Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
2000-01-08 04:50:26 +00:00
|
|
|
Portions Copyright (C) 1999,2000 Nelson Rush.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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 "quakedef.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_shownet = {"cl_shownet","0"}; // can be 0, 1, or 2
|
|
|
|
cvar_t cl_nolerp = {"cl_nolerp","0"};
|
|
|
|
|
2000-01-22 22:21:46 +00:00
|
|
|
cvar_t cl_sbar = {"cl_sbar", "1", true};
|
|
|
|
cvar_t cl_hudswap = {"cl_hudswap", "1", true};
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
cvar_t lookspring = {"lookspring","0", true};
|
|
|
|
cvar_t lookstrafe = {"lookstrafe","0", true};
|
|
|
|
cvar_t sensitivity = {"sensitivity","3", true};
|
|
|
|
|
|
|
|
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};
|
|
|
|
|
|
|
|
|
|
|
|
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];
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
CL_ClearState
|
|
|
|
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void CL_ClearState (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (!sv.active)
|
|
|
|
Host_ClearMemory ();
|
|
|
|
|
|
|
|
// 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));
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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_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!)
|
|
|
|
S_StopAllSounds (true);
|
|
|
|
|
|
|
|
// bring the console down and fade the colors back to normal
|
|
|
|
// SCR_BringDownConsole ();
|
|
|
|
|
|
|
|
// if running a local server, shut it down
|
|
|
|
if (cls.demoplayback)
|
|
|
|
CL_StopPlayback ();
|
|
|
|
else if (cls.state == ca_connected)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
if (sv.active)
|
|
|
|
Host_ShutdownServer(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
cls.demoplayback = cls.timedemo = false;
|
|
|
|
cls.signon = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CL_Disconnect_f (void)
|
|
|
|
{
|
|
|
|
CL_Disconnect ();
|
|
|
|
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 ("CL_Connect: connect failed\n");
|
|
|
|
Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
|
|
|
|
|
|
|
|
cls.demonum = -1; // not in the demo loop now
|
|
|
|
cls.state = ca_connected;
|
|
|
|
cls.signon = 0; // need all the signon messages before playing
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
CL_SignonReply
|
|
|
|
|
|
|
|
An svc_signonnum has been received, perform a client side setup
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void CL_SignonReply (void)
|
|
|
|
{
|
|
|
|
char str[8192];
|
|
|
|
|
|
|
|
Con_DPrintf ("CL_SignonReply: %i\n", cls.signon);
|
|
|
|
|
|
|
|
switch (cls.signon)
|
|
|
|
{
|
|
|
|
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));
|
|
|
|
|
|
|
|
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);
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(str, sizeof(str), "spawn %s", cls.spawnparms);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
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_Printf ("No demos listed with startdemos\n");
|
|
|
|
cls.demonum = -1;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(str, sizeof(str),"playdemo %s\n", cls.demos[cls.demonum]);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SetPal
|
|
|
|
|
|
|
|
Debugging tool, just flashes the screen
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void SetPal (int i)
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
static int old;
|
|
|
|
byte pal[768];
|
|
|
|
int c;
|
|
|
|
|
|
|
|
if (i == old)
|
|
|
|
return;
|
|
|
|
old = i;
|
|
|
|
|
|
|
|
if (i==0)
|
|
|
|
VID_SetPalette (host_basepal);
|
|
|
|
else if (i==1)
|
|
|
|
{
|
|
|
|
for (c=0 ; c<768 ; c+=3)
|
|
|
|
{
|
|
|
|
pal[c] = 0;
|
|
|
|
pal[c+1] = 255;
|
|
|
|
pal[c+2] = 0;
|
|
|
|
}
|
|
|
|
VID_SetPalette (pal);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (c=0 ; c<768 ; c+=3)
|
|
|
|
{
|
|
|
|
pal[c] = 0;
|
|
|
|
pal[c+1] = 0;
|
|
|
|
pal[c+2] = 255;
|
|
|
|
}
|
|
|
|
VID_SetPalette (pal);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CL_AllocDlight
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
dlight_t *CL_AllocDlight (int key)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
dlight_t *dl;
|
|
|
|
|
|
|
|
// first look for an exact key match
|
|
|
|
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;
|
|
|
|
return dl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
dl = &cl_dlights[0];
|
|
|
|
memset (dl, 0, sizeof(*dl));
|
|
|
|
dl->key = key;
|
|
|
|
return dl;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CL_DecayLights
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
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 (dl->die < cl.time || !dl->radius)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
dl->radius -= time*dl->decay;
|
|
|
|
if (dl->radius < 0)
|
|
|
|
dl->radius = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CL_LerpPoint
|
|
|
|
|
|
|
|
Determines the fraction between the last two messages that the objects
|
|
|
|
should be put at.
