X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=88151231be0e70853d265a5d6b69e7ef58b8cc1b;hb=ea4fc545e8444f579d88d8f096b054dcd7bc482f;hp=ad2f92c9d5fd362d577f2bb55c4a35bb82c853f6;hpb=6521035efebc6902c1bcf97c171c456af2b719be;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index ad2f92c9..88151231 100644 --- a/cl_main.c +++ b/cl_main.c @@ -22,15 +22,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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 = {CVAR_SAVE, "_cl_name", "player"}; -cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"}; -cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"}; - cvar_t cl_shownet = {0, "cl_shownet","0"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0"}; @@ -50,10 +46,21 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; cvar_t r_draweffects = {0, "r_draweffects", "1"}; -cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"}; +cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"}; +cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"}; +cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"}; +cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"}; +cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"}; + cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; +cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"}; + +cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; +cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; +cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; + +cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; -mempool_t *cl_scores_mempool; mempool_t *cl_refdef_mempool; mempool_t *cl_entities_mempool; @@ -90,18 +97,20 @@ CL_ClearState ===================== */ -void CL_ClearState (void) +void CL_ClearState(void) { int i; if (!sv.active) Host_ClearMemory (); - Mem_EmptyPool(cl_scores_mempool); + // 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; SZ_Clear (&cls.message); @@ -115,7 +124,7 @@ void CL_ClearState (void) cl_max_static_entities = 256; cl_max_temp_entities = 512; cl_max_effects = 256; - cl_max_beams = 24; + cl_max_beams = 256; cl_max_dlights = MAX_DLIGHTS; cl_max_lightstyle = MAX_LIGHTSTYLES; cl_max_brushmodel_entities = MAX_EDICTS; @@ -137,9 +146,9 @@ void CL_ClearState (void) // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl_max_entities;i++) { - ClearStateToDefault(&cl_entities[i].state_baseline); - ClearStateToDefault(&cl_entities[i].state_previous); - ClearStateToDefault(&cl_entities[i].state_current); + cl_entities[i].state_baseline = defaultstate; + cl_entities[i].state_previous = defaultstate; + cl_entities[i].state_current = defaultstate; } CL_CGVM_Clear(); @@ -153,11 +162,13 @@ 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); @@ -170,22 +181,19 @@ void CL_Disconnect (void) cl.worldmodel = NULL; 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; // prevent this code from executing again during Host_ShutdownServer - // if running a local server, shut it down - 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; @@ -193,7 +201,7 @@ void CL_Disconnect (void) cls.signon = 0; } -void CL_Disconnect_f (void) +void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) @@ -207,29 +215,45 @@ 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 (); + // clear menu's connect error message + m_return_reason[0] = 0; + cls.demonum = -1; - 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 - - CL_ClearState (); + // stop demo loop in case this fails + 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; + cls.connect_remainingtries = 3; + cls.connect_nextsendtime = 0; + if (sv.active) + { + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + } + } + else + { + Con_Print("Unable to find a suitable network socket to connect to server.\n"); + strcpy(m_return_reason, "No network"); + } } /* @@ -237,7 +261,7 @@ void CL_EstablishConnection (char *host) CL_PrintEntities_f ============== */ -static void CL_PrintEntities_f (void) +static void CL_PrintEntities_f(void) { entity_t *ent; int i, j; @@ -249,86 +273,70 @@ static void CL_PrintEntities_f (void) continue; if (ent->render.model) - strncpy(name, ent->render.model->name, 25); + strlcpy (name, ent->render.model->name, 25); else strcpy(name, "--no model--"); - name[25] = 0; 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:%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); } } -static const vec3_t nomodelmins = {-16, -16, -16}; -static const vec3_t nomodelmaxs = {16, 16, 16}; +//static const vec3_t nomodelmins = {-16, -16, -16}; +//static const vec3_t nomodelmaxs = {16, 16, 16}; void CL_BoundingBoxForEntity(entity_render_t *ent) { if (ent->model) { - if (ent->angles[0] || ent->angles[2]) + //if (ent->angles[0] || ent->angles[2]) + if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) { // pitch or roll - VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins); - VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs); + 