#include "cl_collision.h"
#include "cl_video.h"
#include "image.h"
+#include "csprogs.h"
#include "r_shadow.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
+cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat"}; //[515]: csqc crc check and right csprogs name according to progs.dat
+cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0"};
+
cvar_t cl_shownet = {0, "cl_shownet","0"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
client_state_t cl;
int cl_max_entities;
+int cl_max_csqcentities;
int cl_max_static_entities;
int cl_max_temp_entities;
int cl_max_effects;
int cl_activedlights;
entity_t *cl_entities;
+entity_t *cl_csqcentities; //[515]: csqc
unsigned char *cl_entities_active;
+unsigned char *cl_csqcentities_active; //[515]: csqc
entity_t *cl_static_entities;
entity_t *cl_temp_entities;
cl_effect_t *cl_effects;
int *cl_brushmodel_entities;
int cl_num_entities;
+int cl_num_csqcentities; //[515]: csqc
int cl_num_static_entities;
int cl_num_temp_entities;
int cl_num_brushmodel_entities;
int i;
if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
+ if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc
if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
+ if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc
if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
SZ_Clear (&cls.message);
cl_num_entities = 0;
+ cl_num_csqcentities = 0; //[515]: csqc
cl_num_static_entities = 0;
cl_num_temp_entities = 0;
cl_num_brushmodel_entities = 0;
// tweak these if the game runs out
cl_max_entities = 256;
+ cl_max_csqcentities = 256; //[515]: csqc
cl_max_static_entities = 256;
cl_max_temp_entities = 512;
cl_max_effects = 256;
cl_activedlights = 0;
cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+ cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc
cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
+ cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
cl_entities[i].state_current = defaultstate;
}
+ for (i = 0;i < cl_max_csqcentities;i++)
+ {
+ cl_csqcentities[i].state_baseline = defaultstate; //[515]: csqc
+ cl_csqcentities[i].state_previous = defaultstate; //[515]: csqc
+ cl_csqcentities[i].state_current = defaultstate; //[515]: csqc
+ cl_csqcentities[i].csqc = true;
+ cl_csqcentities[i].state_current.number = -i;
+ }
+
if (gamemode == GAME_NEXUIZ)
{
VectorSet(cl_playerstandmins, -16, -16, -24);
}
}
+void CL_ExpandCSQCEntities(int num)
+{
+ int i, oldmaxentities;
+ entity_t *oldentities;
+ if (num >= cl_max_csqcentities)
+ {
+ if (!cl_csqcentities)
+ Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
+ if (num >= MAX_EDICTS)
+ Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
+ oldmaxentities = cl_max_csqcentities;
+ oldentities = cl_csqcentities;
+ cl_max_csqcentities = (num & ~255) + 256;
+ cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
+ memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
+ Mem_Free(oldentities);
+ for (i = oldmaxentities;i < cl_max_csqcentities;i++)
+ {
+ cl_csqcentities[i].state_baseline = defaultstate;
+ cl_csqcentities[i].state_previous = defaultstate;
+ cl_csqcentities[i].state_current = defaultstate;
+ cl_csqcentities[i].csqc = true;
+ cl_csqcentities[i].state_current.number = -i;
+ }
+ }
+}
+
+void CL_VM_ShutDown (void);
/*
=====================
CL_Disconnect
Con_DPrintf("CL_Disconnect\n");
+ CL_VM_ShutDown();
// stop sounds (especially looping!)
