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"
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
33 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
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
80 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)"};
82 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"};
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
89 #define MAX_PARTICLES 32768 // default max # of particles at one time
90 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
98 void CL_ClearState(void)
103 // wipe the entire cl structure
104 Mem_EmptyPool(cls.levelmempool);
105 memset (&cl, 0, sizeof(cl));
109 // reset the view zoom interpolation
110 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
113 cl.num_static_entities = 0;
114 cl.num_temp_entities = 0;
115 cl.num_brushmodel_entities = 0;
117 // tweak these if the game runs out
118 cl.max_entities = 256;
119 cl.max_static_entities = 256;
120 cl.max_temp_entities = 512;
121 cl.max_effects = 256;
123 cl.max_dlights = MAX_DLIGHTS;
124 cl.max_lightstyle = MAX_LIGHTSTYLES;
125 cl.max_brushmodel_entities = MAX_EDICTS;
126 cl.max_particles = MAX_PARTICLES;
128 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
129 i = COM_CheckParm ("-particles");
130 if (i && i < com_argc - 1)
132 cl.max_particles = (int)(atoi(com_argv[i+1]));
133 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
134 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
141 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
142 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
143 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
152 // LordHavoc: have to set up the baseline info for alpha and other stuff
153 for (i = 0;i < cl.max_entities;i++)
155 cl.entities[i].state_baseline = defaultstate;
156 cl.entities[i].state_previous = defaultstate;
157 cl.entities[i].state_current = defaultstate;
160 if (gamemode == GAME_NEXUIZ)
162 VectorSet(cl.playerstandmins, -16, -16, -24);
163 VectorSet(cl.playerstandmaxs, 16, 16, 45);
164 VectorSet(cl.playercrouchmins, -16, -16, -24);
165 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
169 VectorSet(cl.playerstandmins, -16, -16, -24);
170 VectorSet(cl.playerstandmaxs, 16, 16, 24);
171 VectorSet(cl.playercrouchmins, -16, -16, -24);
172 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
175 // disable until we get textures for it
178 ent = &cl.entities[0];
179 // entire entity array was cleared, so just fill in a few fields
180 ent->state_current.active = true;
181 ent->render.model = cl.worldmodel = NULL; // no world model yet
182 ent->render.alpha = 1;
183 ent->render.colormap = -1; // no special coloring
184 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
185 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
186 CL_UpdateRenderEntity(&ent->render);
188 // noclip is turned off at start
189 noclip_anglehack = false;
191 // mark all frames invalid for delta
192 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
197 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
200 qboolean fail = false;
201 if (!allowstarkey && key[0] == '*')
203 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
205 for (i = 0;key[i];i++)
206 if (key[i] <= ' ' || key[i] == '\"')
208 for (i = 0;value[i];i++)
209 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
214 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
217 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
218 if (cls.state == ca_connected && cls.netcon)
220 if (cls.protocol == PROTOCOL_QUAKEWORLD)
222 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
223 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
225 else if (!strcasecmp(key, "name"))
227 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
228 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
230 else if (!strcasecmp(key, "playermodel"))
232 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
233 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
235 else if (!strcasecmp(key, "playerskin"))
237 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
238 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
240 else if (!strcasecmp(key, "topcolor"))
242 // don't send anything, the combined color code will be updated manually
244 else if (!strcasecmp(key, "bottomcolor"))
246 // don't send anything, the combined color code will be updated manually
248 else if (!strcasecmp(key, "rate"))
250 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
256 void CL_ExpandEntities(int num)
258 int i, oldmaxentities;
259 entity_t *oldentities;
260 if (num >= cl.max_entities)
263 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
264 if (num >= MAX_EDICTS)
265 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
266 oldmaxentities = cl.max_entities;
267 oldentities = cl.entities;
268 cl.max_entities = (num & ~255) + 256;
269 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
270 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
271 Mem_Free(oldentities);
272 for (i = oldmaxentities;i < cl.max_entities;i++)
274 cl.entities[i].state_baseline = defaultstate;
275 cl.entities[i].state_previous = defaultstate;
276 cl.entities[i].state_current = defaultstate;
281 void CL_VM_ShutDown (void);
283 =====================
286 Sends a disconnect message to the server
287 This is also called on Host_Error, so it shouldn't cause any errors
288 =====================
290 void CL_Disconnect(void)
292 if (cls.state == ca_dedicated)
295 Curl_Clear_forthismap();
297 Con_DPrintf("CL_Disconnect\n");
300 // stop sounds (especially looping!)
