#include "image.h"
#include "csprogs.h"
#include "r_shadow.h"
+#include "libcurl.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
-cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
+cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
+#ifdef AUTODEMO_BROKEN
+cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
+cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
+#endif
+
cvar_t 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_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
-cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
-cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
+cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
+cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
+cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
+cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
+
cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
cvar_t cl_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.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);
+ CL_UpdateRenderEntity(&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_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
+{
+ if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
+ {
+ if (!quiet)
+ Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
+ return;
+ }
+ InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
+ if (cls.state == ca_connected && cls.netcon)
+ {
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
+ }
+ else if (!strcasecmp(key, "name"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
+ }
+ else if (!strcasecmp(key, "playermodel"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
+ }
+ else if (!strcasecmp(key, "playerskin"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
+ }
+ else if (!strcasecmp(key, "topcolor"))
+ {
+ // don't send anything, the combined color code will be updated manually
+ }
+ else if (!strcasecmp(key, "bottomcolor"))
+ {
+ // don't send anything, the combined color code will be updated manually
+ }
+ else if (!strcasecmp(key, "rate"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
+ }
+ }
}
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;
}
}
}
// stop sounds (especially looping!)
S_StopAllSounds ();
+ cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
+
// clear contents blends
cl.cshifts[0].percent = 0;
cl.cshifts[1].percent = 0;
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);
- NetConn_SendUnreliableMessage(cls.netcon, &buf);
- NetConn_SendUnreliableMessage(cls.netcon, &buf);
- NetConn_SendUnreliableMessage(cls.netcon, &buf);
+ 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);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
}
// stop demo loop in case this fails
CL_Disconnect();
+ // if downloads are running, cancel their finishing action
+ Curl_Clear_forthismap();
+
+ // make sure the client ports are open before attempting to connect
+ NetConn_UpdateSockets();
+
// run a network frame
//NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
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++)
{
+ const char* modelname;
+
if (!ent->state_current.active)
continue;
if (ent->render.model)
- strlcpy (name, ent->render.model->name, 25);
+ modelname = ent->render.model->name;
else
- strcpy(name, "--no model--");
+ modelname = "--no model--";
+ strlcpy(name, modelname, 25);
for (j = (int)strlen(name);j < 25;j++)
name[j] = ' ';
- Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+ Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
}
}
//static const vec3_t nomodelmins = {-16, -16, -16};
//static const vec3_t nomodelmaxs = {16, 16, 16};
-void CL_BoundingBoxForEntity(entity_render_t *ent)
+void CL_UpdateRenderEntity(entity_render_t *ent)
{
- if (ent->model)
+ vec3_t org;
+ vec_t scale;
+ model_t *model = ent->model;
+ // update the inverse matrix for the renderer
+ Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+ // update the animation blend state
+ R_LerpAnimation(ent);
+ // we need the matrix origin to center the box
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ // update entity->render.scale because the renderer needs it
+ ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+ if (model)
{
- //if (ent->angles[0] || ent->angles[2])
+ // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
+#else
if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
+#endif
{
// pitch or roll
- ent->mins[0] = ent->matrix.m[0][3] + 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);
+ VectorMA(org, scale, model->rotatedmins, ent->mins);
+ VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
}
- //else if (ent->angles[1])
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
+#else
else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
+#endif
{
// yaw
- ent->mins[0] = ent->matrix.m[0][3] + 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);
+ VectorMA(org, scale, model->yawmins, ent->mins);
+ VectorMA(org, scale, 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);
+ VectorMA(org, scale, model->normalmins, ent->mins);
