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detect changes on teamplay cvar (in case that gets received after the scores info)
[divverent/nexuiz.git] / data / qcsrc / client / View.qc
1 vector angles_held[24];\r
2 void Net_ReadHoldAngles()\r
3 {\r
4         float wpn;\r
5         vector v;\r
6         wpn = ReadByte();\r
7         --wpn;\r
8         angles_held_status[wpn] = ReadByte();\r
9         if(angles_held_status[wpn])\r
10         {\r
11                 v_x = ReadCoord();\r
12                 v_y = ReadCoord();\r
13                 v_z = 0;\r
14                 angles_held[wpn] = v;\r
15         }\r
16 }\r
17 \r
18 entity porto;\r
19 vector polyline[16];\r
20 float trace_dphitcontents;\r
21 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
22 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
23 void Porto_Draw()\r
24 {\r
25         vector p, dir, ang, q, nextdir;\r
26         float idx, portal_number, portal1_idx;\r
27 \r
28         if(activeweapon != WEP_PORTO)\r
29                 return;\r
30 \r
31         dir = view_forward;\r
32 \r
33         if(angles_held_status[WEP_PORTO-1])\r
34         {\r
35                 makevectors(angles_held[WEP_PORTO-1]);\r
36                 dir = v_forward;\r
37         }\r
38 \r
39         p = view_origin;\r
40 \r
41         polyline[0] = p;\r
42         idx = 1;\r
43         portal_number = 0;\r
44         nextdir = dir;\r
45 \r
46         for(;;)\r
47         {\r
48                 dir = nextdir;\r
49                 traceline(p, p + 65536 * dir, TRUE, world);\r
50                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
51                         return;\r
52                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal\r
53                 p = trace_endpos;\r
54                 polyline[idx] = p;\r
55                 ++idx;\r
56                 if(idx >= 16)\r
57                         return;\r
58                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)\r
59                         continue;\r
60                 ++portal_number;\r
61                 ang = vectoangles2(trace_plane_normal, dir);\r
62                 ang_x = -ang_x;\r
63                 makevectors(ang);\r
64                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))\r
65                         return;\r
66                 if(portal_number == 1)\r
67                         portal1_idx = idx;\r
68                 if(portal_number >= 2)\r
69                         break;\r
70         }\r
71 \r
72         while(idx >= 2)\r
73         {\r
74                 p = polyline[idx-2];\r
75                 q = polyline[idx-1];\r
76                 if(idx == 2)\r
77                         p = p - view_up * 16;\r
78                 if(idx-1 >= portal1_idx)\r
79                 {\r
80                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);\r
81                 }\r
82                 else\r
83                 {\r
84                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
85                 }\r
86                 --idx;\r
87         }\r
88 }\r
89 \r
90 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box\r
91 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel\r
92 void Porto_Init()\r
93 {\r
94         porto = spawn();\r
95         porto.classname = "porto";\r
96         porto.draw = Porto_Draw;\r
97         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
98 }\r
99 \r
100 float drawtime;\r
101 \r
102 float tan(float x)\r
103\r
104         return sin(x) / cos(x);\r
105 }\r
106 float atan2(float y, float x)\r
107 {\r
108         vector v;\r
109         v = '1 0 0' * x + '0 1 0' * y;\r
110         v = vectoangles(v);\r
111         return v_y * 0.01745329251994329576;\r
112 }\r
113 \r
114 vector GetCurrentFov(float fov)\r
115 {\r
116         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;\r
117 \r
118         zoomsensitivity = cvar("cl_zoomsensitivity");\r
119         zoomfactor = cvar("cl_zoomfactor");\r
120         if(zoomfactor < 1 || zoomfactor > 16)\r
121                 zoomfactor = 2.5;\r
122         zoomspeed = cvar("cl_zoomspeed");\r
123         if(zoomspeed >= 0)\r
124                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
125                         zoomspeed = 3.5;\r
126 \r
127         zoomdir = button_zoom;\r
