ngunix/engine/cl_main.c

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/*
Copyright (C) 2015 Marco "eukara" Hladik
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Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_main.c -- client main loop
#include "globaldef.h"
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cvar_t *cl_name;
cvar_t *cl_color;
cvar_t *cl_shownet; // can be 0, 1, or 2
cvar_t *cl_nolerp;
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cvar_t *cl_sbar;
cvar_t *cl_hudswap;
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cvar_t *lookspring;
cvar_t *lookstrafe;
cvar_t *sensitivity;
cvar_t *m_pitch;
cvar_t *m_yaw;
cvar_t *m_forward;
cvar_t *m_side;
cvar_t *m_look; // 2001-12-16 M_LOOK cvar by Heffo/Maddes
cvar_t *m_lockup;
cvar_t *m_lockdown;
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cvar_t *cl_showfps; // 2001-11-31 FPS display by QuakeForge/Muff
cvar_t *cl_compatibility; // 2001-12-24 Keeping full backwards compatibility by Maddes
cvar_t *cl_entities_min;
cvar_t *cl_entities_min_static;
cvar_t *cl_entities_min_temp;
client_static_t cls;
client_state_t cl;
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efrag_t cl_efrags[MAX_EFRAGS];
entity_t *cl_entities;
entity_t *cl_static_entities;
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lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
dlight_t cl_dlights[MAX_DLIGHTS];
shadow_t cl_shadows[MAX_SHADOWS];
wlight_t cl_wlights[MAX_WLIGHTS];
flare_t cl_flares[MAX_FLARES];
int cl_numvisedicts;
entity_t *cl_visedicts[MAX_VISEDICTS];
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/*
=====================
CL_ClearState
=====================
*/
void CL_ClearState (void)
{
int i;
if (!sv.active)
Host_ClearMemory ();
// wipe the entire cl structure
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memset (&cl, 0, sizeof(cl));
SZ_Clear (&cls.message);
// clear other arrays
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memset (cl_efrags, 0, sizeof(cl_efrags));
memset (cl_dlights, 0, sizeof(cl_dlights));
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memset (cl_shadows, 0, sizeof(cl_shadows));
memset (cl_wlights, 0, sizeof(cl_wlights));
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memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
memset (cl_beams, 0, sizeof(cl_beams));
// allocate the efrags and chain together into a free list
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cl.free_efrags = cl_efrags;
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for (i=0 ; i<MAX_EFRAGS-1 ; i++)
cl.free_efrags[i].entnext = &cl.free_efrags[i+1];
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cl.free_efrags[i].entnext = NULL;
}
/*
=====================
CL_Disconnect
Sends a disconnect message to the server
This is also called on Host_Error, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect (void)
{
// stop sounds (especially looping!)
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S_StopAllSounds (true);
// if running a local server, shut it down
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if (cls.demoplayback)
CL_StopPlayback ();
else if (cls.state == ca_connected)
{
if (cls.demorecording)
CL_Stop_f ();
Con_DPrintf ("[CLIENT] Sending disconnect message\n");
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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;
if (sv.active)
Host_ShutdownServer(false);
}
cls.demoplayback = cls.timedemo = false;
cls.signon = 0;
}
void CL_Disconnect_f (void)
{
CL_Disconnect ();
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if (sv.active)
Host_ShutdownServer (false);
}
/*
=====================
CL_EstablishConnection
Host should be either "local" or a net address to be passed on
=====================
*/
void CL_EstablishConnection (char *host)
{
if (cls.state == ca_dedicated)
return;
if (cls.demoplayback)
return;
CL_Disconnect ();
cls.netcon = NET_Connect (host);
if (!cls.netcon)
Host_Error ("[CLIENT] Connect failed");
Con_DPrintf ("[CLIENT] Connected to %s\n", host);
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cls.demonum = -1; // not in the demo loop now
cls.state = ca_connected;
cls.signon = 0; // need all the signon messages before playing
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VID_HandlePause (false); // leilei - lock the mouse back in
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}
/*
=====================
CL_SignonReply
An svc_signonnum has been received, perform a client side setup
=====================
*/
void CL_SignonReply (void)
{
char str[8192];
Con_DPrintf ("[CLIENT] Sign on reply %i\n", cls.signon);
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switch (cls.signon)
{
case 1:
if (!sv.active)
{
Cvar_Set(nvs_current_ssvc, "0");
}
Cvar_Set(nvs_current_csvc, "0");
Cvar_Set(nvs_current_cclc, "0");
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if (!(cl_compatibility->value)) // request, unlike the original Quake executable
