2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
54 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
58 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
59 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
60 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
61 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
64 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
65 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
67 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
68 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
69 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
70 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
72 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
74 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
76 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
78 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
83 #define MAX_PARTICLES 32768 // default max # of particles at one time
84 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
92 void CL_ClearState(void)
97 // wipe the entire cl structure
98 Mem_EmptyPool(cls.levelmempool);
99 memset (&cl, 0, sizeof(cl));
103 // reset the view zoom interpolation
104 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107 cl.num_csqcentities = 0; //[515]: csqc
108 cl.num_static_entities = 0;
109 cl.num_temp_entities = 0;
110 cl.num_brushmodel_entities = 0;
112 // tweak these if the game runs out
113 cl.max_entities = 256;
114 cl.max_csqcentities = 256; //[515]: csqc
115 cl.max_static_entities = 256;
116 cl.max_temp_entities = 512;
117 cl.max_effects = 256;
119 cl.max_dlights = MAX_DLIGHTS;
120 cl.max_lightstyle = MAX_LIGHTSTYLES;
121 cl.max_brushmodel_entities = MAX_EDICTS;
122 cl.max_particles = MAX_PARTICLES;
124 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
125 i = COM_CheckParm ("-particles");
126 if (i && i < com_argc - 1)
128 cl.max_particles = (int)(atoi(com_argv[i+1]));
129 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
130 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
137 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
138 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc
139 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
140 cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
141 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
142 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
143 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
144 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
145 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
146 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
147 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
148 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
150 // LordHavoc: have to set up the baseline info for alpha and other stuff
151 for (i = 0;i < cl.max_entities;i++)
153 cl.entities[i].state_baseline = defaultstate;
154 cl.entities[i].state_previous = defaultstate;
155 cl.entities[i].state_current = defaultstate;
158 for (i = 0;i < cl.max_csqcentities;i++)
160 cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
161 cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
162 cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
163 cl.csqcentities[i].csqc = true;
164 cl.csqcentities[i].state_current.number = -i;
167 if (gamemode == GAME_NEXUIZ)
169 VectorSet(cl.playerstandmins, -16, -16, -24);
170 VectorSet(cl.playerstandmaxs, 16, 16, 45);
171 VectorSet(cl.playercrouchmins, -16, -16, -24);
172 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
176 VectorSet(cl.playerstandmins, -16, -16, -24);
177 VectorSet(cl.playerstandmaxs, 16, 16, 24);
178 VectorSet(cl.playercrouchmins, -16, -16, -24);
179 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182 // disable until we get textures for it
185 ent = &cl.entities[0];
186 // entire entity array was cleared, so just fill in a few fields
187 ent->state_current.active = true;
188 ent->render.model = cl.worldmodel = NULL; // no world model yet
189 ent->render.scale = 1; // some of the renderer still relies on scale
190 ent->render.alpha = 1;
191 ent->render.colormap = -1; // no special coloring
192 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
193 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
194 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
195 CL_BoundingBoxForEntity(&ent->render);
197 // noclip is turned off at start
198 noclip_anglehack = false;
200 // mark all frames invalid for delta
201 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
206 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
208 if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
211 Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
214 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215 if (cls.state == ca_connected && cls.netcon)
217 if (cls.protocol == PROTOCOL_QUAKEWORLD)
219 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
222 else if (!strcasecmp(key, "name"))
224 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
227 else if (!strcasecmp(key, "playermodel"))
229 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
232 else if (!strcasecmp(key, "playerskin"))
234 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
237 else if (!strcasecmp(key, "topcolor"))
239 // don't send anything, the combined color code will be updated manually
241 else if (!strcasecmp(key, "bottomcolor"))
243 // don't send anything, the combined color code will be updated manually
245 else if (!strcasecmp(key, "rate"))
247 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
253 void CL_ExpandEntities(int num)
255 int i, oldmaxentities;
256 entity_t *oldentities;
257 if (num >= cl.max_entities)
260 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261 if (num >= MAX_EDICTS)
262 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263 oldmaxentities = cl.max_entities;
264 oldentities = cl.entities;
265 cl.max_entities = (num & ~255) + 256;
266 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268 Mem_Free(oldentities);
269 for (i = oldmaxentities;i < cl.max_entities;i++)
271 cl.entities[i].state_baseline = defaultstate;
272 cl.entities[i].state_previous = defaultstate;
273 cl.entities[i].state_current = defaultstate;
278 void CL_ExpandCSQCEntities(int num)
280 int i, oldmaxentities;
281 entity_t *oldentities;
282 if (num >= cl.max_csqcentities)
284 if (!cl.csqcentities)
285 Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
286 if (num >= MAX_EDICTS)
287 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
288 oldmaxentities = cl.max_csqcentities;
289 oldentities = cl.csqcentities;
290 cl.max_csqcentities = (num & ~255) + 256;
291 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
292 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
293 Mem_Free(oldentities);
294 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
296 cl.csqcentities[i].state_baseline = defaultstate;
297 cl.csqcentities[i].state_previous = defaultstate;
298 cl.csqcentities[i].state_current = defaultstate;
299 cl.csqcentities[i].csqc = true;
300 cl.csqcentities[i].state_current.number = -i;
305 void CL_VM_ShutDown (void);
307 =====================
310 Sends a disconnect message to the server
311 This is also called on Host_Error, so it shouldn't cause any errors
312 =====================
314 void CL_Disconnect(void)
316 if (cls.state == ca_dedicated)
319 Con_DPrintf("CL_Disconnect\n");
322 // stop sounds (especially looping!)
