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converted vertex fogging to use a fogtable array which matches the fog texture
[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 #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 // called before entity relinking
552 void CL_DecayLights(void)
553 {
554         int i, oldmax;
555         dlight_t *dl;
556         float time, f;
557
558         time = cl.time - cl.oldtime;
559         oldmax = cl_activedlights;
560         cl_activedlights = 0;
561         for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
562         {
563                 if (dl->radius)
564                 {
565                         f = dl->radius - time * dl->decay;
566                         if (cl.time < dl->die && f > 0)
567                         {
568                                 dl->radius = dl->radius - time * dl->decay;
569                                 cl_activedlights = i + 1;
570                         }
571                         else
572                                 dl->radius = 0;
573                 }
574         }
575 }
576
577 // called after entity relinking
578 void CL_UpdateLights(void)
579 {
580         int i, j, k, l;
581         dlight_t *dl;
582         float frac, f;
583
584         r_refdef.numlights = 0;
585         if (r_dynamic.integer)
586         {
587                 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
588                 {
589                         if (dl->radius)
590                         {
591                                 R_RTLight_Update(dl, false);
592                                 r_refdef.lights[r_refdef.numlights++] = dl;
593                         }
594                 }
595         }
596
597 // light animations
598 // 'm' is normal light, 'a' is no light, 'z' is double bright
599         f = cl.time * 10;
600         i = (int)floor(f);
601         frac = f - i;
602         for (j = 0;j < MAX_LIGHTSTYLES;j++)
603         {
604                 if (!cl_lightstyle || !cl_lightstyle[j].length)
605                 {
606                         r_refdef.lightstylevalue[j] = 256;
607                         continue;
608                 }
609                 k = i % cl_lightstyle[j].length;
610                 l = (i-1) % cl_lightstyle[j].length;
611                 k = cl_lightstyle[j].map[k] - 'a';
612                 l = cl_lightstyle[j].map[l] - 'a';
613                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
614         }
615 }
616
617 #define MAXVIEWMODELS 32
618 entity_t *viewmodels[MAXVIEWMODELS];
619 int numviewmodels;
620
621 matrix4x4_t viewmodelmatrix;
622
623 static int entitylinkframenumber;
624
625 static const vec3_t muzzleflashorigin = {18, 0, 0};
626
627 extern void V_DriftPitch(void);
628 extern void V_FadeViewFlashs(void);
629 extern void V_CalcViewBlend(void);
630
631 extern void V_CalcRefdef(void);
632 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
633 void CL_LinkNetworkEntity(entity_t *e)
634 {
635         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
636         //matrix4x4_t dlightmatrix;
637         int j, k, l, trailtype, temp;
638         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
639         entity_t *t;
640         model_t *model;
641         trace_t trace;
642         //entity_persistent_t *p = &e->persistent;
643         //entity_render_t *r = &e->render;
644         if (e->persistent.linkframe != entitylinkframenumber)
645         {
646                 e->persistent.linkframe = entitylinkframenumber;
647                 // skip inactive entities and world
648                 if (!e->state_current.active || e == cl_entities)
649                         return;
650                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
651                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
652                 e->render.flags = e->state_current.flags;
653                 e->render.effects = e->state_current.effects;
654                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
655                 if (e->state_current.flags & RENDER_COLORMAPPED)
656                 {
657                         int cb;
658                         qbyte *cbcolor;
659                         e->render.colormap = e->state_current.colormap;
660                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
661                         cbcolor = (qbyte *) (&palette_complete[cb]);
662                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
663                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
664                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
665                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
666                         cbcolor = (qbyte *) (&palette_complete[cb]);
667                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
668                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
669                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
670                 }
671                 else if (e->state_current.colormap && cl.scores != NULL)
672                 {
673                         int cb;
674                         qbyte *cbcolor;
675                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
676                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
677                         cbcolor = (qbyte *) (&palette_complete[cb]);
678                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
679                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
680                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
681                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
682                         cbcolor = (qbyte *) (&palette_complete[cb]);
683                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
684                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
685                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
686                 }
687                 else
688                 {
689                         e->render.colormap = -1; // no special coloring
690                         VectorClear(e->render.colormap_pantscolor);
691                         VectorClear(e->render.colormap_shirtcolor);
692                 }
693                 e->render.skinnum = e->state_current.skin;
694                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
695                 {
696                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)
697                                 return;
698                         if (cl.viewentity)
699                                 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
700                         matrix = &viewmodelmatrix;
701                         if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
