]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Wops, forgot the client & common code for the raptor hud.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"\r
2 #define spider_rocket_targ "gfx/vehicles/target.tga"\r
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"\r
4 #define rkt_size 32\r
5 #define rld_size_x 256\r
6 #define rld_size_y 16\r
7 \r
8 void CSQC_WAKIZASHI_HUD();\r
9 \r
10 entity porto;\r
11 vector polyline[16];\r
12 float trace_dphitcontents;\r
13 float trace_networkentity;\r
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
15 float DPCONTENTS_SOLID = 1; // blocks player movement\r
16 float DPCONTENTS_BODY = 32; // blocks player movement\r
17 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
19 void Porto_Draw()\r
20 {\r
21         vector p, dir, ang, q, nextdir;\r
22         float idx, portal_number, portal1_idx;\r
23 \r
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)\r
25                 return;\r
26         if(intermission == 1)\r
27                 return;\r
28         if(intermission == 2)\r
29                 return;\r
30         if (getstati(STAT_HEALTH) <= 0)\r
31                 return;\r
32 \r
33         dir = view_forward;\r
34 \r
35         if(angles_held_status)\r
36         {\r
37                 makevectors(angles_held);\r
38                 dir = v_forward;\r
39         }\r
40 \r
41         p = view_origin;\r
42 \r
43         polyline[0] = p;\r
44         idx = 1;\r
45         portal_number = 0;\r
46         nextdir = dir;\r
47 \r
48         for(;;)\r
49         {\r
50                 dir = nextdir;\r
51                 traceline(p, p + 65536 * dir, TRUE, porto);\r
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
53                         return;\r
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal\r
55                 p = trace_endpos;\r
56                 polyline[idx] = p;\r
57                 ++idx;\r
58                 if(idx >= 16)\r
59                         return;\r
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)\r
61                         continue;\r
62                 ++portal_number;\r
63                 ang = vectoangles2(trace_plane_normal, dir);\r
64                 ang_x = -ang_x;\r
65                 makevectors(ang);\r
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))\r
67                         return;\r
68                 if(portal_number == 1)\r
69                         portal1_idx = idx;\r
70                 if(portal_number >= 2)\r
71                         break;\r
72         }\r
73 \r
74         while(idx >= 2)\r
75         {\r
76                 p = polyline[idx-2];\r
77                 q = polyline[idx-1];\r
78                 if(idx == 2)\r
79                         p = p - view_up * 16;\r
80                 if(idx-1 >= portal1_idx)\r
81                 {\r
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);\r
83                 }\r
84                 else\r
85                 {\r
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
87                 }\r
88                 --idx;\r
89         }\r
90 }\r
91 \r
92 /**\r
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
94  *\r
95  * TODO: Use a better solution where a common shared entitiy is used that contains\r
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
97  * and STAT_FRAGLIMIT to be auto-sent)\r
98  */\r
99 void CheckForGamestartChange() {\r
100         float startTime;\r
101         startTime = getstatf(STAT_GAMESTARTTIME);\r
102         if (previous_game_starttime != startTime) {\r
103                 if ((time + 5.0) < startTime) {\r
104                         //if connecting to server while restart was active don't always play prepareforbattle\r
105                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
106                 }\r
107                 if (time < startTime) {\r
108                         restartAnnouncer = spawn();\r
109                         restartAnnouncer.think = restartAnnouncer_Think;\r
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
111                 }\r
112         }\r
113         previous_game_starttime = startTime;\r
114 }\r
115 \r
116 void Porto_Init()\r
117 {\r
118         porto = spawn();\r
119         porto.classname = "porto";\r
120         porto.draw = Porto_Draw;\r
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
122 }\r
123 \r
124 float drawtime;\r
125 float avgspeed;\r
126 vector GetCurrentFov(float fov)\r
127 {\r
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
129 \r
130         zoomsensitivity = cvar("cl_zoomsensitivity");\r
131         zoomfactor = cvar("cl_zoomfactor");\r
132         if(zoomfactor < 1 || zoomfactor > 16)\r
133                 zoomfactor = 2.5;\r
134         zoomspeed = cvar("cl_zoomspeed");\r
135         if(zoomspeed >= 0)\r
136                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
137                         zoomspeed = 3.5;\r
138 \r
139         zoomdir = button_zoom;\r
140         if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here\r
141                 zoomdir += button_attack2;\r
142         if(spectatee_status > 0 || isdemo())\r
143         {\r
144                 if(spectatorbutton_zoom)\r
145                         zoomdir = 0 + !zoomdir;\r
146                 // do not even THINK about removing this 0\r
147                 // _I_ know what I am doing\r
148                 // fteqcc does not\r
149         }\r
150 \r
151         if(zoomdir)\r
152                 zoomin_effect = 0;\r
153 \r
154         if(zoomin_effect || camera_active)\r
155         {\r
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
157         }\r
158         else\r
159         {\r
160                 if(zoomspeed < 0) // instant zoom\r
161                 {\r
162                         if(zoomdir)\r
163                                 current_viewzoom = 1 / zoomfactor;\r
164                         else\r
165                                 current_viewzoom = 1;\r
166                 }\r
167                 else\r
168                 {\r
169                         if(zoomdir)\r
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
171                         else\r
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
173                 }\r
174         }\r
175 \r
176         if(almost_equals(current_viewzoom, 1))\r
177                 current_zoomfraction = 0;\r
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
179                 current_zoomfraction = 1;\r
180         else\r
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
182 \r
183         if(zoomsensitivity < 1)\r
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
185         else\r
186                 setsensitivityscale(1);\r
187 \r
