3 float trace_dphitcontents;
\r
4 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
\r
5 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
\r
8 vector p, dir, ang, q, nextdir;
\r
9 float idx, portal_number, portal1_idx;
\r
11 if(activeweapon != WEP_PORTO)
\r
16 if(angles_held_status)
\r
18 makevectors(angles_held);
\r
32 traceline(p, p + 65536 * dir, TRUE, world);
\r
33 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
\r
35 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
\r
41 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
\r
44 ang = vectoangles2(trace_plane_normal, dir);
\r
47 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
\r
49 if(portal_number == 1)
\r
51 if(portal_number >= 2)
\r
57 p = polyline[idx-2];
\r
58 q = polyline[idx-1];
\r
60 p = p - view_up * 16;
\r
61 if(idx-1 >= portal1_idx)
\r
63 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
\r
67 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
\r
74 * Checks whether the server initiated a map restart (stat_game_starttime changed)
\r
76 * TODO: Use a better solution where a common shared entitiy is used that contains
\r
77 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
\r
78 * and STAT_FRAGLIMIT to be auto-sent)
\r
80 void CheckForGamestartChange() {
\r
82 startTime = getstatf(STAT_GAMESTARTTIME);
\r
83 if (previous_game_starttime != startTime) {
\r
84 if ((time + 5.0) < startTime) {
\r
85 //if connecting to server while restart was active don't always play prepareforbattle
\r
86 sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);
\r
88 if (time < startTime) {
\r
89 restartAnnouncer = spawn();
\r
90 restartAnnouncer.think = restartAnnouncer_Think;
\r
91 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
\r
94 previous_game_starttime = startTime;
\r
97 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
\r
98 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
\r
102 porto.classname = "porto";
\r
103 porto.draw = Porto_Draw;
\r
104 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
\r
111 return sin(x) / cos(x);
\r
113 float atan2(float y, float x)
\r
116 v = '1 0 0' * x + '0 1 0' * y;
\r
117 v = vectoangles(v);
\r
118 return v_y * 0.01745329251994329576;
\r
121 vector GetCurrentFov(float fov)
\r
123 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
\r
125 zoomsensitivity = cvar("cl_zoomsensitivity");
\r
126 zoomfactor = cvar("cl_zoomfactor");
\r
127 if(zoomfactor < 1 || zoomfactor > 16)
\r
129 zoomspeed = cvar("cl_zoomspeed");
\r
131 if(zoomspeed < 0.5 || zoomspeed > 16)
\r
134 zoomdir = button_zoom;
\r
135 if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
\r
136 zoomdir += button_attack2;
\r
137 if(spectatee_status > 0 || isdemo())
\r
139 if(spectatorbutton_zoom)
\r
140 zoomdir = 0 + !zoomdir;
\r
141 // do not even THINK about removing this 0
\r
142 // _I_ know what I am doing
\r
149 if(zoomin_effect || camera_active)
\r
151 current_viewzoom = min(1, current_viewzoom + drawframetime);
\r
155 if(zoomspeed < 0) // instant zoom
\r
158 current_viewzoom = 1 / zoomfactor;
\r
160 current_viewzoom = 1;
\r
165 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
\r
167 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
\r
171 if(almost_equals(current_viewzoom, 1))
\r
172 current_zoomfraction = 0;
\r
173 else if(almost_equals(current_viewzoom, 1/zoomfactor))
\r
174 current_zoomfraction = 1;
\r
176 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
\r
178 if(zoomsensitivity < 1)
\r
179 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
\r
181 setsensitivityscale(1);
\r
183 float frustumx, frustumy, fovx, fovy;
\r
184 frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
\r
185 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
\r
186 fovx = atan2(frustumx, 1) / 0.00872664625997164788;
\r
187 fovy = atan2(frustumy, 1) / 0.00872664625997164788;
\r
189 return '1 0 0' * fovx + '0 1 0' * fovy;
\r
192 void CSQC_common_hud(void);
\r
194 void CSQC_kh_hud(void);
\r
195 void CSQC_ctf_hud(void);
\r
196 void PostInit(void);
\r
197 void CSQC_Demo_Camera();
\r
198 float Sbar_WouldDrawScoreboard ();
\r
199 float zoomscript_caught;
\r
202 void CSQC_UpdateView(float w, float h)
\r
210 WaypointSprite_Load();
\r
