// cl_main.c -- client main loop
#include "quakedef.h"
+#include "cl_collision.h"
+#include "cl_video.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
-cvar_t cl_draweffects = {0, "cl_draweffects", "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"};
mempool_t *cl_scores_mempool;
mempool_t *cl_refdef_mempool;
+mempool_t *cl_entities_mempool;
client_static_t cls;
client_state_t cl;
-// FIXME: put these on hunk?
-entity_t cl_entities[MAX_EDICTS];
-entity_t cl_static_entities[MAX_STATIC_ENTITIES];
-lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
-
-typedef struct effect_s
-{
- int active;
- vec3_t origin;
- float starttime;
- float framerate;
- int modelindex;
- int startframe;
- int endframe;
- // these are for interpolation
- int frame;
- double frame1time;
- double frame2time;
-}
-cl_effect_t;
-
-#define MAX_EFFECTS 256
-
-static cl_effect_t cl_effect[MAX_EFFECTS];
+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)
{
- int i;
+ int i;
if (!sv.active)
Host_ClearMemory ();
Mem_EmptyPool(cl_scores_mempool);
+ Mem_EmptyPool(cl_entities_mempool);
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
SZ_Clear (&cls.message);
-// clear other arrays
- memset(cl_entities, 0, sizeof(cl_entities));
- memset(cl_lightstyle, 0, sizeof(cl_lightstyle));
- memset(cl_temp_entities, 0, sizeof(cl_temp_entities));
- memset(cl_beams, 0, sizeof(cl_beams));
- memset(cl_dlights, 0, sizeof(cl_dlights));
- memset(cl_effect, 0, sizeof(cl_effect));
+ 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();
- CL_Decals_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++)
{
ClearStateToDefault(&cl_entities[i].state_baseline);
ClearStateToDefault(&cl_entities[i].state_previous);
ClearStateToDefault(&cl_entities[i].state_current);
}
-}
-
-void CL_LerpUpdate(entity_t *e)
-{
- entity_persistent_t *p;
- entity_render_t *r;
- p = &e->persistent;
- r = &e->render;
-
- if (p->modelindex != e->state_current.modelindex)
- {
- // reset all interpolation information
- p->modelindex = e->state_current.modelindex;
- p->frame1 = p->frame2 = e->state_current.frame;
- p->frame1time = p->frame2time = cl.time;
- p->framelerp = 1;
- }
- else if (p->frame2 != e->state_current.frame)
- {
- // transition to new frame
- p->frame1 = p->frame2;
- p->frame1time = p->frame2time;
- p->frame2 = e->state_current.frame;
- p->frame2time = cl.time;
- p->framelerp = 0;
- }
- else
- {
- // update transition
- p->framelerp = (cl.time - p->frame2time) * 10;
- p->framelerp = bound(0, p->framelerp, 1);
- }
- r->model = cl.model_precache[e->state_current.modelindex];
- Mod_CheckLoaded(r->model);
- r->frame = e->state_current.frame;
- r->frame1 = p->frame1;
- r->frame2 = p->frame2;
- r->framelerp = p->framelerp;
- r->frame1time = p->frame1time;
- r->frame2time = p->frame2time;
+ CL_CGVM_Clear();
}
/*
NET_SendUnreliableMessage (cls.netcon, &cls.message);
SZ_Clear (&cls.message);
NET_Close (cls.netcon);
+ cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer
// if running a local server, shut it down
if (sv.active)
Host_ShutdownServer(false);
cls.demonum = -1; // not in the demo loop now
cls.state = ca_connected;
cls.signon = 0; // need all the signon messages before playing
+
+ CL_ClearState ();
}
/*
*/
static void CL_PrintEntities_f (void)
{
- entity_t *ent;
- int i, j;
- char name[32];
+ entity_t *ent;
+ int i, j;
+ char name[32];