+ VectorMA(org, scale, model->normalmaxs, ent->maxs);
}
}
else
{
- ent->mins[0] = ent->matrix.m[0][3] - 16;
- ent->mins[1] = ent->matrix.m[1][3] - 16;
- ent->mins[2] = ent->matrix.m[2][3] - 16;
- ent->maxs[0] = ent->matrix.m[0][3] + 16;
- ent->maxs[1] = ent->matrix.m[1][3] + 16;
- ent->maxs[2] = ent->matrix.m[2][3] + 16;
- //VectorAdd(ent->origin, nomodelmins, ent->mins);
- //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
+ ent->mins[0] = org[0] - 16;
+ ent->mins[1] = org[1] - 16;
+ ent->mins[2] = org[2] - 16;
+ ent->maxs[0] = org[0] + 16;
+ ent->maxs[1] = org[1] + 16;
+ ent->maxs[2] = org[2] + 16;
}
}
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;
ent->render.colormap = -1; // no special coloring
- ent->render.scale = 1;
ent->render.alpha = 1;
VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
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;
}
memset (dl, 0, sizeof(*dl));
Matrix4x4_Normalize(&dl->matrix, matrix);
dl->ent = ent;
- dl->origin[0] = dl->matrix.m[0][3];
- dl->origin[1] = dl->matrix.m[1][3];
- dl->origin[2] = dl->matrix.m[2][3];
+ Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
- dl->matrix.m[0][3] = dl->origin[0];
- dl->matrix.m[1][3] = dl->origin[1];
- dl->matrix.m[2][3] = dl->origin[2];
+ Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
dl->radius = radius;
dl->color[0] = red;
dl->color[1] = green;
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);
+ }
+}
+
+void CL_AddQWCTFFlagModel(entity_t *player, int skin)
+{
+ float f;
+ entity_t *flag;
+ matrix4x4_t flagmatrix;
+
+ // this code taken from QuakeWorld
+ f = 14;
+ if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
+ {
+ if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
+ { //axpain
+ if (player->render.frame2 == 29) f = f + 2;
+ else if (player->render.frame2 == 30) f = f + 8;
+ else if (player->render.frame2 == 31) f = f + 12;
+ else if (player->render.frame2 == 32) f = f + 11;
+ else if (player->render.frame2 == 33) f = f + 10;
+ else if (player->render.frame2 == 34) f = f + 4;
+ }
+ else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
+ { // pain
+ if (player->render.frame2 == 35) f = f + 2;
+ else if (player->render.frame2 == 36) f = f + 10;
+ else if (player->render.frame2 == 37) f = f + 10;
+ else if (player->render.frame2 == 38) f = f + 8;
+ else if (player->render.frame2 == 39) f = f + 4;
+ else if (player->render.frame2 == 40) f = f + 2;
+ }
}
+ else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
+ {
+ if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
+ else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
+ else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
+ else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
+ }
+ // end of code taken from QuakeWorld
+
+ flag = CL_NewTempEntity();
+ if (!flag)
+ return;
+
+ flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
+ flag->render.skinnum = skin;
+ flag->render.colormap = -1; // no special coloring
+ flag->render.alpha = 1;
+ VectorSet(flag->render.colormod, 1, 1, 1);
+ // attach the flag to the player matrix
+ Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
+ Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
+ CL_UpdateRenderEntity(&flag->render);
}
#define MAXVIEWMODELS 32
extern void V_CalcRefdef(void);
// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
-void CL_LinkNetworkEntity(entity_t *e)
+void CL_UpdateNetworkEntity(entity_t *e)
{
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?
e->render.skinnum = e->state_current.skin;
if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
{
- if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
+ if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
return;
if (!e->csqc)
{
if (cl.viewentity)
- CL_LinkNetworkEntity(cl_entities + cl.viewentity);
- if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
+ CL_UpdateNetworkEntity(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)
return;
// note: this can link to world
- CL_LinkNetworkEntity(t);
+ CL_UpdateNetworkEntity(t);
// make relative to the entity
matrix = &t->render.matrix;
// some properties of the tag entity carry over
// 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_predicted)// && !e->csqc)
{
- lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
+ lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
lerp = bound(0, lerp, 1);
VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
VectorSet(angles, 0, cl.viewangles[1], 0);
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)
e->render.frame2time = cl.time;
e->render.framelerp = 0;
}
- R_LerpAnimation(&e->render);
// set up the render matrix
// FIXME: e->render.scale should go away
// concat the matrices to make the entity relative to its tag
Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
// make the other useful stuff
- Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
- CL_BoundingBoxForEntity(&e->render);
+ CL_UpdateRenderEntity(&e->render);
// handle effects now that we know where this entity is in the world...