{
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, va("nvs_request %1.2f\n", nvs_current_cclc->maxvalue));
}
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cl.max_edicts = 0;
cl.max_static_edicts = 0;
cl.max_temp_edicts = 0;
cl_entities = NULL;
cl_static_entities = NULL;
cl_temp_entities = NULL;
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if (!(cl_compatibility->value)) // request, unlike the original Quake executable
{
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "limit_request\n");
}
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MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "prespawn\n");
break;
case 2:
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, va("name \"%s\"\n", cl_name->string));
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));
MSG_WriteByte (&cls.message, clc_stringcmd);
sprintf (str, "spawn %s\n", cls.spawnparms);
MSG_WriteString (&cls.message, str);
break;
case 3:
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "begin\n");
Cache_Report (); // print remaining memory
break;
case 4:
SCR_EndLoadingPlaque (); // allow normal screen updates
break;
}
}
/*
=====================
CL_NextDemo
Called to play the next demo in the demo loop
=====================
*/
void CL_NextDemo (void)
{
char str[1024];
if (cls.demonum == -1)
return; // don't play demos
SCR_BeginLoadingPlaque ();
if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
{
cls.demonum = 0;
if (!cls.demos[cls.demonum][0])
{
Con_DPrintf ("[DEMO] No demos listed with startdemos\n");
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cls.demonum = -1;
return;
}
}
sprintf (str,"demo_play %s\n", cls.demos[cls.demonum]);
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Cbuf_InsertText (str);
cls.demonum++;
}
/*
==============
CL_PrintEntities_f
==============
*/
void CL_PrintEntities_f (void)
{
entity_t *ent;
int i;
for (i=0,ent=cl_entities ; i<cl.num_entities ; i++,ent++)
{
Con_Printf ("%3i:",i);
if (!ent->model)
{
Con_Printf ("EMPTY\n");
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]);
}
}
/*
===============
CL_AllocDlight
===============
*/
dlight_t *CL_AllocDlight (int key)
{
int i;
dlight_t *dl;
if (key)
{
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->key == key)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
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dl->color[0] = dl->color[1] = dl->color[2] = 1; // LordHavoc: .lit support
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dl->flashcolor[0] = 1.0f;
dl->flashcolor[1] = 0.5f;
dl->flashcolor[2] = 0.0f;
dl->flashcolor[3] = 0.2f;
return dl;
}
}
}
// then look for anything else
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dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->die < cl.time)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
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dl->color[0] = dl->color[1] = dl->color[2] = 1; // LordHavoc: .lit support
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dl->flashcolor[0] = 1.0f;
dl->flashcolor[1] = 0.5f;
dl->flashcolor[2] = 0.0f;
dl->flashcolor[3] = 0.2f;
return dl;
}
}
dl = &cl_dlights[0];
memset (dl, 0, sizeof(*dl));
dl->key = key;
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dl->color[0] = dl->color[1] = dl->color[2] = 1; // LordHavoc: .lit support
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dl->flashcolor[0] = 1.0f;
dl->flashcolor[1] = 0.5f;
dl->flashcolor[2] = 0.0f;
dl->flashcolor[3] = 0.2f;
return dl;
}
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/*
===============
CL_AllocShadow
leilei's shadow hack
===============
*/
shadow_t *CL_AllocShadow (int key)
{
int i;
shadow_t *dl;
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// first look for an exact key match
if (key)
{
dl = cl_shadows;
for (i=0 ; i<MAX_SHADOWS ; i++, dl++)
{
if (dl->key == key)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
}
}
// then look for anything else
dl = cl_shadows;
for (i=0 ; i<MAX_SHADOWS ; i++, dl++)
{
if (dl->die < cl.time)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
}
dl = &cl_shadows[0];
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
/*
===============
CL_AllocWlight
Wlights are only used for calculating
the light normals on models
they are not added to the lightmap
===============
*/
wlight_t *CL_AllocWlight (int key)
{
int i;
wlight_t *dl;
// first look for an exact key match
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if (key)
{
dl = cl_wlights;
for (i=0 ; i<MAX_WLIGHTS ; i++, dl++)
{
if (dl->key == key)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
dl->color[0] = dl->color[1] = dl->color[2] = 1; // LordHavoc: .lit support
return dl;
}
}
}
// then look for anything else
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dl = cl_wlights;
for (i=0 ; i<MAX_WLIGHTS ; i++, dl++)
{
