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 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)"};
79 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"};
81 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
86 #define MAX_PARTICLES 32768 // default max # of particles at one time
87 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
95 void CL_ClearState(void)
100 // wipe the entire cl structure
101 Mem_EmptyPool(cls.levelmempool);
102 memset (&cl, 0, sizeof(cl));
106 // reset the view zoom interpolation
107 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
110 cl.num_static_entities = 0;
111 cl.num_temp_entities = 0;
112 cl.num_brushmodel_entities = 0;
114 // tweak these if the game runs out
115 cl.max_entities = 256;
116 cl.max_static_entities = 256;
117 cl.max_temp_entities = 512;
118 cl.max_effects = 256;
120 cl.max_dlights = MAX_DLIGHTS;
121 cl.max_lightstyle = MAX_LIGHTSTYLES;
122 cl.max_brushmodel_entities = MAX_EDICTS;
123 cl.max_particles = MAX_PARTICLES;
125 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
126 i = COM_CheckParm ("-particles");
127 if (i && i < com_argc - 1)
129 cl.max_particles = (int)(atoi(com_argv[i+1]));
130 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
131 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
138 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
139 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
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 if (gamemode == GAME_NEXUIZ)
159 VectorSet(cl.playerstandmins, -16, -16, -24);
160 VectorSet(cl.playerstandmaxs, 16, 16, 45);
161 VectorSet(cl.playercrouchmins, -16, -16, -24);
162 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
166 VectorSet(cl.playerstandmins, -16, -16, -24);
167 VectorSet(cl.playerstandmaxs, 16, 16, 24);
168 VectorSet(cl.playercrouchmins, -16, -16, -24);
169 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
172 // disable until we get textures for it
175 ent = &cl.entities[0];
176 // entire entity array was cleared, so just fill in a few fields
177 ent->state_current.active = true;
178 ent->render.model = cl.worldmodel = NULL; // no world model yet
179 ent->render.alpha = 1;
180 ent->render.colormap = -1; // no special coloring
181 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
182 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
183 CL_UpdateRenderEntity(&ent->render);
185 // noclip is turned off at start
186 noclip_anglehack = false;
188 // mark all frames invalid for delta
189 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
194 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
197 qboolean fail = false;
198 if (!allowstarkey && key[0] == '*')
200 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
202 for (i = 0;key[i];i++)
203 if (key[i] <= ' ' || key[i] == '\"')
205 for (i = 0;value[i];i++)
206 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
211 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
214 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215 if (cls.state == ca_connected && cls.netcon)
217 if (cls.protocol == PROTOCOL_QUAKEWORLD)
219 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
222 else if (!strcasecmp(key, "name"))
224 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
227 else if (!strcasecmp(key, "playermodel"))
229 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
232 else if (!strcasecmp(key, "playerskin"))
234 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
237 else if (!strcasecmp(key, "topcolor"))
239 // don't send anything, the combined color code will be updated manually
241 else if (!strcasecmp(key, "bottomcolor"))
243 // don't send anything, the combined color code will be updated manually
245 else if (!strcasecmp(key, "rate"))
247 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
253 void CL_ExpandEntities(int num)
255 int i, oldmaxentities;
256 entity_t *oldentities;
257 if (num >= cl.max_entities)
260 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261 if (num >= MAX_EDICTS)
262 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263 oldmaxentities = cl.max_entities;
264 oldentities = cl.entities;
265 cl.max_entities = (num & ~255) + 256;
266 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268 Mem_Free(oldentities);
269 for (i = oldmaxentities;i < cl.max_entities;i++)
271 cl.entities[i].state_baseline = defaultstate;
272 cl.entities[i].state_previous = defaultstate;
273 cl.entities[i].state_current = defaultstate;
278 void CL_VM_ShutDown (void);
280 =====================
283 Sends a disconnect message to the server
284 This is also called on Host_Error, so it shouldn't cause any errors
285 =====================
287 void CL_Disconnect(void)
289 if (cls.state == ca_dedicated)
292 Con_DPrintf("CL_Disconnect\n");
295 // stop sounds (especially looping!)