212 ticrate = getstatf(STAT_SYS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
\r
214 // Render the Scene
\r
215 if(!intermission || !view_set)
\r
217 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
\r
218 view_angles = input_angles;
\r
219 makevectors(view_angles);
\r
220 view_forward = v_forward;
\r
221 view_right = v_right;
\r
226 f = floor(cvar("v_flipped"));
\r
227 cvar_set("v_flipped", ftos(!f));
\r
228 v1 = cs_unproject('-100 -100 1000');
\r
229 cvar_set("v_flipped", ftos(f));
\r
230 v2 = cs_unproject('-100 -100 1000');
\r
234 // non-supporting engine
\r
235 vid_width = cvar("vid_width");
\r
236 vid_height = cvar("vid_height");
\r
240 // supporting engine
\r
246 if(time > blurtest_time0 && time < blurtest_time1)
\r
250 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
\r
251 r = t * blurtest_radius;
\r
252 f = 1 / pow(t, blurtest_power) - 1;
\r
254 cvar_set("r_glsl_postprocess", "1");
\r
255 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
\r
259 cvar_set("r_glsl_postprocess", "0");
\r
260 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
\r
266 drawframetime = max(0.000001, time - drawtime);
\r
269 // watch for gametype changes here...
\r
270 // in ParseStuffCMD the cmd isn't executed yet :/
\r
271 // might even be better to add the gametype to TE_CSQC_INIT...?
\r
275 CheckForGamestartChange();
\r
278 if(button_zoom || fov <= 59.5)
\r
280 if(!zoomscript_caught)
\r
282 localcmd("+button4\n");
\r
283 zoomscript_caught = 1;
\r
284 ignore_plus_zoom += 1;
\r
289 if(zoomscript_caught)
\r
291 localcmd("-button4\n");
\r
292 zoomscript_caught = 0;
\r
293 ignore_minus_zoom += 1;
\r
297 sbar_alpha_fg = cvar("sbar_alpha_fg" );
\r
298 sbar_hudselector = cvar("sbar_hudselector");
\r
299 ColorTranslateMode = cvar("cl_stripcolorcodes");
\r
300 activeweapon = getstati(STAT_SWITCHWEAPON);
\r
301 f = cvar("teamplay");
\r
308 if(last_weapon != activeweapon) {
\r
310 last_weapon = activeweapon;
\r
313 // ALWAYS Clear Current Scene First
\r
316 // Assign Standard Viewflags
\r
317 // Draw the World (and sky)
\r
318 R_SetView(VF_DRAWWORLD, 1);
\r
320 R_SetView(VF_FOV, GetCurrentFov(fov));
\r
322 // Camera for demo playback
\r
325 if(cvar("camera_enable"))
\r
326 CSQC_Demo_Camera();
\r
329 cvar_set("chase_active", ftos(chase_active_backup));
\r
330 cvar_set("cl_demo_mousegrab", "0");
\r
331 camera_active = FALSE;
\r
335 else if(cvar("camera_enable"))
\r
337 else if(cvar("camera_enable") && isdemo())
\r
340 // Enable required Darkplaces cvars
\r
341 chase_active_backup = cvar("chase_active");
\r
342 cvar_set("chase_active", "2");
\r
343 cvar_set("cl_demo_mousegrab", "1");
\r
344 camera_active = TRUE;
\r
345 camera_mode = FALSE;
\r
348 // Draw the Crosshair
\r
349 float scoreboard_active;
\r
350 scoreboard_active = Sbar_WouldDrawScoreboard();
\r
351 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
\r
353 // Draw the Engine Status Bar (the default Quake HUD)
\r
354 R_SetView(VF_DRAWENGINESBAR, 0);
\r
356 // Set the console size vars
\r
357 vid_conwidth = cvar("vid_conwidth");
\r
358 vid_conheight = cvar("vid_conheight");
\r
359 vid_pixelheight = cvar("vid_pixelheight");
\r
361 // fetch this one only once per frame
\r
362 sbar_showbinds = cvar("sbar_showbinds");
\r
363 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
\r
365 // Update the mouse position
\r
367 mousepos_x = vid_conwidth;
\r
368 mousepos_y = vid_conheight;
\r
369 mousepos = mousepos*0.5 + getmousepos();
\r
372 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
\r
375 for(self = world; (self = nextent(self)); )
\r
381 // now switch to 2D drawing mode by calling a 2D drawing function
\r
382 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
\r
383 // next R_RenderScene call
\r
384 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
\r
387 if(!scoreboard_active && !ons_showmap) {
\r
388 string wcross_style;
\r
389 wcross_style = cvar_string("crosshair");
\r
391 if (wcross_style != "0") {
\r
392 vector wcross_color, wcross_size;
\r
393 string wcross_wep, wcross_name;
\r
394 float wcross_alpha, wcross_sizefloat;
\r
396 wcross_color_x = cvar("crosshair_color_red");
\r
397 wcross_color_y = cvar("crosshair_color_green");
\r
398 wcross_color_z = cvar("crosshair_color_blue");
\r
399 wcross_alpha = cvar("crosshair_color_alpha");
\r
