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"
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
32 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
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
54 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
55 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
56 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
57 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
58 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
60 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
61 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
63 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
64 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
65 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
67 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
69 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"};
71 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
73 vec3_t cl_playerstandmins;
74 vec3_t cl_playerstandmaxs;
75 vec3_t cl_playercrouchmins;
76 vec3_t cl_playercrouchmaxs;
78 mempool_t *cl_mempool;
84 int cl_max_csqcentities;
85 int cl_max_static_entities;
86 int cl_max_temp_entities;
90 int cl_max_lightstyle;
91 int cl_max_brushmodel_entities;
94 entity_t *cl_entities;
95 entity_t *cl_csqcentities; //[515]: csqc
96 unsigned char *cl_entities_active;
97 unsigned char *cl_csqcentities_active; //[515]: csqc
98 entity_t *cl_static_entities;
99 entity_t *cl_temp_entities;
100 cl_effect_t *cl_effects;
102 dlight_t *cl_dlights;
103 lightstyle_t *cl_lightstyle;
104 int *cl_brushmodel_entities;
107 int cl_num_csqcentities; //[515]: csqc
108 int cl_num_static_entities;
109 int cl_num_temp_entities;
110 int cl_num_brushmodel_entities;
112 // keep track of quake entities because they need to be killed if they get stale
113 extern int cl_lastquakeentity;
114 extern unsigned char cl_isquakeentity[MAX_EDICTS];
117 =====================
120 =====================
122 void CL_ClearState(void)
126 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
127 if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc
128 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
129 if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc
130 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
131 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
132 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
133 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
134 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
135 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
136 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
137 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
138 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
139 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
144 // wipe the entire cl structure
145 memset (&cl, 0, sizeof(cl));
146 // reset the view zoom interpolation
147 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
150 cl_num_csqcentities = 0; //[515]: csqc
151 cl_num_static_entities = 0;
152 cl_num_temp_entities = 0;
153 cl_num_brushmodel_entities = 0;
155 // tweak these if the game runs out
156 cl_max_entities = 256;
157 cl_max_csqcentities = 256; //[515]: csqc
158 cl_max_static_entities = 256;
159 cl_max_temp_entities = 512;
160 cl_max_effects = 256;
162 cl_max_dlights = MAX_DLIGHTS;
163 cl_max_lightstyle = MAX_LIGHTSTYLES;
164 cl_max_brushmodel_entities = MAX_EDICTS;
165 cl_activedlights = 0;
167 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
168 cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc
169 cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
170 cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
171 cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
172 cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
173 cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
174 cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
175 cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
176 cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
177 cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
179 cl_lastquakeentity = 0;
180 memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
182 // LordHavoc: have to set up the baseline info for alpha and other stuff
183 for (i = 0;i < cl_max_entities;i++)
185 cl_entities[i].state_baseline = defaultstate;
186 cl_entities[i].state_previous = defaultstate;
187 cl_entities[i].state_current = defaultstate;
190 for (i = 0;i < cl_max_csqcentities;i++)
192 cl_csqcentities[i].state_baseline = defaultstate; //[515]: csqc
193 cl_csqcentities[i].state_previous = defaultstate; //[515]: csqc
194 cl_csqcentities[i].state_current = defaultstate; //[515]: csqc
195 cl_csqcentities[i].csqc = true;
196 cl_csqcentities[i].state_current.number = -i;
199 if (gamemode == GAME_NEXUIZ)
201 VectorSet(cl_playerstandmins, -16, -16, -24);
202 VectorSet(cl_playerstandmaxs, 16, 16, 45);
203 VectorSet(cl_playercrouchmins, -16, -16, -24);
204 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
208 VectorSet(cl_playerstandmins, -16, -16, -24);
209 VectorSet(cl_playerstandmaxs, 16, 16, 24);
210 VectorSet(cl_playercrouchmins, -16, -16, -24);
211 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
215 CL_Particles_Clear();
219 void CL_ExpandEntities(int num)
221 int i, oldmaxentities;
222 entity_t *oldentities;
223 if (num >= cl_max_entities)
226 Sys_Error("CL_ExpandEntities: cl_entities not initialized");
227 if (num >= MAX_EDICTS)
228 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
229 oldmaxentities = cl_max_entities;
230 oldentities = cl_entities;
231 cl_max_entities = (num & ~255) + 256;
232 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
233 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
234 Mem_Free(oldentities);
235 for (i = oldmaxentities;i < cl_max_entities;i++)
237 cl_entities[i].state_baseline = defaultstate;
238 cl_entities[i].state_previous = defaultstate;
239 cl_entities[i].state_current = defaultstate;
244 void CL_ExpandCSQCEntities(int num)
246 int i, oldmaxentities;
247 entity_t *oldentities;
248 if (num >= cl_max_csqcentities)
250 if (!cl_csqcentities)
251 Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
252 if (num >= MAX_EDICTS)
253 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
254 oldmaxentities = cl_max_csqcentities;
255 oldentities = cl_csqcentities;
256 cl_max_csqcentities = (num & ~255) + 256;
257 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
258 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
259 Mem_Free(oldentities);
260 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
262 cl_csqcentities[i].state_baseline = defaultstate;
263 cl_csqcentities[i].state_previous = defaultstate;
264 cl_csqcentities[i].state_current = defaultstate;
265 cl_csqcentities[i].csqc = true;
266 cl_csqcentities[i].state_current.number = -i;
271 void CL_VM_ShutDown (void);
273 =====================
276 Sends a disconnect message to the server
277 This is also called on Host_Error, so it shouldn't cause any errors
278 =====================
280 void CL_Disconnect(void)
282 if (cls.state == ca_dedicated)
285 Con_DPrintf("CL_Disconnect\n");
288 // stop sounds (especially looping!)
