]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Avoid a glitch when the HUD cursor gets (re)displayed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index dd184bee9bbeb7d8dfcf3f5eb75abf7337d330b5..e26f90894d7ce24f9df890eeeeca4223d3aa290c 100644 (file)
@@ -9,7 +9,7 @@
 #include "hud/panel/scoreboard.qh"
 #include "hud/panel/quickmenu.qh"
 
-#include "mutators/events.qh"
+#include <client/mutators/_mod.qh>
 
 #include <common/animdecide.qh>
 #include <common/deathtypes/all.qh>
 #include <common/anim.qh>
 #include <common/constants.qh>
 #include <common/net_linked.qh>
+#include <common/net_notice.qh>
 #include <common/debug.qh>
 #include <common/mapinfo.qh>
 #include <common/gamemodes/_mod.qh>
 #include <common/physics/player.qh>
 #include <common/stats.qh>
-#include <common/triggers/target/music.qh>
+#include <common/mapobjects/target/music.qh>
 #include <common/teams.qh>
 #include <common/wepent.qh>
 
 
 #include <common/vehicles/all.qh>
 #include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/mutators/mutator/waypoints/all.qh>
 #include <common/viewloc.qh>
-#include <common/triggers/trigger/viewloc.qh>
+#include <common/mapobjects/trigger/viewloc.qh>
 #include <common/minigames/cl_minigames.qh>
 #include <common/minigames/cl_minigames_hud.qh>
 
@@ -45,6 +48,7 @@
 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
 
 float autocvar_cl_viewmodel_scale;
+float autocvar_cl_viewmodel_alpha;
 
 bool autocvar_cl_bobmodel;
 float autocvar_cl_bobmodel_speed;
@@ -294,12 +298,9 @@ void viewmodel_draw(entity this)
        if(!this.activeweapon || !autocvar_r_drawviewmodel)
                return;
        int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
-       float a = this.alpha;
-       static bool wasinvehicle;
+       float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
        bool invehicle = player_localentnum > maxclients;
        if (invehicle) a = -1;
-       else if (wasinvehicle) a = 1;
-       wasinvehicle = invehicle;
        Weapon wep = this.activeweapon;
        int c = entcs_GetClientColors(current_player);
        vector g = weaponentity_glowmod(wep, NULL, c, this);
@@ -399,7 +400,6 @@ STATIC_INIT(fpscounter_init)
        showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
 }
 
-void Porto_Draw(entity this);
 STATIC_INIT(Porto)
 {
        entity e = new_pure(porto);
@@ -425,6 +425,10 @@ void Porto_Draw(entity this)
 
                vector pos = view_origin;
                vector dir = view_forward;
+               makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
+               pos += v_right * -wepent.movedir.y
+                       +  v_up * wepent.movedir.z;
+
                if (wepent.angles_held_status)
                {
                        makevectors(wepent.angles_held);
@@ -489,9 +493,8 @@ vector GetCurrentFov(float fov)
        if(zoomfactor < 1 || zoomfactor > 30)
                zoomfactor = 2.5;
        zoomspeed = autocvar_cl_zoomspeed;
-       if(zoomspeed >= 0)
-       if(zoomspeed < 0.5 || zoomspeed > 16)
-                       zoomspeed = 3.5;
+       if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
+               zoomspeed = 3.5;
 
        zoomdir = button_zoom;
 
@@ -524,7 +527,11 @@ vector GetCurrentFov(float fov)
 
        if(zoomdir) { zoomin_effect = 0; }
 
-       if(camera_active)
+       if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+       {
+               current_viewzoom = 1;
+       }
+       else if (camera_active)
        {
                current_viewzoom = min(1, current_viewzoom + drawframetime);
        }
@@ -568,10 +575,10 @@ vector GetCurrentFov(float fov)
 
        if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
        {
-               if(intermission) { curspeed = 0; }
+               if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
+                       curspeed = 0;
                else
                {
-
                        makevectors(view_angles);
                        v = pmove_vel;
                        if(csqcplayer)
@@ -626,6 +633,8 @@ vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, ve
 // this function must match W_SetupShot!
 float zoomscript_caught;
 
+bool minigame_wasactive;
+
 vector wcross_origin;
 float wcross_scale_prev, wcross_alpha_prev;
 vector wcross_color_prev;
@@ -698,6 +707,7 @@ float TrueAimCheck(entity wepent)
                case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
                case WEP_VORTEX:
+               case WEP_OVERKILL_NEX:
                case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
@@ -766,8 +776,6 @@ float TrueAimCheck(entity wepent)
        return SHOTTYPE_HITWORLD;
 }
 
