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1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = cvar("cl_zoomsensitivity");
131         zoomfactor = cvar("cl_zoomfactor");
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = cvar("cl_zoomspeed");
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_CAMPINGRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard ();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350
351 void CSQC_UpdateView(float w, float h)
352 {
353         entity e;
354         float fov;
355         float f, i, j;
356         vector v, vo;
357         vector vf_size, vf_min;
358
359         vf_size = R_SetView3fv(VF_SIZE);
360         vf_min = R_SetView3fv(VF_MIN);
361         vid_width = vf_size_x;
362         vid_height = vf_size_y;
363
364         vector reticle_pos, reticle_size;
365
366         WaypointSprite_Load();
367
368         if(spectatee_status)
369                 myteam = GetPlayerColor(spectatee_status - 1);
370         else
371                 myteam = GetPlayerColor(player_localentnum - 1);
372
373         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
374         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
375
376         warpzone_fixview_origin = pmove_org + vo;
377         warpzone_fixview_cl_viewangles = input_angles;
378         warpzone_fixview_angles = view_angles;
379         WarpZone_FixView();
380         pmove_org = warpzone_fixview_origin - vo;
381         input_angles = warpzone_fixview_cl_viewangles;
382         view_angles = warpzone_fixview_angles;
383
384         if(cvar("cl_lockview") || autocvar__hud_configure)
385         {
386                 pmove_org = freeze_pmove_org;
387                 input_angles = view_angles = freeze_input_angles;
388                 R_SetView(VF_ORIGIN, pmove_org + vo);
389                 R_SetView(VF_ANGLES, view_angles);
390                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
391         }
392         freeze_pmove_org = pmove_org;
393         freeze_input_angles = input_angles;
394
395         // Render the Scene
396         if(!intermission || !view_set)
397         {
398                 view_origin = pmove_org + vo;
399                 view_angles = input_angles;
400                 makevectors(view_angles);
401                 view_forward = v_forward;
402                 view_right = v_right;
403                 view_up = v_up;
404                 view_set = 1;
405         }
406
407 #ifdef BLURTEST
408         if(time > blurtest_time0 && time < blurtest_time1)
409         {
410                 float r, t;
411
412                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
413                 r = t * blurtest_radius;
414                 f = 1 / pow(t, blurtest_power) - 1;
415
416                 cvar_set("r_glsl_postprocess", "1");
417                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
418         }
419         else
420         {
421                 cvar_set("r_glsl_postprocess", "0");
422                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
423         }
424 #endif
425
426         TargetMusic_Advance();
427         Fog_Force();
428
429         drawframetime = max(0.000001, time - drawtime);
430         drawtime = time;
431
432         // watch for gametype changes here...
433         // in ParseStuffCMD the cmd isn't executed yet :/
434         // might even be better to add the gametype to TE_CSQC_INIT...?
435         if(!postinit)
436                 PostInit();
437
438         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
439                 if(calledhooks & HOOK_START)
440                 {
441                         localcmd("\ncl_hook_gameend\n");
442                         calledhooks |= HOOK_END;
443                 }
444
445         CheckForGamestartChange();
446         serverAnnouncer();
447         maptimeAnnouncer();
448         carrierAnnouncer();
449
450         fov = cvar("fov");
451         if(button_zoom || fov <= 59.5)
452         {
453                 if(!zoomscript_caught)
454                 {
455                         localcmd("+button4\n");
456                         zoomscript_caught = 1;
457                         ignore_plus_zoom += 1;
458                 }
459         }
460         else
461         {
462                 if(zoomscript_caught)
463                 {
464                         localcmd("-button4\n");
465                         zoomscript_caught = 0;
466                         ignore_minus_zoom += 1;
467                 }
468         }
469
470         hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1);
471         ColorTranslateMode = cvar("cl_stripcolorcodes");
472         activeweapon = getstati(STAT_SWITCHWEAPON);
473         f = cvar("teamplay");
474         if(f != teamplay)
475         {
476                 teamplay = f;
477                 HUD_InitScores();
478         }
479
480         if(last_weapon != activeweapon) {
481                 weapontime = time;
482                 last_weapon = activeweapon;
483
484                 e = get_weaponinfo(activeweapon);
485                 if(e.netname != "")
486                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
487                 else
488                         localcmd("\ncl_hook_activeweapon none\n");
489         }
490
491         // ALWAYS Clear Current Scene First
492         R_ClearScene();
493
494         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
495         R_SetView(VF_SIZE, vf_size);
496         R_SetView(VF_MIN, vf_min);
497
498         // Assign Standard Viewflags
499         // Draw the World (and sky)
500         R_SetView(VF_DRAWWORLD, 1);
501
502         // Set the console size vars
503         vid_conwidth = cvar("vid_conwidth");
504         vid_conheight = cvar("vid_conheight");
505         vid_pixelheight = cvar("vid_pixelheight");
506
507         R_SetView(VF_FOV, GetCurrentFov(fov));
508
