moved all type-specific model fields to respective structures (alias, sprite, brush)
[divverent/darkplaces.git] / cl_main.c
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
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
29
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
32
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
35
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
39
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
44
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
46
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
48
49 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
50 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
51
52 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
53 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
54 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
55
56 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
57
58 mempool_t *cl_refdef_mempool;
59 mempool_t *cl_entities_mempool;
60
61 client_static_t cls;
62 client_state_t  cl;
63
64 int cl_max_entities;
65 int cl_max_static_entities;
66 int cl_max_temp_entities;
67 int cl_max_effects;
68 int cl_max_beams;
69 int cl_max_dlights;
70 int cl_max_lightstyle;
71 int cl_max_brushmodel_entities;
72
73 entity_t *cl_entities;
74 qbyte *cl_entities_active;
75 entity_t *cl_static_entities;
76 entity_t *cl_temp_entities;
77 cl_effect_t *cl_effects;
78 beam_t *cl_beams;
79 dlight_t *cl_dlights;
80 lightstyle_t *cl_lightstyle;
81 entity_render_t **cl_brushmodel_entities;
82
83 int cl_num_entities;
84 int cl_num_static_entities;
85 int cl_num_temp_entities;
86 int cl_num_brushmodel_entities;
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97
98         if (!sv.active)
99                 Host_ClearMemory ();
100
101         Mem_EmptyPool(cl_entities_mempool);
102
103 // wipe the entire cl structure
104         memset (&cl, 0, sizeof(cl));
105
106         SZ_Clear (&cls.message);
107
108         cl_num_entities = 0;
109         cl_num_static_entities = 0;
110         cl_num_temp_entities = 0;
111         cl_num_brushmodel_entities = 0;
112
113         // tweak these if the game runs out
114         cl_max_entities = MAX_EDICTS;
115         cl_max_static_entities = 256;
116         cl_max_temp_entities = 512;
117         cl_max_effects = 256;
118         cl_max_beams = 24;
119         cl_max_dlights = MAX_DLIGHTS;
120         cl_max_lightstyle = MAX_LIGHTSTYLES;
121         cl_max_brushmodel_entities = MAX_EDICTS;
122
123         cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
124         cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
125         cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
126         cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
127         cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
128         cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
129         cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
130         cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
131         cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
132
133         CL_Screen_NewMap();
134
135         CL_Particles_Clear();
136
137         // LordHavoc: have to set up the baseline info for alpha and other stuff
138         for (i = 0;i < cl_max_entities;i++)
139         {
140                 ClearStateToDefault(&cl_entities[i].state_baseline);
141                 ClearStateToDefault(&cl_entities[i].state_previous);
142                 ClearStateToDefault(&cl_entities[i].state_current);
143         }
144
145         CL_CGVM_Clear();
146 }
147
148 /*
149 =====================
150 CL_Disconnect
151
152 Sends a disconnect message to the server
153 This is also called on Host_Error, so it shouldn't cause any errors
154 =====================
155 */
156 void CL_Disconnect(void)
157 {
158         if (cls.state == ca_dedicated)
159                 return;
160
161 // stop sounds (especially looping!)
162         S_StopAllSounds (true);
163
164         // clear contents blends
165         cl.cshifts[0].percent = 0;
166         cl.cshifts[1].percent = 0;
167         cl.cshifts[2].percent = 0;
168         cl.cshifts[3].percent = 0;
169
170         cl.worldmodel = NULL;
171
172         if (cls.demoplayback)
173                 CL_StopPlayback();
174         else if (cls.netcon)
175         {
176                 if (cls.demorecording)
177                         CL_Stop_f();
178
179                 Con_DPrintf("Sending clc_disconnect\n");
180                 SZ_Clear(&cls.message);
181                 MSG_WriteByte(&cls.message, clc_disconnect);
182                 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
183                 SZ_Clear(&cls.message);
184                 NetConn_Close(cls.netcon);
185                 cls.netcon = NULL;
186                 // if running a local server, shut it down
187                 if (sv.active)
188                 {
189                         // prevent this code from executing again during Host_ShutdownServer
190                         cls.state = ca_disconnected;
191                         Host_ShutdownServer(false);
192                 }
193         }
194         cls.state = ca_disconnected;
195
196         cls.demoplayback = cls.timedemo = false;
197         cls.signon = 0;
198 }
199
200 void CL_Disconnect_f(void)
201 {
202         CL_Disconnect ();
203         if (sv.active)
204                 Host_ShutdownServer (false);
205 }
206
207
208
209
210 /*
211 =====================
212 CL_EstablishConnection
213
214 Host should be either "local" or a net address
215 =====================
216 */
217 void CL_EstablishConnection(const char *host)
218 {
219         if (cls.state == ca_dedicated)
220                 return;
221
222         // clear menu's connect error message
223         m_return_reason[0] = 0;
224
225         // stop demo loop in case this fails
226         cls.demonum = -1;
227         CL_Disconnect();
228
229         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
230         {
231                 cls.connect_trying = true;
232                 cls.connect_remainingtries = 3;
233                 cls.connect_nextsendtime = 0;
234                 if (sv.active)
235                 {
236                         NetConn_ClientFrame();
