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 mempool_t *cl_scores_mempool;
60 mempool_t *cl_refdef_mempool;
61 mempool_t *cl_entities_mempool;
67 int cl_max_static_entities;
68 int cl_max_temp_entities;
72 int cl_max_lightstyle;
73 int cl_max_brushmodel_entities;
75 entity_t *cl_entities;
76 qbyte *cl_entities_active;
77 entity_t *cl_static_entities;
78 entity_t *cl_temp_entities;
79 cl_effect_t *cl_effects;
82 lightstyle_t *cl_lightstyle;
83 entity_render_t **cl_brushmodel_entities;
86 int cl_num_static_entities;
87 int cl_num_temp_entities;
88 int cl_num_brushmodel_entities;
96 void CL_ClearState (void)
103 Mem_EmptyPool(cl_scores_mempool);
104 Mem_EmptyPool(cl_entities_mempool);
106 // wipe the entire cl structure
107 memset (&cl, 0, sizeof(cl));
109 SZ_Clear (&cls.message);
112 cl_num_static_entities = 0;
113 cl_num_temp_entities = 0;
114 cl_num_brushmodel_entities = 0;
116 // tweak these if the game runs out
117 cl_max_entities = MAX_EDICTS;
118 cl_max_static_entities = 256;
119 cl_max_temp_entities = 512;
120 cl_max_effects = 256;
122 cl_max_dlights = MAX_DLIGHTS;
123 cl_max_lightstyle = MAX_LIGHTSTYLES;
124 cl_max_brushmodel_entities = MAX_EDICTS;
126 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
127 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
128 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
129 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
130 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
131 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
132 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
133 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
134 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
138 CL_Particles_Clear();
140 // LordHavoc: have to set up the baseline info for alpha and other stuff
141 for (i = 0;i < cl_max_entities;i++)
143 ClearStateToDefault(&cl_entities[i].state_baseline);
144 ClearStateToDefault(&cl_entities[i].state_previous);
145 ClearStateToDefault(&cl_entities[i].state_current);
152 =====================
155 Sends a disconnect message to the server
156 This is also called on Host_Error, so it shouldn't cause any errors
157 =====================
159 void CL_Disconnect (void)
161 if (cls.state == ca_dedicated)
164 // stop sounds (especially looping!)
165 S_StopAllSounds (true);
167 // clear contents blends
168 cl.cshifts[0].percent = 0;
169 cl.cshifts[1].percent = 0;
170 cl.cshifts[2].percent = 0;
171 cl.cshifts[3].percent = 0;
173 cl.worldmodel = NULL;
175 if (cls.demoplayback)
177 else if (cls.state == ca_connected)
179 if (cls.demorecording)
182 Con_DPrintf ("Sending clc_disconnect\n");
183 SZ_Clear (&cls.message);
184 MSG_WriteByte (&cls.message, clc_disconnect);
185 NET_SendUnreliableMessage (cls.netcon, &cls.message);
186 SZ_Clear (&cls.message);
187 NET_Close (cls.netcon);
188 cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer
189 // if running a local server, shut it down
191 Host_ShutdownServer(false);
193 cls.state = ca_disconnected;
195 cls.demoplayback = cls.timedemo = false;
199 void CL_Disconnect_f (void)
203 Host_ShutdownServer (false);
210 =====================
211 CL_EstablishConnection
213 Host should be either "local" or a net address to be passed on
214 =====================
216 void CL_EstablishConnection (char *host)
218 if (cls.state == ca_dedicated)
221 if (cls.demoplayback)
226 cls.netcon = NET_Connect (host);
228 Host_Error ("CL_Connect: connect failed\n");
229 Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
231 cls.demonum = -1; // not in the demo loop now
232 cls.state = ca_connected;
233 cls.signon = 0; // need all the signon messages before playing
243 static void CL_PrintEntities_f (void)
249 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
251 if (!ent->state_current.active)
254 if (ent->render.model)
255 strncpy(name, ent->render.model->name, 25);
257 strcpy(name, "--no model--");
259 for (j = strlen(name);j < 25;j++)
261 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);
265 static const vec3_t nomodelmins = {-16, -16, -16};
266 static const vec3_t nomodelmaxs = {16, 16, 16};
