// cl_main.c -- client main loop
#include "quakedef.h"
+#include "cl_collision.h"
+#include "cl_video.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
// these two are not intended to be set directly
-cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"};
-cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"};
-cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"};
+cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"};
+cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"};
+cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"};
-cvar_t cl_shownet = {0, "cl_shownet","0"};
-cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
+cvar_t cl_shownet = {0, "cl_shownet","0"};
+cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
-cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
-cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
-cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
+cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
-cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
-cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
-cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
-cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
+cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
+cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
+cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
+
+cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
+cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
+cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
+cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
+cvar_t r_draweffects = {0, "r_draweffects", "1"};
+
+cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+
+mempool_t *cl_scores_mempool;
+mempool_t *cl_refdef_mempool;
+mempool_t *cl_entities_mempool;
+
client_static_t cls;
client_state_t cl;
-// FIXME: put these on hunk?
-entity_t cl_entities[MAX_EDICTS];
-entity_t cl_static_entities[MAX_STATIC_ENTITIES];
-lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
-int cl_numvisedicts;
-entity_t *cl_visedicts[MAX_VISEDICTS];
+int cl_max_entities;
+int cl_max_static_entities;
+int cl_max_temp_entities;
+int cl_max_effects;
+int cl_max_beams;
+int cl_max_dlights;
+int cl_max_lightstyle;
+int cl_max_brushmodel_entities;
+
+entity_t *cl_entities;
+qbyte *cl_entities_active;
+entity_t *cl_static_entities;
+entity_t *cl_temp_entities;
+cl_effect_t *cl_effects;
+beam_t *cl_beams;
+dlight_t *cl_dlights;
+lightstyle_t *cl_lightstyle;
+entity_render_t **cl_brushmodel_entities;
+
+int cl_num_entities;
+int cl_num_static_entities;
+int cl_num_temp_entities;
+int cl_num_brushmodel_entities;
/*
=====================
*/
void CL_ClearState (void)
{
- int i;
+ int i;
if (!sv.active)
Host_ClearMemory ();
+ Mem_EmptyPool(cl_scores_mempool);
+ Mem_EmptyPool(cl_entities_mempool);
+
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
SZ_Clear (&cls.message);
-// clear other arrays
- memset (cl_entities, 0, sizeof(cl_entities));
- memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
- memset (cl_temp_entities, 0, sizeof(cl_temp_entities));
- memset (cl_beams, 0, sizeof(cl_beams));
+ cl_num_entities = 0;
+ cl_num_static_entities = 0;
+ cl_num_temp_entities = 0;
+ cl_num_brushmodel_entities = 0;
+
+ // tweak these if the game runs out
+ cl_max_entities = MAX_EDICTS;
+ cl_max_static_entities = 256;
+ cl_max_temp_entities = 512;
+ cl_max_effects = 256;
+ cl_max_beams = 24;
+ cl_max_dlights = MAX_DLIGHTS;
+ cl_max_lightstyle = MAX_LIGHTSTYLES;
+ cl_max_brushmodel_entities = MAX_EDICTS;
+
+ cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
+ cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
+ cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
+ cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
+ cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
+ cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
+ cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
+ cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+ cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
+
+ CL_Screen_NewMap();
+
+ CL_Particles_Clear();
+
// LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < MAX_EDICTS;i++)
+ for (i = 0;i < cl_max_entities;i++)
{
ClearStateToDefault(&cl_entities[i].state_baseline);
ClearStateToDefault(&cl_entities[i].state_previous);
ClearStateToDefault(&cl_entities[i].state_current);
}
-}
-
-void CL_LerpUpdate(entity_t *e, int frame, int modelindex)
-{
- entity_persistent_t *p;
- entity_render_t *r;
- p = &e->persistent;
- r = &e->render;
-
- if (p->modelindex != modelindex)
- {
- // reset all interpolation information
- p->modelindex = modelindex;
- p->frame1 = p->frame2 = frame;
- p->frame1time = p->frame2time = cl.time;
- p->framelerp = 1;
- }
- else if (p->frame2 != frame)
- {
- // transition to new frame
- p->frame1 = p->frame2;
- p->frame1time = p->frame2time;
- p->frame2 = frame;
- p->frame2time = cl.time;
- p->framelerp = 0;
- }
- else
- {
- // update transition
- p->framelerp = (cl.time - p->frame2time) * 10;
- p->framelerp = bound(0, p->framelerp, 1);
- }
- r->frame1 = p->frame1;
- r->frame2 = p->frame2;
- r->framelerp = p->framelerp;
- r->frame1time = p->frame1time;
- r->frame2time = p->frame2time;
+ CL_CGVM_Clear();
}
/*
*/
void CL_Disconnect (void)
{
+ if (cls.state == ca_dedicated)
+ return;
+
// stop sounds (especially looping!)
