510384c1d40541f67137b883dbfbc4809461ada1
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/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 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = cvar("cl_zoomsensitivity");
131         zoomfactor = cvar("cl_zoomfactor");
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = cvar("cl_zoomspeed");
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_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         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_CAMPINGRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // 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
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
351
352 float pickup_crosshair_time, pickup_crosshair_size;
353 float nex_charge_change, nex_charge_current_avg;
354
355 void CSQC_UpdateView(float w, float h)
356 {
357         entity e;
358         float fov;
359         float f, i, j;
360         vector v, vo;
361         vector vf_size, vf_min;
362         float a;
363
364         vf_size = R_SetView3fv(VF_SIZE);
365         vf_min = R_SetView3fv(VF_MIN);
366         vid_width = vf_size_x;
367         vid_height = vf_size_y;
368
369         vector reticle_pos, reticle_size;
370
371         WaypointSprite_Load();
372
373         if(spectatee_status)
374                 myteam = GetPlayerColor(spectatee_status - 1);
375         else
376                 myteam = GetPlayerColor(player_localentnum - 1);
377
378         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
379         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
380
381         warpzone_fixview_origin = pmove_org + vo;
382         warpzone_fixview_cl_viewangles = input_angles;
383         warpzone_fixview_angles = view_angles;
384         WarpZone_FixView();
385         pmove_org = warpzone_fixview_origin - vo;
386         input_angles = warpzone_fixview_cl_viewangles;
387         view_angles = warpzone_fixview_angles;
388
389         if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
390         {
391                 pmove_org = freeze_pmove_org;
392                 input_angles = view_angles = freeze_input_angles;
393                 R_SetView(VF_ORIGIN, pmove_org + vo);
394                 R_SetView(VF_ANGLES, view_angles);
395                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
396         }
397         freeze_pmove_org = pmove_org;
398         freeze_input_angles = input_angles;
399
400         // Render the Scene
401         if(!intermission || !view_set)
402         {
403                 view_origin = pmove_org + vo;
404                 view_angles = input_angles;
405                 makevectors(view_angles);
406                 view_forward = v_forward;
407                 view_right = v_right;
408                 view_up = v_up;
409                 view_set = 1;
410         }
411
412 #ifdef BLURTEST
413         if(time > blurtest_time0 && time < blurtest_time1)
414         {
415                 float r, t;
416
417                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
418                 r = t * blurtest_radius;
419                 f = 1 / pow(t, blurtest_power) - 1;
420
421                 cvar_set("r_glsl_postprocess", "1");
422                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
423         }
424         else
425         {
426                 cvar_set("r_glsl_postprocess", "0");
427                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
428         }
429 #endif
430
431         TargetMusic_Advance();
432         Fog_Force();
433
434         drawframetime = max(0.000001, time - drawtime);
435         drawtime = time;
436
437         // watch for gametype changes here...
438         // in ParseStuffCMD the cmd isn't executed yet :/
439         // might even be better to add the gametype to TE_CSQC_INIT...?