188         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
191 \r
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
193 \r
194         float frustumx, frustumy, fovx, fovy;\r
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
199 \r
200         return '1 0 0' * fovx + '0 1 0' * fovy;\r
201 }\r
202 \r
203 // this function must match W_SetupShot!\r
204 float zoomscript_caught;\r
205 \r
206 vector wcross_origin;\r
207 float wcross_scale_prev, wcross_alpha_prev;\r
208 vector wcross_color_prev;\r
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
210 vector wcross_color_goal_prev;\r
211 float wcross_changedonetime;\r
212 \r
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
215 float wcross_name_changestarttime, wcross_name_changedonetime;\r
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
217 entity trueaim;\r
218 entity trueaim_rifle;\r
219 \r
220 #define SHOTTYPE_HITTEAM 1\r
221 #define SHOTTYPE_HITOBSTRUCTION 2\r
222 #define SHOTTYPE_HITWORLD 3\r
223 #define SHOTTYPE_HITENEMY 4\r
224 \r
225 void TrueAim_Init()\r
226 {\r
227         trueaim = spawn();\r
228         trueaim.classname = "trueaim";\r
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
230         trueaim_rifle = spawn();\r
231         trueaim_rifle.classname = "trueaim_rifle";\r
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
233 }\r
234 \r
235 float EnemyHitCheck()\r
236 {\r
237         float t;\r
238         wcross_origin = project_3d_to_2d(trace_endpos);\r
239         wcross_origin_z = 0;\r
240         if(trace_networkentity < 1)\r
241                 return SHOTTYPE_HITWORLD;\r
242         if(trace_networkentity > maxclients)\r
243                 return SHOTTYPE_HITWORLD;\r
244         t = GetPlayerColor(trace_networkentity - 1);\r
245         if(teamplay)\r
246                 if(t == myteam)\r
247                         return SHOTTYPE_HITTEAM;\r
248         if(t == COLOR_SPECTATOR)\r
249                 return SHOTTYPE_HITWORLD;\r
250         return SHOTTYPE_HITENEMY;\r
251 }\r
252 \r
253 float TrueAimCheck()\r
254 {\r
255         float nudge = 1; // added to traceline target and subtracted from result\r
256         vector vecs, trueaimpoint, w_shotorg;\r
257         vector mi, ma, dv;\r
258         float shottype;\r
259         entity ta;\r
260         float mv;\r
261 \r
262         mi = ma = '0 0 0';\r
263         ta = trueaim;\r
264         mv = MOVE_NOMONSTERS;\r
265 \r
266         switch(activeweapon)\r
267         {\r
268                 case WEP_TUBA: // no aim\r
269                 case WEP_PORTO: // shoots from eye\r
270                 case WEP_HOOK: // no trueaim\r
271                 case WEP_GRENADE_LAUNCHER: // toss curve\r
272                         return SHOTTYPE_HITWORLD;\r
273                 case WEP_NEX:\r
274                 case WEP_MINSTANEX:\r
275                         mv = MOVE_NORMAL;\r
276                         break;\r
277                 case WEP_CAMPINGRIFLE:\r
278                         ta = trueaim_rifle;\r
279                         mv = MOVE_NORMAL;\r
280                         if(zoomscript_caught)\r
281                         {\r
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
283                                 return EnemyHitCheck();\r
284                         }\r
285                         break;\r
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!\r
287                         mi = '-3 -3 -3';\r
288                         ma = '3 3 3';\r
289                         break;\r
290                 case WEP_FIREBALL: // projectile has a size!\r
291                         mi = '-16 -16 -16';\r
292                         ma = '16 16 16';\r
293                         break;\r
294                 case WEP_ELECTRO: // projectile has a size!\r
295                         mi = '0 0 -3';\r
296                         ma = '0 0 -3';\r
297                         break;\r
298         }\r
299 \r
300         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
301 \r
302         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
303         trueaimpoint = trace_endpos;\r
304 \r
305         if(vecs_x > 0)\r
306                 vecs_y = -vecs_y;\r
307         else\r
308                 vecs = '0 0 0';\r
309 \r
310         dv = view_right * vecs_y + view_up * vecs_z;\r
311         w_shotorg = view_origin + dv;\r
312 \r
313         // now move the vecs forward as much as requested if possible\r
314         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc\r
315         w_shotorg = trace_endpos - view_forward * nudge;\r
316 \r
317         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
318         shottype = EnemyHitCheck();\r
319         if(shottype != SHOTTYPE_HITWORLD)\r
320                 return shottype;\r
321 \r
322 #if 0\r
323         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
324         // or rather, I know why, but see no fix\r
325         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
326                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace\r
327                 return SHOTTYPE_HITOBSTRUCTION;\r
328 #endif\r
329 \r
330         return SHOTTYPE_HITWORLD;\r
331 }\r
332 \r
333 void CSQC_common_hud(void);\r
334 \r
335 void CSQC_kh_hud(void);\r
336 void CSQC_ctf_hud(void);\r
337 void PostInit(void);\r
338 void CSQC_Demo_Camera();\r
339 float Sbar_WouldDrawScoreboard ();\r
340 float view_set;\r
341 float camera_mode;\r
342 string NextFrameCommand;\r
343 void CSQC_SPIDER_HUD();\r
344 void CSQC_RAPTOR_HUD();\r
345 \r
346 void CSQC_UpdateView(float w, float h)\r
347 {\r
348         entity e;\r
349         float fov;\r
350         float f, i, j;\r
351         vector v, vo;\r
352 \r
353         WaypointSprite_Load();\r
354 \r
355         if(spectatee_status)\r
356                 myteam = GetPlayerColor(spectatee_status - 1);\r
357         else\r
358                 myteam = GetPlayerColor(player_localentnum - 1);\r
359 \r
360         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
361         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
362 \r
363         warpzone_fixview_origin = pmove_org + vo;\r
364         warpzone_fixview_angles = input_angles;\r
365         WarpZone_FixView();\r
366         pmove_org = warpzone_fixview_origin - vo;\r
367         input_angles = warpzone_fixview_angles;\r
368 \r
369         // Render the Scene\r
370         if(!intermission || !view_set)\r
371         {\r
372                 view_origin = pmove_org + vo;\r
373                 view_angles = input_angles;\r
374                 makevectors(view_angles);\r
375                 view_forward = v_forward;\r
376                 view_right = v_right;\r
377                 view_up = v_up;\r
