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Fix the race server best and speed award by sending to all clients when neccessary...
[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 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 float wcross_sizefloat_prev, wcross_alpha_prev, wcross_blur_prev;
212 entity trueaim;
213 entity trueaim_rifle;
214
215 #define SHOTTYPE_HITTEAM 1
216 #define SHOTTYPE_HITOBSTRUCTION 2
217 #define SHOTTYPE_HITWORLD 3
218 #define SHOTTYPE_HITENEMY 4
219
220 void TrueAim_Init()
221 {
222         trueaim = spawn();
223         trueaim.classname = "trueaim";
224         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
225         trueaim_rifle = spawn();
226         trueaim_rifle.classname = "trueaim_rifle";
227         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
228 }
229
230 float EnemyHitCheck()
231 {
232         float t;
233         wcross_origin = project_3d_to_2d(trace_endpos);
234         wcross_origin_z = 0;
235         if(trace_networkentity < 1)
236                 return SHOTTYPE_HITWORLD;
237         if(trace_networkentity > maxclients)
238                 return SHOTTYPE_HITWORLD;
239         t = GetPlayerColor(trace_networkentity - 1);
240         if(teamplay)
241                 if(t == myteam)
242                         return SHOTTYPE_HITTEAM;
243         if(t == COLOR_SPECTATOR)
244                 return SHOTTYPE_HITWORLD;
245         return SHOTTYPE_HITENEMY;
246 }
247
248 float TrueAimCheck()
249 {
250         float nudge = 1; // added to traceline target and subtracted from result
251         vector vecs, trueaimpoint, w_shotorg;
252         vector mi, ma, dv;
253         float shottype;
254
255         mi = ma = '0 0 0';
256
257         switch(activeweapon)
258         {
259                 case WEP_TUBA: // no aim
260                 case WEP_PORTO: // shoots from eye
261                 case WEP_HOOK: // no trueaim
262                 case WEP_GRENADE_LAUNCHER: // toss curve
263                         return SHOTTYPE_HITWORLD;
264                 case WEP_CAMPINGRIFLE:
265                         if(zoomscript_caught)
266                         {
267                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim);
268                                 return EnemyHitCheck();
269                         }
270                         break;
271                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
272                         mi = '-3 -3 -3';
273                         ma = '3 3 3';
274                         break;
275                 case WEP_FIREBALL: // projectile has a size!
276                         mi = '-16 -16 -16';
277                         ma = '16 16 16';
278                         break;
279                 case WEP_ELECTRO: // projectile has a size!
280                         mi = '0 0 -3';
281                         ma = '0 0 -3';
282                         break;
283         }
284
285         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
286
287         if(activeweapon == WEP_CAMPINGRIFLE)
288                 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim_rifle);
289         else
290                 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
291         trueaimpoint = trace_endpos;
292
293         if(vecs_x > 0)
294                 vecs_y = -vecs_y;
295         else
296                 vecs = '0 0 0';
297
298         dv = view_right * vecs_y + view_up * vecs_z;
299         w_shotorg = view_origin + dv;
300
301         // now move the vecs forward as much as requested if possible
302         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
303         w_shotorg = trace_endpos - view_forward * nudge;
304
305         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, trueaim);
306         shottype = EnemyHitCheck();
307         if(shottype != SHOTTYPE_HITWORLD)
308                 return shottype;
309
310 #if 0
311         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
312         // or rather, I know why, but see no fix
313         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
314                 // 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
315                 return SHOTTYPE_HITOBSTRUCTION;
316 #endif
317
318         return SHOTTYPE_HITWORLD;
319 }
320
321 void CSQC_common_hud(void);
322
323 void CSQC_kh_hud(void);
324 void CSQC_ctf_hud(void);
325 void PostInit(void);
326 void CSQC_Demo_Camera();
327 float Sbar_WouldDrawScoreboard ();
328 float view_set;
329 float camera_mode;
330 string NextFrameCommand;
331 void CSQC_spider_HUD();
332 void CSQC_UpdateView(float w, float h)
333 {
334         entity e;
335         float fov;
336         float f, i, j;
337         vector v;
338
339         dprint_load();
340         WaypointSprite_Load();
341
342         if(spectatee_status)
343                 myteam = GetPlayerColor(spectatee_status - 1);
344         else
345                 myteam = GetPlayerColor(player_localentnum - 1);
346
347         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
