2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
32 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
54 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
55 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
56 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
57 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
58 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
60 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
61 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
63 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
64 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
65 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
67 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
69 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
71 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
73 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
75 vec3_t cl_playerstandmins;
76 vec3_t cl_playerstandmaxs;
77 vec3_t cl_playercrouchmins;
78 vec3_t cl_playercrouchmaxs;
80 mempool_t *cl_mempool;
86 int cl_max_csqcentities;
87 int cl_max_static_entities;
88 int cl_max_temp_entities;
92 int cl_max_lightstyle;
93 int cl_max_brushmodel_entities;
98 entity_t *cl_entities;
99 entity_t *cl_csqcentities; //[515]: csqc
100 unsigned char *cl_entities_active;
101 unsigned char *cl_csqcentities_active; //[515]: csqc
102 entity_t *cl_static_entities;
103 entity_t *cl_temp_entities;
104 cl_effect_t *cl_effects;
106 dlight_t *cl_dlights;
107 lightstyle_t *cl_lightstyle;
108 int *cl_brushmodel_entities;
111 int cl_num_csqcentities; //[515]: csqc
112 int cl_num_static_entities;
113 int cl_num_temp_entities;
114 int cl_num_brushmodel_entities;
116 // keep track of quake entities because they need to be killed if they get stale
117 extern int cl_lastquakeentity;
118 extern unsigned char cl_isquakeentity[MAX_EDICTS];
121 =====================
124 =====================
126 void CL_ClearState(void)
131 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
132 if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc
133 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
134 if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc
135 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
136 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
137 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
138 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
139 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
140 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
141 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
142 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
143 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
144 if (cl.entitydatabaseqw) EntityFrameQW_FreeDatabase(cl.entitydatabaseqw);cl.entitydatabaseqw = NULL;
145 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
150 // wipe the entire cl structure
151 memset (&cl, 0, sizeof(cl));
155 // reset the view zoom interpolation
156 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
159 cl_num_csqcentities = 0; //[515]: csqc
160 cl_num_static_entities = 0;
161 cl_num_temp_entities = 0;
162 cl_num_brushmodel_entities = 0;
164 // tweak these if the game runs out
165 cl_max_entities = 256;
166 cl_max_csqcentities = 256; //[515]: csqc
167 cl_max_static_entities = 256;
168 cl_max_temp_entities = 512;
169 cl_max_effects = 256;
171 cl_max_dlights = MAX_DLIGHTS;
172 cl_max_lightstyle = MAX_LIGHTSTYLES;
173 cl_max_brushmodel_entities = MAX_EDICTS;
174 cl_activedlights = 0;
175 cl_activeeffects = 0;
178 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
179 cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc
180 cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
181 cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
182 cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
183 cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
184 cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
185 cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
186 cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
187 cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
188 cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
190 cl_lastquakeentity = 0;
191 memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
193 // LordHavoc: have to set up the baseline info for alpha and other stuff
194 for (i = 0;i < cl_max_entities;i++)
196 cl_entities[i].state_baseline = defaultstate;
197 cl_entities[i].state_previous = defaultstate;
198 cl_entities[i].state_current = defaultstate;
201 for (i = 0;i < cl_max_csqcentities;i++)
203 cl_csqcentities[i].state_baseline = defaultstate; //[515]: csqc
204 cl_csqcentities[i].state_previous = defaultstate; //[515]: csqc
205 cl_csqcentities[i].state_current = defaultstate; //[515]: csqc
206 cl_csqcentities[i].csqc = true;
207 cl_csqcentities[i].state_current.number = -i;
210 if (gamemode == GAME_NEXUIZ)
212 VectorSet(cl_playerstandmins, -16, -16, -24);
213 VectorSet(cl_playerstandmaxs, 16, 16, 45);
214 VectorSet(cl_playercrouchmins, -16, -16, -24);
215 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
219 VectorSet(cl_playerstandmins, -16, -16, -24);
220 VectorSet(cl_playerstandmaxs, 16, 16, 24);
221 VectorSet(cl_playercrouchmins, -16, -16, -24);
222 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
225 // disable until we get textures for it
228 ent = &cl_entities[0];
229 // entire entity array was cleared, so just fill in a few fields
230 ent->state_current.active = true;
231 ent->render.model = cl.worldmodel = NULL; // no world model yet
232 ent->render.scale = 1; // some of the renderer still relies on scale
233 ent->render.alpha = 1;
234 ent->render.colormap = -1; // no special coloring
235 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
236 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
237 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
238 CL_BoundingBoxForEntity(&ent->render);
240 // noclip is turned off at start
241 noclip_anglehack = false;
243 // mark all frames invalid for delta
244 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
247 CL_Particles_Clear();
250 void CL_ExpandEntities(int num)
252 int i, oldmaxentities;
253 entity_t *oldentities;
254 if (num >= cl_max_entities)
257 Sys_Error("CL_ExpandEntities: cl_entities not initialized");
258 if (num >= MAX_EDICTS)
259 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
260 oldmaxentities = cl_max_entities;
261 oldentities = cl_entities;
262 cl_max_entities = (num & ~255) + 256;
263 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
264 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
265 Mem_Free(oldentities);
266 for (i = oldmaxentities;i < cl_max_entities;i++)
268 cl_entities[i].state_baseline = defaultstate;
269 cl_entities[i].state_previous = defaultstate;
270 cl_entities[i].state_current = defaultstate;
275 void CL_ExpandCSQCEntities(int num)
277 int i, oldmaxentities;
278 entity_t *oldentities;
279 if (num >= cl_max_csqcentities)
281 if (!cl_csqcentities)
282 Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
283 if (num >= MAX_EDICTS)
284 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
285 oldmaxentities = cl_max_csqcentities;
286 oldentities = cl_csqcentities;
287 cl_max_csqcentities = (num & ~255) + 256;
288 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
289 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
290 Mem_Free(oldentities);
291 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
293 cl_csqcentities[i].state_baseline = defaultstate;
294 cl_csqcentities[i].state_previous = defaultstate;
295 cl_csqcentities[i].state_current = defaultstate;
296 cl_csqcentities[i].csqc = true;
297 cl_csqcentities[i].state_current.number = -i;
302 void CL_VM_ShutDown (void);
304 =====================
307 Sends a disconnect message to the server
308 This is also called on Host_Error, so it shouldn't cause any errors
309 =====================
311 void CL_Disconnect(void)
313 if (cls.state == ca_dedicated)
316 Con_DPrintf("CL_Disconnect\n");
319 // stop sounds (especially looping!)
