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","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
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 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 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" };
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 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)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76 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)"};
78 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"};
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85 #define MAX_PARTICLES 32768 // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
94 void CL_ClearState(void)
99 // wipe the entire cl structure
100 Mem_EmptyPool(cls.levelmempool);
101 memset (&cl, 0, sizeof(cl));
105 // reset the view zoom interpolation
106 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
109 cl.num_csqcentities = 0; //[515]: csqc
110 cl.num_static_entities = 0;
111 cl.num_temp_entities = 0;
112 cl.num_brushmodel_entities = 0;
114 // tweak these if the game runs out
115 cl.max_entities = 256;
116 cl.max_csqcentities = 256; //[515]: csqc
117 cl.max_static_entities = 256;
118 cl.max_temp_entities = 512;
119 cl.max_effects = 256;
121 cl.max_dlights = MAX_DLIGHTS;
122 cl.max_lightstyle = MAX_LIGHTSTYLES;
123 cl.max_brushmodel_entities = MAX_EDICTS;
124 cl.max_particles = MAX_PARTICLES;
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127 i = COM_CheckParm ("-particles");
128 if (i && i < com_argc - 1)
130 cl.max_particles = (int)(atoi(com_argv[i+1]));
131 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
139 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc
141 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142 cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
143 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
152 // LordHavoc: have to set up the baseline info for alpha and other stuff
153 for (i = 0;i < cl.max_entities;i++)
155 cl.entities[i].state_baseline = defaultstate;
156 cl.entities[i].state_previous = defaultstate;
157 cl.entities[i].state_current = defaultstate;
160 for (i = 0;i < cl.max_csqcentities;i++)
162 cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
163 cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
164 cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
165 cl.csqcentities[i].csqc = true;
166 cl.csqcentities[i].state_current.number = -i;
169 if (gamemode == GAME_NEXUIZ)
171 VectorSet(cl.playerstandmins, -16, -16, -24);
172 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173 VectorSet(cl.playercrouchmins, -16, -16, -24);
174 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
178 VectorSet(cl.playerstandmins, -16, -16, -24);
179 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180 VectorSet(cl.playercrouchmins, -16, -16, -24);
181 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
184 // disable until we get textures for it
187 ent = &cl.entities[0];
188 // entire entity array was cleared, so just fill in a few fields
189 ent->state_current.active = true;
190 ent->render.model = cl.worldmodel = NULL; // no world model yet
191 ent->render.alpha = 1;
192 ent->render.colormap = -1; // no special coloring
193 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195 CL_UpdateRenderEntity(&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(key, "pmodel") || !strcasecmp(key, "emodel"))))
211 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
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 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
327 // clear contents blends
328 cl.cshifts[0].percent = 0;
329 cl.cshifts[1].percent = 0;
330 cl.cshifts[2].percent = 0;
331 cl.cshifts[3].percent = 0;
333 cl.worldmodel = NULL;
335 CL_Parse_ErrorCleanUp();
337 if (cls.demoplayback)
342 unsigned char bufdata[8];
343 if (cls.demorecording)
346 // send disconnect message 3 times to improve chances of server
347 // receiving it (but it still fails sometimes)
348 memset(&buf, 0, sizeof(buf));
350 buf.maxsize = sizeof(bufdata);
351 if (cls.protocol == PROTOCOL_QUAKEWORLD)
353 Con_DPrint("Sending drop command\n");
354 MSG_WriteByte(&buf, qw_clc_stringcmd);
355 MSG_WriteString(&buf, "drop");
359 Con_DPrint("Sending clc_disconnect\n");
360 MSG_WriteByte(&buf, clc_disconnect);
362 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
364 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
365 NetConn_Close(cls.netcon);
368 cls.state = ca_disconnected;
370 cls.demoplayback = cls.timedemo = false;
374 void CL_Disconnect_f(void)
378 Host_ShutdownServer ();
385 =====================
386 CL_EstablishConnection
388 Host should be either "local" or a net address
389 =====================
391 void CL_EstablishConnection(const char *host)
393 if (cls.state == ca_dedicated)
396 // clear menu's connect error message
397 M_Update_Return_Reason("");
400 // stop demo loop in case this fails
403 // if downloads are running, cancel their finishing action
404 Curl_Clear_forthismap();
