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Colorize the screen when inside water or other fluids (code ported back from Xonotic)
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         switch(activeweapon)\r
207         {\r
208                 case WEP_GRABBER: // no trueaim\r
209         }\r
210 \r
211         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
212 \r
213         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
214         trueaimpoint = trace_endpos;\r
215 \r
216         if(vecs_x > 0)\r
217                 vecs_y = -vecs_y;\r
218         else\r
219                 vecs = '0 0 0';\r
220 \r
221         dv = view_right * vecs_y + view_up * vecs_z;\r
222         w_shotorg = view_origin + dv;\r
223 \r
224         // now move the vecs forward as much as requested if possible\r
225         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\r
226         w_shotorg = trace_endpos - view_forward * nudge;\r
227 \r
228         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
229         shottype = EnemyHitCheck();\r
230         if(shottype != SHOTTYPE_HITWORLD)\r
231                 return shottype;\r
232 \r
233 #if 0\r
234         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
235         // or rather, I know why, but see no fix\r
236         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
237                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace\r
238                 return SHOTTYPE_HITOBSTRUCTION;\r
239 #endif\r
240 \r
241         return SHOTTYPE_HITWORLD;\r
242 }\r
243 \r
244 void CSQC_common_hud(void);\r
245 \r
246 void CSQC_kh_hud(void);\r
247 void CSQC_ctf_hud(void);\r
248 void PostInit(void);\r
249 void CSQC_Demo_Camera();\r
250 float Sbar_WouldDrawScoreboard ();\r
251 float view_set;\r
252 float camera_mode;\r
253 float chase_active_old;\r
254 float artwork_fade;\r
255 float pickup_crosshair_time, pickup_crosshair_size;\r
256 float contentavgalpha, liquidalpha_prev;\r
257 vector liquidcolor_prev;\r
258 string artwork_image;\r
259 string intermission_song;\r
260 string NextFrameCommand;\r
261 void CSQC_UpdateView(float w, float h)\r
262 {\r
263         entity e;\r
264         float fov;\r
265         float f, i, j;\r
266         vector v, vo;\r
267 \r
268         vector artwork_pos, artwork_size;\r
269 \r
270         WaypointSprite_Load();\r
271 \r
272         if(spectatee_status)\r
273                 myteam = GetPlayerColor(spectatee_status - 1);\r
274         else\r
275                 myteam = GetPlayerColor(player_localentnum - 1);\r
276 \r
277         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
278         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
279 \r
280         warpzone_fixview_origin = pmove_org + vo;\r
281         warpzone_fixview_angles = input_angles;\r
282         WarpZone_FixView();\r
283         pmove_org = warpzone_fixview_origin - vo;\r
284         input_angles = warpzone_fixview_angles;\r
285 \r
286         // Render the Scene\r
287         if(!intermission || !view_set)\r
288         {\r
289                 view_origin = pmove_org + vo;\r
290                 view_angles = input_angles;\r
291                 makevectors(view_angles);\r
292                 view_forward = v_forward;\r
293                 view_right = v_right;\r
294                 view_up = v_up;\r
295                 view_set = 1;\r
296         }\r
297 \r
298         vid_width = w;\r
299         vid_height = h;\r
300 \r
301 #ifdef BLURTEST\r
302         if(time > blurtest_time0 && time < blurtest_time1)\r
303         {\r
304                 float r, t;\r
305 \r
306                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
307                 r = t * blurtest_radius;\r
308                 f = 1 / pow(t, blurtest_power) - 1;\r
309 \r
310                 cvar_set("r_glsl_postprocess", "1");\r
311                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
312         }\r
313         else\r
314         {\r
315                 cvar_set("r_glsl_postprocess", "0");\r
316                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
317         }\r
318 #endif\r
319 \r
320         TargetMusic_Advance();\r
321         Fog_Force();\r
322 \r
323         drawframetime = max(0.000001, time - drawtime);\r
324         drawtime = time;\r
325 \r
326         // watch for gametype changes here...\r
327         // in ParseStuffCMD the cmd isn't executed yet :/\r
328         // might even be better to add the gametype to TE_CSQC_INIT...?\r
329         if(!postinit)\r
330                 PostInit();\r
331 \r
332         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
333                 if(calledhooks & HOOK_START)\r
334                 {\r
335                         localcmd("\ncl_hook_gameend;");\r
336                         if(g_campaign)\r
337                                 localcmd("\ncl_hook_campaign_gameend;");\r
338                         calledhooks |= HOOK_END;\r
339                 }\r
340 \r
341         CheckForGamestartChange();\r
342         serverAnnouncer();\r
343         maptimeAnnouncer();\r
344         carrierAnnouncer();\r
345 \r
346         fov = cvar("fov");\r
347         if(button_zoom || fov <= 59.5)\r
348         {\r
349                 if(!zoomscript_caught)\r
350                 {\r
351                         localcmd("+button4\n");\r
352                         zoomscript_caught = 1;\r
353                         ignore_plus_zoom += 1;\r
354                 }\r
355         }\r
356         else\r
357         {\r
358                 if(zoomscript_caught)\r
359                 {\r
360                         localcmd("-button4\n");\r
361                         zoomscript_caught = 0;\r
362                         ignore_minus_zoom += 1;\r
363                 }\r
364         }\r
365 \r
366         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
367         sbar_hudselector = cvar("sbar_hudselector");\r
368         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
369         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
