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_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
52 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
53 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
54 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
56 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
58 mempool_t *cl_refdef_mempool;
59 mempool_t *cl_entities_mempool;
65 int cl_max_static_entities;
66 int cl_max_temp_entities;
70 int cl_max_lightstyle;
71 int cl_max_brushmodel_entities;
73 entity_t *cl_entities;
74 qbyte *cl_entities_active;
75 entity_t *cl_static_entities;
76 entity_t *cl_temp_entities;
77 cl_effect_t *cl_effects;
80 lightstyle_t *cl_lightstyle;
81 entity_render_t **cl_brushmodel_entities;
84 int cl_num_static_entities;
85 int cl_num_temp_entities;
86 int cl_num_brushmodel_entities;
94 void CL_ClearState(void)
101 // note: this also gets rid of the entity database
102 Mem_EmptyPool(cl_entities_mempool);
104 // wipe the entire cl structure
105 memset (&cl, 0, sizeof(cl));
107 SZ_Clear (&cls.message);
110 cl_num_static_entities = 0;
111 cl_num_temp_entities = 0;
112 cl_num_brushmodel_entities = 0;
114 // tweak these if the game runs out
115 cl_max_entities = MAX_EDICTS;
116 cl_max_static_entities = 256;
117 cl_max_temp_entities = 512;
118 cl_max_effects = 256;
120 cl_max_dlights = MAX_DLIGHTS;
121 cl_max_lightstyle = MAX_LIGHTSTYLES;
122 cl_max_brushmodel_entities = MAX_EDICTS;
124 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
125 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
126 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
127 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
128 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
129 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
130 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
131 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
132 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
136 CL_Particles_Clear();
138 // LordHavoc: have to set up the baseline info for alpha and other stuff
139 for (i = 0;i < cl_max_entities;i++)
141 ClearStateToDefault(&cl_entities[i].state_baseline);
142 ClearStateToDefault(&cl_entities[i].state_previous);
143 ClearStateToDefault(&cl_entities[i].state_current);
150 =====================
153 Sends a disconnect message to the server
154 This is also called on Host_Error, so it shouldn't cause any errors
155 =====================
157 void CL_Disconnect(void)
159 if (cls.state == ca_dedicated)
162 Con_DPrintf("CL_Disconnect\n");
164 // stop sounds (especially looping!)
165 S_StopAllSounds (true);
167 // clear contents blends
168 cl.cshifts[0].percent = 0;
169 cl.cshifts[1].percent = 0;
170 cl.cshifts[2].percent = 0;
171 cl.cshifts[3].percent = 0;
173 cl.worldmodel = NULL;
175 if (cls.demoplayback)
179 if (cls.demorecording)
182 Con_DPrint("Sending clc_disconnect\n");
183 SZ_Clear(&cls.message);
184 MSG_WriteByte(&cls.message, clc_disconnect);
185 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
186 SZ_Clear(&cls.message);
187 NetConn_Close(cls.netcon);
190 cls.state = ca_disconnected;
192 cls.demoplayback = cls.timedemo = false;
196 void CL_Disconnect_f(void)
200 Host_ShutdownServer (false);
207 =====================
208 CL_EstablishConnection
210 Host should be either "local" or a net address
211 =====================
213 void CL_EstablishConnection(const char *host)
215 if (cls.state == ca_dedicated)
218 // clear menu's connect error message
219 m_return_reason[0] = 0;
222 // stop demo loop in case this fails
224 NetConn_ClientFrame();
225 NetConn_ServerFrame();
227 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
229 cls.connect_trying = true;
230 cls.connect_remainingtries = 3;
231 cls.connect_nextsendtime = 0;
234 NetConn_ClientFrame();
235 NetConn_ServerFrame();
236 NetConn_ClientFrame();
237 NetConn_ServerFrame();
238 NetConn_ClientFrame();
239 NetConn_ServerFrame();
240 NetConn_ClientFrame();
241 NetConn_ServerFrame();
246 Con_Print("Unable to find a suitable network socket to connect to server.\n");
247 strcpy(m_return_reason, "No network");
256 static void CL_PrintEntities_f(void)
262 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
264 if (!ent->state_current.active)
267 if (ent->render.model)
268 strlcpy (name, ent->render.model->name, 25);
270 strcpy(name, "--no model--");
271 for (j = strlen(name);j < 25;j++)
273 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);
277 //static const vec3_t nomodelmins = {-16, -16, -16};
278 //static const vec3_t nomodelmaxs = {16, 16, 16};
279 void CL_BoundingBoxForEntity(entity_render_t *ent)
283 //if (ent->angles[0] || ent->angles[2])
284 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
