2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
28 // we need to declare some mouse variables here, because the menu system
29 // references them even when on a unix system.
31 cvar_t cl_shownet = {0, "cl_shownet","0"};
32 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
34 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
35 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
37 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
38 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
39 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
41 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
42 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
43 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
44 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
46 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
48 cvar_t r_draweffects = {0, "r_draweffects", "1"};
50 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
51 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
52 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
53 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
54 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
56 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
57 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
59 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
60 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
61 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
63 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
65 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
67 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
69 vec3_t cl_playerstandmins;
70 vec3_t cl_playerstandmaxs;
71 vec3_t cl_playercrouchmins;
72 vec3_t cl_playercrouchmaxs;
74 mempool_t *cl_mempool;
80 int cl_max_static_entities;
81 int cl_max_temp_entities;
85 int cl_max_lightstyle;
86 int cl_max_brushmodel_entities;
89 entity_t *cl_entities;
90 qbyte *cl_entities_active;
91 entity_t *cl_static_entities;
92 entity_t *cl_temp_entities;
93 cl_effect_t *cl_effects;
96 lightstyle_t *cl_lightstyle;
97 int *cl_brushmodel_entities;
100 int cl_num_static_entities;
101 int cl_num_temp_entities;
102 int cl_num_brushmodel_entities;
104 // keep track of quake entities because they need to be killed if they get stale
105 extern int cl_lastquakeentity;
106 extern qbyte cl_isquakeentity[MAX_EDICTS];
109 =====================
112 =====================
114 void CL_ClearState(void)
118 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
119 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
120 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
121 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
122 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
123 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
124 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
125 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
126 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
127 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
128 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
129 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
134 // wipe the entire cl structure
135 memset (&cl, 0, sizeof(cl));
136 // reset the view zoom interpolation
137 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
139 SZ_Clear (&cls.message);
142 cl_num_static_entities = 0;
143 cl_num_temp_entities = 0;
144 cl_num_brushmodel_entities = 0;
146 // tweak these if the game runs out
147 cl_max_entities = 256;
148 cl_max_static_entities = 256;
149 cl_max_temp_entities = 512;
150 cl_max_effects = 256;
152 cl_max_dlights = MAX_DLIGHTS;
153 cl_max_lightstyle = MAX_LIGHTSTYLES;
154 cl_max_brushmodel_entities = MAX_EDICTS;
155 cl_activedlights = 0;
157 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
158 cl_entities_active = (qbyte *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte));
159 cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
160 cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
161 cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
162 cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
163 cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
164 cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
165 cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
167 cl_lastquakeentity = 0;
168 memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
170 // LordHavoc: have to set up the baseline info for alpha and other stuff
171 for (i = 0;i < cl_max_entities;i++)
173 cl_entities[i].state_baseline = defaultstate;
174 cl_entities[i].state_previous = defaultstate;
175 cl_entities[i].state_current = defaultstate;
178 if (gamemode == GAME_NEXUIZ)
180 VectorSet(cl_playerstandmins, -16, -16, -24);
181 VectorSet(cl_playerstandmaxs, 16, 16, 45);
182 VectorSet(cl_playercrouchmins, -16, -16, -24);
183 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
187 VectorSet(cl_playerstandmins, -16, -16, -24);
188 VectorSet(cl_playerstandmaxs, 16, 16, 24);
189 VectorSet(cl_playercrouchmins, -16, -16, -24);
190 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
194 CL_Particles_Clear();
198 void CL_ExpandEntities(int num)
200 int i, oldmaxentities;
201 entity_t *oldentities;
202 if (num >= cl_max_entities)
205 Sys_Error("CL_ExpandEntities: cl_entities not initialized\n");
206 if (num >= MAX_EDICTS)
207 Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
208 oldmaxentities = cl_max_entities;
209 oldentities = cl_entities;
210 cl_max_entities = (num & ~255) + 256;
211 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
212 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
213 Mem_Free(oldentities);
214 for (i = oldmaxentities;i < cl_max_entities;i++)
216 cl_entities[i].state_baseline = defaultstate;
217 cl_entities[i].state_previous = defaultstate;
218 cl_entities[i].state_current = defaultstate;
224 =====================
227 Sends a disconnect message to the server
228 This is also called on Host_Error, so it shouldn't cause any errors
229 =====================
231 void CL_Disconnect(void)
233 if (cls.state == ca_dedicated)
236 Con_DPrintf("CL_Disconnect\n");
238 // stop sounds (especially looping!)
