X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=40ede8fd237b48c972e2fd640314b0b4c3718305;hb=05dbb25f75f5aeff3822a7feccad0e53a1d3c5be;hp=363bdcee364d50fa4cbdc1be88229450666c5965;hpb=cd7454f9df6b152a24c5a28750041d27023fbc1f;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 363bdcee..40ede8fd 100644 --- a/cl_main.c +++ b/cl_main.c @@ -26,15 +26,21 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "csprogs.h" #include "r_shadow.h" #include "libcurl.h" +#include "snd_main.h" // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. -cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat -cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"}; +cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; +cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; +cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; +cvar_t 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"}; @@ -50,10 +56,9 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"}; cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"}; -#ifdef AUTODEMO_BROKEN -cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" }; -cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" }; -#endif +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"}; @@ -63,28 +68,36 @@ cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"," cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"}; cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"}; -cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"}; +cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"}; cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"}; cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"}; -cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"}; +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 represents how fast the fade is (higher is faster)"}; + cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; +cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"}; +cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"}; + cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"}; cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"}; +cvar_t cl_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"}; +cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"}; +cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"}; + +extern cvar_t r_equalize_entities_fullbright; + client_static_t cls; client_state_t cl; -#define MAX_PARTICLES 32768 // default max # of particles at one time -#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line - /* ===================== CL_ClearState @@ -96,6 +109,8 @@ void CL_ClearState(void) int i; entity_t *ent; + CL_VM_ShutDown(); + // wipe the entire cl structure Mem_EmptyPool(cls.levelmempool); memset (&cl, 0, sizeof(cl)); @@ -104,50 +119,49 @@ void CL_ClearState(void) // reset the view zoom interpolation cl.mviewzoom[0] = cl.mviewzoom[1] = 1; + cl.sensitivityscale = 1.0f; + + // enable rendering of the world and such + cl.csqc_vidvars.drawworld = r_drawworld.integer != 0; + cl.csqc_vidvars.drawenginesbar = true; + cl.csqc_vidvars.drawcrosshair = true; + + // set up the float version of the stats array for easier access to float stats + cl.statsf = (float *)cl.stats; cl.num_entities = 0; - cl.num_csqcentities = 0; //[515]: csqc cl.num_static_entities = 0; - cl.num_temp_entities = 0; cl.num_brushmodel_entities = 0; // tweak these if the game runs out - cl.max_entities = 256; - cl.max_csqcentities = 256; //[515]: csqc - cl.max_static_entities = 256; - cl.max_temp_entities = 512; - cl.max_effects = 256; - cl.max_beams = 256; + cl.max_csqcrenderentities = 0; + 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 = MAX_PARTICLES; - -// COMMANDLINEOPTION: Client: -particles changes maximum number of particles at once, default 32768 - i = COM_CheckParm ("-particles"); - if (i && i < com_argc - 1) - { - cl.max_particles = (int)(atoi(com_argv[i+1])); - if (cl.max_particles < ABSOLUTE_MIN_PARTICLES) - cl.max_particles = ABSOLUTE_MIN_PARTICLES; - } + cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically + cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically + cl.max_showlmps = 0; cl.num_dlights = 0; cl.num_effects = 0; cl.num_beams = 0; + cl.csqcrenderentities = NULL; cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); - cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); - cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t)); - cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t)); cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t)); cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t)); cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t)); cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t)); cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int)); cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t)); + cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t)); + cl.showlmps = NULL; // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl.max_entities;i++) @@ -157,16 +171,7 @@ void CL_ClearState(void) cl.entities[i].state_current = defaultstate; } - for (i = 0;i < cl.max_csqcentities;i++) - { - cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc - cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc - cl.csqcentities[i].state_current = defaultstate; //[515]: csqc - cl.csqcentities[i].csqc = true; - cl.csqcentities[i].state_current.number = -i; - } - - if (gamemode == GAME_NEXUIZ) + if (IS_NEXUIZ_DERIVED(gamemode)) { VectorSet(cl.playerstandmins, -16, -16, -24); VectorSet(cl.playerstandmaxs, 16, 16, 45); @@ -188,13 +193,11 @@ void CL_ClearState(void) // entire entity array was cleared, so just fill in a few fields ent->state_current.active = true; ent->render.model = cl.worldmodel = NULL; // no world model yet - ent->render.scale = 1; // some of the renderer still relies on scale ent->render.alpha = 1; - ent->render.colormap = -1; // no special coloring ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - CL_BoundingBoxForEntity(&ent->render); + ent->render.allowdecals = true; + CL_UpdateRenderEntity(&ent->render); // noclip is turned off at start noclip_anglehack = false; @@ -202,15 +205,31 @@ void CL_ClearState(void) // mark all frames invalid for delta memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence)); + // set bestweapon data back to Quake data + IN_BestWeapon_ResetData(); + CL_Screen_NewMap(); } void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet) { - if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel")))) + int i; + qboolean fail = false; + char vabuf[1024]; + if (!allowstarkey && key[0] == '*') + fail = true; + if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))) + fail = true; + for (i = 0;key[i];i++) + if (ISWHITESPACE(key[i]) || key[i] == '\"') + fail = true; + for (i = 0;value[i];i++) + if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"') + fail = true; + if (fail) { if (!quiet) - Con_Printf("Can't setinfo \"%s\" \"%s\"\n"); + Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value); return; } InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value); @@ -219,22 +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")) { @@ -247,7 +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)); } } } @@ -277,34 +301,30 @@ void CL_ExpandEntities(int num) } } -void CL_ExpandCSQCEntities(int num) +void CL_ExpandCSQCRenderEntities(int num) { - int i, oldmaxentities; - entity_t *oldentities; - if (num >= cl.max_csqcentities) + int i; + int oldmaxcsqcrenderentities; + entity_render_t *oldcsqcrenderentities; + if (num >= cl.max_csqcrenderentities) { - if (!cl.csqcentities) - Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n"); if (num >= MAX_EDICTS) - Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS); - oldmaxentities = cl.max_csqcentities; - oldentities = cl.csqcentities; - cl.max_csqcentities = (num & ~255) + 256; - cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); - memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t)); - Mem_Free(oldentities); - for (i = oldmaxentities;i < cl.max_csqcentities;i++) + Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS); + oldmaxcsqcrenderentities = cl.max_csqcrenderentities; + oldcsqcrenderentities = cl.csqcrenderentities; + cl.max_csqcrenderentities = (num & ~255) + 256; + cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t)); + if (oldcsqcrenderentities) { - cl.csqcentities[i].state_baseline = defaultstate; - cl.csqcentities[i].state_previous = defaultstate; - cl.csqcentities[i].state_current = defaultstate; - cl.csqcentities[i].csqc = true; - cl.csqcentities[i].state_current.number = -i; + 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); } } } -void CL_VM_ShutDown (void); /* ===================== CL_Disconnect @@ -318,12 +338,21 @@ void CL_Disconnect(void) if (cls.state == ca_dedicated) return; + if (COM_CheckParm("-profilegameonly")) + Sys_AllowProfiling(false); + + Curl_Clear_forthismap(); + Con_DPrintf("CL_Disconnect\n"); + Cvar_SetValueQuick(&csqc_progcrc, -1); + Cvar_SetValueQuick(&csqc_progsize, -1); CL_VM_ShutDown(); // stop sounds (especially looping!) S_StopAllSounds (); + cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet + // clear contents blends cl.cshifts[0].percent = 0; cl.cshifts[1].percent = 0; @@ -332,6 +361,8 @@ void CL_Disconnect(void) cl.worldmodel = NULL; + CL_Parse_ErrorCleanUp(); + if (cls.demoplayback) CL_StopPlayback(); else if (cls.netcon) @@ -357,13 +388,14 @@ void CL_Disconnect(void) Con_DPrint("Sending clc_disconnect\n"); MSG_WriteByte(&buf, clc_disconnect); } - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); + 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; @@ -386,17 +418,24 @@ 