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 cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
53 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
55 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
57 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
58 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
59 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
60 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
63 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
64 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
66 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
67 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
68 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
70 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
72 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)"};
74 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"};
76 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81 #define MAX_PARTICLES 32768 // default max # of particles at one time
82 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
90 void CL_ClearState(void)
95 // wipe the entire cl structure
96 Mem_EmptyPool(cls.levelmempool);
97 memset (&cl, 0, sizeof(cl));
101 // reset the view zoom interpolation
102 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
105 cl.num_csqcentities = 0; //[515]: csqc
106 cl.num_static_entities = 0;
107 cl.num_temp_entities = 0;
108 cl.num_brushmodel_entities = 0;
110 // tweak these if the game runs out
111 cl.max_entities = 256;
112 cl.max_csqcentities = 256; //[515]: csqc
113 cl.max_static_entities = 256;
114 cl.max_temp_entities = 512;
115 cl.max_effects = 256;
117 cl.max_dlights = MAX_DLIGHTS;
118 cl.max_lightstyle = MAX_LIGHTSTYLES;
119 cl.max_brushmodel_entities = MAX_EDICTS;
120 cl.max_particles = MAX_PARTICLES;
122 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
123 i = COM_CheckParm ("-particles");
124 if (i && i < com_argc - 1)
126 cl.max_particles = (int)(atoi(com_argv[i+1]));
127 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
128 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
135 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
136 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc
137 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
138 cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
139 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
140 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
141 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
142 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
143 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
144 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
145 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
146 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
148 // LordHavoc: have to set up the baseline info for alpha and other stuff
149 for (i = 0;i < cl.max_entities;i++)
151 cl.entities[i].state_baseline = defaultstate;
152 cl.entities[i].state_previous = defaultstate;
153 cl.entities[i].state_current = defaultstate;
156 for (i = 0;i < cl.max_csqcentities;i++)
158 cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
159 cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
160 cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
161 cl.csqcentities[i].csqc = true;
162 cl.csqcentities[i].state_current.number = -i;
165 if (gamemode == GAME_NEXUIZ)
167 VectorSet(cl.playerstandmins, -16, -16, -24);
168 VectorSet(cl.playerstandmaxs, 16, 16, 45);
169 VectorSet(cl.playercrouchmins, -16, -16, -24);
170 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
174 VectorSet(cl.playerstandmins, -16, -16, -24);
175 VectorSet(cl.playerstandmaxs, 16, 16, 24);
176 VectorSet(cl.playercrouchmins, -16, -16, -24);
177 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
180 // disable until we get textures for it
183 ent = &cl.entities[0];
184 // entire entity array was cleared, so just fill in a few fields
185 ent->state_current.active = true;
186 ent->render.model = cl.worldmodel = NULL; // no world model yet
187 ent->render.scale = 1; // some of the renderer still relies on scale
188 ent->render.alpha = 1;
189 ent->render.colormap = -1; // no special coloring
190 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
191 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
192 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
193 CL_BoundingBoxForEntity(&ent->render);
195 // noclip is turned off at start
196 noclip_anglehack = false;
198 // mark all frames invalid for delta
199 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204 void CL_ExpandEntities(int num)
206 int i, oldmaxentities;
207 entity_t *oldentities;
208 if (num >= cl.max_entities)
211 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
212 if (num >= MAX_EDICTS)
213 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
214 oldmaxentities = cl.max_entities;
215 oldentities = cl.entities;
216 cl.max_entities = (num & ~255) + 256;
217 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
218 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
219 Mem_Free(oldentities);
220 for (i = oldmaxentities;i < cl.max_entities;i++)
222 cl.entities[i].state_baseline = defaultstate;
223 cl.entities[i].state_previous = defaultstate;
224 cl.entities[i].state_current = defaultstate;
229 void CL_ExpandCSQCEntities(int num)
231 int i, oldmaxentities;
232 entity_t *oldentities;
233 if (num >= cl.max_csqcentities)
235 if (!cl.csqcentities)
236 Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
237 if (num >= MAX_EDICTS)
238 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
239 oldmaxentities = cl.max_csqcentities;
240 oldentities = cl.csqcentities;
241 cl.max_csqcentities = (num & ~255) + 256;
242 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
243 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
244 Mem_Free(oldentities);
245 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
247 cl.csqcentities[i].state_baseline = defaultstate;
248 cl.csqcentities[i].state_previous = defaultstate;
249 cl.csqcentities[i].state_current = defaultstate;
250 cl.csqcentities[i].csqc = true;
251 cl.csqcentities[i].state_current.number = -i;
256 void CL_VM_ShutDown (void);
258 =====================
261 Sends a disconnect message to the server
262 This is also called on Host_Error, so it shouldn't cause any errors
263 =====================
265 void CL_Disconnect(void)
267 if (cls.state == ca_dedicated)
270 Con_DPrintf("CL_Disconnect\n");
273 // stop sounds (especially looping!)
