2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
49 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
50 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
51 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0.01"};
52 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "1"};
53 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "1"};
54 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "1"};
56 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
58 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
59 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
60 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
62 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
64 mempool_t *cl_refdef_mempool;
65 mempool_t *cl_entities_mempool;
71 int cl_max_static_entities;
72 int cl_max_temp_entities;
76 int cl_max_lightstyle;
77 int cl_max_brushmodel_entities;
79 entity_t *cl_entities;
80 qbyte *cl_entities_active;
81 entity_t *cl_static_entities;
82 entity_t *cl_temp_entities;
83 cl_effect_t *cl_effects;
86 lightstyle_t *cl_lightstyle;
87 entity_render_t **cl_brushmodel_entities;
90 int cl_num_static_entities;
91 int cl_num_temp_entities;
92 int cl_num_brushmodel_entities;
100 void CL_ClearState(void)
107 // note: this also gets rid of the entity database
108 Mem_EmptyPool(cl_entities_mempool);
110 // wipe the entire cl structure
111 memset (&cl, 0, sizeof(cl));
113 SZ_Clear (&cls.message);
116 cl_num_static_entities = 0;
117 cl_num_temp_entities = 0;
118 cl_num_brushmodel_entities = 0;
120 // tweak these if the game runs out
121 cl_max_entities = MAX_EDICTS;
122 cl_max_static_entities = 256;
123 cl_max_temp_entities = 512;
124 cl_max_effects = 256;
126 cl_max_dlights = MAX_DLIGHTS;
127 cl_max_lightstyle = MAX_LIGHTSTYLES;
128 cl_max_brushmodel_entities = MAX_EDICTS;
130 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
131 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
132 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
133 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
134 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
135 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
136 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
137 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
138 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
142 CL_Particles_Clear();
144 // LordHavoc: have to set up the baseline info for alpha and other stuff
145 for (i = 0;i < cl_max_entities;i++)
147 ClearStateToDefault(&cl_entities[i].state_baseline);
148 ClearStateToDefault(&cl_entities[i].state_previous);
149 ClearStateToDefault(&cl_entities[i].state_current);
156 =====================
159 Sends a disconnect message to the server
160 This is also called on Host_Error, so it shouldn't cause any errors
161 =====================
163 void CL_Disconnect(void)
165 if (cls.state == ca_dedicated)
168 Con_DPrintf("CL_Disconnect\n");
170 // stop sounds (especially looping!)
171 S_StopAllSounds (true);
173 // clear contents blends
174 cl.cshifts[0].percent = 0;
175 cl.cshifts[1].percent = 0;
176 cl.cshifts[2].percent = 0;
177 cl.cshifts[3].percent = 0;
179 cl.worldmodel = NULL;
181 if (cls.demoplayback)
185 if (cls.demorecording)
188 Con_DPrint("Sending clc_disconnect\n");
189 SZ_Clear(&cls.message);
190 MSG_WriteByte(&cls.message, clc_disconnect);
191 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
192 SZ_Clear(&cls.message);
193 NetConn_Close(cls.netcon);
196 cls.state = ca_disconnected;
198 cls.demoplayback = cls.timedemo = false;
202 void CL_Disconnect_f(void)
206 Host_ShutdownServer (false);
213 =====================
214 CL_EstablishConnection
216 Host should be either "local" or a net address
217 =====================
219 void CL_EstablishConnection(const char *host)
221 if (cls.state == ca_dedicated)
224 // clear menu's connect error message
225 m_return_reason[0] = 0;
228 // stop demo loop in case this fails
230 NetConn_ClientFrame();
231 NetConn_ServerFrame();
233 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
235 cls.connect_trying = true;
236 cls.connect_remainingtries = 3;
237 cls.connect_nextsendtime = 0;
240 NetConn_ClientFrame();
241 NetConn_ServerFrame();
242 NetConn_ClientFrame();
243 NetConn_ServerFrame();
244 NetConn_ClientFrame();
245 NetConn_ServerFrame();
246 NetConn_ClientFrame();
247 NetConn_ServerFrame();
252 Con_Print("Unable to find a suitable network socket to connect to server.\n");
253 strcpy(m_return_reason, "No network");
262 static void CL_PrintEntities_f(void)
268 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
270 if (!ent->state_current.active)
273 if (ent->render.model)
274 strlcpy (name, ent->render.model->name, 25);
276 strcpy(name, "--no model--");
277 for (j = strlen(name);j < 25;j++)
279 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);
283 //static const vec3_t nomodelmins = {-16, -16, -16};