378                 view_set = 1;\r
379         }\r
380 \r
381         vid_width = w;\r
382         vid_height = h;\r
383 \r
384 #ifdef BLURTEST\r
385         if(time > blurtest_time0 && time < blurtest_time1)\r
386         {\r
387                 float r, t;\r
388 \r
389                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
390                 r = t * blurtest_radius;\r
391                 f = 1 / pow(t, blurtest_power) - 1;\r
392 \r
393                 cvar_set("r_glsl_postprocess", "1");\r
394                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
395         }\r
396         else\r
397         {\r
398                 cvar_set("r_glsl_postprocess", "0");\r
399                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
400         }\r
401 #endif\r
402 \r
403         Fog_Force();\r
404 \r
405         drawframetime = max(0.000001, time - drawtime);\r
406         drawtime = time;\r
407 \r
408         // watch for gametype changes here...\r
409         // in ParseStuffCMD the cmd isn't executed yet :/\r
410         // might even be better to add the gametype to TE_CSQC_INIT...?\r
411         if(!postinit)\r
412                 PostInit();\r
413 \r
414         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
415                 if(calledhooks & HOOK_START)\r
416                 {\r
417                         localcmd("\ncl_hook_gameend;");\r
418                         calledhooks |= HOOK_END;\r
419                 }\r
420 \r
421         CheckForGamestartChange();\r
422         serverAnnouncer();\r
423         maptimeAnnouncer();\r
424         carrierAnnouncer();\r
425 \r
426         fov = cvar("fov");\r
427         if(button_zoom || fov <= 59.5)\r
428         {\r
429                 if(!zoomscript_caught)\r
430                 {\r
431                         localcmd("+button4\n");\r
432                         zoomscript_caught = 1;\r
433                         ignore_plus_zoom += 1;\r
434                 }\r
435         }\r
436         else\r
437         {\r
438                 if(zoomscript_caught)\r
439                 {\r
440                         localcmd("-button4\n");\r
441                         zoomscript_caught = 0;\r
442                         ignore_minus_zoom += 1;\r
443                 }\r
444         }\r
445 \r
446         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
447         sbar_currentammo = cvar("sbar_showcurrentammo");\r
448         sbar_hudselector = cvar("sbar_hudselector");\r
449         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
450         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
451         activeweapon = getstati(STAT_SWITCHWEAPON);\r
452         f = cvar("teamplay");\r
453         if(f != teamplay)\r
454         {\r
455                 teamplay = f;\r
456                 Sbar_InitScores();\r
457         }\r
458 \r
459         if(last_weapon != activeweapon) {\r
460                 weapontime = time;\r
461                 last_weapon = activeweapon;\r
462         }\r
463 \r
464         // ALWAYS Clear Current Scene First\r
465         R_ClearScene();\r
466 \r
467         // Assign Standard Viewflags\r
468         // Draw the World (and sky)\r
469         R_SetView(VF_DRAWWORLD, 1);\r
470 \r
471         // Set the console size vars\r
472         vid_conwidth = cvar("vid_conwidth");\r
473         vid_conheight = cvar("vid_conheight");\r
474         vid_pixelheight = cvar("vid_pixelheight");\r
475 \r
476         R_SetView(VF_FOV, GetCurrentFov(fov));\r
477 \r
478         // Camera for demo playback\r
479         if(camera_active)\r
480         {\r
481                 if(cvar("camera_enable"))\r
482                         CSQC_Demo_Camera();\r
483                 else\r
484                 {\r
485                         cvar_set("chase_active", ftos(chase_active_backup));\r
486                         cvar_set("cl_demo_mousegrab", "0");\r
487                         camera_active = FALSE;\r
488                 }\r
489         }\r
490 #ifdef CAMERATEST\r
491         else if(cvar("camera_enable"))\r
492 #else\r
493         else if(cvar("camera_enable") && isdemo())\r
494 #endif\r
495         {\r
496                 // Enable required Darkplaces cvars\r
497                 chase_active_backup = cvar("chase_active");\r
498                 cvar_set("chase_active", "2");\r
499                 cvar_set("cl_demo_mousegrab", "1");\r
500                 camera_active = TRUE;\r
501                 camera_mode = FALSE;\r
502         }\r
503 \r
504         // Draw the Crosshair\r
505         float scoreboard_active;\r
506         scoreboard_active = Sbar_WouldDrawScoreboard();\r
507         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
508 \r
509         // Draw the Engine Status Bar (the default Quake HUD)\r
510         R_SetView(VF_DRAWENGINESBAR, 0);\r
511 \r
512         // fetch this one only once per frame\r
513         sbar_showbinds = cvar("sbar_showbinds");\r
514         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
515 \r
516         // Update the mouse position\r
517         /*\r
518            mousepos_x = vid_conwidth;\r
519            mousepos_y = vid_conheight;\r
520            mousepos = mousepos*0.5 + getmousepos();\r
521          */\r
522 \r
523         e = self;\r
524         for(self = world; (self = nextent(self)); )\r
525                 if(self.draw)\r
526                         self.draw();\r
527         self = e;\r
528 \r
529         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
530         R_RenderScene();\r
531 \r
532         // now switch to 2D drawing mode by calling a 2D drawing function\r
533         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
534         // next R_RenderScene call\r
535         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
536 \r
537         // Draw the mouse cursor\r
538         // NOTE: drawpic must happen after R_RenderScene for some reason\r
539         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
540         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
541         //self = edict_num(player_localnum);\r
542         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
543         //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
544         // as long as the ctf part isn't in, this is useless\r
545         if(menu_visible)\r
546                 menu_show();\r
547 \r
548         /*if(gametype == GAME_CTF)\r
549           {\r
550           ctf_view();\r
551           } else */\r
552 \r
553         // draw 2D entities\r
554         e = self;\r
555         for(self = world; (self = nextent(self)); )\r
556                 if(self.draw2d)\r
557                         self.draw2d();\r
558         self = e;\r