241 // clear contents blends
242 cl.cshifts[0].percent = 0;
243 cl.cshifts[1].percent = 0;
244 cl.cshifts[2].percent = 0;
245 cl.cshifts[3].percent = 0;
247 cl.worldmodel = NULL;
249 if (cls.demoplayback)
253 if (cls.demorecording)
256 Con_DPrint("Sending clc_disconnect\n");
257 SZ_Clear(&cls.message);
258 MSG_WriteByte(&cls.message, clc_disconnect);
259 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
260 SZ_Clear(&cls.message);
261 NetConn_Close(cls.netcon);
264 cls.state = ca_disconnected;
266 cls.demoplayback = cls.timedemo = false;
270 void CL_Disconnect_f(void)
274 Host_ShutdownServer (false);
281 =====================
282 CL_EstablishConnection
284 Host should be either "local" or a net address
285 =====================
287 void CL_EstablishConnection(const char *host)
289 if (cls.state == ca_dedicated)
292 // clear menu's connect error message
293 M_Update_Return_Reason("");
296 // stop demo loop in case this fails
298 NetConn_ClientFrame();
299 NetConn_ServerFrame();
301 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
303 cls.connect_trying = true;
304 cls.connect_remainingtries = 3;
305 cls.connect_nextsendtime = 0;
306 M_Update_Return_Reason("Trying to connect...");
309 NetConn_ClientFrame();
310 NetConn_ServerFrame();
311 NetConn_ClientFrame();
312 NetConn_ServerFrame();
313 NetConn_ClientFrame();
314 NetConn_ServerFrame();
315 NetConn_ClientFrame();
316 NetConn_ServerFrame();
321 Con_Print("Unable to find a suitable network socket to connect to server.\n");
322 M_Update_Return_Reason("No network");
331 static void CL_PrintEntities_f(void)
337 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
339 if (!ent->state_current.active)
342 if (ent->render.model)
343 strlcpy (name, ent->render.model->name, 25);
345 strcpy(name, "--no model--");
346 for (j = (int)strlen(name);j < 25;j++)
348 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
352 //static const vec3_t nomodelmins = {-16, -16, -16};
353 //static const vec3_t nomodelmaxs = {16, 16, 16};
354 void CL_BoundingBoxForEntity(entity_render_t *ent)
358 //if (ent->angles[0] || ent->angles[2])
359 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
362 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
363 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
364 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
365 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
366 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
367 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
368 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
369 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
371 //else if (ent->angles[1])
372 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
375 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
376 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
377 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
378 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
379 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
380 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
381 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
382 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
386 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
387 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
388 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
389 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
390 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
391 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
392 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
393 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
398 ent->mins[0] = ent->matrix.m[0][3] - 16;
399 ent->mins[1] = ent->matrix.m[1][3] - 16;
400 ent->mins[2] = ent->matrix.m[2][3] - 16;
401 ent->maxs[0] = ent->matrix.m[0][3] + 16;
402 ent->maxs[1] = ent->matrix.m[1][3] + 16;
403 ent->maxs[2] = ent->matrix.m[2][3] + 16;
404 //VectorAdd(ent->origin, nomodelmins, ent->mins);
405 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
413 Determines the fraction between the last two messages that the objects
417 static float CL_LerpPoint(void)
421 // dropped packet, or start of demo
422 if (cl.mtime[1] < cl.mtime[0] - 0.1)
423 cl.mtime[1] = cl.mtime[0] - 0.1;
425 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
427 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
428 f = cl.mtime[0] - cl.mtime[1];
429 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
431 cl.time = cl.mtime[0];
435 f = (cl.time - cl.mtime[1]) / f;
436 return bound(0, f, 1);
439 void CL_ClearTempEntities (void)
441 cl_num_temp_entities = 0;
444 entity_t *CL_NewTempEntity(void)
448 if (r_refdef.numentities >= r_refdef.maxentities)
450 if (cl_num_temp_entities >= cl_max_temp_entities)
452 ent = &cl_temp_entities[cl_num_temp_entities++];
453 memset (ent, 0, sizeof(*ent));
