X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=268a05fa5134bf339ebe85a6920f620e925b081d;hb=5deb3054efec963265e40b9155ac6af3149a763a;hp=cb2ea33079ed8adb3c123c32527f0395e76cee3e;hpb=8dcce44300385b12c46d494c06aadcfa35a8bc14;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index cb2ea330..268a05fa 100644 --- a/cl_main.c +++ b/cl_main.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -20,40 +20,82 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // cl_main.c -- client main loop #include "quakedef.h" +#include "cl_collision.h" +#include "cl_video.h" +#include "image.h" // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. -// these two are not intended to be set directly -cvar_t cl_name = {"_cl_name", "player", true}; -cvar_t cl_color = {"_cl_color", "0", true}; +cvar_t cl_shownet = {0, "cl_shownet","0"}; +cvar_t cl_nolerp = {0, "cl_nolerp", "0"}; -cvar_t cl_shownet = {"cl_shownet","0"}; // can be 0, 1, or 2 -cvar_t cl_nolerp = {"cl_nolerp","0"}; +cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8 +cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"}; -cvar_t maxfps = {"maxfps", "100"}; +cvar_t lookspring = {CVAR_SAVE, "lookspring","0"}; +cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"}; +cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30}; -cvar_t lookspring = {"lookspring","0", true}; -cvar_t lookstrafe = {"lookstrafe","0", true}; -cvar_t sensitivity = {"sensitivity","3", true}; +cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"}; +cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"}; +cvar_t m_forward = {CVAR_SAVE, "m_forward","1"}; +cvar_t m_side = {CVAR_SAVE, "m_side","0.8"}; -cvar_t m_pitch = {"m_pitch","0.022", true}; -cvar_t m_yaw = {"m_yaw","0.022", true}; -cvar_t m_forward = {"m_forward","1", true}; -cvar_t m_side = {"m_side","0.8", true}; +cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; +cvar_t r_draweffects = {0, "r_draweffects", "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"}; +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_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"}; + +cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; +cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; +cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; + +cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; + +cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"}; + +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; -// FIXME: put these on hunk? -efrag_t cl_efrags[MAX_EFRAGS]; -entity_t cl_entities[MAX_EDICTS]; -entity_t cl_static_entities[MAX_STATIC_ENTITIES]; -lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES]; -dlight_t cl_dlights[MAX_DLIGHTS]; -int cl_numvisedicts; -entity_t *cl_visedicts[MAX_VISEDICTS]; +int cl_max_entities; +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; + +entity_t *cl_entities; +qbyte *cl_entities_active; +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_static_entities; +int cl_num_temp_entities; +int cl_num_brushmodel_entities; /* ===================== @@ -61,42 +103,109 @@ CL_ClearState ===================== */ -void CL_ClearState (void) +void CL_ClearState(void) { - int i; + int i; + + if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL; + if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL; + 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 (); // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); + // reset the view zoom interpolation + cl.mviewzoom[0] = cl.mviewzoom[1] = 1; SZ_Clear (&cls.message); -// clear other arrays - memset (cl_efrags, 0, sizeof(cl_efrags)); - memset (cl_entities, 0, sizeof(cl_entities)); - memset (cl_dlights, 0, sizeof(cl_dlights)); - memset (cl_lightstyle, 0, sizeof(cl_lightstyle)); - memset (cl_temp_entities, 0, sizeof(cl_temp_entities)); - memset (cl_beams, 0, sizeof(cl_beams)); + cl_num_entities = 0; + 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_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_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)); + // LordHavoc: have to set up the baseline info for alpha and other stuff - for (i = 0;i < MAX_EDICTS;i++) + for (i = 0;i < cl_max_entities;i++) { - cl_entities[i].baseline.alpha = 255; - cl_entities[i].baseline.scale = 16; - cl_entities[i].baseline.glowsize = 0; - cl_entities[i].baseline.glowcolor = 254; - cl_entities[i].baseline.colormod = 255; + cl_entities[i].state_baseline = defaultstate; + cl_entities[i].state_previous = defaultstate; + cl_entities[i].state_current = defaultstate; } -// -// allocate the efrags and chain together into a free list -// - cl.free_efrags = cl_efrags; - for (i=0 ; i= cl_max_entities) + { + if (!cl_entities) + Host_Error("CL_ExpandEntities: cl_entities not initialized\n"); + if (num >= MAX_EDICTS) + Host_Error("CL_ExpandEntities: num %i >= %i\n", 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)); + memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t)); + Mem_Free(oldentities); + 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; + } + } } /* @@ -107,39 +216,46 @@ Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ -void CL_Disconnect (void) +void CL_Disconnect(void) { + if (cls.state == ca_dedicated) + return; + + Con_DPrintf("CL_Disconnect\n"); + // stop sounds (especially looping!) - S_StopAllSounds (true); - -// bring the console down and fade the colors back to normal -// SCR_BringDownConsole (); + S_StopAllSounds (); + + // clear contents blends + cl.cshifts[0].percent = 0; + cl.cshifts[1].percent = 0; + cl.cshifts[2].percent = 0; + cl.cshifts[3].percent = 0; + + cl.worldmodel = NULL; -// if running a local server, shut it down if (cls.demoplayback) - CL_StopPlayback (); - else if (cls.state == ca_connected) + CL_StopPlayback(); + else if (cls.netcon) { if (cls.demorecording) - CL_Stop_f (); - - Con_DPrintf ("Sending clc_disconnect\n"); - SZ_Clear (&cls.message); - MSG_WriteByte (&cls.message, clc_disconnect); - NET_SendUnreliableMessage (cls.netcon, &cls.message); - SZ_Clear (&cls.message); - NET_Close (cls.netcon); - - cls.state = ca_disconnected; - if (sv.active) - Host_ShutdownServer(false); + CL_Stop_f(); + + Con_DPrint("Sending clc_disconnect\n"); + SZ_Clear(&cls.message); + MSG_WriteByte(&cls.message, clc_disconnect); + NetConn_SendUnreliableMessage(cls.netcon, &cls.message); + SZ_Clear(&cls.message); + NetConn_Close(cls.netcon); + cls.netcon = NULL; } + cls.state = ca_disconnected; cls.demoplayback = cls.timedemo = false; cls.signon = 0; } -void CL_Disconnect_f (void) +void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) @@ -153,108 +269,46 @@ void CL_Disconnect_f (void) ===================== CL_EstablishConnection -Host should be either "local" or a net address to be passed on +Host should be either "local" or a net address ===================== */ -void CL_EstablishConnection (char *host) +void CL_EstablishConnection(const char *host) { if (cls.state == ca_dedicated) return; - if (cls.demoplayback) - return; - - CL_Disconnect (); - - cls.netcon = NET_Connect (host); - if (!cls.netcon) - Host_Error ("CL_Connect: connect failed\n"); - Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host); - - cls.demonum = -1; // not in the demo loop now - cls.state = ca_connected; - cls.signon = 0; // need all the signon messages before playing -} - -extern int numgltextures; -extern int texels; + // clear menu's connect error message + M_Update_Return_Reason(""); + cls.demonum = -1; -/* -===================== -CL_SignonReply - -An svc_signonnum has been received, perform a client side setup -===================== -*/ -void CL_SignonReply (void) -{ - char str[8192]; + // stop demo loop in case this fails + CL_Disconnect(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); -Con_DPrintf ("CL_SignonReply: %i\n", cls.signon); - - switch (cls.signon) - { - case 1: - MSG_WriteByte (&cls.message, clc_stringcmd); - MSG_WriteString (&cls.message, "prespawn"); - break; - - case 2: - MSG_WriteByte (&cls.message, clc_stringcmd); - MSG_WriteString (&cls.message, va("name \"%s\"\n", cl_name.string)); - - MSG_WriteByte (&cls.message, clc_stringcmd); - MSG_WriteString (&cls.message, va("color %i %i\n", ((int)cl_color.value)>>4, ((int)cl_color.value)&15)); - - MSG_WriteByte (&cls.message, clc_stringcmd); - sprintf (str, "spawn %s", cls.spawnparms); - MSG_WriteString (&cls.message, str); - break; - - case 3: - MSG_WriteByte (&cls.message, clc_stringcmd); - MSG_WriteString (&cls.message, "begin"); - Cache_Report (); // print remaining memory - break; - - case 4: - SCR_EndLoadingPlaque (); // allow normal screen updates - // LordHavoc: debugging purposes - Con_DPrintf("GLQuake texture slots in use: %i : %i : %i texels\n", texture_extension_number, numgltextures, texels); - break; - } -} - -/* -===================== -CL_NextDemo - -Called to play the next demo in the demo loop -===================== -*/ -void CL_NextDemo (void) -{ - char str[1024]; - - if (cls.demonum == -1) - return; // don't play demos - - SCR_BeginLoadingPlaque (); - - if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS) + if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { - cls.demonum = 0; - if (!cls.demos[cls.demonum][0]) + cls.connect_trying = true; + cls.connect_remainingtries = 3; + cls.connect_nextsendtime = 0; + M_Update_Return_Reason("Trying to connect..."); + if (sv.active) { - Con_Printf ("No demos listed with startdemos\n"); - cls.demonum = -1; - return; + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); } } - - sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]); - Cbuf_InsertText (str); - cls.demonum++; + else + { + Con_Print("Unable to find a suitable network socket to connect to server.