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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
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56 #endif
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
77
78 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
79
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 #define MAX_PARTICLES                   32768   // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97         entity_t *ent;
98
99 // wipe the entire cl structure
100         Mem_EmptyPool(cls.levelmempool);
101         memset (&cl, 0, sizeof(cl));
102
103         S_StopAllSounds();
104
105         // reset the view zoom interpolation
106         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107
108         cl.num_entities = 0;
109         cl.num_csqcentities = 0;        //[515]: csqc
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_csqcentities = 256;      //[515]: csqc
117         cl.max_static_entities = 256;
118         cl.max_temp_entities = 512;
119         cl.max_effects = 256;
120         cl.max_beams = 256;
121         cl.max_dlights = MAX_DLIGHTS;
122         cl.max_lightstyle = MAX_LIGHTSTYLES;
123         cl.max_brushmodel_entities = MAX_EDICTS;
124         cl.max_particles = MAX_PARTICLES;
125
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127         i = COM_CheckParm ("-particles");
128         if (i && i < com_argc - 1)
129         {
130                 cl.max_particles = (int)(atoi(com_argv[i+1]));
131                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
133         }
134
135         cl.num_dlights = 0;
136         cl.num_effects = 0;
137         cl.num_beams = 0;
138
139         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
141         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         for (i = 0;i < cl.max_csqcentities;i++)
161         {
162                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
163                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
165                 cl.csqcentities[i].csqc = true;
166                 cl.csqcentities[i].state_current.number = -i;
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].csqc = true;
300                         cl.csqcentities[i].state_current.number = -i;
301                 }
302         }
303 }
304
305 void CL_VM_ShutDown (void);
306 /*
307 =====================
308 CL_Disconnect
309
310 Sends a disconnect message to the server
311 This is also called on Host_Error, so it shouldn't cause any errors
312 =====================
313 */
314 void CL_Disconnect(void)
315 {
316         if (cls.state == ca_dedicated)
317                 return;
318
319         Con_DPrintf("CL_Disconnect\n");
320
321         CL_VM_ShutDown();
322 // stop sounds (especially looping!)
323         S_StopAllSounds ();
324
325         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
326
327         // clear contents blends
328         cl.cshifts[0].percent = 0;
329         cl.cshifts[1].percent = 0;
330         cl.cshifts[2].percent = 0;
331         cl.cshifts[3].percent = 0;
332
333         cl.worldmodel = NULL;
334
335         CL_Parse_ErrorCleanUp();
336
337         if (cls.demoplayback)
338                 CL_StopPlayback();
339         else if (cls.netcon)
340         {
341                 sizebuf_t buf;
342                 unsigned char bufdata[8];
343                 if (cls.demorecording)
344                         CL_Stop_f();
345
346                 // send disconnect message 3 times to improve chances of server
347                 // receiving it (but it still fails sometimes)
348                 memset(&buf, 0, sizeof(buf));
349                 buf.data = bufdata;
350                 buf.maxsize = sizeof(bufdata);
351                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
352                 {
353                         Con_DPrint("Sending drop command\n");
354                         MSG_WriteByte(&buf, qw_clc_stringcmd);
355                         MSG_WriteString(&buf, "drop");
356                 }
357                 else
358                 {
359                         Con_DPrint("Sending clc_disconnect\n");
360                         MSG_WriteByte(&buf, clc_disconnect);
361                 }
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
364                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
365                 NetConn_Close(cls.netcon);
366                 cls.netcon = NULL;
367         }
368         cls.state = ca_disconnected;
369
370         cls.demoplayback = cls.timedemo = false;
371         cls.signon = 0;
372 }
373
374 void CL_Disconnect_f(void)
375 {
376         CL_Disconnect ();
377         if (sv.active)
378                 Host_ShutdownServer ();
379 }
380
381
382
383
384 /*
385 =====================
386 CL_EstablishConnection
387
388 Host should be either "local" or a net address
389 =====================
390 */
391 void CL_EstablishConnection(const char *host)
392 {
393         if (cls.state == ca_dedicated)
394                 return;
395
396         // clear menu's connect error message
397         M_Update_Return_Reason("");
398         cls.demonum = -1;
399
400         // stop demo loop in case this fails
401         CL_Disconnect();
402
403         // if downloads are running, cancel their finishing action
404         Curl_Clear_forthismap();
405
406         // make sure the client ports are open before attempting to connect
407         NetConn_UpdateSockets();
408
409         // run a network frame
410         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411
412         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
413         {
414                 cls.connect_trying = true;
415                 cls.connect_remainingtries = 3;
416                 cls.connect_nextsendtime = 0;
417                 M_Update_Return_Reason("Trying to connect...");
418                 // run several network frames to jump into the game quickly
419                 //if (sv.active)
420                 //{
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
424                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
425                 //}
426         }
427         else
428         {
429                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
430                 M_Update_Return_Reason("No network");
431         }
432 }
433
434 /*
435 ==============
436 CL_PrintEntities_f
437 ==============
438 */
439 static void CL_PrintEntities_f(void)
440 {
441         entity_t *ent;
442         int i, j;
443         char name[32];
444
445         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
446         {
447                 const char* modelname;
448
449                 if (!ent->state_current.active)
450                         continue;
451
452                 if (ent->render.model)
453                         modelname = ent->render.model->name;
454                 else
455                         modelname = "--no model--";
456                 strlcpy(name, modelname, 25);
457                 for (j = (int)strlen(name);j < 25;j++)
458                         name[j] = ' ';
459                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
460         }
461 }
462
463 //static const vec3_t nomodelmins = {-16, -16, -16};
464 //static const vec3_t nomodelmaxs = {16, 16, 16};
465 void CL_UpdateRenderEntity(entity_render_t *ent)
466 {
467         vec3_t org;
468         vec_t scale;
469         model_t *model = ent->model;
470         // update the inverse matrix for the renderer
471         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
472         // update the animation blend state
473         R_LerpAnimation(ent);
474         // we need the matrix origin to center the box
475         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
476         // update entity->render.scale because the renderer needs it
477         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
478         if (model)
479         {
480                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
481 #ifdef MATRIX4x4_OPENGLORIENTATION
482                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
483 #else
484                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
485 #endif
486                 {
487                         // pitch or roll
488                         VectorMA(org, scale, model->rotatedmins, ent->mins);
489                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
490                 }
491 #ifdef MATRIX4x4_OPENGLORIENTATION
492                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
493 #else
494                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
495 #endif
496                 {
497                         // yaw
498                         VectorMA(org, scale, model->yawmins, ent->mins);
499                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
500                 }
501                 else
502                 {
503                         VectorMA(org, scale, model->normalmins, ent->mins);
504                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
505                 }
506         }
507         else
508         {
509                 ent->mins[0] = org[0] - 16;
510                 ent->mins[1] = org[1] - 16;
511                 ent->mins[2] = org[2] - 16;
512                 ent->maxs[0] = org[0] + 16;
513                 ent->maxs[1] = org[1] + 16;
514                 ent->maxs[2] = org[2] + 16;
515         }
516 }
517
518 /*
519 ===============
520 CL_LerpPoint
521
522 Determines the fraction between the last two messages that the objects
523 should be put at.
