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 cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
53 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" };
55 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
57 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
58 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
59 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
60 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
63 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
64 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
66 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
67 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)"};
68 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
69 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
71 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
73 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)"};
75 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"};
77 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
82 #define MAX_PARTICLES 32768 // default max # of particles at one time
83 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
91 void CL_ClearState(void)
96 // wipe the entire cl structure
97 Mem_EmptyPool(cls.levelmempool);
98 memset (&cl, 0, sizeof(cl));
102 // reset the view zoom interpolation
103 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
106 cl.num_csqcentities = 0; //[515]: csqc
107 cl.num_static_entities = 0;
108 cl.num_temp_entities = 0;
109 cl.num_brushmodel_entities = 0;
111 // tweak these if the game runs out
112 cl.max_entities = 256;
113 cl.max_csqcentities = 256; //[515]: csqc
114 cl.max_static_entities = 256;
115 cl.max_temp_entities = 512;
116 cl.max_effects = 256;
118 cl.max_dlights = MAX_DLIGHTS;
119 cl.max_lightstyle = MAX_LIGHTSTYLES;
120 cl.max_brushmodel_entities = MAX_EDICTS;
121 cl.max_particles = MAX_PARTICLES;
123 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
124 i = COM_CheckParm ("-particles");
125 if (i && i < com_argc - 1)
127 cl.max_particles = (int)(atoi(com_argv[i+1]));
128 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
129 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
136 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
137 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc
138 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
139 cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
140 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
141 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
142 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
143 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
144 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
145 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
146 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
147 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
149 // LordHavoc: have to set up the baseline info for alpha and other stuff
150 for (i = 0;i < cl.max_entities;i++)
152 cl.entities[i].state_baseline = defaultstate;
153 cl.entities[i].state_previous = defaultstate;
154 cl.entities[i].state_current = defaultstate;
157 for (i = 0;i < cl.max_csqcentities;i++)
159 cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
160 cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
161 cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
162 cl.csqcentities[i].csqc = true;
163 cl.csqcentities[i].state_current.number = -i;
166 if (gamemode == GAME_NEXUIZ)
168 VectorSet(cl.playerstandmins, -16, -16, -24);
169 VectorSet(cl.playerstandmaxs, 16, 16, 45);
170 VectorSet(cl.playercrouchmins, -16, -16, -24);
171 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175 VectorSet(cl.playerstandmins, -16, -16, -24);
176 VectorSet(cl.playerstandmaxs, 16, 16, 24);
177 VectorSet(cl.playercrouchmins, -16, -16, -24);
178 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
181 // disable until we get textures for it
184 ent = &cl.entities[0];
185 // entire entity array was cleared, so just fill in a few fields
186 ent->state_current.active = true;
187 ent->render.model = cl.worldmodel = NULL; // no world model yet
188 ent->render.scale = 1; // some of the renderer still relies on scale
189 ent->render.alpha = 1;
190 ent->render.colormap = -1; // no special coloring
191 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
192 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
193 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
194 CL_BoundingBoxForEntity(&ent->render);
196 // noclip is turned off at start
197 noclip_anglehack = false;
199 // mark all frames invalid for delta
200 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
205 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
207 if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
210 Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
213 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
214 if (cls.state == ca_connected && cls.netcon)
216 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
219 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221 else if (!strcasecmp(key, "name"))
223 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
224 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226 else if (!strcasecmp(key, "playermodel"))
228 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
229 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231 else if (!strcasecmp(key, "playerskin"))
233 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236 else if (!strcasecmp(key, "topcolor"))
238 // don't send anything, the combined color code will be updated manually
240 else if (!strcasecmp(key, "bottomcolor"))
242 // don't send anything, the combined color code will be updated manually
244 else if (!strcasecmp(key, "rate"))
246 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
252 void CL_ExpandEntities(int num)
254 int i, oldmaxentities;
255 entity_t *oldentities;
256 if (num >= cl.max_entities)
259 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
260 if (num >= MAX_EDICTS)
261 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
262 oldmaxentities = cl.max_entities;
263 oldentities = cl.entities;
264 cl.max_entities = (num & ~255) + 256;
265 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
266 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
267 Mem_Free(oldentities);
268 for (i = oldmaxentities;i < cl.max_entities;i++)
270 cl.entities[i].state_baseline = defaultstate;
271 cl.entities[i].state_previous = defaultstate;
272 cl.entities[i].state_current = defaultstate;
277 void CL_ExpandCSQCEntities(int num)
279 int i, oldmaxentities;
280 entity_t *oldentities;
281 if (num >= cl.max_csqcentities)
283 if (!cl.csqcentities)
284 Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
285 if (num >= MAX_EDICTS)
286 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
287 oldmaxentities = cl.max_csqcentities;
288 oldentities = cl.csqcentities;
289 cl.max_csqcentities = (num & ~255) + 256;
290 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
291 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
292 Mem_Free(oldentities);
293 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
295 cl.csqcentities[i].state_baseline = defaultstate;
296 cl.csqcentities[i].state_previous = defaultstate;
297 cl.csqcentities[i].state_current = defaultstate;
298 cl.csqcentities[i].csqc = true;
299 cl.csqcentities[i].state_current.number = -i;
304 void CL_VM_ShutDown (void);
306 =====================
309 Sends a disconnect message to the server
310 This is also called on Host_Error, so it shouldn't cause any errors
311 =====================
313 void CL_Disconnect(void)
315 if (cls.state == ca_dedicated)
318 Con_DPrintf("CL_Disconnect\n");
321 // stop sounds (especially looping!)
