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"};
78 #define MAX_PARTICLES 32768 // default max # of particles at one time
79 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
87 void CL_ClearState(void)
92 // wipe the entire cl structure
93 Mem_EmptyPool(cls.levelmempool);
94 memset (&cl, 0, sizeof(cl));
98 // reset the view zoom interpolation
99 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
102 cl.num_csqcentities = 0; //[515]: csqc
103 cl.num_static_entities = 0;
104 cl.num_temp_entities = 0;
105 cl.num_brushmodel_entities = 0;
107 // tweak these if the game runs out
108 cl.max_entities = 256;
109 cl.max_csqcentities = 256; //[515]: csqc
110 cl.max_static_entities = 256;
111 cl.max_temp_entities = 512;
112 cl.max_effects = 256;
114 cl.max_dlights = MAX_DLIGHTS;
115 cl.max_lightstyle = MAX_LIGHTSTYLES;
116 cl.max_brushmodel_entities = MAX_EDICTS;
117 cl.max_particles = MAX_PARTICLES;
119 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
120 i = COM_CheckParm ("-particles");
121 if (i && i < com_argc - 1)
123 cl.max_particles = (int)(atoi(com_argv[i+1]));
124 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
125 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
132 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
133 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc
134 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
135 cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
136 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
137 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
138 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
139 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
140 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
141 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
142 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
143 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
145 // LordHavoc: have to set up the baseline info for alpha and other stuff
146 for (i = 0;i < cl.max_entities;i++)
148 cl.entities[i].state_baseline = defaultstate;
149 cl.entities[i].state_previous = defaultstate;
150 cl.entities[i].state_current = defaultstate;
153 for (i = 0;i < cl.max_csqcentities;i++)
155 cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
156 cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
157 cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
158 cl.csqcentities[i].csqc = true;
159 cl.csqcentities[i].state_current.number = -i;
162 if (gamemode == GAME_NEXUIZ)
164 VectorSet(cl.playerstandmins, -16, -16, -24);
165 VectorSet(cl.playerstandmaxs, 16, 16, 45);
166 VectorSet(cl.playercrouchmins, -16, -16, -24);
167 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
171 VectorSet(cl.playerstandmins, -16, -16, -24);
172 VectorSet(cl.playerstandmaxs, 16, 16, 24);
173 VectorSet(cl.playercrouchmins, -16, -16, -24);
174 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
177 // disable until we get textures for it
180 ent = &cl.entities[0];
181 // entire entity array was cleared, so just fill in a few fields
182 ent->state_current.active = true;
183 ent->render.model = cl.worldmodel = NULL; // no world model yet
184 ent->render.scale = 1; // some of the renderer still relies on scale
185 ent->render.alpha = 1;
186 ent->render.colormap = -1; // no special coloring
187 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
190 CL_BoundingBoxForEntity(&ent->render);
192 // noclip is turned off at start
193 noclip_anglehack = false;
195 // mark all frames invalid for delta
196 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
201 void CL_ExpandEntities(int num)
203 int i, oldmaxentities;
204 entity_t *oldentities;
205 if (num >= cl.max_entities)
208 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
209 if (num >= MAX_EDICTS)
210 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
211 oldmaxentities = cl.max_entities;
212 oldentities = cl.entities;
213 cl.max_entities = (num & ~255) + 256;
214 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
215 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
216 Mem_Free(oldentities);
217 for (i = oldmaxentities;i < cl.max_entities;i++)
219 cl.entities[i].state_baseline = defaultstate;
220 cl.entities[i].state_previous = defaultstate;
221 cl.entities[i].state_current = defaultstate;
226 void CL_ExpandCSQCEntities(int num)
228 int i, oldmaxentities;
229 entity_t *oldentities;
230 if (num >= cl.max_csqcentities)
232 if (!cl.csqcentities)
233 Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
234 if (num >= MAX_EDICTS)
235 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
236 oldmaxentities = cl.max_csqcentities;
237 oldentities = cl.csqcentities;
238 cl.max_csqcentities = (num & ~255) + 256;
239 cl.csqcentities = Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
240 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
241 Mem_Free(oldentities);
242 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
244 cl.csqcentities[i].state_baseline = defaultstate;
245 cl.csqcentities[i].state_previous = defaultstate;
246 cl.csqcentities[i].state_current = defaultstate;
247 cl.csqcentities[i].csqc = true;
248 cl.csqcentities[i].state_current.number = -i;
253 void CL_VM_ShutDown (void);
255 =====================
258 Sends a disconnect message to the server
259 This is also called on Host_Error, so it shouldn't cause any errors
260 =====================
262 void CL_Disconnect(void)
264 if (cls.state == ca_dedicated)
267 Con_DPrintf("CL_Disconnect\n");
270 // stop sounds (especially looping!)