276 // clear contents blends
277 cl.cshifts[0].percent = 0;
278 cl.cshifts[1].percent = 0;
279 cl.cshifts[2].percent = 0;
280 cl.cshifts[3].percent = 0;
282 cl.worldmodel = NULL;
284 if (cls.demoplayback)
289 unsigned char bufdata[8];
290 if (cls.demorecording)
293 // send disconnect message 3 times to improve chances of server
294 // receiving it (but it still fails sometimes)
295 memset(&buf, 0, sizeof(buf));
297 buf.maxsize = sizeof(bufdata);
298 if (cls.protocol == PROTOCOL_QUAKEWORLD)
300 Con_DPrint("Sending drop command\n");
301 MSG_WriteByte(&buf, qw_clc_stringcmd);
302 MSG_WriteString(&buf, "drop");
306 Con_DPrint("Sending clc_disconnect\n");
307 MSG_WriteByte(&buf, clc_disconnect);
309 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
310 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
311 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
312 NetConn_Close(cls.netcon);
315 cls.state = ca_disconnected;
317 cls.demoplayback = cls.timedemo = false;
321 void CL_Disconnect_f(void)
325 Host_ShutdownServer ();
332 =====================
333 CL_EstablishConnection
335 Host should be either "local" or a net address
336 =====================
338 void CL_EstablishConnection(const char *host)
340 if (cls.state == ca_dedicated)
343 // clear menu's connect error message
344 M_Update_Return_Reason("");
347 // stop demo loop in case this fails
350 // make sure the client ports are open before attempting to connect
351 NetConn_UpdateSockets();
353 // run a network frame
354 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
356 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
358 cls.connect_trying = true;
359 cls.connect_remainingtries = 3;
360 cls.connect_nextsendtime = 0;
361 M_Update_Return_Reason("Trying to connect...");
362 // run several network frames to jump into the game quickly
365 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
366 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
367 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
368 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
373 Con_Print("Unable to find a suitable network socket to connect to server.\n");
374 M_Update_Return_Reason("No network");
383 static void CL_PrintEntities_f(void)
389 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
391 if (!ent->state_current.active)
394 if (ent->render.model)
395 strlcpy (name, ent->render.model->name, 25);
397 strcpy(name, "--no model--");
398 for (j = (int)strlen(name);j < 25;j++)
400 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);
404 //static const vec3_t nomodelmins = {-16, -16, -16};
405 //static const vec3_t nomodelmaxs = {16, 16, 16};
406 void CL_BoundingBoxForEntity(entity_render_t *ent)
408 model_t *model = ent->model;
411 //if (ent->angles[0] || ent->angles[2])
412 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
415 ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
416 ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
417 ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
418 ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
419 ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
420 ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
421 //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
422 //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
424 //else if (ent->angles[1])
425 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
428 ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
429 ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
430 ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
431 ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
432 ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
433 ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
434 //VectorAdd(ent->origin, model->yawmins, ent->mins);
435 //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
439 ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
440 ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
441 ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
442 ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
443 ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
444 ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
445 //VectorAdd(ent->origin, model->normalmins, ent->mins);
446 //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
451 ent->mins[0] = ent->matrix.m[0][3] - 16;
452 ent->mins[1] = ent->matrix.m[1][3] - 16;
453 ent->mins[2] = ent->matrix.m[2][3] - 16;
454 ent->maxs[0] = ent->matrix.m[0][3] + 16;
455 ent->maxs[1] = ent->matrix.m[1][3] + 16;
456 ent->maxs[2] = ent->matrix.m[2][3] + 16;
457 //VectorAdd(ent->origin, nomodelmins, ent->mins);
458 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
466 Determines the fraction between the last two messages that the objects
470 static float CL_LerpPoint(void)
474 // dropped packet, or start of demo
475 if (cl.mtime[1] < cl.mtime[0] - 0.1)
476 cl.mtime[1] = cl.mtime[0] - 0.1;
478 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
480 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
481 f = cl.mtime[0] - cl.mtime[1];
482 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
484 cl.time = cl.mtime[0];
488 f = (cl.time - cl.mtime[1]) / f;
489 return bound(0, f, 1);
492 void CL_ClearTempEntities (void)
494 cl.num_temp_entities = 0;
497 entity_t *CL_NewTempEntity(void)
501 if (r_refdef.numentities >= r_refdef.maxentities)
503 if (cl.num_temp_entities >= cl.max_temp_entities)
505 ent = &cl.temp_entities[cl.num_temp_entities++];
506 memset (ent, 0, sizeof(*ent));
507 r_refdef.entities[r_refdef.numentities++] = &ent->render;
509 ent->render.colormap = -1; // no special coloring
510 ent->render.scale = 1;
511 ent->render.alpha = 1;
512 VectorSet(ent->render.colormod, 1, 1, 1);
516 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
520 if (!modelindex) // sanity check
