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;
98 entity_t *cl_entities;
99 entity_t *cl_csqcentities; //[515]: csqc
100 unsigned char *cl_entities_active;
101 unsigned char *cl_csqcentities_active; //[515]: csqc
102 entity_t *cl_static_entities;
103 entity_t *cl_temp_entities;
104 cl_effect_t *cl_effects;
106 dlight_t *cl_dlights;
107 lightstyle_t *cl_lightstyle;
108 int *cl_brushmodel_entities;
111 int cl_num_csqcentities; //[515]: csqc
112 int cl_num_static_entities;
113 int cl_num_temp_entities;
114 int cl_num_brushmodel_entities;
116 // keep track of quake entities because they need to be killed if they get stale
117 extern int cl_lastquakeentity;
118 extern unsigned char cl_isquakeentity[MAX_EDICTS];
121 =====================
124 =====================
126 void CL_ClearState(void)
131 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
132 if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc
133 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
134 if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc
135 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
136 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
137 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
138 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
139 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
140 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
141 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
142 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
143 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
144 if (cl.entitydatabaseqw) EntityFrameQW_FreeDatabase(cl.entitydatabaseqw);cl.entitydatabaseqw = NULL;
145 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
150 // wipe the entire cl structure
151 memset (&cl, 0, sizeof(cl));
155 // reset the view zoom interpolation
156 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
159 cl_num_csqcentities = 0; //[515]: csqc
160 cl_num_static_entities = 0;
161 cl_num_temp_entities = 0;
162 cl_num_brushmodel_entities = 0;
164 // tweak these if the game runs out
165 cl_max_entities = 256;
166 cl_max_csqcentities = 256; //[515]: csqc
167 cl_max_static_entities = 256;
168 cl_max_temp_entities = 512;
169 cl_max_effects = 256;
171 cl_max_dlights = MAX_DLIGHTS;
172 cl_max_lightstyle = MAX_LIGHTSTYLES;
173 cl_max_brushmodel_entities = MAX_EDICTS;
174 cl_activedlights = 0;
175 cl_activeeffects = 0;
178 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
179 cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc
180 cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
181 cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
182 cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
183 cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
184 cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
185 cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
186 cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
187 cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
188 cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
190 cl_lastquakeentity = 0;
191 memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
193 // LordHavoc: have to set up the baseline info for alpha and other stuff
194 for (i = 0;i < cl_max_entities;i++)
196 cl_entities[i].state_baseline = defaultstate;
197 cl_entities[i].state_previous = defaultstate;
198 cl_entities[i].state_current = defaultstate;
201 for (i = 0;i < cl_max_csqcentities;i++)
203 cl_csqcentities[i].state_baseline = defaultstate; //[515]: csqc
204 cl_csqcentities[i].state_previous = defaultstate; //[515]: csqc
205 cl_csqcentities[i].state_current = defaultstate; //[515]: csqc
206 cl_csqcentities[i].csqc = true;
207 cl_csqcentities[i].state_current.number = -i;
210 if (gamemode == GAME_NEXUIZ)
212 VectorSet(cl_playerstandmins, -16, -16, -24);
213 VectorSet(cl_playerstandmaxs, 16, 16, 45);
214 VectorSet(cl_playercrouchmins, -16, -16, -24);
215 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
219 VectorSet(cl_playerstandmins, -16, -16, -24);
220 VectorSet(cl_playerstandmaxs, 16, 16, 24);
221 VectorSet(cl_playercrouchmins, -16, -16, -24);
222 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
225 // disable until we get textures for it
228 ent = &cl_entities[0];
229 // entire entity array was cleared, so just fill in a few fields
230 ent->state_current.active = true;
231 ent->render.model = cl.worldmodel = NULL; // no world model yet
232 ent->render.scale = 1; // some of the renderer still relies on scale
233 ent->render.alpha = 1;
234 ent->render.colormap = -1; // no special coloring
235 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
236 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
237 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
238 CL_BoundingBoxForEntity(&ent->render);
240 // noclip is turned off at start
241 noclip_anglehack = false;
243 // mark all frames invalid for delta
244 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
247 CL_Particles_Clear();
251 void CL_ExpandEntities(int num)
253 int i, oldmaxentities;
254 entity_t *oldentities;
255 if (num >= cl_max_entities)
258 Sys_Error("CL_ExpandEntities: cl_entities not initialized");
259 if (num >= MAX_EDICTS)
260 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
261 oldmaxentities = cl_max_entities;
262 oldentities = cl_entities;
263 cl_max_entities = (num & ~255) + 256;
264 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
265 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
266 Mem_Free(oldentities);
267 for (i = oldmaxentities;i < cl_max_entities;i++)
269 cl_entities[i].state_baseline = defaultstate;
270 cl_entities[i].state_previous = defaultstate;
271 cl_entities[i].state_current = defaultstate;
276 void CL_ExpandCSQCEntities(int num)
278 int i, oldmaxentities;
279 entity_t *oldentities;
280 if (num >= cl_max_csqcentities)
282 if (!cl_csqcentities)
283 Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
284 if (num >= MAX_EDICTS)
285 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
286 oldmaxentities = cl_max_csqcentities;
287 oldentities = cl_csqcentities;
288 cl_max_csqcentities = (num & ~255) + 256;
289 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
290 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
291 Mem_Free(oldentities);
292 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
294 cl_csqcentities[i].state_baseline = defaultstate;
295 cl_csqcentities[i].state_previous = defaultstate;
296 cl_csqcentities[i].state_current = defaultstate;
297 cl_csqcentities[i].csqc = true;
298 cl_csqcentities[i].state_current.number = -i;
303 void CL_VM_ShutDown (void);
305 =====================
308 Sends a disconnect message to the server
309 This is also called on Host_Error, so it shouldn't cause any errors
310 =====================
312 void CL_Disconnect(void)
314 if (cls.state == ca_dedicated)
317 Con_DPrintf("CL_Disconnect\n");
320 // stop sounds (especially looping!)
