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_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
51 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
52 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
53 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
54 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
56 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
58 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
59 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
60 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
62 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
64 mempool_t *cl_refdef_mempool;
65 mempool_t *cl_entities_mempool;
71 int cl_max_static_entities;
72 int cl_max_temp_entities;
76 int cl_max_lightstyle;
77 int cl_max_brushmodel_entities;
79 entity_t *cl_entities;
80 qbyte *cl_entities_active;
81 entity_t *cl_static_entities;
82 entity_t *cl_temp_entities;
83 cl_effect_t *cl_effects;
86 lightstyle_t *cl_lightstyle;
87 entity_render_t **cl_brushmodel_entities;
90 int cl_num_static_entities;
91 int cl_num_temp_entities;
92 int cl_num_brushmodel_entities;
100 void CL_ClearState(void)
107 // note: this also gets rid of the entity database
108 Mem_EmptyPool(cl_entities_mempool);
110 // wipe the entire cl structure
111 memset (&cl, 0, sizeof(cl));
113 SZ_Clear (&cls.message);
116 cl_num_static_entities = 0;
117 cl_num_temp_entities = 0;
118 cl_num_brushmodel_entities = 0;
120 // tweak these if the game runs out
121 cl_max_entities = MAX_EDICTS;
122 cl_max_static_entities = 256;
123 cl_max_temp_entities = 512;
124 cl_max_effects = 256;
126 cl_max_dlights = MAX_DLIGHTS;
127 cl_max_lightstyle = MAX_LIGHTSTYLES;
128 cl_max_brushmodel_entities = MAX_EDICTS;
130 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
131 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
132 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
133 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
134 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
135 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
136 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
137 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
138 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
142 CL_Particles_Clear();
144 // LordHavoc: have to set up the baseline info for alpha and other stuff
145 for (i = 0;i < cl_max_entities;i++)
147 ClearStateToDefault(&cl_entities[i].state_baseline);
148 ClearStateToDefault(&cl_entities[i].state_previous);
149 ClearStateToDefault(&cl_entities[i].state_current);
156 =====================
159 Sends a disconnect message to the server
160 This is also called on Host_Error, so it shouldn't cause any errors
161 =====================
163 void CL_Disconnect(void)
165 if (cls.state == ca_dedicated)
168 Con_DPrintf("CL_Disconnect\n");
170 // stop sounds (especially looping!)
171 S_StopAllSounds (true);
173 // clear contents blends
174 cl.cshifts[0].percent = 0;
175 cl.cshifts[1].percent = 0;
176 cl.cshifts[2].percent = 0;
177 cl.cshifts[3].percent = 0;
179 cl.worldmodel = NULL;
181 if (cls.demoplayback)
185 if (cls.demorecording)
188 Con_DPrint("Sending clc_disconnect\n");
189 SZ_Clear(&cls.message);
190 MSG_WriteByte(&cls.message, clc_disconnect);
191 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
192 SZ_Clear(&cls.message);
193 NetConn_Close(cls.netcon);
196 cls.state = ca_disconnected;
198 cls.demoplayback = cls.timedemo = false;
202 void CL_Disconnect_f(void)
206 Host_ShutdownServer (false);
213 =====================
214 CL_EstablishConnection
216 Host should be either "local" or a net address
217 =====================
219 void CL_EstablishConnection(const char *host)
221 if (cls.state == ca_dedicated)
224 // clear menu's connect error message
225 m_return_reason[0] = 0;
228 // stop demo loop in case this fails
230 NetConn_ClientFrame();
231 NetConn_ServerFrame();
233 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
235 cls.connect_trying = true;
236 cls.connect_remainingtries = 3;
237 cls.connect_nextsendtime = 0;
240 NetConn_ClientFrame();
241 NetConn_ServerFrame();
242 NetConn_ClientFrame();
243 NetConn_ServerFrame();
244 NetConn_ClientFrame();
245 NetConn_ServerFrame();
246 NetConn_ClientFrame();
247 NetConn_ServerFrame();
252 Con_Print("Unable to find a suitable network socket to connect to server.\n");
253 strcpy(m_return_reason, "No network");
262 static void CL_PrintEntities_f(void)
268 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
270 if (!ent->state_current.active)
273 if (ent->render.model)
274 strlcpy (name, ent->render.model->name, 25);
276 strcpy(name, "--no model--");
277 for (j = strlen(name);j < 25;j++)
279 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);
283 //static const vec3_t nomodelmins = {-16, -16, -16};
284 //static const vec3_t nomodelmaxs = {16, 16, 16};