559 \r
560         // draw radar\r
561         if(\r
562                         ons_showmap\r
563                         ||\r
564                         (\r
565                          !scoreboard_active\r
566                          &&\r
567                          cvar_string("cl_teamradar") != "0"\r
568                          &&\r
569                          (\r
570                           cvar("cl_teamradar") == 2\r
571                           ||\r
572                           teamplay\r
573                          )\r
574                         )\r
575           )\r
576                 teamradar_view();\r
577 \r
578         // draw sbar\r
579         if(cvar("r_letterbox") == 0) {\r
580                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
581                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
582                                 Sbar_DrawPressedKeys();\r
583                 }\r
584 \r
585                 if (cvar("cl_showspeed"))\r
586                         Sbar_ShowSpeed();\r
587                 if (cvar("cl_showacceleration"))\r
588                         Sbar_ShowAcceleration();\r
589 \r
590                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
591         }\r
592 \r
593         float hud;\r
594         hud = getstati(STAT_HUD);\r
595         if(hud == HUD_SPIDERBOT)\r
596         {\r
597                 CSQC_SPIDER_HUD();\r
598         }\r
599         else if(hud == HUD_WAKIZASHI)\r
600         CSQC_WAKIZASHI_HUD();\r
601     else if(hud == HUD_RAPTOR)\r
602         CSQC_RAPTOR_HUD();\r
603         else\r
604         {\r
605                 if(cvar("r_letterbox") == 0)\r
606                         if(cvar("viewsize") < 120)\r
607                                 CSQC_common_hud();\r
608 \r
609                 // crosshair goes VERY LAST\r
610                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
611                         // TrueAim check\r
612                         float shottype;\r
613                         float bullets, ring_scale;\r
614                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
615                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
616                         wcross_origin_z = 0;\r
617                         if(cvar("crosshair_hittest"))\r
618                         {\r
619                                 vector wcross_oldorigin;\r
620                                 wcross_oldorigin = wcross_origin;\r
621                                 shottype = TrueAimCheck();\r
622                                 if(shottype == SHOTTYPE_HITWORLD)\r
623                                 {\r
624                                         v = wcross_origin - wcross_oldorigin;\r
625                                         v_x /= vid_conwidth;\r
626                                         v_y /= vid_conheight;\r
627                                         if(vlen(v) > 0.01)\r
628                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
629                                 }\r
630                                 if(!cvar("crosshair_hittest_showimpact"))\r
631                                         wcross_origin = wcross_oldorigin;\r
632                         }\r
633                         else\r
634                                 shottype = SHOTTYPE_HITWORLD;\r
635 \r
636                         string wcross_style;\r
637                         wcross_style = cvar_string("crosshair");\r
638 \r
639                         if (wcross_style != "0") {\r
640                                 vector wcross_color, wcross_size;\r
641                                 string wcross_wep, wcross_name;\r
642                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
643 \r
644                                 wcross_color_x = cvar("crosshair_color_red");\r
645                                 wcross_color_y = cvar("crosshair_color_green");\r
646                                 wcross_color_z = cvar("crosshair_color_blue");\r
647                                 wcross_alpha = cvar("crosshair_color_alpha");\r
648                                 wcross_resolution = cvar("crosshair_size");\r
649                                 if (cvar("crosshair_per_weapon")) {\r
650                                         e = get_weaponinfo(activeweapon);\r
651                                         if (e && e.netname != "")\r
652                                         {\r
653                                                 wcross_wep = e.netname;\r
654                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));\r
655                                                 if(wcross_style == "")\r
656                                                         wcross_style = e.netname;\r
657 \r
658                                                 if(!cvar("crosshair_color_override"))\r
659                                                 {\r
660                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));\r
661                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));\r
662                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));\r
663                                                 }\r
664 \r
665                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));\r
666                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));\r
667                                         }\r
668                                 }\r
669 \r
670                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
671 \r
672                                 if(cvar("crosshair_effect_scalefade"))\r
673                                 {\r
674                                         wcross_scale = wcross_resolution;\r
675                                         wcross_resolution = 1;\r
676                                 }\r
677                                 else\r
678                                 {\r
679                                         wcross_scale = 1;\r
680                                 }\r
681 \r
682                                 if(shottype == SHOTTYPE_HITENEMY)\r
683                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
684                                 if(shottype == SHOTTYPE_HITTEAM)\r
685                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
686 \r
687                                 f = cvar("crosshair_effect_speed");\r
688                                 if(f < 0)\r
689                                         f *= -2 * g_weaponswitchdelay;\r
690                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
691                                 {\r
