]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
converted portal building over to use polygon functions instead of winding
[xonotic/darkplaces.git] / cl_main.c
index 588be09c5e875620767eff157592b0e46e027cb1..75e5d57c5493dbf3547d341365794de7a42a8373 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -46,12 +46,11 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
 
 cvar_t r_draweffects = {0, "r_draweffects", "1"};
 
-cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
-cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0.01"};
-cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "1"};
-cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "1"};
-cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "1"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
 
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
 
@@ -109,6 +108,8 @@ void CL_ClearState(void)
 
 // wipe the entire cl structure
        memset (&cl, 0, sizeof(cl));
+       // reset the view zoom interpolation
+       cl.viewzoomold = cl.viewzoomnew = 1;
 
        SZ_Clear (&cls.message);
 
@@ -497,7 +498,8 @@ extern void V_CalcRefdef(void);
 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
 void CL_LinkNetworkEntity(entity_t *e)
 {
-       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
+       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+       //matrix4x4_t dlightmatrix;
        int j, k, l, trailtype, temp;
        float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
        entity_t *t;
@@ -757,25 +759,25 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                trailtype = 3;
                                dlightradius = max(dlightradius, 100);
-                               dlightcolor[0] += 0.12f;
-                               dlightcolor[1] += 0.50f;
-                               dlightcolor[2] += 0.12f;
+                               dlightcolor[0] += 0.25f;
+                               dlightcolor[1] += 1.00f;
+                               dlightcolor[2] += 0.25f;
                        }
                        else if (e->render.model->flags & EF_TRACER2)
                        {
                                trailtype = 5;
                                dlightradius = max(dlightradius, 100);
-                               dlightcolor[0] += 0.50f;
-                               dlightcolor[1] += 0.30f;
-                               dlightcolor[2] += 0.10f;
+                               dlightcolor[0] += 1.00f;
+                               dlightcolor[1] += 0.60f;
+                               dlightcolor[2] += 0.20f;
                        }
                        else if (e->render.model->flags & EF_ROCKET)
                        {
                                trailtype = 0;
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 1.50f;
-                               dlightcolor[1] += 1.20f;
-                               dlightcolor[2] += 0.60f;
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 0.50f;
                        }
                        else if (e->render.model->flags & EF_GRENADE)
                        {
@@ -785,10 +787,20 @@ void CL_LinkNetworkEntity(entity_t *e)
                        else if (e->render.model->flags & EF_TRACER3)
                        {
                                trailtype = 6;
-                               dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.60f;
-                               dlightcolor[1] += 0.25f;
-                               dlightcolor[2] += 0.50f;
+                               if (gamemode == GAME_PRYDON)
+                               {
+                                       dlightradius = max(dlightradius, 100);
+                                       dlightcolor[0] += 0.30f;
+                                       dlightcolor[1] += 0.60f;
+                                       dlightcolor[2] += 1.20f;
+                               }
+                               else
+                               {
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 1.20f;
+                                       dlightcolor[1] += 0.50f;
+                                       dlightcolor[2] += 1.00f;
+                               }
                        }
                }
                // LordHavoc: customizable glow
@@ -799,25 +811,26 @@ void CL_LinkNetworkEntity(entity_t *e)
                        dlightradius = max(dlightradius, e->state_current.glowsize * 4);
                        VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
-               {
-                       if (e->state_current.light[3])
-                               dlightradius = max(dlightradius, e->state_current.light[3]);
-                       else
-                               dlightradius = max(dlightradius, 350);
-                       if (VectorLength2(dlightcolor) == 0)
-                               (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
-                       else
-                               VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
-               }
-               // make the dlight
+               // make the glow dlight
                if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       dlightmatrix = e->render.matrix;
+                       //dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
                        //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
                        //      dlightmatrix.m[2][3] += 30;
-                       CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
+                       CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1);
+               }
+               // custom rtlight
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               {
+                       float light[4];
+                       VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+                       light[3] = e->state_current.light[3];
+                       if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+                               VectorSet(light, 1, 1, 1);
+                       if (light[3] == 0)
+                               light[3] = 350;
+                       CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
                }
                // trails need the previous frame
                if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
@@ -1222,10 +1235,36 @@ static void CL_Fog_f (void)
 CL_Init
 =================
 */
+//VorteX: cvars for GAME_NETHERWORLD
+cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; 
+cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; 
+cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; 
+cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; 
+cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
+cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
+cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
+cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
+cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
+cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"};  //Asking on saving to full saveslot in savegame menu
+cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; 
+cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; 
+cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; 
+cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; 
+cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
+cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};  
+cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; 
+cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
+cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
+cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
+cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; 
+cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; 
+cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; 
+cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; 
+
 void CL_Init (void)
 {
-       cl_entities_mempool = Mem_AllocPool("client entities");
-       cl_refdef_mempool = Mem_AllocPool("refdef");
+       cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
+       cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
 
        memset(&r_refdef, 0, sizeof(r_refdef));
        // max entities sent to renderer per frame
@@ -1279,7 +1318,6 @@ void CL_Init (void)
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
 
        Cvar_RegisterVariable(&r_draweffects);
-       Cvar_RegisterVariable(&cl_explosions);
        Cvar_RegisterVariable(&cl_explosions_alpha_start);
        Cvar_RegisterVariable(&cl_explosions_alpha_end);
        Cvar_RegisterVariable(&cl_explosions_size_start);
@@ -1291,6 +1329,34 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
 
+       if (gamemode == GAME_NETHERWORLD)
+       {
+               Cvar_RegisterVariable (&cl_playermodel); 
+               Cvar_RegisterVariable (&cl_footsteps); 
+               Cvar_RegisterVariable (&cl_weapon_ofs); 
+               Cvar_RegisterVariable (&cl_weapon_bstep); 
+               Cvar_RegisterVariable (&cl_weapon_bborder);
+               Cvar_RegisterVariable (&cl_weapon_bphase);
+               Cvar_RegisterVariable (&cl_weapon_bphasescale);
+               Cvar_RegisterVariable (&cl_weapon_bphasescissor);
+               Cvar_RegisterVariable (&cl_deathcam);    //Hack for q3-style death
+               Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
+               //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
+               Cvar_RegisterVariable (&sv_monsters_healthscale); 
+               Cvar_RegisterVariable (&sv_monsters_damagescale); 
+               Cvar_RegisterVariable (&sv_monsters_randomize);
+               Cvar_RegisterVariable (&sv_monsters_multiply); 
+               Cvar_RegisterVariable (&sv_monsters_multiply_radius); 
+               Cvar_RegisterVariable (&sv_monsters_ai_skillmod); 
+               Cvar_RegisterVariable (&sv_monsters_ai_agrmod); 
+               Cvar_RegisterVariable (&sv_monsters_ai_dexmod); 
+               Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
+               Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); 
+               Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); 
+               Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); 
+               Cvar_RegisterVariable (&sv_corpses_solid); 
+       }
+
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
@@ -1299,3 +1365,5 @@ void CL_Init (void)
        CL_Video_Init();
 }
 
+
+