]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
added firstmodelbrush/nummodelbrushes fields to model struct, and moved brushes from...
[xonotic/darkplaces.git] / cl_main.c
index efbdc0a1a29f76eaafb0d02d0801c263ff4e26ba..387dd63377e4c0f2de70910d2750fef2d9432ccf 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -53,7 +53,7 @@ cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
 
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
-cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
@@ -61,6 +61,8 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
 
 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
 
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
 mempool_t *cl_refdef_mempool;
 mempool_t *cl_entities_mempool;
 
@@ -110,7 +112,7 @@ void CL_ClearState(void)
 // wipe the entire cl structure
        memset (&cl, 0, sizeof(cl));
        // reset the view zoom interpolation
-       cl.viewzoomold = cl.viewzoomnew = 1;
+       cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
        SZ_Clear (&cls.message);
 
@@ -231,7 +233,7 @@ void CL_EstablishConnection(const char *host)
        CL_Disconnect();
        NetConn_ClientFrame();
        NetConn_ServerFrame();
-       
+
        if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
        {
                cls.connect_trying = true;
@@ -390,6 +392,7 @@ entity_t *CL_NewTempEntity(void)
        ent->render.colormap = -1; // no special coloring
        ent->render.scale = 1;
        ent->render.alpha = 1;
+       VectorSet(ent->render.colormod, 1, 1, 1);
        return ent;
 }
 
@@ -530,6 +533,7 @@ void CL_LinkNetworkEntity(entity_t *e)
                else
                        e->render.colormap = -1; // no special coloring
                e->render.skinnum = e->state_current.skin;
+               VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
                if (e->render.flags & RENDER_VIEWMODEL)
                {
                        if (!r_drawviewmodel.integer || chase_active.integer || envmap)
@@ -610,6 +614,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                        // transfer certain model flags to effects
                        if (e->render.model->flags2 & EF_FULLBRIGHT)
                                e->render.effects |= EF_FULLBRIGHT;
+                       if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
+                               VectorScale(e->render.colormod, 2, e->render.colormod);
                }
 
                // animation lerp
@@ -619,7 +625,10 @@ void CL_LinkNetworkEntity(entity_t *e)
                        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);
+                               // 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.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
                                e->render.framelerp = bound(0, e->render.framelerp, 1);
                        }
                }
@@ -631,10 +640,6 @@ void CL_LinkNetworkEntity(entity_t *e)
                        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);
 
@@ -746,7 +751,7 @@ 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, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        e->persistent.muzzleflash -= cl.frametime * 10;
                }
                // LordHavoc: if the model has no flags, don't check each
@@ -819,7 +824,7 @@ void CL_LinkNetworkEntity(entity_t *e)
                        // 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, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                }
                // custom rtlight
                if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
@@ -887,6 +892,9 @@ void CL_RelinkWorld(void)
        ent->render.flags = RENDER_SHADOW;
        if (!r_fullbright.integer)
                ent->render.flags |= RENDER_LIGHT;
+       VectorSet(ent->render.colormod, 1, 1, 1);
+       r_refdef.worldentity = &ent->render;
+       r_refdef.worldmodel = cl.worldmodel;
 }
 
 static void CL_RelinkStaticEntities(void)
@@ -906,6 +914,7 @@ static void CL_RelinkStaticEntities(void)
                // hide player shadow during intermission or nehahra movie
                if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
                        e->render.flags |= RENDER_SHADOW;
+               VectorSet(e->render.colormod, 1, 1, 1);
                R_LerpAnimation(&e->render);
                r_refdef.entities[r_refdef.numentities++] = &e->render;
        }
@@ -932,7 +941,7 @@ static void CL_RelinkNetworkEntities(void)
        ent->state_current.flags = RENDER_VIEWMODEL;
        if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
                ent->state_current.modelindex = 0;
-       else if (cl.items & IT_INVISIBILITY)
+       else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
        {
                if (gamemode == GAME_TRANSFUSION)
                        ent->state_current.alpha = 128;
@@ -940,12 +949,21 @@ static void CL_RelinkNetworkEntities(void)
                        ent->state_current.modelindex = 0;
        }
 
+       // reset animation interpolation on weaponmodel if model changed
+       if (ent->state_previous.modelindex != ent->state_current.modelindex)
+       {
+               ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+               ent->render.frame1time = ent->render.frame2time = cl.time;
+               ent->render.framelerp = 1;
+       }
+
        // start on the entity after the world
        entitylinkframenumber++;
-       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+       for (i = 1;i < MAX_EDICTS;i++)
        {
                if (cl_entities_active[i])
                {
+                       ent = cl_entities + i;
                        if (ent->state_current.active)
                                CL_LinkNetworkEntity(ent);
                        else
@@ -999,6 +1017,7 @@ static void CL_RelinkEffects(void)
                                ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
                                ent->render.alpha = 1;
+                               VectorSet(ent->render.colormod, 1, 1, 1);
 
