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1 #define spider_rocket_icon "gfx/spiderbot/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/spiderbot/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 entity porto;
9 vector polyline[16];
10 float trace_dphitcontents;
11 float trace_networkentity;
12 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
13 float DPCONTENTS_SOLID = 1; // blocks player movement
14 float DPCONTENTS_BODY = 32; // blocks player movement
15 float DPCONTENTS_CORPSE = 64; // blocks player movement
16 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
17 void Porto_Draw()
18 {
19         vector p, dir, ang, q, nextdir;
20         float idx, portal_number, portal1_idx;
21
22         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
23                 return;
24         if(intermission == 1)
25                 return;
26         if(intermission == 2)
27                 return;
28         if (getstati(STAT_HEALTH) <= 0)
29                 return;
30
31         dir = view_forward;
32
33         if(angles_held_status)
34         {
35                 makevectors(angles_held);
36                 dir = v_forward;
37         }
38
39         p = view_origin;
40
41         polyline[0] = p;
42         idx = 1;
43         portal_number = 0;
44         nextdir = dir;
45
46         for(;;)
47         {
48                 dir = nextdir;
49                 traceline(p, p + 65536 * dir, TRUE, porto);
50                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
51                         return;
52                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
53                 p = trace_endpos;
54                 polyline[idx] = p;
55                 ++idx;
56                 if(idx >= 16)
57                         return;
58                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
59                         continue;
60                 ++portal_number;
61                 ang = vectoangles2(trace_plane_normal, dir);
62                 ang_x = -ang_x;
63                 makevectors(ang);
64                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
65                         return;
66                 if(portal_number == 1)
67                         portal1_idx = idx;
68                 if(portal_number >= 2)
69                         break;
70         }
71
72         while(idx >= 2)
73         {
74                 p = polyline[idx-2];
75                 q = polyline[idx-1];
76                 if(idx == 2)
77                         p = p - view_up * 16;
78                 if(idx-1 >= portal1_idx)
79                 {
80                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
81                 }
82                 else
83                 {
84                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
85                 }
86                 --idx;
87         }
88 }
89
90 /**
91  * Checks whether the server initiated a map restart (stat_game_starttime changed)
92  *
93  * TODO: Use a better solution where a common shared entitiy is used that contains
94  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
95  * and STAT_FRAGLIMIT to be auto-sent)
96  */
97 void CheckForGamestartChange() {
98         float startTime;
99         startTime = getstatf(STAT_GAMESTARTTIME);
100         if (previous_game_starttime != startTime) {
101                 if ((time + 5.0) < startTime) {
102                         //if connecting to server while restart was active don't always play prepareforbattle
103                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);
104                 }
105                 if (time < startTime) {
106                         restartAnnouncer = spawn();
107                         restartAnnouncer.think = restartAnnouncer_Think;
108                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
109                 }
110         }
111         previous_game_starttime = startTime;
112 }
113
114 void Porto_Init()
115 {
116         porto = spawn();
117         porto.classname = "porto";
118         porto.draw = Porto_Draw;
119         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
120 }
121
122 float drawtime;
123
124 float tan(float x)
125 {
126         return sin(x) / cos(x);
127 }
128 float atan2(float y, float x)
129 {
130         vector v;
131         v = '1 0 0' * x + '0 1 0' * y;
132         v = vectoangles(v);
133         return v_y * 0.01745329251994329576;
134 }
135
136 vector GetCurrentFov(float fov)
137 {
138         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
139
140         zoomsensitivity = cvar("cl_zoomsensitivity");
141         zoomfactor = cvar("cl_zoomfactor");
142         if(zoomfactor < 1 || zoomfactor > 16)
143                 zoomfactor = 2.5;
144         zoomspeed = cvar("cl_zoomspeed");
145         if(zoomspeed >= 0)
146                 if(zoomspeed < 0.5 || zoomspeed > 16)
147                         zoomspeed = 3.5;
148
149         zoomdir = button_zoom;
150         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
151                 zoomdir += button_attack2;
152         if(spectatee_status > 0 || isdemo())
153         {
154                 if(spectatorbutton_zoom)
155                         zoomdir = 0 + !zoomdir;
156                         // do not even THINK about removing this 0
157                         // _I_ know what I am doing
158                         // fteqcc does not
159         }
160
161         if(zoomdir)
162                 zoomin_effect = 0;
163
164         if(zoomin_effect || camera_active)
165         {
166                 current_viewzoom = min(1, current_viewzoom + drawframetime);
167         }
168         else
169         {
170                 if(zoomspeed < 0) // instant zoom
171                 {
172                         if(zoomdir)
173                                 current_viewzoom = 1 / zoomfactor;
174                         else
175                                 current_viewzoom = 1;
176                 }
177                 else
178                 {
179                         if(zoomdir)
180                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
181                         else
182                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
183                 }
184         }
185
186         if(almost_equals(current_viewzoom, 1))
187                 current_zoomfraction = 0;
188         else if(almost_equals(current_viewzoom, 1/zoomfactor))
189                 current_zoomfraction = 1;
190         else
191                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
192
193         if(zoomsensitivity < 1)
194                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
195         else
196                 setsensitivityscale(1);
197
198         float frustumx, frustumy, fovx, fovy;
199         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
200         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
201         fovx = atan2(frustumx, 1) / 0.00872664625997164788;
202         fovy = atan2(frustumy, 1) / 0.00872664625997164788;
203
204         return '1 0 0' * fovx + '0 1 0' * fovy;
205 }
206
207 // this function must match W_SetupShot!