509         // Camera for demo playback
510         if(camera_active)
511         {
512                 if(cvar("camera_enable"))
513                         CSQC_Demo_Camera();
514                 else
515                 {
516                         cvar_set("chase_active", ftos(chase_active_backup));
517                         cvar_set("cl_demo_mousegrab", "0");
518                         camera_active = FALSE;
519                 }
520         }
521 #ifdef CAMERATEST
522         else if(cvar("camera_enable"))
523 #else
524         else if(cvar("camera_enable") && isdemo())
525 #endif
526         {
527                 // Enable required Darkplaces cvars
528                 chase_active_backup = cvar("chase_active");
529                 cvar_set("chase_active", "2");
530                 cvar_set("cl_demo_mousegrab", "1");
531                 camera_active = TRUE;
532                 camera_mode = FALSE;
533         }
534
535         // Draw the Crosshair
536         float scoreboard_active;
537         scoreboard_active = HUD_WouldDrawScoreboard();
538         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
539
540         // Draw the Engine Status Bar (the default Quake HUD)
541         R_SetView(VF_DRAWENGINEHUD, 0);
542
543         // fetch this one only once per frame
544         hud_showbinds = cvar("hud_showbinds");
545         hud_showbinds_limit = cvar("hud_showbinds_limit");
546
547         // Update the mouse position
548         /*
549            mousepos_x = vid_conwidth;
550            mousepos_y = vid_conheight;
551            mousepos = mousepos*0.5 + getmousepos();
552          */
553
554         e = self;
555         for(self = world; (self = nextent(self)); )
556                 if(self.draw)
557                         self.draw();
558         self = e;
559
560         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
561         R_RenderScene();
562
563         // now switch to 2D drawing mode by calling a 2D drawing function
564         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
565         // next R_RenderScene call
566         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
567
568         // Draw the aiming reticle for weapons that use it
569         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
570         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
571         // the view to go back to normal, so reticle_type would become 0 as we fade out)
572         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
573                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
574         else if(button_zoom || zoomscript_caught)
575                 reticle_type = 1; // normal zoom
576         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
577                 reticle_type = 2; // nex zoom
578
579         if(cvar("cl_reticle_stretch"))
580         {
581                 reticle_size_x = vid_conwidth;
582                 reticle_size_y = vid_conheight;
583                 reticle_pos_x = 0;
584                 reticle_pos_y = 0;
585         }
586         else
587         {
588                 reticle_size_x = max(vid_conwidth, vid_conheight);
589                 reticle_size_y = max(vid_conwidth, vid_conheight);
590                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
591                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
592         }
593
594         f = current_zoomfraction;
595         if(zoomscript_caught)
596                 f = 1;
597         if(cvar("cl_reticle_item_normal"))
598         {
599                 precache_pic("gfx/reticle_normal");
600                 if(reticle_type == 1 && f)
601                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
602         }
603         if(cvar("cl_reticle_item_nex"))
604         {
605                 precache_pic("gfx/reticle_nex");
606                 if(reticle_type == 2 && f)
607                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
608         }
609
610         // Draw the mouse cursor
611         // NOTE: drawpic must happen after R_RenderScene for some reason
612         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
613         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
614         //self = edict_num(player_localnum);
615         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
616         //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);
617         // as long as the ctf part isn't in, this is useless
618         if(menu_visible)
619                 menu_show();
620
621         /*if(gametype == GAME_CTF)
622           {
623           ctf_view();
624           } else */
625
626         // draw 2D entities
627         e = self;
628         for(self = world; (self = nextent(self)); )
629                 if(self.draw2d)
630                         self.draw2d();
631         self = e;
632
633         float hud;
634         hud = getstati(STAT_HUD);
635         if(hud == HUD_SPIDERBOT)
636         {
637                 CSQC_SPIDER_HUD();
638         }
639         else if(hud == HUD_WAKIZASHI)
640         CSQC_WAKIZASHI_HUD();
641     else if(hud == HUD_RAPTOR)
642         CSQC_RAPTOR_HUD();
643         else
644         {
645                 if(cvar("r_letterbox") == 0)
646                         if(cvar("viewsize") < 120)
647                                 CSQC_common_hud();
648
649                 // crosshair goes VERY LAST
650                 if(!scoreboard_active && !camera_active && intermission != 2) {
651                         // TrueAim check
652                         float shottype;
653                         float bullets, ring_scale;
654                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
655                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
656                         wcross_origin_z = 0;
657                         if(cvar("crosshair_hittest"))
658                         {
