X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=036a92452921f697837bfd41f5c4fbae1da77010;hb=db37e0dbe94491a5d182ad2bed1938611e43b7ef;hp=21b125cb75b4c2cb122f89fc9a3dd45999de78ab;hpb=e13a8c596f2c51ca815773f89fee4f4f4f723f74;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 21b125cb..036a9245 100644 --- a/cl_main.c +++ b/cl_main.c @@ -46,7 +46,6 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; cvar_t r_draweffects = {0, "r_draweffects", "1"}; -cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"}; cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"}; cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"}; cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"}; @@ -54,6 +53,7 @@ cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"}; cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"}; cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; +cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; @@ -109,6 +109,8 @@ void CL_ClearState(void) // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); + // reset the view zoom interpolation + cl.viewzoomold = cl.viewzoomnew = 1; SZ_Clear (&cls.message); @@ -144,9 +146,9 @@ void CL_ClearState(void) // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl_max_entities;i++) { - ClearStateToDefault(&cl_entities[i].state_baseline); - ClearStateToDefault(&cl_entities[i].state_previous); - ClearStateToDefault(&cl_entities[i].state_current); + cl_entities[i].state_baseline = defaultstate; + cl_entities[i].state_previous = defaultstate; + cl_entities[i].state_current = defaultstate; } CL_CGVM_Clear(); @@ -511,6 +513,17 @@ void CL_LinkNetworkEntity(entity_t *e) // skip inactive entities and world if (!e->state_current.active || e == cl_entities) 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.flags = e->state_current.flags; + e->render.effects = e->state_current.effects; + if (e->state_current.flags & RENDER_COLORMAPPED) + e->render.colormap = e->state_current.colormap; + else if (cl.scores != NULL && e->state_current.colormap) + e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it + else + e->render.colormap = -1; // no special coloring + e->render.skinnum = e->state_current.skin; if (e->render.flags & RENDER_VIEWMODEL) { if (!r_drawviewmodel.integer || chase_active.integer || envmap) @@ -533,7 +546,10 @@ void CL_LinkNetworkEntity(entity_t *e) CL_LinkNetworkEntity(t); // make relative to the entity matrix = &t->render.matrix; + // some properties of the tag entity carry over + e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL; // if a valid tagindex is used, make it relative to that tag instead + // FIXME: use a model function to get tag info (need to handle skeletal) if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags) { // blend the matrices @@ -552,19 +568,6 @@ void CL_LinkNetworkEntity(entity_t *e) matrix = &tempmatrix; } } - 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.flags = e->state_current.flags; - if (e - cl_entities == cl.viewentity) - e->render.flags |= RENDER_EXTERIORMODEL; - e->render.effects = e->state_current.effects; - if (e->state_current.flags & RENDER_COLORMAPPED) - e->render.colormap = e->state_current.colormap; - else if (cl.scores != NULL && e->state_current.colormap) - e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it - else - e->render.colormap = -1; // no special coloring - e->render.skinnum = e->state_current.skin; // set up the render matrix if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex) { @@ -633,6 +636,9 @@ void CL_LinkNetworkEntity(entity_t *e) if (cl_itembobheight.value) origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; } + // transfer certain model flags to effects + if (e->render.model->flags2 & EF_FULLBRIGHT) + e->render.effects |= EF_FULLBRIGHT; } R_LerpAnimation(&e->render); @@ -835,28 +841,33 @@ void CL_LinkNetworkEntity(entity_t *e) if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) { if (e->render.flags & RENDER_GLOWTRAIL) - CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e); - else if (trailtype >= 0) - CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e); + trailtype = 9; + if (trailtype >= 0) + CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e); } VectorCopy(origin, e->persistent.trail_origin); - // note: the cl.viewentity and intermission check is to hide player - // shadow during intermission and during the Nehahra movie and - // Nehahra cinematics - if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE)) - && (e->render.alpha == 1) - && !(e->render.flags & RENDER_VIEWMODEL) - && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) - e->render.flags |= RENDER_SHADOW; - if (!(e->render.effects & EF_FULLBRIGHT)) + // tenebrae's sprites are all additive mode (weird) + 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 - cl_entities == cl.viewentity) + e->render.flags |= RENDER_EXTERIORMODEL; + // transparent stuff can't be lit during the opaque stage + if (e->render.effects & (EF_ADDITIVE) || e->render.alpha < 1) + e->render.flags |= RENDER_TRANSPARENT; + // either fullbright or lit + if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) e->render.flags |= RENDER_LIGHT; + // 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_SHADOW; // as soon as player is known we can call V_CalcRefDef if ((e - cl_entities) == 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->render; - if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) - e->render.effects |= EF_ADDITIVE; // 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) @@ -878,15 +889,29 @@ void CL_RelinkWorld(void) Matrix4x4_CreateIdentity(&ent->render.matrix); Matrix4x4_CreateIdentity(&ent->render.inversematrix); CL_BoundingBoxForEntity(&ent->render); + ent->render.flags = RENDER_SHADOW; + if (!r_fullbright.integer) + ent->render.flags |= RENDER_LIGHT; } static void CL_RelinkStaticEntities(void) { int i; - for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) + entity_t *e; + for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) { - Mod_CheckLoaded(cl_static_entities[i].render.model); - r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; + Mod_CheckLoaded(e->render.model); + e->render.flags = 0; + // transparent stuff can't be lit during the opaque stage + if (e->render.effects & (EF_ADDITIVE) || e->render.alpha < 1) + e->render.flags |= RENDER_TRANSPARENT; + // either fullbright or lit + if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) + e->render.flags |= RENDER_LIGHT; + // hide player shadow during intermission or nehahra movie + if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT)) + e->render.flags |= RENDER_SHADOW; + r_refdef.entities[r_refdef.numentities++] = &e->render; } } @@ -902,7 +927,7 @@ static void CL_RelinkNetworkEntities(void) ent = &cl.viewent; ent->state_previous = ent->state_current; - ClearStateToDefault(&ent->state_current); + ent->state_current = defaultstate; ent->state_current.time = cl.time; ent->state_current.number = -1; ent->state_current.active = true; @@ -1006,7 +1031,7 @@ void CL_RelinkBeams(void) // if coming from the player, update the start position //if (b->entity == cl.viewentity) // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); - if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) + if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) { entity_state_t *p = &cl_entities[b->entity].state_previous; //entity_state_t *c = &cl_entities[b->entity].state_current; @@ -1086,7 +1111,7 @@ void CL_RelinkBeams(void) return; //VectorCopy (org, ent->render.origin); ent->render.model = b->model; - ent->render.effects = EF_FULLBRIGHT; + //ent->render.effects = EF_FULLBRIGHT; //ent->render.angles[0] = pitch; //ent->render.angles[1] = yaw; //ent->render.angles[2] = rand()%360; @@ -1234,6 +1259,32 @@ static void CL_Fog_f (void) CL_Init ================= */ +//VorteX: cvars for GAME_NETHERWORLD +cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; +cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; +cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; +cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; +cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"}; +cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"}; +cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"}; +cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"}; +cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"}; +cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu +cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; +cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; +cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; +cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; +cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"}; +cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"}; +cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; +cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"}; +cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"}; +cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"}; +cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; +cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; +cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; +cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; + void CL_Init (void) { cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL); @@ -1291,18 +1342,46 @@ void CL_Init (void) Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); Cvar_RegisterVariable(&r_draweffects); - Cvar_RegisterVariable(&cl_explosions); Cvar_RegisterVariable(&cl_explosions_alpha_start); Cvar_RegisterVariable(&cl_explosions_alpha_end); Cvar_RegisterVariable(&cl_explosions_size_start); Cvar_RegisterVariable(&cl_explosions_size_end); Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_stainmapsclearonload); Cvar_RegisterVariable(&cl_beams_polygons); Cvar_RegisterVariable(&cl_beams_relative); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); + if (gamemode == GAME_NETHERWORLD) + { + Cvar_RegisterVariable (&cl_playermodel); + Cvar_RegisterVariable (&cl_footsteps); + Cvar_RegisterVariable (&cl_weapon_ofs); + Cvar_RegisterVariable (&cl_weapon_bstep); + Cvar_RegisterVariable (&cl_weapon_bborder); + Cvar_RegisterVariable (&cl_weapon_bphase); + Cvar_RegisterVariable (&cl_weapon_bphasescale); + Cvar_RegisterVariable (&cl_weapon_bphasescissor); + Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death + Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot + //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side + Cvar_RegisterVariable (&sv_monsters_healthscale); + Cvar_RegisterVariable (&sv_monsters_damagescale); + Cvar_RegisterVariable (&sv_monsters_randomize); + Cvar_RegisterVariable (&sv_monsters_multiply); + Cvar_RegisterVariable (&sv_monsters_multiply_radius); + Cvar_RegisterVariable (&sv_monsters_ai_skillmod); + Cvar_RegisterVariable (&sv_monsters_ai_agrmod); + Cvar_RegisterVariable (&sv_monsters_ai_dexmod); + Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod + Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); + Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); + Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); + Cvar_RegisterVariable (&sv_corpses_solid); + } + CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); @@ -1311,3 +1390,5 @@ void CL_Init (void) CL_Video_Init(); } + +