]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/View.qc
As per lordhavoc's suggestion, all rockets are guided now as long as you hold down...
[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_CORPSE = 64; // blocks player movement\r
8 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
9 void Porto_Draw()\r
10 {\r
11         vector p, dir, ang, q, nextdir;\r
12         float idx, portal_number, portal1_idx;\r
13 \r
14         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)\r
15                 return;\r
16         if(intermission == 1)\r
17                 return;\r
18         if(intermission == 2)\r
19                 return;\r
20         if (getstati(STAT_HEALTH) <= 0)\r
21                 return;\r
22 \r
23         dir = view_forward;\r
24 \r
25         if(angles_held_status)\r
26         {\r
27                 makevectors(angles_held);\r
28                 dir = v_forward;\r
29         }\r
30 \r
31         p = view_origin;\r
32 \r
33         polyline[0] = p;\r
34         idx = 1;\r
35         portal_number = 0;\r
36         nextdir = dir;\r
37 \r
38         for(;;)\r
39         {\r
40                 dir = nextdir;\r
41                 traceline(p, p + 65536 * dir, TRUE, porto);\r
42                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
43                         return;\r
44                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal\r
45                 p = trace_endpos;\r
46                 polyline[idx] = p;\r
47                 ++idx;\r
48                 if(idx >= 16)\r
49                         return;\r
50                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)\r
51                         continue;\r
52                 ++portal_number;\r
53                 ang = vectoangles2(trace_plane_normal, dir);\r
54                 ang_x = -ang_x;\r
55                 makevectors(ang);\r
56                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))\r
57                         return;\r
58                 if(portal_number == 1)\r
59                         portal1_idx = idx;\r
60                 if(portal_number >= 2)\r
61                         break;\r
62         }\r
63 \r
64         while(idx >= 2)\r
65         {\r
66                 p = polyline[idx-2];\r
67                 q = polyline[idx-1];\r
68                 if(idx == 2)\r
69                         p = p - view_up * 16;\r
70                 if(idx-1 >= portal1_idx)\r
71                 {\r
72                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);\r
73                 }\r
74                 else\r
75                 {\r
76                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
77                 }\r
78                 --idx;\r
79         }\r
80 }\r
81 \r
82 /**\r
83  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
84  *\r
85  * TODO: Use a better solution where a common shared entitiy is used that contains\r
86  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
87  * and STAT_FRAGLIMIT to be auto-sent)\r
88  */\r
89 void CheckForGamestartChange() {\r
90         float startTime;\r
91         startTime = getstatf(STAT_GAMESTARTTIME);\r
92         if (previous_game_starttime != startTime) {\r
93                 if ((time + 5.0) < startTime) {\r
94                         //if connecting to server while restart was active don't always play prepareforbattle\r
95                         sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);\r
96                 }\r
97                 if (time < startTime) {\r
98                         restartAnnouncer = spawn();\r
99                         restartAnnouncer.think = restartAnnouncer_Think;\r
100                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
101                 }\r
102         }\r
103         previous_game_starttime = startTime;\r
104 }\r
105 \r
106 void Porto_Init()\r
107 {\r
108         porto = spawn();\r
109         porto.classname = "porto";\r
110         porto.draw = Porto_Draw;\r
111         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
112 }\r
113 \r
114 float drawtime;\r
115 \r
116 float tan(float x)\r
117 {\r
118         return sin(x) / cos(x);\r
119 }\r
120 float atan2(float y, float x)\r
121 {\r
122         vector v;\r
123         v = '1 0 0' * x + '0 1 0' * y;\r
124         v = vectoangles(v);\r
125         return v_y * 0.01745329251994329576;\r
126 }\r
127 \r
128 vector GetCurrentFov(float fov)\r
129 {\r
130         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;\r
131 \r
132         zoomsensitivity = cvar("cl_zoomsensitivity");\r
133         zoomfactor = cvar("cl_zoomfactor");\r
134         if(zoomfactor < 1 || zoomfactor > 16)\r
135                 zoomfactor = 2.5;\r
136         zoomspeed = cvar("cl_zoomspeed");\r
137         if(zoomspeed >= 0)\r
138                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
139                         zoomspeed = 3.5;\r
140 \r
141         zoomdir = button_zoom;\r
142         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here\r
143                 zoomdir += button_attack2;\r
144         if(spectatee_status > 0 || isdemo())\r
145         {\r
146                 if(spectatorbutton_zoom)\r
147                         zoomdir = 0 + !zoomdir;\r
