]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_parse.c
map and load commands are now delayed until the video system is started, this fixes...
[xonotic/darkplaces.git] / cl_parse.c
index 0bb92223c3b7f8908f1648b5c6a69e3a4af6dabb..608b3ef882a7a4840fc69d855be2f30d8a743c45 100644 (file)
@@ -96,14 +96,6 @@ char *svc_strings[128] =
 
 cvar_t demo_nehahra = {0, "demo_nehahra", "0"};
 
-void CL_Parse_Init(void)
-{
-       // LordHavoc: added demo_nehahra cvar
-       Cvar_RegisterVariable (&demo_nehahra);
-       if (gamemode == GAME_NEHAHRA)
-               Cvar_SetValue("demo_nehahra", 1);
-}
-
 qboolean Nehahrademcompatibility; // LordHavoc: to allow playback of the early Nehahra movie segments
 int dpprotocol; // LordHavoc: version of network protocol, or 0 if not DarkPlaces
 
@@ -220,22 +212,20 @@ void CL_KeepaliveMessage (void)
 
 void CL_ParseEntityLump(char *entdata)
 {
-       char *data;
+       const char *data;
        char key[128], value[4096];
        FOG_clear(); // LordHavoc: no fog until set
        R_SetSkyBox(""); // LordHavoc: no environment mapped sky until set
        data = entdata;
        if (!data)
                return;
-       data = COM_Parse(data);
-       if (!data)
+       if (!COM_ParseToken(&data))
                return; // error
        if (com_token[0] != '{')
                return; // error
        while (1)
        {
-               data = COM_Parse(data);
-               if (!data)
+               if (!COM_ParseToken(&data))
                        return; // error
                if (com_token[0] == '}')
                        break; // end of worldspawn
@@ -245,8 +235,7 @@ void CL_ParseEntityLump(char *entdata)
                        strcpy(key, com_token);
                while (key[strlen(key)-1] == ' ') // remove trailing spaces
                        key[strlen(key)-1] = 0;
-               data = COM_Parse(data);
-               if (!data)
+               if (!COM_ParseToken(&data))
                        return; // error
                strcpy(value, com_token);
                if (!strcmp("sky", key))
@@ -302,8 +291,6 @@ Con_DPrintf ("CL_SignonReply: %i\n", cls.signon);
                }
 
                MSG_WriteByte (&cls.message, clc_stringcmd);
-               //sprintf (str, "spawn %s", cls.spawnparms);
-               //MSG_WriteString (&cls.message, str);
                MSG_WriteString (&cls.message, "spawn");
                break;
 
@@ -521,7 +508,7 @@ void CL_MoveLerpEntityStates(entity_t *ent)
        else// if (ent->state_current.flags & RENDER_STEP)
        {
                // monster interpolation
-               if (DotProduct(odelta, odelta) + DotProduct(adelta, adelta) > 0.01)
+               if (DotProduct(odelta, odelta) + DotProduct(adelta, adelta) > 0.01 || cl.mtime[0] - ent->persistent.lerpstarttime >= 0.1)
                {
                        ent->persistent.lerpdeltatime = cl.time - ent->persistent.lerpstarttime;
                        ent->persistent.lerpstarttime = cl.mtime[1];
@@ -558,10 +545,9 @@ If an entities model or origin changes from frame to frame, it must be
 relinked.  Other attributes can change without relinking.
 ==================
 */
-int bitprofile[32], bitprofilecount = 0;
 void CL_ParseUpdate (int bits)
 {
-       int i, num;
+       int num;
        entity_t *ent;
        entity_state_t new;
 
@@ -586,11 +572,6 @@ void CL_ParseUpdate (int bits)
 
        ent = cl_entities + num;
 
-       for (i = 0;i < 32;i++)
-               if (bits & (1 << i))
-                       bitprofile[i]++;
-       bitprofilecount++;
-
        // note: this inherits the 'active' state of the baseline chosen
        // (state_baseline is always active, state_current may not be active if
        // the entity was missing in the last frame)
@@ -686,55 +667,6 @@ void CL_ReadEntityFrame(void)
        VectorCopy(entityframe.eye, cl.viewentoriginnew);
 }
 