400 wcross_sizefloat = cvar("crosshair_size");
\r
401 if (cvar("crosshair_per_weapon")) {
\r
402 e = get_weaponinfo(activeweapon);
\r
403 if (e && e.netname != "")
\r
405 wcross_wep = e.netname;
\r
406 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
\r
407 if(wcross_style == "")
\r
408 wcross_style = e.netname;
\r
410 if(!cvar("crosshair_color_override"))
\r
412 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
\r
413 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
\r
414 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
\r
417 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
\r
418 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
\r
422 wcross_name = strcat("gfx/crosshair", wcross_style);
\r
424 wcross_size = drawgetimagesize(wcross_name);
\r
425 wcross_size_x *= wcross_sizefloat;
\r
426 wcross_size_y *= wcross_sizefloat;
\r
428 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x) + '0 0.5 0' * (vid_conheight - wcross_size_y), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
\r
432 // Draw the mouse cursor
\r
433 // NOTE: drawpic must happen after R_RenderScene for some reason
\r
434 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
\r
435 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
\r
436 //self = edict_num(player_localnum);
\r
437 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
\r
438 //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
\r
439 // as long as the ctf part isn't in, this is useless
\r
443 /*if(gametype == GAME_CTF)
\r
448 // draw 2D entities
\r
450 for(self = world; (self = nextent(self)); )
\r
456 if(teamplay || cvar("cl_teamradar") == 2)
\r
458 if((cvar_string("cl_teamradar") != "0" && !scoreboard_active) || ons_showmap)
\r
463 if(cvar("r_letterbox") == 0)
\r
464 if(cvar("viewsize") < 120)
\r
469 void CSQC_common_hud(void)
\r
471 // Sbar_SortFrags(); done in Sbar_Draw
\r
475 // KeyHunt HUD by victim
\r
476 void CSQC_kh_hud(void)
\r
478 // HUD 0 has the weapons on the right hand side - temporarily shown when needed
\r
479 // HUD 1 has the weapons on the bottom - permanently
\r
481 // use the following two binds to check the icons move correctly
\r
482 // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right" // move the icons
\r
483 // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector" // change the HUD
\r
485 float kh_keys, kh_keys_status, kh_teams_set;
\r
486 float kh_margin_x, kh_margin_y, kh_key_box;
\r
487 string kh_carrying, kh_outline;
\r
488 vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;
\r
489 vector red, blue, yellow, pink;
\r
491 kh_keys = getstati(STAT_KH_KEYS);
\r
492 kh_keys_status = kh_keys / 256;
\r
493 kh_teams_set = cvar("_teams_available"); // set in keyhunt.qc
\r
496 kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;
\r
497 // sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin
\r
499 red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;
\r
503 pink_pos_y = kh_margin_y + 0; // top
\r
504 yellow_pos_y = kh_margin_y + kh_key_box;
\r
505 blue_pos_y = kh_margin_y + kh_key_box * 2;
\r
506 red_pos_y = kh_margin_y + kh_key_box * 3; //bottom
\r
513 kh_size = '0 0 0'; // don't resize the image
\r
515 kh_carrying = "gfx/sb_kh_full";
\r
516 kh_outline = "gfx/sb_kh_outline";
\r
518 // drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)
\r
519 // vector position = '0 0'; // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599
\r
521 // vector size = '0 0'; // 'x y' changes the x & y dimensions. '0 0' gives the default pic size
\r
522 // vector rgb = '0 0 0'; // 'r g b' range 0 - 1
\r
524 if (kh_keys_status & 1) // red
\r
525 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0); // show 20% alpha key
\r
527 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0); // show key outline 40% alpha
\r
530 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0); // show solid key 100% alpha
\r
533 if (kh_keys_status & 2) // blue
\r
534 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);
\r
536 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);
\r
539 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);
\r
542 if (kh_teams_set & 4) // yellow
\r
544 if (kh_keys_status & 4)
\r
545 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);
\r
