Cleaned up alot more memory leaks. (still get 720 leaks just running demo1.dem)
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
29
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
32
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
35
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
39
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
44
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
46
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
48
49 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
50 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
51 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
52 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
53 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
54
55 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
57
58 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
59 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
60 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
61
62 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
63
64 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
65
66 mempool_t *cl_refdef_mempool;
67 mempool_t *cl_entities_mempool;
68
69 client_static_t cls;
70 client_state_t  cl;
71
72 int cl_max_entities;
73 int cl_max_static_entities;
74 int cl_max_temp_entities;
75 int cl_max_effects;
76 int cl_max_beams;
77 int cl_max_dlights;
78 int cl_max_lightstyle;
79 int cl_max_brushmodel_entities;
80
81 entity_t *cl_entities;
82 qbyte *cl_entities_active;
83 entity_t *cl_static_entities;
84 entity_t *cl_temp_entities;
85 cl_effect_t *cl_effects;
86 beam_t *cl_beams;
87 dlight_t *cl_dlights;
88 lightstyle_t *cl_lightstyle;
89 entity_render_t **cl_brushmodel_entities;
90
91 int cl_num_entities;
92 int cl_num_static_entities;
93 int cl_num_temp_entities;
94 int cl_num_brushmodel_entities;
95
96 /*
97 =====================
98 CL_ClearState
99
100 =====================
101 */
102 void CL_ClearState(void)
103 {
104         int i;
105
106         if (!sv.active)
107                 Host_ClearMemory ();
108
109         // note: this also gets rid of the entity database
110         Mem_EmptyPool(cl_entities_mempool);
111
112 // wipe the entire cl structure
113         memset (&cl, 0, sizeof(cl));
114         // reset the view zoom interpolation
115         cl.viewzoomold = cl.viewzoomnew = 1;
116
117         SZ_Clear (&cls.message);
118
119         cl_num_entities = 0;
120         cl_num_static_entities = 0;
121         cl_num_temp_entities = 0;
122         cl_num_brushmodel_entities = 0;
123
124         // tweak these if the game runs out
125         cl_max_entities = MAX_EDICTS;
126         cl_max_static_entities = 256;
127         cl_max_temp_entities = 512;
128         cl_max_effects = 256;
129         cl_max_beams = 256;
130         cl_max_dlights = MAX_DLIGHTS;
131         cl_max_lightstyle = MAX_LIGHTSTYLES;
132         cl_max_brushmodel_entities = MAX_EDICTS;
133
134         cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
135         cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
136         cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
137         cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
138         cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
139         cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
140         cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
141         cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
142         cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
143
144         CL_Screen_NewMap();
145
146         CL_Particles_Clear();
147
148         // LordHavoc: have to set up the baseline info for alpha and other stuff
149         for (i = 0;i < cl_max_entities;i++)
150         {
151                 cl_entities[i].state_baseline = defaultstate;
152                 cl_entities[i].state_previous = defaultstate;
153                 cl_entities[i].state_current = defaultstate;
154         }
155
156         CL_CGVM_Clear();
157 }
158
159 /*
160 =====================
161 CL_Disconnect
162
163 Sends a disconnect message to the server
164 This is also called on Host_Error, so it shouldn't cause any errors
165 =====================
166 */
167 void CL_Disconnect(void)
168 {
169         if (cls.state == ca_dedicated)
170                 return;
171
172         Con_DPrintf("CL_Disconnect\n");
173
174 // stop sounds (especially looping!)
175         S_StopAllSounds ();
176
177         // clear contents blends
178         cl.cshifts[0].percent = 0;
179         cl.cshifts[1].percent = 0;
180         cl.cshifts[2].percent = 0;
181         cl.cshifts[3].percent = 0;
182
183         cl.worldmodel = NULL;
184
185         if (cls.demoplayback)
186                 CL_StopPlayback();
187         else if (cls.netcon)
188         {
189                 if (cls.demorecording)
190                         CL_Stop_f();
191
192                 Con_DPrint("Sending clc_disconnect\n");
193                 SZ_Clear(&cls.message);
194                 MSG_WriteByte(&cls.message, clc_disconnect);
195                 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
196                 SZ_Clear(&cls.message);
197                 NetConn_Close(cls.netcon);
198                 cls.netcon = NULL;
199         }
200         cls.state = ca_disconnected;
201
202         cls.demoplayback = cls.timedemo = false;
203         cls.signon = 0;
204 }
205
206 void CL_Disconnect_f(void)
207 {
208         CL_Disconnect ();
209         if (sv.active)
210                 Host_ShutdownServer (false);
211 }
212
213
214
215
216 /*
217 =====================
218 CL_EstablishConnection
219
220 Host should be either "local" or a net address
221 =====================
222 */
223 void CL_EstablishConnection(const char *host)
224 {
225         if (cls.state == ca_dedicated)
226                 return;
227
228         // clear menu's connect error message
229         M_Update_Return_Reason("");
230         cls.demonum = -1;
231
232         // stop demo loop in case this fails
233         CL_Disconnect();
234         NetConn_ClientFrame();
235         NetConn_ServerFrame();
236         
237         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
238         {
239                 cls.connect_trying = true;
240                 cls.connect_remainingtries = 3;
241                 cls.connect_nextsendtime = 0;
242                 M_Update_Return_Reason("Trying to connect...");
243                 if (sv.active)
244                 {
245                         NetConn_ClientFrame();
246                         NetConn_ServerFrame();
247                         NetConn_ClientFrame();
248                         NetConn_ServerFrame();
249                         NetConn_ClientFrame();
250                         NetConn_ServerFrame();
251                         NetConn_ClientFrame();
252                         NetConn_ServerFrame();
253                 }
254         }
255         else
256         {
257                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
258                 M_Update_Return_Reason("No network");
259         }
260 }
261
262 /*
263 ==============
264 CL_PrintEntities_f
265 ==============
266 */
267 static void CL_PrintEntities_f(void)
268 {
269         entity_t *ent;
270         int i, j;
271         char name[32];
272
273         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
274         {
275                 if (!ent->state_current.active)
276                         continue;
277
278                 if (ent->render.model)
279                         strlcpy (name, ent->render.model->name, 25);
280                 else
281                         strcpy(name, "--no model--");
282                 for (j = strlen(name);j < 25;j++)
283                         name[j] = ' ';
284                 Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
285         }
286 }
287
288 //static const vec3_t nomodelmins = {-16, -16, -16};
289 //static const vec3_t nomodelmaxs = {16, 16, 16};
290 void CL_BoundingBoxForEntity(entity_render_t *ent)
291 {
292         if (ent->model)
293         {