702                         {
703                                 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
704                                 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
705                         }
706                 }
707                 else
708                 {
709                         // if the tag entity is currently impossible, skip it
710                         if (e->state_current.tagentity >= cl_num_entities)
711                                 return;
712                         t = cl_entities + e->state_current.tagentity;
713                         // if the tag entity is inactive, skip it
714                         if (!t->state_current.active)
715                                 return;
716                         // note: this can link to world
717                         CL_LinkNetworkEntity(t);
718                         // make relative to the entity
719                         matrix = &t->render.matrix;
720                         // some properties of the tag entity carry over
721                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
722                         // if a valid tagindex is used, make it relative to that tag instead
723                         // FIXME: use a model function to get tag info (need to handle skeletal)
724                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
725                         {
726                                 // blend the matrices
727                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
728                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
729                                 {
730                                         matrix4x4_t tagmatrix;
731                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
732                                         d = t->render.frameblend[j].lerp;
733                                         for (l = 0;l < 4;l++)
734                                                 for (k = 0;k < 4;k++)
735                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
736                                 }
737                                 // concat the tag matrices onto the entity matrix
738                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
739                                 // use the constructed tag matrix
740                                 matrix = &tempmatrix;
741                         }
742                 }
743
744                 // movement lerp
745                 // if it's the player entity, update according to client movement
746                 if (e == cl_entities + cl.playerentity && cl.movement)
747                 {
748                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
749                         lerp = bound(0, lerp, 1);
750                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
751                         VectorSet(angles, 0, cl.viewangles[1], 0);
752                 }
753                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
754                 {
755                         // interpolate the origin and angles
756                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
757                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
758                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
759                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
760                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
761                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
762                 }
763                 else
764                 {
765                         // no interpolation
766                         VectorCopy(e->persistent.neworigin, origin);
767                         VectorCopy(e->persistent.newangles, angles);
768                 }
769
770                 // model setup and some modelflags
771                 e->render.model = cl.model_precache[e->state_current.modelindex];
772                 if (e->render.model)
773                 {
774                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
775                         if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
776                                 angles[0] = -angles[0];
777                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
778                         {
779                                 angles[1] = ANGLEMOD(100*cl.time);
780                                 if (cl_itembobheight.value)
781                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
782                         }
783                         // transfer certain model flags to effects
784                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
785                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
786                                 VectorScale(e->render.colormod, 2, e->render.colormod);
787                 }
788
789                 // animation lerp
790                 if (e->render.frame2 == e->state_current.frame)
791                 {
792                         // update frame lerp fraction
793                         e->render.framelerp = 1;
794                         if (e->render.frame2time > e->render.frame1time)
795                         {
796                                 // make sure frame lerp won't last longer than 100ms
797                                 // (this mainly helps with models that use framegroups and
798                                 // switch between them infrequently)
799                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
800                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
801                         }
802                 }
803                 else
804                 {
805                         // begin a new frame lerp
806                         e->render.frame1 = e->render.frame2;
807                         e->render.frame1time = e->render.frame2time;
808                         e->render.frame = e->render.frame2 = e->state_current.frame;
809                         e->render.frame2time = cl.time;
810                         e->render.framelerp = 0;
811                 }
812                 R_LerpAnimation(&e->render);
813
814                 // set up the render matrix
815                 // FIXME: e->render.scale should go away
816                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
817                 // concat the matrices to make the entity relative to its tag
818                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
819                 // make the other useful stuff
820                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
821                 CL_BoundingBoxForEntity(&e->render);
822
823                 // handle effects now that we know where this entity is in the world...
