X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=b13cb5f4085914d2a0d8fd293830e0555ed1cf20;hp=1e3eed5a5e8afe0c4e60110bbff0a412dbc93e49;hb=2bac60709c4346c472301edf43d1723a72369450;hpb=0e6bd6de5aa017acce8df1e8ece2fe5c48d44e4c diff --git a/cl_main.c b/cl_main.c index 1e3eed5a..b13cb5f4 100644 --- a/cl_main.c +++ b/cl_main.c @@ -21,7 +21,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "cl_collision.h" -#include "cl_gecko.h" #include "cl_video.h" #include "image.h" #include "csprogs.h" @@ -35,9 +34,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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 csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"}; 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"}; +cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"}; +cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"}; +cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"}; cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"}; cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"}; @@ -55,6 +58,7 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of f cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" }; cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" }; +cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" }; cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; @@ -72,7 +76,7 @@ cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"}; cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"}; -cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"}; +cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; @@ -82,6 +86,7 @@ cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1 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_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"}; cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; @@ -99,7 +104,6 @@ CL_ClearState ===================== */ -void CL_VM_ShutDown (void); void CL_ClearState(void) { int i; @@ -118,7 +122,7 @@ void CL_ClearState(void) cl.sensitivityscale = 1.0f; // enable rendering of the world and such - cl.csqc_vidvars.drawworld = true; + cl.csqc_vidvars.drawworld = r_drawworld.integer != 0; cl.csqc_vidvars.drawenginesbar = true; cl.csqc_vidvars.drawcrosshair = true; @@ -131,15 +135,15 @@ void CL_ClearState(void) // tweak these if the game runs out cl.max_csqcrenderentities = 0; - cl.max_entities = 256; - cl.max_static_entities = 256; - cl.max_effects = 256; - cl.max_beams = 256; + cl.max_entities = MAX_ENITIES_INITIAL; + cl.max_static_entities = MAX_STATICENTITIES; + cl.max_effects = MAX_EFFECTS; + cl.max_beams = MAX_BEAMS; cl.max_dlights = MAX_DLIGHTS; cl.max_lightstyle = MAX_LIGHTSTYLES; cl.max_brushmodel_entities = MAX_EDICTS; - cl.max_particles = 8192; // grows dynamically - cl.max_decals = 2048; // grows dynamically + cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically + cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically cl.max_showlmps = 0; cl.num_dlights = 0; @@ -167,7 +171,7 @@ void CL_ClearState(void) cl.entities[i].state_current = defaultstate; } - if (gamemode == GAME_NEXUIZ) + if (IS_NEXUIZ_DERIVED(gamemode)) { VectorSet(cl.playerstandmins, -16, -16, -24); VectorSet(cl.playerstandmaxs, 16, 16, 45); @@ -211,6 +215,7 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo { int i; qboolean fail = false; + char vabuf[1024]; if (!allowstarkey && key[0] == '*') fail = true; if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))) @@ -233,22 +238,22 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo if (cls.protocol == PROTOCOL_QUAKEWORLD) { MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value)); } else if (!strcasecmp(key, "name")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value)); } else if (!strcasecmp(key, "playermodel")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value)); } else if (!strcasecmp(key, "playerskin")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value)); } else if (!strcasecmp(key, "topcolor")) { @@ -261,7 +266,12 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo else if (!strcasecmp(key, "rate")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value)); + } + else if (!strcasecmp(key, "rate_burstsize")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value)); } } } @@ -293,6 +303,7 @@ void CL_ExpandEntities(int num) void CL_ExpandCSQCRenderEntities(int num) { + int i; int oldmaxcsqcrenderentities; entity_render_t *oldcsqcrenderentities; if (num >= cl.max_csqcrenderentities) @@ -306,6 +317,9 @@ void CL_ExpandCSQCRenderEntities(int num) if (oldcsqcrenderentities) { memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t)); + for (i = 0;i < r_refdef.scene.numentities;i++) + if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities)) + r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities); Mem_Free(oldcsqcrenderentities); } } @@ -374,13 +388,14 @@ void CL_Disconnect(void) Con_DPrint("Sending clc_disconnect\n"); MSG_WriteByte(&buf, clc_disconnect); } - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); NetConn_Close(cls.netcon); cls.netcon = NULL; } cls.state = ca_disconnected; + cl.islocalgame = false; cls.demoplayback = cls.timedemo = false; cls.signon = 0; @@ -403,13 +418,19 @@ CL_EstablishConnection Host should be either "local" or a net address ===================== */ -void CL_EstablishConnection(const char *host) +void CL_EstablishConnection(const char *host, int firstarg) { if (cls.state == ca_dedicated) return; + // don't connect to a server if we're benchmarking a demo + if (COM_CheckParm("-benchmark")) + return; + // clear menu's connect error message +#ifdef CONFIG_MENU M_Update_Return_Reason(""); +#endif cls.demonum = -1; // stop demo loop in case this fails @@ -422,28 +443,37 @@ void CL_EstablishConnection(const char *host) // make sure the client ports are open before attempting to connect NetConn_UpdateSockets(); - // run a network frame - //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - 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; + + // only NOW, set connect_userinfo + if(firstarg >= 0) + { + int i; + *cls.connect_userinfo = 0; + for(i = firstarg; i+2 <= Cmd_Argc(); i += 2) + InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1)); + } + else if(firstarg < -1) + { + // -1: keep as is (reconnect) + // -2: clear + *cls.connect_userinfo = 0; + } + +#ifdef CONFIG_MENU M_Update_Return_Reason("Trying to connect..."); - // run several network frames to jump into the game quickly - //if (sv.active) - //{ - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - //} +#endif } else { Con_Print("Unable to find a suitable network socket to connect to server.\n"); +#ifdef CONFIG_MENU M_Update_Return_Reason("No network"); +#endif } } @@ -481,17 +511,21 @@ List information on all models in the client modelindex */ static void CL_ModelIndexList_f(void) { - int i = 1; + int i; + dp_model_t *model; // Print Header Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles"); - while(cl.model_precache[i] && i != MAX_MODELS) - { // Valid Model - if(cl.model_precache[i]->loaded || i == 1) - Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles); + for (i = -MAX_MODELS;i < MAX_MODELS;i++) + { + model = CL_GetModelByIndex(i); + if (!model) + continue; + if(model->loaded || i == 1) + Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles); else - Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--"); + Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--"); i++; } } @@ -529,7 +563,7 @@ void CL_UpdateRenderEntity(entity_render_t *ent) // update the inverse matrix for the renderer Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); // update the animation blend state - R_LerpAnimation(ent); + VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time); // we need the matrix origin to center the box Matrix4x4_OriginFromMatrix(&ent->matrix, org); // update entity->render.scale because the renderer needs it @@ -597,12 +631,20 @@ static float CL_LerpPoint(void) } f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); - return bound(0, f, 1); + return bound(0, f, 1 + cl_lerpexcess.value); } void CL_ClearTempEntities (void) { r_refdef.scene.numtempentities = 0; + // grow tempentities buffer on request + if (r_refdef.scene.expandtempentities) + { + Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2); + r_refdef.scene.maxtempentities *= 2; + r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); + r_refdef.scene.expandtempentities = false; + } } entity_render_t *CL_NewTempEntity(double shadertime) @@ -612,7 +654,10 @@ entity_render_t *CL_NewTempEntity(double shadertime) if (r_refdef.scene.numentities >= r_refdef.scene.maxentities) return NULL; if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities) + { + r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already return NULL; + } render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++]; memset (render, 0, sizeof(*render)); r_refdef.scene.entities[r_refdef.scene.numentities++] = render; @@ -711,7 +756,7 @@ void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, dl->specularscale = specularscale; } -void CL_DecayLightFlashes(void) +static void CL_DecayLightFlashes(void) { int i, oldmax; dlight_t *dl; @@ -811,7 +856,7 @@ void CL_RelinkLightFlashes(void) } } -void CL_AddQWCTFFlagModel(entity_t *player, int skin) +static void CL_AddQWCTFFlagModel(entity_t *player, int skin) { int frame = player->render.framegroupblend[0].frame; float f; @@ -854,7 +899,7 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin) if (!flagrender) return; - flagrender->model = cl.model_precache[cl.qw_modelindex_flag]; + flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag); flagrender->skinnum = skin; flagrender->alpha = 1; VectorSet(flagrender->colormod, 1, 1, 1); @@ -865,15 +910,11 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin) CL_UpdateRenderEntity(flagrender); } -matrix4x4_t viewmodelmatrix; +matrix4x4_t viewmodelmatrix_withbob; +matrix4x4_t viewmodelmatrix_nobob; 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); - void CL_SetEntityColormapColors(entity_render_t *ent, int colormap) { const unsigned char *cbcolor; @@ -892,13 +933,14 @@ void CL_SetEntityColormapColors(entity_render_t *ent, int colormap) } // 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) +static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate) { const matrix4x4_t *matrix; matrix4x4_t blendmatrix, tempmatrix, matrix2; int frame; - float origin[3], angles[3], lerp; + vec_t origin[3], angles[3], lerp; entity_t *t; + entity_render_t *r; //entity_persistent_t *p = &e->persistent; //entity_render_t *r = &e->render; // skip inactive entities and world @@ -931,22 +973,33 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat return; 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); + if (t->state_current.active) + { + // update the parent first + CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate); + r = &t->render; + } + else + { + // it may still be a CSQC entity... trying to use its + // info from last render frame (better than nothing) + if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity]) + return; + r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity]; + if(!r->entitynumber) + return; // neither CSQC nor legacy entity... can't attach + } // make relative to the entity - matrix = &t->render.matrix; + matrix = &r->matrix; // some properties of the tag entity carry over - e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL); + e->render.flags |= r->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 && t->render.model) + if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model) { - if(!CL_BlendTagMatrix(&t->render, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error + if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error { // concat the tag matrices onto the entity matrix - Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); + Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix); // use the constructed tag matrix matrix = &tempmatrix; } @@ -956,9 +1009,9 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat { // view-relative entity (guns and such) if (e->render.effects & EF_NOGUNBOB) - matrix = &r_refdef.view.matrix; // really attached to view + matrix = &viewmodelmatrix_nobob; // really attached to view else - matrix = &viewmodelmatrix; // attached to gun bob matrix + matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix } else { @@ -979,7 +1032,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat VectorCopy(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) + else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value) { // interpolate the origin and angles lerp = max(0, lerp); @@ -1011,10 +1064,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat // model setup and some modelflags frame = e->state_current.frame; - if (e->state_current.modelindex < MAX_MODELS) - e->render.model = cl.model_precache[e->state_current.modelindex]; - else - e->render.model = NULL; + e->render.model = CL_GetModelByIndex(e->state_current.modelindex); if (e->render.model) { if (e->render.skinnum >= e->render.model->numskins) @@ -1047,7 +1097,17 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat } // animation lerp - if (e->render.framegroupblend[0].frame == frame) + e->render.skeleton = NULL; + if (e->render.flags & RENDER_COMPLEXANIMATION) + { + e->render.framegroupblend[0] = e->state_current.framegroupblend[0]; + e->render.framegroupblend[1] = e->state_current.framegroupblend[1]; + e->render.framegroupblend[2] = e->state_current.framegroupblend[2]; + e->render.framegroupblend[3] = e->state_current.framegroupblend[3]; + if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms) + e->render.skeleton = &e->state_current.skeletonobject; + } + else if (e->render.framegroupblend[0].frame == frame) { // update frame lerp fraction e->render.framegroupblend[0].lerp = 1; @@ -1057,7 +1117,13 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat // 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.