X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=268a05fa5134bf339ebe85a6920f620e925b081d;hb=93808305537a75ad1dd5595743d1561ab40dd3c8;hp=6ecfefb19011d58f9a9295bab213fb9feaba0dce;hpb=95d7dbf88303b0a0ca460a0b4ed26012328366f5;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 6ecfefb1..268a05fa 100644 --- a/cl_main.c +++ b/cl_main.c @@ -30,7 +30,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. cvar_t cl_shownet = {0, "cl_shownet","0"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0"}; -cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"}; +cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"}; cvar_t lookspring = {CVAR_SAVE, "lookspring","0"}; @@ -53,7 +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_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"}; @@ -61,8 +61,14 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; -mempool_t *cl_refdef_mempool; -mempool_t *cl_entities_mempool; +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; @@ -84,7 +90,7 @@ cl_effect_t *cl_effects; beam_t *cl_beams; dlight_t *cl_dlights; lightstyle_t *cl_lightstyle; -entity_render_t **cl_brushmodel_entities; +int *cl_brushmodel_entities; int cl_num_entities; int cl_num_static_entities; @@ -101,16 +107,26 @@ void CL_ClearState(void) { 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 (); - // note: this also gets rid of the entity database - Mem_EmptyPool(cl_entities_mempool); - // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); // reset the view zoom interpolation - cl.viewzoomold = cl.viewzoomnew = 1; + cl.mviewzoom[0] = cl.mviewzoom[1] = 1; SZ_Clear (&cls.message); @@ -120,7 +136,7 @@ void CL_ClearState(void) cl_num_brushmodel_entities = 0; // tweak these if the game runs out - cl_max_entities = MAX_EDICTS; + cl_max_entities = 256; cl_max_static_entities = 256; cl_max_temp_entities = 512; cl_max_effects = 256; @@ -129,19 +145,15 @@ void CL_ClearState(void) cl_max_lightstyle = MAX_LIGHTSTYLES; cl_max_brushmodel_entities = MAX_EDICTS; - cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t)); - cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte)); - cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t)); - cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t)); - cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t)); - cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t)); - cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t)); - cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t)); - cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *)); - - CL_Screen_NewMap(); - - CL_Particles_Clear(); + 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 < cl_max_entities;i++) @@ -151,9 +163,51 @@ void CL_ClearState(void) cl_entities[i].state_current = defaultstate; } + if (gamemode == GAME_NEXUIZ) + { + VectorSet(cl_playerstandmins, -16, -16, -24); + VectorSet(cl_playerstandmaxs, 16, 16, 45); + VectorSet(cl_playercrouchmins, -16, -16, -24); + VectorSet(cl_playercrouchmaxs, 16, 16, 25); + } + else + { + VectorSet(cl_playerstandmins, -16, -16, -24); + VectorSet(cl_playerstandmaxs, 16, 16, 24); + VectorSet(cl_playercrouchmins, -16, -16, -24); + VectorSet(cl_playercrouchmaxs, 16, 16, 24); + } + + CL_Screen_NewMap(); + CL_Particles_Clear(); CL_CGVM_Clear(); } +void CL_ExpandEntities(int num) +{ + int i, oldmaxentities; + entity_t *oldentities; + if (num >= 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; + } + } +} + /* ===================== CL_Disconnect @@ -231,7 +285,7 @@ void CL_EstablishConnection(const char *host) CL_Disconnect(); NetConn_ClientFrame(); NetConn_ServerFrame(); - + if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { cls.connect_trying = true; @@ -279,7 +333,7 @@ static void CL_PrintEntities_f(void) strcpy(name, "--no model--"); for (j = strlen(name);j < 25;j++) name[j] = ' '; - Con_Printf("%3i: %s:%04i (%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.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); } } @@ -390,6 +444,7 @@ entity_t *CL_NewTempEntity(void) ent->render.colormap = -1; // no special coloring ent->render.scale = 1; ent->render.alpha = 1; + VectorSet(ent->render.colormod, 1, 1, 1); return ent; } @@ -508,9 +563,10 @@ 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], v[3], v2[3], d; + 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) @@ -530,14 +586,15 @@ void CL_LinkNetworkEntity(entity_t *e) else e->render.colormap = -1; // no special coloring e->render.skinnum = e->state_current.skin; - if (e->render.flags & RENDER_VIEWMODEL) + 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) return; if (cl.viewentity) CL_LinkNetworkEntity(cl_entities + cl.viewentity); matrix = &viewmodelmatrix; - if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active) + 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)); @@ -545,7 +602,11 @@ void CL_LinkNetworkEntity(entity_t *e) } 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 @@ -553,20 +614,21 @@ void CL_LinkNetworkEntity(entity_t *e) // 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; + 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) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags) + 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++) { - matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix; + 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 * matrix->m[l][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); @@ -576,7 +638,15 @@ void CL_LinkNetworkEntity(entity_t *e) } // movement lerp - if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) + // if it's the player entity, update according to client movement + if (e == cl_entities + cl.playerentity && cl.movement) + { + 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); + } + 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); @@ -608,8 +678,9 @@ void