370         activeweapon = getstati(STAT_SWITCHWEAPON);\r
371         f = cvar("teamplay");\r
372         if(f != teamplay)\r
373         {\r
374                 teamplay = f;\r
375                 Sbar_InitScores();\r
376         }\r
377 \r
378         if(last_weapon != activeweapon) {\r
379                 weapontime = time;\r
380                 last_weapon = activeweapon;\r
381         }\r
382 \r
383         // ALWAYS Clear Current Scene First\r
384         R_ClearScene();\r
385 \r
386         // Assign Standard Viewflags\r
387         // Draw the World (and sky)\r
388         R_SetView(VF_DRAWWORLD, 1);\r
389 \r
390         // Set the console size vars\r
391         vid_conwidth = cvar("vid_conwidth");\r
392         vid_conheight = cvar("vid_conheight");\r
393         vid_pixelheight = cvar("vid_pixelheight");\r
394 \r
395         R_SetView(VF_FOV, GetCurrentFov(fov));\r
396 \r
397         // Camera for demo playback\r
398         if(camera_active)\r
399         {\r
400                 if(cvar("camera_enable"))\r
401                         CSQC_Demo_Camera();\r
402                 else\r
403                 {\r
404                         cvar_set("chase_active", ftos(chase_active_backup));\r
405                         cvar_set("cl_demo_mousegrab", "0");\r
406                         camera_active = FALSE;\r
407                 }\r
408         }\r
409 #ifdef CAMERATEST\r
410         else if(cvar("camera_enable"))\r
411 #else\r
412         else if(cvar("camera_enable") && isdemo())\r
413 #endif\r
414         {\r
415                 // Enable required Darkplaces cvars\r
416                 chase_active_backup = cvar("chase_active");\r
417                 cvar_set("chase_active", "2");\r
418                 cvar_set("cl_demo_mousegrab", "1");\r
419                 camera_active = TRUE;\r
420                 camera_mode = FALSE;\r
421         }\r
422 \r
423         // Draw the Crosshair\r
424         float scoreboard_active;\r
425         scoreboard_active = Sbar_WouldDrawScoreboard();\r
426         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
427 \r
428         // Draw the Engine Status Bar (the default Quake HUD)\r
429         R_SetView(VF_DRAWENGINESBAR, 0);\r
430 \r
431         // fetch this one only once per frame\r
432         sbar_showbinds = cvar("sbar_showbinds");\r
433         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
434 \r
435         // Update the mouse position\r
436         /*\r
437            mousepos_x = vid_conwidth;\r
438            mousepos_y = vid_conheight;\r
439            mousepos = mousepos*0.5 + getmousepos();\r
440          */\r
441 \r
442         e = self;\r
443         for(self = world; (self = nextent(self)); )\r
444                 if(self.draw)\r
445                         self.draw();\r
446         self = e;\r
447 \r
448         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
449         R_RenderScene();\r
450 \r
451         // now switch to 2D drawing mode by calling a 2D drawing function\r
452         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
453         // next R_RenderScene call\r
454         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
455 \r
456         if(cvar("hud_contents"))\r
457         {\r
458                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
459                 vector liquidcolor;\r
460                 \r
461                 switch(pointcontents(view_origin))\r
462                 {\r
463                         case CONTENT_WATER:\r
464                                 liquidalpha = cvar("hud_contents_water_alpha");\r
465                                 liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
466                                 incontent = 1;\r
467                                 break;\r
468                                 \r
469                         case CONTENT_LAVA:\r
470                                 liquidalpha = cvar("hud_contents_lava_alpha");\r
471                                 liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
472                                 incontent = 1;\r
473                                 break;  \r
474                                                         \r
475                         case CONTENT_SLIME:\r
476                                 liquidalpha = cvar("hud_contents_slime_alpha");\r
477                                 liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
478                                 incontent = 1;\r
479                                 break;\r
480                                 \r
481                         default:\r
482                                 liquidalpha = 0;\r
483                                 liquidcolor = '0 0 0';\r
484                                 incontent = 0;\r
485                                 break;\r
486                 }\r
487                 \r
488                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
489                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
490                         contentfadetime = cvar("hud_contents_fadeintime");\r
491                         liquidalpha_prev = liquidalpha;\r
492                         liquidcolor_prev = liquidcolor;\r
493                 }\r
494                 else\r
495                         contentfadetime = cvar("hud_contents_fadeouttime");\r
496                         \r
497                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
498                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
499                 \r
500                 if(contentavgalpha)\r
501                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
502         }\r
503 \r
504         // Draw the mouse cursor\r
505         // NOTE: drawpic must happen after R_RenderScene for some reason\r
506         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
507         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
508         //self = edict_num(player_localnum);\r
509         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
510         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);\r
