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fix pressedkeys and do minor cleanups
[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);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
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(self, CHAN_VOICE, 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) // 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_ELECTRO: // projectile has a size!
295                         mi = '0 0 -3';
296                         ma = '0 0 -3';
297                         break;
298         }
299
300         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
301
302         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
303         trueaimpoint = trace_endpos;
304
305         if(vecs_x > 0)
306                 vecs_y = -vecs_y;
307         else
308                 vecs = '0 0 0';
309
310         dv = view_right * vecs_y + view_up * vecs_z;
311         w_shotorg = view_origin + dv;
312
313         // now move the vecs forward as much as requested if possible
314         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
315         w_shotorg = trace_endpos - view_forward * nudge;
316
317         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
318         shottype = EnemyHitCheck();
319         if(shottype != SHOTTYPE_HITWORLD)
320                 return shottype;
321
322 #if 0
323         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
324         // or rather, I know why, but see no fix
325         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
326                 // 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
327                 return SHOTTYPE_HITOBSTRUCTION;
328 #endif
329
330         return SHOTTYPE_HITWORLD;
331 }
332
333 void CSQC_common_hud(void);
334
335 void CSQC_kh_hud(void);
336 void CSQC_ctf_hud(void);
337 void PostInit(void);
338 void CSQC_Demo_Camera();
339 float Sbar_WouldDrawScoreboard ();
340 float view_set;
341 float camera_mode;
342 string NextFrameCommand;
343 void CSQC_SPIDER_HUD();
344 void CSQC_RAPTOR_HUD();
345
346 void CSQC_UpdateView(float w, float h)
347 {
348         entity e;
349         float fov;
350         float f, i, j;
351         vector v, vo;
352
353         WaypointSprite_Load();
354
355         if(spectatee_status)
356                 myteam = GetPlayerColor(spectatee_status - 1);
357         else
358                 myteam = GetPlayerColor(player_localentnum - 1);
359
360         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
361         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
362
363         warpzone_fixview_origin = pmove_org + vo;
364         warpzone_fixview_angles = input_angles;
365         WarpZone_FixView();
366         pmove_org = warpzone_fixview_origin - vo;
367         input_angles = warpzone_fixview_angles;
368
369         // Render the Scene
370         if(!intermission || !view_set)
371         {
372                 view_origin = pmove_org + vo;
373                 view_angles = input_angles;
374                 makevectors(view_angles);
375                 view_forward = v_forward;
376                 view_right = v_right;
377                 view_up = v_up;
378                 view_set = 1;
379         }
380
381         hudconf_active = cvar("_hud_configure");
382         if(hudconf_active)
383                 R_SetView(VF_ANGLES, self.angles); // TODO: this should freeze the view as it is, not change it to '0 0 0' or whatever it currently does...
384
385         vid_width = w;
386         vid_height = h;
387
388 #ifdef BLURTEST
389         if(time > blurtest_time0 && time < blurtest_time1)
390         {
391                 float r, t;
392
393                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
394                 r = t * blurtest_radius;
395                 f = 1 / pow(t, blurtest_power) - 1;
396
397                 cvar_set("r_glsl_postprocess", "1");
398                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
399         }
400         else
401         {
402                 cvar_set("r_glsl_postprocess", "0");
403                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
404         }
405 #endif
406
407         Fog_Force();
408
409         drawframetime = max(0.000001, time - drawtime);
410         drawtime = time;
411
412         // watch for gametype changes here...
413         // in ParseStuffCMD the cmd isn't executed yet :/
414         // might even be better to add the gametype to TE_CSQC_INIT...?
