X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=0606a8d60653c490c55ec7383c0b14559f1e9c04;hb=e537c2269e790f67f68556ded6b7cf62c55874dd;hp=736fea16952bbefbbeefe78c07931e0955e88bd8;hpb=ab2cfe0b43fb9f80cff4d8807e40d6524ee1bae5;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 736fea16..0606a8d6 100644 --- a/cl_main.c +++ b/cl_main.c @@ -23,6 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "cl_collision.h" #include "cl_video.h" #include "image.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. @@ -63,6 +64,8 @@ cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"}; +cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"}; + vec3_t cl_playerstandmins; vec3_t cl_playerstandmaxs; vec3_t cl_playercrouchmins; @@ -81,9 +84,10 @@ int cl_max_beams; int cl_max_dlights; int cl_max_lightstyle; int cl_max_brushmodel_entities; +int cl_activedlights; entity_t *cl_entities; -qbyte *cl_entities_active; +unsigned char *cl_entities_active; entity_t *cl_static_entities; entity_t *cl_temp_entities; cl_effect_t *cl_effects; @@ -97,6 +101,10 @@ 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]; + /* ===================== CL_ClearState @@ -144,16 +152,20 @@ void CL_ClearState(void) cl_max_dlights = MAX_DLIGHTS; cl_max_lightstyle = MAX_LIGHTSTYLES; cl_max_brushmodel_entities = MAX_EDICTS; + cl_activedlights = 0; - cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t)); - cl_entities_active = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte)); - cl_static_entities = Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t)); - cl_temp_entities = Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t)); - cl_effects = Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t)); - cl_beams = Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t)); - cl_dlights = Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t)); - cl_lightstyle = Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t)); - cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int)); + cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t)); + cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); + 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)); // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl_max_entities;i++) @@ -190,13 +202,13 @@ void CL_ExpandEntities(int num) if (num >= cl_max_entities) { if (!cl_entities) - Host_Error("CL_ExpandEntities: cl_entities not initialized\n"); + Sys_Error("CL_ExpandEntities: cl_entities not initialized"); if (num >= MAX_EDICTS) - Host_Error("CL_ExpandEntities: num %i >= %i\n", 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 = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t)); + cl_entities = (entity_t *)Mem_Alloc(cl_mempool, 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++) @@ -283,8 +295,9 @@ void CL_EstablishConnection(const char *host) // stop demo loop in case this fails CL_Disconnect(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); + + // 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))) { @@ -292,17 +305,14 @@ void CL_EstablishConnection(const char *host) cls.connect_remainingtries = 3; cls.connect_nextsendtime = 0; M_Update_Return_Reason("Trying to connect..."); - if (sv.active) - { - NetConn_ClientFrame(); - NetConn_ServerFrame(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); - } + // 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(); + //} } else { @@ -331,9 +341,9 @@ static void CL_PrintEntities_f(void) strlcpy (name, ent->render.model->name, 25); else strcpy(name, "--no model--"); - for (j = strlen(name);j < 25;j++) + 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.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha); + Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->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); } } @@ -414,7 +424,7 @@ static float CL_LerpPoint(void) // LordHavoc: lerp in listen games as the server is being capped below the client (usually) f = cl.mtime[0] - cl.mtime[1]; - if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame) + if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)) { cl.time = cl.mtime[0]; return 1; @@ -483,7 +493,7 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo if (ent) { dl = cl_dlights; - for (i = 0;i < MAX_DLIGHTS;i++, dl++) + for (i = 0;i < cl_activedlights;i++, dl++) if (dl->ent == ent) goto dlightsetup; } @@ -491,9 +501,15 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo // then look for anything else dl = cl_dlights; - for (i = 0;i < MAX_DLIGHTS;i++, dl++) + for (i = 0;i < cl_activedlights;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; + goto dlightsetup; + } // unable to find one return; @@ -501,7 +517,7 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo dlightsetup: //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); - dl->matrix = *matrix; + Matrix4x4_Normalize(&dl->matrix, matrix); dl->ent = ent; dl->origin[0] = dl->matrix.m[0][3]; dl->origin[1] = dl->matrix.m[1][3]; @@ -530,16 +546,70 @@ dlightsetup: dl->specularscale = specularscale; } +// called before entity relinking void CL_DecayLights(void) { - int i; + int i, oldmax; dlight_t *dl; - float time; + float time, f; time = cl.time - cl.oldtime; - for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++) + oldmax = cl_activedlights; + cl_activedlights = 0; + for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++) + { if (dl->radius) - dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0; + { + f = dl->radius - time * dl->decay; + if (cl.time < dl->die && f > 0) + { + dl->radius = dl->radius - time * dl->decay; + cl_activedlights = i + 1; + } + else + dl->radius = 0; + } + } +} + +// called after entity relinking +void CL_UpdateLights(void) +{ + int i, j, k, l; + dlight_t *dl; + float frac, f; + + r_refdef.numlights = 0; + if (r_dynamic.integer) + { + for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++) + { + if (dl->radius) + { + R_RTLight_Update(dl, false); + r_refdef.lights[r_refdef.numlights++] = dl; + } + } + } + +// light animations +// 'm' is normal light, 'a' is no light, 'z' is double bright + f = cl.time * 10; + i = (int)floor(f); + frac = f - i; + for (j = 0;j < MAX_LIGHTSTYLES;j++) + { + 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; + } } #define MAXVIEWMODELS 32 @@ -579,14 +649,46 @@ void CL_LinkNetworkEntity(entity_t *e) 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; + VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); if (e->state_current.flags & RENDER_COLORMAPPED) + { + int cb; + unsigned char *cbcolor; e->render.colormap = e->state_current.colormap; - else