]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
added DP_QC_GETTAGINFO extension (thanks VorteX!)
[xonotic/darkplaces.git] / cl_main.c
index 75e5d57c5493dbf3547d341365794de7a42a8373..d32ac54a5556a3f8b4441f6a08006c8968e9548f 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -53,6 +53,7 @@ cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
 
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"};
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
@@ -145,9 +146,9 @@ void CL_ClearState(void)
        // LordHavoc: have to set up the baseline info for alpha and other stuff
        for (i = 0;i < cl_max_entities;i++)
        {
-               ClearStateToDefault(&cl_entities[i].state_baseline);
-               ClearStateToDefault(&cl_entities[i].state_previous);
-               ClearStateToDefault(&cl_entities[i].state_current);
+               cl_entities[i].state_baseline = defaultstate;
+               cl_entities[i].state_previous = defaultstate;
+               cl_entities[i].state_current = defaultstate;
        }
 
        CL_CGVM_Clear();
@@ -169,7 +170,7 @@ void CL_Disconnect(void)
        Con_DPrintf("CL_Disconnect\n");
 
 // stop sounds (especially looping!)
-       S_StopAllSounds (true);
+       S_StopAllSounds ();
 
        // clear contents blends
        cl.cshifts[0].percent = 0;
@@ -223,7 +224,7 @@ void CL_EstablishConnection(const char *host)
                return;
 
        // clear menu's connect error message
-       m_return_reason[0] = 0;
+       M_Update_Return_Reason("");
        cls.demonum = -1;
 
        // stop demo loop in case this fails
@@ -236,6 +237,7 @@ void CL_EstablishConnection(const char *host)
                cls.connect_trying = true;
                cls.connect_remainingtries = 3;
                cls.connect_nextsendtime = 0;
+               M_Update_Return_Reason("Trying to connect...");
                if (sv.active)
                {
                        NetConn_ClientFrame();
@@ -251,7 +253,7 @@ void CL_EstablishConnection(const char *host)
        else
        {
                Con_Print("Unable to find a suitable network socket to connect to server.\n");
-               strcpy(m_return_reason, "No network");
+               M_Update_Return_Reason("No network");
        }
 }
 
@@ -512,6 +514,17 @@ void CL_LinkNetworkEntity(entity_t *e)
                // skip inactive entities and world
                if (!e->state_current.active || e == cl_entities)
                        return;
+               e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+               e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+               e->render.flags = e->state_current.flags;
+               e->render.effects = e->state_current.effects;
+               if (e->state_current.flags & RENDER_COLORMAPPED)
+                       e->render.colormap = e->state_current.colormap;
+               else if (cl.scores != NULL && e->state_current.colormap)
+                       e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+               else
+                       e->render.colormap = -1; // no special coloring
+               e->render.skinnum = e->state_current.skin;
                if (e->render.flags & RENDER_VIEWMODEL)
                {
                        if (!r_drawviewmodel.integer || chase_active.integer || envmap)
@@ -522,7 +535,7 @@ void CL_LinkNetworkEntity(entity_t *e)
                        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));
+                               e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
                        }
                }
                else
@@ -534,7 +547,10 @@ void CL_LinkNetworkEntity(entity_t *e)
                        CL_LinkNetworkEntity(t);
                        // make relative to the entity
                        matrix = &t->render.matrix;
+                       // some properties of the tag entity carry over
+                       e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
                        // if a valid tagindex is used, make it relative to that tag instead
+                       // FIXME: use a model function to get tag info (need to handle skeletal)
                        if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
                        {
                                // blend the matrices
@@ -553,74 +569,26 @@ void CL_LinkNetworkEntity(entity_t *e)
                                matrix = &tempmatrix;
                        }
                }
-               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)
                {
-                       // movement lerp
-                       if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
-                       {
-                               // interpolate the origin and angles
-                               VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
-                               VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
-                               if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
-                               if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
-                               if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
-                               VectorMA(e->persistent.oldangles, lerp, delta, angles);
-                       }
-                       else
-                       {
-                               // no interpolation
-                               VectorCopy(e->persistent.neworigin, origin);
-                               VectorCopy(e->persistent.newangles, angles);
-                       }
-                       // animation lerp
-                       if (e->render.frame2 == e->state_current.frame)
-                       {
-                               // update frame lerp fraction
-                               e->render.framelerp = 1;
-                               if (e->render.frame2time > e->render.frame1time)
-                               {
-                                       e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
-                                       e->render.framelerp = bound(0, e->render.framelerp, 1);
-                               }
-                       }
-                       else
-                       {
-                               // begin a new frame lerp
-                               e->render.frame1 = e->render.frame2;
-                               e->render.frame1time = e->render.frame2time;
-                               e->render.frame = e->render.frame2 = e->state_current.frame;
-                               e->render.frame2time = cl.time;
-                               e->render.framelerp = 0;
-                               // 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);
-                       }
+                       // interpolate the origin and angles
+                       VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+                       VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
+                       if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+                       if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+                       if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+                       VectorMA(e->persistent.oldangles, lerp, delta, angles);
                }
                else
                {
                        // no interpolation
                        VectorCopy(e->persistent.neworigin, origin);
                        VectorCopy(e->persistent.newangles, angles);
-                       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;
                }
 
