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", "0"}; // try 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_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
50 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
51 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
52 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
53 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
55 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "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 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
66 vec3_t cl_playerstandmins;
67 vec3_t cl_playerstandmaxs;
68 vec3_t cl_playercrouchmins;
69 vec3_t cl_playercrouchmaxs;
71 mempool_t *cl_mempool;
77 int cl_max_static_entities;
78 int cl_max_temp_entities;
82 int cl_max_lightstyle;
83 int cl_max_brushmodel_entities;
85 entity_t *cl_entities;
86 qbyte *cl_entities_active;
87 entity_t *cl_static_entities;
88 entity_t *cl_temp_entities;
89 cl_effect_t *cl_effects;
92 lightstyle_t *cl_lightstyle;
93 int *cl_brushmodel_entities;
96 int cl_num_static_entities;
97 int cl_num_temp_entities;
98 int cl_num_brushmodel_entities;
101 =====================
104 =====================
106 void CL_ClearState(void)
110 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
111 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
112 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
113 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
114 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
115 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
116 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
117 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
118 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
119 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
120 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
121 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
126 // wipe the entire cl structure
127 memset (&cl, 0, sizeof(cl));
128 // reset the view zoom interpolation
129 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
131 SZ_Clear (&cls.message);
134 cl_num_static_entities = 0;
135 cl_num_temp_entities = 0;
136 cl_num_brushmodel_entities = 0;
138 // tweak these if the game runs out
139 cl_max_entities = 256;
140 cl_max_static_entities = 256;
141 cl_max_temp_entities = 512;
142 cl_max_effects = 256;
144 cl_max_dlights = MAX_DLIGHTS;
145 cl_max_lightstyle = MAX_LIGHTSTYLES;
146 cl_max_brushmodel_entities = MAX_EDICTS;
148 cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
149 cl_entities_active = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte));
150 cl_static_entities = Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
151 cl_temp_entities = Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
152 cl_effects = Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
153 cl_beams = Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
154 cl_dlights = Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
155 cl_lightstyle = Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
156 cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
158 // LordHavoc: have to set up the baseline info for alpha and other stuff
159 for (i = 0;i < cl_max_entities;i++)
161 cl_entities[i].state_baseline = defaultstate;
162 cl_entities[i].state_previous = defaultstate;
163 cl_entities[i].state_current = defaultstate;
166 if (gamemode == GAME_NEXUIZ)
168 VectorSet(cl_playerstandmins, -16, -16, -24);
169 VectorSet(cl_playerstandmaxs, 16, 16, 45);
170 VectorSet(cl_playercrouchmins, -16, -16, -24);
171 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
175 VectorSet(cl_playerstandmins, -16, -16, -24);
176 VectorSet(cl_playerstandmaxs, 16, 16, 24);
177 VectorSet(cl_playercrouchmins, -16, -16, -24);
178 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
182 CL_Particles_Clear();
186 void CL_ExpandEntities(int num)
188 int i, oldmaxentities;
189 entity_t *oldentities;
190 if (num >= cl_max_entities)
193 Host_Error("CL_ExpandEntities: cl_entities not initialized\n");
194 if (num >= MAX_EDICTS)
195 Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
196 oldmaxentities = cl_max_entities;
197 oldentities = cl_entities;
198 cl_max_entities = (num & ~255) + 256;
199 cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
200 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
201 Mem_Free(oldentities);
202 for (i = oldmaxentities;i < cl_max_entities;i++)
204 cl_entities[i].state_baseline = defaultstate;
205 cl_entities[i].state_previous = defaultstate;
206 cl_entities[i].state_current = defaultstate;
212 =====================
215 Sends a disconnect message to the server
216 This is also called on Host_Error, so it shouldn't cause any errors
217 =====================
219 void CL_Disconnect(void)
221 if (cls.state == ca_dedicated)
224 Con_DPrintf("CL_Disconnect\n");
226 // stop sounds (especially looping!)