324 // clear contents blends
325 cl.cshifts[0].percent = 0;
326 cl.cshifts[1].percent = 0;
327 cl.cshifts[2].percent = 0;
328 cl.cshifts[3].percent = 0;
330 cl.worldmodel = NULL;
332 if (cls.demoplayback)
337 unsigned char bufdata[8];
338 if (cls.demorecording)
341 // send disconnect message 3 times to improve chances of server
342 // receiving it (but it still fails sometimes)
343 memset(&buf, 0, sizeof(buf));
345 buf.maxsize = sizeof(bufdata);
346 if (cls.protocol == PROTOCOL_QUAKEWORLD)
348 Con_DPrint("Sending drop command\n");
349 MSG_WriteByte(&buf, qw_clc_stringcmd);
350 MSG_WriteString(&buf, "drop");
354 Con_DPrint("Sending clc_disconnect\n");
355 MSG_WriteByte(&buf, clc_disconnect);
357 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
358 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
359 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
360 NetConn_Close(cls.netcon);
363 cls.state = ca_disconnected;
365 cls.demoplayback = cls.timedemo = false;
369 void CL_Disconnect_f(void)
373 Host_ShutdownServer ();
380 =====================
381 CL_EstablishConnection
383 Host should be either "local" or a net address
384 =====================
386 void CL_EstablishConnection(const char *host)
388 if (cls.state == ca_dedicated)
391 // clear menu's connect error message
392 M_Update_Return_Reason("");
395 // stop demo loop in case this fails
398 // make sure the client ports are open before attempting to connect
399 NetConn_UpdateSockets();
401 // run a network frame
402 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
406 cls.connect_trying = true;
407 cls.connect_remainingtries = 3;
408 cls.connect_nextsendtime = 0;
409 M_Update_Return_Reason("Trying to connect...");
410 // run several network frames to jump into the game quickly
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421 Con_Print("Unable to find a suitable network socket to connect to server.\n");
422 M_Update_Return_Reason("No network");
431 static void CL_PrintEntities_f(void)
437 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
439 if (!ent->state_current.active)
442 if (ent->render.model)
443 strlcpy (name, ent->render.model->name, 25);
445 strcpy(name, "--no model--");
446 for (j = (int)strlen(name);j < 25;j++)
448 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);
452 //static const vec3_t nomodelmins = {-16, -16, -16};
453 //static const vec3_t nomodelmaxs = {16, 16, 16};
454 void CL_BoundingBoxForEntity(entity_render_t *ent)
456 model_t *model = ent->model;
459 //if (ent->angles[0] || ent->angles[2])
460 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
463 ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
464 ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
465 ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
466 ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
467 ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
468 ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
469 //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
470 //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
472 //else if (ent->angles[1])
473 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
476 ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
477 ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
478 ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
479 ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
480 ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
481 ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
482 //VectorAdd(ent->origin, model->yawmins, ent->mins);
483 //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
487 ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
488 ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
489 ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
490 ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
491 ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
492 ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
493 //VectorAdd(ent->origin, model->normalmins, ent->mins);
494 //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
499 ent->mins[0] = ent->matrix.m[0][3] - 16;
500 ent->mins[1] = ent->matrix.m[1][3] - 16;
501 ent->mins[2] = ent->matrix.m[2][3] - 16;
502 ent->maxs[0] = ent->matrix.m[0][3] + 16;
503 ent->maxs[1] = ent->matrix.m[1][3] + 16;
504 ent->maxs[2] = ent->matrix.m[2][3] + 16;
505 //VectorAdd(ent->origin, nomodelmins, ent->mins);
506 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
514 Determines the fraction between the last two messages that the objects
518 static float CL_LerpPoint(void)
522 // dropped packet, or start of demo
523 if (cl.mtime[1] < cl.mtime[0] - 0.1)
524 cl.mtime[1] = cl.mtime[0] - 0.1;
526 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
528 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
529 f = cl.mtime[0] - cl.mtime[1];
530 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
532 cl.time = cl.mtime[0];
536 f = (cl.time - cl.mtime[1]) / f;
537 return bound(0, f, 1);
540 void CL_ClearTempEntities (void)
542 cl.num_temp_entities = 0;
545 entity_t *CL_NewTempEntity(void)
549 if (r_refdef.numentities >= r_refdef.maxentities)
551 if (cl.num_temp_entities >= cl.max_temp_entities)
553 ent = &cl.temp_entities[cl.num_temp_entities++];
554 memset (ent, 0, sizeof(*ent));
555 r_refdef.entities[r_refdef.numentities++] = &ent->render;
557 ent->render.colormap = -1; // no special coloring
558 ent->render.scale = 1;
559 ent->render.alpha = 1;
560 VectorSet(ent->render.colormod, 1, 1, 1);
564 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
568 if (!modelindex) // sanity check
570 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
575 VectorCopy(org, e->origin);
576 e->modelindex = modelindex;
577 e->starttime = cl.time;
578 e->startframe = startframe;