208 float zoomscript_caught;
209
210 vector wcross_origin;
211 entity trueaim;
212
213 #define SHOTTYPE_HITTEAM 1
214 #define SHOTTYPE_HITOBSTRUCTION 2
215 #define SHOTTYPE_HITWORLD 3
216 #define SHOTTYPE_HITENEMY 4
217
218 void TrueAim_Init()
219 {
220         trueaim = spawn();
221         trueaim.classname = "trueaim";
222         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
223 }
224
225 float EnemyHitCheck(vector start, vector mi, vector ma, vector end)
226 {
227         float t;
228         tracebox(start, mi, ma, end, MOVE_NORMAL, trueaim);
229         if(cvar("crosshair_hittest_showimpact"))
230                 wcross_origin = project_3d_to_2d(trace_endpos);
231         if(trace_networkentity < 1)
232                 return SHOTTYPE_HITWORLD;
233         if(trace_networkentity > maxclients)
234                 return SHOTTYPE_HITWORLD;
235         t = GetPlayerColor(trace_networkentity - 1);
236         if(teamplay)
237         if(t == myteam)
238                 return SHOTTYPE_HITTEAM;
239         if(t == COLOR_SPECTATOR)
240                 return SHOTTYPE_HITWORLD;
241         return SHOTTYPE_HITENEMY;
242 }
243
244 float TrueAimCheck()
245 {
246         float nudge = 1; // added to traceline target and subtracted from result
247         vector vecs, trueaimpoint, w_shotorg;
248         vector mi, ma, dv;
249         float shottype;
250
251         mi = ma = '0 0 0';
252
253         switch(activeweapon)
254         {
255                 case WEP_TUBA: // no aim
256                 case WEP_PORTO: // shoots from eye
257                 case WEP_HOOK: // no trueaim
258                 case WEP_GRENADE_LAUNCHER: // toss curve
259                         return SHOTTYPE_HITWORLD;
260                 case WEP_CAMPINGRIFLE:
261                         if(zoomscript_caught)
262                                 return EnemyHitCheck(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE);
263                         break;
264                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
265                         mi = '-3 -3 -3';
266                         ma = '3 3 3';
267                         break;
268                 case WEP_ELECTRO: // projectile has a size!
269                         mi = '0 0 -3';
270                         ma = '0 0 -3';
271                         break;
272         }
273
274         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
275
276         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
277         trueaimpoint = trace_endpos;
278
279         if(vecs_x > 0)
280                 vecs_y = -vecs_y;
281         else
282                 vecs = '0 0 0';
283
284         dv = view_right * vecs_y + view_up * vecs_z;
285         w_shotorg = view_origin + dv;
286
287         // now move the vecs forward as much as requested if possible
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
289         w_shotorg = trace_endpos - view_forward * nudge;
290
291         shottype = EnemyHitCheck(w_shotorg, mi, ma, trueaimpoint);
292         if(shottype != SHOTTYPE_HITWORLD)
293                 return shottype;
294
295         // now test whether we will actually hit the trueaimpoint...