511         // as long as the ctf part isn't in, this is useless\r
512         if(menu_visible)\r
513                 menu_show();\r
514 \r
515         /*if(gametype == GAME_CTF)\r
516           {\r
517           ctf_view();\r
518           } else */\r
519 \r
520         // draw 2D entities\r
521         e = self;\r
522         for(self = world; (self = nextent(self)); )\r
523                 if(self.draw2d)\r
524                         self.draw2d();\r
525         self = e;\r
526 \r
527         // draw radar\r
528         if(\r
529                         ons_showmap\r
530                         ||\r
531                         (\r
532                          !scoreboard_active\r
533                          &&\r
534                          cvar_string("cl_teamradar") != "0"\r
535                          &&\r
536                          (\r
537                           cvar("cl_teamradar") == 2\r
538                           ||\r
539                           teamplay\r
540                          )\r
541                         )\r
542           )\r
543                 teamradar_view();\r
544 \r
545         // Draw artwork and play intermission music\r
546         if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
547         {\r
548                 if(cvar("cl_artwork"))\r
549                 {\r
550                         if(artwork_image == "")\r
551                         {\r
552                                 if(getstati(STAT_WINNING)) // we are the winner\r
553                                 {\r
554                                         if(cvar("cl_artwork_win"))\r
555                                         {\r
556                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
557                                                 artwork_image = strzone(artwork_image);\r
558                                         }\r
559                                 }\r
560                                 else // we have lost\r
561                                 {\r
562                                         if(cvar("cl_artwork_lose"))\r
563                                         {\r
564                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
565                                                 artwork_image = strzone(artwork_image);\r
566                                         }\r
567                                 }\r
568                         }\r
569 \r
570                         if(cvar("cl_artwork_stretch"))\r
571                         {\r
572                                 artwork_size_x = vid_conwidth;\r
573                                 artwork_size_y = vid_conheight;\r
574                                 artwork_pos_x = 0;\r
575                                 artwork_pos_y = 0;\r
576                         }\r
577                         else\r
578                         {\r
579                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
580                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
581                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
582                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
583                         }\r
584 \r
585                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
586                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
587                         else\r
588                                 artwork_fade = cvar("cl_artwork_alpha");\r
589 \r
590                         if(artwork_image != "")\r
591                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
592                 }\r
593 \r
594                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
595                 {\r
596                         if(getstati(STAT_WINNING))\r
597                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
598                         else\r
599                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
600                         if(intermission_song != "")\r
601                         {\r
602                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
603                                 intermission_song = strzone(intermission_song);\r
604                         }\r
605                 }\r
606         }\r
607         else\r
608         {\r
609                 artwork_fade = 0;\r
610                 if(artwork_image != "")\r
611                 {\r
612                         strunzone(artwork_image);\r
613                         artwork_image = "";\r
614                 }\r
615 \r
616                 if(intermission_song != "")\r
617                 {\r
618                         strunzone(intermission_song);\r
619                         intermission_song = "";\r
620                 }\r
621         }\r
622 \r
623         // draw sbar\r
624         if(cvar("r_letterbox") == 0) {\r
625                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
626                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
627                                 Sbar_DrawPressedKeys();\r
628                 }\r
629 \r
630                 if (cvar("cl_showspeed"))\r
631                         Sbar_ShowSpeed();\r
632                 if (cvar("cl_showacceleration"))\r
633                         Sbar_ShowAcceleration();\r
634 \r
635                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
636         }\r
637 \r
638         float hud;\r
639         hud = getstati(STAT_HUD);\r
640 \r
641         if(cvar("r_letterbox") == 0)\r
642                 if(cvar("viewsize") < 120)\r
643                         CSQC_common_hud();\r
644 \r
645         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
646         {\r
647                 // crosshair goes VERY LAST\r
648                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
649                         // TrueAim check\r
650                         float shottype;\r
651                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
652                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