148                         // do not even THINK about removing this 0\r
149                         // _I_ know what I am doing\r
150                         // fteqcc does not\r
151         }\r
152 \r
153         if(zoomdir)\r
154                 zoomin_effect = 0;\r
155 \r
156         if(zoomin_effect || camera_active)\r
157         {\r
158                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
159         }\r
160         else\r
161         {\r
162                 if(zoomspeed < 0) // instant zoom\r
163                 {\r
164                         if(zoomdir)\r
165                                 current_viewzoom = 1 / zoomfactor;\r
166                         else\r
167                                 current_viewzoom = 1;\r
168                 }\r
169                 else\r
170                 {\r
171                         if(zoomdir)\r
172                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
173                         else\r
174                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
175                 }\r
176         }\r
177 \r
178         if(almost_equals(current_viewzoom, 1))\r
179                 current_zoomfraction = 0;\r
180         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
181                 current_zoomfraction = 1;\r
182         else\r
183                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
184 \r
185         if(zoomsensitivity < 1)\r
186                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
187         else\r
188                 setsensitivityscale(1);\r
189 \r
190         float frustumx, frustumy, fovx, fovy;\r
191         frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;\r
192         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
193         fovx = atan2(frustumx, 1) / 0.00872664625997164788;\r
194         fovy = atan2(frustumy, 1) / 0.00872664625997164788;\r
195 \r
196         return '1 0 0' * fovx + '0 1 0' * fovy;\r
197 }\r
198 \r
199 // this function must match W_SetupShot!\r
200 float zoomscript_caught;\r
201 entity trueaim;\r
202 void TrueAim_Init()\r
203 {\r
204         trueaim = spawn();\r
205         trueaim.classname = "trueaim";\r
206         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
207 }\r
208 \r
209 float TrueAimCheck()\r
210 {\r
211         float nudge = 1; // added to traceline target and subtracted from result\r
212         vector vecs, trueaimpoint, w_shotorg;\r
213         vector mi, ma, dv;\r
214 \r
215         mi = ma = '0 0 0';\r
216 \r
217         switch(activeweapon)\r
218         {\r
219                 case WEP_PORTO: // shoots from eye\r
220                 case WEP_HOOK: // no trueaim\r
221                 case WEP_GRENADE_LAUNCHER: // toss curve\r
222                         return 1;\r
223                 case WEP_CAMPINGRIFLE:\r
224                         if(zoomscript_caught)\r
225                                 return 1; // shoots from eye when zoomed\r
226                         break;\r
227                 case WEP_ROCKET_LAUNCHER: // projectile has a size!\r
228                         mi = '-3 -3 -3';\r
229                         ma = '3 3 3';\r
230                         break;\r
231                 case WEP_SEEKER: // projectile has a size!\r
232                         mi = '-2 -2 -2';\r
233                         ma = '2 2 2';\r
234                         break;\r
235                 case WEP_ELECTRO: // projectile has a size!\r
236                         mi = '0 0 -3';\r
237                         ma = '0 0 -3';\r
238                         break;\r
239         }\r
240 \r
241         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
242 \r
243         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);\r
244         trueaimpoint = trace_endpos;\r
245 \r
246         if(vecs_x > 0)\r
247                 vecs_y = -vecs_y;\r
248         else\r
249                 vecs = '0 0 0';\r
250 \r
251         dv = view_right * vecs_y + view_up * vecs_z;\r
252         w_shotorg = view_origin + dv;\r
253 \r
254         // now move the vecs forward as much as requested if possible\r
255         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\r
256         w_shotorg = trace_endpos - view_forward * nudge;\r
257         \r
258         // now test whether we will actually hit the trueaimpoint...\r
259         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);\r
260 \r
261         return vlen(trace_endpos - trueaimpoint) <= vlen(ma - mi) + 1;\r
262                 // 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\r
263 }\r
264 \r
265 void CSQC_common_hud(void);\r
266 \r
267 void CSQC_kh_hud(void);\r
268 void CSQC_ctf_hud(void);\r
269 void PostInit(void);\r
270 void CSQC_Demo_Camera();\r
271 float Sbar_WouldDrawScoreboard ();\r
272 float view_set;\r
273 float camera_mode;\r
274 string NextFrameCommand;\r
275 void CSQC_UpdateView(float w, float h)\r
276 {\r
277         entity e;\r
278         float fov;\r
279         float f, i, j;\r
280 \r
281         dprint_load();\r
282         WaypointSprite_Load();\r
283 \r
284         ticrate = getstatf(STAT_SYS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
285 \r
286         // Render the Scene\r
287         if(!intermission || !view_set)\r
288         {\r
