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telefrag avoidance feature
[divverent/nexuiz.git] / data / qcsrc / client / View.qc
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 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = cvar("cl_zoomsensitivity");
131         zoomfactor = cvar("cl_zoomfactor");
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = cvar("cl_zoomspeed");
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187                 
188         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
191         
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193         
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_CAMPINGRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_ELECTRO: // projectile has a size!
295                         mi = '0 0 -3';
296                         ma = '0 0 -3';
297                         break;
298         }
299
300         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
301
302         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
303         trueaimpoint = trace_endpos;
304
305         if(vecs_x > 0)
306                 vecs_y = -vecs_y;
307         else
308                 vecs = '0 0 0';
309
310         dv = view_right * vecs_y + view_up * vecs_z;
311         w_shotorg = view_origin + dv;
312
313         // now move the vecs forward as much as requested if possible
314         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
315         w_shotorg = trace_endpos - view_forward * nudge;
316
317         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
318         shottype = EnemyHitCheck();
319         if(shottype != SHOTTYPE_HITWORLD)
320                 return shottype;
321
322 #if 0
323         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
324         // or rather, I know why, but see no fix
325         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
326                 // 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
327                 return SHOTTYPE_HITOBSTRUCTION;
328 #endif
329
330         return SHOTTYPE_HITWORLD;
331 }
332
333 void CSQC_common_hud(void);
334
335 void CSQC_kh_hud(void);
336 void CSQC_ctf_hud(void);
337 void PostInit(void);
338 void CSQC_Demo_Camera();
339 float Sbar_WouldDrawScoreboard ();
340 float view_set;
341 float camera_mode;
342 string NextFrameCommand;
343 void CSQC_spider_HUD();
344 void CSQC_UpdateView(float w, float h)
345 {
346         entity e;
347         float fov;
348         float f, i, j;
349         vector v;
350
351         dprint_load();
352         WaypointSprite_Load();
353
354         if(spectatee_status)
355                 myteam = GetPlayerColor(spectatee_status - 1);
356         else
357                 myteam = GetPlayerColor(player_localentnum - 1);
358
359         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
360
361         // Render the Scene
362         if(!intermission || !view_set)
363         {
364                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
365                 view_angles = input_angles;
366                 makevectors(view_angles);
367                 view_forward = v_forward;
368                 view_right = v_right;
369                 view_up = v_up;
370                 view_set = 1;
371         }
372
373         vid_width = w;
374         vid_height = h;
375
376 #ifdef BLURTEST
377         if(time > blurtest_time0 && time < blurtest_time1)
378         {
379                 float r, t;
380
381                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
382                 r = t * blurtest_radius;
383                 f = 1 / pow(t, blurtest_power) - 1;
384
385                 cvar_set("r_glsl_postprocess", "1");
386                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
387         }
388         else
389         {
390                 cvar_set("r_glsl_postprocess", "0");
391                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
392         }
393 #endif
394
395         Fog_Force();
396
397         drawframetime = max(0.000001, time - drawtime);
398         drawtime = time;
399
400         // watch for gametype changes here...
401         // in ParseStuffCMD the cmd isn't executed yet :/
402         // might even be better to add the gametype to TE_CSQC_INIT...?
