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 Mem_EmptyPool(cl_entities_mempool);
103 // wipe the entire cl structure
104 memset (&cl, 0, sizeof(cl));
106 SZ_Clear (&cls.message);
109 cl_num_static_entities = 0;
110 cl_num_temp_entities = 0;
111 cl_num_brushmodel_entities = 0;
113 // tweak these if the game runs out
114 cl_max_entities = MAX_EDICTS;
115 cl_max_static_entities = 256;
116 cl_max_temp_entities = 512;
117 cl_max_effects = 256;
119 cl_max_dlights = MAX_DLIGHTS;
120 cl_max_lightstyle = MAX_LIGHTSTYLES;
121 cl_max_brushmodel_entities = MAX_EDICTS;
123 cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
124 cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
125 cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
126 cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
127 cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
128 cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
129 cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
130 cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
131 cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
135 CL_Particles_Clear();
137 // LordHavoc: have to set up the baseline info for alpha and other stuff
138 for (i = 0;i < cl_max_entities;i++)
140 ClearStateToDefault(&cl_entities[i].state_baseline);
141 ClearStateToDefault(&cl_entities[i].state_previous);
142 ClearStateToDefault(&cl_entities[i].state_current);
149 =====================
152 Sends a disconnect message to the server
153 This is also called on Host_Error, so it shouldn't cause any errors
154 =====================
156 void CL_Disconnect(void)
158 if (cls.state == ca_dedicated)
161 // stop sounds (especially looping!)
162 S_StopAllSounds (true);
164 // clear contents blends
165 cl.cshifts[0].percent = 0;
166 cl.cshifts[1].percent = 0;
167 cl.cshifts[2].percent = 0;
168 cl.cshifts[3].percent = 0;
170 cl.worldmodel = NULL;
172 if (cls.demoplayback)
176 if (cls.demorecording)
179 Con_DPrintf("Sending clc_disconnect\n");
180 SZ_Clear(&cls.message);
181 MSG_WriteByte(&cls.message, clc_disconnect);
182 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
183 SZ_Clear(&cls.message);
184 NetConn_Close(cls.netcon);
186 // if running a local server, shut it down
189 // prevent this code from executing again during Host_ShutdownServer
190 cls.state = ca_disconnected;
191 Host_ShutdownServer(false);
194 cls.state = ca_disconnected;
196 cls.demoplayback = cls.timedemo = false;
200 void CL_Disconnect_f(void)
204 Host_ShutdownServer (false);
211 =====================
212 CL_EstablishConnection
214 Host should be either "local" or a net address
215 =====================
217 void CL_EstablishConnection(const char *host)
219 if (cls.state == ca_dedicated)
222 // clear menu's connect error message
223 m_return_reason[0] = 0;
225 // stop demo loop in case this fails
229 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
231 cls.connect_trying = true;
232 cls.connect_remainingtries = 3;
233 cls.connect_nextsendtime = 0;
236 NetConn_ClientFrame();
237 NetConn_ServerFrame();
238 NetConn_ClientFrame();
239 NetConn_ServerFrame();
240 NetConn_ClientFrame();
241 NetConn_ServerFrame();
242 NetConn_ClientFrame();
243 NetConn_ServerFrame();
253 static void CL_PrintEntities_f(void)
259 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
261 if (!ent->state_current.active)
264 if (ent->render.model)
265 strncpy(name, ent->render.model->name, 25);
267 strcpy(name, "--no model--");
269 for (j = strlen(name);j < 25;j++)
271 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);
275 //static const vec3_t nomodelmins = {-16, -16, -16};
276 //static const vec3_t nomodelmaxs = {16, 16, 16};
277 void CL_BoundingBoxForEntity(entity_render_t *ent)
281 //if (ent->angles[0] || ent->angles[2])
282 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
285 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
286 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
287 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
288 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
289 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
290 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
291 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
292 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
294 //else if (ent->angles[1])
295 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
298 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
299 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
300 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
301 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
302 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
303 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