296         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);
297
298         if(vlen(trace_endpos - trueaimpoint) > vlen(ma - mi) + 1)
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
300                 return SHOTTYPE_HITOBSTRUCTION;
301         
302         return SHOTTYPE_HITWORLD;
303 }
304
305 void CSQC_common_hud(void);
306
307 void CSQC_kh_hud(void);
308 void CSQC_ctf_hud(void);
309 void PostInit(void);
310 void CSQC_Demo_Camera();
311 float Sbar_WouldDrawScoreboard ();
312 float view_set;
313 float camera_mode;
314 string NextFrameCommand;
315 void CSQC_spider_HUD();
316 void CSQC_UpdateView(float w, float h)
317 {
318         entity e;
319         float fov;
320         float f, i, j;
321
322         dprint_load();
323         WaypointSprite_Load();
324
325         if(spectatee_status)
326                 myteam = GetPlayerColor(spectatee_status - 1);
327         else
328                 myteam = GetPlayerColor(player_localentnum - 1);
329
330         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
331
332         // Render the Scene
333         if(!intermission || !view_set)
334         {
335                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
336                 view_angles = input_angles;
337                 makevectors(view_angles);
338                 view_forward = v_forward;
339                 view_right = v_right;
340                 view_up = v_up;
341                 view_set = 1;
342         }
343
344         vid_width = w;
345         vid_height = h;
346
347 #ifdef BLURTEST
348         if(time > blurtest_time0 && time < blurtest_time1)
349         {
350                 float r, t;
351
352                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
353                 r = t * blurtest_radius;
354                 f = 1 / pow(t, blurtest_power) - 1;
355
356                 cvar_set("r_glsl_postprocess", "1");
357                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
358         }
359         else
360         {
361                 cvar_set("r_glsl_postprocess", "0");
362                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
363         }
364 #endif
365
366         Fog_Force();
367
368         drawframetime = max(0.000001, time - drawtime);
369         drawtime = time;
370
371         // watch for gametype changes here...
372         // in ParseStuffCMD the cmd isn't executed yet :/
373         // might even be better to add the gametype to TE_CSQC_INIT...?
374         if(!postinit)
375                 PostInit();
376
377         CheckForGamestartChange();
378         maptimeAnnouncer();
379
380         fov = cvar("fov");
381         if(button_zoom || fov <= 59.5)
382         {
383                 if(!zoomscript_caught)
384                 {
385                         localcmd("+button4\n");
386                         zoomscript_caught = 1;
387                         ignore_plus_zoom += 1;
388                 }
389         }
390         else
391         {
392                 if(zoomscript_caught)
393                 {
394                         localcmd("-button4\n");
395                         zoomscript_caught = 0;
396                         ignore_minus_zoom += 1;
397                 }
398         }
399
400         sbar_alpha_fg = cvar("sbar_alpha_fg" );
401         sbar_currentammo = cvar("sbar_showcurrentammo");
402         sbar_hudselector = cvar("sbar_hudselector");
403         sbar_hud_accuracy = cvar("sbar_hud_accuracy");
404         ColorTranslateMode = cvar("cl_stripcolorcodes");
405         activeweapon = getstati(STAT_SWITCHWEAPON);
406         f = cvar("teamplay");
407         if(f != teamplay)
408         {
409                 teamplay = f;
410                 Sbar_InitScores();
411         }
412
413         if(last_weapon != activeweapon) {
414                 weapontime = time;
415                 last_weapon = activeweapon;
416         }
417
418         // ALWAYS Clear Current Scene First
419         R_ClearScene();
420
421         // Assign Standard Viewflags
422         // Draw the World (and sky)
423         R_SetView(VF_DRAWWORLD, 1);
424
425         // Set the console size vars
426         vid_conwidth = cvar("vid_conwidth");
427         vid_conheight = cvar("vid_conheight");
428         vid_pixelheight = cvar("vid_pixelheight");
429
430         R_SetView(VF_FOV, GetCurrentFov(fov));
431
432         // Camera for demo playback
433         if(camera_active)
434         {
435                 if(cvar("camera_enable"))
436                         CSQC_Demo_Camera();
437                 else
438                 {
439                         cvar_set("chase_active", ftos(chase_active_backup));
440                         cvar_set("cl_demo_mousegrab", "0");
441                         camera_active = FALSE;
442                 }
443         }
444 #ifdef CAMERATEST
445         else if(cvar("camera_enable"))
446 #else
447         else if(cvar("camera_enable") && isdemo())
448 #endif
449         {
450                 // Enable required Darkplaces cvars
451                 chase_active_backup = cvar("chase_active");
452                 cvar_set("chase_active", "2");
453                 cvar_set("cl_demo_mousegrab", "1");
454                 camera_active = TRUE;
455                 camera_mode = FALSE;
456         }
457
458         // Draw the Crosshair
459         float scoreboard_active;
460         scoreboard_active = Sbar_WouldDrawScoreboard();
461         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
462