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->angles[1]) + else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) { // yaw - VectorAdd(ent->origin, ent->model->yawmins, ent->mins); - VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs); + 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 { - VectorAdd(ent->origin, ent->model->normalmins, ent->mins); - VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs); + 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); } } else { - VectorAdd(ent->origin, nomodelmins, ent->mins); - VectorAdd(ent->origin, nomodelmaxs, ent->maxs); - } -} - -void CL_LerpUpdate(entity_t *e) -{ - entity_persistent_t *p; - entity_render_t *r; - p = &e->persistent; - r = &e->render; - - if (p->modelindex != e->state_current.modelindex) - { - // reset all interpolation information - p->modelindex = e->state_current.modelindex; - p->frame1 = p->frame2 = e->state_current.frame; - p->frame1time = p->frame2time = cl.time; - p->framelerp = 1; - } - else if (p->frame2 != e->state_current.frame) - { - // transition to new frame - p->frame1 = p->frame2; - p->frame1time = p->frame2time; - p->frame2 = e->state_current.frame; - p->frame2time = cl.time; - p->framelerp = 0; - } - else - { - // update transition - p->framelerp = (cl.time - p->frame2time) * 10; - p->framelerp = bound(0, p->framelerp, 1); + 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); } - - r->model = cl.model_precache[e->state_current.modelindex]; - Mod_CheckLoaded(r->model); - r->frame = e->state_current.frame; - r->frame1 = p->frame1; - r->frame2 = p->frame2; - r->framelerp = p->framelerp; - r->frame1time = p->frame1time; - r->frame2time = p->frame2time; } /* @@ -339,7 +347,7 @@ Determines the fraction between the last two messages that the objects should be put at. =============== */ -static float CL_LerpPoint (void) +static float CL_LerpPoint(void) { float f; @@ -351,7 +359,7 @@ 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 || (sv.active && svs.maxclients == 1)) + if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame) { cl.time = cl.mtime[0]; return 1; @@ -366,7 +374,7 @@ void CL_ClearTempEntities (void) cl_num_temp_entities = 0; } -entity_t *CL_NewTempEntity (void) +entity_t *CL_NewTempEntity(void) { entity_t *ent; @@ -384,7 +392,32 @@ entity_t *CL_NewTempEntity (void) return ent; } -void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime) +void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) +{ + int i; + cl_effect_t *e; + if (!modelindex) // sanity check + return; + for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + { + if (e->active) + continue; + 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; + } +} + +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) { int i; dlight_t *dl; @@ -412,8 +445,15 @@ void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, 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; - VectorCopy(org, dl->origin); + 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; @@ -423,364 +463,486 @@ dlightsetup: dl->die = cl.time + lifetime; else dl->die = 0; + dl->cubemapnum = cubemapnum; + dl->style = style; + dl->shadow = shadowenable; + dl->corona = corona; } -void CL_DecayLights (void) +void CL_DecayLights(void) { int i; dlight_t *dl; float time; time = cl.time - cl.oldtime; - - dl = cl_dlights; - for (i=0 ; iradius) - continue; - if (dl->die < cl.time) - { - dl->radius = 0; - continue; - } - - dl->radius -= time*dl->decay; - if (dl->radius < 0) - dl->radius = 0; - } + 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; } -void CL_RelinkWorld (void) -{ - if (cl_num_entities < 1) - cl_num_entities = 1; - cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render; - CL_BoundingBoxForEntity(&cl_entities[0].render); -} +#define MAXVIEWMODELS 32 +entity_t *viewmodels[MAXVIEWMODELS]; +int numviewmodels; -static void CL_RelinkStaticEntities(void) -{ - int i; - for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) - { - Mod_CheckLoaded(cl_static_entities[i].render.model); - r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; - } -} - -/* -=============== -CL_RelinkEntities -=============== -*/ -static void CL_RelinkNetworkEntities(void) -{ - entity_t *ent; - int i, effects, temp; - float d, bobjrotate, bobjoffset, lerp; - vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs; +matrix4x4_t viewmodelmatrix; - bobjrotate = ANGLEMOD(100*cl.time); - if (cl_itembobheight.value) - bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; - else - bobjoffset = 0; +static int entitylinkframenumber; - // start on the entity after the world - for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++) - { - // if the object isn't active in the current network frame, skip it - if (!cl_entities_active[i]) - continue; - if (!ent->state_current.active) - { - cl_entities_active[i] = false; - continue; - } +static const vec3_t muzzleflashorigin = {18, 0, 0}; - VectorCopy(ent->persistent.trail_origin, oldorg); +extern void V_DriftPitch(void); +extern