323 // clear contents blends
324 cl.cshifts[0].percent = 0;
325 cl.cshifts[1].percent = 0;
326 cl.cshifts[2].percent = 0;
327 cl.cshifts[3].percent = 0;
329 cl.worldmodel = NULL;
331 if (cls.demoplayback)
336 unsigned char bufdata[8];
337 if (cls.demorecording)
340 // send disconnect message 3 times to improve chances of server
341 // receiving it (but it still fails sometimes)
342 memset(&buf, 0, sizeof(buf));
344 buf.maxsize = sizeof(bufdata);
345 if (cls.protocol == PROTOCOL_QUAKEWORLD)
347 Con_DPrint("Sending drop command\n");
348 MSG_WriteByte(&buf, qw_clc_stringcmd);
349 MSG_WriteString(&buf, "drop");
353 Con_DPrint("Sending clc_disconnect\n");
354 MSG_WriteByte(&buf, clc_disconnect);
356 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
357 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
358 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
359 NetConn_Close(cls.netcon);
362 cls.state = ca_disconnected;
364 cls.demoplayback = cls.timedemo = false;
368 void CL_Disconnect_f(void)
372 Host_ShutdownServer ();
379 =====================
380 CL_EstablishConnection
382 Host should be either "local" or a net address
383 =====================
385 void CL_EstablishConnection(const char *host)
387 if (cls.state == ca_dedicated)
390 // clear menu's connect error message
391 M_Update_Return_Reason("");
394 // stop demo loop in case this fails
397 // make sure the client ports are open before attempting to connect
398 NetConn_UpdateSockets();
400 // run a network frame
401 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
405 cls.connect_trying = true;
406 cls.connect_remainingtries = 3;
407 cls.connect_nextsendtime = 0;
408 M_Update_Return_Reason("Trying to connect...");
409 // run several network frames to jump into the game quickly
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421 M_Update_Return_Reason("No network");
430 static void CL_PrintEntities_f(void)
436 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
438 if (!ent->state_current.active)
441 if (ent->render.model)
442 strlcpy (name, ent->render.model->name, 25);
444 strcpy(name, "--no model--");
445 for (j = (int)strlen(name);j < 25;j++)
447 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);
451 //static const vec3_t nomodelmins = {-16, -16, -16};
452 //static const vec3_t nomodelmaxs = {16, 16, 16};
453 void CL_BoundingBoxForEntity(entity_render_t *ent)
457 //if (ent->angles[0] || ent->angles[2])
458 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
461 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
462 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
463 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
464 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
465 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
466 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
467 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
468 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
470 //else if (ent->angles[1])
471 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
474 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
475 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
476 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
477 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
478 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
479 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
480 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
481 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
485 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
486 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
487 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
488 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
489 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
490 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
491 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
492 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
497 ent->mins[0] = ent->matrix.m[0][3] - 16;
498 ent->mins[1] = ent->matrix.m[1][3] - 16;
499 ent->mins[2] = ent->matrix.m[2][3] - 16;
500 ent->maxs[0] = ent->matrix.m[0][3] + 16;
501 ent->maxs[1] = ent->matrix.m[1][3] + 16;
502 ent->maxs[2] = ent->matrix.m[2][3] + 16;
503 //VectorAdd(ent->origin, nomodelmins, ent->mins);
504 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
512 Determines the fraction between the last two messages that the objects
516 static float CL_LerpPoint(void)
520 // dropped packet, or start of demo
521 if (cl.mtime[1] < cl.mtime[0] - 0.1)
522 cl.mtime[1] = cl.mtime[0] - 0.1;
524 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
526 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
527 f = cl.mtime[0] - cl.mtime[1];
528 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
530 cl.time = cl.mtime[0];
534 f = (cl.time - cl.mtime[1]) / f;
535 return bound(0, f, 1);
538 void CL_ClearTempEntities (void)
540 cl_num_temp_entities = 0;
543 entity_t *CL_NewTempEntity(void)
547 if (r_refdef.numentities >= r_refdef.maxentities)
549 if (cl_num_temp_entities >= cl_max_temp_entities)
551 ent = &cl_temp_entities[cl_num_temp_entities++];
552 memset (ent, 0, sizeof(*ent));
553 r_refdef.entities[r_refdef.numentities++] = &ent->render;
555 ent->render.colormap = -1; // no special coloring
556 ent->render.scale = 1;
557 ent->render.alpha = 1;
558 VectorSet(ent->render.colormod, 1, 1, 1);
562 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
566 if (!modelindex) // sanity check
568 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
573 VectorCopy(org, e->origin);
574 e->modelindex = modelindex;
575 e->starttime = cl.time;
576 e->startframe = startframe;
577 e->endframe = startframe + framecount;