CL_LinkNetworkEntity(entity_t *e) 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; + 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); } // animation lerp @@ -647,9 +718,19 @@ void CL_LinkNetworkEntity(entity_t *e) CL_BoundingBoxForEntity(&e->render); // handle effects now that we know where this entity is in the world... - origin[0] = e->render.matrix.m[0][3]; - origin[1] = e->render.matrix.m[1][3]; - origin[2] = e->render.matrix.m[2][3]; + 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); + } + 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]; + } trailtype = -1; dlightradius = 0; dlightcolor[0] = 0; @@ -740,12 +821,12 @@ void CL_LinkNetworkEntity(entity_t *e) if (e->persistent.muzzleflash > 0) { Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); - CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY); + trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false); tempmatrix = e->render.matrix; - tempmatrix.m[0][3] = v[0]; - tempmatrix.m[1][3] = v[1]; - tempmatrix.m[2][3] = v[2]; - CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + 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 @@ -816,9 +897,9 @@ void CL_LinkNetworkEntity(entity_t *e) { //dlightmatrix = e->render.matrix; // hack to make glowing player light shine on their gun - //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) + //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, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + 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) @@ -843,7 +924,7 @@ void CL_LinkNetworkEntity(entity_t *e) 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) + 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) @@ -857,17 +938,15 @@ void CL_LinkNetworkEntity(entity_t *e) && (!(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) + 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->render; + 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_num_entities < e->state_current.number + 1) - cl_num_entities = e->state_current.number + 1; - //if (cl.viewentity && e - cl_entities == cl.viewentity) + //if (cl.viewentity && e->state_current.number == cl.viewentity) // Matrix4x4_Print(&e->render.matrix); } } @@ -875,9 +954,7 @@ void CL_LinkNetworkEntity(entity_t *e) void CL_RelinkWorld(void) { entity_t *ent = &cl_entities[0]; - if (cl_num_entities < 1) - cl_num_entities = 1; - cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; + 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); @@ -886,6 +963,9 @@ void CL_RelinkWorld(void) 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) @@ -905,6 +985,7 @@ static void CL_RelinkStaticEntities(void) // 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; } @@ -931,7 +1012,7 @@ static void CL_RelinkNetworkEntities(void) ent->state_current.flags = RENDER_VIEWMODEL; if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission) ent->state_current.modelindex = 0; - else if (cl.items & IT_INVISIBILITY) + else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) { if (gamemode == GAME_TRANSFUSION) ent->state_current.alpha = 128; @@ -939,12 +1020,21 @@ static void CL_RelinkNetworkEntities(void) 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, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++) + 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 @@ -998,6 +1088,7 @@ static void CL_RelinkEffects(void) 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); @@ -1068,7 +1159,7 @@ void CL_RelinkBeams(void) { // 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, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } if (cl_beams_polygons.integer) continue; @@ -1126,10 +1217,13 @@ void CL_LerpPlayer(float frac) int i; float d; - cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold); - + 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) { @@ -1157,8 +1251,10 @@ int CL_ReadFromServer(void) { CL_ReadDemoMessage(); + r_refdef.time = cl.time; + r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; - cl_num_entities = 0; + Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); cl_num_brushmodel_entities = 0; if (cls.state == ca_connected && cls.signon == SIGNONS) @@ -1198,11 +1294,9 @@ int CL_ReadFromServer(void) CL_SendCmd ================= */ -void CL_SendCmd(usercmd_t *cmd) +void CL_UpdatePrydonCursor(void); +void CL_SendCmd(void) { - if (cls.signon == SIGNONS) - CL_SendMove(cmd); - if (cls.demoplayback) { SZ_Clear(&cls.message); @@ -1251,54 +1345,70 @@ static void CL_Fog_f (void) 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); +} + +/* +=========== +CL_Shutdown +=========== +*/ +void CL_Shutdown (void) +{ + CL_CGVM_Shutdown(); + CL_Particles_Shutdown(); + CL_Parse_Shutdown(); + + Mem_FreePool (&cl_mempool); +} + /* ================= 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); - cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL); + 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_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); + 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_refdef_mempool, r_refdef.maxdrawqueuesize); + r_refdef.drawqueue = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize); - SZ_Alloc (&cls.message, 1024, "cls.message"); + cls.message.data = cls.message_buf; + cls.message.maxsize = sizeof(cls.message_buf); + cls.message.cursize = 0; CL_InitInput (); - CL_InitTEnts (); // // register our commands @@ -1345,39 +1455,15 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_explosions_size_end); Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); - Cvar_RegisterVariable(&cl_stainmapsclearonload); + Cvar_RegisterVariable(&cl_stainmaps_clearonload); 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); - } + Cvar_RegisterVariable(&cl_prydoncursor); + + Cmd_AddCommand("timerefresh", CL_TimeRefresh_f); CL_Parse_Init(); CL_Particles_Init();