void V_FadeViewFlashs(void); +extern void V_CalcViewBlend(void); - if (!ent->state_previous.active) +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], v[3], v2[3], d; + entity_t *t; + model_t *model; + //entity_persistent_t *p = &e->persistent; + //entity_render_t *r = &e->render; + if (e->persistent.linkframe != entitylinkframenumber) + { + 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; + if (e->render.flags & RENDER_VIEWMODEL) { - // only one state available - VectorCopy (ent->persistent.neworigin, neworg); - VectorCopy (ent->persistent.newangles, ent->render.angles); - VectorCopy (neworg, oldorg); + 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) + { + 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)); + } } else { - // if the delta is large, assume a teleport and don't lerp - VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta); - if (ent->persistent.lerpdeltatime > 0) + t = cl_entities + e->state_current.tagentity; + 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; + // 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) { - lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime; - if (lerp < 1) + // blend the matrices + memset(&blendmatrix, 0, sizeof(blendmatrix)); + for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) { - // interpolate the origin and angles - VectorMA(ent->persistent.oldorigin, lerp, delta, neworg); - VectorSubtract(ent->persistent.newangles, ent->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(ent->persistent.oldangles, lerp, delta, ent->render.angles); + matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix; + 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]; } - else + // concat the tag matrices onto the entity matrix + Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); + // use the constructed tag matrix + matrix = &tempmatrix; + } + } + // set up the render matrix + if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex) + { + // movement lerp + 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 + { + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + } + // 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) { - // no interpolation - VectorCopy (ent->persistent.neworigin, neworg); - VectorCopy (ent->persistent.newangles, ent->render.angles); + e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time); + e->render.framelerp = bound(0, e->render.framelerp, 1); } } else { - // no interpolation - VectorCopy (ent->persistent.neworigin, neworg); - VectorCopy (ent->persistent.newangles, ent->render.angles); + // 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; + // 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.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f); } } - - VectorCopy (neworg, ent->persistent.trail_origin); - // persistent.modelindex will be updated by CL_LerpUpdate - if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active) - VectorCopy(neworg, oldorg); - - VectorCopy (neworg, ent->render.origin); - ent->render.flags = ent->state_current.flags; - if (i == cl.viewentity) - ent->render.flags |= RENDER_EXTERIORMODEL; - ent->render.effects = effects = ent->state_current.effects; - if (ent->state_current.flags & RENDER_COLORMAPPED) - ent->render.colormap = ent->state_current.colormap; - else if (cl.scores == NULL || !ent->state_current.colormap) - ent->render.colormap = -1; // no special coloring else - ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it - ent->render.skinnum = ent->state_current.skin; - ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? - ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? + { + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame; + e->render.frame1time = e->render.frame2time = cl.time; + e->render.framelerp = 1; + } - // update interpolation info - CL_LerpUpdate(ent); + 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))) + { + 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 + if (e->render.model->flags2 & EF_FULLBRIGHT) + e->render.effects |= EF_FULLBRIGHT; + } - // handle effects now... + R_LerpAnimation(&e->render); + + // 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... + 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; dlightcolor[1] = 0; dlightcolor[2] = 0; - // LordHavoc: if the entity has no effects, don't check each - if (effects) + if (e->render.effects) { - if (effects & EF_BRIGHTFIELD) + if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXIUZ) + if (gamemode == GAME_NEXUIZ) { - dlightcolor[0] += 100.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 400.0f; - // don't do trail if we have no previous location - if (ent->state_previous.active) - CL_RocketTrail (oldorg, neworg, 8, ent); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.75f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 3.00f; + trailtype = 8; } else - CL_EntityParticles (ent); + CL_EntityParticles(e); } - if (effects & EF_MUZZLEFLASH) - ent->persistent.muzzleflash = 100.0f; - if (effects & EF_DIMLIGHT) + if (e->render.effects & EF_MUZZLEFLASH) + e->persistent.muzzleflash = 1.0f; + if (e->render.effects & EF_DIMLIGHT) { - dlightcolor[0] += 200.