]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/View.qc
a debugging helper "NextFrameCommand", may become useful later
[divverent/nexuiz.git] / data / qcsrc / client / View.qc
1 entity porto;\r
2 vector polyline[16];\r
3 float trace_dphitcontents;\r
4 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
5 float DPCONTENTS_SOLID = 1; // blocks player movement\r
6 float DPCONTENTS_BODY = 32; // blocks player movement\r
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
8 void Porto_Draw()\r
9 {\r
10         vector p, dir, ang, q, nextdir;\r
11         float idx, portal_number, portal1_idx;\r
12 \r
13         if(activeweapon != WEP_PORTO)\r
14                 return;\r
15 \r
16         dir = view_forward;\r
17 \r
18         if(angles_held_status)\r
19         {\r
20                 makevectors(angles_held);\r
21                 dir = v_forward;\r
22         }\r
23 \r
24         p = view_origin;\r
25 \r
26         polyline[0] = p;\r
27         idx = 1;\r
28         portal_number = 0;\r
29         nextdir = dir;\r
30 \r
31         for(;;)\r
32         {\r
33                 dir = nextdir;\r
34                 traceline(p, p + 65536 * dir, TRUE, porto);\r
35                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
36                         return;\r
37                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal\r
38                 p = trace_endpos;\r
39                 polyline[idx] = p;\r
40                 ++idx;\r
41                 if(idx >= 16)\r
42                         return;\r
43                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)\r
44                         continue;\r
45                 ++portal_number;\r
46                 ang = vectoangles2(trace_plane_normal, dir);\r
47                 ang_x = -ang_x;\r
48                 makevectors(ang);\r
49                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))\r
50                         return;\r
51                 if(portal_number == 1)\r
52                         portal1_idx = idx;\r
53                 if(portal_number >= 2)\r
54                         break;\r
55         }\r
56 \r
57         while(idx >= 2)\r
58         {\r
59                 p = polyline[idx-2];\r
60                 q = polyline[idx-1];\r
61                 if(idx == 2)\r
62                         p = p - view_up * 16;\r
63                 if(idx-1 >= portal1_idx)\r
64                 {\r
65                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);\r
66                 }\r
67                 else\r
68                 {\r
69                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
70                 }\r
71                 --idx;\r
72         }\r
73 }\r
74 \r
75 /**\r
76  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
77  *\r
78  * TODO: Use a better solution where a common shared entitiy is used that contains\r
79  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
80  * and STAT_FRAGLIMIT to be auto-sent)\r
81  */\r
82 void CheckForGamestartChange() {\r
83         float startTime;\r
84         startTime = getstatf(STAT_GAMESTARTTIME);\r
85         if (previous_game_starttime != startTime) {\r
86                 if ((time + 5.0) < startTime) {\r
87                         //if connecting to server while restart was active don't always play prepareforbattle\r
88                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);\r
89                 }\r
90                 if (time < startTime) {\r
91                         restartAnnouncer = spawn();\r
92                         restartAnnouncer.think = restartAnnouncer_Think;\r
93                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
94                 }\r
95         }\r
96         previous_game_starttime = startTime;\r
97 }\r
98 \r
99 void Porto_Init()\r
100 {\r
101         porto = spawn();\r
102         porto.classname = "porto";\r
103         porto.draw = Porto_Draw;\r
104         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
105 }\r
106 \r
107 float drawtime;\r
108 \r
109 float tan(float x)\r
110\r
111         return sin(x) / cos(x);\r
112 }\r
113 float atan2(float y, float x)\r
114 {\r
115         vector v;\r
116         v = '1 0 0' * x + '0 1 0' * y;\r
117         v = vectoangles(v);\r
118         return v_y * 0.01745329251994329576;\r
119 }\r
120 \r
121 vector GetCurrentFov(float fov)\r
122 {\r
123         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;\r
124 \r
125         zoomsensitivity = cvar("cl_zoomsensitivity");\r
126         zoomfactor = cvar("cl_zoomfactor");\r
127         if(zoomfactor < 1 || zoomfactor > 16)\r
128                 zoomfactor = 2.5;\r
129         zoomspeed = cvar("cl_zoomspeed");\r
130         if(zoomspeed >= 0)\r
131                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
