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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "r_shadow.h"
27
28 // we need to declare some mouse variables here, because the menu system
29 // references them even when on a unix system.
30
31 cvar_t cl_shownet = {0, "cl_shownet","0"};
32 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
33
34 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
35 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
36
37 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
38 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
39 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
40
41 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
42 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
43 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
44 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
45
46 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
47
48 cvar_t r_draweffects = {0, "r_draweffects", "1"};
49
50 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
51 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
52 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
53 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
54 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
55
56 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
57 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
58
59 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
60 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
61 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
62
63 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
64
65 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
66
67 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
68
69 vec3_t cl_playerstandmins;
70 vec3_t cl_playerstandmaxs;
71 vec3_t cl_playercrouchmins;
72 vec3_t cl_playercrouchmaxs;
73
74 mempool_t *cl_mempool;
75
76 client_static_t cls;
77 client_state_t  cl;
78
79 int cl_max_entities;
80 int cl_max_static_entities;
81 int cl_max_temp_entities;
82 int cl_max_effects;
83 int cl_max_beams;
84 int cl_max_dlights;
85 int cl_max_lightstyle;
86 int cl_max_brushmodel_entities;
87 int cl_activedlights;
88
89 entity_t *cl_entities;
90 qbyte *cl_entities_active;
91 entity_t *cl_static_entities;
92 entity_t *cl_temp_entities;
93 cl_effect_t *cl_effects;
94 beam_t *cl_beams;
95 dlight_t *cl_dlights;
96 lightstyle_t *cl_lightstyle;
97 int *cl_brushmodel_entities;
98
99 int cl_num_entities;
100 int cl_num_static_entities;
101 int cl_num_temp_entities;
102 int cl_num_brushmodel_entities;
103
104 // keep track of quake entities because they need to be killed if they get stale
105 extern int cl_lastquakeentity;
106 extern qbyte cl_isquakeentity[MAX_EDICTS];
107
108 /*
109 =====================
110 CL_ClearState
111
112 =====================
113 */
114 void CL_ClearState(void)
115 {
116         int i;
117
118         if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
119         if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
120         if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
121         if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
122         if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
123         if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
124         if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
125         if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
126         if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
127         if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
128         if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
129         if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
130
131         if (!sv.active)
132                 Host_ClearMemory ();
133
134 // wipe the entire cl structure
135         memset (&cl, 0, sizeof(cl));
136         // reset the view zoom interpolation
137         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
138
139         SZ_Clear (&cls.message);
140
141         cl_num_entities = 0;
142         cl_num_static_entities = 0;
143         cl_num_temp_entities = 0;
144         cl_num_brushmodel_entities = 0;
145
146         // tweak these if the game runs out
147         cl_max_entities = 256;
148         cl_max_static_entities = 256;
149         cl_max_temp_entities = 512;
150         cl_max_effects = 256;
151         cl_max_beams = 256;
152         cl_max_dlights = MAX_DLIGHTS;
153         cl_max_lightstyle = MAX_LIGHTSTYLES;
154         cl_max_brushmodel_entities = MAX_EDICTS;
155         cl_activedlights = 0;
156
157         cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
158         cl_entities_active = (qbyte *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte));
159         cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
160         cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
161         cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
162         cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
163         cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
164         cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
165         cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
166
167         cl_lastquakeentity = 0;
168         memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
169
170         // LordHavoc: have to set up the baseline info for alpha and other stuff
171         for (i = 0;i < cl_max_entities;i++)
172         {
173                 cl_entities[i].state_baseline = defaultstate;
174                 cl_entities[i].state_previous = defaultstate;
175                 cl_entities[i].state_current = defaultstate;
176         }
177
178         if (gamemode == GAME_NEXUIZ)
179         {
180                 VectorSet(cl_playerstandmins, -16, -16, -24);
181                 VectorSet(cl_playerstandmaxs, 16, 16, 45);
182                 VectorSet(cl_playercrouchmins, -16, -16, -24);
183                 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
184         }
185         else
186         {
187                 VectorSet(cl_playerstandmins, -16, -16, -24);
188                 VectorSet(cl_playerstandmaxs, 16, 16, 24);
189                 VectorSet(cl_playercrouchmins, -16, -16, -24);
190                 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
191         }
192
193         CL_Screen_NewMap();
194         CL_Particles_Clear();
195         CL_CGVM_Clear();
196 }
197
198 void CL_ExpandEntities(int num)
199 {
200         int i, oldmaxentities;
201         entity_t *oldentities;
202         if (num >= cl_max_entities)
203         {
204                 if (!cl_entities)
205                         Sys_Error("CL_ExpandEntities: cl_entities not initialized\n");
206                 if (num >= MAX_EDICTS)
207                         Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
208                 oldmaxentities = cl_max_entities;
209                 oldentities = cl_entities;
210                 cl_max_entities = (num & ~255) + 256;
211                 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
212                 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
213                 Mem_Free(oldentities);
214                 for (i = oldmaxentities;i < cl_max_entities;i++)
215                 {
216                         cl_entities[i].state_baseline = defaultstate;
217                         cl_entities[i].state_previous = defaultstate;
218                         cl_entities[i].state_current = defaultstate;
219                 }
220         }
221 }
222
223 /*
224 =====================
225 CL_Disconnect
226
227 Sends a disconnect message to the server
228 This is also called on Host_Error, so it shouldn't cause any errors
229 =====================
230 */
231 void CL_Disconnect(void)
232 {
233         if (cls.state == ca_dedicated)
234                 return;
235
236         Con_DPrintf("CL_Disconnect\n");
237
238 // stop sounds (especially looping!)