- for (i = 0, ent = cl_entities;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+ for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
{
if (!ent->state_current.active)
continue;
- if (!ent->render.model)
- continue;
- Con_Printf ("%3i:", i);
- if (!ent->render.model)
+ if (ent->render.model)
+ strncpy(name, ent->render.model->name, 25);
+ else
+ strcpy(name, "--no model--");
+ name[25] = 0;
+ 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])
{
- Con_Printf ("EMPTY\n");
- continue;
+ // pitch or roll
+ VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
+ VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
+ }
+ else if (ent->angles[1])
+ {
+ // yaw
+ VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
+ VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
+ }
+ else
+ {
+ VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
+ VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
}
- strncpy(name, ent->render.model->name, 30);
- name[30] = 0;
- for (j = strlen(name);j < 30;j++)
- name[j] = ' ';
- Con_Printf ("%s:%04i (%5i %5i %5i) [%3i %3i %3i]\n", 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);
+ }
+ else
+ {
+ VectorAdd(ent->origin, nomodelmins, ent->mins);
+ VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
}
}
+void CL_LerpUpdate(entity_t *e)
+{
+ entity_persistent_t *p;
+ entity_render_t *r;
+ p = &e->persistent;
+ r = &e->render;
+
+ if (p->modelindex != e->state_current.modelindex)
+ {
+ // reset all interpolation information
+ p->modelindex = e->state_current.modelindex;
+ p->frame1 = p->frame2 = e->state_current.frame;
+ p->frame1time = p->frame2time = cl.time;
+ p->framelerp = 1;
+ }
+ else if (p->frame2 != e->state_current.frame)
+ {
+ // transition to new frame
+ p->frame1 = p->frame2;
+ p->frame1time = p->frame2time;
+ p->frame2 = e->state_current.frame;
+ p->frame2time = cl.time;
+ p->framelerp = 0;
+ }
+ else
+ {
+ // update transition
+ p->framelerp = (cl.time - p->frame2time) * 10;
+ p->framelerp = bound(0, p->framelerp, 1);
+ }
+
+ r->model = cl.model_precache[e->state_current.modelindex];
+ Mod_CheckLoaded(r->model);
+ r->frame = e->state_current.frame;
+ r->frame1 = p->frame1;
+ r->frame2 = p->frame2;
+ r->framelerp = p->framelerp;
+ r->frame1time = p->frame1time;
+ r->frame2time = p->frame2time;
+}
/*
===============
*/
static float CL_LerpPoint (void)
{
- float f, frac;
+ float f;
- f = cl.mtime[0] - cl.mtime[1];
+ // dropped packet, or start of demo
+ if (cl.mtime[1] < cl.mtime[0] - 0.1)
+ cl.mtime[1] = cl.mtime[0] - 0.1;
+
+ cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
// 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 || (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)
+ f = (cl.time - cl.mtime[1]) / f;
+ return bound(0, f, 1);
+}
+
+void CL_ClearTempEntities (void)
+{
+ 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_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+{
+ int i;
+ dlight_t *dl;
+
+ /*
+// first look for an exact key match
+ if (ent)
{
- if (frac < -0.01)
- {
- cl.time = cl.mtime[1];
-// Con_Printf ("low frac\n");
- }
- frac = 0;
+ dl = cl_dlights;
+ for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+ if (dl->ent == ent)
+ goto dlightsetup;
}
- else if (frac > 1)
+ */
+
+// then look for anything else
+ dl = cl_dlights;
+ for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+ if (!dl->radius)
+ goto dlightsetup;
+
