Merge branch 'master' into Mario/killsound
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 4165da3..65df30f 100644 (file)
@@ -283,9 +283,11 @@ void viewmodel_animate(entity this)
 .float weapon_eta_last;
 .float weapon_switchdelay;
 
+.string name_last;
+
 void viewmodel_draw(entity this)
 {
-       if(!activeweapon || !autocvar_r_drawviewmodel)
+       if(!this.activeweapon || !autocvar_r_drawviewmodel)
                return;
        int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
        float a = this.alpha;
@@ -294,9 +296,9 @@ void viewmodel_draw(entity this)
        if (invehicle) a = -1;
        else if (wasinvehicle) a = 1;
        wasinvehicle = invehicle;
-       Weapon wep = activeweapon;
+       Weapon wep = this.activeweapon;
        int c = entcs_GetClientColors(current_player);
-       vector g = weaponentity_glowmod(wep, NULL, c);
+       vector g = weaponentity_glowmod(wep, NULL, c, this);
        entity me = CSQCModel_server2csqc(player_localentnum - 1);
        int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
                | EF_NODEPTHTEST)
@@ -311,21 +313,20 @@ void viewmodel_draw(entity this)
                CSQCModel_Effects_Apply(e);
        }
        {
-               static string name_last;
                string name = wep.mdl;
                string newname = wep.wr_viewmodel(wep, this);
                if(newname)
                        name = newname;
-               bool swap = name != name_last;
+               bool swap = name != this.name_last;
                // if (swap)
                {
-                       name_last = name;
+                       this.name_last = name;
                        CL_WeaponEntity_SetModel(this, name, swap);
                        this.viewmodel_origin = this.origin;
                        this.viewmodel_angles = this.angles;
                }
                anim_update(this);
-               if (!this.animstate_override && !this.animstate_looping)
+               if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
                        anim_set(this, this.anim_idle, true, false, false);
        }
        float f = 0; // 0..1; 0: fully active
@@ -358,9 +359,9 @@ void viewmodel_draw(entity this)
        setorigin(this, this.origin);
 }
 
-entity viewmodel;
 STATIC_INIT(viewmodel) {
-    viewmodel = new(viewmodel);
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       viewmodels[slot] = new(viewmodel);
 }
 
 void Porto_Draw(entity this);
@@ -373,65 +374,70 @@ STATIC_INIT(Porto)
 }
 
 const int polyline_length = 16;
-vector polyline[polyline_length];
+.vector polyline[polyline_length];
 void Porto_Draw(entity this)
 {
-       if (activeweapon != WEP_PORTO) return;
-       if (spectatee_status) return;
-       if (WEP_CVAR(porto, secondary)) return;
-       if (intermission == 1) return;
-       if (intermission == 2) return;
-       if (STAT(HEALTH) <= 0) return;
-
-       vector pos = view_origin;
-       vector dir = view_forward;
-       if (angles_held_status)
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               makevectors(angles_held);
-               dir = v_forward;
-       }
+               entity wepent = viewmodels[slot];
 
-       polyline[0] = pos;
+               if (wepent.activeweapon != WEP_PORTO) continue;
+               if (spectatee_status) continue;
+               if (WEP_CVAR(porto, secondary)) continue;
+               if (intermission == 1) continue;
+               if (intermission == 2) continue;
+               if (STAT(HEALTH) <= 0) continue;
 