-char *bitprofilenames[32] =
-{
-       "U_MOREBITS",
-       "U_ORIGIN1",
-       "U_ORIGIN2",
-       "U_ORIGIN3",
-       "U_ANGLE2",
-       "U_STEP",
-       "U_FRAME",
-       "U_SIGNAL",
-       "U_ANGLE1",
-       "U_ANGLE3",
-       "U_MODEL",
-       "U_COLORMAP",
-       "U_SKIN",
-       "U_EFFECTS",
-       "U_LONGENTITY",
-       "U_EXTEND1",
-       "U_DELTA",
-       "U_ALPHA",
-       "U_SCALE",
-       "U_EFFECTS2",
-       "U_GLOWSIZE",
-       "U_GLOWCOLOR",
-       "obsolete U_COLORMOD",
-       "U_EXTEND2",
-       "U_GLOWTRAIL",
-       "U_VIEWMODEL",
-       "U_FRAME2",
-       "U_MODEL2",
-       "U_EXTERIORMODEL",
-       "U_UNUSED29",
-       "U_UNUSED30",
-       "U_EXTEND3",
-};
-
-void CL_BitProfile_f(void)
-{
-       int i;
-       Con_Printf("bitprofile: %i updates\n");
-       if (bitprofilecount)
-               for (i = 0;i < 32;i++)
-                       Con_Printf("%s: %i %3.2f%%\n", bitprofilenames[i], bitprofile[i], bitprofile[i] * 100.0 / bitprofilecount);
-       Con_Printf("\n");
-       for (i = 0;i < 32;i++)
-               bitprofile[i] = 0;
-       bitprofilecount = 0;
-}
-
 void CL_EntityUpdateSetup(void)
 {
 }
@@ -973,6 +905,414 @@ void CL_ParseEffect2 (void)
        CL_Effect(org, modelindex, startframe, framecount, framerate);
 }
 