579 e->endframe = startframe + framecount;
580 e->framerate = framerate;
583 e->frame1time = cl.time;
584 e->frame2time = cl.time;
585 cl.num_effects = max(cl.num_effects, i + 1);
590 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)
596 // first look for an exact key match
600 for (i = 0;i < cl.num_dlights;i++, dl++)
606 // then look for anything else
608 for (i = 0;i < cl.num_dlights;i++, dl++)
611 // if we hit the end of the active dlights and found no gaps, add a new one
614 cl.num_dlights = i + 1;
618 // unable to find one
622 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
623 memset (dl, 0, sizeof(*dl));
624 Matrix4x4_Normalize(&dl->matrix, matrix);
626 dl->origin[0] = dl->matrix.m[0][3];
627 dl->origin[1] = dl->matrix.m[1][3];
628 dl->origin[2] = dl->matrix.m[2][3];
629 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
630 dl->matrix.m[0][3] = dl->origin[0];
631 dl->matrix.m[1][3] = dl->origin[1];
632 dl->matrix.m[2][3] = dl->origin[2];
635 dl->color[1] = green;
639 dl->die = cl.time + lifetime;
642 dl->cubemapnum = cubemapnum;
644 dl->shadow = shadowenable;
647 dl->coronasizescale = coronasizescale;
648 dl->ambientscale = ambientscale;
649 dl->diffusescale = diffusescale;
650 dl->specularscale = specularscale;
653 // called before entity relinking
654 void CL_DecayLights(void)
660 time = cl.time - cl.oldtime;
661 oldmax = cl.num_dlights;
663 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
667 f = dl->radius - time * dl->decay;
668 if (cl.time < dl->die && f > 0)
670 dl->radius = dl->radius - time * dl->decay;
671 cl.num_dlights = i + 1;
679 // called after entity relinking
680 void CL_UpdateLights(void)
686 r_refdef.numlights = 0;
687 if (r_dynamic.integer)
689 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
693 R_RTLight_Update(dl, false);
694 r_refdef.lights[r_refdef.numlights++] = dl;
700 // 'm' is normal light, 'a' is no light, 'z' is double bright
704 for (j = 0;j < cl.max_lightstyle;j++)
706 if (!cl.lightstyle || !cl.lightstyle[j].length)
708 r_refdef.lightstylevalue[j] = 256;
711 k = i % cl.lightstyle[j].length;
712 l = (i-1) % cl.lightstyle[j].length;
713 k = cl.lightstyle[j].map[k] - 'a';
714 l = cl.lightstyle[j].map[l] - 'a';
715 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
719 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
723 matrix4x4_t flagmatrix;
725 // this code taken from QuakeWorld
727 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
729 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
731 if (player->render.frame2 == 29) f = f + 2;
732 else if (player->render.frame2 == 30) f = f + 8;
733 else if (player->render.frame2 == 31) f = f + 12;
734 else if (player->render.frame2 == 32) f = f + 11;
735 else if (player->render.frame2 == 33) f = f + 10;
736 else if (player->render.frame2 == 34) f = f + 4;
738 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
740 if (player->render.frame2 == 35) f = f + 2;
741 else if (player->render.frame2 == 36) f = f + 10;
742 else if (player->render.frame2 == 37) f = f + 10;
743 else if (player->render.frame2 == 38) f = f + 8;
744 else if (player->render.frame2 == 39) f = f + 4;
745 else if (player->render.frame2 == 40) f = f + 2;
748 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
750 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
751 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
752 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
753 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
755 // end of code taken from QuakeWorld
757 flag = CL_NewTempEntity();
761 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
762 flag->render.skinnum = skin;
763 flag->render.colormap = -1; // no special coloring
764 flag->render.alpha = 1;
765 VectorSet(flag->render.colormod, 1, 1, 1);
766 // attach the flag to the player matrix
767 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
768 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
769 Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
770 R_LerpAnimation(&flag->render);
771 CL_BoundingBoxForEntity(&flag->render);
774 #define MAXVIEWMODELS 32
775 entity_t *viewmodels[MAXVIEWMODELS];
778 matrix4x4_t viewmodelmatrix;
780 static int entitylinkframenumber;
782 static const vec3_t muzzleflashorigin = {18, 0, 0};
784 extern void V_DriftPitch(void);
785 extern void V_FadeViewFlashs(void);
786 extern void V_CalcViewBlend(void);
788 extern void V_CalcRefdef(void);
789 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
790 void CL_LinkNetworkEntity(entity_t *e)
792 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
793 //matrix4x4_t dlightmatrix;
795 effectnameindex_t trailtype;
796 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
800 //entity_persistent_t *p = &e->persistent;
801 //entity_render_t *r = &e->render;
802 if (e->persistent.linkframe != entitylinkframenumber)
804 e->persistent.linkframe = entitylinkframenumber;
805 // skip inactive entities and world
806 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
808 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
809 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
810 e->render.flags = e->state_current.flags;
811 e->render.effects = e->state_current.effects;
812 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
813 if (e->state_current.flags & RENDER_COLORMAPPED)
816 unsigned char *cbcolor;
817 e->render.colormap = e->state_current.colormap;
818 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
819 cbcolor = (unsigned char *) (&palette_complete[cb]);
820 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
821 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
822 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
823 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
824 cbcolor = (unsigned char *) (&palette_complete[cb]);