285 void CL_BoundingBoxForEntity(entity_render_t *ent)
289 //if (ent->angles[0] || ent->angles[2])
290 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
293 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
294 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
295 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
296 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
297 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
298 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
299 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
300 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
302 //else if (ent->angles[1])
303 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
306 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
307 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
308 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
309 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
310 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
311 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
312 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
313 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
317 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
318 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
319 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
320 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
321 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
322 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
323 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
324 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
329 ent->mins[0] = ent->matrix.m[0][3] - 16;
330 ent->mins[1] = ent->matrix.m[1][3] - 16;
331 ent->mins[2] = ent->matrix.m[2][3] - 16;
332 ent->maxs[0] = ent->matrix.m[0][3] + 16;
333 ent->maxs[1] = ent->matrix.m[1][3] + 16;
334 ent->maxs[2] = ent->matrix.m[2][3] + 16;
335 //VectorAdd(ent->origin, nomodelmins, ent->mins);
336 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
344 Determines the fraction between the last two messages that the objects
348 static float CL_LerpPoint(void)
352 // dropped packet, or start of demo
353 if (cl.mtime[1] < cl.mtime[0] - 0.1)
354 cl.mtime[1] = cl.mtime[0] - 0.1;
356 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
358 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
359 f = cl.mtime[0] - cl.mtime[1];
360 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
362 cl.time = cl.mtime[0];
366 f = (cl.time - cl.mtime[1]) / f;
367 return bound(0, f, 1);
370 void CL_ClearTempEntities (void)
372 cl_num_temp_entities = 0;
375 entity_t *CL_NewTempEntity(void)
379 if (r_refdef.numentities >= r_refdef.maxentities)
381 if (cl_num_temp_entities >= cl_max_temp_entities)
383 ent = &cl_temp_entities[cl_num_temp_entities++];
384 memset (ent, 0, sizeof(*ent));
385 r_refdef.entities[r_refdef.numentities++] = &ent->render;
387 ent->render.colormap = -1; // no special coloring
388 ent->render.scale = 1;
389 ent->render.alpha = 1;
393 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
397 if (!modelindex) // sanity check
399 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
404 VectorCopy(org, e->origin);
405 e->modelindex = modelindex;
406 e->starttime = cl.time;
407 e->startframe = startframe;
408 e->endframe = startframe + framecount;
409 e->framerate = framerate;
412 e->frame1time = cl.time;
413 e->frame2time = cl.time;
418 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)
424 // first look for an exact key match
428 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
434 // then look for anything else
436 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
440 // unable to find one
444 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
445 memset (dl, 0, sizeof(*dl));
446 dl->matrix = *matrix;
448 dl->origin[0] = dl->matrix.m[0][3];
449 dl->origin[1] = dl->matrix.m[1][3];
450 dl->origin[2] = dl->matrix.m[2][3];
451 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
452 dl->matrix.m[0][3] = dl->origin[0];
453 dl->matrix.m[1][3] = dl->origin[1];
454 dl->matrix.m[2][3] = dl->origin[2];
457 dl->color[1] = green;
461 dl->die = cl.time + lifetime;
464 dl->cubemapnum = cubemapnum;
466 dl->shadow = shadowenable;
470 void CL_DecayLights(void)
476 time = cl.time - cl.oldtime;
477 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
479 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
482 #define MAXVIEWMODELS 32
483 entity_t *viewmodels[MAXVIEWMODELS];
486 matrix4x4_t viewmodelmatrix;
488 static int entitylinkframenumber;
490 static const vec3_t muzzleflashorigin = {18, 0, 0};
492 extern void V_DriftPitch(void);
493 extern void V_FadeViewFlashs(void);
494 extern void V_CalcViewBlend(void);
496 extern void V_CalcRefdef(void);
497 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
498 void CL_LinkNetworkEntity(entity_t *e)
