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sync crosshair effects to switch delay, now with fading
[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 float wcross_sizefloat_goal_prev, wcross_alpha_goal_prev, wcross_blur_goal_prev;
213 float wcross_changedonetime;
214 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259
260         mi = ma = '0 0 0';
261
262         switch(activeweapon)
263         {
264                 case WEP_TUBA: // no aim
265                 case WEP_PORTO: // shoots from eye
266                 case WEP_HOOK: // no trueaim
267                 case WEP_GRENADE_LAUNCHER: // toss curve
268                         return SHOTTYPE_HITWORLD;
269                 case WEP_CAMPINGRIFLE:
270                         if(zoomscript_caught)
271                         {
272                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim);
273                                 return EnemyHitCheck();
274                         }
275                         break;
276                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
277                         mi = '-3 -3 -3';
278                         ma = '3 3 3';
279                         break;
280                 case WEP_FIREBALL: // projectile has a size!
281                         mi = '-16 -16 -16';
282                         ma = '16 16 16';
283                         break;
284                 case WEP_ELECTRO: // projectile has a size!
285                         mi = '0 0 -3';
286                         ma = '0 0 -3';
287                         break;
288         }
289
290         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
291
292         if(activeweapon == WEP_CAMPINGRIFLE)
293                 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, trueaim_rifle);
294         else
295                 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
296         trueaimpoint = trace_endpos;
297
298         if(vecs_x > 0)
299                 vecs_y = -vecs_y;
300         else
301                 vecs = '0 0 0';
302
303         dv = view_right * vecs_y + view_up * vecs_z;
304         w_shotorg = view_origin + dv;
305
306         // now move the vecs forward as much as requested if possible
307         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
308         w_shotorg = trace_endpos - view_forward * nudge;
309
310         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, trueaim);
311         shottype = EnemyHitCheck();
312         if(shottype != SHOTTYPE_HITWORLD)
313                 return shottype;
314
315 #if 0
316         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
317         // or rather, I know why, but see no fix
318         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
319                 // 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
320                 return SHOTTYPE_HITOBSTRUCTION;
321 #endif
322
323         return SHOTTYPE_HITWORLD;
324 }
325
326 void CSQC_common_hud(void);
327
328 void CSQC_kh_hud(void);
329 void CSQC_ctf_hud(void);
330 void PostInit(void);
331 void CSQC_Demo_Camera();
332 float Sbar_WouldDrawScoreboard ();
333 float view_set;
334 float camera_mode;
335 string NextFrameCommand;
336 void CSQC_spider_HUD();
337 void CSQC_UpdateView(float w, float h)
338 {
339         entity e;
340         float fov;
341         float f, i, j;
342         vector v;
343
344         dprint_load();
345         WaypointSprite_Load();
346
347         if(spectatee_status)
348                 myteam = GetPlayerColor(spectatee_status - 1);
349         else
350                 myteam = GetPlayerColor(player_localentnum - 1);
351
352         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
353
354         // Render the Scene
355         if(!intermission || !view_set)
356         {
357                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
358                 view_angles = input_angles;
359                 makevectors(view_angles);
360                 view_forward = v_forward;
361                 view_right = v_right;
362                 view_up = v_up;
363                 view_set = 1;
364         }
365
366         vid_width = w;
367         vid_height = h;
368
369 #ifdef BLURTEST
370         if(time > blurtest_time0 && time < blurtest_time1)
371         {
372                 float r, t;
373
374                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
375                 r = t * blurtest_radius;
376                 f = 1 / pow(t, blurtest_power) - 1;
377
378                 cvar_set("r_glsl_postprocess", "1");
379                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
380         }
381         else
382         {
383                 cvar_set("r_glsl_postprocess", "0");
384                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
385         }
386 #endif
387
388         Fog_Force();
389
390         drawframetime = max(0.000001, time - drawtime);
391         drawtime = time;
392
393         // watch for gametype changes here...
394         // in ParseStuffCMD the cmd isn't executed yet :/
395         // might even be better to add the gametype to TE_CSQC_INIT...?
