the crossbow). If you want to implement it in a weapon which already uses the IN_ATTACK2
key to perform a secondary attack, you'll need to define and use a separate key for this.
(Note: This section has not been updated and/or cleaned up, so if you get errors when following this code please update this page with fixes you find as has been done by me in the other sections - TymaxBeta)
To a very basic weapon like the .357, you need to add one boolean field and 5 new functions to achieve the zoom function like the crossbow. Bear in mind that many weapons (like the pistol) already define one or more of these functions, and all you need to do is add to it.
public:
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); // Required so that you know to un-zoom when switching weapons
void ItemPostFrame( void ); // Called every frame during normal weapon idle
void ItemBusyFrame( void ); // Called when the weapon is 'busy' e.g. reloading
protected:
void ToggleZoom( void ); // If the weapon is zoomed, un-zoom and vice versa
void CheckZoomToggle( void ); // Check if the secondary attack button has been pressed
bool m_bInZoom; // Set to true when you are zooming, false when not
You would then add the following definitions for those functions (again, just add the relevant code to functions if they already exist):
/**
* Check for weapon being holstered so we can disable scope zoom
*/
bool CWeapon357::Holster(CBaseCombatWeapon *pSwitchingTo /* = NULL */)
{
if ( m_bInZoom )
{
ToggleZoom();
}
return BaseClass::Holster( pSwitchingTo );
}
/**
* Check the status of the zoom key every frame to see if player is still zoomed in
*/
void CWeapon357::ItemPostFrame()
{
// Allow zoom toggling
CheckZoomToggle();
BaseClass::ItemPostFrame();
}
/**
* Check the status of the zoom key every frame to see if player is still zoomed in
*/
void CWeapon357::ItemBusyFrame( void )
{
// Allow zoom toggling even when we're reloading
CheckZoomToggle();
BaseClass::ItemBusyFrame();
}
/**
* Check if the zoom key was pressed in the last input tick
*/
void CWeapon357::CheckZoomToggle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2)) //We need to include "in_buttons.h" for IN_ATTACK2
{
ToggleZoom();
}
}
/**
* If we're zooming, stop. If we're not, start.
*/
void CWeapon357::ToggleZoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
#ifndef CLIENT_DLL
if ( m_bInZoom )
{
// Narrowing the Field Of View here is what gives us the zoomed effect
if ( pPlayer->SetFOV( this, 0, 0.2f ) )
{
m_bInZoom = false;
// Send a message to hide the scope
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, ShowScope);
WRITE_BYTE(0);
MessageEnd();
}
}
else
{
if ( pPlayer->SetFOV( this, 20, 0.1f ) )
{
m_bInZoom = true;
// Send a message to Show the scope
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, ShowScope);
WRITE_BYTE(1);
MessageEnd();
}
}
#endif
}
Alternatives
An alternative way to add a scope (in HL2) is to allow firing while zooming. Whilst it applies to all weapons, it is far easier to implement.
In HL2_Player.cpp
comment out the following block of code (line 523):
if ( m_nButtons & IN_ZOOM )
{
//FIXME: Held weapons like the grenade get sad when this happens
m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
}
Different screen ratios
Scopes go funky when used on different screen ratios. Here is a fix for it but you will need to re-make the scope for each ratio (4:3, 16:9 and 16:10) other wise people with different ratios will see a stretched scope and have an unfair advantage - have the same size scope area but with extra blackness on the sides for widescreen users.
Add to the declaration of the scope under private:
char* scope_src[3];
int m_iRes;
Under CHudScope::CHudScope
add:
scope_src[0] = "scope1640";
scope_src[1] = "scope11280";
scope_src[2] = "scope1720";
This is an array which lists the scope names for the different screen ratio (in hud_textures.res
). Do not add underscores (_) to your names otherwise it causes a freak error and crash your game.