229 // clear contents blends
230 cl.cshifts[0].percent = 0;
231 cl.cshifts[1].percent = 0;
232 cl.cshifts[2].percent = 0;
233 cl.cshifts[3].percent = 0;
235 cl.worldmodel = NULL;
237 if (cls.demoplayback)
241 if (cls.demorecording)
244 Con_DPrint("Sending clc_disconnect\n");
245 SZ_Clear(&cls.message);
246 MSG_WriteByte(&cls.message, clc_disconnect);
247 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
248 SZ_Clear(&cls.message);
249 NetConn_Close(cls.netcon);
252 cls.state = ca_disconnected;
254 cls.demoplayback = cls.timedemo = false;
258 void CL_Disconnect_f(void)
262 Host_ShutdownServer (false);
269 =====================
270 CL_EstablishConnection
272 Host should be either "local" or a net address
273 =====================
275 void CL_EstablishConnection(const char *host)
277 if (cls.state == ca_dedicated)
280 // clear menu's connect error message
281 M_Update_Return_Reason("");
284 // stop demo loop in case this fails
286 NetConn_ClientFrame();
287 NetConn_ServerFrame();
289 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
291 cls.connect_trying = true;
292 cls.connect_remainingtries = 3;
293 cls.connect_nextsendtime = 0;
294 M_Update_Return_Reason("Trying to connect...");
297 NetConn_ClientFrame();
298 NetConn_ServerFrame();
299 NetConn_ClientFrame();
300 NetConn_ServerFrame();
301 NetConn_ClientFrame();
302 NetConn_ServerFrame();
303 NetConn_ClientFrame();
304 NetConn_ServerFrame();
309 Con_Print("Unable to find a suitable network socket to connect to server.\n");
310 M_Update_Return_Reason("No network");
319 static void CL_PrintEntities_f(void)
325 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
327 if (!ent->state_current.active)
330 if (ent->render.model)
331 strlcpy (name, ent->render.model->name, 25);
333 strcpy(name, "--no model--");
334 for (j = strlen(name);j < 25;j++)
336 Con_Printf("%3i: %s:%4i (%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);
340 //static const vec3_t nomodelmins = {-16, -16, -16};
341 //static const vec3_t nomodelmaxs = {16, 16, 16};
342 void CL_BoundingBoxForEntity(entity_render_t *ent)
346 //if (ent->angles[0] || ent->angles[2])
347 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
350 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
351 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
352 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
353 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
354 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
355 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
356 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
357 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
359 //else if (ent->angles[1])
360 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
363 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
364 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
365 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
366 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
367 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
368 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
369 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
370 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
374 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
375 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
376 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
377 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
378 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
379 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
380 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
381 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
386 ent->mins[0] = ent->matrix.m[0][3] - 16;
387 ent->mins[1] = ent->matrix.m[1][3] - 16;
388 ent->mins[2] = ent->matrix.m[2][3] - 16;
389 ent->maxs[0] = ent->matrix.m[0][3] + 16;
390 ent->maxs[1] = ent->matrix.m[1][3] + 16;
391 ent->maxs[2] = ent->matrix.m[2][3] + 16;
392 //VectorAdd(ent->origin, nomodelmins, ent->mins);
393 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
401 Determines the fraction between the last two messages that the objects
405 static float CL_LerpPoint(void)
409 // dropped packet, or start of demo
410 if (cl.mtime[1] < cl.mtime[0] - 0.1)
411 cl.mtime[1] = cl.mtime[0] - 0.1;
413 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
415 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
416 f = cl.mtime[0] - cl.mtime[1];
417 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
419 cl.time = cl.mtime[0];
423 f = (cl.time - cl.mtime[1]) / f;