+               // model setup and some modelflags
                e->render.model = cl.model_precache[e->state_current.modelindex];
                if (e->render.model)
                {
@@ -634,10 +602,38 @@ void CL_LinkNetworkEntity(entity_t *e)
                                if (cl_itembobheight.value)
                                        origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
                        }
+                       // transfer certain model flags to effects
+                       if (e->render.model->flags2 & EF_FULLBRIGHT)
+                               e->render.effects |= EF_FULLBRIGHT;
                }
 
+               // animation lerp
+               if (e->render.frame2 == e->state_current.frame)
+               {
+                       // update frame lerp fraction
+                       e->render.framelerp = 1;
+                       if (e->render.frame2time > e->render.frame1time)
+                       {
+                               e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
+                               e->render.framelerp = bound(0, e->render.framelerp, 1);
+                       }
+               }
+               else
+               {
+                       // begin a new frame lerp
+                       e->render.frame1 = e->render.frame2;
+                       e->render.frame1time = e->render.frame2time;
+                       e->render.frame = e->render.frame2 = e->state_current.frame;
+                       e->render.frame2time = cl.time;
+                       e->render.framelerp = 0;
+                       // 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);
+               }
                R_LerpAnimation(&e->render);
 
+               // set up the render matrix
                // FIXME: e->render.scale should go away
                Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
                // concat the matrices to make the entity relative to its tag
@@ -832,32 +828,34 @@ void CL_LinkNetworkEntity(entity_t *e)
                                light[3] = 350;
                        CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
                }
-               // trails need the previous frame
-               if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
-               {
-                       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);
-               }
+               // do trails
+               if (e->render.flags & RENDER_GLOWTRAIL)
+                       trailtype = 9;
+               if (trailtype >= 0)
+                       CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
                VectorCopy(origin, e->persistent.trail_origin);
-               // 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;
-               if (!(e->render.effects & EF_FULLBRIGHT))
+               // tenebrae's sprites are all additive mode (weird)
+               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+                       e->render.effects |= EF_ADDITIVE;
+               // player model is only shown with chase_active on
+               if (e - cl_entities == cl.viewentity)
+                       e->render.flags |= RENDER_EXTERIORMODEL;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
                        e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW)
+                && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+                && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+                       e->render.flags |= RENDER_SHADOW;
                // as soon as player is known we can call V_CalcRefDef
                if ((e - cl_entities) == cl.viewentity)
                        V_CalcRefdef();
                if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
                        cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
-               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
-                       e->render.effects |= EF_ADDITIVE;
                // 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)
@@ -878,16 +876,32 @@ void CL_RelinkWorld(void)
        // FIXME: this should be done at load
        Matrix4x4_CreateIdentity(&ent->render.matrix);
        Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       R_LerpAnimation(&ent->render);
        CL_BoundingBoxForEntity(&ent->render);
+       ent->render.flags = RENDER_SHADOW;
+       if (!r_fullbright.integer)
+               ent->render.flags |= RENDER_LIGHT;
 }
 
 static void CL_RelinkStaticEntities(void)
 {
        int i;
-       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+       entity_t *e;
+       for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
        {
-               Mod_CheckLoaded(cl_static_entities[i].render.model);
-               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+               Mod_CheckLoaded(e->render.model);
+               e->render.flags = 0;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
+                       e->render.flags |= RENDER_SHADOW;
+               R_LerpAnimation(&e->render);
+               r_refdef.entities[r_refdef.numentities++] = &e->render;
        }
 }
 
@@ -903,7 +917,7 @@ static void CL_RelinkNetworkEntities(void)
 
        ent = &cl.viewent;
        ent->state_previous = ent->state_current;
-       ClearStateToDefault(&ent->state_current);
+       ent->state_current = defaultstate;
        ent->state_current.time = cl.time;
        ent->state_current.number = -1;
        ent->state_current.active = true;
@@ -982,6 +996,7 @@ static void CL_RelinkEffects(void)
 
                                Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
                                Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                               R_LerpAnimation(&ent->render);
                                CL_BoundingBoxForEntity(&ent->render);
                        }
                }
@@ -1007,7 +1022,7 @@ void CL_RelinkBeams(void)
                // if coming from the player, update the start position
                //if (b->entity == cl.viewentity)
                //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
-               if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+               if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
                {
                        entity_state_t *p = &cl_entities[b->entity].state_previous;
                        //entity_state_t *c = &cl_entities[b->entity].state_current;
@@ -1087,12 +1102,13 @@ void CL_RelinkBeams(void)
                                return;
                        //VectorCopy (org, ent->render.origin);
                        ent->render.model = b->model;
-                       ent->render.effects = EF_FULLBRIGHT;
+                       //ent->render.effects = EF_FULLBRIGHT;
                        //ent->render.angles[0] = pitch;
                        //ent->render.angles[1] = yaw;
                        //ent->render.angles[2] = rand()%360;
                        Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
                        Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                       R_LerpAnimation(&ent->render);
                        CL_BoundingBoxForEntity(&ent->render);
                        VectorMA(org, 30, dist, org);
                        d -= 30;
@@ -1324,6 +1340,7 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_explosions_size_end);
        Cvar_RegisterVariable(&cl_explosions_lifetime);
        Cvar_RegisterVariable(&cl_stainmaps);
+       Cvar_RegisterVariable(&cl_stainmapsclearonload);
        Cvar_RegisterVariable(&cl_beams_polygons);
        Cvar_RegisterVariable(&cl_beams_relative);
        Cvar_RegisterVariable(&cl_beams_lightatend);