287 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
288 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
289 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
290 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
291 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
292 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
293 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
294 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
296 //else if (ent->angles[1])
297 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
300 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
301 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
302 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
303 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
304 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
305 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
306 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
307 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
311 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
312 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
313 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
314 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
315 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
316 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
317 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
318 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
323 ent->mins[0] = ent->matrix.m[0][3] - 16;
324 ent->mins[1] = ent->matrix.m[1][3] - 16;
325 ent->mins[2] = ent->matrix.m[2][3] - 16;
326 ent->maxs[0] = ent->matrix.m[0][3] + 16;
327 ent->maxs[1] = ent->matrix.m[1][3] + 16;
328 ent->maxs[2] = ent->matrix.m[2][3] + 16;
329 //VectorAdd(ent->origin, nomodelmins, ent->mins);
330 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
338 Determines the fraction between the last two messages that the objects
342 static float CL_LerpPoint(void)
346 // dropped packet, or start of demo
347 if (cl.mtime[1] < cl.mtime[0] - 0.1)
348 cl.mtime[1] = cl.mtime[0] - 0.1;
350 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
352 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
353 f = cl.mtime[0] - cl.mtime[1];
354 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
356 cl.time = cl.mtime[0];
360 f = (cl.time - cl.mtime[1]) / f;
361 return bound(0, f, 1);
364 void CL_ClearTempEntities (void)
366 cl_num_temp_entities = 0;
369 entity_t *CL_NewTempEntity(void)
373 if (r_refdef.numentities >= r_refdef.maxentities)
375 if (cl_num_temp_entities >= cl_max_temp_entities)
377 ent = &cl_temp_entities[cl_num_temp_entities++];
378 memset (ent, 0, sizeof(*ent));
379 r_refdef.entities[r_refdef.numentities++] = &ent->render;
381 ent->render.colormap = -1; // no special coloring
382 ent->render.scale = 1;
383 ent->render.alpha = 1;
387 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
391 if (!modelindex) // sanity check
393 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
398 VectorCopy(org, e->origin);
399 e->modelindex = modelindex;
400 e->starttime = cl.time;
401 e->startframe = startframe;
402 e->endframe = startframe + framecount;
403 e->framerate = framerate;
406 e->frame1time = cl.time;
407 e->frame2time = cl.time;
412 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)
418 // first look for an exact key match
422 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
428 // then look for anything else
430 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
434 // unable to find one
438 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
439 memset (dl, 0, sizeof(*dl));
440 dl->matrix = *matrix;
442 dl->origin[0] = dl->matrix.m[0][3];
443 dl->origin[1] = dl->matrix.m[1][3];
444 dl->origin[2] = dl->matrix.m[2][3];
445 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
446 dl->matrix.m[0][3] = dl->origin[0];
447 dl->matrix.m[1][3] = dl->origin[1];
448 dl->matrix.m[2][3] = dl->origin[2];
451 dl->color[1] = green;
455 dl->die = cl.time + lifetime;
458 dl->cubemapnum = cubemapnum;
460 dl->shadow = shadowenable;
464 void CL_DecayLights(void)
470 time = cl.time - cl.oldtime;
471 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
473 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
476 #define MAXVIEWMODELS 32
477 entity_t *viewmodels[MAXVIEWMODELS];
480 matrix4x4_t viewmodelmatrix;
482 static int entitylinkframenumber;
484 static const vec3_t muzzleflashorigin = {18, 0, 0};
486 extern void V_DriftPitch(void);
487 extern void V_FadeViewFlashs(void);
488 extern void V_CalcViewBlend(void);
490 extern void V_CalcRefdef(void);
491 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
492 void CL_LinkNetworkEntity(entity_t *e)
494 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
