X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=e45180f064f2edc27f33344c7ce7df265e5b808a;hp=ace38eedc93f5a07c1a068538016cbb0ea305bc2;hb=c1d9bbe13a1d1b1769f1690d94f3b49b9f16f840;hpb=90ab06407913c43226790d1d6bf6770769fdb3fd diff --git a/cl_main.c b/cl_main.c index ace38eed..e45180f0 100644 --- a/cl_main.c +++ b/cl_main.c @@ -224,11 +224,13 @@ void CL_EstablishConnection(const char *host) m_return_reason[0] = 0; cls.demonum = -1; + // stop demo loop in case this fails + CL_Disconnect(); + NetConn_ClientFrame(); + NetConn_ServerFrame(); + 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.connect_trying = true; cls.connect_remainingtries = 3; cls.connect_nextsendtime = 0; @@ -412,7 +414,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float } } -void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime) +void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona) { int i; dlight_t *dl; @@ -440,9 +442,15 @@ void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, f dlightsetup: //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); + dl->matrix = *matrix; dl->ent = ent; - CL_FindNonSolidLocation(org, dl->origin, 6); - //VectorCopy(org, dl->origin); + dl->origin[0] = dl->matrix.m[0][3]; + dl->origin[1] = dl->matrix.m[1][3]; + dl->origin[2] = dl->matrix.m[2][3]; + CL_FindNonSolidLocation(dl->origin, dl->origin, 6); + dl->matrix.m[0][3] = dl->origin[0]; + dl->matrix.m[1][3] = dl->origin[1]; + dl->matrix.m[2][3] = dl->origin[2]; dl->radius = radius; dl->color[0] = red; dl->color[1] = green; @@ -452,6 +460,10 @@ dlightsetup: dl->die = cl.time + lifetime; else dl->die = 0; + dl->cubemapnum = cubemapnum; + dl->style = style; + dl->shadow = shadowenable; + dl->corona = corona; } void CL_DecayLights(void) @@ -484,9 +496,9 @@ extern void V_CalcRefdef(void); // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) void CL_LinkNetworkEntity(entity_t *e) { - matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; + matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix; 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; + float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d; entity_t *t; model_t *model; //entity_persistent_t *p = &e->persistent; @@ -590,6 +602,10 @@ void CL_LinkNetworkEntity(entity_t *e) e->render.frame = e->render.frame2 = e->state_current.frame; e->render.frame2time = cl.time; e->render.framelerp = 0; + // make sure frame lerp won't last longer than 100ms + // (this mainly helps with models that use framegroups and + // switch between them infrequently) + e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f); } } else @@ -608,7 +624,7 @@ void CL_LinkNetworkEntity(entity_t *e) 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) + if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { angles[1] = ANGLEMOD(100*cl.time); if (cl_itembobheight.value) @@ -631,6 +647,7 @@ void CL_LinkNetworkEntity(entity_t *e) origin[1] = e->render.matrix.m[1][3]; origin[2] = e->render.matrix.m[2][3]; trailtype = -1; + dlightradius = 0; dlightcolor[0] = 0; dlightcolor[1] = 0; dlightcolor[2] = 0; @@ -641,9 +658,10 @@ void CL_LinkNetworkEntity(entity_t *e) { if (gamemode == GAME_NEXUIZ) { - dlightcolor[0] += 100.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 400.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.390625f; + dlightcolor[1] += 0.781250f; + dlightcolor[2] += 1.562500f; trailtype = 8; } else @@ -653,28 +671,32 @@ void CL_LinkNetworkEntity(entity_t *e) e->persistent.muzzleflash = 100.0f; if (e->render.effects & EF_DIMLIGHT) { - dlightcolor[0] += 200.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 200.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.781250f; + dlightcolor[1] += 0.781250f; + dlightcolor[2] += 0.781250f; } if (e->render.effects & EF_BRIGHTLIGHT) { - dlightcolor[0] += 400.0f; - dlightcolor[1] += 400.0f; - dlightcolor[2] += 400.0f; + dlightradius = max(dlightradius, 400); + dlightcolor[0] += 1.562500f; + dlightcolor[1] += 1.562500f; + dlightcolor[2] += 1.562500f; } // LordHavoc: more effects if (e->render.effects & EF_RED) // red { - dlightcolor[0] += 200.0f; - dlightcolor[1] += 20.0f; - dlightcolor[2] += 20.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.781250f; + dlightcolor[1] += 0.078125f; + dlightcolor[2] += 0.078125f; } if (e->render.effects & EF_BLUE) // blue { - dlightcolor[0] += 20.0f; - dlightcolor[1] += 20.0f; - dlightcolor[2] += 200.