403         if(!postinit)
404                 PostInit();
405
406         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
407                 if(calledhooks & HOOK_START)
408                 {
409                         localcmd("\ncl_hook_gameend;");
410                         calledhooks |= HOOK_END;
411                 }
412
413         CheckForGamestartChange();
414         maptimeAnnouncer();
415
416         fov = cvar("fov");
417         if(button_zoom || fov <= 59.5)
418         {
419                 if(!zoomscript_caught)
420                 {
421                         localcmd("+button4\n");
422                         zoomscript_caught = 1;
423                         ignore_plus_zoom += 1;
424                 }
425         }
426         else
427         {
428                 if(zoomscript_caught)
429                 {
430                         localcmd("-button4\n");
431                         zoomscript_caught = 0;
432                         ignore_minus_zoom += 1;
433                 }
434         }
435
436         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
437         sbar_currentammo = cvar("sbar_showcurrentammo");
438         sbar_hudselector = cvar("sbar_hudselector");
439         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);
440         ColorTranslateMode = cvar("cl_stripcolorcodes");
441         activeweapon = getstati(STAT_SWITCHWEAPON);
442         f = cvar("teamplay");
443         if(f != teamplay)
444         {
445                 teamplay = f;
446                 Sbar_InitScores();
447         }
448
449         if(last_weapon != activeweapon) {
450                 weapontime = time;
451                 last_weapon = activeweapon;
452         }
453
454         // ALWAYS Clear Current Scene First
455         R_ClearScene();
456
457         // Assign Standard Viewflags
458         // Draw the World (and sky)
459         R_SetView(VF_DRAWWORLD, 1);
460
461         // Set the console size vars
462         vid_conwidth = cvar("vid_conwidth");
463         vid_conheight = cvar("vid_conheight");
464         vid_pixelheight = cvar("vid_pixelheight");
465
466         R_SetView(VF_FOV, GetCurrentFov(fov));
467
468         // Camera for demo playback
469         if(camera_active)
470         {
471                 if(cvar("camera_enable"))
472                         CSQC_Demo_Camera();
473                 else
474                 {
475                         cvar_set("chase_active", ftos(chase_active_backup));
476                         cvar_set("cl_demo_mousegrab", "0");
477                         camera_active = FALSE;
478                 }
479         }
480 #ifdef CAMERATEST
481         else if(cvar("camera_enable"))
482 #else
483         else if(cvar("camera_enable") && isdemo())
484 #endif
485         {
486                 // Enable required Darkplaces cvars
487                 chase_active_backup = cvar("chase_active");
488                 cvar_set("chase_active", "2");
489                 cvar_set("cl_demo_mousegrab", "1");
490                 camera_active = TRUE;
491                 camera_mode = FALSE;
492         }
493
494         // Draw the Crosshair
495         float scoreboard_active;
496         scoreboard_active = Sbar_WouldDrawScoreboard();
497         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
498
499         // Draw the Engine Status Bar (the default Quake HUD)
500         R_SetView(VF_DRAWENGINESBAR, 0);
501
502         // fetch this one only once per frame
503         sbar_showbinds = cvar("sbar_showbinds");
504         sbar_showbinds_limit = cvar("sbar_showbinds_limit");
505
506         // Update the mouse position
507         /*
508            mousepos_x = vid_conwidth;
509            mousepos_y = vid_conheight;
510            mousepos = mousepos*0.5 + getmousepos();
511          */
512
513         e = self;
514         for(self = world; (self = nextent(self)); )
515                 if(self.draw)
516                         self.draw();
517         self = e;
518
519         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
520         R_RenderScene();
521
522         // now switch to 2D drawing mode by calling a 2D drawing function
523         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
524         // next R_RenderScene call
525         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
526
527         // Draw the mouse cursor
528         // NOTE: drawpic must happen after R_RenderScene for some reason
529         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
530         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
531         //self = edict_num(player_localnum);
532         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
533         //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);
534         // as long as the ctf part isn't in, this is useless
535         if(menu_visible)
536                 menu_show();
537
538         /*if(gametype == GAME_CTF)
539           {
540           ctf_view();
541           } else */
542
543         // draw 2D entities
544         e = self;
545         for(self = world; (self = nextent(self)); )
546                 if(self.draw2d)
547                         self.draw2d();
548         self = e;
549
550         // draw radar
551         if(
552                         ons_showmap
553                         ||
554                         (
555                          !scoreboard_active
556                          &&
557                          cvar_string("cl_teamradar") != "0"
558                          &&
559                          (
560                           cvar("cl_teamradar") == 2
561                           ||
562                           teamplay
563                          )
564                         )
565           )
566                 teamradar_view();
567
568         // draw sbar
569         if(cvar("r_letterbox") == 0) {
570                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
571                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
572                                 Sbar_DrawPressedKeys();
573                 }
574
575                 if (cvar("cl_showspeed"))
576                         Sbar_ShowSpeed();
577                 if (cvar("cl_showacceleration"))
578                         Sbar_ShowAcceleration();
579
580                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
581         }
582
583         float hud;
584         hud = getstati(STAT_HUD);
585         if(hud == HUD_SPIDERBOT)
586         {
587                 CSQC_spider_HUD();
588         }
589         else if(hud == HUD_WAKIZASHI)
590         CSQC_WAKIZASHI_HUD();
591         else
592         {
