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crosshair_hittest: new feature: enlarge when aiming at enemy (optional)
[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 void TrueAim_Init()\r
211 {\r
212         trueaim = spawn();\r
213         trueaim.classname = "trueaim";\r
214         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
215 }\r
216 \r
217 float EnemyHitCheck(vector start, vector mi, vector ma, vector end)\r
218 {\r
219         float t;\r
220         tracebox(start, mi, ma, end, MOVE_NORMAL, trueaim);\r
221         if(trace_networkentity < 1)\r
222                 return 0;\r
223         if(trace_networkentity > maxclients)\r
224                 return 0;\r
225         t = GetPlayerColor(trace_networkentity - 1);\r
226         if(teamplay)\r
227         if(t == myteam)\r
228                 return 0;\r
229         if(t == COLOR_SPECTATOR)\r
230                 return 0;\r
231         return 1;\r
232 }\r
233 \r
234 float TrueAimCheck()\r
235 {\r
236         float nudge = 1; // added to traceline target and subtracted from result\r
237         vector vecs, trueaimpoint, w_shotorg;\r
238         vector mi, ma, dv;\r
239 \r
240         mi = ma = '0 0 0';\r
241 \r
242         switch(activeweapon)\r
243         {\r
244                 case WEP_TUBA: // no aim\r
245                 case WEP_PORTO: // shoots from eye\r
246                 case WEP_HOOK: // no trueaim\r
247                 case WEP_GRENADE_LAUNCHER: // toss curve\r
248                         return 1;\r
249                 case WEP_CAMPINGRIFLE:\r
250                         if(zoomscript_caught)\r
251                                 return 1 + EnemyHitCheck(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE);\r
252                         break;\r
253                 case WEP_ROCKET_LAUNCHER: // projectile has a size!\r
254                         mi = '-3 -3 -3';\r
255                         ma = '3 3 3';\r
256                         break;\r
257                 case WEP_SEEKER: // projectile has a size!\r
258                         mi = '-2 -2 -2';\r
259                         ma = '2 2 2';\r
260                         break;\r
261                 case WEP_ELECTRO: // projectile has a size!\r
262                         mi = '0 0 -3';\r
263                         ma = '0 0 -3';\r
264                         break;\r
265         }\r
266 \r
267         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
268 \r
269         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);\r
270         trueaimpoint = trace_endpos;\r
271 \r
272         if(vecs_x > 0)\r
273                 vecs_y = -vecs_y;\r
274         else\r
275                 vecs = '0 0 0';\r
276 \r
277         dv = view_right * vecs_y + view_up * vecs_z;\r
278         w_shotorg = view_origin + dv;\r
279 \r
280         // now move the vecs forward as much as requested if possible\r
281         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
282         w_shotorg = trace_endpos - view_forward * nudge;\r
283 \r
284         if(EnemyHitCheck(w_shotorg, mi, ma, trueaimpoint))\r
285                 return 2;\r
286 \r
287         // now test whether we will actually hit the trueaimpoint...\r
288         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);\r
289 \r
290         return vlen(trace_endpos - trueaimpoint) <= vlen(ma - mi) + 1;\r
291                 // 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
292 }\r
293 \r
294 void CSQC_common_hud(void);\r
295 \r
296 void CSQC_kh_hud(void);\r
297 void CSQC_ctf_hud(void);\r
298 void PostInit(void);\r
299 void CSQC_Demo_Camera();\r
300 float Sbar_WouldDrawScoreboard ();\r
301 float view_set;\r
302 float camera_mode;\r
303 string NextFrameCommand;\r
304 void CSQC_spider_HUD();\r
305 void CSQC_UpdateView(float w, float h)\r
306 {\r
307         entity e;\r
308         float fov;\r
309         float f, i, j;\r
310 \r
311         dprint_load();\r
312         WaypointSprite_Load();\r
313 \r
314         myteam = GetPlayerColor(player_localentnum - 1);\r
315 \r
316         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
317 \r
318         // Render the Scene\r
319         if(!intermission || !view_set)\r
320         {\r
321                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
322                 view_angles = input_angles;\r
323                 makevectors(view_angles);\r
324                 view_forward = v_forward;\r
325                 view_right = v_right;\r
326                 view_up = v_up;\r
327                 view_set = 1;\r
328         }\r
329 \r
330         vid_width = w;\r
331         vid_height = h;\r
332 \r
333 #ifdef BLURTEST\r
334         if(time > blurtest_time0 && time < blurtest_time1)\r
335         {\r
336                 float r, t;\r
337 \r
338                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
339                 r = t * blurtest_radius;\r