S_StopAllSounds (true);
cl.cshifts[2].percent = 0;
cl.cshifts[3].percent = 0;
-// if running a local server, shut it down
+ cl.worldmodel = NULL;
+
if (cls.demoplayback)
CL_StopPlayback ();
else if (cls.state == ca_connected)
NET_SendUnreliableMessage (cls.netcon, &cls.message);
SZ_Clear (&cls.message);
NET_Close (cls.netcon);
-
- cls.state = ca_disconnected;
+ cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer
+ // if running a local server, shut it down
if (sv.active)
Host_ShutdownServer(false);
}
+ cls.state = ca_disconnected;
cls.demoplayback = cls.timedemo = false;
cls.signon = 0;
if (!cls.netcon)
Host_Error ("CL_Connect: connect failed\n");
Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
-
+
cls.demonum = -1; // not in the demo loop now
cls.state = ca_connected;
cls.signon = 0; // need all the signon messages before playing
+
+ CL_ClearState ();
}
/*
-=====================
-CL_SignonReply
-
-An svc_signonnum has been received, perform a client side setup
-=====================
+==============
+CL_PrintEntities_f
+==============
*/
-void CL_SignonReply (void)
+static void CL_PrintEntities_f (void)
{
- char str[8192];
+ entity_t *ent;
+ int i, j;
+ char name[32];
-Con_DPrintf ("CL_SignonReply: %i\n", cls.signon);
-
- switch (cls.signon)
+ for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
{
- case 1:
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, "prespawn");
- break;
-
- case 2:
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, va("name \"%s\"\n", cl_name.string));
-
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, va("color %i %i\n", ((int)cl_color.value)>>4, ((int)cl_color.value)&15));
-
- if (cl_pmodel.value)
- {
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, va("pmodel %f\n", cl_pmodel.value));
- }
+ if (!ent->state_current.active)
+ continue;
- MSG_WriteByte (&cls.message, clc_stringcmd);
- sprintf (str, "spawn %s", cls.spawnparms);
- MSG_WriteString (&cls.message, str);
- break;
-
- case 3:
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, "begin");
- Cache_Report (); // print remaining memory
- break;
-
- case 4:
-// SCR_EndLoadingPlaque (); // allow normal screen updates
- Con_ClearNotify();
- break;
+ if (ent->render.model)
+ strncpy(name, ent->render.model->name, 25);
+ else
+ strcpy(name, "--no model--");
+ name[25] = 0;
+ for (j = strlen(name);j < 25;j++)
+ name[j] = ' ';
+ Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
}
}
-/*
-=====================
-CL_NextDemo
-
-Called to play the next demo in the demo loop
-=====================
-*/
-void CL_NextDemo (void)
+void CL_LerpUpdate(entity_t *e)
{
- char str[1024];
-
- if (cls.demonum == -1)
- return; // don't play demos
-
-// SCR_BeginLoadingPlaque ();
+ entity_persistent_t *p;
+ entity_render_t *r;
+ p = &e->persistent;
+ r = &e->render;
- if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
+ if (p->modelindex != e->state_current.modelindex)
{
- cls.demonum = 0;
- if (!cls.demos[cls.demonum][0])
- {
- Con_Printf ("No demos listed with startdemos\n");
- cls.demonum = -1;
- return;
- }
+ // reset all interpolation information
+ p->modelindex = e->state_current.modelindex;
+ p->frame1 = p->frame2 = e->state_current.frame;
+ p->frame1time = p->frame2time = cl.time;
+ p->framelerp = 1;
}
-
- sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]);
- Cbuf_InsertText (str);
- cls.demonum++;
-}
-
-/*
-==============
-CL_PrintEntities_f
-==============
-*/
-void CL_PrintEntities_f (void)
-{
- entity_t *ent;
- int i, j;
- char name[32];
-
- for (i = 0, ent = cl_entities;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+ else if (p->frame2 != e->state_current.frame)
{
- if (!ent->state_current.active)
- continue;
- if (!ent->render.model)