291 // clear contents blends
292 cl.cshifts[0].percent = 0;
293 cl.cshifts[1].percent = 0;
294 cl.cshifts[2].percent = 0;
295 cl.cshifts[3].percent = 0;
297 cl.worldmodel = NULL;
299 if (cls.demoplayback)
304 unsigned char bufdata[8];
305 if (cls.demorecording)
308 // send clc_disconnect 3 times to improve chances of server receiving
309 // it (but it still fails sometimes)
310 Con_DPrint("Sending clc_disconnect\n");
311 memset(&buf, 0, sizeof(buf));
313 buf.maxsize = sizeof(bufdata);
314 MSG_WriteByte(&buf, clc_disconnect);
315 NetConn_SendUnreliableMessage(cls.netcon, &buf);
316 NetConn_SendUnreliableMessage(cls.netcon, &buf);
317 NetConn_SendUnreliableMessage(cls.netcon, &buf);
318 NetConn_Close(cls.netcon);
321 cls.state = ca_disconnected;
323 cls.demoplayback = cls.timedemo = false;
327 void CL_Disconnect_f(void)
331 Host_ShutdownServer (false);
338 =====================
339 CL_EstablishConnection
341 Host should be either "local" or a net address
342 =====================
344 void CL_EstablishConnection(const char *host)
346 if (cls.state == ca_dedicated)
349 // clear menu's connect error message
350 M_Update_Return_Reason("");
353 // stop demo loop in case this fails
356 // run a network frame
357 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
359 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
361 cls.connect_trying = true;
362 cls.connect_remainingtries = 3;
363 cls.connect_nextsendtime = 0;
364 M_Update_Return_Reason("Trying to connect...");
365 // run several network frames to jump into the game quickly
368 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
369 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
370 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
371 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
376 Con_Print("Unable to find a suitable network socket to connect to server.\n");
377 M_Update_Return_Reason("No network");
386 static void CL_PrintEntities_f(void)
392 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
394 if (!ent->state_current.active)
397 if (ent->render.model)
398 strlcpy (name, ent->render.model->name, 25);
400 strcpy(name, "--no model--");
401 for (j = (int)strlen(name);j < 25;j++)
403 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);
407 //static const vec3_t nomodelmins = {-16, -16, -16};
408 //static const vec3_t nomodelmaxs = {16, 16, 16};
409 void CL_BoundingBoxForEntity(entity_render_t *ent)
413 //if (ent->angles[0] || ent->angles[2])
414 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
417 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
418 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
419 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
420 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
421 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
422 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
423 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
424 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
426 //else if (ent->angles[1])
427 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
430 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
431 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
432 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
433 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
434 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
435 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
436 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
437 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
441 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
442 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
443 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
444 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
445 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
446 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
447 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
448 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
453 ent->mins[0] = ent->matrix.m[0][3] - 16;
454 ent->mins[1] = ent->matrix.m[1][3] - 16;
455 ent->mins[2] = ent->matrix.m[2][3] - 16;
456 ent->maxs[0] = ent->matrix.m[0][3] + 16;
457 ent->maxs[1] = ent->matrix.m[1][3] + 16;
458 ent->maxs[2] = ent->matrix.m[2][3] + 16;
459 //VectorAdd(ent->origin, nomodelmins, ent->mins);
460 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
468 Determines the fraction between the last two messages that the objects
472 static float CL_LerpPoint(void)
476 // dropped packet, or start of demo
477 if (cl.mtime[1] < cl.mtime[0] - 0.1)
478 cl.mtime[1] = cl.mtime[0] - 0.1;
480 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
482 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
483 f = cl.mtime[0] - cl.mtime[1];
484 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
486 cl.time = cl.mtime[0];
490 f = (cl.time - cl.mtime[1]) / f;
491 return bound(0, f, 1);
494 void CL_ClearTempEntities (void)
496 cl_num_temp_entities = 0;
499 entity_t *CL_NewTempEntity(void)
503 if (r_refdef.numentities >= r_refdef.maxentities)
505 if (cl_num_temp_entities >= cl_max_temp_entities)
