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 // stop sounds (especially looping!)
163 S_StopAllSounds (true);
165 // clear contents blends
166 cl.cshifts[0].percent = 0;
167 cl.cshifts[1].percent = 0;
168 cl.cshifts[2].percent = 0;
169 cl.cshifts[3].percent = 0;
171 cl.worldmodel = NULL;
173 if (cls.demoplayback)
177 if (cls.demorecording)
180 Con_DPrintf("Sending clc_disconnect\n");
181 SZ_Clear(&cls.message);
182 MSG_WriteByte(&cls.message, clc_disconnect);
183 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
184 SZ_Clear(&cls.message);
185 NetConn_Close(cls.netcon);
187 // if running a local server, shut it down
190 // prevent this code from executing again during Host_ShutdownServer
191 cls.state = ca_disconnected;
192 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
216 =====================
218 void CL_EstablishConnection(const char *host)
220 if (cls.state == ca_dedicated)
223 // clear menu's connect error message
224 m_return_reason[0] = 0;
227 // stop demo loop in case this fails
229 NetConn_ClientFrame();
230 NetConn_ServerFrame();
232 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
234 cls.connect_trying = true;
235 cls.connect_remainingtries = 3;
236 cls.connect_nextsendtime = 0;
239 NetConn_ClientFrame();
240 NetConn_ServerFrame();
241 NetConn_ClientFrame();
242 NetConn_ServerFrame();
243 NetConn_ClientFrame();
244 NetConn_ServerFrame();
245 NetConn_ClientFrame();
246 NetConn_ServerFrame();
251 Con_Printf("Unable to find a suitable network socket to connect to server.\n");
252 strcpy(m_return_reason, "No network");
261 static void CL_PrintEntities_f(void)
267 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
269 if (!ent->state_current.active)
272 if (ent->render.model)
273 strlcpy (name, ent->render.model->name, 25);
275 strcpy(name, "--no model--");
276 for (j = strlen(name);j < 25;j++)
278 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);
282 //static const vec3_t nomodelmins = {-16, -16, -16};
283 //static const vec3_t nomodelmaxs = {16, 16, 16};
284 void CL_BoundingBoxForEntity(entity_render_t *ent)
288 //if (ent->angles[0] || ent->angles[2])
289 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
292 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
293 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
294 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
295 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
296 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
297 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
298 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
299 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
301 //else if (ent->angles[1])
302 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
305 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
306 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
307 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
308 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
309 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
310 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
311 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
312 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
316 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
317 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
318 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
319 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
320 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
321 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
322 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
323 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
328 ent->mins[0] = ent->matrix.m[0][3] - 16;
329 ent->mins[1] = ent->matrix.m[1][3] - 16;
330 ent->mins[2] = ent->matrix.m[2][3] - 16;
331 ent->maxs[0] = ent->matrix.m[0][3] + 16;
332 ent->maxs[1] = ent->matrix.m[1][3] + 16;
333 ent->maxs[2] = ent->matrix.m[2][3] + 16;
334 //VectorAdd(ent->origin, nomodelmins, ent->mins);
335 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
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 || cl.islocalgame)
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_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
396 if (!modelindex) // sanity check
398 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
403 VectorCopy(org, e->origin);
404 e->modelindex = modelindex;
405 e->starttime = cl.time;
406 e->startframe = startframe;
407 e->endframe = startframe + framecount;
408 e->framerate = framerate;
411 e->frame1time = cl.time;
412 e->frame2time = cl.time;
417 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)
423 // first look for an exact key match
427 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
433 // then look for anything else
435 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
439 // unable to find one
443 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
444 memset (dl, 0, sizeof(*dl));
445 dl->matrix = *matrix;
447 dl->origin[0] = dl->matrix.m[0][3];
448 dl->origin[1] = dl->matrix.m[1][3];
449 dl->origin[2] = dl->matrix.m[2][3];
450 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
451 dl->matrix.m[0][3] = dl->origin[0];
452 dl->matrix.m[1][3] = dl->origin[1];
453 dl->matrix.m[2][3] = dl->origin[2];
456 dl->color[1] = green;
460 dl->die = cl.time + lifetime;
463 dl->cubemapnum = cubemapnum;
465 dl->shadow = shadowenable;