+ // unable to find one
+ return;
+
+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->ent = ent;
+ VectorCopy(org, dl->origin);
+ 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;
+}
+
+void CL_DecayLights (void)
+{
+ int i;
+ dlight_t *dl;
+ float time;
+
+ time = cl.time - cl.oldtime;
+
+ dl = cl_dlights;
+ for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
- if (frac > 1.01)
+ if (!dl->radius)
+ continue;
+ if (dl->die < cl.time)
{
- cl.time = cl.mtime[0];
-// Con_Printf ("high frac\n");
+ dl->radius = 0;
+ continue;
}
- frac = 1;
+
+ dl->radius -= time*dl->decay;
+ if (dl->radius < 0)
+ dl->radius = 0;
}
+}
- return frac;
+void CL_RelinkWorld (void)
+{
+ if (cl_num_entities < 1)
+ cl_num_entities = 1;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render;
+ CL_BoundingBoxForEntity(&cl_entities[0].render);
}
static void CL_RelinkStaticEntities(void)
{
int i;
- for (i = 0;i < cl.num_statics && r_refdef.numentities < MAX_VISEDICTS;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;
*/
static void CL_RelinkNetworkEntities()
{
- entity_t *ent;
- int i, glowcolor, effects;
- float f, d, bobjrotate, bobjoffset, dlightradius, glowsize, lerp;
- vec3_t oldorg, neworg, delta, dlightcolor;
+ entity_t *ent;
+ int i, effects, temp;
+ float d, bobjrotate, bobjoffset, lerp;
+ vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
bobjrotate = ANGLEMOD(100*cl.time);
if (cl_itembobheight.value)
else
bobjoffset = 0;
- CL_RelinkStaticEntities();
-
-// start on the entity after the world
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+ // start on the entity after the world
+ for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
{
- // if the object wasn't included in the latest packet, remove it
+ // if the object isn't active in the current network frame, skip it
+ if (!cl_entities_active[i])
+ continue;
if (!ent->state_current.active)
+ {
+ cl_entities_active[i] = false;
continue;
+ }
VectorCopy(ent->persistent.trail_origin, oldorg);
if (!ent->state_previous.active)
{
// only one state available
- lerp = 1;
- VectorCopy (ent->state_current.origin, oldorg); // skip trails
- VectorCopy (ent->state_current.origin, neworg);
- VectorCopy (ent->state_current.angles, ent->render.angles);
-
- /*
- // monster interpolation
- ent->persistent.steplerptime = 0;
- VectorCopy(ent->state_current.origin, ent->persistent.stepoldorigin);
- VectorCopy(ent->state_current.angles, ent->persistent.stepoldangles);
- VectorCopy(ent->state_current.origin, ent->persistent.steporigin);
- VectorCopy(ent->state_current.angles, ent->persistent.stepangles);
- */
- }
- /*
- else if ((ent->state_current.flags & ent->state_previous.flags) & ENTFLAG_STEP)
- {
- if (ent->state_current.origin[0] != ent->persistent.steporigin[0]
- || ent->state_current.origin[1] != ent->persistent.steporigin[1]
- || ent->state_current.origin[2] != ent->persistent.steporigin[2]
- || ent->state_current.angles[0] != ent->persistent.stepangles[0]
- || ent->state_current.angles[1] != ent->persistent.stepangles[1]
- || ent->state_current.angles[2] != ent->persistent.stepangles[2])
- {
- // update lerp positions
- ent->clientpersistent.steplerptime = sv.time;
- VectorCopy(ent->steporigin, ent->stepoldorigin);
- VectorCopy(ent->stepangles, ent->stepoldangles);
- VectorCopy(ent->v.origin, ent->steporigin);
- VectorCopy(ent->v.angles, ent->stepangles);
- }