237                         NetConn_ServerFrame();
238                         NetConn_ClientFrame();
239                         NetConn_ServerFrame();
240                         NetConn_ClientFrame();
241                         NetConn_ServerFrame();
242                         NetConn_ClientFrame();
243                         NetConn_ServerFrame();
244                 }
245         }
246 }
247
248 /*
249 ==============
250 CL_PrintEntities_f
251 ==============
252 */
253 static void CL_PrintEntities_f(void)
254 {
255         entity_t *ent;
256         int i, j;
257         char name[32];
258
259         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
260         {
261                 if (!ent->state_current.active)
262                         continue;
263
264                 if (ent->render.model)
265                         strncpy(name, ent->render.model->name, 25);
266                 else
267                         strcpy(name, "--no model--");
268                 name[25] = 0;
269                 for (j = strlen(name);j < 25;j++)
270                         name[j] = ' ';
271                 Con_Printf ("%3i: %s:%04i (%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);
272         }
273 }
274
275 //static const vec3_t nomodelmins = {-16, -16, -16};
276 //static const vec3_t nomodelmaxs = {16, 16, 16};
277 void CL_BoundingBoxForEntity(entity_render_t *ent)
278 {
279         if (ent->model)
280         {
281                 //if (ent->angles[0] || ent->angles[2])
282                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
283                 {
284                         // pitch or roll
285                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
286                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
287                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
288                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
289                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
290                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
291                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
292                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
293                 }
294                 //else if (ent->angles[1])
295                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
296                 {
297                         // yaw
298                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
299                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
300                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
301                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
302                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
303                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
304                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
305                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
306                 }
307                 else
308                 {
309                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
310                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
311                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
312                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
313                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
314                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
315                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
316                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
317                 }
318         }
319         else
320         {
321                 ent->mins[0] = ent->matrix.m[0][3] - 16;
322                 ent->mins[1] = ent->matrix.m[1][3] - 16;
323                 ent->mins[2] = ent->matrix.m[2][3] - 16;
324                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
325                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
326                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
327                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
328                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
329         }
330 }
331
332 /*
333 ===============
334 CL_LerpPoint
335
336 Determines the fraction between the last two messages that the objects
337 should be put at.
338 ===============
339 */
340 static float CL_LerpPoint(void)
341 {
342         float f;
343
344         // dropped packet, or start of demo
345         if (cl.mtime[1] < cl.mtime[0] - 0.1)
346                 cl.mtime[1] = cl.mtime[0] - 0.1;
347
348         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
349
350         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
351         f = cl.mtime[0] - cl.mtime[1];
352         if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
353         {
354                 cl.time = cl.mtime[0];
355                 return 1;
356         }
357
358         f = (cl.time - cl.mtime[1]) / f;
359         return bound(0, f, 1);
360 }
361
362 void CL_ClearTempEntities (void)
363 {
364         cl_num_temp_entities = 0;
365 }
366
367 entity_t *CL_NewTempEntity(void)
368 {
369         entity_t *ent;
370
371         if (r_refdef.numentities >= r_refdef.maxentities)
372                 return NULL;
373         if (cl_num_temp_entities >= cl_max_temp_entities)
374                 return NULL;
375         ent = &cl_temp_entities[cl_num_temp_entities++];
376         memset (ent, 0, sizeof(*ent));
377         r_refdef.entities[r_refdef.numentities++] = &ent->render;
378
379         ent->render.colormap = -1; // no special coloring
380         ent->render.scale = 1;
381         ent->render.alpha = 1;
382         return ent;
383 }
384
385 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
386 {
387         int i;
388         cl_effect_t *e;
389         if (!modelindex) // sanity check
390                 return;
391         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
392         {
393                 if (e->active)
394                         continue;
395                 e->active = true;
396                 VectorCopy(org, e->origin);