524 ===============
525 */
526 static float CL_LerpPoint(void)
527 {
528         float f;
529
530         // dropped packet, or start of demo
531         if (cl.mtime[1] < cl.mtime[0] - 0.1)
532                 cl.mtime[1] = cl.mtime[0] - 0.1;
533
534         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
535
536         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
537         f = cl.mtime[0] - cl.mtime[1];
538         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
539         {
540                 cl.time = cl.mtime[0];
541                 return 1;
542         }
543
544         f = (cl.time - cl.mtime[1]) / f;
545         return bound(0, f, 1);
546 }
547
548 void CL_ClearTempEntities (void)
549 {
550         cl.num_temp_entities = 0;
551 }
552
553 entity_t *CL_NewTempEntity(void)
554 {
555         entity_t *ent;
556
557         if (r_refdef.numentities >= r_refdef.maxentities)
558                 return NULL;
559         if (cl.num_temp_entities >= cl.max_temp_entities)
560                 return NULL;
561         ent = &cl.temp_entities[cl.num_temp_entities++];
562         memset (ent, 0, sizeof(*ent));
563         r_refdef.entities[r_refdef.numentities++] = &ent->render;
564
565         ent->render.colormap = -1; // no special coloring
566         ent->render.alpha = 1;
567         VectorSet(ent->render.colormod, 1, 1, 1);
568         return ent;
569 }
570
571 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
572 {
573         int i;
574         cl_effect_t *e;
575         if (!modelindex) // sanity check
576                 return;
577         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
578         {
579                 if (e->active)
580                         continue;
581                 e->active = true;
582                 VectorCopy(org, e->origin);
583                 e->modelindex = modelindex;
584                 e->starttime = cl.time;
585                 e->startframe = startframe;
586                 e->endframe = startframe + framecount;
587                 e->framerate = framerate;
588
589                 e->frame = 0;
590                 e->frame1time = cl.time;
591                 e->frame2time = cl.time;
592                 cl.num_effects = max(cl.num_effects, i + 1);
593                 break;
594         }
595 }
596
597 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
598 {
599         int i;
600         dlight_t *dl;
601
602         /*
603 // first look for an exact key match
604         if (ent)
605         {
606                 dl = cl.dlights;
607                 for (i = 0;i < cl.num_dlights;i++, dl++)
608                         if (dl->ent == ent)
609                                 goto dlightsetup;
610         }
611         */
612
613 // then look for anything else
614         dl = cl.dlights;
615         for (i = 0;i < cl.num_dlights;i++, dl++)
616                 if (!dl->radius)
617                         goto dlightsetup;
618         // if we hit the end of the active dlights and found no gaps, add a new one
619         if (i < MAX_DLIGHTS)
620         {
621                 cl.num_dlights = i + 1;
622                 goto dlightsetup;
623         }
624
625         // unable to find one
626         return;
627
628 dlightsetup:
629         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
630         memset (dl, 0, sizeof(*dl));
631         Matrix4x4_Normalize(&dl->matrix, matrix);
632         dl->ent = ent;
633         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
634         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
635         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
636         dl->radius = radius;
637         dl->color[0] = red;
638         dl->color[1] = green;
639         dl->color[2] = blue;
640         dl->decay = decay;
641         if (lifetime)
642                 dl->die = cl.time + lifetime;
643         else
644                 dl->die = 0;
645         dl->cubemapnum = cubemapnum;
646         dl->style = style;
647         dl->shadow = shadowenable;
648         dl->corona = corona;
649         dl->flags = flags;
650         dl->coronasizescale = coronasizescale;
651         dl->ambientscale = ambientscale;
652         dl->diffusescale = diffusescale;
653         dl->specularscale = specularscale;
654 }
655
656 // called before entity relinking
657 void CL_DecayLights(void)
658 {
659         int i, oldmax;
660         dlight_t *dl;
661         float time, f;
662
663         time = bound(0, cl.time - cl.oldtime, 0.1);
664         oldmax = cl.num_dlights;
665         cl.num_dlights = 0;
666         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
667         {
668                 if (dl->radius)
669                 {
670                         f = dl->radius - time * dl->decay;
671                         if (cl.time < dl->die && f > 0)
672                         {
673                                 dl->radius = dl->radius - time * dl->decay;
674                                 cl.num_dlights = i + 1;
675                         }
676                         else
677                                 dl->radius = 0;
678                 }
679         }
680 }
681
682 // called after entity relinking
683 void CL_UpdateLights(void)
684 {
685         int i, j, k, l;
686         dlight_t *dl;
687         float frac, f;
688
689         r_refdef.numlights = 0;
690         if (r_dynamic.integer)
691         {
692                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
693                 {
694                         if (dl->radius)
695                         {
696                                 R_RTLight_Update(dl, false);
697                                 r_refdef.lights[r_refdef.numlights++] = dl;
698                         }
699                 }
700         }
701
702 // light animations
703 // 'm' is normal light, 'a' is no light, 'z' is double bright
704         f = cl.time * 10;
705         i = (int)floor(f);
706         frac = f - i;
707         for (j = 0;j < cl.max_lightstyle;j++)
708         {
709                 if (!cl.lightstyle || !cl.lightstyle[j].length)
710                 {
711                         r_refdef.lightstylevalue[j] = 256;
712                         continue;
713                 }
714                 k = i % cl.lightstyle[j].length;
715                 l = (i-1) % cl.lightstyle[j].length;
716                 k = cl.lightstyle[j].map[k] - 'a';
717                 l = cl.lightstyle[j].map[l] - 'a';
718                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
719         }
720 }
721
722 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
723 {
724         float f;
725         entity_t *flag;
726         matrix4x4_t flagmatrix;
727
728         // this code taken from QuakeWorld
729         f = 14;
730         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
731         {
732                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
733                 { //axpain
734                         if      (player->render.frame2 == 29) f = f + 2;
735                         else if (player->render.frame2 == 30) f = f + 8;
736                         else if (player->render.frame2 == 31) f = f + 12;
737                         else if (player->render.frame2 == 32) f = f + 11;
738                         else if (player->render.frame2 == 33) f = f + 10;
739                         else if (player->render.frame2 == 34) f = f + 4;
740                 }
741                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
742                 { // pain
743                         if      (player->render.frame2 == 35) f = f + 2;
744                         else if (player->render.frame2 == 36) f = f + 10;
745                         else if (player->render.frame2 == 37) f = f + 10;
746                         else if (player->render.frame2 == 38) f = f + 8;
747                         else if (player->render.frame2 == 39) f = f + 4;
748                         else if (player->render.frame2 == 40) f = f + 2;
749                 }
750         }
751         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
752         {
753                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
754                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