659                                 vector wcross_oldorigin;
660                                 wcross_oldorigin = wcross_origin;
661                                 shottype = TrueAimCheck();
662                                 if(shottype == SHOTTYPE_HITWORLD)
663                                 {
664                                         v = wcross_origin - wcross_oldorigin;
665                                         v_x /= vid_conwidth;
666                                         v_y /= vid_conheight;
667                                         if(vlen(v) > 0.01)
668                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
669                                 }
670                                 if(!cvar("crosshair_hittest_showimpact"))
671                                         wcross_origin = wcross_oldorigin;
672                         }
673                         else
674                                 shottype = SHOTTYPE_HITWORLD;
675
676                         string wcross_style;
677                         wcross_style = cvar_string("crosshair");
678
679                         if (wcross_style != "0") {
680                                 vector wcross_color, wcross_size;
681                                 string wcross_wep, wcross_name;
682                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
683
684                                 wcross_color_x = cvar("crosshair_color_red");
685                                 wcross_color_y = cvar("crosshair_color_green");
686                                 wcross_color_z = cvar("crosshair_color_blue");
687                                 wcross_alpha = cvar("crosshair_color_alpha");
688                                 wcross_resolution = cvar("crosshair_size");
689                                 if (cvar("crosshair_per_weapon")) {
690                                         e = get_weaponinfo(activeweapon);
691                                         if (e && e.netname != "")
692                                         {
693                                                 wcross_wep = e.netname;
694                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
695                                                 if(wcross_style == "")
696                                                         wcross_style = e.netname;
697
698                                                 if(!cvar("crosshair_color_override"))
699                                                 {
700                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
701                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
702                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
703                                                 }
704
705                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
706                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
707                                         }
708                                 }
709
710                                 wcross_name = strcat("gfx/crosshair", wcross_style);
711
712                                 if(cvar("crosshair_effect_scalefade"))
713                                 {
714                                         wcross_scale = wcross_resolution;
715                                         wcross_resolution = 1;
716                                 }
717                                 else
718                                 {
719                                         wcross_scale = 1;
720                                 }
721
722                                 if(shottype == SHOTTYPE_HITENEMY)
723                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
724                                 if(shottype == SHOTTYPE_HITTEAM)
725                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
726
727                                 f = cvar("crosshair_effect_speed");
728                                 if(f < 0)
729                                         f *= -2 * g_weaponswitchdelay;
730                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
731                                 {
732                                         wcross_changedonetime = time + f;
733                                 }
734                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
735                                 {
736                                         wcross_name_changestarttime = time;
737                                         wcross_name_changedonetime = time + f;
738                                         if(wcross_name_goal_prev_prev)
739                                                 strunzone(wcross_name_goal_prev_prev);
740                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
741                                         wcross_name_goal_prev = strzone(wcross_name);
742                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
743                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
744                                         wcross_resolution_goal_prev = wcross_resolution;
745                                 }
746
747                                 wcross_scale_goal_prev = wcross_scale;
748                                 wcross_alpha_goal_prev = wcross_alpha;
749                                 wcross_color_goal_prev = wcross_color;
750
751                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
752                                 {
753                                         wcross_blur = 1;
754                                         wcross_alpha *= 0.75;
755                                 }
756                                 else
757                                         wcross_blur = 0;
758                                 // *_prev is at time-frametime
759                                 // * is at wcross_changedonetime+f
760                                 // what do we have at time?
