/* cl_main.c client main loop $Header: /cvsroot/uhexen2/hexen2/cl_main.c,v 1.42 2007/09/22 15:27:10 sezero Exp $ */ #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", CVAR_ARCHIVE}; cvar_t cl_color = {"_cl_color", "0", CVAR_ARCHIVE}; cvar_t cl_playerclass = {"_cl_playerclass", "1", CVAR_ARCHIVE}; cvar_t cl_shownet = {"cl_shownet", "0", CVAR_NONE}; // can be 0, 1, or 2 cvar_t cl_nolerp = {"cl_nolerp", "0", CVAR_NONE}; cvar_t lookspring = {"lookspring", "0", CVAR_ARCHIVE}; cvar_t lookstrafe = {"lookstrafe", "0", CVAR_ARCHIVE}; cvar_t sensitivity = {"sensitivity", "3", CVAR_ARCHIVE}; cvar_t mwheelthreshold = {"mwheelthreshold", "120", CVAR_ARCHIVE}; static float save_sensitivity; cvar_t m_pitch = {"m_pitch", "0.022", CVAR_ARCHIVE}; cvar_t m_yaw = {"m_yaw", "0.022", CVAR_ARCHIVE}; cvar_t m_forward = {"m_forward", "1", CVAR_ARCHIVE}; cvar_t m_side = {"m_side", "0.8", CVAR_ARCHIVE}; 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]; //static int lastc = 0; 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)); CL_ClearTEnts(); CL_ClearEffects(); // // 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.current_frame = cl.current_sequence = 99; cl.reference_frame = cl.last_frame = cl.last_sequence = 199; cl.need_build = 2; plaquemessage = ""; SB_InvReset(); } /* ===================== 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) { R_ClearParticles (); //jfm: need to clear parts because some now check world S_StopAllSounds (true); // stop sounds (especially looping!) MIDI_Stop(); CDAudio_Stop(); loading_stage = 0; // 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); Host_RemoveGIPFiles(NULL); } 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 ("%s: connect failed", __thisfunc__); Con_DPrintf ("%s: connected to %s\n", __thisfunc__, 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 ("%s: %i\n", __thisfunc__, 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("playerclass %i\n", cl_playerclass.integer)); MSG_WriteByte (&cls.message, clc_stringcmd); MSG_WriteString (&cls.message, va("color %i %i\n", cl_color.integer >> 4, cl_color.integer & 15)); MSG_WriteByte (&cls.message, clc_stringcmd); q_snprintf (str, sizeof(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; } } /* ===================== 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 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; CL_Disconnect(); return; } } SCR_BeginLoadingPlaque (); q_snprintf (str, sizeof(str),"playdemo %s\n", cls.demos[cls.demonum]); Cbuf_InsertText (str); cls.demonum++; } /* ============== CL_PrintEntities_f ============== */ static 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 =============== */ static 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 dl = cl_dlights; if (key) { for (i = 0; i < MAX_DLIGHTS; i++, dl++) { if (dl->key == key) goto done; } } // then look for anything else dl = cl_dlights; for (i = 0; i < MAX_DLIGHTS; i++, dl++) { if (dl->die < cl.time) goto done; } dl = &cl_dlights[0]; done: memset (dl, 0, sizeof(*dl)); dl->key = key; dl->color[0] = dl->color[1] = dl->color[2] = dl->color[3] = 1.0; 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; if (dl->radius > 0) { dl->radius -= time*dl->decay; if (dl->radius < 0) dl->radius = 0; } else { 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. =============== */ static float CL_LerpPoint (void) { float f, frac; f = cl.mtime[0] - cl.mtime[1]; if (!f || cl_nolerp.integer || 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 =============== */ static void CL_RelinkEntities (void) { entity_t *ent; int i, j; float frac, f, d; vec3_t delta; vec3_t oldorg; dlight_t *dl; //int c; //c = 0; // 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 && !intro_playing) { // 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; } } // 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->baseline.flags & BE_ON)) { ent->model = NULL; continue; } VectorCopy (ent->origin, oldorg); if (ent->forcelink || ent->msgtime != cl.mtime[0]) { // 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; } } //c++; if (ent->effects & EF_DARKFIELD) R_DarkFieldParticles (ent); 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; # ifdef GLQUAKE if (gl_colored_dynamic_lights.integer) { // Make the dynamic light yellow dl->color[0] = 1.0; dl->color[1] = 1.0; dl->color[2] = 0.5; dl->color[3] = 0.7; } # endif } 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; # ifdef GLQUAKE if (gl_colored_dynamic_lights.integer) { dl->color[0] = 0.8; dl->color[1] = 0.8; dl->color[2] = 1.0; dl->color[3] = 0.7; } # endif } 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 GLQUAKE if (gl_colored_dynamic_lights.integer) { dl->color[0] = 0.8; dl->color[1] = 0.6; dl->color[2] = 0.2; dl->color[3] = 0.7; } # endif } 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; # ifdef GLQUAKE if (gl_colored_dynamic_lights.integer) { dl->color[0] = 0.8; dl->color[1] = 0.4; dl->color[2] = 0.2; dl->color[3] = 0.7; } # 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_BLOODSHOT) R_RocketTrail (oldorg, ent->origin, 17); 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_FIREBALL) { R_RocketTrail (oldorg, ent->origin, rt_fireball); dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = 120 - (rand() % 20); dl->die = cl.time + 0.01; # ifdef GLQUAKE if (gl_colored_dynamic_lights.integer) { dl->color[0] = 0.8; dl->color[1] = 0.2; dl->color[2] = 0.2; dl->color[3] = 0.7; } # endif } else if (ent->model->flags & EF_ACIDBALL) { R_RocketTrail (oldorg, ent->origin, rt_acidball); dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = 120 - (rand() % 20); dl->die = cl.time + 0.01; # ifdef GLQUAKE if (gl_colored_dynamic_lights.integer) { // Make the dynamic light green dl->color[0] = 0.2; dl->color[1] = 0.8; dl->color[2] = 0.2; dl->color[3] = 0.7; } # endif } else if (ent->model->flags & EF_ICE) { R_RocketTrail (oldorg, ent->origin, rt_ice); } else if (ent->model->flags & EF_SPIT) { R_RocketTrail (oldorg, ent->origin, rt_spit); dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = -120 - (rand() % 20); dl->die = cl.time + 0.05; # ifdef GLQUAKE if (gl_colored_dynamic_lights.integer) { // Make the dynamic light green dl->color[0] = 0.2; dl->color[1] = 0.6; dl->color[2] = 0.2; dl->color[3] = 0.7; } # endif } else if (ent->model->flags & EF_SPELL) { R_RocketTrail (oldorg, ent->origin, rt_spell); } 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); else if (ent->model->flags & EF_VORP_MISSILE) { R_RocketTrail (oldorg, ent->origin, rt_vorpal); # ifdef GLQUAKE // extra dynamic lights if (gl_extra_dynamic_lights.integer) { dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = 240 - (rand() % 20); dl->die = cl.time + 0.01; if (gl_colored_dynamic_lights.integer) { // Make the dynamic light blue dl->color[0] = 0.3; dl->color[1] = 0.3; dl->color[2] = 0.8; dl->color[3] = 0.7; } } # endif } else if (ent->model->flags & EF_SET_STAFF) { R_RocketTrail (oldorg, ent->origin,rt_setstaff); } else if (ent->model->flags & EF_MAGICMISSILE) { if ((rand() & 3) < 1) R_RocketTrail (oldorg, ent->origin, rt_magicmissile); # ifdef GLQUAKE // extra dynamic lights if (gl_extra_dynamic_lights.integer) { dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = 240 - (rand() % 20); dl->die = cl.time + 0.01; if (gl_colored_dynamic_lights.integer) { // Make the dynamic light blue dl->color[0] = 0.1; dl->color[1] = 0.1; dl->color[2] = 0.8; dl->color[3] = 0.7; } } # endif } else if (ent->model->flags & EF_BONESHARD) { R_RocketTrail (oldorg, ent->origin, rt_boneshard); } else if (ent->model->flags & EF_SCARAB) { R_RocketTrail (oldorg, ent->origin, rt_scarab); # ifdef GLQUAKE // extra dynamic lights if (gl_extra_dynamic_lights.integer) { dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = 240 - (rand() % 20); dl->die = cl.time + 0.01; if (gl_colored_dynamic_lights.integer) { // Make the dynamic light orange dl->color[0] = 0.9; dl->color[1] = 0.6; dl->color[2] = 0.1; dl->color[3] = 0.7; } } # endif } ent->forcelink = false; if (i == cl.viewentity && !chase_active.integer) continue; if ( ent->effects & EF_NODRAW ) continue; if (cl_numvisedicts < MAX_VISEDICTS) { cl_visedicts[cl_numvisedicts] = ent; cl_numvisedicts++; } } /* if (c != lastc) { Con_Printf("Number of entities: %d\n",c); lastc = c; } */ } /* =============== 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 ("%s: lost server connection", __thisfunc__); if (!ret) break; cl.last_received_message = realtime; CL_ParseServerMessage (); } while (ret && cls.state == ca_connected); if (cl_shownet.integer) 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 ("%s: can't send\n", __thisfunc__); return; } if (NET_SendMessage (cls.netcon, &cls.message) == -1) Host_Error ("%s: lost server connection", __thisfunc__); SZ_Clear (&cls.message); } static void CL_Sensitivity_save_f (void) { if (Cmd_Argc() != 2) { Con_Printf ("sensitivity_save \n"); return; } if (q_strcasecmp(Cmd_Argv(1),"save") == 0) save_sensitivity = sensitivity.value; else if (q_strcasecmp(Cmd_Argv(1),"restore") == 0) Cvar_SetValue ("sensitivity", save_sensitivity); } /* ================= CL_Init ================= */ void CL_Init (void) { SZ_Init (&cls.message, NULL, 1024); CL_InitInput (); CL_InitTEnts (); CL_InitEffects(); // // register our commands // Cvar_RegisterVariable (&cl_name); Cvar_RegisterVariable (&cl_color); Cvar_RegisterVariable (&cl_playerclass); 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); Cvar_RegisterVariable (&lookspring); Cvar_RegisterVariable (&lookstrafe); Cvar_RegisterVariable (&sensitivity); Cvar_RegisterVariable (&mwheelthreshold); Cvar_RegisterVariable (&m_pitch); Cvar_RegisterVariable (&m_yaw); Cvar_RegisterVariable (&m_forward); Cvar_RegisterVariable (&m_side); // Cvar_RegisterVariable (&cl_autofire); Cmd_AddCommand ("entities", CL_PrintEntities_f); Cmd_AddCommand ("disconnect", CL_Disconnect_f); Cmd_AddCommand ("record", CL_Record_f); Cmd_AddCommand ("stop", CL_Stop_f); Cmd_AddCommand ("playdemo", CL_PlayDemo_f); Cmd_AddCommand ("timedemo", CL_TimeDemo_f); Cmd_AddCommand ("sensitivity_save", CL_Sensitivity_save_f); }