507 ent = &cl_temp_entities[cl_num_temp_entities++];
508 memset (ent, 0, sizeof(*ent));
509 r_refdef.entities[r_refdef.numentities++] = &ent->render;
511 ent->render.colormap = -1; // no special coloring
512 ent->render.scale = 1;
513 ent->render.alpha = 1;
514 VectorSet(ent->render.colormod, 1, 1, 1);
518 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
522 if (!modelindex) // sanity check
524 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
529 VectorCopy(org, e->origin);
530 e->modelindex = modelindex;
531 e->starttime = cl.time;
532 e->startframe = startframe;
533 e->endframe = startframe + framecount;
534 e->framerate = framerate;
537 e->frame1time = cl.time;
538 e->frame2time = cl.time;
543 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)
549 // first look for an exact key match
553 for (i = 0;i < cl_activedlights;i++, dl++)
559 // then look for anything else
561 for (i = 0;i < cl_activedlights;i++, dl++)
564 // if we hit the end of the active dlights and found no gaps, add a new one
567 cl_activedlights = i + 1;
571 // unable to find one
575 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
576 memset (dl, 0, sizeof(*dl));
577 Matrix4x4_Normalize(&dl->matrix, matrix);
579 dl->origin[0] = dl->matrix.m[0][3];
580 dl->origin[1] = dl->matrix.m[1][3];
581 dl->origin[2] = dl->matrix.m[2][3];
582 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
583 dl->matrix.m[0][3] = dl->origin[0];
584 dl->matrix.m[1][3] = dl->origin[1];
585 dl->matrix.m[2][3] = dl->origin[2];
588 dl->color[1] = green;
592 dl->die = cl.time + lifetime;
595 dl->cubemapnum = cubemapnum;
597 dl->shadow = shadowenable;
600 dl->coronasizescale = coronasizescale;
601 dl->ambientscale = ambientscale;
602 dl->diffusescale = diffusescale;
603 dl->specularscale = specularscale;
606 // called before entity relinking
607 void CL_DecayLights(void)
613 time = cl.time - cl.oldtime;
614 oldmax = cl_activedlights;
615 cl_activedlights = 0;
616 for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
620 f = dl->radius - time * dl->decay;
621 if (cl.time < dl->die && f > 0)
623 dl->radius = dl->radius - time * dl->decay;
624 cl_activedlights = i + 1;
632 // called after entity relinking
633 void CL_UpdateLights(void)
639 r_refdef.numlights = 0;
640 if (r_dynamic.integer)
642 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
646 R_RTLight_Update(dl, false);
647 r_refdef.lights[r_refdef.numlights++] = dl;
653 // 'm' is normal light, 'a' is no light, 'z' is double bright
657 for (j = 0;j < cl_max_lightstyle;j++)
659 if (!cl_lightstyle || !cl_lightstyle[j].length)
661 r_refdef.lightstylevalue[j] = 256;
664 k = i % cl_lightstyle[j].length;
665 l = (i-1) % cl_lightstyle[j].length;
666 k = cl_lightstyle[j].map[k] - 'a';
667 l = cl_lightstyle[j].map[l] - 'a';
668 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
672 #define MAXVIEWMODELS 32
673 entity_t *viewmodels[MAXVIEWMODELS];
676 matrix4x4_t viewmodelmatrix;
678 static int entitylinkframenumber;
680 static const vec3_t muzzleflashorigin = {18, 0, 0};
682 extern void V_DriftPitch(void);
683 extern void V_FadeViewFlashs(void);
684 extern void V_CalcViewBlend(void);
686 extern void V_CalcRefdef(void);
687 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
688 void CL_LinkNetworkEntity(entity_t *e)
690 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
691 //matrix4x4_t dlightmatrix;
692 int j, k, l, trailtype, temp;
693 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
697 //entity_persistent_t *p = &e->persistent;
698 //entity_render_t *r = &e->render;
699 if (e->persistent.linkframe != entitylinkframenumber)
701 e->persistent.linkframe = entitylinkframenumber;
702 // skip inactive entities and world
703 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
705 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
706 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
707 e->render.flags = e->state_current.flags;
708 e->render.effects = e->state_current.effects;
709 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
710 if (e->state_current.flags & RENDER_COLORMAPPED)
713 unsigned char *cbcolor;
714 e->render.colormap = e->state_current.colormap;
715 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
716 cbcolor = (unsigned char *) (&palette_complete[cb]);
717 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
718 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
719 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
720 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
721 cbcolor = (unsigned char *) (&palette_complete[cb]);
722 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
723 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
724 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
726 else if (e->state_current.colormap && cl.scores != NULL)
729 unsigned char *cbcolor;
730 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
731 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
732 cbcolor = (unsigned char *) (&palette_complete[cb]);
733 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
734 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