406 // make sure the client ports are open before attempting to connect
407 NetConn_UpdateSockets();
409 // run a network frame
410 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
414 cls.connect_trying = true;
415 cls.connect_remainingtries = 3;
416 cls.connect_nextsendtime = 0;
417 M_Update_Return_Reason("Trying to connect...");
418 // run several network frames to jump into the game quickly
421 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
424 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
429 Con_Print("Unable to find a suitable network socket to connect to server.\n");
430 M_Update_Return_Reason("No network");
439 static void CL_PrintEntities_f(void)
445 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
447 const char* modelname;
449 if (!ent->state_current.active)
452 if (ent->render.model)
453 modelname = ent->render.model->name;
455 modelname = "--no model--";
456 strlcpy(name, modelname, 25);
457 for (j = (int)strlen(name);j < 25;j++)
459 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
463 //static const vec3_t nomodelmins = {-16, -16, -16};
464 //static const vec3_t nomodelmaxs = {16, 16, 16};
465 void CL_UpdateRenderEntity(entity_render_t *ent)
469 model_t *model = ent->model;
470 // update the inverse matrix for the renderer
471 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
472 // update the animation blend state
473 R_LerpAnimation(ent);
474 // we need the matrix origin to center the box
475 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
476 // update entity->render.scale because the renderer needs it
477 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
480 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
481 #ifdef MATRIX4x4_OPENGLORIENTATION
482 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
484 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
488 VectorMA(org, scale, model->rotatedmins, ent->mins);
489 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
491 #ifdef MATRIX4x4_OPENGLORIENTATION
492 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
494 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
498 VectorMA(org, scale, model->yawmins, ent->mins);
499 VectorMA(org, scale, model->yawmaxs, ent->maxs);
503 VectorMA(org, scale, model->normalmins, ent->mins);
504 VectorMA(org, scale, model->normalmaxs, ent->maxs);
509 ent->mins[0] = org[0] - 16;
510 ent->mins[1] = org[1] - 16;
511 ent->mins[2] = org[2] - 16;
512 ent->maxs[0] = org[0] + 16;
513 ent->maxs[1] = org[1] + 16;
514 ent->maxs[2] = org[2] + 16;
522 Determines the fraction between the last two messages that the objects
526 static float CL_LerpPoint(void)
530 // dropped packet, or start of demo
531 if (cl.mtime[1] < cl.mtime[0] - 0.1)
532 cl.mtime[1] = cl.mtime[0] - 0.1;
534 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
536 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
537 f = cl.mtime[0] - cl.mtime[1];
538 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
540 cl.time = cl.mtime[0];
544 f = (cl.time - cl.mtime[1]) / f;
545 return bound(0, f, 1);
548 void CL_ClearTempEntities (void)
550 cl.num_temp_entities = 0;
553 entity_t *CL_NewTempEntity(void)
557 if (r_refdef.numentities >= r_refdef.maxentities)
559 if (cl.num_temp_entities >= cl.max_temp_entities)
561 ent = &cl.temp_entities[cl.num_temp_entities++];
562 memset (ent, 0, sizeof(*ent));
563 r_refdef.entities[r_refdef.numentities++] = &ent->render;
565 ent->render.colormap = -1; // no special coloring
566 ent->render.alpha = 1;
567 VectorSet(ent->render.colormod, 1, 1, 1);
571 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
575 if (!modelindex) // sanity check
577 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
582 VectorCopy(org, e->origin);
583 e->modelindex = modelindex;
584 e->starttime = cl.time;
585 e->startframe = startframe;
586 e->endframe = startframe + framecount;
587 e->framerate = framerate;
590 e->frame1time = cl.time;
591 e->frame2time = cl.time;
592 cl.num_effects = max(cl.num_effects, i + 1);
597 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)
603 // first look for an exact key match
607 for (i = 0;i < cl.num_dlights;i++, dl++)
613 // then look for anything else
615 for (i = 0;i < cl.num_dlights;i++, dl++)
618 // if we hit the end of the active dlights and found no gaps, add a new one
621 cl.num_dlights = i + 1;
625 // unable to find one
629 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
630 memset (dl, 0, sizeof(*dl));
631 Matrix4x4_Normalize(&dl->matrix, matrix);
633 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
634 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
635 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
638 dl->color[1] = green;
642 dl->die = cl.time + lifetime;
645 dl->cubemapnum = cubemapnum;
647 dl->shadow = shadowenable;
650 dl->coronasizescale = coronasizescale;
651 dl->ambientscale = ambientscale;
652 dl->diffusescale = diffusescale;
653 dl->specularscale = specularscale;
656 // called before entity relinking
657 void CL_DecayLights(void)