547 drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);
\r
550 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);
\r
554 if (kh_teams_set & 8) // pink
\r
556 if (kh_keys_status & 8)
\r
557 drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);
\r
559 drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);
\r
562 drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);
\r
567 // following vectors must be global to allow seamless switching between camera modes
\r
568 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, camera_position, current_position;
\r
569 void CSQC_Demo_Camera()
\r
571 float speed, attenuation, dimensions;
\r
574 if( cvar("camera_reset") || !camera_mode )
\r
576 camera_offset = '0 0 0';
\r
577 current_angles = '0 0 0';
\r
578 camera_direction = '0 0 0';
\r
579 camera_offset_z += 30;
\r
580 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
\r
581 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
\r
582 current_origin = view_origin;
\r
583 current_camera_offset = camera_offset;
\r
584 cvar_set("camera_reset", "0");
\r
585 camera_mode = CAMERA_CHASE;
\r
590 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
\r
592 if(cvar("camera_look_player"))
\r
597 dir = normalize(view_origin - current_position);
\r
598 n = mouse_angles_z;
\r
599 mouse_angles = vectoangles(dir);
\r
600 mouse_angles_x = mouse_angles_x * -1;
\r
601 mouse_angles_z = n;
\r
605 tmp = getmousepos() * 0.1;
\r
606 if(vlen(tmp)>cvar("camera_mouse_treshold"))
\r
608 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
\r
609 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
\r
613 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
\r
614 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
\r
615 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
\r
616 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
\r
618 // Fix difference when angles don't have the same sign
\r
620 if(mouse_angles_y < -60 && current_angles_y > 60)
\r
622 if(mouse_angles_y > 60 && current_angles_y < -60)
\r
623 delta = '0 -360 0';
\r
625 if(cvar("camera_look_player"))
\r
626 attenuation = cvar("camera_look_attenuation");
\r
628 attenuation = cvar("camera_speed_attenuation");
\r
630 attenuation = 1 / max(1, attenuation);
\r
631 current_angles += (mouse_angles - current_angles + delta) * attenuation;
\r
633 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
\r
634 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
\r
635 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
\r
636 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
\r
642 if( camera_direction_x )
\r
644 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
\r
645 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
\r
646 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
\r
647 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
\r
651 if( camera_direction_y )
\r
653 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
\r
654 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
\r
655 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
\r
659 if( camera_direction_z )
\r
661 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
\r
665 if(cvar("camera_free"))
\r
666 speed = cvar("camera_speed_free");
\r
668 speed = cvar("camera_speed_chase");
\r
672 speed = speed * sqrt(1 / dimensions);
\r
673 camera_offset += tmp * speed;
\r
676 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
\r
679 if( cvar("camera_free") )
\r
681 if ( camera_mode == CAMERA_CHASE )
\r
683 current_camera_offset = current_origin + current_camera_offset;
\r
684 camera_offset = current_origin + camera_offset;
\r
687 camera_mode = CAMERA_FREE;
\r
688 current_position = current_camera_offset;
\r
692 if ( camera_mode == CAMERA_FREE )
\r
694 current_origin = view_origin;
\r
695 camera_offset = camera_offset - current_origin;
\r
696 current_camera_offset = current_camera_offset - current_origin;
\r
699 camera_mode = CAMERA_CHASE;
\r
701 if(cvar("camera_chase_smoothly"))
\r
702 current_origin += (view_origin - current_origin) * attenuation;
\r
704 current_origin = view_origin;
\r
706 current_position = current_origin + current_camera_offset;
\r
709 R_SetView(VF_ANGLES, current_angles);
\r
710 R_SetView(VF_ORIGIN, current_position);
\r