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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 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
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"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 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" };
57 #endif
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 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)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 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
79 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
81 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
82
83 client_static_t cls;
84 client_state_t  cl;
85
86 #define MAX_PARTICLES                   32768   // default max # of particles at one time
87 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
88
89 /*
90 =====================
91 CL_ClearState
92
93 =====================
94 */
95 void CL_ClearState(void)
96 {
97         int i;
98         entity_t *ent;
99
100 // wipe the entire cl structure
101         Mem_EmptyPool(cls.levelmempool);
102         memset (&cl, 0, sizeof(cl));
103
104         S_StopAllSounds();
105
106         // reset the view zoom interpolation
107         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
108
109         cl.num_entities = 0;
110         cl.num_csqcentities = 0;        //[515]: csqc
111         cl.num_static_entities = 0;
112         cl.num_temp_entities = 0;
113         cl.num_brushmodel_entities = 0;
114
115         // tweak these if the game runs out
116         cl.max_entities = 256;
117         cl.max_csqcentities = 256;      //[515]: csqc
118         cl.max_static_entities = 256;
119         cl.max_temp_entities = 512;
120         cl.max_effects = 256;
121         cl.max_beams = 256;
122         cl.max_dlights = MAX_DLIGHTS;
123         cl.max_lightstyle = MAX_LIGHTSTYLES;
124         cl.max_brushmodel_entities = MAX_EDICTS;
125         cl.max_particles = MAX_PARTICLES;
126
127 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
128         i = COM_CheckParm ("-particles");
129         if (i && i < com_argc - 1)
130         {
131                 cl.max_particles = (int)(atoi(com_argv[i+1]));
132                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
133                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
134         }
135
136         cl.num_dlights = 0;
137         cl.num_effects = 0;
138         cl.num_beams = 0;
139
140         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
141         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
142         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
143         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
144         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
145         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
146         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
147         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
148         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
149         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
150         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
151         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
152
153         // LordHavoc: have to set up the baseline info for alpha and other stuff
154         for (i = 0;i < cl.max_entities;i++)
155         {
156                 cl.entities[i].state_baseline = defaultstate;
157                 cl.entities[i].state_previous = defaultstate;
158                 cl.entities[i].state_current = defaultstate;
159         }
160
161         for (i = 0;i < cl.max_csqcentities;i++)
162         {
163                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
165                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
166                 cl.csqcentities[i].state_current.number = -i;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
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);
175         }
176         else
177         {
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);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
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);
196
197         // noclip is turned off at start
198         noclip_anglehack = false;
199
200         // mark all frames invalid for delta
201         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
202
203         CL_Screen_NewMap();
204 }
205
206 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
207 {
208         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))))
209         {
210                 if (!quiet)
211                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
212                 return;
213         }
214         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215         if (cls.state == ca_connected && cls.netcon)
216         {
217                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218                 {
219                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221                 }
222                 else if (!strcasecmp(key, "name"))
223                 {
224                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226                 }
227                 else if (!strcasecmp(key, "playermodel"))
228                 {
229                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231                 }
232                 else if (!strcasecmp(key, "playerskin"))
233                 {
234                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236                 }
237                 else if (!strcasecmp(key, "topcolor"))
238                 {
239                         // don't send anything, the combined color code will be updated manually
240                 }
241                 else if (!strcasecmp(key, "bottomcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "rate"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
249                 }
250         }
251 }
252
253 void CL_ExpandEntities(int num)
254 {
255         int i, oldmaxentities;
256         entity_t *oldentities;
257         if (num >= cl.max_entities)
258         {
259                 if (!cl.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++)
270                 {
271                         cl.entities[i].state_baseline = defaultstate;
272                         cl.entities[i].state_previous = defaultstate;
273                         cl.entities[i].state_current = defaultstate;
274                 }
275         }
276 }
277
278 void CL_ExpandCSQCEntities(int num)
279 {
280         int i, oldmaxentities;
281         entity_t *oldentities;
282         if (num >= cl.max_csqcentities)
283         {
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++)
295                 {
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].state_current.number = -i;
300                 }
301         }
302 }
303
304 void CL_VM_ShutDown (void);
305 /*
306 =====================
307 CL_Disconnect
308
309 Sends a disconnect message to the server
310 This is also called on Host_Error, so it shouldn't cause any errors
311 =====================
312 */
313 void CL_Disconnect(void)
314 {
315         if (cls.state == ca_dedicated)
316                 return;
317
318         Con_DPrintf("CL_Disconnect\n");
319
320         CL_VM_ShutDown();
321 // stop sounds (especially looping!)