348
349         // Render the Scene
350         if(!intermission || !view_set)
351         {
352                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
353                 view_angles = input_angles;
354                 makevectors(view_angles);
355                 view_forward = v_forward;
356                 view_right = v_right;
357                 view_up = v_up;
358                 view_set = 1;
359         }
360
361         vid_width = w;
362         vid_height = h;
363
364 #ifdef BLURTEST
365         if(time > blurtest_time0 && time < blurtest_time1)
366         {
367                 float r, t;
368
369                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
370                 r = t * blurtest_radius;
371                 f = 1 / pow(t, blurtest_power) - 1;
372
373                 cvar_set("r_glsl_postprocess", "1");
374                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
375         }
376         else
377         {
378                 cvar_set("r_glsl_postprocess", "0");
379                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
380         }
381 #endif
382
383         Fog_Force();
384
385         drawframetime = max(0.000001, time - drawtime);
386         drawtime = time;
387
388         // watch for gametype changes here...
389         // in ParseStuffCMD the cmd isn't executed yet :/
390         // might even be better to add the gametype to TE_CSQC_INIT...?
391         if(!postinit)
392                 PostInit();
393
394         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
395                 if(calledhooks & HOOK_START)
396                 {
397                         localcmd("\ncl_hook_gameend;");
398                         calledhooks |= HOOK_END;
399                 }
400
401         CheckForGamestartChange();
402         maptimeAnnouncer();
403
404         fov = cvar("fov");
405         if(button_zoom || fov <= 59.5)
406         {
407                 if(!zoomscript_caught)
408                 {
409                         localcmd("+button4\n");
410                         zoomscript_caught = 1;
411                         ignore_plus_zoom += 1;
412                 }
413         }
414         else
415         {
416                 if(zoomscript_caught)
417                 {
418                         localcmd("-button4\n");
419                         zoomscript_caught = 0;
420                         ignore_minus_zoom += 1;
421                 }
422         }
423
424         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
425         sbar_currentammo = cvar("sbar_showcurrentammo");
426         sbar_hudselector = cvar("sbar_hudselector");
427         sbar_hud_accuracy = cvar("sbar_hud_accuracy");
428         ColorTranslateMode = cvar("cl_stripcolorcodes");
429         activeweapon = getstati(STAT_SWITCHWEAPON);
430         f = cvar("teamplay");
431         if(f != teamplay)
432         {
433                 teamplay = f;
434                 Sbar_InitScores();
435         }
436
437         if(last_weapon != activeweapon) {
438                 weapontime = time;
439                 last_weapon = activeweapon;
440         }
441
442         // ALWAYS Clear Current Scene First
443         R_ClearScene();
444
445         // Assign Standard Viewflags
446         // Draw the World (and sky)
447         R_SetView(VF_DRAWWORLD, 1);
448
449         // Set the console size vars
450         vid_conwidth = cvar("vid_conwidth");
451         vid_conheight = cvar("vid_conheight");
452         vid_pixelheight = cvar("vid_pixelheight");
453
454         R_SetView(VF_FOV, GetCurrentFov(fov));
455
456         // Camera for demo playback
457         if(camera_active)
458         {
459                 if(cvar("camera_enable"))
460                         CSQC_Demo_Camera();
461                 else
462                 {
463                         cvar_set("chase_active", ftos(chase_active_backup));
464                         cvar_set("cl_demo_mousegrab", "0");
465                         camera_active = FALSE;
466                 }
467         }
468 #ifdef CAMERATEST
469         else if(cvar("camera_enable"))
470 #else
471         else if(cvar("camera_enable") && isdemo())
472 #endif
473         {
474                 // Enable required Darkplaces cvars
475                 chase_active_backup = cvar("chase_active");
476                 cvar_set("chase_active", "2");
477                 cvar_set("cl_demo_mousegrab", "1");
478                 camera_active = TRUE;
479                 camera_mode = FALSE;
480         }
481
482         // Draw the Crosshair
483         float scoreboard_active;
484         scoreboard_active = Sbar_WouldDrawScoreboard();
485         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
486
487         // Draw the Engine Status Bar (the default Quake HUD)
488         R_SetView(VF_DRAWENGINESBAR, 0);
489
490         // fetch this one only once per frame
491         sbar_showbinds = cvar("sbar_showbinds");
