X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=01a98318bf7c90eddfccf69d222013fe409539c4;hb=a19dce25671ecfa28e4eb3861f8636750bf3ba68;hp=99a2c135447d5fc8664fab7bd21116400ceda828;hpb=7081f27eb26915b5daae91f07e382453ecc1b2d8;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 99a2c135..01a98318 100644 --- a/cl_main.c +++ b/cl_main.c @@ -25,12 +25,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "image.h" #include "csprogs.h" #include "r_shadow.h" +#include "libcurl.h" // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat -cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"}; +cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"}; @@ -49,8 +50,10 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"}; cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"}; +#ifdef AUTODEMO_BROKEN cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" }; cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" }; +#endif cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; @@ -64,8 +67,9 @@ cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much fa cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"}; -cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"}; -cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"}; +cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"}; +cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"}; +cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; @@ -184,13 +188,11 @@ void CL_ClearState(void) // entire entity array was cleared, so just fill in a few fields ent->state_current.active = true; ent->render.model = cl.worldmodel = NULL; // no world model yet - ent->render.scale = 1; // some of the renderer still relies on scale ent->render.alpha = 1; ent->render.colormap = -1; // no special coloring ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); // noclip is turned off at start noclip_anglehack = false; @@ -201,6 +203,53 @@ void CL_ClearState(void) CL_Screen_NewMap(); } +void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet) +{ + if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))) + { + if (!quiet) + Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value); + return; + } + InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value); + if (cls.state == ca_connected && cls.netcon) + { + if (cls.protocol == PROTOCOL_QUAKEWORLD) + { + MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value)); + } + else if (!strcasecmp(key, "name")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value)); + } + else if (!strcasecmp(key, "playermodel")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value)); + } + else if (!strcasecmp(key, "playerskin")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value)); + } + else if (!strcasecmp(key, "topcolor")) + { + // don't send anything, the combined color code will be updated manually + } + else if (!strcasecmp(key, "bottomcolor")) + { + // don't send anything, the combined color code will be updated manually + } + else if (!strcasecmp(key, "rate")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value)); + } + } +} + void CL_ExpandEntities(int num) { int i, oldmaxentities; @@ -239,7 +288,7 @@ void CL_ExpandCSQCEntities(int num) oldmaxentities = cl.max_csqcentities; oldentities = cl.csqcentities; cl.max_csqcentities = (num & ~255) + 256; - cl.csqcentities = Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); + cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t)); Mem_Free(oldentities); for (i = oldmaxentities;i < cl.max_csqcentities;i++) @@ -273,6 +322,8 @@ void CL_Disconnect(void) // stop sounds (especially looping!) S_StopAllSounds (); + cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet + // clear contents blends cl.cshifts[0].percent = 0; cl.cshifts[1].percent = 0; @@ -347,6 +398,9 @@ void CL_EstablishConnection(const char *host) // stop demo loop in case this fails CL_Disconnect(); + // if downloads are running, cancel their finishing action + Curl_Clear_forthismap(); + // make sure the client ports are open before attempting to connect NetConn_UpdateSockets(); @@ -388,73 +442,74 @@ static void CL_PrintEntities_f(void) for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++) { + const char* modelname; + if (!ent->state_current.active) continue; if (ent->render.model) - strlcpy (name, ent->render.model->name, 25); + modelname = ent->render.model->name; else - strcpy(name, "--no model--"); + modelname = "--no