128         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here\r
129                 zoomdir += button_attack2;\r
130         if(spectatee_status > 0 || isdemo())\r
131         {\r
132                 if(spectatorbutton_zoom)\r
133                         zoomdir = 0 + !zoomdir;\r
134                         // do not even THINK about removing this 0\r
135                         // _I_ know what I am doing\r
136                         // fteqcc does not\r
137         }\r
138 \r
139         if(zoomdir)\r
140                 zoomin_effect = 0;\r
141 \r
142         if(zoomin_effect)\r
143         {\r
144                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
145         }\r
146         else\r
147         {\r
148                 if(zoomspeed < 0) // instant zoom\r
149                 {\r
150                         if(zoomdir)\r
151                                 current_viewzoom = 1 / zoomfactor;\r
152                         else\r
153                                 current_viewzoom = 1;\r
154                 }\r
155                 else\r
156                 {\r
157                         if(zoomdir)\r
158                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
159                         else\r
160                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
161                 }\r
162         }\r
163 \r
164         if(almost_equals(current_viewzoom, 1))\r
165                 current_zoomfraction = 0;\r
166         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
167                 current_zoomfraction = 1;\r
168         else\r
169                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
170 \r
171         if(zoomsensitivity < 1)\r
172                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
173         else\r
174                 setsensitivityscale(1);\r
175 \r
176         float frustumx, frustumy, fovx, fovy;\r
177         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;\r
178         frustumx = frustumy * vid_width / vid_height / cvar("vid_pixelheight");\r
179         fovx = atan2(frustumx, 1) / 0.00872664625997164788;\r
180         fovy = atan2(frustumy, 1) / 0.00872664625997164788;\r
181 \r
182         return '1 0 0' * fovx + '0 1 0' * fovy;\r
183 }\r
184 \r
185 void CSQC_common_hud(void);\r
186 \r
187 void CSQC_kh_hud(void);\r
188 void CSQC_ctf_hud(void);\r
189 void PostInit(void);\r
190 float Sbar_WouldDrawScoreboard ();\r
191 float zoomscript_caught;\r
192 void CSQC_UpdateView(void)\r
193 {\r
194         entity e;\r
195         float fov;\r
196         float f;\r
197         dprint_load();\r
198         WaypointSprite_Load();\r
199 \r
200         // Render the Scene\r
201         view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
202         view_angles = input_angles;\r
203         makevectors(view_angles);\r
204         view_forward = v_forward;\r
205         view_right = v_right;\r
206         view_up = v_up;\r
207 \r
208 #if 0\r
209         if(cs_project_is_b0rked)\r
210         {\r
211 #endif\r
212                 vid_width = cvar("vid_width");\r
213                 vid_height = cvar("vid_height");\r
214 #if 0\r
215         }\r
216         else\r
217         {\r
218                 // THIS IS BROKEN if you had just shot (kicktime)\r
219                 vector v;\r
220                 v = cs_project(view_origin + 1024 * view_forward);\r
221                 vid_width = floor(v_x * 2 + 0.5);\r
222                 vid_height = floor(v_y * 2 + 0.5);\r
223         }\r
224 #endif\r
225 \r
226         Fog_Force();\r
227 \r
228         drawframetime = max(0.000001, time - drawtime);\r
229         drawtime = time;\r
230 \r
231         // watch for gametype changes here...\r
232         // in ParseStuffCMD the cmd isn't executed yet :/\r
233         // might even be better to add the gametype to TE_CSQC_INIT...?\r
234         if(!postinit)\r
235                 PostInit();\r
236 \r
237         fov = cvar("fov");\r
238         if(button_zoom || fov <= 59.5)\r
239         {\r
240                 if(!zoomscript_caught)\r
241                 {\r
242                         localcmd("+button4\n");\r
243                         zoomscript_caught = 1;\r
244                         ignore_plus_zoom += 1;\r
245                 }\r
246         }\r