396         if(!postinit)
397                 PostInit();
398
399         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
400                 if(calledhooks & HOOK_START)
401                 {
402                         localcmd("\ncl_hook_gameend;");
403                         calledhooks |= HOOK_END;
404                 }
405
406         CheckForGamestartChange();
407         maptimeAnnouncer();
408
409         fov = cvar("fov");
410         if(button_zoom || fov <= 59.5)
411         {
412                 if(!zoomscript_caught)
413                 {
414                         localcmd("+button4\n");
415                         zoomscript_caught = 1;
416                         ignore_plus_zoom += 1;
417                 }
418         }
419         else
420         {
421                 if(zoomscript_caught)
422                 {
423                         localcmd("-button4\n");
424                         zoomscript_caught = 0;
425                         ignore_minus_zoom += 1;
426                 }
427         }
428
429         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
430         sbar_currentammo = cvar("sbar_showcurrentammo");
431         sbar_hudselector = cvar("sbar_hudselector");
432         sbar_hud_accuracy = cvar("sbar_hud_accuracy");
433         ColorTranslateMode = cvar("cl_stripcolorcodes");
434         activeweapon = getstati(STAT_SWITCHWEAPON);
435         f = cvar("teamplay");
436         if(f != teamplay)
437         {
438                 teamplay = f;
439                 Sbar_InitScores();
440         }
441
442         if(last_weapon != activeweapon) {
443                 weapontime = time;
444                 last_weapon = activeweapon;
445         }
446
447         // ALWAYS Clear Current Scene First
448         R_ClearScene();
449
450         // Assign Standard Viewflags
451         // Draw the World (and sky)
452         R_SetView(VF_DRAWWORLD, 1);
453
454         // Set the console size vars
455         vid_conwidth = cvar("vid_conwidth");
456         vid_conheight = cvar("vid_conheight");
457         vid_pixelheight = cvar("vid_pixelheight");
458
459         R_SetView(VF_FOV, GetCurrentFov(fov));
460
461         // Camera for demo playback
462         if(camera_active)
463         {
464                 if(cvar("camera_enable"))
465                         CSQC_Demo_Camera();
466                 else
467                 {
468                         cvar_set("chase_active", ftos(chase_active_backup));
469                         cvar_set("cl_demo_mousegrab", "0");
470                         camera_active = FALSE;
471                 }
472         }
473 #ifdef CAMERATEST
474         else if(cvar("camera_enable"))
475 #else
476         else if(cvar("camera_enable") && isdemo())
477 #endif
478         {
479                 // Enable required Darkplaces cvars
480                 chase_active_backup = cvar("chase_active");
481                 cvar_set("chase_active", "2");
482                 cvar_set("cl_demo_mousegrab", "1");
483                 camera_active = TRUE;
484                 camera_mode = FALSE;
485         }
486
487         // Draw the Crosshair
488         float scoreboard_active;
489         scoreboard_active = Sbar_WouldDrawScoreboard();
490         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
491
492         // Draw the Engine Status Bar (the default Quake HUD)
493         R_SetView(VF_DRAWENGINESBAR, 0);
494
495         // fetch this one only once per frame
496         sbar_showbinds = cvar("sbar_showbinds");
497         sbar_showbinds_limit = cvar("sbar_showbinds_limit");
498
499         // Update the mouse position
500         /*
501            mousepos_x = vid_conwidth;
502            mousepos_y = vid_conheight;
503            mousepos = mousepos*0.5 + getmousepos();
504          */
505
506         e = self;
507         for(self = world; (self = nextent(self)); )
508                 if(self.draw)
509                         self.draw();
510         self = e;
511
512         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
513         R_RenderScene();
514
515         // now switch to 2D drawing mode by calling a 2D drawing function
516         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
517         // next R_RenderScene call
518         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
519
520         // Draw the mouse cursor
521         // NOTE: drawpic must happen after R_RenderScene for some reason
522         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
523         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
524         //self = edict_num(player_localnum);
525         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
526         //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);
527         // as long as the ctf part isn't in, this is useless
528         if(menu_visible)
529                 menu_show();
530
531         /*if(gametype == GAME_CTF)
532           {
533           ctf_view();
534           } else */
535
536         // draw 2D entities
537         e = self;
538         for(self = world; (self = nextent(self)); )
539                 if(self.draw2d)
540                         self.draw2d();
541         self = e;
542
543         // draw radar
544         if(
545                         ons_showmap
546                         ||
547                         (
548                          !scoreboard_active
549                          &&
550                          cvar_string("cl_teamradar") != "0"
551                          &&
552                          (
553                           cvar("cl_teamradar") == 2
554                           ||
555                           teamplay
556                          )
557                         )
558           )
559                 teamradar_view();
560
561         // draw sbar
562         if(cvar("r_letterbox") == 0) {
563                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
564                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
565                                 Sbar_DrawPressedKeys();
566                 }
567
568                 if (cvar("cl_showspeed"))
569                         Sbar_ShowSpeed();
570                 if (cvar("cl_showacceleration"))
571                         Sbar_ShowAcceleration();
572
573                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
574         }
575
576         float hud;
577         hud = getstati(STAT_HUD);
578         if(hud == HUD_SPIDERBOT)
579         {
580                 vector sz;
581                 CSQC_spider_HUD();