if (cl.scores != NULL && e->state_current.colormap) + cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0]; + e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1]; + e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2]; + cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0]; + e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1]; + e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2]; + } + else if (e->state_current.colormap && cl.scores != NULL) + { + int cb; + unsigned char *cbcolor; e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it + cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0]; + e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1]; + e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2]; + cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0]; + e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1]; + e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2]; + } else + { e->render.colormap = -1; // no special coloring + VectorClear(e->render.colormap_pantscolor); + VectorClear(e->render.colormap_shirtcolor); + } e->render.skinnum = e->state_current.skin; - VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) { if (!r_drawviewmodel.integer || chase_active.integer || envmap) @@ -667,7 +769,6 @@ void CL_LinkNetworkEntity(entity_t *e) e->render.model = cl.model_precache[e->state_current.modelindex]; if (e->render.model) { - Mod_CheckLoaded(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)) angles[0] = -angles[0]; @@ -839,18 +940,18 @@ void CL_LinkNetworkEntity(entity_t *e) 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; + //dlightradius = max(dlightradius, 100); + //dlightcolor[0] += 0.25f; + //dlightcolor[1] += 1.00f; + //dlightcolor[2] += 0.25f; } 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; + //dlightradius = max(dlightradius, 100); + //dlightcolor[0] += 1.00f; + //dlightcolor[1] += 0.60f; + //dlightcolor[2] += 0.20f; } else if (e->render.model->flags & EF_ROCKET) { @@ -890,7 +991,7 @@ void CL_LinkNetworkEntity(entity_t *e) // * 4 for the expansion from 0-255 to 0-1023 range, // / 255 to scale down byte colors dlightradius = max(dlightradius, e->state_current.glowsize * 4); - VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); + VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor); } // make the glow dlight if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) @@ -929,6 +1030,10 @@ void CL_LinkNetworkEntity(entity_t *e) // transparent stuff can't be lit during the opaque stage if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) e->render.flags |= RENDER_TRANSPARENT; + // double sided rendering mode causes backfaces to be visible + // (mostly useful on transparent stuff) + if (e->render.effects & EF_DOUBLESIDED) + e->render.flags |= RENDER_NOCULLFACE; // either fullbright or lit if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) e->render.flags |= RENDER_LIGHT; @@ -974,7 +1079,6 @@ static void CL_RelinkStaticEntities(void) 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(e->render.model); e->render.flags = 0; // transparent stuff can't be lit during the opaque stage if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) @@ -1010,7 +1114,7 @@ static void CL_RelinkNetworkEntities(void) 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.intermission) + if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission) ent->state_current.modelindex = 0; else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) { @@ -1117,40 +1221,14 @@ 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.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) + // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start); + if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) { - entity_state_t *p = &cl_entities[b->entity].state_previous; - //entity_state_t *c = &cl_entities[b->entity].state_current; entity_render_t *r = &cl_entities[b->entity].render; - matrix4x4_t matrix, imatrix; - if (b->relativestartvalid == 2) - { - // not really valid yet, we need to get the orientation now - // (ParseBeam flagged this because it is received before - // entities are received, by now they have been received) - // note: because players create lightning in their think - // function (which occurs before movement), they actually - // have some lag in it's location, so compare to the - // previous player state, not the latest - if (b->entity == cl.viewentity) - Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); - else - Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1); - Matrix4x4_Invert_Simple(&imatrix, &matrix); - Matrix4x4_Transform(&imatrix, b->start, b->relativestart); - Matrix4x4_Transform(&imatrix, b->end, b->relativeend); - b->relativestartvalid = 1; - } - else - { - if (b->entity == cl.viewentity) - Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); - else - 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(&matrix, b->relativestart, b->start); - Matrix4x4_Transform(&matrix, b->relativeend, b->end); - } + //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); } if (b->lightning) @@ -1247,6 +1325,7 @@ CL_ReadFromServer Read all incoming data from the server =============== */ +extern void CL_ClientMovement_Replay(); int CL_ReadFromServer(void) { CL_ReadDemoMessage(); @@ -1267,6 +1346,7 @@ int CL_ReadFromServer(void) V_FadeViewFlashs(); // relink network entities (note: this sets up the view!) + CL_ClientMovement_Replay(); CL_RelinkNetworkEntities(); // move particles @@ -1282,6 +1362,8 @@ int CL_ReadFromServer(void) // run cgame code (which can add more entities) CL_CGVM_Frame(); + CL_UpdateLights(); + // update view blend V_CalcViewBlend(); } @@ -1297,9 +1379,6 @@ CL_SendCmd void CL_UpdatePrydonCursor(void); void CL_SendCmd(void) { - if (cls.signon == SIGNONS) - CL_UpdatePrydonCursor(); - if (cls.demoplayback) { SZ_Clear(&cls.message); @@ -1402,10 +1481,11 @@ void CL_Init (void) memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame r_refdef.maxentities = MAX_EDICTS + 256 + 512; - r_refdef.entities = Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); + 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 = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize); + r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize); cls.message.data = cls.message_buf; cls.message.maxsize = sizeof(cls.message_buf); @@ -1466,6 +1546,8 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_prydoncursor); + Cvar_RegisterVariable(&cl_deathnoviewmodel); + Cmd_AddCommand("timerefresh", CL_TimeRefresh_f); CL_Parse_Init();