522 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
527 VectorCopy(org, e->origin);
528 e->modelindex = modelindex;
529 e->starttime = cl.time;
530 e->startframe = startframe;
531 e->endframe = startframe + framecount;
532 e->framerate = framerate;
535 e->frame1time = cl.time;
536 e->frame2time = cl.time;
537 cl.num_effects = max(cl.num_effects, i + 1);
542 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)
548 // first look for an exact key match
552 for (i = 0;i < cl.num_dlights;i++, dl++)
558 // then look for anything else
560 for (i = 0;i < cl.num_dlights;i++, dl++)
563 // if we hit the end of the active dlights and found no gaps, add a new one
566 cl.num_dlights = i + 1;
570 // unable to find one
574 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
575 memset (dl, 0, sizeof(*dl));
576 Matrix4x4_Normalize(&dl->matrix, matrix);
578 dl->origin[0] = dl->matrix.m[0][3];
579 dl->origin[1] = dl->matrix.m[1][3];
580 dl->origin[2] = dl->matrix.m[2][3];
581 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
582 dl->matrix.m[0][3] = dl->origin[0];
583 dl->matrix.m[1][3] = dl->origin[1];
584 dl->matrix.m[2][3] = dl->origin[2];
587 dl->color[1] = green;
591 dl->die = cl.time + lifetime;
594 dl->cubemapnum = cubemapnum;
596 dl->shadow = shadowenable;
599 dl->coronasizescale = coronasizescale;
600 dl->ambientscale = ambientscale;
601 dl->diffusescale = diffusescale;
602 dl->specularscale = specularscale;
605 // called before entity relinking
606 void CL_DecayLights(void)
612 time = cl.time - cl.oldtime;
613 oldmax = cl.num_dlights;
615 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
619 f = dl->radius - time * dl->decay;
620 if (cl.time < dl->die && f > 0)
622 dl->radius = dl->radius - time * dl->decay;
623 cl.num_dlights = i + 1;
631 // called after entity relinking
632 void CL_UpdateLights(void)
638 r_refdef.numlights = 0;
639 if (r_dynamic.integer)
641 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
645 R_RTLight_Update(dl, false);
646 r_refdef.lights[r_refdef.numlights++] = dl;
652 // 'm' is normal light, 'a' is no light, 'z' is double bright
656 for (j = 0;j < cl.max_lightstyle;j++)
658 if (!cl.lightstyle || !cl.lightstyle[j].length)
660 r_refdef.lightstylevalue[j] = 256;
663 k = i % cl.lightstyle[j].length;
664 l = (i-1) % cl.lightstyle[j].length;
665 k = cl.lightstyle[j].map[k] - 'a';
666 l = cl.lightstyle[j].map[l] - 'a';
667 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
671 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
675 matrix4x4_t flagmatrix;
677 // this code taken from QuakeWorld
679 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
681 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
683 if (player->render.frame2 == 29) f = f + 2;
684 else if (player->render.frame2 == 30) f = f + 8;
685 else if (player->render.frame2 == 31) f = f + 12;
686 else if (player->render.frame2 == 32) f = f + 11;
687 else if (player->render.frame2 == 33) f = f + 10;
688 else if (player->render.frame2 == 34) f = f + 4;
690 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
692 if (player->render.frame2 == 35) f = f + 2;
693 else if (player->render.frame2 == 36) f = f + 10;
694 else if (player->render.frame2 == 37) f = f + 10;
695 else if (player->render.frame2 == 38) f = f + 8;
696 else if (player->render.frame2 == 39) f = f + 4;
697 else if (player->render.frame2 == 40) f = f + 2;
700 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
702 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
703 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
704 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
705 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
707 // end of code taken from QuakeWorld
709 flag = CL_NewTempEntity();
713 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
714 flag->render.skinnum = skin;
715 flag->render.colormap = -1; // no special coloring
716 flag->render.alpha = 1;
717 VectorSet(flag->render.colormod, 1, 1, 1);
718 // attach the flag to the player matrix
719 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
720 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
721 Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
722 R_LerpAnimation(&flag->render);
723 CL_BoundingBoxForEntity(&flag->render);
726 #define MAXVIEWMODELS 32
727 entity_t *viewmodels[MAXVIEWMODELS];
730 matrix4x4_t viewmodelmatrix;
732 static int entitylinkframenumber;
734 static const vec3_t muzzleflashorigin = {18, 0, 0};
736 extern void V_DriftPitch(void);
737 extern void V_FadeViewFlashs(void);
738 extern void V_CalcViewBlend(void);
740 extern void V_CalcRefdef(void);
741 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
742 void CL_LinkNetworkEntity(entity_t *e)
744 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
745 //matrix4x4_t dlightmatrix;
747 effectnameindex_t trailtype;
748 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
752 //entity_persistent_t *p = &e->persistent;
753 //entity_render_t *r = &e->render;
754 if (e->persistent.linkframe != entitylinkframenumber)
756 e->persistent.linkframe = entitylinkframenumber;
757 // skip inactive entities and world
758 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
760 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
761 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
762 e->render.flags = e->state_current.flags;
763 e->render.effects = e->state_current.effects;
764 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
765 if (e->state_current.flags & RENDER_COLORMAPPED)
768 unsigned char *cbcolor;
769 e->render.colormap = e->state_current.colormap;
770 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
771 cbcolor = (unsigned char *) (&palette_complete[cb]);
772 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
773 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
774 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