424 return bound(0, f, 1);
427 void CL_ClearTempEntities (void)
429 cl_num_temp_entities = 0;
432 entity_t *CL_NewTempEntity(void)
436 if (r_refdef.numentities >= r_refdef.maxentities)
438 if (cl_num_temp_entities >= cl_max_temp_entities)
440 ent = &cl_temp_entities[cl_num_temp_entities++];
441 memset (ent, 0, sizeof(*ent));
442 r_refdef.entities[r_refdef.numentities++] = &ent->render;
444 ent->render.colormap = -1; // no special coloring
445 ent->render.scale = 1;
446 ent->render.alpha = 1;
447 VectorSet(ent->render.colormod, 1, 1, 1);
451 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
455 if (!modelindex) // sanity check
457 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
462 VectorCopy(org, e->origin);
463 e->modelindex = modelindex;
464 e->starttime = cl.time;
465 e->startframe = startframe;
466 e->endframe = startframe + framecount;
467 e->framerate = framerate;
470 e->frame1time = cl.time;
471 e->frame2time = cl.time;
476 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, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
482 // first look for an exact key match
486 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
492 // then look for anything else
494 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
498 // unable to find one
502 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
503 memset (dl, 0, sizeof(*dl));
504 dl->matrix = *matrix;
506 dl->origin[0] = dl->matrix.m[0][3];
507 dl->origin[1] = dl->matrix.m[1][3];
508 dl->origin[2] = dl->matrix.m[2][3];
509 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
510 dl->matrix.m[0][3] = dl->origin[0];
511 dl->matrix.m[1][3] = dl->origin[1];
512 dl->matrix.m[2][3] = dl->origin[2];
515 dl->color[1] = green;
519 dl->die = cl.time + lifetime;
522 dl->cubemapnum = cubemapnum;
524 dl->shadow = shadowenable;
527 dl->coronasizescale = coronasizescale;
528 dl->ambientscale = ambientscale;
529 dl->diffusescale = diffusescale;
530 dl->specularscale = specularscale;
533 void CL_DecayLights(void)
539 time = cl.time - cl.oldtime;
540 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
542 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
545 #define MAXVIEWMODELS 32
546 entity_t *viewmodels[MAXVIEWMODELS];
549 matrix4x4_t viewmodelmatrix;
551 static int entitylinkframenumber;
553 static const vec3_t muzzleflashorigin = {18, 0, 0};
555 extern void V_DriftPitch(void);
556 extern void V_FadeViewFlashs(void);
557 extern void V_CalcViewBlend(void);
559 extern void V_CalcRefdef(void);
560 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
561 void CL_LinkNetworkEntity(entity_t *e)
563 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
564 //matrix4x4_t dlightmatrix;
565 int j, k, l, trailtype, temp;
566 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
570 //entity_persistent_t *p = &e->persistent;
571 //entity_render_t *r = &e->render;
572 if (e->persistent.linkframe != entitylinkframenumber)
574 e->persistent.linkframe = entitylinkframenumber;
575 // skip inactive entities and world
576 if (!e->state_current.active || e == cl_entities)
578 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
579 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
580 e->render.flags = e->state_current.flags;
581 e->render.effects = e->state_current.effects;
582 if (e->state_current.flags & RENDER_COLORMAPPED)
583 e->render.colormap = e->state_current.colormap;
584 else if (cl.scores != NULL && e->state_current.colormap)
585 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
587 e->render.colormap = -1; // no special coloring
588 e->render.skinnum = e->state_current.skin;
589 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
590 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
592 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
595 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
596 matrix = &viewmodelmatrix;
597 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
599 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
600 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
605 // if the tag entity is currently impossible, skip it
606 if (e->state_current.tagentity >= cl_num_entities)
608 t = cl_entities + e->state_current.tagentity;
609 // if the tag entity is inactive, skip it
610 if (!t->state_current.active)
612 // note: this can link to world
613 CL_LinkNetworkEntity(t);
614 // make relative to the entity
615 matrix = &t->render.matrix;
616 // some properties of the tag entity carry over
617 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