824                 if (e->render.model && e->render.model->soundfromcenter)
825                 {
826                         // bmodels are treated specially since their origin is usually '0 0 0'
827                         vec3_t o;
828                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
829                         Matrix4x4_Transform(&e->render.matrix, o, origin);
830                 }
831                 else
832                 {
833                         origin[0] = e->render.matrix.m[0][3];
834                         origin[1] = e->render.matrix.m[1][3];
835                         origin[2] = e->render.matrix.m[2][3];
836                 }
837                 trailtype = -1;
838                 dlightradius = 0;
839                 dlightcolor[0] = 0;
840                 dlightcolor[1] = 0;
841                 dlightcolor[2] = 0;
842                 // LordHavoc: if the entity has no effects, don't check each
843                 if (e->render.effects)
844                 {
845                         if (e->render.effects & EF_BRIGHTFIELD)
846                         {
847                                 if (gamemode == GAME_NEXUIZ)
848                                 {
849                                         dlightradius = max(dlightradius, 200);
850                                         dlightcolor[0] += 0.75f;
851                                         dlightcolor[1] += 1.50f;
852                                         dlightcolor[2] += 3.00f;
853                                         trailtype = 8;
854                                 }
855                                 else
856                                         CL_EntityParticles(e);
857                         }
858                         if (e->render.effects & EF_MUZZLEFLASH)
859                                 e->persistent.muzzleflash = 1.0f;
860                         if (e->render.effects & EF_DIMLIGHT)
861                         {
862                                 dlightradius = max(dlightradius, 200);
863                                 dlightcolor[0] += 1.50f;
864                                 dlightcolor[1] += 1.50f;
865                                 dlightcolor[2] += 1.50f;
866                         }
867                         if (e->render.effects & EF_BRIGHTLIGHT)
868                         {
869                                 dlightradius = max(dlightradius, 400);
870                                 dlightcolor[0] += 3.00f;
871                                 dlightcolor[1] += 3.00f;
872                                 dlightcolor[2] += 3.00f;
873                         }
874                         // LordHavoc: more effects
875                         if (e->render.effects & EF_RED) // red
876                         {
877                                 dlightradius = max(dlightradius, 200);
878                                 dlightcolor[0] += 1.50f;
879                                 dlightcolor[1] += 0.15f;
880                                 dlightcolor[2] += 0.15f;
881                         }
882                         if (e->render.effects & EF_BLUE) // blue
883                         {
884                                 dlightradius = max(dlightradius, 200);
885                                 dlightcolor[0] += 0.15f;
886                                 dlightcolor[1] += 0.15f;
887                                 dlightcolor[2] += 1.50f;
888                         }
889                         if (e->render.effects & EF_FLAME)
890                         {
891                                 mins[0] = origin[0] - 16.0f;
892                                 mins[1] = origin[1] - 16.0f;
893                                 mins[2] = origin[2] - 16.0f;
894                                 maxs[0] = origin[0] + 16.0f;
895                                 maxs[1] = origin[1] + 16.0f;
896                                 maxs[2] = origin[2] + 16.0f;
897                                 // how many flames to make
898                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
899                                 CL_FlameCube(mins, maxs, temp);
900                                 d = lhrandom(0.75f, 1);
901                                 dlightradius = max(dlightradius, 200);
902                                 dlightcolor[0] += d * 2.0f;
903                                 dlightcolor[1] += d * 1.5f;
904                                 dlightcolor[2] += d * 0.5f;
905                         }
906                         if (e->render.effects & EF_STARDUST)
907                         {
908                                 mins[0] = origin[0] - 16.0f;
909                                 mins[1] = origin[1] - 16.0f;
910                                 mins[2] = origin[2] - 16.0f;
911                                 maxs[0] = origin[0] + 16.0f;
912                                 maxs[1] = origin[1] + 16.0f;
913                                 maxs[2] = origin[2] + 16.0f;
914                                 // how many particles to make
915                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
916                                 CL_Stardust(mins, maxs, temp);
917                                 dlightradius = max(dlightradius, 200);
918                                 dlightcolor[0] += 1.0f;
919                                 dlightcolor[1] += 0.7f;
920                                 dlightcolor[2] += 0.3f;
921                         }
922                 }
923                 // muzzleflash fades over time, and is offset a bit
924                 if (e->persistent.muzzleflash > 0)
925                 {
926                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