775 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
776 cbcolor = (unsigned char *) (&palette_complete[cb]);
777 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
778 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
779 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
781 else if (e->state_current.colormap && cl.scores != NULL)
784 unsigned char *cbcolor;
785 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
786 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
787 cbcolor = (unsigned char *) (&palette_complete[cb]);
788 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
789 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
790 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
791 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
792 cbcolor = (unsigned char *) (&palette_complete[cb]);
793 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
794 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
795 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
799 e->render.colormap = -1; // no special coloring
800 VectorClear(e->render.colormap_pantscolor);
801 VectorClear(e->render.colormap_shirtcolor);
803 e->render.skinnum = e->state_current.skin;
804 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
806 if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
811 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
812 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
814 e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
815 e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
818 matrix = &viewmodelmatrix;
822 // if the tag entity is currently impossible, skip it
825 if (e->state_current.tagentity >= cl.num_entities)
827 t = cl.entities + e->state_current.tagentity;
831 if (e->state_current.tagentity >= cl.num_csqcentities)
833 t = cl.csqcentities + e->state_current.tagentity;
835 // if the tag entity is inactive, skip it
836 if (!t->state_current.active)
838 // note: this can link to world
839 CL_LinkNetworkEntity(t);
840 // make relative to the entity
841 matrix = &t->render.matrix;
842 // some properties of the tag entity carry over
843 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
844 // if a valid tagindex is used, make it relative to that tag instead
845 // FIXME: use a model function to get tag info (need to handle skeletal)
846 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
848 // blend the matrices
849 memset(&blendmatrix, 0, sizeof(blendmatrix));
850 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
852 matrix4x4_t tagmatrix;
853 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
854 d = t->render.frameblend[j].lerp;
855 for (l = 0;l < 4;l++)
856 for (k = 0;k < 4;k++)
857 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
859 // concat the tag matrices onto the entity matrix
860 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
861 // use the constructed tag matrix
862 matrix = &tempmatrix;
867 // if it's the player entity, update according to client movement
868 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
870 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
871 lerp = bound(0, lerp, 1);
872 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
873 VectorSet(angles, 0, cl.viewangles[1], 0);
875 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
877 // interpolate the origin and angles
878 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
879 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
880 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
881 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
882 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
883 VectorMA(e->persistent.oldangles, lerp, delta, angles);
888 VectorCopy(e->persistent.neworigin, origin);
889 VectorCopy(e->persistent.newangles, angles);
892 // model setup and some modelflags
893 if(e->state_current.modelindex < MAX_MODELS)
894 e->render.model = cl.model_precache[e->state_current.modelindex];
896 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
899 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
900 if (e->render.model->type == mod_alias)
901 angles[0] = -angles[0];
902 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
904 angles[1] = ANGLEMOD(100*cl.time);
905 if (cl_itembobheight.value)
906 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
908 // transfer certain model flags to effects
909 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
910 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
911 VectorScale(e->render.colormod, 2, e->render.colormod);
913 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
914 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
915 angles[0] = -angles[0];
918 if (e->render.frame2 == e->state_current.frame)
920 // update frame lerp fraction
921 e->render.framelerp = 1;
922 if (e->render.frame2time > e->render.frame1time)
924 // make sure frame lerp won't last longer than 100ms
925 // (this mainly helps with models that use framegroups and
926 // switch between them infrequently)
927 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
928 e->render.framelerp = bound(0, e->render.framelerp, 1);
933 // begin a new frame lerp
934 e->render.frame1 = e->render.frame2;
935 e->render.frame1time = e->render.frame2time;
936 e->render.frame = e->render.frame2 = e->state_current.frame;
937 e->render.frame2time = cl.time;
938 e->render.framelerp = 0;
940 R_LerpAnimation(&e->render);
942 // set up the render matrix
943 // FIXME: e->render.scale should go away
944 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
945 // concat the matrices to make the entity relative to its tag
946 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
947 // make the other useful stuff
948 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
949 CL_BoundingBoxForEntity(&e->render);
951 // handle effects now that we know where this entity is in the world...
