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shrink the crosshair when aiming at a team mate and the hittest is on
[divverent/nexuiz.git] / data / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/spiderbot/rocket_ico.tga"\r
2 #define spider_rocket_targ "gfx/spiderbot/target.tga"\r
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"\r
4 #define rkt_size 32\r
5 #define rld_size_x 256\r
6 #define rld_size_y 16\r
7 \r
8 entity porto;\r
9 vector polyline[16];\r
10 float trace_dphitcontents;\r
11 float trace_networkentity;\r
12 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
13 float DPCONTENTS_SOLID = 1; // blocks player movement\r
14 float DPCONTENTS_BODY = 32; // blocks player movement\r
15 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
16 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
17 void Porto_Draw()\r
18 {\r
19         vector p, dir, ang, q, nextdir;\r
20         float idx, portal_number, portal1_idx;\r
21 \r
22         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)\r
23                 return;\r
24         if(intermission == 1)\r
25                 return;\r
26         if(intermission == 2)\r
27                 return;\r
28         if (getstati(STAT_HEALTH) <= 0)\r
29                 return;\r
30 \r
31         dir = view_forward;\r
32 \r
33         if(angles_held_status)\r
34         {\r
35                 makevectors(angles_held);\r
36                 dir = v_forward;\r
37         }\r
38 \r
39         p = view_origin;\r
40 \r
41         polyline[0] = p;\r
42         idx = 1;\r
43         portal_number = 0;\r
44         nextdir = dir;\r
45 \r
46         for(;;)\r
47         {\r
48                 dir = nextdir;\r
49                 traceline(p, p + 65536 * dir, TRUE, porto);\r
50                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
51                         return;\r
52                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal\r
53                 p = trace_endpos;\r
54                 polyline[idx] = p;\r
55                 ++idx;\r
56                 if(idx >= 16)\r
57                         return;\r
58                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)\r
59                         continue;\r
60                 ++portal_number;\r
61                 ang = vectoangles2(trace_plane_normal, dir);\r
62                 ang_x = -ang_x;\r
63                 makevectors(ang);\r
64                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))\r
65                         return;\r
66                 if(portal_number == 1)\r
67                         portal1_idx = idx;\r
68                 if(portal_number >= 2)\r
69                         break;\r
70         }\r
71 \r
72         while(idx >= 2)\r
73         {\r
74                 p = polyline[idx-2];\r
75                 q = polyline[idx-1];\r
76                 if(idx == 2)\r
77                         p = p - view_up * 16;\r
78                 if(idx-1 >= portal1_idx)\r
79                 {\r
80                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);\r
81                 }\r
82                 else\r
83                 {\r
84                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
85                 }\r
86                 --idx;\r
87         }\r
88 }\r
89 \r
90 /**\r
91  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
92  *\r
93  * TODO: Use a better solution where a common shared entitiy is used that contains\r
94  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
95  * and STAT_FRAGLIMIT to be auto-sent)\r
96  */\r
97 void CheckForGamestartChange() {\r
98         float startTime;\r
99         startTime = getstatf(STAT_GAMESTARTTIME);\r
100         if (previous_game_starttime != startTime) {\r
101                 if ((time + 5.0) < startTime) {\r
102                         //if connecting to server while restart was active don't always play prepareforbattle\r
103                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);\r
104                 }\r
105                 if (time < startTime) {\r
106                         restartAnnouncer = spawn();\r
107                         restartAnnouncer.think = restartAnnouncer_Think;\r
108                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
109                 }\r
110         }\r
111         previous_game_starttime = startTime;\r
112 }\r
113 \r
114 void Porto_Init()\r
115 {\r
116         porto = spawn();\r
117         porto.classname = "porto";\r
118         porto.draw = Porto_Draw;\r
119         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
120 }\r
121 \r
122 float drawtime;\r
123 \r
124 float tan(float x)\r
125 {\r
126         return sin(x) / cos(x);\r
127 }\r
128 float atan2(float y, float x)\r