- continue;
-
- Con_Printf ("%3i:", i);
- if (!ent->render.model)
- {
- Con_Printf ("EMPTY\n");
- continue;
- }
- strncpy(name, ent->render.model->name, 30);
- name[30] = 0;
- for (j = strlen(name);j < 30;j++)
- name[j] = ' ';
- Con_Printf ("%s:%04i (%5i %5i %5i) [%3i %3i %3i]\n", name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360);
+ // transition to new frame
+ p->frame1 = p->frame2;
+ p->frame1time = p->frame2time;
+ p->frame2 = e->state_current.frame;
+ p->frame2time = cl.time;
+ p->framelerp = 0;
+ }
+ else
+ {
+ // update transition
+ p->framelerp = (cl.time - p->frame2time) * 10;
+ p->framelerp = bound(0, p->framelerp, 1);
}
-}
+ r->model = cl.model_precache[e->state_current.modelindex];
+ Mod_CheckLoaded(r->model);
+ r->frame = e->state_current.frame;
+ r->frame1 = p->frame1;
+ r->frame2 = p->frame2;
+ r->framelerp = p->framelerp;
+ r->frame1time = p->frame1time;
+ r->frame2time = p->frame2time;
+}
/*
===============
should be put at.
===============
*/
-float CL_LerpPoint (void)
+static float CL_LerpPoint (void)
{
- float f, frac;
+ float f;
- f = cl.mtime[0] - cl.mtime[1];
+ // dropped packet, or start of demo
+ if (cl.mtime[1] < cl.mtime[0] - 0.1)
+ cl.mtime[1] = cl.mtime[0] - 0.1;
+
+ cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
// LordHavoc: lerp in listen games as the server is being capped below the client (usually)
- if (!f || cl_nolerp.value || cls.timedemo || (sv.active && svs.maxclients == 1))
+ f = cl.mtime[0] - cl.mtime[1];
+ if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
{
cl.time = cl.mtime[0];
return 1;
}
-
- if (f > 0.1)
- { // dropped packet, or start of demo
- cl.mtime[1] = cl.mtime[0] - 0.1;
- f = 0.1;
- }
- frac = (cl.time - cl.mtime[1]) / f;
-// Con_Printf ("frac: %f\n",frac);
- if (frac < 0)
- {
- if (frac < -0.01)
- {
- cl.time = cl.mtime[1];
-// Con_Printf ("low frac\n");
- }
- frac = 0;
- }
- else if (frac > 1)
- {
- if (frac > 1.01)
- {
- cl.time = cl.mtime[0];
-// Con_Printf ("high frac\n");
- }
- frac = 1;
- }
-
- return frac;
-}
-
-float CL_EntityLerpPoint (entity_t *ent)
-{
- float f;
-
- if (cl_nolerp.value || cls.timedemo || (sv.active && svs.maxclients == 1))
- return 1;
- f = ent->state_current.time - ent->state_previous.time;
-// Con_Printf(" %g-%g=%g", ent->state_current.time, ent->state_previous.time, f);
-
- if (f <= 0)
- return 1;
- if (f >= 0.1)
- f = 0.1;
-
-// Con_Printf(" %g-%g/%g=%f", cl.time, ent->state_previous.time, f, (cl.time - ent->state_previous.time) / f);
- f = (cl.time - ent->state_previous.time) / f;
+ f = (cl.time - cl.mtime[1]) / f;
return bound(0, f, 1);
}
-void CL_RelinkStaticEntities(void)
+static void CL_RelinkStaticEntities(void)
{
int i;
- for (i = 0;i < cl.num_statics && cl_numvisedicts < MAX_VISEDICTS;i++)
- cl_visedicts[cl_numvisedicts++] = &cl_static_entities[i];
+ for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+ {
+ Mod_CheckLoaded(cl_static_entities[i].render.model);
+ r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+ }
}
/*
CL_RelinkEntities
===============
*/
-void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
-void CL_RelinkNetworkEntities()
+static void CL_RelinkNetworkEntities()
{
- entity_t *ent;
- int i, j, glowcolor, effects;
- float f, d, bobjrotate/*, bobjoffset*/, dlightradius, glowsize;
- vec3_t oldorg, neworg, delta, dlightcolor;
+ entity_t *ent;
+ int i, effects, temp;
+ float d, bobjrotate, bobjoffset, lerp;
+ vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
bobjrotate = ANGLEMOD(100*cl.time);
-// bobjoffset = cos(180 * cl.time * M_PI / 180) * 4.0f + 4.0f;
-
- CL_RelinkStaticEntities();
+ if (cl_itembobheight.value)
+ bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+ else
+ bobjoffset = 0;