578 e->framerate = framerate;
581 e->frame1time = cl.time;
582 e->frame2time = cl.time;
583 cl_activeeffects = max(cl_activeeffects, i + 1);
588 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)
594 // first look for an exact key match
598 for (i = 0;i < cl_activedlights;i++, dl++)
604 // then look for anything else
606 for (i = 0;i < cl_activedlights;i++, dl++)
609 // if we hit the end of the active dlights and found no gaps, add a new one
612 cl_activedlights = i + 1;
616 // unable to find one
620 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
621 memset (dl, 0, sizeof(*dl));
622 Matrix4x4_Normalize(&dl->matrix, matrix);
624 dl->origin[0] = dl->matrix.m[0][3];
625 dl->origin[1] = dl->matrix.m[1][3];
626 dl->origin[2] = dl->matrix.m[2][3];
627 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
628 dl->matrix.m[0][3] = dl->origin[0];
629 dl->matrix.m[1][3] = dl->origin[1];
630 dl->matrix.m[2][3] = dl->origin[2];
633 dl->color[1] = green;
637 dl->die = cl.time + lifetime;
640 dl->cubemapnum = cubemapnum;
642 dl->shadow = shadowenable;
645 dl->coronasizescale = coronasizescale;
646 dl->ambientscale = ambientscale;
647 dl->diffusescale = diffusescale;
648 dl->specularscale = specularscale;
651 // called before entity relinking
652 void CL_DecayLights(void)
658 time = cl.time - cl.oldtime;
659 oldmax = cl_activedlights;
660 cl_activedlights = 0;
661 for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
665 f = dl->radius - time * dl->decay;
666 if (cl.time < dl->die && f > 0)
668 dl->radius = dl->radius - time * dl->decay;
669 cl_activedlights = i + 1;
677 // called after entity relinking
678 void CL_UpdateLights(void)
684 r_refdef.numlights = 0;
685 if (r_dynamic.integer)
687 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
691 R_RTLight_Update(dl, false);
692 r_refdef.lights[r_refdef.numlights++] = dl;
698 // 'm' is normal light, 'a' is no light, 'z' is double bright
702 for (j = 0;j < cl_max_lightstyle;j++)
704 if (!cl_lightstyle || !cl_lightstyle[j].length)
706 r_refdef.lightstylevalue[j] = 256;
709 k = i % cl_lightstyle[j].length;
710 l = (i-1) % cl_lightstyle[j].length;
711 k = cl_lightstyle[j].map[k] - 'a';
712 l = cl_lightstyle[j].map[l] - 'a';
713 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
717 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
721 matrix4x4_t flagmatrix;
723 // this code taken from QuakeWorld
725 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
727 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
729 if (player->render.frame2 == 29) f = f + 2;
730 else if (player->render.frame2 == 30) f = f + 8;
731 else if (player->render.frame2 == 31) f = f + 12;
732 else if (player->render.frame2 == 32) f = f + 11;
733 else if (player->render.frame2 == 33) f = f + 10;
734 else if (player->render.frame2 == 34) f = f + 4;
736 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
738 if (player->render.frame2 == 35) f = f + 2;
739 else if (player->render.frame2 == 36) f = f + 10;
740 else if (player->render.frame2 == 37) f = f + 10;
741 else if (player->render.frame2 == 38) f = f + 8;
742 else if (player->render.frame2 == 39) f = f + 4;
743 else if (player->render.frame2 == 40) f = f + 2;
746 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
748 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
749 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
750 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
751 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
753 // end of code taken from QuakeWorld
755 flag = CL_NewTempEntity();
759 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
760 flag->render.skinnum = skin;
761 flag->render.colormap = -1; // no special coloring
762 flag->render.alpha = 1;
763 VectorSet(flag->render.colormod, 1, 1, 1);
764 // attach the flag to the player matrix
765 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
766 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
767 Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
768 R_LerpAnimation(&flag->render);
769 CL_BoundingBoxForEntity(&flag->render);
772 #define MAXVIEWMODELS 32
773 entity_t *viewmodels[MAXVIEWMODELS];
776 matrix4x4_t viewmodelmatrix;
778 static int entitylinkframenumber;
780 static const vec3_t muzzleflashorigin = {18, 0, 0};
782 extern void V_DriftPitch(void);
783 extern void V_FadeViewFlashs(void);
784 extern void V_CalcViewBlend(void);
786 extern void V_CalcRefdef(void);
787 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
788 void CL_LinkNetworkEntity(entity_t *e)
790 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
791 //matrix4x4_t dlightmatrix;
792 int j, k, l, trailtype, temp;
793 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
797 //entity_persistent_t *p = &e->persistent;
798 //entity_render_t *r = &e->render;
799 if (e->persistent.linkframe != entitylinkframenumber)
801 e->persistent.linkframe = entitylinkframenumber;
802 // skip inactive entities and world
803 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
805 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
806 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
807 e->render.flags = e->state_current.flags;
808 e->render.effects = e->state_current.effects;
809 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
810 if (e->state_current.flags & RENDER_COLORMAPPED)
813 unsigned char *cbcolor;
814 e->render.colormap = e->state_current.colormap;
815 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
816 cbcolor = (unsigned char *) (&palette_complete[cb]);
817 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
818 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
819 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
820 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