267 void CL_BoundingBoxForEntity(entity_render_t *ent)
271 if (ent->angles[0] || ent->angles[2])
274 VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
275 VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
277 else if (ent->angles[1])
280 VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
281 VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
285 VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
286 VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
291 VectorAdd(ent->origin, nomodelmins, ent->mins);
292 VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
296 void CL_LerpUpdate(entity_t *e)
298 entity_persistent_t *p;
303 if (p->modelindex != e->state_current.modelindex)
305 // reset all interpolation information
306 p->modelindex = e->state_current.modelindex;
307 p->frame1 = p->frame2 = e->state_current.frame;
308 p->frame1time = p->frame2time = cl.time;
311 else if (p->frame2 != e->state_current.frame)
313 // transition to new frame
314 p->frame1 = p->frame2;
315 p->frame1time = p->frame2time;
316 p->frame2 = e->state_current.frame;
317 p->frame2time = cl.time;
323 p->framelerp = (cl.time - p->frame2time) * 10;
324 p->framelerp = bound(0, p->framelerp, 1);
327 r->model = cl.model_precache[e->state_current.modelindex];
328 Mod_CheckLoaded(r->model);
329 r->frame = e->state_current.frame;
330 r->frame1 = p->frame1;
331 r->frame2 = p->frame2;
332 r->framelerp = p->framelerp;
333 r->frame1time = p->frame1time;
334 r->frame2time = p->frame2time;
341 Determines the fraction between the last two messages that the objects
345 static float CL_LerpPoint (void)
349 // dropped packet, or start of demo
350 if (cl.mtime[1] < cl.mtime[0] - 0.1)
351 cl.mtime[1] = cl.mtime[0] - 0.1;
353 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
355 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
356 f = cl.mtime[0] - cl.mtime[1];
357 if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
359 cl.time = cl.mtime[0];
363 f = (cl.time - cl.mtime[1]) / f;
364 return bound(0, f, 1);
367 void CL_ClearTempEntities (void)
369 cl_num_temp_entities = 0;
372 entity_t *CL_NewTempEntity (void)
376 if (r_refdef.numentities >= r_refdef.maxentities)
378 if (cl_num_temp_entities >= cl_max_temp_entities)
380 ent = &cl_temp_entities[cl_num_temp_entities++];
381 memset (ent, 0, sizeof(*ent));
382 r_refdef.entities[r_refdef.numentities++] = &ent->render;
384 ent->render.colormap = -1; // no special coloring
385 ent->render.scale = 1;
386 ent->render.alpha = 1;
390 void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
396 // first look for an exact key match
400 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
406 // then look for anything else
408 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
412 // unable to find one
416 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
417 memset (dl, 0, sizeof(*dl));
419 VectorCopy(org, dl->origin);
422 dl->color[1] = green;
426 dl->die = cl.time + lifetime;
431 void CL_DecayLights (void)
437 time = cl.time - cl.oldtime;
440 for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
444 if (dl->die < cl.time)
450 dl->radius -= time*dl->decay;
456 void CL_RelinkWorld (void)
458 if (cl_num_entities < 1)
460 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render;
461 CL_BoundingBoxForEntity(&cl_entities[0].render);
464 static void CL_RelinkStaticEntities(void)
467 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
469 Mod_CheckLoaded(cl_static_entities[i].render.model);
470 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
479 extern qboolean Nehahrademcompatibility;
480 static void CL_RelinkNetworkEntities(void)
483 int i, effects, temp;
484 float d, bobjrotate, bobjoffset, lerp;
485 vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
487 bobjrotate = ANGLEMOD(100*cl.time);
488 if (cl_itembobheight.value)
489 bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
493 // start on the entity after the world
494 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
496 // if the object isn't active in the current network frame, skip it
497 if (!cl_entities_active[i])
499 if (!ent->state_current.active)