298 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
300 // clear contents blends
301 cl.cshifts[0].percent = 0;
302 cl.cshifts[1].percent = 0;
303 cl.cshifts[2].percent = 0;
304 cl.cshifts[3].percent = 0;
306 cl.worldmodel = NULL;
308 CL_Parse_ErrorCleanUp();
310 if (cls.demoplayback)
315 unsigned char bufdata[8];
316 if (cls.demorecording)
319 // send disconnect message 3 times to improve chances of server
320 // receiving it (but it still fails sometimes)
321 memset(&buf, 0, sizeof(buf));
323 buf.maxsize = sizeof(bufdata);
324 if (cls.protocol == PROTOCOL_QUAKEWORLD)
326 Con_DPrint("Sending drop command\n");
327 MSG_WriteByte(&buf, qw_clc_stringcmd);
328 MSG_WriteString(&buf, "drop");
332 Con_DPrint("Sending clc_disconnect\n");
333 MSG_WriteByte(&buf, clc_disconnect);
335 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
336 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
337 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
338 NetConn_Close(cls.netcon);
341 cls.state = ca_disconnected;
343 cls.demoplayback = cls.timedemo = false;
347 void CL_Disconnect_f(void)
351 Host_ShutdownServer ();
358 =====================
359 CL_EstablishConnection
361 Host should be either "local" or a net address
362 =====================
364 void CL_EstablishConnection(const char *host)
366 if (cls.state == ca_dedicated)
369 // clear menu's connect error message
370 M_Update_Return_Reason("");
373 // stop demo loop in case this fails
376 // if downloads are running, cancel their finishing action
377 Curl_Clear_forthismap();
379 // make sure the client ports are open before attempting to connect
380 NetConn_UpdateSockets();
382 // run a network frame
383 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
385 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
387 cls.connect_trying = true;
388 cls.connect_remainingtries = 3;
389 cls.connect_nextsendtime = 0;
390 M_Update_Return_Reason("Trying to connect...");
391 // run several network frames to jump into the game quickly
394 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
395 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
396 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
397 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402 Con_Print("Unable to find a suitable network socket to connect to server.\n");
403 M_Update_Return_Reason("No network");
412 static void CL_PrintEntities_f(void)
418 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
420 const char* modelname;
422 if (!ent->state_current.active)
425 if (ent->render.model)
426 modelname = ent->render.model->name;
428 modelname = "--no model--";
429 strlcpy(name, modelname, 25);
430 for (j = (int)strlen(name);j < 25;j++)
432 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, 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);
436 //static const vec3_t nomodelmins = {-16, -16, -16};
437 //static const vec3_t nomodelmaxs = {16, 16, 16};
438 void CL_UpdateRenderEntity(entity_render_t *ent)
442 model_t *model = ent->model;
443 // update the inverse matrix for the renderer
444 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
445 // update the animation blend state
446 R_LerpAnimation(ent);
447 // we need the matrix origin to center the box
448 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
449 // update entity->render.scale because the renderer needs it
450 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
453 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
454 #ifdef MATRIX4x4_OPENGLORIENTATION
455 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
457 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
461 VectorMA(org, scale, model->rotatedmins, ent->mins);
462 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
464 #ifdef MATRIX4x4_OPENGLORIENTATION
465 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
467 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
471 VectorMA(org, scale, model->yawmins, ent->mins);
472 VectorMA(org, scale, model->yawmaxs, ent->maxs);
476 VectorMA(org, scale, model->normalmins, ent->mins);
477 VectorMA(org, scale, model->normalmaxs, ent->maxs);
482 ent->mins[0] = org[0] - 16;
483 ent->mins[1] = org[1] - 16;
484 ent->mins[2] = org[2] - 16;
485 ent->maxs[0] = org[0] + 16;
486 ent->maxs[1] = org[1] + 16;
487 ent->maxs[2] = org[2] + 16;
495 Determines the fraction between the last two messages that the objects
499 static float CL_LerpPoint(void)
503 // dropped packet, or start of demo
504 if (cl.mtime[1] < cl.mtime[0] - 0.1)
505 cl.mtime[1] = cl.mtime[0] - 0.1;
507 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
509 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
510 if (cl.mtime[0] <= cl.mtime[1] || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
512 cl.time = cl.mtime[0];
516 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
517 return bound(0, f, 1);
520 void CL_ClearTempEntities (void)
522 cl.num_temp_entities = 0;
525 entity_t *CL_NewTempEntity(void)
529 if (r_refdef.numentities >= r_refdef.maxentities)
531 if (cl.num_temp_entities >= cl.max_temp_entities)
533 ent = &cl.temp_entities[cl.num_temp_entities++];
534 memset (ent, 0, sizeof(*ent));
535 r_refdef.entities[r_refdef.numentities++] = &ent->render;
537 ent->render.colormap = -1; // no special coloring
538 ent->render.alpha = 1;
539 VectorSet(ent->render.colormod, 1, 1, 1);
543 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
547 if (!modelindex) // sanity check
