cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
+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" };
+
cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
-vec3_t cl_playerstandmins;
-vec3_t cl_playerstandmaxs;
-vec3_t cl_playercrouchmins;
-vec3_t cl_playercrouchmaxs;
-
-mempool_t *cl_mempool;
-
client_static_t cls;
client_state_t cl;
-int cl_max_entities;
-int cl_max_csqcentities;
-int cl_max_static_entities;
-int cl_max_temp_entities;
-int cl_max_effects;
-int cl_max_beams;
-int cl_max_dlights;
-int cl_max_lightstyle;
-int cl_max_brushmodel_entities;
-int cl_activedlights;
-
-entity_t *cl_entities;
-entity_t *cl_csqcentities; //[515]: csqc
-unsigned char *cl_entities_active;
-unsigned char *cl_csqcentities_active; //[515]: csqc
-entity_t *cl_static_entities;
-entity_t *cl_temp_entities;
-cl_effect_t *cl_effects;
-beam_t *cl_beams;
-dlight_t *cl_dlights;
-lightstyle_t *cl_lightstyle;
-int *cl_brushmodel_entities;
-
-int cl_num_entities;
-int cl_num_csqcentities; //[515]: csqc
-int cl_num_static_entities;
-int cl_num_temp_entities;
-int cl_num_brushmodel_entities;
-
-// keep track of quake entities because they need to be killed if they get stale
-extern int cl_lastquakeentity;
-extern unsigned char cl_isquakeentity[MAX_EDICTS];
+#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
/*
=====================
void CL_ClearState(void)
{
int i;
-
- if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
- if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc
- if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
- if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc
- if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
- if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
- if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
- if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
- if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
- if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
- if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
- if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
- if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
- if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
-
- if (!sv.active)
- Host_ClearMemory ();
+ entity_t *ent;
// wipe the entire cl structure
+ Mem_EmptyPool(cls.levelmempool);
memset (&cl, 0, sizeof(cl));
+
+ S_StopAllSounds();
+
// reset the view zoom interpolation
cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
- 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;
+ 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_dlights = MAX_DLIGHTS;
- cl_max_lightstyle = MAX_LIGHTSTYLES;
- cl_max_brushmodel_entities = MAX_EDICTS;
- cl_activedlights = 0;
-
- cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
- cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc
- cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
- cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
- cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
- cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
- cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
- cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
- cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
- cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
- cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
-
- cl_lastquakeentity = 0;
- memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
+ 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_dlights = MAX_DLIGHTS;
+ cl.max_lightstyle = MAX_LIGHTSTYLES;
+ cl.max_brushmodel_entities = MAX_EDICTS;
+ cl.max_particles = MAX_PARTICLES;
+
+// COMMANDLINEOPTION: Client: -particles <number> 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.num_dlights = 0;
+ cl.num_effects = 0;
+ cl.num_beams = 0;
+
+ 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));
// LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < cl_max_entities;i++)
+ for (i = 0;i < cl.max_entities;i++)
{
- cl_entities[i].state_baseline = defaultstate;
- cl_entities[i].state_previous = defaultstate;
- cl_entities[i].state_current = defaultstate;
+ cl.entities[i].state_baseline = defaultstate;
+ cl.entities[i].state_previous = defaultstate;
+ cl.entities[i].state_current = defaultstate;
}
- for (i = 0;i < cl_max_csqcentities;i++)
+ 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;
+ 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)
{
- VectorSet(cl_playerstandmins, -16, -16, -24);
- VectorSet(cl_playerstandmaxs, 16, 16, 45);
- VectorSet(cl_playercrouchmins, -16, -16, -24);
- VectorSet(cl_playercrouchmaxs, 16, 16, 25);
