/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_main.c -- client main loop #include "quakedef.h" #include "cl_collision.h" #include "cl_video.h" #include "image.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_shownet = {0, "cl_shownet","0"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0"}; cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"}; cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"}; 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"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; mempool_t *cl_scores_mempool; mempool_t *cl_refdef_mempool; mempool_t *cl_entities_mempool; client_static_t cls; client_state_t cl; 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; /* ===================== CL_ClearState ===================== */ void CL_ClearState (void) { 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); 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 < cl_max_entities;i++) { ClearStateToDefault(&cl_entities[i].state_baseline); ClearStateToDefault(&cl_entities[i].state_previous); ClearStateToDefault(&cl_entities[i].state_current); } CL_CGVM_Clear(); } /* ===================== CL_Disconnect Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ void CL_Disconnect (void) { if (cls.state == ca_dedicated) return; // stop sounds (especially looping!) S_StopAllSounds (true); // clear contents blends cl.cshifts[0].percent = 0; cl.cshifts[1].percent = 0; cl.cshifts[2].percent = 0; cl.cshifts[3].percent = 0; cl.worldmodel = NULL; if (cls.demoplayback) CL_StopPlayback (); else if (cls.state == ca_connected) { if (cls.demorecording) CL_Stop_f (); Con_DPrintf ("Sending clc_disconnect\n"); SZ_Clear (&cls.message); MSG_WriteByte (&cls.message, clc_disconnect); NET_SendUnreliableMessage (cls.netcon, &cls.message); SZ_Clear (&cls.message); NET_Close (cls.netcon); 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; } void CL_Disconnect_f (void) { CL_Disconnect (); if (sv.active) Host_ShutdownServer (false); } /* ===================== CL_EstablishConnection Host should be either "local" or a net address to be passed on ===================== */ void CL_EstablishConnection (char *host) { if (cls.state == ca_dedicated) return; if (cls.demoplayback) return; CL_Disconnect (); cls.netcon = NET_Connect (host); 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_PrintEntities_f ============== */ static void CL_PrintEntities_f (void) { entity_t *ent; int i, j; char name[32]; for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++) { if (!ent->state_current.active) continue; 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); } } //static const vec3_t nomodelmins = {-16, -16, -16}; //static const vec3_t nomodelmaxs = {16, 16, 16}; void CL_BoundingBoxForEntity(entity_render_t *ent) { if (ent->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); } //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); } 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); } } 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); } } void CL_LerpUpdate(entity_t *e) { entity_persistent_t *p; entity_render_t *r; p = &e->persistent; r = &e->render; if (p->modelindex != e->state_current.modelindex) { // 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; } else if (p->frame2 != e->state_current.frame) { // 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; } /* =============== CL_LerpPoint Determines the fraction between the last two messages that the objects should be put at. =============== */ 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]); // 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 || (sv.active && svs.maxclients == 1)) { cl.time = cl.mtime[0]; return 1; } f = (cl.time - cl.mtime[1]) / f; return bound(0, f, 1); } void CL_ClearTempEntities (void) { cl_num_temp_entities = 0; } entity_t *CL_NewTempEntity (void) { entity_t *ent; if (r_refdef.numentities >= r_refdef.maxentities) return NULL; if (cl_num_temp_entities >= cl_max_temp_entities) 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; return ent; } void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime) { int i; dlight_t *dl; /* // first look for an exact key match if (ent) { dl = cl_dlights; for (i = 0;i < MAX_DLIGHTS;i++, dl++) if (dl->ent == ent) goto dlightsetup; } */ // then look for anything else dl = cl_dlights; for (i = 0;i < MAX_DLIGHTS;i++, dl++) if (!dl->radius) goto dlightsetup; // unable to find one 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)); dl->ent = ent; VectorCopy(org, dl->origin); dl->radius = radius; dl->color[0] = red; dl->color[1] = green; dl->color[2] = blue; dl->decay = decay; if (lifetime) dl->die = cl.time + lifetime; else dl->die = 0; } void CL_DecayLights (void) { int i; dlight_t *dl; float time; time = cl.time - cl.oldtime; dl = cl_dlights; for (i=0 ; iradius) continue; if (dl->die < cl.time) { dl->radius = 0; continue; } dl->radius -= time*dl->decay; if (dl->radius < 0) dl->radius = 0; } } void CL_RelinkWorld (void) { entity_t *ent = &cl_entities[0]; if (cl_num_entities < 1) cl_num_entities = 1; cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale); Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); CL_BoundingBoxForEntity(&ent->render); } static void CL_RelinkStaticEntities(void) { int 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 =============== */ extern qboolean Nehahrademcompatibility; #define MAXVIEWMODELS 32 entity_t *viewmodels[MAXVIEWMODELS]; int numviewmodels; static void CL_RelinkNetworkEntities(void) { entity_t *ent; int i, effects, temp; float d, bobjrotate, bobjoffset, lerp; vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs; numviewmodels = 0; bobjrotate = ANGLEMOD(100*cl.time); 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;i++, ent++) { // 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->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->persistent.neworigin, ent->persistent.oldorigin, delta); if (ent->persistent.lerpdeltatime > 0) { 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 { // no interpolation VectorCopy (ent->persistent.neworigin, neworg); VectorCopy (ent->persistent.newangles, ent->render.angles); } } if (!ent->render.model || ent->render.model->type != mod_brush) ent->render.angles[0] = -ent->render.angles[0]; VectorCopy (neworg, ent->persistent.trail_origin); // persistent.modelindex will be updated by CL_LerpUpdate if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active) VectorCopy(neworg, oldorg); VectorCopy (neworg, ent->render.origin); ent->render.flags = ent->state_current.flags; if (i == cl.viewentity) ent->render.flags |= RENDER_EXTERIORMODEL; ent->render.effects = effects = ent->state_current.effects; 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? if (ent->render.model && ent->render.model->flags & EF_ROTATE) { ent->render.angles[1] = bobjrotate; ent->render.origin[2] += bobjoffset; } Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale); // update interpolation info CL_LerpUpdate(ent); // handle effects now... dlightcolor[0] = 0; dlightcolor[1] = 0; dlightcolor[2] = 0; // LordHavoc: if the entity has no effects, don't check each if (effects) { if (effects & EF_BRIGHTFIELD) { if (gamemode == GAME_NEXIUZ) { dlightcolor[0] += 100.0f; dlightcolor[1] += 200.0f; dlightcolor[2] += 400.0f; // don't do trail if we have no previous location if (ent->state_previous.active) CL_RocketTrail (oldorg, neworg, 8, ent); } else CL_EntityParticles (ent); } if (effects & EF_MUZZLEFLASH) ent->persistent.muzzleflash = 100.0f; if (effects & EF_DIMLIGHT) { dlightcolor[0] += 200.0f; dlightcolor[1] += 200.0f; dlightcolor[2] += 200.0f; } if (effects & EF_BRIGHTLIGHT) { dlightcolor[0] += 400.0f; dlightcolor[1] += 400.0f; dlightcolor[2] += 400.0f; } // LordHavoc: added EF_RED and EF_BLUE if (effects & EF_RED) // red { dlightcolor[0] += 200.0f; dlightcolor[1] += 20.0f; dlightcolor[2] += 20.0f; } if (effects & EF_BLUE) // blue { dlightcolor[0] += 20.0f; dlightcolor[1] += 20.0f; dlightcolor[2] += 200.0f; } if (effects & EF_FLAME) { 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 flames to make temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); 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) { v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0]; v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1]; v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16; CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL); 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 && ent->render.model->flags) { // note: EF_ROTATE handled above, above matrix calculation // only do trails if present in the previous frame as well if (ent->state_previous.active) { if (ent->render.model->flags & EF_GIB) CL_RocketTrail (oldorg, neworg, 2, ent); else if (ent->render.model->flags & EF_ZOMGIB) CL_RocketTrail (oldorg, neworg, 4, ent); else if (ent->render.model->flags & EF_TRACER) { CL_RocketTrail (oldorg, neworg, 3, ent); dlightcolor[0] += 0x10; dlightcolor[1] += 0x40; dlightcolor[2] += 0x10; } else if (ent->render.model->flags & EF_TRACER2) { CL_RocketTrail (oldorg, neworg, 5, ent); dlightcolor[0] += 0x50; dlightcolor[1] += 0x30; dlightcolor[2] += 0x10; } else if (ent->render.model->flags & EF_ROCKET) { 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 (cigar smoke) CL_RocketTrail (oldorg, neworg, 7, ent); else CL_RocketTrail (oldorg, neworg, 1, ent); } else if (ent->render.model->flags & EF_TRACER3) { CL_RocketTrail (oldorg, neworg, 6, ent); dlightcolor[0] += 0x50; dlightcolor[1] += 0x20; dlightcolor[2] += 