663 time = bound(0, cl.time - cl.oldtime, 0.1);
664 oldmax = cl.num_dlights;
666 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
670 f = dl->radius - time * dl->decay;
671 if (cl.time < dl->die && f > 0)
673 dl->radius = dl->radius - time * dl->decay;
674 cl.num_dlights = i + 1;
682 // called after entity relinking
683 void CL_UpdateLights(void)
689 r_refdef.numlights = 0;
690 if (r_dynamic.integer)
692 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
696 R_RTLight_Update(dl, false);
697 r_refdef.lights[r_refdef.numlights++] = dl;
703 // 'm' is normal light, 'a' is no light, 'z' is double bright
707 for (j = 0;j < cl.max_lightstyle;j++)
709 if (!cl.lightstyle || !cl.lightstyle[j].length)
711 r_refdef.lightstylevalue[j] = 256;
714 k = i % cl.lightstyle[j].length;
715 l = (i-1) % cl.lightstyle[j].length;
716 k = cl.lightstyle[j].map[k] - 'a';
717 l = cl.lightstyle[j].map[l] - 'a';
718 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
722 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
726 matrix4x4_t flagmatrix;
728 // this code taken from QuakeWorld
730 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
732 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
734 if (player->render.frame2 == 29) f = f + 2;
735 else if (player->render.frame2 == 30) f = f + 8;
736 else if (player->render.frame2 == 31) f = f + 12;
737 else if (player->render.frame2 == 32) f = f + 11;
738 else if (player->render.frame2 == 33) f = f + 10;
739 else if (player->render.frame2 == 34) f = f + 4;
741 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
743 if (player->render.frame2 == 35) f = f + 2;
744 else if (player->render.frame2 == 36) f = f + 10;
745 else if (player->render.frame2 == 37) f = f + 10;
746 else if (player->render.frame2 == 38) f = f + 8;
747 else if (player->render.frame2 == 39) f = f + 4;
748 else if (player->render.frame2 == 40) f = f + 2;
751 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
753 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
754 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
755 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
756 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
758 // end of code taken from QuakeWorld
760 flag = CL_NewTempEntity();
764 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
765 flag->render.skinnum = skin;
766 flag->render.colormap = -1; // no special coloring
767 flag->render.alpha = 1;
768 VectorSet(flag->render.colormod, 1, 1, 1);
769 // attach the flag to the player matrix
770 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
771 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
772 CL_UpdateRenderEntity(&flag->render);
775 #define MAXVIEWMODELS 32
776 entity_t *viewmodels[MAXVIEWMODELS];
779 matrix4x4_t viewmodelmatrix;
781 static int entitylinkframenumber;
783 static const vec3_t muzzleflashorigin = {18, 0, 0};
785 extern void V_DriftPitch(void);
786 extern void V_FadeViewFlashs(void);
787 extern void V_CalcViewBlend(void);
789 extern void V_CalcRefdef(void);
790 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
791 void CL_UpdateNetworkEntity(entity_t *e)
793 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
794 //matrix4x4_t dlightmatrix;
796 effectnameindex_t trailtype;
797 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
801 //entity_persistent_t *p = &e->persistent;
802 //entity_render_t *r = &e->render;
803 if (e->persistent.linkframe != entitylinkframenumber)
805 e->persistent.linkframe = entitylinkframenumber;
806 // skip inactive entities and world
807 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
809 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
810 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
811 e->render.flags = e->state_current.flags;
812 e->render.effects = e->state_current.effects;
813 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
814 if (e->state_current.flags & RENDER_COLORMAPPED)
817 unsigned char *cbcolor;
818 e->render.colormap = e->state_current.colormap;
819 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
820 cbcolor = (unsigned char *) (&palette_complete[cb]);
821 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
822 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
823 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
824 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
825 cbcolor = (unsigned char *) (&palette_complete[cb]);
826 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
827 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
828 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
830 else if (e->state_current.colormap && cl.scores != NULL)
833 unsigned char *cbcolor;
834 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
835 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
836 cbcolor = (unsigned char *) (&palette_complete[cb]);
837 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
838 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
839 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
840 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