825 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
826 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
827 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
829 else if (e->state_current.colormap && cl.scores != NULL)
832 unsigned char *cbcolor;
833 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
834 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
835 cbcolor = (unsigned char *) (&palette_complete[cb]);
836 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
837 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
838 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
839 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
840 cbcolor = (unsigned char *) (&palette_complete[cb]);
841 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
842 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
843 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
847 e->render.colormap = -1; // no special coloring
848 VectorClear(e->render.colormap_pantscolor);
849 VectorClear(e->render.colormap_shirtcolor);
851 e->render.skinnum = e->state_current.skin;
852 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
854 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
859 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
860 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
862 e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
863 e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
866 matrix = &viewmodelmatrix;
870 // if the tag entity is currently impossible, skip it
873 if (e->state_current.tagentity >= cl.num_entities)
875 t = cl.entities + e->state_current.tagentity;
879 if (e->state_current.tagentity >= cl.num_csqcentities)
881 t = cl.csqcentities + e->state_current.tagentity;
883 // if the tag entity is inactive, skip it
884 if (!t->state_current.active)
886 // note: this can link to world
887 CL_LinkNetworkEntity(t);
888 // make relative to the entity
889 matrix = &t->render.matrix;
890 // some properties of the tag entity carry over
891 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
892 // if a valid tagindex is used, make it relative to that tag instead
893 // FIXME: use a model function to get tag info (need to handle skeletal)
894 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
896 // blend the matrices
897 memset(&blendmatrix, 0, sizeof(blendmatrix));
898 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
900 matrix4x4_t tagmatrix;
901 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
902 d = t->render.frameblend[j].lerp;
903 for (l = 0;l < 4;l++)
904 for (k = 0;k < 4;k++)
905 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
907 // concat the tag matrices onto the entity matrix
908 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
909 // use the constructed tag matrix
910 matrix = &tempmatrix;
915 // if it's the player entity, update according to client movement
916 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
918 lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
919 lerp = bound(0, lerp, 1);
920 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
921 VectorSet(angles, 0, cl.viewangles[1], 0);
923 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
925 // interpolate the origin and angles
926 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
927 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
928 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
929 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
930 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
931 VectorMA(e->persistent.oldangles, lerp, delta, angles);
936 VectorCopy(e->persistent.neworigin, origin);
937 VectorCopy(e->persistent.newangles, angles);
940 // model setup and some modelflags
941 if(e->state_current.modelindex < MAX_MODELS)
942 e->render.model = cl.model_precache[e->state_current.modelindex];
944 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
947 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
948 if (e->render.model->type == mod_alias)
949 angles[0] = -angles[0];
950 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
952 angles[1] = ANGLEMOD(100*cl.time);
953 if (cl_itembobheight.value)
954 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
956 // transfer certain model flags to effects
957 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
958 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
959 VectorScale(e->render.colormod, 2, e->render.colormod);
961 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
962 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
963 angles[0] = -angles[0];
966 if (e->render.frame2 == e->state_current.frame)
968 // update frame lerp fraction
969 e->render.framelerp = 1;
970 if (e->render.frame2time > e->render.frame1time)
972 // make sure frame lerp won't last longer than 100ms
973 // (this mainly helps with models that use framegroups and
974 // switch between them infrequently)
975 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
976 e->render.framelerp = bound(0, e->render.framelerp, 1);
981 // begin a new frame lerp
982 e->render.frame1 = e->render.frame2;
983 e->render.frame1time = e->render.frame2time;
984 e->render.frame = e->render.frame2 = e->state_current.frame;
985 e->render.frame2time = cl.time;
986 e->render.framelerp = 0;
988 R_LerpAnimation(&e->render);
990 // set up the render matrix
991 // FIXME: e->render.scale should go away
992 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
993 // concat the matrices to make the entity relative to its tag
994 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
995 // make the other useful stuff
996 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
997 CL_BoundingBoxForEntity(&e->render);
999 // handle effects now that we know where this entity is in the world...