304 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
305 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
309 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
310 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
311 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
312 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
313 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
314 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
315 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
316 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
321 ent->mins[0] = ent->matrix.m[0][3] - 16;
322 ent->mins[1] = ent->matrix.m[1][3] - 16;
323 ent->mins[2] = ent->matrix.m[2][3] - 16;
324 ent->maxs[0] = ent->matrix.m[0][3] + 16;
325 ent->maxs[1] = ent->matrix.m[1][3] + 16;
326 ent->maxs[2] = ent->matrix.m[2][3] + 16;
327 //VectorAdd(ent->origin, nomodelmins, ent->mins);
328 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
336 Determines the fraction between the last two messages that the objects
340 static float CL_LerpPoint(void)
344 // dropped packet, or start of demo
345 if (cl.mtime[1] < cl.mtime[0] - 0.1)
346 cl.mtime[1] = cl.mtime[0] - 0.1;
348 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
350 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
351 f = cl.mtime[0] - cl.mtime[1];
352 if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
354 cl.time = cl.mtime[0];
358 f = (cl.time - cl.mtime[1]) / f;
359 return bound(0, f, 1);
362 void CL_ClearTempEntities (void)
364 cl_num_temp_entities = 0;
367 entity_t *CL_NewTempEntity(void)
371 if (r_refdef.numentities >= r_refdef.maxentities)
373 if (cl_num_temp_entities >= cl_max_temp_entities)
375 ent = &cl_temp_entities[cl_num_temp_entities++];
376 memset (ent, 0, sizeof(*ent));
377 r_refdef.entities[r_refdef.numentities++] = &ent->render;
379 ent->render.colormap = -1; // no special coloring
380 ent->render.scale = 1;
381 ent->render.alpha = 1;
385 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
389 if (!modelindex) // sanity check
391 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
396 VectorCopy(org, e->origin);
397 e->modelindex = modelindex;
398 e->starttime = cl.time;
399 e->startframe = startframe;
400 e->endframe = startframe + framecount;
401 e->framerate = framerate;
404 e->frame1time = cl.time;
405 e->frame2time = cl.time;
410 void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
416 // first look for an exact key match
420 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
426 // then look for anything else
428 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
432 // unable to find one
436 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
437 memset (dl, 0, sizeof(*dl));
439 CL_FindNonSolidLocation(org, dl->origin, 6);
440 //VectorCopy(org, dl->origin);
443 dl->color[1] = green;
447 dl->die = cl.time + lifetime;
452 void CL_DecayLights(void)
458 time = cl.time - cl.oldtime;
461 for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
465 if (dl->die < cl.time)
471 dl->radius -= time*dl->decay;
477 extern qboolean Nehahrademcompatibility;
478 #define MAXVIEWMODELS 32
479 entity_t *viewmodels[MAXVIEWMODELS];
482 matrix4x4_t viewmodelmatrix;
484 static int entitylinkframenumber;
486 static const vec3_t muzzleflashorigin = {18, 0, 0};
488 extern void V_DriftPitch(void);
489 extern void V_FadeViewFlashs(void);
490 extern void V_CalcViewBlend(void);
492 extern void V_CalcRefdef(void);
493 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
494 void CL_LinkNetworkEntity(entity_t *e)
496 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
497 int j, k, l, trailtype, temp;
498 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
501 //entity_persistent_t *p = &e->persistent;
502 //entity_render_t *r = &e->render;
503 if (e->persistent.linkframe != entitylinkframenumber)
505 e->persistent.linkframe = entitylinkframenumber;
506 // skip inactive entities and world
507 if (!e->state_current.active || e == cl_entities)
509 if (e->render.flags & RENDER_VIEWMODEL)
511 if (cl.stats[STAT_HEALTH] <= 0 || !r_drawviewmodel.integer || chase_active.integer || envmap || (cl.items & IT_INVISIBILITY))
514 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
515 matrix = &viewmodelmatrix;
516 if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
518 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
519 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
524 t = cl_entities + e->state_current.tagentity;
525 if (!t->state_current.active)
527 // note: this can link to world
528 CL_LinkNetworkEntity(t);
529 // make relative to the entity
530 matrix = &t->render.matrix;
531 // if a valid tagindex is used, make it relative to that tag instead