454 r_refdef.entities[r_refdef.numentities++] = &ent->render;
456 ent->render.colormap = -1; // no special coloring
457 ent->render.scale = 1;
458 ent->render.alpha = 1;
459 VectorSet(ent->render.colormod, 1, 1, 1);
463 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
467 if (!modelindex) // sanity check
469 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
474 VectorCopy(org, e->origin);
475 e->modelindex = modelindex;
476 e->starttime = cl.time;
477 e->startframe = startframe;
478 e->endframe = startframe + framecount;
479 e->framerate = framerate;
482 e->frame1time = cl.time;
483 e->frame2time = cl.time;
488 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
494 // first look for an exact key match
498 for (i = 0;i < cl_activedlights;i++, dl++)
504 // then look for anything else
506 for (i = 0;i < cl_activedlights;i++, dl++)
509 // if we hit the end of the active dlights and found no gaps, add a new one
512 cl_activedlights = i + 1;
516 // unable to find one
520 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
521 memset (dl, 0, sizeof(*dl));
522 dl->matrix = *matrix;
524 dl->origin[0] = dl->matrix.m[0][3];
525 dl->origin[1] = dl->matrix.m[1][3];
526 dl->origin[2] = dl->matrix.m[2][3];
527 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
528 dl->matrix.m[0][3] = dl->origin[0];
529 dl->matrix.m[1][3] = dl->origin[1];
530 dl->matrix.m[2][3] = dl->origin[2];
533 dl->color[1] = green;
537 dl->die = cl.time + lifetime;
540 dl->cubemapnum = cubemapnum;
542 dl->shadow = shadowenable;
545 dl->coronasizescale = coronasizescale;
546 dl->ambientscale = ambientscale;
547 dl->diffusescale = diffusescale;
548 dl->specularscale = specularscale;
551 void CL_UpdateLights(void)
553 int i, j, k, l, oldmax;
557 r_refdef.numlights = 0;
559 time = cl.time - cl.oldtime;
560 oldmax = cl_activedlights;
561 cl_activedlights = 0;
562 for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
566 f = dl->radius - time * dl->decay;
567 if (cl.time < dl->die && f > 0)
569 dl->radius = dl->radius - time * dl->decay;
570 cl_activedlights = i + 1;
571 if (r_dynamic.integer)
573 R_RTLight_Update(dl, false);
574 r_refdef.lights[r_refdef.numlights++] = dl;
583 // 'm' is normal light, 'a' is no light, 'z' is double bright
587 for (j = 0;j < MAX_LIGHTSTYLES;j++)
589 if (!cl_lightstyle || !cl_lightstyle[j].length)
591 r_refdef.lightstylevalue[j] = 256;
594 k = i % cl_lightstyle[j].length;
595 l = (i-1) % cl_lightstyle[j].length;
596 k = cl_lightstyle[j].map[k] - 'a';
597 l = cl_lightstyle[j].map[l] - 'a';
598 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
602 #define MAXVIEWMODELS 32
603 entity_t *viewmodels[MAXVIEWMODELS];
606 matrix4x4_t viewmodelmatrix;
608 static int entitylinkframenumber;
610 static const vec3_t muzzleflashorigin = {18, 0, 0};
612 extern void V_DriftPitch(void);
613 extern void V_FadeViewFlashs(void);
614 extern void V_CalcViewBlend(void);
616 extern void V_CalcRefdef(void);
617 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
618 void CL_LinkNetworkEntity(entity_t *e)
620 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
621 //matrix4x4_t dlightmatrix;
622 int j, k, l, trailtype, temp;
623 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
627 //entity_persistent_t *p = &e->persistent;
628 //entity_render_t *r = &e->render;
629 if (e->persistent.linkframe != entitylinkframenumber)
631 e->persistent.linkframe = entitylinkframenumber;
632 // skip inactive entities and world
633 if (!e->state_current.active || e == cl_entities)
635 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
636 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
637 e->render.flags = e->state_current.flags;
638 e->render.effects = e->state_current.effects;
639 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
640 if (e->state_current.flags & RENDER_COLORMAPPED)
644 e->render.colormap = e->state_current.colormap;
645 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
646 cbcolor = (qbyte *) (&palette_complete[cb]);
647 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
648 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
649 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
650 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
651 cbcolor = (qbyte *) (&palette_complete[cb]);
652 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
653 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
654 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
656 else if (e->state_current.colormap && cl.scores != NULL)
660 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
661 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
662 cbcolor = (qbyte *) (&palette_complete[cb]);
663 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
664 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
665 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
