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"
26 // we need to declare some mouse variables here, because the menu system
27 // references them even when on a unix system.
29 // these two are not intended to be set directly
30 cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"};
31 cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"};
32 cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"};
34 cvar_t cl_shownet = {0, "cl_shownet","0"};
35 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
37 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
38 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
40 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
41 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
42 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
44 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
45 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
46 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
47 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
49 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
51 cvar_t r_draweffects = {0, "r_draweffects", "1"};
53 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
54 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
57 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
59 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
61 mempool_t *cl_scores_mempool;
62 mempool_t *cl_refdef_mempool;
63 mempool_t *cl_entities_mempool;
69 int cl_max_static_entities;
70 int cl_max_temp_entities;
74 int cl_max_lightstyle;
75 int cl_max_brushmodel_entities;
77 entity_t *cl_entities;
78 qbyte *cl_entities_active;
79 entity_t *cl_static_entities;
80 entity_t *cl_temp_entities;
81 cl_effect_t *cl_effects;
84 lightstyle_t *cl_lightstyle;
85 entity_render_t **cl_brushmodel_entities;
88 int cl_num_static_entities;
89 int cl_num_temp_entities;
90 int cl_num_brushmodel_entities;
98 void CL_ClearState (void)
105 Mem_EmptyPool(cl_scores_mempool);
106 Mem_EmptyPool(cl_entities_mempool);
108 // wipe the entire cl structure
109 memset (&cl, 0, sizeof(cl));
111 SZ_Clear (&cls.message);
114 cl_num_static_entities = 0;
115 cl_num_temp_entities = 0;
116 cl_num_brushmodel_entities = 0;
118 // tweak these if the game runs out
119 cl_max_entities = MAX_EDICTS;
120 cl_max_static_entities = 256;
121 cl_max_temp_entities = 512;
122 cl_max_effects = 256;
124 cl_max_dlights = MAX_DLIGHTS;
125 cl_max_lightstyle = MAX_LIGHTSTYLES;
126 cl_max_brushmodel_entities = MAX_EDICTS;
128 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
129 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
130 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
131 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
132 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
133 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
134 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
135 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
136 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
140 CL_Particles_Clear();
142 // LordHavoc: have to set up the baseline info for alpha and other stuff
143 for (i = 0;i < cl_max_entities;i++)
145 ClearStateToDefault(&cl_entities[i].state_baseline);
146 ClearStateToDefault(&cl_entities[i].state_previous);
147 ClearStateToDefault(&cl_entities[i].state_current);
154 =====================
157 Sends a disconnect message to the server
158 This is also called on Host_Error, so it shouldn't cause any errors
159 =====================
161 void CL_Disconnect (void)
163 if (cls.state == ca_dedicated)
166 // stop sounds (especially looping!)
167 S_StopAllSounds (true);
169 // clear contents blends
170 cl.cshifts[0].percent = 0;
171 cl.cshifts[1].percent = 0;
172 cl.cshifts[2].percent = 0;
173 cl.cshifts[3].percent = 0;
175 cl.worldmodel = NULL;
177 if (cls.demoplayback)
179 else if (cls.state == ca_connected)
181 if (cls.demorecording)
184 Con_DPrintf ("Sending clc_disconnect\n");
185 SZ_Clear (&cls.message);
186 MSG_WriteByte (&cls.message, clc_disconnect);
187 NET_SendUnreliableMessage (cls.netcon, &cls.message);
188 SZ_Clear (&cls.message);
189 NET_Close (cls.netcon);
190 cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer
191 // if running a local server, shut it down
193 Host_ShutdownServer(false);