322 // clear contents blends
323 cl.cshifts[0].percent = 0;
324 cl.cshifts[1].percent = 0;
325 cl.cshifts[2].percent = 0;
326 cl.cshifts[3].percent = 0;
328 cl.worldmodel = NULL;
330 if (cls.demoplayback)
335 unsigned char bufdata[8];
336 if (cls.demorecording)
339 // send disconnect message 3 times to improve chances of server
340 // receiving it (but it still fails sometimes)
341 memset(&buf, 0, sizeof(buf));
343 buf.maxsize = sizeof(bufdata);
344 if (cls.protocol == PROTOCOL_QUAKEWORLD)
346 Con_DPrint("Sending drop command\n");
347 MSG_WriteByte(&buf, qw_clc_stringcmd);
348 MSG_WriteString(&buf, "drop");
352 Con_DPrint("Sending clc_disconnect\n");
353 MSG_WriteByte(&buf, clc_disconnect);
355 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
356 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
357 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
358 NetConn_Close(cls.netcon);
361 cls.state = ca_disconnected;
363 cls.demoplayback = cls.timedemo = false;
367 void CL_Disconnect_f(void)
371 Host_ShutdownServer ();
378 =====================
379 CL_EstablishConnection
381 Host should be either "local" or a net address
382 =====================
384 void CL_EstablishConnection(const char *host)
386 if (cls.state == ca_dedicated)
389 // clear menu's connect error message
390 M_Update_Return_Reason("");
393 // stop demo loop in case this fails
396 // make sure the client ports are open before attempting to connect
397 NetConn_UpdateSockets();
399 // run a network frame
400 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
404 cls.connect_trying = true;
405 cls.connect_remainingtries = 3;
406 cls.connect_nextsendtime = 0;
407 M_Update_Return_Reason("Trying to connect...");
408 // run several network frames to jump into the game quickly
411 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
419 Con_Print("Unable to find a suitable network socket to connect to server.\n");
420 M_Update_Return_Reason("No network");
429 static void CL_PrintEntities_f(void)
435 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
437 if (!ent->state_current.active)
440 if (ent->render.model)
441 strlcpy (name, ent->render.model->name, 25);
443 strcpy(name, "--no model--");
444 for (j = (int)strlen(name);j < 25;j++)
446 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);
450 //static const vec3_t nomodelmins = {-16, -16, -16};
451 //static const vec3_t nomodelmaxs = {16, 16, 16};
452 void CL_BoundingBoxForEntity(entity_render_t *ent)
456 //if (ent->angles[0] || ent->angles[2])
457 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
460 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
461 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
462 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
463 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
464 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
465 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
466 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
467 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
469 //else if (ent->angles[1])
470 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
473 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
474 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
475 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
476 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
477 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
478 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
479 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
480 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
484 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
485 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
486 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
487 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
488 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
489 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
490 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
491 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
496 ent->mins[0] = ent->matrix.m[0][3] - 16;
497 ent->mins[1] = ent->matrix.m[1][3] - 16;
498 ent->mins[2] = ent->matrix.m[2][3] - 16;
499 ent->maxs[0] = ent->matrix.m[0][3] + 16;
500 ent->maxs[1] = ent->matrix.m[1][3] + 16;
501 ent->maxs[2] = ent->matrix.m[2][3] + 16;
502 //VectorAdd(ent->origin, nomodelmins, ent->mins);
503 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
511 Determines the fraction between the last two messages that the objects
515 static float CL_LerpPoint(void)
519 // dropped packet, or start of demo
520 if (cl.mtime[1] < cl.mtime[0] - 0.1)
521 cl.mtime[1] = cl.mtime[0] - 0.1;
523 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
525 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
526 f = cl.mtime[0] - cl.mtime[1];
527 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
529 cl.time = cl.mtime[0];
533 f = (cl.time - cl.mtime[1]) / f;
534 return bound(0, f, 1);
537 void CL_ClearTempEntities (void)
539 cl_num_temp_entities = 0;
542 entity_t *CL_NewTempEntity(void)
546 if (r_refdef.numentities >= r_refdef.maxentities)
548 if (cl_num_temp_entities >= cl_max_temp_entities)
550 ent = &cl_temp_entities[cl_num_temp_entities++];
551 memset (ent, 0, sizeof(*ent));
552 r_refdef.entities[r_refdef.numentities++] = &ent->render;
554 ent->render.colormap = -1; // no special coloring
555 ent->render.scale = 1;
556 ent->render.alpha = 1;
557 VectorSet(ent->render.colormod, 1, 1, 1);
561 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
565 if (!modelindex) // sanity check
567 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
572 VectorCopy(org, e->origin);
573 e->modelindex = modelindex;
574 e->starttime = cl.time;
575 e->startframe = startframe;