1000 if (e->render.model && e->render.model->soundfromcenter)
1002 // bmodels are treated specially since their origin is usually '0 0 0'
1004 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1005 Matrix4x4_Transform(&e->render.matrix, o, origin);
1009 origin[0] = e->render.matrix.m[0][3];
1010 origin[1] = e->render.matrix.m[1][3];
1011 origin[2] = e->render.matrix.m[2][3];
1013 trailtype = EFFECT_NONE;
1018 // LordHavoc: if the entity has no effects, don't check each
1019 if (e->render.effects)
1021 if (e->render.effects & EF_BRIGHTFIELD)
1023 if (gamemode == GAME_NEXUIZ)
1024 trailtype = EFFECT_TR_NEXUIZPLASMA;
1026 CL_EntityParticles(e);
1028 if (e->render.effects & EF_MUZZLEFLASH)
1029 e->persistent.muzzleflash = 1.0f;
1030 if (e->render.effects & EF_DIMLIGHT)
1032 dlightradius = max(dlightradius, 200);
1033 dlightcolor[0] += 1.50f;
1034 dlightcolor[1] += 1.50f;
1035 dlightcolor[2] += 1.50f;
1037 if (e->render.effects & EF_BRIGHTLIGHT)
1039 dlightradius = max(dlightradius, 400);
1040 dlightcolor[0] += 3.00f;
1041 dlightcolor[1] += 3.00f;
1042 dlightcolor[2] += 3.00f;
1044 // LordHavoc: more effects
1045 if (e->render.effects & EF_RED) // red
1047 dlightradius = max(dlightradius, 200);
1048 dlightcolor[0] += 1.50f;
1049 dlightcolor[1] += 0.15f;
1050 dlightcolor[2] += 0.15f;
1052 if (e->render.effects & EF_BLUE) // blue
1054 dlightradius = max(dlightradius, 200);
1055 dlightcolor[0] += 0.15f;
1056 dlightcolor[1] += 0.15f;
1057 dlightcolor[2] += 1.50f;
1059 if (e->render.effects & EF_FLAME)
1060 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1061 if (e->render.effects & EF_STARDUST)
1062 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1063 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1065 // these are only set on player entities
1066 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1069 // muzzleflash fades over time, and is offset a bit
1070 if (e->persistent.muzzleflash > 0)
1072 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1073 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1074 tempmatrix = e->render.matrix;
1075 tempmatrix.m[0][3] = trace.endpos[0];
1076 tempmatrix.m[1][3] = trace.endpos[1];
1077 tempmatrix.m[2][3] = trace.endpos[2];
1078 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);
1079 e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1081 // LordHavoc: if the model has no flags, don't check each
1082 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1084 if (e->render.model->flags & EF_GIB)
1085 trailtype = EFFECT_TR_BLOOD;
1086 else if (e->render.model->flags & EF_ZOMGIB)
1087 trailtype = EFFECT_TR_SLIGHTBLOOD;
1088 else if (e->render.model->flags & EF_TRACER)
1089 trailtype = EFFECT_TR_WIZSPIKE;
1090 else if (e->render.model->flags & EF_TRACER2)
1091 trailtype = EFFECT_TR_KNIGHTSPIKE;
1092 else if (e->render.model->flags & EF_ROCKET)
1093 trailtype = EFFECT_TR_ROCKET;
1094 else if (e->render.model->flags & EF_GRENADE)
1096 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1097 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1099 else if (e->render.model->flags & EF_TRACER3)
1100 trailtype = EFFECT_TR_VORESPIKE;
1102 // LordHavoc: customizable glow
1103 if (e->state_current.glowsize)
1105 // * 4 for the expansion from 0-255 to 0-1023 range,
1106 // / 255 to scale down byte colors
1107 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1108 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1110 // make the glow dlight
1111 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1113 //dlightmatrix = e->render.matrix;
1114 // hack to make glowing player light shine on their gun
1115 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1116 // dlightmatrix.m[2][3] += 30;
1117 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);
1120 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1123 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1124 light[3] = e->state_current.light[3];
1125 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1126 VectorSet(light, 1, 1, 1);
1129 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1130 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);
1133 if (e->render.flags & RENDER_GLOWTRAIL)
1134 trailtype = EFFECT_TR_GLOWTRAIL;
1139 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1140 len = e->state_current.time - e->state_previous.time;
1143 VectorScale(vel, len, vel);
1144 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1146 VectorCopy(origin, e->persistent.trail_origin);
1147 // tenebrae's sprites are all additive mode (weird)
1148 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1149 e->render.effects |= EF_ADDITIVE;
1150 // player model is only shown with chase_active on
1152 if (e->state_current.number == cl.viewentity)
1153 e->render.flags |= RENDER_EXTERIORMODEL;
1154 // transparent stuff can't be lit during the opaque stage
1155 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1156 e->render.flags |= RENDER_TRANSPARENT;
1157 // double sided rendering mode causes backfaces to be visible
1158 // (mostly useful on transparent stuff)
1159 if (e->render.effects & EF_DOUBLESIDED)
1160 e->render.flags |= RENDER_NOCULLFACE;