273 // clear contents blends
274 cl.cshifts[0].percent = 0;
275 cl.cshifts[1].percent = 0;
276 cl.cshifts[2].percent = 0;
277 cl.cshifts[3].percent = 0;
279 cl.worldmodel = NULL;
281 if (cls.demoplayback)
286 unsigned char bufdata[8];
287 if (cls.demorecording)
290 // send disconnect message 3 times to improve chances of server
291 // receiving it (but it still fails sometimes)
292 memset(&buf, 0, sizeof(buf));
294 buf.maxsize = sizeof(bufdata);
295 if (cls.protocol == PROTOCOL_QUAKEWORLD)
297 Con_DPrint("Sending drop command\n");
298 MSG_WriteByte(&buf, qw_clc_stringcmd);
299 MSG_WriteString(&buf, "drop");
303 Con_DPrint("Sending clc_disconnect\n");
304 MSG_WriteByte(&buf, clc_disconnect);
306 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
307 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
308 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
309 NetConn_Close(cls.netcon);
312 cls.state = ca_disconnected;
314 cls.demoplayback = cls.timedemo = false;
318 void CL_Disconnect_f(void)
322 Host_ShutdownServer ();
329 =====================
330 CL_EstablishConnection
332 Host should be either "local" or a net address
333 =====================
335 void CL_EstablishConnection(const char *host)
337 if (cls.state == ca_dedicated)
340 // clear menu's connect error message
341 M_Update_Return_Reason("");
344 // stop demo loop in case this fails
347 // make sure the client ports are open before attempting to connect
348 NetConn_UpdateSockets();
350 // run a network frame
351 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
353 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
355 cls.connect_trying = true;
356 cls.connect_remainingtries = 3;
357 cls.connect_nextsendtime = 0;
358 M_Update_Return_Reason("Trying to connect...");
359 // run several network frames to jump into the game quickly
362 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
363 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
364 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
365 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
370 Con_Print("Unable to find a suitable network socket to connect to server.\n");
371 M_Update_Return_Reason("No network");
380 static void CL_PrintEntities_f(void)
386 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
388 if (!ent->state_current.active)
391 if (ent->render.model)
392 strlcpy (name, ent->render.model->name, 25);
394 strcpy(name, "--no model--");
395 for (j = (int)strlen(name);j < 25;j++)
397 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);
401 //static const vec3_t nomodelmins = {-16, -16, -16};
402 //static const vec3_t nomodelmaxs = {16, 16, 16};
403 void CL_BoundingBoxForEntity(entity_render_t *ent)
407 //if (ent->angles[0] || ent->angles[2])
408 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
411 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
412 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
413 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
414 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
415 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
416 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
417 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
418 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
420 //else if (ent->angles[1])
421 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
424 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
425 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
426 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
427 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
428 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
429 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
430 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
431 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
435 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
436 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
437 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
438 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
439 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
440 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
441 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
442 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
447 ent->mins[0] = ent->matrix.m[0][3] - 16;
448 ent->mins[1] = ent->matrix.m[1][3] - 16;
449 ent->mins[2] = ent->matrix.m[2][3] - 16;
450 ent->maxs[0] = ent->matrix.m[0][3] + 16;
451 ent->maxs[1] = ent->matrix.m[1][3] + 16;
452 ent->maxs[2] = ent->matrix.m[2][3] + 16;
453 //VectorAdd(ent->origin, nomodelmins, ent->mins);
454 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
462 Determines the fraction between the last two messages that the objects
466 static float CL_LerpPoint(void)
470 // dropped packet, or start of demo
471 if (cl.mtime[1] < cl.mtime[0] - 0.1)
472 cl.mtime[1] = cl.mtime[0] - 0.1;
474 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
476 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
477 f = cl.mtime[0] - cl.mtime[1];
478 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
480 cl.time = cl.mtime[0];
484 f = (cl.time - cl.mtime[1]) / f;
485 return bound(0, f, 1);
488 void CL_ClearTempEntities (void)
490 cl.num_temp_entities = 0;
493 entity_t *CL_NewTempEntity(void)
497 if (r_refdef.numentities >= r_refdef.maxentities)
499 if (cl.num_temp_entities >= cl.max_temp_entities)
501 ent = &cl.temp_entities[cl.num_temp_entities++];
502 memset (ent, 0, sizeof(*ent));
503 r_refdef.entities[r_refdef.numentities++] = &ent->render;
505 ent->render.colormap = -1; // no special coloring
506 ent->render.scale = 1;
507 ent->render.alpha = 1;
508 VectorSet(ent->render.colormod, 1, 1, 1);
512 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
516 if (!modelindex) // sanity check