495 int j, k, l, trailtype, temp;
496 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
499 //entity_persistent_t *p = &e->persistent;
500 //entity_render_t *r = &e->render;
501 if (e->persistent.linkframe != entitylinkframenumber)
503 e->persistent.linkframe = entitylinkframenumber;
504 // skip inactive entities and world
505 if (!e->state_current.active || e == cl_entities)
507 if (e->render.flags & RENDER_VIEWMODEL)
509 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
512 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
513 matrix = &viewmodelmatrix;
514 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
516 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
517 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
522 t = cl_entities + e->state_current.tagentity;
523 if (!t->state_current.active)
525 // note: this can link to world
526 CL_LinkNetworkEntity(t);
527 // make relative to the entity
528 matrix = &t->render.matrix;
529 // if a valid tagindex is used, make it relative to that tag instead
530 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
532 // blend the matrices
533 memset(&blendmatrix, 0, sizeof(blendmatrix));
534 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
536 matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
537 d = t->render.frameblend[j].lerp;
538 for (l = 0;l < 4;l++)
539 for (k = 0;k < 4;k++)
540 blendmatrix.m[l][k] += d * matrix->m[l][k];
542 // concat the tag matrices onto the entity matrix
543 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
544 // use the constructed tag matrix
545 matrix = &tempmatrix;
548 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
549 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
550 e->render.flags = e->state_current.flags;
551 if (e - cl_entities == cl.viewentity)
552 e->render.flags |= RENDER_EXTERIORMODEL;
553 e->render.effects = e->state_current.effects;
554 if (e->state_current.flags & RENDER_COLORMAPPED)
555 e->render.colormap = e->state_current.colormap;
556 else if (cl.scores != NULL && e->state_current.colormap)
557 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
559 e->render.colormap = -1; // no special coloring
560 e->render.skinnum = e->state_current.skin;
561 // set up the render matrix
562 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
565 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
567 // interpolate the origin and angles
568 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
569 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
570 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
571 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
572 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
573 VectorMA(e->persistent.oldangles, lerp, delta, angles);
578 VectorCopy(e->persistent.neworigin, origin);
579 VectorCopy(e->persistent.newangles, angles);
582 if (e->render.frame2 == e->state_current.frame)
584 // update frame lerp fraction
585 e->render.framelerp = 1;
586 if (e->render.frame2time > e->render.frame1time)
588 e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
589 e->render.framelerp = bound(0, e->render.framelerp, 1);
594 // begin a new frame lerp
595 e->render.frame1 = e->render.frame2;
596 e->render.frame1time = e->render.frame2time;
597 e->render.frame = e->render.frame2 = e->state_current.frame;
598 e->render.frame2time = cl.time;
599 e->render.framelerp = 0;
600 // make sure frame lerp won't last longer than 100ms
601 // (this mainly helps with models that use framegroups and
602 // switch between them infrequently)
603 e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
609 VectorCopy(e->persistent.neworigin, origin);
610 VectorCopy(e->persistent.newangles, angles);
611 e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
612 e->render.frame1time = e->render.frame2time = cl.time;
613 e->render.framelerp = 1;
616 e->render.model = cl.model_precache[e->state_current.modelindex];
619 Mod_CheckLoaded(e->render.model);
620 if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
621 angles[0] = -angles[0];
622 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
624 angles[1] = ANGLEMOD(100*cl.time);
625 if (cl_itembobheight.value)
626 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
630 R_LerpAnimation(&e->render);
632 // FIXME: e->render.scale should go away
633 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
634 // concat the matrices to make the entity relative to its tag
635 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
636 // make the other useful stuff
637 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
638 CL_BoundingBoxForEntity(&e->render);
640 // handle effects now that we know where this entity is in the world...