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1); + float maxdelta = cl_lerpanim_maxdelta_server.value; + if(e->render.model) + if(e->render.model->animscenes) + if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1) + maxdelta = cl_lerpanim_maxdelta_framegroups.value; + maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]); + e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta); e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1); e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp; } @@ -1119,6 +1185,8 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat e->render.flags |= RENDER_ADDITIVE; if (e->render.effects & EF_DOUBLESIDED) e->render.flags |= RENDER_DOUBLESIDED; + if (e->render.effects & EF_DYNAMICMODELLIGHT) + e->render.flags |= RENDER_DYNAMICMODELLIGHT; // make the other useful stuff e->render.allowdecals = true; @@ -1126,7 +1194,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat } // creates light and trails from an entity -void CL_UpdateNetworkEntityTrail(entity_t *e) +static void CL_UpdateNetworkEntityTrail(entity_t *e) { effectnameindex_t trailtype; vec3_t origin; @@ -1150,15 +1218,15 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) { if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXUIZ) + if (IS_NEXUIZ_DERIVED(gamemode)) trailtype = EFFECT_TR_NEXUIZPLASMA; else CL_EntityParticles(e); } 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); + CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1); 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); + CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1); } if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW)) { @@ -1192,6 +1260,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) // do trails if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; + if (e->state_current.traileffectnum) + trailtype = (effectnameindex_t)e->state_current.traileffectnum; // check if a trail is allowed (it is not after a teleport for example) if (trailtype && e->persistent.trail_allowed) { @@ -1202,7 +1272,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) 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); + // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing + CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1); } // now that the entity has survived one trail update it is allowed to // leave a real trail on later frames @@ -1238,7 +1309,7 @@ void CL_UpdateViewEntities(void) CL_UpdateNetworkCollisionEntities =============== */ -void CL_UpdateNetworkCollisionEntities(void) +static void CL_UpdateNetworkCollisionEntities(void) { entity_t *ent; int i; @@ -1260,14 +1331,12 @@ void CL_UpdateNetworkCollisionEntities(void) } } -extern void R_DecalSystem_Reset(decalsystem_t *decalsystem); - /* =============== CL_UpdateNetworkEntities =============== */ -void CL_UpdateNetworkEntities(void) +static void CL_UpdateNetworkEntities(void) { entity_t *ent; int i; @@ -1294,7 +1363,7 @@ void CL_UpdateNetworkEntities(void) } } -void CL_UpdateViewModel(void) +static void CL_UpdateViewModel(void) { entity_t *ent; ent = &cl.viewent; @@ -1329,12 +1398,13 @@ void CL_UpdateViewModel(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) +static void CL_LinkNetworkEntity(entity_t *e) { effectnameindex_t trailtype; vec3_t origin; vec3_t dlightcolor; vec_t dlightradius; + char vabuf[1024]; // skip inactive entities and world if (!e->state_current.active || e == cl.entities) @@ -1346,7 +1416,13 @@ void CL_LinkNetworkEntity(entity_t *e) return; // if the tag entity is inactive, skip it if (!cl.entities[e->state_current.tagentity].state_current.active) - return; + { + if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity]) + return; + if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber) + return; + // if we get here, it's properly csqc networked and attached + } } // create entity dlights associated with this entity @@ -1369,7 +1445,7 @@ void CL_LinkNetworkEntity(entity_t *e) { if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXUIZ) + if (IS_NEXUIZ_DERIVED(gamemode)) trailtype = EFFECT_TR_NEXUIZPLASMA; } if (e->render.effects & EF_DIMLIGHT) @@ -1402,9 +1478,9 @@ void CL_LinkNetworkEntity(entity_t *e) 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); + CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1); if (e->render.effects & EF_STARDUST) - CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false); + CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1); } // muzzleflash fades over time, and is offset a bit if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS) @@ -1414,13 +1490,13 @@ void CL_LinkNetworkEntity(entity_t *e) trace_t trace; matrix4x4_t tempmatrix; Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); - trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, 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.