397                 e->modelindex = modelindex;
398                 e->starttime = cl.time;
399                 e->startframe = startframe;
400                 e->endframe = startframe + framecount;
401                 e->framerate = framerate;
402
403                 e->frame = 0;
404                 e->frame1time = cl.time;
405                 e->frame2time = cl.time;
406                 break;
407         }
408 }
409
410 void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
411 {
412         int i;
413         dlight_t *dl;
414
415         /*
416 // first look for an exact key match
417         if (ent)
418         {
419                 dl = cl_dlights;
420                 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
421                         if (dl->ent == ent)
422                                 goto dlightsetup;
423         }
424         */
425
426 // then look for anything else
427         dl = cl_dlights;
428         for (i = 0;i < MAX_DLIGHTS;i++, dl++)
429                 if (!dl->radius)
430                         goto dlightsetup;
431
432         // unable to find one
433         return;
434
435 dlightsetup:
436         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
437         memset (dl, 0, sizeof(*dl));
438         dl->ent = ent;
439         CL_FindNonSolidLocation(org, dl->origin, 6);
440         //VectorCopy(org, dl->origin);
441         dl->radius = radius;
442         dl->color[0] = red;
443         dl->color[1] = green;
444         dl->color[2] = blue;
445         dl->decay = decay;
446         if (lifetime)
447                 dl->die = cl.time + lifetime;
448         else
449                 dl->die = 0;
450 }
451
452 void CL_DecayLights(void)
453 {
454         int i;
455         dlight_t *dl;
456         float time;
457
458         time = cl.time - cl.oldtime;
459
460         dl = cl_dlights;
461         for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
462         {
463                 if (!dl->radius)
464                         continue;
465                 if (dl->die < cl.time)
466                 {
467                         dl->radius = 0;
468                         continue;
469                 }
470
471                 dl->radius -= time*dl->decay;
472                 if (dl->radius < 0)
473                         dl->radius = 0;
474         }
475 }
476
477 extern qboolean Nehahrademcompatibility;
478 #define MAXVIEWMODELS 32
479 entity_t *viewmodels[MAXVIEWMODELS];
480 int numviewmodels;
481 void CL_RelinkNetworkEntity(entity_t *e)
482 {
483         int trailtype, temp;
484         float oldorg[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
485         entity_persistent_t *p;
486         entity_render_t *r;
487         p = &e->persistent;
488         r = &e->render;
489
490         if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
491         {
492                 // movement lerp
493                 if (p->lerpdeltatime > 0 && (lerp = (cl.time - p->lerpstarttime) / p->lerpdeltatime) < 1)
494                 {
495                         // read the old origin
496                         VectorCopy(r->origin, oldorg);
497                         // interpolate the origin and angles
498                         r->origin[0] = p->oldorigin[0] + lerp * (p->neworigin[0] - p->oldorigin[0]);
499                         r->origin[1] = p->oldorigin[1] + lerp * (p->neworigin[1] - p->oldorigin[1]);
500                         r->origin[2] = p->oldorigin[2] + lerp * (p->neworigin[2] - p->oldorigin[2]);
501                         VectorSubtract(p->newangles, p->oldangles, delta);
502                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
503                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
504                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
505                         VectorMA(p->oldangles, lerp, delta, r->angles);
506                 }
507                 else
508                 {
509                         // no interpolation
510                         VectorCopy(p->neworigin, r->origin);
511                         VectorCopy(p->neworigin, oldorg);
512                         VectorCopy(p->newangles, r->angles);
513                 }
514                 // animation lerp
515                 if (r->frame2 != e->state_current.frame)
516                 {
517                         // begin a new frame lerp
518                         r->frame1 = r->frame2;
519                         r->frame1time = r->frame2time;
520                         r->frame = r->frame2 = e->state_current.frame;
521                         r->frame2time = cl.time;
522                         r->framelerp = 0;
523                 }
524                 else
525                 {
526                         // update frame lerp fraction
527                         r->framelerp = r->frame2time > r->frame1time ? ((cl.time - r->frame2time) / (r->frame2time - r->frame1time)) : 1;
528                         r->framelerp = bound(0, r->framelerp, 1);
529                 }
530         }
531         else
532         {
533                 // no interpolation
534                 VectorCopy(p->neworigin, r->origin);
535                 VectorCopy(p->neworigin, oldorg);
536                 VectorCopy(p->newangles, r->angles);
537                 r->frame = r->frame1 = r->frame2 = e->state_current.frame;
538                 r->frame1time = r->frame2time = cl.time;
539                 r->framelerp = 1;
540         }
541
542         r->alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
543         r->scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
544         r->flags = e->state_current.flags;
545         if (e - cl_entities == cl.viewentity)
546                 r->flags |= RENDER_EXTERIORMODEL;
547         r->effects = e->state_current.effects;
548         if (e->state_current.flags & RENDER_COLORMAPPED)
549                 r->colormap = e->state_current.colormap;
550         else if (cl.scores != NULL && e->state_current.colormap)
551                 r->colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
552         else
553                 r->colormap = -1; // no special coloring
554         r->skinnum = e->state_current.skin;
555
556         // handle effects now...