- lerp = (cl.time - ent->persistent.steplerptime) * 10.0;
- if (lerp < 1)
- {
- // origin
- VectorSubtract(ent->persistent.steporigin, ent->persistent.stepoldorigin, delta);
- VectorMA(ent->persistent.stepoldorigin, lerp, delta, neworg);
-
- // angles
- VectorSubtract(ent->persistent.stepangles, ent->persistent.stepoldangles, delta);
- // choose shortest rotate (to avoid 'spin around' situations)
- 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(ent->stepoldangles, lerp, delta, ent->render.angles);
- }
- else
- {
- VectorCopy(ent->persistent.steporigin, neworg);
- VectorCopy(ent->persistent.stepangles, ent->render.angles);
- }
+ VectorCopy (ent->persistent.neworigin, neworg);
+ VectorCopy (ent->persistent.newangles, ent->render.angles);
+ VectorCopy (neworg, oldorg);
}
- */
else
{
- /*
- // monster interpolation
- ent->persistent.steplerptime = 0;
- VectorCopy(ent->state_current.origin, ent->persistent.stepoldorigin);
- VectorCopy(ent->state_current.angles, ent->persistent.stepoldangles);
- VectorCopy(ent->state_current.origin, ent->persistent.steporigin);
- VectorCopy(ent->state_current.angles, ent->persistent.stepangles);
- */
-
// if the delta is large, assume a teleport and don't lerp
- VectorSubtract(ent->state_current.origin, ent->state_previous.origin, delta);
- // LordHavoc: increased tolerance from 100 to 200, and now to 1000
- if ((sv.active && svs.maxclients == 1 && !(ent->state_current.flags & RENDER_STEP)) || cls.timedemo || DotProduct(delta, delta) > 1000*1000 || cl_nolerp.integer)
- lerp = 1;
- else
+ VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
+ if (ent->persistent.lerpdeltatime > 0)
{
- f = ent->state_current.time - ent->state_previous.time;
- if (f > 0)
- lerp = (cl.time - ent->state_previous.time) / f;
+ lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
+ if (lerp < 1)
+ {
+ // interpolate the origin and angles
+ VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
+ VectorSubtract(ent->persistent.newangles, ent->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(ent->persistent.oldangles, lerp, delta, ent->render.angles);
+ }
else
- lerp = 1;
- }
- if (lerp >= 1)
- {
- // no interpolation
- VectorCopy (ent->state_current.origin, neworg);
- VectorCopy (ent->state_current.angles, ent->render.angles);
+ {
+ // no interpolation
+ VectorCopy (ent->persistent.neworigin, neworg);
+ VectorCopy (ent->persistent.newangles, ent->render.angles);
+ }
}
else
{
- // interpolate the origin and angles
- VectorMA(ent->state_previous.origin, lerp, delta, neworg);
- VectorSubtract(ent->state_current.angles, ent->state_previous.angles, 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(ent->state_previous.angles, lerp, delta, ent->render.angles);
+ // no interpolation
+ VectorCopy (ent->persistent.neworigin, neworg);
+ VectorCopy (ent->persistent.newangles, ent->render.angles);
}
}
VectorCopy (neworg, ent->render.origin);
ent->render.flags = ent->state_current.flags;
ent->render.effects = effects = ent->state_current.effects;
- if (cl.scores == NULL || !ent->state_current.colormap)
+ if (ent->state_current.flags & RENDER_COLORMAPPED)
+ ent->render.colormap = ent->state_current.colormap;
+ else if (cl.scores == NULL || !ent->state_current.colormap)
ent->render.colormap = -1; // no special coloring
else
ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
CL_LerpUpdate(ent);
// handle effects now...
