]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_parse.c
ODE physics engine support, needs more work, disabled by default
[xonotic/darkplaces.git] / cl_parse.c
index d3df3867bec9f935b94fda6e0a5c20f24602b34e..7f6e7524230430487f295241fc431c5d56a77880 100644 (file)
@@ -290,6 +290,7 @@ void CL_KeepaliveMessage (qboolean readmessages)
 {
        float time;
        static double nextmsg = -1;
+       static double nextupdate = -1;
 #if 0
        static double lasttime = -1;
 #endif
@@ -297,6 +298,15 @@ void CL_KeepaliveMessage (qboolean readmessages)
        qboolean oldbadread;
        sizebuf_t old;
 
+       if(cls.state != ca_dedicated)
+       {
+               if((time = Sys_DoubleTime()) >= nextupdate)
+               {
+                       SCR_UpdateLoadingScreenIfShown();
+                       nextupdate = time + 2;
+               }
+       }
+
        // no need if server is local and definitely not if this is a demo
        if (!cls.netcon || cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon >= SIGNONS)
                return;
@@ -418,6 +428,7 @@ static void CL_SetupWorldModel(void)
                World_SetSize(&cl.world, cl.worldmodel->name, cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
        else
                World_SetSize(&cl.world, "", defaultmins, defaultmaxs);
+       World_Start(&cl.world);
 
        // load or reload .loc file for team chat messages
        CL_Locs_Reload_f();
@@ -566,7 +577,9 @@ static void QW_CL_RequestNextDownload(void)
                cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, NULL);
                cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, NULL);
                cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, NULL);
-               Mod_PurgeUnused();
+
+               // we purge the models and sounds later in CL_SignonReply
+               //Mod_PurgeUnused();
 
                // now we try to load everything that is new
 
@@ -620,9 +633,8 @@ static void QW_CL_RequestNextDownload(void)
 
                cls.qw_downloadtype = dl_none;
 
-               // load new sounds and unload old ones
-               // FIXME: S_ServerSounds does not know about cl.sfx_ sounds
-               S_ServerSounds(cl.sound_name, cls.qw_downloadnumber);
+               // clear sound usage flags for purging of unused sounds
+               S_ClearUsed();
 
                // precache any sounds used by the client
                cl.sfx_wizhit = S_PrecacheSound(cl_sound_wizardhit.string, false, true);
@@ -633,12 +645,12 @@ static void QW_CL_RequestNextDownload(void)
                cl.sfx_ric3 = S_PrecacheSound(cl_sound_ric3.string, false, true);
                cl.sfx_r_exp3 = S_PrecacheSound(cl_sound_r_exp3.string, false, true);
 
-               // sounds
+               // sounds used by the game
                for (i = 1;i < MAX_SOUNDS && cl.sound_name[i][0];i++)
-               {
-                       // Don't lock the sfx here, S_ServerSounds already did that
-                       cl.sound_precache[i] = S_PrecacheSound(cl.sound_name[i], true, false);
-               }
+                       cl.sound_precache[i] = S_PrecacheSound(cl.sound_name[i], true, true);
+
+               // we purge the models and sounds later in CL_SignonReply
+               //S_PurgeUnused();
 
                // check memory integrity
                Mem_CheckSentinelsGlobal();
@@ -977,6 +989,11 @@ static void CL_UpdateItemsAndWeapon(void)
        cl.activeweapon = cl.stats[STAT_ACTIVEWEAPON];
 }
 
+#define LOADPROGRESSWEIGHT_SOUND            1.0
+#define LOADPROGRESSWEIGHT_MODEL            4.0
+#define LOADPROGRESSWEIGHT_WORLDMODEL      30.0
+#define LOADPROGRESSWEIGHT_WORLDMODEL_INIT  2.0
+
 void CL_BeginDownloads(qboolean aborteddownload)
 {
        // quakeworld works differently
@@ -992,6 +1009,8 @@ void CL_BeginDownloads(qboolean aborteddownload)
 
        // if we got here...
        // curl is done, so let's start with the business
+       if(!cl.loadbegun)
+               SCR_PushLoadingScreen(false, "Loading precaches", 1);
        cl.loadbegun = true;
 