247         else\r
248         {\r
249                 if(zoomscript_caught)\r
250                 {\r
251                         localcmd("-button4\n");\r
252                         zoomscript_caught = 0;\r
253                         ignore_minus_zoom += 1;\r
254                 }\r
255         }\r
256         \r
257         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
258         sbar_hudselector = cvar("sbar_hudselector");\r
259         activeweapon = getstati(STAT_SWITCHWEAPON);\r
260         f = cvar("teamplay");\r
261         if(f != teamplay)\r
262         {\r
263                 teamplay = f;\r
264                 Sbar_InitScores();\r
265         }\r
266 \r
267         if(last_weapon != activeweapon) {\r
268                 weapontime = time;\r
269                 last_weapon = activeweapon;\r
270         }\r
271 \r
272         // ALWAYS Clear Current Scene First\r
273         R_ClearScene();\r
274 \r
275         // Assign Standard Viewflags\r
276         // Draw the World (and sky)\r
277         R_SetView(VF_DRAWWORLD, 1);\r
278 \r
279         R_SetView(VF_FOV, GetCurrentFov(fov));\r
280         \r
281         // Draw the Crosshair\r
282         float scoreboard_active;\r
283         scoreboard_active = Sbar_WouldDrawScoreboard();\r
284         R_SetView(VF_DRAWCROSSHAIR, !scoreboard_active);\r
285         \r
286         // Draw the Engine Status Bar (the default Quake HUD)\r
287         R_SetView(VF_DRAWENGINESBAR, 0);\r
288 \r
289         // Set the console size vars\r
290         vid_conwidth = cvar("vid_conwidth");\r
291         vid_conheight = cvar("vid_conheight");\r
292 \r
293         // fetch this one only once per frame\r
294         sbar_showbinds = cvar("sbar_showbinds");\r
295         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
296 \r
297         // Update the mouse position\r
298         /*\r
299         mousepos_x = vid_conwidth;\r
300         mousepos_y = vid_conheight;\r
301         mousepos = mousepos*0.5 + getmousepos();\r
302         */\r
303 \r
304         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
305 \r
306         e = self;\r
307         for(self = world; (self = nextent(self)); )\r
308                 if(self.draw)\r
309                         self.draw();\r
310         self = e;\r
311         R_RenderScene();\r
312 \r
313         // now switch to 2D drawing mode by calling a 2D drawing function\r
314         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
315         // next R_RenderScene call\r
316         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
317 \r
318         // Draw the mouse cursor\r
319         // NOTE: drawpic must happen after R_RenderScene for some reason\r
320         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
321         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
322         //self = edict_num(player_localnum);\r
323         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
324         //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
325         // as long as the ctf part isn't in, this is useless\r
326         if(menu_visible)\r
327                 menu_show();\r
328         \r
329         /*if(gametype == GAME_CTF)\r
330         {\r
331                 ctf_view();\r
332         } else */\r
333 \r
334         // draw 2D entities\r
335         e = self;\r
336         for(self = world; (self = nextent(self)); )\r
337                 if(self.draw2d)\r
338                         self.draw2d();\r
339         self = e;\r
340         \r
341         // draw radar\r
342         if(gametype == GAME_ONSLAUGHT)\r
343         {\r
344                 if(cvar("cl_teamradar") >= 2)\r
345                 {\r
346                         if(!scoreboard_active)\r
347                                 teamradar_view();\r
348                 }\r
349                 else\r
350                         ons_view();\r
351                 //drawstring('0 0', minimapname, '8 8 0', '1 1 1', 1, 0);\r
352                 //drawsetcliparea(0,0,800,600);\r
353                 //drawresetcliparea();\r
354         }\r
355         else if(teamplay)\r
356         {\r
357                 //if(cvar("cl_teamradar") >= 1) // TODO change it back to this\r
358                 if(cvar_string("cl_teamradar") != "0") // (so it is on by default)\r
