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"
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
32 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
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
54 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
55 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
56 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
57 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
58 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
60 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
61 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
63 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
64 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
65 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
67 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
69 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)"};
71 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"};
73 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
75 vec3_t cl_playerstandmins;
76 vec3_t cl_playerstandmaxs;
77 vec3_t cl_playercrouchmins;
78 vec3_t cl_playercrouchmaxs;
80 mempool_t *cl_mempool;
86 int cl_max_csqcentities;
87 int cl_max_static_entities;
88 int cl_max_temp_entities;
92 int cl_max_lightstyle;
93 int cl_max_brushmodel_entities;
96 entity_t *cl_entities;
97 entity_t *cl_csqcentities; //[515]: csqc
98 unsigned char *cl_entities_active;
99 unsigned char *cl_csqcentities_active; //[515]: csqc
100 entity_t *cl_static_entities;
101 entity_t *cl_temp_entities;
102 cl_effect_t *cl_effects;
104 dlight_t *cl_dlights;
105 lightstyle_t *cl_lightstyle;
106 int *cl_brushmodel_entities;
109 int cl_num_csqcentities; //[515]: csqc
110 int cl_num_static_entities;
111 int cl_num_temp_entities;
112 int cl_num_brushmodel_entities;
114 // keep track of quake entities because they need to be killed if they get stale
115 extern int cl_lastquakeentity;
116 extern unsigned char cl_isquakeentity[MAX_EDICTS];
119 =====================
122 =====================
124 void CL_ClearState(void)
129 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
130 if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc
131 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
132 if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc
133 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
134 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
135 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
136 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
137 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
138 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
139 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
140 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
141 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
142 if (cl.entitydatabaseqw) EntityFrameQW_FreeDatabase(cl.entitydatabaseqw);cl.entitydatabaseqw = NULL;
143 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
148 // wipe the entire cl structure
149 memset (&cl, 0, sizeof(cl));
153 // reset the view zoom interpolation
154 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
157 cl_num_csqcentities = 0; //[515]: csqc
158 cl_num_static_entities = 0;
159 cl_num_temp_entities = 0;
160 cl_num_brushmodel_entities = 0;
162 // tweak these if the game runs out
163 cl_max_entities = 256;
164 cl_max_csqcentities = 256; //[515]: csqc
165 cl_max_static_entities = 256;
166 cl_max_temp_entities = 512;
167 cl_max_effects = 256;
169 cl_max_dlights = MAX_DLIGHTS;
170 cl_max_lightstyle = MAX_LIGHTSTYLES;
171 cl_max_brushmodel_entities = MAX_EDICTS;
172 cl_activedlights = 0;
174 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
175 cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc
176 cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
177 cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
178 cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
179 cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
180 cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
181 cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
182 cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
183 cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
184 cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
186 cl_lastquakeentity = 0;
187 memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
189 // LordHavoc: have to set up the baseline info for alpha and other stuff
190 for (i = 0;i < cl_max_entities;i++)
192 cl_entities[i].state_baseline = defaultstate;
193 cl_entities[i].state_previous = defaultstate;
194 cl_entities[i].state_current = defaultstate;
197 for (i = 0;i < cl_max_csqcentities;i++)
199 cl_csqcentities[i].state_baseline = defaultstate; //[515]: csqc
200 cl_csqcentities[i].state_previous = defaultstate; //[515]: csqc
201 cl_csqcentities[i].state_current = defaultstate; //[515]: csqc
202 cl_csqcentities[i].csqc = true;
203 cl_csqcentities[i].state_current.number = -i;
206 if (gamemode == GAME_NEXUIZ)
208 VectorSet(cl_playerstandmins, -16, -16, -24);
209 VectorSet(cl_playerstandmaxs, 16, 16, 45);
210 VectorSet(cl_playercrouchmins, -16, -16, -24);
211 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
215 VectorSet(cl_playerstandmins, -16, -16, -24);
216 VectorSet(cl_playerstandmaxs, 16, 16, 24);
217 VectorSet(cl_playercrouchmins, -16, -16, -24);
218 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
221 // disable until we get textures for it
224 ent = &cl_entities[0];
225 // entire entity array was cleared, so just fill in a few fields
226 ent->state_current.active = true;
227 ent->render.model = cl.worldmodel = NULL; // no world model yet
228 ent->render.scale = 1; // some of the renderer still relies on scale
229 ent->render.alpha = 1;
230 ent->render.colormap = -1; // no special coloring
231 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
232 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
233 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
234 CL_BoundingBoxForEntity(&ent->render);
236 // noclip is turned off at start
237 noclip_anglehack = false;
239 // mark all frames invalid for delta
240 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
243 CL_Particles_Clear();
247 void CL_ExpandEntities(int num)
249 int i, oldmaxentities;
250 entity_t *oldentities;
251 if (num >= cl_max_entities)
254 Sys_Error("CL_ExpandEntities: cl_entities not initialized");
255 if (num >= MAX_EDICTS)
256 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
257 oldmaxentities = cl_max_entities;
258 oldentities = cl_entities;
259 cl_max_entities = (num & ~255) + 256;
260 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
261 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
262 Mem_Free(oldentities);
263 for (i = oldmaxentities;i < cl_max_entities;i++)
265 cl_entities[i].state_baseline = defaultstate;
266 cl_entities[i].state_previous = defaultstate;
267 cl_entities[i].state_current = defaultstate;
272 void CL_ExpandCSQCEntities(int num)
274 int i, oldmaxentities;
275 entity_t *oldentities;
276 if (num >= cl_max_csqcentities)
278 if (!cl_csqcentities)
279 Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
280 if (num >= MAX_EDICTS)
281 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
282 oldmaxentities = cl_max_csqcentities;
283 oldentities = cl_csqcentities;
284 cl_max_csqcentities = (num & ~255) + 256;
285 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
286 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
287 Mem_Free(oldentities);
288 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
290 cl_csqcentities[i].state_baseline = defaultstate;
291 cl_csqcentities[i].state_previous = defaultstate;
292 cl_csqcentities[i].state_current = defaultstate;
293 cl_csqcentities[i].csqc = true;
294 cl_csqcentities[i].state_current.number = -i;
299 void CL_VM_ShutDown (void);
301 =====================
304 Sends a disconnect message to the server
305 This is also called on Host_Error, so it shouldn't cause any errors
306 =====================
308 void CL_Disconnect(void)
310 if (cls.state == ca_dedicated)
313 Con_DPrintf("CL_Disconnect\n");
316 // stop sounds (especially looping!)