666 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
667 cbcolor = (qbyte *) (&palette_complete[cb]);
668 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
669 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
670 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
674 e->render.colormap = -1; // no special coloring
675 VectorClear(e->render.colormap_pantscolor);
676 VectorClear(e->render.colormap_shirtcolor);
678 e->render.skinnum = e->state_current.skin;
679 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
681 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
684 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
685 matrix = &viewmodelmatrix;
686 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
688 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
689 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
694 // if the tag entity is currently impossible, skip it
695 if (e->state_current.tagentity >= cl_num_entities)
697 t = cl_entities + e->state_current.tagentity;
698 // if the tag entity is inactive, skip it
699 if (!t->state_current.active)
701 // note: this can link to world
702 CL_LinkNetworkEntity(t);
703 // make relative to the entity
704 matrix = &t->render.matrix;
705 // some properties of the tag entity carry over
706 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
707 // if a valid tagindex is used, make it relative to that tag instead
708 // FIXME: use a model function to get tag info (need to handle skeletal)
709 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
711 // blend the matrices
712 memset(&blendmatrix, 0, sizeof(blendmatrix));
713 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
715 matrix4x4_t tagmatrix;
716 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
717 d = t->render.frameblend[j].lerp;
718 for (l = 0;l < 4;l++)
719 for (k = 0;k < 4;k++)
720 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
722 // concat the tag matrices onto the entity matrix
723 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
724 // use the constructed tag matrix
725 matrix = &tempmatrix;
730 // if it's the player entity, update according to client movement
731 if (e == cl_entities + cl.playerentity && cl.movement)
733 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
734 lerp = bound(0, lerp, 1);
735 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
736 VectorSet(angles, 0, cl.viewangles[1], 0);
738 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
740 // interpolate the origin and angles
741 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
742 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
743 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
744 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
745 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
746 VectorMA(e->persistent.oldangles, lerp, delta, angles);
751 VectorCopy(e->persistent.neworigin, origin);
752 VectorCopy(e->persistent.newangles, angles);
755 // model setup and some modelflags
756 e->render.model = cl.model_precache[e->state_current.modelindex];
759 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
760 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
761 angles[0] = -angles[0];
762 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
764 angles[1] = ANGLEMOD(100*cl.time);
765 if (cl_itembobheight.value)
766 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
768 // transfer certain model flags to effects
769 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
770 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
771 VectorScale(e->render.colormod, 2, e->render.colormod);
775 if (e->render.frame2 == e->state_current.frame)
777 // update frame lerp fraction
778 e->render.framelerp = 1;
779 if (e->render.frame2time > e->render.frame1time)
781 // make sure frame lerp won't last longer than 100ms
782 // (this mainly helps with models that use framegroups and
783 // switch between them infrequently)
784 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
785 e->render.framelerp = bound(0, e->render.framelerp, 1);
790 // begin a new frame lerp
791 e->render.frame1 = e->render.frame2;
792 e->render.frame1time = e->render.frame2time;
793 e->render.frame = e->render.frame2 = e->state_current.frame;
794 e->render.frame2time = cl.time;
795 e->render.framelerp = 0;
797 R_LerpAnimation(&e->render);
799 // set up the render matrix
800 // FIXME: e->render.scale should go away
801 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
802 // concat the matrices to make the entity relative to its tag
803 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
804 // make the other useful stuff
805 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
806 CL_BoundingBoxForEntity(&e->render);
808 // handle effects now that we know where this entity is in the world...