340                 f = 1 / pow(t, blurtest_power) - 1;\r
341 \r
342                 cvar_set("r_glsl_postprocess", "1");\r
343                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
344         }\r
345         else\r
346         {\r
347                 cvar_set("r_glsl_postprocess", "0");\r
348                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
349         }\r
350 #endif\r
351 \r
352         Fog_Force();\r
353 \r
354         drawframetime = max(0.000001, time - drawtime);\r
355         drawtime = time;\r
356 \r
357         // watch for gametype changes here...\r
358         // in ParseStuffCMD the cmd isn't executed yet :/\r
359         // might even be better to add the gametype to TE_CSQC_INIT...?\r
360         if(!postinit)\r
361                 PostInit();\r
362 \r
363         CheckForGamestartChange();\r
364         maptimeAnnouncer();\r
365 \r
366         fov = cvar("fov");\r
367         if(button_zoom || fov <= 59.5)\r
368         {\r
369                 if(!zoomscript_caught)\r
370                 {\r
371                         localcmd("+button4\n");\r
372                         zoomscript_caught = 1;\r
373                         ignore_plus_zoom += 1;\r
374                 }\r
375         }\r
376         else\r
377         {\r
378                 if(zoomscript_caught)\r
379                 {\r
380                         localcmd("-button4\n");\r
381                         zoomscript_caught = 0;\r
382                         ignore_minus_zoom += 1;\r
383                 }\r
384         }\r
385 \r
386         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
387         sbar_currentammo = cvar("sbar_showcurrentammo");\r
388         sbar_hudselector = cvar("sbar_hudselector");\r
389         sbar_hud_accuracy = cvar("sbar_hud_accuracy");\r
390         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
391         activeweapon = getstati(STAT_SWITCHWEAPON);\r
392         f = cvar("teamplay");\r
393         if(f != teamplay)\r
394         {\r
395                 teamplay = f;\r
396                 Sbar_InitScores();\r
397         }\r
398 \r
399         if(last_weapon != activeweapon) {\r
400                 weapontime = time;\r
401                 last_weapon = activeweapon;\r
402         }\r
403 \r
404         // ALWAYS Clear Current Scene First\r
405         R_ClearScene();\r
406 \r
407         // Assign Standard Viewflags\r
408         // Draw the World (and sky)\r
409         R_SetView(VF_DRAWWORLD, 1);\r
410 \r
411         // Set the console size vars\r
412         vid_conwidth = cvar("vid_conwidth");\r
413         vid_conheight = cvar("vid_conheight");\r
414         vid_pixelheight = cvar("vid_pixelheight");\r
415 \r
416         R_SetView(VF_FOV, GetCurrentFov(fov));\r
417 \r
418         // Camera for demo playback\r
419         if(camera_active)\r
420         {\r
421                 if(cvar("camera_enable"))\r
422                         CSQC_Demo_Camera();\r
423                 else\r
424                 {\r
425                         cvar_set("chase_active", ftos(chase_active_backup));\r
426                         cvar_set("cl_demo_mousegrab", "0");\r
427                         camera_active = FALSE;\r
428                 }\r
429         }\r
430 #ifdef CAMERATEST\r
431         else if(cvar("camera_enable"))\r
432 #else\r
433         else if(cvar("camera_enable") && isdemo())\r
434 #endif\r
435         {\r
436                 // Enable required Darkplaces cvars\r
437                 chase_active_backup = cvar("chase_active");\r
438                 cvar_set("chase_active", "2");\r
439                 cvar_set("cl_demo_mousegrab", "1");\r
440                 camera_active = TRUE;\r
441                 camera_mode = FALSE;\r
442         }\r
443 \r
444         // Draw the Crosshair\r
445         float scoreboard_active;\r
446         scoreboard_active = Sbar_WouldDrawScoreboard();\r
447         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
448 \r
449         // Draw the Engine Status Bar (the default Quake HUD)\r
450         R_SetView(VF_DRAWENGINESBAR, 0);\r
451 \r
452         // fetch this one only once per frame\r
453         sbar_showbinds = cvar("sbar_showbinds");\r
454         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
455 \r
456         // Update the mouse position\r
457         /*\r
458         mousepos_x = vid_conwidth;\r
459         mousepos_y = vid_conheight;\r
460         mousepos = mousepos*0.5 + getmousepos();\r
461         */\r
462 \r
463         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
464 \r
465         e = self;\r
466         for(self = world; (self = nextent(self)); )\r
467                 if(self.draw)\r
468                         self.draw();\r
469         self = e;\r
470         R_RenderScene();\r
471 \r
472         // now switch to 2D drawing mode by calling a 2D drawing function\r
473         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