927                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
928                         tempmatrix = e->render.matrix;
929                         tempmatrix.m[0][3] = trace.endpos[0];
930                         tempmatrix.m[1][3] = trace.endpos[1];
931                         tempmatrix.m[2][3] = trace.endpos[2];
932                         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);
933                         e->persistent.muzzleflash -= cl.frametime * 10;
934                 }
935                 // LordHavoc: if the model has no flags, don't check each
936                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
937                 {
938                         if (e->render.model->flags & EF_GIB)
939                                 trailtype = 2;
940                         else if (e->render.model->flags & EF_ZOMGIB)
941                                 trailtype = 4;
942                         else if (e->render.model->flags & EF_TRACER)
943                         {
944                                 trailtype = 3;
945                                 dlightradius = max(dlightradius, 100);
946                                 dlightcolor[0] += 0.25f;
947                                 dlightcolor[1] += 1.00f;
948                                 dlightcolor[2] += 0.25f;
949                         }
950                         else if (e->render.model->flags & EF_TRACER2)
951                         {
952                                 trailtype = 5;
953                                 dlightradius = max(dlightradius, 100);
954                                 dlightcolor[0] += 1.00f;
955                                 dlightcolor[1] += 0.60f;
956                                 dlightcolor[2] += 0.20f;
957                         }
958                         else if (e->render.model->flags & EF_ROCKET)
959                         {
960                                 trailtype = 0;
961                                 dlightradius = max(dlightradius, 200);
962                                 dlightcolor[0] += 3.00f;
963                                 dlightcolor[1] += 1.50f;
964                                 dlightcolor[2] += 0.50f;
965                         }
966                         else if (e->render.model->flags & EF_GRENADE)
967                         {
968                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
969                                 trailtype = e->render.alpha == -1 ? 7 : 1;
970                         }
971                         else if (e->render.model->flags & EF_TRACER3)
972                         {
973                                 trailtype = 6;
974                                 if (gamemode == GAME_PRYDON)
975                                 {
976                                         dlightradius = max(dlightradius, 100);
977                                         dlightcolor[0] += 0.30f;
978                                         dlightcolor[1] += 0.60f;
979                                         dlightcolor[2] += 1.20f;
980                                 }
981                                 else
982                                 {
983                                         dlightradius = max(dlightradius, 200);
984                                         dlightcolor[0] += 1.20f;
985                                         dlightcolor[1] += 0.50f;
986                                         dlightcolor[2] += 1.00f;
987                                 }
988                         }
989                 }
990                 // LordHavoc: customizable glow
991                 if (e->state_current.glowsize)
992                 {
993                         // * 4 for the expansion from 0-255 to 0-1023 range,
994                         // / 255 to scale down byte colors
995                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
996                         VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
997                 }
998                 // make the glow dlight
999                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1000                 {
1001                         //dlightmatrix = e->render.matrix;
1002                         // hack to make glowing player light shine on their gun
1003                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1004                         //      dlightmatrix.m[2][3] += 30;
1005                         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);
1006                 }
1007                 // custom rtlight
1008                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1009                 {
1010                         float light[4];
1011                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1012                         light[3] = e->state_current.light[3];
1013                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1014                                 VectorSet(light, 1, 1, 1);
1015                         if (light[3] == 0)
1016                                 light[3] = 350;
1017                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1018                         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);
1019                 }
1020                 // do trails
1021                 if (e->render.flags & RENDER_GLOWTRAIL)
1022                         trailtype = 9;
1023                 if (trailtype >= 0)
1024                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1025                 VectorCopy(origin, e->persistent.trail_origin);
1026                 // tenebrae's sprites are all additive mode (weird)