1161 // either fullbright or lit
1162 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1163 e->render.flags |= RENDER_LIGHT;
1164 // hide player shadow during intermission or nehahra movie
1165 if (!(e->render.effects & EF_NOSHADOW)
1166 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1167 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1168 e->render.flags |= RENDER_SHADOW;
1169 // as soon as player is known we can call V_CalcRefDef
1171 if (e->state_current.number == cl.viewentity)
1173 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1174 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1175 // don't show entities with no modelindex (note: this still shows
1176 // entities which have a modelindex that resolved to a NULL model)
1177 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1178 r_refdef.entities[r_refdef.numentities++] = &e->render;
1179 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1180 // Matrix4x4_Print(&e->render.matrix);
1184 void CL_RelinkWorld(void)
1186 entity_t *ent = &cl.entities[0];
1187 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1188 // FIXME: this should be done at load
1189 ent->render.matrix = identitymatrix;
1190 ent->render.inversematrix = identitymatrix;
1191 R_LerpAnimation(&ent->render);
1192 CL_BoundingBoxForEntity(&ent->render);
1193 ent->render.flags = RENDER_SHADOW;
1194 if (!r_fullbright.integer)
1195 ent->render.flags |= RENDER_LIGHT;
1196 VectorSet(ent->render.colormod, 1, 1, 1);
1197 r_refdef.worldentity = &ent->render;
1198 r_refdef.worldmodel = cl.worldmodel;
1201 void CL_RelinkCSQCWorld(void) //[515]: csqc
1203 entity_t *ent = &cl.csqcentities[0];
1206 // cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1207 // FIXME: this should be done at load
1208 ent->render.matrix = identitymatrix;
1209 ent->render.inversematrix = identitymatrix;
1210 R_LerpAnimation(&ent->render);
1211 CL_BoundingBoxForEntity(&ent->render);
1212 ent->render.flags = RENDER_SHADOW;
1213 if (!r_fullbright.integer)
1214 ent->render.flags |= RENDER_LIGHT;
1215 VectorSet(ent->render.colormod, 1, 1, 1);
1216 // r_refdef.worldentity = &ent->render;
1217 // r_refdef.worldmodel = cl.worldmodel;
1220 static void CL_RelinkStaticEntities(void)
1224 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1226 e->render.flags = 0;
1227 // transparent stuff can't be lit during the opaque stage
1228 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1229 e->render.flags |= RENDER_TRANSPARENT;
1230 // either fullbright or lit
1231 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1232 e->render.flags |= RENDER_LIGHT;
1233 // hide player shadow during intermission or nehahra movie
1234 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1235 e->render.flags |= RENDER_SHADOW;
1236 VectorSet(e->render.colormod, 1, 1, 1);
1237 R_LerpAnimation(&e->render);
1238 r_refdef.entities[r_refdef.numentities++] = &e->render;
1247 static void CL_RelinkNetworkEntities(int drawmask)
1255 ent->state_previous = ent->state_current;
1256 ent->state_current = defaultstate;
1257 ent->state_current.time = cl.time;
1258 ent->state_current.number = -1;
1259 ent->state_current.active = true;
1260 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1261 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1262 ent->state_current.flags = RENDER_VIEWMODEL;
1263 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1264 ent->state_current.modelindex = 0;
1265 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1267 if (gamemode == GAME_TRANSFUSION)
1268 ent->state_current.alpha = 128;
1270 ent->state_current.modelindex = 0;
1273 // reset animation interpolation on weaponmodel if model changed
1274 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1276 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1277 ent->render.frame1time = ent->render.frame2time = cl.time;
1278 ent->render.framelerp = 1;
1282 // start on the entity after the world
1283 entitylinkframenumber++;
1284 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1286 for (i = 1;i < cl.num_entities;i++)
1288 if (cl.entities_active[i])
1290 ent = cl.entities + i;
1291 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1292 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1294 cl.entities_active[i] = false;
1297 if (ent->state_current.active)
1298 CL_LinkNetworkEntity(ent);
1300 cl.entities_active[i] = false;
1308 for (i=1,k=cl.num_csqcentities;k;i++)
1310 if (cl.csqcentities_active[i])
1313 ent = cl.csqcentities + i;
1314 if (ent->state_current.active)
1315 CL_LinkNetworkEntity(ent);
1317 cl.csqcentities_active[i] = false;
1322 CL_LinkNetworkEntity(&cl.viewent);
1325 static void CL_RelinkEffects(void)
1332 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1336 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1337 intframe = (int)frame;
1338 if (intframe < 0 || intframe >= e->endframe)
1340 memset(e, 0, sizeof(*e));
1341 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1346 if (intframe != e->frame)
1348 e->frame = intframe;
1349 e->frame1time = e->frame2time;
1350 e->frame2time = cl.time;
1353 // if we're drawing effects, get a new temp entity