359                         if(!scoreboard_active)\r
360                                 teamradar_view();\r
361         }\r
362 \r
363         // draw sbar\r
364         if(cvar("r_letterbox") == 0)\r
365         if(cvar("viewsize") < 120)\r
366                 CSQC_common_hud();\r
367 }\r
368 \r
369 void Sbar_Draw();\r
370 void CSQC_common_hud(void)\r
371 {\r
372         // Sbar_SortFrags(); done in Sbar_Draw\r
373         Sbar_Draw();\r
374 }\r
375 \r
376 // KeyHunt HUD by victim\r
377 void CSQC_kh_hud(void)\r
378 {\r
379         // HUD 0 has the weapons on the right hand side - temporarily shown when needed\r
380         // HUD 1 has the weapons on the bottom - permanently\r
381 \r
382         // use the following two binds to check the icons move correctly\r
383         // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right"  // move the icons\r
384         // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector"  // change the HUD\r
385 \r
386         float kh_keys, kh_keys_status, kh_teams_set;\r
387         float kh_margin_x, kh_margin_y, kh_key_box;\r
388         string kh_carrying, kh_outline;\r
389         vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;\r
390         vector red, blue, yellow, pink;\r
391 \r
392         kh_keys = getstati(STAT_KH_KEYS);\r
393         kh_keys_status = kh_keys / 256;\r
394         kh_teams_set = cvar("_teams_available");  // set in keyhunt.qc\r
395 \r
396         kh_margin_y = 8;\r
397         kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;\r
398 //      sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin\r
399 \r
400         red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;\r
401 \r
402         kh_key_box = 120;\r
403 \r
404         pink_pos_y = kh_margin_y + 0;  // top\r
405         yellow_pos_y = kh_margin_y + kh_key_box;\r
406         blue_pos_y = kh_margin_y + kh_key_box * 2;\r
407         red_pos_y = kh_margin_y + kh_key_box * 3;  //bottom\r
408 \r
409         red = '1 0 0';\r
410         blue = '0 0 1';\r
411         yellow = '1 1 0';\r
412         pink = '1 0 1';\r
413 \r
414         kh_size = '0 0 0';  // don't resize the image\r
415 \r
416         kh_carrying = "gfx/sb_kh_full";\r
417         kh_outline = "gfx/sb_kh_outline";\r
418 \r
419 //      drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)\r
420 //      vector position = '0 0';  // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599\r
421 \r
422 //      vector size = '0 0';  // 'x y' changes the x & y dimensions. '0 0' gives the default pic size\r
423 //      vector rgb = '0 0 0';  // 'r g b' range 0 - 1\r
424 \r
425         if (kh_keys_status & 1)  // red\r
426                 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0);  // show 20% alpha key\r
427         else\r
428                 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0);  // show key outline 40% alpha\r
429 \r
430         if (kh_keys & 1)\r
431                 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0);  // show solid key 100% alpha\r
432 \r
433 \r
434         if (kh_keys_status & 2)  // blue\r
435                 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);\r
436         else\r
437                 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);\r
438 \r
439         if (kh_keys & 2)\r
440                 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);\r
441 \r
442 \r
443         if (kh_teams_set & 4)  // yellow\r
444         {\r
445                 if (kh_keys_status & 4)\r
446                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);\r
447                 else\r
448                         drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);\r
449 \r
450                 if (kh_keys & 4)\r
451                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);\r
452         }\r
453 \r
454 \r
455         if (kh_teams_set & 8)  // pink\r
456         {\r
457                 if (kh_keys_status & 8)\r
458                         drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);\r
459                 else\r
460                         drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);\r
461 \r
462                 if (kh_keys & 8)\r
463                         drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);\r
464         }\r
465 \r
466 }\r