325 // clear contents blends
326 cl.cshifts[0].percent = 0;
327 cl.cshifts[1].percent = 0;
328 cl.cshifts[2].percent = 0;
329 cl.cshifts[3].percent = 0;
331 cl.worldmodel = NULL;
333 if (cls.demoplayback)
338 unsigned char bufdata[8];
339 if (cls.demorecording)
342 // send disconnect message 3 times to improve chances of server
343 // receiving it (but it still fails sometimes)
344 memset(&buf, 0, sizeof(buf));
346 buf.maxsize = sizeof(bufdata);
347 if (cls.protocol == PROTOCOL_QUAKEWORLD)
349 Con_DPrint("Sending drop command\n");
350 MSG_WriteByte(&buf, qw_clc_stringcmd);
351 MSG_WriteString(&buf, "drop");
355 Con_DPrint("Sending clc_disconnect\n");
356 MSG_WriteByte(&buf, clc_disconnect);
358 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
359 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
360 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
361 NetConn_Close(cls.netcon);
364 cls.state = ca_disconnected;
366 cls.demoplayback = cls.timedemo = false;
370 void CL_Disconnect_f(void)
374 Host_ShutdownServer ();
381 =====================
382 CL_EstablishConnection
384 Host should be either "local" or a net address
385 =====================
387 void CL_EstablishConnection(const char *host)
389 if (cls.state == ca_dedicated)
392 // clear menu's connect error message
393 M_Update_Return_Reason("");
396 // stop demo loop in case this fails
399 // if downloads are running, cancel their finishing action
400 Curl_Clear_forthismap();
402 // make sure the client ports are open before attempting to connect
403 NetConn_UpdateSockets();
405 // run a network frame
406 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
408 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
410 cls.connect_trying = true;
411 cls.connect_remainingtries = 3;
412 cls.connect_nextsendtime = 0;
413 M_Update_Return_Reason("Trying to connect...");
414 // run several network frames to jump into the game quickly
417 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
419 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
425 Con_Print("Unable to find a suitable network socket to connect to server.\n");
426 M_Update_Return_Reason("No network");
435 static void CL_PrintEntities_f(void)
441 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
443 if (!ent->state_current.active)
446 if (ent->render.model)
447 strlcpy (name, ent->render.model->name, 25);
449 strcpy(name, "--no model--");
450 for (j = (int)strlen(name);j < 25;j++)
452 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
456 //static const vec3_t nomodelmins = {-16, -16, -16};
457 //static const vec3_t nomodelmaxs = {16, 16, 16};
458 void CL_BoundingBoxForEntity(entity_render_t *ent)
460 model_t *model = ent->model;
463 //if (ent->angles[0] || ent->angles[2])
464 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
467 ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
468 ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
469 ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
470 ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
471 ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
472 ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
473 //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
474 //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
476 //else if (ent->angles[1])
477 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
480 ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
481 ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
482 ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
483 ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
484 ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
485 ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
486 //VectorAdd(ent->origin, model->yawmins, ent->mins);
487 //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
491 ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
492 ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
493 ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
494 ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
495 ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
496 ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
497 //VectorAdd(ent->origin, model->normalmins, ent->mins);
498 //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
503 ent->mins[0] = ent->matrix.m[0][3] - 16;
504 ent->mins[1] = ent->matrix.m[1][3] - 16;
505 ent->mins[2] = ent->matrix.m[2][3] - 16;
506 ent->maxs[0] = ent->matrix.m[0][3] + 16;
507 ent->maxs[1] = ent->matrix.m[1][3] + 16;
508 ent->maxs[2] = ent->matrix.m[2][3] + 16;
509 //VectorAdd(ent->origin, nomodelmins, ent->mins);
510 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
518 Determines the fraction between the last two messages that the objects
522 static float CL_LerpPoint(void)
526 // dropped packet, or start of demo
527 if (cl.mtime[1] < cl.mtime[0] - 0.1)
528 cl.mtime[1] = cl.mtime[0] - 0.1;
530 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
532 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
533 f = cl.mtime[0] - cl.mtime[1];
534 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
536 cl.time = cl.mtime[0];
540 f = (cl.time - cl.mtime[1]) / f;
541 return bound(0, f, 1);
544 void CL_ClearTempEntities (void)
546 cl.num_temp_entities = 0;
549 entity_t *CL_NewTempEntity(void)
553 if (r_refdef.numentities >= r_refdef.maxentities)
555 if (cl.num_temp_entities >= cl.max_temp_entities)
557 ent = &cl.temp_entities[cl.num_temp_entities++];
558 memset (ent, 0, sizeof(*ent));
559 r_refdef.entities[r_refdef.numentities++] = &ent->render;
561 ent->render.colormap = -1; // no special coloring
562 ent->render.scale = 1;
563 ent->render.alpha = 1;
564 VectorSet(ent->render.colormod, 1, 1, 1);
568 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
572 if (!modelindex) // sanity check
574 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