809 if (e->render.model && e->render.model->soundfromcenter)
811 // bmodels are treated specially since their origin is usually '0 0 0'
813 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
814 Matrix4x4_Transform(&e->render.matrix, o, origin);
818 origin[0] = e->render.matrix.m[0][3];
819 origin[1] = e->render.matrix.m[1][3];
820 origin[2] = e->render.matrix.m[2][3];
827 // LordHavoc: if the entity has no effects, don't check each
828 if (e->render.effects)
830 if (e->render.effects & EF_BRIGHTFIELD)
832 if (gamemode == GAME_NEXUIZ)
834 dlightradius = max(dlightradius, 200);
835 dlightcolor[0] += 0.75f;
836 dlightcolor[1] += 1.50f;
837 dlightcolor[2] += 3.00f;
841 CL_EntityParticles(e);
843 if (e->render.effects & EF_MUZZLEFLASH)
844 e->persistent.muzzleflash = 1.0f;
845 if (e->render.effects & EF_DIMLIGHT)
847 dlightradius = max(dlightradius, 200);
848 dlightcolor[0] += 1.50f;
849 dlightcolor[1] += 1.50f;
850 dlightcolor[2] += 1.50f;
852 if (e->render.effects & EF_BRIGHTLIGHT)
854 dlightradius = max(dlightradius, 400);
855 dlightcolor[0] += 3.00f;
856 dlightcolor[1] += 3.00f;
857 dlightcolor[2] += 3.00f;
859 // LordHavoc: more effects
860 if (e->render.effects & EF_RED) // red
862 dlightradius = max(dlightradius, 200);
863 dlightcolor[0] += 1.50f;
864 dlightcolor[1] += 0.15f;
865 dlightcolor[2] += 0.15f;
867 if (e->render.effects & EF_BLUE) // blue
869 dlightradius = max(dlightradius, 200);
870 dlightcolor[0] += 0.15f;
871 dlightcolor[1] += 0.15f;
872 dlightcolor[2] += 1.50f;
874 if (e->render.effects & EF_FLAME)
876 mins[0] = origin[0] - 16.0f;
877 mins[1] = origin[1] - 16.0f;
878 mins[2] = origin[2] - 16.0f;
879 maxs[0] = origin[0] + 16.0f;
880 maxs[1] = origin[1] + 16.0f;
881 maxs[2] = origin[2] + 16.0f;
882 // how many flames to make
883 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
884 CL_FlameCube(mins, maxs, temp);
885 d = lhrandom(0.75f, 1);
886 dlightradius = max(dlightradius, 200);
887 dlightcolor[0] += d * 2.0f;
888 dlightcolor[1] += d * 1.5f;
889 dlightcolor[2] += d * 0.5f;
891 if (e->render.effects & EF_STARDUST)
893 mins[0] = origin[0] - 16.0f;
894 mins[1] = origin[1] - 16.0f;
895 mins[2] = origin[2] - 16.0f;
896 maxs[0] = origin[0] + 16.0f;
897 maxs[1] = origin[1] + 16.0f;
898 maxs[2] = origin[2] + 16.0f;
899 // how many particles to make
900 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
901 CL_Stardust(mins, maxs, temp);
902 dlightradius = max(dlightradius, 200);
903 dlightcolor[0] += 1.0f;
904 dlightcolor[1] += 0.7f;
905 dlightcolor[2] += 0.3f;
908 // muzzleflash fades over time, and is offset a bit
909 if (e->persistent.muzzleflash > 0)
911 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
912 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
913 tempmatrix = e->render.matrix;
914 tempmatrix.m[0][3] = trace.endpos[0];
915 tempmatrix.m[1][3] = trace.endpos[1];
916 tempmatrix.m[2][3] = trace.endpos[2];
917 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);
918 e->persistent.muzzleflash -= cl.frametime * 10;
920 // LordHavoc: if the model has no flags, don't check each
921 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
923 if (e->render.model->flags & EF_GIB)
925 else if (e->render.model->flags & EF_ZOMGIB)
927 else if (e->render.model->flags & EF_TRACER)
930 dlightradius = max(dlightradius, 100);
931 dlightcolor[0] += 0.25f;
932 dlightcolor[1] += 1.00f;
933 dlightcolor[2] += 0.25f;
935 else if (e->render.model->flags & EF_TRACER2)
938 dlightradius = max(dlightradius, 100);
939 dlightcolor[0] += 1.00f;
940 dlightcolor[1] += 0.60f;
941 dlightcolor[2] += 0.20f;
943 else if (e->render.model->flags & EF_ROCKET)
946 dlightradius = max(dlightradius, 200);
947 dlightcolor[0] += 3.00f;
948 dlightcolor[1] += 1.50f;
949 dlightcolor[2] += 0.50f;
951 else if (e->render.model->flags & EF_GRENADE)
953 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
954 trailtype = e->render.alpha == -1 ? 7 : 1;
956 else if (e->render.model->flags & EF_TRACER3)
959 if (gamemode == GAME_PRYDON)
961 dlightradius = max(dlightradius, 100);
962 dlightcolor[0] += 0.30f;
963 dlightcolor[1] += 0.60f;
964 dlightcolor[2] += 1.20f;
968 dlightradius = max(dlightradius, 200);
969 dlightcolor[0] += 1.20f;
970 dlightcolor[1] += 0.50f;
971 dlightcolor[2] += 1.00f;
975 // LordHavoc: customizable glow
976 if (e->state_current.glowsize)
978 // * 4 for the expansion from 0-255 to 0-1023 range,
979 // / 255 to scale down byte colors
980 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
981 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
983 // make the glow dlight
984 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
986 //dlightmatrix = e->render.matrix;
987 // hack to make glowing player light shine on their gun
988 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
989 // dlightmatrix.m[2][3] += 30;
990 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);