582                 sz = drawgetimagesize(SPIDER_CROSS);
583                 sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
584                 sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
585                 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);
586         }
587         else
588         {
589                 if(cvar("r_letterbox") == 0)
590                         if(cvar("viewsize") < 120)
591                                 CSQC_common_hud();
592
593                 // crosshair goes VERY LAST
594                 if(!scoreboard_active && !ons_showmap && !camera_active) {
595                         // TrueAim check
596                         float shottype;
597                         float bullets, ring_scale;
598                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
599                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
600                         wcross_origin_z = 0;
601                         if(cvar("crosshair_hittest"))
602                         {
603                                 vector wcross_oldorigin;
604                                 wcross_oldorigin = wcross_origin;
605                                 shottype = TrueAimCheck();
606                                 if(shottype == SHOTTYPE_HITWORLD)
607                                 {
608                                         v = wcross_origin - wcross_oldorigin;
609                                         v_x /= vid_conwidth;
610                                         v_y /= vid_conheight;
611                                         if(vlen(v) > 0.01)
612                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
613                                 }
614                                 if(!cvar("crosshair_hittest_showimpact"))
615                                         wcross_origin = wcross_oldorigin;
616                         }
617                         else
618                                 shottype = SHOTTYPE_HITWORLD;
619
620                         string wcross_style;
621                         wcross_style = cvar_string("crosshair");
622
623                         if (wcross_style != "0") {
624                                 vector wcross_color, wcross_size;
625                                 string wcross_wep, wcross_name;
626                                 float wcross_alpha, wcross_sizefloat, wcross_blur;
627
628                                 wcross_color_x = cvar("crosshair_color_red");
629                                 wcross_color_y = cvar("crosshair_color_green");
630                                 wcross_color_z = cvar("crosshair_color_blue");
631                                 wcross_alpha = cvar("crosshair_color_alpha");
632                                 wcross_sizefloat = cvar("crosshair_size");
633                                 if (cvar("crosshair_per_weapon")) {
634                                         e = get_weaponinfo(activeweapon);
635                                         if (e && e.netname != "")
636                                         {
637                                                 wcross_wep = e.netname;
638                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
639                                                 if(wcross_style == "")
640                                                         wcross_style = e.netname;
641
642                                                 if(!cvar("crosshair_color_override"))
643                                                 {
644                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
645                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
646                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
647                                                 }
648
649                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
650                                                 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
651                                         }
652                                 }
653
654                                 wcross_name = strcat("gfx/crosshair", wcross_style);
655
656                                 if(shottype == SHOTTYPE_HITENEMY)
657                                         wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
658                                 if(shottype == SHOTTYPE_HITTEAM)
659                                         wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
660                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
661                                 {
662                                         wcross_alpha *= 0.75;
663                                         wcross_blur = 1;
664                                 }
665                                 else
666                                         wcross_blur = 0;
667
668                                 f = cvar("crosshair_effect_speed");
669                                 if(f < 0)
670                                         f *= -2 * g_weaponswitchdelay;
671                                 if(wcross_blur != wcross_blur_goal_prev || wcross_sizefloat != wcross_sizefloat_goal_prev || wcross_alpha != wcross_alpha_goal_prev)
672                                 {
673                                         wcross_changedonetime = time + f;
674                                 }
675                                 if(wcross_name != wcross_name_goal_prev)
676                                 {
677                                         wcross_name_changestarttime = time;
678                                         wcross_name_changedonetime = time + f;
679                                         if(wcross_name_goal_prev_prev)
680                                                 strunzone(wcross_name_goal_prev_prev);
681                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
682                                         wcross_name_goal_prev = strzone(wcross_name);
683                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
684                                 }
685
686                                 wcross_sizefloat_goal_prev = wcross_sizefloat;
687                                 wcross_alpha_goal_prev = wcross_alpha;
688                                 wcross_blur_goal_prev = wcross_blur;
689
690                                 // *_prev is at time-frametime
691                                 // * is at wcross_changedonetime+f
692                                 // what do we have at time?