415         if(!postinit)
416                 PostInit();
417
418         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
419                 if(calledhooks & HOOK_START)
420                 {
421                         localcmd("\ncl_hook_gameend;");
422                         calledhooks |= HOOK_END;
423                 }
424
425         CheckForGamestartChange();
426         serverAnnouncer();
427         maptimeAnnouncer();
428         carrierAnnouncer();
429
430         fov = cvar("fov");
431         if(button_zoom || fov <= 59.5)
432         {
433                 if(!zoomscript_caught)
434                 {
435                         localcmd("+button4\n");
436                         zoomscript_caught = 1;
437                         ignore_plus_zoom += 1;
438                 }
439         }
440         else
441         {
442                 if(zoomscript_caught)
443                 {
444                         localcmd("-button4\n");
445                         zoomscript_caught = 0;
446                         ignore_minus_zoom += 1;
447                 }
448         }
449
450         hud_alpha_fg = cvar_or("hud_alpha_fg", 1) * (1 - cvar("_menu_alpha"));
451         sbar_currentammo = cvar("hud_showcurrentammo");
452         hud_hudselector = cvar("hud_hudselector");
453         hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1);
454         ColorTranslateMode = cvar("cl_stripcolorcodes");
455         activeweapon = getstati(STAT_SWITCHWEAPON);
456         f = cvar("teamplay");
457         if(f != teamplay)
458         {
459                 teamplay = f;
460                 Sbar_InitScores();
461         }
462
463         if(last_weapon != activeweapon) {
464                 weapontime = time;
465                 last_weapon = activeweapon;
466         }
467
468         // ALWAYS Clear Current Scene First
469         R_ClearScene();
470
471         // Assign Standard Viewflags
472         // Draw the World (and sky)
473         R_SetView(VF_DRAWWORLD, 1);
474
475         // Set the console size vars
476         vid_conwidth = cvar("vid_conwidth");
477         vid_conheight = cvar("vid_conheight");
478         vid_pixelheight = cvar("vid_pixelheight");
479
480         R_SetView(VF_FOV, GetCurrentFov(fov));
481
482         // Camera for demo playback
483         if(camera_active)
484         {
485                 if(cvar("camera_enable"))
486                         CSQC_Demo_Camera();
487                 else
488                 {
489                         cvar_set("chase_active", ftos(chase_active_backup));
490                         cvar_set("cl_demo_mousegrab", "0");
491                         camera_active = FALSE;
492                 }
493         }
494 #ifdef CAMERATEST
495         else if(cvar("camera_enable"))
496 #else
497         else if(cvar("camera_enable") && isdemo())
498 #endif
499         {
500                 // Enable required Darkplaces cvars
501                 chase_active_backup = cvar("chase_active");
502                 cvar_set("chase_active", "2");
503                 cvar_set("cl_demo_mousegrab", "1");
504                 camera_active = TRUE;
505                 camera_mode = FALSE;
506         }
507
508         // Draw the Crosshair
509         float scoreboard_active;
510         scoreboard_active = Sbar_WouldDrawScoreboard();
511         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
512
513         // Draw the Engine Status Bar (the default Quake HUD)
514         R_SetView(VF_DRAWENGINESBAR, 0);
515
516         // fetch this one only once per frame
517         sbar_showbinds = cvar("sbar_showbinds");
518         sbar_showbinds_limit = cvar("sbar_showbinds_limit");
519
520         // Update the mouse position
521         /*
522            mousepos_x = vid_conwidth;
523            mousepos_y = vid_conheight;
524            mousepos = mousepos*0.5 + getmousepos();
525          */
526
527         e = self;
528         for(self = world; (self = nextent(self)); )
529                 if(self.draw)
530                         self.draw();
531         self = e;
532
533         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
534         R_RenderScene();
535
536         // now switch to 2D drawing mode by calling a 2D drawing function
537         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
538         // next R_RenderScene call
539         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
540
541         // Draw the mouse cursor
542         // NOTE: drawpic must happen after R_RenderScene for some reason
543         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
544         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
545         //self = edict_num(player_localnum);
546         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
547         //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);
548         // as long as the ctf part isn't in, this is useless
549         if(menu_visible)
550                 menu_show();
551
552         /*if(gametype == GAME_CTF)
553           {
554           ctf_view();
555           } else */
556
557         // draw 2D entities
558         e = self;
559         for(self = world; (self = nextent(self)); )
560                 if(self.draw2d)
561                         self.draw2d();
562         self = e;
563
564         // draw sbar
565         if(cvar("r_letterbox") == 0) {
566                 if (cvar("cl_showspeed"))
567                         HUD_ShowSpeed();
568                 if (cvar("cl_showacceleration"))
569                         HUD_ShowAcceleration();
570
571                 HUD_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
572         }
573
574         float hud;
575         hud = getstati(STAT_HUD);
576         if(hud == HUD_SPIDERBOT)
577         {
578                 CSQC_SPIDER_HUD();
579         }
580         else if(hud == HUD_WAKIZASHI)
581         CSQC_WAKIZASHI_HUD();
582     else if(hud == HUD_RAPTOR)
583         CSQC_RAPTOR_HUD();
584         else
585         {
586                 if(cvar("r_letterbox") == 0)
587                         if(cvar("viewsize") < 120)
588                                 CSQC_common_hud();
589
590                 // crosshair goes VERY LAST
591                 if(!scoreboard_active && !ons_showmap && !camera_active && !hudconf_active) {
592                         // TrueAim check