129 {\r
130         vector v;\r
131         v = '1 0 0' * x + '0 1 0' * y;\r
132         v = vectoangles(v);\r
133         return v_y * 0.01745329251994329576;\r
134 }\r
135 \r
136 vector GetCurrentFov(float fov)\r
137 {\r
138         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;\r
139 \r
140         zoomsensitivity = cvar("cl_zoomsensitivity");\r
141         zoomfactor = cvar("cl_zoomfactor");\r
142         if(zoomfactor < 1 || zoomfactor > 16)\r
143                 zoomfactor = 2.5;\r
144         zoomspeed = cvar("cl_zoomspeed");\r
145         if(zoomspeed >= 0)\r
146                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
147                         zoomspeed = 3.5;\r
148 \r
149         zoomdir = button_zoom;\r
150         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here\r
151                 zoomdir += button_attack2;\r
152         if(spectatee_status > 0 || isdemo())\r
153         {\r
154                 if(spectatorbutton_zoom)\r
155                         zoomdir = 0 + !zoomdir;\r
156                         // do not even THINK about removing this 0\r
157                         // _I_ know what I am doing\r
158                         // fteqcc does not\r
159         }\r
160 \r
161         if(zoomdir)\r
162                 zoomin_effect = 0;\r
163 \r
164         if(zoomin_effect || camera_active)\r
165         {\r
166                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
167         }\r
168         else\r
169         {\r
170                 if(zoomspeed < 0) // instant zoom\r
171                 {\r
172                         if(zoomdir)\r
173                                 current_viewzoom = 1 / zoomfactor;\r
174                         else\r
175                                 current_viewzoom = 1;\r
176                 }\r
177                 else\r
178                 {\r
179                         if(zoomdir)\r
180                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
181                         else\r
182                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
183                 }\r
184         }\r
185 \r
186         if(almost_equals(current_viewzoom, 1))\r
187                 current_zoomfraction = 0;\r
188         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
189                 current_zoomfraction = 1;\r
190         else\r
191                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
192 \r
193         if(zoomsensitivity < 1)\r
194                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
195         else\r
196                 setsensitivityscale(1);\r
197 \r
198         float frustumx, frustumy, fovx, fovy;\r
199         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;\r
200         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
201         fovx = atan2(frustumx, 1) / 0.00872664625997164788;\r
202         fovy = atan2(frustumy, 1) / 0.00872664625997164788;\r
203 \r
204         return '1 0 0' * fovx + '0 1 0' * fovy;\r
205 }\r
206 \r
207 // this function must match W_SetupShot!\r
208 float zoomscript_caught;\r
209 entity trueaim;\r
210 \r
211 #define SHOTTYPE_HITTEAM 1\r
212 #define SHOTTYPE_HITOBSTRUCTION 2\r
213 #define SHOTTYPE_HITWORLD 3\r
214 #define SHOTTYPE_HITENEMY 4\r
215 \r
216 void TrueAim_Init()\r
217 {\r
218         trueaim = spawn();\r
219         trueaim.classname = "trueaim";\r
220         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
221 }\r
222 \r
223 float EnemyHitCheck(vector start, vector mi, vector ma, vector end)\r
224 {\r
225         float t;\r
226         tracebox(start, mi, ma, end, MOVE_NORMAL, trueaim);\r
227         if(trace_networkentity < 1)\r
228                 return SHOTTYPE_HITWORLD;\r
229         if(trace_networkentity > maxclients)\r
230                 return SHOTTYPE_HITWORLD;\r
231         t = GetPlayerColor(trace_networkentity - 1);\r
232         if(teamplay)\r
233         if(t == myteam)\r
234                 return SHOTTYPE_HITTEAM;\r
235         if(t == COLOR_SPECTATOR)\r
236                 return SHOTTYPE_HITWORLD;\r
237         return SHOTTYPE_HITENEMY;\r
238 }\r
239 \r
240 float TrueAimCheck()\r
241 {\r
242         float nudge = 1; // added to traceline target and subtracted from result\r
243         vector vecs, trueaimpoint, w_shotorg;\r
244         vector mi, ma, dv;\r
245         float shottype;\r
246 \r
247         mi = ma = '0 0 0';\r
248 \r
249         switch(activeweapon)\r
250         {\r
251                 case WEP_TUBA: // no aim\r
252                 case WEP_PORTO: // shoots from eye\r
253                 case WEP_HOOK: // no trueaim\r
254                 case WEP_GRENADE_LAUNCHER: // toss curve\r
255                         return SHOTTYPE_HITWORLD;\r