319 // clear contents blends
320 cl.cshifts[0].percent = 0;
321 cl.cshifts[1].percent = 0;
322 cl.cshifts[2].percent = 0;
323 cl.cshifts[3].percent = 0;
325 cl.worldmodel = NULL;
327 if (cls.demoplayback)
332 unsigned char bufdata[8];
333 if (cls.demorecording)
336 // send disconnect message 3 times to improve chances of server
337 // receiving it (but it still fails sometimes)
338 memset(&buf, 0, sizeof(buf));
340 buf.maxsize = sizeof(bufdata);
341 if (cls.protocol == PROTOCOL_QUAKEWORLD)
343 Con_DPrint("Sending drop command\n");
344 MSG_WriteByte(&buf, qw_clc_stringcmd);
345 MSG_WriteString(&buf, "drop");
349 Con_DPrint("Sending clc_disconnect\n");
350 MSG_WriteByte(&buf, clc_disconnect);
352 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
353 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
354 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
355 NetConn_Close(cls.netcon);
358 cls.state = ca_disconnected;
360 cls.demoplayback = cls.timedemo = false;
364 void CL_Disconnect_f(void)
368 Host_ShutdownServer ();
375 =====================
376 CL_EstablishConnection
378 Host should be either "local" or a net address
379 =====================
381 void CL_EstablishConnection(const char *host)
383 if (cls.state == ca_dedicated)
386 // clear menu's connect error message
387 M_Update_Return_Reason("");
390 // stop demo loop in case this fails
393 // make sure the client ports are open before attempting to connect
394 NetConn_UpdateSockets();
396 // run a network frame
397 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
399 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
401 cls.connect_trying = true;
402 cls.connect_remainingtries = 3;
403 cls.connect_nextsendtime = 0;
404 M_Update_Return_Reason("Trying to connect...");
405 // run several network frames to jump into the game quickly
408 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
410 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416 Con_Print("Unable to find a suitable network socket to connect to server.\n");
417 M_Update_Return_Reason("No network");
426 static void CL_PrintEntities_f(void)
432 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
434 if (!ent->state_current.active)
437 if (ent->render.model)
438 strlcpy (name, ent->render.model->name, 25);
440 strcpy(name, "--no model--");
441 for (j = (int)strlen(name);j < 25;j++)
443 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);
447 //static const vec3_t nomodelmins = {-16, -16, -16};
448 //static const vec3_t nomodelmaxs = {16, 16, 16};
449 void CL_BoundingBoxForEntity(entity_render_t *ent)
453 //if (ent->angles[0] || ent->angles[2])
454 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
457 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
458 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
459 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
460 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
461 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
462 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
463 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
464 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
466 //else if (ent->angles[1])
467 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
470 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
471 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
472 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
473 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
474 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
475 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
476 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
477 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
481 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
482 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
483 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
484 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
485 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
486 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
487 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
488 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
493 ent->mins[0] = ent->matrix.m[0][3] - 16;
494 ent->mins[1] = ent->matrix.m[1][3] - 16;
495 ent->mins[2] = ent->matrix.m[2][3] - 16;
496 ent->maxs[0] = ent->matrix.m[0][3] + 16;
497 ent->maxs[1] = ent->matrix.m[1][3] + 16;
498 ent->maxs[2] = ent->matrix.m[2][3] + 16;
499 //VectorAdd(ent->origin, nomodelmins, ent->mins);
500 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
508 Determines the fraction between the last two messages that the objects
512 static float CL_LerpPoint(void)
516 // dropped packet, or start of demo
517 if (cl.mtime[1] < cl.mtime[0] - 0.1)
518 cl.mtime[1] = cl.mtime[0] - 0.1;
520 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
522 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
523 f = cl.mtime[0] - cl.mtime[1];
524 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
526 cl.time = cl.mtime[0];
530 f = (cl.time - cl.mtime[1]) / f;
531 return bound(0, f, 1);
534 void CL_ClearTempEntities (void)
536 cl_num_temp_entities = 0;
539 entity_t *CL_NewTempEntity(void)
543 if (r_refdef.numentities >= r_refdef.maxentities)
545 if (cl_num_temp_entities >= cl_max_temp_entities)
547 ent = &cl_temp_entities[cl_num_temp_entities++];
548 memset (ent, 0, sizeof(*ent));
549 r_refdef.entities[r_refdef.numentities++] = &ent->render;
551 ent->render.colormap = -1; // no special coloring
552 ent->render.scale = 1;
553 ent->render.alpha = 1;
554 VectorSet(ent->render.colormod, 1, 1, 1);
558 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
562 if (!modelindex) // sanity check
564 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
569 VectorCopy(org, e->origin);