576 e->endframe = startframe + framecount;
577 e->framerate = framerate;
580 e->frame1time = cl.time;
581 e->frame2time = cl.time;
582 cl_activeeffects = max(cl_activeeffects, i + 1);
587 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)
593 // first look for an exact key match
597 for (i = 0;i < cl_activedlights;i++, dl++)
603 // then look for anything else
605 for (i = 0;i < cl_activedlights;i++, dl++)
608 // if we hit the end of the active dlights and found no gaps, add a new one
611 cl_activedlights = i + 1;
615 // unable to find one
619 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
620 memset (dl, 0, sizeof(*dl));
621 Matrix4x4_Normalize(&dl->matrix, matrix);
623 dl->origin[0] = dl->matrix.m[0][3];
624 dl->origin[1] = dl->matrix.m[1][3];
625 dl->origin[2] = dl->matrix.m[2][3];
626 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
627 dl->matrix.m[0][3] = dl->origin[0];
628 dl->matrix.m[1][3] = dl->origin[1];
629 dl->matrix.m[2][3] = dl->origin[2];
632 dl->color[1] = green;
636 dl->die = cl.time + lifetime;
639 dl->cubemapnum = cubemapnum;
641 dl->shadow = shadowenable;
644 dl->coronasizescale = coronasizescale;
645 dl->ambientscale = ambientscale;
646 dl->diffusescale = diffusescale;
647 dl->specularscale = specularscale;
650 // called before entity relinking
651 void CL_DecayLights(void)
657 time = cl.time - cl.oldtime;
658 oldmax = cl_activedlights;
659 cl_activedlights = 0;
660 for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
664 f = dl->radius - time * dl->decay;
665 if (cl.time < dl->die && f > 0)
667 dl->radius = dl->radius - time * dl->decay;
668 cl_activedlights = i + 1;
676 // called after entity relinking
677 void CL_UpdateLights(void)
683 r_refdef.numlights = 0;
684 if (r_dynamic.integer)
686 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
690 R_RTLight_Update(dl, false);
691 r_refdef.lights[r_refdef.numlights++] = dl;
697 // 'm' is normal light, 'a' is no light, 'z' is double bright
701 for (j = 0;j < cl_max_lightstyle;j++)
703 if (!cl_lightstyle || !cl_lightstyle[j].length)
705 r_refdef.lightstylevalue[j] = 256;
708 k = i % cl_lightstyle[j].length;
709 l = (i-1) % cl_lightstyle[j].length;
710 k = cl_lightstyle[j].map[k] - 'a';
711 l = cl_lightstyle[j].map[l] - 'a';
712 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
716 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
720 matrix4x4_t flagmatrix;
722 // this code taken from QuakeWorld
724 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
726 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
728 if (player->render.frame2 == 29) f = f + 2;
729 else if (player->render.frame2 == 30) f = f + 8;
730 else if (player->render.frame2 == 31) f = f + 12;
731 else if (player->render.frame2 == 32) f = f + 11;
732 else if (player->render.frame2 == 33) f = f + 10;
733 else if (player->render.frame2 == 34) f = f + 4;
735 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
737 if (player->render.frame2 == 35) f = f + 2;
738 else if (player->render.frame2 == 36) f = f + 10;
739 else if (player->render.frame2 == 37) f = f + 10;
740 else if (player->render.frame2 == 38) f = f + 8;
741 else if (player->render.frame2 == 39) f = f + 4;
742 else if (player->render.frame2 == 40) f = f + 2;
745 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
747 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
748 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
749 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
750 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
752 // end of code taken from QuakeWorld
754 flag = CL_NewTempEntity();
758 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
759 flag->render.skinnum = skin;
760 flag->render.colormap = -1; // no special coloring
761 flag->render.alpha = 1;
762 VectorSet(flag->render.colormod, 1, 1, 1);
763 // attach the flag to the player matrix
764 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
765 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
766 Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
767 R_LerpAnimation(&flag->render);
768 CL_BoundingBoxForEntity(&flag->render);
771 #define MAXVIEWMODELS 32
772 entity_t *viewmodels[MAXVIEWMODELS];
775 matrix4x4_t viewmodelmatrix;
777 static int entitylinkframenumber;
779 static const vec3_t muzzleflashorigin = {18, 0, 0};
781 extern void V_DriftPitch(void);
782 extern void V_FadeViewFlashs(void);
783 extern void V_CalcViewBlend(void);
785 extern void V_CalcRefdef(void);
786 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
787 void CL_LinkNetworkEntity(entity_t *e)
789 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
790 //matrix4x4_t dlightmatrix;
791 int j, k, l, trailtype, temp;
792 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
796 //entity_persistent_t *p = &e->persistent;
797 //entity_render_t *r = &e->render;
798 if (e->persistent.linkframe != entitylinkframenumber)
800 e->persistent.linkframe = entitylinkframenumber;
801 // skip inactive entities and world
802 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
804 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
805 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
806 e->render.flags = e->state_current.flags;
807 e->render.effects = e->state_current.effects;
808 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
809 if (e->state_current.flags & RENDER_COLORMAPPED)
812 unsigned char *cbcolor;
813 e->render.colormap = e->state_current.colormap;
814 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
815 cbcolor = (unsigned char *) (&palette_complete[cb]);
816 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
817 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
818 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