501 cl_entities_active[i] = false;
505 VectorCopy(ent->persistent.trail_origin, oldorg);
507 if (!ent->state_previous.active)
509 // only one state available
510 VectorCopy (ent->persistent.neworigin, neworg);
511 VectorCopy (ent->persistent.newangles, ent->render.angles);
512 VectorCopy (neworg, oldorg);
516 // if the delta is large, assume a teleport and don't lerp
517 VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
518 if (ent->persistent.lerpdeltatime > 0)
520 lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
523 // interpolate the origin and angles
524 VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
525 VectorSubtract(ent->persistent.newangles, ent->persistent.oldangles, delta);
526 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
527 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
528 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
529 VectorMA(ent->persistent.oldangles, lerp, delta, ent->render.angles);
534 VectorCopy (ent->persistent.neworigin, neworg);
535 VectorCopy (ent->persistent.newangles, ent->render.angles);
541 VectorCopy (ent->persistent.neworigin, neworg);
542 VectorCopy (ent->persistent.newangles, ent->render.angles);
546 VectorCopy (neworg, ent->persistent.trail_origin);
547 // persistent.modelindex will be updated by CL_LerpUpdate
548 if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
549 VectorCopy(neworg, oldorg);
551 VectorCopy (neworg, ent->render.origin);
552 ent->render.flags = ent->state_current.flags;
553 if (i == cl.viewentity)
554 ent->render.flags |= RENDER_EXTERIORMODEL;
555 ent->render.effects = effects = ent->state_current.effects;
556 if (ent->state_current.flags & RENDER_COLORMAPPED)
557 ent->render.colormap = ent->state_current.colormap;
558 else if (cl.scores == NULL || !ent->state_current.colormap)
559 ent->render.colormap = -1; // no special coloring
561 ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
562 ent->render.skinnum = ent->state_current.skin;
563 ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
564 ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
566 // update interpolation info
569 // handle effects now...
574 // LordHavoc: if the entity has no effects, don't check each
577 if (effects & EF_BRIGHTFIELD)
579 if (gamemode == GAME_NEXIUZ)
581 dlightcolor[0] += 100.0f;
582 dlightcolor[1] += 200.0f;
583 dlightcolor[2] += 400.0f;
584 // don't do trail if we have no previous location
585 if (ent->state_previous.active)
586 CL_RocketTrail (oldorg, neworg, 8, ent);
589 CL_EntityParticles (ent);
591 if (effects & EF_MUZZLEFLASH)
592 ent->persistent.muzzleflash = 100.0f;
593 if (effects & EF_DIMLIGHT)
595 dlightcolor[0] += 200.0f;
596 dlightcolor[1] += 200.0f;
597 dlightcolor[2] += 200.0f;
599 if (effects & EF_BRIGHTLIGHT)
601 dlightcolor[0] += 400.0f;
602 dlightcolor[1] += 400.0f;
603 dlightcolor[2] += 400.0f;
605 // LordHavoc: added EF_RED and EF_BLUE
606 if (effects & EF_RED) // red
608 dlightcolor[0] += 200.0f;
609 dlightcolor[1] += 20.0f;
610 dlightcolor[2] += 20.0f;
612 if (effects & EF_BLUE) // blue
614 dlightcolor[0] += 20.0f;
615 dlightcolor[1] += 20.0f;
616 dlightcolor[2] += 200.0f;
618 if (effects & EF_FLAME)
620 if (ent->render.model)
622 mins[0] = neworg[0] - 16.0f;
623 mins[1] = neworg[1] - 16.0f;
624 mins[2] = neworg[2] - 16.0f;
625 maxs[0] = neworg[0] + 16.0f;
626 maxs[1] = neworg[1] + 16.0f;
627 maxs[2] = neworg[2] + 16.0f;
628 // how many flames to make
629 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
630 CL_FlameCube(mins, maxs, temp);
632 d = lhrandom(200, 250);
633 dlightcolor[0] += d * 1.0f;
634 dlightcolor[1] += d * 0.7f;
635 dlightcolor[2] += d * 0.3f;
637 if (effects & EF_STARDUST)
639 if (ent->render.model)
641 mins[0] = neworg[0] - 16.0f;
642 mins[1] = neworg[1] - 16.0f;
643 mins[2] = neworg[2] - 16.0f;
644 maxs[0] = neworg[0] + 16.0f;
645 maxs[1] = neworg[1] + 16.0f;
646 maxs[2] = neworg[2] + 16.0f;
647 // how many particles to make
648 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
649 CL_Stardust(mins, maxs, temp);
652 dlightcolor[0] += d * 1.0f;
653 dlightcolor[1] += d * 0.7f;
654 dlightcolor[2] += d * 0.3f;