532 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
534 // blend the matrices
535 memset(&blendmatrix, 0, sizeof(blendmatrix));
536 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
538 matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
539 d = t->render.frameblend[j].lerp;
540 for (l = 0;l < 4;l++)
541 for (k = 0;k < 4;k++)
542 blendmatrix.m[l][k] += d * matrix->m[l][k];
544 // concat the tag matrices onto the entity matrix
545 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
546 // use the constructed tag matrix
547 matrix = &tempmatrix;
550 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
551 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
552 e->render.flags = e->state_current.flags;
553 if (e - cl_entities == cl.viewentity)
554 e->render.flags |= RENDER_EXTERIORMODEL;
555 e->render.effects = e->state_current.effects;
556 if (e->state_current.flags & RENDER_COLORMAPPED)
557 e->render.colormap = e->state_current.colormap;
558 else if (cl.scores != NULL && e->state_current.colormap)
559 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
561 e->render.colormap = -1; // no special coloring
562 e->render.skinnum = e->state_current.skin;
563 // set up the render matrix
564 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
567 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
569 // interpolate the origin and angles
570 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
571 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
572 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
573 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
574 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
575 VectorMA(e->persistent.oldangles, lerp, delta, angles);
580 VectorCopy(e->persistent.neworigin, origin);
581 VectorCopy(e->persistent.newangles, angles);
584 if (e->render.frame2 == e->state_current.frame)
586 // update frame lerp fraction
587 e->render.framelerp = 1;
588 if (e->render.frame2time > e->render.frame1time)
590 e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
591 e->render.framelerp = bound(0, e->render.framelerp, 1);
596 // begin a new frame lerp
597 e->render.frame1 = e->render.frame2;
598 e->render.frame1time = e->render.frame2time;
599 e->render.frame = e->render.frame2 = e->state_current.frame;
600 e->render.frame2time = cl.time;
601 e->render.framelerp = 0;
607 VectorCopy(e->persistent.neworigin, origin);
608 VectorCopy(e->persistent.newangles, angles);
609 e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
610 e->render.frame1time = e->render.frame2time = cl.time;
611 e->render.framelerp = 1;
614 e->render.model = cl.model_precache[e->state_current.modelindex];
617 Mod_CheckLoaded(e->render.model);
618 if (e->render.model->type != mod_brush)
619 angles[0] = -angles[0];
620 if (e->render.model->flags & EF_ROTATE)
622 angles[1] = ANGLEMOD(100*cl.time);
623 if (cl_itembobheight.value)
624 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
628 R_LerpAnimation(&e->render);
630 // FIXME: e->render.scale should go away
631 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
632 // concat the matrices to make the entity relative to its tag
633 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
634 // make the other useful stuff
635 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
636 CL_BoundingBoxForEntity(&e->render);
638 // handle effects now that we know where this entity is in the world...
639 origin[0] = e->render.matrix.m[0][3];
640 origin[1] = e->render.matrix.m[1][3];
641 origin[2] = e->render.matrix.m[2][3];
646 // LordHavoc: if the entity has no effects, don't check each
647 if (e->render.effects)
649 if (e->render.effects & EF_BRIGHTFIELD)
651 if (gamemode == GAME_NEXUIZ)
653 dlightcolor[0] += 100.0f;
654 dlightcolor[1] += 200.0f;
655 dlightcolor[2] += 400.0f;
659 CL_EntityParticles(e);
661 if (e->render.effects & EF_MUZZLEFLASH)
662 e->persistent.muzzleflash = 100.0f;
663 if (e->render.effects & EF_DIMLIGHT)
665 dlightcolor[0] += 200.0f;
666 dlightcolor[1] += 200.0f;
667 dlightcolor[2] += 200.0f;
669 if (e->render.effects & EF_BRIGHTLIGHT)
671 dlightcolor[0] += 400.0f;
672 dlightcolor[1] += 400.0f;
673 dlightcolor[2] += 400.0f;
675 // LordHavoc: more effects
676 if (e->render.effects & EF_RED) // red
678 dlightcolor[0] += 200.0f;
679 dlightcolor[1] += 20.0f;
680 dlightcolor[2] += 20.0f;
682 if (e->render.effects & EF_BLUE) // blue
684 dlightcolor[0] += 20.0f;
685 dlightcolor[1] += 20.0f;
686 dlightcolor[2] += 200.0f;
688 if (e->render.effects & EF_FLAME)
690 mins[0] = origin[0] - 16.0f;
691 mins[1] = origin[1] - 16.0f;
692 mins[2] = origin[2] - 16.0f;
693 maxs[0] = origin[0] + 16.0f;
694 maxs[1] = origin[1] + 16.0f;
695 maxs[2] = origin[2] + 16.0f;
696 // how many flames to make