761                                 if(time < wcross_changedonetime)
762                                 {
763                                         f = frametime / (wcross_changedonetime - time + frametime);
764                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
765                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
766                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
767                                 }
768
769                                 wcross_scale_prev = wcross_scale;
770                                 wcross_alpha_prev = wcross_alpha;
771                                 wcross_color_prev = wcross_color;
772
773                                 wcross_scale *= 1 - cvar("_menu_alpha");
774                                 wcross_alpha *= 1 - cvar("_menu_alpha");
775
776                                 // ring around crosshair representing bullets left in camping rifle clip
777                                 if (activeweapon == WEP_CAMPINGRIFLE)
778                                 {
779                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
780                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 4);
781                                 }
782                                 else
783                                         bullets = 0;
784
785 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
786                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
787
788 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
789                                 do \
790                                 { \
791                                         if(wcross_blur > 0) \
792                                         { \
793                                                 for(i = -2; i <= 2; ++i) \
794                                                         for(j = -2; j <= 2; ++j) \
795                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
796                                         } \
797                                         else \
798                                         { \
799                                                 M(0,0,sz,wcross_name,wcross_alpha); \
800                                         } \
801                                 } \
802                                 while(0)
803
804 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
805                                 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)
806
807 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
808                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
809
810                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
811                                 {
812                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
813                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
814                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
815                                         f = 1 - f;
816                                 }
817                                 else
818                                 {
819                                         f = 1;
820                                 }
821
822                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
823                                 if(bullets)
824                                 {
825                                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
826                                 }
827                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
828                                 wcross_name_alpha_goal_prev = f;
829                         }
830                 }
831                 else
832                 {
833                         wcross_scale_prev = 0;
834                         wcross_alpha_prev = 0;
835                         wcross_scale_goal_prev = 0;
836                         wcross_alpha_goal_prev = 0;
837                         wcross_changedonetime = 0;
838                         if(wcross_name_goal_prev)
839                                 strunzone(wcross_name_goal_prev);
840                         wcross_name_goal_prev = string_null;
841                         if(wcross_name_goal_prev_prev)
842                                 strunzone(wcross_name_goal_prev_prev);
843                         wcross_name_goal_prev_prev = string_null;
844                         wcross_name_changestarttime = 0;
845                         wcross_name_changedonetime = 0;
846                         wcross_name_alpha_goal_prev = 0;
847                         wcross_name_alpha_goal_prev_prev = 0;
848                         wcross_resolution_goal_prev = 0;
849                         wcross_resolution_goal_prev_prev = 0;
850                 }
851         }
852
853         if(NextFrameCommand)
854         {
855                 localcmd("\n", NextFrameCommand, "\n");
856                 NextFrameCommand = string_null;
857         }
858
859         // we must do this check AFTER a frame was rendered, or it won't work
860         if(cs_project_is_b0rked == 0)
861         {
862                 string w0, h0;
863                 w0 = cvar_string("vid_conwidth");
864                 h0 = cvar_string("vid_conheight");
865                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
866                 //R_SetView(VF_FOV, '90 90 0');
867                 R_SetView(VF_ORIGIN, '0 0 0');
868                 R_SetView(VF_ANGLES, '0 0 0');
869                 R_SetView(VF_PERSPECTIVE, 1);
870                 makevectors('0 0 0');
871                 vector v1, v2;
872                 cvar_set("vid_conwidth", "800");
873                 cvar_set("vid_conheight", "600");
874                 v1 = cs_project(v_forward);
875                 cvar_set("vid_conwidth", "640");
876                 cvar_set("vid_conheight", "480");
877                 v2 = cs_project(v_forward);
878                 if(v1 == v2)
879                         cs_project_is_b0rked = 1;
880                 else
881                         cs_project_is_b0rked = -1;
882                 cvar_set("vid_conwidth", w0);
883                 cvar_set("vid_conheight", h0);
884         }
885
886         if(autocvar__hud_configure)
887                 HUD_Panel_Mouse();
