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get rid of the v_flipped toggle
[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 void CSQC_UpdateView(float w, float h)\r
203 {\r
204         entity e;\r
205         float fov;\r
206         float f;\r
207 \r
208         dprint_load();\r
209         WaypointSprite_Load();\r
210 \r
211         ticrate = getstatf(STAT_SYS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
212 \r
213         // Render the Scene\r
214         if(!intermission || !view_set)\r
215         {\r
216                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
217                 view_angles = input_angles;\r
218                 makevectors(view_angles);\r
219                 view_forward = v_forward;\r
220                 view_right = v_right;\r
221                 view_up = v_up;\r
222                 view_set = 1;\r
223         }\r
224 \r
225         if(csqc_flags & CSQC_FLAG_COLORCODES)\r
226         {\r
227                 // supporting engine\r
228                 vid_width = w;\r
229                 vid_height = h;\r
230         }\r
231         else\r
232         {\r
233                 // non-supporting engine\r
234                 vid_width = cvar("vid_width");\r
235                 vid_height = cvar("vid_height");\r
236         }\r
237 \r
238 #ifdef BLURTEST\r
239         if(time > blurtest_time0 && time < blurtest_time1)\r
240         {\r
241                 float r, t;\r
242 \r
243                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
244                 r = t * blurtest_radius;\r
245                 f = 1 / pow(t, blurtest_power) - 1;\r
246 \r
247                 cvar_set("r_glsl_postprocess", "1");\r
248                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
249         }\r
250         else\r
251         {\r
252                 cvar_set("r_glsl_postprocess", "0");\r
253                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
254         }\r
255 #endif\r
256 \r
257         Fog_Force();\r
258 \r
259         drawframetime = max(0.000001, time - drawtime);\r
260         drawtime = time;\r
261 \r
262         // watch for gametype changes here...\r
263         // in ParseStuffCMD the cmd isn't executed yet :/\r
264         // might even be better to add the gametype to TE_CSQC_INIT...?\r
265         if(!postinit)\r
266                 PostInit();\r
267         \r
268         CheckForGamestartChange();\r
269 \r
270         fov = cvar("fov");\r
271         if(button_zoom || fov <= 59.5)\r
272         {\r
273                 if(!zoomscript_caught)\r
274                 {\r
275                         localcmd("+button4\n");\r
276                         zoomscript_caught = 1;\r
277                         ignore_plus_zoom += 1;\r
278                 }\r
279         }\r
280         else\r
281         {\r
282                 if(zoomscript_caught)\r
283                 {\r
284                         localcmd("-button4\n");\r
285                         zoomscript_caught = 0;\r
286                         ignore_minus_zoom += 1;\r
287                 }\r
288         }\r
289         \r
290         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
291         sbar_hudselector = cvar("sbar_hudselector");\r
292         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
293         activeweapon = getstati(STAT_SWITCHWEAPON);\r
294         f = cvar("teamplay");\r
295         if(f != teamplay)\r
296         {\r
297                 teamplay = f;\r
298                 Sbar_InitScores();\r
299         }\r
300 \r
301         if(last_weapon != activeweapon) {\r
302                 weapontime = time;\r
303                 last_weapon = activeweapon;\r
304         }\r
305 \r
306         // ALWAYS Clear Current Scene First\r
307         R_ClearScene();\r
308 \r
309         // Assign Standard Viewflags\r
310         // Draw the World (and sky)\r
311         R_SetView(VF_DRAWWORLD, 1);\r
312 \r
313         // Set the console size vars\r
314         vid_conwidth = cvar("vid_conwidth");\r
315         vid_conheight = cvar("vid_conheight");\r
316         vid_pixelheight = cvar("vid_pixelheight");\r
317 \r
318         R_SetView(VF_FOV, GetCurrentFov(fov));\r
319 \r
320         // Camera for demo playback\r
321         if(camera_active)\r
322         {\r
323                 if(cvar("camera_enable"))\r
324                         CSQC_Demo_Camera();\r
325                 else\r
326                 {\r
327                         cvar_set("chase_active", ftos(chase_active_backup));\r
328                         cvar_set("cl_demo_mousegrab", "0");\r
329                         camera_active = FALSE;\r
330                 }\r
331         }\r
332 #ifdef CAMERATEST\r
333         else if(cvar("camera_enable"))\r
334 #else\r
335         else if(cvar("camera_enable") && isdemo())\r
336 #endif\r
337         {\r
338                 // Enable required Darkplaces cvars\r
339                 chase_active_backup = cvar("chase_active");\r
340                 cvar_set("chase_active", "2");          \r
341                 cvar_set("cl_demo_mousegrab", "1");\r
342                 camera_active = TRUE;\r
343                 camera_mode = FALSE;\r
344         }\r
345         \r
346         // Draw the Crosshair\r