570 e->modelindex = modelindex;
571 e->starttime = cl.time;
572 e->startframe = startframe;
573 e->endframe = startframe + framecount;
574 e->framerate = framerate;
577 e->frame1time = cl.time;
578 e->frame2time = cl.time;
583 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)
589 // first look for an exact key match
593 for (i = 0;i < cl_activedlights;i++, dl++)
599 // then look for anything else
601 for (i = 0;i < cl_activedlights;i++, dl++)
604 // if we hit the end of the active dlights and found no gaps, add a new one
607 cl_activedlights = i + 1;
611 // unable to find one
615 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
616 memset (dl, 0, sizeof(*dl));
617 Matrix4x4_Normalize(&dl->matrix, matrix);
619 dl->origin[0] = dl->matrix.m[0][3];
620 dl->origin[1] = dl->matrix.m[1][3];
621 dl->origin[2] = dl->matrix.m[2][3];
622 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
623 dl->matrix.m[0][3] = dl->origin[0];
624 dl->matrix.m[1][3] = dl->origin[1];
625 dl->matrix.m[2][3] = dl->origin[2];
628 dl->color[1] = green;
632 dl->die = cl.time + lifetime;
635 dl->cubemapnum = cubemapnum;
637 dl->shadow = shadowenable;
640 dl->coronasizescale = coronasizescale;
641 dl->ambientscale = ambientscale;
642 dl->diffusescale = diffusescale;
643 dl->specularscale = specularscale;
646 // called before entity relinking
647 void CL_DecayLights(void)
653 time = cl.time - cl.oldtime;
654 oldmax = cl_activedlights;
655 cl_activedlights = 0;
656 for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
660 f = dl->radius - time * dl->decay;
661 if (cl.time < dl->die && f > 0)
663 dl->radius = dl->radius - time * dl->decay;
664 cl_activedlights = i + 1;
672 // called after entity relinking
673 void CL_UpdateLights(void)
679 r_refdef.numlights = 0;
680 if (r_dynamic.integer)
682 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
686 R_RTLight_Update(dl, false);
687 r_refdef.lights[r_refdef.numlights++] = dl;
693 // 'm' is normal light, 'a' is no light, 'z' is double bright
697 for (j = 0;j < cl_max_lightstyle;j++)
699 if (!cl_lightstyle || !cl_lightstyle[j].length)
701 r_refdef.lightstylevalue[j] = 256;
704 k = i % cl_lightstyle[j].length;
705 l = (i-1) % cl_lightstyle[j].length;
706 k = cl_lightstyle[j].map[k] - 'a';
707 l = cl_lightstyle[j].map[l] - 'a';
708 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
712 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
716 matrix4x4_t flagmatrix;
718 // this code taken from QuakeWorld
720 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
722 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
724 if (player->render.frame2 == 29) f = f + 2;
725 else if (player->render.frame2 == 30) f = f + 8;
726 else if (player->render.frame2 == 31) f = f + 12;
727 else if (player->render.frame2 == 32) f = f + 11;
728 else if (player->render.frame2 == 33) f = f + 10;
729 else if (player->render.frame2 == 34) f = f + 4;
731 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
733 if (player->render.frame2 == 35) f = f + 2;
734 else if (player->render.frame2 == 36) f = f + 10;
735 else if (player->render.frame2 == 37) f = f + 10;
736 else if (player->render.frame2 == 38) f = f + 8;
737 else if (player->render.frame2 == 39) f = f + 4;
738 else if (player->render.frame2 == 40) f = f + 2;
741 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
743 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
744 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
745 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
746 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
748 // end of code taken from QuakeWorld
750 flag = CL_NewTempEntity();
754 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
755 flag->render.skinnum = skin;
756 flag->render.colormap = -1; // no special coloring
757 flag->render.alpha = 1;
758 VectorSet(flag->render.colormod, 1, 1, 1);
759 // attach the flag to the player matrix
760 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
761 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
762 Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
763 R_LerpAnimation(&flag->render);
764 CL_BoundingBoxForEntity(&flag->render);
767 #define MAXVIEWMODELS 32
768 entity_t *viewmodels[MAXVIEWMODELS];
771 matrix4x4_t viewmodelmatrix;
773 static int entitylinkframenumber;
775 static const vec3_t muzzleflashorigin = {18, 0, 0};
777 extern void V_DriftPitch(void);
778 extern void V_FadeViewFlashs(void);
779 extern void V_CalcViewBlend(void);
781 extern void V_CalcRefdef(void);
782 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
783 void CL_LinkNetworkEntity(entity_t *e)
785 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
786 //matrix4x4_t dlightmatrix;
787 int j, k, l, trailtype, temp;
788 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
792 //entity_persistent_t *p = &e->persistent;
793 //entity_render_t *r = &e->render;
794 if (e->persistent.linkframe != entitylinkframenumber)
796 e->persistent.linkframe = entitylinkframenumber;
797 // skip inactive entities and world
798 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
800 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
801 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
802 e->render.flags = e->state_current.flags;
803 e->render.effects = e->state_current.effects;
804 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
805 if (e->state_current.flags & RENDER_COLORMAPPED)
808 unsigned char *cbcolor;
809 e->render.colormap = e->state_current.colormap;
810 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
811 cbcolor = (unsigned char *) (&palette_complete[cb]);
812 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
813 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
814 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