841 cbcolor = (unsigned char *) (&palette_complete[cb]);
842 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
843 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
844 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
848 e->render.colormap = -1; // no special coloring
849 VectorClear(e->render.colormap_pantscolor);
850 VectorClear(e->render.colormap_shirtcolor);
852 e->render.skinnum = e->state_current.skin;
853 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
855 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
860 CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
861 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
863 e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
864 e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
867 matrix = &viewmodelmatrix;
871 // if the tag entity is currently impossible, skip it
874 if (e->state_current.tagentity >= cl.num_entities)
876 t = cl.entities + e->state_current.tagentity;
880 if (e->state_current.tagentity >= cl.num_csqcentities)
882 t = cl.csqcentities + e->state_current.tagentity;
884 // if the tag entity is inactive, skip it
885 if (!t->state_current.active)
887 // note: this can link to world
888 CL_UpdateNetworkEntity(t);
889 // make relative to the entity
890 matrix = &t->render.matrix;
891 // some properties of the tag entity carry over
892 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
893 // if a valid tagindex is used, make it relative to that tag instead
894 // FIXME: use a model function to get tag info (need to handle skeletal)
895 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
897 // blend the matrices
898 memset(&blendmatrix, 0, sizeof(blendmatrix));
899 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
901 matrix4x4_t tagmatrix;
902 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
903 d = t->render.frameblend[j].lerp;
904 for (l = 0;l < 4;l++)
905 for (k = 0;k < 4;k++)
906 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
908 // concat the tag matrices onto the entity matrix
909 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
910 // use the constructed tag matrix
911 matrix = &tempmatrix;
916 // if it's the player entity, update according to client movement
917 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
919 lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
920 lerp = bound(0, lerp, 1);
921 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
922 VectorSet(angles, 0, cl.viewangles[1], 0);
924 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
926 // interpolate the origin and angles
927 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
928 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
929 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
930 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
931 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
932 VectorMA(e->persistent.oldangles, lerp, delta, angles);
937 VectorCopy(e->persistent.neworigin, origin);
938 VectorCopy(e->persistent.newangles, angles);
941 // model setup and some modelflags
942 if(e->state_current.modelindex < MAX_MODELS)
943 e->render.model = cl.model_precache[e->state_current.modelindex];
945 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
948 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
949 if (e->render.model->type == mod_alias)
950 angles[0] = -angles[0];
951 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
953 angles[1] = ANGLEMOD(100*cl.time);
954 if (cl_itembobheight.value)
955 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
957 // transfer certain model flags to effects
958 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
959 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
960 VectorScale(e->render.colormod, 2, e->render.colormod);
962 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
963 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
964 angles[0] = -angles[0];
967 if (e->render.frame2 == e->state_current.frame)
969 // update frame lerp fraction
970 e->render.framelerp = 1;
971 if (e->render.frame2time > e->render.frame1time)
973 // make sure frame lerp won't last longer than 100ms
974 // (this mainly helps with models that use framegroups and
975 // switch between them infrequently)
976 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
977 e->render.framelerp = bound(0, e->render.framelerp, 1);
982 // begin a new frame lerp
983 e->render.frame1 = e->render.frame2;
984 e->render.frame1time = e->render.frame2time;
985 e->render.frame = e->render.frame2 = e->state_current.frame;
986 e->render.frame2time = cl.time;
987 e->render.framelerp = 0;
990 // set up the render matrix
991 // FIXME: e->render.scale should go away
992 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
993 // concat the matrices to make the entity relative to its tag
994 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
995 // make the other useful stuff
996 CL_UpdateRenderEntity(&e->render);
998 // handle effects now that we know where this entity is in the world...