579 VectorCopy(org, e->origin);
580 e->modelindex = modelindex;
581 e->starttime = cl.time;
582 e->startframe = startframe;
583 e->endframe = startframe + framecount;
584 e->framerate = framerate;
587 e->frame1time = cl.time;
588 e->frame2time = cl.time;
589 cl.num_effects = max(cl.num_effects, i + 1);
594 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
600 // first look for an exact key match
604 for (i = 0;i < cl.num_dlights;i++, dl++)
610 // then look for anything else
612 for (i = 0;i < cl.num_dlights;i++, dl++)
615 // if we hit the end of the active dlights and found no gaps, add a new one
618 cl.num_dlights = i + 1;
622 // unable to find one
626 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
627 memset (dl, 0, sizeof(*dl));
628 Matrix4x4_Normalize(&dl->matrix, matrix);
630 dl->origin[0] = dl->matrix.m[0][3];
631 dl->origin[1] = dl->matrix.m[1][3];
632 dl->origin[2] = dl->matrix.m[2][3];
633 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
634 dl->matrix.m[0][3] = dl->origin[0];
635 dl->matrix.m[1][3] = dl->origin[1];
636 dl->matrix.m[2][3] = dl->origin[2];
639 dl->color[1] = green;
643 dl->die = cl.time + lifetime;
646 dl->cubemapnum = cubemapnum;
648 dl->shadow = shadowenable;
651 dl->coronasizescale = coronasizescale;
652 dl->ambientscale = ambientscale;
653 dl->diffusescale = diffusescale;
654 dl->specularscale = specularscale;
657 // called before entity relinking
658 void CL_DecayLights(void)
664 time = cl.time - cl.oldtime;
665 oldmax = cl.num_dlights;
667 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
671 f = dl->radius - time * dl->decay;
672 if (cl.time < dl->die && f > 0)
674 dl->radius = dl->radius - time * dl->decay;
675 cl.num_dlights = i + 1;
683 // called after entity relinking
684 void CL_UpdateLights(void)
690 r_refdef.numlights = 0;
691 if (r_dynamic.integer)
693 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
697 R_RTLight_Update(dl, false);
698 r_refdef.lights[r_refdef.numlights++] = dl;
704 // 'm' is normal light, 'a' is no light, 'z' is double bright
708 for (j = 0;j < cl.max_lightstyle;j++)
710 if (!cl.lightstyle || !cl.lightstyle[j].length)
712 r_refdef.lightstylevalue[j] = 256;
715 k = i % cl.lightstyle[j].length;
716 l = (i-1) % cl.lightstyle[j].length;
717 k = cl.lightstyle[j].map[k] - 'a';
718 l = cl.lightstyle[j].map[l] - 'a';
719 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
723 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
727 matrix4x4_t flagmatrix;
729 // this code taken from QuakeWorld
731 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
733 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
735 if (player->render.frame2 == 29) f = f + 2;
736 else if (player->render.frame2 == 30) f = f + 8;
737 else if (player->render.frame2 == 31) f = f + 12;
738 else if (player->render.frame2 == 32) f = f + 11;
739 else if (player->render.frame2 == 33) f = f + 10;
740 else if (player->render.frame2 == 34) f = f + 4;
742 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
744 if (player->render.frame2 == 35) f = f + 2;
745 else if (player->render.frame2 == 36) f = f + 10;
746 else if (player->render.frame2 == 37) f = f + 10;
747 else if (player->render.frame2 == 38) f = f + 8;
748 else if (player->render.frame2 == 39) f = f + 4;
749 else if (player->render.frame2 == 40) f = f + 2;
752 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
754 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
755 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
756 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
757 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
759 // end of code taken from QuakeWorld
761 flag = CL_NewTempEntity();
765 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
766 flag->render.skinnum = skin;
767 flag->render.colormap = -1; // no special coloring
768 flag->render.alpha = 1;
769 VectorSet(flag->render.colormod, 1, 1, 1);
770 // attach the flag to the player matrix
771 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
772 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
773 Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
774 R_LerpAnimation(&flag->render);
775 CL_BoundingBoxForEntity(&flag->render);
778 #define MAXVIEWMODELS 32
779 entity_t *viewmodels[MAXVIEWMODELS];
782 matrix4x4_t viewmodelmatrix;
784 static int entitylinkframenumber;
786 static const vec3_t muzzleflashorigin = {18, 0, 0};
788 extern void V_DriftPitch(void);
789 extern void V_FadeViewFlashs(void);
790 extern void V_CalcViewBlend(void);
792 extern void V_CalcRefdef(void);
793 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
794 void CL_LinkNetworkEntity(entity_t *e)
796 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
797 //matrix4x4_t dlightmatrix;
799 effectnameindex_t trailtype;
800 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
804 //entity_persistent_t *p = &e->persistent;
805 //entity_render_t *r = &e->render;
806 if (e->persistent.linkframe != entitylinkframenumber)
808 e->persistent.linkframe = entitylinkframenumber;
809 // skip inactive entities and world
810 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
812 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
813 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
814 e->render.flags = e->state_current.flags;
815 e->render.effects = e->state_current.effects;
816 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
817 if (e->state_current.flags & RENDER_COLORMAPPED)
820 unsigned char *cbcolor;
821 e->render.colormap = e->state_current.colormap;
822 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
823 cbcolor = (unsigned char *) (&palette_complete[cb]);
824 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
825 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
826 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
827 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