1027                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1028                         e->render.effects |= EF_ADDITIVE;
1029                 // player model is only shown with chase_active on
1030                 if (e->state_current.number == cl.viewentity)
1031                         e->render.flags |= RENDER_EXTERIORMODEL;
1032                 // transparent stuff can't be lit during the opaque stage
1033                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1034                         e->render.flags |= RENDER_TRANSPARENT;
1035                 // either fullbright or lit
1036                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1037                         e->render.flags |= RENDER_LIGHT;
1038                 // hide player shadow during intermission or nehahra movie
1039                 if (!(e->render.effects & EF_NOSHADOW)
1040                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1041                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1042                         e->render.flags |= RENDER_SHADOW;
1043                 // as soon as player is known we can call V_CalcRefDef
1044                 if (e->state_current.number == cl.viewentity)
1045                         V_CalcRefdef();
1046                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1047                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1048                 // don't show entities with no modelindex (note: this still shows
1049                 // entities which have a modelindex that resolved to a NULL model)
1050                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1051                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1052                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1053                 //      Matrix4x4_Print(&e->render.matrix);
1054         }
1055 }
1056
1057 void CL_RelinkWorld(void)
1058 {
1059         entity_t *ent = &cl_entities[0];
1060         cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1061         // FIXME: this should be done at load
1062         Matrix4x4_CreateIdentity(&ent->render.matrix);
1063         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1064         R_LerpAnimation(&ent->render);
1065         CL_BoundingBoxForEntity(&ent->render);
1066         ent->render.flags = RENDER_SHADOW;
1067         if (!r_fullbright.integer)
1068                 ent->render.flags |= RENDER_LIGHT;
1069         VectorSet(ent->render.colormod, 1, 1, 1);
1070         r_refdef.worldentity = &ent->render;
1071         r_refdef.worldmodel = cl.worldmodel;
1072 }
1073
1074 static void CL_RelinkStaticEntities(void)
1075 {
1076         int i;
1077         entity_t *e;
1078         for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1079         {
1080                 e->render.flags = 0;
1081                 // transparent stuff can't be lit during the opaque stage
1082                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1083                         e->render.flags |= RENDER_TRANSPARENT;
1084                 // either fullbright or lit
1085                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1086                         e->render.flags |= RENDER_LIGHT;
1087                 // hide player shadow during intermission or nehahra movie
1088                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1089                         e->render.flags |= RENDER_SHADOW;
1090                 VectorSet(e->render.colormod, 1, 1, 1);
1091                 R_LerpAnimation(&e->render);
1092                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1093         }
1094 }
1095
1096 /*
1097 ===============
1098 CL_RelinkEntities
1099 ===============
1100 */
1101 static void CL_RelinkNetworkEntities(void)
1102 {
1103         entity_t *ent;
1104         int i;
1105
1106         ent = &cl.viewent;
1107         ent->state_previous = ent->state_current;
1108         ent->state_current = defaultstate;
1109         ent->state_current.time = cl.time;
1110         ent->state_current.number = -1;
1111         ent->state_current.active = true;
1112         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1113         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1114         ent->state_current.flags = RENDER_VIEWMODEL;
1115         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1116                 ent->state_current.modelindex = 0;
1117         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1118         {
1119                 if (gamemode == GAME_TRANSFUSION)
1120                         ent->state_current.alpha = 128;
1121                 else
1122                         ent->state_current.modelindex = 0;
1123         }
1124
1125         // reset animation interpolation on weaponmodel if model changed
1126         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1127         {
1128                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1129                 ent->render.frame1time = ent->render.frame2time = cl.time;
1130                 ent->render.framelerp = 1;
1131         }
1132
1133         // start on the entity after the world
1134         entitylinkframenumber++;
1135         for (i = 1;i < cl_num_entities;i++)
1136         {
1137                 if (cl_entities_active[i])
1138                 {
1139                         ent = cl_entities + i;
1140                         if (ent->state_current.active)
1141                                 CL_LinkNetworkEntity(ent);
1142                         else
1143                                 cl_entities_active[i] = false;
1144                 }
1145         }
1146         CL_LinkNetworkEntity(&cl.viewent);
1147 }
1148
1149 static void CL_RelinkEffects(void)