952 if (e->render.model && e->render.model->soundfromcenter)
954 // bmodels are treated specially since their origin is usually '0 0 0'
956 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
957 Matrix4x4_Transform(&e->render.matrix, o, origin);
961 origin[0] = e->render.matrix.m[0][3];
962 origin[1] = e->render.matrix.m[1][3];
963 origin[2] = e->render.matrix.m[2][3];
965 trailtype = EFFECT_NONE;
970 // LordHavoc: if the entity has no effects, don't check each
971 if (e->render.effects)
973 if (e->render.effects & EF_BRIGHTFIELD)
975 if (gamemode == GAME_NEXUIZ)
976 trailtype = EFFECT_TR_NEXUIZPLASMA;
978 CL_EntityParticles(e);
980 if (e->render.effects & EF_MUZZLEFLASH)
981 e->persistent.muzzleflash = 1.0f;
982 if (e->render.effects & EF_DIMLIGHT)
984 dlightradius = max(dlightradius, 200);
985 dlightcolor[0] += 1.50f;
986 dlightcolor[1] += 1.50f;
987 dlightcolor[2] += 1.50f;
989 if (e->render.effects & EF_BRIGHTLIGHT)
991 dlightradius = max(dlightradius, 400);
992 dlightcolor[0] += 3.00f;
993 dlightcolor[1] += 3.00f;
994 dlightcolor[2] += 3.00f;
996 // LordHavoc: more effects
997 if (e->render.effects & EF_RED) // red
999 dlightradius = max(dlightradius, 200);
1000 dlightcolor[0] += 1.50f;
1001 dlightcolor[1] += 0.15f;
1002 dlightcolor[2] += 0.15f;
1004 if (e->render.effects & EF_BLUE) // blue
1006 dlightradius = max(dlightradius, 200);
1007 dlightcolor[0] += 0.15f;
1008 dlightcolor[1] += 0.15f;
1009 dlightcolor[2] += 1.50f;
1011 if (e->render.effects & EF_FLAME)
1012 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1013 if (e->render.effects & EF_STARDUST)
1014 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1015 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1017 // these are only set on player entities
1018 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1021 // muzzleflash fades over time, and is offset a bit
1022 if (e->persistent.muzzleflash > 0)
1024 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1025 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1026 tempmatrix = e->render.matrix;
1027 tempmatrix.m[0][3] = trace.endpos[0];
1028 tempmatrix.m[1][3] = trace.endpos[1];
1029 tempmatrix.m[2][3] = trace.endpos[2];
1030 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);
1031 e->persistent.muzzleflash -= cl.frametime * 10;
1033 // LordHavoc: if the model has no flags, don't check each
1034 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1036 if (e->render.model->flags & EF_GIB)
1037 trailtype = EFFECT_TR_BLOOD;
1038 else if (e->render.model->flags & EF_ZOMGIB)
1039 trailtype = EFFECT_TR_SLIGHTBLOOD;
1040 else if (e->render.model->flags & EF_TRACER)
1041 trailtype = EFFECT_TR_WIZSPIKE;
1042 else if (e->render.model->flags & EF_TRACER2)
1043 trailtype = EFFECT_TR_KNIGHTSPIKE;
1044 else if (e->render.model->flags & EF_ROCKET)
1045 trailtype = EFFECT_TR_ROCKET;
1046 else if (e->render.model->flags & EF_GRENADE)
1048 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1049 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1051 else if (e->render.model->flags & EF_TRACER3)
1052 trailtype = EFFECT_TR_VORESPIKE;
1054 // LordHavoc: customizable glow
1055 if (e->state_current.glowsize)
1057 // * 4 for the expansion from 0-255 to 0-1023 range,
1058 // / 255 to scale down byte colors
1059 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1060 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1062 // make the glow dlight
1063 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1065 //dlightmatrix = e->render.matrix;
1066 // hack to make glowing player light shine on their gun
1067 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1068 // dlightmatrix.m[2][3] += 30;
1069 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);
1072 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1075 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1076 light[3] = e->state_current.light[3];
1077 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1078 VectorSet(light, 1, 1, 1);
1081 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1082 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);
1085 if (e->render.flags & RENDER_GLOWTRAIL)
1086 trailtype = EFFECT_TR_GLOWTRAIL;
1091 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1092 len = e->state_current.time - e->state_previous.time;
1095 VectorScale(vel, len, vel);
1096 len = VectorDistance(origin, e->persistent.trail_origin);
1097 CL_ParticleEffect(trailtype, len, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1099 VectorCopy(origin, e->persistent.trail_origin);
1100 // tenebrae's sprites are all additive mode (weird)
1101 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1102 e->render.effects |= EF_ADDITIVE;
1103 // player model is only shown with chase_active on
1105 if (e->state_current.number == cl.viewentity)
1106 e->render.flags |= RENDER_EXTERIORMODEL;
1107 // transparent stuff can't be lit during the opaque stage
1108 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1109 e->render.flags |= RENDER_TRANSPARENT;
1110 // double sided rendering mode causes backfaces to be visible