239         S_StopAllSounds ();
240
241         // clear contents blends
242         cl.cshifts[0].percent = 0;
243         cl.cshifts[1].percent = 0;
244         cl.cshifts[2].percent = 0;
245         cl.cshifts[3].percent = 0;
246
247         cl.worldmodel = NULL;
248
249         if (cls.demoplayback)
250                 CL_StopPlayback();
251         else if (cls.netcon)
252         {
253                 if (cls.demorecording)
254                         CL_Stop_f();
255
256                 Con_DPrint("Sending clc_disconnect\n");
257                 SZ_Clear(&cls.message);
258                 MSG_WriteByte(&cls.message, clc_disconnect);
259                 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
260                 SZ_Clear(&cls.message);
261                 NetConn_Close(cls.netcon);
262                 cls.netcon = NULL;
263         }
264         cls.state = ca_disconnected;
265
266         cls.demoplayback = cls.timedemo = false;
267         cls.signon = 0;
268 }
269
270 void CL_Disconnect_f(void)
271 {
272         CL_Disconnect ();
273         if (sv.active)
274                 Host_ShutdownServer (false);
275 }
276
277
278
279
280 /*
281 =====================
282 CL_EstablishConnection
283
284 Host should be either "local" or a net address
285 =====================
286 */
287 void CL_EstablishConnection(const char *host)
288 {
289         if (cls.state == ca_dedicated)
290                 return;
291
292         // clear menu's connect error message
293         M_Update_Return_Reason("");
294         cls.demonum = -1;
295
296         // stop demo loop in case this fails
297         CL_Disconnect();
298         NetConn_ClientFrame();
299         NetConn_ServerFrame();
300
301         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
302         {
303                 cls.connect_trying = true;
304                 cls.connect_remainingtries = 3;
305                 cls.connect_nextsendtime = 0;
306                 M_Update_Return_Reason("Trying to connect...");
307                 if (sv.active)
308                 {
309                         NetConn_ClientFrame();
310                         NetConn_ServerFrame();
311                         NetConn_ClientFrame();
312                         NetConn_ServerFrame();
313                         NetConn_ClientFrame();
314                         NetConn_ServerFrame();
315                         NetConn_ClientFrame();
316                         NetConn_ServerFrame();
317                 }
318         }
319         else
320         {
321                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
322                 M_Update_Return_Reason("No network");
323         }
324 }
325
326 /*
327 ==============
328 CL_PrintEntities_f
329 ==============
330 */
331 static void CL_PrintEntities_f(void)
332 {
333         entity_t *ent;
334         int i, j;
335         char name[32];
336
337         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
338         {
339                 if (!ent->state_current.active)
340                         continue;
341
342                 if (ent->render.model)
343                         strlcpy (name, ent->render.model->name, 25);
344                 else
345                         strcpy(name, "--no model--");
346                 for (j = (int)strlen(name);j < 25;j++)
347                         name[j] = ' ';
348                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
349         }
350 }
351
352 //static const vec3_t nomodelmins = {-16, -16, -16};
353 //static const vec3_t nomodelmaxs = {16, 16, 16};
354 void CL_BoundingBoxForEntity(entity_render_t *ent)
355 {
356         if (ent->model)
357         {
358                 //if (ent->angles[0] || ent->angles[2])
359                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
360                 {
361                         // pitch or roll
362                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
363                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
364                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
365                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
366                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
367                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
368                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
369                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
370                 }
371                 //else if (ent->angles[1])
372                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
373                 {
374                         // yaw
375                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
376                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
377                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
378                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
379                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
380                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
381                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
382                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
383                 }
384                 else
385                 {
386                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
387                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
388                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
389                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
390                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
391                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
392                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
393                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
394                 }
395         }
396         else
397         {
398                 ent->mins[0] = ent->matrix.m[0][3] - 16;
399                 ent->mins[1] = ent->matrix.m[1][3] - 16;
400                 ent->mins[2] = ent->matrix.m[2][3] - 16;
401                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
402                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
403                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
404                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
405                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
406         }
407 }
408
409 /*
410 ===============
411 CL_LerpPoint
412
413 Determines the fraction between the last two messages that the objects
414 should be put at.
415 ===============
416 */
417 static float CL_LerpPoint(void)
418 {
419         float f;
420
421         // dropped packet, or start of demo
422         if (cl.mtime[1] < cl.mtime[0] - 0.1)
423                 cl.mtime[1] = cl.mtime[0] - 0.1;
424
425         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
426
427         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
428         f = cl.mtime[0] - cl.mtime[1];
429         if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
430         {
431                 cl.time = cl.mtime[0];
432                 return 1;
433         }
434
435         f = (cl.time - cl.mtime[1]) / f;
436         return bound(0, f, 1);
437 }
438
439 void CL_ClearTempEntities (void)
440 {
441         cl_num_temp_entities = 0;
442 }
443
444 entity_t *CL_NewTempEntity(void)
445 {
446         entity_t *ent;
447
448         if (r_refdef.numentities >= r_refdef.maxentities)
449                 return NULL;
450         if (cl_num_temp_entities >= cl_max_temp_entities)
451                 return NULL;
452         ent = &cl_temp_entities[cl_num_temp_entities++];
453         memset (ent, 0, sizeof(*ent));
454         r_refdef.entities[r_refdef.numentities++] = &ent->render;
455
456         ent->render.colormap = -1; // no special coloring
457         ent->render.scale = 1;
458         ent->render.alpha = 1;
459         VectorSet(ent->render.colormod, 1, 1, 1);
460         return ent;
461 }
462
463 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
464 {
465         int i;
466         cl_effect_t *e;
467         if (!modelindex) // sanity check
468                 return;
469         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
470         {
471                 if (e->active)
472                         continue;
473                 e->active = true;
474                 VectorCopy(org, e->origin);
475                 e->modelindex = modelindex;
476                 e->starttime = cl.time;