888         // be safe against triggerbots until everyone has the fixed engine
889         // this call is meant to overwrite the trace globals by something
890         // unsuspicious
891         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
892 }
893
894 #define spider_h "gfx/vehicles/hud_bg.tga"
895 #define spider_b "gfx/vehicles/sbot.tga"
896 #define spider_r "gfx/vehicles/sbot_rpods.tga"
897 #define spider_g "gfx/vehicles/sbot_mguns.tga"
898 #define spider_s "gfx/vehicles/shiled.tga"
899 #define spider_a1 "gfx/hud/sb_rocket.tga"
900 #define spider_a2 "gfx/sb_bullets.tga"
901
902 void CSQC_SPIDER_HUD()
903 {
904         float rockets, reload, heat, hp, shield;
905         vector picsize, hudloc;
906
907     // Fetch health & ammo stats
908     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
909         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
910         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
911         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
912         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
913
914     // Draw the crosshairs
915     picsize = drawgetimagesize(SPIDER_CROSS);
916     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
917     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
918     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
919
920     hudloc_y =  4;
921     hudloc_x = 4;
922
923     picsize = drawgetimagesize(spider_h) * 0.5;
924     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
925
926     picsize = drawgetimagesize(spider_a2) * 0.5;
927     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
928
929     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
930     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
931     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
932
933     picsize = drawgetimagesize(spider_a1) * 0.85;
934     if(rockets == 9)
935     {
936         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
937         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
938     }
939     else
940     {
941         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
942         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
943     }
944
945     picsize = drawgetimagesize(spider_b) * 0.5;
946     hudloc_y = 10.5;
947     hudloc_x = 10.5;
948
949     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
950     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
951     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
952     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
953
954
955         /*
956         // Draw health bar
957         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
958         p = p + '0 1 0' * vid_conheight - '0 32 0';
959         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
960         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
961         p_y += 8;
962         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
963         p_x += 256 * hp;
964         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
965
966         // Draw minigun heat indicator
967         p = '0.5 0 0' * (vid_conwidth - 256);
968         p = p + '0 1 0' * vid_conheight - '0 34  0';
969         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
970         p_x += 256 * (1-heat);
971         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
972
973
974         // Draw rocket icons for loaded/empty tubes.
975         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
976         pp += '0 1 0' * vid_conheight - '0 64 0';
977         for(i = 0; i < 8; ++i)
978         {
979                 p = pp + '1 0 0' * (rkt_size * i);
980                 if(rockets == 8)
981                 {
982                         if(floor(reload * 8) == i)
983                         {
984                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
985                         }
986                         else if(i < reload * 8)
987                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
988                         else
989                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
990                 }
991                 else
992                 {
993                         if(i < rockets)
994                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
995                         else
996                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
997                 }
998         }
999         */
1000
1001         if (scoreboard_showscores)
1002         {
1003                 HUD_DrawScoreboard();
1004                 HUD_DrawCenterPrint();
1005         }
1006
1007 }
1008
1009 #define raptor_h "gfx/vehicles/hud_bg.tga"
1010 #define raptor_b "gfx/vehicles/raptor.tga"
1011 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1012 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1013 #define raptor_s "gfx/vehicles/shiled.tga"
1014
1015 void CSQC_RAPTOR_HUD()
1016 {
1017         float rockets, reload, heat, hp, shield, energy;
1018         vector picsize, hudloc;
1019
1020     // Fetch health & ammo stats
1021     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1022         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1023         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1024         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1025
1026     // Draw the crosshairs
1027     picsize = drawgetimagesize(SPIDER_CROSS);
1028     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1029     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1030     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1031
1032     hudloc_y =  4;
1033     hudloc_x = 4;
1034
1035     picsize = drawgetimagesize(raptor_h) * 0.5;
1036     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1037
1038     picsize = drawgetimagesize(spider_a2) * 0.5;
1039     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1040
1041     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1042     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1043     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1044
1045
1046     picsize = drawgetimagesize(spider_a1) * 0.85;
1047     if(reload == 1)
1048     {
1049         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1050         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1051     }