294                 //if (ent->angles[0] || ent->angles[2])
295                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
296                 {
297                         // pitch or roll
298                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
299                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
300                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
301                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
302                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
303                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
304                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
305                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
306                 }
307                 //else if (ent->angles[1])
308                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
309                 {
310                         // yaw
311                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
312                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
313                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
314                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
315                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
316                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
317                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
318                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
319                 }
320                 else
321                 {
322                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
323                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
324                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
325                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
326                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
327                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
328                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
329                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
330                 }
331         }
332         else
333         {
334                 ent->mins[0] = ent->matrix.m[0][3] - 16;
335                 ent->mins[1] = ent->matrix.m[1][3] - 16;
336                 ent->mins[2] = ent->matrix.m[2][3] - 16;
337                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
338                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
339                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
340                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
341                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
342         }
343 }
344
345 /*
346 ===============
347 CL_LerpPoint
348
349 Determines the fraction between the last two messages that the objects
350 should be put at.
351 ===============
352 */
353 static float CL_LerpPoint(void)
354 {
355         float f;
356
357         // dropped packet, or start of demo
358         if (cl.mtime[1] < cl.mtime[0] - 0.1)
359                 cl.mtime[1] = cl.mtime[0] - 0.1;
360
361         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
362
363         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
364         f = cl.mtime[0] - cl.mtime[1];
365         if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
366         {
367                 cl.time = cl.mtime[0];
368                 return 1;
369         }
370
371         f = (cl.time - cl.mtime[1]) / f;
372         return bound(0, f, 1);
373 }
374
375 void CL_ClearTempEntities (void)
376 {
377         cl_num_temp_entities = 0;
378 }
379
380 entity_t *CL_NewTempEntity(void)
381 {
382         entity_t *ent;
383
384         if (r_refdef.numentities >= r_refdef.maxentities)
385                 return NULL;
386         if (cl_num_temp_entities >= cl_max_temp_entities)
387                 return NULL;
388         ent = &cl_temp_entities[cl_num_temp_entities++];
389         memset (ent, 0, sizeof(*ent));
390         r_refdef.entities[r_refdef.numentities++] = &ent->render;
391
392         ent->render.colormap = -1; // no special coloring
393         ent->render.scale = 1;
394         ent->render.alpha = 1;
395         VectorSet(ent->render.colormod, 1, 1, 1);
396         return ent;
397 }
398
399 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
400 {
401         int i;
402         cl_effect_t *e;
403         if (!modelindex) // sanity check
404                 return;
405         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
406         {
407                 if (e->active)
408                         continue;
409                 e->active = true;
410                 VectorCopy(org, e->origin);
411                 e->modelindex = modelindex;
412                 e->starttime = cl.time;
413                 e->startframe = startframe;
414                 e->endframe = startframe + framecount;
415                 e->framerate = framerate;
416
417                 e->frame = 0;
418                 e->frame1time = cl.time;
419                 e->frame2time = cl.time;
420                 break;
421         }
422 }
423
424 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)
425 {
426         int i;
427         dlight_t *dl;
428
429         /*
430 // first look for an exact key match
431         if (ent)
432         {
433                 dl = cl_dlights;
434                 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
435                         if (dl->ent == ent)
436                                 goto dlightsetup;
437         }
438         */
439
440 // then look for anything else
441         dl = cl_dlights;
442         for (i = 0;i < MAX_DLIGHTS;i++, dl++)
443                 if (!dl->radius)
444                         goto dlightsetup;
445
446         // unable to find one
447         return;
448
449 dlightsetup:
450         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
451         memset (dl, 0, sizeof(*dl));
452         dl->matrix = *matrix;
453         dl->ent = ent;
454         dl->origin[0] = dl->matrix.m[0][3];
455         dl->origin[1] = dl->matrix.m[1][3];
456         dl->origin[2] = dl->matrix.m[2][3];
457         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
458         dl->matrix.m[0][3] = dl->origin[0];
459         dl->matrix.m[1][3] = dl->origin[1];
460         dl->matrix.m[2][3] = dl->origin[2];
461         dl->radius = radius;
462         dl->color[0] = red;
463         dl->color[1] = green;
464         dl->color[2] = blue;
465         dl->decay = decay;
466         if (lifetime)
467                 dl->die = cl.time + lifetime;
468         else
469                 dl->die = 0;
470         dl->cubemapnum = cubemapnum;
471         dl->style = style;
472         dl->shadow = shadowenable;
473         dl->corona = corona;
474         dl->flags = flags;
475         dl->coronasizescale = coronasizescale;
476         dl->ambientscale = ambientscale;
477         dl->diffusescale = diffusescale;
478         dl->specularscale = specularscale;
479 }
480
481 void CL_DecayLights(void)
482 {
483         int i;
484         dlight_t *dl;
485         float time;
486
487         time = cl.time - cl.oldtime;
488         for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
489                 if (dl->radius)
490                         dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
491 }
492
493 #define MAXVIEWMODELS 32
494 entity_t *viewmodels[MAXVIEWMODELS];
495 int numviewmodels;
496
497 matrix4x4_t viewmodelmatrix;
498
499 static int entitylinkframenumber;
500
501 static const vec3_t muzzleflashorigin = {18, 0, 0};
502
503 extern void V_DriftPitch(void);
504 extern void V_FadeViewFlashs(void);
505 extern void V_CalcViewBlend(void);
506
507 extern void V_CalcRefdef(void);
508 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
509 void CL_LinkNetworkEntity(entity_t *e)
510 {
511         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
512         //matrix4x4_t dlightmatrix;