821 cbcolor = (unsigned char *) (&palette_complete[cb]);
822 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
823 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
824 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
826 else if (e->state_current.colormap && cl.scores != NULL)
829 unsigned char *cbcolor;
830 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
831 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
832 cbcolor = (unsigned char *) (&palette_complete[cb]);
833 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
834 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
835 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
836 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
837 cbcolor = (unsigned char *) (&palette_complete[cb]);
838 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
839 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
840 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
844 e->render.colormap = -1; // no special coloring
845 VectorClear(e->render.colormap_pantscolor);
846 VectorClear(e->render.colormap_shirtcolor);
848 e->render.skinnum = e->state_current.skin;
849 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
851 if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
856 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
857 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
859 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
860 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
863 matrix = &viewmodelmatrix;
867 // if the tag entity is currently impossible, skip it
870 if (e->state_current.tagentity >= cl_num_entities)
872 t = cl_entities + e->state_current.tagentity;
876 if (e->state_current.tagentity >= cl_num_csqcentities)
878 t = cl_csqcentities + e->state_current.tagentity;
880 // if the tag entity is inactive, skip it
881 if (!t->state_current.active)
883 // note: this can link to world
884 CL_LinkNetworkEntity(t);
885 // make relative to the entity
886 matrix = &t->render.matrix;
887 // some properties of the tag entity carry over
888 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
889 // if a valid tagindex is used, make it relative to that tag instead
890 // FIXME: use a model function to get tag info (need to handle skeletal)
891 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
893 // blend the matrices
894 memset(&blendmatrix, 0, sizeof(blendmatrix));
895 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
897 matrix4x4_t tagmatrix;
898 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
899 d = t->render.frameblend[j].lerp;
900 for (l = 0;l < 4;l++)
901 for (k = 0;k < 4;k++)
902 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
904 // concat the tag matrices onto the entity matrix
905 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
906 // use the constructed tag matrix
907 matrix = &tempmatrix;
912 // if it's the player entity, update according to client movement
913 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
915 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
916 lerp = bound(0, lerp, 1);
917 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
918 VectorSet(angles, 0, cl.viewangles[1], 0);
920 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
922 // interpolate the origin and angles
923 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
924 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
925 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
926 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
927 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
928 VectorMA(e->persistent.oldangles, lerp, delta, angles);
933 VectorCopy(e->persistent.neworigin, origin);
934 VectorCopy(e->persistent.newangles, angles);
937 // model setup and some modelflags
938 if(e->state_current.modelindex < MAX_MODELS)
939 e->render.model = cl.model_precache[e->state_current.modelindex];
941 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
944 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
945 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
946 angles[0] = -angles[0];
947 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
949 angles[1] = ANGLEMOD(100*cl.time);
950 if (cl_itembobheight.value)
951 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
953 // transfer certain model flags to effects
954 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
955 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
956 VectorScale(e->render.colormod, 2, e->render.colormod);
960 if (e->render.frame2 == e->state_current.frame)
962 // update frame lerp fraction
963 e->render.framelerp = 1;
964 if (e->render.frame2time > e->render.frame1time)
966 // make sure frame lerp won't last longer than 100ms
967 // (this mainly helps with models that use framegroups and
968 // switch between them infrequently)
969 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
970 e->render.framelerp = bound(0, e->render.framelerp, 1);
975 // begin a new frame lerp
976 e->render.frame1 = e->render.frame2;
977 e->render.frame1time = e->render.frame2time;
978 e->render.frame = e->render.frame2 = e->state_current.frame;
979 e->render.frame2time = cl.time;
980 e->render.framelerp = 0;
982 R_LerpAnimation(&e->render);
984 // set up the render matrix
985 // FIXME: e->render.scale should go away
986 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
987 // concat the matrices to make the entity relative to its tag
988 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
989 // make the other useful stuff
990 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
991 CL_BoundingBoxForEntity(&e->render);
993 // handle effects now that we know where this entity is in the world...
