#include "cl_collision.h"
#include "cl_video.h"
#include "image.h"
+#include "csprogs.h"
#include "r_shadow.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"}; //[515]: csqc crc check and right csprogs name according to progs.dat
+cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0"};
+
cvar_t cl_shownet = {0, "cl_shownet","0"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
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_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;
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;
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;
SZ_Clear (&cls.message);
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_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_entities[i].state_current = defaultstate;
}
+ 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;
+ }
+
if (gamemode == GAME_NEXUIZ)
{
VectorSet(cl_playerstandmins, -16, -16, -24);
}
}
+void CL_ExpandCSQCEntities(int num)
+{
+ int i, oldmaxentities;
+ entity_t *oldentities;
+ if (num >= cl_max_csqcentities)
+ {
+ 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));
+ Mem_Free(oldentities);
+ 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;
+ }
+ }
+}
+
+void CL_VM_ShutDown (void);
/*
=====================
CL_Disconnect
Con_DPrintf("CL_Disconnect\n");
+ CL_VM_ShutDown();
// stop sounds (especially looping!)
S_StopAllSounds ();
{
e->persistent.linkframe = entitylinkframenumber;
// skip inactive entities and world
- if (!e->state_current.active || e == cl_entities)
+ 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?
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)
+ if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
return;
- if (cl.viewentity)
- CL_LinkNetworkEntity(cl_entities + cl.viewentity);
- matrix = &viewmodelmatrix;
- if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
+ if (!e->csqc)
{
- 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));
+ if (cl.viewentity)
+ CL_LinkNetworkEntity(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));
+ }
}
+ matrix = &viewmodelmatrix;
}
else
{
// if the tag entity is currently impossible, skip it
- if (e->state_current.tagentity >= cl_num_entities)
- return;
- t = cl_entities + e->state_current.tagentity;
+ 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;
// movement lerp
// if it's the player entity, update according to client movement
- if (e == cl_entities + cl.playerentity && cl.movement)
+ if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
{
lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
lerp = bound(0, lerp, 1);
}
// model setup and some modelflags
- e->render.model = cl.model_precache[e->state_current.modelindex];
+ if(e->state_current.modelindex < MAX_MODELS)
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ else
+ e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
if (e->render.model)
{
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
e->render.effects |= EF_ADDITIVE;
// player model is only shown with chase_active on
+ if (!e->csqc)
if (e->state_current.number == cl.viewentity)
e->render.flags |= RENDER_EXTERIORMODEL;
// transparent stuff can't be lit during the opaque stage
&& (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
e->render.flags |= RENDER_SHADOW;
// as soon as player is known we can call V_CalcRefDef
+ if (!csqc_loaded)
if (e->state_current.number == cl.viewentity)
V_CalcRefdef();
if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
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;
CL_RelinkEntities
===============
*/
-static void CL_RelinkNetworkEntities(void)
+static void CL_RelinkNetworkEntities(int drawmask)
{
entity_t *ent;
- int i;
+ int i, k;
- 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(!csqc_loaded)
{
- if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 128;
- else
+ 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;
+ // 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(drawmask & ENTMASK_ENGINE || !csqc_loaded)
{
- if (cl_entities_active[i])
+ for (i = 1;i < cl_num_entities;i++)
{
- ent = cl_entities + i;
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl_entities_active[i] = false;
+ 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;
+ }
}
}
- CL_LinkNetworkEntity(&cl.viewent);
+
+ //[515]: csqc
+ if(csqc_loaded)
+ {
+ for (i=1,k=cl_num_csqcentities;k;i++)
+ {
+ if (cl_csqcentities_active[i])
+ {
+ --k;
+ ent = cl_csqcentities + i;
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl_csqcentities_active[i] = false;
+ }
+ }
+ }
+ else
+ CL_LinkNetworkEntity(&cl.viewent);
}
static void CL_RelinkEffects(void)
ent->render.frame2time = e->frame2time;
// normal stuff
- ent->render.model = cl.model_precache[e->modelindex];
+ if(e->modelindex < MAX_MODELS)
+ ent->render.model = cl.model_precache[e->modelindex];
+ else
+ ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
}
}
+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)
+ {
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+ }
+}
+
/*
===============
CL_ReadFromServer
===============
*/
extern void CL_ClientMovement_Replay();
+
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
// relink network entities (note: this sets up the view!)
CL_ClientMovement_Replay();
- CL_RelinkNetworkEntities();
-
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
-
- // link stuff
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ if(!csqc_loaded) //[515]: csqc
+ {
+ CL_RelinkNetworkEntities(65536);
+
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkCSQCWorld(); //[515]: csqc
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+ }
+ else
+ csqc_frame = true;
// run cgame code (which can add more entities)
CL_CGVM_Frame();
//
// register our commands
//
+ Cvar_RegisterVariable (&csqc_progname);
+ Cvar_RegisterVariable (&csqc_progcrc);
+
Cvar_RegisterVariable (&cl_upspeed);
Cvar_RegisterVariable (&cl_forwardspeed);
Cvar_RegisterVariable (&cl_backspeed);