]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
another patch from div0 to improve ping parsing behavior in the event that multiple...
[xonotic/darkplaces.git] / cl_main.c
index 2c0c4ffe6b320faa222912d683ae4e06c39e03c7..f4f09c34cfe133527a437d3ec54e66ac8e1f5d2b 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -25,6 +25,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "image.h"
 #include "csprogs.h"
 #include "r_shadow.h"
+#include "libcurl.h"
 
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
@@ -49,8 +50,10 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
 
 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
 
+#ifdef AUTODEMO_BROKEN
 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
+#endif
 
 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
 
@@ -64,8 +67,9 @@ cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much fa
 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
-cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
-cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
+cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
+cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
+cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
 
 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
 
@@ -210,7 +214,7 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo
                return;
        }
        InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
-       if (cls.state == ca_connected)
+       if (cls.state == ca_connected && cls.netcon)
        {
                if (cls.protocol == PROTOCOL_QUAKEWORLD)
                {
@@ -320,6 +324,8 @@ void CL_Disconnect(void)
 // stop sounds (especially looping!)
        S_StopAllSounds ();
 
+       cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
+
        // clear contents blends
        cl.cshifts[0].percent = 0;
        cl.cshifts[1].percent = 0;
@@ -394,6 +400,9 @@ void CL_EstablishConnection(const char *host)
        // stop demo loop in case this fails
        CL_Disconnect();
 
+       // if downloads are running, cancel their finishing action
+       Curl_Clear_forthismap();
+
        // make sure the client ports are open before attempting to connect
        NetConn_UpdateSockets();
 
@@ -435,13 +444,16 @@ static void CL_PrintEntities_f(void)
 
        for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
        {
+               const char* modelname;
+
                if (!ent->state_current.active)
                        continue;
 
                if (ent->render.model)
-                       strlcpy (name, ent->render.model->name, 25);
+                       modelname = ent->render.model->name;
                else
-                       strcpy(name, "--no model--");
+                       modelname = "--no model--";
+               strlcpy(name, modelname, 25);
                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.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);
@@ -786,7 +798,7 @@ extern void V_CalcViewBlend(void);
 
 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)
+void CL_UpdateNetworkEntity(entity_t *e)
 {
        matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
        //matrix4x4_t dlightmatrix;
@@ -855,7 +867,7 @@ void CL_LinkNetworkEntity(entity_t *e)
                        if (!e->csqc)
                        {
                                if (cl.viewentity)
-                                       CL_LinkNetworkEntity(cl.entities + cl.viewentity);
+                                       CL_UpdateNetworkEntity(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;
@@ -883,7 +895,7 @@ void CL_LinkNetworkEntity(entity_t *e)
                        if (!t->state_current.active)
                                return;
                        // note: this can link to world
-                       CL_LinkNetworkEntity(t);
+                       CL_UpdateNetworkEntity(t);
                        // make relative to the entity
                        matrix = &t->render.matrix;
                        // some properties of the tag entity carry over
@@ -912,7 +924,7 @@ void CL_LinkNetworkEntity(entity_t *e)
 