1111 // (mostly useful on transparent stuff)
1112 if (e->render.effects & EF_DOUBLESIDED)
1113 e->render.flags |= RENDER_NOCULLFACE;
1114 // either fullbright or lit
1115 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1116 e->render.flags |= RENDER_LIGHT;
1117 // hide player shadow during intermission or nehahra movie
1118 if (!(e->render.effects & EF_NOSHADOW)
1119 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1120 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1121 e->render.flags |= RENDER_SHADOW;
1122 // as soon as player is known we can call V_CalcRefDef
1124 if (e->state_current.number == cl.viewentity)
1126 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1127 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1128 // don't show entities with no modelindex (note: this still shows
1129 // entities which have a modelindex that resolved to a NULL model)
1130 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1131 r_refdef.entities[r_refdef.numentities++] = &e->render;
1132 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1133 // Matrix4x4_Print(&e->render.matrix);
1137 void CL_RelinkWorld(void)
1139 entity_t *ent = &cl.entities[0];
1140 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1141 // FIXME: this should be done at load
1142 ent->render.matrix = identitymatrix;
1143 ent->render.inversematrix = identitymatrix;
1144 R_LerpAnimation(&ent->render);
1145 CL_BoundingBoxForEntity(&ent->render);
1146 ent->render.flags = RENDER_SHADOW;
1147 if (!r_fullbright.integer)
1148 ent->render.flags |= RENDER_LIGHT;
1149 VectorSet(ent->render.colormod, 1, 1, 1);
1150 r_refdef.worldentity = &ent->render;
1151 r_refdef.worldmodel = cl.worldmodel;
1154 void CL_RelinkCSQCWorld(void) //[515]: csqc
1156 entity_t *ent = &cl.csqcentities[0];
1159 // cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1160 // FIXME: this should be done at load
1161 ent->render.matrix = identitymatrix;
1162 ent->render.inversematrix = identitymatrix;
1163 R_LerpAnimation(&ent->render);
1164 CL_BoundingBoxForEntity(&ent->render);
1165 ent->render.flags = RENDER_SHADOW;
1166 if (!r_fullbright.integer)
1167 ent->render.flags |= RENDER_LIGHT;
1168 VectorSet(ent->render.colormod, 1, 1, 1);
1169 // r_refdef.worldentity = &ent->render;
1170 // r_refdef.worldmodel = cl.worldmodel;
1173 static void CL_RelinkStaticEntities(void)
1177 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1179 e->render.flags = 0;
1180 // transparent stuff can't be lit during the opaque stage
1181 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1182 e->render.flags |= RENDER_TRANSPARENT;
1183 // either fullbright or lit
1184 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1185 e->render.flags |= RENDER_LIGHT;
1186 // hide player shadow during intermission or nehahra movie
1187 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1188 e->render.flags |= RENDER_SHADOW;
1189 VectorSet(e->render.colormod, 1, 1, 1);
1190 R_LerpAnimation(&e->render);
1191 r_refdef.entities[r_refdef.numentities++] = &e->render;
1200 static void CL_RelinkNetworkEntities(int drawmask)
1208 ent->state_previous = ent->state_current;
1209 ent->state_current = defaultstate;
1210 ent->state_current.time = cl.time;
1211 ent->state_current.number = -1;
1212 ent->state_current.active = true;
1213 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1214 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1215 ent->state_current.flags = RENDER_VIEWMODEL;
1216 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1217 ent->state_current.modelindex = 0;
1218 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1220 if (gamemode == GAME_TRANSFUSION)
1221 ent->state_current.alpha = 128;
1223 ent->state_current.modelindex = 0;
1226 // reset animation interpolation on weaponmodel if model changed
1227 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1229 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1230 ent->render.frame1time = ent->render.frame2time = cl.time;
1231 ent->render.framelerp = 1;
1235 // start on the entity after the world
1236 entitylinkframenumber++;
1237 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1239 for (i = 1;i < cl.num_entities;i++)
1241 if (cl.entities_active[i])
1243 ent = cl.entities + i;
1244 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1245 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1247 cl.entities_active[i] = false;
1250 if (ent->state_current.active)
1251 CL_LinkNetworkEntity(ent);
1253 cl.entities_active[i] = false;
1261 for (i=1,k=cl.num_csqcentities;k;i++)
1263 if (cl.csqcentities_active[i])
1266 ent = cl.csqcentities + i;
1267 if (ent->state_current.active)
1268 CL_LinkNetworkEntity(ent);
1270 cl.csqcentities_active[i] = false;
1275 CL_LinkNetworkEntity(&cl.viewent);
1278 static void CL_RelinkEffects(void)
1285 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1289 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1290 intframe = (int)frame;
1291 if (intframe < 0 || intframe >= e->endframe)
1293 memset(e, 0, sizeof(*e));