303 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
305 // clear contents blends
306 cl.cshifts[0].percent = 0;
307 cl.cshifts[1].percent = 0;
308 cl.cshifts[2].percent = 0;
309 cl.cshifts[3].percent = 0;
311 cl.worldmodel = NULL;
313 CL_Parse_ErrorCleanUp();
315 if (cls.demoplayback)
320 unsigned char bufdata[8];
321 if (cls.demorecording)
324 // send disconnect message 3 times to improve chances of server
325 // receiving it (but it still fails sometimes)
326 memset(&buf, 0, sizeof(buf));
328 buf.maxsize = sizeof(bufdata);
329 if (cls.protocol == PROTOCOL_QUAKEWORLD)
331 Con_DPrint("Sending drop command\n");
332 MSG_WriteByte(&buf, qw_clc_stringcmd);
333 MSG_WriteString(&buf, "drop");
337 Con_DPrint("Sending clc_disconnect\n");
338 MSG_WriteByte(&buf, clc_disconnect);
340 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
341 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
342 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
343 NetConn_Close(cls.netcon);
346 cls.state = ca_disconnected;
348 cls.demoplayback = cls.timedemo = false;
352 void CL_Disconnect_f(void)
356 Host_ShutdownServer ();
363 =====================
364 CL_EstablishConnection
366 Host should be either "local" or a net address
367 =====================
369 void CL_EstablishConnection(const char *host)
371 if (cls.state == ca_dedicated)
374 // clear menu's connect error message
375 M_Update_Return_Reason("");
378 // stop demo loop in case this fails
381 // if downloads are running, cancel their finishing action
382 Curl_Clear_forthismap();
384 // make sure the client ports are open before attempting to connect
385 NetConn_UpdateSockets();
387 // run a network frame
388 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
390 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
392 cls.connect_trying = true;
393 cls.connect_remainingtries = 3;
394 cls.connect_nextsendtime = 0;
395 M_Update_Return_Reason("Trying to connect...");
396 // run several network frames to jump into the game quickly
399 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
400 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
401 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
407 Con_Print("Unable to find a suitable network socket to connect to server.\n");
408 M_Update_Return_Reason("No network");
417 static void CL_PrintEntities_f(void)
422 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
424 const char* modelname;
426 if (!ent->state_current.active)
429 if (ent->render.model)
430 modelname = ent->render.model->name;
432 modelname = "--no model--";
433 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
437 //static const vec3_t nomodelmins = {-16, -16, -16};
438 //static const vec3_t nomodelmaxs = {16, 16, 16};
439 void CL_UpdateRenderEntity(entity_render_t *ent)
443 model_t *model = ent->model;
444 // update the inverse matrix for the renderer
445 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
446 // update the animation blend state
447 R_LerpAnimation(ent);
448 // we need the matrix origin to center the box
449 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
450 // update entity->render.scale because the renderer needs it
451 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
454 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
455 #ifdef MATRIX4x4_OPENGLORIENTATION
456 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
458 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
462 VectorMA(org, scale, model->rotatedmins, ent->mins);
463 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
465 #ifdef MATRIX4x4_OPENGLORIENTATION
466 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
468 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
472 VectorMA(org, scale, model->yawmins, ent->mins);
473 VectorMA(org, scale, model->yawmaxs, ent->maxs);
477 VectorMA(org, scale, model->normalmins, ent->mins);
478 VectorMA(org, scale, model->normalmaxs, ent->maxs);
483 ent->mins[0] = org[0] - 16;
484 ent->mins[1] = org[1] - 16;
485 ent->mins[2] = org[2] - 16;
486 ent->maxs[0] = org[0] + 16;
487 ent->maxs[1] = org[1] + 16;
488 ent->maxs[2] = org[2] + 16;
496 Determines the fraction between the last two messages that the objects
500 static float CL_LerpPoint(void)
504 if (cl_nettimesyncmode.integer == 3)
505 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
507 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
508 if (cl.mtime[0] <= cl.mtime[1])
510 cl.time = cl.mtime[0];
514 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
515 return bound(0, f, 1);
518 void CL_ClearTempEntities (void)
520 cl.num_temp_entities = 0;
523 entity_t *CL_NewTempEntity(void)
527 if (r_refdef.numentities >= r_refdef.maxentities)
529 if (cl.num_temp_entities >= cl.max_temp_entities)
531 ent = &cl.temp_entities[cl.num_temp_entities++];
532 memset (ent, 0, sizeof(*ent));
533 r_refdef.entities[r_refdef.numentities++] = &ent->render;
535 ent->render.colormap = -1; // no special coloring
536 ent->render.alpha = 1;
537 VectorSet(ent->render.colormod, 1, 1, 1);
541 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
545 if (!modelindex) // sanity check
549 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
554 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
557 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
562 VectorCopy(org, e->origin);
563 e->modelindex = modelindex;
564 e->starttime = cl.time;
565 e->startframe = startframe;
566 e->endframe = startframe + framecount;
567 e->framerate = framerate;
570 e->frame1time = cl.time;
571 e->frame2time = cl.time;
572 cl.num_effects = max(cl.num_effects, i + 1);
577 void CL_AllocLightFlash(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)
583 // first look for an exact key match
587 for (i = 0;i < cl.num_dlights;i++, dl++)
593 // then look for anything else
595 for (i = 0;i < cl.num_dlights;i++, dl++)
598 // if we hit the end of the active dlights and found no gaps, add a new one
601 cl.num_dlights = i + 1;
605 // unable to find one
609 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
610 memset (dl, 0, sizeof(*dl));
611 Matrix4x4_Normalize(&dl->matrix, matrix);