735 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
736 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
737 cbcolor = (unsigned char *) (&palette_complete[cb]);
738 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
739 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
740 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
744 e->render.colormap = -1; // no special coloring
745 VectorClear(e->render.colormap_pantscolor);
746 VectorClear(e->render.colormap_shirtcolor);
748 e->render.skinnum = e->state_current.skin;
749 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
751 if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
756 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
757 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
759 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
760 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
763 matrix = &viewmodelmatrix;
767 // if the tag entity is currently impossible, skip it
770 if (e->state_current.tagentity >= cl_num_entities)
772 t = cl_entities + e->state_current.tagentity;
776 if (e->state_current.tagentity >= cl_num_csqcentities)
778 t = cl_csqcentities + e->state_current.tagentity;
780 // if the tag entity is inactive, skip it
781 if (!t->state_current.active)
783 // note: this can link to world
784 CL_LinkNetworkEntity(t);
785 // make relative to the entity
786 matrix = &t->render.matrix;
787 // some properties of the tag entity carry over
788 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
789 // if a valid tagindex is used, make it relative to that tag instead
790 // FIXME: use a model function to get tag info (need to handle skeletal)
791 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
793 // blend the matrices
794 memset(&blendmatrix, 0, sizeof(blendmatrix));
795 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
797 matrix4x4_t tagmatrix;
798 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
799 d = t->render.frameblend[j].lerp;
800 for (l = 0;l < 4;l++)
801 for (k = 0;k < 4;k++)
802 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
804 // concat the tag matrices onto the entity matrix
805 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
806 // use the constructed tag matrix
807 matrix = &tempmatrix;
812 // if it's the player entity, update according to client movement
813 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
815 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
816 lerp = bound(0, lerp, 1);
817 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
818 VectorSet(angles, 0, cl.viewangles[1], 0);
820 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
822 // interpolate the origin and angles
823 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
824 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
825 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
826 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
827 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
828 VectorMA(e->persistent.oldangles, lerp, delta, angles);
833 VectorCopy(e->persistent.neworigin, origin);
834 VectorCopy(e->persistent.newangles, angles);
837 // model setup and some modelflags
838 if(e->state_current.modelindex < MAX_MODELS)
839 e->render.model = cl.model_precache[e->state_current.modelindex];
841 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
844 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
845 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
846 angles[0] = -angles[0];
847 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
849 angles[1] = ANGLEMOD(100*cl.time);
850 if (cl_itembobheight.value)
851 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
853 // transfer certain model flags to effects
854 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
855 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
856 VectorScale(e->render.colormod, 2, e->render.colormod);
860 if (e->render.frame2 == e->state_current.frame)
862 // update frame lerp fraction
863 e->render.framelerp = 1;
864 if (e->render.frame2time > e->render.frame1time)
866 // make sure frame lerp won't last longer than 100ms
867 // (this mainly helps with models that use framegroups and
868 // switch between them infrequently)
869 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
870 e->render.framelerp = bound(0, e->render.framelerp, 1);
875 // begin a new frame lerp
876 e->render.frame1 = e->render.frame2;
877 e->render.frame1time = e->render.frame2time;
878 e->render.frame = e->render.frame2 = e->state_current.frame;
879 e->render.frame2time = cl.time;
880 e->render.framelerp = 0;
882 R_LerpAnimation(&e->render);
884 // set up the render matrix
885 // FIXME: e->render.scale should go away
886 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
887 // concat the matrices to make the entity relative to its tag
888 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
889 // make the other useful stuff
890 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
891 CL_BoundingBoxForEntity(&e->render);
893 // handle effects now that we know where this entity is in the world...