551 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
556 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
559 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
564 VectorCopy(org, e->origin);
565 e->modelindex = modelindex;
566 e->starttime = cl.time;
567 e->startframe = startframe;
568 e->endframe = startframe + framecount;
569 e->framerate = framerate;
572 e->frame1time = cl.time;
573 e->frame2time = cl.time;
574 cl.num_effects = max(cl.num_effects, i + 1);
579 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)
585 // first look for an exact key match
589 for (i = 0;i < cl.num_dlights;i++, dl++)
595 // then look for anything else
597 for (i = 0;i < cl.num_dlights;i++, dl++)
600 // if we hit the end of the active dlights and found no gaps, add a new one
603 cl.num_dlights = i + 1;
607 // unable to find one
611 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
612 memset (dl, 0, sizeof(*dl));
613 Matrix4x4_Normalize(&dl->matrix, matrix);
615 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
616 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
617 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
620 dl->color[1] = green;
622 dl->initialradius = radius;
623 dl->initialcolor[0] = red;
624 dl->initialcolor[1] = green;
625 dl->initialcolor[2] = blue;
626 dl->decay = decay / radius; // changed decay to be a percentage decrease
627 dl->intensity = 1; // this is what gets decayed
629 dl->die = cl.time + lifetime;
632 dl->cubemapnum = cubemapnum;
634 dl->shadow = shadowenable;
637 dl->coronasizescale = coronasizescale;
638 dl->ambientscale = ambientscale;
639 dl->diffusescale = diffusescale;
640 dl->specularscale = specularscale;
643 // called before entity relinking
644 void CL_DecayLights(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 //dl->radius = dl->initialradius * dl->intensity;
661 VectorScale(dl->initialcolor, dl->intensity, dl->color);
662 cl.num_dlights = i + 1;
670 // called after entity relinking
671 void CL_UpdateLights(void)
677 r_refdef.numlights = 0;
678 if (r_dynamic.integer)
680 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
684 R_RTLight_Update(dl, false);
685 r_refdef.lights[r_refdef.numlights++] = dl;
691 // 'm' is normal light, 'a' is no light, 'z' is double bright
695 for (j = 0;j < cl.max_lightstyle;j++)
697 if (!cl.lightstyle || !cl.lightstyle[j].length)
699 r_refdef.lightstylevalue[j] = 256;
702 k = i % cl.lightstyle[j].length;
703 l = (i-1) % cl.lightstyle[j].length;
704 k = cl.lightstyle[j].map[k] - 'a';
705 l = cl.lightstyle[j].map[l] - 'a';
706 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
710 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
714 matrix4x4_t flagmatrix;
716 // this code taken from QuakeWorld
718 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
720 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
722 if (player->render.frame2 == 29) f = f + 2;
723 else if (player->render.frame2 == 30) f = f + 8;
724 else if (player->render.frame2 == 31) f = f + 12;
725 else if (player->render.frame2 == 32) f = f + 11;
726 else if (player->render.frame2 == 33) f = f + 10;
727 else if (player->render.frame2 == 34) f = f + 4;
729 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
731 if (player->render.frame2 == 35) f = f + 2;
732 else if (player->render.frame2 == 36) f = f + 10;
733 else if (player->render.frame2 == 37) f = f + 10;
734 else if (player->render.frame2 == 38) f = f + 8;
735 else if (player->render.frame2 == 39) f = f + 4;
736 else if (player->render.frame2 == 40) f = f + 2;
739 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
741 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
742 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
743 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
744 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
746 // end of code taken from QuakeWorld
748 flag = CL_NewTempEntity();
752 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
753 flag->render.skinnum = skin;
754 flag->render.colormap = -1; // no special coloring
755 flag->render.alpha = 1;
756 VectorSet(flag->render.colormod, 1, 1, 1);
757 // attach the flag to the player matrix
758 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
759 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
760 CL_UpdateRenderEntity(&flag->render);
763 #define MAXVIEWMODELS 32
764 entity_t *viewmodels[MAXVIEWMODELS];
767 matrix4x4_t viewmodelmatrix;
769 static const vec3_t muzzleflashorigin = {18, 0, 0};
771 extern void V_DriftPitch(void);
772 extern void V_FadeViewFlashs(void);
773 extern void V_CalcViewBlend(void);
775 extern void V_CalcRefdef(void);
776 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
777 void CL_UpdateNetworkEntity(entity_t *e)
779 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
780 //matrix4x4_t dlightmatrix;
782 effectnameindex_t trailtype;
783 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
787 //entity_persistent_t *p = &e->persistent;
788 //entity_render_t *r = &e->render;
789 // skip inactive entities and world
790 if (!e->state_current.active || e == cl.entities)
792 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
793 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
794 e->render.flags = e->state_current.flags;
795 e->render.effects = e->state_current.effects;
796 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
797 if (e->state_current.flags & RENDER_COLORMAPPED)