641 origin[0] = e->render.matrix.m[0][3];
642 origin[1] = e->render.matrix.m[1][3];
643 origin[2] = e->render.matrix.m[2][3];
649 // LordHavoc: if the entity has no effects, don't check each
650 if (e->render.effects)
652 if (e->render.effects & EF_BRIGHTFIELD)
654 if (gamemode == GAME_NEXUIZ)
656 dlightradius = max(dlightradius, 200);
657 dlightcolor[0] += 0.75f;
658 dlightcolor[1] += 1.50f;
659 dlightcolor[2] += 3.00f;
663 CL_EntityParticles(e);
665 if (e->render.effects & EF_MUZZLEFLASH)
666 e->persistent.muzzleflash = 1.0f;
667 if (e->render.effects & EF_DIMLIGHT)
669 dlightradius = max(dlightradius, 200);
670 dlightcolor[0] += 1.50f;
671 dlightcolor[1] += 1.50f;
672 dlightcolor[2] += 1.50f;
674 if (e->render.effects & EF_BRIGHTLIGHT)
676 dlightradius = max(dlightradius, 400);
677 dlightcolor[0] += 3.00f;
678 dlightcolor[1] += 3.00f;
679 dlightcolor[2] += 3.00f;
681 // LordHavoc: more effects
682 if (e->render.effects & EF_RED) // red
684 dlightradius = max(dlightradius, 200);
685 dlightcolor[0] += 1.50f;
686 dlightcolor[1] += 0.15f;
687 dlightcolor[2] += 0.15f;
689 if (e->render.effects & EF_BLUE) // blue
691 dlightradius = max(dlightradius, 200);
692 dlightcolor[0] += 0.15f;
693 dlightcolor[1] += 0.15f;
694 dlightcolor[2] += 1.50f;
696 if (e->render.effects & EF_FLAME)
698 mins[0] = origin[0] - 16.0f;
699 mins[1] = origin[1] - 16.0f;
700 mins[2] = origin[2] - 16.0f;
701 maxs[0] = origin[0] + 16.0f;
702 maxs[1] = origin[1] + 16.0f;
703 maxs[2] = origin[2] + 16.0f;
704 // how many flames to make
705 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
706 CL_FlameCube(mins, maxs, temp);
707 d = lhrandom(0.75f, 1);
708 dlightradius = max(dlightradius, 200);
709 dlightcolor[0] += d * 2.0f;
710 dlightcolor[1] += d * 1.5f;
711 dlightcolor[2] += d * 0.5f;
713 if (e->render.effects & EF_STARDUST)
715 mins[0] = origin[0] - 16.0f;
716 mins[1] = origin[1] - 16.0f;
717 mins[2] = origin[2] - 16.0f;
718 maxs[0] = origin[0] + 16.0f;
719 maxs[1] = origin[1] + 16.0f;
720 maxs[2] = origin[2] + 16.0f;
721 // how many particles to make
722 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
723 CL_Stardust(mins, maxs, temp);
724 dlightradius = max(dlightradius, 200);
725 dlightcolor[0] += 1.0f;
726 dlightcolor[1] += 0.7f;
727 dlightcolor[2] += 0.3f;
730 // muzzleflash fades over time, and is offset a bit
731 if (e->persistent.muzzleflash > 0)
733 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
734 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
735 tempmatrix = e->render.matrix;
736 tempmatrix.m[0][3] = v[0];
737 tempmatrix.m[1][3] = v[1];
738 tempmatrix.m[2][3] = v[2];
739 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
740 e->persistent.muzzleflash -= cl.frametime * 10;
742 // LordHavoc: if the model has no flags, don't check each
743 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
745 if (e->render.model->flags & EF_GIB)
747 else if (e->render.model->flags & EF_ZOMGIB)
749 else if (e->render.model->flags & EF_TRACER)
752 dlightradius = max(dlightradius, 100);
753 dlightcolor[0] += 0.12f;
754 dlightcolor[1] += 0.50f;
755 dlightcolor[2] += 0.12f;
757 else if (e->render.model->flags & EF_TRACER2)
760 dlightradius = max(dlightradius, 100);
761 dlightcolor[0] += 0.50f;
762 dlightcolor[1] += 0.30f;
763 dlightcolor[2] += 0.10f;
765 else if (e->render.model->flags & EF_ROCKET)
768 dlightradius = max(dlightradius, 200);
769 dlightcolor[0] += 1.50f;
770 dlightcolor[1] += 1.20f;
771 dlightcolor[2] += 0.60f;
773 else if (e->render.model->flags & EF_GRENADE)
775 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
776 trailtype = e->render.alpha == -1 ? 7 : 1;
778 else if (e->render.model->flags & EF_TRACER3)
781 dlightradius = max(dlightradius, 200);
782 dlightcolor[0] += 0.60f;
783 dlightcolor[1] += 0.25f;
784 dlightcolor[2] += 0.50f;
787 // LordHavoc: customizable glow
788 if (e->state_current.glowsize)
790 // * 4 for the expansion from 0-255 to 0-1023 range,
791 // / 255 to scale down byte colors
792 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
793 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
795 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
797 if (e->state_current.light[3])
798 dlightradius = max(dlightradius, e->state_current.light[3]);
