X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=268a05fa5134bf339ebe85a6920f620e925b081d;hp=ce00b637c92814b5accb451bb556e7f8c080586c;hb=5deb3054efec963265e40b9155ac6af3149a763a;hpb=3b559840aaf1e5a218052d893881c1dd8c1b0780 diff --git a/cl_main.c b/cl_main.c index ce00b637..268a05fa 100644 --- a/cl_main.c +++ b/cl_main.c @@ -27,15 +27,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. -// these two are not intended to be set directly -cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"}; -cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"}; -cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"}; - cvar_t cl_shownet = {0, "cl_shownet","0"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0"}; -cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"}; +cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"}; cvar_t lookspring = {CVAR_SAVE, "lookspring","0"}; @@ -51,8 +46,14 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; cvar_t r_draweffects = {0, "r_draweffects", "1"}; -cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"}; +cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"}; +cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"}; +cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"}; +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_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"}; @@ -60,9 +61,14 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; -mempool_t *cl_scores_mempool; -mempool_t *cl_refdef_mempool; -mempool_t *cl_entities_mempool; +cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"}; + +vec3_t cl_playerstandmins; +vec3_t cl_playerstandmaxs; +vec3_t cl_playercrouchmins; +vec3_t cl_playercrouchmaxs; + +mempool_t *cl_mempool; client_static_t cls; client_state_t cl; @@ -84,7 +90,7 @@ cl_effect_t *cl_effects; beam_t *cl_beams; dlight_t *cl_dlights; lightstyle_t *cl_lightstyle; -entity_render_t **cl_brushmodel_entities; +int *cl_brushmodel_entities; int cl_num_entities; int cl_num_static_entities; @@ -97,18 +103,30 @@ CL_ClearState ===================== */ -void CL_ClearState (void) +void CL_ClearState(void) { int i; + if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL; + if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL; + 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; + if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL; + if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL; + if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL; + if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL; + if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL; + if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL; + if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL; + if (!sv.active) Host_ClearMemory (); - Mem_EmptyPool(cl_scores_mempool); - Mem_EmptyPool(cl_entities_mempool); - // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); + // reset the view zoom interpolation + cl.mviewzoom[0] = cl.mviewzoom[1] = 1; SZ_Clear (&cls.message); @@ -118,40 +136,78 @@ void CL_ClearState (void) cl_num_brushmodel_entities = 0; // tweak these if the game runs out - cl_max_entities = MAX_EDICTS; + cl_max_entities = 256; cl_max_static_entities = 256; cl_max_temp_entities = 512; cl_max_effects = 256; - cl_max_beams = 24; + cl_max_beams = 256; cl_max_dlights = MAX_DLIGHTS; cl_max_lightstyle = MAX_LIGHTSTYLES; cl_max_brushmodel_entities = MAX_EDICTS; - cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t)); - cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte)); - cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t)); - cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t)); - cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t)); - cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t)); - cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t)); - cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t)); - cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *)); - - CL_Screen_NewMap(); - - CL_Particles_Clear(); + cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t)); + cl_entities_active = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte)); + cl_static_entities = Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t)); + cl_temp_entities = Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t)); + cl_effects = Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t)); + cl_beams = Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t)); + cl_dlights = Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t)); + cl_lightstyle = Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t)); + cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int)); // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl_max_entities;i++) { - ClearStateToDefault(&cl_entities[i].state_baseline); - ClearStateToDefault(&cl_entities[i].state_previous); - ClearStateToDefault(&cl_entities[i].state_current); + cl_entities[i].state_baseline = defaultstate; + cl_entities[i].state_previous = defaultstate; + cl_entities[i].state_current = defaultstate; + } + + if (gamemode == GAME_NEXUIZ) + { + VectorSet(cl_playerstandmins, -16, -16, -24); + VectorSet(cl_playerstandmaxs, 16, 16, 45); + VectorSet(cl_playercrouchmins, -16, -16, -24); + VectorSet(cl_playercrouchmaxs, 16, 16, 25); + } + else + { + VectorSet(cl_playerstandmins, -16, -16, -24); + VectorSet(cl_playerstandmaxs, 16, 16, 24); + VectorSet(cl_playercrouchmins, -16, -16, -24); + VectorSet(cl_playercrouchmaxs, 16, 16, 24); } + CL_Screen_NewMap(); + CL_Particles_Clear(); CL_CGVM_Clear(); } +void CL_ExpandEntities(int num) +{ + int i, oldmaxentities; + entity_t *oldentities; + if (num >= cl_max_entities) + { + if (!cl_entities) + Host_Error("CL_ExpandEntities: cl_entities not initialized\n"); + if (num >= MAX_EDICTS) + Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS); + oldmaxentities = cl_max_entities; + oldentities = cl_entities; + cl_max_entities = (num & ~255) + 256; + cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t)); + memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t)); + Mem_Free(oldentities); + for (i = oldmaxentities;i < cl_max_entities;i++) + { + cl_entities[i].state_baseline = defaultstate; + cl_entities[i].state_previous = defaultstate; + cl_entities[i].state_current = defaultstate; + } + } +} + /* ===================== CL_Disconnect @@ -160,13 +216,15 @@ Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ -void CL_Disconnect (void) +void CL_Disconnect(void) { if (cls.state == ca_dedicated) return; + Con_DPrintf("CL_Disconnect\n"); + // stop sounds (especially looping!) - S_StopAllSounds (true); + S_StopAllSounds (); // clear contents blends cl.cshifts[0].percent = 0; @@ -177,22 +235,19 @@ void CL_Disconnect (void) cl.worldmodel = NULL; if (cls.demoplayback) - CL_StopPlayback (); - else if (cls.state == ca_connected) + CL_StopPlayback(); + else if (cls.netcon) { if (cls.demorecording) - CL_Stop_f (); - - Con_DPrintf ("Sending clc_disconnect\n"); - SZ_Clear (&cls.message); - MSG_WriteByte (&cls.message, clc_disconnect); - NET_SendUnreliableMessage (cls.netcon, &cls.message); - SZ_Clear (&cls.message); - NET_Close (cls.netcon); - cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer - // if running a local server, shut it down - if (sv.active) - Host_ShutdownServer(false); + CL_Stop_f(); + + Con_DPrint("Sending clc_disconnect\n"); + SZ_Clear(&cls.message); + MSG_WriteByte(&cls.message, clc_disconnect); + NetConn_SendUnreliableMessage(cls.netcon, &cls.message); + SZ_Clear(&cls.message); + NetConn_Close(cls.netcon); + cls.netcon = NULL; } cls.state = ca_disconnected; @@ -200,7 +255,7 @@ void CL_Disconnect (void) cls.signon = 0; } -void CL_Disconnect_f (void) +void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) @@ -214,29 +269,46 @@ void CL_Disconnect_f (void) ===================== CL_EstablishConnection -Host should be either "local" or a net address to be passed on +Host should be either "local" or a net address ===================== */ -void CL_EstablishConnection (char *host) +void CL_EstablishConnection(const char *host) { if (cls.state == ca_dedicated) return; - if (cls.demoplayback) - return; + // clear menu's connect error message + M_Update_Return_Reason(""); + cls.demonum = -1; - CL_Disconnect (); + // stop demo loop in case this fails + CL_Disconnect(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); - cls.netcon = NET_Connect (host); - if (!cls.netcon) - Host_Error ("CL_Connect: connect failed\n"); - Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host); - - cls.demonum = -1; // not in the demo loop now - cls.state = ca_connected; - cls.signon = 0; // need all the signon messages before playing - - CL_ClearState (); + if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) + { + cls.connect_trying = true; + 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(); + } + } + else + { + Con_Print("Unable to find a suitable network socket to connect to server.\n"); + M_Update_Return_Reason("No network"); + } } /* @@ -244,7 +316,7 @@ void CL_EstablishConnection (char *host) CL_PrintEntities_f ============== */ -static void CL_PrintEntities_f (void) +static void CL_PrintEntities_f(void) { entity_t *ent; int i, j; @@ -256,13 +328,12 @@ static void CL_PrintEntities_f (void) continue; if (ent->render.model) - strncpy(name, ent->render.model->name, 25); + strlcpy (name, ent->render.model->name, 25); else strcpy(name, "--no model--"); - name[25] = 0; for (j = strlen(name);j < 25;j++) name[j] = ' '; - Con_Printf ("%3i: %s:%04i (%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.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); } } @@ -323,47 +394,6 @@ void CL_BoundingBoxForEntity(entity_render_t *ent) } } -void CL_LerpUpdate(entity_t *e) -{ - entity_persistent_t *p; - entity_render_t *r; - p = &e->persistent; - r = &e->render; - - if (p->modelindex != e->state_current.modelindex) - { - // reset all interpolation information - p->modelindex = e->state_current.modelindex; - p->frame1 = p->frame2 = e->state_current.frame; - p->frame1time = p->frame2time = cl.time; - p->framelerp = 1; - } - else if (p->frame2 != e->state_current.frame) - { - // transition to new frame - p->frame1 = p->frame2; - p->frame1time = p->frame2time; - p->frame2 = e->state_current.frame; - p->frame2time = cl.time; - p->framelerp = 0; - } - else - { - // update transition - p->framelerp = (cl.time - p->frame2time) * 10; - p->framelerp = bound(0, p->framelerp, 1); - } - - r->model = cl.model_precache[e->state_current.modelindex]; - Mod_CheckLoaded(r->model); - r->frame = e->state_current.frame; - r->frame1 = p->frame1; - r->frame2 = p->frame2; - r->framelerp = p->framelerp; - r->frame1time = p->frame1time; - r->frame2time = p->frame2time; -} - /* =============== CL_LerpPoint @@ -372,7 +402,7 @@ Determines the fraction between the last two messages that the objects should be put at. =============== */ -static float CL_LerpPoint (void) +static float CL_LerpPoint(void) { float f; @@ -384,7 +414,7 @@ static float CL_LerpPoint (void) // LordHavoc: lerp in listen games as the server is being capped below the client (usually) f = cl.mtime[0] - cl.mtime[1]; - if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1)) + if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame) { cl.time = cl.mtime[0]; return 1; @@ -399,7 +429,7 @@ void CL_ClearTempEntities (void) cl_num_temp_entities = 0; } -entity_t *CL_NewTempEntity (void) +entity_t *CL_NewTempEntity(void) { entity_t *ent; @@ -414,10 +444,36 @@ 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; } -void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime) +void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) +{ + int i; + cl_effect_t *e; + if (!modelindex) // sanity check + return; + for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + { + if (e->active) + continue; + e->active = true; + VectorCopy(org, e->origin); + e->modelindex = modelindex; + e->starttime = cl.time; + e->startframe = startframe; + e->endframe = startframe + framecount; + e->framerate = framerate; + + e->frame = 0; + e->frame1time = cl.time; + e->frame2time = cl.time; + break; + } +} + +void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { int i; dlight_t *dl; @@ -445,9 +501,15 @@ void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, dlightsetup: //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); + dl->matrix = *matrix; dl->ent = ent; - Mod_FindNonSolidLocation(org, dl->origin, cl.worldmodel, 6); - //VectorCopy(org, dl->origin); + dl->origin[0] = dl->matrix.m[0][3]; + dl->origin[1] = dl->matrix.m[1][3]; + dl->origin[2] = dl->matrix.m[2][3]; + CL_FindNonSolidLocation(dl->origin, dl->origin, 6); + dl->matrix.m[0][3] = dl->origin[0]; + dl->matrix.m[1][3] = dl->origin[1]; + dl->matrix.m[2][3] = dl->origin[2]; dl->radius = radius; dl->color[0] = red; dl->color[1] = green; @@ -457,398 +519,529 @@ dlightsetup: dl->die = cl.time + lifetime; else dl->die = 0; + dl->cubemapnum = cubemapnum; + dl->style = style; + dl->shadow = shadowenable; + dl->corona = corona; + dl->flags = flags; + dl->coronasizescale = coronasizescale; + dl->ambientscale = ambientscale; + dl->diffusescale = diffusescale; + dl->specularscale = specularscale; } -void CL_DecayLights (void) +void CL_DecayLights(void) { int i; dlight_t *dl; float time; time = cl.time - cl.oldtime; - - dl = cl_dlights; - for (i=0 ; iradius) - continue; - if (dl->die < cl.time) - { - dl->radius = 0; - continue; - } - - dl->radius -= time*dl->decay; - if (dl->radius < 0) - dl->radius = 0; - } -} - -void CL_RelinkWorld (void) -{ - entity_t *ent = &cl_entities[0]; - if (cl_num_entities < 1) - cl_num_entities = 1; - cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; - Matrix4x4_CreateIdentity(&ent->render.matrix); - Matrix4x4_CreateIdentity(&ent->render.inversematrix); - CL_BoundingBoxForEntity(&ent->render); + for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++) + if (dl->radius) + dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0; } -static void