613 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
614 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
615 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
618 dl->color[1] = green;
620 dl->initialradius = radius;
621 dl->initialcolor[0] = red;
622 dl->initialcolor[1] = green;
623 dl->initialcolor[2] = blue;
624 dl->decay = decay / radius; // changed decay to be a percentage decrease
625 dl->intensity = 1; // this is what gets decayed
627 dl->die = cl.time + lifetime;
631 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
633 dl->cubemapname[0] = 0;
635 dl->shadow = shadowenable;
638 dl->coronasizescale = coronasizescale;
639 dl->ambientscale = ambientscale;
640 dl->diffusescale = diffusescale;
641 dl->specularscale = specularscale;
644 void CL_DecayLightFlashes(void)
650 time = bound(0, cl.time - cl.oldtime, 0.1);
651 oldmax = cl.num_dlights;
653 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
657 dl->intensity -= time * dl->decay;
658 if (cl.time < dl->die && dl->intensity > 0)
660 if (cl_dlights_decayradius.integer)
661 dl->radius = dl->initialradius * dl->intensity;
663 dl->radius = dl->initialradius;
664 if (cl_dlights_decaybrightness.integer)
665 VectorScale(dl->initialcolor, dl->intensity, dl->color);
667 VectorCopy(dl->initialcolor, dl->color);
668 cl.num_dlights = i + 1;
676 // called before entity relinking
677 void CL_RelinkLightFlashes(void)
682 matrix4x4_t tempmatrix;
684 if (r_dynamic.integer)
686 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
690 tempmatrix = dl->matrix;
691 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
692 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
698 // 'm' is normal light, 'a' is no light, 'z' is double bright
702 for (j = 0;j < cl.max_lightstyle;j++)
704 if (!cl.lightstyle || !cl.lightstyle[j].length)
706 r_refdef.lightstylevalue[j] = 256;
709 k = i % cl.lightstyle[j].length;
710 l = (i-1) % cl.lightstyle[j].length;
711 k = cl.lightstyle[j].map[k] - 'a';
712 l = cl.lightstyle[j].map[l] - 'a';
713 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
717 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
721 matrix4x4_t flagmatrix;
723 // this code taken from QuakeWorld
725 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
727 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
729 if (player->render.frame2 == 29) f = f + 2;
730 else if (player->render.frame2 == 30) f = f + 8;
731 else if (player->render.frame2 == 31) f = f + 12;
732 else if (player->render.frame2 == 32) f = f + 11;
733 else if (player->render.frame2 == 33) f = f + 10;
734 else if (player->render.frame2 == 34) f = f + 4;
736 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
738 if (player->render.frame2 == 35) f = f + 2;
739 else if (player->render.frame2 == 36) f = f + 10;
740 else if (player->render.frame2 == 37) f = f + 10;
741 else if (player->render.frame2 == 38) f = f + 8;
742 else if (player->render.frame2 == 39) f = f + 4;
743 else if (player->render.frame2 == 40) f = f + 2;
746 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
748 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
749 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
750 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
751 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
753 // end of code taken from QuakeWorld
755 flag = CL_NewTempEntity();
759 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
760 flag->render.skinnum = skin;
761 flag->render.colormap = -1; // no special coloring
762 flag->render.alpha = 1;
763 VectorSet(flag->render.colormod, 1, 1, 1);
764 // attach the flag to the player matrix
765 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
766 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
767 CL_UpdateRenderEntity(&flag->render);
770 matrix4x4_t viewmodelmatrix;
772 static const vec3_t muzzleflashorigin = {18, 0, 0};
774 extern void V_DriftPitch(void);
775 extern void V_FadeViewFlashs(void);
776 extern void V_CalcViewBlend(void);
777 extern void V_CalcRefdef(void);
779 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
780 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
782 const matrix4x4_t *matrix;
783 matrix4x4_t blendmatrix, tempmatrix, matrix2;
785 float origin[3], angles[3], delta[3], lerp, d;
788 //entity_persistent_t *p = &e->persistent;
789 //entity_render_t *r = &e->render;
790 // skip inactive entities and world
791 if (!e->state_current.active || e == cl.entities)
793 if (recursionlimit < 1)
795 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
796 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
797 e->render.flags = e->state_current.flags;
798 e->render.effects = e->state_current.effects;
799 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
800 if (e->state_current.flags & RENDER_COLORMAPPED)
803 unsigned char *cbcolor;
804 e->render.colormap = e->state_current.colormap;
805 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
806 cbcolor = (unsigned char *) (&palette_complete[cb]);
807 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
808 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
809 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
810 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
811 cbcolor = (unsigned char *) (&palette_complete[cb]);
812 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
813 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
814 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
816 else if (e->state_current.colormap && cl.scores != NULL)
819 unsigned char *cbcolor;
820 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
821 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
822 cbcolor = (unsigned char *) (&palette_complete[cb]);
823 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
824 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
825 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
826 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
827 cbcolor = (unsigned char *) (&palette_complete[cb]);
828 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
829 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
830 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