800 dlightradius = max(dlightradius, 350);
801 if (VectorLength2(dlightcolor) == 0)
802 (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
804 VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
807 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
809 dlightmatrix = e->render.matrix;
810 // hack to make glowing player light shine on their gun
811 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
812 // dlightmatrix.m[2][3] += 30;
813 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);
815 // trails need the previous frame
816 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
818 if (e->render.flags & RENDER_GLOWTRAIL)
819 CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
820 else if (trailtype >= 0)
821 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
823 VectorCopy(origin, e->persistent.trail_origin);
824 // note: the cl.viewentity and intermission check is to hide player
825 // shadow during intermission and during the Nehahra movie and
826 // Nehahra cinematics
827 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
828 && (e->render.alpha == 1)
829 && !(e->render.flags & RENDER_VIEWMODEL)
830 && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
831 e->render.flags |= RENDER_SHADOW;
832 if (!(e->render.effects & EF_FULLBRIGHT))
833 e->render.flags |= RENDER_LIGHT;
834 // as soon as player is known we can call V_CalcRefDef
835 if ((e - cl_entities) == cl.viewentity)
837 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
838 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
839 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
840 e->render.effects |= EF_ADDITIVE;
841 // don't show entities with no modelindex (note: this still shows
842 // entities which have a modelindex that resolved to a NULL model)
843 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
844 r_refdef.entities[r_refdef.numentities++] = &e->render;
845 if (cl_num_entities < e->state_current.number + 1)
846 cl_num_entities = e->state_current.number + 1;
847 //if (cl.viewentity && e - cl_entities == cl.viewentity)
848 // Matrix4x4_Print(&e->render.matrix);
852 void CL_RelinkWorld(void)
854 entity_t *ent = &cl_entities[0];
855 if (cl_num_entities < 1)
857 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
858 // FIXME: this should be done at load
859 Matrix4x4_CreateIdentity(&ent->render.matrix);
860 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
861 CL_BoundingBoxForEntity(&ent->render);
864 static void CL_RelinkStaticEntities(void)
867 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
869 Mod_CheckLoaded(cl_static_entities[i].render.model);
870 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
879 static void CL_RelinkNetworkEntities(void)
885 ent->state_previous = ent->state_current;
886 ClearStateToDefault(&ent->state_current);
887 ent->state_current.time = cl.time;
888 ent->state_current.number = -1;
889 ent->state_current.active = true;
890 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
891 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
892 ent->state_current.flags = RENDER_VIEWMODEL;
893 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
894 ent->state_current.modelindex = 0;
895 else if (cl.items & IT_INVISIBILITY)
897 if (gamemode == GAME_TRANSFUSION)
898 ent->state_current.alpha = 128;
900 ent->state_current.modelindex = 0;
903 // start on the entity after the world
904 entitylinkframenumber++;
905 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
907 if (cl_entities_active[i])
909 if (ent->state_current.active)
910 CL_LinkNetworkEntity(ent);
912 cl_entities_active[i] = false;
915 CL_LinkNetworkEntity(&cl.viewent);
918 static void CL_RelinkEffects(void)
925 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
929 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
931 if (intframe < 0 || intframe >= e->endframe)
933 memset(e, 0, sizeof(*e));
937 if (intframe != e->frame)
940 e->frame1time = e->frame2time;
941 e->frame2time = cl.time;
944 // if we're drawing effects, get a new temp entity
945 // (NewTempEntity adds it to the render entities list for us)
946 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
948 // interpolation stuff