-// start on the entity after the world
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+ // start on the entity after the world
+ for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
{
- // if the object wasn't included in the latest packet, remove it
+ // if the object isn't active in the current network frame, skip it
+ if (!cl_entities_active[i])
+ continue;
if (!ent->state_current.active)
+ {
+ cl_entities_active[i] = false;
continue;
+ }
VectorCopy(ent->persistent.trail_origin, oldorg);
if (!ent->state_previous.active)
{
// only one state available
- VectorCopy (ent->state_current.origin, neworg);
- VectorCopy (ent->state_current.angles, ent->render.angles);
+ VectorCopy (ent->persistent.neworigin, neworg);
+ VectorCopy (ent->persistent.newangles, ent->render.angles);
+ VectorCopy (neworg, oldorg);
}
else
{
// if the delta is large, assume a teleport and don't lerp
- VectorSubtract(ent->state_current.origin, ent->state_previous.origin, delta);
- // LordHavoc: increased tolerance from 100 to 200
- if (DotProduct(delta, delta) > 200*200)
- f = 1;
- else
- f = CL_EntityLerpPoint(ent);
- if (f >= 1)
+ VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
+ if (ent->persistent.lerpdeltatime > 0)
{
- // no interpolation
- VectorCopy (ent->state_current.origin, neworg);
- VectorCopy (ent->state_current.angles, ent->render.angles);
+ lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
+ if (lerp < 1)
+ {
+ // interpolate the origin and angles
+ VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
+ VectorSubtract(ent->persistent.newangles, ent->persistent.oldangles, delta);
+ if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+ if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+ if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+ VectorMA(ent->persistent.oldangles, lerp, delta, ent->render.angles);
+ }
+ else
+ {
+ // no interpolation
+ VectorCopy (ent->persistent.neworigin, neworg);
+ VectorCopy (ent->persistent.newangles, ent->render.angles);
+ }
}
else
{
- // interpolate the origin and angles
- for (j = 0;j < 3;j++)
- {
- neworg[j] = ent->state_previous.origin[j] + f*delta[j];
-
- d = ent->state_current.angles[j] - ent->state_previous.angles[j];
- if (d > 180)
- d -= 360;
- else if (d < -180)
- d += 360;
- ent->render.angles[j] = ent->state_previous.angles[j] + f*d;
- }
+ // no interpolation
+ VectorCopy (ent->persistent.neworigin, neworg);
+ VectorCopy (ent->persistent.newangles, ent->render.angles);
}
}
VectorCopy (neworg, ent->render.origin);
ent->render.flags = ent->state_current.flags;
ent->render.effects = effects = ent->state_current.effects;
- ent->render.model = cl.model_precache[ent->state_current.modelindex];
- ent->render.frame = ent->state_current.frame;
- if (cl.scores == NULL || !ent->state_current.colormap)
+ if (ent->state_current.flags & RENDER_COLORMAPPED)
+ ent->render.colormap = ent->state_current.colormap;
+ else if (cl.scores == NULL || !ent->state_current.colormap)
ent->render.colormap = -1; // no special coloring
else
ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
ent->render.skinnum = ent->state_current.skin;
ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
- glowsize = ent->state_current.glowsize * 4.0f; // FIXME: interpolate?
- glowcolor = ent->state_current.glowcolor;
- ent->render.colormod[0] = (float) ((ent->state_current.colormod >> 5) & 7) * (1.0f / 7.0f);
- ent->render.colormod[1] = (float) ((ent->state_current.colormod >> 2) & 7) * (1.0f / 7.0f);
- ent->render.colormod[2] = (float) (ent->state_current.colormod & 3) * (1.0f / 3.0f);
// update interpolation info
- CL_LerpUpdate(ent, ent->state_current.frame, ent->state_current.modelindex);
+ CL_LerpUpdate(ent);
// handle effects now...