593                         float shottype;
594                         float bullets, ring_scale;
595                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
596                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
597                         wcross_origin_z = 0;
598                         if(cvar("crosshair_hittest"))
599                         {
600                                 vector wcross_oldorigin;
601                                 wcross_oldorigin = wcross_origin;
602                                 shottype = TrueAimCheck();
603                                 if(shottype == SHOTTYPE_HITWORLD)
604                                 {
605                                         v = wcross_origin - wcross_oldorigin;
606                                         v_x /= vid_conwidth;
607                                         v_y /= vid_conheight;
608                                         if(vlen(v) > 0.01)
609                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
610                                 }
611                                 if(!cvar("crosshair_hittest_showimpact"))
612                                         wcross_origin = wcross_oldorigin;
613                         }
614                         else
615                                 shottype = SHOTTYPE_HITWORLD;
616
617                         string wcross_style;
618                         wcross_style = cvar_string("crosshair");
619
620                         if (wcross_style != "0") {
621                                 vector wcross_color, wcross_size;
622                                 string wcross_wep, wcross_name;
623                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
624
625                                 wcross_color_x = cvar("crosshair_color_red");
626                                 wcross_color_y = cvar("crosshair_color_green");
627                                 wcross_color_z = cvar("crosshair_color_blue");
628                                 wcross_alpha = cvar("crosshair_color_alpha");
629                                 wcross_resolution = cvar("crosshair_size");
630                                 if (cvar("crosshair_per_weapon")) {
631                                         e = get_weaponinfo(activeweapon);
632                                         if (e && e.netname != "")
633                                         {
634                                                 wcross_wep = e.netname;
635                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
636                                                 if(wcross_style == "")
637                                                         wcross_style = e.netname;
638
639                                                 if(!cvar("crosshair_color_override"))
640                                                 {
641                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
642                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
643                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
644                                                 }
645
646                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
647                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
648                                         }
649                                 }
650
651                                 wcross_name = strcat("gfx/crosshair", wcross_style);
652
653                                 if(cvar("crosshair_effect_scalefade"))
654                                 {
655                                         wcross_scale = wcross_resolution;
656                                         wcross_resolution = 1;
657                                 }
658                                 else
659                                 {
660                                         wcross_scale = 1;
661                                 }
662
663                                 if(shottype == SHOTTYPE_HITENEMY)
664                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
665                                 if(shottype == SHOTTYPE_HITTEAM)
666                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
667
668                                 f = cvar("crosshair_effect_speed");
669                                 if(f < 0)
670                                         f *= -2 * g_weaponswitchdelay;
671                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
672                                 {
673                                         wcross_changedonetime = time + f;
674                                 }
675                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
676                                 {
677                                         wcross_name_changestarttime = time;
678                                         wcross_name_changedonetime = time + f;
679                                         if(wcross_name_goal_prev_prev)
680                                                 strunzone(wcross_name_goal_prev_prev);
681                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
682                                         wcross_name_goal_prev = strzone(wcross_name);
683                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
684                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
685                                         wcross_resolution_goal_prev = wcross_resolution;
686                                 }
687
688                                 wcross_scale_goal_prev = wcross_scale;
689                                 wcross_alpha_goal_prev = wcross_alpha;
690                                 wcross_color_goal_prev = wcross_color;
691
692                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
693                                 {
694                                         wcross_blur = 1;
695                                         wcross_alpha *= 0.75;
696                                 }
697                                 else
698                                         wcross_blur = 0;
699                                 // *_prev is at time-frametime
700                                 // * is at wcross_changedonetime+f
701                                 // what do we have at time?