if (dl->die < cl.time)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
dl->color[0] = dl->color[1] = dl->color[2] = 1; // LordHavoc: .lit support
return dl;
}
}
dl = &cl_wlights[0];
memset (dl, 0, sizeof(*dl));
dl->key = key;
dl->color[0] = dl->color[1] = dl->color[2] = 1; // LordHavoc: .lit support
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return dl;
}
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/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights (void)
{
int i;
dlight_t *dl;
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shadow_t *shd;
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float time;
time = cl.time - cl.oldtime;
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->die < cl.time || !dl->radius)
continue;
dl->radius -= time*dl->decay;
if (dl->radius < 0)
dl->radius = 0;
}
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shd = cl_shadows;
for (i=0 ; i<MAX_SHADOWS ; i++, dl++)
{
if (shd->die < cl.time || !shd->radius)
continue;
shd->radius -= time*1;
if (shd->radius < 0)
shd->radius = 0;
}
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}
/*
===============
CL_LerpPoint
Determines the fraction between the last two messages that the objects
should be put at.
===============
*/
float CL_LerpPoint (void)
{
float f, frac;
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f = cl.mtime[0] - cl.mtime[1];
if (!f || cl_nolerp->value || cls.timedemo || sv.active)
{
cl.time = cl.mtime[0];
return 1;
}
if (f > 0.1)
{
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cl.mtime[1] = cl.mtime[0] - 0.1;
f = 0.1;
}
frac = (cl.time - cl.mtime[1]) / f;
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if (frac < 0)
{
if (frac < -0.01)
cl.time = cl.mtime[1];
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frac = 0;
}
else if (frac > 1)
{
if (frac > 1.01)
cl.time = cl.mtime[0];
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frac = 1;
}
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return frac;
}
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extern int shadowhack;
extern int dyncolor;
extern int particleset;
extern int deathcam_active; // leilei - deathcam
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extern cvar_t *r_coloredlights;
extern cvar_t *r_coloreddyns;
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/*
===============
CL_RelinkEntities
===============
*/
extern int particleblood;
extern cvar_t *r_flares;
extern cvar_t *r_flamehack;
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extern cvar_t *temp1;
extern cvar_t *temp2;
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void CL_RelinkEntities (void)
{
entity_t *ent;
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#ifdef TO_INTERP
centity_t *cent;
#endif
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int i, j;
float frac, f, d;
vec3_t delta;
float bobjrotate;
vec3_t oldorg;
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dlight_t *dl;
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shadow_t *shd; // leilei - shadows
unsigned int shadpacity;
float shadorigin;
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float blend;
vec3_t dee;
int iee;
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// determine partial update time
frac = CL_LerpPoint ();
cl_numvisedicts = 0;
// interpolate player info
//
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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
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// leilei - unrolled these
d = cl.mviewangles[0][0] - cl.mviewangles[1][0];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
cl.viewangles[0] = cl.mviewangles[1][0] + frac*d;
d = cl.mviewangles[0][1] - cl.mviewangles[1][1];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
cl.viewangles[1] = cl.mviewangles[1][1] + frac*d;
d = cl.mviewangles[0][2] - cl.mviewangles[1][2];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
cl.viewangles[2] = cl.mviewangles[1][2] + frac*d;
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}
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++)
{
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ent->leifect = 0;
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if (!ent->model)
{ // empty slot
if (ent->forcelink)
R_RemoveEfrags (ent); // just became empty
continue;
}
// if the object wasn't included in the last packet, remove it
if (ent->msgtime != cl.mtime[0])
{
ent->model = NULL;
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continue;
}
VectorCopy (ent->origin, oldorg);
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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++)
{
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delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
if (delta[j] > 100 || delta[j] < -100)
f = 1; // assume a teleportation, not a motion
}
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ent->origin[0] = ent->msg_origins[1][0] + f*delta[0];