322         S_StopAllSounds ();
323
324         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
325
326         // clear contents blends
327         cl.cshifts[0].percent = 0;
328         cl.cshifts[1].percent = 0;
329         cl.cshifts[2].percent = 0;
330         cl.cshifts[3].percent = 0;
331
332         cl.worldmodel = NULL;
333
334         CL_Parse_ErrorCleanUp();
335
336         if (cls.demoplayback)
337                 CL_StopPlayback();
338         else if (cls.netcon)
339         {
340                 sizebuf_t buf;
341                 unsigned char bufdata[8];
342                 if (cls.demorecording)
343                         CL_Stop_f();
344
345                 // send disconnect message 3 times to improve chances of server
346                 // receiving it (but it still fails sometimes)
347                 memset(&buf, 0, sizeof(buf));
348                 buf.data = bufdata;
349                 buf.maxsize = sizeof(bufdata);
350                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
351                 {
352                         Con_DPrint("Sending drop command\n");
353                         MSG_WriteByte(&buf, qw_clc_stringcmd);
354                         MSG_WriteString(&buf, "drop");
355                 }
356                 else
357                 {
358                         Con_DPrint("Sending clc_disconnect\n");
359                         MSG_WriteByte(&buf, clc_disconnect);
360                 }
361                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
364                 NetConn_Close(cls.netcon);
365                 cls.netcon = NULL;
366         }
367         cls.state = ca_disconnected;
368
369         cls.demoplayback = cls.timedemo = false;
370         cls.signon = 0;
371 }
372
373 void CL_Disconnect_f(void)
374 {
375         CL_Disconnect ();
376         if (sv.active)
377                 Host_ShutdownServer ();
378 }
379
380
381
382
383 /*
384 =====================
385 CL_EstablishConnection
386
387 Host should be either "local" or a net address
388 =====================
389 */
390 void CL_EstablishConnection(const char *host)
391 {
392         if (cls.state == ca_dedicated)
393                 return;
394
395         // clear menu's connect error message
396         M_Update_Return_Reason("");
397         cls.demonum = -1;
398
399         // stop demo loop in case this fails
400         CL_Disconnect();
401
402         // if downloads are running, cancel their finishing action
403         Curl_Clear_forthismap();
404
405         // make sure the client ports are open before attempting to connect
406         NetConn_UpdateSockets();
407
408         // run a network frame
409         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
410
411         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
412         {
413                 cls.connect_trying = true;
414                 cls.connect_remainingtries = 3;
415                 cls.connect_nextsendtime = 0;
416                 M_Update_Return_Reason("Trying to connect...");
417                 // run several network frames to jump into the game quickly
418                 //if (sv.active)
419                 //{
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
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                 //}
425         }
426         else
427         {
428                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
429                 M_Update_Return_Reason("No network");
430         }
431 }
432
433 /*
434 ==============
435 CL_PrintEntities_f
436 ==============
437 */
438 static void CL_PrintEntities_f(void)
439 {
440         entity_t *ent;
441         int i, j;
442         char name[32];
443
444         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
445         {
446                 const char* modelname;
447
448                 if (!ent->state_current.active)
449                         continue;
450
451                 if (ent->render.model)
452                         modelname = ent->render.model->name;
453                 else
454                         modelname = "--no model--";
455                 strlcpy(name, modelname, 25);
456                 for (j = (int)strlen(name);j < 25;j++)
457                         name[j] = ' ';
458                 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);
459         }
460 }
461
462 //static const vec3_t nomodelmins = {-16, -16, -16};
463 //static const vec3_t nomodelmaxs = {16, 16, 16};
464 void CL_UpdateRenderEntity(entity_render_t *ent)
465 {
466         vec3_t org;
467         vec_t scale;
468         model_t *model = ent->model;
469         // update the inverse matrix for the renderer
470         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
471         // update the animation blend state
472         R_LerpAnimation(ent);
473         // we need the matrix origin to center the box
474         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
475         // update entity->render.scale because the renderer needs it
476         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
477         if (model)
478         {
479                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
480 #ifdef MATRIX4x4_OPENGLORIENTATION
481                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
482 #else
483                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
484 #endif
485                 {
486                         // pitch or roll
487                         VectorMA(org, scale, model->rotatedmins, ent->mins);
488                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
489                 }
490 #ifdef MATRIX4x4_OPENGLORIENTATION
491                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
492 #else
493                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
494 #endif
495                 {
496                         // yaw
497                         VectorMA(org, scale, model->yawmins, ent->mins);
498                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
499                 }
500                 else
501                 {
502                         VectorMA(org, scale, model->normalmins, ent->mins);
503                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
504                 }
505         }
506         else
507         {
508                 ent->mins[0] = org[0] - 16;
509                 ent->mins[1] = org[1] - 16;
510                 ent->mins[2] = org[2] - 16;
511                 ent->maxs[0] = org[0] + 16;
512                 ent->maxs[1] = org[1] + 16;
513                 ent->maxs[2] = org[2] + 16;
514         }
515 }
516
517 /*
518 ===============
519 CL_LerpPoint
520
521 Determines the fraction between the last two messages that the objects
522 should be put at.
523 ===============
524 */
525 static float CL_LerpPoint(void)
526 {
527         float f;
528
529         // dropped packet, or start of demo
530         if (cl.mtime[1] < cl.mtime[0] - 0.1)
531                 cl.mtime[1] = cl.mtime[0] - 0.1;
532
533         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
534
535         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
536         f = cl.mtime[0] - cl.mtime[1];
537         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
538         {
539                 cl.time = cl.mtime[0];
540                 return 1;
541         }
542
543         f = (cl.time - cl.mtime[1]) / f;
544         return bound(0, f, 1);
545 }
546
547 void CL_ClearTempEntities (void)
548 {
549         cl.num_temp_entities = 0;
550 }
551
552 entity_t *CL_NewTempEntity(void)
553 {
554         entity_t *ent;
555
556         if (r_refdef.numentities >= r_refdef.maxentities)
557                 return NULL;
558         if (cl.num_temp_entities >= cl.max_temp_entities)
559                 return NULL;
560         ent = &cl.temp_entities[cl.num_temp_entities++];
561         memset (ent, 0, sizeof(*ent));
562         r_refdef.entities[r_refdef.numentities++] = &ent->render;
563
564         ent->render.colormap = -1; // no special coloring
565         ent->render.alpha = 1;
566         VectorSet(ent->render.colormod, 1, 1, 1);
567         return ent;
568 }
569
570 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
571 {
572         int i;
573         cl_effect_t *e;
574         if (!modelindex) // sanity check
575                 return;
576         if (framerate < 1)
577         {
578                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
579                 return;
580         }
581         if (framecount < 1)
582         {
583                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
584                 return;
585         }
586         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
587         {
588                 if (e->active)
589                         continue;
590                 e->active = true;