819 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
820 cbcolor = (unsigned char *) (&palette_complete[cb]);
821 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
822 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
823 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
825 else if (e->state_current.colormap && cl.scores != NULL)
828 unsigned char *cbcolor;
829 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
830 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
831 cbcolor = (unsigned char *) (&palette_complete[cb]);
832 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
833 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
834 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
835 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
836 cbcolor = (unsigned char *) (&palette_complete[cb]);
837 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
838 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
839 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
843 e->render.colormap = -1; // no special coloring
844 VectorClear(e->render.colormap_pantscolor);
845 VectorClear(e->render.colormap_shirtcolor);
847 e->render.skinnum = e->state_current.skin;
848 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
850 if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
855 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
856 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
858 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
859 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
862 matrix = &viewmodelmatrix;
866 // if the tag entity is currently impossible, skip it
869 if (e->state_current.tagentity >= cl_num_entities)
871 t = cl_entities + e->state_current.tagentity;
875 if (e->state_current.tagentity >= cl_num_csqcentities)
877 t = cl_csqcentities + e->state_current.tagentity;
879 // if the tag entity is inactive, skip it
880 if (!t->state_current.active)
882 // note: this can link to world
883 CL_LinkNetworkEntity(t);
884 // make relative to the entity
885 matrix = &t->render.matrix;
886 // some properties of the tag entity carry over
887 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
888 // if a valid tagindex is used, make it relative to that tag instead
889 // FIXME: use a model function to get tag info (need to handle skeletal)
890 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
892 // blend the matrices
893 memset(&blendmatrix, 0, sizeof(blendmatrix));
894 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
896 matrix4x4_t tagmatrix;
897 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
898 d = t->render.frameblend[j].lerp;
899 for (l = 0;l < 4;l++)
900 for (k = 0;k < 4;k++)
901 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
903 // concat the tag matrices onto the entity matrix
904 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
905 // use the constructed tag matrix
906 matrix = &tempmatrix;
911 // if it's the player entity, update according to client movement
912 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
914 lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
915 lerp = bound(0, lerp, 1);
916 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
917 VectorSet(angles, 0, cl.viewangles[1], 0);
919 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
921 // interpolate the origin and angles
922 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
923 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
924 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
925 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
926 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
927 VectorMA(e->persistent.oldangles, lerp, delta, angles);
932 VectorCopy(e->persistent.neworigin, origin);
933 VectorCopy(e->persistent.newangles, angles);
936 // model setup and some modelflags
937 if(e->state_current.modelindex < MAX_MODELS)
938 e->render.model = cl.model_precache[e->state_current.modelindex];
940 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
943 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
944 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
945 angles[0] = -angles[0];
946 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
948 angles[1] = ANGLEMOD(100*cl.time);
949 if (cl_itembobheight.value)
950 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
952 // transfer certain model flags to effects
953 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
954 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
955 VectorScale(e->render.colormod, 2, e->render.colormod);
959 if (e->render.frame2 == e->state_current.frame)
961 // update frame lerp fraction
962 e->render.framelerp = 1;
963 if (e->render.frame2time > e->render.frame1time)
965 // make sure frame lerp won't last longer than 100ms
966 // (this mainly helps with models that use framegroups and
967 // switch between them infrequently)
968 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
969 e->render.framelerp = bound(0, e->render.framelerp, 1);
974 // begin a new frame lerp
975 e->render.frame1 = e->render.frame2;
976 e->render.frame1time = e->render.frame2time;
977 e->render.frame = e->render.frame2 = e->state_current.frame;
978 e->render.frame2time = cl.time;
979 e->render.framelerp = 0;
981 R_LerpAnimation(&e->render);
983 // set up the render matrix
984 // FIXME: e->render.scale should go away
985 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
986 // concat the matrices to make the entity relative to its tag
987 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
988 // make the other useful stuff
989 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
990 CL_BoundingBoxForEntity(&e->render);
992 // handle effects now that we know where this entity is in the world...