994 if (e->render.model && e->render.model->soundfromcenter)
996 // bmodels are treated specially since their origin is usually '0 0 0'
998 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
999 Matrix4x4_Transform(&e->render.matrix, o, origin);
1003 origin[0] = e->render.matrix.m[0][3];
1004 origin[1] = e->render.matrix.m[1][3];
1005 origin[2] = e->render.matrix.m[2][3];
1012 // LordHavoc: if the entity has no effects, don't check each
1013 if (e->render.effects)
1015 if (e->render.effects & EF_BRIGHTFIELD)
1017 if (gamemode == GAME_NEXUIZ)
1019 dlightradius = max(dlightradius, 200);
1020 dlightcolor[0] += 0.75f;
1021 dlightcolor[1] += 1.50f;
1022 dlightcolor[2] += 3.00f;
1026 CL_EntityParticles(e);
1028 if (e->render.effects & EF_MUZZLEFLASH)
1029 e->persistent.muzzleflash = 1.0f;
1030 if (e->render.effects & EF_DIMLIGHT)
1032 dlightradius = max(dlightradius, 200);
1033 dlightcolor[0] += 1.50f;
1034 dlightcolor[1] += 1.50f;
1035 dlightcolor[2] += 1.50f;
1037 if (e->render.effects & EF_BRIGHTLIGHT)
1039 dlightradius = max(dlightradius, 400);
1040 dlightcolor[0] += 3.00f;
1041 dlightcolor[1] += 3.00f;
1042 dlightcolor[2] += 3.00f;
1044 // LordHavoc: more effects
1045 if (e->render.effects & EF_RED) // red
1047 dlightradius = max(dlightradius, 200);
1048 dlightcolor[0] += 1.50f;
1049 dlightcolor[1] += 0.15f;
1050 dlightcolor[2] += 0.15f;
1052 if (e->render.effects & EF_BLUE) // blue
1054 dlightradius = max(dlightradius, 200);
1055 dlightcolor[0] += 0.15f;
1056 dlightcolor[1] += 0.15f;
1057 dlightcolor[2] += 1.50f;
1059 if (e->render.effects & EF_FLAME)
1061 mins[0] = origin[0] - 16.0f;
1062 mins[1] = origin[1] - 16.0f;
1063 mins[2] = origin[2] - 16.0f;
1064 maxs[0] = origin[0] + 16.0f;
1065 maxs[1] = origin[1] + 16.0f;
1066 maxs[2] = origin[2] + 16.0f;
1067 // how many flames to make
1068 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1069 CL_FlameCube(mins, maxs, temp);
1070 d = lhrandom(0.75f, 1);
1071 dlightradius = max(dlightradius, 200);
1072 dlightcolor[0] += d * 2.0f;
1073 dlightcolor[1] += d * 1.5f;
1074 dlightcolor[2] += d * 0.5f;
1076 if (e->render.effects & EF_STARDUST)
1078 mins[0] = origin[0] - 16.0f;
1079 mins[1] = origin[1] - 16.0f;
1080 mins[2] = origin[2] - 16.0f;
1081 maxs[0] = origin[0] + 16.0f;
1082 maxs[1] = origin[1] + 16.0f;
1083 maxs[2] = origin[2] + 16.0f;
1084 // how many particles to make
1085 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1086 CL_Stardust(mins, maxs, temp);
1087 dlightradius = max(dlightradius, 200);
1088 dlightcolor[0] += 1.0f;
1089 dlightcolor[1] += 0.7f;
1090 dlightcolor[2] += 0.3f;
1092 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1094 // these are only set on player entities
1095 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1098 // muzzleflash fades over time, and is offset a bit
1099 if (e->persistent.muzzleflash > 0)
1101 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1102 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1103 tempmatrix = e->render.matrix;
1104 tempmatrix.m[0][3] = trace.endpos[0];
1105 tempmatrix.m[1][3] = trace.endpos[1];
1106 tempmatrix.m[2][3] = trace.endpos[2];
1107 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);
1108 e->persistent.muzzleflash -= cl.frametime * 10;
1110 // LordHavoc: if the model has no flags, don't check each
1111 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1113 if (e->render.model->flags & EF_GIB)
1115 else if (e->render.model->flags & EF_ZOMGIB)
1117 else if (e->render.model->flags & EF_TRACER)
1120 //dlightradius = max(dlightradius, 100);
1121 //dlightcolor[0] += 0.25f;
1122 //dlightcolor[1] += 1.00f;
1123 //dlightcolor[2] += 0.25f;
1125 else if (e->render.model->flags & EF_TRACER2)
1128 //dlightradius = max(dlightradius, 100);
1129 //dlightcolor[0] += 1.00f;
1130 //dlightcolor[1] += 0.60f;
1131 //dlightcolor[2] += 0.20f;
1133 else if (e->render.model->flags & EF_ROCKET)
1136 dlightradius = max(dlightradius, 200);
1137 dlightcolor[0] += 3.00f;
1138 dlightcolor[1] += 1.50f;
1139 dlightcolor[2] += 0.50f;
1141 else if (e->render.model->flags & EF_GRENADE)
1143 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1144 trailtype = e->render.alpha == -1 ? 7 : 1;
1146 else if (e->render.model->flags & EF_TRACER3)
1149 if (gamemode == GAME_PRYDON)
1151 dlightradius = max(dlightradius, 100);
1152 dlightcolor[0] += 0.30f;
1153 dlightcolor[1] += 0.60f;
1154 dlightcolor[2] += 1.20f;
1158 dlightradius = max(dlightradius, 200);
1159 dlightcolor[0] += 1.20f;
1160 dlightcolor[1] += 0.50f;
1161 dlightcolor[2] += 1.00f;
1165 // LordHavoc: customizable glow
1166 if (e->state_current.glowsize)
1168 // * 4 for the expansion from 0-255 to 0-1023 range,
1169 // / 255 to scale down byte colors
1170 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1171 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1173 // make the glow dlight
1174 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1176 //dlightmatrix = e->render.matrix;
1177 // hack to make glowing player light shine on their gun
1178 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1179 // dlightmatrix.m[2][3] += 30;
1180 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);
1183 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1186 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1187 light[3] = e->state_current.light[3];
1188 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1189 VectorSet(light, 1, 1, 1);