658 if (ent->persistent.muzzleflash > 0)
660 AngleVectors (ent->render.angles, v, NULL, NULL);
662 v2[0] = v[0] * 18 + neworg[0];
663 v2[1] = v[1] * 18 + neworg[1];
664 v2[2] = v[2] * 18 + neworg[2] + 16;
665 CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
667 CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
668 ent->persistent.muzzleflash -= cl.frametime * 1000;
671 // LordHavoc: if the model has no flags, don't check each
672 if (ent->render.model && ent->render.model->flags)
674 if (ent->render.model->flags & EF_ROTATE)
676 ent->render.angles[1] = bobjrotate;
677 ent->render.origin[2] += bobjoffset;
679 // only do trails if present in the previous frame as well
680 if (ent->state_previous.active)
682 if (ent->render.model->flags & EF_GIB)
683 CL_RocketTrail (oldorg, neworg, 2, ent);
684 else if (ent->render.model->flags & EF_ZOMGIB)
685 CL_RocketTrail (oldorg, neworg, 4, ent);
686 else if (ent->render.model->flags & EF_TRACER)
688 CL_RocketTrail (oldorg, neworg, 3, ent);
689 dlightcolor[0] += 0x10;
690 dlightcolor[1] += 0x40;
691 dlightcolor[2] += 0x10;
693 else if (ent->render.model->flags & EF_TRACER2)
695 CL_RocketTrail (oldorg, neworg, 5, ent);
696 dlightcolor[0] += 0x50;
697 dlightcolor[1] += 0x30;
698 dlightcolor[2] += 0x10;
700 else if (ent->render.model->flags & EF_ROCKET)
702 CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
703 dlightcolor[0] += 200.0f;
704 dlightcolor[1] += 160.0f;
705 dlightcolor[2] += 80.0f;
707 else if (ent->render.model->flags & EF_GRENADE)
709 if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
710 CL_RocketTrail (oldorg, neworg, 7, ent);
712 CL_RocketTrail (oldorg, neworg, 1, ent);
714 else if (ent->render.model->flags & EF_TRACER3)
716 CL_RocketTrail (oldorg, neworg, 6, ent);
717 dlightcolor[0] += 0x50;
718 dlightcolor[1] += 0x20;
719 dlightcolor[2] += 0x40;
723 // LordHavoc: customizable glow
724 if (ent->state_current.glowsize)
726 // * 4 for the expansion from 0-255 to 0-1023 range,
727 // / 255 to scale down byte colors
728 VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
730 // LordHavoc: customizable trail
731 if (ent->render.flags & RENDER_GLOWTRAIL)
732 CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
734 if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
736 VectorCopy(neworg, v);
737 // hack to make glowing player light shine on their gun
738 if (i == cl.viewentity/* && !chase_active.integer*/)
740 CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
743 if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
746 // don't show entities with no modelindex (note: this still shows
747 // entities which have a modelindex that resolved to a NULL model)
748 if (!ent->state_current.modelindex)
750 if (effects & EF_NODRAW)
753 CL_BoundingBoxForEntity(&ent->render);
754 if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
755 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
757 // note: the cl.viewentity and intermission check is to hide player
758 // shadow during intermission and during the Nehahra movie and
759 // Nehahra cinematics
760 if (!(ent->state_current.effects & EF_NOSHADOW)
761 && !(ent->state_current.effects & EF_ADDITIVE)
762 && (ent->state_current.alpha == 255)
763 && !(ent->render.flags & RENDER_VIEWMODEL)
764 && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility)))
765 ent->render.flags |= RENDER_SHADOW;
767 if (r_refdef.numentities < r_refdef.maxentities)
768 r_refdef.entities[r_refdef.numentities++] = &ent->render;
770 if (cl_num_entities < i + 1)
771 cl_num_entities = i + 1;
775 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
779 if (!modelindex) // sanity check
781 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
786 VectorCopy(org, e->origin);
787 e->modelindex = modelindex;
788 e->starttime = cl.time;
789 e->startframe = startframe;
790 e->endframe = startframe + framecount;
791 e->framerate = framerate;
794 e->frame1time = cl.time;
795 e->frame2time = cl.time;
800 static void CL_RelinkEffects(void)
807 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
811 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