195 cls.state = ca_disconnected;
197 cls.demoplayback = cls.timedemo = false;
201 void CL_Disconnect_f (void)
205 Host_ShutdownServer (false);
212 =====================
213 CL_EstablishConnection
215 Host should be either "local" or a net address to be passed on
216 =====================
218 void CL_EstablishConnection (char *host)
220 if (cls.state == ca_dedicated)
223 if (cls.demoplayback)
228 cls.netcon = NET_Connect (host);
230 Host_Error ("CL_Connect: connect failed\n");
231 Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
233 cls.demonum = -1; // not in the demo loop now
234 cls.state = ca_connected;
235 cls.signon = 0; // need all the signon messages before playing
245 static void CL_PrintEntities_f (void)
251 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
253 if (!ent->state_current.active)
256 if (ent->render.model)
257 strncpy(name, ent->render.model->name, 25);
259 strcpy(name, "--no model--");
261 for (j = strlen(name);j < 25;j++)
263 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);
267 static const vec3_t nomodelmins = {-16, -16, -16};
268 static const vec3_t nomodelmaxs = {16, 16, 16};
269 void CL_BoundingBoxForEntity(entity_render_t *ent)
273 if (ent->angles[0] || ent->angles[2])
276 VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
277 VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
279 else if (ent->angles[1])
282 VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
283 VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
287 VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
288 VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
293 VectorAdd(ent->origin, nomodelmins, ent->mins);
294 VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
298 void CL_LerpUpdate(entity_t *e)
300 entity_persistent_t *p;
305 if (p->modelindex != e->state_current.modelindex)
307 // reset all interpolation information
308 p->modelindex = e->state_current.modelindex;
309 p->frame1 = p->frame2 = e->state_current.frame;
310 p->frame1time = p->frame2time = cl.time;
313 else if (p->frame2 != e->state_current.frame)
315 // transition to new frame
316 p->frame1 = p->frame2;
317 p->frame1time = p->frame2time;
318 p->frame2 = e->state_current.frame;
319 p->frame2time = cl.time;
325 p->framelerp = (cl.time - p->frame2time) * 10;
326 p->framelerp = bound(0, p->framelerp, 1);
329 r->model = cl.model_precache[e->state_current.modelindex];
330 Mod_CheckLoaded(r->model);
331 r->frame = e->state_current.frame;
332 r->frame1 = p->frame1;
333 r->frame2 = p->frame2;
334 r->framelerp = p->framelerp;
335 r->frame1time = p->frame1time;
336 r->frame2time = p->frame2time;
343 Determines the fraction between the last two messages that the objects
347 static float CL_LerpPoint (void)
351 // dropped packet, or start of demo
352 if (cl.mtime[1] < cl.mtime[0] - 0.1)
353 cl.mtime[1] = cl.mtime[0] - 0.1;
355 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
357 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
358 f = cl.mtime[0] - cl.mtime[1];
359 if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
361 cl.time = cl.mtime[0];
365 f = (cl.time - cl.mtime[1]) / f;
366 return bound(0, f, 1);
369 void CL_ClearTempEntities (void)
371 cl_num_temp_entities = 0;
374 entity_t *CL_NewTempEntity (void)
378 if (r_refdef.numentities >= r_refdef.maxentities)
380 if (cl_num_temp_entities >= cl_max_temp_entities)
382 ent = &cl_temp_entities[cl_num_temp_entities++];
383 memset (ent, 0, sizeof(*ent));
384 r_refdef.entities[r_refdef.numentities++] = &ent->render;
386 ent->render.colormap = -1; // no special coloring
387 ent->render.scale = 1;
388 ent->render.alpha = 1;
392 void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
398 // first look for an exact key match
402 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
408 // then look for anything else
410 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
414 // unable to find one
418 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
419 memset (dl, 0, sizeof(*dl));
421 VectorCopy(org, dl->origin);
424 dl->color[1] = green;
428 dl->die = cl.time + lifetime;
433 void CL_DecayLights (void)
439 time = cl.time - cl.oldtime;
442 for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
446 if (dl->die < cl.time)
452 dl->radius -= time*dl->decay;