834 e->render.colormap = -1; // no special coloring
835 VectorClear(e->render.colormap_pantscolor);
836 VectorClear(e->render.colormap_shirtcolor);
838 e->render.skinnum = e->state_current.skin;
839 if (e->state_current.tagentity)
841 // attached entity (gun held in player model's hand, etc)
842 // if the tag entity is currently impossible, skip it
843 if (e->state_current.tagentity >= cl.num_entities)
845 t = cl.entities + e->state_current.tagentity;
846 // if the tag entity is inactive, skip it
847 if (!t->state_current.active)
849 // update the parent first
850 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
851 // make relative to the entity
852 matrix = &t->render.matrix;
853 // some properties of the tag entity carry over
854 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
855 // if a valid tagindex is used, make it relative to that tag instead
856 // FIXME: use a model function to get tag info (need to handle skeletal)
857 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
859 // blend the matrices
860 memset(&blendmatrix, 0, sizeof(blendmatrix));
861 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
863 matrix4x4_t tagmatrix;
864 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
865 d = t->render.frameblend[j].lerp;
866 for (l = 0;l < 4;l++)
867 for (k = 0;k < 4;k++)
868 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
870 // concat the tag matrices onto the entity matrix
871 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
872 // use the constructed tag matrix
873 matrix = &tempmatrix;
876 else if (e->render.flags & RENDER_VIEWMODEL)
878 // view-relative entity (guns and such)
879 matrix = &viewmodelmatrix;
883 // world-relative entity (the normal kind)
884 matrix = &identitymatrix;
888 // if it's the predicted player entity, update according to client movement
889 if (e == cl.entities + cl.playerentity && cl.movement_predicted)
891 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
892 lerp = bound(0, lerp, 1);
893 if (cl_nolerp.integer)
895 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
896 VectorSet(angles, 0, cl.viewangles[1], 0);
898 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
900 // interpolate the origin and angles
902 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
903 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
904 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
905 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
906 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
907 VectorMA(e->persistent.oldangles, lerp, delta, angles);
912 VectorCopy(e->persistent.neworigin, origin);
913 VectorCopy(e->persistent.newangles, angles);
916 // model setup and some modelflags
917 if(e->state_current.modelindex < MAX_MODELS)
918 e->render.model = cl.model_precache[e->state_current.modelindex];
921 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
922 if (e->render.model->type == mod_alias)
923 angles[0] = -angles[0];
924 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
926 angles[1] = ANGLEMOD(100*cl.time);
927 if (cl_itembobheight.value)
928 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
930 // transfer certain model flags to effects
931 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
932 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
933 VectorScale(e->render.colormod, 2, e->render.colormod);
935 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
936 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
937 angles[0] = -angles[0];
940 if (e->render.frame2 == e->state_current.frame)
942 // update frame lerp fraction
943 e->render.framelerp = 1;
944 if (e->render.frame2time > e->render.frame1time)
946 // make sure frame lerp won't last longer than 100ms
947 // (this mainly helps with models that use framegroups and
948 // switch between them infrequently)
949 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
950 e->render.framelerp = bound(0, e->render.framelerp, 1);
955 // begin a new frame lerp
956 e->render.frame1 = e->render.frame2;
957 e->render.frame1time = e->render.frame2time;
958 e->render.frame = e->render.frame2 = e->state_current.frame;
959 e->render.frame2time = cl.time;
960 e->render.framelerp = 0;
963 // set up the render matrix
966 // attached entity, this requires a matrix multiply (concat)
967 // FIXME: e->render.scale should go away
968 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
969 // concat the matrices to make the entity relative to its tag
970 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
971 // get the origin from the new matrix
972 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
976 // unattached entities are faster to process
977 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
980 // make the other useful stuff
981 CL_UpdateRenderEntity(&e->render);
983 // tenebrae's sprites are all additive mode (weird)
984 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
985 e->render.effects |= EF_ADDITIVE;
986 // player model is only shown with chase_active on
987 if (e->state_current.number == cl.viewentity)
988 e->render.flags |= RENDER_EXTERIORMODEL;
989 // either fullbright or lit
990 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
991 e->render.flags |= RENDER_LIGHT;
992 // hide player shadow during intermission or nehahra movie
993 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
994 && (e->render.alpha >= 1)
995 && !(e->render.flags & RENDER_VIEWMODEL)
996 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
997 e->render.flags |= RENDER_SHADOW;
1000 // creates light and trails from an entity
1001 void CL_UpdateNetworkEntityTrail(entity_t *e)
1003 effectnameindex_t trailtype;
1006 // bmodels are treated specially since their origin is usually '0 0 0' and
1007 // their actual geometry is far from '0 0 0'
1008 if (e->render.model && e->render.model->soundfromcenter)
1011 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1012 Matrix4x4_Transform(&e->render.matrix, o, origin);
1015 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1017 // handle particle trails and such effects now that we know where this
1018 // entity is in the world...