755                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
756                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
757         }
758         // end of code taken from QuakeWorld
759
760         flag = CL_NewTempEntity();
761         if (!flag)
762                 return;
763
764         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
765         flag->render.skinnum = skin;
766         flag->render.colormap = -1; // no special coloring
767         flag->render.alpha = 1;
768         VectorSet(flag->render.colormod, 1, 1, 1);
769         // attach the flag to the player matrix
770         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
771         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
772         CL_UpdateRenderEntity(&flag->render);
773 }
774
775 #define MAXVIEWMODELS 32
776 entity_t *viewmodels[MAXVIEWMODELS];
777 int numviewmodels;
778
779 matrix4x4_t viewmodelmatrix;
780
781 static int entitylinkframenumber;
782
783 static const vec3_t muzzleflashorigin = {18, 0, 0};
784
785 extern void V_DriftPitch(void);
786 extern void V_FadeViewFlashs(void);
787 extern void V_CalcViewBlend(void);
788
789 extern void V_CalcRefdef(void);
790 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
791 void CL_UpdateNetworkEntity(entity_t *e)
792 {
793         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
794         //matrix4x4_t dlightmatrix;
795         int j, k, l;
796         effectnameindex_t trailtype;
797         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
798         entity_t *t;
799         model_t *model;
800         trace_t trace;
801         //entity_persistent_t *p = &e->persistent;
802         //entity_render_t *r = &e->render;
803         if (e->persistent.linkframe != entitylinkframenumber)
804         {
805                 e->persistent.linkframe = entitylinkframenumber;
806                 // skip inactive entities and world
807                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
808                         return;
809                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
810                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
811                 e->render.flags = e->state_current.flags;
812                 e->render.effects = e->state_current.effects;
813                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
814                 if (e->state_current.flags & RENDER_COLORMAPPED)
815                 {
816                         int cb;
817                         unsigned char *cbcolor;
818                         e->render.colormap = e->state_current.colormap;
819                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
820                         cbcolor = (unsigned char *) (&palette_complete[cb]);
821                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
822                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
823                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
824                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
825                         cbcolor = (unsigned char *) (&palette_complete[cb]);
826                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
827                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
828                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
829                 }
830                 else if (e->state_current.colormap && cl.scores != NULL)
831                 {
832                         int cb;
833                         unsigned char *cbcolor;
834                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
835                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
836                         cbcolor = (unsigned char *) (&palette_complete[cb]);
837                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
838                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
839                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
840                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
841                         cbcolor = (unsigned char *) (&palette_complete[cb]);
842                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
843                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
844                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
845                 }
846                 else
847                 {
848                         e->render.colormap = -1; // no special coloring
849                         VectorClear(e->render.colormap_pantscolor);
850                         VectorClear(e->render.colormap_shirtcolor);
851                 }
852                 e->render.skinnum = e->state_current.skin;
853                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
854                 {
855                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
856                                 return;
857                         if (!e->csqc)
858                         {
859                                 if (cl.viewentity)
860                                         CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
861                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
862                                 {
863                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
864                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
865                                 }
866                         }
867                         matrix = &viewmodelmatrix;
868                 }
869                 else
870                 {
871                         // if the tag entity is currently impossible, skip it
872                         if (!e->csqc)
873                         {
874                                 if (e->state_current.tagentity >= cl.num_entities)
875                                         return;
876                                 t = cl.entities + e->state_current.tagentity;
877                         }
878                         else
879                         {
880                                 if (e->state_current.tagentity >= cl.num_csqcentities)
881                                         return;
882                                 t = cl.csqcentities + e->state_current.tagentity;
883                         }
884                         // if the tag entity is inactive, skip it
885                         if (!t->state_current.active)
886                                 return;
887                         // note: this can link to world
888                         CL_UpdateNetworkEntity(t);
889                         // make relative to the entity
890                         matrix = &t->render.matrix;
891                         // some properties of the tag entity carry over
892                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
893                         // if a valid tagindex is used, make it relative to that tag instead
894                         // FIXME: use a model function to get tag info (need to handle skeletal)
895                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
896                         {
897                                 // blend the matrices
898                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
899                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
900                                 {
901                                         matrix4x4_t tagmatrix;
902                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
903                                         d = t->render.frameblend[j].lerp;
904                                         for (l = 0;l < 4;l++)
905                                                 for (k = 0;k < 4;k++)
906                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
907                                 }
908                                 // concat the tag matrices onto the entity matrix
909                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
910                                 // use the constructed tag matrix
911                                 matrix = &tempmatrix;
912                         }