593                 if(cvar("r_letterbox") == 0)
594                         if(cvar("viewsize") < 120)
595                                 CSQC_common_hud();
596
597                 // crosshair goes VERY LAST
598                 if(!scoreboard_active && !ons_showmap && !camera_active) {
599                         // TrueAim check
600                         float shottype;
601                         float bullets, ring_scale;
602                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
603                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
604                         wcross_origin_z = 0;
605                         if(cvar("crosshair_hittest"))
606                         {
607                                 vector wcross_oldorigin;
608                                 wcross_oldorigin = wcross_origin;
609                                 shottype = TrueAimCheck();
610                                 if(shottype == SHOTTYPE_HITWORLD)
611                                 {
612                                         v = wcross_origin - wcross_oldorigin;
613                                         v_x /= vid_conwidth;
614                                         v_y /= vid_conheight;
615                                         if(vlen(v) > 0.01)
616                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
617                                 }
618                                 if(!cvar("crosshair_hittest_showimpact"))
619                                         wcross_origin = wcross_oldorigin;
620                         }
621                         else
622                                 shottype = SHOTTYPE_HITWORLD;
623
624                         string wcross_style;
625                         wcross_style = cvar_string("crosshair");
626
627                         if (wcross_style != "0") {
628                                 vector wcross_color, wcross_size;
629                                 string wcross_wep, wcross_name;
630                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
631
632                                 wcross_color_x = cvar("crosshair_color_red");
633                                 wcross_color_y = cvar("crosshair_color_green");
634                                 wcross_color_z = cvar("crosshair_color_blue");
635                                 wcross_alpha = cvar("crosshair_color_alpha");
636                                 wcross_resolution = cvar("crosshair_size");
637                                 if (cvar("crosshair_per_weapon")) {
638                                         e = get_weaponinfo(activeweapon);
639                                         if (e && e.netname != "")
640                                         {
641                                                 wcross_wep = e.netname;
642                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
643                                                 if(wcross_style == "")
644                                                         wcross_style = e.netname;
645
646                                                 if(!cvar("crosshair_color_override"))
647                                                 {
648                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
649                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
650                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
651                                                 }
652
653                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
654                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
655                                         }
656                                 }
657
658                                 wcross_name = strcat("gfx/crosshair", wcross_style);
659
660                                 if(cvar("crosshair_effect_scalefade"))
661                                 {
662                                         wcross_scale = wcross_resolution;
663                                         wcross_resolution = 1;
664                                 }
665                                 else
666                                 {
667                                         wcross_scale = 1;
668                                 }
669
670                                 if(shottype == SHOTTYPE_HITENEMY)
671                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
672                                 if(shottype == SHOTTYPE_HITTEAM)
673                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
674
675                                 f = cvar("crosshair_effect_speed");
676                                 if(f < 0)
677                                         f *= -2 * g_weaponswitchdelay;
678                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
679                                 {
680                                         wcross_changedonetime = time + f;
681                                 }
682                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
683                                 {
684                                         wcross_name_changestarttime = time;
685                                         wcross_name_changedonetime = time + f;
686                                         if(wcross_name_goal_prev_prev)
687                                                 strunzone(wcross_name_goal_prev_prev);
688                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
689                                         wcross_name_goal_prev = strzone(wcross_name);
690                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
691                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
692                                         wcross_resolution_goal_prev = wcross_resolution;
693                                 }
694
695                                 wcross_scale_goal_prev = wcross_scale;
696                                 wcross_alpha_goal_prev = wcross_alpha;
697                                 wcross_color_goal_prev = wcross_color;
698
699                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
700                                 {
701                                         wcross_blur = 1;
702                                         wcross_alpha *= 0.75;
703                                 }
704                                 else
705                                         wcross_blur = 0;
706                                 // *_prev is at time-frametime
707                                 // * is at wcross_changedonetime+f
708                                 // what do we have at time?