0x40; } } } // LordHavoc: customizable glow if (ent->state_current.glowsize) { // * 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 *)&palette_complete[ent->state_current.glowcolor], dlightcolor); } // LordHavoc: customizable trail if (ent->render.flags & RENDER_GLOWTRAIL) CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent); if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) { VectorCopy(neworg, v); // hack to make glowing player light shine on their gun if (i == cl.viewentity/* && !chase_active.integer*/) v[2] += 30; CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0); } if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL)) continue; // don't show entities with no modelindex (note: this still shows // entities which have a modelindex that resolved to a NULL model) if (!ent->state_current.modelindex) continue; if (effects & EF_NODRAW) continue; // store a list of view-relative entities for later adjustment in view code if (ent->render.flags & RENDER_VIEWMODEL) { if (numviewmodels < MAXVIEWMODELS) viewmodels[numviewmodels++] = ent; continue; } Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); CL_BoundingBoxForEntity(&ent->render); if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush) cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; // note: the cl.viewentity and intermission check is to hide player // shadow during intermission and during the Nehahra movie and // Nehahra cinematics if (!(ent->state_current.effects & EF_NOSHADOW) && !(ent->state_current.effects & EF_ADDITIVE) && (ent->state_current.alpha == 255) && !(ent->render.flags & RENDER_VIEWMODEL) && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer))) ent->render.flags |= RENDER_SHADOW; if (r_refdef.numentities < r_refdef.maxentities) r_refdef.entities[r_refdef.numentities++] = &ent->render; if (cl_num_entities < i + 1) cl_num_entities = i + 1; } } 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(void) { 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; 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); CL_BoundingBoxForEntity(&ent->render); } } } } void CL_RelinkBeams (void) { int i; beam_t *b; vec3_t dist, org; float d; entity_t *ent; float yaw, pitch; float forward; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { if (!b->model || b->endtime < cl.time) continue; // if coming from the player, update the start position //if (b->entity == cl.viewentity) // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) { entity_state_t *p = &cl_entities[b->entity].state_previous; //entity_state_t *c = &cl_entities[b->entity].state_current; entity_render_t *r = &cl_entities[b->entity].render; matrix4x4_t matrix, imatrix; if (b->relativestartvalid == 2) { // not really valid yet, we need to get the orientation now // (ParseBeam flagged this because it is received before // entities are received, by now they have been received) // note: because players create lightning in their think // function (which occurs before movement), they actually // have some lag in it's location, so compare to the // previous player state, not the latest if (b->entity == cl.viewentity) Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); else Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1); Matrix4x4_Invert_Simple(&imatrix, &matrix); Matrix4x4_Transform(&imatrix, b->start, b->relativestart); Matrix4x4_Transform(&imatrix, b->end, b->relativeend); b->relativestartvalid = 1; } else { if (b->entity == cl.viewentity) Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); else 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(&matrix, b->relativestart, b->start); Matrix4x4_Transform(&matrix, b->relativeend, b->end); } } if (b->lightning) { if (cl_beams_lightatend.integer) CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0); if (cl_beams_polygons.integer) continue; } // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); if (dist[1] == 0 && dist[0] == 0) { yaw = 0; if (dist[2] > 0) pitch = 90; else pitch = 270; } else { yaw = (int) (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); if (pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy (b->start, org); d = VectorNormalizeLength(dist); while (d > 0) { ent = CL_NewTempEntity (); if (!ent) return; //VectorCopy (org, ent->render.origin); ent->render.