500 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
501 //matrix4x4_t dlightmatrix;
502 int j, k, l, trailtype, temp;
503 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
506 //entity_persistent_t *p = &e->persistent;
507 //entity_render_t *r = &e->render;
508 if (e->persistent.linkframe != entitylinkframenumber)
510 e->persistent.linkframe = entitylinkframenumber;
511 // skip inactive entities and world
512 if (!e->state_current.active || e == cl_entities)
514 if (e->render.flags & RENDER_VIEWMODEL)
516 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
519 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
520 matrix = &viewmodelmatrix;
521 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
523 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
524 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
529 t = cl_entities + e->state_current.tagentity;
530 if (!t->state_current.active)
532 // note: this can link to world
533 CL_LinkNetworkEntity(t);
534 // make relative to the entity
535 matrix = &t->render.matrix;
536 // if a valid tagindex is used, make it relative to that tag instead
537 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
539 // blend the matrices
540 memset(&blendmatrix, 0, sizeof(blendmatrix));
541 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
543 matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
544 d = t->render.frameblend[j].lerp;
545 for (l = 0;l < 4;l++)
546 for (k = 0;k < 4;k++)
547 blendmatrix.m[l][k] += d * matrix->m[l][k];
549 // concat the tag matrices onto the entity matrix
550 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
551 // use the constructed tag matrix
552 matrix = &tempmatrix;
555 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
556 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
557 e->render.flags = e->state_current.flags;
558 if (e - cl_entities == cl.viewentity)
559 e->render.flags |= RENDER_EXTERIORMODEL;
560 e->render.effects = e->state_current.effects;
561 if (e->state_current.flags & RENDER_COLORMAPPED)
562 e->render.colormap = e->state_current.colormap;
563 else if (cl.scores != NULL && e->state_current.colormap)
564 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
566 e->render.colormap = -1; // no special coloring
567 e->render.skinnum = e->state_current.skin;
568 // set up the render matrix
569 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
572 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
574 // interpolate the origin and angles
575 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
576 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
577 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
578 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
579 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
580 VectorMA(e->persistent.oldangles, lerp, delta, angles);
585 VectorCopy(e->persistent.neworigin, origin);
586 VectorCopy(e->persistent.newangles, angles);
589 if (e->render.frame2 == e->state_current.frame)
591 // update frame lerp fraction
592 e->render.framelerp = 1;
593 if (e->render.frame2time > e->render.frame1time)
595 e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
596 e->render.framelerp = bound(0, e->render.framelerp, 1);
601 // begin a new frame lerp
602 e->render.frame1 = e->render.frame2;
603 e->render.frame1time = e->render.frame2time;
604 e->render.frame = e->render.frame2 = e->state_current.frame;
605 e->render.frame2time = cl.time;
606 e->render.framelerp = 0;
607 // make sure frame lerp won't last longer than 100ms
608 // (this mainly helps with models that use framegroups and
609 // switch between them infrequently)
610 e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
616 VectorCopy(e->persistent.neworigin, origin);
617 VectorCopy(e->persistent.newangles, angles);
618 e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
619 e->render.frame1time = e->render.frame2time = cl.time;
620 e->render.framelerp = 1;
623 e->render.model = cl.model_precache[e->state_current.modelindex];
626 Mod_CheckLoaded(e->render.model);
627 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
628 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
629 angles[0] = -angles[0];
630 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
632 angles[1] = ANGLEMOD(100*cl.time);
633 if (cl_itembobheight.value)
634 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
638 R_LerpAnimation(&e->render);
640 // FIXME: e->render.scale should go away
641 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
642 // concat the matrices to make the entity relative to its tag
643 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
644 // make the other useful stuff
645 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
646 CL_BoundingBoxForEntity(&e->render);
648 // handle effects now that we know where this entity is in the world...