828 cbcolor = (unsigned char *) (&palette_complete[cb]);
829 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
830 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
831 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
833 else if (e->state_current.colormap && cl.scores != NULL)
836 unsigned char *cbcolor;
837 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
838 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
839 cbcolor = (unsigned char *) (&palette_complete[cb]);
840 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
841 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
842 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
843 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
844 cbcolor = (unsigned char *) (&palette_complete[cb]);
845 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
846 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
847 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
851 e->render.colormap = -1; // no special coloring
852 VectorClear(e->render.colormap_pantscolor);
853 VectorClear(e->render.colormap_shirtcolor);
855 e->render.skinnum = e->state_current.skin;
856 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
858 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
863 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
864 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
866 e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
867 e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
870 matrix = &viewmodelmatrix;
874 // if the tag entity is currently impossible, skip it
877 if (e->state_current.tagentity >= cl.num_entities)
879 t = cl.entities + e->state_current.tagentity;
883 if (e->state_current.tagentity >= cl.num_csqcentities)
885 t = cl.csqcentities + e->state_current.tagentity;
887 // if the tag entity is inactive, skip it
888 if (!t->state_current.active)
890 // note: this can link to world
891 CL_LinkNetworkEntity(t);
892 // make relative to the entity
893 matrix = &t->render.matrix;
894 // some properties of the tag entity carry over
895 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
896 // if a valid tagindex is used, make it relative to that tag instead
897 // FIXME: use a model function to get tag info (need to handle skeletal)
898 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
900 // blend the matrices
901 memset(&blendmatrix, 0, sizeof(blendmatrix));
902 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
904 matrix4x4_t tagmatrix;
905 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
906 d = t->render.frameblend[j].lerp;
907 for (l = 0;l < 4;l++)
908 for (k = 0;k < 4;k++)
909 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
911 // concat the tag matrices onto the entity matrix
912 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
913 // use the constructed tag matrix
914 matrix = &tempmatrix;
919 // if it's the player entity, update according to client movement
920 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
922 lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
923 lerp = bound(0, lerp, 1);
924 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
925 VectorSet(angles, 0, cl.viewangles[1], 0);
927 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
929 // interpolate the origin and angles
930 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
931 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
932 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
933 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
934 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
935 VectorMA(e->persistent.oldangles, lerp, delta, angles);
940 VectorCopy(e->persistent.neworigin, origin);
941 VectorCopy(e->persistent.newangles, angles);
944 // model setup and some modelflags
945 if(e->state_current.modelindex < MAX_MODELS)
946 e->render.model = cl.model_precache[e->state_current.modelindex];
948 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
951 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
952 if (e->render.model->type == mod_alias)
953 angles[0] = -angles[0];
954 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
956 angles[1] = ANGLEMOD(100*cl.time);
957 if (cl_itembobheight.value)
958 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
960 // transfer certain model flags to effects
961 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
962 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
963 VectorScale(e->render.colormod, 2, e->render.colormod);
965 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
966 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
967 angles[0] = -angles[0];
970 if (e->render.frame2 == e->state_current.frame)
972 // update frame lerp fraction
973 e->render.framelerp = 1;
974 if (e->render.frame2time > e->render.frame1time)
976 // make sure frame lerp won't last longer than 100ms
977 // (this mainly helps with models that use framegroups and
978 // switch between them infrequently)
979 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
980 e->render.framelerp = bound(0, e->render.framelerp, 1);
985 // begin a new frame lerp
986 e->render.frame1 = e->render.frame2;
987 e->render.frame1time = e->render.frame2time;
988 e->render.frame = e->render.frame2 = e->state_current.frame;
989 e->render.frame2time = cl.time;
990 e->render.framelerp = 0;
992 R_LerpAnimation(&e->render);
994 // set up the render matrix
995 // FIXME: e->render.scale should go away
996 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
997 // concat the matrices to make the entity relative to its tag
998 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
999 // make the other useful stuff
1000 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
1001 CL_BoundingBoxForEntity(&e->render);
1003 // handle effects now that we know where this entity is in the world...