477                 e->startframe = startframe;
478                 e->endframe = startframe + framecount;
479                 e->framerate = framerate;
480
481                 e->frame = 0;
482                 e->frame1time = cl.time;
483                 e->frame2time = cl.time;
484                 break;
485         }
486 }
487
488 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)
489 {
490         int i;
491         dlight_t *dl;
492
493         /*
494 // first look for an exact key match
495         if (ent)
496         {
497                 dl = cl_dlights;
498                 for (i = 0;i < cl_activedlights;i++, dl++)
499                         if (dl->ent == ent)
500                                 goto dlightsetup;
501         }
502         */
503
504 // then look for anything else
505         dl = cl_dlights;
506         for (i = 0;i < cl_activedlights;i++, dl++)
507                 if (!dl->radius)
508                         goto dlightsetup;
509         // if we hit the end of the active dlights and found no gaps, add a new one
510         if (i < MAX_DLIGHTS)
511         {
512                 cl_activedlights = i + 1;
513                 goto dlightsetup;
514         }
515
516         // unable to find one
517         return;
518
519 dlightsetup:
520         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
521         memset (dl, 0, sizeof(*dl));
522         dl->matrix = *matrix;
523         dl->ent = ent;
524         dl->origin[0] = dl->matrix.m[0][3];
525         dl->origin[1] = dl->matrix.m[1][3];
526         dl->origin[2] = dl->matrix.m[2][3];
527         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
528         dl->matrix.m[0][3] = dl->origin[0];
529         dl->matrix.m[1][3] = dl->origin[1];
530         dl->matrix.m[2][3] = dl->origin[2];
531         dl->radius = radius;
532         dl->color[0] = red;
533         dl->color[1] = green;
534         dl->color[2] = blue;
535         dl->decay = decay;
536         if (lifetime)
537                 dl->die = cl.time + lifetime;
538         else
539                 dl->die = 0;
540         dl->cubemapnum = cubemapnum;
541         dl->style = style;
542         dl->shadow = shadowenable;
543         dl->corona = corona;
544         dl->flags = flags;
545         dl->coronasizescale = coronasizescale;
546         dl->ambientscale = ambientscale;
547         dl->diffusescale = diffusescale;
548         dl->specularscale = specularscale;
549 }
550
551 void CL_UpdateLights(void)
552 {
553         int i, j, k, l, oldmax;
554         dlight_t *dl;
555         float time, frac, f;
556
557         r_refdef.numlights = 0;
558
559         time = cl.time - cl.oldtime;
560         oldmax = cl_activedlights;
561         cl_activedlights = 0;
562         for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
563         {
564                 if (dl->radius)
565                 {
566                         f = dl->radius - time * dl->decay;
567                         if (cl.time < dl->die && f > 0)
568                         {
569                                 dl->radius = dl->radius - time * dl->decay;
570                                 cl_activedlights = i + 1;
571                                 if (r_dynamic.integer)
572                                 {
573                                         R_RTLight_Update(dl, false);
574                                         r_refdef.lights[r_refdef.numlights++] = dl;
575                                 }
576                         }
577                         else
578                                 dl->radius = 0;
579                 }
580         }
581
582 // light animations
583 // 'm' is normal light, 'a' is no light, 'z' is double bright
584         f = cl.time * 10;
585         i = (int)floor(f);
586         frac = f - i;
587         for (j = 0;j < MAX_LIGHTSTYLES;j++)
588         {
589                 if (!cl_lightstyle || !cl_lightstyle[j].length)
590                 {
591                         r_refdef.lightstylevalue[j] = 256;
592                         continue;
593                 }
594                 k = i % cl_lightstyle[j].length;
595                 l = (i-1) % cl_lightstyle[j].length;
596                 k = cl_lightstyle[j].map[k] - 'a';
597                 l = cl_lightstyle[j].map[l] - 'a';
598                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
599         }
600 }
601
602 #define MAXVIEWMODELS 32
603 entity_t *viewmodels[MAXVIEWMODELS];
604 int numviewmodels;
605
606 matrix4x4_t viewmodelmatrix;
607
608 static int entitylinkframenumber;
609
610 static const vec3_t muzzleflashorigin = {18, 0, 0};
611
612 extern void V_DriftPitch(void);
613 extern void V_FadeViewFlashs(void);
614 extern void V_CalcViewBlend(void);
615
616 extern void V_CalcRefdef(void);
617 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
618 void CL_LinkNetworkEntity(entity_t *e)
619 {
620         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
621         //matrix4x4_t dlightmatrix;
622         int j, k, l, trailtype, temp;
623         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
624         entity_t *t;
625         model_t *model;
626         trace_t trace;
627         //entity_persistent_t *p = &e->persistent;
628         //entity_render_t *r = &e->render;
629         if (e->persistent.linkframe != entitylinkframenumber)
630         {
631                 e->persistent.linkframe = entitylinkframenumber;
632                 // skip inactive entities and world
633                 if (!e->state_current.active || e == cl_entities)
634                         return;
635                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
636                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
637                 e->render.flags = e->state_current.flags;
638                 e->render.effects = e->state_current.effects;
639                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
640                 if (e->state_current.flags & RENDER_COLORMAPPED)
641                 {
642                         int cb;
643                         qbyte *cbcolor;
644                         e->render.colormap = e->state_current.colormap;
645                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
646                         cbcolor = (qbyte *) (&palette_complete[cb]);
647                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
648                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
649                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
650                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
651                         cbcolor = (qbyte *) (&palette_complete[cb]);
652                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
653                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
654                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
655                 }
656                 else if (e->state_current.colormap && cl.scores != NULL)
657                 {
658                         int cb;
659                         qbyte *cbcolor;
660                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
661                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
662                         cbcolor = (qbyte *) (&palette_complete[cb]);
663                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
664                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
665                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
666                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
667                         cbcolor = (qbyte *) (&palette_complete[cb]);
668                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
669                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
670                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
671                 }
672                 else
673                 {
674                         e->render.colormap = -1; // no special coloring
675                         VectorClear(e->render.colormap_pantscolor);
676                         VectorClear(e->render.colormap_shirtcolor);
677                 }
678                 e->render.skinnum = e->state_current.skin;
679                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
680                 {
681                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)
682                                 return;
683                         if (cl.viewentity)
684                                 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