440         if(!postinit)
441                 PostInit();
442
443         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
444                 if(calledhooks & HOOK_START)
445                 {
446                         localcmd("\ncl_hook_gameend\n");
447                         calledhooks |= HOOK_END;
448                 }
449
450         CheckForGamestartChange();
451         serverAnnouncer();
452         maptimeAnnouncer();
453         carrierAnnouncer();
454
455         fov = cvar("fov");
456         if(button_zoom || fov <= 59.5)
457         {
458                 if(!zoomscript_caught)
459                 {
460                         localcmd("+button4\n");
461                         zoomscript_caught = 1;
462                         ignore_plus_zoom += 1;
463                 }
464         }
465         else
466         {
467                 if(zoomscript_caught)
468                 {
469                         localcmd("-button4\n");
470                         zoomscript_caught = 0;
471                         ignore_minus_zoom += 1;
472                 }
473         }
474
475         ColorTranslateMode = cvar("cl_stripcolorcodes");
476         activeweapon = getstati(STAT_SWITCHWEAPON);
477         f = cvar("teamplay");
478         if(f != teamplay)
479         {
480                 teamplay = f;
481                 HUD_InitScores();
482         }
483
484         if(last_weapon != activeweapon) {
485                 weapontime = time;
486                 last_weapon = activeweapon;
487
488                 e = get_weaponinfo(activeweapon);
489                 if(e.netname != "")
490                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
491                 else
492                         localcmd("\ncl_hook_activeweapon none\n");
493         }
494
495         // ALWAYS Clear Current Scene First
496         R_ClearScene();
497
498         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
499         R_SetView(VF_SIZE, vf_size);
500         R_SetView(VF_MIN, vf_min);
501
502         // Assign Standard Viewflags
503         // Draw the World (and sky)
504         R_SetView(VF_DRAWWORLD, 1);
505
506         // Set the console size vars
507         vid_conwidth = cvar("vid_conwidth");
508         vid_conheight = cvar("vid_conheight");
509         vid_pixelheight = cvar("vid_pixelheight");
510
511         R_SetView(VF_FOV, GetCurrentFov(fov));
512
513         // Camera for demo playback
514         if(camera_active)
515         {
516                 if(cvar("camera_enable"))
517                         CSQC_Demo_Camera();
518                 else
519                 {
520                         cvar_set("chase_active", ftos(chase_active_backup));
521                         cvar_set("cl_demo_mousegrab", "0");
522                         camera_active = FALSE;
523                 }
524         }
525 #ifdef CAMERATEST
526         else if(cvar("camera_enable"))
527 #else
528         else if(cvar("camera_enable") && isdemo())
529 #endif
530         {
531                 // Enable required Darkplaces cvars
532                 chase_active_backup = cvar("chase_active");
533                 cvar_set("chase_active", "2");
534                 cvar_set("cl_demo_mousegrab", "1");
535                 camera_active = TRUE;
536                 camera_mode = FALSE;
537         }
538
539         // Draw the Crosshair
540         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
541
542         // Draw the Engine Status Bar (the default Quake HUD)
543         R_SetView(VF_DRAWENGINEHUD, 0);
544
545         // fetch this one only once per frame
546         hud_showbinds = cvar("hud_showbinds");
547         hud_showbinds_limit = cvar("hud_showbinds_limit");
548
549         // Update the mouse position
550         /*
551            mousepos_x = vid_conwidth;
552            mousepos_y = vid_conheight;
553            mousepos = mousepos*0.5 + getmousepos();
554          */
555
556         e = self;
557         for(self = world; (self = nextent(self)); )
558                 if(self.draw)
559                         self.draw();
560         self = e;
561
562         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
563         R_RenderScene();
564
565         // now switch to 2D drawing mode by calling a 2D drawing function
566         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
567         // next R_RenderScene call
568         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
569
570         if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
571         {
572                 // apply night vision effect
573                 vector rgb, tc_00, tc_01, tc_10, tc_11;
574
575                 if(!nightvision_noise)
576                 {
577                         nightvision_noise = spawn();
578                         nightvision_noise.classname = "nightvision_noise";
579                 }
580                 if(!nightvision_noise2)
581                 {
582                         nightvision_noise2 = spawn();
583                         nightvision_noise2.classname = "nightvision_noise2";
584                 }
585
586                 // color tint in yellow
587                 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
588
589                 // draw BG
590                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
591                 rgb = '1 1 1';
592                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
593                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
594                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
595                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
596                 tc_11 = tc_01 + tc_10 - tc_00;
597                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
598                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
599                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
600                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
601                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
602                 R_EndPolygon();
603
604                 // draw FG
605                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
606                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
607                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