800 unsigned char *cbcolor;
801 e->render.colormap = e->state_current.colormap;
802 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
803 cbcolor = (unsigned char *) (&palette_complete[cb]);
804 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
805 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
806 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
807 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
808 cbcolor = (unsigned char *) (&palette_complete[cb]);
809 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
810 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
811 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
813 else if (e->state_current.colormap && cl.scores != NULL)
816 unsigned char *cbcolor;
817 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
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);
831 e->render.colormap = -1; // no special coloring
832 VectorClear(e->render.colormap_pantscolor);
833 VectorClear(e->render.colormap_shirtcolor);
835 e->render.skinnum = e->state_current.skin;
836 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
838 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
840 e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
841 e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
843 matrix = &viewmodelmatrix;
847 // if the tag entity is currently impossible, skip it
848 if (e->state_current.tagentity >= cl.num_entities)
850 t = cl.entities + e->state_current.tagentity;
851 // if the tag entity is inactive, skip it
852 if (!t->state_current.active)
854 // note: this can link to world
855 CL_UpdateNetworkEntity(t);
856 // make relative to the entity
857 matrix = &t->render.matrix;
858 // some properties of the tag entity carry over
859 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
860 // if a valid tagindex is used, make it relative to that tag instead
861 // FIXME: use a model function to get tag info (need to handle skeletal)
862 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
864 // blend the matrices
865 memset(&blendmatrix, 0, sizeof(blendmatrix));
866 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
868 matrix4x4_t tagmatrix;
869 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
870 d = t->render.frameblend[j].lerp;
871 for (l = 0;l < 4;l++)
872 for (k = 0;k < 4;k++)
873 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
875 // concat the tag matrices onto the entity matrix
876 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
877 // use the constructed tag matrix
878 matrix = &tempmatrix;
883 // if it's the player entity, update according to client movement
884 if (e == cl.entities + cl.playerentity && cl.movement_predicted)
886 lerp = (cl.timenonlerp - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
887 lerp = bound(0, lerp, 1);
888 if (cl_nolerp.integer)
890 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
891 VectorSet(angles, 0, cl.viewangles[1], 0);
893 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
895 // interpolate the origin and angles
897 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
898 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
899 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
900 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
901 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
902 VectorMA(e->persistent.oldangles, lerp, delta, angles);
907 VectorCopy(e->persistent.neworigin, origin);
908 VectorCopy(e->persistent.newangles, angles);
911 // model setup and some modelflags
912 if(e->state_current.modelindex < MAX_MODELS)
913 e->render.model = cl.model_precache[e->state_current.modelindex];
916 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
917 if (e->render.model->type == mod_alias)
918 angles[0] = -angles[0];
919 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
921 angles[1] = ANGLEMOD(100*cl.time);
922 if (cl_itembobheight.value)
923 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
925 // transfer certain model flags to effects
926 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
927 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
928 VectorScale(e->render.colormod, 2, e->render.colormod);
930 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
931 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
932 angles[0] = -angles[0];
935 if (e->render.frame2 == e->state_current.frame)
937 // update frame lerp fraction
938 e->render.framelerp = 1;
939 if (e->render.frame2time > e->render.frame1time)
941 // make sure frame lerp won't last longer than 100ms
942 // (this mainly helps with models that use framegroups and
943 // switch between them infrequently)
944 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
945 e->render.framelerp = bound(0, e->render.framelerp, 1);
950 // begin a new frame lerp
951 e->render.frame1 = e->render.frame2;
952 e->render.frame1time = e->render.frame2time;
953 e->render.frame = e->render.frame2 = e->state_current.frame;
954 e->render.frame2time = cl.time;
955 e->render.framelerp = 0;
958 // set up the render matrix
959 // FIXME: e->render.scale should go away
960 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
961 // concat the matrices to make the entity relative to its tag
962 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
963 // make the other useful stuff
964 CL_UpdateRenderEntity(&e->render);
966 // handle effects now that we know where this entity is in the world...