S_StopAllSounds ();
// stop demo loop in case this fails
CL_Disconnect();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
+
+ // run a network frame
+ //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
{
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
M_Update_Return_Reason("Trying to connect...");
- if (sv.active)
- {
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- }
+ // run several network frames to jump into the game quickly
+ //if (sv.active)
+ //{
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ //}
}
else
{
strcpy(name, "--no model--");
for (j = (int)strlen(name);j < 25;j++)
name[j] = ' ';
- Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+ Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
}
}
{
e->persistent.linkframe = entitylinkframenumber;
// skip inactive entities and world
- if (!e->state_current.active || e == cl_entities)
+ if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
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.skinnum = e->state_current.skin;
if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
{
- if (!r_drawviewmodel.integer || chase_active.integer || envmap)
+ if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
return;
- if (cl.viewentity)
- CL_LinkNetworkEntity(cl_entities + cl.viewentity);
- matrix = &viewmodelmatrix;
- if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
+ if (!e->csqc)
{
- e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
- e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+ if (cl.viewentity)
+ CL_LinkNetworkEntity(cl_entities + cl.viewentity);
+ if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
+ {
+ e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+ e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+ }
}
+ matrix = &viewmodelmatrix;
}
else
{
// if the tag entity is currently impossible, skip it
- if (e->state_current.tagentity >= cl_num_entities)
- return;
- t = cl_entities + e->state_current.tagentity;
+ if (!e->csqc)
+ {
+ if (e->state_current.tagentity >= cl_num_entities)
+ return;
+ t = cl_entities + e->state_current.tagentity;
+ }
+ else
+ {
+ if (e->state_current.tagentity >= cl_num_csqcentities)
+ return;
+ t = cl_csqcentities + e->state_current.tagentity;
+ }
// if the tag entity is inactive, skip it
if (!t->state_current.active)
return;
// movement lerp
// if it's the player entity, update according to client movement
- if (e == cl_entities + cl.playerentity && cl.movement)
+ if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
{
lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
lerp = bound(0, lerp, 1);
}
// model setup and some modelflags
- e->render.model = cl.model_precache[e->state_current.modelindex];
+ if(e->state_current.modelindex < MAX_MODELS)
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ else
+ e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
if (e->render.model)
{
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
else if (e->render.model->flags & EF_TRACER)
{
trailtype = 3;
- dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.25f;
- dlightcolor[1] += 1.00f;
- dlightcolor[2] += 0.25f;
+ //dlightradius = max(dlightradius, 100);
+ //dlightcolor[0] += 0.25f;
+ //dlightcolor[1] += 1.00f;
+ //dlightcolor[2] += 0.25f;
}
else if (e->render.model->flags & EF_TRACER2)
{
trailtype = 5;
- dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 1.00f;
- dlightcolor[1] += 0.60f;
- dlightcolor[2] += 0.20f;
+ //dlightradius = max(dlightradius, 100);
+ //dlightcolor[0] += 1.00f;
+ //dlightcolor[1] += 0.60f;
+ //dlightcolor[2] += 0.20f;
}
else if (e->render.model->flags & EF_ROCKET)
{
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->csqc)
if (e->state_current.number == cl.viewentity)
e->render.flags |= RENDER_EXTERIORMODEL;
// transparent stuff can't be lit during the opaque stage
if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
e->render.flags |= RENDER_TRANSPARENT;
+ // double sided rendering mode causes backfaces to be visible
+ // (mostly useful on transparent stuff)
+ if (e->render.effects & EF_DOUBLESIDED)
+ e->render.flags |= RENDER_NOCULLFACE;
// either fullbright or lit
if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
e->render.flags |= RENDER_LIGHT;
&& (!(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 (!csqc_loaded)
if (e->state_current.number == cl.viewentity)
V_CalcRefdef();
if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
r_refdef.worldmodel = cl.worldmodel;
}
+void CL_RelinkCSQCWorld(void) //[515]: csqc
+{
+ entity_t *ent = &cl_csqcentities[0];
+ if(!csqc_loaded)
+ return;
+// cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
+ // FIXME: this should be done at load
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ R_LerpAnimation(&ent->render);
+ CL_BoundingBoxForEntity(&ent->render);
+ ent->render.flags = RENDER_SHADOW;
+ if (!r_fullbright.integer)