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.078125f; + dlightcolor[1] += 0.078125f; + dlightcolor[2] += 0.781250f; } if (e->render.effects & EF_FLAME) { @@ -687,7 +709,8 @@ void CL_LinkNetworkEntity(entity_t *e) // how many flames to make temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); CL_FlameCube(mins, maxs, temp); - d = lhrandom(200, 250); + d = lhrandom(0.75f, 1); + dlightradius = max(dlightradius, 200); dlightcolor[0] += d * 1.0f; dlightcolor[1] += d * 0.7f; dlightcolor[2] += d * 0.3f; @@ -703,7 +726,8 @@ void CL_LinkNetworkEntity(entity_t *e) // how many particles to make temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); CL_Stardust(mins, maxs, temp); - d = 100; + d = 0.390625f; + dlightradius = max(dlightradius, 200); dlightcolor[0] += d * 1.0f; dlightcolor[1] += d * 0.7f; dlightcolor[2] += d * 0.3f; @@ -714,11 +738,15 @@ void CL_LinkNetworkEntity(entity_t *e) { 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); + tempmatrix = e->render.matrix; + tempmatrix.m[0][3] = v[0]; + tempmatrix.m[1][3] = v[1]; + tempmatrix.m[2][3] = v[2]; + CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 1); e->persistent.muzzleflash -= cl.frametime * 1000; } // LordHavoc: if the model has no flags, don't check each - if (e->render.model && e->render.model->flags) + if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { if (e->render.model->flags & EF_GIB) trailtype = 2; @@ -727,23 +755,26 @@ void CL_LinkNetworkEntity(entity_t *e) else if (e->render.model->flags & EF_TRACER) { trailtype = 3; - dlightcolor[0] += 0x10; - dlightcolor[1] += 0x40; - dlightcolor[2] += 0x10; + dlightradius = max(dlightradius, 100); + dlightcolor[0] += 0.060000f; + dlightcolor[1] += 0.250000f; + dlightcolor[2] += 0.062500f; } else if (e->render.model->flags & EF_TRACER2) { trailtype = 5; - dlightcolor[0] += 0x50; - dlightcolor[1] += 0x30; - dlightcolor[2] += 0x10; + dlightradius = max(dlightradius, 100); + dlightcolor[0] += 0.312500f; + dlightcolor[1] += 0.187500f; + dlightcolor[2] += 0.062500f; } else if (e->render.model->flags & EF_ROCKET) { trailtype = 0; - dlightcolor[0] += 200.0f; - dlightcolor[1] += 160.0f; - dlightcolor[2] += 80.0f; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.781250f; + dlightcolor[1] += 0.625000f; + dlightcolor[2] += 0.312500f; } else if (e->render.model->flags & EF_GRENADE) { @@ -753,9 +784,10 @@ void CL_LinkNetworkEntity(entity_t *e) else if (e->render.model->flags & EF_TRACER3) { trailtype = 6; - dlightcolor[0] += 0x50; - dlightcolor[1] += 0x20; - dlightcolor[2] += 0x40; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.312500f; + dlightcolor[1] += 0.125000f; + dlightcolor[2] += 0.250000f; } } // LordHavoc: customizable glow @@ -763,16 +795,25 @@ void CL_LinkNetworkEntity(entity_t *e) { // * 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); + dlightradius = max(dlightradius, e->state_current.glowsize * 4); + VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); + } + if (e->state_current.light[3]) + { + dlightradius = max(dlightradius, e->state_current.light[3]); + if (VectorLength2(dlightcolor) == 0) + (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1); + else + VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor); } // make the dlight - if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity) + if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) { - VectorCopy(origin, v); + dlightmatrix = e->render.matrix; // hack to make glowing player light shine on their gun 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); + dlightmatrix.m[2][3] += 30; + CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & 1), 1); } // trails need the previous frame if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) @@ -794,7 +835,7 @@ void CL_LinkNetworkEntity(entity_t *e) // 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) + if (e->render.model && e->render.model->name[0] == '*' && e->render.model->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) @@ -802,6 +843,8 @@ void CL_LinkNetworkEntity(entity_t *e) 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; + //if (cl.viewentity && e - cl_entities == cl.viewentity) + // Matrix4x4_Print(&e->render.matrix); } } @@ -846,12 +889,12 @@ static void CL_RelinkNetworkEntities(void) ent->state_current.modelindex = cl.stats[STAT_WEAPON]; ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; ent->state_current.flags = RENDER_VIEWMODEL; - if (cl.stats[STAT_HEALTH] <= 0) + if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission) ent->state_current.modelindex = 0; else if (cl.items & IT_INVISIBILITY) { if (gamemode == GAME_TRANSFUSION) - ent->state_current.alpha = 0.5; + ent->state_current.alpha = 128; else ent->state_current.modelindex = 0; } @@ -933,6 +976,7 @@ void CL_RelinkBeams(void) entity_t *ent; float yaw, pitch; float forward; + matrix4x4_t tempmatrix; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { @@ -980,7 +1024,11 @@ void CL_RelinkBeams(void) if (b->lightning) { if (cl_beams_lightatend.integer) - CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0); + { + // FIXME: create a matrix from the beam start/end orientation + Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]); + CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1); + } if (cl_beams_polygons.integer) continue; } @@ -1085,6 +1133,7 @@ int CL_ReadFromServer(void) // move particles CL_MoveParticles(); + R_MoveExplosions(); // link stuff CL_RelinkWorld(); @@ -1107,27 +1156,10 @@ int CL_ReadFromServer(void) CL_SendCmd ================= */ -void CL_SendCmd(void) +void CL_SendCmd(usercmd_t *cmd) { - usercmd_t cmd; - if (cls.signon == SIGNONS) - { - // 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); - - // OS independent code - IN_PostMove(); - - // send the unreliable message - CL_SendMove(&cmd); - } + CL_SendMove(cmd); if (cls.demoplayback) {