1004 if (e->render.model && e->render.model->soundfromcenter)
1006 // bmodels are treated specially since their origin is usually '0 0 0'
1008 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1009 Matrix4x4_Transform(&e->render.matrix, o, origin);
1013 origin[0] = e->render.matrix.m[0][3];
1014 origin[1] = e->render.matrix.m[1][3];
1015 origin[2] = e->render.matrix.m[2][3];
1017 trailtype = EFFECT_NONE;
1022 // LordHavoc: if the entity has no effects, don't check each
1023 if (e->render.effects)
1025 if (e->render.effects & EF_BRIGHTFIELD)
1027 if (gamemode == GAME_NEXUIZ)
1028 trailtype = EFFECT_TR_NEXUIZPLASMA;
1030 CL_EntityParticles(e);
1032 if (e->render.effects & EF_MUZZLEFLASH)
1033 e->persistent.muzzleflash = 1.0f;
1034 if (e->render.effects & EF_DIMLIGHT)
1036 dlightradius = max(dlightradius, 200);
1037 dlightcolor[0] += 1.50f;
1038 dlightcolor[1] += 1.50f;
1039 dlightcolor[2] += 1.50f;
1041 if (e->render.effects & EF_BRIGHTLIGHT)
1043 dlightradius = max(dlightradius, 400);
1044 dlightcolor[0] += 3.00f;
1045 dlightcolor[1] += 3.00f;
1046 dlightcolor[2] += 3.00f;
1048 // LordHavoc: more effects
1049 if (e->render.effects & EF_RED) // red
1051 dlightradius = max(dlightradius, 200);
1052 dlightcolor[0] += 1.50f;
1053 dlightcolor[1] += 0.15f;
1054 dlightcolor[2] += 0.15f;
1056 if (e->render.effects & EF_BLUE) // blue
1058 dlightradius = max(dlightradius, 200);
1059 dlightcolor[0] += 0.15f;
1060 dlightcolor[1] += 0.15f;
1061 dlightcolor[2] += 1.50f;
1063 if (e->render.effects & EF_FLAME)
1064 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1065 if (e->render.effects & EF_STARDUST)
1066 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1067 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1069 // these are only set on player entities
1070 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1073 // muzzleflash fades over time, and is offset a bit
1074 if (e->persistent.muzzleflash > 0)
1076 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1077 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1078 tempmatrix = e->render.matrix;
1079 tempmatrix.m[0][3] = trace.endpos[0];
1080 tempmatrix.m[1][3] = trace.endpos[1];
1081 tempmatrix.m[2][3] = trace.endpos[2];
1082 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1083 e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1085 // LordHavoc: if the model has no flags, don't check each
1086 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1088 if (e->render.model->flags & EF_GIB)
1089 trailtype = EFFECT_TR_BLOOD;
1090 else if (e->render.model->flags & EF_ZOMGIB)
1091 trailtype = EFFECT_TR_SLIGHTBLOOD;
1092 else if (e->render.model->flags & EF_TRACER)
1093 trailtype = EFFECT_TR_WIZSPIKE;
1094 else if (e->render.model->flags & EF_TRACER2)
1095 trailtype = EFFECT_TR_KNIGHTSPIKE;
1096 else if (e->render.model->flags & EF_ROCKET)
1097 trailtype = EFFECT_TR_ROCKET;
1098 else if (e->render.model->flags & EF_GRENADE)
1100 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1101 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1103 else if (e->render.model->flags & EF_TRACER3)
1104 trailtype = EFFECT_TR_VORESPIKE;
1106 // LordHavoc: customizable glow
1107 if (e->state_current.glowsize)
1109 // * 4 for the expansion from 0-255 to 0-1023 range,
1110 // / 255 to scale down byte colors
1111 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1112 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1114 // make the glow dlight
1115 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1117 //dlightmatrix = e->render.matrix;
1118 // hack to make glowing player light shine on their gun
1119 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1120 // dlightmatrix.m[2][3] += 30;
1121 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1124 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1127 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1128 light[3] = e->state_current.light[3];
1129 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1130 VectorSet(light, 1, 1, 1);
1133 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1134 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1137 if (e->render.flags & RENDER_GLOWTRAIL)
1138 trailtype = EFFECT_TR_GLOWTRAIL;
1143 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1144 len = e->state_current.time - e->state_previous.time;
1147 VectorScale(vel, len, vel);
1148 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1150 VectorCopy(origin, e->persistent.trail_origin);
1151 // tenebrae's sprites are all additive mode (weird)
1152 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1153 e->render.effects |= EF_ADDITIVE;
1154 // player model is only shown with chase_active on
1156 if (e->state_current.number == cl.viewentity)
1157 e->render.flags |= RENDER_EXTERIORMODEL;
1158 // transparent stuff can't be lit during the opaque stage
1159 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1160 e->render.flags |= RENDER_TRANSPARENT;
1161 // double sided rendering mode causes backfaces to be visible
1162 // (mostly useful on transparent stuff)
1163 if (e->render.effects & EF_DOUBLESIDED)
1164 e->render.flags |= RENDER_NOCULLFACE;