693                                 if(time < wcross_changedonetime)
694                                 {
695                                         f = frametime / (wcross_changedonetime - time + frametime);
696                                         wcross_sizefloat = f * wcross_sizefloat + (1 - f) * wcross_sizefloat_prev;
697                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
698                                         //wcross_blur = (frametime / f) * wcross_blur + (1 - frametime / f) * wcross_blur_prev;
699                                 }
700
701                                 wcross_sizefloat_prev = wcross_sizefloat;
702                                 wcross_alpha_prev = wcross_alpha;
703                                 wcross_blur_prev = wcross_blur;
704
705                                 wcross_sizefloat *= 1 - cvar("_menu_alpha");
706                                 wcross_alpha *= 1 - cvar("_menu_alpha");
707
708                                 wcross_size = drawgetimagesize(wcross_name);
709                                 wcross_size_x *= wcross_sizefloat;
710                                 wcross_size_y *= wcross_sizefloat;
711
712                                 // ring around crosshair representing bullets left in camping rifle clip
713                                 if (activeweapon == WEP_CAMPINGRIFLE)
714                                 {
715                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
716                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
717                                 }
718                                 else
719                                         bullets = 0;
720
721 #define CROSSHAIR_DRAW_RING(i,j,dummy1,dummy2) \
722                                 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)
723
724 #define CROSSHAIR_DO_BLUR(M,a,b) \
725                                 do \
726                                 { \
727                                         if(wcross_blur > 0) \
728                                         { \
729                                                 wcross_alpha = wcross_alpha * 0.04; \
730                                                 for(i = -2; i <= 2; ++i) \
731                                                         for(j = -2; j <= 2; ++j) \
732                                                                 M(i,j,a,b); \
733                                         } \
734                                         else \
735                                         { \
736                                                 M(0,0,a,b); \
737                                         } \
738                                 } \
739                                 while(0)
740
741 #define CROSSHAIR_DRAW_SINGLE(i,j,wcross_name,wcross_alpha) \
742                                 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)
743
744 #define CROSSHAIR_DRAW(wcross_name,wcross_alpha) \
745                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,wcross_name,wcross_alpha)
746
747                                 if(bullets)
748                                 {
749                                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, 0, 0);
750                                 }
751
752                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
753                                 {
754                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
755                                         CROSSHAIR_DRAW(wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
756                                         f = 1 - f;
757                                 }
758                                 else
759                                 {
760                                         f = 1;
761                                 }
762                                 CROSSHAIR_DRAW(wcross_name, wcross_alpha * f);
763                                 wcross_name_alpha_goal_prev = f;
764                         }
765                 }
766                 else