618 // if a valid tagindex is used, make it relative to that tag instead
619 // FIXME: use a model function to get tag info (need to handle skeletal)
620 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
622 // blend the matrices
623 memset(&blendmatrix, 0, sizeof(blendmatrix));
624 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
626 matrix4x4_t tagmatrix;
627 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
628 d = t->render.frameblend[j].lerp;
629 for (l = 0;l < 4;l++)
630 for (k = 0;k < 4;k++)
631 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
633 // concat the tag matrices onto the entity matrix
634 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
635 // use the constructed tag matrix
636 matrix = &tempmatrix;
641 // if it's the player entity, update according to client movement
642 if (e == cl_entities + cl.playerentity && cl.movement)
644 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
645 lerp = bound(0, lerp, 1);
646 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
647 VectorSet(angles, 0, cl.viewangles[1], 0);
649 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
651 // interpolate the origin and angles
652 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
653 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
654 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
655 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
656 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
657 VectorMA(e->persistent.oldangles, lerp, delta, angles);
662 VectorCopy(e->persistent.neworigin, origin);
663 VectorCopy(e->persistent.newangles, angles);
666 // model setup and some modelflags
667 e->render.model = cl.model_precache[e->state_current.modelindex];
670 Mod_CheckLoaded(e->render.model);
671 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
672 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
673 angles[0] = -angles[0];
674 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
676 angles[1] = ANGLEMOD(100*cl.time);
677 if (cl_itembobheight.value)
678 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
680 // transfer certain model flags to effects
681 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
682 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
683 VectorScale(e->render.colormod, 2, e->render.colormod);
687 if (e->render.frame2 == e->state_current.frame)
689 // update frame lerp fraction
690 e->render.framelerp = 1;
691 if (e->render.frame2time > e->render.frame1time)
693 // make sure frame lerp won't last longer than 100ms
694 // (this mainly helps with models that use framegroups and
695 // switch between them infrequently)
696 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
697 e->render.framelerp = bound(0, e->render.framelerp, 1);
702 // begin a new frame lerp
703 e->render.frame1 = e->render.frame2;
704 e->render.frame1time = e->render.frame2time;
705 e->render.frame = e->render.frame2 = e->state_current.frame;
706 e->render.frame2time = cl.time;
707 e->render.framelerp = 0;
709 R_LerpAnimation(&e->render);
711 // set up the render matrix
712 // FIXME: e->render.scale should go away
713 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
714 // concat the matrices to make the entity relative to its tag
715 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
716 // make the other useful stuff
717 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
718 CL_BoundingBoxForEntity(&e->render);
720 // handle effects now that we know where this entity is in the world...
721 if (e->render.model && e->render.model->soundfromcenter)
723 // bmodels are treated specially since their origin is usually '0 0 0'
725 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
726 Matrix4x4_Transform(&e->render.matrix, o, origin);
730 origin[0] = e->render.matrix.m[0][3];
731 origin[1] = e->render.matrix.m[1][3];
732 origin[2] = e->render.matrix.m[2][3];
739 // LordHavoc: if the entity has no effects, don't check each
740 if (e->render.effects)
742 if (e->render.effects & EF_BRIGHTFIELD)
744 if (gamemode == GAME_NEXUIZ)
746 dlightradius = max(dlightradius, 200);
747 dlightcolor[0] += 0.75f;
748 dlightcolor[1] += 1.50f;
749 dlightcolor[2] += 3.00f;
753 CL_EntityParticles(e);
755 if (e->render.effects & EF_MUZZLEFLASH)
756 e->persistent.muzzleflash = 1.0f;
757 if (e->render.effects & EF_DIMLIGHT)
759 dlightradius = max(dlightradius, 200);
760 dlightcolor[0] += 1.50f;
761 dlightcolor[1] += 1.50f;
762 dlightcolor[2] += 1.50f;
764 if (e->render.effects & EF_BRIGHTLIGHT)
766 dlightradius = max(dlightradius, 400);