649 origin[0] = e->render.matrix.m[0][3];
650 origin[1] = e->render.matrix.m[1][3];
651 origin[2] = e->render.matrix.m[2][3];
657 // LordHavoc: if the entity has no effects, don't check each
658 if (e->render.effects)
660 if (e->render.effects & EF_BRIGHTFIELD)
662 if (gamemode == GAME_NEXUIZ)
664 dlightradius = max(dlightradius, 200);
665 dlightcolor[0] += 0.75f;
666 dlightcolor[1] += 1.50f;
667 dlightcolor[2] += 3.00f;
671 CL_EntityParticles(e);
673 if (e->render.effects & EF_MUZZLEFLASH)
674 e->persistent.muzzleflash = 1.0f;
675 if (e->render.effects & EF_DIMLIGHT)
677 dlightradius = max(dlightradius, 200);
678 dlightcolor[0] += 1.50f;
679 dlightcolor[1] += 1.50f;
680 dlightcolor[2] += 1.50f;
682 if (e->render.effects & EF_BRIGHTLIGHT)
684 dlightradius = max(dlightradius, 400);
685 dlightcolor[0] += 3.00f;
686 dlightcolor[1] += 3.00f;
687 dlightcolor[2] += 3.00f;
689 // LordHavoc: more effects
690 if (e->render.effects & EF_RED) // red
692 dlightradius = max(dlightradius, 200);
693 dlightcolor[0] += 1.50f;
694 dlightcolor[1] += 0.15f;
695 dlightcolor[2] += 0.15f;
697 if (e->render.effects & EF_BLUE) // blue
699 dlightradius = max(dlightradius, 200);
700 dlightcolor[0] += 0.15f;
701 dlightcolor[1] += 0.15f;
702 dlightcolor[2] += 1.50f;
704 if (e->render.effects & EF_FLAME)
706 mins[0] = origin[0] - 16.0f;
707 mins[1] = origin[1] - 16.0f;
708 mins[2] = origin[2] - 16.0f;
709 maxs[0] = origin[0] + 16.0f;
710 maxs[1] = origin[1] + 16.0f;
711 maxs[2] = origin[2] + 16.0f;
712 // how many flames to make
713 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
714 CL_FlameCube(mins, maxs, temp);
715 d = lhrandom(0.75f, 1);
716 dlightradius = max(dlightradius, 200);
717 dlightcolor[0] += d * 2.0f;
718 dlightcolor[1] += d * 1.5f;
719 dlightcolor[2] += d * 0.5f;
721 if (e->render.effects & EF_STARDUST)
723 mins[0] = origin[0] - 16.0f;
724 mins[1] = origin[1] - 16.0f;
725 mins[2] = origin[2] - 16.0f;
726 maxs[0] = origin[0] + 16.0f;
727 maxs[1] = origin[1] + 16.0f;
728 maxs[2] = origin[2] + 16.0f;
729 // how many particles to make
730 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
731 CL_Stardust(mins, maxs, temp);
732 dlightradius = max(dlightradius, 200);
733 dlightcolor[0] += 1.0f;
734 dlightcolor[1] += 0.7f;
735 dlightcolor[2] += 0.3f;
738 // muzzleflash fades over time, and is offset a bit
739 if (e->persistent.muzzleflash > 0)
741 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
742 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
743 tempmatrix = e->render.matrix;
744 tempmatrix.m[0][3] = v[0];
745 tempmatrix.m[1][3] = v[1];
746 tempmatrix.m[2][3] = v[2];
747 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
748 e->persistent.muzzleflash -= cl.frametime * 10;
750 // LordHavoc: if the model has no flags, don't check each
751 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
753 if (e->render.model->flags & EF_GIB)
755 else if (e->render.model->flags & EF_ZOMGIB)
757 else if (e->render.model->flags & EF_TRACER)
760 dlightradius = max(dlightradius, 100);
761 dlightcolor[0] += 0.25f;
762 dlightcolor[1] += 1.00f;
763 dlightcolor[2] += 0.25f;
765 else if (e->render.model->flags & EF_TRACER2)
768 dlightradius = max(dlightradius, 100);
769 dlightcolor[0] += 1.00f;
770 dlightcolor[1] += 0.60f;
771 dlightcolor[2] += 0.20f;
773 else if (e->render.model->flags & EF_ROCKET)
776 dlightradius = max(dlightradius, 200);
777 dlightcolor[0] += 3.00f;
778 dlightcolor[1] += 1.50f;
779 dlightcolor[2] += 0.50f;
781 else if (e->render.model->flags & EF_GRENADE)
783 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
784 trailtype = e->render.alpha == -1 ? 7 : 1;
786 else if (e->render.model->flags & EF_TRACER3)
789 if (gamemode == GAME_PRYDON)
791 dlightradius = max(dlightradius, 100);
792 dlightcolor[0] += 0.30f;
793 dlightcolor[1] += 0.60f;
794 dlightcolor[2] += 1.20f;
798 dlightradius = max(dlightradius, 200);
799 dlightcolor[0] += 1.20f;
800 dlightcolor[1] += 0.50f;
801 dlightcolor[2] += 1.00f;
805 // LordHavoc: customizable glow
806 if (e->state_current.glowsize)
808 // * 4 for the expansion from 0-255 to 0-1023 range,
809 // / 255 to scale down byte colors
810 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
811 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
813 // make the glow dlight