513         int j, k, l, trailtype, temp;
514         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
515         entity_t *t;
516         model_t *model;
517         //entity_persistent_t *p = &e->persistent;
518         //entity_render_t *r = &e->render;
519         if (e->persistent.linkframe != entitylinkframenumber)
520         {
521                 e->persistent.linkframe = entitylinkframenumber;
522                 // skip inactive entities and world
523                 if (!e->state_current.active || e == cl_entities)
524                         return;
525                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
526                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
527                 e->render.flags = e->state_current.flags;
528                 e->render.effects = e->state_current.effects;
529                 if (e->state_current.flags & RENDER_COLORMAPPED)
530                         e->render.colormap = e->state_current.colormap;
531                 else if (cl.scores != NULL && e->state_current.colormap)
532                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
533                 else
534                         e->render.colormap = -1; // no special coloring
535                 e->render.skinnum = e->state_current.skin;
536                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
537                 if (e->render.flags & RENDER_VIEWMODEL)
538                 {
539                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)
540                                 return;
541                         if (cl.viewentity)
542                                 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
543                         matrix = &viewmodelmatrix;
544                         if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
545                         {
546                                 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
547                                 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
548                         }
549                 }
550                 else
551                 {
552                         t = cl_entities + e->state_current.tagentity;
553                         if (!t->state_current.active)
554                                 return;
555                         // note: this can link to world
556                         CL_LinkNetworkEntity(t);
557                         // make relative to the entity
558                         matrix = &t->render.matrix;
559                         // some properties of the tag entity carry over
560                         e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
561                         // if a valid tagindex is used, make it relative to that tag instead
562                         // FIXME: use a model function to get tag info (need to handle skeletal)
563                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
564                         {
565                                 // blend the matrices
566                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
567                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
568                                 {
569                                         matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
570                                         d = t->render.frameblend[j].lerp;
571                                         for (l = 0;l < 4;l++)
572                                                 for (k = 0;k < 4;k++)
573                                                         blendmatrix.m[l][k] += d * matrix->m[l][k];
574                                 }
575                                 // concat the tag matrices onto the entity matrix
576                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
577                                 // use the constructed tag matrix
578                                 matrix = &tempmatrix;
579                         }
580                 }
581
582                 // movement lerp
583                 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
584                 {
585                         // interpolate the origin and angles
586                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
587                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
588                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
589                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
590                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
591                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
592                 }
593                 else
594                 {
595                         // no interpolation
596                         VectorCopy(e->persistent.neworigin, origin);
597                         VectorCopy(e->persistent.newangles, angles);
598                 }
599
600                 // model setup and some modelflags
601                 e->render.model = cl.model_precache[e->state_current.modelindex];
602                 if (e->render.model)
603                 {
604                         Mod_CheckLoaded(e->render.model);
605                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
606                         if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
607                                 angles[0] = -angles[0];
608                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
609                         {
610                                 angles[1] = ANGLEMOD(100*cl.time);
611                                 if (cl_itembobheight.value)
612                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
613                         }
614                         // transfer certain model flags to effects
615                         if (e->render.model->flags2 & EF_FULLBRIGHT)
616                                 e->render.effects |= EF_FULLBRIGHT;
617                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
618                                 VectorScale(e->render.colormod, 2, e->render.colormod);
619                 }
620
621                 // animation lerp
622                 if (e->render.frame2 == e->state_current.frame)
623                 {
624                         // update frame lerp fraction
625                         e->render.framelerp = 1;
626                         if (e->render.frame2time > e->render.frame1time)
627                         {
628                                 // make sure frame lerp won't last longer than 100ms
629                                 // (this mainly helps with models that use framegroups and
630                                 // switch between them infrequently)
631                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
632                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
633                         }
634                 }
635                 else
636                 {
637                         // begin a new frame lerp
638                         e->render.frame1 = e->render.frame2;
639                         e->render.frame1time = e->render.frame2time;
640                         e->render.frame = e->render.frame2 = e->state_current.frame;
641                         e->render.frame2time = cl.time;
642                         e->render.framelerp = 0;
643                 }
644                 R_LerpAnimation(&e->render);
645
646                 // set up the render matrix
647                 // FIXME: e->render.scale should go away
648                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
649                 // concat the matrices to make the entity relative to its tag
650                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
651                 // make the other useful stuff
652                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
653                 CL_BoundingBoxForEntity(&e->render);
654
655                 // handle effects now that we know where this entity is in the world...