591                 VectorCopy(org, e->origin);
592                 e->modelindex = modelindex;
593                 e->starttime = cl.time;
594                 e->startframe = startframe;
595                 e->endframe = startframe + framecount;
596                 e->framerate = framerate;
597
598                 e->frame = 0;
599                 e->frame1time = cl.time;
600                 e->frame2time = cl.time;
601                 cl.num_effects = max(cl.num_effects, i + 1);
602                 break;
603         }
604 }
605
606 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)
607 {
608         int i;
609         dlight_t *dl;
610
611         /*
612 // first look for an exact key match
613         if (ent)
614         {
615                 dl = cl.dlights;
616                 for (i = 0;i < cl.num_dlights;i++, dl++)
617                         if (dl->ent == ent)
618                                 goto dlightsetup;
619         }
620         */
621
622 // then look for anything else
623         dl = cl.dlights;
624         for (i = 0;i < cl.num_dlights;i++, dl++)
625                 if (!dl->radius)
626                         goto dlightsetup;
627         // if we hit the end of the active dlights and found no gaps, add a new one
628         if (i < MAX_DLIGHTS)
629         {
630                 cl.num_dlights = i + 1;
631                 goto dlightsetup;
632         }
633
634         // unable to find one
635         return;
636
637 dlightsetup:
638         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
639         memset (dl, 0, sizeof(*dl));
640         Matrix4x4_Normalize(&dl->matrix, matrix);
641         dl->ent = ent;
642         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
643         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
644         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
645         dl->radius = radius;
646         dl->color[0] = red;
647         dl->color[1] = green;
648         dl->color[2] = blue;
649         dl->initialradius = radius;
650         dl->initialcolor[0] = red;
651         dl->initialcolor[1] = green;
652         dl->initialcolor[2] = blue;
653         dl->decay = decay / radius; // changed decay to be a percentage decrease
654         dl->intensity = 1; // this is what gets decayed
655         if (lifetime)
656                 dl->die = cl.time + lifetime;
657         else
658                 dl->die = 0;
659         dl->cubemapnum = cubemapnum;
660         dl->style = style;
661         dl->shadow = shadowenable;
662         dl->corona = corona;
663         dl->flags = flags;
664         dl->coronasizescale = coronasizescale;
665         dl->ambientscale = ambientscale;
666         dl->diffusescale = diffusescale;
667         dl->specularscale = specularscale;
668 }
669
670 // called before entity relinking
671 void CL_DecayLights(void)
672 {
673         int i, oldmax;
674         dlight_t *dl;
675         float time;
676
677         time = bound(0, cl.time - cl.oldtime, 0.1);
678         oldmax = cl.num_dlights;
679         cl.num_dlights = 0;
680         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
681         {
682                 if (dl->radius)
683                 {
684                         dl->intensity -= time * dl->decay;
685                         if (cl.time < dl->die && dl->intensity > 0)
686                         {
687                                 //dl->radius = dl->initialradius * dl->intensity;
688                                 VectorScale(dl->initialcolor, dl->intensity, dl->color);
689                                 cl.num_dlights = i + 1;
690                         }
691                         else
692                                 dl->radius = 0;
693                 }
694         }
695 }
696
697 // called after entity relinking
698 void CL_UpdateLights(void)
699 {
700         int i, j, k, l;
701         dlight_t *dl;
702         float frac, f;
703
704         r_refdef.numlights = 0;
705         if (r_dynamic.integer)
706         {
707                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
708                 {
709                         if (dl->radius)
710                         {
711                                 R_RTLight_Update(dl, false);
712                                 r_refdef.lights[r_refdef.numlights++] = dl;
713                         }
714                 }
715         }
716
717 // light animations
718 // 'm' is normal light, 'a' is no light, 'z' is double bright
719         f = cl.time * 10;
720         i = (int)floor(f);
721         frac = f - i;
722         for (j = 0;j < cl.max_lightstyle;j++)
723         {
724                 if (!cl.lightstyle || !cl.lightstyle[j].length)
725                 {
726                         r_refdef.lightstylevalue[j] = 256;
727                         continue;
728                 }
729                 k = i % cl.lightstyle[j].length;
730                 l = (i-1) % cl.lightstyle[j].length;
731                 k = cl.lightstyle[j].map[k] - 'a';
732                 l = cl.lightstyle[j].map[l] - 'a';
733                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
734         }
735 }
736
737 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
738 {
739         float f;
740         entity_t *flag;
741         matrix4x4_t flagmatrix;
742
743         // this code taken from QuakeWorld
744         f = 14;
745         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
746         {
747                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
748                 { //axpain
749                         if      (player->render.frame2 == 29) f = f + 2;
750                         else if (player->render.frame2 == 30) f = f + 8;
751                         else if (player->render.frame2 == 31) f = f + 12;
752                         else if (player->render.frame2 == 32) f = f + 11;
753                         else if (player->render.frame2 == 33) f = f + 10;
754                         else if (player->render.frame2 == 34) f = f + 4;
755                 }
756                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
757                 { // pain
758                         if      (player->render.frame2 == 35) f = f + 2;
759                         else if (player->render.frame2 == 36) f = f + 10;
760                         else if (player->render.frame2 == 37) f = f + 10;
761                         else if (player->render.frame2 == 38) f = f + 8;
762                         else if (player->render.frame2 == 39) f = f + 4;
763                         else if (player->render.frame2 == 40) f = f + 2;
764                 }
765         }
766         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
767         {
768                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
769                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
770                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
771                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
772         }
773         // end of code taken from QuakeWorld
774
775         flag = CL_NewTempEntity();
776         if (!flag)
777                 return;
778
779         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
780         flag->render.skinnum = skin;
781         flag->render.colormap = -1; // no special coloring
782         flag->render.alpha = 1;
783         VectorSet(flag->render.colormod, 1, 1, 1);
784         // attach the flag to the player matrix
785         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
786         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
787         CL_UpdateRenderEntity(&flag->render);
788 }
789
790 #define MAXVIEWMODELS 32
791 entity_t *viewmodels[MAXVIEWMODELS];
792 int numviewmodels;
793
794 matrix4x4_t viewmodelmatrix;
795
796 static const vec3_t muzzleflashorigin = {18, 0, 0};
797
798 extern void V_DriftPitch(void);
799 extern void V_FadeViewFlashs(void);
800 extern void V_CalcViewBlend(void);
801
802 extern void V_CalcRefdef(void);
803 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
804 void CL_UpdateNetworkEntity(entity_t *e)
805 {
806         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
807         //matrix4x4_t dlightmatrix;
808         int j, k, l;
809         effectnameindex_t trailtype;
810         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
811         entity_t *t;
812         model_t *model;
813         trace_t trace;
814         //entity_persistent_t *p = &e->persistent;
815         //entity_render_t *r = &e->render;
816         // skip inactive entities and world
817         if (!e->state_current.active || e == cl.entities)
818                 return;
819         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
820         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
821         e->render.flags = e->state_current.flags;