256                 case WEP_CAMPINGRIFLE:\r
257                         if(zoomscript_caught)\r
258                                 return EnemyHitCheck(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE);\r
259                         break;\r
260                 case WEP_ROCKET_LAUNCHER: // projectile has a size!\r
261                         mi = '-3 -3 -3';\r
262                         ma = '3 3 3';\r
263                         break;\r
264                 case WEP_SEEKER: // projectile has a size!\r
265                         mi = '-2 -2 -2';\r
266                         ma = '2 2 2';\r
267                         break;\r
268                 case WEP_ELECTRO: // projectile has a size!\r
269                         mi = '0 0 -3';\r
270                         ma = '0 0 -3';\r
271                         break;\r
272         }\r
273 \r
274         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
275 \r
276         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);\r
277         trueaimpoint = trace_endpos;\r
278 \r
279         if(vecs_x > 0)\r
280                 vecs_y = -vecs_y;\r
281         else\r
282                 vecs = '0 0 0';\r
283 \r
284         dv = view_right * vecs_y + view_up * vecs_z;\r
285         w_shotorg = view_origin + dv;\r
286 \r
287         // now move the vecs forward as much as requested if possible\r
288         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, trueaim); // FIXME this MOVE_NORMAL part will misbehave a little in csqc\r
289         w_shotorg = trace_endpos - view_forward * nudge;\r
290 \r
291         shottype = EnemyHitCheck(w_shotorg, mi, ma, trueaimpoint);\r
292         if(shottype != SHOTTYPE_HITWORLD)\r
293                 return shottype;\r
294 \r
295         // now test whether we will actually hit the trueaimpoint...\r
296         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);\r
297 \r
298         if(vlen(trace_endpos - trueaimpoint) > vlen(ma - mi) + 1)\r
299                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace\r
300                 return SHOTTYPE_HITOBSTRUCTION;\r
301         \r
302         return SHOTTYPE_HITWORLD;\r
303 }\r
304 \r
305 void CSQC_common_hud(void);\r
306 \r
307 void CSQC_kh_hud(void);\r
308 void CSQC_ctf_hud(void);\r
309 void PostInit(void);\r
310 void CSQC_Demo_Camera();\r
311 float Sbar_WouldDrawScoreboard ();\r
312 float view_set;\r
313 float camera_mode;\r
314 string NextFrameCommand;\r
315 void CSQC_spider_HUD();\r
316 void CSQC_UpdateView(float w, float h)\r
317 {\r
318         entity e;\r
319         float fov;\r
320         float f, i, j;\r
321 \r
322         dprint_load();\r
323         WaypointSprite_Load();\r
324 \r
325         myteam = GetPlayerColor(player_localentnum - 1);\r
326 \r
327         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
328 \r
329         // Render the Scene\r
330         if(!intermission || !view_set)\r
331         {\r
332                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
333                 view_angles = input_angles;\r
334                 makevectors(view_angles);\r
335                 view_forward = v_forward;\r
336                 view_right = v_right;\r
337                 view_up = v_up;\r
338                 view_set = 1;\r
339         }\r
340 \r
341         vid_width = w;\r
342         vid_height = h;\r
343 \r
344 #ifdef BLURTEST\r
345         if(time > blurtest_time0 && time < blurtest_time1)\r
346         {\r
347                 float r, t;\r
348 \r
349                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
350                 r = t * blurtest_radius;\r
351                 f = 1 / pow(t, blurtest_power) - 1;\r
352 \r
353                 cvar_set("r_glsl_postprocess", "1");\r
354                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
355         }\r
356         else\r
357         {\r
358                 cvar_set("r_glsl_postprocess", "0");\r
359                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
360         }\r
361 #endif\r
362 \r
363         Fog_Force();\r
364 \r
365         drawframetime = max(0.000001, time - drawtime);\r
366         drawtime = time;\r
367 \r
368         // watch for gametype changes here...\r
369         // in ParseStuffCMD the cmd isn't executed yet :/\r
370         // might even be better to add the gametype to TE_CSQC_INIT...?\r
371         if(!postinit)\r
372                 PostInit();\r
373 \r
374         CheckForGamestartChange();\r
375         maptimeAnnouncer();\r
376 \r
377         fov = cvar("fov");\r
378         if(button_zoom || fov <= 59.5)\r
379         {\r
380                 if(!zoomscript_caught)\r
381                 {\r
382                         localcmd("+button4\n");\r