492         sbar_showbinds_limit = cvar("sbar_showbinds_limit");
493
494         // Update the mouse position
495         /*
496            mousepos_x = vid_conwidth;
497            mousepos_y = vid_conheight;
498            mousepos = mousepos*0.5 + getmousepos();
499          */
500
501         e = self;
502         for(self = world; (self = nextent(self)); )
503                 if(self.draw)
504                         self.draw();
505         self = e;
506
507         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
508         R_RenderScene();
509
510         // now switch to 2D drawing mode by calling a 2D drawing function
511         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
512         // next R_RenderScene call
513         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
514
515         // Draw the mouse cursor
516         // NOTE: drawpic must happen after R_RenderScene for some reason
517         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
518         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
519         //self = edict_num(player_localnum);
520         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
521         //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);
522         // as long as the ctf part isn't in, this is useless
523         if(menu_visible)
524                 menu_show();
525
526         /*if(gametype == GAME_CTF)
527           {
528           ctf_view();
529           } else */
530
531         // draw 2D entities
532         e = self;
533         for(self = world; (self = nextent(self)); )
534                 if(self.draw2d)
535                         self.draw2d();
536         self = e;
537
538         // draw radar
539         if(
540                         ons_showmap
541                         ||
542                         (
543                          !scoreboard_active
544                          &&
545                          cvar_string("cl_teamradar") != "0"
546                          &&
547                          (
548                           cvar("cl_teamradar") == 2
549                           ||
550                           teamplay
551                          )
552                         )
553           )
554                 teamradar_view();
555
556         // draw sbar
557         if(cvar("r_letterbox") == 0) {
558                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
559                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
560                                 Sbar_DrawPressedKeys();
561                 }
562
563                 if (cvar("cl_showspeed"))
564                         Sbar_ShowSpeed();
565                 if (cvar("cl_showacceleration"))
566                         Sbar_ShowAcceleration();
567
568                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
569         }
570
571         float hud;
572         hud = getstati(STAT_HUD);
573         if(hud == HUD_SPIDERBOT)
574         {
575                 vector sz;
576                 CSQC_spider_HUD();
577                 sz = drawgetimagesize(SPIDER_CROSS);
578                 sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
579                 sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
580                 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);
581         }
582         else
583         {
584                 if(cvar("r_letterbox") == 0)
585                         if(cvar("viewsize") < 120)
586                                 CSQC_common_hud();
587
588                 // crosshair goes VERY LAST
589                 if(!scoreboard_active && !ons_showmap && !camera_active) {
590                         // TrueAim check
591                         float shottype;
592                         float bullets, ring_scale;
593                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
594                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
595                         wcross_origin_z = 0;
596                         if(cvar("crosshair_hittest"))
597                         {
598                                 vector wcross_oldorigin;
599                                 wcross_oldorigin = wcross_origin;
600                                 shottype = TrueAimCheck();
601                                 if(shottype == SHOTTYPE_HITWORLD)
602                                 {
603                                         v = wcross_origin - wcross_oldorigin;
604                                         v_x /= vid_conwidth;
605                                         v_y /= vid_conheight;
606                                         if(vlen(v) > 0.01)
607                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
608                                 }
609                                 if(!cvar("crosshair_hittest_showimpact"))
610                                         wcross_origin = wcross_oldorigin;
611                         }
612                         else
613                                 shottype = SHOTTYPE_HITWORLD;