822         e->render.effects = e->state_current.effects;
823         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
824         if (e->state_current.flags & RENDER_COLORMAPPED)
825         {
826                 int cb;
827                 unsigned char *cbcolor;
828                 e->render.colormap = e->state_current.colormap;
829                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
830                 cbcolor = (unsigned char *) (&palette_complete[cb]);
831                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
832                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
833                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
834                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
835                 cbcolor = (unsigned char *) (&palette_complete[cb]);
836                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
837                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
838                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
839         }
840         else if (e->state_current.colormap && cl.scores != NULL)
841         {
842                 int cb;
843                 unsigned char *cbcolor;
844                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
845                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
846                 cbcolor = (unsigned char *) (&palette_complete[cb]);
847                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
848                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
849                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
850                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
851                 cbcolor = (unsigned char *) (&palette_complete[cb]);
852                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
853                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
854                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
855         }
856         else
857         {
858                 e->render.colormap = -1; // no special coloring
859                 VectorClear(e->render.colormap_pantscolor);
860                 VectorClear(e->render.colormap_shirtcolor);
861         }
862         e->render.skinnum = e->state_current.skin;
863         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
864         {
865                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
866                 {
867                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
868                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
869                 }
870                 matrix = &viewmodelmatrix;
871         }
872         else
873         {
874                 // if the tag entity is currently impossible, skip it
875                 if (e->state_current.tagentity >= cl.num_entities)
876                         return;
877                 t = cl.entities + e->state_current.tagentity;
878                 // if the tag entity is inactive, skip it
879                 if (!t->state_current.active)
880                         return;
881                 // note: this can link to world
882                 CL_UpdateNetworkEntity(t);
883                 // make relative to the entity
884                 matrix = &t->render.matrix;
885                 // some properties of the tag entity carry over
886                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
887                 // if a valid tagindex is used, make it relative to that tag instead
888                 // FIXME: use a model function to get tag info (need to handle skeletal)
889                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
890                 {
891                         // blend the matrices
892                         memset(&blendmatrix, 0, sizeof(blendmatrix));
893                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
894                         {
895                                 matrix4x4_t tagmatrix;
896                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
897                                 d = t->render.frameblend[j].lerp;
898                                 for (l = 0;l < 4;l++)
899                                         for (k = 0;k < 4;k++)
900                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
901                         }
902                         // concat the tag matrices onto the entity matrix
903                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
904                         // use the constructed tag matrix
905                         matrix = &tempmatrix;
906                 }
907         }
908
909         // movement lerp
910         // if it's the player entity, update according to client movement
911         if (e == cl.entities + cl.playerentity && cl.movement_predicted)
912         {
913                 lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
914                 lerp = bound(0, lerp, 1);
915                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
916                 VectorSet(angles, 0, cl.viewangles[1], 0);
917         }
918         else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
919         {
920                 // interpolate the origin and angles
921                 lerp = max(0, lerp);
922                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
923                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
924                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
925                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
926                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
927                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
928         }
929         else
930         {
931                 // no interpolation
932                 VectorCopy(e->persistent.neworigin, origin);
933                 VectorCopy(e->persistent.newangles, angles);
934         }
935
936         // model setup and some modelflags
937         if(e->state_current.modelindex < MAX_MODELS)
938                 e->render.model = cl.model_precache[e->state_current.modelindex];
939         else
940                 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
941         if (e->render.model)
942         {
943                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
944                 if (e->render.model->type == mod_alias)
945                         angles[0] = -angles[0];
946                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
947                 {
948                         angles[1] = ANGLEMOD(100*cl.time);
949                         if (cl_itembobheight.value)
950                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
951                 }
952                 // transfer certain model flags to effects
953                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
954                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
955                         VectorScale(e->render.colormod, 2, e->render.colormod);
956         }
957         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
958         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
959                 angles[0] = -angles[0];
960
961         // animation lerp
962         if (e->render.frame2 == e->state_current.frame)
963         {
964                 // update frame lerp fraction
965                 e->render.framelerp = 1;
966                 if (e->render.frame2time > e->render.frame1time)
967                 {
968                         // make sure frame lerp won't last longer than 100ms
969                         // (this mainly helps with models that use framegroups and
970                         // switch between them infrequently)
971                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
972                         e->render.framelerp = bound(0, e->render.framelerp, 1);
973                 }
974         }
975         else
976         {
977                 // begin a new frame lerp
978                 e->render.frame1 = e->render.frame2;
979                 e->render.frame1time = e->render.frame2time;
980                 e->render.frame = e->render.frame2 = e->state_current.frame;
981                 e->render.frame2time = cl.time;
982                 e->render.framelerp = 0;
983         }
984
985         // set up the render matrix
986         // FIXME: e->render.scale should go away
987         Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
988         // concat the matrices to make the entity relative to its tag
989         Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
990         // make the other useful stuff
991         CL_UpdateRenderEntity(&e->render);
992
993         // handle effects now that we know where this entity is in the world...