- dlightradius = 0;
dlightcolor[0] = 0;
dlightcolor[1] = 0;
dlightcolor[2] = 0;
if (effects)
{
if (effects & EF_BRIGHTFIELD)
- R_EntityParticles (ent);
+ CL_EntityParticles (ent);
if (effects & EF_MUZZLEFLASH)
- {
- vec3_t v, v2;
-
- AngleVectors (ent->render.angles, v, NULL, NULL);
-
- v2[0] = v[0] * 18 + neworg[0];
- v2[1] = v[1] * 18 + neworg[1];
- v2[2] = v[2] * 18 + neworg[2] + 16;
- TraceLine(neworg, v2, v, NULL, 0);
-
- CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0.1);
- }
+ ent->persistent.muzzleflash = 100.0f;
if (effects & EF_DIMLIGHT)
{
dlightcolor[0] += 200.0f;
{
if (ent->render.model)
{
- vec3_t mins, maxs;
- int temp;
- if (ent->render.angles[0] || ent->render.angles[2])
- {
- VectorAdd(neworg, ent->render.model->rotatedmins, mins);
- VectorAdd(neworg, ent->render.model->rotatedmaxs, maxs);
- }
- else if (ent->render.angles[1])
- {
- VectorAdd(neworg, ent->render.model->yawmins, mins);
- VectorAdd(neworg, ent->render.model->yawmaxs, maxs);
- }
- else
- {
- VectorAdd(neworg, ent->render.model->normalmins, mins);
- VectorAdd(neworg, ent->render.model->normalmaxs, maxs);
- }
+ mins[0] = neworg[0] - 16.0f;
+ mins[1] = neworg[1] - 16.0f;
+ mins[2] = neworg[2] - 16.0f;
+ maxs[0] = neworg[0] + 16.0f;
+ maxs[1] = neworg[1] + 16.0f;
+ maxs[2] = neworg[2] + 16.0f;
// how many flames to make
temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
- R_FlameCube(mins, maxs, temp);
+ CL_FlameCube(mins, maxs, temp);
}
d = lhrandom(200, 250);
dlightcolor[0] += d * 1.0f;
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
}
+ if (effects & EF_STARDUST)
+ {
+ if (ent->render.model)
+ {
+ mins[0] = neworg[0] - 16.0f;
+ mins[1] = neworg[1] - 16.0f;
+ mins[2] = neworg[2] - 16.0f;
+ maxs[0] = neworg[0] + 16.0f;
+ maxs[1] = neworg[1] + 16.0f;
+ maxs[2] = neworg[2] + 16.0f;
+ // how many particles to make
+ temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+ CL_Stardust(mins, maxs, temp);
+ }
+ d = 100;
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ }
+
+ if (ent->persistent.muzzleflash > 0)
+ {
+ AngleVectors (ent->render.angles, v, NULL, NULL);
+
+ v2[0] = v[0] * 18 + neworg[0];
+ v2[1] = v[1] * 18 + neworg[1];
+ v2[2] = v[2] * 18 + neworg[2] + 16;
+ CL_TraceLine(neworg, v2, v, NULL, 0, true);
+
+ CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
+ ent->persistent.muzzleflash -= cl.frametime * 1000;
}
// LordHavoc: if the model has no flags, don't check each
if (ent->render.model->flags & EF_ROTATE)
{
ent->render.angles[1] = bobjrotate;
-// ent->render.origin[2] += bobjoffset;
+ ent->render.origin[2] += bobjoffset;
}
// only do trails if present in the previous frame as well
if (ent->state_previous.active)
{
if (ent->render.model->flags & EF_GIB)
- R_RocketTrail (oldorg, neworg, 2, ent);
+ CL_RocketTrail (oldorg, neworg, 2, ent);
else if (ent->render.model->flags & EF_ZOMGIB)
- R_RocketTrail (oldorg, neworg, 4, ent);
+ CL_RocketTrail (oldorg, neworg, 4, ent);
else if (ent->render.model->flags & EF_TRACER)
- R_RocketTrail (oldorg, neworg, 3, ent);
+ {
+ CL_RocketTrail (oldorg, neworg, 3, ent);
+ dlightcolor[0] += 0x10;
+ dlightcolor[1] += 0x40;
+ dlightcolor[2] += 0x10;
+ }
else if (ent->render.model->flags & EF_TRACER2)
- R_RocketTrail (oldorg, neworg, 5, ent);
+ {
+ CL_RocketTrail (oldorg, neworg, 5, ent);
+ dlightcolor[0] += 0x50;
+ dlightcolor[1] += 0x30;
+ dlightcolor[2] += 0x10;
+ }
else if (ent->render.model->flags & EF_ROCKET)
{
- R_RocketTrail (oldorg, ent->render.origin, 0, ent);
+ CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