913                 }
914
915                 // movement lerp
916                 // if it's the player entity, update according to client movement
917                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
918                 {
919                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
920                         lerp = bound(0, lerp, 1);
921                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
922                         VectorSet(angles, 0, cl.viewangles[1], 0);
923                 }
924                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
925                 {
926                         // interpolate the origin and angles
927                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
928                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
929                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
930                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
931                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
932                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
933                 }
934                 else
935                 {
936                         // no interpolation
937                         VectorCopy(e->persistent.neworigin, origin);
938                         VectorCopy(e->persistent.newangles, angles);
939                 }
940
941                 // model setup and some modelflags
942                 if(e->state_current.modelindex < MAX_MODELS)
943                         e->render.model = cl.model_precache[e->state_current.modelindex];
944                 else
945                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
946                 if (e->render.model)
947                 {
948                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
949                         if (e->render.model->type == mod_alias)
950                                 angles[0] = -angles[0];
951                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
952                         {
953                                 angles[1] = ANGLEMOD(100*cl.time);
954                                 if (cl_itembobheight.value)
955                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
956                         }
957                         // transfer certain model flags to effects
958                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
959                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
960                                 VectorScale(e->render.colormod, 2, e->render.colormod);
961                 }
962                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
963                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
964                         angles[0] = -angles[0];
965
966                 // animation lerp
967                 if (e->render.frame2 == e->state_current.frame)
968                 {
969                         // update frame lerp fraction
970                         e->render.framelerp = 1;
971                         if (e->render.frame2time > e->render.frame1time)
972                         {
973                                 // make sure frame lerp won't last longer than 100ms
974                                 // (this mainly helps with models that use framegroups and
975                                 // switch between them infrequently)
976                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
977                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
978                         }
979                 }
980                 else
981                 {
982                         // begin a new frame lerp
983                         e->render.frame1 = e->render.frame2;
984                         e->render.frame1time = e->render.frame2time;
985                         e->render.frame = e->render.frame2 = e->state_current.frame;
986                         e->render.frame2time = cl.time;
987                         e->render.framelerp = 0;
988                 }
989
990                 // set up the render matrix
991                 // FIXME: e->render.scale should go away
992                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
993                 // concat the matrices to make the entity relative to its tag
994                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
995                 // make the other useful stuff
996                 CL_UpdateRenderEntity(&e->render);
997
998                 // handle effects now that we know where this entity is in the world...
999                 if (e->render.model && e->render.model->soundfromcenter)
1000                 {
1001                         // bmodels are treated specially since their origin is usually '0 0 0'
1002                         vec3_t o;
1003                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1004                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1005                 }
1006                 else
1007                         Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1008                 trailtype = EFFECT_NONE;
1009                 dlightradius = 0;
1010                 dlightcolor[0] = 0;
1011                 dlightcolor[1] = 0;
1012                 dlightcolor[2] = 0;
1013                 // LordHavoc: if the entity has no effects, don't check each
1014                 if (e->render.effects)
1015                 {
1016                         if (e->render.effects & EF_BRIGHTFIELD)
1017                         {
1018                                 if (gamemode == GAME_NEXUIZ)
1019                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1020                                 else
1021                                         CL_EntityParticles(e);
1022                         }
1023                         if (e->render.effects & EF_MUZZLEFLASH)
1024                                 e->persistent.muzzleflash = 1.0f;
1025                         if (e->render.effects & EF_DIMLIGHT)
1026                         {
1027                                 dlightradius = max(dlightradius, 200);
1028                                 dlightcolor[0] += 1.50f;
1029                                 dlightcolor[1] += 1.50f;
1030                                 dlightcolor[2] += 1.50f;
1031                         }
1032                         if (e->render.effects & EF_BRIGHTLIGHT)
1033                         {
1034                                 dlightradius = max(dlightradius, 400);
1035                                 dlightcolor[0] += 3.00f;
1036                                 dlightcolor[1] += 3.00f;
1037                                 dlightcolor[2] += 3.00f;
1038                         }
1039                         // LordHavoc: more effects
1040                         if (e->render.effects & EF_RED) // red
1041                         {
1042                                 dlightradius = max(dlightradius, 200);
1043                                 dlightcolor[0] += 1.50f;
1044                                 dlightcolor[1] += 0.15f;
1045                                 dlightcolor[2] += 0.15f;
1046                         }
1047                         if (e->render.effects & EF_BLUE) // blue
1048                         {
1049                                 dlightradius = max(dlightradius, 200);
1050                                 dlightcolor[0] += 0.15f;
1051                                 dlightcolor[1] += 0.15f;
1052                                 dlightcolor[2] += 1.50f;
1053                         }
1054                         if (e->render.effects & EF_FLAME)
1055                                 CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1056                         if (e->render.effects & EF_STARDUST)
1057                                 CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1058                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1059                         {
1060                                 // these are only set on player entities
1061                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1062                         }