- dlightradius = 0;
dlightcolor[0] = 0;
dlightcolor[1] = 0;
dlightcolor[2] = 0;
if (effects & EF_BRIGHTFIELD)
CL_EntityParticles (ent);
if (effects & EF_MUZZLEFLASH)
- {
- vec3_t v, v2;
-
- AngleVectors (ent->render.angles, v, NULL, NULL);
-
- v2[0] = v[0] * 18 + neworg[0];
- v2[1] = v[1] * 18 + neworg[1];
- v2[2] = v[2] * 18 + neworg[2] + 16;
- TraceLine(neworg, v2, v, NULL, 0);
-
- CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0.1);
- }
+ ent->persistent.muzzleflash = 100.0f;
if (effects & EF_DIMLIGHT)
{
dlightcolor[0] += 200.0f;
{
if (ent->render.model)
{
- vec3_t mins, maxs;
- int temp;
- if (ent->render.angles[0] || ent->render.angles[2])
- {
- VectorAdd(neworg, ent->render.model->rotatedmins, mins);
- VectorAdd(neworg, ent->render.model->rotatedmaxs, maxs);
- }
- else if (ent->render.angles[1])
- {
- VectorAdd(neworg, ent->render.model->yawmins, mins);
- VectorAdd(neworg, ent->render.model->yawmaxs, maxs);
- }
- else
- {
- VectorAdd(neworg, ent->render.model->normalmins, mins);
- VectorAdd(neworg, ent->render.model->normalmaxs, maxs);
- }
+ mins[0] = neworg[0] - 16.0f;
+ mins[1] = neworg[1] - 16.0f;
+ mins[2] = neworg[2] - 16.0f;
+ maxs[0] = neworg[0] + 16.0f;
+ maxs[1] = neworg[1] + 16.0f;
+ maxs[2] = neworg[2] + 16.0f;
// how many flames to make
temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
CL_FlameCube(mins, maxs, temp);
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
}
+ if (effects & EF_STARDUST)
+ {
+ if (ent->render.model)
+ {
+ mins[0] = neworg[0] - 16.0f;
+ mins[1] = neworg[1] - 16.0f;
+ mins[2] = neworg[2] - 16.0f;
+ maxs[0] = neworg[0] + 16.0f;
+ maxs[1] = neworg[1] + 16.0f;
+ maxs[2] = neworg[2] + 16.0f;
+ // how many particles to make
+ temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+ CL_Stardust(mins, maxs, temp);
+ }
+ d = 100;
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ }
+
+ if (ent->persistent.muzzleflash > 0)
+ {
+ AngleVectors (ent->render.angles, v, NULL, NULL);
+
+ v2[0] = v[0] * 18 + neworg[0];
+ v2[1] = v[1] * 18 + neworg[1];
+ v2[2] = v[2] * 18 + neworg[2] + 16;
+ CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
+
+ CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
+ ent->persistent.muzzleflash -= cl.frametime * 1000;
}
// LordHavoc: if the model has no flags, don't check each
else if (ent->render.model->flags & EF_ZOMGIB)
CL_RocketTrail (oldorg, neworg, 4, ent);
else if (ent->render.model->flags & EF_TRACER)
+ {
CL_RocketTrail (oldorg, neworg, 3, ent);
+ dlightcolor[0] += 0x10;
+ dlightcolor[1] += 0x40;
+ dlightcolor[2] += 0x10;
+ }
else if (ent->render.model->flags & EF_TRACER2)
+ {
CL_RocketTrail (oldorg, neworg, 5, ent);
+ dlightcolor[0] += 0x50;
+ dlightcolor[1] += 0x30;
+ dlightcolor[2] += 0x10;
+ }
else if (ent->render.model->flags & EF_ROCKET)
{
CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
}
else if (ent->render.model->flags & EF_GRENADE)
{
- if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility
+ if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
CL_RocketTrail (oldorg, neworg, 7, ent);
else
CL_RocketTrail (oldorg, neworg, 1, ent);
}
else if (ent->render.model->flags & EF_TRACER3)
+ {
CL_RocketTrail (oldorg, neworg, 6, ent);
+ dlightcolor[0] += 0x50;
+ dlightcolor[1] += 0x20;
+ dlightcolor[2] += 0x40;
+ }
}
}
// LordHavoc: customizable glow
- glowsize = ent->state_current.glowsize * 4.0f; // FIXME: interpolate?