1294 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1299 if (intframe != e->frame)
1301 e->frame = intframe;
1302 e->frame1time = e->frame2time;
1303 e->frame2time = cl.time;
1306 // if we're drawing effects, get a new temp entity
1307 // (NewTempEntity adds it to the render entities list for us)
1308 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1310 // interpolation stuff
1311 ent->render.frame1 = intframe;
1312 ent->render.frame2 = intframe + 1;
1313 if (ent->render.frame2 >= e->endframe)
1314 ent->render.frame2 = -1; // disappear
1315 ent->render.framelerp = frame - intframe;
1316 ent->render.frame1time = e->frame1time;
1317 ent->render.frame2time = e->frame2time;
1320 if(e->modelindex < MAX_MODELS)
1321 ent->render.model = cl.model_precache[e->modelindex];
1323 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1324 ent->render.frame = ent->render.frame2;
1325 ent->render.colormap = -1; // no special coloring
1326 ent->render.alpha = 1;
1327 VectorSet(ent->render.colormod, 1, 1, 1);
1329 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1330 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1331 R_LerpAnimation(&ent->render);
1332 CL_BoundingBoxForEntity(&ent->render);
1338 void CL_RelinkBeams(void)
1347 matrix4x4_t tempmatrix;
1349 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1353 if (b->endtime < cl.time)
1359 // if coming from the player, update the start position
1360 //if (b->entity == cl.viewentity)
1361 // Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
1362 if (cl_beams_relative.integer && b->entity && cl.entities[b->entity].state_current.active && b->relativestartvalid)
1364 entity_render_t *r = &cl.entities[b->entity].render;
1365 //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1366 //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1367 Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1368 Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1373 if (cl_beams_lightatend.integer)
1375 // FIXME: create a matrix from the beam start/end orientation
1376 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1377 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);
1379 if (cl_beams_polygons.integer)
1383 // calculate pitch and yaw
1384 VectorSubtract (b->end, b->start, dist);
1386 if (dist[1] == 0 && dist[0] == 0)
1396 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1400 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1401 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1406 // add new entities for the lightning
1407 VectorCopy (b->start, org);
1408 d = VectorNormalizeLength(dist);
1411 ent = CL_NewTempEntity ();
1414 //VectorCopy (org, ent->render.origin);
1415 ent->render.model = b->model;
1416 //ent->render.effects = EF_FULLBRIGHT;
1417 //ent->render.angles[0] = pitch;
1418 //ent->render.angles[1] = yaw;
1419 //ent->render.angles[2] = rand()%360;
1420 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1421 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1422 R_LerpAnimation(&ent->render);
1423 CL_BoundingBoxForEntity(&ent->render);
1424 VectorMA(org, 30, dist, org);
1429 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1433 static void CL_RelinkQWNails(void)
1439 for (i = 0;i < cl.qw_num_nails;i++)
1443 // if we're drawing effects, get a new temp entity
1444 // (NewTempEntity adds it to the render entities list for us)
1445 if (!(ent = CL_NewTempEntity()))
1449 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1450 ent->render.colormap = -1; // no special coloring
1451 ent->render.alpha = 1;
1452 VectorSet(ent->render.colormod, 1, 1, 1);
1454 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1455 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1456 R_LerpAnimation(&ent->render);
1457 CL_BoundingBoxForEntity(&ent->render);
1461 void CL_LerpPlayer(float frac)
1466 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1467 for (i = 0;i < 3;i++)
1469 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1470 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1471 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1474 if (cls.demoplayback)
1476 // interpolate the angles
1477 for (i = 0;i < 3;i++)
1479 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1484 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1489 void CSQC_RelinkAllEntities (int drawmask)
1491 CL_RelinkNetworkEntities(drawmask);
1492 if(drawmask & ENTMASK_ENGINE)
1501 CL_RelinkCSQCWorld(); //[515]: csqc
1502 if(drawmask & ENTMASK_ENGINE)
1504 CL_RelinkStaticEntities();
1515 Read all incoming data from the server
1518 extern void CL_ClientMovement_Replay();
1520 int CL_ReadFromServer(void)
1522 CL_ReadDemoMessage();
1525 r_refdef.time = cl.time;
1526 r_refdef.extraupdate = !r_speeds.integer;
1527 r_refdef.numentities = 0;
1528 r_refdef.viewentitymatrix = identitymatrix;
1529 cl.num_brushmodel_entities = 0;
1531 if (cls.state == ca_connected && cls.signon == SIGNONS)
1533 // prepare for a new frame
1534 CL_LerpPlayer(CL_LerpPoint());
1536 CL_ClearTempEntities();
1540 // relink network entities (note: this sets up the view!)