614
615                         string wcross_style;
616                         wcross_style = cvar_string("crosshair");
617
618                         if (wcross_style != "0") {
619                                 vector wcross_color, wcross_size;
620                                 string wcross_wep, wcross_name;
621                                 float wcross_alpha, wcross_sizefloat, wcross_blur;
622
623                                 wcross_color_x = cvar("crosshair_color_red");
624                                 wcross_color_y = cvar("crosshair_color_green");
625                                 wcross_color_z = cvar("crosshair_color_blue");
626                                 wcross_alpha = cvar("crosshair_color_alpha");
627                                 wcross_sizefloat = cvar("crosshair_size");
628                                 if (cvar("crosshair_per_weapon")) {
629                                         e = get_weaponinfo(activeweapon);
630                                         if (e && e.netname != "")
631                                         {
632                                                 wcross_wep = e.netname;
633                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
634                                                 if(wcross_style == "")
635                                                         wcross_style = e.netname;
636
637                                                 if(!cvar("crosshair_color_override"))
638                                                 {
639                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
640                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
641                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
642                                                 }
643
644                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
645                                                 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
646                                         }
647                                 }
648
649                                 wcross_name = strcat("gfx/crosshair", wcross_style);
650
651                                 if(shottype == SHOTTYPE_HITENEMY)
652                                         wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
653                                 if(shottype == SHOTTYPE_HITTEAM)
654                                         wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
655                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
656                                 {
657                                         wcross_alpha *= 0.75;
658                                         wcross_blur = 1;
659                                 }
660                                 else
661                                         wcross_blur = 0;
662
663                                 f = cvar("crosshair_effect_speed");
664                                 if(f > 0)
665                                 {
666                                         f *= frametime;
667                                         wcross_sizefloat = bound(wcross_sizefloat_prev - f, wcross_sizefloat, wcross_sizefloat_prev + f);
668                                 }
669
670                                 f = cvar("crosshair_effect_speed") * 1.5; // no idea why taoki wants alpha to fade faster, but here we go
671                                 if(f > 0)
672                                 {
673                                         f *= frametime;
674                                         wcross_alpha = bound(wcross_alpha_prev - f, wcross_alpha, wcross_alpha_prev + f);
675                                 }
676
677 #if 0
678                                 f = cvar("crosshair_effect_speed");
679                                 if(f > 0)
680                                 {
681                                         f *= frametime;
682                                         wcross_blur = bound(wcross_blur_prev - f, wcross_blur, wcross_blur_prev + f);
683                                 }
684                                 else
685                                         wcross_blur = 0;
686 #endif
687
688                                 wcross_sizefloat_prev = wcross_sizefloat;
689                                 wcross_alpha_prev = wcross_alpha;
690                                 wcross_blur_prev = wcross_blur;
691
692                                 wcross_sizefloat *= 1 - cvar("_menu_alpha");
693                                 wcross_alpha *= 1 - cvar("_menu_alpha");
694
695                                 wcross_size = drawgetimagesize(wcross_name);
696                                 wcross_size_x *= wcross_sizefloat;
697                                 wcross_size_y *= wcross_sizefloat;
698
699                                 // ring around crosshair representing bullets left in camping rifle clip
700                                 if (activeweapon == WEP_CAMPINGRIFLE)