1354 // (NewTempEntity adds it to the render entities list for us)
1355 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1357 // interpolation stuff
1358 ent->render.frame1 = intframe;
1359 ent->render.frame2 = intframe + 1;
1360 if (ent->render.frame2 >= e->endframe)
1361 ent->render.frame2 = -1; // disappear
1362 ent->render.framelerp = frame - intframe;
1363 ent->render.frame1time = e->frame1time;
1364 ent->render.frame2time = e->frame2time;
1367 if(e->modelindex < MAX_MODELS)
1368 ent->render.model = cl.model_precache[e->modelindex];
1370 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1371 ent->render.frame = ent->render.frame2;
1372 ent->render.colormap = -1; // no special coloring
1373 ent->render.alpha = 1;
1374 VectorSet(ent->render.colormod, 1, 1, 1);
1376 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1377 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1378 R_LerpAnimation(&ent->render);
1379 CL_BoundingBoxForEntity(&ent->render);
1385 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1387 VectorCopy(b->start, start);
1388 VectorCopy(b->end, end);
1390 // if coming from the player, update the start position
1391 if (b->entity == cl.viewentity)
1393 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1395 // LordHavoc: this is a stupid hack from Quake that makes your
1396 // lightning appear to come from your waist and cover less of your
1398 // in Quake this hack was applied to all players (causing the
1399 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1400 // only applies to your own lightning, and only in first person
1401 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1403 if (cl_beams_instantaimhack.integer)
1405 vec3_t dir, localend;
1407 // LordHavoc: this updates the beam direction to match your
1409 VectorSubtract(end, start, dir);
1410 len = VectorLength(dir);
1411 VectorNormalize(dir);
1412 VectorSet(localend, len, 0, 0);
1413 Matrix4x4_Transform(&r_view.matrix, localend, end);
1418 void CL_RelinkBeams(void)
1422 vec3_t dist, org, start, end;
1427 matrix4x4_t tempmatrix;
1429 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1433 if (b->endtime < cl.time)
1439 CL_Beam_CalculatePositions(b, start, end);
1443 if (cl_beams_lightatend.integer)
1445 // FIXME: create a matrix from the beam start/end orientation
1446 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1447 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);
1449 if (cl_beams_polygons.integer)
1453 // calculate pitch and yaw
1454 // (this is similar to the QuakeC builtin function vectoangles)
1455 VectorSubtract(end, start, dist);
1456 if (dist[1] == 0 && dist[0] == 0)
1466 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1470 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1471 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1476 // add new entities for the lightning
1477 VectorCopy (start, org);
1478 d = VectorNormalizeLength(dist);
1481 ent = CL_NewTempEntity ();
1484 //VectorCopy (org, ent->render.origin);
1485 ent->render.model = b->model;
1486 //ent->render.effects = EF_FULLBRIGHT;
1487 //ent->render.angles[0] = pitch;
1488 //ent->render.angles[1] = yaw;
1489 //ent->render.angles[2] = rand()%360;
1490 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1491 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1492 R_LerpAnimation(&ent->render);
1493 CL_BoundingBoxForEntity(&ent->render);
1494 VectorMA(org, 30, dist, org);
1499 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1503 static void CL_RelinkQWNails(void)
1509 for (i = 0;i < cl.qw_num_nails;i++)
1513 // if we're drawing effects, get a new temp entity
1514 // (NewTempEntity adds it to the render entities list for us)
1515 if (!(ent = CL_NewTempEntity()))
1519 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1520 ent->render.colormap = -1; // no special coloring
1521 ent->render.alpha = 1;
1522 VectorSet(ent->render.colormod, 1, 1, 1);
1524 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1525 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1526 R_LerpAnimation(&ent->render);
1527 CL_BoundingBoxForEntity(&ent->render);
1531 void CL_LerpPlayer(float frac)
1535 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1536 for (i = 0;i < 3;i++)
1538 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1539 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1540 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1544 void CSQC_RelinkAllEntities (int drawmask)
1546 cl.num_brushmodel_entities = 0;
1547 CL_RelinkNetworkEntities(drawmask);
1548 if(drawmask & ENTMASK_ENGINE)
1557 CL_RelinkCSQCWorld(); //[515]: csqc
1558 if(drawmask & ENTMASK_ENGINE)
1560 CL_RelinkStaticEntities();
1571 Read all incoming data from the server
1574 extern void CL_ClientMovement_Replay();
1576 int CL_ReadFromServer(void)
1578 CL_ReadDemoMessage();
1581 r_refdef.time = cl.time;
1582 r_refdef.extraupdate = !r_speeds.integer;
1583 r_refdef.numentities = 0;
1584 r_view.matrix = identitymatrix;
1586 if (cls.state == ca_connected && cls.signon == SIGNONS)
1588 // prepare for a new frame
1589 CL_LerpPlayer(CL_LerpPoint());
1591 CL_ClearTempEntities();
1595 // relink network entities (note: this sets up the view!)