1019 trailtype = EFFECT_NONE;
1020 // LordHavoc: if the entity has no effects, don't check each
1021 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1023 if (e->render.effects & EF_BRIGHTFIELD)
1025 if (gamemode == GAME_NEXUIZ)
1026 trailtype = EFFECT_TR_NEXUIZPLASMA;
1028 CL_EntityParticles(e);
1030 if (e->render.effects & EF_FLAME)
1031 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1032 if (e->render.effects & EF_STARDUST)
1033 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1034 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1036 // these are only set on player entities
1037 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1040 // muzzleflash fades over time
1041 if (e->persistent.muzzleflash > 0)
1042 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1043 // LordHavoc: if the model has no flags, don't check each
1044 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1046 if (e->render.model->flags & EF_GIB)
1047 trailtype = EFFECT_TR_BLOOD;
1048 else if (e->render.model->flags & EF_ZOMGIB)
1049 trailtype = EFFECT_TR_SLIGHTBLOOD;
1050 else if (e->render.model->flags & EF_TRACER)
1051 trailtype = EFFECT_TR_WIZSPIKE;
1052 else if (e->render.model->flags & EF_TRACER2)
1053 trailtype = EFFECT_TR_KNIGHTSPIKE;
1054 else if (e->render.model->flags & EF_ROCKET)
1055 trailtype = EFFECT_TR_ROCKET;
1056 else if (e->render.model->flags & EF_GRENADE)
1058 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1059 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1061 else if (e->render.model->flags & EF_TRACER3)
1062 trailtype = EFFECT_TR_VORESPIKE;
1065 if (e->render.flags & RENDER_GLOWTRAIL)
1066 trailtype = EFFECT_TR_GLOWTRAIL;
1071 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1072 len = e->state_current.time - e->state_previous.time;
1075 VectorScale(vel, len, vel);
1076 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1078 VectorCopy(origin, e->persistent.trail_origin);
1084 CL_UpdateViewEntities
1087 void CL_UpdateViewEntities(void)
1090 // update any RENDER_VIEWMODEL entities to use the new view matrix
1091 for (i = 1;i < cl.num_entities;i++)
1093 if (cl.entities_active[i])
1095 entity_t *ent = cl.entities + i;
1096 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1097 CL_UpdateNetworkEntity(ent, 32, true);
1100 // and of course the engine viewmodel needs updating as well
1101 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1106 CL_UpdateNetworkCollisionEntities
1109 void CL_UpdateNetworkCollisionEntities(void)
1114 // start on the entity after the world
1115 cl.num_brushmodel_entities = 0;
1116 for (i = 1;i < cl.num_entities;i++)
1118 if (cl.entities_active[i])
1120 ent = cl.entities + i;
1121 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1123 // do not interpolate the bmodels for this
1124 CL_UpdateNetworkEntity(ent, 32, false);
1125 cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1133 CL_UpdateNetworkEntities
1136 void CL_UpdateNetworkEntities(void)
1141 // start on the entity after the world
1142 for (i = 1;i < cl.num_entities;i++)
1144 if (cl.entities_active[i])
1146 ent = cl.entities + i;
1147 if (ent->state_current.active)
1149 CL_UpdateNetworkEntity(ent, 32, true);
1150 // view models should never create light/trails
1151 if (!(ent->render.flags & RENDER_VIEWMODEL))
1152 CL_UpdateNetworkEntityTrail(ent);
1155 cl.entities_active[i] = false;
1160 void CL_UpdateViewModel(void)
1164 ent->state_previous = ent->state_current;
1165 ent->state_current = defaultstate;
1166 ent->state_current.time = cl.time;
1167 ent->state_current.number = -1;
1168 ent->state_current.active = true;
1169 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1170 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1171 ent->state_current.flags = RENDER_VIEWMODEL;
1172 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1173 ent->state_current.modelindex = 0;
1174 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1176 if (gamemode == GAME_TRANSFUSION)
1177 ent->state_current.alpha = 128;
1179 ent->state_current.modelindex = 0;
1181 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1182 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1184 // reset animation interpolation on weaponmodel if model changed
1185 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1187 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1188 ent->render.frame1time = ent->render.frame2time = cl.time;
1189 ent->render.framelerp = 1;
1191 CL_UpdateNetworkEntity(ent, 32, true);
1194 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1195 void CL_LinkNetworkEntity(entity_t *e)
1197 effectnameindex_t trailtype;
1202 // skip inactive entities and world
1203 if (!e->state_current.active || e == cl.entities)
1205 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1207 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1212 // if the tag entity is currently impossible, skip it
1213 if (e->state_current.tagentity >= cl.num_entities)
1215 // if the tag entity is inactive, skip it
1216 if (!cl.entities[e->state_current.tagentity].state_current.active)
1220 // create entity dlights associated with this entity
1221 if (e->render.model && e->render.model->soundfromcenter)
1223 // bmodels are treated specially since their origin is usually '0 0 0'
1225 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1226 Matrix4x4_Transform(&e->render.matrix, o, origin);
1229 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1230 trailtype = EFFECT_NONE;
1235 // LordHavoc: if the entity has no effects, don't check each