284 //static const vec3_t nomodelmaxs = {16, 16, 16};
285 void CL_BoundingBoxForEntity(entity_render_t *ent)
289 //if (ent->angles[0] || ent->angles[2])
290 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
293 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
294 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
295 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
296 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
297 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
298 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
299 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
300 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
302 //else if (ent->angles[1])
303 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
306 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
307 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
308 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
309 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
310 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
311 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
312 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
313 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
317 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
318 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
319 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
320 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
321 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
322 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
323 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
324 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
329 ent->mins[0] = ent->matrix.m[0][3] - 16;
330 ent->mins[1] = ent->matrix.m[1][3] - 16;
331 ent->mins[2] = ent->matrix.m[2][3] - 16;
332 ent->maxs[0] = ent->matrix.m[0][3] + 16;
333 ent->maxs[1] = ent->matrix.m[1][3] + 16;
334 ent->maxs[2] = ent->matrix.m[2][3] + 16;
335 //VectorAdd(ent->origin, nomodelmins, ent->mins);
336 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
344 Determines the fraction between the last two messages that the objects
348 static float CL_LerpPoint(void)
352 // dropped packet, or start of demo
353 if (cl.mtime[1] < cl.mtime[0] - 0.1)
354 cl.mtime[1] = cl.mtime[0] - 0.1;
356 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
358 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
359 f = cl.mtime[0] - cl.mtime[1];
360 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
362 cl.time = cl.mtime[0];
366 f = (cl.time - cl.mtime[1]) / f;
367 return bound(0, f, 1);
370 void CL_ClearTempEntities (void)
372 cl_num_temp_entities = 0;
375 entity_t *CL_NewTempEntity(void)
379 if (r_refdef.numentities >= r_refdef.maxentities)
381 if (cl_num_temp_entities >= cl_max_temp_entities)
383 ent = &cl_temp_entities[cl_num_temp_entities++];
384 memset (ent, 0, sizeof(*ent));
385 r_refdef.entities[r_refdef.numentities++] = &ent->render;
387 ent->render.colormap = -1; // no special coloring
388 ent->render.scale = 1;
389 ent->render.alpha = 1;
393 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
397 if (!modelindex) // sanity check
399 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
404 VectorCopy(org, e->origin);
405 e->modelindex = modelindex;
406 e->starttime = cl.time;
407 e->startframe = startframe;
408 e->endframe = startframe + framecount;
409 e->framerate = framerate;
412 e->frame1time = cl.time;
413 e->frame2time = cl.time;
418 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona)
424 // first look for an exact key match
428 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
434 // then look for anything else
436 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
440 // unable to find one
444 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
445 memset (dl, 0, sizeof(*dl));
446 dl->matrix = *matrix;
448 dl->origin[0] = dl->matrix.m[0][3];
449 dl->origin[1] = dl->matrix.m[1][3];
450 dl->origin[2] = dl->matrix.m[2][3];
451 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
452 dl->matrix.m[0][3] = dl->origin[0];
453 dl->matrix.m[1][3] = dl->origin[1];
454 dl->matrix.m[2][3] = dl->origin[2];
457 dl->color[1] = green;
461 dl->die = cl.time + lifetime;
464 dl->cubemapnum = cubemapnum;
466 dl->shadow = shadowenable;
470 void CL_DecayLights(void)
476 time = cl.time - cl.oldtime;
477 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
479 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
482 #define MAXVIEWMODELS 32
483 entity_t *viewmodels[MAXVIEWMODELS];
486 matrix4x4_t viewmodelmatrix;
488 static int entitylinkframenumber;
490 static const vec3_t muzzleflashorigin = {18, 0, 0};
492 extern void V_DriftPitch(void);
493 extern void V_FadeViewFlashs(void);
494 extern void V_CalcViewBlend(void);
496 extern void V_CalcRefdef(void);
497 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