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); - r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++]; + r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } // LordHavoc: if the model has no flags, don't check each if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) @@ -1455,7 +1531,7 @@ void CL_LinkNetworkEntity(entity_t *e) if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) { matrix4x4_t dlightmatrix; - float light[4]; + vec4_t light; 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) @@ -1465,8 +1541,8 @@ void CL_LinkNetworkEntity(entity_t *e) // 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.scene.templights[r_refdef.scene.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); - r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++]; + R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "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); + r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } // make the glow dlight else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS) @@ -1478,18 +1554,16 @@ void CL_LinkNetworkEntity(entity_t *e) // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30); Matrix4x4_Scale(&dlightmatrix, dlightradius, 1); R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); - r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++]; + r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } // do trail light if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; + if (e->state_current.traileffectnum) + trailtype = (effectnameindex_t)e->state_current.traileffectnum; if (trailtype) - CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false); + CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1); - // don't show viewmodels in certain situations - if (e->render.flags & RENDER_VIEWMODEL) - if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap) - return; // 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.scene.numentities < r_refdef.scene.maxentities) @@ -1498,7 +1572,7 @@ void CL_LinkNetworkEntity(entity_t *e) // Matrix4x4_Print(&e->render.matrix); } -void CL_RelinkWorld(void) +static void CL_RelinkWorld(void) { entity_t *ent = &cl.entities[0]; // FIXME: this should be done at load @@ -1512,6 +1586,10 @@ void CL_RelinkWorld(void) CL_UpdateRenderEntity(&ent->render); r_refdef.scene.worldentity = &ent->render; r_refdef.scene.worldmodel = cl.worldmodel; + + // if the world is q2bsp, animate the textures + if (ent->render.model && ent->render.model->brush.isq2bsp) + ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f); } static void CL_RelinkStaticEntities(void) @@ -1523,7 +1601,7 @@ static void CL_RelinkStaticEntities(void) e->render.flags = 0; // 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]; + e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex); // either fullbright or lit if(!r_fullbright.integer) { @@ -1537,7 +1615,7 @@ static void CL_RelinkStaticEntities(void) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); VectorSet(e->render.glowmod, 1, 1, 1); - R_LerpAnimation(&e->render); + VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time); e->render.allowdecals = true; CL_UpdateRenderEntity(&e->render); r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; @@ -1618,10 +1696,7 @@ static void CL_RelinkEffects(void) } // normal stuff - if(e->modelindex < MAX_MODELS) - entrender->model = cl.model_precache[e->modelindex]; - else - entrender->model = cl.csqc_model_precache[-(e->modelindex+1)]; + entrender->model = CL_GetModelByIndex(e->modelindex); entrender->alpha = 1; VectorSet(entrender->colormod, 1, 1, 1); VectorSet(entrender->glowmod, 1, 1, 1); @@ -1698,7 +1773,7 @@ void CL_RelinkBeams(void) 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.