994         if (e->render.model && e->render.model->soundfromcenter)
995         {
996                 // bmodels are treated specially since their origin is usually '0 0 0'
997                 vec3_t o;
998                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
999                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1000         }
1001         else
1002                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1003         trailtype = EFFECT_NONE;
1004         dlightradius = 0;
1005         dlightcolor[0] = 0;
1006         dlightcolor[1] = 0;
1007         dlightcolor[2] = 0;
1008         // LordHavoc: if the entity has no effects, don't check each
1009         if (e->render.effects)
1010         {
1011                 if (e->render.effects & EF_BRIGHTFIELD)
1012                 {
1013                         if (gamemode == GAME_NEXUIZ)
1014                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1015                         else
1016                                 CL_EntityParticles(e);
1017                 }
1018                 if (e->render.effects & EF_DIMLIGHT)
1019                 {
1020                         dlightradius = max(dlightradius, 200);
1021                         dlightcolor[0] += 1.50f;
1022                         dlightcolor[1] += 1.50f;
1023                         dlightcolor[2] += 1.50f;
1024                 }
1025                 if (e->render.effects & EF_BRIGHTLIGHT)
1026                 {
1027                         dlightradius = max(dlightradius, 400);
1028                         dlightcolor[0] += 3.00f;
1029                         dlightcolor[1] += 3.00f;
1030                         dlightcolor[2] += 3.00f;
1031                 }
1032                 // LordHavoc: more effects
1033                 if (e->render.effects & EF_RED) // red
1034                 {
1035                         dlightradius = max(dlightradius, 200);
1036                         dlightcolor[0] += 1.50f;
1037                         dlightcolor[1] += 0.15f;
1038                         dlightcolor[2] += 0.15f;
1039                 }
1040                 if (e->render.effects & EF_BLUE) // blue
1041                 {
1042                         dlightradius = max(dlightradius, 200);
1043                         dlightcolor[0] += 0.15f;
1044                         dlightcolor[1] += 0.15f;
1045                         dlightcolor[2] += 1.50f;
1046                 }
1047                 if (e->render.effects & EF_FLAME)
1048                         CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1049                 if (e->render.effects & EF_STARDUST)
1050                         CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1051                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1052                 {
1053                         // these are only set on player entities
1054                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1055                 }
1056         }
1057         // muzzleflash fades over time, and is offset a bit
1058         if (e->persistent.muzzleflash > 0)
1059         {
1060                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1061                 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1062                 tempmatrix = e->render.matrix;
1063                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1064                 CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1065                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1066         }
1067         // LordHavoc: if the model has no flags, don't check each
1068         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1069         {
1070                 if (e->render.model->flags & EF_GIB)
1071                         trailtype = EFFECT_TR_BLOOD;
1072                 else if (e->render.model->flags & EF_ZOMGIB)
1073                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1074                 else if (e->render.model->flags & EF_TRACER)
1075                         trailtype = EFFECT_TR_WIZSPIKE;
1076                 else if (e->render.model->flags & EF_TRACER2)
1077                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1078                 else if (e->render.model->flags & EF_ROCKET)
1079                         trailtype = EFFECT_TR_ROCKET;
1080                 else if (e->render.model->flags & EF_GRENADE)
1081                 {
1082                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1083                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1084                 }
1085                 else if (e->render.model->flags & EF_TRACER3)
1086                         trailtype = EFFECT_TR_VORESPIKE;
1087         }
1088         // LordHavoc: customizable glow
1089         if (e->state_current.glowsize)
1090         {
1091                 // * 4 for the expansion from 0-255 to 0-1023 range,
1092                 // / 255 to scale down byte colors
1093                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1094                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1095         }
1096         // make the glow dlight
1097         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1098         {
1099                 //dlightmatrix = e->render.matrix;
1100                 // hack to make glowing player light shine on their gun
1101                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1102                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1103                 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);
1104         }
1105         // custom rtlight
1106         if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1107         {
1108                 float light[4];
1109                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1110                 light[3] = e->state_current.light[3];
1111                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1112                         VectorSet(light, 1, 1, 1);
1113                 if (light[3] == 0)
1114                         light[3] = 350;
1115                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1116                 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);
1117         }
1118         // do trails
1119         if (e->render.flags & RENDER_GLOWTRAIL)
1120                 trailtype = EFFECT_TR_GLOWTRAIL;
1121         if (trailtype)
1122         {
1123                 float len;
1124                 vec3_t vel;
1125                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1126                 len = e->state_current.time - e->state_previous.time;
1127                 if (len > 0)
1128                         len = 1.0f / len;
1129                 VectorScale(vel, len, vel);
1130                 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1131         }
1132         VectorCopy(origin, e->persistent.trail_origin);
1133         // tenebrae's sprites are all additive mode (weird)
1134         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1135                 e->render.effects |= EF_ADDITIVE;
1136         // player model is only shown with chase_active on
1137         if (e->state_current.number == cl.viewentity)
1138                 e->render.flags |= RENDER_EXTERIORMODEL;
1139         // transparent stuff can't be lit during the opaque stage
1140         if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1141                 e->render.flags |= RENDER_TRANSPARENT;
1142         // double sided rendering mode causes backfaces to be visible
1143         // (mostly useful on transparent stuff)
1144         if (e->render.effects & EF_DOUBLESIDED)
1145                 e->render.flags |= RENDER_NOCULLFACE;
1146         // either fullbright or lit
1147         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1148                 e->render.flags |= RENDER_LIGHT;
