X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=b57f4507ea86457b4d4be696451a8d9cb0e6f78b;hp=f78a191979b5293db3ef52a394e7a5c7cbe27a18;hb=af0b7a1fa11c2ceedeb9f66ca950f6c0bff8ad8f;hpb=ff5947f97081e10c4ce112d4d51c2d1fa14ebba8 diff --git a/cl_main.c b/cl_main.c index f78a1919..b57f4507 100644 --- a/cl_main.c +++ b/cl_main.c @@ -20,15 +20,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // cl_main.c -- client main loop #include "quakedef.h" +#include "cl_collision.h" +#include "cl_video.h" +#include "image.h" // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. -// these two are not intended to be set directly -cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"}; -cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"}; -cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"}; - cvar_t cl_shownet = {0, "cl_shownet","0"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0"}; @@ -46,38 +44,46 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8"}; cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; -cvar_t cl_draweffects = {0, "cl_draweffects", "1"}; +cvar_t r_draweffects = {0, "r_draweffects", "1"}; -mempool_t *cl_scores_mempool; -mempool_t *cl_refdef_mempool; +cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"}; +cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; -client_static_t cls; -client_state_t cl; -// FIXME: put these on hunk? -entity_t cl_entities[MAX_EDICTS]; -entity_t cl_static_entities[MAX_STATIC_ENTITIES]; -lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES]; +cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; +cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; +cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; -typedef struct effect_s -{ - int active; - vec3_t origin; - float starttime; - float framerate; - int modelindex; - int startframe; - int endframe; - // these are for interpolation - int frame; - double frame1time; - double frame2time; -} -cl_effect_t; +cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; -#define MAX_EFFECTS 256 +mempool_t *cl_refdef_mempool; +mempool_t *cl_entities_mempool; -static cl_effect_t cl_effect[MAX_EFFECTS]; +client_static_t cls; +client_state_t cl; +int cl_max_entities; +int cl_max_static_entities; +int cl_max_temp_entities; +int cl_max_effects; +int cl_max_beams; +int cl_max_dlights; +int cl_max_lightstyle; +int cl_max_brushmodel_entities; + +entity_t *cl_entities; +qbyte *cl_entities_active; +entity_t *cl_static_entities; +entity_t *cl_temp_entities; +cl_effect_t *cl_effects; +beam_t *cl_beams; +dlight_t *cl_dlights; +lightstyle_t *cl_lightstyle; +entity_render_t **cl_brushmodel_entities; + +int cl_num_entities; +int cl_num_static_entities; +int cl_num_temp_entities; +int cl_num_brushmodel_entities; /* ===================== @@ -85,32 +91,52 @@ CL_ClearState ===================== */ -void CL_ClearState (void) +void CL_ClearState(void) { - int i; + int i; if (!sv.active) Host_ClearMemory (); - Mem_EmptyPool(cl_scores_mempool); + // note: this also gets rid of the entity database + Mem_EmptyPool(cl_entities_mempool); // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); SZ_Clear (&cls.message); -// clear other arrays - memset(cl_entities, 0, sizeof(cl_entities)); - memset(cl_lightstyle, 0, sizeof(cl_lightstyle)); - memset(cl_temp_entities, 0, sizeof(cl_temp_entities)); - memset(cl_beams, 0, sizeof(cl_beams)); - memset(cl_dlights, 0, sizeof(cl_dlights)); - memset(cl_effect, 0, sizeof(cl_effect)); + cl_num_entities = 0; + 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 = MAX_EDICTS; + cl_max_static_entities = 256; + cl_max_temp_entities = 512; + cl_max_effects = 256; + cl_max_beams = 24; + cl_max_dlights = MAX_DLIGHTS; + cl_max_lightstyle = MAX_LIGHTSTYLES; + cl_max_brushmodel_entities = MAX_EDICTS; + + cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t)); + cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte)); + cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t)); + cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t)); + cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t)); + cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t)); + cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t)); + cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t)); + cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *)); + CL_Screen_NewMap(); + CL_Particles_Clear(); - CL_Decals_Clear(); + // LordHavoc: have to set up the baseline info for alpha and other stuff - for (i = 0;i < MAX_EDICTS;i++) + for (i = 0;i < cl_max_entities;i++) { ClearStateToDefault(&cl_entities[i].state_baseline); ClearStateToDefault(&cl_entities[i].state_previous); @@ -120,47 +146,6 @@ void CL_ClearState (void) CL_CGVM_Clear(); } -void CL_LerpUpdate(entity_t *e) -{ - entity_persistent_t *p; - entity_render_t *r; - p = &e->persistent; - r = &e->render; - - if (p->modelindex != e->state_current.modelindex) - { - // reset all interpolation information - p->modelindex = e->state_current.modelindex; - p->frame1 = p->frame2 = e->state_current.frame; - p->frame1time = p->frame2time = cl.time; - p->framelerp = 1; - } - else if (p->frame2 != e->state_current.frame) - { - // transition to new frame - p->frame1 = p->frame2; - p->frame1time = p->frame2time; - p->frame2 = e->state_current.frame; - p->frame2time = cl.time; - p->framelerp = 0; - } - else - { - // update transition - p->framelerp = (cl.time - p->frame2time) * 10; - p->framelerp = bound(0, p->framelerp, 1); - } - - r->model = cl.model_precache[e->state_current.modelindex]; - Mod_CheckLoaded(r->model); - r->frame = e->state_current.frame; - r->frame1 = p->frame1; - r->frame2 = p->frame2; - r->framelerp = p->framelerp; - r->frame1time = p->frame1time; - r->frame2time = p->frame2time; -} - /* ===================== CL_Disconnect @@ -169,7 +154,7 @@ Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ -void CL_Disconnect (void) +void CL_Disconnect(void) { if (cls.state == ca_dedicated) return; @@ -186,21 +171,26 @@ void CL_Disconnect (void) cl.worldmodel = NULL; if (cls.demoplayback) - CL_StopPlayback (); - else if (cls.state == ca_connected) + CL_StopPlayback(); + else if (cls.netcon) { if (cls.demorecording) - CL_Stop_f (); - - Con_DPrintf ("Sending clc_disconnect\n"); - SZ_Clear (&cls.message); - MSG_WriteByte (&cls.message, clc_disconnect); - NET_SendUnreliableMessage (cls.netcon, &cls.message); - SZ_Clear (&cls.message); - NET_Close (cls.netcon); + CL_Stop_f(); + + Con_DPrintf("Sending clc_disconnect\n"); + SZ_Clear(&cls.message); + MSG_WriteByte(&cls.message, clc_disconnect); + NetConn_SendUnreliableMessage(cls.netcon, &cls.message); + SZ_Clear(&cls.message); + NetConn_Close(cls.netcon); + cls.netcon = NULL; // if running a local server, shut it down if (sv.active) + { + // prevent this code from executing again during Host_ShutdownServer + cls.state = ca_disconnected; Host_ShutdownServer(false); + } } cls.state = ca_disconnected; @@ -208,7 +198,7 @@ void CL_Disconnect (void) cls.signon = 0; } -void CL_Disconnect_f (void) +void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) @@ -222,27 +212,43 @@ void CL_Disconnect_f (void) ===================== CL_EstablishConnection -Host should be either "local" or a net address to be passed on +Host should be either "local" or a net address ===================== */ -void CL_EstablishConnection (char *host) +void CL_EstablishConnection(const char *host) { if (cls.state == ca_dedicated) return; - if (cls.demoplayback) - return; + // clear menu's connect error message + m_return_reason[0] = 0; + cls.demonum = -1; - CL_Disconnect (); - - cls.netcon = NET_Connect (host); - if (!cls.netcon) - Host_Error ("CL_Connect: connect failed\n"); - Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host); + if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) + { + // stop demo loop in case this fails + CL_Disconnect(); - cls.demonum = -1; // not in the demo loop now - cls.state = ca_connected; - cls.signon = 0; // need all the signon messages before playing + cls.connect_trying = true; + cls.connect_remainingtries = 3; + cls.connect_nextsendtime = 0; + if (sv.active) + { + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + } + } + else + { + Con_Printf("Unable to find a suitable network socket to connect to server.\n"); + strcpy(m_return_reason, "No network"); + } } /* @@ -250,33 +256,83 @@ void CL_EstablishConnection (char *host) CL_PrintEntities_f ============== */ -static void CL_PrintEntities_f (void) +static void CL_PrintEntities_f(void) { - entity_t *ent; - int i, j; - char name[32]; + entity_t *ent; + int i, j; + char name[32]; - for (i = 0, ent = cl_entities;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++) + for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++) { if (!ent->state_current.active) continue; - if (!ent->render.model) - continue; - Con_Printf ("%3i:", i); - if (!ent->render.model) - { - Con_Printf ("EMPTY\n"); - continue; - } - strncpy(name, ent->render.model->name, 25); - name[25] = 0; + if (ent->render.model) + strlcpy (name, ent->render.model->name, 25); + else + strcpy(name, "--no model--"); for (j = strlen(name);j < 25;j++) name[j] = ' '; - Con_Printf ("%s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha); + Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha); } } +//static const vec3_t nomodelmins = {-16, -16, -16}; +//static const vec3_t nomodelmaxs = {16, 16, 16}; +void CL_BoundingBoxForEntity(entity_render_t *ent) +{ + if (ent->model) + { + //if (ent->angles[0] || ent->angles[2]) + if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) + { + // pitch or roll + ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0]; + ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1]; + ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2]; + ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0]; + ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1]; + ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2]; + //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins); + //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs); + } + //else if (ent->angles[1]) + else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) + { + // yaw + ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0]; + ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1]; + ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2]; + ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0]; + ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1]; + ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2]; + //VectorAdd(ent->origin, ent->model->yawmins, ent->mins); + //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs); + } + else + { + ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0]; + ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1]; + ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2]; + ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0]; + ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1]; + ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2]; + //VectorAdd(ent->origin, ent->model->normalmins, ent->mins); + //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs); + } + } + else + { + ent->mins[0] = ent->matrix.m[0][3] - 16; + ent->mins[1] = ent->matrix.m[1][3] - 16; + ent->mins[2] = ent->matrix.m[2][3] - 16; + ent->maxs[0] = ent->matrix.m[0][3] + 16; + ent->maxs[1] = ent->matrix.m[1][3] + 16; + ent->maxs[2] = ent->matrix.m[2][3] + 16; + //VectorAdd(ent->origin, nomodelmins, ent->mins); + //VectorAdd(ent->origin, nomodelmaxs, ent->maxs); + } +} /* =============== @@ -286,428 +342,534 @@ Determines the fraction between the last two messages that the objects should be put at. =============== */ -static float CL_LerpPoint (void) +static float CL_LerpPoint(void) { - float f, frac; + float f; - f = cl.mtime[0] - cl.mtime[1]; + // 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]); // LordHavoc: lerp in listen games as the server is being capped below the client (usually) - if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1)) + f = cl.mtime[0] - cl.mtime[1]; + if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame) { cl.time = cl.mtime[0]; return 1; } - if (f > 0.1) - { // dropped packet, or start of demo - cl.mtime[1] = cl.mtime[0] - 0.1; - f = 0.1; - } - frac = (cl.time - cl.mtime[1]) / f; -// Con_Printf ("frac: %f\n",frac); - if (frac < 0) - { - if (frac < -0.01) - { - cl.time = cl.mtime[1]; -// Con_Printf ("low frac\n"); - } - frac = 0; - } - else if (frac > 1) - { - if (frac > 1.01) - { - cl.time = cl.mtime[0]; -// Con_Printf ("high frac\n"); - } - frac = 1; - } + f = (cl.time - cl.mtime[1]) / f; + return bound(0, f, 1); +} - return frac; +void CL_ClearTempEntities (void) +{ + cl_num_temp_entities = 0; } -static void CL_RelinkStaticEntities(void) +entity_t *CL_NewTempEntity(void) +{ + entity_t *ent; + + if (r_refdef.numentities >= r_refdef.maxentities) + return NULL; + if (cl_num_temp_entities >= cl_max_temp_entities) + return NULL; + ent = &cl_temp_entities[cl_num_temp_entities++]; + memset (ent, 0, sizeof(*ent)); + r_refdef.entities[r_refdef.numentities++] = &ent->render; + + ent->render.colormap = -1; // no special coloring + ent->render.scale = 1; + ent->render.alpha = 1; + return ent; +} + +void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) { int i; - for (i = 0;i < cl.num_statics && r_refdef.numentities < MAX_VISEDICTS;i++) + cl_effect_t *e; + if (!modelindex) // sanity check + return; + for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) { - Mod_CheckLoaded(cl_static_entities[i].render.model); - r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; + if (e->active) + continue; + e->active = true; + VectorCopy(org, e->origin); + e->modelindex = modelindex; + e->starttime = cl.time; + e->startframe = startframe; + e->endframe = startframe + framecount; + e->framerate = framerate; + + e->frame = 0; + e->frame1time = cl.time; + e->frame2time = cl.time; + break; } } -/* -=============== -CL_RelinkEntities -=============== -*/ -static void CL_RelinkNetworkEntities() +void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime) { - entity_t *ent; - int i, glowcolor, effects; - float f, d, bobjrotate, bobjoffset, dlightradius, glowsize, lerp; - vec3_t oldorg, neworg, delta, dlightcolor; - - bobjrotate = ANGLEMOD(100*cl.time); - if (cl_itembobheight.value) - bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; + int i; + dlight_t *dl; + + /* +// first look for an exact key match + if (ent) + { + dl = cl_dlights; + for (i = 0;i < MAX_DLIGHTS;i++, dl++) + if (dl->ent == ent) + goto dlightsetup; + } + */ + +// then look for anything else + dl = cl_dlights; + for (i = 0;i < MAX_DLIGHTS;i++, dl++) + if (!dl->radius) + goto dlightsetup; + + // unable to find one + return; + +dlightsetup: + //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); + memset (dl, 0, sizeof(*dl)); + dl->ent = ent; + CL_FindNonSolidLocation(org, dl->origin, 6); + //VectorCopy(org, dl->origin); + dl->radius = radius; + dl->color[0] = red; + dl->color[1] = green; + dl->color[2] = blue; + dl->decay = decay; + if (lifetime) + dl->die = cl.time + lifetime; else - bobjoffset = 0; + dl->die = 0; +} - CL_RelinkStaticEntities(); +void CL_DecayLights(void) +{ + int i; + dlight_t *dl; + float time; -// start on the entity after the world - for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++) - { - // if the object wasn't included in the latest packet, remove it - if (!ent->state_current.active) - continue; + time = cl.time - cl.oldtime; + for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++) + if (dl->radius) + dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0; +} + +#define MAXVIEWMODELS 32 +entity_t *viewmodels[MAXVIEWMODELS]; +int numviewmodels; + +matrix4x4_t viewmodelmatrix; - VectorCopy(ent->persistent.trail_origin, oldorg); +static int entitylinkframenumber; - if (!ent->state_previous.active) +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_LinkNetworkEntity(entity_t *e) +{ + matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; + int j, k, l, trailtype, temp; + float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d; + entity_t *t; + model_t *model; + //entity_persistent_t *p = &e->persistent; + //entity_render_t *r = &e->render; + if (e->persistent.linkframe != entitylinkframenumber) + { + e->persistent.linkframe = entitylinkframenumber; + // skip inactive entities and world + if (!e->state_current.active || e == cl_entities) + return; + if (e->render.flags & RENDER_VIEWMODEL) { - // only one state available - lerp = 1; - VectorCopy (ent->state_current.origin, oldorg); // skip trails - VectorCopy (ent->state_current.origin, neworg); - VectorCopy (ent->state_current.angles, ent->render.angles); - - /* - // monster interpolation - ent->persistent.steplerptime = 0; - VectorCopy(ent->state_current.origin, ent->persistent.stepoldorigin); - VectorCopy(ent->state_current.angles, ent->persistent.stepoldangles); - VectorCopy(ent->state_current.origin, ent->persistent.steporigin); - VectorCopy(ent->state_current.angles, ent->persistent.stepangles); - */ + if (cl.stats[STAT_HEALTH] <= 0 || !r_drawviewmodel.integer || chase_active.integer || envmap || (cl.items & IT_INVISIBILITY)) + return; + if (cl.viewentity) + CL_LinkNetworkEntity(cl_entities + cl.viewentity); + matrix = &viewmodelmatrix; + if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && 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)); + } } - /* - else if ((ent->state_current.flags & ent->state_previous.flags) & ENTFLAG_STEP) + else { - if (ent->state_current.origin[0] != ent->persistent.steporigin[0] - || ent->state_current.origin[1] != ent->persistent.steporigin[1] - || ent->state_current.origin[2] != ent->persistent.steporigin[2] - || ent->state_current.angles[0] != ent->persistent.stepangles[0] - || ent->state_current.angles[1] != ent->persistent.stepangles[1] - || ent->state_current.angles[2] != ent->persistent.stepangles[2]) + t = cl_entities + e->state_current.tagentity; + if (!t->state_current.active) + return; + // note: this can link to world + CL_LinkNetworkEntity(t); + // make relative to the entity + matrix = &t->render.matrix; + // if a valid tagindex is used, make it relative to that tag instead + if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags) { - // update lerp positions - ent->clientpersistent.steplerptime = sv.time; - VectorCopy(ent->steporigin, ent->stepoldorigin); - VectorCopy(ent->stepangles, ent->stepoldangles); - VectorCopy(ent->v.origin, ent->steporigin); - VectorCopy(ent->v.angles, ent->stepangles); + // blend the matrices + memset(&blendmatrix, 0, sizeof(blendmatrix)); + for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) + { + matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix; + d = t->render.frameblend[j].lerp; + for (l = 0;l < 4;l++) + for (k = 0;k < 4;k++) + blendmatrix.m[l][k] += d * matrix->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; } - lerp = (cl.time - ent->persistent.steplerptime) * 10.0; - if (lerp < 1) + } + 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; + if (e - cl_entities == cl.viewentity) + e->render.flags |= RENDER_EXTERIORMODEL; + e->render.effects = e->state_current.effects; + if (e->state_current.flags & RENDER_COLORMAPPED) + e->render.colormap = e->state_current.colormap; + else if (cl.scores != NULL && e->state_current.colormap) + e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it + else + e->render.colormap = -1; // no special coloring + e->render.skinnum = e->state_current.skin; + // set up the render matrix + if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex) + { + // movement lerp + if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) { - // origin - VectorSubtract(ent->persistent.steporigin, ent->persistent.stepoldorigin, delta); - VectorMA(ent->persistent.stepoldorigin, lerp, delta, neworg); - - // angles - VectorSubtract(ent->persistent.stepangles, ent->persistent.stepoldangles, delta); - // choose shortest rotate (to avoid 'spin around' situations) + // 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(ent->stepoldangles, lerp, delta, ent->render.angles); + VectorMA(e->persistent.oldangles, lerp, delta, angles); } else { - VectorCopy(ent->persistent.steporigin, neworg); - VectorCopy(ent->persistent.stepangles, ent->render.angles); - } - } - */ - else - { - /* - // monster interpolation - ent->persistent.steplerptime = 0; - VectorCopy(ent->state_current.origin, ent->persistent.stepoldorigin); - VectorCopy(ent->state_current.angles, ent->persistent.stepoldangles); - VectorCopy(ent->state_current.origin, ent->persistent.steporigin); - VectorCopy(ent->state_current.angles, ent->persistent.stepangles); - */ - - // if the delta is large, assume a teleport and don't lerp - VectorSubtract(ent->state_current.origin, ent->state_previous.origin, delta); - // LordHavoc: increased tolerance from 100 to 200, and now to 1000 - if ((sv.active && svs.maxclients == 1 && !(ent->state_current.flags & RENDER_STEP)) || cls.timedemo || DotProduct(delta, delta) > 1000*1000 || cl_nolerp.integer) - lerp = 1; - else - { - f = ent->state_current.time - ent->state_previous.time; - if (f > 0) - lerp = (cl.time - ent->state_previous.time) / f; - else - lerp = 1; + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); } - if (lerp >= 1) + // animation lerp + if (e->render.frame2 == e->state_current.frame) { - // no interpolation - VectorCopy (ent->state_current.origin, neworg); - VectorCopy (ent->state_current.angles, ent->render.angles); + // update frame lerp fraction + e->render.framelerp = 1; + if (e->render.frame2time > e->render.frame1time) + { + e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time); + e->render.framelerp = bound(0, e->render.framelerp, 1); + } } else { - // interpolate the origin and angles - VectorMA(ent->state_previous.origin, lerp, delta, neworg); - VectorSubtract(ent->state_current.angles, ent->state_previous.angles, delta); - if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; - if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; - if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; - VectorMA(ent->state_previous.angles, lerp, delta, ent->render.angles); + // 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; } } - - VectorCopy (neworg, ent->persistent.trail_origin); - // persistent.modelindex will be updated by CL_LerpUpdate - if (ent->state_current.modelindex != ent->persistent.modelindex) - VectorCopy(neworg, oldorg); - - VectorCopy (neworg, ent->render.origin); - ent->render.flags = ent->state_current.flags; - ent->render.effects = effects = ent->state_current.effects; - if (cl.scores == NULL || !ent->state_current.colormap) - ent->render.colormap = -1; // no special coloring else - ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it - ent->render.skinnum = ent->state_current.skin; - ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? - ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? + { + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame; + e->render.frame1time = e->render.frame2time = cl.time; + e->render.framelerp = 1; + } - // update interpolation info - CL_LerpUpdate(ent); + e->render.model = cl.model_precache[e->state_current.modelindex]; + if (e->render.model) + { + Mod_CheckLoaded(e->render.model); + if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite) + angles[0] = -angles[0]; + if (e->render.model->flags & EF_ROTATE) + { + 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; + } + } - // handle effects now... - dlightradius = 0; + R_LerpAnimation(&e->render); + + // FIXME: e->render.scale should go away + Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); + // concat the matrices to make the entity relative to its tag + Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); + // make the other useful stuff + Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix); + CL_BoundingBoxForEntity(&e->render); + + // handle effects now that we know where this entity is in the world... + origin[0] = e->render.matrix.m[0][3]; + origin[1] = e->render.matrix.m[1][3]; + origin[2] = e->render.matrix.m[2][3]; + trailtype = -1; dlightcolor[0] = 0; dlightcolor[1] = 0; dlightcolor[2] = 0; - // LordHavoc: if the entity has no effects, don't check each - if (effects) + if (e->render.effects) { - if (effects & EF_BRIGHTFIELD) - CL_EntityParticles (ent); - if (effects & EF_MUZZLEFLASH) + if (e->render.effects & EF_BRIGHTFIELD) { - vec3_t v, v2; - - AngleVectors (ent->render.angles, v, NULL, NULL); - - v2[0] = v[0] * 18 + neworg[0]; - v2[1] = v[1] * 18 + neworg[1]; - v2[2] = v[2] * 18 + neworg[2] + 16; - TraceLine(neworg, v2, v, NULL, 0, true); - - CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0.1); + if (gamemode == GAME_NEXUIZ) + { + dlightcolor[0] += 100.0f; + dlightcolor[1] += 200.0f; + dlightcolor[2] += 400.0f; + trailtype = 8; + } + else + CL_EntityParticles(e); } - if (effects & EF_DIMLIGHT) + if (e->render.effects & EF_MUZZLEFLASH) + e->persistent.muzzleflash = 100.0f; + if (e->render.effects & EF_DIMLIGHT) { dlightcolor[0] += 200.0f; dlightcolor[1] += 200.0f; dlightcolor[2] += 200.0f; } - if (effects & EF_BRIGHTLIGHT) + if (e->render.effects & EF_BRIGHTLIGHT) { dlightcolor[0] += 400.0f; dlightcolor[1] += 400.0f; dlightcolor[2] += 400.0f; } - // LordHavoc: added EF_RED and EF_BLUE - if (effects & EF_RED) // red + // LordHavoc: more effects + if (e->render.effects & EF_RED) // red { dlightcolor[0] += 200.0f; dlightcolor[1] += 20.0f; dlightcolor[2] += 20.0f; } - if (effects & EF_BLUE) // blue + if (e->render.effects & EF_BLUE) // blue { dlightcolor[0] += 20.0f; dlightcolor[1] += 20.0f; dlightcolor[2] += 200.0f; } - if (effects & EF_FLAME) + if (e->render.effects & EF_FLAME) { - if (ent->render.model) - { - vec3_t mins, maxs; - int temp; - if (ent->render.angles[0] || ent->render.angles[2]) - { - VectorAdd(neworg, ent->render.model->rotatedmins, mins); - VectorAdd(neworg, ent->render.model->rotatedmaxs, maxs); - } - else if (ent->render.angles[1]) - { - VectorAdd(neworg, ent->render.model->yawmins, mins); - VectorAdd(neworg, ent->render.model->yawmaxs, maxs); - } - else - { - VectorAdd(neworg, ent->render.model->normalmins, mins); - VectorAdd(neworg, ent->render.model->normalmaxs, maxs); - } - // how many flames to make - temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); - CL_FlameCube(mins, maxs, temp); - } + mins[0] = origin[0] - 16.0f; + mins[1] = origin[1] - 16.0f; + mins[2] = origin[2] - 16.0f; + maxs[0] = origin[0] + 16.0f; + maxs[1] = origin[1] + 16.0f; + maxs[2] = origin[2] + 16.0f; + // how many flames to make + temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); + CL_FlameCube(mins, maxs, temp); d = lhrandom(200, 250); dlightcolor[0] += d * 1.0f; dlightcolor[1] += d * 0.7f; dlightcolor[2] += d * 0.3f; } + if (e->render.effects & EF_STARDUST) + { + mins[0] = origin[0] - 16.0f; + mins[1] = origin[1] - 16.0f; + mins[2] = origin[2] - 16.0f; + maxs[0] = origin[0] + 16.0f; + maxs[1] = origin[1] + 16.0f; + maxs[2] = origin[2] + 16.0f; + // how many particles to make + temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); + CL_Stardust(mins, maxs, temp); + d = 100; + dlightcolor[0] += d * 1.0f; + dlightcolor[1] += d * 0.7f; + dlightcolor[2] += d * 0.3f; + } + } + // muzzleflash fades over time, and is offset a bit + if (e->persistent.muzzleflash > 0) + { + Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); + CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY); + CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0); + e->persistent.muzzleflash -= cl.frametime * 1000; } - // LordHavoc: if the model has no flags, don't check each - if (ent->render.model && ent->render.model->flags) + if (e->render.model && e->render.model->flags) { - if (ent->render.model->flags & EF_ROTATE) + if (e->render.model->flags & EF_GIB) + trailtype = 2; + else if (e->render.model->flags & EF_ZOMGIB) + trailtype = 4; + else if (e->render.model->flags & EF_TRACER) { - ent->render.angles[1] = bobjrotate; - ent->render.origin[2] += bobjoffset; + trailtype = 3; + dlightcolor[0] += 0x10; + dlightcolor[1] += 0x40; + dlightcolor[2] += 0x10; } - // only do trails if present in the previous frame as well - if (ent->state_previous.active) + else if (e->render.model->flags & EF_TRACER2) { - if (ent->render.model->flags & EF_GIB) - CL_RocketTrail (oldorg, neworg, 2, ent); - else if (ent->render.model->flags & EF_ZOMGIB) - CL_RocketTrail (oldorg, neworg, 4, ent); - else if (ent->render.model->flags & EF_TRACER) - CL_RocketTrail (oldorg, neworg, 3, ent); - else if (ent->render.model->flags & EF_TRACER2) - CL_RocketTrail (oldorg, neworg, 5, ent); - else if (ent->render.model->flags & EF_ROCKET) - { - CL_RocketTrail (oldorg, ent->render.origin, 0, ent); - // LordHavoc: changed from 200, 160, 80 to 250, 200, 100 - dlightcolor[0] += 250.