1063                 }
1064                 // muzzleflash fades over time, and is offset a bit
1065                 if (e->persistent.muzzleflash > 0)
1066                 {
1067                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1068                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1069                         tempmatrix = e->render.matrix;
1070                         Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1071                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1072                         e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 10;
1073                 }
1074                 // LordHavoc: if the model has no flags, don't check each
1075                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1076                 {
1077                         if (e->render.model->flags & EF_GIB)
1078                                 trailtype = EFFECT_TR_BLOOD;
1079                         else if (e->render.model->flags & EF_ZOMGIB)
1080                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1081                         else if (e->render.model->flags & EF_TRACER)
1082                                 trailtype = EFFECT_TR_WIZSPIKE;
1083                         else if (e->render.model->flags & EF_TRACER2)
1084                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1085                         else if (e->render.model->flags & EF_ROCKET)
1086                                 trailtype = EFFECT_TR_ROCKET;
1087                         else if (e->render.model->flags & EF_GRENADE)
1088                         {
1089                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1090                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1091                         }
1092                         else if (e->render.model->flags & EF_TRACER3)
1093                                 trailtype = EFFECT_TR_VORESPIKE;
1094                 }
1095                 // LordHavoc: customizable glow
1096                 if (e->state_current.glowsize)
1097                 {
1098                         // * 4 for the expansion from 0-255 to 0-1023 range,
1099                         // / 255 to scale down byte colors
1100                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1101                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1102                 }
1103                 // make the glow dlight
1104                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1105                 {
1106                         //dlightmatrix = e->render.matrix;
1107                         // hack to make glowing player light shine on their gun
1108                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1109                         //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1110                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1111                 }
1112                 // custom rtlight
1113                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1114                 {
1115                         float light[4];
1116                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1117                         light[3] = e->state_current.light[3];
1118                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1119                                 VectorSet(light, 1, 1, 1);
1120                         if (light[3] == 0)
1121                                 light[3] = 350;
1122                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1123                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1124                 }
1125                 // do trails
1126                 if (e->render.flags & RENDER_GLOWTRAIL)
1127                         trailtype = EFFECT_TR_GLOWTRAIL;
1128                 if (trailtype)
1129                 {
1130                         float len;
1131                         vec3_t vel;
1132                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1133                         len = e->state_current.time - e->state_previous.time;
1134                         if (len > 0)
1135                                 len = 1.0f / len;
1136                         VectorScale(vel, len, vel);
1137                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1138                 }
1139                 VectorCopy(origin, e->persistent.trail_origin);
1140                 // tenebrae's sprites are all additive mode (weird)
1141                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1142                         e->render.effects |= EF_ADDITIVE;
1143                 // player model is only shown with chase_active on
1144                 if (!e->csqc)
1145                 if (e->state_current.number == cl.viewentity)
1146                         e->render.flags |= RENDER_EXTERIORMODEL;
1147                 // transparent stuff can't be lit during the opaque stage
1148                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1149                         e->render.flags |= RENDER_TRANSPARENT;
1150                 // double sided rendering mode causes backfaces to be visible
1151                 // (mostly useful on transparent stuff)
1152                 if (e->render.effects & EF_DOUBLESIDED)
1153                         e->render.flags |= RENDER_NOCULLFACE;
1154                 // either fullbright or lit
1155                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1156                         e->render.flags |= RENDER_LIGHT;
1157                 // hide player shadow during intermission or nehahra movie
1158                 if (!(e->render.effects & EF_NOSHADOW)
1159                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1160                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1161                         e->render.flags |= RENDER_SHADOW;
1162                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1163                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1164                 // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
1165                 if (e->state_current.number == cl.viewentity)
1166                         V_CalcRefdef();
1167         }
1168 }
1169
1170
1171 /*
1172 ===============
1173 CL_UpdateEntities
1174 ===============
1175 */
1176 static void CL_UpdateEntities(void)
1177 {
1178         entity_t *ent;
1179         int i;
1180
1181         ent = &cl.viewent;
1182         ent->state_previous = ent->state_current;
1183         ent->state_current = defaultstate;
1184         ent->state_current.time = cl.time;
1185         ent->state_current.number = -1;
1186         ent->state_current.active = true;
1187         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1188         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1189         ent->state_current.flags = RENDER_VIEWMODEL;
1190         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1191                 ent->state_current.modelindex = 0;
1192         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1193         {
1194                 if (gamemode == GAME_TRANSFUSION)
1195                         ent->state_current.alpha = 128;
1196                 else
1197                         ent->state_current.modelindex = 0;
1198         }
1199
1200         // reset animation interpolation on weaponmodel if model changed
1201         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1202         {
1203                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1204                 ent->render.frame1time = ent->render.frame2time = cl.time;
1205                 ent->render.framelerp = 1;
1206         }
1207
1208         // start on the entity after the world
1209         entitylinkframenumber++;
1210         for (i = 1;i < cl.num_entities;i++)
1211         {
1212                 if (cl.entities_active[i])
1213                 {
1214                         ent = cl.entities + i;
1215                         if (ent->state_current.active)
1216                                 CL_UpdateNetworkEntity(ent);
1217                         else
1218                                 cl.entities_active[i] = false;
1219                 }
1220         }