993 if (e->render.model && e->render.model->soundfromcenter)
995 // bmodels are treated specially since their origin is usually '0 0 0'
997 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
998 Matrix4x4_Transform(&e->render.matrix, o, origin);
1002 origin[0] = e->render.matrix.m[0][3];
1003 origin[1] = e->render.matrix.m[1][3];
1004 origin[2] = e->render.matrix.m[2][3];
1011 // LordHavoc: if the entity has no effects, don't check each
1012 if (e->render.effects)
1014 if (e->render.effects & EF_BRIGHTFIELD)
1016 if (gamemode == GAME_NEXUIZ)
1018 dlightradius = max(dlightradius, 200);
1019 dlightcolor[0] += 0.75f;
1020 dlightcolor[1] += 1.50f;
1021 dlightcolor[2] += 3.00f;
1025 CL_EntityParticles(e);
1027 if (e->render.effects & EF_MUZZLEFLASH)
1028 e->persistent.muzzleflash = 1.0f;
1029 if (e->render.effects & EF_DIMLIGHT)
1031 dlightradius = max(dlightradius, 200);
1032 dlightcolor[0] += 1.50f;
1033 dlightcolor[1] += 1.50f;
1034 dlightcolor[2] += 1.50f;
1036 if (e->render.effects & EF_BRIGHTLIGHT)
1038 dlightradius = max(dlightradius, 400);
1039 dlightcolor[0] += 3.00f;
1040 dlightcolor[1] += 3.00f;
1041 dlightcolor[2] += 3.00f;
1043 // LordHavoc: more effects
1044 if (e->render.effects & EF_RED) // red
1046 dlightradius = max(dlightradius, 200);
1047 dlightcolor[0] += 1.50f;
1048 dlightcolor[1] += 0.15f;
1049 dlightcolor[2] += 0.15f;
1051 if (e->render.effects & EF_BLUE) // blue
1053 dlightradius = max(dlightradius, 200);
1054 dlightcolor[0] += 0.15f;
1055 dlightcolor[1] += 0.15f;
1056 dlightcolor[2] += 1.50f;
1058 if (e->render.effects & EF_FLAME)
1060 mins[0] = origin[0] - 16.0f;
1061 mins[1] = origin[1] - 16.0f;
1062 mins[2] = origin[2] - 16.0f;
1063 maxs[0] = origin[0] + 16.0f;
1064 maxs[1] = origin[1] + 16.0f;
1065 maxs[2] = origin[2] + 16.0f;
1066 // how many flames to make
1067 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1068 CL_FlameCube(mins, maxs, temp);
1069 d = lhrandom(0.75f, 1);
1070 dlightradius = max(dlightradius, 200);
1071 dlightcolor[0] += d * 2.0f;
1072 dlightcolor[1] += d * 1.5f;
1073 dlightcolor[2] += d * 0.5f;
1075 if (e->render.effects & EF_STARDUST)
1077 mins[0] = origin[0] - 16.0f;
1078 mins[1] = origin[1] - 16.0f;
1079 mins[2] = origin[2] - 16.0f;
1080 maxs[0] = origin[0] + 16.0f;
1081 maxs[1] = origin[1] + 16.0f;
1082 maxs[2] = origin[2] + 16.0f;
1083 // how many particles to make
1084 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1085 CL_Stardust(mins, maxs, temp);
1086 dlightradius = max(dlightradius, 200);
1087 dlightcolor[0] += 1.0f;
1088 dlightcolor[1] += 0.7f;
1089 dlightcolor[2] += 0.3f;
1091 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1093 // these are only set on player entities
1094 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1097 // muzzleflash fades over time, and is offset a bit
1098 if (e->persistent.muzzleflash > 0)
1100 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1101 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1102 tempmatrix = e->render.matrix;
1103 tempmatrix.m[0][3] = trace.endpos[0];
1104 tempmatrix.m[1][3] = trace.endpos[1];
1105 tempmatrix.m[2][3] = trace.endpos[2];
1106 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);
1107 e->persistent.muzzleflash -= cl.frametime * 10;
1109 // LordHavoc: if the model has no flags, don't check each
1110 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1112 if (e->render.model->flags & EF_GIB)
1114 else if (e->render.model->flags & EF_ZOMGIB)
1116 else if (e->render.model->flags & EF_TRACER)
1119 //dlightradius = max(dlightradius, 100);
1120 //dlightcolor[0] += 0.25f;
1121 //dlightcolor[1] += 1.00f;
1122 //dlightcolor[2] += 0.25f;
1124 else if (e->render.model->flags & EF_TRACER2)
1127 //dlightradius = max(dlightradius, 100);
1128 //dlightcolor[0] += 1.00f;
1129 //dlightcolor[1] += 0.60f;
1130 //dlightcolor[2] += 0.20f;
1132 else if (e->render.model->flags & EF_ROCKET)
1135 dlightradius = max(dlightradius, 200);
1136 dlightcolor[0] += 3.00f;
1137 dlightcolor[1] += 1.50f;
1138 dlightcolor[2] += 0.50f;
1140 else if (e->render.model->flags & EF_GRENADE)
1142 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1143 trailtype = e->render.alpha == -1 ? 7 : 1;
1145 else if (e->render.model->flags & EF_TRACER3)
1148 if (gamemode == GAME_PRYDON)
1150 dlightradius = max(dlightradius, 100);
1151 dlightcolor[0] += 0.30f;
1152 dlightcolor[1] += 0.60f;
1153 dlightcolor[2] += 1.20f;
1157 dlightradius = max(dlightradius, 200);
1158 dlightcolor[0] += 1.20f;
1159 dlightcolor[1] += 0.50f;
1160 dlightcolor[2] += 1.00f;
1164 // LordHavoc: customizable glow
1165 if (e->state_current.glowsize)
1167 // * 4 for the expansion from 0-255 to 0-1023 range,
1168 // / 255 to scale down byte colors
1169 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1170 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1172 // make the glow dlight
1173 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1175 //dlightmatrix = e->render.matrix;
1176 // hack to make glowing player light shine on their gun
1177 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1178 // dlightmatrix.m[2][3] += 30;
1179 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);
1182 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1185 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1186 light[3] = e->state_current.light[3];
1187 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1188 VectorSet(light, 1, 1, 1);