518 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
523 VectorCopy(org, e->origin);
524 e->modelindex = modelindex;
525 e->starttime = cl.time;
526 e->startframe = startframe;
527 e->endframe = startframe + framecount;
528 e->framerate = framerate;
531 e->frame1time = cl.time;
532 e->frame2time = cl.time;
533 cl.num_effects = max(cl.num_effects, i + 1);
538 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)
544 // first look for an exact key match
548 for (i = 0;i < cl.num_dlights;i++, dl++)
554 // then look for anything else
556 for (i = 0;i < cl.num_dlights;i++, dl++)
559 // if we hit the end of the active dlights and found no gaps, add a new one
562 cl.num_dlights = i + 1;
566 // unable to find one
570 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
571 memset (dl, 0, sizeof(*dl));
572 Matrix4x4_Normalize(&dl->matrix, matrix);
574 dl->origin[0] = dl->matrix.m[0][3];
575 dl->origin[1] = dl->matrix.m[1][3];
576 dl->origin[2] = dl->matrix.m[2][3];
577 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
578 dl->matrix.m[0][3] = dl->origin[0];
579 dl->matrix.m[1][3] = dl->origin[1];
580 dl->matrix.m[2][3] = dl->origin[2];
583 dl->color[1] = green;
587 dl->die = cl.time + lifetime;
590 dl->cubemapnum = cubemapnum;
592 dl->shadow = shadowenable;
595 dl->coronasizescale = coronasizescale;
596 dl->ambientscale = ambientscale;
597 dl->diffusescale = diffusescale;
598 dl->specularscale = specularscale;
601 // called before entity relinking
602 void CL_DecayLights(void)
608 time = cl.time - cl.oldtime;
609 oldmax = cl.num_dlights;
611 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
615 f = dl->radius - time * dl->decay;
616 if (cl.time < dl->die && f > 0)
618 dl->radius = dl->radius - time * dl->decay;
619 cl.num_dlights = i + 1;
627 // called after entity relinking
628 void CL_UpdateLights(void)
634 r_refdef.numlights = 0;
635 if (r_dynamic.integer)
637 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
641 R_RTLight_Update(dl, false);
642 r_refdef.lights[r_refdef.numlights++] = dl;
648 // 'm' is normal light, 'a' is no light, 'z' is double bright
652 for (j = 0;j < cl.max_lightstyle;j++)
654 if (!cl.lightstyle || !cl.lightstyle[j].length)
656 r_refdef.lightstylevalue[j] = 256;
659 k = i % cl.lightstyle[j].length;
660 l = (i-1) % cl.lightstyle[j].length;
661 k = cl.lightstyle[j].map[k] - 'a';
662 l = cl.lightstyle[j].map[l] - 'a';
663 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
667 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
671 matrix4x4_t flagmatrix;
673 // this code taken from QuakeWorld
675 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
677 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
679 if (player->render.frame2 == 29) f = f + 2;
680 else if (player->render.frame2 == 30) f = f + 8;
681 else if (player->render.frame2 == 31) f = f + 12;
682 else if (player->render.frame2 == 32) f = f + 11;
683 else if (player->render.frame2 == 33) f = f + 10;
684 else if (player->render.frame2 == 34) f = f + 4;
686 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
688 if (player->render.frame2 == 35) f = f + 2;
689 else if (player->render.frame2 == 36) f = f + 10;
690 else if (player->render.frame2 == 37) f = f + 10;
691 else if (player->render.frame2 == 38) f = f + 8;
692 else if (player->render.frame2 == 39) f = f + 4;
693 else if (player->render.frame2 == 40) f = f + 2;
696 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
698 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
699 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
700 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
701 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
703 // end of code taken from QuakeWorld
705 flag = CL_NewTempEntity();
709 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
710 flag->render.skinnum = skin;
711 flag->render.colormap = -1; // no special coloring
712 flag->render.alpha = 1;
713 VectorSet(flag->render.colormod, 1, 1, 1);
714 // attach the flag to the player matrix
715 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
716 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
717 Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
718 R_LerpAnimation(&flag->render);
719 CL_BoundingBoxForEntity(&flag->render);
722 #define MAXVIEWMODELS 32
723 entity_t *viewmodels[MAXVIEWMODELS];
726 matrix4x4_t viewmodelmatrix;
728 static int entitylinkframenumber;
730 static const vec3_t muzzleflashorigin = {18, 0, 0};
732 extern void V_DriftPitch(void);
733 extern void V_FadeViewFlashs(void);
734 extern void V_CalcViewBlend(void);
736 extern void V_CalcRefdef(void);
737 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
738 void CL_LinkNetworkEntity(entity_t *e)
740 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
741 //matrix4x4_t dlightmatrix;
742 int j, k, l, trailtype, temp;
743 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
747 //entity_persistent_t *p = &e->persistent;
748 //entity_render_t *r = &e->render;
749 if (e->persistent.linkframe != entitylinkframenumber)
751 e->persistent.linkframe = entitylinkframenumber;
752 // skip inactive entities and world
753 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
755 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
756 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
757 e->render.flags = e->state_current.flags;
758 e->render.effects = e->state_current.effects;
759 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
760 if (e->state_current.flags & RENDER_COLORMAPPED)
763 unsigned char *cbcolor;
764 e->render.colormap = e->state_current.colormap;
765 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
766 cbcolor = (unsigned char *) (&palette_complete[cb]);
767 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
768 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