993 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
996 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
997 light[3] = e->state_current.light[3];
998 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
999 VectorSet(light, 1, 1, 1);
1002 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1003 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);
1006 if (e->render.flags & RENDER_GLOWTRAIL)
1009 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1010 VectorCopy(origin, e->persistent.trail_origin);
1011 // tenebrae's sprites are all additive mode (weird)
1012 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1013 e->render.effects |= EF_ADDITIVE;
1014 // player model is only shown with chase_active on
1015 if (e->state_current.number == cl.viewentity)
1016 e->render.flags |= RENDER_EXTERIORMODEL;
1017 // transparent stuff can't be lit during the opaque stage
1018 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1019 e->render.flags |= RENDER_TRANSPARENT;
1020 // either fullbright or lit
1021 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1022 e->render.flags |= RENDER_LIGHT;
1023 // hide player shadow during intermission or nehahra movie
1024 if (!(e->render.effects & EF_NOSHADOW)
1025 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1026 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1027 e->render.flags |= RENDER_SHADOW;
1028 // as soon as player is known we can call V_CalcRefDef
1029 if (e->state_current.number == cl.viewentity)
1031 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1032 cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1033 // don't show entities with no modelindex (note: this still shows
1034 // entities which have a modelindex that resolved to a NULL model)
1035 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1036 r_refdef.entities[r_refdef.numentities++] = &e->render;
1037 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1038 // Matrix4x4_Print(&e->render.matrix);
1042 void CL_RelinkWorld(void)
1044 entity_t *ent = &cl_entities[0];
1045 cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1046 // FIXME: this should be done at load
1047 Matrix4x4_CreateIdentity(&ent->render.matrix);
1048 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1049 R_LerpAnimation(&ent->render);
1050 CL_BoundingBoxForEntity(&ent->render);
1051 ent->render.flags = RENDER_SHADOW;
1052 if (!r_fullbright.integer)
1053 ent->render.flags |= RENDER_LIGHT;
1054 VectorSet(ent->render.colormod, 1, 1, 1);
1055 r_refdef.worldentity = &ent->render;
1056 r_refdef.worldmodel = cl.worldmodel;
1059 static void CL_RelinkStaticEntities(void)
1063 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1065 e->render.flags = 0;
1066 // transparent stuff can't be lit during the opaque stage
1067 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1068 e->render.flags |= RENDER_TRANSPARENT;
1069 // either fullbright or lit
1070 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1071 e->render.flags |= RENDER_LIGHT;
1072 // hide player shadow during intermission or nehahra movie
1073 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1074 e->render.flags |= RENDER_SHADOW;
1075 VectorSet(e->render.colormod, 1, 1, 1);
1076 R_LerpAnimation(&e->render);
1077 r_refdef.entities[r_refdef.numentities++] = &e->render;
1086 static void CL_RelinkNetworkEntities(void)
1092 ent->state_previous = ent->state_current;
1093 ent->state_current = defaultstate;
1094 ent->state_current.time = cl.time;
1095 ent->state_current.number = -1;
1096 ent->state_current.active = true;
1097 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1098 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1099 ent->state_current.flags = RENDER_VIEWMODEL;
1100 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1101 ent->state_current.modelindex = 0;
1102 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1104 if (gamemode == GAME_TRANSFUSION)
1105 ent->state_current.alpha = 128;
1107 ent->state_current.modelindex = 0;
1110 // reset animation interpolation on weaponmodel if model changed
1111 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1113 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1114 ent->render.frame1time = ent->render.frame2time = cl.time;
1115 ent->render.framelerp = 1;
1118 // start on the entity after the world
1119 entitylinkframenumber++;
1120 for (i = 1;i < cl_num_entities;i++)
1122 if (cl_entities_active[i])
1124 ent = cl_entities + i;
1125 if (ent->state_current.active)
1126 CL_LinkNetworkEntity(ent);
1128 cl_entities_active[i] = false;
1131 CL_LinkNetworkEntity(&cl.viewent);
1134 static void CL_RelinkEffects(void)
1141 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1145 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1147 if (intframe < 0 || intframe >= e->endframe)
1149 memset(e, 0, sizeof(*e));
1153 if (intframe != e->frame)
1155 e->frame = intframe;
1156 e->frame1time = e->frame2time;
