2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
28 // we need to declare some mouse variables here, because the menu system
29 // references them even when on a unix system.
31 cvar_t cl_shownet = {0, "cl_shownet","0"};
32 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
34 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
35 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
37 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
38 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
39 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
41 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
42 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
43 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
44 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
46 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
48 cvar_t r_draweffects = {0, "r_draweffects", "1"};
50 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
51 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
52 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
53 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
54 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
56 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
57 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
59 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
60 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
61 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
63 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
65 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
67 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
69 vec3_t cl_playerstandmins;
70 vec3_t cl_playerstandmaxs;
71 vec3_t cl_playercrouchmins;
72 vec3_t cl_playercrouchmaxs;
74 mempool_t *cl_mempool;
80 int cl_max_static_entities;
81 int cl_max_temp_entities;
85 int cl_max_lightstyle;
86 int cl_max_brushmodel_entities;
89 entity_t *cl_entities;
90 unsigned char *cl_entities_active;
91 entity_t *cl_static_entities;
92 entity_t *cl_temp_entities;
93 cl_effect_t *cl_effects;
96 lightstyle_t *cl_lightstyle;
97 int *cl_brushmodel_entities;
100 int cl_num_static_entities;
101 int cl_num_temp_entities;
102 int cl_num_brushmodel_entities;
104 // keep track of quake entities because they need to be killed if they get stale
105 extern int cl_lastquakeentity;
106 extern unsigned char cl_isquakeentity[MAX_EDICTS];
109 =====================
112 =====================
114 void CL_ClearState(void)
118 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
119 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
120 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
121 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
122 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
123 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
124 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
125 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
126 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
127 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
128 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
129 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
134 // wipe the entire cl structure
135 memset (&cl, 0, sizeof(cl));
136 // reset the view zoom interpolation
137 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
139 SZ_Clear (&cls.message);
142 cl_num_static_entities = 0;
143 cl_num_temp_entities = 0;
144 cl_num_brushmodel_entities = 0;
146 // tweak these if the game runs out
147 cl_max_entities = 256;
148 cl_max_static_entities = 256;
149 cl_max_temp_entities = 512;
150 cl_max_effects = 256;
152 cl_max_dlights = MAX_DLIGHTS;
153 cl_max_lightstyle = MAX_LIGHTSTYLES;
154 cl_max_brushmodel_entities = MAX_EDICTS;
155 cl_activedlights = 0;
157 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
158 cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
159 cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
160 cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
161 cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
162 cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
163 cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
164 cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
165 cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
167 cl_lastquakeentity = 0;
168 memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
170 // LordHavoc: have to set up the baseline info for alpha and other stuff
171 for (i = 0;i < cl_max_entities;i++)
173 cl_entities[i].state_baseline = defaultstate;
174 cl_entities[i].state_previous = defaultstate;
175 cl_entities[i].state_current = defaultstate;
178 if (gamemode == GAME_NEXUIZ)
180 VectorSet(cl_playerstandmins, -16, -16, -24);
181 VectorSet(cl_playerstandmaxs, 16, 16, 45);
182 VectorSet(cl_playercrouchmins, -16, -16, -24);
183 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
187 VectorSet(cl_playerstandmins, -16, -16, -24);
188 VectorSet(cl_playerstandmaxs, 16, 16, 24);
189 VectorSet(cl_playercrouchmins, -16, -16, -24);
190 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
194 CL_Particles_Clear();
198 void CL_ExpandEntities(int num)
200 int i, oldmaxentities;
201 entity_t *oldentities;
202 if (num >= cl_max_entities)
205 Sys_Error("CL_ExpandEntities: cl_entities not initialized");
206 if (num >= MAX_EDICTS)
207 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
208 oldmaxentities = cl_max_entities;
209 oldentities = cl_entities;
210 cl_max_entities = (num & ~255) + 256;
211 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
212 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
213 Mem_Free(oldentities);
214 for (i = oldmaxentities;i < cl_max_entities;i++)
216 cl_entities[i].state_baseline = defaultstate;
217 cl_entities[i].state_previous = defaultstate;
218 cl_entities[i].state_current = defaultstate;
224 =====================
227 Sends a disconnect message to the server
228 This is also called on Host_Error, so it shouldn't cause any errors
229 =====================
231 void CL_Disconnect(void)
233 if (cls.state == ca_dedicated)
236 Con_DPrintf("CL_Disconnect\n");
238 // stop sounds (especially looping!)