CL_RelinkStaticEntities(void) -{ - int i; - for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) - { - Mod_CheckLoaded(cl_static_entities[i].render.model); - r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; - } -} - -/* -=============== -CL_RelinkEntities -=============== -*/ -extern qboolean Nehahrademcompatibility; #define MAXVIEWMODELS 32 entity_t *viewmodels[MAXVIEWMODELS]; int numviewmodels; -static void CL_RelinkNetworkEntities(void) -{ - entity_t *ent; - int i, effects, temp; - float d, bobjrotate, bobjoffset, lerp; - vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs; - numviewmodels = 0; +matrix4x4_t viewmodelmatrix; - bobjrotate = ANGLEMOD(100*cl.time); - if (cl_itembobheight.value) - bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; - else - bobjoffset = 0; +static int entitylinkframenumber; - // start on the entity after the world - for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++) - { - // if the object isn't active in the current network frame, skip it - if (!cl_entities_active[i]) - continue; - if (!ent->state_current.active) - { - cl_entities_active[i] = false; - continue; - } +static const vec3_t muzzleflashorigin = {18, 0, 0}; - VectorCopy(ent->persistent.trail_origin, oldorg); +extern void V_DriftPitch(void); +extern void V_FadeViewFlashs(void); +extern void V_CalcViewBlend(void); - if (!ent->state_previous.active) +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) +{ + matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; + //matrix4x4_t dlightmatrix; + int j, k, l, trailtype, temp; + float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d; + entity_t *t; + model_t *model; + trace_t trace; + //entity_persistent_t *p = &e->persistent; + //entity_render_t *r = &e->render; + if (e->persistent.linkframe != entitylinkframenumber) + { + e->persistent.linkframe = entitylinkframenumber; + // skip inactive entities and world + if (!e->state_current.active || e == cl_entities) + 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.flags = e->state_current.flags; + e->render.effects = e->state_current.effects; + if (e->state_current.flags & RENDER_COLORMAPPED) + e->render.colormap = e->state_current.colormap; + else if (cl.scores != NULL && e->state_current.colormap) + e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it + 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 && !e->state_current.tagentity) { - // only one state available - VectorCopy (ent->persistent.neworigin, neworg); - VectorCopy (ent->persistent.newangles, ent->render.angles); - VectorCopy (neworg, oldorg); + if (!r_drawviewmodel.integer || chase_active.integer || envmap) + return; + if (cl.viewentity) + CL_LinkNetworkEntity(cl_entities + cl.viewentity); + matrix = &viewmodelmatrix; + 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)); + } } else { - // if the delta is large, assume a teleport and don't lerp - VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta); - if (ent->persistent.lerpdeltatime > 0) + // 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 the tag entity is inactive, skip it + if (!t->state_current.active) + return; + // note: this can link to world + CL_LinkNetworkEntity(t); + // make relative to the entity + matrix = &t->render.matrix; + // some properties of the tag entity carry over + e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL); + // if a valid tagindex is used, make it relative to that tag instead + // FIXME: use a model function to get tag info (need to handle skeletal) + if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model)) { - lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime; - if (lerp < 1) - { - // interpolate the origin and angles - VectorMA(ent->persistent.oldorigin, lerp, delta, neworg); - VectorSubtract(ent->persistent.newangles, ent->persistent.oldangles, delta); - if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; - if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; - if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; - VectorMA(ent->persistent.oldangles, lerp, delta, ent->render.angles); - } - else + // blend the matrices + memset(&blendmatrix, 0, sizeof(blendmatrix)); + for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) { - // no interpolation - VectorCopy (ent->persistent.neworigin, neworg); - VectorCopy (ent->persistent.newangles, ent->render.angles); + matrix4x4_t tagmatrix; + Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix); + d = t->render.frameblend[j].lerp; + for (l = 0;l < 4;l++) + for (k = 0;k < 4;k++) + blendmatrix.m[l][k] += d * tagmatrix.m[l][k]; } - } - else - { - // no interpolation - VectorCopy (ent->persistent.neworigin, neworg); - VectorCopy (ent->persistent.newangles, ent->render.angles); + // concat the tag matrices onto the entity matrix + Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); + // use the constructed tag matrix + matrix = &tempmatrix; } } - if (!ent->render.model || ent->render.model->type != mod_brush) - ent->render.angles[0] = -ent->render.angles[0]; - - VectorCopy (neworg, ent->persistent.trail_origin); - // persistent.modelindex will be updated by CL_LerpUpdate - if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active) - VectorCopy(neworg, oldorg); - - VectorCopy (neworg, ent->render.origin); - ent->render.flags = ent->state_current.flags; - if (i == cl.viewentity) - ent->render.flags |= RENDER_EXTERIORMODEL; - ent->render.effects = effects = ent->state_current.effects; - if (ent->state_current.flags & RENDER_COLORMAPPED) - ent->render.colormap = ent->state_current.colormap; - else if (cl.scores == NULL || !ent->state_current.colormap) - ent->render.colormap = -1; // no special coloring + // movement lerp + // if it's the player entity, update according to client movement + if (e == cl_entities + cl.playerentity && cl.movement) + { + lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); + lerp = bound(0, lerp, 1); + VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin); + VectorSet(angles, 0, cl.viewangles[1], 0); + } + else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) + { + // interpolate the origin and angles + VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); + VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); + if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; + if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; + if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; + VectorMA(e->persistent.oldangles, lerp, delta, angles); + } else - ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it - ent->render.skinnum = ent->state_current.skin; - ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? - ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? - - if (ent->render.model && ent->render.model->flags & EF_ROTATE) { - ent->render.angles[1] = bobjrotate; - ent->render.origin[2] += bobjoffset; + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); } - Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale); - - // update interpolation