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
float CL_LerpPoint (void)
|
|
|
|
{
|
|
|
|
float f, frac;
|
|
|
|
|
|
|
|
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)
|
|
|
|
{ // 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)
|
|
|
|
{
|
|
|
|
SetPal(1);
|
|
|
|
cl.time = cl.mtime[1];
|
|
|
|
// Con_Printf ("low frac\n");
|
|
|
|
}
|
|
|
|
frac = 0;
|
|
|
|
}
|
|
|
|
else if (frac > 1)
|
|
|
|
{
|
|
|
|
if (frac > 1.01)
|
|
|
|
{
|
|
|
|
SetPal(2);
|
|
|
|
cl.time = cl.mtime[0];
|
|
|
|
// Con_Printf ("high frac\n");
|
|
|
|
}
|
|
|
|
frac = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
SetPal(0);
|
|
|
|
|
|
|
|
return frac;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CL_RelinkEntities
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CL_RelinkEntities (void)
|
|
|
|
{
|
|
|
|
entity_t *ent;
|
|
|
|
int i, j;
|
|
|
|
float frac, f, d;
|
|
|
|
vec3_t delta;
|
|
|
|
float bobjrotate;
|
|
|
|
vec3_t oldorg;
|
|
|
|
dlight_t *dl;
|
|
|
|
|
|
|
|
// determine partial update time
|
|
|
|
frac = CL_LerpPoint ();
|
|
|
|
|
|
|
|
cl_numvisedicts = 0;
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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]);
|
|
|
|
|
|
|
|
if (cls.demoplayback)
|
|
|
|
{
|
|
|
|
// interpolate the angles
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the object wasn't included in the last packet, remove it
|
|
|
|
if (ent->msgtime != cl.mtime[0])
|
|
|
|
{
|
|
|
|
ent->model = NULL;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy (ent->origin, oldorg);
|
|
|
|
|
|
|
|
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++)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
}
|
|
|
|
|
|
|
|
// interpolate the origin and angles
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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
|
|
|
|
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);
|
|
|
|
|
|
|
|
VectorMA (dl->origin, 18, fv, dl->origin);
|
|
|
|
dl->radius = 200 + (rand()&31);
|
|
|
|
dl->minlight = 32;
|
|
|
|
dl->die = cl.time + 0.1;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
#ifdef QUAKE2
|
|
|
|
if (ent->effects & EF_DARKLIGHT)
|
|
|
|
{
|
|
|
|
dl = CL_AllocDlight (i);
|
|
|
|
VectorCopy (ent->origin, dl->origin);
|
|
|
|
dl->radius = 200.0 + (rand()&31);
|
|
|
|
dl->die = cl.time + 0.001;
|
|
|
|
dl->dark = true;
|
|
|
|
}
|
|
|
|
if (ent->effects & EF_LIGHT)
|
|
|
|
{
|
|
|
|
dl = CL_AllocDlight (i);
|
|
|
|
VectorCopy (ent->origin, dl->origin);
|
|
|
|
dl->radius = 200;
|
|
|
|
dl->die = cl.time + 0.001;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (ent->model->flags & EF_GIB)
|
|
|
|
R_RocketTrail (oldorg, ent->origin, 2);
|
|
|
|
else if (ent->model->flags & EF_ZOMGIB)
|
|
|
|
R_RocketTrail (oldorg, ent->origin, 4);
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
R_RocketTrail (oldorg, ent->origin, 0);
|
|
|
|
dl = CL_AllocDlight (i);
|
|
|
|
VectorCopy (ent->origin, dl->origin);
|
|
|
|
dl->radius = 200;
|
|
|
|
dl->die = cl.time + 0.01;
|
|
|
|
}
|
|
|
|
else if (ent->model->flags & EF_GRENADE)
|
|
|
|
R_RocketTrail (oldorg, ent->origin, 1);
|
|
|
|
else if (ent->model->flags & EF_TRACER3)
|
|
|
|
R_RocketTrail (oldorg, ent->origin, 6);
|
|
|
|
|
|
|
|
ent->forcelink = false;
|
|
|
|
|
2000-01-02 05:46:52 +00:00
|
|
|
if (i == cl.viewentity && !cl_chasecam.value)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
continue;
|
|
|
|
|
|
|
|
#ifdef QUAKE2
|
|
|
|
if ( ent->effects & EF_NODRAW )
|
|
|
|
continue;
|
|
|
|
#endif
|
|
|
|