d = ent->msg_angles[0][0] - ent->msg_angles[1][0];
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if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
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ent->angles[0] = ent->msg_angles[1][0] + f*d;
ent->origin[1] = ent->msg_origins[1][1] + f*delta[1];
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d = ent->msg_angles[0][1] - ent->msg_angles[1][1];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
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ent->angles[1] = ent->msg_angles[1][1] + f*d;
ent->origin[2] = ent->msg_origins[1][2] + f*delta[2];
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d = ent->msg_angles[0][2] - ent->msg_angles[1][2];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
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ent->angles[2] = ent->msg_angles[1][2] + f*d;
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}
if (ent->effects & EF_MUZZLEFLASH)
{
vec3_t fv, rv, uv;
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->origin[2] += 16;
AngleVectors (ent->angles, fv, rv, uv);
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if (dyncolor > 2){
dl->color[0] = 1.5f;
dl->color[1] = 0.75f;
dl->color[2] = 0.25f; // darkplaces values /3
}
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VectorMA (dl->origin, 18, fv, dl->origin);
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time + 0.1;
}
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// rotate binary objects locally
if (ent->model->flags & EF_ROTATE){
ent->angles[1] = bobjrotate;
}
if (ent->effects & EF_BRIGHTFIELD)
R_EntityParticles (ent);
#ifdef QUAKE2
if (ent->effects & EF_DARKFIELD)
R_DarkFieldParticles (ent);
#endif
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if (ent->effects & EF_BRIGHTLIGHT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
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if (dyncolor > 2){
dl->color[0] = 1.5f;
dl->color[1] = 0.75f;
dl->color[2] = 0.25f; // darkplaces values /3
}
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dl->origin[2] += 16;
dl->radius = 400 + (rand()&31);
dl->die = cl.time + 0.001;
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}
if (ent->effects & EF_FLAME)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
if (dyncolor){
dl->color[0] = 0.1;
dl->color[1] = 0.1;
dl->color[2] = 1;
}
R_RocketTrail (oldorg, ent->origin, 1);
dl->radius = 200;
dl->die = cl.time + 0.01;
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}
if (ent->effects & EF_DIMLIGHT)
{
dl = CL_AllocDlight (i);
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if (dyncolor > 2){
dl->color[0] = 1.5f;
dl->color[1] = 0.75f;
dl->color[2] = 0.25f; // darkplaces values /3
}
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VectorCopy (ent->origin, dl->origin);
dl->radius = 200 + (rand()&31);
dl->die = cl.time + 0.001;
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// if (r_flares->value > 1)
// R_FlareInstant(ent->origin, 4, 55, 35, 12); // we moved it to dynamic lights now
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}
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if (ent->effects & EF_BLUE)
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{
dl = CL_AllocDlight (i);
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VectorCopy (ent->origin, dl->origin);
if (dyncolor){
dl->color[0] = 0.1;
dl->color[1] = 0.1;
dl->color[2] = 1;
}
dl->radius = 200;
dl->die = cl.time + 0.01;
// if (r_flares->value > 1)
// R_FlareTest(ent->origin, 4, 65, 65, 255, 0, ent); // we moved it to dynamic lights now
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}
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if (ent->effects & EF_RED)
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{
dl = CL_AllocDlight (i);
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VectorCopy (ent->origin, dl->origin);
if (dyncolor){
dl->color[0] = 1;
dl->color[1] = 0.1;
dl->color[2] = 0.1;
}
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dl->radius = 200;
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dl->die = cl.time + 0.01;
// if (r_flares->value > 1)
// R_FlareTest(ent->origin, 4, 255, 65, 65, 0, ent); // we moved it to dynamic lights now
}
if (shadowhack && !(ent->effects & EF_ADDITIVE) && !(ent->effects & EF_NODRAW)){
{
// We find our shadow size here
if (ent->model){
ent->shadowsize = (ent->model->maxs[0]);
ent->shadowsize *= 3.9;
shadorigin = (ent->model->maxs[2] - ent->model->mins[2]);
if ((ent->shadowsize > 777) && (ent->shadowsize < 20))
ent->shadowsize = 0; // hack to not make the level itself shadow
if (ent->model->dontshadow)
ent->shadowsize = 0; // don't try to shadow what we don't want to shadow
if (ent->alpha > 0)
shadpacity = 32 * ent->alpha; // make shadow less hard on alphaed stuff
else
shadpacity = 32;
}
// Ok we have a shadow ready. allocate it and do it!!!!!