463         // Draw the Engine Status Bar (the default Quake HUD)
464         R_SetView(VF_DRAWENGINESBAR, 0);
465
466         // fetch this one only once per frame
467         sbar_showbinds = cvar("sbar_showbinds");
468         sbar_showbinds_limit = cvar("sbar_showbinds_limit");
469
470         // Update the mouse position
471         /*
472         mousepos_x = vid_conwidth;
473         mousepos_y = vid_conheight;
474         mousepos = mousepos*0.5 + getmousepos();
475         */
476
477         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
478
479         e = self;
480         for(self = world; (self = nextent(self)); )
481                 if(self.draw)
482                         self.draw();
483         self = e;
484         R_RenderScene();
485
486         // now switch to 2D drawing mode by calling a 2D drawing function
487         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
488         // next R_RenderScene call
489         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
490
491         // Draw the mouse cursor
492         // NOTE: drawpic must happen after R_RenderScene for some reason
493         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
494         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
495         //self = edict_num(player_localnum);
496         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
497         //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);
498         // as long as the ctf part isn't in, this is useless
499         if(menu_visible)
500                 menu_show();
501
502         /*if(gametype == GAME_CTF)
503         {
504                 ctf_view();
505         } else */
506
507         // draw 2D entities
508         e = self;
509         for(self = world; (self = nextent(self)); )
510                 if(self.draw2d)
511                         self.draw2d();
512         self = e;
513
514         // draw radar
515         if(
516                 ons_showmap
517                 ||
518                 (
519                         !scoreboard_active
520                         &&
521                         cvar_string("cl_teamradar") != "0"
522                         &&
523                         (
524                                 cvar("cl_teamradar") == 2
525                                 ||
526                                 teamplay
527                         )
528                 )
529         )
530                 teamradar_view();
531
532         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing
533         {
534                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
535                         Sbar_DrawPressedKeys();
536         }
537         
538         if (cvar("cl_showspeed"))
539                 Sbar_ShowSpeed();
540         
541         // draw sbar
542         if(cvar("r_letterbox") == 0)
543                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
544
545     float hud;
546     hud = getstati(STAT_HUD);
547     if(hud == HUD_SPIDEBOT)
548     {
549         vector sz;
550         CSQC_spider_HUD();
551         sz = drawgetimagesize(SPIDER_CROSS);
552         sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
553         sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
554         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);
555     }
556     else
557     {
558         if(cvar("r_letterbox") == 0)
559             if(cvar("viewsize") < 120)
560                 CSQC_common_hud();
561
562         // crosshair goes VERY LAST
563         if(!scoreboard_active && !ons_showmap && !camera_active) {
564                         // TrueAim check
565                         float shottype;
566                         float bullets, ring_scale;
567                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
568                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
569             if(cvar("crosshair_hittest"))
570                 shottype = TrueAimCheck();
571             else
572                 shottype = SHOTTYPE_HITWORLD;
573                         wcross_origin_z = 0;
574
575             string wcross_style;
576             wcross_style = cvar_string("crosshair");
577
578             if (wcross_style != "0") {
579                 vector wcross_color, wcross_size;
580                 string wcross_wep, wcross_name;
581                 float wcross_alpha, wcross_sizefloat;
582
583                 wcross_color_x = cvar("crosshair_color_red");
584                 wcross_color_y = cvar("crosshair_color_green");
585                 wcross_color_z = cvar("crosshair_color_blue");
586                 wcross_alpha = cvar("crosshair_color_alpha");
587                 wcross_sizefloat = cvar("crosshair_size");
588                 if (cvar("crosshair_per_weapon")) {
589                     e = get_weaponinfo(activeweapon);
590                     if (e && e.netname != "")
591                     {
592                         wcross_wep = e.netname;
593                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
594                         if(wcross_style == "")
595                             wcross_style = e.netname;
596
597                         if(!cvar("crosshair_color_override"))
598                         {
599                             wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
600                             wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
601                             wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