132                         zoomspeed = 3.5;\r
133 \r
134         zoomdir = button_zoom;\r
135         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here\r
136                 zoomdir += button_attack2;\r
137         if(spectatee_status > 0 || isdemo())\r
138         {\r
139                 if(spectatorbutton_zoom)\r
140                         zoomdir = 0 + !zoomdir;\r
141                         // do not even THINK about removing this 0\r
142                         // _I_ know what I am doing\r
143                         // fteqcc does not\r
144         }\r
145 \r
146         if(zoomdir)\r
147                 zoomin_effect = 0;\r
148 \r
149         if(zoomin_effect || camera_active)\r
150         {\r
151                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
152         }\r
153         else\r
154         {\r
155                 if(zoomspeed < 0) // instant zoom\r
156                 {\r
157                         if(zoomdir)\r
158                                 current_viewzoom = 1 / zoomfactor;\r
159                         else\r
160                                 current_viewzoom = 1;\r
161                 }\r
162                 else\r
163                 {\r
164                         if(zoomdir)\r
165                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
166                         else\r
167                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
168                 }\r
169         }\r
170 \r
171         if(almost_equals(current_viewzoom, 1))\r
172                 current_zoomfraction = 0;\r
173         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
174                 current_zoomfraction = 1;\r
175         else\r
176                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
177 \r
178         if(zoomsensitivity < 1)\r
179                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
180         else\r
181                 setsensitivityscale(1);\r
182 \r
183         float frustumx, frustumy, fovx, fovy;\r
184         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;\r
185         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
186         fovx = atan2(frustumx, 1) / 0.00872664625997164788;\r
187         fovy = atan2(frustumy, 1) / 0.00872664625997164788;\r
188 \r
189         return '1 0 0' * fovx + '0 1 0' * fovy;\r
190 }\r
191 \r
192 void CSQC_common_hud(void);\r
193 \r
194 void CSQC_kh_hud(void);\r
195 void CSQC_ctf_hud(void);\r
196 void PostInit(void);\r
197 void CSQC_Demo_Camera();\r
198 float Sbar_WouldDrawScoreboard ();\r
199 float zoomscript_caught;\r
200 float view_set;\r
201 float camera_mode;\r
202 string NextFrameCommand;\r
203 void CSQC_UpdateView(float w, float h)\r
204 {\r
205         entity e;\r
206         float fov;\r
207         float f;\r
208 \r
209         dprint_load();\r
210         WaypointSprite_Load();\r
211 \r
212         ticrate = getstatf(STAT_SYS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
213 \r
214         // Render the Scene\r
215         if(!intermission || !view_set)\r
216         {\r
217                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
218                 view_angles = input_angles;\r
219                 makevectors(view_angles);\r
220                 view_forward = v_forward;\r
221                 view_right = v_right;\r
222                 view_up = v_up;\r
223                 view_set = 1;\r
224         }\r
225 \r
226         if(csqc_flags & CSQC_FLAG_COLORCODES)\r
227         {\r
228                 // supporting engine\r
229                 vid_width = w;\r
230                 vid_height = h;\r
231         }\r
232         else\r
233         {\r
234                 // non-supporting engine\r
235                 vid_width = cvar("vid_width");\r
236                 vid_height = cvar("vid_height");\r
237         }\r
238 \r
239 #ifdef BLURTEST\r
240         if(time > blurtest_time0 && time < blurtest_time1)\r
241         {\r
242                 float r, t;\r
243 \r
244                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
245                 r = t * blurtest_radius;\r
246                 f = 1 / pow(t, blurtest_power) - 1;\r
247 \r
248                 cvar_set("r_glsl_postprocess", "1");\r
249                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
250         }\r
251         else\r
252         {\r
253                 cvar_set("r_glsl_postprocess", "0");\r
254                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
255         }\r
256 #endif\r
257 \r
258         Fog_Force();\r
259 \r
260         drawframetime = max(0.000001, time - drawtime);\r
261         drawtime = time;\r
262 \r
263         // watch for gametype changes here...\r
264         // in ParseStuffCMD the cmd isn't executed yet :/\r
