From: Mario Date: Sun, 30 Aug 2015 13:12:00 +0000 (+1000) Subject: Fix some issues with items, also add item fading (a sneaky way to save a performance... X-Git-Tag: xonotic-v0.8.2~1947^2~1 X-Git-Url: http://de.git.xonotic.org/?a=commitdiff_plain;h=426c6d561597e61863be3893c096684db0eb3eab;p=xonotic%2Fxonotic-data.pk3dir.git Fix some issues with items, also add item fading (a sneaky way to save a performance, at a cost of warpzone support) --- diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index bdeeafab1..ede4ffe11 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -439,6 +439,9 @@ seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints" set samelevel 0 "when 1, always play the same level over and over again" +set g_items_mindist 0 "starting distance for the fading of items" +set g_items_maxdist 0 "maximum distance at which an item can be viewed, after which it will be invisible" + set g_grab_range 200 "distance at which dragable objects can be grabbed" set g_cloaked 0 "display all players mostly invisible" diff --git a/qcsrc/client/autocvars.qh b/qcsrc/client/autocvars.qh index 7a1d66450..919cf031e 100644 --- a/qcsrc/client/autocvars.qh +++ b/qcsrc/client/autocvars.qh @@ -456,4 +456,5 @@ vector autocvar_crosshair_rpc_color = '0.2 1.0 0.2'; float autocvar_crosshair_rpc_alpha = 1; float autocvar_crosshair_rpc_size = 1; int autocvar_cl_nade_timer; +bool autocvar_cl_items_nofade; #endif diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 9bbcb1823..b1804618e 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -439,6 +439,8 @@ bool autocvar_g_nix_with_powerups; bool autocvar_g_nodepthtestitems; bool autocvar_g_nodepthtestplayers; bool autocvar_g_norecoil; +float autocvar_g_items_mindist; +float autocvar_g_items_maxdist; int autocvar_g_pickup_cells_max; int autocvar_g_pickup_plasma_max; int autocvar_g_pickup_fuel_max; diff --git a/qcsrc/server/t_items.qc b/qcsrc/server/t_items.qc index bf222ea33..ff19956ab 100644 --- a/qcsrc/server/t_items.qc +++ b/qcsrc/server/t_items.qc @@ -75,6 +75,26 @@ void ItemDrawSimple() } } +void Item_PreDraw() +{ + vector org; + float alph; + org = getpropertyvec(VF_ORIGIN); + if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones + alph = 0; + else if(self.fade_start) + alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1); + else + alph = 1; + //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs)); + if(self.ItemStatus & ITS_AVAILABLE) + self.alpha = alph; + if(alph <= 0) + self.drawmask = 0; + else + self.drawmask = MASK_NORMAL; +} + void ItemRead(float _IsNew) { int sf = ReadByte(); @@ -90,21 +110,16 @@ void ItemRead(float _IsNew) if(sf & ISF_ANGLES) { - self.angles_x = ReadCoord(); - self.angles_y = ReadCoord(); - self.angles_z = ReadCoord(); + self.angles_x = ReadAngle(); + self.angles_y = ReadAngle(); + self.angles_z = ReadAngle(); self.move_angles = self.angles; } if(sf & ISF_SIZE) { - self.mins_x = ReadCoord(); - self.mins_y = ReadCoord(); - self.mins_z = ReadCoord(); - self.maxs_x = ReadCoord(); - self.maxs_y = ReadCoord(); - self.maxs_z = ReadCoord(); - setsize(self, self.mins, self.maxs); + float use_bigsize = ReadByte(); + setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32'); } if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc. @@ -150,9 +165,15 @@ void ItemRead(float _IsNew) if(sf & ISF_MODEL) { self.drawmask = MASK_NORMAL; - self.movetype = MOVETYPE_TOSS; + self.move_movetype = self.movetype = MOVETYPE_TOSS; + //self.renderflags |= RF_DEPTHHACK; self.draw = ItemDraw; + self.fade_end = ReadShort(); + self.fade_start = ReadShort(); + if(self.fade_start && !autocvar_cl_items_nofade) + self.predraw = Item_PreDraw; + if(self.mdl) strunzone(self.mdl); @@ -164,8 +185,6 @@ void ItemRead(float _IsNew) string _fn2 = substring(_fn, 0 , strlen(_fn) -4); self.draw = ItemDrawSimple; - - if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix))) self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)); else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix))) @@ -230,63 +249,60 @@ void ItemRead(float _IsNew) #ifdef SVQC bool ItemSend(entity to, int sf) { - if(self.gravity) - sf |= ISF_DROP; - else - sf &= ~ISF_DROP; + if(self.gravity) + sf |= ISF_DROP; + else + sf &= ~ISF_DROP; WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); WriteByte(MSG_ENTITY, sf); //WriteByte(MSG_ENTITY, self.cnt); - if(sf & ISF_LOCATION) - { - WriteCoord(MSG_ENTITY, self.origin.x); - WriteCoord(MSG_ENTITY, self.origin.y); - WriteCoord(MSG_ENTITY, self.origin.z); - } + if(sf & ISF_LOCATION) + { + WriteCoord(MSG_ENTITY, self.origin.x); + WriteCoord(MSG_ENTITY, self.origin.y); + WriteCoord(MSG_ENTITY, self.origin.z); + } - if(sf & ISF_ANGLES) - { - WriteCoord(MSG_ENTITY, self.angles.x); - WriteCoord(MSG_ENTITY, self.angles.y); - WriteCoord(MSG_ENTITY, self.angles.z); - } + if(sf & ISF_ANGLES) + { + WriteAngle(MSG_ENTITY, self.angles_x); + WriteAngle(MSG_ENTITY, self.angles_y); + WriteAngle(MSG_ENTITY, self.angles_z); + } - if(sf & ISF_SIZE) - { - WriteCoord(MSG_ENTITY, self.mins.x); - WriteCoord(MSG_ENTITY, self.mins.y); - WriteCoord(MSG_ENTITY, self.mins.z); - WriteCoord(MSG_ENTITY, self.maxs.x); - WriteCoord(MSG_ENTITY, self.maxs.y); - WriteCoord(MSG_ENTITY, self.maxs.z); - } + if(sf & ISF_SIZE) + { + WriteByte(MSG_ENTITY, ((self.flags & FL_POWERUP) || self.health || self.armorvalue)); + } - if(sf & ISF_STATUS) - WriteByte(MSG_ENTITY, self.ItemStatus); + if(sf & ISF_STATUS) + WriteByte(MSG_ENTITY, self.ItemStatus); - if(sf & ISF_MODEL) - { + if(sf & ISF_MODEL) + { + WriteShort(MSG_ENTITY, self.fade_end); + WriteShort(MSG_ENTITY, self.fade_start); - if(self.mdl == "") - LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n"); + if(self.mdl == "") + LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n"); - WriteString(MSG_ENTITY, self.mdl); - } + WriteString(MSG_ENTITY, self.mdl); + } - if(sf & ISF_COLORMAP) - WriteShort(MSG_ENTITY, self.colormap); + if(sf & ISF_COLORMAP) + WriteShort(MSG_ENTITY, self.colormap); - if(sf & ISF_DROP) - { - WriteCoord(MSG_ENTITY, self.velocity.x); - WriteCoord(MSG_ENTITY, self.velocity.y); - WriteCoord(MSG_ENTITY, self.velocity.z); - } + if(sf & ISF_DROP) + { + WriteCoord(MSG_ENTITY, self.velocity.x); + WriteCoord(MSG_ENTITY, self.velocity.y); + WriteCoord(MSG_ENTITY, self.velocity.z); + } - return true; + return true; } void ItemUpdate(entity item) @@ -383,21 +399,21 @@ void Item_Show (entity e, float mode) } if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid) - e.ItemStatus |= ITS_POWERUP; + e.ItemStatus |= ITS_POWERUP; if (autocvar_g_nodepthtestitems) e.effects |= EF_NODEPTHTEST; - if (autocvar_g_fullbrightitems) + if (autocvar_g_fullbrightitems) e.ItemStatus |= ITS_ALLOWFB; if (autocvar_sv_simple_items) - e.ItemStatus |= ITS_ALLOWSI; + e.ItemStatus |= ITS_ALLOWSI; // relink entity (because solid may have changed) setorigin(e, e.origin); - e.SendFlags |= ISF_STATUS; + e.SendFlags |= ISF_STATUS; } void Item_Think() @@ -748,6 +764,7 @@ void Item_Touch (void) for(head = world; (head = findfloat(head, team, self.team)); ) { if(head.flags & FL_ITEM) + if(head.classname != "item_flag_team" && head.classname != "item_key_team") { Item_Show(head, -1); RandomSelection_Add(head, 0, string_null, head.cnt, 0); @@ -789,13 +806,17 @@ void Item_FindTeam() // marker for item team search LOG_TRACE("Initializing item team ", ftos(self.team), "\n"); RandomSelection_Init(); - for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM) + for(head = world; (head = findfloat(head, team, self.team)); ) + if(head.flags & FL_ITEM) + if(head.classname != "item_flag_team" && head.classname != "item_key_team") RandomSelection_Add(head, 0, string_null, head.cnt, 0); e = RandomSelection_chosen_ent; e.state = 0; Item_Show(e, 1); - for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM) + for(head = world; (head = findfloat(head, team, self.team)); ) + if(head.flags & FL_ITEM) + if(head.classname != "item_flag_team" && head.classname != "item_key_team") { if(head != e) { @@ -814,6 +835,7 @@ void Item_FindTeam() // TODO: perhaps nice special effect? void RemoveItem(void) { + if(wasfreed(self) || !self) { return; } Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1); remove(self); } @@ -970,6 +992,12 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.items = itemid; self.weapon = weaponid; + if(!self.fade_end) + { + self.fade_start = autocvar_g_items_mindist; + self.fade_end = autocvar_g_items_maxdist; + } + if(weaponid) self.weapons = WepSet_FromWeapon(weaponid); @@ -1031,6 +1059,9 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, return; } + if(self.angles != '0 0 0') + self.SendFlags |= ISF_ANGLES; + self.reset = Item_Reset; // it's a level item if(self.spawnflags & 1) @@ -1049,7 +1080,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, setsize (self, '-16 -16 0', '16 16 48'); else setsize (self, '-16 -16 0', '16 16 32'); - + self.SendFlags |= ISF_SIZE; // note droptofloor returns false if stuck/or would fall too far droptofloor(); waypoint_spawnforitem(self); @@ -1114,29 +1145,31 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, //self.effects |= EF_LOWPRECISION; if((itemflags & FL_POWERUP) || self.health || self.armorvalue) - { - self.pos1 = '-16 -16 0'; - self.pos2 = '16 16 48'; - } + { + self.pos1 = '-16 -16 0'; + self.pos2 = '16 16 48'; + } else - { - self.pos1 = '-16 -16 0'; - self.pos2 = '16 16 32'; - } - setsize (self, self.pos1, self.pos2); + { + self.pos1 = '-16 -16 0'; + self.pos2 = '16 16 32'; + } + setsize (self, self.pos1, self.pos2); - if(itemflags & FL_POWERUP) - self.ItemStatus |= ITS_ANIMATE1; + self.SendFlags |= ISF_SIZE; + + if(itemflags & FL_POWERUP) + self.ItemStatus |= ITS_ANIMATE1; if(self.armorvalue || self.health) - self.ItemStatus |= ITS_ANIMATE2; + self.ItemStatus |= ITS_ANIMATE2; if(itemflags & FL_WEAPON) { if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely - self.colormap = 1024; // color shirt=0 pants=0 grey - else - self.gravity = 1; + self.colormap = 1024; // color shirt=0 pants=0 grey + else + self.gravity = 1; self.ItemStatus |= ITS_ANIMATE1; self.ItemStatus |= ISF_COLORMAP; @@ -1154,11 +1187,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, else Item_Reset(); - Net_LinkEntity(self, false, 0, ItemSend); - - self.SendFlags |= ISF_SIZE; - if(self.angles) - self.SendFlags |= ISF_ANGLES; + Net_LinkEntity(self, !((itemflags & FL_POWERUP) || self.health || self.armorvalue), 0, ItemSend); // call this hook after everything else has been done if(MUTATOR_CALLHOOK(Item_Spawn, self)) diff --git a/qcsrc/server/t_items.qh b/qcsrc/server/t_items.qh index 35cce6178..d93e28bb6 100644 --- a/qcsrc/server/t_items.qh +++ b/qcsrc/server/t_items.qh @@ -30,13 +30,6 @@ const int IT_PLASMA = 65536; #define IT_KEY1 131072 // -Wdouble-declaration #define IT_KEY2 262144 - // for players: - const int IT_RED_FLAG_TAKEN = 32768; - const int IT_RED_FLAG_LOST = 65536; - const int IT_RED_FLAG_CARRYING = 98304; - const int IT_BLUE_FLAG_TAKEN = 131072; - const int IT_BLUE_FLAG_LOST = 262144; - const int IT_BLUE_FLAG_CARRYING = 393216; // end const int IT_5HP = 524288; @@ -69,6 +62,9 @@ const int ISF_SIZE = 128; .int ItemStatus; +.float fade_start; +.float fade_end; + #ifdef CSQC float autocvar_cl_animate_items = 1;