608                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
609                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
610                 tc_11 = tc_01 + tc_10 - tc_00;
611                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
612                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
613                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
614                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
615                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
616                 R_EndPolygon();
617         }
618
619         // Draw the aiming reticle for weapons that use it
620         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
621         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
622         // the view to go back to normal, so reticle_type would become 0 as we fade out)
623         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
624                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
625         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
626                 reticle_type = 2; // nex zoom
627         else if(button_zoom || zoomscript_caught)
628                 reticle_type = 1; // normal zoom
629         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
630                 reticle_type = 2; // nex zoom
631
632         if(cvar("cl_reticle_stretch"))
633         {
634                 reticle_size_x = vid_conwidth;
635                 reticle_size_y = vid_conheight;
636                 reticle_pos_x = 0;
637                 reticle_pos_y = 0;
638         }
639         else
640         {
641                 reticle_size_x = max(vid_conwidth, vid_conheight);
642                 reticle_size_y = max(vid_conwidth, vid_conheight);
643                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
644                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
645         }
646
647         f = current_zoomfraction;
648         if(zoomscript_caught)
649                 f = 1;
650         if(cvar("cl_reticle_item_normal"))
651         {
652                 precache_pic("gfx/reticle_normal");
653                 if(reticle_type == 1 && f)
654                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
655         }
656         if(cvar("cl_reticle_item_nex"))
657         {
658                 precache_pic("gfx/reticle_nex");
659                 if(reticle_type == 2 && f)
660                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
661         }
662
663         // Draw the mouse cursor
664         // NOTE: drawpic must happen after R_RenderScene for some reason
665         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
666         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
667         //self = edict_num(player_localnum);
668         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
669         //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);
670         // as long as the ctf part isn't in, this is useless
671         if(menu_visible)
672                 menu_show();
673
674         /*if(gametype == GAME_CTF)
675           {
676           ctf_view();
677           } else */
678
679         // draw 2D entities
680         e = self;
681         for(self = world; (self = nextent(self)); )
682                 if(self.draw2d)
683                         self.draw2d();
684         self = e;
685
686         scoreboard_active = HUD_WouldDrawScoreboard();
687
688         float hud;
689         hud = getstati(STAT_HUD);
690         if(hud == HUD_SPIDERBOT)
691                 CSQC_SPIDER_HUD();
692         else if(hud == HUD_WAKIZASHI)
693         CSQC_WAKIZASHI_HUD();
694     else if(hud == HUD_RAPTOR)
695         CSQC_RAPTOR_HUD();
696         else
697         {
698                 if(cvar("r_letterbox") == 0)
699                         if(cvar("viewsize") < 120)
700                                 CSQC_common_hud();
701
702                 // crosshair goes VERY LAST
703                 if(!scoreboard_active && !camera_active && intermission != 2) {
704                         string wcross_style;
705                         float wcross_alpha, wcross_resolution;
706                         wcross_style = cvar_string("crosshair");
707                         if (wcross_style == "0")
708                                 return;
709                         wcross_resolution = cvar("crosshair_size");
710                         if (wcross_resolution == 0)
711                                 return;
712                         wcross_alpha = cvar("crosshair_alpha");
713                         if (wcross_alpha == 0)
714                                 return;
715
716                         // TrueAim check
717                         float shottype;
718                         float bullets, ring_scale;
719                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
720                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
721                         wcross_origin_z = 0;
722                         if(cvar("crosshair_hittest"))
723                         {
724                                 vector wcross_oldorigin;
725                                 wcross_oldorigin = wcross_origin;
726                                 shottype = TrueAimCheck();
727                                 if(shottype == SHOTTYPE_HITWORLD)
728                                 {
729                                         v = wcross_origin - wcross_oldorigin;
730                                         v_x /= vid_conwidth;
731                                         v_y /= vid_conheight;
732                                         if(vlen(v) > 0.01)
733                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
734                                 }
735                                 if(!cvar("crosshair_hittest_showimpact"))
736                                         wcross_origin = wcross_oldorigin;
737                         }
738                         else
739                                 shottype = SHOTTYPE_HITWORLD;
740
741                         vector wcross_color, wcross_size;
742                         string wcross_wep, wcross_name;
743                         float wcross_scale, wcross_blur;
744
745                         wcross_color_x = cvar("crosshair_color_red");