241 // clear contents blends
242 cl.cshifts[0].percent = 0;
243 cl.cshifts[1].percent = 0;
244 cl.cshifts[2].percent = 0;
245 cl.cshifts[3].percent = 0;
247 cl.worldmodel = NULL;
249 if (cls.demoplayback)
253 if (cls.demorecording)
256 Con_DPrint("Sending clc_disconnect\n");
257 SZ_Clear(&cls.message);
258 MSG_WriteByte(&cls.message, clc_disconnect);
259 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
260 SZ_Clear(&cls.message);
261 NetConn_Close(cls.netcon);
264 cls.state = ca_disconnected;
266 cls.demoplayback = cls.timedemo = false;
270 void CL_Disconnect_f(void)
274 Host_ShutdownServer (false);
281 =====================
282 CL_EstablishConnection
284 Host should be either "local" or a net address
285 =====================
287 void CL_EstablishConnection(const char *host)
289 if (cls.state == ca_dedicated)
292 // clear menu's connect error message
293 M_Update_Return_Reason("");
296 // stop demo loop in case this fails
298 NetConn_ClientFrame();
299 NetConn_ServerFrame();
301 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
303 cls.connect_trying = true;
304 cls.connect_remainingtries = 3;
305 cls.connect_nextsendtime = 0;
306 M_Update_Return_Reason("Trying to connect...");
309 NetConn_ClientFrame();
310 NetConn_ServerFrame();
311 NetConn_ClientFrame();
312 NetConn_ServerFrame();
313 NetConn_ClientFrame();
314 NetConn_ServerFrame();
315 NetConn_ClientFrame();
316 NetConn_ServerFrame();
321 Con_Print("Unable to find a suitable network socket to connect to server.\n");
322 M_Update_Return_Reason("No network");
331 static void CL_PrintEntities_f(void)
337 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
339 if (!ent->state_current.active)
342 if (ent->render.model)
343 strlcpy (name, ent->render.model->name, 25);
345 strcpy(name, "--no model--");
346 for (j = (int)strlen(name);j < 25;j++)
348 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
352 //static const vec3_t nomodelmins = {-16, -16, -16};
353 //static const vec3_t nomodelmaxs = {16, 16, 16};
354 void CL_BoundingBoxForEntity(entity_render_t *ent)
358 //if (ent->angles[0] || ent->angles[2])
359 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
362 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
363 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
364 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
365 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
366 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
367 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
368 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
369 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
371 //else if (ent->angles[1])
372 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
375 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
376 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
377 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
378 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
379 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
380 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
381 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
382 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
386 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
387 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
388 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
389 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
390 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
391 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
392 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
393 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
398 ent->mins[0] = ent->matrix.m[0][3] - 16;
399 ent->mins[1] = ent->matrix.m[1][3] - 16;
400 ent->mins[2] = ent->matrix.m[2][3] - 16;
401 ent->maxs[0] = ent->matrix.m[0][3] + 16;
402 ent->maxs[1] = ent->matrix.m[1][3] + 16;
403 ent->maxs[2] = ent->matrix.m[2][3] + 16;
404 //VectorAdd(ent->origin, nomodelmins, ent->mins);
405 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
413 Determines the fraction between the last two messages that the objects
417 static float CL_LerpPoint(void)
421 // dropped packet, or start of demo
422 if (cl.mtime[1] < cl.mtime[0] - 0.1)
423 cl.mtime[1] = cl.mtime[0] - 0.1;
425 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
427 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
428 f = cl.mtime[0] - cl.mtime[1];
429 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
431 cl.time = cl.mtime[0];
435 f = (cl.time - cl.mtime[1]) / f;
436 return bound(0, f, 1);
439 void CL_ClearTempEntities (void)
441 cl_num_temp_entities = 0;
444 entity_t *CL_NewTempEntity(void)
448 if (r_refdef.numentities >= r_refdef.maxentities)
450 if (cl_num_temp_entities >= cl_max_temp_entities)
452 ent = &cl_temp_entities[cl_num_temp_entities++];
453 memset (ent, 0, sizeof(*ent));
454 r_refdef.entities[r_refdef.numentities++] = &ent->render;