656                 origin[0] = e->render.matrix.m[0][3];
657                 origin[1] = e->render.matrix.m[1][3];
658                 origin[2] = e->render.matrix.m[2][3];
659                 trailtype = -1;
660                 dlightradius = 0;
661                 dlightcolor[0] = 0;
662                 dlightcolor[1] = 0;
663                 dlightcolor[2] = 0;
664                 // LordHavoc: if the entity has no effects, don't check each
665                 if (e->render.effects)
666                 {
667                         if (e->render.effects & EF_BRIGHTFIELD)
668                         {
669                                 if (gamemode == GAME_NEXUIZ)
670                                 {
671                                         dlightradius = max(dlightradius, 200);
672                                         dlightcolor[0] += 0.75f;
673                                         dlightcolor[1] += 1.50f;
674                                         dlightcolor[2] += 3.00f;
675                                         trailtype = 8;
676                                 }
677                                 else
678                                         CL_EntityParticles(e);
679                         }
680                         if (e->render.effects & EF_MUZZLEFLASH)
681                                 e->persistent.muzzleflash = 1.0f;
682                         if (e->render.effects & EF_DIMLIGHT)
683                         {
684                                 dlightradius = max(dlightradius, 200);
685                                 dlightcolor[0] += 1.50f;
686                                 dlightcolor[1] += 1.50f;
687                                 dlightcolor[2] += 1.50f;
688                         }
689                         if (e->render.effects & EF_BRIGHTLIGHT)
690                         {
691                                 dlightradius = max(dlightradius, 400);
692                                 dlightcolor[0] += 3.00f;
693                                 dlightcolor[1] += 3.00f;
694                                 dlightcolor[2] += 3.00f;
695                         }
696                         // LordHavoc: more effects
697                         if (e->render.effects & EF_RED) // red
698                         {
699                                 dlightradius = max(dlightradius, 200);
700                                 dlightcolor[0] += 1.50f;
701                                 dlightcolor[1] += 0.15f;
702                                 dlightcolor[2] += 0.15f;
703                         }
704                         if (e->render.effects & EF_BLUE) // blue
705                         {
706                                 dlightradius = max(dlightradius, 200);
707                                 dlightcolor[0] += 0.15f;
708                                 dlightcolor[1] += 0.15f;
709                                 dlightcolor[2] += 1.50f;
710                         }
711                         if (e->render.effects & EF_FLAME)
712                         {
713                                 mins[0] = origin[0] - 16.0f;
714                                 mins[1] = origin[1] - 16.0f;
715                                 mins[2] = origin[2] - 16.0f;
716                                 maxs[0] = origin[0] + 16.0f;
717                                 maxs[1] = origin[1] + 16.0f;
718                                 maxs[2] = origin[2] + 16.0f;
719                                 // how many flames to make
720                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
721                                 CL_FlameCube(mins, maxs, temp);
722                                 d = lhrandom(0.75f, 1);
723                                 dlightradius = max(dlightradius, 200);
724                                 dlightcolor[0] += d * 2.0f;
725                                 dlightcolor[1] += d * 1.5f;
726                                 dlightcolor[2] += d * 0.5f;
727                         }
728                         if (e->render.effects & EF_STARDUST)
729                         {
730                                 mins[0] = origin[0] - 16.0f;
731                                 mins[1] = origin[1] - 16.0f;
732                                 mins[2] = origin[2] - 16.0f;
733                                 maxs[0] = origin[0] + 16.0f;
734                                 maxs[1] = origin[1] + 16.0f;
735                                 maxs[2] = origin[2] + 16.0f;
736                                 // how many particles to make
737                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
738                                 CL_Stardust(mins, maxs, temp);
739                                 dlightradius = max(dlightradius, 200);
740                                 dlightcolor[0] += 1.0f;
741                                 dlightcolor[1] += 0.7f;
742                                 dlightcolor[2] += 0.3f;
743                         }
744                 }
745                 // muzzleflash fades over time, and is offset a bit
746                 if (e->persistent.muzzleflash > 0)
747                 {
748                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
749                         CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
750                         tempmatrix = e->render.matrix;
751                         tempmatrix.m[0][3] = v[0];
752                         tempmatrix.m[1][3] = v[1];
753                         tempmatrix.m[2][3] = v[2];
754                         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);
755                         e->persistent.muzzleflash -= cl.frametime * 10;
756                 }
757                 // LordHavoc: if the model has no flags, don't check each
758                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
759                 {
760                         if (e->render.model->flags & EF_GIB)
761                                 trailtype = 2;
762                         else if (e->render.model->flags & EF_ZOMGIB)
763                                 trailtype = 4;
764                         else if (e->render.model->flags & EF_TRACER)
765                         {
766                                 trailtype = 3;
767                                 dlightradius = max(dlightradius, 100);
768                                 dlightcolor[0] += 0.25f;
769                                 dlightcolor[1] += 1.00f;
770                                 dlightcolor[2] += 0.25f;
771                         }
772                         else if (e->render.model->flags & EF_TRACER2)
773                         {