dlightcolor[0] += 200.0f;
dlightcolor[1] += 160.0f;
dlightcolor[2] += 80.0f;
}
else if (ent->render.model->flags & EF_GRENADE)
{
- if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility
- R_RocketTrail (oldorg, neworg, 7, ent);
+ if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
+ CL_RocketTrail (oldorg, neworg, 7, ent);
else
- R_RocketTrail (oldorg, neworg, 1, ent);
+ CL_RocketTrail (oldorg, neworg, 1, ent);
}
else if (ent->render.model->flags & EF_TRACER3)
- R_RocketTrail (oldorg, neworg, 6, ent);
+ {
+ CL_RocketTrail (oldorg, neworg, 6, ent);
+ dlightcolor[0] += 0x50;
+ dlightcolor[1] += 0x20;
+ dlightcolor[2] += 0x40;
+ }
}
}
// LordHavoc: customizable glow
- if (glowsize)
+ if (ent->state_current.glowsize)
{
- byte *tempcolor = (byte *)&d_8to24table[glowcolor];
- dlightcolor[0] += glowsize * tempcolor[0] * (1.0f / 255.0f);
- dlightcolor[1] += glowsize * tempcolor[1] * (1.0f / 255.0f);
- dlightcolor[2] += glowsize * tempcolor[2] * (1.0f / 255.0f);
+ // * 4 for the expansion from 0-255 to 0-1023 range,
+ // / 255 to scale down byte colors
+ VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&d_8to24table[ent->state_current.glowcolor], dlightcolor);
}
// LordHavoc: customizable trail
if (ent->render.flags & RENDER_GLOWTRAIL)
- R_RocketTrail2 (oldorg, neworg, glowcolor, ent);
+ CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
{
- vec3_t vec;
- dlightradius = VectorLength(dlightcolor);
- d = 1.0f / dlightradius;
- VectorCopy(neworg, vec);
+ VectorCopy(neworg, v);
// hack to make glowing player light shine on their gun
- if (i == cl.viewentity && !chase_active.value)
- vec[2] += 30;
- CL_AllocDlight (&ent->render, vec, dlightradius, dlightcolor[0] * d, dlightcolor[1] * d, dlightcolor[2] * d, 0, 0);
+ if (i == cl.viewentity && !chase_active.integer)
+ v[2] += 30;
+ CL_AllocDlight (NULL, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
}
- if (chase_active.value)
+ if (chase_active.integer)
{
if (ent->render.flags & RENDER_VIEWMODEL)
continue;
continue;
if (effects & EF_NODRAW)
continue;
- if (cl_numvisedicts < MAX_VISEDICTS)
- cl_visedicts[cl_numvisedicts++] = ent;
+
+ if (ent->render.angles[0] || ent->render.angles[2])
+ {
+ // pitch or roll
+ VectorAdd(ent->render.origin, ent->render.model->rotatedmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->rotatedmaxs, ent->render.maxs);
+ }
+ else if (ent->render.angles[1])
+ {
+ // yaw
+ VectorAdd(ent->render.origin, ent->render.model->yawmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->yawmaxs, ent->render.maxs);
+ }
+ else
+ {
+ VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
+ }
+
+ if (r_refdef.numentities < r_refdef.maxentities)
+ r_refdef.entities[r_refdef.numentities++] = &ent->render;
+
+ if (ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+
+ if (cl_num_entities < i + 1)
+ cl_num_entities = i + 1;
}
}
-void CL_LerpPlayerVelocity (void)
+void CL_LerpPlayer(float frac)
{
int i;
- float frac, d;
+ float d;
- // fraction from previous network update to current
- frac = CL_LerpPoint ();
+ if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
+ {
+ cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
+ cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
+ cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
+ }
+ else
+ VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
+
+ cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
for (i = 0;i < 3;i++)
cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
d -= 360;
else if (d < -180)