1150 {
1151         int i, intframe;
1152         cl_effect_t *e;
1153         entity_t *ent;
1154         float frame;
1155
1156         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1157         {
1158                 if (e->active)
1159                 {
1160                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1161                         intframe = frame;
1162                         if (intframe < 0 || intframe >= e->endframe)
1163                         {
1164                                 memset(e, 0, sizeof(*e));
1165                                 continue;
1166                         }
1167
1168                         if (intframe != e->frame)
1169                         {
1170                                 e->frame = intframe;
1171                                 e->frame1time = e->frame2time;
1172                                 e->frame2time = cl.time;
1173                         }
1174
1175                         // if we're drawing effects, get a new temp entity
1176                         // (NewTempEntity adds it to the render entities list for us)
1177                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1178                         {
1179                                 // interpolation stuff
1180                                 ent->render.frame1 = intframe;
1181                                 ent->render.frame2 = intframe + 1;
1182                                 if (ent->render.frame2 >= e->endframe)
1183                                         ent->render.frame2 = -1; // disappear
1184                                 ent->render.framelerp = frame - intframe;
1185                                 ent->render.frame1time = e->frame1time;
1186                                 ent->render.frame2time = e->frame2time;
1187
1188                                 // normal stuff
1189                                 ent->render.model = cl.model_precache[e->modelindex];
1190                                 ent->render.frame = ent->render.frame2;
1191                                 ent->render.colormap = -1; // no special coloring
1192                                 ent->render.alpha = 1;
1193                                 VectorSet(ent->render.colormod, 1, 1, 1);
1194
1195                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1196                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1197                                 R_LerpAnimation(&ent->render);
1198                                 CL_BoundingBoxForEntity(&ent->render);
1199                         }
1200                 }
1201         }
1202 }
1203
1204 void CL_RelinkBeams(void)
1205 {
1206         int i;
1207         beam_t *b;
1208         vec3_t dist, org;
1209         float d;
1210         entity_t *ent;
1211         float yaw, pitch;
1212         float forward;
1213         matrix4x4_t tempmatrix;
1214
1215         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1216         {
1217                 if (!b->model || b->endtime < cl.time)
1218                         continue;
1219
1220                 // if coming from the player, update the start position
1221                 //if (b->entity == cl.viewentity)
1222                 //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1223                 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1224                 {
1225                         entity_state_t *p = &cl_entities[b->entity].state_previous;
1226                         //entity_state_t *c = &cl_entities[b->entity].state_current;
1227                         entity_render_t *r = &cl_entities[b->entity].render;
1228                         matrix4x4_t matrix, imatrix;
1229                         if (b->relativestartvalid == 2)
1230                         {
1231                                 // not really valid yet, we need to get the orientation now
1232                                 // (ParseBeam flagged this because it is received before
1233                                 //  entities are received, by now they have been received)
1234                                 // note: because players create lightning in their think
1235                                 // function (which occurs before movement), they actually
1236                                 // have some lag in it's location, so compare to the
1237                                 // previous player state, not the latest
1238                                 if (b->entity == cl.viewentity)
1239                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1240                                 else
1241                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1242                                 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1243                                 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1244                                 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1245                                 b->relativestartvalid = 1;
1246                         }
1247                         else
1248                         {
1249                                 if (b->entity == cl.viewentity)
1250                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1251                                 else
1252                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1253                                 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1254                                 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1255                         }
1256                 }
1257
1258                 if (b->lightning)
1259                 {
1260                         if (cl_beams_lightatend.integer)