1157 e->frame2time = cl.time;
1160 // if we're drawing effects, get a new temp entity
1161 // (NewTempEntity adds it to the render entities list for us)
1162 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1164 // interpolation stuff
1165 ent->render.frame1 = intframe;
1166 ent->render.frame2 = intframe + 1;
1167 if (ent->render.frame2 >= e->endframe)
1168 ent->render.frame2 = -1; // disappear
1169 ent->render.framelerp = frame - intframe;
1170 ent->render.frame1time = e->frame1time;
1171 ent->render.frame2time = e->frame2time;
1174 ent->render.model = cl.model_precache[e->modelindex];
1175 ent->render.frame = ent->render.frame2;
1176 ent->render.colormap = -1; // no special coloring
1177 ent->render.alpha = 1;
1178 VectorSet(ent->render.colormod, 1, 1, 1);
1180 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1181 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1182 R_LerpAnimation(&ent->render);
1183 CL_BoundingBoxForEntity(&ent->render);
1189 void CL_RelinkBeams(void)
1198 matrix4x4_t tempmatrix;
1200 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1202 if (!b->model || b->endtime < cl.time)
1205 // if coming from the player, update the start position
1206 //if (b->entity == cl.viewentity)
1207 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1208 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1210 entity_state_t *p = &cl_entities[b->entity].state_previous;
1211 //entity_state_t *c = &cl_entities[b->entity].state_current;
1212 entity_render_t *r = &cl_entities[b->entity].render;
1213 matrix4x4_t matrix, imatrix;
1214 if (b->relativestartvalid == 2)
1216 // not really valid yet, we need to get the orientation now
1217 // (ParseBeam flagged this because it is received before
1218 // entities are received, by now they have been received)
1219 // note: because players create lightning in their think
1220 // function (which occurs before movement), they actually
1221 // have some lag in it's location, so compare to the
1222 // previous player state, not the latest
1223 if (b->entity == cl.viewentity)
1224 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1226 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1227 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1228 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1229 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1230 b->relativestartvalid = 1;
1234 if (b->entity == cl.viewentity)
1235 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1237 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1238 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1239 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1245 if (cl_beams_lightatend.integer)
1247 // FIXME: create a matrix from the beam start/end orientation
1248 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1249 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);
1251 if (cl_beams_polygons.integer)
1255 // calculate pitch and yaw
1256 VectorSubtract (b->end, b->start, dist);
1258 if (dist[1] == 0 && dist[0] == 0)
1268 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1272 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1273 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1278 // add new entities for the lightning
1279 VectorCopy (b->start, org);
1280 d = VectorNormalizeLength(dist);
1283 ent = CL_NewTempEntity ();
1286 //VectorCopy (org, ent->render.origin);
1287 ent->render.model = b->model;
1288 //ent->render.effects = EF_FULLBRIGHT;
1289 //ent->render.angles[0] = pitch;
1290 //ent->render.angles[1] = yaw;
1291 //ent->render.angles[2] = rand()%360;
1292 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1293 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1294 R_LerpAnimation(&ent->render);
1295 CL_BoundingBoxForEntity(&ent->render);
1296 VectorMA(org, 30, dist, org);
1302 void CL_LerpPlayer(float frac)
1307 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1308 for (i = 0;i < 3;i++)
1310 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1311 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1312 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1315 if (cls.demoplayback)
1317 // interpolate the angles
1318 for (i = 0;i < 3;i++)
1320 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1325 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1334 Read all incoming data from the server
1337 extern void CL_ClientMovement_Replay();
1338 int CL_ReadFromServer(void)
1340 CL_ReadDemoMessage();
1342 r_refdef.time = cl.time;
1343 r_refdef.extraupdate = !r_speeds.integer;
1344 r_refdef.numentities = 0;
1345 Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1346 cl_num_brushmodel_entities = 0;
1348 if (cls.state == ca_connected && cls.signon == SIGNONS)
1350 // prepare for a new frame
1351 CL_LerpPlayer(CL_LerpPoint());
1353 CL_ClearTempEntities();
1357 // relink network entities (note: this sets up the view!)