info - CL_LerpUpdate(ent); + // model setup and some modelflags + e->render.model = cl.model_precache[e->state_current.modelindex]; + if (e->render.model) + { + Mod_CheckLoaded(e->render.model); + // if model is alias or this is a tenebrae-like dlight, reverse pitch direction + if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)) + angles[0] = -angles[0]; + if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) + { + angles[1] = ANGLEMOD(100*cl.time); + if (cl_itembobheight.value) + origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; + } + // transfer certain model flags to effects + e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE); + if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) + VectorScale(e->render.colormod, 2, e->render.colormod); + } - // handle effects now... + // animation lerp + if (e->render.frame2 == e->state_current.frame) + { + // update frame lerp fraction + e->render.framelerp = 1; + if (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); + } + } + else + { + // begin a new frame lerp + e->render.frame1 = e->render.frame2; + e->render.frame1time = e->render.frame2time; + e->render.frame = e->render.frame2 = e->state_current.frame; + e->render.frame2time = cl.time; + e->render.framelerp = 0; + } + R_LerpAnimation(&e->render); + + // set up the render matrix + // FIXME: e->render.scale should go away + Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); + // concat the matrices to make the entity relative to its tag + Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); + // make the other useful stuff + Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix); + CL_BoundingBoxForEntity(&e->render); + + // handle effects now that we know where this entity is in the world... + if (e->render.model && e->render.model->soundfromcenter) + { + // bmodels are treated specially since their origin is usually '0 0 0' + vec3_t o; + VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o); + Matrix4x4_Transform(&e->render.matrix, o, origin); + } + else + { + origin[0] = e->render.matrix.m[0][3]; + origin[1] = e->render.matrix.m[1][3]; + origin[2] = e->render.matrix.m[2][3]; + } + trailtype = -1; + dlightradius = 0; dlightcolor[0] = 0; dlightcolor[1] = 0; dlightcolor[2] = 0; - // LordHavoc: if the entity has no effects, don't check each - if (effects) + if (e->render.effects) { - if (effects & EF_BRIGHTFIELD) + if (e->render.effects & EF_BRIGHTFIELD) { if (gamemode == GAME_NEXUIZ) { - dlightcolor[0] += 100.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 400.0f; - // don't do trail if we have no previous location - if (ent->state_previous.active) - CL_RocketTrail (oldorg, neworg, 8, ent); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.75f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 3.00f; + trailtype = 8; } else - CL_EntityParticles (ent); + CL_EntityParticles(e); } - if (effects & EF_MUZZLEFLASH) - ent->persistent.muzzleflash = 100.0f; - if (effects & EF_DIMLIGHT) + if (e->render.effects & EF_MUZZLEFLASH) + e->persistent.muzzleflash = 1.0f; + if (e->render.effects & EF_DIMLIGHT) { - dlightcolor[0] += 200.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 200.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 1.50f; } - if (effects & EF_BRIGHTLIGHT) + if (e->render.effects & EF_BRIGHTLIGHT) { - dlightcolor[0] += 400.0f; - dlightcolor[1] += 400.0f; - dlightcolor[2] += 400.0f; + dlightradius = max(dlightradius, 400); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 3.00f; + dlightcolor[2] += 3.00f; } - // LordHavoc: added EF_RED and EF_BLUE - if (effects & EF_RED) // red + // LordHavoc: more effects + if (e->render.effects & EF_RED) // red { - dlightcolor[0] += 200.0f; - dlightcolor[1] += 20.0f; - dlightcolor[2] += 20.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 0.15f; } - if (effects & EF_BLUE) // blue + if (e->render.effects & EF_BLUE) // blue { - dlightcolor[0] += 20.0f; - dlightcolor[1] += 20.0f; - dlightcolor[2] += 200.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.15f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 1.50f; } - if (effects & EF_FLAME) + if (e->render.effects & EF_FLAME) { - if (ent->render.model) - { - mins[0] = neworg[0] - 16.0f; - mins[1] = neworg[1] - 16.0f; - mins[2] = neworg[2] - 16.0f; - maxs[0] = neworg[0] + 16.0f; - maxs[1] = neworg[1] + 16.0f; - maxs[2] = neworg[2] + 16.0f; - // how many flames to make - temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); - CL_FlameCube(mins, maxs, temp); - } - d = lhrandom(200, 250); - dlightcolor[0] += d * 1.0f; - dlightcolor[1] += d * 0.7f; - dlightcolor[2] += d * 0.3f; + mins[0] = origin[0] - 16.0f; + mins[1] = origin[1] - 16.0f; + mins[2] = origin[2] - 16.0f; + maxs[0] = origin[0] + 16.0f; + maxs[1] = origin[1] + 16.0f; + maxs[2] = origin[2] + 16.0f; + // how many flames to make + temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); + CL_FlameCube(mins, maxs, temp); + d = lhrandom(0.75f, 1); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += d * 2.0f; + dlightcolor[1] += d * 1.5f; + dlightcolor[2] += d * 0.5f; } - if (effects & EF_STARDUST) + if (e->render.effects & EF_STARDUST) { - if (ent->render.model) - { - mins[0] = neworg[0] - 16.0f; - mins[1] = neworg[1] - 16.0f; - mins[2] = neworg[2] - 16.0f; - maxs[0] = neworg[0] + 16.0f; - maxs[1] = neworg[1] + 16.0f; - maxs[2] = neworg[2] + 16.0f; - // how many particles to make - temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); - CL_Stardust(mins, maxs, temp); - } - d = 100; - dlightcolor[0] += d * 1.0f; - dlightcolor[1] += d * 0.7f; - dlightcolor[2] += d * 0.3f; + mins[0] = origin[0] - 16.0f; + mins[1] = origin[1] - 16.0f; + mins[2] = origin[2] - 16.0f; + maxs[0] = origin[0] + 16.0f; + maxs[1] = origin[1] + 16.0f; + maxs[2] = origin[2] + 16.0f; + // how many particles to make + temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); + CL_Stardust(mins, maxs, temp); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.0f; + dlightcolor[1] += 0.7f; + dlightcolor[2] += 0.3f; } } - - if (ent->persistent.muzzleflash > 0) + // muzzleflash fades over time, and is offset a bit + if (e->persistent.muzzleflash > 0) { - v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0]; - v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1]; - v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16; - CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL); - - CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0); - ent->persistent.muzzleflash -= cl.frametime * 1000; + Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); + trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false); + tempmatrix = e->render.matrix; + tempmatrix.m[0][3] = trace.endpos[0]; + tempmatrix.m[1][3] = trace.endpos[1]; + tempmatrix.m[2][3] = trace.endpos[2]; + 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 - if (ent->render.model && ent->render.model->flags) + if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { - // note: EF_ROTATE handled above, above matrix