- glowcolor = ent->state_current.glowcolor;
- if (glowsize)
+ if (ent->state_current.glowsize)
{
- byte *tempcolor = (byte *)&d_8to24table[glowcolor];
- dlightcolor[0] += glowsize * tempcolor[0] * (1.0f / 255.0f);
- dlightcolor[1] += glowsize * tempcolor[1] * (1.0f / 255.0f);
- dlightcolor[2] += glowsize * tempcolor[2] * (1.0f / 255.0f);
+ // * 4 for the expansion from 0-255 to 0-1023 range,
+ // / 255 to scale down byte colors
+ VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&d_8to24table[ent->state_current.glowcolor], dlightcolor);
}
// LordHavoc: customizable trail
if (ent->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2 (oldorg, neworg, glowcolor, ent);
+ CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
{
- vec3_t vec;
- dlightradius = VectorLength(dlightcolor);
- d = 1.0f / dlightradius;
- VectorCopy(neworg, vec);
+ VectorCopy(neworg, v);
// hack to make glowing player light shine on their gun
if (i == cl.viewentity && !chase_active.integer)
- vec[2] += 30;
- CL_AllocDlight (&ent->render, vec, dlightradius, dlightcolor[0] * d, dlightcolor[1] * d, dlightcolor[2] * d, 0, 0);
+ v[2] += 30;
+ CL_AllocDlight (NULL, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
}
if (chase_active.integer)
continue;
}
- if (ent->render.model == NULL)
+ // don't show entities with no modelindex (note: this still shows
+ // entities which have a modelindex that resolved to a NULL model)
+ if (!ent->state_current.modelindex)
continue;
if (effects & EF_NODRAW)
continue;
- if (r_refdef.numentities < MAX_VISEDICTS)
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
- }
-}
-static void CL_LerpPlayerVelocity (void)
-{
- int i;
- float frac, d;
-
- // fraction from previous network update to current
- frac = CL_LerpPoint ();
+ CL_BoundingBoxForEntity(&ent->render);
+ if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
- for (i = 0;i < 3;i++)
- cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+ if (r_refdef.numentities < r_refdef.maxentities)
+ r_refdef.entities[r_refdef.numentities++] = &ent->render;
- 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;
- }
+ if (cl_num_entities < i + 1)
+ cl_num_entities = i + 1;
}
}
cl_effect_t *e;
if (!modelindex) // sanity check
return;
- for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++)
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
{
if (e->active)
continue;
{
int i, intframe;
cl_effect_t *e;
- entity_t *vis;
+ entity_t *ent;
float frame;
- for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++)
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
{
if (e->active)
{
e->frame2time = cl.time;
}
- if ((vis = CL_NewTempEntity()))
+ // 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()))
{
// interpolation stuff
- vis->render.frame1 = intframe;
- vis->render.frame2 = intframe + 1;
- if (vis->render.frame2 >= e->endframe)
- vis->render.frame2 = -1; // disappear
- vis->render.framelerp = frame - intframe;
- vis->render.frame1time = e->frame1time;
- vis->render.frame2time = e->frame2time;
+ 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
- VectorCopy(e->origin, vis->render.origin);
- vis->render.model = cl.model_precache[e->modelindex];
- vis->render.frame = vis->render.frame2;
- vis->render.colormap = -1; // no special coloring
- vis->render.scale = 1;
- vis->render.alpha = 1;
+ VectorCopy(e->origin, ent->render.origin);
+ ent->render.model = cl.model_precache[e->modelindex];
+ ent->render.frame = ent->render.frame2;
+ ent->render.colormap = -1; // no special coloring
+ ent->render.scale = 1;
+ ent->render.alpha = 1;
+
+ CL_BoundingBoxForEntity(&ent->render);
}
}
}
}
+void CL_RelinkBeams (void)
+{
+ int i;
+ beam_t *b;
+ vec3_t dist, org;
+ float d;
+ entity_t *ent;
+ float yaw, pitch;
+ float forward;
+
+ 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 (b->entity && cl_entities[b->entity].state_current.active)
+ {