-       int portal_number = 0, portal1_idx = 1, portal_max = 2;
-       int n = 1 + 2;  // 2 lines == 3 points
-       for (int idx = 0; idx < n && idx < polyline_length - 1; )
-       {
-               traceline(pos, pos + 65536 * dir, true, this);
-               dir = reflect(dir, trace_plane_normal);
-               pos = trace_endpos;
-               polyline[++idx] = pos;
-               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+               vector pos = view_origin;
+               vector dir = view_forward;
+               if (wepent.angles_held_status)
                {
-                       n += 1;
-                       continue;
+                       makevectors(wepent.angles_held);
+                       dir = v_forward;
                }
-               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-               {
-                       n = max(2, idx);
-                       break;
-               }
-               // check size
+
+               wepent.polyline[0] = pos;
+
+               int portal_number = 0, portal1_idx = 1, portal_max = 2;
+               int n = 1 + 2;  // 2 lines == 3 points
+               for (int idx = 0; idx < n && idx < polyline_length - 1; )
                {
-                       vector ang = vectoangles2(trace_plane_normal, dir);
-                       ang.x = -ang.x;
-                       makevectors(ang);
-                       if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+                       traceline(pos, pos + 65536 * dir, true, this);
+                       dir = reflect(dir, trace_plane_normal);
+                       pos = trace_endpos;
+                       wepent.polyline[++idx] = pos;
+                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+                       {
+                               n += 1;
+                               continue;
+                       }
+                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
                        {
                                n = max(2, idx);
                                break;
                        }
+                       // check size
+                       {
+                               vector ang = vectoangles2(trace_plane_normal, dir);
+                               ang.x = -ang.x;
+                               makevectors(ang);
+                               if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+                               {
+                                       n = max(2, idx);
+                                       break;
+                               }
+                       }
+                       portal_number += 1;
+                       if (portal_number >= portal_max) break;
+                       if (portal_number == 1) portal1_idx = idx;
+               }
+               for (int idx = 0; idx < n - 1; ++idx)
+               {
+                       vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
+                       if (idx == 0) p -= view_up * 16;  // line from player
+                       vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
+                       Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
                }
-               portal_number += 1;
-               if (portal_number >= portal_max) break;
-               if (portal_number == 1) portal1_idx = idx;
-       }
-       for (int idx = 0; idx < n - 1; ++idx)
-       {
-               vector p = polyline[idx], q = polyline[idx + 1];
-               if (idx == 0) p -= view_up * 16;  // line from player
-               vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
-               Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
        }
 }
 
@@ -453,10 +459,17 @@ vector GetCurrentFov(float fov)
                        zoomspeed = 3.5;
 
        zoomdir = button_zoom;
+
        if(hud == HUD_NORMAL && !spectatee_status)
-       if(switchweapon == activeweapon)
-       if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
-               zoomdir += button_attack2;
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       entity wepent = viewmodels[slot];
+                       if(wepent.switchweapon == wepent.activeweapon)
+                       if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+                               zoomdir += button_attack2;
+               }
+       }
        if(spectatee_status > 0 || isdemo())
        {
                if(spectatorbutton_zoom)
@@ -509,7 +522,7 @@ vector GetCurrentFov(float fov)
                current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
 
        if(zoomsensitivity < 1)
-               setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
+               setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
        else
                setsensitivityscale(1);
 
@@ -623,7 +636,7 @@ float EnemyHitCheck()
        return SHOTTYPE_HITENEMY;
 }
 
-float TrueAimCheck()
+float TrueAimCheck(entity wepent)
 {
        float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
        vector vecs, trueaimpoint, w_shotorg;
@@ -636,7 +649,7 @@ float TrueAimCheck()
        ta = trueaim;
        mv = MOVE_NOMONSTERS;
 
-       switch(activeweapon) // WEAPONTODO
+       switch(wepent.activeweapon) // WEAPONTODO
        {
                case WEP_TUBA: // no aim
                case WEP_PORTO: // shoots from eye
@@ -653,7 +666,7 @@ float TrueAimCheck()
                        mv = MOVE_NORMAL;
                        if(zoomscript_caught)
                        {
-                               tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+                               tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
                                return EnemyHitCheck();
                        }
                        break;
@@ -679,7 +692,7 @@ float TrueAimCheck()
 
        vecs = decompressShotOrigin(STAT(SHOTORG));
 