if (ent->shadowsize){
shd = CL_AllocShadow (i);
VectorCopy (ent->origin, shd->origin);
if (shadowhack == 2) // leilei - extra directional shadow
{
int e;
float shasize = 1;
shadorigin = 0;
for(e=0;e<3;e++){
shd->origin[e] += (ent->shadowvec[e] * 18);
shasize += ent->shadowvec[e] * 0.333;
shasize -= ent->model->mins[e] * 0.333;
shasize += ent->model->maxs[e] * 0.333;
if (shasize < 0)
shasize *= -1;
}
shadpacity = 5 - (shasize * -0.1);
shasize *= 0.05;
//shadpacity *= ent->shadowopacity;
//shadpacity = shasize * 0.2;
ent->shadowsize = shasize * 36;
}
shd->minlight = shadpacity;
shd->origin[2] -= shadorigin;
shd->radius = ent->shadowsize;
shd->die = cl.time + 0.001;
}
}
}
if (ent->glowsize)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
if (dyncolor)
{
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byte *tempcolor;
tempcolor = (byte *)&d_8to24table[ent->glowcolor];
dl->color[0] = (float)tempcolor[0] * (1.0f / 299.0f);
dl->color[1] = (float)tempcolor[1] * (1.0f / 299.0f);
dl->color[2] = (float)tempcolor[2] * (1.0f / 299.0f);
}
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dl->radius = ent->glowsize;
dl->die = cl.time + 0.01;
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}
if (ent->model->flags & EF_GIB)
if (particleblood > 2)
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R_GusherizeCurlyBloodTrail (oldorg, ent->origin, 5);
else if (particleblood < 0)
ent->effects |= EF_NODRAW; // hide gibs on blood removal mode
else
R_RocketTrail (oldorg, ent->origin, 2);
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else if (ent->model->flags & EF_ZOMGIB)
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if (particleblood > 2)
R_SpiralBloodTrail (oldorg, ent->origin); // by the way - blood removal code
else // should NEVER REMOVE EF_ZOMGIB ENTITIES
R_RocketTrail (oldorg, ent->origin, 4); // because it is a gameplay element (zombie gib throws)
// instead we can make it appear less graphic by blue gelmap
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else if (ent->model->flags & EF_TRACER)
R_RocketTrail (oldorg, ent->origin, 3);
else if (ent->model->flags & EF_TRACER2)
R_RocketTrail (oldorg, ent->origin, 5);
else if (ent->model->flags & EF_ROCKET)
{
if (particleset == 2)
R_RocketTrailSprites (oldorg, ent->origin, 0);
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else
R_RocketTrail (oldorg, ent->origin, 0);
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dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
if (dyncolor)
{
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dl->color[0] = 1.5f;
dl->color[1] = 0.75f;
dl->color[2] = 0.25f; // darkplaces values /3
}
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dl->radius = 200;
dl->die = cl.time + 0.01;
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}
else if (ent->model->flags & EF_GRENADE)
{
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if (particleset == 2)
R_RocketTrailSprites (oldorg, ent->origin, 1);
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else
R_RocketTrail (oldorg, ent->origin, 1);
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}
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else if (ent->model->flags & EF_TRACER3)
if (particleset == 2)
R_RocketTrailSprites (oldorg, ent->origin, 6);
else
R_RocketTrail (oldorg, ent->origin, 6);
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ent->forcelink = false;
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if (i == cl.viewentity && !chase_active->value && !deathcam_active)