746                         wcross_color_y = cvar("crosshair_color_green");
747                         wcross_color_z = cvar("crosshair_color_blue");
748                         if (cvar("crosshair_per_weapon")) {
749                                 e = get_weaponinfo(activeweapon);
750                                 if (e && e.netname != "")
751                                 {
752                                         wcross_wep = e.netname;
753                                         wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
754                                         if (wcross_resolution == 0)
755                                                 return;
756                                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
757                                         if (wcross_alpha == 0)
758                                                 return;
759
760                                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
761                                         if(wcross_style == "")
762                                                 wcross_style = e.netname;
763
764                                         if(!cvar("crosshair_color_override"))
765                                         {
766                                                 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
767                                                 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
768                                                 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
769                                         }
770                                 }
771                         }
772
773                         wcross_name = strcat("gfx/crosshair", wcross_style);
774
775                         if(cvar("crosshair_effect_scalefade"))
776                         {
777                                 wcross_scale = wcross_resolution;
778                                 wcross_resolution = 1;
779                         }
780                         else
781                         {
782                                 wcross_scale = 1;
783                         }
784
785                         if(cvar("crosshair_pickup"))
786                         {
787                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
788                                 {
789                                         pickup_crosshair_size = 1;
790                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
791                                 }
792
793                                 if(pickup_crosshair_size > 0)
794                                         pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
795                                 else
796                                         pickup_crosshair_size = 0;
797
798                                 wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
799                         }
800
801                         if(shottype == SHOTTYPE_HITENEMY)
802                                 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
803                         if(shottype == SHOTTYPE_HITTEAM)
804                                 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
805
806                         f = cvar("crosshair_effect_speed");
807                         if(f < 0)
808                                 f *= -2 * g_weaponswitchdelay;
809                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
810                         {
811                                 wcross_changedonetime = time + f;
812                         }
813                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
814                         {
815                                 wcross_name_changestarttime = time;
816                                 wcross_name_changedonetime = time + f;
817                                 if(wcross_name_goal_prev_prev)
818                                         strunzone(wcross_name_goal_prev_prev);
819                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
820                                 wcross_name_goal_prev = strzone(wcross_name);
821                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
822                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
823                                 wcross_resolution_goal_prev = wcross_resolution;
824                         }
825
826                         wcross_scale_goal_prev = wcross_scale;
827                         wcross_alpha_goal_prev = wcross_alpha;
828                         wcross_color_goal_prev = wcross_color;
829
830                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
831                         {
832                                 wcross_blur = 1;
833                                 wcross_alpha *= 0.75;
834                         }
835                         else
836                                 wcross_blur = 0;
837                         // *_prev is at time-frametime
838                         // * is at wcross_changedonetime+f
839                         // what do we have at time?
840                         if(time < wcross_changedonetime)
841                         {
842                                 f = frametime / (wcross_changedonetime - time + frametime);
843                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
844                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
845                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
846                         }
847
848                         wcross_scale_prev = wcross_scale;
849                         wcross_alpha_prev = wcross_alpha;
850                         wcross_color_prev = wcross_color;
851
852                         wcross_scale *= 1 - cvar("_menu_alpha");
853                         wcross_alpha *= 1 - cvar("_menu_alpha");
854
855                         ring_scale = cvar("crosshair_ring_size");
856
857                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
858
859                         float nex_charge;
860                         nex_charge = getstatf(STAT_NEX_CHARGE);
861
862                         // ring around crosshair representing bullets left in camping rifle clip