767 dlightcolor[0] += 3.00f;
768 dlightcolor[1] += 3.00f;
769 dlightcolor[2] += 3.00f;
771 // LordHavoc: more effects
772 if (e->render.effects & EF_RED) // red
774 dlightradius = max(dlightradius, 200);
775 dlightcolor[0] += 1.50f;
776 dlightcolor[1] += 0.15f;
777 dlightcolor[2] += 0.15f;
779 if (e->render.effects & EF_BLUE) // blue
781 dlightradius = max(dlightradius, 200);
782 dlightcolor[0] += 0.15f;
783 dlightcolor[1] += 0.15f;
784 dlightcolor[2] += 1.50f;
786 if (e->render.effects & EF_FLAME)
788 mins[0] = origin[0] - 16.0f;
789 mins[1] = origin[1] - 16.0f;
790 mins[2] = origin[2] - 16.0f;
791 maxs[0] = origin[0] + 16.0f;
792 maxs[1] = origin[1] + 16.0f;
793 maxs[2] = origin[2] + 16.0f;
794 // how many flames to make
795 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
796 CL_FlameCube(mins, maxs, temp);
797 d = lhrandom(0.75f, 1);
798 dlightradius = max(dlightradius, 200);
799 dlightcolor[0] += d * 2.0f;
800 dlightcolor[1] += d * 1.5f;
801 dlightcolor[2] += d * 0.5f;
803 if (e->render.effects & EF_STARDUST)
805 mins[0] = origin[0] - 16.0f;
806 mins[1] = origin[1] - 16.0f;
807 mins[2] = origin[2] - 16.0f;
808 maxs[0] = origin[0] + 16.0f;
809 maxs[1] = origin[1] + 16.0f;
810 maxs[2] = origin[2] + 16.0f;
811 // how many particles to make
812 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
813 CL_Stardust(mins, maxs, temp);
814 dlightradius = max(dlightradius, 200);
815 dlightcolor[0] += 1.0f;
816 dlightcolor[1] += 0.7f;
817 dlightcolor[2] += 0.3f;
820 // muzzleflash fades over time, and is offset a bit
821 if (e->persistent.muzzleflash > 0)
823 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
824 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
825 tempmatrix = e->render.matrix;
826 tempmatrix.m[0][3] = trace.endpos[0];
827 tempmatrix.m[1][3] = trace.endpos[1];
828 tempmatrix.m[2][3] = trace.endpos[2];
829 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);
830 e->persistent.muzzleflash -= cl.frametime * 10;
832 // LordHavoc: if the model has no flags, don't check each
833 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
835 if (e->render.model->flags & EF_GIB)
837 else if (e->render.model->flags & EF_ZOMGIB)
839 else if (e->render.model->flags & EF_TRACER)
842 dlightradius = max(dlightradius, 100);
843 dlightcolor[0] += 0.25f;
844 dlightcolor[1] += 1.00f;
845 dlightcolor[2] += 0.25f;
847 else if (e->render.model->flags & EF_TRACER2)
850 dlightradius = max(dlightradius, 100);
851 dlightcolor[0] += 1.00f;
852 dlightcolor[1] += 0.60f;
853 dlightcolor[2] += 0.20f;
855 else if (e->render.model->flags & EF_ROCKET)
858 dlightradius = max(dlightradius, 200);
859 dlightcolor[0] += 3.00f;
860 dlightcolor[1] += 1.50f;
861 dlightcolor[2] += 0.50f;
863 else if (e->render.model->flags & EF_GRENADE)
865 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
866 trailtype = e->render.alpha == -1 ? 7 : 1;
868 else if (e->render.model->flags & EF_TRACER3)
871 if (gamemode == GAME_PRYDON)
873 dlightradius = max(dlightradius, 100);
874 dlightcolor[0] += 0.30f;
875 dlightcolor[1] += 0.60f;
876 dlightcolor[2] += 1.20f;
880 dlightradius = max(dlightradius, 200);
881 dlightcolor[0] += 1.20f;
882 dlightcolor[1] += 0.50f;
883 dlightcolor[2] += 1.00f;
887 // LordHavoc: customizable glow
888 if (e->state_current.glowsize)
890 // * 4 for the expansion from 0-255 to 0-1023 range,
891 // / 255 to scale down byte colors
892 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
893 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
895 // make the glow dlight
896 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
898 //dlightmatrix = e->render.matrix;
899 // hack to make glowing player light shine on their gun
900 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
901 // dlightmatrix.m[2][3] += 30;
902 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);
905 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
908 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
909 light[3] = e->state_current.light[3];
910 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
911 VectorSet(light, 1, 1, 1);
914 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
915 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
918 if (e->render.flags & RENDER_GLOWTRAIL)
921 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
922 VectorCopy(origin, e->persistent.trail_origin);
923 // tenebrae's sprites are all additive mode (weird)
924 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
925 e->render.effects |= EF_ADDITIVE;
926 // player model is only shown with chase_active on