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 200.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 1.50f; } - if (effects & EF_BRIGHTLIGHT) + if (e->render.effects & EF_BRIGHTLIGHT) { - dlightcolor[0] += 400.0f; - dlightcolor[1] += 400.0f; - dlightcolor[2] += 400.0f; + dlightradius = max(dlightradius, 400); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 3.00f; + dlightcolor[2] += 3.00f; } - // LordHavoc: added EF_RED and EF_BLUE - if (effects & EF_RED) // red + // LordHavoc: more effects + if (e->render.effects & EF_RED) // red { - dlightcolor[0] += 200.0f; - dlightcolor[1] += 20.0f; - dlightcolor[2] += 20.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 0.15f; } - if (effects & EF_BLUE) // blue + if (e->render.effects & EF_BLUE) // blue { - dlightcolor[0] += 20.0f; - dlightcolor[1] += 20.0f; - dlightcolor[2] += 200.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.15f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 1.50f; } - if (effects & EF_FLAME) + if (e->render.effects & EF_FLAME) { - if (ent->render.model) - { - mins[0] = neworg[0] - 16.0f; - mins[1] = neworg[1] - 16.0f; - mins[2] = neworg[2] - 16.0f; - maxs[0] = neworg[0] + 16.0f; - maxs[1] = neworg[1] + 16.0f; - maxs[2] = neworg[2] + 16.0f; - // how many flames to make - temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); - CL_FlameCube(mins, maxs, temp); - } - d = lhrandom(200, 250); - dlightcolor[0] += d * 1.0f; - dlightcolor[1] += d * 0.7f; - dlightcolor[2] += d * 0.3f; + 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 (effects & EF_STARDUST) + if (e->render.effects & EF_STARDUST) { - if (ent->render.model) - { - mins[0] = neworg[0] - 16.0f; - mins[1] = neworg[1] - 16.0f; - mins[2] = neworg[2] - 16.0f; - maxs[0] = neworg[0] + 16.0f; - maxs[1] = neworg[1] + 16.0f; - maxs[2] = neworg[2] + 16.0f; - // how many particles to make - temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); - CL_Stardust(mins, maxs, temp); - } - d = 100; - dlightcolor[0] += d * 1.0f; - dlightcolor[1] += d * 0.7f; - dlightcolor[2] += d * 0.3f; + 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; } } - - if (ent->persistent.muzzleflash > 0) + // muzzleflash fades over time, and is offset a bit + if (e->persistent.muzzleflash > 0) { - AngleVectors (ent->render.angles, v, NULL, NULL); - - v2[0] = v[0] * 18 + neworg[0]; - v2[1] = v[1] * 18 + neworg[1]; - v2[2] = v[2] * 18 + neworg[2] + 16; - CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL); - - CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0); - ent->persistent.muzzleflash -= cl.frametime * 1000; + Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); + CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY); + 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); + e->persistent.muzzleflash -= cl.frametime * 10; } - // LordHavoc: if the model has no flags, don't check each - if (ent->render.model && ent->render.model->flags) + if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { - if (ent->render.model->flags & EF_ROTATE) + 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) { - ent->render.angles[1] = bobjrotate; - ent->render.origin[2] += bobjoffset; + trailtype = 3; + dlightradius = max(dlightradius, 100); + dlightcolor[0] += 0.25f; + dlightcolor[1] += 1.00f; + dlightcolor[2] += 0.25f; } - // only do trails if present in the previous frame as well - if (ent->state_previous.active) + else if (e->render.model->flags & EF_TRACER2) { - if (ent->render.model->flags & EF_GIB) - CL_RocketTrail (oldorg, neworg, 2, ent); - else if (ent->render.model->flags & EF_ZOMGIB) - CL_RocketTrail (oldorg, neworg, 4, ent); - else if (ent->render.model->flags & EF_TRACER) - { - CL_RocketTrail (oldorg, neworg, 3, ent); - dlightcolor[0] += 0x10; - dlightcolor[1] += 0x40; - dlightcolor[2] += 0x10; - } - else if (ent->render.model->flags & EF_TRACER2) - { - CL_RocketTrail (oldorg, neworg, 5, ent); - dlightcolor[0] += 0x50; - dlightcolor[1] += 0x30; - dlightcolor[2] += 0x10; - } - else if (ent->render.model->flags & EF_ROCKET) - { - CL_RocketTrail (oldorg, ent->render.origin, 0, ent); - dlightcolor[0] += 200.0f; - dlightcolor[1] += 160.0f; - dlightcolor[2] += 80.0f; - } - else if (ent->render.model->flags & EF_GRENADE) + 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) { - if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke) - CL_RocketTrail (oldorg, neworg, 7, ent); - else - CL_RocketTrail (oldorg, neworg, 1, ent); + dlightradius = max(dlightradius, 100); + dlightcolor[0] += 0.30f; + dlightcolor[1] += 0.60f; + dlightcolor[2] += 1.20f; } - else if (ent->render.model->flags & EF_TRACER3) + else { - CL_RocketTrail (oldorg, neworg, 6, ent); - dlightcolor[0] += 0x50; - dlightcolor[1] += 0x20; - dlightcolor[2] += 