863                         if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
864                         {
865                                 bullets = getstati(STAT_BULLETS_LOADED);
866                                 f = bound(0, bullets / cr_maxbullets, 1);
867
868                                 a = cvar("crosshair_campingrifle_bulletcounter_alpha");
869                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
870                         }
871                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
872                         {
873                                 vector rgb;
874                                 // indicate how much we're charging right now with an inner circle
875                                 a = cvar("crosshair_nexvelocity_currentcharge_alpha");
876                                 nex_charge_change = (1 - cvar("crosshair_nexvelocity_currentcharge_rate")) * nex_charge_change + cvar("crosshair_nexvelocity_currentcharge_rate") * nex_charge;
877                                 nex_charge_current_avg = cvar("crosshair_nexvelocity_currentcharge_rate") * nex_charge_current_avg + (1 - cvar("crosshair_nexvelocity_currentcharge_rate")) * nex_charge_change;
878
879                                 rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
880                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_scale") * (nex_charge - nex_charge_current_avg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
881
882                                 // draw the charge
883                                 a = cvar("crosshair_nexvelocity_alpha");
884                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
885                         }
886
887 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
888                         do \
889                         { \
890                                 if(wcross_blur > 0) \
891                                 { \
892                                         for(i = -2; i <= 2; ++i) \
893                                                 for(j = -2; j <= 2; ++j) \
894                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
895                                 } \
896                                 else \
897                                 { \
898                                         M(0,0,sz,wcross_name,wcross_alpha); \
899                                 } \
900                         } \
901                         while(0)
902
903 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
904                         drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
905
906 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
907                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
908
909                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
910                         {
911                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
912                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
913                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
914                                 f = 1 - f;
915                         }
916                         else
917                         {
918                                 f = 1;
919                         }
920
921                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
922                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
923
924                         if(cvar("crosshair_dot"))
925                                 CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
926
927                         wcross_name_alpha_goal_prev = f;
928                 }
929                 else
930                 {
931                         wcross_scale_prev = 0;
932                         wcross_alpha_prev = 0;
933                         wcross_scale_goal_prev = 0;
934                         wcross_alpha_goal_prev = 0;
935                         wcross_changedonetime = 0;
936                         if(wcross_name_goal_prev)
937                                 strunzone(wcross_name_goal_prev);
938                         wcross_name_goal_prev = string_null;
939                         if(wcross_name_goal_prev_prev)
940                                 strunzone(wcross_name_goal_prev_prev);
941                         wcross_name_goal_prev_prev = string_null;
942                         wcross_name_changestarttime = 0;
943                         wcross_name_changedonetime = 0;
944                         wcross_name_alpha_goal_prev = 0;
945                         wcross_name_alpha_goal_prev_prev = 0;
946                         wcross_resolution_goal_prev = 0;
947                         wcross_resolution_goal_prev_prev = 0;
948                 }
949         }
950
951         if(NextFrameCommand)
952         {
953                 localcmd("\n", NextFrameCommand, "\n");
954                 NextFrameCommand = string_null;
955         }
956
957         // we must do this check AFTER a frame was rendered, or it won't work
958         if(cs_project_is_b0rked == 0)
959         {
960                 string w0, h0;
961                 w0 = cvar_string("vid_conwidth");
962                 h0 = cvar_string("vid_conheight");
963                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
964                 //R_SetView(VF_FOV, '90 90 0');
965                 R_SetView(VF_ORIGIN, '0 0 0');
966                 R_SetView(VF_ANGLES, '0 0 0');
967                 R_SetView(VF_PERSPECTIVE, 1);
968                 makevectors('0 0 0');
969                 vector v1, v2;
970                 cvar_set("vid_conwidth", "800");
971                 cvar_set("vid_conheight", "600");
972                 v1 = cs_project(v_forward);
973                 cvar_set("vid_conwidth", "640");
974                 cvar_set("vid_conheight", "480");
975                 v2 = cs_project(v_forward);
976                 if(v1 == v2)
977                         cs_project_is_b0rked = 1;
978                 else
979                         cs_project_is_b0rked = -1;
980                 cvar_set("vid_conwidth", w0);
981                 cvar_set("vid_conheight", h0);
982         }
983
984         if(autocvar__hud_configure)
985                 HUD_Panel_Mouse();
986
987         // let's reset the view back to normal for the end
988         R_SetView(VF_MIN, '0 0 0');