769 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
770 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
771 cbcolor = (unsigned char *) (&palette_complete[cb]);
772 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
773 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
774 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
776 else if (e->state_current.colormap && cl.scores != NULL)
779 unsigned char *cbcolor;
780 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
781 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
782 cbcolor = (unsigned char *) (&palette_complete[cb]);
783 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
784 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
785 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
786 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
787 cbcolor = (unsigned char *) (&palette_complete[cb]);
788 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
789 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
790 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
794 e->render.colormap = -1; // no special coloring
795 VectorClear(e->render.colormap_pantscolor);
796 VectorClear(e->render.colormap_shirtcolor);
798 e->render.skinnum = e->state_current.skin;
799 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
801 if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
806 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
807 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
809 e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
810 e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
813 matrix = &viewmodelmatrix;
817 // if the tag entity is currently impossible, skip it
820 if (e->state_current.tagentity >= cl.num_entities)
822 t = cl.entities + e->state_current.tagentity;
826 if (e->state_current.tagentity >= cl.num_csqcentities)
828 t = cl.csqcentities + e->state_current.tagentity;
830 // if the tag entity is inactive, skip it
831 if (!t->state_current.active)
833 // note: this can link to world
834 CL_LinkNetworkEntity(t);
835 // make relative to the entity
836 matrix = &t->render.matrix;
837 // some properties of the tag entity carry over
838 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
839 // if a valid tagindex is used, make it relative to that tag instead
840 // FIXME: use a model function to get tag info (need to handle skeletal)
841 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
843 // blend the matrices
844 memset(&blendmatrix, 0, sizeof(blendmatrix));
845 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
847 matrix4x4_t tagmatrix;
848 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
849 d = t->render.frameblend[j].lerp;
850 for (l = 0;l < 4;l++)
851 for (k = 0;k < 4;k++)
852 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
854 // concat the tag matrices onto the entity matrix
855 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
856 // use the constructed tag matrix
857 matrix = &tempmatrix;
862 // if it's the player entity, update according to client movement
863 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
865 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
866 lerp = bound(0, lerp, 1);
867 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
868 VectorSet(angles, 0, cl.viewangles[1], 0);
870 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
872 // interpolate the origin and angles
873 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
874 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
875 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
876 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
877 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
878 VectorMA(e->persistent.oldangles, lerp, delta, angles);
883 VectorCopy(e->persistent.neworigin, origin);
884 VectorCopy(e->persistent.newangles, angles);
887 // model setup and some modelflags
888 if(e->state_current.modelindex < MAX_MODELS)
889 e->render.model = cl.model_precache[e->state_current.modelindex];
891 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
894 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
895 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
896 angles[0] = -angles[0];
897 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
899 angles[1] = ANGLEMOD(100*cl.time);
900 if (cl_itembobheight.value)
901 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
903 // transfer certain model flags to effects
904 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
905 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
906 VectorScale(e->render.colormod, 2, e->render.colormod);
910 if (e->render.frame2 == e->state_current.frame)
912 // update frame lerp fraction
913 e->render.framelerp = 1;
914 if (e->render.frame2time > e->render.frame1time)
916 // make sure frame lerp won't last longer than 100ms
917 // (this mainly helps with models that use framegroups and
918 // switch between them infrequently)
919 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
920 e->render.framelerp = bound(0, e->render.framelerp, 1);
925 // begin a new frame lerp
926 e->render.frame1 = e->render.frame2;
927 e->render.frame1time = e->render.frame2time;
928 e->render.frame = e->render.frame2 = e->state_current.frame;
929 e->render.frame2time = cl.time;
930 e->render.framelerp = 0;
932 R_LerpAnimation(&e->render);
934 // set up the render matrix
935 // FIXME: e->render.scale should go away
936 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
937 // concat the matrices to make the entity relative to its tag
938 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
939 // make the other useful stuff
940 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
941 CL_BoundingBoxForEntity(&e->render);
943 // handle effects now that we know where this entity is in the world...