456 ent->render.colormap = -1; // no special coloring
457 ent->render.scale = 1;
458 ent->render.alpha = 1;
459 VectorSet(ent->render.colormod, 1, 1, 1);
463 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
467 if (!modelindex) // sanity check
469 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
474 VectorCopy(org, e->origin);
475 e->modelindex = modelindex;
476 e->starttime = cl.time;
477 e->startframe = startframe;
478 e->endframe = startframe + framecount;
479 e->framerate = framerate;
482 e->frame1time = cl.time;
483 e->frame2time = cl.time;
488 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)
494 // first look for an exact key match
498 for (i = 0;i < cl_activedlights;i++, dl++)
504 // then look for anything else
506 for (i = 0;i < cl_activedlights;i++, dl++)
509 // if we hit the end of the active dlights and found no gaps, add a new one
512 cl_activedlights = i + 1;
516 // unable to find one
520 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
521 memset (dl, 0, sizeof(*dl));
522 Matrix4x4_Normalize(&dl->matrix, matrix);
524 dl->origin[0] = dl->matrix.m[0][3];
525 dl->origin[1] = dl->matrix.m[1][3];
526 dl->origin[2] = dl->matrix.m[2][3];
527 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
528 dl->matrix.m[0][3] = dl->origin[0];
529 dl->matrix.m[1][3] = dl->origin[1];
530 dl->matrix.m[2][3] = dl->origin[2];
533 dl->color[1] = green;
537 dl->die = cl.time + lifetime;
540 dl->cubemapnum = cubemapnum;
542 dl->shadow = shadowenable;
545 dl->coronasizescale = coronasizescale;
546 dl->ambientscale = ambientscale;
547 dl->diffusescale = diffusescale;
548 dl->specularscale = specularscale;
551 // called before entity relinking
552 void CL_DecayLights(void)
558 time = cl.time - cl.oldtime;
559 oldmax = cl_activedlights;
560 cl_activedlights = 0;
561 for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
565 f = dl->radius - time * dl->decay;
566 if (cl.time < dl->die && f > 0)
568 dl->radius = dl->radius - time * dl->decay;
569 cl_activedlights = i + 1;
577 // called after entity relinking
578 void CL_UpdateLights(void)
584 r_refdef.numlights = 0;
585 if (r_dynamic.integer)
587 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
591 R_RTLight_Update(dl, false);
592 r_refdef.lights[r_refdef.numlights++] = dl;
598 // 'm' is normal light, 'a' is no light, 'z' is double bright
602 for (j = 0;j < MAX_LIGHTSTYLES;j++)
604 if (!cl_lightstyle || !cl_lightstyle[j].length)
606 r_refdef.lightstylevalue[j] = 256;
609 k = i % cl_lightstyle[j].length;
610 l = (i-1) % cl_lightstyle[j].length;
611 k = cl_lightstyle[j].map[k] - 'a';
612 l = cl_lightstyle[j].map[l] - 'a';
613 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
617 #define MAXVIEWMODELS 32
618 entity_t *viewmodels[MAXVIEWMODELS];
621 matrix4x4_t viewmodelmatrix;
623 static int entitylinkframenumber;
625 static const vec3_t muzzleflashorigin = {18, 0, 0};
627 extern void V_DriftPitch(void);
628 extern void V_FadeViewFlashs(void);
629 extern void V_CalcViewBlend(void);
631 extern void V_CalcRefdef(void);
632 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
633 void CL_LinkNetworkEntity(entity_t *e)
635 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
636 //matrix4x4_t dlightmatrix;
637 int j, k, l, trailtype, temp;
638 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
642 //entity_persistent_t *p = &e->persistent;
643 //entity_render_t *r = &e->render;
644 if (e->persistent.linkframe != entitylinkframenumber)
646 e->persistent.linkframe = entitylinkframenumber;
647 // skip inactive entities and world
648 if (!e->state_current.active || e == cl_entities)
650 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
651 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
652 e->render.flags = e->state_current.flags;
653 e->render.effects = e->state_current.effects;
654 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
655 if (e->state_current.flags & RENDER_COLORMAPPED)
658 unsigned char *cbcolor;
659 e->render.colormap = e->state_current.colormap;
660 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
661 cbcolor = (unsigned char *) (&palette_complete[cb]);
662 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
663 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
664 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
665 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
666 cbcolor = (unsigned char *) (&palette_complete[cb]);
667 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
668 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
669 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
671 else if (e->state_current.colormap && cl.scores != NULL)
674 unsigned char *cbcolor;
675 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
676 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
677 cbcolor = (unsigned char *) (&palette_complete[cb]);
678 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