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); CL_BoundingBoxForEntity(&ent->render); VectorMA(org, 30, dist, org); d -= 30; } } } cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"}; cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"}; cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"}; cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"}; cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"}; cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"}; cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"}; rtexture_t *r_lightningbeamtexture; rtexture_t *r_lightningbeamqmbtexture; rtexturepool_t *r_lightningbeamtexturepool; int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11}; void r_lightningbeams_start(void) { r_lightningbeamtexturepool = R_AllocTexturePool(); r_lightningbeamtexture = NULL; r_lightningbeamqmbtexture = NULL; } void r_lightningbeams_setupqmbtexture(void) { r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE); if (r_lightningbeamqmbtexture == NULL) Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false); } void r_lightningbeams_setuptexture(void) { #if 0 #define BEAMWIDTH 128 #define BEAMHEIGHT 64 #define PATHPOINTS 8 int i, j, px, py, nearestpathindex, imagenumber; float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength; qbyte *pixels; int *image; struct {float x, y, strength;} path[PATHPOINTS], temppath; image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int)); pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4])); for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01) { for (i = 0;i < PATHPOINTS;i++) { path[i].x = lhrandom(0, 1); path[i].y = lhrandom(0.2, 0.8); path[i].strength = lhrandom(0, 1); } for (i = 0;i < PATHPOINTS;i++) { for (j = i + 1;j < PATHPOINTS;j++) { if (path[j].x < path[i].x) { temppath = path[j]; path[j] = path[i]; path[i] = temppath; } } } particlex = path[0].x; particley = path[0].y; particlexv = lhrandom(0, 0.02); particlexv = lhrandom(-0.02, 0.02); memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int)); for (i = 0;i < 65536;i++) { for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++) if (path[nearestpathindex].x > particlex) break; nearestpathindex %= PATHPOINTS; dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1; dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley; s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy); particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s; particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s; particlex += particlexv * maxpathstrength;particlex -= (int) particlex; particley += particleyv * maxpathstrength;particley = bound(0, particley, 1); px = particlex * BEAMWIDTH; py = particley * BEAMHEIGHT; if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT) image[py*BEAMWIDTH+px] += 16; } for (py = 0;py < BEAMHEIGHT;py++) { for (px = 0;px < BEAMWIDTH;px++) { pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f); pixels[(py*BEAMWIDTH+px)*4+3] = 255; } } Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels); } r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); Mem_Free(pixels); Mem_Free(image); #else #define BEAMWIDTH 64 #define BEAMHEIGHT 128 float r, g, b, intensity, fx, width, center; int x, y; qbyte *data, *noise1, *noise2; data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4); noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT); noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT); fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8); fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16); for (y = 0;y < BEAMHEIGHT;y++) { width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f); center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width; for (x = 0;x < BEAMWIDTH;x++, fx++) { fx = (((float) x / BEAMWIDTH) - center) / width; intensity = 1.0f - sqrt(fx * fx); if (intensity > 0) intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f); intensity = bound(0, intensity, 1); r = intensity * 1.0f; g = intensity * 1.0f; b = intensity * 1.0f; data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f); data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f); data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f); data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255; } } r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); Mem_Free(noise1); Mem_Free(noise2); Mem_Free(data); #endif } void r_lightningbeams_shutdown(void) { r_lightningbeamtexture = NULL; r_lightningbeamqmbtexture = NULL; R_FreeTexturePool(&r_lightningbeamtexturepool); } void r_lightningbeams_newmap(void) { } void R_LightningBeams_Init(void) { Cvar_RegisterVariable(&r_lightningbeam_thickness); Cvar_RegisterVariable(&r_lightningbeam_scroll); Cvar_RegisterVariable(&r_lightningbeam_repeatdistance); Cvar_RegisterVariable(&r_lightningbeam_color_red); Cvar_RegisterVariable(&r_lightningbeam_color_green); Cvar_RegisterVariable(&r_lightningbeam_color_blue); Cvar_RegisterVariable(&r_lightningbeam_qmbtexture); R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap); } void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset) { // near right corner VectorAdd (start, offset, (v + 0)); // near left corner VectorSubtract(start, offset, (v + 3)); // far