0x40; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.20f; + dlightcolor[1] += 0.50f; + dlightcolor[2] += 1.00f; } } } // LordHavoc: customizable glow - if (ent->state_current.glowsize) + if (e->state_current.glowsize) { // * 4 for the expansion from 0-255 to 0-1023 range, // / 255 to scale down byte colors - VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor); + dlightradius = max(dlightradius, e->state_current.glowsize * 4); + VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); } - // LordHavoc: customizable trail - if (ent->render.flags & RENDER_GLOWTRAIL) - CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent); - - if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) + // make the glow dlight + if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) { - VectorCopy(neworg, v); + //dlightmatrix = e->render.matrix; // hack to make glowing player light shine on their gun - if (i == cl.viewentity/* && !chase_active.integer*/) - v[2] += 30; - CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0); + //if ((e - cl_entities) == 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); } - - if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL)) - continue; - + // 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; + 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); + } + // trails need the previous frame + if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) + { + 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 - cl_entities == cl.viewentity) + e->render.flags |= RENDER_EXTERIORMODEL; + // transparent stuff can't be lit during the opaque stage + if (e->render.effects & (EF_ADDITIVE) || e->render.alpha < 1) + e->render.flags |= RENDER_TRANSPARENT; + // either fullbright or lit + if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) + e->render.flags |= RENDER_LIGHT; + // hide player shadow during intermission or nehahra movie + if (!(e->render.effects & EF_NOSHADOW) + && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) + && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + e->render.flags |= RENDER_SHADOW; + // as soon as player is known we can call V_CalcRefDef + if ((e - cl_entities) == cl.viewentity) + V_CalcRefdef(); + if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) + cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render; // don't show entities with no modelindex (note: this still shows // entities which have a modelindex that resolved to a NULL model) - if (!ent->state_current.modelindex) - continue; - if (effects & EF_NODRAW) - continue; - - CL_BoundingBoxForEntity(&ent->render); - if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush) - cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; + 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) + // Matrix4x4_Print(&e->render.matrix); + } +} - if (r_refdef.numentities < r_refdef.maxentities) - r_refdef.entities[r_refdef.numentities++] = &ent->render; +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; + // FIXME: this should be done at load + Matrix4x4_CreateIdentity(&ent->render.matrix); + Matrix4x4_CreateIdentity(&ent->render.inversematrix); + CL_BoundingBoxForEntity(&ent->render); +} - if (cl_num_entities < i + 1) - cl_num_entities = i + 1; +static void CL_RelinkStaticEntities(void) +{ + int i; + for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) + { + Mod_CheckLoaded(cl_static_entities[i].render.model); + r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; } } -void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) +/* +=============== +CL_RelinkEntities +=============== +*/ +static void CL_RelinkNetworkEntities(void) { + entity_t *ent; int i; - cl_effect_t *e; - if (!modelindex) // sanity check - return; - for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + + 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.items & IT_INVISIBILITY) { - if (e->active) - continue; - e->active = true; - VectorCopy(org, e->origin); - e->modelindex = modelindex; - e->starttime = cl.time; - e->startframe = startframe; - e->endframe = startframe + framecount; - e->framerate = framerate; + if (gamemode == GAME_TRANSFUSION) + ent->state_current.alpha = 128; + else + ent->state_current.modelindex = 0; + } - e->frame = 0; - e->frame1time = cl.time; - e->frame2time = cl.time; - break; + // start on the entity after the world + entitylinkframenumber++; + for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++) + { + if (cl_entities_active[i]) + { + if (ent->state_current.active) + CL_LinkNetworkEntity(ent); + else + cl_entities_active[i] = false; + } } + CL_LinkNetworkEntity(&cl.viewent); } static void CL_RelinkEffects(void) @@ -798,7 +960,6 @@ static void CL_RelinkEffects(void) intframe = frame; if (intframe < 0 || intframe >= e->endframe) { - e->active = false; memset(e, 0, sizeof(*e)); continue; } @@ -824,20 +985,20 @@ static void CL_RelinkEffects(void) ent->render.frame2time = e->frame2time; // normal stuff - VectorCopy(e->origin, ent->render.origin); ent->render.model = cl.model_precache[e->modelindex]; ent->render.frame = ent->render.frame2; ent->render.colormap = -1; // no special coloring - ent->render.scale = 1; ent->render.alpha = 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); CL_BoundingBoxForEntity(&ent->render); } } } } -void CL_RelinkBeams (void) +void CL_RelinkBeams(void) { int i; beam_t *b; @@ -846,6 +1007,7 @@ void CL_RelinkBeams (void) entity_t *ent; float yaw, pitch; float forward; + matrix4x4_t tempmatrix; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { @@ -855,10 +1017,51 @@ 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 (b->entity && cl_entities[b->entity].state_current.active) + 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 + 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); + } + } + + if (b->lightning) { - VectorCopy (cl_entities[b->entity].render.origin, b->start); - b->start[2] += 16; + if (cl_beams_lightatend.integer) + { + // 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); + } + if (cl_beams_polygons.integer) + continue; } // calculate pitch and yaw @@ -892,12 +1095,14 @@ void CL_RelinkBeams (void) ent = CL_NewTempEntity (); if (!ent) return; - VectorCopy (org, ent->render.origin); + //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; + //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); CL_BoundingBoxForEntity(&ent->render); VectorMA(org, 30, dist, org); d -= 30; @@ -910,15 +1115,6 @@ void CL_LerpPlayer(float frac) int i; float d; - if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity) - { - cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]); - cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]); - cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]); - } - else - VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin); - cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold); for (i = 0;i < 3;i++) @@ -939,26 +1135,6 @@ void CL_LerpPlayer(float frac) } } -void CL_RelinkEntities (void) -{ - float frac; - - // fraction from previous network update to current - frac = CL_LerpPoint(); - - CL_ClearTempEntities(); - CL_DecayLights(); - CL_RelinkWorld(); - CL_RelinkStaticEntities(); - CL_RelinkNetworkEntities(); - CL_RelinkEffects(); - CL_RelinkBeams(); - CL_MoveParticles(); - - CL_LerpPlayer(frac); -} - - /* =============== CL_ReadFromServer @@ -966,33 +1142,9 @@ CL_ReadFromServer Read all incoming data from the server =============== */ -int CL_ReadFromServer (void) +int CL_ReadFromServer(void) { - int ret, netshown; - - cl.oldtime = cl.time; - cl.time += cl.frametime; - - netshown = false; - do - { - ret = CL_GetMessage (); - if (ret == -1) - Host_Error ("CL_ReadFromServer: lost server connection"); - if (!ret) - break; - - cl.last_received_message = realtime; - - if (cl_shownet.integer) - netshown = true; - - CL_ParseServerMessage (); - } - while (ret && cls.state == ca_connected); - - if (netshown) - Con_Printf ("\n"); + CL_ReadDemoMessage(); r_refdef.numentities = 0; cl_num_entities = 0; @@ -1000,15 +1152,33 @@ int CL_ReadFromServer (void) if (cls.state == ca_connected && cls.signon == SIGNONS) { - CL_RelinkEntities (); + // 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; } @@ -1017,78 +1187,29 @@ int CL_ReadFromServer (void) CL_SendCmd ================= */ -void CL_SendCmd (void) +void CL_SendCmd(usercmd_t *cmd) { - usercmd_t cmd; - - if (cls.state != ca_connected) - return; - if (cls.signon == SIGNONS) - { - // get basic movement from keyboard - CL_BaseMove (&cmd); - - IN_PreMove(); // OS independent code - - // allow mice or other external controllers to add to the move - IN_Move (&cmd); - - IN_PostMove(); // OS independent code - - // send the unreliable message - CL_SendMove (&cmd); - } -#ifndef NOROUTINGFIX - else if (cls.signon == 0 && !cls.demoplayback) - { - // LordHavoc: fix for NAT routing of netquake: - // bounce back a clc_nop message to the newly allocated server port, - // to establish a routing connection for incoming frames, - // the server waits for this before sending anything - if (realtime > cl.sendnoptime) - { - cl.sendnoptime = realtime + 3; - Con_DPrintf("sending clc_nop to get server's attention\n"); - { - sizebuf_t buf; - qbyte data[128]; - buf.maxsize = 128; - buf.cursize = 0; - buf.data = data; - MSG_WriteByte(&buf, clc_nop); - if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) - { - Con_Printf ("CL_SendCmd: lost server connection\n"); - CL_Disconnect (); - } - } - } - } -#endif + 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"); if (developer.integer) + { + Con_Print("CL_SendCmd: sending reliable message:\n"); SZ_HexDumpToConsole(&cls.message); - return; + } + 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 @@ -1096,42 +1217,9 @@ 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"); -} - -/* -====================== -CL_PModel_f -LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen. -====================== -*/ -static void