498 void CL_LinkNetworkEntity(entity_t *e)
500 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
501 int j, k, l, trailtype, temp;
502 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
505 //entity_persistent_t *p = &e->persistent;
506 //entity_render_t *r = &e->render;
507 if (e->persistent.linkframe != entitylinkframenumber)
509 e->persistent.linkframe = entitylinkframenumber;
510 // skip inactive entities and world
511 if (!e->state_current.active || e == cl_entities)
513 if (e->render.flags & RENDER_VIEWMODEL)
515 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
518 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
519 matrix = &viewmodelmatrix;
520 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
522 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
523 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
528 t = cl_entities + e->state_current.tagentity;
529 if (!t->state_current.active)
531 // note: this can link to world
532 CL_LinkNetworkEntity(t);
533 // make relative to the entity
534 matrix = &t->render.matrix;
535 // if a valid tagindex is used, make it relative to that tag instead
536 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
538 // blend the matrices
539 memset(&blendmatrix, 0, sizeof(blendmatrix));
540 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
542 matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
543 d = t->render.frameblend[j].lerp;
544 for (l = 0;l < 4;l++)
545 for (k = 0;k < 4;k++)
546 blendmatrix.m[l][k] += d * matrix->m[l][k];
548 // concat the tag matrices onto the entity matrix
549 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
550 // use the constructed tag matrix
551 matrix = &tempmatrix;
554 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
555 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
556 e->render.flags = e->state_current.flags;
557 if (e - cl_entities == cl.viewentity)
558 e->render.flags |= RENDER_EXTERIORMODEL;
559 e->render.effects = e->state_current.effects;
560 if (e->state_current.flags & RENDER_COLORMAPPED)
561 e->render.colormap = e->state_current.colormap;
562 else if (cl.scores != NULL && e->state_current.colormap)
563 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
565 e->render.colormap = -1; // no special coloring
566 e->render.skinnum = e->state_current.skin;
567 // set up the render matrix
568 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
571 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
573 // interpolate the origin and angles
574 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
575 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
576 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
577 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
578 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
579 VectorMA(e->persistent.oldangles, lerp, delta, angles);
584 VectorCopy(e->persistent.neworigin, origin);
585 VectorCopy(e->persistent.newangles, angles);
588 if (e->render.frame2 == e->state_current.frame)
590 // update frame lerp fraction
591 e->render.framelerp = 1;
592 if (e->render.frame2time > e->render.frame1time)
594 e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
595 e->render.framelerp = bound(0, e->render.framelerp, 1);
600 // begin a new frame lerp
601 e->render.frame1 = e->render.frame2;
602 e->render.frame1time = e->render.frame2time;
603 e->render.frame = e->render.frame2 = e->state_current.frame;
604 e->render.frame2time = cl.time;
605 e->render.framelerp = 0;
606 // make sure frame lerp won't last longer than 100ms
607 // (this mainly helps with models that use framegroups and
608 // switch between them infrequently)
609 e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
615 VectorCopy(e->persistent.neworigin, origin);
616 VectorCopy(e->persistent.newangles, angles);
617 e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
618 e->render.frame1time = e->render.frame2time = cl.time;
619 e->render.framelerp = 1;
622 e->render.model = cl.model_precache[e->state_current.modelindex];
625 Mod_CheckLoaded(e->render.model);
626 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
627 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
628 angles[0] = -angles[0];
629 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
631 angles[1] = ANGLEMOD(100*cl.time);
632 if (cl_itembobheight.value)
633 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
637 R_LerpAnimation(&e->render);
639 // FIXME: e->render.scale should go away
640 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
641 // concat the matrices to make the entity relative to its tag
642 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
643 // make the other useful stuff
644 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
645 CL_BoundingBoxForEntity(&e->render);
647 // handle effects now that we know where this entity is in the world...