458 void CL_RelinkWorld (void)
460 if (cl_num_entities < 1)
462 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render;
463 CL_BoundingBoxForEntity(&cl_entities[0].render);
466 static void CL_RelinkStaticEntities(void)
469 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
471 Mod_CheckLoaded(cl_static_entities[i].render.model);
472 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
481 extern qboolean Nehahrademcompatibility;
482 static void CL_RelinkNetworkEntities(void)
485 int i, effects, temp;
486 float d, bobjrotate, bobjoffset, lerp;
487 vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
489 bobjrotate = ANGLEMOD(100*cl.time);
490 if (cl_itembobheight.value)
491 bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
495 // start on the entity after the world
496 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
498 // if the object isn't active in the current network frame, skip it
499 if (!cl_entities_active[i])
501 if (!ent->state_current.active)
503 cl_entities_active[i] = false;
507 VectorCopy(ent->persistent.trail_origin, oldorg);
509 if (!ent->state_previous.active)
511 // only one state available
512 VectorCopy (ent->persistent.neworigin, neworg);
513 VectorCopy (ent->persistent.newangles, ent->render.angles);
514 VectorCopy (neworg, oldorg);
518 // if the delta is large, assume a teleport and don't lerp
519 VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
520 if (ent->persistent.lerpdeltatime > 0)
522 lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
525 // interpolate the origin and angles
526 VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
527 VectorSubtract(ent->persistent.newangles, ent->persistent.oldangles, delta);
528 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
529 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
530 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
531 VectorMA(ent->persistent.oldangles, lerp, delta, ent->render.angles);
536 VectorCopy (ent->persistent.neworigin, neworg);
537 VectorCopy (ent->persistent.newangles, ent->render.angles);
543 VectorCopy (ent->persistent.neworigin, neworg);
544 VectorCopy (ent->persistent.newangles, ent->render.angles);
548 VectorCopy (neworg, ent->persistent.trail_origin);
549 // persistent.modelindex will be updated by CL_LerpUpdate
550 if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
551 VectorCopy(neworg, oldorg);
553 VectorCopy (neworg, ent->render.origin);
554 ent->render.flags = ent->state_current.flags;
555 if (i == cl.viewentity)
556 ent->render.flags |= RENDER_EXTERIORMODEL;
557 ent->render.effects = effects = ent->state_current.effects;
558 if (ent->state_current.flags & RENDER_COLORMAPPED)
559 ent->render.colormap = ent->state_current.colormap;
560 else if (cl.scores == NULL || !ent->state_current.colormap)
561 ent->render.colormap = -1; // no special coloring
563 ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
564 ent->render.skinnum = ent->state_current.skin;
565 ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
566 ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
568 // update interpolation info
571 // handle effects now...
576 // LordHavoc: if the entity has no effects, don't check each
579 if (effects & EF_BRIGHTFIELD)
581 if (gamemode == GAME_NEXIUZ)
583 dlightcolor[0] += 100.0f;
584 dlightcolor[1] += 200.0f;
585 dlightcolor[2] += 400.0f;
586 // don't do trail if we have no previous location
587 if (ent->state_previous.active)
588 CL_RocketTrail (oldorg, neworg, 8, ent);
591 CL_EntityParticles (ent);
593 if (effects & EF_MUZZLEFLASH)
594 ent->persistent.muzzleflash = 100.0f;
595 if (effects & EF_DIMLIGHT)
597 dlightcolor[0] += 200.0f;
598 dlightcolor[1] += 200.0f;
599 dlightcolor[2] += 200.0f;
601 if (effects & EF_BRIGHTLIGHT)
603 dlightcolor[0] += 400.0f;
604 dlightcolor[1] += 400.0f;
605 dlightcolor[2] += 400.0f;
607 // LordHavoc: added EF_RED and EF_BLUE
608 if (effects & EF_RED) // red
610 dlightcolor[0] += 200.0f;
611 dlightcolor[1] += 20.0f;
612 dlightcolor[2] += 20.0f;
614 if (effects & EF_BLUE) // blue
616 dlightcolor[0] += 20.0f;
617 dlightcolor[1] += 20.0f;
618 dlightcolor[2] += 200.0f;
620 if (effects & EF_FLAME)
622 if (ent->render.model)
624 mins[0] = neworg[0] - 16.0f;
625 mins[1] = neworg[1] - 16.0f;
626 mins[2] = neworg[2] - 16.0f;