814 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
816 //dlightmatrix = e->render.matrix;
817 // hack to make glowing player light shine on their gun
818 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
819 // dlightmatrix.m[2][3] += 30;
820 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1);
823 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
826 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
827 light[3] = e->state_current.light[3];
828 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
829 VectorSet(light, 1, 1, 1);
832 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
834 // trails need the previous frame
835 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
837 if (e->render.flags & RENDER_GLOWTRAIL)
838 CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
839 else if (trailtype >= 0)
840 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
842 VectorCopy(origin, e->persistent.trail_origin);
843 // note: the cl.viewentity and intermission check is to hide player
844 // shadow during intermission and during the Nehahra movie and
845 // Nehahra cinematics
846 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
847 && (e->render.alpha == 1)
848 && !(e->render.flags & RENDER_VIEWMODEL)
849 && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
850 e->render.flags |= RENDER_SHADOW;
851 if (!(e->render.effects & EF_FULLBRIGHT))
852 e->render.flags |= RENDER_LIGHT;
853 // as soon as player is known we can call V_CalcRefDef
854 if ((e - cl_entities) == cl.viewentity)
856 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
857 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
858 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
859 e->render.effects |= EF_ADDITIVE;
860 // don't show entities with no modelindex (note: this still shows
861 // entities which have a modelindex that resolved to a NULL model)
862 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
863 r_refdef.entities[r_refdef.numentities++] = &e->render;
864 if (cl_num_entities < e->state_current.number + 1)
865 cl_num_entities = e->state_current.number + 1;
866 //if (cl.viewentity && e - cl_entities == cl.viewentity)
867 // Matrix4x4_Print(&e->render.matrix);
871 void CL_RelinkWorld(void)
873 entity_t *ent = &cl_entities[0];
874 if (cl_num_entities < 1)
876 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
877 // FIXME: this should be done at load
878 Matrix4x4_CreateIdentity(&ent->render.matrix);
879 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
880 CL_BoundingBoxForEntity(&ent->render);
883 static void CL_RelinkStaticEntities(void)
886 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
888 Mod_CheckLoaded(cl_static_entities[i].render.model);
889 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
898 static void CL_RelinkNetworkEntities(void)
904 ent->state_previous = ent->state_current;
905 ClearStateToDefault(&ent->state_current);
906 ent->state_current.time = cl.time;
907 ent->state_current.number = -1;
908 ent->state_current.active = true;
909 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
910 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
911 ent->state_current.flags = RENDER_VIEWMODEL;
912 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
913 ent->state_current.modelindex = 0;
914 else if (cl.items & IT_INVISIBILITY)
916 if (gamemode == GAME_TRANSFUSION)
917 ent->state_current.alpha = 128;
919 ent->state_current.modelindex = 0;
922 // start on the entity after the world
923 entitylinkframenumber++;
924 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
926 if (cl_entities_active[i])
928 if (ent->state_current.active)
929 CL_LinkNetworkEntity(ent);
931 cl_entities_active[i] = false;
934 CL_LinkNetworkEntity(&cl.viewent);
937 static void CL_RelinkEffects(void)
944 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
948 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
950 if (intframe < 0 || intframe >= e->endframe)
952 memset(e, 0, sizeof(*e));
956 if (intframe != e->frame)
959 e->frame1time = e->frame2time;
960 e->frame2time = cl.time;
963 // if we're drawing effects, get a new temp entity
964 // (NewTempEntity adds it to the render entities list for us)
965 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