1261                         {
1262                                 // FIXME: create a matrix from the beam start/end orientation
1263                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1264                                 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);
1265                         }
1266                         if (cl_beams_polygons.integer)
1267                                 continue;
1268                 }
1269
1270                 // calculate pitch and yaw
1271                 VectorSubtract (b->end, b->start, dist);
1272
1273                 if (dist[1] == 0 && dist[0] == 0)
1274                 {
1275                         yaw = 0;
1276                         if (dist[2] > 0)
1277                                 pitch = 90;
1278                         else
1279                                 pitch = 270;
1280                 }
1281                 else
1282                 {
1283                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1284                         if (yaw < 0)
1285                                 yaw += 360;
1286
1287                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1288                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1289                         if (pitch < 0)
1290                                 pitch += 360;
1291                 }
1292
1293                 // add new entities for the lightning
1294                 VectorCopy (b->start, org);
1295                 d = VectorNormalizeLength(dist);
1296                 while (d > 0)
1297                 {
1298                         ent = CL_NewTempEntity ();
1299                         if (!ent)
1300                                 return;
1301                         //VectorCopy (org, ent->render.origin);
1302                         ent->render.model = b->model;
1303                         //ent->render.effects = EF_FULLBRIGHT;
1304                         //ent->render.angles[0] = pitch;
1305                         //ent->render.angles[1] = yaw;
1306                         //ent->render.angles[2] = rand()%360;
1307                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1308                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1309                         R_LerpAnimation(&ent->render);
1310                         CL_BoundingBoxForEntity(&ent->render);
1311                         VectorMA(org, 30, dist, org);
1312                         d -= 30;
1313                 }
1314         }
1315 }
1316
1317 void CL_LerpPlayer(float frac)
1318 {
1319         int i;
1320         float d;
1321
1322         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1323         for (i = 0;i < 3;i++)
1324         {
1325                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1326                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1327                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1328         }
1329
1330         if (cls.demoplayback)
1331         {
1332                 // interpolate the angles
1333                 for (i = 0;i < 3;i++)
1334                 {
1335                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1336                         if (d > 180)
1337                                 d -= 360;
1338                         else if (d < -180)
1339                                 d += 360;
1340                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1341                 }
1342         }
1343 }
1344
1345 /*
1346 ===============
1347 CL_ReadFromServer
1348
1349 Read all incoming data from the server
1350 ===============
1351 */
1352 extern void CL_ClientMovement_Replay();
1353 int CL_ReadFromServer(void)
1354 {
1355         CL_ReadDemoMessage();
1356
1357         r_refdef.time = cl.time;
1358         r_refdef.extraupdate = !r_speeds.integer;
1359         r_refdef.numentities = 0;
1360         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1361         cl_num_brushmodel_entities = 0;
1362
1363         if (cls.state == ca_connected && cls.signon == SIGNONS)
1364         {
1365                 // prepare for a new frame
1366                 CL_LerpPlayer(CL_LerpPoint());
1367                 CL_DecayLights();
1368                 CL_ClearTempEntities();
1369                 V_DriftPitch();
1370                 V_FadeViewFlashs();
1371
1372                 // relink network entities (note: this sets up the view!)
1373                 CL_ClientMovement_Replay();
1374                 CL_RelinkNetworkEntities();
1375
1376                 // move particles
1377                 CL_MoveParticles();
1378                 R_MoveExplosions();
1379
1380                 // link stuff
1381                 CL_RelinkWorld();
1382                 CL_RelinkStaticEntities();
1383                 CL_RelinkBeams();
1384                 CL_RelinkEffects();
1385
1386                 // run cgame code (which can add more entities)
1387                 CL_CGVM_Frame();
1388
1389                 CL_UpdateLights();
1390
1391                 // update view blend
1392                 V_CalcViewBlend();
1393         }
1394
1395         return 0;
1396 }
1397
1398 /*
1399 =================
1400 CL_SendCmd
1401 =================
1402 */
1403 void CL_UpdatePrydonCursor(void);
1404 void CL_SendCmd(void)
1405 {
1406         if (cls.demoplayback)
1407         {
1408                 SZ_Clear(&cls.message);
1409                 return;
1410         }
1411
1412         // send the reliable message (forwarded commands) if there is one
1413         if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1414         {
1415                 if (developer.integer)
1416                 {