709                                 if(time < wcross_changedonetime)
710                                 {
711                                         f = frametime / (wcross_changedonetime - time + frametime);
712                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
713                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
714                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
715                                 }
716
717                                 wcross_scale_prev = wcross_scale;
718                                 wcross_alpha_prev = wcross_alpha;
719                                 wcross_color_prev = wcross_color;
720
721                                 wcross_scale *= 1 - cvar("_menu_alpha");
722                                 wcross_alpha *= 1 - cvar("_menu_alpha");
723
724                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
725
726                                 // ring around crosshair representing bullets left in camping rifle clip
727                                 if (activeweapon == WEP_CAMPINGRIFLE)
728                                 {
729                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
730                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
731                                 }
732                                 else
733                                         bullets = 0;
734
735 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
736                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/hud/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
737
738 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
739                                 do \
740                                 { \
741                                         if(wcross_blur > 0) \
742                                         { \
743                                                 for(i = -2; i <= 2; ++i) \
744                                                         for(j = -2; j <= 2; ++j) \
745                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
746                                         } \
747                                         else \
748                                         { \
749                                                 M(0,0,sz,wcross_name,wcross_alpha); \
750                                         } \
751                                 } \
752                                 while(0)
753
754 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
755                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
756
757 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
758                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
759
760                                 if(bullets)
761                                 {
762                                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
763                                 }
764
765                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
766                                 {
767                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
768                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
769                                         f = 1 - f;
770                                 }
771                                 else
772                                 {
773                                         f = 1;
774                                 }
775                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
776                                 wcross_name_alpha_goal_prev = f;
777                         }
778                 }
779                 else
780                 {
781                         wcross_scale_prev = 0;
782                         wcross_alpha_prev = 0;
783                         wcross_scale_goal_prev = 0;
784                         wcross_alpha_goal_prev = 0;
785                         wcross_changedonetime = 0;
786                         if(wcross_name_goal_prev)
787                                 strunzone(wcross_name_goal_prev);
788                         wcross_name_goal_prev = string_null;
789                         if(wcross_name_goal_prev_prev)
790                                 strunzone(wcross_name_goal_prev_prev);
791                         wcross_name_goal_prev_prev = string_null;
792                         wcross_name_changestarttime = 0;
793                         wcross_name_changedonetime = 0;
794                         wcross_name_alpha_goal_prev = 0;
795                         wcross_name_alpha_goal_prev_prev = 0;
796                         wcross_resolution_goal_prev = 0;
797                         wcross_resolution_goal_prev_prev = 0;
798                 }
799         }
800
801         if(NextFrameCommand)
802         {
803                 localcmd("\n", NextFrameCommand, "\n");
804                 NextFrameCommand = string_null;
805         }
806
807         // we must do this check AFTER a frame was rendered, or it won't work
808         if(cs_project_is_b0rked == 0)
809         {
810                 string w0, h0;
811                 w0 = cvar_string("vid_conwidth");
812                 h0 = cvar_string("vid_conheight");
813                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
814                 //R_SetView(VF_FOV, '90 90 0');
815                 R_SetView(VF_ORIGIN, '0 0 0');
816                 R_SetView(VF_ANGLES, '0 0 0');
817                 R_SetView(VF_PERSPECTIVE, 1);
818                 makevectors('0 0 0');
819                 vector v1, v2;
820                 cvar_set("vid_conwidth", "800");
821                 cvar_set("vid_conheight", "600");
822                 v1 = cs_project(v_forward);
823                 cvar_set("vid_conwidth", "640");
824                 cvar_set("vid_conheight", "480");
825                 v2 = cs_project(v_forward);
826                 if(v1 == v2)
827                         cs_project_is_b0rked = 1;
828                 else
829                         cs_project_is_b0rked = -1;
830                 cvar_set("vid_conwidth", w0);
831                 cvar_set("vid_conheight", h0);
832         }
833
834         // be safe against triggerbots until everyone has the fixed engine
835         // this call is meant to overwrite the trace globals by something
836         // unsuspicious
837         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
838 }
839
840 void Sbar_Draw();
841 void CSQC_spider_HUD()
842 {
843         float rockets,reload,heat,hp,shield,i;
844         vector p,pp;
845
846     p = drawgetimagesize(SPIDER_CROSS);
847     p_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
848     p_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
849     drawpic('0.5 0 0' * (vid_conwidth - p_x) + '0 0.5 0' * (vid_conheight - p_y), SPIDER_CROSS, p, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
850
851     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
852         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
853         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
854         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
855         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
856
857         // Draw health bar
858         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
859         p = p + '0 1 0' * vid_conheight - '0 32 0';
860         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
861         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
862         p_y += 8;
863         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
864         p_x += 256 * hp;
865         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
866
867         // Draw minigun heat indicator
868         p = '0.5 0 0' * (vid_conwidth - 256);
869         p = p + '0 1 0' * vid_conheight - '0 34  0';
870         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
871         p_x += 256 * (1-heat);
872         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
873
874         // Draw rocket icons for loaded/empty tubes.