if (e->render.model && e->render.model->soundfromcenter)
Matrix4x4_Transform(&e->render.matrix, o, origin);
}
else
- {
- origin[0] = e->render.matrix.m[0][3];
- origin[1] = e->render.matrix.m[1][3];
- origin[2] = e->render.matrix.m[2][3];
- }
- trailtype = -1;
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ 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)
+ 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))
{
- 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;
+ // these are only set on player entities
+ CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
}
}
// muzzleflash fades over time, and is offset a bit
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
tempmatrix = e->render.matrix;
- tempmatrix.m[0][3] = trace.endpos[0];
- tempmatrix.m[1][3] = trace.endpos[1];
- tempmatrix.m[2][3] = trace.endpos[2];
+ Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], 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)
//dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
//if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
- // dlightmatrix.m[2][3] += 30;
+ // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
// custom rtlight
}
// 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)
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & EF_NOSHADOW)
&& !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
- && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
e->render.flags |= RENDER_SHADOW;
- // as soon as player is known we can call V_CalcRefDef
- if (!csqc_loaded)
+ if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
+ // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
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_UpdateEntities
+===============
+*/
+static void CL_UpdateEntities(void)
+{
+ entity_t *ent;
+ int i;
+
+ ent = &cl.viewent;
+ ent->state_previous = ent->state_current;
+ ent->state_current = defaultstate;
+ ent->state_current.time = cl.time;
+ ent->state_current.number = -1;
+ ent->state_current.active = true;
+ ent->state_current.modelindex = cl.stats[STAT_WEAPON];
+ ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+ ent->state_current.flags = RENDER_VIEWMODEL;
+ if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
+ ent->state_current.modelindex = 0;
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
+ else
+ ent->state_current.modelindex = 0;
+ }
+
+ // reset animation interpolation on weaponmodel if model changed
+ if (ent->state_previous.modelindex != ent->state_current.modelindex)
+ {
+ ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+ ent->render.frame1time = ent->render.frame2time = cl.time;
+ ent->render.framelerp = 1;
+ }
+
+ // start on the entity after the world
+ entitylinkframenumber++;
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
+ {
+ ent = cl.entities + i;
+ if (ent->state_current.active)
+ CL_UpdateNetworkEntity(ent);
+ else
+ cl.entities_active[i] = false;
+ }
+ }
+ CL_UpdateNetworkEntity(&cl.viewent);
+}
+
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
+{
+ entity_t *t;
+ if (e->persistent.linkframe != entitylinkframenumber)
+ {
+ e->persistent.linkframe = entitylinkframenumber;
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+ return;
+ if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+ {
+ if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+ return;
+ if (!e->csqc)
+ if (cl.viewentity)
+ CL_LinkNetworkEntity(cl.entities + cl.viewentity);
+ }
+ else
+ {
+ // if the tag entity is currently impossible, skip it
+ if (!e->csqc)
+ {
+ if (e->state_current.tagentity >= cl.num_entities)
+ return;
+ t = cl.entities + e->state_current.tagentity;
+ }
+ else
+ {
+ if (e->state_current.tagentity >= cl.num_csqcentities)
+ return;
+ t = cl.csqcentities + e->state_current.tagentity;
+ }
+ // if the tag entity is inactive, skip it
+ if (!t->state_current.active)
+ return;
+ // note: this can link to world
+ CL_LinkNetworkEntity(t);
+ }
+
// 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);
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
+ ent->render.matrix = identitymatrix;
+ CL_UpdateRenderEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
r_refdef.worldmodel = cl.worldmodel;
}
-void CL_RelinkCSQCWorld(void) //[515]: csqc
-{
- entity_t *ent = &cl_csqcentities[0];
- if(!csqc_loaded)
- return;
-// cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
- // FIXME: this should be done at load
- Matrix4x4_CreateIdentity(&ent->render.matrix);
- Matrix4x4_CreateIdentity(&ent->render.inversematrix);
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
- ent->render.flags = RENDER_SHADOW;
- if (!r_fullbright.integer)
- ent->render.flags |= RENDER_LIGHT;
- VectorSet(ent->render.colormod, 1, 1, 1);
-// r_refdef.worldentity = &ent->render;
-// r_refdef.worldmodel = cl.worldmodel;
-}
-
static void CL_RelinkStaticEntities(void)
{
int i;
entity_t *e;
- for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
+ for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
{
e->render.flags = 0;
// transparent stuff can't be lit during the opaque stage
CL_RelinkEntities
===============
*/
-static void CL_RelinkNetworkEntities(int drawmask)
+static void CL_RelinkNetworkEntities(void)
{
entity_t *ent;
- int i, k;
-
- if(!csqc_loaded)
- {
- ent = &cl.viewent;
- ent->state_previous = ent->state_current;
- ent->state_current = defaultstate;
- ent->state_current.time = cl.time;