685                         matrix = &viewmodelmatrix;
686                         if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
687                         {
688                                 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
689                                 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
690                         }
691                 }
692                 else
693                 {
694                         // if the tag entity is currently impossible, skip it
695                         if (e->state_current.tagentity >= cl_num_entities)
696                                 return;
697                         t = cl_entities + e->state_current.tagentity;
698                         // if the tag entity is inactive, skip it
699                         if (!t->state_current.active)
700                                 return;
701                         // note: this can link to world
702                         CL_LinkNetworkEntity(t);
703                         // make relative to the entity
704                         matrix = &t->render.matrix;
705                         // some properties of the tag entity carry over
706                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
707                         // if a valid tagindex is used, make it relative to that tag instead
708                         // FIXME: use a model function to get tag info (need to handle skeletal)
709                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
710                         {
711                                 // blend the matrices
712                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
713                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
714                                 {
715                                         matrix4x4_t tagmatrix;
716                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
717                                         d = t->render.frameblend[j].lerp;
718                                         for (l = 0;l < 4;l++)
719                                                 for (k = 0;k < 4;k++)
720                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
721                                 }
722                                 // concat the tag matrices onto the entity matrix
723                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
724                                 // use the constructed tag matrix
725                                 matrix = &tempmatrix;
726                         }
727                 }
728
729                 // movement lerp
730                 // if it's the player entity, update according to client movement
731                 if (e == cl_entities + cl.playerentity && cl.movement)
732                 {
733                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
734                         lerp = bound(0, lerp, 1);
735                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
736                         VectorSet(angles, 0, cl.viewangles[1], 0);
737                 }
738                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
739                 {
740                         // interpolate the origin and angles
741                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
742                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
743                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
744                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
745                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
746                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
747                 }
748                 else
749                 {
750                         // no interpolation
751                         VectorCopy(e->persistent.neworigin, origin);
752                         VectorCopy(e->persistent.newangles, angles);
753                 }
754
755                 // model setup and some modelflags
756                 e->render.model = cl.model_precache[e->state_current.modelindex];
757                 if (e->render.model)
758                 {
759                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
760                         if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
761                                 angles[0] = -angles[0];
762                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
763                         {
764                                 angles[1] = ANGLEMOD(100*cl.time);
765                                 if (cl_itembobheight.value)
766                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
767                         }
768                         // transfer certain model flags to effects
769                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
770                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
771                                 VectorScale(e->render.colormod, 2, e->render.colormod);
772                 }
773
774                 // animation lerp
775                 if (e->render.frame2 == e->state_current.frame)
776                 {
777                         // update frame lerp fraction
778                         e->render.framelerp = 1;
779                         if (e->render.frame2time > e->render.frame1time)
780                         {
781                                 // make sure frame lerp won't last longer than 100ms
782                                 // (this mainly helps with models that use framegroups and
783                                 // switch between them infrequently)
784                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
785                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
786                         }
787                 }
788                 else
789                 {
790                         // begin a new frame lerp
791                         e->render.frame1 = e->render.frame2;
792                         e->render.frame1time = e->render.frame2time;
793                         e->render.frame = e->render.frame2 = e->state_current.frame;
794                         e->render.frame2time = cl.time;
795                         e->render.framelerp = 0;
796                 }
797                 R_LerpAnimation(&e->render);
798
799                 // set up the render matrix
800                 // FIXME: e->render.scale should go away
801                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
802                 // concat the matrices to make the entity relative to its tag
803                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
804                 // make the other useful stuff
805                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
806                 CL_BoundingBoxForEntity(&e->render);
807
808                 // handle effects now that we know where this entity is in the world...
809                 if (e->render.model && e->render.model->soundfromcenter)
810                 {
811                         // bmodels are treated specially since their origin is usually '0 0 0'
812                         vec3_t o;
813                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
814                         Matrix4x4_Transform(&e->render.matrix, o, origin);
815                 }
816                 else
817                 {
818                         origin[0] = e->render.matrix.m[0][3];
819                         origin[1] = e->render.matrix.m[1][3];
820                         origin[2] = e->render.matrix.m[2][3];
821                 }
822                 trailtype = -1;
823                 dlightradius = 0;
824                 dlightcolor[0] = 0;
825                 dlightcolor[1] = 0;
826                 dlightcolor[2] = 0;
827                 // LordHavoc: if the entity has no effects, don't check each
828                 if (e->render.effects)
829                 {
830                         if (e->render.effects & EF_BRIGHTFIELD)
831                         {
832                                 if (gamemode == GAME_NEXUIZ)
833                                 {
834                                         dlightradius = max(dlightradius, 200);
835                                         dlightcolor[0] += 0.75f;
836                                         dlightcolor[1] += 1.50f;
837                                         dlightcolor[2] += 3.00f;
838                                         trailtype = 8;