692                                         wcross_changedonetime = time + f;\r
693                                 }\r
694                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
695                                 {\r
696                                         wcross_name_changestarttime = time;\r
697                                         wcross_name_changedonetime = time + f;\r
698                                         if(wcross_name_goal_prev_prev)\r
699                                                 strunzone(wcross_name_goal_prev_prev);\r
700                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
701                                         wcross_name_goal_prev = strzone(wcross_name);\r
702                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
703                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
704                                         wcross_resolution_goal_prev = wcross_resolution;\r
705                                 }\r
706 \r
707                                 wcross_scale_goal_prev = wcross_scale;\r
708                                 wcross_alpha_goal_prev = wcross_alpha;\r
709                                 wcross_color_goal_prev = wcross_color;\r
710 \r
711                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
712                                 {\r
713                                         wcross_blur = 1;\r
714                                         wcross_alpha *= 0.75;\r
715                                 }\r
716                                 else\r
717                                         wcross_blur = 0;\r
718                                 // *_prev is at time-frametime\r
719                                 // * is at wcross_changedonetime+f\r
720                                 // what do we have at time?\r
721                                 if(time < wcross_changedonetime)\r
722                                 {\r
723                                         f = frametime / (wcross_changedonetime - time + frametime);\r
724                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
725                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
726                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
727                                 }\r
728 \r
729                                 wcross_scale_prev = wcross_scale;\r
730                                 wcross_alpha_prev = wcross_alpha;\r
731                                 wcross_color_prev = wcross_color;\r
732 \r
733                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
734                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
735 \r
736                                 // ring around crosshair representing bullets left in camping rifle clip\r
737                                 if (activeweapon == WEP_CAMPINGRIFLE)\r
738                                 {\r
739                                         ring_scale = cvar("crosshair_campingrifle_ring_size");\r
740                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);\r
741                                 }\r
742                                 else\r
743                                         bullets = 0;\r
744 \r
745 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \\r
746                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/hud/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)\r
747 \r
748 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
749                                 do \\r
750                                 { \\r
751                                         if(wcross_blur > 0) \\r
752                                         { \\r
753                                                 for(i = -2; i <= 2; ++i) \\r
754                                                         for(j = -2; j <= 2; ++j) \\r
755                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
756                                         } \\r
757                                         else \\r
758                                         { \\r
759                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
760                                         } \\r
761                                 } \\r
762                                 while(0)\r
763 \r
764 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
765                                 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
766 \r
767 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
768                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
769 \r
770                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
771                                 {\r
772                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
773                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
774                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
775                                         f = 1 - f;\r
776                                 }\r
777                                 else\r
778                                 {\r
779                                         f = 1;\r
780                                 }\r
781 \r
782                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
783                                 if(bullets)\r
784                                 {\r
785                                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);\r
786                                 }\r
787                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
788                                 wcross_name_alpha_goal_prev = f;\r
789                         }\r
790                 }\r
791                 else\r
792                 {\r
793                         wcross_scale_prev = 0;\r
794                         wcross_alpha_prev = 0;\r
795                         wcross_scale_goal_prev = 0;\r
796                         wcross_alpha_goal_prev = 0;\r
797                         wcross_changedonetime = 0;\r
798                         if(wcross_name_goal_prev)\r
799                                 strunzone(wcross_name_goal_prev);\r
800                         wcross_name_goal_prev = string_null;\r
801                         if(wcross_name_goal_prev_prev)\r
802                                 strunzone(wcross_name_goal_prev_prev);\r
803                         wcross_name_goal_prev_prev = string_null;\r
804                         wcross_name_changestarttime = 0;\r
805                         wcross_name_changedonetime = 0;\r
806                         wcross_name_alpha_goal_prev = 0;\r
807                         wcross_name_alpha_goal_prev_prev = 0;\r