1192 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1193 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);
1196 if (e->render.flags & RENDER_GLOWTRAIL)
1199 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1200 VectorCopy(origin, e->persistent.trail_origin);
1201 // tenebrae's sprites are all additive mode (weird)
1202 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1203 e->render.effects |= EF_ADDITIVE;
1204 // player model is only shown with chase_active on
1206 if (e->state_current.number == cl.viewentity)
1207 e->render.flags |= RENDER_EXTERIORMODEL;
1208 // transparent stuff can't be lit during the opaque stage
1209 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1210 e->render.flags |= RENDER_TRANSPARENT;
1211 // double sided rendering mode causes backfaces to be visible
1212 // (mostly useful on transparent stuff)
1213 if (e->render.effects & EF_DOUBLESIDED)
1214 e->render.flags |= RENDER_NOCULLFACE;
1215 // either fullbright or lit
1216 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1217 e->render.flags |= RENDER_LIGHT;
1218 // hide player shadow during intermission or nehahra movie
1219 if (!(e->render.effects & EF_NOSHADOW)
1220 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1221 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1222 e->render.flags |= RENDER_SHADOW;
1223 // as soon as player is known we can call V_CalcRefDef
1225 if (e->state_current.number == cl.viewentity)
1227 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1228 cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1229 // don't show entities with no modelindex (note: this still shows
1230 // entities which have a modelindex that resolved to a NULL model)
1231 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1232 r_refdef.entities[r_refdef.numentities++] = &e->render;
1233 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1234 // Matrix4x4_Print(&e->render.matrix);
1238 void CL_RelinkWorld(void)
1240 entity_t *ent = &cl_entities[0];
1241 cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1242 // FIXME: this should be done at load
1243 ent->render.matrix = identitymatrix;
1244 ent->render.inversematrix = identitymatrix;
1245 R_LerpAnimation(&ent->render);
1246 CL_BoundingBoxForEntity(&ent->render);
1247 ent->render.flags = RENDER_SHADOW;
1248 if (!r_fullbright.integer)
1249 ent->render.flags |= RENDER_LIGHT;
1250 VectorSet(ent->render.colormod, 1, 1, 1);
1251 r_refdef.worldentity = &ent->render;
1252 r_refdef.worldmodel = cl.worldmodel;
1255 void CL_RelinkCSQCWorld(void) //[515]: csqc
1257 entity_t *ent = &cl_csqcentities[0];
1260 // cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1261 // FIXME: this should be done at load
1262 ent->render.matrix = identitymatrix;
1263 ent->render.inversematrix = identitymatrix;
1264 R_LerpAnimation(&ent->render);
1265 CL_BoundingBoxForEntity(&ent->render);
1266 ent->render.flags = RENDER_SHADOW;
1267 if (!r_fullbright.integer)
1268 ent->render.flags |= RENDER_LIGHT;
1269 VectorSet(ent->render.colormod, 1, 1, 1);
1270 // r_refdef.worldentity = &ent->render;
1271 // r_refdef.worldmodel = cl.worldmodel;
1274 static void CL_RelinkStaticEntities(void)
1278 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1280 e->render.flags = 0;
1281 // transparent stuff can't be lit during the opaque stage
1282 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1283 e->render.flags |= RENDER_TRANSPARENT;
1284 // either fullbright or lit
1285 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1286 e->render.flags |= RENDER_LIGHT;
1287 // hide player shadow during intermission or nehahra movie
1288 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1289 e->render.flags |= RENDER_SHADOW;
1290 VectorSet(e->render.colormod, 1, 1, 1);
1291 R_LerpAnimation(&e->render);
1292 r_refdef.entities[r_refdef.numentities++] = &e->render;
1301 static void CL_RelinkNetworkEntities(int drawmask)
1309 ent->state_previous = ent->state_current;
1310 ent->state_current = defaultstate;
1311 ent->state_current.time = cl.time;
1312 ent->state_current.number = -1;
1313 ent->state_current.active = true;
1314 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1315 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1316 ent->state_current.flags = RENDER_VIEWMODEL;
1317 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1318 ent->state_current.modelindex = 0;
1319 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1321 if (gamemode == GAME_TRANSFUSION)
1322 ent->state_current.alpha = 128;
1324 ent->state_current.modelindex = 0;
1327 // reset animation interpolation on weaponmodel if model changed
1328 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1330 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1331 ent->render.frame1time = ent->render.frame2time = cl.time;
1332 ent->render.framelerp = 1;
1336 // start on the entity after the world
1337 entitylinkframenumber++;
1338 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1340 for (i = 1;i < cl_num_entities;i++)
1342 if (cl_entities_active[i])
1344 ent = cl_entities + i;
1345 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1346 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1348 cl_entities_active[i] = false;
1351 if (ent->state_current.active)
1352 CL_LinkNetworkEntity(ent);
1354 cl_entities_active[i] = false;
1362 for (i=1,k=cl_num_csqcentities;k;i++)
1364 if (cl_csqcentities_active[i])
1367 ent = cl_csqcentities + i;