- ent->state_current.number = -1;
- ent->state_current.active = true;
- ent->state_current.modelindex = cl.stats[STAT_WEAPON];
- ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
- ent->state_current.flags = RENDER_VIEWMODEL;
- if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
- ent->state_current.modelindex = 0;
- else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
- {
- if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 128;
- else
- ent->state_current.modelindex = 0;
- }
-
- // reset animation interpolation on weaponmodel if model changed
- if (ent->state_previous.modelindex != ent->state_current.modelindex)
- {
- ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
- ent->render.frame1time = ent->render.frame2time = cl.time;
- ent->render.framelerp = 1;
- }
- }
+ int i;
// start on the entity after the world
- entitylinkframenumber++;
- if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
- {
- for (i = 1;i < cl_num_entities;i++)
- {
- if (cl_entities_active[i])
- {
- ent = cl_entities + i;
- if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
- if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
- {
- cl_entities_active[i] = false;
- continue;
- }
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl_entities_active[i] = false;
- }
- }
- }
-
- //[515]: csqc
- if(csqc_loaded)
+ for (i = 1;i < cl.num_entities;i++)
{
- for (i=1,k=cl_num_csqcentities;k;i++)
+ if (cl.entities_active[i])
{
- if (cl_csqcentities_active[i])
- {
- --k;
- ent = cl_csqcentities + i;
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl_csqcentities_active[i] = false;
- }
+ ent = cl.entities + i;
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl.entities_active[i] = false;
}
}
- else
- CL_LinkNetworkEntity(&cl.viewent);
}
static void CL_RelinkEffects(void)
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;
}
VectorSet(ent->render.colormod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
+ CL_UpdateRenderEntity(&ent->render);
}
}
}
}
+void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
+{
+ VectorCopy(b->start, start);
+ VectorCopy(b->end, end);
+
+ // if coming from the player, update the start position
+ if (b->entity == cl.viewentity)
+ {
+ if (cl_beams_quakepositionhack.integer && !chase_active.integer)
+ {
+ // LordHavoc: this is a stupid hack from Quake that makes your
+ // lightning appear to come from your waist and cover less of your
+ // view
+ // in Quake this hack was applied to all players (causing the
+ // infamous crotch-lightning), but in darkplaces and QuakeWorld it
+ // only applies to your own lightning, and only in first person
+ Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
+ }
+ if (cl_beams_instantaimhack.integer)
+ {
+ vec3_t dir, localend;
+ vec_t len;
+ // LordHavoc: this updates the beam direction to match your
+ // viewangles
+ VectorSubtract(end, start, dir);
+ len = VectorLength(dir);
+ VectorNormalize(dir);
+ VectorSet(localend, len, 0, 0);
+ Matrix4x4_Transform(&r_view.matrix, localend, end);
+ }
+ }
+}
+
void CL_RelinkBeams(void)
{
int i;
beam_t *b;
- vec3_t dist, org;
+ vec3_t dist, org, start, end;
float d;
entity_t *ent;
float yaw, pitch;
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 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)
+ if (b->endtime < cl.time)
{
- 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);
- Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
+ b->model = NULL;
+ continue;
}
+ CL_Beam_CalculatePositions(b, start, end);
+
if (b->lightning)
{
if (cl_beams_lightatend.integer)
{
// FIXME: create a matrix from the beam start/end orientation
- Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+ Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
if (cl_beams_polygons.integer)
}
// calculate pitch and yaw
- VectorSubtract (b->end, b->start, dist);
-
+ // (this is similar to the QuakeC builtin function vectoangles)
+ VectorSubtract(end, start, dist);
if (dist[1] == 0 && dist[0] == 0)
{
yaw = 0;
}
// add new entities for the lightning
- VectorCopy (b->start, org);
+ VectorCopy (start, org);
d = VectorNormalizeLength(dist);
while (d > 0)
{
//ent->render.angles[1] = yaw;
//ent->render.angles[2] = rand()%360;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
+ CL_UpdateRenderEntity(&ent->render);
VectorMA(org, 30, dist, org);
d -= 30;
}
}
+
+ while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
+ cl.num_beams--;
+}
+
+static void CL_RelinkQWNails(void)
+{
+ int i;
+ vec_t *v;
+ entity_t *ent;
+
+ for (i = 0;i < cl.qw_num_nails;i++)
+ {
+ v = cl.qw_nails[i];
+
+ // if we're drawing effects, get a new temp entity
+ // (NewTempEntity adds it to the render entities list for us)
+ if (!(ent = CL_NewTempEntity()))
+ continue;
+
+ // normal stuff
+ ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
+ ent->render.colormap = -1; // no special coloring
+ ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
+ CL_UpdateRenderEntity(&ent->render);
+ }
}
void CL_LerpPlayer(float frac)
{
int i;
- float d;
cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
for (i = 0;i < 3;i++)
cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
}
-
- 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 CSQC_RelinkAllEntities (int drawmask)
{
- CL_RelinkNetworkEntities(drawmask);
- if(drawmask & ENTMASK_ENGINE)
- {
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
- }
+ // process network entities (note: this sets up the view!)