767                 {
768                         wcross_sizefloat_prev = 0;
769                         wcross_alpha_prev = 0;
770                         wcross_blur_prev = 0;
771                         wcross_sizefloat_goal_prev = 0;
772                         wcross_alpha_goal_prev = 0;
773                         wcross_blur_goal_prev = 0;
774                         wcross_changedonetime = 0;
775                         if(wcross_name_goal_prev)
776                                 strunzone(wcross_name_goal_prev);
777                         wcross_name_goal_prev = string_null;
778                         if(wcross_name_goal_prev_prev)
779                                 strunzone(wcross_name_goal_prev_prev);
780                         wcross_name_goal_prev_prev = string_null;
781                         wcross_name_changestarttime = 0;
782                         wcross_name_changedonetime = 0;
783                         wcross_name_alpha_goal_prev = 0;
784                         wcross_name_alpha_goal_prev_prev = 0;
785                 }
786         }
787
788         if(NextFrameCommand)
789         {
790                 localcmd("\n", NextFrameCommand, "\n");
791                 NextFrameCommand = string_null;
792         }
793
794         // we must do this check AFTER a frame was rendered, or it won't work
795         if(cs_project_is_b0rked == 0)
796         {
797                 string w0, h0;
798                 w0 = cvar_string("vid_conwidth");
799                 h0 = cvar_string("vid_conheight");
800                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
801                 //R_SetView(VF_FOV, '90 90 0');
802                 R_SetView(VF_ORIGIN, '0 0 0');
803                 R_SetView(VF_ANGLES, '0 0 0');
804                 R_SetView(VF_PERSPECTIVE, 1);
805                 makevectors('0 0 0');
806                 vector v1, v2;
807                 cvar_set("vid_conwidth", "800");
808                 cvar_set("vid_conheight", "600");
809                 v1 = cs_project(v_forward);
810                 cvar_set("vid_conwidth", "640");
811                 cvar_set("vid_conheight", "480");
812                 v2 = cs_project(v_forward);
813                 if(v1 == v2)
814                         cs_project_is_b0rked = 1;
815                 else
816                         cs_project_is_b0rked = -1;
817                 cvar_set("vid_conwidth", w0);
818                 cvar_set("vid_conheight", h0);
819         }
820
821         // be safe against triggerbots until everyone has the fixed engine
822         // this call is meant to overwrite the trace globals by something
823         // unsuspicious
824         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
825 }
826
827 void Sbar_Draw();
828 void CSQC_spider_HUD()
829 {
830         float rockets,reload,heat,hp,shield,i;
831         vector p,pp;
832
833         rockets = getstati(STAT_SPIDERBOT_ROCKETS);
834         heat    = min(getstatf(STAT_SPIDERBOT_HEAT),1);
835         reload  = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
836         hp      = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
837         shield  = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
838
839         // Draw health bar
840         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
841         p = p + '0 1 0' * vid_conheight - '0 32 0';
842         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
843         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
844         p_y += 8;
845         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
846         p_x += 256 * hp;
847         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
848
849         // Draw minigun heat indicator
850         p = '0.5 0 0' * (vid_conwidth - 256);
851         p = p + '0 1 0' * vid_conheight - '0 34  0';
852         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
853         p_x += 256 * (1-heat);
854         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
855
856         // Draw rocket icons for loaded/empty tubes.