648 origin[0] = e->render.matrix.m[0][3];
649 origin[1] = e->render.matrix.m[1][3];
650 origin[2] = e->render.matrix.m[2][3];
656 // LordHavoc: if the entity has no effects, don't check each
657 if (e->render.effects)
659 if (e->render.effects & EF_BRIGHTFIELD)
661 if (gamemode == GAME_NEXUIZ)
663 dlightradius = max(dlightradius, 200);
664 dlightcolor[0] += 0.75f;
665 dlightcolor[1] += 1.50f;
666 dlightcolor[2] += 3.00f;
670 CL_EntityParticles(e);
672 if (e->render.effects & EF_MUZZLEFLASH)
673 e->persistent.muzzleflash = 1.0f;
674 if (e->render.effects & EF_DIMLIGHT)
676 dlightradius = max(dlightradius, 200);
677 dlightcolor[0] += 1.50f;
678 dlightcolor[1] += 1.50f;
679 dlightcolor[2] += 1.50f;
681 if (e->render.effects & EF_BRIGHTLIGHT)
683 dlightradius = max(dlightradius, 400);
684 dlightcolor[0] += 3.00f;
685 dlightcolor[1] += 3.00f;
686 dlightcolor[2] += 3.00f;
688 // LordHavoc: more effects
689 if (e->render.effects & EF_RED) // red
691 dlightradius = max(dlightradius, 200);
692 dlightcolor[0] += 1.50f;
693 dlightcolor[1] += 0.15f;
694 dlightcolor[2] += 0.15f;
696 if (e->render.effects & EF_BLUE) // blue
698 dlightradius = max(dlightradius, 200);
699 dlightcolor[0] += 0.15f;
700 dlightcolor[1] += 0.15f;
701 dlightcolor[2] += 1.50f;
703 if (e->render.effects & EF_FLAME)
705 mins[0] = origin[0] - 16.0f;
706 mins[1] = origin[1] - 16.0f;
707 mins[2] = origin[2] - 16.0f;
708 maxs[0] = origin[0] + 16.0f;
709 maxs[1] = origin[1] + 16.0f;
710 maxs[2] = origin[2] + 16.0f;
711 // how many flames to make
712 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
713 CL_FlameCube(mins, maxs, temp);
714 d = lhrandom(0.75f, 1);
715 dlightradius = max(dlightradius, 200);
716 dlightcolor[0] += d * 2.0f;
717 dlightcolor[1] += d * 1.5f;
718 dlightcolor[2] += d * 0.5f;
720 if (e->render.effects & EF_STARDUST)
722 mins[0] = origin[0] - 16.0f;
723 mins[1] = origin[1] - 16.0f;
724 mins[2] = origin[2] - 16.0f;
725 maxs[0] = origin[0] + 16.0f;
726 maxs[1] = origin[1] + 16.0f;
727 maxs[2] = origin[2] + 16.0f;
728 // how many particles to make
729 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
730 CL_Stardust(mins, maxs, temp);
731 dlightradius = max(dlightradius, 200);
732 dlightcolor[0] += 1.0f;
733 dlightcolor[1] += 0.7f;
734 dlightcolor[2] += 0.3f;
737 // muzzleflash fades over time, and is offset a bit
738 if (e->persistent.muzzleflash > 0)
740 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
741 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
742 tempmatrix = e->render.matrix;
743 tempmatrix.m[0][3] = v[0];
744 tempmatrix.m[1][3] = v[1];
745 tempmatrix.m[2][3] = v[2];
746 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
747 e->persistent.muzzleflash -= cl.frametime * 10;
749 // LordHavoc: if the model has no flags, don't check each
750 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
752 if (e->render.model->flags & EF_GIB)
754 else if (e->render.model->flags & EF_ZOMGIB)
756 else if (e->render.model->flags & EF_TRACER)
759 dlightradius = max(dlightradius, 100);
760 dlightcolor[0] += 0.12f;
761 dlightcolor[1] += 0.50f;
762 dlightcolor[2] += 0.12f;
764 else if (e->render.model->flags & EF_TRACER2)
767 dlightradius = max(dlightradius, 100);
768 dlightcolor[0] += 0.50f;
769 dlightcolor[1] += 0.30f;
770 dlightcolor[2] += 0.10f;
772 else if (e->render.model->flags & EF_ROCKET)
775 dlightradius = max(dlightradius, 200);
776 dlightcolor[0] += 1.50f;
777 dlightcolor[1] += 1.20f;
778 dlightcolor[2] += 0.60f;
780 else if (e->render.model->flags & EF_GRENADE)
782 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
783 trailtype = e->render.alpha == -1 ? 7 : 1;
785 else if (e->render.model->flags & EF_TRACER3)
788 dlightradius = max(dlightradius, 200);
789 dlightcolor[0] += 0.60f;
790 dlightcolor[1] += 0.25f;
791 dlightcolor[2] += 0.50f;
794 // LordHavoc: customizable glow
795 if (e->state_current.glowsize)
797 // * 4 for the expansion from 0-255 to 0-1023 range,
798 // / 255 to scale down byte colors
799 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
800 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
802 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
804 if (e->state_current.light[3])
805 dlightradius = max(dlightradius, e->state_current.light[3]);