815 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
816 cbcolor = (unsigned char *) (&palette_complete[cb]);
817 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
818 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
819 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
821 else if (e->state_current.colormap && cl.scores != NULL)
824 unsigned char *cbcolor;
825 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
826 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
827 cbcolor = (unsigned char *) (&palette_complete[cb]);
828 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
829 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
830 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
831 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
832 cbcolor = (unsigned char *) (&palette_complete[cb]);
833 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
834 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
835 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
839 e->render.colormap = -1; // no special coloring
840 VectorClear(e->render.colormap_pantscolor);
841 VectorClear(e->render.colormap_shirtcolor);
843 e->render.skinnum = e->state_current.skin;
844 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
846 if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
851 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
852 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
854 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
855 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
858 matrix = &viewmodelmatrix;
862 // if the tag entity is currently impossible, skip it
865 if (e->state_current.tagentity >= cl_num_entities)
867 t = cl_entities + e->state_current.tagentity;
871 if (e->state_current.tagentity >= cl_num_csqcentities)
873 t = cl_csqcentities + e->state_current.tagentity;
875 // if the tag entity is inactive, skip it
876 if (!t->state_current.active)
878 // note: this can link to world
879 CL_LinkNetworkEntity(t);
880 // make relative to the entity
881 matrix = &t->render.matrix;
882 // some properties of the tag entity carry over
883 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
884 // if a valid tagindex is used, make it relative to that tag instead
885 // FIXME: use a model function to get tag info (need to handle skeletal)
886 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
888 // blend the matrices
889 memset(&blendmatrix, 0, sizeof(blendmatrix));
890 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
892 matrix4x4_t tagmatrix;
893 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
894 d = t->render.frameblend[j].lerp;
895 for (l = 0;l < 4;l++)
896 for (k = 0;k < 4;k++)
897 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
899 // concat the tag matrices onto the entity matrix
900 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
901 // use the constructed tag matrix
902 matrix = &tempmatrix;
907 // if it's the player entity, update according to client movement
908 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
910 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
911 lerp = bound(0, lerp, 1);
912 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
913 VectorSet(angles, 0, cl.viewangles[1], 0);
915 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
917 // interpolate the origin and angles
918 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
919 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
920 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
921 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
922 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
923 VectorMA(e->persistent.oldangles, lerp, delta, angles);
928 VectorCopy(e->persistent.neworigin, origin);
929 VectorCopy(e->persistent.newangles, angles);
932 // model setup and some modelflags
933 if(e->state_current.modelindex < MAX_MODELS)
934 e->render.model = cl.model_precache[e->state_current.modelindex];
936 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
939 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
940 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
941 angles[0] = -angles[0];
942 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
944 angles[1] = ANGLEMOD(100*cl.time);
945 if (cl_itembobheight.value)
946 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
948 // transfer certain model flags to effects
949 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
950 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
951 VectorScale(e->render.colormod, 2, e->render.colormod);
955 if (e->render.frame2 == e->state_current.frame)
957 // update frame lerp fraction
958 e->render.framelerp = 1;
959 if (e->render.frame2time > e->render.frame1time)
961 // make sure frame lerp won't last longer than 100ms
962 // (this mainly helps with models that use framegroups and
963 // switch between them infrequently)
964 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
965 e->render.framelerp = bound(0, e->render.framelerp, 1);
970 // begin a new frame lerp
971 e->render.frame1 = e->render.frame2;
972 e->render.frame1time = e->render.frame2time;
973 e->render.frame = e->render.frame2 = e->state_current.frame;
974 e->render.frame2time = cl.time;
975 e->render.framelerp = 0;
977 R_LerpAnimation(&e->render);
979 // set up the render matrix
980 // FIXME: e->render.scale should go away
981 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
982 // concat the matrices to make the entity relative to its tag
983 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
984 // make the other useful stuff
985 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
986 CL_BoundingBoxForEntity(&e->render);
988 // handle effects now that we know where this entity is in the world...