        // if already downloading something from the previous level, don't stop it
@@ -1026,12 +1045,31 @@ void CL_BeginDownloads(qboolean aborteddownload)
                if(cl.loadmodel_current == 1)
                {
                        // worldmodel counts as 16 models (15 + world model setup), for better progress bar
-                       SCR_PushLoadingScreen(false, "Loading precached models", (cl.loadmodel_total + 15) / (float) (cl.loadmodel_total + cl.loadsound_total + 15));
+                       SCR_PushLoadingScreen(false, "Loading precached models",
+                               (
+                                       (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+                               +       LOADPROGRESSWEIGHT_WORLDMODEL
+                               +       LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+                               ) / (
+                                       (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+                               +       LOADPROGRESSWEIGHT_WORLDMODEL
+                               +       LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+                               +       cl.loadsound_total * LOADPROGRESSWEIGHT_SOUND
+                               )
+                       );
                        SCR_BeginLoadingPlaque();
                }
                for (;cl.loadmodel_current < cl.loadmodel_total;cl.loadmodel_current++)
                {
-                       SCR_PushLoadingScreen(true, cl.model_name[cl.loadmodel_current], (cl.loadmodel_current == 1 ? 15.0 : 1.0) / cl.loadmodel_total);
+                       SCR_PushLoadingScreen(false, cl.model_name[cl.loadmodel_current],
+                               (
+                                       (cl.loadmodel_current == 1) ? LOADPROGRESSWEIGHT_WORLDMODEL : LOADPROGRESSWEIGHT_MODEL
+                               ) / (
+                                       (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+                               +       LOADPROGRESSWEIGHT_WORLDMODEL
+                               +       LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+                               )
+                       );
                        if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw)
                        {
                                SCR_PopLoadingScreen(false);
@@ -1043,12 +1081,27 @@ void CL_BeginDownloads(qboolean aborteddownload)
                                continue;
                        }
                        CL_KeepaliveMessage(true);
+
+                       if(cl.loadmodel_current == 1)
+                       {
+                               // they'll be soon loaded, but make sure we apply freshly downloaded shaders from a curled pk3
+                               Mod_FreeQ3Shaders();
+                       }
+
                        cl.model_precache[cl.loadmodel_current] = Mod_ForName(cl.model_name[cl.loadmodel_current], false, false, cl.model_name[cl.loadmodel_current][0] == '*' ? cl.model_name[1] : NULL);
                        SCR_PopLoadingScreen(false);
                        if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw && cl.loadmodel_current == 1)
                        {
                                // we now have the worldmodel so we can set up the game world
-                               SCR_PushLoadingScreen(true, "world model setup", 1.0 / cl.loadmodel_total);
+                               SCR_PushLoadingScreen(true, "world model setup",
+                                       (
+                                               LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+                                       ) / (
+                                               (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+                                       +       LOADPROGRESSWEIGHT_WORLDMODEL
+                                       +       LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+                                       )
+                               );
                                CL_SetupWorldModel();
                                SCR_PopLoadingScreen(true);
                                if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
@@ -1068,18 +1121,26 @@ void CL_BeginDownloads(qboolean aborteddownload)
        {
                // loading sounds
                if(cl.loadsound_current == 1)
-                       SCR_PushLoadingScreen(false, "Loading precached sounds", cl.loadsound_total / (float) (cl.loadmodel_total + cl.loadsound_total + 15));
+                       SCR_PushLoadingScreen(false, "Loading precached sounds",
+                               (
+                                       cl.loadsound_total * LOADPROGRESSWEIGHT_SOUND
+                               ) / (
+                                       (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+                               +       LOADPROGRESSWEIGHT_WORLDMODEL
+                               +       LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+                               +       cl.loadsound_total * LOADPROGRESSWEIGHT_SOUND
+                               )
+                       );
                for (;cl.loadsound_current < cl.loadsound_total;cl.loadsound_current++)
                {
-                       SCR_PushLoadingScreen(true, cl.sound_name[cl.loadsound_current], 1.0 / cl.loadsound_total);
+                       SCR_PushLoadingScreen(false, cl.sound_name[cl.loadsound_current], 1.0 / cl.loadsound_total);
                        if (cl.sound_precache[cl.loadsound_current] && S_IsSoundPrecached(cl.sound_precache[cl.loadsound_current]))
                        {
                                SCR_PopLoadingScreen(false);
                                continue;
                        }
                        CL_KeepaliveMessage(true);
-                       // Don't lock the sfx here, S_ServerSounds already did that
-                       cl.sound_precache[cl.loadsound_current] = S_PrecacheSound(cl.sound_name[cl.loadsound_current], false, false);
+                       cl.sound_precache[cl.loadsound_current] = S_PrecacheSound(cl.sound_name[cl.loadsound_current], false, true);
                        SCR_PopLoadingScreen(false);
                }
                SCR_PopLoadingScreen(false);
@@ -1107,9 +1168,11 @@ void CL_BeginDownloads(qboolean aborteddownload)
                {
                        if (aborteddownload)
                        {
+
                                if (cl.downloadmodel_current == 1)
                                {
                                        // the worldmodel failed, but we need to set up anyway
+                                       Mod_FreeQ3Shaders();
                                        CL_SetupWorldModel();
                                        if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
                                        {
@@ -1139,6 +1202,13 @@ void CL_BeginDownloads(qboolean aborteddownload)
                                        return;
                                }
                        }
+
+                       if(cl.downloadmodel_current == 1)
+                       {
+                               // they'll be soon loaded, but make sure we apply freshly downloaded shaders from a curled pk3
+                               Mod_FreeQ3Shaders();
+                       }
+
                        cl.model_precache[cl.downloadmodel_current] = Mod_ForName(cl.model_name[cl.downloadmodel_current], false, false, cl.model_name[cl.downloadmodel_current][0] == '*' ? cl.model_name[1] : NULL);
                        if (cl.downloadmodel_current == 1)
                        {
@@ -1185,8 +1255,7 @@ void CL_BeginDownloads(qboolean aborteddownload)
                                        return;
                                }
                        }
-                       // Don't lock the sfx here, S_ServerSounds already did that
-                       cl.sound_precache[cl.downloadsound_current] = S_PrecacheSound(cl.sound_name[cl.downloadsound_current], false, false);
+                       cl.sound_precache[cl.downloadsound_current] = S_PrecacheSound(cl.sound_name[cl.downloadsound_current], false, true);
                }
 
