X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=6d188baafbc2197f0ce08c07921216c3ee484ce9;hp=6782cc95fbcd83ec827ea6144a42a85925a3581e;hb=695c0dbca4dd38ec56fb369dc886151de2001d0b;hpb=bd270585afd105bf528073877de78bca7d4c2e43 diff --git a/cl_main.c b/cl_main.c index 6782cc95..6d188baa 100644 --- a/cl_main.c +++ b/cl_main.c @@ -30,8 +30,9 @@ 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. -cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat -cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"}; +cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; +cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; +cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"}; @@ -73,12 +74,18 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a lig cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; +cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"}; +cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"}; + cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"}; cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"}; cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; +cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"}; +cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"}; + client_static_t cls; client_state_t cl; @@ -106,14 +113,12 @@ void CL_ClearState(void) cl.mviewzoom[0] = cl.mviewzoom[1] = 1; cl.num_entities = 0; - cl.num_csqcentities = 0; //[515]: csqc cl.num_static_entities = 0; cl.num_temp_entities = 0; cl.num_brushmodel_entities = 0; // tweak these if the game runs out cl.max_entities = 256; - cl.max_csqcentities = 256; //[515]: csqc cl.max_static_entities = 256; cl.max_temp_entities = 512; cl.max_effects = 256; @@ -137,9 +142,7 @@ void CL_ClearState(void) cl.num_beams = 0; cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); - cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); - cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t)); cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t)); cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t)); @@ -157,15 +160,6 @@ void CL_ClearState(void) cl.entities[i].state_current = defaultstate; } - for (i = 0;i < cl.max_csqcentities;i++) - { - cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc - cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc - cl.csqcentities[i].state_current = defaultstate; //[515]: csqc - cl.csqcentities[i].csqc = true; - cl.csqcentities[i].state_current.number = -i; - } - if (gamemode == GAME_NEXUIZ) { VectorSet(cl.playerstandmins, -16, -16, -24); @@ -188,13 +182,11 @@ void CL_ClearState(void) // entire entity array was cleared, so just fill in a few fields ent->state_current.active = true; ent->render.model = cl.worldmodel = NULL; // no world model yet - ent->render.scale = 1; // some of the renderer still relies on scale ent->render.alpha = 1; ent->render.colormap = -1; // no special coloring ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); // noclip is turned off at start noclip_anglehack = false; @@ -207,10 +199,22 @@ void CL_ClearState(void) void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet) { - if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel")))) + int i; + qboolean fail = false; + if (!allowstarkey && key[0] == '*') + fail = true; + if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))) + fail = true; + for (i = 0;key[i];i++) + if (key[i] <= ' ' || key[i] == '\"') + fail = true; + for (i = 0;value[i];i++) + if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"') + fail = true; + if (fail) { if (!quiet) - Con_Printf("Can't setinfo \"%s\" \"%s\"\n"); + Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value); return; } InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value); @@ -277,33 +281,6 @@ void CL_ExpandEntities(int num) } } -void CL_ExpandCSQCEntities(int num) -{ - int i, oldmaxentities; - entity_t *oldentities; - if (num >= cl.max_csqcentities) - { - if (!cl.csqcentities) - Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n"); - if (num >= MAX_EDICTS) - Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS); - oldmaxentities = cl.max_csqcentities; - oldentities = cl.csqcentities; - cl.max_csqcentities = (num & ~255) + 256; - cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); - memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t)); - Mem_Free(oldentities); - for (i = oldmaxentities;i < cl.max_csqcentities;i++) - { - cl.csqcentities[i].state_baseline = defaultstate; - cl.csqcentities[i].state_previous = defaultstate; - cl.csqcentities[i].state_current = defaultstate; - cl.csqcentities[i].csqc = true; - cl.csqcentities[i].state_current.number = -i; - } - } -} - void CL_VM_ShutDown (void); /* ===================== @@ -318,6 +295,8 @@ void CL_Disconnect(void) if (cls.state == ca_dedicated) return; + Curl_Clear_forthismap(); + Con_DPrintf("CL_Disconnect\n"); CL_VM_ShutDown(); @@ -334,6 +313,8 @@ void CL_Disconnect(void) cl.worldmodel = NULL; + CL_Parse_ErrorCleanUp(); + if (cls.demoplayback) CL_StopPlayback(); else if (cls.netcon) @@ -439,9 +420,7 @@ CL_PrintEntities_f static void CL_PrintEntities_f(void) { entity_t *ent; - int i, j; - char name[32]; - vec3_t org; + int i; for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++) { @@ -454,21 +433,25 @@ static void CL_PrintEntities_f(void) modelname = ent->render.model->name; else modelname = "--no model--"; - strlcpy(name, modelname, 25); - for (j = (int)strlen(name);j < 25;j++) - name[j] = ' '; - Matrix4x4_OriginFromMatrix(&ent->render.matrix, org); - Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) org[0], (int) org[1], (int) org[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: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha); } } //static const vec3_t nomodelmins = {-16, -16, -16}; //static const vec3_t nomodelmaxs = {16, 16, 16}; -void CL_BoundingBoxForEntity(entity_render_t *ent) +void CL_UpdateRenderEntity(entity_render_t *ent) { vec3_t org; + vec_t scale; model_t *model = ent->model; + // update the inverse matrix for the renderer + Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); + // update the animation blend state + R_LerpAnimation(ent); + // we need the matrix origin to center the box Matrix4x4_OriginFromMatrix(&ent->matrix, org); + // update entity->render.scale because the renderer needs it + ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); if (model) { // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation! @@ -479,12 +462,8 @@ void CL_BoundingBoxForEntity(entity_render_t *ent) #endif { // pitch or roll - ent->mins[0] = org[0] + model->rotatedmins[0]; - ent->mins[1] = org[1] + model->rotatedmins[1]; - ent->mins[2] = org[2] + model->rotatedmins[2]; - ent->maxs[0] = org[0] + model->rotatedmaxs[0]; - ent->maxs[1] = org[1] + model->rotatedmaxs[1]; - ent->maxs[2] = org[2] + model->rotatedmaxs[2]; + VectorMA(org, scale, model->rotatedmins, ent->mins); + VectorMA(org, scale, model->rotatedmaxs, ent->maxs); } #ifdef MATRIX4x4_OPENGLORIENTATION else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0) @@ -493,21 +472,13 @@ void CL_BoundingBoxForEntity(entity_render_t *ent) #endif { // yaw - ent->mins[0] = org[0] + model->yawmins[0]; - ent->mins[1] = org[1] + model->yawmins[1]; - ent->mins[2] = org[2] + model->yawmins[2]; - ent->maxs[0] = org[0] + model->yawmaxs[0]; - ent->maxs[1] = org[1] + model->yawmaxs[1]; - ent->maxs[2] = org[2] + model->yawmaxs[2]; + VectorMA(org, scale, model->yawmins, ent->mins); + VectorMA(org, scale, model->yawmaxs, ent->maxs); } else { - ent->mins[0] = org[0] + model->normalmins[0]; - ent->mins[1] = org[1] + model->normalmins[1]; - ent->mins[2] = org[2] + model->normalmins[2]; - ent->maxs[0] = org[0] + model->normalmaxs[0]; - ent->maxs[1] = org[1] + model->normalmaxs[1]; - ent->maxs[2] = org[2] + model->normalmaxs[2]; + VectorMA(org, scale, model->normalmins, ent->mins); + VectorMA(org, scale, model->normalmaxs, ent->maxs); } } else @@ -533,21 +504,17 @@ static float CL_LerpPoint(void) { float f; - // dropped packet, or start of demo - if (cl.mtime[1] < cl.mtime[0] - 0.1) - cl.mtime[1] = cl.mtime[0] - 0.1; - - cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]); + if (cl_nettimesyncmode.integer == 3) + cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]); // 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 || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)) + if (cl.mtime[0] <= cl.mtime[1]) { cl.time = cl.mtime[0]; return 1; } - f = (cl.time - cl.mtime[1]) / f; + f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); return bound(0, f, 1); } @@ -569,7 +536,6 @@ entity_t *CL_NewTempEntity(void) r_refdef.entities[r_refdef.numentities++] = &ent->render; ent->render.colormap = -1; // no special coloring - ent->render.scale = 1; ent->render.alpha = 1; VectorSet(ent->render.colormod, 1, 1, 1); return ent; @@ -581,6 +547,16 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float cl_effect_t *e; if (!modelindex) // sanity check return; + if (framerate < 1) + { + Con_Printf("CL_Effect: framerate %f is < 1\n", framerate); + return; + } + if (framecount < 1) + { + Con_Printf("CL_Effect: framecount %i is < 1\n", framecount); + return; + } for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++) { if (e->active) @@ -601,7 +577,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float } } -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) +void CL_AllocLightFlash(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; @@ -644,12 +620,20 @@ dlightsetup: dl->color[0] = red; dl->color[1] = green; dl->color[2] = blue; - dl->decay = decay; + dl->initialradius = radius; + dl->initialcolor[0] = red; + dl->initialcolor[1] = green; + dl->initialcolor[2] = blue; + dl->decay = decay / radius; // changed decay to be a percentage decrease + dl->intensity = 1; // this is what gets decayed if (lifetime) dl->die = cl.time + lifetime; else dl->die = 0; - dl->cubemapnum = cubemapnum; + if (cubemapnum > 0) + dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum); + else + dl->cubemapname[0] = 0; dl->style = style; dl->shadow = shadowenable; dl->corona = corona; @@ -660,24 +644,30 @@ dlightsetup: dl->specularscale = specularscale; } -// called before entity relinking -void CL_DecayLights(void) +void CL_DecayLightFlashes(void) { int i, oldmax; dlight_t *dl; - float time, f; + float time; - time = cl.time - cl.oldtime; + time = bound(0, cl.time - cl.oldtime, 0.1); oldmax = cl.num_dlights; cl.num_dlights = 0; for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++) { if (dl->radius) { - f = dl->radius - time * dl->decay; - if (cl.time < dl->die && f > 0) + dl->intensity -= time * dl->decay; + if (cl.time < dl->die && dl->intensity > 0) { - dl->radius = dl->radius - time * dl->decay; + if (cl_dlights_decayradius.integer) + dl->radius = dl->initialradius * dl->intensity; + else + dl->radius = dl->initialradius; + if (cl_dlights_decaybrightness.integer) + VectorScale(dl->initialcolor, dl->intensity, dl->color); + else + VectorCopy(dl->initialcolor, dl->color); cl.num_dlights = i + 1; } else @@ -686,22 +676,23 @@ void CL_DecayLights(void) } } -// called after entity relinking -void CL_UpdateLights(void) +// called before entity relinking +void CL_RelinkLightFlashes(void) { int i, j, k, l; dlight_t *dl; float frac, f; + matrix4x4_t tempmatrix; - r_refdef.numlights = 0; if (r_dynamic.integer) { - for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++) + for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++) { if (dl->radius) { - R_RTLight_Update(dl, false); - r_refdef.lights[r_refdef.numlights++] = dl; + tempmatrix = dl->matrix; + Matrix4x4_Scale(&tempmatrix, dl->radius, 1); + R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags); } } } @@ -776,419 +767,406 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin) // attach the flag to the player matrix Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1); Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix); - Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix); - R_LerpAnimation(&flag->render); - CL_BoundingBoxForEntity(&flag->render); + CL_UpdateRenderEntity(&flag->render); } -#define MAXVIEWMODELS 32 -entity_t *viewmodels[MAXVIEWMODELS]; -int numviewmodels; - matrix4x4_t viewmodelmatrix; -static int entitylinkframenumber; - static const vec3_t muzzleflashorigin = {18, 0, 0}; extern void V_DriftPitch(void); extern void V_FadeViewFlashs(void); extern void V_CalcViewBlend(void); - extern void V_CalcRefdef(void); -// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) -void CL_UpdateNetworkEntity(entity_t *e) + +// note this is a recursive function, recursionlimit should be 32 or so on the initial call +void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate) { - matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; - //matrix4x4_t dlightmatrix; + const matrix4x4_t *matrix; + matrix4x4_t blendmatrix, tempmatrix, matrix2; int j, k, l; - effectnameindex_t trailtype; - float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d; + float origin[3], angles[3], delta[3], lerp, 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) + // skip inactive entities and world + if (!e->state_current.active || e == cl.entities) + return; + if (recursionlimit < 1) + 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; + VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); + if (e->state_current.flags & RENDER_COLORMAPPED) + { + int cb; + unsigned char *cbcolor; + e->render.colormap = e->state_current.colormap; + cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); + e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); + e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); + cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); + e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); + e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); + } + else if (e->state_current.colormap && cl.scores != NULL) { - e->persistent.linkframe = entitylinkframenumber; - // skip inactive entities and world - if (!e->state_current.active || e == cl.entities || e == cl.csqcentities) + int cb; + unsigned char *cbcolor; + e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it + cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); + e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); + e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); + cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); + e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); + e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); + } + else + { + e->render.colormap = -1; // no special coloring + VectorClear(e->render.colormap_pantscolor); + VectorClear(e->render.colormap_shirtcolor); + } + e->render.skinnum = e->state_current.skin; + if (e->state_current.tagentity) + { + // attached entity (gun held in player model's hand, etc) + // if the tag entity is currently impossible, skip it + if (e->state_current.tagentity >= cl.num_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; - VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); - if (e->state_current.flags & RENDER_COLORMAPPED) - { - int cb; - unsigned char *cbcolor; - e->render.colormap = e->state_current.colormap; - cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); - cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); - } - else if (e->state_current.colormap && cl.scores != NULL) - { - int cb; - unsigned char *cbcolor; - e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it - cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); - cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); - } - else - { - e->render.colormap = -1; // no special coloring - VectorClear(e->render.colormap_pantscolor); - VectorClear(e->render.colormap_shirtcolor); - } - e->render.skinnum = e->state_current.skin; - if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) + t = cl.entities + e->state_current.tagentity; + // if the tag entity is inactive, skip it + if (!t->state_current.active) + return; + // update the parent first + CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate); + // 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)) { - if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded) - return; - if (!e->csqc) + // blend the matrices + memset(&blendmatrix, 0, sizeof(blendmatrix)); + for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) { - if (cl.viewentity) - CL_UpdateNetworkEntity(cl.entities + cl.viewentity); - if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active) - { - e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha; - e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); - } - } - matrix = &viewmodelmatrix; - } - else - { - // if the tag entity is currently impossible, skip it - if (!e->csqc) - { - if (e->state_current.tagentity >= cl.num_entities) - return; - t = cl.entities + e->state_current.tagentity; - } - else - { - if (e->state_current.tagentity >= cl.num_csqcentities) - return; - t = cl.csqcentities + e->state_current.tagentity; - } - // if the tag entity is inactive, skip it - if (!t->state_current.active) - return; - // note: this can link to world - CL_UpdateNetworkEntity(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)) - { - // blend the matrices - memset(&blendmatrix, 0, sizeof(blendmatrix)); - for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) - { - 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]; - } - // concat the tag matrices onto the entity matrix - Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); - // use the constructed tag matrix - matrix = &tempmatrix; + 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]; } + // concat the tag matrices onto the entity matrix + Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); + // use the constructed tag matrix + matrix = &tempmatrix; } + } + else if (e->render.flags & RENDER_VIEWMODEL) + { + // view-relative entity (guns and such) + matrix = &viewmodelmatrix; + } + else + { + // world-relative entity (the normal kind) + matrix = &identitymatrix; + } - // movement lerp - // if it's the player entity, update according to client movement - if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc) - { - lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]); - lerp = bound(0, lerp, 1); - 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 - { - // no interpolation - VectorCopy(e->persistent.neworigin, origin); - VectorCopy(e->persistent.newangles, angles); - } + // movement lerp + // if it's the predicted player entity, update according to client movement + // but don't lerp if going through a teleporter as it causes a bad lerp + // also don't use the predicted location if fixangle was set on both of + // the most recent server messages, as that cause means you are spectating + // someone or watching a cutscene of some sort + if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0])) + { + lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]); + lerp = bound(0, lerp, 1); + if (!interpolate || cl_nolerp.integer || cl.fixangle[0]) + lerp = 1; + VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin); + VectorSet(angles, 0, cl.viewangles[1], 0); + } + else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) + { + // interpolate the origin and angles + lerp = max(0, lerp); + 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 + { + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + } - // model setup and some modelflags - if(e->state_current.modelindex < MAX_MODELS) - e->render.model = cl.model_precache[e->state_current.modelindex]; - else - e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex]; - if (e->render.model) - { - // if model is alias or this is a tenebrae-like dlight, reverse pitch direction - if (e->render.model->type == mod_alias) - 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 ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) - VectorScale(e->render.colormod, 2, e->render.colormod); - } + // model setup and some modelflags + if(e->state_current.modelindex < MAX_MODELS) + e->render.model = cl.model_precache[e->state_current.modelindex]; + if (e->render.model) + { // if model is alias or this is a tenebrae-like dlight, reverse pitch direction - else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + if (e->render.model->type == mod_alias) angles[0] = -angles[0]; - - // animation lerp - if (e->render.frame2 == e->state_current.frame) + if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { - // 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); - } + 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; } - else + // transfer certain model flags to effects + e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE); + if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) + VectorScale(e->render.colormod, 2, e->render.colormod); + } + // if model is alias or this is a tenebrae-like dlight, reverse pitch direction + else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + angles[0] = -angles[0]; + + // 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) { - // 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; + // 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); } - R_LerpAnimation(&e->render); + } + 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; + } - // set up the render matrix + // set up the render matrix + if (matrix) + { + // attached entity, this requires a matrix multiply (concat) // 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); + // get the origin from the new matrix + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); + } + else + { + // unattached entities are faster to process + Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); + } - // 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 - Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); - trailtype = EFFECT_NONE; - dlightradius = 0; - dlightcolor[0] = 0; - dlightcolor[1] = 0; - dlightcolor[2] = 0; - // LordHavoc: if the entity has no effects, don't check each - if (e->render.effects) - { - if (e->render.effects & EF_BRIGHTFIELD) - { - if (gamemode == GAME_NEXUIZ) - trailtype = EFFECT_TR_NEXUIZPLASMA; - else - CL_EntityParticles(e); - } - if (e->render.effects & EF_MUZZLEFLASH) - e->persistent.muzzleflash = 1.0f; - if (e->render.effects & EF_DIMLIGHT) - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.50f; - dlightcolor[1] += 1.50f; - dlightcolor[2] += 1.50f; - } - if (e->render.effects & EF_BRIGHTLIGHT) - { - dlightradius = max(dlightradius, 400); - dlightcolor[0] += 3.00f; - dlightcolor[1] += 3.00f; - dlightcolor[2] += 3.00f; - } - // LordHavoc: more effects - if (e->render.effects & EF_RED) // red - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.50f; - dlightcolor[1] += 0.15f; - dlightcolor[2] += 0.15f; - } - if (e->render.effects & EF_BLUE) // blue - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 0.15f; - dlightcolor[1] += 0.15f; - dlightcolor[2] += 1.50f; - } - if (e->render.effects & EF_FLAME) - CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0); - if (e->render.effects & EF_STARDUST) - CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0); - if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW)) - { - // these are only set on player entities - CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0); - } - } - // muzzleflash fades over time, and is offset a bit - if (e->persistent.muzzleflash > 0) - { - 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; - Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], 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.time - cl.oldtime) * 10; - } - // LordHavoc: if the model has no flags, don't check each - if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) + // make the other useful stuff + CL_UpdateRenderEntity(&e->render); + + // 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; + // 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 | EF_ADDITIVE | EF_NODEPTHTEST)) + && (e->render.alpha >= 1) + && !(e->render.flags & RENDER_VIEWMODEL) + && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + e->render.flags |= RENDER_SHADOW; +} + +// creates light and trails from an entity +void CL_UpdateNetworkEntityTrail(entity_t *e) +{ + effectnameindex_t trailtype; + vec3_t origin; + + // bmodels are treated specially since their origin is usually '0 0 0' and + // their actual geometry is far from '0 0 0' + if (e->render.model && e->render.model->soundfromcenter) + { + 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 + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); + + // handle particle trails and such effects now that we know where this + // entity is in the world... + trailtype = EFFECT_NONE; + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW)) + { + if (e->render.effects & EF_BRIGHTFIELD) { - if (e->render.model->flags & EF_GIB) - trailtype = EFFECT_TR_BLOOD; - else if (e->render.model->flags & EF_ZOMGIB) - trailtype = EFFECT_TR_SLIGHTBLOOD; - else if (e->render.model->flags & EF_TRACER) - trailtype = EFFECT_TR_WIZSPIKE; - else if (e->render.model->flags & EF_TRACER2) - trailtype = EFFECT_TR_KNIGHTSPIKE; - else if (e->render.model->flags & EF_ROCKET) - trailtype = EFFECT_TR_ROCKET; - 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 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; - } - else if (e->render.model->flags & EF_TRACER3) - trailtype = EFFECT_TR_VORESPIKE; + if (gamemode == GAME_NEXUIZ) + trailtype = EFFECT_TR_NEXUIZPLASMA; + else + CL_EntityParticles(e); } - // LordHavoc: customizable glow - if (e->state_current.glowsize) + if (e->render.effects & EF_FLAME) + CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true); + if (e->render.effects & EF_STARDUST) + CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true); + if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW)) { - // * 4 for the expansion from 0-255 to 0-1023 range, - // / 255 to scale down byte colors - dlightradius = max(dlightradius, e->state_current.glowsize * 4); - VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor); + // these are only set on player entities + CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0); } - // make the glow dlight - if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) + } + // muzzleflash fades over time + if (e->persistent.muzzleflash > 0) + e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20; + // LordHavoc: if the model has no flags, don't check each + if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) + { + if (e->render.model->flags & EF_GIB) + trailtype = EFFECT_TR_BLOOD; + else if (e->render.model->flags & EF_ZOMGIB) + trailtype = EFFECT_TR_SLIGHTBLOOD; + else if (e->render.model->flags & EF_TRACER) + trailtype = EFFECT_TR_WIZSPIKE; + else if (e->render.model->flags & EF_TRACER2) + trailtype = EFFECT_TR_KNIGHTSPIKE; + else if (e->render.model->flags & EF_ROCKET) + trailtype = EFFECT_TR_ROCKET; + else if (e->render.model->flags & EF_GRENADE) { - //dlightmatrix = e->render.matrix; - // hack to make glowing player light shine on their gun - //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/) - // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 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); + // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; } - // custom rtlight - if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + else if (e->render.model->flags & EF_TRACER3) + trailtype = EFFECT_TR_VORESPIKE; + } + // do trails + if (e->render.flags & RENDER_GLOWTRAIL) + trailtype = EFFECT_TR_GLOWTRAIL; + if (trailtype) + { + float len; + vec3_t vel; + VectorSubtract(e->state_current.origin, e->state_previous.origin, vel); + len = e->state_current.time - e->state_previous.time; + if (len > 0) + len = 1.0f / len; + VectorScale(vel, len, vel); + CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true); + } + VectorCopy(origin, e->persistent.trail_origin); +} + + +/* +=============== +CL_UpdateViewEntities +=============== +*/ +void CL_UpdateViewEntities(void) +{ + int i; + // update any RENDER_VIEWMODEL entities to use the new view matrix + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) { - 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); + entity_t *ent = cl.entities + i; + if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity) + CL_UpdateNetworkEntity(ent, 32, true); } - // do trails - if (e->render.flags & RENDER_GLOWTRAIL) - trailtype = EFFECT_TR_GLOWTRAIL; - if (trailtype) + } + // and of course the engine viewmodel needs updating as well + CL_UpdateNetworkEntity(&cl.viewent, 32, true); +} + +/* +=============== +CL_UpdateNetworkCollisionEntities +=============== +*/ +void CL_UpdateNetworkCollisionEntities(void) +{ + entity_t *ent; + int i; + + // start on the entity after the world + cl.num_brushmodel_entities = 0; + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) { - float len; - vec3_t vel; - VectorSubtract(e->state_current.origin, e->state_previous.origin, vel); - len = e->state_current.time - e->state_previous.time; - if (len > 0) - len = 1.0f / len; - VectorScale(vel, len, vel); - CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor); + ent = cl.entities + i; + if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox) + { + // do not interpolate the bmodels for this + CL_UpdateNetworkEntity(ent, 32, false); + cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number; + } } - 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->csqc) - 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; - // double sided rendering mode causes backfaces to be visible - // (mostly useful on transparent stuff) - if (e->render.effects & EF_DOUBLESIDED) - e->render.flags |= RENDER_NOCULLFACE; - // 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 && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) - e->render.flags |= RENDER_SHADOW; - if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) - cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number; - // because the player may be attached to another entity, V_CalcRefdef must be deferred until here... - if (e->state_current.number == cl.viewentity) - V_CalcRefdef(); } } - /* =============== -CL_UpdateEntities +CL_UpdateNetworkEntities =============== */ -static void CL_UpdateEntities(void) +void CL_UpdateNetworkEntities(void) { entity_t *ent; int i; + // start on the entity after the world + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) + { + ent = cl.entities + i; + if (ent->state_current.active) + { + CL_UpdateNetworkEntity(ent, 32, true); + // view models should never create light/trails + if (!(ent->render.flags & RENDER_VIEWMODEL)) + CL_UpdateNetworkEntityTrail(ent); + } + else + cl.entities_active[i] = false; + } + } +} + +void CL_UpdateViewModel(void) +{ + entity_t *ent; ent = &cl.viewent; ent->state_previous = ent->state_current; ent->state_current = defaultstate; @@ -1207,6 +1185,8 @@ static void CL_UpdateEntities(void) else ent->state_current.modelindex = 0; } + ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha; + ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); // reset animation interpolation on weaponmodel if model changed if (ent->state_previous.modelindex != ent->state_current.modelindex) @@ -1215,70 +1195,175 @@ static void CL_UpdateEntities(void) ent->render.frame1time = ent->render.frame2time = cl.time; ent->render.framelerp = 1; } - - // start on the entity after the world - entitylinkframenumber++; - for (i = 1;i < cl.num_entities;i++) - { - if (cl.entities_active[i]) - { - ent = cl.entities + i; - if (ent->state_current.active) - CL_UpdateNetworkEntity(ent); - else - cl.entities_active[i] = false; - } - } - CL_UpdateNetworkEntity(&cl.viewent); + CL_UpdateNetworkEntity(ent, 32, true); } // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) void