927 if (e->state_current.number == cl.viewentity)
928 e->render.flags |= RENDER_EXTERIORMODEL;
929 // transparent stuff can't be lit during the opaque stage
930 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
931 e->render.flags |= RENDER_TRANSPARENT;
932 // either fullbright or lit
933 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
934 e->render.flags |= RENDER_LIGHT;
935 // hide player shadow during intermission or nehahra movie
936 if (!(e->render.effects & EF_NOSHADOW)
937 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
938 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
939 e->render.flags |= RENDER_SHADOW;
940 // as soon as player is known we can call V_CalcRefDef
941 if (e->state_current.number == cl.viewentity)
943 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
944 cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
945 // don't show entities with no modelindex (note: this still shows
946 // entities which have a modelindex that resolved to a NULL model)
947 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
948 r_refdef.entities[r_refdef.numentities++] = &e->render;
949 //if (cl.viewentity && e->state_current.number == cl.viewentity)
950 // Matrix4x4_Print(&e->render.matrix);
954 void CL_RelinkWorld(void)
956 entity_t *ent = &cl_entities[0];
957 cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
958 // FIXME: this should be done at load
959 Matrix4x4_CreateIdentity(&ent->render.matrix);
960 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
961 R_LerpAnimation(&ent->render);
962 CL_BoundingBoxForEntity(&ent->render);
963 ent->render.flags = RENDER_SHADOW;
964 if (!r_fullbright.integer)
965 ent->render.flags |= RENDER_LIGHT;
966 VectorSet(ent->render.colormod, 1, 1, 1);
967 r_refdef.worldentity = &ent->render;
968 r_refdef.worldmodel = cl.worldmodel;
971 static void CL_RelinkStaticEntities(void)
975 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
977 Mod_CheckLoaded(e->render.model);
979 // transparent stuff can't be lit during the opaque stage
980 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
981 e->render.flags |= RENDER_TRANSPARENT;
982 // either fullbright or lit
983 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
984 e->render.flags |= RENDER_LIGHT;
985 // hide player shadow during intermission or nehahra movie
986 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
987 e->render.flags |= RENDER_SHADOW;
988 VectorSet(e->render.colormod, 1, 1, 1);
989 R_LerpAnimation(&e->render);
990 r_refdef.entities[r_refdef.numentities++] = &e->render;
999 static void CL_RelinkNetworkEntities(void)
1005 ent->state_previous = ent->state_current;
1006 ent->state_current = defaultstate;
1007 ent->state_current.time = cl.time;
1008 ent->state_current.number = -1;
1009 ent->state_current.active = true;
1010 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1011 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1012 ent->state_current.flags = RENDER_VIEWMODEL;
1013 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
1014 ent->state_current.modelindex = 0;
1015 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1017 if (gamemode == GAME_TRANSFUSION)
1018 ent->state_current.alpha = 128;
1020 ent->state_current.modelindex = 0;
1023 // reset animation interpolation on weaponmodel if model changed
1024 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1026 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1027 ent->render.frame1time = ent->render.frame2time = cl.time;
1028 ent->render.framelerp = 1;
1031 // start on the entity after the world
1032 entitylinkframenumber++;
1033 for (i = 1;i < cl_num_entities;i++)
1035 if (cl_entities_active[i])
1037 ent = cl_entities + i;
1038 if (ent->state_current.active)
1039 CL_LinkNetworkEntity(ent);
1041 cl_entities_active[i] = false;
1044 CL_LinkNetworkEntity(&cl.viewent);
1047 static void CL_RelinkEffects(void)
1054 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1058 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1060 if (intframe < 0 || intframe >= e->endframe)
1062 memset(e, 0, sizeof(*e));
1066 if (intframe != e->frame)
1068 e->frame = intframe;
1069 e->frame1time = e->frame2time;
1070 e->frame2time = cl.time;
1073 // if we're drawing effects, get a new temp entity
1074 // (NewTempEntity adds it to the render entities list for us)
1075 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1077 // interpolation stuff
1078 ent->render.frame1 = intframe;
1079 ent->render.frame2 = intframe + 1;
1080 if (ent->render.frame2 >= e->endframe)