1052     else
1053     {
1054         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1055         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1056     }
1057
1058     picsize = drawgetimagesize(raptor_b) * 0.5;
1059     hudloc_y = 10.5;
1060     hudloc_x = 10.5;
1061
1062     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1063     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1064     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1065     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1066
1067
1068         if (scoreboard_showscores)
1069         {
1070                 HUD_DrawScoreboard();
1071                 HUD_DrawCenterPrint();
1072         }
1073
1074 }
1075
1076 #define waki_h "gfx/vehicles/hud_bg.tga"
1077 #define waki_b "gfx/vehicles/waki.tga"
1078 #define waki_e "gfx/vehicles/waki_e.tga"
1079 #define waki_g "gfx/vehicles/waki_guns.tga"
1080 #define waki_r "gfx/vehicles/waki_rockets.tga"
1081 #define waki_s "gfx/vehicles/shiled.tga"
1082
1083 #define waki_a1 "gfx/hud/sb_rocket.tga"
1084 #define waki_a2 "gfx/sb_cells.tga"
1085
1086 void CSQC_WAKIZASHI_HUD()
1087 {
1088         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1089         float health, shield, energy, rockets;
1090         vector picsize, hudloc;
1091
1092     picsize = drawgetimagesize(SPIDER_CROSS);
1093     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1094     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1095     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1096
1097 /*
1098 const float STAT_VEHICLESTAT_HEALTH  = 60;
1099 const float STAT_VEHICLESTAT_SHIELD  = 61;
1100 const float STAT_VEHICLESTAT_ENERGY  = 62;
1101 const float STAT_VEHICLESTAT_AMMO1   = 63;
1102 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1103 const float STAT_VEHICLESTAT_AMMO2   = 65;
1104 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1105 */
1106     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1107         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1108         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1109         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1110
1111     hudloc_y =  4;
1112     hudloc_x = 4;
1113
1114     picsize = drawgetimagesize(waki_h) * 0.5;
1115     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1116
1117     picsize = drawgetimagesize(waki_a2) * 0.7;
1118     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1119
1120
1121     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1122     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1123
1124     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1125
1126     picsize = drawgetimagesize(waki_a1) * 0.75;
1127     if(rockets == 1)
1128     {
1129         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1130         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1131     }
1132     else
1133     {
1134         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1135         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1136         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1137     }
1138
1139     picsize = drawgetimagesize(waki_b) * 0.5;
1140     hudloc_y = 10.5;
1141     hudloc_x = 10.5;
1142
1143     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1144     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1145     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1146     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1147
1148
1149
1150         /*
1151         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1152         p = p + '0 1 0' * vid_conheight - '0 32 0';
1153
1154         // Draw health bar
1155         p_y += 8;
1156         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1157         p_x += 256 * health;
1158         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1159
1160         // Draw shiled bar
1161         p_x -= 256 * health;
1162         p_y += 4;
1163         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1164
1165         // Draw energy
1166         //p_x -= 256 * health;
1167         p_y -= 8;
1168         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1169
1170         // Draw rockets bar
1171         p_y += 12;
1172         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1173         */
1174
1175
1176
1177
1178         if (scoreboard_showscores)
1179         {
1180                 HUD_DrawScoreboard();
1181                 HUD_DrawCenterPrint();
1182         }
1183
1184 }
1185
1186
1187 void CSQC_common_hud(void)
1188 {
1189         // HUD_SortFrags(); done in HUD_Draw
1190         float hud;
1191         hud = getstati(STAT_HUD);
1192
1193         //hud = 10;
1194         switch(hud)
1195         {
1196                 case HUD_NORMAL:
1197                         // do some accuracy var caching
1198                         float i;
1199                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1200                         {
1201                                 acc_levels = tokenize(cvar_string("hud_panel_weapons_accuracy_color_levels"));
1202                                 if (acc_levels > MAX_ACCURACY_LEVELS)
1203                                         acc_levels = MAX_ACCURACY_LEVELS;
1204
1205                                 for (i = 0; i < acc_levels; ++i)
1206                                         acc_lev[i] = stof(argv(i));
1207                         }
1208
1209                         HUD_Main(); // always run these functions for alpha checks
1210                         HUD_DrawScoreboard();
1211
1212                         if (scoreboard_showscores || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1) // scoreboard/accuracy
1213                         {       
1214                                 HUD_Reset();
1215                                 // HUD_DrawScoreboard takes care of centerprint_start
1216                         }
1217                         else if (intermission == 2) // map voting screen
1218                         {
1219                                 HUD_FinaleOverlay();
1220                                 HUD_Reset();
1221
1222                                 centerprint_start_x = 0;
1223                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1224                         }
1225                         else // hud