807 dlightradius = max(dlightradius, 350);
808 if (VectorLength2(dlightcolor) == 0)
809 (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
811 VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
814 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
816 dlightmatrix = e->render.matrix;
817 // hack to make glowing player light shine on their gun
818 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
819 // dlightmatrix.m[2][3] += 30;
820 CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
822 // trails need the previous frame
823 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
825 if (e->render.flags & RENDER_GLOWTRAIL)
826 CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
827 else if (trailtype >= 0)
828 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
830 VectorCopy(origin, e->persistent.trail_origin);
831 // note: the cl.viewentity and intermission check is to hide player
832 // shadow during intermission and during the Nehahra movie and
833 // Nehahra cinematics
834 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
835 && (e->render.alpha == 1)
836 && !(e->render.flags & RENDER_VIEWMODEL)
837 && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
838 e->render.flags |= RENDER_SHADOW;
839 if (!(e->render.effects & EF_FULLBRIGHT))
840 e->render.flags |= RENDER_LIGHT;
841 // as soon as player is known we can call V_CalcRefDef
842 if ((e - cl_entities) == cl.viewentity)
844 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
845 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
846 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
847 e->render.effects |= EF_ADDITIVE;
848 // don't show entities with no modelindex (note: this still shows
849 // entities which have a modelindex that resolved to a NULL model)
850 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
851 r_refdef.entities[r_refdef.numentities++] = &e->render;
852 if (cl_num_entities < e->state_current.number + 1)
853 cl_num_entities = e->state_current.number + 1;
854 //if (cl.viewentity && e - cl_entities == cl.viewentity)
855 // Matrix4x4_Print(&e->render.matrix);
859 void CL_RelinkWorld(void)
861 entity_t *ent = &cl_entities[0];
862 if (cl_num_entities < 1)
864 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
865 // FIXME: this should be done at load
866 Matrix4x4_CreateIdentity(&ent->render.matrix);
867 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
868 CL_BoundingBoxForEntity(&ent->render);
871 static void CL_RelinkStaticEntities(void)
874 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
876 Mod_CheckLoaded(cl_static_entities[i].render.model);
877 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
886 static void CL_RelinkNetworkEntities(void)
892 ent->state_previous = ent->state_current;
893 ClearStateToDefault(&ent->state_current);
894 ent->state_current.time = cl.time;
895 ent->state_current.number = -1;
896 ent->state_current.active = true;
897 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
898 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
899 ent->state_current.flags = RENDER_VIEWMODEL;
900 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
901 ent->state_current.modelindex = 0;
902 else if (cl.items & IT_INVISIBILITY)
904 if (gamemode == GAME_TRANSFUSION)
905 ent->state_current.alpha = 128;
907 ent->state_current.modelindex = 0;
910 // start on the entity after the world
911 entitylinkframenumber++;
912 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
914 if (cl_entities_active[i])
916 if (ent->state_current.active)
917 CL_LinkNetworkEntity(ent);
919 cl_entities_active[i] = false;
922 CL_LinkNetworkEntity(&cl.viewent);
925 static void CL_RelinkEffects(void)
932 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
936 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
938 if (intframe < 0 || intframe >= e->endframe)
940 memset(e, 0, sizeof(*e));
944 if (intframe != e->frame)
947 e->frame1time = e->frame2time;
948 e->frame2time = cl.time;
951 // if we're drawing effects, get a new temp entity
952 // (NewTempEntity adds it to the render entities list for us)
953 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
955 // interpolation stuff