CL_PModel_f (void) -{ - int i; - eval_t *val; - - if (Cmd_Argc () == 1) - { - Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string); - return; - } - i = atoi(Cmd_Argv(1)); - - if (cmd_source == src_command) - { - if (cl_pmodel.integer == i) - return; - Cvar_SetValue ("_cl_pmodel", i); - if (cls.state == ca_connected) - Cmd_ForwardToServer (); - return; - } - - host_client->pmodel = i; - if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel))) - val->_float = i; + Con_Print("Demo unpaused\n"); } /* @@ -1143,7 +1231,7 @@ 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); + Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); return; } fog_density = atof(Cmd_Argv(1)); @@ -1157,11 +1245,36 @@ static void CL_Fog_f (void) CL_Init ================= */ +//VorteX: cvars for GAME_NETHERWORLD +cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; +cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; +cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; +cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; +cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"}; +cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"}; +cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"}; +cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"}; +cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"}; +cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu +cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; +cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; +cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; +cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; +cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"}; +cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"}; +cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; +cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"}; +cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"}; +cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"}; +cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; +cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; +cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; +cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; + void CL_Init (void) { - cl_scores_mempool = Mem_AllocPool("client player info"); - cl_entities_mempool = Mem_AllocPool("client entities"); - cl_refdef_mempool = Mem_AllocPool("refdef"); + cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL); + cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL); memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame @@ -1179,10 +1292,6 @@ void CL_Init (void) // // register our commands // - Cvar_RegisterVariable (&cl_name); - Cvar_RegisterVariable (&cl_color); - if (gamemode == GAME_NEHAHRA) - Cvar_RegisterVariable (&cl_pmodel); Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); @@ -1217,12 +1326,47 @@ void CL_Init (void) // LordHavoc: added pausedemo Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); - if (gamemode == GAME_NEHAHRA) - Cmd_AddCommand ("pmodel", CL_PModel_f); Cvar_RegisterVariable(&r_draweffects); - Cvar_RegisterVariable(&cl_explosions); + Cvar_RegisterVariable(&cl_explosions_alpha_start); + Cvar_RegisterVariable(&cl_explosions_alpha_end); + Cvar_RegisterVariable(&cl_explosions_size_start); + Cvar_RegisterVariable(&cl_explosions_size_end); + Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_stainmapsclearonload); + Cvar_RegisterVariable(&cl_beams_polygons); + Cvar_RegisterVariable(&cl_beams_relative); + Cvar_RegisterVariable(&cl_beams_lightatend); + Cvar_RegisterVariable(&cl_noplayershadow); + + if (gamemode == GAME_NETHERWORLD) + { + Cvar_RegisterVariable (&cl_playermodel); + Cvar_RegisterVariable (&cl_footsteps); + Cvar_RegisterVariable (&cl_weapon_ofs); + Cvar_RegisterVariable (&cl_weapon_bstep); + Cvar_RegisterVariable (&cl_weapon_bborder); + Cvar_RegisterVariable (&cl_weapon_bphase); + Cvar_RegisterVariable (&cl_weapon_bphasescale); + Cvar_RegisterVariable (&cl_weapon_bphasescissor); + Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death + Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot + //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side + Cvar_RegisterVariable (&sv_monsters_healthscale); + Cvar_RegisterVariable (&sv_monsters_damagescale); + Cvar_RegisterVariable (&sv_monsters_randomize); + Cvar_RegisterVariable (&sv_monsters_multiply); + Cvar_RegisterVariable (&sv_monsters_multiply_radius); + Cvar_RegisterVariable (&sv_monsters_ai_skillmod); + Cvar_RegisterVariable (&sv_monsters_ai_agrmod); + Cvar_RegisterVariable (&sv_monsters_ai_dexmod); + Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod + Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); + Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); + Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); + Cvar_RegisterVariable (&sv_corpses_solid); + } CL_Parse_Init(); CL_Particles_Init(); @@ -1232,3 +1376,5 @@ void CL_Init (void) CL_Video_Init(); } + +