602                         }
603
604                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
605                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
606                     }
607                 }
608
609                 wcross_name = strcat("gfx/crosshair", wcross_style);
610
611                                 if(shottype == SHOTTYPE_HITENEMY)
612                                         wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
613                                 if(shottype == SHOTTYPE_HITTEAM)
614                                         wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
615
616                 wcross_size = drawgetimagesize(wcross_name);
617                 wcross_size_x *= wcross_sizefloat;
618                 wcross_size_y *= wcross_sizefloat;
619                                 
620                                 // ring around crosshair representing bullets left in camping rifle clip
621                                 if (activeweapon == WEP_CAMPINGRIFLE)
622                                 {
623                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
624                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
625                                 }
626                                 else
627                                         bullets = 0;
628                                 
629                 if(shottype == SHOTTYPE_HITENEMY || shottype == SHOTTYPE_HITWORLD)
630                 {
631                                         if (bullets)
632                                                 drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x * ring_scale) - '0 0.5 0' * (wcross_size_y * ring_scale), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
633                     drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x) - '0 0.5 0' * ( wcross_size_y), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
634                 }
635                 else
636                 {
637                     wcross_alpha *= 0.04 * 0.75;
638                     for(i = -2; i <= 2; ++i)
639                         for(j = -2; j <= 2; ++j)
640                                                 {
641                                                         if (bullets)
642                                                                 drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x * ring_scale + i) - '0 0.5 0' * (wcross_size_y * ring_scale + j), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
643                             drawpic(wcross_origin - '0.5 0 0' * (wcross_size_x + i) - '0 0.5 0' * (wcross_size_y + j), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
644                                                 }
645                 }
646             }
647         }
648     }
649
650         if(NextFrameCommand)
651         {
652                 localcmd("\n", NextFrameCommand, "\n");
653                 NextFrameCommand = string_null;
654         }
655
656         // we must do this check AFTER a frame was rendered, or it won't work
657         if(cs_project_is_b0rked == 0)
658         {
659                 string w0, h0;
660                 w0 = cvar_string("vid_conwidth");
661                 h0 = cvar_string("vid_conheight");
662                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
663                 //R_SetView(VF_FOV, '90 90 0');
664                 R_SetView(VF_ORIGIN, '0 0 0');
665                 R_SetView(VF_ANGLES, '0 0 0');
666                 R_SetView(VF_PERSPECTIVE, 1);
667                 makevectors('0 0 0');
668                 vector v1, v2;
669                 cvar_set("vid_conwidth", "800");
670                 cvar_set("vid_conheight", "600");
671                 v1 = cs_project(v_forward);
672                 cvar_set("vid_conwidth", "640");
673                 cvar_set("vid_conheight", "480");
674                 v2 = cs_project(v_forward);
675                 if(v1 == v2)
676                         cs_project_is_b0rked = 1;
677                 else
678                         cs_project_is_b0rked = -1;
679                 cvar_set("vid_conwidth", w0);
680                 cvar_set("vid_conheight", h0);
681         }
682 }
683
684 void Sbar_Draw();
685 void CSQC_spider_HUD()
686 {
687     float rockets,reload,heat,hp,shield,i;
688     vector p,pp;
689
690     rockets = getstati(STAT_SPIDERBOT_ROCKETS);
691     heat    = min(getstatf(STAT_SPIDERBOT_HEAT),1);
692     reload  = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
693     hp      = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
694     shield  = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
695
696     // Draw health bar
697     p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
698     p = p + '0 1 0' * vid_conheight - '0 32 0';
699     //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
700     drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
701     p_y += 8;
702     drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
703     p_x += 256 * hp;
704     drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
705
706     // Draw minigun heat indicator
707     p = '0.5 0 0' * (vid_conwidth - 256);
708     p = p + '0 1 0' * vid_conheight - '0 34  0';
709     drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
710     p_x += 256 * (1-heat);
711     drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
712
713     // Draw rocket icons for loaded/empty tubes.