1165 // either fullbright or lit
1166 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1167 e->render.flags |= RENDER_LIGHT;
1168 // hide player shadow during intermission or nehahra movie
1169 if (!(e->render.effects & EF_NOSHADOW)
1170 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1171 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1172 e->render.flags |= RENDER_SHADOW;
1173 // as soon as player is known we can call V_CalcRefDef
1175 if (e->state_current.number == cl.viewentity)
1177 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1178 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1179 // don't show entities with no modelindex (note: this still shows
1180 // entities which have a modelindex that resolved to a NULL model)
1181 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1182 r_refdef.entities[r_refdef.numentities++] = &e->render;
1183 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1184 // Matrix4x4_Print(&e->render.matrix);
1188 void CL_RelinkWorld(void)
1190 entity_t *ent = &cl.entities[0];
1191 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1192 // FIXME: this should be done at load
1193 ent->render.matrix = identitymatrix;
1194 ent->render.inversematrix = identitymatrix;
1195 R_LerpAnimation(&ent->render);
1196 CL_BoundingBoxForEntity(&ent->render);
1197 ent->render.flags = RENDER_SHADOW;
1198 if (!r_fullbright.integer)
1199 ent->render.flags |= RENDER_LIGHT;
1200 VectorSet(ent->render.colormod, 1, 1, 1);
1201 r_refdef.worldentity = &ent->render;
1202 r_refdef.worldmodel = cl.worldmodel;
1205 void CL_RelinkCSQCWorld(void) //[515]: csqc
1207 entity_t *ent = &cl.csqcentities[0];
1210 // cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1211 // FIXME: this should be done at load
1212 ent->render.matrix = identitymatrix;
1213 ent->render.inversematrix = identitymatrix;
1214 R_LerpAnimation(&ent->render);
1215 CL_BoundingBoxForEntity(&ent->render);
1216 ent->render.flags = RENDER_SHADOW;
1217 if (!r_fullbright.integer)
1218 ent->render.flags |= RENDER_LIGHT;
1219 VectorSet(ent->render.colormod, 1, 1, 1);
1220 // r_refdef.worldentity = &ent->render;
1221 // r_refdef.worldmodel = cl.worldmodel;
1224 static void CL_RelinkStaticEntities(void)
1228 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1230 e->render.flags = 0;
1231 // transparent stuff can't be lit during the opaque stage
1232 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1233 e->render.flags |= RENDER_TRANSPARENT;
1234 // either fullbright or lit
1235 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1236 e->render.flags |= RENDER_LIGHT;
1237 // hide player shadow during intermission or nehahra movie
1238 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1239 e->render.flags |= RENDER_SHADOW;
1240 VectorSet(e->render.colormod, 1, 1, 1);
1241 R_LerpAnimation(&e->render);
1242 r_refdef.entities[r_refdef.numentities++] = &e->render;
1251 static void CL_RelinkNetworkEntities(int drawmask)
1259 ent->state_previous = ent->state_current;
1260 ent->state_current = defaultstate;
1261 ent->state_current.time = cl.time;
1262 ent->state_current.number = -1;
1263 ent->state_current.active = true;
1264 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1265 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1266 ent->state_current.flags = RENDER_VIEWMODEL;
1267 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1268 ent->state_current.modelindex = 0;
1269 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1271 if (gamemode == GAME_TRANSFUSION)
1272 ent->state_current.alpha = 128;
1274 ent->state_current.modelindex = 0;
1277 // reset animation interpolation on weaponmodel if model changed
1278 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1280 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1281 ent->render.frame1time = ent->render.frame2time = cl.time;
1282 ent->render.framelerp = 1;
1286 // start on the entity after the world
1287 entitylinkframenumber++;
1288 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1290 for (i = 1;i < cl.num_entities;i++)
1292 if (cl.entities_active[i])
1294 ent = cl.entities + i;
1295 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1296 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1298 cl.entities_active[i] = false;
1301 if (ent->state_current.active)
1302 CL_LinkNetworkEntity(ent);
1304 cl.entities_active[i] = false;
1312 for (i=1,k=cl.num_csqcentities;k;i++)
1314 if (cl.csqcentities_active[i])
1317 ent = cl.csqcentities + i;
1318 if (ent->state_current.active)
1319 CL_LinkNetworkEntity(ent);
1321 cl.csqcentities_active[i] = false;
1326 CL_LinkNetworkEntity(&cl.viewent);
1329 static void CL_RelinkEffects(void)
1336 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1340 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1341 intframe = (int)frame;
1342 if (intframe < 0 || intframe >= e->endframe)
1344 memset(e, 0, sizeof(*e));
1345 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1350 if (intframe != e->frame)
1352 e->frame = intframe;
1353 e->frame1time = e->frame2time;
1354 e->frame2time = cl.time;
1357 // if we're drawing effects, get a new temp entity