999 if (e->render.model && e->render.model->soundfromcenter)
1001 // bmodels are treated specially since their origin is usually '0 0 0'
1003 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1004 Matrix4x4_Transform(&e->render.matrix, o, origin);
1007 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1008 trailtype = EFFECT_NONE;
1013 // LordHavoc: if the entity has no effects, don't check each
1014 if (e->render.effects)
1016 if (e->render.effects & EF_BRIGHTFIELD)
1018 if (gamemode == GAME_NEXUIZ)
1019 trailtype = EFFECT_TR_NEXUIZPLASMA;
1021 CL_EntityParticles(e);
1023 if (e->render.effects & EF_MUZZLEFLASH)
1024 e->persistent.muzzleflash = 1.0f;
1025 if (e->render.effects & EF_DIMLIGHT)
1027 dlightradius = max(dlightradius, 200);
1028 dlightcolor[0] += 1.50f;
1029 dlightcolor[1] += 1.50f;
1030 dlightcolor[2] += 1.50f;
1032 if (e->render.effects & EF_BRIGHTLIGHT)
1034 dlightradius = max(dlightradius, 400);
1035 dlightcolor[0] += 3.00f;
1036 dlightcolor[1] += 3.00f;
1037 dlightcolor[2] += 3.00f;
1039 // LordHavoc: more effects
1040 if (e->render.effects & EF_RED) // red
1042 dlightradius = max(dlightradius, 200);
1043 dlightcolor[0] += 1.50f;
1044 dlightcolor[1] += 0.15f;
1045 dlightcolor[2] += 0.15f;
1047 if (e->render.effects & EF_BLUE) // blue
1049 dlightradius = max(dlightradius, 200);
1050 dlightcolor[0] += 0.15f;
1051 dlightcolor[1] += 0.15f;
1052 dlightcolor[2] += 1.50f;
1054 if (e->render.effects & EF_FLAME)
1055 CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1056 if (e->render.effects & EF_STARDUST)
1057 CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1058 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1060 // these are only set on player entities
1061 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1064 // muzzleflash fades over time, and is offset a bit
1065 if (e->persistent.muzzleflash > 0)
1067 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1068 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1069 tempmatrix = e->render.matrix;
1070 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1071 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);
1072 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 10;
1074 // LordHavoc: if the model has no flags, don't check each
1075 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1077 if (e->render.model->flags & EF_GIB)
1078 trailtype = EFFECT_TR_BLOOD;
1079 else if (e->render.model->flags & EF_ZOMGIB)
1080 trailtype = EFFECT_TR_SLIGHTBLOOD;
1081 else if (e->render.model->flags & EF_TRACER)
1082 trailtype = EFFECT_TR_WIZSPIKE;
1083 else if (e->render.model->flags & EF_TRACER2)
1084 trailtype = EFFECT_TR_KNIGHTSPIKE;
1085 else if (e->render.model->flags & EF_ROCKET)
1086 trailtype = EFFECT_TR_ROCKET;
1087 else if (e->render.model->flags & EF_GRENADE)
1089 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1090 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1092 else if (e->render.model->flags & EF_TRACER3)
1093 trailtype = EFFECT_TR_VORESPIKE;
1095 // LordHavoc: customizable glow
1096 if (e->state_current.glowsize)
1098 // * 4 for the expansion from 0-255 to 0-1023 range,
1099 // / 255 to scale down byte colors
1100 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1101 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1103 // make the glow dlight
1104 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1106 //dlightmatrix = e->render.matrix;
1107 // hack to make glowing player light shine on their gun
1108 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1109 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1110 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);
1113 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1116 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1117 light[3] = e->state_current.light[3];
1118 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1119 VectorSet(light, 1, 1, 1);
1122 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1123 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);
1126 if (e->render.flags & RENDER_GLOWTRAIL)
1127 trailtype = EFFECT_TR_GLOWTRAIL;
1132 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1133 len = e->state_current.time - e->state_previous.time;
1136 VectorScale(vel, len, vel);
1137 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1139 VectorCopy(origin, e->persistent.trail_origin);
1140 // tenebrae's sprites are all additive mode (weird)
1141 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1142 e->render.effects |= EF_ADDITIVE;
1143 // player model is only shown with chase_active on
1145 if (e->state_current.number == cl.viewentity)
1146 e->render.flags |= RENDER_EXTERIORMODEL;
1147 // transparent stuff can't be lit during the opaque stage
1148 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1149 e->render.flags |= RENDER_TRANSPARENT;
1150 // double sided rendering mode causes backfaces to be visible
1151 // (mostly useful on transparent stuff)
1152 if (e->render.effects & EF_DOUBLESIDED)
1153 e->render.flags |= RENDER_NOCULLFACE;
1154 // either fullbright or lit
1155 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1156 e->render.flags |= RENDER_LIGHT;
1157 // hide player shadow during intermission or nehahra movie