944 if (e->render.model && e->render.model->soundfromcenter)
946 // bmodels are treated specially since their origin is usually '0 0 0'
948 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
949 Matrix4x4_Transform(&e->render.matrix, o, origin);
953 origin[0] = e->render.matrix.m[0][3];
954 origin[1] = e->render.matrix.m[1][3];
955 origin[2] = e->render.matrix.m[2][3];
962 // LordHavoc: if the entity has no effects, don't check each
963 if (e->render.effects)
965 if (e->render.effects & EF_BRIGHTFIELD)
967 if (gamemode == GAME_NEXUIZ)
969 dlightradius = max(dlightradius, 200);
970 dlightcolor[0] += 0.75f;
971 dlightcolor[1] += 1.50f;
972 dlightcolor[2] += 3.00f;
976 CL_EntityParticles(e);
978 if (e->render.effects & EF_MUZZLEFLASH)
979 e->persistent.muzzleflash = 1.0f;
980 if (e->render.effects & EF_DIMLIGHT)
982 dlightradius = max(dlightradius, 200);
983 dlightcolor[0] += 1.50f;
984 dlightcolor[1] += 1.50f;
985 dlightcolor[2] += 1.50f;
987 if (e->render.effects & EF_BRIGHTLIGHT)
989 dlightradius = max(dlightradius, 400);
990 dlightcolor[0] += 3.00f;
991 dlightcolor[1] += 3.00f;
992 dlightcolor[2] += 3.00f;
994 // LordHavoc: more effects
995 if (e->render.effects & EF_RED) // red
997 dlightradius = max(dlightradius, 200);
998 dlightcolor[0] += 1.50f;
999 dlightcolor[1] += 0.15f;
1000 dlightcolor[2] += 0.15f;
1002 if (e->render.effects & EF_BLUE) // blue
1004 dlightradius = max(dlightradius, 200);
1005 dlightcolor[0] += 0.15f;
1006 dlightcolor[1] += 0.15f;
1007 dlightcolor[2] += 1.50f;
1009 if (e->render.effects & EF_FLAME)
1011 mins[0] = origin[0] - 16.0f;
1012 mins[1] = origin[1] - 16.0f;
1013 mins[2] = origin[2] - 16.0f;
1014 maxs[0] = origin[0] + 16.0f;
1015 maxs[1] = origin[1] + 16.0f;
1016 maxs[2] = origin[2] + 16.0f;
1017 // how many flames to make
1018 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1019 CL_FlameCube(mins, maxs, temp);
1020 d = lhrandom(0.75f, 1);
1021 dlightradius = max(dlightradius, 200);
1022 dlightcolor[0] += d * 2.0f;
1023 dlightcolor[1] += d * 1.5f;
1024 dlightcolor[2] += d * 0.5f;
1026 if (e->render.effects & EF_STARDUST)
1028 mins[0] = origin[0] - 16.0f;
1029 mins[1] = origin[1] - 16.0f;
1030 mins[2] = origin[2] - 16.0f;
1031 maxs[0] = origin[0] + 16.0f;
1032 maxs[1] = origin[1] + 16.0f;
1033 maxs[2] = origin[2] + 16.0f;
1034 // how many particles to make
1035 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1036 CL_Stardust(mins, maxs, temp);
1037 dlightradius = max(dlightradius, 200);
1038 dlightcolor[0] += 1.0f;
1039 dlightcolor[1] += 0.7f;
1040 dlightcolor[2] += 0.3f;
1042 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1044 // these are only set on player entities
1045 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1048 // muzzleflash fades over time, and is offset a bit
1049 if (e->persistent.muzzleflash > 0)
1051 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1052 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1053 tempmatrix = e->render.matrix;
1054 tempmatrix.m[0][3] = trace.endpos[0];
1055 tempmatrix.m[1][3] = trace.endpos[1];
1056 tempmatrix.m[2][3] = trace.endpos[2];
1057 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);
1058 e->persistent.muzzleflash -= cl.frametime * 10;
1060 // LordHavoc: if the model has no flags, don't check each
1061 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1063 if (e->render.model->flags & EF_GIB)
1065 else if (e->render.model->flags & EF_ZOMGIB)
1067 else if (e->render.model->flags & EF_TRACER)
1070 //dlightradius = max(dlightradius, 100);
1071 //dlightcolor[0] += 0.25f;
1072 //dlightcolor[1] += 1.00f;
1073 //dlightcolor[2] += 0.25f;
1075 else if (e->render.model->flags & EF_TRACER2)
1078 //dlightradius = max(dlightradius, 100);
1079 //dlightcolor[0] += 1.00f;
1080 //dlightcolor[1] += 0.60f;
1081 //dlightcolor[2] += 0.20f;
1083 else if (e->render.model->flags & EF_ROCKET)
1086 dlightradius = max(dlightradius, 200);
1087 dlightcolor[0] += 3.00f;
1088 dlightcolor[1] += 1.50f;
1089 dlightcolor[2] += 0.50f;
1091 else if (e->render.model->flags & EF_GRENADE)
1093 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1094 trailtype = e->render.alpha == -1 ? 7 : 1;
1096 else if (e->render.model->flags & EF_TRACER3)
1099 if (gamemode == GAME_PRYDON)
1101 dlightradius = max(dlightradius, 100);
1102 dlightcolor[0] += 0.30f;
1103 dlightcolor[1] += 0.60f;
1104 dlightcolor[2] += 1.20f;
1108 dlightradius = max(dlightradius, 200);
1109 dlightcolor[0] += 1.20f;
1110 dlightcolor[1] += 0.50f;
1111 dlightcolor[2] += 1.00f;
1115 // LordHavoc: customizable glow
1116 if (e->state_current.glowsize)
1118 // * 4 for the expansion from 0-255 to 0-1023 range,
1119 // / 255 to scale down byte colors
1120 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1121 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1123 // make the glow dlight
1124 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1126 //dlightmatrix = e->render.matrix;
1127 // hack to make glowing player light shine on their gun
1128 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1129 // dlightmatrix.m[2][3] += 30;
1130 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);
1133 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1136 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1137 light[3] = e->state_current.light[3];
1138 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1139 VectorSet(light, 1, 1, 1);