967 if (e->render.model && e->render.model->soundfromcenter)
969 // bmodels are treated specially since their origin is usually '0 0 0'
971 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
972 Matrix4x4_Transform(&e->render.matrix, o, origin);
975 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
976 trailtype = EFFECT_NONE;
981 // LordHavoc: if the entity has no effects, don't check each
982 if (e->render.effects)
984 if (e->render.effects & EF_BRIGHTFIELD)
986 if (gamemode == GAME_NEXUIZ)
987 trailtype = EFFECT_TR_NEXUIZPLASMA;
989 CL_EntityParticles(e);
991 if (e->render.effects & EF_DIMLIGHT)
993 dlightradius = max(dlightradius, 200);
994 dlightcolor[0] += 1.50f;
995 dlightcolor[1] += 1.50f;
996 dlightcolor[2] += 1.50f;
998 if (e->render.effects & EF_BRIGHTLIGHT)
1000 dlightradius = max(dlightradius, 400);
1001 dlightcolor[0] += 3.00f;
1002 dlightcolor[1] += 3.00f;
1003 dlightcolor[2] += 3.00f;
1005 // LordHavoc: more effects
1006 if (e->render.effects & EF_RED) // red
1008 dlightradius = max(dlightradius, 200);
1009 dlightcolor[0] += 1.50f;
1010 dlightcolor[1] += 0.15f;
1011 dlightcolor[2] += 0.15f;
1013 if (e->render.effects & EF_BLUE) // blue
1015 dlightradius = max(dlightradius, 200);
1016 dlightcolor[0] += 0.15f;
1017 dlightcolor[1] += 0.15f;
1018 dlightcolor[2] += 1.50f;
1020 if (e->render.effects & EF_FLAME)
1021 CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1022 if (e->render.effects & EF_STARDUST)
1023 CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1024 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1026 // these are only set on player entities
1027 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1030 // muzzleflash fades over time, and is offset a bit
1031 if (e->persistent.muzzleflash > 0)
1033 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1034 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1035 tempmatrix = e->render.matrix;
1036 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1037 CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1038 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1040 // LordHavoc: if the model has no flags, don't check each
1041 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1043 if (e->render.model->flags & EF_GIB)
1044 trailtype = EFFECT_TR_BLOOD;
1045 else if (e->render.model->flags & EF_ZOMGIB)
1046 trailtype = EFFECT_TR_SLIGHTBLOOD;
1047 else if (e->render.model->flags & EF_TRACER)
1048 trailtype = EFFECT_TR_WIZSPIKE;
1049 else if (e->render.model->flags & EF_TRACER2)
1050 trailtype = EFFECT_TR_KNIGHTSPIKE;
1051 else if (e->render.model->flags & EF_ROCKET)
1052 trailtype = EFFECT_TR_ROCKET;
1053 else if (e->render.model->flags & EF_GRENADE)
1055 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1056 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1058 else if (e->render.model->flags & EF_TRACER3)
1059 trailtype = EFFECT_TR_VORESPIKE;
1061 // LordHavoc: customizable glow
1062 if (e->state_current.glowsize)
1064 // * 4 for the expansion from 0-255 to 0-1023 range,
1065 // / 255 to scale down byte colors
1066 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1067 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1069 // make the glow dlight
1070 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1072 //dlightmatrix = e->render.matrix;
1073 // hack to make glowing player light shine on their gun
1074 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1075 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1076 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);
1079 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1082 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1083 light[3] = e->state_current.light[3];
1084 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1085 VectorSet(light, 1, 1, 1);
1088 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1089 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);
1092 if (e->render.flags & RENDER_GLOWTRAIL)
1093 trailtype = EFFECT_TR_GLOWTRAIL;
1098 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1099 len = e->state_current.time - e->state_previous.time;
1102 VectorScale(vel, len, vel);
1103 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1105 VectorCopy(origin, e->persistent.trail_origin);
1106 // tenebrae's sprites are all additive mode (weird)
1107 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1108 e->render.effects |= EF_ADDITIVE;
1109 // player model is only shown with chase_active on
1110 if (e->state_current.number == cl.viewentity)
1111 e->render.flags |= RENDER_EXTERIORMODEL;
1112 // transparent stuff can't be lit during the opaque stage
1113 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1114 e->render.flags |= RENDER_TRANSPARENT;
1115 // double sided rendering mode causes backfaces to be visible
1116 // (mostly useful on transparent stuff)
1117 if (e->render.effects & EF_DOUBLESIDED)