774                                 trailtype = 5;
775                                 dlightradius = max(dlightradius, 100);
776                                 dlightcolor[0] += 1.00f;
777                                 dlightcolor[1] += 0.60f;
778                                 dlightcolor[2] += 0.20f;
779                         }
780                         else if (e->render.model->flags & EF_ROCKET)
781                         {
782                                 trailtype = 0;
783                                 dlightradius = max(dlightradius, 200);
784                                 dlightcolor[0] += 3.00f;
785                                 dlightcolor[1] += 1.50f;
786                                 dlightcolor[2] += 0.50f;
787                         }
788                         else if (e->render.model->flags & EF_GRENADE)
789                         {
790                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
791                                 trailtype = e->render.alpha == -1 ? 7 : 1;
792                         }
793                         else if (e->render.model->flags & EF_TRACER3)
794                         {
795                                 trailtype = 6;
796                                 if (gamemode == GAME_PRYDON)
797                                 {
798                                         dlightradius = max(dlightradius, 100);
799                                         dlightcolor[0] += 0.30f;
800                                         dlightcolor[1] += 0.60f;
801                                         dlightcolor[2] += 1.20f;
802                                 }
803                                 else
804                                 {
805                                         dlightradius = max(dlightradius, 200);
806                                         dlightcolor[0] += 1.20f;
807                                         dlightcolor[1] += 0.50f;
808                                         dlightcolor[2] += 1.00f;
809                                 }
810                         }
811                 }
812                 // LordHavoc: customizable glow
813                 if (e->state_current.glowsize)
814                 {
815                         // * 4 for the expansion from 0-255 to 0-1023 range,
816                         // / 255 to scale down byte colors
817                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
818                         VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
819                 }
820                 // make the glow dlight
821                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
822                 {
823                         //dlightmatrix = e->render.matrix;
824                         // hack to make glowing player light shine on their gun
825                         //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
826                         //      dlightmatrix.m[2][3] += 30;
827                         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);
828                 }
829                 // custom rtlight
830                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
831                 {
832                         float light[4];
833                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
834                         light[3] = e->state_current.light[3];
835                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
836                                 VectorSet(light, 1, 1, 1);
837                         if (light[3] == 0)
838                                 light[3] = 350;
839                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
840                         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);
841                 }
842                 // do trails
843                 if (e->render.flags & RENDER_GLOWTRAIL)
844                         trailtype = 9;
845                 if (trailtype >= 0)
846                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
847                 VectorCopy(origin, e->persistent.trail_origin);
848                 // tenebrae's sprites are all additive mode (weird)
849                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
850                         e->render.effects |= EF_ADDITIVE;
851                 // player model is only shown with chase_active on
852                 if (e - cl_entities == cl.viewentity)
853                         e->render.flags |= RENDER_EXTERIORMODEL;
854                 // transparent stuff can't be lit during the opaque stage
855                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
856                         e->render.flags |= RENDER_TRANSPARENT;
857                 // either fullbright or lit
858                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
859                         e->render.flags |= RENDER_LIGHT;
860                 // hide player shadow during intermission or nehahra movie
861                 if (!(e->render.effects & EF_NOSHADOW)
862                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
863                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
864                         e->render.flags |= RENDER_SHADOW;
865                 // as soon as player is known we can call V_CalcRefDef
866                 if ((e - cl_entities) == cl.viewentity)
867                         V_CalcRefdef();
868                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
869                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
870                 // don't show entities with no modelindex (note: this still shows
871                 // entities which have a modelindex that resolved to a NULL model)
872                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
873                         r_refdef.entities[r_refdef.numentities++] = &e->render;
874                 if (cl_num_entities < e->state_current.number + 1)
875                         cl_num_entities = e->state_current.number + 1;
876                 //if (cl.viewentity && e - cl_entities == cl.viewentity)
877                 //      Matrix4x4_Print(&e->render.matrix);
878         }
879 }
880
881 void CL_RelinkWorld(void)
882 {
883         entity_t *ent = &cl_entities[0];
884         if (cl_num_entities < 1)
885                 cl_num_entities = 1;
886         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
887         // FIXME: this should be done at load
888         Matrix4x4_CreateIdentity(&ent->render.matrix);
889         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
890         R_LerpAnimation(&ent->render);
891         CL_BoundingBoxForEntity(&ent->render);