1236 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1238 if (e->render.effects & EF_BRIGHTFIELD)
1240 if (gamemode == GAME_NEXUIZ)
1241 trailtype = EFFECT_TR_NEXUIZPLASMA;
1243 if (e->render.effects & EF_DIMLIGHT)
1245 dlightradius = max(dlightradius, 200);
1246 dlightcolor[0] += 1.50f;
1247 dlightcolor[1] += 1.50f;
1248 dlightcolor[2] += 1.50f;
1250 if (e->render.effects & EF_BRIGHTLIGHT)
1252 dlightradius = max(dlightradius, 400);
1253 dlightcolor[0] += 3.00f;
1254 dlightcolor[1] += 3.00f;
1255 dlightcolor[2] += 3.00f;
1257 // LordHavoc: more effects
1258 if (e->render.effects & EF_RED) // red
1260 dlightradius = max(dlightradius, 200);
1261 dlightcolor[0] += 1.50f;
1262 dlightcolor[1] += 0.15f;
1263 dlightcolor[2] += 0.15f;
1265 if (e->render.effects & EF_BLUE) // blue
1267 dlightradius = max(dlightradius, 200);
1268 dlightcolor[0] += 0.15f;
1269 dlightcolor[1] += 0.15f;
1270 dlightcolor[2] += 1.50f;
1272 if (e->render.effects & EF_FLAME)
1273 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1274 if (e->render.effects & EF_STARDUST)
1275 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1277 // muzzleflash fades over time, and is offset a bit
1278 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1283 matrix4x4_t tempmatrix;
1284 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1285 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1286 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1287 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1288 Matrix4x4_Scale(&tempmatrix, 150, 1);
1289 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1290 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1292 // LordHavoc: if the model has no flags, don't check each
1293 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1295 if (e->render.model->flags & EF_GIB)
1296 trailtype = EFFECT_TR_BLOOD;
1297 else if (e->render.model->flags & EF_ZOMGIB)
1298 trailtype = EFFECT_TR_SLIGHTBLOOD;
1299 else if (e->render.model->flags & EF_TRACER)
1300 trailtype = EFFECT_TR_WIZSPIKE;
1301 else if (e->render.model->flags & EF_TRACER2)
1302 trailtype = EFFECT_TR_KNIGHTSPIKE;
1303 else if (e->render.model->flags & EF_ROCKET)
1304 trailtype = EFFECT_TR_ROCKET;
1305 else if (e->render.model->flags & EF_GRENADE)
1307 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1308 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1310 else if (e->render.model->flags & EF_TRACER3)
1311 trailtype = EFFECT_TR_VORESPIKE;
1313 // LordHavoc: customizable glow
1314 if (e->state_current.glowsize)
1316 // * 4 for the expansion from 0-255 to 0-1023 range,
1317 // / 255 to scale down byte colors
1318 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1319 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1321 // make the glow dlight
1322 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1324 matrix4x4_t dlightmatrix;
1325 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1326 // hack to make glowing player light shine on their gun
1327 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1328 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1329 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1330 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1333 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1335 matrix4x4_t dlightmatrix;
1337 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1338 light[3] = e->state_current.light[3];
1339 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1340 VectorSet(light, 1, 1, 1);
1343 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1344 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1345 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1346 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1349 if (e->render.flags & RENDER_GLOWTRAIL)
1350 trailtype = EFFECT_TR_GLOWTRAIL;
1352 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1354 // don't show entities with no modelindex (note: this still shows
1355 // entities which have a modelindex that resolved to a NULL model)
1356 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1357 r_refdef.entities[r_refdef.numentities++] = &e->render;
1358 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1359 // Matrix4x4_Print(&e->render.matrix);
1362 void CL_RelinkWorld(void)
1364 entity_t *ent = &cl.entities[0];
1365 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1366 // FIXME: this should be done at load
1367 ent->render.matrix = identitymatrix;
1368 CL_UpdateRenderEntity(&ent->render);
1369 ent->render.flags = RENDER_SHADOW;
1370 if (!r_fullbright.integer)
1371 ent->render.flags |= RENDER_LIGHT;
1372 VectorSet(ent->render.colormod, 1, 1, 1);
1373 r_refdef.worldentity = &ent->render;
1374 r_refdef.worldmodel = cl.worldmodel;
1377 static void CL_RelinkStaticEntities(void)
1381 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1383 e->render.flags = 0;
1384 // if the model was not loaded when the static entity was created we
1385 // need to re-fetch the model pointer
1386 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1387 CL_UpdateRenderEntity(&e->render);
1388 // either fullbright or lit
1389 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1390 e->render.flags |= RENDER_LIGHT;
1391 // hide player shadow during intermission or nehahra movie
1392 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1393 e->render.flags |= RENDER_SHADOW;
1394 VectorSet(e->render.colormod, 1, 1, 1);
1395 R_LerpAnimation(&e->render);
1396 r_refdef.entities[r_refdef.numentities++] = &e->render;
1405 static void CL_RelinkNetworkEntities(void)
1410 // start on the entity after the world