839                                 }
840                                 else
841                                         CL_EntityParticles(e);
842                         }
843                         if (e->render.effects & EF_MUZZLEFLASH)
844                                 e->persistent.muzzleflash = 1.0f;
845                         if (e->render.effects & EF_DIMLIGHT)
846                         {
847                                 dlightradius = max(dlightradius, 200);
848                                 dlightcolor[0] += 1.50f;
849                                 dlightcolor[1] += 1.50f;
850                                 dlightcolor[2] += 1.50f;
851                         }
852                         if (e->render.effects & EF_BRIGHTLIGHT)
853                         {
854                                 dlightradius = max(dlightradius, 400);
855                                 dlightcolor[0] += 3.00f;
856                                 dlightcolor[1] += 3.00f;
857                                 dlightcolor[2] += 3.00f;
858                         }
859                         // LordHavoc: more effects
860                         if (e->render.effects & EF_RED) // red
861                         {
862                                 dlightradius = max(dlightradius, 200);
863                                 dlightcolor[0] += 1.50f;
864                                 dlightcolor[1] += 0.15f;
865                                 dlightcolor[2] += 0.15f;
866                         }
867                         if (e->render.effects & EF_BLUE) // blue
868                         {
869                                 dlightradius = max(dlightradius, 200);
870                                 dlightcolor[0] += 0.15f;
871                                 dlightcolor[1] += 0.15f;
872                                 dlightcolor[2] += 1.50f;
873                         }
874                         if (e->render.effects & EF_FLAME)
875                         {
876                                 mins[0] = origin[0] - 16.0f;
877                                 mins[1] = origin[1] - 16.0f;
878                                 mins[2] = origin[2] - 16.0f;
879                                 maxs[0] = origin[0] + 16.0f;
880                                 maxs[1] = origin[1] + 16.0f;
881                                 maxs[2] = origin[2] + 16.0f;
882                                 // how many flames to make
883                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
884                                 CL_FlameCube(mins, maxs, temp);
885                                 d = lhrandom(0.75f, 1);
886                                 dlightradius = max(dlightradius, 200);
887                                 dlightcolor[0] += d * 2.0f;
888                                 dlightcolor[1] += d * 1.5f;
889                                 dlightcolor[2] += d * 0.5f;
890                         }
891                         if (e->render.effects & EF_STARDUST)
892                         {
893                                 mins[0] = origin[0] - 16.0f;
894                                 mins[1] = origin[1] - 16.0f;
895                                 mins[2] = origin[2] - 16.0f;
896                                 maxs[0] = origin[0] + 16.0f;
897                                 maxs[1] = origin[1] + 16.0f;
898                                 maxs[2] = origin[2] + 16.0f;
899                                 // how many particles to make
900                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
901                                 CL_Stardust(mins, maxs, temp);
902                                 dlightradius = max(dlightradius, 200);
903                                 dlightcolor[0] += 1.0f;
904                                 dlightcolor[1] += 0.7f;
905                                 dlightcolor[2] += 0.3f;
906                         }
907                 }
908                 // muzzleflash fades over time, and is offset a bit
909                 if (e->persistent.muzzleflash > 0)
910                 {
911                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
912                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
913                         tempmatrix = e->render.matrix;
914                         tempmatrix.m[0][3] = trace.endpos[0];
915                         tempmatrix.m[1][3] = trace.endpos[1];
916                         tempmatrix.m[2][3] = trace.endpos[2];
917                         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);
918                         e->persistent.muzzleflash -= cl.frametime * 10;
919                 }
920                 // LordHavoc: if the model has no flags, don't check each
921                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
922                 {
923                         if (e->render.model->flags & EF_GIB)
924                                 trailtype = 2;
925                         else if (e->render.model->flags & EF_ZOMGIB)
926                                 trailtype = 4;
927                         else if (e->render.model->flags & EF_TRACER)
928                         {
929                                 trailtype = 3;
930                                 dlightradius = max(dlightradius, 100);
931                                 dlightcolor[0] += 0.25f;
932                                 dlightcolor[1] += 1.00f;
933                                 dlightcolor[2] += 0.25f;
934                         }
935                         else if (e->render.model->flags & EF_TRACER2)
936                         {
937                                 trailtype = 5;
938                                 dlightradius = max(dlightradius, 100);
939                                 dlightcolor[0] += 1.00f;
940                                 dlightcolor[1] += 0.60f;
941                                 dlightcolor[2] += 0.20f;
942                         }
943                         else if (e->render.model->flags & EF_ROCKET)
944                         {
945                                 trailtype = 0;
946                                 dlightradius = max(dlightradius, 200);
947                                 dlightcolor[0] += 3.00f;
948                                 dlightcolor[1] += 1.50f;
949                                 dlightcolor[2] += 0.50f;
950                         }
951                         else if (e->render.model->flags & EF_GRENADE)
952                         {
953                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
954                                 trailtype = e->render.alpha == -1 ? 7 : 1;
955                         }
956                         else if (e->render.model->flags & EF_TRACER3)
957                         {
958                                 trailtype = 6;
959                                 if (gamemode == GAME_PRYDON)
960                                 {
961                                         dlightradius = max(dlightradius, 100);
962                                         dlightcolor[0] += 0.30f;
963                                         dlightcolor[1] += 0.60f;
964                                         dlightcolor[2] += 1.20f;
965                                 }
966                                 else
967                                 {
968                                         dlightradius = max(dlightradius, 200);
969                                         dlightcolor[0] += 1.20f;
970                                         dlightcolor[1] += 0.50f;
971                                         dlightcolor[2] += 1.00f;
972                                 }
973                         }
974                 }
975                 // LordHavoc: customizable glow
976                 if (e->state_current.glowsize)
977                 {
978                         // * 4 for the expansion from 0-255 to 0-1023 range,
979                         // / 255 to scale down byte colors
980                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
981                         VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
982                 }
983                 // make the glow dlight
984                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
985                 {
986                         //dlightmatrix = e->render.matrix;
987                         // hack to make glowing player light shine on their gun
988                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
989                         //      dlightmatrix.m[2][3] += 30;