469 void CL_DecayLights(void)
475 time = cl.time - cl.oldtime;
476 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
478 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
481 #define MAXVIEWMODELS 32
482 entity_t *viewmodels[MAXVIEWMODELS];
485 matrix4x4_t viewmodelmatrix;
487 static int entitylinkframenumber;
489 static const vec3_t muzzleflashorigin = {18, 0, 0};
491 extern void V_DriftPitch(void);
492 extern void V_FadeViewFlashs(void);
493 extern void V_CalcViewBlend(void);
495 extern void V_CalcRefdef(void);
496 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
497 void CL_LinkNetworkEntity(entity_t *e)
499 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
500 int j, k, l, trailtype, temp;
501 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
504 //entity_persistent_t *p = &e->persistent;
505 //entity_render_t *r = &e->render;
506 if (e->persistent.linkframe != entitylinkframenumber)
508 e->persistent.linkframe = entitylinkframenumber;
509 // skip inactive entities and world
510 if (!e->state_current.active || e == cl_entities)
512 if (e->render.flags & RENDER_VIEWMODEL)
514 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
517 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
518 matrix = &viewmodelmatrix;
519 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
521 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
522 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
527 t = cl_entities + e->state_current.tagentity;
528 if (!t->state_current.active)
530 // note: this can link to world
531 CL_LinkNetworkEntity(t);
532 // make relative to the entity
533 matrix = &t->render.matrix;
534 // if a valid tagindex is used, make it relative to that tag instead
535 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
537 // blend the matrices
538 memset(&blendmatrix, 0, sizeof(blendmatrix));
539 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
541 matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
542 d = t->render.frameblend[j].lerp;
543 for (l = 0;l < 4;l++)
544 for (k = 0;k < 4;k++)
545 blendmatrix.m[l][k] += d * matrix->m[l][k];
547 // concat the tag matrices onto the entity matrix
548 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
549 // use the constructed tag matrix
550 matrix = &tempmatrix;
553 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
554 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
555 e->render.flags = e->state_current.flags;
556 if (e - cl_entities == cl.viewentity)
557 e->render.flags |= RENDER_EXTERIORMODEL;
558 e->render.effects = e->state_current.effects;
559 if (e->state_current.flags & RENDER_COLORMAPPED)
560 e->render.colormap = e->state_current.colormap;
561 else if (cl.scores != NULL && e->state_current.colormap)
562 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
564 e->render.colormap = -1; // no special coloring
565 e->render.skinnum = e->state_current.skin;
566 // set up the render matrix
567 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
570 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
572 // interpolate the origin and angles
573 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
574 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
575 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
576 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
577 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
578 VectorMA(e->persistent.oldangles, lerp, delta, angles);
583 VectorCopy(e->persistent.neworigin, origin);
584 VectorCopy(e->persistent.newangles, angles);
587 if (e->render.frame2 == e->state_current.frame)
589 // update frame lerp fraction
590 e->render.framelerp = 1;
591 if (e->render.frame2time > e->render.frame1time)
593 e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
594 e->render.framelerp = bound(0, e->render.framelerp, 1);
599 // begin a new frame lerp
600 e->render.frame1 = e->render.frame2;
601 e->render.frame1time = e->render.frame2time;
602 e->render.frame = e->render.frame2 = e->state_current.frame;
603 e->render.frame2time = cl.time;
604 e->render.framelerp = 0;
605 // make sure frame lerp won't last longer than 100ms
606 // (this mainly helps with models that use framegroups and
607 // switch between them infrequently)
608 e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
614 VectorCopy(e->persistent.neworigin, origin);
615 VectorCopy(e->persistent.newangles, angles);
616 e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
617 e->render.frame1time = e->render.frame2time = cl.time;
618 e->render.framelerp = 1;
621 e->render.model = cl.model_precache[e->state_current.modelindex];
624 Mod_CheckLoaded(e->render.model);
625 if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
626 angles[0] = -angles[0];
627 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
629 angles[1] = ANGLEMOD(100*cl.time);
630 if (cl_itembobheight.value)
631 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
635 R_LerpAnimation(&e->render);
637 // FIXME: e->render.scale should go away
638 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
639 // concat the matrices to make the entity relative to its tag
640 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
641 // make the other useful stuff
642 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
643 CL_BoundingBoxForEntity(&e->render);
645 // handle effects now that we know where this entity is in the world...