265         // might even be better to add the gametype to TE_CSQC_INIT...?\r
266         if(!postinit)\r
267                 PostInit();\r
268         \r
269         CheckForGamestartChange();\r
270 \r
271         fov = cvar("fov");\r
272         if(button_zoom || fov <= 59.5)\r
273         {\r
274                 if(!zoomscript_caught)\r
275                 {\r
276                         localcmd("+button4\n");\r
277                         zoomscript_caught = 1;\r
278                         ignore_plus_zoom += 1;\r
279                 }\r
280         }\r
281         else\r
282         {\r
283                 if(zoomscript_caught)\r
284                 {\r
285                         localcmd("-button4\n");\r
286                         zoomscript_caught = 0;\r
287                         ignore_minus_zoom += 1;\r
288                 }\r
289         }\r
290         \r
291         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
292         sbar_hudselector = cvar("sbar_hudselector");\r
293         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
294         activeweapon = getstati(STAT_SWITCHWEAPON);\r
295         f = cvar("teamplay");\r
296         if(f != teamplay)\r
297         {\r
298                 teamplay = f;\r
299                 Sbar_InitScores();\r
300         }\r
301 \r
302         if(last_weapon != activeweapon) {\r
303                 weapontime = time;\r
304                 last_weapon = activeweapon;\r
305         }\r
306 \r
307         // ALWAYS Clear Current Scene First\r
308         R_ClearScene();\r
309 \r
310         // Assign Standard Viewflags\r
311         // Draw the World (and sky)\r
312         R_SetView(VF_DRAWWORLD, 1);\r
313 \r
314         // Set the console size vars\r
315         vid_conwidth = cvar("vid_conwidth");\r
316         vid_conheight = cvar("vid_conheight");\r
317         vid_pixelheight = cvar("vid_pixelheight");\r
318 \r
319         R_SetView(VF_FOV, GetCurrentFov(fov));\r
320 \r
321         // Camera for demo playback\r
322         if(camera_active)\r
323         {\r
324                 if(cvar("camera_enable"))\r
325                         CSQC_Demo_Camera();\r
326                 else\r
327                 {\r
328                         cvar_set("chase_active", ftos(chase_active_backup));\r
329                         cvar_set("cl_demo_mousegrab", "0");\r
330                         camera_active = FALSE;\r
331                 }\r
332         }\r
333 #ifdef CAMERATEST\r
334         else if(cvar("camera_enable"))\r
335 #else\r
336         else if(cvar("camera_enable") && isdemo())\r
337 #endif\r
338         {\r
339                 // Enable required Darkplaces cvars\r
340                 chase_active_backup = cvar("chase_active");\r
341                 cvar_set("chase_active", "2");          \r
342                 cvar_set("cl_demo_mousegrab", "1");\r
343                 camera_active = TRUE;\r
344                 camera_mode = FALSE;\r
345         }\r
346         \r
347         // Draw the Crosshair\r
348         float scoreboard_active;\r
349         scoreboard_active = Sbar_WouldDrawScoreboard();\r
350         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
351         \r
352         // Draw the Engine Status Bar (the default Quake HUD)\r
353         R_SetView(VF_DRAWENGINESBAR, 0);\r
354 \r
355         // fetch this one only once per frame\r
356         sbar_showbinds = cvar("sbar_showbinds");\r
357         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
358 \r
359         // Update the mouse position\r
360         /*\r
361         mousepos_x = vid_conwidth;\r
362         mousepos_y = vid_conheight;\r
363         mousepos = mousepos*0.5 + getmousepos();\r
364         */\r
365 \r
366         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
367 \r
368         e = self;\r
369         for(self = world; (self = nextent(self)); )\r
370                 if(self.draw)\r
371                         self.draw();\r
372         self = e;\r
373         R_RenderScene();\r
374 \r
375         // now switch to 2D drawing mode by calling a 2D drawing function\r
376         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
377         // next R_RenderScene call\r
378         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
379 \r
380         // Draw the mouse cursor\r
381         // NOTE: drawpic must happen after R_RenderScene for some reason\r
382         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
383         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
384         //self = edict_num(player_localnum);\r
385         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
386         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);\r
387         // as long as the ctf part isn't in, this is useless\r