894 if (e->render.model && e->render.model->soundfromcenter)
896 // bmodels are treated specially since their origin is usually '0 0 0'
898 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
899 Matrix4x4_Transform(&e->render.matrix, o, origin);
903 origin[0] = e->render.matrix.m[0][3];
904 origin[1] = e->render.matrix.m[1][3];
905 origin[2] = e->render.matrix.m[2][3];
912 // LordHavoc: if the entity has no effects, don't check each
913 if (e->render.effects)
915 if (e->render.effects & EF_BRIGHTFIELD)
917 if (gamemode == GAME_NEXUIZ)
919 dlightradius = max(dlightradius, 200);
920 dlightcolor[0] += 0.75f;
921 dlightcolor[1] += 1.50f;
922 dlightcolor[2] += 3.00f;
926 CL_EntityParticles(e);
928 if (e->render.effects & EF_MUZZLEFLASH)
929 e->persistent.muzzleflash = 1.0f;
930 if (e->render.effects & EF_DIMLIGHT)
932 dlightradius = max(dlightradius, 200);
933 dlightcolor[0] += 1.50f;
934 dlightcolor[1] += 1.50f;
935 dlightcolor[2] += 1.50f;
937 if (e->render.effects & EF_BRIGHTLIGHT)
939 dlightradius = max(dlightradius, 400);
940 dlightcolor[0] += 3.00f;
941 dlightcolor[1] += 3.00f;
942 dlightcolor[2] += 3.00f;
944 // LordHavoc: more effects
945 if (e->render.effects & EF_RED) // red
947 dlightradius = max(dlightradius, 200);
948 dlightcolor[0] += 1.50f;
949 dlightcolor[1] += 0.15f;
950 dlightcolor[2] += 0.15f;
952 if (e->render.effects & EF_BLUE) // blue
954 dlightradius = max(dlightradius, 200);
955 dlightcolor[0] += 0.15f;
956 dlightcolor[1] += 0.15f;
957 dlightcolor[2] += 1.50f;
959 if (e->render.effects & EF_FLAME)
961 mins[0] = origin[0] - 16.0f;
962 mins[1] = origin[1] - 16.0f;
963 mins[2] = origin[2] - 16.0f;
964 maxs[0] = origin[0] + 16.0f;
965 maxs[1] = origin[1] + 16.0f;
966 maxs[2] = origin[2] + 16.0f;
967 // how many flames to make
968 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
969 CL_FlameCube(mins, maxs, temp);
970 d = lhrandom(0.75f, 1);
971 dlightradius = max(dlightradius, 200);
972 dlightcolor[0] += d * 2.0f;
973 dlightcolor[1] += d * 1.5f;
974 dlightcolor[2] += d * 0.5f;
976 if (e->render.effects & EF_STARDUST)
978 mins[0] = origin[0] - 16.0f;
979 mins[1] = origin[1] - 16.0f;
980 mins[2] = origin[2] - 16.0f;
981 maxs[0] = origin[0] + 16.0f;
982 maxs[1] = origin[1] + 16.0f;
983 maxs[2] = origin[2] + 16.0f;
984 // how many particles to make
985 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
986 CL_Stardust(mins, maxs, temp);
987 dlightradius = max(dlightradius, 200);
988 dlightcolor[0] += 1.0f;
989 dlightcolor[1] += 0.7f;
990 dlightcolor[2] += 0.3f;
993 // muzzleflash fades over time, and is offset a bit
994 if (e->persistent.muzzleflash > 0)
996 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
997 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
998 tempmatrix = e->render.matrix;
999 tempmatrix.m[0][3] = trace.endpos[0];
1000 tempmatrix.m[1][3] = trace.endpos[1];
1001 tempmatrix.m[2][3] = trace.endpos[2];
1002 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);
1003 e->persistent.muzzleflash -= cl.frametime * 10;
1005 // LordHavoc: if the model has no flags, don't check each
1006 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1008 if (e->render.model->flags & EF_GIB)
1010 else if (e->render.model->flags & EF_ZOMGIB)
1012 else if (e->render.model->flags & EF_TRACER)
1015 //dlightradius = max(dlightradius, 100);
1016 //dlightcolor[0] += 0.25f;
1017 //dlightcolor[1] += 1.00f;
1018 //dlightcolor[2] += 0.25f;
1020 else if (e->render.model->flags & EF_TRACER2)
1023 //dlightradius = max(dlightradius, 100);
1024 //dlightcolor[0] += 1.00f;
1025 //dlightcolor[1] += 0.60f;
1026 //dlightcolor[2] += 0.20f;
1028 else if (e->render.model->flags & EF_ROCKET)
1031 dlightradius = max(dlightradius, 200);
1032 dlightcolor[0] += 3.00f;
1033 dlightcolor[1] += 1.50f;
1034 dlightcolor[2] += 0.50f;
1036 else if (e->render.model->flags & EF_GRENADE)
1038 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1039 trailtype = e->render.alpha == -1 ? 7 : 1;
1041 else if (e->render.model->flags & EF_TRACER3)
1044 if (gamemode == GAME_PRYDON)
1046 dlightradius = max(dlightradius, 100);
1047 dlightcolor[0] += 0.30f;
1048 dlightcolor[1] += 0.60f;
1049 dlightcolor[2] += 1.20f;
1053 dlightradius = max(dlightradius, 200);
1054 dlightcolor[0] += 1.20f;
1055 dlightcolor[1] += 0.50f;
1056 dlightcolor[2] += 1.00f;
1060 // LordHavoc: customizable glow
1061 if (e->state_current.glowsize)
1063 // * 4 for the expansion from 0-255 to 0-1023 range,
1064 // / 255 to scale down byte colors
1065 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1066 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1068 // make the glow dlight
1069 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1071 //dlightmatrix = e->render.matrix;
1072 // hack to make glowing player light shine on their gun
1073 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1074 // dlightmatrix.m[2][3] += 30;
1075 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);
1078 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1081 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1082 light[3] = e->state_current.light[3];