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); - r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++]; + r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } if (cl_beams_polygons.integer) continue; @@ -1735,12 +1810,7 @@ void CL_RelinkBeams(void) entrender = CL_NewTempEntity (0); if (!entrender) return; - //VectorCopy (org, ent->render.origin); entrender->model = b->model; - //ent->render.effects = EF_FULLBRIGHT; - //ent->render.angles[0] = pitch; - //ent->render.angles[1] = yaw; - //ent->render.angles[2] = rand()%360; Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); CL_UpdateRenderEntity(entrender); VectorMA(org, 30, dist, org); @@ -1768,7 +1838,7 @@ static void CL_RelinkQWNails(void) continue; // normal stuff - entrender->model = cl.model_precache[cl.qw_modelindex_spike]; + entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike); entrender->alpha = 1; VectorSet(entrender->colormod, 1, 1, 1); VectorSet(entrender->glowmod, 1, 1, 1); @@ -1778,7 +1848,7 @@ static void CL_RelinkQWNails(void) } } -void CL_LerpPlayer(float frac) +static void CL_LerpPlayer(float frac) { int i; @@ -1812,6 +1882,7 @@ void CSQC_RelinkAllEntities (int drawmask) CL_RelinkStaticEntities(); CL_RelinkBeams(); CL_RelinkEffects(); + CL_RelinkLightFlashes(); // link stuff if (drawmask & ENTMASK_ENGINE) @@ -1824,6 +1895,8 @@ void CSQC_RelinkAllEntities (int drawmask) // update view blend V_CalcViewBlend(); + + CL_MeshEntities_AddToScene(); } /* @@ -1840,7 +1913,7 @@ void CL_UpdateWorld(void) r_refdef.scene.numlights = 0; r_refdef.view.matrix = identitymatrix; r_refdef.view.quality = 1; - + cl.num_brushmodel_entities = 0; if (cls.state == ca_connected && cls.signon == SIGNONS) @@ -1872,7 +1945,6 @@ void CL_UpdateWorld(void) // update the engine-based viewmodel CL_UpdateViewModel(); - CL_RelinkLightFlashes(); CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); // decals, particles, and explosions will be updated during rneder @@ -1924,6 +1996,32 @@ static void CL_Fog_f (void) r_refdef.fog_fadedepth = atof(Cmd_Argv(9)); } +/* +====================== +CL_FogHeightTexture_f +====================== +*/ +static void CL_Fog_HeightTexture_f (void) +{ + if (Cmd_Argc () < 11) + { + Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename); + return; + } + FOG_clear(); // so missing values get good defaults + r_refdef.fog_density = atof(Cmd_Argv(1)); + r_refdef.fog_red = atof(Cmd_Argv(2)); + r_refdef.fog_green = atof(Cmd_Argv(3)); + r_refdef.fog_blue = atof(Cmd_Argv(4)); + r_refdef.fog_alpha = atof(Cmd_Argv(5)); + r_refdef.fog_start = atof(Cmd_Argv(6)); + r_refdef.fog_end = atof(Cmd_Argv(7)); + r_refdef.fog_height = atof(Cmd_Argv(8)); + r_refdef.fog_fadedepth = atof(Cmd_Argv(9)); + strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename)); +} + + /* ==================== CL_TimeRefresh_f @@ -1934,23 +2032,23 @@ For program optimization static void CL_TimeRefresh_f (void) { int i; - float timestart, timedelta; + double timestart, timedelta; r_refdef.scene.extraupdate = false; - timestart = Sys_DoubleTime(); + timestart = Sys_DirtyTime(); for (i = 0;i < 128;i++) { Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1); r_refdef.view.quality = 1; CL_UpdateScreen(); } - timedelta = Sys_DoubleTime() - timestart; + timedelta = Sys_DirtyTime() - timestart; Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } -void CL_AreaStats_f(void) +static void CL_AreaStats_f(void) { World_PrintAreaStats(&cl.world, "client"); } @@ -1990,7 +2088,7 @@ void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point) dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]); } -void CL_Locs_FreeNode(cl_locnode_t *node) +static void CL_Locs_FreeNode(cl_locnode_t *node) { cl_locnode_t **pointer, **next; for (pointer = &cl.locnodes;*pointer;pointer = next) @@ -2006,13 +2104,13 @@ void CL_Locs_FreeNode(cl_locnode_t *node) Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node); } -void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) +static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) { cl_locnode_t *node, **pointer; int namelen; if (!name) name = ""; - namelen = strlen(name); + namelen = (int)strlen(name); node = (cl_locnode_t *) 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])); @@ -2025,7 +2123,7 @@ void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) *pointer = node; } -void CL_Locs_Add_f(void) +static void CL_Locs_Add_f(void) { vec3_t mins, maxs; if (Cmd_Argc() != 5 && Cmd_Argc() != 8) @@ -2047,7 +2145,7 @@ void CL_Locs_Add_f(void) CL_Locs_AddNode(mins, mins, Cmd_Argv(4)); } -void CL_Locs_RemoveNearest_f(void) +static void CL_Locs_RemoveNearest_f(void) { cl_locnode_t *loc; loc = CL_Locs_FindNearest(r_refdef.view.origin); @@ -2057,13 +2155,13 @@ void CL_Locs_RemoveNearest_f(void) Con_Printf("no loc point or box found for your location\n"); } -void CL_Locs_Clear_f(void) +static void CL_Locs_Clear_f(void) { while (cl.locnodes) CL_Locs_FreeNode(cl.locnodes); } -void CL_Locs_Save_f(void) +static void CL_Locs_Save_f(void) { cl_locnode_t *loc; qfile_t *outfile; @@ -2078,8 +2176,7 @@ void CL_Locs_Save_f(void) Con_Printf("No level loaded!