X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=fae786c0961be200117452147a9a1e74cdd18181;hb=757a7dcbb67fcbeac0275a072dd984fd15a96b93;hp=8c2cda210191febd9dcc204e2521fddf6b94678c;hpb=5988fa1d88c960a98cb41f5fef05de27242f5bb7;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 8c2cda21..fae786c0 100644 --- a/cl_main.c +++ b/cl_main.c @@ -25,6 +25,7 @@ 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. @@ -49,6 +50,11 @@ 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"}; cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"}; @@ -61,57 +67,23 @@ 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"}; +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 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_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; -vec3_t cl_playerstandmins; -vec3_t cl_playerstandmaxs; -vec3_t cl_playercrouchmins; -vec3_t cl_playercrouchmaxs; - -mempool_t *cl_mempool; - client_static_t cls; client_state_t cl; -int cl_max_entities; -int cl_max_csqcentities; -int cl_max_static_entities; -int cl_max_temp_entities; -int cl_max_effects; -int cl_max_beams; -int cl_max_dlights; -int cl_max_lightstyle; -int cl_max_brushmodel_entities; -int cl_activedlights; - -entity_t *cl_entities; -entity_t *cl_csqcentities; //[515]: csqc -unsigned char *cl_entities_active; -unsigned char *cl_csqcentities_active; //[515]: csqc -entity_t *cl_static_entities; -entity_t *cl_temp_entities; -cl_effect_t *cl_effects; -beam_t *cl_beams; -dlight_t *cl_dlights; -lightstyle_t *cl_lightstyle; -int *cl_brushmodel_entities; - -int cl_num_entities; -int cl_num_csqcentities; //[515]: csqc -int cl_num_static_entities; -int cl_num_temp_entities; -int cl_num_brushmodel_entities; - -// keep track of quake entities because they need to be killed if they get stale -extern int cl_lastquakeentity; -extern unsigned char cl_isquakeentity[MAX_EDICTS]; +#define MAX_PARTICLES 32768 // default max # of particles at one time +#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line /* ===================== @@ -122,121 +94,185 @@ CL_ClearState void CL_ClearState(void) { int i; - - if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL; - if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc - if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL; - if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc - if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL; - if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL; - if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL; - if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL; - if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL; - if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL; - if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL; - if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL; - if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL; - if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL; - - if (!sv.active) - Host_ClearMemory (); + entity_t *ent; // wipe the entire cl structure + Mem_EmptyPool(cls.levelmempool); memset (&cl, 0, sizeof(cl)); + + S_StopAllSounds(); + // reset the view zoom interpolation cl.mviewzoom[0] = cl.mviewzoom[1] = 1; - cl_num_entities = 0; - cl_num_csqcentities = 0; //[515]: csqc - cl_num_static_entities = 0; - cl_num_temp_entities = 0; - cl_num_brushmodel_entities = 0; + cl.num_entities = 0; + cl.num_csqcentities = 0; //[515]: csqc + cl.num_static_entities = 0; + cl.num_temp_entities = 0; + cl.num_brushmodel_entities = 0; // tweak these if the game runs out - cl_max_entities = 256; - cl_max_csqcentities = 256; //[515]: csqc - cl_max_static_entities = 256; - cl_max_temp_entities = 512; - cl_max_effects = 256; - cl_max_beams = 256; - cl_max_dlights = MAX_DLIGHTS; - cl_max_lightstyle = MAX_LIGHTSTYLES; - cl_max_brushmodel_entities = MAX_EDICTS; - cl_activedlights = 0; - - cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t)); - cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc - cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); - cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc - cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t)); - cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t)); - cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t)); - cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t)); - cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t)); - cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t)); - cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int)); - - cl_lastquakeentity = 0; - memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity)); + cl.max_entities = 256; + cl.max_csqcentities = 256; //[515]: csqc + cl.max_static_entities = 256; + cl.max_temp_entities = 512; + cl.max_effects = 256; + cl.max_beams = 256; + cl.max_dlights = MAX_DLIGHTS; + cl.max_lightstyle = MAX_LIGHTSTYLES; + cl.max_brushmodel_entities = MAX_EDICTS; + cl.max_particles = MAX_PARTICLES; + +// COMMANDLINEOPTION: Client: -particles changes maximum number of particles at once, default 32768 + i = COM_CheckParm ("-particles"); + if (i && i < com_argc - 1) + { + cl.max_particles = (int)(atoi(com_argv[i+1])); + if (cl.max_particles < ABSOLUTE_MIN_PARTICLES) + cl.max_particles = ABSOLUTE_MIN_PARTICLES; + } + + cl.num_dlights = 0; + cl.num_effects = 0; + cl.num_beams = 0; + + cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); + cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc + cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); + cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc + cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t)); + cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t)); + cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t)); + cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t)); + cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t)); + 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)); // LordHavoc: have to set up the baseline info for alpha and other stuff - for (i = 0;i < cl_max_entities;i++) + for (i = 0;i < cl.max_entities;i++) { - cl_entities[i].state_baseline = defaultstate; - cl_entities[i].state_previous = defaultstate; - cl_entities[i].state_current = defaultstate; + cl.entities[i].state_baseline = defaultstate; + cl.entities[i].state_previous = defaultstate; + cl.entities[i].state_current = defaultstate; } - for (i = 0;i < cl_max_csqcentities;i++) + for (i = 0;i < cl.max_csqcentities;i++) { - cl_csqcentities[i].state_baseline = defaultstate; //[515]: csqc - cl_csqcentities[i].state_previous = defaultstate; //[515]: csqc - cl_csqcentities[i].state_current = defaultstate; //[515]: csqc - cl_csqcentities[i].csqc = true; - cl_csqcentities[i].state_current.number = -i; + cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc + cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc + cl.csqcentities[i].state_current = defaultstate; //[515]: csqc + cl.csqcentities[i].csqc = true; + cl.csqcentities[i].state_current.number = -i; } if (gamemode == GAME_NEXUIZ) { - VectorSet(cl_playerstandmins, -16, -16, -24); - VectorSet(cl_playerstandmaxs, 16, 16, 45); - VectorSet(cl_playercrouchmins, -16, -16, -24); - VectorSet(cl_playercrouchmaxs, 16, 16, 25); + VectorSet(cl.playerstandmins, -16, -16, -24); + VectorSet(cl.playerstandmaxs, 16, 16, 45); + VectorSet(cl.playercrouchmins, -16, -16, -24); + VectorSet(cl.playercrouchmaxs, 16, 16, 25); } else { - VectorSet(cl_playerstandmins, -16, -16, -24); - VectorSet(cl_playerstandmaxs, 16, 16, 24); - VectorSet(cl_playercrouchmins, -16, -16, -24); - VectorSet(cl_playercrouchmaxs, 16, 16, 24); + VectorSet(cl.playerstandmins, -16, -16, -24); + VectorSet(cl.playerstandmaxs, 16, 16, 24); + VectorSet(cl.playercrouchmins, -16, -16, -24); + VectorSet(cl.playercrouchmaxs, 16, 16, 24); } + // disable until we get textures for it + R_ResetSkyBox(); + + ent = &cl.entities[0]; + // 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); + + // noclip is turned off at start + noclip_anglehack = false; + + // mark all frames invalid for delta + memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence)); + CL_Screen_NewMap(); - CL_Particles_Clear(); - CL_CGVM_Clear(); +} + +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(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel")))) + { + if (!quiet) + Con_Printf("Can't setinfo \"%s\" \"%s\"\n"); + 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; entity_t *oldentities; - if (num >= cl_max_entities) + if (num >= cl.max_entities) { - if (!cl_entities) - Sys_Error("CL_ExpandEntities: cl_entities not initialized"); + if (!cl.entities) + Sys_Error("CL_ExpandEntities: cl.entities not initialized"); if (num >= MAX_EDICTS) Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS); - oldmaxentities = cl_max_entities; - oldentities = cl_entities; - cl_max_entities = (num & ~255) + 256; - cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t)); - memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t)); + oldmaxentities = cl.max_entities; + oldentities = cl.entities; + cl.max_entities = (num & ~255) + 256; + cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); + memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t)); Mem_Free(oldentities); - for (i = oldmaxentities;i < cl_max_entities;i++) + for (i = oldmaxentities;i < cl.max_entities;i++) { - cl_entities[i].state_baseline = defaultstate; - cl_entities[i].state_previous = defaultstate; - cl_entities[i].state_current = defaultstate; + cl.entities[i].state_baseline = defaultstate; + cl.entities[i].state_previous = defaultstate; + cl.entities[i].state_current = defaultstate; } } } @@ -245,25 +281,25 @@ void CL_ExpandCSQCEntities(int num) { int i, oldmaxentities; entity_t *oldentities; - if (num >= cl_max_csqcentities) + if (num >= cl.max_csqcentities) { - if (!cl_csqcentities) - Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n"); + if (!cl.csqcentities) + Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n"); if (num >= MAX_EDICTS) Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS); - oldmaxentities = cl_max_csqcentities; - oldentities = cl_csqcentities; - cl_max_csqcentities = (num & ~255) + 256; - cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); - memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t)); + oldmaxentities = cl.max_csqcentities; + oldentities = cl.csqcentities; + cl.max_csqcentities = (num & ~255) + 256; + 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++) + for (i = oldmaxentities;i < cl.max_csqcentities;i++) { - cl_csqcentities[i].state_baseline = defaultstate; - cl_csqcentities[i].state_previous = defaultstate; - cl_csqcentities[i].state_current = defaultstate; - cl_csqcentities[i].csqc = true; - cl_csqcentities[i].state_current.number = -i; + cl.csqcentities[i].state_baseline = defaultstate; + cl.csqcentities[i].state_previous = defaultstate; + cl.csqcentities[i].state_current = defaultstate; + cl.csqcentities[i].csqc = true; + cl.csqcentities[i].state_current.number = -i; } } } @@ -305,16 +341,25 @@ void CL_Disconnect(void) if (cls.demorecording) CL_Stop_f(); - // send clc_disconnect 3 times to improve chances of server receiving - // it (but it still fails sometimes) - Con_DPrint("Sending clc_disconnect\n"); + // 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); - MSG_WriteByte(&buf, clc_disconnect); - NetConn_SendUnreliableMessage(cls.netcon, &buf); - NetConn_SendUnreliableMessage(cls.netcon, &buf); - NetConn_SendUnreliableMessage(cls.netcon, &buf); + 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); + } + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); NetConn_Close(cls.netcon); cls.netcon = NULL; } @@ -353,6 +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(); @@ -392,15 +440,18 @@ static void CL_PrintEntities_f(void) int i, j; char name[32]; - for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++) + 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); @@ -411,44 +462,45 @@ static void CL_PrintEntities_f(void) //static const vec3_t nomodelmaxs = {16, 16, 16}; void CL_BoundingBoxForEntity(entity_render_t *ent) { - if (ent->model) + model_t *model = ent->model; + if (model) { //if (ent->angles[0] || ent->angles[2]) if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) { // 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); + ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0]; + ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1]; + ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2]; + ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0]; + ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1]; + ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2]; + //VectorAdd(ent->origin, model->rotatedmins, ent->mins); + //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs); } //else if (ent->angles[1]) else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) { // 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); + ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0]; + ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1]; + ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2]; + ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0]; + ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1]; + ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2]; + //VectorAdd(ent->origin, model->yawmins, ent->mins); + //VectorAdd(ent->origin, 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); + ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0]; + ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1]; + ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2]; + ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0]; + ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1]; + ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2]; + //VectorAdd(ent->origin, model->normalmins, ent->mins); + //VectorAdd(ent->origin, model->normalmaxs, ent->maxs); } } else @@ -496,7 +548,7 @@ static float CL_LerpPoint(void) void CL_ClearTempEntities (void) { - cl_num_temp_entities = 0; + cl.num_temp_entities = 0; } entity_t *CL_NewTempEntity(void) @@ -505,9 +557,9 @@ entity_t *CL_NewTempEntity(void) if (r_refdef.numentities >= r_refdef.maxentities) return NULL; - if (cl_num_temp_entities >= cl_max_temp_entities) + if (cl.num_temp_entities >= cl.max_temp_entities) return NULL; - ent = &cl_temp_entities[cl_num_temp_entities++]; + ent = &cl.temp_entities[cl.num_temp_entities++]; memset (ent, 0, sizeof(*ent)); r_refdef.entities[r_refdef.numentities++] = &ent->render; @@ -524,7 +576,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float cl_effect_t *e; if (!modelindex) // sanity check return; - for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++) { if (e->active) continue; @@ -539,6 +591,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float e->frame = 0; e->frame1time = cl.time; e->frame2time = cl.time; + cl.num_effects = max(cl.num_effects, i + 1); break; } } @@ -552,22 +605,22 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo // first look for an exact key match if (ent) { - dl = cl_dlights; - for (i = 0;i < cl_activedlights;i++, dl++) + dl = cl.dlights; + for (i = 0;i < cl.num_dlights;i++, dl++) if (dl->ent == ent) goto dlightsetup; } */ // then look for anything else - dl = cl_dlights; - for (i = 0;i < cl_activedlights;i++, dl++) + dl = cl.dlights; + for (i = 0;i < cl.num_dlights;i++, dl++) if (!dl->radius) goto dlightsetup; // if we hit the end of the active dlights and found no gaps, add a new one if (i < MAX_DLIGHTS) { - cl_activedlights = i + 1; + cl.num_dlights = i + 1; goto dlightsetup; } @@ -614,9 +667,9 @@ void CL_DecayLights(void) float time, f; time = cl.time - cl.oldtime; - oldmax = cl_activedlights; - cl_activedlights = 0; - for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++) + oldmax = cl.num_dlights; + cl.num_dlights = 0; + for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++) { if (dl->radius) { @@ -624,7 +677,7 @@ void CL_DecayLights(void) if (cl.time < dl->die && f > 0) { dl->radius = dl->radius - time * dl->decay; - cl_activedlights = i + 1; + cl.num_dlights = i + 1; } else dl->radius = 0; @@ -642,7 +695,7 @@ void CL_UpdateLights(void) r_refdef.numlights = 0; if (r_dynamic.integer) { - for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++) + for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++) { if (dl->radius) { @@ -657,19 +710,74 @@ void CL_UpdateLights(void) f = cl.time * 10; i = (int)floor(f); frac = f - i; - for (j = 0;j < cl_max_lightstyle;j++) + for (j = 0;j < cl.max_lightstyle;j++) { - if (!cl_lightstyle || !cl_lightstyle[j].length) + if (!cl.lightstyle || !cl.lightstyle[j].length) { r_refdef.lightstylevalue[j] = 256; continue; } - k = i % cl_lightstyle[j].length; - 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; + k = i % cl.lightstyle[j].length; + 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] = (unsigned short)(((k*frac)+(l*(1-frac)))*22); + } +} + +void CL_AddQWCTFFlagModel(entity_t *player, int skin) +{ + float f; + entity_t *flag; + matrix4x4_t flagmatrix; + + // this code taken from QuakeWorld + f = 14; + if (player->render.frame2 >= 29 && player->render.frame2 <= 40) + { + if (player->render.frame2 >= 29 && player->render.frame2 <= 34) + { //axpain + if (player->render.frame2 == 29) f = f + 2; + else if (player->render.frame2 == 30) f = f + 8; + else if (player->render.frame2 == 31) f = f + 12; + else if (player->render.frame2 == 32) f = f + 11; + else if (player->render.frame2 == 33) f = f + 10; + else if (player->render.frame2 == 34) f = f + 4; + } + else if (player->render.frame2 >= 35 && player->render.frame2 <= 40) + { // pain + if (player->render.frame2 == 35) f = f + 2; + else if (player->render.frame2 == 36) f = f + 10; + else if (player->render.frame2 == 37) f = f + 10; + else if (player->render.frame2 == 38) f = f + 8; + else if (player->render.frame2 == 39) f = f + 4; + else if (player->render.frame2 == 40) f = f + 2; + } + } + else if (player->render.frame2 >= 103 && player->render.frame2 <= 118) + { + if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack + else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light + else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack + else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack } + // end of code taken from QuakeWorld + + flag = CL_NewTempEntity(); + if (!flag) + return; + + flag->render.model = cl.model_precache[cl.qw_modelindex_flag]; + flag->render.skinnum = skin; + flag->render.colormap = -1; // no special coloring + flag->render.alpha = 1; + VectorSet(flag->render.colormod, 1, 1, 1); + // 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); } #define MAXVIEWMODELS 32 @@ -688,12 +796,13 @@ 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; @@ -703,7 +812,7 @@ void CL_LinkNetworkEntity(entity_t *e) { e->persistent.linkframe = entitylinkframenumber; // skip inactive entities and world - if (!e->state_current.active || e == cl_entities || e == cl_csqcentities) + if (!e->state_current.active || e == cl.entities || e == cl.csqcentities) return; e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? @@ -751,16 +860,16 @@ 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); - if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active) + 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; - e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); + e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha; + e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); } } matrix = &viewmodelmatrix; @@ -770,21 +879,21 @@ void CL_LinkNetworkEntity(entity_t *e) // if the tag entity is currently impossible, skip it if (!e->csqc) { - if (e->state_current.tagentity >= cl_num_entities) + if (e->state_current.tagentity >= cl.num_entities) return; - t = cl_entities + e->state_current.tagentity; + t = cl.entities + e->state_current.tagentity; } else { - if (e->state_current.tagentity >= cl_num_csqcentities) + if (e->state_current.tagentity >= cl.num_csqcentities) return; - t = cl_csqcentities + e->state_current.tagentity; + 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); + CL_UpdateNetworkEntity(t); // make relative to the entity matrix = &t->render.matrix; // some properties of the tag entity carry over @@ -813,9 +922,9 @@ 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); @@ -845,7 +954,7 @@ void CL_LinkNetworkEntity(entity_t *e) if (e->render.model) { // if model is alias or this is a tenebrae-like dlight, reverse pitch direction - if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)) + if (e->render.model->type == mod_alias) angles[0] = -angles[0]; if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { @@ -855,9 +964,12 @@ void CL_LinkNetworkEntity(entity_t *e) } // transfer certain model flags to effects e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE); - if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) + if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) VectorScale(e->render.colormod, 2, e->render.colormod); } + // if model is alias or this is a tenebrae-like dlight, reverse pitch direction + else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + angles[0] = -angles[0]; // animation lerp if (e->render.frame2 == e->state_current.frame) @@ -907,7 +1019,7 @@ void CL_LinkNetworkEntity(entity_t *e) origin[1] = e->render.matrix.m[1][3]; origin[2] = e->render.matrix.m[2][3]; } - trailtype = -1; + trailtype = EFFECT_NONE; dlightradius = 0; dlightcolor[0] = 0; dlightcolor[1] = 0; @@ -918,13 +1030,7 @@ 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); } @@ -960,37 +1066,13 @@ 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) + 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)) { - 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; + // these are only set on player entities + CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0); } } // muzzleflash fades over time, and is offset a bit @@ -1003,62 +1085,28 @@ void CL_LinkNetworkEntity(entity_t *e) tempmatrix.m[1][3] = trace.endpos[1]; tempmatrix.m[2][3] = 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) @@ -1092,9 +1140,18 @@ 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) @@ -1116,14 +1173,110 @@ void CL_LinkNetworkEntity(entity_t *e) // hide player shadow during intermission or nehahra movie if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) - && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + && (!(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->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(); - if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) - cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number; + } +} + + +/* +=============== +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) @@ -1135,11 +1288,11 @@ void CL_LinkNetworkEntity(entity_t *e) void CL_RelinkWorld(void) { - entity_t *ent = &cl_entities[0]; - cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0; + entity_t *ent = &cl.entities[0]; + cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0; // FIXME: this should be done at load - Matrix4x4_CreateIdentity(&ent->render.matrix); - Matrix4x4_CreateIdentity(&ent->render.inversematrix); + ent->render.matrix = identitymatrix; + ent->render.inversematrix = identitymatrix; R_LerpAnimation(&ent->render); CL_BoundingBoxForEntity(&ent->render); ent->render.flags = RENDER_SHADOW; @@ -1150,30 +1303,11 @@ 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 - Matrix4x4_CreateIdentity(&ent->render.matrix); - Matrix4x4_CreateIdentity(&ent->render.inversematrix); - 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; entity_t *e; - for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) + for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) { e->render.flags = 0; // transparent stuff can't be lit during the opaque stage @@ -1196,82 +1330,23 @@ 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++) - { - 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;i < cl.num_entities;i++) { - for (i=1,k=cl_num_csqcentities;k;i++) + if (cl.entities_active[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) @@ -1281,15 +1356,17 @@ static void CL_RelinkEffects(void) entity_t *ent; float frame; - for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++) { 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)); + while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active) + cl.num_effects--; continue; } @@ -1332,40 +1409,68 @@ static void CL_RelinkEffects(void) } } +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; float forward; matrix4x4_t