1191 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1192 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);
1195 if (e->render.flags & RENDER_GLOWTRAIL)
1198 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1199 VectorCopy(origin, e->persistent.trail_origin);
1200 // tenebrae's sprites are all additive mode (weird)
1201 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1202 e->render.effects |= EF_ADDITIVE;
1203 // player model is only shown with chase_active on
1205 if (e->state_current.number == cl.viewentity)
1206 e->render.flags |= RENDER_EXTERIORMODEL;
1207 // transparent stuff can't be lit during the opaque stage
1208 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1209 e->render.flags |= RENDER_TRANSPARENT;
1210 // double sided rendering mode causes backfaces to be visible
1211 // (mostly useful on transparent stuff)
1212 if (e->render.effects & EF_DOUBLESIDED)
1213 e->render.flags |= RENDER_NOCULLFACE;
1214 // either fullbright or lit
1215 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1216 e->render.flags |= RENDER_LIGHT;
1217 // hide player shadow during intermission or nehahra movie
1218 if (!(e->render.effects & EF_NOSHADOW)
1219 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1220 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1221 e->render.flags |= RENDER_SHADOW;
1222 // as soon as player is known we can call V_CalcRefDef
1224 if (e->state_current.number == cl.viewentity)
1226 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1227 cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1228 // don't show entities with no modelindex (note: this still shows
1229 // entities which have a modelindex that resolved to a NULL model)
1230 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1231 r_refdef.entities[r_refdef.numentities++] = &e->render;
1232 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1233 // Matrix4x4_Print(&e->render.matrix);
1237 void CL_RelinkWorld(void)
1239 entity_t *ent = &cl_entities[0];
1240 cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1241 // FIXME: this should be done at load
1242 ent->render.matrix = identitymatrix;
1243 ent->render.inversematrix = identitymatrix;
1244 R_LerpAnimation(&ent->render);
1245 CL_BoundingBoxForEntity(&ent->render);
1246 ent->render.flags = RENDER_SHADOW;
1247 if (!r_fullbright.integer)
1248 ent->render.flags |= RENDER_LIGHT;
1249 VectorSet(ent->render.colormod, 1, 1, 1);
1250 r_refdef.worldentity = &ent->render;
1251 r_refdef.worldmodel = cl.worldmodel;
1254 void CL_RelinkCSQCWorld(void) //[515]: csqc
1256 entity_t *ent = &cl_csqcentities[0];
1259 // cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1260 // FIXME: this should be done at load
1261 ent->render.matrix = identitymatrix;
1262 ent->render.inversematrix = identitymatrix;
1263 R_LerpAnimation(&ent->render);
1264 CL_BoundingBoxForEntity(&ent->render);
1265 ent->render.flags = RENDER_SHADOW;
1266 if (!r_fullbright.integer)
1267 ent->render.flags |= RENDER_LIGHT;
1268 VectorSet(ent->render.colormod, 1, 1, 1);
1269 // r_refdef.worldentity = &ent->render;
1270 // r_refdef.worldmodel = cl.worldmodel;
1273 static void CL_RelinkStaticEntities(void)
1277 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1279 e->render.flags = 0;
1280 // transparent stuff can't be lit during the opaque stage
1281 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1282 e->render.flags |= RENDER_TRANSPARENT;
1283 // either fullbright or lit
1284 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1285 e->render.flags |= RENDER_LIGHT;
1286 // hide player shadow during intermission or nehahra movie
1287 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1288 e->render.flags |= RENDER_SHADOW;
1289 VectorSet(e->render.colormod, 1, 1, 1);
1290 R_LerpAnimation(&e->render);
1291 r_refdef.entities[r_refdef.numentities++] = &e->render;
1300 static void CL_RelinkNetworkEntities(int drawmask)
1308 ent->state_previous = ent->state_current;
1309 ent->state_current = defaultstate;
1310 ent->state_current.time = cl.time;
1311 ent->state_current.number = -1;
1312 ent->state_current.active = true;
1313 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1314 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1315 ent->state_current.flags = RENDER_VIEWMODEL;
1316 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1317 ent->state_current.modelindex = 0;
1318 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1320 if (gamemode == GAME_TRANSFUSION)
1321 ent->state_current.alpha = 128;
1323 ent->state_current.modelindex = 0;
1326 // reset animation interpolation on weaponmodel if model changed
1327 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1329 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1330 ent->render.frame1time = ent->render.frame2time = cl.time;
1331 ent->render.framelerp = 1;
1335 // start on the entity after the world
1336 entitylinkframenumber++;
1337 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1339 for (i = 1;i < cl_num_entities;i++)
1341 if (cl_entities_active[i])
1343 ent = cl_entities + i;
1344 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1345 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1347 cl_entities_active[i] = false;
1350 if (ent->state_current.active)
1351 CL_LinkNetworkEntity(ent);
1353 cl_entities_active[i] = false;
1361 for (i=1,k=cl_num_csqcentities;k;i++)
1363 if (cl_csqcentities_active[i])
1366 ent = cl_csqcentities + i;