813 if (intframe < 0 || intframe >= e->endframe)
816 memset(e, 0, sizeof(*e));
820 if (intframe != e->frame)
823 e->frame1time = e->frame2time;
824 e->frame2time = cl.time;
827 // if we're drawing effects, get a new temp entity
828 // (NewTempEntity adds it to the render entities list for us)
829 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
831 // interpolation stuff
832 ent->render.frame1 = intframe;
833 ent->render.frame2 = intframe + 1;
834 if (ent->render.frame2 >= e->endframe)
835 ent->render.frame2 = -1; // disappear
836 ent->render.framelerp = frame - intframe;
837 ent->render.frame1time = e->frame1time;
838 ent->render.frame2time = e->frame2time;
841 VectorCopy(e->origin, ent->render.origin);
842 ent->render.model = cl.model_precache[e->modelindex];
843 ent->render.frame = ent->render.frame2;
844 ent->render.colormap = -1; // no special coloring
845 ent->render.scale = 1;
846 ent->render.alpha = 1;
848 CL_BoundingBoxForEntity(&ent->render);
854 void CL_RelinkBeams (void)
864 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
866 if (!b->model || b->endtime < cl.time)
869 // if coming from the player, update the start position
870 //if (b->entity == cl.viewentity)
871 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
872 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
874 entity_state_t *p = &cl_entities[b->entity].state_previous;
875 //entity_state_t *c = &cl_entities[b->entity].state_current;
876 entity_render_t *r = &cl_entities[b->entity].render;
877 matrix4x4_t matrix, imatrix;
878 if (b->relativestartvalid == 2)
880 // not really valid yet, we need to get the orientation now
881 // (ParseBeam flagged this because it is received before
882 // entities are received, by now they have been received)
883 // note: because players create lightning in their think
884 // function (which occurs before movement), they actually
885 // have some lag in it's location, so compare to the
886 // previous player state, not the latest
887 if (b->entity == cl.viewentity)
888 Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
890 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
891 Matrix4x4_Invert_Simple(&imatrix, &matrix);
892 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
893 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
894 b->relativestartvalid = 1;
898 if (b->entity == cl.viewentity)
899 Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
901 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
902 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
903 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
907 if (b->lightning && cl_beams_polygons.integer)
910 // calculate pitch and yaw
911 VectorSubtract (b->end, b->start, dist);
913 if (dist[1] == 0 && dist[0] == 0)
923 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
927 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
928 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
933 // add new entities for the lightning
934 VectorCopy (b->start, org);
935 d = VectorNormalizeLength(dist);
938 ent = CL_NewTempEntity ();
941 VectorCopy (org, ent->render.origin);
942 ent->render.model = b->model;
943 ent->render.effects = EF_FULLBRIGHT;
944 ent->render.angles[0] = pitch;
945 ent->render.angles[1] = yaw;
946 ent->render.angles[2] = rand()%360;
947 CL_BoundingBoxForEntity(&ent->render);
948 VectorMA(org, 30, dist, org);
954 cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
955 cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
956 cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
957 cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
958 cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
959 cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
961 rtexture_t *r_lightningbeamtexture;
962 rtexturepool_t *r_lightningbeamtexturepool;
964 int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
966 void r_lightningbeams_start(void)
968 float r, g, b, intensity, fx, width, center;
970 qbyte *data, *noise1, *noise2;
971 data = Mem_Alloc(tempmempool, 32 * 512 * 4);
972 noise1 = Mem_Alloc(tempmempool, 512 * 512);