1158 if (!(e->render.effects & EF_NOSHADOW)
1159 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1160 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1161 e->render.flags |= RENDER_SHADOW;
1162 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1163 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1164 // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
1165 if (e->state_current.number == cl.viewentity)
1176 static void CL_UpdateEntities(void)
1182 ent->state_previous = ent->state_current;
1183 ent->state_current = defaultstate;
1184 ent->state_current.time = cl.time;
1185 ent->state_current.number = -1;
1186 ent->state_current.active = true;
1187 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1188 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1189 ent->state_current.flags = RENDER_VIEWMODEL;
1190 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1191 ent->state_current.modelindex = 0;
1192 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1194 if (gamemode == GAME_TRANSFUSION)
1195 ent->state_current.alpha = 128;
1197 ent->state_current.modelindex = 0;
1200 // reset animation interpolation on weaponmodel if model changed
1201 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1203 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1204 ent->render.frame1time = ent->render.frame2time = cl.time;
1205 ent->render.framelerp = 1;
1208 // start on the entity after the world
1209 entitylinkframenumber++;
1210 for (i = 1;i < cl.num_entities;i++)
1212 if (cl.entities_active[i])
1214 ent = cl.entities + i;
1215 if (ent->state_current.active)
1216 CL_UpdateNetworkEntity(ent);
1218 cl.entities_active[i] = false;
1221 CL_UpdateNetworkEntity(&cl.viewent);
1224 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1225 void CL_LinkNetworkEntity(entity_t *e)
1228 if (e->persistent.linkframe != entitylinkframenumber)
1230 e->persistent.linkframe = entitylinkframenumber;
1231 // skip inactive entities and world
1232 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
1234 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1236 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1240 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
1244 // if the tag entity is currently impossible, skip it
1247 if (e->state_current.tagentity >= cl.num_entities)
1249 t = cl.entities + e->state_current.tagentity;
1253 if (e->state_current.tagentity >= cl.num_csqcentities)
1255 t = cl.csqcentities + e->state_current.tagentity;
1257 // if the tag entity is inactive, skip it
1258 if (!t->state_current.active)
1260 // note: this can link to world
1261 CL_LinkNetworkEntity(t);
1264 // don't show entities with no modelindex (note: this still shows
1265 // entities which have a modelindex that resolved to a NULL model)
1266 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1267 r_refdef.entities[r_refdef.numentities++] = &e->render;
1268 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1269 // Matrix4x4_Print(&e->render.matrix);
1273 void CL_RelinkWorld(void)
1275 entity_t *ent = &cl.entities[0];
1276 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1277 // FIXME: this should be done at load
1278 ent->render.matrix = identitymatrix;
1279 CL_UpdateRenderEntity(&ent->render);
1280 ent->render.flags = RENDER_SHADOW;
1281 if (!r_fullbright.integer)
1282 ent->render.flags |= RENDER_LIGHT;
1283 VectorSet(ent->render.colormod, 1, 1, 1);
1284 r_refdef.worldentity = &ent->render;
1285 r_refdef.worldmodel = cl.worldmodel;
1288 static void CL_RelinkStaticEntities(void)
1292 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1294 e->render.flags = 0;
1295 // if the model was not loaded when the static entity was created we
1296 // need to re-fetch the model pointer
1297 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1298 // transparent stuff can't be lit during the opaque stage
1299 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1300 e->render.flags |= RENDER_TRANSPARENT;
1301 // either fullbright or lit
1302 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1303 e->render.flags |= RENDER_LIGHT;
1304 // hide player shadow during intermission or nehahra movie
1305 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1306 e->render.flags |= RENDER_SHADOW;
1307 VectorSet(e->render.colormod, 1, 1, 1);
1308 R_LerpAnimation(&e->render);
1309 r_refdef.entities[r_refdef.numentities++] = &e->render;
1318 static void CL_RelinkNetworkEntities(void)
1323 // start on the entity after the world
1324 for (i = 1;i < cl.num_entities;i++)
1326 if (cl.entities_active[i])
1328 ent = cl.entities + i;
1329 if (ent->state_current.active)
1330 CL_LinkNetworkEntity(ent);
1332 cl.entities_active[i] = false;
1337 static void CL_RelinkEffects(void)
1344 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1348 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1349 intframe = (int)frame;
1350 if (intframe < 0 || intframe >= e->endframe)
1352 memset(e, 0, sizeof(*e));
1353 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1358 if (intframe != e->frame)
1360 e->frame = intframe;
1361 e->frame1time = e->frame2time;
1362 e->frame2time = cl.time;
1365 // if we're drawing effects, get a new temp entity
1366 // (NewTempEntity adds it to the render entities list for us)