701                                 {
702                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
703                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
704                                 }
705                                 else
706                                         bullets = 0;
707
708                                 if(wcross_blur > 0)
709                                 {
710                                         wcross_alpha = wcross_alpha * 0.04;
711                                         for(i = -2; i <= 2; ++i)
712                                                 for(j = -2; j <= 2; ++j)
713                                                 {
714                                                         if (bullets)
715                                                                 drawpic(wcross_origin - ('0.5 0 0' * (wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/hud/rifle_ring_", ftos(bullets)), wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
716                                                         drawpic(wcross_origin - ('0.5 0 0' * (wcross_size_x + i * wcross_blur) + '0 0.5 0' * (wcross_size_y + j * wcross_blur)), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
717                                                 }
718                                 }
719                                 else
720                                 {
721                                         if (bullets)
722                                                 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);
723                                         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);
724                                 }
725                         }
726                 }
727                 else
728                 {
729                         wcross_sizefloat_prev = 0;
730                         wcross_alpha_prev = 0;
731                         wcross_blur_prev = 0;
732                 }
733         }
734
735         if(NextFrameCommand)
736         {
737                 localcmd("\n", NextFrameCommand, "\n");
738                 NextFrameCommand = string_null;
739         }
740
741         // we must do this check AFTER a frame was rendered, or it won't work
742         if(cs_project_is_b0rked == 0)
743         {
744                 string w0, h0;
745                 w0 = cvar_string("vid_conwidth");
746                 h0 = cvar_string("vid_conheight");
747                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
748                 //R_SetView(VF_FOV, '90 90 0');
749                 R_SetView(VF_ORIGIN, '0 0 0');
750                 R_SetView(VF_ANGLES, '0 0 0');
751                 R_SetView(VF_PERSPECTIVE, 1);
752                 makevectors('0 0 0');
753                 vector v1, v2;
754                 cvar_set("vid_conwidth", "800");
755                 cvar_set("vid_conheight", "600");
756                 v1 = cs_project(v_forward);
757                 cvar_set("vid_conwidth", "640");
758                 cvar_set("vid_conheight", "480");
759                 v2 = cs_project(v_forward);
760                 if(v1 == v2)
761                         cs_project_is_b0rked = 1;
762                 else
763                         cs_project_is_b0rked = -1;
764                 cvar_set("vid_conwidth", w0);
765                 cvar_set("vid_conheight", h0);
766         }
767
768         // be safe against triggerbots until everyone has the fixed engine
769         // this call is meant to overwrite the trace globals by something
770         // unsuspicious
771         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
772 }
773
774 void Sbar_Draw();
775 void CSQC_spider_HUD()
776 {
777         float rockets,reload,heat,hp,shield,i;
778         vector p,pp;
779
780         rockets = getstati(STAT_SPIDERBOT_ROCKETS);
781         heat    = min(getstatf(STAT_SPIDERBOT_HEAT),1);
782         reload  = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
783         hp      = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
784         shield  = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
785
786         // Draw health bar
787         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
788         p = p + '0 1 0' * vid_conheight - '0 32 0';
789         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
790         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
791         p_y += 8;
792         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
793         p_x += 256 * hp;
794         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
795
796         // Draw minigun heat indicator
797         p = '0.5 0 0' * (vid_conwidth - 256);
798         p = p + '0 1 0' * vid_conheight - '0 34  0';
799         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
800         p_x += 256 * (1-heat);
801         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
802
803         // Draw rocket icons for loaded/empty tubes.