973 noise2 = Mem_Alloc(tempmempool, 512 * 512);
974 fractalnoise(noise1, 512, 8);
975 fractalnoise(noise2, 512, 16);
977 for (y = 0;y < 512;y++)
979 width = noise1[y * 512] * (1.0f / 256.0f) * 3.0f + 3.0f;
980 center = (noise1[y * 512 + 64] / 256.0f) * (32.0f - (width + 1.0f) * 2.0f) + (width + 1.0f);
981 for (x = 0;x < 32;x++, fx++)
983 fx = (x - center) / width;
984 intensity = (1.0f - fx * fx) * (noise2[y*512+x] * (1.0f / 256.0f) * 0.33f + 0.66f);
985 intensity = bound(0, intensity, 1);
986 r = intensity * 2.0f - 1.0f;
987 g = intensity * 3.0f - 1.0f;
988 b = intensity * 3.0f;
989 data[(y * 32 + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
990 data[(y * 32 + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
991 data[(y * 32 + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
992 data[(y * 32 + x) * 4 + 3] = (qbyte)255;
996 r_lightningbeamtexturepool = R_AllocTexturePool();
997 r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", 32, 512, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1003 void r_lightningbeams_shutdown(void)
1005 r_lightningbeamtexture = NULL;
1006 R_FreeTexturePool(&r_lightningbeamtexturepool);
1009 void r_lightningbeams_newmap(void)
1013 void R_LightningBeams_Init(void)
1015 Cvar_RegisterVariable(&r_lightningbeam_thickness);
1016 Cvar_RegisterVariable(&r_lightningbeam_scroll);
1017 Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
1018 Cvar_RegisterVariable(&r_lightningbeam_color_red);
1019 Cvar_RegisterVariable(&r_lightningbeam_color_green);
1020 Cvar_RegisterVariable(&r_lightningbeam_color_blue);
1021 R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
1024 void R_CalcLightningBeamPolygonVertices(float *v, float *tc, const float *start, const float *end, const float *offset, float t1, float t2)
1026 // near right corner
1027 VectorAdd (start, offset, (v + 0));tc[ 0] = 0;tc[ 1] = t1;
1029 VectorSubtract(start, offset, (v + 4));tc[ 4] = 1;tc[ 5] = t1;
1031 VectorSubtract(end , offset, (v + 8));tc[ 8] = 1;tc[ 9] = t2;
1033 VectorAdd (end , offset, (v + 12));tc[12] = 0;tc[13] = t2;
1036 void R_FogLightningBeamColors(const float *v, float *c, int numverts, float r, float g, float b, float a)
1041 for (i = 0;i < numverts;i++, v += 4, c += 4)
1043 VectorSubtract(v, r_origin, fogvec);
1044 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1052 float beamrepeatscale;
1054 void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
1056 const beam_t *b = calldata1;
1058 vec3_t beamdir, right, up, offset;
1059 float length, t1, t2;
1060 memset(&m, 0, sizeof(m));
1061 m.blendfunc1 = GL_SRC_ALPHA;
1062 m.blendfunc2 = GL_ONE;
1063 m.tex[0] = R_GetTexture(r_lightningbeamtexture);
1065 R_Mesh_Matrix(&r_identitymatrix);
1067 // calculate beam direction (beamdir) vector and beam length
1068 // get difference vector
1069 VectorSubtract(b->end, b->start, beamdir);
1070 // find length of difference vector
1071 length = sqrt(DotProduct(beamdir, beamdir));
1072 // calculate scale to make beamdir a unit vector (normalized)
1074 // scale beamdir so it is now normalized
1075 VectorScale(beamdir, t1, beamdir);
1077 // calculate up vector such that it points toward viewer, and rotates around the beamdir
1078 // get direction from start of beam to viewer
1079 VectorSubtract(r_origin, b->start, up);
1080 // remove the portion of the vector that moves along the beam
1081 // (this leaves only a vector pointing directly away from the beam)
1082 t1 = -DotProduct(up, beamdir);
1083 VectorMA(up, t1, beamdir, up);
1084 // now we have a vector pointing away from the beam, now we need to normalize it
1085 VectorNormalizeFast(up);
1086 // generate right vector from forward and up, the result is already normalized
1087 // (CrossProduct returns a vector of multiplied length of the two inputs)
1088 CrossProduct(beamdir, up, right);
1090 // calculate T coordinate scrolling (start and end texcoord along the beam)
1091 t1 = cl.time * -r_lightningbeam_scroll.value + beamrepeatscale * DotProduct(b->start, beamdir);
1093 t2 = t1 + beamrepeatscale * length;
1095 // the beam is 3 polygons in this configuration:
1101 // they are showing different portions of the beam texture, creating an