d += 360;
- cl.viewangles[i] = cl.mviewangles[1][i] + frac*d;
+ cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
+ }
+ }
+}
+
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+{
+ int i;
+ cl_effect_t *e;
+ if (!modelindex) // sanity check
+ return;
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ {
+ if (e->active)
+ continue;
+ e->active = true;
+ VectorCopy(org, e->origin);
+ e->modelindex = modelindex;
+ e->starttime = cl.time;
+ e->startframe = startframe;
+ e->endframe = startframe + framecount;
+ e->framerate = framerate;
+
+ e->frame = 0;
+ e->frame1time = cl.time;
+ e->frame2time = cl.time;
+ break;
+ }
+}
+
+static void CL_RelinkEffects()
+{
+ int i, intframe;
+ cl_effect_t *e;
+ entity_t *ent;
+ float frame;
+
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ {
+ if (e->active)
+ {
+ frame = (cl.time - e->starttime) * e->framerate + e->startframe;
+ intframe = frame;
+ if (intframe < 0 || intframe >= e->endframe)
+ {
+ e->active = false;
+ memset(e, 0, sizeof(*e));
+ continue;
+ }
+
+ if (intframe != e->frame)
+ {
+ e->frame = intframe;
+ e->frame1time = e->frame2time;
+ e->frame2time = cl.time;
+ }
+
+ // if we're drawing effects, get a new temp entity
+ // (NewTempEntity adds it to the render entities list for us)
+ if (r_draweffects.integer && (ent = CL_NewTempEntity()))
+ {
+ // interpolation stuff
+ ent->render.frame1 = intframe;
+ ent->render.frame2 = intframe + 1;
+ if (ent->render.frame2 >= e->endframe)
+ ent->render.frame2 = -1; // disappear
+ ent->render.framelerp = frame - intframe;
+ ent->render.frame1time = e->frame1time;
+ ent->render.frame2time = e->frame2time;
+
+ // normal stuff
+ VectorCopy(e->origin, ent->render.origin);
+ ent->render.model = cl.model_precache[e->modelindex];
+ ent->render.frame = ent->render.frame2;
+ ent->render.colormap = -1; // no special coloring
+ ent->render.scale = 1;
+ ent->render.alpha = 1;
+
+ if (ent->render.angles[0] || ent->render.angles[2])
+ {
+ // pitch or roll
+ VectorAdd(ent->render.origin, ent->render.model->rotatedmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->rotatedmaxs, ent->render.maxs);
+ }
+ else if (ent->render.angles[1])
+ {
+ // yaw
+ VectorAdd(ent->render.origin, ent->render.model->yawmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->yawmaxs, ent->render.maxs);
+ }
+ else
+ {
+ VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
+ }
+ }
}
}
}
+void CL_RelinkWorld (void)
+{
+ if (cl_num_entities < 1)
+ cl_num_entities = 1;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render;
+}
+
void CL_RelinkEntities (void)
{
- cl_numvisedicts = 0;
+ float frac;
+
+ // fraction from previous network update to current
+ frac = CL_LerpPoint();
- CL_LerpPlayerVelocity();
+ CL_ClearTempEntities();
+ CL_DecayLights();
+ CL_RelinkWorld();
+ CL_RelinkBeams();
+ CL_RelinkStaticEntities();
CL_RelinkNetworkEntities();
+ CL_RelinkEffects();
+ CL_MoveParticles();
+
+ CL_LerpPlayer(frac);
}
cl.oldtime = cl.time;
cl.time += cl.frametime;
-
+
netshown = false;
do
{
Host_Error ("CL_ReadFromServer: lost server connection");
if (!ret)
break;
-
+
cl.last_received_message = realtime;
- if (cl_shownet.value)
+ if (cl_shownet.integer)
netshown = true;
CL_ParseServerMessage ();
}
while (ret && cls.state == ca_connected);
-
+
if (netshown)
Con_Printf ("\n");
- CL_RelinkEntities ();
- CL_UpdateTEnts ();
- CL_DoEffects ();
+ r_refdef.numentities = 0;
+ cl_num_entities = 0;
+ cl_num_brushmodel_entities = 0;
+
+ if (cls.state == ca_connected && cl.worldmodel)
+ {