679 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
680 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
681 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
682 cbcolor = (unsigned char *) (&palette_complete[cb]);
683 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
684 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
685 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
689 e->render.colormap = -1; // no special coloring
690 VectorClear(e->render.colormap_pantscolor);
691 VectorClear(e->render.colormap_shirtcolor);
693 e->render.skinnum = e->state_current.skin;
694 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
696 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
699 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
700 matrix = &viewmodelmatrix;
701 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
703 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
704 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
709 // if the tag entity is currently impossible, skip it
710 if (e->state_current.tagentity >= cl_num_entities)
712 t = cl_entities + e->state_current.tagentity;
713 // if the tag entity is inactive, skip it
714 if (!t->state_current.active)
716 // note: this can link to world
717 CL_LinkNetworkEntity(t);
718 // make relative to the entity
719 matrix = &t->render.matrix;
720 // some properties of the tag entity carry over
721 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
722 // if a valid tagindex is used, make it relative to that tag instead
723 // FIXME: use a model function to get tag info (need to handle skeletal)
724 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
726 // blend the matrices
727 memset(&blendmatrix, 0, sizeof(blendmatrix));
728 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
730 matrix4x4_t tagmatrix;
731 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
732 d = t->render.frameblend[j].lerp;
733 for (l = 0;l < 4;l++)
734 for (k = 0;k < 4;k++)
735 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
737 // concat the tag matrices onto the entity matrix
738 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
739 // use the constructed tag matrix
740 matrix = &tempmatrix;
745 // if it's the player entity, update according to client movement
746 if (e == cl_entities + cl.playerentity && cl.movement)
748 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
749 lerp = bound(0, lerp, 1);
750 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
751 VectorSet(angles, 0, cl.viewangles[1], 0);
753 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
755 // interpolate the origin and angles
756 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
757 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
758 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
759 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
760 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
761 VectorMA(e->persistent.oldangles, lerp, delta, angles);
766 VectorCopy(e->persistent.neworigin, origin);
767 VectorCopy(e->persistent.newangles, angles);
770 // model setup and some modelflags
771 e->render.model = cl.model_precache[e->state_current.modelindex];
774 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
775 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
776 angles[0] = -angles[0];
777 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
779 angles[1] = ANGLEMOD(100*cl.time);
780 if (cl_itembobheight.value)
781 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
783 // transfer certain model flags to effects
784 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
785 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
786 VectorScale(e->render.colormod, 2, e->render.colormod);
790 if (e->render.frame2 == e->state_current.frame)
792 // update frame lerp fraction
793 e->render.framelerp = 1;
794 if (e->render.frame2time > e->render.frame1time)
796 // make sure frame lerp won't last longer than 100ms
797 // (this mainly helps with models that use framegroups and
798 // switch between them infrequently)
799 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
800 e->render.framelerp = bound(0, e->render.framelerp, 1);
805 // begin a new frame lerp
806 e->render.frame1 = e->render.frame2;
807 e->render.frame1time = e->render.frame2time;
808 e->render.frame = e->render.frame2 = e->state_current.frame;
809 e->render.frame2time = cl.time;
810 e->render.framelerp = 0;
812 R_LerpAnimation(&e->render);
814 // set up the render matrix
815 // FIXME: e->render.scale should go away
816 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
817 // concat the matrices to make the entity relative to its tag
818 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
819 // make the other useful stuff
820 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
821 CL_BoundingBoxForEntity(&e->render);
823 // handle effects now that we know where this entity is in the world...