892         ent->render.flags = RENDER_SHADOW;
893         if (!r_fullbright.integer)
894                 ent->render.flags |= RENDER_LIGHT;
895         VectorSet(ent->render.colormod, 1, 1, 1);
896         r_refdef.worldentity = &ent->render;
897         r_refdef.worldmodel = cl.worldmodel;
898 }
899
900 static void CL_RelinkStaticEntities(void)
901 {
902         int i;
903         entity_t *e;
904         for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
905         {
906                 Mod_CheckLoaded(e->render.model);
907                 e->render.flags = 0;
908                 // transparent stuff can't be lit during the opaque stage
909                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
910                         e->render.flags |= RENDER_TRANSPARENT;
911                 // either fullbright or lit
912                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
913                         e->render.flags |= RENDER_LIGHT;
914                 // hide player shadow during intermission or nehahra movie
915                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
916                         e->render.flags |= RENDER_SHADOW;
917                 VectorSet(e->render.colormod, 1, 1, 1);
918                 R_LerpAnimation(&e->render);
919                 r_refdef.entities[r_refdef.numentities++] = &e->render;
920         }
921 }
922
923 /*
924 ===============
925 CL_RelinkEntities
926 ===============
927 */
928 static void CL_RelinkNetworkEntities(void)
929 {
930         entity_t *ent;
931         int i;
932
933         ent = &cl.viewent;
934         ent->state_previous = ent->state_current;
935         ent->state_current = defaultstate;
936         ent->state_current.time = cl.time;
937         ent->state_current.number = -1;
938         ent->state_current.active = true;
939         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
940         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
941         ent->state_current.flags = RENDER_VIEWMODEL;
942         if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
943                 ent->state_current.modelindex = 0;
944         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
945         {
946                 if (gamemode == GAME_TRANSFUSION)
947                         ent->state_current.alpha = 128;
948                 else
949                         ent->state_current.modelindex = 0;
950         }
951
952         // reset animation interpolation on weaponmodel if model changed
953         if (ent->state_previous.modelindex != ent->state_current.modelindex)
954         {
955                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
956                 ent->render.frame1time = ent->render.frame2time = cl.time;
957                 ent->render.framelerp = 1;
958         }
959
960         // start on the entity after the world
961         entitylinkframenumber++;
962         for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
963         {
964                 if (cl_entities_active[i])
965                 {
966                         if (ent->state_current.active)
967                                 CL_LinkNetworkEntity(ent);
968                         else
969                                 cl_entities_active[i] = false;
970                 }
971         }
972         CL_LinkNetworkEntity(&cl.viewent);
973 }
974
975 static void CL_RelinkEffects(void)
976 {
977         int i, intframe;
978         cl_effect_t *e;
979         entity_t *ent;
980         float frame;
981
982         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
983         {
984                 if (e->active)
985                 {
986                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
987                         intframe = frame;
988                         if (intframe < 0 || intframe >= e->endframe)
989                         {
990                                 memset(e, 0, sizeof(*e));
991                                 continue;
992                         }
993
994                         if (intframe != e->frame)
995                         {
996                                 e->frame = intframe;
997                                 e->frame1time = e->frame2time;
998                                 e->frame2time = cl.time;
999                         }
1000
1001                         // if we're drawing effects, get a new temp entity
1002                         // (NewTempEntity adds it to the render entities list for us)
1003                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1004                         {
1005                                 // interpolation stuff
1006                                 ent->render.frame1 = intframe;
1007                                 ent->render.frame2 = intframe + 1;
1008                                 if (ent->render.frame2 >= e->endframe)
1009                                         ent->render.frame2 = -1; // disappear
1010                                 ent->render.framelerp = frame - intframe;
1011                                 ent->render.frame1time = e->frame1time;
1012                                 ent->render.frame2time = e->frame2time;
1013
1014                                 // normal stuff
1015                                 ent->render.model = cl.model_precache[e->modelindex];
1016                                 ent->render.frame = ent->render.frame2;
1017                                 ent->render.colormap = -1; // no special coloring
1018                                 ent->render.alpha = 1;
1019                                 VectorSet(ent->render.colormod, 1, 1, 1);
1020
1021                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1022                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1023                                 R_LerpAnimation(&ent->render);
1024                                 CL_BoundingBoxForEntity(&ent->render);
1025                         }
1026                 }
1027         }
1028 }
1029
1030 void CL_RelinkBeams(void)
1031 {
1032         int i;
1033         beam_t *b;
1034         vec3_t dist, org;
1035         float d;
1036         entity_t *ent;
1037         float yaw, pitch;
1038         float forward;
1039         matrix4x4_t tempmatrix;
1040
1041         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1042         {
1043                 if (!b->model || b->endtime < cl.time)
1044                         continue;
1045
1046                 // if coming from the player, update the start position
1047                 //if (b->entity == cl.viewentity)