702                                 if(time < wcross_changedonetime)
703                                 {
704                                         f = frametime / (wcross_changedonetime - time + frametime);
705                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
706                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
707                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
708                                 }
709
710                                 wcross_scale_prev = wcross_scale;
711                                 wcross_alpha_prev = wcross_alpha;
712                                 wcross_color_prev = wcross_color;
713
714                                 wcross_scale *= 1 - cvar("_menu_alpha");
715                                 wcross_alpha *= 1 - cvar("_menu_alpha");
716
717                                 // ring around crosshair representing bullets left in camping rifle clip
718                                 if (activeweapon == WEP_CAMPINGRIFLE)
719                                 {
720                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
721                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
722                                 }
723                                 else
724                                         bullets = 0;
725
726 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
727                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/hud/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
728
729 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
730                                 do \
731                                 { \
732                                         if(wcross_blur > 0) \
733                                         { \
734                                                 for(i = -2; i <= 2; ++i) \
735                                                         for(j = -2; j <= 2; ++j) \
736                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
737                                         } \
738                                         else \
739                                         { \
740                                                 M(0,0,sz,wcross_name,wcross_alpha); \
741                                         } \
742                                 } \
743                                 while(0)
744
745 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
746                                 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)
747
748 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
749                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
750
751                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
752                                 {
753                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
754                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
755                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
756                                         f = 1 - f;
757                                 }
758                                 else
759                                 {
760                                         f = 1;
761                                 }
762
763                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
764                                 if(bullets)
765                                 {
766                                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
767                                 }
768                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
769                                 wcross_name_alpha_goal_prev = f;
770                         }
771                 }
772                 else
773                 {
774                         wcross_scale_prev = 0;
775                         wcross_alpha_prev = 0;
776                         wcross_scale_goal_prev = 0;
777                         wcross_alpha_goal_prev = 0;
778                         wcross_changedonetime = 0;
779                         if(wcross_name_goal_prev)
780                                 strunzone(wcross_name_goal_prev);
781                         wcross_name_goal_prev = string_null;
782                         if(wcross_name_goal_prev_prev)
783                                 strunzone(wcross_name_goal_prev_prev);
784                         wcross_name_goal_prev_prev = string_null;
785                         wcross_name_changestarttime = 0;
786                         wcross_name_changedonetime = 0;
787                         wcross_name_alpha_goal_prev = 0;
788                         wcross_name_alpha_goal_prev_prev = 0;
789                         wcross_resolution_goal_prev = 0;
790                         wcross_resolution_goal_prev_prev = 0;
791                 }
792         }
793
794         if(NextFrameCommand)
795         {
796                 localcmd("\n", NextFrameCommand, "\n");
797                 NextFrameCommand = string_null;
798         }
799
800         // we must do this check AFTER a frame was rendered, or it won't work
801         if(cs_project_is_b0rked == 0)
802         {
803                 string w0, h0;
804                 w0 = cvar_string("vid_conwidth");
805                 h0 = cvar_string("vid_conheight");
806                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
807                 //R_SetView(VF_FOV, '90 90 0');
808                 R_SetView(VF_ORIGIN, '0 0 0');
809                 R_SetView(VF_ANGLES, '0 0 0');
810                 R_SetView(VF_PERSPECTIVE, 1);
811                 makevectors('0 0 0');
812                 vector v1, v2;
813                 cvar_set("vid_conwidth", "800");
814                 cvar_set("vid_conheight", "600");
815                 v1 = cs_project(v_forward);
816                 cvar_set("vid_conwidth", "640");