calculation - // only do trails if present in the previous frame as well - if (ent->state_previous.active) + if (e->render.model->flags & EF_GIB) + trailtype = 2; + else if (e->render.model->flags & EF_ZOMGIB) + trailtype = 4; + else if (e->render.model->flags & EF_TRACER) { - if (ent->render.model->flags & EF_GIB) - CL_RocketTrail (oldorg, neworg, 2, ent); - else if (ent->render.model->flags & EF_ZOMGIB) - CL_RocketTrail (oldorg, neworg, 4, ent); - else if (ent->render.model->flags & EF_TRACER) - { - CL_RocketTrail (oldorg, neworg, 3, ent); - dlightcolor[0] += 0x10; - dlightcolor[1] += 0x40; - dlightcolor[2] += 0x10; - } - else if (ent->render.model->flags & EF_TRACER2) - { - CL_RocketTrail (oldorg, neworg, 5, ent); - dlightcolor[0] += 0x50; - dlightcolor[1] += 0x30; - dlightcolor[2] += 0x10; - } - else if (ent->render.model->flags & EF_ROCKET) - { - CL_RocketTrail (oldorg, ent->render.origin, 0, ent); - dlightcolor[0] += 200.0f; - dlightcolor[1] += 160.0f; - dlightcolor[2] += 80.0f; - } - else if (ent->render.model->flags & EF_GRENADE) + trailtype = 3; + 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; + } + else if (e->render.model->flags & EF_ROCKET) + { + trailtype = 0; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 0.50f; + } + else if (e->render.model->flags & EF_GRENADE) + { + // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + trailtype = e->render.alpha == -1 ? 7 : 1; + } + else if (e->render.model->flags & EF_TRACER3) + { + trailtype = 6; + if (gamemode == GAME_PRYDON) { - if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke) - CL_RocketTrail (oldorg, neworg, 7, ent); - else - CL_RocketTrail (oldorg, neworg, 1, ent); + dlightradius = max(dlightradius, 100); + dlightcolor[0] += 0.30f; + dlightcolor[1] += 0.60f; + dlightcolor[2] += 1.20f; } - else if (ent->render.model->flags & EF_TRACER3) + else { - CL_RocketTrail (oldorg, neworg, 6, ent); - dlightcolor[0] += 0x50; - dlightcolor[1] += 0x20; - dlightcolor[2] += 0x40; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.20f; + dlightcolor[1] += 0.50f; + dlightcolor[2] += 1.00f; } } } // LordHavoc: customizable glow - if (ent->state_current.glowsize) + if (e->state_current.glowsize) { // * 4 for the expansion from 0-255 to 0-1023 range, // / 255 to scale down byte colors - VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor); + dlightradius = max(dlightradius, e->state_current.glowsize * 4); + VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); } - // LordHavoc: customizable trail - if (ent->render.flags & RENDER_GLOWTRAIL) - CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent); - - if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) + // make the glow dlight + if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) { - VectorCopy(neworg, v); + //dlightmatrix = e->render.matrix; // hack to make glowing player light shine on their gun - if (i == cl.viewentity/* && !chase_active.integer*/) - v[2] += 30; - CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0); + //if (e->state_current.number == 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, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } - - if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL)) - continue; - - // don't show entities with no modelindex (note: this still shows - // entities which have a modelindex that resolved to a NULL model) - if (!ent->state_current.modelindex) - continue; - if (effects & EF_NODRAW) - continue; - - // store a list of view-relative entities for later adjustment in view code - if (ent->render.flags & RENDER_VIEWMODEL) + // custom rtlight + if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) { - if (numviewmodels < MAXVIEWMODELS) - viewmodels[numviewmodels++] = ent; - continue; + float light[4]; + VectorScale(e->state_current.light, (1.0f / 256.0f), light); + light[3] = e->state_current.light[3]; + if (light[0] == 0 && light[1] == 0 && light[2] == 0) + VectorSet(light, 1, 1, 1); + if (light[3] == 0) + light[3] = 350; + // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? + CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } + // do trails + if (e->render.flags & RENDER_GLOWTRAIL) + trailtype = 9; + if (trailtype >= 0) + CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e); + VectorCopy(origin, e->persistent.trail_origin); + // tenebrae's sprites are all additive mode (weird) + 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->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; + // either fullbright or lit + if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) + e->render.flags |= RENDER_LIGHT; + // hide player shadow during intermission or nehahra movie + if (!(e->render.effects & EF_NOSHADOW) + && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) + && (!(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 (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; + // 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) + r_refdef.entities[r_refdef.numentities++] = &e->render; + //if (cl.viewentity && e->state_current.number == cl.viewentity) + // Matrix4x4_Print(&e->render.matrix); + } +} - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - - CL_BoundingBoxForEntity(&ent->render); - if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush) - cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; - - // note: the cl.viewentity and intermission check is to hide player - // shadow during intermission and during the Nehahra movie and - // Nehahra cinematics - if (!(ent->state_current.effects & EF_NOSHADOW) - && !(ent->state_current.effects & EF_ADDITIVE) - && (ent->state_current.alpha == 255) - && !(ent->render.flags & RENDER_VIEWMODEL) - && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer))) - ent->render.flags |= RENDER_SHADOW; - - if (r_refdef.numentities < r_refdef.maxentities) - r_refdef.entities[r_refdef.numentities++] = &ent->render; +void CL_RelinkWorld(void) +{ + entity_t *ent = &cl_entities[0]; + 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; +} - if (cl_num_entities < i + 1) - cl_num_entities = i + 1; +static void CL_RelinkStaticEntities(void) +{ + int i; + entity_t *e; + for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) + { + Mod_CheckLoaded(e->render.model); + e->render.flags = 0; + // 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; + // either fullbright or lit + if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) + e->render.flags |= RENDER_LIGHT; + // 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; } } -void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) +/* +=============== +CL_RelinkEntities +=============== +*/ +static void CL_RelinkNetworkEntities(void) { + entity_t *ent; int i; - cl_effect_t *e; - if (!modelindex) // sanity check - return; - for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + + 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.intermission) + ent->state_current.modelindex = 0; + else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) { - if (e->active) - continue; - e->active = true; - VectorCopy(org, e->origin); - e->modelindex = modelindex; - e->starttime = cl.time; - e->startframe = startframe; - e->endframe = startframe + framecount; - e->framerate = framerate; + if (gamemode == GAME_TRANSFUSION) + ent->state_current.alpha = 128; + else + ent->state_current.modelindex = 0; + } - e->frame = 0; - e->frame1time = cl.time; - e->frame2time = cl.time; - break; + // 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_LinkNetworkEntity(ent); + else + cl_entities_active[i] = false; + } + } + CL_LinkNetworkEntity(&cl.viewent); } static void CL_RelinkEffects(void) @@ -866,7 +1059,6 @@ static void CL_RelinkEffects(void) intframe = frame; if (intframe < 0 || intframe >= e->endframe) { - e->active = false; memset(e, 0, sizeof(*e)); continue; } @@ -892,22 +1084,22 @@ static void CL_RelinkEffects(void) ent->render.frame2time = e->frame2time; // normal stuff - //VectorCopy(e->origin, ent->render.origin); ent->render.model = cl.model_precache[e->modelindex]; ent->render.frame = ent->render.frame2; ent->render.colormap = -1; // no special coloring - //ent->render.scale = 1; 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); + R_LerpAnimation(&ent->render); CL_BoundingBoxForEntity(&ent->render); } } } } -void CL_RelinkBeams (void) +void CL_RelinkBeams(void) { int i; beam_t *b; @@ -916,6 +1108,7 @@ void CL_RelinkBeams (void) entity_t *ent; float yaw, pitch; float forward; + matrix4x4_t tempmatrix; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { @@ -925,7 +1118,7 @@ void CL_RelinkBeams (void) // 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_entities[b->entity].state_current.active && b->relativestartvalid) + if (cl_beams_relative.integer && b->entity == cl.viewentity && 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; @@ -963,7 +1156,11 @@ void CL_RelinkBeams (void) if (b->lightning) { if (cl_beams_lightatend.integer) - CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0); + { + // 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, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + } if (cl_beams_polygons.integer) continue; } @@ -1001,12 +1198,13 @@ void CL_RelinkBeams (void) return; //VectorCopy (org, ent->render.origin); ent->render.model = b->model; - ent->render.effects = EF_FULLBRIGHT; + //ent->render.effects = EF_FULLBRIGHT; //ent->render.angles[0] = pitch; //ent->render.angles[1] = yaw; //ent->render.angles[2] = rand()%360; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); + R_LerpAnimation(&ent->render); CL_BoundingBoxForEntity(&ent->render); VectorMA(org, 30, dist, org); d -= 30; @@ -1014,356 +1212,18 @@ void CL_RelinkBeams (void) } } -cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"}; -cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"}; -cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"}; -cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"}; -cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"}; -cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"}; -cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"}; - -rtexture_t *r_lightningbeamtexture; -rtexture_t *r_lightningbeamqmbtexture; -rtexturepool_t *r_lightningbeamtexturepool; - -int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11}; - -void r_lightningbeams_start(void) -{ - r_lightningbeamtexturepool = R_AllocTexturePool(); - r_lightningbeamtexture = NULL; - r_lightningbeamqmbtexture = NULL; -} - -void r_lightningbeams_setupqmbtexture(void) -{ - r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE); - if (r_lightningbeamqmbtexture == NULL) - Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false); -} - -void r_lightningbeams_setuptexture(void) -{ -#if 0 -#define BEAMWIDTH 128 -#define BEAMHEIGHT 64 -#define PATHPOINTS 8 - int i, j, px, py, nearestpathindex, imagenumber; - float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength; - qbyte *pixels; - int *image; - struct {float x, y, strength;} path[PATHPOINTS], temppath; - - image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int)); - pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4])); - - for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01) - { - for (i = 0;i < PATHPOINTS;i++) - { - path[i].x = lhrandom(0, 1); - path[i].y = lhrandom(0.2, 0.8); - path[i].strength = lhrandom(0, 1); - } - for (i = 0;i < PATHPOINTS;i++) - { - for (j = i + 1;j < PATHPOINTS;j++) - { - if (path[j].x < path[i].x) - { - temppath = path[j]; - path[j] = path[i]; - path[i] = temppath; - } - } - } - particlex = path[0].x; - particley = path[0].y; - particlexv = lhrandom(0, 0.02); - particlexv = lhrandom(-0.02, 0.02); - memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int)); - for (i = 0;i < 65536;i++) - { - for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++) - if (path[nearestpathindex].x > particlex) - break; - nearestpathindex %= PATHPOINTS; - dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1; - dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley; - s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy); - particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s; - particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s; - particlex += particlexv * maxpathstrength;particlex -= (int) particlex; - particley += particleyv * maxpathstrength;particley = bound(0, particley, 1); - px = particlex * BEAMWIDTH; - py = particley * BEAMHEIGHT; - if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT) - image[py*BEAMWIDTH+px] += 16; - } - - for (py = 0;py < BEAMHEIGHT;py++) - { - for (px = 0;px < BEAMWIDTH;px++) - { - pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); - pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); - pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); - pixels[(py*BEAMWIDTH+px)*4+3] = 255; - } - } - - Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels); - } - - r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - - Mem_Free(pixels); - Mem_Free(image); -#else -#define BEAMWIDTH 64 -#define BEAMHEIGHT 128 - float r, g, b, intensity, fx, width, center; - int x, y; - qbyte *data, *noise1, *noise2; - - data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4); - noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT); - noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT); - fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8); - fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16); - - for (y = 0;y < BEAMHEIGHT;y++) - { - width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f); - center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width; - for (x = 0;x < BEAMWIDTH;x++, fx++) - { - fx = (((float) x / BEAMWIDTH) - center) / width; - intensity = 1.0f - sqrt(fx * fx); - if (intensity > 0) - intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f); - intensity = bound(0, intensity, 1); - r = intensity * 1.0f; - g = intensity * 1.0f; - b = intensity * 