model--"; + strlcpy(name, modelname, 25); for (j = (int)strlen(name);j < 25;j++) name[j] = ' '; - Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha); + Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha); } } //static const vec3_t nomodelmins = {-16, -16, -16}; //static const vec3_t nomodelmaxs = {16, 16, 16}; -void CL_BoundingBoxForEntity(entity_render_t *ent) +void CL_UpdateRenderEntity(entity_render_t *ent) { - if (ent->model) + vec3_t org; + vec_t scale; + model_t *model = ent->model; + // update the inverse matrix for the renderer + Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); + // update the animation blend state + R_LerpAnimation(ent); + // we need the matrix origin to center the box + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + // update entity->render.scale because the renderer needs it + ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); + if (model) { - //if (ent->angles[0] || ent->angles[2]) + // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation! +#ifdef MATRIX4x4_OPENGLORIENTATION + if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0) +#else if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) +#endif { // pitch or roll - ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2]; - //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins); - //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs); + VectorMA(org, scale, model->rotatedmins, ent->mins); + VectorMA(org, scale, model->rotatedmaxs, ent->maxs); } - //else if (ent->angles[1]) +#ifdef MATRIX4x4_OPENGLORIENTATION + else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0) +#else else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) +#endif { // yaw - ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2]; - //VectorAdd(ent->origin, ent->model->yawmins, ent->mins); - //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs); + VectorMA(org, scale, model->yawmins, ent->mins); + VectorMA(org, scale, model->yawmaxs, ent->maxs); } else { - ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2]; - //VectorAdd(ent->origin, ent->model->normalmins, ent->mins); - //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs); + VectorMA(org, scale, model->normalmins, ent->mins); + VectorMA(org, scale, model->normalmaxs, ent->maxs); } } else { - ent->mins[0] = ent->matrix.m[0][3] - 16; - ent->mins[1] = ent->matrix.m[1][3] - 16; - ent->mins[2] = ent->matrix.m[2][3] - 16; - ent->maxs[0] = ent->matrix.m[0][3] + 16; - ent->maxs[1] = ent->matrix.m[1][3] + 16; - ent->maxs[2] = ent->matrix.m[2][3] + 16; - //VectorAdd(ent->origin, nomodelmins, ent->mins); - //VectorAdd(ent->origin, nomodelmaxs, ent->maxs); + ent->mins[0] = org[0] - 16; + ent->mins[1] = org[1] - 16; + ent->mins[2] = org[2] - 16; + ent->maxs[0] = org[0] + 16; + ent->maxs[1] = org[1] + 16; + ent->maxs[2] = org[2] + 16; } } @@ -506,7 +561,6 @@ entity_t *CL_NewTempEntity(void) r_refdef.entities[r_refdef.numentities++] = &ent->render; ent->render.colormap = -1; // no special coloring - ent->render.scale = 1; ent->render.alpha = 1; VectorSet(ent->render.colormod, 1, 1, 1); return ent; @@ -574,13 +628,9 @@ dlightsetup: memset (dl, 0, sizeof(*dl)); Matrix4x4_Normalize(&dl->matrix, matrix); dl->ent = ent; - dl->origin[0] = dl->matrix.m[0][3]; - dl->origin[1] = dl->matrix.m[1][3]; - dl->origin[2] = dl->matrix.m[2][3]; + Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin); CL_FindNonSolidLocation(dl->origin, dl->origin, 6); - dl->matrix.m[0][3] = dl->origin[0]; - dl->matrix.m[1][3] = dl->origin[1]; - dl->matrix.m[2][3] = dl->origin[2]; + Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]); dl->radius = radius; dl->color[0] = red; dl->color[1] = green; @@ -663,7 +713,7 @@ void CL_UpdateLights(void) l = (i-1) % cl.lightstyle[j].length; k = cl.lightstyle[j].map[k] - 'a'; l = cl.lightstyle[j].map[l] - 'a'; - r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22; + r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22); } } @@ -717,9 +767,7 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin) // attach the flag to the player matrix Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1); Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix); - Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix); - R_LerpAnimation(&flag->render); - CL_BoundingBoxForEntity(&flag->render); + CL_UpdateRenderEntity(&flag->render); } #define MAXVIEWMODELS 32 @@ -738,12 +786,13 @@ extern void V_CalcViewBlend(void); 