817                 cvar_set("vid_conheight", "480");
818                 v2 = cs_project(v_forward);
819                 if(v1 == v2)
820                         cs_project_is_b0rked = 1;
821                 else
822                         cs_project_is_b0rked = -1;
823                 cvar_set("vid_conwidth", w0);
824                 cvar_set("vid_conheight", h0);
825         }
826
827         if(hudconf_active)
828                 HUD_Panel_Mouse();
829         // be safe against triggerbots until everyone has the fixed engine
830         // this call is meant to overwrite the trace globals by something
831         // unsuspicious
832         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
833 }
834
835 #define spider_h "gfx/vehicles/hud_bg.tga"
836 #define spider_b "gfx/vehicles/sbot.tga"
837 #define spider_r "gfx/vehicles/sbot_rpods.tga"
838 #define spider_g "gfx/vehicles/sbot_mguns.tga"
839 #define spider_s "gfx/vehicles/shiled.tga"
840 #define spider_a1 "gfx/hud/sb_rocket.tga"
841 #define spider_a2 "gfx/sb_bullets.tga"
842
843 void CSQC_SPIDER_HUD()
844 {
845         float rockets, reload, heat, hp, shield;
846         vector picsize, hudloc;
847
848     // Fetch health & ammo stats
849     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
850         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
851         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
852         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
853         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
854
855     // Draw the crosshairs
856     picsize = drawgetimagesize(SPIDER_CROSS);
857     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
858     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
859     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);
860
861     hudloc_y =  4;
862     hudloc_x = 4;
863
864     picsize = drawgetimagesize(spider_h) * 0.5;
865     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
866
867     picsize = drawgetimagesize(spider_a2) * 0.5;
868     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
869
870     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
871     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
872     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
873
874     picsize = drawgetimagesize(spider_a1) * 0.85;
875     if(rockets == 9)
876     {
877         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
878         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
879     }
880     else
881     {
882         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
883         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
884     }
885
886     picsize = drawgetimagesize(spider_b) * 0.5;
887     hudloc_y = 10.5;
888     hudloc_x = 10.5;
889
890     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
891     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
892     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
893     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
894
895
896         /*
897         // Draw health bar
898         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
899         p = p + '0 1 0' * vid_conheight - '0 32 0';
900         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
901         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
902         p_y += 8;
903         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
904         p_x += 256 * hp;
905         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
906
907         // Draw minigun heat indicator
908         p = '0.5 0 0' * (vid_conwidth - 256);
909         p = p + '0 1 0' * vid_conheight - '0 34  0';
910         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
911         p_x += 256 * (1-heat);
912         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
913
914
915         // Draw rocket icons for loaded/empty tubes.
916         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
917         pp += '0 1 0' * vid_conheight - '0 64 0';
918         for(i = 0; i < 8; ++i)
919         {
920                 p = pp + '1 0 0' * (rkt_size * i);
921                 if(rockets == 8)
922                 {
923                         if(floor(reload * 8) == i)
924                         {
925                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
926                         }
927                         else if(i < reload * 8)
928                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
929                         else
930                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
931                 }
932                 else
933                 {
934                         if(i < rockets)
935                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
936                         else
937                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
938                 }
939         }
940         */
941
942         if (sb_showscores)
943         {
944                 Sbar_DrawScoreboard();
945                 HUD_DrawCenterPrint();
946         }
947
948 }
949
950 #define raptor_h "gfx/vehicles/hud_bg.tga"
951 #define raptor_b "gfx/vehicles/raptor.tga"
952 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
953 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
954 #define raptor_s "gfx/vehicles/shiled.tga"
955
956 #define spider_a1 "gfx/hud/sb_rocket.tga"
957 #define spider_a2 "gfx/sb_bullets.tga"
958
959 void CSQC_RAPTOR_HUD()
960 {
961         float rockets, reload, heat, hp, shield, energy;
962         vector picsize, hudloc;
963
964     // Fetch health & ammo stats
965     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
966         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
967         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
968         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
969
970     // Draw the crosshairs