                // movement lerp
                // if it's the player entity, update according to client movement
-               if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
+               if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
                {
                        lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
                        lerp = bound(0, lerp, 1);
@@ -1165,12 +1177,108 @@ void CL_LinkNetworkEntity(entity_t *e)
                 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
                 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.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)
                        cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
+               // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
+               if (e->state_current.number == cl.viewentity)
+                       V_CalcRefdef();
+       }
+}
+
+
+/*
+===============
+CL_UpdateEntities
+===============
+*/
+static void CL_UpdateEntities(void)
+{
+       entity_t *ent;
+       int i;
+
+       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;
+       }
+
+       // start on the entity after the world
+       entitylinkframenumber++;
+       for (i = 1;i < cl.num_entities;i++)
+       {
+               if (cl.entities_active[i])
+               {
+                       ent = cl.entities + i;
+                       if (ent->state_current.active)
+                               CL_UpdateNetworkEntity(ent);
+                       else
+                               cl.entities_active[i] = false;
+               }
+       }
+       CL_UpdateNetworkEntity(&cl.viewent);
+}
+
+// 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)
+{
+       entity_t *t;
+       if (e->persistent.linkframe != entitylinkframenumber)
+       {
+               e->persistent.linkframe = entitylinkframenumber;
+               // skip inactive entities and world
+               if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+                       return;
+               if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+               {
+                       if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+                               return;
+                       if (!e->csqc)
+                       if (cl.viewentity)
+                               CL_LinkNetworkEntity(cl.entities + cl.viewentity);
+               }
+               else
+               {
+                       // if the tag entity is currently impossible, skip it
+                       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;
+                       // note: this can link to world
+                       CL_LinkNetworkEntity(t);
+               }
+
                // don't show entities with no modelindex (note: this still shows
                // entities which have a modelindex that resolved to a NULL model)
                if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
@@ -1197,25 +1305,6 @@ void CL_RelinkWorld(void)
        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
-       ent->render.matrix = identitymatrix;
-       ent->render.inversematrix = identitymatrix;
-       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;
@@ -1243,82 +1332,23 @@ static void CL_RelinkStaticEntities(void)
 CL_RelinkEntities
 ===============
 */
-static void CL_RelinkNetworkEntities(int drawmask)
+static void CL_RelinkNetworkEntities(void)
 {
        entity_t *ent;
-       int i, k;
-
-       if(!csqc_loaded)
-       {
-               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;
-               }
-       }
+       int i;
 
        // start on the entity after the world
-       entitylinkframenumber++;
-       if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
+       for (i = 1;i < cl.num_entities;i++)
        {
-               for (i = 1;i < cl.num_entities;i++)
+               if (cl.entities_active[i])
                {
-                       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;
-                       }
-               }
-       }
-
-       //[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;
-                       }
+                       ent = cl.entities + i;
+                       if (ent->state_current.active)
+                               CL_LinkNetworkEntity(ent);
+                       else
+                               cl.entities_active[i] = false;
                }
        }
-       else
-               CL_LinkNetworkEntity(&cl.viewent);
 }
 
 static void CL_RelinkEffects(void)
@@ -1381,11 +1411,44 @@ static void CL_RelinkEffects(void)
        }
 }
 
+void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
+{
+       VectorCopy(b->start, start);
+       VectorCopy(b->end, end);
+
+       // if coming from the player, update the start position
+       if (b->entity == cl.viewentity)
+       {
+               if (cl_beams_quakepositionhack.integer && !chase_active.integer)
+               {
+                       // LordHavoc: this is a stupid hack from Quake that makes your
+                       // lightning appear to come from your waist and cover less of your
+                       // view
+                       // in Quake this hack was applied to all players (causing the
+                       // infamous crotch-lightning), but in darkplaces and QuakeWorld it
+                       // only applies to your own lightning, and only in first person
+                       Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
+               }
+               if (cl_beams_instantaimhack.integer)
+               {
+                       vec3_t dir, localend;
+                       vec_t len;
+                       // LordHavoc: this updates the beam direction to match your
+                       // viewangles
+                       VectorSubtract(end, start, dir);
+                       len = VectorLength(dir);
+                       VectorNormalize(dir);
+                       VectorSet(localend, len, 0, 0);
+                       Matrix4x4_Transform(&r_view.matrix, localend, end);
+               }
+       }
+}
+
 void CL_RelinkBeams(void)
 {
        int i;
        beam_t *b;
-       vec3_t dist, org;
+       vec3_t dist, org, start, end;
        float d;
        entity_t *ent;
        float yaw, pitch;
@@ -1402,24 +1465,14 @@ void CL_RelinkBeams(void)
                        continue;
                }
 
-               // if coming from the player, update the start position
-               //if (b->entity == cl.viewentity)
-               //      Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
-               if (cl_beams_relative.integer >= 1 && b->entity && (b->entity == cl.viewentity || cl_beams_relative.integer >= 2) && cl.entities[b->entity].state_current.active && b->relativestartvalid)
-               {
-                       entity_render_t *r = &cl.entities[b->entity].render;
-                       //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);
-               }
+               CL_Beam_CalculatePositions(b, start, end);
 
                if (b->lightning)
                {
                        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]);
+                               Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
                                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)
@@ -1427,8 +1480,8 @@ void CL_RelinkBeams(void)
                }
 