1.0f; - data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f); - data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f); - data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f); - data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255; - } - } - - r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); - Mem_Free(noise1); - Mem_Free(noise2); - Mem_Free(data); -#endif -} - -void r_lightningbeams_shutdown(void) -{ - r_lightningbeamtexture = NULL; - r_lightningbeamqmbtexture = NULL; - R_FreeTexturePool(&r_lightningbeamtexturepool); -} - -void r_lightningbeams_newmap(void) -{ -} - -void R_LightningBeams_Init(void) -{ - Cvar_RegisterVariable(&r_lightningbeam_thickness); - Cvar_RegisterVariable(&r_lightningbeam_scroll); - Cvar_RegisterVariable(&r_lightningbeam_repeatdistance); - Cvar_RegisterVariable(&r_lightningbeam_color_red); - Cvar_RegisterVariable(&r_lightningbeam_color_green); - Cvar_RegisterVariable(&r_lightningbeam_color_blue); - Cvar_RegisterVariable(&r_lightningbeam_qmbtexture); - R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap); -} - -void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset) -{ - // near right corner - VectorAdd (start, offset, (v + 0)); - // near left corner - VectorSubtract(start, offset, (v + 3)); - // far left corner - VectorSubtract(end , offset, (v + 6)); - // far right corner - VectorAdd (end , offset, (v + 9)); -} - -void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2) -{ - if (r_lightningbeam_qmbtexture.integer) - { - // near right corner - tc[0] = t1;tc[1] = 0; - // near left corner - tc[2] = t1;tc[3] = 1; - // far left corner - tc[4] = t2;tc[5] = 1; - // far right corner - tc[6] = t2;tc[7] = 0; - } - else - { - // near right corner - tc[0] = 0;tc[1] = t1; - // near left corner - tc[2] = 1;tc[3] = t1; - // far left corner - tc[4] = 1;tc[5] = t2; - // far right corner - tc[6] = 0;tc[7] = t2; - } -} - -void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a) -{ - int i; - vec3_t fogvec; - float ifog; - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, r_origin, fogvec); - ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec)); - c[0] = r * ifog; - c[1] = g * ifog; - c[2] = b * ifog; - c[3] = a; - } -} - -float beamrepeatscale; - -void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) -{ - const beam_t *b = calldata1; - rmeshstate_t m; - vec3_t beamdir, right, up, offset; - float length, t1, t2; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL) - r_lightningbeams_setupqmbtexture(); - if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL) - r_lightningbeams_setuptexture(); - if (r_lightningbeam_qmbtexture.integer) - m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture); - else - m.tex[0] = R_GetTexture(r_lightningbeamtexture); - R_Mesh_State(&m); - R_Mesh_Matrix(&r_identitymatrix); - - // calculate beam direction (beamdir) vector and beam length - // get difference vector - VectorSubtract(b->end, b->start, beamdir); - // find length of difference vector - length = sqrt(DotProduct(beamdir, beamdir)); - // calculate scale to make beamdir a unit vector (normalized) - t1 = 1.0f / length; - // scale beamdir so it is now normalized - VectorScale(beamdir, t1, beamdir); - - // calculate up vector such that it points toward viewer, and rotates around the beamdir - // get direction from start of beam to viewer - VectorSubtract(r_origin, b->start, up); - // remove the portion of the vector that moves along the beam - // (this leaves only a vector pointing directly away from the beam) - t1 = -DotProduct(up, beamdir); - VectorMA(up, t1, beamdir, up); - // now we have a vector pointing away from the beam, now we need to normalize it - VectorNormalizeFast(up); - // generate right vector from forward and up, the result is already normalized - // (CrossProduct returns a vector of multiplied length of the two inputs) - CrossProduct(beamdir, up, right); - - // calculate T coordinate scrolling (start and end texcoord along the beam) - t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir); - t1 = t1 - (int) t1; - t2 = t1 + beamrepeatscale * length; - - // the beam is 3 polygons in this configuration: - // * 2 - // * * - // 1****** - // * * - // * 3 - // they are showing different portions of the beam texture, creating an - // illusion of a beam that appears to curl around in 3D space - // (and realize that the whole polygon assembly orients itself to face - // the viewer) - - R_Mesh_GetSpace(12); - - // polygon 1, verts 0-3 - VectorScale(right, r_lightningbeam_thickness.value, offset); - R_CalcLightningBeamPolygonVertex3f(varray_vertex3f, b->start, b->end, offset); - R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0], t1, t2); - - // polygon 2, verts 4-7 - VectorAdd(right, up, offset); - VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset); - R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset); - R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33); - - // polygon 3, verts 8-11 - VectorSubtract(right, up, offset); - VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset); - R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset); - R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66); - - if (fogenabled) - { - // per vertex colors if fog is used - GL_UseColorArray(); - R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1); - } - else - { - // solid color if fog is not used - GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1); - } - - // draw the 3 polygons as one batch of 6 triangles using the 12 vertices - R_Mesh_Draw(12, 6, r_lightningbeamelements); -} - -void R_DrawLightningBeams (void) -{ - int i; - beam_t *b; - vec3_t org; - - if (!cl_beams_polygons.integer) - return; - - beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value; - for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) - { - if (b->model && b->endtime >= cl.time && b->lightning) - { - VectorAdd(b->start, b->end, org); - VectorScale(org, 0.5f, org); - R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0); - } - } -} - - 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) { @@ -1380,27 +1240,6 @@ void CL_LerpPlayer(float frac) } } -void CL_RelinkEntities (void) -{ - float frac; - - // fraction from previous network update to current - frac = CL_LerpPoint(); - - CL_ClearTempEntities(); - CL_DecayLights(); - CL_RelinkWorld(); - CL_RelinkStaticEntities(); - CL_RelinkNetworkEntities(); - CL_RelinkEffects(); - CL_MoveParticles(); - - CL_LerpPlayer(frac); - - CL_RelinkBeams(); -} - - /* =============== CL_ReadFromServer @@ -1408,49 +1247,45 @@ CL_ReadFromServer Read all incoming data from the server =============== */ -int CL_ReadFromServer (void) +int CL_ReadFromServer(void) { - int ret, netshown; - - cl.oldtime = cl.time; - cl.time += cl.frametime; - - netshown = false; - do - { - ret = CL_GetMessage (); - if (ret == -1) - Host_Error ("CL_ReadFromServer: lost server connection"); - if (!ret) - break; - - cl.last_received_message = realtime; - - if (cl_shownet.integer) - netshown = true; - - CL_ParseServerMessage (); - } - while (ret && cls.state == ca_connected); - - if (netshown) - Con_Printf ("\n"); + CL_ReadDemoMessage(); + r_refdef.time = cl.time; + r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; - cl_num_entities = 0; + Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); cl_num_brushmodel_entities = 0; if (cls.state == ca_connected && cls.signon == SIGNONS) { - CL_RelinkEntities (); + // prepare for a new frame + CL_LerpPlayer(CL_LerpPoint()); + CL_DecayLights(); + CL_ClearTempEntities(); + V_DriftPitch(); + V_FadeViewFlashs(); + + // relink network entities (note: this sets up the view!) + CL_RelinkNetworkEntities(); + + // move particles + CL_MoveParticles(); + R_MoveExplosions(); + + // link stuff + CL_RelinkWorld(); + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); // run cgame code (which can add more entities) CL_CGVM_Frame(); + + // update view blend + V_CalcViewBlend(); } -// -// bring the links up to date -// return 0; } @@ -1459,78 +1294,27 @@ int CL_ReadFromServer (void) CL_SendCmd ================= */ -void CL_SendCmd (void) +void CL_UpdatePrydonCursor(void); +void CL_SendCmd(void) { - usercmd_t cmd; - - if (cls.state != ca_connected) - return; - - if (cls.signon == SIGNONS) - { - // get basic movement from keyboard - CL_BaseMove (&cmd); - - IN_PreMove(); // OS independent code - - // allow mice or other external controllers to add to the move - IN_Move (&cmd); - - IN_PostMove(); // OS independent code - - // send the unreliable message - CL_SendMove (&cmd); - } -#ifndef NOROUTINGFIX - else if (cls.signon == 0 && !cls.demoplayback) - { - // LordHavoc: fix for NAT routing of netquake: - // bounce back a clc_nop message to the newly allocated server port, - // to establish a routing connection for incoming frames, - // the server waits for this before sending anything - if (realtime > cl.sendnoptime) - { - cl.sendnoptime = realtime + 3; - Con_DPrintf("sending clc_nop to get server's attention\n"); - { - sizebuf_t buf; - qbyte data[128]; - buf.maxsize = 128; - buf.cursize = 0; - buf.data = data; - MSG_WriteByte(&buf, clc_nop); - if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) - { - Con_Printf ("CL_SendCmd: lost server connection\n"); - CL_Disconnect (); - } - } - } - } -#endif - if (cls.demoplayback) { - SZ_Clear (&cls.message); + SZ_Clear(&cls.message); return; } -// send the reliable message - if (!cls.message.cursize) - return; // no message at all - - if (!NET_CanSendMessage (cls.netcon)) + // send the reliable message (forwarded commands) if there is one + if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon)) { - Con_DPrintf ("CL_WriteToServer: can't send\n"); if (developer.integer) + { + Con_Print("CL_SendCmd: sending reliable message:\n"); SZ_HexDumpToConsole(&cls.message); - return; + } + if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1) + Host_Error("CL_WriteToServer: lost server connection"); + SZ_Clear(&cls.message); } - - if (NET_SendMessage (cls.netcon, &cls.message) == -1) - Host_Error ("CL_WriteToServer: lost server connection"); - - SZ_Clear (&cls.message); } // LordHavoc: pausedemo command @@ -1538,60 +1322,69 @@ static void CL_PauseDemo_f (void) { cls.demopaused = !cls.demopaused; if (cls.demopaused) - Con_Printf("Demo paused\n"); + Con_Print("Demo paused\n"); else - Con_Printf("Demo unpaused\n"); + Con_Print("Demo unpaused\n"); } /* ====================== -CL_PModel_f -LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen. +CL_Fog_f ====================== */ -static void CL_PModel_f (void) +static void CL_Fog_f (void) { - int i; - eval_t *val; - if (Cmd_Argc () == 1) { - Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string); + Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); return; } - i = atoi(Cmd_Argv(1)); + fog_density = atof(Cmd_Argv(1)); + fog_red = atof(Cmd_Argv(2)); + fog_green = atof(Cmd_Argv(3)); + fog_blue = atof(Cmd_Argv(4)); +} - if (cmd_source == src_command) +/* +==================== +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++) { - if (cl_pmodel.integer == i) - return; - Cvar_SetValue ("_cl_pmodel", i); - if (cls.state == ca_connected) - Cmd_ForwardToServer (); - return; + 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; - host_client->pmodel = i; - if ((val = GETEDICTFIELDVALUE(EDICT_NUM(host_client->edictnumber), eval_pmodel))) - val->_float = i; + VectorCopy(oldangles, cl.viewangles); + Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } /* -====================== -CL_Fog_f -====================== +=========== +CL_Shutdown +=========== */ -static void CL_Fog_f (void) +void CL_Shutdown (void) { - if (Cmd_Argc () == 1) - { - Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); - return; - } - fog_density = atof(Cmd_Argv(1)); - fog_red = atof(Cmd_Argv(2)); - fog_green = atof(Cmd_Argv(3)); - fog_blue = atof(Cmd_Argv(4)); + CL_CGVM_Shutdown(); + CL_Particles_Shutdown(); + CL_Parse_Shutdown(); + + Mem_FreePool (&cl_mempool); } /* @@ -1601,30 +1394,25 @@ CL_Init */ void CL_Init (void) { - cl_scores_mempool = Mem_AllocPool("client player info"); - cl_entities_mempool = Mem_AllocPool("client entities"); - cl_refdef_mempool = Mem_AllocPool("refdef"); + cl_mempool = Mem_AllocPool("client", 0, NULL); memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame r_refdef.maxentities = MAX_EDICTS + 256 + 512; - r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); + r_refdef.entities = Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); // 256k drawqueue buffer r_refdef.maxdrawqueuesize = 256 * 1024; - r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize); + r_refdef.drawqueue = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize); - SZ_Alloc (&cls.message, 1024, "cls.message"); + cls.message.data = cls.message_buf; + cls.message.maxsize = sizeof(cls.message_buf); + cls.message.cursize = 0; CL_InitInput (); - CL_InitTEnts (); // // register our commands // - Cvar_RegisterVariable (&cl_name); - Cvar_RegisterVariable (&cl_color); - if (gamemode == GAME_NEHAHRA) - Cvar_RegisterVariable (&cl_pmodel); Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); @@ -1659,18 +1447,23 @@ void CL_Init (void) // LordHavoc: added pausedemo Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); - if (gamemode == GAME_NEHAHRA) - Cmd_AddCommand ("pmodel", CL_PModel_f); Cvar_RegisterVariable(&r_draweffects); - Cvar_RegisterVariable(&cl_explosions); + Cvar_RegisterVariable(&cl_explosions_alpha_start); + Cvar_RegisterVariable(&cl_explosions_alpha_end); + Cvar_RegisterVariable(&cl_explosions_size_start); + Cvar_RegisterVariable(&cl_explosions_size_end); + Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_stainmaps_clearonload); Cvar_RegisterVariable(&cl_beams_polygons); Cvar_RegisterVariable(&cl_beams_relative); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); - R_LightningBeams_Init(); + Cvar_RegisterVariable(&cl_prydoncursor); + + Cmd_AddCommand("timerefresh", CL_TimeRefresh_f); CL_Parse_Init(); CL_Particles_Init(); @@ -1680,3 +1473,5 @@ void CL_Init (void) CL_Video_Init(); } + +