1368 if (ent->state_current.active)
1369 CL_LinkNetworkEntity(ent);
1371 cl_csqcentities_active[i] = false;
1376 CL_LinkNetworkEntity(&cl.viewent);
1379 static void CL_RelinkEffects(void)
1386 for (i = 0, e = cl_effects;i < cl_activeeffects;i++, e++)
1390 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1392 if (intframe < 0 || intframe >= e->endframe)
1394 memset(e, 0, sizeof(*e));
1395 while (cl_activeeffects > 0 && !cl_effects[cl_activeeffects - 1].active)
1400 if (intframe != e->frame)
1402 e->frame = intframe;
1403 e->frame1time = e->frame2time;
1404 e->frame2time = cl.time;
1407 // if we're drawing effects, get a new temp entity
1408 // (NewTempEntity adds it to the render entities list for us)
1409 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1411 // interpolation stuff
1412 ent->render.frame1 = intframe;
1413 ent->render.frame2 = intframe + 1;
1414 if (ent->render.frame2 >= e->endframe)
1415 ent->render.frame2 = -1; // disappear
1416 ent->render.framelerp = frame - intframe;
1417 ent->render.frame1time = e->frame1time;
1418 ent->render.frame2time = e->frame2time;
1421 if(e->modelindex < MAX_MODELS)
1422 ent->render.model = cl.model_precache[e->modelindex];
1424 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1425 ent->render.frame = ent->render.frame2;
1426 ent->render.colormap = -1; // no special coloring
1427 ent->render.alpha = 1;
1428 VectorSet(ent->render.colormod, 1, 1, 1);
1430 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1431 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1432 R_LerpAnimation(&ent->render);
1433 CL_BoundingBoxForEntity(&ent->render);
1439 void CL_RelinkBeams(void)
1448 matrix4x4_t tempmatrix;
1450 while (cl_activebeams > 0 && !cl_beams[cl_activebeams - 1].model)
1452 for (i = 0, b = cl_beams;i < cl_activebeams;i++, b++)
1456 if (b->endtime < cl.time)
1462 // if coming from the player, update the start position
1463 //if (b->entity == cl.viewentity)
1464 // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1465 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1467 entity_render_t *r = &cl_entities[b->entity].render;
1468 //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1469 //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1470 Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1471 Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1476 if (cl_beams_lightatend.integer)
1478 // FIXME: create a matrix from the beam start/end orientation
1479 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1480 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);
1482 if (cl_beams_polygons.integer)
1486 // calculate pitch and yaw
1487 VectorSubtract (b->end, b->start, dist);
1489 if (dist[1] == 0 && dist[0] == 0)
1499 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1503 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1504 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1509 // add new entities for the lightning
1510 VectorCopy (b->start, org);
1511 d = VectorNormalizeLength(dist);
1514 ent = CL_NewTempEntity ();
1517 //VectorCopy (org, ent->render.origin);
1518 ent->render.model = b->model;
1519 //ent->render.effects = EF_FULLBRIGHT;
1520 //ent->render.angles[0] = pitch;
1521 //ent->render.angles[1] = yaw;
1522 //ent->render.angles[2] = rand()%360;
1523 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1524 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1525 R_LerpAnimation(&ent->render);
1526 CL_BoundingBoxForEntity(&ent->render);
1527 VectorMA(org, 30, dist, org);
1533 static void CL_RelinkQWNails(void)
1539 for (i = 0;i < cl.qw_num_nails;i++)
1543 // if we're drawing effects, get a new temp entity
1544 // (NewTempEntity adds it to the render entities list for us)
1545 if (!(ent = CL_NewTempEntity()))
1549 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1550 ent->render.colormap = -1; // no special coloring
1551 ent->render.alpha = 1;
1552 VectorSet(ent->render.colormod, 1, 1, 1);
1554 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1555 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1556 R_LerpAnimation(&ent->render);
1557 CL_BoundingBoxForEntity(&ent->render);
1561 void CL_LerpPlayer(float frac)
1566 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1567 for (i = 0;i < 3;i++)
1569 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1570 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1571 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1574 if (cls.demoplayback)
1576 // interpolate the angles
1577 for (i = 0;i < 3;i++)
1579 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1584 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1589 void CSQC_RelinkAllEntities (int drawmask)
1591 CL_RelinkNetworkEntities(drawmask);
1592 if(drawmask & ENTMASK_ENGINE)
1601 CL_RelinkCSQCWorld(); //[515]: csqc
1602 if(drawmask & ENTMASK_ENGINE)
1604 CL_RelinkStaticEntities();
1615 Read all incoming data from the server
1618 extern void CL_ClientMovement_Replay();
1620 int CL_ReadFromServer(void)
1622 CL_ReadDemoMessage();
1625 r_refdef.time = cl.time;
1626 r_refdef.extraupdate = !r_speeds.integer;
1627 r_refdef.numentities = 0;
1628 r_refdef.viewentitymatrix = identitymatrix;
1629 cl_num_brushmodel_entities = 0;
1631 if (cls.state == ca_connected && cls.signon == SIGNONS)
1633 // prepare for a new frame
1634 CL_LerpPlayer(CL_LerpPoint());
1636 CL_ClearTempEntities();
1640 // relink network entities (note: this sets up the view!)