1081 ent->render.frame2 = -1; // disappear
1082 ent->render.framelerp = frame - intframe;
1083 ent->render.frame1time = e->frame1time;
1084 ent->render.frame2time = e->frame2time;
1087 ent->render.model = cl.model_precache[e->modelindex];
1088 ent->render.frame = ent->render.frame2;
1089 ent->render.colormap = -1; // no special coloring
1090 ent->render.alpha = 1;
1091 VectorSet(ent->render.colormod, 1, 1, 1);
1093 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1094 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1095 R_LerpAnimation(&ent->render);
1096 CL_BoundingBoxForEntity(&ent->render);
1102 void CL_RelinkBeams(void)
1111 matrix4x4_t tempmatrix;
1113 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1115 if (!b->model || b->endtime < cl.time)
1118 // if coming from the player, update the start position
1119 //if (b->entity == cl.viewentity)
1120 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1121 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1123 entity_state_t *p = &cl_entities[b->entity].state_previous;
1124 //entity_state_t *c = &cl_entities[b->entity].state_current;
1125 entity_render_t *r = &cl_entities[b->entity].render;
1126 matrix4x4_t matrix, imatrix;
1127 if (b->relativestartvalid == 2)
1129 // not really valid yet, we need to get the orientation now
1130 // (ParseBeam flagged this because it is received before
1131 // entities are received, by now they have been received)
1132 // note: because players create lightning in their think
1133 // function (which occurs before movement), they actually
1134 // have some lag in it's location, so compare to the
1135 // previous player state, not the latest
1136 if (b->entity == cl.viewentity)
1137 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1139 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1140 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1141 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1142 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1143 b->relativestartvalid = 1;
1147 if (b->entity == cl.viewentity)
1148 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1150 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1151 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1152 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1158 if (cl_beams_lightatend.integer)
1160 // FIXME: create a matrix from the beam start/end orientation
1161 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1162 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);
1164 if (cl_beams_polygons.integer)
1168 // calculate pitch and yaw
1169 VectorSubtract (b->end, b->start, dist);
1171 if (dist[1] == 0 && dist[0] == 0)
1181 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1185 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1186 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1191 // add new entities for the lightning
1192 VectorCopy (b->start, org);
1193 d = VectorNormalizeLength(dist);
1196 ent = CL_NewTempEntity ();
1199 //VectorCopy (org, ent->render.origin);
1200 ent->render.model = b->model;
1201 //ent->render.effects = EF_FULLBRIGHT;
1202 //ent->render.angles[0] = pitch;
1203 //ent->render.angles[1] = yaw;
1204 //ent->render.angles[2] = rand()%360;
1205 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1206 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1207 R_LerpAnimation(&ent->render);
1208 CL_BoundingBoxForEntity(&ent->render);
1209 VectorMA(org, 30, dist, org);
1215 void CL_LerpPlayer(float frac)
1220 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1221 for (i = 0;i < 3;i++)
1223 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1224 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1225 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1228 if (cls.demoplayback)
1230 // interpolate the angles
1231 for (i = 0;i < 3;i++)
1233 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1238 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1247 Read all incoming data from the server
1250 extern void CL_ClientMovement_Replay();
1251 int CL_ReadFromServer(void)
1253 CL_ReadDemoMessage();
1255 r_refdef.time = cl.time;
1256 r_refdef.extraupdate = !r_speeds.integer;
1257 r_refdef.numentities = 0;
1258 Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1259 cl_num_brushmodel_entities = 0;
1261 if (cls.state == ca_connected && cls.signon == SIGNONS)
1263 // prepare for a new frame
1264 CL_LerpPlayer(CL_LerpPoint());
1266 CL_ClearTempEntities();
1270 // relink network entities (note: this sets up the view!)
1271 CL_ClientMovement_Replay();
1272 CL_RelinkNetworkEntities();
1280 CL_RelinkStaticEntities();
1284 // run cgame code (which can add more entities)
1287 // update view blend
1299 void CL_UpdatePrydonCursor(void);
1300 void CL_SendCmd(void)
1302 if (cls.demoplayback)
1304 SZ_Clear(&cls.message);
1308 // send the reliable message (forwarded commands) if there is one
1309 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1311 if (developer.integer)
1313 Con_Print("CL_SendCmd: sending reliable message:\n");
1314 SZ_HexDumpToConsole(&cls.message);
1316 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1317 Host_Error("CL_WriteToServer: lost server connection");
1318 SZ_Clear(&cls.message);
1322 // LordHavoc: pausedemo command
1323 static void CL_PauseDemo_f (void)
1325 cls.demopaused = !cls.demopaused;
1327 Con_Print("Demo paused\n");
1329 Con_Print("Demo unpaused\n");
1333 ======================
1335 ======================
1337 static void CL_Fog_f (void)
1339 if (Cmd_Argc () == 1)
1341 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1344 fog_density = atof(Cmd_Argv(1));
1345 fog_red = atof(Cmd_Argv(2));
1346 fog_green = atof(Cmd_Argv(3));
1347 fog_blue = atof(Cmd_Argv(4));
1351 ====================
1354 For program optimization
1355 ====================
1357 static void CL_TimeRefresh_f (void)
1360 float timestart, timedelta, oldangles[3];
1362 r_refdef.extraupdate = false;
1363 VectorCopy(cl.viewangles, oldangles);
1364 VectorClear(cl.viewangles);
1366 timestart = Sys_DoubleTime();
1367 for (i = 0;i < 128;i++)
1369 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1372 timedelta = Sys_DoubleTime() - timestart;
1374 VectorCopy(oldangles, cl.viewangles);
1375 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1383 void CL_Shutdown (void)
1386 CL_Particles_Shutdown();
1387 CL_Parse_Shutdown();
1389 Mem_FreePool (&cl_mempool);
1399 cl_mempool = Mem_AllocPool("client", 0, NULL);
1401 memset(&r_refdef, 0, sizeof(r_refdef));
1402 // max entities sent to renderer per frame
1403 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1404 r_refdef.entities = Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1405 // 256k drawqueue buffer
1406 r_refdef.maxdrawqueuesize = 256 * 1024;
1407 r_refdef.drawqueue = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1409 cls.message.data = cls.message_buf;
1410 cls.message.maxsize = sizeof(cls.message_buf);
1411 cls.message.cursize = 0;
1416 // register our commands
1418 Cvar_RegisterVariable (&cl_upspeed);
1419 Cvar_RegisterVariable (&cl_forwardspeed);
1420 Cvar_RegisterVariable (&cl_backspeed);
1421 Cvar_RegisterVariable (&cl_sidespeed);
1422 Cvar_RegisterVariable (&cl_movespeedkey);
1423 Cvar_RegisterVariable (&cl_yawspeed);
1424 Cvar_RegisterVariable (&cl_pitchspeed);
1425 Cvar_RegisterVariable (&cl_anglespeedkey);
1426 Cvar_RegisterVariable (&cl_shownet);
1427 Cvar_RegisterVariable (&cl_nolerp);
1428 Cvar_RegisterVariable (&lookspring);
1429 Cvar_RegisterVariable (&lookstrafe);
1430 Cvar_RegisterVariable (&sensitivity);
1431 Cvar_RegisterVariable (&freelook);
1433 Cvar_RegisterVariable (&m_pitch);
1434 Cvar_RegisterVariable (&m_yaw);
1435 Cvar_RegisterVariable (&m_forward);
1436 Cvar_RegisterVariable (&m_side);
1438 Cvar_RegisterVariable (&cl_itembobspeed);
1439 Cvar_RegisterVariable (&cl_itembobheight);
1441 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1442 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1443 Cmd_AddCommand ("record", CL_Record_f);
1444 Cmd_AddCommand ("stop", CL_Stop_f);
1445 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1446 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1448 Cmd_AddCommand ("fog", CL_Fog_f);
1450 // LordHavoc: added pausedemo
1451 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1453 Cvar_RegisterVariable(&r_draweffects);
1454 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1455 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1456 Cvar_RegisterVariable(&cl_explosions_size_start);
1457 Cvar_RegisterVariable(&cl_explosions_size_end);
1458 Cvar_RegisterVariable(&cl_explosions_lifetime);
1459 Cvar_RegisterVariable(&cl_stainmaps);
1460 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1461 Cvar_RegisterVariable(&cl_beams_polygons);
1462 Cvar_RegisterVariable(&cl_beams_relative);
1463 Cvar_RegisterVariable(&cl_beams_lightatend);
1464 Cvar_RegisterVariable(&cl_noplayershadow);
1466 Cvar_RegisterVariable(&cl_prydoncursor);
1468 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1471 CL_Particles_Init();