1118 e->render.flags |= RENDER_NOCULLFACE;
1119 // either fullbright or lit
1120 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1121 e->render.flags |= RENDER_LIGHT;
1122 // hide player shadow during intermission or nehahra movie
1123 if (!(e->render.effects & EF_NOSHADOW)
1124 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1125 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1126 e->render.flags |= RENDER_SHADOW;
1127 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1128 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1137 void CL_UpdateEntities(void)
1142 // start on the entity after the world
1143 for (i = 1;i < cl.num_entities;i++)
1145 if (cl.entities_active[i])
1147 ent = cl.entities + i;
1148 if (ent->state_current.active)
1149 CL_UpdateNetworkEntity(ent);
1151 cl.entities_active[i] = false;
1156 ent->state_previous = ent->state_current;
1157 ent->state_current = defaultstate;
1158 ent->state_current.time = cl.time;
1159 ent->state_current.number = -1;
1160 ent->state_current.active = true;
1161 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1162 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1163 ent->state_current.flags = RENDER_VIEWMODEL;
1164 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1165 ent->state_current.modelindex = 0;
1166 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1168 if (gamemode == GAME_TRANSFUSION)
1169 ent->state_current.alpha = 128;
1171 ent->state_current.modelindex = 0;
1174 // reset animation interpolation on weaponmodel if model changed
1175 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1177 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1178 ent->render.frame1time = ent->render.frame2time = cl.time;
1179 ent->render.framelerp = 1;
1181 CL_UpdateNetworkEntity(ent);
1184 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1185 void CL_LinkNetworkEntity(entity_t *e)
1187 // skip inactive entities and world
1188 if (!e->state_current.active || e == cl.entities)
1190 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1192 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1197 // if the tag entity is currently impossible, skip it
1198 if (e->state_current.tagentity >= cl.num_entities)
1200 // if the tag entity is inactive, skip it
1201 if (!cl.entities[e->state_current.tagentity].state_current.active)
1205 // don't show entities with no modelindex (note: this still shows
1206 // entities which have a modelindex that resolved to a NULL model)
1207 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1208 r_refdef.entities[r_refdef.numentities++] = &e->render;
1209 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1210 // Matrix4x4_Print(&e->render.matrix);
1213 void CL_RelinkWorld(void)
1215 entity_t *ent = &cl.entities[0];
1216 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1217 // FIXME: this should be done at load
1218 ent->render.matrix = identitymatrix;
1219 CL_UpdateRenderEntity(&ent->render);
1220 ent->render.flags = RENDER_SHADOW;
1221 if (!r_fullbright.integer)
1222 ent->render.flags |= RENDER_LIGHT;
1223 VectorSet(ent->render.colormod, 1, 1, 1);
1224 r_refdef.worldentity = &ent->render;
1225 r_refdef.worldmodel = cl.worldmodel;
1228 static void CL_RelinkStaticEntities(void)
1232 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1234 e->render.flags = 0;
1235 // if the model was not loaded when the static entity was created we
1236 // need to re-fetch the model pointer
1237 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1238 CL_UpdateRenderEntity(&e->render);
1239 // transparent stuff can't be lit during the opaque stage
1240 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1241 e->render.flags |= RENDER_TRANSPARENT;
1242 // either fullbright or lit
1243 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1244 e->render.flags |= RENDER_LIGHT;
1245 // hide player shadow during intermission or nehahra movie
1246 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1247 e->render.flags |= RENDER_SHADOW;
1248 VectorSet(e->render.colormod, 1, 1, 1);
1249 R_LerpAnimation(&e->render);
1250 r_refdef.entities[r_refdef.numentities++] = &e->render;
1259 static void CL_RelinkNetworkEntities(void)
1264 // start on the entity after the world
1265 for (i = 1;i < cl.num_entities;i++)
1267 if (cl.entities_active[i])
1269 ent = cl.entities + i;
1270 if (ent->state_current.active)
1271 CL_LinkNetworkEntity(ent);
1273 cl.entities_active[i] = false;
1278 static void CL_RelinkEffects(void)
1285 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1289 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1290 intframe = (int)frame;
1291 if (intframe < 0 || intframe >= e->endframe)
1293 memset(e, 0, sizeof(*e));
1294 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1299 if (intframe != e->frame)
1301 e->frame = intframe;
1302 e->frame1time = e->frame2time;
1303 e->frame2time = cl.time;
