X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=619a9e6bc9733a715f9332646f750bdc7f8f9b14;hb=HEAD;hp=e5f6fef1cd9c2166375966332043f379e6e7968a;hpb=0254ae31b9a4800d63f8d89507e5a9b31de455ea;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index e5f6fef1..71443f14 100644 --- a/cl_main.c +++ b/cl_main.c @@ -21,78 +21,97 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "cl_collision.h" -#include "cl_gecko.h" #include "cl_video.h" #include "image.h" #include "csprogs.h" #include "r_shadow.h" #include "libcurl.h" #include "snd_main.h" +#include "cdaudio.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"}; -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 csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; +cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; +cvar_t csqc_progcrc = {CF_CLIENT | CF_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 csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; +cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"}; +cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"}; +cvar_t csqc_lowres = {CF_CLIENT, "csqc_lowres", "0", "make EXT_CSQC functions CSQC_UpdateView(), setproperty(), getproperty() use the virtual 2D resolution (FTEQW/QSS behaviour) instead of the real resolution (DP behaviour); this mode is always used for the CSQC_SIMPLE (aka hud-only) CSQC_DrawHud() parameters; see cvars vid_conheight and vid_conwidth"}; -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"}; -cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"}; -cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"}; +cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"}; +cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"}; +cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"}; +cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"}; +cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"}; -cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"}; -cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"}; +cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"}; +cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"}; -cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"}; -cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"}; -cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"}; +cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"}; +cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"}; +cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"}; -cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"}; -cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"}; -cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"}; -cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"}; +cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"}; +cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"}; +cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"}; +cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"}; -cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"}; +cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"}; -cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" }; -cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" }; -cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" }; +cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" }; +cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" }; +cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" }; +cvar_t cl_startdemos = {CF_CLIENT | CF_ARCHIVE, "cl_startdemos", "1", "1 enables the `startdemos` loop used in Quake and some mods, 0 goes straight to the menu"}; -cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; +cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"}; -cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"}; -cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"}; -cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"}; -cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"}; -cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"}; +cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"}; +cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"}; +cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"}; +cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"}; +cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"}; -cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"}; -cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"}; +cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"}; +cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "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_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", "0", "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_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"}; +cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"}; +cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"}; +cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"}; -cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"}; +cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"}; -cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; +cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"}; -cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"}; -cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"}; +cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"}; +cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"}; -cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"}; +cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"}; -cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"}; -cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"}; +cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"}; +cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"}; -cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; +cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; -cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"}; -cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"}; +cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"}; +cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"}; + +cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"}; +cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"}; +cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"}; +cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"}; +cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"}; +cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"}; +cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"}; +cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"}; +cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"}; +cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep", "0", "gives up some processing time to other applications each frame, value in milliseconds, disabled if a timedemo is running"}; +cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"}; + +cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"}; +cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"}; -extern cvar_t r_equalize_entities_fullbright; client_static_t cls; client_state_t cl; @@ -103,7 +122,6 @@ CL_ClearState ===================== */ -void CL_VM_ShutDown (void); void CL_ClearState(void) { int i; @@ -135,7 +153,7 @@ void CL_ClearState(void) // tweak these if the game runs out cl.max_csqcrenderentities = 0; - cl.max_entities = MAX_ENITIES_INITIAL; + cl.max_entities = MAX_ENTITIES_INITIAL; cl.max_static_entities = MAX_STATICENTITIES; cl.max_effects = MAX_EFFECTS; cl.max_beams = MAX_BEAMS; @@ -143,7 +161,6 @@ void CL_ClearState(void) cl.max_lightstyle = MAX_LIGHTSTYLES; cl.max_brushmodel_entities = MAX_EDICTS; cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically - cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically cl.max_showlmps = 0; cl.num_dlights = 0; @@ -160,10 +177,9 @@ void CL_ClearState(void) cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t)); cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int)); cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t)); - cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t)); cl.showlmps = NULL; - // LordHavoc: have to set up the baseline info for alpha and other stuff + // LadyHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl.max_entities;i++) { cl.entities[i].state_baseline = defaultstate; @@ -171,7 +187,7 @@ void CL_ClearState(void) cl.entities[i].state_current = defaultstate; } - if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC) + if (IS_NEXUIZ_DERIVED(gamemode)) { VectorSet(cl.playerstandmins, -16, -16, -24); VectorSet(cl.playerstandmaxs, 16, 16, 45); @@ -211,10 +227,14 @@ void CL_ClearState(void) CL_Screen_NewMap(); } -void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet) +extern cvar_t cl_topcolor; +extern cvar_t cl_bottomcolor; + +void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet) { int i; - qboolean fail = false; + qbool fail = false; + char vabuf[1024]; if (!allowstarkey && key[0] == '*') fail = true; if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))) @@ -237,35 +257,42 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo if (cls.protocol == PROTOCOL_QUAKEWORLD) { MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value)); } - else if (!strcasecmp(key, "name")) + else if (!strcasecmp(key, "_cl_name") || !strcasecmp(key, "name")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value)); } else if (!strcasecmp(key, "playermodel")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value)); } else if (!strcasecmp(key, "playerskin")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value)); } else if (!strcasecmp(key, "topcolor")) { - // don't send anything, the combined color code will be updated manually + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer)); } else if (!strcasecmp(key, "bottomcolor")) { - // don't send anything, the combined color code will be updated manually + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value))); } else if (!strcasecmp(key, "rate")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value)); + } + else if (!strcasecmp(key, "rate_burstsize")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value)); } } } @@ -319,6 +346,18 @@ void CL_ExpandCSQCRenderEntities(int num) } } +static void CL_ToggleMenu_Hook(void) +{ +#ifdef CONFIG_MENU + // remove menu + if (key_dest == key_menu || key_dest == key_menu_grabbed) + MR_ToggleMenu(0); +#endif + key_dest = key_game; +} + +extern cvar_t rcon_secure; + /* ===================== CL_Disconnect @@ -327,23 +366,40 @@ Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ -void CL_Disconnect(void) + +void CL_DisconnectEx(qbool kicked, const char *fmt, ... ) { + va_list argptr; + char reason[512]; + if (cls.state == ca_dedicated) return; - if (COM_CheckParm("-profilegameonly")) + if(fmt) + { + va_start(argptr,fmt); + dpvsnprintf(reason,sizeof(reason),fmt,argptr); + va_end(argptr); + } + else + { + dpsnprintf(reason, sizeof(reason), "Disconnect by user"); + } + + if (Sys_CheckParm("-profilegameonly")) Sys_AllowProfiling(false); Curl_Clear_forthismap(); Con_DPrintf("CL_Disconnect\n"); - Cvar_SetValueQuick(&csqc_progcrc, -1); + Cvar_SetValueQuick(&csqc_progcrc, -1); Cvar_SetValueQuick(&csqc_progsize, -1); CL_VM_ShutDown(); -// stop sounds (especially looping!) - S_StopAllSounds (); + // stop sounds (especially looping!) + S_StopAllSounds(); + // prevent dlcache assets from this server from interfering with the next one + FS_UnloadPacks_dlcache(); cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet @@ -362,43 +418,147 @@ void CL_Disconnect(void) else if (cls.netcon) { sizebuf_t buf; - unsigned char bufdata[8]; + unsigned char bufdata[520]; if (cls.demorecording) - CL_Stop_f(); + CL_Stop_f(cmd_local); - // send disconnect message 3 times to improve chances of server - // receiving it (but it still fails sometimes) - memset(&buf, 0, sizeof(buf)); - buf.data = bufdata; - buf.maxsize = sizeof(bufdata); - if (cls.protocol == PROTOCOL_QUAKEWORLD) - { - Con_DPrint("Sending drop command\n"); - MSG_WriteByte(&buf, qw_clc_stringcmd); - MSG_WriteString(&buf, "drop"); - } - else + if(!kicked) { - Con_DPrint("Sending clc_disconnect\n"); - MSG_WriteByte(&buf, clc_disconnect); + // send disconnect message 3 times to improve chances of server + // receiving it (but it still fails sometimes) + memset(&buf, 0, sizeof(buf)); + buf.data = bufdata; + buf.maxsize = sizeof(bufdata); + if (cls.protocol == PROTOCOL_QUAKEWORLD) + { + Con_DPrint("Sending drop command\n"); + MSG_WriteByte(&buf, qw_clc_stringcmd); + MSG_WriteString(&buf, "drop"); + } + else + { + Con_DPrint("Sending clc_disconnect\n"); + MSG_WriteByte(&buf, clc_disconnect); + if(cls.protocol == PROTOCOL_DARKPLACES8) + MSG_WriteString(&buf, reason); + // DP8 TODO: write a simpler func that Sys_HandleCrash() calls + // to send a disconnect message indicating we crashed + } + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); } - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); + NetConn_Close(cls.netcon); cls.netcon = NULL; + + // It's possible for a server to disconnect a player with an empty reason + // which is checked here rather than above so we don't print "Disconnect by user". + if(fmt && reason[0] != '\0') + dpsnprintf(cl_connect_status, sizeof(cl_connect_status), "Disconnect: %s", reason); + else + dp_strlcpy(cl_connect_status, "Disconnected", sizeof(cl_connect_status)); + Con_Printf("%s\n", cl_connect_status); } cls.state = ca_disconnected; - - cls.demoplayback = cls.timedemo = false; + cl.islocalgame = false; cls.signon = 0; + cls.demoplayback = cls.timedemo = host.restless = false; + Cvar_Callback(&vid_vsync); // might need to re-enable vsync + + Cvar_Callback(&cl_netport); + + // If we're dropped mid-connection attempt, it won't clear otherwise. + SCR_ClearLoadingScreen(false); + + if(host.hook.SV_Shutdown) + host.hook.SV_Shutdown(); +} + +void CL_Disconnect(void) +{ + CL_DisconnectEx(false, NULL); +} + +/* +================== +CL_Reconnect_f + +This command causes the client to wait for the signon messages again. +This is sent just before a server changes levels +================== +*/ +static void CL_Reconnect_f(cmd_state_t *cmd) +{ + char temp[128]; + // if not connected, reconnect to the most recent server + if (!cls.netcon) + { + // if we have connected to a server recently, the userinfo + // will still contain its IP address, so get the address... + InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp)); + if (temp[0]) + CL_EstablishConnection(temp, -1); + else + Con_Printf(CON_WARN "Reconnect to what server? (you have not connected to a server yet)\n"); + return; + } + // if connected, do something based on protocol + if (cls.protocol == PROTOCOL_QUAKEWORLD) + { + // quakeworld can just re-login + if (cls.qw_downloadmemory) // don't change when downloading + return; + + S_StopAllSounds(); + + if (cls.state == ca_connected) + { + Con_Printf("Server is changing level...\n"); + MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd); + MSG_WriteString(&cls.netcon->message, "new"); + } + } + else + { + // netquake uses reconnect on level changes (silly) + if (Cmd_Argc(cmd) != 1) + { + Con_Print("reconnect : wait for signon messages again\n"); + return; + } + if (!cls.signon) + { + Con_Print("reconnect: no signon, ignoring reconnect\n"); + return; + } + cls.signon = 0; // need new connection messages + } } -void CL_Disconnect_f(void) +/* +===================== +CL_Connect_f + +User command to connect to server +===================== +*/ +static void CL_Connect_f(cmd_state_t *cmd) { - CL_Disconnect (); - if (sv.active) - Host_ShutdownServer (); + if (Cmd_Argc(cmd) < 2) + { + Con_Print("connect [ ...]: connect to a multiplayer game\n"); + return; + } + // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command + if(rcon_secure.integer <= 0) + Cvar_SetQuick(&rcon_password, ""); + CL_EstablishConnection(Cmd_Argv(cmd, 1), 2); +} + +void CL_Disconnect_f(cmd_state_t *cmd) +{ + Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1)); } @@ -411,32 +571,22 @@ CL_EstablishConnection Host should be either "local" or a net address ===================== */ -void CL_EstablishConnection(const char *host, int firstarg) +void CL_EstablishConnection(const char *address, int firstarg) { if (cls.state == ca_dedicated) return; - // clear menu's connect error message - M_Update_Return_Reason(""); - cls.demonum = -1; - - // stop demo loop in case this fails - if (cls.demoplayback) - CL_StopPlayback(); - - // if downloads are running, cancel their finishing action - Curl_Clear_forthismap(); + // don't connect to a server if we're benchmarking a demo + if (Sys_CheckParm("-benchmark")) + return; // make sure the client ports are open before attempting to connect NetConn_UpdateSockets(); - // run a network frame - //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - - if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) + if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { cls.connect_trying = true; - cls.connect_remainingtries = 3; + cls.connect_remainingtries = 10; cls.connect_nextsendtime = 0; // only NOW, set connect_userinfo @@ -444,8 +594,8 @@ void CL_EstablishConnection(const char *host, int firstarg) { int i; *cls.connect_userinfo = 0; - for(i = firstarg; i+2 <= Cmd_Argc(); i += 2) - InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1)); + for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2) + InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1)); } else if(firstarg < -1) { @@ -454,30 +604,33 @@ void CL_EstablishConnection(const char *host, int firstarg) *cls.connect_userinfo = 0; } - M_Update_Return_Reason("Trying to connect..."); - - // run several network frames to jump into the game quickly - //if (sv.active) - //{ - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - //} + dp_strlcpy(cl_connect_status, "Connect: pending...", sizeof(cl_connect_status)); + SCR_BeginLoadingPlaque(false); } else { - Con_Print("Unable to find a suitable network socket to connect to server.