1102 // illusion of a beam that appears to curl around in 3D space
1103 // (and realize that the whole polygon assembly orients itself to face
1106 // polygon 1, verts 0-3
1107 VectorScale(right, r_lightningbeam_thickness.value, offset);
1108 R_CalcLightningBeamPolygonVertices(varray_vertex, varray_texcoord[0], b->start, b->end, offset, t1, t2);
1110 // polygon 2, verts 4-7
1111 VectorAdd(right, up, offset);
1112 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
1113 R_CalcLightningBeamPolygonVertices(varray_vertex + 16, varray_texcoord[0] + 16, b->start, b->end, offset, t1 + 0.33, t2 + 0.33);
1115 // polygon 3, verts 8-11
1116 VectorSubtract(right, up, offset);
1117 VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
1118 R_CalcLightningBeamPolygonVertices(varray_vertex + 32, varray_texcoord[0] + 32, b->start, b->end, offset, t1 + 0.66, t2 + 0.66);
1122 // per vertex colors if fog is used
1124 R_FogLightningBeamColors(varray_vertex, varray_color, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
1128 // solid color if fog is not used
1129 GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
1132 // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
1133 R_Mesh_Draw(12, 6, r_lightningbeamelements);
1136 void R_DrawLightningBeams (void)
1142 if (!cl_beams_polygons.integer)
1145 beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
1146 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1148 if (b->model && b->endtime >= cl.time && b->lightning)
1150 VectorAdd(b->start, b->end, org);
1151 VectorScale(org, 0.5f, org);
1152 R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
1158 void CL_LerpPlayer(float frac)
1163 if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
1165 cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
1166 cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
1167 cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
1171 VectorCopy (cl_entities[cl.viewentity].state_previous.origin, cl.viewentoriginold);
1172 VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew);
1173 VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
1176 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1178 for (i = 0;i < 3;i++)
1179 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1181 if (cls.demoplayback)
1183 // interpolate the angles
1184 for (i = 0;i < 3;i++)
1186 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1191 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1196 void CL_RelinkEntities (void)
1200 // fraction from previous network update to current
1201 frac = CL_LerpPoint();
1203 CL_ClearTempEntities();
1206 CL_RelinkStaticEntities();
1207 CL_RelinkNetworkEntities();
1211 CL_LerpPlayer(frac);
1221 Read all incoming data from the server
1224 int CL_ReadFromServer (void)
1228 cl.oldtime = cl.time;
1229 cl.time += cl.frametime;
1234 ret = CL_GetMessage ();
1236 Host_Error ("CL_ReadFromServer: lost server connection");
1240 cl.last_received_message = realtime;
1242 if (cl_shownet.integer)
1245 CL_ParseServerMessage ();
1247 while (ret && cls.state == ca_connected);
1252 r_refdef.numentities = 0;
1253 cl_num_entities = 0;
1254 cl_num_brushmodel_entities = 0;
1256 if (cls.state == ca_connected && cls.signon == SIGNONS)
1258 CL_RelinkEntities ();
1260 // run cgame code (which can add more entities)
1265 // bring the links up to date
1275 void CL_SendCmd (void)
1279 if (cls.state != ca_connected)
1282 if (cls.signon == SIGNONS)
1284 // get basic movement from keyboard
1287 IN_PreMove(); // OS independent code
1289 // allow mice or other external controllers to add to the move
1292 IN_PostMove(); // OS independent code
1294 // send the unreliable message
1297 #ifndef NOROUTINGFIX
1298 else if (cls.signon == 0 && !cls.demoplayback)
1300 // LordHavoc: fix for NAT routing of netquake:
1301 // bounce back a clc_nop message to the newly allocated server port,
1302 // to establish a routing connection for incoming frames,
1303 // the server waits for this before sending anything
1304 if (realtime > cl.sendnoptime)
1306 cl.sendnoptime = realtime + 3;