1048                 //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1049                 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1050                 {
1051                         entity_state_t *p = &cl_entities[b->entity].state_previous;
1052                         //entity_state_t *c = &cl_entities[b->entity].state_current;
1053                         entity_render_t *r = &cl_entities[b->entity].render;
1054                         matrix4x4_t matrix, imatrix;
1055                         if (b->relativestartvalid == 2)
1056                         {
1057                                 // not really valid yet, we need to get the orientation now
1058                                 // (ParseBeam flagged this because it is received before
1059                                 //  entities are received, by now they have been received)
1060                                 // note: because players create lightning in their think
1061                                 // function (which occurs before movement), they actually
1062                                 // have some lag in it's location, so compare to the
1063                                 // previous player state, not the latest
1064                                 if (b->entity == cl.viewentity)
1065                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1066                                 else
1067                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1068                                 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1069                                 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1070                                 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1071                                 b->relativestartvalid = 1;
1072                         }
1073                         else
1074                         {
1075                                 if (b->entity == cl.viewentity)
1076                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1077                                 else
1078                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1079                                 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1080                                 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1081                         }
1082                 }
1083
1084                 if (b->lightning)
1085                 {
1086                         if (cl_beams_lightatend.integer)
1087                         {
1088                                 // FIXME: create a matrix from the beam start/end orientation
1089                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1090                                 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);
1091                         }
1092                         if (cl_beams_polygons.integer)
1093                                 continue;
1094                 }
1095
1096                 // calculate pitch and yaw
1097                 VectorSubtract (b->end, b->start, dist);
1098
1099                 if (dist[1] == 0 && dist[0] == 0)
1100                 {
1101                         yaw = 0;
1102                         if (dist[2] > 0)
1103                                 pitch = 90;
1104                         else
1105                                 pitch = 270;
1106                 }
1107                 else
1108                 {
1109                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1110                         if (yaw < 0)
1111                                 yaw += 360;
1112
1113                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1114                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1115                         if (pitch < 0)
1116                                 pitch += 360;
1117                 }
1118
1119                 // add new entities for the lightning
1120                 VectorCopy (b->start, org);
1121                 d = VectorNormalizeLength(dist);
1122                 while (d > 0)
1123                 {
1124                         ent = CL_NewTempEntity ();
1125                         if (!ent)
1126                                 return;
1127                         //VectorCopy (org, ent->render.origin);
1128                         ent->render.model = b->model;
1129                         //ent->render.effects = EF_FULLBRIGHT;
1130                         //ent->render.angles[0] = pitch;
1131                         //ent->render.angles[1] = yaw;
1132                         //ent->render.angles[2] = rand()%360;
1133                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1134                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1135                         R_LerpAnimation(&ent->render);
1136                         CL_BoundingBoxForEntity(&ent->render);
1137                         VectorMA(org, 30, dist, org);
1138                         d -= 30;
1139                 }
1140         }
1141 }
1142
1143 void CL_LerpPlayer(float frac)
1144 {
1145         int i;
1146         float d;
1147
1148         cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1149
1150         for (i = 0;i < 3;i++)
1151                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1152
1153         if (cls.demoplayback)
1154         {
1155                 // interpolate the angles
1156                 for (i = 0;i < 3;i++)
1157                 {
1158                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1159                         if (d > 180)
1160                                 d -= 360;
1161                         else if (d < -180)
1162                                 d += 360;
1163                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1164                 }
1165         }
1166 }
1167
1168 /*
1169 ===============
1170 CL_ReadFromServer
1171
1172 Read all incoming data from the server
1173 ===============
1174 */
1175 int CL_ReadFromServer(void)
1176 {
1177         CL_ReadDemoMessage();
1178
1179         r_refdef.time = cl.time;
1180         r_refdef.extraupdate = !r_speeds.integer;
1181         r_refdef.numentities = 0;
1182         cl_num_entities = 0;
1183         cl_num_brushmodel_entities = 0;
1184
1185         if (cls.state == ca_connected && cls.signon == SIGNONS)
1186         {
1187                 // prepare for a new frame
1188                 CL_LerpPlayer(CL_LerpPoint());
1189                 CL_DecayLights();
1190                 CL_ClearTempEntities();
1191                 V_DriftPitch();
1192                 V_FadeViewFlashs();
1193
1194                 // relink network entities (note: this sets up the view!)