474         // next R_RenderScene call\r
475         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
476 \r
477         // Draw the mouse cursor\r
478         // NOTE: drawpic must happen after R_RenderScene for some reason\r
479         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
480         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
481         //self = edict_num(player_localnum);\r
482         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
483         //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
484         // as long as the ctf part isn't in, this is useless\r
485         if(menu_visible)\r
486                 menu_show();\r
487 \r
488         /*if(gametype == GAME_CTF)\r
489         {\r
490                 ctf_view();\r
491         } else */\r
492 \r
493         // draw 2D entities\r
494         e = self;\r
495         for(self = world; (self = nextent(self)); )\r
496                 if(self.draw2d)\r
497                         self.draw2d();\r
498         self = e;\r
499 \r
500         // draw radar\r
501         if(\r
502                 ons_showmap\r
503                 ||\r
504                 (\r
505                         !scoreboard_active\r
506                         &&\r
507                         cvar_string("cl_teamradar") != "0"\r
508                         &&\r
509                         (\r
510                                 cvar("cl_teamradar") == 2\r
511                                 ||\r
512                                 teamplay\r
513                         )\r
514                 )\r
515         )\r
516                 teamradar_view();\r
517 \r
518         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing\r
519         {\r
520                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
521                         Sbar_DrawPressedKeys();\r
522         }\r
523         \r
524         if (cvar("cl_showspeed"))\r
525                 Sbar_ShowSpeed();\r
526         \r
527         // draw sbar\r
528         if(cvar("r_letterbox") == 0)\r
529                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
530 \r
531     float hud;\r
532     hud = getstati(STAT_HUD);\r
533     if(hud == HUD_SPIDEBOT)\r
534     {\r
535         vector sz;\r
536         CSQC_spider_HUD();\r
537         sz = drawgetimagesize(SPIDER_CROSS);\r
538         sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);\r
539         sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);\r
540         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
541     }\r
542     else\r
543     {\r
544         if(cvar("r_letterbox") == 0)\r
545             if(cvar("viewsize") < 120)\r
546                 CSQC_common_hud();\r
547 \r
548         // crosshair goes VERY LAST\r
549         if(!scoreboard_active && !ons_showmap && !camera_active) {\r
550             // TrueAim check\r
551             float goodshot;\r
552 \r
553             if(cvar("crosshair_hittest"))\r
554                 goodshot = TrueAimCheck();\r
555             else\r
556                 goodshot = 1;\r
557 \r
558             string wcross_style;\r
559             wcross_style = cvar_string("crosshair");\r
560 \r
561             if (wcross_style != "0") {\r
562                 vector wcross_color, wcross_size;\r
563                 string wcross_wep, wcross_name;\r
564                 float wcross_alpha, wcross_sizefloat;\r
565 \r
566                 wcross_color_x = cvar("crosshair_color_red");\r
567                 wcross_color_y = cvar("crosshair_color_green");\r
568                 wcross_color_z = cvar("crosshair_color_blue");\r
569                 wcross_alpha = cvar("crosshair_color_alpha");\r
570                 wcross_sizefloat = cvar("crosshair_size");\r
571                 if (cvar("crosshair_per_weapon")) {\r
572                     e = get_weaponinfo(activeweapon);\r
573                     if (e && e.netname != "")\r
574                     {\r
575                         wcross_wep = e.netname;\r
576                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
577                         if(wcross_style == "")\r
578                             wcross_style = e.netname;\r
579 \r
580                         if(!cvar("crosshair_color_override"))\r
581                         {\r
582                             wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
583                             wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
584                             wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
585                         }\r
586 \r
587                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
588                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
589                     }\r
590                 }\r
591 \r
592                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
593 \r