-       traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+       traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
        trueaimpoint = trace_endpos;
 
        if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
@@ -719,7 +732,6 @@ float camera_mode;
 const float CAMERA_FREE = 1;
 const float CAMERA_CHASE = 2;
 float reticle_type;
-string reticle_image;
 string NextFrameCommand;
 
 vector freeze_org, freeze_ang;
@@ -747,7 +759,7 @@ bool WantEventchase(entity this)
 {
        if(autocvar_cl_orthoview)
                return false;
-       if(STAT(GAMEOVER) || intermission)
+       if(STAT(GAME_STOPPED) || intermission)
                return true;
        if(this.viewloc)
                return true;
@@ -811,9 +823,18 @@ void HitSound()
 {
        // varying sound pitch
 
+       bool have_arc = false;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               entity wepent = viewmodels[slot];
+
+               if(wepent.activeweapon == WEP_ARC)
+                       have_arc = true;
+       }
+
        static float hitsound_time_prev = 0;
        // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
-       float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+       bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
        if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
        {
                if (autocvar_cl_hitsound && unaccounted_damage)
@@ -948,7 +969,7 @@ void HUD_Crosshair(entity this)
 {
        float f, i, j;
        vector v;
-       if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAMEOVER) &&
+       if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
                spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
                !HUD_MinigameMenu_IsOpened() )
        {
@@ -980,13 +1001,14 @@ void HUD_Crosshair(entity this)
                float shottype;
 
                // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
-               wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
+               wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
                wcross_origin.z = 0;
                if(autocvar_crosshair_hittest)
                {
                        vector wcross_oldorigin;
+                       entity thiswep = viewmodels[0]; // TODO: unhardcode
                        wcross_oldorigin = wcross_origin;
-                       shottype = TrueAimCheck();
+                       shottype = TrueAimCheck(thiswep);
                        if(shottype == SHOTTYPE_HITWORLD)
                        {
                                v = wcross_origin - wcross_oldorigin;
@@ -1008,7 +1030,8 @@ void HUD_Crosshair(entity this)
         entity e = WEP_Null;
                if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
                {
-                       e = switchingweapon;
+                       entity wepent = viewmodels[0]; // TODO: unhardcode
+                       e = wepent.switchingweapon;
                        if(e)
                        {
                                if(autocvar_crosshair_per_weapon)
@@ -1153,10 +1176,6 @@ void HUD_Crosshair(entity this)
                                weapon_clipload = STAT(WEAPON_CLIPLOAD);
                                weapon_clipsize = STAT(WEAPON_CLIPSIZE);
 
-                               float ok_ammo_charge, ok_ammo_chargepool;
-                               ok_ammo_charge = STAT(OK_AMMO_CHARGE);
-                               ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
-
                                float vortex_charge, vortex_chargepool;
                                vortex_charge = STAT(VORTEX_CHARGE);
                                vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
@@ -1166,9 +1185,10 @@ void HUD_Crosshair(entity this)
                                if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
                                        vortex_charge_movingavg = vortex_charge;
 
+                               entity wepent = viewmodels[0]; // TODO: unhardcode
 
                                // handle the values
-                               if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+                               if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
                                {
                                        if (vortex_chargepool || use_vortex_chargepool) {
                                                use_vortex_chargepool = 1;
@@ -1188,27 +1208,20 @@ void HUD_Crosshair(entity this)
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
-                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
+                               else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
                                {
                                        ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
                                        ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
                                }
-                               else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                               else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
                                {
                                        ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
                                        ring_alpha = autocvar_crosshair_ring_hagar_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
                                }
-                               else if (ok_ammo_charge)
-                               {
-                                       ring_value = ok_ammo_chargepool;
-                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
                                else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
                                {
                                        ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
@@ -1218,12 +1231,12 @@ void HUD_Crosshair(entity this)
 
                                        // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
                                        // if a new image for another weapon is added, add the code (and its respective file/value) here
-                                       if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+                                       if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
                                                ring_image = "gfx/crosshair_ring_rifle.tga";
                                        else
                                                ring_image = "gfx/crosshair_ring.tga";
                                }
-                               else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+                               else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
                                {
                                        ring_value = arc_heat;
                                        ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
@@ -1712,7 +1725,8 @@ void CSQC_UpdateView(entity this, float w, float h)
 
        // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
        // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
-       viewmodel_draw(viewmodel);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               viewmodel_draw(viewmodels[slot]);
 
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
@@ -1729,7 +1743,7 @@ void CSQC_UpdateView(entity this, float w, float h)
 
                t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
                r = t * blurtest_radius;
-               f = 1 / pow(t, blurtest_power) - 1;
+               f = 1 / (t ** blurtest_power) - 1;
 
                cvar_set("r_glsl_postprocess", "1");
                cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
@@ -1790,39 +1804,36 @@ void CSQC_UpdateView(entity this, float w, float h)
 
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
 
-       // currently switching-to weapon (for crosshair)
-       switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
-
-       // actually active weapon (for zoom)
-       activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
-
-       switchweapon = Weapons_from(STAT(SWITCHWEAPON));
-
-       if(last_switchweapon != switchweapon)
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               weapontime = time;
-               last_switchweapon = switchweapon;
-               if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+               entity wepent = viewmodels[slot];
+
+               if(wepent.last_switchweapon != wepent.switchweapon)
                {
-                       localcmd("-zoom\n");
-                       button_zoom = false;
+                       weapontime = time;
+                       wepent.last_switchweapon = wepent.switchweapon;
+                       if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+                       {
+                               localcmd("-zoom\n");
+                               button_zoom = false;
+                       }
+                       if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
+                       {
+                               localcmd("-fire\n");
+                               localcmd("-fire2\n");
+                               button_attack2 = false;
+                       }
                }
-               if(autocvar_cl_unpress_attack_on_weapon_switch)
+               if(wepent.last_activeweapon != wepent.activeweapon)
                {
-                       localcmd("-fire\n");
-                       localcmd("-fire2\n");
-                       button_attack2 = false;
-               }
-       }
-       if(last_activeweapon != activeweapon)
-       {
-               last_activeweapon = activeweapon;
+                       wepent.last_activeweapon = wepent.activeweapon;
 
-               e = activeweapon;
-               if(e.netname != "")
-                       localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
-               else
-                       localcmd("\ncl_hook_activeweapon none\n");
+                       e = wepent.activeweapon;
+                       if(e.netname != "")
+                               localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
+                       else if(slot == 0)
+                               localcmd("\ncl_hook_activeweapon none\n");
+               }
        }
 
        // ALWAYS Clear Current Scene First
@@ -1950,7 +1961,20 @@ void CSQC_UpdateView(entity this, float w, float h)
 
        if(autocvar_cl_reticle)
        {
-               Weapon wep = activeweapon;
+               string reticle_image = string_null;
+               bool wep_zoomed = false;
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       entity wepe = viewmodels[slot];
+                       Weapon wep = wepe.activeweapon;
+                       if(wep != WEP_Null && wep.wr_zoom)
+                       {
+                               bool do_zoom = wep.wr_zoom(wep, NULL);
+                               if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
+                                       reticle_image = wep.w_reticle;
+                               wep_zoomed += do_zoom;
+                       }
+               }
                // Draw the aiming reticle for weapons that use it
                // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
                // It must be a persisted float for fading out to work properly (you let go of the zoom button for
@@ -1960,9 +1984,9 @@ void CSQC_UpdateView(entity this, float w, float h)
                        // no zoom reticle while dead
                        reticle_type = 0;
                }
-               else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
+               else if(wep_zoomed && autocvar_cl_reticle_weapon)
                {
-                       if(reticle_image != "") { reticle_type = 2; }
+                       if(reticle_image) { reticle_type = 2; }
                        else { reticle_type = 0; }
                }
                else if(button_zoom || zoomscript_caught)
@@ -1998,7 +2022,7 @@ void CSQC_UpdateView(entity this, float w, float h)
                                switch(reticle_type)
                                {
                                        case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
-                                       case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+                                       case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
                                }
                        }
                }