990                         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);
991                 }
992                 // custom rtlight
993                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
994                 {
995                         float light[4];
996                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
997                         light[3] = e->state_current.light[3];
998                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
999                                 VectorSet(light, 1, 1, 1);
1000                         if (light[3] == 0)
1001                                 light[3] = 350;
1002                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1003                         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);
1004                 }
1005                 // do trails
1006                 if (e->render.flags & RENDER_GLOWTRAIL)
1007                         trailtype = 9;
1008                 if (trailtype >= 0)
1009                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1010                 VectorCopy(origin, e->persistent.trail_origin);
1011                 // tenebrae's sprites are all additive mode (weird)
1012                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1013                         e->render.effects |= EF_ADDITIVE;
1014                 // player model is only shown with chase_active on
1015                 if (e->state_current.number == cl.viewentity)
1016                         e->render.flags |= RENDER_EXTERIORMODEL;
1017                 // transparent stuff can't be lit during the opaque stage
1018                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1019                         e->render.flags |= RENDER_TRANSPARENT;
1020                 // either fullbright or lit
1021                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1022                         e->render.flags |= RENDER_LIGHT;
1023                 // hide player shadow during intermission or nehahra movie
1024                 if (!(e->render.effects & EF_NOSHADOW)
1025                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1026                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1027                         e->render.flags |= RENDER_SHADOW;
1028                 // as soon as player is known we can call V_CalcRefDef
1029                 if (e->state_current.number == cl.viewentity)
1030                         V_CalcRefdef();
1031                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1032                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1033                 // don't show entities with no modelindex (note: this still shows
1034                 // entities which have a modelindex that resolved to a NULL model)
1035                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1036                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1037                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1038                 //      Matrix4x4_Print(&e->render.matrix);
1039         }
1040 }
1041
1042 void CL_RelinkWorld(void)
1043 {
1044         entity_t *ent = &cl_entities[0];
1045         cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1046         // FIXME: this should be done at load
1047         Matrix4x4_CreateIdentity(&ent->render.matrix);
1048         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1049         R_LerpAnimation(&ent->render);
1050         CL_BoundingBoxForEntity(&ent->render);
1051         ent->render.flags = RENDER_SHADOW;
1052         if (!r_fullbright.integer)
1053                 ent->render.flags |= RENDER_LIGHT;
1054         VectorSet(ent->render.colormod, 1, 1, 1);
1055         r_refdef.worldentity = &ent->render;
1056         r_refdef.worldmodel = cl.worldmodel;
1057 }
1058
1059 static void CL_RelinkStaticEntities(void)
1060 {
1061         int i;
1062         entity_t *e;
1063         for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1064         {
1065                 e->render.flags = 0;
1066                 // transparent stuff can't be lit during the opaque stage
1067                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1068                         e->render.flags |= RENDER_TRANSPARENT;
1069                 // either fullbright or lit
1070                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1071                         e->render.flags |= RENDER_LIGHT;
1072                 // hide player shadow during intermission or nehahra movie
1073                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1074                         e->render.flags |= RENDER_SHADOW;
1075                 VectorSet(e->render.colormod, 1, 1, 1);
1076                 R_LerpAnimation(&e->render);
1077                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1078         }
1079 }
1080
1081 /*
1082 ===============
1083 CL_RelinkEntities
1084 ===============
1085 */
1086 static void CL_RelinkNetworkEntities(void)
1087 {
1088         entity_t *ent;
1089         int i;
1090
1091         ent = &cl.viewent;
1092         ent->state_previous = ent->state_current;
1093         ent->state_current = defaultstate;
1094         ent->state_current.time = cl.time;
1095         ent->state_current.number = -1;
1096         ent->state_current.active = true;
1097         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1098         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1099         ent->state_current.flags = RENDER_VIEWMODEL;
1100         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1101                 ent->state_current.modelindex = 0;
1102         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1103         {
1104                 if (gamemode == GAME_TRANSFUSION)
1105                         ent->state_current.alpha = 128;
1106                 else
1107                         ent->state_current.modelindex = 0;
1108         }
1109
1110         // reset animation interpolation on weaponmodel if model changed
1111         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1112         {
1113                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1114                 ent->render.frame1time = ent->render.frame2time = cl.time;
1115                 ent->render.framelerp = 1;
1116         }
1117
1118         // start on the entity after the world
1119         entitylinkframenumber++;
1120         for (i = 1;i < cl_num_entities;i++)
1121         {
1122                 if (cl_entities_active[i])
1123                 {
1124                         ent = cl_entities + i;
1125                         if (ent->state_current.active)
1126                                 CL_LinkNetworkEntity(ent);
1127                         else
1128                                 cl_entities_active[i] = false;
1129                 }
1130         }
1131         CL_LinkNetworkEntity(&cl.viewent);
1132 }
1133
1134 static void CL_RelinkEffects(void)
1135 {
1136         int i, intframe;
1137         cl_effect_t *e;
1138         entity_t *ent;
1139         float frame;
1140
1141         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1142         {
1143                 if (e->active)
1144                 {
1145                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1146                         intframe = frame;
1147                         if (intframe < 0 || intframe >= e->endframe)
1148                         {
1149                                 memset(e, 0, sizeof(*e));
1150                                 continue;
1151                         }
1152
1153                         if (intframe != e->frame)
1154                         {
1155                                 e->frame = intframe;
1156                                 e->frame1time = e->frame2time;
1157                                 e->frame2time = cl.time;
1158                         }
1159
1160                         // if we're drawing effects, get a new temp entity
1161                         // (NewTempEntity adds it to the render entities list for us)
1162                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1163                         {
1164                                 // interpolation stuff
1165                                 ent->render.frame1 = intframe;
1166                                 ent->render.frame2 = intframe + 1;
1167                                 if (ent->render.frame2 >= e->endframe)
1168                                         ent->render.frame2 = -1; // disappear