1142 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1143 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);
1146 if (e->render.flags & RENDER_GLOWTRAIL)
1149 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1150 VectorCopy(origin, e->persistent.trail_origin);
1151 // tenebrae's sprites are all additive mode (weird)
1152 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1153 e->render.effects |= EF_ADDITIVE;
1154 // player model is only shown with chase_active on
1156 if (e->state_current.number == cl.viewentity)
1157 e->render.flags |= RENDER_EXTERIORMODEL;
1158 // transparent stuff can't be lit during the opaque stage
1159 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1160 e->render.flags |= RENDER_TRANSPARENT;
1161 // double sided rendering mode causes backfaces to be visible
1162 // (mostly useful on transparent stuff)
1163 if (e->render.effects & EF_DOUBLESIDED)
1164 e->render.flags |= RENDER_NOCULLFACE;
1165 // either fullbright or lit
1166 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1167 e->render.flags |= RENDER_LIGHT;
1168 // hide player shadow during intermission or nehahra movie
1169 if (!(e->render.effects & EF_NOSHADOW)
1170 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1171 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1172 e->render.flags |= RENDER_SHADOW;
1173 // as soon as player is known we can call V_CalcRefDef
1175 if (e->state_current.number == cl.viewentity)
1177 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1178 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1179 // don't show entities with no modelindex (note: this still shows
1180 // entities which have a modelindex that resolved to a NULL model)
1181 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1182 r_refdef.entities[r_refdef.numentities++] = &e->render;
1183 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1184 // Matrix4x4_Print(&e->render.matrix);
1188 void CL_RelinkWorld(void)
1190 entity_t *ent = &cl.entities[0];
1191 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1192 // FIXME: this should be done at load
1193 ent->render.matrix = identitymatrix;
1194 ent->render.inversematrix = identitymatrix;
1195 R_LerpAnimation(&ent->render);
1196 CL_BoundingBoxForEntity(&ent->render);
1197 ent->render.flags = RENDER_SHADOW;
1198 if (!r_fullbright.integer)
1199 ent->render.flags |= RENDER_LIGHT;
1200 VectorSet(ent->render.colormod, 1, 1, 1);
1201 r_refdef.worldentity = &ent->render;
1202 r_refdef.worldmodel = cl.worldmodel;
1205 void CL_RelinkCSQCWorld(void) //[515]: csqc
1207 entity_t *ent = &cl.csqcentities[0];
1210 // cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1211 // FIXME: this should be done at load
1212 ent->render.matrix = identitymatrix;
1213 ent->render.inversematrix = identitymatrix;
1214 R_LerpAnimation(&ent->render);
1215 CL_BoundingBoxForEntity(&ent->render);
1216 ent->render.flags = RENDER_SHADOW;
1217 if (!r_fullbright.integer)
1218 ent->render.flags |= RENDER_LIGHT;
1219 VectorSet(ent->render.colormod, 1, 1, 1);
1220 // r_refdef.worldentity = &ent->render;
1221 // r_refdef.worldmodel = cl.worldmodel;
1224 static void CL_RelinkStaticEntities(void)
1228 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1230 e->render.flags = 0;
1231 // transparent stuff can't be lit during the opaque stage
1232 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1233 e->render.flags |= RENDER_TRANSPARENT;
1234 // either fullbright or lit
1235 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1236 e->render.flags |= RENDER_LIGHT;
1237 // hide player shadow during intermission or nehahra movie
1238 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1239 e->render.flags |= RENDER_SHADOW;
1240 VectorSet(e->render.colormod, 1, 1, 1);
1241 R_LerpAnimation(&e->render);
1242 r_refdef.entities[r_refdef.numentities++] = &e->render;
1251 static void CL_RelinkNetworkEntities(int drawmask)
1259 ent->state_previous = ent->state_current;
1260 ent->state_current = defaultstate;
1261 ent->state_current.time = cl.time;
1262 ent->state_current.number = -1;
1263 ent->state_current.active = true;
1264 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1265 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1266 ent->state_current.flags = RENDER_VIEWMODEL;
1267 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1268 ent->state_current.modelindex = 0;
1269 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1271 if (gamemode == GAME_TRANSFUSION)
1272 ent->state_current.alpha = 128;
1274 ent->state_current.modelindex = 0;
1277 // reset animation interpolation on weaponmodel if model changed
1278 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1280 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1281 ent->render.frame1time = ent->render.frame2time = cl.time;
1282 ent->render.framelerp = 1;
1286 // start on the entity after the world
1287 entitylinkframenumber++;
1288 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1290 for (i = 1;i < cl.num_entities;i++)
1292 if (cl.entities_active[i])
1294 ent = cl.entities + i;
1295 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1296 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1298 cl.entities_active[i] = false;
1301 if (ent->state_current.active)
1302 CL_LinkNetworkEntity(ent);
1304 cl.entities_active[i] = false;
1312 for (i=1,k=cl.num_csqcentities;k;i++)
1314 if (cl.csqcentities_active[i])
1317 ent = cl.csqcentities + i;
1318 if (ent->state_current.active)