875         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
876         pp += '0 1 0' * vid_conheight - '0 64 0';
877         for(i = 0; i < 8; ++i)
878         {
879                 p = pp + '1 0 0' * (rkt_size * i);
880                 if(rockets == 8)
881                 {
882                         if(floor(reload * 8) == i)
883                         {
884                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
885                         }
886                         else if(i < reload * 8)
887                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
888                         else
889                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
890                 }
891                 else
892                 {
893                         if(i < rockets)
894                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
895                         else
896                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
897                 }
898         }
899
900         if (sb_showscores)
901         {
902                 Sbar_DrawScoreboard();
903                 Sbar_DrawCenterPrint();
904         }
905
906 }
907
908 void CSQC_WAKIZASHI_HUD()
909 {
910         // 0--1 floats. 1 = 100%, 0.6 = 50%.
911         float health, shield, energy, rockets;
912
913         vector p;
914
915     p = drawgetimagesize(SPIDER_CROSS);
916     p_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
917     p_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
918     drawpic('0.5 0 0' * (vid_conwidth - p_x) + '0 0.5 0' * (vid_conheight - p_y), SPIDER_CROSS, p, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
919
920 /*
921 const float STAT_VEHICLESTAT_HEALTH  = 60;
922 const float STAT_VEHICLESTAT_SHIELD  = 61;
923 const float STAT_VEHICLESTAT_ENERGY  = 62;
924 const float STAT_VEHICLESTAT_AMMO1   = 63;
925 const float STAT_VEHICLESTAT_RELAOD1 = 64;
926 const float STAT_VEHICLESTAT_AMMO2   = 65;
927 const float STAT_VEHICLESTAT_RELOAD2 = 66;
928 */
929     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
930         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
931         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
932         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
933
934
935         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
936         p = p + '0 1 0' * vid_conheight - '0 32 0';
937
938         // Draw health bar
939         p_y += 8;
940         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
941         p_x += 256 * health;
942         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
943
944         // Draw shiled bar
945         p_x -= 256 * health;
946         p_y += 4;
947         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
948
949         // Draw energy
950         //p_x -= 256 * health;
951         p_y -= 8;
952         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
953
954         // Draw rockets bar
955         p_y += 12;
956         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
957
958
959         /*
960         // Draw energy bar
961         p = '0.5 0 0' * (vid_conwidth - 256);
962         p = p + '0 1 0' * vid_conheight - '0 34  0';
963         drawfill(p, '256 0 0' * (1 - energy) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
964         p_x += 256 * (1 - energy);
965         drawfill(p, '256 0 0' * energy  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
966
967         // Draw rockets bar
968         p_y += 8;
969         drawfill(p, '256 0 0' * rockets + '0 8 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
970         p_x += 256 * health;
971         drawfill(p, '256 0 0' * (1 - rockets) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
972     */
973
974
975         if (sb_showscores)
976         {
977                 Sbar_DrawScoreboard();
978                 Sbar_DrawCenterPrint();
979         }
980
981 }
982
983
984 void CSQC_common_hud(void)
985 {
986         // Sbar_SortFrags(); done in Sbar_Draw
987         float hud;
988         hud = getstati(STAT_HUD);
989
990         //hud = 10;
991         switch(hud)
992         {
993                 case HUD_NORMAL:
994                         Sbar_Draw();
995                         break;
996
997                 case HUD_SPIDERBOT:
998                         CSQC_spider_HUD();
999                         break;
1000
1001                 case HUD_WAKIZASHI:
1002                         CSQC_WAKIZASHI_HUD();
1003                         break;
1004         }
1005 }
1006
1007
1008 // following vectors must be global to allow seamless switching between camera modes
1009 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1010 void CSQC_Demo_Camera()
1011 {
1012         float speed, attenuation, dimensions;
1013         vector tmp, delta;
1014
1015         if( cvar("camera_reset") || !camera_mode )
1016         {
1017                 camera_offset = '0 0 0';
1018                 current_angles = '0 0 0';
1019                 camera_direction = '0 0 0';
1020                 camera_offset_z += 30;