left corner VectorSubtract(end , offset, (v + 6)); // far right corner VectorAdd (end , offset, (v + 9)); } void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2) { if (r_lightningbeam_qmbtexture.integer) { // near right corner tc[0] = t1;tc[1] = 0; // near left corner tc[2] = t1;tc[3] = 1; // far left corner tc[4] = t2;tc[5] = 1; // far right corner tc[6] = t2;tc[7] = 0; } else { // near right corner tc[0] = 0;tc[1] = t1; // near left corner tc[2] = 1;tc[3] = t1; // far left corner tc[4] = 1;tc[5] = t2; // far right corner tc[6] = 0;tc[7] = t2; } } void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a) { int i; vec3_t fogvec; float ifog; for (i = 0;i < numverts;i++, v += 3, c += 4) { VectorSubtract(v, r_origin, fogvec); ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec)); c[0] = r * ifog; c[1] = g * ifog; c[2] = b * ifog; c[3] = a; } } float beamrepeatscale; void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) { const beam_t *b = calldata1; rmeshstate_t m; vec3_t beamdir, right, up, offset; float length, t1, t2; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL) r_lightningbeams_setupqmbtexture(); if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL) r_lightningbeams_setuptexture(); if (r_lightningbeam_qmbtexture.integer) m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture); else m.tex[0] = R_GetTexture(r_lightningbeamtexture); R_Mesh_State(&m); R_Mesh_Matrix(&r_identitymatrix); // calculate beam direction (beamdir) vector and beam length // get difference vector VectorSubtract(b->end, b->start, beamdir); // find length of difference vector length = sqrt(DotProduct(beamdir, beamdir)); // calculate scale to make beamdir a unit vector (normalized) t1 = 1.0f / length; // scale beamdir so it is now normalized VectorScale(beamdir, t1, beamdir); // calculate up vector such that it points toward viewer, and rotates around the beamdir // get direction from start of beam to viewer VectorSubtract(r_origin, b->start, up); // remove the portion of the vector that moves along the beam // (this leaves only a vector pointing directly away from the beam) t1 = -DotProduct(up, beamdir); VectorMA(up, t1, beamdir, up); // now we have a vector pointing away from the beam, now we need to normalize it VectorNormalizeFast(up); // generate right vector from forward and up, the result is already normalized // (CrossProduct returns a vector of multiplied length of the two inputs) CrossProduct(beamdir, up, right); // calculate T coordinate scrolling (start and end texcoord along the beam) t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir); t1 = t1 - (int) t1; t2 = t1 + beamrepeatscale * length; // the beam is 3 polygons in this configuration: // * 2 // * * // 1****** // * * // * 3 // they are showing different portions of the beam texture, creating an // illusion of a beam that appears to curl around in 3D space // (and realize that the whole polygon assembly orients itself to face // the viewer) R_Mesh_GetSpace(12); // polygon 1, verts 0-3 VectorScale(right, r_lightningbeam_thickness.value, offset); R_CalcLightningBeamPolygonVertex3f(varray_vertex3f, b->start, b->end, offset); R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0], t1, t2); // polygon 2, verts 4-7 VectorAdd(right, up, offset); VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset); R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset); R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33); // polygon 3, verts 8-11 VectorSubtract(right, up, offset); VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset); R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset); R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66); if (fogenabled) { // per vertex colors if fog is used GL_UseColorArray(); R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1); } else { // solid color if fog is not used GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1); } // draw the 3 polygons as one batch of 6 triangles using the 12 vertices R_Mesh_Draw(12, 6, r_lightningbeamelements); } void R_DrawLightningBeams (void) { int i; beam_t *b; vec3_t org; if (!cl_beams_polygons.integer) return; beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { if (b->model && b->endtime >= cl.time && b->lightning) { VectorAdd(b->start, b->end, org); VectorScale(org, 0.5f, org); R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0); } } } void CL_LerpPlayer(float frac) { int i; float d; 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].state_previous.origin, cl.viewentoriginold); VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew); 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]); if (cls.demoplayback) { // interpolate the angles for (i = 0;i < 3;i++) { 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 