289                 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
290                 view_angles = input_angles;\r
291                 makevectors(view_angles);\r
292                 view_forward = v_forward;\r
293                 view_right = v_right;\r
294                 view_up = v_up;\r
295                 view_set = 1;\r
296         }\r
297 \r
298         vid_width = w;\r
299         vid_height = h;\r
300 \r
301 #ifdef BLURTEST\r
302         if(time > blurtest_time0 && time < blurtest_time1)\r
303         {\r
304                 float r, t;\r
305 \r
306                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
307                 r = t * blurtest_radius;\r
308                 f = 1 / pow(t, blurtest_power) - 1;\r
309 \r
310                 cvar_set("r_glsl_postprocess", "1");\r
311                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
312         }\r
313         else\r
314         {\r
315                 cvar_set("r_glsl_postprocess", "0");\r
316                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
317         }\r
318 #endif\r
319 \r
320         Fog_Force();\r
321 \r
322         drawframetime = max(0.000001, time - drawtime);\r
323         drawtime = time;\r
324 \r
325         // watch for gametype changes here...\r
326         // in ParseStuffCMD the cmd isn't executed yet :/\r
327         // might even be better to add the gametype to TE_CSQC_INIT...?\r
328         if(!postinit)\r
329                 PostInit();\r
330 \r
331         CheckForGamestartChange();\r
332         maptimeAnnouncer();\r
333 \r
334         fov = cvar("fov");\r
335         if(button_zoom || fov <= 59.5)\r
336         {\r
337                 if(!zoomscript_caught)\r
338                 {\r
339                         localcmd("+button4\n");\r
340                         zoomscript_caught = 1;\r
341                         ignore_plus_zoom += 1;\r
342                 }\r
343         }\r
344         else\r
345         {\r
346                 if(zoomscript_caught)\r
347                 {\r
348                         localcmd("-button4\n");\r
349                         zoomscript_caught = 0;\r
350                         ignore_minus_zoom += 1;\r
351                 }\r
352         }\r
353 \r
354         sbar_alpha_fg = cvar("sbar_alpha_fg" );\r
355         sbar_hudselector = cvar("sbar_hudselector");\r
356         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
357         activeweapon = getstati(STAT_SWITCHWEAPON);\r
358         f = cvar("teamplay");\r
359         if(f != teamplay)\r
360         {\r
361                 teamplay = f;\r
362                 Sbar_InitScores();\r
363         }\r
364 \r
365         if(last_weapon != activeweapon) {\r
366                 weapontime = time;\r
367                 last_weapon = activeweapon;\r
368         }\r
369 \r
370         // ALWAYS Clear Current Scene First\r
371         R_ClearScene();\r
372 \r
373         // Assign Standard Viewflags\r
374         // Draw the World (and sky)\r
375         R_SetView(VF_DRAWWORLD, 1);\r
376 \r
377         // Set the console size vars\r
378         vid_conwidth = cvar("vid_conwidth");\r
379         vid_conheight = cvar("vid_conheight");\r
380         vid_pixelheight = cvar("vid_pixelheight");\r
381 \r
382         R_SetView(VF_FOV, GetCurrentFov(fov));\r
383 \r
384         // Camera for demo playback\r
385         if(camera_active)\r
386         {\r
387                 if(cvar("camera_enable"))\r
388                         CSQC_Demo_Camera();\r
389                 else\r
390                 {\r
391                         cvar_set("chase_active", ftos(chase_active_backup));\r
392                         cvar_set("cl_demo_mousegrab", "0");\r
393                         camera_active = FALSE;\r
394                 }\r
395         }\r
396 #ifdef CAMERATEST\r
397         else if(cvar("camera_enable"))\r
398 #else\r
399         else if(cvar("camera_enable") && isdemo())\r
400 #endif\r
401         {\r
402                 // Enable required Darkplaces cvars\r
403                 chase_active_backup = cvar("chase_active");\r
404                 cvar_set("chase_active", "2");\r
405                 cvar_set("cl_demo_mousegrab", "1");\r
406                 camera_active = TRUE;\r
407                 camera_mode = FALSE;\r
408         }\r
409 \r
410         // Draw the Crosshair\r
411         float scoreboard_active;\r
412         scoreboard_active = Sbar_WouldDrawScoreboard();\r
413         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
414 \r
415         // Draw the Engine Status Bar (the default Quake HUD)\r
416         R_SetView(VF_DRAWENGINESBAR, 0);\r
417 \r
418         // fetch this one only once per frame\r
419         sbar_showbinds = cvar("sbar_showbinds");\r
420         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
421 \r
422         // Update the mouse position\r
423         /*\r
424         mousepos_x = vid_conwidth;\r
425         mousepos_y = vid_conheight;\r
426         mousepos = mousepos*0.5 + getmousepos();\r
427         */\r
428 \r
429         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
430 \r
431         e = self;\r
432         for(self = world; (self = nextent(self)); )\r
433                 if(self.draw)\r
434                         self.draw();\r