824 if (e->render.model && e->render.model->soundfromcenter)
826 // bmodels are treated specially since their origin is usually '0 0 0'
828 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
829 Matrix4x4_Transform(&e->render.matrix, o, origin);
833 origin[0] = e->render.matrix.m[0][3];
834 origin[1] = e->render.matrix.m[1][3];
835 origin[2] = e->render.matrix.m[2][3];
842 // LordHavoc: if the entity has no effects, don't check each
843 if (e->render.effects)
845 if (e->render.effects & EF_BRIGHTFIELD)
847 if (gamemode == GAME_NEXUIZ)
849 dlightradius = max(dlightradius, 200);
850 dlightcolor[0] += 0.75f;
851 dlightcolor[1] += 1.50f;
852 dlightcolor[2] += 3.00f;
856 CL_EntityParticles(e);
858 if (e->render.effects & EF_MUZZLEFLASH)
859 e->persistent.muzzleflash = 1.0f;
860 if (e->render.effects & EF_DIMLIGHT)
862 dlightradius = max(dlightradius, 200);
863 dlightcolor[0] += 1.50f;
864 dlightcolor[1] += 1.50f;
865 dlightcolor[2] += 1.50f;
867 if (e->render.effects & EF_BRIGHTLIGHT)
869 dlightradius = max(dlightradius, 400);
870 dlightcolor[0] += 3.00f;
871 dlightcolor[1] += 3.00f;
872 dlightcolor[2] += 3.00f;
874 // LordHavoc: more effects
875 if (e->render.effects & EF_RED) // red
877 dlightradius = max(dlightradius, 200);
878 dlightcolor[0] += 1.50f;
879 dlightcolor[1] += 0.15f;
880 dlightcolor[2] += 0.15f;
882 if (e->render.effects & EF_BLUE) // blue
884 dlightradius = max(dlightradius, 200);
885 dlightcolor[0] += 0.15f;
886 dlightcolor[1] += 0.15f;
887 dlightcolor[2] += 1.50f;
889 if (e->render.effects & EF_FLAME)
891 mins[0] = origin[0] - 16.0f;
892 mins[1] = origin[1] - 16.0f;
893 mins[2] = origin[2] - 16.0f;
894 maxs[0] = origin[0] + 16.0f;
895 maxs[1] = origin[1] + 16.0f;
896 maxs[2] = origin[2] + 16.0f;
897 // how many flames to make
898 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
899 CL_FlameCube(mins, maxs, temp);
900 d = lhrandom(0.75f, 1);
901 dlightradius = max(dlightradius, 200);
902 dlightcolor[0] += d * 2.0f;
903 dlightcolor[1] += d * 1.5f;
904 dlightcolor[2] += d * 0.5f;
906 if (e->render.effects & EF_STARDUST)
908 mins[0] = origin[0] - 16.0f;
909 mins[1] = origin[1] - 16.0f;
910 mins[2] = origin[2] - 16.0f;
911 maxs[0] = origin[0] + 16.0f;
912 maxs[1] = origin[1] + 16.0f;
913 maxs[2] = origin[2] + 16.0f;
914 // how many particles to make
915 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
916 CL_Stardust(mins, maxs, temp);
917 dlightradius = max(dlightradius, 200);
918 dlightcolor[0] += 1.0f;
919 dlightcolor[1] += 0.7f;
920 dlightcolor[2] += 0.3f;
923 // muzzleflash fades over time, and is offset a bit
924 if (e->persistent.muzzleflash > 0)
926 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
927 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
928 tempmatrix = e->render.matrix;
929 tempmatrix.m[0][3] = trace.endpos[0];
930 tempmatrix.m[1][3] = trace.endpos[1];
931 tempmatrix.m[2][3] = trace.endpos[2];
932 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);
933 e->persistent.muzzleflash -= cl.frametime * 10;
935 // LordHavoc: if the model has no flags, don't check each
936 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
938 if (e->render.model->flags & EF_GIB)
940 else if (e->render.model->flags & EF_ZOMGIB)
942 else if (e->render.model->flags & EF_TRACER)
945 dlightradius = max(dlightradius, 100);
946 dlightcolor[0] += 0.25f;
947 dlightcolor[1] += 1.00f;
948 dlightcolor[2] += 0.25f;
950 else if (e->render.model->flags & EF_TRACER2)
953 dlightradius = max(dlightradius, 100);
954 dlightcolor[0] += 1.00f;
955 dlightcolor[1] += 0.60f;
956 dlightcolor[2] += 0.20f;
958 else if (e->render.model->flags & EF_ROCKET)
961 dlightradius = max(dlightradius, 200);
962 dlightcolor[0] += 3.00f;
963 dlightcolor[1] += 1.50f;
964 dlightcolor[2] += 0.50f;
966 else if (e->render.model->flags & EF_GRENADE)
968 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
969 trailtype = e->render.alpha == -1 ? 7 : 1;
971 else if (e->render.model->flags & EF_TRACER3)
974 if (gamemode == GAME_PRYDON)
976 dlightradius = max(dlightradius, 100);
977 dlightcolor[0] += 0.30f;
978 dlightcolor[1] += 0.60f;
979 dlightcolor[2] += 1.20f;
983 dlightradius = max(dlightradius, 200);
984 dlightcolor[0] += 1.20f;
985 dlightcolor[1] += 0.50f;
986 dlightcolor[2] += 1.00f;
990 // LordHavoc: customizable glow
991 if (e->state_current.glowsize)
993 // * 4 for the expansion from 0-255 to 0-1023 range,
994 // / 255 to scale down byte colors
995 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
996 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
998 // make the glow dlight