1367 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1369 // interpolation stuff
1370 ent->render.frame1 = intframe;
1371 ent->render.frame2 = intframe + 1;
1372 if (ent->render.frame2 >= e->endframe)
1373 ent->render.frame2 = -1; // disappear
1374 ent->render.framelerp = frame - intframe;
1375 ent->render.frame1time = e->frame1time;
1376 ent->render.frame2time = e->frame2time;
1379 if(e->modelindex < MAX_MODELS)
1380 ent->render.model = cl.model_precache[e->modelindex];
1382 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1383 ent->render.frame = ent->render.frame2;
1384 ent->render.colormap = -1; // no special coloring
1385 ent->render.alpha = 1;
1386 VectorSet(ent->render.colormod, 1, 1, 1);
1388 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1389 CL_UpdateRenderEntity(&ent->render);
1395 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1397 VectorCopy(b->start, start);
1398 VectorCopy(b->end, end);
1400 // if coming from the player, update the start position
1401 if (b->entity == cl.viewentity)
1403 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1405 // LordHavoc: this is a stupid hack from Quake that makes your
1406 // lightning appear to come from your waist and cover less of your
1408 // in Quake this hack was applied to all players (causing the
1409 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1410 // only applies to your own lightning, and only in first person
1411 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1413 if (cl_beams_instantaimhack.integer)
1415 vec3_t dir, localend;
1417 // LordHavoc: this updates the beam direction to match your
1419 VectorSubtract(end, start, dir);
1420 len = VectorLength(dir);
1421 VectorNormalize(dir);
1422 VectorSet(localend, len, 0, 0);
1423 Matrix4x4_Transform(&r_view.matrix, localend, end);
1428 void CL_RelinkBeams(void)
1432 vec3_t dist, org, start, end;
1437 matrix4x4_t tempmatrix;
1439 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1443 if (b->endtime < cl.time)
1449 CL_Beam_CalculatePositions(b, start, end);
1453 if (cl_beams_lightatend.integer)
1455 // FIXME: create a matrix from the beam start/end orientation
1456 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1457 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);
1459 if (cl_beams_polygons.integer)
1463 // calculate pitch and yaw
1464 // (this is similar to the QuakeC builtin function vectoangles)
1465 VectorSubtract(end, start, dist);
1466 if (dist[1] == 0 && dist[0] == 0)
1476 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1480 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1481 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1486 // add new entities for the lightning
1487 VectorCopy (start, org);
1488 d = VectorNormalizeLength(dist);
1491 ent = CL_NewTempEntity ();
1494 //VectorCopy (org, ent->render.origin);
1495 ent->render.model = b->model;
1496 //ent->render.effects = EF_FULLBRIGHT;
1497 //ent->render.angles[0] = pitch;
1498 //ent->render.angles[1] = yaw;
1499 //ent->render.angles[2] = rand()%360;
1500 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1501 CL_UpdateRenderEntity(&ent->render);
1502 VectorMA(org, 30, dist, org);
1507 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1511 static void CL_RelinkQWNails(void)
1517 for (i = 0;i < cl.qw_num_nails;i++)
1521 // if we're drawing effects, get a new temp entity
1522 // (NewTempEntity adds it to the render entities list for us)
1523 if (!(ent = CL_NewTempEntity()))
1527 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1528 ent->render.colormap = -1; // no special coloring
1529 ent->render.alpha = 1;
1530 VectorSet(ent->render.colormod, 1, 1, 1);
1532 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1533 CL_UpdateRenderEntity(&ent->render);
1537 void CL_LerpPlayer(float frac)
1541 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1542 for (i = 0;i < 3;i++)
1544 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1545 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1546 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1550 void CSQC_RelinkAllEntities (int drawmask)
1552 // process network entities (note: this sets up the view!)
1553 cl.num_brushmodel_entities = 0;
1554 CL_UpdateEntities();
1556 entitylinkframenumber++;
1559 CL_RelinkStaticEntities();
1564 if (drawmask & ENTMASK_ENGINE)
1566 CL_RelinkNetworkEntities();
1570 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1571 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1573 // update view blend
1581 Read all incoming data from the server
1584 extern void CL_ClientMovement_Replay(void);
1585 extern void CL_StairSmoothing(void);//view.c
1587 int CL_ReadFromServer(void)
1589 CL_ReadDemoMessage();
1592 r_refdef.time = cl.time;
1593 r_refdef.extraupdate = !r_speeds.integer;
1594 r_refdef.numentities = 0;
1595 r_view.matrix = identitymatrix;
1597 if (cls.state == ca_connected && cls.signon == SIGNONS)
1599 // prepare for a new frame
1600 CL_LerpPlayer(CL_LerpPoint());
1602 CL_ClearTempEntities();
1610 // predict current player location
1611 CL_ClientMovement_Replay();
1613 // now that the player entity has been updated we can call V_CalcRefdef
1616 if(!csqc_loaded) //[515]: csqc
1618 // process network entities (note: this sets up the view!)