435         self = e;\r
436         R_RenderScene();\r
437 \r
438         // now switch to 2D drawing mode by calling a 2D drawing function\r
439         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
440         // next R_RenderScene call\r
441         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
442 \r
443         // Draw the mouse cursor\r
444         // NOTE: drawpic must happen after R_RenderScene for some reason\r
445         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
446         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
447         //self = edict_num(player_localnum);\r
448         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
449         //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
450         // as long as the ctf part isn't in, this is useless\r
451         if(menu_visible)\r
452                 menu_show();\r
453 \r
454         /*if(gametype == GAME_CTF)\r
455         {\r
456                 ctf_view();\r
457         } else */\r
458 \r
459         // draw 2D entities\r
460         e = self;\r
461         for(self = world; (self = nextent(self)); )\r
462                 if(self.draw2d)\r
463                         self.draw2d();\r
464         self = e;\r
465 \r
466         // draw radar\r
467         if(\r
468                 ons_showmap\r
469                 ||\r
470                 (\r
471                         !scoreboard_active\r
472                         &&\r
473                         cvar_string("cl_teamradar") != "0"\r
474                         &&\r
475                         (\r
476                                 cvar("cl_teamradar") == 2\r
477                                 ||\r
478                                 teamplay\r
479                         )\r
480                 )\r
481         )\r
482                 teamradar_view();\r
483 \r
484         if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing\r
485         {\r
486                 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
487                         Sbar_DrawPressedKeys();\r
488         }\r
489 \r
490         // draw sbar\r
491         if(cvar("r_letterbox") == 0)\r
492         if(cvar("viewsize") < 120)\r
493                 CSQC_common_hud();\r
494 \r
495         // crosshair goes VERY LAST\r
496         if(!scoreboard_active && !ons_showmap && !camera_active) {\r
497                 // TrueAim check\r
498                 float goodshot;\r
499 \r
500                 goodshot = TrueAimCheck();\r
501 \r
502                 string wcross_style;\r
503                 wcross_style = cvar_string("crosshair");\r
504 \r
505                 if (wcross_style != "0") {\r
506                         vector wcross_color, wcross_size;\r
507                         string wcross_wep, wcross_name;\r
508                         float wcross_alpha, wcross_sizefloat;\r
509 \r
510                         wcross_color_x = cvar("crosshair_color_red");\r
511                         wcross_color_y = cvar("crosshair_color_green");\r
512                         wcross_color_z = cvar("crosshair_color_blue");\r
513                         wcross_alpha = cvar("crosshair_color_alpha");\r
514                         wcross_sizefloat = cvar("crosshair_size");\r
515                         if (cvar("crosshair_per_weapon")) {\r
516                                 e = get_weaponinfo(activeweapon);\r
517                                 if (e && e.netname != "")\r
518                                 {\r
519                                         wcross_wep = e.netname;\r
520                                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
521                                         if(wcross_style == "")\r
522                                                 wcross_style = e.netname;\r
523 \r
524                                         if(!cvar("crosshair_color_override"))\r
525                                         {\r
526                                                 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
527                                                 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
528                                                 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
529                                         }\r
530 \r
531                                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
532                                         wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
533                                 }\r
534                         }\r
535 \r
536                         wcross_name = strcat("gfx/crosshair", wcross_style);\r
537 \r
538                         wcross_size = drawgetimagesize(wcross_name);\r
539                         wcross_size_x *= wcross_sizefloat;\r
540                         wcross_size_y *= wcross_sizefloat;\r
541 \r
542                         if(goodshot || !cvar("crosshair_hittest"))\r
543                         {\r
544                                 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
545                         }\r
546                         else\r
547                         {\r
548                                 wcross_alpha *= 0.04 * 0.75;\r
549                                 for(i = -2; i <= 2; ++i)\r