+ VectorSet(cl.playerstandmins, -16, -16, -24);
+ VectorSet(cl.playerstandmaxs, 16, 16, 45);
+ VectorSet(cl.playercrouchmins, -16, -16, -24);
+ VectorSet(cl.playercrouchmaxs, 16, 16, 25);
}
else
{
- VectorSet(cl_playerstandmins, -16, -16, -24);
- VectorSet(cl_playerstandmaxs, 16, 16, 24);
- VectorSet(cl_playercrouchmins, -16, -16, -24);
- VectorSet(cl_playercrouchmaxs, 16, 16, 24);
+ VectorSet(cl.playerstandmins, -16, -16, -24);
+ VectorSet(cl.playerstandmaxs, 16, 16, 24);
+ VectorSet(cl.playercrouchmins, -16, -16, -24);
+ VectorSet(cl.playercrouchmaxs, 16, 16, 24);
}
+ // disable until we get textures for it
+ R_ResetSkyBox();
+
+ ent = &cl.entities[0];
+ // 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);
+
+ // noclip is turned off at start
+ noclip_anglehack = false;
+
+ // mark all frames invalid for delta
+ memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
+
CL_Screen_NewMap();
- CL_Particles_Clear();
- CL_CGVM_Clear();
}
void CL_ExpandEntities(int num)
{
int i, oldmaxentities;
entity_t *oldentities;
- if (num >= cl_max_entities)
+ if (num >= cl.max_entities)
{
- if (!cl_entities)
- Sys_Error("CL_ExpandEntities: cl_entities not initialized");
+ if (!cl.entities)
+ Sys_Error("CL_ExpandEntities: cl.entities not initialized");
if (num >= MAX_EDICTS)
Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
- oldmaxentities = cl_max_entities;
- oldentities = cl_entities;
- cl_max_entities = (num & ~255) + 256;
- cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
- memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
+ oldmaxentities = cl.max_entities;
+ oldentities = cl.entities;
+ cl.max_entities = (num & ~255) + 256;
+ cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
+ memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
Mem_Free(oldentities);
- for (i = oldmaxentities;i < cl_max_entities;i++)
+ for (i = oldmaxentities;i < cl.max_entities;i++)
{
- cl_entities[i].state_baseline = defaultstate;
- cl_entities[i].state_previous = defaultstate;
- cl_entities[i].state_current = defaultstate;
+ cl.entities[i].state_baseline = defaultstate;
+ cl.entities[i].state_previous = defaultstate;
+ cl.entities[i].state_current = defaultstate;
}
}
}
{
int i, oldmaxentities;
entity_t *oldentities;
- if (num >= cl_max_csqcentities)
+ if (num >= cl.max_csqcentities)
{
- if (!cl_csqcentities)
- Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
+ 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 = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
- memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
+ 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++)
+ for (i = oldmaxentities;i < cl.max_csqcentities;i++)
{
- 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;
+ 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;
}
}
}
if (cls.demorecording)
CL_Stop_f();
- // send clc_disconnect 3 times to improve chances of server receiving
- // it (but it still fails sometimes)
- Con_DPrint("Sending clc_disconnect\n");
+ // send disconnect message 3 times to improve chances of server
+ // receiving it (but it still fails sometimes)
memset(&buf, 0, sizeof(buf));
buf.data = bufdata;
buf.maxsize = sizeof(bufdata);
- MSG_WriteByte(&buf, clc_disconnect);
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ Con_DPrint("Sending drop command\n");
+ MSG_WriteByte(&buf, qw_clc_stringcmd);
+ MSG_WriteString(&buf, "drop");
+ }
+ else
+ {
+ 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);
int i, j;
char name[32];
- for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
+ for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
{
if (!ent->state_current.active)
continue;
//static const vec3_t nomodelmaxs = {16, 16, 16};
void CL_BoundingBoxForEntity(entity_render_t *ent)
{
- if (ent->model)
+ model_t *model = ent->model;
+ if (model)
{
//if (ent->angles[0] || ent->angles[2])
if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
{
// pitch or roll
- ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
- //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
- //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
+ 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);
}
//else if (ent->angles[1])
else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
{
// yaw
- ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
- //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
- //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
+ 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);
}
else
{
- ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