967 // interpolation stuff
968 ent->render.frame1 = intframe;
969 ent->render.frame2 = intframe + 1;
970 if (ent->render.frame2 >= e->endframe)
971 ent->render.frame2 = -1; // disappear
972 ent->render.framelerp = frame - intframe;
973 ent->render.frame1time = e->frame1time;
974 ent->render.frame2time = e->frame2time;
977 ent->render.model = cl.model_precache[e->modelindex];
978 ent->render.frame = ent->render.frame2;
979 ent->render.colormap = -1; // no special coloring
980 ent->render.alpha = 1;
982 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
983 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
984 CL_BoundingBoxForEntity(&ent->render);
990 void CL_RelinkBeams(void)
999 matrix4x4_t tempmatrix;
1001 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1003 if (!b->model || b->endtime < cl.time)
1006 // if coming from the player, update the start position
1007 //if (b->entity == cl.viewentity)
1008 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1009 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1011 entity_state_t *p = &cl_entities[b->entity].state_previous;
1012 //entity_state_t *c = &cl_entities[b->entity].state_current;
1013 entity_render_t *r = &cl_entities[b->entity].render;
1014 matrix4x4_t matrix, imatrix;
1015 if (b->relativestartvalid == 2)
1017 // not really valid yet, we need to get the orientation now
1018 // (ParseBeam flagged this because it is received before
1019 // entities are received, by now they have been received)
1020 // note: because players create lightning in their think
1021 // function (which occurs before movement), they actually
1022 // have some lag in it's location, so compare to the
1023 // previous player state, not the latest
1024 if (b->entity == cl.viewentity)
1025 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1027 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1028 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1029 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1030 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1031 b->relativestartvalid = 1;
1035 if (b->entity == cl.viewentity)
1036 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1038 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1039 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1040 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1046 if (cl_beams_lightatend.integer)
1048 // FIXME: create a matrix from the beam start/end orientation
1049 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1050 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
1052 if (cl_beams_polygons.integer)
1056 // calculate pitch and yaw
1057 VectorSubtract (b->end, b->start, dist);
1059 if (dist[1] == 0 && dist[0] == 0)
1069 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1073 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1074 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1079 // add new entities for the lightning
1080 VectorCopy (b->start, org);
1081 d = VectorNormalizeLength(dist);
1084 ent = CL_NewTempEntity ();
1087 //VectorCopy (org, ent->render.origin);
1088 ent->render.model = b->model;
1089 ent->render.effects = EF_FULLBRIGHT;
1090 //ent->render.angles[0] = pitch;
1091 //ent->render.angles[1] = yaw;
1092 //ent->render.angles[2] = rand()%360;
1093 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1094 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1095 CL_BoundingBoxForEntity(&ent->render);
1096 VectorMA(org, 30, dist, org);
1102 void CL_LerpPlayer(float frac)
1107 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1109 for (i = 0;i < 3;i++)
1110 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1112 if (cls.demoplayback)
1114 // interpolate the angles
1115 for (i = 0;i < 3;i++)
1117 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1122 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1131 Read all incoming data from the server
1134 int CL_ReadFromServer(void)
1136 CL_ReadDemoMessage();
1138 r_refdef.numentities = 0;
1139 cl_num_entities = 0;
1140 cl_num_brushmodel_entities = 0;
1142 if (cls.state == ca_connected && cls.signon == SIGNONS)
1144 // prepare for a new frame
1145 CL_LerpPlayer(CL_LerpPoint());
1147 CL_ClearTempEntities();
1151 // relink network entities (note: this sets up the view!)