557         trailtype = -1;
558         dlightcolor[0] = 0;
559         dlightcolor[1] = 0;
560         dlightcolor[2] = 0;
561
562         // LordHavoc: if the entity has no effects, don't check each
563         if (r->effects)
564         {
565                 if (r->effects & EF_BRIGHTFIELD)
566                 {
567                         if (gamemode == GAME_NEXUIZ)
568                         {
569                                 dlightcolor[0] += 100.0f;
570                                 dlightcolor[1] += 200.0f;
571                                 dlightcolor[2] += 400.0f;
572                                 trailtype = 8;
573                         }
574                         else
575                                 CL_EntityParticles(e);
576                 }
577                 if (r->effects & EF_MUZZLEFLASH)
578                         p->muzzleflash = 100.0f;
579                 if (r->effects & EF_DIMLIGHT)
580                 {
581                         dlightcolor[0] += 200.0f;
582                         dlightcolor[1] += 200.0f;
583                         dlightcolor[2] += 200.0f;
584                 }
585                 if (r->effects & EF_BRIGHTLIGHT)
586                 {
587                         dlightcolor[0] += 400.0f;
588                         dlightcolor[1] += 400.0f;
589                         dlightcolor[2] += 400.0f;
590                 }
591                 // LordHavoc: added EF_RED and EF_BLUE
592                 if (r->effects & EF_RED) // red
593                 {
594                         dlightcolor[0] += 200.0f;
595                         dlightcolor[1] +=  20.0f;
596                         dlightcolor[2] +=  20.0f;
597                 }
598                 if (r->effects & EF_BLUE) // blue
599                 {
600                         dlightcolor[0] +=  20.0f;
601                         dlightcolor[1] +=  20.0f;
602                         dlightcolor[2] += 200.0f;
603                 }
604                 if (r->effects & EF_FLAME)
605                 {
606                         mins[0] = r->origin[0] - 16.0f;
607                         mins[1] = r->origin[1] - 16.0f;
608                         mins[2] = r->origin[2] - 16.0f;
609                         maxs[0] = r->origin[0] + 16.0f;
610                         maxs[1] = r->origin[1] + 16.0f;
611                         maxs[2] = r->origin[2] + 16.0f;
612                         // how many flames to make
613                         temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
614                         CL_FlameCube(mins, maxs, temp);
615                         d = lhrandom(200, 250);
616                         dlightcolor[0] += d * 1.0f;
617                         dlightcolor[1] += d * 0.7f;
618                         dlightcolor[2] += d * 0.3f;
619                 }
620                 if (r->effects & EF_STARDUST)
621                 {
622                         mins[0] = r->origin[0] - 16.0f;
623                         mins[1] = r->origin[1] - 16.0f;
624                         mins[2] = r->origin[2] - 16.0f;
625                         maxs[0] = r->origin[0] + 16.0f;
626                         maxs[1] = r->origin[1] + 16.0f;
627                         maxs[2] = r->origin[2] + 16.0f;
628                         // how many particles to make
629                         temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
630                         CL_Stardust(mins, maxs, temp);
631                         d = 100;
632                         dlightcolor[0] += d * 1.0f;
633                         dlightcolor[1] += d * 0.7f;
634                         dlightcolor[2] += d * 0.3f;
635                 }
636         }
637
638         r->model = cl.model_precache[e->state_current.modelindex];
639         if (r->model)
640         {
641                 Mod_CheckLoaded(r->model);
642                 if (r->model->type != mod_brush)
643                         r->angles[0] = -r->angles[0];
644                 // LordHavoc: if the model has no flags, don't check each
645                 if (r->model->flags & EF_ROTATE)
646                 {
647                         r->angles[1] = ANGLEMOD(100*cl.time);
648                         if (cl_itembobheight.value)
649                                 r->origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
650                 }
651         }
652
653         Matrix4x4_CreateFromQuakeEntity(&r->matrix, r->origin[0], r->origin[1], r->origin[2], r->angles[0], r->angles[1], r->angles[2], r->scale);
654         Matrix4x4_Invert_Simple(&r->inversematrix, &r->matrix);
655         CL_BoundingBoxForEntity(&e->render);
656
657         // LordHavoc: if the model has no flags, don't check each
658         if (r->model && r->model->flags)
659         {
660                 if (r->model->flags & EF_GIB)
661                         trailtype = 2;
662                 else if (r->model->flags & EF_ZOMGIB)
663                         trailtype = 4;
664                 else if (r->model->flags & EF_TRACER)
665                 {
666                         trailtype = 3;
667                         dlightcolor[0] += 0x10;
668                         dlightcolor[1] += 0x40;
669                         dlightcolor[2] += 0x10;
670                 }
671                 else if (r->model->flags & EF_TRACER2)
672                 {