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 - CL_Disconnect(); + if (cls.demoplayback) + CL_StopPlayback(); // if downloads are running, cancel their finishing action Curl_Clear_forthismap(); @@ -404,28 +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 } } @@ -437,8 +485,7 @@ CL_PrintEntities_f static void CL_PrintEntities_f(void) { entity_t *ent; - int i, j; - char name[32]; + int i; for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++) { @@ -451,68 +498,113 @@ static void CL_PrintEntities_f(void) modelname = ent->render.model->name; else modelname = "--no model--"; - strlcpy(name, modelname, 25); - for (j = (int)strlen(name);j < 25;j++) - name[j] = ' '; - Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha); + Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha); + } +} + +/* +=============== +CL_ModelIndexList_f + +List information on all models in the client modelindex +=============== +*/ +static void CL_ModelIndexList_f(void) +{ + int i; + dp_model_t *model; + + // Print Header + Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "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, model->name, "--no local model found--"); + i++; + } +} + +/* +=============== +CL_SoundIndexList_f + +List all sounds in the client soundindex +=============== +*/ +static void CL_SoundIndexList_f(void) +{ + int i = 1; + + while(cl.sound_precache[i] && i != MAX_SOUNDS) + { // Valid Sound + Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name); + i++; } } -//static const vec3_t nomodelmins = {-16, -16, -16}; -//static const vec3_t nomodelmaxs = {16, 16, 16}; -void CL_BoundingBoxForEntity(entity_render_t *ent) +/* +=============== +CL_UpdateRenderEntity + +Updates inversematrix, animation interpolation factors, scale, and mins/maxs +=============== +*/ +void CL_UpdateRenderEntity(entity_render_t *ent) { - model_t *model = ent->model; + vec3_t org; + vec_t scale; + dp_model_t *model = ent->model; + // update the inverse matrix for the renderer + Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); + // update the animation blend state + 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 + ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); if (model) { - //if (ent->angles[0] || ent->angles[2]) + // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation! +#ifdef MATRIX4x4_OPENGLORIENTATION + if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0) +#else if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) +#endif { // pitch or roll - ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2]; - //VectorAdd(ent->origin, model->rotatedmins, ent->mins); - //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs); + VectorMA(org, scale, model->rotatedmins, ent->mins); + VectorMA(org, scale, model->rotatedmaxs, ent->maxs); } - //else if (ent->angles[1]) +#ifdef MATRIX4x4_OPENGLORIENTATION + else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0) +#else else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) +#endif { // yaw - ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2]; - //VectorAdd(ent->origin, model->yawmins, ent->mins); - //VectorAdd(ent->origin, model->yawmaxs, ent->maxs); + VectorMA(org, scale, model->yawmins, ent->mins); + VectorMA(org, scale, model->yawmaxs, ent->maxs); } else { - ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2]; - //VectorAdd(ent->origin, model->normalmins, ent->mins); - //VectorAdd(ent->origin, model->normalmaxs, ent->maxs); + VectorMA(org, scale, model->normalmins, ent->mins); + VectorMA(org, scale, 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); + ent->mins[0] = org[0] - 16; + ent->mins[1] = org[1] - 16; + ent->mins[2] = org[2] - 16; + ent->maxs[0] = org[0] + 16; + ent->maxs[1] = org[1] + 16; + ent->maxs[2] = org[2] + 16; } } @@ -528,46 +620,53 @@ static float CL_LerpPoint(void) { float f; - // dropped packet, or start of demo - if (cl.mtime[1] < cl.mtime[0] - 0.1) - cl.mtime[1] = cl.mtime[0] - 0.1; - - cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]); + if (cl_nettimesyncboundmode.integer == 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) - f = cl.mtime[0] - cl.mtime[1]; - if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)) + if (cl.mtime[0] <= cl.mtime[1]) { cl.time = cl.mtime[0]; return 1; } - f = (cl.time - cl.mtime[1]) / f; - return bound(0, f, 1); + f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); + return bound(0, f, 1 + cl_lerpexcess.value); } void CL_ClearTempEntities (void) { - cl.num_temp_entities = 0; + 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_t *CL_NewTempEntity(void) +entity_render_t *CL_NewTempEntity(double shadertime) { - entity_t *ent; + entity_render_t *render; - if (r_refdef.numentities >= r_refdef.maxentities) + if (r_refdef.scene.numentities >= r_refdef.scene.maxentities) return NULL; - if (cl.num_temp_entities >= cl.max_temp_entities) + 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; - 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; - VectorSet(ent->render.colormod, 1, 1, 1); - return ent; + } + render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++]; + memset (render, 0, sizeof(*render)); + r_refdef.scene.entities[r_refdef.scene.numentities++] = render; + + render->shadertime = shadertime; + render->alpha = 1; + VectorSet(render->colormod, 1, 1, 1); + VectorSet(render->glowmod, 1, 1, 1); + return render; } void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) @@ -576,6 +675,16 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float cl_effect_t *e; if (!modelindex) // sanity check return; + if (framerate < 1) + { + Con_Printf("CL_Effect: framerate %f is < 1\n", framerate); + return; + } + if (framecount < 1) + { + Con_Printf("CL_Effect: framecount %i is < 1\n", framecount); + return; + } for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++) { if (e->active) @@ -596,59 +705,47 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float } } -void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) +void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) { int i; dlight_t *dl; - /* -// first look for an exact key match - if (ent) - { - dl = cl.dlights; - for (i = 0;i < cl.num_dlights;i++, dl++) - if (dl->ent == ent) - goto dlightsetup; - } - */ - // then look for anything else dl = cl.dlights; - for (i = 0;i < cl.num_dlights;i++, dl++) + for (i = 0;i < cl.max_dlights;i++, dl++) if (!dl->radius) - goto dlightsetup; - // if we hit the end of the active dlights and found no gaps, add a new one - if (i < MAX_DLIGHTS) - { - cl.num_dlights = i + 1; - goto dlightsetup; - } + break; // unable to find one - return; + if (i == cl.max_dlights) + 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)); + cl.num_dlights = max(cl.num_dlights, i + 1); Matrix4x4_Normalize(&dl->matrix, matrix); dl->ent = ent; - dl->origin[0] = dl->matrix.m[0][3]; - dl->origin[1] = dl->matrix.m[1][3]; - dl->origin[2] = dl->matrix.m[2][3]; + Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin); 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]; + Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]); dl->radius = radius; dl->color[0] = red; dl->color[1] = green; dl->color[2] = blue; - dl->decay = decay; + dl->initialradius = radius; + dl->initialcolor[0] = red; + dl->initialcolor[1] = green; + dl->initialcolor[2] = blue; + dl->decay = decay / radius; // changed decay to be a percentage decrease + dl->intensity = 1; // this is what gets decayed if (lifetime) dl->die = cl.time + lifetime; else dl->die = 0; - dl->cubemapnum = cubemapnum; + if (cubemapnum > 0) + dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum); + else + dl->cubemapname[0] = 0; dl->style = style; dl->shadow = shadowenable; dl->corona = corona; @@ -659,24 +756,30 @@ dlightsetup: dl->specularscale = specularscale; } -// called before entity relinking -void CL_DecayLights(void) +static void CL_DecayLightFlashes(void) { int i, oldmax; dlight_t *dl; - float time, f; + float time; - time = cl.time - cl.oldtime; + time = bound(0, cl.time - cl.oldtime, 0.1); oldmax = cl.num_dlights; cl.num_dlights = 0; for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++) { if (dl->radius) { - f = dl->radius - time * dl->decay; - if (cl.time < dl->die && f > 0) + dl->intensity -= time * dl->decay; + if (cl.time < dl->die && dl->intensity > 0) { - dl->radius = dl->radius - time * dl->decay; + if (cl_dlights_decayradius.integer) + dl->radius = dl->initialradius * dl->intensity; + else + dl->radius = dl->initialradius; + if (cl_dlights_decaybrightness.integer) + VectorScale(dl->initialcolor, dl->intensity, dl->color); + else + VectorCopy(dl->initialcolor, dl->color); cl.num_dlights = i + 1; } else @@ -685,26 +788,39 @@ void CL_DecayLights(void) } } -// called after entity relinking -void CL_UpdateLights(void) +// called before entity relinking +void CL_RelinkLightFlashes(void) { int i, j, k, l; dlight_t *dl; float frac, f; + matrix4x4_t tempmatrix; - r_refdef.numlights = 0; if (r_dynamic.integer) { - for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++) + for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++) { if (dl->radius) { - R_RTLight_Update(dl, false); - r_refdef.lights[r_refdef.numlights++] = dl; + tempmatrix = dl->matrix; + Matrix4x4_Scale(&tempmatrix, dl->radius, 1); + // we need the corona fading to be persistent + R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags); + r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight; } } } + if (!cl.lightstyle) + { + for (j = 0;j < cl.max_lightstyle;j++) + { + r_refdef.scene.rtlightstylevalue[j] = 1; + r_refdef.scene.lightstylevalue[j] = 256; + } + return; + } + // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright f = cl.time * 