1319 CL_LinkNetworkEntity(ent);
1321 cl.csqcentities_active[i] = false;
1326 CL_LinkNetworkEntity(&cl.viewent);
1329 static void CL_RelinkEffects(void)
1336 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1340 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1342 if (intframe < 0 || intframe >= e->endframe)
1344 memset(e, 0, sizeof(*e));
1345 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1350 if (intframe != e->frame)
1352 e->frame = intframe;
1353 e->frame1time = e->frame2time;
1354 e->frame2time = cl.time;
1357 // if we're drawing effects, get a new temp entity
1358 // (NewTempEntity adds it to the render entities list for us)
1359 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1361 // interpolation stuff
1362 ent->render.frame1 = intframe;
1363 ent->render.frame2 = intframe + 1;
1364 if (ent->render.frame2 >= e->endframe)
1365 ent->render.frame2 = -1; // disappear
1366 ent->render.framelerp = frame - intframe;
1367 ent->render.frame1time = e->frame1time;
1368 ent->render.frame2time = e->frame2time;
1371 if(e->modelindex < MAX_MODELS)
1372 ent->render.model = cl.model_precache[e->modelindex];
1374 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1375 ent->render.frame = ent->render.frame2;
1376 ent->render.colormap = -1; // no special coloring
1377 ent->render.alpha = 1;
1378 VectorSet(ent->render.colormod, 1, 1, 1);
1380 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1381 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1382 R_LerpAnimation(&ent->render);
1383 CL_BoundingBoxForEntity(&ent->render);
1389 void CL_RelinkBeams(void)
1398 matrix4x4_t tempmatrix;
1400 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1404 if (b->endtime < cl.time)
1410 // if coming from the player, update the start position
1411 //if (b->entity == cl.viewentity)
1412 // Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
1413 if (cl_beams_relative.integer && b->entity && cl.entities[b->entity].state_current.active && b->relativestartvalid)
1415 entity_render_t *r = &cl.entities[b->entity].render;
1416 //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1417 //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1418 Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1419 Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1424 if (cl_beams_lightatend.integer)
1426 // FIXME: create a matrix from the beam start/end orientation
1427 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1428 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);
1430 if (cl_beams_polygons.integer)
1434 // calculate pitch and yaw
1435 VectorSubtract (b->end, b->start, dist);
1437 if (dist[1] == 0 && dist[0] == 0)
1447 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1451 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1452 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1457 // add new entities for the lightning
1458 VectorCopy (b->start, org);
1459 d = VectorNormalizeLength(dist);
1462 ent = CL_NewTempEntity ();
1465 //VectorCopy (org, ent->render.origin);
1466 ent->render.model = b->model;
1467 //ent->render.effects = EF_FULLBRIGHT;
1468 //ent->render.angles[0] = pitch;
1469 //ent->render.angles[1] = yaw;
1470 //ent->render.angles[2] = rand()%360;
1471 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1472 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1473 R_LerpAnimation(&ent->render);
1474 CL_BoundingBoxForEntity(&ent->render);
1475 VectorMA(org, 30, dist, org);
1480 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1484 static void CL_RelinkQWNails(void)
1490 for (i = 0;i < cl.qw_num_nails;i++)
1494 // if we're drawing effects, get a new temp entity
1495 // (NewTempEntity adds it to the render entities list for us)
1496 if (!(ent = CL_NewTempEntity()))
1500 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1501 ent->render.colormap = -1; // no special coloring
1502 ent->render.alpha = 1;
1503 VectorSet(ent->render.colormod, 1, 1, 1);
1505 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1506 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1507 R_LerpAnimation(&ent->render);
1508 CL_BoundingBoxForEntity(&ent->render);
1512 void CL_LerpPlayer(float frac)
1517 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1518 for (i = 0;i < 3;i++)
1520 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1521 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1522 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1525 if (cls.demoplayback)
1527 // interpolate the angles
1528 for (i = 0;i < 3;i++)
1530 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1535 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1540 void CSQC_RelinkAllEntities (int drawmask)
1542 CL_RelinkNetworkEntities(drawmask);
1543 if(drawmask & ENTMASK_ENGINE)
1552 CL_RelinkCSQCWorld(); //[515]: csqc
1553 if(drawmask & ENTMASK_ENGINE)
1555 CL_RelinkStaticEntities();
1566 Read all incoming data from the server
1569 extern void CL_ClientMovement_Replay();
1571 int CL_ReadFromServer(void)
1573 CL_ReadDemoMessage();
1576 r_refdef.time = cl.time;
1577 r_refdef.extraupdate = !r_speeds.integer;
1578 r_refdef.numentities = 0;
1579 r_refdef.viewentitymatrix = identitymatrix;
1580 cl.num_brushmodel_entities = 0;
1582 if (cls.state == ca_connected && cls.signon == SIGNONS)
1584 // prepare for a new frame
1585 CL_LerpPlayer(CL_LerpPoint());
1587 CL_ClearTempEntities();
1591 // relink network entities (note: this sets up the view!)