673                         trailtype = 5;
674                         dlightcolor[0] += 0x50;
675                         dlightcolor[1] += 0x30;
676                         dlightcolor[2] += 0x10;
677                 }
678                 else if (r->model->flags & EF_ROCKET)
679                 {
680                         trailtype = 0;
681                         dlightcolor[0] += 200.0f;
682                         dlightcolor[1] += 160.0f;
683                         dlightcolor[2] +=  80.0f;
684                 }
685                 else if (r->model->flags & EF_GRENADE)
686                 {
687                         // LordHavoc: r->alpha == -1 is for Nehahra dem compatibility (cigar smoke)
688                         trailtype = r->alpha == -1 ? 7 : 1;
689                 }
690                 else if (r->model->flags & EF_TRACER3)
691                 {
692                         trailtype = 6;
693                         dlightcolor[0] += 0x50;
694                         dlightcolor[1] += 0x20;
695                         dlightcolor[2] += 0x40;
696                 }
697         }
698
699         // LordHavoc: customizable glow
700         if (e->state_current.glowsize)
701         {
702                 // * 4 for the expansion from 0-255 to 0-1023 range,
703                 // / 255 to scale down byte colors
704                 VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
705         }
706
707         // trails need a previous frame...
708         if (e->state_previous.active)
709         {
710                 // LordHavoc: customizable trail
711                 if (r->flags & RENDER_GLOWTRAIL)
712                         CL_RocketTrail2(oldorg, r->origin, e->state_current.glowcolor, e);
713                 else if (trailtype >= 0)
714                         CL_RocketTrail(oldorg, r->origin, trailtype, e);
715         }
716
717         if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
718         {
719                 VectorCopy(r->origin, v);
720                 // hack to make glowing player light shine on their gun
721                 if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
722                         v[2] += 30;
723                 CL_AllocDlight(r, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
724         }
725
726         if (p->muzzleflash > 0)
727         {
728                 v2[0] = r->matrix.m[0][0] * 18 + r->matrix.m[0][3];
729                 v2[1] = r->matrix.m[0][1] * 18 + r->matrix.m[1][3];
730                 v2[2] = r->matrix.m[0][2] * 18 + r->matrix.m[2][3];
731                 CL_TraceLine(r->origin, v2, v, NULL, 0, true, NULL);
732
733                 CL_AllocDlight(NULL, v, p->muzzleflash, 1, 1, 1, 0, 0);
734                 p->muzzleflash -= cl.frametime * 1000;
735         }
736
737         // note: the cl.viewentity and intermission check is to hide player
738         // shadow during intermission and during the Nehahra movie and
739         // Nehahra cinematics
740         if (!(r->effects & (EF_NOSHADOW | EF_ADDITIVE))
741          && (r->alpha == 1)
742          && !(r->flags & RENDER_VIEWMODEL)
743          && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
744                 r->flags |= RENDER_SHADOW;
745
746         // don't show entities with no modelindex (note: this still shows
747         // entities which have a modelindex that resolved to a NULL model)
748         if (r->model && !(r->effects & EF_NODRAW))
749         {
750                 if (r->flags & RENDER_VIEWMODEL)
751                 {
752                         // store a list of view-relative entities for later adjustment in view code
753                         if (numviewmodels < MAXVIEWMODELS)
754                                 viewmodels[numviewmodels++] = e;
755                 }
756                 else
757                 {
758                         if (r->model->name[0] == '*' && r->model->type == mod_brush)
759                                 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
760                         if (r_refdef.numentities < r_refdef.maxentities)
761                                 r_refdef.entities[r_refdef.numentities++] = &e->render;
762                         if (cl_num_entities < e->state_current.number + 1)
763                                 cl_num_entities = e->state_current.number + 1;
764                 }
765         }
766 }
767
768 void CL_RelinkWorld (void)
769 {
770         entity_t *ent = &cl_entities[0];
771         if (cl_num_entities < 1)
772                 cl_num_entities = 1;
773         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
774         Matrix4x4_CreateIdentity(&ent->render.matrix);
775         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
776         CL_BoundingBoxForEntity(&ent->render);
777 }
778
779 static void CL_RelinkStaticEntities(void)
780 {
781         int i;
782         for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
783         {
784                 Mod_CheckLoaded(cl_static_entities[i].render.model);
785                 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
786         }
787 }
788
789 /*
790 ===============
791 CL_RelinkEntities
792 ===============
793 */
794 static void CL_RelinkNetworkEntities(void)
795 {
796         entity_t *ent;
797         int i;
798
799         // start on the entity after the world