1367 if (ent->state_current.active)
1368 CL_LinkNetworkEntity(ent);
1370 cl_csqcentities_active[i] = false;
1375 CL_LinkNetworkEntity(&cl.viewent);
1378 static void CL_RelinkEffects(void)
1385 for (i = 0, e = cl_effects;i < cl_activeeffects;i++, e++)
1389 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1391 if (intframe < 0 || intframe >= e->endframe)
1393 memset(e, 0, sizeof(*e));
1394 while (cl_activeeffects > 0 && !cl_effects[cl_activeeffects - 1].active)
1399 if (intframe != e->frame)
1401 e->frame = intframe;
1402 e->frame1time = e->frame2time;
1403 e->frame2time = cl.time;
1406 // if we're drawing effects, get a new temp entity
1407 // (NewTempEntity adds it to the render entities list for us)
1408 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1410 // interpolation stuff
1411 ent->render.frame1 = intframe;
1412 ent->render.frame2 = intframe + 1;
1413 if (ent->render.frame2 >= e->endframe)
1414 ent->render.frame2 = -1; // disappear
1415 ent->render.framelerp = frame - intframe;
1416 ent->render.frame1time = e->frame1time;
1417 ent->render.frame2time = e->frame2time;
1420 if(e->modelindex < MAX_MODELS)
1421 ent->render.model = cl.model_precache[e->modelindex];
1423 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1424 ent->render.frame = ent->render.frame2;
1425 ent->render.colormap = -1; // no special coloring
1426 ent->render.alpha = 1;
1427 VectorSet(ent->render.colormod, 1, 1, 1);
1429 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1430 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1431 R_LerpAnimation(&ent->render);
1432 CL_BoundingBoxForEntity(&ent->render);
1438 void CL_RelinkBeams(void)
1447 matrix4x4_t tempmatrix;
1449 for (i = 0, b = cl_beams;i < cl_activebeams;i++, b++)
1453 if (b->endtime < cl.time)
1459 // if coming from the player, update the start position
1460 //if (b->entity == cl.viewentity)
1461 // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1462 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1464 entity_render_t *r = &cl_entities[b->entity].render;
1465 //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1466 //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1467 Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1468 Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1473 if (cl_beams_lightatend.integer)
1475 // FIXME: create a matrix from the beam start/end orientation
1476 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1477 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);
1479 if (cl_beams_polygons.integer)
1483 // calculate pitch and yaw
1484 VectorSubtract (b->end, b->start, dist);
1486 if (dist[1] == 0 && dist[0] == 0)
1496 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1500 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1501 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1506 // add new entities for the lightning
1507 VectorCopy (b->start, org);
1508 d = VectorNormalizeLength(dist);
1511 ent = CL_NewTempEntity ();
1514 //VectorCopy (org, ent->render.origin);
1515 ent->render.model = b->model;
1516 //ent->render.effects = EF_FULLBRIGHT;
1517 //ent->render.angles[0] = pitch;
1518 //ent->render.angles[1] = yaw;
1519 //ent->render.angles[2] = rand()%360;
1520 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1521 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1522 R_LerpAnimation(&ent->render);
1523 CL_BoundingBoxForEntity(&ent->render);
1524 VectorMA(org, 30, dist, org);
1529 while (cl_activebeams > 0 && !cl_beams[cl_activebeams - 1].model)
1533 static void CL_RelinkQWNails(void)
1539 for (i = 0;i < cl.qw_num_nails;i++)
1543 // if we're drawing effects, get a new temp entity
1544 // (NewTempEntity adds it to the render entities list for us)
1545 if (!(ent = CL_NewTempEntity()))
1549 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1550 ent->render.colormap = -1; // no special coloring
1551 ent->render.alpha = 1;
1552 VectorSet(ent->render.colormod, 1, 1, 1);
1554 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1555 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1556 R_LerpAnimation(&ent->render);
1557 CL_BoundingBoxForEntity(&ent->render);
1561 void CL_LerpPlayer(float frac)
1566 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1567 for (i = 0;i < 3;i++)
1569 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1570 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1571 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1574 if (cls.demoplayback)
1576 // interpolate the angles
1577 for (i = 0;i < 3;i++)
1579 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1584 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1589 void CSQC_RelinkAllEntities (int drawmask)
1591 CL_RelinkNetworkEntities(drawmask);
1592 if(drawmask & ENTMASK_ENGINE)
1601 CL_RelinkCSQCWorld(); //[515]: csqc
1602 if(drawmask & ENTMASK_ENGINE)
1604 CL_RelinkStaticEntities();
1615 Read all incoming data from the server
1618 extern void CL_ClientMovement_Replay();
1620 int CL_ReadFromServer(void)
1622 CL_ReadDemoMessage();
1625 r_refdef.time = cl.time;
1626 r_refdef.extraupdate = !r_speeds.integer;
1627 r_refdef.numentities = 0;
1628 r_refdef.viewentitymatrix = identitymatrix;
1629 cl_num_brushmodel_entities = 0;
1631 if (cls.state == ca_connected && cls.signon == SIGNONS)
1633 // prepare for a new frame
1634 CL_LerpPlayer(CL_LerpPoint());
1636 CL_ClearTempEntities();
1640 // relink network entities (note: this sets up the view!)