+ ent->render.flags |= RENDER_LIGHT;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+// r_refdef.worldentity = &ent->render;
+// r_refdef.worldmodel = cl.worldmodel;
+}
+
static void CL_RelinkStaticEntities(void)
{
int i;
CL_RelinkEntities
===============
*/
-static void CL_RelinkNetworkEntities(void)
+static void CL_RelinkNetworkEntities(int drawmask)
{
entity_t *ent;
- int i;
+ int i, k;
- 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_deathnoviewmodel.integer) || cl.intermission)
- ent->state_current.modelindex = 0;
- else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+ if(!csqc_loaded)
{
- if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 128;
- else
+ 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_deathnoviewmodel.integer) || cl.intermission)
ent->state_current.modelindex = 0;
- }
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
+ else
+ ent->state_current.modelindex = 0;
+ }
- // reset animation interpolation on weaponmodel if model changed
- if (ent->state_previous.modelindex != ent->state_current.modelindex)
- {
- ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
- ent->render.frame1time = ent->render.frame2time = cl.time;
- ent->render.framelerp = 1;
+ // reset animation interpolation on weaponmodel if model changed
+ if (ent->state_previous.modelindex != ent->state_current.modelindex)
+ {
+ ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+ ent->render.frame1time = ent->render.frame2time = cl.time;
+ ent->render.framelerp = 1;
+ }
}
// start on the entity after the world
entitylinkframenumber++;
- for (i = 1;i < cl_num_entities;i++)
+ if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
{
- if (cl_entities_active[i])
+ for (i = 1;i < cl_num_entities;i++)
{
- ent = cl_entities + i;
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl_entities_active[i] = false;
+ if (cl_entities_active[i])
+ {
+ ent = cl_entities + i;
+ if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
+ if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
+ {
+ cl_entities_active[i] = false;
+ continue;
+ }
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl_entities_active[i] = false;
+ }
}
}
- CL_LinkNetworkEntity(&cl.viewent);
+
+ //[515]: csqc
+ if(csqc_loaded)
+ {
+ for (i=1,k=cl_num_csqcentities;k;i++)
+ {
+ if (cl_csqcentities_active[i])
+ {
+ --k;
+ ent = cl_csqcentities + i;
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl_csqcentities_active[i] = false;
+ }
+ }
+ }
+ else
+ CL_LinkNetworkEntity(&cl.viewent);
}
static void CL_RelinkEffects(void)
ent->render.frame2time = e->frame2time;
// normal stuff
- ent->render.model = cl.model_precache[e->modelindex];
+ if(e->modelindex < MAX_MODELS)
+ ent->render.model = cl.model_precache[e->modelindex];
+ else
+ ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
// if coming from the player, update the start position
//if (b->entity == cl.viewentity)
- // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
- if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+ // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
+ if (cl_beams_relative.integer && 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);
- }
+ //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
+ //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(&r->matrix, b->relativestart, b->start);
+ Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
}
if (b->lightning)
}
}
+void CSQC_RelinkAllEntities (int drawmask)
+{
+ CL_RelinkNetworkEntities(drawmask);
+ if(drawmask & ENTMASK_ENGINE)
+ {
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+ }
+
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkCSQCWorld(); //[515]: csqc
+ if(drawmask & ENTMASK_ENGINE)
+ {
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+ }
+}
+
/*
===============
CL_ReadFromServer
===============
*/
extern void CL_ClientMovement_Replay();
+
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
// relink network entities (note: this sets up the view!)
CL_ClientMovement_Replay();
- CL_RelinkNetworkEntities();
-
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
-
- // link stuff
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ if(!csqc_loaded) //[515]: csqc
+ {
+ CL_RelinkNetworkEntities(65535);
+
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkCSQCWorld(); //[515]: csqc
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+ }
+ else
+ csqc_frame = true;
// run cgame code (which can add more entities)
CL_CGVM_Frame();
r_refdef.maxentities = MAX_EDICTS + 256 + 512;
r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
// 256k drawqueue buffer
+ // TODO: make dynamic
r_refdef.maxdrawqueuesize = 256 * 1024;
r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
//
// register our commands
//
+ Cvar_RegisterVariable (&csqc_progname);
+ Cvar_RegisterVariable (&csqc_progcrc);
+
Cvar_RegisterVariable (&cl_upspeed);
Cvar_RegisterVariable (&cl_forwardspeed);
Cvar_RegisterVariable (&cl_backspeed);