989 if (e->render.model && e->render.model->soundfromcenter)
991 // bmodels are treated specially since their origin is usually '0 0 0'
993 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
994 Matrix4x4_Transform(&e->render.matrix, o, origin);
998 origin[0] = e->render.matrix.m[0][3];
999 origin[1] = e->render.matrix.m[1][3];
1000 origin[2] = e->render.matrix.m[2][3];
1007 // LordHavoc: if the entity has no effects, don't check each
1008 if (e->render.effects)
1010 if (e->render.effects & EF_BRIGHTFIELD)
1012 if (gamemode == GAME_NEXUIZ)
1014 dlightradius = max(dlightradius, 200);
1015 dlightcolor[0] += 0.75f;
1016 dlightcolor[1] += 1.50f;
1017 dlightcolor[2] += 3.00f;
1021 CL_EntityParticles(e);
1023 if (e->render.effects & EF_MUZZLEFLASH)
1024 e->persistent.muzzleflash = 1.0f;
1025 if (e->render.effects & EF_DIMLIGHT)
1027 dlightradius = max(dlightradius, 200);
1028 dlightcolor[0] += 1.50f;
1029 dlightcolor[1] += 1.50f;
1030 dlightcolor[2] += 1.50f;
1032 if (e->render.effects & EF_BRIGHTLIGHT)
1034 dlightradius = max(dlightradius, 400);
1035 dlightcolor[0] += 3.00f;
1036 dlightcolor[1] += 3.00f;
1037 dlightcolor[2] += 3.00f;
1039 // LordHavoc: more effects
1040 if (e->render.effects & EF_RED) // red
1042 dlightradius = max(dlightradius, 200);
1043 dlightcolor[0] += 1.50f;
1044 dlightcolor[1] += 0.15f;
1045 dlightcolor[2] += 0.15f;
1047 if (e->render.effects & EF_BLUE) // blue
1049 dlightradius = max(dlightradius, 200);
1050 dlightcolor[0] += 0.15f;
1051 dlightcolor[1] += 0.15f;
1052 dlightcolor[2] += 1.50f;
1054 if (e->render.effects & EF_FLAME)
1056 mins[0] = origin[0] - 16.0f;
1057 mins[1] = origin[1] - 16.0f;
1058 mins[2] = origin[2] - 16.0f;
1059 maxs[0] = origin[0] + 16.0f;
1060 maxs[1] = origin[1] + 16.0f;
1061 maxs[2] = origin[2] + 16.0f;
1062 // how many flames to make
1063 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1064 CL_FlameCube(mins, maxs, temp);
1065 d = lhrandom(0.75f, 1);
1066 dlightradius = max(dlightradius, 200);
1067 dlightcolor[0] += d * 2.0f;
1068 dlightcolor[1] += d * 1.5f;
1069 dlightcolor[2] += d * 0.5f;
1071 if (e->render.effects & EF_STARDUST)
1073 mins[0] = origin[0] - 16.0f;
1074 mins[1] = origin[1] - 16.0f;
1075 mins[2] = origin[2] - 16.0f;
1076 maxs[0] = origin[0] + 16.0f;
1077 maxs[1] = origin[1] + 16.0f;
1078 maxs[2] = origin[2] + 16.0f;
1079 // how many particles to make
1080 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1081 CL_Stardust(mins, maxs, temp);
1082 dlightradius = max(dlightradius, 200);
1083 dlightcolor[0] += 1.0f;
1084 dlightcolor[1] += 0.7f;
1085 dlightcolor[2] += 0.3f;
1087 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1089 // these are only set on player entities
1090 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1093 // muzzleflash fades over time, and is offset a bit
1094 if (e->persistent.muzzleflash > 0)
1096 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1097 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1098 tempmatrix = e->render.matrix;
1099 tempmatrix.m[0][3] = trace.endpos[0];
1100 tempmatrix.m[1][3] = trace.endpos[1];
1101 tempmatrix.m[2][3] = trace.endpos[2];
1102 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);
1103 e->persistent.muzzleflash -= cl.frametime * 10;
1105 // LordHavoc: if the model has no flags, don't check each
1106 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1108 if (e->render.model->flags & EF_GIB)
1110 else if (e->render.model->flags & EF_ZOMGIB)
1112 else if (e->render.model->flags & EF_TRACER)
1115 //dlightradius = max(dlightradius, 100);
1116 //dlightcolor[0] += 0.25f;
1117 //dlightcolor[1] += 1.00f;
1118 //dlightcolor[2] += 0.25f;
1120 else if (e->render.model->flags & EF_TRACER2)
1123 //dlightradius = max(dlightradius, 100);
1124 //dlightcolor[0] += 1.00f;
1125 //dlightcolor[1] += 0.60f;
1126 //dlightcolor[2] += 0.20f;
1128 else if (e->render.model->flags & EF_ROCKET)
1131 dlightradius = max(dlightradius, 200);
1132 dlightcolor[0] += 3.00f;
1133 dlightcolor[1] += 1.50f;
1134 dlightcolor[2] += 0.50f;
1136 else if (e->render.model->flags & EF_GRENADE)
1138 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1139 trailtype = e->render.alpha == -1 ? 7 : 1;
1141 else if (e->render.model->flags & EF_TRACER3)
1144 if (gamemode == GAME_PRYDON)
1146 dlightradius = max(dlightradius, 100);
1147 dlightcolor[0] += 0.30f;
1148 dlightcolor[1] += 0.60f;
1149 dlightcolor[2] += 1.20f;
1153 dlightradius = max(dlightradius, 200);
1154 dlightcolor[0] += 1.20f;
1155 dlightcolor[1] += 0.50f;
1156 dlightcolor[2] += 1.00f;
1160 // LordHavoc: customizable glow
1161 if (e->state_current.glowsize)
1163 // * 4 for the expansion from 0-255 to 0-1023 range,
1164 // / 255 to scale down byte colors
1165 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1166 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1168 // make the glow dlight
1169 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1171 //dlightmatrix = e->render.matrix;
1172 // hack to make glowing player light shine on their gun
1173 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1174 // dlightmatrix.m[2][3] += 30;
1175 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);
1178 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1181 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1182 light[3] = e->state_current.light[3];
1183 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1184 VectorSet(light, 1, 1, 1);