+ cl.num_brushmodel_entities = 0;
+ CL_UpdateEntities();
+ entitylinkframenumber++;
// link stuff
CL_RelinkWorld();
- CL_RelinkCSQCWorld(); //[515]: csqc
- if(drawmask & ENTMASK_ENGINE)
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+
+ // link stuff
+ if (drawmask & ENTMASK_ENGINE)
{
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ CL_RelinkNetworkEntities();
+ CL_RelinkQWNails();
}
+
+ if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
+
+ // update view blend
+ V_CalcViewBlend();
}
/*
Read all incoming data from the server
===============
*/
-extern void CL_ClientMovement_Replay();
+extern void CL_ClientMovement_Replay(void);
+extern void CL_StairSmoothing(void);//view.c
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
+ CL_SendMove();
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_view.matrix = identitymatrix;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
V_DriftPitch();
V_FadeViewFlashs();
- // relink network entities (note: this sets up the view!)
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+
+ // predict current player location
CL_ClientMovement_Replay();
+
+ // now that the player entity has been updated we can call V_CalcRefdef
+ V_CalcRefdef();
+
if(!csqc_loaded) //[515]: csqc
{
- CL_RelinkNetworkEntities(65535);
-
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
+ // process network entities (note: this sets up the view!)
+ cl.num_brushmodel_entities = 0;
+ CL_UpdateEntities();
+ entitylinkframenumber++;
// link stuff
CL_RelinkWorld();
- CL_RelinkCSQCWorld(); //[515]: csqc
CL_RelinkStaticEntities();
CL_RelinkBeams();
CL_RelinkEffects();
+
+ CL_RelinkNetworkEntities();
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
+ CL_RelinkQWNails();
+
+ // update view blend
+ V_CalcViewBlend();
}
else
csqc_frame = true;
- // run cgame code (which can add more entities)
- CL_CGVM_Frame();
-
CL_UpdateLights();
+ CL_StairSmoothing();
- // update view blend
- V_CalcViewBlend();
+ // update the r_refdef time again because cl.time may have changed
+ r_refdef.time = cl.time;
}
return 0;
}
-/*
-=================
-CL_SendCmd
-=================
-*/
-void CL_UpdatePrydonCursor(void);
-void CL_SendCmd(void)
-{
- // send the reliable message (forwarded commands) if there is one
- if (cls.netcon && cls.netcon->message.cursize && NetConn_CanSendMessage(cls.netcon))
- {
- if (developer.integer)
- {
- Con_Print("CL_SendCmd: sending reliable message:\n");
- SZ_HexDumpToConsole(&cls.netcon->message);
- }
- if (NetConn_SendReliableMessage(cls.netcon, &cls.netcon->message) == -1)
- Host_Error("CL_WriteToServer: lost server connection");
- SZ_Clear(&cls.netcon->message);
- }
-}
-
// LordHavoc: pausedemo command
static void CL_PauseDemo_f (void)
{
{
if (Cmd_Argc () == 1)
{
- Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+ Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
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));
+ r_refdef.fog_density = atof(Cmd_Argv(1));
+ r_refdef.fog_red = atof(Cmd_Argv(2));
+ r_refdef.fog_green = atof(Cmd_Argv(3));
+ r_refdef.fog_blue = atof(Cmd_Argv(4));
}
/*
timestart = Sys_DoubleTime();
for (i = 0;i < 128;i++)
{
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+ Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
CL_UpdateScreen();
}
timedelta = Sys_DoubleTime() - timestart;
*/
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 ();
//
// register our commands
//
- Cvar_RegisterVariable (&csqc_progname);
- Cvar_RegisterVariable (&csqc_progcrc);
-
Cvar_RegisterVariable (&cl_upspeed);
Cvar_RegisterVariable (&cl_forwardspeed);
Cvar_RegisterVariable (&cl_backspeed);
Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
+#ifdef AUTODEMO_BROKEN
+ Cvar_RegisterVariable (&cl_autodemo);
+ Cvar_RegisterVariable (&cl_autodemo_nameformat);
+#endif
+
Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
// LordHavoc: added pausedemo
Cvar_RegisterVariable(&cl_stainmaps);
Cvar_RegisterVariable(&cl_stainmaps_clearonload);
Cvar_RegisterVariable(&cl_beams_polygons);
- Cvar_RegisterVariable(&cl_beams_relative);
+ Cvar_RegisterVariable(&cl_beams_quakepositionhack);
+ Cvar_RegisterVariable(&cl_beams_instantaimhack);
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
Cvar_RegisterVariable(&cl_deathnoviewmodel);
+ // for QW connections
+ Cvar_RegisterVariable(&qport);
+ Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
+
Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
- CL_CGVM_Init();
CL_Video_Init();
}