1083 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1084 VectorSet(light, 1, 1, 1);
1087 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1088 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);
1091 if (e->render.flags & RENDER_GLOWTRAIL)
1094 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1095 VectorCopy(origin, e->persistent.trail_origin);
1096 // tenebrae's sprites are all additive mode (weird)
1097 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1098 e->render.effects |= EF_ADDITIVE;
1099 // player model is only shown with chase_active on
1101 if (e->state_current.number == cl.viewentity)
1102 e->render.flags |= RENDER_EXTERIORMODEL;
1103 // transparent stuff can't be lit during the opaque stage
1104 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1105 e->render.flags |= RENDER_TRANSPARENT;
1106 // double sided rendering mode causes backfaces to be visible
1107 // (mostly useful on transparent stuff)
1108 if (e->render.effects & EF_DOUBLESIDED)
1109 e->render.flags |= RENDER_NOCULLFACE;
1110 // either fullbright or lit
1111 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1112 e->render.flags |= RENDER_LIGHT;
1113 // hide player shadow during intermission or nehahra movie
1114 if (!(e->render.effects & EF_NOSHADOW)
1115 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1116 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1117 e->render.flags |= RENDER_SHADOW;
1118 // as soon as player is known we can call V_CalcRefDef
1120 if (e->state_current.number == cl.viewentity)
1122 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1123 cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1124 // don't show entities with no modelindex (note: this still shows
1125 // entities which have a modelindex that resolved to a NULL model)
1126 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1127 r_refdef.entities[r_refdef.numentities++] = &e->render;
1128 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1129 // Matrix4x4_Print(&e->render.matrix);
1133 void CL_RelinkWorld(void)
1135 entity_t *ent = &cl_entities[0];
1136 cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1137 // FIXME: this should be done at load
1138 Matrix4x4_CreateIdentity(&ent->render.matrix);
1139 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1140 R_LerpAnimation(&ent->render);
1141 CL_BoundingBoxForEntity(&ent->render);
1142 ent->render.flags = RENDER_SHADOW;
1143 if (!r_fullbright.integer)
1144 ent->render.flags |= RENDER_LIGHT;
1145 VectorSet(ent->render.colormod, 1, 1, 1);
1146 r_refdef.worldentity = &ent->render;
1147 r_refdef.worldmodel = cl.worldmodel;
1150 void CL_RelinkCSQCWorld(void) //[515]: csqc
1152 entity_t *ent = &cl_csqcentities[0];
1155 // cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1156 // FIXME: this should be done at load
1157 Matrix4x4_CreateIdentity(&ent->render.matrix);
1158 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1159 R_LerpAnimation(&ent->render);
1160 CL_BoundingBoxForEntity(&ent->render);
1161 ent->render.flags = RENDER_SHADOW;
1162 if (!r_fullbright.integer)
1163 ent->render.flags |= RENDER_LIGHT;
1164 VectorSet(ent->render.colormod, 1, 1, 1);
1165 // r_refdef.worldentity = &ent->render;
1166 // r_refdef.worldmodel = cl.worldmodel;
1169 static void CL_RelinkStaticEntities(void)
1173 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1175 e->render.flags = 0;
1176 // transparent stuff can't be lit during the opaque stage
1177 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1178 e->render.flags |= RENDER_TRANSPARENT;
1179 // either fullbright or lit
1180 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1181 e->render.flags |= RENDER_LIGHT;
1182 // hide player shadow during intermission or nehahra movie
1183 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1184 e->render.flags |= RENDER_SHADOW;
1185 VectorSet(e->render.colormod, 1, 1, 1);
1186 R_LerpAnimation(&e->render);
1187 r_refdef.entities[r_refdef.numentities++] = &e->render;
1196 static void CL_RelinkNetworkEntities(int drawmask)
1204 ent->state_previous = ent->state_current;
1205 ent->state_current = defaultstate;
1206 ent->state_current.time = cl.time;
1207 ent->state_current.number = -1;
1208 ent->state_current.active = true;
1209 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1210 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1211 ent->state_current.flags = RENDER_VIEWMODEL;
1212 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1213 ent->state_current.modelindex = 0;
1214 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1216 if (gamemode == GAME_TRANSFUSION)
1217 ent->state_current.alpha = 128;
1219 ent->state_current.modelindex = 0;
1222 // reset animation interpolation on weaponmodel if model changed
1223 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1225 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1226 ent->render.frame1time = ent->render.frame2time = cl.time;
1227 ent->render.framelerp = 1;
1231 // start on the entity after the world
1232 entitylinkframenumber++;
1233 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1235 for (i = 1;i < cl_num_entities;i++)
