X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=d32ac54a5556a3f8b4441f6a08006c8968e9548f;hb=511c0afa8e95fb7dca7017db29b91ff37b72f4be;hp=e45180f064f2edc27f33344c7ce7df265e5b808a;hpb=c1d9bbe13a1d1b1769f1690d94f3b49b9f16f840;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index e45180f0..d32ac54a 100644 --- a/cl_main.c +++ b/cl_main.c @@ -46,8 +46,14 @@ 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"}; @@ -103,6 +109,8 @@ void CL_ClearState(void) // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); + // reset the view zoom interpolation + cl.viewzoomold = cl.viewzoomnew = 1; SZ_Clear (&cls.message); @@ -116,7 +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; @@ -138,9 +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(); @@ -159,8 +167,10 @@ void CL_Disconnect(void) if (cls.state == ca_dedicated) return; + Con_DPrintf("CL_Disconnect\n"); + // stop sounds (especially looping!) - S_StopAllSounds (true); + S_StopAllSounds (); // clear contents blends cl.cshifts[0].percent = 0; @@ -177,20 +187,13 @@ void CL_Disconnect(void) if (cls.demorecording) CL_Stop_f(); - Con_DPrintf("Sending clc_disconnect\n"); + 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; - // if running a local server, shut it down - if (sv.active) - { - // prevent this code from executing again during Host_ShutdownServer - cls.state = ca_disconnected; - Host_ShutdownServer(false); - } } cls.state = ca_disconnected; @@ -221,7 +224,7 @@ void CL_EstablishConnection(const char *host) return; // clear menu's connect error message - m_return_reason[0] = 0; + M_Update_Return_Reason(""); cls.demonum = -1; // stop demo loop in case this fails @@ -234,6 +237,7 @@ void CL_EstablishConnection(const char *host) cls.connect_trying = true; cls.connect_remainingtries = 3; cls.connect_nextsendtime = 0; + M_Update_Return_Reason("Trying to connect..."); if (sv.active) { NetConn_ClientFrame(); @@ -248,8 +252,8 @@ void CL_EstablishConnection(const char *host) } else { - Con_Printf("Unable to find a suitable network socket to connect to server.\n"); - strcpy(m_return_reason, "No network"); + Con_Print("Unable to find a suitable network socket to connect to server.\n"); + M_Update_Return_Reason("No network"); } } @@ -275,7 +279,7 @@ 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:%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); } } @@ -496,7 +500,8 @@ 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, dlightmatrix; + 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; @@ -509,6 +514,17 @@ void CL_LinkNetworkEntity(entity_t *e) // skip inactive entities and world if (!e->state_current.active || e == cl_entities) return; + e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? + e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? + e->render.flags = e->state_current.flags; + e->render.effects = e->state_current.effects; + if (e->state_current.flags & RENDER_COLORMAPPED) + e->render.colormap = e->state_current.colormap; + else if (cl.scores != NULL && e->state_current.colormap) + e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it + else + e->render.colormap = -1; // no special coloring + e->render.skinnum = e->state_current.skin; if (e->render.flags & RENDER_VIEWMODEL) { if (!r_drawviewmodel.integer || chase_active.integer || envmap) @@ -519,7 +535,7 @@ void CL_LinkNetworkEntity(entity_t *e) 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)); + e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); } } else @@ -531,7 +547,10 @@ void CL_LinkNetworkEntity(entity_t *e) CL_LinkNetworkEntity(t); // make relative to the entity matrix = &t->render.matrix; + // some properties of the tag entity carry over + e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL; // if a valid tagindex is used, make it relative to that tag instead + // FIXME: use a model function to get tag info (need to handle skeletal) if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags) { // blend the matrices @@ -550,79 +569,32 @@ void CL_LinkNetworkEntity(entity_t *e) matrix = &tempmatrix; } } - e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? - e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? - e->render.flags = e->state_current.flags; - if (e - cl_entities == cl.viewentity) - e->render.flags |= RENDER_EXTERIORMODEL; - e->render.effects = e->state_current.effects; - if (e->state_current.flags & RENDER_COLORMAPPED) - e->render.colormap = e->state_current.colormap; - else if (cl.scores != NULL && e->state_current.colormap) - e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it - else - e->render.colormap = -1; // no special coloring - e->render.skinnum = e->state_current.skin; - // set up the render matrix - if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex) + + // movement lerp + if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) { - // 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) - { - e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time); - e->render.framelerp = bound(0, e->render.framelerp, 1); - } - } - else - { - // 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); - } + // 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); - 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; } + // 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 (e->render.model->type == mod_alias || e->render.model->type == mod_sprite) + // 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))) { @@ -630,10 +602,38 @@ void CL_LinkNetworkEntity(entity_t *e) if (cl_itembobheight.value) origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; } + // transfer certain model flags to effects + if (e->render.model->flags2 & EF_FULLBRIGHT) + e->render.effects |= EF_FULLBRIGHT; } + // 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) + { + e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time); + e->render.framelerp = bound(0, e->render.framelerp, 1); + } + } + else + { + // 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); + } 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 @@ -659,44 +659,44 @@ void CL_LinkNetworkEntity(entity_t *e) if (gamemode == GAME_NEXUIZ) { dlightradius = max(dlightradius, 200); - dlightcolor[0] += 0.390625f; - dlightcolor[1] += 0.781250f; - dlightcolor[2] += 1.562500f; + dlightcolor[0] += 0.75f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 3.00f; trailtype = 8; } else CL_EntityParticles(e); } if (e->render.effects & EF_MUZZLEFLASH) - e->persistent.muzzleflash = 100.0f; + e->persistent.muzzleflash = 1.0f; if (e->render.effects & EF_DIMLIGHT) { dlightradius = max(dlightradius, 200); - dlightcolor[0] += 0.781250f; - dlightcolor[1] += 0.781250f; - dlightcolor[2] += 0.781250f; + dlightcolor[0] += 1.50f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 1.50f; } if (e->render.effects & EF_BRIGHTLIGHT) { dlightradius = max(dlightradius, 400); - dlightcolor[0] += 1.562500f; - dlightcolor[1] += 1.562500f; - dlightcolor[2] += 1.562500f; + 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] += 0.781250f; - dlightcolor[1] += 0.078125f; - dlightcolor[2] += 0.078125f; + 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] += 0.078125f; - dlightcolor[1] += 0.078125f; - dlightcolor[2] += 0.781250f; + dlightcolor[0] += 0.15f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 1.50f; } if (e->render.effects & EF_FLAME) { @@ -711,9 +711,9 @@ void CL_LinkNetworkEntity(entity_t *e) CL_FlameCube(mins, maxs, temp); d = lhrandom(0.75f, 1); dlightradius = max(dlightradius, 200); - dlightcolor[0] += d * 1.0f; - dlightcolor[1] += d * 0.7f; - dlightcolor[2] += d * 0.3f; + dlightcolor[0] += d * 2.0f; + dlightcolor[1] += d * 1.5f; + dlightcolor[2] += d * 0.5f; } if (e->render.effects & EF_STARDUST) { @@ -726,11 +726,10 @@ void CL_LinkNetworkEntity(entity_t *e) // how many particles to make temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); CL_Stardust(mins, maxs, temp); - d = 0.390625f; dlightradius = max(dlightradius, 200); - dlightcolor[0] += d * 1.0f; - dlightcolor[1] += d * 0.7f; - dlightcolor[2] += d * 0.3f; + dlightcolor[0] += 1.0f; + dlightcolor[1] += 0.7f; + dlightcolor[2] += 0.3f; } } // muzzleflash fades over time, and is offset a bit @@ -742,8 +741,8 @@ void CL_LinkNetworkEntity(entity_t *e) tempmatrix.m[0][3] = v[0]; tempmatrix.m[1][3] = v[1]; tempmatrix.m[2][3] = v[2]; - CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 1); - e->persistent.muzzleflash -= cl.frametime * 1000; + 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 (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) @@ -756,25 +755,25 @@ void CL_LinkNetworkEntity(entity_t *e) { trailtype = 3; dlightradius = max(dlightradius, 100); - dlightcolor[0] += 0.060000f; - dlightcolor[1] += 0.250000f; - dlightcolor[2] += 0.062500f; + 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] += 0.312500f; - dlightcolor[1] += 0.187500f; - dlightcolor[2] += 0.062500f; + 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] += 0.781250f; - dlightcolor[1] += 0.625000f; - dlightcolor[2] += 0.312500f; + dlightcolor[0] += 3.00f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 0.50f; } else if (e->render.model->flags & EF_GRENADE) { @@ -784,10 +783,20 @@ void CL_LinkNetworkEntity(entity_t *e) else if (e->render.model->flags & EF_TRACER3) { trailtype = 6; - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 0.312500f; - dlightcolor[1] += 0.125000f; - dlightcolor[2] += 0.250000f; + 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 @@ -798,39 +807,49 @@ void CL_LinkNetworkEntity(entity_t *e) dlightradius = max(dlightradius, e->state_current.glowsize * 4); VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); } - if (e->state_current.light[3]) - { - dlightradius = max(dlightradius, e->state_current.light[3]); - if (VectorLength2(dlightcolor) == 0) - (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1); - else - VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor); - } - // make the dlight + // make the glow dlight if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) { - dlightmatrix = e->render.matrix; + //dlightmatrix = e->render.matrix; // hack to make glowing player light shine on their gun - if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) - dlightmatrix.m[2][3] += 30; - CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & 1), 1); + //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); } - // trails need the previous frame - if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) + // custom rtlight + if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) { - if (e->render.flags & RENDER_GLOWTRAIL) - CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e); - else if (trailtype >= 0) - CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e); + 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); } + // 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); - // note: the cl.viewentity and intermission check is to hide player - // shadow during intermission and during the Nehahra movie and - // Nehahra cinematics - if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE)) - && (e->render.alpha == 1) - && !