                // calculate pitch and yaw
-               VectorSubtract (b->end, b->start, dist);
-
+               // (this is similar to the QuakeC builtin function vectoangles)
+               VectorSubtract(end, start, dist);
                if (dist[1] == 0 && dist[0] == 0)
                {
                        yaw = 0;
@@ -1450,7 +1503,7 @@ void CL_RelinkBeams(void)
                }
 
                // add new entities for the lightning
-               VectorCopy (b->start, org);
+               VectorCopy (start, org);
                d = VectorNormalizeLength(dist);
                while (d > 0)
                {
@@ -1519,25 +1572,15 @@ void CL_LerpPlayer(float frac)
 
 void CSQC_RelinkAllEntities (int drawmask)
 {
-       cl.num_brushmodel_entities = 0;
-       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)
+       if (drawmask & ENTMASK_ENGINE)
        {
-               CL_RelinkStaticEntities();
-               CL_RelinkBeams();
-               CL_RelinkEffects();
+               CL_RelinkNetworkEntities();
                CL_RelinkQWNails();
        }
+
+       if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+               CL_LinkNetworkEntity(&cl.viewent); // link gun model
 }
 
 /*
@@ -1547,7 +1590,8 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-extern void CL_ClientMovement_Replay();
+extern void CL_ClientMovement_Replay(void);
+extern void CL_StairSmoothing(void);//view.c
 
 int CL_ReadFromServer(void)
 {
@@ -1568,33 +1612,39 @@ int CL_ReadFromServer(void)
                V_DriftPitch();
                V_FadeViewFlashs();
 
-               // relink network entities (note: this sets up the view!)
+               // move particles
+               CL_MoveParticles();
+               R_MoveExplosions();
+
+               // process network entities (note: this sets up the view!)
                CL_ClientMovement_Replay();
+               cl.num_brushmodel_entities = 0;
+               // now that the player entity has been updated we can call V_CalcRefdef
+               V_CalcRefdef();
+               CL_UpdateEntities();
+
+               entitylinkframenumber++;
+               // link stuff
+               CL_RelinkWorld();
+               CL_RelinkStaticEntities();
+               CL_RelinkBeams();
+               CL_RelinkEffects();
+
                if(!csqc_loaded)        //[515]: csqc
                {
-                       cl.num_brushmodel_entities = 0;
-                       CL_RelinkNetworkEntities(65535);
-
-                       // move particles
-                       CL_MoveParticles();
-                       R_MoveExplosions();
-
-                       // link stuff
-                       CL_RelinkWorld();
-                       CL_RelinkCSQCWorld();   //[515]: csqc
-                       CL_RelinkStaticEntities();
-                       CL_RelinkBeams();
-                       CL_RelinkEffects();
+                       CL_RelinkNetworkEntities();
+                       CL_LinkNetworkEntity(&cl.viewent); // link gun model
                        CL_RelinkQWNails();
                }
                else
                        csqc_frame = true;
 
-               CL_UpdateLights();
-
                // update view blend
                V_CalcViewBlend();
 
+               CL_UpdateLights();
+               CL_StairSmoothing();
+
                // update the r_refdef time again because cl.time may have changed
                r_refdef.time = cl.time;
        }
@@ -1725,8 +1775,10 @@ void CL_Init (void)
        Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
        Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
 
+#ifdef AUTODEMO_BROKEN
        Cvar_RegisterVariable (&cl_autodemo);
        Cvar_RegisterVariable (&cl_autodemo_nameformat);
+#endif
 
        Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
 
@@ -1742,7 +1794,8 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_stainmaps);
        Cvar_RegisterVariable(&cl_stainmaps_clearonload);
        Cvar_RegisterVariable(&cl_beams_polygons);
-       Cvar_RegisterVariable(&cl_beams_relative);
+       Cvar_RegisterVariable(&cl_beams_quakepositionhack);
+       Cvar_RegisterVariable(&cl_beams_instantaimhack);
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);