+model_t *cl_model_bolt = NULL;
+model_t *cl_model_bolt2 = NULL;
+model_t *cl_model_bolt3 = NULL;
+model_t *cl_model_beam = NULL;
+
+sfx_t *cl_sfx_wizhit;
+sfx_t *cl_sfx_knighthit;
+sfx_t *cl_sfx_tink1;
+sfx_t *cl_sfx_ric1;
+sfx_t *cl_sfx_ric2;
+sfx_t *cl_sfx_ric3;
+sfx_t *cl_sfx_r_exp3;
+
+/*
+=================
+CL_ParseTEnt
+=================
+*/
+void CL_InitTEnts (void)
+{
+       cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav", false);
+       cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav", false);
+       cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav", false);
+       cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav", false);
+       cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav", false);
+       cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav", false);
+       cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav", false);
+}
+
+void CL_ParseBeam (model_t *m)
+{
+       int i, ent;
+       vec3_t start, end;
+       beam_t *b;
+
+       ent = MSG_ReadShort ();
+       MSG_ReadVector(start);
+       MSG_ReadVector(end);
+
+       // override any beam with the same entity
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       {
+               if (b->entity == ent)
+               {
+                       //b->entity = ent;
+                       b->model = m;
+                       b->endtime = cl.time + 0.2;
+                       VectorCopy (start, b->start);
+                       VectorCopy (end, b->end);
+                       return;
+               }
+       }
+
+       // find a free beam
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       {
+               if (!b->model || b->endtime < cl.time)
+               {
+                       b->entity = ent;
+                       b->model = m;
+                       b->endtime = cl.time + 0.2;
+                       VectorCopy (start, b->start);
+                       VectorCopy (end, b->end);
+                       return;
+               }
+       }
+       Con_Printf ("beam list overflow!\n");
+}
+
+void CL_ParseTempEntity (void)
+{
+       int type;
+       vec3_t pos;
+       vec3_t dir;
+       vec3_t pos2;
+       vec3_t color;
+       int rnd;
+       int colorStart, colorLength, count;
+       float velspeed, radius;
+       qbyte *tempcolor;
+
+       type = MSG_ReadByte ();
+       switch (type)
+       {
+       case TE_WIZSPIKE:
+               // spike hitting wall
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_RunParticleEffect (pos, vec3_origin, 20, 30);
+               S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
+               break;
+
+       case TE_KNIGHTSPIKE:
+               // spike hitting wall
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_RunParticleEffect (pos, vec3_origin, 226, 20);
+               S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
+               break;
+
+       case TE_SPIKE:
+               // spike hitting wall
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               // LordHavoc: changed to spark shower
+               CL_SparkShower(pos, vec3_origin, 15);
+               if ( rand() % 5 )
+                       S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
+               else
+               {
+                       rnd = rand() & 3;
+                       if (rnd == 1)
+                               S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
+                       else if (rnd == 2)
+                               S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
+                       else
+                               S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
+               }
+               break;
+       case TE_SPIKEQUAD:
+               // quad spike hitting wall
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               // LordHavoc: changed to spark shower
+               CL_SparkShower(pos, vec3_origin, 15);
+               CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+               if ( rand() % 5 )
+                       S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
+               else
+               {
+                       rnd = rand() & 3;
+                       if (rnd == 1)
+                               S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
+                       else if (rnd == 2)
+                               S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
+                       else
+                               S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
+               }
+               break;
+       case TE_SUPERSPIKE:
+               // super spike hitting wall
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               // LordHavoc: changed to dust shower
+               CL_SparkShower(pos, vec3_origin, 30);
+               if ( rand() % 5 )
+                       S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
+               else
+               {
+                       rnd = rand() & 3;
+                       if (rnd == 1)
+                               S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
+                       else if (rnd == 2)
+                               S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
+                       else
+                               S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
+               }
+               break;
+       case TE_SUPERSPIKEQUAD:
+               // quad super spike hitting wall
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               // LordHavoc: changed to dust shower
+               CL_SparkShower(pos, vec3_origin, 30);
+               CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+               if ( rand() % 5 )
+                       S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
+               else
+               {
+                       rnd = rand() & 3;
+                       if (rnd == 1)
+                               S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
+                       else if (rnd == 2)
+                               S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
+                       else
+                               S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
+               }
+               break;
+               // LordHavoc: added for improved blood splatters
+       case TE_BLOOD:
+               // blood puff
+               MSG_ReadVector(pos);
+               dir[0] = MSG_ReadChar ();
+               dir[1] = MSG_ReadChar ();
+               dir[2] = MSG_ReadChar ();
+               count = MSG_ReadByte ();
+               CL_BloodPuff(pos, dir, count);
+               break;
+       case TE_BLOOD2:
+               // blood puff
+               MSG_ReadVector(pos);
+               CL_BloodPuff(pos, vec3_origin, 10);
+               break;
+       case TE_SPARK:
+               // spark shower
+               MSG_ReadVector(pos);
+               dir[0] = MSG_ReadChar ();
+               dir[1] = MSG_ReadChar ();
+               dir[2] = MSG_ReadChar ();
+               count = MSG_ReadByte ();
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_SparkShower(pos, dir, count);
+               break;
+       case TE_PLASMABURN:
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+               CL_PlasmaBurn(pos);
+               break;
+               // LordHavoc: added for improved gore
+       case TE_BLOODSHOWER:
+               // vaporized body
+               MSG_ReadVector(pos); // mins
+               MSG_ReadVector(pos2); // maxs
+               velspeed = MSG_ReadCoord (); // speed
+               count = MSG_ReadShort (); // number of particles
+               CL_BloodShower(pos, pos2, velspeed, count);
+               break;