1411 for (i = 1;i < cl.num_entities;i++)
1413 if (cl.entities_active[i])
1415 ent = cl.entities + i;
1416 if (ent->state_current.active)
1417 CL_LinkNetworkEntity(ent);
1419 cl.entities_active[i] = false;
1424 static void CL_RelinkEffects(void)
1431 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1435 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1436 intframe = (int)frame;
1437 if (intframe < 0 || intframe >= e->endframe)
1439 memset(e, 0, sizeof(*e));
1440 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1445 if (intframe != e->frame)
1447 e->frame = intframe;
1448 e->frame1time = e->frame2time;
1449 e->frame2time = cl.time;
1452 // if we're drawing effects, get a new temp entity
1453 // (NewTempEntity adds it to the render entities list for us)
1454 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1456 // interpolation stuff
1457 ent->render.frame1 = intframe;
1458 ent->render.frame2 = intframe + 1;
1459 if (ent->render.frame2 >= e->endframe)
1460 ent->render.frame2 = -1; // disappear
1461 ent->render.framelerp = frame - intframe;
1462 ent->render.frame1time = e->frame1time;
1463 ent->render.frame2time = e->frame2time;
1466 if(e->modelindex < MAX_MODELS)
1467 ent->render.model = cl.model_precache[e->modelindex];
1469 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1470 ent->render.frame = ent->render.frame2;
1471 ent->render.colormap = -1; // no special coloring
1472 ent->render.alpha = 1;
1473 VectorSet(ent->render.colormod, 1, 1, 1);
1475 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1476 CL_UpdateRenderEntity(&ent->render);
1482 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1484 VectorCopy(b->start, start);
1485 VectorCopy(b->end, end);
1487 // if coming from the player, update the start position
1488 if (b->entity == cl.viewentity)
1490 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1492 // LordHavoc: this is a stupid hack from Quake that makes your
1493 // lightning appear to come from your waist and cover less of your
1495 // in Quake this hack was applied to all players (causing the
1496 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1497 // only applies to your own lightning, and only in first person
1498 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1500 if (cl_beams_instantaimhack.integer)
1502 vec3_t dir, localend;
1504 // LordHavoc: this updates the beam direction to match your
1506 VectorSubtract(end, start, dir);
1507 len = VectorLength(dir);
1508 VectorNormalize(dir);
1509 VectorSet(localend, len, 0, 0);
1510 Matrix4x4_Transform(&r_view.matrix, localend, end);
1515 void CL_RelinkBeams(void)
1519 vec3_t dist, org, start, end;
1524 matrix4x4_t tempmatrix;
1526 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1530 if (b->endtime < cl.time)
1536 CL_Beam_CalculatePositions(b, start, end);
1540 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1542 // FIXME: create a matrix from the beam start/end orientation
1544 VectorSet(dlightcolor, 0.3, 0.7, 1);
1545 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1546 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1548 if (cl_beams_polygons.integer)
1552 // calculate pitch and yaw
1553 // (this is similar to the QuakeC builtin function vectoangles)
1554 VectorSubtract(end, start, dist);
1555 if (dist[1] == 0 && dist[0] == 0)
1565 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1569 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1570 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1575 // add new entities for the lightning
1576 VectorCopy (start, org);
1577 d = VectorNormalizeLength(dist);
1580 ent = CL_NewTempEntity ();
1583 //VectorCopy (org, ent->render.origin);
1584 ent->render.model = b->model;
1585 //ent->render.effects = EF_FULLBRIGHT;
1586 //ent->render.angles[0] = pitch;
1587 //ent->render.angles[1] = yaw;
1588 //ent->render.angles[2] = rand()%360;
1589 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1590 CL_UpdateRenderEntity(&ent->render);
1591 VectorMA(org, 30, dist, org);
1596 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1600 static void CL_RelinkQWNails(void)
1606 for (i = 0;i < cl.qw_num_nails;i++)
1610 // if we're drawing effects, get a new temp entity
1611 // (NewTempEntity adds it to the render entities list for us)
1612 if (!(ent = CL_NewTempEntity()))
1616 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1617 ent->render.colormap = -1; // no special coloring
1618 ent->render.alpha = 1;
1619 VectorSet(ent->render.colormod, 1, 1, 1);
1621 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1622 CL_UpdateRenderEntity(&ent->render);
1626 void CL_LerpPlayer(float frac)
1630 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1631 for (i = 0;i < 3;i++)
1633 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1634 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1635 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1638 // interpolate the angles if playing a demo or spectating someone
1639 if (cls.demoplayback || cl.fixangle[0])
1641 for (i = 0;i < 3;i++)
1643 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1648 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1653 void CSQC_RelinkAllEntities (int drawmask)
1657 CL_RelinkStaticEntities();
1662 if (drawmask & ENTMASK_ENGINE)
1664 CL_RelinkNetworkEntities();
1665 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1666 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1670 // update view blend
1678 Read all incoming data from the server
1681 int CL_ReadFromServer(void)
1683 CL_ReadDemoMessage();
1686 r_refdef.time = cl.time;