800         for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
801         {
802                 if (cl_entities_active[i])
803                 {
804                         if (ent->state_current.active)
805                                 CL_RelinkNetworkEntity(ent);
806                         else
807                                 cl_entities_active[i] = false;
808                 }
809         }
810 }
811
812 static void CL_RelinkEffects(void)
813 {
814         int i, intframe;
815         cl_effect_t *e;
816         entity_t *ent;
817         float frame;
818
819         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
820         {
821                 if (e->active)
822                 {
823                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
824                         intframe = frame;
825                         if (intframe < 0 || intframe >= e->endframe)
826                         {
827                                 memset(e, 0, sizeof(*e));
828                                 continue;
829                         }
830
831                         if (intframe != e->frame)
832                         {
833                                 e->frame = intframe;
834                                 e->frame1time = e->frame2time;
835                                 e->frame2time = cl.time;
836                         }
837
838                         // if we're drawing effects, get a new temp entity
839                         // (NewTempEntity adds it to the render entities list for us)
840                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
841                         {
842                                 // interpolation stuff
843                                 ent->render.frame1 = intframe;
844                                 ent->render.frame2 = intframe + 1;
845                                 if (ent->render.frame2 >= e->endframe)
846                                         ent->render.frame2 = -1; // disappear
847                                 ent->render.framelerp = frame - intframe;
848                                 ent->render.frame1time = e->frame1time;
849                                 ent->render.frame2time = e->frame2time;
850
851                                 // normal stuff
852                                 ent->render.model = cl.model_precache[e->modelindex];
853                                 ent->render.frame = ent->render.frame2;
854                                 ent->render.colormap = -1; // no special coloring
855                                 ent->render.alpha = 1;
856
857                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
858                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
859                                 CL_BoundingBoxForEntity(&ent->render);
860                         }
861                 }
862         }
863 }
864
865 void CL_RelinkBeams(void)
866 {
867         int i;
868         beam_t *b;
869         vec3_t dist, org;
870         float d;
871         entity_t *ent;
872         float yaw, pitch;
873         float forward;
874
875         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
876         {
877                 if (!b->model || b->endtime < cl.time)
878                         continue;
879
880                 // if coming from the player, update the start position
881                 //if (b->entity == cl.viewentity)
882                 //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
883                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
884                 {
885                         entity_state_t *p = &cl_entities[b->entity].state_previous;
886                         //entity_state_t *c = &cl_entities[b->entity].state_current;
887                         entity_render_t *r = &cl_entities[b->entity].render;
888                         matrix4x4_t matrix, imatrix;
889                         if (b->relativestartvalid == 2)
890                         {
891                                 // not really valid yet, we need to get the orientation now
892                                 // (ParseBeam flagged this because it is received before
893                                 //  entities are received, by now they have been received)
894                                 // note: because players create lightning in their think
895                                 // function (which occurs before movement), they actually
896                                 // have some lag in it's location, so compare to the
897                                 // previous player state, not the latest
898                                 if (b->entity == cl.viewentity)
899                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
900                                 else
901                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
902                                 Matrix4x4_Invert_Simple(&imatrix, &matrix);
903                                 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
904                                 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
905                                 b->relativestartvalid = 1;
906                         }
907                         else
908                         {
909                                 if (b->entity == cl.viewentity)