971     picsize = drawgetimagesize(SPIDER_CROSS);
972     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
973     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
974     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);
975
976     hudloc_y =  4;
977     hudloc_x = 4;
978
979     picsize = drawgetimagesize(raptor_h) * 0.5;
980     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
981
982     picsize = drawgetimagesize(spider_a2) * 0.5;
983     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
984
985     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
986     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
987     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
988
989
990     picsize = drawgetimagesize(spider_a1) * 0.85;
991     if(reload == 1)
992     {
993         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
994         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
995     }
996     else
997     {
998         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
999         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1000     }
1001
1002     picsize = drawgetimagesize(raptor_b) * 0.5;
1003     hudloc_y = 10.5;
1004     hudloc_x = 10.5;
1005
1006     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1007     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1008     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1009     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1010
1011
1012         if (sb_showscores)
1013         {
1014                 Sbar_DrawScoreboard();
1015                 HUD_DrawCenterPrint();
1016         }
1017
1018 }
1019
1020 #define waki_h "gfx/vehicles/hud_bg.tga"
1021 #define waki_b "gfx/vehicles/waki.tga"
1022 #define waki_e "gfx/vehicles/waki_e.tga"
1023 #define waki_g "gfx/vehicles/waki_guns.tga"
1024 #define waki_r "gfx/vehicles/waki_rockets.tga"
1025 #define waki_s "gfx/vehicles/shiled.tga"
1026
1027 #define waki_a1 "gfx/hud/sb_rocket.tga"
1028 #define waki_a2 "gfx/sb_cells.tga"
1029
1030 void CSQC_WAKIZASHI_HUD()
1031 {
1032         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1033         float health, shield, energy, rockets;
1034         vector picsize, hudloc;
1035
1036     picsize = drawgetimagesize(SPIDER_CROSS);
1037     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1038     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1039     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);
1040
1041 /*
1042 const float STAT_VEHICLESTAT_HEALTH  = 60;
1043 const float STAT_VEHICLESTAT_SHIELD  = 61;
1044 const float STAT_VEHICLESTAT_ENERGY  = 62;
1045 const float STAT_VEHICLESTAT_AMMO1   = 63;
1046 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1047 const float STAT_VEHICLESTAT_AMMO2   = 65;
1048 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1049 */
1050     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1051         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1052         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1053         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1054
1055     hudloc_y =  4;
1056     hudloc_x = 4;
1057
1058     picsize = drawgetimagesize(waki_h) * 0.5;
1059     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1060
1061     picsize = drawgetimagesize(waki_a2) * 0.7;
1062     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1063
1064
1065     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1066     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1067
1068     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1069
1070     picsize = drawgetimagesize(waki_a1) * 0.75;
1071     if(rockets == 1)
1072     {
1073         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1074         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1075     }
1076     else
1077     {
1078         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1079         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1080         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1081     }
1082
1083     picsize = drawgetimagesize(waki_b) * 0.5;
1084     hudloc_y = 10.5;
1085     hudloc_x = 10.5;
1086
1087     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1088     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1089     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1090     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1091
1092
1093
1094         /*
1095         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1096         p = p + '0 1 0' * vid_conheight - '0 32 0';
1097
1098         // Draw health bar
1099         p_y += 8;
1100         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1101         p_x += 256 * health;
1102         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1103
1104         // Draw shiled bar
1105         p_x -= 256 * health;
1106         p_y += 4;
1107         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1108
1109         // Draw energy
1110         //p_x -= 256 * health;
1111         p_y -= 8;
1112         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1113
1114         // Draw rockets bar
1115         p_y += 12;
1116         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1117         */
1118
1119
1120
1121
1122         if (sb_showscores)
1123         {
1124                 Sbar_DrawScoreboard();
1125                 HUD_DrawCenterPrint();
1126         }
1127
1128 }
1129
1130
1131 void CSQC_common_hud(void)
1132 {
1133         // Sbar_SortFrags(); done in Sbar_Draw
1134         float hud;
1135         hud = getstati(STAT_HUD);
1136
1137         //hud = 10;
1138         switch(hud)
1139         {
1140                 case HUD_NORMAL:
1141                         HUD_Main();
1142                         break;
1143
1144                 case HUD_SPIDERBOT:
1145                         CSQC_SPIDER_HUD();
1146                         break;
1147