1307 Con_DPrintf("sending clc_nop to get server's attention\n");
1314 MSG_WriteByte(&buf, clc_nop);
1315 if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
1317 Con_Printf ("CL_SendCmd: lost server connection\n");
1325 if (cls.demoplayback)
1327 SZ_Clear (&cls.message);
1331 // send the reliable message
1332 if (!cls.message.cursize)
1333 return; // no message at all
1335 if (!NET_CanSendMessage (cls.netcon))
1337 Con_DPrintf ("CL_WriteToServer: can't send\n");
1338 if (developer.integer)
1339 SZ_HexDumpToConsole(&cls.message);
1343 if (NET_SendMessage (cls.netcon, &cls.message) == -1)
1344 Host_Error ("CL_WriteToServer: lost server connection");
1346 SZ_Clear (&cls.message);
1349 // LordHavoc: pausedemo command
1350 static void CL_PauseDemo_f (void)
1352 cls.demopaused = !cls.demopaused;
1354 Con_Printf("Demo paused\n");
1356 Con_Printf("Demo unpaused\n");
1360 ======================
1362 LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
1363 ======================
1365 static void CL_PModel_f (void)
1370 if (Cmd_Argc () == 1)
1372 Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
1375 i = atoi(Cmd_Argv(1));
1377 if (cmd_source == src_command)
1379 if (cl_pmodel.integer == i)
1381 Cvar_SetValue ("_cl_pmodel", i);
1382 if (cls.state == ca_connected)
1383 Cmd_ForwardToServer ();
1387 host_client->pmodel = i;
1388 if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
1393 ======================
1395 ======================
1397 static void CL_Fog_f (void)
1399 if (Cmd_Argc () == 1)
1401 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1404 fog_density = atof(Cmd_Argv(1));
1405 fog_red = atof(Cmd_Argv(2));
1406 fog_green = atof(Cmd_Argv(3));
1407 fog_blue = atof(Cmd_Argv(4));
1417 cl_scores_mempool = Mem_AllocPool("client player info");
1418 cl_entities_mempool = Mem_AllocPool("client entities");
1419 cl_refdef_mempool = Mem_AllocPool("refdef");
1421 memset(&r_refdef, 0, sizeof(r_refdef));
1422 // max entities sent to renderer per frame
1423 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1424 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1425 // 256k drawqueue buffer
1426 r_refdef.maxdrawqueuesize = 256 * 1024;
1427 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1429 SZ_Alloc (&cls.message, 1024, "cls.message");
1435 // register our commands
1437 Cvar_RegisterVariable (&cl_name);
1438 Cvar_RegisterVariable (&cl_color);
1439 if (gamemode == GAME_NEHAHRA)
1440 Cvar_RegisterVariable (&cl_pmodel);
1441 Cvar_RegisterVariable (&cl_upspeed);
1442 Cvar_RegisterVariable (&cl_forwardspeed);
1443 Cvar_RegisterVariable (&cl_backspeed);
1444 Cvar_RegisterVariable (&cl_sidespeed);
1445 Cvar_RegisterVariable (&cl_movespeedkey);
1446 Cvar_RegisterVariable (&cl_yawspeed);
1447 Cvar_RegisterVariable (&cl_pitchspeed);
1448 Cvar_RegisterVariable (&cl_anglespeedkey);
1449 Cvar_RegisterVariable (&cl_shownet);
1450 Cvar_RegisterVariable (&cl_nolerp);
1451 Cvar_RegisterVariable (&lookspring);
1452 Cvar_RegisterVariable (&lookstrafe);
1453 Cvar_RegisterVariable (&sensitivity);
1454 Cvar_RegisterVariable (&freelook);
1456 Cvar_RegisterVariable (&m_pitch);
1457 Cvar_RegisterVariable (&m_yaw);
1458 Cvar_RegisterVariable (&m_forward);
1459 Cvar_RegisterVariable (&m_side);
1461 Cvar_RegisterVariable (&cl_itembobspeed);
1462 Cvar_RegisterVariable (&cl_itembobheight);
1464 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1465 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1466 Cmd_AddCommand ("record", CL_Record_f);
1467 Cmd_AddCommand ("stop", CL_Stop_f);
1468 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1469 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1471 Cmd_AddCommand ("fog", CL_Fog_f);
1473 // LordHavoc: added pausedemo
1474 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1475 if (gamemode == GAME_NEHAHRA)
1476 Cmd_AddCommand ("pmodel", CL_PModel_f);
1478 Cvar_RegisterVariable(&r_draweffects);
1479 Cvar_RegisterVariable(&cl_explosions);
1480 Cvar_RegisterVariable(&cl_stainmaps);
1481 Cvar_RegisterVariable(&cl_beams_polygons);
1482 Cvar_RegisterVariable(&cl_beams_relative);
1484 R_LightningBeams_Init();
1487 CL_Particles_Init();