808                         wcross_resolution_goal_prev = 0;\r
809                         wcross_resolution_goal_prev_prev = 0;\r
810                 }\r
811         }\r
812 \r
813         if(NextFrameCommand)\r
814         {\r
815                 localcmd("\n", NextFrameCommand, "\n");\r
816                 NextFrameCommand = string_null;\r
817         }\r
818 \r
819         // we must do this check AFTER a frame was rendered, or it won't work\r
820         if(cs_project_is_b0rked == 0)\r
821         {\r
822                 string w0, h0;\r
823                 w0 = cvar_string("vid_conwidth");\r
824                 h0 = cvar_string("vid_conheight");\r
825                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
826                 //R_SetView(VF_FOV, '90 90 0');\r
827                 R_SetView(VF_ORIGIN, '0 0 0');\r
828                 R_SetView(VF_ANGLES, '0 0 0');\r
829                 R_SetView(VF_PERSPECTIVE, 1);\r
830                 makevectors('0 0 0');\r
831                 vector v1, v2;\r
832                 cvar_set("vid_conwidth", "800");\r
833                 cvar_set("vid_conheight", "600");\r
834                 v1 = cs_project(v_forward);\r
835                 cvar_set("vid_conwidth", "640");\r
836                 cvar_set("vid_conheight", "480");\r
837                 v2 = cs_project(v_forward);\r
838                 if(v1 == v2)\r
839                         cs_project_is_b0rked = 1;\r
840                 else\r
841                         cs_project_is_b0rked = -1;\r
842                 cvar_set("vid_conwidth", w0);\r
843                 cvar_set("vid_conheight", h0);\r
844         }\r
845 \r
846         // be safe against triggerbots until everyone has the fixed engine\r
847         // this call is meant to overwrite the trace globals by something\r
848         // unsuspicious\r
849         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
850 }\r
851 \r
852 void Sbar_Draw();\r
853 #define spider_h "gfx/vehicles/hud_bg.tga"\r
854 #define spider_b "gfx/vehicles/sbot.tga"\r
855 #define spider_r "gfx/vehicles/sbot_rpods.tga"\r
856 #define spider_g "gfx/vehicles/sbot_mguns.tga"\r
857 #define spider_s "gfx/vehicles/shiled.tga"\r
858 \r
859 #define spider_a1 "gfx/hud/sb_rocket.tga"\r
860 #define spider_a2 "gfx/sb_bullets.tga"\r
861 \r
862 void CSQC_SPIDER_HUD()\r
863 {\r
864         float rockets, reload, heat, hp, shield;\r
865         vector picsize, hudloc;\r
866 \r
867     // Fetch health & ammo stats\r
868     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);\r
869         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);\r
870         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);\r
871         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);\r
872         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);\r
873 \r
874     // Draw the crosshairs\r
875     picsize = drawgetimagesize(SPIDER_CROSS);\r
876     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);\r
877     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);\r
878     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);\r
879 \r
880     hudloc_y =  4;\r
881     hudloc_x = 4;\r
882 \r
883     picsize = drawgetimagesize(spider_h) * 0.5;\r
884     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
885 \r
886     picsize = drawgetimagesize(spider_a2) * 0.5;\r
887     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
888 \r
889     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);\r
890     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);\r
891     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);\r
892 \r
893     picsize = drawgetimagesize(spider_a1) * 0.85;\r
894     if(rockets == 9)\r
895     {\r
896         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);\r
897         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);\r
898     }\r
899     else\r
900     {\r
901         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
902         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);\r
903     }\r
904 \r
905     picsize = drawgetimagesize(spider_b) * 0.5;\r
906     hudloc_y = 10.5;\r
907     hudloc_x = 10.5;\r
908 \r
909     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);\r
910     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);\r
911     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);\r
912     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);\r
913 \r
914 \r
915         /*\r
916         // Draw health bar\r
917         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
918         p = p + '0 1 0' * vid_conheight - '0 32 0';\r
919         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));\r
920         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);\r
921         p_y += 8;\r
922         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);\r
923         p_x += 256 * hp;\r
924         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);\r
925 \r
926         // Draw minigun heat indicator\r
927         p = '0.5 0 0' * (vid_conwidth - 256);\r
928         p = p + '0 1 0' * vid_conheight - '0 34  0';\r
929         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);\r
930         p_x += 256 * (1-heat);\r
931         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);\r
932 \r
933 \r
934         // Draw rocket icons for loaded/empty tubes.\r
935         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
936         pp += '0 1 0' * vid_conheight - '0 64 0';\r
937         for(i = 0; i < 8; ++i)\r
938         {\r
939                 p = pp + '1 0 0' * (rkt_size * i);\r
940                 if(rockets == 8)\r
941                 {\r
942                         if(floor(reload * 8) == i)\r
943                         {\r
944                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);\r
945                         }\r
946                         else if(i < reload * 8)\r
947                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);\r
948                         else\r
949                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);\r
950                 }\r
951                 else\r
952                 {\r
953                         if(i < rockets)\r
954                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);\r
955                         else\r
956                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);\r
957                 }\r
958         }\r
959         */\r
960 \r
961         if (sb_showscores)\r
962         {\r
963                 Sbar_DrawScoreboard();\r
964                 Sbar_DrawCenterPrint();\r
965         }\r
966 \r
967 }\r
968 \r
969 #define raptor_h "gfx/vehicles/hud_bg.tga"\r