+ VectorCopy (cl_entities[b->entity].render.origin, b->start);
+ b->start[2] += 16;
+ }
+
+ // calculate pitch and yaw
+ VectorSubtract (b->end, b->start, dist);
+
+ if (dist[1] == 0 && dist[0] == 0)
+ {
+ yaw = 0;
+ if (dist[2] > 0)
+ pitch = 90;
+ else
+ pitch = 270;
+ }
+ else
+ {
+ 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;
+ }
+
+ // 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;
+ CL_BoundingBoxForEntity(&ent->render);
+ VectorMA(org, 30, dist, org);
+ d -= 30;
+ }
+ }
+}
+
+void CL_LerpPlayer(float frac)
+{
+ int i;
+ float d;
+
+ if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
+ {
+ cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
+ cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
+ cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
+ }
+ else
+ VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
+
+ 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;
+ }
+ }
+}
+
void CL_RelinkEntities (void)
{
- r_refdef.numentities = 0;
+ float frac;
+
+ // fraction from previous network update to current
+ frac = CL_LerpPoint();
- CL_LerpPlayerVelocity();
+ CL_ClearTempEntities();
+ CL_DecayLights();
+ CL_RelinkWorld();
+ CL_RelinkStaticEntities();
CL_RelinkNetworkEntities();
CL_RelinkEffects();
+ CL_RelinkBeams();
CL_MoveParticles();
- CL_UpdateDecals();
- CL_UpdateTEnts ();
+
+ CL_LerpPlayer(frac);
}
if (netshown)
Con_Printf ("\n");
- CL_RelinkEntities ();
+ r_refdef.numentities = 0;
+ cl_num_entities = 0;
+ cl_num_brushmodel_entities = 0;
+
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
+ {
+ CL_RelinkEntities ();
+
+ // run cgame code (which can add more entities)
+ CL_CGVM_Frame();
+ }
//
// bring the links up to date
// get basic movement from keyboard
CL_BaseMove (&cmd);
+ IN_PreMove(); // OS independent code
+
// allow mice or other external controllers to add to the move
IN_Move (&cmd);
+ IN_PostMove(); // OS independent code
+
// send the unreliable message
CL_SendMove (&cmd);
}
+#ifndef NOROUTINGFIX
+ else if (cls.signon == 0 && !cls.demoplayback)
+ {
+ // LordHavoc: fix for NAT routing of netquake:
+ // bounce back a clc_nop message to the newly allocated server port,
+ // to establish a routing connection for incoming frames,
+ // the server waits for this before sending anything
+ if (realtime > cl.sendnoptime)
+ {
+ cl.sendnoptime = realtime + 3;
+ Con_DPrintf("sending clc_nop to get server's attention\n");
+ {
+ sizebuf_t buf;
+ qbyte data[128];
+ buf.maxsize = 128;
+ buf.cursize = 0;
+ buf.data = data;
+ MSG_WriteByte(&buf, clc_nop);
+ if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
+ {
+ Con_Printf ("CL_SendCmd: lost server connection\n");
+ CL_Disconnect ();
+ }
+ }
+ }
+ }
+#endif
if (cls.demoplayback)
{
if (!NET_CanSendMessage (cls.netcon))
{
Con_DPrintf ("CL_WriteToServer: can't send\n");
+ if (developer.integer)
+ SZ_HexDumpToConsole(&cls.message);
return;
}
void CL_Init (void)
{
cl_scores_mempool = Mem_AllocPool("client player info");
-
+ cl_entities_mempool = Mem_AllocPool("client entities");
cl_refdef_mempool = Mem_AllocPool("refdef");
+
memset(&r_refdef, 0, sizeof(r_refdef));
- r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * MAX_VISEDICTS);
+ // 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");
Cvar_RegisterVariable (&cl_itembobheight);
Cmd_AddCommand ("entities", CL_PrintEntities_f);
- Cmd_AddCommand ("bitprofile", CL_BitProfile_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
Cmd_AddCommand ("record", CL_Record_f);
Cmd_AddCommand ("stop", CL_Stop_f);
if (gamemode == GAME_NEHAHRA)
Cmd_AddCommand ("pmodel", CL_PModel_f);
- Cvar_RegisterVariable(&cl_draweffects);
+ Cvar_RegisterVariable(&r_draweffects);
+ Cvar_RegisterVariable(&cl_explosions);
+ Cvar_RegisterVariable(&cl_stainmaps);
CL_Parse_Init();
CL_Particles_Init();
- CL_Decals_Init();
CL_Screen_Init();
+ CL_CGVM_Init();
+
+ CL_Video_Init();
}
+