- //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
- //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
+ 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);
}
}
else
void CL_ClearTempEntities (void)
{
- cl_num_temp_entities = 0;
+ cl.num_temp_entities = 0;
}
entity_t *CL_NewTempEntity(void)
if (r_refdef.numentities >= r_refdef.maxentities)
return NULL;
- if (cl_num_temp_entities >= cl_max_temp_entities)
+ if (cl.num_temp_entities >= cl.max_temp_entities)
return NULL;
- ent = &cl_temp_entities[cl_num_temp_entities++];
+ ent = &cl.temp_entities[cl.num_temp_entities++];
memset (ent, 0, sizeof(*ent));
r_refdef.entities[r_refdef.numentities++] = &ent->render;
cl_effect_t *e;
if (!modelindex) // sanity check
return;
- for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
{
if (e->active)
continue;
e->frame = 0;
e->frame1time = cl.time;
e->frame2time = cl.time;
+ cl.num_effects = max(cl.num_effects, i + 1);
break;
}
}
// first look for an exact key match
if (ent)
{
- dl = cl_dlights;
- for (i = 0;i < cl_activedlights;i++, dl++)
+ 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_activedlights;i++, dl++)
+ dl = cl.dlights;
+ for (i = 0;i < cl.num_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_activedlights = i + 1;
+ cl.num_dlights = i + 1;
goto dlightsetup;
}
float time, f;
time = cl.time - cl.oldtime;
- oldmax = cl_activedlights;
- cl_activedlights = 0;
- for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
+ oldmax = cl.num_dlights;
+ cl.num_dlights = 0;
+ for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
{
if (dl->radius)
{
if (cl.time < dl->die && f > 0)
{
dl->radius = dl->radius - time * dl->decay;
- cl_activedlights = i + 1;
+ cl.num_dlights = i + 1;
}
else
dl->radius = 0;
r_refdef.numlights = 0;
if (r_dynamic.integer)
{
- for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
+ for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
{
if (dl->radius)
{
f = cl.time * 10;
i = (int)floor(f);
frac = f - i;
- for (j = 0;j < cl_max_lightstyle;j++)
+ for (j = 0;j < cl.max_lightstyle;j++)
{
- if (!cl_lightstyle || !cl_lightstyle[j].length)
+ if (!cl.lightstyle || !cl.lightstyle[j].length)
{
r_refdef.lightstylevalue[j] = 256;
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] = ((k*frac)+(l*(1-frac)))*22;
+ 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);
}
}
VectorSet(flag->render.colormod, 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, &flagmatrix, &player->render.matrix);
+ 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_t *matrix, blendmatrix, tempmatrix, matrix2;
//matrix4x4_t dlightmatrix;
- int j, k, l, trailtype, temp;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
+ int j, k, l;
+ effectnameindex_t trailtype;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
entity_t *t;
model_t *model;
trace_t trace;
{
e->persistent.linkframe = entitylinkframenumber;
// skip inactive entities and world
- if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
+ if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
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?
if (!e->csqc)
{
if (cl.viewentity)
- CL_LinkNetworkEntity(cl_entities + cl.viewentity);
- if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
+ 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));
+ 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;
// if the tag entity is currently impossible, skip it
if (!e->csqc)
{
- if (e->state_current.tagentity >= cl_num_entities)
+ if (e->state_current.tagentity >= cl.num_entities)
return;
- t = cl_entities + e->state_current.tagentity;
+ t = cl.entities + e->state_current.tagentity;
}
else
{
- if (e->state_current.tagentity >= cl_num_csqcentities)
+ if (e->state_current.tagentity >= cl.num_csqcentities)
return;
- t = cl_csqcentities + e->state_current.tagentity;
+ t = cl.csqcentities + e->state_current.tagentity;
}
// if the tag entity is inactive, skip it
if (!t->state_current.active)
// movement lerp
// if it's the player entity, update according to client movement
- if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
+ if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
{
lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
lerp = bound(0, lerp, 1);
if (e->render.model)
{
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
+ 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)))
{
}
// transfer certain model flags to effects
e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
- if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+ if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