383                         zoomscript_caught = 1;\r
384                         ignore_plus_zoom += 1;\r
385                 }\r
386         }\r
387         else\r
388         {\r
389                 if(zoomscript_caught)\r
390                 {\r
391                         localcmd("-button4\n");\r
392                         zoomscript_caught = 0;\r
393                         ignore_minus_zoom += 1;\r
394                 }\r
395         }\r
396 \r
397         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
398         sbar_currentammo = cvar("sbar_showcurrentammo");\r
399         sbar_hudselector = cvar("sbar_hudselector");\r
400         sbar_hud_accuracy = cvar("sbar_hud_accuracy");\r
401         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
402         activeweapon = getstati(STAT_SWITCHWEAPON);\r
403         f = cvar("teamplay");\r
404         if(f != teamplay)\r
405         {\r
406                 teamplay = f;\r
407                 Sbar_InitScores();\r
408         }\r
409 \r
410         if(last_weapon != activeweapon) {\r
411                 weapontime = time;\r
412                 last_weapon = activeweapon;\r
413         }\r
414 \r
415         // ALWAYS Clear Current Scene First\r
416         R_ClearScene();\r
417 \r
418         // Assign Standard Viewflags\r
419         // Draw the World (and sky)\r
420         R_SetView(VF_DRAWWORLD, 1);\r
421 \r
422         // Set the console size vars\r
423         vid_conwidth = cvar("vid_conwidth");\r
424         vid_conheight = cvar("vid_conheight");\r
425         vid_pixelheight = cvar("vid_pixelheight");\r
426 \r
427         R_SetView(VF_FOV, GetCurrentFov(fov));\r
428 \r
429         // Camera for demo playback\r
430         if(camera_active)\r
431         {\r
432                 if(cvar("camera_enable"))\r
433                         CSQC_Demo_Camera();\r
434                 else\r
435                 {\r
436                         cvar_set("chase_active", ftos(chase_active_backup));\r
437                         cvar_set("cl_demo_mousegrab", "0");\r
438                         camera_active = FALSE;\r
439                 }\r
440         }\r
441 #ifdef CAMERATEST\r
442         else if(cvar("camera_enable"))\r
443 #else\r
444         else if(cvar("camera_enable") && isdemo())\r
445 #endif\r
446         {\r
447                 // Enable required Darkplaces cvars\r
448                 chase_active_backup = cvar("chase_active");\r
449                 cvar_set("chase_active", "2");\r
450                 cvar_set("cl_demo_mousegrab", "1");\r
451                 camera_active = TRUE;\r
452                 camera_mode = FALSE;\r
453         }\r
454 \r
455         // Draw the Crosshair\r
456         float scoreboard_active;\r
457         scoreboard_active = Sbar_WouldDrawScoreboard();\r
458         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
459 \r
460         // Draw the Engine Status Bar (the default Quake HUD)\r
461         R_SetView(VF_DRAWENGINESBAR, 0);\r
462 \r
463         // fetch this one only once per frame\r
464         sbar_showbinds = cvar("sbar_showbinds");\r
465         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
466 \r
467         // Update the mouse position\r
468         /*\r
469         mousepos_x = vid_conwidth;\r
470         mousepos_y = vid_conheight;\r
471         mousepos = mousepos*0.5 + getmousepos();\r
472         */\r
473 \r
474         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
475 \r
476         e = self;\r
477         for(self = world; (self = nextent(self)); )\r
478                 if(self.draw)\r
479                         self.draw();\r
480         self = e;\r
481         R_RenderScene();\r
482 \r
483         // now switch to 2D drawing mode by calling a 2D drawing function\r
484         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
485         // next R_RenderScene call\r
486         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
487 \r
488         // Draw the mouse cursor\r
489         // NOTE: drawpic must happen after R_RenderScene for some reason\r
490         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
491         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
492         //self = edict_num(player_localnum);\r
493         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
494         //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
495         // as long as the ctf part isn't in, this is useless\r
496         if(menu_visible)\r
497                 menu_show();\r
498 \r
499         /*if(gametype == GAME_CTF)\r
500         {\r
501                 ctf_view();\r
502         } else */\r
503 \r
504         // draw 2D entities\r
505         e = self;\r
506         for(self = world; (self = nextent(self)); )\r