910                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
911                                 else
912                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
913                                 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
914                                 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
915                         }
916                 }
917
918                 if (b->lightning)
919                 {
920                         if (cl_beams_lightatend.integer)
921                                 CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
922                         if (cl_beams_polygons.integer)
923                                 continue;
924                 }
925
926                 // calculate pitch and yaw
927                 VectorSubtract (b->end, b->start, dist);
928
929                 if (dist[1] == 0 && dist[0] == 0)
930                 {
931                         yaw = 0;
932                         if (dist[2] > 0)
933                                 pitch = 90;
934                         else
935                                 pitch = 270;
936                 }
937                 else
938                 {
939                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
940                         if (yaw < 0)
941                                 yaw += 360;
942
943                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
944                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
945                         if (pitch < 0)
946                                 pitch += 360;
947                 }
948
949                 // add new entities for the lightning
950                 VectorCopy (b->start, org);
951                 d = VectorNormalizeLength(dist);
952                 while (d > 0)
953                 {
954                         ent = CL_NewTempEntity ();
955                         if (!ent)
956                                 return;
957                         //VectorCopy (org, ent->render.origin);
958                         ent->render.model = b->model;
959                         ent->render.effects = EF_FULLBRIGHT;
960                         //ent->render.angles[0] = pitch;
961                         //ent->render.angles[1] = yaw;
962                         //ent->render.angles[2] = rand()%360;
963                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
964                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
965                         CL_BoundingBoxForEntity(&ent->render);
966                         VectorMA(org, 30, dist, org);
967                         d -= 30;
968                 }
969         }
970 }
971
972 void CL_LerpPlayer(float frac)
973 {
974         int i;
975         float d;
976         entity_t *ent;
977
978         cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
979
980         for (i = 0;i < 3;i++)
981                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
982
983         if (cls.demoplayback)
984         {
985                 // interpolate the angles
986                 for (i = 0;i < 3;i++)
987                 {
988                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
989                         if (d > 180)
990                                 d -= 360;
991                         else if (d < -180)
992                                 d += 360;
993                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
994                 }
995         }
996
997         // set up gun
998         ent = &cl.viewent;
999         ent->state_previous = ent->state_current;
1000         ClearStateToDefault(&ent->state_current);
1001         ent->state_current.time = cl.time;
1002         ent->state_current.number = -1;
1003         ent->state_current.active = true;
1004         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1005         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1006         if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
1007         {
1008                 ent->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
1009                 ent->state_current.effects = cl_entities[cl.viewentity].state_current.effects;
1010         }
1011         ent->state_current.flags = RENDER_VIEWMODEL;
1012         CL_RelinkNetworkEntity(ent);
1013 }
1014
1015 void CL_RelinkEntities(void)
1016 {
1017         float frac;
1018
1019         numviewmodels = 0;
1020
1021         // fraction from previous network update to current
1022         frac = CL_LerpPoint();
1023
1024         CL_ClearTempEntities();
1025         CL_DecayLights();
1026         CL_RelinkWorld();
1027         CL_RelinkStaticEntities();
1028         CL_RelinkNetworkEntities();
1029         CL_RelinkEffects();
1030         CL_MoveParticles();
1031
1032         CL_LerpPlayer(frac);
1033
1034         CL_RelinkBeams();
1035 }
1036
1037
1038 /*
1039 ===============
1040 CL_ReadFromServer
1041
1042 Read all incoming data from the server
1043 ===============
1044 */
1045 int CL_ReadFromServer(void)
1046 {
1047         CL_ReadDemoMessage();
1048
1049         r_refdef.numentities = 0;
1050         cl_num_entities = 0;
1051         cl_num_brushmodel_entities = 0;
1052
1053         if (cls.state == ca_connected && cls.signon == SIGNONS)
1054         {
1055                 CL_RelinkEntities();