653                         wcross_origin_z = 0;\r
654                         if(cvar("crosshair_hittest"))\r
655                         {\r
656                                 vector wcross_oldorigin;\r
657                                 wcross_oldorigin = wcross_origin;\r
658                                 shottype = TrueAimCheck();\r
659                                 if(shottype == SHOTTYPE_HITWORLD)\r
660                                 {\r
661                                         v = wcross_origin - wcross_oldorigin;\r
662                                         v_x /= vid_conwidth;\r
663                                         v_y /= vid_conheight;\r
664                                         if(vlen(v) > 0.01)\r
665                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
666                                 }\r
667                                 if(!cvar("crosshair_hittest_showimpact"))\r
668                                         wcross_origin = wcross_oldorigin;\r
669                         }\r
670                         else\r
671                                 shottype = SHOTTYPE_HITWORLD;\r
672 \r
673                         string wcross_style;\r
674                         wcross_style = cvar_string("crosshair");\r
675 \r
676                         if (wcross_style != "0") {\r
677                                 vector wcross_color, wcross_size;\r
678                                 string wcross_name;\r
679                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
680 \r
681                                 wcross_color_x = cvar("crosshair_color_red");\r
682                                 wcross_color_y = cvar("crosshair_color_green");\r
683                                 wcross_color_z = cvar("crosshair_color_blue");\r
684                                 wcross_alpha = cvar("crosshair_color_alpha");\r
685                                 wcross_resolution = cvar("crosshair_size");\r
686 \r
687                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
688 \r
689                                 if(cvar("crosshair_effect_scalefade"))\r
690                                 {\r
691                                         wcross_scale = wcross_resolution;\r
692                                         wcross_resolution = 1;\r
693                                 }\r
694                                 else\r
695                                 {\r
696                                         wcross_scale = 1;\r
697                                 }\r
698 \r
699                                 if(cvar("crosshair_pickup"))\r
700                                 {\r
701                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
702                                         {\r
703                                                 pickup_crosshair_size = 1;\r
704                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
705                                         }\r
706 \r
707                                         if(pickup_crosshair_size > 0)\r
708                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
709                                         else\r
710                                                 pickup_crosshair_size = 0;\r
711 \r
712                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
713                                 }\r
714 \r
715                                 if(shottype == SHOTTYPE_HITENEMY)\r
716                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
717                                 if(shottype == SHOTTYPE_HITTEAM)\r
718                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
719 \r
720                                 f = cvar("crosshair_effect_speed");\r
721                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
722                                 {\r
723                                         wcross_changedonetime = time + f;\r
724                                 }\r
725                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
726                                 {\r
727                                         wcross_name_changestarttime = time;\r
728                                         wcross_name_changedonetime = time + f;\r
729                                         if(wcross_name_goal_prev_prev)\r
730                                                 strunzone(wcross_name_goal_prev_prev);\r
731                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
732                                         wcross_name_goal_prev = strzone(wcross_name);\r
733                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
734                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
735                                         wcross_resolution_goal_prev = wcross_resolution;\r
736                                 }\r
737 \r
738                                 wcross_scale_goal_prev = wcross_scale;\r
739                                 wcross_alpha_goal_prev = wcross_alpha;\r
740                                 wcross_color_goal_prev = wcross_color;\r
741 \r
742                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
743                                 {\r
744                                         wcross_blur = 1;\r
745                                         wcross_alpha *= 0.75;\r
746                                 }\r
747                                 else\r
748                                         wcross_blur = 0;\r
749                                 // *_prev is at time-frametime\r
750                                 // * is at wcross_changedonetime+f\r
751                                 // what do we have at time?\r
752                                 if(time < wcross_changedonetime)\r
753                                 {\r
754                                         f = frametime / (wcross_changedonetime - time + frametime);\r
755                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