388         if(menu_visible)\r
389                 menu_show();\r
390         \r
391         /*if(gametype == GAME_CTF)\r
392         {\r
393                 ctf_view();\r
394         } else */\r
395 \r
396         // draw 2D entities\r
397         e = self;\r
398         for(self = world; (self = nextent(self)); )\r
399                 if(self.draw2d)\r
400                         self.draw2d();\r
401         self = e;\r
402         \r
403         // draw radar\r
404         if(\r
405                 ons_showmap\r
406                 ||\r
407                 (\r
408                         !scoreboard_active\r
409                         &&\r
410                         cvar_string("cl_teamradar") != "0"\r
411                         &&\r
412                         (\r
413                                 cvar("cl_teamradar") == 2\r
414                                 ||\r
415                                 teamplay\r
416                         )\r
417                 )\r
418         )\r
419                 teamradar_view();\r
420 \r
421         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing\r
422         {\r
423                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
424                         Sbar_DrawPressedKeys();\r
425         }\r
426 \r
427         // draw sbar\r
428         if(cvar("r_letterbox") == 0)\r
429         if(cvar("viewsize") < 120)\r
430                 CSQC_common_hud();\r
431 \r
432         // crosshair goes VERY LAST\r
433         if(!scoreboard_active && !ons_showmap && !camera_active) {\r
434                 string wcross_style;\r
435                 wcross_style = cvar_string("crosshair");\r
436 \r
437                 if (wcross_style != "0") {\r
438                         vector wcross_color, wcross_size;\r
439                         string wcross_wep, wcross_name;\r
440                         float wcross_alpha, wcross_sizefloat;\r
441 \r
442                         wcross_color_x = cvar("crosshair_color_red");\r
443                         wcross_color_y = cvar("crosshair_color_green");\r
444                         wcross_color_z = cvar("crosshair_color_blue");\r
445                         wcross_alpha = cvar("crosshair_color_alpha");\r
446                         wcross_sizefloat = cvar("crosshair_size");\r
447                         if (cvar("crosshair_per_weapon")) {\r
448                                 e = get_weaponinfo(activeweapon);\r
449                                 if (e && e.netname != "")\r
450                                 {\r
451                                         wcross_wep = e.netname;\r
452                                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
453                                         if(wcross_style == "")\r
454                                                 wcross_style = e.netname;\r
455 \r
456                                         if(!cvar("crosshair_color_override"))\r
457                                         {\r
458                                                 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
459                                                 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
460                                                 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
461                                         }\r
462 \r
463                                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
464                                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
465                                 }\r
466                         }\r
467 \r
468                         wcross_name = strcat("gfx/crosshair", wcross_style);\r
469                 \r
470                         wcross_size = drawgetimagesize(wcross_name);\r
471                         wcross_size_x *= wcross_sizefloat;\r
472                         wcross_size_y *= wcross_sizefloat;\r
473 \r
474                         drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x) + '0 0.5 0' * (vid_conheight - wcross_size_y), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);\r
475                 }\r
476         }\r
477 \r
478         if(NextFrameCommand)\r
479         {\r
480                 localcmd("\n", NextFrameCommand, "\n");\r
481                 NextFrameCommand = string_null;\r
482         }\r
483 }\r
484 \r
485 void Sbar_Draw();\r
486 void CSQC_common_hud(void)\r
487 {\r
488         // Sbar_SortFrags(); done in Sbar_Draw\r
489         Sbar_Draw();\r
490 }\r
491 \r
492 // KeyHunt HUD by victim\r
493 void CSQC_kh_hud(void)\r
494 {\r
495         // HUD 0 has the weapons on the right hand side - temporarily shown when needed\r
496         // HUD 1 has the weapons on the bottom - permanently\r