1221         CL_UpdateNetworkEntity(&cl.viewent);
1222 }
1223
1224 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1225 void CL_LinkNetworkEntity(entity_t *e)
1226 {
1227         entity_t *t;
1228         if (e->persistent.linkframe != entitylinkframenumber)
1229         {
1230                 e->persistent.linkframe = entitylinkframenumber;
1231                 // skip inactive entities and world
1232                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
1233                         return;
1234                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1235                 {
1236                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1237                                 return;
1238                         if (!e->csqc)
1239                         if (cl.viewentity)
1240                                 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
1241                 }
1242                 else
1243                 {
1244                         // if the tag entity is currently impossible, skip it
1245                         if (!e->csqc)
1246                         {
1247                                 if (e->state_current.tagentity >= cl.num_entities)
1248                                         return;
1249                                 t = cl.entities + e->state_current.tagentity;
1250                         }
1251                         else
1252                         {
1253                                 if (e->state_current.tagentity >= cl.num_csqcentities)
1254                                         return;
1255                                 t = cl.csqcentities + e->state_current.tagentity;
1256                         }
1257                         // if the tag entity is inactive, skip it
1258                         if (!t->state_current.active)
1259                                 return;
1260                         // note: this can link to world
1261                         CL_LinkNetworkEntity(t);
1262                 }
1263
1264                 // don't show entities with no modelindex (note: this still shows
1265                 // entities which have a modelindex that resolved to a NULL model)
1266                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1267                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1268                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1269                 //      Matrix4x4_Print(&e->render.matrix);
1270         }
1271 }
1272
1273 void CL_RelinkWorld(void)
1274 {
1275         entity_t *ent = &cl.entities[0];
1276         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1277         // FIXME: this should be done at load
1278         ent->render.matrix = identitymatrix;
1279         CL_UpdateRenderEntity(&ent->render);
1280         ent->render.flags = RENDER_SHADOW;
1281         if (!r_fullbright.integer)
1282                 ent->render.flags |= RENDER_LIGHT;
1283         VectorSet(ent->render.colormod, 1, 1, 1);
1284         r_refdef.worldentity = &ent->render;
1285         r_refdef.worldmodel = cl.worldmodel;
1286 }
1287
1288 static void CL_RelinkStaticEntities(void)
1289 {
1290         int i;
1291         entity_t *e;
1292         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1293         {
1294                 e->render.flags = 0;
1295                 // if the model was not loaded when the static entity was created we
1296                 // need to re-fetch the model pointer
1297                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1298                 // transparent stuff can't be lit during the opaque stage
1299                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1300                         e->render.flags |= RENDER_TRANSPARENT;
1301                 // either fullbright or lit
1302                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1303                         e->render.flags |= RENDER_LIGHT;
1304                 // hide player shadow during intermission or nehahra movie
1305                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1306                         e->render.flags |= RENDER_SHADOW;
1307                 VectorSet(e->render.colormod, 1, 1, 1);
1308                 R_LerpAnimation(&e->render);
1309                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1310         }
1311 }
1312
1313 /*
1314 ===============
1315 CL_RelinkEntities
1316 ===============
1317 */
1318 static void CL_RelinkNetworkEntities(void)
1319 {
1320         entity_t *ent;
1321         int i;
1322
1323         // start on the entity after the world
1324         for (i = 1;i < cl.num_entities;i++)
1325         {
1326                 if (cl.entities_active[i])
1327                 {
1328                         ent = cl.entities + i;
1329                         if (ent->state_current.active)
1330                                 CL_LinkNetworkEntity(ent);
1331                         else
1332                                 cl.entities_active[i] = false;
1333                 }
1334         }
1335 }
1336
1337 static void CL_RelinkEffects(void)
1338 {
1339         int i, intframe;
1340         cl_effect_t *e;
1341         entity_t *ent;
1342         float frame;
1343
1344         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1345         {
1346                 if (e->active)
1347                 {
1348                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1349                         intframe = (int)frame;
1350                         if (intframe < 0 || intframe >= e->endframe)
1351                         {
1352                                 memset(e, 0, sizeof(*e));
1353                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1354                                         cl.num_effects--;
1355                                 continue;
1356                         }
1357
1358                         if (intframe != e->frame)
1359                         {
1360                                 e->frame = intframe;
1361                                 e->frame1time = e->frame2time;
1362                                 e->frame2time = cl.time;
1363                         }
1364
1365                         // if we're drawing effects, get a new temp entity
1366                         // (NewTempEntity adds it to the render entities list for us)
1367                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1368                         {
1369                                 // interpolation stuff
1370                                 ent->render.frame1 = intframe;
1371                                 ent->render.frame2 = intframe + 1;
1372                                 if (ent->render.frame2 >= e->endframe)
1373                                         ent->render.frame2 = -1; // disappear
1374                                 ent->render.framelerp = frame - intframe;
1375                                 ent->render.frame1time = e->frame1time;
1376                                 ent->render.frame2time = e->frame2time;
1377
1378                                 // normal stuff
1379                                 if(e->modelindex < MAX_MODELS)
1380                                         ent->render.model = cl.model_precache[e->modelindex];
1381                                 else
1382                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1383                                 ent->render.frame = ent->render.frame2;
1384                                 ent->render.colormap = -1; // no special coloring
1385                                 ent->render.alpha = 1;
1386                                 VectorSet(ent->render.colormod, 1, 1, 1);
1387
1388                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1389                                 CL_UpdateRenderEntity(&ent->render);
1390                         }
1391                 }
1392         }
1393 }
1394
1395 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1396 {
1397         VectorCopy(b->start, start);
1398         VectorCopy(b->end, end);
1399
1400         // if coming from the player, update the start position
1401         if (b->entity == cl.viewentity)
1402         {