10; @@ -712,539 +828,797 @@ void CL_UpdateLights(void) frac = f - i; for (j = 0;j < cl.max_lightstyle;j++) { - if (!cl.lightstyle || !cl.lightstyle[j].length) + if (!cl.lightstyle[j].length) { - r_refdef.lightstylevalue[j] = 256; + r_refdef.scene.rtlightstylevalue[j] = 1; + r_refdef.scene.lightstylevalue[j] = 256; + continue; + } + // static lightstyle "=value" + if (cl.lightstyle[j].map[0] == '=') + { + r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1); + if ( r_lerplightstyles.integer || ((int)f - f) < 0.01) + r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j]; continue; } k = i % cl.lightstyle[j].length; l = (i-1) % cl.lightstyle[j].length; k = cl.lightstyle[j].map[k] - 'a'; l = cl.lightstyle[j].map[l] - 'a'; - r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22); + // rtlightstylevalue is always interpolated because it has no bad + // consequences for performance + // lightstylevalue is subject to a cvar for performance reasons; + // skipping lightmap updates on most rendered frames substantially + // improves framerates (but makes light fades look bad) + r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f); + r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22; } } -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; - entity_t *flag; + entity_render_t *flagrender; matrix4x4_t flagmatrix; // this code taken from QuakeWorld f = 14; - if (player->render.frame2 >= 29 && player->render.frame2 <= 40) + if (frame >= 29 && frame <= 40) { - if (player->render.frame2 >= 29 && player->render.frame2 <= 34) + if (frame >= 29 && frame <= 34) { //axpain - if (player->render.frame2 == 29) f = f + 2; - else if (player->render.frame2 == 30) f = f + 8; - else if (player->render.frame2 == 31) f = f + 12; - else if (player->render.frame2 == 32) f = f + 11; - else if (player->render.frame2 == 33) f = f + 10; - else if (player->render.frame2 == 34) f = f + 4; + if (frame == 29) f = f + 2; + else if (frame == 30) f = f + 8; + else if (frame == 31) f = f + 12; + else if (frame == 32) f = f + 11; + else if (frame == 33) f = f + 10; + else if (frame == 34) f = f + 4; } - else if (player->render.frame2 >= 35 && player->render.frame2 <= 40) + else if (frame >= 35 && frame <= 40) { // pain - if (player->render.frame2 == 35) f = f + 2; - else if (player->render.frame2 == 36) f = f + 10; - else if (player->render.frame2 == 37) f = f + 10; - else if (player->render.frame2 == 38) f = f + 8; - else if (player->render.frame2 == 39) f = f + 4; - else if (player->render.frame2 == 40) f = f + 2; + if (frame == 35) f = f + 2; + else if (frame == 36) f = f + 10; + else if (frame == 37) f = f + 10; + else if (frame == 38) f = f + 8; + else if (frame == 39) f = f + 4; + else if (frame == 40) f = f + 2; } } - else if (player->render.frame2 >= 103 && player->render.frame2 <= 118) + else if (frame >= 103 && frame <= 118) { - if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack - else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light - else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack - else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack + if (frame >= 103 && frame <= 104) f = f + 6; //nailattack + else if (frame >= 105 && frame <= 106) f = f + 6; //light + else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack + else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack } // end of code taken from QuakeWorld - flag = CL_NewTempEntity(); - if (!flag) + flagrender = CL_NewTempEntity(player->render.shadertime); + if (!flagrender) return; - flag->render.model = cl.model_precache[cl.qw_modelindex_flag]; - flag->render.skinnum = skin; - flag->render.colormap = -1; // no special coloring - flag->render.alpha = 1; - VectorSet(flag->render.colormod, 1, 1, 1); + flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag); + flagrender->skinnum = skin; + flagrender->alpha = 1; + VectorSet(flagrender->colormod, 1, 1, 1); + VectorSet(flagrender->glowmod, 1, 1, 1); // attach the flag to the player matrix Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1); - Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix); - Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix); - R_LerpAnimation(&flag->render); - CL_BoundingBoxForEntity(&flag->render); + Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix); + CL_UpdateRenderEntity(flagrender); } -#define MAXVIEWMODELS 32 -entity_t *viewmodels[MAXVIEWMODELS]; -int numviewmodels; - -matrix4x4_t viewmodelmatrix; - -static int entitylinkframenumber; +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); +void CL_SetEntityColormapColors(entity_render_t *ent, int colormap) +{ + const unsigned char *cbcolor; + if (colormap >= 0) + { + cbcolor = palette_rgb_pantscolormap[colormap & 0xF]; + VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor); + cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4]; + VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor); + } + else + { + VectorClear(ent->colormap_pantscolor); + VectorClear(ent->colormap_shirtcolor); + } +} -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) +// note this is a recursive function, recursionlimit should be 32 or so on the initial call +static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate) { - matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; - //matrix4x4_t dlightmatrix; - int j, k, l; - effectnameindex_t trailtype; - float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d; + const matrix4x4_t *matrix; + matrix4x4_t blendmatrix, tempmatrix, matrix2; + int frame; + vec_t origin[3], angles[3], lerp; entity_t *t; - model_t *model; - trace_t trace; + entity_render_t *r; //entity_persistent_t *p = &e->persistent; //entity_render_t *r = &e->render; - if (e->persistent.linkframe != entitylinkframenumber) + // skip inactive entities and world + if (!e->state_current.active || e == cl.entities) + return; + if (recursionlimit < 1) + return; + e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? + e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? + e->render.flags = e->state_current.flags; + e->render.effects = e->state_current.effects; + VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); + VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod); + if(e >= cl.entities && e < cl.entities + cl.num_entities) + e->render.entitynumber = e - cl.entities; + else + e->render.entitynumber = 0; + if (e->state_current.flags & RENDER_COLORMAPPED) + CL_SetEntityColormapColors(&e->render, e->state_current.colormap); + else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL) + CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors); + else + CL_SetEntityColormapColors(&e->render, -1); + e->render.skinnum = e->state_current.skin; + if (e->state_current.tagentity) { - e->persistent.linkframe = entitylinkframenumber; - // skip inactive entities and world - if (!e->state_current.active || e == cl.entities || e == cl.csqcentities) + // attached entity (gun held in player model's hand, etc) + // if the tag entity is currently impossible, skip it + if (e->state_current.tagentity >= cl.num_entities) return; - e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? - e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? - e->render.flags = e->state_current.flags; - e->render.effects = e->state_current.effects; - VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); - if (e->state_current.flags & RENDER_COLORMAPPED) - { - int cb; - unsigned char *cbcolor; - e->render.colormap = e->state_current.colormap; - cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); - cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); - } - else if (e->state_current.colormap && cl.scores != NULL) + t = cl.entities + e->state_current.tagentity; + // if the tag entity is inactive, skip it + if (t->state_current.active) { - int cb; - unsigned char *cbcolor; - e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it - cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); - cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); + // update the parent first + CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate); + r = &t->render; } else { - e->render.colormap = -1; // no special coloring - VectorClear(e->render.colormap_pantscolor); - VectorClear(e->render.colormap_shirtcolor); - } - e->render.skinnum = e->state_current.skin; - if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) - { - if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded) + // 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; - if (!e->csqc) - { - if (cl.viewentity) - CL_LinkNetworkEntity(cl.entities + cl.viewentity); - if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active) - { - e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha; - e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); - } - } - matrix = &viewmodelmatrix; + r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity]; + if(!r->entitynumber) + return; // neither CSQC nor legacy entity... can't attach } - else + // make relative to the entity + matrix = &r->matrix; + // some properties of the tag entity carry over + e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL); + // if a valid tagindex is used, make it relative to that tag instead + if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model) { - // if the tag entity is currently impossible, skip it - if (!e->csqc) - { - if (e->state_current.tagentity >= cl.num_entities) - return; - t = cl.entities + e->state_current.tagentity; - } - else - { - if (e->state_current.tagentity >= cl.num_csqcentities) - return; - t = cl.csqcentities + e->state_current.tagentity; - } - // if the tag entity is inactive, skip it - if (!t->state_current.active) - return; - // note: this can link to world - CL_LinkNetworkEntity(t); - // make relative to the entity - matrix = &t->render.matrix; - // some properties of the tag entity carry over - e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL); - // if a valid tagindex is used, make it relative to that tag instead - // FIXME: use a model function to get tag info (need to handle skeletal) - if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model)) + if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error { - // blend the matrices - memset(&blendmatrix, 0, sizeof(blendmatrix)); - for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) - { - matrix4x4_t tagmatrix; - Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix); - d = t->render.frameblend[j].lerp; - for (l = 0;l < 4;l++) - for (k = 0;k < 4;k++) - blendmatrix.m[l][k] += d * tagmatrix.m[l][k]; - } // concat the tag matrices onto the entity matrix - Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); + Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix); // use the constructed tag matrix matrix = &tempmatrix; } } - - // movement lerp - // if it's the player entity, update according to client movement - if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc) - { - lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]); - lerp = bound(0, lerp, 1); - VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin); - VectorSet(angles, 0, cl.viewangles[1], 0); - } - else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) - { - // interpolate the origin and angles - VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); - VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); - if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; - if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; - if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; - VectorMA(e->persistent.oldangles, lerp, delta, angles); - } + } + else if (e->render.flags & RENDER_VIEWMODEL) + { + // view-relative entity (guns and such) + if (e->render.effects & EF_NOGUNBOB) + matrix = &viewmodelmatrix_nobob; // really attached to view else - { - // no interpolation - VectorCopy(e->persistent.neworigin, origin); - VectorCopy(e->persistent.newangles, angles); - } + matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix + } + else + { + // world-relative entity (the normal kind) + matrix = &identitymatrix; + } - // model setup and some modelflags - if(e->state_current.modelindex < MAX_MODELS) - e->render.model = cl.model_precache[e->state_current.modelindex]; - else - e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex]; - if (e->render.model) + // movement lerp + // if it's the predicted player entity, update according to client movement + // but don't lerp if going through a teleporter as it causes a bad lerp + // also don't use the predicted location if fixangle was set on both of + // the most recent server messages, as that cause means you are spectating + // someone or watching a cutscene of some sort + if (cl_nolerp.integer || cls.timedemo) + interpolate = false; + if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0])) + { + 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 + cl_lerpexcess.value) + { + // interpolate the origin and angles + lerp = max(0, lerp); + VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); +#if 0 + // this fails at the singularity of euler angles + 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 { - // if model is alias or this is a tenebrae-like dlight, reverse pitch direction - if (e->render.model->type == mod_alias) - angles[0] = -angles[0]; - if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) - { - angles[1] = ANGLEMOD(100*cl.time); - if (cl_itembobheight.value) - origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; - } - // transfer certain model flags to effects - e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE); - if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) - VectorScale(e->render.colormod, 2, e->render.colormod); + vec3_t f0, u0, f1, u1; + AngleVectors(e->persistent.oldangles, f0, NULL, u0); + AngleVectors(e->persistent.newangles, f1, NULL, u1); + VectorMAM(1-lerp, f0, lerp, f1, f0); + VectorMAM(1-lerp, u0, lerp, u1, u0); + AnglesFromVectors(angles, f0, u0, false); } +#endif + } + else + { + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + } + + // model setup and some modelflags + frame = e->state_current.frame; + e->render.model = CL_GetModelByIndex(e->state_current.modelindex); + if (e->render.model) + { + if (e->render.skinnum >= e->render.model->numskins) + e->render.skinnum = 0; + if (frame >= e->render.model->numframes) + frame = 0; + // models can set flags such as EF_ROCKET + // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET + if (!(e->render.effects & 0xFF800000)) + e->render.effects |= e->render.model->effects; // if model is alias or this is a tenebrae-like dlight, reverse pitch direction - else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + if (e->render.model->type == mod_alias) angles[0] = -angles[0]; - - // animation lerp - if (e->render.frame2 == e->state_current.frame) + if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) { - // update frame lerp fraction - e->render.framelerp = 1; - if (e->render.frame2time > e->render.frame1time) - { - // make sure frame lerp won't last longer than 100ms - // (this mainly helps with models that use framegroups and - // switch between them infrequently) - e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1); - e->render.framelerp = bound(0, e->render.framelerp, 1); - } + VectorScale(e->render.colormod, 2, e->render.colormod); + VectorScale(e->render.glowmod, 2, e->render.glowmod); } - else + } + // if model is alias or this is a tenebrae-like dlight, reverse pitch direction + else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + angles[0] = -angles[0]; + // NOTE: this must be synced to SV_GetPitchSign! + + if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL)) + { + angles[1] = ANGLEMOD(100*cl.time); + if (cl_itembobheight.value) + origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; + } + + // animation lerp + 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; + e->render.framegroupblend[1].lerp = 0; + if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start) { - // 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) + 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; } - R_LerpAnimation(&e->render); + } + else + { + // begin a new frame lerp + e->render.framegroupblend[1] = e->render.framegroupblend[0]; + e->render.framegroupblend[1].lerp = 1; + e->render.framegroupblend[0].frame = frame; + e->render.framegroupblend[0].start = cl.time; + e->render.framegroupblend[0].lerp = 0; + } - // set up the render matrix + // set up the render matrix + if (matrix) + { + // attached entity, this requires a matrix multiply (concat) // FIXME: e->render.scale should go away Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); // concat the matrices to make the entity relative to its tag Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); - // make the other useful stuff - Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix); - CL_BoundingBoxForEntity(&e->render); + // get the origin from the new matrix + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); + } + else + { + // unattached entities are faster to process + Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); + } + + // tenebrae's sprites are all additive mode (weird) + if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) + e->render.flags |= RENDER_ADDITIVE; + // player model is only shown with chase_active on + if (e->state_current.number == cl.viewentity) + e->render.flags |= RENDER_EXTERIORMODEL; + // either fullbright or lit + if(!r_fullbright.integer) + { + if (!(e->render.effects & EF_FULLBRIGHT)) + e->render.flags |= RENDER_LIGHT; + else if(r_equalize_entities_fullbright.integer) + e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE; + } + // hide player shadow during intermission or nehahra movie + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) + && (e->render.alpha >= 1) + && !(e->render.flags & RENDER_VIEWMODEL) + && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + e->render.flags |= RENDER_SHADOW; + if (e->render.flags & RENDER_VIEWMODEL) + e->render.flags |= RENDER_NOSELFSHADOW; + if (e->render.effects & EF_NOSELFSHADOW) + e->render.flags |= RENDER_NOSELFSHADOW; + if (e->render.effects & EF_NODEPTHTEST) + e->render.flags |= RENDER_NODEPTHTEST; + if (e->render.effects & EF_ADDITIVE) + 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; + CL_UpdateRenderEntity(&e->render); +} + +// creates light and trails from an entity +static void CL_UpdateNetworkEntityTrail(entity_t *e) +{ + effectnameindex_t trailtype; + vec3_t origin; + + // bmodels are treated specially since their origin is usually '0 0 0' and + // their actual geometry is far from '0 0 0' + if (e->render.model && e->render.model->soundfromcenter) + { + vec3_t o; + VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o); + Matrix4x4_Transform(&e->render.matrix, o, origin); + } + else + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); - // handle effects now that we know where this entity is in the world... - if (e->render.model && e->render.model->soundfromcenter) + // handle particle trails and such effects now that we know where this + // entity is in the world... + trailtype = EFFECT_NONE; + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST)) + { + if (e->render.effects & EF_BRIGHTFIELD) { - // bmodels are treated specially since their origin is usually '0 0 0' - vec3_t o; - VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o); - Matrix4x4_Transform(&e->render.matrix, o, origin); + if (IS_NEXUIZ_DERIVED(gamemode)) + trailtype = EFFECT_TR_NEXUIZPLASMA; + else + CL_EntityParticles(e); } - else + 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, 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, NULL, NULL, 1); + } + if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW)) + { + // these are only set on player entities + CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0); + } + // muzzleflash fades over time + if (e->persistent.muzzleflash > 0) + e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20; + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) + { + if (e->render.effects & EF_GIB) + trailtype = EFFECT_TR_BLOOD; + else if (e->render.effects & EF_ZOMGIB) + trailtype = EFFECT_TR_SLIGHTBLOOD; + else if (e->render.effects & EF_TRACER) + trailtype = EFFECT_TR_WIZSPIKE; + else if (e->render.effects & EF_TRACER2) + trailtype = EFFECT_TR_KNIGHTSPIKE; + else if (e->render.effects & EF_ROCKET) + trailtype = EFFECT_TR_ROCKET; + else if (e->render.effects & EF_GRENADE) + { + // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; + } + else if (e->render.effects & EF_TRACER3) + trailtype = EFFECT_TR_VORESPIKE; + } + // 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) + { + float len; + vec3_t vel; + VectorSubtract(e->state_current.origin, e->state_previous.origin, vel); + len = e->state_current.time - e->state_previous.time; + if (len > 0) + len = 1.0f / len; + VectorScale(vel, len, vel); + // 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 + e->persistent.trail_allowed = true; + VectorCopy(origin, e->persistent.trail_origin); +} + + +/* +=============== +CL_UpdateViewEntities +=============== +*/ +void CL_UpdateViewEntities(void) +{ + int i; + // update any RENDER_VIEWMODEL entities to use the new view matrix + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) { - origin[0] = e->render.matrix.m[0][3]; - origin[1] = e->render.matrix.m[1][3]; - origin[2] = e->render.matrix.m[2][3]; + entity_t *ent = cl.entities + i; + if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity) + CL_UpdateNetworkEntity(ent, 32, true); } - trailtype = EFFECT_NONE; - dlightradius = 0; - dlightcolor[0] = 0; - dlightcolor[1] = 0; - dlightcolor[2] = 0; - // LordHavoc: if the entity has no effects, don't check each - if (e->render.effects) + } + // and of course the engine viewmodel needs updating as well + CL_UpdateNetworkEntity(&cl.viewent, 32, true); +} + +/* +=============== +CL_UpdateNetworkCollisionEntities +=============== +*/ +static void CL_UpdateNetworkCollisionEntities(void) +{ + entity_t *ent; + int i; + + // start on the entity after the world + cl.num_brushmodel_entities = 0; + for (i = cl.maxclients + 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) { - if (e->render.effects & EF_BRIGHTFIELD) - { - if (gamemode == GAME_NEXUIZ) - trailtype = EFFECT_TR_NEXUIZPLASMA; - else - CL_EntityParticles(e); - } - if (e->render.effects & EF_MUZZLEFLASH) - e->persistent.muzzleflash = 1.0f; - if (e->render.effects & EF_DIMLIGHT) + ent = cl.entities + i; + if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox) { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.50f; - dlightcolor[1] += 1.50f; - dlightcolor[2] += 1.50f; + // do not interpolate the bmodels for this + CL_UpdateNetworkEntity(ent, 32, false); + cl.brushmodel_entities[cl.num_brushmodel_entities++] = i; } - if (e->render.effects & EF_BRIGHTLIGHT) - { - dlightradius = max(dlightradius, 400); - dlightcolor[0] += 3.00f; - dlightcolor[1] += 3.00f; - dlightcolor[2] += 3.00f; - } - // LordHavoc: more effects - if (e->render.effects & EF_RED) // red - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.50f; - dlightcolor[1] += 0.15f; - dlightcolor[2] += 0.15f; - } - if (e->render.effects & EF_BLUE) // blue + } + } +} + +/* +=============== +CL_UpdateNetworkEntities +=============== +*/ +static void CL_UpdateNetworkEntities(void) +{ + entity_t *ent; + int i; + + // start on the entity after the world + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) + { + ent = cl.entities + i; + if (ent->state_current.active) { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 0.15f; - dlightcolor[1] += 0.15f; - dlightcolor[2] += 1.50f; + CL_UpdateNetworkEntity(ent, 32, true); + // view models should never create light/trails + if (!(ent->render.flags & RENDER_VIEWMODEL)) + CL_UpdateNetworkEntityTrail(ent); } - if (e->render.effects & EF_FLAME) - CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0); - if (e->render.effects & EF_STARDUST) - CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0); - if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW)) + else { - // these are only set on player entities - CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0); + R_DecalSystem_Reset(&ent->render.decalsystem); + cl.entities_active[i] = false; } } - // muzzleflash fades over time, and is offset a bit - if (e->persistent.muzzleflash > 0) + } +} + +static void CL_UpdateViewModel(void) +{ + entity_t *ent; + ent = &cl.viewent; + ent->state_previous = ent->state_current; + ent->state_current = defaultstate; + ent->state_current.time = cl.time; + ent->state_current.number = (unsigned short)-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; + if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission) + ent->state_current.modelindex = 0; + else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) + { + if (gamemode == GAME_TRANSFUSION) + ent->state_current.alpha = 128; + else + ent->state_current.modelindex = 0; + } + ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha; + ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB)); + + // reset animation interpolation on weaponmodel if model changed + if (ent->state_previous.modelindex != ent->state_current.modelindex) + { + ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame; + ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time; + ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0; + } + CL_UpdateNetworkEntity(ent, 32, true); +} + +// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) +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) + return; + if (e->state_current.tagentity) + { + // if the tag entity is currently impossible, skip it + if (e->state_current.tagentity >= cl.num_entities) + return; + // if the tag entity is inactive, skip it + if (!cl.entities[e->state_current.tagentity].state_current.active) { - Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); - trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false); - tempmatrix = e->render.matrix; - tempmatrix.m[0][3] = trace.endpos[0]; - tempmatrix.m[1][3] = trace.endpos[1]; - tempmatrix.m[2][3] = trace.endpos[2]; - CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); - e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10; + 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 } - // LordHavoc: if the model has no flags, don't check each - if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) + } + + // create entity dlights associated with this entity + if (e->render.model && e->render.model->soundfromcenter) + { + // bmodels are treated specially since their origin is usually '0 0 0' + vec3_t o; + VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o); + Matrix4x4_Transform(&e->render.matrix, o, origin); + } + else + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); + trailtype = EFFECT_NONE; + dlightradius = 0; + dlightcolor[0] = 0; + dlightcolor[1] = 0; + dlightcolor[2] = 0; + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST)) + { + if (e->render.effects & EF_BRIGHTFIELD) { - if (e->render.model->flags & EF_GIB) - trailtype = EFFECT_TR_BLOOD; - else if (e->render.model->flags & EF_ZOMGIB) - trailtype = EFFECT_TR_SLIGHTBLOOD; - else if (e->render.model->flags & EF_TRACER) - trailtype = EFFECT_TR_WIZSPIKE; - else if (e->render.model->flags & EF_TRACER2) - trailtype = EFFECT_TR_KNIGHTSPIKE; - else if (e->render.model->flags & EF_ROCKET) - trailtype = EFFECT_TR_ROCKET; - else if (e->render.model->flags & EF_GRENADE) - { - // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) - trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; - } - else if (e->render.model->flags & EF_TRACER3) - trailtype = EFFECT_TR_VORESPIKE; + if (IS_NEXUIZ_DERIVED(gamemode)) + trailtype = EFFECT_TR_NEXUIZPLASMA; } - // LordHavoc: customizable glow - if (e->state_current.glowsize) + if (e->render.effects & EF_DIMLIGHT) { - // * 4 for the expansion from 0-255 to 0-1023 range, - // / 255 to scale down byte colors - dlightradius = max(dlightradius, e->state_current.glowsize * 4); - VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 1.50f; } - // make the glow dlight - if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) + if (e->render.effects & EF_BRIGHTLIGHT) { - //dlightmatrix = e->render.matrix; - // hack to make glowing player light shine on their gun - //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/) - // dlightmatrix.m[2][3] += 30; - CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + dlightradius = max(dlightradius, 400); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 3.00f; + dlightcolor[2] += 3.00f; } - // custom rtlight - if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + // LordHavoc: more effects + if (e->render.effects & EF_RED) // red { - float light[4]; - VectorScale(e->state_current.light, (1.0f / 256.0f), light); - light[3] = e->state_current.light[3]; - if (light[0] == 0 && light[1] == 0 && light[2] == 0) - VectorSet(light, 1, 1, 1); - if (light[3] == 0) - light[3] = 350; - // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? - CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 0.15f; } - // do trails - if (e->render.flags & RENDER_GLOWTRAIL) - trailtype = EFFECT_TR_GLOWTRAIL; - if (trailtype) + if (e->render.effects & EF_BLUE) // blue { - float len; - vec3_t vel; - VectorSubtract(e->state_current.origin, e->state_previous.origin, vel); - len = e->state_current.time - e->state_previous.time; - if (len > 0) - len = 1.0f / len; - VectorScale(vel, len, vel); - CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.15f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 1.50f; } - VectorCopy(origin, e->persistent.trail_origin); - // tenebrae's sprites are all additive mode (weird) - if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) - e->render.effects |= EF_ADDITIVE; - // player model is only shown with chase_active on - if (!e->csqc) - if (e->state_current.number == cl.viewentity) - e->render.flags |= RENDER_EXTERIORMODEL; - // transparent stuff can't be lit during the opaque stage - if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) - e->render.flags |= RENDER_TRANSPARENT; - // double sided rendering mode causes backfaces to be visible - // (mostly useful on transparent stuff) - if (e->render.effects & EF_DOUBLESIDED) - e->render.flags |= RENDER_NOCULLFACE; - // either fullbright or lit - if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) - e->render.flags |= RENDER_LIGHT; - // hide player shadow during intermission or nehahra movie - if (!(e->render.effects & EF_NOSHADOW) - && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) - && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) - e->render.flags |= RENDER_SHADOW; - // as soon as player is known we can call V_CalcRefDef - if (!csqc_loaded) - if (e->state_current.number == 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->state_current.number; - // don't show entities with no modelindex (note: this still shows - // entities which have a modelindex that resolved to a NULL model) - if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities) - r_refdef.entities[r_refdef.numentities++] = &e->render; - //if (cl.viewentity && e->state_current.number == cl.viewentity) - // Matrix4x4_Print(&e->render.matrix); + if (e->render.effects & EF_FLAME) + 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, 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) + { + vec3_t v2; + vec3_t color; + 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, 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.numlights++; + } + // LordHavoc: if the model has no flags, don't check each + if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) + { + if (e->render.effects & EF_GIB) + trailtype = EFFECT_TR_BLOOD; + else if (e->render.effects & EF_ZOMGIB) + trailtype = EFFECT_TR_SLIGHTBLOOD; + else if (e->render.effects & EF_TRACER) + trailtype = EFFECT_TR_WIZSPIKE; + else if (e->render.effects & EF_TRACER2) + trailtype = EFFECT_TR_KNIGHTSPIKE; + else if (e->render.effects & EF_ROCKET) + trailtype = EFFECT_TR_ROCKET; + else if (e->render.effects & EF_GRENADE) + { + // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; + } + else if (e->render.effects & EF_TRACER3) + trailtype = EFFECT_TR_VORESPIKE; } + // LordHavoc: customizable glow + if (e->state_current.glowsize) + { + // * 4 for the expansion from 0-255 to 0-1023 range, + // / 255 to scale down byte colors + dlightradius = max(dlightradius, e->state_current.glowsize * 4); + VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor); + } + // custom rtlight + if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) + { + matrix4x4_t dlightmatrix; + 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) + VectorSet(light, 1, 1, 1); + if (light[3] == 0) + light[3] = 350; + // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? + Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix); + Matrix4x4_Scale(&dlightmatrix, light[3], 1); + R_RTLight_Update(&r_refdef.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) + { + matrix4x4_t dlightmatrix; + Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix); + // hack to make glowing player light shine on their gun + //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/) + // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30); + Matrix4x4_Scale(&dlightmatrix, dlightradius, 1); + R_RTLight_Update(&r_refdef.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.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, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1); + + // 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) + r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; + //if (cl.viewentity && e->state_current.number == cl.viewentity) + // Matrix4x4_Print(&e->render.matrix); } -void CL_RelinkWorld(void) +static void CL_RelinkWorld(void) { entity_t *ent = &cl.entities[0]; - cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0; // FIXME: this should be done at load ent->render.matrix = identitymatrix; - ent->render.inversematrix = identitymatrix; - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); ent->render.flags = RENDER_SHADOW; if (!r_fullbright.integer) ent->render.flags |= RENDER_LIGHT; VectorSet(ent->render.colormod, 1, 1, 1); - r_refdef.worldentity = &ent->render; - r_refdef.worldmodel = cl.worldmodel; -} - -void CL_RelinkCSQCWorld(void) //[515]: csqc -{ - entity_t *ent = &cl.csqcentities[0]; - if(!csqc_loaded) - return; -// cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0; - // FIXME: this should be done at load - ent->render.matrix = identitymatrix; - ent->render.inversematrix = identitymatrix; - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); - ent->render.flags = RENDER_SHADOW; - if (!r_fullbright.integer) - ent->render.flags |= RENDER_LIGHT; - VectorSet(ent->render.colormod, 1, 1, 1); -// r_refdef.worldentity = &ent->render; -// r_refdef.worldmodel = cl.worldmodel; + VectorSet(ent->render.glowmod, 1, 1, 1); + ent->render.allowdecals = true; + 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) { int i; entity_t *e; - for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) + for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++) { e->render.flags = 0; - // transparent stuff can't be lit during the opaque stage - if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) - e->render.flags |= RENDER_TRANSPARENT; + // if the model was not loaded when the static entity was created we + // need to re-fetch the model pointer + e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex); // either fullbright or lit - if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) - e->render.flags |= RENDER_LIGHT; + if(!r_fullbright.integer) + { + if (!(e->render.effects & EF_FULLBRIGHT)) + e->render.flags |= RENDER_LIGHT; + else if(r_equalize_entities_fullbright.integer) + e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE; + } // hide player shadow during intermission or nehahra movie - if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT)) + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1)) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); - R_LerpAnimation(&e->render); - r_refdef.entities[r_refdef.numentities++] = &e->render; + VectorSet(e->render.glowmod, 1, 1, 1); + 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; } } @@ -1253,89 +1627,30 @@ static void CL_RelinkStaticEntities(void) CL_RelinkEntities =============== */ -static void CL_RelinkNetworkEntities(int drawmask) +static void CL_RelinkNetworkEntities(void) { entity_t *ent; - int i, k; - - if(!csqc_loaded) - { - ent = &cl.viewent; - ent->state_previous = ent->state_current; - ent->state_current = defaultstate; - 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; - if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission) - ent->state_current.modelindex = 0; - else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) - { - if (gamemode == GAME_TRANSFUSION) - ent->state_current.alpha = 128; - else - ent->state_current.modelindex = 0; - } - - // reset animation interpolation on weaponmodel if model changed - if (ent->state_previous.modelindex != ent->state_current.modelindex) - { - ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame; - ent->render.frame1time = ent->render.frame2time = cl.time; - ent->render.framelerp = 1; - } - } + int i; // start on the entity after the world - entitylinkframenumber++; - if(drawmask & ENTMASK_ENGINE || !csqc_loaded) - { - for (i = 1;i < cl.num_entities;i++) - { - if (cl.entities_active[i]) - { - ent = cl.entities + i; - if (!