949 ent->render.frame1 = intframe;
950 ent->render.frame2 = intframe + 1;
951 if (ent->render.frame2 >= e->endframe)
952 ent->render.frame2 = -1; // disappear
953 ent->render.framelerp = frame - intframe;
954 ent->render.frame1time = e->frame1time;
955 ent->render.frame2time = e->frame2time;
958 ent->render.model = cl.model_precache[e->modelindex];
959 ent->render.frame = ent->render.frame2;
960 ent->render.colormap = -1; // no special coloring
961 ent->render.alpha = 1;
963 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
964 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
965 CL_BoundingBoxForEntity(&ent->render);
971 void CL_RelinkBeams(void)
980 matrix4x4_t tempmatrix;
982 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
984 if (!b->model || b->endtime < cl.time)
987 // if coming from the player, update the start position
988 //if (b->entity == cl.viewentity)
989 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
990 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
992 entity_state_t *p = &cl_entities[b->entity].state_previous;
993 //entity_state_t *c = &cl_entities[b->entity].state_current;
994 entity_render_t *r = &cl_entities[b->entity].render;
995 matrix4x4_t matrix, imatrix;
996 if (b->relativestartvalid == 2)
998 // not really valid yet, we need to get the orientation now
999 // (ParseBeam flagged this because it is received before
1000 // entities are received, by now they have been received)
1001 // note: because players create lightning in their think
1002 // function (which occurs before movement), they actually
1003 // have some lag in it's location, so compare to the
1004 // previous player state, not the latest
1005 if (b->entity == cl.viewentity)
1006 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1008 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1009 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1010 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1011 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1012 b->relativestartvalid = 1;
1016 if (b->entity == cl.viewentity)
1017 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1019 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1020 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1021 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1027 if (cl_beams_lightatend.integer)
1029 // FIXME: create a matrix from the beam start/end orientation
1030 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1031 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
1033 if (cl_beams_polygons.integer)
1037 // calculate pitch and yaw
1038 VectorSubtract (b->end, b->start, dist);
1040 if (dist[1] == 0 && dist[0] == 0)
1050 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1054 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1055 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1060 // add new entities for the lightning
1061 VectorCopy (b->start, org);
1062 d = VectorNormalizeLength(dist);
1065 ent = CL_NewTempEntity ();
1068 //VectorCopy (org, ent->render.origin);
1069 ent->render.model = b->model;
1070 ent->render.effects = EF_FULLBRIGHT;
1071 //ent->render.angles[0] = pitch;
1072 //ent->render.angles[1] = yaw;
1073 //ent->render.angles[2] = rand()%360;
1074 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1075 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1076 CL_BoundingBoxForEntity(&ent->render);
1077 VectorMA(org, 30, dist, org);
1083 void CL_LerpPlayer(float frac)
1088 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1090 for (i = 0;i < 3;i++)
1091 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1093 if (cls.demoplayback)
1095 // interpolate the angles
1096 for (i = 0;i < 3;i++)
1098 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1103 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1112 Read all incoming data from the server
1115 int CL_ReadFromServer(void)
1117 CL_ReadDemoMessage();
1119 r_refdef.numentities = 0;
1120 cl_num_entities = 0;
1121 cl_num_brushmodel_entities = 0;
1123 if (cls.state == ca_connected && cls.signon == SIGNONS)
1125 // prepare for a new frame
1126 CL_LerpPlayer(CL_LerpPoint());
1128 CL_ClearTempEntities();
1132 // relink network entities (note: this sets up the view!)