1149         // hide player shadow during intermission or nehahra movie
1150         if (!(e->render.effects & EF_NOSHADOW)
1151          && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1152          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1153                 e->render.flags |= RENDER_SHADOW;
1154         if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1155                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1156 }
1157
1158
1159 /*
1160 ===============
1161 CL_UpdateEntities
1162 ===============
1163 */
1164 void CL_UpdateEntities(void)
1165 {
1166         entity_t *ent;
1167         int i;
1168
1169 // start on the entity after the world
1170         for (i = 1;i < cl.num_entities;i++)
1171         {
1172                 if (cl.entities_active[i])
1173                 {
1174                         ent = cl.entities + i;
1175                         if (ent->state_current.active)
1176                                 CL_UpdateNetworkEntity(ent);
1177                         else
1178                                 cl.entities_active[i] = false;
1179                 }
1180         }
1181
1182         ent = &cl.viewent;
1183         ent->state_previous = ent->state_current;
1184         ent->state_current = defaultstate;
1185         ent->state_current.time = cl.time;
1186         ent->state_current.number = -1;
1187         ent->state_current.active = true;
1188         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1189         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1190         ent->state_current.flags = RENDER_VIEWMODEL;
1191         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1192                 ent->state_current.modelindex = 0;
1193         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1194         {
1195                 if (gamemode == GAME_TRANSFUSION)
1196                         ent->state_current.alpha = 128;
1197                 else
1198                         ent->state_current.modelindex = 0;
1199         }
1200
1201         // reset animation interpolation on weaponmodel if model changed
1202         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1203         {
1204                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1205                 ent->render.frame1time = ent->render.frame2time = cl.time;
1206                 ent->render.framelerp = 1;
1207         }
1208         CL_UpdateNetworkEntity(ent);
1209 }
1210
1211 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1212 void CL_LinkNetworkEntity(entity_t *e)
1213 {
1214         // skip inactive entities and world
1215         if (!e->state_current.active || e == cl.entities)
1216                 return;
1217         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1218         {
1219                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1220                         return;
1221         }
1222         else
1223         {
1224                 // if the tag entity is currently impossible, skip it
1225                 if (e->state_current.tagentity >= cl.num_entities)
1226                         return;
1227                 // if the tag entity is inactive, skip it
1228                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1229                         return;
1230         }
1231
1232         // don't show entities with no modelindex (note: this still shows
1233         // entities which have a modelindex that resolved to a NULL model)
1234         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1235                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1236         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1237         //      Matrix4x4_Print(&e->render.matrix);
1238 }
1239
1240 void CL_RelinkWorld(void)
1241 {
1242         entity_t *ent = &cl.entities[0];
1243         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1244         // FIXME: this should be done at load
1245         ent->render.matrix = identitymatrix;
1246         CL_UpdateRenderEntity(&ent->render);
1247         ent->render.flags = RENDER_SHADOW;
1248         if (!r_fullbright.integer)
1249                 ent->render.flags |= RENDER_LIGHT;
1250         VectorSet(ent->render.colormod, 1, 1, 1);
1251         r_refdef.worldentity = &ent->render;
1252         r_refdef.worldmodel = cl.worldmodel;
1253 }
1254
1255 static void CL_RelinkStaticEntities(void)
1256 {
1257         int i;
1258         entity_t *e;
1259         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1260         {
1261                 e->render.flags = 0;
1262                 // if the model was not loaded when the static entity was created we
1263                 // need to re-fetch the model pointer
1264                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1265                 // transparent stuff can't be lit during the opaque stage
1266                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1267                         e->render.flags |= RENDER_TRANSPARENT;
1268                 // either fullbright or lit
1269                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1270                         e->render.flags |= RENDER_LIGHT;
1271                 // hide player shadow during intermission or nehahra movie
1272                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1273                         e->render.flags |= RENDER_SHADOW;
1274                 VectorSet(e->render.colormod, 1, 1, 1);
1275                 R_LerpAnimation(&e->render);
1276                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1277         }
1278 }
1279
1280 /*
1281 ===============
1282 CL_RelinkEntities
1283 ===============
1284 */
1285 static void CL_RelinkNetworkEntities(void)
1286 {
1287         entity_t *ent;
1288         int i;
1289
1290         // start on the entity after the world
1291         for (i = 1;i < cl.num_entities;i++)
1292         {
1293                 if (cl.entities_active[i])
1294                 {
1295                         ent = cl.entities + i;
1296                         if (ent->state_current.active)
1297                                 CL_LinkNetworkEntity(ent);
1298                         else
1299                                 cl.entities_active[i] = false;
1300                 }
1301         }
1302 }
1303
1304 static void CL_RelinkEffects(void)
1305 {
1306         int i, intframe;
1307         cl_effect_t *e;
1308         entity_t *ent;
1309         float frame;
1310
1311         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1312         {
1313                 if (e->active)
1314                 {
1315                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1316                         intframe = (int)frame;
1317                         if (intframe < 0 || intframe >= e->endframe)
1318                         {
1319                                 memset(e, 0, sizeof(*e));
1320                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1321                                         cl.num_effects--;
1322                                 continue;
1323                         }
1324
1325                         if (intframe != e->frame)
1326                         {
1327                                 e->frame = intframe;
1328                                 e->frame1time = e->frame2time;
1329                                 e->frame2time = cl.time;
1330                         }
1331
1332                         // if we're drawing effects, get a new temp entity
1333                         // (NewTempEntity adds it to the render entities list for us)
1334                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1335                         {
1336                                 // interpolation stuff
1337                                 ent->render.frame1 = intframe;
1338                                 ent->render.frame2 = intframe + 1;