714     pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
715     pp += '0 1 0' * vid_conheight - '0 64 0';
716     for(i = 0; i < 8; ++i)
717     {
718         p = pp + '1 0 0' * (rkt_size * i);
719         if(rockets == 8)
720         {
721             if(floor(reload * 8) == i)
722             {
723                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
724             }
725             else if(i < reload * 8)
726                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
727             else
728                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
729         }
730         else
731         {
732             if(i < rockets)
733                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
734             else
735                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
736         }
737     }
738
739         if (sb_showscores)
740         {
741                 Sbar_DrawScoreboard();
742                 Sbar_DrawCenterPrint();
743         }
744
745 }
746 void CSQC_common_hud(void)
747 {
748
749         // Sbar_SortFrags(); done in Sbar_Draw
750     float hud;
751     hud = getstati(STAT_HUD);
752
753     //hud = 10;
754     switch(hud)
755     {
756         case HUD_NORMAL:
757             Sbar_Draw();
758             break;
759
760         case HUD_SPIDEBOT:
761             CSQC_spider_HUD();
762             break;
763     }
764 }
765
766
767 // following vectors must be global to allow seamless switching between camera modes
768 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
769 void CSQC_Demo_Camera()
770 {
771         float speed, attenuation, dimensions;
772         vector tmp, delta;
773
774         if( cvar("camera_reset") || !camera_mode )
775         {
776                 camera_offset = '0 0 0';
777                 current_angles = '0 0 0';
778                 camera_direction = '0 0 0';
779                 camera_offset_z += 30;
780                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
781                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
782                 current_origin = view_origin;
783                 current_camera_offset  = camera_offset;
784                 cvar_set("camera_reset", "0");
785                 camera_mode = CAMERA_CHASE;
786         }
787
788         // Camera angles
789         if( camera_roll )
790                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
791
792         if(cvar("camera_look_player"))
793         {
794                 local vector dir;
795                 local float n;
796
797                 dir = normalize(view_origin - current_position);
798                 n = mouse_angles_z;
799                 mouse_angles = vectoangles(dir);
800                 mouse_angles_x = mouse_angles_x * -1;
801                 mouse_angles_z = n;
802         }
803         else
804         {
805                 tmp = getmousepos() * 0.1;
806                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
807                 {
808                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
809                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
810                 }
811         }
812
813         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
814         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
815         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
816         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
817
818         // Fix difference when angles don't have the same sign
819         delta = '0 0 0';
820         if(mouse_angles_y < -60 && current_angles_y > 60)
821                 delta = '0 360 0';
822         if(mouse_angles_y > 60 && current_angles_y < -60)
823                 delta = '0 -360 0';
824
825         if(cvar("camera_look_player"))
826                 attenuation = cvar("camera_look_attenuation");
827         else
828                 attenuation = cvar("camera_speed_attenuation");
829
830         attenuation = 1 / max(1, attenuation);
831         current_angles += (mouse_angles - current_angles + delta) * attenuation;
832
833         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
834         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
835         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
836         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
837
838         // Camera position
839         tmp = '0 0 0';
840         dimensions = 0;
841
842         if( camera_direction_x )
843         {
844                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
845                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
846                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
847                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
848                 ++dimensions;
849         }
850
851         if( camera_direction_y )
852         {
853                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
854                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
855                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
856                 ++dimensions;
857         }
858
859         if( camera_direction_z )
860         {
861                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
862                 ++dimensions;
863         }
864
865         if(cvar("camera_free"))
866                 speed = cvar("camera_speed_free");
867         else
868                 speed = cvar("camera_speed_chase");
869
870         if(dimensions)
871         {
872                 speed = speed * sqrt(1 / dimensions);
873                 camera_offset += tmp * speed;
874         }
875
876         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
877
878         // Camera modes
879         if( cvar("camera_free") )
880         {
881                 if ( camera_mode == CAMERA_CHASE )
882                 {
883                         current_camera_offset = current_origin + current_camera_offset;
884                         camera_offset = current_origin + camera_offset;
885                 }
886
887                 camera_mode = CAMERA_FREE;
888                 current_position = current_camera_offset;
889         }
890         else
891         {
892                 if ( camera_mode == CAMERA_FREE )
893                 {
894                         current_origin = view_origin;
895                         camera_offset = camera_offset - current_origin;
896                         current_camera_offset = current_camera_offset - current_origin;
897                 }
898
899                 camera_mode = CAMERA_CHASE;
900
901                 if(cvar("camera_chase_smoothly"))
902                         current_origin += (view_origin - current_origin) * attenuation;
903                 else
904                         current_origin = view_origin;
905
906                 current_position = current_origin + current_camera_offset;
907         }
908
909         R_SetView(VF_ANGLES, current_angles);
910         R_SetView(VF_ORIGIN, current_position);
911 }