999 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1001 //dlightmatrix = e->render.matrix;
1002 // hack to make glowing player light shine on their gun
1003 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1004 // dlightmatrix.m[2][3] += 30;
1005 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);
1008 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1011 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1012 light[3] = e->state_current.light[3];
1013 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1014 VectorSet(light, 1, 1, 1);
1017 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1018 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);
1021 if (e->render.flags & RENDER_GLOWTRAIL)
1024 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1025 VectorCopy(origin, e->persistent.trail_origin);
1026 // tenebrae's sprites are all additive mode (weird)
1027 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1028 e->render.effects |= EF_ADDITIVE;
1029 // player model is only shown with chase_active on
1030 if (e->state_current.number == cl.viewentity)
1031 e->render.flags |= RENDER_EXTERIORMODEL;
1032 // transparent stuff can't be lit during the opaque stage
1033 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1034 e->render.flags |= RENDER_TRANSPARENT;
1035 // either fullbright or lit
1036 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1037 e->render.flags |= RENDER_LIGHT;
1038 // hide player shadow during intermission or nehahra movie
1039 if (!(e->render.effects & EF_NOSHADOW)
1040 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1041 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1042 e->render.flags |= RENDER_SHADOW;
1043 // as soon as player is known we can call V_CalcRefDef
1044 if (e->state_current.number == cl.viewentity)
1046 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1047 cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1048 // don't show entities with no modelindex (note: this still shows
1049 // entities which have a modelindex that resolved to a NULL model)
1050 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1051 r_refdef.entities[r_refdef.numentities++] = &e->render;
1052 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1053 // Matrix4x4_Print(&e->render.matrix);
1057 void CL_RelinkWorld(void)
1059 entity_t *ent = &cl_entities[0];
1060 cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1061 // FIXME: this should be done at load
1062 Matrix4x4_CreateIdentity(&ent->render.matrix);
1063 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1064 R_LerpAnimation(&ent->render);
1065 CL_BoundingBoxForEntity(&ent->render);
1066 ent->render.flags = RENDER_SHADOW;
1067 if (!r_fullbright.integer)
1068 ent->render.flags |= RENDER_LIGHT;
1069 VectorSet(ent->render.colormod, 1, 1, 1);
1070 r_refdef.worldentity = &ent->render;
1071 r_refdef.worldmodel = cl.worldmodel;
1074 static void CL_RelinkStaticEntities(void)
1078 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1080 e->render.flags = 0;
1081 // transparent stuff can't be lit during the opaque stage
1082 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1083 e->render.flags |= RENDER_TRANSPARENT;
1084 // either fullbright or lit
1085 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1086 e->render.flags |= RENDER_LIGHT;
1087 // hide player shadow during intermission or nehahra movie
1088 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1089 e->render.flags |= RENDER_SHADOW;
1090 VectorSet(e->render.colormod, 1, 1, 1);
1091 R_LerpAnimation(&e->render);
1092 r_refdef.entities[r_refdef.numentities++] = &e->render;
1101 static void CL_RelinkNetworkEntities(void)
1107 ent->state_previous = ent->state_current;
1108 ent->state_current = defaultstate;
1109 ent->state_current.time = cl.time;
1110 ent->state_current.number = -1;
1111 ent->state_current.active = true;
1112 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1113 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1114 ent->state_current.flags = RENDER_VIEWMODEL;
1115 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1116 ent->state_current.modelindex = 0;
1117 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1119 if (gamemode == GAME_TRANSFUSION)
1120 ent->state_current.alpha = 128;
1122 ent->state_current.modelindex = 0;
1125 // reset animation interpolation on weaponmodel if model changed
1126 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1128 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1129 ent->render.frame1time = ent->render.frame2time = cl.time;