\n"); + M_Update_Return_Reason("No network"); + } } /* @@ -262,422 +316,929 @@ void CL_NextDemo (void) CL_PrintEntities_f ============== */ -void CL_PrintEntities_f (void) +static void CL_PrintEntities_f(void) { - entity_t *ent; - int i; - - for (i=0,ent=cl_entities ; imodel) - { - Con_Printf ("EMPTY\n"); + if (!ent->state_current.active) continue; - } - Con_Printf ("%s:%2i (%5.1f,%5.1f,%5.1f) [%5.1f %5.1f %5.1f]\n" - ,ent->model->name,ent->frame, ent->origin[0], ent->origin[1], ent->origin[2], ent->angles[0], ent->angles[1], ent->angles[2]); + + if (ent->render.model) + strlcpy (name, ent->render.model->name, 25); + else + strcpy(name, "--no model--"); + for (j = 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); } } - -/* -=============== -SetPal - -Debugging tool, just flashes the screen -=============== -*/ -void SetPal (int i) +//static const vec3_t nomodelmins = {-16, -16, -16}; +//static const vec3_t nomodelmaxs = {16, 16, 16}; +void CL_BoundingBoxForEntity(entity_render_t *ent) { -#if 0 - static int old; - byte pal[768]; - int c; - - if (i == old) - return; - old = i; - - if (i==0) - VID_SetPalette (host_basepal); - else if (i==1) + if (ent->model) { - for (c=0 ; c<768 ; c+=3) + //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); + } + //else if (ent->angles[1]) + else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) { - pal[c] = 0; - pal[c+1] = 255; - pal[c+2] = 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); + } + 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); } - VID_SetPalette (pal); } else { - for (c=0 ; c<768 ; c+=3) - { - pal[c] = 0; - pal[c+1] = 0; - pal[c+2] = 255; - } - VID_SetPalette (pal); + ent->mins[0] = ent->matrix.m[0][3] - 16; + ent->mins[1] = ent->matrix.m[1][3] - 16; + ent->mins[2] = ent->matrix.m[2][3] - 16; + ent->maxs[0] = ent->matrix.m[0][3] + 16; + ent->maxs[1] = ent->matrix.m[1][3] + 16; + ent->maxs[2] = ent->matrix.m[2][3] + 16; + //VectorAdd(ent->origin, nomodelmins, ent->mins); + //VectorAdd(ent->origin, nomodelmaxs, ent->maxs); } -#endif } /* =============== -CL_AllocDlight +CL_LerpPoint +Determines the fraction between the last two messages that the objects +should be put at. =============== */ -dlight_t *CL_AllocDlight (int key) +static float CL_LerpPoint(void) { - int i; - dlight_t *dl; + float f; -// first look for an exact key match - if (key) - { - dl = cl_dlights; - for (i=0 ; ikey == key) - { - memset (dl, 0, sizeof(*dl)); - dl->key = key; - return dl; - } - } - } + // dropped packet, or start of demo + if (cl.mtime[1] < cl.mtime[0] - 0.1) + cl.mtime[1] = cl.mtime[0] - 0.1; -// then look for anything else - dl = cl_dlights; - for (i=0 ; idie < cl.time) - { - memset (dl, 0, sizeof(*dl)); - dl->key = key; - return dl; - } + cl.time = cl.mtime[0]; + return 1; } - dl = &cl_dlights[0]; - memset (dl, 0, sizeof(*dl)); - dl->key = key; - return dl; + f = (cl.time - cl.mtime[1]) / f; + return bound(0, f, 1); } +void CL_ClearTempEntities (void) +{ + cl_num_temp_entities = 0; +} -/* -=============== -CL_DecayLights - -=============== -*/ -void CL_DecayLights (void) +entity_t *CL_NewTempEntity(void) { - int i; - dlight_t *dl; - float time; - - time = cl.time - cl.oldtime; + entity_t *ent; + + if (r_refdef.numentities >= r_refdef.maxentities) + return NULL; + if (cl_num_temp_entities >= cl_max_temp_entities) + return NULL; + ent = &cl_temp_entities[cl_num_temp_entities++]; + memset (ent, 0, sizeof(*ent)); + r_refdef.entities[r_refdef.numentities++] = &ent->render; + + ent->render.colormap = -1; // no special coloring + ent->render.scale = 1; + ent->render.alpha = 1; + VectorSet(ent->render.colormod, 1, 1, 1); + return ent; +} - dl = cl_dlights; - for (i=0 ; idie < cl.time || !dl->radius) + if (e->active) continue; - - dl->radius -= time*dl->decay; - if (dl->radius < 0) - dl->radius = 0; + e->active = true; + VectorCopy(org, e->origin); + e->modelindex = modelindex; + e->starttime = cl.time; + e->startframe = startframe; + e->endframe = startframe + framecount; + e->framerate = framerate; + + e->frame = 0; + e->frame1time = cl.time; + e->frame2time = cl.time; + break; } } - -/* -=============== -CL_LerpPoint - -Determines the fraction between the last two messages that the objects -should be put at. -=============== -*/ -float CL_LerpPoint (void) +void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { - float f, frac; + int i; + dlight_t *dl; - f = cl.mtime[0] - cl.mtime[1]; - - if (!f || cl_nolerp.value || cls.timedemo || sv.active) - { - cl.time = cl.mtime[0]; - return 1; - } - - if (f > 0.1) - { // dropped packet, or start of demo - cl.mtime[1] = cl.mtime[0] - 0.1; - f = 0.1; - } - frac = (cl.time - cl.mtime[1]) / f; -//Con_Printf ("frac: %f\n",frac); - if (frac < 0) - { - if (frac < -0.01) - { -SetPal(1); - cl.time = cl.mtime[1]; -// Con_Printf ("low frac\n"); - } - frac = 0; - } - else if (frac > 1) + /* +// first look for an exact key match + if (ent) { - if (frac > 1.01) - { -SetPal(2); - cl.time = cl.mtime[0]; -// Con_Printf ("high frac\n"); - } - frac = 1; + dl = cl_dlights; + for (i = 0;i < MAX_DLIGHTS;i++, dl++) + if (dl->ent == ent) + goto dlightsetup; } + */ + +// then look for anything else + dl = cl_dlights; + for (i = 0;i < MAX_DLIGHTS;i++, dl++) + if (!dl->radius) + goto dlightsetup; + + // unable to find one + return; + +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; + dl->ent = ent; + dl->origin[0] = dl->matrix.m[0][3]; + dl->origin[1] = dl->matrix.m[1][3]; + dl->origin[2] = dl->matrix.m[2][3]; + CL_FindNonSolidLocation(dl->origin, dl->origin, 6); + dl->matrix.m[0][3] = dl->origin[0]; + dl->matrix.m[1][3] = dl->origin[1]; + dl->matrix.m[2][3] = dl->origin[2]; + dl->radius = radius; + dl->color[0] = red; + dl->color[1] = green; + dl->color[2] = blue; + dl->decay = decay; + if (lifetime) + dl->die = cl.time + lifetime; else - SetPal(0); - - return frac; + dl->die = 0; + dl->cubemapnum = cubemapnum; + dl->style = style; + dl->shadow = shadowenable; + dl->corona = corona; + dl->flags = flags; + dl->coronasizescale = coronasizescale; + dl->ambientscale = ambientscale; + dl->diffusescale = diffusescale; + dl->specularscale = specularscale; } - -/* -=============== -CL_RelinkEntities -=============== -*/ -void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent); -void CL_RelinkEntities (void) +void CL_DecayLights(void) { - entity_t *ent; - int i, j; - float frac, f, d; - vec3_t delta; - float bobjrotate; - vec3_t oldorg; - dlight_t *dl; - byte *tempcolor; + int i; + dlight_t *dl; + float time; -// determine partial update time - frac = CL_LerpPoint (); + time = cl.time - cl.oldtime; + for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++) + if (dl->radius) + dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0; +} - cl_numvisedicts = 0; +#define MAXVIEWMODELS 32 +entity_t *viewmodels[MAXVIEWMODELS]; +int numviewmodels; -// -// interpolate player info -// - for (i=0 ; i<3 ; i++) - cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); +matrix4x4_t viewmodelmatrix; - if (cls.demoplayback) +static int entitylinkframenumber; + +static const vec3_t muzzleflashorigin = {18, 0, 0}; + +extern void V_DriftPitch(void); +extern void V_FadeViewFlashs(void); +extern void V_CalcViewBlend(void); + +extern void V_CalcRefdef(void); +// 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) +{ + 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; + entity_t *t; + model_t *model; + trace_t trace; + //entity_persistent_t *p = &e->persistent; + //entity_render_t *r = &e->render; + if (e->persistent.linkframe != entitylinkframenumber) { - // interpolate the angles - for (j=0 ; j<3 ; j++) + e->persistent.linkframe = entitylinkframenumber; + // 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; + VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); + if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) { - d = cl.mviewangles[0][j] - cl.mviewangles[1][j]; - if (d > 180) - d -= 360; - else if (d < -180) - d += 360; - cl.viewangles[j] = cl.mviewangles[1][j] + frac*d; + if (!r_drawviewmodel.integer || chase_active.integer || envmap) + return; + if (cl.viewentity) + CL_LinkNetworkEntity(cl_entities + cl.viewentity); + matrix = &viewmodelmatrix; + 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)); + } } - } - - bobjrotate = anglemod(100*cl.time); - -// start on the entity after the world - for (i=1,ent=cl_entities+1 ; imodel) - { // empty slot - if (ent->forcelink) - R_RemoveEfrags (ent); // just became empty - continue; + 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 the tag entity is inactive, skip it + if (!t->state_current.active) + return; + // note: this can link to world + 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 | RENDER_VIEWMODEL); + // 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)) + { + // blend the matrices + memset(&blendmatrix, 0, sizeof(blendmatrix)); + for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) + { + matrix4x4_t tagmatrix; + Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix); + d = t->render.frameblend[j].lerp; + for (l = 0;l < 4;l++) + for (k = 0;k < 4;k++) + blendmatrix.m[l][k] += d * tagmatrix.m[l][k]; + } + // concat the tag matrices onto the entity matrix + Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); + // use the constructed tag matrix + matrix = &tempmatrix; + } } -// if the object wasn't included in the last packet, remove it - if (ent->msgtime != cl.mtime[0]) + // movement lerp + // if it's the player entity, update according to client movement + if (e == cl_entities + cl.playerentity && cl.movement) { - ent->model = NULL; - continue; + lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); + lerp = bound(0, lerp, 1); + VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin); + VectorSet(angles, 0, cl.viewangles[1], 0); } - - VectorCopy (ent->origin, oldorg); - - if (ent->forcelink) - { // the entity was not updated in the last message - // so move to the final spot - VectorCopy (ent->msg_origins[0], ent->origin); - VectorCopy (ent->msg_angles[0], ent->angles); + else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) + { + // interpolate the origin and angles + VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); + VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); + if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; + if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; + if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; + VectorMA(e->persistent.oldangles, lerp, delta, angles); } else - { // if the delta is large, assume a teleport and don't lerp - f = frac; - for (j=0 ; j<3 ; j++) + { + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + } + + // model setup and some modelflags + 