1541 CL_ClientMovement_Replay();
1542 if(!csqc_loaded) //[515]: csqc
1544 CL_RelinkNetworkEntities(65535);
1552 CL_RelinkCSQCWorld(); //[515]: csqc
1553 CL_RelinkStaticEntities();
1563 // update view blend
1570 // LordHavoc: pausedemo command
1571 static void CL_PauseDemo_f (void)
1573 cls.demopaused = !cls.demopaused;
1575 Con_Print("Demo paused\n");
1577 Con_Print("Demo unpaused\n");
1581 ======================
1583 ======================
1585 static void CL_Fog_f (void)
1587 if (Cmd_Argc () == 1)
1589 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1592 fog_density = atof(Cmd_Argv(1));
1593 fog_red = atof(Cmd_Argv(2));
1594 fog_green = atof(Cmd_Argv(3));
1595 fog_blue = atof(Cmd_Argv(4));
1599 ====================
1602 For program optimization
1603 ====================
1605 static void CL_TimeRefresh_f (void)
1608 float timestart, timedelta, oldangles[3];
1610 r_refdef.extraupdate = false;
1611 VectorCopy(cl.viewangles, oldangles);
1612 VectorClear(cl.viewangles);
1614 timestart = Sys_DoubleTime();
1615 for (i = 0;i < 128;i++)
1617 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1620 timedelta = Sys_DoubleTime() - timestart;
1622 VectorCopy(oldangles, cl.viewangles);
1623 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1631 void CL_Shutdown (void)
1633 CL_Particles_Shutdown();
1634 CL_Parse_Shutdown();
1636 Mem_FreePool (&cls.permanentmempool);
1637 Mem_FreePool (&cls.levelmempool);
1647 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1648 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1650 memset(&r_refdef, 0, sizeof(r_refdef));
1651 // max entities sent to renderer per frame
1652 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1653 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1658 // register our commands
1660 Cvar_RegisterVariable (&csqc_progname);
1661 Cvar_RegisterVariable (&csqc_progcrc);
1663 Cvar_RegisterVariable (&cl_upspeed);
1664 Cvar_RegisterVariable (&cl_forwardspeed);
1665 Cvar_RegisterVariable (&cl_backspeed);
1666 Cvar_RegisterVariable (&cl_sidespeed);
1667 Cvar_RegisterVariable (&cl_movespeedkey);
1668 Cvar_RegisterVariable (&cl_yawspeed);
1669 Cvar_RegisterVariable (&cl_pitchspeed);
1670 Cvar_RegisterVariable (&cl_anglespeedkey);
1671 Cvar_RegisterVariable (&cl_shownet);
1672 Cvar_RegisterVariable (&cl_nolerp);
1673 Cvar_RegisterVariable (&lookspring);
1674 Cvar_RegisterVariable (&lookstrafe);
1675 Cvar_RegisterVariable (&sensitivity);
1676 Cvar_RegisterVariable (&freelook);
1678 Cvar_RegisterVariable (&m_pitch);
1679 Cvar_RegisterVariable (&m_yaw);
1680 Cvar_RegisterVariable (&m_forward);
1681 Cvar_RegisterVariable (&m_side);
1683 Cvar_RegisterVariable (&cl_itembobspeed);
1684 Cvar_RegisterVariable (&cl_itembobheight);
1686 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1687 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1688 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1689 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1690 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1691 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1693 Cvar_RegisterVariable (&cl_autodemo);
1694 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1696 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1698 // LordHavoc: added pausedemo
1699 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)");
1701 Cvar_RegisterVariable(&r_draweffects);
1702 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1703 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1704 Cvar_RegisterVariable(&cl_explosions_size_start);
1705 Cvar_RegisterVariable(&cl_explosions_size_end);
1706 Cvar_RegisterVariable(&cl_explosions_lifetime);
1707 Cvar_RegisterVariable(&cl_stainmaps);
1708 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1709 Cvar_RegisterVariable(&cl_beams_polygons);
1710 Cvar_RegisterVariable(&cl_beams_relative);
1711 Cvar_RegisterVariable(&cl_beams_lightatend);
1712 Cvar_RegisterVariable(&cl_noplayershadow);
1714 Cvar_RegisterVariable(&cl_prydoncursor);
1716 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1718 // for QW connections
1719 Cvar_RegisterVariable(&qport);
1720 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1722 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1725 CL_Particles_Init();