1403                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1404                 {
1405                         // LordHavoc: this is a stupid hack from Quake that makes your
1406                         // lightning appear to come from your waist and cover less of your
1407                         // view
1408                         // in Quake this hack was applied to all players (causing the
1409                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1410                         // only applies to your own lightning, and only in first person
1411                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1412                 }
1413                 if (cl_beams_instantaimhack.integer)
1414                 {
1415                         vec3_t dir, localend;
1416                         vec_t len;
1417                         // LordHavoc: this updates the beam direction to match your
1418                         // viewangles
1419                         VectorSubtract(end, start, dir);
1420                         len = VectorLength(dir);
1421                         VectorNormalize(dir);
1422                         VectorSet(localend, len, 0, 0);
1423                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1424                 }
1425         }
1426 }
1427
1428 void CL_RelinkBeams(void)
1429 {
1430         int i;
1431         beam_t *b;
1432         vec3_t dist, org, start, end;
1433         float d;
1434         entity_t *ent;
1435         float yaw, pitch;
1436         float forward;
1437         matrix4x4_t tempmatrix;
1438
1439         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1440         {
1441                 if (!b->model)
1442                         continue;
1443                 if (b->endtime < cl.time)
1444                 {
1445                         b->model = NULL;
1446                         continue;
1447                 }
1448
1449                 CL_Beam_CalculatePositions(b, start, end);
1450
1451                 if (b->lightning)
1452                 {
1453                         if (cl_beams_lightatend.integer)
1454                         {
1455                                 // FIXME: create a matrix from the beam start/end orientation
1456                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1457                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1458                         }
1459                         if (cl_beams_polygons.integer)
1460                                 continue;
1461                 }
1462
1463                 // calculate pitch and yaw
1464                 // (this is similar to the QuakeC builtin function vectoangles)
1465                 VectorSubtract(end, start, dist);
1466                 if (dist[1] == 0 && dist[0] == 0)
1467                 {
1468                         yaw = 0;
1469                         if (dist[2] > 0)
1470                                 pitch = 90;
1471                         else
1472                                 pitch = 270;
1473                 }
1474                 else
1475                 {
1476                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1477                         if (yaw < 0)
1478                                 yaw += 360;
1479
1480                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1481                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1482                         if (pitch < 0)
1483                                 pitch += 360;
1484                 }
1485
1486                 // add new entities for the lightning
1487                 VectorCopy (start, org);
1488                 d = VectorNormalizeLength(dist);
1489                 while (d > 0)
1490                 {
1491                         ent = CL_NewTempEntity ();
1492                         if (!ent)
1493                                 return;
1494                         //VectorCopy (org, ent->render.origin);
1495                         ent->render.model = b->model;
1496                         //ent->render.effects = EF_FULLBRIGHT;
1497                         //ent->render.angles[0] = pitch;
1498                         //ent->render.angles[1] = yaw;
1499                         //ent->render.angles[2] = rand()%360;
1500                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1501                         CL_UpdateRenderEntity(&ent->render);
1502                         VectorMA(org, 30, dist, org);
1503                         d -= 30;
1504                 }
1505         }
1506
1507         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1508                 cl.num_beams--;
1509 }
1510
1511 static void CL_RelinkQWNails(void)
1512 {
1513         int i;
1514         vec_t *v;
1515         entity_t *ent;
1516
1517         for (i = 0;i < cl.qw_num_nails;i++)
1518         {
1519                 v = cl.qw_nails[i];
1520
1521                 // if we're drawing effects, get a new temp entity
1522                 // (NewTempEntity adds it to the render entities list for us)
1523                 if (!(ent = CL_NewTempEntity()))
1524                         continue;
1525
1526                 // normal stuff
1527                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1528                 ent->render.colormap = -1; // no special coloring
1529                 ent->render.alpha = 1;
1530                 VectorSet(ent->render.colormod, 1, 1, 1);
1531
1532                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1533                 CL_UpdateRenderEntity(&ent->render);
1534         }
1535 }
1536
1537 void CL_LerpPlayer(float frac)
1538 {
1539         int i;
1540
1541         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1542         for (i = 0;i < 3;i++)
1543         {
1544                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1545                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1546                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1547         }
1548 }
1549
1550 void CSQC_RelinkAllEntities (int drawmask)
1551 {
1552         // process network entities (note: this sets up the view!)
1553         cl.num_brushmodel_entities = 0;
1554         CL_UpdateEntities();
1555
1556         entitylinkframenumber++;
1557         // link stuff
1558         CL_RelinkWorld();
1559         CL_RelinkStaticEntities();
1560         CL_RelinkBeams();
1561         CL_RelinkEffects();
1562
1563         // link stuff
1564         if (drawmask & ENTMASK_ENGINE)
1565         {
1566                 CL_RelinkNetworkEntities();
1567                 CL_RelinkQWNails();
1568         }
1569
1570         if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1571                 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1572
1573         // update view blend
1574         V_CalcViewBlend();
1575 }
1576
1577 /*
1578 ===============
1579 CL_ReadFromServer
1580
1581 Read all incoming data from the server
1582 ===============
1583 */
1584 extern void CL_ClientMovement_Replay(void);
1585 extern void CL_StairSmoothing(void);//view.c
1586
1587 int CL_ReadFromServer(void)
1588 {
1589         CL_ReadDemoMessage();
1590         CL_SendMove();
1591
1592         r_refdef.time = cl.time;
1593         r_refdef.extraupdate = !r_speeds.integer;
1594         r_refdef.numentities = 0;
1595         r_view.matrix = identitymatrix;
1596
1597         if (cls.state == ca_connected && cls.signon == SIGNONS)
1598         {
1599                 // prepare for a new frame
1600                 CL_LerpPlayer(CL_LerpPoint());
1601                 CL_DecayLights();
1602                 CL_ClearTempEntities();
1603                 V_DriftPitch();
1604                 V_FadeViewFlashs();
1605
1606                 // move particles
1607                 CL_MoveParticles();
1608                 R_MoveExplosions();
1609
1610                 // predict current player location
1611                 CL_ClientMovement_Replay();
1612
1613                 // now that the player entity has been updated we can call V_CalcRefdef
1614                 V_CalcRefdef();
1615
1616                 if(!csqc_loaded)        //[515]: csqc
1617                 {
1618                         // process network entities (note: this sets up the view!)