1148                 case HUD_WAKIZASHI:
1149                         CSQC_WAKIZASHI_HUD();
1150                         break;
1151         }
1152 }
1153
1154
1155 // following vectors must be global to allow seamless switching between camera modes
1156 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1157 void CSQC_Demo_Camera()
1158 {
1159         float speed, attenuation, dimensions;
1160         vector tmp, delta;
1161
1162         if( cvar("camera_reset") || !camera_mode )
1163         {
1164                 camera_offset = '0 0 0';
1165                 current_angles = '0 0 0';
1166                 camera_direction = '0 0 0';
1167                 camera_offset_z += 30;
1168                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1169                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1170                 current_origin = view_origin;
1171                 current_camera_offset  = camera_offset;
1172                 cvar_set("camera_reset", "0");
1173                 camera_mode = CAMERA_CHASE;
1174         }
1175
1176         // Camera angles
1177         if( camera_roll )
1178                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1179
1180         if(cvar("camera_look_player"))
1181         {
1182                 local vector dir;
1183                 local float n;
1184
1185                 dir = normalize(view_origin - current_position);
1186                 n = mouse_angles_z;
1187                 mouse_angles = vectoangles(dir);
1188                 mouse_angles_x = mouse_angles_x * -1;
1189                 mouse_angles_z = n;
1190         }
1191         else
1192         {
1193                 tmp = getmousepos() * 0.1;
1194                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1195                 {
1196                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1197                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1198                 }
1199         }
1200
1201         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1202         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1203         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1204         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1205
1206         // Fix difference when angles don't have the same sign
1207         delta = '0 0 0';
1208         if(mouse_angles_y < -60 && current_angles_y > 60)
1209                 delta = '0 360 0';
1210         if(mouse_angles_y > 60 && current_angles_y < -60)
1211                 delta = '0 -360 0';
1212
1213         if(cvar("camera_look_player"))
1214                 attenuation = cvar("camera_look_attenuation");
1215         else
1216                 attenuation = cvar("camera_speed_attenuation");
1217
1218         attenuation = 1 / max(1, attenuation);
1219         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1220
1221         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1222         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1223         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1224         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1225
1226         // Camera position
1227         tmp = '0 0 0';
1228         dimensions = 0;
1229
1230         if( camera_direction_x )
1231         {
1232                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1233                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1234                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1235                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1236                 ++dimensions;
1237         }
1238
1239         if( camera_direction_y )
1240         {
1241                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1242                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1243                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1244                 ++dimensions;
1245         }
1246
1247         if( camera_direction_z )
1248         {
1249                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1250                 ++dimensions;
1251         }
1252
1253         if(cvar("camera_free"))
1254                 speed = cvar("camera_speed_free");
1255         else
1256                 speed = cvar("camera_speed_chase");
1257
1258         if(dimensions)
1259         {
1260                 speed = speed * sqrt(1 / dimensions);
1261                 camera_offset += tmp * speed;
1262         }
1263
1264         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1265
1266         // Camera modes
1267         if( cvar("camera_free") )
1268         {
1269                 if ( camera_mode == CAMERA_CHASE )
1270                 {
1271                         current_camera_offset = current_origin + current_camera_offset;
1272                         camera_offset = current_origin + camera_offset;
1273                 }
1274
1275                 camera_mode = CAMERA_FREE;
1276                 current_position = current_camera_offset;
1277         }
1278         else
1279         {
1280                 if ( camera_mode == CAMERA_FREE )
1281                 {
1282                         current_origin = view_origin;
1283                         camera_offset = camera_offset - current_origin;
1284                         current_camera_offset = current_camera_offset - current_origin;
1285                 }
1286
1287                 camera_mode = CAMERA_CHASE;
1288
1289                 if(cvar("camera_chase_smoothly"))
1290                         current_origin += (view_origin - current_origin) * attenuation;
1291                 else
1292                         current_origin = view_origin;
1293
1294                 current_position = current_origin + current_camera_offset;
1295         }
1296
1297         R_SetView(VF_ANGLES, current_angles);
1298         R_SetView(VF_ORIGIN, current_position);
1299 }