1592 CL_ClientMovement_Replay();
1593 if(!csqc_loaded) //[515]: csqc
1595 CL_RelinkNetworkEntities(65535);
1603 CL_RelinkCSQCWorld(); //[515]: csqc
1604 CL_RelinkStaticEntities();
1614 // update view blend
1621 // LordHavoc: pausedemo command
1622 static void CL_PauseDemo_f (void)
1624 cls.demopaused = !cls.demopaused;
1626 Con_Print("Demo paused\n");
1628 Con_Print("Demo unpaused\n");
1632 ======================
1634 ======================
1636 static void CL_Fog_f (void)
1638 if (Cmd_Argc () == 1)
1640 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1643 fog_density = atof(Cmd_Argv(1));
1644 fog_red = atof(Cmd_Argv(2));
1645 fog_green = atof(Cmd_Argv(3));
1646 fog_blue = atof(Cmd_Argv(4));
1650 ====================
1653 For program optimization
1654 ====================
1656 static void CL_TimeRefresh_f (void)
1659 float timestart, timedelta, oldangles[3];
1661 r_refdef.extraupdate = false;
1662 VectorCopy(cl.viewangles, oldangles);
1663 VectorClear(cl.viewangles);
1665 timestart = Sys_DoubleTime();
1666 for (i = 0;i < 128;i++)
1668 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1671 timedelta = Sys_DoubleTime() - timestart;
1673 VectorCopy(oldangles, cl.viewangles);
1674 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1682 void CL_Shutdown (void)
1684 CL_Particles_Shutdown();
1685 CL_Parse_Shutdown();
1687 Mem_FreePool (&cls.permanentmempool);
1688 Mem_FreePool (&cls.levelmempool);
1698 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1699 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1701 memset(&r_refdef, 0, sizeof(r_refdef));
1702 // max entities sent to renderer per frame
1703 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1704 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1709 // register our commands
1711 Cvar_RegisterVariable (&csqc_progname);
1712 Cvar_RegisterVariable (&csqc_progcrc);
1714 Cvar_RegisterVariable (&cl_upspeed);
1715 Cvar_RegisterVariable (&cl_forwardspeed);
1716 Cvar_RegisterVariable (&cl_backspeed);
1717 Cvar_RegisterVariable (&cl_sidespeed);
1718 Cvar_RegisterVariable (&cl_movespeedkey);
1719 Cvar_RegisterVariable (&cl_yawspeed);
1720 Cvar_RegisterVariable (&cl_pitchspeed);
1721 Cvar_RegisterVariable (&cl_anglespeedkey);
1722 Cvar_RegisterVariable (&cl_shownet);
1723 Cvar_RegisterVariable (&cl_nolerp);
1724 Cvar_RegisterVariable (&lookspring);
1725 Cvar_RegisterVariable (&lookstrafe);
1726 Cvar_RegisterVariable (&sensitivity);
1727 Cvar_RegisterVariable (&freelook);
1729 Cvar_RegisterVariable (&m_pitch);
1730 Cvar_RegisterVariable (&m_yaw);
1731 Cvar_RegisterVariable (&m_forward);
1732 Cvar_RegisterVariable (&m_side);
1734 Cvar_RegisterVariable (&cl_itembobspeed);
1735 Cvar_RegisterVariable (&cl_itembobheight);
1737 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1738 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1739 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1740 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1741 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1742 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1744 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1746 // LordHavoc: added pausedemo
1747 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)");
1749 Cvar_RegisterVariable(&r_draweffects);
1750 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1751 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1752 Cvar_RegisterVariable(&cl_explosions_size_start);
1753 Cvar_RegisterVariable(&cl_explosions_size_end);
1754 Cvar_RegisterVariable(&cl_explosions_lifetime);
1755 Cvar_RegisterVariable(&cl_stainmaps);
1756 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1757 Cvar_RegisterVariable(&cl_beams_polygons);
1758 Cvar_RegisterVariable(&cl_beams_relative);
1759 Cvar_RegisterVariable(&cl_beams_lightatend);
1760 Cvar_RegisterVariable(&cl_noplayershadow);
1762 Cvar_RegisterVariable(&cl_prydoncursor);
1764 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1766 // for QW connections
1767 Cvar_RegisterVariable(&qport);
1768 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1770 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1773 CL_Particles_Init();