1417                         Con_Print("CL_SendCmd: sending reliable message:\n");
1418                         SZ_HexDumpToConsole(&cls.message);
1419                 }
1420                 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1421                         Host_Error("CL_WriteToServer: lost server connection");
1422                 SZ_Clear(&cls.message);
1423         }
1424 }
1425
1426 // LordHavoc: pausedemo command
1427 static void CL_PauseDemo_f (void)
1428 {
1429         cls.demopaused = !cls.demopaused;
1430         if (cls.demopaused)
1431                 Con_Print("Demo paused\n");
1432         else
1433                 Con_Print("Demo unpaused\n");
1434 }
1435
1436 /*
1437 ======================
1438 CL_Fog_f
1439 ======================
1440 */
1441 static void CL_Fog_f (void)
1442 {
1443         if (Cmd_Argc () == 1)
1444         {
1445                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1446                 return;
1447         }
1448         fog_density = atof(Cmd_Argv(1));
1449         fog_red = atof(Cmd_Argv(2));
1450         fog_green = atof(Cmd_Argv(3));
1451         fog_blue = atof(Cmd_Argv(4));
1452 }
1453
1454 /*
1455 ====================
1456 CL_TimeRefresh_f
1457
1458 For program optimization
1459 ====================
1460 */
1461 static void CL_TimeRefresh_f (void)
1462 {
1463         int i;
1464         float timestart, timedelta, oldangles[3];
1465
1466         r_refdef.extraupdate = false;
1467         VectorCopy(cl.viewangles, oldangles);
1468         VectorClear(cl.viewangles);
1469
1470         timestart = Sys_DoubleTime();
1471         for (i = 0;i < 128;i++)
1472         {
1473                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1474                 CL_UpdateScreen();
1475         }
1476         timedelta = Sys_DoubleTime() - timestart;
1477
1478         VectorCopy(oldangles, cl.viewangles);
1479         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1480 }
1481
1482 /*
1483 ===========
1484 CL_Shutdown
1485 ===========
1486 */
1487 void CL_Shutdown (void)
1488 {
1489         CL_CGVM_Shutdown();
1490         CL_Particles_Shutdown();
1491         CL_Parse_Shutdown();
1492
1493         Mem_FreePool (&cl_mempool);
1494 }
1495
1496 /*
1497 =================
1498 CL_Init
1499 =================
1500 */
1501 void CL_Init (void)
1502 {
1503         cl_mempool = Mem_AllocPool("client", 0, NULL);
1504
1505         memset(&r_refdef, 0, sizeof(r_refdef));
1506         // max entities sent to renderer per frame
1507         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1508         r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1509         // 256k drawqueue buffer
1510         r_refdef.maxdrawqueuesize = 256 * 1024;
1511         r_refdef.drawqueue = (qbyte *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1512
1513         cls.message.data = cls.message_buf;
1514         cls.message.maxsize = sizeof(cls.message_buf);
1515         cls.message.cursize = 0;
1516
1517         CL_InitInput ();
1518
1519 //
1520 // register our commands
1521 //
1522         Cvar_RegisterVariable (&cl_upspeed);
1523         Cvar_RegisterVariable (&cl_forwardspeed);
1524         Cvar_RegisterVariable (&cl_backspeed);
1525         Cvar_RegisterVariable (&cl_sidespeed);
1526         Cvar_RegisterVariable (&cl_movespeedkey);
1527         Cvar_RegisterVariable (&cl_yawspeed);
1528         Cvar_RegisterVariable (&cl_pitchspeed);
1529         Cvar_RegisterVariable (&cl_anglespeedkey);
1530         Cvar_RegisterVariable (&cl_shownet);
1531         Cvar_RegisterVariable (&cl_nolerp);
1532         Cvar_RegisterVariable (&lookspring);
1533         Cvar_RegisterVariable (&lookstrafe);
1534         Cvar_RegisterVariable (&sensitivity);
1535         Cvar_RegisterVariable (&freelook);
1536
1537         Cvar_RegisterVariable (&m_pitch);
1538         Cvar_RegisterVariable (&m_yaw);
1539         Cvar_RegisterVariable (&m_forward);
1540         Cvar_RegisterVariable (&m_side);
1541
1542         Cvar_RegisterVariable (&cl_itembobspeed);
1543         Cvar_RegisterVariable (&cl_itembobheight);
1544
1545         Cmd_AddCommand ("entities", CL_PrintEntities_f);
1546         Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1547         Cmd_AddCommand ("record", CL_Record_f);
1548         Cmd_AddCommand ("stop", CL_Stop_f);
1549         Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1550         Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1551
1552         Cmd_AddCommand ("fog", CL_Fog_f);
1553
1554         // LordHavoc: added pausedemo
1555         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1556
1557         Cvar_RegisterVariable(&r_draweffects);
1558         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1559         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1560         Cvar_RegisterVariable(&cl_explosions_size_start);
1561         Cvar_RegisterVariable(&cl_explosions_size_end);
1562         Cvar_RegisterVariable(&cl_explosions_lifetime);
1563         Cvar_RegisterVariable(&cl_stainmaps);
1564         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1565         Cvar_RegisterVariable(&cl_beams_polygons);
1566         Cvar_RegisterVariable(&cl_beams_relative);
1567         Cvar_RegisterVariable(&cl_beams_lightatend);
1568         Cvar_RegisterVariable(&cl_noplayershadow);
1569
1570         Cvar_RegisterVariable(&cl_prydoncursor);
1571
1572         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1573
1574         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1575
1576         CL_Parse_Init();
1577         CL_Particles_Init();
1578         CL_Screen_Init();
1579         CL_CGVM_Init();
1580
1581         CL_Video_Init();
1582 }
1583
1584
1585