1021                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1022                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1023                 current_origin = view_origin;
1024                 current_camera_offset  = camera_offset;
1025                 cvar_set("camera_reset", "0");
1026                 camera_mode = CAMERA_CHASE;
1027         }
1028
1029         // Camera angles
1030         if( camera_roll )
1031                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1032
1033         if(cvar("camera_look_player"))
1034         {
1035                 local vector dir;
1036                 local float n;
1037
1038                 dir = normalize(view_origin - current_position);
1039                 n = mouse_angles_z;
1040                 mouse_angles = vectoangles(dir);
1041                 mouse_angles_x = mouse_angles_x * -1;
1042                 mouse_angles_z = n;
1043         }
1044         else
1045         {
1046                 tmp = getmousepos() * 0.1;
1047                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1048                 {
1049                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1050                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1051                 }
1052         }
1053
1054         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1055         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1056         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1057         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1058
1059         // Fix difference when angles don't have the same sign
1060         delta = '0 0 0';
1061         if(mouse_angles_y < -60 && current_angles_y > 60)
1062                 delta = '0 360 0';
1063         if(mouse_angles_y > 60 && current_angles_y < -60)
1064                 delta = '0 -360 0';
1065
1066         if(cvar("camera_look_player"))
1067                 attenuation = cvar("camera_look_attenuation");
1068         else
1069                 attenuation = cvar("camera_speed_attenuation");
1070
1071         attenuation = 1 / max(1, attenuation);
1072         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1073
1074         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1075         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1076         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1077         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1078
1079         // Camera position
1080         tmp = '0 0 0';
1081         dimensions = 0;
1082
1083         if( camera_direction_x )
1084         {
1085                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1086                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1087                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1088                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1089                 ++dimensions;
1090         }
1091
1092         if( camera_direction_y )
1093         {
1094                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1095                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1096                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1097                 ++dimensions;
1098         }
1099
1100         if( camera_direction_z )
1101         {
1102                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1103                 ++dimensions;
1104         }
1105
1106         if(cvar("camera_free"))
1107                 speed = cvar("camera_speed_free");
1108         else
1109                 speed = cvar("camera_speed_chase");
1110
1111         if(dimensions)
1112         {
1113                 speed = speed * sqrt(1 / dimensions);
1114                 camera_offset += tmp * speed;
1115         }
1116
1117         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1118
1119         // Camera modes
1120         if( cvar("camera_free") )
1121         {
1122                 if ( camera_mode == CAMERA_CHASE )
1123                 {
1124                         current_camera_offset = current_origin + current_camera_offset;
1125                         camera_offset = current_origin + camera_offset;
1126                 }
1127
1128                 camera_mode = CAMERA_FREE;
1129                 current_position = current_camera_offset;
1130         }
1131         else
1132         {
1133                 if ( camera_mode == CAMERA_FREE )
1134                 {
1135                         current_origin = view_origin;
1136                         camera_offset = camera_offset - current_origin;
1137                         current_camera_offset = current_camera_offset - current_origin;
1138                 }
1139
1140                 camera_mode = CAMERA_CHASE;
1141
1142                 if(cvar("camera_chase_smoothly"))
1143                         current_origin += (view_origin - current_origin) * attenuation;
1144                 else
1145                         current_origin = view_origin;
1146
1147                 current_position = current_origin + current_camera_offset;
1148         }
1149
1150         R_SetView(VF_ANGLES, current_angles);
1151         R_SetView(VF_ORIGIN, current_position);
1152 }