1195                 CL_RelinkNetworkEntities();
1196
1197                 // move particles
1198                 CL_MoveParticles();
1199                 R_MoveExplosions();
1200
1201                 // link stuff
1202                 CL_RelinkWorld();
1203                 CL_RelinkStaticEntities();
1204                 CL_RelinkBeams();
1205                 CL_RelinkEffects();
1206
1207                 // run cgame code (which can add more entities)
1208                 CL_CGVM_Frame();
1209
1210                 // update view blend
1211                 V_CalcViewBlend();
1212         }
1213
1214         return 0;
1215 }
1216
1217 /*
1218 =================
1219 CL_SendCmd
1220 =================
1221 */
1222 void CL_SendCmd(void)
1223 {
1224         if (cls.signon == SIGNONS)
1225                 CL_SendMove();
1226
1227         if (cls.demoplayback)
1228         {
1229                 SZ_Clear(&cls.message);
1230                 return;
1231         }
1232
1233         // send the reliable message (forwarded commands) if there is one
1234         if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1235         {
1236                 if (developer.integer)
1237                 {
1238                         Con_Print("CL_SendCmd: sending reliable message:\n");
1239                         SZ_HexDumpToConsole(&cls.message);
1240                 }
1241                 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1242                         Host_Error("CL_WriteToServer: lost server connection");
1243                 SZ_Clear(&cls.message);
1244         }
1245 }
1246
1247 // LordHavoc: pausedemo command
1248 static void CL_PauseDemo_f (void)
1249 {
1250         cls.demopaused = !cls.demopaused;
1251         if (cls.demopaused)
1252                 Con_Print("Demo paused\n");
1253         else
1254                 Con_Print("Demo unpaused\n");
1255 }
1256
1257 /*
1258 ======================
1259 CL_Fog_f
1260 ======================
1261 */
1262 static void CL_Fog_f (void)
1263 {
1264         if (Cmd_Argc () == 1)
1265         {
1266                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1267                 return;
1268         }
1269         fog_density = atof(Cmd_Argv(1));
1270         fog_red = atof(Cmd_Argv(2));
1271         fog_green = atof(Cmd_Argv(3));
1272         fog_blue = atof(Cmd_Argv(4));
1273 }
1274
1275 /*
1276 ====================
1277 CL_TimeRefresh_f
1278
1279 For program optimization
1280 ====================
1281 */
1282 static void CL_TimeRefresh_f (void)
1283 {
1284         int i;
1285         float timestart, timedelta, oldangles[3];
1286
1287         r_refdef.extraupdate = false;
1288         VectorCopy(cl.viewangles, oldangles);
1289         VectorClear(cl.viewangles);
1290
1291         timestart = Sys_DoubleTime();
1292         for (i = 0;i < 128;i++)
1293         {
1294                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1295                 CL_UpdateScreen();
1296         }
1297         timedelta = Sys_DoubleTime() - timestart;
1298
1299         VectorCopy(oldangles, cl.viewangles);
1300         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1301 }
1302
1303 /*
1304 ===========
1305 CL_Shutdown
1306 ===========
1307 */
1308 void CL_Shutdown (void)
1309 {
1310         CL_CGVM_Shutdown();
1311         CL_Particles_Shutdown();
1312         CL_Parse_Shutdown();
1313
1314         SZ_Free (&cls.message);
1315
1316         Mem_FreePool (&cl_entities_mempool);
1317         Mem_FreePool (&cl_refdef_mempool);
1318 }
1319
1320 /*
1321 =================
1322 CL_Init
1323 =================
1324 */
1325 void CL_Init (void)
1326 {
1327         cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
1328         cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
1329
1330         memset(&r_refdef, 0, sizeof(r_refdef));
1331         // max entities sent to renderer per frame
1332         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1333         r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1334         // 256k drawqueue buffer
1335         r_refdef.maxdrawqueuesize = 256 * 1024;
1336         r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1337
1338         SZ_Alloc (&cls.message, 1024, "cls.message");
1339
1340         CL_InitInput ();
1341
1342 //
1343 // register our commands
1344 //
1345         Cvar_RegisterVariable (&cl_upspeed);
1346         Cvar_RegisterVariable (&cl_forwardspeed);
1347         Cvar_RegisterVariable (&cl_backspeed);
1348         Cvar_RegisterVariable (&cl_sidespeed);
1349         Cvar_RegisterVariable (&cl_movespeedkey);
1350         Cvar_RegisterVariable (&cl_yawspeed);
1351         Cvar_RegisterVariable (&cl_pitchspeed);
1352         Cvar_RegisterVariable (&cl_anglespeedkey);
1353         Cvar_RegisterVariable (&cl_shownet);
1354         Cvar_RegisterVariable (&cl_nolerp);
1355         Cvar_RegisterVariable (&lookspring);
1356         Cvar_RegisterVariable (&lookstrafe);
1357         Cvar_RegisterVariable (&sensitivity);
1358         Cvar_RegisterVariable (&freelook);
1359
1360         Cvar_RegisterVariable (&m_pitch);
1361         Cvar_RegisterVariable (&m_yaw);
1362         Cvar_RegisterVariable (&m_forward);
1363         Cvar_RegisterVariable (&m_side);
1364
1365         Cvar_RegisterVariable (&cl_itembobspeed);
1366         Cvar_RegisterVariable (&cl_itembobheight);
1367
1368         Cmd_AddCommand ("entities", CL_PrintEntities_f);
1369         Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1370         Cmd_AddCommand ("record", CL_Record_f);
1371         Cmd_AddCommand ("stop", CL_Stop_f);
1372         Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1373         Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1374
1375         Cmd_AddCommand ("fog", CL_Fog_f);
1376
1377         // LordHavoc: added pausedemo
1378         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1379
1380         Cvar_RegisterVariable(&r_draweffects);
1381         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1382         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1383         Cvar_RegisterVariable(&cl_explosions_size_start);
1384         Cvar_RegisterVariable(&cl_explosions_size_end);
1385         Cvar_RegisterVariable(&cl_explosions_lifetime);
1386         Cvar_RegisterVariable(&cl_stainmaps);
1387         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1388         Cvar_RegisterVariable(&cl_beams_polygons);
1389         Cvar_RegisterVariable(&cl_beams_relative);
1390         Cvar_RegisterVariable(&cl_beams_lightatend);
1391         Cvar_RegisterVariable(&cl_noplayershadow);
1392
1393         Cvar_RegisterVariable(&cl_prydoncursor);
1394
1395         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1396
1397         CL_Parse_Init();
1398         CL_Particles_Init();
1399         CL_Screen_Init();
1400         CL_CGVM_Init();
1401
1402         CL_Video_Init();
1403 }
1404
1405
1406