+ CL_RelinkEntities ();
+
+ // run cgame code (which can add more entities)
+ CL_CGVM_Frame();
+ }
//
// bring the links up to date
// get basic movement from keyboard
CL_BaseMove (&cmd);
+ IN_PreMove(); // OS independent code
+
// allow mice or other external controllers to add to the move
IN_Move (&cmd);
-
+
+ IN_PostMove(); // OS independent code
+
// send the unreliable message
CL_SendMove (&cmd);
}
+#ifndef NOROUTINGFIX
+ else
+ {
+ // LordHavoc: fix for NAT routing of netquake:
+ // bounce back a clc_nop message to the newly allocated server port,
+ // to establish a routing connection for incoming frames,
+ // the server waits for this before sending anything
+ if (realtime > cl.sendnoptime)
+ {
+ Con_DPrintf("sending clc_nop to get server's attention\n");
+ cl.sendnoptime = realtime + 3;
+ MSG_WriteByte(&cls.message, clc_nop);
+ }
+ }
+#endif
if (cls.demoplayback)
{
SZ_Clear (&cls.message);
return;
}
-
+
// send the reliable message
if (!cls.message.cursize)
return; // no message at all
-
+
if (!NET_CanSendMessage (cls.netcon))
{
Con_DPrintf ("CL_WriteToServer: can't send\n");
}
// LordHavoc: pausedemo command
-void CL_PauseDemo_f (void)
+static void CL_PauseDemo_f (void)
{
cls.demopaused = !cls.demopaused;
if (cls.demopaused)
LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
======================
*/
-void CL_PModel_f (void)
+static void CL_PModel_f (void)
{
int i;
eval_t *val;
if (cmd_source == src_command)
{
- if (cl_pmodel.value == i)
+ if (cl_pmodel.integer == i)
return;
Cvar_SetValue ("_cl_pmodel", i);
if (cls.state == ca_connected)
CL_Fog_f
======================
*/
-void CL_Fog_f (void)
+static void CL_Fog_f (void)
{
if (Cmd_Argc () == 1)
{
=================
*/
void CL_Init (void)
-{
- SZ_Alloc (&cls.message, 1024);
+{
+ cl_scores_mempool = Mem_AllocPool("client player info");
+ cl_entities_mempool = Mem_AllocPool("client entities");
+ cl_refdef_mempool = Mem_AllocPool("refdef");
+
+ memset(&r_refdef, 0, sizeof(r_refdef));
+ // max entities sent to renderer per frame
+ r_refdef.maxentities = MAX_EDICTS + 256 + 512;
+ r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+ // 256k drawqueue buffer
+ r_refdef.maxdrawqueuesize = 256 * 1024;
+ r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
+
+ SZ_Alloc (&cls.message, 1024, "cls.message");
CL_InitInput ();
CL_InitTEnts ();
-
+
//
// register our commands
//
Cvar_RegisterVariable (&cl_name);
Cvar_RegisterVariable (&cl_color);
- Cvar_RegisterVariable (&cl_pmodel);
+ if (gamemode == GAME_NEHAHRA)
+ Cvar_RegisterVariable (&cl_pmodel);
Cvar_RegisterVariable (&cl_upspeed);
Cvar_RegisterVariable (&cl_forwardspeed);
Cvar_RegisterVariable (&cl_backspeed);
Cvar_RegisterVariable (&m_forward);
Cvar_RegisterVariable (&m_side);
-// Cvar_RegisterVariable (&cl_autofire);
-
+ Cvar_RegisterVariable (&cl_itembobspeed);
+ Cvar_RegisterVariable (&cl_itembobheight);
+
Cmd_AddCommand ("entities", CL_PrintEntities_f);
Cmd_AddCommand ("bitprofile", CL_BitProfile_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
// LordHavoc: added pausedemo
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
- // LordHavoc: added pmodel command (like name, etc, only intended for Nehahra)
- Cmd_AddCommand ("pmodel", CL_PModel_f);
+ if (gamemode == GAME_NEHAHRA)
+ Cmd_AddCommand ("pmodel", CL_PModel_f);
+
+ Cvar_RegisterVariable(&r_draweffects);
+ Cvar_RegisterVariable(&cl_explosions);
+ Cvar_RegisterVariable(&cl_stainmaps);
CL_Parse_Init();
+ CL_Particles_Init();
+ CL_Screen_Init();
+ CL_CGVM_Init();
+
+ CL_Video_Init();
}
+