1619                         cl.num_brushmodel_entities = 0;
1620                         CL_UpdateEntities();
1621
1622                         entitylinkframenumber++;
1623                         // link stuff
1624                         CL_RelinkWorld();
1625                         CL_RelinkStaticEntities();
1626                         CL_RelinkBeams();
1627                         CL_RelinkEffects();
1628
1629                         CL_RelinkNetworkEntities();
1630                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1631                         CL_RelinkQWNails();
1632
1633                         // update view blend
1634                         V_CalcViewBlend();
1635                 }
1636                 else
1637                         csqc_frame = true;
1638
1639                 CL_UpdateLights();
1640                 CL_StairSmoothing();
1641
1642                 // update the r_refdef time again because cl.time may have changed
1643                 r_refdef.time = cl.time;
1644         }
1645
1646         return 0;
1647 }
1648
1649 // LordHavoc: pausedemo command
1650 static void CL_PauseDemo_f (void)
1651 {
1652         cls.demopaused = !cls.demopaused;
1653         if (cls.demopaused)
1654                 Con_Print("Demo paused\n");
1655         else
1656                 Con_Print("Demo unpaused\n");
1657 }
1658
1659 /*
1660 ======================
1661 CL_Fog_f
1662 ======================
1663 */
1664 static void CL_Fog_f (void)
1665 {
1666         if (Cmd_Argc () == 1)
1667         {
1668                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1669                 return;
1670         }
1671         r_refdef.fog_density = atof(Cmd_Argv(1));
1672         r_refdef.fog_red = atof(Cmd_Argv(2));
1673         r_refdef.fog_green = atof(Cmd_Argv(3));
1674         r_refdef.fog_blue = atof(Cmd_Argv(4));
1675 }
1676
1677 /*
1678 ====================
1679 CL_TimeRefresh_f
1680
1681 For program optimization
1682 ====================
1683 */
1684 static void CL_TimeRefresh_f (void)
1685 {
1686         int i;
1687         float timestart, timedelta, oldangles[3];
1688
1689         r_refdef.extraupdate = false;
1690         VectorCopy(cl.viewangles, oldangles);
1691         VectorClear(cl.viewangles);
1692
1693         timestart = Sys_DoubleTime();
1694         for (i = 0;i < 128;i++)
1695         {
1696                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1697                 CL_UpdateScreen();
1698         }
1699         timedelta = Sys_DoubleTime() - timestart;
1700
1701         VectorCopy(oldangles, cl.viewangles);
1702         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1703 }
1704
1705 /*
1706 ===========
1707 CL_Shutdown
1708 ===========
1709 */
1710 void CL_Shutdown (void)
1711 {
1712         CL_Particles_Shutdown();
1713         CL_Parse_Shutdown();
1714
1715         Mem_FreePool (&cls.permanentmempool);
1716         Mem_FreePool (&cls.levelmempool);
1717 }
1718
1719 /*
1720 =================
1721 CL_Init
1722 =================
1723 */
1724 void CL_Init (void)
1725 {
1726         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1727         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1728
1729         memset(&r_refdef, 0, sizeof(r_refdef));
1730         // max entities sent to renderer per frame
1731         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1732         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1733
1734         CL_InitInput ();
1735
1736 //
1737 // register our commands
1738 //
1739         Cvar_RegisterVariable (&cl_upspeed);
1740         Cvar_RegisterVariable (&cl_forwardspeed);
1741         Cvar_RegisterVariable (&cl_backspeed);
1742         Cvar_RegisterVariable (&cl_sidespeed);
1743         Cvar_RegisterVariable (&cl_movespeedkey);
1744         Cvar_RegisterVariable (&cl_yawspeed);
1745         Cvar_RegisterVariable (&cl_pitchspeed);
1746         Cvar_RegisterVariable (&cl_anglespeedkey);
1747         Cvar_RegisterVariable (&cl_shownet);
1748         Cvar_RegisterVariable (&cl_nolerp);
1749         Cvar_RegisterVariable (&lookspring);
1750         Cvar_RegisterVariable (&lookstrafe);
1751         Cvar_RegisterVariable (&sensitivity);
1752         Cvar_RegisterVariable (&freelook);
1753
1754         Cvar_RegisterVariable (&m_pitch);
1755         Cvar_RegisterVariable (&m_yaw);
1756         Cvar_RegisterVariable (&m_forward);
1757         Cvar_RegisterVariable (&m_side);
1758
1759         Cvar_RegisterVariable (&cl_itembobspeed);
1760         Cvar_RegisterVariable (&cl_itembobheight);
1761
1762         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1763         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1764         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1765         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1766         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1767         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1768
1769 #ifdef AUTODEMO_BROKEN
1770         Cvar_RegisterVariable (&cl_autodemo);
1771         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1772 #endif
1773
1774         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1775
1776         // LordHavoc: added pausedemo
1777         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
1778
1779         Cvar_RegisterVariable(&r_draweffects);
1780         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1781         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1782         Cvar_RegisterVariable(&cl_explosions_size_start);
1783         Cvar_RegisterVariable(&cl_explosions_size_end);
1784         Cvar_RegisterVariable(&cl_explosions_lifetime);
1785         Cvar_RegisterVariable(&cl_stainmaps);
1786         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1787         Cvar_RegisterVariable(&cl_beams_polygons);
1788         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1789         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1790         Cvar_RegisterVariable(&cl_beams_lightatend);
1791         Cvar_RegisterVariable(&cl_noplayershadow);
1792
1793         Cvar_RegisterVariable(&cl_prydoncursor);
1794
1795         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1796
1797         // for QW connections
1798         Cvar_RegisterVariable(&qport);
1799         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1800
1801         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1802
1803         CL_Parse_Init();
1804         CL_Particles_Init();
1805         CL_Screen_Init();
1806
1807         CL_Video_Init();
1808 }
1809
1810
1811