646 origin[0] = e->render.matrix.m[0][3];
647 origin[1] = e->render.matrix.m[1][3];
648 origin[2] = e->render.matrix.m[2][3];
654 // LordHavoc: if the entity has no effects, don't check each
655 if (e->render.effects)
657 if (e->render.effects & EF_BRIGHTFIELD)
659 if (gamemode == GAME_NEXUIZ)
661 dlightradius = max(dlightradius, 200);
662 dlightcolor[0] += 0.390625f;
663 dlightcolor[1] += 0.781250f;
664 dlightcolor[2] += 1.562500f;
668 CL_EntityParticles(e);
670 if (e->render.effects & EF_MUZZLEFLASH)
671 e->persistent.muzzleflash = 100.0f;
672 if (e->render.effects & EF_DIMLIGHT)
674 dlightradius = max(dlightradius, 200);
675 dlightcolor[0] += 0.781250f;
676 dlightcolor[1] += 0.781250f;
677 dlightcolor[2] += 0.781250f;
679 if (e->render.effects & EF_BRIGHTLIGHT)
681 dlightradius = max(dlightradius, 400);
682 dlightcolor[0] += 1.562500f;
683 dlightcolor[1] += 1.562500f;
684 dlightcolor[2] += 1.562500f;
686 // LordHavoc: more effects
687 if (e->render.effects & EF_RED) // red
689 dlightradius = max(dlightradius, 200);
690 dlightcolor[0] += 0.781250f;
691 dlightcolor[1] += 0.078125f;
692 dlightcolor[2] += 0.078125f;
694 if (e->render.effects & EF_BLUE) // blue
696 dlightradius = max(dlightradius, 200);
697 dlightcolor[0] += 0.078125f;
698 dlightcolor[1] += 0.078125f;
699 dlightcolor[2] += 0.781250f;
701 if (e->render.effects & EF_FLAME)
703 mins[0] = origin[0] - 16.0f;
704 mins[1] = origin[1] - 16.0f;
705 mins[2] = origin[2] - 16.0f;
706 maxs[0] = origin[0] + 16.0f;
707 maxs[1] = origin[1] + 16.0f;
708 maxs[2] = origin[2] + 16.0f;
709 // how many flames to make
710 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
711 CL_FlameCube(mins, maxs, temp);
712 d = lhrandom(0.75f, 1);
713 dlightradius = max(dlightradius, 200);
714 dlightcolor[0] += d * 1.0f;
715 dlightcolor[1] += d * 0.7f;
716 dlightcolor[2] += d * 0.3f;
718 if (e->render.effects & EF_STARDUST)
720 mins[0] = origin[0] - 16.0f;
721 mins[1] = origin[1] - 16.0f;
722 mins[2] = origin[2] - 16.0f;
723 maxs[0] = origin[0] + 16.0f;
724 maxs[1] = origin[1] + 16.0f;
725 maxs[2] = origin[2] + 16.0f;
726 // how many particles to make
727 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
728 CL_Stardust(mins, maxs, temp);
730 dlightradius = max(dlightradius, 200);
731 dlightcolor[0] += d * 1.0f;
732 dlightcolor[1] += d * 0.7f;
733 dlightcolor[2] += d * 0.3f;
736 // muzzleflash fades over time, and is offset a bit
737 if (e->persistent.muzzleflash > 0)
739 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
740 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
741 tempmatrix = e->render.matrix;
742 tempmatrix.m[0][3] = v[0];
743 tempmatrix.m[1][3] = v[1];
744 tempmatrix.m[2][3] = v[2];
745 CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 0);
746 e->persistent.muzzleflash -= cl.frametime * 1000;
748 // LordHavoc: if the model has no flags, don't check each
749 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
751 if (e->render.model->flags & EF_GIB)
753 else if (e->render.model->flags & EF_ZOMGIB)
755 else if (e->render.model->flags & EF_TRACER)
758 dlightradius = max(dlightradius, 100);
759 dlightcolor[0] += 0.060000f;
760 dlightcolor[1] += 0.250000f;
761 dlightcolor[2] += 0.062500f;
763 else if (e->render.model->flags & EF_TRACER2)
766 dlightradius = max(dlightradius, 100);
767 dlightcolor[0] += 0.312500f;
768 dlightcolor[1] += 0.187500f;
769 dlightcolor[2] += 0.062500f;
771 else if (e->render.model->flags & EF_ROCKET)
774 dlightradius = max(dlightradius, 200);
775 dlightcolor[0] += 0.781250f;
776 dlightcolor[1] += 0.625000f;
777 dlightcolor[2] += 0.312500f;
779 else if (e->render.model->flags & EF_GRENADE)
781 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
782 trailtype = e->render.alpha == -1 ? 7 : 1;
784 else if (e->render.model->flags & EF_TRACER3)
787 dlightradius = max(dlightradius, 200);
788 dlightcolor[0] += 0.312500f;
789 dlightcolor[1] += 0.125000f;
790 dlightcolor[2] += 0.250000f;
793 // LordHavoc: customizable glow
794 if (e->state_current.glowsize)
796 // * 4 for the expansion from 0-255 to 0-1023 range,
797 // / 255 to scale down byte colors
798 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
799 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
801 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