507                 if(self.draw2d)\r
508                         self.draw2d();\r
509         self = e;\r
510 \r
511         // draw radar\r
512         if(\r
513                 ons_showmap\r
514                 ||\r
515                 (\r
516                         !scoreboard_active\r
517                         &&\r
518                         cvar_string("cl_teamradar") != "0"\r
519                         &&\r
520                         (\r
521                                 cvar("cl_teamradar") == 2\r
522                                 ||\r
523                                 teamplay\r
524                         )\r
525                 )\r
526         )\r
527                 teamradar_view();\r
528 \r
529         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing\r
530         {\r
531                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
532                         Sbar_DrawPressedKeys();\r
533         }\r
534         \r
535         if (cvar("cl_showspeed"))\r
536                 Sbar_ShowSpeed();\r
537         \r
538         // draw sbar\r
539         if(cvar("r_letterbox") == 0)\r
540                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
541 \r
542     float hud;\r
543     hud = getstati(STAT_HUD);\r
544     if(hud == HUD_SPIDEBOT)\r
545     {\r
546         vector sz;\r
547         CSQC_spider_HUD();\r
548         sz = drawgetimagesize(SPIDER_CROSS);\r
549         sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);\r
550         sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);\r
551         drawpic('0.5 0 0' * (vid_conwidth - sz_x) + '0 0.5 0' * (vid_conheight - sz_y), SPIDER_CROSS, sz, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);\r
552     }\r
553     else\r
554     {\r
555         if(cvar("r_letterbox") == 0)\r
556             if(cvar("viewsize") < 120)\r
557                 CSQC_common_hud();\r
558 \r
559         // crosshair goes VERY LAST\r
560         if(!scoreboard_active && !ons_showmap && !camera_active) {\r
561             // TrueAim check\r
562             float shottype;\r
563 \r
564             if(cvar("crosshair_hittest"))\r
565                 shottype = TrueAimCheck();\r
566             else\r
567                 shottype = SHOTTYPE_HITWORLD;\r
568 \r
569             string wcross_style;\r
570             wcross_style = cvar_string("crosshair");\r
571 \r
572             if (wcross_style != "0") {\r
573                 vector wcross_color, wcross_size;\r
574                 string wcross_wep, wcross_name;\r
575                 float wcross_alpha, wcross_sizefloat;\r
576 \r
577                 wcross_color_x = cvar("crosshair_color_red");\r
578                 wcross_color_y = cvar("crosshair_color_green");\r
579                 wcross_color_z = cvar("crosshair_color_blue");\r
580                 wcross_alpha = cvar("crosshair_color_alpha");\r
581                 wcross_sizefloat = cvar("crosshair_size");\r
582                 if (cvar("crosshair_per_weapon")) {\r
583                     e = get_weaponinfo(activeweapon);\r
584                     if (e && e.netname != "")\r
585                     {\r
586                         wcross_wep = e.netname;\r
587                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
588                         if(wcross_style == "")\r
589                             wcross_style = e.netname;\r
590 \r
591                         if(!cvar("crosshair_color_override"))\r
592                         {\r
593                             wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
594                             wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
595                             wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
596                         }\r
597 \r
598                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
599                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
600                     }\r
601                 }\r
602 \r
603                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
604 \r
605                                 if(shottype == SHOTTYPE_HITENEMY)\r
606                                         wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
607                                 if(shottype == SHOTTYPE_HITTEAM)\r
608                                         wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
609 \r
610                 wcross_size = drawgetimagesize(wcross_name);\r
611                 wcross_size_x *= wcross_sizefloat;\r
612                 wcross_size_y *= wcross_sizefloat;\r
613 \r
614                 if(shottype == SHOTTYPE_HITENEMY || shottype == SHOTTYPE_HITWORLD)\r
615                 {\r
616                     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