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]; + if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { - delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j]; - // LordHavoc: increased lerp tolerance from 100 to 200 - if (delta[j] > 200 || delta[j] < -200) - f = 1; // assume a teleportation, not a motion + angles[1] = ANGLEMOD(100*cl.time); + 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 + 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) + VectorScale(e->render.colormod, 2, e->render.colormod); + } - // interpolate the origin and angles - for (j=0 ; j<3 ; j++) + // animation lerp + if (e->render.frame2 == e->state_current.frame) + { + // update frame lerp fraction + e->render.framelerp = 1; + if (e->render.frame2time > e->render.frame1time) { - ent->origin[j] = ent->msg_origins[1][j] + f*delta[j]; - - d = ent->msg_angles[0][j] - ent->msg_angles[1][j]; - if (d > 180) - d -= 360; - else if (d < -180) - d += 360; - ent->angles[j] = ent->msg_angles[1][j] + f*d; + // make sure frame lerp won't last longer than 100ms + // (this mainly helps with models that use framegroups and + // switch between them infrequently) + e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1); + e->render.framelerp = bound(0, e->render.framelerp, 1); } - } - - if (ent->effects & EF_BRIGHTFIELD) - R_EntityParticles (ent); - if (ent->effects & EF_MUZZLEFLASH) + else { - vec3_t fv, rv, uv; - - dl = CL_AllocDlight (i); - VectorCopy (ent->origin, dl->origin); - dl->origin[2] += 16; - AngleVectors (ent->angles, fv, rv, uv); - - VectorMA (dl->origin, 18, fv, dl->origin); - dl->radius = 200 + (rand()&31); - dl->minlight = 32; - dl->die = cl.time + 0.1; - dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0; + // begin a new frame lerp + e->render.frame1 = e->render.frame2; + e->render.frame1time = e->render.frame2time; + e->render.frame = e->render.frame2 = e->state_current.frame; + e->render.frame2time = cl.time; + e->render.framelerp = 0; } - if (ent->effects & EF_BRIGHTLIGHT) - { - dl = CL_AllocDlight (i); - VectorCopy (ent->origin, dl->origin); - dl->origin[2] += 16; - dl->radius = 400 + (rand()&31); - dl->die = cl.time + 0.001; - dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0; + R_LerpAnimation(&e->render); + + // set up the render matrix + // FIXME: e->render.scale should go away + Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); + // concat the matrices to make the entity relative to its tag + Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); + // make the other useful stuff + Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix); + CL_BoundingBoxForEntity(&e->render); + + // handle effects now that we know where this entity is in the world... + if (e->render.model && e->render.model->soundfromcenter) + { + // bmodels are treated specially since their origin is usually '0 0 0' + vec3_t o; + VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o); + Matrix4x4_Transform(&e->render.matrix, o, origin); } - if (ent->effects & EF_DIMLIGHT) - { - dl = CL_AllocDlight (i); - VectorCopy (ent->origin, dl->origin); - dl->radius = 200 + (rand()&31); - dl->die = cl.time + 0.001; - dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0; + else + { + origin[0] = e->render.matrix.m[0][3]; + origin[1] = e->render.matrix.m[1][3]; + origin[2] = e->render.matrix.m[2][3]; } - // LordHavoc: added EF_RED and EF_BLUE - if (ent->effects & EF_RED) // red - { - if (ent->effects & EF_BLUE) // magenta + trailtype = -1; + dlightradius = 0; + dlightcolor[0] = 0; + dlightcolor[1] = 0; + dlightcolor[2] = 0; + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects) + { + if (e->render.effects & EF_BRIGHTFIELD) { - dl = CL_AllocDlight (i); - VectorCopy (ent->origin, dl->origin); - dl->radius = 200 + (rand()&31); - dl->die = cl.time + 0.001; - dl->color[0] = 0.7;dl->color[1] = 0.07;dl->color[2] = 0.7; + if (gamemode == GAME_NEXUIZ) + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.75f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 3.00f; + trailtype = 8; + } + else + CL_EntityParticles(e); } - else // red + if (e->render.effects & EF_MUZZLEFLASH) + e->persistent.muzzleflash = 1.0f; + if (e->render.effects & EF_DIMLIGHT) { - dl = CL_AllocDlight (i); - VectorCopy (ent->origin, dl->origin); - dl->radius = 200 + (rand()&31); - dl->die = cl.time + 0.001; - dl->color[0] = 0.8;dl->color[1] = 0.05;dl->color[2] = 0.05; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 1.50f; + } + if (e->render.effects & EF_BRIGHTLIGHT) + { + dlightradius = max(dlightradius, 400); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 3.00f; + dlightcolor[2] += 3.00f; + } + // LordHavoc: more effects + if (e->render.effects & EF_RED) // red + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 0.15f; + } + if (e->render.effects & EF_BLUE) // blue + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.15f; + dlightcolor[1] += 0.15f; + 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; + } + if (e->render.effects & EF_STARDUST) + { + 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; } } - else if (ent->effects & EF_BLUE) // blue + // muzzleflash fades over time, and