347         float scoreboard_active;\r
348         scoreboard_active = Sbar_WouldDrawScoreboard();\r
349         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
350         \r
351         // Draw the Engine Status Bar (the default Quake HUD)\r
352         R_SetView(VF_DRAWENGINESBAR, 0);\r
353 \r
354         // fetch this one only once per frame\r
355         sbar_showbinds = cvar("sbar_showbinds");\r
356         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
357 \r
358         // Update the mouse position\r
359         /*\r
360         mousepos_x = vid_conwidth;\r
361         mousepos_y = vid_conheight;\r
362         mousepos = mousepos*0.5 + getmousepos();\r
363         */\r
364 \r
365         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
366 \r
367         e = self;\r
368         for(self = world; (self = nextent(self)); )\r
369                 if(self.draw)\r
370                         self.draw();\r
371         self = e;\r
372         R_RenderScene();\r
373 \r
374         // now switch to 2D drawing mode by calling a 2D drawing function\r
375         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
376         // next R_RenderScene call\r
377         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
378 \r
379         // Draw the mouse cursor\r
380         // NOTE: drawpic must happen after R_RenderScene for some reason\r
381         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
382         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
383         //self = edict_num(player_localnum);\r
384         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
385         //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
386         // as long as the ctf part isn't in, this is useless\r
387         if(menu_visible)\r
388                 menu_show();\r
389         \r
390         /*if(gametype == GAME_CTF)\r
391         {\r
392                 ctf_view();\r
393         } else */\r
394 \r
395         // draw 2D entities\r
396         e = self;\r
397         for(self = world; (self = nextent(self)); )\r
398                 if(self.draw2d)\r
399                         self.draw2d();\r
400         self = e;\r
401         \r
402         // draw radar\r
403         if(\r
404                 ons_showmap\r
405                 ||\r
406                 (\r
407                         !scoreboard_active\r
408                         &&\r
409                         cvar_string("cl_teamradar") != "0"\r
410                         &&\r
411                         (\r
412                                 cvar("cl_teamradar") == 2\r
413                                 ||\r
414                                 teamplay\r
415                         )\r
416                 )\r
417         )\r
418                 teamradar_view();\r
419 \r
420         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing\r
421         {\r
422                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
423                         Sbar_DrawPressedKeys();\r
424         }\r
425 \r
426         // draw sbar\r
427         if(cvar("r_letterbox") == 0)\r
428         if(cvar("viewsize") < 120)\r
429                 CSQC_common_hud();\r
430 \r
431         // crosshair goes VERY LAST\r
432         if(!scoreboard_active && !ons_showmap) {\r
433                 string wcross_style;\r
434                 wcross_style = cvar_string("crosshair");\r
435 \r
436                 if (wcross_style != "0") {\r
437                         vector wcross_color, wcross_size;\r
438                         string wcross_wep, wcross_name;\r
439                         float wcross_alpha, wcross_sizefloat;\r
440 \r
441                         wcross_color_x = cvar("crosshair_color_red");\r
442                         wcross_color_y = cvar("crosshair_color_green");\r
443                         wcross_color_z = cvar("crosshair_color_blue");\r
444                         wcross_alpha = cvar("crosshair_color_alpha");\r
445                         wcross_sizefloat = cvar("crosshair_size");\r
446                         if (cvar("crosshair_per_weapon")) {\r
447                                 e = get_weaponinfo(activeweapon);\r
448                                 if (e && e.netname != "")\r
449                                 {\r
450                                         wcross_wep = e.netname;\r
451                                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
452                                         if(wcross_style == "")\r
453                                                 wcross_style = e.netname;\r
454 \r
455                                         if(!cvar("crosshair_color_override"))\r
456                                         {\r
457                                                 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
458                                                 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
459                                                 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
460                                         }\r
461 \r
462                                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
463                                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