if (cl_numvisedicts < MAX_VISEDICTS)
|
|
|
|
{
|
|
|
|
cl_visedicts[cl_numvisedicts] = ent;
|
|
|
|
cl_numvisedicts++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
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 ("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");
|
|
|
|
|
|
|
|
CL_RelinkEntities ();
|
|
|
|
CL_UpdateTEnts ();
|
|
|
|
|
|
|
|
//
|
|
|
|
// bring the links up to date
|
|
|
|
//
|
|
|
|
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
|
|
|
|
CL_BaseMove (&cmd);
|
|
|
|
|
|
|
|
// allow mice or other external controllers to add to the move
|
|
|
|
IN_Move (&cmd);
|
|
|
|
|
|
|
|
// send the unreliable message
|
|
|
|
CL_SendMove (&cmd);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cls.demoplayback)
|
|
|
|
{
|
|
|
|
SZ_Clear (&cls.message);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// send the reliable message
|
|
|
|
if (!cls.message.cursize)
|
|
|
|
return; // no message at all
|
|
|
|
|
|
|
|
if (!NET_CanSendMessage (cls.netcon))
|
|
|
|
{
|
|
|
|
Con_DPrintf ("CL_WriteToServer: can't send\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (NET_SendMessage (cls.netcon, &cls.message) == -1)
|
|
|
|
Host_Error ("CL_WriteToServer: lost server connection");
|
|
|
|
|
|
|
|
SZ_Clear (&cls.message);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CL_Init
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CL_Init (void)
|
|
|
|
{
|
|
|
|
SZ_Alloc (&cls.message, 1024);
|
|
|
|
|
|
|
|
CL_InitInput ();
|
|
|
|
CL_InitTEnts ();
|
|
|
|
|
|
|
|
//
|
|
|
|
// register our commands
|
|
|
|
//
|
|
|
|
Cvar_RegisterVariable (&cl_name);
|
|
|
|
Cvar_RegisterVariable (&cl_color);
|
|
|
|
Cvar_RegisterVariable (&cl_upspeed);
|
|
|
|
Cvar_RegisterVariable (&cl_forwardspeed);
|
|
|
|
Cvar_RegisterVariable (&cl_backspeed);
|
|
|
|
Cvar_RegisterVariable (&cl_sidespeed);
|
|
|
|
Cvar_RegisterVariable (&cl_movespeedkey);
|
|
|
|
Cvar_RegisterVariable (&cl_yawspeed);
|
|
|
|
Cvar_RegisterVariable (&cl_pitchspeed);
|
|
|
|
Cvar_RegisterVariable (&cl_anglespeedkey);
|
|
|
|
Cvar_RegisterVariable (&cl_shownet);
|
|
|
|
Cvar_RegisterVariable (&cl_nolerp);
|
2000-01-22 22:21:46 +00:00
|
|
|
|
|
|
|
Cvar_RegisterVariable (&cl_sbar);
|
|
|
|
Cvar_RegisterVariable (&cl_hudswap);
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Cvar_RegisterVariable (&lookspring);
|
|
|
|
Cvar_RegisterVariable (&lookstrafe);
|
|
|
|
Cvar_RegisterVariable (&sensitivity);
|
|
|
|
|
|
|
|
Cvar_RegisterVariable (&m_pitch);
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Cvar_RegisterVariable (&m_yaw);
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Cvar_RegisterVariable (&m_forward);
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Cvar_RegisterVariable (&m_side);
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// Cvar_RegisterVariable (&cl_autofire);
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Cmd_AddCommand ("entities", CL_PrintEntities_f);
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Cmd_AddCommand ("disconnect", CL_Disconnect_f);
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Cmd_AddCommand ("record", CL_Record_f);
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Cmd_AddCommand ("stop", CL_Stop_f);
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Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
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Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
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}
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