627 maxs[0] = neworg[0] + 16.0f;
628 maxs[1] = neworg[1] + 16.0f;
629 maxs[2] = neworg[2] + 16.0f;
630 // how many flames to make
631 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
632 CL_FlameCube(mins, maxs, temp);
634 d = lhrandom(200, 250);
635 dlightcolor[0] += d * 1.0f;
636 dlightcolor[1] += d * 0.7f;
637 dlightcolor[2] += d * 0.3f;
639 if (effects & EF_STARDUST)
641 if (ent->render.model)
643 mins[0] = neworg[0] - 16.0f;
644 mins[1] = neworg[1] - 16.0f;
645 mins[2] = neworg[2] - 16.0f;
646 maxs[0] = neworg[0] + 16.0f;
647 maxs[1] = neworg[1] + 16.0f;
648 maxs[2] = neworg[2] + 16.0f;
649 // how many particles to make
650 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
651 CL_Stardust(mins, maxs, temp);
654 dlightcolor[0] += d * 1.0f;
655 dlightcolor[1] += d * 0.7f;
656 dlightcolor[2] += d * 0.3f;
660 if (ent->persistent.muzzleflash > 0)
662 AngleVectors (ent->render.angles, v, NULL, NULL);
664 v2[0] = v[0] * 18 + neworg[0];
665 v2[1] = v[1] * 18 + neworg[1];
666 v2[2] = v[2] * 18 + neworg[2] + 16;
667 CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
669 CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
670 ent->persistent.muzzleflash -= cl.frametime * 1000;
673 // LordHavoc: if the model has no flags, don't check each
674 if (ent->render.model && ent->render.model->flags)
676 if (ent->render.model->flags & EF_ROTATE)
678 ent->render.angles[1] = bobjrotate;
679 ent->render.origin[2] += bobjoffset;
681 // only do trails if present in the previous frame as well
682 if (ent->state_previous.active)
684 if (ent->render.model->flags & EF_GIB)
685 CL_RocketTrail (oldorg, neworg, 2, ent);
686 else if (ent->render.model->flags & EF_ZOMGIB)
687 CL_RocketTrail (oldorg, neworg, 4, ent);
688 else if (ent->render.model->flags & EF_TRACER)
690 CL_RocketTrail (oldorg, neworg, 3, ent);
691 dlightcolor[0] += 0x10;
692 dlightcolor[1] += 0x40;
693 dlightcolor[2] += 0x10;
695 else if (ent->render.model->flags & EF_TRACER2)
697 CL_RocketTrail (oldorg, neworg, 5, ent);
698 dlightcolor[0] += 0x50;
699 dlightcolor[1] += 0x30;
700 dlightcolor[2] += 0x10;
702 else if (ent->render.model->flags & EF_ROCKET)
704 CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
705 dlightcolor[0] += 200.0f;
706 dlightcolor[1] += 160.0f;
707 dlightcolor[2] += 80.0f;
709 else if (ent->render.model->flags & EF_GRENADE)
711 if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
712 CL_RocketTrail (oldorg, neworg, 7, ent);
714 CL_RocketTrail (oldorg, neworg, 1, ent);
716 else if (ent->render.model->flags & EF_TRACER3)
718 CL_RocketTrail (oldorg, neworg, 6, ent);
719 dlightcolor[0] += 0x50;
720 dlightcolor[1] += 0x20;
721 dlightcolor[2] += 0x40;
725 // LordHavoc: customizable glow
726 if (ent->state_current.glowsize)
728 // * 4 for the expansion from 0-255 to 0-1023 range,
729 // / 255 to scale down byte colors
730 VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
732 // LordHavoc: customizable trail
733 if (ent->render.flags & RENDER_GLOWTRAIL)
734 CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
736 if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
738 VectorCopy(neworg, v);
739 // hack to make glowing player light shine on their gun
740 if (i == cl.viewentity/* && !chase_active.integer*/)
742 CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
745 if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
748 // don't show entities with no modelindex (note: this still shows
749 // entities which have a modelindex that resolved to a NULL model)
750 if (!ent->state_current.modelindex)
752 if (effects & EF_NODRAW)
755 CL_BoundingBoxForEntity(&ent->render);
756 if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
757 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
759 // note: the cl.viewentity and intermission check is to hide player
760 // shadow during intermission and during the Nehahra movie and
761 // Nehahra cinematics
762 if (!(ent->state_current.effects & EF_NOSHADOW)
763 && !(ent->state_current.effects & EF_ADDITIVE)
764 && (ent->state_current.alpha == 255)
765 && !(ent->render.flags & RENDER_VIEWMODEL)
766 && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
767 ent->render.flags |= RENDER_SHADOW;
769 if (r_refdef.numentities < r_refdef.maxentities)
770 r_refdef.entities[r_refdef.numentities++] = &ent->render;