1130 ent->render.framelerp = 1;
1133 // start on the entity after the world
1134 entitylinkframenumber++;
1135 for (i = 1;i < cl_num_entities;i++)
1137 if (cl_entities_active[i])
1139 ent = cl_entities + i;
1140 if (ent->state_current.active)
1141 CL_LinkNetworkEntity(ent);
1143 cl_entities_active[i] = false;
1146 CL_LinkNetworkEntity(&cl.viewent);
1149 static void CL_RelinkEffects(void)
1156 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1160 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1162 if (intframe < 0 || intframe >= e->endframe)
1164 memset(e, 0, sizeof(*e));
1168 if (intframe != e->frame)
1170 e->frame = intframe;
1171 e->frame1time = e->frame2time;
1172 e->frame2time = cl.time;
1175 // if we're drawing effects, get a new temp entity
1176 // (NewTempEntity adds it to the render entities list for us)
1177 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1179 // interpolation stuff
1180 ent->render.frame1 = intframe;
1181 ent->render.frame2 = intframe + 1;
1182 if (ent->render.frame2 >= e->endframe)
1183 ent->render.frame2 = -1; // disappear
1184 ent->render.framelerp = frame - intframe;
1185 ent->render.frame1time = e->frame1time;
1186 ent->render.frame2time = e->frame2time;
1189 ent->render.model = cl.model_precache[e->modelindex];
1190 ent->render.frame = ent->render.frame2;
1191 ent->render.colormap = -1; // no special coloring
1192 ent->render.alpha = 1;
1193 VectorSet(ent->render.colormod, 1, 1, 1);
1195 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1196 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1197 R_LerpAnimation(&ent->render);
1198 CL_BoundingBoxForEntity(&ent->render);
1204 void CL_RelinkBeams(void)
1213 matrix4x4_t tempmatrix;
1215 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1217 if (!b->model || b->endtime < cl.time)
1220 // if coming from the player, update the start position
1221 //if (b->entity == cl.viewentity)
1222 // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1223 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1225 entity_render_t *r = &cl_entities[b->entity].render;
1226 //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1227 //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1228 Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1229 Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1234 if (cl_beams_lightatend.integer)
1236 // FIXME: create a matrix from the beam start/end orientation
1237 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1238 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);
1240 if (cl_beams_polygons.integer)
1244 // calculate pitch and yaw
1245 VectorSubtract (b->end, b->start, dist);
1247 if (dist[1] == 0 && dist[0] == 0)
1257 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1261 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1262 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1267 // add new entities for the lightning
1268 VectorCopy (b->start, org);
1269 d = VectorNormalizeLength(dist);
1272 ent = CL_NewTempEntity ();
1275 //VectorCopy (org, ent->render.origin);
1276 ent->render.model = b->model;
1277 //ent->render.effects = EF_FULLBRIGHT;
1278 //ent->render.angles[0] = pitch;
1279 //ent->render.angles[1] = yaw;
1280 //ent->render.angles[2] = rand()%360;
1281 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1282 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1283 R_LerpAnimation(&ent->render);
1284 CL_BoundingBoxForEntity(&ent->render);
1285 VectorMA(org, 30, dist, org);
1291 void CL_LerpPlayer(float frac)
1296 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1297 for (i = 0;i < 3;i++)
1299 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1300 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1301 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1304 if (cls.demoplayback)
1306 // interpolate the angles
1307 for (i = 0;i < 3;i++)
1309 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1314 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1323 Read all incoming data from the server
1326 extern void CL_ClientMovement_Replay();
1327 int CL_ReadFromServer(void)
1329 CL_ReadDemoMessage();
1331 r_refdef.time = cl.time;
1332 r_refdef.extraupdate = !r_speeds.integer;
1333 r_refdef.numentities = 0;
1334 Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1335 cl_num_brushmodel_entities = 0;
1337 if (cls.state == ca_connected && cls.signon == SIGNONS)
1339 // prepare for a new frame
1340 CL_LerpPlayer(CL_LerpPoint());
1342 CL_ClearTempEntities();
1346 // relink network entities (note: this sets up the view!)