1358 CL_ClientMovement_Replay();
1359 CL_RelinkNetworkEntities();
1367 CL_RelinkStaticEntities();
1371 // run cgame code (which can add more entities)
1374 // update view blend
1386 void CL_UpdatePrydonCursor(void);
1387 void CL_SendCmd(void)
1389 if (cls.demoplayback)
1391 SZ_Clear(&cls.message);
1395 // send the reliable message (forwarded commands) if there is one
1396 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1398 if (developer.integer)
1400 Con_Print("CL_SendCmd: sending reliable message:\n");
1401 SZ_HexDumpToConsole(&cls.message);
1403 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1404 Host_Error("CL_WriteToServer: lost server connection");
1405 SZ_Clear(&cls.message);
1409 // LordHavoc: pausedemo command
1410 static void CL_PauseDemo_f (void)
1412 cls.demopaused = !cls.demopaused;
1414 Con_Print("Demo paused\n");
1416 Con_Print("Demo unpaused\n");
1420 ======================
1422 ======================
1424 static void CL_Fog_f (void)
1426 if (Cmd_Argc () == 1)
1428 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1431 fog_density = atof(Cmd_Argv(1));
1432 fog_red = atof(Cmd_Argv(2));
1433 fog_green = atof(Cmd_Argv(3));
1434 fog_blue = atof(Cmd_Argv(4));
1438 ====================
1441 For program optimization
1442 ====================
1444 static void CL_TimeRefresh_f (void)
1447 float timestart, timedelta, oldangles[3];
1449 r_refdef.extraupdate = false;
1450 VectorCopy(cl.viewangles, oldangles);
1451 VectorClear(cl.viewangles);
1453 timestart = Sys_DoubleTime();
1454 for (i = 0;i < 128;i++)
1456 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1459 timedelta = Sys_DoubleTime() - timestart;
1461 VectorCopy(oldangles, cl.viewangles);
1462 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1470 void CL_Shutdown (void)
1473 CL_Particles_Shutdown();
1474 CL_Parse_Shutdown();
1476 Mem_FreePool (&cl_mempool);
1486 cl_mempool = Mem_AllocPool("client", 0, NULL);
1488 memset(&r_refdef, 0, sizeof(r_refdef));
1489 // max entities sent to renderer per frame
1490 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1491 r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1492 // 256k drawqueue buffer
1493 r_refdef.maxdrawqueuesize = 256 * 1024;
1494 r_refdef.drawqueue = (qbyte *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1496 cls.message.data = cls.message_buf;
1497 cls.message.maxsize = sizeof(cls.message_buf);
1498 cls.message.cursize = 0;
1503 // register our commands
1505 Cvar_RegisterVariable (&cl_upspeed);
1506 Cvar_RegisterVariable (&cl_forwardspeed);
1507 Cvar_RegisterVariable (&cl_backspeed);
1508 Cvar_RegisterVariable (&cl_sidespeed);
1509 Cvar_RegisterVariable (&cl_movespeedkey);
1510 Cvar_RegisterVariable (&cl_yawspeed);
1511 Cvar_RegisterVariable (&cl_pitchspeed);
1512 Cvar_RegisterVariable (&cl_anglespeedkey);
1513 Cvar_RegisterVariable (&cl_shownet);
1514 Cvar_RegisterVariable (&cl_nolerp);
1515 Cvar_RegisterVariable (&lookspring);
1516 Cvar_RegisterVariable (&lookstrafe);
1517 Cvar_RegisterVariable (&sensitivity);
1518 Cvar_RegisterVariable (&freelook);
1520 Cvar_RegisterVariable (&m_pitch);
1521 Cvar_RegisterVariable (&m_yaw);
1522 Cvar_RegisterVariable (&m_forward);
1523 Cvar_RegisterVariable (&m_side);
1525 Cvar_RegisterVariable (&cl_itembobspeed);
1526 Cvar_RegisterVariable (&cl_itembobheight);
1528 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1529 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1530 Cmd_AddCommand ("record", CL_Record_f);
1531 Cmd_AddCommand ("stop", CL_Stop_f);
1532 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1533 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1535 Cmd_AddCommand ("fog", CL_Fog_f);
1537 // LordHavoc: added pausedemo
1538 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1540 Cvar_RegisterVariable(&r_draweffects);
1541 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1542 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1543 Cvar_RegisterVariable(&cl_explosions_size_start);
1544 Cvar_RegisterVariable(&cl_explosions_size_end);
1545 Cvar_RegisterVariable(&cl_explosions_lifetime);
1546 Cvar_RegisterVariable(&cl_stainmaps);
1547 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1548 Cvar_RegisterVariable(&cl_beams_polygons);
1549 Cvar_RegisterVariable(&cl_beams_relative);
1550 Cvar_RegisterVariable(&cl_beams_lightatend);
1551 Cvar_RegisterVariable(&cl_noplayershadow);
1553 Cvar_RegisterVariable(&cl_prydoncursor);
1555 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1557 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1560 CL_Particles_Init();