tempmatrix; - for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) + for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++) { - if (!b->model || b->endtime < cl.time) + if (!b->model) 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) + if (b->endtime < cl.time) { - 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); + b->model = NULL; + continue; } + 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) @@ -1373,8 +1478,8 @@ 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; @@ -1396,7 +1501,7 @@ void CL_RelinkBeams(void) } // add new entities for the lightning - VectorCopy (b->start, org); + VectorCopy (start, org); d = VectorNormalizeLength(dist); while (d > 0) { @@ -1417,12 +1522,42 @@ void CL_RelinkBeams(void) d -= 30; } } + + while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model) + cl.num_beams--; +} + +static void CL_RelinkQWNails(void) +{ + int i; + vec_t *v; + entity_t *ent; + + for (i = 0;i < cl.qw_num_nails;i++) + { + v = cl.qw_nails[i]; + + // if we're drawing effects, get a new temp entity + // (NewTempEntity adds it to the render entities list for us) + if (!(ent = CL_NewTempEntity())) + continue; + + // normal stuff + ent->render.model = cl.model_precache[cl.qw_modelindex_spike]; + ent->render.colormap = -1; // no special coloring + ent->render.alpha = 1; + 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); + } } 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++) @@ -1431,41 +1566,19 @@ 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(); - } - // link stuff - CL_RelinkWorld(); - CL_RelinkCSQCWorld(); //[515]: csqc - if(drawmask & ENTMASK_ENGINE) + 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 } /* @@ -1475,17 +1588,18 @@ 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) { CL_ReadDemoMessage(); + CL_SendMove(); r_refdef.time = cl.time; r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; - Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); - cl_num_brushmodel_entities = 0; + r_view.matrix = identitymatrix; if (cls.state == ca_connected && cls.signon == SIGNONS) { @@ -1496,60 +1610,46 @@ int CL_ReadFromServer(void) V_DriftPitch(); V_FadeViewFlashs(); - // relink network entities (note: this sets up the view!) + // move particles + CL_MoveParticles(); + R_MoveExplosions(); + + // process network entities (note: this sets up the view!) CL_ClientMovement_Replay(); + cl.num_brushmodel_entities = 0; + // now that the player entity has been updated we can call V_CalcRefdef + V_CalcRefdef(); + CL_UpdateEntities(); + + entitylinkframenumber++; + // link stuff + CL_RelinkWorld(); + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); + if(!csqc_loaded) //[515]: csqc { - CL_RelinkNetworkEntities(65535); - - // move particles - CL_MoveParticles(); - R_MoveExplosions(); - - // 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(); } else csqc_frame = true; - // run cgame code (which can add more entities) - CL_CGVM_Frame(); + // update view blend + V_CalcViewBlend(); 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; } -/* -================= -CL_SendCmd -================= -*/ -void CL_UpdatePrydonCursor(void); -void CL_SendCmd(void) -{ - // send the reliable message (forwarded commands) if there is one - if (cls.netcon && cls.netcon->message.cursize && NetConn_CanSendMessage(cls.netcon)) - { - if (developer.integer) - { - Con_Print("CL_SendCmd: sending reliable message:\n"); - SZ_HexDumpToConsole(&cls.netcon->message); - } - if (NetConn_SendReliableMessage(cls.netcon, &cls.netcon->message) == -1) - Host_Error("CL_WriteToServer: lost server connection"); - SZ_Clear(&cls.netcon->message); - } -} - // LordHavoc: pausedemo command static void CL_PauseDemo_f (void) { @@ -1569,13 +1669,13 @@ 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)); } /* @@ -1597,7 +1697,7 @@ 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; @@ -1613,11 +1713,11 @@ CL_Shutdown */ void CL_Shutdown (void) { - CL_CGVM_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); - Mem_FreePool (&cl_mempool); + Mem_FreePool (&cls.permanentmempool); + Mem_FreePool (&cls.levelmempool); } /* @@ -1627,16 +1727,13 @@ CL_Init */ void CL_Init (void) { - cl_mempool = Mem_AllocPool("client", 0, NULL); + 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.maxentities = MAX_EDICTS + 256 + 512; - r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); - // 256k drawqueue buffer - // TODO: make dynamic - r_refdef.maxdrawqueuesize = 256 * 1024; - r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize); + r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities); CL_InitInput (); @@ -1676,6 +1773,11 @@ 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)"); // LordHavoc: added pausedemo @@ -1690,7 +1792,8 @@ 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); @@ -1698,12 +1801,15 @@ void CL_Init (void) 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"); CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); - CL_CGVM_Init(); CL_Video_Init(); }