1237 if (cl_entities_active[i])
1239 ent = cl_entities + i;
1240 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1241 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1243 cl_entities_active[i] = false;
1246 if (ent->state_current.active)
1247 CL_LinkNetworkEntity(ent);
1249 cl_entities_active[i] = false;
1257 for (i=1,k=cl_num_csqcentities;k;i++)
1259 if (cl_csqcentities_active[i])
1262 ent = cl_csqcentities + i;
1263 if (ent->state_current.active)
1264 CL_LinkNetworkEntity(ent);
1266 cl_csqcentities_active[i] = false;
1271 CL_LinkNetworkEntity(&cl.viewent);
1274 static void CL_RelinkEffects(void)
1281 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1285 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1287 if (intframe < 0 || intframe >= e->endframe)
1289 memset(e, 0, sizeof(*e));
1293 if (intframe != e->frame)
1295 e->frame = intframe;
1296 e->frame1time = e->frame2time;
1297 e->frame2time = cl.time;
1300 // if we're drawing effects, get a new temp entity
1301 // (NewTempEntity adds it to the render entities list for us)
1302 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1304 // interpolation stuff
1305 ent->render.frame1 = intframe;
1306 ent->render.frame2 = intframe + 1;
1307 if (ent->render.frame2 >= e->endframe)
1308 ent->render.frame2 = -1; // disappear
1309 ent->render.framelerp = frame - intframe;
1310 ent->render.frame1time = e->frame1time;
1311 ent->render.frame2time = e->frame2time;
1314 if(e->modelindex < MAX_MODELS)
1315 ent->render.model = cl.model_precache[e->modelindex];
1317 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1318 ent->render.frame = ent->render.frame2;
1319 ent->render.colormap = -1; // no special coloring
1320 ent->render.alpha = 1;
1321 VectorSet(ent->render.colormod, 1, 1, 1);
1323 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1324 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1325 R_LerpAnimation(&ent->render);
1326 CL_BoundingBoxForEntity(&ent->render);
1332 void CL_RelinkBeams(void)
1341 matrix4x4_t tempmatrix;
1343 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1345 if (!b->model || b->endtime < cl.time)
1348 // if coming from the player, update the start position
1349 //if (b->entity == cl.viewentity)
1350 // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1351 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1353 entity_render_t *r = &cl_entities[b->entity].render;
1354 //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1355 //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1356 Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1357 Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1362 if (cl_beams_lightatend.integer)
1364 // FIXME: create a matrix from the beam start/end orientation
1365 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1366 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);
1368 if (cl_beams_polygons.integer)
1372 // calculate pitch and yaw
1373 VectorSubtract (b->end, b->start, dist);
1375 if (dist[1] == 0 && dist[0] == 0)
1385 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1389 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1390 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1395 // add new entities for the lightning
1396 VectorCopy (b->start, org);
1397 d = VectorNormalizeLength(dist);
1400 ent = CL_NewTempEntity ();
1403 //VectorCopy (org, ent->render.origin);
1404 ent->render.model = b->model;
1405 //ent->render.effects = EF_FULLBRIGHT;
1406 //ent->render.angles[0] = pitch;
1407 //ent->render.angles[1] = yaw;
1408 //ent->render.angles[2] = rand()%360;
1409 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1410 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1411 R_LerpAnimation(&ent->render);
1412 CL_BoundingBoxForEntity(&ent->render);
1413 VectorMA(org, 30, dist, org);
1419 void CL_LerpPlayer(float frac)
1424 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1425 for (i = 0;i < 3;i++)
1427 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1428 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1429 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1432 if (cls.demoplayback)
1434 // interpolate the angles
1435 for (i = 0;i < 3;i++)
1437 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1442 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1447 void CSQC_RelinkAllEntities (int drawmask)
1449 CL_RelinkNetworkEntities(drawmask);
1450 if(drawmask & ENTMASK_ENGINE)
1459 CL_RelinkCSQCWorld(); //[515]: csqc
1460 if(drawmask & ENTMASK_ENGINE)
1462 CL_RelinkStaticEntities();
1472 Read all incoming data from the server
1475 extern void CL_ClientMovement_Replay();
1477 int CL_ReadFromServer(void)
1479 CL_ReadDemoMessage();
1481 r_refdef.time = cl.time;
1482 r_refdef.extraupdate = !r_speeds.integer;
1483 r_refdef.numentities = 0;
1484 Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1485 cl_num_brushmodel_entities = 0;
1487 if (cls.state == ca_connected && cls.signon == SIGNONS)
1489 // prepare for a new frame
1490 CL_LerpPlayer(CL_LerpPoint());
1492 CL_ClearTempEntities();
1496 // relink network entities (note: this sets up the view!)