1306 // if we're drawing effects, get a new temp entity
1307 // (NewTempEntity adds it to the render entities list for us)
1308 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1310 // interpolation stuff
1311 ent->render.frame1 = intframe;
1312 ent->render.frame2 = intframe + 1;
1313 if (ent->render.frame2 >= e->endframe)
1314 ent->render.frame2 = -1; // disappear
1315 ent->render.framelerp = frame - intframe;
1316 ent->render.frame1time = e->frame1time;
1317 ent->render.frame2time = e->frame2time;
1320 if(e->modelindex < MAX_MODELS)
1321 ent->render.model = cl.model_precache[e->modelindex];
1323 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1324 ent->render.frame = ent->render.frame2;
1325 ent->render.colormap = -1; // no special coloring
1326 ent->render.alpha = 1;
1327 VectorSet(ent->render.colormod, 1, 1, 1);
1329 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1330 CL_UpdateRenderEntity(&ent->render);
1336 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1338 VectorCopy(b->start, start);
1339 VectorCopy(b->end, end);
1341 // if coming from the player, update the start position
1342 if (b->entity == cl.viewentity)
1344 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1346 // LordHavoc: this is a stupid hack from Quake that makes your
1347 // lightning appear to come from your waist and cover less of your
1349 // in Quake this hack was applied to all players (causing the
1350 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1351 // only applies to your own lightning, and only in first person
1352 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1354 if (cl_beams_instantaimhack.integer)
1356 vec3_t dir, localend;
1358 // LordHavoc: this updates the beam direction to match your
1360 VectorSubtract(end, start, dir);
1361 len = VectorLength(dir);
1362 VectorNormalize(dir);
1363 VectorSet(localend, len, 0, 0);
1364 Matrix4x4_Transform(&r_view.matrix, localend, end);
1369 void CL_RelinkBeams(void)
1373 vec3_t dist, org, start, end;
1378 matrix4x4_t tempmatrix;
1380 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1384 if (b->endtime < cl.time)
1390 CL_Beam_CalculatePositions(b, start, end);
1394 if (cl_beams_lightatend.integer)
1396 // FIXME: create a matrix from the beam start/end orientation
1397 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1398 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);
1400 if (cl_beams_polygons.integer)
1404 // calculate pitch and yaw
1405 // (this is similar to the QuakeC builtin function vectoangles)
1406 VectorSubtract(end, start, dist);
1407 if (dist[1] == 0 && dist[0] == 0)
1417 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1421 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1422 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1427 // add new entities for the lightning
1428 VectorCopy (start, org);
1429 d = VectorNormalizeLength(dist);
1432 ent = CL_NewTempEntity ();
1435 //VectorCopy (org, ent->render.origin);
1436 ent->render.model = b->model;
1437 //ent->render.effects = EF_FULLBRIGHT;
1438 //ent->render.angles[0] = pitch;
1439 //ent->render.angles[1] = yaw;
1440 //ent->render.angles[2] = rand()%360;
1441 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1442 CL_UpdateRenderEntity(&ent->render);
1443 VectorMA(org, 30, dist, org);
1448 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1452 static void CL_RelinkQWNails(void)
1458 for (i = 0;i < cl.qw_num_nails;i++)
1462 // if we're drawing effects, get a new temp entity
1463 // (NewTempEntity adds it to the render entities list for us)
1464 if (!(ent = CL_NewTempEntity()))
1468 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1469 ent->render.colormap = -1; // no special coloring
1470 ent->render.alpha = 1;
1471 VectorSet(ent->render.colormod, 1, 1, 1);
1473 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1474 CL_UpdateRenderEntity(&ent->render);
1478 void CL_LerpPlayer(float frac)
1482 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1483 for (i = 0;i < 3;i++)
1485 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1486 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1487 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1490 // interpolate the angles if playing a demo or spectating someone
1491 if (cls.demoplayback || cl.fixangle[0])
1493 for (i = 0;i < 3;i++)
1495 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1500 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1505 void CSQC_RelinkAllEntities (int drawmask)
1509 CL_RelinkStaticEntities();
1514 if (drawmask & ENTMASK_ENGINE)
1516 CL_RelinkNetworkEntities();
1517 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1518 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1522 // update view blend
1530 Read all incoming data from the server
1533 extern void CL_StairSmoothing(void);//view.c
1535 int CL_ReadFromServer(void)
1537 CL_ReadDemoMessage();