CL_RelinkEntities (void) { float frac; // fraction from previous network update to current frac = CL_LerpPoint(); CL_ClearTempEntities(); CL_DecayLights(); CL_RelinkWorld(); CL_RelinkStaticEntities(); CL_RelinkNetworkEntities(); CL_RelinkEffects(); CL_MoveParticles(); CL_LerpPlayer(frac); CL_RelinkBeams(); } /* =============== CL_ReadFromServer Read all incoming data from the server =============== */ int CL_ReadFromServer (void) { int ret, netshown; cl.oldtime = cl.time; cl.time += cl.frametime; netshown = false; do { ret = CL_GetMessage (); if (ret == -1) Host_Error ("CL_ReadFromServer: lost server connection"); if (!ret) break; cl.last_received_message = realtime; if (cl_shownet.integer) netshown = true; CL_ParseServerMessage (); } while (ret && cls.state == ca_connected); if (netshown) Con_Printf ("\n"); r_refdef.numentities = 0; cl_num_entities = 0; cl_num_brushmodel_entities = 0; if (cls.state == ca_connected && cls.signon == SIGNONS) { CL_RelinkEntities (); // run cgame code (which can add more entities) CL_CGVM_Frame(); } // // bring the links up to date // return 0; } /* ================= CL_SendCmd ================= */ void CL_SendCmd (void) { usercmd_t cmd; if (cls.state != ca_connected) return; if (cls.signon == SIGNONS) { // 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 if (cls.signon == 0 && !cls.demoplayback) { // 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) { cl.sendnoptime = realtime + 3; Con_DPrintf("sending clc_nop to get server's attention\n"); { sizebuf_t buf; qbyte data[128]; buf.maxsize = 128; buf.cursize = 0; buf.data = data; MSG_WriteByte(&buf, clc_nop); if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) { Con_Printf ("CL_SendCmd: lost server connection\n"); CL_Disconnect (); } } } } #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"); if (developer.integer) SZ_HexDumpToConsole(&cls.message); return; } if (NET_SendMessage (cls.netcon, &cls.message) == -1) Host_Error ("CL_WriteToServer: lost server connection"); SZ_Clear (&cls.message); } // LordHavoc: pausedemo command static void CL_PauseDemo_f (void) { cls.demopaused = !cls.demopaused; if (cls.demopaused) Con_Printf("Demo paused\n"); else Con_Printf("Demo unpaused\n"); } /* ====================== CL_PModel_f LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen. ====================== */ static void CL_PModel_f (void) { int i; eval_t *val; if (Cmd_Argc () == 1) { Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string); return; } i = atoi(Cmd_Argv(1)); if (cmd_source == src_command) { if (cl_pmodel.integer == i) return; Cvar_SetValue ("_cl_pmodel", i); if (cls.state == ca_connected) Cmd_ForwardToServer (); return; } host_client->pmodel = i; if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel))) val->_float = i; } /* ====================== CL_Fog_f ====================== */ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); return; } fog_density = atof(Cmd_Argv(1)); fog_red = atof(Cmd_Argv(2)); fog_green = atof(Cmd_Argv(3)); fog_blue = atof(Cmd_Argv(4)); } /* ================= CL_Init ================= */ void CL_Init (void) { 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); if (gamemode == GAME_NEHAHRA) Cvar_RegisterVariable (&cl_pmodel); Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); Cvar_RegisterVariable (&cl_sidespeed); Cvar_RegisterVariable (&cl_movespeedkey); Cvar_RegisterVariable (&cl_yawspeed); Cvar_RegisterVariable (&cl_pitchspeed); Cvar_RegisterVariable (&cl_anglespeedkey); Cvar_RegisterVariable (&cl_shownet); Cvar_RegisterVariable (&cl_nolerp); Cvar_RegisterVariable (&lookspring); Cvar_RegisterVariable (&lookstrafe); Cvar_RegisterVariable (&sensitivity); Cvar_RegisterVariable (&freelook); Cvar_RegisterVariable (&m_pitch); Cvar_RegisterVariable (&m_yaw); Cvar_RegisterVariable (&m_forward); Cvar_RegisterVariable (&m_side); Cvar_RegisterVariable (&cl_itembobspeed); Cvar_RegisterVariable (&cl_itembobheight); Cmd_AddCommand ("entities", CL_PrintEntities_f); Cmd_AddCommand ("disconnect", CL_Disconnect_f); Cmd_AddCommand ("record", CL_Record_f); Cmd_AddCommand ("stop", CL_Stop_f); Cmd_AddCommand ("playdemo", CL_PlayDemo_f); Cmd_AddCommand ("timedemo", CL_TimeDemo_f); Cmd_AddCommand ("fog", CL_Fog_f); // LordHavoc: added pausedemo Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); if (gamemode == GAME_NEHAHRA) Cmd_AddCommand ("pmodel", CL_PModel_f); Cvar_RegisterVariable(&r_draweffects); Cvar_RegisterVariable(&cl_explosions); Cvar_RegisterVariable(&cl_stainmaps); Cvar_RegisterVariable(&cl_beams_polygons); Cvar_RegisterVariable(&cl_beams_relative); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); R_LightningBeams_Init(); CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); CL_CGVM_Init(); CL_Video_Init(); }