1497 CL_ClientMovement_Replay();
1498 if(!csqc_loaded) //[515]: csqc
1500 CL_RelinkNetworkEntities(65535);
1508 CL_RelinkCSQCWorld(); //[515]: csqc
1509 CL_RelinkStaticEntities();
1516 // run cgame code (which can add more entities)
1521 // update view blend
1533 void CL_UpdatePrydonCursor(void);
1534 void CL_SendCmd(void)
1536 // send the reliable message (forwarded commands) if there is one
1537 if (cls.netcon && cls.netcon->message.cursize && NetConn_CanSendMessage(cls.netcon))
1539 if (developer.integer)
1541 Con_Print("CL_SendCmd: sending reliable message:\n");
1542 SZ_HexDumpToConsole(&cls.netcon->message);
1544 if (NetConn_SendReliableMessage(cls.netcon, &cls.netcon->message) == -1)
1545 Host_Error("CL_WriteToServer: lost server connection");
1546 SZ_Clear(&cls.netcon->message);
1550 // LordHavoc: pausedemo command
1551 static void CL_PauseDemo_f (void)
1553 cls.demopaused = !cls.demopaused;
1555 Con_Print("Demo paused\n");
1557 Con_Print("Demo unpaused\n");
1561 ======================
1563 ======================
1565 static void CL_Fog_f (void)
1567 if (Cmd_Argc () == 1)
1569 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1572 fog_density = atof(Cmd_Argv(1));
1573 fog_red = atof(Cmd_Argv(2));
1574 fog_green = atof(Cmd_Argv(3));
1575 fog_blue = atof(Cmd_Argv(4));
1579 ====================
1582 For program optimization
1583 ====================
1585 static void CL_TimeRefresh_f (void)
1588 float timestart, timedelta, oldangles[3];
1590 r_refdef.extraupdate = false;
1591 VectorCopy(cl.viewangles, oldangles);
1592 VectorClear(cl.viewangles);
1594 timestart = Sys_DoubleTime();
1595 for (i = 0;i < 128;i++)
1597 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1600 timedelta = Sys_DoubleTime() - timestart;
1602 VectorCopy(oldangles, cl.viewangles);
1603 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1611 void CL_Shutdown (void)
1614 CL_Particles_Shutdown();
1615 CL_Parse_Shutdown();
1617 Mem_FreePool (&cl_mempool);
1627 cl_mempool = Mem_AllocPool("client", 0, NULL);
1629 memset(&r_refdef, 0, sizeof(r_refdef));
1630 // max entities sent to renderer per frame
1631 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1632 r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1633 // 256k drawqueue buffer
1634 // TODO: make dynamic
1635 r_refdef.maxdrawqueuesize = 256 * 1024;
1636 r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1641 // register our commands
1643 Cvar_RegisterVariable (&csqc_progname);
1644 Cvar_RegisterVariable (&csqc_progcrc);
1646 Cvar_RegisterVariable (&cl_upspeed);
1647 Cvar_RegisterVariable (&cl_forwardspeed);
1648 Cvar_RegisterVariable (&cl_backspeed);
1649 Cvar_RegisterVariable (&cl_sidespeed);
1650 Cvar_RegisterVariable (&cl_movespeedkey);
1651 Cvar_RegisterVariable (&cl_yawspeed);
1652 Cvar_RegisterVariable (&cl_pitchspeed);
1653 Cvar_RegisterVariable (&cl_anglespeedkey);
1654 Cvar_RegisterVariable (&cl_shownet);
1655 Cvar_RegisterVariable (&cl_nolerp);
1656 Cvar_RegisterVariable (&lookspring);
1657 Cvar_RegisterVariable (&lookstrafe);
1658 Cvar_RegisterVariable (&sensitivity);
1659 Cvar_RegisterVariable (&freelook);
1661 Cvar_RegisterVariable (&m_pitch);
1662 Cvar_RegisterVariable (&m_yaw);
1663 Cvar_RegisterVariable (&m_forward);
1664 Cvar_RegisterVariable (&m_side);
1666 Cvar_RegisterVariable (&cl_itembobspeed);
1667 Cvar_RegisterVariable (&cl_itembobheight);
1669 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1670 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1671 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1672 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1673 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1674 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1676 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1678 // LordHavoc: added pausedemo
1679 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)");
1681 Cvar_RegisterVariable(&r_draweffects);
1682 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1683 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1684 Cvar_RegisterVariable(&cl_explosions_size_start);
1685 Cvar_RegisterVariable(&cl_explosions_size_end);
1686 Cvar_RegisterVariable(&cl_explosions_lifetime);
1687 Cvar_RegisterVariable(&cl_stainmaps);
1688 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1689 Cvar_RegisterVariable(&cl_beams_polygons);
1690 Cvar_RegisterVariable(&cl_beams_relative);
1691 Cvar_RegisterVariable(&cl_beams_lightatend);
1692 Cvar_RegisterVariable(&cl_noplayershadow);
1694 Cvar_RegisterVariable(&cl_prydoncursor);
1696 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1698 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1701 CL_Particles_Init();