                // finished loading sounds
@@ -1214,10 +1283,7 @@ void CL_BeginDownloads_f(void)
        if(cl.loadbegun)
                Con_Printf("cl_begindownloads is only valid once per match\n");
        else
-       {
-               SCR_PushLoadingScreen(false, "Loading precaches", 1);
                CL_BeginDownloads(false);
-       }
 }
 
 void CL_StopDownload(int size, int crc)
@@ -1234,9 +1300,18 @@ void CL_StopDownload(int size, int crc)
                        size_t inflated_size;
                        out = FS_Inflate(cls.qw_downloadmemory, cls.qw_downloadmemorycursize, &inflated_size, tempmempool);
                        Mem_Free(cls.qw_downloadmemory);
-                       Con_Printf("Inflated download: new size: %u (%g%%)\n", (unsigned)inflated_size, 100.0 - 100.0*(cls.qw_downloadmemorycursize / (float)inflated_size));
-                       cls.qw_downloadmemory = out;
-                       cls.qw_downloadmemorycursize = inflated_size;
+                       if(out)
+                       {
+                               Con_Printf("Inflated download: new size: %u (%g%%)\n", (unsigned)inflated_size, 100.0 - 100.0*(cls.qw_downloadmemorycursize / (float)inflated_size));
+                               cls.qw_downloadmemory = out;
+                               cls.qw_downloadmemorycursize = inflated_size;
+                       }
+                       else
+                       {
+                               cls.qw_downloadmemory = NULL;
+                               cls.qw_downloadmemorycursize = 0;
+                               Con_Printf("Cannot inflate download, possibly corrupt or zlib not present\n");
+                       }
                }
 
                if(!cls.qw_downloadmemory)
@@ -1475,7 +1550,10 @@ static void CL_SignonReply (void)
        case 4:
                // after the level has been loaded, we shouldn't need the shaders, and
                // if they are needed again they will be automatically loaded...
+               // we also don't need the unused models or sounds from the last level
                Mod_FreeQ3Shaders();
+               Mod_PurgeUnused();
+               S_PurgeUnused();
 
                Con_ClearNotify();
                if (COM_CheckParm("-profilegameonly"))
@@ -1671,11 +1749,13 @@ void CL_ParseServerInfo (void)
                cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, NULL);
                cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, NULL);
                cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, NULL);
-               Mod_PurgeUnused();
 
-               // do the same for sounds
-               // FIXME: S_ServerSounds does not know about cl.sfx_ sounds
-               S_ServerSounds (cl.sound_name, numsounds);
+               // we purge the models and sounds later in CL_SignonReply
+               //Mod_PurgeUnused();
+               //S_PurgeUnused();
+
+               // clear sound usage flags for purging of unused sounds
+               S_ClearUsed();
 
