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