1339                                 if (ent->render.frame2 >= e->endframe)
1340                                         ent->render.frame2 = -1; // disappear
1341                                 ent->render.framelerp = frame - intframe;
1342                                 ent->render.frame1time = e->frame1time;
1343                                 ent->render.frame2time = e->frame2time;
1344
1345                                 // normal stuff
1346                                 if(e->modelindex < MAX_MODELS)
1347                                         ent->render.model = cl.model_precache[e->modelindex];
1348                                 else
1349                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1350                                 ent->render.frame = ent->render.frame2;
1351                                 ent->render.colormap = -1; // no special coloring
1352                                 ent->render.alpha = 1;
1353                                 VectorSet(ent->render.colormod, 1, 1, 1);
1354
1355                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1356                                 CL_UpdateRenderEntity(&ent->render);
1357                         }
1358                 }
1359         }
1360 }
1361
1362 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1363 {
1364         VectorCopy(b->start, start);
1365         VectorCopy(b->end, end);
1366
1367         // if coming from the player, update the start position
1368         if (b->entity == cl.viewentity)
1369         {
1370                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1371                 {
1372                         // LordHavoc: this is a stupid hack from Quake that makes your
1373                         // lightning appear to come from your waist and cover less of your
1374                         // view
1375                         // in Quake this hack was applied to all players (causing the
1376                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1377                         // only applies to your own lightning, and only in first person
1378                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1379                 }
1380                 if (cl_beams_instantaimhack.integer)
1381                 {
1382                         vec3_t dir, localend;
1383                         vec_t len;
1384                         // LordHavoc: this updates the beam direction to match your
1385                         // viewangles
1386                         VectorSubtract(end, start, dir);
1387                         len = VectorLength(dir);
1388                         VectorNormalize(dir);
1389                         VectorSet(localend, len, 0, 0);
1390                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1391                 }
1392         }
1393 }
1394
1395 void CL_RelinkBeams(void)
1396 {
1397         int i;
1398         beam_t *b;
1399         vec3_t dist, org, start, end;
1400         float d;
1401         entity_t *ent;
1402         float yaw, pitch;
1403         float forward;
1404         matrix4x4_t tempmatrix;
1405
1406         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1407         {
1408                 if (!b->model)
1409                         continue;
1410                 if (b->endtime < cl.time)
1411                 {
1412                         b->model = NULL;
1413                         continue;
1414                 }
1415
1416                 CL_Beam_CalculatePositions(b, start, end);
1417
1418                 if (b->lightning)
1419                 {
1420                         if (cl_beams_lightatend.integer)
1421                         {
1422                                 // FIXME: create a matrix from the beam start/end orientation
1423                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1424                                 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);
1425                         }
1426                         if (cl_beams_polygons.integer)
1427                                 continue;
1428                 }
1429
1430                 // calculate pitch and yaw
1431                 // (this is similar to the QuakeC builtin function vectoangles)
1432                 VectorSubtract(end, start, dist);
1433                 if (dist[1] == 0 && dist[0] == 0)
1434                 {
1435                         yaw = 0;
1436                         if (dist[2] > 0)
1437                                 pitch = 90;
1438                         else
1439                                 pitch = 270;
1440                 }
1441                 else
1442                 {
1443                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1444                         if (yaw < 0)
1445                                 yaw += 360;
1446
1447                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1448                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1449                         if (pitch < 0)
1450                                 pitch += 360;
1451                 }
1452
1453                 // add new entities for the lightning
1454                 VectorCopy (start, org);
1455                 d = VectorNormalizeLength(dist);
1456                 while (d > 0)
1457                 {
1458                         ent = CL_NewTempEntity ();
1459                         if (!ent)
1460                                 return;
1461                         //VectorCopy (org, ent->render.origin);
1462                         ent->render.model = b->model;
1463                         //ent->render.effects = EF_FULLBRIGHT;
1464                         //ent->render.angles[0] = pitch;
1465                         //ent->render.angles[1] = yaw;
1466                         //ent->render.angles[2] = rand()%360;
1467                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1468                         CL_UpdateRenderEntity(&ent->render);
1469                         VectorMA(org, 30, dist, org);
1470                         d -= 30;
1471                 }
1472         }
1473
1474         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1475                 cl.num_beams--;
1476 }
1477
1478 static void CL_RelinkQWNails(void)
1479 {
1480         int i;
1481         vec_t *v;
1482         entity_t *ent;
1483
1484         for (i = 0;i < cl.qw_num_nails;i++)
1485         {
1486                 v = cl.qw_nails[i];
1487
1488                 // if we're drawing effects, get a new temp entity
1489                 // (NewTempEntity adds it to the render entities list for us)
1490                 if (!(ent = CL_NewTempEntity()))
1491                         continue;
1492
1493                 // normal stuff
1494                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1495                 ent->render.colormap = -1; // no special coloring
1496                 ent->render.alpha = 1;
1497                 VectorSet(ent->render.colormod, 1, 1, 1);
1498
1499                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1500                 CL_UpdateRenderEntity(&ent->render);
1501         }
1502 }
1503
1504 void CL_LerpPlayer(float frac)
1505 {
1506         int i;
1507
1508         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1509         for (i = 0;i < 3;i++)
1510         {
1511                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1512                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1513                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1514         }
1515 }
1516
1517 void CSQC_RelinkAllEntities (int drawmask)
1518 {
1519         // link stuff
1520         CL_RelinkWorld();
1521         CL_RelinkStaticEntities();
1522         CL_RelinkBeams();
1523         CL_RelinkEffects();
1524
1525         // link stuff
1526         if (drawmask & ENTMASK_ENGINE)
1527         {