857         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
858         pp += '0 1 0' * vid_conheight - '0 64 0';
859         for(i = 0; i < 8; ++i)
860         {
861                 p = pp + '1 0 0' * (rkt_size * i);
862                 if(rockets == 8)
863                 {
864                         if(floor(reload * 8) == i)
865                         {
866                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
867                         }
868                         else if(i < reload * 8)
869                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
870                         else
871                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
872                 }
873                 else
874                 {
875                         if(i < rockets)
876                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
877                         else
878                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
879                 }
880         }
881
882         if (sb_showscores)
883         {
884                 Sbar_DrawScoreboard();
885                 Sbar_DrawCenterPrint();
886         }
887
888 }
889 void CSQC_common_hud(void)
890 {
891         // Sbar_SortFrags(); done in Sbar_Draw
892         float hud;
893         hud = getstati(STAT_HUD);
894
895         //hud = 10;
896         switch(hud)
897         {
898                 case HUD_NORMAL:
899                         Sbar_Draw();
900                         break;
901
902                 case HUD_SPIDERBOT:
903                         CSQC_spider_HUD();
904                         break;
905         }
906 }
907
908
909 // following vectors must be global to allow seamless switching between camera modes
910 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
911 void CSQC_Demo_Camera()
912 {
913         float speed, attenuation, dimensions;
914         vector tmp, delta;
915
916         if( cvar("camera_reset") || !camera_mode )
917         {
918                 camera_offset = '0 0 0';
919                 current_angles = '0 0 0';
920                 camera_direction = '0 0 0';
921                 camera_offset_z += 30;
922                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
923                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
924                 current_origin = view_origin;
925                 current_camera_offset  = camera_offset;
926                 cvar_set("camera_reset", "0");
927                 camera_mode = CAMERA_CHASE;
928         }
929
930         // Camera angles
931         if( camera_roll )
932                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
933
934         if(cvar("camera_look_player"))
935         {
936                 local vector dir;
937                 local float n;
938
939                 dir = normalize(view_origin - current_position);
940                 n = mouse_angles_z;
941                 mouse_angles = vectoangles(dir);
942                 mouse_angles_x = mouse_angles_x * -1;
943                 mouse_angles_z = n;
944         }
945         else
946         {
947                 tmp = getmousepos() * 0.1;
948                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
949                 {
950                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
951                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
952                 }
953         }
954
955         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
956         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
957         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
958         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
959
960         // Fix difference when angles don't have the same sign
961         delta = '0 0 0';
962         if(mouse_angles_y < -60 && current_angles_y > 60)
963                 delta = '0 360 0';
964         if(mouse_angles_y > 60 && current_angles_y < -60)
965                 delta = '0 -360 0';
966
967         if(cvar("camera_look_player"))
968                 attenuation = cvar("camera_look_attenuation");
969         else
970                 attenuation = cvar("camera_speed_attenuation");
971
972         attenuation = 1 / max(1, attenuation);
973         current_angles += (mouse_angles - current_angles + delta) * attenuation;
974
975         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
976         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
977         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
978         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
979
980         // Camera position
981         tmp = '0 0 0';
982         dimensions = 0;
983
984         if( camera_direction_x )
985         {
986                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
987                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
988                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
989                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
990                 ++dimensions;
991         }
992
993         if( camera_direction_y )
994         {
995                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
996                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
997                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
998                 ++dimensions;
999         }
1000
1001         if( camera_direction_z )
1002         {
1003                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1004                 ++dimensions;
1005         }
1006
1007         if(cvar("camera_free"))
1008                 speed = cvar("camera_speed_free");
1009         else
1010                 speed = cvar("camera_speed_chase");
1011
1012         if(dimensions)
1013         {
1014                 speed = speed * sqrt(1 / dimensions);
1015                 camera_offset += tmp * speed;
1016         }
1017
1018         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1019
1020         // Camera modes
1021         if( cvar("camera_free") )
1022         {
1023                 if ( camera_mode == CAMERA_CHASE )
1024                 {
1025                         current_camera_offset = current_origin + current_camera_offset;
1026                         camera_offset = current_origin + camera_offset;
1027                 }
1028
1029                 camera_mode = CAMERA_FREE;
1030                 current_position = current_camera_offset;
1031         }
1032         else
1033         {
1034                 if ( camera_mode == CAMERA_FREE )
1035                 {
1036                         current_origin = view_origin;
1037                         camera_offset = camera_offset - current_origin;
1038                         current_camera_offset = current_camera_offset - current_origin;
1039                 }
1040
1041                 camera_mode = CAMERA_CHASE;
1042
1043                 if(cvar("camera_chase_smoothly"))
1044                         current_origin += (view_origin - current_origin) * attenuation;
1045                 else
1046                         current_origin = view_origin;
1047
1048                 current_position = current_origin + current_camera_offset;
1049         }
1050
1051         R_SetView(VF_ANGLES, current_angles);
1052         R_SetView(VF_ORIGIN, current_position);
1053 }