1358 // (NewTempEntity adds it to the render entities list for us)
1359 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1361 // interpolation stuff
1362 ent->render.frame1 = intframe;
1363 ent->render.frame2 = intframe + 1;
1364 if (ent->render.frame2 >= e->endframe)
1365 ent->render.frame2 = -1; // disappear
1366 ent->render.framelerp = frame - intframe;
1367 ent->render.frame1time = e->frame1time;
1368 ent->render.frame2time = e->frame2time;
1371 if(e->modelindex < MAX_MODELS)
1372 ent->render.model = cl.model_precache[e->modelindex];
1374 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1375 ent->render.frame = ent->render.frame2;
1376 ent->render.colormap = -1; // no special coloring
1377 ent->render.alpha = 1;
1378 VectorSet(ent->render.colormod, 1, 1, 1);
1380 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1381 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1382 R_LerpAnimation(&ent->render);
1383 CL_BoundingBoxForEntity(&ent->render);
1389 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1391 VectorCopy(b->start, start);
1392 VectorCopy(b->end, end);
1394 // if coming from the player, update the start position
1395 if (b->entity == cl.viewentity)
1397 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1399 // LordHavoc: this is a stupid hack from Quake that makes your
1400 // lightning appear to come from your waist and cover less of your
1402 // in Quake this hack was applied to all players (causing the
1403 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1404 // only applies to your own lightning, and only in first person
1405 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1407 if (cl_beams_instantaimhack.integer)
1409 vec3_t dir, localend;
1411 // LordHavoc: this updates the beam direction to match your
1413 VectorSubtract(end, start, dir);
1414 len = VectorLength(dir);
1415 VectorNormalize(dir);
1416 VectorSet(localend, len, 0, 0);
1417 Matrix4x4_Transform(&r_view.matrix, localend, end);
1422 void CL_RelinkBeams(void)
1426 vec3_t dist, org, start, end;
1431 matrix4x4_t tempmatrix;
1433 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1437 if (b->endtime < cl.time)
1443 CL_Beam_CalculatePositions(b, start, end);
1447 if (cl_beams_lightatend.integer)
1449 // FIXME: create a matrix from the beam start/end orientation
1450 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1451 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1453 if (cl_beams_polygons.integer)
1457 // calculate pitch and yaw
1458 // (this is similar to the QuakeC builtin function vectoangles)
1459 VectorSubtract(end, start, dist);
1460 if (dist[1] == 0 && dist[0] == 0)
1470 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1474 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1475 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1480 // add new entities for the lightning
1481 VectorCopy (start, org);
1482 d = VectorNormalizeLength(dist);
1485 ent = CL_NewTempEntity ();
1488 //VectorCopy (org, ent->render.origin);
1489 ent->render.model = b->model;
1490 //ent->render.effects = EF_FULLBRIGHT;
1491 //ent->render.angles[0] = pitch;
1492 //ent->render.angles[1] = yaw;
1493 //ent->render.angles[2] = rand()%360;
1494 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1495 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1496 R_LerpAnimation(&ent->render);
1497 CL_BoundingBoxForEntity(&ent->render);
1498 VectorMA(org, 30, dist, org);
1503 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1507 static void CL_RelinkQWNails(void)
1513 for (i = 0;i < cl.qw_num_nails;i++)
1517 // if we're drawing effects, get a new temp entity
1518 // (NewTempEntity adds it to the render entities list for us)
1519 if (!(ent = CL_NewTempEntity()))
1523 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1524 ent->render.colormap = -1; // no special coloring
1525 ent->render.alpha = 1;
1526 VectorSet(ent->render.colormod, 1, 1, 1);
1528 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1529 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1530 R_LerpAnimation(&ent->render);
1531 CL_BoundingBoxForEntity(&ent->render);
1535 void CL_LerpPlayer(float frac)
1539 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1540 for (i = 0;i < 3;i++)
1542 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1543 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1544 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1548 void CSQC_RelinkAllEntities (int drawmask)
1550 cl.num_brushmodel_entities = 0;
1551 CL_RelinkNetworkEntities(drawmask);
1552 if(drawmask & ENTMASK_ENGINE)
1561 CL_RelinkCSQCWorld(); //[515]: csqc
1562 if(drawmask & ENTMASK_ENGINE)
1564 CL_RelinkStaticEntities();
1575 Read all incoming data from the server
1578 extern void CL_ClientMovement_Replay();
1580 int CL_ReadFromServer(void)
1582 CL_ReadDemoMessage();
1585 r_refdef.time = cl.time;
1586 r_refdef.extraupdate = !r_speeds.integer;
1587 r_refdef.numentities = 0;
1588 r_view.matrix = identitymatrix;
1590 if (cls.state == ca_connected && cls.signon == SIGNONS)
1592 // prepare for a new frame
1593 CL_LerpPlayer(CL_LerpPoint());
1595 CL_ClearTempEntities();
1599 // relink network entities (note: this sets up the view!)