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continue;
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if ( ent->effects & EF_NODRAW )
continue;
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if (cl_numvisedicts < MAX_VISEDICTS)
{
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
}
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if (r_flamehack->value == 3){
if (!strcmp (ent->model->name, "progs/flame.mdl")) ent->leifect = 0;
if (!strcmp (ent->model->name, "progs/flame2.mdl")) ent->leifect = 12;
if (!strcmp (ent->model->name, "progs/flame3.mdl")) ent->leifect = 12;
if ( ent->leifect == 12)
R_FireTrail (oldorg, ent->origin, ent);
}
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}
}
/*
===============
CL_ReadFromServer
Read all incoming data from the server
===============
*/
int CL_ReadFromServer (void)
{
int ret;
cl.oldtime = cl.time;
cl.time += host_frametime;
do
{
ret = CL_GetMessage ();
if (ret == -1)
Host_Error ("[CLIENT] Lost server connection");
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if (!ret)
break;
cl.last_received_message = realtime;
CL_ParseServerMessage ();
} while (ret && cls.state == ca_connected);
if (cl_shownet->value)
Con_Printf ("\n");
CL_RelinkEntities ();
CL_UpdateTEnts ();
return 0;
}
/*
=================
CL_SendCmd
=================
*/
void CL_SendCmd (void)
{
usercmd_t cmd;
if (cls.state != ca_connected)
return;
if (cls.signon == SIGNONS)
{
// get basic movement from keyboard
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CL_BaseMove (&cmd);
// allow mice or other external controllers to add to the move
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IN_Move (&cmd);
// send the unreliable message
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CL_SendMove (&cmd);
}
if (cls.demoplayback)
{
SZ_Clear (&cls.message);
return;
}
if (!cls.message.cursize)
return;
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if (!NET_CanSendMessage (cls.netcon))
{
Con_DPrintf ("[CLIENT] Can't send message to server\n");
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return;
}
if (NET_SendMessage (cls.netcon, &cls.message) == -1)
Host_Error ("[CLIENT] Lost server connection");
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SZ_Clear (&cls.message);
}
void Callback_M_Look (cvar_t *var)
{
if ( !((in_mlook.state & 1) ^ ((int)m_look->value & 1)) && lookspring->value)
V_StartPitchDrift();
}
/*
=================
CL_Init_Cvars
=================
*/
void CL_Init_Cvars (void)
{
cl_name = Cvar_Get ("_cl_name", "Unnamed", CVAR_ARCHIVE|CVAR_ORIGINAL);
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cl_color = Cvar_Get ("_cl_color", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
cl_upspeed = Cvar_Get ("cl_upspeed", "200", CVAR_ORIGINAL);
cl_forwardspeed = Cvar_Get ("cl_forwardspeed", "200", CVAR_ARCHIVE|CVAR_ORIGINAL);
cl_backspeed = Cvar_Get ("cl_backspeed", "200", CVAR_ARCHIVE|CVAR_ORIGINAL);
cl_sidespeed = Cvar_Get ("cl_sidespeed", "320", CVAR_ORIGINAL);
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cl_movespeedkey = Cvar_Get ("cl_movespeedkey", "2.0", CVAR_ORIGINAL);
cl_yawspeed = Cvar_Get ("cl_yawspeed", "140", CVAR_ORIGINAL);
cl_pitchspeed = Cvar_Get ("cl_pitchspeed", "150", CVAR_ORIGINAL);
cl_anglespeedkey = Cvar_Get ("cl_anglespeedkey", "1.5", CVAR_ORIGINAL);
cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_ORIGINAL);
Cvar_SetRangecheck (cl_shownet, Cvar_RangecheckInt, 0, 2);
Cvar_Set(cl_shownet, cl_shownet->string);
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cl_nolerp = Cvar_Get ("cl_nolerp", "0", CVAR_ORIGINAL);