1619 cl.num_brushmodel_entities = 0;
1620 CL_UpdateEntities();
1622 entitylinkframenumber++;
1625 CL_RelinkStaticEntities();
1629 CL_RelinkNetworkEntities();
1630 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1633 // update view blend
1640 CL_StairSmoothing();
1642 // update the r_refdef time again because cl.time may have changed
1643 r_refdef.time = cl.time;
1649 // LordHavoc: pausedemo command
1650 static void CL_PauseDemo_f (void)
1652 cls.demopaused = !cls.demopaused;
1654 Con_Print("Demo paused\n");
1656 Con_Print("Demo unpaused\n");
1660 ======================
1662 ======================
1664 static void CL_Fog_f (void)
1666 if (Cmd_Argc () == 1)
1668 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);
1671 r_refdef.fog_density = atof(Cmd_Argv(1));
1672 r_refdef.fog_red = atof(Cmd_Argv(2));
1673 r_refdef.fog_green = atof(Cmd_Argv(3));
1674 r_refdef.fog_blue = atof(Cmd_Argv(4));
1678 ====================
1681 For program optimization
1682 ====================
1684 static void CL_TimeRefresh_f (void)
1687 float timestart, timedelta, oldangles[3];
1689 r_refdef.extraupdate = false;
1690 VectorCopy(cl.viewangles, oldangles);
1691 VectorClear(cl.viewangles);
1693 timestart = Sys_DoubleTime();
1694 for (i = 0;i < 128;i++)
1696 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);
1699 timedelta = Sys_DoubleTime() - timestart;
1701 VectorCopy(oldangles, cl.viewangles);
1702 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1710 void CL_Shutdown (void)
1712 CL_Particles_Shutdown();
1713 CL_Parse_Shutdown();
1715 Mem_FreePool (&cls.permanentmempool);
1716 Mem_FreePool (&cls.levelmempool);
1726 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1727 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1729 memset(&r_refdef, 0, sizeof(r_refdef));
1730 // max entities sent to renderer per frame
1731 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1732 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1737 // register our commands
1739 Cvar_RegisterVariable (&cl_upspeed);
1740 Cvar_RegisterVariable (&cl_forwardspeed);
1741 Cvar_RegisterVariable (&cl_backspeed);
1742 Cvar_RegisterVariable (&cl_sidespeed);
1743 Cvar_RegisterVariable (&cl_movespeedkey);
1744 Cvar_RegisterVariable (&cl_yawspeed);
1745 Cvar_RegisterVariable (&cl_pitchspeed);
1746 Cvar_RegisterVariable (&cl_anglespeedkey);
1747 Cvar_RegisterVariable (&cl_shownet);
1748 Cvar_RegisterVariable (&cl_nolerp);
1749 Cvar_RegisterVariable (&lookspring);
1750 Cvar_RegisterVariable (&lookstrafe);
1751 Cvar_RegisterVariable (&sensitivity);
1752 Cvar_RegisterVariable (&freelook);
1754 Cvar_RegisterVariable (&m_pitch);
1755 Cvar_RegisterVariable (&m_yaw);
1756 Cvar_RegisterVariable (&m_forward);
1757 Cvar_RegisterVariable (&m_side);
1759 Cvar_RegisterVariable (&cl_itembobspeed);
1760 Cvar_RegisterVariable (&cl_itembobheight);
1762 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1763 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1764 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1765 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1766 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1767 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1769 #ifdef AUTODEMO_BROKEN
1770 Cvar_RegisterVariable (&cl_autodemo);
1771 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1774 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1776 // LordHavoc: added pausedemo
1777 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)");
1779 Cvar_RegisterVariable(&r_draweffects);
1780 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1781 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1782 Cvar_RegisterVariable(&cl_explosions_size_start);
1783 Cvar_RegisterVariable(&cl_explosions_size_end);
1784 Cvar_RegisterVariable(&cl_explosions_lifetime);
1785 Cvar_RegisterVariable(&cl_stainmaps);
1786 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1787 Cvar_RegisterVariable(&cl_beams_polygons);
1788 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1789 Cvar_RegisterVariable(&cl_beams_instantaimhack);
1790 Cvar_RegisterVariable(&cl_beams_lightatend);
1791 Cvar_RegisterVariable(&cl_noplayershadow);
1793 Cvar_RegisterVariable(&cl_prydoncursor);
1795 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1797 // for QW connections
1798 Cvar_RegisterVariable(&qport);
1799 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1801 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1804 CL_Particles_Init();