803 if (e->state_current.light[3])
804 dlightradius = max(dlightradius, e->state_current.light[3]);
806 dlightradius = max(dlightradius, 350);
807 if (VectorLength2(dlightcolor) == 0)
808 (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
810 VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
813 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
815 dlightmatrix = e->render.matrix;
816 // hack to make glowing player light shine on their gun
817 if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
818 dlightmatrix.m[2][3] += 30;
819 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);
821 // trails need the previous frame
822 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
824 if (e->render.flags & RENDER_GLOWTRAIL)
825 CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
826 else if (trailtype >= 0)
827 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
829 VectorCopy(origin, e->persistent.trail_origin);
830 // note: the cl.viewentity and intermission check is to hide player
831 // shadow during intermission and during the Nehahra movie and
832 // Nehahra cinematics
833 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
834 && (e->render.alpha == 1)
835 && !(e->render.flags & RENDER_VIEWMODEL)
836 && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
837 e->render.flags |= RENDER_SHADOW;
838 if (!(e->render.effects & EF_FULLBRIGHT))
839 e->render.flags |= RENDER_LIGHT;
840 // as soon as player is known we can call V_CalcRefDef
841 if ((e - cl_entities) == cl.viewentity)
843 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
844 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
845 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
846 e->render.effects |= EF_ADDITIVE;
847 // don't show entities with no modelindex (note: this still shows
848 // entities which have a modelindex that resolved to a NULL model)
849 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
850 r_refdef.entities[r_refdef.numentities++] = &e->render;
851 if (cl_num_entities < e->state_current.number + 1)
852 cl_num_entities = e->state_current.number + 1;
853 //if (cl.viewentity && e - cl_entities == cl.viewentity)
854 // Matrix4x4_Print(&e->render.matrix);
858 void CL_RelinkWorld(void)
860 entity_t *ent = &cl_entities[0];
861 if (cl_num_entities < 1)
863 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
864 // FIXME: this should be done at load
865 Matrix4x4_CreateIdentity(&ent->render.matrix);
866 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
867 CL_BoundingBoxForEntity(&ent->render);
870 static void CL_RelinkStaticEntities(void)
873 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
875 Mod_CheckLoaded(cl_static_entities[i].render.model);
876 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
885 static void CL_RelinkNetworkEntities(void)
891 ent->state_previous = ent->state_current;
892 ClearStateToDefault(&ent->state_current);
893 ent->state_current.time = cl.time;
894 ent->state_current.number = -1;
895 ent->state_current.active = true;
896 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
897 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
898 ent->state_current.flags = RENDER_VIEWMODEL;
899 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
900 ent->state_current.modelindex = 0;
901 else if (cl.items & IT_INVISIBILITY)
903 if (gamemode == GAME_TRANSFUSION)
904 ent->state_current.alpha = 128;
906 ent->state_current.modelindex = 0;
909 // start on the entity after the world
910 entitylinkframenumber++;
911 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
913 if (cl_entities_active[i])
915 if (ent->state_current.active)
916 CL_LinkNetworkEntity(ent);
918 cl_entities_active[i] = false;
921 CL_LinkNetworkEntity(&cl.viewent);
924 static void CL_RelinkEffects(void)
931 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
935 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
937 if (intframe < 0 || intframe >= e->endframe)
939 memset(e, 0, sizeof(*e));
943 if (intframe != e->frame)
946 e->frame1time = e->frame2time;
947 e->frame2time = cl.time;
950 // if we're drawing effects, get a new temp entity
951 // (NewTempEntity adds it to the render entities list for us)
952 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