lookspring = Cvar_Get ("lookspring", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
lookstrafe = Cvar_Get ("lookstrafe", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
sensitivity = Cvar_Get ("sensitivity", "3", CVAR_ARCHIVE|CVAR_ORIGINAL);
m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE|CVAR_ORIGINAL);
m_yaw = Cvar_Get ("m_yaw", "0.022", CVAR_ARCHIVE|CVAR_ORIGINAL);
m_forward = Cvar_Get ("m_forward", "1", CVAR_ARCHIVE|CVAR_ORIGINAL);
m_side = Cvar_Get ("m_side", "0.8", CVAR_ARCHIVE|CVAR_ORIGINAL);
m_look = Cvar_Get ("m_look", "1", CVAR_ARCHIVE);
m_lockup = Cvar_Get ("m_lockup", "-90", CVAR_ARCHIVE);
m_lockdown = Cvar_Get ("m_lockdown", "90", CVAR_ARCHIVE);
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Cvar_SetRangecheck (m_look, Cvar_RangecheckBool, 0, 1);
Cvar_SetCallback (m_look, Callback_M_Look);
Cvar_Set(m_look, m_look->string);
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cl_showfps = Cvar_Get ("cl_showfps", "0", CVAR_NONE);
Cvar_SetRangecheck (cl_showfps, Cvar_RangecheckBool, 0, 1);
Cvar_Set(cl_showfps, cl_showfps->string);
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cl_compatibility = Cvar_Get ("cl_compatibility", "0", CVAR_ARCHIVE);
Cvar_SetRangecheck (cl_compatibility, Cvar_RangecheckBool, 0, 1);
Cvar_SetDescription (cl_compatibility, "When set to 1, this client will not request enhanced information from the server (server's entity limit, NVS handshake, etc.) and disables enhanced client messages (precise client aiming, etc.). This is necessary for recording demos that shall run on all Quake executables. Also see SV_COMPATIBILITY.");
Cvar_Set(cl_compatibility, cl_compatibility->string);
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cl_entities_min = Cvar_Get ("cl_entities_min", "0", CVAR_NONE);
Cvar_SetRangecheck (cl_entities_min, Cvar_RangecheckInt, MIN_EDICTS, MAX_EDICTS);
Cvar_Set(cl_entities_min, cl_entities_min->string);
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cl_entities_min_static = Cvar_Get ("cl_entities_min_static", "0", CVAR_NONE);
Cvar_SetRangecheck (cl_entities_min_static, Cvar_RangecheckInt, MIN_STATIC_ENTITIES, MAX_EDICTS);
Cvar_Set(cl_entities_min_static, cl_entities_min_static->string);
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cl_entities_min_temp = Cvar_Get ("cl_entities_min_temp", "0", CVAR_NONE);
Cvar_SetRangecheck (cl_entities_min_temp, Cvar_RangecheckInt, MIN_TEMP_ENTITIES, MAX_EDICTS);
Cvar_Set(cl_entities_min_temp, cl_entities_min_temp->string);
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cl_sbar = Cvar_Get ("cl_sbar", "1", CVAR_ARCHIVE | CVAR_ORIGINAL);
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}
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void TheForceLoadLighting (void)
{
LoadPointLighting(sv.worldmodel->entities);
}
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/*
=================
CL_Init
=================
*/
void CL_Init (void)
{
SZ_Alloc (&cls.message, 1024);
CL_InitInput ();
CL_InitTEnts ();
Cmd_AddCommand ("entities", CL_PrintEntities_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
Cmd_AddCommand ("demo_record", CL_Record_f);
Cmd_AddCommand ("demo_pause", CL_DemoPause_f);
Cmd_AddCommand ("demo_stop", CL_Stop_f);
Cmd_AddCommand ("demo_play", CL_PlayDemo_f);
Cmd_AddCommand ("demo_time", CL_TimeDemo_f);
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Cmd_AddCommand ("ng_forceloadlighting", TheForceLoadLighting);
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}