956 ent->render.frame1 = intframe;
957 ent->render.frame2 = intframe + 1;
958 if (ent->render.frame2 >= e->endframe)
959 ent->render.frame2 = -1; // disappear
960 ent->render.framelerp = frame - intframe;
961 ent->render.frame1time = e->frame1time;
962 ent->render.frame2time = e->frame2time;
965 ent->render.model = cl.model_precache[e->modelindex];
966 ent->render.frame = ent->render.frame2;
967 ent->render.colormap = -1; // no special coloring
968 ent->render.alpha = 1;
970 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
971 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
972 CL_BoundingBoxForEntity(&ent->render);
978 void CL_RelinkBeams(void)
987 matrix4x4_t tempmatrix;
989 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
991 if (!b->model || b->endtime < cl.time)
994 // if coming from the player, update the start position
995 //if (b->entity == cl.viewentity)
996 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
997 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
999 entity_state_t *p = &cl_entities[b->entity].state_previous;
1000 //entity_state_t *c = &cl_entities[b->entity].state_current;
1001 entity_render_t *r = &cl_entities[b->entity].render;
1002 matrix4x4_t matrix, imatrix;
1003 if (b->relativestartvalid == 2)
1005 // not really valid yet, we need to get the orientation now
1006 // (ParseBeam flagged this because it is received before
1007 // entities are received, by now they have been received)
1008 // note: because players create lightning in their think
1009 // function (which occurs before movement), they actually
1010 // have some lag in it's location, so compare to the
1011 // previous player state, not the latest
1012 if (b->entity == cl.viewentity)
1013 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1015 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1016 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1017 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1018 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1019 b->relativestartvalid = 1;
1023 if (b->entity == cl.viewentity)
1024 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1026 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1027 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1028 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1034 if (cl_beams_lightatend.integer)
1036 // FIXME: create a matrix from the beam start/end orientation
1037 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1038 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
1040 if (cl_beams_polygons.integer)
1044 // calculate pitch and yaw
1045 VectorSubtract (b->end, b->start, dist);
1047 if (dist[1] == 0 && dist[0] == 0)
1057 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1061 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1062 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1067 // add new entities for the lightning
1068 VectorCopy (b->start, org);
1069 d = VectorNormalizeLength(dist);
1072 ent = CL_NewTempEntity ();
1075 //VectorCopy (org, ent->render.origin);
1076 ent->render.model = b->model;
1077 ent->render.effects = EF_FULLBRIGHT;
1078 //ent->render.angles[0] = pitch;
1079 //ent->render.angles[1] = yaw;
1080 //ent->render.angles[2] = rand()%360;
1081 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1082 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1083 CL_BoundingBoxForEntity(&ent->render);
1084 VectorMA(org, 30, dist, org);
1090 void CL_LerpPlayer(float frac)
1095 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1097 for (i = 0;i < 3;i++)
1098 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1100 if (cls.demoplayback)
1102 // interpolate the angles
1103 for (i = 0;i < 3;i++)
1105 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1110 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1119 Read all incoming data from the server
1122 int CL_ReadFromServer(void)
1124 CL_ReadDemoMessage();
1126 r_refdef.numentities = 0;
1127 cl_num_entities = 0;
1128 cl_num_brushmodel_entities = 0;
1130 if (cls.state == ca_connected && cls.signon == SIGNONS)
1132 // prepare for a new frame
1133 CL_LerpPlayer(CL_LerpPoint());
1135 CL_ClearTempEntities();
1139 // relink network entities (note: this sets up the view!)