970 #define raptor_b "gfx/vehicles/raptor.tga"\r
971 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"\r
972 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"\r
973 #define raptor_s "gfx/vehicles/shiled.tga"\r
974 \r
975 #define spider_a1 "gfx/hud/sb_rocket.tga"\r
976 #define spider_a2 "gfx/sb_bullets.tga"\r
977 \r
978 void CSQC_RAPTOR_HUD()\r
979 {\r
980         float rockets, reload, heat, hp, shield, energy;\r
981         vector picsize, hudloc;\r
982 \r
983     // Fetch health & ammo stats\r
984     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);\r
985         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);\r
986         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);\r
987         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);\r
988 \r
989     // Draw the crosshairs\r
990     picsize = drawgetimagesize(SPIDER_CROSS);\r
991     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);\r
992     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);\r
993     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);\r
994 \r
995     hudloc_y =  4;\r
996     hudloc_x = 4;\r
997 \r
998     picsize = drawgetimagesize(raptor_h) * 0.5;\r
999     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
1000 \r
1001     picsize = drawgetimagesize(spider_a2) * 0.5;\r
1002     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
1003 \r
1004     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);\r
1005     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);\r
1006     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);\r
1007 \r
1008 \r
1009     picsize = drawgetimagesize(spider_a1) * 0.85;\r
1010     if(reload == 1)\r
1011     {\r
1012         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
1013         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);\r
1014     }\r
1015     else\r
1016     {\r
1017         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
1018         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);\r
1019     }\r
1020 \r
1021     picsize = drawgetimagesize(raptor_b) * 0.5;\r
1022     hudloc_y = 10.5;\r
1023     hudloc_x = 10.5;\r
1024 \r
1025     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);\r
1026     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);\r
1027     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);\r
1028     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);\r
1029 \r
1030 \r
1031         if (sb_showscores)\r
1032         {\r
1033                 Sbar_DrawScoreboard();\r
1034                 Sbar_DrawCenterPrint();\r
1035         }\r
1036 \r
1037 }\r
1038 \r
1039 #define waki_h "gfx/vehicles/hud_bg.tga"\r
1040 #define waki_b "gfx/vehicles/waki.tga"\r
1041 #define waki_e "gfx/vehicles/waki_e.tga"\r
1042 #define waki_g "gfx/vehicles/waki_guns.tga"\r
1043 #define waki_r "gfx/vehicles/waki_rockets.tga"\r
1044 #define waki_s "gfx/vehicles/shiled.tga"\r
1045 \r
1046 #define waki_a1 "gfx/hud/sb_rocket.tga"\r
1047 #define waki_a2 "gfx/sb_cells.tga"\r
1048 \r
1049 void CSQC_WAKIZASHI_HUD()\r
1050 {\r
1051         // 0--1 floats. 1 = 100%, 0.6 = 50%.\r
1052         float health, shield, energy, rockets;\r
1053         vector picsize, hudloc;\r
1054 \r
1055     picsize = drawgetimagesize(SPIDER_CROSS);\r
1056     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);\r
1057     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);\r
1058     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);\r
1059 \r
1060 /*\r
1061 const float STAT_VEHICLESTAT_HEALTH  = 60;\r
1062 const float STAT_VEHICLESTAT_SHIELD  = 61;\r
1063 const float STAT_VEHICLESTAT_ENERGY  = 62;\r
1064 const float STAT_VEHICLESTAT_AMMO1   = 63;\r
1065 const float STAT_VEHICLESTAT_RELAOD1 = 64;\r
1066 const float STAT_VEHICLESTAT_AMMO2   = 65;\r
1067 const float STAT_VEHICLESTAT_RELOAD2 = 66;\r
1068 */\r
1069     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);\r
1070         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);\r
1071         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);\r
1072         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);\r
1073 \r
1074     hudloc_y =  4;\r
1075     hudloc_x = 4;\r
1076 \r
1077     picsize = drawgetimagesize(waki_h) * 0.5;\r
1078     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
1079 \r
1080     picsize = drawgetimagesize(waki_a2) * 0.7;\r
1081     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
1082 \r
1083 \r
1084     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);\r
1085     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);\r
1086 \r
1087     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);\r
1088 \r
1089     picsize = drawgetimagesize(waki_a1) * 0.75;\r
1090     if(rockets == 1)\r
1091     {\r
1092         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
1093         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);\r
1094     }\r
1095     else\r
1096     {\r
1097         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);\r
1098         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);\r
1099         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);\r
1100     }\r
1101 \r
1102     picsize = drawgetimagesize(waki_b) * 0.5;\r
1103     hudloc_y = 10.5;\r
1104     hudloc_x = 10.5;\r
1105 \r
1106     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);\r
1107     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);\r
1108     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);\r
1109     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);\r
1110 \r
1111 \r
1112 \r
1113         /*\r
1114         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));\r
1115         p = p + '0 1 0' * vid_conheight - '0 32 0';\r
1116 \r
1117         // Draw health bar\r
1118         p_y += 8;\r
1119         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);\r
1120         p_x += 256 * health;\r
1121         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);\r
1122 \r
1123         // Draw shiled bar\r
1124         p_x -= 256 * health;\r
1125         p_y += 4;\r
1126         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);\r
1127 \r
1128         // Draw energy\r
1129         //p_x -= 256 * health;\r
1130         p_y -= 8;\r
1131         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);\r
1132 \r
1133         // Draw rockets bar\r
1134         p_y += 12;\r
1135         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);\r
1136         */\r
1137 \r
1138 \r
1139 \r
1140 \r
1141         if (sb_showscores)\r
1142         {\r
1143                 Sbar_DrawScoreboard();\r
1144                 Sbar_DrawCenterPrint();\r
1145         }\r
1146 \r
1147 }\r
1148 \r
1149 \r