is offset a bit + if (e->persistent.muzzleflash > 0) { - dl = CL_AllocDlight (i); - VectorCopy (ent->origin, dl->origin); - dl->radius = 200 + (rand()&31); - dl->die = cl.time + 0.001; - dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8; + Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); + trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false); + tempmatrix = e->render.matrix; + tempmatrix.m[0][3] = trace.endpos[0]; + 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; } + // 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; + else if (e->render.model->flags & EF_ZOMGIB) + trailtype = 4; + 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; + } + 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; + } + 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; + } + 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; + } + 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; + } + } + } + // LordHavoc: customizable glow + if (e->state_current.glowsize) + { + // * 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); + } + // make the glow dlight + if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) + { + //dlightmatrix = e->render.matrix; + // hack to make glowing player light shine on their gun + //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/) + // dlightmatrix.m[2][3] += 30; + CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + } + // custom rtlight + if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + { + float light[4]; + VectorScale(e->state_current.light, (1.0f / 256.0f), light); + light[3] = e->state_current.light[3]; + if (light[0] == 0 && light[1] == 0 && light[2] == 0) + VectorSet(light, 1, 1, 1); + if (light[3] == 0) + light[3] = 350; + // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? + CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + } + // 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); + 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) + e->render.effects |= EF_ADDITIVE; + // player model is only shown with chase_active on + if (e->state_current.number == cl.viewentity) + e->render.flags |= RENDER_EXTERIORMODEL; + // 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; + // 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->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; + // 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) + r_refdef.entities[r_refdef.numentities++] = &e->render; + //if (cl.viewentity && e->state_current.number == cl.viewentity) + // Matrix4x4_Print(&e->render.matrix); + } +} + +void CL_RelinkWorld(void) +{ + 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); + 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++) + { + 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) + 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; + VectorSet(e->render.colormod, 1, 1, 1); + R_LerpAnimation(&e->render); + r_refdef.entities[r_refdef.numentities++] = &e->render; + } +} + +/* +=============== +CL_RelinkEntities +=============== +*/ +static void CL_RelinkNetworkEntities(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.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_LinkNetworkEntity(ent); + else + cl_entities_active[i] = false; + } + } + CL_LinkNetworkEntity(&cl.viewent); +} - if (ent->model->flags) // LordHavoc: if the model has no flags, don't check each +static void CL_RelinkEffects(void) +{ + int i, intframe; + cl_effect_t *e; + entity_t *ent; + float frame; + + for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + { + if (e->active) { - // rotate binary objects locally - if (ent->model->flags & EF_ROTATE) - ent->angles[1] = bobjrotate; - if (ent->model->flags & EF_GIB) - R_RocketTrail (oldorg, ent->origin, 2, ent); - else if (ent->model->flags & EF_ZOMGIB) - R_RocketTrail (oldorg, ent->origin, 4, ent); - else if (ent->model->flags & EF_TRACER) - R_RocketTrail (oldorg, ent->origin, 3, ent); - else if (ent->model->flags & EF_TRACER2) - R_RocketTrail (oldorg, ent->origin, 5, ent); - else if (ent->model->flags & EF_ROCKET) + frame = (cl.time - e->starttime) * e->framerate + e->startframe; + intframe = frame; + if (intframe < 0 || intframe >= e->endframe) { - R_RocketTrail (oldorg, ent->origin, 0, ent); - dl = CL_AllocDlight (i); - VectorCopy (ent->origin, dl->origin); - dl->radius = 200; - dl->die = cl.time + 0.001; - dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4; + memset(e, 0, sizeof(*e)); + continue; } - else if (ent->model->flags & EF_GRENADE) + + if (intframe != e->frame) { - if (ent->alpha == -1) // LordHavoc: Nehahra dem compatibility - R_RocketTrail (oldorg, ent->origin, 7, ent); + e->frame = intframe; + e->frame1time = e->frame2time; + e->frame2time = cl.time; + } + + // if we're drawing effects, get a new temp entity + // (NewTempEntity adds it to the render entities list for us) + if (r_draweffects.integer && (ent = CL_NewTempEntity())) + { + // interpolation stuff + ent->render.frame1 = intframe; + ent->render.frame2 = intframe + 1; + if (ent->render.frame2 >= e->endframe) + ent->render.frame2 = -1; // disappear + ent->render.framelerp = frame - intframe; + ent->render.frame1time = e->frame1time; + ent->render.frame2time = e->frame2time; + + // normal stuff + ent->render.model = cl.model_precache[e->modelindex]; + ent->render.frame = ent->render.frame2; + ent->render.colormap = -1; // no special coloring + ent->render.alpha = 1; + VectorSet(ent->render.colormod, 1, 1, 1); + + Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); + Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); + R_LerpAnimation(&ent->render); + CL_BoundingBoxForEntity(&ent->render); + } + } + } +} + +void CL_RelinkBeams(void) +{ + int i; + beam_t *b; + vec3_t dist, org; + 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++) + { + if (!b->model || b->endtime < cl.time) + continue; + + // 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) + { + 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 - R_RocketTrail (oldorg, ent->origin, 1, ent); + 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); } - else if (ent->model->flags & EF_TRACER3) - R_RocketTrail (oldorg, ent->origin, 6, ent); } - if (ent->glowsize) // LordHavoc: customizable glow + + if (b->lightning) { - dl = CL_AllocDlight (i); - VectorCopy (ent->origin, dl->origin); - dl->dark = ent->glowsize < 0; // darklight - dl->radius = ent->glowsize; - if (dl->dark) + if (cl_beams_lightatend.integer) { - if (ent->glowtrail) // LordHavoc: all darklights leave black trails - R_RocketTrail2 (oldorg, ent->origin, 0, ent); - dl->radius = -ent->glowsize; + // FIXME: create a matrix from the beam start/end orientation + Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->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); } - else if (ent->glowtrail) // LordHavoc: customizable glow and trail - R_RocketTrail2 (oldorg, ent->origin, ent->glowcolor, ent); - dl->die = cl.time + 0.001; - tempcolor = (byte *)&d_8to24table[ent->glowcolor]; - dl->color[0] = tempcolor[0]*(1.0/255.0);dl->color[1] = tempcolor[1]*(1.0/255.0);dl->color[2] = tempcolor[2]*(1.0/255.0); + if (cl_beams_polygons.integer) + continue; } - else if (ent->glowtrail) // LordHavoc: customizable glow and trail - R_RocketTrail2 (oldorg, ent->origin, ent->glowcolor, ent); - ent->forcelink = false; + // calculate pitch and yaw + VectorSubtract (b->end, b->start, dist); - if (i == cl.viewentity && !chase_active.value) - continue; + if (dist[1] == 0 && dist[0] == 0) + { + yaw = 0; + if (dist[2] > 0) + pitch = 90; + else + pitch = 270; + } + else + { + yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); + if (yaw < 0) + yaw += 360; + + forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); + pitch = (int) (atan2(dist[2], forward) * 180 / M_PI); + if (pitch < 0) + pitch += 360; + } -// LordHavoc: enabled EF_NODRAW - if (!ent->model || ent->effects & EF_NODRAW) - continue; - if (cl_numvisedicts < MAX_VISEDICTS) + // add new entities for the lightning + VectorCopy (b->start, org); + d = VectorNormalizeLength(dist); + while (d > 0) { - cl_visedicts[cl_numvisedicts] = ent; - cl_numvisedicts++; + ent = CL_NewTempEntity (); + if (!ent) + return; + //VectorCopy (org, ent->render.origin); + ent->render.model = b->model; + //ent->render.effects = EF_FULLBRIGHT; + //ent->render.angles[0] = pitch; + //ent->render.angles[1] = yaw; + //ent->render.angles[2] = rand()%360; + Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); + Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); + R_LerpAnimation(&ent->render); + CL_BoundingBoxForEntity(&ent->render); + VectorMA(org, 30, dist, org); + d -= 30; } } - } +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++) + { + cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]); + 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; + } + } +} /* =============== @@ -686,34 +1247,45 @@ CL_ReadFromServer Read all incoming data from the server =============== */ -int CL_ReadFromServer (void) +int CL_ReadFromServer(void) { - int ret; + CL_ReadDemoMessage(); + + 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; - cl.oldtime = cl.time; - cl.time += host_frametime; - - do + if (cls.state == ca_connected && cls.signon == SIGNONS) { - ret = CL_GetMessage (); - if (ret == -1) - Host_Error ("CL_ReadFromServer: lost server connection"); - if (!ret) - break; - - cl.last_received_message = realtime; - CL_ParseServerMessage (); - } while (ret && cls.state == ca_connected); - - if (cl_shownet.value) - Con_Printf ("\n"); - - CL_RelinkEntities (); - CL_UpdateTEnts (); + // prepare for a new frame + CL_LerpPlayer(CL_LerpPoint()); + CL_DecayLights(); + CL_ClearTempEntities(); + V_DriftPitch(); + V_FadeViewFlashs(); + + // relink network entities (note: this sets up the view!) + CL_RelinkNetworkEntities(); + + // move particles + CL_MoveParticles(); + R_MoveExplosions(); + + // link stuff + CL_RelinkWorld(); + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); + + // run cgame code (which can add more entities) + CL_CGVM_Frame(); + + // update view blend + V_CalcViewBlend(); + } -// -// bring the links up to date -// return 0; } @@ -722,59 +1294,98 @@ int CL_ReadFromServer (void) CL_SendCmd ================= */ -void CL_SendCmd (void) +void CL_UpdatePrydonCursor(void); +void CL_SendCmd(void) { - usercmd_t cmd; - - if (cls.state != ca_connected) - return; - - if (cls.signon == SIGNONS) - { - // get basic movement from keyboard - CL_BaseMove (&cmd); - - // allow mice or other external controllers to add to the move - IN_Move (&cmd); - - // send the unreliable message - CL_SendMove (&cmd); - - } - if (cls.demoplayback) { - SZ_Clear (&cls.message); + SZ_Clear(&cls.message); return; } - -// send the reliable message - if (!cls.message.cursize) - return; // no message at all - - if (!NET_CanSendMessage (cls.netcon)) + + // send the reliable message (forwarded commands) if there is one + if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon)) { - Con_DPrintf ("CL_WriteToServer: can't send\n"); - return; + if (developer.integer) + { + Con_Print("CL_SendCmd: sending reliable message:\n"); + SZ_HexDumpToConsole(&cls.message); + } + if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1) + Host_Error("CL_WriteToServer: lost server connection"); + SZ_Clear(&cls.message); } - - if (NET_SendMessage (cls.netcon, &cls.message) == -1) - Host_Error ("CL_WriteToServer: lost server connection"); - - SZ_Clear (&cls.message); } // LordHavoc: pausedemo command -void CL_PauseDemo_f (void) +static void CL_PauseDemo_f (void) { cls.demopaused = !cls.demopaused; if (cls.demopaused) - Con_Printf("Demo paused\n"); + Con_Print("Demo paused\n"); else - Con_Printf("Demo unpaused\n"); + Con_Print("Demo unpaused\n"); +} + +/* +====================== +CL_Fog_f +====================== +*/ +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); + 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)); +} + +/* +==================== +CL_TimeRefresh_f + +For program optimization +==================== +*/ +static void CL_TimeRefresh_f (void) +{ + int i; + float timestart, timedelta, oldangles[3]; + + r_refdef.extraupdate = false; + VectorCopy(cl.viewangles, oldangles); + VectorClear(cl.viewangles); + + 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); + CL_UpdateScreen(); + } + timedelta = Sys_DoubleTime() - timestart; + + VectorCopy(oldangles, cl.viewangles); + Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } -cvar_t demo_nehahra = {"demo_nehahra", "0"}; +/* +=========== +CL_Shutdown +=========== +*/ +void CL_Shutdown (void) +{ + CL_CGVM_Shutdown(); + CL_Particles_Shutdown(); + CL_Parse_Shutdown(); + + Mem_FreePool (&cl_mempool); +} /* ================= @@ -782,17 +1393,26 @@ CL_Init ================= */ void CL_Init (void) -{ - SZ_Alloc (&cls.message, 1024); +{ + cl_mempool = Mem_AllocPool("client", 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 = Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); + // 256k drawqueue buffer + r_refdef.maxdrawqueuesize = 256 * 1024; + r_refdef.drawqueue = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize); + + cls.message.data = cls.message_buf; + cls.message.maxsize = sizeof(cls.message_buf); + cls.message.cursize = 0; CL_InitInput (); - CL_InitTEnts (); - + // // register our commands // - Cvar_RegisterVariable (&cl_name); - Cvar_RegisterVariable (&cl_color); Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); @@ -803,18 +1423,19 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_anglespeedkey); Cvar_RegisterVariable (&cl_shownet); Cvar_RegisterVariable (&cl_nolerp); - Cvar_RegisterVariable (&maxfps); Cvar_RegisterVariable (&lookspring); Cvar_RegisterVariable (&lookstrafe); Cvar_RegisterVariable (&sensitivity); + Cvar_RegisterVariable (&freelook); Cvar_RegisterVariable (&m_pitch); Cvar_RegisterVariable (&m_yaw); Cvar_RegisterVariable (&m_forward); Cvar_RegisterVariable (&m_side); -// Cvar_RegisterVariable (&cl_autofire); - + Cvar_RegisterVariable (&cl_itembobspeed); + Cvar_RegisterVariable (&cl_itembobheight); + Cmd_AddCommand ("entities", CL_PrintEntities_f); Cmd_AddCommand ("disconnect", CL_Disconnect_f); Cmd_AddCommand ("record", CL_Record_f); @@ -822,11 +1443,35 @@ void CL_Init (void) Cmd_AddCommand ("playdemo", CL_PlayDemo_f); Cmd_AddCommand ("timedemo", CL_TimeDemo_f); + Cmd_AddCommand ("fog", CL_Fog_f); + // LordHavoc: added pausedemo Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); - // LordHavoc: added demo_nehahra cvar - Cvar_RegisterVariable (&demo_nehahra); - if (nehahra) - Cvar_SetValue("demo_nehahra", 1); + + Cvar_RegisterVariable(&r_draweffects); + Cvar_RegisterVariable(&cl_explosions_alpha_start); + Cvar_RegisterVariable(&cl_explosions_alpha_end); + Cvar_RegisterVariable(&cl_explosions_size_start); + Cvar_RegisterVariable(&cl_explosions_size_end); + Cvar_RegisterVariable(&cl_explosions_lifetime); + Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_stainmaps_clearonload); + Cvar_RegisterVariable(&cl_beams_polygons); + Cvar_RegisterVariable(&cl_beams_relative); + Cvar_RegisterVariable(&cl_beams_lightatend); + Cvar_RegisterVariable(&cl_noplayershadow); + + Cvar_RegisterVariable(&cl_prydoncursor); + + Cmd_AddCommand("timerefresh", CL_TimeRefresh_f); + + CL_Parse_Init(); + CL_Particles_Init(); + CL_Screen_Init(); + CL_CGVM_Init(); + + CL_Video_Init(); } + +