1169                                 ent->render.framelerp = frame - intframe;
1170                                 ent->render.frame1time = e->frame1time;
1171                                 ent->render.frame2time = e->frame2time;
1172
1173                                 // normal stuff
1174                                 ent->render.model = cl.model_precache[e->modelindex];
1175                                 ent->render.frame = ent->render.frame2;
1176                                 ent->render.colormap = -1; // no special coloring
1177                                 ent->render.alpha = 1;
1178                                 VectorSet(ent->render.colormod, 1, 1, 1);
1179
1180                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1181                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1182                                 R_LerpAnimation(&ent->render);
1183                                 CL_BoundingBoxForEntity(&ent->render);
1184                         }
1185                 }
1186         }
1187 }
1188
1189 void CL_RelinkBeams(void)
1190 {
1191         int i;
1192         beam_t *b;
1193         vec3_t dist, org;
1194         float d;
1195         entity_t *ent;
1196         float yaw, pitch;
1197         float forward;
1198         matrix4x4_t tempmatrix;
1199
1200         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1201         {
1202                 if (!b->model || b->endtime < cl.time)
1203                         continue;
1204
1205                 // if coming from the player, update the start position
1206                 //if (b->entity == cl.viewentity)
1207                 //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1208                 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1209                 {
1210                         entity_state_t *p = &cl_entities[b->entity].state_previous;
1211                         //entity_state_t *c = &cl_entities[b->entity].state_current;
1212                         entity_render_t *r = &cl_entities[b->entity].render;
1213                         matrix4x4_t matrix, imatrix;
1214                         if (b->relativestartvalid == 2)
1215                         {
1216                                 // not really valid yet, we need to get the orientation now
1217                                 // (ParseBeam flagged this because it is received before
1218                                 //  entities are received, by now they have been received)
1219                                 // note: because players create lightning in their think
1220                                 // function (which occurs before movement), they actually
1221                                 // have some lag in it's location, so compare to the
1222                                 // previous player state, not the latest
1223                                 if (b->entity == cl.viewentity)
1224                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1225                                 else
1226                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1227                                 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1228                                 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1229                                 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1230                                 b->relativestartvalid = 1;
1231                         }
1232                         else
1233                         {
1234                                 if (b->entity == cl.viewentity)
1235                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1236                                 else
1237                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1238                                 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1239                                 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1240                         }
1241                 }
1242
1243                 if (b->lightning)
1244                 {
1245                         if (cl_beams_lightatend.integer)
1246                         {
1247                                 // FIXME: create a matrix from the beam start/end orientation
1248                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1249                                 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);
1250                         }
1251                         if (cl_beams_polygons.integer)
1252                                 continue;
1253                 }
1254
1255                 // calculate pitch and yaw
1256                 VectorSubtract (b->end, b->start, dist);
1257
1258                 if (dist[1] == 0 && dist[0] == 0)
1259                 {
1260                         yaw = 0;
1261                         if (dist[2] > 0)
1262                                 pitch = 90;
1263                         else
1264                                 pitch = 270;
1265                 }
1266                 else
1267                 {
1268                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1269                         if (yaw < 0)
1270                                 yaw += 360;
1271
1272                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1273                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1274                         if (pitch < 0)
1275                                 pitch += 360;
1276                 }
1277
1278                 // add new entities for the lightning
1279                 VectorCopy (b->start, org);
1280                 d = VectorNormalizeLength(dist);
1281                 while (d > 0)
1282                 {
1283                         ent = CL_NewTempEntity ();
1284                         if (!ent)
1285                                 return;
1286                         //VectorCopy (org, ent->render.origin);
1287                         ent->render.model = b->model;
1288                         //ent->render.effects = EF_FULLBRIGHT;
1289                         //ent->render.angles[0] = pitch;
1290                         //ent->render.angles[1] = yaw;
1291                         //ent->render.angles[2] = rand()%360;
1292                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1293                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1294                         R_LerpAnimation(&ent->render);
1295                         CL_BoundingBoxForEntity(&ent->render);
1296                         VectorMA(org, 30, dist, org);
1297                         d -= 30;
1298                 }
1299         }
1300 }
1301
1302 void CL_LerpPlayer(float frac)
1303 {
1304         int i;
1305         float d;
1306
1307         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1308         for (i = 0;i < 3;i++)
1309         {
1310                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1311                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1312                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1313         }
1314
1315         if (cls.demoplayback)
1316         {
1317                 // interpolate the angles
1318                 for (i = 0;i < 3;i++)
1319                 {
1320                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1321                         if (d > 180)
1322                                 d -= 360;
1323                         else if (d < -180)
1324                                 d += 360;
1325                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1326                 }
1327         }
1328 }
1329
1330 /*
1331 ===============
1332 CL_ReadFromServer
1333
1334 Read all incoming data from the server
1335 ===============
1336 */
1337 extern void CL_ClientMovement_Replay();
1338 int CL_ReadFromServer(void)
1339 {
1340         CL_ReadDemoMessage();
1341
1342         r_refdef.time = cl.time;
1343         r_refdef.extraupdate = !r_speeds.integer;
1344         r_refdef.numentities = 0;
1345         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1346         cl_num_brushmodel_entities = 0;
1347
1348         if (cls.state == ca_connected && cls.signon == SIGNONS)
1349         {
1350                 // prepare for a new frame
1351                 CL_LerpPlayer(CL_LerpPoint());
1352                 CL_UpdateLights();
1353                 CL_ClearTempEntities();
1354                 V_DriftPitch();
1355                 V_FadeViewFlashs();
1356
1357                 // relink network entities (note: this sets up the view!)