1150 void CSQC_common_hud(void)\r
1151 {\r
1152         // Sbar_SortFrags(); done in Sbar_Draw\r
1153         float hud;\r
1154         hud = getstati(STAT_HUD);\r
1155 \r
1156         //hud = 10;\r
1157         switch(hud)\r
1158         {\r
1159                 case HUD_NORMAL:\r
1160                         Sbar_Draw();\r
1161                         break;\r
1162 \r
1163                 case HUD_SPIDERBOT:\r
1164                         CSQC_SPIDER_HUD();\r
1165                         break;\r
1166 \r
1167                 case HUD_WAKIZASHI:\r
1168                         CSQC_WAKIZASHI_HUD();\r
1169                         break;\r
1170         }\r
1171 }\r
1172 \r
1173 \r
1174 // following vectors must be global to allow seamless switching between camera modes\r
1175 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1176 void CSQC_Demo_Camera()\r
1177 {\r
1178         float speed, attenuation, dimensions;\r
1179         vector tmp, delta;\r
1180 \r
1181         if( cvar("camera_reset") || !camera_mode )\r
1182         {\r
1183                 camera_offset = '0 0 0';\r
1184                 current_angles = '0 0 0';\r
1185                 camera_direction = '0 0 0';\r
1186                 camera_offset_z += 30;\r
1187                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1188                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1189                 current_origin = view_origin;\r
1190                 current_camera_offset  = camera_offset;\r
1191                 cvar_set("camera_reset", "0");\r
1192                 camera_mode = CAMERA_CHASE;\r
1193         }\r
1194 \r
1195         // Camera angles\r
1196         if( camera_roll )\r
1197                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1198 \r
1199         if(cvar("camera_look_player"))\r
1200         {\r
1201                 local vector dir;\r
1202                 local float n;\r
1203 \r
1204                 dir = normalize(view_origin - current_position);\r
1205                 n = mouse_angles_z;\r
1206                 mouse_angles = vectoangles(dir);\r
1207                 mouse_angles_x = mouse_angles_x * -1;\r
1208                 mouse_angles_z = n;\r
1209         }\r
1210         else\r
1211         {\r
1212                 tmp = getmousepos() * 0.1;\r
1213                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1214                 {\r
1215                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1216                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1217                 }\r
1218         }\r
1219 \r
1220         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1221         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1222         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1223         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1224 \r
1225         // Fix difference when angles don't have the same sign\r
1226         delta = '0 0 0';\r
1227         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1228                 delta = '0 360 0';\r
1229         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1230                 delta = '0 -360 0';\r
1231 \r
1232         if(cvar("camera_look_player"))\r
1233                 attenuation = cvar("camera_look_attenuation");\r
1234         else\r
1235                 attenuation = cvar("camera_speed_attenuation");\r
1236 \r
1237         attenuation = 1 / max(1, attenuation);\r
1238         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1239 \r
1240         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1241         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1242         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1243         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1244 \r
1245         // Camera position\r
1246         tmp = '0 0 0';\r
1247         dimensions = 0;\r
1248 \r
1249         if( camera_direction_x )\r
1250         {\r
1251                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1252                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1253                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1254                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1255                 ++dimensions;\r
1256         }\r
1257 \r
1258         if( camera_direction_y )\r
1259         {\r
1260                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1261                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1262                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1263                 ++dimensions;\r
1264         }\r
1265 \r
1266         if( camera_direction_z )\r
1267         {\r
1268                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1269                 ++dimensions;\r
1270         }\r
1271 \r
1272         if(cvar("camera_free"))\r
1273                 speed = cvar("camera_speed_free");\r
1274         else\r
1275                 speed = cvar("camera_speed_chase");\r
1276 \r
1277         if(dimensions)\r
1278         {\r
1279                 speed = speed * sqrt(1 / dimensions);\r
1280                 camera_offset += tmp * speed;\r
1281         }\r
1282 \r
1283         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1284 \r
1285         // Camera modes\r
1286         if( cvar("camera_free") )\r
1287         {\r
1288                 if ( camera_mode == CAMERA_CHASE )\r
1289                 {\r
1290                         current_camera_offset = current_origin + current_camera_offset;\r
1291                         camera_offset = current_origin + camera_offset;\r
1292                 }\r
1293 \r
1294                 camera_mode = CAMERA_FREE;\r
1295                 current_position = current_camera_offset;\r
1296         }\r
1297         else\r
1298         {\r
1299                 if ( camera_mode == CAMERA_FREE )\r
1300                 {\r
1301                         current_origin = view_origin;\r
1302                         camera_offset = camera_offset - current_origin;\r
1303                         current_camera_offset = current_camera_offset - current_origin;\r
1304                 }\r
1305 \r
1306                 camera_mode = CAMERA_CHASE;\r
1307 \r
1308                 if(cvar("camera_chase_smoothly"))\r
1309                         current_origin += (view_origin - current_origin) * attenuation;\r
1310                 else\r
1311                         current_origin = view_origin;\r
1312 \r
1313                 current_position = current_origin + current_camera_offset;\r
1314         }\r
1315 \r
1316         R_SetView(VF_ANGLES, current_angles);\r
1317         R_SetView(VF_ORIGIN, current_position);\r
1318 }\r