1140 CL_RelinkNetworkEntities();
1148 CL_RelinkStaticEntities();
1152 // run cgame code (which can add more entities)
1155 // update view blend
1167 void CL_SendCmd(usercmd_t *cmd)
1169 if (cls.signon == SIGNONS)
1172 if (cls.demoplayback)
1174 SZ_Clear(&cls.message);
1178 // send the reliable message (forwarded commands) if there is one
1179 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1181 if (developer.integer)
1183 Con_Print("CL_SendCmd: sending reliable message:\n");
1184 SZ_HexDumpToConsole(&cls.message);
1186 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1187 Host_Error("CL_WriteToServer: lost server connection");
1188 SZ_Clear(&cls.message);
1192 // LordHavoc: pausedemo command
1193 static void CL_PauseDemo_f (void)
1195 cls.demopaused = !cls.demopaused;
1197 Con_Print("Demo paused\n");
1199 Con_Print("Demo unpaused\n");
1203 ======================
1205 ======================
1207 static void CL_Fog_f (void)
1209 if (Cmd_Argc () == 1)
1211 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1214 fog_density = atof(Cmd_Argv(1));
1215 fog_red = atof(Cmd_Argv(2));
1216 fog_green = atof(Cmd_Argv(3));
1217 fog_blue = atof(Cmd_Argv(4));
1227 cl_entities_mempool = Mem_AllocPool("client entities");
1228 cl_refdef_mempool = Mem_AllocPool("refdef");
1230 memset(&r_refdef, 0, sizeof(r_refdef));
1231 // max entities sent to renderer per frame
1232 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1233 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1234 // 256k drawqueue buffer
1235 r_refdef.maxdrawqueuesize = 256 * 1024;
1236 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1238 SZ_Alloc (&cls.message, 1024, "cls.message");
1244 // register our commands
1246 Cvar_RegisterVariable (&cl_upspeed);
1247 Cvar_RegisterVariable (&cl_forwardspeed);
1248 Cvar_RegisterVariable (&cl_backspeed);
1249 Cvar_RegisterVariable (&cl_sidespeed);
1250 Cvar_RegisterVariable (&cl_movespeedkey);
1251 Cvar_RegisterVariable (&cl_yawspeed);
1252 Cvar_RegisterVariable (&cl_pitchspeed);
1253 Cvar_RegisterVariable (&cl_anglespeedkey);
1254 Cvar_RegisterVariable (&cl_shownet);
1255 Cvar_RegisterVariable (&cl_nolerp);
1256 Cvar_RegisterVariable (&lookspring);
1257 Cvar_RegisterVariable (&lookstrafe);
1258 Cvar_RegisterVariable (&sensitivity);
1259 Cvar_RegisterVariable (&freelook);
1261 Cvar_RegisterVariable (&m_pitch);
1262 Cvar_RegisterVariable (&m_yaw);
1263 Cvar_RegisterVariable (&m_forward);
1264 Cvar_RegisterVariable (&m_side);
1266 Cvar_RegisterVariable (&cl_itembobspeed);
1267 Cvar_RegisterVariable (&cl_itembobheight);
1269 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1270 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1271 Cmd_AddCommand ("record", CL_Record_f);
1272 Cmd_AddCommand ("stop", CL_Stop_f);
1273 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1274 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1276 Cmd_AddCommand ("fog", CL_Fog_f);
1278 // LordHavoc: added pausedemo
1279 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1281 Cvar_RegisterVariable(&r_draweffects);
1282 Cvar_RegisterVariable(&cl_explosions);
1283 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1284 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1285 Cvar_RegisterVariable(&cl_explosions_size_start);
1286 Cvar_RegisterVariable(&cl_explosions_size_end);
1287 Cvar_RegisterVariable(&cl_explosions_lifetime);
1288 Cvar_RegisterVariable(&cl_stainmaps);
1289 Cvar_RegisterVariable(&cl_beams_polygons);
1290 Cvar_RegisterVariable(&cl_beams_relative);
1291 Cvar_RegisterVariable(&cl_beams_lightatend);
1292 Cvar_RegisterVariable(&cl_noplayershadow);
1295 CL_Particles_Init();