1056
1057                 // run cgame code (which can add more entities)
1058                 CL_CGVM_Frame();
1059         }
1060
1061         return 0;
1062 }
1063
1064 /*
1065 =================
1066 CL_SendCmd
1067 =================
1068 */
1069 void CL_SendCmd(void)
1070 {
1071         usercmd_t cmd;
1072
1073         if (cls.signon == SIGNONS)
1074         {
1075                 // get basic movement from keyboard
1076                 CL_BaseMove(&cmd);
1077
1078                 // OS independent code
1079                 IN_PreMove();
1080
1081                 // allow mice or other external controllers to add to the move
1082                 IN_Move(&cmd);
1083
1084                 // OS independent code
1085                 IN_PostMove();
1086
1087                 // send the unreliable message
1088                 CL_SendMove(&cmd);
1089         }
1090
1091         if (cls.demoplayback)
1092         {
1093                 SZ_Clear(&cls.message);
1094                 return;
1095         }
1096
1097         // send the reliable message (forwarded commands) if there is one
1098         if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1099         {
1100                 if (developer.integer)
1101                 {
1102                         Con_Printf("CL_SendCmd: sending reliable message:\n");
1103                         SZ_HexDumpToConsole(&cls.message);
1104                 }
1105                 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1106                         Host_Error("CL_WriteToServer: lost server connection");
1107                 SZ_Clear(&cls.message);
1108         }
1109 }
1110
1111 // LordHavoc: pausedemo command
1112 static void CL_PauseDemo_f (void)
1113 {
1114         cls.demopaused = !cls.demopaused;
1115         if (cls.demopaused)
1116                 Con_Printf("Demo paused\n");
1117         else
1118                 Con_Printf("Demo unpaused\n");
1119 }
1120
1121 /*
1122 ======================
1123 CL_Fog_f
1124 ======================
1125 */
1126 static void CL_Fog_f (void)
1127 {
1128         if (Cmd_Argc () == 1)
1129         {
1130                 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1131                 return;
1132         }
1133         fog_density = atof(Cmd_Argv(1));
1134         fog_red = atof(Cmd_Argv(2));
1135         fog_green = atof(Cmd_Argv(3));
1136         fog_blue = atof(Cmd_Argv(4));
1137 }
1138
1139 /*
1140 =================
1141 CL_Init
1142 =================
1143 */
1144 void CL_Init (void)
1145 {
1146         cl_entities_mempool = Mem_AllocPool("client entities");
1147         cl_refdef_mempool = Mem_AllocPool("refdef");
1148
1149         memset(&r_refdef, 0, sizeof(r_refdef));
1150         // max entities sent to renderer per frame
1151         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1152         r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1153         // 256k drawqueue buffer
1154         r_refdef.maxdrawqueuesize = 256 * 1024;
1155         r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1156
1157         SZ_Alloc (&cls.message, 1024, "cls.message");
1158
1159         CL_InitInput ();
1160         CL_InitTEnts ();
1161
1162 //
1163 // register our commands
1164 //
1165         Cvar_RegisterVariable (&cl_upspeed);
1166         Cvar_RegisterVariable (&cl_forwardspeed);
1167         Cvar_RegisterVariable (&cl_backspeed);
1168         Cvar_RegisterVariable (&cl_sidespeed);
1169         Cvar_RegisterVariable (&cl_movespeedkey);
1170         Cvar_RegisterVariable (&cl_yawspeed);
1171         Cvar_RegisterVariable (&cl_pitchspeed);
1172         Cvar_RegisterVariable (&cl_anglespeedkey);
1173         Cvar_RegisterVariable (&cl_shownet);
1174         Cvar_RegisterVariable (&cl_nolerp);
1175         Cvar_RegisterVariable (&lookspring);
1176         Cvar_RegisterVariable (&lookstrafe);
1177         Cvar_RegisterVariable (&sensitivity);
1178         Cvar_RegisterVariable (&freelook);
1179
1180         Cvar_RegisterVariable (&m_pitch);
1181         Cvar_RegisterVariable (&m_yaw);
1182         Cvar_RegisterVariable (&m_forward);
1183         Cvar_RegisterVariable (&m_side);
1184
1185         Cvar_RegisterVariable (&cl_itembobspeed);
1186         Cvar_RegisterVariable (&cl_itembobheight);
1187
1188         Cmd_AddCommand ("entities", CL_PrintEntities_f);
1189         Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1190         Cmd_AddCommand ("record", CL_Record_f);
1191         Cmd_AddCommand ("stop", CL_Stop_f);
1192         Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1193         Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1194
1195         Cmd_AddCommand ("fog", CL_Fog_f);
1196
1197         // LordHavoc: added pausedemo
1198         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1199
1200         Cvar_RegisterVariable(&r_draweffects);
1201         Cvar_RegisterVariable(&cl_explosions);
1202         Cvar_RegisterVariable(&cl_stainmaps);
1203         Cvar_RegisterVariable(&cl_beams_polygons);
1204         Cvar_RegisterVariable(&cl_beams_relative);
1205         Cvar_RegisterVariable(&cl_beams_lightatend);
1206         Cvar_RegisterVariable(&cl_noplayershadow);
1207
1208         CL_Parse_Init();
1209         CL_Particles_Init();
1210         CL_Screen_Init();
1211         CL_CGVM_Init();
1212
1213         CL_Video_Init();
1214 }
1215