594                                 if(goodshot > 1)\r
595                                         wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
596 \r
597                 wcross_size = drawgetimagesize(wcross_name);\r
598                 wcross_size_x *= wcross_sizefloat;\r
599                 wcross_size_y *= wcross_sizefloat;\r
600 \r
601                 if(goodshot)\r
602                 {\r
603                     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
604                 }\r
605                 else\r
606                 {\r
607                     wcross_alpha *= 0.04 * 0.75;\r
608                     for(i = -2; i <= 2; ++i)\r
609                         for(j = -2; j <= 2; ++j)\r
610                             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
611                 }\r
612             }\r
613         }\r
614     }\r
615 \r
616         if(NextFrameCommand)\r
617         {\r
618                 localcmd("\n", NextFrameCommand, "\n");\r
619                 NextFrameCommand = string_null;\r
620         }\r
621 }\r
622 \r
623 void Sbar_Draw();\r
624 void CSQC_spider_HUD()\r
625 {\r
626     float rockets,reload,heat,hp,shield,i;\r
627     vector p,pp;\r
628 \r
629     rockets = getstati(STAT_SPIDERBOT_ROCKETS);\r
630     heat    = min(getstatf(STAT_SPIDERBOT_HEAT),1);\r
631     reload  = min(getstatf(STAT_SPIDERBOT_RELOAD),1);\r
632     hp      = min(getstatf(STAT_SPIDERBOT_HEALTH),1);\r
633     shield  = min(getstatf(STAT_SPIDERBOT_SHIELD),1);\r
634 \r
635     // Draw health bar\r
636     p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
637     p = p + '0 1 0' * vid_conheight - '0 32 0';\r
638     //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));\r
639     drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);\r
640     p_y += 8;\r
641     drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);\r
642     p_x += 256 * hp;\r
643     drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);\r
644 \r
645     // Draw minigun heat indicator\r
646     p = '0.5 0 0' * (vid_conwidth - 256);\r
647     p = p + '0 1 0' * vid_conheight - '0 34  0';\r
648     drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);\r
649     p_x += 256 * (1-heat);\r
650     drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
651 \r
652     // Draw rocket icons for loaded/empty tubes.\r
653     pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
654     pp += '0 1 0' * vid_conheight - '0 64 0';\r
655     for(i = 0; i < 8; ++i)\r
656     {\r
657         p = pp + '1 0 0' * (rkt_size * i);\r
658         if(rockets == 8)\r
659         {\r
660             if(floor(reload * 8) == i)\r
661             {\r
662                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);\r
663             }\r
664             else if(i < reload * 8)\r
665                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);\r
666             else\r
667                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);\r
668         }\r
669         else\r
670         {\r
671             if(i < rockets)\r
672                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);\r
673             else\r
674                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);\r
675         }\r
676     }\r
677 \r
678         if (sb_showscores)\r
679         {\r
680                 Sbar_DrawScoreboard();\r
681                 Sbar_DrawCenterPrint();\r
682         }\r
683 \r
684 }\r
685 void CSQC_common_hud(void)\r
686 {\r
687 \r
688         // Sbar_SortFrags(); done in Sbar_Draw\r
689     float hud;\r
690     hud = getstati(STAT_HUD);\r
691 \r
692     //hud = 10;\r
693     switch(hud)\r
694     {\r
695         case HUD_NORMAL:\r
696             Sbar_Draw();\r
697             break;\r
698 \r
699         case HUD_SPIDEBOT:\r
700             CSQC_spider_HUD();\r
701             break;\r
702     }\r
703 }\r
704 \r
705 \r
706 // following vectors must be global to allow seamless switching between camera modes\r
707 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
708 void CSQC_Demo_Camera()\r
709 {\r
710         float speed, attenuation, dimensions;\r
711         vector tmp, delta;\r
712 \r
713         if( cvar("camera_reset") || !camera_mode )\r
714         {\r
715                 camera_offset = '0 0 0';\r
716                 current_angles = '0 0 0';\r
717                 camera_direction = '0 0 0';\r
718                 camera_offset_z += 30;\r
719                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
720                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
721                 current_origin = view_origin;\r
722                 current_camera_offset  = camera_offset;\r
723                 cvar_set("camera_reset", "0");\r
724                 camera_mode = CAMERA_CHASE;\r
725         }\r
726 \r
727         // Camera angles\r
728         if( camera_roll )\r