\n"); return; } - FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename)); - strlcat(locfilename, ".loc", sizeof(locfilename)); + dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension); outfile = FS_OpenRealFile(locfilename, "w", false); if (!outfile) @@ -2156,14 +2253,12 @@ void CL_Locs_Reload_f(void) 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)); + dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension); 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)); + dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename); filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); if (!filedata) return; @@ -2275,6 +2370,83 @@ void CL_Locs_Reload_f(void) } } +entity_t cl_meshentities[NUM_MESHENTITIES]; +dp_model_t cl_meshentitymodels[NUM_MESHENTITIES]; +const char *cl_meshentitynames[NUM_MESHENTITIES] = +{ + "MESH_DEBUG", + "MESH_CSQC_POLYGONS", + "MESH_PARTICLES", + "MESH_UI", +}; + +void CL_MeshEntities_Restart(void) +{ + int i; + entity_t *ent; + for (i = 0; i < NUM_MESHENTITIES; i++) + { + ent = cl_meshentities + i; + Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]); + } +} + +void CL_MeshEntities_Init(void) +{ + int i; + entity_t *ent; + for (i = 0; i < NUM_MESHENTITIES; i++) + { + ent = cl_meshentities + i; + ent->state_current.active = true; + ent->render.model = cl_meshentitymodels + i; + ent->render.alpha = 1; + ent->render.flags = RENDER_LIGHT; + ent->render.framegroupblend[0].lerp = 1; + ent->render.frameblend[0].lerp = 1; + VectorSet(ent->render.colormod, 1, 1, 1); + VectorSet(ent->render.glowmod, 1, 1, 1); + VectorSet(ent->render.modellight_ambient, 1, 1, 1); + VectorSet(ent->render.modellight_diffuse, 0, 0, 0); + VectorSet(ent->render.modellight_lightdir, 0, 0, 1); + Matrix4x4_CreateIdentity(&ent->render.matrix); + CL_UpdateRenderEntity(&ent->render); + } + cl_meshentities[MESH_CSQCPOLYGONS].render.flags = RENDER_SHADOW | RENDER_LIGHT; + R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart); +} + +void CL_MeshEntities_AddToScene(void) +{ + int i; + entity_t *ent; + for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++) + { + ent = cl_meshentities + i; + if (ent->render.model->num_surfaces == 0) + continue; + Mod_Mesh_Finalize(ent->render.model); + VectorCopy(ent->render.model->normalmins, ent->render.mins); + VectorCopy(ent->render.model->normalmaxs, ent->render.maxs); + r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render; + } +} + +void CL_MeshEntities_Reset(void) +{ + int i; + entity_t *ent; + for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++) + { + ent = cl_meshentities + i; + Mod_Mesh_Reset(ent->render.model); + } +} + +void CL_MeshEntities_Shutdown(void) +{ +} + /* =========== CL_Shutdown @@ -2285,6 +2457,7 @@ void CL_Shutdown (void) CL_Screen_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); + CL_MeshEntities_Shutdown(); Mem_FreePool (&cls.permanentmempool); Mem_FreePool (&cls.levelmempool); @@ -2297,6 +2470,7 @@ CL_Init */ void CL_Init (void) { + cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL); cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL); @@ -2305,7 +2479,8 @@ void CL_Init (void) r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512; r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities); - r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow + // max temp entities + r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); CL_InitInput (); @@ -2323,6 +2498,9 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_anglespeedkey); Cvar_RegisterVariable (&cl_shownet); Cvar_RegisterVariable (&cl_nolerp); + Cvar_RegisterVariable (&cl_lerpexcess); + Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server); + Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups); Cvar_RegisterVariable (&cl_deathfade); Cvar_RegisterVariable (&lookspring); Cvar_RegisterVariable (&lookstrafe); @@ -2351,8 +2529,10 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_autodemo); Cvar_RegisterVariable (&cl_autodemo_nameformat); + Cvar_RegisterVariable (&cl_autodemo_delete); - Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])"); + Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])"); + Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)"); // 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)"); @@ -2376,6 +2556,7 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_dlights_decaybrightness); Cvar_RegisterVariable(&cl_prydoncursor); + Cvar_RegisterVariable(&cl_prydoncursor_notrace); Cvar_RegisterVariable(&cl_deathnoviewmodel); @@ -2396,10 +2577,7 @@ void CL_Init (void) CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); + CL_MeshEntities_Init(); CL_Video_Init(); - CL_Gecko_Init(); } - - -