464                                 }\r
465                         }\r
466 \r
467                         wcross_name = strcat("gfx/crosshair", wcross_style);\r
468                 \r
469                         wcross_size = drawgetimagesize(wcross_name);\r
470                         wcross_size_x *= wcross_sizefloat;\r
471                         wcross_size_y *= wcross_sizefloat;\r
472 \r
473                         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
474                 }\r
475         }\r
476 }\r
477 \r
478 void Sbar_Draw();\r
479 void CSQC_common_hud(void)\r
480 {\r
481         // Sbar_SortFrags(); done in Sbar_Draw\r
482         Sbar_Draw();\r
483 }\r
484 \r
485 // KeyHunt HUD by victim\r
486 void CSQC_kh_hud(void)\r
487 {\r
488         // HUD 0 has the weapons on the right hand side - temporarily shown when needed\r
489         // HUD 1 has the weapons on the bottom - permanently\r
490 \r
491         // use the following two binds to check the icons move correctly\r
492         // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right"  // move the icons\r
493         // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector"  // change the HUD\r
494 \r
495         float kh_keys, kh_keys_status, kh_teams_set;\r
496         float kh_margin_x, kh_margin_y, kh_key_box;\r
497         string kh_carrying, kh_outline;\r
498         vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;\r
499         vector red, blue, yellow, pink;\r
500 \r
501         kh_keys = getstati(STAT_KH_KEYS);\r
502         kh_keys_status = kh_keys / 256;\r
503         kh_teams_set = cvar("_teams_available");  // set in keyhunt.qc\r
504 \r
505         kh_margin_y = 8;\r
506         kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;\r
507 //      sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin\r
508 \r
509         red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;\r
510 \r
511         kh_key_box = 120;\r
512 \r
513         pink_pos_y = kh_margin_y + 0;  // top\r
514         yellow_pos_y = kh_margin_y + kh_key_box;\r
515         blue_pos_y = kh_margin_y + kh_key_box * 2;\r
516         red_pos_y = kh_margin_y + kh_key_box * 3;  //bottom\r
517 \r
518         red = '1 0 0';\r
519         blue = '0 0 1';\r
520         yellow = '1 1 0';\r
521         pink = '1 0 1';\r
522 \r
523         kh_size = '0 0 0';  // don't resize the image\r
524 \r
525         kh_carrying = "gfx/sb_kh_full";\r
526         kh_outline = "gfx/sb_kh_outline";\r
527 \r
528 //      drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)\r
529 //      vector position = '0 0';  // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599\r
530 \r
531 //      vector size = '0 0';  // 'x y' changes the x & y dimensions. '0 0' gives the default pic size\r
532 //      vector rgb = '0 0 0';  // 'r g b' range 0 - 1\r
533 \r
534         if (kh_keys_status & 1)  // red\r
535                 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0);  // show 20% alpha key\r
536         else\r
537                 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0);  // show key outline 40% alpha\r
538 \r
539         if (kh_keys & 1)\r
540                 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0);  // show solid key 100% alpha\r
541 \r
542 \r
543         if (kh_keys_status & 2)  // blue\r
544                 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);\r
545         else\r
546                 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);\r
547 \r
548         if (kh_keys & 2)\r
549                 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);\r
550 \r
551 \r
552         if (kh_teams_set & 4)  // yellow\r
553         {\r
554                 if (kh_keys_status & 4)\r
555                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);\r
556                 else\r
557                         drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);\r
558 \r
559                 if (kh_keys & 4)\r
560                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);\r
561         }\r
562 \r
563 \r
564         if (kh_teams_set & 8)  // pink\r
565         {\r
566                 if (kh_keys_status & 8)\r
567                         drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);\r
568                 else\r
569                         drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);\r
570 \r
571                 if (kh_keys & 8)\r
572                         drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);\r
573         }\r
574 \r
575 }\r
576 \r
577 // following vectors must be global to allow seamless switching between camera modes\r
578 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
579 void CSQC_Demo_Camera()\r
580 {\r
581         float speed, attenuation, dimensions;\r
582         vector tmp, delta;\r
583 \r
584         if( cvar("camera_reset") || !camera_mode )\r
585         {\r
586                 camera_offset = '0 0 0';\r
587                 current_angles = '0 0 0';\r
588                 camera_direction = '0 0 0';\r
589                 camera_offset_z += 30;\r
590                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
591                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