1540 r_refdef.time = cl.time;
1541 r_refdef.extraupdate = !r_speeds.integer;
1542 r_refdef.numentities = 0;
1543 r_view.matrix = identitymatrix;
1545 if (cls.state == ca_connected && cls.signon == SIGNONS)
1547 // prepare for a new frame
1548 CL_LerpPlayer(CL_LerpPoint());
1550 CL_ClearTempEntities();
1558 cl.num_brushmodel_entities = 0;
1559 // process network entities
1560 // first link the player
1561 CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
1566 // now link the rest of the network entities
1567 // (this is instead done in VM_R_RenderScene if csqc is loaded)
1568 CL_UpdateEntities();
1571 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1574 CL_StairSmoothing();
1576 // update the r_refdef time again because cl.time may have changed
1577 r_refdef.time = cl.time;
1583 // LordHavoc: pausedemo command
1584 static void CL_PauseDemo_f (void)
1586 cls.demopaused = !cls.demopaused;
1588 Con_Print("Demo paused\n");
1590 Con_Print("Demo unpaused\n");
1594 ======================
1596 ======================
1598 static void CL_Fog_f (void)
1600 if (Cmd_Argc () == 1)
1602 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);
1605 r_refdef.fog_density = atof(Cmd_Argv(1));
1606 r_refdef.fog_red = atof(Cmd_Argv(2));
1607 r_refdef.fog_green = atof(Cmd_Argv(3));
1608 r_refdef.fog_blue = atof(Cmd_Argv(4));
1612 ====================
1615 For program optimization
1616 ====================
1618 static void CL_TimeRefresh_f (void)
1621 float timestart, timedelta, oldangles[3];
1623 r_refdef.extraupdate = false;
1624 VectorCopy(cl.viewangles, oldangles);
1625 VectorClear(cl.viewangles);
1627 timestart = Sys_DoubleTime();
1628 for (i = 0;i < 128;i++)
1630 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);
1633 timedelta = Sys_DoubleTime() - timestart;
1635 VectorCopy(oldangles, cl.viewangles);
1636 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1644 void CL_Shutdown (void)
1646 CL_Particles_Shutdown();
1647 CL_Parse_Shutdown();
1649 Mem_FreePool (&cls.permanentmempool);
1650 Mem_FreePool (&cls.levelmempool);
1660 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1661 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1663 memset(&r_refdef, 0, sizeof(r_refdef));
1664 // max entities sent to renderer per frame
1665 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1666 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1671 // register our commands
1673 Cvar_RegisterVariable (&cl_upspeed);
1674 Cvar_RegisterVariable (&cl_forwardspeed);
1675 Cvar_RegisterVariable (&cl_backspeed);
1676 Cvar_RegisterVariable (&cl_sidespeed);
1677 Cvar_RegisterVariable (&cl_movespeedkey);
1678 Cvar_RegisterVariable (&cl_yawspeed);
1679 Cvar_RegisterVariable (&cl_pitchspeed);
1680 Cvar_RegisterVariable (&cl_anglespeedkey);
1681 Cvar_RegisterVariable (&cl_shownet);
1682 Cvar_RegisterVariable (&cl_nolerp);
1683 Cvar_RegisterVariable (&lookspring);
1684 Cvar_RegisterVariable (&lookstrafe);
1685 Cvar_RegisterVariable (&sensitivity);
1686 Cvar_RegisterVariable (&freelook);
1688 Cvar_RegisterVariable (&m_pitch);
1689 Cvar_RegisterVariable (&m_yaw);
1690 Cvar_RegisterVariable (&m_forward);
1691 Cvar_RegisterVariable (&m_side);
1693 Cvar_RegisterVariable (&cl_itembobspeed);
1694 Cvar_RegisterVariable (&cl_itembobheight);
1696 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1697 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1698 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1699 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1700 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1701 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1703 #ifdef AUTODEMO_BROKEN
1704 Cvar_RegisterVariable (&cl_autodemo);
1705 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1708 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1710 // LordHavoc: added pausedemo
1711 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)");
1713 Cvar_RegisterVariable(&r_draweffects);
1714 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1715 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1716 Cvar_RegisterVariable(&cl_explosions_size_start);
1717 Cvar_RegisterVariable(&cl_explosions_size_end);
1718 Cvar_RegisterVariable(&cl_explosions_lifetime);
1719 Cvar_RegisterVariable(&cl_stainmaps);
1720 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1721 Cvar_RegisterVariable(&cl_beams_polygons);
1722 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1723 Cvar_RegisterVariable(&cl_beams_instantaimhack);
1724 Cvar_RegisterVariable(&cl_beams_lightatend);
1725 Cvar_RegisterVariable(&cl_noplayershadow);
1727 Cvar_RegisterVariable(&cl_prydoncursor);
1729 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1731 // for QW connections
1732 Cvar_RegisterVariable(&qport);
1733 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1735 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1738 CL_Particles_Init();