1187 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1188 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);
1191 if (e->render.flags & RENDER_GLOWTRAIL)
1194 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1195 VectorCopy(origin, e->persistent.trail_origin);
1196 // tenebrae's sprites are all additive mode (weird)
1197 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1198 e->render.effects |= EF_ADDITIVE;
1199 // player model is only shown with chase_active on
1201 if (e->state_current.number == cl.viewentity)
1202 e->render.flags |= RENDER_EXTERIORMODEL;
1203 // transparent stuff can't be lit during the opaque stage
1204 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1205 e->render.flags |= RENDER_TRANSPARENT;
1206 // double sided rendering mode causes backfaces to be visible
1207 // (mostly useful on transparent stuff)
1208 if (e->render.effects & EF_DOUBLESIDED)
1209 e->render.flags |= RENDER_NOCULLFACE;
1210 // either fullbright or lit
1211 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1212 e->render.flags |= RENDER_LIGHT;
1213 // hide player shadow during intermission or nehahra movie
1214 if (!(e->render.effects & EF_NOSHADOW)
1215 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1216 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1217 e->render.flags |= RENDER_SHADOW;
1218 // as soon as player is known we can call V_CalcRefDef
1220 if (e->state_current.number == cl.viewentity)
1222 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1223 cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1224 // don't show entities with no modelindex (note: this still shows
1225 // entities which have a modelindex that resolved to a NULL model)
1226 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1227 r_refdef.entities[r_refdef.numentities++] = &e->render;
1228 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1229 // Matrix4x4_Print(&e->render.matrix);
1233 void CL_RelinkWorld(void)
1235 entity_t *ent = &cl_entities[0];
1236 cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1237 // FIXME: this should be done at load
1238 Matrix4x4_CreateIdentity(&ent->render.matrix);
1239 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1240 R_LerpAnimation(&ent->render);
1241 CL_BoundingBoxForEntity(&ent->render);
1242 ent->render.flags = RENDER_SHADOW;
1243 if (!r_fullbright.integer)
1244 ent->render.flags |= RENDER_LIGHT;
1245 VectorSet(ent->render.colormod, 1, 1, 1);
1246 r_refdef.worldentity = &ent->render;
1247 r_refdef.worldmodel = cl.worldmodel;
1250 void CL_RelinkCSQCWorld(void) //[515]: csqc
1252 entity_t *ent = &cl_csqcentities[0];
1255 // cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1256 // FIXME: this should be done at load
1257 Matrix4x4_CreateIdentity(&ent->render.matrix);
1258 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1259 R_LerpAnimation(&ent->render);
1260 CL_BoundingBoxForEntity(&ent->render);
1261 ent->render.flags = RENDER_SHADOW;
1262 if (!r_fullbright.integer)
1263 ent->render.flags |= RENDER_LIGHT;
1264 VectorSet(ent->render.colormod, 1, 1, 1);
1265 // r_refdef.worldentity = &ent->render;
1266 // r_refdef.worldmodel = cl.worldmodel;
1269 static void CL_RelinkStaticEntities(void)
1273 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1275 e->render.flags = 0;
1276 // transparent stuff can't be lit during the opaque stage
1277 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1278 e->render.flags |= RENDER_TRANSPARENT;
1279 // either fullbright or lit
1280 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1281 e->render.flags |= RENDER_LIGHT;
1282 // hide player shadow during intermission or nehahra movie
1283 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1284 e->render.flags |= RENDER_SHADOW;
1285 VectorSet(e->render.colormod, 1, 1, 1);
1286 R_LerpAnimation(&e->render);
1287 r_refdef.entities[r_refdef.numentities++] = &e->render;
1296 static void CL_RelinkNetworkEntities(int drawmask)
1304 ent->state_previous = ent->state_current;
1305 ent->state_current = defaultstate;
1306 ent->state_current.time = cl.time;
1307 ent->state_current.number = -1;
1308 ent->state_current.active = true;
1309 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1310 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1311 ent->state_current.flags = RENDER_VIEWMODEL;
1312 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1313 ent->state_current.modelindex = 0;
1314 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1316 if (gamemode == GAME_TRANSFUSION)
1317 ent->state_current.alpha = 128;
1319 ent->state_current.modelindex = 0;
1322 // reset animation interpolation on weaponmodel if model changed
1323 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1325 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1326 ent->render.frame1time = ent->render.frame2time = cl.time;
1327 ent->render.framelerp = 1;
1331 // start on the entity after the world
1332 entitylinkframenumber++;
1333 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1335 for (i = 1;i < cl_num_entities;i++)
1337 if (cl_entities_active[i])
1339 ent = cl_entities + i;
1340 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1341 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1343 cl_entities_active[i] = false;
1346 if (ent->state_current.active)
1347 CL_LinkNetworkEntity(ent);
1349 cl_entities_active[i] = false;
1357 for (i=1,k=cl_num_csqcentities;k;i++)