-void PostInit();
-void CSQC_Demo_Camera();
 float camera_mode;
 const float CAMERA_FREE = 1;
 const float CAMERA_CHASE = 2;
@@ -795,34 +803,41 @@ vector liquidcolor_prev;
 
 float eventchase_current_distance;
 float eventchase_running;
-bool WantEventchase(entity this)
+int WantEventchase(entity this)
 {
        if(autocvar_cl_orthoview)
-               return false;
+               return 0;
        if(STAT(GAME_STOPPED) || intermission)
-               return true;
+               return 1;
        if(this.viewloc)
-               return true;
+               return 1;
        if(spectatee_status >= 0)
        {
                if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
-                       return true;
+                       return 1;
                if(MUTATOR_CALLHOOK(WantEventchase, this))
-                       return true;
+                       return 1;
                if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
-                       return true;
+                       return 1;
                if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
                {
                        if(autocvar_cl_eventchase_death == 2)
                        {
                                // don't stop eventchase once it's started (even if velocity changes afterwards)
                                if(this.velocity == '0 0 0' || eventchase_running)
-                                       return true;
+                                       return 1;
                        }
-                       else return true;
+                       else return 1;
+               }
+               if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
+               {
+                       if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
+                               return 1;
+                       else if (eventchase_running)
+                               return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
                }
        }
-       return false;
+       return 0;
 }
 
 void HUD_Crosshair_Vehicle(entity this)
@@ -1228,6 +1243,8 @@ void HUD_Crosshair(entity this)
                                float arc_heat = wepent.arc_heat_percent;
                                float vcharge = wepent.vortex_charge;
                                float vchargepool = wepent.vortex_chargepool_ammo;
+                               float oknex_charge_ = wepent.oknex_charge;
+                               float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
 
                                if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
                                        vortex_charge_movingavg = vcharge;
@@ -1253,6 +1270,26 @@ void HUD_Crosshair(entity this)
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
+                               else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
+                               {
+                                       if (oknex_chargepool_ || use_vortex_chargepool) {
+                                               use_vortex_chargepool = 1;
+                                               ring_inner_value = oknex_chargepool_;
+                                       } else {
+                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
+                                       }
+
+                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                       ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
+                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+                                       // draw the outer ring to show the current charge of the weapon
+                                       ring_value = oknex_charge_;
+                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
+                               }
                                else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
                                {
                                        ring_value = bound(0, wepent.minelayer_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.
@@ -1320,20 +1357,21 @@ void HUD_Crosshair(entity this)
 
 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
                        MACRO_BEGIN { \
+                               vector scaled_sz = sz * wcross_size; \
                                if(wcross_blur > 0) \
                                { \
                                        for(i = -2; i <= 2; ++i) \
                                        for(j = -2; j <= 2; ++j) \
-                                       M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+                                       M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
                                } \
                                else \
                                { \
-                                       M(0,0,sz,wcross_name,wcross_alpha); \
+                                       M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
                                } \
                        } MACRO_END
 
-#define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
-                       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)
+#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
+                       drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
 
 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
                        CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
@@ -1375,12 +1413,8 @@ void HUD_Crosshair(entity this)
                wcross_scale_goal_prev = 0;
                wcross_alpha_goal_prev = 0;
                wcross_changedonetime = 0;
-               if(wcross_name_goal_prev)
-                       strunzone(wcross_name_goal_prev);
-               wcross_name_goal_prev = string_null;
-               if(wcross_name_goal_prev_prev)
-                       strunzone(wcross_name_goal_prev_prev);
-               wcross_name_goal_prev_prev = string_null;
+               strfree(wcross_name_goal_prev);
+               strfree(wcross_name_goal_prev_prev);
                wcross_name_changestarttime = 0;
                wcross_name_changedonetime = 0;
                wcross_name_alpha_goal_prev = 0;
@@ -1506,7 +1540,7 @@ void HUD_Draw(entity this)
        if(autocvar_r_letterbox == 0)
                if(autocvar_viewsize < 120)
                {
-                       if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
+                       if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))
                                Accuracy_LoadLevels();
 
                        HUD_Main();
@@ -1533,6 +1567,60 @@ void ViewLocation_Mouse()
        //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
 }
 