550                                         for(j = -2; j <= 2; ++j)\r
551                                                 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x + i) + '0 0.5 0' * (vid_conheight - wcross_size_y + j), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);\r
552                         }\r
553                 }\r
554         }\r
555 \r
556         if(NextFrameCommand)\r
557         {\r
558                 localcmd("\n", NextFrameCommand, "\n");\r
559                 NextFrameCommand = string_null;\r
560         }\r
561 }\r
562 \r
563 void Sbar_Draw();\r
564 void CSQC_common_hud(void)\r
565 {\r
566         // Sbar_SortFrags(); done in Sbar_Draw\r
567         Sbar_Draw();\r
568 }\r
569 \r
570 // KeyHunt HUD by victim\r
571 void CSQC_kh_hud(void)\r
572 {\r
573         // HUD 0 has the weapons on the right hand side - temporarily shown when needed\r
574         // HUD 1 has the weapons on the bottom - permanently\r
575 \r
576         // use the following two binds to check the icons move correctly\r
577         // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right"  // move the icons\r
578         // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector"  // change the HUD\r
579 \r
580         float kh_keys, kh_keys_status, kh_teams_set;\r
581         float kh_margin_x, kh_margin_y, kh_key_box;\r
582         string kh_carrying, kh_outline;\r
583         vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;\r
584         vector red, blue, yellow, pink;\r
585 \r
586         kh_keys = getstati(STAT_KH_KEYS);\r
587         kh_keys_status = kh_keys / 256;\r
588         kh_teams_set = cvar("_teams_available");  // set in keyhunt.qc\r
589 \r
590         kh_margin_y = 8;\r
591         kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;\r
592 //      sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin\r
593 \r
594         red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;\r
595 \r
596         kh_key_box = 120;\r
597 \r
598         pink_pos_y = kh_margin_y + 0;  // top\r
599         yellow_pos_y = kh_margin_y + kh_key_box;\r
600         blue_pos_y = kh_margin_y + kh_key_box * 2;\r
601         red_pos_y = kh_margin_y + kh_key_box * 3;  //bottom\r
602 \r
603         red = '1 0 0';\r
604         blue = '0 0 1';\r
605         yellow = '1 1 0';\r
606         pink = '1 0 1';\r
607 \r
608         kh_size = '0 0 0';  // don't resize the image\r
609 \r
610         kh_carrying = "gfx/sb_kh_full";\r
611         kh_outline = "gfx/sb_kh_outline";\r
612 \r
613 //      drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)\r
614 //      vector position = '0 0';  // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599\r
615 \r
616 //      vector size = '0 0';  // 'x y' changes the x & y dimensions. '0 0' gives the default pic size\r
617 //      vector rgb = '0 0 0';  // 'r g b' range 0 - 1\r
618 \r
619         if (kh_keys_status & 1)  // red\r
620                 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0);  // show 20% alpha key\r
621         else\r
622                 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0);  // show key outline 40% alpha\r
623 \r
624         if (kh_keys & 1)\r
625                 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0);  // show solid key 100% alpha\r
626 \r
627 \r
628         if (kh_keys_status & 2)  // blue\r
629                 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);\r
630         else\r
631                 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);\r
632 \r
633         if (kh_keys & 2)\r
634                 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);\r
635 \r
636 \r
637         if (kh_teams_set & 4)  // yellow\r
638         {\r
639                 if (kh_keys_status & 4)\r
640                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);\r
641                 else\r
642                         drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);\r
643 \r
644                 if (kh_keys & 4)\r
645                         drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);\r
646         }\r
647 \r
648 \r
649         if (kh_teams_set & 8)  // pink\r
650         {\r
651                 if (kh_keys_status & 8)\r
652                         drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);\r
653                 else\r
654                         drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);\r
655 \r
656                 if (kh_keys & 8)\r
657                         drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);\r
658         }\r
659 \r
660 }\r
661 \r
662 // following vectors must be global to allow seamless switching between camera modes\r
663 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
664 void CSQC_Demo_Camera()\r
665 {\r
666         float speed, attenuation, dimensions;\r
667         vector tmp, delta;\r
668 \r
669         if( cvar("camera_reset") || !camera_mode )\r
670         {\r
671                 camera_offset = '0 0 0';\r
672                 current_angles = '0 0 0';\r
673                 camera_direction = '0 0 0';\r
674                 camera_offset_z += 30;\r
675                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