1641 CL_ClientMovement_Replay();
1642 if(!csqc_loaded) //[515]: csqc
1644 CL_RelinkNetworkEntities(65535);
1652 CL_RelinkCSQCWorld(); //[515]: csqc
1653 CL_RelinkStaticEntities();
1661 // run cgame code (which can add more entities)
1666 // update view blend
1673 // LordHavoc: pausedemo command
1674 static void CL_PauseDemo_f (void)
1676 cls.demopaused = !cls.demopaused;
1678 Con_Print("Demo paused\n");
1680 Con_Print("Demo unpaused\n");
1684 ======================
1686 ======================
1688 static void CL_Fog_f (void)
1690 if (Cmd_Argc () == 1)
1692 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1695 fog_density = atof(Cmd_Argv(1));
1696 fog_red = atof(Cmd_Argv(2));
1697 fog_green = atof(Cmd_Argv(3));
1698 fog_blue = atof(Cmd_Argv(4));
1702 ====================
1705 For program optimization
1706 ====================
1708 static void CL_TimeRefresh_f (void)
1711 float timestart, timedelta, oldangles[3];
1713 r_refdef.extraupdate = false;
1714 VectorCopy(cl.viewangles, oldangles);
1715 VectorClear(cl.viewangles);
1717 timestart = Sys_DoubleTime();
1718 for (i = 0;i < 128;i++)
1720 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1723 timedelta = Sys_DoubleTime() - timestart;
1725 VectorCopy(oldangles, cl.viewangles);
1726 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1734 void CL_Shutdown (void)
1737 CL_Particles_Shutdown();
1738 CL_Parse_Shutdown();
1740 Mem_FreePool (&cl_mempool);
1750 cl_mempool = Mem_AllocPool("client", 0, NULL);
1752 memset(&r_refdef, 0, sizeof(r_refdef));
1753 // max entities sent to renderer per frame
1754 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1755 r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1756 // 256k drawqueue buffer
1757 // TODO: make dynamic
1758 r_refdef.maxdrawqueuesize = 256 * 1024;
1759 r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1764 // register our commands
1766 Cvar_RegisterVariable (&csqc_progname);
1767 Cvar_RegisterVariable (&csqc_progcrc);
1769 Cvar_RegisterVariable (&cl_upspeed);
1770 Cvar_RegisterVariable (&cl_forwardspeed);
1771 Cvar_RegisterVariable (&cl_backspeed);
1772 Cvar_RegisterVariable (&cl_sidespeed);
1773 Cvar_RegisterVariable (&cl_movespeedkey);
1774 Cvar_RegisterVariable (&cl_yawspeed);
1775 Cvar_RegisterVariable (&cl_pitchspeed);
1776 Cvar_RegisterVariable (&cl_anglespeedkey);
1777 Cvar_RegisterVariable (&cl_shownet);
1778 Cvar_RegisterVariable (&cl_nolerp);
1779 Cvar_RegisterVariable (&lookspring);
1780 Cvar_RegisterVariable (&lookstrafe);
1781 Cvar_RegisterVariable (&sensitivity);
1782 Cvar_RegisterVariable (&freelook);
1784 Cvar_RegisterVariable (&m_pitch);
1785 Cvar_RegisterVariable (&m_yaw);
1786 Cvar_RegisterVariable (&m_forward);
1787 Cvar_RegisterVariable (&m_side);
1789 Cvar_RegisterVariable (&cl_itembobspeed);
1790 Cvar_RegisterVariable (&cl_itembobheight);
1792 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1793 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1794 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1795 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1796 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1797 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1799 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1801 // LordHavoc: added pausedemo
1802 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)");
1804 Cvar_RegisterVariable(&r_draweffects);
1805 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1806 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1807 Cvar_RegisterVariable(&cl_explosions_size_start);
1808 Cvar_RegisterVariable(&cl_explosions_size_end);
1809 Cvar_RegisterVariable(&cl_explosions_lifetime);
1810 Cvar_RegisterVariable(&cl_stainmaps);
1811 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1812 Cvar_RegisterVariable(&cl_beams_polygons);
1813 Cvar_RegisterVariable(&cl_beams_relative);
1814 Cvar_RegisterVariable(&cl_beams_lightatend);
1815 Cvar_RegisterVariable(&cl_noplayershadow);
1817 Cvar_RegisterVariable(&cl_prydoncursor);
1819 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1821 // for QW connections
1822 Cvar_RegisterVariable(&qport);
1823 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1825 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1828 CL_Particles_Init();