                // precache any sounds used by the client
                cl.sfx_wizhit = S_PrecacheSound(cl_sound_wizardhit.string, false, true);
@@ -1686,6 +1766,10 @@ void CL_ParseServerInfo (void)
                cl.sfx_ric3 = S_PrecacheSound(cl_sound_ric3.string, false, true);
                cl.sfx_r_exp3 = S_PrecacheSound(cl_sound_r_exp3.string, false, true);
 
+               // sounds used by the game
+               for (i = 1;i < MAX_SOUNDS && cl.sound_name[i][0];i++)
+                       cl.sound_precache[i] = S_PrecacheSound(cl.sound_name[i], true, true);
+
                // now we try to load everything that is new
                cl.loadmodel_current = 1;
                cl.downloadmodel_current = 1;
@@ -1797,10 +1881,11 @@ void CL_MoveLerpEntityStates(entity_t *ent)
                VectorCopy(ent->state_current.angles, ent->persistent.newangles);
                ent->persistent.trail_allowed = false;
 
-               if(ent->state_current.frame != ent->state_previous.frame)
+               // if(ent->state_current.frame != ent->state_previous.frame)
+               // do this even if we did change the frame
+               // teleport bit is only used if an animation restart, or a jump, is necessary
+               // so it should be always harmless to do this
                {
-                       // if we ALSO changed animation frame in the process (but ONLY then!)
-                       // then let's reset the animation interpolation too
                        ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
                        ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
                        ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
@@ -2910,7 +2995,7 @@ qboolean CL_ExaminePrintString(const char *text)
        if (cl.parsingtextmode == CL_PARSETEXTMODE_PING)
        {
                // if anything goes wrong, we'll assume this is not a ping report
-               qboolean expected = cl.parsingtextexpectingpingforscores;
+               qboolean expected = cl.parsingtextexpectingpingforscores != 0;
                cl.parsingtextexpectingpingforscores = 0;
                cl.parsingtextmode = CL_PARSETEXTMODE_NONE;
                t = text;
@@ -3028,7 +3113,7 @@ static void CL_NetworkTimeReceived(double newtime)
        double timehigh;
        cl.mtime[1] = cl.mtime[0];
        cl.mtime[0] = newtime;
-       if (cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) || cl.mtime[1] == cl.mtime[0] || cls.signon < SIGNONS)
+       if (cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) || cl.mtime[1] == cl.mtime[0] || cls.signon < SIGNONS)
                cl.time = cl.mtime[1] = newtime;
        else if (cls.demoplayback)
        {
@@ -3102,6 +3187,9 @@ static void CL_NetworkTimeReceived(double newtime)
                VectorCopy(cl.mviewangles[0], cl.mviewangles[1]);
        // update the csqc's server timestamps, critical for proper sync
        CSQC_UpdateNetworkTimes(cl.mtime[0], cl.mtime[1]);
+
+       if (cl.mtime[0] > cl.mtime[1])
+               World_Physics_Frame(&cl.world, cl.mtime[0] - cl.mtime[1], cl.movevars_gravity);
 }
 
 #define SHOWNET(x) if(cl_shownet.integer==2)Con_Printf("%3i:%s(%i)\n", msg_readcount-1, x, cmd);
@@ -3492,7 +3580,7 @@ void CL_ParseServerMessage(void)
                                break;
 
                        case qw_svc_setpause:
-                               cl.paused = MSG_ReadByte ();
+                               cl.paused = MSG_ReadByte () != 0;
                                if (cl.paused)
                                        CDAudio_Pause ();
                                else
@@ -3706,7 +3794,7 @@ void CL_ParseServerMessage(void)
                                                i -= 32768;
                                                if (i >= 1 && i < MAX_SOUNDS)
                                                {
-                                                       sfx_t *sfx = S_PrecacheSound (s, true, false);
+                                                       sfx_t *sfx = S_PrecacheSound (s, true, true);
                                                        if (!sfx && snd_initialized.integer)
                                                                Con_DPrintf("svc_precache: S_PrecacheSound(\"%s\") failed\n", s);
                                                        cl.sound_precache[i] = sfx;
@@ -3783,7 +3871,7 @@ void CL_ParseServerMessage(void)
                                break;
 
                        case svc_setpause:
-                               cl.paused = MSG_ReadByte ();
+                               cl.paused = MSG_ReadByte () != 0;
                                if (cl.paused)
                                        CDAudio_Pause ();
                                else