697 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
698 CL_FlameCube(mins, maxs, temp);
699 d = lhrandom(200, 250);
700 dlightcolor[0] += d * 1.0f;
701 dlightcolor[1] += d * 0.7f;
702 dlightcolor[2] += d * 0.3f;
704 if (e->render.effects & EF_STARDUST)
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 particles to make
713 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
714 CL_Stardust(mins, maxs, temp);
716 dlightcolor[0] += d * 1.0f;
717 dlightcolor[1] += d * 0.7f;
718 dlightcolor[2] += d * 0.3f;
721 // muzzleflash fades over time, and is offset a bit
722 if (e->persistent.muzzleflash > 0)
724 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
725 CL_TraceLine(origin, v2, v, NULL, 0, true, NULL);
726 CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
727 e->persistent.muzzleflash -= cl.frametime * 1000;
729 // LordHavoc: if the model has no flags, don't check each
730 if (e->render.model && e->render.model->flags)
732 if (e->render.model->flags & EF_GIB)
734 else if (e->render.model->flags & EF_ZOMGIB)
736 else if (e->render.model->flags & EF_TRACER)
739 dlightcolor[0] += 0x10;
740 dlightcolor[1] += 0x40;
741 dlightcolor[2] += 0x10;
743 else if (e->render.model->flags & EF_TRACER2)
746 dlightcolor[0] += 0x50;
747 dlightcolor[1] += 0x30;
748 dlightcolor[2] += 0x10;
750 else if (e->render.model->flags & EF_ROCKET)
753 dlightcolor[0] += 200.0f;
754 dlightcolor[1] += 160.0f;
755 dlightcolor[2] += 80.0f;
757 else if (e->render.model->flags & EF_GRENADE)
759 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
760 trailtype = e->render.alpha == -1 ? 7 : 1;
762 else if (e->render.model->flags & EF_TRACER3)
765 dlightcolor[0] += 0x50;
766 dlightcolor[1] += 0x20;
767 dlightcolor[2] += 0x40;
770 // LordHavoc: customizable glow
771 if (e->state_current.glowsize)
773 // * 4 for the expansion from 0-255 to 0-1023 range,
774 // / 255 to scale down byte colors
775 VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
778 if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
780 VectorCopy(origin, v);
781 // hack to make glowing player light shine on their gun
782 if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
784 CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
786 // trails need the previous frame
787 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
789 if (e->render.flags & RENDER_GLOWTRAIL)
790 CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
791 else if (trailtype >= 0)
792 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
794 VectorCopy(origin, e->persistent.trail_origin);
795 // note: the cl.viewentity and intermission check is to hide player
796 // shadow during intermission and during the Nehahra movie and
797 // Nehahra cinematics
798 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
799 && (e->render.alpha == 1)
800 && !(e->render.flags & RENDER_VIEWMODEL)
801 && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
802 e->render.flags |= RENDER_SHADOW;
803 // as soon as player is known we can call V_CalcRefDef
804 if ((e - cl_entities) == cl.viewentity)
806 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->type == mod_brush)
807 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
808 // don't show entities with no modelindex (note: this still shows
809 // entities which have a modelindex that resolved to a NULL model)
810 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
811 r_refdef.entities[r_refdef.numentities++] = &e->render;
812 if (cl_num_entities < e->state_current.number + 1)
813 cl_num_entities = e->state_current.number + 1;
817 void CL_RelinkWorld(void)
819 entity_t *ent = &cl_entities[0];
820 if (cl_num_entities < 1)
822 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
823 // FIXME: this should be done at load
824 Matrix4x4_CreateIdentity(&ent->render.matrix);
825 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
826 CL_BoundingBoxForEntity(&ent->render);
829 static void CL_RelinkStaticEntities(void)
832 for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
834 Mod_CheckLoaded(cl_static_entities[i].render.model);
835 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
844 static void CL_RelinkNetworkEntities(void)
850 ent->state_previous = ent->state_current;
851 ClearStateToDefault(&ent->state_current);
852 ent->state_current.time = cl.time;
853 ent->state_current.number = -1;
854 ent->state_current.active = true;
855 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
856 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
857 ent->state_current.flags = RENDER_VIEWMODEL;
859 // start on the entity after the world
860 entitylinkframenumber++;
861 for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
863 if (cl_entities_active[i])