497 \r
498         // use the following two binds to check the icons move correctly\r
499         // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right"  // move the icons\r
500         // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector"  // change the HUD\r
501 \r
502         float kh_keys, kh_keys_status, kh_teams_set;\r
503         float kh_margin_x, kh_margin_y, kh_key_box;\r
504         string kh_carrying, kh_outline;\r
505         vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;\r
506         vector red, blue, yellow, pink;\r
507 \r
508         kh_keys = getstati(STAT_KH_KEYS);\r
509         kh_keys_status = kh_keys / 256;\r
510         kh_teams_set = cvar("_teams_available");  // set in keyhunt.qc\r
511 \r
512         kh_margin_y = 8;\r
513         kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;\r
514 //      sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin\r
515 \r
516         red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;\r
517 \r
518         kh_key_box = 120;\r
519 \r
520         pink_pos_y = kh_margin_y + 0;  // top\r
521         yellow_pos_y = kh_margin_y + kh_key_box;\r
522         blue_pos_y = kh_margin_y + kh_key_box * 2;\r
523         red_pos_y = kh_margin_y + kh_key_box * 3;  //bottom\r
524 \r
525         red = '1 0 0';\r
526         blue = '0 0 1';\r
527         yellow = '1 1 0';\r
528         pink = '1 0 1';\r
529 \r
530         kh_size = '0 0 0';  // don't resize the image\r
531 \r
532         kh_carrying = "gfx/sb_kh_full";\r
533         kh_outline = "gfx/sb_kh_outline";\r
534 \r
535 //      drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)\r
536 //      vector position = '0 0';  // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599\r
537 \r
538 //      vector size = '0 0';  // 'x y' changes the x & y dimensions. '0 0' gives the default pic size\r
539 //      vector rgb = '0 0 0';  // 'r g b' range 0 - 1\r
540 \r
541         if (kh_keys_status & 1)  // red\r
542                 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0);  // show 20% alpha key\r
543         else\r
544                 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0);  // show key outline 40% alpha\r
545 \r
546         if (kh_keys & 1)\r
547                 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0);  // show solid key 100% alpha\r
548 \r
549 \r
550         if (kh_keys_status & 2)  // blue\r
551                 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);\r
552         else\r
553                 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);\r
554 \r
555         if (kh_keys & 2)\r
556                 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);\r
557 \r
558 \r
559         if (kh_teams_set & 4)  // yellow\r
560         {\r
561                 if (kh_keys_status & 4)\r
562                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);\r
563                 else\r
564                         drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);\r
565 \r
566                 if (kh_keys & 4)\r
567                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);\r
568         }\r
569 \r
570 \r
571         if (kh_teams_set & 8)  // pink\r
572         {\r
573                 if (kh_keys_status & 8)\r
574                         drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);\r
575                 else\r
576                         drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);\r
577 \r
578                 if (kh_keys & 8)\r
579                         drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);\r
580         }\r
581 \r
582 }\r
583 \r
584 // following vectors must be global to allow seamless switching between camera modes\r
585 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
586 void CSQC_Demo_Camera()\r
587 {\r
588         float speed, attenuation, dimensions;\r
589         vector tmp, delta;\r
590 \r
591         if( cvar("camera_reset") || !camera_mode )\r
592         {\r
593                 camera_offset = '0 0 0';\r
594                 current_angles = '0 0 0';\r
595                 camera_direction = '0 0 0';\r
596                 camera_offset_z += 30;\r
597                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
598                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
599                 current_origin = view_origin;\r
600                 current_camera_offset  = camera_offset;\r
601                 cvar_set("camera_reset", "0");\r
602                 camera_mode = CAMERA_CHASE;\r
603         }\r
604 \r
605         // Camera angles\r
606         if( camera_roll )\r
607                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
608 \r
609         if(cvar("camera_look_player"))\r
610         {\r