1358                 CL_ClientMovement_Replay();
1359                 CL_RelinkNetworkEntities();
1360
1361                 // move particles
1362                 CL_MoveParticles();
1363                 R_MoveExplosions();
1364
1365                 // link stuff
1366                 CL_RelinkWorld();
1367                 CL_RelinkStaticEntities();
1368                 CL_RelinkBeams();
1369                 CL_RelinkEffects();
1370
1371                 // run cgame code (which can add more entities)
1372                 CL_CGVM_Frame();
1373
1374                 // update view blend
1375                 V_CalcViewBlend();
1376         }
1377
1378         return 0;
1379 }
1380
1381 /*
1382 =================
1383 CL_SendCmd
1384 =================
1385 */
1386 void CL_UpdatePrydonCursor(void);
1387 void CL_SendCmd(void)
1388 {
1389         if (cls.demoplayback)
1390         {
1391                 SZ_Clear(&cls.message);
1392                 return;
1393         }
1394
1395         // send the reliable message (forwarded commands) if there is one
1396         if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1397         {
1398                 if (developer.integer)
1399                 {
1400                         Con_Print("CL_SendCmd: sending reliable message:\n");
1401                         SZ_HexDumpToConsole(&cls.message);
1402                 }
1403                 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1404                         Host_Error("CL_WriteToServer: lost server connection");
1405                 SZ_Clear(&cls.message);
1406         }
1407 }
1408
1409 // LordHavoc: pausedemo command
1410 static void CL_PauseDemo_f (void)
1411 {
1412         cls.demopaused = !cls.demopaused;
1413         if (cls.demopaused)
1414                 Con_Print("Demo paused\n");
1415         else
1416                 Con_Print("Demo unpaused\n");
1417 }
1418
1419 /*
1420 ======================
1421 CL_Fog_f
1422 ======================
1423 */
1424 static void CL_Fog_f (void)
1425 {
1426         if (Cmd_Argc () == 1)
1427         {
1428                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1429                 return;
1430         }
1431         fog_density = atof(Cmd_Argv(1));
1432         fog_red = atof(Cmd_Argv(2));
1433         fog_green = atof(Cmd_Argv(3));
1434         fog_blue = atof(Cmd_Argv(4));
1435 }
1436
1437 /*
1438 ====================
1439 CL_TimeRefresh_f
1440
1441 For program optimization
1442 ====================
1443 */
1444 static void CL_TimeRefresh_f (void)
1445 {
1446         int i;
1447         float timestart, timedelta, oldangles[3];
1448
1449         r_refdef.extraupdate = false;
1450         VectorCopy(cl.viewangles, oldangles);
1451         VectorClear(cl.viewangles);
1452
1453         timestart = Sys_DoubleTime();
1454         for (i = 0;i < 128;i++)
1455         {
1456                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1457                 CL_UpdateScreen();
1458         }
1459         timedelta = Sys_DoubleTime() - timestart;
1460
1461         VectorCopy(oldangles, cl.viewangles);
1462         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1463 }
1464
1465 /*
1466 ===========
1467 CL_Shutdown
1468 ===========
1469 */
1470 void CL_Shutdown (void)
1471 {
1472         CL_CGVM_Shutdown();
1473         CL_Particles_Shutdown();
1474         CL_Parse_Shutdown();
1475
1476         Mem_FreePool (&cl_mempool);
1477 }
1478
1479 /*
1480 =================
1481 CL_Init
1482 =================
1483 */
1484 void CL_Init (void)
1485 {
1486         cl_mempool = Mem_AllocPool("client", 0, NULL);
1487
1488         memset(&r_refdef, 0, sizeof(r_refdef));
1489         // max entities sent to renderer per frame
1490         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1491         r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1492         // 256k drawqueue buffer
1493         r_refdef.maxdrawqueuesize = 256 * 1024;
1494         r_refdef.drawqueue = (qbyte *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1495
1496         cls.message.data = cls.message_buf;
1497         cls.message.maxsize = sizeof(cls.message_buf);
1498         cls.message.cursize = 0;
1499
1500         CL_InitInput ();
1501
1502 //
1503 // register our commands
1504 //
1505         Cvar_RegisterVariable (&cl_upspeed);
1506         Cvar_RegisterVariable (&cl_forwardspeed);
1507         Cvar_RegisterVariable (&cl_backspeed);
1508         Cvar_RegisterVariable (&cl_sidespeed);
1509         Cvar_RegisterVariable (&cl_movespeedkey);
1510         Cvar_RegisterVariable (&cl_yawspeed);
1511         Cvar_RegisterVariable (&cl_pitchspeed);
1512         Cvar_RegisterVariable (&cl_anglespeedkey);
1513         Cvar_RegisterVariable (&cl_shownet);
1514         Cvar_RegisterVariable (&cl_nolerp);
1515         Cvar_RegisterVariable (&lookspring);
1516         Cvar_RegisterVariable (&lookstrafe);
1517         Cvar_RegisterVariable (&sensitivity);
1518         Cvar_RegisterVariable (&freelook);
1519
1520         Cvar_RegisterVariable (&m_pitch);
1521         Cvar_RegisterVariable (&m_yaw);
1522         Cvar_RegisterVariable (&m_forward);
1523         Cvar_RegisterVariable (&m_side);
1524
1525         Cvar_RegisterVariable (&cl_itembobspeed);
1526         Cvar_RegisterVariable (&cl_itembobheight);
1527
1528         Cmd_AddCommand ("entities", CL_PrintEntities_f);
1529         Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1530         Cmd_AddCommand ("record", CL_Record_f);
1531         Cmd_AddCommand ("stop", CL_Stop_f);
1532         Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1533         Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1534
1535         Cmd_AddCommand ("fog", CL_Fog_f);
1536
1537         // LordHavoc: added pausedemo
1538         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1539
1540         Cvar_RegisterVariable(&r_draweffects);
1541         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1542         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1543         Cvar_RegisterVariable(&cl_explosions_size_start);
1544         Cvar_RegisterVariable(&cl_explosions_size_end);
1545         Cvar_RegisterVariable(&cl_explosions_lifetime);
1546         Cvar_RegisterVariable(&cl_stainmaps);
1547         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1548         Cvar_RegisterVariable(&cl_beams_polygons);
1549         Cvar_RegisterVariable(&cl_beams_relative);
1550         Cvar_RegisterVariable(&cl_beams_lightatend);
1551         Cvar_RegisterVariable(&cl_noplayershadow);
1552
1553         Cvar_RegisterVariable(&cl_prydoncursor);
1554
1555         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1556
1557         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1558
1559         CL_Parse_Init();
1560         CL_Particles_Init();
1561         CL_Screen_Init();
1562         CL_CGVM_Init();
1563
1564         CL_Video_Init();
1565 }
1566
1567
1568