Change ApplySchemeSettings()
to:
void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false);
SetPaintBorderEnabled(false);
}
Change Paint()
to:
void CHudScope::Paint( void )
{
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (!pPlayer)
{
return;
}
if (m_bShow)
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
int screenWide=pParent->GetWide();
int screenTall=pParent->GetTall();
float ratio = ((float)screenWide)/((float)screenTall);
if (ratio >= 1.59 && ratio <= 1.61 )
{
m_iRes = 2;
}
else if (ratio >= 1.76 && ratio <= 1.78 )
{
m_iRes = 1;
}
else
{
m_iRes = 0;
}
m_pScope = gHUD.GetIcon( scope_src[ m_iRes ] );
if (m_pScope)
{
//Performing depth hack to prevent clips by world
materials->DepthRange( 0.0f, 0.1f );
m_pScope->DrawSelf(0, 0, pParent->GetWide(), pParent->GetTall(), Color(255,255,255,255));
//Restore depth
materials->DepthRange( 0.0f, 1.0f );
// Hide the crosshair
pPlayer->m_Local.m_iHideHUD |= HIDEHUD_CROSSHAIR;
}
}
else if ((pPlayer->m_Local.m_iHideHUD & HIDEHUD_CROSSHAIR) != 0)
{
pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_CROSSHAIR;
}
}
Also, add this to hud_texture.txt
for the scope textures:
scope1640
{
file HUD\scopes\scope_1_640_480
x 0
y 0
width 1024
height 512
}
scope11280
{
file HUD\scopes\scope_1_1280_720
x 0
y 0
width 1024
height 512
}
scope1720
{
file HUD\scopes\scope_1_720_480
x 0
y 0
width 1024
height 512
}
Multiple scopes
It's quite easy to add multiple scopes if you use the code for different screen ratios above.
Add this to the declarations:
int m_iType;
Under CHudScope::CHudScope
add in your extra scopes to the array. For example:
scope_src[0] = scope1640;
scope_src[1] = scope11280;
scope_src[2] = scope1720;
scope_src[3] = scope2640;
scope_src[4] = scope21280;
scope_src[5] = scope2720;
scope_src[6] = scope3640;
scope_src[7] = scope31280;
scope_src[8] = scope3720;

In Paint()
change:
m_pScope = gHUD.GetIcon( scope_src[ m_iRes ] );
to
m_pScope = gHUD.GetIcon( scope_src[ 3*(m_iType - 1)+m_iRes ] );
change MsgFunc_ShowScope() to:
void CHudScope::MsgFunc_ShowScope(bf_read &msg)
{
m_iType = msg.ReadByte();
if (m_iType >= 1)
{
m_bShow = true;
}
else
{
m_bShow = false;
}
}
Now to change the scope type by weapon (or how ever you call it) just change the byte it sends in the msg.
WRITE_BYTE(0); // no scope
WRITE_BYTE(1); // scope 1
WRITE_BYTE(2); // scope 2
WRITE_BYTE(3); // scope 3
Also add this to hud_texture.txt
for the scope textures:
scope1640
{
file HUD\scopes\scope_1_640_480
x 0
y 0
width 1024
height 512
}
scope11280
{
file HUD\scopes\scope_1_1280_720
x 0
y 0
width 1024
height 512
}
scope1720
{
file HUD\scopes\scope_1_720_480
x 0
y 0
width 1024
height 512
}
scope2640
{
file HUD\scopes\scope_2_640_480
x 0
y 0
width 1024
height 512
}
scope21280
{
file HUD\scopes\scope_2_1280_720
x 0
y 0
width 1024
height 512
}
scope2720
{
file HUD\scopes\scope_2_720_480
x 0
y 0
width 1024
height 512
}
scope3640
{
file HUD\scopes\scope_3_640_480
x 0
y 0
width 1024
height 512
}
scope31280
{
file HUD\scopes\scope_3_1280_720
x 0
y 0
width 1024
height 512
}
scope3720
{
file HUD\scopes\scope_3_720_480
x 0
y 0
width 1024
height 512
}