1596 CL_ClientMovement_Replay();
1597 if(!csqc_loaded) //[515]: csqc
1599 cl.num_brushmodel_entities = 0;
1600 CL_RelinkNetworkEntities(65535);
1608 CL_RelinkCSQCWorld(); //[515]: csqc
1609 CL_RelinkStaticEntities();
1619 // update view blend
1622 // update the r_refdef time again because cl.time may have changed
1623 r_refdef.time = cl.time;
1629 // LordHavoc: pausedemo command
1630 static void CL_PauseDemo_f (void)
1632 cls.demopaused = !cls.demopaused;
1634 Con_Print("Demo paused\n");
1636 Con_Print("Demo unpaused\n");
1640 ======================
1642 ======================
1644 static void CL_Fog_f (void)
1646 if (Cmd_Argc () == 1)
1648 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);
1651 r_refdef.fog_density = atof(Cmd_Argv(1));
1652 r_refdef.fog_red = atof(Cmd_Argv(2));
1653 r_refdef.fog_green = atof(Cmd_Argv(3));
1654 r_refdef.fog_blue = atof(Cmd_Argv(4));
1658 ====================
1661 For program optimization
1662 ====================
1664 static void CL_TimeRefresh_f (void)
1667 float timestart, timedelta, oldangles[3];
1669 r_refdef.extraupdate = false;
1670 VectorCopy(cl.viewangles, oldangles);
1671 VectorClear(cl.viewangles);
1673 timestart = Sys_DoubleTime();
1674 for (i = 0;i < 128;i++)
1676 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);
1679 timedelta = Sys_DoubleTime() - timestart;
1681 VectorCopy(oldangles, cl.viewangles);
1682 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1690 void CL_Shutdown (void)
1692 CL_Particles_Shutdown();
1693 CL_Parse_Shutdown();
1695 Mem_FreePool (&cls.permanentmempool);
1696 Mem_FreePool (&cls.levelmempool);
1706 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1707 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1709 memset(&r_refdef, 0, sizeof(r_refdef));
1710 // max entities sent to renderer per frame
1711 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1712 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1717 // register our commands
1719 Cvar_RegisterVariable (&csqc_progname);
1720 Cvar_RegisterVariable (&csqc_progcrc);
1722 Cvar_RegisterVariable (&cl_upspeed);
1723 Cvar_RegisterVariable (&cl_forwardspeed);
1724 Cvar_RegisterVariable (&cl_backspeed);
1725 Cvar_RegisterVariable (&cl_sidespeed);
1726 Cvar_RegisterVariable (&cl_movespeedkey);
1727 Cvar_RegisterVariable (&cl_yawspeed);
1728 Cvar_RegisterVariable (&cl_pitchspeed);
1729 Cvar_RegisterVariable (&cl_anglespeedkey);
1730 Cvar_RegisterVariable (&cl_shownet);
1731 Cvar_RegisterVariable (&cl_nolerp);
1732 Cvar_RegisterVariable (&lookspring);
1733 Cvar_RegisterVariable (&lookstrafe);
1734 Cvar_RegisterVariable (&sensitivity);
1735 Cvar_RegisterVariable (&freelook);
1737 Cvar_RegisterVariable (&m_pitch);
1738 Cvar_RegisterVariable (&m_yaw);
1739 Cvar_RegisterVariable (&m_forward);
1740 Cvar_RegisterVariable (&m_side);
1742 Cvar_RegisterVariable (&cl_itembobspeed);
1743 Cvar_RegisterVariable (&cl_itembobheight);
1745 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1746 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1747 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1748 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1749 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1750 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1752 Cvar_RegisterVariable (&cl_autodemo);
1753 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1755 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1757 // LordHavoc: added pausedemo
1758 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)");
1760 Cvar_RegisterVariable(&r_draweffects);
1761 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1762 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1763 Cvar_RegisterVariable(&cl_explosions_size_start);
1764 Cvar_RegisterVariable(&cl_explosions_size_end);
1765 Cvar_RegisterVariable(&cl_explosions_lifetime);
1766 Cvar_RegisterVariable(&cl_stainmaps);
1767 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1768 Cvar_RegisterVariable(&cl_beams_polygons);
1769 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1770 Cvar_RegisterVariable(&cl_beams_instantaimhack);
1771 Cvar_RegisterVariable(&cl_beams_lightatend);
1772 Cvar_RegisterVariable(&cl_noplayershadow);
1774 Cvar_RegisterVariable(&cl_prydoncursor);
1776 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1778 // for QW connections
1779 Cvar_RegisterVariable(&qport);
1780 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1782 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1785 CL_Particles_Init();