(drawmask & ENTMASK_ENGINEVIEWMODELS)) - if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask - { - cl.entities_active[i] = false; - continue; - } - if (ent->state_current.active) - CL_LinkNetworkEntity(ent); - else - cl.entities_active[i] = false; - } - } - } - - //[515]: csqc - if(csqc_loaded) + for (i = 1;i < cl.num_entities;i++) { - for (i=1,k=cl.num_csqcentities;k;i++) + if (cl.entities_active[i]) { - if (cl.csqcentities_active[i]) - { - --k; - ent = cl.csqcentities + i; - if (ent->state_current.active) - CL_LinkNetworkEntity(ent); - else - cl.csqcentities_active[i] = false; - } + ent = cl.entities + i; + if (ent->state_current.active) + CL_LinkNetworkEntity(ent); + else + cl.entities_active[i] = false; } } - else - CL_LinkNetworkEntity(&cl.viewent); } static void CL_RelinkEffects(void) { int i, intframe; cl_effect_t *e; - entity_t *ent; + entity_render_t *entrender; float frame; for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++) @@ -1361,31 +1676,33 @@ static void CL_RelinkEffects(void) // 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())) + if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime))) { // interpolation stuff - 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; + entrender->framegroupblend[0].frame = intframe; + entrender->framegroupblend[0].lerp = 1 - frame - intframe; + entrender->framegroupblend[0].start = e->frame1time; + if (intframe + 1 >= e->endframe) + { + entrender->framegroupblend[1].frame = 0; // disappear + entrender->framegroupblend[1].lerp = 0; + entrender->framegroupblend[1].start = 0; + } + else + { + entrender->framegroupblend[1].frame = intframe + 1; + entrender->framegroupblend[1].lerp = frame - intframe; + entrender->framegroupblend[1].start = e->frame2time; + } // normal stuff - if(e->modelindex < MAX_MODELS) - ent->render.model = cl.model_precache[e->modelindex]; - else - ent->render.model = cl.csqc_model_precache[65536-e->modelindex]; - ent->render.frame = ent->render.frame2; - ent->render.colormap = -1; // no special coloring - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); - - Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + entrender->model = CL_GetModelByIndex(e->modelindex); + entrender->alpha = 1; + VectorSet(entrender->colormod, 1, 1, 1); + VectorSet(entrender->glowmod, 1, 1, 1); + + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); + CL_UpdateRenderEntity(entrender); } } } @@ -1419,7 +1736,7 @@ void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) len = VectorLength(dir); VectorNormalize(dir); VectorSet(localend, len, 0, 0); - Matrix4x4_Transform(&r_view.matrix, localend, end); + Matrix4x4_Transform(&r_refdef.view.matrix, localend, end); } } } @@ -1430,8 +1747,8 @@ void CL_RelinkBeams(void) beam_t *b; vec3_t dist, org, start, end; float d; - entity_t *ent; - float yaw, pitch; + entity_render_t *entrender; + double yaw, pitch; float forward; matrix4x4_t tempmatrix; @@ -1449,11 +1766,14 @@ void CL_RelinkBeams(void) if (b->lightning) { - if (cl_beams_lightatend.integer) + if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS) { // FIXME: create a matrix from the beam start/end orientation - Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]); - CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + vec3_t dlightcolor; + VectorSet(dlightcolor, 0.3, 0.7, 1); + Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200); + R_RTLight_Update(&r_refdef.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.numlights++; } if (cl_beams_polygons.integer) continue; @@ -1472,12 +1792,12 @@ void CL_RelinkBeams(void) } else { - yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); + yaw = 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); + pitch = atan2(dist[2], forward) * 180 / M_PI; if (pitch < 0) pitch += 360; } @@ -1487,19 +1807,17 @@ void CL_RelinkBeams(void) d = VectorNormalizeLength(dist); while (d > 0) { - ent = CL_NewTempEntity (); - if (!ent) + entrender = CL_NewTempEntity (0); + if (!entrender) return; //VectorCopy (org, ent->render.origin); - ent->render.model = b->model; + 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(&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); + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); + CL_UpdateRenderEntity(entrender); VectorMA(org, 30, dist, org); d -= 30; } @@ -1513,7 +1831,7 @@ static void CL_RelinkQWNails(void) { int i; vec_t *v; - entity_t *ent; + entity_render_t *entrender; for (i = 0;i < cl.qw_num_nails;i++) { @@ -1521,23 +1839,21 @@ static void CL_RelinkQWNails(void) // if we're drawing effects, get a new temp entity // (NewTempEntity adds it to the render entities list for us) - if (!(ent = CL_NewTempEntity())) + if (!(entrender = CL_NewTempEntity(0))) continue; // normal stuff - ent->render.model = cl.model_precache[cl.qw_modelindex_spike]; - ent->render.colormap = -1; // no special coloring - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); + entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike); + entrender->alpha = 1; + VectorSet(entrender->colormod, 1, 1, 1); + VectorSet(entrender->glowmod, 1, 1, 1); - Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); + CL_UpdateRenderEntity(entrender); } } -void CL_LerpPlayer(float frac) +static void CL_LerpPlayer(float frac) { int i; @@ -1548,91 +1864,96 @@ void CL_LerpPlayer(float frac) cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]); cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); } -} -void CSQC_RelinkAllEntities (int drawmask) -{ - cl.num_brushmodel_entities = 0; - CL_RelinkNetworkEntities(drawmask); - if(drawmask & ENTMASK_ENGINE) + // interpolate the angles if playing a demo or spectating someone + if (cls.demoplayback || cl.fixangle[0]) { - // move particles - CL_MoveParticles(); - R_MoveExplosions(); + for (i = 0;i < 3;i++) + { + float d = cl.mviewangles[0][i] - cl.mviewangles[1][i]; + if (d > 180) + d -= 360; + else if (d < -180) + d += 360; + cl.viewangles[i] = cl.mviewangles[1][i] + frac * d; + } } +} +void CSQC_RelinkAllEntities (int drawmask) +{ // link stuff CL_RelinkWorld(); - CL_RelinkCSQCWorld(); //[515]: csqc - if(drawmask & ENTMASK_ENGINE) + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); + + // link stuff + if (drawmask & ENTMASK_ENGINE) { - CL_RelinkStaticEntities(); - CL_RelinkBeams(); - CL_RelinkEffects(); + CL_RelinkNetworkEntities(); + if (drawmask & ENTMASK_ENGINEVIEWMODELS) + CL_LinkNetworkEntity(&cl.viewent); // link gun model CL_RelinkQWNails(); } + + // update view blend + V_CalcViewBlend(); } /* =============== -CL_ReadFromServer +CL_UpdateWorld -Read all incoming data from the server +Update client game world for a new frame =============== */ -extern void CL_ClientMovement_Replay(); - -int CL_ReadFromServer(void) +void CL_UpdateWorld(void) { - CL_ReadDemoMessage(); - CL_SendMove(); - - r_refdef.time = cl.time; - r_refdef.extraupdate = !r_speeds.integer; - r_refdef.numentities = 0; - r_view.matrix = identitymatrix; + r_refdef.scene.extraupdate = !r_speeds.integer; + r_refdef.scene.numentities = 0; + 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) { // prepare for a new frame CL_LerpPlayer(CL_LerpPoint()); - CL_DecayLights(); + CL_DecayLightFlashes(); CL_ClearTempEntities(); V_DriftPitch(); V_FadeViewFlashs(); - // relink network entities (note: this sets up the view!) + // if prediction is enabled we have to update all the collidable + // network entities before the prediction code can be run + CL_UpdateNetworkCollisionEntities(); + + // now update the player prediction CL_ClientMovement_Replay(); - if(!csqc_loaded) //[515]: csqc - { - cl.num_brushmodel_entities = 0; - CL_RelinkNetworkEntities(65535); - - // move particles - CL_MoveParticles(); - R_MoveExplosions(); - - // link stuff - CL_RelinkWorld(); - CL_RelinkCSQCWorld(); //[515]: csqc - CL_RelinkStaticEntities(); - CL_RelinkBeams(); - CL_RelinkEffects(); - CL_RelinkQWNails(); - } - else - csqc_frame = true; - CL_UpdateLights(); + // update the player entity (which may be predicted) + CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true); + + // now update the view (which depends on that player entity) + V_CalcRefdef(); - // update view blend - V_CalcViewBlend(); + // now update all the network entities and create particle trails + // (some entities may depend on the view) + CL_UpdateNetworkEntities(); - // update the r_refdef time again because cl.time may have changed - r_refdef.time = cl.time; + // update the engine-based viewmodel + CL_UpdateViewModel(); + + CL_RelinkLightFlashes(); + CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); + + // decals, particles, and explosions will be updated during rneder } - return 0; + r_refdef.scene.time = cl.time; } // LordHavoc: pausedemo command @@ -1654,15 +1975,56 @@ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { - Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue); + Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\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); + return; + } + FOG_clear(); // so missing values get good defaults + if(Cmd_Argc() > 1) + r_refdef.fog_density = atof(Cmd_Argv(1)); + if(Cmd_Argc() > 2) + r_refdef.fog_red = atof(Cmd_Argv(2)); + if(Cmd_Argc() > 3) + r_refdef.fog_green = atof(Cmd_Argv(3)); + if(Cmd_Argc() > 4) + r_refdef.fog_blue = atof(Cmd_Argv(4)); + if(Cmd_Argc() > 5) + r_refdef.fog_alpha = atof(Cmd_Argv(5)); + if(Cmd_Argc() > 6) + r_refdef.fog_start = atof(Cmd_Argv(6)); + if(Cmd_Argc() > 7) + r_refdef.fog_end = atof(Cmd_Argv(7)); + if(Cmd_Argc() > 8) + r_refdef.fog_height = atof(Cmd_Argv(8)); + if(Cmd_Argc() > 9) + 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 @@ -1673,24 +2035,344 @@ For program optimization static void CL_TimeRefresh_f (void) { int i; - float timestart, timedelta, oldangles[3]; + double timestart, timedelta; - r_refdef.extraupdate = false; - VectorCopy(cl.viewangles, oldangles); - VectorClear(cl.viewangles); + r_refdef.scene.extraupdate = false; - timestart = Sys_DoubleTime(); + timestart = Sys_DirtyTime(); for (i = 0;i < 128;i++) { - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1); + 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; - VectorCopy(oldangles, cl.viewangles); Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } +static void CL_AreaStats_f(void) +{ + World_PrintAreaStats(&cl.world, "client"); +} + +cl_locnode_t *CL_Locs_FindNearest(const vec3_t point) +{ + int i; + cl_locnode_t *loc; + cl_locnode_t *best; + vec3_t nearestpoint; + vec_t dist, bestdist; + best = NULL; + bestdist = 0; + for (loc = cl.locnodes;loc;loc = loc->next) + { + for (i = 0;i < 3;i++) + nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]); + dist = VectorDistance2(nearestpoint, point); + if (bestdist > dist || !best) + { + bestdist = dist; + best = loc; + if (bestdist < 1) + break; + } + } + return best; +} + +void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point) +{ + cl_locnode_t *loc; + loc = CL_Locs_FindNearest(point); + if (loc) + strlcpy(buffer, loc->name, buffersize); + else + dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]); +} + +static void CL_Locs_FreeNode(cl_locnode_t *node) +{ + cl_locnode_t **pointer, **next; + for (pointer = &cl.locnodes;*pointer;pointer = next) + { + next = &(*pointer)->next; + if (*pointer == node) + { + *pointer = node->next; + Mem_Free(node); + return; + } + } + Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node); +} + +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 = (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])); + node->name = (char *)(node + 1); + memcpy(node->name, name, namelen); + node->name[namelen] = 0; + // link it into the tail of the list to preserve the order + for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next) + ; + *pointer = node; +} + +static void CL_Locs_Add_f(void) +{ + vec3_t mins, maxs; + if (Cmd_Argc() != 5 && Cmd_Argc() != 8) + { + Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0)); + return; + } + mins[0] = atof(Cmd_Argv(1)); + mins[1] = atof(Cmd_Argv(2)); + mins[2] = atof(Cmd_Argv(3)); + if (Cmd_Argc() == 8) + { + maxs[0] = atof(Cmd_Argv(4)); + maxs[1] = atof(Cmd_Argv(5)); + maxs[2] = atof(Cmd_Argv(6)); + CL_Locs_AddNode(mins, maxs, Cmd_Argv(7)); + } + else + CL_Locs_AddNode(mins, mins, Cmd_Argv(4)); +} + +static void CL_Locs_RemoveNearest_f(void) +{ + cl_locnode_t *loc; + loc = CL_Locs_FindNearest(r_refdef.view.origin); + if (loc) + CL_Locs_FreeNode(loc); + else + Con_Printf("no loc point or box found for your location\n"); +} + +static void CL_Locs_Clear_f(void) +{ + while (cl.locnodes) + CL_Locs_FreeNode(cl.locnodes); +} + +static void CL_Locs_Save_f(void) +{ + cl_locnode_t *loc; + qfile_t *outfile; + char locfilename[MAX_QPATH]; + if (!cl.locnodes) + { + Con_Printf("No loc points/boxes exist!\n"); + return; + } + if (cls.state != ca_connected || !cl.worldmodel) + { + Con_Printf("No level loaded!\n"); + return; + } + dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension); + + outfile = FS_OpenRealFile(locfilename, "w", false); + if (!outfile) + return; + // if any boxes are used then this is a proquake-format loc file, which + // allows comments, so add some relevant information at the start + for (loc = cl.locnodes;loc;loc = loc->next) + if (!VectorCompare(loc->mins, loc->maxs)) + break; + if (loc) + { + FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion); + for (loc = cl.locnodes;loc;loc = loc->next) + if (VectorCompare(loc->mins, loc->maxs)) + break; + if (loc) + Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n"); + } + for (loc = cl.locnodes;loc;loc = loc->next) + { + if (VectorCompare(loc->mins, loc->maxs)) + { + int len; + const char *s; + const char *in = loc->name; + char name[MAX_INPUTLINE]; + for (len = 0;len < (int)sizeof(name) - 1 && *in;) + { + if (*in == ' ') {s = "$loc_name_separator";in++;} + else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;} + else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;} + else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;} + else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;} + else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;} + else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;} + else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;} + else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;} + else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;} + else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;} + else s = NULL; + if (s) + { + while (len < (int)sizeof(name) - 1 && *s) + name[len++] = *s++; + continue; + } + name[len++] = *in++; + } + name[len] = 0; + FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name); + } + else + FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name); + } + FS_Close(outfile); +} + +void CL_Locs_Reload_f(void) +{ + int i, linenumber, limit, len; + const char *s; + char *filedata, *text, *textend, *linestart, *linetext, *lineend; + fs_offset_t filesize; + vec3_t mins, maxs; + char locfilename[MAX_QPATH]; + char name[MAX_INPUTLINE]; + + if (cls.state != ca_connected || !cl.worldmodel) + { + Con_Printf("No level loaded!\n"); + return; + } + + CL_Locs_Clear_f(); + + // try maps/something.loc first (LordHavoc: where I think they should be) + 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) + dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename); + filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); + if (!filedata) + return; + } + text = filedata; + textend = filedata + filesize; + for (linenumber = 1;text < textend;linenumber++) + { + linestart = text; + for (;text < textend && *text != '\r' && *text != '\n';text++) + ; + lineend = text; + if (text + 1 < textend && *text == '\r' && text[1] == '\n') + text++; + if (text < textend) + text++; + // trim trailing whitespace + while (lineend > linestart && ISWHITESPACE(lineend[-1])) + lineend--; + // trim leading whitespace + while (linestart < lineend && ISWHITESPACE(*linestart)) + linestart++; + // check if this is a comment + if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2)) + continue; + linetext = linestart; + limit = 3; + for (i = 0;i < limit;i++) + { + if (linetext >= lineend) + break; + // note: a missing number is interpreted as 0 + if (i < 3) + mins[i] = atof(linetext); + else + maxs[i - 3] = atof(linetext); + // now advance past the number + while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',') + linetext++; + // advance through whitespace + if (linetext < lineend) + { + if (*linetext == ',') + { + linetext++; + limit = 6; + // note: comma can be followed by whitespace + } + if (ISWHITESPACE(*linetext)) + { + // skip whitespace + while (linetext < lineend && ISWHITESPACE(*linetext)) + linetext++; + } + } + } + // if this is a quoted name, remove the quotes + if (i == 6) + { + if (linetext >= lineend || *linetext != '"') + continue; // proquake location names are always quoted + lineend--; + linetext++; + len = min(lineend - linetext, (int)sizeof(name) - 1); + memcpy(name, linetext, len); + name[len] = 0; + // add the box to the list + CL_Locs_AddNode(mins, maxs, name); + } + // if a point was parsed, it needs to be scaled down by 8 (since + // point-based loc files were invented by a proxy which dealt + // directly with quake protocol coordinates, which are *8), turn + // it into a box + else if (i == 3) + { + // interpret silly fuhquake macros + for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;) + { + if (*linetext == '$') + { + if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;} + else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;} + else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;} + else s = NULL; + if (s) + { + while (len < (int)sizeof(name) - 1 && *s) + name[len++] = *s++; + continue; + } + } + name[len++] = *linetext++; + } + name[len] = 0; + // add the point to the list + VectorScale(mins, (1.0 / 8.0), mins); + CL_Locs_AddNode(mins, mins, name); + } + else + continue; + } +} + /* =========== CL_Shutdown @@ -1698,6 +2380,7 @@ CL_Shutdown */ void CL_Shutdown (void) { + CL_Screen_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); @@ -1712,22 +2395,24 @@ 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); memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame - r_refdef.maxentities = MAX_EDICTS + 256 + 512; - r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities); + 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); + + // 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 (); // // register our commands // - Cvar_RegisterVariable (&csqc_progname); - Cvar_RegisterVariable (&csqc_progcrc); - Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); @@ -1738,6 +2423,10 @@ 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); Cvar_RegisterVariable (&sensitivity); @@ -1758,16 +2447,23 @@ void CL_Init (void) Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file"); Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log"); -#ifdef AUTODEMO_BROKEN + // Support Client-side Model Index List + Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex"); + // Support Client-side Sound Index List + Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex"); + Cvar_RegisterVariable (&cl_autodemo); Cvar_RegisterVariable (&cl_autodemo_nameformat); -#endif + Cvar_RegisterVariable (&cl_autodemo_delete); - Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)"); + 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)"); + Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces"); + Cvar_RegisterVariable(&r_draweffects); Cvar_RegisterVariable(&cl_explosions_alpha_start); Cvar_RegisterVariable(&cl_explosions_alpha_end); @@ -1781,8 +2477,11 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_beams_instantaimhack); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); + Cvar_RegisterVariable(&cl_dlights_decayradius); + Cvar_RegisterVariable(&cl_dlights_decaybrightness); Cvar_RegisterVariable(&cl_prydoncursor); + Cvar_RegisterVariable(&cl_prydoncursor_notrace); Cvar_RegisterVariable(&cl_deathnoviewmodel); @@ -1792,12 +2491,17 @@ void CL_Init (void) Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs"); + Cvar_RegisterVariable(&cl_locs_enable); + Cvar_RegisterVariable(&cl_locs_show); + Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)"); + Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)"); + Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes"); + Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map"); + Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes"); + CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); CL_Video_Init(); } - - -