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 100.0f; - } - else if (ent->render.model->flags & EF_GRENADE) - { - if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility - CL_RocketTrail (oldorg, neworg, 7, ent); - else - CL_RocketTrail (oldorg, neworg, 1, ent); - } - else if (ent->render.model->flags & EF_TRACER3) - CL_RocketTrail (oldorg, neworg, 6, ent); + trailtype = 5; + dlightcolor[0] += 0x50; + dlightcolor[1] += 0x30; + dlightcolor[2] += 0x10; + } + else if (e->render.model->flags & EF_ROCKET) + { + trailtype = 0; + dlightcolor[0] += 200.0f; + dlightcolor[1] += 160.0f; + dlightcolor[2] += 80.0f; + } + else if (e->render.model->flags & EF_GRENADE) + { + // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + trailtype = e->render.alpha == -1 ? 7 : 1; + } + else if (e->render.model->flags & EF_TRACER3) + { + trailtype = 6; + dlightcolor[0] += 0x50; + dlightcolor[1] += 0x20; + dlightcolor[2] += 0x40; } } // LordHavoc: customizable glow - glowsize = ent->state_current.glowsize * 4.0f; // FIXME: interpolate? - glowcolor = ent->state_current.glowcolor; - if (glowsize) + if (e->state_current.glowsize) { - byte *tempcolor = (byte *)&d_8to24table[glowcolor]; - dlightcolor[0] += glowsize * tempcolor[0] * (1.0f / 255.0f); - dlightcolor[1] += glowsize * tempcolor[1] * (1.0f / 255.0f); - dlightcolor[2] += glowsize * tempcolor[2] * (1.0f / 255.0f); + // * 4 for the expansion from 0-255 to 0-1023 range, + // / 255 to scale down byte colors + VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); } - // LordHavoc: customizable trail - if (ent->render.flags & RENDER_GLOWTRAIL) - CL_RocketTrail2 (oldorg, neworg, glowcolor, ent); - - if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) + // make the dlight + if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity) { - vec3_t vec; - dlightradius = VectorLength(dlightcolor); - d = 1.0f / dlightradius; - VectorCopy(neworg, vec); + VectorCopy(origin, v); // hack to make glowing player light shine on their gun - if (i == cl.viewentity && !chase_active.integer) - vec[2] += 30; - CL_AllocDlight (&ent->render, vec, dlightradius, dlightcolor[0] * d, dlightcolor[1] * d, dlightcolor[2] * d, 0, 0); - } - - if (chase_active.integer) - { - if (ent->render.flags & RENDER_VIEWMODEL) - continue; + if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) + v[2] += 30; + CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0); } - else + // trails need the previous frame + if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) { - if (i == cl.viewentity || (ent->render.flags & RENDER_EXTERIORMODEL)) - continue; + if (e->render.flags & RENDER_GLOWTRAIL) + CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e); + else if (trailtype >= 0) + CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e); } - - if (ent->render.model == NULL) - continue; - if (effects & EF_NODRAW) - continue; - if (r_refdef.numentities < MAX_VISEDICTS) - r_refdef.entities[r_refdef.numentities++] = &ent->render; + VectorCopy(origin, e->persistent.trail_origin); + // note: the cl.viewentity and intermission check is to hide player + // shadow during intermission and during the Nehahra movie and + // Nehahra cinematics + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE)) + && (e->render.alpha == 1) + && !(e->render.flags & RENDER_VIEWMODEL) + && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + e->render.flags |= RENDER_SHADOW; + // as soon as player is known we can call V_CalcRefDef + if ((e - cl_entities) == cl.viewentity) + V_CalcRefdef(); + if (e->render.model && e->render.model->name[0] == '*' && e->render.model->brush.TraceBox) + cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render; + // 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_num_entities < e->state_current.number + 1) + cl_num_entities = e->state_current.number + 1; } } -static void CL_LerpPlayerVelocity (void) +void CL_RelinkWorld(void) { - int i; - float frac, d; - - // fraction from previous network update to current - frac = CL_LerpPoint (); - - for (i = 0;i < 3;i++) - cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); + entity_t *ent = &cl_entities[0]; + if (cl_num_entities < 1) + cl_num_entities = 1; + cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; + // FIXME: this should be done at load + Matrix4x4_CreateIdentity(&ent->render.matrix); + Matrix4x4_CreateIdentity(&ent->render.inversematrix); + CL_BoundingBoxForEntity(&ent->render); +} - if (cls.demoplayback) +static void CL_RelinkStaticEntities(void) +{ + int i; + for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) { - // interpolate the angles - for (i = 0;i < 3;i++) - { - 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; - } + Mod_CheckLoaded(cl_static_entities[i].render.model); + r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; } } -void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) +/* +=============== +CL_RelinkEntities +=============== +*/ +static void CL_RelinkNetworkEntities(void) { + entity_t *ent; int i; - cl_effect_t *e; - if (!modelindex) // sanity check - return; - for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++) - { - if (e->active) - continue; - e->active = true; - VectorCopy(org, e->origin); - e->modelindex = modelindex; - e->starttime = cl.time; - e->startframe = startframe; - e->endframe = startframe + framecount; - e->framerate = framerate; - e->frame = 0; - e->frame1time = cl.time; - e->frame2time = cl.time; - break; + ent = &cl.viewent; + ent->state_previous = ent->state_current; + ClearStateToDefault(&ent->state_current); + ent->state_current.time = cl.time; + ent->state_current.number = -1; + ent->state_current.active = true; + ent->state_current.modelindex = cl.stats[STAT_WEAPON]; + ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; + ent->state_current.flags = RENDER_VIEWMODEL; + + // start on the entity after the world + entitylinkframenumber++; + for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++) + { + if (cl_entities_active[i]) + { + if (ent->state_current.active) + CL_LinkNetworkEntity(ent); + else + cl_entities_active[i] = false; + } } + CL_LinkNetworkEntity(&cl.viewent); } -static void CL_RelinkEffects() +static void CL_RelinkEffects(void) { int i, intframe; cl_effect_t *e; - entity_t *vis; + entity_t *ent; float frame; - for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++) + for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) { if (e->active) { @@ -715,7 +877,6 @@ static void CL_RelinkEffects() intframe = frame; if (intframe < 0 || intframe >= e->endframe) { - e->active = false; memset(e, 0, sizeof(*e)); continue; } @@ -727,40 +888,164 @@ static void CL_RelinkEffects() e->frame2time = cl.time; } - if ((vis = CL_NewTempEntity())) + // if we're drawing effects, get a new temp entity + // (NewTempEntity adds it to the render entities list for us) + if (r_draweffects.integer && (ent = CL_NewTempEntity())) { // interpolation stuff - vis->render.frame1 = intframe; - vis->render.frame2 = intframe + 1; - if (vis->render.frame2 >= e->endframe) - vis->render.frame2 = -1; // disappear - vis->render.framelerp = frame - intframe; - vis->render.frame1time = e->frame1time; - vis->render.frame2time = e->frame2time; + ent->render.frame1 = intframe; + ent->render.frame2 = intframe + 1; + if (ent->render.frame2 >= e->endframe) + ent->render.frame2 = -1; // disappear + ent->render.framelerp = frame - intframe; + ent->render.frame1time = e->frame1time; + ent->render.frame2time = e->frame2time; // normal stuff - VectorCopy(e->origin, vis->render.origin); - vis->render.model = cl.model_precache[e->modelindex]; - vis->render.frame = vis->render.frame2; - vis->render.colormap = -1; // no special coloring - vis->render.scale = 1; - vis->render.alpha = 1; + ent->render.model = cl.model_precache[e->modelindex]; + ent->render.frame = ent->render.frame2; + ent->render.colormap = -1; // no special coloring + ent->render.alpha = 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); + CL_BoundingBoxForEntity(&ent->render); } } } } -void CL_RelinkEntities (void) +void CL_RelinkBeams(void) { - CL_LerpPlayerVelocity(); - CL_RelinkNetworkEntities(); - TraceLine_ScanForBModels(); - CL_RelinkEffects(); - CL_MoveParticles(); - CL_UpdateDecals(); - CL_UpdateTEnts(); + int i; + beam_t *b; + vec3_t dist, org; + float d; + entity_t *ent; + float yaw, pitch; + float forward; + + for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) + { + if (!b->model || b->endtime < cl.time) + continue; + + // if coming from the player, update the start position + //if (b->entity == cl.viewentity) + // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); + if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) + { + entity_state_t *p = &cl_entities[b->entity].state_previous; + //entity_state_t *c = &cl_entities[b->entity].state_current; + entity_render_t *r = &cl_entities[b->entity].render; + matrix4x4_t matrix, imatrix; + if (b->relativestartvalid == 2) + { + // not really valid yet, we need to get the orientation now + // (ParseBeam flagged this because it is received before + // entities are received, by now they have been received) + // note: because players create lightning in their think + // function (which occurs before movement), they actually + // have some lag in it's location, so compare to the + // previous player state, not the latest + if (b->entity == cl.viewentity) + Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); + else + Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1); + Matrix4x4_Invert_Simple(&imatrix, &matrix); + Matrix4x4_Transform(&imatrix, b->start, b->relativestart); + Matrix4x4_Transform(&imatrix, b->end, b->relativeend); + b->relativestartvalid = 1; + } + else + { + if (b->entity == cl.viewentity) + Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); + else + Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1); + Matrix4x4_Transform(&matrix, b->relativestart, b->start); + Matrix4x4_Transform(&matrix, b->relativeend, b->end); + } + } + + if (b->lightning) + { + if (cl_beams_lightatend.integer) + CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0); + if (cl_beams_polygons.integer) + continue; + } + + // calculate pitch and yaw + VectorSubtract (b->end, b->start, dist); + + if (dist[1] == 0 && dist[0] == 0) + { + yaw = 0; + if (dist[2] > 0) + pitch = 90; + else + pitch = 270; + } + else + { + yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); + if (yaw < 0) + yaw += 360; + + forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); + pitch = (int) (atan2(dist[2], forward) * 180 / M_PI); + if (pitch < 0) + pitch += 360; + } + + // add new entities for the lightning + VectorCopy (b->start, org); + d = VectorNormalizeLength(dist); + while (d > 0) + { + ent = CL_NewTempEntity (); + if (!ent) + return; + //VectorCopy (org, ent->render.origin); + ent->render.