954 // interpolation stuff
955 ent->render.frame1 = intframe;
956 ent->render.frame2 = intframe + 1;
957 if (ent->render.frame2 >= e->endframe)
958 ent->render.frame2 = -1; // disappear
959 ent->render.framelerp = frame - intframe;
960 ent->render.frame1time = e->frame1time;
961 ent->render.frame2time = e->frame2time;
964 ent->render.model = cl.model_precache[e->modelindex];
965 ent->render.frame = ent->render.frame2;
966 ent->render.colormap = -1; // no special coloring
967 ent->render.alpha = 1;
969 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
970 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
971 CL_BoundingBoxForEntity(&ent->render);
977 void CL_RelinkBeams(void)
986 matrix4x4_t tempmatrix;
988 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
990 if (!b->model || b->endtime < cl.time)
993 // if coming from the player, update the start position
994 //if (b->entity == cl.viewentity)
995 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
996 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
998 entity_state_t *p = &cl_entities[b->entity].state_previous;
999 //entity_state_t *c = &cl_entities[b->entity].state_current;
1000 entity_render_t *r = &cl_entities[b->entity].render;
1001 matrix4x4_t matrix, imatrix;
1002 if (b->relativestartvalid == 2)
1004 // not really valid yet, we need to get the orientation now
1005 // (ParseBeam flagged this because it is received before
1006 // entities are received, by now they have been received)
1007 // note: because players create lightning in their think
1008 // function (which occurs before movement), they actually
1009 // have some lag in it's location, so compare to the
1010 // previous player state, not the latest
1011 if (b->entity == cl.viewentity)
1012 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1014 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1015 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1016 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1017 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1018 b->relativestartvalid = 1;
1022 if (b->entity == cl.viewentity)
1023 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1025 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1026 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1027 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1033 if (cl_beams_lightatend.integer)
1035 // FIXME: create a matrix from the beam start/end orientation
1036 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1037 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
1039 if (cl_beams_polygons.integer)
1043 // calculate pitch and yaw
1044 VectorSubtract (b->end, b->start, dist);
1046 if (dist[1] == 0 && dist[0] == 0)
1056 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1060 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1061 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1066 // add new entities for the lightning
1067 VectorCopy (b->start, org);
1068 d = VectorNormalizeLength(dist);
1071 ent = CL_NewTempEntity ();
1074 //VectorCopy (org, ent->render.origin);
1075 ent->render.model = b->model;
1076 ent->render.effects = EF_FULLBRIGHT;
1077 //ent->render.angles[0] = pitch;
1078 //ent->render.angles[1] = yaw;
1079 //ent->render.angles[2] = rand()%360;
1080 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1081 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1082 CL_BoundingBoxForEntity(&ent->render);
1083 VectorMA(org, 30, dist, org);
1089 void CL_LerpPlayer(float frac)
1094 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1096 for (i = 0;i < 3;i++)
1097 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1099 if (cls.demoplayback)
1101 // interpolate the angles
1102 for (i = 0;i < 3;i++)
1104 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1109 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1118 Read all incoming data from the server
1121 int CL_ReadFromServer(void)
1123 CL_ReadDemoMessage();
1125 r_refdef.numentities = 0;
1126 cl_num_entities = 0;
1127 cl_num_brushmodel_entities = 0;
1129 if (cls.state == ca_connected && cls.signon == SIGNONS)
1131 // prepare for a new frame
1132 CL_LerpPlayer(CL_LerpPoint());
1134 CL_ClearTempEntities();
1138 // relink network entities (note: this sets up the view!)