617                 }\r
618                 else\r
619                 {\r
620                     wcross_alpha *= 0.04 * 0.75;\r
621                     for(i = -2; i <= 2; ++i)\r
622                         for(j = -2; j <= 2; ++j)\r
623                             drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x + i) + '0 0.5 0' * (vid_conheight - wcross_size_y + j), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);\r
624                 }\r
625             }\r
626         }\r
627     }\r
628 \r
629         if(NextFrameCommand)\r
630         {\r
631                 localcmd("\n", NextFrameCommand, "\n");\r
632                 NextFrameCommand = string_null;\r
633         }\r
634 }\r
635 \r
636 void Sbar_Draw();\r
637 void CSQC_spider_HUD()\r
638 {\r
639     float rockets,reload,heat,hp,shield,i;\r
640     vector p,pp;\r
641 \r
642     rockets = getstati(STAT_SPIDERBOT_ROCKETS);\r
643     heat    = min(getstatf(STAT_SPIDERBOT_HEAT),1);\r
644     reload  = min(getstatf(STAT_SPIDERBOT_RELOAD),1);\r
645     hp      = min(getstatf(STAT_SPIDERBOT_HEALTH),1);\r
646     shield  = min(getstatf(STAT_SPIDERBOT_SHIELD),1);\r
647 \r
648     // Draw health bar\r
649     p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
650     p = p + '0 1 0' * vid_conheight - '0 32 0';\r
651     //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));\r
652     drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);\r
653     p_y += 8;\r
654     drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);\r
655     p_x += 256 * hp;\r
656     drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);\r
657 \r
658     // Draw minigun heat indicator\r
659     p = '0.5 0 0' * (vid_conwidth - 256);\r
660     p = p + '0 1 0' * vid_conheight - '0 34  0';\r
661     drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);\r
662     p_x += 256 * (1-heat);\r
663     drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
664 \r
665     // Draw rocket icons for loaded/empty tubes.\r
666     pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
667     pp += '0 1 0' * vid_conheight - '0 64 0';\r
668     for(i = 0; i < 8; ++i)\r
669     {\r
670         p = pp + '1 0 0' * (rkt_size * i);\r
671         if(rockets == 8)\r
672         {\r
673             if(floor(reload * 8) == i)\r
674             {\r
675                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);\r
676             }\r
677             else if(i < reload * 8)\r
678                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);\r
679             else\r
680                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);\r
681         }\r
682         else\r
683         {\r
684             if(i < rockets)\r
685                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);\r
686             else\r
687                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);\r
688         }\r
689     }\r
690 \r
691         if (sb_showscores)\r
692         {\r
693                 Sbar_DrawScoreboard();\r
694                 Sbar_DrawCenterPrint();\r
695         }\r
696 \r
697 }\r
698 void CSQC_common_hud(void)\r
699 {\r
700 \r
701         // Sbar_SortFrags(); done in Sbar_Draw\r
702     float hud;\r
703     hud = getstati(STAT_HUD);\r
704 \r
705     //hud = 10;\r
706     switch(hud)\r
707     {\r
708         case HUD_NORMAL:\r
709             Sbar_Draw();\r
710             break;\r
711 \r
712         case HUD_SPIDEBOT:\r
713             CSQC_spider_HUD();\r
714             break;\r
715     }\r
716 }\r
717 \r
718 \r
719 // following vectors must be global to allow seamless switching between camera modes\r
720 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
721 void CSQC_Demo_Camera()\r
722 {\r
723         float speed, attenuation, dimensions;\r
724         vector tmp, delta;\r
725 \r
726         if( cvar("camera_reset") || !camera_mode )\r
727         {\r
728                 camera_offset = '0 0 0';\r
729                 current_angles = '0 0 0';\r
730                 camera_direction = '0 0 0';\r
731                 camera_offset_z += 30;\r
732                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
733                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
734                 current_origin = view_origin;\r
735                 current_camera_offset  = camera_offset;\r
736                 cvar_set("camera_reset", "0");\r
737                 camera_mode = CAMERA_CHASE;\r
738         }\r
739 \r
740         // Camera angles\r
741         if( camera_roll )\r
742                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
743 \r
744         if(cvar("camera_look_player"))\r
745         {\r
746                 local vector dir;\r