+       case TE_PARTICLECUBE:
+               // general purpose particle effect
+               MSG_ReadVector(pos); // mins
+               MSG_ReadVector(pos2); // maxs
+               MSG_ReadVector(dir); // dir
+               count = MSG_ReadShort (); // number of particles
+               colorStart = MSG_ReadByte (); // color
+               colorLength = MSG_ReadByte (); // gravity (1 or 0)
+               velspeed = MSG_ReadCoord (); // randomvel
+               CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
+               break;
+
+       case TE_PARTICLERAIN:
+               // general purpose particle effect
+               MSG_ReadVector(pos); // mins
+               MSG_ReadVector(pos2); // maxs
+               MSG_ReadVector(dir); // dir
+               count = MSG_ReadShort (); // number of particles
+               colorStart = MSG_ReadByte (); // color
+               CL_ParticleRain(pos, pos2, dir, count, colorStart, 0);
+               break;
+
+       case TE_PARTICLESNOW:
+               // general purpose particle effect
+               MSG_ReadVector(pos); // mins
+               MSG_ReadVector(pos2); // maxs
+               MSG_ReadVector(dir); // dir
+               count = MSG_ReadShort (); // number of particles
+               colorStart = MSG_ReadByte (); // color
+               CL_ParticleRain(pos, pos2, dir, count, colorStart, 1);
+               break;
+
+       case TE_GUNSHOT:
+               // bullet hitting wall
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               // LordHavoc: changed to dust shower
+               CL_SparkShower(pos, vec3_origin, 15);
+               break;
+
+       case TE_GUNSHOTQUAD:
+               // quad bullet hitting wall
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_SparkShower(pos, vec3_origin, 15);
+               CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+               break;
+
+       case TE_EXPLOSION:
+               // rocket explosion
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_ParticleExplosion (pos);
+               // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
+               CL_AllocDlight (NULL, pos, 350, 1.25f, 1.0f, 0.5f, 700, 0.5);
+               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+               break;
+
+       case TE_EXPLOSIONQUAD:
+               // quad rocket explosion
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_ParticleExplosion (pos);
+               CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5);
+               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+               break;
+
+       case TE_EXPLOSION3:
+               // Nehahra movie colored lighting explosion
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_ParticleExplosion (pos);
+               CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5);
+               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+               break;
+
+       case TE_EXPLOSIONRGB:
+               // colored lighting explosion
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_ParticleExplosion (pos);
+               color[0] = MSG_ReadByte() * (1.0 / 255.0);
+               color[1] = MSG_ReadByte() * (1.0 / 255.0);
+               color[2] = MSG_ReadByte() * (1.0 / 255.0);
+               CL_AllocDlight (NULL, pos, 350, color[0], color[1], color[2], 700, 0.5);
+               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+               break;
+
+       case TE_TAREXPLOSION:
+               // tarbaby explosion
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_BlobExplosion (pos);
+
+               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+               CL_AllocDlight (NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5);
+               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+               break;
+
+       case TE_SMALLFLASH:
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+               break;
+
+       case TE_CUSTOMFLASH:
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               radius = MSG_ReadByte() * 8;
+               velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0);
+               color[0] = MSG_ReadByte() * (1.0 / 255.0);
+               color[1] = MSG_ReadByte() * (1.0 / 255.0);
+               color[2] = MSG_ReadByte() * (1.0 / 255.0);
+               CL_AllocDlight (NULL, pos, radius, color[0], color[1], color[2], radius / velspeed, velspeed);
+               break;
+
+       case TE_FLAMEJET:
+               MSG_ReadVector(pos);
+               MSG_ReadVector(dir);
+               count = MSG_ReadByte();
+               CL_Flames(pos, dir, count);
+               break;
+
+       case TE_LIGHTNING1:
+               // lightning bolts
+               if (!cl_model_bolt)
+                       cl_model_bolt = Mod_ForName("progs/bolt.mdl", true, false, false);
+               CL_ParseBeam (cl_model_bolt);
+               break;
+
+       case TE_LIGHTNING2:
+               // lightning bolts
+               if (!cl_model_bolt2)
+                       cl_model_bolt2 = Mod_ForName("progs/bolt2.mdl", true, false, false);
+               CL_ParseBeam (cl_model_bolt2);
+               break;
+
+       case TE_LIGHTNING3:
+               // lightning bolts
+               if (!cl_model_bolt3)
+                       cl_model_bolt3 = Mod_ForName("progs/bolt3.mdl", true, false, false);
+               CL_ParseBeam (cl_model_bolt3);
+               break;
+
+// PGM 01/21/97
+       case TE_BEAM:
+               // grappling hook beam
+               if (!cl_model_beam)
+                       cl_model_beam = Mod_ForName("progs/beam.mdl", true, false, false);
+               CL_ParseBeam (cl_model_beam);
+               break;
+// PGM 01/21/97
+
+// LordHavoc: for compatibility with the Nehahra movie...
+       case TE_LIGHTNING4NEH:
+               CL_ParseBeam (Mod_ForName(MSG_ReadString(), true, false, false));
+               break;
+
+       case TE_LAVASPLASH:
+               pos[0] = MSG_ReadCoord ();
+               pos[1] = MSG_ReadCoord ();
+               pos[2] = MSG_ReadCoord ();
+               CL_LavaSplash (pos);
+               break;
+
+       case TE_TELEPORT:
+               pos[0] = MSG_ReadCoord ();
+               pos[1] = MSG_ReadCoord ();
+               pos[2] = MSG_ReadCoord ();
+               CL_AllocDlight (NULL, pos, 1000, 1.25f, 1.25f, 1.25f, 3000, 99.0f);
+//             CL_TeleportSplash (pos);
+               break;
+
+       case TE_EXPLOSION2:
+               // color mapped explosion
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               colorStart = MSG_ReadByte ();
+               colorLength = MSG_ReadByte ();
+               CL_ParticleExplosion2 (pos, colorStart, colorLength);
+               tempcolor = (qbyte *)&d_8to24table[(rand()%colorLength) + colorStart];
+               CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5);
+               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+               break;
+
+       default:
+               Host_Error ("CL_ParseTempEntity: bad type %d", type);
+       }
+}
 
 #define SHOWNET(x) if(cl_shownet.integer==2)Con_Printf ("%3i:%s\n", msg_readcount-1, x);
 
@@ -1223,7 +1563,7 @@ void CL_ParseServerMessage (void)
                        CL_ParseStatic (true);
                        break;
                case svc_temp_entity:
-                       CL_ParseTEnt ();
+                       CL_ParseTempEntity ();
                        break;
 
                case svc_setpause:
@@ -1329,3 +1669,10 @@ void CL_ParseServerMessage (void)
                CL_EntityUpdateEnd();
 }
 
+void CL_Parse_Init(void)
+{
+       // LordHavoc: added demo_nehahra cvar
+       Cvar_RegisterVariable (&demo_nehahra);
+       if (gamemode == GAME_NEHAHRA)
+               Cvar_SetValue("demo_nehahra", 1);
+}