1641 CL_ClientMovement_Replay();
1642 if(!csqc_loaded) //[515]: csqc
1644 CL_RelinkNetworkEntities(65535);
1652 CL_RelinkCSQCWorld(); //[515]: csqc
1653 CL_RelinkStaticEntities();
1663 // update view blend
1670 // LordHavoc: pausedemo command
1671 static void CL_PauseDemo_f (void)
1673 cls.demopaused = !cls.demopaused;
1675 Con_Print("Demo paused\n");
1677 Con_Print("Demo unpaused\n");
1681 ======================
1683 ======================
1685 static void CL_Fog_f (void)
1687 if (Cmd_Argc () == 1)
1689 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1692 fog_density = atof(Cmd_Argv(1));
1693 fog_red = atof(Cmd_Argv(2));
1694 fog_green = atof(Cmd_Argv(3));
1695 fog_blue = atof(Cmd_Argv(4));
1699 ====================
1702 For program optimization
1703 ====================
1705 static void CL_TimeRefresh_f (void)
1708 float timestart, timedelta, oldangles[3];
1710 r_refdef.extraupdate = false;
1711 VectorCopy(cl.viewangles, oldangles);
1712 VectorClear(cl.viewangles);
1714 timestart = Sys_DoubleTime();
1715 for (i = 0;i < 128;i++)
1717 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1720 timedelta = Sys_DoubleTime() - timestart;
1722 VectorCopy(oldangles, cl.viewangles);
1723 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1731 void CL_Shutdown (void)
1733 CL_Particles_Shutdown();
1734 CL_Parse_Shutdown();
1736 Mem_FreePool (&cl_mempool);
1746 cl_mempool = Mem_AllocPool("client", 0, NULL);
1748 memset(&r_refdef, 0, sizeof(r_refdef));
1749 // max entities sent to renderer per frame
1750 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1751 r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1752 // 256k drawqueue buffer
1753 // TODO: make dynamic
1754 r_refdef.maxdrawqueuesize = 256 * 1024;
1755 r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1760 // register our commands
1762 Cvar_RegisterVariable (&csqc_progname);
1763 Cvar_RegisterVariable (&csqc_progcrc);
1765 Cvar_RegisterVariable (&cl_upspeed);
1766 Cvar_RegisterVariable (&cl_forwardspeed);
1767 Cvar_RegisterVariable (&cl_backspeed);
1768 Cvar_RegisterVariable (&cl_sidespeed);
1769 Cvar_RegisterVariable (&cl_movespeedkey);
1770 Cvar_RegisterVariable (&cl_yawspeed);
1771 Cvar_RegisterVariable (&cl_pitchspeed);
1772 Cvar_RegisterVariable (&cl_anglespeedkey);
1773 Cvar_RegisterVariable (&cl_shownet);
1774 Cvar_RegisterVariable (&cl_nolerp);
1775 Cvar_RegisterVariable (&lookspring);
1776 Cvar_RegisterVariable (&lookstrafe);
1777 Cvar_RegisterVariable (&sensitivity);
1778 Cvar_RegisterVariable (&freelook);
1780 Cvar_RegisterVariable (&m_pitch);
1781 Cvar_RegisterVariable (&m_yaw);
1782 Cvar_RegisterVariable (&m_forward);
1783 Cvar_RegisterVariable (&m_side);
1785 Cvar_RegisterVariable (&cl_itembobspeed);
1786 Cvar_RegisterVariable (&cl_itembobheight);
1788 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1789 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1790 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1791 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1792 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1793 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1795 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1797 // LordHavoc: added pausedemo
1798 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)");
1800 Cvar_RegisterVariable(&r_draweffects);
1801 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1802 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1803 Cvar_RegisterVariable(&cl_explosions_size_start);
1804 Cvar_RegisterVariable(&cl_explosions_size_end);
1805 Cvar_RegisterVariable(&cl_explosions_lifetime);
1806 Cvar_RegisterVariable(&cl_stainmaps);
1807 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1808 Cvar_RegisterVariable(&cl_beams_polygons);
1809 Cvar_RegisterVariable(&cl_beams_relative);
1810 Cvar_RegisterVariable(&cl_beams_lightatend);
1811 Cvar_RegisterVariable(&cl_noplayershadow);
1813 Cvar_RegisterVariable(&cl_prydoncursor);
1815 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1817 // for QW connections
1818 Cvar_RegisterVariable(&qport);
1819 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1821 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1824 CL_Particles_Init();