\n"); - M_Update_Return_Reason("No network"); + Con_Printf(CON_ERROR "Connect: failed, unable to find a network socket suitable to reach %s\n", address); + dp_strlcpy(cl_connect_status, "Connect: failed, no network", sizeof(cl_connect_status)); } } +static void CL_EstablishConnection_Local(void) +{ + if(cls.state == ca_disconnected) + CL_EstablishConnection("local:1", -2); +} + +static qbool CL_Intermission(void) +{ + return cl.intermission; +} + /* ============== CL_PrintEntities_f ============== */ -static void CL_PrintEntities_f(void) +static void CL_PrintEntities_f(cmd_state_t *cmd) { entity_t *ent; int i; @@ -504,10 +657,10 @@ CL_ModelIndexList_f List information on all models in the client modelindex =============== */ -static void CL_ModelIndexList_f(void) +static void CL_ModelIndexList_f(cmd_state_t *cmd) { int i; - dp_model_t *model; + model_t *model; // Print Header Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles"); @@ -515,6 +668,8 @@ static void CL_ModelIndexList_f(void) for (i = -MAX_MODELS;i < MAX_MODELS;i++) { model = CL_GetModelByIndex(i); + if (!model) + continue; if(model->loaded || i == 1) Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles); else @@ -530,7 +685,7 @@ CL_SoundIndexList_f List all sounds in the client soundindex =============== */ -static void CL_SoundIndexList_f(void) +static void CL_SoundIndexList_f(cmd_state_t *cmd) { int i = 1; @@ -552,11 +707,11 @@ void CL_UpdateRenderEntity(entity_render_t *ent) { vec3_t org; vec_t scale; - dp_model_t *model = ent->model; + model_t *model = ent->model; // update the inverse matrix for the renderer Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); // update the animation blend state - VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model); + VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time); // we need the matrix origin to center the box Matrix4x4_OriginFromMatrix(&ent->matrix, org); // update entity->render.scale because the renderer needs it @@ -616,7 +771,7 @@ static float CL_LerpPoint(void) if (cl_nettimesyncboundmode.integer == 1) cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]); - // LordHavoc: lerp in listen games as the server is being capped below the client (usually) + // LadyHavoc: lerp in listen games as the server is being capped below the client (usually) if (cl.mtime[0] <= cl.mtime[1]) { cl.time = cl.mtime[0]; @@ -624,7 +779,7 @@ static float CL_LerpPoint(void) } f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); - return bound(0, f, 1); + return bound(0, f, 1 + cl_lerpexcess.value); } void CL_ClearTempEntities (void) @@ -662,11 +817,11 @@ entity_render_t *CL_NewTempEntity(double shadertime) return render; } -void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) +void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate) { int i; cl_effect_t *e; - if (!modelindex) // sanity check + if (!model) // sanity check return; if (framerate < 1) { @@ -684,7 +839,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float continue; e->active = true; VectorCopy(org, e->origin); - e->modelindex = modelindex; + e->model = model; e->starttime = cl.time; e->startframe = startframe; e->endframe = startframe + framecount; @@ -698,7 +853,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float } } -void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) +void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { int i; dlight_t *dl; @@ -735,10 +890,9 @@ void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, dl->die = cl.time + lifetime; else dl->die = 0; - if (cubemapnum > 0) - dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum); - else - dl->cubemapname[0] = 0; + dl->cubemapname[0] = 0; + if (cubemapname && cubemapname[0]) + dp_strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname)); dl->style = style; dl->shadow = shadowenable; dl->corona = corona; @@ -749,7 +903,7 @@ void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, dl->specularscale = specularscale; } -void CL_DecayLightFlashes(void) +static void CL_DecayLightFlashes(void) { int i, oldmax; dlight_t *dl; @@ -849,7 +1003,7 @@ void CL_RelinkLightFlashes(void) } } -void CL_AddQWCTFFlagModel(entity_t *player, int skin) +static void CL_AddQWCTFFlagModel(entity_t *player, int skin) { int frame = player->render.framegroupblend[0].frame; float f; @@ -903,15 +1057,11 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin) CL_UpdateRenderEntity(flagrender); } -matrix4x4_t viewmodelmatrix; +matrix4x4_t viewmodelmatrix_withbob; +matrix4x4_t viewmodelmatrix_nobob; static const vec3_t muzzleflashorigin = {18, 0, 0}; -extern void V_DriftPitch(void); -extern void V_FadeViewFlashs(void); -extern void V_CalcViewBlend(void); -extern void V_CalcRefdef(void); - void CL_SetEntityColormapColors(entity_render_t *ent, int colormap) { const unsigned char *cbcolor; @@ -930,12 +1080,12 @@ void CL_SetEntityColormapColors(entity_render_t *ent, int colormap) } // note this is a recursive function, recursionlimit should be 32 or so on the initial call -void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate) +static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate) { const matrix4x4_t *matrix; matrix4x4_t blendmatrix, tempmatrix, matrix2; int frame; - float origin[3], angles[3], lerp; + vec_t origin[3], angles[3], lerp; entity_t *t; entity_render_t *r; //entity_persistent_t *p = &e->persistent; @@ -1006,9 +1156,9 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat { // view-relative entity (guns and such) if (e->render.effects & EF_NOGUNBOB) - matrix = &r_refdef.view.matrix; // really attached to view + matrix = &viewmodelmatrix_nobob; // really attached to view else - matrix = &viewmodelmatrix; // attached to gun bob matrix + matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix } else { @@ -1024,12 +1174,13 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat // someone or watching a cutscene of some sort if (cl_nolerp.integer || cls.timedemo) interpolate = false; + if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0])) { VectorCopy(cl.movement_origin, origin); VectorSet(angles, 0, cl.viewangles[1], 0); } - else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) + else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value) { // interpolate the origin and angles lerp = max(0, lerp); @@ -1094,7 +1245,17 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat } // animation lerp - if (e->render.framegroupblend[0].frame == frame) + e->render.skeleton = NULL; + if (e->render.flags & RENDER_COMPLEXANIMATION) + { + e->render.framegroupblend[0] = e->state_current.framegroupblend[0]; + e->render.framegroupblend[1] = e->state_current.framegroupblend[1]; + e->render.framegroupblend[2] = e->state_current.framegroupblend[2]; + e->render.framegroupblend[3] = e->state_current.framegroupblend[3]; + if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms) + e->render.skeleton = &e->state_current.skeletonobject; + } + else if (e->render.framegroupblend[0].frame == frame) { // update frame lerp fraction e->render.framegroupblend[0].lerp = 1; @@ -1153,8 +1314,6 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat { if (!