1600 CL_ClientMovement_Replay();
1601 if(!csqc_loaded) //[515]: csqc
1603 cl.num_brushmodel_entities = 0;
1604 CL_RelinkNetworkEntities(65535);
1612 CL_RelinkCSQCWorld(); //[515]: csqc
1613 CL_RelinkStaticEntities();
1623 // update view blend
1626 // update the r_refdef time again because cl.time may have changed
1627 r_refdef.time = cl.time;
1633 // LordHavoc: pausedemo command
1634 static void CL_PauseDemo_f (void)
1636 cls.demopaused = !cls.demopaused;
1638 Con_Print("Demo paused\n");
1640 Con_Print("Demo unpaused\n");
1644 ======================
1646 ======================
1648 static void CL_Fog_f (void)
1650 if (Cmd_Argc () == 1)
1652 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1655 r_refdef.fog_density = atof(Cmd_Argv(1));
1656 r_refdef.fog_red = atof(Cmd_Argv(2));
1657 r_refdef.fog_green = atof(Cmd_Argv(3));
1658 r_refdef.fog_blue = atof(Cmd_Argv(4));
1662 ====================
1665 For program optimization
1666 ====================
1668 static void CL_TimeRefresh_f (void)
1671 float timestart, timedelta, oldangles[3];
1673 r_refdef.extraupdate = false;
1674 VectorCopy(cl.viewangles, oldangles);
1675 VectorClear(cl.viewangles);
1677 timestart = Sys_DoubleTime();
1678 for (i = 0;i < 128;i++)
1680 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1683 timedelta = Sys_DoubleTime() - timestart;
1685 VectorCopy(oldangles, cl.viewangles);
1686 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1694 void CL_Shutdown (void)
1696 CL_Particles_Shutdown();
1697 CL_Parse_Shutdown();
1699 Mem_FreePool (&cls.permanentmempool);
1700 Mem_FreePool (&cls.levelmempool);
1710 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1711 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1713 memset(&r_refdef, 0, sizeof(r_refdef));
1714 // max entities sent to renderer per frame
1715 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1716 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1721 // register our commands
1723 Cvar_RegisterVariable (&csqc_progname);
1724 Cvar_RegisterVariable (&csqc_progcrc);
1726 Cvar_RegisterVariable (&cl_upspeed);
1727 Cvar_RegisterVariable (&cl_forwardspeed);
1728 Cvar_RegisterVariable (&cl_backspeed);
1729 Cvar_RegisterVariable (&cl_sidespeed);
1730 Cvar_RegisterVariable (&cl_movespeedkey);
1731 Cvar_RegisterVariable (&cl_yawspeed);
1732 Cvar_RegisterVariable (&cl_pitchspeed);
1733 Cvar_RegisterVariable (&cl_anglespeedkey);
1734 Cvar_RegisterVariable (&cl_shownet);
1735 Cvar_RegisterVariable (&cl_nolerp);
1736 Cvar_RegisterVariable (&lookspring);
1737 Cvar_RegisterVariable (&lookstrafe);
1738 Cvar_RegisterVariable (&sensitivity);
1739 Cvar_RegisterVariable (&freelook);
1741 Cvar_RegisterVariable (&m_pitch);
1742 Cvar_RegisterVariable (&m_yaw);
1743 Cvar_RegisterVariable (&m_forward);
1744 Cvar_RegisterVariable (&m_side);
1746 Cvar_RegisterVariable (&cl_itembobspeed);
1747 Cvar_RegisterVariable (&cl_itembobheight);
1749 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1750 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1751 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1752 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1753 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1754 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1756 Cvar_RegisterVariable (&cl_autodemo);
1757 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1759 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1761 // LordHavoc: added pausedemo
1762 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
1764 Cvar_RegisterVariable(&r_draweffects);
1765 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1766 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1767 Cvar_RegisterVariable(&cl_explosions_size_start);
1768 Cvar_RegisterVariable(&cl_explosions_size_end);
1769 Cvar_RegisterVariable(&cl_explosions_lifetime);
1770 Cvar_RegisterVariable(&cl_stainmaps);
1771 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1772 Cvar_RegisterVariable(&cl_beams_polygons);
1773 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1774 Cvar_RegisterVariable(&cl_beams_instantaimhack);
1775 Cvar_RegisterVariable(&cl_beams_lightatend);
1776 Cvar_RegisterVariable(&cl_noplayershadow);
1778 Cvar_RegisterVariable(&cl_prydoncursor);
1780 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1782 // for QW connections
1783 Cvar_RegisterVariable(&qport);
1784 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1786 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1789 CL_Particles_Init();