772 if (cl_num_entities < i + 1)
773 cl_num_entities = i + 1;
777 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
781 if (!modelindex) // sanity check
783 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
788 VectorCopy(org, e->origin);
789 e->modelindex = modelindex;
790 e->starttime = cl.time;
791 e->startframe = startframe;
792 e->endframe = startframe + framecount;
793 e->framerate = framerate;
796 e->frame1time = cl.time;
797 e->frame2time = cl.time;
802 static void CL_RelinkEffects(void)
809 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
813 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
815 if (intframe < 0 || intframe >= e->endframe)
818 memset(e, 0, sizeof(*e));
822 if (intframe != e->frame)
825 e->frame1time = e->frame2time;
826 e->frame2time = cl.time;
829 // if we're drawing effects, get a new temp entity
830 // (NewTempEntity adds it to the render entities list for us)
831 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
833 // interpolation stuff
834 ent->render.frame1 = intframe;
835 ent->render.frame2 = intframe + 1;
836 if (ent->render.frame2 >= e->endframe)
837 ent->render.frame2 = -1; // disappear
838 ent->render.framelerp = frame - intframe;
839 ent->render.frame1time = e->frame1time;
840 ent->render.frame2time = e->frame2time;
843 VectorCopy(e->origin, ent->render.origin);
844 ent->render.model = cl.model_precache[e->modelindex];
845 ent->render.frame = ent->render.frame2;
846 ent->render.colormap = -1; // no special coloring
847 ent->render.scale = 1;
848 ent->render.alpha = 1;
850 CL_BoundingBoxForEntity(&ent->render);
856 void CL_RelinkBeams (void)
866 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
868 if (!b->model || b->endtime < cl.time)
871 // if coming from the player, update the start position
872 //if (b->entity == cl.viewentity)
873 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
874 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
876 entity_state_t *p = &cl_entities[b->entity].state_previous;
877 //entity_state_t *c = &cl_entities[b->entity].state_current;
878 entity_render_t *r = &cl_entities[b->entity].render;
879 matrix4x4_t matrix, imatrix;
880 if (b->relativestartvalid == 2)
882 // not really valid yet, we need to get the orientation now
883 // (ParseBeam flagged this because it is received before
884 // entities are received, by now they have been received)
885 // note: because players create lightning in their think
886 // function (which occurs before movement), they actually
887 // have some lag in it's location, so compare to the
888 // previous player state, not the latest
889 if (b->entity == cl.viewentity)
890 Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
892 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
893 Matrix4x4_Invert_Simple(&imatrix, &matrix);
894 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
895 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
896 b->relativestartvalid = 1;
900 if (b->entity == cl.viewentity)
901 Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
903 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
904 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
905 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
909 if (b->lightning && cl_beams_polygons.integer)
912 // calculate pitch and yaw
913 VectorSubtract (b->end, b->start, dist);
915 if (dist[1] == 0 && dist[0] == 0)
925 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
929 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
930 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
935 // add new entities for the lightning
936 VectorCopy (b->start, org);
937 d = VectorNormalizeLength(dist);
940 ent = CL_NewTempEntity ();
943 VectorCopy (org, ent->render.origin);
944 ent->render.model = b->model;
945 ent->render.effects = EF_FULLBRIGHT;
946 ent->render.angles[0] = pitch;
947 ent->render.angles[1] = yaw;
948 ent->render.angles[2] = rand()%360;
949 CL_BoundingBoxForEntity(&ent->render);
950 VectorMA(org, 30, dist, org);
956 cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
957 cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
958 cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
959 cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
960 cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