(e->render.effects & EF_FULLBRIGHT)) e->render.flags |= RENDER_LIGHT; - else if(r_equalize_entities_fullbright.integer) - e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE; } // hide player shadow during intermission or nehahra movie if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) @@ -1172,6 +1331,8 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat e->render.flags |= RENDER_ADDITIVE; if (e->render.effects & EF_DOUBLESIDED) e->render.flags |= RENDER_DOUBLESIDED; + if (e->render.effects & EF_DYNAMICMODELLIGHT) + e->render.flags |= RENDER_DYNAMICMODELLIGHT; // make the other useful stuff e->render.allowdecals = true; @@ -1179,7 +1340,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat } // creates light and trails from an entity -void CL_UpdateNetworkEntityTrail(entity_t *e) +static void CL_UpdateNetworkEntityTrail(entity_t *e) { effectnameindex_t trailtype; vec3_t origin; @@ -1198,20 +1359,20 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) // handle particle trails and such effects now that we know where this // entity is in the world... trailtype = EFFECT_NONE; - // LordHavoc: if the entity has no effects, don't check each + // LadyHavoc: if the entity has no effects, don't check each if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST)) { if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC) + if (IS_NEXUIZ_DERIVED(gamemode)) trailtype = EFFECT_TR_NEXUIZPLASMA; else CL_EntityParticles(e); } if (e->render.effects & EF_FLAME) - CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL); + CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1); if (e->render.effects & EF_STARDUST) - CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL); + CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1); } if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW)) { @@ -1221,7 +1382,7 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) // muzzleflash fades over time if (e->persistent.muzzleflash > 0) e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20; - // LordHavoc: if the entity has no effects, don't check each + // LadyHavoc: if the entity has no effects, don't check each if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) { if (e->render.effects & EF_GIB) @@ -1236,7 +1397,7 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) trailtype = EFFECT_TR_ROCKET; else if (e->render.effects & EF_GRENADE) { - // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; } else if (e->render.effects & EF_TRACER3) @@ -1245,6 +1406,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) // do trails if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; + if (e->state_current.traileffectnum) + trailtype = (effectnameindex_t)e->state_current.traileffectnum; // check if a trail is allowed (it is not after a teleport for example) if (trailtype && e->persistent.trail_allowed) { @@ -1255,7 +1418,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) if (len > 0) len = 1.0f / len; VectorScale(vel, len, vel); - CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL); + // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing + CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1); } // now that the entity has survived one trail update it is allowed to // leave a real trail on later frames @@ -1291,7 +1455,7 @@ void CL_UpdateViewEntities(void) CL_UpdateNetworkCollisionEntities =============== */ -void CL_UpdateNetworkCollisionEntities(void) +static void CL_UpdateNetworkCollisionEntities(void) { entity_t *ent; int i; @@ -1313,14 +1477,12 @@ void CL_UpdateNetworkCollisionEntities(void) } } -extern void R_DecalSystem_Reset(decalsystem_t *decalsystem); - /* =============== CL_UpdateNetworkEntities =============== */ -void CL_UpdateNetworkEntities(void) +static void CL_UpdateNetworkEntities(void) { entity_t *ent; int i; @@ -1347,7 +1509,7 @@ void CL_UpdateNetworkEntities(void) } } -void CL_UpdateViewModel(void) +static void CL_UpdateViewModel(void) { entity_t *ent; ent = &cl.viewent; @@ -1382,12 +1544,13 @@ void CL_UpdateViewModel(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) +static void CL_LinkNetworkEntity(entity_t *e) { effectnameindex_t trailtype; vec3_t origin; vec3_t dlightcolor; vec_t dlightradius; + char vabuf[1024]; // skip inactive entities and world if (!e->state_current.active || e == cl.entities) @@ -1423,12 +1586,12 @@ void CL_LinkNetworkEntity(entity_t *e) dlightcolor[0] = 0; dlightcolor[1] = 0; dlightcolor[2] = 0; - // LordHavoc: if the entity has no effects, don't check each + // LadyHavoc: if the entity has no effects, don't check each if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST)) { if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC) + if (IS_NEXUIZ_DERIVED(gamemode)) trailtype = EFFECT_TR_NEXUIZPLASMA; } if (e->render.effects & EF_DIMLIGHT) @@ -1445,7 +1608,7 @@ void CL_LinkNetworkEntity(entity_t *e) dlightcolor[1] += 3.00f; dlightcolor[2] += 3.00f; } - // LordHavoc: more effects + // LadyHavoc: more effects if (e->render.effects & EF_RED) // red { dlightradius = max(dlightradius, 200); @@ -1461,9 +1624,9 @@ void CL_LinkNetworkEntity(entity_t *e) dlightcolor[2] += 1.50f; } if (e->render.effects & EF_FLAME) - CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL); + CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1); if (e->render.effects & EF_STARDUST) - CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL); + CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1); } // muzzleflash fades over time, and is offset a bit if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS) @@ -1473,7 +1636,7 @@ void CL_LinkNetworkEntity(entity_t *e) trace_t trace; matrix4x4_t tempmatrix; Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); - trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false); + trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false); Matrix4x4_Normalize(&tempmatrix, &e->render.matrix); Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]); Matrix4x4_Scale(&tempmatrix, 150, 1); @@ -1481,7 +1644,7 @@ void CL_LinkNetworkEntity(entity_t *e) R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } - // LordHavoc: if the model has no flags, don't check each + // LadyHavoc: if the model has no flags, don't check each if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) { if (e->render.effects & EF_GIB) @@ -1496,13 +1659,13 @@ void CL_LinkNetworkEntity(entity_t *e) trailtype = EFFECT_TR_ROCKET; else if (e->render.effects & EF_GRENADE) { - // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; } else if (e->render.effects & EF_TRACER3) trailtype = EFFECT_TR_VORESPIKE; } - // LordHavoc: customizable glow + // LadyHavoc: customizable glow if (e->state_current.glowsize) { // * 4 for the expansion from 0-255 to 0-1023 range, @@ -1514,7 +1677,7 @@ void CL_LinkNetworkEntity(entity_t *e) if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) { matrix4x4_t dlightmatrix; - float light[4]; + vec4_t light; 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) @@ -1524,7 +1687,7 @@ void CL_LinkNetworkEntity(entity_t *e) // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix); Matrix4x4_Scale(&dlightmatrix, light[3], 1); - R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } // make the glow dlight @@ -1542,8 +1705,10 @@ void CL_LinkNetworkEntity(entity_t *e) // do trail light if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; + if (e->state_current.traileffectnum) + trailtype = (effectnameindex_t)e->state_current.traileffectnum; if (trailtype) - CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL); + CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1); // don't show entities with no modelindex (note: this still shows // entities which have a modelindex that resolved to a NULL model) @@ -1553,7 +1718,7 @@ void CL_LinkNetworkEntity(entity_t *e) // Matrix4x4_Print(&e->render.matrix); } -void CL_RelinkWorld(void) +static void CL_RelinkWorld(void) { entity_t *ent = &cl.entities[0]; // FIXME: this should be done at load @@ -1567,6 +1732,10 @@ void CL_RelinkWorld(void) CL_UpdateRenderEntity(&ent->render); r_refdef.scene.worldentity = &ent->render; r_refdef.scene.worldmodel = cl.worldmodel; + + // if the world is q2bsp, animate the textures + if (ent->render.model && ent->render.model->brush.isq2bsp) + ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f); } static void CL_RelinkStaticEntities(void) @@ -1584,15 +1753,13 @@ static void CL_RelinkStaticEntities(void) { if (!