1528                 CL_RelinkNetworkEntities();
1529                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1530                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1531                 CL_RelinkQWNails();
1532         }
1533
1534         // update view blend
1535         V_CalcViewBlend();
1536 }
1537
1538 /*
1539 ===============
1540 CL_ReadFromServer
1541
1542 Read all incoming data from the server
1543 ===============
1544 */
1545 extern void CL_ClientMovement_Replay(void);
1546 extern void CL_StairSmoothing(void);//view.c
1547
1548 int CL_ReadFromServer(void)
1549 {
1550         CL_ReadDemoMessage();
1551         CL_SendMove();
1552
1553         r_refdef.time = cl.time;
1554         r_refdef.extraupdate = !r_speeds.integer;
1555         r_refdef.numentities = 0;
1556         r_view.matrix = identitymatrix;
1557
1558         if (cls.state == ca_connected && cls.signon == SIGNONS)
1559         {
1560                 // prepare for a new frame
1561                 CL_LerpPlayer(CL_LerpPoint());
1562                 CL_DecayLights();
1563                 CL_ClearTempEntities();
1564                 V_DriftPitch();
1565                 V_FadeViewFlashs();
1566
1567                 // move particles
1568                 CL_MoveParticles();
1569                 R_MoveExplosions();
1570
1571                 // predict current player location
1572                 CL_ClientMovement_Replay();
1573
1574                 cl.num_brushmodel_entities = 0;
1575                 // process network entities
1576                 // first link the player
1577                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
1578                 // set up the view
1579                 V_CalcRefdef();
1580                 if (!csqc_loaded)
1581                 {
1582                         // now link the rest of the network entities
1583                         // (this is instead done in VM_R_RenderScene if csqc is loaded)
1584                         CL_UpdateEntities();
1585                 }
1586
1587                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1588
1589                 CL_UpdateLights();
1590                 CL_StairSmoothing();
1591
1592                 // update the r_refdef time again because cl.time may have changed
1593                 r_refdef.time = cl.time;
1594         }
1595
1596         return 0;
1597 }
1598
1599 // LordHavoc: pausedemo command
1600 static void CL_PauseDemo_f (void)
1601 {
1602         cls.demopaused = !cls.demopaused;
1603         if (cls.demopaused)
1604                 Con_Print("Demo paused\n");
1605         else
1606                 Con_Print("Demo unpaused\n");
1607 }
1608
1609 /*
1610 ======================
1611 CL_Fog_f
1612 ======================
1613 */
1614 static void CL_Fog_f (void)
1615 {
1616         if (Cmd_Argc () == 1)
1617         {
1618                 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);
1619                 return;
1620         }
1621         r_refdef.fog_density = atof(Cmd_Argv(1));
1622         r_refdef.fog_red = atof(Cmd_Argv(2));
1623         r_refdef.fog_green = atof(Cmd_Argv(3));
1624         r_refdef.fog_blue = atof(Cmd_Argv(4));
1625 }
1626
1627 /*
1628 ====================
1629 CL_TimeRefresh_f
1630
1631 For program optimization
1632 ====================
1633 */
1634 static void CL_TimeRefresh_f (void)
1635 {
1636         int i;
1637         float timestart, timedelta, oldangles[3];
1638
1639         r_refdef.extraupdate = false;
1640         VectorCopy(cl.viewangles, oldangles);
1641         VectorClear(cl.viewangles);
1642
1643         timestart = Sys_DoubleTime();
1644         for (i = 0;i < 128;i++)
1645         {
1646                 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);
1647                 CL_UpdateScreen();
1648         }
1649         timedelta = Sys_DoubleTime() - timestart;
1650
1651         VectorCopy(oldangles, cl.viewangles);
1652         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1653 }
1654
1655 /*
1656 ===========
1657 CL_Shutdown
1658 ===========
1659 */
1660 void CL_Shutdown (void)
1661 {
1662         CL_Particles_Shutdown();
1663         CL_Parse_Shutdown();
1664
1665         Mem_FreePool (&cls.permanentmempool);
1666         Mem_FreePool (&cls.levelmempool);
1667 }
1668
1669 /*
1670 =================
1671 CL_Init
1672 =================
1673 */
1674 void CL_Init (void)
1675 {
1676         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1677         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1678
1679         memset(&r_refdef, 0, sizeof(r_refdef));
1680         // max entities sent to renderer per frame
1681         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1682         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1683
1684         CL_InitInput ();
1685
1686 //
1687 // register our commands
1688 //
1689         Cvar_RegisterVariable (&cl_upspeed);
1690         Cvar_RegisterVariable (&cl_forwardspeed);
1691         Cvar_RegisterVariable (&cl_backspeed);
1692         Cvar_RegisterVariable (&cl_sidespeed);
1693         Cvar_RegisterVariable (&cl_movespeedkey);
1694         Cvar_RegisterVariable (&cl_yawspeed);
1695         Cvar_RegisterVariable (&cl_pitchspeed);
1696         Cvar_RegisterVariable (&cl_anglespeedkey);
1697         Cvar_RegisterVariable (&cl_shownet);
1698         Cvar_RegisterVariable (&cl_nolerp);
1699         Cvar_RegisterVariable (&lookspring);
1700         Cvar_RegisterVariable (&lookstrafe);
1701         Cvar_RegisterVariable (&sensitivity);
1702         Cvar_RegisterVariable (&freelook);
1703
1704         Cvar_RegisterVariable (&m_pitch);
1705         Cvar_RegisterVariable (&m_yaw);
1706         Cvar_RegisterVariable (&m_forward);
1707         Cvar_RegisterVariable (&m_side);
1708
1709         Cvar_RegisterVariable (&cl_itembobspeed);
1710         Cvar_RegisterVariable (&cl_itembobheight);
1711
1712         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1713         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1714         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1715         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1716         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1717         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1718
1719 #ifdef AUTODEMO_BROKEN
1720         Cvar_RegisterVariable (&cl_autodemo);
1721         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1722 #endif
1723
1724         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1725
1726         // LordHavoc: added pausedemo
1727         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)");
1728
1729         Cvar_RegisterVariable(&r_draweffects);
1730         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1731         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1732         Cvar_RegisterVariable(&cl_explosions_size_start);
1733         Cvar_RegisterVariable(&cl_explosions_size_end);
1734         Cvar_RegisterVariable(&cl_explosions_lifetime);
1735         Cvar_RegisterVariable(&cl_stainmaps);
1736         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1737         Cvar_RegisterVariable(&cl_beams_polygons);
1738         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1739         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1740         Cvar_RegisterVariable(&cl_beams_lightatend);
1741         Cvar_RegisterVariable(&cl_noplayershadow);
1742
1743         Cvar_RegisterVariable(&cl_prydoncursor);
1744
1745         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1746
1747         // for QW connections
1748         Cvar_RegisterVariable(&qport);
1749         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1750
1751         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1752
1753         CL_Parse_Init();
1754         CL_Particles_Init();
1755         CL_Screen_Init();
1756
1757         CL_Video_Init();
1758 }
1759
1760
1761