961 cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
963 rtexture_t *r_lightningbeamtexture;
964 rtexturepool_t *r_lightningbeamtexturepool;
966 int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
968 void r_lightningbeams_start(void)
970 float r, g, b, intensity, fx, width, center;
972 qbyte *data, *noise1, *noise2;
973 data = Mem_Alloc(tempmempool, 32 * 512 * 4);
974 noise1 = Mem_Alloc(tempmempool, 512 * 512);
975 noise2 = Mem_Alloc(tempmempool, 512 * 512);
976 fractalnoise(noise1, 512, 8);
977 fractalnoise(noise2, 512, 16);
979 for (y = 0;y < 512;y++)
981 width = noise1[y * 512] * (1.0f / 256.0f) * 3.0f + 3.0f;
982 center = (noise1[y * 512 + 64] / 256.0f) * (32.0f - (width + 1.0f) * 2.0f) + (width + 1.0f);
983 for (x = 0;x < 32;x++, fx++)
985 fx = (x - center) / width;
986 intensity = (1.0f - fx * fx) * (noise2[y*512+x] * (1.0f / 256.0f) * 0.33f + 0.66f);
987 intensity = bound(0, intensity, 1);
988 r = intensity * 2.0f - 1.0f;
989 g = intensity * 3.0f - 1.0f;
990 b = intensity * 3.0f;
991 data[(y * 32 + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
992 data[(y * 32 + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
993 data[(y * 32 + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
994 data[(y * 32 + x) * 4 + 3] = (qbyte)255;
998 r_lightningbeamtexturepool = R_AllocTexturePool();
999 r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", 32, 512, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1005 void r_lightningbeams_shutdown(void)
1007 r_lightningbeamtexture = NULL;
1008 R_FreeTexturePool(&r_lightningbeamtexturepool);
1011 void r_lightningbeams_newmap(void)
1015 void R_LightningBeams_Init(void)
1017 Cvar_RegisterVariable(&r_lightningbeam_thickness);
1018 Cvar_RegisterVariable(&r_lightningbeam_scroll);
1019 Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
1020 Cvar_RegisterVariable(&r_lightningbeam_color_red);
1021 Cvar_RegisterVariable(&r_lightningbeam_color_green);
1022 Cvar_RegisterVariable(&r_lightningbeam_color_blue);
1023 R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
1026 void R_CalcLightningBeamPolygonVertices(float *v, float *tc, const float *start, const float *end, const float *offset, float t1, float t2)
1028 // near right corner
1029 VectorAdd (start, offset, (v + 0));tc[ 0] = 0;tc[ 1] = t1;
1031 VectorSubtract(start, offset, (v + 4));tc[ 4] = 1;tc[ 5] = t1;
1033 VectorSubtract(end , offset, (v + 8));tc[ 8] = 1;tc[ 9] = t2;
1035 VectorAdd (end , offset, (v + 12));tc[12] = 0;tc[13] = t2;
1038 void R_FogLightningBeamColors(const float *v, float *c, int numverts, float r, float g, float b, float a)
1043 for (i = 0;i < numverts;i++, v += 4, c += 4)
1045 VectorSubtract(v, r_origin, fogvec);
1046 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1054 float beamrepeatscale;
1056 void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
1058 const beam_t *b = calldata1;
1060 vec3_t beamdir, right, up, offset;
1061 float length, t1, t2;
1062 memset(&m, 0, sizeof(m));
1063 m.blendfunc1 = GL_SRC_ALPHA;
1064 m.blendfunc2 = GL_ONE;
1065 m.tex[0] = R_GetTexture(r_lightningbeamtexture);
1067 R_Mesh_Matrix(&r_identitymatrix);
1069 // calculate beam direction (beamdir) vector and beam length
1070 // get difference vector
1071 VectorSubtract(b->end, b->start, beamdir);
1072 // find length of difference vector
1073 length = sqrt(DotProduct(beamdir, beamdir));
1074 // calculate scale to make beamdir a unit vector (normalized)
1076 // scale beamdir so it is now normalized
1077 VectorScale(beamdir, t1, beamdir);
1079 // calculate up vector such that it points toward viewer, and rotates around the beamdir
1080 // get direction from start of beam to viewer
1081 VectorSubtract(r_origin, b->start, up);
1082 // remove the portion of the vector that moves along the beam
1083 // (this leaves only a vector pointing directly away from the beam)
1084 t1 = -DotProduct(up, beamdir);
1085 VectorMA(up, t1, beamdir, up);
1086 // now we have a vector pointing away from the beam, now we need to normalize it
1087 VectorNormalizeFast(up);
1088 // generate right vector from forward and up, the result is already normalized
1089 // (CrossProduct returns a vector of multiplied length of the two inputs)
1090 CrossProduct(beamdir, up, right);