804         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
805         pp += '0 1 0' * vid_conheight - '0 64 0';
806         for(i = 0; i < 8; ++i)
807         {
808                 p = pp + '1 0 0' * (rkt_size * i);
809                 if(rockets == 8)
810                 {
811                         if(floor(reload * 8) == i)
812                         {
813                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
814                         }
815                         else if(i < reload * 8)
816                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
817                         else
818                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
819                 }
820                 else
821                 {
822                         if(i < rockets)
823                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
824                         else
825                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
826                 }
827         }
828
829         if (sb_showscores)
830         {
831                 Sbar_DrawScoreboard();
832                 Sbar_DrawCenterPrint();
833         }
834
835 }
836 void CSQC_common_hud(void)
837 {
838         // Sbar_SortFrags(); done in Sbar_Draw
839         float hud;
840         hud = getstati(STAT_HUD);
841
842         //hud = 10;
843         switch(hud)
844         {
845                 case HUD_NORMAL:
846                         Sbar_Draw();
847                         break;
848
849                 case HUD_SPIDERBOT:
850                         CSQC_spider_HUD();
851                         break;
852         }
853 }
854
855
856 // following vectors must be global to allow seamless switching between camera modes
857 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
858 void CSQC_Demo_Camera()
859 {
860         float speed, attenuation, dimensions;
861         vector tmp, delta;
862
863         if( cvar("camera_reset") || !camera_mode )
864         {
865                 camera_offset = '0 0 0';
866                 current_angles = '0 0 0';
867                 camera_direction = '0 0 0';
868                 camera_offset_z += 30;
869                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
870                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
871                 current_origin = view_origin;
872                 current_camera_offset  = camera_offset;
873                 cvar_set("camera_reset", "0");
874                 camera_mode = CAMERA_CHASE;
875         }
876
877         // Camera angles
878         if( camera_roll )
879                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
880
881         if(cvar("camera_look_player"))
882         {
883                 local vector dir;
884                 local float n;
885
886                 dir = normalize(view_origin - current_position);
887                 n = mouse_angles_z;
888                 mouse_angles = vectoangles(dir);
889                 mouse_angles_x = mouse_angles_x * -1;
890                 mouse_angles_z = n;
891         }
892         else
893         {
894                 tmp = getmousepos() * 0.1;
895                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
896                 {
897                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
898                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
899                 }
900         }
901
902         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
903         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
904         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
905         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
906
907         // Fix difference when angles don't have the same sign
908         delta = '0 0 0';
909         if(mouse_angles_y < -60 && current_angles_y > 60)
910                 delta = '0 360 0';
911         if(mouse_angles_y > 60 && current_angles_y < -60)
912                 delta = '0 -360 0';
913
914         if(cvar("camera_look_player"))
915                 attenuation = cvar("camera_look_attenuation");
916         else
917                 attenuation = cvar("camera_speed_attenuation");
918
919         attenuation = 1 / max(1, attenuation);
920         current_angles += (mouse_angles - current_angles + delta) * attenuation;
921
922         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
923         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
924         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
925         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
926
927         // Camera position
928         tmp = '0 0 0';
929         dimensions = 0;
930
931         if( camera_direction_x )
932         {
933                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
934                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
935                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
936                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
937                 ++dimensions;
938         }
939
940         if( camera_direction_y )
941         {
942                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
943                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
944                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
945                 ++dimensions;
946         }
947
948         if( camera_direction_z )
949         {
950                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
951                 ++dimensions;
952         }
953
954         if(cvar("camera_free"))
955                 speed = cvar("camera_speed_free");
956         else
957                 speed = cvar("camera_speed_chase");
958
959         if(dimensions)
960         {
961                 speed = speed * sqrt(1 / dimensions);
962                 camera_offset += tmp * speed;
963         }
964
965         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
966
967         // Camera modes
968         if( cvar("camera_free") )
969         {
970                 if ( camera_mode == CAMERA_CHASE )
971                 {
972                         current_camera_offset = current_origin + current_camera_offset;
973                         camera_offset = current_origin + camera_offset;
974                 }
975
976                 camera_mode = CAMERA_FREE;
977                 current_position = current_camera_offset;
978         }
979         else
980         {
981                 if ( camera_mode == CAMERA_FREE )
982                 {
983                         current_origin = view_origin;
984                         camera_offset = camera_offset - current_origin;
985                         current_camera_offset = current_camera_offset - current_origin;
986                 }
987
988                 camera_mode = CAMERA_CHASE;
989
990                 if(cvar("camera_chase_smoothly"))
991                         current_origin += (view_origin - current_origin) * attenuation;
992                 else
993                         current_origin = view_origin;
994
995                 current_position = current_origin + current_camera_offset;
996         }
997
998         R_SetView(VF_ANGLES, current_angles);
999         R_SetView(VF_ORIGIN, current_position);
1000 }