592                 current_origin = view_origin;\r
593                 current_camera_offset  = camera_offset;\r
594                 cvar_set("camera_reset", "0");\r
595                 camera_mode = CAMERA_CHASE;\r
596         }\r
597 \r
598         // Camera angles\r
599         if( camera_roll )\r
600                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
601 \r
602         if(cvar("camera_look_player"))\r
603         {\r
604                 local vector dir;\r
605                 local float n;\r
606 \r
607                 dir = normalize(view_origin - current_position);\r
608                 n = mouse_angles_z;\r
609                 mouse_angles = vectoangles(dir);\r
610                 mouse_angles_x = mouse_angles_x * -1;\r
611                 mouse_angles_z = n;\r
612         }\r
613         else\r
614         {\r
615                 tmp = getmousepos() * 0.1;\r
616                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
617                 {\r
618                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
619                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
620                 }\r
621         }\r
622 \r
623         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
624         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
625         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
626         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
627 \r
628         // Fix difference when angles don't have the same sign\r
629         delta = '0 0 0';\r
630         if(mouse_angles_y < -60 && current_angles_y > 60)\r
631                 delta = '0 360 0';\r
632         if(mouse_angles_y > 60 && current_angles_y < -60)\r
633                 delta = '0 -360 0';\r
634 \r
635         if(cvar("camera_look_player"))\r
636                 attenuation = cvar("camera_look_attenuation");\r
637         else\r
638                 attenuation = cvar("camera_speed_attenuation");\r
639 \r
640         attenuation = 1 / max(1, attenuation);\r
641         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
642 \r
643         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
644         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
645         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
646         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
647 \r
648         // Camera position\r
649         tmp = '0 0 0';\r
650         dimensions = 0;\r
651 \r
652         if( camera_direction_x )\r
653         {\r
654                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
655                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
656                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
657                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
658                 ++dimensions;\r
659         }\r
660 \r
661         if( camera_direction_y )\r
662         {\r
663                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
664                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
665                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
666                 ++dimensions;\r
667         }\r
668 \r
669         if( camera_direction_z )\r
670         {\r
671                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
672                 ++dimensions;\r
673         }\r
674 \r
675         if(cvar("camera_free"))\r
676                 speed = cvar("camera_speed_free");\r
677         else\r
678                 speed = cvar("camera_speed_chase");\r
679 \r
680         if(dimensions)\r
681         {\r
682                 speed = speed * sqrt(1 / dimensions);\r
683                 camera_offset += tmp * speed;\r
684         }\r
685 \r
686         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
687 \r
688         // Camera modes\r
689         if( cvar("camera_free") )\r
690         {\r
691                 if ( camera_mode == CAMERA_CHASE )\r
692                 {\r
693                         current_camera_offset = current_origin + current_camera_offset;\r
694                         camera_offset = current_origin + camera_offset;\r
695                 }\r
696 \r
697                 camera_mode = CAMERA_FREE;\r
698                 current_position = current_camera_offset;\r
699         }\r
700         else\r
701         {\r
702                 if ( camera_mode == CAMERA_FREE )\r
703                 {\r
704                         current_origin = view_origin;\r
705                         camera_offset = camera_offset - current_origin;\r
706                         current_camera_offset = current_camera_offset - current_origin;\r
707                 }\r
708 \r
709                 camera_mode = CAMERA_CHASE;\r
710 \r
711                 if(cvar("camera_chase_smoothly"))\r
712                         current_origin += (view_origin - current_origin) * attenuation;\r
713                 else\r
714                         current_origin = view_origin;\r
715 \r
716                 current_position = current_origin + current_camera_offset;\r
717         }\r
718 \r
719         R_SetView(VF_ANGLES, current_angles);\r
720         R_SetView(VF_ORIGIN, current_position);\r
721 }\r