756                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
757                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
758                                 }\r
759 \r
760                                 wcross_scale_prev = wcross_scale;\r
761                                 wcross_alpha_prev = wcross_alpha;\r
762                                 wcross_color_prev = wcross_color;\r
763 \r
764                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
765                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
766 \r
767 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
768                                 do \\r
769                                 { \\r
770                                         if(wcross_blur > 0) \\r
771                                         { \\r
772                                                 for(i = -2; i <= 2; ++i) \\r
773                                                         for(j = -2; j <= 2; ++j) \\r
774                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
775                                         } \\r
776                                         else \\r
777                                         { \\r
778                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
779                                         } \\r
780                                 } \\r
781                                 while(0)\r
782 \r
783 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
784                                 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)\r
785 \r
786 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
787                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
788 \r
789                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
790                                 {\r
791                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
792                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
793                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
794                                         f = 1 - f;\r
795                                 }\r
796                                 else\r
797                                 {\r
798                                         f = 1;\r
799                                 }\r
800 \r
801                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
802                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
803                                 wcross_name_alpha_goal_prev = f;\r
804                         }\r
805                 }\r
806                 else\r
807                 {\r
808                         wcross_scale_prev = 0;\r
809                         wcross_alpha_prev = 0;\r
810                         wcross_scale_goal_prev = 0;\r
811                         wcross_alpha_goal_prev = 0;\r
812                         wcross_changedonetime = 0;\r
813                         if(wcross_name_goal_prev)\r
814                                 strunzone(wcross_name_goal_prev);\r
815                         wcross_name_goal_prev = string_null;\r
816                         if(wcross_name_goal_prev_prev)\r
817                                 strunzone(wcross_name_goal_prev_prev);\r
818                         wcross_name_goal_prev_prev = string_null;\r
819                         wcross_name_changestarttime = 0;\r
820                         wcross_name_changedonetime = 0;\r
821                         wcross_name_alpha_goal_prev = 0;\r
822                         wcross_name_alpha_goal_prev_prev = 0;\r
823                         wcross_resolution_goal_prev = 0;\r
824                         wcross_resolution_goal_prev_prev = 0;\r
825                 }\r
826         }\r
827 \r
828         if(NextFrameCommand)\r
829         {\r
830                 localcmd("\n", NextFrameCommand, "\n");\r
831                 NextFrameCommand = string_null;\r
832         }\r
833 \r
834         // we must do this check AFTER a frame was rendered, or it won't work\r
835         if(cs_project_is_b0rked == 0)\r
836         {\r
837                 string w0, h0;\r
838                 w0 = cvar_string("vid_conwidth");\r
839                 h0 = cvar_string("vid_conheight");\r
840                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
841                 //R_SetView(VF_FOV, '90 90 0');\r
842                 R_SetView(VF_ORIGIN, '0 0 0');\r
843                 R_SetView(VF_ANGLES, '0 0 0');\r
844                 R_SetView(VF_PERSPECTIVE, 1);\r
845                 makevectors('0 0 0');\r
846                 vector v1, v2;\r
847                 cvar_set("vid_conwidth", "800");\r
848                 cvar_set("vid_conheight", "600");\r
849                 v1 = cs_project(v_forward);\r
850                 cvar_set("vid_conwidth", "640");\r
851                 cvar_set("vid_conheight", "480");\r
852                 v2 = cs_project(v_forward);\r
853                 if(v1 == v2)\r
854                         cs_project_is_b0rked = 1;\r
855                 else\r
856                         cs_project_is_b0rked = -1;\r
857                 cvar_set("vid_conwidth", w0);\r
858                 cvar_set("vid_conheight", h0);\r
859         }\r
860 \r
861         // be safe against triggerbots until everyone has the fixed engine\r
862         // this call is meant to overwrite the trace globals by something\r
863         // unsuspicious\r
864         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
865 \r
866         // this cvar must be constantly updated on the server\r
867         if(chase_active_old != cvar("chase_active"))\r
868         {\r
869                 localcmd("sendcvar chase_active\n");\r
870                 chase_active_old = cvar("chase_active");\r
871         }\r
872 }\r
873 \r
874 void Sbar_Draw();\r
875 \r
876 void CSQC_common_hud(void)\r
877 {\r
878         // Sbar_SortFrags(); done in Sbar_Draw\r
879         float hud;\r
880         hud = getstati(STAT_HUD);\r
881 \r
882         //hud = 10;\r
883         switch(hud)\r
884         {\r
885                 case HUD_NORMAL:\r