1347 CL_ClientMovement_Replay();
1348 CL_RelinkNetworkEntities();
1356 CL_RelinkStaticEntities();
1360 // run cgame code (which can add more entities)
1365 // update view blend
1377 void CL_UpdatePrydonCursor(void);
1378 void CL_SendCmd(void)
1380 if (cls.demoplayback)
1382 SZ_Clear(&cls.message);
1386 // send the reliable message (forwarded commands) if there is one
1387 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1389 if (developer.integer)
1391 Con_Print("CL_SendCmd: sending reliable message:\n");
1392 SZ_HexDumpToConsole(&cls.message);
1394 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1395 Host_Error("CL_WriteToServer: lost server connection");
1396 SZ_Clear(&cls.message);
1400 // LordHavoc: pausedemo command
1401 static void CL_PauseDemo_f (void)
1403 cls.demopaused = !cls.demopaused;
1405 Con_Print("Demo paused\n");
1407 Con_Print("Demo unpaused\n");
1411 ======================
1413 ======================
1415 static void CL_Fog_f (void)
1417 if (Cmd_Argc () == 1)
1419 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1422 fog_density = atof(Cmd_Argv(1));
1423 fog_red = atof(Cmd_Argv(2));
1424 fog_green = atof(Cmd_Argv(3));
1425 fog_blue = atof(Cmd_Argv(4));
1429 ====================
1432 For program optimization
1433 ====================
1435 static void CL_TimeRefresh_f (void)
1438 float timestart, timedelta, oldangles[3];
1440 r_refdef.extraupdate = false;
1441 VectorCopy(cl.viewangles, oldangles);
1442 VectorClear(cl.viewangles);
1444 timestart = Sys_DoubleTime();
1445 for (i = 0;i < 128;i++)
1447 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1450 timedelta = Sys_DoubleTime() - timestart;
1452 VectorCopy(oldangles, cl.viewangles);
1453 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1461 void CL_Shutdown (void)
1464 CL_Particles_Shutdown();
1465 CL_Parse_Shutdown();
1467 Mem_FreePool (&cl_mempool);
1477 cl_mempool = Mem_AllocPool("client", 0, NULL);
1479 memset(&r_refdef, 0, sizeof(r_refdef));
1480 // max entities sent to renderer per frame
1481 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1482 r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1483 // 256k drawqueue buffer
1484 // TODO: make dynamic
1485 r_refdef.maxdrawqueuesize = 256 * 1024;
1486 r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1488 cls.message.data = cls.message_buf;
1489 cls.message.maxsize = sizeof(cls.message_buf);
1490 cls.message.cursize = 0;
1495 // register our commands
1497 Cvar_RegisterVariable (&cl_upspeed);
1498 Cvar_RegisterVariable (&cl_forwardspeed);
1499 Cvar_RegisterVariable (&cl_backspeed);
1500 Cvar_RegisterVariable (&cl_sidespeed);
1501 Cvar_RegisterVariable (&cl_movespeedkey);
1502 Cvar_RegisterVariable (&cl_yawspeed);
1503 Cvar_RegisterVariable (&cl_pitchspeed);
1504 Cvar_RegisterVariable (&cl_anglespeedkey);
1505 Cvar_RegisterVariable (&cl_shownet);
1506 Cvar_RegisterVariable (&cl_nolerp);
1507 Cvar_RegisterVariable (&lookspring);
1508 Cvar_RegisterVariable (&lookstrafe);
1509 Cvar_RegisterVariable (&sensitivity);
1510 Cvar_RegisterVariable (&freelook);
1512 Cvar_RegisterVariable (&m_pitch);
1513 Cvar_RegisterVariable (&m_yaw);
1514 Cvar_RegisterVariable (&m_forward);
1515 Cvar_RegisterVariable (&m_side);
1517 Cvar_RegisterVariable (&cl_itembobspeed);
1518 Cvar_RegisterVariable (&cl_itembobheight);
1520 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1521 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1522 Cmd_AddCommand ("record", CL_Record_f);
1523 Cmd_AddCommand ("stop", CL_Stop_f);
1524 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1525 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1527 Cmd_AddCommand ("fog", CL_Fog_f);
1529 // LordHavoc: added pausedemo
1530 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1532 Cvar_RegisterVariable(&r_draweffects);
1533 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1534 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1535 Cvar_RegisterVariable(&cl_explosions_size_start);
1536 Cvar_RegisterVariable(&cl_explosions_size_end);
1537 Cvar_RegisterVariable(&cl_explosions_lifetime);
1538 Cvar_RegisterVariable(&cl_stainmaps);
1539 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1540 Cvar_RegisterVariable(&cl_beams_polygons);
1541 Cvar_RegisterVariable(&cl_beams_relative);
1542 Cvar_RegisterVariable(&cl_beams_lightatend);
1543 Cvar_RegisterVariable(&cl_noplayershadow);
1545 Cvar_RegisterVariable(&cl_prydoncursor);
1547 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1549 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1552 CL_Particles_Init();