747                 local float n;\r
748 \r
749                 dir = normalize(view_origin - current_position);\r
750                 n = mouse_angles_z;\r
751                 mouse_angles = vectoangles(dir);\r
752                 mouse_angles_x = mouse_angles_x * -1;\r
753                 mouse_angles_z = n;\r
754         }\r
755         else\r
756         {\r
757                 tmp = getmousepos() * 0.1;\r
758                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
759                 {\r
760                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
761                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
762                 }\r
763         }\r
764 \r
765         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
766         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
767         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
768         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
769 \r
770         // Fix difference when angles don't have the same sign\r
771         delta = '0 0 0';\r
772         if(mouse_angles_y < -60 && current_angles_y > 60)\r
773                 delta = '0 360 0';\r
774         if(mouse_angles_y > 60 && current_angles_y < -60)\r
775                 delta = '0 -360 0';\r
776 \r
777         if(cvar("camera_look_player"))\r
778                 attenuation = cvar("camera_look_attenuation");\r
779         else\r
780                 attenuation = cvar("camera_speed_attenuation");\r
781 \r
782         attenuation = 1 / max(1, attenuation);\r
783         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
784 \r
785         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
786         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
787         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
788         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
789 \r
790         // Camera position\r
791         tmp = '0 0 0';\r
792         dimensions = 0;\r
793 \r
794         if( camera_direction_x )\r
795         {\r
796                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
797                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
798                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
799                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
800                 ++dimensions;\r
801         }\r
802 \r
803         if( camera_direction_y )\r
804         {\r
805                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
806                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
807                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
808                 ++dimensions;\r
809         }\r
810 \r
811         if( camera_direction_z )\r
812         {\r
813                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
814                 ++dimensions;\r
815         }\r
816 \r
817         if(cvar("camera_free"))\r
818                 speed = cvar("camera_speed_free");\r
819         else\r
820                 speed = cvar("camera_speed_chase");\r
821 \r
822         if(dimensions)\r
823         {\r
824                 speed = speed * sqrt(1 / dimensions);\r
825                 camera_offset += tmp * speed;\r
826         }\r
827 \r
828         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
829 \r
830         // Camera modes\r
831         if( cvar("camera_free") )\r
832         {\r
833                 if ( camera_mode == CAMERA_CHASE )\r
834                 {\r
835                         current_camera_offset = current_origin + current_camera_offset;\r
836                         camera_offset = current_origin + camera_offset;\r
837                 }\r
838 \r
839                 camera_mode = CAMERA_FREE;\r
840                 current_position = current_camera_offset;\r
841         }\r
842         else\r
843         {\r
844                 if ( camera_mode == CAMERA_FREE )\r
845                 {\r
846                         current_origin = view_origin;\r
847                         camera_offset = camera_offset - current_origin;\r
848                         current_camera_offset = current_camera_offset - current_origin;\r
849                 }\r
850 \r
851                 camera_mode = CAMERA_CHASE;\r
852 \r
853                 if(cvar("camera_chase_smoothly"))\r
854                         current_origin += (view_origin - current_origin) * attenuation;\r
855                 else\r
856                         current_origin = view_origin;\r
857 \r
858                 current_position = current_origin + current_camera_offset;\r
859         }\r
860 \r
861         R_SetView(VF_ANGLES, current_angles);\r
862         R_SetView(VF_ORIGIN, current_position);\r
863 }\r