(e->render.flags & RENDER_VIEWMODEL) - && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + // 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 | 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 - cl_entities) == cl.viewentity) @@ -857,16 +876,32 @@ void CL_RelinkWorld(void) // 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; } static void CL_RelinkStaticEntities(void) { int i; - for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) + entity_t *e; + for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) { - Mod_CheckLoaded(cl_static_entities[i].render.model); - r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; + Mod_CheckLoaded(e->render.model); + e->render.flags = 0; + // transparent stuff can't be lit during the opaque stage + if (e->render.effects & (EF_ADDITIVE | 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; + R_LerpAnimation(&e->render); + r_refdef.entities[r_refdef.numentities++] = &e->render; } } @@ -882,7 +917,7 @@ static void CL_RelinkNetworkEntities(void) ent = &cl.viewent; ent->state_previous = ent->state_current; - ClearStateToDefault(&ent->state_current); + ent->state_current = defaultstate; ent->state_current.time = cl.time; ent->state_current.number = -1; ent->state_current.active = true; @@ -961,6 +996,7 @@ static void CL_RelinkEffects(void) 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); } } @@ -986,7 +1022,7 @@ void CL_RelinkBeams(void) // if coming from the player, update the start position //if (b->entity == cl.viewentity) // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); - if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) + if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) { entity_state_t *p = &cl_entities[b->entity].state_previous; //entity_state_t *c = &cl_entities[b->entity].state_current; @@ -1066,12 +1102,13 @@ void CL_RelinkBeams(void) return; //VectorCopy (org, ent->render.origin); ent->render.model = b->model; - ent->render.effects = EF_FULLBRIGHT; + //ent->render.effects = EF_FULLBRIGHT; //ent->render.angles[0] = pitch; //ent->render.angles[1] = yaw; //ent->render.angles[2] = rand()%360; 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; @@ -1172,7 +1209,7 @@ void CL_SendCmd(usercmd_t *cmd) { if (developer.integer) { - Con_Printf("CL_SendCmd: sending reliable message:\n"); + Con_Print("CL_SendCmd: sending reliable message:\n"); SZ_HexDumpToConsole(&cls.message); } if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1) @@ -1186,9 +1223,9 @@ 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"); + Con_Print("Demo unpaused\n"); } /* @@ -1200,7 +1237,7 @@ 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)); @@ -1214,10 +1251,36 @@ 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_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 @@ -1271,13 +1334,46 @@ void CL_Init (void) Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); Cvar_RegisterVariable(&r_draweffects); - Cvar_RegisterVariable(&cl_explosions); + Cvar_RegisterVariable(&cl_explosions_alpha_start); + Cvar_RegisterVariable(&cl_explosions_alpha_end); + Cvar_RegisterVariable(&cl_explosions_size_start); + Cvar_RegisterVariable(&cl_explosions_size_end); + Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_stainmapsclearonload); Cvar_RegisterVariable(&cl_beams_polygons); Cvar_RegisterVariable(&cl_beams_relative); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); + if (gamemode == GAME_NETHERWORLD) + { + Cvar_RegisterVariable (&cl_playermodel); + Cvar_RegisterVariable (&cl_footsteps); + Cvar_RegisterVariable (&cl_weapon_ofs); + Cvar_RegisterVariable (&cl_weapon_bstep); + Cvar_RegisterVariable (&cl_weapon_bborder); + Cvar_RegisterVariable (&cl_weapon_bphase); + Cvar_RegisterVariable (&cl_weapon_bphasescale); + Cvar_RegisterVariable (&cl_weapon_bphasescissor); + Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death + Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot + //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side + Cvar_RegisterVariable (&sv_monsters_healthscale); + Cvar_RegisterVariable (&sv_monsters_damagescale); + Cvar_RegisterVariable (&sv_monsters_randomize); + Cvar_RegisterVariable (&sv_monsters_multiply); + Cvar_RegisterVariable (&sv_monsters_multiply_radius); + Cvar_RegisterVariable (&sv_monsters_ai_skillmod); + Cvar_RegisterVariable (&sv_monsters_ai_agrmod); + Cvar_RegisterVariable (&sv_monsters_ai_dexmod); + Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod + Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); + Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); + Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); + Cvar_RegisterVariable (&sv_corpses_solid); + } + CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); @@ -1286,3 +1382,5 @@ void CL_Init (void) CL_Video_Init(); } + +