989         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
990 }
991
992 #define spider_h "gfx/vehicles/hud_bg.tga"
993 #define spider_b "gfx/vehicles/sbot.tga"
994 #define spider_r "gfx/vehicles/sbot_rpods.tga"
995 #define spider_g "gfx/vehicles/sbot_mguns.tga"
996 #define spider_s "gfx/vehicles/shiled.tga"
997 #define spider_a1 "gfx/hud/sb_rocket.tga"
998 #define spider_a2 "gfx/sb_bullets.tga"
999
1000 void CSQC_SPIDER_HUD()
1001 {
1002         float rockets, reload, heat, hp, shield;
1003         vector picsize, hudloc;
1004
1005     // Fetch health & ammo stats
1006     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1007         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1008         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1009         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1010         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1011
1012     // Draw the crosshairs
1013     picsize = drawgetimagesize(SPIDER_CROSS);
1014     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1015     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1016     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1017
1018     hudloc_y =  4;
1019     hudloc_x = 4;
1020
1021     picsize = drawgetimagesize(spider_h) * 0.5;
1022     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1023
1024     picsize = drawgetimagesize(spider_a2) * 0.5;
1025     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1026
1027     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1028     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1029     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1030
1031     picsize = drawgetimagesize(spider_a1) * 0.85;
1032     if(rockets == 9)
1033     {
1034         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1035         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1036     }
1037     else
1038     {
1039         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1040         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1041     }
1042
1043     picsize = drawgetimagesize(spider_b) * 0.5;
1044     hudloc_y = 10.5;
1045     hudloc_x = 10.5;
1046
1047     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1048     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1049     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1050     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1051
1052
1053         /*
1054         // Draw health bar
1055         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1056         p = p + '0 1 0' * vid_conheight - '0 32 0';
1057         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1058         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1059         p_y += 8;
1060         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1061         p_x += 256 * hp;
1062         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1063
1064         // Draw minigun heat indicator
1065         p = '0.5 0 0' * (vid_conwidth - 256);
1066         p = p + '0 1 0' * vid_conheight - '0 34  0';
1067         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1068         p_x += 256 * (1-heat);
1069         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1070
1071
1072         // Draw rocket icons for loaded/empty tubes.
1073         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1074         pp += '0 1 0' * vid_conheight - '0 64 0';
1075         for(i = 0; i < 8; ++i)
1076         {
1077                 p = pp + '1 0 0' * (rkt_size * i);
1078                 if(rockets == 8)
1079                 {
1080                         if(floor(reload * 8) == i)
1081                         {
1082                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1083                         }
1084                         else if(i < reload * 8)
1085                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1086                         else
1087                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1088                 }
1089                 else
1090                 {
1091                         if(i < rockets)
1092                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1093                         else
1094                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1095                 }
1096         }
1097         */
1098
1099         if (scoreboard_showscores)
1100         {
1101                 HUD_DrawScoreboard();
1102                 HUD_DrawCenterPrint();
1103         }
1104
1105 }
1106
1107 #define raptor_h "gfx/vehicles/hud_bg.tga"
1108 #define raptor_b "gfx/vehicles/raptor.tga"
1109 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1110 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1111 #define raptor_s "gfx/vehicles/shiled.tga"
1112
1113 void CSQC_RAPTOR_HUD()
1114 {
1115         float reload, hp, shield, energy;
1116         vector picsize, hudloc;
1117
1118     // Fetch health & ammo stats
1119     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1120         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1121         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1122         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1123
1124     // Draw the crosshairs
1125     picsize = drawgetimagesize(SPIDER_CROSS);
1126     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1127     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1128     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1129
1130     hudloc_y =  4;
1131     hudloc_x = 4;
1132
1133     picsize = drawgetimagesize(raptor_h) * 0.5;
1134     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1135
1136     picsize = drawgetimagesize(spider_a2) * 0.5;
1137     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1138
1139     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1140     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1141     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1142
1143
1144     picsize = drawgetimagesize(spider_a1) * 0.85;
1145     if(reload == 1)
1146     {
1147         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1148         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1149     }
1150     else
1151     {
1152         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1153         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1154     }