1139 CL_RelinkNetworkEntities();
1147 CL_RelinkStaticEntities();
1151 // run cgame code (which can add more entities)
1154 // update view blend
1166 void CL_SendCmd(usercmd_t *cmd)
1168 if (cls.signon == SIGNONS)
1171 if (cls.demoplayback)
1173 SZ_Clear(&cls.message);
1177 // send the reliable message (forwarded commands) if there is one
1178 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1180 if (developer.integer)
1182 Con_Printf("CL_SendCmd: sending reliable message:\n");
1183 SZ_HexDumpToConsole(&cls.message);
1185 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1186 Host_Error("CL_WriteToServer: lost server connection");
1187 SZ_Clear(&cls.message);
1191 // LordHavoc: pausedemo command
1192 static void CL_PauseDemo_f (void)
1194 cls.demopaused = !cls.demopaused;
1196 Con_Printf("Demo paused\n");
1198 Con_Printf("Demo unpaused\n");
1202 ======================
1204 ======================
1206 static void CL_Fog_f (void)
1208 if (Cmd_Argc () == 1)
1210 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1213 fog_density = atof(Cmd_Argv(1));
1214 fog_red = atof(Cmd_Argv(2));
1215 fog_green = atof(Cmd_Argv(3));
1216 fog_blue = atof(Cmd_Argv(4));
1226 cl_entities_mempool = Mem_AllocPool("client entities");
1227 cl_refdef_mempool = Mem_AllocPool("refdef");
1229 memset(&r_refdef, 0, sizeof(r_refdef));
1230 // max entities sent to renderer per frame
1231 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1232 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1233 // 256k drawqueue buffer
1234 r_refdef.maxdrawqueuesize = 256 * 1024;
1235 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1237 SZ_Alloc (&cls.message, 1024, "cls.message");
1243 // register our commands
1245 Cvar_RegisterVariable (&cl_upspeed);
1246 Cvar_RegisterVariable (&cl_forwardspeed);
1247 Cvar_RegisterVariable (&cl_backspeed);
1248 Cvar_RegisterVariable (&cl_sidespeed);
1249 Cvar_RegisterVariable (&cl_movespeedkey);
1250 Cvar_RegisterVariable (&cl_yawspeed);
1251 Cvar_RegisterVariable (&cl_pitchspeed);
1252 Cvar_RegisterVariable (&cl_anglespeedkey);
1253 Cvar_RegisterVariable (&cl_shownet);
1254 Cvar_RegisterVariable (&cl_nolerp);
1255 Cvar_RegisterVariable (&lookspring);
1256 Cvar_RegisterVariable (&lookstrafe);
1257 Cvar_RegisterVariable (&sensitivity);
1258 Cvar_RegisterVariable (&freelook);
1260 Cvar_RegisterVariable (&m_pitch);
1261 Cvar_RegisterVariable (&m_yaw);
1262 Cvar_RegisterVariable (&m_forward);
1263 Cvar_RegisterVariable (&m_side);
1265 Cvar_RegisterVariable (&cl_itembobspeed);
1266 Cvar_RegisterVariable (&cl_itembobheight);
1268 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1269 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1270 Cmd_AddCommand ("record", CL_Record_f);
1271 Cmd_AddCommand ("stop", CL_Stop_f);
1272 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1273 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1275 Cmd_AddCommand ("fog", CL_Fog_f);
1277 // LordHavoc: added pausedemo
1278 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1280 Cvar_RegisterVariable(&r_draweffects);
1281 Cvar_RegisterVariable(&cl_explosions);
1282 Cvar_RegisterVariable(&cl_stainmaps);
1283 Cvar_RegisterVariable(&cl_beams_polygons);
1284 Cvar_RegisterVariable(&cl_beams_relative);
1285 Cvar_RegisterVariable(&cl_beams_lightatend);
1286 Cvar_RegisterVariable(&cl_noplayershadow);
1289 CL_Particles_Init();