1092 // calculate T coordinate scrolling (start and end texcoord along the beam)
1093 t1 = cl.time * -r_lightningbeam_scroll.value + beamrepeatscale * DotProduct(b->start, beamdir);
1095 t2 = t1 + beamrepeatscale * length;
1097 // the beam is 3 polygons in this configuration:
1103 // they are showing different portions of the beam texture, creating an
1104 // illusion of a beam that appears to curl around in 3D space
1105 // (and realize that the whole polygon assembly orients itself to face
1108 // polygon 1, verts 0-3
1109 VectorScale(right, r_lightningbeam_thickness.value, offset);
1110 R_CalcLightningBeamPolygonVertices(varray_vertex, varray_texcoord[0], b->start, b->end, offset, t1, t2);
1112 // polygon 2, verts 4-7
1113 VectorAdd(right, up, offset);
1114 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
1115 R_CalcLightningBeamPolygonVertices(varray_vertex + 16, varray_texcoord[0] + 16, b->start, b->end, offset, t1 + 0.33, t2 + 0.33);
1117 // polygon 3, verts 8-11
1118 VectorSubtract(right, up, offset);
1119 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
1120 R_CalcLightningBeamPolygonVertices(varray_vertex + 32, varray_texcoord[0] + 32, b->start, b->end, offset, t1 + 0.66, t2 + 0.66);
1124 // per vertex colors if fog is used
1126 R_FogLightningBeamColors(varray_vertex, varray_color, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
1130 // solid color if fog is not used
1131 GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
1134 // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
1135 R_Mesh_Draw(12, 6, r_lightningbeamelements);
1138 void R_DrawLightningBeams (void)
1144 if (!cl_beams_polygons.integer)
1147 beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
1148 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1150 if (b->model && b->endtime >= cl.time && b->lightning)
1152 VectorAdd(b->start, b->end, org);
1153 VectorScale(org, 0.5f, org);
1154 R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
1160 void CL_LerpPlayer(float frac)
1165 if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
1167 cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
1168 cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
1169 cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
1173 VectorCopy (cl_entities[cl.viewentity].state_previous.origin, cl.viewentoriginold);
1174 VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew);
1175 VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
1178 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1180 for (i = 0;i < 3;i++)
1181 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1183 if (cls.demoplayback)
1185 // interpolate the angles
1186 for (i = 0;i < 3;i++)
1188 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1193 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1198 void CL_RelinkEntities (void)
1202 // fraction from previous network update to current
1203 frac = CL_LerpPoint();
1205 CL_ClearTempEntities();
1208 CL_RelinkStaticEntities();
1209 CL_RelinkNetworkEntities();
1213 CL_LerpPlayer(frac);
1223 Read all incoming data from the server
1226 int CL_ReadFromServer (void)
1230 cl.oldtime = cl.time;
1231 cl.time += cl.frametime;
1236 ret = CL_GetMessage ();
1238 Host_Error ("CL_ReadFromServer: lost server connection");
1242 cl.last_received_message = realtime;
1244 if (cl_shownet.integer)
1247 CL_ParseServerMessage ();
1249 while (ret && cls.state == ca_connected);
1254 r_refdef.numentities = 0;
1255 cl_num_entities = 0;
1256 cl_num_brushmodel_entities = 0;
1258 if (cls.state == ca_connected && cls.signon == SIGNONS)
1260 CL_RelinkEntities ();
1262 // run cgame code (which can add more entities)
1267 // bring the links up to date
1277 void CL_SendCmd (void)
1281 if (cls.state != ca_connected)
1284 if (cls.signon == SIGNONS)
1286 // get basic movement from keyboard
1289 IN_PreMove(); // OS independent code
1291 // allow mice or other external controllers to add to the move
1294 IN_PostMove(); // OS independent code
1296 // send the unreliable message
1299 #ifndef NOROUTINGFIX
1300 else if (cls.signon == 0 && !cls.demoplayback)
1302 // LordHavoc: fix for NAT routing of netquake:
1303 // bounce back a clc_nop message to the newly allocated server port,
1304 // to establish a routing connection for incoming frames,
1305 // the server waits for this before sending anything