1155
1156     picsize = drawgetimagesize(raptor_b) * 0.5;
1157     hudloc_y = 10.5;
1158     hudloc_x = 10.5;
1159
1160     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1161     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1162     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1163     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1164
1165
1166         if (scoreboard_showscores)
1167         {
1168                 HUD_DrawScoreboard();
1169                 HUD_DrawCenterPrint();
1170         }
1171
1172 }
1173
1174 #define waki_h "gfx/vehicles/hud_bg.tga"
1175 #define waki_b "gfx/vehicles/waki.tga"
1176 #define waki_e "gfx/vehicles/waki_e.tga"
1177 #define waki_g "gfx/vehicles/waki_guns.tga"
1178 #define waki_r "gfx/vehicles/waki_rockets.tga"
1179 #define waki_s "gfx/vehicles/shiled.tga"
1180
1181 #define waki_a1 "gfx/hud/sb_rocket.tga"
1182 #define waki_a2 "gfx/sb_cells.tga"
1183
1184 void CSQC_WAKIZASHI_HUD()
1185 {
1186         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1187         float health, shield, energy, rockets;
1188         vector picsize, hudloc;
1189
1190     picsize = drawgetimagesize(SPIDER_CROSS);
1191     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1192     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1193     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1194
1195 /*
1196 const float STAT_VEHICLESTAT_HEALTH  = 60;
1197 const float STAT_VEHICLESTAT_SHIELD  = 61;
1198 const float STAT_VEHICLESTAT_ENERGY  = 62;
1199 const float STAT_VEHICLESTAT_AMMO1   = 63;
1200 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1201 const float STAT_VEHICLESTAT_AMMO2   = 65;
1202 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1203 */
1204     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1205         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1206         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1207         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1208
1209     hudloc_y =  4;
1210     hudloc_x = 4;
1211
1212     picsize = drawgetimagesize(waki_h) * 0.5;
1213     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1214
1215     picsize = drawgetimagesize(waki_a2) * 0.7;
1216     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1217
1218
1219     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1220     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1221
1222     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1223
1224     picsize = drawgetimagesize(waki_a1) * 0.75;
1225     if(rockets == 1)
1226     {
1227         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1228         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1229     }
1230     else
1231     {
1232         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1233         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1234         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1235     }
1236
1237     picsize = drawgetimagesize(waki_b) * 0.5;
1238     hudloc_y = 10.5;
1239     hudloc_x = 10.5;
1240
1241     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1242     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1243     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1244     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1245
1246
1247
1248         /*
1249         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1250         p = p + '0 1 0' * vid_conheight - '0 32 0';
1251
1252         // Draw health bar
1253         p_y += 8;
1254         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1255         p_x += 256 * health;
1256         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1257
1258         // Draw shiled bar
1259         p_x -= 256 * health;
1260         p_y += 4;
1261         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1262
1263         // Draw energy
1264         //p_x -= 256 * health;
1265         p_y -= 8;
1266         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1267
1268         // Draw rockets bar
1269         p_y += 12;
1270         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1271         */
1272
1273
1274
1275
1276         if (scoreboard_showscores)
1277         {
1278                 HUD_DrawScoreboard();
1279                 HUD_DrawCenterPrint();
1280         }
1281
1282 }
1283
1284
1285 void CSQC_common_hud(void)
1286 {
1287         // HUD_SortFrags(); done in HUD_Draw
1288         float hud;
1289         hud = getstati(STAT_HUD);
1290
1291         //hud = 10;
1292         switch(hud)
1293         {
1294                 case HUD_NORMAL:
1295                         // do some accuracy var caching
1296                         float i;
1297                         if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
1298                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1299                         {
1300                                 if(acc_color_levels)
1301                                         strunzone(acc_color_levels);
1302                                 acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
1303                                 acc_levels = tokenize(acc_color_levels);
1304                                 if (acc_levels > MAX_ACCURACY_LEVELS)
1305                                         acc_levels = MAX_ACCURACY_LEVELS;
1306
1307                                 for (i = 0; i < acc_levels; ++i)
1308                                         acc_lev[i] = stof(argv(i));
1309                         }
1310
1311                         HUD_Main(); // always run these functions for alpha checks
1312                         HUD_DrawScoreboard();
1313
1314                         if (scoreboard_active) // scoreboard/accuracy
1315                         {       
1316                                 HUD_Reset();
1317                                 // HUD_DrawScoreboard takes care of centerprint_start
1318                         }
1319                         else if (intermission == 2) // map voting screen
1320                         {
1321                                 HUD_FinaleOverlay();
1322                                 HUD_Reset();
1323
1324                                 centerprint_start_x = 0;
1325                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1326                         }