1152 CL_RelinkNetworkEntities();
1160 CL_RelinkStaticEntities();
1164 // run cgame code (which can add more entities)
1167 // update view blend
1179 void CL_SendCmd(usercmd_t *cmd)
1181 if (cls.signon == SIGNONS)
1184 if (cls.demoplayback)
1186 SZ_Clear(&cls.message);
1190 // send the reliable message (forwarded commands) if there is one
1191 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1193 if (developer.integer)
1195 Con_Print("CL_SendCmd: sending reliable message:\n");
1196 SZ_HexDumpToConsole(&cls.message);
1198 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1199 Host_Error("CL_WriteToServer: lost server connection");
1200 SZ_Clear(&cls.message);
1204 // LordHavoc: pausedemo command
1205 static void CL_PauseDemo_f (void)
1207 cls.demopaused = !cls.demopaused;
1209 Con_Print("Demo paused\n");
1211 Con_Print("Demo unpaused\n");
1215 ======================
1217 ======================
1219 static void CL_Fog_f (void)
1221 if (Cmd_Argc () == 1)
1223 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1226 fog_density = atof(Cmd_Argv(1));
1227 fog_red = atof(Cmd_Argv(2));
1228 fog_green = atof(Cmd_Argv(3));
1229 fog_blue = atof(Cmd_Argv(4));
1239 cl_entities_mempool = Mem_AllocPool("client entities");
1240 cl_refdef_mempool = Mem_AllocPool("refdef");
1242 memset(&r_refdef, 0, sizeof(r_refdef));
1243 // max entities sent to renderer per frame
1244 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1245 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1246 // 256k drawqueue buffer
1247 r_refdef.maxdrawqueuesize = 256 * 1024;
1248 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1250 SZ_Alloc (&cls.message, 1024, "cls.message");
1256 // register our commands
1258 Cvar_RegisterVariable (&cl_upspeed);
1259 Cvar_RegisterVariable (&cl_forwardspeed);
1260 Cvar_RegisterVariable (&cl_backspeed);
1261 Cvar_RegisterVariable (&cl_sidespeed);
1262 Cvar_RegisterVariable (&cl_movespeedkey);
1263 Cvar_RegisterVariable (&cl_yawspeed);
1264 Cvar_RegisterVariable (&cl_pitchspeed);
1265 Cvar_RegisterVariable (&cl_anglespeedkey);
1266 Cvar_RegisterVariable (&cl_shownet);
1267 Cvar_RegisterVariable (&cl_nolerp);
1268 Cvar_RegisterVariable (&lookspring);
1269 Cvar_RegisterVariable (&lookstrafe);
1270 Cvar_RegisterVariable (&sensitivity);
1271 Cvar_RegisterVariable (&freelook);
1273 Cvar_RegisterVariable (&m_pitch);
1274 Cvar_RegisterVariable (&m_yaw);
1275 Cvar_RegisterVariable (&m_forward);
1276 Cvar_RegisterVariable (&m_side);
1278 Cvar_RegisterVariable (&cl_itembobspeed);
1279 Cvar_RegisterVariable (&cl_itembobheight);
1281 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1282 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1283 Cmd_AddCommand ("record", CL_Record_f);
1284 Cmd_AddCommand ("stop", CL_Stop_f);
1285 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1286 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1288 Cmd_AddCommand ("fog", CL_Fog_f);
1290 // LordHavoc: added pausedemo
1291 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1293 Cvar_RegisterVariable(&r_draweffects);
1294 Cvar_RegisterVariable(&cl_explosions);
1295 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1296 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1297 Cvar_RegisterVariable(&cl_explosions_size_start);
1298 Cvar_RegisterVariable(&cl_explosions_size_end);
1299 Cvar_RegisterVariable(&cl_explosions_lifetime);
1300 Cvar_RegisterVariable(&cl_stainmaps);
1301 Cvar_RegisterVariable(&cl_beams_polygons);
1302 Cvar_RegisterVariable(&cl_beams_relative);
1303 Cvar_RegisterVariable(&cl_beams_lightatend);
1304 Cvar_RegisterVariable(&cl_noplayershadow);
1307 CL_Particles_Init();