+void HUD_Cursor_Show()
+{
+       float cursor_alpha = 1 - autocvar__menu_alpha;
+       if(cursor_type == CURSOR_NORMAL)
+               draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
+       else if(cursor_type == CURSOR_MOVE)
+               draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
+       else if(cursor_type == CURSOR_RESIZE)
+               draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
+       else if(cursor_type == CURSOR_RESIZE2)
+               draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
+}
+
+void HUD_Mouse(entity player)
+{
+       if(autocvar__menu_alpha == 1)
+               return;
+
+       if(!cursor_active)
+       {
+               if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
+                       ViewLocation_Mouse(); // NOTE: doesn't use cursormode
+               return;
+       }
+
+       if (cursor_active == -1) // starting to display the cursor
+       {
+               // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
+               // in the first frame mousepos is the mouse position of the last time
+               // the cursor was displayed, thus we ignore it to avoid a glictch
+               cursor_active = 1;
+               return;
+       }
+
+       if(!autocvar_hud_cursormode)
+               update_mousepos();
+
+       if(autocvar__hud_configure)
+               HUD_Panel_Mouse();
+       else
+       {
+               if (HUD_MinigameMenu_IsOpened())
+                       HUD_Minigame_Mouse();
+               if (QuickMenu_IsOpened())
+                       QuickMenu_Mouse();
+               if (HUD_Radar_Clickable())
+                       HUD_Radar_Mouse();
+       }
+
+       prevMouseClicked = mouseClicked;
+
+       HUD_Cursor_Show();
+}
+
 bool ov_enabled;
 float oldr_nearclip;
 float oldr_farclip_base;
@@ -1541,15 +1629,12 @@ float oldr_novis;
 float oldr_useportalculling;
 float oldr_useinfinitefarclip;
 
-void cl_notice_run();
-
 float prev_myteam;
 int lasthud;
 float vh_notice_time;
-void WaypointSprite_Load();
 void CSQC_UpdateView(entity this, float w, float h)
 {
-    TC(int, w); TC(int, h);
+       TC(int, w); TC(int, h);
        entity e;
        float fov;
        float f;
@@ -1672,7 +1757,8 @@ void CSQC_UpdateView(entity this, float w, float h)
                        }
                }
 
-               if(WantEventchase(this))
+               int eventchase = WantEventchase(this);
+               if (eventchase)
                {
                        vector current_view_origin_override = '0 0 0';
                        vector view_offset_override = '0 0 0';
@@ -1750,7 +1836,8 @@ void CSQC_UpdateView(entity this, float w, float h)
                        if(!local_player.viewloc)
                                setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
                }
-               else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
+
+               if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
                {
                        eventchase_running = false;
                        cvar_set("chase_active", "0");
@@ -1869,10 +1956,7 @@ void CSQC_UpdateView(entity this, float w, float h)
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
        view_angles = getpropertyvec(VF_ANGLES);
-       makevectors(view_angles);
-       view_forward = v_forward;
-       view_right = v_right;
-       view_up = v_up;
+       MAKEVECTORS(makevectors, view_angles, view_forward, view_right, view_up);
 
 #ifdef BLURTEST
        if(time > blurtest_time0 && time < blurtest_time1)
@@ -1941,6 +2025,20 @@ void CSQC_UpdateView(entity this, float w, float h)
                }
        }
 
+       if(active_minigame && HUD_MinigameMenu_IsOpened())
+       {
+               if(!minigame_wasactive)
+               {
+                       localcmd("+button14\n");
+                       minigame_wasactive = true;
+               }
+       }
+       else if(minigame_wasactive)
+       {
+               localcmd("-button14\n");
+               minigame_wasactive = false;
+       }
+
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
 
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
@@ -2041,7 +2139,7 @@ void CSQC_UpdateView(entity this, float w, float h)
 
        IL_EACH(g_drawables, it.draw, it.draw(it));
 
-       addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
+       addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
        renderscene();
 
        // now switch to 2D drawing mode by calling a 2D drawing function
@@ -2376,7 +2474,7 @@ void CSQC_UpdateView(entity this, float w, float h)
        else if(cvar("r_glsl_postprocess") == 2)
                cvar_set("r_glsl_postprocess", "0");
 
-       /*if(gametype == MAPINFO_TYPE_CTF)
+       /*if(ISGAMETYPE(CTF))
          {
          ctf_view();
          } else */
@@ -2425,16 +2523,7 @@ void CSQC_UpdateView(entity this, float w, float h)
                cvar_set("vid_conheight", h0);
        }
 
-       if(autocvar__hud_configure)
-               HUD_Panel_Mouse();
-       else if (HUD_MinigameMenu_IsOpened() || active_minigame)
-               HUD_Minigame_Mouse();
-       else if(QuickMenu_IsOpened())
-               QuickMenu_Mouse();
-       else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
-               ViewLocation_Mouse(); // NOTE: doesn't use cursormode
-       else
-               HUD_Radar_Mouse();
+       HUD_Mouse(local_player);
 
        cl_notice_run();
        unpause_update();