1306 if (realtime > cl.sendnoptime)
1308 cl.sendnoptime = realtime + 3;
1309 Con_DPrintf("sending clc_nop to get server's attention\n");
1316 MSG_WriteByte(&buf, clc_nop);
1317 if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
1319 Con_Printf ("CL_SendCmd: lost server connection\n");
1327 if (cls.demoplayback)
1329 SZ_Clear (&cls.message);
1333 // send the reliable message
1334 if (!cls.message.cursize)
1335 return; // no message at all
1337 if (!NET_CanSendMessage (cls.netcon))
1339 Con_DPrintf ("CL_WriteToServer: can't send\n");
1340 if (developer.integer)
1341 SZ_HexDumpToConsole(&cls.message);
1345 if (NET_SendMessage (cls.netcon, &cls.message) == -1)
1346 Host_Error ("CL_WriteToServer: lost server connection");
1348 SZ_Clear (&cls.message);
1351 // LordHavoc: pausedemo command
1352 static void CL_PauseDemo_f (void)
1354 cls.demopaused = !cls.demopaused;
1356 Con_Printf("Demo paused\n");
1358 Con_Printf("Demo unpaused\n");
1362 ======================
1364 LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
1365 ======================
1367 static void CL_PModel_f (void)
1372 if (Cmd_Argc () == 1)
1374 Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
1377 i = atoi(Cmd_Argv(1));
1379 if (cmd_source == src_command)
1381 if (cl_pmodel.integer == i)
1383 Cvar_SetValue ("_cl_pmodel", i);
1384 if (cls.state == ca_connected)
1385 Cmd_ForwardToServer ();
1389 host_client->pmodel = i;
1390 if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
1395 ======================
1397 ======================
1399 static void CL_Fog_f (void)
1401 if (Cmd_Argc () == 1)
1403 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1406 fog_density = atof(Cmd_Argv(1));
1407 fog_red = atof(Cmd_Argv(2));
1408 fog_green = atof(Cmd_Argv(3));
1409 fog_blue = atof(Cmd_Argv(4));
1419 cl_scores_mempool = Mem_AllocPool("client player info");
1420 cl_entities_mempool = Mem_AllocPool("client entities");
1421 cl_refdef_mempool = Mem_AllocPool("refdef");
1423 memset(&r_refdef, 0, sizeof(r_refdef));
1424 // max entities sent to renderer per frame
1425 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1426 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1427 // 256k drawqueue buffer
1428 r_refdef.maxdrawqueuesize = 256 * 1024;
1429 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1431 SZ_Alloc (&cls.message, 1024, "cls.message");
1437 // register our commands
1439 Cvar_RegisterVariable (&cl_name);
1440 Cvar_RegisterVariable (&cl_color);
1441 if (gamemode == GAME_NEHAHRA)
1442 Cvar_RegisterVariable (&cl_pmodel);
1443 Cvar_RegisterVariable (&cl_upspeed);
1444 Cvar_RegisterVariable (&cl_forwardspeed);
1445 Cvar_RegisterVariable (&cl_backspeed);
1446 Cvar_RegisterVariable (&cl_sidespeed);
1447 Cvar_RegisterVariable (&cl_movespeedkey);
1448 Cvar_RegisterVariable (&cl_yawspeed);
1449 Cvar_RegisterVariable (&cl_pitchspeed);
1450 Cvar_RegisterVariable (&cl_anglespeedkey);
1451 Cvar_RegisterVariable (&cl_shownet);
1452 Cvar_RegisterVariable (&cl_nolerp);
1453 Cvar_RegisterVariable (&lookspring);
1454 Cvar_RegisterVariable (&lookstrafe);
1455 Cvar_RegisterVariable (&sensitivity);
1456 Cvar_RegisterVariable (&freelook);
1458 Cvar_RegisterVariable (&m_pitch);
1459 Cvar_RegisterVariable (&m_yaw);
1460 Cvar_RegisterVariable (&m_forward);
1461 Cvar_RegisterVariable (&m_side);
1463 Cvar_RegisterVariable (&cl_itembobspeed);
1464 Cvar_RegisterVariable (&cl_itembobheight);
1466 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1467 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1468 Cmd_AddCommand ("record", CL_Record_f);
1469 Cmd_AddCommand ("stop", CL_Stop_f);
1470 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1471 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1473 Cmd_AddCommand ("fog", CL_Fog_f);
1475 // LordHavoc: added pausedemo
1476 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1477 if (gamemode == GAME_NEHAHRA)
1478 Cmd_AddCommand ("pmodel", CL_PModel_f);
1480 Cvar_RegisterVariable(&r_draweffects);
1481 Cvar_RegisterVariable(&cl_explosions);
1482 Cvar_RegisterVariable(&cl_stainmaps);
1483 Cvar_RegisterVariable(&cl_beams_polygons);
1484 Cvar_RegisterVariable(&cl_beams_relative);
1485 Cvar_RegisterVariable(&cl_noplayershadow);
1487 R_LightningBeams_Init();
1490 CL_Particles_Init();