VectorScale(e->render.colormod, 2, e->render.colormod);
}
+ // 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];
// animation lerp
if (e->render.frame2 == e->state_current.frame)
origin[1] = e->render.matrix.m[1][3];
origin[2] = e->render.matrix.m[2][3];
}
- trailtype = -1;
+ trailtype = EFFECT_NONE;
dlightradius = 0;
dlightcolor[0] = 0;
dlightcolor[1] = 0;
if (e->render.effects & EF_BRIGHTFIELD)
{
if (gamemode == GAME_NEXUIZ)
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.75f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 3.00f;
- trailtype = 8;
- }
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
else
CL_EntityParticles(e);
}
dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_FLAME)
- {
- mins[0] = origin[0] - 16.0f;
- mins[1] = origin[1] - 16.0f;
- mins[2] = origin[2] - 16.0f;
- maxs[0] = origin[0] + 16.0f;
- maxs[1] = origin[1] + 16.0f;
- maxs[2] = origin[2] + 16.0f;
- // how many flames to make
- temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
- CL_FlameCube(mins, maxs, temp);
- d = lhrandom(0.75f, 1);
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += d * 2.0f;
- dlightcolor[1] += d * 1.5f;
- dlightcolor[2] += d * 0.5f;
- }
+ CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
if (e->render.effects & EF_STARDUST)
- {
- mins[0] = origin[0] - 16.0f;
- mins[1] = origin[1] - 16.0f;
- mins[2] = origin[2] - 16.0f;
- maxs[0] = origin[0] + 16.0f;
- maxs[1] = origin[1] + 16.0f;
- maxs[2] = origin[2] + 16.0f;
- // how many particles to make
- temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
- CL_Stardust(mins, maxs, temp);
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.0f;
- dlightcolor[1] += 0.7f;
- dlightcolor[2] += 0.3f;
- }
+ 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))
{
// these are only set on player entities
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.frametime * 10;
+ e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
}
// 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)))
{
if (e->render.model->flags & EF_GIB)
- trailtype = 2;
+ trailtype = EFFECT_TR_BLOOD;
else if (e->render.model->flags & EF_ZOMGIB)
- trailtype = 4;
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
else if (e->render.model->flags & EF_TRACER)
- {
- trailtype = 3;
- //dlightradius = max(dlightradius, 100);
- //dlightcolor[0] += 0.25f;
- //dlightcolor[1] += 1.00f;
- //dlightcolor[2] += 0.25f;
- }
+ trailtype = EFFECT_TR_WIZSPIKE;
else if (e->render.model->flags & EF_TRACER2)
- {
- trailtype = 5;
- //dlightradius = max(dlightradius, 100);
- //dlightcolor[0] += 1.00f;
- //dlightcolor[1] += 0.60f;
- //dlightcolor[2] += 0.20f;
- }
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
else if (e->render.model->flags & EF_ROCKET)
- {
- trailtype = 0;
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 3.00f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 0.50f;
- }
+ 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 ? 7 : 1;
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
}
else if (e->render.model->flags & EF_TRACER3)
- {
- trailtype = 6;
- if (gamemode == GAME_PRYDON)
- {
- dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.30f;
- dlightcolor[1] += 0.60f;
- dlightcolor[2] += 1.20f;
- }
- else
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.20f;
- dlightcolor[1] += 0.50f;
- dlightcolor[2] += 1.00f;
- }
- }
+ trailtype = EFFECT_TR_VORESPIKE;
}
// LordHavoc: customizable glow
if (e->state_current.glowsize)
}
// do trails
if (e->render.flags & RENDER_GLOWTRAIL)
- trailtype = 9;
- if (trailtype >= 0)
- CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (trailtype)
+ {
+ 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);
+ }
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)
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;
+ 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)
void CL_RelinkWorld(void)
{
- entity_t *ent = &cl_entities[0];
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
+ entity_t *ent = &cl.entities[0];
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
- Matrix4x4_CreateIdentity(&ent->render.matrix);
- Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ ent->render.matrix = identitymatrix;
+ ent->render.inversematrix = identitymatrix;
R_LerpAnimation(&ent->render);
CL_BoundingBoxForEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
void CL_RelinkCSQCWorld(void) //[515]: csqc
{
- entity_t *ent = &cl_csqcentities[0];
+ entity_t *ent = &cl.csqcentities[0];
if(!csqc_loaded)
return;
-// cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
+// cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