(e->render.effects & EF_FULLBRIGHT)) e->render.flags |= RENDER_LIGHT; - else if(r_equalize_entities_fullbright.integer) - e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE; } // hide player shadow during intermission or nehahra movie if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1)) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); VectorSet(e->render.glowmod, 1, 1, 1); - VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model); + VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time); e->render.allowdecals = true; CL_UpdateRenderEntity(&e->render); r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; @@ -1673,7 +1840,7 @@ static void CL_RelinkEffects(void) } // normal stuff - entrender->model = CL_GetModelByIndex(e->modelindex); + entrender->model = e->model; entrender->alpha = 1; VectorSet(entrender->colormod, 1, 1, 1); VectorSet(entrender->glowmod, 1, 1, 1); @@ -1695,7 +1862,7 @@ void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) { if (cl_beams_quakepositionhack.integer && !chase_active.integer) { - // LordHavoc: this is a stupid hack from Quake that makes your + // LadyHavoc: 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 @@ -1707,7 +1874,7 @@ void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) { vec3_t dir, localend; vec_t len; - // LordHavoc: this updates the beam direction to match your + // LadyHavoc: this updates the beam direction to match your // viewangles VectorSubtract(end, start, dir); len = VectorLength(dir); @@ -1753,7 +1920,10 @@ void CL_RelinkBeams(void) r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } if (cl_beams_polygons.integer) + { + CL_Beam_AddPolygons(b); continue; + } } // calculate pitch and yaw @@ -1787,12 +1957,7 @@ void CL_RelinkBeams(void) entrender = CL_NewTempEntity (0); if (!entrender) return; - //VectorCopy (org, ent->render.origin); entrender->model = b->model; - //ent->render.effects = EF_FULLBRIGHT; - //ent->render.angles[0] = pitch; - //ent->render.angles[1] = yaw; - //ent->render.angles[2] = rand()%360; Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); CL_UpdateRenderEntity(entrender); VectorMA(org, 30, dist, org); @@ -1830,7 +1995,7 @@ static void CL_RelinkQWNails(void) } } -void CL_LerpPlayer(float frac) +static void CL_LerpPlayer(float frac) { int i; @@ -1861,9 +2026,12 @@ void CSQC_RelinkAllEntities (int drawmask) { // link stuff CL_RelinkWorld(); + // the scene mesh is added first for easier debugging (consistent spot in render entities list) + CL_MeshEntities_Scene_AddRenderEntity(); CL_RelinkStaticEntities(); CL_RelinkBeams(); CL_RelinkEffects(); + CL_RelinkLightFlashes(); // link stuff if (drawmask & ENTMASK_ENGINE) @@ -1924,8 +2092,14 @@ void CL_UpdateWorld(void) // update the engine-based viewmodel CL_UpdateViewModel(); - CL_RelinkLightFlashes(); - CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); + // when csqc is loaded, it will call this in CSQC_UpdateView + if (!CLVM_prog->loaded || CLVM_prog->flag & PRVM_CSQC_SIMPLE) + { + // clear the CL_Mesh_Scene() used for some engine effects + CL_MeshEntities_Scene_Clear(); + // add engine entities and effects + CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); + } // decals, particles, and explosions will be updated during rneder } @@ -1933,47 +2107,37 @@ void CL_UpdateWorld(void) r_refdef.scene.time = cl.time; } -// LordHavoc: pausedemo command -static void CL_PauseDemo_f (void) -{ - cls.demopaused = !cls.demopaused; - if (cls.demopaused) - Con_Print("Demo paused\n"); - else - Con_Print("Demo unpaused\n"); -} - /* ====================== CL_Fog_f ====================== */ -static void CL_Fog_f (void) +static void CL_Fog_f(cmd_state_t *cmd) { - if (Cmd_Argc () == 1) + if (Cmd_Argc (cmd) == 1) { Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth); return; } FOG_clear(); // so missing values get good defaults - if(Cmd_Argc() > 1) - r_refdef.fog_density = atof(Cmd_Argv(1)); - if(Cmd_Argc() > 2) - r_refdef.fog_red = atof(Cmd_Argv(2)); - if(Cmd_Argc() > 3) - r_refdef.fog_green = atof(Cmd_Argv(3)); - if(Cmd_Argc() > 4) - r_refdef.fog_blue = atof(Cmd_Argv(4)); - if(Cmd_Argc() > 5) - r_refdef.fog_alpha = atof(Cmd_Argv(5)); - if(Cmd_Argc() > 6) - r_refdef.fog_start = atof(Cmd_Argv(6)); - if(Cmd_Argc() > 7) - r_refdef.fog_end = atof(Cmd_Argv(7)); - if(Cmd_Argc() > 8) - r_refdef.fog_height = atof(Cmd_Argv(8)); - if(Cmd_Argc() > 9) - r_refdef.fog_fadedepth = atof(Cmd_Argv(9)); + if(Cmd_Argc(cmd) > 1) + r_refdef.fog_density = atof(Cmd_Argv(cmd, 1)); + if(Cmd_Argc(cmd) > 2) + r_refdef.fog_red = atof(Cmd_Argv(cmd, 2)); + if(Cmd_Argc(cmd) > 3) + r_refdef.fog_green = atof(Cmd_Argv(cmd, 3)); + if(Cmd_Argc(cmd) > 4) + r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4)); + if(Cmd_Argc(cmd) > 5) + r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5)); + if(Cmd_Argc(cmd) > 6) + r_refdef.fog_start = atof(Cmd_Argv(cmd, 6)); + if(Cmd_Argc(cmd) > 7) + r_refdef.fog_end = atof(Cmd_Argv(cmd, 7)); + if(Cmd_Argc(cmd) > 8) + r_refdef.fog_height = atof(Cmd_Argv(cmd, 8)); + if(Cmd_Argc(cmd) > 9) + r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9)); } /* @@ -1981,24 +2145,24 @@ static void CL_Fog_f (void) CL_FogHeightTexture_f ====================== */ -static void CL_Fog_HeightTexture_f (void) +static void CL_Fog_HeightTexture_f(cmd_state_t *cmd) { - if (Cmd_Argc () < 11) + if (Cmd_Argc (cmd) < 11) { Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename); return; } FOG_clear(); // so missing values get good defaults - 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)); - r_refdef.fog_alpha = atof(Cmd_Argv(5)); - r_refdef.fog_start = atof(Cmd_Argv(6)); - r_refdef.fog_end = atof(Cmd_Argv(7)); - r_refdef.fog_height = atof(Cmd_Argv(8)); - r_refdef.fog_fadedepth = atof(Cmd_Argv(9)); - strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename)); + r_refdef.fog_density = atof(Cmd_Argv(cmd, 1)); + r_refdef.fog_red = atof(Cmd_Argv(cmd, 2)); + r_refdef.fog_green = atof(Cmd_Argv(cmd, 3)); + r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4)); + r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5)); + r_refdef.fog_start = atof(Cmd_Argv(cmd, 6)); + r_refdef.fog_end = atof(Cmd_Argv(cmd, 7)); + r_refdef.fog_height = atof(Cmd_Argv(cmd, 8)); + r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9)); + dp_strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename)); } @@ -2009,26 +2173,26 @@ CL_TimeRefresh_f For program optimization ==================== */ -static void CL_TimeRefresh_f (void) +static void CL_TimeRefresh_f(cmd_state_t *cmd) { int i; - float timestart, timedelta; + double timestart, timedelta; r_refdef.scene.extraupdate = false; - timestart = Sys_DoubleTime(); + timestart = Sys_DirtyTime(); for (i = 0;i < 128;i++) { Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1); r_refdef.view.quality = 1; CL_UpdateScreen(); } - timedelta = Sys_DoubleTime() - timestart; + timedelta = Sys_DirtyTime() - timestart; Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } -void CL_AreaStats_f(void) +static void CL_AreaStats_f(cmd_state_t *cmd) { World_PrintAreaStats(&cl.world, "client"); } @@ -2063,12 +2227,12 @@ void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point) cl_locnode_t *loc; loc = CL_Locs_FindNearest(point); if (loc) - strlcpy(buffer, loc->name, buffersize); + dp_strlcpy(buffer, loc->name, buffersize); else dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]); } -void CL_Locs_FreeNode(cl_locnode_t *node) +static void CL_Locs_FreeNode(cl_locnode_t *node) { cl_locnode_t **pointer, **next; for (pointer = &cl.locnodes;*pointer;pointer = next) @@ -2084,13 +2248,13 @@ void CL_Locs_FreeNode(cl_locnode_t *node) Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node); } -void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) +static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) { cl_locnode_t *node, **pointer; int namelen; if (!name) name = ""; - namelen = strlen(name); + namelen = (int)strlen(name); node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1); VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2])); VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2])); @@ -2103,29 +2267,29 @@ void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) *pointer = node; } -void CL_Locs_Add_f(void) +static void CL_Locs_Add_f(cmd_state_t *cmd) { vec3_t mins, maxs; - if (Cmd_Argc() != 5 && Cmd_Argc() != 8) + if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8) { - Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0)); + Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0)); return; } - mins[0] = atof(Cmd_Argv(1)); - mins[1] = atof(Cmd_Argv(2)); - mins[2] = atof(Cmd_Argv(3)); - if (Cmd_Argc() == 8) + mins[0] = atof(Cmd_Argv(cmd, 1)); + mins[1] = atof(Cmd_Argv(cmd, 2)); + mins[2] = atof(Cmd_Argv(cmd, 3)); + if (Cmd_Argc(cmd) == 8) { - maxs[0] = atof(Cmd_Argv(4)); - maxs[1] = atof(Cmd_Argv(5)); - maxs[2] = atof(Cmd_Argv(6)); - CL_Locs_AddNode(mins, maxs, Cmd_Argv(7)); + maxs[0] = atof(Cmd_Argv(cmd, 4)); + maxs[1] = atof(Cmd_Argv(cmd, 5)); + maxs[2] = atof(Cmd_Argv(cmd, 6)); + CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7)); } else - CL_Locs_AddNode(mins, mins, Cmd_Argv(4)); + CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4)); } -void CL_Locs_RemoveNearest_f(void) +static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd) { cl_locnode_t *loc; loc = CL_Locs_FindNearest(r_refdef.view.origin); @@ -2135,13 +2299,13 @@ void CL_Locs_RemoveNearest_f(void) Con_Printf("no loc point or box found for your location\n"); } -void CL_Locs_Clear_f(void) +static void CL_Locs_Clear_f(cmd_state_t *cmd) { while (cl.locnodes) CL_Locs_FreeNode(cl.locnodes); } -void CL_Locs_Save_f(void) +static void CL_Locs_Save_f(cmd_state_t *cmd) { cl_locnode_t *loc; qfile_t *outfile; @@ -2173,7 +2337,7 @@ void CL_Locs_Save_f(void) if (VectorCompare(loc->mins, loc->maxs)) break; if (loc) - Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n"); + Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n"); } for (loc = cl.locnodes;loc;loc = loc->next) { @@ -2214,7 +2378,7 @@ void CL_Locs_Save_f(void) FS_Close(outfile); } -void CL_Locs_Reload_f(void) +void CL_Locs_Reload_f(cmd_state_t *cmd) { int i, linenumber, limit, len; const char *s; @@ -2230,14 +2394,14 @@ void CL_Locs_Reload_f(void) return; } - CL_Locs_Clear_f(); + CL_Locs_Clear_f(cmd); - // try maps/something.loc first (LordHavoc: where I think they should be) + // try maps/something.loc first (LadyHavoc: where I think they should be) dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension); filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); if (!filedata) { - // try proquake name as well (LordHavoc: I hate path mangling) + // try proquake name as well (LadyHavoc: I hate path mangling) dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename); filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); if (!filedata) @@ -2350,6 +2514,445 @@ void CL_Locs_Reload_f(void) } } +entity_t cl_meshentities[NUM_MESHENTITIES]; +model_t cl_meshentitymodels[NUM_MESHENTITIES]; +const char *cl_meshentitynames[NUM_MESHENTITIES] = +{ + "MESH_SCENE", + "MESH_UI", +}; + +static void CL_MeshEntities_Restart(void) +{ + int i; + entity_t *ent; + for (i = 0; i < NUM_MESHENTITIES; i++) + { + ent = cl_meshentities + i; + Mod_Mesh_Destroy(ent->render.model); + Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]); + } +} + +static void CL_MeshEntities_Start(void) +{ + int i; + entity_t *ent; + for(i = 0; i < NUM_MESHENTITIES; i++) + { + ent = cl_meshentities + i; + Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]); + } +} + +static void CL_MeshEntities_Shutdown(void) +{ + int i; + entity_t *ent; + for(i = 0; i < NUM_MESHENTITIES; i++) + { + ent = cl_meshentities + i; + Mod_Mesh_Destroy(ent->render.model); + } +} + +void CL_MeshEntities_Init(void) +{ + int i; + entity_t *ent; + for (i = 0; i < NUM_MESHENTITIES; i++) + { + ent = cl_meshentities + i; + ent->state_current.active = true; + ent->render.model = cl_meshentitymodels + i; + Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]); + ent->render.alpha = 1; + ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; + ent->render.framegroupblend[0].lerp = 1; + ent->render.frameblend[0].lerp = 1; + VectorSet(ent->render.colormod, 1, 1, 1); + VectorSet(ent->render.glowmod, 1, 1, 1); + VectorSet(ent->render.custommodellight_ambient, 1, 1, 1); + VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0); + VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1); + VectorSet(ent->render.render_fullbright, 1, 1, 1); + VectorSet(ent->render.render_glowmod, 0, 0, 0); + VectorSet(ent->render.render_modellight_ambient, 1, 1, 1); + VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0); + VectorSet(ent->render.render_modellight_specular, 0, 0, 0); + VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1); + VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color + VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0); + VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1); + VectorSet(ent->render.render_lightmap_specular, 1, 1, 1); + VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1); + VectorSet(ent->render.render_rtlight_specular, 1, 1, 1); + + Matrix4x4_CreateIdentity(&ent->render.matrix); + CL_UpdateRenderEntity(&ent->render); + } + cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW; + R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart); +} + +void CL_MeshEntities_Scene_Clear(void) +{ + Mod_Mesh_Reset(CL_Mesh_Scene()); +} + +void CL_MeshEntities_Scene_AddRenderEntity(void) +{ + entity_t* ent = &cl_meshentities[MESH_SCENE]; + r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render; +} + +void CL_MeshEntities_Scene_FinalizeRenderEntity(void) +{ + entity_t *ent = &cl_meshentities[MESH_SCENE]; + Mod_Mesh_Finalize(ent->render.model); + VectorCopy(ent->render.model->normalmins, ent->render.mins); + VectorCopy(ent->render.model->normalmaxs, ent->render.maxs); +} + +extern cvar_t r_overheadsprites_pushback; +extern cvar_t r_fullbright_directed_pitch_relative; +extern cvar_t r_fullbright_directed_pitch; +extern cvar_t r_fullbright_directed_ambient; +extern cvar_t r_fullbright_directed_diffuse; +extern cvar_t r_fullbright_directed; +extern cvar_t r_hdr_glowintensity; + +static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal) +{ + vec3_t angles; + + VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value); + VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value); + + // Use cl.viewangles and not r_refdef.view.forward here so it is the + // same for all stereo views, and to better handle pitches outside + // [-90, 90] (in_pitch_* cvars allow that). + VectorCopy(cl.viewangles, angles); + if (r_fullbright_directed_pitch_relative.integer) { + angles[PITCH] += r_fullbright_directed_pitch.value; + } + else { + angles[PITCH] = r_fullbright_directed_pitch.value; + } + AngleVectors(angles, worldspacenormal, NULL, NULL); + VectorNegate(worldspacenormal, worldspacenormal); +} + +static void CL_UpdateEntityShading_Entity(entity_render_t *ent) +{ + float shadingorigin[3], a[3], c[3], dir[3]; + int q; + + for (q = 0; q < 3; q++) + a[q] = c[q] = dir[q] = 0; + + ent->render_lightgrid = false; + ent->render_modellight_forced = false; + ent->render_rtlight_disabled = false; + + // pick an appropriate value for render_modellight_origin - if this is an + // attachment we want to use the parent's render_modellight_origin so that + // shading is the same (also important for r_shadows to cast shadows in the + // same direction) + if (VectorLength2(ent->custommodellight_origin)) + { + // CSQC entities always provide this (via CL_GetTagMatrix) + for (q = 0; q < 3; q++) + shadingorigin[q] = ent->custommodellight_origin[q]; + } + else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities) + { + // network entity - follow attachment chain back to a root entity, + int entnum = ent->entitynumber, recursion; + for (recursion = 32; recursion > 0; --recursion) + { + int parentnum = cl.entities[entnum].state_current.tagentity; + if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum]) + break; + entnum = parentnum; + } + // grab the root entity's origin + Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin); + } + else + { + // not a CSQC entity (which sets custommodellight_origin), not a network + // entity - so it's probably not attached to anything + Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin); + } + + if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer) + { + // intentionally EF_FULLBRIGHT entity + // the only type that is not scaled by r_refdef.scene.lightmapintensity + // CSQC can still provide its own customized modellight values + ent->render_rtlight_disabled = true; + ent->render_modellight_forced = true; + if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) + { + // custom colors provided by CSQC + for (q = 0; q < 3; q++) + { + a[q] = ent->custommodellight_ambient[q]; + c[q] = ent->custommodellight_diffuse[q]; + dir[q] = ent->custommodellight_lightdir[q]; + } + } + else