611                 local vector dir;\r
612                 local float n;\r
613 \r
614                 dir = normalize(view_origin - current_position);\r
615                 n = mouse_angles_z;\r
616                 mouse_angles = vectoangles(dir);\r
617                 mouse_angles_x = mouse_angles_x * -1;\r
618                 mouse_angles_z = n;\r
619         }\r
620         else\r
621         {\r
622                 tmp = getmousepos() * 0.1;\r
623                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
624                 {\r
625                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
626                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
627                 }\r
628         }\r
629 \r
630         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
631         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
632         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
633         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
634 \r
635         // Fix difference when angles don't have the same sign\r
636         delta = '0 0 0';\r
637         if(mouse_angles_y < -60 && current_angles_y > 60)\r
638                 delta = '0 360 0';\r
639         if(mouse_angles_y > 60 && current_angles_y < -60)\r
640                 delta = '0 -360 0';\r
641 \r
642         if(cvar("camera_look_player"))\r
643                 attenuation = cvar("camera_look_attenuation");\r
644         else\r
645                 attenuation = cvar("camera_speed_attenuation");\r
646 \r
647         attenuation = 1 / max(1, attenuation);\r
648         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
649 \r
650         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
651         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
652         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
653         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
654 \r
655         // Camera position\r
656         tmp = '0 0 0';\r
657         dimensions = 0;\r
658 \r
659         if( camera_direction_x )\r
660         {\r
661                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
662                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
663                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
664                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
665                 ++dimensions;\r
666         }\r
667 \r
668         if( camera_direction_y )\r
669         {\r
670                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
671                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
672                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
673                 ++dimensions;\r
674         }\r
675 \r
676         if( camera_direction_z )\r
677         {\r
678                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
679                 ++dimensions;\r
680         }\r
681 \r
682         if(cvar("camera_free"))\r
683                 speed = cvar("camera_speed_free");\r
684         else\r
685                 speed = cvar("camera_speed_chase");\r
686 \r
687         if(dimensions)\r
688         {\r
689                 speed = speed * sqrt(1 / dimensions);\r
690                 camera_offset += tmp * speed;\r
691         }\r
692 \r
693         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
694 \r
695         // Camera modes\r
696         if( cvar("camera_free") )\r
697         {\r
698                 if ( camera_mode == CAMERA_CHASE )\r
699                 {\r
700                         current_camera_offset = current_origin + current_camera_offset;\r
701                         camera_offset = current_origin + camera_offset;\r
702                 }\r
703 \r
704                 camera_mode = CAMERA_FREE;\r
705                 current_position = current_camera_offset;\r
706         }\r
707         else\r
708         {\r
709                 if ( camera_mode == CAMERA_FREE )\r
710                 {\r
711                         current_origin = view_origin;\r
712                         camera_offset = camera_offset - current_origin;\r
713                         current_camera_offset = current_camera_offset - current_origin;\r
714                 }\r
715 \r
716                 camera_mode = CAMERA_CHASE;\r
717 \r
718                 if(cvar("camera_chase_smoothly"))\r
719                         current_origin += (view_origin - current_origin) * attenuation;\r
720                 else\r
721                         current_origin = view_origin;\r
722 \r
723                 current_position = current_origin + current_camera_offset;\r
724         }\r
725 \r
726         R_SetView(VF_ANGLES, current_angles);\r
727         R_SetView(VF_ORIGIN, current_position);\r
728 }\r