1359 if (cl_csqcentities_active[i])
1362 ent = cl_csqcentities + i;
1363 if (ent->state_current.active)
1364 CL_LinkNetworkEntity(ent);
1366 cl_csqcentities_active[i] = false;
1371 CL_LinkNetworkEntity(&cl.viewent);
1374 static void CL_RelinkEffects(void)
1381 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1385 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1387 if (intframe < 0 || intframe >= e->endframe)
1389 memset(e, 0, sizeof(*e));
1393 if (intframe != e->frame)
1395 e->frame = intframe;
1396 e->frame1time = e->frame2time;
1397 e->frame2time = cl.time;
1400 // if we're drawing effects, get a new temp entity
1401 // (NewTempEntity adds it to the render entities list for us)
1402 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1404 // interpolation stuff
1405 ent->render.frame1 = intframe;
1406 ent->render.frame2 = intframe + 1;
1407 if (ent->render.frame2 >= e->endframe)
1408 ent->render.frame2 = -1; // disappear
1409 ent->render.framelerp = frame - intframe;
1410 ent->render.frame1time = e->frame1time;
1411 ent->render.frame2time = e->frame2time;
1414 if(e->modelindex < MAX_MODELS)
1415 ent->render.model = cl.model_precache[e->modelindex];
1417 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1418 ent->render.frame = ent->render.frame2;
1419 ent->render.colormap = -1; // no special coloring
1420 ent->render.alpha = 1;
1421 VectorSet(ent->render.colormod, 1, 1, 1);
1423 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1424 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1425 R_LerpAnimation(&ent->render);
1426 CL_BoundingBoxForEntity(&ent->render);
1432 void CL_RelinkBeams(void)
1441 matrix4x4_t tempmatrix;
1443 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1445 if (!b->model || b->endtime < cl.time)
1448 // if coming from the player, update the start position
1449 //if (b->entity == cl.viewentity)
1450 // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1451 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1453 entity_render_t *r = &cl_entities[b->entity].render;
1454 //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1455 //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1456 Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1457 Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1462 if (cl_beams_lightatend.integer)
1464 // FIXME: create a matrix from the beam start/end orientation
1465 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1466 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);
1468 if (cl_beams_polygons.integer)
1472 // calculate pitch and yaw
1473 VectorSubtract (b->end, b->start, dist);
1475 if (dist[1] == 0 && dist[0] == 0)
1485 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1489 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1490 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1495 // add new entities for the lightning
1496 VectorCopy (b->start, org);
1497 d = VectorNormalizeLength(dist);
1500 ent = CL_NewTempEntity ();
1503 //VectorCopy (org, ent->render.origin);
1504 ent->render.model = b->model;
1505 //ent->render.effects = EF_FULLBRIGHT;
1506 //ent->render.angles[0] = pitch;
1507 //ent->render.angles[1] = yaw;
1508 //ent->render.angles[2] = rand()%360;
1509 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1510 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1511 R_LerpAnimation(&ent->render);
1512 CL_BoundingBoxForEntity(&ent->render);
1513 VectorMA(org, 30, dist, org);
1519 static void CL_RelinkQWNails(void)
1525 for (i = 0;i < cl.qw_num_nails;i++)
1529 // if we're drawing effects, get a new temp entity
1530 // (NewTempEntity adds it to the render entities list for us)
1531 if (!(ent = CL_NewTempEntity()))
1535 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1536 ent->render.colormap = -1; // no special coloring
1537 ent->render.alpha = 1;
1538 VectorSet(ent->render.colormod, 1, 1, 1);
1540 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1541 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1542 R_LerpAnimation(&ent->render);
1543 CL_BoundingBoxForEntity(&ent->render);
1547 void CL_LerpPlayer(float frac)
1552 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1553 for (i = 0;i < 3;i++)
1555 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1556 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1557 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1560 if (cls.demoplayback)
1562 // interpolate the angles
1563 for (i = 0;i < 3;i++)
1565 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1570 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1575 void CSQC_RelinkAllEntities (int drawmask)
1577 CL_RelinkNetworkEntities(drawmask);
1578 if(drawmask & ENTMASK_ENGINE)
1587 CL_RelinkCSQCWorld(); //[515]: csqc
1588 if(drawmask & ENTMASK_ENGINE)
1590 CL_RelinkStaticEntities();
1601 Read all incoming data from the server
1604 extern void CL_ClientMovement_Replay();
1606 int CL_ReadFromServer(void)
1608 CL_ReadDemoMessage();
1611 r_refdef.time = cl.time;
1612 r_refdef.extraupdate = !r_speeds.integer;
1613 r_refdef.numentities = 0;
1614 Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1615 cl_num_brushmodel_entities = 0;
1617 if (cls.state == ca_connected && cls.signon == SIGNONS)
1619 // prepare for a new frame
1620 CL_LerpPlayer(CL_LerpPoint());
1622 CL_ClearTempEntities();
1626 // relink network entities (note: this sets up the view!)