if (r_fullbright_directed.integer) + CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir); + else + for (q = 0; q < 3; q++) + a[q] = 1; + } + else + { + // fetch the lighting from the worldmodel data + + // CSQC can provide its own customized modellight values + if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) + { + ent->render_modellight_forced = true; + for (q = 0; q < 3; q++) + { + a[q] = ent->custommodellight_ambient[q]; + c[q] = ent->custommodellight_diffuse[q]; + dir[q] = ent->custommodellight_lightdir[q]; + } + } + else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT)) + { + if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites + shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value; + R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); + ent->render_modellight_forced = true; + ent->render_rtlight_disabled = true; + } + else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer)) + && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer) + { + ent->render_lightgrid = true; + // no need to call R_CompleteLightPoint as we base it on render_lightmap_* + } + else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) + R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); + else if (r_fullbright_directed.integer) + CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir); + else + R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); + } + + for (q = 0; q < 3; q++) + { + ent->render_fullbright[q] = ent->colormod[q]; + ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value; + ent->render_modellight_ambient[q] = a[q] * ent->colormod[q]; + ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q]; + ent->render_modellight_specular[q] = c[q]; + ent->render_modellight_lightdir_world[q] = dir[q]; + ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity; + ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity; + ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity; + ent->render_rtlight_diffuse[q] = ent->colormod[q]; + ent->render_rtlight_specular[q] = 1; + } + + // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2 + if (ent->render_modellight_forced) + for (q = 0; q < 3; q++) + ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q; + if (ent->render_rtlight_disabled) + for (q = 0; q < 3; q++) + ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q; + + if (VectorLength2(ent->render_modellight_lightdir_world) == 0) + VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here + VectorNormalize(ent->render_modellight_lightdir_world); + // transform into local space for the entity as well + Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local); + VectorNormalize(ent->render_modellight_lightdir_local); +} + + +void CL_UpdateEntityShading(void) +{ + int i; + CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity); + for (i = 0; i < r_refdef.scene.numentities; i++) + CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]); +} + +qbool vid_opened = false; +void CL_StartVideo(void) +{ + if (!vid_opened && cls.state != ca_dedicated) + { + vid_opened = true; +#ifdef WIN32 + // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers + NetConn_UpdateSockets(); +#endif + VID_Start(); + } +} + +extern cvar_t host_framerate; +extern cvar_t host_speeds; +extern uint8_t serverlist_querystage; +double CL_Frame (double time) +{ + static double clframetime; + static double cl_timer = 0; + static double time1 = 0, time2 = 0, time3 = 0; + int pass1, pass2, pass3; + float maxfps; + + CL_VM_PreventInformationLeaks(); + + /* + * If the accumulator hasn't become positive, don't + * run the frame. Everything that happens before this + * point will happen even if we're sleeping this frame. + */ + if((cl_timer += time) < 0) + return cl_timer; + + // limit the frametime steps to no more than 100ms each + if (cl_timer > 0.1) + cl_timer = 0.1; + + // Run at full speed when querying servers, compared to waking up early to parse + // this is simpler and gives pings more representative of what can be expected when playing. + maxfps = (vid_activewindow || serverlist_querystage ? cl_maxfps : cl_maxidlefps).value; + + if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || maxfps <= 0)) + { + R_TimeReport("---"); + Collision_Cache_NewFrame(); + R_TimeReport("photoncache"); +#ifdef CONFIG_VIDEO_CAPTURE + // decide the simulation time + if (cls.capturevideo.active) + { + if (cls.capturevideo.realtime) + clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate); + else + { + clframetime = 1.0 / cls.capturevideo.framerate; + cl.realframetime = max(time, clframetime); + } + } + else +#endif + { + if (maxfps <= 0 || cls.timedemo) + clframetime = cl.realframetime = cl_timer; + else + // networking assumes at least 10fps + clframetime = cl.realframetime = bound(cl_timer, 1 / maxfps, 0.1); + + // on some legacy systems, we need to sleep to keep input responsive + if (cl_maxfps_alwayssleep.value > 0 && !cls.timedemo) + Sys_Sleep(min(cl_maxfps_alwayssleep.value / 1000, 0.05)); + } + + // apply slowmo scaling + clframetime *= cl.movevars_timescale; + // scale playback speed of demos by slowmo cvar + if (cls.demoplayback) + { + clframetime *= host_timescale.value; + // if demo playback is paused, don't advance time at all + if (cls.demopaused) + clframetime = 0; + } + else + { + // host_framerate overrides all else + if (host_framerate.value) + clframetime = host_framerate.value; + + if (cl.paused || host.paused) + clframetime = 0; + } + + if (cls.timedemo) + clframetime = cl.realframetime = cl_timer; + + // deduct the frame time from the accumulator + cl_timer -= cl.realframetime; + + cl.oldtime = cl.time; + cl.time += clframetime; + + // update video + if (host_speeds.integer) + time1 = Sys_DirtyTime(); + R_TimeReport("pre-input"); + + // Collect input into cmd + CL_Input(); + + R_TimeReport("input"); + + // check for new packets + NetConn_ClientFrame(); + + // read a new frame from a demo if needed + CL_ReadDemoMessage(); + R_TimeReport("clientnetwork"); + + // now that packets have been read, send input to server + CL_SendMove(); + R_TimeReport("sendmove"); + + // update client world (interpolate entities, create trails, etc) + CL_UpdateWorld(); + R_TimeReport("lerpworld"); + + CL_Video_Frame(); + + R_TimeReport("client"); + + CL_UpdateScreen(); + R_TimeReport("render"); + + if (host_speeds.integer) + time2 = Sys_DirtyTime(); + + // update audio + if(cl.csqc_usecsqclistener) + { + S_Update(&cl.csqc_listenermatrix); + cl.csqc_usecsqclistener = false; + } + else + S_Update(&r_refdef.view.matrix); + + CDAudio_Update(); + R_TimeReport("audio"); + + // reset gathering of mouse input + in_mouse_x = in_mouse_y = 0; + + if (host_speeds.integer) + { + pass1 = (int)((time1 - time3)*1000000); + time3 = Sys_DirtyTime(); + pass2 = (int)((time2 - time1)*1000000); + pass3 = (int)((time3 - time2)*1000000); + Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n", + pass1+pass2+pass3, pass1, pass2, pass3); + } + } + // if there is some time remaining from this frame, reset the timer + return cl_timer >= 0 ? 0 : cl_timer; +} + /* =========== CL_Shutdown @@ -2357,9 +2960,31 @@ CL_Shutdown */ void CL_Shutdown (void) { + // be quiet while shutting down + S_StopAllSounds(); + + // disconnect client from server if active + CL_Disconnect(); + + CL_Video_Shutdown(); + +#ifdef CONFIG_MENU + // Shutdown menu + if(MR_Shutdown) + MR_Shutdown(); +#endif + + S_Terminate (); + + R_Modules_Shutdown(); + VID_Shutdown(); + CL_Screen_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); + CL_MeshEntities_Shutdown(); + + Key_Shutdown(); Mem_FreePool (&cls.permanentmempool); Mem_FreePool (&cls.levelmempool); @@ -2372,116 +2997,156 @@ CL_Init */ void CL_Init (void) { + if (cls.state == ca_dedicated) + { + Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); + } + else + { + Con_Printf("Initializing client\n"); - cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL); - cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL); - - memset(&r_refdef, 0, sizeof(r_refdef)); - // max entities sent to renderer per frame - r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512; - r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities); - - // max temp entities - r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; - r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); - - CL_InitInput (); - -// -// register our commands -// - Cvar_RegisterVariable (&cl_upspeed); - Cvar_RegisterVariable (&cl_forwardspeed); - Cvar_RegisterVariable (&cl_backspeed); - Cvar_RegisterVariable (&cl_sidespeed); - Cvar_RegisterVariable (&cl_movespeedkey); - Cvar_RegisterVariable (&cl_yawspeed); - Cvar_RegisterVariable (&cl_pitchspeed); - Cvar_RegisterVariable (&cl_anglespeedkey); - Cvar_RegisterVariable (&cl_shownet); - Cvar_RegisterVariable (&cl_nolerp); - Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server); - Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups); - Cvar_RegisterVariable (&cl_deathfade); - Cvar_RegisterVariable (&lookspring); - Cvar_RegisterVariable (&lookstrafe); - Cvar_RegisterVariable (&sensitivity); - Cvar_RegisterVariable (&freelook); - - Cvar_RegisterVariable (&m_pitch); - Cvar_RegisterVariable (&m_yaw); - Cvar_RegisterVariable (&m_forward); - Cvar_RegisterVariable (&m_side); - - Cvar_RegisterVariable (&cl_itembobspeed); - Cvar_RegisterVariable (&cl_itembobheight); - - Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client"); - Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); - Cmd_AddCommand ("record", CL_Record_f, "record a demo"); - Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo"); - 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"); - - // Support Client-side Model Index List - Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex"); - // Support Client-side Sound Index List - Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex"); - - Cvar_RegisterVariable (&cl_autodemo); - Cvar_RegisterVariable (&cl_autodemo_nameformat); - Cvar_RegisterVariable (&cl_autodemo_delete); - - Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])"); - Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)"); - - // LordHavoc: added pausedemo - Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)"); - - Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces"); - - Cvar_RegisterVariable(&r_draweffects); - Cvar_RegisterVariable(&cl_explosions_alpha_start); - Cvar_RegisterVariable(&cl_explosions_alpha_end); - Cvar_RegisterVariable(&cl_explosions_size_start); - Cvar_RegisterVariable(&cl_explosions_size_end); - Cvar_RegisterVariable(&cl_explosions_lifetime); - Cvar_RegisterVariable(&cl_stainmaps); - Cvar_RegisterVariable(&cl_stainmaps_clearonload); - Cvar_RegisterVariable(&cl_beams_polygons); - Cvar_RegisterVariable(&cl_beams_quakepositionhack); - Cvar_RegisterVariable(&cl_beams_instantaimhack); - Cvar_RegisterVariable(&cl_beams_lightatend); - Cvar_RegisterVariable(&cl_noplayershadow); - Cvar_RegisterVariable(&cl_dlights_decayradius); - Cvar_RegisterVariable(&cl_dlights_decaybrightness); - - Cvar_RegisterVariable(&cl_prydoncursor); - Cvar_RegisterVariable(&cl_prydoncursor_notrace); - - Cvar_RegisterVariable(&cl_deathnoviewmodel); - - // for QW connections - Cvar_RegisterVariable(&qport); - Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff); - - Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs"); - - Cvar_RegisterVariable(&cl_locs_enable); - Cvar_RegisterVariable(&cl_locs_show); - Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)"); - Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)"); - Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes"); - Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map"); - Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes"); - - CL_Parse_Init(); - CL_Particles_Init(); - CL_Screen_Init(); - - CL_Video_Init(); - CL_Gecko_Init(); -} - - + Cvar_SetValueQuick(&host_isclient, 1); + R_Modules_Init(); + Palette_Init(); +#ifdef CONFIG_MENU + MR_Init_Commands(); +#endif + VID_Shared_Init(); + VID_Init(); + Render_Init(); + S_Init(); + Key_Init(); + V_Init(); + + cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL); + cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL); + + memset(&r_refdef, 0, sizeof(r_refdef)); + // max entities sent to renderer per frame + r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512; + r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities); + + // max temp entities + r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; + r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); + + CL_InitInput (); + + // + // register our commands + // + CL_InitCommands(); + + Cvar_RegisterVariable (&cl_upspeed); + Cvar_RegisterVariable (&cl_forwardspeed); + Cvar_RegisterVariable (&cl_backspeed); + Cvar_RegisterVariable (&cl_sidespeed); + Cvar_RegisterVariable (&cl_movespeedkey); + Cvar_RegisterVariable (&cl_yawspeed); + Cvar_RegisterVariable (&cl_pitchspeed); + Cvar_RegisterVariable (&cl_anglespeedkey); + Cvar_RegisterVariable (&cl_shownet); + Cvar_RegisterVariable (&cl_nolerp); + Cvar_RegisterVariable (&cl_lerpexcess); + Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server); + Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups); + Cvar_RegisterVariable (&cl_deathfade); + Cvar_RegisterVariable (&lookspring); + Cvar_RegisterVariable (&lookstrafe); + Cvar_RegisterVariable (&sensitivity); + Cvar_RegisterVariable (&freelook); + + Cvar_RegisterVariable (&m_pitch); + Cvar_RegisterVariable (&m_yaw); + Cvar_RegisterVariable (&m_forward); + Cvar_RegisterVariable (&m_side); + + Cvar_RegisterVariable (&cl_itembobspeed); + Cvar_RegisterVariable (&cl_itembobheight); + + CL_Demo_Init(); + + Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client"); + Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); + Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname"); + Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)"); + + // Support Client-side Model Index List + Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex"); + // Support Client-side Sound Index List + Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex"); + + Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])"); + Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)"); + + Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces"); + + Cvar_RegisterVariable(&r_draweffects); + Cvar_RegisterVariable(&cl_explosions_alpha_start); + Cvar_RegisterVariable(&cl_explosions_alpha_end); + Cvar_RegisterVariable(&cl_explosions_size_start); + Cvar_RegisterVariable(&cl_explosions_size_end); + Cvar_RegisterVariable(&cl_explosions_lifetime); + Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_stainmaps_clearonload); + Cvar_RegisterVariable(&cl_beams_polygons); + Cvar_RegisterVariable(&cl_beams_quakepositionhack); + Cvar_RegisterVariable(&cl_beams_instantaimhack); + Cvar_RegisterVariable(&cl_beams_lightatend); + Cvar_RegisterVariable(&cl_noplayershadow); + Cvar_RegisterVariable(&cl_dlights_decayradius); + Cvar_RegisterVariable(&cl_dlights_decaybrightness); + + Cvar_RegisterVariable(&cl_prydoncursor); + Cvar_RegisterVariable(&cl_prydoncursor_notrace); + + Cvar_RegisterVariable(&cl_deathnoviewmodel); + + // for QW connections + Cvar_RegisterVariable(&qport); + // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767. + Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff); + + Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs"); + + Cvar_RegisterVariable(&cl_locs_enable); + Cvar_RegisterVariable(&cl_locs_show); + Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)"); + Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)"); + Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes"); + Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map"); + Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes"); + + Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface); + Cvar_RegisterVariable(&csqc_lowres); + + Cvar_RegisterVariable (&cl_minfps); + Cvar_RegisterVariable (&cl_minfps_fade); + Cvar_RegisterVariable (&cl_minfps_qualitymax); + Cvar_RegisterVariable (&cl_minfps_qualitymin); + Cvar_RegisterVariable (&cl_minfps_qualitystepmax); + Cvar_RegisterVariable (&cl_minfps_qualityhysteresis); + Cvar_RegisterVariable (&cl_minfps_qualitymultiply); + Cvar_RegisterVariable (&cl_minfps_force); + Cvar_RegisterVariable (&cl_maxfps); + Cvar_RegisterVariable (&cl_maxfps_alwayssleep); + Cvar_RegisterVariable (&cl_maxidlefps); + + Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT); + Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation); + + CL_Parse_Init(); + CL_Particles_Init(); + CL_Screen_Init(); + + CL_Video_Init(); + + Cvar_Callback(&cl_netport); + + host.hook.ConnectLocal = CL_EstablishConnection_Local; + host.hook.Disconnect = CL_DisconnectEx; + host.hook.CL_Intermission = CL_Intermission; + host.hook.ToggleMenu = CL_ToggleMenu_Hook; + } +}