1133 CL_RelinkNetworkEntities();
1141 CL_RelinkStaticEntities();
1145 // run cgame code (which can add more entities)
1148 // update view blend
1160 void CL_SendCmd(usercmd_t *cmd)
1162 if (cls.signon == SIGNONS)
1165 if (cls.demoplayback)
1167 SZ_Clear(&cls.message);
1171 // send the reliable message (forwarded commands) if there is one
1172 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1174 if (developer.integer)
1176 Con_Print("CL_SendCmd: sending reliable message:\n");
1177 SZ_HexDumpToConsole(&cls.message);
1179 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1180 Host_Error("CL_WriteToServer: lost server connection");
1181 SZ_Clear(&cls.message);
1185 // LordHavoc: pausedemo command
1186 static void CL_PauseDemo_f (void)
1188 cls.demopaused = !cls.demopaused;
1190 Con_Print("Demo paused\n");
1192 Con_Print("Demo unpaused\n");
1196 ======================
1198 ======================
1200 static void CL_Fog_f (void)
1202 if (Cmd_Argc () == 1)
1204 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1207 fog_density = atof(Cmd_Argv(1));
1208 fog_red = atof(Cmd_Argv(2));
1209 fog_green = atof(Cmd_Argv(3));
1210 fog_blue = atof(Cmd_Argv(4));
1220 cl_entities_mempool = Mem_AllocPool("client entities");
1221 cl_refdef_mempool = Mem_AllocPool("refdef");
1223 memset(&r_refdef, 0, sizeof(r_refdef));
1224 // max entities sent to renderer per frame
1225 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1226 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1227 // 256k drawqueue buffer
1228 r_refdef.maxdrawqueuesize = 256 * 1024;
1229 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1231 SZ_Alloc (&cls.message, 1024, "cls.message");
1237 // register our commands
1239 Cvar_RegisterVariable (&cl_upspeed);
1240 Cvar_RegisterVariable (&cl_forwardspeed);
1241 Cvar_RegisterVariable (&cl_backspeed);
1242 Cvar_RegisterVariable (&cl_sidespeed);
1243 Cvar_RegisterVariable (&cl_movespeedkey);
1244 Cvar_RegisterVariable (&cl_yawspeed);
1245 Cvar_RegisterVariable (&cl_pitchspeed);
1246 Cvar_RegisterVariable (&cl_anglespeedkey);
1247 Cvar_RegisterVariable (&cl_shownet);
1248 Cvar_RegisterVariable (&cl_nolerp);
1249 Cvar_RegisterVariable (&lookspring);
1250 Cvar_RegisterVariable (&lookstrafe);
1251 Cvar_RegisterVariable (&sensitivity);
1252 Cvar_RegisterVariable (&freelook);
1254 Cvar_RegisterVariable (&m_pitch);
1255 Cvar_RegisterVariable (&m_yaw);
1256 Cvar_RegisterVariable (&m_forward);
1257 Cvar_RegisterVariable (&m_side);
1259 Cvar_RegisterVariable (&cl_itembobspeed);
1260 Cvar_RegisterVariable (&cl_itembobheight);
1262 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1263 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1264 Cmd_AddCommand ("record", CL_Record_f);
1265 Cmd_AddCommand ("stop", CL_Stop_f);
1266 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1267 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1269 Cmd_AddCommand ("fog", CL_Fog_f);
1271 // LordHavoc: added pausedemo
1272 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1274 Cvar_RegisterVariable(&r_draweffects);
1275 Cvar_RegisterVariable(&cl_explosions);
1276 Cvar_RegisterVariable(&cl_stainmaps);
1277 Cvar_RegisterVariable(&cl_beams_polygons);
1278 Cvar_RegisterVariable(&cl_beams_relative);
1279 Cvar_RegisterVariable(&cl_beams_lightatend);
1280 Cvar_RegisterVariable(&cl_noplayershadow);
1283 CL_Particles_Init();