1627 CL_ClientMovement_Replay();
1628 if(!csqc_loaded) //[515]: csqc
1630 CL_RelinkNetworkEntities(65535);
1638 CL_RelinkCSQCWorld(); //[515]: csqc
1639 CL_RelinkStaticEntities();
1647 // run cgame code (which can add more entities)
1652 // update view blend
1659 // LordHavoc: pausedemo command
1660 static void CL_PauseDemo_f (void)
1662 cls.demopaused = !cls.demopaused;
1664 Con_Print("Demo paused\n");
1666 Con_Print("Demo unpaused\n");
1670 ======================
1672 ======================
1674 static void CL_Fog_f (void)
1676 if (Cmd_Argc () == 1)
1678 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1681 fog_density = atof(Cmd_Argv(1));
1682 fog_red = atof(Cmd_Argv(2));
1683 fog_green = atof(Cmd_Argv(3));
1684 fog_blue = atof(Cmd_Argv(4));
1688 ====================
1691 For program optimization
1692 ====================
1694 static void CL_TimeRefresh_f (void)
1697 float timestart, timedelta, oldangles[3];
1699 r_refdef.extraupdate = false;
1700 VectorCopy(cl.viewangles, oldangles);
1701 VectorClear(cl.viewangles);
1703 timestart = Sys_DoubleTime();
1704 for (i = 0;i < 128;i++)
1706 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1709 timedelta = Sys_DoubleTime() - timestart;
1711 VectorCopy(oldangles, cl.viewangles);
1712 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1720 void CL_Shutdown (void)
1723 CL_Particles_Shutdown();
1724 CL_Parse_Shutdown();
1726 Mem_FreePool (&cl_mempool);
1736 cl_mempool = Mem_AllocPool("client", 0, NULL);
1738 memset(&r_refdef, 0, sizeof(r_refdef));
1739 // max entities sent to renderer per frame
1740 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1741 r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1742 // 256k drawqueue buffer
1743 // TODO: make dynamic
1744 r_refdef.maxdrawqueuesize = 256 * 1024;
1745 r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1750 // register our commands
1752 Cvar_RegisterVariable (&csqc_progname);
1753 Cvar_RegisterVariable (&csqc_progcrc);
1755 Cvar_RegisterVariable (&cl_upspeed);
1756 Cvar_RegisterVariable (&cl_forwardspeed);
1757 Cvar_RegisterVariable (&cl_backspeed);
1758 Cvar_RegisterVariable (&cl_sidespeed);
1759 Cvar_RegisterVariable (&cl_movespeedkey);
1760 Cvar_RegisterVariable (&cl_yawspeed);
1761 Cvar_RegisterVariable (&cl_pitchspeed);
1762 Cvar_RegisterVariable (&cl_anglespeedkey);
1763 Cvar_RegisterVariable (&cl_shownet);
1764 Cvar_RegisterVariable (&cl_nolerp);
1765 Cvar_RegisterVariable (&lookspring);
1766 Cvar_RegisterVariable (&lookstrafe);
1767 Cvar_RegisterVariable (&sensitivity);
1768 Cvar_RegisterVariable (&freelook);
1770 Cvar_RegisterVariable (&m_pitch);
1771 Cvar_RegisterVariable (&m_yaw);
1772 Cvar_RegisterVariable (&m_forward);
1773 Cvar_RegisterVariable (&m_side);
1775 Cvar_RegisterVariable (&cl_itembobspeed);
1776 Cvar_RegisterVariable (&cl_itembobheight);
1778 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1779 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1780 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1781 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1782 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1783 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1785 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1787 // LordHavoc: added pausedemo
1788 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)");
1790 Cvar_RegisterVariable(&r_draweffects);
1791 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1792 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1793 Cvar_RegisterVariable(&cl_explosions_size_start);
1794 Cvar_RegisterVariable(&cl_explosions_size_end);
1795 Cvar_RegisterVariable(&cl_explosions_lifetime);
1796 Cvar_RegisterVariable(&cl_stainmaps);
1797 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1798 Cvar_RegisterVariable(&cl_beams_polygons);
1799 Cvar_RegisterVariable(&cl_beams_relative);
1800 Cvar_RegisterVariable(&cl_beams_lightatend);
1801 Cvar_RegisterVariable(&cl_noplayershadow);
1803 Cvar_RegisterVariable(&cl_prydoncursor);
1805 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1807 // for QW connections
1808 Cvar_RegisterVariable(&qport);
1809 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1811 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1814 CL_Particles_Init();