1327                         else // hud
1328                         {
1329                                 centerprint_start_x = 0;
1330                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1331                         }
1332
1333                         HUD_DrawCenterPrint();
1334                         break;
1335
1336                 case HUD_SPIDERBOT:
1337                         CSQC_SPIDER_HUD();
1338                         break;
1339
1340                 case HUD_WAKIZASHI:
1341                         CSQC_WAKIZASHI_HUD();
1342                         break;
1343         }
1344 }
1345
1346
1347 // following vectors must be global to allow seamless switching between camera modes
1348 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1349 void CSQC_Demo_Camera()
1350 {
1351         float speed, attenuation, dimensions;
1352         vector tmp, delta;
1353
1354         if( cvar("camera_reset") || !camera_mode )
1355         {
1356                 camera_offset = '0 0 0';
1357                 current_angles = '0 0 0';
1358                 camera_direction = '0 0 0';
1359                 camera_offset_z += 30;
1360                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1361                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1362                 current_origin = view_origin;
1363                 current_camera_offset  = camera_offset;
1364                 cvar_set("camera_reset", "0");
1365                 camera_mode = CAMERA_CHASE;
1366         }
1367
1368         // Camera angles
1369         if( camera_roll )
1370                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1371
1372         if(cvar("camera_look_player"))
1373         {
1374                 local vector dir;
1375                 local float n;
1376
1377                 dir = normalize(view_origin - current_position);
1378                 n = mouse_angles_z;
1379                 mouse_angles = vectoangles(dir);
1380                 mouse_angles_x = mouse_angles_x * -1;
1381                 mouse_angles_z = n;
1382         }
1383         else
1384         {
1385                 tmp = getmousepos() * 0.1;
1386                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1387                 {
1388                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1389                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1390                 }
1391         }
1392
1393         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1394         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1395         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1396         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1397
1398         // Fix difference when angles don't have the same sign
1399         delta = '0 0 0';
1400         if(mouse_angles_y < -60 && current_angles_y > 60)
1401                 delta = '0 360 0';
1402         if(mouse_angles_y > 60 && current_angles_y < -60)
1403                 delta = '0 -360 0';
1404
1405         if(cvar("camera_look_player"))
1406                 attenuation = cvar("camera_look_attenuation");
1407         else
1408                 attenuation = cvar("camera_speed_attenuation");
1409
1410         attenuation = 1 / max(1, attenuation);
1411         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1412
1413         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1414         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1415         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1416         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1417
1418         // Camera position
1419         tmp = '0 0 0';
1420         dimensions = 0;
1421
1422         if( camera_direction_x )
1423         {
1424                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1425                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1426                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1427                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1428                 ++dimensions;
1429         }
1430
1431         if( camera_direction_y )
1432         {
1433                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1434                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1435                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1436                 ++dimensions;
1437         }
1438
1439         if( camera_direction_z )
1440         {
1441                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1442                 ++dimensions;
1443         }
1444
1445         if(cvar("camera_free"))
1446                 speed = cvar("camera_speed_free");
1447         else
1448                 speed = cvar("camera_speed_chase");
1449
1450         if(dimensions)
1451         {
1452                 speed = speed * sqrt(1 / dimensions);
1453                 camera_offset += tmp * speed;
1454         }
1455
1456         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1457
1458         // Camera modes
1459         if( cvar("camera_free") )
1460         {
1461                 if ( camera_mode == CAMERA_CHASE )
1462                 {
1463                         current_camera_offset = current_origin + current_camera_offset;
1464                         camera_offset = current_origin + camera_offset;
1465                 }
1466
1467                 camera_mode = CAMERA_FREE;
1468                 current_position = current_camera_offset;
1469         }
1470         else
1471         {
1472                 if ( camera_mode == CAMERA_FREE )
1473                 {
1474                         current_origin = view_origin;
1475                         camera_offset = camera_offset - current_origin;
1476                         current_camera_offset = current_camera_offset - current_origin;
1477                 }
1478
1479                 camera_mode = CAMERA_CHASE;
1480
1481                 if(cvar("camera_chase_smoothly"))
1482                         current_origin += (view_origin - current_origin) * attenuation;
1483                 else
1484                         current_origin = view_origin;
1485
1486                 current_position = current_origin + current_camera_offset;
1487         }
1488
1489         R_SetView(VF_ANGLES, current_angles);
1490         R_SetView(VF_ORIGIN, current_position);
1491 }