886                         Sbar_Draw();\r
887                         break;\r
888         }\r
889 }\r
890 \r
891 \r
892 // following vectors must be global to allow seamless switching between camera modes\r
893 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
894 void CSQC_Demo_Camera()\r
895 {\r
896         float speed, attenuation, dimensions;\r
897         vector tmp, delta;\r
898 \r
899         if( cvar("camera_reset") || !camera_mode )\r
900         {\r
901                 camera_offset = '0 0 0';\r
902                 current_angles = '0 0 0';\r
903                 camera_direction = '0 0 0';\r
904                 camera_offset_z += 30;\r
905                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
906                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
907                 current_origin = view_origin;\r
908                 current_camera_offset  = camera_offset;\r
909                 cvar_set("camera_reset", "0");\r
910                 camera_mode = CAMERA_CHASE;\r
911         }\r
912 \r
913         // Camera angles\r
914         if( camera_roll )\r
915                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
916 \r
917         if(cvar("camera_look_player"))\r
918         {\r
919                 local vector dir;\r
920                 local float n;\r
921 \r
922                 dir = normalize(view_origin - current_position);\r
923                 n = mouse_angles_z;\r
924                 mouse_angles = vectoangles(dir);\r
925                 mouse_angles_x = mouse_angles_x * -1;\r
926                 mouse_angles_z = n;\r
927         }\r
928         else\r
929         {\r
930                 tmp = getmousepos() * 0.1;\r
931                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
932                 {\r
933                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
934                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
935                 }\r
936         }\r
937 \r
938         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
939         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
940         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
941         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
942 \r
943         // Fix difference when angles don't have the same sign\r
944         delta = '0 0 0';\r
945         if(mouse_angles_y < -60 && current_angles_y > 60)\r
946                 delta = '0 360 0';\r
947         if(mouse_angles_y > 60 && current_angles_y < -60)\r
948                 delta = '0 -360 0';\r
949 \r
950         if(cvar("camera_look_player"))\r
951                 attenuation = cvar("camera_look_attenuation");\r
952         else\r
953                 attenuation = cvar("camera_speed_attenuation");\r
954 \r
955         attenuation = 1 / max(1, attenuation);\r
956         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
957 \r
958         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
959         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
960         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
961         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
962 \r
963         // Camera position\r
964         tmp = '0 0 0';\r
965         dimensions = 0;\r
966 \r
967         if( camera_direction_x )\r
968         {\r
969                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
970                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
971                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
972                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
973                 ++dimensions;\r
974         }\r
975 \r
976         if( camera_direction_y )\r
977         {\r
978                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
979                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
980                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
981                 ++dimensions;\r
982         }\r
983 \r
984         if( camera_direction_z )\r
985         {\r
986                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
987                 ++dimensions;\r
988         }\r
989 \r
990         if(cvar("camera_free"))\r
991                 speed = cvar("camera_speed_free");\r
992         else\r
993                 speed = cvar("camera_speed_chase");\r
994 \r
995         if(dimensions)\r
996         {\r
997                 speed = speed * sqrt(1 / dimensions);\r
998                 camera_offset += tmp * speed;\r
999         }\r
1000 \r
1001         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1002 \r
1003         // Camera modes\r
1004         if( cvar("camera_free") )\r
1005         {\r
1006                 if ( camera_mode == CAMERA_CHASE )\r
1007                 {\r
1008                         current_camera_offset = current_origin + current_camera_offset;\r
1009                         camera_offset = current_origin + camera_offset;\r
1010                 }\r
1011 \r
1012                 camera_mode = CAMERA_FREE;\r
1013                 current_position = current_camera_offset;\r
1014         }\r
1015         else\r
1016         {\r
1017                 if ( camera_mode == CAMERA_FREE )\r
1018                 {\r
1019                         current_origin = view_origin;\r
1020                         camera_offset = camera_offset - current_origin;\r
1021                         current_camera_offset = current_camera_offset - current_origin;\r
1022                 }\r
1023 \r
1024                 camera_mode = CAMERA_CHASE;\r
1025 \r
1026                 if(cvar("camera_chase_smoothly"))\r
1027                         current_origin += (view_origin - current_origin) * attenuation;\r
1028                 else\r
1029                         current_origin = view_origin;\r
1030 \r
1031                 current_position = current_origin + current_camera_offset;\r
1032         }\r
1033 \r
1034         R_SetView(VF_ANGLES, current_angles);\r
1035         R_SetView(VF_ORIGIN, current_position);\r
1036 }\r