1226                         {
1227                                 centerprint_start_x = 0;
1228                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1229                         }
1230
1231                         HUD_DrawCenterPrint();
1232                         break;
1233
1234                 case HUD_SPIDERBOT:
1235                         CSQC_SPIDER_HUD();
1236                         break;
1237
1238                 case HUD_WAKIZASHI:
1239                         CSQC_WAKIZASHI_HUD();
1240                         break;
1241         }
1242 }
1243
1244
1245 // following vectors must be global to allow seamless switching between camera modes
1246 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1247 void CSQC_Demo_Camera()
1248 {
1249         float speed, attenuation, dimensions;
1250         vector tmp, delta;
1251
1252         if( cvar("camera_reset") || !camera_mode )
1253         {
1254                 camera_offset = '0 0 0';
1255                 current_angles = '0 0 0';
1256                 camera_direction = '0 0 0';
1257                 camera_offset_z += 30;
1258                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1259                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1260                 current_origin = view_origin;
1261                 current_camera_offset  = camera_offset;
1262                 cvar_set("camera_reset", "0");
1263                 camera_mode = CAMERA_CHASE;
1264         }
1265
1266         // Camera angles
1267         if( camera_roll )
1268                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1269
1270         if(cvar("camera_look_player"))
1271         {
1272                 local vector dir;
1273                 local float n;
1274
1275                 dir = normalize(view_origin - current_position);
1276                 n = mouse_angles_z;
1277                 mouse_angles = vectoangles(dir);
1278                 mouse_angles_x = mouse_angles_x * -1;
1279                 mouse_angles_z = n;
1280         }
1281         else
1282         {
1283                 tmp = getmousepos() * 0.1;
1284                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1285                 {
1286                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1287                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1288                 }
1289         }
1290
1291         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1292         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1293         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1294         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1295
1296         // Fix difference when angles don't have the same sign
1297         delta = '0 0 0';
1298         if(mouse_angles_y < -60 && current_angles_y > 60)
1299                 delta = '0 360 0';
1300         if(mouse_angles_y > 60 && current_angles_y < -60)
1301                 delta = '0 -360 0';
1302
1303         if(cvar("camera_look_player"))
1304                 attenuation = cvar("camera_look_attenuation");
1305         else
1306                 attenuation = cvar("camera_speed_attenuation");
1307
1308         attenuation = 1 / max(1, attenuation);
1309         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1310
1311         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1312         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1313         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1314         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1315
1316         // Camera position
1317         tmp = '0 0 0';
1318         dimensions = 0;
1319
1320         if( camera_direction_x )
1321         {
1322                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1323                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1324                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1325                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1326                 ++dimensions;
1327         }
1328
1329         if( camera_direction_y )
1330         {
1331                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1332                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1333                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1334                 ++dimensions;
1335         }
1336
1337         if( camera_direction_z )
1338         {
1339                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1340                 ++dimensions;
1341         }
1342
1343         if(cvar("camera_free"))
1344                 speed = cvar("camera_speed_free");
1345         else
1346                 speed = cvar("camera_speed_chase");
1347
1348         if(dimensions)
1349         {
1350                 speed = speed * sqrt(1 / dimensions);
1351                 camera_offset += tmp * speed;
1352         }
1353
1354         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1355
1356         // Camera modes
1357         if( cvar("camera_free") )
1358         {
1359                 if ( camera_mode == CAMERA_CHASE )
1360                 {
1361                         current_camera_offset = current_origin + current_camera_offset;
1362                         camera_offset = current_origin + camera_offset;
1363                 }
1364
1365                 camera_mode = CAMERA_FREE;
1366                 current_position = current_camera_offset;
1367         }
1368         else
1369         {
1370                 if ( camera_mode == CAMERA_FREE )
1371                 {
1372                         current_origin = view_origin;
1373                         camera_offset = camera_offset - current_origin;
1374                         current_camera_offset = current_camera_offset - current_origin;
1375                 }
1376
1377                 camera_mode = CAMERA_CHASE;
1378
1379                 if(cvar("camera_chase_smoothly"))
1380                         current_origin += (view_origin - current_origin) * attenuation;
1381                 else
1382                         current_origin = view_origin;
1383
1384                 current_position = current_origin + current_camera_offset;
1385         }
1386
1387         R_SetView(VF_ANGLES, current_angles);
1388         R_SetView(VF_ORIGIN, current_position);
1389 }