676                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
677                 current_origin = view_origin;\r
678                 current_camera_offset  = camera_offset;\r
679                 cvar_set("camera_reset", "0");\r
680                 camera_mode = CAMERA_CHASE;\r
681         }\r
682 \r
683         // Camera angles\r
684         if( camera_roll )\r
685                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
686 \r
687         if(cvar("camera_look_player"))\r
688         {\r
689                 local vector dir;\r
690                 local float n;\r
691 \r
692                 dir = normalize(view_origin - current_position);\r
693                 n = mouse_angles_z;\r
694                 mouse_angles = vectoangles(dir);\r
695                 mouse_angles_x = mouse_angles_x * -1;\r
696                 mouse_angles_z = n;\r
697         }\r
698         else\r
699         {\r
700                 tmp = getmousepos() * 0.1;\r
701                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
702                 {\r
703                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
704                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
705                 }\r
706         }\r
707 \r
708         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
709         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
710         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
711         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
712 \r
713         // Fix difference when angles don't have the same sign\r
714         delta = '0 0 0';\r
715         if(mouse_angles_y < -60 && current_angles_y > 60)\r
716                 delta = '0 360 0';\r
717         if(mouse_angles_y > 60 && current_angles_y < -60)\r
718                 delta = '0 -360 0';\r
719 \r
720         if(cvar("camera_look_player"))\r
721                 attenuation = cvar("camera_look_attenuation");\r
722         else\r
723                 attenuation = cvar("camera_speed_attenuation");\r
724 \r
725         attenuation = 1 / max(1, attenuation);\r
726         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
727 \r
728         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
729         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
730         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
731         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
732 \r
733         // Camera position\r
734         tmp = '0 0 0';\r
735         dimensions = 0;\r
736 \r
737         if( camera_direction_x )\r
738         {\r
739                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
740                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
741                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
742                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
743                 ++dimensions;\r
744         }\r
745 \r
746         if( camera_direction_y )\r
747         {\r
748                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
749                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
750                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
751                 ++dimensions;\r
752         }\r
753 \r
754         if( camera_direction_z )\r
755         {\r
756                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
757                 ++dimensions;\r
758         }\r
759 \r
760         if(cvar("camera_free"))\r
761                 speed = cvar("camera_speed_free");\r
762         else\r
763                 speed = cvar("camera_speed_chase");\r
764 \r
765         if(dimensions)\r
766         {\r
767                 speed = speed * sqrt(1 / dimensions);\r
768                 camera_offset += tmp * speed;\r
769         }\r
770 \r
771         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
772 \r
773         // Camera modes\r
774         if( cvar("camera_free") )\r
775         {\r
776                 if ( camera_mode == CAMERA_CHASE )\r
777                 {\r
778                         current_camera_offset = current_origin + current_camera_offset;\r
779                         camera_offset = current_origin + camera_offset;\r
780                 }\r
781 \r
782                 camera_mode = CAMERA_FREE;\r
783                 current_position = current_camera_offset;\r
784         }\r
785         else\r
786         {\r
787                 if ( camera_mode == CAMERA_FREE )\r
788                 {\r
789                         current_origin = view_origin;\r
790                         camera_offset = camera_offset - current_origin;\r
791                         current_camera_offset = current_camera_offset - current_origin;\r
792                 }\r
793 \r
794                 camera_mode = CAMERA_CHASE;\r
795 \r
796                 if(cvar("camera_chase_smoothly"))\r
797                         current_origin += (view_origin - current_origin) * attenuation;\r
798                 else\r
799                         current_origin = view_origin;\r
800 \r
801                 current_position = current_origin + current_camera_offset;\r
802         }\r
803 \r
804         R_SetView(VF_ANGLES, current_angles);\r
805         R_SetView(VF_ORIGIN, current_position);\r
806 }\r