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(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); + Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); + CL_BoundingBoxForEntity(&ent->render); + VectorMA(org, 30, dist, org); + d -= 30; + } + } } +void CL_LerpPlayer(float frac) +{ + int i; + float d; + + cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold); + + for (i = 0;i < 3;i++) + cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); + + if (cls.demoplayback) + { + // interpolate the angles + for (i = 0;i < 3;i++) + { + 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; + } + } +} /* =============== @@ -769,46 +1054,42 @@ CL_ReadFromServer Read all incoming data from the server =============== */ -int CL_ReadFromServer (void) +int CL_ReadFromServer(void) { - int ret, netshown; + CL_ReadDemoMessage(); - cl.oldtime = cl.time; - cl.time += cl.frametime; + r_refdef.numentities = 0; + cl_num_entities = 0; + cl_num_brushmodel_entities = 0; - netshown = false; - do + if (cls.state == ca_connected && cls.signon == SIGNONS) { - ret = CL_GetMessage (); - if (ret == -1) - Host_Error ("CL_ReadFromServer: lost server connection"); - if (!ret) - break; + // prepare for a new frame + CL_LerpPlayer(CL_LerpPoint()); + CL_DecayLights(); + CL_ClearTempEntities(); + V_DriftPitch(); + V_FadeViewFlashs(); - cl.last_received_message = realtime; + // relink network entities (note: this sets up the view!) + CL_RelinkNetworkEntities(); - if (cl_shownet.integer) - netshown = true; + // move particles + CL_MoveParticles(); - CL_ParseServerMessage (); - } - while (ret && cls.state == ca_connected); - - if (netshown) - Con_Printf ("\n"); - - r_refdef.numentities = 0; - if (cls.state == ca_connected && cl.worldmodel) - { - CL_RelinkEntities (); + // link stuff + CL_RelinkWorld(); + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); // run cgame code (which can add more entities) CL_CGVM_Frame(); + + // update view blend + V_CalcViewBlend(); } -// -// bring the links up to date -// return 0; } @@ -817,45 +1098,46 @@ int CL_ReadFromServer (void) CL_SendCmd ================= */ -void CL_SendCmd (void) +void CL_SendCmd(void) { - usercmd_t cmd; - - if (cls.state != ca_connected) - return; + usercmd_t cmd; if (cls.signon == SIGNONS) { - // get basic movement from keyboard - CL_BaseMove (&cmd); + // get basic movement from keyboard + CL_BaseMove(&cmd); + + // OS independent code + IN_PreMove(); + + // allow mice or other external controllers to add to the move + IN_Move(&cmd); - // allow mice or other external controllers to add to the move - IN_Move (&cmd); + // OS independent code + IN_PostMove(); - // send the unreliable message - CL_SendMove (&cmd); + // send the unreliable message + CL_SendMove(&cmd); } if (cls.demoplayback) { - SZ_Clear (&cls.message); + SZ_Clear(&cls.message); return; } -// send the reliable message - if (!cls.message.cursize) - return; // no message at all - - if (!NET_CanSendMessage (cls.netcon)) + // send the reliable message (forwarded commands) if there is one + if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon)) { - Con_DPrintf ("CL_WriteToServer: can't send\n"); - return; + if (developer.integer) + { + Con_Printf("CL_SendCmd: sending reliable message:\n"); + SZ_HexDumpToConsole(&cls.message); + } + if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1) + Host_Error("CL_WriteToServer: lost server connection"); + SZ_Clear(&cls.message); } - - if (NET_SendMessage (cls.netcon, &cls.message) == -1) - Host_Error ("CL_WriteToServer: lost server connection"); - - SZ_Clear (&cls.message); } // LordHavoc: pausedemo command @@ -868,39 +1150,6 @@ static void CL_PauseDemo_f (void) Con_Printf("Demo unpaused\n"); } -/* -====================== -CL_PModel_f -LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen. -====================== -*/ -static void CL_PModel_f (void) -{ - int i; - eval_t *val; - - if (Cmd_Argc () == 1) - { - Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string); - return; - } - i = atoi(Cmd_Argv(1)); - - if (cmd_source == src_command) - { - if (cl_pmodel.integer == i) - return; - Cvar_SetValue ("_cl_pmodel", i); - if (cls.state == ca_connected) - Cmd_ForwardToServer (); - return; - } - - host_client->pmodel = i; - if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel))) - val->_float = i; -} - /* ====================== CL_Fog_f @@ -926,11 +1175,16 @@ CL_Init */ void CL_Init (void) { - cl_scores_mempool = Mem_AllocPool("client player info"); - + cl_entities_mempool = Mem_AllocPool("client entities"); cl_refdef_mempool = Mem_AllocPool("refdef"); + memset(&r_refdef, 0, sizeof(r_refdef)); - r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * MAX_VISEDICTS); + // max entities sent to renderer per frame + r_refdef.maxentities = MAX_EDICTS + 256 + 512; + r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); + // 256k drawqueue buffer + r_refdef.maxdrawqueuesize = 256 * 1024; + r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize); SZ_Alloc (&cls.message, 1024, "cls.message"); @@ -940,10 +1194,6 @@ void CL_Init (void) // // register our commands // - Cvar_RegisterVariable (&cl_name); - Cvar_RegisterVariable (&cl_color); - if (gamemode == GAME_NEHAHRA) - Cvar_RegisterVariable (&cl_pmodel); Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); @@ -968,7 +1218,6 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_itembobheight); Cmd_AddCommand ("entities", CL_PrintEntities_f); - Cmd_AddCommand ("bitprofile", CL_BitProfile_f); Cmd_AddCommand ("disconnect", CL_Disconnect_f); Cmd_AddCommand ("record", CL_Record_f); Cmd_AddCommand ("stop", CL_Stop_f); @@ -979,14 +1228,20 @@ void CL_Init (void) // LordHavoc: added pausedemo Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); - if (gamemode == GAME_NEHAHRA) - Cmd_AddCommand ("pmodel", CL_PModel_f); - Cvar_RegisterVariable(&cl_draweffects); + Cvar_RegisterVariable(&r_draweffects); + Cvar_RegisterVariable(&cl_explosions); + Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_beams_polygons); + Cvar_RegisterVariable(&cl_beams_relative); + Cvar_RegisterVariable(&cl_beams_lightatend); + Cvar_RegisterVariable(&cl_noplayershadow); CL_Parse_Init(); CL_Particles_Init(); - CL_Decals_Init(); CL_Screen_Init(); CL_CGVM_Init(); + + CL_Video_Init(); } +