CL_LinkNetworkEntity(entity_t *e) { - entity_t *t; - if (e->persistent.linkframe != entitylinkframenumber) + effectnameindex_t trailtype; + vec3_t origin; + vec3_t dlightcolor; + vec_t dlightradius; + + // skip inactive entities and world + if (!e->state_current.active || e == cl.entities) + return; + if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) + { + if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap) + return; + } + else { - e->persistent.linkframe = entitylinkframenumber; - // skip inactive entities and world - if (!e->state_current.active || e == cl.entities || e == cl.csqcentities) + // if the tag entity is currently impossible, skip it + if (e->state_current.tagentity >= cl.num_entities) + return; + // if the tag entity is inactive, skip it + if (!cl.entities[e->state_current.tagentity].state_current.active) return; - if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) + } + + // create entity dlights associated with this entity + 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 + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); + trailtype = EFFECT_NONE; + dlightradius = 0; + dlightcolor[0] = 0; + dlightcolor[1] = 0; + dlightcolor[2] = 0; + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST)) + { + if (e->render.effects & EF_BRIGHTFIELD) { - if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap) - return; - if (!e->csqc) - if (cl.viewentity) - CL_LinkNetworkEntity(cl.entities + cl.viewentity); + if (gamemode == GAME_NEXUIZ) + trailtype = EFFECT_TR_NEXUIZPLASMA; } - else + if (e->render.effects & EF_DIMLIGHT) { - // if the tag entity is currently impossible, skip it - if (!e->csqc) - { - if (e->state_current.tagentity >= cl.num_entities) - return; - t = cl.entities + e->state_current.tagentity; - } - else - { - if (e->state_current.tagentity >= cl.num_csqcentities) - return; - t = cl.csqcentities + e->state_current.tagentity; - } - // if the tag entity is inactive, skip it - if (!t->state_current.active) - return; - // note: this can link to world - CL_LinkNetworkEntity(t); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 1.50f; } - - // 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); + if (e->render.effects & EF_BRIGHTLIGHT) + { + dlightradius = max(dlightradius, 400); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 3.00f; + dlightcolor[2] += 3.00f; + } + // LordHavoc: more effects + if (e->render.effects & EF_RED) // red + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 0.15f; + } + if (e->render.effects & EF_BLUE) // blue + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.15f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 1.50f; + } + if (e->render.effects & EF_FLAME) + CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false); + if (e->render.effects & EF_STARDUST) + CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false); + } + // muzzleflash fades over time, and is offset a bit + if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS) + { + vec3_t v2; + vec3_t color; + trace_t trace; + matrix4x4_t tempmatrix; + Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); + trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false); + Matrix4x4_Normalize(&tempmatrix, &e->render.matrix); + Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]); + Matrix4x4_Scale(&tempmatrix, 150, 1); + VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f); + R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + } + // LordHavoc: if the model has no flags, don't check each + if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) + { + if (e->render.model->flags & EF_GIB) + trailtype = EFFECT_TR_BLOOD; + else if (e->render.model->flags & EF_ZOMGIB) + trailtype = EFFECT_TR_SLIGHTBLOOD; + else if (e->render.model->flags & EF_TRACER) + trailtype = EFFECT_TR_WIZSPIKE; + else if (e->render.model->flags & EF_TRACER2) + trailtype = EFFECT_TR_KNIGHTSPIKE; + else if (e->render.model->flags & EF_ROCKET) + trailtype = EFFECT_TR_ROCKET; + 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 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; + } + else if (e->render.model->flags & EF_TRACER3) + trailtype = EFFECT_TR_VORESPIKE; } + // LordHavoc: customizable glow + if (e->state_current.glowsize) + { + // * 4 for the expansion from 0-255 to 0-1023 range, + // / 255 to scale down byte colors + dlightradius = max(dlightradius, e->state_current.glowsize * 4); + VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor); + } + // make the glow dlight + if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS) + { + matrix4x4_t dlightmatrix; + Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix); + // hack to make glowing player light shine on their gun + //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/) + // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30); + Matrix4x4_Scale(&dlightmatrix, dlightradius, 1); + R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + } + // custom rtlight + if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS) + { + matrix4x4_t dlightmatrix; + 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? + Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix); + Matrix4x4_Scale(&dlightmatrix, light[3], 1); + R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + } + // do trail light + if (e->render.flags & RENDER_GLOWTRAIL) + trailtype = EFFECT_TR_GLOWTRAIL; + if (trailtype) + CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false); + + // 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); } void CL_RelinkWorld(void) @@ -1287,9 +1372,7 @@ void CL_RelinkWorld(void) cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0; // FIXME: this should be done at load ent->render.matrix = identitymatrix; - ent->render.inversematrix = identitymatrix; - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); ent->render.flags = RENDER_SHADOW; if (!r_fullbright.integer) ent->render.flags |= RENDER_LIGHT; @@ -1305,14 +1388,15 @@ static void CL_RelinkStaticEntities(void) for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) { 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; + // if the model was not loaded when the static entity was created we + // need to re-fetch the model pointer + e->render.model = cl.model_precache[e->state_baseline.modelindex]; + CL_UpdateRenderEntity(&e->render); // 