729                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
730 \r
731         if(cvar("camera_look_player"))\r
732         {\r
733                 local vector dir;\r
734                 local float n;\r
735 \r
736                 dir = normalize(view_origin - current_position);\r
737                 n = mouse_angles_z;\r
738                 mouse_angles = vectoangles(dir);\r
739                 mouse_angles_x = mouse_angles_x * -1;\r
740                 mouse_angles_z = n;\r
741         }\r
742         else\r
743         {\r
744                 tmp = getmousepos() * 0.1;\r
745                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
746                 {\r
747                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
748                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
749                 }\r
750         }\r
751 \r
752         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
753         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
754         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
755         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
756 \r
757         // Fix difference when angles don't have the same sign\r
758         delta = '0 0 0';\r
759         if(mouse_angles_y < -60 && current_angles_y > 60)\r
760                 delta = '0 360 0';\r
761         if(mouse_angles_y > 60 && current_angles_y < -60)\r
762                 delta = '0 -360 0';\r
763 \r
764         if(cvar("camera_look_player"))\r
765                 attenuation = cvar("camera_look_attenuation");\r
766         else\r
767                 attenuation = cvar("camera_speed_attenuation");\r
768 \r
769         attenuation = 1 / max(1, attenuation);\r
770         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
771 \r
772         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
773         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
774         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
775         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
776 \r
777         // Camera position\r
778         tmp = '0 0 0';\r
779         dimensions = 0;\r
780 \r
781         if( camera_direction_x )\r
782         {\r
783                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
784                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
785                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
786                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
787                 ++dimensions;\r
788         }\r
789 \r
790         if( camera_direction_y )\r
791         {\r
792                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
793                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
794                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
795                 ++dimensions;\r
796         }\r
797 \r
798         if( camera_direction_z )\r
799         {\r
800                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
801                 ++dimensions;\r
802         }\r
803 \r
804         if(cvar("camera_free"))\r
805                 speed = cvar("camera_speed_free");\r
806         else\r
807                 speed = cvar("camera_speed_chase");\r
808 \r
809         if(dimensions)\r
810         {\r
811                 speed = speed * sqrt(1 / dimensions);\r
812                 camera_offset += tmp * speed;\r
813         }\r
814 \r
815         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
816 \r
817         // Camera modes\r
818         if( cvar("camera_free") )\r
819         {\r
820                 if ( camera_mode == CAMERA_CHASE )\r
821                 {\r
822                         current_camera_offset = current_origin + current_camera_offset;\r
823                         camera_offset = current_origin + camera_offset;\r
824                 }\r
825 \r
826                 camera_mode = CAMERA_FREE;\r
827                 current_position = current_camera_offset;\r
828         }\r
829         else\r
830         {\r
831                 if ( camera_mode == CAMERA_FREE )\r
832                 {\r
833                         current_origin = view_origin;\r
834                         camera_offset = camera_offset - current_origin;\r
835                         current_camera_offset = current_camera_offset - current_origin;\r
836                 }\r
837 \r
838                 camera_mode = CAMERA_CHASE;\r
839 \r
840                 if(cvar("camera_chase_smoothly"))\r
841                         current_origin += (view_origin - current_origin) * attenuation;\r
842                 else\r
843                         current_origin = view_origin;\r
844 \r
845                 current_position = current_origin + current_camera_offset;\r
846         }\r
847 \r
848         R_SetView(VF_ANGLES, current_angles);\r
849         R_SetView(VF_ORIGIN, current_position);\r
850 }\r