865 if (ent->state_current.active)
866 CL_LinkNetworkEntity(ent);
868 cl_entities_active[i] = false;
871 CL_LinkNetworkEntity(&cl.viewent);
874 static void CL_RelinkEffects(void)
881 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
885 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
887 if (intframe < 0 || intframe >= e->endframe)
889 memset(e, 0, sizeof(*e));
893 if (intframe != e->frame)
896 e->frame1time = e->frame2time;
897 e->frame2time = cl.time;
900 // if we're drawing effects, get a new temp entity
901 // (NewTempEntity adds it to the render entities list for us)
902 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
904 // interpolation stuff
905 ent->render.frame1 = intframe;
906 ent->render.frame2 = intframe + 1;
907 if (ent->render.frame2 >= e->endframe)
908 ent->render.frame2 = -1; // disappear
909 ent->render.framelerp = frame - intframe;
910 ent->render.frame1time = e->frame1time;
911 ent->render.frame2time = e->frame2time;
914 ent->render.model = cl.model_precache[e->modelindex];
915 ent->render.frame = ent->render.frame2;
916 ent->render.colormap = -1; // no special coloring
917 ent->render.alpha = 1;
919 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
920 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
921 CL_BoundingBoxForEntity(&ent->render);
927 void CL_RelinkBeams(void)
937 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
939 if (!b->model || b->endtime < cl.time)
942 // if coming from the player, update the start position
943 //if (b->entity == cl.viewentity)
944 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
945 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
947 entity_state_t *p = &cl_entities[b->entity].state_previous;
948 //entity_state_t *c = &cl_entities[b->entity].state_current;
949 entity_render_t *r = &cl_entities[b->entity].render;
950 matrix4x4_t matrix, imatrix;
951 if (b->relativestartvalid == 2)
953 // not really valid yet, we need to get the orientation now
954 // (ParseBeam flagged this because it is received before
955 // entities are received, by now they have been received)
956 // note: because players create lightning in their think
957 // function (which occurs before movement), they actually
958 // have some lag in it's location, so compare to the
959 // previous player state, not the latest
960 if (b->entity == cl.viewentity)
961 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
963 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
964 Matrix4x4_Invert_Simple(&imatrix, &matrix);
965 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
966 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
967 b->relativestartvalid = 1;
971 if (b->entity == cl.viewentity)
972 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
974 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
975 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
976 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
982 if (cl_beams_lightatend.integer)
983 CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
984 if (cl_beams_polygons.integer)
988 // calculate pitch and yaw
989 VectorSubtract (b->end, b->start, dist);
991 if (dist[1] == 0 && dist[0] == 0)
1001 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1005 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1006 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1011 // add new entities for the lightning
1012 VectorCopy (b->start, org);
1013 d = VectorNormalizeLength(dist);
1016 ent = CL_NewTempEntity ();
1019 //VectorCopy (org, ent->render.origin);
1020 ent->render.model = b->model;
1021 ent->render.effects = EF_FULLBRIGHT;
1022 //ent->render.angles[0] = pitch;
1023 //ent->render.angles[1] = yaw;
1024 //ent->render.angles[2] = rand()%360;
1025 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1026 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1027 CL_BoundingBoxForEntity(&ent->render);
1028 VectorMA(org, 30, dist, org);
1034 void CL_LerpPlayer(float frac)
1039 cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1041 for (i = 0;i < 3;i++)
1042 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1044 if (cls.demoplayback)
1046 // interpolate the angles
1047 for (i = 0;i < 3;i++)
1049 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1054 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1063 Read all incoming data from the server
1066 int CL_ReadFromServer(void)
1068 CL_ReadDemoMessage();
1070 r_refdef.numentities = 0;
1071 cl_num_entities = 0;
1072 cl_num_brushmodel_entities = 0;
1074 if (cls.state == ca_connected && cls.signon == SIGNONS)
1076 // prepare for a new frame
1077 CL_LerpPlayer(CL_LerpPoint());
1079 CL_ClearTempEntities();
1083 // relink network entities (note: this sets up the view!)
1084 CL_RelinkNetworkEntities();
1091 CL_RelinkStaticEntities();
1095 // run cgame code (which can add more entities)
1098 // update view blend
1110 void CL_SendCmd(void)
1114 if (cls.signon == SIGNONS)
1116 // get basic movement from keyboard
1119 // OS independent code
1122 // allow mice or other external controllers to add to the move
1125 // OS independent code
1128 // send the unreliable message
1132 if (cls.demoplayback)
1134 SZ_Clear(&cls.message);
1138 // send the reliable message (forwarded commands) if there is one
1139 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1141 if (developer.integer)
1143 Con_Printf("CL_SendCmd: sending reliable message:\n");
1144 SZ_HexDumpToConsole(&cls.message);
1146 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1147 Host_Error("CL_WriteToServer: lost server connection");
1148 SZ_Clear(&cls.message);
1152 // LordHavoc: pausedemo command
1153 static void CL_PauseDemo_f (void)
1155 cls.demopaused = !cls.demopaused;
1157 Con_Printf("Demo paused\n");
1159 Con_Printf("Demo unpaused\n");
1163 ======================
1165 ======================
1167 static void CL_Fog_f (void)
1169 if (Cmd_Argc () == 1)
1171 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1174 fog_density = atof(Cmd_Argv(1));
1175 fog_red = atof(Cmd_Argv(2));
1176 fog_green = atof(Cmd_Argv(3));
1177 fog_blue = atof(Cmd_Argv(4));
1187 cl_entities_mempool = Mem_AllocPool("client entities");
1188 cl_refdef_mempool = Mem_AllocPool("refdef");
1190 memset(&r_refdef, 0, sizeof(r_refdef));
1191 // max entities sent to renderer per frame
1192 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1193 r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1194 // 256k drawqueue buffer
1195 r_refdef.maxdrawqueuesize = 256 * 1024;
1196 r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1198 SZ_Alloc (&cls.message, 1024, "cls.message");
1204 // register our commands
1206 Cvar_RegisterVariable (&cl_upspeed);
1207 Cvar_RegisterVariable (&cl_forwardspeed);
1208 Cvar_RegisterVariable (&cl_backspeed);
1209 Cvar_RegisterVariable (&cl_sidespeed);
1210 Cvar_RegisterVariable (&cl_movespeedkey);
1211 Cvar_RegisterVariable (&cl_yawspeed);
1212 Cvar_RegisterVariable (&cl_pitchspeed);
1213 Cvar_RegisterVariable (&cl_anglespeedkey);
1214 Cvar_RegisterVariable (&cl_shownet);
1215 Cvar_RegisterVariable (&cl_nolerp);
1216 Cvar_RegisterVariable (&lookspring);
1217 Cvar_RegisterVariable (&lookstrafe);
1218 Cvar_RegisterVariable (&sensitivity);
1219 Cvar_RegisterVariable (&freelook);
1221 Cvar_RegisterVariable (&m_pitch);
1222 Cvar_RegisterVariable (&m_yaw);
1223 Cvar_RegisterVariable (&m_forward);
1224 Cvar_RegisterVariable (&m_side);
1226 Cvar_RegisterVariable (&cl_itembobspeed);
1227 Cvar_RegisterVariable (&cl_itembobheight);
1229 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1230 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1231 Cmd_AddCommand ("record", CL_Record_f);
1232 Cmd_AddCommand ("stop", CL_Stop_f);
1233 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1234 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1236 Cmd_AddCommand ("fog", CL_Fog_f);
1238 // LordHavoc: added pausedemo
1239 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1241 Cvar_RegisterVariable(&r_draweffects);
1242 Cvar_RegisterVariable(&cl_explosions);
1243 Cvar_RegisterVariable(&cl_stainmaps);
1244 Cvar_RegisterVariable(&cl_beams_polygons);
1245 Cvar_RegisterVariable(&cl_beams_relative);
1246 Cvar_RegisterVariable(&cl_beams_lightatend);
1247 Cvar_RegisterVariable(&cl_noplayershadow);
1250 CL_Particles_Init();