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)) + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1)) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); R_LerpAnimation(&e->render); @@ -1389,16 +1473,14 @@ static void CL_RelinkEffects(void) if(e->modelindex < MAX_MODELS) ent->render.model = cl.model_precache[e->modelindex]; else - ent->render.model = cl.csqc_model_precache[65536-e->modelindex]; + ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)]; ent->render.frame = ent->render.frame2; ent->render.colormap = -1; // no special coloring ent->render.alpha = 1; VectorSet(ent->render.colormod, 1, 1, 1); Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); } } } @@ -1462,11 +1544,13 @@ void CL_RelinkBeams(void) if (b->lightning) { - if (cl_beams_lightatend.integer) + if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS) { // FIXME: create a matrix from the beam start/end orientation - Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]); - CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + vec3_t dlightcolor; + VectorSet(dlightcolor, 0.3, 0.7, 1); + Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200); + R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } if (cl_beams_polygons.integer) continue; @@ -1510,9 +1594,7 @@ void CL_RelinkBeams(void) //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); + CL_UpdateRenderEntity(&ent->render); VectorMA(org, 30, dist, org); d -= 30; } @@ -1544,9 +1626,7 @@ static void CL_RelinkQWNails(void) VectorSet(ent->render.colormod, 1, 1, 1); Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); } } @@ -1561,19 +1641,41 @@ void CL_LerpPlayer(float frac) 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]); } + + // interpolate the angles if playing a demo or spectating someone + if (cls.demoplayback || cl.fixangle[0]) + { + for (i = 0;i < 3;i++) + { + float d = cl.mviewangles[0][i] - cl.mviewangles[1][i]; + if (d > 180) + d -= 360; + else if (d < -180) + d += 360; + cl.viewangles[i] = cl.mviewangles[1][i] + frac * d; + } + } } void CSQC_RelinkAllEntities (int drawmask) { + // link stuff + CL_RelinkWorld(); + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); + // link stuff if (drawmask & ENTMASK_ENGINE) { CL_RelinkNetworkEntities(); + if (drawmask & ENTMASK_ENGINEVIEWMODELS) + CL_LinkNetworkEntity(&cl.viewent); // link gun model CL_RelinkQWNails(); } - if (drawmask & ENTMASK_ENGINEVIEWMODELS) - CL_LinkNetworkEntity(&cl.viewent); // link gun model + // update view blend + V_CalcViewBlend(); } /* @@ -1583,9 +1685,6 @@ CL_ReadFromServer Read all incoming data from the server =============== */ -extern void CL_ClientMovement_Replay(void); -extern void CL_StairSmoothing(void);//view.c - int CL_ReadFromServer(void) { CL_ReadDemoMessage(); @@ -1594,51 +1693,52 @@ int CL_ReadFromServer(void) r_refdef.time = cl.time; r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; + r_refdef.numlights = 0; r_view.matrix = identitymatrix; + cl.num_brushmodel_entities = 0; + if (cls.state == ca_connected && cls.signon == SIGNONS) { // prepare for a new frame CL_LerpPlayer(CL_LerpPoint()); - CL_DecayLights(); + CL_DecayLightFlashes(); CL_ClearTempEntities(); V_DriftPitch(); V_FadeViewFlashs(); - // move particles - CL_MoveParticles(); - R_MoveExplosions(); + if (cl.movement_predicted) + { + // if prediction is enabled we have to update all the collidable + // network entities before the prediction code can be run + CL_UpdateNetworkCollisionEntities(); + } - // process network entities (note: this sets up the view!) + // now update the player prediction CL_ClientMovement_Replay(); - cl.num_brushmodel_entities = 0; - // now that the player entity has been updated we can call V_CalcRefdef + + // update the player entity (which may be predicted) + CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true); + + // now update the view (which depends on that player entity) V_CalcRefdef(); - CL_UpdateEntities(); - entitylinkframenumber++; - // link stuff - CL_RelinkWorld(); - CL_RelinkStaticEntities(); - CL_RelinkBeams(); - CL_RelinkEffects(); + // now update all the network entities and create particle trails + // (some entities may depend on the view) + CL_UpdateNetworkEntities(); - if(!csqc_loaded) //[515]: csqc - { - CL_RelinkNetworkEntities(); - CL_LinkNetworkEntity(&cl.viewent); // link gun model - CL_RelinkQWNails(); - } - else - csqc_frame = true; + // update the engine-based viewmodel + CL_UpdateViewModel(); - // update view blend - V_CalcViewBlend(); + CL_RelinkLightFlashes(); + CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); - CL_UpdateLights(); - CL_StairSmoothing(); + // move particles + CL_MoveParticles(); + R_MoveExplosions(); - // update the r_refdef time again because cl.time may have changed + // update the r_refdef time again because cl.time may have changed in + // CL_LerpPoint() r_refdef.time = cl.time; } @@ -1701,6 +1801,260 @@ static void CL_TimeRefresh_f (void) Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } +void CL_AreaStats_f(void) +{ + World_PrintAreaStats(&cl.world, "client"); +} + +cl_locnode_t *CL_Locs_FindNearest(const vec3_t point) +{ + int i; + cl_locnode_t *loc; + cl_locnode_t *best; + vec3_t nearestpoint; + vec_t dist, bestdist; + best = NULL; + bestdist = 0; + for (loc = cl.locnodes;loc;loc = loc->next) + { + for (i = 0;i < 3;i++) + nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]); + dist = VectorDistance2(nearestpoint, point); + if (bestdist > dist || !best) + { + bestdist = dist; + best = loc; + if (bestdist < 1) + break; + } + } + return best; +} + +void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point) +{ + cl_locnode_t *loc; + loc = CL_Locs_FindNearest(point); + if (loc) + strlcpy(buffer, loc->name, buffersize); + else + dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]); +} + +void CL_Locs_FreeNode(cl_locnode_t *node) +{ + cl_locnode_t **pointer, **next; + for (pointer = &cl.locnodes;*pointer;pointer = next) + { + next = &(*pointer)->next; + if (*pointer == node) + { + *pointer = node->next; + Mem_Free(node); + } + } + Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node); +} + +void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *namestart, const char *nameend) +{ + cl_locnode_t *node, **pointer; + int namelen = (int)(nameend - namestart); + node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1); + VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2])); + VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2])); + node->name = (char *)(node + 1); + memcpy(node->name, namestart, namelen); + node->name[namelen] = 0; + // link it into the tail of the list to preserve the order + for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next) + ; + *pointer = node; +} + +void CL_Locs_Add_f(void) +{ + vec3_t mins, maxs; + if (Cmd_Argc() != 5 && Cmd_Argc() != 8) + { + Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0)); + return; + } + mins[0] = atof(Cmd_Argv(1)); + mins[1] = atof(Cmd_Argv(2)); + mins[2] = atof(Cmd_Argv(3)); + if (Cmd_Argc() == 8) + { + maxs[0] = atof(Cmd_Argv(4)); + maxs[1] = atof(Cmd_Argv(5)); + maxs[2] = atof(Cmd_Argv(6)); + CL_Locs_AddNode(mins, maxs, Cmd_Argv(7), Cmd_Argv(7) + strlen(Cmd_Argv(7))); + } + else + CL_Locs_AddNode(mins, mins, Cmd_Argv(4), Cmd_Argv(4) + strlen(Cmd_Argv(4))); +} + +void CL_Locs_RemoveNearest_f(void) +{ + cl_locnode_t *loc; + loc = CL_Locs_FindNearest(r_view.origin); + if (loc) + CL_Locs_FreeNode(loc); + else + Con_Printf("no loc point or box found for your location\n"); +} + +void CL_Locs_Clear_f(void) +{ + while (cl.locnodes) + CL_Locs_FreeNode(cl.locnodes); +} + +void CL_Locs_Save_f(void) +{ + cl_locnode_t *loc; + qfile_t *outfile; + char locfilename[MAX_QPATH]; + if (!cl.locnodes) + { + Con_Printf("No loc points/boxes exist!\n"); + return; + } + if (cls.state != ca_connected || !cl.worldmodel) + { + Con_Printf("No level loaded!\n"); + return; + } + FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename)); + strlcat(locfilename, ".loc", sizeof(locfilename)); + + outfile = FS_Open(locfilename, "w", false, false); + if (!outfile) + return; + // if any boxes are used then this is a proquake-format loc file, which + // allows comments, so add some relevant information at the start + for (loc = cl.locnodes;loc;loc = loc->next) + if (!VectorCompare(loc->mins, loc->maxs)) + break; + if (loc) + { + FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion); + for (loc = cl.locnodes;loc;loc = loc->next) + if (VectorCompare(loc->mins, loc->maxs)) + break; + if (loc) + Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n"); + } + for (loc = cl.locnodes;loc;loc = loc->next) + { + if (VectorCompare(loc->mins, loc->maxs)) + FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, loc->name); + else + FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name); + } + FS_Close(outfile); +} + +void CL_Locs_Reload_f(void) +{ + int i, linenumber, limit; + char *filedata, *text, *textend, *linestart, *linetext, *lineend; + fs_offset_t filesize; + vec3_t mins, maxs; + char locfilename[MAX_QPATH]; + + if (cls.state != ca_connected || !cl.worldmodel) + { + Con_Printf("No level loaded!\n"); + return; + } + + CL_Locs_Clear_f(); + + // try maps/something.loc first (LordHavoc: where I think they should be) + FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename)); + strlcat(locfilename, ".loc", sizeof(locfilename)); + filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); + if (!filedata) + { + // try proquake name as well (LordHavoc: I hate path mangling) + FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename)); + strlcat(locfilename, ".loc", sizeof(locfilename)); + filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); + if (!filedata) + return; + } + text = filedata; + textend = filedata + filesize; + for (linenumber = 1;text < textend;linenumber++) + { + linestart = text; + for (;text < textend && *text != '\r' && *text != '\n';text++) + ; + lineend = text; + if (text + 1 < textend && *text == '\r' && text[1] == '\n') + text++; + if (text < textend) + text++; + // trim trailing whitespace + while (lineend > linestart && lineend[-1] <= ' ') + lineend--; + // trim leading whitespace + while (linestart < lineend && *linestart <= ' ') + linestart++; + // check if this is a comment + if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2)) + continue; + linetext = linestart; + limit = 3; + for (i = 0;i < limit;i++) + { + if (linetext >= lineend) + break; + // note: a missing number is interpreted as 0 + if (i < 3) + mins[i] = atof(linetext); + else + maxs[i - 3] = atof(linetext); + // now advance past the number + while (linetext < lineend && *linetext > ' ' && *linetext != ',') + linetext++; + // advance through whitespace + if (linetext < lineend) + { + if (*linetext <= ' ') + linetext++; + else if (*linetext == ',') + { + linetext++; + limit = 6; + } + } + } + // if this is a quoted name, remove the quotes + if (linetext < lineend && *linetext == '"') + { + lineend--; + linetext++; + } + // valid line parsed + if (i == 3 || i == 6) + { + // if a point was parsed, it needs to be scaled down by 8 (since + // point-based loc files were invented by a proxy which dealt + // directly with quake protocol coordinates, which are *8), turn + // it into a box + if (i == 3) + { + VectorScale(mins, (1.0 / 8.0), mins); + VectorCopy(mins, maxs); + } + // add the point or box to the list + CL_Locs_AddNode(mins, maxs, linetext, lineend); + } + } +} + /* =========== CL_Shutdown @@ -1775,6 +2129,8 @@ void CL_Init (void) // LordHavoc: added pausedemo Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)"); + Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces"); + Cvar_RegisterVariable(&r_draweffects); Cvar_RegisterVariable(&cl_explosions_alpha_start); Cvar_RegisterVariable(&cl_explosions_alpha_end); @@ -1788,6 +2144,8 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_beams_instantaimhack); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); + Cvar_RegisterVariable(&cl_dlights_decayradius); + Cvar_RegisterVariable(&cl_dlights_decaybrightness); Cvar_RegisterVariable(&cl_prydoncursor); @@ -1799,6 +2157,14 @@ void CL_Init (void) Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs"); + Cvar_RegisterVariable(&cl_locs_enable); + Cvar_RegisterVariable(&cl_locs_show); + Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)"); + Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)"); + Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes"); + Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map"); + Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes"); + CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init();