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) +void CL_UpdateNetworkEntity(entity_t *e) { 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], v2[3], d; + int j, k, l; + effectnameindex_t trailtype; + float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d; entity_t *t; model_t *model; trace_t trace; @@ -801,12 +850,12 @@ void CL_LinkNetworkEntity(entity_t *e) e->render.skinnum = e->state_current.skin; if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) { - if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded) + if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded) return; if (!e->csqc) { if (cl.viewentity) - CL_LinkNetworkEntity(cl.entities + cl.viewentity); + CL_UpdateNetworkEntity(cl.entities + cl.viewentity); if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active) { e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha; @@ -834,7 +883,7 @@ void CL_LinkNetworkEntity(entity_t *e) if (!t->state_current.active) return; // note: this can link to world - CL_LinkNetworkEntity(t); + CL_UpdateNetworkEntity(t); // make relative to the entity matrix = &t->render.matrix; // some properties of the tag entity carry over @@ -863,9 +912,9 @@ void CL_LinkNetworkEntity(entity_t *e) // movement lerp // if it's the player entity, update according to client movement - if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc) + if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc) { - lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); + lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]); lerp = bound(0, lerp, 1); VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin); VectorSet(angles, 0, cl.viewangles[1], 0); @@ -935,7 +984,6 @@ void CL_LinkNetworkEntity(entity_t *e) e->render.frame2time = cl.time; e->render.framelerp = 0; } - R_LerpAnimation(&e->render); // set up the render matrix // FIXME: e->render.scale should go away @@ -943,8 +991,7 @@ void CL_LinkNetworkEntity(entity_t *e) // concat the matrices to make the entity relative to its tag Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); // make the other useful stuff - Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix); - CL_BoundingBoxForEntity(&e->render); + CL_UpdateRenderEntity(&e->render); // handle effects now that we know where this entity is in the world... if (e->render.model && e->render.model->soundfromcenter) @@ -955,12 +1002,8 @@ void CL_LinkNetworkEntity(entity_t *e) Matrix4x4_Transform(&e->render.matrix, o, origin); } else - { - origin[0] = e->render.matrix.m[0][3]; - origin[1] = e->render.matrix.m[1][3]; - origin[2] = e->render.matrix.m[2][3]; - } - trailtype = -1; + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); + trailtype = EFFECT_NONE; dlightradius = 0; dlightcolor[0] = 0; dlightcolor[1] = 0; @@ -971,13 +1014,7 @@ void CL_LinkNetworkEntity(entity_t *e) if (e->render.effects & EF_BRIGHTFIELD) { if (gamemode == GAME_NEXUIZ) - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 0.75f; - dlightcolor[1] += 1.50f; - dlightcolor[2] += 3.00f; - trailtype = 8; - } + trailtype = EFFECT_TR_NEXUIZPLASMA; else CL_EntityParticles(e); } @@ -1013,38 +1050,9 @@ void CL_LinkNetworkEntity(entity_t *e) dlightcolor[2] += 1.50f; } if (e->render.effects & EF_FLAME) - { - mins[0] = origin[0] - 16.0f; - mins[1] = origin[1] - 16.0f; - mins[2] = origin[2] - 16.0f; - maxs[0] = origin[0] + 16.0f; - maxs[1] = origin[1] + 16.0f; - maxs[2] = origin[2] + 16.0f; - // how many flames to make - temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); - CL_FlameCube(mins, maxs, temp); - d = lhrandom(0.75f, 1); - dlightradius = max(dlightradius, 200); - dlightcolor[0] += d * 2.0f; - dlightcolor[1] += d * 1.5f; - dlightcolor[2] += d * 0.5f; - } + CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0); if (e->render.effects & EF_STARDUST) - { - mins[0] = origin[0] - 16.0f; - mins[1] = origin[1] - 16.0f; - mins[2] = origin[2] - 16.0f; - maxs[0] = origin[0] + 16.0f; - maxs[1] = origin[1] + 16.0f; - maxs[2] = origin[2] + 16.0f; - // how many particles to make - temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); - CL_Stardust(mins, maxs, temp); - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.0f; - dlightcolor[1] += 0.7f; - dlightcolor[2] += 0.3f; - } + CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0); if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW)) { // these are only set on player entities @@ -1057,66 +1065,30 @@ void CL_LinkNetworkEntity(entity_t *e) Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false); tempmatrix = e->render.matrix; - tempmatrix.m[0][3] = trace.endpos[0]; - tempmatrix.m[1][3] = trace.endpos[1]; - tempmatrix.m[2][3] = trace.endpos[2]; + Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]); CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); - e->persistent.muzzleflash -= cl.frametime * 10; + e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10; } // LordHavoc: if the model has no flags, don't check each if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { if (e->render.model->flags & EF_GIB) - trailtype = 2; + trailtype = EFFECT_TR_BLOOD; else if (e->render.model->flags & EF_ZOMGIB) - trailtype = 4; + trailtype = EFFECT_TR_SLIGHTBLOOD; else if (e->render.model->flags & EF_TRACER) - { - trailtype = 3; - //dlightradius = max(dlightradius, 100); - //dlightcolor[0] += 0.25f; - //dlightcolor[1] += 1.00f; - //dlightcolor[2] += 0.25f; - } + trailtype = EFFECT_TR_WIZSPIKE; else if (e->render.model->flags & EF_TRACER2) - { - trailtype = 5; - //dlightradius = max(dlightradius, 100); - //dlightcolor[0] += 1.00f; - //dlightcolor[1] += 0.60f; - //dlightcolor[2] += 0.20f; - } + trailtype = EFFECT_TR_KNIGHTSPIKE; else if (e->render.model->flags & EF_ROCKET) - { - trailtype = 0; - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 3.00f; - dlightcolor[1] += 1.50f; - dlightcolor[2] += 0.50f; - } + trailtype = EFFECT_TR_ROCKET; else if (e->render.model->flags & EF_GRENADE) { // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) - trailtype = e->render.alpha == -1 ? 7 : 1; + trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; } else if (e->render.model->flags & EF_TRACER3) - { - trailtype = 6; - 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; - } - } + trailtype = EFFECT_TR_VORESPIKE; } // LordHavoc: customizable glow if (e->state_current.glowsize) @@ -1132,7 +1104,7 @@ void CL_LinkNetworkEntity(entity_t *e) //dlightmatrix = e->render.matrix; // hack to make glowing player light shine on their gun //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/) - // dlightmatrix.m[2][3] += 30; + // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30); CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } // custom rtlight @@ -1150,9 +1122,18 @@ void CL_LinkNetworkEntity(entity_t *e) } // do trails if (e->render.flags & RENDER_GLOWTRAIL) - trailtype = 9; - if (trailtype >= 0) - CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e); + trailtype = EFFECT_TR_GLOWTRAIL; + if (trailtype) + { + float len; + vec3_t vel; + VectorSubtract(e->state_current.origin, e->state_previous.origin, vel); + len = e->state_current.time - e->state_previous.time; + if (len > 0) + len = 1.0f / len; + VectorScale(vel, len, vel); + CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor); + } VectorCopy(origin, e->persistent.trail_origin); // tenebrae's sprites are all additive mode (weird) if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) @@ -1176,12 +1157,108 @@ void CL_LinkNetworkEntity(entity_t *e) && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) e->render.flags |= RENDER_SHADOW; - // as soon as player is known we can call V_CalcRefDef - if (!csqc_loaded) - if (e->state_current.number == cl.viewentity) - V_CalcRefdef(); if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number; + // because the player may be attached to another entity, V_CalcRefdef must be deferred until here... + if (e->state_current.number == cl.viewentity) + V_CalcRefdef(); + } +} + + +/* +=============== +CL_UpdateEntities +=============== +*/ +static void CL_UpdateEntities(void) +{ + entity_t *ent; + int i; + + ent = &cl.viewent; + ent->state_previous = ent->state_current; + ent->state_current = defaultstate; + ent->state_current.time = cl.time; + ent->state_current.number = -1; + ent->state_current.active = true; + ent->state_current.modelindex = cl.stats[STAT_WEAPON]; + ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; + ent->state_current.flags = RENDER_VIEWMODEL; + if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission) + ent->state_current.modelindex = 0; + else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) + { + if (gamemode == GAME_TRANSFUSION) + ent->state_current.alpha = 128; + else + ent->state_current.modelindex = 0; + } + + // reset animation interpolation on weaponmodel if model changed + if (ent->state_previous.modelindex != ent->state_current.modelindex) + { + ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame; + ent->render.frame1time = ent->render.frame2time = cl.time; + ent->render.framelerp = 1; + } + + // start on the entity after the world + entitylinkframenumber++; + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) + { + ent = cl.entities + i; + if (ent->state_current.active) + CL_UpdateNetworkEntity(ent); + else + cl.entities_active[i] = false; + } + } + CL_UpdateNetworkEntity(&cl.viewent); +} + +// 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) +{ + entity_t *t; + if (e->persistent.linkframe != entitylinkframenumber) + { + e->persistent.linkframe = entitylinkframenumber; + // skip inactive entities and world + if (!e->state_current.active || e == cl.entities || e == cl.csqcentities) + return; + if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) + { + if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap) + return; + if (!e->csqc) + if (cl.viewentity) + CL_LinkNetworkEntity(cl.entities + cl.viewentity); + } + else + { + // if the tag entity is currently impossible, skip it + if (!e->csqc) + { + if (e->state_current.tagentity >= cl.num_entities) + return; + t = cl.entities + e->state_current.tagentity; + } + else + { + if (e->state_current.tagentity >= cl.num_csqcentities) + return; + t = cl.csqcentities + e->state_current.tagentity; + } + // if the tag entity is inactive, skip it + if (!t->state_current.active) + return; + // note: this can link to world + CL_LinkNetworkEntity(t); + } + // don't show entities with no modelindex (note: this still shows // entities which have a modelindex that resolved to a NULL model) if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities) @@ -1197,9 +1274,7 @@ void CL_RelinkWorld(void) cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0; // FIXME: this should be done at load ent->render.matrix = identitymatrix; - ent->render.inversematrix = identitymatrix; - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); ent->render.flags = RENDER_SHADOW; if (!r_fullbright.integer) ent->render.flags |= RENDER_LIGHT; @@ -1208,25 +1283,6 @@ void CL_RelinkWorld(void) r_refdef.worldmodel = cl.worldmodel; } -void CL_RelinkCSQCWorld(void) //[515]: csqc -{ - entity_t *ent = &cl.csqcentities[0]; - if(!csqc_loaded) - return; -// cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0; - // FIXME: this should be done at load - ent->render.matrix = identitymatrix; - ent->render.inversematrix = identitymatrix; - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); - ent->render.flags = RENDER_SHADOW; - if (!r_fullbright.integer) - ent->render.flags |= RENDER_LIGHT; - VectorSet(ent->render.colormod, 1, 1, 1); -// r_refdef.worldentity = &ent->render; -// r_refdef.worldmodel = cl.worldmodel; -} - static void CL_RelinkStaticEntities(void) { int i; @@ -1254,82 +1310,23 @@ static void CL_RelinkStaticEntities(void) CL_RelinkEntities =============== */ -static void CL_RelinkNetworkEntities(int drawmask) +static void CL_RelinkNetworkEntities(void) { entity_t *ent; - int i, k; - - if(!csqc_loaded) - { - ent = &cl.viewent; - ent->state_previous = ent->state_current; - ent->state_current = defaultstate; - ent->state_current.time = cl.time; - ent->state_current.number = -1; - ent->state_current.active = true; - ent->state_current.modelindex = cl.stats[STAT_WEAPON]; - ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; - ent->state_current.flags = RENDER_VIEWMODEL; - if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission) - ent->state_current.modelindex = 0; - else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) - { - if (gamemode == GAME_TRANSFUSION) - ent->state_current.alpha = 128; - else - ent->state_current.modelindex = 0; - } - - // reset animation interpolation on weaponmodel if model changed - if (ent->state_previous.modelindex != ent->state_current.modelindex) - { - ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame; - ent->render.frame1time = ent->render.frame2time = cl.time; - ent->render.framelerp = 1; - } - } + int i; // start on the entity after the world - entitylinkframenumber++; - if(drawmask & ENTMASK_ENGINE || !csqc_loaded) + for (i = 1;i < cl.num_entities;i++) { - for (i = 1;i < cl.num_entities;i++) + if (cl.entities_active[i]) { - if (cl.entities_active[i]) - { - ent = cl.entities + i; - if (!