                                Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
                                Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
@@ -1069,7 +1088,7 @@ void CL_RelinkBeams(void)
                        {
                                // FIXME: create a matrix from the beam start/end orientation
                                Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
-                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        }
                        if (cl_beams_polygons.integer)
                                continue;
@@ -1127,10 +1146,13 @@ void CL_LerpPlayer(float frac)
        int i;
        float d;
 
-       cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-
+       cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
        for (i = 0;i < 3;i++)
+       {
+               cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
+               cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
                cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+       }
 
        if (cls.demoplayback)
        {
@@ -1158,6 +1180,8 @@ int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
 
+       r_refdef.time = cl.time;
+       r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
        cl_num_entities = 0;
        cl_num_brushmodel_entities = 0;
@@ -1199,10 +1223,10 @@ int CL_ReadFromServer(void)
 CL_SendCmd
 =================
 */
-void CL_SendCmd(usercmd_t *cmd)
+void CL_SendCmd(void)
 {
        if (cls.signon == SIGNONS)
-               CL_SendMove(cmd);
+               CL_SendMove();
 
        if (cls.demoplayback)
        {
@@ -1252,37 +1276,56 @@ static void CL_Fog_f (void)
        fog_blue = atof(Cmd_Argv(4));
 }
 
+/*
+====================
+CL_TimeRefresh_f
+
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+       int i;
+       float timestart, timedelta, oldangles[3];
+
+       r_refdef.extraupdate = false;
+       VectorCopy(cl.viewangles, oldangles);
+       VectorClear(cl.viewangles);
+
+       timestart = Sys_DoubleTime();
+       for (i = 0;i < 128;i++)
+       {
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+               CL_UpdateScreen();
+       }
+       timedelta = Sys_DoubleTime() - timestart;
+
+       VectorCopy(oldangles, cl.viewangles);
+       Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
+
+/*
+===========
+CL_Shutdown
+===========
+*/
+void CL_Shutdown (void)
+{
+       CL_CGVM_Shutdown();
+       CL_Particles_Shutdown();
+       CL_Parse_Shutdown();
+
+       SZ_Free (&cls.message);
+
+       Mem_FreePool (&cl_entities_mempool);
+       Mem_FreePool (&cl_refdef_mempool);
+}
+
 /*
 =================
 CL_Init
 =================
 */
-//VorteX: cvars for GAME_NETHERWORLD
-cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; 
-cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; 
-cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; 
-cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; 
-cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
-cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
-cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
-cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
-cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
-cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"};  //Asking on saving to full saveslot in savegame menu
-cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; 
-cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; 
-cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; 
-cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; 
-cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
-cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};  
-cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; 
-cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
-cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
-cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
-cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; 
-cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; 
-cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; 
-cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; 
-
 void CL_Init (void)
 {
        cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
@@ -1299,7 +1342,6 @@ void CL_Init (void)
        SZ_Alloc (&cls.message, 1024, "cls.message");
 
        CL_InitInput ();
-       CL_InitTEnts ();
 
 //
 // register our commands
@@ -1346,39 +1388,15 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_explosions_size_end);
        Cvar_RegisterVariable(&cl_explosions_lifetime);
        Cvar_RegisterVariable(&cl_stainmaps);
-       Cvar_RegisterVariable(&cl_stainmapsclearonload);
+       Cvar_RegisterVariable(&cl_stainmaps_clearonload);
        Cvar_RegisterVariable(&cl_beams_polygons);
        Cvar_RegisterVariable(&cl_beams_relative);
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
 
-       if (gamemode == GAME_NETHERWORLD)
-       {
-               Cvar_RegisterVariable (&cl_playermodel); 
-               Cvar_RegisterVariable (&cl_footsteps); 
-               Cvar_RegisterVariable (&cl_weapon_ofs); 
-               Cvar_RegisterVariable (&cl_weapon_bstep); 
-               Cvar_RegisterVariable (&cl_weapon_bborder);
-               Cvar_RegisterVariable (&cl_weapon_bphase);
-               Cvar_RegisterVariable (&cl_weapon_bphasescale);
-               Cvar_RegisterVariable (&cl_weapon_bphasescissor);
-               Cvar_RegisterVariable (&cl_deathcam);    //Hack for q3-style death
-               Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
-               //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
-               Cvar_RegisterVariable (&sv_monsters_healthscale); 
-               Cvar_RegisterVariable (&sv_monsters_damagescale); 
-               Cvar_RegisterVariable (&sv_monsters_randomize);
-               Cvar_RegisterVariable (&sv_monsters_multiply); 
-               Cvar_RegisterVariable (&sv_monsters_multiply_radius); 
-               Cvar_RegisterVariable (&sv_monsters_ai_skillmod); 
-               Cvar_RegisterVariable (&sv_monsters_ai_agrmod); 
-               Cvar_RegisterVariable (&sv_monsters_ai_dexmod); 
-               Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
-               Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); 
-               Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); 
-               Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); 
-               Cvar_RegisterVariable (&sv_corpses_solid); 
-       }
+       Cvar_RegisterVariable(&cl_prydoncursor);
+
+       Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
 
        CL_Parse_Init();
        CL_Particles_Init();