- Matrix4x4_CreateIdentity(&ent->render.matrix);
- Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ ent->render.matrix = identitymatrix;
+ ent->render.inversematrix = identitymatrix;
R_LerpAnimation(&ent->render);
CL_BoundingBoxForEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
{
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.numentities < r_refdef.maxentities;i++, e++)
{
e->render.flags = 0;
// transparent stuff can't be lit during the opaque stage
entitylinkframenumber++;
if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
{
- for (i = 1;i < cl_num_entities;i++)
+ for (i = 1;i < cl.num_entities;i++)
{
- if (cl_entities_active[i])
+ if (cl.entities_active[i])
{
- ent = cl_entities + i;
+ ent = cl.entities + i;
if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
{
- cl_entities_active[i] = false;
+ cl.entities_active[i] = false;
continue;
}
if (ent->state_current.active)
CL_LinkNetworkEntity(ent);
else
- cl_entities_active[i] = false;
+ cl.entities_active[i] = false;
}
}
}
//[515]: csqc
if(csqc_loaded)
{
- for (i=1,k=cl_num_csqcentities;k;i++)
+ for (i=1,k=cl.num_csqcentities;k;i++)
{
- if (cl_csqcentities_active[i])
+ if (cl.csqcentities_active[i])
{
--k;
- ent = cl_csqcentities + i;
+ ent = cl.csqcentities + i;
if (ent->state_current.active)
CL_LinkNetworkEntity(ent);
else
- cl_csqcentities_active[i] = false;
+ cl.csqcentities_active[i] = false;
}
}
}
entity_t *ent;
float frame;
- for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
{
if (e->active)
{
frame = (cl.time - e->starttime) * e->framerate + e->startframe;
- intframe = frame;
+ intframe = (int)frame;
if (intframe < 0 || intframe >= e->endframe)
{
memset(e, 0, sizeof(*e));
+ while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
+ cl.num_effects--;
continue;
}
float forward;
matrix4x4_t tempmatrix;
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
{
- if (!b->model || b->endtime < cl.time)
+ if (!b->model)
continue;
+ if (b->endtime < cl.time)
+ {
+ b->model = NULL;
+ continue;
+ }
// if coming from the player, update the start position
//if (b->entity == cl.viewentity)
- // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
- if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+ // Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
+ if (cl_beams_relative.integer && b->entity && cl.entities[b->entity].state_current.active && b->relativestartvalid)
{
- entity_render_t *r = &cl_entities[b->entity].render;
+ entity_render_t *r = &cl.entities[b->entity].render;
//Matrix4x4_OriginFromMatrix(&r->matrix, origin);
//Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
d -= 30;
}
}
+
+ while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
+ cl.num_beams--;
}
static void CL_RelinkQWNails(void)
void CSQC_RelinkAllEntities (int drawmask)
{
+ cl.num_brushmodel_entities = 0;
CL_RelinkNetworkEntities(drawmask);
if(drawmask & ENTMASK_ENGINE)
{
r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
- Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
- cl_num_brushmodel_entities = 0;
+ r_refdef.viewentitymatrix = identitymatrix;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
CL_ClientMovement_Replay();
if(!csqc_loaded) //[515]: csqc
{
+ cl.num_brushmodel_entities = 0;
CL_RelinkNetworkEntities(65535);
// move particles
CL_RelinkStaticEntities();
CL_RelinkBeams();
CL_RelinkEffects();
+ CL_RelinkQWNails();
}
else
csqc_frame = true;
- // run cgame code (which can add more entities)
- CL_CGVM_Frame();
-
CL_UpdateLights();
// update view blend
V_CalcViewBlend();
+
+ // update the r_refdef time again because cl.time may have changed
+ r_refdef.time = cl.time;
}
return 0;
*/
void CL_Shutdown (void)
{
- CL_CGVM_Shutdown();
CL_Particles_Shutdown();
CL_Parse_Shutdown();
- Mem_FreePool (&cl_mempool);
+ Mem_FreePool (&cls.permanentmempool);
+ Mem_FreePool (&cls.levelmempool);
}
/*
*/
void CL_Init (void)
{
- cl_mempool = Mem_AllocPool("client", 0, NULL);
+ 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(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
- // 256k drawqueue buffer
- // TODO: make dynamic
- r_refdef.maxdrawqueuesize = 256 * 1024;
- r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
+ r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
CL_InitInput ();
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");
+ Cvar_RegisterVariable (&cl_autodemo);
+ Cvar_RegisterVariable (&cl_autodemo_nameformat);
+
Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
// LordHavoc: added pausedemo
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
- CL_CGVM_Init();
CL_Video_Init();
}