1687 r_refdef.extraupdate = !r_speeds.integer;
1688 r_refdef.numentities = 0;
1689 r_refdef.numlights = 0;
1690 r_view.matrix = identitymatrix;
1692 cl.num_brushmodel_entities = 0;
1694 if (cls.state == ca_connected && cls.signon == SIGNONS)
1696 // prepare for a new frame
1697 CL_LerpPlayer(CL_LerpPoint());
1698 CL_DecayLightFlashes();
1699 CL_ClearTempEntities();
1703 if (cl.movement_predicted)
1705 // if prediction is enabled we have to update all the collidable
1706 // network entities before the prediction code can be run
1707 CL_UpdateNetworkCollisionEntities();
1710 // now update the player prediction
1711 CL_ClientMovement_Replay();
1713 // update the player entity (which may be predicted)
1714 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1716 // now update the view (which depends on that player entity)
1719 // now update all the network entities and create particle trails
1720 // (some entities may depend on the view)
1721 CL_UpdateNetworkEntities();
1723 // update the engine-based viewmodel
1724 CL_UpdateViewModel();
1726 CL_RelinkLightFlashes();
1727 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1733 // update the r_refdef time again because cl.time may have changed in
1735 r_refdef.time = cl.time;
1741 // LordHavoc: pausedemo command
1742 static void CL_PauseDemo_f (void)
1744 cls.demopaused = !cls.demopaused;
1746 Con_Print("Demo paused\n");
1748 Con_Print("Demo unpaused\n");
1752 ======================
1754 ======================
1756 static void CL_Fog_f (void)
1758 if (Cmd_Argc () == 1)
1760 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1763 r_refdef.fog_density = atof(Cmd_Argv(1));
1764 r_refdef.fog_red = atof(Cmd_Argv(2));
1765 r_refdef.fog_green = atof(Cmd_Argv(3));
1766 r_refdef.fog_blue = atof(Cmd_Argv(4));
1770 ====================
1773 For program optimization
1774 ====================
1776 static void CL_TimeRefresh_f (void)
1779 float timestart, timedelta, oldangles[3];
1781 r_refdef.extraupdate = false;
1782 VectorCopy(cl.viewangles, oldangles);
1783 VectorClear(cl.viewangles);
1785 timestart = Sys_DoubleTime();
1786 for (i = 0;i < 128;i++)
1788 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1791 timedelta = Sys_DoubleTime() - timestart;
1793 VectorCopy(oldangles, cl.viewangles);
1794 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1797 void CL_AreaStats_f(void)
1799 World_PrintAreaStats(&cl.world, "client");
1807 void CL_Shutdown (void)
1809 CL_Particles_Shutdown();
1810 CL_Parse_Shutdown();
1812 Mem_FreePool (&cls.permanentmempool);
1813 Mem_FreePool (&cls.levelmempool);
1823 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1824 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1826 memset(&r_refdef, 0, sizeof(r_refdef));
1827 // max entities sent to renderer per frame
1828 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1829 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1834 // register our commands
1836 Cvar_RegisterVariable (&cl_upspeed);
1837 Cvar_RegisterVariable (&cl_forwardspeed);
1838 Cvar_RegisterVariable (&cl_backspeed);
1839 Cvar_RegisterVariable (&cl_sidespeed);
1840 Cvar_RegisterVariable (&cl_movespeedkey);
1841 Cvar_RegisterVariable (&cl_yawspeed);
1842 Cvar_RegisterVariable (&cl_pitchspeed);
1843 Cvar_RegisterVariable (&cl_anglespeedkey);
1844 Cvar_RegisterVariable (&cl_shownet);
1845 Cvar_RegisterVariable (&cl_nolerp);
1846 Cvar_RegisterVariable (&lookspring);
1847 Cvar_RegisterVariable (&lookstrafe);
1848 Cvar_RegisterVariable (&sensitivity);
1849 Cvar_RegisterVariable (&freelook);
1851 Cvar_RegisterVariable (&m_pitch);
1852 Cvar_RegisterVariable (&m_yaw);
1853 Cvar_RegisterVariable (&m_forward);
1854 Cvar_RegisterVariable (&m_side);
1856 Cvar_RegisterVariable (&cl_itembobspeed);
1857 Cvar_RegisterVariable (&cl_itembobheight);
1859 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1860 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1861 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1862 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1863 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1864 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1866 #ifdef AUTODEMO_BROKEN
1867 Cvar_RegisterVariable (&cl_autodemo);
1868 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1871 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1873 // LordHavoc: added pausedemo
1874 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)");
1876 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
1878 Cvar_RegisterVariable(&r_draweffects);
1879 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1880 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1881 Cvar_RegisterVariable(&cl_explosions_size_start);
1882 Cvar_RegisterVariable(&cl_explosions_size_end);
1883 Cvar_RegisterVariable(&cl_explosions_lifetime);
1884 Cvar_RegisterVariable(&cl_stainmaps);
1885 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1886 Cvar_RegisterVariable(&cl_beams_polygons);
1887 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1888 Cvar_RegisterVariable(&cl_beams_instantaimhack);
1889 Cvar_RegisterVariable(&cl_beams_lightatend);
1890 Cvar_RegisterVariable(&cl_noplayershadow);
1891 Cvar_RegisterVariable(&cl_dlights_decayradius);
1892 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
1894 Cvar_RegisterVariable(&cl_prydoncursor);
1896 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1898 // for QW connections
1899 Cvar_RegisterVariable(&qport);
1900 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1902 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1905 CL_Particles_Init();