(drawmask & ENTMASK_ENGINEVIEWMODELS)) - if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask - { - cl.entities_active[i] = false; - continue; - } - if (ent->state_current.active) - CL_LinkNetworkEntity(ent); - else - cl.entities_active[i] = false; - } - } - } - - //[515]: csqc - if(csqc_loaded) - { - for (i=1,k=cl.num_csqcentities;k;i++) - { - if (cl.csqcentities_active[i]) - { - --k; - ent = cl.csqcentities + i; - if (ent->state_current.active) - CL_LinkNetworkEntity(ent); - else - cl.csqcentities_active[i] = false; - } + ent = cl.entities + i; + if (ent->state_current.active) + CL_LinkNetworkEntity(ent); + else + cl.entities_active[i] = false; } } - else - CL_LinkNetworkEntity(&cl.viewent); } static void CL_RelinkEffects(void) @@ -1344,7 +1341,7 @@ static void CL_RelinkEffects(void) if (e->active) { frame = (cl.time - e->starttime) * e->framerate + e->startframe; - intframe = frame; + intframe = (int)frame; if (intframe < 0 || intframe >= e->endframe) { memset(e, 0, sizeof(*e)); @@ -1384,19 +1381,50 @@ static void CL_RelinkEffects(void) VectorSet(ent->render.colormod, 1, 1, 1); Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); } } } } +void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) +{ + VectorCopy(b->start, start); + VectorCopy(b->end, end); + + // if coming from the player, update the start position + if (b->entity == cl.viewentity) + { + if (cl_beams_quakepositionhack.integer && !chase_active.integer) + { + // LordHavoc: this is a stupid hack from Quake that makes your + // lightning appear to come from your waist and cover less of your + // view + // in Quake this hack was applied to all players (causing the + // infamous crotch-lightning), but in darkplaces and QuakeWorld it + // only applies to your own lightning, and only in first person + Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start); + } + if (cl_beams_instantaimhack.integer) + { + vec3_t dir, localend; + vec_t len; + // LordHavoc: this updates the beam direction to match your + // viewangles + VectorSubtract(end, start, dir); + len = VectorLength(dir); + VectorNormalize(dir); + VectorSet(localend, len, 0, 0); + Matrix4x4_Transform(&r_view.matrix, localend, end); + } + } +} + void CL_RelinkBeams(void) { int i; beam_t *b; - vec3_t dist, org; + vec3_t dist, org, start, end; float d; entity_t *ent; float yaw, pitch; @@ -1413,24 +1441,14 @@ void CL_RelinkBeams(void) continue; } - // if coming from the player, update the start position - //if (b->entity == cl.viewentity) - // Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start); - if (cl_beams_relative.integer && b->entity && cl.entities[b->entity].state_current.active && b->relativestartvalid) - { - entity_render_t *r = &cl.entities[b->entity].render; - //Matrix4x4_OriginFromMatrix(&r->matrix, origin); - //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1); - Matrix4x4_Transform(&r->matrix, b->relativestart, b->start); - Matrix4x4_Transform(&r->matrix, b->relativeend, b->end); - } + CL_Beam_CalculatePositions(b, start, end); if (b->lightning) { if (cl_beams_lightatend.integer) { // FIXME: create a matrix from the beam start/end orientation - Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]); + Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]); CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } if (cl_beams_polygons.integer) @@ -1438,8 +1456,8 @@ void CL_RelinkBeams(void) } // calculate pitch and yaw - VectorSubtract (b->end, b->start, dist); - + // (this is similar to the QuakeC builtin function vectoangles) + VectorSubtract(end, start, dist); if (dist[1] == 0 && dist[0] == 0) { yaw = 0; @@ -1461,7 +1479,7 @@ void CL_RelinkBeams(void) } // add new entities for the lightning - VectorCopy (b->start, org); + VectorCopy (start, org); d = VectorNormalizeLength(dist); while (d > 0) { @@ -1475,9 +1493,7 @@ void CL_RelinkBeams(void) //ent->render.angles[1] = yaw; //ent->render.angles[2] = rand()%360; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); VectorMA(org, 30, dist, org); d -= 30; } @@ -1509,16 +1525,13 @@ static void CL_RelinkQWNails(void) VectorSet(ent->render.colormod, 1, 1, 1); Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); } } void CL_LerpPlayer(float frac) { int i; - float d; cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]); for (i = 0;i < 3;i++) @@ -1527,42 +1540,33 @@ void CL_LerpPlayer(float frac) cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]); cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); } - - if (cls.demoplayback) - { - // interpolate the angles - for (i = 0;i < 3;i++) - { - d = cl.mviewangles[0][i] - cl.mviewangles[1][i]; - if (d > 180) - d -= 360; - else if (d < -180) - d += 360; - cl.viewangles[i] = cl.mviewangles[1][i] + frac * d; - } - } } void CSQC_RelinkAllEntities (int drawmask) { - CL_RelinkNetworkEntities(drawmask); - if(drawmask & ENTMASK_ENGINE) - { - // move particles - CL_MoveParticles(); - R_MoveExplosions(); - } + // process network entities (note: this sets up the view!) + cl.num_brushmodel_entities = 0; + CL_UpdateEntities(); + entitylinkframenumber++; // link stuff CL_RelinkWorld(); - CL_RelinkCSQCWorld(); //[515]: csqc - if(drawmask & ENTMASK_ENGINE) + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); + + // link stuff + if (drawmask & ENTMASK_ENGINE) { - CL_RelinkStaticEntities(); - CL_RelinkBeams(); - CL_RelinkEffects(); + CL_RelinkNetworkEntities(); CL_RelinkQWNails(); } + + if (drawmask & ENTMASK_ENGINEVIEWMODELS) + CL_LinkNetworkEntity(&cl.viewent); // link gun model + + // update view blend + V_CalcViewBlend(); } /* @@ -1572,7 +1576,8 @@ CL_ReadFromServer Read all incoming data from the server =============== */ -extern void CL_ClientMovement_Replay(); +extern void CL_ClientMovement_Replay(void); +extern void CL_StairSmoothing(void);//view.c int CL_ReadFromServer(void) { @@ -1582,8 +1587,7 @@ int CL_ReadFromServer(void) r_refdef.time = cl.time; r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; - r_refdef.viewentitymatrix = identitymatrix; - cl.num_brushmodel_entities = 0; + r_view.matrix = identitymatrix; if (cls.state == ca_connected && cls.signon == SIGNONS) { @@ -1594,31 +1598,44 @@ int CL_ReadFromServer(void) V_DriftPitch(); V_FadeViewFlashs(); - // relink network entities (note: this sets up the view!) + // move particles + CL_MoveParticles(); + R_MoveExplosions(); + + // predict current player location CL_ClientMovement_Replay(); + + // now that the player entity has been updated we can call V_CalcRefdef + V_CalcRefdef(); + if(!csqc_loaded) //[515]: csqc { - CL_RelinkNetworkEntities(65535); - - // move particles - CL_MoveParticles(); - R_MoveExplosions(); + // process network entities (note: this sets up the view!) + cl.num_brushmodel_entities = 0; + CL_UpdateEntities(); + entitylinkframenumber++; // link stuff CL_RelinkWorld(); - CL_RelinkCSQCWorld(); //[515]: csqc CL_RelinkStaticEntities(); CL_RelinkBeams(); CL_RelinkEffects(); + + CL_RelinkNetworkEntities(); + CL_LinkNetworkEntity(&cl.viewent); // link gun model CL_RelinkQWNails(); + + // update view blend + V_CalcViewBlend(); } else csqc_frame = true; CL_UpdateLights(); + CL_StairSmoothing(); - // update view blend - V_CalcViewBlend(); + // update the r_refdef time again because cl.time may have changed + r_refdef.time = cl.time; } return 0; @@ -1643,13 +1660,13 @@ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { - Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); + Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue); return; } - fog_density = atof(Cmd_Argv(1)); - fog_red = atof(Cmd_Argv(2)); - fog_green = atof(Cmd_Argv(3)); - fog_blue = atof(Cmd_Argv(4)); + r_refdef.fog_density = atof(Cmd_Argv(1)); + r_refdef.fog_red = atof(Cmd_Argv(2)); + r_refdef.fog_green = atof(Cmd_Argv(3)); + r_refdef.fog_blue = atof(Cmd_Argv(4)); } /* @@ -1671,7 +1688,7 @@ static void CL_TimeRefresh_f (void) timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) { - Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1); + Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1); CL_UpdateScreen(); } timedelta = Sys_DoubleTime() - timestart; @@ -1714,9 +1731,6 @@ void CL_Init (void) // // register our commands // - Cvar_RegisterVariable (&csqc_progname); - Cvar_RegisterVariable (&csqc_progcrc); - Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); @@ -1747,8 +1761,10 @@ void CL_Init (void) Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file"); Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log"); +#ifdef AUTODEMO_BROKEN Cvar_RegisterVariable (&cl_autodemo); Cvar_RegisterVariable (&cl_autodemo_nameformat); +#endif Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)"); @@ -1764,7 +1780,8 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_stainmaps); Cvar_RegisterVariable(&cl_stainmaps_clearonload); Cvar_RegisterVariable(&cl_beams_polygons); - Cvar_RegisterVariable(&cl_beams_relative); + Cvar_RegisterVariable(&cl_beams_quakepositionhack); + Cvar_RegisterVariable(&cl_beams_instantaimhack); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow);