This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
// cl_main.c -- client main loop
#include "quakedef.h"
+#include "cl_collision.h"
+#include "cl_video.h"
+#include "image.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
-// these two are not intended to be set directly
-cvar_t cl_name = {"_cl_name", "player", true};
-cvar_t cl_color = {"_cl_color", "0", true};
-cvar_t cl_pmodel = {"_cl_pmodel", "0", true};
+cvar_t cl_shownet = {0, "cl_shownet","0"};
+cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
-cvar_t cl_shownet = {"cl_shownet","0"}; // can be 0, 1, or 2
-cvar_t cl_nolerp = {"cl_nolerp","0"};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
+cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
-cvar_t lookspring = {"lookspring","0", true};
-cvar_t lookstrafe = {"lookstrafe","0", true};
-cvar_t sensitivity = {"sensitivity","3", true};
+cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
+cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
+cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
-cvar_t m_pitch = {"m_pitch","0.022", true};
-cvar_t m_yaw = {"m_yaw","0.022", true};
-cvar_t m_forward = {"m_forward","1", true};
-cvar_t m_side = {"m_side","0.8", true};
+cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
+cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
+cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
+cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
+cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
+
+cvar_t r_draweffects = {0, "r_draweffects", "1"};
+
+cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+
+cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
+cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
+cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
+
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+
+mempool_t *cl_refdef_mempool;
+mempool_t *cl_entities_mempool;
client_static_t cls;
client_state_t cl;
-// FIXME: put these on hunk?
-efrag_t cl_efrags[MAX_EFRAGS];
-entity_t cl_entities[MAX_EDICTS];
-entity_t cl_static_entities[MAX_STATIC_ENTITIES];
-lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
-dlight_t cl_dlights[MAX_DLIGHTS];
-int cl_numvisedicts;
-entity_t *cl_visedicts[MAX_VISEDICTS];
+int cl_max_entities;
+int cl_max_static_entities;
+int cl_max_temp_entities;
+int cl_max_effects;
+int cl_max_beams;
+int cl_max_dlights;
+int cl_max_lightstyle;
+int cl_max_brushmodel_entities;
+
+entity_t *cl_entities;
+qbyte *cl_entities_active;
+entity_t *cl_static_entities;
+entity_t *cl_temp_entities;
+cl_effect_t *cl_effects;
+beam_t *cl_beams;
+dlight_t *cl_dlights;
+lightstyle_t *cl_lightstyle;
+entity_render_t **cl_brushmodel_entities;
+
+int cl_num_entities;
+int cl_num_static_entities;
+int cl_num_temp_entities;
+int cl_num_brushmodel_entities;
/*
=====================
=====================
*/
-void CL_ClearState (void)
+void CL_ClearState(void)
{
- int i;
+ int i;
if (!sv.active)
Host_ClearMemory ();
+ // note: this also gets rid of the entity database
+ Mem_EmptyPool(cl_entities_mempool);
+
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
SZ_Clear (&cls.message);
-// clear other arrays
- memset (cl_efrags, 0, sizeof(cl_efrags));
- memset (cl_entities, 0, sizeof(cl_entities));
- memset (cl_dlights, 0, sizeof(cl_dlights));
- memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
- memset (cl_temp_entities, 0, sizeof(cl_temp_entities));
- memset (cl_beams, 0, sizeof(cl_beams));
+ cl_num_entities = 0;
+ cl_num_static_entities = 0;
+ cl_num_temp_entities = 0;
+ cl_num_brushmodel_entities = 0;
+
+ // tweak these if the game runs out
+ cl_max_entities = MAX_EDICTS;
+ cl_max_static_entities = 256;
+ cl_max_temp_entities = 512;
+ cl_max_effects = 256;
+ cl_max_beams = 24;
+ cl_max_dlights = MAX_DLIGHTS;
+ cl_max_lightstyle = MAX_LIGHTSTYLES;
+ cl_max_brushmodel_entities = MAX_EDICTS;
+
+ cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
+ cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
+ cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
+ cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
+ cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
+ cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
+ cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
+ cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+ cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
+
+ CL_Screen_NewMap();
+
+ CL_Particles_Clear();
+
// LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < MAX_EDICTS;i++)
+ for (i = 0;i < cl_max_entities;i++)
{
- cl_entities[i].baseline.alpha = 255;
- cl_entities[i].baseline.scale = 16;
- cl_entities[i].baseline.glowsize = 0;
- cl_entities[i].baseline.glowcolor = 254;
- cl_entities[i].baseline.colormod = 255;
+ ClearStateToDefault(&cl_entities[i].state_baseline);
+ ClearStateToDefault(&cl_entities[i].state_previous);
+ ClearStateToDefault(&cl_entities[i].state_current);
}
-//
-// allocate the efrags and chain together into a free list
-//
- cl.free_efrags = cl_efrags;
- for (i=0 ; i<MAX_EFRAGS-1 ; i++)
- cl.free_efrags[i].entnext = &cl.free_efrags[i+1];
- cl.free_efrags[i].entnext = NULL;
+ CL_CGVM_Clear();
}
/*
This is also called on Host_Error, so it shouldn't cause any errors
=====================
*/
-void CL_Disconnect (void)
+void CL_Disconnect(void)
{
+ if (cls.state == ca_dedicated)
+ return;
+
// stop sounds (especially looping!)
S_StopAllSounds (true);
-
-// bring the console down and fade the colors back to normal
-// SCR_BringDownConsole ();
-// if running a local server, shut it down
+ // clear contents blends
+ cl.cshifts[0].percent = 0;
+ cl.cshifts[1].percent = 0;
+ cl.cshifts[2].percent = 0;
+ cl.cshifts[3].percent = 0;
+
+ cl.worldmodel = NULL;
+
if (cls.demoplayback)
- CL_StopPlayback ();
- else if (cls.state == ca_connected)
+ CL_StopPlayback();
+ else if (cls.netcon)
{
if (cls.demorecording)
- CL_Stop_f ();
-
- Con_DPrintf ("Sending clc_disconnect\n");
- SZ_Clear (&cls.message);
- MSG_WriteByte (&cls.message, clc_disconnect);
- NET_SendUnreliableMessage (cls.netcon, &cls.message);
- SZ_Clear (&cls.message);
- NET_Close (cls.netcon);
-
- cls.state = ca_disconnected;
+ CL_Stop_f();
+
+ Con_DPrintf("Sending clc_disconnect\n");
+ SZ_Clear(&cls.message);
+ MSG_WriteByte(&cls.message, clc_disconnect);
+ NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
+ SZ_Clear(&cls.message);
+ NetConn_Close(cls.netcon);
+ cls.netcon = NULL;
+ // if running a local server, shut it down
if (sv.active)
+ {
+ // prevent this code from executing again during Host_ShutdownServer
+ cls.state = ca_disconnected;
Host_ShutdownServer(false);
+ }
}
+ cls.state = ca_disconnected;
cls.demoplayback = cls.timedemo = false;
cls.signon = 0;
}
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
{
CL_Disconnect ();
if (sv.active)
=====================
CL_EstablishConnection
-Host should be either "local" or a net address to be passed on
+Host should be either "local" or a net address
=====================
*/
-void CL_EstablishConnection (char *host)
+void CL_EstablishConnection(const char *host)
{
if (cls.state == ca_dedicated)
return;
- if (cls.demoplayback)
- return;
+ // clear menu's connect error message
+ m_return_reason[0] = 0;
+ cls.demonum = -1;
- CL_Disconnect ();
-
- cls.netcon = NET_Connect (host);
- if (!cls.netcon)
- Host_Error ("CL_Connect: connect failed\n");
- Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
+ // stop demo loop in case this fails
+ CL_Disconnect();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
- cls.demonum = -1; // not in the demo loop now
- cls.state = ca_connected;
- cls.signon = 0; // need all the signon messages before playing
+ if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
+ {
+ cls.connect_trying = true;
+ cls.connect_remainingtries = 3;
+ cls.connect_nextsendtime = 0;
+ if (sv.active)
+ {
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+ }
+ }
+ else
+ {
+ Con_Printf("Unable to find a suitable network socket to connect to server.\n");
+ strcpy(m_return_reason, "No network");
+ }
}
/*
-=====================
-CL_SignonReply
-
-An svc_signonnum has been received, perform a client side setup
-=====================
+==============
+CL_PrintEntities_f
+==============
*/
-void CL_SignonReply (void)
+static void CL_PrintEntities_f(void)
{
- char str[8192];
+ entity_t *ent;
+ int i, j;
+ char name[32];
-Con_DPrintf ("CL_SignonReply: %i\n", cls.signon);
-
- switch (cls.signon)
+ for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
{
- case 1:
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, "prespawn");
- break;
-
- case 2:
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, va("name \"%s\"\n", cl_name.string));
+ if (!ent->state_current.active)
+ continue;
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, va("color %i %i\n", ((int)cl_color.value)>>4, ((int)cl_color.value)&15));
-
- if (cl_pmodel.value)
+ if (ent->render.model)
+ strlcpy (name, ent->render.model->name, 25);
+ else
+ strcpy(name, "--no model--");
+ for (j = strlen(name);j < 25;j++)
+ name[j] = ' ';
+ 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);
+ }
+}
+
+//static const vec3_t nomodelmins = {-16, -16, -16};
+//static const vec3_t nomodelmaxs = {16, 16, 16};
+void CL_BoundingBoxForEntity(entity_render_t *ent)
+{
+ if (ent->model)
+ {
+ //if (ent->angles[0] || ent->angles[2])
+ if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
{
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, va("pmodel %f\n", cl_pmodel.value));
+ // pitch or roll
+ ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
+ ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
+ ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
+ ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
+ ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
+ ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
+ //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
+ //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
}
-
- MSG_WriteByte (&cls.message, clc_stringcmd);
- sprintf (str, "spawn %s", cls.spawnparms);
- MSG_WriteString (&cls.message, str);
- break;
-
- case 3:
- MSG_WriteByte (&cls.message, clc_stringcmd);
- MSG_WriteString (&cls.message, "begin");
- Cache_Report (); // print remaining memory
- break;
-
- case 4:
- SCR_EndLoadingPlaque (); // allow normal screen updates
- break;
+ //else if (ent->angles[1])
+ else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
+ {
+ // yaw
+ ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
+ ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
+ ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
+ ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
+ ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
+ ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
+ //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
+ //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
+ }
+ else
+ {
+ ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
+ ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
+ ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
+ ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
+ ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
+ ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
+ //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
+ //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
+ }
+ }
+ else
+ {
+ ent->mins[0] = ent->matrix.m[0][3] - 16;
+ ent->mins[1] = ent->matrix.m[1][3] - 16;
+ ent->mins[2] = ent->matrix.m[2][3] - 16;
+ ent->maxs[0] = ent->matrix.m[0][3] + 16;
+ ent->maxs[1] = ent->matrix.m[1][3] + 16;
+ ent->maxs[2] = ent->matrix.m[2][3] + 16;
+ //VectorAdd(ent->origin, nomodelmins, ent->mins);
+ //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
}
}
/*
-=====================
-CL_NextDemo
+===============
+CL_LerpPoint
-Called to play the next demo in the demo loop
-=====================
+Determines the fraction between the last two messages that the objects
+should be put at.
+===============
*/
-void CL_NextDemo (void)
+static float CL_LerpPoint(void)
{
- char str[1024];
+ float f;
- if (cls.demonum == -1)
- return; // don't play demos
+ // dropped packet, or start of demo
+ if (cl.mtime[1] < cl.mtime[0] - 0.1)
+ cl.mtime[1] = cl.mtime[0] - 0.1;
- SCR_BeginLoadingPlaque ();
+ cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
- if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
+ // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
+ f = cl.mtime[0] - cl.mtime[1];
+ if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
{
- cls.demonum = 0;
- if (!cls.demos[cls.demonum][0])
- {
- Con_Printf ("No demos listed with startdemos\n");
- cls.demonum = -1;
- return;
- }
+ cl.time = cl.mtime[0];
+ return 1;
}
- sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]);
- Cbuf_InsertText (str);
- cls.demonum++;
+ f = (cl.time - cl.mtime[1]) / f;
+ return bound(0, f, 1);
}
-/*
-==============
-CL_PrintEntities_f
-==============
-*/
-void CL_PrintEntities_f (void)
+void CL_ClearTempEntities (void)
{
- entity_t *ent;
- int i;
-
- for (i=0,ent=cl_entities ; i<cl.num_entities ; i++,ent++)
+ cl_num_temp_entities = 0;
+}
+
+entity_t *CL_NewTempEntity(void)
+{
+ entity_t *ent;
+
+ if (r_refdef.numentities >= r_refdef.maxentities)
+ return NULL;
+ if (cl_num_temp_entities >= cl_max_temp_entities)
+ return NULL;
+ ent = &cl_temp_entities[cl_num_temp_entities++];
+ memset (ent, 0, sizeof(*ent));
+ r_refdef.entities[r_refdef.numentities++] = &ent->render;
+
+ ent->render.colormap = -1; // no special coloring
+ ent->render.scale = 1;
+ ent->render.alpha = 1;
+ return ent;
+}
+
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+{
+ int i;
+ cl_effect_t *e;
+ if (!modelindex) // sanity check
+ return;
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
{
- Con_Printf ("%3i:",i);
- if (!ent->model)
- {
- Con_Printf ("EMPTY\n");
+ if (e->active)
continue;
- }
- Con_Printf ("%s:%2i (%5.1f,%5.1f,%5.1f) [%5.1f %5.1f %5.1f]\n", ent->model->name, ent->frame, ent->origin[0], ent->origin[1], ent->origin[2], ent->angles[0], ent->angles[1], ent->angles[2]);
+ e->active = true;
+ VectorCopy(org, e->origin);
+ e->modelindex = modelindex;
+ e->starttime = cl.time;
+ e->startframe = startframe;
+ e->endframe = startframe + framecount;
+ e->framerate = framerate;
+
+ e->frame = 0;
+ e->frame1time = cl.time;
+ e->frame2time = cl.time;
+ break;
}
}
-
-/*
-===============
-CL_AllocDlight
-
-===============
-*/
-dlight_t *CL_AllocDlight (int key)
+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)
{
- int i;
- dlight_t *dl;
+ int i;
+ dlight_t *dl;
+ /*
// first look for an exact key match
- if (key)
+ if (ent)
{
dl = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
- {
- if (dl->key == key)
- {
- memset (dl, 0, sizeof(*dl));
- dl->key = key;
- return dl;
- }
- }
+ for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+ if (dl->ent == ent)
+ goto dlightsetup;
}
+ */
// then look for anything else
dl = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
- {
- if (dl->die < cl.time)
- {
- memset (dl, 0, sizeof(*dl));
- dl->key = key;
- return dl;
- }
- }
+ for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+ if (!dl->radius)
+ goto dlightsetup;
+
+ // unable to find one
+ return;
- dl = &cl_dlights[0];
+dlightsetup:
+ //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
- dl->key = key;
- return dl;
+ dl->matrix = *matrix;
+ dl->ent = ent;
+ dl->origin[0] = dl->matrix.m[0][3];
+ dl->origin[1] = dl->matrix.m[1][3];
+ dl->origin[2] = dl->matrix.m[2][3];
+ CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+ dl->matrix.m[0][3] = dl->origin[0];
+ dl->matrix.m[1][3] = dl->origin[1];
+ dl->matrix.m[2][3] = dl->origin[2];
+ dl->radius = radius;
+ dl->color[0] = red;
+ dl->color[1] = green;
+ dl->color[2] = blue;
+ dl->decay = decay;
+ if (lifetime)
+ dl->die = cl.time + lifetime;
+ else
+ dl->die = 0;
+ dl->cubemapnum = cubemapnum;
+ dl->style = style;
+ dl->shadow = shadowenable;
+ dl->corona = corona;
}
-
-/*
-===============
-CL_DecayLights
-
-===============
-*/
-void CL_DecayLights (void)
+void CL_DecayLights(void)
{
- int i;
- dlight_t *dl;
- float time;
-
+ int i;
+ dlight_t *dl;
+ float time;
+
time = cl.time - cl.oldtime;
+ for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
+ if (dl->radius)
+ dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
+}
- c_dlights = 0;
- dl = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
- {
- if (dl->die < cl.time || !dl->radius)
- continue;
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
- c_dlights++; // count every dlight in use
+matrix4x4_t viewmodelmatrix;
- dl->radius -= time*dl->decay;
- if (dl->radius < 0)
- dl->radius = 0;
- }
-}
+static int entitylinkframenumber;
+static const vec3_t muzzleflashorigin = {18, 0, 0};
-/*
-===============
-CL_LerpPoint
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
-Determines the fraction between the last two messages that the objects
-should be put at.
-===============
-*/
-float CL_LerpPoint (void)
+extern void V_CalcRefdef(void);
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
{
- float f, frac;
+ matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
+ int j, k, l, trailtype, temp;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
+ entity_t *t;
+ model_t *model;
+ //entity_persistent_t *p = &e->persistent;
+ //entity_render_t *r = &e->render;
+ if (e->persistent.linkframe != entitylinkframenumber)
+ {
+ e->persistent.linkframe = entitylinkframenumber;
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl_entities)
+ return;
+ if (e->render.flags & RENDER_VIEWMODEL)
+ {
+ if (!r_drawviewmodel.integer || chase_active.integer || envmap)
+ return;
+ if (cl.viewentity)
+ CL_LinkNetworkEntity(cl_entities + cl.viewentity);
+ matrix = &viewmodelmatrix;
+ if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ {
+ e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+ e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
+ }
+ }
+ else
+ {
+ t = cl_entities + e->state_current.tagentity;
+ if (!t->state_current.active)
+ return;
+ // note: this can link to world
+ CL_LinkNetworkEntity(t);
+ // make relative to the entity
+ matrix = &t->render.matrix;
+ // if a valid tagindex is used, make it relative to that tag instead
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
+ {
+ // blend the matrices
+ memset(&blendmatrix, 0, sizeof(blendmatrix));
+ for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+ {
+ matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+ d = t->render.frameblend[j].lerp;
+ for (l = 0;l < 4;l++)
+ for (k = 0;k < 4;k++)
+ blendmatrix.m[l][k] += d * matrix->m[l][k];
+ }
+ // concat the tag matrices onto the entity matrix
+ Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+ // use the constructed tag matrix
+ matrix = &tempmatrix;
+ }
+ }
+ e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+ e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+ e->render.flags = e->state_current.flags;
+ if (e - cl_entities == cl.viewentity)
+ e->render.flags |= RENDER_EXTERIORMODEL;
+ e->render.effects = e->state_current.effects;
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ e->render.colormap = e->state_current.colormap;
+ else if (cl.scores != NULL && e->state_current.colormap)
+ e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+ else
+ e->render.colormap = -1; // no special coloring
+ e->render.skinnum = e->state_current.skin;
+ // set up the render matrix
+ if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
+ {
+ // movement lerp
+ if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+ {
+ // interpolate the origin and angles
+ VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+ VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
+ if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+ if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+ if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+ VectorMA(e->persistent.oldangles, lerp, delta, angles);
+ }
+ else
+ {
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
+ }
+ // animation lerp
+ if (e->render.frame2 == e->state_current.frame)
+ {
+ // update frame lerp fraction
+ e->render.framelerp = 1;
+ if (e->render.frame2time > e->render.frame1time)
+ {
+ e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
+ e->render.framelerp = bound(0, e->render.framelerp, 1);
+ }
+ }
+ else
+ {
+ // begin a new frame lerp
+ e->render.frame1 = e->render.frame2;
+ e->render.frame1time = e->render.frame2time;
+ e->render.frame = e->render.frame2 = e->state_current.frame;
+ e->render.frame2time = cl.time;
+ e->render.framelerp = 0;
+ // make sure frame lerp won't last longer than 100ms
+ // (this mainly helps with models that use framegroups and
+ // switch between them infrequently)
+ e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
+ }
+ }
+ else
+ {
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
+ e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
+ e->render.frame1time = e->render.frame2time = cl.time;
+ e->render.framelerp = 1;
+ }
- f = cl.mtime[0] - cl.mtime[1];
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ if (e->render.model)
+ {
+ Mod_CheckLoaded(e->render.model);
+ if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
+ angles[0] = -angles[0];
+ if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ {
+ angles[1] = ANGLEMOD(100*cl.time);
+ if (cl_itembobheight.value)
+ origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+ }
+ }
- // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
- if (!f || cl_nolerp.value || cls.timedemo || (sv.active && svs.maxclients == 1))
- {
- cl.time = cl.mtime[0];
- return 1;
- }
-
- if (f > 0.1)
- { // dropped packet, or start of demo
- cl.mtime[1] = cl.mtime[0] - 0.1;
- f = 0.1;
- }
- frac = (cl.time - cl.mtime[1]) / f;
-//Con_Printf ("frac: %f\n",frac);
- if (frac < 0)
- {
- if (frac < -0.01)
+ R_LerpAnimation(&e->render);
+
+ // FIXME: e->render.scale should go away
+ Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+ // concat the matrices to make the entity relative to its tag
+ Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+ // make the other useful stuff
+ Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
+ CL_BoundingBoxForEntity(&e->render);
+
+ // handle effects now that we know where this entity is in the world...
+ origin[0] = e->render.matrix.m[0][3];
+ origin[1] = e->render.matrix.m[1][3];
+ origin[2] = e->render.matrix.m[2][3];
+ trailtype = -1;
+ dlightradius = 0;
+ dlightcolor[0] = 0;
+ dlightcolor[1] = 0;
+ dlightcolor[2] = 0;
+ // LordHavoc: if the entity has no effects, don't check each
+ if (e->render.effects)
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
+ {
+ if (gamemode == GAME_NEXUIZ)
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.390625f;
+ dlightcolor[1] += 0.781250f;
+ dlightcolor[2] += 1.562500f;
+ trailtype = 8;
+ }
+ else
+ CL_EntityParticles(e);
+ }
+ if (e->render.effects & EF_MUZZLEFLASH)
+ e->persistent.muzzleflash = 100.0f;
+ if (e->render.effects & EF_DIMLIGHT)
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.781250f;
+ dlightcolor[2] += 0.781250f;
+ }
+ if (e->render.effects & EF_BRIGHTLIGHT)
+ {
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 1.562500f;
+ dlightcolor[1] += 1.562500f;
+ dlightcolor[2] += 1.562500f;
+ }
+ // LordHavoc: more effects
+ if (e->render.effects & EF_RED) // red
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.078125f;
+ dlightcolor[2] += 0.078125f;
+ }
+ if (e->render.effects & EF_BLUE) // blue
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.078125f;
+ dlightcolor[1] += 0.078125f;
+ dlightcolor[2] += 0.781250f;
+ }
+ if (e->render.effects & EF_FLAME)
+ {
+ mins[0] = origin[0] - 16.0f;
+ mins[1] = origin[1] - 16.0f;
+ mins[2] = origin[2] - 16.0f;
+ maxs[0] = origin[0] + 16.0f;
+ maxs[1] = origin[1] + 16.0f;
+ maxs[2] = origin[2] + 16.0f;
+ // how many flames to make
+ temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+ CL_FlameCube(mins, maxs, temp);
+ d = lhrandom(0.75f, 1);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ if (e->render.effects & EF_STARDUST)
+ {
+ mins[0] = origin[0] - 16.0f;
+ mins[1] = origin[1] - 16.0f;
+ mins[2] = origin[2] - 16.0f;
+ maxs[0] = origin[0] + 16.0f;
+ maxs[1] = origin[1] + 16.0f;
+ maxs[2] = origin[2] + 16.0f;
+ // how many particles to make
+ temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+ CL_Stardust(mins, maxs, temp);
+ d = 0.390625f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ }
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0)
{
- cl.time = cl.mtime[1];
-// Con_Printf ("low frac\n");
+ Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+ CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+ tempmatrix = e->render.matrix;
+ tempmatrix.m[0][3] = v[0];
+ tempmatrix.m[1][3] = v[1];
+ tempmatrix.m[2][3] = v[2];
+ CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 1);
+ e->persistent.muzzleflash -= cl.frametime * 1000;
}
- frac = 0;
- }
- else if (frac > 1)
- {
- if (frac > 1.01)
+ // LordHavoc: if the model has no flags, don't check each
+ if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
- cl.time = cl.mtime[0];
-// Con_Printf ("high frac\n");
+ if (e->render.model->flags & EF_GIB)
+ trailtype = 2;
+ else if (e->render.model->flags & EF_ZOMGIB)
+ trailtype = 4;
+ else if (e->render.model->flags & EF_TRACER)
+ {
+ trailtype = 3;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.060000f;
+ dlightcolor[1] += 0.250000f;
+ dlightcolor[2] += 0.062500f;
+ }
+ else if (e->render.model->flags & EF_TRACER2)
+ {
+ trailtype = 5;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.312500f;
+ dlightcolor[1] += 0.187500f;
+ dlightcolor[2] += 0.062500f;
+ }
+ else if (e->render.model->flags & EF_ROCKET)
+ {
+ trailtype = 0;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.625000f;
+ dlightcolor[2] += 0.312500f;
+ }
+ else if (e->render.model->flags & EF_GRENADE)
+ {
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? 7 : 1;
+ }
+ else if (e->render.model->flags & EF_TRACER3)
+ {
+ trailtype = 6;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.312500f;
+ dlightcolor[1] += 0.125000f;
+ dlightcolor[2] += 0.250000f;
+ }
}
- frac = 1;
+ // LordHavoc: customizable glow
+ if (e->state_current.glowsize)
+ {
+ // * 4 for the expansion from 0-255 to 0-1023 range,
+ // / 255 to scale down byte colors
+ dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+ VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ }
+ if (e->state_current.light[3])
+ {
+ dlightradius = max(dlightradius, e->state_current.light[3]);
+ if (VectorLength2(dlightcolor) == 0)
+ (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
+ else
+ VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
+ }
+ // make the dlight
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
+ {
+ dlightmatrix = e->render.matrix;
+ // hack to make glowing player light shine on their gun
+ if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+ dlightmatrix.m[2][3] += 30;
+ CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & 1), 1);
+ }
+ // trails need the previous frame
+ if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
+ {
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
+ else if (trailtype >= 0)
+ CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
+ }
+ VectorCopy(origin, e->persistent.trail_origin);
+ // note: the cl.viewentity and intermission check is to hide player
+ // shadow during intermission and during the Nehahra movie and
+ // Nehahra cinematics
+ if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
+ && (e->render.alpha == 1)
+ && !(e->render.flags & RENDER_VIEWMODEL)
+ && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
+ if (!(e->render.effects & EF_FULLBRIGHT))
+ e->render.flags |= RENDER_LIGHT;
+ // as soon as player is known we can call V_CalcRefDef
+ if ((e - cl_entities) == cl.viewentity)
+ V_CalcRefdef();
+ if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
+ // don't show entities with no modelindex (note: this still shows
+ // entities which have a modelindex that resolved to a NULL model)
+ if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
+ r_refdef.entities[r_refdef.numentities++] = &e->render;
+ if (cl_num_entities < e->state_current.number + 1)
+ cl_num_entities = e->state_current.number + 1;
+ //if (cl.viewentity && e - cl_entities == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
}
-
- return frac;
}
+void CL_RelinkWorld(void)
+{
+ entity_t *ent = &cl_entities[0];
+ if (cl_num_entities < 1)
+ cl_num_entities = 1;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ // FIXME: this should be done at load
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ CL_BoundingBoxForEntity(&ent->render);
+}
+
+static void CL_RelinkStaticEntities(void)
+{
+ int i;
+ for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+ {
+ Mod_CheckLoaded(cl_static_entities[i].render.model);
+ r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+ }
+}
/*
===============
CL_RelinkEntities
===============
*/
-void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
-void CL_RelinkEntities (void)
+static void CL_RelinkNetworkEntities(void)
{
- entity_t *ent;
- int i, j;
- float frac, f, d;
- vec3_t delta;
- float bobjrotate;
- vec3_t oldorg;
- dlight_t *dl;
- byte *tempcolor;
-
-// determine partial update time
- frac = CL_LerpPoint ();
-
- cl_numvisedicts = 0;
+ entity_t *ent;
+ int i;
-//
-// interpolate player info
-//
- for (i=0 ; i<3 ; i++)
- cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+ ent = &cl.viewent;
+ ent->state_previous = ent->state_current;
+ ClearStateToDefault(&ent->state_current);
+ ent->state_current.time = cl.time;
+ ent->state_current.number = -1;
+ ent->state_current.active = true;
+ ent->state_current.modelindex = cl.stats[STAT_WEAPON];
+ ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+ ent->state_current.flags = RENDER_VIEWMODEL;
+ if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
+ ent->state_current.modelindex = 0;
+ else if (cl.items & IT_INVISIBILITY)
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
+ else
+ ent->state_current.modelindex = 0;
+ }
- if (cls.demoplayback)
+ // start on the entity after the world
+ entitylinkframenumber++;
+ for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
{
- // interpolate the angles
- for (j=0 ; j<3 ; j++)
+ if (cl_entities_active[i])
{
- d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
- if (d > 180)
- d -= 360;
- else if (d < -180)
- d += 360;
- cl.viewangles[j] = cl.mviewangles[1][j] + frac*d;
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl_entities_active[i] = false;
}
}
-
- bobjrotate = anglemod(100*cl.time);
-
-// start on the entity after the world
- for (i=1,ent=cl_entities+1 ; i<cl.num_entities ; i++,ent++)
- {
- if (!ent->model)
- { // empty slot
-// if (ent->forcelink)
-// R_RemoveEfrags (ent); // just became empty
- continue;
- }
+ CL_LinkNetworkEntity(&cl.viewent);
+}
-// if the object wasn't included in the last packet, remove it
- if (ent->msgtime != cl.mtime[0])
- {
- ent->model = NULL;
- // LordHavoc: free on the same frame, not the next
-// if (ent->forcelink)
-// R_RemoveEfrags (ent); // just became empty
- continue;
- }
+static void CL_RelinkEffects(void)
+{
+ int i, intframe;
+ cl_effect_t *e;
+ entity_t *ent;
+ float frame;
- VectorCopy (ent->origin, oldorg);
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ {
+ if (e->active)
+ {
+ frame = (cl.time - e->starttime) * e->framerate + e->startframe;
+ intframe = frame;
+ if (intframe < 0 || intframe >= e->endframe)
+ {
+ memset(e, 0, sizeof(*e));
+ continue;
+ }
- if (ent->forcelink)
- { // the entity was not updated in the last message
- // so move to the final spot
- VectorCopy (ent->msg_origins[0], ent->origin);
- VectorCopy (ent->msg_angles[0], ent->angles);
- }
- else
- { // if the delta is large, assume a teleport and don't lerp
- f = frac;
- for (j=0 ; j<3 ; j++)
+ if (intframe != e->frame)
{
- delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
- // LordHavoc: increased lerp tolerance from 100 to 200
- if (delta[j] > 200 || delta[j] < -200)
- f = 1; // assume a teleportation, not a motion
+ e->frame = intframe;
+ e->frame1time = e->frame2time;
+ e->frame2time = cl.time;
}
- // interpolate the origin and angles
- for (j=0 ; j<3 ; j++)
+ // if we're drawing effects, get a new temp entity
+ // (NewTempEntity adds it to the render entities list for us)
+ if (r_draweffects.integer && (ent = CL_NewTempEntity()))
{
- ent->origin[j] = ent->msg_origins[1][j] + f*delta[j];
-
- d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
- if (d > 180)
- d -= 360;
- else if (d < -180)
- d += 360;
- ent->angles[j] = ent->msg_angles[1][j] + f*d;
+ // interpolation stuff
+ ent->render.frame1 = intframe;
+ ent->render.frame2 = intframe + 1;
+ if (ent->render.frame2 >= e->endframe)
+ ent->render.frame2 = -1; // disappear
+ ent->render.framelerp = frame - intframe;
+ ent->render.frame1time = e->frame1time;
+ ent->render.frame2time = e->frame2time;
+
+ // normal stuff
+ ent->render.model = cl.model_precache[e->modelindex];
+ ent->render.frame = ent->render.frame2;
+ ent->render.colormap = -1; // no special coloring
+ ent->render.alpha = 1;
+
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ CL_BoundingBoxForEntity(&ent->render);
}
-
}
+ }
+}
- if (ent->effects & EF_BRIGHTFIELD)
- R_EntityParticles (ent);
- if (ent->effects & EF_MUZZLEFLASH)
+void CL_RelinkBeams(void)
+{
+ int i;
+ beam_t *b;
+ vec3_t dist, org;
+ float d;
+ entity_t *ent;
+ float yaw, pitch;
+ float forward;
+ matrix4x4_t tempmatrix;
+
+ for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ {
+ if (!b->model || b->endtime < cl.time)
+ continue;
+
+ // if coming from the player, update the start position
+ //if (b->entity == cl.viewentity)
+ // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
+ if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
{
- vec3_t fv;
-
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->origin[2] += 16;
- AngleVectors (ent->angles, fv, NULL, NULL);
-
- VectorMA (dl->origin, 18, fv, dl->origin);
- dl->radius = 100 + (rand()&31);
- dl->die = cl.time + 0.1;
- dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
- }
- if (ent->effects & EF_BRIGHTLIGHT)
- {
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->origin[2] += 16;
- dl->radius = 400 + (rand()&31);
- dl->die = cl.time + 0.001;
- dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
- }
- if (ent->effects & EF_DIMLIGHT)
- {
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = 200 + (rand()&31);
- dl->die = cl.time + 0.001;
- dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
- }
- // LordHavoc: added EF_RED and EF_BLUE
- if (ent->effects & EF_RED) // red
- {
- if (ent->effects & EF_BLUE) // magenta
+ entity_state_t *p = &cl_entities[b->entity].state_previous;
+ //entity_state_t *c = &cl_entities[b->entity].state_current;
+ entity_render_t *r = &cl_entities[b->entity].render;
+ matrix4x4_t matrix, imatrix;
+ if (b->relativestartvalid == 2)
{
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = 200 + (rand()&31);
- dl->die = cl.time + 0.001;
- dl->color[0] = 0.7;dl->color[1] = 0.07;dl->color[2] = 0.7;
+ // not really valid yet, we need to get the orientation now
+ // (ParseBeam flagged this because it is received before
+ // entities are received, by now they have been received)
+ // note: because players create lightning in their think
+ // function (which occurs before movement), they actually
+ // have some lag in it's location, so compare to the
+ // previous player state, not the latest
+ if (b->entity == cl.viewentity)
+ Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+ else
+ Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
+ Matrix4x4_Invert_Simple(&imatrix, &matrix);
+ Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
+ Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
+ b->relativestartvalid = 1;
}
- else // red
+ else
{
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = 200 + (rand()&31);
- dl->die = cl.time + 0.001;
- dl->color[0] = 0.8;dl->color[1] = 0.05;dl->color[2] = 0.05;
+ if (b->entity == cl.viewentity)
+ Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+ else
+ Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
+ Matrix4x4_Transform(&matrix, b->relativestart, b->start);
+ Matrix4x4_Transform(&matrix, b->relativeend, b->end);
}
}
- else if (ent->effects & EF_BLUE) // blue
- {
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = 200 + (rand()&31);
- dl->die = cl.time + 0.001;
- dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8;
- }
- else if (ent->effects & EF_FLAME)
+
+ if (b->lightning)
{
- if (ent->model)
+ if (cl_beams_lightatend.integer)
{
- vec3_t mins, maxs;
- int temp;
- VectorAdd(ent->origin, ent->model->mins, mins);
- VectorAdd(ent->origin, ent->model->maxs, maxs);
- // how many flames to make
- temp = (int) (cl.time * 30) - (int) (cl.oldtime * 30);
- R_FlameCube(mins, maxs, temp);
+ // FIXME: create a matrix from the beam start/end orientation
+ Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+ CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
}
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = 200 + (rand()&31);
- dl->die = cl.time + 0.25;
- dl->decay = dl->radius * 4;
- dl->color[0] = 1.0;dl->color[1] = 0.7;dl->color[2] = 0.3;
+ if (cl_beams_polygons.integer)
+ continue;
}
- if (ent->model->flags) // LordHavoc: if the model has no flags, don't check each
+ // calculate pitch and yaw
+ VectorSubtract (b->end, b->start, dist);
+
+ if (dist[1] == 0 && dist[0] == 0)
{
- // rotate binary objects locally
- if (ent->model->flags & EF_ROTATE)
- ent->angles[1] = bobjrotate;
- if (ent->model->flags & EF_GIB)
- R_RocketTrail (oldorg, ent->origin, 2, ent);
- else if (ent->model->flags & EF_ZOMGIB)
- R_RocketTrail (oldorg, ent->origin, 4, ent);
- else if (ent->model->flags & EF_TRACER)
- R_RocketTrail (oldorg, ent->origin, 3, ent);
- else if (ent->model->flags & EF_TRACER2)
- R_RocketTrail (oldorg, ent->origin, 5, ent);
- else if (ent->model->flags & EF_ROCKET)
- {
- R_RocketTrail (oldorg, ent->origin, 0, ent);
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = 200;
- dl->die = cl.time + 0.001;
- dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4;
- }
- else if (ent->model->flags & EF_GRENADE)
- {
- if (ent->alpha == -1) // LordHavoc: Nehahra dem compatibility
- R_RocketTrail (oldorg, ent->origin, 7, ent);
- else
- R_RocketTrail (oldorg, ent->origin, 1, ent);
- }
- else if (ent->model->flags & EF_TRACER3)
- R_RocketTrail (oldorg, ent->origin, 6, ent);
+ yaw = 0;
+ if (dist[2] > 0)
+ pitch = 90;
+ else
+ pitch = 270;
}
- if (ent->glowsize) // LordHavoc: customizable glow
+ else
{
- dl = CL_AllocDlight (i);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = ent->glowsize;
- dl->die = cl.time + 0.001;
- tempcolor = (byte *)&d_8to24table[ent->glowcolor];
- dl->color[0] = tempcolor[0]*(1.0/255.0);dl->color[1] = tempcolor[1]*(1.0/255.0);dl->color[2] = tempcolor[2]*(1.0/255.0);
+ yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+ if (yaw < 0)
+ yaw += 360;
+
+ forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
+ pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+ if (pitch < 0)
+ pitch += 360;
}
- if (ent->glowtrail) // LordHavoc: customizable glow and trail
- R_RocketTrail2 (oldorg, ent->origin, ent->glowcolor, ent);
- ent->forcelink = false;
+ // add new entities for the lightning
+ VectorCopy (b->start, org);
+ d = VectorNormalizeLength(dist);
+ while (d > 0)
+ {
+ ent = CL_NewTempEntity ();
+ if (!ent)
+ return;
+ //VectorCopy (org, ent->render.origin);
+ ent->render.model = b->model;
+ ent->render.effects = EF_FULLBRIGHT;
+ //ent->render.angles[0] = pitch;
+ //ent->render.angles[1] = yaw;
+ //ent->render.angles[2] = rand()%360;
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ CL_BoundingBoxForEntity(&ent->render);
+ VectorMA(org, 30, dist, org);
+ d -= 30;
+ }
+ }
+}
- if (i == cl.viewentity && !chase_active.value)
- continue;
+void CL_LerpPlayer(float frac)
+{
+ int i;
+ float d;
-// LordHavoc: enabled EF_NODRAW
- if (!ent->model || ent->effects & EF_NODRAW)
- continue;
- if (cl_numvisedicts < MAX_VISEDICTS)
- cl_visedicts[cl_numvisedicts++] = ent;
- }
+ cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-}
+ for (i = 0;i < 3;i++)
+ cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+ if (cls.demoplayback)
+ {
+ // interpolate the angles
+ for (i = 0;i < 3;i++)
+ {
+ d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+ if (d > 180)
+ d -= 360;
+ else if (d < -180)
+ d += 360;
+ cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
+ }
+ }
+}
/*
===============
Read all incoming data from the server
===============
*/
-int CL_ReadFromServer (void)
+int CL_ReadFromServer(void)
{
- int ret;
+ CL_ReadDemoMessage();
- cl.oldtime = cl.time;
- cl.time += cl.frametime;
-
- do
- {
- ret = CL_GetMessage ();
- if (ret == -1)
- Host_Error ("CL_ReadFromServer: lost server connection");
- if (!ret)
- break;
-
- cl.last_received_message = realtime;
- CL_ParseServerMessage ();
- } while (ret && cls.state == ca_connected);
-
- if (cl_shownet.value)
- Con_Printf ("\n");
+ r_refdef.numentities = 0;
+ cl_num_entities = 0;
+ cl_num_brushmodel_entities = 0;
- CL_RelinkEntities ();
- CL_UpdateTEnts ();
- CL_DoEffects ();
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
+ {
+ // prepare for a new frame
+ CL_LerpPlayer(CL_LerpPoint());
+ CL_DecayLights();
+ CL_ClearTempEntities();
+ V_DriftPitch();
+ V_FadeViewFlashs();
+
+ // relink network entities (note: this sets up the view!)
+ CL_RelinkNetworkEntities();
+
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+
+ // run cgame code (which can add more entities)
+ CL_CGVM_Frame();
+
+ // update view blend
+ V_CalcViewBlend();
+ }
-//
-// bring the links up to date
-//
return 0;
}
CL_SendCmd
=================
*/
-void CL_SendCmd (void)
+void CL_SendCmd(usercmd_t *cmd)
{
- usercmd_t cmd;
-
- if (cls.state != ca_connected)
- return;
-
if (cls.signon == SIGNONS)
- {
- // get basic movement from keyboard
- CL_BaseMove (&cmd);
-
- // allow mice or other external controllers to add to the move
- IN_Move (&cmd);
-
- // send the unreliable message
- CL_SendMove (&cmd);
- }
+ CL_SendMove(cmd);
if (cls.demoplayback)
{
- SZ_Clear (&cls.message);
+ SZ_Clear(&cls.message);
return;
}
-
-// send the reliable message
- if (!cls.message.cursize)
- return; // no message at all
-
- if (!NET_CanSendMessage (cls.netcon))
+
+ // send the reliable message (forwarded commands) if there is one
+ if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
{
- Con_DPrintf ("CL_WriteToServer: can't send\n");
- return;
+ if (developer.integer)
+ {
+ Con_Printf("CL_SendCmd: sending reliable message:\n");
+ SZ_HexDumpToConsole(&cls.message);
+ }
+ if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
+ Host_Error("CL_WriteToServer: lost server connection");
+ SZ_Clear(&cls.message);
}
-
- if (NET_SendMessage (cls.netcon, &cls.message) == -1)
- Host_Error ("CL_WriteToServer: lost server connection");
-
- SZ_Clear (&cls.message);
}
// LordHavoc: pausedemo command
-void CL_PauseDemo_f (void)
+static void CL_PauseDemo_f (void)
{
cls.demopaused = !cls.demopaused;
if (cls.demopaused)
Con_Printf("Demo unpaused\n");
}
-/*
-======================
-CL_PModel_f
-LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
-======================
-*/
-void CL_PModel_f (void)
-{
- int i;
- eval_t *val;
-
- if (Cmd_Argc () == 1)
- {
- Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
- return;
- }
- i = atoi(Cmd_Argv(1));
-
- if (cmd_source == src_command)
- {
- if (cl_pmodel.value == i)
- return;
- Cvar_SetValue ("_cl_pmodel", i);
- if (cls.state == ca_connected)
- Cmd_ForwardToServer ();
- return;
- }
-
- host_client->pmodel = i;
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
- val->_float = i;
-}
-
/*
======================
CL_Fog_f
======================
*/
-void CL_Fog_f (void)
+static void CL_Fog_f (void)
{
if (Cmd_Argc () == 1)
{
fog_blue = atof(Cmd_Argv(4));
}
-cvar_t demo_nehahra = {"demo_nehahra", "0"};
-
/*
=================
CL_Init
=================
*/
void CL_Init (void)
-{
- SZ_Alloc (&cls.message, 1024);
+{
+ cl_entities_mempool = Mem_AllocPool("client entities");
+ cl_refdef_mempool = Mem_AllocPool("refdef");
+
+ memset(&r_refdef, 0, sizeof(r_refdef));
+ // max entities sent to renderer per frame
+ r_refdef.maxentities = MAX_EDICTS + 256 + 512;
+ r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+ // 256k drawqueue buffer
+ r_refdef.maxdrawqueuesize = 256 * 1024;
+ r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
+
+ SZ_Alloc (&cls.message, 1024, "cls.message");
CL_InitInput ();
CL_InitTEnts ();
-
+
//
// register our commands
//
- Cvar_RegisterVariable (&cl_name);
- Cvar_RegisterVariable (&cl_color);
- Cvar_RegisterVariable (&cl_pmodel);
Cvar_RegisterVariable (&cl_upspeed);
Cvar_RegisterVariable (&cl_forwardspeed);
Cvar_RegisterVariable (&cl_backspeed);
Cvar_RegisterVariable (&lookspring);
Cvar_RegisterVariable (&lookstrafe);
Cvar_RegisterVariable (&sensitivity);
+ Cvar_RegisterVariable (&freelook);
Cvar_RegisterVariable (&m_pitch);
Cvar_RegisterVariable (&m_yaw);
Cvar_RegisterVariable (&m_forward);
Cvar_RegisterVariable (&m_side);
-// Cvar_RegisterVariable (&cl_autofire);
-
+ Cvar_RegisterVariable (&cl_itembobspeed);
+ Cvar_RegisterVariable (&cl_itembobheight);
+
Cmd_AddCommand ("entities", CL_PrintEntities_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
Cmd_AddCommand ("record", CL_Record_f);
// LordHavoc: added pausedemo
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
- // LordHavoc: added pmodel command (like name, etc, only intended for Nehahra)
- Cmd_AddCommand ("pmodel", CL_PModel_f);
- // LordHavoc: added demo_nehahra cvar
- Cvar_RegisterVariable (&demo_nehahra);
- if (nehahra)
- Cvar_SetValue("demo_nehahra", 1);
+
+ Cvar_RegisterVariable(&r_draweffects);
+ Cvar_RegisterVariable(&cl_explosions);
+ Cvar_RegisterVariable(&cl_stainmaps);
+ Cvar_RegisterVariable(&cl_beams_polygons);
+ Cvar_RegisterVariable(&cl_beams_relative);
+ Cvar_RegisterVariable(&cl_beams_lightatend);
+ Cvar_RegisterVariable(&cl_noplayershadow);
+
+ CL_Parse_Init();
+ CL_Particles_Init();
+ CL_Screen_Init();
+ CL_CGVM_Init();
+
+ CL_Video_Init();
}